diff options
Diffstat (limited to 'npc/re')
156 files changed, 21761 insertions, 16686 deletions
diff --git a/npc/re/cities/brasilis.txt b/npc/re/cities/brasilis.txt index 77e2635e3..eb30a3225 100644 --- a/npc/re/cities/brasilis.txt +++ b/npc/re/cities/brasilis.txt @@ -45,7 +45,7 @@ alberta,246,82,3 script Crewman#bra2 4W_SAILOR,{ mes "We recently found a new ocean route to get there easily."; mes "It's just 10,000 zeny for a round trip! So do you want to go?"; next; - switch(select("Take me to Brasilis!:I'll stay here.")) { + switch(select("Take me to Brasilis!", "I'll stay here.")) { case 1: if (Zeny > 9999) { mes "[Crewman]"; @@ -71,7 +71,7 @@ brasilis,316,57,3 script Crewman#bra1 4W_SAILOR,{ mes "[Crewman]"; mes "My ship is going to back to Alberta, do you want to join us?"; next; - switch(select("Go back to Alberta.:Not yet~.")) { + switch(select("Go back to Alberta.", "Not yet~.")) { case 1: mes "[Crewman]"; mes "I sure do miss home."; @@ -126,7 +126,7 @@ brasilis,137,77,5 script Ice-Cream Maker 4_M_03,{ mes "Ice Cream~"; mes "Get 'yer Ice Cream!"; next; - switch(select("Give me one!:Ice Cream?:Cancel.")) { + switch(select("Give me one!", "Ice Cream?", "Cancel.")) { case 1: mes "[Ice Cream Maker]"; mes "Since there are so many people want to get a cool ice cream you can order only 5 at a time."; diff --git a/npc/re/cities/dewata.txt b/npc/re/cities/dewata.txt index 04881fed7..064cdc461 100644 --- a/npc/re/cities/dewata.txt +++ b/npc/re/cities/dewata.txt @@ -43,7 +43,7 @@ alberta,212,202,4 script Dewata Sailor#alberta 4_M_DEWMAN,{ 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.")) { + switch(select("Yes!", "No.")) { case 1: if (Zeny >= 10000) { mes "[Dewata Sailor]"; @@ -71,7 +71,7 @@ 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.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Alberta Sailor]"; mes "I hope you had a lot of fun on"; @@ -99,7 +99,7 @@ dewata,221,237,5 script Young Man#dew-1 4_M_DEWMAN,{ mes "[Fruit Fancier]"; mes "I may be a youngling, but no one knows more than I do about ^777700Palm fruit^000000. All right! What do you want to know?"; next; - switch(select("About the shell...:About the pulp...:About the palm kernel...:No thanks.")) { + switch(select("About the shell...", "About the pulp...", "About the palm kernel...", "No thanks.")) { case 1: mes "[Fruit Fancier]"; mes "So you want to know about Palm fruit's pulp? Let me explain."; @@ -197,7 +197,7 @@ dewata,114,243,6 script Lazy Young Man#dew 4_M_DEWMAN,1,1,{ mes "Can you give me that? I just woke"; mes "up, and my throat is parched!"; next; - switch(select("Give:Do not give")) { + switch(select("Give", "Do not give")) { case 1: mes "[Lazy Young Man]"; mes "Really? For me?? I'll give you this in return... Thanks... Hehe~"; @@ -258,7 +258,7 @@ dewata,146,109,5 script Restauranteur#dew 4_COOK,{ mes "traveler, unlike some of these"; mes "teenage punks..."; next; - switch(select("About Dewata dishes:Today's menu?:I'm okay.")) { + switch(select("About Dewata dishes", "Today's menu?", "I'm okay.")) { case 1: mes "[Restauranteur]"; mes "Need info about our foods? Well... I don't have much to talk about, but feel free to listen if you want."; @@ -294,7 +294,7 @@ dewata,146,109,5 script Restauranteur#dew 4_COOK,{ mes "[Restauranteur]"; mes "We have 2 items 'Nasi Goreng' and 'Satay'. Which one do you want?"; next; - switch(select("Nasi Goreng:Satay")) { + switch(select("Nasi Goreng", "Satay")) { case 1: mes "[Restauranteur]"; mes "This is Nasi Goreng fried with my special sauce plus egg fry on the top. It only costs ^0000FF5000^000000 Zeny."; @@ -307,7 +307,7 @@ dewata,146,109,5 script Restauranteur#dew 4_COOK,{ break; } next; - switch(select("Taste:Walk away")) { + switch(select("Taste", "Walk away")) { case 1: if (Zeny < 5000) { mes "[Restauranteur]"; @@ -483,7 +483,7 @@ dewata,62,192,0 script Monk#dew4 4_M_BUDDHIST,{ 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.")) { + switch(select("Make a donation.", "Make a wish.", "Walk away.")) { case 1: mes "Donation case says:"; mes "^FF00001,000 ~ 100,000 Zeny^000000"; @@ -543,13 +543,13 @@ dewata,89,191,6 script Small Shrine#dew1 CLEAR_NPC,{ else if (.@stat & 32 && .@bonus) consumeitem 12068; //Luk_Dish03 else if (.@stat & 64) { - specialeffect2 EF_ANGEL; + specialeffect(EF_ANGEL, AREA, playerattached()); mes "- A celestial entity gives you a blessing. -"; next; } else if (.@stat & 128) { mes "- The shrine envelops you in a loving aura. -"; - if ((Sex == 0 && compare(.@wish$,.@wishes$[26])) || (Sex == 1 && compare(.@wish$,.@wishes$[27]))) - specialeffect2 EF_LIGHTSPHERE; + if ((Sex == SEX_FEMALE && compare(.@wish$,.@wishes$[26])) || (Sex == SEX_MALE && compare(.@wish$,.@wishes$[27]))) + specialeffect(EF_LIGHTSPHERE, AREA, playerattached()); next; } mes "It feels like this wish could come true."; @@ -569,13 +569,13 @@ dewata,89,191,6 script Small Shrine#dew1 CLEAR_NPC,{ L_Wish: mes "Mysterious energy comes out from the shrine."; - specialeffect EF_FLASHER,AREA,"Small Shrine#dew1"; - specialeffect EF_FLASHER,AREA,"Small Shrine#dew2"; - specialeffect EF_FLASHER,AREA,"Small Shrine#dew3"; - specialeffect EF_FLASHER,AREA,"Small Shrine#dew4"; + specialeffect(EF_FLASHER, AREA, getnpcid(0, "Small Shrine#dew1")); + specialeffect(EF_FLASHER, AREA, getnpcid(0, "Small Shrine#dew2")); + specialeffect(EF_FLASHER, AREA, getnpcid(0, "Small Shrine#dew3")); + specialeffect(EF_FLASHER, AREA, getnpcid(0, "Small Shrine#dew4")); next; mes "You have received the shrine's blessing."; - specialeffect2 EF_BLESSING; + specialeffect(EF_BLESSING, AREA, playerattached()); next; return; } @@ -587,7 +587,7 @@ dewata,75,122,6 script Monk#dewt1 4_M_BUDDHIST,{ mes "[Monk]"; mes "You are a stranger here. What brings here to this quiet place?"; next; - switch(select("I'm sightseeing.:No reason.")) { + switch(select("I'm sightseeing.", "No reason.")) { case 1: mes "[Monk]"; mes "Oh, you are a tourist. This is the '^0000FFPagoda^000000' worshiping the great Buddha. Please be respectful of the monks praying here."; @@ -603,7 +603,7 @@ dewata,69,101,6 script Monk#dewt2 4_M_BUDDHIST,{ mes "[Monk]"; mes "We have a pagoda for the worship of Buddhas. Each temple has one of these towers, though not many people come here besides other monks."; next; - switch(select("I see...:Explain about Buddhas:Ah, okay.")) { + switch(select("I see...", "Explain about Buddhas", "Ah, okay.")) { case 1: mes "[Monk]"; mes "You must feel the compassion of our Buddha!"; @@ -749,7 +749,7 @@ OnTouch: 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!"; + mes "Hey "+ (Sex == SEX_MALE ? "bro" : "sis") +", look at that man!"; next; mes "[Kid]"; mes "He's been lying there for a week doin' nothin'..."; @@ -842,7 +842,7 @@ OnTouch: emotion e_sob; emotion e_swt2; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey, kid..."; next; mes "[Ukki]"; @@ -854,7 +854,7 @@ OnTouch: emotion e_sob; emotion e_swt2; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "... ... ..."; emotion e_dots,1; close; @@ -968,7 +968,7 @@ dewata,139,114,6 script Semangat's Wife#dew 4_M_DEWOLDWOMAN,{ mes "gone off to again?"; mes "Have you seen my husband around?"; next; - switch(select("I think I saw him there..:No I haven't..")) { + switch(select("I think I saw him there..", "No I haven't..")) { case 1: mes "[Semangat's Wife]"; mes "He ran away when"; @@ -1073,7 +1073,7 @@ dewata,204,230,6 script Dieting Lady#dew 4_M_DEWWOMAN,{ mes "Is that mouth-watering"; mes "^006400Satay^000000 for me?"; next; - switch(select("Yes, want a taste?:No, it's for me!")) { + switch(select("Yes, want a taste?", "No, it's for me!")) { case 1: delitem Satay,1; mes "[Dieting Lady]"; diff --git a/npc/re/cities/dicastes.txt b/npc/re/cities/dicastes.txt index 91b1f249b..a00a549ac 100644 --- a/npc/re/cities/dicastes.txt +++ b/npc/re/cities/dicastes.txt @@ -53,11 +53,11 @@ dicastes01,194,159,5 script Excited Galten#a 4_MAN_GALTUN1,{ mes "will rule this land."; close; } - mes "¡ø¢²¢£ ¡Ð ¡ò¡ð¡ð"; - mes "¡÷¡ø¡ñ ¡ü ¡ü"; - mes "¡ù¢²¢³ ¢²"; - mes "¡ó¡õ¡ô ¢£ ¡Ð¡û¡ü ¡ò ¡ð¡ö¢£"; - mes "¢¤¡õ¡þ ¡÷ ¡ñ"; + mes sprintf("¡ø¢²¢£ ¡Ð ¡ò¡ð¡ð"); + mes sprintf("¡÷¡ø¡ñ ¡ü ¡ü"); + mes sprintf("¡ù¢²¢³ ¢²"); + mes sprintf("¡ó¡õ¡ô ¢£ ¡Ð¡û¡ü ¡ò ¡ð¡ö¢£"); + mes sprintf("¢¤¡õ¡þ ¡÷ ¡ñ"); close; } @@ -76,15 +76,15 @@ dicastes01,202,86,3 script Sentinel#a 4_MAN_GALTUN1,{ mes "Hey, you are an outsider!"; close; } - mes "¡ô¢±¢± ¡û ¡ó¡Ð¡ñ ¢£ ¢¤¡ú"; - mes "¡ø¡ó¢² ¢¤ "; - mes "¡õ¡ó¡Ð ¢³ ¡Ð¡õ¢£ ¡û ¡ú¡ï"; + mes sprintf("¡ô¢±¢± ¡û ¡ó¡Ð¡ñ ¢£ ¢¤¡ú"); + mes sprintf("¡ø¡ó¢² ¢¤ "); + mes sprintf("¡õ¡ó¡Ð ¢³ ¡Ð¡õ¢£ ¡û ¡ú¡ï"); next; mes "[Sentinel]"; - mes "¡ù"; + mes sprintf("¡ù"); next; mes "[Sentinel]"; - mes "¡ñ¡ö¡ï ¡ú ¡ó¢³¡ô"; + mes sprintf("¡ñ¡ö¡ï ¡ú ¡ó¢³¡ô"); close; } @@ -96,9 +96,9 @@ dicastes01,194,95,5 script Sentinel#b 4_MAN_GALTUN,{ mes "you won't know what hit you. Beware!"; close; } - mes "¡ø¡ô¡ü ¡ø ¡ó"; - mes "¡ø¡ï¡û ¡ó ¡û¢¤¢² ¡÷ ¢£"; - mes "¢¤¡ô¡ø ¢³ ¡÷¡û¡ö ¡õ ¡ø"; + mes sprintf("¡ø¡ô¡ü ¡ø ¡ó"); + mes sprintf("¡ø¡ï¡û ¡ó ¡û¢¤¢² ¡÷ ¢£"); + mes sprintf("¢¤¡ô¡ø ¢³ ¡÷¡û¡ö ¡õ ¡ø"); close; } @@ -109,8 +109,8 @@ dicastes01,234,158,0 script Training Galten#a 4_MAN_GALTUN,{ mes "if I keep up with my training every day."; close; } - mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"; - mes "¡ô ¡ø"; + mes sprintf("¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"); + mes sprintf("¡ô ¡ø"); next; mes "Don't know what it means."; close; @@ -123,8 +123,8 @@ dicastes01,244,166,0 script Training Galten#b 4_MAN_GALTUN,{ mes "hard I am training."; close; } - mes "¡ø¡ô¡ü ¡ø"; - mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"; + mes sprintf("¡ø¡ô¡ü ¡ø"); + mes sprintf("¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"); next; mes "Don't know what it means."; close; @@ -138,8 +138,8 @@ dicastes01,272,166,0 script Training Galten#c 4_MAN_GALTUN,{ mes "I am never lazy with my training."; close; } - mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"; - mes "¡ø¡ô¡ü ¡ø"; + mes sprintf("¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"); + mes sprintf("¡ø¡ô¡ü ¡ø"); next; mes "Don't know what it means."; close; @@ -154,8 +154,8 @@ dicastes01,248,129,0 script Training Galten#d 4_MAN_GALTUN,{ mes "for trainees like me."; close; } - mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü"; - mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"; + mes sprintf("¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü"); + mes sprintf("¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"); next; mes "Don't know what it means."; close; @@ -169,8 +169,8 @@ dicastes01,271,152,0 script Training Galten#e 4_MAN_GALTUN,{ mes "if I do my best, right?"; close; } - mes "¡ø¢²¡û ¡ô ¢£¢³¡ô"; - mes "¡ü¡ô"; + mes sprintf("¡ø¢²¡û ¡ô ¢£¢³¡ô"); + mes sprintf("¡ü¡ô"); close; } */ @@ -182,9 +182,9 @@ dic_in01,349,282,4 script Waiting Galten#in_1 4_MAN_GALTUN1,{ mes "We are all tensed up to be ready for action."; close; } - mes "[¢²¡Ð¡û ¡ù ¡Ð]"; - mes "¡ñ¡õ¡ü ¢£ ¡ó"; - mes "¢¤¡ó¡õ ¢£ ¢£¡ò¡ô ¡ö ¡ú¢¤¡ú ¢¤ ¡ò¡ö¡õ ¢¤ "; + mes sprintf("[¢²¡Ð¡û ¡ù ¡Ð]"); + mes sprintf("¡ñ¡õ¡ü ¢£ ¡ó"); + mes sprintf("¢¤¡ó¡õ ¢£ ¢£¡ò¡ô ¡ö ¡ú¢¤¡ú ¢¤ ¡ò¡ö¡õ ¢¤ "); close; } @@ -194,8 +194,8 @@ dic_in01,370,261,1 script Waiting Galten#in_2 4_MAN_GALTUN1,{ mes "Boring."; close; } - mes "[¢²¡Ð¡û ¡ù ¡Ð]"; - mes "¡ù¢¤¢±"; + mes sprintf("[¢²¡Ð¡û ¡ù ¡Ð]"); + mes sprintf("¡ù¢¤¢±"); close; } @@ -205,8 +205,8 @@ dic_in01,381,261,1 script Waiting Galten#in_3 4_MAN_GALTUN1,{ mes "Zzzzz..."; close; } - mes "[¢²¡Ð¡û ¡ù ¡Ð]"; - mes "¡ú¡ô"; + mes sprintf("[¢²¡Ð¡û ¡ù ¡Ð]"); + mes sprintf("¡ú¡ô"); close; } @@ -216,8 +216,8 @@ dic_in01,370,282,4 script Waiting Galten#in_4 4_MAN_GALTUN1,{ mes "El Dicastes is the most peaceful place in this world as long as I am here."; close; } - mes "[¢²¡Ð¡û ¡ù ¡Ð]"; - mes "¡ï¡ï¢³ ¡þ ¡ö¢³¢£ ¢± ¢³¡û¡õ ¡ø ¡þ¡ï¡ï ¡ø ¡û"; + mes sprintf("[¢²¡Ð¡û ¡ù ¡Ð]"); + mes sprintf("¡ï¡ï¢³ ¡þ ¡ö¢³¢£ ¢± ¢³¡û¡õ ¡ø ¡þ¡ï¡ï ¡ø ¡û"); close; } @@ -227,8 +227,8 @@ dic_in01,354,219,4 script Resting Galten#in_5 4_MAN_GALTUN1,{ mes "Resting is always so sweet."; close; } - mes "[¡õ¡ø¡ò ¡ü ¢¤]"; - mes "¡ï¡õ¡ù ¡ö ¡ò¡ð¢² ¢³ ¡ö"; + mes sprintf("[¡õ¡ø¡ò ¡ü ¢¤]"); + mes sprintf("¡ï¡õ¡ù ¡ö ¡ò¡ð¢² ¢³ ¡ö"); close; } @@ -241,9 +241,9 @@ dic_in01,365,197,1 script Resting Galten#in_6 4_MAN_GALTUN1,{ mes "You say I don't look like I'm resting? But I'm already used to this."; close; } - mes "[¡õ¡ø¡ò ¡ü ¢¤]"; - mes "¡ô¡ï¢¤ ¡ö ¡ù¡ð¡ñ ¡ü ¡ó¡û¡û"; - mes "¡ï¢£¡ó ¡ù ¢³¡ô¡ð ¢£ ¡Ð¡û¡ô ¡ô ¡Ð¡ú¡ù ¡ô ¡ó"; + mes sprintf("[¡õ¡ø¡ò ¡ü ¢¤]"); + mes sprintf("¡ô¡ï¢¤ ¡ö ¡ù¡ð¡ñ ¡ü ¡ó¡û¡û"); + mes sprintf("¡ï¢£¡ó ¡ù ¢³¡ô¡ð ¢£ ¡Ð¡û¡ô ¡ô ¡Ð¡ú¡ù ¡ô ¡ó"); close; } @@ -257,8 +257,8 @@ dic_in01,29,119,4 script Resting Piom#04 4_MAN_PIOM6,{ mes "Why is it so noisy when I'm trying to get rest?"; close; } - mes "[¢£¡ù¡ò ¢¤ ¡ù]"; - mes "¡ü¢²¡ð ¡Ð ¡ò¡ø¢² ¡ô ¢²¡õ"; + mes sprintf("[¢£¡ù¡ò ¢¤ ¡ù]"); + mes sprintf("¡ü¢²¡ð ¡Ð ¡ò¡ø¢² ¡ô ¢²¡õ"); close; } @@ -268,7 +268,7 @@ dic_in01,91,113,5 script Suspicious Piom#a 4_MAN_PIOM6,{ mes "Have you heard of the"; mes "rumor about Ahat?"; next; - if(select("Nope!:You first.") == 1) { + if(select("Nope!", "You first.") == 1) { mes "[Suspicious Piom]"; mes "Never mind."; close; @@ -279,7 +279,7 @@ dic_in01,91,113,5 script Suspicious Piom#a 4_MAN_PIOM6,{ mes "You first."; mes "You heard of the rumor, right?"; next; - if(select("Something is fishy?:If you're not going to spill it, me neither!") == 1) { + if(select("Something is fishy?", "If you're not going to spill it, me neither!") == 1) { mes "[Suspicious Piom]"; mes "I'm only a very curious"; mes "ordinary Piom."; @@ -289,10 +289,10 @@ dic_in01,91,113,5 script Suspicious Piom#a 4_MAN_PIOM6,{ mes "I am not going to say anything, either!"; close; } - mes "¡ó¢³¡ó ¡ó ¡ó¡þ¡ö"; - mes "¡õ ¢³¢²¡÷ ¡ó¡ó"; + mes sprintf("¡ó¢³¡ó ¡ó ¡ó¡þ¡ö"); + mes sprintf("¡õ ¢³¢²¡÷ ¡ó¡ó"); next; - if(select("Can't tell what it means:Is it a curse??") == 2) { + if(select("Can't tell what it means", "Is it a curse??") == 2) { mes "[Suspicious Piom]"; mes "Too bad."; close; @@ -312,10 +312,10 @@ dic_in01,168,116,5 script Tired Piom#c 4_MAN_PIOM5,{ mes "But of course you'll have to pay the price."; close; } - mes "¡þ¡õ¡ð ¢³ ¢³¡þ"; - mes "¡þ¡ø¡ð ¡ö ¡ñ¡ú¡ð ¡ò"; - mes "¡ï¡ñ¡ú ¡ô ¡ö¡ö¡ò ¡û ¡ó¢¤¡ø ¡ø ¢² ¡ø"; - mes "¢¤¢²¡ø ¡ò ¡ú¡ó¢±"; + mes sprintf("¡þ¡õ¡ð ¢³ ¢³¡þ"); + mes sprintf("¡þ¡ø¡ð ¡ö ¡ñ¡ú¡ð ¡ò"); + mes sprintf("¡ï¡ñ¡ú ¡ô ¡ö¡ö¡ò ¡û ¡ó¢¤¡ø ¡ø ¢² ¡ø"); + mes sprintf("¢¤¢²¡ø ¡ò ¡ú¡ó¢±"); close; } @@ -329,10 +329,10 @@ dic_in01,149,104,5 script Tired Piom#b 4_MAN_PIOM2,{ emotion e_what; close; } - mes "¡ð¡Ð¡ú ¡ø ¢²"; - mes "¡ö¡õ¡ó ¢¤ ¡ò¡ò¢³ ¡ô ¡ô¡ó¡ñ"; - mes "¢£¡ñ¡þ ¡ü ¢²¡û¡ó ¡ò ¡ð¡þ"; - mes "¡ö¡ú¡ñ ¢³"; + mes sprintf("¡ð¡Ð¡ú ¡ø ¢²"); + mes sprintf("¡ö¡õ¡ó ¢¤ ¡ò¡ò¢³ ¡ô ¡ô¡ó¡ñ"); + mes sprintf("¢£¡ñ¡þ ¡ü ¢²¡û¡ó ¡ò ¡ð¡þ"); + mes sprintf("¡ö¡ú¡ñ ¢³"); emotion e_what; close; } @@ -354,17 +354,17 @@ dic_in01,341,113,3 script Tired Piom#a 4_MAN_PIOM5,{ mes "I'll be rejected again, right?"; close; } - mes "¡÷¡ò¡û ¡ó ¡ó¡Ð¢±"; - mes "¡ó¡õ¡ù ¡þ ¡ò¢±¡ñ ¡õ ¢£"; - mes "¡ü¡ð¢¤ ¡ù ¡ò¡ô¡õ ¡ò ¡ñ"; - mes "¢³¡ú¢³ ¡Ð ¡ñ¡õ¡ù ¡÷ ¡÷¢±"; + mes sprintf("¡÷¡ò¡û ¡ó ¡ó¡Ð¢±"); + mes sprintf("¡ó¡õ¡ù ¡þ ¡ò¢±¡ñ ¡õ ¢£"); + mes sprintf("¡ü¡ð¢¤ ¡ù ¡ò¡ô¡õ ¡ò ¡ñ"); + mes sprintf("¢³¡ú¢³ ¡Ð ¡ñ¡õ¡ù ¡÷ ¡÷¢±"); next; mes "[Tired Piom]"; - mes "¡þ"; + mes sprintf("¡þ"); next; emotion e_swt; mes "[Tired Piom]"; - mes "¡ø¡ú¡ø ¢± ¡ö¡ò"; + mes sprintf("¡ø¡ú¡ø ¢± ¡ö¡ò"); close; } @@ -391,9 +391,9 @@ dic_in01,32,54,5 script Venknick#el_01 4_MAN_BENKUNI,{ mes "The refined Bradium was the best ever. Do you want to try some?"; close; } - mes "[¡ó¡ò¡ð]"; - mes "¡ù¡ó¢¤ ¢± ¢£"; - mes "¡õ¡þ¡ï ¢£ ¡÷¡÷¢¤ ¡ú ¡ó¡ñ¡ö ¢² ¡þ¢²¢¤ ¢² ¢£?"; + mes sprintf("[¡ó¡ò¡ð]"); + mes sprintf("¡ù¡ó¢¤ ¢± ¢£"); + mes sprintf("¡õ¡þ¡ï ¢£ ¡÷¡÷¢¤ ¡ú ¡ó¡ñ¡ö ¢² ¡þ¢²¢¤ ¢² ¢£?"); close; } @@ -413,17 +413,17 @@ dic_in01,372,116,3 script Thrilled Piom#a 4_MAN_PIOM4,{ mes "blessing?"; close; } - mes "¡ò¡õ¢³ ¡õ ¡ô"; - mes "¢£¡ó¡ø ¢² ¡ô¡÷"; - mes "¡ò¡ô¢³ ¡ù ¢±¡ó¢± ¡õ"; - mes "¡ó¡ü¡Ð ¡ø ¢²¡ü¡Ð ¡õ ¡ï"; + mes sprintf("¡ò¡õ¢³ ¡õ ¡ô"); + mes sprintf("¢£¡ó¡ø ¢² ¡ô¡÷"); + mes sprintf("¡ò¡ô¢³ ¡ù ¢±¡ó¢± ¡õ"); + mes sprintf("¡ó¡ü¡Ð ¡ø ¢²¡ü¡Ð ¡õ ¡ï"); next; mes "[Thrilled Piom]"; - mes "¢£"; + mes sprintf("¢£"); next; mes "[Thrilled Piom]"; - mes "¡Ð¢¤¡ù ¢£ ¡ó¡ó"; - mes "¡ù¡ó¡÷ ¡û ¡þ¡ô"; + mes sprintf("¡Ð¢¤¡ù ¢£ ¡ó¡ó"); + mes sprintf("¡ù¡ó¡÷ ¡û ¡þ¡ô"); close; } @@ -435,9 +435,9 @@ dic_in01,360,125,5 script Serious Venknicka 4_MAN_BENKUNI,{ mes "I will have to get more factory lines running."; close; } - mes "¡û¡õ¡ñ ¢² ¢²¢¤¡Ð ¢² ¡ü¡ñ¡õ"; - mes "¡þ¡ó¡ö ¢²"; - mes "¡ö¡÷¡û ¡ú ¡÷¡Ð¢³ ¢³"; + mes sprintf("¡û¡õ¡ñ ¢² ¢²¢¤¡Ð ¢² ¡ü¡ñ¡õ"); + mes sprintf("¡þ¡ó¡ö ¢²"); + mes sprintf("¡ö¡÷¡û ¡ú ¡÷¡Ð¢³ ¢³"); close; } @@ -467,24 +467,24 @@ dic_in01,42,250,5 script Guide#diel_1 4_MAN_PIOM6,{ mes "- The guide looks at you with an alert expression. -"; close; } - mes "[¢³¡ñ]"; - mes "¡õ¢£¡ó ¡Ð ¡õ¡ñ¡ò ¢¤ ¡ø¡ø¢£ ¢± ¢²¢³¡÷ ¢±"; - mes "¡ö¡ò¡ð ¡ó ¡ô¡ô?"; + mes sprintf("[¢³¡ñ]"); + mes sprintf("¡õ¢£¡ó ¡Ð ¡õ¡ñ¡ò ¢¤ ¡ø¡ø¢£ ¢± ¢²¢³¡÷ ¢±"); + mes sprintf("¡ö¡ò¡ð ¡ó ¡ô¡ô?"); next; - mes "[¢³¡ñ]"; - mes "¡Ð¡ù¡ó ¡ù ¡ü¢²¡Ð ¢± ¡÷¡ö¡þ"; - mes "¡ñ¡þ¢² ¡ø ¡ó¡ï¡ï ¡ù ¡ð¡ñ¡Ð ¡ù ¢³¡ò¡þ ¡ù ¡ø¡ð¡õ ¡õ ¢¤"; + mes sprintf("[¢³¡ñ]"); + mes sprintf("¡Ð¡ù¡ó ¡ù ¡ü¢²¡Ð ¢± ¡÷¡ö¡þ"); + mes sprintf("¡ñ¡þ¢² ¡ø ¡ó¡ï¡ï ¡ù ¡ð¡ñ¡Ð ¡ù ¢³¡ò¡þ ¡ù ¡ø¡ð¡õ ¡õ ¢¤"); next; - mes "[¢³¡ñ]"; - mes "¡û¡ù¡ô ¡ø ¡ð¡þ¡÷ ¢³ ¡þ¡ù¡ñ ¡ú ¡ü¢¤¡ò ¡ú ¡ô¢£"; - mes "¡÷¡ò¢¤ ¡ø ¡û¢³"; + mes sprintf("[¢³¡ñ]"); + mes sprintf("¡û¡ù¡ô ¡ø ¡ð¡þ¡÷ ¢³ ¡þ¡ù¡ñ ¡ú ¡ü¢¤¡ò ¡ú ¡ô¢£"); + mes sprintf("¡÷¡ò¢¤ ¡ø ¡û¢³"); next; - mes "[¢³¡ñ]"; - mes "¡ô¡ð¡ñ ¢¤ ¡ó¡÷¢³ ¡þ ¡ó¡õ¡÷ ¡ö ¡ó ¡ö"; + mes sprintf("[¢³¡ñ]"); + mes sprintf("¡ô¡ð¡ñ ¢¤ ¡ó¡÷¢³ ¡þ ¡ó¡õ¡÷ ¡ö ¡ó ¡ö"); next; - mes "[¢³¡ñ]"; - mes "¡ò¡ô¡ø ¡÷ ¡õ¡ø¡ð ¡ó ¢¤¡Ð¡ô ¡ø ¡ñ¡ñ¡ñ ¡ø ¡ú¡ö¡ø ¡ü"; - mes "¡ï¢³¡ð ¢¤ ¡ð¡ö¢£ ¢± ¡ô¡ø"; + mes sprintf("[¢³¡ñ]"); + mes sprintf("¡ò¡ô¡ø ¡÷ ¡õ¡ø¡ð ¡ó ¢¤¡Ð¡ô ¡ø ¡ñ¡ñ¡ñ ¡ø ¡ú¡ö¡ø ¡ü"); + mes sprintf("¡ï¢³¡ð ¢¤ ¡ð¡ö¢£ ¢± ¡ô¡ø"); close; } @@ -499,12 +499,12 @@ dic_in01,335,34,5 script Talkative Piom#a 4_MAN_PIOM4,{ mes "here too."; close; } - mes "¡ü¡ù¢± ¢³"; - mes "¡÷¡ø¡ï ¡þ ¡ó¡ó"; - mes "¡ñ¡õ¡ò ¡ó ¡÷¡ü¡ù ¡ö"; - mes "¡ñ¡ø¡ü ¡ú ¡ô"; - mes "¡þ¡ú¡ò ¢± ¡û¡ò¡ò ¡ù ¡÷"; - mes "¢³¡ò¡ò ¡ù ¢±¢£¡ò"; + mes sprintf("¡ü¡ù¢± ¢³"); + mes sprintf("¡÷¡ø¡ï ¡þ ¡ó¡ó"); + mes sprintf("¡ñ¡õ¡ò ¡ó ¡÷¡ü¡ù ¡ö"); + mes sprintf("¡ñ¡ø¡ü ¡ú ¡ô"); + mes sprintf("¡þ¡ú¡ò ¢± ¡û¡ò¡ò ¡ù ¡÷"); + mes sprintf("¢³¡ò¡ò ¡ù ¢±¢£¡ò"); close; } @@ -515,8 +515,8 @@ dic_in01,387,30,1 script Manuk Piom#a 4_MAN_PIOM,{ mes "I've come to pick up the weapon I ordered."; close; } - mes "¡ü¡ó¡þ ¡ó ¡ï¡ð¢¤ ¡ü ¡ð¢±"; - mes "¡ù¡ô¡ï ¡ú ¡ñ¡ù¢³ ¡ó ¡ò¡ö¡ó ¡ô¡ô"; + mes sprintf("¡ü¡ó¡þ ¡ó ¡ï¡ð¢¤ ¡ü ¡ð¢±"); + mes sprintf("¡ù¡ô¡ï ¡ú ¡ñ¡ù¢³ ¡ó ¡ò¡ö¡ó ¡ô¡ô"); close; } @@ -530,11 +530,11 @@ dicastes01,282,210,4 script Free Knit#a 4_MAN_NITT,{ mes "which is short."; close; } - mes "¡ñ¡þ¡ð ¡ó ¡ü¡ò¡ö ¡÷"; - mes "¢³¡ð¡ï ¢£ ¡ù¡ô¡ò ¡ô ¡ó¡þ¡ñ ¢² ¡ñ¡û¢£ ¢²"; - mes "¡ô¡ó¡ð ¡þ ¢£¡ð¢¤ ¡õ ¡û¢³¡ü"; - mes "¡ó¢³¡ò ¢± ¡ô¢£¢² ¡÷ ¡÷¡ñ"; - mes "¡ò¢²¡ï ¢£ ¡ö¡ö"; + mes sprintf("¡ñ¡þ¡ð ¡ó ¡ü¡ò¡ö ¡÷"); + mes sprintf("¢³¡ð¡ï ¢£ ¡ù¡ô¡ò ¡ô ¡ó¡þ¡ñ ¢² ¡ñ¡û¢£ ¢²"); + mes sprintf("¡ô¡ó¡ð ¡þ ¢£¡ð¢¤ ¡õ ¡û¢³¡ü"); + mes sprintf("¡ó¢³¡ò ¢± ¡ô¢£¢² ¡÷ ¡÷¡ñ"); + mes sprintf("¡ò¢²¡ï ¢£ ¡ö¡ö"); close; } @@ -554,17 +554,17 @@ dicastes01,246,210,3 script Free Venknick#a 4_MAN_BENKUNI,{ mes "but why are you interested in it?"; close; } - mes "¡ô¡ï¢£ ¢¤ ¡÷¡õ¢± ¡ü ¡ñ¡õ"; - mes "¡ü¢³"; - mes "¡ö¡ù¢¤ ¢² ¡ù¡ó¡ô"; - mes "¡ü¢£¢³ ¡ø ¡û¡ð¡ü ¡õ"; + mes sprintf("¡ô¡ï¢£ ¢¤ ¡÷¡õ¢± ¡ü ¡ñ¡õ"); + mes sprintf("¡ü¢³"); + mes sprintf("¡ö¡ù¢¤ ¢² ¡ù¡ó¡ô"); + mes sprintf("¡ü¢£¢³ ¡ø ¡û¡ð¡ü ¡õ"); next; mes "[Free Venknick]"; - mes "¡ù"; + mes sprintf("¡ù"); next; mes "[Free Venknick]"; - mes "¡þ¢¤¢£ ¢± ¡ó¡ò¢³ ¡ü ¡ñ¡ð"; - mes "¢±¡û¢£ ¡ö ¡ü¡ò¡÷ ¡û ¡õ¡ò¡÷ ¢²¢²"; + mes sprintf("¡þ¢¤¢£ ¢± ¡ó¡ò¢³ ¡ü ¡ñ¡ð"); + mes sprintf("¢±¡û¢£ ¡ö ¡ü¡ò¡÷ ¡û ¡õ¡ò¡÷ ¢²¢²"); close; } @@ -577,27 +577,27 @@ dicastes01,235,245,4 script Excited Piom#a 4_MAN_PIOM4,{ close; } mes "[Excited Piom]"; - mes "¡ú¡þ¡ó ¢³ ¡ü¢²¡ñ ¢±"; + mes sprintf("¡ú¡þ¡ó ¢³ ¡ü¢²¡ñ ¢±"); emotion e_ho; - mes "¢³¡ó¡ñ ¡õ ¡ð¡ô¡þ ¡÷ ¡ú¡ò¡õ ¡ø ¢² ¡ø"; + mes sprintf("¢³¡ó¡ñ ¡õ ¡ð¡ô¡þ ¡÷ ¡ú¡ò¡õ ¡ø ¢² ¡ø"); close; } dicastes01,284,262,3 script Favorable Knit#a 4_MAN_NITT,{ mes "[Favorable Knit]"; if (isequipped(2782)) { - mes "Unlike the Raphine, we Saphas"; + mes "Unlike the Laphine, we Saphas"; mes "are a very close community."; mes "We start by living together in common facilities after we are born."; mes "That is why all Saphas are like family."; mes "We never have any quarrels between classes."; close; } - mes "¡ô¢±¡ó ¡õ ¡ú¡÷¡Ð ¡õ"; - mes "¡ü¡ï¡Ð ¡õ ¡ô¡ó¡ü ¡ó ¢³"; - mes "¡ñ¡ô¡ü ¡þ ¢¤¡ñ¢¤ ¡ô ¡û¡ï¡ù"; - mes "¡ú¡ö¡ô ¡ó ¢£¡ú¡þ ¡ø ¡ø¡ò"; - mes "¢²¢³¡û ¢¤ ¡ú¡ñ¡ù ¡û ¢³¡ò¡ø ¡õ¡õ"; + mes sprintf("¡ô¢±¡ó ¡õ ¡ú¡÷¡Ð ¡õ"); + mes sprintf("¡ü¡ï¡Ð ¡õ ¡ô¡ó¡ü ¡ó ¢³"); + mes sprintf("¡ñ¡ô¡ü ¡þ ¢¤¡ñ¢¤ ¡ô ¡û¡ï¡ù"); + mes sprintf("¡ú¡ö¡ô ¡ó ¢£¡ú¡þ ¡ø ¡ø¡ò"); + mes sprintf("¢²¢³¡û ¢¤ ¡ú¡ñ¡ù ¡û ¢³¡ò¡ø ¡õ¡õ"); close; } @@ -612,11 +612,11 @@ dicastes01,164,180,4 script Limpy Piom#a 4_MAN_PIOM6,{ emotion e_dots; close; } - mes "¢²¡ô¡þ ¡ù ¡õ¡Ð"; - mes "¢³¡ô¡û ¡ú ¡ø"; - mes "¢³¡þ¢¤ ¡ó ¡õ¡÷¡Ð"; - mes "¡ñ¡ò¡ü ¡ü ¡ù¡þ¢±"; - mes "¢¤¡ò¡þ ¢¤ ¢£¡ñ ¢¤ ¢£¡ñ"; + mes sprintf("¢²¡ô¡þ ¡ù ¡õ¡Ð"); + mes sprintf("¢³¡ô¡û ¡ú ¡ø"); + mes sprintf("¢³¡þ¢¤ ¡ó ¡õ¡÷¡Ð"); + mes sprintf("¡ñ¡ò¡ü ¡ü ¡ù¡þ¢±"); + mes sprintf("¢¤¡ò¡þ ¢¤ ¢£¡ñ ¢¤ ¢£¡ñ"); emotion e_dots; close; } @@ -631,7 +631,7 @@ dicastes01,191,202,4 script Complaining Galten#fihs 4_MAN_GALTUN,{ mes "Have you ever talked"; mes "to him?"; next; - if(select("No:Yes") == 1) { + if(select("No", "Yes") == 1) { mes "[Complaining Galten]"; mes "Then you don't know about the legend behind the statue?"; mes "Then, I don't know what to talk about with you."; @@ -641,7 +641,7 @@ dicastes01,191,202,4 script Complaining Galten#fihs 4_MAN_GALTUN,{ mes "[Complaining Galten]"; mes "You also fell for that crazy man."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Yes"; emotion e_sob,1; next; @@ -649,13 +649,13 @@ dicastes01,191,202,4 script Complaining Galten#fihs 4_MAN_GALTUN,{ mes "Just forget about it quickly for your own good."; close; } - mes "[¡õ¢£¡ö ¡ú ]"; - mes "¡õ¡ò¡û ¡ò ¢£¡û¡÷ ¡÷ "; - mes "¡û¡ù¡û ¡÷ ¡ü¡þ¡û ¢³ ¡ó"; + mes sprintf("[¡õ¢£¡ö ¡ú ]"); + mes sprintf("¡õ¡ò¡û ¡ò ¢£¡û¡÷ ¡÷ "); + mes sprintf("¡û¡ù¡û ¡÷ ¡ü¡þ¡û ¢³ ¡ó"); next; - mes "[¡õ¢£¡ö ¡ú ]"; - mes "¡ð¢±¡ü ¡û ¡õ¡÷¢¤"; - mes "¢¤¡þ¡ø ¢² ¡÷"; + mes sprintf("[¡õ¢£¡ö ¡ú ]"); + mes sprintf("¡ð¢±¡ü ¡û ¡õ¡÷¢¤"); + mes sprintf("¢¤¡þ¡ø ¢² ¡÷"); next; mes "Don't know what it means."; close; @@ -667,7 +667,7 @@ dicastes01,202,197,4 script Crazy Venknick#fihsing1 4_MAN_BENKUNI,{ mes "At only 5000 Zeny"; mes "I will tell you the sad legend behind that statue."; next; - if(select("Give 5000 Zeny.:Don't give 5000 Zeny.") == 2) { + if(select("Give 5000 Zeny.", "Don't give 5000 Zeny.") == 2) { mes "[Crazy Venknick]"; mes "Don't come back with regrets."; close; @@ -684,27 +684,27 @@ dicastes01,202,197,4 script Crazy Venknick#fihsing1 4_MAN_BENKUNI,{ mes "Thanks."; emotion e_gg,0,"Complaining Galten#fihs"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What is the sad legend?"; next; emotion e_dots; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I asked what the sad legend is about!"; next; mes "[Crazy Venknick]"; mes "I don't believe in legends."; next; emotion e_dots,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Was I tricked?"; sc_start SC_BLIND,20000,0; next; mes "You feel outraged at being tricked."; close; } - mes "[¡ö¡ú¡ù ¢³ ]"; - mes "¢²¡û¡ó ¡ó ¡ù¢¤¡ø"; - mes "¢¤¡ð¢² ¢± ¡ñ¡ö¢² ¡ø ¡ï¡ö¡ü"; + mes sprintf("[¡ö¡ú¡ù ¢³ ]"); + mes sprintf("¢²¡û¡ó ¡ó ¡ù¢¤¡ø"); + mes sprintf("¢¤¡ð¢² ¢± ¡ñ¡ö¢² ¡ø ¡ï¡ö¡ü"); next; mes "Don't know what it means."; close; @@ -719,9 +719,9 @@ dic_in01,98,110,5 script Worried Piom#a 4_MAN_PIOM6,{ close; } mes "[Worried Piom]"; - mes "¡û¢±¡÷ ¢² ¡ï¡þ¡ò ¡ü ¡ï¡û¢²"; - mes "¡ï¡÷¢¤ ¡Ð ¡ï¡ï¡Ð ¢¤ ¢£"; - mes "¡÷¡þ¡ð ¡ó ¡ñ"; + mes sprintf("¡û¢±¡÷ ¢² ¡ï¡þ¡ò ¡ü ¡ï¡û¢²"); + mes sprintf("¡ï¡÷¢¤ ¡Ð ¡ï¡ï¡Ð ¢¤ ¢£"); + mes sprintf("¡÷¡þ¡ð ¡ó ¡ñ"); close; } @@ -734,8 +734,8 @@ dic_in01,98,96,3 script Lost Galten#a 4_MAN_GALTUN1,{ close; } mes "[Lost Galten]"; - mes "¡ó¡ô¡ï ¡û ¢³¡ú"; - mes "¡ü¡ø¡ñ ¢£ "; - mes "¡ö¡ï¢² ¡û ¡ö¡ó"; + mes sprintf("¡ó¡ô¡ï ¡û ¢³¡ú"); + mes sprintf("¡ü¡ø¡ñ ¢£ "); + mes sprintf("¡ö¡ï¢² ¡û ¡ö¡ó"); close; } diff --git a/npc/re/cities/eclage.txt b/npc/re/cities/eclage.txt index f64b2bd38..a347b9922 100644 --- a/npc/re/cities/eclage.txt +++ b/npc/re/cities/eclage.txt @@ -48,7 +48,7 @@ ecl_in02,164,56,3 script Receptionist#Laphine 4_F_FAIRYKID2,{ mes "[Receptionist}"; mes "Welcome to Eclage Clinic."; next; - switch (select("Save Location:Rest:Finish the conversation")) { + switch (select("Save Location", "Rest", "Finish the conversation")) { case 1: mes "[Receptionist}"; mes "Clinic has been set as your save point. Be careful though~"; @@ -59,7 +59,7 @@ ecl_in02,164,56,3 script Receptionist#Laphine 4_F_FAIRYKID2,{ 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")) { + switch (select("Pay with Splendide Coin", "Pay with Zeny", "Forget it")) { case 1: if (!countitem(Splendide_Coin)) { mes "[Receptionist}"; diff --git a/npc/re/cities/izlude.txt b/npc/re/cities/izlude.txt index 29a1a9a72..beb7cd6d9 100644 --- a/npc/re/cities/izlude.txt +++ b/npc/re/cities/izlude.txt @@ -107,7 +107,7 @@ function script F_IzludeChannel { mes "I can send you to another copy of Izlude."; mes "Do you want to go to another copy?"; next; - .@i = select(getarg(0)+":Never mind"); + .@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; diff --git a/npc/re/cities/malangdo.txt b/npc/re/cities/malangdo.txt index 43e07d7f1..2397b8c06 100644 --- a/npc/re/cities/malangdo.txt +++ b/npc/re/cities/malangdo.txt @@ -44,7 +44,7 @@ next; mes "[Dolangmal]"; .@s$ = "Why don't you go to ^A2314BMalangdo^000000?"; - switch(atoi(strnpcinfo(2))) { + switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))) { case 1: mes "How is that? The crowded city of Prontera is good, but why don't you go our heaven of the cats, ^A2314BMalangdo^000000?"; break; case 2: mes "Why don't you go to ^A2314BMalangdo^000000? That place is better than Geffen, where there are only crowds of simple honest wizards."; break; case 3: mes "The fresh air of Payon is not bad, but why don't you go better place like the heaven of the cats, ^A2314BMalangdo^000000?"; break; @@ -56,7 +56,7 @@ case 9: mes .@s$+"The smell of this sea place is better than Mora, which is full of a grassy smell."; break; } next; - if(select("No:^A2314BMalangdo^000000~ Go~ Go~") == 1) { + if(select("No", "^A2314BMalangdo^000000~ Go~ Go~") == 1) { mes "[Dolangmal]"; mes "What!? You don't want to go ^A2314BMalangdo^000000? Chet!"; next; @@ -96,7 +96,7 @@ mes "[Dolangmal]"; mes "Ok! Those are all the warnings!! They're easy and simple... right? Can you remember them?"; next; - switch(select("Remember his warnings:Can't remember")) { + switch(select("Remember his warnings", "Can't remember")) { case 1: mes "[Dolangmal]"; mes "Ok! Do not bite two mice with one mouth. ^9E1837Admiral Tomas^000000 is located at the ^A2314Bcenter of the ship in Malangdo^000000."; @@ -128,7 +128,7 @@ mes "[Dolangmal]"; mes "Uh? You must be the one from last time...? Alright. Did you visit ^A2314BMalangdo^000000?"; next; - switch(select("Take me to ^A2314BMalangdo^000000 again:I have visited")) { + switch(select("Take me to ^A2314BMalangdo^000000 again", "I have visited")) { case 1: mes "[Dolangmal]"; mes "I really want to send you there, but I can't because of the policy. It is difficult to send people who have visited ^A2314BMalangdo^000000 already."; @@ -174,9 +174,9 @@ lighthalzen,254,83,5 duplicate(Dolangmal) Dolangmal#8 4_CAT_DOWN mora,57,150,4 duplicate(Dolangmal) Dolangmal#9 4_CAT_DOWN - script ::Odgnalam FAKE_NPC,{ - mes "This cat is sleeping in the warm "+((strnpcinfo(2) == "albe")?"Alberta":"Izlude")+" sun."; + mes "This cat is sleeping in the warm "+((strnpcinfo(NPC_NAME_HIDDEN) == "albe")?"Alberta":"Izlude")+" sun."; next; - if(select("Let him sleep:Talk to him") == 1) close; + if(select("Let him sleep", "Talk to him") == 1) close; mes "[Odgnalam]"; mes "Meow? Huh?"; next; @@ -199,7 +199,7 @@ mora,57,150,4 duplicate(Dolangmal) Dolangmal#9 4_CAT_DOWN mes "[Odgnalam]"; mes "As you are a hero of the cat fleet let me send you to ^A2314BMalangdo^000000 for free."; next; - if(select("Send me to Malangdo!:Do not go.") == 1) { + 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; @@ -209,7 +209,7 @@ mora,57,150,4 duplicate(Dolangmal) Dolangmal#9 4_CAT_DOWN mes "[Odgnalam]"; mes .@s1$; next; - if(select("Send me to Malangdo!: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."; @@ -271,7 +271,7 @@ malangdo,219,86,4 script Kong#malang 4_CAT_SAILOR2,{ mes "We can't charge the hero of our fleet. What is your destination?"; next; } - .@i = select("- Izlude destination --- "+.@s1$+":- Alberta destination --- "+.@s1$+":- Stay on Malangdo"); + .@i = select("- Izlude destination --- "+.@s1$+"", "- Alberta destination --- "+.@s1$+"", "- Stay on Malangdo"); mes "[Kong]"; if (.@i == 3) { mes .@s2$; @@ -303,18 +303,18 @@ 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 "Eh?"; mes "Uh, sure you can use this hammock if you give me ^FF00005 Malangdo Cans^000000."; next; - switch(select("Here you go.:Never mind.")) { + switch(select("Here you go.", "Never mind.")) { case 1: if (countitem(Malang_Sp_Can) > 4) { delitem Malang_Sp_Can,5; percentheal 100,100; - specialeffect2 EF_HEALSP; + specialeffect(EF_HEALSP, AREA, playerattached()); mes "[Innkeeper]"; mes "Now relax."; emotion e_kis; diff --git a/npc/re/cities/malaya.txt b/npc/re/cities/malaya.txt index 0c937607a..f18bbd0af 100644 --- a/npc/re/cities/malaya.txt +++ b/npc/re/cities/malaya.txt @@ -40,7 +40,7 @@ alberta,196,202,3 script Optamara Crew#alberta 4W_SAILOR,{ mes "Hey, there!"; mes "It's 10,000 Zeny to go to Port Malaya. Interested?"; next; - switch(select("About Port Malaya.:Go to Port Malaya.:Cancel.")) { + 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."; @@ -92,7 +92,7 @@ malaya,276,55,4 script Optamara Crew#malaya 4W_SAILOR,{ mes "Would you like to go back to Alberta with me?"; next; } - switch(select("Return.:Do not return.")) { + switch(select("Return.", "Do not return.")) { case 1: mes "[Optamara Crew]"; mes "Great! Let's leave now for Alberta!!"; @@ -126,7 +126,7 @@ ma_in01,30,94,4 script Inn Keeper#ma 4_F_MALAYA,{ 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."; @@ -153,7 +153,7 @@ ma_in01,30,94,4 script Inn Keeper#ma 4_F_MALAYA,{ - script Unidentified Creature#i FAKE_NPC,{ end; OnInit: - switch(atoi(strnpcinfo(2))) { + switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))) { 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; @@ -165,13 +165,13 @@ OnInit: donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable"); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnBingx2: - switch(atoi(strnpcinfo(2))) { + switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))) { case 1: setarray .@npc$,"02","03","04"; break; case 5: setarray .@npc$,"06","07","08"; break; case 9: setarray .@npc$,"10","11"; break; @@ -180,27 +180,27 @@ OnBingx2: .@rand = rand(.@size); for(.@i = 0; .@i<.@size; ++.@i) donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable"); - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; OnTouch: - if (getcharid(1)) { - if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { - donpcevent strnpcinfo(0)+"::OnBingx2"; + if (getcharid(CHAR_ID_PARTY)) { + if ($ma_name04$ == strcharinfo(PC_NAME) || $ma_name05$ == strcharinfo(PC_NAME) || $ma_name06$ == strcharinfo(PC_NAME)) { + donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2"; mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; close; } if (rand(1,5)%2) { - switch(atoi(strnpcinfo(2))) { - case 1: $ma_name04$ = strcharinfo(0); break; - case 5: $ma_name05$ = strcharinfo(0); break; - case 9: $ma_name06$ = strcharinfo(0); break; + switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))) { + case 1: $ma_name04$ = strcharinfo(PC_NAME); break; + case 5: $ma_name05$ = strcharinfo(PC_NAME); break; + case 9: $ma_name06$ = strcharinfo(PC_NAME); break; } } - donpcevent strnpcinfo(0)+"::OnBingx2"; + donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2"; mes "The unidentified creature gets a glimpse of you and disappears."; close; } - donpcevent strnpcinfo(0)+"::OnBingx2"; + donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2"; mes "The unidentified creature looks at you and runs away."; close; } @@ -211,13 +211,13 @@ ma_scene01,195,92,4 duplicate(Unidentified Creature#i) Unidentified Creature#09 - script Unidentified Creature#j FAKE_NPC,{ end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnBingx2: - switch(atoi(strnpcinfo(2))) { + switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))) { case 2: setarray .@npc$,"01","03","04"; break; case 3: setarray .@npc$,"01","02","04"; break; case 4: setarray .@npc$,"01","02","03"; break; @@ -231,12 +231,12 @@ OnBingx2: .@rand = rand(.@size); for(.@i = 0; .@i<.@size; ++.@i) donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable"); - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; OnTouch: - .@i = atoi(strnpcinfo(2)); + .@i = atoi(strnpcinfo(NPC_NAME_HIDDEN)); if (.@i%4 == 2) { - if (getcharid(0) == getpartyleader(getcharid(1),2)) + if (getcharid(CHAR_ID_CHAR) == getpartyleader(getcharid(CHAR_ID_PARTY),2)) .@pass = 1; } else if (.@i%4 == 3) { if (questprogress(4229,PLAYTIME) && questprogress(9223,PLAYTIME) && questprogress(12278,PLAYTIME)) @@ -246,8 +246,8 @@ OnTouch: .@pass = 1; } if (.@pass) { - if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { - donpcevent strnpcinfo(0)+"::OnBingx2"; + if ($ma_name04$ == strcharinfo(PC_NAME) || $ma_name05$ == strcharinfo(PC_NAME) || $ma_name06$ == strcharinfo(PC_NAME)) { + donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2"; mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; close; } @@ -256,24 +256,24 @@ OnTouch: case 2: case 3: case 4: - $ma_name04$ = strcharinfo(0); + $ma_name04$ = strcharinfo(PC_NAME); break; case 6: case 7: case 8: - $ma_name05$ = strcharinfo(0); + $ma_name05$ = strcharinfo(PC_NAME); break; case 10: case 11: - $ma_name06$ = strcharinfo(0); + $ma_name06$ = strcharinfo(PC_NAME); break; } } - donpcevent strnpcinfo(0)+"::OnBingx2"; + donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2"; mes "The unidentified creature gets a glimpse of you and disappears."; close; } - donpcevent strnpcinfo(0)+"::OnBingx2"; + donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2"; mes "The unidentified creature looks at you and runs away."; close; } @@ -425,7 +425,7 @@ malaya,270,59,4 script Port Guard#ma03 4_MAL_SOLDIER,{ mes "[Port Guard]"; mes "Huh?! And it says here that a monster named Wokwok especially visits the village often at night and should be avoided."; next; - switch(select("I see.:Is there any way to prevent them from coming?")) { + switch(select("I see.", "Is there any way to prevent them from coming?")) { case 1: mes "[Port Guard]"; mes "Be careful at night!"; @@ -723,7 +723,7 @@ function script F_Malaya_Jeepney { mes getarg(4); next; } - switch(select("Board [Passenger " + getmapusers(.@mapname$) + "/" + .@passengers +"]:Jeepney?:Are there any other Jeepneys?:Ah... Yes...")) { + switch(select("Board [Passenger " + getmapusers(.@mapname$) + "/" + .@passengers +"]", "Jeepney?", "Are there any other Jeepneys?", "Ah... Yes...")) { case 1: if (getmapusers(.@mapname$) >= .@passengers) { mes "[Jeepney Driver]"; @@ -758,7 +758,7 @@ function script F_Malaya_Jeepney { 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.")) { + 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; diff --git a/npc/re/cities/mora.txt b/npc/re/cities/mora.txt index fb51eda30..a58ee4463 100644 --- a/npc/re/cities/mora.txt +++ b/npc/re/cities/mora.txt @@ -48,7 +48,7 @@ mora,160,123,3 script Nemnem#p 4_M_RAFLE_OLD,{ 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!")) { + switch(select("Of course I am!", "That's an unfair accusation!")) { case 1: mes "[Nemnem]"; mes "Bra~vo!"; @@ -257,7 +257,7 @@ 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.")) { + switch(select("See what he's reading.", "Leave him alone.")) { case 1: mes "Curious about what he's reading,"; mes "you quietly approach him from behind."; @@ -347,7 +347,7 @@ mora,99,65,6 script Banana Rafflesia#ep14_1 4_M_RAFLE_GR,{ mes "[Banana Rafflesia]"; mes "You want a banana?"; next; - switch(select("Yes, I do.:No, thanks.")) { + switch(select("Yes, I do.", "No, thanks.")) { case 1: mes "[Banana Rafflesia]"; mes "Take it if you can."; @@ -442,7 +442,7 @@ 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) { + 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; @@ -481,7 +481,7 @@ mora,140,186,3 script Raffle Philosopher 4_M_RAFLE_OLD,{ 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..."; + mes strcharinfo(PC_NAME)+", the quote I'm going to tell you is..."; switch(rand(1,70)) { case 1: mes "Nothing is more difficult,"; @@ -949,12 +949,12 @@ mora,140,186,3 script Raffle Philosopher 4_M_RAFLE_OLD,{ 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) { + 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 "["+strcharinfo(PC_NAME)+"]"; mes "What's happening here?"; emotion e_what,1; next; @@ -981,9 +981,9 @@ mora,140,186,3 script Raffle Philosopher 4_M_RAFLE_OLD,{ 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?")) { + switch(select("Roseten.", "Rose.", "How would I know that?")) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The answer to the question is Roseten."; mes "Why are you fighting over such a trivial matter?"; next; @@ -998,7 +998,7 @@ mora,140,186,3 script Raffle Philosopher 4_M_RAFLE_OLD,{ emotion e_an,0,"Traveler#ep14_1_2"; break; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; 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"; @@ -1018,7 +1018,7 @@ mora,140,186,3 script Raffle Philosopher 4_M_RAFLE_OLD,{ emotion e_ag,0,"Traveler#ep14_1_1"; break; case 3: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I have no idea."; mes "Try to sort it out yourselves."; next; @@ -1032,7 +1032,7 @@ mora,140,186,3 script Raffle Philosopher 4_M_RAFLE_OLD,{ mes "*thud*"; mes "You feel a sudden impact on the back of your head."; mes "Your sight is going blurry."; - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); sc_start SC_BLIND,20000,0; next; mes "You feel somebody rummaging through your pockets before you pass out."; @@ -1109,7 +1109,7 @@ mora,43,127,3 script Innkeeper#mora_inn 4_M_RAFLE_OR,{ mes "Oh~ looks like we have another adventurer."; mes "Where are you from?"; next; - switch(select("Just save the game.:I'd like to get some rest.:The place I used to live is called...:How can I use the warehouse?")) { + 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?"; @@ -1125,7 +1125,7 @@ mora,43,127,3 script Innkeeper#mora_inn 4_M_RAFLE_OR,{ mes "My my, I need some rest also."; mes "The rate is 5000 zeny. Do you want a room?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: if (Zeny < 5000) { mes "[Innkeeper]"; @@ -1147,7 +1147,7 @@ mora,43,127,3 script Innkeeper#mora_inn 4_M_RAFLE_OR,{ } case 3: input .@inputstr$; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I come from a place called "+.@inputstr$+"."; next; mes "[Innkeeper]"; @@ -1185,7 +1185,7 @@ mora,48,128,0 script Drawer#mora_warehouse HIDDEN_NPC,{ } 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.")) { + 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. -"; diff --git a/npc/re/events/christmas_2013.txt b/npc/re/events/christmas_2013.txt index ae91b9a30..8ebf5879a 100644 --- a/npc/re/events/christmas_2013.txt +++ b/npc/re/events/christmas_2013.txt @@ -81,9 +81,9 @@ xmas,150,134,3 script Union Commander Cliff 4_XMAS_CAT1,{ erasequest 15057; setquest 15059; getitem Solo_Christmas_Gift,1; //Solo_Christmas_Gift - specialeffect2 EF_MAGICALATTHIT; - specialeffect2 EF_POTION2; - specialeffect2 EF_ANGEL2; + specialeffect(EF_MAGICALATTHIT, AREA, playerattached()); + specialeffect(EF_POTION2, AREA, playerattached()); + specialeffect(EF_ANGEL2, AREA, playerattached()); close; } if (questprogress(15056) == 1) { @@ -166,17 +166,17 @@ xmas,150,134,3 script Union Commander Cliff 4_XMAS_CAT1,{ mes "Let me ask you bluntly."; mes "You must be single. I've got a feeling. Right?!??"; next; - if (select("- ...maybe...?:WHAT! I'm in a relationship!!") == 2) { + if (select("- ...maybe...?", "WHAT! I'm in a relationship!!") == 2) { mes "[Union Commander Cliff]"; mes "What? ...in a relationship?!!"; mes "...Not single, but a couple..."; mes "......"; mes "Damn you! Taste the wrath of the Singles Union Army!!!"; close2; - specialeffect2 EF_MAGICALATTHIT; - specialeffect2 EF_POTION2; - specialeffect2 EF_CRASHEARTH; - specialeffect2 EF_COIN; + specialeffect(EF_MAGICALATTHIT, AREA, playerattached()); + specialeffect(EF_POTION2, AREA, playerattached()); + specialeffect(EF_CRASHEARTH, AREA, playerattached()); + specialeffect(EF_COIN, AREA, playerattached()); end; } mes "[Union Commander Cliff]"; @@ -208,7 +208,7 @@ xmas,150,134,3 script Union Commander Cliff 4_XMAS_CAT1,{ mes "[Union Commander Cliff]"; mes "What do you think? Would you join my Singles Union Army and make Christmas day for singles?"; next; - select("Count me in!:I'll help.:I can't say no, can I?"); + select("Count me in!", "I'll help.", "I can't say no, can I?"); mes "[Union Commander Cliff]"; mes "Yeah! That's it! but we need more members to stand against couples."; next; @@ -1745,5 +1745,5 @@ prt_fild08d,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0 prt_fild08d,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0 gl_chyard_,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0 gl_chyard_,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0 -gl_cas02_,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0m +gl_cas02_,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0 gl_cas02_,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0 diff --git a/npc/re/events/halloween_2013.txt b/npc/re/events/halloween_2013.txt index 92c8da7d3..acfd60f9f 100644 --- a/npc/re/events/halloween_2013.txt +++ b/npc/re/events/halloween_2013.txt @@ -37,7 +37,7 @@ prontera,154,136,5 script Suspicious Coffin#2013HE 4_NFCOFFIN,{ if (!eve_bs) { mes "- The coffin seems very suspicious -"; next; - if (select("Leave it:Knock-knock.") == 1) { + if (select("Leave it", "Knock-knock.") == 1) { mes "- You left though with doubt. -"; close; } @@ -161,7 +161,7 @@ prontera,154,136,5 script Suspicious Coffin#2013HE 4_NFCOFFIN,{ mes "Don't feel pressured."; mes "The strawberry thing will be recovered after few days of illness."; next; - if (select("Help them.:Leave it.") == 2) { + if (select("Help them.", "Leave it.") == 2) { mes "[Trick]"; mes "Ooops!"; mes "Well, then we have to go out Treat!"; @@ -219,7 +219,7 @@ prontera,154,136,5 script Suspicious Coffin#2013HE 4_NFCOFFIN,{ mes "[Trick]"; mes "Last time when I visited there, I saw piled up pumpkin cake which was taller than castle... how much should we make more?"; next; - if (select("help them:leave it.") == 1) { + if (select("help them", "leave it.") == 1) { mes "[Trick]"; mes "^ff9000Pumpkins are any of field. Please collect organic or non-organic pumpkins for 30 people and bring them to Chef Candycon at Niflheim.^000000"; next; @@ -267,7 +267,7 @@ L_Explain: niflheim,181,173,5 script Chef Candycon#2013HE 4_M_NFDEADSWDMAN,{ if (eve_bs == 1) { - if (countitem(Organic_Pumpkin) * 3 + countitem(Inorganic_Pumpkin) >= 30) { + if (countitem(ORGANIC_PUMPKIN) * 3 + countitem(INORGANIC_PUMPKIN) >= 30) { mes "[Chef Candycon]"; mes "Clang~Clang~!"; next; @@ -314,7 +314,7 @@ niflheim,181,173,5 script Chef Candycon#2013HE 4_M_NFDEADSWDMAN,{ mes "O.....ver....but...."; mes "ca...me......a...gain...."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Why don't you speak normally."; next; mes "[Chef Candycon]"; @@ -395,21 +395,21 @@ L_GivePumpkin: mes "^ff9000*****WARNING*****^000000"; mes "^ff9000You will give all of pumpkin, [ALL]!^000000"; mes "^ff9000Will you proceed?^000000"; - if (select("Give all pumpkins.:Cancel") == 2) { + if (select("Give all pumpkins.", "Cancel") == 2) { mes "[Chef Candycon]"; mes "Eeh~~ You have no use for those pumpkins~~"; close; } - if (countitem(Organic_Pumpkin) * 3 + countitem(Inorganic_Pumpkin) < 30) { + if (countitem(ORGANIC_PUMPKIN) * 3 + countitem(INORGANIC_PUMPKIN) < 30) { mes "[Chef Candycon]"; mes "Ooops where is pumpkin? escaped again?"; mes "Oh, boy...no... you should go to get them again..."; close; } - if (countitem(Inorganic_Pumpkin)) - delitem Inorganic_Pumpkin,countitem(Inorganic_Pumpkin); - if (countitem(Organic_Pumpkin)) - delitem Organic_Pumpkin,countitem(Organic_Pumpkin); + if (countitem(INORGANIC_PUMPKIN)) + delitem INORGANIC_PUMPKIN, countitem(INORGANIC_PUMPKIN); + if (countitem(ORGANIC_PUMPKIN)) + delitem ORGANIC_PUMPKIN, countitem(ORGANIC_PUMPKIN); eve_bs = 2; getitem HALLOWEEN_G_BOX,1; erasequest 11378; @@ -472,7 +472,7 @@ niflheim,179,168,5 script Kentucky#2013HE 4_NFCOCK,{ close; } -niflheim,177,166,8 script Chicken#2013HE 4_NFCOCK,{ +niflheim,177,166,0 script Chicken#2013HE 4_NFCOCK,{ mes "[Chicken]"; mes "Hey Kentucky!!"; mes "You are eating alone too much!"; diff --git a/npc/re/events/halloween_2014.txt b/npc/re/events/halloween_2014.txt index caed3f488..50786f2e9 100644 --- a/npc/re/events/halloween_2014.txt +++ b/npc/re/events/halloween_2014.txt @@ -29,12 +29,6 @@ //= along with this program. If not, see <http://www.gnu.org/licenses/>. //========================================================================= //= Halloween Event (2014) -//================= File Encoding ========================================= -//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. -//= -If the encoding is correct, the next three lines have the same length- -//= ============ ¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä ============ -//= ============ ============================================= ============ -//= ============ ¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á ============ //================= Description =========================================== //= The Official 2014 Halloween Event //= @@ -68,7 +62,7 @@ } else { if (questprogress(14450) == 2) { mes "[Mighty Priest]"; - mes ""+(Sex ? "Brother" : "Sister")+", it's good to see you again!"; + mes (Sex == SEX_MALE ? "Brother" : "Sister") +", it's good to see you again!"; mes "came here to see me because of that?"; next; mes "[Mighty Priest]"; @@ -166,7 +160,7 @@ mes "Ha... no time to rest!"; mes "My arms and legs hurt~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "If you're so tired... why don't you heal?"; next; mes "[Mighty Priest]"; @@ -176,20 +170,20 @@ mes "[Mighty Priest]"; mes "Dear Odin, show me your love!"; mes "Heal me with your love! Great!! Bam!!!!!"; - specialeffect EF_HEAL2,AREA,"Exhausted Priest#pron14hal"; + specialeffect(EF_HEAL2, AREA, getnpcid(0, "Exhausted Priest#pron14hal")); emotion e_swt, 1; next; mes "[Mighty Priest]"; mes "I feel much better now!"; - mes ""+(Sex ? "Brother" : "Sister")+", thank you so much for waking me up."; + mes (Sex == SEX_MALE ? "Brother" : "Sister") +", thank you so much for waking me up."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What made you so tired?"; next; mes "[Mighty Priest]"; - mes ""+(Sex ? "Brother" : "Sister")+", you didn't have any damage yet?"; + mes (Sex == SEX_MALE ? "Brother" : "Sister") +", you didn't have any damage yet?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What happened to you?"; next; mes "[Mighty Priest]"; @@ -213,7 +207,7 @@ mes "Could you maybe help me out?"; next; mes "[Mighty Priest]"; - mes "They would not damage you at all, "+(Sex ? "brother" : "sister")+"."; + mes "They would not damage you at all, "+ (Sex == SEX_MALE ? "brother" : "sister") +"."; mes "I would also give you a reward for the trouble."; next; mes "[Mighty Priest]"; @@ -300,7 +294,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Bolak]"; mes "Who?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I came back!"; next; mes "[Bolak]"; @@ -325,7 +319,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Nathan]"; mes "Aww~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes, I've had help from church this time as well."; mes "His body is still alive. His soul is not supposed to come here yet."; next; @@ -353,7 +347,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Bolak]"; mes "No, I said no! Anyway, maybe having hard time for good deed."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "By the way, that guy.. Richard? Why is he still here?"; next; mes "[Loru]"; @@ -409,13 +403,13 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Bolak]"; mes "Sorry to give you such a small gift, please take this as a sign of our gratitude."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "wow... I don't know what to say..."; next; mes "[Bolak]"; mes "It's nothing special, just take it!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Thank you so much, see you around."; next; mes "[Loru]"; @@ -450,7 +444,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ close; } else if (questprogress(14453) == 1) { if (countitem("Sacred_Rosary") > 0) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Will this really work...?"; next; mes "[Jack]"; @@ -485,7 +479,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Jack]"; mes "Dead men are already dead-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "W..Wait, There's a situation!!"; mes "Calm down..!"; next; @@ -498,17 +492,17 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Richard]"; mes "What is going on? what happened?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^0000cdThat man is a living man^000000!!!"; mes "Living men don't react to a halidom!"; next; mes "[Loru]"; mes "Anyway, get that thing out of my sight!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Okay."; mes "I will get that thing away from here."; - specialeffect2 EF_SPRINKLESAND; + specialeffect(EF_SPRINKLESAND, AREA, playerattached()); next; mes "[Bolak]"; mes "Much better."; @@ -540,7 +534,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "I died!! The fact that I am here is proof!"; mes "Isn't that a fake halidom?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey, calm down. Thaink clearly."; next; mes "[Richard]"; @@ -584,13 +578,13 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Jack]"; mes "There may be someone we can ask a favor from..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Why... why are you guys looking at me like that?"; next; mes "[Bolak]"; mes "I am sorry but, you should go there for us."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Why should I?"; next; mes "[Loru]"; @@ -599,7 +593,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Devi]"; mes "Totally."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hold on! I am here traveling."; mes "I'm just trying to have fun!"; next; @@ -609,7 +603,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Nathan]"; mes "Aww~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm... it seems like I have no choice. I'll go, but where am I going?"; next; mes "[Richard]"; @@ -626,7 +620,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "a cold place... snow all year long..."; mes "^0000cdWarm place... behind Lutie Santa Clause..^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I will go find it."; next; mes "[Jack]"; @@ -692,7 +686,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "You could be a 'fake'!"; next; mes "[Nathan]"; - mes "Da...d¡¦?"; + mes "Da...d...?"; next; mes "[Bolak]"; mes "Nathan!! Even you doubt your own father?"; @@ -705,7 +699,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "No, I am not your mother!"; mes "I am your father!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What is all this about?"; next; mes "[Loru]"; @@ -729,7 +723,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Devi]"; mes "There is a ^0000cdliving man^000000 among us."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Who is that?"; next; mes "[Loru]"; @@ -822,7 +816,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ next; break; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm.. everyone.. please calm down."; next; mes "[Loru]"; @@ -840,7 +834,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Bolak]"; mes "Hey, you adventurer. You figure out how to distinguish ^0000cddead men with living men in living men's country^000000."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Me? why??"; next; mes "[Bolak]"; @@ -853,7 +847,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Devi]"; mes "What? Cathedral? It will kill us all!!!!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm, okay then I will go and figure this out."; next; mes "[Nathan]"; @@ -878,7 +872,7 @@ niflheim,195,183,1 script Nathan#14hal 4_LUDE,{ mes "Ma?"; mes "Dada!!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "How cute!!~"; next; mes "[Nathan]"; @@ -990,7 +984,7 @@ niflheim,194,189,3 script Loru#14hal 4_LOLI_RURI,{ mes "In additon, it looks more special and beautiful?"; mes "You selected beautiful ones for me? huh??"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm.. no..t.. really..."; next; mes "[Loru]"; @@ -1001,14 +995,14 @@ niflheim,194,189,3 script Loru#14hal 4_LOLI_RURI,{ mes "Anyway, thank you."; mes "Here's your reward. Then, see you ^0000cd tomorrow^000000!."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Tomorrow? again??"; next; mes "[Loru]"; mes "Ah, you didn't know. Here, we give away decoration when people leave the party."; mes "We should put new decoration everyday."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I've never heard of it.."; next; mes "[Loru]"; @@ -1044,7 +1038,7 @@ niflheim,194,189,3 script Loru#14hal 4_LOLI_RURI,{ mes "[Loru]"; mes "It's not much but hope you like it! then see you ^0000cdtomorrow^000000 again!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Tomorrow.. again??"; next; mes "[Loru]"; @@ -1085,7 +1079,7 @@ niflheim,194,189,3 script Loru#14hal 4_LOLI_RURI,{ mes "You know, everyone gets really excited because of Halloween?"; mes "And people here are just gathering around and having fun."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes."; next; if (BaseLevel < 100) { @@ -1093,14 +1087,14 @@ niflheim,194,189,3 script Loru#14hal 4_LOLI_RURI,{ mes "But people, who were supposed to have party together, have gone to living man's country."; mes "You know, party is fun when there's many people. so... Could you bring them here."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Who? and how many??"; next; mes "[Loru]"; mes "Oh, You do my favor?? ^0000cd10 Wandering Soul^000000!"; mes "Once you hunt them all, Niflheim comes along as well. get me 10 of them."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I can do that."; next; mes "[Loru]"; @@ -1113,20 +1107,20 @@ niflheim,194,189,3 script Loru#14hal 4_LOLI_RURI,{ mes "Look around. It looks so empty."; mes "Nobody would dance and have fun in a place like this?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What can I do for you?"; next; mes "[Loru]"; mes "^0000cd 10 Red Scarf and 10 Hanging Doll^000000! Could you bring me all this??"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Are you decorating with those? Your taste...seems...."; next; mes "[Loru]"; mes "What? do you have any problem with that!"; mes "You don't know nothing about latest trend. you've been living only for decades!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sorry, I made a mistake."; mes "so, 10 Red Scarf and 10 Hanging Doll, right??"; next; @@ -1192,7 +1186,7 @@ niflheim,191,188,5 script Devi#14hal 4_DEVIRUCHI,5,5,{ mes "You escape from here and bring troublemakers in living man's country."; mes "I can't go anywhere as I am too busy."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Okay. I don't want dead men create chaos in living man's country."; next; mes "[Devi]"; @@ -1209,7 +1203,7 @@ niflheim,191,188,5 script Devi#14hal 4_DEVIRUCHI,5,5,{ mes "Please catch them. they are making a chaos."; mes "I can't go anywhere as I am too busy."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Okay."; next; mes "[Devi]"; @@ -1318,7 +1312,7 @@ niflheim,191,188,5 script Devi#14hal 4_DEVIRUCHI,5,5,{ mes "You escape from here and bring troublemakers in living man's country."; mes "I can't go anywhere as I am too busy."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Okay. I don't want dead men create chaos in living man's country."; next; mes "[Devi]"; @@ -1335,7 +1329,7 @@ niflheim,191,188,5 script Devi#14hal 4_DEVIRUCHI,5,5,{ mes "Please catch them. they are making a chaos."; mes "I can't go anywhere as I am too busy."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Okay."; next; mes "[Devi]"; @@ -1379,8 +1373,8 @@ niflheim,193,186,6 script Bonfire Spirit#14hal 4_TRACE,{ OnTimer21000: OnTimer23000: OnTimer25000: - specialeffect EF_TORCH,AREA,"Bonfire Spirit#14hal"; - specialeffect EF_DRAGONSMOKE,AREA,"Bonfire Spirit#14hal"; + specialeffect(EF_TORCH, AREA, getnpcid(0, "Bonfire Spirit#14hal")); + specialeffect(EF_DRAGONSMOKE, AREA, getnpcid(0, "Bonfire Spirit#14hal")); end; OnTimer5000: @@ -1389,16 +1383,16 @@ niflheim,193,186,6 script Bonfire Spirit#14hal 4_TRACE,{ OnTimer13000: OnTimer14000: OnTimer16000: - specialeffect EF_DRAGONSMOKE,AREA,"Bonfire Spirit#14hal"; + specialeffect(EF_DRAGONSMOKE, AREA, getnpcid(0, "Bonfire Spirit#14hal")); end; OnTimer19000: npctalk "Oh, No! The fire is dying!!!! Fire!!!!!!!!!!!!"; - specialeffect EF_DRAGONSMOKE,AREA,"Bonfire Spirit#14hal"; + specialeffect(EF_DRAGONSMOKE, AREA, getnpcid(0, "Bonfire Spirit#14hal")); end; OnTimer20000: - specialeffect EF_SIGHTRASHER,AREA,"Bonfire Spirit#14hal"; + specialeffect(EF_SIGHTRASHER, AREA, getnpcid(0, "Bonfire Spirit#14hal")); end; OnTimer27000: @@ -1426,15 +1420,15 @@ prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ } else if (questprogress(14455) == 1) { mes "[Sister Haley]"; mes "I hope all is well with everyone visiting here~"; - mes "Oh! Is it you, "+(Sex ? "brother" : "sister")+"? How is it going with the thing you need to do?"; + mes "Oh! Is it you, "+ (Sex == SEX_MALE ? "brother" : "sister") +"? How is it going with the thing you need to do?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well.. I could identify the live ones."; next; mes "[Sister Haley]"; mes "I knew it! Any side effects?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "But then there was another problem."; mes "this is the reason I came here.."; next; @@ -1442,7 +1436,7 @@ prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ mes "Oh? What happen?"; mes "Tell me anything!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "There was a person who did not react on the halidom, but he insisted that he is dead."; mes "So I went the place he lived, the body is alive. Just in a comma."; next; @@ -1452,14 +1446,14 @@ prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ mes "Oh, dear, I can't believe it!!"; mes "Sometimes the soul is separated from the body if there was some big impact on the body, and ^0000cdsome spirits think they forget they are alive and move to the death's land^000000."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Is there anything I can do about?"; next; mes "[Sister Haley]"; mes "Simple! "; mes "Make them to realize that they have their living body."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So, How.."; mes "They believe they are dead, but I should talk to them to make them return?"; next; @@ -1467,21 +1461,21 @@ prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ mes "Of course not. There are secret method in this church."; mes "We have been trough lots of stuff, we have all kinds of solution."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So How.."; next; mes "[Sister Haley]"; mes "You know Leaf Of Yggdrasil is good for resurrection?"; mes "Leaf Of Yggdrasil is a leaf from Yggdrasil and has a strong power of life."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, That is like common sense, so just tell me the materials and method to do that.."; next; mes "[Sister Haley]"; mes "There is nothing else than Leaf of Yggdrasil to resurrect the character."; mes "Even our priest used Leaf Of Yggdrasil!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "so, I mean! tell me the material I need and the method!"; next; mes "[Sister Haley]"; @@ -1491,13 +1485,13 @@ prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ mes "[Sister Haley]"; mes "the material and the method is quite simple."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes, I like simple thing, so tell me briefly."; next; mes "[Sister Haley]"; mes "^0000cd1 Leaf Of Yggdrasil and 1 live Coal^000000 are what you need."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Only that?"; next; mes "[Sister Haley]"; @@ -1507,14 +1501,14 @@ prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ mes "[Sister Haley]"; mes "Once they breathe in the smoke, they will remember where their bodies are and come back to real life."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Is that all?"; next; mes "[Sister Haley]"; mes "Yes. Indeed~"; mes "One think you must remember: The longer the soul left their body, the less chance he will get to come back."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You should have told me earlier!"; next; mes "[Sister Haley]"; @@ -1549,12 +1543,12 @@ prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ mes "This is enough. I can make it soon."; mes "Odin Crystal power! with Holy light!!!!"; next; - specialeffect EF_HOLYHIT,AREA,"Spiritual Sister#14hal"; + specialeffect(EF_HOLYHIT, AREA, getnpcid(0, "Spiritual Sister#14hal")); mes "[Sister Haley]"; mes "Whoa~ It's done."; mes "Hold ^0000cd this in your pocket^000000 and go to the crowd with live and dead ones, you will see who is dead or live."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Is that it? Awesome."; mes "But.. Um.. you know.. is.. it affecting to me.. like in bad way?"; next; @@ -1566,7 +1560,7 @@ prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ mes "But, For those who are dead.. Oh! I don't mean it's deadly threat, but it will give them little bit of pain."; mes "So use it carefully not to damage the good dead people."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok."; mes "Thank you for making this!"; next; @@ -1598,18 +1592,18 @@ prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ } else if (questprogress(14451) == 1) { mes "[Sister Haley]"; mes "I hope all is well with everyone visiting here~"; - mes "What makes you come here, "+(Sex ? "brother" : "sister")+"?"; + mes "What makes you come here, "+ (Sex == SEX_MALE? "brother" : "sister") +"?"; next; mes "[I told her what happened in Nifflheim.]"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So I came here."; mes "But, I cannot tell who is dead and who is alive, is there any way ^0000cdto check that^000000?"; next; mes "[Sister Haley]"; mes "Of course, there is. Very ^0000cdgood method^000000!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Really? I was not sure if I found the right place."; mes "I think I found well!"; next; @@ -1617,20 +1611,20 @@ prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ mes "We study everything to make dead and live ones to peace."; mes "There is secret way to do that, it kept secretly in our church."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Tell me the way.."; next; mes "[Sister Haley]"; mes "That is simple! Make ^0000cdspecial halidom^000000!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "S, so how..?"; next; mes "[Sister Haley]"; mes "How you make it? Bring ^0000cd1 Rosary and 6 Holy Water^000000 to me."; mes "Then I will make it for you. It's simple"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Y, yes!!"; erasequest 14451; setquest 14452; @@ -1659,21 +1653,21 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "Dad, Dad~ Wake up! It's time to wake up!"; mes "I even made the stew for you. Wake and eat it."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Everyone, I am here."; next; mes "[Richard's Wife]"; mes "Oh, dear, Adventurer! Welcome!"; mes "Did you find the way to make him back?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes! But I need your help to do this."; next; mes "[Richard's Wife]"; mes "How can I help you?"; mes "I will do my best to do it!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Just pray hard to get him back."; next; mes "[Richard's Daughter]"; @@ -1684,20 +1678,20 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "I will pray hard!"; mes "Please!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, So I will burn.. this."; - specialeffect2 EF_TORCH; + specialeffect(EF_TORCH, AREA, playerattached()); sleep2 1000; - specialeffect2 EF_SMOKE; + specialeffect(EF_SMOKE, AREA, playerattached()); sleep2 1000; - specialeffect2 EF_SMOKE; + specialeffect(EF_SMOKE, AREA, playerattached()); sleep2 1000; - specialeffect2 EF_SMOKE; + specialeffect(EF_SMOKE, AREA, playerattached()); next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It's almost ran out.. Why not he wakes up.."; mes "Oh!!"; - specialeffect EF_RESURRECTION,AREA,"Richard#14hal02"; + specialeffect(EF_RESURRECTION, AREA, getnpcid(0, "Richard#14hal02")); next; mes "[Richard]"; mes "Uhh.. Umm.."; @@ -1732,7 +1726,7 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ next; mes "[Richard's Daughter]"; mes "Dad!!!"; - specialeffect EF_SONICBLOWHIT,AREA,"Richard#14hal02"; + specialeffect(EF_SONICBLOWHIT, AREA, getnpcid(0, "Richard#14hal02")); next; mes "[Richard]"; mes "O, Ouch!!!"; @@ -1753,7 +1747,7 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "[Richard]"; mes "I.. came back."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Thank god. Seriously."; mes "It would have been really dangerous if I was a little late."; next; @@ -1767,7 +1761,7 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "[Richard]"; mes "Yes, yes. You and your mom are the best!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You can go to Niflheim later."; mes "Why were you in a rush? You have a family."; next; @@ -1775,7 +1769,7 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "I know. How could I forget my family?"; mes "Anyway I could not even say good bye when I leave.."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I will go and send your regards."; next; mes "[Richard]"; @@ -1796,14 +1790,14 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "Dad, Dad~ Wake up! It's time to wake up!"; mes "I even made the stew for you. Wake and eat it."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Everyone, I am here."; next; mes "[Richard's Wife]"; mes "Oh, dear, Adventurer! Welcome!"; mes "Did you find a way to bring him back?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes! Oh, w.wait.."; mes "There is something missing. I will get it and come back."; close; @@ -1814,7 +1808,7 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "My sweet heart.. can he come back?"; close; } else if (questprogress(14454) == 1) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "If it's correct, it should be around here.."; next; mes "[Richard's Wife]"; @@ -1827,7 +1821,7 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "Play with me~"; emotion e_sob, "Worried Daughter#14hal"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hi, Is this Richard's house?"; mes "I think I am right.."; next; @@ -1841,7 +1835,7 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "Did you find my husband?"; mes "But he is right now.. he hasn't waken up since after the accident.."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So, he is still alive?"; mes "And.. his... arm is attached to his body?"; next; @@ -1857,7 +1851,7 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "Is there anything I can help you with..?"; mes "You seem to know my husband.. Do you know something?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I think we should find out why he is like this."; next; mes "[Richard's Wife]"; @@ -1881,7 +1875,7 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "But for some reason, he is not waking up."; mes "The doctor said it's nothing but a concussion and that he'll wake up soon.."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I see."; mes "His soul is in Niflhiem. He thinks he is dead."; next; @@ -1896,7 +1890,7 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "He wanted to be a swordsman.. He must have wanted it so deeply."; mes "He never showed it to us.."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It seems he went there even though he is not dead."; mes "Something must be wrong."; next; @@ -1904,14 +1898,14 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "Can.. can he come back?"; mes "He is still alive here.."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm.. what should I do..?"; mes "Oh, yes! I should go to ^0000cdProntera Church^000000."; next; mes "[Richard's Daughter]"; mes "Prontera?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "There is ^0000cda nun I get help from sometimes^000000, I should ask if she can help me."; next; mes "[Richard's Wife]"; diff --git a/npc/re/guides/guides_alberta.txt b/npc/re/guides/guides_alberta.txt index 7f525f692..b15c89ddd 100644 --- a/npc/re/guides/guides_alberta.txt +++ b/npc/re/guides/guides_alberta.txt @@ -43,11 +43,11 @@ alberta,23,238,4 script Guide#01alberta::AlbertaGuide 8W_SOLDIER,{ next; .@str$ = "Would you like to check any other locations?"; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:[ Destination Ports ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "[ Destination Ports ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Tool Shop ]:[ Forge ]:[ Weapon & Armor Shop ]:[ Inn ]:[ Beauty Salon ]:[ Merchant Guild ]:Previous Menu")) { + switch(select("[ Tool Shop ]", "[ Forge ]", "[ Weapon & Armor Shop ]", "[ Inn ]", "[ Beauty Salon ]", "[ Merchant Guild ]", "Previous Menu")) { case 1: mes "[Alberta Guide]"; mes "Let me mark the location of the"; @@ -111,7 +111,7 @@ alberta,23,238,4 script Guide#01alberta::AlbertaGuide 8W_SOLDIER,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Cool Event Employee ]:[ Bullet Merchant ]:[ Cooking Ingredient Merchant ]:Previous Menu")) { + switch(select("[ Eden Teleport Officer ]", "[ Kafra Employee ]", "[ Cool Event Employee ]", "[ Bullet Merchant ]", "[ Cooking Ingredient Merchant ]", "Previous Menu")) { case 1: mes "[Alberta Guide]"; mes "^B9062FEden Teleport Officers^000000 are located in "+F_Navi("south Alberta","alberta,121,68"); @@ -167,7 +167,7 @@ alberta,23,238,4 script Guide#01alberta::AlbertaGuide 8W_SOLDIER,{ case 3: .@loop = 1; while (.@loop) { - switch(select("[ Port - Northern Dock ]:[ Port - Central Dock ]:[ Port - Southern Dock ]:Previous Menu")) { + switch(select("[ Port - Northern Dock ]", "[ Port - Central Dock ]", "[ Port - Southern Dock ]", "Previous Menu")) { case 1: mes "[Alberta Guide]"; mes "You can use the "+F_Navi("Northern Dock","alberta,192,196"); diff --git a/npc/re/guides/guides_aldebaran.txt b/npc/re/guides/guides_aldebaran.txt index 07db164ec..8532c5f1f 100644 --- a/npc/re/guides/guides_aldebaran.txt +++ b/npc/re/guides/guides_aldebaran.txt @@ -43,11 +43,11 @@ aldebaran,139,63,4 script Guide#01aldebaran::GuideAldearan 8W_SOLDIER,{ next; .@str$ = "Would you like to check any other locations?"; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Kafra Headquarters ]:[ Alchemist Guild ]:[ Clock Tower ]:[ Inn & Tool Shop ]:[ Repair & Buy Equipment ]:[ Tavern ]:Previous Menu")) { + switch(select("[ Kafra Headquarters ]", "[ Alchemist Guild ]", "[ Clock Tower ]", "[ Inn & Tool Shop ]", "[ Repair & Buy Equipment ]", "[ Tavern ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Kafra Headquarters","aldebaran,61,229","^B9062F"); mes .@str$; @@ -98,7 +98,7 @@ aldebaran,139,63,4 script Guide#01aldebaran::GuideAldearan 8W_SOLDIER,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Mr. Claus ]:[ Chef Assistant ]:Previous Menu")) { + switch(select("[ Eden Teleport Officer ]", "[ Kafra Employee ]", "[ Mr. Claus ]", "[ Chef Assistant ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Eden Teleport Officer","aldebaran,133,119","^B9062F"); mes .@str$; diff --git a/npc/re/guides/guides_amatsu.txt b/npc/re/guides/guides_amatsu.txt index 5273d557e..2038e5e9d 100644 --- a/npc/re/guides/guides_amatsu.txt +++ b/npc/re/guides/guides_amatsu.txt @@ -49,7 +49,7 @@ amatsu,202,91,3 script Amatsu Guide#amatsu 4_F_JPN,{ F_Navi("[Amachang]"); while (1) { next; - switch(select("[ Kafra Employee ]:[ Bar ]:[ Weapon Dealer ]:[ Tool Dealer ]:[ Amatsu Palace ]:[ Chef Assistant ]:[ Ninja Guild Building ]:[ Sea Captain ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Kafra Employee ]", "[ Bar ]", "[ Weapon Dealer ]", "[ Tool Dealer ]", "[ Amatsu Palace ]", "[ Chef Assistant ]", "[ Ninja Guild Building ]", "[ Sea Captain ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: callsub L_Mark, "^0000FFKafra Employee^000000"; viewpoint 1,102,149,0,0x0A82FF; diff --git a/npc/re/guides/guides_ayothaya.txt b/npc/re/guides/guides_ayothaya.txt index cd77e371d..6a4ce5ad2 100644 --- a/npc/re/guides/guides_ayothaya.txt +++ b/npc/re/guides/guides_ayothaya.txt @@ -35,7 +35,7 @@ //========================================================================= ayothaya,203,169,4 script Ayothaya Guide Noi#01ay 4_F_THAIGIRL,{ - if (strnpcinfo(0) == "Ayothaya Guide Noi#01ay") + if (strnpcinfo(NPC_NAME) == "Ayothaya Guide Noi#01ay") .@n$ = "[Noi]"; else .@n$ = "[Noa]"; @@ -48,7 +48,7 @@ ayothaya,203,169,4 script Ayothaya Guide Noi#01ay 4_F_THAIGIRL,{ F_Navi(.@n$); while (1) { next; - switch(select("[ Weapon Shop ]:[ Tool Shop ]:[ Tavern ]:[ Shrine ]:[ Fishing Spot ]:[ Aibakthing ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Weapon Shop ]", "[ Tool Shop ]", "[ Tavern ]", "[ Shrine ]", "[ Fishing Spot ]", "[ Aibakthing ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: mes .@n$; mes "The "+F_Navi("Weapon Shop","ayothaya,163,90","^0000FF"); diff --git a/npc/re/guides/guides_brasilis.txt b/npc/re/guides/guides_brasilis.txt index 20b11346e..1bcf51d03 100644 --- a/npc/re/guides/guides_brasilis.txt +++ b/npc/re/guides/guides_brasilis.txt @@ -39,12 +39,12 @@ brasilis,219,97,3 script Brasilis Guide 4_F_BRZ_WOMAN,{ mes "If you have any questions, please ask me."; F_Navi("[Brasilis Guide]"); next; - switch(select("Ask about locations:Remove Marks from Mini-Map:Cancel")) { + switch(select("Ask about locations", "Remove Marks from Mini-Map", "Cancel")) { case 1: mes "[Brasilis Guide]"; mes "Where can I guide you?"; next; - switch(select("[ Hotel ]:[ Jungle Cable ]:[ Art Museum ]:[ Market ]:[ Verass Monument ]")) { + switch(select("[ Hotel ]", "[ Jungle Cable ]", "[ Art Museum ]", "[ Market ]", "[ Verass Monument ]")) { case 1: mes "[Brasilis Guide]"; mes "The "+F_Navi("Brasilis Hotel","brasilis,274,151")+" is located just above, ^FF3355+^000000."; diff --git a/npc/re/guides/guides_comodo.txt b/npc/re/guides/guides_comodo.txt index 4299444fe..6941273b3 100644 --- a/npc/re/guides/guides_comodo.txt +++ b/npc/re/guides/guides_comodo.txt @@ -41,11 +41,11 @@ comodo,322,178,4 script Comodo Guide#01comodo::GuideComodo 8_F_GIRL,{ F_Navi("[Comodo Guide]"); next; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel:About ^8B4513Comodo^000000")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel", "About ^8B4513Comodo^000000")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Tavern ]:[ Casino ]:[ Weapon & Armor Shop ]:[ Tool Shop ]:[ Campsite ]:[ Souvenir Vendor ]:[ East Cave Mao ]:[ West Cave Karu ]:[ North Cave Ruanda ]:[ Hula Dance Stage ]:[ Kafra Co. Western Branch ]:Previous Menu")) { + switch(select("[ Tavern ]", "[ Casino ]", "[ Weapon & Armor Shop ]", "[ Tool Shop ]", "[ Campsite ]", "[ Souvenir Vendor ]", "[ East Cave Mao ]", "[ West Cave Karu ]", "[ North Cave Ruanda ]", "[ Hula Dance Stage ]", "[ Kafra Co. Western Branch ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Tavern","comodo,161,315","^FF0000"); viewpoint 1,166,298,0,0xFF0000; @@ -114,7 +114,7 @@ comodo,322,178,4 script Comodo Guide#01comodo::GuideComodo 8_F_GIRL,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Chief's House ]:[ Bor Robin ]:[ Kafra Employee ]:[ Roaming Bard ]:Previous Menu")) { + switch(select("[ Chief's House ]", "[ Bor Robin ]", "[ Kafra Employee ]", "[ Roaming Bard ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Chief's House","comodo,115,290","^6495ED"); viewpoint 1,114,294,11,0x6495ED; diff --git a/npc/re/guides/guides_dewata.txt b/npc/re/guides/guides_dewata.txt index a81384d64..00df6bf24 100644 --- a/npc/re/guides/guides_dewata.txt +++ b/npc/re/guides/guides_dewata.txt @@ -45,7 +45,7 @@ dewata,202,106,4 script Dewata Guide#dewata01 4_M_DEWOLDWOMAN,{ F_Navi("[Dewata Guide]"); while (1) { next; - switch(select("[ Kafra Employee ]:[ Weapon Dealer ]:[ Armor Dealer ]:[ Tool Dealer ]:[ Restauranteur ]:[ Krakatau Gatekeeper ]:[ Alberta Sailor ]:Remove marks from Mini-Map:Cancel")) { + switch(select("[ Kafra Employee ]", "[ Weapon Dealer ]", "[ Armor Dealer ]", "[ Tool Dealer ]", "[ Restauranteur ]", "[ Krakatau Gatekeeper ]", "[ Alberta Sailor ]", "Remove marks from Mini-Map", "Cancel")) { case 1: callsub L_Mark, "^0000FFKafra Employee^000000"; viewpoint 1,202,184,0,0x000FFF; diff --git a/npc/re/guides/guides_dicastes.txt b/npc/re/guides/guides_dicastes.txt index d825ceb28..1aa4704ca 100644 --- a/npc/re/guides/guides_dicastes.txt +++ b/npc/re/guides/guides_dicastes.txt @@ -47,7 +47,7 @@ dicastes01,181,191,5 script Traveler Ichack#info 4_M_SHADOWCHASER,2,2,{ mes "What would you like to know?"; F_Navi("[Traveler Ichack]"); next; - switch(select("Dicastes Diel:Residential Area:Training Room:Factory:Pub:Cat Hand Caravan")) { + switch(select("Dicastes Diel", "Residential Area", "Training Room", "Factory", "Pub", "Cat Hand Caravan")) { case 1: mes "[Traveler Ichack]"; mes "Ah~ That's a beautiful building."; diff --git a/npc/re/guides/guides_eclage.txt b/npc/re/guides/guides_eclage.txt index 019c5c75f..861e42dcd 100644 --- a/npc/re/guides/guides_eclage.txt +++ b/npc/re/guides/guides_eclage.txt @@ -36,7 +36,7 @@ ecl_in01,48,60,5 script Eclage Guard#obb 4_M_FAIRYSOLDIER,{ mes "[Eclage Guard]"; mes "Welcome, Adventurer. This is the plaza of Eclage, a great and sacred tree. How can I help you?"; next; - switch (select("Palace:Orb:Store:Prison:Clinic:Residential Area:Finish the conversation")) { + switch (select("Palace", "Orb", "Store", "Prison", "Clinic", "Residential Area", "Finish the conversation")) { case 1: mes "[Eclage Guard]"; mes "Our great king, courageous generals, and scholars are all staying at the palace."; diff --git a/npc/re/guides/guides_einbroch.txt b/npc/re/guides/guides_einbroch.txt index 7e0a54d11..a2806ac91 100644 --- a/npc/re/guides/guides_einbroch.txt +++ b/npc/re/guides/guides_einbroch.txt @@ -44,11 +44,11 @@ einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 4_M_EIN_SOLDIER,{ F_Navi("[Einbroch Guide]"); next; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Airport ]:[ Factory ]:[ Plaza ]:[ Hotel ]:[ Train Station ]:[ Weapon Shop ]:[ Laboratory ]:[ Monument ]:[ Blacksmith Guild ]:[ Gunslinger Guild ]:Previous Menu")) { + switch(select("[ Airport ]", "[ Factory ]", "[ Plaza ]", "[ Hotel ]", "[ Train Station ]", "[ Weapon Shop ]", "[ Laboratory ]", "[ Monument ]", "[ Blacksmith Guild ]", "[ Gunslinger Guild ]", "Previous Menu")) { case 1: mes "[Einbroch Guide]"; mes "The "+F_Navi("Airport","einbroch,64,204","^FF0000")+" is located"; @@ -153,7 +153,7 @@ einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 4_M_EIN_SOLDIER,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Armsmith ]:[ Kafra Employees ]:[ Eden Teleport Officer ]:Previous Menu")) { + switch(select("[ Armsmith ]", "[ Kafra Employees ]", "[ Eden Teleport Officer ]", "Previous Menu")) { case 1: mes "[Einbroch Guide]"; mes "You may go to ^FF1493Manthasman^000000,"; @@ -242,7 +242,7 @@ einbech,67,37,4 script Einbech Guide#einbech01::GuideEinbech 4_M_EIN_SOLDIER,{ F_Navi("[Einbech Guide]"); next; while (1) { - switch(select("[ Tavern ]:[ Tool Shop ]:[ Train Station ]:[ Mine ]:[ Kafra Employee ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Tavern ]", "[ Tool Shop ]", "[ Train Station ]", "[ Mine ]", "[ Kafra Employee ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: mes "[Einbech Guide]"; mes "The "+F_Navi("Tavern","einbech,157,106")+" is located"; diff --git a/npc/re/guides/guides_geffen.txt b/npc/re/guides/guides_geffen.txt index 62b888e29..50da8778d 100644 --- a/npc/re/guides/guides_geffen.txt +++ b/npc/re/guides/guides_geffen.txt @@ -42,11 +42,11 @@ geffen,203,116,4 script Guide#01geffen::GuideGeffen 4_M_GEF_SOLDIER,{ F_Navi("[Geffen Guide]"); next; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Magic Academy ]:[ Geffen Tower ]:[ Fountain ]:[ Tool Shop ]:[ Buy & Repair Equipment ]:[ Inn ]:[ Tavern ]:[ Christopher's Forge ]:Previous Menu")) { + switch(select("[ Magic Academy ]", "[ Geffen Tower ]", "[ Fountain ]", "[ Tool Shop ]", "[ Buy & Repair Equipment ]", "[ Inn ]", "[ Tavern ]", "[ Christopher's Forge ]", "Previous Menu")) { case 1: mes "[Geffen Guide]"; mes "The "+F_Navi("Magic Academy","geffen,61,180","^B9062F"); @@ -112,7 +112,7 @@ geffen,203,116,4 script Guide#01geffen::GuideGeffen 4_M_GEF_SOLDIER,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Pet Groomer ]:[ Chef Assistant ]:[ Dimensional Arcanist Guide ]:Previous Menu")) { + switch(select("[ Eden Teleport Officer ]", "[ Kafra Employee ]", "[ Pet Groomer ]", "[ Chef Assistant ]", "[ Dimensional Arcanist Guide ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Eden Teleport Officers","geffen,132,66","^B9062F"); viewpoint 1,61,180,7,0xFF0000; diff --git a/npc/re/guides/guides_gonryun.txt b/npc/re/guides/guides_gonryun.txt index e493c949c..2ee4af05f 100644 --- a/npc/re/guides/guides_gonryun.txt +++ b/npc/re/guides/guides_gonryun.txt @@ -48,7 +48,7 @@ gonryun,163,60,4 script Kunlun Guide#01gonryun 8_M_TWSOLDIER,{ F_Navi("[He Yuen Zhe]"); while (1) { next; - switch(select("[ Kafra Employee ]:[ Chief's Residence ]:[ Tool Dealer ]:[ Weapon Dealer ]:[ Armor Dealer ]:[ Wine Maker ]:[ Kunlun Envoy ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Kafra Employee ]", "[ Chief's Residence ]", "[ Tool Dealer ]", "[ Weapon Dealer ]", "[ Armor Dealer ]", "[ Wine Maker ]", "[ Kunlun Envoy ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: callsub L_Mark, "^0000FFKafra Employee^000000"; viewpoint 1,159,122,0,0x0A82FF; diff --git a/npc/re/guides/guides_hugel.txt b/npc/re/guides/guides_hugel.txt index e26e97c11..4604e9f2d 100644 --- a/npc/re/guides/guides_hugel.txt +++ b/npc/re/guides/guides_hugel.txt @@ -42,11 +42,11 @@ hugel,98,56,3 script Hugel Guide Granny#hugel 4_F_LGTGRAND,{ next; .@str$ = "Would you like to know more locations?"; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Church ]:[ Inn ]:[ Pub ]:[ Airport ]:[ Weapon Shop ]:[ Tool Shop ]:[ Bingo Game Room ]:[ ^3131FFHunter Guild^000000 ]:[ Party Supplies Shop ]:[ ^3131FFShrine Expedition^000000 ]:Previous Menu")) { + switch(select("[ Church ]", "[ Inn ]", "[ Pub ]", "[ Airport ]", "[ Weapon Shop ]", "[ Tool Shop ]", "[ Bingo Game Room ]", "[ ^3131FFHunter Guild^000000 ]", "[ Party Supplies Shop ]", "[ ^3131FFShrine Expedition^000000 ]", "Previous Menu")) { case 1: mes "[Hugel Guide Granny]"; mes "Well, to me, this "+F_Navi("Church","hugel,159,113")+" is rather like a place for old folks like me, you know..."; @@ -139,7 +139,7 @@ hugel,98,56,3 script Hugel Guide Granny#hugel 4_F_LGTGRAND,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Monster Race Arena ]:[ Cool Event Corp. Staff ]:Previous Menu")) { + switch(select("[ Monster Race Arena ]", "[ Cool Event Corp. Staff ]", "Previous Menu")) { case 1: mes "[Hugel Guide Granny]"; mes "I also like playing Monster Race games. It is pretty fun, you know?"; @@ -202,11 +202,11 @@ hugel,187,172,6 script Guide Rich King#hugel 4_M_CRU_KNT,{ F_Navi("[Rich King]"); next; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Church ]:[ Inn ]:[ Pub ]:[ Airport ]:[ Weapon Shop ]:[ Tool Shop ]:[ Bingo Game Room ]:[ Hunter Guild ]:[ Party Supplies Shop ]:[ Shrine Expedition ]:Previous Menu")) { + switch(select("[ Church ]", "[ Inn ]", "[ Pub ]", "[ Airport ]", "[ Weapon Shop ]", "[ Tool Shop ]", "[ Bingo Game Room ]", "[ Hunter Guild ]", "[ Party Supplies Shop ]", "[ Shrine Expedition ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Church","hugel,159,113","^FF0000"); viewpoint 1,159,113,0,0xFF0000; @@ -266,7 +266,7 @@ hugel,187,172,6 script Guide Rich King#hugel 4_M_CRU_KNT,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Monster Race Arena ]:[ Cool Event Corp. Staff ]:Previous Menu")) { + switch(select("[ Monster Race Arena ]", "[ Cool Event Corp. Staff ]", "Previous Menu")) { case 1: callsub L_Mark, "^FF1493Monster Race Arena^000000"; viewpoint 1,60,71,10,0xFF1493; diff --git a/npc/re/guides/guides_izlude.txt b/npc/re/guides/guides_izlude.txt index e625235bf..1bdf5a472 100644 --- a/npc/re/guides/guides_izlude.txt +++ b/npc/re/guides/guides_izlude.txt @@ -42,13 +42,13 @@ mes "Do you need help navigating the town?"; F_Navi("[Izlude Guide]"); next; - .@map$ = strnpcinfo(4); + .@map$ = strnpcinfo(NPC_MAP); while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Cryptura Academy ]:[ Marina ]:[ International Airship ]:[ Arena ]:[ Kit Shop ]:[ Swordsman Guild ]:[ Enchant Association ]:[ Forge ]:Previous Menu")) { + switch(select("[ Cryptura Academy ]", "[ Marina ]", "[ International Airship ]", "[ Arena ]", "[ Kit Shop ]", "[ Swordsman Guild ]", "[ Enchant Association ]", "[ Forge ]", "Previous Menu")) { case 1: mes "[Izlude Guide]"; mes "Novice adventurers should go to "+F_Navi("Cryptura Academy","iz_ac01,100,39")+" to receive more information and training!"; @@ -121,7 +121,7 @@ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Hypnotist ]:[ Newlywed Helper ]:[ Mercenary Guildsman ]:[ Pet Groomer ]:Previous Menu")) { + switch(select("[ Eden Teleport Officer ]", "[ Kafra Employee ]", "[ Hypnotist ]", "[ Newlywed Helper ]", "[ Mercenary Guildsman ]", "[ Pet Groomer ]", "Previous Menu")) { case 1: mes "[Izlude Guide]"; mes "The "+F_Navi("Eden Teleport Officer",.@map$+",131,148","^0000FF"); diff --git a/npc/re/guides/guides_juno.txt b/npc/re/guides/guides_juno.txt index 7793e9b34..3b6bc6c9c 100644 --- a/npc/re/guides/guides_juno.txt +++ b/npc/re/guides/guides_juno.txt @@ -40,11 +40,11 @@ yuno,59,212,4 script Juno Guide#yuno01::GuideJuno 8_F_GIRL,{ F_Navi("[Juno Guide]"); next; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Tool Shop ]:[ Forge ]:[ Airport ]:[ Government Building ]:[ Street of Book Stores ]:[ Inn & Pub ]:[ Sage Castle ]:[ Monster Academy ]:[ Library of the Republic ]:[ Weapon & Armor Shop ]:[ Juphero Plaza ]:[ Monster Museum ]:[ Schweicherbil Magic Academy ]:Previous Menu")) { + switch(select("[ Tool Shop ]", "[ Forge ]", "[ Airport ]", "[ Government Building ]", "[ Street of Book Stores ]", "[ Inn & Pub ]", "[ Sage Castle ]", "[ Monster Academy ]", "[ Library of the Republic ]", "[ Weapon & Armor Shop ]", "[ Juphero Plaza ]", "[ Monster Museum ]", "[ Schweicherbil Magic Academy ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Tool Shop","yuno,194,140","^FF0000"); viewpoint 1,194,140,0,0xFF0000; @@ -123,7 +123,7 @@ yuno,59,212,4 script Juno Guide#yuno01::GuideJuno 8_F_GIRL,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Kafra Employees ]:[ Eden Teleport Officer ]:Previous Menu")) { + switch(select("[ Kafra Employees ]", "[ Eden Teleport Officer ]", "Previous Menu")) { case 1: callsub L_Mark, "^FA8072Kafra Employees^000000"; viewpoint 1,152,187,13,0xFA8072; diff --git a/npc/re/guides/guides_lighthalzen.txt b/npc/re/guides/guides_lighthalzen.txt index 01b881f10..faff34736 100644 --- a/npc/re/guides/guides_lighthalzen.txt +++ b/npc/re/guides/guides_lighthalzen.txt @@ -53,11 +53,11 @@ lighthalzen,207,310,5 script Lighthalzen Guide#lhz01::GuideLighthazlen 4_M_EIN_S F_Navi("[Lighthalzen Guide]"); next; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Hotel ]:[ Bank ]:[ Airport ]:[ Weapon Shop ]:[ Department Store ]:[ Police Station ]:[ Jewelry Store ]:[ Cool Event Corp. ]:[ Somatology Laboratory ]:[ Alchemist Association ]:Previous Menu")) { + switch(select("[ Hotel ]", "[ Bank ]", "[ Airport ]", "[ Weapon Shop ]", "[ Department Store ]", "[ Police Station ]", "[ Jewelry Store ]", "[ Cool Event Corp. ]", "[ Somatology Laboratory ]", "[ Alchemist Association ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Hotel","lighthalzen,159,133","^FF0000"); viewpoint 1,160,217,0,0xFF0000; @@ -117,7 +117,7 @@ lighthalzen,207,310,5 script Lighthalzen Guide#lhz01::GuideLighthazlen 4_M_EIN_S case 2: .@loop = 1; while (.@loop) { - switch(select("[ Armsmith ]:[ Seiayablem ]:[ Pet Groomer ]:[ Kafra Employees ]:[ Cool Event Corp. Staff ]:Previous Menu")) { + switch(select("[ Armsmith ]", "[ Seiayablem ]", "[ Pet Groomer ]", "[ Kafra Employees ]", "[ Cool Event Corp. Staff ]", "Previous Menu")) { case 1: mes "[Lighthalzen Guide]"; mes "You may go to Fulerr,"; diff --git a/npc/re/guides/guides_louyang.txt b/npc/re/guides/guides_louyang.txt index 3f37e40c5..0b773b168 100644 --- a/npc/re/guides/guides_louyang.txt +++ b/npc/re/guides/guides_louyang.txt @@ -50,7 +50,7 @@ louyang,224,104,4 script Louyang Guide#01louyang 4_F_CHNWOMAN,{ .@str$ = "Is there anything else I can do for you?"; while (1) { next; - switch(select("[ Dragon Castle ]:[ Doctor's Office ]:[ City Hall ]:[ Weapon Shop ]:[ Tool Shop ]:[ Tavern ]:[ Observatory ]:[ Return to Alberta ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Dragon Castle ]", "[ Doctor's Office ]", "[ City Hall ]", "[ Weapon Shop ]", "[ Tool Shop ]", "[ Tavern ]", "[ Observatory ]", "[ Return to Alberta ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: mes "[Representative]"; mes "The "+F_Navi("Dragon Castle","louyang,218,253")+" is located at ^0A82FF+^000000. It is where all the nobles reside, including our lord."; diff --git a/npc/re/guides/guides_lutie.txt b/npc/re/guides/guides_lutie.txt index 5667e80f4..374c36f46 100644 --- a/npc/re/guides/guides_lutie.txt +++ b/npc/re/guides/guides_lutie.txt @@ -41,7 +41,7 @@ xmas,140,137,3 script Lutie Guide#xmas 4_F_KID3,{ F_Navi("[Lutie Guide]"); while (1) { next; - switch(select("[ Gift Shop ]:[ Church ]:[ Weapon & Armor Shop ]:[ Tool Shop ]:[ Santa's House ]:[ Toy Factory ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Gift Shop ]", "[ Church ]", "[ Weapon & Armor Shop ]", "[ Tool Shop ]", "[ Santa's House ]", "[ Toy Factory ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: callsub L_Mark, F_Navi("Gift Shop","xmas,172,131","^008080"); viewpoint 1,172,131,2,0x008080; diff --git a/npc/re/guides/guides_malaya.txt b/npc/re/guides/guides_malaya.txt index 5e898a4ac..38f67778f 100644 --- a/npc/re/guides/guides_malaya.txt +++ b/npc/re/guides/guides_malaya.txt @@ -40,7 +40,7 @@ malaya,71,72,4 script Port Malaya Guide#01::GuideMalaya 4_F_BARYO_WOMAN,{ F_Navi("[Port Malaya Guide]"); while(1) { next; - switch(select("[ Kafra Employees ]:[ Inn & Tavern ]:[ Weapon & Armor Shop ]:[ Tool Shop ]:[ Hospital ]:[ Park ]:[ Harbor ]:Remove marks from Mini-Map:Cancel")) { + switch(select("[ Kafra Employees ]", "[ Inn & Tavern ]", "[ Weapon & Armor Shop ]", "[ Tool Shop ]", "[ Hospital ]", "[ Park ]", "[ Harbor ]", "Remove marks from Mini-Map", "Cancel")) { case 1: callsub L_Mark, "^0000FFKafra Employees^000000",1; viewpoint 1,71,79,0,0x0A82FF; diff --git a/npc/re/guides/guides_mora.txt b/npc/re/guides/guides_mora.txt index 8d98f3733..66a0ba86d 100644 --- a/npc/re/guides/guides_mora.txt +++ b/npc/re/guides/guides_mora.txt @@ -39,7 +39,7 @@ mora,25,158,5 script Raffle Guide#north 4_M_RAFLE_GR,{ mes "I can tell you whatever you want to know about the village~!"; F_Navi("[Raffoh]"); next; - switch(select("[ Inn ]:[ Residences ]:[ Stores ]:[ Warehouse ]:Remove markers from the mini-map:Quit")) { + switch(select("[ Inn ]", "[ Residences ]", "[ Stores ]", "[ Warehouse ]", "Remove markers from the mini-map", "Quit")) { case 1: mes "[Raffoh]"; mes "Laoh~!"; @@ -90,7 +90,7 @@ mora,167,76,3 script Raffle Guide#east 4_M_RAFLE_OR,{ mes "Uh... which place do you want to know about?"; F_Navi("[Raffuh]"); next; - switch(select("[ Inn ]:[ Residences ]:[ Stores ]:[ Warehouse ]:Remove markers from the mini-map:Quit")) { + switch(select("[ Inn ]", "[ Residences ]", "[ Stores ]", "[ Warehouse ]", "Remove markers from the mini-map", "Quit")) { case 1: mes "[Raffuh]"; mes "Uh..."; @@ -141,7 +141,7 @@ mora,115,138,5 script Raffle Guide#center 4_M_RAFLE_VI,{ mes "If you need to know anything about the village, just ask me la!"; F_Navi("[Raffla]"); next; - switch(select("[ Inn ]:[ Residences ]:[ Stores ]:[ Warehouse ]:Remove markers from the mini-map:Quit.")) { + switch(select("[ Inn ]", "[ Residences ]", "[ Stores ]", "[ Warehouse ]", "Remove markers from the mini-map", "Quit.")) { case 1: mes "[Raffla]"; mes "Lala!"; @@ -193,7 +193,7 @@ mora,72,51,3 script Raffle Guide#south 4_F_RAFLE_PK,{ mes "If you need to know anything about the village, just ask me."; F_Navi("[Raffli]"); next; - switch(select("[ Inn ]:[ Residences ]:[ Stores ]:[ Warehouse ]:Remove markers from the mini-map:Quit")) { + switch(select("[ Inn ]", "[ Residences ]", "[ Stores ]", "[ Warehouse ]", "Remove markers from the mini-map", "Quit")) { case 1: mes "[Raffli]"; mes "Lali?"; diff --git a/npc/re/guides/guides_morroc.txt b/npc/re/guides/guides_morroc.txt index a277d6593..a818624c5 100644 --- a/npc/re/guides/guides_morroc.txt +++ b/npc/re/guides/guides_morroc.txt @@ -42,11 +42,11 @@ morocc,153,286,6 script Guide#01morocc::GuideMorroc 4_M_MOC_SOLDIER,{ F_Navi("[Morroc Guide]"); next; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Thief Guild ]:[ Sphinx Dungeon ]:[ Oasis Entrance ]:[ Forge ]:[ Weapon & Armor Shop ]:[ Inn ]:[ Tavern ]:Previous Menu")) { + switch(select("[ Thief Guild ]", "[ Sphinx Dungeon ]", "[ Oasis Entrance ]", "[ Forge ]", "[ Weapon & Armor Shop ]", "[ Inn ]", "[ Tavern ]", "Previous Menu")) { case 1: mes "[Morroc Guide]"; mes "The "+F_Navi("Thief Guild","morocc,26,294","^B9062F")+" is located"; @@ -106,7 +106,7 @@ morocc,153,286,6 script Guide#01morocc::GuideMorroc 4_M_MOC_SOLDIER,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Kafra Employee ]:[ Poison Herb Salesman ]:[ Dye Maker ]:[ Seiyablem ]:Previous Menu")) { + switch(select("[ Kafra Employee ]", "[ Poison Herb Salesman ]", "[ Dye Maker ]", "[ Seiyablem ]", "Previous Menu")) { case 1: callsub L_Mark,"^0000FFKafra Employees^000000"; viewpoint 1,156,97,7,0x0A82FF; @@ -194,11 +194,11 @@ moc_ruins,159,53,3 script Guide#01ruins::GuideMocRuins 4_M_MOC_SOLDIER,{ F_Navi("[Morroc Guide]"); next; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Thief Guild ]:[ Sphinx Dungeon ]:[ Morroc Entrance ]:Previous Menu")) { + switch(select("[ Thief Guild ]", "[ Sphinx Dungeon ]", "[ Morroc Entrance ]", "Previous Menu")) { case 1: mes "[Morroc Guide]"; mes "The "+F_Navi("Thief Guild","moc_ruins,56,161","^B9062F")+" is located"; @@ -236,7 +236,7 @@ moc_ruins,159,53,3 script Guide#01ruins::GuideMocRuins 4_M_MOC_SOLDIER,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Eden Teleport Officer ]:[ Tool Dealer ]:[ Kafra Employee ]:[ Repairman ]:[ Pet Groomer ]:[ Chef Assistant ]:[ Leablem ]:Previous Menu")) { + switch(select("[ Eden Teleport Officer ]", "[ Tool Dealer ]", "[ Kafra Employee ]", "[ Repairman ]", "[ Pet Groomer ]", "[ Chef Assistant ]", "[ Leablem ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Eden Teleport Officer","moc_ruins,68,164","^006400"); viewpoint 1,68,164,3,0xAAFF00; diff --git a/npc/re/guides/guides_moscovia.txt b/npc/re/guides/guides_moscovia.txt index 057f0d1aa..08b1c9bd7 100644 --- a/npc/re/guides/guides_moscovia.txt +++ b/npc/re/guides/guides_moscovia.txt @@ -44,7 +44,7 @@ moscovia,161,76,3 script Moscovia Guide#01mosc 4_F_RUSWOMAN1,{ .@str$ = "Is there anything else I can do for you?"; while (1) { next; - switch(select("[ Kafra Employee ]:[ Palace ]:[ Chapel ]:[ Weapon Shop ]:[ Armor Shop ]:[ Tool Shop ]:[ Inn ]:[ Return to Alberta ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Kafra Employee ]", "[ Palace ]", "[ Chapel ]", "[ Weapon Shop ]", "[ Armor Shop ]", "[ Tool Shop ]", "[ Inn ]", "[ Return to Alberta ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: mes "[Moscovia Guide]"; mes "The ^0000FFKafra Employee^000000 has"; diff --git a/npc/re/guides/guides_niflheim.txt b/npc/re/guides/guides_niflheim.txt index 4882f8d83..6a5f62d22 100644 --- a/npc/re/guides/guides_niflheim.txt +++ b/npc/re/guides/guides_niflheim.txt @@ -45,7 +45,7 @@ niflheim,201,187,3 script Niflheim Guide#01nif 4_M_DIEMAN,{ } while (1) { next; - switch(select("[ Tool Shop ]:[ Pub ]:[ Weapon Shop ]:[ Witch's Castle ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Tool Shop ]", "[ Pub ]", "[ Weapon Shop ]", "[ Witch's Castle ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: callsub L_Mark, F_Navi("Tool Shop","niflheim,218,196","^0000FF"); viewpoint 1,218,196,0,0x0A82FF; diff --git a/npc/re/guides/guides_payon.txt b/npc/re/guides/guides_payon.txt index d58e2dec9..dfbdd6403 100644 --- a/npc/re/guides/guides_payon.txt +++ b/npc/re/guides/guides_payon.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Euphy //= Copyright (C) L0ne_W0lf //= @@ -30,10 +30,10 @@ //================= Description =========================================== //= Guides for the city of Payon. //================= Current Version ======================================= -//= 1.2 +//= 1.2.1 //========================================================================= -payon,163,64,3 script Guide#01payon::GuidePayon 4_M_PAY_SOLDIER,{ +payon,160,67,3 script Guide#01payon::GuidePayon 4_M_PAY_SOLDIER,{ cutin "pay_soldier",2; mes "[Payon Guide]"; mes "Welcome to ^8B4513Payon^000000,"; @@ -42,11 +42,11 @@ payon,163,64,3 script Guide#01payon::GuidePayon 4_M_PAY_SOLDIER,{ F_Navi("[Payon Guide]"); next; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Archer Village ]:[ Tool Shop ]:[ Weapon & Armor Shop ]:[ Inn & Tavern ]:[ Central Palace ]:[ Palace Court ]:[ Royal Kitchen ]:Previous Menu")) { + switch(select("[ Archer Village ]", "[ Tool Shop ]", "[ Weapon & Armor Shop ]", "[ Inn & Tavern ]", "[ Central Palace ]", "[ Palace Court ]", "[ Royal Kitchen ]", "Previous Menu")) { case 1: mes "[Payon Guide]"; mes F_Navi("Archer Village","payon,227,328","^B9062F")+" is where"; @@ -95,7 +95,7 @@ payon,163,64,3 script Guide#01payon::GuidePayon 4_M_PAY_SOLDIER,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Eden Teleport Officer ]:[ Kafra Shop ]:[ Repair / Armsmith ]:[ Kafra Employee ]:[ Trap Specialist ]:[ Seiayblem ]:[ Leablem ]:[ Jade ]:[ Pet Groomer ]:[ Chef Assistant ]:Previous Menu")) { + switch(select("[ Eden Teleport Officer ]", "[ Kafra Shop ]", "[ Repair / Armsmith ]", "[ Kafra Employee ]", "[ Trap Specialist ]", "[ Seiayblem ]", "[ Leablem ]", "[ Jade ]", "[ Pet Groomer ]", "[ Chef Assistant ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Eden Teleport Officer","payon,177,111","^0000FF"); viewpoint 1,177,111,7,0x0A82FF; @@ -225,7 +225,7 @@ pay_arche,86,33,4 script Guide#05payon 4_M_PAY_SOLDIER,{ next; .@str$ = "Would you like to check any other locations?"; while (1) { - switch(select("[ Payon Dungeon ]:[ Archer Guild ]:[ Tool Shop ]:[ Kafra Employee ]:[ Mercenary Guildsman ]:[ Alchemist Guildsman ]:[ Eden Teleport Officer ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Payon Dungeon ]", "[ Archer Guild ]", "[ Tool Shop ]", "[ Kafra Employee ]", "[ Mercenary Guildsman ]", "[ Alchemist Guildsman ]", "[ Eden Teleport Officer ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: mes "[Payon Guide]"; mes "Let me mark the entrance of"; diff --git a/npc/re/guides/guides_prontera.txt b/npc/re/guides/guides_prontera.txt index 08a7bff7f..5937809e7 100644 --- a/npc/re/guides/guides_prontera.txt +++ b/npc/re/guides/guides_prontera.txt @@ -44,11 +44,11 @@ prontera,154,187,4 script Guide#01prontera::GuideProntera 8W_SOLDIER,{ next; .@str$ = "Would you like to check any other locations?"; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Tool Shop ]:[ Weapon & Armor Shop ]:[ Forge ]:[ Sanctuary ]:[ Chivalry Office ]:[ Inn ]:[ Tavern ]:[ Library ]:[ Prontera Castle ]:[ Job Agency ]:[ City Hall ]:Previous Menu")) { + switch(select("[ Tool Shop ]", "[ Weapon & Armor Shop ]", "[ Forge ]", "[ Sanctuary ]", "[ Chivalry Office ]", "[ Inn ]", "[ Tavern ]", "[ Library ]", "[ Prontera Castle ]", "[ Job Agency ]", "[ City Hall ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Tool Shop","prontera,134,221","^B9062F"); mes .@str$; @@ -147,7 +147,7 @@ prontera,154,187,4 script Guide#01prontera::GuideProntera 8W_SOLDIER,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Eden Teleport Officer ]:[ Peco Peco Breeder ]:[ Riding Creature Master ]:[ Magic Gear Master ]:[ Peco Peco Remover ]:[ Trading Merchants ]:[ Mercenary Guildsman ]:[ Hypnotist ]:[ Kafra Employee ]:[ Leablem ]:[ Apprentice Craftsman ]:[ Pet Groomer ]:Previous Menu")) { + switch(select("[ Eden Teleport Officer ]", "[ Peco Peco Breeder ]", "[ Riding Creature Master ]", "[ Magic Gear Master ]", "[ Peco Peco Remover ]", "[ Trading Merchants ]", "[ Mercenary Guildsman ]", "[ Hypnotist ]", "[ Kafra Employee ]", "[ Leablem ]", "[ Apprentice Craftsman ]", "[ Pet Groomer ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Eden Teleport Officer","prontera,124,76","^800080"),1; mes .@str$; diff --git a/npc/re/guides/guides_rachel.txt b/npc/re/guides/guides_rachel.txt index b4e1c6cbf..0849a8259 100644 --- a/npc/re/guides/guides_rachel.txt +++ b/npc/re/guides/guides_rachel.txt @@ -40,11 +40,11 @@ rachel,138,146,5 script Rachel Guide#rachel 4_M_RASWORD,{ F_Navi("[Rachel Guide]"); next; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Inn ]:[ Weapon Shop ]:[ Tool Shop ]:[ Airport ]:[ Cheshrumnir ]:[ Priest Zed's Mansion ]:Previous Menu")) { + switch(select("[ Inn ]", "[ Weapon Shop ]", "[ Tool Shop ]", "[ Airport ]", "[ Cheshrumnir ]", "[ Priest Zed's Mansion ]", "Previous Menu")) { case 1: mes "[Rachel Guide]"; mes "You can rest your fatigue of the journey in the "+F_Navi("Inn","rachel,115,144")+". The left building next to me is the Inn of Rachel."; @@ -99,7 +99,7 @@ rachel,138,146,5 script Rachel Guide#rachel 4_M_RASWORD,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Cool Event Corp. Staff ]:[ Eden Teleport Officer ]:Previous Menu")) { + switch(select("[ Cool Event Corp. Staff ]", "[ Eden Teleport Officer ]", "Previous Menu")) { case 1: mes "[Rachel Guide]"; mes "I will mark the location"; diff --git a/npc/re/guides/guides_umbala.txt b/npc/re/guides/guides_umbala.txt index f166978cd..e8bb6b257 100644 --- a/npc/re/guides/guides_umbala.txt +++ b/npc/re/guides/guides_umbala.txt @@ -45,7 +45,7 @@ umbala,128,94,3 script Umbala Guide#01umbala::GuideUmbala 4_F_GON,{ F_Navi("[Umbala Guide]"); while (1) { next; - switch(select("[ Kafra Employee ]:[ Chief's House ]:[ Shaman's House ]:[ Weapon Shop ]:[ Tool Shop ]:[ Bungee Jump Area ]:[ Tree of Yggdrasil ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Kafra Employee ]", "[ Chief's House ]", "[ Shaman's House ]", "[ Weapon Shop ]", "[ Tool Shop ]", "[ Bungee Jump Area ]", "[ Tree of Yggdrasil ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: mes "[Umbala Guide]"; mes "Let me mark the location of the"; diff --git a/npc/re/guides/guides_veins.txt b/npc/re/guides/guides_veins.txt index 4aebfbfbf..541db4a03 100644 --- a/npc/re/guides/guides_veins.txt +++ b/npc/re/guides/guides_veins.txt @@ -40,7 +40,7 @@ veins,210,345,5 script Veins Guide#veins01::GuideVeins 4_M_RASWORD,{ F_Navi("[Veins Guide]"); next; while (1) { - switch(select("[ Temple ]:[ Inn ]:[ Pub ]:[ Weapon Shop ]:[ Tool Shop ]:[ Airport ]:[ Geological Research Institute ]:[ Cool Event Corp. Staff ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Temple ]", "[ Inn ]", "[ Pub ]", "[ Weapon Shop ]", "[ Tool Shop ]", "[ Airport ]", "[ Geological Research Institute ]", "[ Cool Event Corp. Staff ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: mes "[Veins Guide]"; mes "The "+F_Navi("Temple","veins,197,256")+" is always filled with praying the faithful of the incarnation of goddess Freya."; diff --git a/npc/re/instances/BakonawaLake.txt b/npc/re/instances/BakonawaLake.txt index e1937f572..2868cc589 100644 --- a/npc/re/instances/BakonawaLake.txt +++ b/npc/re/instances/BakonawaLake.txt @@ -33,8 +33,6 @@ //= 1.1 //========================================================================= -1@ma_b mapflag src4instance - ma_scene01,174,179,4 script Taho 4_M_DEWZATIMAN,{ disable_items; if (checkweight(Knife,1) == 0) { @@ -56,7 +54,7 @@ ma_scene01,174,179,4 script Taho 4_M_DEWZATIMAN,{ close; } - .@party_id = getcharid(1); + .@party_id = getcharid(CHAR_ID_PARTY); .@md_name$ = "Bakonawa Lake"; .@baku_time = questprogress(12278,PLAYTIME); @@ -69,16 +67,16 @@ ma_scene01,174,179,4 script Taho 4_M_DEWZATIMAN,{ close; } if (!.@baku_time) { - if (getcharid(0) == getpartyleader(.@party_id,2)) { + if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2)) { mes "[Taho]"; mes "Are you the leader of the Bakonawa slayers? The road is not well so we have to go down the cliff with a rope, is that OK?"; next; - .@i = select("Please weave a rope.:Now I will go down.:Cancel."); + .@i = select("Please weave a rope.", "Now I will go down.", "Cancel."); } else { mes "[Taho]"; mes "You came for slaying Bakonawa. The leader of your party has to help me weaving the rope for going down."; next; - .@i = select(":Now I will go down.:Cancel."); + .@i = select("", "Now I will go down.", "Cancel."); } switch(.@i) { case 1: @@ -104,7 +102,7 @@ ma_scene01,174,179,4 script Taho 4_M_DEWZATIMAN,{ mes "The party leader did not generate the dungeon yet."; close; } else { - mapannounce "ma_scene01","A party member, "+strcharinfo(0)+" of the party "+getpartyname(.@party_id)+" is entering the dungeon, "+.@md_name$+".",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 + mapannounce "ma_scene01","A party member, "+strcharinfo(PC_NAME)+" of the party "+getpartyname(.@party_id)+" is entering the dungeon, "+.@md_name$+".",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 setquest 12278; warp "1@ma_b",64,51; end; @@ -144,11 +142,11 @@ sec_in02,26,26,4 script Bakonawa's Rage 4_M_DEWZATIMAN,{ mes "[Taho]"; mes "Bakonawa becomes invincible at some point. When that time comes, listen to my guides carefully. Just trust me and all will be good."; next; - if (getcharid(0) == getpartyleader(getcharid(1),2)) { + if (getcharid(CHAR_ID_CHAR) == getpartyleader(getcharid(CHAR_ID_PARTY),2)) { mes "[Taho]"; mes "Now I will make Bakonawa spring out from the lake."; next; - switch(select("Hold on! I'm not ready yet!:Let's do it!")) { + switch(select("Hold on! I'm not ready yet!", "Let's do it!")) { case 1: mes "[Taho]"; mes "Oh... alright... tell me when you are ready."; @@ -528,11 +526,11 @@ OnTimer10000: mes "[Taho]"; mes "HMM. We almost got him but he is one fast creature..."; next; - if (getcharid(0) == getpartyleader(getcharid(1),2)) { + if (getcharid(CHAR_ID_CHAR) == getpartyleader(getcharid(CHAR_ID_PARTY),2)) { mes "[Taho]"; mes "Are we going to try again?"; next; - switch(select("Hold on a sec!:Of course! We cannot stand back now!")) { + switch(select("Hold on a sec!", "Of course! We cannot stand back now!")) { case 1: mes "[Taho]"; mes "AWW... I almost brought him out."; diff --git a/npc/re/instances/BangungotHospital.txt b/npc/re/instances/BangungotHospital.txt index 5b9fba3dd..9e8e836c4 100644 --- a/npc/re/instances/BangungotHospital.txt +++ b/npc/re/instances/BangungotHospital.txt @@ -33,13 +33,11 @@ //= 1.1 //========================================================================= -1@ma_h mapflag src4instance - //== Instance Creation ===================================== ma_dun01,147,10,5 script Nurse#ma_dun01 4_F_NURSE,{ if (BaseLevel < 100) end; - .@party_id = getcharid(1); + .@party_id = getcharid(CHAR_ID_PARTY); cutin "malaya_nurseB",2; if (!questprogress(9223)) { .@quest = questprogress(9222); @@ -50,7 +48,7 @@ ma_dun01,147,10,5 script Nurse#ma_dun01 4_F_NURSE,{ else if (malaya_bang == 31) callsub L_Closed,0; else - goto L_NoParty; + callsub L_NoParty; } if (questprogress(11309,HUNTING) != 2) { .@playtime = questprogress(9224,PLAYTIME); @@ -60,7 +58,7 @@ ma_dun01,147,10,5 script Nurse#ma_dun01 4_F_NURSE,{ else if (malaya_bang == 31) callsub L_Closed,0; else if (malaya_bang > 39) - callsub L_Enter,(getcharid(0) == getpartyleader(.@party_id,2))?1:0,0,0; + callsub L_Enter,(getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2))?1:0,0,0; else { mes "[Nurse Maenne]"; mes ".........."; @@ -102,9 +100,9 @@ ma_dun01,147,10,5 script Nurse#ma_dun01 4_F_NURSE,{ cutin "",255; end; } else { - //if (!.@party_id) goto L_NoParty; //unneeded + //if (!.@party_id) callsub L_NoParty; //unneeded if (malaya_bang > 39) - callsub L_Enter,(getcharid(0) == getpartyleader(.@party_id,2))?1:0,1,1; + callsub L_Enter,(getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2))?1:0,1,1; else { mes "[Nurse Maenne]"; mes "......."; @@ -124,7 +122,7 @@ ma_dun01,147,10,5 script Nurse#ma_dun01 4_F_NURSE,{ end; } } else if (.@quest == 1) { - if (!.@party_id) goto L_NoParty; + if (!.@party_id) callsub L_NoParty; if (malaya_bang > 39) { if (questprogress(9222,HUNTING) == 1) { .@playtime = questprogress(9224,PLAYTIME); @@ -134,9 +132,9 @@ ma_dun01,147,10,5 script Nurse#ma_dun01 4_F_NURSE,{ next; callsub L_Enter,0,0; } else if (.@playtime == 2) { - //if (!.@party_id) goto L_NoParty; //unneeded + //if (!.@party_id) callsub L_NoParty; //unneeded if (malaya_bang > 39) - callsub L_Enter,(getcharid(0) == getpartyleader(.@party_id,2))?1:0,1,1; + callsub L_Enter,(getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2))?1:0,1,1; else { mes "[Nurse Maenne]"; mes "......."; @@ -213,9 +211,9 @@ ma_dun01,147,10,5 script Nurse#ma_dun01 4_F_NURSE,{ cutin "",255; end; } else { - if (!.@party_id) goto L_NoParty; + if (!.@party_id) callsub L_NoParty; if (malaya_bang > 39) - callsub L_Enter,(getcharid(0) == getpartyleader(.@party_id,2))?1:0,1,1; + callsub L_Enter,(getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2))?1:0,1,1; else { mes "[Nurse Maenne]"; mes "......."; @@ -267,15 +265,15 @@ L_Enter: mes "appeared again."; next; mes "[Nurse Maenne]"; - mes strcharinfo(0) + "'s help"; + mes strcharinfo(PC_NAME) + "'s help"; mes "is needed again."; mes "Please, could you give me"; mes "one more chance?"; } next; - switch(select(((getarg(0))?"Prepare to enter the second floor.":"")+":Enter the second floor.:Do not enter.")) { + switch(select(((getarg(0))?"Prepare to enter the second floor.":""), "Enter the second floor.", "Do not enter.")) { case 1: - .@instance = instance_create(.@md_name$,getcharid(1)); + .@instance = instance_create(.@md_name$,getcharid(CHAR_ID_PARTY)); if (.@instance < 0) { mes "[Nurse Maenne]"; mes "A critical situation has happened."; @@ -312,7 +310,7 @@ L_Enter: mes "The party leader did not generate the dungeon yet."; close; } else { - mapannounce "ma_dun01", getpartyname(getcharid(1))+" party's "+strcharinfo(0)+" member entered "+.@md_name$+".",bc_map,"0x00ff99"; + mapannounce "ma_dun01", getpartyname(getcharid(CHAR_ID_PARTY))+" party's "+strcharinfo(PC_NAME)+" member entered "+.@md_name$+".",bc_map,"0x00ff99"; if (getarg(1)) { if (questprogress(9223)) { completequest 9223; @@ -362,7 +360,7 @@ sec_in02,27,30,0 script Bangungot Gate 2_MONEMUS,{ mes "Good Luck."; close; } - switch(select("Receive 9222:Receive 9223:Erase 9222:Erase 9223:Receive 9224:Erase 9224:Receive malaya_bang 30:Receive malaya_bang 40:Receive 11309:Erase 11309:Cancel")) { + switch(select("Receive 9222", "Receive 9223", "Erase 9222", "Erase 9223", "Receive 9224", "Erase 9224", "Receive malaya_bang 30", "Receive malaya_bang 40", "Receive 11309", "Erase 11309", "Cancel")) { case 1: setquest 9222; close; case 2: setquest 9223; close; case 3: erasequest 9222; close; @@ -382,7 +380,7 @@ sec_in02,27,30,0 script Bangungot Gate 2_MONEMUS,{ end; OnTouch: .@map$ = instance_mapname("1@ma_h"); - mapannounce .@map$,"Bangungot: You silly "+strcharinfo(0)+" ....",bc_map,"0xFF82FF"; + mapannounce .@map$,"Bangungot: You silly "+strcharinfo(PC_NAME)+" ....",bc_map,"0xFF82FF"; mapannounce .@map$,"Bangungot: Get out before you die...",bc_map,"0xFF82FF"; areamonster .@map$,44,156,46,158,"Bangungot's Mangkukulam",2339,1,instance_npcname("#Memorial Start")+"::OnMyMobDead"; donpcevent instance_npcname("#Memorial Start_time")+"::OnEnable"; @@ -408,7 +406,7 @@ OnInstanceInit: disablenpc instance_npcname("#Memorial Start_time"); end; OnEnable: - specialeffect EF_BAT2,AREA,instance_npcname("#Memorial Start"); + specialeffect(EF_BAT2, AREA, getnpcid(0, instance_npcname("#Memorial Start"))); initnpctimer; end; OnDisable: @@ -426,14 +424,14 @@ OnTimer10000: 1@ma_h,46,165,0 script #Ward1 Entry HIDDEN_WARP_NPC,{ //3,3 end; OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnEnable1: .@map$ = instance_mapname("1@ma_h"); - .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; - enablenpc instance_npcname(strnpcinfo(0)); + .@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); specialeffect EF_BAT2; - switch(atoi(charat(strnpcinfo(2),4))) { + switch(atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),4))) { case 1: areamonster .@map$,49,171,51,173,"Bangungot's Mangkukulam",2339,1,.@label$; areamonster .@map$,51,171,53,173,"Bangungot's Mangkukulam",2339,1,.@label$; @@ -466,19 +464,19 @@ OnEnable2: end; */ OnEnable3: - .@i = atoi(charat(strnpcinfo(2),4))+1; + .@i = atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),4))+1; donpcevent instance_npcname("#Ward"+.@i+" Entry")+"::OnEnable1"; - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnMyMobDead: initnpctimer; end; OnTimer1000: .@map$ = instance_mapname("1@ma_h"); - if (mobcount(.@map$,instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) { + if (mobcount(.@map$,instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") < 1) { specialeffect EF_BAT2; - donpcevent instance_npcname(strnpcinfo(0))+"::OnEnable3"; - switch(atoi(charat(strnpcinfo(2),4))) { + donpcevent instance_npcname(strnpcinfo(NPC_NAME))+"::OnEnable3"; + switch(atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),4))) { case 1: .@str$ = "Bangungot: I will let you see the pain and the agony actually be real....."; break; case 2: .@str$ = "Bangungot: Diseased spirits are the source of my energy, and my life..."; break; case 3: .@str$ = "Bangungot: Scream more....and more...... your pain..."; break; @@ -894,19 +892,19 @@ OnStopTimer: end; OnTimer1000: mapannounce instance_mapname("1@ma_h"),"- Bangungot's Pillar of Spirit is curing Bangungot. If you don't hunt it now, he will fully recover!! -",bc_map,"0xFF8200"; - specialeffect EF_MAPPILLAR2,AREA,instance_npcname("#Patternwarp45"); + specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, instance_npcname("#Patternwarp45"))); end; OnTimer7000: mapannounce instance_mapname("1@ma_h"),"Bangungot: I never die!!!!",bc_map,"0xFF82FF"; - specialeffect EF_MAPPILLAR2,AREA,instance_npcname("#Patternwarp45"); + specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, instance_npcname("#Patternwarp45"))); end; OnTimer14000: mapannounce instance_mapname("1@ma_h"),"Bangungot: If you dare, kill me!! I will revive soon!!!",bc_map,"0xFF82FF"; - specialeffect EF_MAPPILLAR2,AREA,instance_npcname("#Patternwarp45"); + specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, instance_npcname("#Patternwarp45"))); end; OnTimer21000: mapannounce instance_mapname("1@ma_h"),"Bangungot: I cannot die this way...!!!!",bc_map,"0xFF82FF"; - specialeffect EF_MAPPILLAR2,AREA,instance_npcname("#Patternwarp45"); + specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, instance_npcname("#Patternwarp45"))); end; OnTimer30000: donpcevent instance_npcname("#Summon Pillar")+"::OnReset"; @@ -925,7 +923,7 @@ OnTimer36000: 1@ma_h,118,171,0 script #Boss Room Entry_a HIDDEN_WARP_NPC,10,10,{ end; OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnTouch: specialeffect EF_GHOST; @@ -984,7 +982,7 @@ OnTimer30000: 1@ma_h,60,87,4 script Screaming Patient#2 4_M_PATIENT,{ end; OnEnable: - switch(atoi(strnpcinfo(2))) { + switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))) { case 2: .@str$ = "Screaming Patient: Aaaaargh!!"; break; case 3: .@str$ = "Patient in Pain: Oooooowwww!! It's killing me!!!"; break; case 4: .@str$ = "Passed Out Patient: ........"; break; diff --git a/npc/re/instances/BuwayaCave.txt b/npc/re/instances/BuwayaCave.txt index 139d3acc3..094964867 100644 --- a/npc/re/instances/BuwayaCave.txt +++ b/npc/re/instances/BuwayaCave.txt @@ -33,8 +33,6 @@ //= 1.0 //========================================================================= -1@ma_c mapflag src4instance - ma_fild02,312,317,5 script Guard#buwaya_cave 4_MAL_SOLDIER,{ if (BaseLevel < 130) { mes "[Guard]"; @@ -44,7 +42,7 @@ ma_fild02,312,317,5 script Guard#buwaya_cave 4_MAL_SOLDIER,{ close; } - .@party_id = getcharid(1); + .@party_id = getcharid(CHAR_ID_PARTY); .@md_name$ = "Buwaya Cave"; if (!.@party_id) { @@ -54,13 +52,13 @@ ma_fild02,312,317,5 script Guard#buwaya_cave 4_MAL_SOLDIER,{ mes "team with other people."; close; } - if (getcharid(0) == getpartyleader(.@party_id,2)) { + if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2)) { mes "[Guard]"; mes "This place is dangerous. Please go back."; mes "If you dont have any business here, please go back."; next; while(1) { - switch(select("Why is it so dangerous?:I'm here to hunt down Buwaya.:End conversation.")) { + switch(select("Why is it so dangerous?", "I'm here to hunt down Buwaya.", "End conversation.")) { case 1: mes "[Guard]"; mes "Recently, there has been a case"; @@ -98,7 +96,7 @@ ma_fild02,312,317,5 script Guard#buwaya_cave 4_MAL_SOLDIER,{ if (.@instance < 0) { mes "[Guard]"; mes "Party name is... "+getpartyname(.@party_id)+".";; - mes "Party leader is... "+strcharinfo(0); + mes "Party leader is... "+strcharinfo(PC_NAME); mes "^0000ff"+.@md_name$+"^000000 cannot be opened now."; mes "Please try a moment later."; close; @@ -152,14 +150,14 @@ OnTouch: erasequest 4229; // fall through } - switch(select("Enter.:Turn back.")) { + switch(select("Enter.", "Turn back.")) { case 1: if( has_instance("1@ma_c") == "" ) { mes "The memorial dungeon Buwaya Cave does not exist."; mes "The party leader did not generate the dungeon yet."; close; } else { - mapannounce "ma_fild02",getpartyname(getcharid(1))+" party's "+strcharinfo(0)+" member began hunting Buwaya in Buwaya Cave.",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 + mapannounce "ma_fild02",getpartyname(getcharid(CHAR_ID_PARTY))+" party's "+strcharinfo(PC_NAME)+" member began hunting Buwaya in Buwaya Cave.",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 setquest 4229; warp "1@ma_c",35,57; end; @@ -200,7 +198,7 @@ OnTouch: mes "and new people got caught."; mes "We will be stuck in here for the rest of our lives."; next; - switch(select("Get me outta here!!:Ca...can't escape?")) { + switch(select("Get me outta here!!", "Ca...can't escape?")) { case 1: mes "[Kidnapped Residents]"; mes "We don't have enough power to destroy it but Buwaya has a weakness."; @@ -231,7 +229,7 @@ OnEnable: mes "Ahaa! I wish I had a little more power..."; mes "I know its weakness..."; next; - switch(select("Tell me.:Do you really know?")) { + switch(select("Tell me.", "Do you really know?")) { case 1: mes "[Kidnapped Residents]"; mes "Are you sure you can do it...?"; @@ -325,7 +323,7 @@ OnTimer35000: disablenpc instance_npcname("#box_call"); end; OnTouch: - specialeffect2 EF_GUIDEDATTACK; + specialeffect(EF_GUIDEDATTACK, AREA, playerattached()); warp instance_mapname("1@ma_c"),33,112; end; OnDisable: @@ -337,7 +335,7 @@ OnDisable: 1@ma_c,97,74,0 script #yunobi1 HIDDEN_WARP_NPC,{ end; OnInstanceInit: - hideonnpc instance_npcname(strnpcinfo(0)); + hideonnpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnEnable: specialeffect EF_MAPPILLAR2; @@ -454,7 +452,7 @@ OnEnable: OnTouch: mes "Would like to go out?"; next; - if(select("Yes!:No, I will stay.") == 1) + if(select("Yes!", "No, I will stay.") == 1) warp "ma_fild02",315,315; close; } diff --git a/npc/re/instances/EclageInterior.txt b/npc/re/instances/EclageInterior.txt index bf11c8443..b8aff0a81 100644 --- a/npc/re/instances/EclageInterior.txt +++ b/npc/re/instances/EclageInterior.txt @@ -33,7 +33,7 @@ //========================================================================= ecl_hub01,132,12,3 script Chief of Staff#tl01::EclInstance 4_F_FAIRY,{ - .@party_id = getcharid(1); + .@party_id = getcharid(CHAR_ID_PARTY); .@md_name$ = "Eclage Interior"; if (!.@party_id){ mes "-! Warning !-"; @@ -42,7 +42,7 @@ ecl_hub01,132,12,3 script Chief of Staff#tl01::EclInstance 4_F_FAIRY,{ close; } - if (getpartyleader(.@party_id,2) != getcharid(0)) { + if (getpartyleader(.@party_id,2) != getcharid(CHAR_ID_CHAR)) { mes "-! Warning !-"; mes "This current quest will be held at Memorial dungeon."; mes "Only the party leader will enter. Please create your party."; @@ -53,7 +53,7 @@ ecl_hub01,132,12,3 script Chief of Staff#tl01::EclInstance 4_F_FAIRY,{ mes "This place is set up with lighting for Orb."; mes "If you favor Mayor, you should be cautious here."; next; - switch (select("Enter it.:Forget it.")) { + switch (select("Enter it.", "Forget it.")) { case 1: .@instance = instance_create(.@md_name$,.@party_id); if (.@instance < 0) { @@ -91,9 +91,9 @@ ecl_hub01,130,15,0 script It is closed shut. CLEAR_NPC,{ mes "This door connects to the plaza's ceiling."; mes "It's also a place where the lighting is set up to make Orb seem more beautiful."; next; - switch (select("Enter it.:Forget it.")) { + switch (select("Enter it.", "Forget it.")) { case 1: - .@party_id = getcharid(1); + .@party_id = getcharid(CHAR_ID_PARTY); if (has_instance("1@ecl") == "") { mes "It is closed shut."; @@ -101,7 +101,7 @@ ecl_hub01,130,15,0 script It is closed shut. CLEAR_NPC,{ } if (.@party_id) { .@md_name$ = "Eclage Interior"; - if (getpartyleader(.@party_id,2) != getcharid(0)){ + if (getpartyleader(.@party_id,2) != getcharid(CHAR_ID_CHAR)){ mes "-! Warning !-"; mes "This current quest will be held at Memorial dungeon."; mes "Only the party leader will enter. Please create your party."; @@ -114,7 +114,7 @@ ecl_hub01,130,15,0 script It is closed shut. CLEAR_NPC,{ close; } close2; - mapannounce "ecl_hub01",getpartyname(.@party_id) + " Party leader " + strcharinfo(0) + " is entering " + .@md_name$,bc_map,"0x00ff99"; + mapannounce "ecl_hub01",getpartyname(.@party_id) + " Party leader " + strcharinfo(PC_NAME) + " is entering " + .@md_name$,bc_map,"0x00ff99"; warp "1@ecl",60,50; end; } @@ -137,7 +137,7 @@ ecl_hub01,130,15,0 script It is closed shut. CLEAR_NPC,{ mes "Oh, what's going on here?"; mes "They destroyed additional troops that Mayor sent?"; next; - select("What...?:I fought monsters off!"); + select("What...?", "I fought monsters off!"); mes "[Shenime]"; mes "It doesn't matter."; mes "Your job ends here."; @@ -145,9 +145,9 @@ ecl_hub01,130,15,0 script It is closed shut. CLEAR_NPC,{ mes "Farewell, then!"; specialeffect EF_BEGINSPELL3; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "No...way!!!"; - specialeffect2 EF_LORD; + specialeffect(EF_LORD, AREA, playerattached()); percentheal -99,0; soundeffect "wander_man_move.wav",1; sc_start SC_BLIND,60000,0; @@ -156,11 +156,11 @@ ecl_hub01,130,15,0 script It is closed shut. CLEAR_NPC,{ end; OnInstanceInit: - hideonnpc instance_npcname(strnpcinfo(0)); + hideonnpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnEnable: - hideoffnpc instance_npcname(strnpcinfo(0)); + hideoffnpc instance_npcname(strnpcinfo(NPC_NAME)); end; } @@ -175,7 +175,7 @@ OnEnable: 1@ecl,42,80,5 script Suspicious Creature#5 MOROCC_2_142,{ end; OnInstanceInit: - hideonnpc instance_npcname(strnpcinfo(0)); + hideonnpc instance_npcname(strnpcinfo(NPC_NAME)); end; } @@ -188,7 +188,7 @@ OnInstanceInit: OnInstanceInit: .mob_summoned = 0; - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnEnable: @@ -228,7 +228,7 @@ OnTouch: next; mes "We couldn't communicate with them either, and one of them seemed furious after looking around and finding out that its fellows are defeated."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "They look as if they are incarnation of Morroc."; mes "Is the King of Domons after the Orb?"; mes "Or is it just a coincidence?"; @@ -310,7 +310,7 @@ OnInstanceInit: mes "There was a subtle and magical echo to it."; mes "Immidiately after that, you were thrown here."; next; - if (select("It's all because of you!:Shenime said...") == 1) { + if (select("It's all because of you!", "Shenime said...") == 1) { mes "[Avant]"; mes "I don't understand a word you're saying."; mes "Can't you organize your story? Don't you know 'five W's and one H' rule?"; @@ -368,7 +368,7 @@ OnInstanceInit: next; cutin "minuel01",4; mes "[Minuel]"; - mes "" + strcharinfo(0) + "Sir,"; + mes "" + strcharinfo(PC_NAME) + "Sir,"; mes "Although you're detained on suspicion of being responsible for the recent incident in the lighting room,"; mes "there are some witnesses to prove your innocence."; next; @@ -416,7 +416,7 @@ OnInstanceInit: cutin "",255; mes "[Loki]"; mes "It's because of this."; - mes "" + strcharinfo(0) + "It was inside the body of -"; + mes "" + strcharinfo(PC_NAME) + "It was inside the body of -"; mes "This is how powerful Shenime is."; next; mes "On Loki's palm, there rested a small, thin, and dried piece of thorn."; @@ -433,7 +433,7 @@ OnInstanceInit: mes "His power enbales him to control another person directly or mentally influence that person indirectly through a part of his body."; next; select("Now that I think about it..."); - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Right before coming here, Shenime reached his hand out to me and I felt a spark when I held his hand."; mes "I thought it was just my imagination and ignored it...maybe that's when he..."; next; @@ -456,7 +456,7 @@ OnInstanceInit: next; mes "[Nydhog]"; mes "I swear by the name of the guardian of Yggdrasil, too."; - mes "" + strcharinfo(0) + "- will by no means do such a thing."; + mes "" + strcharinfo(PC_NAME) + "- will by no means do such a thing."; next; cutin "hisie02",0; mes "[Hisie]"; @@ -479,7 +479,7 @@ OnInstanceInit: cutin "",255; mes "[Loki]"; mes "Someone has to take the responsibility here then."; - mes "In all probablility," + strcharinfo(0) + "it will be you."; + mes "In all probablility," + strcharinfo(PC_NAME) + "it will be you."; next; cutin "hisie02",0; mes "[Hisie]"; @@ -504,7 +504,7 @@ OnInstanceInit: mes "[Hisie]"; mes "Thank you for your help."; mes "We will take off now."; - mes "Let's go." + strcharinfo(0) + "."; + mes "Let's go." + strcharinfo(PC_NAME) + "."; ep14_2_mylord = 30; changequest 7450,7451; erasequest 7450; diff --git a/npc/re/instances/HazyForest.txt b/npc/re/instances/HazyForest.txt index d92934dc5..c649171f8 100644 --- a/npc/re/instances/HazyForest.txt +++ b/npc/re/instances/HazyForest.txt @@ -33,12 +33,10 @@ //= 1.1 //========================================================================= -1@mist mapflag src4instance - //== Instance Creation ===================================== bif_fild01,158,340,5 script Laphine Soldier#mist 4_M_FAIRYSOLDIER,{ - .@party_id = getcharid(1); + .@party_id = getcharid(CHAR_ID_PARTY); .@md_name$ = "Mistwood Maze"; mes "[Laphine Soldier]"; @@ -51,7 +49,7 @@ bif_fild01,158,340,5 script Laphine Soldier#mist 4_M_FAIRYSOLDIER,{ close; } .@playtime = questprogress(7211,PLAYTIME); - if (getcharid(0) == getpartyleader(.@party_id,2)) { + if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2)) { if (.@playtime == 1) { mes "[Laphine Soldier]"; mes "...Are you sure you're not doing too much?"; @@ -97,11 +95,11 @@ bif_fild01,158,340,5 script Laphine Soldier#mist 4_M_FAIRYSOLDIER,{ mes "Are you going to venture into the Hazy Forest?"; } next; - switch(select("Venture into the Hazy Forest.:Give up.")) { + switch(select("Venture into the Hazy Forest.", "Give up.")) { case 1: mes "[Laphine Soldier]"; mes "Party Name "+getpartyname(.@party_id)+"..."; - mes "Party Leader "+strcharinfo(0)+"..."; + mes "Party Leader "+strcharinfo(PC_NAME)+"..."; .@instance = instance_create(.@md_name$, .@party_id); if (.@instance < 0) { mes "Hmm..."; @@ -163,7 +161,7 @@ bif_fild01,161,355,0 script Log Tunnel CLEAR_NPC,{ mes "I see the forest through the log tunnel."; mes "It looks like I can enter the forest through the log tunnel."; next; - if(select("Enter the tunnel.:Give up.") == 2) + if(select("Enter the tunnel.", "Give up.") == 2) close; if (has_instance("1@mist") == "") { if (questprogress(7211,PLAYTIME) == 1) { @@ -177,7 +175,7 @@ bif_fild01,161,355,0 script Log Tunnel CLEAR_NPC,{ } else { if (questprogress(7211,PLAYTIME) == 2) erasequest 7211; if (!questprogress(7211,PLAYTIME)) setquest 7211; - mapannounce "bif_fild01",getpartyname(getcharid(1))+" party's "+strcharinfo(0)+" member is entering the Mistwood Maze.",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 + mapannounce "bif_fild01",getpartyname(getcharid(CHAR_ID_PARTY))+" party's "+strcharinfo(PC_NAME)+" member is entering the Mistwood Maze.",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 warp "1@mist",89,29; close; } @@ -212,16 +210,16 @@ OnTimer180000: // callfunc "F_Mora_Mist",<warp to enable>,<success message>,<fail message>{,<end flag>} function script F_Mora_Mist { .@map$ = instance_mapname("1@mist"); - if (mobcount(.@map$,instance_npcname(strnpcinfo(0))+"::OnMyMobDead") == 0) { + if (mobcount(.@map$,instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") == 0) { mes "Obviously no one is taking care of it."; mes "It seems like you can chop down the garden tree."; next; - if(select("Chop down the garden tree.:Give up.") == 2) + if(select("Chop down the garden tree.", "Give up.") == 2) close; mes "You chop down the tree, which was blocking the path of the maze, "+((getarg(3,0))?"clearing the way out of the forest.":"so now you can continue."); mapannounce .@map$,getarg(1),bc_map,"0xccffcc"; //FW_NORMAL 12 0 0 enablenpc instance_npcname(getarg(0)); - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); close; } else mapannounce .@map$,((getarg(3,0))?getarg(2):getarg(2)+"'s Cry: Huh? Who's doing bad things to my tree?!"),bc_map,"0xccffcc"; //FW_NORMAL 12 0 0 @@ -461,7 +459,7 @@ OnMyMobDead: 1@mist,73,290,0 script Mysterious Flower#1 CLEAR_NPC,{ specialeffect EF_LEVEL99_4; - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); getitem Mysterious_Seed,1; end; } @@ -581,22 +579,22 @@ OnTimer3000: mes "That's my name."; mes "And yours?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "...."; - mes "...."+strcharinfo(0)+" sir."; + mes "...."+strcharinfo(PC_NAME)+" sir."; next; mes "[Loki]"; - mes "I see. "+strcharinfo(0)+"."; + mes "I see. "+strcharinfo(PC_NAME)+"."; mes "I'm asking you again."; mes "Do you plan to pass through this forest?"; next; - switch(select("Yes, I do.:No, I don't.")) { + switch(select("Yes, I do.", "No, I don't.")) { case 1: mes "[Loki]"; mes "Then I'll ask you a question."; mes "Have you ever seen a guard... a girl with purple hair?"; next; - switch(select("No, I haven't.:Yes, I might have...")) { + switch(select("No, I haven't.", "Yes, I might have...")) { case 1: mes "[Loki]"; mes "So you haven't."; @@ -632,7 +630,7 @@ OnTimer3000: mes "It's not easy going through the forest."; mes "It may cost you your life."; next; - switch(select("Okay.:What do you want?")) { + switch(select("Okay.", "What do you want?")) { case 1: mes "- When you step back,"; mes "Loki nods slightly and then looks away. -"; @@ -642,7 +640,7 @@ OnTimer3000: mes "I'm looking for somebody."; mes "Have you ever seen a guard... a girl with purple hair?"; next; - switch(select("No, I haven't.:Yes, I might have...")) { + switch(select("No, I haven't.", "Yes, I might have...")) { case 1: mes "[Loki]"; mes "So you haven't."; @@ -706,7 +704,7 @@ OnDisable: mes "I guess I have to thank you."; mes "You've calmed her down."; next; - select("What's happening?:This girl...?"); + select("What's happening?", "This girl...?"); mes "[Loki]"; mes "You might be able to change your appearance, but you cannot change your unique, innate light."; mes "A scent strong enough to burn your nose."; @@ -888,7 +886,7 @@ mora,48,152,3 script Sharp Eyed Man 4_M_ROKI2,{ mes "Now I know. I'll destroy Morroc with my own hands."; mes "I will fulfill my duties as a guardian."; next; - switch(select("You're not alone.:Those are very important duties.")) { + switch(select("You're not alone.", "Those are very important duties.")) { case 1: mes "[Nydhogg the Guardian]"; mes "You're right."; @@ -905,7 +903,7 @@ mora,48,152,3 script Sharp Eyed Man 4_M_ROKI2,{ break; } mes "[Nydhogg the Guardian]"; - mes strcharinfo(0)+"..."; + mes strcharinfo(PC_NAME)+"..."; mes "Thanks for listening to my long story."; next; mes "[Nydhogg the Guardian]"; @@ -1015,7 +1013,7 @@ bif_fild01,38,374,0 script Mysterious Flower#ep14_1 CLEAR_NPC,{ if (countitem(Mysterious_Seed)) { mes "It's reacting to the Mysterious Flower Seeds you have with you."; next; - switch(select("Observe the reaction.:Stop the reaction.")) { + switch(select("Observe the reaction.", "Stop the reaction.")) { case 1: mes "The flower started to shake violently"; mes "and swing forward as if trying to send the seeds as far away as possible!!!"; diff --git a/npc/re/instances/MalangdoCulvert.txt b/npc/re/instances/MalangdoCulvert.txt index e72833640..e954c9b15 100644 --- a/npc/re/instances/MalangdoCulvert.txt +++ b/npc/re/instances/MalangdoCulvert.txt @@ -35,9 +35,6 @@ //= 1.1 //========================================================================= -1@pump mapflag src4instance -2@pump mapflag src4instance - //== Quest NPCs ============================================ mal_in01,172,28,2 script Albo#mal 4_CAT_SAILOR5,{ if (checkweight(Knife,1) == 0) { @@ -185,7 +182,7 @@ mal_in01,172,26,2 script Madeca#mal 4_CAT_SAILOR1,{ mes "Oh?"; mes "You're the one who took care of my big brother Albo's request. It was a hard job!"; next; - .@i = select("What are you doing here?:General Culvert Daily Service Compensation:Hard Culvert Daily Service Compensation:General Culvert Weekly Service Compensation:Hard Culvert Weekly Service Compensation")-1; + .@i = select("What are you doing here?", "General Culvert Daily Service Compensation", "Hard Culvert Daily Service Compensation", "General Culvert Weekly Service Compensation", "Hard Culvert Weekly Service Compensation")-1; if (.@i == 0) { mes "[Madeca]"; mes "I'm here to help my big brother Albo!"; @@ -203,9 +200,9 @@ mal_in01,172,26,2 script Madeca#mal 4_CAT_SAILOR1,{ mes "[Madeca]"; mes "I can't give you compensation for an expired request, so let me check if any of yours have expired."; next; - specialeffect2 EF_SPHERE; + specialeffect(EF_SPHERE, AREA, playerattached()); progressbar "0xFFFF00",3; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); switch(.@i) { case 1: // General Culvert Daily Service if (questprogress(12271,PLAYTIME) == 2) @@ -276,7 +273,7 @@ L_CheckQuest: mes "You've punished ^0000ff"+getarg(1)+"^000000!"; mes "Here's your pay!"; erasequest getarg(0); - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); getitem getarg(2),getarg(3); close; } @@ -302,7 +299,7 @@ mal_in01,160,34,4 script Missing, the Cleaner 4_CAT_SAILOR2,{ next; mes "^660066This cat looks like it's in bad shape. It is slightly trembling.^000000"; next; - if(select("Pet the cat:Are you ok?") == 1) { + if(select("Pet the cat", "Are you ok?") == 1) { mes "[Missing, the Cleaner]"; mes "Are you talking to me?!"; next; @@ -355,7 +352,7 @@ mal_in01,160,34,4 script Missing, the Cleaner 4_CAT_SAILOR2,{ mes "Sometimes I can get a lucky box,"; mes "or even better, I can get cans..."; next; - if(select("Okay, cheers!:I will help if possible...") == 1) { + if(select("Okay, cheers!", "I will help if possible...") == 1) { mes "[Missing, the Cleaner]"; mes "Thank you. I am going back to pour the water!"; close; @@ -399,7 +396,7 @@ mal_in01,160,34,4 script Missing, the Cleaner 4_CAT_SAILOR2,{ mes "You don't look like you have Seagod Protection. I can't open door at the moment!"; close; } - .@party_id = getcharid(1); + .@party_id = getcharid(CHAR_ID_PARTY); .@md_name$ = "Culvert"; if (!.@party_id) { mes "^0000ffYou have to organize a party of"; @@ -409,11 +406,11 @@ mal_in01,160,34,4 script Missing, the Cleaner 4_CAT_SAILOR2,{ } .@playtime = questprogress(12254,PLAYTIME); if (!.@playtime) { - if (getcharid(0) == getpartyleader(.@party_id,2)) { + if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2)) { mes "[Missing, the Cleaner]"; mes "Ummm? What's up? Tell me the password if you're the leader!"; next; - switch(select("No... nothing.:Aragam insulted me.:Enter the Culvert.")) { + switch(select("No... nothing.", "Aragam insulted me.", "Enter the Culvert.")) { case 1: mes "[Missing, the Cleaner]"; mes "What a rookie."; @@ -422,7 +419,7 @@ mal_in01,160,34,4 script Missing, the Cleaner 4_CAT_SAILOR2,{ .@instance = instance_create(.@md_name$,.@party_id); if (.@instance < 0) { mes "Party name: "+getpartyname(.@party_id); - mes "Party leader: "+strcharinfo(0); + mes "Party leader: "+strcharinfo(PC_NAME); mes "^0000ff"+.@md_name$+"^000000 - Reservation Failed!"; close; } @@ -442,13 +439,13 @@ mal_in01,160,34,4 script Missing, the Cleaner 4_CAT_SAILOR2,{ callsub L_Enter,0; } } - if(select("Enter Culvert:Cancel") == 2) + if(select("Enter Culvert", "Cancel") == 2) end; callsub L_Enter,1; } else if (.@playtime == 1) { mes "You can enter the Culvert if the gate is open."; next; - if(select("Enter Culvert:Cancel") == 2) + if(select("Enter Culvert", "Cancel") == 2) close; callsub L_Enter,0; } else if (.@playtime == 2) { @@ -468,7 +465,7 @@ L_Enter: mes "The party leader has not reserved entrance to the dungeon yet."; close; } - mapannounce "mal_in01", strcharinfo(0)+" of the party "+getpartyname(.@party_id)+" is entering the Culvert.",bc_map,"0x00ff99"; + mapannounce "mal_in01", strcharinfo(PC_NAME)+" of the party "+getpartyname(.@party_id)+" is entering the Culvert.",bc_map,"0x00ff99"; if (!questprogress(12254)) setquest 12254; warp "1@pump",63,98; end; @@ -476,7 +473,7 @@ L_Enter: //== Instance: Common Scripts ============================== 1@pump,63,100,4 script Missing, the Cleaner#0 4_CAT_SAILOR2,{ - if (getcharid(0) != getpartyleader(getcharid(1),2)) { + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY),2)) { mes "[Missing, the Cleaner]"; mes "I am trying to have a conversation with your leader now. Please don't disturb and wait!"; close; @@ -487,17 +484,17 @@ L_Enter: mes "[Missing, the Cleaner]"; mes "I'll open the door first. By the way, do you know how to fight?"; next; - switch(select("I'm pretty good at delivering bread.:I know how to fight.:^ffffffGive me the diamond.^000000")) { + switch(select("I'm pretty good at delivering bread.", "I know how to fight.", "^ffffffGive me the diamond.^000000")) { case 1: mes "[Missing, the Cleaner]"; mes "Ok then, I'll let you clean the culverts here as usual! I will prepare at the right-hand corner, please follow me!"; next; - if(select("Wait! I changed my mind!:As you wish~") == 1) { + if(select("Wait! I changed my mind!", "As you wish~") == 1) { mes "[Missing, the Cleaner]"; mes "Huh? Not ready yet? Talk to me again when you're ready."; close; } - 'party_id = getcharid(1); + 'party_id = getcharid(CHAR_ID_PARTY); mapannounce instance_mapname("1@pump"),"Missing: Move toward the 3 o'clock direction and wait for my next order!",bc_map,"0xff88ff",FW_NORMAL,15; disablenpc instance_npcname("Missing, the Cleaner#0"); enablenpc instance_npcname("Missing, the Cleaner#n"); @@ -514,12 +511,12 @@ L_Enter: mes "[Missing, the Cleaner]"; mes "I must tell you that it's been such a long~~ time since we've cleaned that place, so anyone under level 140 cannot even enter! Are you sure you still want to go?"; next; - if(select("Wait! I changed my mind!:Sure, I'm prepared already~") == 1) { + if(select("Wait! I changed my mind!", "Sure, I'm prepared already~") == 1) { mes "[Missing, the Cleaner]"; mes "Hmm? Talk to me again when you're ready."; close; } - 'party_id = getcharid(1); + 'party_id = getcharid(CHAR_ID_PARTY); mapannounce instance_mapname("1@pump"),"Missing: I'll go in first, so follow me! I'll open up a gate at the 3 o'clock direction!",bc_map,"0xff88ff",FW_NORMAL,15; disablenpc instance_npcname("Missing, the Cleaner#0"); enablenpc instance_npcname("Culvert Entrance#i"); @@ -549,7 +546,7 @@ function script F_mal_missing { mes "[Missing, the Cleaner]"; mes "I will tell you how to clean shortly. Can you see the culverts around you?"; next; - if(select("What culverts??:Yes, I see them.") == 1) { + if(select("What culverts??", "Yes, I see them.") == 1) { mes "[Missing, the Cleaner]"; mes "Huh? Is this your first time seeing culverts? You'll see many buried machines in the ground. You may look around and come back!"; close; @@ -566,7 +563,7 @@ function script F_mal_missing { mes "[Missing, the Cleaner]"; mes "I don't care if you get help from your friends or not. I want you to clean up all culverts! Don't forget! I will watch you and give you instructions. Just do what I said!!"; next; - if (getcharid(0) != getpartyleader(getcharid(1),2)) { + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY),2)) { mes "[Missing, the Cleaner]"; mes "Once your leader finishes preparing, it will begin, so get your hearts ready for it!!"; close; @@ -574,7 +571,7 @@ function script F_mal_missing { mes "[Missing, the Cleaner]"; mes "So, are you ready to clean now?"; next; - switch(select("Wait! Not yet!:Let's start!")) { + switch(select("Wait! Not yet!", "Let's start!")) { case 1: mes "[Missing, the Cleaner]"; mes "Huh? Not ready yet? Then talk to me when you're ready."; @@ -594,7 +591,7 @@ function script F_mal_missing { mes "[Missing, the Cleaner]"; mes "I see seaweed everywhere because you're wiggling! All the culverts will be blocked with seaweed!"; next; - if (getcharid(0) != getpartyleader(getcharid(1),2)) { + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY),2)) { mes "[Missing, the Cleaner]"; mes "Once your leader finishes preparing, settlement will be decided so get your hearts ready for it!!"; close; @@ -602,7 +599,7 @@ function script F_mal_missing { mes "[Missing, the Cleaner]"; mes "If you got some guts to challenge again, I'll give you another chance! What's your choice going to be!?"; next; - switch(select("Wait! Not yet!:Okay, let's start again!")) { + switch(select("Wait! Not yet!", "Okay, let's start again!")) { case 1: mes "[Missing, the Cleaner]"; mes "You're still slow! Talk to me again whenever your're ready."; @@ -610,18 +607,18 @@ function script F_mal_missing { case 2: mes "[Missing, the Cleaner]"; mes "Ok! Let's start now!"; - .@i$ = charat(strnpcinfo(2),0); + .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN),0); enablenpc instance_npcname("Missing, the Cleaner#"+.@i$); donpcevent instance_npcname("Missing, the Cleaner#"+.@i$)+"::OnStart"; disablenpc instance_npcname("Culvert Entrance#"+.@i$); disablenpc instance_npcname("Missing, the Cleaner#"+.@i$+"o"); donpcevent instance_npcname("Monster Hole#"+.@i$)+"::OnClear"; - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); close; } close; OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; } @@ -710,7 +707,7 @@ OnTimer520000: 1@pump,1,1,4 script Monster Hole#n FAKE_NPC,{ end; OnSpawn: - .@i$ = charat(strnpcinfo(2),0); + .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN),0); if (.@i$ == "n") .@n = 6; else if (.@i$ == "h") @@ -718,7 +715,7 @@ OnSpawn: donpcevent instance_npcname("#Culvert_"+.@i$+rand(1,.@n))+"::OnEnable"; end; OnClear: - .@i$ = charat(strnpcinfo(2),0); + .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN),0); if (.@i$ == "n") .@n = 6; else if (.@i$ == "h") @@ -731,16 +728,16 @@ OnClear: 1@pump,36,111,4 script #Culvert_n1 CLEAR_NPC,14,14,{ //temporary workaround for ALL_SAMEMAP progressbar "0xFFFF00",10; stopnpctimer; - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnEnable: - enablenpc instance_npcname(strnpcinfo(0)); - .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); + .@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; .@map$ = instance_mapname("1@pump"); - .@index = atoi(charat(strnpcinfo(2),9)); + .@index = atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),9)); switch(.@index) { case 1: setarray .@c[0],32,107,40,115; break; case 2: setarray .@c[0],64,120,72,128; break; @@ -761,7 +758,7 @@ OnEnable: copyarray .@partymemberaid[0],$@partymemberaid[0],$@partymembercount; for(.@i = 0; .@i<$@partymembercount; ++.@i) { if (attachrid(.@partymemberaid[.@i])) { - if (strcharinfo(3) == .@map$) + if (strcharinfo(PC_MAP) == .@map$) viewpoint 0,.@x,.@y,.@index,0xFFFF00; detachrid; } @@ -772,12 +769,12 @@ OnMyMobDead: end; OnClear: stopnpctimer; - killmonster instance_mapname("1@pump"),instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + killmonster instance_mapname("1@pump"),instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; end; OnTimer49500: //OnTimer50000 clashes with the timer in "Missing, the Cleaner#h". donpcevent instance_npcname("Missing, the Cleaner#n")+"::OnAddSeaweed"; - donpcevent instance_npcname(strnpcinfo(0))+"::OnClear"; - disablenpc instance_npcname(strnpcinfo(0)); + donpcevent instance_npcname(strnpcinfo(NPC_NAME))+"::OnClear"; + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnTouch: specialeffect EF_MAPPILLAR2; @@ -792,48 +789,48 @@ OnTouch: 1@pump,1,1,4 script Boss Creation#n FAKE_NPC,{ end; OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnEnable: - enablenpc instance_npcname(strnpcinfo(0)); + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); initnpctimer; end; OnTimer100: - .@i$ = charat(strnpcinfo(2),0); + .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN),0); if (.@i$ == "n") mapannounce instance_mapname("1@pump"),"Hmm! That wasn't so bad!",bc_map,"0xff88ff",FW_NORMAL,15; else if (.@i$ == "h") mapannounce instance_mapname("2@pump"),"Hmm! You guys are pretty good!!",bc_map,"0xff88ff",FW_NORMAL,15; end; OnTimer5000: - mapannounce strnpcinfo(4),"Let's pack up and go... WHAT!!?",bc_map,"0xff88ff",FW_NORMAL,15; + mapannounce strnpcinfo(NPC_MAP),"Let's pack up and go... WHAT!!?",bc_map,"0xff88ff",FW_NORMAL,15; end; OnTimer10000: - mapannounce strnpcinfo(4),"I sense something strange!! Don't loosen up-- prepare for a fight!!",bc_map,"0xff88ff",FW_NORMAL,15; + mapannounce strnpcinfo(NPC_MAP),"I sense something strange!! Don't loosen up-- prepare for a fight!!",bc_map,"0xff88ff",FW_NORMAL,15; end; OnTimer20000: stopnpctimer; - .@i$ = charat(strnpcinfo(2),0); - .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN),0); + .@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; if (rand(1,100) > 50) { if (.@i$ == "n") monster instance_mapname("1@pump"),0,0,"Weird Coelacanth",2188,1,.@label$; else if (.@i$ == "h") monster instance_mapname("2@pump"),0,0,"Mutant Coelacanth",2189,1,.@label$; - mapannounce strnpcinfo(4),"Something big inside the abyss appears with a huge noise.",bc_map,"0x00ffcc",FW_NORMAL,15; + mapannounce strnpcinfo(NPC_MAP),"Something big inside the abyss appears with a huge noise.",bc_map,"0x00ffcc",FW_NORMAL,15; } else { if (.@i$ == "n") monster instance_mapname("1@pump"),0,0,"Gloomy Coelacanth",2187,1,.@label$; else if (.@i$ == "h") monster instance_mapname("2@pump"),0,0,"Violent Coelacanth",2190,1,.@label$; - mapannounce strnpcinfo(4),"Something savage inside the abyss appears with a huge noise.",bc_map,"0x00ffcc",FW_NORMAL,15; + mapannounce strnpcinfo(NPC_MAP),"Something savage inside the abyss appears with a huge noise.",bc_map,"0x00ffcc",FW_NORMAL,15; } end; OnMyMobDead: - if (mobcount(strnpcinfo(4),instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) { - mapannounce strnpcinfo(4),"You've destroyed all monsters in the culverts. There are trophies lying on the ground, please look for them.",bc_map,"0xffff00",FW_NORMAL,15; - .@i$ = charat(strnpcinfo(2),0); - .@map$ = strnpcinfo(4); + if (mobcount(strnpcinfo(NPC_MAP),instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") < 1) { + mapannounce strnpcinfo(NPC_MAP),"You've destroyed all monsters in the culverts. There are trophies lying on the ground, please look for them.",bc_map,"0xffff00",FW_NORMAL,15; + .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN),0); + .@map$ = strnpcinfo(NPC_MAP); enablenpc instance_npcname("Culvert Entrance#"+.@i$); enablenpc instance_npcname("Missing, the Cleaner#"+.@i$+"o"); if (.@i$ == "n") { @@ -860,12 +857,12 @@ OnMyMobDead: } } } else - mapannounce strnpcinfo(4),"There are still monsters alive.",bc_map,"0x00ff99",FW_NORMAL,20; + mapannounce strnpcinfo(NPC_MAP),"There are still monsters alive.",bc_map,"0x00ff99",FW_NORMAL,20; end; } 1@pump,84,105,4 script Missing, the Cleaner#no 4_CAT_SAILOR2,{ - .@i$ = charat(strnpcinfo(2),0); + .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN),0); if (.@i$ == "n") { mes "[Missing, the Cleaner]"; mes "I was very surprised!!"; @@ -894,14 +891,14 @@ OnMyMobDead: mes "If Tomas closes this down, we will lose our jobs!"; close; OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; } 1@pump,32,100,0 script Culvert Entrance#n WARPNPC,3,3,{ end; OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnTouch: warp "mal_in01",161,32; @@ -911,7 +908,7 @@ OnTouch: //MD_Putmob "1@pump" 0 0 0 0 20 HYDRA 0 0 2 1@pump,1,1,4 script Hydra#n FAKE_NPC,{ OnInstanceInit: - monster strnpcinfo(4),0,0,"Hydra",1068,20; + monster strnpcinfo(NPC_MAP),0,0,"Hydra",1068,20; end; } @@ -998,16 +995,16 @@ OnTimer425000: 2@pump,53,114,4 script #Culvert_h1 CLEAR_NPC,14,14,{ //temporary workaround for ALL_SAMEMAP progressbar "0xFFFF00",15; stopnpctimer; - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnEnable: - enablenpc instance_npcname(strnpcinfo(0)); - .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); + .@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; .@map$ = instance_mapname("2@pump"); - .@index = atoi(substr(strnpcinfo(2),9,getstrlen(strnpcinfo(2))-1)); + .@index = atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),9,getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1)); switch(.@index) { case 1: setarray .@c[0],49,110,57,118; break; case 2: setarray .@c[0],75,105,83,113; break; @@ -1033,12 +1030,12 @@ OnMyMobDead: end; OnClear: stopnpctimer; - killmonster instance_mapname("2@pump"),instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + killmonster instance_mapname("2@pump"),instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; end; OnTimer39500: //OnTimer40000 clashes with the timer in "Missing, the Cleaner#h". donpcevent instance_npcname("Missing, the Cleaner#h")+"::OnAddSeaweed"; - donpcevent instance_npcname(strnpcinfo(0))+"::OnClear"; - disablenpc instance_npcname(strnpcinfo(0)); + donpcevent instance_npcname(strnpcinfo(NPC_NAME))+"::OnClear"; + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnTouch: specialeffect EF_MAPPILLAR2; diff --git a/npc/re/instances/OctopusCave.txt b/npc/re/instances/OctopusCave.txt deleted file mode 100644 index da0df4ac6..000000000 --- a/npc/re/instances/OctopusCave.txt +++ /dev/null @@ -1,729 +0,0 @@ -//================= Hercules Script ======================================= -//= _ _ _ -//= | | | | | | -//= | |_| | ___ _ __ ___ _ _| | ___ ___ -//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| -//= | | | | __/ | | (__| |_| | | __/\__ \ -//= \_| |_/\___|_| \___|\__,_|_|\___||___/ -//================= License =============================================== -//= This file is part of Hercules. -//= http://herc.ws - http://github.com/HerculesWS/Hercules -//= -//= Copyright (C) 2013-2015 Hercules Dev Team -//= Copyright (C) Euphy -//= Copyright (C) Muad_Dib -//= -//= Hercules is free software: you can redistribute it and/or modify -//= it under the terms of the GNU General Public License as published by -//= the Free Software Foundation, either version 3 of the License, or -//= (at your option) any later version. -//= -//= This program is distributed in the hope that it will be useful, -//= but WITHOUT ANY WARRANTY; without even the implied warranty of -//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -//= GNU General Public License for more details. -//= -//= You should have received a copy of the GNU General Public License -//= along with this program. If not, see <http://www.gnu.org/licenses/>. -//========================================================================= -//= Octopus Cave -//================= Description =========================================== -//= Defeat the Disgusting Octopus. -//================= Current Version ======================================= -//= 1.1 -//========================================================================= - -1@cash mapflag src4instance - -//== Instance Creation ===================================== -mal_dun01,151,235,5 script Starfish 4_ASTER,{ - - .@party_id = getcharid(1); - .@md_name$ = "Octopus Cave"; - - if (!.@party_id) { - mes "[Starfish]"; - mes "You alone is powerless, hehe!"; - mes "Better get someone to help you out."; - mes "Make a party, and come back later."; - close; - } - if (getcharid(0) != getpartyleader(.@party_id,2)) { - mes "[Starfish]"; - mes "Where is your leader, hehe."; - mes "I don't talk to some random people."; - mes "Bring your boss to me."; - close; - } - mes "[Starfish]"; - mes "I am guarding here, hehe!"; - mes "It is just roughly blocked for now."; - mes "But someday this cave must be sealed forever, hehe!"; - next; - while(1) { - switch(select("Ask what's going on.:Ask to open the gate.:Go to other location.")) { - case 1: - mes "[Starfish]"; - mes "Lately, our Starfish lady is"; - mes "suffering with some issues, ooh ooh."; - mes "Something bad happen in this"; - mes "peaceful place, hehe!"; - next; - mes "[Starfish]"; - mes "Weird looking limbs came out"; - mes "from the hole there,"; - mes "tried to kidnap our lady Starfish."; - mes "Ooh Ooh."; - next; - mes "[Starfish]"; - mes "It seems those limbs belong to"; - mes "that ugly octopus."; - mes "That monster should be taken care of,"; - mes "but it's hard for ourselves only to make it happen, hehe."; - next; - mes "[Starfish]"; - mes "I want to find someone special,"; - mes "and ask to punish this ugly octopus."; - mes "I hope this octopus won't ever"; - mes "harass our lady, hehe."; - next; - mes "[Starfish]"; - mes "Go catch that octopus and stick it to this pick."; - mes "If you bring back the pick, I will"; - mes "open this gate for a while."; - mes "You should challenge if you are interested, hehe."; - next; - break; - case 2: - .@playtime = questprogress(4197,PLAYTIME); - if (.@playtime == 1) { - mes "[Starfish]"; - mes "Octopus is not around now, hehe."; - mes "Please come back later."; - close; - } - if (.@playtime == 2) erasequest 4197; - if (countitem(Octopus_Hunt_Stick)) { - .@instance = instance_create(.@md_name$,.@party_id); - if (.@instance < 0) { - mes "[Starfish]"; - mes "Party name is... "+getpartyname(.@party_id)+"."; - mes "Party leader is... "+strcharinfo(0)+"."; - mes "^0000ff"+.@md_name$+"^000000, I cannot open now, hehe."; - mes "Now is not the time, please wait."; - close; - } - if (instance_attachmap("1@cash",.@instance) == "") { - mes "^0000ff"+.@md_name$+"^000000 - Reservation Failed!"; - instance_destroy(.@instance); - close; - } - instance_set_timeout 3600,300,.@instance; - instance_init(.@instance); - - mes "[Starfish]"; - mes "I will open the gate for a while to ^0000ff"+.@md_name$+"^000000."; - mes "Please catch that pervert octopus,"; - mes "and come back with it sticked to the pick, hehe."; - close; - } - mes "[Starfish]"; - mes "Prepare a pick first,"; - mes "so you can thread that octopus"; - mes "with that pick."; - mes "Then, I will let you in for a while, hehe."; - close; - case 3: - mes "[Starfish]"; - mes "This is not a good location, check someplace else."; - close; - } - } -} - -mal_dun01,153,237,5 script Weird Entrance CLEAR_NPC,{ - mes "There is a strange entrance"; - mes "blocked roughly with some boards."; - next; - switch(select("Go in.:Stop.")) { - case 1: - if (countitem(Octopus_Hunt_Stick)) { - if (has_instance("1@cash") == "") { - if (questprogress(4197,PLAYTIME) == 1) { - mes "[Starfish]"; - mes "Ah, now is not the time..."; - mes "Would you come back later? Hehe."; - close; - } - mes "[Starfish]"; - mes "Shhh... Weird aura is"; - mes "coming from that entrance."; - mes "Big trouble is waiting, if you go in now."; - close; - } - mapannounce "mal_dun01", getpartyname(getcharid(1))+" party's "+strcharinfo(0)+" member started to hunt the Octopus!",bc_map,"0x00ff99"; - if (!questprogress(4197)) setquest 4197; - warp "1@cash",199,99; - end; - } - mes "[Starfish]"; - mes "You should definitely prepare"; - mes "hunting stick if you want to"; - mes "punish the Octopus."; - mes "Or I will not let you in! Hehe."; - close; - case 2: - mes "[Starfish]"; - mes "Yes Yes, you better quit."; - close; - } -} - -//== Instance Scripts ====================================== -1@cash,199,99,0 script oct_enter HIDDEN_WARP_NPC,4,4,{ - end; -OnTouch: - donpcevent instance_npcname("oct_enter_broad")+"::OnEnable"; - specialeffect EF_BASH; - disablenpc instance_npcname("oct_enter"); - end; -} - -1@cash,1,1,0 script oct_enter_broad FAKE_NPC,{ - end; -OnInstanceInit: - donpcevent instance_npcname("oct_enter_broad")+"::OnDisable"; - end; -OnEnable: - enablenpc instance_npcname("oct_enter_broad"); - donpcevent instance_npcname("oct_foot_4")+"::OnEnable"; - donpcevent instance_npcname("oct_mob_con")+"::OnEnable"; - initnpctimer; - end; -OnDisable: - disablenpc instance_npcname("oct_enter_broad"); - end; -OnTimer1000: - mapannounce instance_mapname("1@cash"),"Pervert Octopus : How dare you to come inside of my place!",bc_map,"0xFFFF00"; - end; -OnTimer4000: - mapannounce instance_mapname("1@cash"),"Pervert Octopus : But I blocked all the cave gates!! There is nothing you can do!",bc_map,"0xFFFF00"; - end; -OnTimer7000: - mapannounce instance_mapname("1@cash"),"Pervert Octopus : My juniors~ There is your toy! Play with it~ kakaka",bc_map,"0xFFFF00"; - stopnpctimer; - donpcevent instance_npcname("oct_enter_broad")+"::OnDisable"; - end; -} - -1@cash,3,3,0 script oct_foot_4 FAKE_NPC,{ - end; -OnInstanceInit: - donpcevent instance_npcname("oct_foot_4")+"::OnDisable"; - end; -OnEnable: - enablenpc instance_npcname("oct_foot_4"); - donpcevent instance_npcname("oct_foot1")+"::OnEnable"; - donpcevent instance_npcname("oct_foot2")+"::OnEnable"; - donpcevent instance_npcname("oct_foot3")+"::OnEnable"; - donpcevent instance_npcname("oct_foot4")+"::OnEnable"; - .@map$ = instance_mapname("1@cash"); - monster .@map$,20,114,"Octopus Leg#1",2193,1,instance_npcname("oct_foot_4")+"::OnMyMobDead"; - monster .@map$,88,190,"Octopus Leg#2",2193,1,instance_npcname("oct_foot_4")+"::OnMyMobDead"; - monster .@map$,307,215,"Octopus Leg#3",2193,1,instance_npcname("oct_foot_4")+"::OnMyMobDead"; - monster .@map$,372,131,"Octopus Leg#4",2193,1,instance_npcname("oct_foot_4")+"::OnMyMobDead"; - end; -OnDisable: - disablenpc instance_npcname("oct_foot_4"); - end; -OnMyMobDead: - .@map$ = instance_mapname("1@cash"); - if (mobcount(.@map$,instance_npcname("oct_foot_4")+"::OnMyMobDead") < 1) { - donpcevent instance_npcname("oct_boss_con")+"::OnEnable"; - mapannounce .@map$,"Hey you!! I'll personally take care of you all! Let's bring it on!",bc_map,"0x00ff99"; - enablenpc instance_npcname("oct_boss_warp"); - instance_warpall .@map$,199,99; - end; - } - mapannounce .@map$,"Arrgg!! That hurts!!! I need another strategy...",bc_map,"0x00ff99"; - end; -} - -1@cash,20,114,0 script oct_foot1 HIDDEN_WARP_NPC,6,6,{ - end; -OnInstanceInit: - donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable"; - end; -OnEnable: - enablenpc instance_npcname(strnpcinfo(0)); - .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; - .@i = atoi(charat(strnpcinfo(0),8)); - .@map$ = instance_mapname("1@cash"); - switch(.@i) { - case 1: - areamonster .@map$,34,96,38,100,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,39,90,41,92,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,38,76,40,78,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,39,58,41,60,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,50,38,56,44,"Octopus's Henchman",2192,5,.@label$; - areamonster .@map$,68,32,72,36,"Octopus's Henchman",2192,5,.@label$; - areamonster .@map$,83,26,85,28,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,107,28,109,30,"Octopus's Henchman",2192,1,.@label$; - areamonster .@map$,123,28,125,30,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,134,31,138,35,"Octopus's Henchman",2192,5,.@label$; - areamonster .@map$,142,39,146,43,"Octopus's Henchman",2192,2,.@label$; - break; - case 2: - areamonster .@map$,139,113,143,117,"Octopus's Henchman",2192,5,.@label$; - areamonster .@map$,135,104,137,106,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,123,93,127,97,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,113,90,115,92,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,103,89,105,91,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,89,90,91,92,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,74,104,76,106,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,74,120,76,122,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,83,131,87,135,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,92,142,94,144,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,98,159,100,161,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,94,180,98,184,"Octopus's Henchman",2192,5,.@label$; - break; - case 3: - areamonster .@map$,299,209,303,213,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,292,203,296,207,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,291,186,293,188,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,292,166,294,168,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,293,151,295,153,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,299,137,303,141,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,300,123,304,127,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,300,104,304,108,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,279,101,281,103,"Octopus's Henchman",2192,2,.@label$; - monster .@map$,260,103,"Octopus's Henchman",2192,1,.@label$; - break; - case 4: - areamonster .@map$,363,123,367,127,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,364,108,368,112,"Octopus's Henchman",2192,5,.@label$; - areamonster .@map$,363,93,367,97,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,364,72,366,74,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,364,58,366,60,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,355,44,359,48,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,346,36,350,40,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,319,28,325,34,"Octopus's Henchman",2192,5,.@label$; - areamonster .@map$,305,27,307,29,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,276,29,280,33,"Octopus's Henchman",2192,5,.@label$; - areamonster .@map$,258,37,262,41,"Octopus's Henchman",2192,2,.@label$; - break; - } - end; -OnDisable: - killmonster instance_mapname("1@cash"),instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; // Not in official script. - disablenpc instance_npcname(strnpcinfo(0)); - end; -OnTouch: - if (getd("."+strnpcinfo(0)+instance_id())) end; - setd "."+strnpcinfo(0)+instance_id(),1; - hideonnpc instance_npcname(strnpcinfo(0)); - mapannounce instance_mapname("1@cash"),"Come out all my babies and help me out!",bc_map,"0xFFFF00"; - initnpctimer; - end; -OnTimer5000: - .@map$ = instance_mapname("1@cash"); - mapannounce .@map$,"Let's give them a lesson!",bc_map,"0xFFFF00"; - .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; - .@i = atoi(charat(strnpcinfo(0),8)); - switch(.@i) { - case 1: - areamonster .@map$,18,112,22,116,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,18,112,22,116,"Octopus's Henchman",2192,3,.@label$; - break; - case 2: - areamonster .@map$,86,188,90,192,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,96,98,100,102,"Octopus's Henchman",2192,3,.@label$; - break; - case 3: - areamonster .@map$,305,213,309,217,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,305,213,309,217,"Octopus's Henchman",2192,3,.@label$; - break; - case 4: - areamonster .@map$,370,129,374,133,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,370,129,374,133,"Octopus's Henchman",2192,3,.@label$; - break; - } - end; -OnTimer30000: - setd "."+strnpcinfo(0)+instance_id(),0; - stopnpctimer; - .@i = atoi(charat(strnpcinfo(0),8)); - donpcevent instance_npcname("oct_foot_exit"+.@i)+"::OnEnable"; - donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable"; - end; -OnMyMobDead: - .@map$ = instance_mapname("1@cash"); - if (mobcount(.@map$,instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) { - mapannounce .@map$,"You hurt my babies!!? You'll have to pay for this!!!",bc_map,"0x00ff99"; - setd "."+strnpcinfo(0)+instance_id(),0; - stopnpctimer; - .@i = atoi(charat(strnpcinfo(0),8)); - donpcevent instance_npcname("oct_foot_exit"+.@i)+"::OnEnable"; - donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable"; - end; - } - end; -} -1@cash,88,190,0 duplicate(oct_foot1) oct_foot2 HIDDEN_WARP_NPC,6,6 -1@cash,307,215,0 duplicate(oct_foot1) oct_foot3 HIDDEN_WARP_NPC,6,6 -1@cash,372,131,0 duplicate(oct_foot1) oct_foot4 HIDDEN_WARP_NPC,6,6 - -1@cash,16,117,0 script oct_foot_exit1 WARPNPC,2,2,{ - end; -OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); - end; -OnEnable: - enablenpc instance_npcname(strnpcinfo(0)); - end; -OnTouch: - warp instance_mapname("1@cash"),198,99; - end; -} -1@cash,77,193,0 duplicate(oct_foot_exit1) oct_foot_exit2 WARPNPC,2,2 -1@cash,312,214,0 duplicate(oct_foot_exit1) oct_foot_exit3 WARPNPC,2,2 -1@cash,370,139,0 duplicate(oct_foot_exit1) oct_foot_exit4 WARPNPC,2,2 - -1@cash,15,15,0 script oct_mob_con FAKE_NPC,{ - end; -OnInstanceInit: - donpcevent instance_npcname("oct_mob_con")+"::OnDisable"; - end; -OnEnable: - .@map$ = instance_mapname("1@cash"); - enablenpc instance_npcname("oct_mob_con"); - monster .@map$,32,94,"Hydra",1068,1; - monster .@map$,41,101,"Hydra",1068,1; - monster .@map$,35,78,"Hydra",1068,1; - monster .@map$,35,62,"Hydra",1068,1; - monster .@map$,49,54,"Hydra",1068,1; - monster .@map$,70,28,"Hydra",1068,1; - monster .@map$,83,22,"Hydra",1068,1; - monster .@map$,99,23,"Hydra",1068,1; - monster .@map$,115,23,"Hydra",1068,1; - monster .@map$,132,25,"Hydra",1068,1; - monster .@map$,100,185,"Hydra",1068,1; - monster .@map$,92,178,"Hydra",1068,1; - monster .@map$,92,162,"Hydra",1068,1; - monster .@map$,70,121,"Hydra",1068,1; - monster .@map$,70,105,"Hydra",1068,1; - monster .@map$,105,85,"Hydra",1068,1; - monster .@map$,121,84,"Hydra",1068,1; - monster .@map$,292,209,"Hydra",1068,1; - monster .@map$,303,206,"Hydra",1068,1; - monster .@map$,290,163,"Hydra",1068,1; - monster .@map$,299,150,"Hydra",1068,1; - monster .@map$,308,141,"Hydra",1068,1; - monster .@map$,308,125,"Hydra",1068,1; - monster .@map$,295,97,"Hydra",1068,1; - monster .@map$,279,97,"Hydra",1068,1; - monster .@map$,370,111,"Hydra",1068,1; - monster .@map$,370,110,"Hydra",1068,1; - monster .@map$,371,96,"Hydra",1068,1; - monster .@map$,371,80,"Hydra",1068,1; - monster .@map$,367,55,"Hydra",1068,1; - monster .@map$,343,29,"Hydra",1068,1; - monster .@map$,327,24,"Hydra",1068,1; - monster .@map$,311,22,"Hydra",1068,1; - monster .@map$,295,22,"Hydra",1068,1; - monster .@map$,279,22,"Hydra",1068,1; - areamonster .@map$,30,67,50,87,"Stapo",1784,1; - areamonster .@map$,102,19,122,39,"Stapo",1784,1; - areamonster .@map$,89,138,109,158,"Stapo",1784,1; - areamonster .@map$,112,83,132,103,"Stapo",1784,1; - areamonster .@map$,283,168,303,188,"Stapo",1784,1; - areamonster .@map$,292,97,312,117,"Stapo",1784,1; - areamonster .@map$,355,64,375,84,"Stapo",1784,1; - areamonster .@map$,317,17,337,37,"Stapo",1784,1; - donpcevent instance_npcname("oct_backattack1")+"::OnEnable"; - donpcevent instance_npcname("oct_backattack2")+"::OnEnable"; - donpcevent instance_npcname("oct_backattack3")+"::OnEnable"; - donpcevent instance_npcname("oct_backattack4")+"::OnEnable"; - donpcevent instance_npcname("oct_mob_con")+"::OnDisable"; - end; -OnDisable: - disablenpc instance_npcname("oct_mob_con"); - end; -} - -1@cash,45,53,0 script oct_backattack1 HIDDEN_WARP_NPC,3,3,{ - end; -OnInstanceInit: - disablenpc instance_npcname("oct_backattack1"); - end; -OnTouch: - .@map$ = instance_mapname("1@cash"); - monster .@map$,39,59,"Hydra",1068,1; - monster .@map$,40,59,"Hydra",1068,1; - monster .@map$,41,59,"Hydra",1068,1; - monster .@map$,47,50,"Hydra",1068,1; - monster .@map$,48,50,"Hydra",1068,1; - monster .@map$,49,50,"Hydra",1068,1; - monster .@map$,41,53,"Octopus's Henchman",2192,1; - mapannounce .@map$,"Don't let them break through, stop them!!!",bc_map,"0x00ff99"; - specialeffect EF_BASH; - disablenpc instance_npcname("oct_backattack1"); - end; -OnEnable: - enablenpc instance_npcname("oct_backattack1"); - end; -} - -1@cash,78,99,0 script oct_backattack2 HIDDEN_WARP_NPC,3,3,{ - end; -OnInstanceInit: - disablenpc instance_npcname("oct_backattack2"); - end; -OnTouch: - if (getd("."+instance_id())) end; - setd "."+instance_id(),1; - initnpctimer; - .@map$ = instance_mapname("1@cash"); - monster .@map$,71,105,"Octopus's Henchman ",2192,1; - mapannounce .@map$,"Headquarters are empty, GO!!!",bc_map,"0x00ff99"; - hideonnpc instance_npcname("oct_backattack2"); - end; -OnTimer2000: - .@map$ = instance_mapname("1@cash"); - monster .@map$,71,105,"Octopus's Henchman ",2192,1; - mapannounce .@map$,"Run, RUN! Go, GO!!!",bc_map,"0x00ff99"; - end; -OnTimer4000: - .@map$ = instance_mapname("1@cash"); - monster .@map$,71,105,"Octopus's Henchman ",2192,1; - mapannounce .@map$,"No time, come out fast!",bc_map,"0x00ff99"; - end; -OnTimer6000: - .@map$ = instance_mapname("1@cash"); - monster .@map$,71,105,"Octopus's Henchman ",2192,3; - mapannounce .@map$,"Let's take over the headquarters!!!",bc_map,"0x00ff99"; - end; -OnTimer8000: - .@map$ = instance_mapname("1@cash"); - monster .@map$,71,105,"Octopus's Henchman ",2192,1; - mapannounce .@map$,"There is no time to lose, hurry up!!!",bc_map,"0x00ff99"; - stopnpctimer; - end; -OnEnable: - enablenpc instance_npcname("oct_backattack2"); - end; -} - -1@cash,299,144,0 script oct_backattack3 HIDDEN_WARP_NPC,3,3,{ - end; -OnInstanceInit: - disablenpc instance_npcname("oct_backattack3"); - end; -OnTouch: - if (getd("."+instance_id())) end; - setd "."+instance_id(),1; - .@map$ = instance_mapname("1@cash"); - monster .@map$,293,153,"Octopus's Henchman ",2192,1; - monster .@map$,294,152,"Octopus's Henchman ",2192,1; - monster .@map$,292,153,"Octopus's Henchman ",2192,1; - monster .@map$,293,151,"Octopus's Henchman ",2192,1; - monster .@map$,293,152,"Octopus's Henchman ?",2175,1; - mapannounce .@map$,"Kakaka! Suprised??!!",bc_map,"0x00ff99"; - initnpctimer; - hideonnpc instance_npcname("oct_backattack3"); - end; -OnTimer5000: - mapannounce instance_mapname("1@cash"),"... Looks like we have a spy among us.",bc_map,"0x00ff99"; - stopnpctimer; - end; -OnEnable: - enablenpc instance_npcname("oct_backattack3"); - end; -} - -1@cash,336,36,0 script oct_backattack4 HIDDEN_WARP_NPC,3,3,{ - end; -OnInstanceInit: - disablenpc instance_npcname("oct_backattack4"); - end; -OnTouch: - if (getd("."+instance_id())) end; - setd "."+instance_id(),1; - .@map$ = instance_mapname("1@cash"); - monster .@map$,332,37,"Octopus's Henchman ",2192,1; - monster .@map$,332,36,"Octopus's Henchman ",2192,1; - monster .@map$,332,35,"Octopus's Henchman ",2192,1; - monster .@map$,332,34,"Octopus's Henchman ",2192,1; - monster .@map$,341,37,"Octopus's Henchman ",2192,1; - monster .@map$,341,36,"Octopus's Henchman ",2192,1; - monster .@map$,341,35,"Octopus's Henchman ",2192,1; - monster .@map$,341,34,"Octopus's Henchman ",2192,1; - monster .@map$,260,40,"Mercenary Squid",2175,1; - monster .@map$,260,41,"Mercenary Squid",2175,1; - monster .@map$,260,39,"Mercenary Squid",2175,1; - monster .@map$,259,40,"Mercenary Squid",2175,1; - monster .@map$,261,40,"Mercenary Squid",2175,1; - mapannounce .@map$,"What a successful pincer tactic! The enemy is strong! Let's not lose yourselves! Anyway, where are all the mercenaries??",bc_map,"0x00ff99"; - initnpctimer; - hideonnpc instance_npcname("oct_backattack4"); - end; -OnTimer5000: - mapannounce instance_mapname("1@cash"),"Mercenary Squid : eh...eh... wrong direction. No enemies are shown in this direction.",bc_map,"0x00ff99"; - end; -OnTimer7000: - mapannounce instance_mapname("1@cash"),"Pervert Octopus : Fools! Can't you read the map??!! Useless!!",bc_map,"0x00ff99"; - stopnpctimer; - end; -OnEnable: - enablenpc instance_npcname("oct_backattack4"); - end; -} - -1@cash,2,2,0 script oct_boss_con FAKE_NPC,{ - end; -OnInstanceInit: - donpcevent instance_npcname("oct_boss_con")+"::OnDisable"; - end; -OnDisable: - disablenpc instance_npcname("oct_boss_con"); - end; -OnEnable: - enablenpc instance_npcname("oct_boss_con"); - donpcevent instance_npcname("oct_boss_foot")+"::OnEnable"; - monster instance_mapname("1@cash"),199,188,"Disgusting Octopus",2194,1,instance_npcname("oct_boss_con")+"::OnMyMobDead"; - initnpctimer; - end; -OnTimer7000: - callsub OnAnnounce, - "You won't attack the one man.", - "I got fired from ink manufacturer last week.", - "Disgusting Octopus : Arghhhhh, come on!"; - end; -OnTimer14000: - callsub OnAnnounce, - "Why... why can't you know my heart!", - "Do you know how hard it is to live these days because there are not many new adventurers?", - "You.. I'll destroy you all...!"; - end; -OnTimer21000: - callsub OnAnnounce, - "What? I'm a disgusting octopus? You're sadists.", - "Let's not do this and how about we look for the best solution, huh??", - "Even if I fail here, I will keep coming back, forever!!!"; - end; -OnTimer28000: - callsub OnAnnounce, - "Instinct of mating is for males, what did I do wrong?", - "Do you really want to solve the problem between humans by violence?? Ah, I'm an octopus...", - "That's enough! Back off!"; - end; -OnTimer35000: - callsub OnAnnounce, - "Do I have to spend Christmas alone again...", - "Youth unemployment became a big issue these days... You won't get a job if you keep playing with me here.", - "This is as far as I can go!"; - end; -OnTimer42000: - callsub OnAnnounce, - "Hand on your heart and think if you come onto anyone...", - "Let's not do this here and follow the law!", - "You'll keep on doing this til the end, is that it?"; - end; -OnTimer49000: - callsub OnAnnounce, - "errrrrrrrrrrrrrrrrrrrrrrrr... Cough! Cough!", - "Disgusting Octopus : Violence cannot be justified in any case.", - "This is my place!!!"; - stopnpctimer; - initnpctimer; - end; -OnAnnounce: - mapannounce instance_mapname("1@cash"),"Disgusting Octopus : "+getarg(rand(3)),bc_map,"0xFFFF00"; - return; -OnMyMobDead: - .@map$ = instance_mapname("1@cash"); - if (mobcount(.@map$,instance_npcname("oct_boss_con")+"::OnMyMobDead") < 1) { - mapannounce .@map$,"Disgusting Octopus : That's it for the today! Next time, I will play with you badly!",bc_map,"0xFFFF00"; - enablenpc instance_npcname("oct_exit_1"); - enablenpc instance_npcname("oct_exit_2"); - donpcevent instance_npcname("oct_boss_foot")+"::OnDisable"; - stopnpctimer; - donpcevent instance_npcname("oct_boss_con")+"::OnDisable"; - end; - } - end; -} - -1@cash,4,4,0 script oct_boss_foot FAKE_NPC,{ - end; -OnInstanceInit: - donpcevent instance_npcname("oct_boss_foot")+"::OnDisable"; - end; -OnEnable: - enablenpc instance_npcname("oct_boss_foot"); - initnpctimer; - end; -OnCall: - .@map$ = instance_mapname("1@cash"); - if (mobcount(.@map$,instance_npcname("oct_boss_foot")+"::OnMyMobDead") < 100) { - switch(rand(2)) { - case 0: - mapannounce .@map$,"Disgusting Octopus : Do you know how many legs octopus have? It doesn't matter, I have unlimited legs!!",bc_map,"0xFFFF00"; - areamonster .@map$,192,181,206,195,"Octopus Leg",2193,1,instance_npcname("oct_boss_foot")+"::OnMyMobDead"; - break; - case 1: - mapannounce .@map$,"Disgusting Octopus : I...cannot..hold anymore, my babies~ please come out and fight!",bc_map,"0xFFFF00"; - areamonster .@map$,192,181,206,195,"Octopus's Henchman ",2192,5,instance_npcname("oct_boss_foot")+"::OnMyMobDead"; - break; - } - } - initnpctimer; - end; -OnTimer10000: - stopnpctimer; - donpcevent instance_npcname("oct_boss_foot")+"::OnCall"; - end; -OnDisable: - stopnpctimer; - killmonster instance_mapname("1@cash"),instance_npcname("oct_boss_foot")+"::OnMyMobDead"; // Not in official script. - disablenpc instance_npcname("oct_boss_foot"); - end; -OnMyMobDead: - end; -} - -1@cash,198,116,0 script oct_boss_warp WARPNPC,2,2,{ - end; -OnInstanceInit: - disablenpc instance_npcname("oct_boss_warp"); - end; -OnTouch: - warp instance_mapname("1@cash"),210,172; - end; -} - -1@cash,190,208,0 script oct_exit_1 WARPNPC,2,2,{ - end; -OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); - end; -OnTouch: - mes "Do you want to go out from the octopus dungeon?"; - next; - if(select("No!:Yes!") == 2) - warp "mal_dun01",153,233; - close; -} -1@cash,198,82,0 duplicate(oct_exit_1) oct_exit_2 WARPNPC,2,2 -// This is never enabled in the official script. -//1@cash,200,161,0 duplicate(oct_exit_1) oct_exit_3 WARPNPC,2,2 - -//== Warp Portals ========================================== -1@cash,193,82,0 warp oct_door1 2,2,1@cash,151,48 -1@cash,154,53,0 warp oct_door2 2,2,1@cash,197,87 -1@cash,187,99,0 warp oct_door3 2,2,1@cash,148,128 -1@cash,153,133,0 warp oct_door4 2,2,1@cash,197,99 -1@cash,209,100,0 warp oct_door5 2,2,1@cash,250,111 -1@cash,244,118,0 warp oct_door6 2,2,1@cash,199,100 -1@cash,209,83,0 warp oct_door7 2,2,1@cash,252,46 -1@cash,246,53,0 warp oct_door8 2,2,1@cash,203,83 diff --git a/npc/re/instances/OldGlastHeim.txt b/npc/re/instances/OldGlastHeim.txt index 1807efa4c..a1d6884f9 100644 --- a/npc/re/instances/OldGlastHeim.txt +++ b/npc/re/instances/OldGlastHeim.txt @@ -9,7 +9,9 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2013-2015 Hercules Dev Team +//= Copyright (C) 2013-2016 Hercules Dev Team +//= Copyright (C) Ridley +//= Copyright (C) Exneval //= Copyright (C) Euphy //= Copyright (C) Heris //= Copyright (C) Ziu @@ -32,762 +34,702 @@ //= Discover the history of events that took place in the Glast Heim castle //= and how it ended up in ruins. //================= Current Version ======================================= -//= 1.1 +//= 1.2 //========================================================================= -1@gl_k mapflag src4instance -2@gl_k mapflag src4instance - glast_01,204,273,6 script Hugin#ghinstance 4_M_SAGE_C,{ - mes "^ff0000This isn't considered a normal progression dungeon. Please note this point.^000000"; - next; - mes "[Hugin]"; - mes "Huh? You feel like you have seen me in different places? I see. What can I say?"; + if (BaseLevel < 130) { // iRO text + mes("[Hugin]"); + mes("Why don't you come back after becoming stronger Maybe, level 130."); + close; + } + if (!questprogress(12316)) { + mes("[Hugin]"); + mes("A long time ago, this castle did not look like this."); + next; + mes("[Hugin]"); + mes("Ah I'm sorry. I'm muttering in front of a stranger."); + next; + mes("[Hugin]"); + mes("My name is Hugin. I'm studying the dimensional gap between time and space."); + next; + select("There's something like that here?"); + mes("[Hugin]"); + mes("Have you ever wondered about the history of Glast Heim?"); + next; + mes("[Hugin]"); + mes("There was a King named Shumiche who was known as a tyrant in the history of the Rune-Midgarts Kingdom."); + next; + mes("[Hugin]"); + mes("Time will reveal the true answers if we look in the right places."); + next; + if (select("I don't care about history", "That is interesting. Find anything?") == 1) { + mes("[Hugin]"); + mes("Really? Hmm, please come back later when you are interested then."); + close; + } + mes("[Hugin]"); + mes("Actually, dimensional time travel is possible but I'm so afraid to go there."); + next; + mes("[Hugin]"); + mes("Yes! It might be possible for you."); + next; + mes("[Hugin]"); + mes("Do you want to time travel?"); + next; + if (select("No thanks.", "Yes, of course I do!") == 1) { + mes("[Hugin]"); + mes("Really? But, jumping gigawatts like this is such a great opportunity."); + close; + } + mes("[Hugin]"); + mes("I knew that you would understand what I said. Well, please tell what you gonna do."); + setquest(12316); + next; + } + mes("[Hugin]"); + mes("Umm? Did you see me at another place? I don't think so. What about this time?"); next; - .@ghins_time = questprogress(12317,PLAYTIME); - if (!.@ghins_time) { - - .@party_id = getcharid(1); + if (!questprogress(12317, PLAYTIME)) { + .@party_id = getcharid(CHAR_ID_PARTY); .@p_name$ = getpartyname(.@party_id); .@md_name$ = "Old Glast Heim"; - - if (!instance_check_party(.@party_id,2)) { // Custom - mes "[Hugin]"; - mes "Where are your party members?"; + if (!instance_check_party(.@party_id)) { + mes("[Hugin]"); + mes("Why don't you make a party with more than 1 person and talk to me again?"); close; } - - if (getcharid(0) == getpartyleader(.@party_id,2)) - .@menu$ = "Create the time gap.:Enter the Old Glast Heim.:Cancel."; + if (!questprogress(12318, HUNTING)) + setquest 12318; + if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id, 2)) + .@menu1$ = "Generate Time Gap"; else - .@menu$ = ":Enter the Old Glast Heim.:Cancel."; - switch(select(.@menu$)) { + .@menu1$ = ""; + switch (select(.@menu1$, "Enter Old Glast Heim", "Cancel")) { case 1: - .@instance = instance_create(.@md_name$,.@party_id); + if (getcharid(CHAR_ID_CHAR) != getpartyleader(.@party_id, 2)) + end; + .@instance = instance_create(.@md_name$, .@party_id); if (.@instance < 0) { - mes "Party Name: "+.@p_name$; - mes "Party Leader: "+strcharinfo(0); - mes "^0000ff"+.@md_name$+" ^000000- Reservation Failed!"; + mesf("Party Name: %s", .@p_name$); + mesf("Party Leader: %s", strcharinfo(PC_NAME)); + mesf("^0000ff%s^000000 - Reservation Failed!", .@md_name$); close; } - if (instance_attachmap("1@gl_k",.@instance) == "" || instance_attachmap("2@gl_k",.@instance) == "") { - mes "^0000ff"+.@md_name$+"^000000 - Reservation Failed!"; + if (instance_attachmap("1@gl_k", .@instance) == "" || instance_attachmap("2@gl_k", .@instance) == "") { + mesf("^0000FF%s^000000 - Reservation Failed!", .@md_name$); instance_destroy(.@instance); close; } - instance_set_timeout 3600,300,.@instance; + instance_set_timeout(3600, 300, .@instance); instance_init(.@instance); - mes "[Hugin]"; - mes "The time gap was created. When you're ready, talk to me again."; + mes("[Hugin]"); + mes("The time gap was created. When you're ready, talk to me again."); close; case 2: - if( has_instance("1@gl_k") == "" ) { - mes "The memorial dungeon "+.@md_name$+" does not exist."; - mes "The party leader did not generate the dungeon yet."; + if (has_instance("1@gl_k") == "" ) { + mesf("The memorial dungeon ^0000FF%s^000000 does not exist.\r" + "The party leader did not generate the dungeon yet.", .@md_name$); close; - } else { - mapannounce "glast_01",strcharinfo(0)+", member of the party "+.@p_name$+" entered the instance "+.@md_name$+".",bc_map,"0x00ff99"; - setquest 12317; - setquest 12318; - warp "1@gl_k",150,20; - end; } + mapannounce("glast_01", sprintf(_$("%s, member of the party %s entered the instance %s."), strcharinfo(PC_NAME), .@p_name$, .@md_name$), bc_map, C_SPRINGGREEN); + setquest 12317; + warp "1@gl_k", 150, 20; + end; case 3: close; } - } else if (.@ghins_time == 1) { - mes "[Hugin]"; - mes "Oh, geez."; - mes "Your body is still under the effects of time travel. In this state, you will not be able to travel again."; + } else if (questprogress(12317, PLAYTIME) == 1) { + mes("[Hugin]"); + mes("Oh, my... You still have after-effects of time travel. You can't travel in this condition."); + if (questprogress(12322) == 1) { + erasequest 12322; + } next; - mes "[Hugin]"; - mes "You should rest and come back later for more."; + mes("[Hugin]"); + mes("Staying healthy is important so please take a break and come back again later."); close; } else { - mes "^0000ffOld Glast Heim access trail has been cleared. It is now possible to talk to Hugin.^000000"; + mes("^0000FFAll trace of access to Old Glast Heim have been removed. Now you can talk with Hugin again.^000000"); erasequest 12317; - if (questprogress(12318)) erasequest 12318; - if (questprogress(12319)) erasequest 12319; + if (questprogress(12318)) + erasequest 12318; + if (questprogress(12319)) + erasequest 12319; close; } } -//== Floor 1 =============================================== -1@gl_k,149,41,6 script Varmunt#ghinstance1 4_M_BARMUND,{ - if (getcharid(0) == getpartyleader(getcharid(1),2)) { - mes "Hey ^0000ffguys^000000, were you sent here to help me?"; - npctalk "Hey guys, were you sent here to help me?"; - cutin "gl_barmund1",2; - next; - select("Oh. Well, about that..."); - mes "["+strcharinfo(0)+"]"; - mes "Oh yeah, hahaha, we were told to meet someone called Varmunt."; - unittalk getcharid(3),"Oh yeah, hahaha, we were told to meet someone called Varmunt."; - next; - mes "[Varmunt]"; - mes "We don't have time. We must tell Sir Heinrich about Himmelmez's invasion."; - npctalk "We don't have time. We must tell Sir Heinrich about Himmelmez's invasion."; - cutin "gl_barmund2",2; - next; - select("What Himmelmez..."); - mes "["+strcharinfo(0)+"]"; - mes "Himmelmez? Who the hell is she?"; - unittalk getcharid(3),"Himmelmez? Who the hell is she?"; - next; - mes "[Varmunt]"; - mes "Didn't anybody give you the basic informations?"; - npctalk "Didn't anybody give you the basic informations?"; - cutin "gl_barmund3",2; - next; - mes "[Varmunt]"; - mes "The Valkyrie of the dead. She's after the Ymir's Heart pieces hidden here."; - npctalk "The Valkyrie of the dead. She's after the Ymir's Heart pieces hidden here"; - cutin "gl_barmund2",2; - next; - mes "[Varmunt]"; - mes "She's capable of destroying the whole castle for this purpose."; - npctalk "She's capable of destroying the whole castle for this purpose."; - next; - mes "[Varmunt]"; - mes "Hurry up! Inform Sir Heinrich that Himmelmez is coming. I will briefly explore the enchantments she made to this place!"; - npctalk "Hurry up! Inform Sir Heinrich that Himmelmez is coming. I will briefly explore the enchantments she made to this place!"; - close2; - cutin "gl_barmund2",255; - donpcevent instance_npcname("Varmunt#ghinstance1")+"::OnDisable2"; - end; - } else { - mes "[Varmunt]"; - mes "Where is he? We"; - mes "need his help."; - cutin "gl_barmund2",2; +// Floor 1 +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ +1@gl_k,149,41,6 script Varmundt#ghinstance1 4_M_BARMUND,{ + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) { + cutin("gl_barmund2", 2); + mes("[Varmundt]"); + mes("Where's your leader? I need his help."); close2; - cutin "gl_barmund2",255; + cutin("gl_barmund2", 255); end; } -OnInstanceInit: - donpcevent instance_npcname("Varmunt#ghinstance1")+"::OnEnable"; - end; -OnDisable: - hideonnpc instance_npcname("Varmunt#ghinstance1"); + cutin("gl_barmund1", 2); + mes("[Varmundt]"); + mes("Are you the one ^0000FFHerico^000000 sent to help me?"); + npctalk(_("Are you the one Herico sent to help me?")); + next; + select("Oh. Well I..."); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Ah yes, I am. Herico told me to meet you."); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Ah yes, I am. Herico told me to meet you.")); + next; + cutin("gl_barmund2", 2); + mes("[Varmundt]"); + mes("We don't have much time. We must report to Sir. Heinrich about Himelmez's invasion."); + npctalk(_("We don't have much time. We must report to Sir. Heinrich about Himelmez's invasion.")); + next; + select("Himelmez..."); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Who is Himelmez?"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Who is Himelmez?")); + next; + cutin("gl_barmund3", 2); + mes("[Varmundt]"); + mes("Herico didn't tell you?"); + npctalk(_("Herico didn't tell you?")); + next; + cutin("gl_barmund2", 2); + mes("[Varmundt]"); + mes("She is the Ruler of Death, Dead man's Valkyrie. Himelmez is looking to take the heart of Ymir from us."); + npctalk(_("She is the Ruler of Death, Dead man's Valkyrie. Himelmez is looking to take the heart of Ymir from us.")); + next; + mes("[Varmundt]"); + mes("She might even destroy this whole castle if she wanted to."); + npctalk(_("She might even destroy this whole castle if she wanted to.")); + next; + mes("[Varmundt]"); + mes("Hurry! Report to Sir. Heinrich about Himelmez. I must check the defense barrier here!"); + npctalk(_("Hurry! Report to Sir. Heinrich about Himelmez. I must check the defense barrier here!")); + close2; + cutin("gl_barmund2", 255); + donpcevent(instance_npcname("Varmundt#ghinstance1")+"::OnDisable"); end; -OnDisable2: - hideonnpc instance_npcname("Varmunt#ghinstance1"); - for(.@i = 1; .@i<=20; .@i += 4) { - hideoffnpc instance_npcname("Khalitzburg Crusader#"+.@i); - hideoffnpc instance_npcname("Khalitzburg Crusader#"+(.@i+1)); - hideoffnpc instance_npcname("White Knight#"+(.@i+2)); - hideoffnpc instance_npcname("White Knight#"+(.@i+3)); - } - hideoffnpc instance_npcname("Khalitzburg Crusader#21"); - hideoffnpc instance_npcname("Khalitzburg Crusader#22"); +OnInstanceInit: + donpcevent instance_npcname("Varmundt#ghinstance1")+"::OnEnable"; + end; +OnDisable: + hideonnpc instance_npcname("Varmundt#ghinstance1"); hideoffnpc instance_npcname("Heinrich#ghinstance1"); - hideoffnpc instance_npcname("Varmunt#ghinstance2"); + hideoffnpc instance_npcname("Varmundt#ghinstance2"); end; + OnEnable: - hideoffnpc instance_npcname("Varmunt#ghinstance1"); + hideoffnpc instance_npcname("Varmundt#ghinstance1"); end; } -1@gl_k,145,54,6 script Khalitzburg Crusader#1 4_F_KHALITZBURG,{ - mes "["+strnpcinfo(1)+"]"; - switch((atoi(strnpcinfo(2)) + 1) / 2) { - case 1: mes "Would I be recruited?"; break; - case 2: mes "May I help you?"; break; - case 3: mes "..."; break; - case 4: mes "I do not like to chit-chat during work."; break; - case 5: mes "The aura of the castle has changed, don't you think? Something like a presence seemed to appear a little while ago."; break; - case 6: mes "I wonder what commandant Varmunt is doing. I heard people are running away..."; break; - case 7: mes "Quiet please."; break; - case 8: mes "A fuss seems to be near."; break; - case 9: mes "A dream last night really bothered me. My mother used to say that these dreams may come true..."; break; - case 10: mes "Is Varmunt going with you? The commandant is waiting for you."; break; - case 11: mes "Soon it's time to change shifts. I wonder what happened to the other knights."; break; +1@gl_k,145,54,6 script Khalitzburg Knight#1 4_F_KHALITZBURG,{ + mesf("[%s]", strnpcinfo(NPC_NAME_VISIBLE)); + switch ((atoi(strnpcinfo(NPC_NAME_HIDDEN)) + 1) / 2) { + case 1: mes("Is there something you need?"); break; + case 2: mes("What can I do for you?"); break; + case 3: mes("..."); break; + case 4: mes("I do not like to chat during work."); break; + case 5: mes("Doesn't this castle seem weird all of a sudden? Something's not quite right."); break; + case 6: mes("How do you know Varmundt? I heard that he's not really a friendly man..."); break; + case 7: mes("Orders please."); break; + case 8: mes("Please do not make a mess here."); break; + case 9: mes("I had a weird dream last night. My mom was in it... Wonder if she is ok..."); break; + case 10: mes("Are you wit Varmundt? Commander is waiting for you."); break; + case 11: mes("My work shift will be over soon, but the next crew is not coming."); break; } close; -OnInstanceInit: OnDisable: - hideonnpc instance_npcname(strnpcinfo(0)); + hideonnpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnEnable: - hideoffnpc instance_npcname(strnpcinfo(0)); + hideoffnpc instance_npcname(strnpcinfo(NPC_NAME)); end; } -1@gl_k,154,54,3 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#2 4_F_KHALITZBURG -1@gl_k,145,59,6 duplicate(Khalitzburg Crusader#1) White Knight#3 4_WHITEKNIGHT -1@gl_k,154,59,3 duplicate(Khalitzburg Crusader#1) White Knight#4 4_WHITEKNIGHT -1@gl_k,145,64,6 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#5 4_F_KHALITZBURG -1@gl_k,154,64,3 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#6 4_F_KHALITZBURG -1@gl_k,145,69,6 duplicate(Khalitzburg Crusader#1) White Knight#7 4_WHITEKNIGHT -1@gl_k,154,69,3 duplicate(Khalitzburg Crusader#1) White Knight#8 4_WHITEKNIGHT -1@gl_k,145,74,6 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#9 4_F_KHALITZBURG -1@gl_k,154,74,3 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#10 4_F_KHALITZBURG -1@gl_k,145,79,6 duplicate(Khalitzburg Crusader#1) White Knight#11 4_WHITEKNIGHT -1@gl_k,154,79,3 duplicate(Khalitzburg Crusader#1) White Knight#12 4_WHITEKNIGHT -1@gl_k,145,84,6 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#13 4_F_KHALITZBURG -1@gl_k,154,84,3 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#14 4_F_KHALITZBURG -1@gl_k,145,89,6 duplicate(Khalitzburg Crusader#1) White Knight#15 4_WHITEKNIGHT -1@gl_k,154,89,3 duplicate(Khalitzburg Crusader#1) White Knight#16 4_WHITEKNIGHT -1@gl_k,145,94,6 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#17 4_F_KHALITZBURG -1@gl_k,154,94,3 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#18 4_F_KHALITZBURG -1@gl_k,145,99,6 duplicate(Khalitzburg Crusader#1) White Knight#19 4_WHITEKNIGHT -1@gl_k,154,99,3 duplicate(Khalitzburg Crusader#1) White Knight#20 4_WHITEKNIGHT -1@gl_k,145,104,6 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#21 4_F_KHALITZBURG -1@gl_k,154,104,3 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#22 4_F_KHALITZBURG + +1@gl_k,154,54,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#2 4_F_KHALITZBURG +1@gl_k,145,59,6 duplicate(Khalitzburg Knight#1) White Knight#3 4_WHITEKNIGHT +1@gl_k,154,59,3 duplicate(Khalitzburg Knight#1) White Knight#4 4_WHITEKNIGHT +1@gl_k,145,64,6 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#5 4_F_KHALITZBURG +1@gl_k,154,64,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#6 4_F_KHALITZBURG +1@gl_k,145,69,6 duplicate(Khalitzburg Knight#1) White Knight#7 4_WHITEKNIGHT +1@gl_k,154,69,3 duplicate(Khalitzburg Knight#1) White Knight#8 4_WHITEKNIGHT +1@gl_k,145,74,6 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#9 4_F_KHALITZBURG +1@gl_k,154,74,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#10 4_F_KHALITZBURG +1@gl_k,145,79,6 duplicate(Khalitzburg Knight#1) White Knight#11 4_WHITEKNIGHT +1@gl_k,154,79,3 duplicate(Khalitzburg Knight#1) White Knight#12 4_WHITEKNIGHT +1@gl_k,145,84,6 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#13 4_F_KHALITZBURG +1@gl_k,154,84,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#14 4_F_KHALITZBURG +1@gl_k,145,89,6 duplicate(Khalitzburg Knight#1) White Knight#15 4_WHITEKNIGHT +1@gl_k,154,89,3 duplicate(Khalitzburg Knight#1) White Knight#16 4_WHITEKNIGHT +1@gl_k,145,94,6 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#17 4_F_KHALITZBURG +1@gl_k,154,94,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#18 4_F_KHALITZBURG +1@gl_k,145,99,6 duplicate(Khalitzburg Knight#1) White Knight#19 4_WHITEKNIGHT +1@gl_k,154,99,3 duplicate(Khalitzburg Knight#1) White Knight#20 4_WHITEKNIGHT +1@gl_k,145,104,6 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#21 4_F_KHALITZBURG +1@gl_k,154,104,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#22 4_F_KHALITZBURG 1@gl_k,149,100,6 script Heinrich#ghinstance1 4_M_HEINRICH,{ - if (getcharid(0) == getpartyleader(getcharid(1),2)) { - cutin "gl_heinrich2",2; - select("Heinrich, about the castle..."); - mes "["+strcharinfo(0)+"]"; - mes "Do you know what is happening now in the castle, Heinrich?"; - unittalk getcharid(3),"Do you know what is happening now in the castle, Heinrich?"; - next; - mes "[Heinrich]"; - mes "You are the adventurers who have come with Varmunt, right?"; - npctalk "You are the adventurers who have come with Varmunt, right?"; - next; - mes "[Heinrich]"; - mes "What can I do for you? Is there something wrong?"; - npctalk "What can I do for you? Is there something wrong?"; - next; - select("The Ymir's Heart. Himmelmez..."); - mes "["+strcharinfo(0)+"]"; - mes "Himmelmez, the Valkyrie of the dead is looking to get a piece of the Ymir's heart hidden in the castle!"; - unittalk getcharid(3),"Himmelmez, the Valkyrie of the dead is looking to get a piece of the Ymir's heart hidden in the castle!"; - next; - mes "[Heinrich]"; - mes "Haha. That's a nice joke. Now tell me what brings you here."; - npctalk "Haha. That's a nice joke. Now tell me what brings you here."; - cutin "gl_heinrich1",2; - next; - mes "[Varmunt]"; - mes "I am not joking Heinrich, Sir. Now, if my judgement is correct, she will be here soon."; - donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnTalk1"; - cutin "gl_barmund2",2; - next; - mes "[Varmunt]"; - mes "I trust this guy following me. The Ymir's Heart pieces must be hidden in a safe place before Himmelmez takes them!"; - donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnTalk2"; - next; - select("Even if you do not believe..."); - mes "["+strcharinfo(0)+"]"; - mes "Even if you don't believe it, do something. We do not have much time!"; - unittalk getcharid(3),"Even if you don't believe it, do something. We do not have much time!"; - cutin "gl_barmund2",255; - next; - mes "[Heinrich]"; - mes "I will be glad if you give me two minutes, please. But now the king isn't in his room."; - npctalk "I will be glad if you give me two minutes, please. But now the king isn't in his room."; - cutin "gl_heinrich1",2; - next; - mes "[Heinrich]"; - mes "But I think that with such a busy agenda, he won't be able to take care of this."; - npctalk "But I think that with such a busy agenda, he won't be able to take care of this."; - donpcevent instance_npcname("Heinrich#ghinstance1")+"::OnDisable"; - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnEnable"; - donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnEnable"; - donpcevent instance_npcname("#talkinstance1")+"::OnEnable"; - mapannounce instance_mapname("1@gl_k"), "???? Shout: Ohohohoho~!",bc_map,"0xFFFF00"; + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) { + cutin("gl_heinrich2", 2); + mes("[Heinrich]"); + mes("Where is your leader? I must talk to him."); close2; - cutin "gl_heinrich1",255; - end; - } else { - mes "[Heinrich]"; - mes "Where is your representative?"; - mes "I need to talk to him."; - cutin "gl_heinrich2",2; - close2; - cutin "gl_heinrich2",255; + cutin("gl_heinrich2", 255); end; } + cutin("gl_heinrich2", 2); + select("Sir. Heinrich. Varmundt..."); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Sir. Heinrich. Do you know what is happening in the castle now?"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Sir. Heinrich. Do you know what is happening in the castle now?")); + next; + mes("[Heinrich]"); + mes("Aren't you the adventurer that came along with Varmundt?"); + npctalk(_("Aren't you the adventurer that came along with Varmundt?")); + next; + mes("[Heinrich]"); + mes("What is it? Something wrong with the castle?"); + npctalk(_("What is it? Something wrong with the castle?")); + next; + select("Himelmez's invasion..."); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Dead man's Valkyrie, Himelmez is coming to take the Ymir's Heart piece hidden inside this castle!"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Dead man's Valkyrie, Himelmez is coming to take the Ymir's Heart piece hidden inside this castle!")); + next; + cutin("gl_heinrich1", 2); + mes("[Heinrich]"); + mes("Haha. Funny. Do you really think that is possible?"); + npctalk(_("Haha. Funny. Do you really think that is possible?")); + next; + cutin("gl_barmund2", 2); + mes("[Varmundt]"); + mes("I'm not kidding, Sir. Heinrich. If I'm correct, then she will be here very soon."); + npctalk(_("I'm not kidding, Sir. Heinrich. If I'm correct, then she will be here very soon."), instance_npcname("Varmundt#ghinstance2")); + next; + mes("[Varmundt]"); + mes("We must hide the heart piece to a safe place before Himelmez's attack starts!"); + npctalk(_("We must hide the heart piece to a safe place before Himelmez's attack starts!"), instance_npcname("Varmundt#ghinstance2")); + next; + select("Even if you don't believe me..."); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I can't make you believe me, but there's no time to argue!"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("I can't make you believe me, but there's no time to argue!")); + cutin("gl_barmund2", 255); + next; + cutin("gl_heinrich1", 2); + mes("[Heinrich]"); + mes("Thank you for the help. But, we don't even have our king with us right now."); + npctalk(_("Thank you for the help. But, we don't even have our king with us right now.")); + next; + mes("[Heinrich]"); + mes("We cannot risk moving the heart just because some stranger says so."); + npctalk(_("We cannot risk moving the heart just because some stranger says so.")); + close2; + donpcevent(instance_npcname("Heinrich#ghinstance1")+"::OnDisable"); + donpcevent(instance_npcname("Heinrich#ghinstance2")+"::OnEnable"); + donpcevent(instance_npcname("Himelmez#ghinstance1")+"::OnEnable"); + donpcevent(instance_npcname("#talkinstance1")+"::OnEnable"); + mapannounce(instance_mapname("1@gl_k"), _("????: Muahahahaha~!"), bc_map, C_YELLOW, FW_NORMAL, 18); + cutin("gl_heinrich1", 255); + end; + OnInstanceInit: OnDisable: hideonnpc instance_npcname("Heinrich#ghinstance1"); end; + OnEnable: hideoffnpc instance_npcname("Heinrich#ghinstance1"); end; } -1@gl_k,152,97,3 script Varmunt#ghinstance2 4_M_BARMUND,{ +1@gl_k,152,97,3 script Varmundt#ghinstance2 4_M_BARMUND,{ end; + OnInstanceInit: OnDisable: - hideonnpc instance_npcname("Varmunt#ghinstance2"); + hideonnpc instance_npcname("Varmundt#ghinstance2"); end; + OnEnable: - hideoffnpc instance_npcname("Varmunt#ghinstance2"); - end; -OnTalk1: - npctalk "I am not joking Heinrich, Sir. Now, if my judgement is correct, she will be here soon."; - end; -OnTalk2: - npctalk "I trust this guy following me. The Ymir's Heart pieces must be hidden in a safe place before Himmelmez takes them!"; - end; -OnTalk3: - npctalk "Himmelmez!! Through the cracks!"; - end; -OnTalk4: - npctalk "Unbelievable. My men are...This kind of thing is not possible!"; - end; -OnTalk5: - npctalk "Heinrich, Sir! I need a quick decision."; - end; -OnTalk6: - npctalk "To prevent other attacks, go chase her!"; - end; -OnTalk7: - npctalk "Now, your help is desperately needed. I hopefully ask you."; + hideoffnpc instance_npcname("Varmundt#ghinstance2"); end; } 1@gl_k,149,97,6 script Heinrich#ghinstance2 4_M_HEINRICH,{ end; + OnInstanceInit: OnDisable: hideonnpc instance_npcname("Heinrich#ghinstance2"); end; + OnEnable: hideoffnpc instance_npcname("Heinrich#ghinstance2"); end; -OnTalk1: - npctalk "Who?!"; - end; -OnTalk2: - npctalk "That who rules the dead? No doubt, a pretty story. Here, some tea will be served to entertain the ladies. Unfortunately, I do not..."; - end; -OnTalk3: - npctalk "What did you say?"; - end; -OnTalk4: - npctalk "The King responded to the invitation of the Rune Midgard's Royal Family and hasn't come back yet."; - end; -OnTalk5: - npctalk "Just leave before you get in trouble. This is the King's will!"; - end; -OnTalk6: - npctalk "Damn! She has detected the position of the Ymir's Heart pieces."; - end; -OnTalk7: - npctalk "Now, Khalitzburg Crusaders and White Knights, follow me..."; - end; -OnTalk8: - npctalk "Unbelievable. My men are...This kind of thing is not possible!"; - end; -OnTalk9: - npctalk "I'm sorry..."; - end; -OnTalk10: - npctalk "I'm sorry, my lord! Do not forgive me!"; - end; } 1@gl_k,149,100,6 script Heinrich#ghinstance3 4_M_HEINRICH,{ end; + OnInstanceInit: OnDisable: hideonnpc instance_npcname("Heinrich#ghinstance3"); end; + OnEnable: hideoffnpc instance_npcname("Heinrich#ghinstance3"); end; -OnTalk1: - npctalk "I cannot believe I killed my men with my own hands!"; - end; -OnTalk2: - npctalk "Varmunt is right about that. Now is not the time to regret."; - end; -OnTalk3: - npctalk "People, gather around and follow my orders."; - end; -OnTalk4: - npctalk "Himmelmez is turning into monsters all the people she put to sleep."; - end; -OnTalk5: - npctalk "I don't know if there are survivors around here yet."; - end; -OnTalk6: - npctalk "If there are survivors from this evil thing, please rescue them."; - end; -OnTalk7: - npctalk "With Varmunt by my side, I'm going to chase Himmelmez down."; - end; -OnTalk8: - npctalk "Hurry up Varmunt, let's chase her down."; - end; } -1@gl_k,149,89,1 script Himmelmez#ghinstance1 4_F_HIMEL,{ +1@gl_k,149,89,1 script Himelmez#ghinstance1 4_F_HIMEL,{ end; + OnInstanceInit: OnDisable: - hideonnpc instance_npcname("Himmelmez#ghinstance1"); + hideonnpc instance_npcname("Himelmez#ghinstance1"); end; + OnEnable: - hideoffnpc instance_npcname("Himmelmez#ghinstance1"); - end; -OnTalk1: - npctalk "This~ Did I interrupt your conversation? The thing is, it's been too long since the last guests saw some sadness spread..."; - end; -OnTalk2: - npctalk "My name is Lisa Kahn Himmelmez. I am called the Valkyrie of the dead, master of the Dullahan."; - end; -OnTalk3: - npctalk "There's no need to pretend to be so laid back. Don't bluff about the whereabouts of you Majesty and things will be alright."; - end; -OnTalk4: - npctalk "Hohoho, do you have any questions? You're a really mysterious man."; - end; -OnTalk5: - npctalk "Not coveting the king's throne, you're such a stupid man, only waiting for his return. Your innocence is true, I love it."; - end; -OnTalk6: - npctalk "You make me wish we hadn't met in this situation. Too bad we did."; - end; -OnTalk7: - npctalk "Well~ Today, with such a busy commandant, I won't be able to talk as much as I'd love for you to contemplate my explanation~"; - end; -OnTalk8: - npctalk "I gotta get my job done. Meanwhile why don't you meet my men? Hohoho."; + hideoffnpc instance_npcname("Himelmez#ghinstance1"); end; } -//== Control Timer ========================================= +// Control Timer +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ 1@gl_k,0,0,0 script #talkinstance1 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#talkinstance1"); end; + OnEnable: enablenpc instance_npcname("#talkinstance1"); initnpctimer; end; -OnTimer5000: - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk1"; + +OnTimer1500: + npctalk(_("Who are you?"), instance_npcname("Heinrich#ghinstance2")); end; -OnTimer10000: - donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk1"; + +OnTimer4500: + npctalk(_("Well well~ Am I interrupting you? Weren't you expecting me?"), instance_npcname("Himelmez#ghinstance1")); end; -OnTimer15000: - donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnTalk3"; + +OnTimer10000: + npctalk(_("Himelmez!! Already!"), instance_npcname("Varmundt#ghinstance2")); end; -OnTimer20000: - donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk2"; + +OnTimer17500: + npctalk(_("My name is Lisa Kahn Himelmez. Master of Dullahan, Dead man's Valkyrie, that's what they call me."), instance_npcname("Himelmez#ghinstance1")); end; -OnTimer25000: - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk2"; + +OnTimer22000: + npctalk(_("Aren't you a little too feminine to be the Ruler of death? We are not afraid of you..."), instance_npcname("Heinrich#ghinstance2")); end; -OnTimer30000: - donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk3"; + +OnTimer28500: + npctalk(_("Let's see if you can relax like that after you find out where your king is."), instance_npcname("Himelmez#ghinstance1")); end; -OnTimer35000: - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk3"; + +OnTimer36000: + npctalk(_("What?"), instance_npcname("Heinrich#ghinstance2")); end; -OnTimer45000: - donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk4"; + +OnTimer41000: + npctalk(_("Hmm, now I have your attention do I not?"), instance_npcname("Himelmez#ghinstance1")); end; -OnTimer50000: - donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk5"; + +OnTimer54000: + npctalk(_("It's a pity to meet you in a situation like this."), instance_npcname("Himelmez#ghinstance1")); end; -OnTimer55000: - donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk6"; + +OnTimer59000: + npctalk(_("My king is visiting the Rune-Midgarts royal family. He's not back yet."), instance_npcname("Heinrich#ghinstance2")); end; -OnTimer60000: - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk4"; + +OnTimer66500: + npctalk(_("And now you are trying to trick me, what has happened to him?!"), instance_npcname("Heinrich#ghinstance2")); end; -OnTimer65000: - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk5"; + +OnTimer71500: + npctalk(_("Well~ I would love to sit down and explain for you, but I'm kind of busy today~"), instance_npcname("Himelmez#ghinstance1")); end; -OnTimer70000: - donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk7"; + +OnTimer78000: + npctalk(_("I have business to take care of. My minions will treat you well enough for me~"), instance_npcname("Himelmez#ghinstance1")); end; -OnTimer75000: - donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk8"; + +OnTimer84500: + npctalk(_("She probably already knows where the Ymir's heart piece is."), instance_npcname("Heinrich#ghinstance2")); + donpcevent instance_npcname("Himelmez#ghinstance1")+"::OnDisable"; end; -OnTimer80000: - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk6"; - donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnDisable"; + +OnTimer90500: + npctalk(_("All Khalitzburg and White Knights should follow me now..."), instance_npcname("Heinrich#ghinstance2")); end; -OnTimer85000: - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk7"; - hideonnpc instance_npcname("Varmunt#ghinstance1"); - for(.@i = 1; .@i<=20; .@i += 4) { - hideonnpc instance_npcname("Khalitzburg Crusader#"+.@i); - hideonnpc instance_npcname("Khalitzburg Crusader#"+(.@i+1)); +OnTimer92000: + for (.@i=1; .@i <= 20; .@i += 4) { + hideonnpc instance_npcname("Khalitzburg Knight#"+.@i); + hideonnpc instance_npcname("Khalitzburg Knight#"+(.@i+1)); hideonnpc instance_npcname("White Knight#"+(.@i+2)); hideonnpc instance_npcname("White Knight#"+(.@i+3)); } - hideonnpc instance_npcname("Khalitzburg Crusader#21"); - hideonnpc instance_npcname("Khalitzburg Crusader#22"); - - .@map$ = instance_mapname("1@gl_k"); - .@label$ = instance_npcname("#talkinstance1")+"::OnMyMobDead"; - monster .@map$,145,59,"Abyss Knight",2470,1,.@label$; - monster .@map$,154,59,"Abyss Knight",2470,1,.@label$; - monster .@map$,145,69,"Abyss Knight",2470,1,.@label$; - monster .@map$,154,69,"Abyss Knight",2470,1,.@label$; - monster .@map$,145,79,"Abyss Knight",2470,1,.@label$; - monster .@map$,154,79,"Abyss Knight",2470,1,.@label$; - monster .@map$,145,89,"Abyss Knight",2470,1,.@label$; - monster .@map$,154,89,"Abyss Knight",2470,1,.@label$; - monster .@map$,145,99,"Abyss Knight",2470,1,.@label$; - monster .@map$,154,99,"Abyss Knight",2470,1,.@label$; - - for (.@i = 1; .@i <= 22; ++.@i) - hideoffnpc instance_npcname(".#ghinstance"+.@i); - - donpcevent instance_npcname(".#ghinstance22")+"::OnTalkK"; - donpcevent instance_npcname(".#ghinstance21")+"::OnTalkK"; - donpcevent instance_npcname(".#ghinstance18")+"::OnTalkK"; - donpcevent instance_npcname(".#ghinstance17")+"::OnTalkK"; - donpcevent instance_npcname(".#ghinstance14")+"::OnTalkK"; - donpcevent instance_npcname(".#ghinstance13")+"::OnTalkK"; - donpcevent instance_npcname(".#ghinstance10")+"::OnTalkK"; - donpcevent instance_npcname(".#ghinstance9")+"::OnTalkK"; - donpcevent instance_npcname(".#ghinstance6")+"::OnTalkK"; - donpcevent instance_npcname(".#ghinstance5")+"::OnTalkK"; - donpcevent instance_npcname(".#ghinstance2")+"::OnTalkK"; - donpcevent instance_npcname(".#ghinstance1")+"::OnTalkK"; - end; -OnTimer88000: - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk8"; - - for(.@i = 1; .@i<=20; .@i += 4) { - hideonnpc instance_npcname(".#ghinstance"+.@i); - hideonnpc instance_npcname(".#ghinstance"+(.@i+1)); - disablenpc instance_npcname(".#ghinstance"+(.@i+2)); - disablenpc instance_npcname(".#ghinstance"+(.@i+3)); - } - hideonnpc instance_npcname(".#ghinstance21"); - hideonnpc instance_npcname(".#ghinstance22"); - + hideonnpc instance_npcname("Khalitzburg Knight#21"); + hideonnpc instance_npcname("Khalitzburg Knight#22"); .@map$ = instance_mapname("1@gl_k"); .@label$ = instance_npcname("#talkinstance1")+"::OnMyMobDead"; + monster .@map$,145,59,"Abysmal Knight",2470,1,.@label$; + monster .@map$,154,59,"Abysmal Knight",2470,1,.@label$; + monster .@map$,145,69,"Abysmal Knight",2470,1,.@label$; + monster .@map$,154,69,"Abysmal Knight",2470,1,.@label$; + monster .@map$,145,79,"Abysmal Knight",2470,1,.@label$; + monster .@map$,154,79,"Abysmal Knight",2470,1,.@label$; + monster .@map$,145,89,"Abysmal Knight",2470,1,.@label$; + monster .@map$,154,89,"Abysmal Knight",2470,1,.@label$; + monster .@map$,145,99,"Abysmal Knight",2470,1,.@label$; + monster .@map$,154,99,"Abysmal Knight",2470,1,.@label$; monster .@map$,145,54,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], _("Water... Someone give me water...")); monster .@map$,154,54,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], "Kkkrrrruughgh..."); monster .@map$,145,64,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], _("Sir. Heinrich. Save me...")); monster .@map$,154,64,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], _("I miss my sister...")); monster .@map$,145,74,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], _("Don't leave me alone, help me.")); monster .@map$,154,74,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], "Aaarrrrrhhhh"); monster .@map$,145,84,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], _("I am so thirsty.")); monster .@map$,154,84,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], _("Oh...No...I can't die yet...")); monster .@map$,145,94,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], _("I feel sick to my stomach urrgg")); monster .@map$,154,94,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], _("Can someone...")); monster .@map$,145,104,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], "Arrgg... My body"); monster .@map$,154,104,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], _("My throat is burning!")); end; -OnTimer93000: - donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnTalk4"; + +OnTimer94000: + npctalk(_("My men... This can't be happening!"), instance_npcname("Heinrich#ghinstance2")); end; -OnTimer97000: - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk9"; + +OnTimer96500: + npctalk(_("Sir. Heinrich, they're all monsters. You need to give them rest!"), instance_npcname("Varmundt#ghinstance2")); end; -OnTimer105000: - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk10"; - mapannounce instance_mapname("1@gl_k"), "Heinrich's Shout: Dead men, dead men all over the place!",bc_map,"0xFFFF00"; + +OnTimer100000: + npctalk(_("I'm so sorry..."), instance_npcname("Heinrich#ghinstance2")); end; -OnTimer107000: - mapannounce instance_mapname("1@gl_k"), "Heinrich's Shout: Everybody! Go back!",bc_map,"0xFFFF00"; + +OnTimer103000: + npctalk(_("I am sorry, my knights! Forgive me!"), instance_npcname("Heinrich#ghinstance2")); end; -OnTimer110000: + +OnTimer106000: + mapannounce(instance_mapname("1@gl_k"), _("Sir. Heinrich: Death to all!"), bc_map, C_YELLOW, FW_NORMAL, 18); + end; + +OnTimer109000: + mapannounce(instance_mapname("1@gl_k"), _("Sir. Heinrich: Go back to the darkness!"), bc_map, C_YELLOW, FW_NORMAL, 18); + end; + +OnTimer109500: + enablenpc instance_npcname(".#ghinstance22"); + enablenpc instance_npcname(".#ghinstance21"); donpcevent instance_npcname(".#ghinstance22")+"::OnEffect1"; donpcevent instance_npcname(".#ghinstance21")+"::OnEffect1"; end; -OnTimer110500: + +OnTimer110000: enablenpc instance_npcname(".#ghinstance20"); enablenpc instance_npcname(".#ghinstance19"); + enablenpc instance_npcname(".#ghinstance18"); + enablenpc instance_npcname(".#ghinstance17"); donpcevent instance_npcname(".#ghinstance20")+"::OnEffect1"; donpcevent instance_npcname(".#ghinstance19")+"::OnEffect1"; - end; -OnTimer111000: donpcevent instance_npcname(".#ghinstance18")+"::OnEffect1"; donpcevent instance_npcname(".#ghinstance17")+"::OnEffect1"; end; -OnTimer111500: + +OnTimer110500: enablenpc instance_npcname(".#ghinstance16"); enablenpc instance_npcname(".#ghinstance15"); + enablenpc instance_npcname(".#ghinstance14"); + enablenpc instance_npcname(".#ghinstance13"); donpcevent instance_npcname(".#ghinstance16")+"::OnEffect1"; donpcevent instance_npcname(".#ghinstance15")+"::OnEffect1"; - end; -OnTimer112000: donpcevent instance_npcname(".#ghinstance14")+"::OnEffect1"; donpcevent instance_npcname(".#ghinstance13")+"::OnEffect1"; end; -OnTimer112500: + +OnTimer111000: enablenpc instance_npcname(".#ghinstance12"); enablenpc instance_npcname(".#ghinstance11"); + enablenpc instance_npcname(".#ghinstance10"); + enablenpc instance_npcname(".#ghinstance9"); donpcevent instance_npcname(".#ghinstance12")+"::OnEffect1"; donpcevent instance_npcname(".#ghinstance11")+"::OnEffect1"; - end; -OnTimer113000: donpcevent instance_npcname(".#ghinstance10")+"::OnEffect1"; donpcevent instance_npcname(".#ghinstance9")+"::OnEffect1"; end; -OnTimer113500: + +OnTimer111500: enablenpc instance_npcname(".#ghinstance8"); enablenpc instance_npcname(".#ghinstance7"); + enablenpc instance_npcname(".#ghinstance6"); + enablenpc instance_npcname(".#ghinstance5"); donpcevent instance_npcname(".#ghinstance8")+"::OnEffect1"; donpcevent instance_npcname(".#ghinstance7")+"::OnEffect1"; - end; -OnTimer114000: donpcevent instance_npcname(".#ghinstance6")+"::OnEffect1"; donpcevent instance_npcname(".#ghinstance5")+"::OnEffect1"; end; -OnTimer114500: + +OnTimer112000: enablenpc instance_npcname(".#ghinstance4"); enablenpc instance_npcname(".#ghinstance3"); + enablenpc instance_npcname(".#ghinstance2"); + enablenpc instance_npcname(".#ghinstance1"); donpcevent instance_npcname(".#ghinstance4")+"::OnEffect1"; donpcevent instance_npcname(".#ghinstance3")+"::OnEffect1"; - end; -OnTimer114750: //custom time - disablenpc instance_npcname(".#ghinstance3"); - disablenpc instance_npcname(".#ghinstance4"); - disablenpc instance_npcname(".#ghinstance7"); - disablenpc instance_npcname(".#ghinstance8"); - disablenpc instance_npcname(".#ghinstance11"); - disablenpc instance_npcname(".#ghinstance12"); - disablenpc instance_npcname(".#ghinstance15"); - disablenpc instance_npcname(".#ghinstance16"); - disablenpc instance_npcname(".#ghinstance19"); - disablenpc instance_npcname(".#ghinstance20"); - end; -OnTimer115000: - donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnEnable"; - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnDisable"; - donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk1"; donpcevent instance_npcname(".#ghinstance2")+"::OnEffect1"; donpcevent instance_npcname(".#ghinstance1")+"::OnEffect1"; + donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnEnable"; + donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnDisable"; + for (.@i=1; .@i <= 22; .@i++) + disablenpc instance_npcname(".#ghinstance"+.@i); killmonster instance_mapname("1@gl_k"),instance_npcname("#talkinstance1")+"::OnMyMobDead"; end; -OnTimer120000: - donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnTalk5"; + +OnTimer112500: + npctalk(_("I killed my own men..."), instance_npcname("Heinrich#ghinstance3")); end; -OnTimer125000: - donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnTalk6"; + +OnTimer115500: + npctalk(_("Sir. Heinrich! We don't have much time!"), instance_npcname("Varmundt#ghinstance2")); end; -OnTimer130000: - donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk2"; + +OnTimer118500: + npctalk(_("If you hurry now, there's a chance!"), instance_npcname("Varmundt#ghinstance2")); end; -OnTimer135000: - donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk3"; + +OnTimer121500: + npctalk(_("Varmundt is right. Now is not the time for mourning."), instance_npcname("Heinrich#ghinstance3")); end; -OnTimer140000: - donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk4"; + +OnTimer124500: + npctalk(_("I have a request to you followers."), instance_npcname("Heinrich#ghinstance3")); end; -OnTimer145000: - donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk5"; + +OnTimer127500: + npctalk(_("Himelmez can turn living beings into monsters."), instance_npcname("Heinrich#ghinstance3")); end; -OnTimer150000: - donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk6"; + +OnTimer130500: + npctalk(_("But, there might still be survivors here."), instance_npcname("Heinrich#ghinstance3")); end; -OnTimer155000: - donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk7"; + +OnTimer134500: + npctalk(_("Destroy the monsters and find any survivors."), instance_npcname("Heinrich#ghinstance3")); end; -OnTimer160000: - donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnTalk7"; + +OnTimer138500: + npctalk(_("Varmundt and I will chase Himelmez."), instance_npcname("Heinrich#ghinstance3")); end; -OnTimer165000: - donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk8"; + +OnTimer143500: + npctalk(_("Very well, Varmundt. Let's find Himelmez."), instance_npcname("Heinrich#ghinstance3")); end; -OnTimer167000: + +OnTimer147500: donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnDisable"; end; -OnTimer168000: - donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnDisable"; - donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnDisable"; + +OnTimer148500: + donpcevent instance_npcname("Varmundt#ghinstance2")+"::OnDisable"; stopnpctimer; donpcevent instance_npcname("#ghinstancewarp1")+"::OnEnable"; donpcevent instance_npcname("#ghinstancewarp2")+"::OnEnable"; - mapannounce instance_mapname("1@gl_k"), "9 o'clock warp leading to zone 2 is now open.",bc_map,"0xFFFF00"; + mapannounce(instance_mapname("1@gl_k"), _("A portal has opened to the west."), bc_map, C_YELLOW); donpcevent instance_npcname("#talkinstance1")+"::OnDisable"; donpcevent instance_npcname("#ghmemorialmob01")+"::OnEnable"; end; + OnMyMobDead: end; } -1@gl_k,145,54,6 script .#ghinstance1 MG_KHALITZBURG,{ - end; -OnInstanceInit: -OnDisable: - hideonnpc instance_npcname(strnpcinfo(0)); - end; -OnEnable: - hideoffnpc instance_npcname(strnpcinfo(0)); - end; -OnEffect1: - specialeffect EF_GRANDCROSS; - specialeffect EF_LEXAETERNA; - end; -OnTalkK: - switch(atoi(replacestr(strnpcinfo(2),"ghinstance",""))) { - case 1: npctalk "I do not want to die."; break; - case 2: npctalk "Mom..."; break; - case 5: npctalk "Help."; break; - case 6: npctalk "My stomach hurts..."; break; - case 9: npctalk "Heinrich Sir, help!"; break; - case 10: npctalk "Ack... Ugh."; break; - case 13: npctalk "I'm thirsty."; break; - case 14: npctalk "Oh... No... I cannot die..."; break; - case 17: npctalk "This is so uncomfortable. Eww!"; break; - case 18: npctalk "Who am I..."; break; - case 21: npctalk "Uhh... My body."; break; - case 22: npctalk "I'm so thirsty!"; break; - } - end; -} -1@gl_k,154,54,3 duplicate(.#ghinstance1) .#ghinstance2 MG_KHALITZBURG -1@gl_k,145,64,6 duplicate(.#ghinstance1) .#ghinstance5 MG_KHALITZBURG -1@gl_k,154,64,3 duplicate(.#ghinstance1) .#ghinstance6 MG_KHALITZBURG -1@gl_k,145,74,6 duplicate(.#ghinstance1) .#ghinstance9 MG_KHALITZBURG -1@gl_k,154,74,3 duplicate(.#ghinstance1) .#ghinstance10 MG_KHALITZBURG -1@gl_k,145,84,6 duplicate(.#ghinstance1) .#ghinstance13 MG_KHALITZBURG -1@gl_k,154,84,3 duplicate(.#ghinstance1) .#ghinstance14 MG_KHALITZBURG -1@gl_k,145,94,6 duplicate(.#ghinstance1) .#ghinstance17 MG_KHALITZBURG -1@gl_k,154,94,3 duplicate(.#ghinstance1) .#ghinstance18 MG_KHALITZBURG -1@gl_k,145,104,6 duplicate(.#ghinstance1) .#ghinstance21 MG_KHALITZBURG -1@gl_k,154,104,3 duplicate(.#ghinstance1) .#ghinstance22 MG_KHALITZBURG - -1@gl_k,145,59,6 script .#ghinstance3 HIDDEN_NPC,{ +1@gl_k,145,54,6 script .#ghinstance1 HIDDEN_NPC,{ end; + OnInstanceInit: OnDisable: - hideonnpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; + OnEnable: - hideoffnpc instance_npcname(strnpcinfo(0)); + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; + OnEffect1: specialeffect EF_GRANDCROSS; specialeffect EF_LEXAETERNA; end; } -1@gl_k,154,59,3 duplicate(.#ghinstance3) .#ghinstance4 HIDDEN_NPC -1@gl_k,145,69,6 duplicate(.#ghinstance3) .#ghinstance7 HIDDEN_NPC -1@gl_k,154,69,3 duplicate(.#ghinstance3) .#ghinstance8 HIDDEN_NPC -1@gl_k,145,79,6 duplicate(.#ghinstance3) .#ghinstance11 HIDDEN_NPC -1@gl_k,154,79,3 duplicate(.#ghinstance3) .#ghinstance12 HIDDEN_NPC -1@gl_k,145,89,6 duplicate(.#ghinstance3) .#ghinstance15 HIDDEN_NPC -1@gl_k,154,89,3 duplicate(.#ghinstance3) .#ghinstance16 HIDDEN_NPC -1@gl_k,145,99,6 duplicate(.#ghinstance3) .#ghinstance19 HIDDEN_NPC -1@gl_k,154,99,3 duplicate(.#ghinstance3) .#ghinstance20 HIDDEN_NPC + +1@gl_k,154,54,3 duplicate(.#ghinstance1) .#ghinstance2 HIDDEN_NPC +1@gl_k,145,59,6 duplicate(.#ghinstance1) .#ghinstance3 HIDDEN_NPC +1@gl_k,154,59,3 duplicate(.#ghinstance1) .#ghinstance4 HIDDEN_NPC +1@gl_k,145,64,6 duplicate(.#ghinstance1) .#ghinstance5 HIDDEN_NPC +1@gl_k,154,64,3 duplicate(.#ghinstance1) .#ghinstance6 HIDDEN_NPC +1@gl_k,145,69,6 duplicate(.#ghinstance1) .#ghinstance7 HIDDEN_NPC +1@gl_k,154,69,3 duplicate(.#ghinstance1) .#ghinstance8 HIDDEN_NPC +1@gl_k,145,74,6 duplicate(.#ghinstance1) .#ghinstance9 HIDDEN_NPC +1@gl_k,154,74,3 duplicate(.#ghinstance1) .#ghinstance10 HIDDEN_NPC +1@gl_k,145,79,6 duplicate(.#ghinstance1) .#ghinstance11 HIDDEN_NPC +1@gl_k,154,79,3 duplicate(.#ghinstance1) .#ghinstance12 HIDDEN_NPC +1@gl_k,145,84,6 duplicate(.#ghinstance1) .#ghinstance13 HIDDEN_NPC +1@gl_k,154,84,3 duplicate(.#ghinstance1) .#ghinstance14 HIDDEN_NPC +1@gl_k,145,89,6 duplicate(.#ghinstance1) .#ghinstance15 HIDDEN_NPC +1@gl_k,154,89,3 duplicate(.#ghinstance1) .#ghinstance16 HIDDEN_NPC +1@gl_k,145,94,6 duplicate(.#ghinstance1) .#ghinstance17 HIDDEN_NPC +1@gl_k,154,94,3 duplicate(.#ghinstance1) .#ghinstance18 HIDDEN_NPC +1@gl_k,145,99,6 duplicate(.#ghinstance1) .#ghinstance19 HIDDEN_NPC +1@gl_k,154,99,3 duplicate(.#ghinstance1) .#ghinstance20 HIDDEN_NPC +1@gl_k,145,104,6 duplicate(.#ghinstance1) .#ghinstance21 HIDDEN_NPC +1@gl_k,154,104,3 duplicate(.#ghinstance1) .#ghinstance22 HIDDEN_NPC +1@gl_k,149,200,3 warp treasureroom#out 1,1,1@gl_k,269,264 1@gl_k,96,80,0 script #ghinstancewarp1 WARPNPC,1,2,{ end; + OnInstanceInit: OnDisable: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; + OnEnable: - enablenpc instance_npcname(strnpcinfo(0)); + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; + OnTouch: .@map1$ = instance_mapname("1@gl_k"); .@map2$ = instance_mapname("2@gl_k"); - switch(atoi(replacestr(strnpcinfo(2),"ghinstancewarp",""))) { + switch (atoi(replacestr(strnpcinfo(NPC_NAME_HIDDEN), "ghinstancewarp", ""))) { case 1: warp .@map1$,80,80; break; case 2: warp .@map1$,105,80; break; case 3: warp .@map1$,215,79; break; @@ -800,187 +742,216 @@ OnTouch: case 10: warp .@map2$,174,101; break; case 11: warp .@map2$,150,110; break; case 12: warp .@map2$,150,179; break; + case 13: warp .@map2$,150,160; break; + case 14: warp .@map1$,150,281; break; + case 15: warp .@map1$,48,168; break; } end; } -1@gl_k,90,80,0 duplicate(#ghinstancewarp1) #ghinstancewarp2 WARPNPC,1,2 -1@gl_k,202,79,0 duplicate(#ghinstancewarp1) #ghinstancewarp3 WARPNPC,1,2 -1@gl_k,206,79,0 duplicate(#ghinstancewarp1) #ghinstancewarp4 WARPNPC,1,2 -1@gl_k,228,216,0 duplicate(#ghinstancewarp1) #ghinstancewarp5 WARPNPC,1,2 -1@gl_k,222,216,0 duplicate(#ghinstancewarp1) #ghinstancewarp6 WARPNPC,1,2 -1@gl_k,150,284,0 duplicate(#ghinstancewarp1) #ghinstancewarp7 WARPNPC,1,2 -2@gl_k,145,123,0 duplicate(#ghinstancewarp1) #ghinstancewarp8 WARPNPC,1,2 -2@gl_k,136,122,0 duplicate(#ghinstancewarp1) #ghinstancewarp9 WARPNPC,1,2 -2@gl_k,154,101,0 duplicate(#ghinstancewarp1) #ghinstancewarp10 WARPNPC,1,2 -2@gl_k,165,101,0 duplicate(#ghinstancewarp1) #ghinstancewarp11 WARPNPC,1,2 -2@gl_k,150,163,0 duplicate(#ghinstancewarp1) #ghinstancewarp12 WARPNPC,1,2 - - -//== Sector 1 Mobs ========================================= + +1@gl_k,90,80,0 duplicate(#ghinstancewarp1) #ghinstancewarp2 WARPNPC,2,2 +1@gl_k,202,79,0 duplicate(#ghinstancewarp1) #ghinstancewarp3 WARPNPC,2,2 +1@gl_k,206,79,0 duplicate(#ghinstancewarp1) #ghinstancewarp4 WARPNPC,2,2 +1@gl_k,228,216,0 duplicate(#ghinstancewarp1) #ghinstancewarp5 WARPNPC,2,2 +1@gl_k,222,216,0 duplicate(#ghinstancewarp1) #ghinstancewarp6 WARPNPC,2,2 +1@gl_k,150,284,0 duplicate(#ghinstancewarp1) #ghinstancewarp7 WARPNPC,2,2 +2@gl_k,145,123,0 duplicate(#ghinstancewarp1) #ghinstancewarp8 WARPNPC,2,2 +2@gl_k,136,122,0 duplicate(#ghinstancewarp1) #ghinstancewarp9 WARPNPC,2,2 +2@gl_k,154,101,0 duplicate(#ghinstancewarp1) #ghinstancewarp10 WARPNPC,2,2 +2@gl_k,165,101,0 duplicate(#ghinstancewarp1) #ghinstancewarp11 WARPNPC,2,2 +2@gl_k,150,163,0 duplicate(#ghinstancewarp1) #ghinstancewarp12 WARPNPC,2,2 +2@gl_k,150,167,0 duplicate(#ghinstancewarp1) #ghinstancewarp13 WARPNPC,2,2 +2@gl_k,150,32,0 duplicate(#ghinstancewarp1) #ghinstancewarp14 WARPNPC,2,2 +1@gl_k,69,168,0 duplicate(#ghinstancewarp1) #ghinstancewarp15 WARPNPC,2,2 + +// Sector 1 Mobs +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ 1@gl_k,0,0,0 script #ghmemorialmob01 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#ghmemorialmob01"); end; + OnEnable: enablenpc instance_npcname("#ghmemorialmob01"); .@map$ = instance_mapname("1@gl_k"); .@label$ = instance_npcname("#ghmemorialmob01")+"::OnMyMobDead"; - areamonster .@map$,76,99,87,10,"Suffering Chamberlain",2466,15,.@label$; - areamonster .@map$,67,39,12,6,"Fallen Monk",2465,20,.@label$; - areamonster .@map$,67,39,12,6,"Suffering Chamberlain",2466,3,.@label$; - areamonster .@map$,32,75,51,58,"Decayed Butler",2464,6,.@label$; - areamonster .@map$,45,84,6,137,"Decayed Butler",2464,12,.@label$; + areamonster(.@map$, 76, 99, 87, 10, _("Grand Chamberlain in pain"), MG_GHOUL, 15, .@label$); + areamonster(.@map$, 67, 39, 12, 6, _("Corrupted Monk"), MG_WRAITH, 20, .@label$); + areamonster(.@map$, 67, 39, 12, 6, _("Grand Chamberlain in pain"), MG_GHOUL, 3, .@label$); + areamonster(.@map$, 32, 75, 51, 58, _("Corrupted Steward"), MG_ZOMBIE, 6, .@label$); + areamonster(.@map$, 45, 84, 6, 137, _("Corrupted Steward"), MG_ZOMBIE, 12, .@label$); end; + OnMyMobDead: .@map$ = instance_mapname("1@gl_k"); .@label$ = instance_npcname("#ghmemorialmob01")+"::OnMyMobDead"; .@mob_dead_num = 56 - mobcount(.@map$,.@label$); if (.@mob_dead_num > 35) { - mapannounce .@map$, "Seems like Himmelmez drains the dead's souls. They must be destroyed.",bc_map,"0xFFFFFF"; + mapannounce(.@map$, _("Himelmez's curse is getting weaker. Find any survivors!"), bc_map, C_WHITE); killmonster .@map$,.@label$; - donpcevent instance_npcname("Aspiring Butcher#clearGH")+"::OnEnable"; + donpcevent instance_npcname("Altar boy Domun#clearGH")+"::OnEnable"; donpcevent instance_npcname("#ghmemorialmob01")+"::OnDisable"; } end; } -1@gl_k,17,51,3 script Aspiring Butcher#clearGH 4_M_KID1,{ - if (getcharid(0) == getpartyleader(getcharid(1),2)) { - mes "[Aspiring Butcher]"; - mes "Help me! Help me!!!"; - next; - select("Hey, wake up! Are there any other survivors?"); - mes "["+strcharinfo(0)+"]"; - mes "Hey, wake up! Are you alone?"; - unittalk getcharid(3),"Hey, wake up! Are you alone?"; - next; - mes "[Aspiring Butcher]"; - mes "The Chamberlain... the Monk... They've become monsters. I couldn't do anything."; - npctalk "The Chamberlain... the Monk... They've become monsters. I couldn't do anything."; - next; - mes "[Aspiring Butcher]"; - mes "I just stood still... Nothing, I couldn't do anything..."; - npctalk "I just stood still... Nothing, I couldn't do anything..."; - next; - select("Wake up!"); - mes "["+strcharinfo(0)+"]"; - mes "Wake up kid! Go east along the central passage to the outside! The path is safe!"; - unittalk getcharid(3),"Wake up kid! Go east along the central passage to the outside! The path is safe!"; - next; - mes "[Aspiring Butcher]"; - mes "East passage? Alone? How?"; - npctalk "East passage? Alone? How?"; - next; - select("I can guide you through the path."); - mes "["+strcharinfo(0)+"]"; - mes "I will guide you, perhaps that will help. If you want to close your eyes try not to hit anything."; - unittalk getcharid(3),"I will guide you, perhaps that will help. If you want to close your eyes try not to hit anything."; - next; - mes "[Aspiring Butcher]"; - mes "Aspiring Butcher: I know, I... I'm trying to."; - npctalk "Aspiring Butcher: I know, I... I'm trying to."; - donpcevent instance_npcname("Aspiring Butcher#clearGH")+"::OnDisable"; - donpcevent instance_npcname("#ghmemorialmob02")+"::OnEnable"; - close; - } else { - mes "[Aspiring Butcher]"; - mes "Somebody help me, somebody help me, please."; +1@gl_k,17,51,3 script Altar boy Domun#clearGH 4_M_KID1,{ + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) { + mes("[Altar boy Domun]"); + mes("Save me, save me, please..."); close; } -OnInstanceInit: -OnDisable: - hideonnpc instance_npcname("Aspiring Butcher#clearGH"); - end; -OnEnable: - hideoffnpc instance_npcname("Aspiring Butcher#clearGH"); + mes("[Altar boy Domun]"); + mes("Save me! Save me!!!"); + npctalk(_("Save me! Save me!!!")); + next; + select("Hold on!Are you the only survivor?"); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Hold on!\r" + "Are you the only survivor?"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Hold on! Are you the only survivor?")); + next; + mes("[Altar boy Domun]"); + mes("Chamberlains... monks...\r" + "They all turned into monsters. I couldn't do anything."); + npctalk(_("Altar boy Domun : Chamberlains... monks... They all turned into monsters. I couldn't do anything.")); + next; + mes("[Altar boy Domun]"); + mes("All I could do was... \r" + "Just hide in here...\r" + "Nothing, nothing I could do..."); + npctalk(_("Altar boy Domun : All I could do was... Just hide in here... Nothing, nothing I could do...")); + next; + select("Pull it together!"); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Wake up kid! Go east and find the middle passage to the outside! That is safe!"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Wake up kid! Go east and find the middle passage to the outside! That is safe!")); // Displays 1st Letter of char name in small? + next; + mes("[Altar boy Domun]"); + mes("To the east passage?\r" + "Alone?\r" + "How?"); + npctalk(_("Altar boy Domun : To the east passage? Alone? How?")); + next; + select("I will give you a weapon."); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Here's a weapon. Just close your eye and swing for those monsters."); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Here's a weapon. Just close your eye and swing for those monsters.")); + next; + mes("[Altar boy Domun]"); + mes("Ok, I... I'l try."); + npctalk(_("Altar boy Domun : Ok, I... I'l try.")); + close2; + donpcevent instance_npcname("Altar boy Domun#clearGH")+"::OnDisable"; + donpcevent instance_npcname("#ghmemorialmob02")+"::OnEnable"; end; -} -//== Sector 2 Mobs ========================================= -1@gl_k,291,145,3 script Hollgrehenn Destroyer 4_F_JOB_BLACKSMITH,{ - if (getcharid(0) == getpartyleader(getcharid(1),2)) { - mes "[Hollgrehenn Destroyer]"; - mes "Yaaa!! Die!!!"; - npctalk "Yaaa!! Die!!!"; - specialeffect EF_CRASHEARTH; - next; - select("Don't worry!"); - mes "["+strcharinfo(0)+"]"; - mes "Don't worry! Mam. Are you alone? No other survivors?"; - unittalk getcharid(3),"Don't worry! Mam. Are you alone? No other survivors?"; - next; - mes "[Hollgrehenn Destroyer]"; - mes "I'm the only survivor left"; - npctalk "I'm the only survivor left"; - next; - select("This is a very dangerous place."); - mes "["+strcharinfo(0)+"]"; - mes "This is a very dangerous place. You know the central passage? Do you think you can move... and get to a safer place?"; - unittalk getcharid(3),"This is a very dangerous place. You know the central passage? Do you think you can move... and get to a safer place?"; - next; - mes "[Hollgrehenn Destroyer]"; - mes "Yes, I am able to move. I'll move for my baby's sake."; - npctalk "Yes, I am able to move. I'll move for my baby's sake."; - next; - select("Survive the road..."); - mes "["+strcharinfo(0)+"]"; - mes "You and your baby will get out of here safely. But I'm sorry I can't help you more."; - unittalk getcharid(3),"You and your baby will get out of here safely. But I'm sorry I can't help you more."; - next; - mes "[Hollgrehenn Destroyer]"; - mes "That's ok. Thank you for helping us. I'm good to go alone. Ah and good luck also."; - npctalk "That's ok. Thank you for helping us. I'm good to go alone. Ah and good luck also."; - donpcevent instance_npcname("Hollgrehenn Destroyer")+"::OnDisable"; - donpcevent instance_npcname("#ghmemorialmob03")+"::OnEnable"; - close; - } else { - mes "[Hollgrehenn Destroyer]"; - mes "Somebody help me, somebody help me, please"; - close; - } OnInstanceInit: OnDisable: - hideonnpc instance_npcname("Hollgrehenn Destroyer"); + hideonnpc instance_npcname("Altar boy Domun#clearGH"); end; + OnEnable: - hideoffnpc instance_npcname("Hollgrehenn Destroyer"); + hideoffnpc instance_npcname("Altar boy Domun#clearGH"); end; } +// Sector 2 Mobs +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ 1@gl_k,0,0,0 script #ghmemorialmob02 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#ghmemorialmob02"); end; + OnEnable: enablenpc instance_npcname("#ghmemorialmob02"); donpcevent instance_npcname("#ghinstancewarp3")+"::OnEnable"; donpcevent instance_npcname("#ghinstancewarp4")+"::OnEnable"; .@map$ = instance_mapname("1@gl_k"); .@label$ = instance_npcname("#ghmemorialmob02")+"::OnMyMobDead"; - mapannounce .@map$,"3 o'clock warp leading to zone 3 is now open.",bc_map,"0xFFFF00"; - areamonster .@map$,241,113,291,19,"Suffering Chamberlain",2466,12,.@label$; - areamonster .@map$,241,113,291,19,"Decayed Monk",2464,12,.@label$; - areamonster .@map$,227,217,291,135,"Suffering Chamberlain",2466,12,.@label$; - areamonster .@map$,227,217,291,135,"Decayed Monk",2464,12,.@label$; + mapannounce(.@map$, _("A portal has opened to the east."), bc_map, C_YELLOW); + areamonster(.@map$, 241, 113, 291, 19, _("Outraged Refiner"), MG_GHOUL, 12, .@label$); + areamonster(.@map$, 241, 113, 291, 19, _("Decomposed Blacksmith"), MG_ZOMBIE, 12, .@label$); + areamonster(.@map$, 227, 217, 291, 135, _("Outraged Refiner"), MG_GHOUL, 12, .@label$); + areamonster(.@map$, 227, 217, 291, 135, _("Decomposed Blacksmith"), MG_ZOMBIE, 12, .@label$); end; + OnMyMobDead: .@map$ = instance_mapname("1@gl_k"); .@label$ = instance_npcname("#ghmemorialmob02")+"::OnMyMobDead"; .@mob_dead_num = 48 - mobcount(.@map$,.@label$); if (.@mob_dead_num > 28) { - mapannounce .@map$, "Seems like Himmelmez drains the dead's souls. They must be destroyed.",bc_map,"0xFFFFFF"; + mapannounce(.@map$, _("Himelmez's curse is getting weaker. Find any survivors!"), bc_map, C_WHITE); killmonster .@map$,.@label$; - donpcevent instance_npcname("Hollgrehenn Destroyer")+"::OnEnable"; + donpcevent instance_npcname("Holgren the Destroyer")+"::OnEnable"; donpcevent instance_npcname("#ghmemorialmob02")+"::OnDisable"; } end; } -//== Tramp Mobs ============================================ -1@gl_k,221,82,3 script Breathless Man#GHtramp1 4_M_DIEMAN,4,4,{ +1@gl_k,291,145,3 script Holgren the Destroyer 4_F_JOB_BLACKSMITH,{ + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) { + mes("[Holgren the Destroyer]"); + mes("Are you human?"); + close; + } + mes("[Holgren the Destroyer]"); + mes("Die!! You shall die!!!"); + npctalk(_("Holgren the Destroyer : Die!! You shall die!!!")); + specialeffect EF_CRASHEARTH; + next; + select("Relax! I'm not a monster!"); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Relax! I am Human. Are you alone? Anyone else here?"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Relax! I am Human. Are you alone? Anyone else here?")); + next; + mes("[Holgren the Destroyer]"); + mes("It's only me alive."); + npctalk(_("Holgren the Destroyer : It's only me alive.")); + next; + select("It's dangerous here..."); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("It's dangerous here. You know the way to the middle passage? Can you move?"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("It's dangerous here. You know the way to the middle passage? Can you move?")); // Displays 1st Letter of char name in small? + next; + mes("[Holgren the Destroyer]"); + mes("Yes, I can move. I need to get out of here."); + npctalk(_("Holgren the Destroyer : Yes, I can move. I need to get out of here.")); + next; + select("Be safe..."); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Sorry, I can't go with you."); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Sorry, I can't go with you.")); + next; + mes("[Holgren the Destroyer]"); + mes("It's ok. You've already done enough. I can help myself. Good luck to you too."); + npctalk(_("Holgren the Destroyer : It's ok. You've already done enough. I can help myself. Good luck to you too.")); + close2; + donpcevent instance_npcname("Holgren the Destroyer")+"::OnDisable"; + donpcevent instance_npcname("#ghmemorialmob03")+"::OnEnable"; end; + +OnInstanceInit: +OnDisable: + hideonnpc instance_npcname("Holgren the Destroyer"); + end; + +OnEnable: + hideoffnpc instance_npcname("Holgren the Destroyer"); + end; +} + +// Tramp Mobs +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ +1@gl_k,221,82,3 script A dead man#GHtramp1 4_M_DIEMAN,4,4,{ + end; + OnTouch: .@i = rand(1,10); if (.@i == 1) .@mobs = 3; @@ -990,108 +961,130 @@ OnTouch: else .@mobs = 7; getmapxy(.@map$, .@x, .@y, UNITTYPE_NPC); specialeffect EF_VENOMDUST; - monster .@map$,.@x,.@y,"Muck Worm",2467,.@mobs,instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; - disablenpc instance_npcname(strnpcinfo(0)); + monster(.@map$, .@x, .@y, "Maggot", MG_ARCLOUSE, .@mobs, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; + OnMyMobDead: end; + OnInstanceInit: OnEnable: - enablenpc instance_npcname(strnpcinfo(0)); + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; + OnDisable: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; } -1@gl_k,213,63,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp2 4_M_DIEMAN,4,4 -1@gl_k,230,50,2 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp3 4_M_DIEMAN,4,4 -1@gl_k,222,39,2 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp4 4_M_DIEMAN,4,4 -1@gl_k,214,27,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp5 4_M_DIEMAN,4,4 -1@gl_k,223,17,2 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp6 4_M_DIEMAN,4,4 -1@gl_k,235,16,4 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp7 4_M_DIEMAN,4,4 -1@gl_k,251,20,5 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp8 4_M_DIEMAN,4,4 -1@gl_k,240,43,5 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp9 4_M_DIEMAN,4,4 -1@gl_k,271,19,1 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp10 4_M_DIEMAN,4,4 -1@gl_k,246,62,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp11 4_M_DIEMAN,4,4 -1@gl_k,282,48,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp12 4_M_DIEMAN,4,4 -1@gl_k,285,81,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp13 4_M_DIEMAN,4,4 -1@gl_k,241,86,5 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp14 4_M_DIEMAN,4,4 -1@gl_k,249,101,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp15 4_M_DIEMAN,4,4 -1@gl_k,276,106,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp16 4_M_DIEMAN,4,4 -1@gl_k,252,120,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp17 4_M_DIEMAN,4,4 -1@gl_k,258,150,1 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp18 4_M_DIEMAN,4,4 -1@gl_k,255,157,6 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp19 4_M_DIEMAN,4,4 -1@gl_k,261,164,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp20 4_M_DIEMAN,4,4 -1@gl_k,269,173,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp21 4_M_DIEMAN,4,4 -1@gl_k,280,167,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp22 4_M_DIEMAN,4,4 -1@gl_k,293,161,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp23 4_M_DIEMAN,4,4 -1@gl_k,226,96,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp24 4_M_DIEMAN,4,4 -1@gl_k,222,119,5 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp25 4_M_DIEMAN,4,4 -1@gl_k,233,123,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp26 4_M_DIEMAN,4,4 -2@gl_k,147,203,5 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp27 4_M_DIEMAN,4,4 -2@gl_k,141,222,1 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp28 4_M_DIEMAN,4,4 -2@gl_k,167,225,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp29 4_M_DIEMAN,4,4 -2@gl_k,145,236,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp30 4_M_DIEMAN,4,4 -2@gl_k,143,260,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp31 4_M_DIEMAN,4,4 -2@gl_k,173,258,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp32 4_M_DIEMAN,4,4 - -//== Sector 3 Mobs ========================================= + +1@gl_k,213,63,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp2 4_M_DIEMAN,4,4 +1@gl_k,230,50,2 duplicate(A dead man#GHtramp1) A dead man#GHtramp3 4_M_DIEMAN,4,4 +1@gl_k,222,39,2 duplicate(A dead man#GHtramp1) A dead man#GHtramp4 4_M_DIEMAN,4,4 +1@gl_k,214,27,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp5 4_M_DIEMAN,4,4 +1@gl_k,223,17,2 duplicate(A dead man#GHtramp1) A dead man#GHtramp6 4_M_DIEMAN,4,4 +1@gl_k,235,16,4 duplicate(A dead man#GHtramp1) A dead man#GHtramp7 4_M_DIEMAN,4,4 +1@gl_k,251,20,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp8 4_M_DIEMAN,4,4 +1@gl_k,240,43,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp9 4_M_DIEMAN,4,4 +1@gl_k,271,19,1 duplicate(A dead man#GHtramp1) A dead man#GHtramp10 4_M_DIEMAN,4,4 +1@gl_k,246,62,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp11 4_M_DIEMAN,4,4 +1@gl_k,282,48,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp12 4_M_DIEMAN,4,4 +1@gl_k,285,81,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp13 4_M_DIEMAN,4,4 +1@gl_k,241,86,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp14 4_M_DIEMAN,4,4 +1@gl_k,249,101,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp15 4_M_DIEMAN,4,4 +1@gl_k,276,106,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp16 4_M_DIEMAN,4,4 +1@gl_k,252,120,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp17 4_M_DIEMAN,4,4 +1@gl_k,258,150,1 duplicate(A dead man#GHtramp1) A dead man#GHtramp18 4_M_DIEMAN,4,4 +1@gl_k,255,157,6 duplicate(A dead man#GHtramp1) A dead man#GHtramp19 4_M_DIEMAN,4,4 +1@gl_k,261,164,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp20 4_M_DIEMAN,4,4 +1@gl_k,269,173,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp21 4_M_DIEMAN,4,4 +1@gl_k,280,167,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp22 4_M_DIEMAN,4,4 +1@gl_k,293,161,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp23 4_M_DIEMAN,4,4 +1@gl_k,226,96,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp24 4_M_DIEMAN,4,4 +1@gl_k,222,119,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp25 4_M_DIEMAN,4,4 +1@gl_k,233,123,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp26 4_M_DIEMAN,4,4 +2@gl_k,147,203,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp27 4_M_DIEMAN,4,4 +2@gl_k,141,222,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp28 4_M_DIEMAN,4,4 +2@gl_k,167,225,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp29 4_M_DIEMAN,4,4 +2@gl_k,145,236,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp30 4_M_DIEMAN,4,4 +2@gl_k,143,260,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp31 4_M_DIEMAN,4,4 +2@gl_k,170,259,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp32 4_M_DIEMAN,4,4 +2@gl_k,143,197,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp33 4_M_DIEMAN,4,4 +2@gl_k,155,195,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp34 4_M_DIEMAN,4,4 +2@gl_k,154,188,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp35 4_M_DIEMAN,4,4 +2@gl_k,153,214,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp36 4_M_DIEMAN,4,4 +2@gl_k,172,233,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp37 4_M_DIEMAN,4,4 +2@gl_k,176,245,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp38 4_M_DIEMAN,4,4 + +// Sector 3 Mobs +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ 1@gl_k,0,0,0 script #ghmemorialmob03 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#ghmemorialmob03"); end; + OnEnable: enablenpc instance_npcname("#ghmemorialmob03"); donpcevent instance_npcname("#ghinstancewarp5")+"::OnEnable"; donpcevent instance_npcname("#ghinstancewarp6")+"::OnEnable"; .@map$ = instance_mapname("1@gl_k"); .@label$ = instance_npcname("#ghmemorialmob03")+"::OnMyMobDead"; - mapannounce .@map$,"12 o'clock warp leading to the zone 4 was opened.",bc_map,"0xFFFF00"; - areamonster .@map$,17,259,53,180,"Decayed Guard",2468,11,.@label$; - areamonster .@map$,17,259,53,180,"Sharpshooter Ranger",2469,14,.@label$; - areamonster .@map$,62,281,73,186,"Decayed Guard",2468,11,.@label$; - areamonster .@map$,62,281,73,186,"Sharpshooter Ranger",2469,14,.@label$; - areamonster .@map$,74,251,109,224,"Decayed Guard",2468,11,.@label$; - areamonster .@map$,74,251,109,224,"Sharpshooter Ranger",2469,14,.@label$; - areamonster .@map$,108,281,231,234,"Decayed Guard",2468,11,.@label$; - areamonster .@map$,108,281,231,234,"Sharpshooter Ranger",2469,14,.@label$; + mapannounce(.@map$, _("A portal has appeared to the northwest."), bc_map, C_YELLOW); + areamonster(.@map$, 17, 259, 53, 180, _("Hungry Palace Guard"), MG_RAYDRIC, 11, .@label$); + areamonster(.@map$, 17, 259, 53, 180, _("Outraged Archer"), MG_RAYDRIC_ARCHER, 14, .@label$); + areamonster(.@map$, 62, 281, 73, 186, _("Hungry Palace Guard"), MG_RAYDRIC, 11, .@label$); + areamonster(.@map$, 62, 281, 73, 186, _("Outraged Archer"), MG_RAYDRIC_ARCHER, 14, .@label$); + areamonster(.@map$, 74, 251, 109, 224, _("Corrupted Palace Guard"), MG_RAYDRIC, 11, .@label$); + areamonster(.@map$, 74, 251, 109, 224, _("Wandering Archer"), MG_RAYDRIC_ARCHER, 14, .@label$); + areamonster(.@map$, 108, 281, 231, 234, _("Corrupted Palace Guard"), MG_RAYDRIC, 11, .@label$); + areamonster(.@map$, 108, 281, 231, 234, _("Wandering Archer"), MG_RAYDRIC_ARCHER, 14, .@label$); end; + OnMyMobDead: .@map$ = instance_mapname("1@gl_k"); .@label$ = instance_npcname("#ghmemorialmob03")+"::OnMyMobDead"; .@mob_dead_num = 100 - mobcount(.@map$,.@label$); if (.@mob_dead_num > 85) { - mapannounce .@map$,"Himmelmez: Nice parry. I thought you were going to die slowly surrounded by the dead I summoned~",bc_map,"0xFFFFFF"; + mapannounce(.@map$, _("Himelmez: Not bad. Thought you would be dead by now by my creatures~"), bc_map, C_WHITE); killmonster .@map$,.@label$; donpcevent instance_npcname("#GHMclear3")+"::OnEnable"; donpcevent instance_npcname("Heinrich#ghinstance4")+"::OnEnable"; - donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnEnable"; - donpcevent instance_npcname("Varmunt#ghinstance3")+"::OnEnable"; + donpcevent instance_npcname("Himelmez#ghinstance2")+"::OnEnable"; + donpcevent instance_npcname("Varmundt#ghinstance3")+"::OnEnable"; donpcevent instance_npcname("#ghmemorialmob03")+"::OnDisable"; } end; } -//== 1st MVP =============================================== +// 1st MVP +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ 1@gl_k,0,0,0 script #ghmemorialmob04 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#ghmemorialmob04"); end; + OnEnable: enablenpc instance_npcname("#ghmemorialmob04"); - monster instance_mapname("1@gl_k"),150,258,"Root of Corruption",2475,1,instance_npcname("#ghmemorialmob04")+"::OnMyMobDead"; + monster instance_mapname("1@gl_k"), 150, 258, _("Corrupted Soul"), MG_CORRUPTION_ROOT, 1, instance_npcname("#ghmemorialmob04")+"::OnMyMobDead"; + unittalk($@mobid[0], _("Grrrrrrhh~~~")); end; + OnMyMobDead: .@map$ = instance_mapname("1@gl_k"); if (mobcount(.@map$,instance_npcname("#ghmemorialmob04")+"::OnMyMobDead") < 1) { - mapannounce .@map$, "12 o'clock warp leading to the Chivalry's Second Floor is now open.",bc_map,"0xFFFF00"; + mapannounce(.@map$, _("Opening 2nd floor entrance towards 12 O'clock direction."), bc_map, C_YELLOW); donpcevent instance_npcname("#ghinstancewarp7")+"::OnEnable"; - donpcevent instance_npcname("Varmunt#ghinstance3")+"::OnTalk2"; + donpcevent instance_npcname("#ghinstancewarp14")+"::OnEnable"; + npctalk(_("I collected some items dropped from its body. You can take it from me."), instance_npcname("Varmundt#ghinstance3")); donpcevent instance_npcname("#effectGH01")+"::OnEnable"; donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnEnable"; - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnEnable"; + donpcevent instance_npcname("Varmundt#ghinstance4")+"::OnEnable"; donpcevent instance_npcname("#ghmemorialmob04")+"::OnDisable"; } end; @@ -1099,73 +1092,94 @@ OnMyMobDead: 1@gl_k,150,257,3 script #GHMclear3 HIDDEN_NPC,9,9,{ end; + OnTouch: donpcevent instance_npcname("#controlGH3")+"::OnEnable"; specialeffect EF_BASH; donpcevent instance_npcname("#GHMclear3")+"::OnDisable"; end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#GHMclear3"); end; + OnEnable: enablenpc instance_npcname("#GHMclear3"); initnpctimer; end; + OnTimer2000: - mapannounce instance_mapname("1@gl_k"), "Himmelmez: You got me tempted to go to the 2nd floor, come to the entrance. I'm curious about how far your luck goes.",bc_map,"0xFFFFFF"; + mapannounce(instance_mapname("1@gl_k"), _("Himelmez: I'll wait for you at the north of the castle. I want to see you how lucky you are."), bc_map, C_WHITE); stopnpctimer; end; } 1@gl_k,0,0,0 script #controlGH3 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#controlGH3"); end; + OnEnable: enablenpc instance_npcname("#controlGH3"); initnpctimer; end; + OnTimer3000: - donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnTalk1"; + npctalk(_("Guess you are either lucky or powerful, to make it this far."), instance_npcname("Himelmez#ghinstance2")); end; + OnTimer6000: - donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnTalk2"; + npctalk(_("But, it doesn't matter."), instance_npcname("Himelmez#ghinstance2")); end; + OnTimer9000: - donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnTalk3"; + npctalk(_("You will all die here."), instance_npcname("Himelmez#ghinstance2")); end; + OnTimer12000: - donpcevent instance_npcname("Heinrich#ghinstance4")+"::OnTalk1"; + npctalk(_("Himelmez! We will not let you get away from us!"), instance_npcname("Heinrich#ghinstance4")); end; + OnTimer15000: - donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnTalk4"; + npctalk(_("Ha ha ha, worry about yourself. You think I am alone here?"), instance_npcname("Himelmez#ghinstance2")); end; + OnTimer18000: - donpcevent instance_npcname("Varmunt#ghinstance3")+"::OnTalk1"; + npctalk(_("Sir. Heinrich! I sense something strange and strong coming!"), instance_npcname("Varmundt#ghinstance3")); end; + OnTimer21000: - donpcevent instance_npcname("Heinrich#ghinstance4")+"::OnTalk2"; + npctalk(_("What... These are!"), instance_npcname("Heinrich#ghinstance4")); end; + OnTimer24000: - donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnTalk5"; + npctalk(_("I will go on my way while my new toy entertains you."), instance_npcname("Himelmez#ghinstance2")); end; + OnTimer27000: - donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnTalk6"; + npctalk(_("Fare well~, hope to see you again sometime, Heinrich."), instance_npcname("Himelmez#ghinstance2")); end; + OnTimer28000: - donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnDisable"; + donpcevent instance_npcname("Himelmez#ghinstance2")+"::OnDisable"; end; + OnTimer31000: - donpcevent instance_npcname("Heinrich#ghinstance4")+"::OnTalk3"; + npctalk(_("Sir. Varmundt! Help those adventurers. I will go after Himelmez!"), instance_npcname("Heinrich#ghinstance4")); end; + OnTimer32000: donpcevent instance_npcname("Heinrich#ghinstance4")+"::OnDisable"; end; + OnTimer35000: - mapannounce instance_mapname("1@gl_k"), "An eerie echo from the depths can be heard as you get closer.",bc_map,"0xFFFFFF"; + mapannounce(instance_mapname("1@gl_k"), _("An echoing comes from deep inside of the knight's shrine."), bc_map, C_WHITE); end; + OnTimer38000: donpcevent instance_npcname("#ghmemorialmob04")+"::OnEnable"; stopnpctimer; @@ -1174,302 +1188,251 @@ OnTimer38000: } 1@gl_k,144,258,6 script Heinrich#ghinstance4 4_M_HEINRICH,{ - mes "[Heinrich]"; - mes "Himmelmez... You made my men get killed and I will never forget that."; cutin "gl_heinrich1",2; + mes("[Heinrich]"); + mes("Himelmez... I will never forget what you've done to my men."); close2; cutin "gl_heinrich1",255; end; + OnInstanceInit: OnDisable: hideonnpc instance_npcname("Heinrich#ghinstance4"); end; + OnEnable: hideoffnpc instance_npcname("Heinrich#ghinstance4"); end; -OnTalk1: - npctalk "Himmelmez! I won't let you take even a single more step here."; - end; -OnTalk2: - npctalk "What... is this?!"; - end; -OnTalk3: - npctalk "Varmunt Sir! Help the adventurers and I'll chase Himmelmez!"; - end; } -1@gl_k,150,257,3 script Himmelmez#ghinstance2 4_F_HIMEL,{ - mes "[Himmelmez]"; - mes "No need to stare at me with so insecure eyes. Soon they'll become relaxed..."; +1@gl_k,150,257,3 script Himelmez#ghinstance2 4_F_HIMEL,{ cutin "gl_himel2",2; + mes("[Himelmez]"); + mes("Don't look at me nervous like that. It will be over soon..."); close2; cutin "gl_himel2",255; end; + OnInstanceInit: OnDisable: - hideonnpc instance_npcname("Himmelmez#ghinstance2"); + hideonnpc instance_npcname("Himelmez#ghinstance2"); end; + OnEnable: - hideoffnpc instance_npcname("Himmelmez#ghinstance2"); - end; -OnTalk1: - npctalk "What an awfully lucky, I flew all the way over here and just one of them is really powerful."; - end; -OnTalk2: - npctalk "But it doesn't matter to me."; - end; -OnTalk3: - npctalk "Now, all of you will die."; - end; -OnTalk4: - npctalk "Hahaha, so you guys thought I would come alone?"; - end; -OnTalk5: - npctalk "This is my new toy to keep you at my feet. Why don't you guys play while I entertain?"; - end; -OnTalk6: - npctalk "Sincerely~, If I am given the opportunity I'd like to meet you again, Heinrich."; + hideoffnpc instance_npcname("Himelmez#ghinstance2"); end; } -1@gl_k,156,259,3 script Varmunt#ghinstance3 4_M_BARMUND,{ - if (questprogress(12318,HUNTING) == 2) { - if (!questprogress(12319,HUNTING)) { - mes "[Varmunt]"; - mes "There's something unusual about this thing's aura. Maybe someday we will be able to understand what is behind all of this."; - cutin "gl_barmund1",2; - getitem Coagulated_Spell,1; //Coagulated Spell +1@gl_k,156,259,3 script Varmundt#ghinstance3 4_M_BARMUND,{ // not disabling it so all players can get their reward + if (questprogress(12318, HUNTING) == 2) { + cutin "gl_barmund1", 2; + mes("[Varmundt]"); + mes("This item has extraordinary aura with it. Can be very useful for someone special."); + erasequest 12318; + if (!questprogress(12319, HUNTING)) setquest 12319; - close2; - cutin "gl_barmund1",255; - end; - } + setquest 12320; + erasequest 12320; + getitem Temporal_Crystal, 1; + getitem Coagulated_Spell, 1; + getexp 250000, 250000; + close2; + cutin "gl_barmund1", 255; + end; } - mes "[Varmunt]"; - mes "Even after all this time, it is impossible to prevent from the will of the Transcendent."; cutin "gl_barmund1",2; + mes("[Varmundt]"); + mes("I guess this is it. Is it impossible to stop the time traveler's will?! A portal seems to have appeared to the north."); close2; cutin "gl_barmund2",255; end; + OnInstanceInit: OnDisable: - hideonnpc instance_npcname("Varmunt#ghinstance3"); + hideonnpc instance_npcname("Varmundt#ghinstance3"); end; + OnEnable: - hideoffnpc instance_npcname("Varmunt#ghinstance3"); - end; -OnTalk1: - npctalk "Heinrich Sir! Something unknown holds an inexplicably powerful force!"; - end; -OnTalk2: - npctalk "From the monster I picked up some great stuff. People who are interested, talk to me."; + hideoffnpc instance_npcname("Varmundt#ghinstance3"); end; } -//== Floor 2 =============================================== +// Floor 2 +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ 2@gl_k,148,67,1 script Heinrich#ghinstance5 4_M_HEINRICH,{ - mes "[Heinrich]"; - mes "Himmelmez's blocking spells"; - mes "are everywhere around here..."; cutin "gl_heinrich1",2; + mes("[Heinrich]"); + mes("Himelmez's closed space covers everywhere..."); close2; cutin "gl_heinrich1",255; end; + OnInstanceInit: OnDisable: hideonnpc instance_npcname("Heinrich#ghinstance5"); end; + OnEnable: hideoffnpc instance_npcname("Heinrich#ghinstance5"); end; -OnTalk1: - npctalk "These things have never been in the castle!"; - end; -OnTalk2: - npctalk "Trying to break this power with common weapons doesn't work. I tried it."; - end; -OnTalk3: - npctalk "It is really unforgivable."; - end; -OnTalk4: - npctalk "I, who already was a subordinate of genocide. How much more in the future..."; - end; -OnTalk5: - npctalk "..."; - end; } -2@gl_k,151,71,7 script Varmunt#ghinstance4 4_M_BARMUND,{ - mes "[Varmunt]"; - mes "Why am I doing this again? Doesn't seem like the first time. I've seen this place repeatedly dozens of times in my dreams. This feeling..."; +2@gl_k,151,71,7 script Varmundt#ghinstance4 4_M_BARMUND,{ cutin "gl_barmund1",2; + mes("[Varmundt]"); + mes("How many times I do this job. In my dream, I did it over and over again..."); close2; cutin "gl_barmund1",255; end; + OnInstanceInit: OnDisable: - hideonnpc instance_npcname("Varmunt#ghinstance4"); + hideonnpc instance_npcname("Varmundt#ghinstance4"); end; + OnEnable: - hideoffnpc instance_npcname("Varmunt#ghinstance4"); - end; -OnTalk2: - npctalk "Himmelmez's enchantment has completely blocked the passage to each section."; - end; -OnTalk3: - npctalk "Get out of the way for a moment. I'll try to somehow break the spell with magical powers."; - end; -OnTalk4: - npctalk "The enchantment seems to be broken."; - end; -OnTalk5: - npctalk "I've never seen this spell before."; - end; -OnTalk6: - npctalk "Himmelmez doesn't use a seal on a person's body to turn it into an undead."; - end; -OnTalk7: - npctalk "She uses enchantment stones.This way, the spell is probably maintained."; - end; -OnTalk8: - npctalk "We should kill the people who have the enchantment stones to break the spell."; - end; -OnTalk9: - npctalk "However, we can't identify them. The purification can only be done randomly."; - end; -OnTalk10: - npctalk "Commandant..."; - end; -OnTalk11: - npctalk "Commandant, it seems too loose."; - end; -OnTalk12: - npctalk "We are related to all these people, not just a few."; - end; -OnTalk13: - npctalk "We can't deny that it's not their fault for what is going on."; - end; -OnTalk14: - npctalk "Well, let's do it then."; - end; -OnTalk15: - npctalk "You guys are of a great help. Try to follow us."; - end; -OnTalk16: - npctalk "There can be a tough fight. Hold on, and it would be nice to eat something."; - end; -OnTalk17: - npctalk "Guys. It is time to depart, Heinrich Sir."; + hideoffnpc instance_npcname("Varmundt#ghinstance4"); end; } 2@gl_k,150,67,0 script #effectGH01 HIDDEN_NPC,10,10,{ end; + OnTouch: - if (.touch) { - .touch = 0; + if ('touch) { + 'touch = 0; specialeffect EF_BASH; donpcevent instance_npcname("#controlGH4")+"::OnEnable"; } end; + OnEffect: specialeffect EF_LORD; end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#effectGH01"); end; + OnEnable: enablenpc instance_npcname("#effectGH01"); - set .touch,1; //Activates OnTouch Only Once. + 'touch = 1; // Only activate OnTouch once end; } 2@gl_k,0,0,0 script #controlGH4 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#controlGH4"); end; + OnEnable: enablenpc instance_npcname("#controlGH4"); initnpctimer; end; + OnTimer3000: - donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnTalk1"; + npctalk(_("This structure was not in the castle before!"), instance_npcname("Heinrich#ghinstance5")); donpcevent instance_npcname("#ghmemorialmob05")+"::OnEnable"; end; + OnTimer6000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk2"; + npctalk(_("This is Himelmez's closed space. We blocked each area and aisle."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer9000: - donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnTalk2"; + npctalk(_("We tried to break it down but it's really strong."), instance_npcname("Heinrich#ghinstance5")); end; + OnTimer12000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk3"; + npctalk(_("Step back. Let me try to dispel the magic."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer15000: donpcevent instance_npcname("#effectGH01")+"::OnEffect"; end; + OnTimer18000: donpcevent instance_npcname("#effectGH01")+"::OnDisable"; - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk4"; + npctalk(_("I think that part of closed space is broke down."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer21000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk5"; + npctalk(_("I have never seen this closed space."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer24000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk6"; + npctalk(_("Himelmez hides stone chains in undead people's body."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer27000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk7"; + npctalk(_("Maybe this closed space is maintained with these stone chains."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer30000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk8"; + npctalk(_("If you want to break it, you have to kill one of those who have a stone chain."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer33000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk9"; + npctalk(_("But, we can't recognize who has a stone chain so, we have to purify everything."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer36000: - donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnTalk3"; + npctalk(_("It is inexcusable behavior."), instance_npcname("Heinrich#ghinstance5")); end; + OnTimer39000: - donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnTalk4"; + npctalk(_("I already exterminated all my soldiers and maybe more..."), instance_npcname("Heinrich#ghinstance5")); end; + OnTimer42000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk10"; + npctalk(_("Commander..."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer45000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk11"; + npctalk(_("Commander! You need to be strong."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer48000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk12"; + npctalk(_("Our enemy is not human."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer51000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk13"; + npctalk(_("Even though you deny it, they'll never turn back to human."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer54000: - donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnTalk5"; + npctalk(_("..."), instance_npcname("Heinrich#ghinstance5")); end; + OnTimer57000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk14"; + npctalk(_("Well, let's go then."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer60000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk15"; + npctalk(_("And you guys, just take a break and follow us."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer63000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk16"; + npctalk(_("It could be hard fighting so, stay strong."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer66000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk17"; + npctalk(_("Ok, it's time to begin Heinrich."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer69000: - mapannounce instance_mapname("2@gl_k"), "9 o'clock positioned warp leading to the 1st zone has been opened. Move from the central hallway. A being with an evil aura seems to be appearing in this region.",bc_map,"0xFFFF00"; + mapannounce(instance_mapname("2@gl_k"), _("A portal to the west has opened in the central hallway."), bc_map, C_YELLOW); donpcevent instance_npcname("#ghinstancewarp8")+"::OnEnable"; donpcevent instance_npcname("#ghinstancewarp9")+"::OnEnable"; donpcevent instance_npcname("#ghmemorialmob06")+"::OnEnable"; - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnDisable"; + donpcevent instance_npcname("Varmundt#ghinstance4")+"::OnDisable"; donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnDisable"; end; + OnTimer70000: stopnpctimer; donpcevent instance_npcname("#controlGH4")+"::OnDisable"; @@ -1477,26 +1440,30 @@ OnTimer70000: } 2@gl_k,0,0,0 script #ghmemorialmob05 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#ghmemorialmob05"); end; + OnEnable: enablenpc instance_npcname("#ghmemorialmob05"); .@map$ = instance_mapname("2@gl_k"); .@label$ = instance_npcname("#ghmemorialmob05")+"::OnMyMobDead"; - areamonster .@map$,124,20,31,162,"Decayed Guard",2468,8,.@label$; - areamonster .@map$,124,20,31,162,"Sharpshooter Ranger",2469,8,.@label$; - areamonster .@map$,124,20,31,162,"Fallen Abyss Knight",2470,8,.@label$; - areamonster .@map$,124,20,31,162,"Suffering Khalitzburg",2471,8,.@label$; - areamonster .@map$,124,20,31,162,"Swollen Knight",2472,8,.@label$; - .MyMobs = 80; + areamonster(.@map$, 124, 20, 31, 162, _("Corrupted Palace Guard"), MG_RAYDRIC, 8, .@label$); + areamonster(.@map$, 124, 20, 31, 162, _("Archer of Death"), MG_RAYDRIC_ARCHER, 8, .@label$); + areamonster(.@map$, 124, 20, 31, 162, _("Corrupted Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 8, .@label$); + areamonster(.@map$, 124, 20, 31, 162, _("Suffered Khalitzburg"), MG_KHALITZBURG, 8, .@label$); + areamonster(.@map$, 124, 20, 31, 162, _("Bloody Knight"), MG_BLOODY_KNIGHT, 8, .@label$); + 'MyMobs = 80; end; + OnMyMobDead: .@map$ = instance_mapname("2@gl_k"); - --.MyMobs; - if (.MyMobs == 0) { - mapannounce .@map$, "A being with an evil aura seems to be appearing in this region.",bc_map,"0xFFFF00"; + 'MyMobs = 'MyMobs - 1; + if ('MyMobs == 0) { + mapannounce(.@map$, _("Evil Forces are appearing in this area."), bc_map, C_YELLOW, FW_NORMAL, 18); donpcevent instance_npcname("#ghmemorialmob06")+"::OnDisable2"; donpcevent instance_npcname("#ghmemorialmob07")+"::OnEnable"; donpcevent instance_npcname("#ghmemorialmob05")+"::OnDisable"; @@ -1504,19 +1471,19 @@ OnMyMobDead: .@label$ = instance_npcname("#ghmemorialmob05")+"::OnMyMobDead"; switch(rand(5)) { case 0: - areamonster .@map$,124,20,31,162,"Decayed Guard",2468,1,.@label$; + areamonster(.@map$, 124, 20, 31, 162, _("Corrupted Palace Guard"), 2468, 1, .@label$); break; case 1: - areamonster .@map$,124,20,31,162,"Sharpshooter Ranger",2469,1,.@label$; + areamonster(.@map$, 124, 20, 31, 162, _("Archer of Death"), 2469, 1, .@label$); break; case 2: - areamonster .@map$,124,20,31,162,"Fallen Abyss Knight",2470,1,.@label$; + areamonster(.@map$, 124, 20, 31, 162, _("Corrupted Abysmal Knight"), 2470, 1, .@label$); break; case 3: - areamonster .@map$,124,20,31,162,"Suffering Khalitzburg",2471,1,.@label$; + areamonster(.@map$, 124, 20, 31, 162, _("Suffered Khalitzburg"), 2471, 1, .@label$); break; case 4: - areamonster .@map$,124,20,31,162,"Swollen Knight",2472,1,.@label$; + areamonster(.@map$, 124, 20, 31, 162, _("Bloody Knight"), 2472, 1, .@label$); break; } } @@ -1524,21 +1491,27 @@ OnMyMobDead: } 2@gl_k,0,0,0 script #ghmemorialmob06 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#ghmemorialmob06"); end; + OnDisable2: stopnpctimer; disablenpc instance_npcname("#ghmemorialmob06"); end; + OnEnable: enablenpc instance_npcname("#ghmemorialmob06"); donpcevent instance_npcname("#ghmemorialmob06")+"::OnSpawn"; end; + OnSpawn: initnpctimer; end; + OnTimer90000: .@map$ = instance_mapname("2@gl_k"); .@label$ = instance_npcname("#ghmemorialmob05")+"::OnMyMobDead"; @@ -1550,14 +1523,15 @@ OnTimer90000: 58,83,63,78, 69,138,80,127, 34,143,39,138; - for(.@i = 0; .@i<getarraysize(.@c); .@i += 4) { - areamonster .@map$,.@c[.@i],.@c[.@i+1],.@c[.@i+2],.@c[.@i+3],"Decayed Guard",2468,1,.@label$; - areamonster .@map$,.@c[.@i],.@c[.@i+1],.@c[.@i+2],.@c[.@i+3],"Sharpshooter Ranger",2469,1,.@label$; - areamonster .@map$,.@c[.@i],.@c[.@i+1],.@c[.@i+2],.@c[.@i+3],"Fallen Abyss Knight",2470,1,.@label$; - areamonster .@map$,.@c[.@i],.@c[.@i+1],.@c[.@i+2],.@c[.@i+3],"Suffering Khalitzburg",2471,1,.@label$; - areamonster .@map$,.@c[.@i],.@c[.@i+1],.@c[.@i+2],.@c[.@i+3],"Swollen Knight",2472,1,.@label$; + for (.@i = 0; .@i < getarraysize(.@c); .@i += 4) { + areamonster(.@map$, .@c[.@i], .@c[.@i+1], .@c[.@i+2], .@c[.@i+3], _("Corrupted Palace Guard"), MG_RAYDRIC, 1, .@label$); + areamonster(.@map$, .@c[.@i], .@c[.@i+1], .@c[.@i+2], .@c[.@i+3], _("Archer of Death"), MG_RAYDRIC_ARCHER, 1, .@label$); + areamonster(.@map$, .@c[.@i], .@c[.@i+1], .@c[.@i+2], .@c[.@i+3], _("Corrupted Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 1, .@label$); + areamonster(.@map$, .@c[.@i], .@c[.@i+1], .@c[.@i+2], .@c[.@i+3], _("Suffered Khalitzburg"), MG_KHALITZBURG, 1, .@label$); + areamonster(.@map$, .@c[.@i], .@c[.@i+1], .@c[.@i+2], .@c[.@i+3], _("Bloody Knight"), MG_BLOODY_KNIGHT, 1, .@label$); } end; + OnTimer92000: stopnpctimer; donpcevent instance_npcname("#ghmemorialmob06")+"::OnSpawn"; @@ -1565,18 +1539,22 @@ OnTimer92000: } 2@gl_k,0,0,0 script #ghmemorialmob07 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#ghmemorialmob07"); end; + OnEnable: enablenpc instance_npcname("#ghmemorialmob07"); - areamonster instance_mapname("2@gl_k"),124,20,31,162,"The Destruction of the First Captain",2473,1,instance_npcname("#ghmemorialmob07")+"::OnMyMobDead"; + areamonster instance_mapname("2@gl_k"), 124, 20, 31, 162, _("1st Commander of Destruction"), MG_M_UNDEAD_KNIGHT, 1, instance_npcname("#ghmemorialmob07")+"::OnMyMobDead"; end; + OnMyMobDead: .@map$ = instance_mapname("2@gl_k"); if (mobcount(.@map$,instance_npcname("#ghmemorialmob07")+"::OnMyMobDead") < 1) { - mapannounce .@map$, "3 o'clock positioned warp leading to the 2nd zone has been opened. Use the central hallway to get there.",bc_map,"0xFFFF00"; + mapannounce(.@map$, _("A portal has opened to the east in the central hallway."), bc_map, C_YELLOW); donpcevent instance_npcname("#ghinstancewarp10")+"::OnEnable"; donpcevent instance_npcname("#ghinstancewarp11")+"::OnEnable"; donpcevent instance_npcname("#ghmemorialmob08")+"::OnEnable"; @@ -1586,45 +1564,49 @@ OnMyMobDead: } 2@gl_k,0,0,0 script #ghmemorialmob08 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#ghmemorialmob08"); end; + OnEnable: enablenpc instance_npcname("#ghmemorialmob08"); .@map$ = instance_mapname("2@gl_k"); .@label$ = instance_npcname("#ghmemorialmob08")+"::OnMyMobDead"; - areamonster .@map$,175,163,265,18,"Decayed Guard",2468,7,.@label$; - areamonster .@map$,175,163,265,18,"Sharpshooter Ranger",2469,7,.@label$; - areamonster .@map$,175,163,265,18,"Fallen Abyss Knight",2470,7,.@label$; - areamonster .@map$,175,163,265,18,"Suffering Khalitzburg",2471,7,.@label$; - areamonster .@map$,175,163,265,18,"Swollen Knight",2472,7,.@label$; - .MyMobs = 35; + areamonster .@map$, 175, 163, 265, 18, "Corrupted Palace Guard", 2468, 7, .@label$; + areamonster .@map$, 175, 163, 265, 18, "Wandering Archer", 2469, 7, .@label$; + areamonster .@map$, 175, 163, 265, 18, "Corrupted Abysmal Knight", 2470, 7, .@label$; + areamonster .@map$, 175, 163, 265, 18, "Suffered Khalitzburg", 2471, 7, .@label$; + areamonster .@map$, 175, 163, 265, 18, "Bloody Knight", 2472, 7, .@label$; + 'MyMobs = 35; end; + OnMyMobDead: .@map$ = instance_mapname("2@gl_k"); - --.MyMobs; - if (.MyMobs == 0) { - mapannounce .@map$, "A being with an evil aura seems to be appearing in this region.",bc_map,"0xFFFF00"; + 'MyMobs = 'MyMobs-1; + if ('MyMobs == 0) { + mapannounce(.@map$, _("An evil presence has teleported into this area."), bc_map, C_YELLOW, FW_NORMAL, 18); donpcevent instance_npcname("#ghmemorialmob09")+"::OnEnable"; donpcevent instance_npcname("#ghmemorialmob08")+"::OnDisable"; } else { .@label$ = instance_npcname("#ghmemorialmob08")+"::OnMyMobDead"; - switch(rand(5)) { + switch (rand(5)) { case 0: - areamonster .@map$,175,163,265,18,"Decayed Guard",2468,1,.@label$; + areamonster(.@map$, 175, 163, 265, 18, _("Corrupted Palace Guard"), MG_RAYDRIC, 1, .@label$); break; case 1: - areamonster .@map$,175,163,265,18,"Sharpshooter Ranger",2469,1,.@label$; + areamonster(.@map$, 175, 163, 265, 18, _("Wandering Archer"), MG_RAYDRIC_ARCHER, 1, .@label$); break; case 2: - areamonster .@map$,175,163,265,18,"Fallen Abyss Knight",2470,1,.@label$; + areamonster(.@map$, 175, 163, 265, 18, _("Corrupted Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 1, .@label$); break; case 3: - areamonster .@map$,175,163,265,18,"Suffering Khalitzburg",2471,1,.@label$; + areamonster(.@map$, 175, 163, 265, 18, _("Suffered Khalitzburg"), MG_KHALITZBURG, 1, .@label$); break; case 4: - areamonster .@map$,175,163,265,18,"Swollen Knight",2472,1,.@label$; + areamonster(.@map$, 175, 163, 265, 18, _("Bloody Knight"), MG_BLOODY_KNIGHT, 1, .@label$); break; } } @@ -1632,19 +1614,24 @@ OnMyMobDead: } 2@gl_k,0,0,0 script #ghmemorialmob09 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#ghmemorialmob09"); end; + OnEnable: enablenpc instance_npcname("#ghmemorialmob09"); - areamonster instance_mapname("2@gl_k"),175,163,265,18,"The Destruction of the Second Captain",2474,1,instance_npcname("#ghmemorialmob09")+"::OnMyMobDead"; + areamonster(instance_mapname("2@gl_k"), 175, 163, 265, 18, _("2nd Commander of Destruction"), MG_F_UNDEAD_KNIGHT, 1, instance_npcname("#ghmemorialmob09")+"::OnMyMobDead"); end; + OnMyMobDead: .@map$ = instance_mapname("2@gl_k"); if (mobcount(.@map$,instance_npcname("#ghmemorialmob09")+"::OnMyMobDead") < 1) { - mapannounce .@map$, "12 o'clock positioned warp leading to the 3rd zone has been opened. Use the central hallway to get there.",bc_map,"0xFFFF00"; + mapannounce(.@map$, _("A new portal has appeared at the end of the central corridor."), bc_map, C_YELLOW); donpcevent instance_npcname("#ghinstancewarp12")+"::OnEnable"; + donpcevent instance_npcname("#ghinstancewarp13")+"::OnEnable"; donpcevent instance_npcname("#controlGH6")+"::OnEnable"; donpcevent instance_npcname("#ghmemorialmob08")+"::OnDisable"; donpcevent instance_npcname("#ghmemorialmob09")+"::OnDisable"; @@ -1653,282 +1640,309 @@ OnMyMobDead: } 2@gl_k,0,0,0 script #ghmemorialmob10 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#ghmemorialmob10"); end; + OnEnable: enablenpc instance_npcname("#ghmemorialmob10"); - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnDisable"; - monster instance_mapname("2@gl_k"),158,255,"Amdarias",2476,1,instance_npcname("#ghmemorialmob10")+"::OnMyMobDead"; + donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnDisable"; + monster(instance_mapname("2@gl_k"), 158, 255, _("Amdarais"), MG_AMDARAIS, 1, instance_npcname("#ghmemorialmob10")+"::OnMyMobDead"); + unittalk($@mobid[0], _("Run away... run away from me...")); + initnpctimer; + end; + +OnTimer6000: + unittalk($@mobid[0], _("I don't want... I don't want to kill anyone. Uhuuuuuh")); + end; + +OnTimer12000: + unittalk($@mobid[0], _("Please kill me! Please!")); + end; + +OnTimer18000: + unittalk($@mobid[0], _("Eeeeee...eee...die... die...")); + end; + +OnTimer24000: + unittalk($@mobid[0], _("Demolition... Death!...")); + stopnpctimer; end; + OnMyMobDead: if (mobcount(instance_mapname("2@gl_k"),instance_npcname("#ghmemorialmob10")+"::OnMyMobDead") < 1) { donpcevent instance_npcname("Hugin#ghinstance1")+"::OnEnable"; + donpcevent instance_npcname("#ghinstancewarp15")+"::OnEnable"; + for (.@i = 1; .@i <= 8; .@i++) + enablenpc instance_npcname("Strange crack#"+.@i); + stopnpctimer; donpcevent instance_npcname("#ghmemorialmob10")+"::OnDisable"; } end; } 2@gl_k,155,250,7 script Heinrich#ghinstance6 4_M_HEINRICH,{ + cutin "gl_heinrich1",2; + mes("[Heinrich]"); + mes("What are you decorating Himelmez!"); + close2; + cutin "gl_heinrich1",255; end; + OnInstanceInit: OnDisable: hideonnpc instance_npcname("Heinrich#ghinstance6"); end; + OnEnable: hideoffnpc instance_npcname("Heinrich#ghinstance6"); end; -OnTalk1: - npctalk "Gerhard!"; - end; -OnTalk2: - npctalk "What are you doing to my men, Himmelmez?!"; - end; -OnTalk3: - npctalk "Himmelmez! You don't need to make any more sacrifices!"; - end; -OnTalk4: - npctalk "Let him go! I don't want one more sacrifice!"; - end; -OnTalk5: - npctalk "I will not forgive you."; - end; -OnTalk6: - npctalk "Just leave us alone, Himmelmez!!"; - end; } -2@gl_k,162,250,1 script Varmunt#ghinstance5 4_M_BARMUND,{ - mes "[Varmunt]"; - mes "We can't escape this"; - mes "eternal confinement..."; +2@gl_k,162,250,1 script Varmundt#ghinstance5 4_M_BARMUND,{ cutin "gl_barmund2",2; + mes("[Varmundt]"); + mes("Can't take off this bridle..."); close2; cutin "gl_barmund2",255; end; + OnInstanceInit: OnDisable: - hideonnpc instance_npcname("Varmunt#ghinstance5"); + hideonnpc instance_npcname("Varmundt#ghinstance5"); end; + OnEnable: - hideoffnpc instance_npcname("Varmunt#ghinstance5"); - end; -OnTalk1: - npctalk "What? This cannot be. We must prevent Amdarias's attacks!"; + hideoffnpc instance_npcname("Varmundt#ghinstance5"); end; } -2@gl_k,158,252,3 script Himmelmez#ghinstance4 4_F_HIMEL,4,4,{ +2@gl_k,158,252,3 script Himelmez#ghinstance4 4_F_HIMEL,{ + cutin "gl_himel2",2; + mes("[Himelmez]"); + mes("That is amazing ~ you made it all the way here. May I say thank you?"); + close2; + cutin "gl_himel2",255; end; + OnInstanceInit: OnDisable: - hideonnpc instance_npcname("Himmelmez#ghinstance4"); + hideonnpc instance_npcname("Himelmez#ghinstance4"); end; + OnEnable: - hideoffnpc instance_npcname("Himmelmez#ghinstance4"); - end; -OnTalk1: - npctalk "Great~ I thought you wouldn't come near the end..."; - end; -OnTalk2: - npctalk "Huhu, I have already found a piece of Ymir's Heart, Heinrich."; - end; -OnTalk3: - npctalk "It would've been faster if there were no distractions."; - end; -OnTalk4: - npctalk "What do you think? Making it look like an accidental disease infected the king and the people around..."; - end; -OnTalk5: - npctalk "You want that?"; - end; -OnTalk6: - npctalk "This one is your final blow, Heinrich."; - end; -OnTalk7: - npctalk "It is said that stopping me requires a skillfull person."; - end; -OnTalk8: - npctalk "Seems like a perfect scenario to make my new monster, Amdarias."; - end; -OnTalk9: - npctalk "Booh~ I'm scared."; - end; -OnTalk10: - npctalk "Anyway, it was nice talking to you. Maybe we'll have the chance to meet again in the next story."; - end; -OnTalk11: - npctalk "Well, make sure you will come back again."; + hideoffnpc instance_npcname("Himelmez#ghinstance4"); end; } 2@gl_k,150,179,0 script #controlGH6 HIDDEN_NPC,2,2,{ end; + OnTouch: - mapannounce instance_mapname("2@gl_k"), "???: Do not come! There are traps everywhere here... Aaaaack!!!!",bc_map,"0xFF0000"; + mapannounce(instance_mapname("2@gl_k"), _("???: Do not come here! It's a trap... Kkkkah!!!"), bc_map, C_RED, FW_NORMAL, 18); specialeffect EF_BASH; - donpcevent instance_npcname("Himmelmez#ghinstance3")+"::OnEnable"; + donpcevent instance_npcname("Himelmez#ghinstance3")+"::OnEnable"; donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnEnable"; - donpcevent instance_npcname("Varmunt#ghinstance5")+"::OnEnable"; - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEnable"; + donpcevent instance_npcname("Varmundt#ghinstance5")+"::OnEnable"; + donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEnable"; donpcevent instance_npcname("#controlGH6")+"::OnDisable"; end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#controlGH6"); end; + OnEnable: enablenpc instance_npcname("#controlGH6"); end; } -2@gl_k,158,252,1 script Himmelmez#ghinstance3 4_F_HIMEL,7,7,{ +2@gl_k,158,252,1 script Himelmez#ghinstance3 4_F_HIMEL,7,7,{ end; + OnTouch: specialeffect EF_BASH; donpcevent instance_npcname("#controlGH5")+"::OnEnable"; - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnEnable"; - donpcevent instance_npcname("Himmelmez#ghinstance3")+"::OnDisable"; + donpcevent instance_npcname("Himelmez#ghinstance4")+"::OnEnable"; + donpcevent instance_npcname("Himelmez#ghinstance3")+"::OnDisable"; end; + OnInstanceInit: OnDisable: - disablenpc instance_npcname("Himmelmez#ghinstance3"); + disablenpc instance_npcname("Himelmez#ghinstance3"); end; + OnEnable: - enablenpc instance_npcname("Himmelmez#ghinstance3"); + enablenpc instance_npcname("Himelmez#ghinstance3"); end; } -2@gl_k,158,255,3 script Gerhard#ghinstance1 4_LEVITATEMAN,{ - end; +2@gl_k,158,255,3 script Gerhalt#ghinstance1 4_LEVITATEMAN,{ + mes("[Gerhalt]"); + mes("Uuuuu... Khhhah!\r" + "Just run away with the commander!"); + close; + OnInstanceInit: OnDisable: - hideonnpc instance_npcname("Gerhard#ghinstance1"); + hideonnpc instance_npcname("Gerhalt#ghinstance1"); end; + OnEnable: - hideoffnpc instance_npcname("Gerhard#ghinstance1"); - end; -OnTalk1: - npctalk "Damn it! Run away! I can't withstand anymore!"; - end; -OnTalk2: - npctalk "Commandant... Come on, you need to run away from here... Ugh."; + hideoffnpc instance_npcname("Gerhalt#ghinstance1"); end; -OnTalk3: - npctalk "Even if you defile my body, I won't let you take my soul, Himmelmez!"; + +OnTalk3: /*Unused*/ + npctalk(_("Gerhalt : You can make my body but you can't take my soul Himelmez!")); end; + OnEffect1: specialeffect EF_BARRIER; end; + OnEffect2: specialeffect EF_CHAINCOMBO; end; + OnEffect3: specialeffect EF_MAPPILLAR2; end; + OnEffect4: specialeffect EF_MAPPILLAR; end; + OnEffect5: specialeffect EF_LORD; end; } 2@gl_k,0,0,0 script #controlGH5 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#controlGH5"); end; + OnEnable: enablenpc instance_npcname("#controlGH5"); initnpctimer; end; + OnTimer3000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk1"; + npctalk(_("Amazing~ I thought that you were not even close to getting here..."), instance_npcname("Himelmez#ghinstance4")); end; + OnTimer6000: - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnTalk1"; + npctalk(_("Gerhalt : Kkkkah! Run away! I can't endure anymore!"), instance_npcname("Gerhalt#ghinstance1")); end; + OnTimer9000: - donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnTalk1"; - end; -OnTimer12000: - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnTalk2"; + npctalk(_("Gerhalt!"), instance_npcname("Heinrich#ghinstance6")); end; + OnTimer15000: - donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnTalk2"; + npctalk(_("What are you doing to my soldier Himelmez!"), instance_npcname("Heinrich#ghinstance6")); end; + OnTimer18000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk2"; + npctalk(_("Hoo hoo, I already found a piece of Ymir's heart Heinrich."), instance_npcname("Himelmez#ghinstance4")); end; + OnTimer21000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk3"; + npctalk(_("If he did not bother me, it would have been faster."), instance_npcname("Himelmez#ghinstance4")); end; + OnTimer24000: - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnTalk3"; + npctalk(_("Gerhalt : Commandant... Come on, you need to run away from here... Ugh."), instance_npcname("Gerhalt#ghinstance1")); end; + OnTimer27000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk4"; + npctalk(_("Really? What makes you think so?"), instance_npcname("Himelmez#ghinstance4")); end; + OnTimer30000: - donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnTalk3"; + npctalk(_("Himelmez! You already made what you want so there is no more need for a sacrifice!"), instance_npcname("Heinrich#ghinstance6")); end; + OnTimer33000: - donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnTalk4"; + npctalk(_("Let him go! I don't need to see anyone else suffer!"), instance_npcname("Heinrich#ghinstance6")); end; + OnTimer36000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk5"; + npctalk(_("Let him go? I think... No..."), instance_npcname("Himelmez#ghinstance4")); end; + OnTimer39000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk6"; + npctalk(_("Besides, this is your last surviving soldier Heinrich."), instance_npcname("Himelmez#ghinstance4")); end; + OnTimer42000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk7"; + npctalk(_("He made life difficult for me."), instance_npcname("Himelmez#ghinstance4")); end; + OnTimer45000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk8"; + npctalk(_("He is perfectly fit for my new creation Amdarais."), instance_npcname("Himelmez#ghinstance4")); end; + OnTimer48000: - donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnTalk5"; + npctalk(_("I'll never forgive you."), instance_npcname("Heinrich#ghinstance6")); end; + OnTimer51000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk9"; + npctalk(_("Uh uh~ I'm so scared."), instance_npcname("Himelmez#ghinstance4")); end; + OnTimer54000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk10"; + npctalk(_("Anyway, we will have a chance to see because we need to talk more."), instance_npcname("Himelmez#ghinstance4")); end; + OnTimer57000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk11"; + npctalk(_("So long boys."), instance_npcname("Himelmez#ghinstance4")); end; + OnTimer60000: - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEffect1"; + donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEffect1"; end; + OnTimer63000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnDisable"; + donpcevent instance_npcname("Himelmez#ghinstance4")+"::OnDisable"; end; + OnTimer65000: - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEffect3"; + donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEffect3"; end; + OnTimer66000: - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEffect2"; + donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEffect2"; end; + OnTimer67000: - donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnTalk6"; - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEffect4"; + npctalk(_("I'll never let you get away Himelmez!!"), instance_npcname("Heinrich#ghinstance6")); + donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEffect4"; end; + OnTimer70000: - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEffect3"; - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEffect4"; + donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEffect3"; + donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEffect4"; donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnDisable"; - donpcevent instance_npcname("Varmunt#ghinstance5")+"::OnTalk1"; + npctalk(_("We have no choice. We have to fight against Amdarais!"), instance_npcname("Varmundt#ghinstance5")); + donpcevent instance_npcname("Varmundt#ghinstance5")+"::OnDisable"; end; + OnTimer73000: - mapannounce instance_mapname("2@gl_k"), "Leads toward Gerhard's body.",bc_map,"0xFFFFFF"; + mapannounce(instance_mapname("2@gl_k"), _("Gerhalt's body changing."), bc_map, C_WHITE); end; + OnTimer76000: - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEffect5"; + donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEffect5"; end; + OnTimer80000: donpcevent instance_npcname("#ghmemorialmob10")+"::OnEnable"; stopnpctimer; @@ -1937,48 +1951,53 @@ OnTimer80000: } 2@gl_k,158,241,1 script Hugin#ghinstance1 4_M_SAGE_C,{ - if (questprogress(12319,HUNTING) == 2) { - mes "[Hugin]"; - mes "Well, you are pretty ridiculous. Beginners shouldn't get the loot Amdarias drops."; - erasequest 12318; + if (questprogress(12319, HUNTING) == 2) { + mes("[Hugin]"); + mes("Hm, you are very well. First of all, let me give you some loot from Amdarais."); erasequest 12319; - getitem Coagulated_Spell,1; //Coagulated Spell + setquest 12321; + setquest 12322; + erasequest 12321; + if (gh_instance == 1) { + getitem Temporal_Crystal, 1; + getitem Coagulated_Spell, 1; + } else { + getitem Temporal_Crystal, 5; + getitem Coagulated_Spell, 5; + gh_instance = 1; + } + getexp(350000, 350000); next; - mes "[Hugin]"; - mes "Varmunt, I have arbitrarily stopped time. And soon, the time gap will be gone."; - specialeffect2 EF_BLIND,AREA; + mes("[Hugin]"); + mes("Varmundt's time is stopped by me. And your time will be distorted soon."); + specialeffect(EF_BLIND,AREA, AREA, playerattached()); soundeffect "_blind.wav",0; next; - mes "[Hugin]"; - mes "Poor time travelers."; - mes "They will endlessly retry to prevent the tragedy that affected this city."; + mes("[Hugin]"); + mes("Maybe this poor time traveler will try to stop Glast Heim's tragedy from happening."); next; - mes "[Hugin]"; - mes "But the beggining of these time travels won't redempt your actions."; - mes "This will continue forever..."; + mes("[Hugin]"); + mes("However, we will never overlook his behavior now and forever..."); next; - mes "[Hugin]"; - mes "Now, I may erase your memory again. Perhaps you will have a different fate next time."; - specialeffect2 EF_FREEZE; + mes("[Hugin]"); + mes("Now, let me remove your memory. If you see me again, that will be brand new."); + specialeffect(EF_FREEZE, AREA, playerattached()); close2; getmapxy(.@map$, .@x, .@y, UNITTYPE_PC); warp .@map$,.@x,.@y; end; } else { - mes "[Hugin]"; - mes "The gap of time is almost distorted."; - mes "Done. There you go. Come!"; - mes "I have to get out!"; + mes("[Hugin]"); + mes("Oops I almost distorted the time gap. Come over here. We need to go out!"); next; - select("Bah... Soon after you..."); - mes "[Hugin]"; - mes "Soon after me? Anyways..."; - mes "Doesn't matter, soon the gap of time will be closed, I have to get out of here."; + select("You were just with me..."); + mes("[Hugin]"); + mes("What did you say just before? Anyway that is not important, The gap of time will be closed so, we need to get out of here."); next; - switch(select("Since I'm here, let's explore more.:Please, send me out.")) { + switch(select("Let me look around more:Please let me out")) { case 1: - mes "[Hugin]"; - mes ".................."; + mes("[Hugin]"); + mes("Really? This place will be broke down so, please look around quickly."); close; case 2: close2; @@ -1986,11 +2005,750 @@ OnTimer80000: end; } } + OnInstanceInit: OnDisable: disablenpc instance_npcname("Hugin#ghinstance1"); end; + OnEnable: enablenpc instance_npcname("Hugin#ghinstance1"); end; } + +// Treasure Room +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ +// TODO: Need script command makeitem2 +1@gl_k,269,267,0 script Strange crack#entrace HIDDEN_NPC,{ + if (!questprogress(12322)) { + mes("The crack looks suspicious, but nothing more to check."); + close; + } + .@map$ = instance_mapname("1@gl_k"); + warp .@map$,149,193; + end; +} + +1@gl_k,129,136,0 script Strange crack#1 HIDDEN_NPC,{ + specialeffect EF_SPELLBREAKER; + specialeffect EF_BASH; + .@random = rand(1, 4); + .@random_ = rand(1, 4); + for (.@i = 1; .@i <= .@random; .@i++) { + makeitem White_Jewel, 1, "this", 129, 138; + } + makeitem Coagulated_Spell, 1, "this", 129, 138; + if (.@random_ == 4) { + //makeitem2 Heavy_Sword, 1, "this", 129, 138, 0, 0, 0, 0, 0, 0, 0; + makeitem Heavy_Sword, 1, "this", 129, 138; + } + // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */' + +OnInstanceInit: +OnDisable: + disablenpc instance_npcname("Strange crack#1"); + end; + +OnEnable: + enablenpc instance_npcname("Strange crack#1"); + end; +} + +1@gl_k,135,136,0 script Strange crack#2 HIDDEN_NPC,{ + specialeffect EF_SPELLBREAKER; + specialeffect EF_BASH; + .@random = rand(1, 4); + .@random_ = rand(1, 4); + for (.@i=1; .@i<=.@random; .@i++) { + makeitem Blue_Jewel, 1, "this", 135, 138; + } + if (.@random_ == 4) { + //makeitem2 Staff_Of_Geffen, 1, "this", 135, 138, 0, 0, 0, 0, 0, 0, 0; + makeitem Staff_Of_Geffen, 1, "this", 135, 138; + } + makeitem Coagulated_Spell, 1, "this", 135, 138; + // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */' + +OnInstanceInit: +OnDisable: + disablenpc instance_npcname("Strange crack#2"); + end; + +OnEnable: + enablenpc instance_npcname("Strange crack#2"); + end; + +} +1@gl_k,141,136,0 script Strange crack#3 HIDDEN_NPC,{ + specialeffect EF_SPELLBREAKER; + specialeffect EF_BASH; + .@random = rand(1, 4); + .@random_ = rand(1, 4); + for (.@i=1; .@i<=.@random; .@i++) { + makeitem Red_Jewel, 1, "this", 141, 138; + } + makeitem Coagulated_Spell, 1, "this", 141, 138; + makeitem Gold_Bullion, 1, "this", 141, 138; + if (.@random_ == 4) { + //makeitem2 Ceremonial_Sword, 1, "this", 141, 138, 0, 0, 0, 0, 0, 0, 0; + makeitem Ceremonial_Sword, 1, "this", 141, 138; + } + // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */' + +OnInstanceInit: +OnDisable: + disablenpc instance_npcname("Strange crack#3"); + end; + +OnEnable: + enablenpc instance_npcname("Strange crack#3"); + end; +} + +1@gl_k,147,136,0 script Strange crack#4 HIDDEN_NPC,{ + specialeffect EF_SPELLBREAKER; + specialeffect EF_BASH; + .@random = rand(1, 4); + .@random_ = rand(1, 4); + for (.@i=1; .@i<=.@random; .@i++) { + makeitem Scarlet_Jewel, 1, "this", 147, 138; + } + if (.@random_ == 4) { + //makeitem2 Silversmith_Bracelet, 1, "this", 147, 138, 0, 0, 0, 0, 0, 0, 0; + makeitem Silversmith_Bracelet, 1, "this", 147, 138; + } + makeitem Coagulated_Spell, 1, "this", 147, 138; + makeitem Gold_Coin_Basket, 1, "this", 147, 138; + makeitem Colorful_Brooch, 1, "this", 147, 138; + // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */' + +OnInstanceInit: +OnDisable: + disablenpc instance_npcname("Strange crack#4"); + end; + +OnEnable: + enablenpc instance_npcname("Strange crack#4"); + end; +} + +1@gl_k,153,136,0 script Strange crack#5 HIDDEN_NPC,{ + specialeffect EF_SPELLBREAKER; + specialeffect EF_BASH; + .@random = rand(1, 4); + .@random_ = rand(1, 4); + for (.@i=1; .@i<=.@random; .@i++) { + makeitem Azure_Jewel, 1, "this", 153, 138; + } + makeitem Coagulated_Spell, 1, "this", 153, 138; + makeitem White_Gold_Bullion, 1, "this", 153, 138; + if (.@random_ == 4) { + //makeitem2 Goldsmithing_Dagger, 1, "this", 153, 138, 0, 0, 0, 0, 0, 0, 0; + makeitem Goldsmithing_Dagger, 1, "this", 153, 138; + } + // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */' + +OnInstanceInit: +OnDisable: + disablenpc instance_npcname("Strange crack#5"); + end; + +OnEnable: + enablenpc instance_npcname("Strange crack#5"); + end; +} + +1@gl_k,159,136,0 script Strange crack#6 HIDDEN_NPC,{ + specialeffect EF_SPELLBREAKER; + specialeffect EF_BASH; + .@random = rand(1, 4); + .@random_ = rand(1, 4); + for (.@i=1; .@i<=.@random; .@i++) { + makeitem Skyblue_Jewel, 1, "this", 159, 138; + } + makeitem Coagulated_Spell, 1, "this", 159, 138; + makeitem Silver_Bullion, 1, "this", 159, 138; + if (.@random_ == 4) { + //makeitem2 Engraved_Armor, 1, "this", 159, 138, 0, 0, 0, 0, 0, 0, 0; + makeitem Engraved_Armor, 1, "this", 159, 138; + } + // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */' + +OnInstanceInit: +OnDisable: + disablenpc instance_npcname("Strange crack#6"); + end; + +OnEnable: + enablenpc instance_npcname("Strange crack#6"); + end; +} + +1@gl_k,165,136,0 script Strange crack#7 HIDDEN_NPC,{ + specialeffect EF_SPELLBREAKER; + specialeffect EF_BASH; + .@random = rand(1, 4); + for (.@i=1; .@i<=.@random; .@i++) { + makeitem Violet_Jewel, 1, "this", 165, 138; + } + makeitem Coagulated_Spell, 1, "this", 165, 138; + // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */' + +OnInstanceInit: +OnDisable: + disablenpc instance_npcname("Strange crack#7"); + end; + +OnEnable: + enablenpc instance_npcname("Strange crack#7"); + end; +} + +1@gl_k,171,136,0 script Strange crack#8 HIDDEN_NPC,{ + specialeffect EF_SPELLBREAKER; + specialeffect EF_BASH; + .@random = rand(1, 4); + for (.@i=1; .@i<=.@random; .@i++) { + makeitem Dark_Red_Jewel, 1, "this", 171, 138; + } + makeitem Coagulated_Spell, 1, "this", 171, 138; + // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */' + +OnInstanceInit: +OnDisable: + disablenpc instance_npcname("Strange crack#8"); + end; + +OnEnable: + enablenpc instance_npcname("Strange crack#8"); + end; +} + +// Merchant, and Trade NPC - Get Temporal Boots --> exchange to Temporal_*_Boots +// Upon trade all refines got removed +// Uses Temporal_Crystal +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ +glast_01,210,273,5 script Hugin's Butler 1_F_04,{ + disable_items; + mes("[Hugin's Butler]"); // custom check + if (MaxWeight - Weight < 1000) { + mes("Your bag is too heavy. Reduce some weight and come back."); + close; + } + mes("I would like to thank you for helping my master Hugin. I can transmute your ^FF0000Temporal Crystals^000000 into a pair of boots that have withstood the test of time... the ^FF0000Temporal Boots^000000."); + next; + mes("[Hugin's Butler]"); + mes("What would you like me to do young adventurer?"); + next; + switch (select("Give me the Temporal Boots", "Upgrade my Temporal Boots")) { + case 1: + if (countitem(Temporal_Crystal) > 0) { + mes("[Hugin's Butler]"); + mes("Take these Temporal Boots. We can upgrade your Temporal Boots with 5 Temporal Crystals."); + delitem Temporal_Crystal, 1; + getitem Temporal_Boots, 1; + close; + } + mes("[Hugin's Butler]"); + mes("You need more Temporal Crystals. Come back when you get some more Temporal Crystals during your travel through Old Glast Heim."); + close; + case 2: + .@part = EQI_SHOES; + if (!getequipisequiped(.@part)) { + mes("[Hugin's Butler]"); + mes("Wear the ^0000FFTemporal Boots^000000 you want to upgrade, and then talk to me once again."); + close; + } + if (!isequipped(Temporal_Boots)) { // check + mes("[Hugin's Butler]"); + mes("You are not wearing the Temporal Boots. Talk to me once you're wearing them."); + close; + } + if (countitem(Temporal_Crystal) < 5) { + mes("[Hugin's Butler]"); + mes("Not enough Temporal Crystals. You need ^FF00005 Temporal Crystals^000000 to upgrade your boots."); + close; + } + mes("[Hugin's Butler]"); + mes("You can trade ^0000FF1 Temporal Boots and 5 Temporal Crystals^000000 for 1 of the following items. ^FF0000Previous refine rate will not be retained with these new ones^000000."); + next; + setarray .@type$[0], "Strength", "Intelligence", "Agility", "Vitality", "Dexterity", "Luck"; + setarray .@equip_type[0], Temporal_Str_Boots, Temporal_Int_Boots, Temporal_Agi_Boots, Temporal_Vit_Boots, Temporal_Dex_Boots, Temporal_Luk_Boots; + .@select = select("Cancel", "Str Boots", "Int Boots", "Agi Boots", "Vit Boots", "Dex Boots", "Luk Boots"); + switch (.@select) { + case 1: + mes("[Hugin's Butler]"); + mes("Come back anytime you want."); + close; + case 2: + case 3: + case 4: + case 5: + case 6: + case 7: + mes("[Hugin's Butler]"); + mesf("Are you sure about buying Temporal ^FF0000%s^000000 Boots? There is no refund.", .@type$[.@select-2]); + next; + if (select("Think again", "Yes, I am sure.") == 2) { + mes("[Hugin's Butler]"); + mes("The boots has been upgraded as you want."); + delequip .@part; + delitem Temporal_Crystal, 5; + getitem2 .@equip_type[.@select-2], 1, 1, 0, 0, 0, 0, 0, 0; // Temporal_Str_Boots, Temporal_Int_Boots, Temporal_Agi_Boots, Temporal_Vit_Boots, Temporal_Dex_Boots, Temporal_Luk_Boots + close; + } + mes("[Hugin's Butler]"); + mes("Ok, come back again when you are sure."); + close; + } + } +} + +// Enchant NPC - Coagulated Spell to enchants on 4th slot. First one to pick --> upgraded --> additional random enchant on 3rd slot +// Adding a socket on the Craftsman NPC will remove the 3rd and 4th slot enchants of the Temporal_*_Boots +// Enchanting can fail, the 3th slot random one is guaranteed +// Refine remains +// Item Used: Coagulated_Spell +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ +glast_01,212,273,4 script Hugin's Magic Master 1_F_01,{ // Custom text due to official enchant mechanics + disable_items; + if (MaxWeight - Weight < 1000) { + mes("Your bag is too heavy. Reduce some weight and come back."); + close; + } + mes("[Hugin's Magic Master]"); // Custom text + mes("So you came to enchant the Temporal Boots. Be aware that adding a socket do your boots will remove my enchants as well as it's refine. It is only possible for the boots you are wearing."); + next; + if (select("How does the enchanting work?", "Give effect to my Temporal Boots") == 1) { + mes("[Hugin's Magic Master]"); + mes("You can obtain ^0000FFCoagulated Spell^000000 through your time travels."); + next; + mes("[Hugin's Magic Master]"); + mes("I can enchant your Temporal Boots with a variing amount of that item. ^0000FFAvailable for all Temporal STAT Boots^000000."); + next; + mes("[Hugin's Magic Master]"); + mes("But, once you try to put a socket into the item, it will be resetted. So if you want a socket, you should do it first. Be sure to remember that."); + next; + mes("[Hugin's Magic Master]"); + mes("I don't give out effect randomly. You can pick which effect you want for the item."); + next; + mes("[Hugin's Magic Master]"); + mes("Of course it is for 4th slot only. You can have small effect at the start and then the effect grows stronger.\r" + "^FF0000Remember: It can fail and break your item!^000000"); + next; + mes("[Hugin's Magic Master]"); + mes("To get to the final option upgrade it will require way more Coagulated Spells. Don't forget that."); + next; + mes("[Hugin's Magic Master]"); + mes("Once the 4th slot completes the best option, you get to have a random bonus effect to the 3rd slot. With.. certain payment and a ^0000FFguaranteed success rate~^000000"); + next; + mes("[Hugin's Magic Master]"); + mes("^FF0000Again: there is a risk on failing and breaking the item^000000.\r" + "But if the enchant is applied successful, ^0000FFthe refine and everything else will be retained.^000000"); + next; + mes("[Hugin's Magic Master]"); + mes("Phew... Anyways, that's all for basic enchant information. Now you should see for yourself."); + close; + } + .@part = EQI_SHOES; + if (!getequipisequiped(.@part)) { + mes("[Hugin's Magic Master]"); + mes("Are you wearing the item?"); + close; + } + .@equip_refine = getequiprefinerycnt(.@part); + .@equip_id = getequipid(.@part); + .@equip_name$ = getequipname(.@part); + .@card0 = getequipcardid(.@part, 0); + .@card3 = getequipcardid(.@part, 3); + setarray .@enchant1st[0], Fighting_Spirit4, Expert_Archer1, Spell2, Vitality2, Attack_Delay_1, Luck3; + setarray .@enchant2nd[0], Fighting_Spirit5, Expert_Archer2, Spell3, Vitality3, Attack_Delay_2, Luck4; + setarray .@enchant3rd[0], Fighting_Spirit6, Expert_Archer3, Spell4, MHP1, Attack_Delay_3, Luck5; + setarray .@enchant4th[0], Fighting_Spirit7, Expert_Archer4, Spell5, MHP2, Attack_Delay_4, Luck6; + setarray .@enchant_cost[0], 1, 4, 15, 30, 10; // Coagulated_Spell costs + setarray .@enchant_rate[0], 90, 80, 70, 50, 100; // Enchant Success Rate in % + .@random = rand(1, 100); + switch (.@equip_id) { + case Temporal_Str_Boots: + case Temporal_Int_Boots: + case Temporal_Agi_Boots: + case Temporal_Vit_Boots: + case Temporal_Dex_Boots: + case Temporal_Luk_Boots: + case Temporal_Str_Boots_: + case Temporal_Int_Boots_: + case Temporal_Agi_Boots_: + case Temporal_Vit_Boots_: + case Temporal_Dex_Boots_: + case Temporal_Luk_Boots_: + if (.@card3 == 0) { //4th slot 1st try enchanting + .@cost = .@enchant_cost[0]; + .@scs = .@enchant_rate[0]; + .@number = 1; + mes("[Hugin's Magic Master]"); + mesf("Want to enchant ^0000FF%s^000000? For the 1st enchanting, you need ^FF0000%d^000000 ^0000FFCoagulated Spells.^000000", .@equip_name$, .@cost); + next; + .@select = select("Quit", "Fighting Spirit", "Archery", "Spell", "Vitality", "Attack Speed", "Luck"); + switch (.@select) { + case 1: + mes("[Hugin's Magic Master]"); + mes("Ok, come back when you are ready."); + close; + case 2: + .@enchant = .@enchant1st[.@select-2]; + break; + case 3: + .@enchant = .@enchant1st[.@select-2]; + break; + case 4: + .@enchant = .@enchant1st[.@select-2]; + break; + case 5: + .@enchant = .@enchant1st[.@select-2]; + break; + case 6: + .@enchant = .@enchant1st[.@select-2]; + break; + case 7: + .@enchant = .@enchant1st[.@select-2]; + break; + } + } else { + if (.@card3 == .@enchant1st[0] || .@card3 == .@enchant1st[1] || .@card3 == .@enchant1st[2] || + .@card3 == .@enchant1st[3] || .@card3 == .@enchant1st[4] || .@card3 == .@enchant1st[5]) { + .@cost = .@enchant_cost[1]; + .@scs = .@enchant_rate[1]; + .@number = 2; + } else if (.@card3 == .@enchant2nd[0] || .@card3 == .@enchant2nd[1] || .@card3 == .@enchant2nd[2] || + .@card3 == .@enchant2nd[3] || .@card3 == .@enchant2nd[4] || .@card3 == .@enchant2nd[5]) { + .@cost = .@enchant_cost[2]; + .@scs = .@enchant_rate[2]; + .@number = 3; + } else if (.@card3 == .@enchant3rd[0] || .@card3 == .@enchant3rd[1] || .@card3 == .@enchant3rd[2] || + .@card3 == .@enchant3rd[3] || .@card3 == .@enchant3rd[4] || .@card3 == .@enchant3rd[5]) { + .@cost = .@enchant_cost[3]; + .@scs = .@enchant_rate[3]; + .@number = 4; + } else if (.@card3 == .@enchant4th[0] || .@card3 == .@enchant4th[1] || .@card3 == .@enchant4th[2] || + .@card3 == .@enchant4th[3] || .@card3 == .@enchant4th[4] || .@card3 == .@enchant4th[5]) { + .@card2 = getequipcardid(.@part, 2); + .@cost = .@enchant_cost[4]; + .@scs = .@enchant_rate[4]; + if (.@card2 != 0) { + mes("[Hugin's Magic Master]"); // Custom text + mes("Your shoes have reached the maximum option to enchant."); + mes("Please bring me a new one if you want me to enchant again."); + close; + } + // 3rd slot random enchanting + switch (.@card3) { + case Fighting_Spirit7: + case Expert_Archer4: + case Spell5: + case MHP2: + case Attack_Delay_4: + case Luck6: + .@enchant = callfunc("F_Rand", Bears_Power, Runaway_Magic, Speed_Of_Light, Muscle_Fool, Hawkeye, Lucky_Day); + mes("[Hugin's Magic Master]"); // Custom text + mes("Seems you already completed the best upgrade option in your 4th slot. For that I can give a random bonus effect to your 3rd slot. And of course, with certain payment..."); + next; + mes("[Hugin's Magic Master]"); + mesf("Enchanting ^0000FF%s^000000's 3rd slot for obtaining a random bonus effect. Requires ^FF0000%d^000000 ^0000FFCoagulated Spells^000000", .@equip_name$, .@cost); + next; + if (select("Quit", "Effect Upgrade!") == 1) { + mes("[Hugin's Magic Master]"); + mes("Ok, come back when you are ready."); + close; + } + if (countitem(Coagulated_Spell) < .@cost) { + mesf("Hmm, you are missing %s Coagulated Spells. Go get more, and then we can talk about more enchants.", .@cost - countitem(Coagulated_Spell)); + close; + } + if (.@random > .@scs) { + mes("Arrggg, we failed. Better luck next time."); + specialeffect(EF_PHARMACY_FAIL, AREA, playerattached()); delitem Coagulated_Spell, .@cost; delequip .@part; + close; + } + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + delitem Coagulated_Spell, .@cost; + delequip .@part; + mes("[Hugin's Magic Master]"); + mes("This is it! This special stone is now yours Hahaha... I am really the only master of these things. Thank you for believing in me."); + getitem2 .@equip_id, 1, 1, .@equip_refine, 0, .@card0, 0, .@enchant, .@card3; + close; + } + } + // 4th slot 2nd try enchanting + if (.@card3 == .@enchant1st[0]) + .@enchant = .@enchant2nd[0]; + else if (.@card3 == .@enchant1st[1]) + .@enchant = .@enchant2nd[1]; + else if (.@card3 == .@enchant1st[2]) + .@enchant = .@enchant2nd[2]; + else if (.@card3 == .@enchant1st[3]) + .@enchant = .@enchant2nd[3]; + else if (.@card3 == .@enchant1st[4]) + .@enchant = .@enchant2nd[4]; + else if (.@card3 == .@enchant1st[5]) + .@enchant = .@enchant2nd[5]; + // 4th slot 3rd try enchanting + if (.@card3 == .@enchant2nd[0]) + .@enchant = .@enchant3rd[0]; + else if (.@card3 == .@enchant2nd[1]) + .@enchant = .@enchant3rd[1]; + else if (.@card3 == .@enchant2nd[2]) + .@enchant = .@enchant3rd[2]; + else if (.@card3 == .@enchant2nd[3]) + .@enchant = .@enchant3rd[3]; + else if (.@card3 == .@enchant2nd[4]) + .@enchant = .@enchant3rd[4]; + else if (.@card3 == .@enchant2nd[5]) + .@enchant = .@enchant3rd[5]; + // 4th slot 4th try enchanting + if (.@card3 == .@enchant3rd[0]) + .@enchant = .@enchant4th[0]; + else if (.@card3 == .@enchant3rd[1]) + .@enchant = .@enchant4th[1]; + else if (.@card3 == .@enchant3rd[2]) + .@enchant = .@enchant4th[2]; + else if (.@card3 == .@enchant3rd[3]) + .@enchant = .@enchant4th[3]; + else if (.@card3 == .@enchant3rd[4]) + .@enchant = .@enchant4th[4]; + else if (.@card3 == .@enchant3rd[5]) + .@enchant = .@enchant4th[5]; + mes("[Hugin's Magic Master]"); + mesf("Enchanting ^0000FF%s^000000's 4th slot as ^0000FF%d^000000 level effect. Requires ^FF0000%d^000000 ^0000FFCoagulated Spells.^000000", .@equip_name$, .@number, .@cost); + next; + if (select("Quit", "Effect Upgrade!") == 1) { + mes("[Hugin's Magic Master]"); + mes("Ok, come back when you are ready."); + close; + } + if (countitem(Coagulated_Spell) < .@cost) { + mesf("Hmm, you are missing %d Coagulated Spells. Go get more, and then we can talk about more enchants.", .@cost - countitem(Coagulated_Spell)); + close; + } + if (.@random > .@scs) { + mes("Arrggg, we failed. Better luck next time."); + specialeffect(EF_PHARMACY_FAIL, AREA, playerattached()); + delitem Coagulated_Spell, .@cost; + delequip .@part; + close; + } + } + break; + default: + mes("[Hugin's Magic Master]"); + mes("This is not the right item for this enchant. Remember, only those 6 types of Temporal Boots are available for enchanting."); + close; + } + mes("[Hugin's Magic Master]"); + if (countitem(Coagulated_Spell) < .@cost) { + mesf("Hmm, you are missing %d Coagulated Spells. Go get more, and then we can talk about more enchants.", .@cost - countitem(Coagulated_Spell)); + close; + } + if (.@random > .@scs) { + mes("Arrggg, we failed. Better luck next time."); + specialeffect(EF_PHARMACY_FAIL, AREA, playerattached()); + delitem Coagulated_Spell, .@cost; + delequip .@part; + close; + } + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + delitem Coagulated_Spell, .@cost; + delequip .@part; + mes("[Hugin's Magic Master]"); + mesf("Adding enchant number ^630000%d^000000.", .@number); + getitem2 .@equip_id, 1, 1, .@equip_refine, 0, .@card0, 0, 0, .@enchant; + close; +} + +// Socket NPC - Corrupted_Charm or Temporal_Crystal to add card slot +// After the boots were slotted, you can still enchant, but slotting removes any enchants and refines applied before. +// Item Used: Corrupted_Charm, Temporal_Crystal +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ +glast_01,210,270,0 script Hugin's Craftsman 4_F_JOB_BLACKSMITH,{ + disable_items; + if (MaxWeight - Weight < 1000) { + mes("Your bag is too heavy. Reduce some weight and come back."); + close; + } + mes("[Hugin's Craftsman]"); + mes("That Magic Master always says that enchanting Temporal Boots is the best. But, I think I can beat that!"); + next; + mes("[Hugin's Craftsman]"); + mes("I can try putting a slot into your boots. But there is some ^FF0000risk of failing.^000000"); + next; + mes("[Hugin's Craftsman]"); + mes("Bring me ^0000FF50 Contaminated Magic^000000 or ^0000FF10 Temporal Crystals^000000, and I will try to put a slot into your advanced Temporal Boots."); + next; + mes("[Hugin's Craftsman]"); + mes("But, it's possible to ^FF0000fail and break the item^000000. Is that ok?"); + next; + if (select("Cancel", "Take the risk and try to add a slot") == 1) { + mes("[Hugin's Craftsman]"); + mes("Ok, come back anytime you want."); + close; + } + .@part = EQI_SHOES; + if (!getequipisequiped(.@part)) { + mes("[Hugin's Craftsman]"); + mes("Are you sure you are wearing the item?"); + close; + } + .@equip_id = getequipid(.@part); + switch (.@equip_id) { + case Temporal_Str_Boots: + case Temporal_Int_Boots: + case Temporal_Agi_Boots: + case Temporal_Vit_Boots: + case Temporal_Dex_Boots: + case Temporal_Luk_Boots: + mes("[Hugin's Craftsman]"); + mes("The ^FF0000Boots and all enchants or refines will be lost if you fail this.^000000\r" + "Still want to risk it?"); + next; + if (select("Cancel", "I am ok with it!") == 1) { + mes("[Hugin's Craftsman]"); + mes("Ok, come back anytime you want."); + close; + } + mes("[Hugin's Craftsman]"); + mes("Once again, ^FF0000That Magic Master won't enchant any item with a slot.^000000\r" + "Still want to proceed?"); + next; + if (select("Cancel", "I understand. Try to slot it.") == 1) { + mes("[Hugin's Craftsman]"); + mes("Ok, come back anytime you want."); + close; + } + mes("[Hugin's Craftsman]"); + mes("Then my last question:\r" + "Which item are you gonna use to pay me?"); + next; + setarray .@slotpay[0], Temporal_Crystal, Corrupted_Charm; + setarray .@slotcost[0], 10, 50; + setarray .@slotchance[0], 80, 65; // Custom rates + .@select = select("Cancel", "Temporal Crystal", "Contaminated Magic"); + switch (.@select) { + case 1: + mes("[Hugin's Craftsman]"); + mes("Come back anytime you want."); + close; + case 2: + case 3: + .@item = .@slotpay[.@select-2]; + .@cost = .@slotcost[.@select-2]; + .@chance = .@slotchance[.@select-2]; + if (countitem(.@item) < .@cost) { + mes("[Hugin's Craftsman]"); + mesf("Requires ^FF0000%d^000000 ^0000FF%s^000000.", .@cost, getitemname(.@item)); + close; + } + } + .@random = rand(1, 100); + if (.@random > .@chance) { + mes("[Hugin's Craftsman]"); + mes("Arrggg, we failed. Better luck next time."); + specialeffect(EF_PHARMACY_FAIL, AREA, playerattached()); + delitem .@item, .@cost; + delequip .@part; + close; + } + mes("[Hugin's Craftsman]"); + mesf("Yuhuu~ we succeed. There you go... A slot has been added to your ^FF0000%s^000000. Thank you for believing in me.", getitemname(.@equip_id)); + delitem .@item, .@cost; + specialeffect(EF_PHARMACY_OK, AREA, playerattached()); + delequip .@part; + // todo: read aegis name and attach "_" to worn constant + if (.@equip_id == Temporal_Str_Boots) { + getitem2 Temporal_Str_Boots_, 1, 1, 0, 0, 0, 0, 0, 0; + } else if (.@equip_id == Temporal_Int_Boots) { + getitem2 Temporal_Int_Boots_, 1, 1, 0, 0, 0, 0, 0, 0; + } else if (.@equip_id == Temporal_Agi_Boots) { + getitem2 Temporal_Agi_Boots_, 1, 1, 0, 0, 0, 0, .0, 0; + } else if (.@equip_id == Temporal_Vit_Boots) { + getitem2 Temporal_Vit_Boots_, 1, 1, 0, 0, 0, 0, 0, 0; + } else if (.@equip_id == Temporal_Dex_Boots) { + getitem2 Temporal_Dex_Boots_, 1, 1, 0, 0, 0, 0, 0, 0; + } else if (.@equip_id == Temporal_Luk_Boots) { + getitem2 Temporal_Luk_Boots_, 1, 1, 0, 0, 0, 0, 0, 0; + } + close; + default: + mes("[Hugin's Craftsman]"); + mes("This is not it! We need ^FF0000Advanced Temporal Boots^000000! The item ^0000FFwith a stat effect and without a slot^000000!"); + close; + } +} + +// Knight Cards +// White Knight Card cost 70 red coagulated spells or 3000 blue coagulated spells +// Khalitzburg Knight Card cost 100 red coagulated spells or 5000 blue coagulated spells +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ +glast_01,188,273,5 script White Knight#1a 4_WHITEKNIGHT,{ + disable_items; + mes("[White Knight]"); // custom + if (MaxWeight - Weight < 1000) { + mes("Your bag is too heavy. Reduce some weight and come back."); + close; + } + mes("I exchange you a White Knight Card for ^0000FF3000 Coagulated Spell^000000 or ^FF000070 Contaminated Magic^000000."); + mes("<ITEMLINK>White Knight Card<INFO>4608</INFO></ITEMLINK>"); + next; + setarray .@item[0], Coagulated_Spell, Corrupted_Charm; + setarray .@cost[0], 3000, 70; + .@select = select("Cancel", "^0000FFUse Coagulated Spell^000000", "^FF0000Use Contaminated Magic^000000"); + switch (.@select) { + case 1: + mes("[White Knight]"); + mes("Come back any time."); + close; + case 2: + case 3: + .@item = .@item[.@select-2]; + .@cost = .@cost[.@select-2]; + if (countitem(.@item) < .@cost) { + mes("[White Knight]"); + mesf("Requires ^0000FF%d %s^000000.", .@cost, getitemname(.@item)); + close; + } + delitem .@item, .@cost; + getitem White_Knightage_Card, 1; + close; + } +} + +glast_01,192,273,3 script Khalitzburg Knight#1a 4_F_KHALITZBURG,{ + disable_items; + mes("[Khalitzburg Knight]"); // custom + if (MaxWeight - Weight < 1000) { + mes("Your bag is too heavy. Reduce some weight and come back."); + close; + } + mes("I exchange you a Khalitzburg Knight Card for ^0000FF5000 Coagulated Spell^000000 or ^FF0000100 Contaminated Magic^000000."); + mes("<ITEMLINK>Khalitzburg Knight Card<INFO>4609</INFO></ITEMLINK>"); + next; + setarray .@item[0], Coagulated_Spell, Corrupted_Charm; + setarray .@cost[0], 5000, 100; + .@select = select("Cancel", "^0000FFUse Coagulated Spell^000000", "^FF0000Use Contaminated Magic^000000"); + switch (.@select) { + case 1: + mes("[Khalitzburg Knight]"); + mes("Come back any time."); + close; + case 2: + case 3: + .@item = .@item[.@select-2]; + .@cost = .@cost[.@select-2]; + if (countitem(.@item) < .@cost) { + mes("[Khalitzburg Knight]"); + mesf("Requires ^0000FF%d %s^000000.", .@cost, getitemname(.@item)); + close; + } + delitem .@item, .@cost; + getitem Khali_Knightage_Card, 1; + close; + } +} diff --git a/npc/re/instances/WolfchevLaboratory.txt b/npc/re/instances/WolfchevLaboratory.txt index e9ae1c0af..d6c5516e5 100644 --- a/npc/re/instances/WolfchevLaboratory.txt +++ b/npc/re/instances/WolfchevLaboratory.txt @@ -27,20 +27,12 @@ //= along with this program. If not, see <http://www.gnu.org/licenses/>. //========================================================================= //= Wolfchev's Laboratory -//================= File Encoding ========================================= -//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. -//= -If the encoding is correct, the next three lines have the same length- -//= ============ ¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä ============ -//= ============ ============================================= ============ -//= ============ ¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á ============ //================= Description =========================================== //= Defeat Wolfchev's human experimentations. //================= Current Version ======================================= //= 1.0.2 //========================================================================= -1@lhz mapflag src4instance - //== Giacomo Girolam ======================================= lighthalzen,303,303,6 script Giacomo Girolamo#kiup2 4_M_KHMAN,3,3,{ if ((MaxWeight - Weight) < 1000 || !checkweight(Knife, 1)) { @@ -49,7 +41,7 @@ lighthalzen,303,303,6 script Giacomo Girolamo#kiup2 4_M_KHMAN,3,3,{ } if (lhz_boss > 30) { if (!lght_duk01) { - if (Sex) { + if (Sex == SEX_MALE) { emotion e_pif, "Giacomo Girolamo#kiup2"; mes "[Giacomo Girolamo]"; mes "....a guy....?"; @@ -192,7 +184,7 @@ lighthalzen,303,303,6 script Giacomo Girolamo#kiup2 4_M_KHMAN,3,3,{ close; } else { mes "[Giacomo Girolamo]"; - if (Sex) { + if (Sex == SEX_MALE) { emotion e_paper, "Giacomo Girolamo#kiup2"; mes "Take care yourself and don't disappear!"; } else { @@ -202,7 +194,7 @@ lighthalzen,303,303,6 script Giacomo Girolamo#kiup2 4_M_KHMAN,3,3,{ close; } } else { - if (Sex) { + if (Sex == SEX_MALE) { emotion e_ho, "Giacomo Girolamo#kiup2"; mes "[Giacomo Girolamo]"; mes "Only those beautiful ladies are the reason of my life~!"; @@ -314,7 +306,7 @@ lighthalzen,303,303,6 script Giacomo Girolamo#kiup2 4_M_KHMAN,3,3,{ OnTouch: if (!lght_duk01) - emotion (Sex ? e_pif : e_lv2), "Giacomo Girolamo#kiup2"; + emotion (Sex == SEX_MALE? e_pif : e_lv2), "Giacomo Girolamo#kiup2"; end; } @@ -592,8 +584,7 @@ lighthalzen,342,291,4 script Weird old man#Bio4Reward 4_M_EINOLD,{ break; case 4: mes "<<Ygnus Stale[1]>>"; - // FIXME[Haru]: Anyone knows what ¹ßÈ means? - mes "When doing short distance attack, cast ¹ßÈ to the player and to the enemy with a certain chance."; + mes "When doing short distance attack, Chance of inflicting o rreceiving Burn status when dealing physical damage."; mes "Two-Handed Axe / ATK 250 / Weight 190 / Fire Property / Weapon Lv 4 / Required Lv 95 / Socket 1 / for High Swordman/Merchant Classes"; callsub L_Reward, Ygnus_Stale, 50, 100, 35; break; @@ -991,9 +982,9 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ mes "[Pudding]"; mes "Before! I need to check if this equipment can accept the power."; next; - specialeffect2 EF_SPHERE; + specialeffect(EF_SPHERE, AREA, playerattached()); progressbar "ffff00", 2; - specialeffect2 EF_SUI_EXPLOSION; + specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); emotion e_sob; mes "[Pudding]"; mes "Hm.... This equipment cannot accept the power of '^F2766EWill of Warrior^000000' or '^952420Thirst for Blood^000000'."; @@ -1117,9 +1108,9 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ if (.@menu==2){ .@equip_card[3] = 0; } else { .@equip_card[2] = 0; } .@equip_item = getequipid(.@position); - specialeffect EF_BEGINSPELL2, AREA, "Sorcerer#Bio4Reward"; + specialeffect(EF_BEGINSPELL2, AREA, getnpcid(0, "Sorcerer#Bio4Reward")); progressbar "ffff00", 2; - specialeffect2 EF_FROSTWEAPON; + specialeffect(EF_FROSTWEAPON, AREA, playerattached()); delitem Goast_Chill, 10; delequip .@position; getitem2 .@equip_item, 1, 1, .@refine_count, 0, .@equip_card[0], .@equip_card[1], .@equip_card[2], .@equip_card[3]; @@ -1312,7 +1303,7 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ setarray .@equip_card[0], getequipcardid(.@position,0),getequipcardid(.@position,1),getequipcardid(.@position,2),getequipcardid(.@position,3); .@equip_card[(.@socket_type-1)] = .@enchant; .@equip_item = getequipid(.@position); - specialeffect EF_BEGINSPELL3, AREA, "Sorcerer#Bio4Reward"; + specialeffect(EF_BEGINSPELL3, AREA, getnpcid(0, "Sorcerer#Bio4Reward")); progressbar "ffff00", 2; if (.@socket_type == 3) delitem Blood_Thirst, 10; @@ -1320,7 +1311,7 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ delitem Will_Of_Warrior, 10; delequip .@position; if (.@enchant == 0) { - specialeffect2 EF_SUI_EXPLOSION; + specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); emotion e_otl; mes "[Pudding]"; mes "...Well....the equipment could not accept the power of "+((.@socket_type==3)?"'^952420Thirst for Blood^000000'":"'^F2766EWill of Warrior^000000'")+" and it got destroyed."; @@ -1328,7 +1319,7 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ enable_items; end; } else { - specialeffect2 EF_FIREHIT; + specialeffect(EF_FIREHIT, AREA, playerattached()); getitem2 .@equip_item, 1, 1, .@refine_count, 0, .@equip_card[0], .@equip_card[1], .@equip_card[2], .@equip_card[3]; emotion e_ho; mes "[Pudding]"; @@ -1617,42 +1608,42 @@ que_lhz,1,1,0 script #Eventctrl FAKE_NPC,{ end; OnTimer1000: - specialeffect EF_SUI_EXPLOSION,AREA, "#01"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#01")); specialeffect EF_BEGINASURA, "Human Guinea pig#01"; end; OnTimer2000: - specialeffect EF_SUI_EXPLOSION,AREA, "#02"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#02")); specialeffect EF_BEGINASURA, "Human Guinea pig#02"; end; OnTimer3000: - specialeffect EF_SUI_EXPLOSION,AREA, "#03"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#03")); specialeffect EF_BEGINASURA, "Human Guinea pig#03"; end; OnTimer4000: - specialeffect EF_SUI_EXPLOSION,AREA, "#04"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#04")); specialeffect EF_BEGINASURA, "Human Guinea pig#04"; end; OnTimer5000: - specialeffect EF_SUI_EXPLOSION,AREA, "#05"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#05")); specialeffect EF_BEGINASURA, "Human Guinea pig#05"; end; OnTimer6000: - specialeffect EF_SUI_EXPLOSION,AREA, "#06"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#06")); specialeffect EF_BEGINASURA, "Human Guinea pig#06"; end; OnTimer7000: - specialeffect EF_SUI_EXPLOSION,AREA, "#07"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#07")); specialeffect EF_BEGINASURA, "Human Guinea pig#07"; end; OnTimer8000: - specialeffect EF_SUI_EXPLOSION,AREA, "#08"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#08")); specialeffect EF_BEGINASURA, "Human Guinea pig#08"; stopnpctimer; end; @@ -1676,16 +1667,16 @@ que_lhz,140,231,1 script Human Guinea pig#01 CHEN,{ end; OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; OnDisable: specialeffect EF_FLASHER; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } @@ -1775,7 +1766,7 @@ lhz_dun04,151,276,3 script Researcher#memo 4_LGTSCIENCE,{ mes "So, please prepare your party members, and take care of those boss creatures. I'm not sure how long this place can hold."; close; } else if (lght_duk01 > 6) { - if (getcharid(1) > 0) { + if (getcharid(CHAR_ID_PARTY) > 0) { mes "[Wolfchev]"; mes "Are you all set there? I will prepare the entrance if you are the leader of that party."; next; @@ -1866,8 +1857,8 @@ lhz_dun04,151,276,3 script Researcher#memo 4_LGTSCIENCE,{ } } } - if (getpartyleader(getcharid(1),2) == getcharid(0)) { - .@instance = instance_create("Worsef", getcharid(1)); + if (getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR)) { + .@instance = instance_create("Worsef", getcharid(CHAR_ID_PARTY)); if (.@instance < 0) { mes "[Wolfchev]"; mes "Hmm.. Lab entering system is a bit weird. Would wait for me to check the system?"; @@ -1883,7 +1874,7 @@ lhz_dun04,151,276,3 script Researcher#memo 4_LGTSCIENCE,{ instance_init(.@instance); mes "[Wolfchev]"; mes "Alright! I have marked lan entering system code as"; - mes "^0000ff"+ strcharinfo(1) +"^000000 party leader's name ^0000ff"+ strcharinfo(PC_NAME) +"^000000!!."; + mes "^0000ff"+ strcharinfo(PC_PARTY) +"^000000 party leader's name ^0000ff"+ strcharinfo(PC_NAME) +"^000000!!."; next; mes "[Wolfchev]"; mes "Now, your party is free to pass the entrance."; @@ -1941,11 +1932,11 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ pushpc 0, 10; percentheal -5,0; specialeffect EF_AUTOCOUNTER; - specialeffect2 EF_BASH; + specialeffect(EF_BASH, AREA, playerattached()); mes "You have been wounded by laboratory entrance system attack."; close; } else { - mapannounce "lhz_dun04","Laboratory entrance system ["+ strcharinfo(1) +"] member ["+ strcharinfo(PC_NAME) +"] access granted..",bc_map,"0x0DF297"; + mapannounce "lhz_dun04","Laboratory entrance system ["+ strcharinfo(PC_PARTY) +"] member ["+ strcharinfo(PC_NAME) +"] access granted..",bc_map,"0x0DF297"; setquest 5112; warp "1@lhz.gat", 45, 148; close; @@ -2011,17 +2002,17 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ OnEnable: .@map$ = instance_mapname("1@lhz"); mapannounce .@map$,"[Security System] Security system Activated !! Experimental animals are released. The persons concerned have to evacuate.",bc_map,"0xff9977"; - areamonster .@map$,35,159,50,169,"Starving Lab animal",MD_DESERT_WOLF,rand(10,15),instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + areamonster .@map$,35,159,50,169,"Starving Lab animal",MD_DESERT_WOLF,rand(10,15),instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; initnpctimer; end; OnDisable: - killmonster instance_mapname("1@lhz"),instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + killmonster instance_mapname("1@lhz"),instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; end; OnTimer180000: stopnpctimer; - if(mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) { + if(mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") < 1) { donpcevent instance_npcname("Lab1#1_1")+"::OnType_02"; mapannounce instance_mapname("1@lhz"),"[Security System] The Lab No.1's security system has been stopped.",bc_map,"0xff9977"; } else { @@ -2030,7 +2021,7 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ end; OnMyMobDead: - if(mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) { + if(mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") < 1) { donpcevent instance_npcname("Lab1#1_1")+"::OnType_02"; mapannounce instance_mapname("1@lhz"),"[Security System] The Lab No.1's security system has been stopped.",bc_map,"0xff9977"; stopnpctimer; @@ -2042,7 +2033,7 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ 1@lhz,39,168,0 script Manual Sheet#1_1 CLEAR_NPC,{ mes "There are valve manual sheets littered on the floor."; next; - if (getpartyleader(getcharid(1),2) == getcharid(0)) { + if (getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR)) { mes "You the party leader, started to read the manual."; next; mes "[Emergency Access Valve Manual]"; @@ -2119,7 +2110,7 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ 1@lhz,41,172,0 script Valve#1_2 CLEAR_NPC,{ .@open_portal = 0; mes "This is the left valve for the emergency access."; - if (getpartyleader(getcharid(1),2) == getcharid(0)) { + if (getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR)) { next; mes "To which direction do you wish to turn?"; next; @@ -2181,7 +2172,7 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ 1@lhz,52,172,0 script Valve#1_3 CLEAR_NPC,{ .@open_portal = 0; mes "This is the left valve for the emergency access."; - if (getpartyleader(getcharid(1),2) == getcharid(0)) { + if (getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR)) { next; mes "To which direction do you wish to turn?"; next; @@ -2451,7 +2442,7 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ OnTimer63000: for(.@i = 1; .@i < 7; .@i++) { - specialeffect EF_SUI_EXPLOSION, AREA, instance_npcname("Valve#2_"+.@i+""); + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, instance_npcname("Valve#2_"+.@i+""))); disablenpc instance_npcname("Valve#2_"+.@i+""); } 'broken_pipes += 1; @@ -2569,11 +2560,11 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ //== The Lab No.2 Valves =================================== - script bio4FLab2Valve FAKE_NPC,{ - if (getpartyleader(getcharid(1),2) == getcharid(0)) { + if (getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR)) { progressbar "0xffff00", 20; stopnpctimer; donpcevent instance_npcname("Lab2#2_2")+"::OnDisableValve1"; - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; } else { mes "Let your party leader handle the valve."; @@ -2581,16 +2572,16 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ } OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnEnable: - enablenpc instance_npcname(strnpcinfo(0)); + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); initnpctimer; end; OnTimer3000: - specialeffect EF_DRAGONSMOKE,AREA,instance_npcname(strnpcinfo(0)); + specialeffect EF_DRAGONSMOKE,AREA,instance_npcname(strnpcinfo(NPC_NAME)); stopnpctimer; initnpctimer; end; @@ -2803,7 +2794,7 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ //== The Lab No.3 >> Boss's Room Warp portal =============== 1@lhz,83,62,0 script #potal_03 WARPNPC,2,2,{ - end; + end; OnInstanceInit: disablenpc instance_npcname("#potal_03"); @@ -2855,73 +2846,73 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ OnTimer1000: mapannounce instance_mapname("1@lhz"),"Whisper: Who are you....",bc_map,"0x7DCBF0"; - specialeffect EF_SPHERE,AREA,instance_npcname("Seyren Windsor#boss01"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Seyren Windsor#boss01"))); end; OnTimer2000: - specialeffect EF_SPHERE,AREA,instance_npcname("Cecile Damon#boss02"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Cecile Damon#boss02"))); end; OnTimer3000: mapannounce instance_mapname("1@lhz"),"Whisper: Do not approach more...",bc_map,"0x7DCBF0"; - specialeffect EF_SPHERE,AREA,instance_npcname("Gertie Wie#boss03"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Gertie Wie#boss03"))); end; OnTimer4000: - specialeffect EF_SPHERE,AREA,instance_npcname("Eremes Guile#boss04"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Eremes Guile#boss04"))); end; OnTimer5000: mapannounce instance_mapname("1@lhz"),"Whisper: This is a very dangerous place..",bc_map,"0x7DCBF0"; - specialeffect EF_SPHERE,AREA,instance_npcname("Trentini#boss05"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Trentini#boss05"))); end; OnTimer6000: - specialeffect EF_SPHERE,AREA,instance_npcname("Chen Liu#boss06"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Chen Liu#boss06"))); end; OnTimer7000: mapannounce instance_mapname("1@lhz"),"Whisper: You won't go out alive....",bc_map,"0x7DCBF0"; - specialeffect EF_SPHERE,AREA,instance_npcname("Alphochio Basil#boss07"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Alphochio Basil#boss07"))); end; OnTimer8000: - specialeffect EF_SPHERE,AREA,instance_npcname("Flamel Emul#boss08"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Flamel Emul#boss08"))); end; OnTimer9000: mapannounce instance_mapname("1@lhz"),"Whisper: If you don't want to be a part of us....",bc_map,"0x7DCBF0"; - specialeffect EF_SPHERE,AREA,instance_npcname("Randel Lawrence#boss09"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Randel Lawrence#boss09"))); end; OnTimer10000: - specialeffect EF_SPHERE,AREA,instance_npcname("Celia Alde#boss10"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Celia Alde#boss10"))); end; OnTimer11000: mapannounce instance_mapname("1@lhz"),"Whisper: Leave now....",bc_map,"0x7DCBF0"; - specialeffect EF_SPHERE,AREA,instance_npcname("Kathryne Keyron#boss11"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Kathryne Keyron#boss11"))); end; OnTimer12000: - specialeffect EF_SPHERE,AREA,instance_npcname("Margaretha Sorin#boss12"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Margaretha Sorin#boss12"))); end; OnTimer13000: mapannounce instance_mapname("1@lhz"),"Whisper: Before this place is thoroughly filled with sorrow and pain....",bc_map,"0x7DCBF0"; - specialeffect EF_SPHERE,AREA,instance_npcname("Howard Alt-Eisen#boss13"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Howard Alt-Eisen#boss13"))); end; OnTimer14000: - specialeffect EF_SPHERE,AREA,instance_npcname("Type_**Gren#boss14"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Type_**Gren#boss14"))); end; OnTimer15000: - specialeffect EF_SPHERE,AREA,instance_npcname("Type_**Roke#boss15"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Type_**Roke#boss15"))); end; OnTimer16000: - specialeffect EF_SPHERE,AREA,instance_npcname("Type_**Dree#boss16"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Type_**Dree#boss16"))); end; OnTimer17000: @@ -2990,90 +2981,90 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ //== Bosses ================================================ - script bio4FBoss FAKE_NPC,{ - end; + end; - OnEnable: +OnEnable: .@map$ = instance_mapname("1@lhz"); - .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + .@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; specialeffect EF_SUI_EXPLOSION; - if(strnpcinfo(0) == "Seyren Windsor#boss01") { + if(strnpcinfo(NPC_NAME) == "Seyren Windsor#boss01") { monster .@map$,129,154,"Load Knight Seyren",B_SEYREN,1,.@label$; } - if(strnpcinfo(0) == "Cecile Damon#boss02") { + if(strnpcinfo(NPC_NAME) == "Cecile Damon#boss02") { monster .@map$,125,150,"Sniper Cecile",B_SHECIL,1,.@label$; } - if(strnpcinfo(0) == "Gertie Wie#boss03") { + if(strnpcinfo(NPC_NAME) == "Gertie Wie#boss03") { monster .@map$,121,146,"Stalker Gertie",B_GERTIE,1,.@label$; } - if(strnpcinfo(0) == "Eremes Guile#boss04") { + if(strnpcinfo(NPC_NAME) == "Eremes Guile#boss04") { monster .@map$,117,142,"Assassin Cross Eremes",B_EREMES,1,.@label$; } - if(strnpcinfo(0) == "Trentini#boss05") { + if(strnpcinfo(NPC_NAME) == "Trentini#boss05") { monster .@map$,117,125,"Gypsy Trentini",B_TRENTINI,1,.@label$; } - if(strnpcinfo(0) == "Chen Liu#boss06") { + if(strnpcinfo(NPC_NAME) == "Chen Liu#boss06") { monster .@map$,121,121,"Champion Chen",B_CHEN,1,.@label$; } - if(strnpcinfo(0) == "Alphochio Basil#boss07") { + if(strnpcinfo(NPC_NAME) == "Alphochio Basil#boss07") { monster .@map$,125,117,"Crown Alphochio",B_ALPHOCCIO,1,.@label$; } - if(strnpcinfo(0) == "Flamel Emul#boss08") { + if(strnpcinfo(NPC_NAME) == "Flamel Emul#boss08") { monster .@map$,129,113,"Creator Flamel",B_FLAMEL,1,.@label$; } - if(strnpcinfo(0) == "Randel Lawrence#boss09") { + if(strnpcinfo(NPC_NAME) == "Randel Lawrence#boss09") { monster .@map$,146,113,"Paladin Randel",B_RANDEL,1,.@label$; } - if(strnpcinfo(0) == "Celia Alde#boss10") { + if(strnpcinfo(NPC_NAME) == "Celia Alde#boss10") { monster .@map$,150,117,"Professor Celia",B_CELIA,1,.@label$; } - if(strnpcinfo(0) == "Kathryne Keyron#boss11") { + if(strnpcinfo(NPC_NAME) == "Kathryne Keyron#boss11") { monster .@map$,154,121,"High Wizard Kathryne",B_KATRINN,1,.@label$; } - if(strnpcinfo(0) == "Margaretha Sorin#boss12") { + if(strnpcinfo(NPC_NAME) == "Margaretha Sorin#boss12") { monster .@map$,158,125,"High Priest Margaretha",B_MAGALETA,1,.@label$; } - if(strnpcinfo(0) == "Howard Alt-Eisen#boss13") { + if(strnpcinfo(NPC_NAME) == "Howard Alt-Eisen#boss13") { monster .@map$,158,142,"White Smith Howard",B_HARWORD,1,.@label$; } - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; - OnDisable: - killmonster instance_mapname("1@lhz"),instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; - disablenpc instance_npcname(strnpcinfo(0)); +OnDisable: + killmonster instance_mapname("1@lhz"),instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnMyMobDead: - if (mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) { + if (mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") < 1) { .@map$ = instance_mapname("1@lhz"); - if(strnpcinfo(0) == "Seyren Windsor#boss01") + if(strnpcinfo(NPC_NAME) == "Seyren Windsor#boss01") mapannounce .@map$,"Awww... Where are all my fellows....",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Cecile Damon#boss02") + else if (strnpcinfo(NPC_NAME) == "Cecile Damon#boss02") mapannounce .@map$,"Any..one, please help.. please.....",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Gertie Wie#boss03") + else if (strnpcinfo(NPC_NAME) == "Gertie Wie#boss03") mapannounce .@map$,".. did I act too.. rashly...?",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Eremes Guile#boss04") + else if (strnpcinfo(NPC_NAME) == "Eremes Guile#boss04") mapannounce .@map$,"Ah..... I am absolutely defeated....",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Trentini#boss05") + else if (strnpcinfo(NPC_NAME) == "Trentini#boss05") mapannounce .@map$,"ah.. If I.. ever can ... dance and.... sing...happily....",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Chen Liu#boss06") + else if (strnpcinfo(NPC_NAME) == "Chen Liu#boss06") mapannounce .@map$,"I.... am so .. sorry....",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Alphochio Basil#boss07") + else if (strnpcinfo(NPC_NAME) == "Alphochio Basil#boss07") mapannounce .@map$,"...the new song......was ....for.....her....",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Flamel Emul#boss08") + else if (strnpcinfo(NPC_NAME) == "Flamel Emul#boss08") mapannounce .@map$,"Ha...I wanted to show.... the new potion....",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Randel Lawrence#boss09") + else if (strnpcinfo(NPC_NAME) == "Randel Lawrence#boss09") mapannounce .@map$,"Wooooo.. everyone got defeated.....??",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Celia Alde#boss10") + else if (strnpcinfo(NPC_NAME) == "Celia Alde#boss10") mapannounce .@map$,"No..... this experiment is.....dang...",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Kathryne Keyron#boss11") + else if (strnpcinfo(NPC_NAME) == "Kathryne Keyron#boss11") mapannounce .@map$,"awww.. is everyone Ok....?",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Margaretha Sorin#boss12") + else if (strnpcinfo(NPC_NAME) == "Margaretha Sorin#boss12") mapannounce .@map$,"My good boy.. Don't cry... ah.... our Great Odin.. please save us...",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Howard Alt-Eisen#boss13") + else if (strnpcinfo(NPC_NAME) == "Howard Alt-Eisen#boss13") mapannounce .@map$,"oh...no.... can't breath.... and my sister...?? sister!!",bc_map,"0xFD3B02"; donpcevent instance_npcname("Wolfchev#last")+"::OnEnable"; - donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable"; + donpcevent instance_npcname(strnpcinfo(NPC_NAME))+"::OnDisable"; } end; } diff --git a/npc/re/instances/ghost_palace.txt b/npc/re/instances/ghost_palace.txt new file mode 100644 index 000000000..6e77db2f8 --- /dev/null +++ b/npc/re/instances/ghost_palace.txt @@ -0,0 +1,837 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2016 Hercules Dev Team +//= Copyright (C) Asheraf +//= Copyright (C) pengc2010 +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Ghost Palace +//================= Current Version ======================================= +//= 1.1 +//========================================================================= + +dali02,44,129,5 script Unpleasent Royal Guard 4_M_SAKRAYROYAL,{ + if (BaseLevel < 120) { + mes("[Unpleasent Royal Guard]"); + mes("Althought I need help with a task, you are not strong enough to assist me, noob~!"); + next; + mes("[Unpleasent Royal Guard]"); + mes("Come back after when you have done some training and are at least level 120!"); + close(); + } + if (questprogress(1261)) { + mes("[Unpleasent Royal Guard]"); + mes("The monsters that attacked the palace are wandering around the secret entrance. It would be very bad if they spotted us... Please wait until the time limit for re-entrance passed."); + close(); + } + if (questprogress(1260)) { + if (has_instance("1@spa") == "") { + mes("[Unpleasent Royal Guard]"); + mes("Did the gate close?\r" + "Please enter the gate as soon as you can next time."); + erasequest 1260; + close(); + } + mes("[Unpleasent Royal Guard]"); + mes("Please go ahead, ^0000ffThe entrance is behind me.^000000\r" + "I will be right behind you!"); + close(); + } + .@party_id = getcharid(CHAR_ID_PARTY); + if (!.@party_id) { + mes("[Unpleasent Royal Guard]"); + mes("This is a solo instance. Please form a solo party before continuing."); + close(); + } + if (getcharid(CHAR_ID_CHAR) != getpartyleader(.@party_id,2)) { + mes("[Unpleasent Royal Guard]"); + mes("I'm looking for adventurers to help me!\r" + "I want to talk to the team leader, can I?"); + close(); + } + mes("[Unpleasent Royal Guard]"); + mes("I need some help, even from the likes of you."); + next; + mes("[Unpleasent Royal Guard]"); + mes("In the middle of the battle the princess disappeared while I was guarding the palace."); + next; + mes("[Unpleasent Royal Guard]"); + mes("You run ahead and i will catch up.\r" + "We must save her."); + next; + if (select("I will help.", "This is not a good time.") == 2) { + mes("[Unpleasent Royal Guard]"); + mes("Even now all the royal guards are fighting and dying to the monsters."); + next; + mes("[Unpleasent Royal Guard]"); + mes("We must save the princess no matter how much fear grips our hearts!"); + close(); + } + .@instance = instance_create("Ghost Palace", .@party_id); + .@p_name$ = getpartyname(.@party_id); + .@md_name$ = "Ghost Palace"; + if (.@instance < 0) { + mesf("Party Name: %s", .@p_name$); + mesf("Party Leader: %s", strcharinfo(PC_NAME)); + mesf("^0000FF%s^000000 - Reservation Failed!", .@md_name$); + close(); + } + if (instance_attachmap("1@spa", .@instance) != "") { + instance_set_timeout(3600, 300, .@instance); + instance_init(.@instance); + if (!questprogress(1260)) setquest 1260; + mes("[Unpleasent Royal Guard]"); + mes("Thank You..\r" + "I will open the secret passage to ^0000FFGhost Palace.^000000\r" + "Please be ready!"); + close(); + } else { + instance_destroy(.@instance); + mesf("^0000FF%s^000000 - Reservation Failed!", .@md_name$); + close(); + } +} + +dali02,41,134,0 script Interdimensional Device::gpportal PORTAL,{ + if (BaseLevel < 120) { + mes("[Unpleasent Royal Guard]"); + mes("Althought I need help with a task, you are not strong enough to assist me, noob~!"); + next; + mes("[Unpleasent Royal Guard]"); + mes("Come back after when you have done some training and are at least level 120!"); + close(); + } + if (questprogress(1261)) { + if (questprogress(1261, PLAYTIME) == 2) { + erasequest 1261; + if (questprogress(1260)) + erasequest 1260; + end; + } + mes("[Unpleasent Royal Guard]"); + mes("The monsters that attacked the palace are wandering around the secret entrance. It would be very bad if they spotted us... Please wait until the time limit for re-entrance passed."); + close(); + } + if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2) && !questprogress(1260)) { + mes("[Unpleasent Royal Guard]"); + mes("I'm looking for adventurers to help me!\r" + "I want to talk to the team leader, can I?"); + close(); + } + mes("[Unpleasent Royal Guard]"); + mes("I can see the secret passage into the Palace... Are you ready to save the princess?!"); + next; + if (select("Enter", "Stop") == 2) { + mes("[Unpleasent Royal Guard]"); + mes("Even now all the royal guards are fighting and dying to the monsters."); + next; + mes("[Unpleasent Royal Guard]"); + mes("We must save the princess no matter how much fear grips our hearts!"); + close(); + } + if (has_instance("1@spa") == "") { + mes("^FF0000Inside the device you see a dark hole. If you wish to enter you may wish to talk to the Unpleasant Royal Guard first.^000000"); + close(); + } + mapannounce("dali", sprintf(_$("%s of the party, %s, is entering the Ghost Palace."), strcharinfo(PC_NAME), getpartyname(getcharid(CHAR_ID_PARTY))), bc_map, C_SPRINGGREEN); + if (!questprogress(1260)) setquest 1260; + setquest 1261; + warp("1@spa", 198, 188); + close(); +} + +1@spa,197,204,5 script King#gp1 4_M_RUSKING,{ + mes("[King]"); + mes("You are hereby appointed as the personal guard to Princess Tiara. I trust your loyalty above all else."); + npctalk(_("You are hereby appointed as the personal guard to Princess Tiara. I trust your loyalty above all else."), instance_npcname("King#gp1")); + next; + mes("[Lurid Royal Guard]"); + mes("I will protect the Princess with my life."); + npctalk(_("I will protect the Princess with my life."), instance_npcname("Lurid Royal Guard#gp1")); + next; + mes("[King]"); + mes("The marriage arrangements are going as planned. The prince is here to meet the princess."); + npctalk(_("The marriage arrangements are going as planned. The prince is here to meet the princess."), instance_npcname("King#gp1")); + next; + mes("[Lurid Royal Guard]"); + mes("...Yes, your majesty."); + npctalk(_("...Yes, your majesty."), instance_npcname("Lurid Royal Guard#gp1")); + next; + mes("[King]"); + mes("My gods, there are monsters in the castle! Get rid of them now!"); + npctalk(_("My gods, there are monsters in the castle! Get rid of them now!"), instance_npcname("King#gp1")); + close2(); + donpcevent instance_npcname("#gp1control")+"::OnStart"; + end; +} + +1@spa,1,1,1 script #gp1control HIDDEN_NPC,{ + end; +OnStart: + hideonnpc instance_npcname("Lurid Royal Guard#gp1"); + hideonnpc instance_npcname("King#gp1"); + sleep 1000; +OnSummon: + sleep 2000; + .@map$ = instance_mapname("1@spa"); + areamonster(.@map$, 182, 190, 214, 214, _("Cursed Sentinel"), CURSED_SENTINEL, 2, instance_npcname("#gp1control")+"::OnMyMobDead"); + areamonster(.@map$, 182, 190, 214, 214, _("Cursed Solider"), CURSED_SOLDIER, 2, instance_npcname("#gp1control")+"::OnMyMobDead"); + end; +OnMyMobDead: + if (mobcount(instance_mapname("1@spa"), instance_npcname("#gp1control")+"::OnMyMobDead")) + end; + if ('gp1 < 2) { + ++'gp1; + donpcevent instance_npcname("#gp1control")+"::OnSummon"; + end; + } + mapannounce(instance_mapname("1@spa"), _("The passage on 2nd floor in the palace of the ghost is open."), bc_map, C_YELLOW); + enablenpc instance_npcname("#gp1warp"); + disablenpc instance_npcname("#gp1control"); + end; +OnInstanceInit: + 'gp1 = 0; + disablenpc instance_npcname("#gp1warp"); + end; +} + +1@spa,132,122,0 script Lurid Royal Guard#gp2 4_M_SAKRAYROYAL,{ + cutin("npc-tiara", 3); + mes("[Lurid Royal Guard]"); + mes("Your Highness, the King has invited a prince from a neighboring country to be your betrothed. Be ready to meet him..."); + npctalk(_("Your Highness, the King has invited a prince from a neighboring country to be your betrothed. Be ready to meet him..."), instance_npcname("Lurid Royal Guard#gp2")); + next; + mes("[Princess Tiara]"); + mes("If...if a marriage is arranged what should I do ?"); + npctalk(_("If...if a marriage is arranged what should I do ?"), instance_npcname("Tiara Princess#gp2")); + next; + mes("[Lurid Royal Guard]"); + mes("The only thing I can do is protect you from physical harm."); + npctalk(_("The only thing I can do is protect you from physical harm."), instance_npcname("Lurid Royal Guard#gp2")); + next; + mes("[Princess Tiara]"); + mes("Then, what can I do?"); + npctalk(_("Then, what can I do?"), instance_npcname("Tiara Princess#gp2")); + next; + mes("[Lurid Royal Guard]"); + mes("......"); + mes("You must decide that for yourself your highness..."); + npctalk(_("You must decide that for yourself your highness..."), instance_npcname("Lurid Royal Guard#gp2")); + next; + mes("[Princess Tiara]"); + mes("Would it be easier for you if I were married and sent off to another country?"); + npctalk(_("Would it be easier for you if I were married and sent off to another country?"), instance_npcname("Tiara Princess#gp2")); + next; + cutin("", 255); + mes("[Lurid Royal Guard]"); + mes("I will alway stand by you and protect you forever."); + npctalk(_("I will alway stand by you and protect you forever."), instance_npcname("Lurid Royal Guard#gp2")); + next; + mes("[Princess Tiara]"); + mes("Monsters in the castle? Protect me!"); + npctalk(_("Monsters in the castle? Protect me!"), instance_npcname("Tiara Princess#gp2")); + next; + mes("[Lurid Royal Guard]"); + mes("Step back, Let's go!"); + npctalk(_("Step back, Let's go!"), instance_npcname("Lurid Royal Guard#gp2")); + close2(); + donpcevent instance_npcname("#gp2control")+"::OnStart"; + end; +} + +1@spa,1,1,1 script #gp2control HIDDEN_NPC,{ + end; +OnStart: + hideonnpc instance_npcname("Lurid Royal Guard#gp2"); + hideonnpc instance_npcname("Tiara Princess#gp2"); + sleep 1000; +OnSummon: + sleep 2000; + .@map$ = instance_mapname("1@spa"); + areamonster(.@map$, 143, 96, 94, 143, _("Broken Mind"), BROKEN_MIND, 3, instance_npcname("#gp2control")+"::OnMyMobDead"); + areamonster(.@map$, 143, 96, 94, 143, _("Floating Word"), FLOATING_WORD, 4, instance_npcname("#gp2control")+"::OnMyMobDead"); + areamonster(.@map$, 143, 96, 94, 143, _("Like Love"), LIKE_LOVE, 3, instance_npcname("#gp2control")+"::OnMyMobDead"); + end; +OnMyMobDead: + if (mobcount(instance_mapname("1@spa"), instance_npcname("#gp2control")+"::OnMyMobDead")) + end; + mapannounce(instance_mapname("1@spa"), _("The passage on the 3rd floor of the palace is open."), bc_map, C_YELLOW); + enablenpc instance_npcname("#gp2warp"); + disablenpc instance_npcname("#gp2control"); + end; +OnInstanceInit: + disablenpc instance_npcname("#gp2warp"); + end; +} + +1@spa,32,54,1 script King#gp3 4_M_RUSKING,{ + mes("[King]"); + mes("It was you who brought the monsters here, you want to get rid of me and have the princess for yourself?"); + npctalk(_("It was you who brought the monsters here, you want to get rid of me and have the princess for yourself?"), instance_npcname("King#gp3")); + next; + mes("[Lurid Royal Guard]"); + mes("It's a trap, you should trust me, your majesty!"); + npctalk(_("It's a trap, you should trust me, your majesty!"), instance_npcname("Lurid Royal Guard#gp3")); + next; + mes("[King]"); + mes("Shut up! You're betrayed me ! I trusted you... you must pay for your disgrace."); + npctalk(_("Shut up! You're betrayed me ! I trusted you... you must pay for your disgrace."), instance_npcname("King#gp3")); + next; + mes("[King]"); + mes("You will suffer for the rest of your life."); + npctalk(_("You will suffer for the rest of your life."), instance_npcname("King#gp3")); + close2(); + donpcevent instance_npcname("#gp3control")+"::OnStart"; + end; +} + +1@spa,54,28,0 script #gp3warp WARPNPC,1,1,{ + if (!'gp5) + warp("1@spa", 218, 186); + else { + if (questprogress(40024)) + completequest 40024; + mes("It is time to leave Palace of the ghost.\r" + "Everything is completed.\r" + "Everything will be vanished..."); + close2(); + if (first_time_gpmission) + getitem(Gray_Shard, 1); + if (!first_time_gpmission) { + getitem(Gray_Shard, 2); + getexp(900000, 500000); + ++first_time_gpmission; + } + warp("dali02", 49, 127); + end; + } + end; +} + +1@spa,35,56,1 script Ominous Voice#gp3 4_TRACE,{ + end; +OnStart: + initnpctimer; + end; +OnTimer3000: + npctalk(_("Oh, faithful royal guard, you are trapped.")); + end; +OnTimer6000: + npctalk(_("The conspiracy in the palace has your princess in grave danger...")); + end; +OnTimer9000: + npctalk(_("Who are you? Show yourself!"), instance_npcname("Lurid Royal Guard#gp3")); + end; +OnTimer12000: + npctalk(_("Ah... so you do hear me?")); + end; +OnTimer15000: + npctalk(_("...?"), instance_npcname("Lurid Royal Guard#gp3")); + end; +OnTimer18000: + npctalk(_("I...I..."), instance_npcname("Lurid Royal Guard#gp3")); + end; +OnTimer21000: + npctalk(_("Kukuku... What do you want boy?")); + end; +OnTimer24000: + stopnpctimer; + hideonnpc instance_npcname("Ominous Voice#gp3"); + hideonnpc instance_npcname("Lurid Royal Guard#gp3"); + donpcevent instance_npcname("#gp3control")+"::OnSummon"; + end; +} + +1@spa,1,1,1 script #gp3control HIDDEN_NPC,{ + end; +OnStart: + hideonnpc instance_npcname("King#gp3"); + hideonnpc instance_npcname("Soldier#gp3_1"); + hideonnpc instance_npcname("Soldier#gp3_2"); + hideonnpc instance_npcname("Soldier#gp3_3"); + hideonnpc instance_npcname("Captain of the Guard#gp3"); + donpcevent instance_npcname("Ominous Voice#gp3")+"::OnStart"; + end; +OnSummon: + initnpctimer; + .@map$ = instance_mapname("1@spa"); + 'talkid[0] = areamonster(.@map$, 61, 63, 24, 24, _("Cursed Memory"), CURSED_MEMORY, 2 + 'gp3, instance_npcname("#gp3control")+"::OnMyMobDead"); + 'talkid[1] = areamonster(.@map$, 61, 63, 24, 24, _("Colorless Vow"), COLORLESS_VOW, 3 + 'gp3, instance_npcname("#gp3control")+"::OnMyMobDead"); + 'talkid[2] = areamonster(.@map$, 61, 63, 24, 24, _("Old Friendship"), OLD_FRIENDSHIP, 2 + 'gp3, instance_npcname("#gp3control")+"::OnMyMobDead"); + end; +OnTimer2000: + stopnpctimer; + unittalk('talkid[0], _("Faithful Guards")); + unittalk('talkid[1], _("Run!")); + unittalk('talkid[2], _("Being framed...")); + end; +OnMyMobDead: + if (mobcount(instance_mapname("1@spa"), instance_npcname("#gp3control")+"::OnMyMobDead")) + end; + if (!'gp3) { + mapannounce instance_mapname("1@spa"), "The passage on the 4rd floor of the palace is open.", bc_map, C_YELLOW; + enablenpc instance_npcname("#gp3warp"); + donpcevent instance_npcname("#gp4control")+"::OnSummon"; + disablenpc instance_npcname("#gp1warp"); + } + ++'gp3; + if ('gp3 < 5) + donpcevent instance_npcname("#gp3control")+"::OnSummon"; + else { + stopnpctimer; + disablenpc instance_npcname("#gp3control"); + } + end; +OnInstanceInit: + disablenpc instance_npcname("#gp3warp"); + 'gp3 = 0; + end; +} + +1@spa,199,214,1 script Lurid Royal Guard#gp4 4_M_SAKRAYROYAL,{ + mes("[Lurid Royal Guard]"); + mes("Where is Princess Tiara?"); + npctalk(_("Where is Princess Tiara?"), instance_npcname("Lurid Royal Guard#gp4")); + next; + mes("[Visiting Prince]"); + mes("You are too late... but you brought what I was looking for. Thanks for your help."); + npctalk(_("You are too late... but you brought what I was looking for. Thanks for your help."), instance_npcname("Visiting Prince#gp4")); + next; + mes("[Visiting Prince]"); + mes("Cursed Thanatos Magic Trace! Are you ready to have a new master?"); + npctalk(_("Cursed Thanatos Magic Trace! Are you ready to have a new master?"), instance_npcname("Visiting Prince#gp4")); + next; + cutin("tartanos", 3); + mes("[Thanatos Magic Trace]"); + mes("How dare you!"); + npctalk(_("How dare you!"), instance_npcname("Thanatos Magic Trace#gp4")); + next; + mes("[Visiting Prince]"); + mes("Aah, aah!!!"); + npctalk(_("Aah, aah!!!"), instance_npcname("Visiting Prince#gp4")); + close2(); + cutin("", 255); + donpcevent instance_npcname("#gp4control")+"::OnBoss"; + end; +} + +1@spa,1,1,1 script #gp4control HIDDEN_NPC,{ + end; +OnStart: + end; +OnSummon: + .@map$ = instance_mapname("1@spa"); + areamonster(.@map$, 182, 217, 214, 188, _("Cursed Sentinel"), CURSED_SENTINEL, rand(2,3), instance_npcname("#gp4control")+"::OnMyMobDead"); + areamonster(.@map$, 182, 217, 214, 188, _("Sweet Slaughter"), SWEET_SLAUGHTER, rand(2,3), instance_npcname("#gp4control")+"::OnMyMobDead"); + end; +OnMyMobDead: + if (mobcount(instance_mapname("1@spa"), instance_npcname("#gp4control")+"::OnMyMobDead")) + end; + ++'gp4; + if ('gp4 > 3) + donpcevent instance_npcname("#gp4control")+"::OnStory"; + else + donpcevent instance_npcname("#gp4control")+"::OnSummon"; + end; +OnStory: + for(.@i = 1; .@i <= 4; ++.@i) + enablenpc instance_npcname("Soldier's Corpse#gp4_"+.@i); + enablenpc instance_npcname("Captain's Corpse#gp4"); + enablenpc instance_npcname("King's Corpse#gp4"); + enablenpc instance_npcname("Lurid Royal Guard#gp4"); + enablenpc instance_npcname("Thanatos Magic Trace#gp4"); + enablenpc instance_npcname("Visiting Prince#gp4"); + end; +OnBoss: + for(.@i = 1; .@i <= 4; ++.@i) + hideonnpc instance_npcname("Soldier's Corpse#gp4_"+.@i); + hideonnpc instance_npcname("Captain's Corpse#gp4"); + hideonnpc instance_npcname("King's Corpse#gp4"); + hideonnpc instance_npcname("Lurid Royal Guard#gp4"); + hideonnpc instance_npcname("Thanatos Magic Trace#gp4"); + hideonnpc instance_npcname("Visiting Prince#gp4"); + sleep 1000; + monster(instance_mapname("1@spa"), 197, 218, _("Torturous Redeemer"), TORTUROUS_REDEEMER, 1, instance_npcname("#gp4control")+"::OnBossDead"); + end; +OnBossDead: + monster(instance_mapname("1@spa"), 197, 180, _("Sweet Slaughter"), SWEET_SLAUGHTER, 1, instance_npcname("#gp4control")+"::OnMobDead"); + end; +OnMobDead: + mapannounce instance_mapname("1@spa"), "The passage on the 5th floor of the palace is open.", bc_map, C_YELLOW; + enablenpc instance_npcname("#gp4warp"); + donpcevent instance_npcname("#gp5control")+"::OnStart"; + disablenpc instance_npcname("#gp4control"); + end; +OnInstanceInit: + disablenpc instance_npcname("#gp4warp"); + for(.@i = 1; .@i <= 4; ++.@i) + disablenpc instance_npcname("Soldier's Corpse#gp4_"+.@i); + disablenpc instance_npcname("Captain's Corpse#gp4"); + disablenpc instance_npcname("King's Corpse#gp4"); + disablenpc instance_npcname("Lurid Royal Guard#gp4"); + disablenpc instance_npcname("Thanatos Magic Trace#gp4"); + disablenpc instance_npcname("Visiting Prince#gp4"); + 'gp4 = 0; + end; +} + +1@spa,57,42,0 script Lurid Royal Guard#gp5 4_M_SAKRAYROYAL,{ + mes("[Princess Tiara]"); + mes("You kept your promise."); + npctalk(_("You kept your promise."), instance_npcname("Tiara Princess#gp5")); + next; + mes("[Lurid Royal Guard]"); + mes("princess!"); + npctalk(_("princess"), instance_npcname("Lurid Royal Guard#gp5")); + next; + cutin("npc-tiara", 3); + mes("[Princess Tiara]"); + mes("Thank you..now I can rest at beside you..."); + npctalk(_("Thank you..now I can rest at beside you..."), instance_npcname("Tiara Princess#gp5")); + next; + mes("[Lurid Royal Guard]"); + mes("No..NO!!!!!!"); + npctalk(_("No..NO!!!!!!"), instance_npcname("Lurid Royal Guard#gp5")); + next; + mes("[The Voice of Princess Tiara]"); + mes("I want to be with you forever in peace...forever..."); + npctalk(_("I want to be with you forever in peace...forever..."), instance_npcname("Tiara Princess#gp5")); + next; + cutin("b-tiara", 3); + mes("[Lurid Royal Guard]"); + mes("no.....Ahh ahh ahh!!!~!"); + npctalk(_("no.....Ahh ahh ahh!!!~!"), instance_npcname("Lurid Royal Guard#gp5")); + next; + mes("[The Voice of Princess Tiara]"); + mes("I love you..."); + npctalk(_("I love you..."), instance_npcname("Tiara Princess#gp5")); + close2(); + cutin("", 255); + donpcevent instance_npcname("#gp5control")+"::OnStart2"; + end; +} + +1@spa,40,44,6 script Sakray#gp5 4_M_SAKRAY,{ + cutin("sakray", 3); + mes("[Lurid Royal Guard]"); + mes("Are you satisfied..? Thanatos Magic Trace?"); + npctalk(_("Are you satisfied..? Thanatos Magic Trace?"), instance_npcname("Sakray#gp5")); + next; + mes("[Thanatos Magic Trace]"); + mes("I need more blood..Sakray, offer me his blood."); + npctalk(_("I need more blood..Sakray, offer me his blood."), instance_npcname("Thanatos Magic Trace#gp5")); + next; + mes("[Sakray]"); + mes("Okay, that is good. A traveler.\r" + "Did you see?"); + npctalk(_("Okay, that is good. A traveler. Did you see?"), instance_npcname("Sakray#gp5")); + next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Sakray, What do you want sympathy? Or is it a trap?"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Sakray, What do you want sympathy? Or is it a trap?")); + next; + mes("[Sakray]"); + mes("Non...I did not need to make an effort to catch a novice."); + npctalk(_("Non...I did not need to make an effort to catch a novice."), instance_npcname("Sakray#gp5")); + next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("If so... then why...?"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("If so... then why...?")); + next; + cutin("cry-b", 3); + mes("[Sakray]"); + mes("I wanted to get rid of a piece of humanity inside of me through you."); + npctalk(_("I wanted to get rid of a piece of humanity inside of me through you."), instance_npcname("Sakray#gp5")); + next; + mes("[Sakray]"); + mes("I am quite satisfied with the result."); + next; + mes("[Thanatos Magic Trace]"); + mes("Sakray, offer the blood to me now!"); + npctalk(_("Sakray, offer the blood to me now!"), instance_npcname("Thanatos Magic Trace#gp5")); + next; + mes("[Sakray]"); + mes("If you were me, what would you do?"); + next; + mes("[Sakray]"); + mes("Can you set yourself free from this curse?"); + next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("..."); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("...")); + next; + mes("[Sakray]"); + mes("Heh heh... I will keep watching you until the day you grow up enough."); + next; + mes("[Sakray]"); + mes("I am willing to hunt you later for Thanatos."); + next; + cutin("", 255); + mes("[Sakray]"); + mes("Farewell then."); + close2(); + donpcevent instance_npcname("#gp5control")+"::OnEnd"; + hideonnpc instance_npcname("Sakray#gp5"); + hideonnpc instance_npcname("Thanatos Magic Trace#gp5"); + end; +} + +1@spa,1,1,1 script #gp5control HIDDEN_NPC,{ + end; +OnStart: + stopnpctimer instance_npcname("#gp3control"); + disablenpc instance_npcname("#gp3control"); + killmonster instance_mapname("1@spa"), "All"; + disablenpc instance_npcname("#gp3warp"); + enablenpc instance_npcname("Lurid Royal Guard#gp5"); + enablenpc instance_npcname("Tiara Princess#gp5"); + end; +OnStart2: + hideonnpc instance_npcname("Lurid Royal Guard#gp5"); + hideonnpc instance_npcname("Tiara Princess#gp5"); + sleep 2000; +OnSummon: + initnpctimer; + .@map$ = instance_mapname("1@spa"); + 'talkid[0] = areamonster(.@map$, 61, 63, 24, 24, _("Forgotten Name"), FORGOTTEN_NAME, rand(1,2), instance_npcname("#gp5control")+"::OnMyMobDead"); + 'talkid[1] = areamonster(.@map$, 61, 63, 24, 24, _("Colorless Vow"), COLORLESS_VOW, 2, instance_npcname("#gp5control")+"::OnMyMobDead"); + 'talkid[2] = areamonster(.@map$, 61, 63, 24, 24, _("Sweet Slaughter"), SWEET_SLAUGHTER, rand(1,2), instance_npcname("#gp5control")+"::OnMyMobDead"); + end; +OnTimer2000: + stopnpctimer; + unittalk('talkid[0], _("What is this..??")); + unittalk('talkid[1], _("Wake up! look at us... We are monsters?")); + unittalk('talkid[2], _("Sakray killed the princess!")); + end; +OnMyMobDead: + if (mobcount(instance_mapname("1@spa"), instance_npcname("#gp5control")+"::OnMyMobDead")) + end; + ++'gp5; + if ('gp5 > 2) + donpcevent instance_npcname("#gp5control")+"::OnStory"; + else + donpcevent instance_npcname("#gp5control")+"::OnSummon"; + end; +OnBossDead: + enablenpc instance_npcname("Sakray#gp5"); + enablenpc instance_npcname("Thanatos Magic Trace#gp5"); + end; +OnStory: + stopnpctimer; + 'BossID = monster(instance_mapname("1@spa"), 44, 47, _("Torturous Redeemer"), E_TORTUROUS_REDEEMER, 1, instance_npcname("#gp5control")+"::OnBossDead"); + unittalk('BossID, _("Thanatos Magic Trace! I will destroy you if I can't have you... Oh no! How could this be?")); + sleep 3000; + unitkill 'BossID; + end; +OnEnd: + hideoffnpc instance_npcname("Voice of Princess Tiara"); + hideoffnpc instance_npcname("Voice of Sakray"); + hideoffnpc instance_npcname("Thanatos Magic Trace"); + npctalk(_("What can I do for you?"), instance_npcname("Voice of Princess Tiara")); + sleep 3000; + npctalk(_("I will always stand by you. Please reset beside me."), instance_npcname("Voice of Sakray")); + sleep 3000; + npctalk(_("Your soul is mine until you find the blood that satisfies me.."), instance_npcname("Thanatos Magic Trace")); + sleep 3000; + npctalk(_("Reset in the shadow with me."), instance_npcname("Voice of Sakray")); + sleep 3000; + npctalk(_("In the dark forever..."), instance_npcname("Voice of Sakray")); + sleep 3000; + mapannounce(instance_mapname("1@spa"), _("It is time to leave the Ghost Palace."), bc_map, C_YELLOW); + enablenpc instance_npcname("King#gpend"); + enablenpc instance_npcname("#gp3warp"); + hideonnpc instance_npcname("Voice of Princess Tiara"); + hideonnpc instance_npcname("Voice of Sakray"); + hideonnpc instance_npcname("Thanatos Magic Trace"); + end; +OnInstanceInit: + disablenpc instance_npcname("Lurid Royal Guard#gp5"); + disablenpc instance_npcname("Tiara Princess#gp5"); + disablenpc instance_npcname("Thanatos Magic Trace#gp5"); + disablenpc instance_npcname("Sakray#gp5"); + disablenpc instance_npcname("King#gpend"); + hideonnpc instance_npcname("Voice of Princess Tiara"); + hideonnpc instance_npcname("Voice of Sakray"); + hideonnpc instance_npcname("Thanatos Magic Trace"); + 'gp5 = 0; + end; +} + +1@spa,48,29,1 script King#gpend 4_M_RUSKING,{ + mes("[King]"); + mes("Hey there, are you alive?\r" + "I did not expect to meet someone alive"); + next; + mes("[King]"); + mes("Do you possibly have ^009900Gray Piece^000000?\r" + "Can you give it to me?\r" + "The old memory of faithful royal guard,\r" + "the memory of everyone he loved becomes broken pieces and are contained inside of them."); + next; + mes("[King]"); + mes("Will you give ^009900Gray Piece^000000 to me?\r" + "The guilt is eating my soul.\r" + "My soul is stuck in ghost palace."); + next; + mes("[King]"); + mes("I am collecting Sakray's abandoned memories from these shards."); + next; + mes("[King]"); + mes("If you give any Gray Shards to me, I can make equipment for you."); + next; + mes("[King]"); + mes("The cursed knight...\r" + "Please help me save the soul of Sakray."); + next; + setarray(.@items_list, + Thanos_Sword, Thanos_Great_Sword, Thanos_Spear, Thanos_Long_Spear, Thanos_Staff, Thanos_Rod, Thanos_Bow, + Thanos_Dagger, Thanos_Katar, Thanos_Knuckle, Thanos_Hammer, Thanos_Axe, Thanos_Violin, Thanos_Whip, Shield_Of_Gray, + Armor_Of_Gray, Gray_Robe, Cloak_Of_Gray, Boots_Of_Gray, Gray_Helmet); + + setarray .@cost, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 100, 100, 100, 100, 100, 100; + .@menulist$ = ""; + for (.@i = 0; .@i < getarraysize(.@items_list); ++.@i) + .@menulist$ += getitemname(.@items_list[.@i])+":"; + while (true) { + .@choice = select(.@menulist$, "Cancel") - 1; + if (.@choice == getarraysize(.@items_list)) { + mes("[King]"); + mes("Someday, Sakray will get out of his curse for sure.\r" + "I believe collecting Gray Shards is the only method to save him."); + close(); + } + next; + mes("[King]"); + mesf("to make a ^FF0000%s^000000 \r" + "I need %d ^009900Gray Shard^000000", getitemname(.@items_list[.@choice]), .@cost[.@choice]); + switch (select("Cancel", "hand over "+.@cost[.@choice]+" Gray Shard.")) { + case 1: + next; + mes("[King]"); + mes("Someday, Sakray will get out of curse for sure. I believe"); + next; + break; + case 2: + next; + if (countitem(Gray_Shard) < .@cost[.@choice]) { + mes("[King]"); + mes("You don't have enough Gray Shards."); + mesf("I need %d Gray Shards to make a ^FF0000%s.^000000", .@cost[.@choice], getitemname(.@items_list[.@choice])); + break; + } + mes("[King]"); + mesf("I will make a ^FF0000%s^000000 \r" + "with %d ^009900Gray Shard^000000", getitemname(.@items_list[.@choice]), .@cost[.@choice]); + next; + mes("[King]"); + mes("You see a light through the folded hands of the king and it gradually takes on a shape."); + next; + mes("[King]"); + mesf("All right, it is done.\r" + "Take this ^FF0000%s.^000000\r" + "Use it to confront Sakray and Thanatos.", getitemname(.@items_list[.@choice])); + next; + mes("[King]"); + mes("The power requires a sacrifice.\r" + "Please be careful..."); + delitem(Gray_Shard, .@cost[.@choice]); + getitem .@items_list[.@choice], 1; + close(); + } + } +} + +// 1st floor npc's +1@spa,198,201,1 script Lurid Royal Guard#gp1 4_M_SAKRAYROYAL,{ + end; +} +1@spa,197,217,0 warp #gp1warp 1,1,1@spa,114,120 + +// 2nd floor npc's +1@spa,135,125,3 script Tiara Princess#gp2 4_F_MAYSEL,{ + end; +} +1@spa,117,137,0 warp #gp2warp 1,1,1@spa,60,43 + +// 3rd floor npc's +1@spa,30,58,5 script Lurid Royal Guard#gp3 4_M_SAKRAY_TIED,{ + end; +} +1@spa,28,52,0 script Captain of the Guard#gp3 4_M_KY_KNT,{ + end; +} +1@spa,30,52,0 script Soldier#gp3_1 4_M_KY_SOLD,{ + end; +} +1@spa,34,53,1 script Soldier#gp3_2 4_M_CRU_SOLD,{ + end; +} +1@spa,25,53,0 script Soldier#gp3_3 4_M_CRU_SOLD,{ + end; +} + +// 4th floor npc's +1@spa,201,198,1 script Soldier's Corpse#gp4_1 4_M_DIEMAN,{ + end; +} +1@spa,191,207,0 script Soldier's Corpse#gp4_2 4_M_DIEMAN,{ + end; +} +1@spa,206,209,0 script Soldier's Corpse#gp4_3 4_M_DIEMAN,{ + end; +} +1@spa,189,193,0 script Soldier's Corpse#gp4_4 4_M_DIEMAN,{ + end; +} +1@spa,211,194,4 script Captain's Corpse#gp4 4_M_LIEMAN,{ + end; +} +1@spa,194,214,5 script King's Corpse#gp4 4_M_TRISTAN,{ + end; +} +1@spa,197,218,5 script Visiting Prince#gp4 4_M_KNIGHT_SILVER,{ + end; +} +1@spa,197,218,0 script Thanatos Magic Trace#gp4 HIDDEN_WARP_NPC,{ + end; +} +1@spa,178,186,0 warp #gp4warp 1,1,1@spa,30,57 + +// 5th floor npc's +1@spa,60,43,3 script Tiara Princess#gp5 4_F_MAYSEL,{ + end; +} +1@spa,40,44,0 script Thanatos Magic Trace#gp5 HIDDEN_WARP_NPC,{ + end; +} +1@spa,40,46,0 script Voice of Princess Tiara CLEAR_NPC,{ + end; +} +1@spa,42,43,0 script Voice of Sakray CLEAR_NPC,{ + end; +} +1@spa,40,41,0 script Thanatos Magic Trace CLEAR_NPC,{ + end; +} + diff --git a/npc/re/instances/octopus_cave.txt b/npc/re/instances/octopus_cave.txt new file mode 100644 index 000000000..b134742c9 --- /dev/null +++ b/npc/re/instances/octopus_cave.txt @@ -0,0 +1,699 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2013-2016 Hercules Dev Team +//= Copyright (C) Euphy +//= Copyright (C) Muad_Dib +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Octopus Cave +//================= Description =========================================== +//= Defeat the Disgusting Octopus. +//================= Current Version ======================================= +//= 1.1 +//========================================================================= + +//== Instance Creation ===================================== +mal_dun01,151,235,5 script Starfish 4_ASTER,{ + + .@party_id = getcharid(CHAR_ID_PARTY); + .@md_name$ = "Octopus Cave"; + + if (!.@party_id) { + mes("[Starfish]"); + mes("You alone is powerless, hehe! Better get someone to help you out. Make a party, and come back later."); + close; + } + if (getcharid(CHAR_ID_CHAR) != getpartyleader(.@party_id, 2)) { + mes("[Starfish]"); + mes("Where is your leader, hehe. I don't talk to some random people. Bring your boss to me."); + close; + } + mes("[Starfish]"); + mes("I am guarding here, hehe! It is just roughly blocked for now. But someday this cave must be sealed forever, hehe!"); + next; + while(1) { + switch (select("Ask what's going on.", "Ask to open the gate.", "Go to other location.")) { + case 1: + mes("[Starfish]"); + mes("Lately, our Starfish lady is suffering with some issues, ooh ooh. Something bad happen in this peaceful place, hehe!"); + next; + mes("[Starfish]"); + mes("Weird looking limbs came out from the hole there, tried to kidnap our lady Starfish. Ooh Ooh."); + next; + mes("[Starfish]"); + mes("It seems those limbs belong to that ugly octopus. That monster should be taken care of,\r" + "but it's hard for ourselves only to make it happen, hehe."); + next; + mes("[Starfish]"); + mes("I want to find someone special, and ask to punish this ugly octopus.\r" + "I hope this octopus won't ever harass our lady, hehe."); + next; + mes("[Starfish]"); + mes("Go catch that octopus and stick it to this pick. If you bring back the pick,\r" + "I will open this gate for a while. You should challenge if you are interested, hehe."); + next; + break; + case 2: + .@playtime = questprogress(4197, PLAYTIME); + if (.@playtime == 1) { + mes("[Starfish]"); + mes("Octopus is not around now, hehe. Please come back later."); + close; + } + if (.@playtime == 2) erasequest 4197; + if (countitem(Octopus_Hunt_Stick)) { + .@instance = instance_create(.@md_name$, .@party_id); + if (.@instance < 0) { + mes("[Starfish]"); + mesf("Party name is... %s.", getpartyname(.@party_id)); + mesf("Party leader is... %s.", strcharinfo(PC_NAME)); + mesf("^0000FF%s^000000, I cannot open now, hehe.", .@md_name$); + mes("Now is not the time, please wait."); + close; + } + if (instance_attachmap("1@cash", .@instance) == "") { + mesf("^0000FF%s^000000 - Reservation Failed!", .@md_name$); + instance_destroy(.@instance); + close; + } + instance_set_timeout(3600, 300, .@instance); + instance_init(.@instance); + + mes("[Starfish]"); + mesf("I will open the gate for a while to ^0000FF%s^000000.", .@md_name$); + mes("Please catch that pervert octopus, and come back with it sticked to the pick, hehe."); + close; + } + mes("[Starfish]"); + mes("Prepare a pick first, so you can thread that octopus with that pick.\r" + "Then, I will let you in for a while, hehe."); + close; + case 3: + mes("[Starfish]"); + mes("This is not a good location, check someplace else."); + close; + } + } +} + +mal_dun01,153,237,5 script Weird Entrance CLEAR_NPC,{ + mes("There is a strange entrance blocked roughly with some boards."); + next; + switch (select("Go in.", "Stop.")) { + case 1: + if (countitem(Octopus_Hunt_Stick)) { + if (has_instance("1@cash") == "") { + if (questprogress(4197, PLAYTIME) == 1) { + mes("[Starfish]"); + mes("Ah, now is not the time... Would you come back later? Hehe."); + close; + } + mes("[Starfish]"); + mes("Shhh... Weird aura is coming from that entrance. Big trouble is waiting, if you go in now."); + close; + } + + mapannounce("mal_dun01", sprintf(_$("%s party's %s member started to hunt the Octopus!"), getpartyname(getcharid(CHAR_ID_PARTY)), strcharinfo(PC_NAME)), bc_map, C_SPRINGGREEN); + if (!questprogress(4197)) setquest 4197; + warp "1@cash", 199, 99; + end; + } + mes("[Starfish]"); + mes("You should definitely prepare hunting stick if you want to punish the Octopus. Or I will not let you in! Hehe."); + close; + case 2: + mes("[Starfish]"); + mes("Yes Yes, you better quit."); + close; + } +} + +//== Instance Scripts ====================================== +1@cash,199,99,0 script oct_enter HIDDEN_WARP_NPC,4,4,{ + end; +OnTouch: + donpcevent instance_npcname("oct_enter_broad")+"::OnEnable"; + specialeffect EF_BASH; + disablenpc instance_npcname("oct_enter"); + end; +} + +1@cash,1,1,0 script oct_enter_broad FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("oct_enter_broad")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("oct_enter_broad"); + donpcevent instance_npcname("oct_foot_4")+"::OnEnable"; + donpcevent instance_npcname("oct_mob_con")+"::OnEnable"; + initnpctimer; + end; +OnDisable: + disablenpc instance_npcname("oct_enter_broad"); + end; +OnTimer1000: + mapannounce(instance_mapname("1@cash"), _("Pervert Octopus : How dare you to come inside of my place!"), bc_map, C_YELLOW); + end; +OnTimer4000: + mapannounce(instance_mapname("1@cash"), _("Pervert Octopus : But I blocked all the cave gates!! There is nothing you can do!"), bc_map, C_YELLOW); + end; +OnTimer7000: + mapannounce(instance_mapname("1@cash"), _("Pervert Octopus : My juniors~ There is your toy! Play with it~ kakaka"), bc_map, C_YELLOW); + stopnpctimer; + donpcevent instance_npcname("oct_enter_broad")+"::OnDisable"; + end; +} + +1@cash,3,3,0 script oct_foot_4 FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("oct_foot_4")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("oct_foot_4"); + donpcevent instance_npcname("oct_foot1")+"::OnEnable"; + donpcevent instance_npcname("oct_foot2")+"::OnEnable"; + donpcevent instance_npcname("oct_foot3")+"::OnEnable"; + donpcevent instance_npcname("oct_foot4")+"::OnEnable"; + .@map$ = instance_mapname("1@cash"); + monster(.@map$, 20, 114, _("Octopus Leg#1"), MD_OCTOPUS_LEG, 1, instance_npcname("oct_foot_4")+"::OnMyMobDead"); + monster(.@map$, 88, 190, _("Octopus Leg#2"), MD_OCTOPUS_LEG, 1, instance_npcname("oct_foot_4")+"::OnMyMobDead"); + monster(.@map$, 307, 215, _("Octopus Leg#3"), MD_OCTOPUS_LEG, 1, instance_npcname("oct_foot_4")+"::OnMyMobDead"); + monster(.@map$, 372, 131, _("Octopus Leg#4"), MD_OCTOPUS_LEG, 1, instance_npcname("oct_foot_4")+"::OnMyMobDead"); + end; +OnDisable: + disablenpc instance_npcname("oct_foot_4"); + end; +OnMyMobDead: + .@map$ = instance_mapname("1@cash"); + if (mobcount(.@map$,instance_npcname("oct_foot_4")+"::OnMyMobDead") < 1) { + donpcevent instance_npcname("oct_boss_con")+"::OnEnable"; + mapannounce(.@map$, _("Hey you!! I'll personally take care of you all! Let's bring it on!"), bc_map, C_SPRINGGREEN); + enablenpc instance_npcname("oct_boss_warp"); + instance_warpall .@map$, 199, 99; + end; + } + mapannounce(.@map$, _("Arrgg!! That hurts!!! I need another strategy..."), bc_map, C_SPRINGGREEN); + end; +} + +1@cash,20,114,0 script oct_foot1 HIDDEN_WARP_NPC,6,6,{ + end; +OnInstanceInit: + donpcevent instance_npcname(strnpcinfo(NPC_NAME))+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); + .@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; + .@i = atoi(charat(strnpcinfo(NPC_NAME),8)); + .@map$ = instance_mapname("1@cash"); + switch (.@i) { + case 1: + areamonster(.@map$, 34, 96, 38, 100, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 39, 90, 41, 92, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 38, 76, 40, 78, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 39, 58, 41, 60, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 50, 38, 56, 44, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$); + areamonster(.@map$, 68, 32, 72, 36, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$); + areamonster(.@map$, 83, 26, 85, 28, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 107, 28, 109, 30, _("Octopus's Henchman"), MD_OCTOPUS, 1, .@label$); + areamonster(.@map$, 123, 28, 125, 30, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 134, 31, 138, 35, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$); + areamonster(.@map$, 142, 39, 146, 43, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + break; + case 2: + areamonster(.@map$, 139, 113, 143, 117, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$); + areamonster(.@map$, 135, 104, 137, 106, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 123, 93, 127, 97, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 113, 90, 115, 92, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 103, 89, 105, 91, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 89, 90, 91,92, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 74, 104, 76, 106, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 74, 120, 76, 122, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 83, 131, 87, 135, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 92, 142, 94, 144, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 98, 159, 100, 161, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 94, 180, 98, 184, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$); + break; + case 3: + areamonster(.@map$, 299, 209, 303, 213, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 292, 203, 296, 207, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 291, 186, 293, 188, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 292, 166, 294, 168, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 293, 151, 295, 153, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 299, 137, 303, 141, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 300, 123, 304, 127, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 300, 104, 304, 108, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 279, 101, 281, 103, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + monster(.@map$, 260, 103, _("Octopus's Henchman"), MD_OCTOPUS, 1, .@label$); + break; + case 4: + areamonster(.@map$, 363, 123, 367, 127, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 364, 108, 368, 112, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$); + areamonster(.@map$, 363, 93, 367, 97, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 364, 72, 366, 74, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 364, 58, 366, 60, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 355, 44, 359, 48, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 346, 36, 350, 40, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 319, 28, 325, 34, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$); + areamonster(.@map$, 305, 27, 307, 29, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 276, 29, 280, 33, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$); + areamonster(.@map$, 258, 37, 262, 41, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + break; + } + end; +OnDisable: + killmonster instance_mapname("1@cash"), instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; // Not in official script. + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); + end; +OnTouch: + if (getd("."+strnpcinfo(NPC_NAME)+instance_id())) end; + setd "."+strnpcinfo(NPC_NAME)+instance_id(),1; + hideonnpc instance_npcname(strnpcinfo(NPC_NAME)); + mapannounce(instance_mapname("1@cash"), _("Come out all my babies and help me out!"), bc_map, C_YELLOW); + initnpctimer; + end; +OnTimer5000: + .@map$ = instance_mapname("1@cash"); + mapannounce(.@map$, _("Let's give them a lesson!"), bc_map, C_YELLOW); + .@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; + .@i = atoi(charat(strnpcinfo(NPC_NAME),8)); + switch (.@i) { + case 1: + areamonster(.@map$, 18, 112, 22,116, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 18, 112, 22,116, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + break; + case 2: + areamonster(.@map$, 86, 188, 90,192, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 96, 98, 100,102, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + break; + case 3: + areamonster(.@map$, 305, 213, 309,217, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 305, 213, 309,217, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + break; + case 4: + areamonster(.@map$, 370, 129, 374,133, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 370, 129, 374,133, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + break; + } + end; +OnTimer30000: + setd "."+strnpcinfo(NPC_NAME)+instance_id(),0; + stopnpctimer; + .@i = atoi(charat(strnpcinfo(NPC_NAME),8)); + donpcevent instance_npcname("oct_foot_exit"+.@i)+"::OnEnable"; + donpcevent instance_npcname(strnpcinfo(NPC_NAME))+"::OnDisable"; + end; +OnMyMobDead: + .@map$ = instance_mapname("1@cash"); + if (mobcount(.@map$,instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") < 1) { + mapannounce(.@map$, _("You hurt my babies!!? You'll have to pay for this!!!"), bc_map, C_SPRINGGREEN); + setd "."+strnpcinfo(NPC_NAME)+instance_id(),0; + stopnpctimer; + .@i = atoi(charat(strnpcinfo(NPC_NAME),8)); + donpcevent instance_npcname("oct_foot_exit"+.@i)+"::OnEnable"; + donpcevent instance_npcname(strnpcinfo(NPC_NAME))+"::OnDisable"; + end; + } + end; +} +1@cash,88,190,0 duplicate(oct_foot1) oct_foot2 HIDDEN_WARP_NPC,6,6 +1@cash,307,215,0 duplicate(oct_foot1) oct_foot3 HIDDEN_WARP_NPC,6,6 +1@cash,372,131,0 duplicate(oct_foot1) oct_foot4 HIDDEN_WARP_NPC,6,6 + +1@cash,16,117,0 script oct_foot_exit1 WARPNPC,2,2,{ + end; +OnInstanceInit: + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); + end; +OnEnable: + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); + end; +OnTouch: + warp instance_mapname("1@cash"), 198, 99; + end; +} +1@cash,77,193,0 duplicate(oct_foot_exit1) oct_foot_exit2 WARPNPC,2,2 +1@cash,312,214,0 duplicate(oct_foot_exit1) oct_foot_exit3 WARPNPC,2,2 +1@cash,370,139,0 duplicate(oct_foot_exit1) oct_foot_exit4 WARPNPC,2,2 + +1@cash,15,15,0 script oct_mob_con FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("oct_mob_con")+"::OnDisable"; + end; +OnEnable: + .@map$ = instance_mapname("1@cash"); + enablenpc instance_npcname("oct_mob_con"); + monster(.@map$, 32, 94, _("Hydra"), HYDRA, 1); + monster(.@map$, 41, 101, _("Hydra"), HYDRA, 1); + monster(.@map$, 35, 78, _("Hydra"), HYDRA, 1); + monster(.@map$, 35, 62, _("Hydra"), HYDRA, 1); + monster(.@map$, 49, 54, _("Hydra"), HYDRA, 1); + monster(.@map$, 70, 28, _("Hydra"), HYDRA, 1); + monster(.@map$, 83, 22, _("Hydra"), HYDRA, 1); + monster(.@map$, 99, 23, _("Hydra"), HYDRA, 1); + monster(.@map$, 115, 23, _("Hydra"), HYDRA, 1); + monster(.@map$, 132, 25, _("Hydra"), HYDRA, 1); + monster(.@map$, 100, 185, _("Hydra"), HYDRA, 1); + monster(.@map$, 92, 178, _("Hydra"), HYDRA, 1); + monster(.@map$, 92, 162, _("Hydra"), HYDRA, 1); + monster(.@map$, 70, 121, _("Hydra"), HYDRA, 1); + monster(.@map$, 70, 105, _("Hydra"), HYDRA, 1); + monster(.@map$, 105, 85, _("Hydra"), HYDRA, 1); + monster(.@map$, 121, 84, _("Hydra"), HYDRA, 1); + monster(.@map$, 292, 209, _("Hydra"), HYDRA, 1); + monster(.@map$, 303, 206, _("Hydra"), HYDRA, 1); + monster(.@map$, 290, 163, _("Hydra"), HYDRA, 1); + monster(.@map$, 299, 150, _("Hydra"), HYDRA, 1); + monster(.@map$, 308, 141, _("Hydra"), HYDRA, 1); + monster(.@map$, 308, 125, _("Hydra"), HYDRA, 1); + monster(.@map$, 295, 97, _("Hydra"), HYDRA, 1); + monster(.@map$, 279, 97, _("Hydra"), HYDRA, 1); + monster(.@map$, 370, 111, _("Hydra"), HYDRA, 1); + monster(.@map$, 370, 110, _("Hydra"), HYDRA, 1); + monster(.@map$, 371, 96, _("Hydra"), HYDRA, 1); + monster(.@map$, 371, 80, _("Hydra"), HYDRA, 1); + monster(.@map$, 367, 55, _("Hydra"), HYDRA, 1); + monster(.@map$, 343, 29, _("Hydra"), HYDRA, 1); + monster(.@map$, 327, 24, _("Hydra"), HYDRA, 1); + monster(.@map$, 311, 22, _("Hydra"), HYDRA, 1); + monster(.@map$, 295, 22, _("Hydra"), HYDRA, 1); + monster(.@map$, 279, 22, _("Hydra"), HYDRA, 1); + areamonster(.@map$, 30, 67, 50, 87, _("Stapo"), STAPO, 1); + areamonster(.@map$, 102, 19, 122, 39, _("Stapo"), STAPO, 1); + areamonster(.@map$, 89, 138, 109, 158, _("Stapo"), STAPO, 1); + areamonster(.@map$, 112, 83, 132, 103, _("Stapo"), STAPO, 1); + areamonster(.@map$, 283, 168, 303, 188, _("Stapo"), STAPO, 1); + areamonster(.@map$, 292, 97, 312, 117, _("Stapo"), STAPO, 1); + areamonster(.@map$, 355, 64, 375, 84, _("Stapo"), STAPO, 1); + areamonster(.@map$, 317, 17, 337, 37, _("Stapo"), STAPO, 1); + donpcevent instance_npcname("oct_backattack1")+"::OnEnable"; + donpcevent instance_npcname("oct_backattack2")+"::OnEnable"; + donpcevent instance_npcname("oct_backattack3")+"::OnEnable"; + donpcevent instance_npcname("oct_backattack4")+"::OnEnable"; + donpcevent instance_npcname("oct_mob_con")+"::OnDisable"; + end; +OnDisable: + disablenpc instance_npcname("oct_mob_con"); + end; +} + +1@cash,45,53,0 script oct_backattack1 HIDDEN_WARP_NPC,3,3,{ + end; +OnInstanceInit: + disablenpc instance_npcname("oct_backattack1"); + end; +OnTouch: + .@map$ = instance_mapname("1@cash"); + monster(.@map$, 39, 59, _("Hydra"), HYDRA, 1); + monster(.@map$, 40, 59, _("Hydra"), HYDRA, 1); + monster(.@map$, 41, 59, _("Hydra"), HYDRA, 1); + monster(.@map$, 47, 50, _("Hydra"), HYDRA, 1); + monster(.@map$, 48, 50, _("Hydra"), HYDRA, 1); + monster(.@map$, 49, 50, _("Hydra"), HYDRA, 1); + monster(.@map$, 41, 53, _("Octopus's Henchman"), MD_OCTOPUS, 1); + mapannounce(.@map$, _("Don't let them break through, stop them!!!"), bc_map, C_SPRINGGREEN); + specialeffect EF_BASH; + disablenpc instance_npcname("oct_backattack1"); + end; +OnEnable: + enablenpc instance_npcname("oct_backattack1"); + end; +} + +1@cash,78,99,0 script oct_backattack2 HIDDEN_WARP_NPC,3,3,{ + end; +OnInstanceInit: + disablenpc instance_npcname("oct_backattack2"); + end; +OnTouch: + if (getd("."+instance_id())) end; + setd "."+instance_id(),1; + initnpctimer; + .@map$ = instance_mapname("1@cash"); + monster(.@map$, 71, 105, _("Octopus's Henchman"), MD_OCTOPUS, 1); + mapannounce(.@map$, _("Headquarters are empty, GO!!!"), bc_map, C_SPRINGGREEN); + hideonnpc instance_npcname("oct_backattack2"); + end; +OnTimer2000: + .@map$ = instance_mapname("1@cash"); + monster(.@map$, 71, 105, _("Octopus's Henchman"), MD_OCTOPUS, 1); + mapannounce(.@map$, _("Run, RUN! Go, GO!!!"), bc_map, C_SPRINGGREEN); + end; +OnTimer4000: + .@map$ = instance_mapname("1@cash"); + monster(.@map$, 71, 105, _("Octopus's Henchman"), MD_OCTOPUS, 1); + mapannounce(.@map$, _("No time, come out fast!"), bc_map, C_SPRINGGREEN); + end; +OnTimer6000: + .@map$ = instance_mapname("1@cash"); + monster(.@map$, 71, 105, _("Octopus's Henchman"), MD_OCTOPUS, 3); + mapannounce(.@map$, _("Let's take over the headquarters!!!"), bc_map, C_SPRINGGREEN); + end; +OnTimer8000: + .@map$ = instance_mapname("1@cash"); + monster(.@map$, 71, 105, _("Octopus's Henchman"), MD_OCTOPUS, 1); + mapannounce(.@map$, _("There is no time to lose, hurry up!!!"), bc_map, C_SPRINGGREEN); + stopnpctimer; + end; +OnEnable: + enablenpc instance_npcname("oct_backattack2"); + end; +} + +1@cash,299,144,0 script oct_backattack3 HIDDEN_WARP_NPC,3,3,{ + end; +OnInstanceInit: + disablenpc instance_npcname("oct_backattack3"); + end; +OnTouch: + if (getd("."+instance_id())) end; + setd "."+instance_id(),1; + .@map$ = instance_mapname("1@cash"); + monster(.@map$, 293, 153, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 294, 152, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 292, 153, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 293, 151, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 293, 152, _("Octopus's Henchman ?"), MD_MARSE, 1); + mapannounce(.@map$, _("Kakaka! Suprised??!!"), bc_map, C_SPRINGGREEN); + initnpctimer; + hideonnpc instance_npcname("oct_backattack3"); + end; +OnTimer5000: + mapannounce(instance_mapname("1@cash"), _("... Looks like we have a spy among us."), bc_map, C_SPRINGGREEN); + stopnpctimer; + end; +OnEnable: + enablenpc instance_npcname("oct_backattack3"); + end; +} + +1@cash,336,36,0 script oct_backattack4 HIDDEN_WARP_NPC,3,3,{ + end; +OnInstanceInit: + disablenpc instance_npcname("oct_backattack4"); + end; +OnTouch: + if (getd("."+instance_id())) end; + setd "."+instance_id(),1; + .@map$ = instance_mapname("1@cash"); + monster(.@map$, 332, 37, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 332, 36, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 332, 35, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 332, 34, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 341, 37, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 341, 36, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 341, 35, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 341, 34, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 260, 40, _("Mercenary Squid"), MD_MARSE, 1); + monster(.@map$, 260, 41, _("Mercenary Squid"), MD_MARSE, 1); + monster(.@map$, 260, 39, _("Mercenary Squid"), MD_MARSE, 1); + monster(.@map$, 259, 40, _("Mercenary Squid"), MD_MARSE, 1); + monster(.@map$, 261, 40, _("Mercenary Squid"), MD_MARSE, 1); + mapannounce(.@map$, _("What a successful pincer tactic! The enemy is strong! Let's not lose yourselves! Anyway, where are all the mercenaries??"), bc_map, C_SPRINGGREEN); + initnpctimer; + hideonnpc instance_npcname("oct_backattack4"); + end; +OnTimer5000: + mapannounce(instance_mapname("1@cash"), _("Mercenary Squid : eh...eh... wrong direction. No enemies are shown in this direction."), bc_map, C_SPRINGGREEN); + end; +OnTimer7000: + mapannounce(instance_mapname("1@cash"), _("Pervert Octopus : Fools! Can't you read the map??!! Useless!!"), bc_map, C_SPRINGGREEN); + stopnpctimer; + end; +OnEnable: + enablenpc instance_npcname("oct_backattack4"); + end; +} + +1@cash,2,2,0 script oct_boss_con FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("oct_boss_con")+"::OnDisable"; + end; +OnDisable: + disablenpc instance_npcname("oct_boss_con"); + end; +OnEnable: + enablenpc instance_npcname("oct_boss_con"); + donpcevent instance_npcname("oct_boss_foot")+"::OnEnable"; + monster(instance_mapname("1@cash"), 199, 188, _("Disgusting Octopus"), MD_GIANT_OCTOPUS, 1, instance_npcname("oct_boss_con")+"::OnMyMobDead"); + initnpctimer; + end; +OnTimer7000: + callsub OnAnnounce, + "You won't attack the one man.", + "I got fired from ink manufacturer last week.", + "Disgusting Octopus : Arghhhhh, come on!"; + end; +OnTimer14000: + callsub OnAnnounce, + "Why... why can't you know my heart!", + "Do you know how hard it is to live these days because there are not many new adventurers?", + "You.. I'll destroy you all...!"; + end; +OnTimer21000: + callsub OnAnnounce, + "What? I'm a disgusting octopus? You're sadists.", + "Let's not do this and how about we look for the best solution, huh??", + "Even if I fail here, I will keep coming back, forever!!!"; + end; +OnTimer28000: + callsub OnAnnounce, + "Instinct of mating is for males, what did I do wrong?", + "Do you really want to solve the problem between humans by violence?? Ah, I'm an octopus...", + "That's enough! Back off!"; + end; +OnTimer35000: + callsub OnAnnounce, + "Do I have to spend Christmas alone again...", + "Youth unemployment became a big issue these days... You won't get a job if you keep playing with me here.", + "This is as far as I can go!"; + end; +OnTimer42000: + callsub OnAnnounce, + "Hand on your heart and think if you come onto anyone...", + "Let's not do this here and follow the law!", + "You'll keep on doing this til the end, is that it?"; + end; +OnTimer49000: + callsub OnAnnounce, + "errrrrrrrrrrrrrrrrrrrrrrrr... Cough! Cough!", + "Disgusting Octopus : Violence cannot be justified in any case.", + "This is my place!!!"; + stopnpctimer; + initnpctimer; + end; +OnAnnounce: + mapannounce(instance_mapname("1@cash"), sprintf(_$("Disgusting Octopus : %s"), getarg(rand(3))), bc_map, C_YELLOW); + return; +OnMyMobDead: + .@map$ = instance_mapname("1@cash"); + if (mobcount(.@map$,instance_npcname("oct_boss_con")+"::OnMyMobDead") < 1) { + mapannounce(.@map$, _("Disgusting Octopus : That's it for the today! Next time, I will play with you badly!"), bc_map, C_YELLOW); + enablenpc instance_npcname("oct_exit_1"); + enablenpc instance_npcname("oct_exit_2"); + donpcevent instance_npcname("oct_boss_foot")+"::OnDisable"; + stopnpctimer; + donpcevent instance_npcname("oct_boss_con")+"::OnDisable"; + end; + } + end; +} + +1@cash,4,4,0 script oct_boss_foot FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("oct_boss_foot")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("oct_boss_foot"); + initnpctimer; + end; +OnCall: + .@map$ = instance_mapname("1@cash"); + if (mobcount(.@map$,instance_npcname("oct_boss_foot")+"::OnMyMobDead") < 100) { + switch(rand(2)) { + case 0: + mapannounce(.@map$, _("Disgusting Octopus : Do you know how many legs octopus have? It doesn't matter, I have unlimited legs!!"), bc_map, C_YELLOW); + areamonster(.@map$, 192, 181, 206, 195, _("Octopus Leg"), MD_OCTOPUS_LEG, 1, instance_npcname("oct_boss_foot")+"::OnMyMobDead"); + break; + case 1: + mapannounce(.@map$, _("Disgusting Octopus : I...cannot..hold anymore, my babies~ please come out and fight!"), bc_map, C_YELLOW); + areamonster(.@map$, 192, 181, 206, 195, _("Octopus's Henchman"), MD_OCTOPUS, 5, instance_npcname("oct_boss_foot")+"::OnMyMobDead"); + break; + } + } + initnpctimer; + end; +OnTimer10000: + stopnpctimer; + donpcevent instance_npcname("oct_boss_foot")+"::OnCall"; + end; +OnDisable: + stopnpctimer; + killmonster instance_mapname("1@cash"), instance_npcname("oct_boss_foot")+"::OnMyMobDead"; // Not in official script. + disablenpc instance_npcname("oct_boss_foot"); + end; +OnMyMobDead: + end; +} + +1@cash,198,116,0 script oct_boss_warp WARPNPC,2,2,{ + end; +OnInstanceInit: + disablenpc instance_npcname("oct_boss_warp"); + end; +OnTouch: + warp instance_mapname("1@cash"), 210, 172; + end; +} + +1@cash,190,208,0 script oct_exit_1 WARPNPC,2,2,{ + end; +OnInstanceInit: + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); + end; +OnTouch: + mes("Do you want to go out from the octopus dungeon?"); + next; + if (select("No!", "Yes!") == 2) + warp "mal_dun01", 153, 233; + close; +} +1@cash,198,82,0 duplicate(oct_exit_1) oct_exit_2 WARPNPC,2,2 +// This is never enabled in the official script. +//1@cash,200,161,0 duplicate(oct_exit_1) oct_exit_3 WARPNPC,2,2 + +//== Warp Portals ========================================== +1@cash,193,82,0 warp oct_door1 2,2,1@cash,151,48 +1@cash,154,53,0 warp oct_door2 2,2,1@cash,197,87 +1@cash,187,99,0 warp oct_door3 2,2,1@cash,148,128 +1@cash,153,133,0 warp oct_door4 2,2,1@cash,197,99 +1@cash,209,100,0 warp oct_door5 2,2,1@cash,250,111 +1@cash,244,118,0 warp oct_door6 2,2,1@cash,199,100 +1@cash,209,83,0 warp oct_door7 2,2,1@cash,252,46 +1@cash,246,53,0 warp oct_door8 2,2,1@cash,203,83 diff --git a/npc/re/instances/saras_memory.txt b/npc/re/instances/saras_memory.txt new file mode 100644 index 000000000..38b598d5b --- /dev/null +++ b/npc/re/instances/saras_memory.txt @@ -0,0 +1,1783 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2013-2016 Hercules Dev Team +//= Copyright (C) Ridley +//= Copyright (C) Ziu +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Sara's Memory +//================= Description =========================================== +//= When Sarah Irine was only 4 years old, a terrible tragedy took place +//= in her home: her mother was struck down by an assailant. The only +//= suspect was her father Lord Irine, who claims to have defeated the one +//= who attacked her mother. Too shocked and afraid by the sight of her +//= dying mother, little Sarah is not convinced and flees while Payon +//= guards chase her down. +//================= Current Version ======================================= +//= 1.1 +//========================================================================= + +dali,130,107,5 script Leon the Adventurer#Sara 4_M_DST_GRAND,{ // instance CD check only at the Dimensional Device + mes("[Leon the Adventurer]"); + if (BaseLevel < 99) { + mes("You know... this place doesn't seem to be safe for you. Please returnto me once you have achieved LV. 99"); + close; + } + if (!questprogress(15003)) { + if (!sarainstance) { // doing the instance for the 1st time + mes("Wow! I thought I was the only one who knew about this place."); + next; + mes("[Leon the Adventurer]"); + mes("Excuse my rudeness! I am Pon de Leon, the famous adventurer!"); + next; + mes("[Leon the Adventurer]"); + mes("My friend calls me Leon the Lion! For my tough appearance and attitude. Plus I have quite a bite!"); + next; + mes("[Leon the Adventurer]"); + mes("You know, this is such a strange location..."); + next; + mes("[Leon the Adventurer]"); + mes("As you explore it you start to see cracks in space and time. Each one covered by a dimensional device."); + next; + mes("[Leon the Adventurer]"); + mes("For example, I think I have caught glimpses of Payon through the dimensional device closest to us.\r" + "But it doesn't seem right. Almost like it is a little bit older then it should be."); + next; + mes("[Leon the Adventurer]"); + mes("I want to explore it, but with my old age and my knees I don't seem to be quite up to the task."); + next; + mes("[Leon the Adventurer]"); + mes("So, I would like to ask something of you."); + next; + mes("[Leon the Adventurer]"); + mes("Please venture through the dimensional device and report to me what you find within."); + next; + mes("[Leon the Adventurer]"); + mes("Though, I should warn you. It might be unstable. Make sure you enter the first chance you get."); + close2; + setquest 15003; + end; + } else { + mes("You wish to relive the past again?"); + next; + if (select("Yes","No") == 2) + close; + mes("[Leon the Adventurer]"); + mes("Please venture through the dimensional device and report to me what you find within."); + next; + mes("[Leon the Adventurer]"); + mes("Though, I should warn you. It might be unstable. Make sure you enter the first chance you get."); + setquest 15003; + close; + } + } + if (questprogress(15003) == 1) { + mes("I am not sure you have fully explored the crack in space and time yet. Perhaps you should look a bit further into it."); + next; + if (!sarainstance) + close; + switch (select("Okay", "Give up")) { + case 1: + mes("[Leon the Adventurer]"); + mes("I am glad to hear that! Maybe someday you can be as brave as old Leon the Lion!"); + close; + case 2: + mes("[Leon the Adventurer]"); + mes("Well.. I can't force you. Buf if you ever find your courage pelase talk to me again."); + erasequest 15003; + close; + } + } + if (questprogress(15003) == 2) { + if (!sarainstance) { // 1st time reward and text + mes("What did you see in there?!"); + next; + mes("[Leon the Adventurer]"); + mes("Hrumpf, Sara Irene?! She's one of the 12 Valkyries. I didn't know her story was that tragic...."); + next; + mes("[Leon the Adventurer]"); + mes("It seems that you caused a huge misunderstanding between her and her father."); + next; + mes("[Leon the Adventurer]"); + mes("I would not blame yourself for what occured. Or all the blood that was spilled. It seems that the\r" + "events that day were fated to happen no matter who was there."); + next; + mes("[Leon the Adventurer]"); + mes("Please don't tell anyone about your time traveling adventure. We can't have anyone thinking you more\r" + "important then old Leon. Plus they wouldn't believe such a story anyways."); + next; + mes("[Leon the Adventurer]"); + mes("I think that in about 20 hours after you last entered the rift will stable enough for you to transverse it again."); + sarainstance = 1; + getexp 770000, 1000000; // reward first time + } else { // 2nd time text + mes("What did you see in there?! Was there anything new?"); + next; + select("Nothing has changed from the last time."); + mes("[Leon the Adventurer]"); + mes("I am sorry to hear that... If..."); + next; + mes("[Leon the Adventurer]"); + mes("If you want to try again. I think that in about 20 hours after you last entered the rift will be stable enough\r" + "for you to transverse it again."); + next; + mes("[Leon the Adventurer]"); + mes("You should rest up. Travelling Through time would make even Leon tired!"); + getexp 550000, 550000; // reward 2nd and following + } + erasequest 15003; + close; + } +} + +dali,138,118,0 script Dimensional Device#dimen PORTAL,{ + if (!questprogress(15003)) { + mes("[Leon the Adventurer]"); + mes("Before you go playing around with that. Why don't you come over here and talk to me?"); + close; + } + .@sara_time = questprogress(15002, PLAYTIME); + if (.@sara_time == 1) { + mes("[Leon the Adventurer]"); + mes("I think that in about 20 hours after you last entered the rift will stable enough for you to\r" + "transverse it again."); + close; + } else if (.@sara_time == 2) { + erasequest 15002; + end; + } else if (!.@sara_time) { + .@party_id = getcharid(CHAR_ID_PARTY); + .@p_name$ = getpartyname(.@party_id); + .@md_name$ = "Sara's Memory"; + if (!instance_check_party(.@party_id)) { + mes("[Leon the Adventurer]"); + mes("Before you enter you need to organize a party! Don't know how? Type /organize PARTYNAMEHERE. You\r" + "can use quotes to put spaces in a party name."); + close; + } + if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id, 2)) + .@menu1$ = "Boot up the dimensional device"; + else + .@menu1$ = ""; + switch (select(.@menu1$, "Use the dimensional device", "Cancel")) { + case 1: + if (getcharid(CHAR_ID_CHAR) != getpartyleader(.@party_id, 2)) + end; + .@instance = instance_create(.@md_name$, .@party_id); + if (.@instance < 0) { + mesf("Party Name: %s", .@p_name$); + mesf("Party Leader: %s", strcharinfo(PC_NAME)); + mesf("^0000FF%s^000000 - Reservation Failed!", .@md_name$); + close; + } + if (instance_attachmap("1@sara", .@instance) == "") { + mesf("^0000FF%s^000000 - Reservation Failed!", .@md_name$); + instance_destroy(.@instance); + close; + } + instance_set_timeout(3600, 300, .@instance); + instance_init(.@instance); + mes("^FF0000The dimensional boots up cleanly. Use the device to enter the crack in space and time.^000000"); + close; + case 2: + if (has_instance("1@sara") == "") { + mesf("The memorial dungeon ^0000FF%s^000000 does not exist.\r" + "The party leader did not generate the dungeon yet.", .@md_name$); + close; + } + mapannounce("dali", sprintf(_$("%s, member of the party %s entered the instance %s."), strcharinfo(PC_NAME), .@p_name$, .@md_name$), bc_map, C_SPRINGGREEN); + setquest 15002; + warp "1@sara", 250, 155; + end; + break; + case 3: + close; + } + } +} + +1@sara,261,156,5 script A girl#sarains 4_F_SARAH_BABY,{ + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) + end; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Where am I?"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Where am I?")); + next; + cutin "sara_9sara1.bmp", 2; + mes("[A girl]"); + mes("Hello! This is the village of Payon. You don't seem to be from around here..."); + npctalk(_("A girl : Hello! This is the village of Payon. You don't seem to be from around here...")); + next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Are you from here? You don't seem to quite match the locals either."); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Are you from here? You don't seem to quite match to locals either.")); + next; + mes("[A girl]"); + mes("Yes! I was born here! My name is Sara. Sara Irene!"); + npctalk(_("A girl : Yes! I was born here! My name is Sara. Sara Irene!")); + next; + mes("[Sara Irene]"); + mes("My father is doyen of this village! I just take after my mother."); + npctalk(_("My father is doyen of this village! I just take after my mother."), instance_npcname("Sara Irene#saratalk")); + next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Oh! I am sorry! Uh... Why are you standing out here all alone?"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Oh! I am sorry! Uh... Why are you standing out here all alone?")); + next; + mes("[Sara Irene]"); + mes("I am waiting for my father. He said that he will be here soon."); + npctalk(_("I am waiting for my father. He said that he will be here soon."), instance_npcname("Sara Irene#saratalk")); + next; + mes("^FF0000An older man exits the house. Sara's face brightens at the sight of him.^000000"); + donpcevent instance_npcname("Doyen Irene#sarains")+"::OnEnable"; + next; + mes("[Sara Irene]"); + mes("Hi daddy!"); + npctalk(_("Hi daddy!"), instance_npcname("Sara Irene#saratalk")); + next; + cutin "sara_elder_irine1.bmp", 2; + mes("[Doyen Irene]"); + mes("Sweetheart you look so happy."); + npctalk(_("Sweetheart you look so happy."), instance_npcname("Doyen Irene#sarains")); + next; + cutin "sara_9sara1.bmp", 2; + mes("[Sara Irene]"); + mes("You said you would come back soon! I waited for you and you lied!"); + npctalk(_("You said you would come back soon! I waited for you and you lied!"), instance_npcname("Sara Irene#saratalk")); + next; + cutin "sara_elder_irine1.bmp", 2; + mes("[Doyen Irene]"); + mes("Sweetheart, I am sorry I made you wait so long. The meeting with the village elders took longer than expected."); + npctalk(_("Sweetheart, I am sorry I made you wait so long. The meeting with the village elders took longer than expected."), instance_npcname("Doyen Irene#sarains")); + next; + cutin "sara_9sara1.bmp", 2; + mes("[Sara Irene]"); + mes("I hate those old fogeys."); + npctalk(_("I hate those old fogeys."), instance_npcname("Sara Irene#saratalk")); + next; + cutin "sara_elder_irine1.bmp", 2; + mes("[Doyen Irene]"); + mes("Don't say that sweetheart... Who is this with you?"); + npctalk(_("Don't say that sweetheart... Who is this with you?"), instance_npcname("Doyen Irene#sarains")); + next; + mes("^FF0000Doyen Irene stares at you with fire in this eyes.^000000"); + dispbottom(_("Doyen Irene stares at you with fire in this eyes.")); + next; + mes("^FF0000Sara starts humming and singing softly to herself. She picks some wild flowers near by and presents\r" + "them to the Doyen.^000000"); + dispbottom(_("Sara starts humming and singing softly to herself. She picks some wild flowers near by and presents them to the Doyen.")); + next; + cutin "sara_9sara1.bmp", 2; + mes("[Sara Irene]"); + mes("Here you go daddy!"); + npctalk(_("Here you go daddy!"), instance_npcname("Sara Irene#saratalk")); + next; + cutin "sara_elder_irine1.bmp", 2; + mes("[Doyen Irene]"); + mes("Oh Sara, should I have them?"); + npctalk(_("Oh Sara, should I have them?"), instance_npcname("Doyen Irene#sarains")); + next; + cutin "sara_9sara1.bmp", 2; + mes("[Sara Irene]"); + mes("Of course silly daddy!"); + npctalk(_("Of course silly daddy!"), instance_npcname("Sara Irene#saratalk")); + next; + mes("^FF0000After being given the flowers the Doyen's mood seems to greatly improve.^000000"); + dispbottom(_("After being given the flowers the Doyen's mood seems to greatly improve.")); + next; + cutin "sara_elder_irine1.bmp", 2; + mes("[Doyen Irene]"); + mes("Alright my princess, where should we go now?"); + npctalk(_("Alright my princess, where should we go now?"), instance_npcname("Doyen Irene#sarains")); + next; + cutin "sara_9sara1.bmp", 2; + mes("[Sara Irene]"); + mes("Oh daddy! Let's go to the top of that hill over there!"); + npctalk(_("Oh daddy! Let's go to the top of that hill over there!"), instance_npcname("Sara Irene#saratalk")); + next; + cutin "sara_elder_irine1.bmp", 2; + mes("[Doyen Irene]"); + mes("Hah! Hold onto me tight!"); + npctalk(_("Hah! Hold onto me tight!"), instance_npcname("Doyen Irene#sarains")); + next; + cutin "sara_elder_irine1.bmp", 255; + mes("^FF0000As they wander off you hear strange voices from around the corner...^000000"); + donpcevent instance_npcname("Doyen Irene#sarains")+"::OnDisable"; + donpcevent instance_npcname("A girl#sarains")+"::OnDisable"; + dispbottom(_("As they wander off you hear strange voices from around the corner...")),""; + disablenpc instance_npcname("Sara Irene#saratalk"); + next; + mes("[Strange Old Man A]"); + mes("I can feel Sara's power growing. We cannot just stand by and let her achieve her full potential!"); + npctalk(_("I can feel Sara's power growing. We cannot just stand by and let her achieve her full potential!"), instance_npcname("Strange Old Man A#stalk")); + next; + mes("[Strange Old Man B]"); + mes("She was born under a bad sign and her mother isn't even one of us!"); + npctalk(_("She was born under a bad sign and her mother isn't even one of us!"), instance_npcname("Strange Old Man B#stalk")); + next; + mes("[Strange Old Man B]"); + mes("Someday she will cause blood to flow in our streets."); + npctalk(_("Someday she will cause blood to flow in our streets."), instance_npcname("Strange Old Man B#stalk")); + next; + mes("[Strange Old Man A]"); + mes("We have to do something before the Holy creatures select her. I asked HIM to take care of it."); + npctalk(_("We have to do something before the Holy creatures select her. I asked HIM to take care of it."), instance_npcname("Strange Old Man A#stalk")); + next; + mes("[Strange Old Man B]"); + mes("We will see... I look forward to hearing the bad news that has befallen her..."); + npctalk(_("We will see... I look forward to hearing the bad news that has befallen her..."), instance_npcname("Strange Old Man B#stalk")); + next; + mes("^FF0000The old man wander off it seems Sara might be in danger. We have to do something!^000000"); + dispbottom(_("The old man wander off it seems Sara might be in danger. We have to do something!")); + close2; + donpcevent instance_npcname("Strange Old Man A#stalk")+"::OnDisable"; + donpcevent instance_npcname("Strange Old Man B#stalk")+"::OnDisable"; + donpcevent instance_npcname("Sara Irene#sarains1")+"::OnEnable"; + donpcevent instance_npcname("#sarawarp1")+"::OnEnable"; + viewpoint 1, 240, 145, 1, C_GREEN; + specialeffect EF_BASH; + end; + +OnInstanceInit: + donpcevent instance_npcname("A girl#sarains")+"::OnEnable"; + end; +OnEnable: + hideoffnpc instance_npcname("A girl#sarains"); + end; +OnDisable: + hideonnpc instance_npcname("A girl#sarains"); + end; +} + +1@sara,268,158,3 script Doyen Irene#sarains 4_M_CHIEF_IRIN,{ + end; +OnInstanceInit: + donpcevent instance_npcname("Doyen Irene#sarains")+"::OnDisable"; + end; +OnEnable: + hideoffnpc instance_npcname("Doyen Irene#sarains"); + end; +OnDisable: + hideonnpc instance_npcname("Doyen Irene#sarains"); + end; +} + +1@sara,260,156,0 script Sara Irene#saratalk HIDDEN_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#saratalk")+"::OnDisable"; + end; +OnEnable: + hideoffnpc instance_npcname("Sara Irene#saratalk"); + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#saratalk"); + end; +} + + +1@sara,260,156,0 script Strange Old Man A#stalk FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("Strange Old Man A#stalk")+"::OnDisable"; + end; +OnEnable: + hideoffnpc instance_npcname("Strange Old Man A#stalk"); + end; +OnDisable: + hideonnpc instance_npcname("Strange Old Man A#stalk"); + end; +} + +1@sara,260,156,0 script Strange Old Man B#stalk FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("Strange Old Man B#stalk")+"::OnDisable"; + end; +OnEnable: + hideoffnpc instance_npcname("Strange Old Man B#stalk"); + end; +OnDisable: + hideonnpc instance_npcname("Strange Old Man B#stalk"); + end; +} + +1@sara,240,145,0 script #sarawarp1 WARPNPC,1,2,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#sarawarp1")+"::OnDisable"; + end; +OnDisable: + disablenpc instance_npcname("#sarawarp1"); + end; +OnEnable: + enablenpc instance_npcname("#sarawarp1"); + end; +OnTouch: + .@map$ = instance_mapname("1@sara"); + warp .@map$, 94, 320; + end; +} + +1@sara,209,250,0 script #sarawarp2 WARPNPC,1,2,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#sarawarp2")+"::OnDisable"; + end; +OnDisable: + disablenpc instance_npcname("#sarawarp2"); + end; +OnEnable: + enablenpc instance_npcname("#sarawarp2"); + end; +OnTouch: + .@map$ = instance_mapname("1@sara"); + warp .@map$, 230, 316; + end; +} + +1@sara,226,190,0 script #sarawarp3 WARPNPC,1,2,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#sarawarp3")+"::OnDisable"; + end; +OnDisable: + disablenpc instance_npcname("#sarawarp3"); + end; +OnEnable: + enablenpc instance_npcname("#sarawarp3"); + end; +OnTouch: + .@map$ = instance_mapname("1@sara"); + warp .@map$, 263, 94; + end; +} + +1@sara,166,67,0 script #sarawarp4 WARPNPC,1,2,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#sarawarp4")+"::OnDisable"; + end; +OnDisable: + disablenpc instance_npcname("#sarawarp4"); + end; +OnEnable: + enablenpc instance_npcname("#sarawarp4"); + end; +OnTouch: + .@map$ = instance_mapname("1@sara"); + warp .@map$, 164, 81; + end; +} + +1@sara,155,180,0 script #sarawarp5 WARPNPC,1,2,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#sarawarp5")+"::OnDisable"; + end; +OnDisable: + disablenpc instance_npcname("#sarawarp5"); + end; +OnEnable: + enablenpc instance_npcname("#sarawarp5"); + end; +OnTouch: + .@map$ = instance_mapname("1@sara"); + warp .@map$, 155, 196; + end; +} + +1@sara,88,188,0 script #sarawarp6 WARPNPC,1,2,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#sarawarp6")+"::OnDisable"; + end; +OnDisable: + disablenpc instance_npcname("#sarawarp6"); + end; +OnEnable: + enablenpc instance_npcname("#sarawarp6"); + end; +OnTouch: + .@map$ = instance_mapname("1@sara"); + warp .@map$, 89, 175; + if (getcharid(CHAR_ID_CHAR) == getpartyleader(getcharid(CHAR_ID_PARTY),2)) + viewpoint 1, 39, 142, 1, C_GREEN; + end; +} + +1@sara,19,143,0 script #sarawarp7 WARPNPC,1,2,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#sarawarp7")+"::OnDisable"; + end; +OnDisable: + disablenpc instance_npcname("#sarawarp7"); + end; +OnEnable: + enablenpc instance_npcname("#sarawarp7"); + end; +OnTouch: + completequest 15003; + warp "dali", 134, 111; + end; +} + +1@sara,107,325,5 script Sara Irene#sarains1 4_F_SARAH_BABY,{ + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) + end; + cutin "sara_9sara1.bmp", 2; + mes("[Sara Irene]"); + mes("Oh! Hello again! I remember you, what's up?"); + npctalk(_("Oh! Hello again! I remember you, what's up?")); + next; + mes("[Sara Irene]"); + mes("I am here to give flowers to my mommy!"); + npctalk(_("I am here to give flowers to my mommy!")); + next; + mes("^FF0000Sara leaps forward to open the door, flowers at the ready.^000000"); + dispbottom(_("Sara leaps forward to open the door, flowers at the ready.")); + next; + mes("[Sara Irene]"); + mes("Mom! Dad! Look what I found!"); + npctalk(_("Mom! Dad! Look what I found!")); + next; + cutin "sara_9sara1.bmp", 255; + cutin "sara_momdie.bmp", 4; + mes("^FF0000The door opens to reveal a woman laying dead on the floor and the\r" + "Doyen standing over the woman with a bloody sword.^000000"); + dispbottom(_("The door opens to reveal a woman laying dead on the floor and the Doyen standing over the woman with a bloody sword.")); + next; + mes("[Sara Irene]"); + mes("..."); + npctalk("..."); + next; + mes("[Sara Irene]"); + mes("..."); + npctalk("..."); + next; + mes("[Sara Irene]"); + mes("..."); + npctalk("..."); + mapannounce(instance_mapname("1@sara"), _("[Sara's Mother] : Sara...Ru-..away..."), bc_map, C_YELLOW); + next; + mes("[Sara Irene]"); + mes("..."); + npctalk("..."); + next; + mes("^FF0000A gem rolls from the womans hand and comes to a rest in front of\r" + "Sara. Unconsciously Sara reaches down and picks up the gem.^000000"); + dispbottom(_("A gem rolls from the womans hand and comes to a rest in front of Sara. Unconsciously Sara reaches down and picks up the gem.")); + next; + mes("^FF0000The Doyen turns around and notices Sara.^000000"); + dispbottom(_("The Doyen turns around and notices Sara.")); + next; + cutin "sara_momdie.bmp", 255; + cutin "sara_elder_irine4.bmp", 2; + mes("[Doyen Irene]"); + mes("Ahh Sara! I was just looking for you..."); + npctalk(_("Ahh Sara! I was just looking for you..."), instance_npcname("Doyen Irene#sarains1")); + next; + cutin "sara_9sara2.bmp", 2; + mes("[Sara Irene]"); + mes("..."); + npctalk("..."); + next; + select("Escape with Sara."); + mes("[Sara Irene]"); + mes("..."); + npctalk("..."); + next; + cutin "sara_elder_irine3.bmp", 2; + mes("[Doyen Irene]"); + mes("Guards! GUARDS! There is a murderer here! Catch him!"); + npctalk(_("Guards! GUARDS! There is a murderer here! Catch him!"), instance_npcname("Doyen Irene#sarains1")); + next; + mes("^FF0000The sound of many pairs of boots can be heard running outside!^000000"); + dispbottom(_("The sound of many pairs of boots can be heard running outside!")); + next; + cutin "sara_9sara3.bmp", 2; + mes("[Sara Irene]"); + mes("Mommy no!!!!!!!!!!!!!!!"); + npctalk(_("Mommy no!!!!!!!!!!!!!!!")); + next; + cutin "sara_9sara3.bmp", 255; + mes("^FF0000Sara runs aways and the sound of the guards is getting closer...^000000"); + dispbottom(_("Sara runs aways and the sound of the guards is getting closer...")); + close2; + donpcevent instance_npcname("Sara Irene#sarains1")+"::OnDisable"; + donpcevent instance_npcname("Sara Irene#sarains4")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains5")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains6")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains7")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains8")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains9")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains10")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains11")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains12")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains13")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains14")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains15")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains16")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains17")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains18")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains19")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains20")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains21")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains22")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains23")+"::OnEnable"; + donpcevent instance_npcname("#controlsara")+"::OnEnable"; + end; + +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains1")+"::OnDisable"; + end; +OnEnable: + hideoffnpc instance_npcname("Sara Irene#sarains1"); + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains1"); + end; +} + +1@sara,107,325,0 script Doyen Irene#sarains1 FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("Doyen Irene#sarains1")+"::OnDisable"; + end; +OnEnable: + hideoffnpc instance_npcname("Doyen Irene#sarains1"); + end; +OnDisable: + hideonnpc instance_npcname("Doyen Irene#sarains1"); + end; +} + +1@sara,107,327,0 script #controlsara CLEAR_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#controlsara")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("#controlsara"); + hideonnpc instance_npcname("#controlsara"); + initnpctimer; + end; +OnDisable: + disablenpc instance_npcname("#controlsara"); + end; +OnTimer2000: + mapannounce(instance_mapname("1@sara"), _("<SYSTEM> The guards must be defeated to gain access to the next area."), bc_map, C_YELLOW); + end; +OnTimer4000: + mapannounce(instance_mapname("1@sara"), _("<SYSTEM> The guards have formed groups of their own to fight you!"), bc_map, C_YELLOW); + end; +OnTimer5000: + donpcevent instance_npcname("#controlsara")+"::OnRespawn"; + stopnpctimer; + end; +OnRespawn: + .@map$ = instance_mapname("1@sara"); + + monster(.@map$, .@x, .@y, _("Maggot"), MG_ARCLOUSE, .@mobs, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 107, 325, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 115, 325, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 116, 317, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 108, 317, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 116, 311, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 108, 311, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 101, 295, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 105, 295, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 109, 295, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 113, 295, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 117, 295, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 121, 295, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 122, 227, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 122, 225, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 122, 223, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 122, 221, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 122, 219, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 122, 217, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 121, 227, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 121, 225, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 121, 223, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 121, 221, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 121, 219, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 121, 217, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 151, 231, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 153, 231, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 155, 231, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 157, 231, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 159, 231, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 161, 231, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 187, 215, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 187, 217, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 187, 219, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 187, 221, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 187, 223, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 187, 225, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 188, 215, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 188, 217, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 188, 219, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 188, 221, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 188, 223, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 188, 225, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 192, 250, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 194, 250, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 196, 250, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 198, 250, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 196, 254, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 196, 256, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 196, 258, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 199, 254, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 199, 256, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 199, 258, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 204, 246, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 204, 248, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 204, 250, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 204, 252, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 204, 254, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 206, 251, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + end; +OnMyMobDead: + .@callnum = 58; + .@map$ = instance_mapname("1@sara"); + .@a_mob_num = mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + .@mob_dead_num = .@callnum - .@a_mob_num; + if (.@mob_dead_num > 57) { + viewpoint 1, 209, 250, 1, C_GREEN; + mapannounce(instance_mapname("1@sara"), _("<SYSTEM> Sara ran away again! You think she went in the 2 O'clock direction!"), bc_map, C_YELLOW); + donpcevent instance_npcname("#controlsara")+"::OnDisable"; + donpcevent instance_npcname("#controlsara1")+"::OnEnable"; + donpcevent instance_npcname("#sarawarp2")+"::OnEnable"; + } + end; +} + +1@sara,230,316,0 script #controlsara1 CLEAR_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#controlsara1")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("#controlsara1"); + hideonnpc instance_npcname("#controlsara1"); + donpcevent instance_npcname("#controlsara1")+"::OnRespawn"; + end; +OnDisable: + disablenpc instance_npcname("#controlsara1"); + end; +OnRespawn: + .@map$ = instance_mapname("1@sara"); + monster(.@map$, 228, 312, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 227, 312, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 229, 315, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 247, 290, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 248, 290, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 249, 290, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 223, 264, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 230, 248, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 227, 248, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 238, 229, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 225, 220, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 228, 220, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 220, 212, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 223, 212, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 219, 203, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 222, 203, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + end; +OnMyMobDead: + .@callnum = 16; + .@map$ = instance_mapname("1@sara"); + .@b_mob_num = mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + .@mob_dead_num = .@callnum - .@b_mob_num; + if (.@mob_dead_num > 15) { + viewpoint 1, 226, 190, 1, C_GREEN; + mapannounce(instance_mapname("1@sara"), _("<SYSTEM> Sara ran away yet again! You think she went in the 5 O'clock direction!"), bc_map, C_YELLOW); + donpcevent instance_npcname("#controlsara1")+"::OnDisable"; + donpcevent instance_npcname("#controlsara2")+"::OnEnable"; + donpcevent instance_npcname("#sarawarp3")+"::OnEnable"; + } + end; +} + +1@sara,263,94,0 script #controlsara2 CLEAR_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#controlsara2")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("#controlsara2"); + hideonnpc instance_npcname("#controlsara2"); + donpcevent instance_npcname("#controlsara2")+"::OnRespawn"; + end; +OnDisable: + disablenpc instance_npcname("#controlsara2"); + end; +OnRespawn: + .@map$ = instance_mapname("1@sara"); + monster(.@map$, 255, 91, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 255, 92, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 255, 93, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 255, 94, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 254, 91, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 254, 92, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 254, 93, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 254, 94, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 228, 65, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 228, 64, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 228, 63, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 228, 62, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 198, 62, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 195, 56, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 195, 60, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 195, 62, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 192, 56, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 192, 60, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 192, 62, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 187, 68, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 188, 63, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 120, 39, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 121, 39, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 121, 39, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 93, 64, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 93, 68, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 93, 72, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 93, 76, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 90, 64, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 90, 68, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 90, 72, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 90, 76, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 87, 67, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 87, 63, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 87, 59, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 87, 55, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 84, 67, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 84, 63, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 84, 59, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 84, 55, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 81, 67, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 81, 63, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 81, 59, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 81, 55, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 81, 51, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + end; +OnMyMobDead: + .@callnum = 45; + .@map$ = instance_mapname("1@sara"); + .@c_mob_num = mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + .@mob_dead_num = .@callnum - .@c_mob_num; + if (.@mob_dead_num > 44) { + viewpoint 1, 166, 67, 1, C_GREEN; + mapannounce(instance_mapname("1@sara"), _("<SYSTEM> Sara ran away yet again! *sigh* You think she went in the 6 O'clock direction!"), bc_map, C_YELLOW); + donpcevent instance_npcname("#controlsara2")+"::OnDisable"; + donpcevent instance_npcname("#controlsara3")+"::OnEnable"; + donpcevent instance_npcname("#sarawarp4")+"::OnEnable"; + } + end; +} + +1@sara,164,81,0 script #controlsara3 CLEAR_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#controlsara3")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("#controlsara3"); + hideonnpc instance_npcname("#controlsara3"); + donpcevent instance_npcname("#controlsara3")+"::OnRespawn"; + end; +OnDisable: + disablenpc instance_npcname("#controlsara3"); + end; +OnRespawn: + .@map$ = instance_mapname("1@sara"); + monster(.@map$, 155, 97, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 157, 97, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 159, 97, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 161, 97, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 201, 113, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 204, 113, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 207, 113, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 210, 113, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 213, 113, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 201, 117, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 204, 117, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 207, 117, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 210, 117, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 213, 117, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 223, 152, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 223, 148, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 223, 144, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 221, 152, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 221, 148, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 221, 144, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 151, 174, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 153, 174, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 155, 174, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 157, 174, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 159, 174, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 151, 177, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 153, 177, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 155, 177, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 157, 177, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 159, 177, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 151, 180, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 153, 180, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 155, 180, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 157, 180, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 159, 180, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 173, 139, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 170, 139, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 167, 139, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 164, 139, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 173, 137, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 170, 137, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 167, 137, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 164, 137, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + end; +OnMyMobDead: + .@callnum = 43; + .@map$ = instance_mapname("1@sara"); + .@d_mob_num = mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + .@mob_dead_num = .@callnum - .@d_mob_num; + if (.@mob_dead_num > 42) { + viewpoint 1, 155, 180, 1, C_GREEN; + mapannounce(instance_mapname("1@sara"), _("<SYSTEM> Sara ran away yet again! You think she went in the 12 O'clock direction!"), bc_map, C_YELLOW); + for (.@i=4; .@i<=23; .@i++) { + donpcevent instance_npcname("Sara Irene#sarains" + .@i)+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains" + .@i)+"::OnDisable"; + } + donpcevent instance_npcname("#controlsara3")+"::OnDisable"; + donpcevent instance_npcname("#sarawarp5")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains2")+"::OnEnable"; + } + end; +} + +1@sara,152,233,5 script Sara Irene#sarains2 4_F_SARAH_BABY,{ + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) + end; + cutin "sara_9sara2.bmp", 2; + mes("[Sara Irene]"); + mes("Mommy!"); + npctalk(_("Mommy!")); + next; + cutin "sara_elder_irine4.bmp", 2; + mes("[Doyen Irene]"); + mes("Sara..."); + npctalk(_("Sara..."), instance_npcname("Doyen Irene#sarains2")); + next; + cutin "sara_9sara2.bmp", 2; + mes("[Sara Irene]"); + mes("No!"); + npctalk(_("No!")); + next; + cutin "sara_elder_irine4.bmp", 2; + mes("[Doyen Irene]"); + mes("I have been looking for you Sara. Please come with daddy it is very dangerous here!"); + npctalk(_("I have been looking for you Sara. Please come with daddy it is very dangerous here!"), instance_npcname("Doyen Irene#sarains2")); + next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I won't let you take Sara!"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("I won't let you take Sara!")); + next; + cutin "sara_elder_irine3.bmp", 2; + mes("[Doyen Irene]"); + mes("The murderer is here! Guards! We will finish him once and for all!"); + npctalk(_("The murderer is here! Guards! We will finish him once and for all!"), instance_npcname("Doyen Irene#sarains2")); + next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Sara... run! Save yourself!"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Sara... run! Save yourself!")); + next; + cutin "sara_9sara2.bmp", 2; + mes("[Sara Irene]"); + mes("...okay."); + npctalk(_("...okay.")); + close2; + cutin "sara_9sara2.bmp", 255; + donpcevent instance_npcname("Sara Irene#sarains2")+"::OnDisable"; + donpcevent instance_npcname("#controlsara4")+"::OnEnable"; + end; + +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains2")+"::OnDisable"; + end; +OnEnable: + hideoffnpc instance_npcname("Sara Irene#sarains2"); + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains2"); + end; +} + +1@sara,152,233,5,0 script Doyen Irene#sarains2 FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("Doyen Irene#sarains2")+"::OnDisable"; + end; +OnEnable: + hideoffnpc instance_npcname("Doyen Irene#sarains2"); + end; +OnDisable: + hideonnpc instance_npcname("Doyen Irene#sarains2"); + end; +} + +1@sara,152,233,0 script #controlsara4 FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#controlsara4")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("#controlsara4"); + donpcevent instance_npcname("#controlsara4")+"::OnRespawn"; + end; +OnDisable: + disablenpc instance_npcname("#controlsara4"); + end; +OnRespawn: + .@map$ = instance_mapname("1@sara"); + .@mobid = monster(.@map$, 150, 232, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + unittalk(.@mobid, _("I am getting too old for this sh-")); + .@mobid = monster(.@map$, 150, 227, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + unittalk(.@mobid, _("For Payon!!")); + .@mobid = monster(.@map$, 150, 222, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + unittalk(.@mobid, _("For Payon!!")); + .@mobid = monster(.@map$, 150, 217, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + unittalk(.@mobid, _("For Payon!!")); + .@mobid = monster(.@map$, 161, 232, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + unittalk(.@mobid, _("For Payon!!")); + .@mobid = monster(.@map$, 161, 227, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + unittalk(.@mobid, _("For Payon!!")); + .@mobid = monster(.@map$, 161, 222, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + unittalk(.@mobid, _("For Payon!!")); + .@mobid = monster(.@map$, 161, 217, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + unittalk(.@mobid, _("For Payon!!")); + end; +OnMyMobDead: + .@callnum = 8; + .@map$ = instance_mapname("1@sara"); + .@f_mob_num = mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + .@mob_dead_num = .@callnum - .@f_mob_num; + if (.@mob_dead_num > 7) { + mapannounce(instance_mapname("1@sara"),_("<SYSTEM> Doyen Irene draws his blade!"), bc_map, C_YELLOW); + donpcevent instance_npcname("#controlsara4")+"::OnDisable"; + donpcevent instance_npcname("#controlsara5")+"::OnEnable"; + } + end; +} + +1@sara,155,226,0 script #controlsara5 FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#controlsara5")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("#controlsara5"); + donpcevent instance_npcname("#controlsara5")+"::OnRespawn"; + end; +OnDisable: + disablenpc instance_npcname("#controlsara5"); + end; +OnRespawn: + .@map$ = instance_mapname("1@sara"); + .@mobid = monster(.@map$, 155, 226, _("Doyen Irene"), IRENE_ELDER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + unittalk(.@mobid, _("I will have revenge for Sara's Mom!")); + end; +OnMyMobDead: + .@callnum = 1; + .@map$ = instance_mapname("1@sara"); + .@g_mob_num = mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + .@mob_dead_num = .@callnum - .@g_mob_num; + if (.@mob_dead_num > 0) { + mapannounce(instance_mapname("1@sara"), _("<SYSTEM> Doyen Irene has fallen."), bc_map, C_YELLOW); + donpcevent instance_npcname("#controlsara5")+"::OnDisable"; + donpcevent instance_npcname("Doyen Irene#sarains3")+"::OnEnable"; + } + end; +} + +1@sara,156,236,3 script Doyen Irene#sarains3 4_M_CHIEF_IRIN,{ + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) + end; + cutin "sara_elder_irine4.bmp", 2; + mes("[Doyen Irene]"); + mes("You... were too strong for me."); + npctalk(_("You... were too strong for me.")); + next; + mes("[Doyen Irene]"); + mes("Why.. *hack* are you trying to kill my wife and daughter?"); + npctalk(_("Why.. *hack* are you trying to kill my wife and daughter?")); + next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("What are you talking about? We saw you standing over Sara's mother with your sword COVERED in blood!"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("What are you talking about? We saw you standing over Sara's mother with your sword COVERED in blood!")); + next; + mes("[Doyen Irene]"); + mes("You.. think I killed Sara's mother?"); + npctalk(_("You.. think I killed Sara's mother?")); + next; + mes("[Doyen Irene]"); + mes("She *cough* had already been killed by an assassin. I slew him that *hack* is why my blade was covered in blood..."); + npctalk(_("She *cough* had already been killed by an assassin. I slew him that *hack* is why my blade was covered in blood...")); + next; + cutin "sara_elder_irine4.bmp", 255; + cutin "sara_momdie.bmp", 4; + mes("^FF0000Thinking back you seem to recall another body laying in the left\r" + "corner of the room. Maybe that was the assassin the Doyen is talking about.^000000"); + dispbottom(_("Thinking back you seem to recall another body laying in the left corner of the room. Maybe that was the assassin the Doyen is talking about.")); + next; + cutin "sara_momdie.bmp", 255; + cutin "sara_elder_irine4.bmp", 2; + mes("[Doyen Irene]"); + mes("If.. you are not the assassin sent to kill my wife and daughter, who are you?"); + npctalk(_("If.. you are not the assassin sent to kill my wife and daughter, who are you?")); + next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I am just an adventurer who was passing through. I heard some men plotting their deaths and needed to intervene."); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("I am just an adventurer who was passing through. I heard some men plotting their deaths and needed to intervene.")); + next; + mes("[Doyen Irene]"); + mes("If.. you are telling the truth...\r" + "forgive me. I though you were one of them."); + npctalk(_("If.. you are telling the truth... forgive me. I though you were one of them.")); + next; + mes("[Doyen Irene]"); + mes("Strange men... I bet they were some of the village elders. Ugh..."); + npctalk(_("Strange men... I bet they were some of the village elders. Ugh...")); + next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("There might be more assassins so we have to find Sara as fast as we can."); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("There might be more assassins so we have to find Sara as fast as we can.")); + next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Sara believes that you killed her mother. We need to tell her the truth."); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Sara believes that you killed her mother. We need to tell her the truth.")); + next; + mes("[Doyen Irene]"); + mes("We must do our best to find her. Let's split up and search for her.\r" + "Please help me find my daughter and explain everything to her."); + npctalk(_("We must do our best to find her. Let's split up and search for her. Please help me find my daughter and explain everything to her.")); + close2; + cutin "sara_elder_irine4.bmp", 255; + viewpoint 1, 88, 188, 1, C_GREEN; + mapannounce(instance_mapname("1@sara"), _("<SYSTEM> We must find Sara. You seem remember her running in the 8 O'clock direction."), bc_map, C_YELLOW); + donpcevent instance_npcname("Doyen Irene#sarains3")+"::OnDisable"; + donpcevent instance_npcname("#sarawarp6")+"::OnEnable"; + donpcevent instance_npcname("????-#saratalk")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains3")+"::OnEnable"; + end; + +OnInstanceInit: + donpcevent instance_npcname("Doyen Irene#sarains3")+"::OnDisable"; + end; +OnEnable: + hideoffnpc instance_npcname("Doyen Irene#sarains3"); + end; +OnDisable: + hideonnpc instance_npcname("Doyen Irene#sarains3"); + end; +} + +1@sara,39,142,3 script Sara Irene#sarains3 4_F_SARAH_BABY,{ + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) + end; + mes("^FF0000As you are about to call out to Sara a sudden blow knocks you down from behind.^000000"); + dispbottom(_("As you are about to call out to Sara a sudden blow knocks you down from behind.")); + next; + cutin "sara_beholder.bmp", 2; + mes("[?????]"); + mes("The time travellers cannot interfere any longer. You cannot stop us from meeting Sara."); + npctalk(_("The time travellers cannot interfere any longer. You cannot stop us from meeting Sara."), instance_npcname("????-#saratalk")); + next; + mes("[?????]"); + mes("You should go back to the time where you belong."); + npctalk(_("You should go back to the time where you belong."), instance_npcname("????-#saratalk")); + next; + mes("^FF0000As you fall to the ground two dark figures approach Sara.^000000"); + dispbottom(_("As you fall to the ground two dark figures approach Sara.")); + next; + mes("[?????]"); + mes("A girl full of betrayal, despair, and hate. We will guide you to your ultimate fate."); + npctalk(_("A girl full of betrayal, despair, and hate. We will guide you to your ultimate fate."), instance_npcname("????-#saratalk")); + next; + cutin "sara_9sara2.bmp", 2; + mes("[Sara Irene]"); + mes("..."); + npctalk("..."); + next; + cutin "sara_beholder.bmp", 2; + mes("[?????]"); + mes("Sara Irene, he will make your dreams come true."); + npctalk(_("Sara Irene, he will make your dreams come true."), instance_npcname("????-#saratalk")); + next; + cutin "sara_beholder.bmp", 255; + mes("^FF0000One of the cloaked strangers covers Sara with their cloak and all three figures disappear.^000000"); + dispbottom(_("One of the cloaked strangers covers Sara with their cloak and all three figures disappear.")); + donpcevent instance_npcname("Sara Irene#sarains3")+"::OnDisable"; + next; + mes("^FF0000At the same time as Sara disappearing this place begin to become unstable, just like what Leon said before.^000000"); + dispbottom(_("At the same time as Sara disappearing this place begin to become unstable, just like what Leon said before.")); + next; + mes("^FF0000We need to get out from this place quickly to the left. And when we at the outside let's talk to him.^000000"); + dispbottom(_("We need to get out from this place quickly to the left. And when we at the outside let's talk to him.")); + close2; + donpcevent instance_npcname("????-#saratalk")+"::OnDisable"; + donpcevent instance_npcname("#sarawarp7")+"::OnEnable"; + end; + +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains3")+"::OnDisable"; + end; +OnEnable: + hideoffnpc instance_npcname("Sara Irene#sarains3"); + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains3"); + end; +} + +1@sara,152,233,0 script ????-#saratalk FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("????-#saratalk")+"::OnDisable"; + end; +OnEnable: + hideoffnpc instance_npcname("????-#saratalk"); + end; +OnDisable: + hideonnpc instance_npcname("????-#saratalk"); + end; +} + +1@sara,97,304,5 script Sara Irene#sarains4 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("Why daddy?")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains4")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains4")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains4")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains4"); + hideoffnpc instance_npcname("Sara Irene#sarains4"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains4"); + disablenpc instance_npcname("Sara Irene#sarains4"); + end; +} + +1@sara,128,296,5 script Sara Irene#sarains5 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("Not mommy!")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains5")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains5")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains5")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains5"); + hideoffnpc instance_npcname("Sara Irene#sarains5"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains5"); + disablenpc instance_npcname("Sara Irene#sarains5"); + end; +} + +1@sara,90,215,5 script Sara Irene#sarains6 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("Why did he do it?!")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains6")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains6")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains6")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains6"); + hideoffnpc instance_npcname("Sara Irene#sarains6"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains6"); + disablenpc instance_npcname("Sara Irene#sarains6"); + end; +} + +1@sara,124,230,5 script Sara Irene#sarains7 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("Why.. why?!")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains7")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains7")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains7")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains7"); + hideoffnpc instance_npcname("Sara Irene#sarains7"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains7"); + disablenpc instance_npcname("Sara Irene#sarains7"); + end; +} + +1@sara,174,226,5 script Sara Irene#sarains8 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("Noooo...")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains8")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains8")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains8")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains8"); + hideoffnpc instance_npcname("Sara Irene#sarains8"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains8"); + disablenpc instance_npcname("Sara Irene#sarains8"); + end; +} + +1@sara,203,259,5 script Sara Irene#sarains9 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk("..."); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains9")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains9")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains9")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains9"); + hideoffnpc instance_npcname("Sara Irene#sarains9"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains9"); + disablenpc instance_npcname("Sara Irene#sarains9"); + end; +} + +1@sara,225,298,5 script Sara Irene#sarains10 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("Why does it hurt so much?")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains10")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains10")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains10")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains10"); + hideoffnpc instance_npcname("Sara Irene#sarains10"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains10"); + disablenpc instance_npcname("Sara Irene#sarains10"); + end; +} + +1@sara,228,282,5 script Sara Irene#sarains11 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("........")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains11")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains11")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains11")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains11"); + hideoffnpc instance_npcname("Sara Irene#sarains11"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains11"); + disablenpc instance_npcname("Sara Irene#sarains11"); + end; +} + +1@sara,243,250,5 script Sara Irene#sarains12 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("...Mommy")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains12")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains12")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains12")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains12"); + hideoffnpc instance_npcname("Sara Irene#sarains12"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains12"); + disablenpc instance_npcname("Sara Irene#sarains12"); + end; +} + +1@sara,265,253,5 script Sara Irene#sarains13 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("What happened to you daddy?")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains13")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains13")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains13")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains13"); + hideoffnpc instance_npcname("Sara Irene#sarains13"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains13"); + disablenpc instance_npcname("Sara Irene#sarains13"); + end; +} + +1@sara,231,205,5 script Sara Irene#sarains14 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("All that blood...")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains14")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains14")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains14")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains14"); + hideoffnpc instance_npcname("Sara Irene#sarains14"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains14"); + disablenpc instance_npcname("Sara Irene#sarains14"); + end; +} + +1@sara,238,53,5 script Sara Irene#sarains15 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("Who are you?!")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains15")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains15")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains15")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains15"); + hideoffnpc instance_npcname("Sara Irene#sarains15"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains15"); + disablenpc instance_npcname("Sara Irene#sarains15"); + end; +} + +1@sara,184,67,5 script Sara Irene#sarains16 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("I want my mommy!")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains16")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains16")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains16")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains16"); + hideoffnpc instance_npcname("Sara Irene#sarains16"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains16"); + disablenpc instance_npcname("Sara Irene#sarains16"); + end; +} + +1@sara,150,60,5 script Sara Irene#sarains17 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("........")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains17")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains17")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains17")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains17"); + hideoffnpc instance_npcname("Sara Irene#sarains17"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains17"); + disablenpc instance_npcname("Sara Irene#sarains17"); + end; +} + +1@sara,105,63,5 script Sara Irene#sarains18 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("Nooooo...")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains18")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains18")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains18")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains18"); + hideoffnpc instance_npcname("Sara Irene#sarains18"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains18"); + disablenpc instance_npcname("Sara Irene#sarains18"); + end; +} + +1@sara,163,99,5 script Sara Irene#sarains19 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("Mommy!")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains19")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains19")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains19")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains19"); + hideoffnpc instance_npcname("Sara Irene#sarains19"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains19"); + disablenpc instance_npcname("Sara Irene#sarains19"); + end; +} + +1@sara,184,106,5 script Sara Irene#sarains20 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk("........"); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains20")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains20")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains20")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains20"); + hideoffnpc instance_npcname("Sara Irene#sarains20"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains20"); + disablenpc instance_npcname("Sara Irene#sarains20"); + end; +} + +1@sara,153,124,5 script Sara Irene#sarains21 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("Daddy!")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains21")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains21")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains21")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains21"); + hideoffnpc instance_npcname("Sara Irene#sarains21"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains21"); + disablenpc instance_npcname("Sara Irene#sarains21"); + end; +} + +1@sara,141,153,5 script Sara Irene#sarains22 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk("........"); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains22")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains22")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains22")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains22"); + hideoffnpc instance_npcname("Sara Irene#sarains22"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains22"); + disablenpc instance_npcname("Sara Irene#sarains22"); + end; +} + +1@sara,201,155,5 script Sara Irene#sarains23 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("Why?")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains23")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains23")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains23")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains23"); + hideoffnpc instance_npcname("Sara Irene#sarains23"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains23"); + disablenpc instance_npcname("Sara Irene#sarains23"); + end; +} diff --git a/npc/re/jobs/1-1/acolyte.txt b/npc/re/jobs/1-1/acolyte.txt index 005da4c8f..dae96908b 100644 --- a/npc/re/jobs/1-1/acolyte.txt +++ b/npc/re/jobs/1-1/acolyte.txt @@ -83,7 +83,7 @@ prt_church,184,41,4 script Cleric#aco 1_M_PASTOR,{ mes "[Father Mareusis]"; mes "What is it that you seek?"; next; - switch(select("Change your job to acolyte.:Ask the requirements to be an acolyte.:Quit it.")) { + switch(select("Change your job to acolyte.", "Ask the requirements to be an acolyte.", "Quit it.")) { case 1: if(BaseJob != Job_Novice) { mes "[Father Mareusis]"; @@ -147,7 +147,7 @@ prt_fild03,365,255,2 script Ascetic#aco 4_M_ORIENT02,{ mes "Oh...? You must be the one who aspires to become an Acolyte. I've already received news from the Sanctuary that you might be coming."; next; mes "[Father Rubalkabara]"; - mes "Now, your name was " + strcharinfo(0) + ", right? Excellent, thank you for visiting me."; + mes "Now, your name was " + strcharinfo(PC_NAME) + ", right? Excellent, thank you for visiting me."; next; mes "[Father Rubalkabara]"; mes "I believe you've been told much about Acolytes from Friar Mareusis. Plus, there's plenty of helpful people in the Prontera Sanctuary."; @@ -175,7 +175,7 @@ prt_fild03,365,255,2 script Ascetic#aco 4_M_ORIENT02,{ mes "Let's see..."; next; mes "[Father Rubalkabara]"; - mes "Your name is " + strcharinfo(0) + "?"; + mes "Your name is " + strcharinfo(PC_NAME) + "?"; mes "I don't think your name"; mes "is on my list. Hmmm..."; next; @@ -224,10 +224,10 @@ moc_fild07,41,355,4 script Ascetic#2aco 4_F_SISTER,{ mes "Ah, you must be one of the Acolyte applicants. I sincerely welcome you."; next; mes "[Mother Mathilda]"; - mes "What is your name? " + strcharinfo(0) + "? Let's see... Ah, you're on my list."; + mes "What is your name? " + strcharinfo(PC_NAME) + "? Let's see... Ah, you're on my list."; next; mes "[Mother Mathilda]"; - mes "I will send a message to the Sanctuary confirming that you, " + strcharinfo(0) + " visited me and completed your penance."; + mes "I will send a message to the Sanctuary confirming that you, " + strcharinfo(PC_NAME) + " visited me and completed your penance."; next; mes "[Mother Mathilda]"; mes "Please return to the Prontera Sanctuary and speak to the Priest in charge."; @@ -244,7 +244,7 @@ moc_fild07,41,355,4 script Ascetic#2aco 4_F_SISTER,{ next; mes "[Mother Mathilda]"; mes "Now, what is your name?"; - mes "" + strcharinfo(0) + "? Let's see..."; + mes "" + strcharinfo(PC_NAME) + "? Let's see..."; next; mes "[Mother Mathilda]"; mes "Hmm..."; @@ -301,10 +301,10 @@ prt_fild00,208,218,6 script Ascetic#3aco 4W_M_02,{ mes "So what's your name?"; next; mes "[Father Yosuke]"; - mes "" + strcharinfo(0) + ", huh?"; + mes "" + strcharinfo(PC_NAME) + ", huh?"; next; mes "[Father Yosuke]"; - mes "Okay. I'll send a message to the Sanctuary that you, " + strcharinfo(0) + ", came to visit me."; + mes "Okay. I'll send a message to the Sanctuary that you, " + strcharinfo(PC_NAME) + ", came to visit me."; next; mes "[Father Yosuke]"; mes "Now go back to the Santuary and finish becoming an Acolyte, kid."; @@ -321,7 +321,7 @@ prt_fild00,208,218,6 script Ascetic#3aco 4W_M_02,{ mes "Not bad at all, you've made it all the way here from Prontera. So what's your name, kid?"; next; mes "[Father Yosuke]"; - mes "" + strcharinfo(0) + ", huh? Why isn't your name on my list?"; + mes "" + strcharinfo(PC_NAME) + ", huh? Why isn't your name on my list?"; next; mes "[Father Yosuke]"; mes "You probably made a mistake. Go back to the Santuary, and check with the Bishop."; diff --git a/npc/re/jobs/1-1/archer.txt b/npc/re/jobs/1-1/archer.txt index 32b53ed49..a7ef0ef10 100644 --- a/npc/re/jobs/1-1/archer.txt +++ b/npc/re/jobs/1-1/archer.txt @@ -84,7 +84,7 @@ payon_in02,64,71,4 script Archer Guildsman#archer 4_M_03,{ mes "[Archer Guildsman]"; mes "Nice to meet you. How may I help you?"; next; - switch(select("I want to be an Archer.:I need the requirements, please.:Nothing, thanks.")) { + switch(select("I want to be an Archer.", "I need the requirements, please.", "Nothing, thanks.")) { case 1: if(BaseJob != Job_Novice) { mes "[Archer Guildsman]"; @@ -97,7 +97,7 @@ payon_in02,64,71,4 script Archer Guildsman#archer 4_M_03,{ close; }else{ mes "[Archer Guildsman]"; - mes "You are... "+strcharinfo(0)+". right?"; + mes "You are... "+strcharinfo(PC_NAME)+". right?"; next; if (getskilllv("NV_BASIC") < 9) { mes "[Archer Guildsman]"; diff --git a/npc/re/jobs/1-1/mage.txt b/npc/re/jobs/1-1/mage.txt index 4f2ecb369..29593163b 100644 --- a/npc/re/jobs/1-1/mage.txt +++ b/npc/re/jobs/1-1/mage.txt @@ -87,13 +87,13 @@ geffen_in,164,124,4 script Mage Guildsman#mage 2_F_MAGICMASTER,{ }else{ mes "Hey?"; next; - switch(select("I want to be a Mage:What are the requirements to be a Mage?:Nothing, thanks.")) { + switch(select("I want to be a Mage", "What are the requirements to be a Mage?", "Nothing, thanks.")) { case 1: mes "[Mage Guildsman]"; mes "Wanna be a Mage? Eh..."; next; mes "[Mage Guildsman]"; - if (Sex) { + if (Sex == SEX_MALE) { mes "Hey, look at you! You're kinda cute~! Not my type though..."; }else{ mes "Oooh, you're such a hot babe~!"; @@ -101,7 +101,7 @@ geffen_in,164,124,4 script Mage Guildsman#mage 2_F_MAGICMASTER,{ } mes "Right, you said that you wanna be a Mage?"; next; - if(select("I want to be a Mage.:Nothing, thanks.") == 2) { + if(select("I want to be a Mage.", "Nothing, thanks.") == 2) { mes "[Mage Guildsman]"; mes "Whaaaaat~?! Right after you tell me that you wanna become a Mage, you change your mind?! Be a bit more decisive!"; close; @@ -113,7 +113,7 @@ geffen_in,164,124,4 script Mage Guildsman#mage 2_F_MAGICMASTER,{ close; } mes "Alright.. sign the application form.... Wow~ you have good handwriting! Ahh, okay. That's enough."; - mes "You are... "+strcharinfo(0)+"."; + mes "You are... "+strcharinfo(PC_NAME)+"."; next; mes "[Mage Guildsman]"; mes "Hmm I can see that you've tried hard in your own way. Though it seems to be a little clumsy, but well I think it's okay!"; diff --git a/npc/re/jobs/1-1/merchant.txt b/npc/re/jobs/1-1/merchant.txt index 763f7eac4..2682e545d 100644 --- a/npc/re/jobs/1-1/merchant.txt +++ b/npc/re/jobs/1-1/merchant.txt @@ -78,7 +78,7 @@ alberta_in,53,43,6 script Merchant#mer 4_M_04,{ mes "[Guildsman Mahnsoo]"; mes "Hey, why are you here?"; next; - switch(select("I want to be a merchant.:I want to know more about merchants.:Ask him the requirements to be a merchant.:Nothing.")) { + switch(select("I want to be a merchant.", "I want to know more about merchants.", "Ask him the requirements to be a merchant.", "Nothing.")) { case 1: if(BaseJob != Job_Novice) { mes "[Guildsman Mahnsoo]"; diff --git a/npc/re/jobs/1-1/swordman.txt b/npc/re/jobs/1-1/swordman.txt index 00f1086ef..8dbadbd9d 100644 --- a/npc/re/jobs/1-1/swordman.txt +++ b/npc/re/jobs/1-1/swordman.txt @@ -84,7 +84,7 @@ izlude_in,74,172,4 script Swordman#swd 2_M_SWORDMASTER,{ mes "This is the Swordman Guild."; mes "Why are you here?"; next; - switch(select("Tell me about being a Swordman.:I want to be a Swordman.:Nothing.")) { + switch(select("Tell me about being a Swordman.", "I want to be a Swordman.", "Nothing.")) { case 1: mes "[Swordman Guildsman]"; mes "So you wish to know more about the mighty Swordman? Okay!"; @@ -128,7 +128,7 @@ izlude_in,74,172,4 script Swordman#swd 2_M_SWORDMASTER,{ mes "Hmm, both your Job Level and Basic Skill Level check out."; mes "Good. Do you want to be a Swordman right away?"; next; - if(select("Yes, I do.:I'll consider it again.") == 2) { + if(select("Yes, I do.", "I'll consider it again.") == 2) { mes "[Swordman Guildsman]"; mes "Yeah. Prudent decision is needed for choosing a job."; mes "But I feel sorry... that you consider it again after overcoming all the hardships...."; diff --git a/npc/re/jobs/1-1/thief.txt b/npc/re/jobs/1-1/thief.txt index 3d3345719..393b9a13c 100644 --- a/npc/re/jobs/1-1/thief.txt +++ b/npc/re/jobs/1-1/thief.txt @@ -63,7 +63,7 @@ moc_prydb1,39,129,2 script Thief Guide#thief 1_F_04,{ close; }else{ mes "[Thief Guide]"; - if (Sex) + if (Sex == SEX_MALE) mes "Hey, dude."; else mes "Hey, baby~"; @@ -71,7 +71,7 @@ moc_prydb1,39,129,2 script Thief Guide#thief 1_F_04,{ } }else{ mes "[Thief Guide]"; - if (Sex) + if (Sex == SEX_MALE) mes "Hey, dude."; else mes "Hey, baby."; @@ -81,7 +81,7 @@ moc_prydb1,39,129,2 script Thief Guide#thief 1_F_04,{ } if(q_job_thief == 1) { mes "[Thief Guildsman]"; - mes "Ehh... Seems like a beloved "+(Sex?"son":"daughter")+" of a rich family, but why are you here in this dirty place?"; + mes "Ehh... Seems like a beloved "+ (Sex == SEX_MALE ? "son" : "daughter") +" of a rich family, but why are you here in this dirty place?"; next; mes "[Thief Guildsman]"; mes "Well, I'm not in charge of making you a Thief. I just accept applications, get it?"; @@ -96,7 +96,7 @@ moc_prydb1,39,129,2 script Thief Guide#thief 1_F_04,{ }else{ mes "[Thief Guildsman]"; mes "What the heck...?"; - if(Sex) { + if (Sex == SEX_MALE) { mes "Huh.. you are a "+jobname(Class)+" you blockhead...!"; next; mes "[Thief Guildsman]"; @@ -111,9 +111,9 @@ moc_prydb1,39,129,2 script Thief Guide#thief 1_F_04,{ } } mes "[Thief Guildsman]"; - mes "Ehh... Seems like a beloved "+(Sex?"son":"daughter")+" of a rich family, but why are you here in this dirty place?"; + mes "Ehh... Seems like a beloved "+ (Sex == SEX_MALE ? "son" : "daughter") +" of a rich family, but why are you here in this dirty place?"; next; - if(select("I want to be a Thief.:Nothing.") == 2) { + if(select("I want to be a Thief.", "Nothing.") == 2) { mes "[Thief Guildsman]"; mes "You know you cannot be a thief without an application....."; mes "What's on your mind..?"; @@ -127,7 +127,7 @@ moc_prydb1,39,129,2 script Thief Guide#thief 1_F_04,{ mes "[Thief Guildsman]"; mes "Do you want to be a thief so badly?"; next; - switch(select("Yes.:No.:How about you?")) { + switch(select("Yes.", "No.", "How about you?")) { case 1: mes "[Thief Guildsman]"; mes "Oh, do you...? Huh.. well... I do live and learn to see strange people like you."; @@ -151,14 +151,14 @@ moc_prydb1,39,129,2 script Thief Guide#thief 1_F_04,{ mes "[Thief Guildsman]"; mes "So, do you want to apply for being a Thief?"; next; - if(select("Yes, I do.:No.") == 2) { + if(select("Yes, I do.", "No.") == 2) { mes "[Thief Guildsman]"; mes "Well... do what you want to do~ Go your way~"; close; } mes "[Thief Guildsman]"; mes "Alright, tell me your name. Huh? What?"; - mes ""+strcharinfo(0)+". So "+strcharinfo(0)+", right...?"; + mes ""+strcharinfo(PC_NAME)+". So "+strcharinfo(PC_NAME)+", right...?"; next; if (getskilllv("NV_BASIC") < 9) { mes "[Thief Guildsman]"; @@ -169,7 +169,7 @@ moc_prydb1,39,129,2 script Thief Guide#thief 1_F_04,{ } mes "[Thief Guildsman]"; mes "Hmm.... I found your interesting criminal records from the data of the detective agency. Well you seem to have what it takes to be a good thief."; - mes ""+strcharinfo(0)+". I now declare that you have passed the job interview!"; + mes ""+strcharinfo(PC_NAME)+". I now declare that you have passed the job interview!"; next; mes "[Thief Guildsman]"; mes "Well, I'm not in charge of making you a Thief. I just accept applications, get it?"; @@ -186,7 +186,7 @@ moc_prydb1,42,133,2 script Thief Guildsman#thief 2_M_THIEFMASTER,{ mes "Let's begin the job-changing ceremony of our guild!"; next; mes "[Commander of Thief Guild]"; - mes "'"+strcharinfo(0)+".'"; + mes "'"+strcharinfo(PC_NAME)+".'"; mes "'For those who are ready, the moonlight shall open the way. Now you are fully ready, I now officially allow you to become a member of the Thief Guild.'"; callfunc "Job_Change",Job_Thief; q_job_thief = 0; diff --git a/npc/re/jobs/1-1e/taekwon.txt b/npc/re/jobs/1-1e/taekwon.txt new file mode 100644 index 000000000..1befa3b73 --- /dev/null +++ b/npc/re/jobs/1-1e/taekwon.txt @@ -0,0 +1,34 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2012-2016 Hercules Dev Team +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Taekwon Job Quest (Renewal) +//================= Description =========================================== +//= Official TaeKwon Job Change Quest +//================= Current Version ======================================= +//= 1.0.1 +//========================================================================= + +payon_in01,62,10,5 duplicate(TKJobChange) Phoenix#TKJobChangeRE 4_M_MONK diff --git a/npc/re/jobs/2e/kagerou_oboro.txt b/npc/re/jobs/2e/kagerou_oboro.txt index f8b7803e5..efb1faf03 100644 --- a/npc/re/jobs/2e/kagerou_oboro.txt +++ b/npc/re/jobs/2e/kagerou_oboro.txt @@ -143,7 +143,7 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ cutin "",255; end; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me..."; next; mes "^1A95E6You tried to talk to the old man but there is no response. Just when you are about to turn away...^1A95E6"; @@ -279,7 +279,7 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ mes "Sorry I am not a teacher. But!"; next; mes "[Guide Gion]"; - mes "I can help you on the path you've chosen, the ^33CC71"+((Sex)?"Kagerou":"Oboro")+"^000000 path."; + mes "I can help you on the path you've chosen, the ^33CC71"+ (Sex == SEX_MALE ? "Kagerou" : "Oboro") +"^000000 path."; next; mes "^1A95E6You hear Guide Gion's voice faintly as you slip away.^1A95E6"; next; @@ -287,14 +287,14 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ setquest 5134; set job_kagero,4; mes "[Guide Gion]"; - mes "If you are prepared to follow me, Guide Gion, on the "+((Sex)?"Kagerou":"Oboro")+" path, we will meet again."; + mes "If you are prepared to follow me, Guide Gion, on the "+ (Sex == SEX_MALE ? "Kagerou" : "Oboro") +" path, we will meet again."; close2; warp "amatsu",147,136; end; } else if (job_kagero == 4) { cutin "job_ko02",2; mes "[Guide Gion]"; - mes "I thought you were afraid of the ^33CC71path of the "+((Sex)?"Kagerou":"Oboro")+"^33CC71 and wouldn't come back."; + mes "I thought you were afraid of the ^33CC71path of the "+ (Sex == SEX_MALE ? "Kagerou" : "Oboro") +"^33CC71 and wouldn't come back."; next; mes "[Guide Gion]"; mes "But from the look of your eyes, I guess I misjudged you."; @@ -684,7 +684,7 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ mes "And if you are lucky, there will be others targeting the monster."; next; mes "[Guide Gion]"; - mes "May the blessings of '" + ((Sex)?"Kagerou, dancing sun":"Oboro, misty moonlight") + "' be with you."; + mes "May the blessings of '" + (Sex == SEX_MALE ? "Kagerou, dancing sun" : "Oboro, misty moonlight") + "' be with you."; next; setquest 5146; set job_kagero,7; @@ -786,208 +786,204 @@ job_ko,81,124,4 script Cougar#ko 4_M_JOB_ASSASSIN,{ warp "amatsu",147,136; end; } - if (job_kagero != 5) { - goto L_Kick; - } - if (MaxWeight - Weight < 1000 || checkweight("Knife",1) == 0) { - mes "[Cougar]"; - mes "This is a test of knowledge, so why did you bring so many things?"; - close; - } - set .@ko_test_01, questprogress(5136); - set .@ko_test_01_1, questprogress(5139); - if (.@ko_test_01 == 1 && .@ko_test_01_1 == 0) { - mes "[Cougar]"; - mes "It's been a while."; - next; - select("Aren't you..."); - mes "[Cougar]"; - mes "I remember you from before looking for the way of the ninja."; - next; - mes "[Cougar]"; - mes "You've grown this strong already?"; - next; - mes "[Cougar]"; - mes "Ha ha ha-"; - mes "A truly determined youth! I like that."; - next; - mes "[Cougar]"; - mes "Good! The test you are about to take is the ^339CCCTest of Knowledge^000000."; - next; - mes "[Cougar]"; - mes "I hope you haven't been lazy with your studies while focusing on getting stronger?"; - next; - switch(select("Yes", "No")) { - case 1: - setquest 5139; - mes "[Cougar]"; - mes "That's a relief. Let me know when you are ready to start the test."; - close; - case 2: - setquest 5139; + if (job_kagero == 5) { + if (MaxWeight - Weight < 1000 || checkweight("Knife",1) == 0) { mes "[Cougar]"; - mes "So you were all talk? Well, let me know when you are ready then."; + mes "This is a test of knowledge, so why did you bring so many things?"; close; } - } else if (.@ko_test_01 == 1 && .@ko_test_01_1 == 1) { - mes "[Cougar]"; - mes "I'm ready at my end. Are you ready for the test?"; - next; - if(select("Yes", "No") == 2) { + set .@ko_test_01, questprogress(5136); + set .@ko_test_01_1, questprogress(5139); + if (.@ko_test_01 == 1 && .@ko_test_01_1 == 0) { mes "[Cougar]"; - mes "Well, what can I do but wait for you."; - close; - } - mes "[Cougar]"; - mes "This isn't your first test, is it?"; - next; - mes "[Cougar]"; - mes "You only need to choose the correct answer to my questions."; - next; - mes "[Cougar]"; - mes "Let's start."; - next; - - set .@questions,10; // number of questions to ask - - // shuffle array an array of questions to be asked - freeloop(1); - setarray .@n[0], - 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25, - 26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50; - for (set .@i,getarraysize(.@n)-1; .@i>0; set .@i,.@i-1) { - set .@rand, rand(.@i); - set .@tmp, .@n[.@i]; - set .@n[.@i], .@n[.@rand]; - set .@n[.@rand], .@tmp; - } - deletearray .@n[10],getarraysize(.@n) - .@questions; - freeloop(0); - - set @job_ko_cougar,0; - for (set .@i,1; .@i<=.@questions; set .@i,.@i+1) { + mes "It's been a while."; + next; + select("Aren't you..."); mes "[Cougar]"; - mes (.@i < .@questions)?"Question number "+.@i+":":"Last question:"; - switch (.@n[.@i-1]) { - case 1: callsub L_Question,"What is the DEX + LUK total for a Job Master?",2,"8:10:12:14"; break; - case 2: callsub L_Question,"What is the highest job level for a ninja?",1,"70:50:99:100"; break; - case 3: callsub L_Question,"How many skill points do you need to master the Throw Coins skill?",3,"25:30:35:37"; break; - case 4: callsub L_Question,"Which of the following is the correct number of Evasion and effect duration for Mirror Image level 10?",4,"Up to 7 and 200 seconds:Up to 5 and 220 seconds:Up to 6 and 240 seconds:Up to 5 and 240 seconds"; break; - case 5: callsub L_Question,"How many skill points do you need to master the Cicada Skin Shed?",1,"5:3:1:4"; break; - case 6: callsub L_Question,"If Dagger Throwing Practice is at 7, how much ATK is added to Shuriken attacks?",2,"18:21:27:30"; break; - case 7: callsub L_Question,"What is the basic attack range for Throw Shuriken?",3,"7 blocks:8 blocks:9 blocks:10 blocks"; break; - case 8: callsub L_Question,"What is the maximum moving range of Shadow Leap?",4,"6 blocks:7 blocks:8 blocks:9 blocks"; break; - case 9: callsub L_Question,"How much money is used for Throw Coins level 6?",4,"2000-8000:1000-6000:3000-8000:3000-6000"; break; - case 10: callsub L_Question,"What is the most important aspect of increasing ATK for the Killing Strike skill?",2,"VIT:MAXHP:INT:MAXSP"; break; - case 11: callsub L_Question,"What is not the effect you get after reaching the STR status?",3,"Close range attack increase:Weight limit increase:Magic attack increase:Weapon attack increase"; break; - case 12: callsub L_Question,"What is not the effect you get after reaching the INT status?",4,"MAXSP increase:MATK increase:Magic damage increase:Staff attack increase"; break; - case 13: callsub L_Question,"What is not the effect you get after reaching the DEX status?",2,"Casting time decrease:Evasion increase:Accuracy increase:Long range attack increase"; break; - case 14: callsub L_Question,"What is not the effect you get after reaching the AGI status?",1,"Accuracy increase:Flee increase:Attack speed increase:Delay after attack decrease"; break; - case 15: callsub L_Question,"What is not the effect you get after reaching the VIT status?",4,"Weapon defense increase:MAXHP increase:Magic defense increase:Attack increase"; break; - case 16: callsub L_Question,"What is not the effect you get after reaching the LUK status?",3,"Accuracy increase:Complete evasion increase:Magic damage decrease:Critical rate increase"; break; - case 17: callsub L_Question,"You need to equip a card to your shoes to enhance Killing Strike attack. Which of the following is the appropriate card to equip?",2,"Gold Acidus Card:Matyr Card:Odium of Thantos Card:Eddga Card"; break; - case 18: callsub L_Question,"You need a catalyst to use ninja skills. Which of the following skills does not need a catalyst?",3,"Blaze Shield:Watery Evasion:Flaming Petals:Snow Flake Draft"; break; - case 19: callsub L_Question,"How much does STR/INT go up when Ninja Aura level 5 is used?",2,"4:5:6:7"; break; - case 20: callsub L_Question,"You are hunting the Orc Warrior. Which Kunai would you use? ",1,"Heat Wave Kunai:Icicle Kunai:Fell Poison Kunai:High Wind Kunai"; break; - case 21: callsub L_Question,"Which village is the Ninja Guild located in?",2,"Lutie:Amatsu:Dewata:Comodo"; break; - case 22: callsub L_Question,"How do Ninjas get promoted?",3,"By Val Kiwi:By Randgris:None:By Valkyrie"; break; - case 23: callsub L_Question,"What was next to me when you first met me?",4,"A cushion:A folding screen:A flowerpot:A brazier"; break; - case 24: callsub L_Question,"What is the level of Dagger Throwing Practice you have to reach to learn the Killing Strike skill?",1,"7:5:6:8"; break; - case 25: callsub L_Question,"How many hits does a Throw Kunai give to a monster?",2,"2:3:4:5"; break; - case 26: callsub L_Question,"When your First Wind is at level 4, what will go with the MATK and range?",3,"MATK400, 8 blocks:MATK500, 7 blocks:MATK500, 8 blocks:MATK400, 7 blocks"; break; - case 27: callsub L_Question,"Which of the following skills can't you learn at Dagger Throwing Practice level 7?",4,"Throw Kunai:Throw Huuma Shuriken:Killing Strike:Throw Coins"; break; - case 28: callsub L_Question,"What level do you have to be in Dagger Throwing Practice in order to learn the Throw Coins skill?",4,"4:6:8:10"; break; - case 29: callsub L_Question,"What is the attack range for the Exploding Dragon?",3,"3*3:4*4:5*5:6*6"; break; - case 30: callsub L_Question,"How long is the effect time for the Watery Evasion level 7 skill?",2,"40 seconds:45 seconds:50 seconds:55 seconds"; break; - case 31: callsub L_Question,"What is the attack effect for Haze Slasher level 4?",1,"140%:150%:160%:170%"; break; - case 32: callsub L_Question,"How much power is in the Huuma Blaze Shuriken weapon?",1,"Fireball 5 , DEX-2:Fireball 5 , DEX-3:Fireball 4 , DEX-2:Fireball 4 , DEX-3"; break; - case 33: callsub L_Question,"How much power is in the Murasame weapon?",2,"Human attack 10%:Human critical +10:Demon attack 10%:Demon critical +10"; break; - case 34: callsub L_Question,"What is the maximum hit number for Blaze Shield level 10?",3,"7:8:9:10"; break; - case 35: callsub L_Question,"What is the property of the Lightning Jolt?",4,"Fire:Water:Ground:Wind"; break; - case 36: callsub L_Question,"You are creating a weapon for small monsters. What is the best card to use?",4,"Hydra Card:Minorous Card:Skel Woker Card:Desert Wolf Card"; break; - case 37: callsub L_Question,"You are creating a weapon for mid-sized monsters. What is the best card to use?",3,"Hydra Card:Minorous Card:Skel Woker Card:Desert Wolf Card"; break; - case 38: callsub L_Question,"You are creating a weapon for huge monsters. What is the best card to use?",2,"Hydra Card:Minorous Card:Skel Woker Card:Desert Wolf Card"; break; - case 39: callsub L_Question,"Which NPC promotes you?",1,"Valkyrie:Val Kiwi:Balp Hiri:Elephant"; break; - case 40: callsub L_Question,"Which catalyst do you need to use the Blaze Shield skill?",2,"Ice Stone:Flame Stone:Wind Stone:Earth Stone"; break; - case 41: callsub L_Question,"Which of the following is not an effect of the Watery Evasion skill?",4,"Movement speed decrease:Waterball availability:Holy Water craftability:VIT decrease"; break; - case 42: callsub L_Question,"Which of the following matches are incorrect for skill and property?",3,"Flaming Petals-Fire:Snow Flake Draft-Water:Freezing Spear-Ground:Lightning Jolt-Wind"; break; - case 43: callsub L_Question,"Which of the following is the best skill to use when attacking a ground property enemy?",2,"First Wind:Exploding Dragon:Snow Flake Draft:Wind Blade"; break; - case 44: callsub L_Question,"Which Ninja Mastery skill level do you need to learn the Exploding Dragon skill?",1,"10:9:8:1"; break; - case 45: callsub L_Question,"What is the attack range when you master Flip Tatami?",3,"5:7:3:1"; break; - case 46: callsub L_Question,"What weapon cannot be made by the blacksmith Khaibara?",4,"Khukri:Murasame:Hakujin:Humma Wing Shuriken"; break; - case 47: callsub L_Question,"Which of the following correctly matches material needed to make a Icicle Kunai?",2,"4 Nimbus Shuriken, 2 Ice Stone:8 Nimbus Shuriken, 2 Ice Stone:2 Nimbus Shuriken, 1 Ice Stone:1 Nimbus Shuriken, 2 Ice Stone"; break; - case 48: callsub L_Question,"Which of the following Kunai will give the most damage to the ground property monster, Porcellio?",1,"Heat Wave Kunai:Icicle Kunai:Fell Poison Kunai:High Wind Kunai"; break; - case 49: callsub L_Question,"Which of the following blacksmiths do not create ninja items?",2,"Khaibara:Aiku:Tetsu:Toshu"; break; - case 50: callsub L_Question,"What is the name of the suspicious man you can meet during the Ninja job change quest?",3,"Red Leopard Jack:Black Leopard Jack:Red Leopard Joe:Black Leopard Joe"; break; - default: - mes "[Cougar]"; - mes "An unknown error has occurred."; - mes "Please contact customer service."; - close; - } - } - mes "[Cougar]"; - mes "You're through all 10 questions. Wasn't so bad! The important part starts now."; - next; - mes "[Cougar]"; - mes "... ... ..."; - next; - if (@job_ko_cougar < 90) { + mes "I remember you from before looking for the way of the ninja."; + next; mes "[Cougar]"; - mes "You fool!!"; - mes "You couldn't even solve these?"; + mes "You've grown this strong already?"; next; mes "[Cougar]"; - mes "Can't believe someone who is taking a new path can be so pathetic."; + mes "Ha ha ha-"; + mes "A truly determined youth! I like that."; next; mes "[Cougar]"; - mes "I'll give you another chance."; - mes "You will take the test again with new questions. Better pass it this time."; - } else { + mes "Good! The test you are about to take is the ^339CCCTest of Knowledge^000000."; + next; mes "[Cougar]"; - mes "Hmm. " + (@job_ko_cougar) + "?"; + mes "I hope you haven't been lazy with your studies while focusing on getting stronger?"; next; + switch(select("Yes", "No")) { + case 1: + setquest 5139; + mes "[Cougar]"; + mes "That's a relief. Let me know when you are ready to start the test."; + close; + case 2: + setquest 5139; + mes "[Cougar]"; + mes "So you were all talk? Well, let me know when you are ready then."; + close; + } + } else if (.@ko_test_01 == 1 && .@ko_test_01_1 == 1) { mes "[Cougar]"; - mes "Well, looks like you weren't lazy with your studies."; + mes "I'm ready at my end. Are you ready for the test?"; next; + if(select("Yes", "No") == 2) { + mes "[Cougar]"; + mes "Well, what can I do but wait for you."; + close; + } mes "[Cougar]"; - mes "What? Proud of yourself for solving these questions?"; + mes "This isn't your first test, is it?"; next; mes "[Cougar]"; - mes "You still have a long way to go and this is only a small fraction of it."; + mes "You only need to choose the correct answer to my questions."; next; mes "[Cougar]"; - mes "Well... I'm curious how far your strong will can take you through other tests."; + mes "Let's start."; next; - completequest 5136; - erasequest 5139; + + set .@questions,10; // number of questions to ask + + // shuffle array an array of questions to be asked + freeloop(1); + setarray .@n[0], + 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25, + 26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50; + for (set .@i,getarraysize(.@n)-1; .@i>0; set .@i,.@i-1) { + set .@rand, rand(.@i); + set .@tmp, .@n[.@i]; + set .@n[.@i], .@n[.@rand]; + set .@n[.@rand], .@tmp; + } + deletearray .@n[10],getarraysize(.@n) - .@questions; + freeloop(0); + + set @job_ko_cougar,0; + for (set .@i,1; .@i<=.@questions; set .@i,.@i+1) { + mes "[Cougar]"; + mes (.@i < .@questions)?"Question number "+.@i+":":"Last question:"; + switch (.@n[.@i-1]) { + case 1: callsub L_Question,"What is the DEX + LUK total for a Job Master?",2,"8:10:12:14"; break; + case 2: callsub L_Question,"What is the highest job level for a ninja?",1,"70:50:99:100"; break; + case 3: callsub L_Question,"How many skill points do you need to master the Throw Coins skill?",3,"25:30:35:37"; break; + case 4: callsub L_Question,"Which of the following is the correct number of Evasion and effect duration for Mirror Image level 10?",4,"Up to 7 and 200 seconds:Up to 5 and 220 seconds:Up to 6 and 240 seconds:Up to 5 and 240 seconds"; break; + case 5: callsub L_Question,"How many skill points do you need to master the Cicada Skin Shed?",1,"5:3:1:4"; break; + case 6: callsub L_Question,"If Dagger Throwing Practice is at 7, how much ATK is added to Shuriken attacks?",2,"18:21:27:30"; break; + case 7: callsub L_Question,"What is the basic attack range for Throw Shuriken?",3,"7 blocks:8 blocks:9 blocks:10 blocks"; break; + case 8: callsub L_Question,"What is the maximum moving range of Shadow Leap?",4,"6 blocks:7 blocks:8 blocks:9 blocks"; break; + case 9: callsub L_Question,"How much money is used for Throw Coins level 6?",4,"2000-8000:1000-6000:3000-8000:3000-6000"; break; + case 10: callsub L_Question,"What is the most important aspect of increasing ATK for the Killing Strike skill?",2,"VIT:MAXHP:INT:MAXSP"; break; + case 11: callsub L_Question,"What is not the effect you get after reaching the STR status?",3,"Close range attack increase:Weight limit increase:Magic attack increase:Weapon attack increase"; break; + case 12: callsub L_Question,"What is not the effect you get after reaching the INT status?",4,"MAXSP increase:MATK increase:Magic damage increase:Staff attack increase"; break; + case 13: callsub L_Question,"What is not the effect you get after reaching the DEX status?",2,"Casting time decrease:Evasion increase:Accuracy increase:Long range attack increase"; break; + case 14: callsub L_Question,"What is not the effect you get after reaching the AGI status?",1,"Accuracy increase:Flee increase:Attack speed increase:Delay after attack decrease"; break; + case 15: callsub L_Question,"What is not the effect you get after reaching the VIT status?",4,"Weapon defense increase:MAXHP increase:Magic defense increase:Attack increase"; break; + case 16: callsub L_Question,"What is not the effect you get after reaching the LUK status?",3,"Accuracy increase:Complete evasion increase:Magic damage decrease:Critical rate increase"; break; + case 17: callsub L_Question,"You need to equip a card to your shoes to enhance Killing Strike attack. Which of the following is the appropriate card to equip?",2,"Gold Acidus Card:Matyr Card:Odium of Thantos Card:Eddga Card"; break; + case 18: callsub L_Question,"You need a catalyst to use ninja skills. Which of the following skills does not need a catalyst?",3,"Blaze Shield:Watery Evasion:Flaming Petals:Snow Flake Draft"; break; + case 19: callsub L_Question,"How much does STR/INT go up when Ninja Aura level 5 is used?",2,"4:5:6:7"; break; + case 20: callsub L_Question,"You are hunting the Orc Warrior. Which Kunai would you use? ",1,"Heat Wave Kunai:Icicle Kunai:Fell Poison Kunai:High Wind Kunai"; break; + case 21: callsub L_Question,"Which village is the Ninja Guild located in?",2,"Lutie:Amatsu:Dewata:Comodo"; break; + case 22: callsub L_Question,"How do Ninjas get promoted?",3,"By Val Kiwi:By Randgris:None:By Valkyrie"; break; + case 23: callsub L_Question,"What was next to me when you first met me?",4,"A cushion:A folding screen:A flowerpot:A brazier"; break; + case 24: callsub L_Question,"What is the level of Dagger Throwing Practice you have to reach to learn the Killing Strike skill?",1,"7:5:6:8"; break; + case 25: callsub L_Question,"How many hits does a Throw Kunai give to a monster?",2,"2:3:4:5"; break; + case 26: callsub L_Question,"When your First Wind is at level 4, what will go with the MATK and range?",3,"MATK400, 8 blocks:MATK500, 7 blocks:MATK500, 8 blocks:MATK400, 7 blocks"; break; + case 27: callsub L_Question,"Which of the following skills can't you learn at Dagger Throwing Practice level 7?",4,"Throw Kunai:Throw Huuma Shuriken:Killing Strike:Throw Coins"; break; + case 28: callsub L_Question,"What level do you have to be in Dagger Throwing Practice in order to learn the Throw Coins skill?",4,"4:6:8:10"; break; + case 29: callsub L_Question,"What is the attack range for the Exploding Dragon?",3,"3*3:4*4:5*5:6*6"; break; + case 30: callsub L_Question,"How long is the effect time for the Watery Evasion level 7 skill?",2,"40 seconds:45 seconds:50 seconds:55 seconds"; break; + case 31: callsub L_Question,"What is the attack effect for Haze Slasher level 4?",1,"140%:150%:160%:170%"; break; + case 32: callsub L_Question,"How much power is in the Huuma Blaze Shuriken weapon?",1,"Fireball 5 , DEX-2:Fireball 5 , DEX-3:Fireball 4 , DEX-2:Fireball 4 , DEX-3"; break; + case 33: callsub L_Question,"How much power is in the Murasame weapon?",2,"Human attack 10%:Human critical +10:Demon attack 10%:Demon critical +10"; break; + case 34: callsub L_Question,"What is the maximum hit number for Blaze Shield level 10?",3,"7:8:9:10"; break; + case 35: callsub L_Question,"What is the property of the Lightning Jolt?",4,"Fire:Water:Ground:Wind"; break; + case 36: callsub L_Question,"You are creating a weapon for small monsters. What is the best card to use?",4,"Hydra Card:Minorous Card:Skel Woker Card:Desert Wolf Card"; break; + case 37: callsub L_Question,"You are creating a weapon for mid-sized monsters. What is the best card to use?",3,"Hydra Card:Minorous Card:Skel Woker Card:Desert Wolf Card"; break; + case 38: callsub L_Question,"You are creating a weapon for huge monsters. What is the best card to use?",2,"Hydra Card:Minorous Card:Skel Woker Card:Desert Wolf Card"; break; + case 39: callsub L_Question,"Which NPC promotes you?",1,"Valkyrie:Val Kiwi:Balp Hiri:Elephant"; break; + case 40: callsub L_Question,"Which catalyst do you need to use the Blaze Shield skill?",2,"Ice Stone:Flame Stone:Wind Stone:Earth Stone"; break; + case 41: callsub L_Question,"Which of the following is not an effect of the Watery Evasion skill?",4,"Movement speed decrease:Waterball availability:Holy Water craftability:VIT decrease"; break; + case 42: callsub L_Question,"Which of the following matches are incorrect for skill and property?",3,"Flaming Petals-Fire:Snow Flake Draft-Water:Freezing Spear-Ground:Lightning Jolt-Wind"; break; + case 43: callsub L_Question,"Which of the following is the best skill to use when attacking a ground property enemy?",2,"First Wind:Exploding Dragon:Snow Flake Draft:Wind Blade"; break; + case 44: callsub L_Question,"Which Ninja Mastery skill level do you need to learn the Exploding Dragon skill?",1,"10:9:8:1"; break; + case 45: callsub L_Question,"What is the attack range when you master Flip Tatami?",3,"5:7:3:1"; break; + case 46: callsub L_Question,"What weapon cannot be made by the blacksmith Khaibara?",4,"Khukri:Murasame:Hakujin:Humma Wing Shuriken"; break; + case 47: callsub L_Question,"Which of the following correctly matches material needed to make a Icicle Kunai?",2,"4 Nimbus Shuriken, 2 Ice Stone:8 Nimbus Shuriken, 2 Ice Stone:2 Nimbus Shuriken, 1 Ice Stone:1 Nimbus Shuriken, 2 Ice Stone"; break; + case 48: callsub L_Question,"Which of the following Kunai will give the most damage to the ground property monster, Porcellio?",1,"Heat Wave Kunai:Icicle Kunai:Fell Poison Kunai:High Wind Kunai"; break; + case 49: callsub L_Question,"Which of the following blacksmiths do not create ninja items?",2,"Khaibara:Aiku:Tetsu:Toshu"; break; + case 50: callsub L_Question,"What is the name of the suspicious man you can meet during the Ninja job change quest?",3,"Red Leopard Jack:Black Leopard Jack:Red Leopard Joe:Black Leopard Joe"; break; + default: + mes "[Cougar]"; + mes "An unknown error has occurred."; + mes "Please contact customer service."; + close; + } + } + mes "[Cougar]"; + mes "You're through all 10 questions. Wasn't so bad! The important part starts now."; + next; + mes "[Cougar]"; + mes "... ... ..."; + next; + if (@job_ko_cougar < 90) { + mes "[Cougar]"; + mes "You fool!!"; + mes "You couldn't even solve these?"; + next; + mes "[Cougar]"; + mes "Can't believe someone who is taking a new path can be so pathetic."; + next; + mes "[Cougar]"; + mes "I'll give you another chance."; + mes "You will take the test again with new questions. Better pass it this time."; + } else { + mes "[Cougar]"; + mes "Hmm. " + (@job_ko_cougar) + "?"; + next; + mes "[Cougar]"; + mes "Well, looks like you weren't lazy with your studies."; + next; + mes "[Cougar]"; + mes "What? Proud of yourself for solving these questions?"; + next; + mes "[Cougar]"; + mes "You still have a long way to go and this is only a small fraction of it."; + next; + mes "[Cougar]"; + mes "Well... I'm curious how far your strong will can take you through other tests."; + next; + completequest 5136; + erasequest 5139; + mes "[Cougar]"; + mes "I'll let you go now so go report back to Guide Gion with your results."; + close2; + warp "job_ko",16,113; + end; + } + set @job_ko_cougar,0; + close; + } else if (.@ko_test_01 == 2 && .@ko_test_01_1 == 0) { mes "[Cougar]"; mes "I'll let you go now so go report back to Guide Gion with your results."; close2; warp "job_ko",16,113; end; } - set @job_ko_cougar,0; - close; - } else if (.@ko_test_01 == 2 && .@ko_test_01_1 == 0) { - mes "[Cougar]"; - mes "I'll let you go now so go report back to Guide Gion with your results."; - close2; - warp "job_ko",16,113; - end; - } else { - L_Kick: - mes "[Cougar]"; - mes "How did you get here?"; - next; - mes "[Cougar]"; - mes "It's my duty to get rid of you."; - mes "^000099(He's a short, silent man.)^000000"; - mes "This will push you back!"; - close2; - warp "amatsu",147,136; - end; } + mes "[Cougar]"; + mes "How did you get here?"; + next; + mes "[Cougar]"; + mes "It's my duty to get rid of you."; + mes "^000099(He's a short, silent man.)^000000"; + mes "This will push you back!"; + close2; + warp "amatsu",147,136; end; //callsub L_Question,"<Question>",<correct answer choice>,"<Choice 1>:<Choice 2>:<Choice 3>:<Choice 4>"; @@ -1140,12 +1136,12 @@ function script F_KO_Survival_rps { //- Templates - - script Sight#ko_trap FAKE_NPC,{ - callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(2),3,4)); + callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4)); end; OnTouch: mes "There are tiny letters on the sign."; next; - switch (atoi(substr(strnpcinfo(2),3,4))) { + switch (atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4))) { case 2: set .@id,0; break; case 7: set .@id,5; break; case 11: set .@id,9; break; @@ -1161,10 +1157,10 @@ OnTouch: } - script Sight#ko_trap2 FAKE_NPC,{ - callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(2),3,4)); + callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4)); end; OnTouch: - set .@id, atoi(substr(strnpcinfo(2),3,4)); + set .@id, atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4)); switch (.@id) { case 10: set .@var$, "$20110808_vko01"; break; case 28: set .@var$, "$20110808_vko03"; break; @@ -1206,10 +1202,10 @@ OnTouch: } - script Sight#ko_heal FAKE_NPC,{ - callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(2),3,4)); + callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4)); end; OnTouch: - set .@id, atoi(substr(strnpcinfo(2),3,4)); + set .@id, atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4)); mes "There are tiny letters on the sign."; next; mes "This block is blessed."; @@ -1224,10 +1220,10 @@ OnTouch: } - script Sight#ko_curse FAKE_NPC,{ - callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(2),3,4)); + callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4)); end; OnTouch: - set .@id, atoi(substr(strnpcinfo(2),3,4)); + set .@id, atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4)); set .@playtime, questprogress(5141,PLAYTIME); if (!.@playtime) { mes "There are tiny letters on the sign."; @@ -1269,10 +1265,10 @@ OnTouch: } - script Sight#ko_gravity FAKE_NPC,{ - callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(2),3,4)); + callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4)); end; OnTouch: - set .@id, atoi(substr(strnpcinfo(2),3,4)); + set .@id, atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4)); mes "There are tiny letters on the sign."; next; mes "Area cursed with 10 times the normal gravity. You will need 10 ^FD0260LP^000000 to roll the dice."; @@ -1398,8 +1394,8 @@ OnTouch: mes "< Used 5 LP >"; set job_kagero_lp, job_kagero_lp - 5; next; - set $20110808_sko01$, strcharinfo(0); - mes strcharinfo(0)+" was here."; + set $20110808_sko01$, strcharinfo(PC_NAME); + mes strcharinfo(PC_NAME)+" was here."; mes "You left your name."; next; } else { @@ -1666,7 +1662,7 @@ OnTouch: next; switch(select("Try something.", "Do nothing.")) { case 1: - specialeffect2 EF_TALK_FROSTJOKE; + specialeffect(EF_TALK_FROSTJOKE, AREA, playerattached()); mes "Tried a recent Prontera joke to do something."; next; setquest 5141; @@ -1969,7 +1965,7 @@ job_ko,127,125,4 script Red Leopard Joe#ko 4_M_JOB_ASSASSIN,{ mes "Don't like it that I'm not the first one you visited but that is not important."; next; mes "[Red Leopard Joe]"; - mes "Alright, " + strcharinfo(0) + "!"; + mes "Alright, " + strcharinfo(PC_NAME) + "!"; mes "Welcome to the workshop where weapons are created for the family."; next; mes "[Red Leopard Joe]"; @@ -1994,15 +1990,15 @@ job_ko,127,125,4 script Red Leopard Joe#ko 4_M_JOB_ASSASSIN,{ mes "[Red Leopard Joe]"; mes "Let's now create a new prototype weapon."; next; - specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_01"; + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_01")); mes "[Red Leopard Joe]"; mes "Feel free to use tools from here, and..."; next; - specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_02"; + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_02")); mes "[Red Leopard Joe]"; mes "...there..."; next; - specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_03"; + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_03")); setquest 5142; mes "[Red Leopard Joe]"; mes "...and everywhere else. Now let's begin!!"; @@ -2158,7 +2154,7 @@ job_ko,127,125,4 script Red Leopard Joe#ko 4_M_JOB_ASSASSIN,{ if (questprogress(5143) == 1) completequest 5143; if (questprogress(5144) == 1) completequest 5144; mes "[Red Leopard Joe]"; - mes "'" + strcharinfo(0) + "'"; + mes "'" + strcharinfo(PC_NAME) + "'"; mes "Passed the weapon test!!"; close2; enable_items; @@ -2187,15 +2183,15 @@ L_Weapon: next; switch(select("Crafting tools?", "I don't have enough materials.", "How do you expect me to make a weapon?" + getarg(0))) { case 1: - specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_01"; + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_01")); mes "[Red Leopard Joe]"; mes "Feel free to use tools from here, and..."; next; - specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_02"; + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_02")); mes "[Red Leopard Joe]"; mes "...there..."; next; - specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_03"; + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_03")); mes "[Red Leopard Joe]"; mes "...and everywhere else."; close; @@ -2203,7 +2199,7 @@ L_Weapon: mes "[Red Leopard Joe]"; mes "You haven't brought enough materials?"; next; - specialeffect EF_GUIDEDATTACK,AREA,"Drawer#ko"; + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Drawer#ko")); mes "[Red Leopard Joe]"; mes "Then we'll have to pay a visit to the village. Try the ^FF0000drawer^000000 over there. It'll take you to the village."; close; @@ -2351,7 +2347,7 @@ job_ko,131,124,0 script Crafting Tools#ko_01 CLEAR_NPC,{ if (.@success_pp != 44) set .@success,1; } if (.@success) { - specialeffect2 EF_PERFECTION; + specialeffect(EF_PERFECTION, AREA, playerattached()); erasequest 5142; if (.@weapon_who == 0) { setquest 5143; @@ -2365,7 +2361,7 @@ job_ko,131,124,0 script Crafting Tools#ko_01 CLEAR_NPC,{ mes "Let's take it to Red Leopard Joe."; close; } else { - specialeffect2 EF_SUI_EXPLOSION; + specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); mes "The weapon was destroyed while doing the finishing touches to it."; next; mes "There must have been something missed while creating the weapon. Very sad this happened but you'll have to start all over again."; @@ -2384,11 +2380,11 @@ L_ForgeWeapon: set .@i, select("Grind the weapon", "Temper the weapon" + getarg(0)); switch (.@i) { case 1: - specialeffect2 EF_DETOXICATION; + specialeffect(EF_DETOXICATION, AREA, playerattached()); mes "Ground the weapon."; break; case 2: - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); mes "Tempered the weapon."; break; case 3: @@ -2555,9 +2551,9 @@ job_ko,148,46,4 script Guide Gion#ko2 4_M_KAGE_OLD,{ mes "[Guide Gion]"; mes "The Test of Battle will be put off for a while. Don't worry because this does not have affect to other tests."; next; - mapannounce "job_ko","[Gion] My Friend " + strcharinfo(0) + " made it to " + ((Sex)?"Kagerou":"Oboro") + " Path. Congratulations!!",bc_map; + mapannounce "job_ko","[Gion] My Friend " + strcharinfo(PC_NAME) + " made it to " + (Sex == SEX_MALE ? "Kagerou" : "Oboro") + " Path. Congratulations!!",bc_map; mes "[Guide Gion]"; - mes "My friend " + strcharinfo(0) + " made it to " + ((Sex)?"Kagerou":"Oboro") + " Path. Congratulations!!"; + mes "My friend " + strcharinfo(PC_NAME) + " made it to " + (Sex == SEX_MALE ? "Kagerou" : "Oboro") + " Path. Congratulations!!"; next; cutin "job_ko02",2; mes "[Guide Gion]"; @@ -2570,14 +2566,14 @@ job_ko,148,46,4 script Guide Gion#ko2 4_M_KAGE_OLD,{ donpcevent "Red Leopard Joe#ko2::OnEnable"; cutin "job_ko04",2; mes "[Guide Gion]"; - mes "I'm sorry I almost forgot about you two. Do you have anything to share with " + strcharinfo(0) + "?"; + mes "I'm sorry I almost forgot about you two. Do you have anything to share with " + strcharinfo(PC_NAME) + "?"; next; cutin "",255; mes "[Cougar]"; mes "Hmm... Embarrassing... to speak so suddenly..."; next; mes "[Cougar]"; - mes strcharinfo(0) + ", you are now a proud member of our family. Always hold your head high and..."; + mes strcharinfo(PC_NAME) + ", you are now a proud member of our family. Always hold your head high and..."; next; mes "[Cougar]"; mes "^777777(Gai's voice fades out.)^000000."; @@ -2620,8 +2616,8 @@ job_ko,148,46,4 script Guide Gion#ko2 4_M_KAGE_OLD,{ for (set .@i,5131; .@i<=5146; set .@i,.@i+1) if (questprogress(.@i)) erasequest .@i; set job_kagero,9; - getnameditem .@item,strcharinfo(0); - jobchange (Sex)?Job_Kagerou:Job_Oboro; + getnameditem .@item,strcharinfo(PC_NAME); + jobchange(Sex == SEX_MALE ? Job_Kagerou : Job_Oboro); donpcevent "Summon Target#ko::OnEnable"; mes "[Guide Gion]"; mes "I hope the blessings of Kagerou, dancing sun and Oboro, misty moonlight will be with you on your journey ahead."; diff --git a/npc/re/jobs/3-1/archbishop.txt b/npc/re/jobs/3-1/archbishop.txt index a40398846..6b04533db 100644 --- a/npc/re/jobs/3-1/archbishop.txt +++ b/npc/re/jobs/3-1/archbishop.txt @@ -79,7 +79,7 @@ prt_church,103,88,3 script Praying Minister#arch 1_M_PASTOR,{ mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin."; next; mes "[Praying Minister]"; - mes (Sex?"Brother":"Sister")+", how has your life been? Have you lived it to its fullest?"; + mes (Sex == SEX_MALE ? "Brother" : "Sister") +", how has your life been? Have you lived it to its fullest?"; mes "Have you served your life in the light of Odin?"; next; mes "[Praying Minister]"; @@ -91,7 +91,7 @@ prt_church,103,88,3 script Praying Minister#arch 1_M_PASTOR,{ mes "We should not fall prey to lies and deceit."; next; mes "[Praying Minister]"; - mes (Sex?"Brother":"Sister")+"..."; + mes (Sex == SEX_MALE ? "Brother" : "Sister") +"..."; mes "Even though we serve Odin, we are normal people."; mes "We can be degraded in spite of ourselves and we must realize that."; next; @@ -115,7 +115,7 @@ prt_church,103,88,3 script Praying Minister#arch 1_M_PASTOR,{ mes "What do you think?"; mes "Would you like to do a Holy Pilgrimage?"; next; - switch(select("Yes I want to.:I'll think about it.")) { + switch(select("Yes I want to.", "I'll think about it.")) { case 1: mes "[Praying Minister]"; mes "That's the correct attitude."; @@ -212,7 +212,7 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ mes "hahahahaha."; mes "huhuhuhu. humhum."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hello. are you... Priest Dayan?"; next; mes "[Priest]"; @@ -220,19 +220,19 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ next; mes "He turns his head towards you."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Aren't you Priest Dayan?"; next; mes "[Priest]"; mes "muttering..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Priest! Da~yan! Right!?"; next; mes "[Priest Dayan]"; mes "Ah~, yes."; mes "Yes, I am."; - mes "I'm Dayan. Nice to meet you "+(Sex?"Brother.":"Sister."); + mes "I'm Dayan. Nice to meet you "+ (Sex == SEX_MALE ? "Brother." : "Sister."); next; mes "The old priest gives you an ear to ear grin. "; next; @@ -240,11 +240,11 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ mes "I forgot to wear my hearing aid. hehe."; mes "Anyway, why have you come here?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmm, I wanted to tell you..."; next; input .@inputstr$; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "" + .@inputstr$ + ""; next; if (.@inputstr$ != "I'm here for the Holy Pilgrimage") { @@ -259,7 +259,7 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ next; mes "He cups his ears towards you."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "^FF0000I'm here for the Holy Pilgrimage!^000000"; mes "^FF0000I'm here for the Holy Pilgrimage!^000000"; mes "^FF0000I'm here for the Holy Pilgrimage!^000000"; @@ -269,7 +269,7 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ mes "Eh... are you?"; mes "A pilgrimage to the Holy Land..."; mes "It has been a long time since I've seen such a devout minister."; - mes "Welcome. "+(Sex?"Brother.":"Sister."); + mes "Welcome. "+ (Sex == SEX_MALE ? "Brother." : "Sister."); next; mes "The old priest gives you a gracious smile."; next; @@ -293,7 +293,7 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ mes "Mimir's spring wells with intelligence, myth says that if Odin lets you have his eye that you will gain all of the knowledge within that spring."; next; mes "[Priest Dayan]"; - mes Sex?"Brother.":"Sister."; + mes Sex == SEX_MALE ? "Brother." : "Sister."; mes "Through the Holy Pilgrimage, we can make ourselves pious by cleansing our bodies and souls."; next; mes "[Priest Dayan]"; @@ -328,7 +328,7 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ mes "This place is the holiest place in the world, Yggdrasil."; mes "This holy ceremony will brighten your soul."; next; - switch(select("How should I pray?:Cancel.")) { + switch(select("How should I pray?", "Cancel.")) { case 1: mes "[Priest Dayan]"; mes "Through prayer, we can follow four paths."; @@ -383,7 +383,7 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ mes "I can feel that you have a fresh energy."; mes "Maybe you did pray truthfully."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I feel light-hearted. Like I was just reborn..."; next; mes "[Priest Dayan]"; @@ -391,11 +391,11 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ mes "A smile from a peaceful mind will easily rid people of their wariness."; mes "Please, inspire people with love and energy."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Thanks for your kind words."; next; mes "[Priest Dayan]"; - mes Sex?"Brother.":"Sister."; + mes Sex == SEX_MALE ? "Brother." : "Sister."; mes "Now, there is a place you should go to."; next; mes "[Priest Dayan]"; @@ -409,13 +409,13 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ mes "I think she is exhausted due to praying too much."; mes "I hope the air of Yggdrasil will be helpful to her."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Don't worry."; mes "I'll go and meet her."; next; mes "[Priest Dayan]"; mes "Thank you very much."; - mes "Feel free to visit here when you want to pray, "+(Sex?"brother.":"sister."); + mes "Feel free to visit here when you want to pray, "+ (Sex == SEX_MALE ? "brother." : "sister."); mes "A visit from a friend always makes me happy."; job_arch = 4; changequest 2188,2189; @@ -429,32 +429,32 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ yggdrasil01,220,47,0 script #arch_pilgrimage HIDDEN_WARP_NPC,5,5,{ OnTouch: if (job_arch == 2) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Is it the spring of Hvergelmir."; mes "This place is a very vivid and peaceful place."; mes "It's proper to pray."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Time to genuflect..."; mes "Time to start..."; mes "Hmm, what did that priest say to me?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmm... What is the first way?"; next; - switch(select("The way of silence.:The way of confession.:The way of meditation.")) { + switch(select("The way of silence.", "The way of confession.", "The way of meditation.")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "The way of silence...?"; mes "I don't think so."; close; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "The way of confession...?"; mes "I don't think so."; close; case 3: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "The way of meditation...?"; mes "Yes, it's the way of meditation."; next; @@ -469,7 +469,7 @@ OnTouch: mes "- You close your eyes slowly and take a deep breath. -"; next; mes "- * BLESSING! * -"; - specialeffect2 EF_BLESSING; + specialeffect(EF_BLESSING, AREA, playerattached()); next; mes "Your mind is refreshed with the blessing effect."; mes "You continue to meditate trying to rid your mind of any ill feelings."; @@ -481,17 +481,17 @@ OnTouch: mes "^3131FF[Priest Dayan]^000000"; mes "^3131FFDon't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Pain... What kind of faults have I had?"; input .@inputstr$; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I confess my guilt to the Almighty God Odin."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "^3131FF" + .@inputstr$ + ".^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Oh benevolent Odin, Take mercy on me and pity me because I'm remiss in the discharge of my duties as a minister."; mes "Please, lead the way and save a foolish minister with your wisdom."; next; @@ -518,16 +518,16 @@ OnTouch: mes "^3131FFYou're drinking the Holy Water.^000000"; next; if (countitem(Holy_Water) == 0) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Oh no! I forgot to bring a Holy Water!"; close; } mes "- You bow respectfully holding up a Holy Water and put the glass to your lips. -"; next; mes "- * ASPERSIO ! * -"; - specialeffect2 EF_ASPERSIO; + specialeffect(EF_ASPERSIO, AREA, playerattached()); next; - specialeffect2 EF_RECOVERY; + specialeffect(EF_RECOVERY, AREA, playerattached()); mes "............................."; next; mes "............................."; @@ -546,29 +546,29 @@ OnTouch: next; mes "- You breath in deep and start to sing a Gloria."; mes "A chord crashes out in the spring of Hvergelmir and a waterfall sound gives you a refreshing feeling. -"; - specialeffect2 EF_GLORIA; + specialeffect(EF_GLORIA, AREA, playerattached()); next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "~Descendants of Heimdal gather under the Ash tree Yggdrasil.~"; mes "~The Curdan bird which sits on a branch brings me the wisdom of whole world.~"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "~The Curdan wolf protects me from all threats in the world.~"; - specialeffect2 EF_GLORIA; + specialeffect(EF_GLORIA, AREA, playerattached()); next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "~The host of ballascalf, rise up from your seat. The whole world shouts for joy.~"; mes "~The father of light, the poet of wisdom, sing for me.~"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "~The host of a glittering glass, give me a holy prediction.~"; - specialeffect2 EF_GLORIA; + specialeffect(EF_GLORIA, AREA, playerattached()); next; mes "- After you finish the song, you feel light and strong with abundant devotion. -"; - specialeffect2 EF_BLESSING; - specialeffect2 EF_RESURRECTION; + specialeffect(EF_BLESSING, AREA, playerattached()); + specialeffect(EF_RESURRECTION, AREA, playerattached()); next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "That was refreshing."; mes "I guess I should go back to Priest Dayan."; job_arch = 3; @@ -576,7 +576,7 @@ OnTouch: warp "umbala",138,219; end; } else if (job_arch == 3) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "The song is over. It's time to go back to Priest Dayan."; close2; warp "umbala",138,219; @@ -589,19 +589,19 @@ hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{ if (job_arch == 4) { mes "- There is a nun closing her eyes as she murmurs something which sounds like a prayer. -"; next; - if(select("Talk to her.:Stay Quiet.") == 2) { + if(select("Talk to her.", "Stay Quiet.") == 2) { mes "- You don't feel like disturbing her -"; close; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Umm, hello sister?"; next; mes "[Vinue]"; mes "Ah, Welcome."; mes "It's not time to have a service yet..."; - mes "Are you here to pray, "+(Sex?"brother":"sister")+"?"; + mes "Are you here to pray, "+ (Sex == SEX_MALE ? "brother" : "sister") +"?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I came here to say hello from Priest Dayan from Prontera."; next; mes "[Vinue]"; @@ -609,16 +609,16 @@ hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{ mes "Is he good?"; mes "He is so cute even though he's old."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "He told me that he was worried because when he saw you last time, you seemed sad."; mes "He asks you to go on a Holy Pilgrimage."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Umbala has the vital power of nature!"; next; mes "[Vinue]"; mes "Ah..."; - mes "He's very kind. As are you "+(Sex?"brother":"sister")+"."; + mes "He's very kind. As are you "+ (Sex == SEX_MALE ? "brother" : "sister") +"."; next; mes "[Vinue]"; mes "But don't worry."; @@ -628,7 +628,7 @@ hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{ mes "Evil is always watching for our souls."; mes "If you are indifferent to praying, it never misses an opportunity."; next; - if(select("A dream? What kind of dream?:Your soul should be fine.") == 2) { + if(select("A dream? What kind of dream?", "Your soul should be fine.") == 2) { mes "[Vinue]"; mes "Oh but that's where you're wrong."; mes "My soul may be the most at risk."; @@ -643,7 +643,7 @@ hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{ mes "[Vinue]"; mes "At first, it was a dream that Valkyrie was sad and in darkness."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Valkyrie?"; next; mes "[Vinue]"; @@ -657,7 +657,7 @@ hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{ mes "[Vinue]"; mes "What a cruel performance! I suddenly can't breathe properly and then I wake up."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "To have to see the death of Valkyrie, must be a tormenting dream."; next; mes "[Vinue]"; @@ -667,7 +667,7 @@ hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{ mes "[Vinue]"; mes "I've been wanting to pray at Odin's shrine to make the dream go away. But that shrine became a den of evil a long time ago."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "The shrine?"; mes "Nobody tried to subdue the evil?"; next; @@ -678,7 +678,7 @@ hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{ mes "[Vinue]"; mes "These days, there are a lot of people because of the development of the Odin shrine, but their situation is not so good."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Is the dream related with the evil in the Odin shrine?"; next; mes "[Vinue]"; @@ -686,7 +686,7 @@ hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{ mes "I don't have any way to find out."; mes "I don't have a method, so I just pray."; next; - if(select("I'll investgate for you.:I'll pray with you.") == 2) { + if(select("I'll investgate for you.", "I'll pray with you.") == 2) { mes "[Vinue]"; mes "Thank you."; mes "I'll pray that the darkness stays away."; @@ -698,7 +698,7 @@ hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{ mes "But, it'll be scary inside!"; mes "There are lots of devils inside!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "But I can't pretend to ignore a Sister who is in trouble?"; mes "I'm a minister who copes with lots of asceticism!"; mes "Entrust me."; @@ -707,13 +707,13 @@ hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{ mes "Ah... I'm so worried...."; mes "I'll never forget your warm heart."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "How do I get to Odin shrine?"; next; mes "[Vinue]"; mes "There is a ferry on the right side of the church."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ok, wait for good news!"; next; mes "[Vinue]"; @@ -745,11 +745,11 @@ odin_tem02,281,275,3 script Valkyrie Illusion#arch 4_F_VALKYRIE2,{ if ((job_arch > 4) && (job_arch < 100)) { mes "You can see Valkyrie who has a despairing face."; next; - switch(select("Touch Valkyrie's Illusion.:Turn away.")) { + switch(select("Touch Valkyrie's Illusion.", "Turn away.")) { case 1: mes "You lose your consciousness while getting a closer view of Valkyrie's Illusion."; close2; - specialeffect2 EF_CLOAKING; + specialeffect(EF_CLOAKING, AREA, playerattached()); warp "job3_arch01",29,29; hideonnpc "Valkyrie Illusion#arch"; end; @@ -806,7 +806,7 @@ job3_arch01,29,34,3 script Valkyrie#arch 4_F_VALKYRIE2,{ mes "You are a descendant of Heimdal living in pain as a mortal, why are you in here?"; mes "Are you here to ridicule my grim fate?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "No way!"; mes "But it's true that I'm here for you."; next; @@ -822,7 +822,7 @@ job3_arch01,29,34,3 script Valkyrie#arch 4_F_VALKYRIE2,{ mes "I was already expelled from Asgard."; mes "My duty is protecting this small island from humans trying to take it from the Gods and even I don't have any energy to do so."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "It's not that kind of problem."; mes "But someone who perceives your painful situation has sent me here."; next; @@ -840,7 +840,7 @@ job3_arch01,29,34,3 script Valkyrie#arch 4_F_VALKYRIE2,{ mes "[Valkyrie Anguhilde]"; mes "Human, answer me. Are you here to sincerely help me?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Valkyrie Anguhilde]"; mes "I knew that I couldn't trust a human!"; close2; @@ -875,11 +875,11 @@ job3_arch01,29,34,3 script Valkyrie#arch 4_F_VALKYRIE2,{ mes "[Valkyrie Anguhilde]"; mes "Mortal one, what is your name?"; next; - mes "[" + strcharinfo(0) + "]"; - mes "My name is " + strcharinfo(0) + "."; + mes "[" + strcharinfo(PC_NAME) + "]"; + mes "My name is " + strcharinfo(PC_NAME) + "."; next; mes "[Valkyrie Anguhilde]"; - mes "" + strcharinfo(0) + ","; + mes "" + strcharinfo(PC_NAME) + ","; mes "You told me that you want to help me, right? Even though it disgraces me, I am asking for your help."; next; mes "[Valkyrie Anguhilde]"; @@ -919,7 +919,7 @@ job3_arch01,29,34,3 script Valkyrie#arch 4_F_VALKYRIE2,{ if ($@archbs == 0) { $@archbs = 1; mes "[Valkyrie Anguhilde]"; - mes "" + strcharinfo(0) + " Did you finish preparing for your way of asceticism?"; + mes "" + strcharinfo(PC_NAME) + " Did you finish preparing for your way of asceticism?"; next; if (getmapusers("job3_arch02") > 0) { mes "[Valkyrie Anguhilde]"; @@ -1007,7 +1007,7 @@ OnTouch: delitem ValkyrieA_Scroll,1; // fall through } else if (getmercinfo(1) == 2037) { - if (strnpcinfo(0) == "#arch_1_10") + if (strnpcinfo(NPC_NAME) == "#arch_1_10") viewpoint 1,113,327,1,0xFF9900; .@randht = rand(1,10); if (.@randht < 8) @@ -1262,7 +1262,7 @@ OnTouch: mes "So bright and warm...."; next; mes "- Shoooo -"; - specialeffect EF_CLOAKING,AREA,"Valkyrie Anguhilde#end"; + specialeffect(EF_CLOAKING, AREA, getnpcid(0, "Valkyrie Anguhilde#end")); hideonnpc "Valkyrie Anguhilde#end"; emotion e_omg,1; next; @@ -1666,7 +1666,7 @@ job3_arch01,1,1,1 script control#arch CLEAR_NPC,{ mes $@archbs + "."; mes "Do you want to change it?"; next; - switch(select("0:1")) { + switch(select("0", "1")) { case 1: $@archbs = 0; hideoffnpc "Valkyrie#arch"; diff --git a/npc/re/jobs/3-1/guillotine_cross.txt b/npc/re/jobs/3-1/guillotine_cross.txt index 680f6da6d..19f4ac7cf 100644 --- a/npc/re/jobs/3-1/guillotine_cross.txt +++ b/npc/re/jobs/3-1/guillotine_cross.txt @@ -35,108 +35,115 @@ //========================================================================= que_job01,75,96,3 script Guild Member#3rdgc01 4_M_MOCASS1,{ - if (job_3rd_gc == 0) { - if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) { - if (BaseLevel >= 99) { - L_Mission: - mes "[Ahcart]"; - mes "Finally, it's time..."; - mes "Hey, what's your name?"; - next; - switch(select(strcharinfo(0),".....")) { - case 1: + if (job_3rd_gc == 0 || job_3rd_gc == 1) { + if (job_3rd_gc == 0) { + if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) { + if (BaseLevel < 99) { mes "[Ahcart]"; - mes strcharinfo(0)+"?"; - mes "Got it. I'll remember your name."; - mes "A master told me that you are a person with ability."; - break; - case 2: - mes "[Ahcart]"; - mes "What? You are a distrustful person."; - mes "Hmm, whatever."; - mes "I heard that you are a person with ability."; - break; - } - next; - mes "[Ahcart]"; - mes "My duty is delivering a guild message to a capable assassin."; - mes "I think that you are suitable to perform the guild's duty."; - next; - mes "[Ahcart]"; - mes "So, would you perform this duty for us?"; - mes "Of course, I'm going to offer a reward for completing your task."; - next; - select("What is the request?"); - mes "[Ahcart]"; - mes "It's unclear."; - mes "I told you. It's a special task."; - mes "The only thing I know is the condition to bring a person with the master's ability."; - next; - mes "[Ahcart]"; - mes "First, one who has patience."; - mes "Second, one who is quiet."; - mes "Third, one who is focused."; - next; - mes "[Ahcart]"; - mes "What do you think about what I told you?"; - mes "This task means that it needs a person who can perform a task irrespective of their own will."; - next; - mes "[Ahcart]"; - mes "It's necessary to keep this request secret."; - mes "But it's also your duty not to tell anyone."; - next; - mes "[Ahcart]"; - mes "This is all your choice."; - mes "Will you help us with this request?"; - next; - switch(select("I'll do it.:Give me time to think.")) { - case 1: - mes "[Ahcart]"; - mes "Ok, to Veins."; - mes "I'll contact them."; - mes "It's your first duty to go to Veins."; + mes "Hmm, you are my peer."; + mes "I'm Ahcart. I'm from Veins."; + mes "Hmm..."; next; mes "[Ahcart]"; - mes "You should be able to find it easily."; - mes "Go now."; - job_3rd_gc = 3; - setquest 7101; - close; - case 2: - mes "[Ahcart]"; - mes "Got it."; - mes "But don't think about it for too long."; - job_3rd_gc = 2; + mes "Of course, a chapter of the assassin guild is not only in Morroc. If you have a chance to go there, visit there."; + mes "I think you might go there."; + job_3rd_gc = 1; close; } + } else { + mes "[A man of a sharp impression]"; + mes "...."; + mes "What the...?"; + mes "You are not an assassin."; + close; } + } else if (job_3rd_gc == 1) { + if (BaseLevel < 99) { + mes "[Ahcart]"; + mes "If you become stronger and more skillful, then the assassin's guild will give you a special task."; + mes "Go for it."; + close; + } + } + mes "[Ahcart]"; + mes "Finally, it's time..."; + mes "Hey, what's your name?"; + next; + switch(select(strcharinfo(PC_NAME),".....")) { + case 1: mes "[Ahcart]"; - mes "Hmm, you are my peer."; - mes "I'm Ahcart. I'm from Veins."; - mes "Hmm..."; + mes strcharinfo(PC_NAME)+"?"; + mes "Got it. I'll remember your name."; + mes "A master told me that you are a person with ability."; + break; + case 2: + mes "[Ahcart]"; + mes "What? You are a distrustful person."; + mes "Hmm, whatever."; + mes "I heard that you are a person with ability."; + break; + } + next; + mes "[Ahcart]"; + mes "My duty is delivering a guild message to a capable assassin."; + mes "I think that you are suitable to perform the guild's duty."; + next; + mes "[Ahcart]"; + mes "So, would you perform this duty for us?"; + mes "Of course, I'm going to offer a reward for completing your task."; + next; + select("What is the request?"); + mes "[Ahcart]"; + mes "It's unclear."; + mes "I told you. It's a special task."; + mes "The only thing I know is the condition to bring a person with the master's ability."; + next; + mes "[Ahcart]"; + mes "First, one who has patience."; + mes "Second, one who is quiet."; + mes "Third, one who is focused."; + next; + mes "[Ahcart]"; + mes "What do you think about what I told you?"; + mes "This task means that it needs a person who can perform a task irrespective of their own will."; + next; + mes "[Ahcart]"; + mes "It's necessary to keep this request secret."; + mes "But it's also your duty not to tell anyone."; + next; + mes "[Ahcart]"; + mes "This is all your choice."; + mes "Will you help us with this request?"; + next; + switch(select("I'll do it.", "Give me time to think.")) { + case 1: + mes "[Ahcart]"; + mes "Ok, to Veins."; + mes "I'll contact them."; + mes "It's your first duty to go to Veins."; next; mes "[Ahcart]"; - mes "Of course, a chapter of the assassin guild is not only in Morroc. If you have a chance to go there, visit there."; - mes "I think you might go there."; - job_3rd_gc = 1; + mes "You should be able to find it easily."; + mes "Go now."; + job_3rd_gc = 3; + setquest 7101; + close; + case 2: + mes "[Ahcart]"; + mes "Got it."; + mes "But don't think about it for too long."; + job_3rd_gc = 2; close; } - mes "[A man of a sharp impression]"; - mes "...."; - mes "What the...?"; - mes "You are not an assassin."; - close; - } else if (job_3rd_gc == 1) { - if (BaseLevel >= 99) goto L_Mission; - mes "[Ahcart]"; - mes "If you become stronger and more skillful, then the assassin's guild will give you a special task."; - mes "Go for it."; - close; + + + + } else if (job_3rd_gc == 2) { mes "[Ahcart]"; mes "Have you thought about it more?"; next; - switch(select("I'll do it.:I'm not ready.")) { + switch(select("I'll do it.", "I'm not ready.")) { case 1: mes "[Ahcart]"; mes "Ok, to Veins."; @@ -168,7 +175,7 @@ que_job01,75,96,3 script Guild Member#3rdgc01 4_M_MOCASS1,{ } function script func_3rdgc { - .@n$ = "["+strcharinfo(0)+"]"; + .@n$ = "["+strcharinfo(PC_NAME)+"]"; mes .@n$; mes "Let me collect all the information..."; .@i = 0; @@ -204,7 +211,7 @@ function script func_3rdgc { mes .@n$; mes "But the reason that Trovan suspects them is..."; next; - switch(select("They are unfamiliar:The residence is unclear")) { + switch(select("They are unfamiliar", "The residence is unclear")) { case 1: mes .@n$; mes "No, that's not the reason. The guard sees new adventurers every day."; @@ -227,7 +234,7 @@ function script func_3rdgc { mes "Madelle said that she witnessed a guy."; next; if (getarg(0)) { - if(select("Madelle witnessed 2...:There are more than 2...") == 1) { + if(select("Madelle witnessed 2...", "There are more than 2...") == 1) { mes .@n$; mes "Madelle said that she saw one more person in the darkness."; mes "Then is it a girl who brought the supplies?"; @@ -257,7 +264,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "[Daora]"; if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) { if (job_3rd_gc < 4) { - if (Sex) { + if (Sex == SEX_MALE) { mes "Oh~ you're good-looking!"; mes "So, what do you want?"; } else { @@ -269,7 +276,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "I'm not sure that you already know or not, but we are selling special Morroc liquor."; mes "Which one do you want?"; next; - switch(select("Tropical Sograt:Vermilion on the Beach:No thanks!:......")) { + switch(select("Tropical Sograt", "Vermilion on the Beach", "No thanks!", "......")) { case 1: mes "[Daora]"; if (Zeny > 799) { @@ -293,7 +300,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ case 3: mes "[Daora]"; mes "Don't show me your nervousness!"; - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); percentheal -30,0; close; case 4: @@ -302,8 +309,8 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "Oh? You are a person of this world."; mes "Your name is..."; next; - mes "["+strcharinfo(0)+"]"; - mes strcharinfo(0)+"."; + mes "["+strcharinfo(PC_NAME)+"]"; + mes strcharinfo(PC_NAME)+"."; next; mes "[Daora]"; if (job_3rd_gc == 3) { @@ -330,7 +337,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "[Daora]"; mes "Ah, I'm not selling liquir to someone who's started the special task."; next; - switch(select("Not selling liquor...:I need information.:Fine then punk!")) { + switch(select("Not selling liquor...", "I need information.", "Fine then punk!")) { case 1: mes "[Daora]"; mes "Hey, you are performing a task now."; @@ -348,7 +355,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "[Daora]"; mes "Don't talk to me like I'm one of your friends!"; mes "You have no right to be that way!"; - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); percentheal -30,0; close; } @@ -407,7 +414,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "What do you need?"; mes "We don't sell to anyone who has started the special task."; next; - switch(select("....:Give me 1 glass.:Then, can you give milk?")) { + switch(select("....", "Give me 1 glass.", "Then, can you give milk?")) { case 1: mes "[Daora]"; mes "Why? Are you disappointed?"; @@ -441,7 +448,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "Ok, what do you want to know?"; mes "You hope that there will be something in the glass?"; next; - switch(select("Ask for help.:Handle it by yourself.")) { + switch(select("Ask for help.", "Handle it by yourself.")) { case 1: mes "[Daora]"; mes "So, it means just killing a strange guy in the village?"; @@ -482,7 +489,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "Here, It's cold water."; mes "You think over with cold water."; next; - switch(select("Figure out based on information.:Stop the stage.")) { + switch(select("Figure out based on information.", "Stop the stage.")) { case 1: if (questprogress(7091) == 1) .@j = 1; @@ -505,12 +512,12 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "Did you solve it?"; mes "What will you do?"; next; - switch(select("Get advice.:It's a secret.")) { + switch(select("Get advice.", "It's a secret.")) { case 1: mes "[Daora]"; mes "Can you let me know about an information you collected?"; next; - if(select("You have a heart-to-heart talk with him.:That's impossible.") == 2) { + if(select("You have a heart-to-heart talk with him.", "That's impossible.") == 2) { mes "[Daora]"; mes "What, I can't support you properly?"; mes "You solve it by yourself."; @@ -573,7 +580,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ } mes "Haha... how's it going?"; next; - switch(select("Where is the blind alley?:It's okay.")) { + switch(select("Where is the blind alley?", "It's okay.")) { case 1: mes "[Daora]"; mes "The blind alley?"; @@ -625,12 +632,12 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "[Daora]"; mes "Yeah, how's it going?"; next; - switch(select("It progress satisfactorily.:Show the key.")) { + switch(select("It progress satisfactorily.", "Show the key.")) { case 1: mes "[Daora]"; mes "My glass, you don't need it?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes. I already have enough information."; mes "If that is a stuff has a long story behind it,"; mes "we have only one way."; @@ -683,7 +690,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "[Daora]"; mes "Don't pretend to be a noblewoman."; next; - switch(select("I'm going to go.:Do you know a mansion around Veins?")) { + switch(select("I'm going to go.", "Do you know a mansion around Veins?")) { case 1: mes "[Daora]"; mes "Ok."; @@ -723,7 +730,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "Our milk is expensive!"; mes "Give me 500 zeny for a cup."; next; - switch(select("It's ok. Give me a cup of milk.:You are a barefaced robber!")) { + switch(select("It's ok. Give me a cup of milk.", "You are a barefaced robber!")) { case 1: mes "[Daora]"; if (Zeny > 499) { @@ -739,7 +746,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ case 2: mes "[Daora]"; mes "An impertinent fellow!"; - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); percentheal -30,0; close; } @@ -755,7 +762,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ close; } } else if (Class == Job_Guillotine_Cross || Class == Job_Guillotine_Cross_T || Class == Job_Baby_Cross) { - if (Sex) { + if (Sex == SEX_MALE) { mes "Oh~ you're good-looking~!"; mes "It's worthwhile to open a pub~"; mes "I can feel fruitful labors whenever I see a guy like you~"; @@ -764,7 +771,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "What do you want?"; } next; - switch(select("Tropical Sograt:Vermilion on the Beach:Milk")) { + switch(select("Tropical Sograt", "Vermilion on the Beach", "Milk")) { case 1: mes "[Daora]"; if (Zeny > 799) { @@ -788,7 +795,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ close; case 3: mes "[Daora]"; - if (Sex) { + if (Sex == SEX_MALE) { mes "Uh... Umm..."; mes "It's complicated order. but I don't have any choice since you want it."; next; @@ -813,7 +820,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ } } } else { - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "Oh~ you're good-looking!"; mes "So, what do you want?"; } @@ -826,7 +833,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "I'm not sure that you already know or not, but we are selling special liquor of Morroc."; mes "Which one do you want?"; next; - switch(select("Tropical Sograt:Vermilion the beach:No thanks!")) { + switch(select("Tropical Sograt", "Vermilion the beach", "No thanks!")) { case 1: mes "[Daora]"; if (Zeny > 999) { @@ -850,7 +857,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ case 3: mes "[Daora]"; mes "Don't show me your nervousness!"; - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); percentheal -30,0; close; } @@ -880,7 +887,7 @@ job3_guil01,16,20,4 script Mayshell#3rdgc03 4_F_KHELLISIA,{ mes "Your memories should disappear in shadow."; mes "Be cautious and avoid observation."; next; - select("Ok...:So the task is...?"); + select("Ok...", "So the task is...?"); mes "[Mayshell]"; mes "What does he look like?"; mes "How do you recognize him?"; @@ -903,7 +910,7 @@ job3_guil01,16,20,4 script Mayshell#3rdgc03 4_F_KHELLISIA,{ mes "We saw a stranger in this village, we are quite sure that he is the person who we are looking for your task."; next; mes "[Mayshell]"; - mes strcharinfo(0)+"."; + mes strcharinfo(PC_NAME)+"."; mes "Time is not waiting for you."; mes "Go ahead. Spill blood with the blade of a knife that stands for a stoic life."; job_3rd_gc = 5; @@ -915,7 +922,7 @@ job3_guil01,16,20,4 script Mayshell#3rdgc03 4_F_KHELLISIA,{ next; mes "[Mayshell]"; mes "It's a test to watch you."; - mes "Let me see, "+strcharinfo(0)+"..."; + mes "Let me see, "+strcharinfo(PC_NAME)+"..."; mes "Go out and think about what you have to do first."; next; mes "[Mayshell]"; @@ -1145,7 +1152,7 @@ ve_in,228,108,3 script Waitress#3rdgc04 1_F_PUBGIRL,{ next; mes "Then can we figure it out with the information you collected?-"; next; - switch(select("Do it.:Stop it.")) { + switch(select("Do it.", "Stop it.")) { case 1: callfunc "func_3rdgc",1; close; @@ -1157,7 +1164,7 @@ ve_in,228,108,3 script Waitress#3rdgc04 1_F_PUBGIRL,{ mes "Welcome."; mes "Are you ready to order?"; next; - switch(select("You are...:Your name is..?:Water, please.")) { + switch(select("You are...", "Your name is..?", "Water, please.")) { case 1: mes "[Waitress]"; mes "What's the matter?"; @@ -1205,7 +1212,7 @@ ve_in,228,108,3 script Waitress#3rdgc04 1_F_PUBGIRL,{ mes "- The information of Madelle is attached on the guest board."; mes "Then can we figure out what information you've collected? -"; next; - switch(select("Do it.:Stop it.")) { + switch(select("Do it.", "Stop it.")) { case 1: callfunc "func_3rdgc",1; close; @@ -1218,8 +1225,10 @@ ve_in,228,108,3 script Waitress#3rdgc04 1_F_PUBGIRL,{ mes "What? My name?"; mes "Are you hitting on me?"; mes "Don't do that."; - if (Sex) mes "You are not my type."; - else mes "I don't swing that way."; + if (Sex == SEX_MALE) + mes "You are not my type."; + else + mes "I don't swing that way."; close; case 3: mes "[Waitress]"; @@ -1234,7 +1243,7 @@ ve_in,228,108,3 script Waitress#3rdgc04 1_F_PUBGIRL,{ next; mes "- I wonder if I can figure it out with the information I've collected... -"; next; - switch(select("Do it.:Stop it.")) { + switch(select("Do it.", "Stop it.")) { case 1: callfunc "func_3rdgc",0; close; @@ -1246,7 +1255,7 @@ ve_in,228,108,3 script Waitress#3rdgc04 1_F_PUBGIRL,{ mes "Welcome."; mes "Are you ready to order?"; next; - switch(select("Suspicious people?:Which one is the best food?")) { + switch(select("Suspicious people?", "Which one is the best food?")) { case 1: mes "[Waitress]"; mes "A suspicious person?"; @@ -1258,14 +1267,14 @@ ve_in,228,108,3 script Waitress#3rdgc04 1_F_PUBGIRL,{ mes "If you want to have a simple dish, have a meal from our fixed menu."; mes "It's 5000 zeny, Do you want it?"; next; - switch(select("Yes, I'll try it.:......")) { + switch(select("Yes, I'll try it.", "......")) { case 1: if (Zeny > 4999) { mes "[Waitress]"; mes "Here you are, this is a meal from the fixed menu."; mes "Feel free to call me when you need."; next; - switch(select("How's your business?:Do you have lots of guests?")) { + switch(select("How's your business?", "Do you have lots of guests?")) { case 1: mes "[Waitress]"; mes "Well... not bad."; @@ -1328,7 +1337,7 @@ ve_in,228,108,3 script Waitress#3rdgc04 1_F_PUBGIRL,{ next; mes "- Madelle's information is attached to a quest board. What information have I collected? -"; next; - switch(select("Check information.:Cancel.")) { + switch(select("Check information.", "Cancel.")) { case 1: callfunc "func_3rdgc",0; close; @@ -1381,7 +1390,7 @@ ve_in,246,303,3 script Young Merchant#3rdgc05 4_M_RACHMAN2,{ next; mes "Can we figure out with the information you collected?"; next; - switch(select("Do it.:Stop it.")) { + switch(select("Do it.", "Stop it.")) { case 1: callfunc "func_3rdgc",1; close; @@ -1394,7 +1403,7 @@ ve_in,246,303,3 script Young Merchant#3rdgc05 4_M_RACHMAN2,{ mes "How about increasing potion in next time..."; mes "Um, do you have something to tell me?"; next; - switch(select("Do you know Crave?:Give me a potion.")) { + switch(select("Do you know Crave?", "Give me a potion.")) { case 1: mes "[Crave]"; mes "I'm Crave, who are you...?"; @@ -1431,7 +1440,7 @@ ve_in,246,303,3 script Young Merchant#3rdgc05 4_M_RACHMAN2,{ mes "- The information Crave gave is attached on the quest board."; mes "Then can we figure out with information you collected? -"; next; - switch(select("Do it.:Stop it.")) { + switch(select("Do it.", "Stop it.")) { case 1: callfunc "func_3rdgc",1; close; @@ -1455,7 +1464,7 @@ ve_in,246,303,3 script Young Merchant#3rdgc05 4_M_RACHMAN2,{ next; mes "Can we figure out with the information you collected?"; next; - switch(select("Do it.:Stop it.")) { + switch(select("Do it.", "Stop it.")) { case 1: callfunc "func_3rdgc",0; close; @@ -1469,7 +1478,7 @@ ve_in,246,303,3 script Young Merchant#3rdgc05 4_M_RACHMAN2,{ mes "I'm a merchant, but not a retail merchant."; mes "If you want to buy things, go to the others."; next; - switch(select("Suspicious people?:I heard that you are sharp.")) { + switch(select("Suspicious people?", "I heard that you are sharp.")) { case 1: mes "[Young Merchant]"; mes "A suspicious person?"; @@ -1487,12 +1496,12 @@ ve_in,246,303,3 script Young Merchant#3rdgc05 4_M_RACHMAN2,{ mes "I have to memorize the faces of people who do business with me so I can make a profit."; mes "Then I can make steady customers."; next; - switch(select("I'm looking for a cousin...:End conversation.")) { + switch(select("I'm looking for a cousin...", "End conversation.")) { case 1: mes "[Young Merchant]"; mes "Is she a beautiful blonde?"; next; - switch(select("No, it's a boy.:Yes, she is.")) { + switch(select("No, it's a boy.", "Yes, she is.")) { case 1: mes "[Young Merchant]"; mes "Is he?"; @@ -1509,7 +1518,7 @@ ve_in,246,303,3 script Young Merchant#3rdgc05 4_M_RACHMAN2,{ mes "I'm a man of ability."; next; select("Where did you see her?"); - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "A few days have passed already."; mes "I want to find her as soon as possible."; mes "You said you saw that child? Where did you see her?"; @@ -1533,7 +1542,7 @@ ve_in,246,303,3 script Young Merchant#3rdgc05 4_M_RACHMAN2,{ next; mes "- Crave's information is attached to the quest board. What information have I collected? -"; next; - switch(select("Check information.:Cancel.")) { + switch(select("Check information.", "Cancel.")) { case 1: callfunc "func_3rdgc",0; close; @@ -1577,7 +1586,7 @@ veins,291,215,3 script Vigilante#3rdgc06 4_DST_SOLDIER,{ next; mes "- What information have I collected? -"; next; - switch(select("Check information.:Cancel.")) { + switch(select("Check information.", "Cancel.")) { case 1: callfunc "func_3rdgc",1; close; @@ -1590,7 +1599,7 @@ veins,291,215,3 script Vigilante#3rdgc06 4_DST_SOLDIER,{ mes "Hello?"; mes "Do you need help?"; next; - switch(select("Do you know Trovan?:No thanks.")) { + switch(select("Do you know Trovan?", "No thanks.")) { case 1: mes "[Vigilante]"; mes "Eh? I'm Trovan, a member of the vigilante corps of Veins."; @@ -1634,7 +1643,7 @@ veins,291,215,3 script Vigilante#3rdgc06 4_DST_SOLDIER,{ next; mes "- Trovan's information is attached to the quest board. What information have I collected? -"; next; - switch(select("Check information.:Cancel.")) { + switch(select("Check information.", "Cancel.")) { case 1: callfunc "func_3rdgc",1; close; @@ -1658,7 +1667,7 @@ veins,291,215,3 script Vigilante#3rdgc06 4_DST_SOLDIER,{ next; mes "- Should I figure out the information collected? -"; next; - switch(select("Check the information.:Cancel.")) { + switch(select("Check the information.", "Cancel.")) { case 1: callfunc "func_3rdgc",0; close; @@ -1671,7 +1680,7 @@ veins,291,215,3 script Vigilante#3rdgc06 4_DST_SOLDIER,{ mes "I'm Trovan, a guard of Veins."; mes "What's wrong?"; next; - switch(select("Is there a wanted man?:Nothing.")) { + switch(select("Is there a wanted man?", "Nothing.")) { case 1: mes "[Trovan]"; mes "A wanted man?"; @@ -1702,7 +1711,7 @@ veins,291,215,3 script Vigilante#3rdgc06 4_DST_SOLDIER,{ next; mes "- Trovan's information is attached to the quest board. What information have I collected? -"; next; - switch(select("Check information.:Cancel.")) { + switch(select("Check information.", "Cancel.")) { case 1: callfunc "func_3rdgc",0; close; @@ -1743,7 +1752,7 @@ veins,187,143,5 script Peddler#3rdgc07 4_F_HUGRANMA,{ next; mes "- You can't get more information from the peddler. What information have I collected? -"; next; - switch(select("check information.:Cancel.")) { + switch(select("check information.", "Cancel.")) { case 1: callfunc "func_3rdgc",1; close; @@ -1755,7 +1764,7 @@ veins,187,143,5 script Peddler#3rdgc07 4_F_HUGRANMA,{ mes "Hey. Hey!"; mes "I'm talking to you!"; next; - switch(select("Ignore him.:Listen to the story.")) { + switch(select("Ignore him.", "Listen to the story.")) { case 1: mes "[Peddler]"; mes "You are too cold."; @@ -1795,11 +1804,11 @@ veins,187,143,5 script Peddler#3rdgc07 4_F_HUGRANMA,{ mes "Actually, nobody knows where she's from."; mes "You're an adventurer, so I'm asking you."; next; - select("I'll send her your message.:Hmm..."); - mes "["+strcharinfo(0)+"]"; + select("I'll send her your message.", "Hmm..."); + mes "["+strcharinfo(PC_NAME)+"]"; mes "- Even though I don't have time to spare, the girl mentioned by the peddler is suspicious. -"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "- A girl who has no clear residence and buys expensive food. I have to find out. -"; next; mes "[Peddler]"; @@ -1809,7 +1818,7 @@ veins,187,143,5 script Peddler#3rdgc07 4_F_HUGRANMA,{ next; mes "- The peddler's information is attached to the quest board. What information have I collected? -"; next; - switch(select("Check information.:Cancel.")) { + switch(select("Check information.", "Cancel.")) { case 1: callfunc "func_3rdgc",0; close; @@ -1842,7 +1851,7 @@ veins,235,126,3 script Old Man#3rdgc07 4_M_DST_GRAND,{ next; mes "- I can't get anymore information from the Old Man. What information have I collected? -"; next; - switch(select("Check information.:Cancel.")) { + switch(select("Check information.", "Cancel.")) { case 1: callfunc "func_3rdgc",0; close; @@ -1854,7 +1863,7 @@ veins,235,126,3 script Old Man#3rdgc07 4_M_DST_GRAND,{ mes "What? What's the matter?"; mes "You want to talk with me?"; next; - switch(select("Suspicious person...:You look good.")) { + switch(select("Suspicious person...", "You look good.")) { case 1: mes "[Old Man]"; mes "A suspicious person?"; @@ -1906,7 +1915,7 @@ veins,235,126,3 script Old Man#3rdgc07 4_M_DST_GRAND,{ next; mes "- The information of the Old Man is attached to the quest board. What information have I collected?"; next; - switch(select("Check information.:Cancel.")) { + switch(select("Check information.", "Cancel.")) { case 1: callfunc "func_3rdgc",0; close; @@ -1941,7 +1950,7 @@ veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{ mes "What?"; mes "Have you lost a friend?"; next; - switch(select("Do you know something?:No...")) { + switch(select("Do you know something?", "No...")) { case 1: mes "[Melissa]"; mes "I have a special gift that I've had my whole life."; @@ -1951,7 +1960,7 @@ veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{ mes "Are looking for someone?"; mes "Can you tell me about their character?"; next; - switch(select("You are joking.:Let me do it.")) { + switch(select("You are joking.", "Let me do it.")) { case 1: mes "[Melissa]"; mes "Ha! But you'll come back to me when you need to find someone."; @@ -1963,7 +1972,7 @@ veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{ mes "Ok, answer my question."; mes "Is it a boy or a girl?"; next; - switch(select("A boy:A girl")) { + switch(select("A boy", "A girl")) { case 1: mes "[Melissa]"; mes "A boy and..."; @@ -1978,7 +1987,7 @@ veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{ mes "[Melissa]"; mes "What is the hair color?"; next; - switch(select("Dark:Red:Light yellowish:White")) { + switch(select("Dark", "Red", "Light yellowish", "White")) { case 1: mes "[Melissa]"; mes "Dark hair color... hmm..."; @@ -2002,7 +2011,7 @@ veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{ mes "[Melissa]"; mes "Young or old?"; next; - switch(select("Like a child.:Young.:Middle-aged.:Very old.")) { + switch(select("Like a child.", "Young.", "Middle-aged.", "Very old.")) { case 1: mes "[Melissa]"; mes "And a child."; @@ -2025,7 +2034,7 @@ veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{ } next; mes "[Melissa]"; - mes "Hi, "+((Sex)?"brother":"sister")+"~ Let me collect all of the information you've provided..."; + mes "Hi, "+ (Sex == SEX_MALE ? "brother" : "sister")+ "~ Let me collect all of the information you've provided..."; next; mes "- She begins to murmur and gestures toward the sky. Her hair springs up as she says... -"; next; @@ -2054,7 +2063,7 @@ veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{ mes "She has to be who you're looking for. I'm never wrong."; mes "Tell me I did a good job!"; next; - switch(select("Pat Melissa on the head.:Giver her a thumbs up sign.")) { + switch(select("Pat Melissa on the head.", "Giver her a thumbs up sign.")) { case 1: mes "You pat Melissa on the head."; mes "She reacts like a puppy would."; @@ -2132,7 +2141,7 @@ OnTouch: mes "Who are you?"; mes "What are you doing?"; next; - if(select("Who sent you?:Who's from Rachel?") == 2) { + if(select("Who sent you?", "Who's from Rachel?") == 2) { mes "[Estillda]"; mes "I don't know! I don't have any idea. I don't know him!"; next; @@ -2158,19 +2167,19 @@ OnTouch: mes "- Estillda is in shock because she thinks that she's in trouble. -"; next; select("Calm her down."); - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Just relax for a second."; mes "I totally understand what you're saying."; mes "You won't get into any trouble."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm looking for a guy who committed a crime and ran away."; mes "I have to catch him."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So who made you get those supplies?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "If you cooperate with me, I'm going to protect you until this is all done."; mes "The Assassin Guild will protect you."; next; @@ -2187,7 +2196,7 @@ OnTouch: mes "Ah, these are mine."; mes "I got a lot of zeny."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Then go straight this way and pretend that nothing happened."; next; mes "- I demand that she walks as usual and tell her how to get to Daora's pub. -"; @@ -2232,7 +2241,7 @@ job3_guil01,79,15,1 script Estillda#3rdgc11 4_F_SHABBY,{ if (job_3rd_gc == 11) { mes "Estillda is looking around with an anxious expression on her face."; next; - switch(select("Are you ok?:Intimidate her.")) { + switch(select("Are you ok?", "Intimidate her.")) { case 1: mes "[Estillda]"; mes "Yes? Yes..."; @@ -2246,7 +2255,7 @@ job3_guil01,79,15,1 script Estillda#3rdgc11 4_F_SHABBY,{ mes "I'm here to make zeny."; mes "I had a desolate life in Rachel."; next; - switch(select("You came here with alone?:Had a desolate life...")) { + switch(select("You came here with alone?", "Had a desolate life...")) { case 1: mes "[Estillda]"; mes "No."; @@ -2277,7 +2286,7 @@ job3_guil01,79,15,1 script Estillda#3rdgc11 4_F_SHABBY,{ mes "...I'll never do it."; mes "I want to go home. I miss my mommy."; next; - switch(select("What can you tell me?:Tell me what you know!")) { + switch(select("What can you tell me?", "Tell me what you know!")) { case 1: mes "[Estillda]"; mes "Yes. Right?"; @@ -2288,7 +2297,7 @@ job3_guil01,79,15,1 script Estillda#3rdgc11 4_F_SHABBY,{ mes "Sorry. I'm sorry."; mes "I'm going to do what you want..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Your attitude is a problem."; mes "Let's take up the main subject."; break; @@ -2317,13 +2326,13 @@ job3_guil01,79,15,1 script Estillda#3rdgc11 4_F_SHABBY,{ mes "In a couple of hours."; mes "At a warehouse underground in the south."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Thanks for your cooperation."; mes "Your house is in Rachel?"; mes "Estillda is your real name?"; mes "Yes, I'm going to draw his rations in Rachel."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "To go back home without an accident."; job_3rd_gc = 12; changequest 7106,7107; @@ -2357,7 +2366,7 @@ OnTouch: if (questprogress(7107,PLAYTIME) == 2) { mes "This must be the place Estillda told me about."; next; - switch(select("Go inside.:Observe the situation.")) { + switch(select("Go inside.", "Observe the situation.")) { case 1: if ($@3rdgc_room01 == 0) { warp "job3_guil02",34,44; @@ -2465,7 +2474,7 @@ OnTouch: mes "When did I give you a clue?!"; next; select("You lost your head..."); - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Is this the correct target?"; mes "Can you talk with me for a sec?"; next; @@ -2473,7 +2482,7 @@ OnTouch: mes "No way!!!!"; mes "You... I'll make you close your eyes forever!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What?!"; close2; donpcevent "A man with black clothes::OnDisable"; @@ -2520,7 +2529,7 @@ job3_guil02,49,43,5 script Dandelion#3rdgc12 4_M_DSTMANDEAD,{ next; mes "- He puts something in his mouth and swallows. -"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What is that?!"; mes "What do you have in your mouth...?"; mes "Why did you do that?"; @@ -2610,7 +2619,7 @@ ra_in01,175,196,3 script Oresa Rava#3rdgc13 4_M_LGTGRAND,{ mes "This pattern..."; mes "Where did you get this from?"; next; - switch(select("I just picked it up.:I have a story...")) { + switch(select("I just picked it up.", "I have a story...")) { case 1: mes "[Oresa Rava]"; mes "Umm? Did you just pick it up?"; @@ -2713,7 +2722,7 @@ ve_fild02,330,384,3 script Girl#3rdgc14 4_F_GUILLOTINE,{ mes "I'll wait for you."; } next; - switch(select("I got it.:I'll be ready.")) { + switch(select("I got it.", "I'll be ready.")) { case 1: if ($@3rdgc_room02 == 0) { erasequest ((job_3rd_gc == 17)?7110:7109); @@ -2859,7 +2868,7 @@ OnDisable: OnTouch: mes "There is space on the bottom of the old fence."; next; - if(select("Find another way.:Climb into the space.") == 2) { + if(select("Find another way.", "Climb into the space.") == 2) { mes "You climb into the narrow space."; mes "The hole is blocked with the old barbed-wire entanglements."; close2; @@ -3060,10 +3069,10 @@ OnTimer5000: end; OnInit: OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; } @@ -3384,17 +3393,17 @@ OnMyMobDead: job3_guil03,2,2,0 script #3rdgc_sunchal_kill01 CLEAR_NPC,{ end; OnEnable: - .@i = atoi(charat(strnpcinfo(0),20)); + .@i = atoi(charat(strnpcinfo(NPC_NAME),20)); setarray .@x[1],74,124,103; setarray .@y[1],63, 78, 24; - monster "job3_guil03",.@x[.@i],.@y[.@i],"Guard",1985,1,strnpcinfo(0)+"::OnMyMobDead"; + monster "job3_guil03",.@x[.@i],.@y[.@i],"Guard",1985,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; end; OnStop: mapannounce "job3_guil03","Guard : Am I imagining things? I just heard something...",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 stopnpctimer; end; OnReset: - killmonster "job3_guil03",strnpcinfo(0)+"::OnMyMobDead"; + killmonster "job3_guil03",strnpcinfo(NPC_NAME)+"::OnMyMobDead"; end; OnMyMobDead: initnpctimer; @@ -3417,32 +3426,32 @@ job3_guil03,2,4,0 duplicate(#3rdgc_sunchal_kill01) #3rdgc_sunchal_kill03 CLEAR_N job3_guil03,64,68,3 script #3rdgc_gojung_kill01 4_M_DSTMAN,7,7,{ end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnStop: mapannounce "job3_guil03","Guard : Am I imagining things? I just heard something.",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 stopnpctimer; end; OnReset: - killmonster "job3_guil03",strnpcinfo(0)+"::OnMyMobDead"; + killmonster "job3_guil03",strnpcinfo(NPC_NAME)+"::OnMyMobDead"; end; OnTouch: - .@i = atoi(charat(strnpcinfo(0),19)); + .@i = atoi(charat(strnpcinfo(NPC_NAME),19)); setarray .@x[1],64,86,83; setarray .@y[1],68,63,36; mapannounce "job3_guil03","Guard : Who are you?!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 - disablenpc strnpcinfo(0); - monster "job3_guil03",.@x[.@i],.@y[.@i],"Guard",1985,1,strnpcinfo(0)+"::OnMyMobDead"; + disablenpc strnpcinfo(NPC_NAME); + monster "job3_guil03",.@x[.@i],.@y[.@i],"Guard",1985,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; initnpctimer; end; OnMyMobDead: stopnpctimer; end; OnTimer5000: - if (strnpcinfo(0) == "#3rdgc_gojung_kill03") end; + if (strnpcinfo(NPC_NAME) == "#3rdgc_gojung_kill03") end; OnTimer10000: mapannounce "job3_guil03","Guard : I need support! Take caution!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 donpcevent "#3rdgc_guard::OnEnable"; @@ -3456,7 +3465,7 @@ job3_guil03,88,71,0 script #3rdgc_safezone01 HIDDEN_WARP_NPC,1,1,{ end; OnTouch: mes "It's a good bush to hide yourself."; - donpcevent strnpcinfo(0)+"::OnTimer"; + donpcevent strnpcinfo(NPC_NAME)+"::OnTimer"; close; OnTimer: //FIXME: This is a workaround for... @@ -3489,7 +3498,7 @@ job3_guil03,111,51,7 script Priest from Rachel 4_M_MIDDLE1,{ next; mes "[Priest from Rachel]"; mes "Because of you, you ruined everything!"; - setnpcdisplay(strnpcinfo(0), HIDEN_PRIEST); + setnpcdisplay(strnpcinfo(NPC_NAME), HIDEN_PRIEST); next; mes "[Priest from Rachel]"; mes "You want to destroy us forever!"; @@ -3622,7 +3631,7 @@ job3_guil01,148,53,3 script Bercasell#3rdgc16 4_M_GUILLOTINE,{ mes "You were sent by Mayshell?"; mes "Tell me why you came to see me."; next; - switch(select("What is a Guillotine Cross?:I want to be a Guillotine Cross.:Nothing.")) { + switch(select("What is a Guillotine Cross?", "I want to be a Guillotine Cross.", "Nothing.")) { case 1: mes "[Bercasell]"; mes "....."; @@ -3631,7 +3640,7 @@ job3_guil01,148,53,3 script Bercasell#3rdgc16 4_M_GUILLOTINE,{ mes "So you want to know about the Guillotine Cross?"; mes "Get out!"; next; - switch(select("Just tell me...:......")) { + switch(select("Just tell me...", "......")) { case 1: mes "[Bercasell]"; callsub L_Info; @@ -3645,92 +3654,94 @@ job3_guil01,148,53,3 script Bercasell#3rdgc16 4_M_GUILLOTINE,{ mes "That's good. You are qualified. What about being a Guillotine Cross?"; mes "Do you want to be a Guillotine Cross?"; next; - switch(select("Yes, change my job.:I need to think about it.")) { + switch(select("Yes, change my job.", "I need to think about it.")) { case 1: - L_JobChange: - mes "[Bercasell]"; - mes "You don't regret it?"; - callsub L_Info; - mes "[Bercasell]"; - mes "You can become a living offensive weapon."; - mes "Do you really want to become a Guillotine Cross?"; - next; - switch(select("Yes, change my job.:I need to rethink it.")) { - case 1: - mes "[Bercasell]"; - if (hascashmount()) { - mes "I cannot perform the job change."; - mes "Please remove your mount and try again."; - close; - } else if (SkillPoint != 0) { - mes "You still have unspent skill points."; - mes "Please use all your skill points and try again."; - close; - } - mes "Is your decision final?"; - mes "Good."; - next; - mes "[Bercasell]"; - mes "Now, you are an assassin, yet you are not an assassin anymore."; - mes "You are in the shadows, but it's different from the other shadows."; - next; - mes "[Bercasell]"; - mes "Your enemy is everything you can see."; - mes "Don't forget yourself."; - mes "A weight of the blood on your weapons."; - next; - mes "[Bercasell]"; - mes "Ok, change your clothes to your new uniform."; - mes "You are now a Guillotine Cross."; - next; - mes "[Bercasell]"; - mes "A sword of the shadow..."; - setlook 7,0; - jobchange roclass(eaclass()|EAJL_THIRD); - if (questprogress(7096) == 1) { - job_3rd_gc = 25; - erasequest 7096; - } else if (questprogress(7097) == 1) { - job_3rd_gc = 26; - erasequest 7097; - } else if (questprogress(7098) == 1) { - job_3rd_gc = 27; - erasequest 7098; - } else if (questprogress(7099) == 1) { - job_3rd_gc = 28; - erasequest 7099; - } - getitem Green_Apple_Ring,1; - getitem Silent_Executer,1; - next; - mes "[Bercasell]"; - mes "And... these are presents to celebrate your becoming a Guillotine Cross."; - close; - case 2: - mes "[Bercasell]"; - mes "You are prudent. That's a good thing."; - mes "I'll wait for the day that you decide to join us as a Guillotine Cross."; - close; - } + break; case 2: mes "[Bercasell]"; mes "You are prudent. That's a good thing."; mes "I'll wait for the day that you decide to join us as a Guillotine Cross."; close; } + break; } + break; case 2: - goto L_JobChange; + break; case 3: mes "[Bercasell]"; mes "Don't bother me."; close; } + mes "[Bercasell]"; + mes "You don't regret it?"; + callsub L_Info; + mes "[Bercasell]"; + mes "You can become a living offensive weapon."; + mes "Do you really want to become a Guillotine Cross?"; + next; + switch(select("Yes, change my job.", "I need to rethink it.")) { + case 1: + mes "[Bercasell]"; + if (hascashmount()) { + mes "I cannot perform the job change."; + mes "Please remove your mount and try again."; + close; + } else if (SkillPoint != 0) { + mes "You still have unspent skill points."; + mes "Please use all your skill points and try again."; + close; + } + mes "Is your decision final?"; + mes "Good."; + next; + mes "[Bercasell]"; + mes "Now, you are an assassin, yet you are not an assassin anymore."; + mes "You are in the shadows, but it's different from the other shadows."; + next; + mes "[Bercasell]"; + mes "Your enemy is everything you can see."; + mes "Don't forget yourself."; + mes "A weight of the blood on your weapons."; + next; + mes "[Bercasell]"; + mes "Ok, change your clothes to your new uniform."; + mes "You are now a Guillotine Cross."; + next; + mes "[Bercasell]"; + mes "A sword of the shadow..."; + setlook 7,0; + jobchange roclass(eaclass()|EAJL_THIRD); + if (questprogress(7096) == 1) { + job_3rd_gc = 25; + erasequest 7096; + } else if (questprogress(7097) == 1) { + job_3rd_gc = 26; + erasequest 7097; + } else if (questprogress(7098) == 1) { + job_3rd_gc = 27; + erasequest 7098; + } else if (questprogress(7099) == 1) { + job_3rd_gc = 28; + erasequest 7099; + } + getitem Green_Apple_Ring,1; + getitem Silent_Executer,1; + next; + mes "[Bercasell]"; + mes "And... these are presents to celebrate your becoming a Guillotine Cross."; + close; + case 2: + mes "[Bercasell]"; + mes "You are prudent. That's a good thing."; + mes "I'll wait for the day that you decide to join us as a Guillotine Cross."; + close; + } } mes "......"; mes "What can I do for you?"; next; - switch(select("I want to be a Guillotine.:Nothing.")) { + switch(select("I want to be a Guillotine.", "Nothing.")) { case 1: mes "[Bercasell]"; mes "Do you?"; @@ -3875,12 +3886,12 @@ job3_guil02,1,3,0 script #GMhelper01_gc CLEAR_NPC,{ mes "The battle situation of storage: "+.@room01+""; mes "1 : In progress. 0 : Standby status."; next; - switch(select("Reset a situation of storage:Stop it.")) { + switch(select("Reset a situation of storage", "Stop it.")) { case 1: mes "Do you wish to reset a situation of storage?"; mes "Check the inside that there is a person or not, please."; next; - switch(select("No.:Reset.")) { + switch(select("No.", "Reset.")) { case 1: mes "I did nothing."; close; @@ -3914,12 +3925,12 @@ job3_guil03,1,8,0 script #GMhelper02_gc CLEAR_NPC,{ mes "The battle situation of the mansion is: "+.@room02+""; mes "1 : In progress. 0 : Standby status."; next; - switch(select("Reset the mansion:Stop it.")) { + switch(select("Reset the mansion", "Stop it.")) { case 1: mes "Do you want to reset the mansion?"; mes "With completion a rest all players of inside will be expelled."; next; - switch(select("No.:Reset.")) { + switch(select("No.", "Reset.")) { case 1: mes "I don't anything."; close; diff --git a/npc/re/jobs/3-1/mechanic.txt b/npc/re/jobs/3-1/mechanic.txt index 4f74cb051..4dcc98448 100644 --- a/npc/re/jobs/3-1/mechanic.txt +++ b/npc/re/jobs/3-1/mechanic.txt @@ -95,7 +95,7 @@ yuno,129,156,3 script Chainheart 4_M_DOCTOR,{ next; job__mechanic = 12; completequest 10101; - if (Sex) + if (Sex == SEX_MALE) getitem Driver_Band,1; else getitem Driver_Band_,1; @@ -131,7 +131,7 @@ yuno,129,156,3 script Chainheart 4_M_DOCTOR,{ } else if (job__mechanic == 2) { mes "I think I've done all the explanations, is there anything else you want to know?"; next; - switch(select("I want to know more.:Nothing.")) { + switch(select("I want to know more.", "Nothing.")) { case 1: mes "[Chainheart]"; mes "Um..? You want to know more about magic machinery. Is that it?"; @@ -342,7 +342,7 @@ jupe_cave,37,55,5 script Scholar#Mechanic 4_M_ALCHE_D,{ mes "to go to the midway point"; mes "at Juperos?"; next; - switch(select("I am ready!:Not yet")) { + switch(select("I am ready!", "Not yet")) { case 1: mes "[Scholar]"; mes "Uh... you are acting so firmly that I regret a little that I haven't gone there."; @@ -454,7 +454,7 @@ jupe_core2,149,273,3 script Ghostfire#1 4_NFWISP,{ mes "If you focus on me,"; mes "you might get attacked."; next; - if(select("Well then, later.:Focus.") == 1) close; + if(select("Well then, later.", "Focus.") == 1) close; mes "[?]"; mes "I was once a human scholar."; mes "I wanted to know the limitation of science that humankind didn't know of, so I learned a lot of things, studied,"; @@ -507,7 +507,7 @@ jupe_core2,53,75,3 script Ghostfire#2 4_NFWISP,{ mes "If you focus on me,"; mes "you might get attacked."; next; - if(select("Well then, later:Focus") == 1) close; + if(select("Well then, later", "Focus") == 1) close; mes "[?]"; mes "When I had a body"; mes "I wanted to prove the"; @@ -569,7 +569,7 @@ jupe_core2,242,62,3 script Ghostfire#3 4_NFWISP,{ mes "If you focus on me,"; mes "you might get attacked."; next; - if(select("Well then, later:Focus") == 1) close; + if(select("Well then, later", "Focus") == 1) close; mes "[?]"; mes "I wasn't satisfied with my success so I came back here time and time again."; next; diff --git a/npc/re/jobs/3-1/ranger.txt b/npc/re/jobs/3-1/ranger.txt index e7c9981a2..41e5b476f 100644 --- a/npc/re/jobs/3-1/ranger.txt +++ b/npc/re/jobs/3-1/ranger.txt @@ -47,7 +47,7 @@ tur_dun01,156,36,5 script Survival Instructor#jr01 1_M_ORIENT01,{ mes "The monsters here are a"; mes "little tough so be careful."; next; - if(select("I came here to become to a Ranger.:I just came to look around.") == 2) { + if(select("I came here to become to a Ranger.", "I just came to look around.") == 2) { mes "[Survival Instructor, Rescue]"; mes "Oh ya?"; mes "The weather is really great. Shall we take a picture to commemorate it?"; @@ -94,7 +94,7 @@ tur_dun01,156,36,5 script Survival Instructor#jr01 1_M_ORIENT01,{ mes "When you change a job into a Ranger from a Hunter,"; mes "you won't get any chance to learn the skills of a Sniper, would that be okay?"; next; - switch(select("I'll think about it more.:I want to be a Ranger already.")) { + switch(select("I'll think about it more.", "I want to be a Ranger already.")) { case 1: mes "[Survival Instructor, Rescue]"; mes "Okay."; @@ -172,7 +172,7 @@ tur_dun01,156,36,5 script Survival Instructor#jr01 1_M_ORIENT01,{ if (Weight < 1) { mes "Um. That you talked to me again means that you are determined to change into a Ranger and take the survival power test."; next; - if(select("I'll think about it more:I'll take the test") == 1) { + if(select("I'll think about it more", "I'll take the test") == 1) { mes "[Survival Instructor, Rescue]"; mes "Prepare yourself very well before taking this test."; next; @@ -195,7 +195,7 @@ tur_dun01,156,36,5 script Survival Instructor#jr01 1_M_ORIENT01,{ mes "Remember that you don't have any other equipment on, so be careful of the monsters."; mes "Ready to start?"; next; - if(select("Wait a second:Yes, I'm ready") == 1) { + if(select("Wait a second", "Yes, I'm ready") == 1) { mes "[Survival Instructor, Rescue]"; mes "What kind of preparation can be so long."; next; @@ -227,7 +227,7 @@ tur_dun01,156,36,5 script Survival Instructor#jr01 1_M_ORIENT01,{ mes "Umm?"; mes "What are you waiting for?"; next; - if(select("Tell me the mission again.:I just wanted to talk.") == 1) { + if(select("Tell me the mission again.", "I just wanted to talk.") == 1) { mes "[Survival Instructor, Rescue]"; mes "Oh, ya."; mes "Is this the mind of a person who's going to take the test?"; @@ -243,7 +243,7 @@ tur_dun01,156,36,5 script Survival Instructor#jr01 1_M_ORIENT01,{ mes "As you don't have any equipment on, be careful of the monsters in the field."; mes "Well, shall we start?"; next; - if(select("Wait a minute:I will start") == 1) { + if(select("Wait a minute", "I will start") == 1) { mes "[Survival Instructor, Rescue]"; mes "What kind of preparation can be so long."; next; @@ -275,7 +275,7 @@ tur_dun01,156,36,5 script Survival Instructor#jr01 1_M_ORIENT01,{ mes "Because you've disappeared suddenly, the Ranger Master was looking for you."; mes "Do you want to go to him now?"; next; - switch(select("Don't go:Go")) { + switch(select("Don't go", "Go")) { case 1: mes "[Survival Instructor, Rescue]"; mes "Are you busy with something else?"; @@ -343,7 +343,7 @@ tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{ mes "[Test Instructor, Teardrop]"; mes "That you are coming and going bugs me so, would you please stop?!"; next; - if(select("Ranger practical test building?:I came for the test.") == 1) { + if(select("Ranger practical test building?", "I came for the test.") == 1) { mes "[Test Instructor, Teardrop]"; mes "What, what are you...?"; next; @@ -440,7 +440,7 @@ tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{ mes "Eh? What are you looking at?"; mes "You want to eat some?"; next; - switch(select("Oh, just eat up:...")) { + switch(select("Oh, just eat up", "...")) { case 1: mes "[Test Instructor, Teardrop]"; mes "Why aren't you eating?"; @@ -452,7 +452,7 @@ tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{ next; break; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No thanks... anyway..."; next; mes "[Test Instructor, Teardrop]"; @@ -499,7 +499,7 @@ tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{ mes "[Test Instructor, Teardrop]"; mes "Now, I will enter you into the practical test field, is your preparation all done?"; next; - if(select("Please wait a little:Let's go to the practical test field!") == 1) { + if(select("Please wait a little", "Let's go to the practical test field!") == 1) { mes "[Test Instructor, Teardrop]"; mes "Um? Aren't you ready?"; next; @@ -525,7 +525,7 @@ tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{ mes "[Test Instructor, Teardrop]"; mes "So what are you going to do? Try again?"; next; - switch(select("Wait a minute:Go to the practical test field!:I give up the job change.")) { + switch(select("Wait a minute", "Go to the practical test field!", "I give up the job change.")) { case 1: mes "[Test Instructor, Teardrop]"; mes "Um? Aren't you ready yet?"; @@ -545,7 +545,7 @@ tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{ mes "Think again."; mes "Do you really want to give up the job change to become a Ranger?"; next; - switch(select("No, I'll try again:I give up!")) { + switch(select("No, I'll try again", "I give up!")) { case 1: mes "[Test Instructor, Teardrop]"; mes "Hey. You were kidding after all?"; @@ -561,7 +561,7 @@ tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{ if (countitem(Bow__) > 0) { mes "[Test Instructor, Teardrop]"; mes "Okay. I'll respect your opinion."; - mes "I'll cancel the job change request from "+strcharinfo(0)+"."; + mes "I'll cancel the job change request from "+strcharinfo(PC_NAME)+"."; delitem Bow__,1; job_ranger01 = 0; for(.@i = 8254; .@i <= 8262; ++.@i) @@ -584,7 +584,7 @@ tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{ mes "Because you've disappeared suddenly, the Ranger Master was looking for you."; mes "Do you want to go to him now?"; next; - switch(select("Don't go:Go")) { + switch(select("Don't go", "Go")) { case 1: mes "[Test Instructor, Teardrop]"; mes "Are you busy with something else?"; @@ -695,7 +695,7 @@ job3_rang01,30,44,3 script Test Waiting Room#jr_03 4_M_ORIENT01,{ mes "In the order you enter, you can take the practical test one by one."; mes "There's 3 kinds of a Ranger job change practical tests, it takes a total of about 10 minutes."; next; - switch(select("Test explanation:Cancel:I give up the Ranger test")) { + switch(select("Test explanation", "Cancel", "I give up the Ranger test")) { case 1: break; case 2: @@ -710,7 +710,7 @@ job3_rang01,30,44,3 script Test Waiting Room#jr_03 4_M_ORIENT01,{ mes "Please think about it again."; mes "If you give up here, your job change request will be cancelled. Do you really want to give up the job change to a Ranger?"; next; - switch(select("No, I'll continue with the test:I give up the Ranger job change")) { + switch(select("No, I'll continue with the test", "I give up the Ranger job change")) { case 1: mes "[Staff DTS]"; mes "If you want to continue with the practical test, please enter into the chat room."; @@ -723,7 +723,7 @@ job3_rang01,30,44,3 script Test Waiting Room#jr_03 4_M_ORIENT01,{ if (countitem(Bow__) > 0) { mes "[Staff DTS]"; mes "Okay. I'll respect your opinion."; - mes "I'll cancel the job change request from "+strcharinfo(0)+"."; + mes "I'll cancel the job change request from "+strcharinfo(PC_NAME)+"."; delitem Bow__,1; job_ranger01 = 0; for(.@i = 8254; .@i <= 8262; ++.@i) @@ -747,7 +747,7 @@ job3_rang01,30,44,3 script Test Waiting Room#jr_03 4_M_ORIENT01,{ mes "I'll explain the Ranger job change practical test."; mes "Among the 1st, 2nd, and 3rd practical tests, which one's test method are you curious of?"; next; - switch(select("1st Test:2nd Test:3rd Test:Cancel")) { + switch(select("1st Test", "2nd Test", "3rd Test", "Cancel")) { case 1: mes "[Staff DTS]"; mes "For the 1st test, we test your eyesight and accuracy."; @@ -979,7 +979,7 @@ OnReset: killmonster "job3_rang02","CallCorrectAnswer#jr::OnMyMobDead"; end; OnMyMobDead: - specialeffect2 EF_POTION_CON; + specialeffect(EF_POTION_CON, AREA, playerattached()); ++$@job_rang_point01; mapannounce "job3_rang02","Test Supervisor, Notice : Correct Target! You have very good eyesight!",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0 end; @@ -1069,7 +1069,7 @@ OnReset: killmonster "job3_rang02","CallWrongAnswer#jr::OnMyMobDead"; end; OnMyMobDead: - specialeffect2 EF_DEVIL; + specialeffect(EF_DEVIL, AREA, playerattached()); --$@job_rang_point01; mapannounce "job3_rang02","Test Supervisor, Notice : Wrong Target! Pull yourself together!",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0 end; @@ -1186,7 +1186,7 @@ job3_rang02,111,56,3 script Staff Rust#jr_09 4_M_ORIENT02,{ if (job_ranger01 == 6) { if (countitem(Bombring_Box) < 1) { percentheal 100,0; - specialeffect2 EF_ABSORBSPIRITS; + specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); mes "[Staff Rust]"; mes "I'll give you the 'Bombring Capsules."; mes "The 'Bombring Capsules' can be given again only for the one who used it all, so please keep that in mind."; @@ -1269,7 +1269,7 @@ OnDisable: end; OnTouch: percentheal 10,0; - specialeffect2 EF_ABSORBSPIRITS; + specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); mapannounce "job3_rang02","Test Supervisor, Caution : You are doing well! If you come closer a little more, you should be able to see me.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 end; OnMyMobDead: @@ -1584,14 +1584,14 @@ OnTimer133000: - script Egg Bomb#0 FAKE_NPC,{ OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); initnpctimer; getmapxy(.@map$, .@x, .@y, UNITTYPE_NPC); - monster "job3_rang02",.@x,.@y,"Egg Bomb",1047,1,strnpcinfo(0)+"::OnMyMobDead"; - switch(atoi(strnpcinfo(2))%3) { + monster "job3_rang02",.@x,.@y,"Egg Bomb",1047,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; + switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))%3) { case 0: .@str$ = "Hey, I am going to explode. What are you going to do?"; break; case 1: .@str$ = "I... no, I can't stand anymore!!"; break; case 2: .@str$ = "I am almost done now... Don't stop me."; break; @@ -1600,22 +1600,22 @@ OnEnable: end; OnDisable: stopnpctimer; - killmonster "job3_rang02",strnpcinfo(0)+"::OnMyMobDead"; - disablenpc strnpcinfo(0); + killmonster "job3_rang02",strnpcinfo(NPC_NAME)+"::OnMyMobDead"; + disablenpc strnpcinfo(NPC_NAME); end; OnMyMobDead: ++$@job_rang_point03; - switch(atoi(strnpcinfo(2))%3) { + switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))%3) { case 0: .@str$ = "The world is meaningless and my dream is so far away..."; break; case 1: .@str$ = "Don't be relieved. Misery always comes from carelessness."; break; case 2: .@str$ = "Alas, it was only a dream for a short time..."; break; } mapannounce "job3_rang02","Egg Bomb : "+.@str$,bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; OnTimer10000: mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!",bc_map,"0xFF9900"; //FW_NORMAL 12 0 0 - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } job3_rang02,246,42,0 duplicate(Egg Bomb#0) Egg Bomb#14 HIDDEN_WARP_NPC @@ -1673,7 +1673,7 @@ job3_rang01,90,43,3 script Ranger Master#jr_29 4_M_REIDIN_KURS,{ mes "[Ranger Master, Neveragain]"; mes "Before you do a job change ^0000ffdismiss your Falcon^000000, and check if you've used all of your ^0000ffSkill Points^000000."; next; - if(select("Wait a minute:I am ready") == 1) { + if(select("Wait a minute", "I am ready") == 1) { mes "[Ranger Master, Neveragain]"; mes "I am not running away so take your time."; close; @@ -1699,7 +1699,7 @@ job3_rang01,90,43,3 script Ranger Master#jr_29 4_M_REIDIN_KURS,{ mes "Okay, before you really change the job into a ranger, I'll ask you on more time."; mes "Do you really want to become a ranger?"; next; - if(select("No:Yes!") == 1) { + if(select("No", "Yes!") == 1) { mes "[Ranger Master, Neveragain]"; mes "...Um? That's not the answer that I was waiting for..."; next; @@ -1748,13 +1748,13 @@ job3_rang01,90,43,3 script Ranger Master#jr_29 4_M_REIDIN_KURS,{ jobchange roclass(eaclass()|EAJL_THIRD); getitem Sniper_Goggle,1; getitem Green_Apple_Ring,1; - getitem Wolf's_Flute,1; + getitem Wolfs_Flute,1; close; } mes "Hey, you look great."; mes "What are you doing here?"; next; - switch(select("I just came by:Please let me be out")) { + switch(select("I just came by", "Please let me be out")) { case 1: mes "[Ranger Master, Neveragain]"; mes "Well, there's nothing to see and you came."; @@ -1775,7 +1775,7 @@ job3_rang01,90,43,3 script Ranger Master#jr_29 4_M_REIDIN_KURS,{ job3_rang01,58,1,0 script Worker#job_ranger 4_M_ORIENT01,{ callfunc "F_GM_NPC"; - switch(select("Enable Waiting Room:Disable Waiting Room:Enable 1st Test:Disable 1st Test:Enable 2nd Test:Disable 2nd Test:Enable 3rd Test:Disable 3rd Test:Cancel")) { + switch(select("Enable Waiting Room", "Disable Waiting Room", "Enable 1st Test", "Disable 1st Test", "Enable 2nd Test", "Disable 2nd Test", "Enable 3rd Test", "Disable 3rd Test", "Cancel")) { case 1: mes "Enabled Waiting Room"; donpcevent "Test Waiting Room#jr_03::OnEnable"; diff --git a/npc/re/jobs/3-1/rune_knight.txt b/npc/re/jobs/3-1/rune_knight.txt index 288f5f340..ad8ab8f74 100644 --- a/npc/re/jobs/3-1/rune_knight.txt +++ b/npc/re/jobs/3-1/rune_knight.txt @@ -53,7 +53,7 @@ prt_in,162,24,3 script Splendid-Looking Knight 4_M_KNIGHT_SILVER,2,2,{ mes "[Rune Knight Manuel]"; mes "Anyway the drinks here are really good. Would you like to have one?"; next; - if(select("Sure, let's have a drink.:I refuse.") == 2) { + if(select("Sure, let's have a drink.", "I refuse.") == 2) { mes "[Rune Knight Manuel]"; mes "Are you sure? You don't know the true elegance of these drinks..."; close; @@ -85,7 +85,7 @@ prt_in,162,24,3 script Splendid-Looking Knight 4_M_KNIGHT_SILVER,2,2,{ mes "[Rune Knight Manuel]"; mes "If you are interested, I'll introduce you to the masters who will guide you to the way of the Rune Knight with my recommendation."; next; - switch(select("I am not ready yet.:I'm ready to be a Rune Knight.")) { + switch(select("I am not ready yet.", "I'm ready to be a Rune Knight.")) { case 1: mes "[Rune Knight Manuel]"; mes "Right. Every challenge always needs preparation. Okay, I'll wait for you."; @@ -146,7 +146,7 @@ prt_in,162,24,3 script Splendid-Looking Knight 4_M_KNIGHT_SILVER,2,2,{ glast_01,44,363,3 script Guide, Jungberg 4_M_KNIGHT_BLACK,2,2,{ mes "[Guide, Jungberg]"; if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) { - mes "Oh, you must be "+strcharinfo(0)+"."; + mes "Oh, you must be "+strcharinfo(PC_NAME)+"."; mes "Welcome."; next; mes "[Guide, Jungberg]"; @@ -155,7 +155,7 @@ glast_01,44,363,3 script Guide, Jungberg 4_M_KNIGHT_BLACK,2,2,{ mes "[Guide, Jungberg]"; mes "So, What can I help you with?"; next; - switch(select("I want to go to the gathering place.:Nothing.")) { + switch(select("I want to go to the gathering place.", "Nothing.")) { case 1: mes "[Guide, Jungberg]"; mes "Right. I'll send you right now. I'll see you soon."; @@ -180,7 +180,7 @@ glast_01,44,363,3 script Guide, Jungberg 4_M_KNIGHT_BLACK,2,2,{ mes "If you are a breathing human, then listen to me carefullly. I wouldn't risk my life here by hesitating to talk to just anyone."; next; if (job_rune_edq == 0) { - switch(select("Who are you?:What are you doing here?:Cancel.")) { + switch(select("Who are you?", "What are you doing here?", "Cancel.")) { case 1: mes "[Guide, Jungberg]"; mes "I am the only knight who's keeping the way of the Swordsman in this cursed place Glast Heim."; @@ -211,13 +211,13 @@ glast_01,44,363,3 script Guide, Jungberg 4_M_KNIGHT_BLACK,2,2,{ close; } } else if (job_rune_edq == 1) { - switch(select("I came to be a Rune Knight.:Cancel.")) { + switch(select("I came to be a Rune Knight.", "Cancel.")) { case 1: mes "[Guide, Jungberg]"; mes "Um... Are you the Rune Knight candidate that Manuel talked about?"; next; mes "[Guide, Jungberg]"; - mes "Your name is "+strcharinfo(0)+", right? I can see clearly that you are qualified to become our comrade."; + mes "Your name is "+strcharinfo(PC_NAME)+", right? I can see clearly that you are qualified to become our comrade."; next; mes "[Guide, Jungberg]"; mes "Good. I don't have to ask any more about your qualification to join our brethren....1.S... Now I'll give you your first assignment."; @@ -255,7 +255,7 @@ glast_01,44,363,3 script Guide, Jungberg 4_M_KNIGHT_BLACK,2,2,{ } mes "It seems that you are still taking the test. Do your best and pass all the tests."; next; - switch(select("I want to go to the gathering place.:Quit the conversation.")) { + switch(select("I want to go to the gathering place.", "Quit the conversation.")) { case 1: mes "[Guide, Jungberg]"; mes "All right. I'll send you right away. I'll check you later."; @@ -270,9 +270,9 @@ glast_01,44,363,3 script Guide, Jungberg 4_M_KNIGHT_BLACK,2,2,{ gl_knt02,150,55,3 script Rune Knight Staff 4_M_01,2,2,{ mes "[Rune Knight Staff]"; if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) { - mes "Welcome, "+strcharinfo(0)+". Are you going to the gathering place?"; + mes "Welcome, "+strcharinfo(PC_NAME)+". Are you going to the gathering place?"; next; - switch(select("Yes, take me there.:I'm on other business.:Cancel.")) { + switch(select("Yes, take me there.", "I'm on other business.", "Cancel.")) { case 1: mes "[Rune Knight Staff]"; mes "Okay, come in. I'll guide you."; @@ -348,7 +348,7 @@ job3_rune01,80,60,3 script Rune Knight Captain 4_M_KNIGHT_SILVER,2,2,{ job_rune_edq = 24; close; } - mes "Hey, long time no see, "+strcharinfo(0)+". I don't think you've got any important matters to discuss but make yourself comfortable."; + mes "Hey, long time no see, "+strcharinfo(PC_NAME)+". I don't think you've got any important matters to discuss but make yourself comfortable."; close; } if (BaseJob == Job_Knight) { @@ -361,7 +361,7 @@ job3_rune01,80,60,3 script Rune Knight Captain 4_M_KNIGHT_SILVER,2,2,{ mes "Hey, are you the Rune Knight candidate that Manuel recommended? I am Captain Tigris from the Rune Knights, and your name is?"; next; mes "[Captain Tigris]"; - mes "Oh, I've heard it before but I've forgotten it. Right, were you "+strcharinfo(0)+"? I truly welcome you from the heart for coming here."; + mes "Oh, I've heard it before but I've forgotten it. Right, were you "+strcharinfo(PC_NAME)+"? I truly welcome you from the heart for coming here."; next; mes "[Captain Tigris]"; mes "Let's see. How many candidates have come to this room? Hey, Lunarea, which candidate is this one here?"; @@ -520,7 +520,7 @@ job3_rune01,80,60,3 script Rune Knight Captain 4_M_KNIGHT_SILVER,2,2,{ mes "[Captain Tigris]"; mes "Well, my job is done now. Would you like to start your new life as a Rune Knight?"; next; - switch(select("Every preparation is done.:I need more time to think.")) { + switch(select("Every preparation is done.", "I need more time to think.")) { case 1: if (SkillPoint != 0 || checkmount() == MOUNT_PECO) { mes "[Captain Tigris]"; @@ -618,7 +618,7 @@ job3_rune01,90,50,3 script Rune Knight Lunarea 4_M_KNIGHT_GOLD,2,2,{ mes "[Rune Knight, Lunarea]"; mes "When you are ready to go to the test field talk to me."; next; - switch(select("Move to the test field now.:Give me time to get ready.")) { + switch(select("Move to the test field now.", "Give me time to get ready.")) { case 1: callsub L_Test,0; close; @@ -638,7 +638,7 @@ job3_rune01,90,50,3 script Rune Knight Lunarea 4_M_KNIGHT_GOLD,2,2,{ mes "[Rune Knight, Lunarea]"; mes "If you are ready to move to the test field talk to me."; next; - switch(select("Move to the test field now.:Please give me time to prepare.")) { + switch(select("Move to the test field now.", "Please give me time to prepare.")) { case 1: if (questprogress(3220,PLAYTIME) == 1) { mes "[Rune Knight, Lunarea]"; @@ -709,7 +709,7 @@ L_Test: job3_rune01,55,50,3 script Rune Knight, Renoa 4_M_KNIGHT_GOLD,2,2,{ mes "[Rune Knight, Renoa]"; if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) { - mes "Congratulations for becoming one of us. Junior Rune Knight, "+strcharinfo(0)+"."; + mes "Congratulations for becoming one of us. Junior Rune Knight, "+strcharinfo(PC_NAME)+"."; next; mes "[Rune Knight, Renoa]"; mes "Soon you'll see the way we need to go clearly."; @@ -805,7 +805,7 @@ job3_rune01,55,50,3 script Rune Knight, Renoa 4_M_KNIGHT_GOLD,2,2,{ } else if (job_rune_edq > 11 && job_rune_edq < 14) { mes "If you are ready I'll open the way to the sage, Serpeone who's in the Rune-Midgard post at Ash-Vacuum. Are you prepared?"; next; - switch(select("Yes, I am prepared.:Not yet.")) { + switch(select("Yes, I am prepared.", "Not yet.")) { case 1: mes "[Rune Knight, Renoa]"; mes "Good. Then I'll send you there now. But, there's one thing I need to tell you."; @@ -871,7 +871,7 @@ job3_rune01,55,50,3 script Rune Knight, Renoa 4_M_KNIGHT_GOLD,2,2,{ mes "[Rune Knight, Renoa]"; mes "The number of total rune stones you need to make is exactly 20. Remember that well."; next; - switch(select("Check number of made runes?:I've made all the 20 rune stones.")) { + switch(select("Check number of made runes?", "I've made all the 20 rune stones.")) { case 1: mes "[Rune Knight, Renoa]"; mes "The number of rune stones made 'til now is " + job_rune_edq2 + "."; @@ -930,7 +930,7 @@ job3_rune01,58,51,1 script Rune Furnace CLEAR_NPC,{ } else if (job_rune_edq == 15) { mes "I can see a hole under the huge Rune Stone Statue behind Renoa. Clearly this is a mass-produced rune heating furnace that I read in the book."; next; - if(select("Use the Rune Heating Furnace:Stop.") == 2) close; + if(select("Use the Rune Heating Furnace", "Stop.") == 2) close; switch(rand(24)) { case 0: setarray .@str$[0],"Ehwaz","This red hot spiral is..."; break; case 1: setarray .@str$[0],"Osilla","The rune flashing with this violet oblique line shape is..."; break; @@ -1004,7 +1004,7 @@ job3_rune01,40,54,1 script Runes and Rune Knights CLEAR_NPC,{ close; } while(1) { - switch(select("The birth of Rune Knights:Runes and Magic Energy:Stop Reading")) { + switch(select("The birth of Rune Knights", "Runes and Magic Energy", "Stop Reading")) { case 1: .@book1 = 1; mes "Rune Knights are the gathering of evolved swordmen who have achieved the harmony of sword and magic."; @@ -1063,7 +1063,7 @@ job3_rune01,43,44,1 script The Principles of Runes CLEAR_NPC,{ close; } while(1) { - switch(select("The principle use of Runes:The types of Runes:Stop Reading")) { + switch(select("The principle use of Runes", "The types of Runes", "Stop Reading")) { case 1: .@book1 = 1; mes "A rune is a kind of symbol that's been used on the Rune-Midgard continent since ancient times. Up until now it has only been used by occult circles."; @@ -1110,7 +1110,7 @@ job3_rune01,50,36,1 script Runes, Make & Use CLEAR_NPC,{ close; } while(1) { - switch(select("The Making of Rune Stones:Rune Stone Ability Details:Stop Reading")) { + switch(select("The Making of Rune Stones", "Rune Stone Ability Details", "Stop Reading")) { case 1: .@book1 = 1; mes "The making of Rune stones is achieved through a skill called rune mastery which is learned when one becomes a Rune Knight."; @@ -1128,7 +1128,7 @@ job3_rune01,50,36,1 script Runes, Make & Use CLEAR_NPC,{ break; case 2: .@book2 = 1; - switch(select("Chapter One:Chapter Two:Chapter Three:Chapter Four:Stop Reading")) { + switch(select("Chapter One", "Chapter Two", "Chapter Three", "Chapter Four", "Stop Reading")) { case 1: mes "Ehwaz - This rune means the enhancement of luck and positive power. It shapes the source in the form of a red spiral in a Rune Furnace."; next; @@ -1236,16 +1236,16 @@ mid_camp,13,138,3 script Dispatched Rune Knight#1 4_M_01,2,2,{ mes "I've been waiting for you Rune Knight candidate. I'm helping the candidates as a favor to Ms. Serpeone."; next; mes "[Dispatched Rune Knight]"; - if (strnpcinfo(0) == "Dispatched Rune Knight#1") { + if (strnpcinfo(NPC_NAME) == "Dispatched Rune Knight#1") { mes "Do you want to go out to the Splendide field?"; next; - if(select("Move to Splendide field:Cancel.") == 1) + if(select("Move to Splendide field", "Cancel.") == 1) warp "spl_fild01",355,325; close; - } else if (strnpcinfo(0) == "Dispatched Rune Knight#2") { + } else if (strnpcinfo(NPC_NAME) == "Dispatched Rune Knight#2") { mes "Do you want to go back to the expeditionary team's post?"; next; - if(select("Yes please.:Not yet.") == 1) + if(select("Yes please.", "Not yet.") == 1) warp "mid_camp",50,153; close; } @@ -1359,7 +1359,7 @@ mid_camp,235,250,3 script Sage Serpeone 4_F_FAIRY,2,2,{ } else if (job_rune_edq == 13) { mes "Are you gathering enough magical energy? Or do you have any questions?"; next; - switch(select("I've gathered enough energy.:To the gathering place.:Stop the conversation.")) { + switch(select("I've gathered enough energy.", "To the gathering place.", "Stop the conversation.")) { case 1: mes "[Sage Serpeone]"; mes "Is it so? Then let's check this out."; @@ -1397,7 +1397,7 @@ mid_camp,235,250,3 script Sage Serpeone 4_F_FAIRY,2,2,{ mes "[Sage Serpeone]"; mes "Do you want to go back the Rune Knight gathering place?"; next; - if(select("I want to go back.:I want to cancel.") == 1) + if(select("I want to go back.", "I want to cancel.") == 1) warp "job3_rune01",80,65; close; case 3: @@ -1406,7 +1406,7 @@ mid_camp,235,250,3 script Sage Serpeone 4_F_FAIRY,2,2,{ } else if (job_rune_edq == 14) { mes "Are you ready to go back to the Rune Knight gathering place?"; next; - if(select("I want to go back now.:I am not ready yet.") == 1) + if(select("I want to go back now.", "I am not ready yet.") == 1) warp "job3_rune01",80,65; close; } @@ -1418,7 +1418,7 @@ mid_camp,235,250,3 script Sage Serpeone 4_F_FAIRY,2,2,{ mes "[Sage Serpeone]"; mes "Then I'll send you to the Rune Knight gathering place where you should be."; next; - if(select("I'll go back now.:I'll stay.") == 1) + if(select("I'll go back now.", "I'll stay.") == 1) warp "job3_rune01",80,65; close; } @@ -1492,7 +1492,7 @@ job3_rune01,114,50,3 script Rune Knight Velpino 4_M_KNIGHT_BLACK,{ mes "If all of your preparations are done, I'll send you to the final test field."; job_rune_edq = 18; next; - if(select("Enter the final test field.:I'm not ready yet.") == 2) close; + if(select("Enter the final test field.", "I'm not ready yet.") == 2) close; if (getequipisequiped(EQI_HEAD_TOP) || getequipisequiped(EQI_ARMOR) || getequipisequiped(EQI_GARMENT) || getequipisequiped(EQI_SHOES) || getequipisequiped(EQI_ACC_L) || getequipisequiped(EQI_ACC_R) || getequipisequiped(EQI_HEAD_MID) || getequipisequiped(EQI_HEAD_LOW)) { mes "[Rune Knight Velpino]"; @@ -1837,7 +1837,7 @@ job3_rune02,34,46,5 script Captain Tigris#jrt1 4_M_KNIGHT_SILVER,2,2,{ break; case 3: mapannounce "job3_rune02","Captain Tigris : Evil demons! I will send you back to your graves!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - specialeffect2 EF_METEORSTORM; + specialeffect(EF_METEORSTORM, AREA, playerattached()); donpcevent "job_rune_edq#1st_tcmc::OnReset"; break; case 4: @@ -1928,7 +1928,7 @@ job3_rune02,43,34,1 script Rune Knight Renoa#jrt1 4_M_KNIGHT_GOLD,2,2,{ break; case 3: mapannounce "job3_rune02","Rune Knight Renoa : I am faster than all of them! Different then the others!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - specialeffect2 EF_PIERCESELF; + specialeffect(EF_PIERCESELF, AREA, playerattached()); donpcevent "job_rune_edq#1st_tcmc::OnReset"; break; case 4: @@ -2159,7 +2159,7 @@ sec_in02,34,167,3 script R.Knight Job Manager 4_M_KNIGHT_SILVER,1,1,{ if (callfunc("F_GM_NPC","1854",1) == 1) { mes "Rune Knight Job Change Managing Module Start"; next; - switch(select("GlobalVar check:GlobalVar Oneshot Modification")) { + switch(select("GlobalVar check", "GlobalVar Oneshot Modification")) { case 1: mes "Rune Knight Job Change GlobalVar right now is " + $@job_rune_test1 + "."; mes "The number of Rune Knight Test field right now is... " + getmapusers("job3_rune02") + "."; diff --git a/npc/re/jobs/3-1/warlock.txt b/npc/re/jobs/3-1/warlock.txt index e068a963a..13f99013b 100644 --- a/npc/re/jobs/3-1/warlock.txt +++ b/npc/re/jobs/3-1/warlock.txt @@ -40,14 +40,14 @@ OnTouch: if (job_wl > 1) { mes " - There is a strange distortion here - "; - if (strnpcinfo(0) == "#distorted_space_1" && (Class == Job_Warlock || Class == Job_Warlock_T || Class == Job_Baby_Warlock)) { + if (strnpcinfo(NPC_NAME) == "#distorted_space_1" && (Class == Job_Warlock || Class == Job_Warlock_T || Class == Job_Baby_Warlock)) { close2; if (countitem(Special_Exchange_Coupon) > 0) warp "spl_in02",79,102; end; } next; - switch(select("Extend your hand.:Ignore it.")) { + switch(select("Extend your hand.", "Ignore it.")) { case 1: mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - "; close2; @@ -58,14 +58,14 @@ OnTouch: close; } } - if (BaseLevel > 94 && (strnpcinfo(0) == "#distorted_space_2" || BaseJob == Job_Wizard)) { + if (BaseLevel > 94 && (strnpcinfo(NPC_NAME) == "#distorted_space_2" || BaseJob == Job_Wizard)) { mes " - There is a strange distortion here - "; next; - switch(select("Search the area.:Ignore it.")) { + switch(select("Search the area.", "Ignore it.")) { case 1: mes " - There appears to be nothing here. But I can definitely feel something around here... - "; next; - switch(select("Extend arm.:Leave it alone.")) { + switch(select("Extend arm.", "Leave it alone.")) { case 1: mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - "; close2; @@ -136,7 +136,7 @@ function script F_Warlock { next; mes " - The fairy with the green hair chants a spell. - "; mes " - I feel like something special surrounds me. - "; - specialeffect2 EF_DISPELL; + specialeffect(EF_DISPELL, AREA, playerattached()); next; mes "[Master]"; mes "Oh, that's interesting."; @@ -174,7 +174,7 @@ function script F_Warlock { mes "[Master Egnoloria]"; mes "If you dare to face death, you can try to become one."; next; - switch(select("What do I need to do?:Cancel.")) { + switch(select("What do I need to do?", "Cancel.")) { case 1: mes "[Master Egnoloria]"; mes "Are you serious?"; @@ -229,7 +229,7 @@ spl_in02,77,107,5 script Assistant#Warlock1 4_M_FAIRYKID5,{ mes "Can you imagine how severely I was scolded by my master?!"; mes "If you have any business with me, just go away!"; next; - switch(select("Leave.:Stay.")) { + switch(select("Leave.", "Stay.")) { case 1: mes "[Yoop]"; mes "Leave me alone...!"; @@ -346,7 +346,7 @@ spl_in02,60,231,5 script Yoop#Warlock 4_M_FAIRYKID5,{ } else if (job_wl == 4) { mes "You're back?"; next; - switch(select("I brought the materials.:I've lost the Magical Stones.:Nothing.")) { + switch(select("I brought the materials.", "I've lost the Magical Stones.", "Nothing.")) { case 1: mes "[Yoop]"; if (countitem(Glittering_Crystal) == 0 || countitem(Peice_Of_Great_Bradium) == 0) { @@ -401,7 +401,7 @@ spl_in02,60,231,5 script Yoop#Warlock 4_M_FAIRYKID5,{ mes "[Yoop]"; mes "Please check whether you misplaced it or if you already have it equipped."; next; - switch(select("I found it.:Nah.")) { + switch(select("I found it.", "Nah.")) { case 1: mes "[Yoop]"; mes "Don't tease me!"; @@ -410,7 +410,7 @@ spl_in02,60,231,5 script Yoop#Warlock 4_M_FAIRYKID5,{ case 2: if ((isequipped(2796) == 0 && countitem(Magical_Stone) == 0) || (isequipped(2797) == 0 && countitem(Magical_Stone_) == 0)) { if (countitem(Crystal_Jewel__) > 0) { - switch(select("Give 3 carat diamond.:Just quit it.")) { + switch(select("Give 3 carat diamond.", "Just quit it.")) { case 1: mes "[Yoop]"; mes "I will overlook your fault."; @@ -570,7 +570,7 @@ spl_in02,78,110,5 script Assistant#Warlock3 4_F_FAIRYKID2,{ default: mes "Please be quiet while my master is meditating."; break; } next; - switch(select("Leave:Stay")) { + switch(select("Leave", "Stay")) { case 1: mes "[Assistant]"; mes "Then be careful."; @@ -592,7 +592,7 @@ spl_in02,80,108,5 script Guild Master#Warlock 4_F_FAIRY1,{ mes "[Master Egnoloria]"; mes "Do you have something to ask me?"; next; - switch(select("How can I be a Warlock?:Cancel.")) { + switch(select("How can I be a Warlock?", "Cancel.")) { case 1: mes "[Master Egnoloria]"; mes "Are you serious?"; @@ -741,7 +741,7 @@ job3_war01,29,25,0 script Ebein#WRR 4_F_FAIRYKID2,{ mes "[Ebein]"; mes "If there're others inside the room, you just need to wait for a while."; next; - switch(select("Go to the waiting room.:Go outside.")) { + switch(select("Go to the waiting room.", "Go outside.")) { case 1: mes "[Ebein]"; mes "Then please enter the room yourself."; @@ -801,36 +801,36 @@ OnDisable: - script The chamber of magic#2 FAKE_NPC,{ OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); - monster "job3_war02",23,32,"Magic Monster",2047,1,strnpcinfo(0)+"::OnMyMobDead"; - monster "job3_war02",23,21,"Magic Monster",2048,1,strnpcinfo(0)+"::OnMyMobDead"; - monster "job3_war02",34,32,"Magic Monster",2049,1,strnpcinfo(0)+"::OnMyMobDead"; - monster "job3_war02",34,21,"Magic Monster",2050,1,strnpcinfo(0)+"::OnMyMobDead"; - monster "job3_war02",23,32,"Magic Monster",2047,1,strnpcinfo(0)+"::OnMyMobDead"; - monster "job3_war02",23,21,"Magic Monster",2048,1,strnpcinfo(0)+"::OnMyMobDead"; - monster "job3_war02",34,32,"Magic Monster",2049,1,strnpcinfo(0)+"::OnMyMobDead"; - monster "job3_war02",34,21,"Magic Monster",2050,1,strnpcinfo(0)+"::OnMyMobDead"; + enablenpc strnpcinfo(NPC_NAME); + monster "job3_war02",23,32,"Magic Monster",2047,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; + monster "job3_war02",23,21,"Magic Monster",2048,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; + monster "job3_war02",34,32,"Magic Monster",2049,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; + monster "job3_war02",34,21,"Magic Monster",2050,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; + monster "job3_war02",23,32,"Magic Monster",2047,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; + monster "job3_war02",23,21,"Magic Monster",2048,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; + monster "job3_war02",34,32,"Magic Monster",2049,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; + monster "job3_war02",34,21,"Magic Monster",2050,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; initnpctimer; end; OnReset: - killmonster "job3_war02",strnpcinfo(0)+"::OnMyMobDead"; + killmonster "job3_war02",strnpcinfo(NPC_NAME)+"::OnMyMobDead"; end; OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnMyMobDead: - if (mobcount("job3_war02",strnpcinfo(0)+"::OnMyMobDead") < 1) { + if (mobcount("job3_war02",strnpcinfo(NPC_NAME)+"::OnMyMobDead") < 1) { stopnpctimer; mapannounce "job3_war02","The Monster Invasion has been stopped.",bc_map; - .@str$ = "The chamber of magic#"+((strnpcinfo(0) == "The chamber of magic#2")?"3":"4"); + .@str$ = "The chamber of magic#"+((strnpcinfo(NPC_NAME) == "The chamber of magic#2")?"3":"4"); donpcevent .@str$+"::OnEnable"; } end; OnTimer3000: - if (strnpcinfo(0) != "The chamber of magic#2") end; + if (strnpcinfo(NPC_NAME) != "The chamber of magic#2") end; mapannounce "job3_war02","A Magical Power fragment has been created in the Magic Chamber Room.",bc_map; end; OnTimer4000: @@ -1072,7 +1072,7 @@ OnTimer6000: job3_war01,1,2,0 script Button Girl#wl 1_F_01,{ callfunc "F_GM_NPC"; - switch(select("Open Arena:Close Arena:Open the Chamber of Magic:Close the Chamber of Magic:Hollow Stone On:Hollow Stone Off:Cancel")) { + switch(select("Open Arena", "Close Arena", "Open the Chamber of Magic", "Close the Chamber of Magic", "Hollow Stone On", "Hollow Stone Off", "Cancel")) { case 1: mes "Opening the Arena."; donpcevent "The chamber of magic#1::OnEnable"; diff --git a/npc/re/jobs/3-2/genetic.txt b/npc/re/jobs/3-2/genetic.txt index 61d59c54a..e85819f97 100644 --- a/npc/re/jobs/3-2/genetic.txt +++ b/npc/re/jobs/3-2/genetic.txt @@ -70,7 +70,7 @@ alde_alche,35,186,5 script Alchemist Union Member 1_M_SIGNALCHE,{ mes "[Alchemist Union Member]"; mes "How's that sound? Do you want to meet a Geneticist?"; next; - switch(select("Of course, I want to meet a Geneticist.:I don't want to meet a Geneticist.")) { + switch(select("Of course, I want to meet a Geneticist.", "I don't want to meet a Geneticist.")) { case 1: mes "[Alchemist Union Member]"; mes "Wise choice!"; @@ -137,7 +137,7 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "'Cause I'm from Rune-Midgart!"; mes "Have you ever been to Rune-Midgart? Everyone in Rune-Midgart speaks like this."; next; - switch(select("Impossible?!:I'm also from Rune-Midgart.")) { + switch(select("Impossible?!", "I'm also from Rune-Midgart.")) { case 1: mes "[Devries]"; mes "Impossible?"; @@ -189,11 +189,11 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "- Zooooooooooooooooing -"; specialeffect EF_ENDURE; next; - specialeffect EF_REPAIRWEAPON,AREA,"#from1to2gen"; + specialeffect(EF_REPAIRWEAPON, AREA, getnpcid(0, "#from1to2gen")); mes "- (Screeching Sounds)!!! -"; mes "- (Screeching)!!! -"; next; - specialeffect EF_CRASHEARTH,AREA,"#from1to2gen"; + specialeffect(EF_CRASHEARTH, AREA, getnpcid(0, "#from1to2gen")); mes "- Bump! Bump! Bump! -"; next; mes "[Devries]"; @@ -258,9 +258,9 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "[Devries]"; mes "What's your name, young alchemist?"; next; - select("I'm "+strcharinfo(0)+"."); + select("I'm "+strcharinfo(PC_NAME)+"."); mes "[Devries]"; - mes "Oh, "+strcharinfo(0)+"!"; + mes "Oh, "+strcharinfo(PC_NAME)+"!"; mes "That's a very unusual name. Pleased to meet you."; next; mes "[Devries]"; @@ -273,7 +273,7 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "Popo, have you heard of my research?"; mes "You came here because of that, am I right?"; next; - switch(select("No.:Yes.")) { + switch(select("No.", "Yes.")) { case 1: mes "[Devries]"; mes "Well, it's all over your face."; @@ -297,7 +297,7 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "^FF0000If you become a Geneticist, you can't take the Alchemist's or Biochemist study course that you haven't investigated before.^000000"; mes "If that's all right for you, how about giving it a shot right now?."; next; - switch(select("I'll try later.:I want to become a Geneticist!")) { + switch(select("I'll try later.", "I want to become a Geneticist!")) { case 1: mes "[Devries]"; mes "Alright."; @@ -317,7 +317,7 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "Popo!"; mes "Are you ready to give it a shot?"; next; - switch(select("No.:Yes!")) { + switch(select("No.", "Yes!")) { case 1: mes "[Devries]"; mes "You have to do your best! There is no easy way when looking for knowledge!"; @@ -402,7 +402,7 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "[Devries]"; mes "Is there a problem?"; next; - switch(select("Nothing.:The experiment failed.")) { + switch(select("Nothing.", "The experiment failed.")) { case 1: mes "[Devries]"; mes "Better get started, or I'll start to scream!!!"; @@ -451,8 +451,8 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "Damn!"; next; if (job_gen == 60) { - specialeffect EF_FLASHER,AREA,"Super Cultivator#gen"; - specialeffect EF_PHARMACY_OK,AREA,"Super Cultivator#gen"; + specialeffect(EF_FLASHER, AREA, getnpcid(0, "Super Cultivator#gen")); + specialeffect(EF_PHARMACY_OK, AREA, getnpcid(0, "Super Cultivator#gen")); mes "[Devries]"; mes "Popo, look at that!"; mes "That's really a mysterious plant!"; @@ -485,8 +485,8 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ job_gen = 62; changequest 2215,2216; } else { - specialeffect EF_SPELLBREAKER,AREA,"Super Cultivator#gen"; - specialeffect EF_PHARMACY_FAIL,AREA,"Super Cultivator#gen"; + specialeffect(EF_SPELLBREAKER, AREA, getnpcid(0, "Super Cultivator#gen")); + specialeffect(EF_PHARMACY_FAIL, AREA, getnpcid(0, "Super Cultivator#gen")); mes "[Devries]"; mes "Uh oh! You failed, Popo."; mes "It didn't grow at all, it's withered already."; @@ -553,18 +553,18 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "<I'm sure it will be a great inspiration for other Alchemists.>"; next; mes "<Come to think of it, you've attached a paper?>"; - mes "<It was a new plant which makes plants grow super-fast, discovered by an Alchemist named, "+strcharinfo(0)+">"; + mes "<It was a new plant which makes plants grow super-fast, discovered by an Alchemist named, "+strcharinfo(PC_NAME)+">"; next; mes "<Myself and many other Alchemists from the Alchemist union are taking great interest in this.>"; next; mes "<We are looking forward to more volumes of study papers and outcomes, especially from other Geneticists who?ve heard this news.>"; next; mes "<Miss. Devries>"; - mes "<I think that "+strcharinfo(0)+" has enough ability and talent to be a Geneticist.>"; + mes "<I think that "+strcharinfo(PC_NAME)+" has enough ability and talent to be a Geneticist.>"; next; - mes "<Please tell "+strcharinfo(0)+" as soon as possible that we are expecting remarkable activities as a Geneticist from now on.>"; + mes "<Please tell "+strcharinfo(PC_NAME)+" as soon as possible that we are expecting remarkable activities as a Geneticist from now on.>"; next; - mes "<The Alchemist Union is very proud of Miss Devries, Miss Demi Calberine and "+strcharinfo(0)+" who are excellent talented people.>"; + mes "<The Alchemist Union is very proud of Miss Devries, Miss Demi Calberine and "+strcharinfo(PC_NAME)+" who are excellent talented people.>"; mes "<We hope that you yield good fruits in the future as well.>"; next; mes "[Devries]"; @@ -599,11 +599,11 @@ job3_gen01,83,72,3 script Delivery Box#generic HIDDEN_NPC,{ mes "- There's a big box. -"; if (job_gen == 2) { next; - switch(select("Open the box.:Check the address.:Do nothing.")) { + switch(select("Open the box.", "Check the address.", "Do nothing.")) { case 1: mes "- There are several cookie bags which are packed carefully in the box. -"; next; - switch(select("Take out a cookie bag.:Do nothing.")) { + switch(select("Take out a cookie bag.", "Do nothing.")) { case 1: mes "- You've taken out a cookie bag out of the box. -"; job_gen = 3; @@ -628,7 +628,7 @@ job3_gen01,12,56,3 script Plant Guide#generic HIDDEN_NPC,{ mes "<The Easiest Alchemy in the World>"; mes "Written by Bob Ross."; next; - switch(select("Animals:Plants:Minerals:Etc")) { + switch(select("Animals", "Plants", "Minerals", "Etc")) { case 1: mes "...Using animals in Alchemy can easily be practiced by anyone."; mes "You can put the animals that you want to use on the white tray, imagine the goal you want to make and then practice the alchemy."; @@ -667,7 +667,7 @@ function script Genetic_Job_Plant { if (!questprogress(getarg(0))) { mes "- "+getarg(2)+" -"; next; - switch(select("Use it as a material.:Do not use.")) { + switch(select("Use it as a material.", "Do not use.")) { case 1: if (getarg(3, 0)) .@str$ = "some of the "; mes "- You've acquired "+.@str$+getarg(1)+". -"; @@ -717,26 +717,26 @@ job3_gen01,7,50,3 script Testing Table#gen CLEAR_NPC,{ if (job_gen == 7) { mes "- This is a testing table with a lot of equipment. I think I can study the combinations here with plants. -"; next; - if(select("Conduct an experiment.:Do not conduct an experiment.") == 2) { + if(select("Conduct an experiment.", "Do not conduct an experiment.") == 2) { mes "- It's not the time to start an experiment. -"; close; } if (!questprogress(2209) && !questprogress(2210) && !questprogress(2211) && !questprogress(2212) && !questprogress(2213) && !questprogress(2213) && !questprogress(2214)) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm, I need to gather plant materials first."; close; } mes "What shall I do with these plant materials?"; next; - select("Break.:Smash into little pieces.:Crush."); + select("Break.", "Smash into little pieces.", "Crush."); while (1) { mes "What shall I do now?"; next; if (rand(2)) - select("Burn into Ashes.:Dip into distilled water.:Steam."); + select("Burn into Ashes.", "Dip into distilled water.", "Steam."); else - select("Put it into a Testing Flask and Shake.:Freeze.:Heat."); + select("Put it into a Testing Flask and Shake.", "Freeze.", "Heat."); if (!rand(7)) break; } mes "What shall I do now?"; @@ -744,10 +744,10 @@ job3_gen01,7,50,3 script Testing Table#gen CLEAR_NPC,{ select("Inject it into a testing seed."); mes "What kind of seed should I pick?"; next; - select("Testing Seed - Type A:Testing Seed - Type B:Testing Seed - Type C:Testing Seed - Type D"); + select("Testing Seed - Type A", "Testing Seed - Type B", "Testing Seed - Type C", "Testing Seed - Type D"); mes "I've put the prepared materials into the chosen testing seed."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Good. Now I can let Miss Devries take a look at this seed!"; if (!questprogress(2209) && !questprogress(2210) && !questprogress(2211)) { job_gen = 61; @@ -866,7 +866,7 @@ job3_gen01,91,48,3 script Demi Calberine#gen 4_F_SCIENCE,{ mes "Oh, by the way what made you come here?"; mes "Did you come here to order something"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm a Geneticist applicant."; mes "I heard that you were very knowledgeable about portable mini cannons and stuff."; next; @@ -874,7 +874,7 @@ job3_gen01,91,48,3 script Demi Calberine#gen 4_F_SCIENCE,{ mes "Yep, I deal with many kinds of cannons."; mes "Nowadays, there are those who want to remodel their carts, so I've been installing several additional functions such as mini cannons to their carts."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Cart remodeling?"; next; mes "[Demi Calberine]"; @@ -944,7 +944,7 @@ job3_gen01,91,48,3 script Demi Calberine#gen 4_F_SCIENCE,{ mes "Sigh, haven't you finished practicing?"; mes "Do you want to enter the spore pen?"; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Demi Calberine]"; mes "Have fun swinging your cart around~"; @@ -970,7 +970,7 @@ job3_gen01,91,48,3 script Demi Calberine#gen 4_F_SCIENCE,{ mes "- You found a little metal fragment. -"; job_gen = job_gen+1; specialeffect EF_BASH; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); initnpctimer; close; } else if (job_gen == 74) { @@ -979,7 +979,7 @@ job3_gen01,91,48,3 script Demi Calberine#gen 4_F_SCIENCE,{ } end; OnTimer7000: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); stopnpctimer; end; } @@ -996,7 +996,7 @@ job3_gen01,18,39,3 script Warning#gen 2_BULLETIN_BOARD,{ mes "If you bully my spores, I'll scream!!!"; if (job_gen < 75) close; next; - switch(select("Get out of the pen.:Stay still.")) { + switch(select("Get out of the pen.", "Stay still.")) { case 1: mes "- I'd better get out before I get caught by Miss Devries. -"; close2; diff --git a/npc/re/jobs/3-2/minstrel.txt b/npc/re/jobs/3-2/minstrel.txt index eb39e4d68..a9f30975c 100644 --- a/npc/re/jobs/3-2/minstrel.txt +++ b/npc/re/jobs/3-2/minstrel.txt @@ -59,7 +59,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "[Old Man passing by]"; mes "Eeeee~ that's not real song..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Clap."; mes "I can feel the rhythm."; mes "Can I hear one more song?"; @@ -68,7 +68,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "Hum?"; mes "Judging by your outfit I think you are good at singing, why don't you sing us a song?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "??!!"; next; mes "[Bard]"; @@ -76,7 +76,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "Just kidding."; mes "Were you serious? Haha."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "..."; next; mes "[Karian]"; @@ -95,8 +95,8 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "[Karian]"; mes "No man can survive after hearing ^f57d7dthe voice of a Siren^000000."; next; - mes "["+strcharinfo(0)+"]"; - mes "I'm "+strcharinfo(0)+"."; + mes "["+strcharinfo(PC_NAME)+"]"; + mes "I'm "+strcharinfo(PC_NAME)+"."; mes "Are you here in Alberta to travel?"; next; mes "[Karian]"; @@ -107,7 +107,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "Yes!"; mes "I'm looking for '^f57d7dMaestro Song^000000'."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^f57d7d'Maestro Song'^000000, you mean the poet of legend?"; next; mes "[Karian]"; @@ -115,7 +115,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "According to a rumor that I heard, he is a rich noble."; mes "But other than that fact, I can't get any more information."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Why can't you get any more information?"; next; mes "[Karian]"; @@ -126,8 +126,8 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "[Karian]"; mes "If you are interested, why don't help me find out where ^f57d7d'Maestro Song'^000000 is?"; next; - if(select("Ok.:No.") == 2) { - mes "["+strcharinfo(0)+"]"; + if(select("Ok.", "No.") == 2) { + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm not interested."; next; mes "[Karian]"; @@ -135,7 +135,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "See you later~"; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok, I will."; job_min = 1; setquest 11135; @@ -144,7 +144,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "It's good to travel by yourself but sometimes you feel that you want to have friends around."; next; mes "[Karian]"; - mes "Then "+strcharinfo(0)+"."; + mes "Then "+strcharinfo(PC_NAME)+"."; mes "Can you collect some ^f57d7dInformation on 'Maestro Song'^000000 in ^f57d7dProntera^000000?"; mes "Because I have something to investigate in Alberta."; next; @@ -164,7 +164,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "It's good to travel by yourself but sometimes you feel that you want to have friends around."; next; mes "[Karian]"; - mes "Then "+strcharinfo(0)+"."; + mes "Then "+strcharinfo(PC_NAME)+"."; mes "Can you collect some ^f57d7dInformation on 'Maestro Song'^000000 in ^f57d7dProntera^000000?"; mes "Because I have something to investigate in Alberta."; next; @@ -181,7 +181,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ close; } else if (job_min == 4) { mes "[Karian]"; - mes strcharinfo(0)+"! Did you already go to Prontera?"; + mes strcharinfo(PC_NAME)+"! Did you already go to Prontera?"; mes "Did you get any useful information?"; next; mes "[Karian]"; @@ -219,7 +219,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "make them feel as if they are in the land of dreams."; next; mes "[Karian]"; - mes "Ah!!! "+strcharinfo(0)+" Long time no see!"; + mes "Ah!!! "+strcharinfo(PC_NAME)+" Long time no see!"; mes "What? What am I doing here?"; next; mes "[Karian]"; @@ -230,7 +230,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "Whenever you want to see me, visit me."; mes "If you have time come by and have a chat with me."; next; - switch(select("Accept.:Refuse.")) { + switch(select("Accept.", "Refuse.")) { case 1: mes "[Minstrel Song]"; mes "Did you visit somewhere fun?"; @@ -387,14 +387,14 @@ hu_in01,267,5,3 script Karian#job_min2 4_M_BARD,{ mes "Eeeeh it's so painful."; mes "I don't want to feel like this ever again."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Are you ok?"; next; mes "[Karian]"; mes "..."; mes "No..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm feeling ok."; mes "So, I'm going to find out information in town, you can take a rest."; next; @@ -402,7 +402,7 @@ hu_in01,267,5,3 script Karian#job_min2 4_M_BARD,{ mes "Sorry, blech! I still feel bad..."; mes "You can get good information from the ^f57d7dPub^000000. Owww..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You don't have to tell me everything. I can take care of it."; next; mes "[Karian]"; @@ -426,7 +426,7 @@ hu_in01,267,5,3 script Karian#job_min2 4_M_BARD,{ } else if (job_min == 9) { mes "Owww..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "How do you feel?"; next; mes "[Karian]"; @@ -437,7 +437,7 @@ hu_in01,267,5,3 script Karian#job_min2 4_M_BARD,{ mes "Did you get anything?"; mes "I'm sorry that I can't be more helpful to you."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No, it's ok."; mes "I met a man in the Pub, he said that he got a song from 'Maestro Song'."; next; @@ -447,7 +447,7 @@ hu_in01,267,5,3 script Karian#job_min2 4_M_BARD,{ mes "....."; mes "Bleech..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey! Are you sure that you are ok?"; next; mes "[Karian]"; @@ -455,28 +455,28 @@ hu_in01,267,5,3 script Karian#job_min2 4_M_BARD,{ mes "It's just bad memories."; mes "So did you hear something?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I heard a song named ^f57d7d'Metallic Sound'^000000."; next; mes "[Karian]"; mes "What?!?!?!?!!!!!"; mes "You heard that?!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Why? Do you know that song?"; next; mes "[Karian]"; mes "Ahh..."; mes "Y-yes..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm..."; next; mes "[Karian]"; mes "I met him before."; mes "He has a great voice..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes."; mes "I blacked out as I heard that song."; next; @@ -485,7 +485,7 @@ hu_in01,267,5,3 script Karian#job_min2 4_M_BARD,{ mes "And he..."; mes "What else?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah!!"; mes "^f57d7d'Maestro Song'^000000 went to ^f57d7dThanatos Tower^000000."; mes "I don't know why he went there."; @@ -521,7 +521,7 @@ hu_in01,361,103,3 script Tone-deaf person 4_M_CASMAN1,{ mes "- that such sounds could -"; mes "- be made from humans. -"; next; - if(select("You move to other side.:Keep listening.") == 1) + if(select("You move to other side.", "Keep listening.") == 1) close; mes "[Tone-deaf person]"; mes "Turuturu~"; @@ -537,18 +537,18 @@ hu_in01,361,103,3 script Tone-deaf person 4_M_CASMAN1,{ mes "Hum!! Hey you, you were listening to my song."; mes "You look like a "+((Class == Job_Clown)?"Clown":"Bard")+", how about you sing for me as rewarding my song?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What?!"; next; mes "[Tone-deaf person]"; mes "Sing for me."; mes "Come on~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok..."; mes "Hum hum..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You are standing in the middle of Asgard's field."; mes "You hand the fruit of heaven over to me~"; mes "You are loved by every god~"; @@ -587,7 +587,7 @@ hu_in01,361,103,3 script Tone-deaf person 4_M_CASMAN1,{ mes "But ^f57d7d'Maestro Song'^000000 didn't get discouraged by my song."; mes "Of course he isn't good enough to me."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Did you meet ^f57d7d'Maestro Song'^000000?"; next; mes "[Tone-deaf person]"; @@ -607,14 +607,14 @@ hu_in01,361,103,3 script Tone-deaf person 4_M_CASMAN1,{ mes "[Tone-deaf person]"; mes "He said that he will go to Thanatos."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Did you get a song?"; next; mes "[Tone-deaf person]"; mes "Yes!"; mes "He conceded my ability!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Can I hear the song?"; next; mes "[Tone-deaf person]"; @@ -666,19 +666,19 @@ hu_in01,361,103,3 script Tone-deaf person 4_M_CASMAN1,{ mes "Clap"; mes "Hey~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Eeeee..."; next; mes "[Tone-deaf person]"; mes "I think you are qualified, but you seem to need more training."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "......"; next; mes "-You're so exhausted.-"; mes "-So go back to the hotel.-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Thank you for your song."; mes "I have to go back..."; next; @@ -691,7 +691,7 @@ hu_in01,361,103,3 script Tone-deaf person 4_M_CASMAN1,{ changequest 11141,11142; close; } else if (job_min == 9) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "......"; next; mes "-I'm so exhausted.-"; @@ -731,7 +731,7 @@ OnTouch: if (job_min == 10 || (job_min == 11 && countitem(Mins_Receipt) == 0)) { mes "-There is a piece of paper on the ground.-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What is this?"; next; mes "[Karian]"; @@ -751,7 +751,7 @@ OnTouch: mes "- Directions : Around Juno's plaza."; getitem Mins_Receipt,1; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Photo exchange receipt?"; mes "How did he drop it..."; next; @@ -828,18 +828,18 @@ OnTimer300000: yuno,146,168,0 script Karian#cmd2 4_M_BARD,{ end; OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); initnpctimer; end; OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); stopnpctimer; end; OnTimer100000: - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; stopnpctimer; end; } @@ -856,7 +856,7 @@ yuno,143,170,6 script Mr. Click#job_min 4_M_ALCHE_A,{ mes "I can take a picture for you."; mes "Do you want to take a pic?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No..."; mes "Do you remember this receipt?"; next; @@ -894,7 +894,7 @@ yuno,143,170,6 script Mr. Click#job_min 4_M_ALCHE_A,{ mes "[Mr. Click]"; mes "Here, take a look."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The picture!"; mes "Let me see it!"; next; @@ -902,13 +902,13 @@ yuno,143,170,6 script Mr. Click#job_min 4_M_ALCHE_A,{ mes "Hurry."; donpcevent "Karian#cmd2::OnEnable"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "..."; next; mes "[Karian]"; mes "Oh~ Good pic, isn't it?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I expected I would see the face of 'Maestro Song', but he's wearing a mask..."; mes "He's wearing a mask?!"; mes "We came here for this?"; @@ -921,7 +921,7 @@ yuno,143,170,6 script Mr. Click#job_min 4_M_ALCHE_A,{ mes "-In front of Thanatos tower."; mes "-Maestro Song."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What does it mean?"; next; mes "[Karian]"; @@ -934,7 +934,7 @@ yuno,143,170,6 script Mr. Click#job_min 4_M_ALCHE_A,{ mes "[Karian]"; mes "We might be able to get something there."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Then why would he need 33?"; next; mes "[Karian]"; @@ -943,7 +943,7 @@ yuno,143,170,6 script Mr. Click#job_min 4_M_ALCHE_A,{ mes "[Karian]"; mes "Umm... Then I'll pass by Einbroch and go to Lighthalzen. Why don't you go to the place where Teddy Bears are?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok. Then let's meet at Lighthalzen's hotel."; mes "I'll get the 33 Teddy Bears."; donpcevent "Karian#cmd2::OnDisable"; @@ -961,7 +961,7 @@ yuno,143,170,6 script Mr. Click#job_min 4_M_ALCHE_A,{ mes "[Karian]"; mes "Then I'll pass by Einbroch and go to Lighthalzen. Why don't you go to the place where Teddy Bears are?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Then let's meet at Lighthalzen's hotel."; mes "I'll get the 33 Teddy Bears."; donpcevent "Karian#cmd2::OnDisable"; @@ -985,14 +985,14 @@ OnTouch: mes "Why do you have lots of teddy bears?"; mes "Where did you get them old man?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey, I'm not an old man."; next; mes "[Little Girl]"; mes "And my name isn't 'Hey'!"; mes "My name is 'Rion'!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sorry~ sorry~"; mes "What if I give you a teddy bear."; next; @@ -1004,7 +1004,7 @@ OnTouch: mes "[Rion]"; mes "A man who I saw before didn't give me teddy bears even though he had lots of them!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Is he the guy in this pic?"; next; mes "[Rion]"; @@ -1020,16 +1020,16 @@ OnTouch: mes "[Rion]"; mes "My mother works here."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ice Cave?"; next; mes "[Rion]"; mes "Mother said that it's freezing."; next; mes "[Karian]"; - mes "Hey~ "+strcharinfo(0)+"~"; + mes "Hey~ "+strcharinfo(PC_NAME)+"~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah, Karian. Did you just get here?"; next; mes "[Karian]"; @@ -1037,14 +1037,14 @@ OnTouch: mes "It was much farther away than I'd expected."; donpcevent "Karian#cmd3::OnEnable"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You... walked here?"; next; mes "[Karian]"; mes "..."; mes "I didn't want to take the airship again..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh... got it."; mes "Then did you get anything in Einbroch?"; next; @@ -1052,13 +1052,13 @@ OnTouch: mes "I think 'Maestro Song' went to Einbroch, but he left soon because of air."; mes "How about you? Did you find something about the teddy bears?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "'Maestro Song' might be in an Ice Cave."; next; mes "[Karian]"; mes "Might be?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This little... ah... Rion saw him."; next; mes "[Karian]"; @@ -1066,10 +1066,10 @@ OnTouch: mes "Huu... legs hurt."; mes "Ok, let's go to there."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Okay."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Thanks, Rion."; mes "I'll give you all the teddy bears I have."; next; @@ -1077,7 +1077,7 @@ OnTouch: mes "Really?!"; mes "Waaah!!!!!!!!!"; mes "I'm so happy!!!"; - mes "Thank you, "+strcharinfo(0)+"."; + mes "Thank you, "+strcharinfo(PC_NAME)+"."; job_min = 13; changequest 11145,11146; donpcevent "Karian#cmd3::OnDisable"; @@ -1245,7 +1245,7 @@ OnTouch: mes "Huu!!"; mes "Wake up!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Where am I...?"; job_min = 15; close; @@ -1259,7 +1259,7 @@ ra_in01,358,130,4 script Old Woman#job_min 4_F_CAVE1,{ mes "Huu!!"; mes "Wake up!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Where am I...?"; job_min = 15; close; @@ -1270,17 +1270,17 @@ ra_in01,358,130,4 script Old Woman#job_min 4_F_CAVE1,{ mes "[Old Woman]"; mes "You're lucky that my husband found you when he did."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sorry."; next; mes "[Old Woman]"; mes "Anyway!! Be careful!"; mes "You don't believe your youth alone will protect you."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'll be careful."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Do you know that song written on the wall of the Ice cave?"; next; mes "[Old Woman]"; @@ -1296,7 +1296,7 @@ ra_in01,358,130,4 script Old Woman#job_min 4_F_CAVE1,{ mes "[Old Woman]"; mes "And then he decided to go to Comodo."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Comodo?"; next; mes "[Old Woman]"; @@ -1313,7 +1313,7 @@ ra_in01,358,130,4 script Old Woman#job_min 4_F_CAVE1,{ mes "Eee I don't want to go on an airship again!"; donpcevent "Karian#cmd4::OnEnable"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Take it easy..."; mes "Is there another way to go there?"; next; @@ -1357,7 +1357,7 @@ function Choice; mes "Maestro Song, Go to Comodo by boat!"; mes "Be ambitious!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Will it be okay..."; next; mes "[Karian]"; @@ -1366,7 +1366,7 @@ function Choice; next; mes "-It's not easy to trust her-"; next; - if(select("I don't like this.:Take the kayak.") == 1) { + if(select("I don't like this.", "Take the kayak.") == 1) { mes "[Karian]"; mes "I never ride airships ever..."; donpcevent "Karian#cmd5::OnDisable"; @@ -1381,7 +1381,7 @@ function Choice; mes "-You should see-"; mes "-other small boats.-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm..."; mes "I didn't think that there was anyone who would cross over this sea with a boat."; mes "You sure I'll see other boats?"; @@ -1390,7 +1390,7 @@ function Choice; mes "They will be headed the other direction."; donpcevent "Karian#cmd5::OnDisable"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Where are you going?"; next; mes "[Karian]"; @@ -1405,7 +1405,7 @@ function Choice; mes "-You suddenly feel like-"; mes "-you're sitting in water.-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey! There's a water leak!!"; next; mes "[Karian]"; @@ -1492,30 +1492,30 @@ function Choice; comodo,184,108,0 script #jmComodo Almost Dead HIDDEN_WARP_NPC,2,2,{ OnTouch: if (job_min == 17) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm... I'm alive~"; next; mes "[Karian]"; mes "That was a close call."; donpcevent "Karian#cmd6::OnEnable"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You're the one that insisted that we ride on that boat. That's how we ended up like this in the first place!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "We wouldn't have suffered like this if we just took the Airship."; next; mes "[Karian]"; mes "But I told you that I don't ride airships!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I can't believe this!"; next; mes "[Karian]"; mes "Well, let's forget about the past!"; mes "Since we're in Comodo, let's just have some fun okay?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Then what should we do about looking for 'Maestro Song'??"; next; mes "[Karian]"; @@ -1601,11 +1601,11 @@ comodo,159,316,4 script Woman Roasting Meat 4_F_GODEMOM,{ moc_fild16,206,232,0 script #jmTransfer news HIDDEN_WARP_NPC,3,3,{ OnTouch: if (job_min == 20) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Um? What is this?"; mes "Something covered by sand?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah It's!!"; mes "I think 'Maestro Song' dropped it!"; next; @@ -1613,17 +1613,17 @@ OnTouch: mes "What?! How do you know?"; donpcevent "Karian#cmd7::OnEnable"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The lyrics from the man I met in Hugel on the receipt..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "and this poem written on this paper."; mes "The calligraphy style is the same."; next; mes "[Karian]"; mes "I want to see clock tower..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "But this poem can't be a clue..."; mes "..."; mes "What?"; @@ -1632,20 +1632,20 @@ OnTouch: mes "......"; mes "I want to see clock tower."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Clock tower?"; mes "What are you saying all of a sudden?"; next; mes "[Karian]"; mes "The... huge clock tower in Al De Baran."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I know but..."; next; mes "[Karian]"; mes "Will you join me?"; next; - switch(select("Refuse.:Accept.")) { + switch(select("Refuse.", "Accept.")) { case 1: mes "[Karian]"; mes "Come on~Come on~"; @@ -1658,7 +1658,7 @@ OnTouch: mes "[Karian]"; break; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok that's not a bad idea..."; next; mes "[Karian]"; @@ -1677,7 +1677,7 @@ OnTouch: aldebaran,140,130,0 script #jmAldebaran Clock Tower HIDDEN_WARP_NPC,3,3,{ OnTouch: if (job_min == 21) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Anyway why do you want to visit this place?"; next; mes "[Karian]"; @@ -1750,7 +1750,7 @@ OnTouch: mes "[Karian]"; mes "I'm so tired."; mes "I want to take a rest~"; - mes "Come here, "+strcharinfo(0)+"."; + mes "Come here, "+strcharinfo(PC_NAME)+"."; job_min = 23; close; } @@ -1824,10 +1824,10 @@ OnTouch: mes "How'd you do that?"; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "-It's a poem that you picked up in the desert.-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "-How does Karian know-"; mes "-that song's not a poem?-"; next; @@ -1878,7 +1878,7 @@ prt_in,94,172,4 script Karian#job_min3 4_M_MINSTREL1,{ mes "[Karian]"; mes "I gave it to my friend but he kept it precious..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Did you give it to him?"; mes "Wait a second!"; mes "Just who are you?"; @@ -1887,7 +1887,7 @@ prt_in,94,172,4 script Karian#job_min3 4_M_MINSTREL1,{ mes "Yes! I'm 'Maestro Song'!"; mes "Are you surprised!?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "......"; next; mes "[Maestro Song]"; @@ -1902,7 +1902,7 @@ prt_in,94,172,4 script Karian#job_min3 4_M_MINSTREL1,{ getitem Green_Apple_Ring,1; close; } else if (job_min > 99) { - switch(select("Talk.:Leave.")) { + switch(select("Talk.", "Leave.")) { case 1: mes "[Maestro Song]"; mes "The name 'Karian'?"; diff --git a/npc/re/jobs/3-2/royal_guard.txt b/npc/re/jobs/3-2/royal_guard.txt index 09618e2bb..87cf554ad 100644 --- a/npc/re/jobs/3-2/royal_guard.txt +++ b/npc/re/jobs/3-2/royal_guard.txt @@ -82,25 +82,25 @@ prt_castle,48,161,3 script Middle-aged Gentleman#rg 1_M_LIBRARYMASTER,{ mes "[Middle-aged Gentleman]"; mes "You're a curious one. Who are you? What do you want?"; next; - select("Just looking around!:This is my office!:Who am I? Who are you?"); + select("Just looking around!", "This is my office!", "Who am I? Who are you?"); mes "[Middle-aged Gentleman]"; mes "Do you want to argue with me? Do you know who I am?"; next; - if(select("Not really, who are you?:Sorry, I won't hurt your feelings.") == 2) { - mes "["+strcharinfo(0)+"]"; + if(select("Not really, who are you?", "Sorry, I won't hurt your feelings.") == 2) { + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sorry. I had to be sure. I didn't know that you are from the royal palace."; next; mes "[Middle-aged Gentleman]"; mes "That's enough. Don't make this mistake again."; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm a member here and have the authority to find out what your business is here."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You are a stranger and I'm not sure if you belong here."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "If you tell me your identity, I will apologize."; next; mes "[Middle-aged Gentleman]"; @@ -126,7 +126,7 @@ prt_castle,48,161,3 script Middle-aged Gentleman#rg 1_M_LIBRARYMASTER,{ mes "[Heinrich]"; mes "BUT!! I want to believe you..."; next; - switch(select("I want to know more.:Stop talking.")) { + switch(select("I want to know more.", "Stop talking.")) { case 1: mes "[Heinrich]"; mes "You are impetuous."; @@ -147,7 +147,6 @@ prt_castle,48,161,3 script Middle-aged Gentleman#rg 1_M_LIBRARYMASTER,{ } mes "[Heinrich]"; if (job_royal == 1) { - mes "[Heinrich]"; mes "You are persistent friend."; mes "Do you have more things to talk to me about?"; next; @@ -164,7 +163,7 @@ prt_castle,48,161,3 script Middle-aged Gentleman#rg 1_M_LIBRARYMASTER,{ mes "Really?"; mes "Good. You might have the wrong idea about what a Royal Guard is. So, in your opinion, what do you think is the key to being a Royal Guard?"; next; - select("Decision and Bravery:Calm Judgment:Sharp wisdom:Benevolent spirit"); + select("Decision and Bravery", "Calm Judgment", "Sharp wisdom", "Benevolent spirit"); mes "[Heinrich]"; mes "Good choice."; mes "Actually, the other 3 are also needed to have the Royal Guard spirit, friend."; @@ -195,7 +194,7 @@ prt_castle,48,161,3 script Middle-aged Gentleman#rg 1_M_LIBRARYMASTER,{ mes "[Heinrich]"; mes "If you want to hear more story, you have to show me your similar attitude."; next; - if(select("That's an unfair demand.:I will try.") == 1) { + if(select("That's an unfair demand.", "I will try.") == 1) { mes "[Heinrich]"; mes "Good idea, it would better to find something more worthy."; close; @@ -279,7 +278,7 @@ prt_castle,48,161,3 script Middle-aged Gentleman#rg 1_M_LIBRARYMASTER,{ mes "[Heinrich]"; mes "Now I can't tell you why the trace is there."; next; - if(select("Interesting. Can I go there?:Seems really dangerous.") == 2) { + if(select("Interesting. Can I go there?", "Seems really dangerous.") == 2) { mes "[Heinrich]"; mes "Good idea, that's useless work to explore there."; close; @@ -417,7 +416,7 @@ glast_01,240,366,5 script Memory of King Schmidtz CLEAR_NPC,{ mes "[Memory of King Schmidtz]"; mes "I'm planning to accept you as a member of the Royal Guard to continue their lost traditions. Are you ready to do it?"; next; - if(select("Sure, of course:Not yet") == 2) { + if(select("Sure, of course", "Not yet") == 2) { mes "[Memory of King Schmidtz]"; mes "Umm, maybe Heinrich had wrong judgement."; close; @@ -425,7 +424,7 @@ glast_01,240,366,5 script Memory of King Schmidtz CLEAR_NPC,{ mes "[Memory of King Schmidtz]"; mes "If so, I will proceed to making you a Royal Guard."; next; - if(select("Great.:Not yet.") == 2) { + if(select("Great.", "Not yet.") == 2) { mes "[Memory of King Schmidtz]"; mes "Perhaps Heinrich had the wrong image of you."; close; @@ -442,9 +441,9 @@ glast_01,240,366,5 script Memory of King Schmidtz CLEAR_NPC,{ mes "Congratulations! Young Royal Guard."; mes "Be a symbol of honor and continue the great tradition of your new name."; close2; - specialeffect2 EF_MAPPILLAR; + specialeffect(EF_MAPPILLAR, AREA, playerattached()); progressbar "FFFF00",7; - specialeffect2 EF_LORD; + specialeffect(EF_LORD, AREA, playerattached()); delitem King_Shield,1; erasequest 12094; jobchange roclass(eaclass()|EAJL_THIRD); @@ -465,7 +464,7 @@ gl_church,173,88,0 script Delicate trace#01 CLEAR_NPC,{ getitem Stone,1; else { mes "While investigating, the topography breaks. It would be better to dig other places for a while."; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); initnpctimer; close; } @@ -473,7 +472,7 @@ gl_church,173,88,0 script Delicate trace#01 CLEAR_NPC,{ mes "There is a trace that someone has already dug here."; close; OnTimer60000: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); stopnpctimer; OnTimer1000: OnTimer20000: @@ -500,7 +499,7 @@ gl_church,158,100,0 script #Clue of traces HIDDEN_NPC,4,4,{ end; OnTouch: if (job_royal == 4 && countitem(Saint_Cloth_Piece) == 0) { - specialeffect2 EF_FREEZE; + specialeffect(EF_FREEZE, AREA, playerattached()); mes "I can feel strong power around here. It would be better to explore around here."; viewpoint 1,173,88 ,1, 0xFFFF00; viewpoint 1,158,103,2, 0xFFFF00; @@ -519,7 +518,7 @@ OnTouch: sec_in02,12,43,3 script sorcereryal 1_M_LIBRARYMASTER,1,1,{ callfunc "F_GM_NPC"; - switch(select("Royal Guard:Rune Knight:Sorcerer")) { + switch(select("Royal Guard", "Rune Knight", "Sorcerer")) { case 1: mes "1~5"; input .@input; diff --git a/npc/re/jobs/3-2/shadow_chaser.txt b/npc/re/jobs/3-2/shadow_chaser.txt index 0a34ad1cb..9cdd3f732 100644 --- a/npc/re/jobs/3-2/shadow_chaser.txt +++ b/npc/re/jobs/3-2/shadow_chaser.txt @@ -118,7 +118,7 @@ in_rogue,376,100,5 script Guild Member#sc01 4_M_ROGUE,{ mes "[Scary man]"; mes "Hey there?"; next; - switch(select("Me?:Sorry, I am busy...")) { + switch(select("Me?", "Sorry, I am busy...")) { case 1: mes "[Scary man]"; mes "Yes! You there!"; @@ -247,7 +247,7 @@ in_rogue,379,101,3 script Scary Man#sc03 1_M_SIGNROGUE,{ mes "You want one more explanation?"; mes "Or do you just want the code?"; next; - switch(select("More explanation.:Get the code.")) { + switch(select("More explanation.", "Get the code.")) { case 1: callsub L_Code,1; mes "[Urupa]"; @@ -321,7 +321,7 @@ s_atelier,65,123,5 script Manager#sc04_prt 4_M_KHKYEL,{ mes "Damn, there're so many strangers around."; mes "Hey..."; next; - switch(select("Show the deciphered code!:...")) { + switch(select("Show the deciphered code!", "...")) { case 1: mes "[Manager]"; mes "Wow, you deciphered it?"; @@ -390,7 +390,7 @@ s_atelier,65,123,5 script Manager#sc04_prt 4_M_KHKYEL,{ mes "So I will give you the code."; mes "Please find the treasure!"; next; - switch(select("No way!:I'll give it a try!")) { + switch(select("No way!", "I'll give it a try!")) { case 1: mes "[Graham]"; mes "What the hell?"; @@ -409,7 +409,7 @@ s_atelier,65,123,5 script Manager#sc04_prt 4_M_KHKYEL,{ mes "[Graham]"; mes "Are you interested in it now?"; next; - switch(select("Not at all.:Hmm, I'll take it.")) { + switch(select("Not at all.", "Hmm, I'll take it.")) { case 1: mes "[Graham]"; mes "Damn it."; @@ -426,7 +426,7 @@ s_atelier,65,123,5 script Manager#sc04_prt 4_M_KHKYEL,{ mes "[Graham]"; mes "Did you find something?"; next; - switch(select("I need an explanation.:What's the code again?")) { + switch(select("I need an explanation.", "What's the code again?")) { case 1: mes "[Graham]"; mes "You are so powerful!"; @@ -645,7 +645,7 @@ s_atelier,168,65,5 script Manager#sc08_ra 4_M_DOCTOR,{ mes "Bleh..."; close; } - switch(select("Give me your password!:I was sent by Graham.")) { + switch(select("Give me your password!", "I was sent by Graham.")) { case 1: mes "[Manager]"; mes "You need my password?"; @@ -719,7 +719,7 @@ s_atelier,168,65,5 script Manager#sc08_ra 4_M_DOCTOR,{ mes "What do you think?"; mes "RENNND / LNNWWND means one thing."; next; - switch(select("I think I got it.:I have no clue.")) { + switch(select("I think I got it.", "I have no clue.")) { case 1: callsub L_Code,7166; close; @@ -737,7 +737,7 @@ s_atelier,168,65,5 script Manager#sc08_ra 4_M_DOCTOR,{ mes "[Paul]"; mes "So did you get what it means?"; next; - switch(select("Yes!:No, I don't think so.")) { + switch(select("Yes!", "No, I don't think so.")) { case 1: callsub L_Code,7167; close; @@ -794,7 +794,7 @@ s_atelier,168,65,5 script Manager#sc08_ra 4_M_DOCTOR,{ mes "I am dying to wait for you."; mes "So what did you find out?"; next; - select("I found the key.:Hmm..."); + select("I found the key.", "Hmm..."); mes "- You hand over the 'Illusion Key' that you found in the ice cave. -"; next; mes "[Paul]"; @@ -1072,7 +1072,7 @@ s_atelier,167,129,3 script Manager#sc06_yuno 1_M_SIGNART,{ changequest 7176,7177; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm sorry."; mes "I found one more key but I didn't bring it."; mes "I'll bring it soon."; @@ -1115,11 +1115,11 @@ s_atelier,167,129,3 script Manager#sc06_yuno 1_M_SIGNART,{ mes "An assistant sells some paint and tool."; close; L_Code: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Paul said..."; next; input .@inputstr$; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Paul said..."; mes "'"+.@inputstr$+"' ."; next; @@ -1205,7 +1205,7 @@ s_atelier,25,75,3 script Manager#sc10_lgt 4_M_HUMAN_02,{ mes "Then let's make a point!"; mes "Do you know thanatos tower?"; next; - switch(select("Sure.:The tower of death?")) { + switch(select("Sure.", "The tower of death?")) { case 1: mes "[Vicente]"; mes "You know that."; @@ -1268,7 +1268,7 @@ s_atelier,25,75,3 script Manager#sc10_lgt 4_M_HUMAN_02,{ mes "You are back?"; mes "Find anything?"; next; - switch(select("Throw the brush.:Grab him by the collar.:Drop the brush.")) { + switch(select("Throw the brush.", "Grab him by the collar.", "Drop the brush.")) { case 1: mes "[Vicente]"; mes "Hey, what are you doing?"; @@ -1435,7 +1435,7 @@ s_atelier,70,66,4 script Dumk#sc13_lgh 4_M_SHADOWCHASER,{ mes "That's it."; mes "Did you find it by yourself?"; next; - switch(select("Yes.:With my friends")) { + switch(select("Yes.", "With my friends")) { case 1: mes "[Dumk]"; mes "Hmm..."; @@ -1536,7 +1536,7 @@ s_atelier,70,66,4 script Dumk#sc13_lgh 4_M_SHADOWCHASER,{ mes "[Dumk]"; mes "So, do you want me to keep talking about Shadow Chasers?"; next; - switch(select("What is a Shadow Chaser?:Change me to Shadow Chaser.:I'll come back later.")) { + switch(select("What is a Shadow Chaser?", "Change me to Shadow Chaser.", "I'll come back later.")) { case 1: mes "[Dumk]"; mes "Most spells are exclusively for Wizards and their kind."; @@ -1698,12 +1698,12 @@ tur_dun03,38,209,1 script Blue Flame#sc_f01 4_NFWISP,{ .@dap01$ = "blue fire in turtle island third floor"; .@dap02$ = "BLUE FIRE IN TURTLE ISLAND THIRD FLOOR"; if (.@inputstr$ != .@dap01$ && .@inputstr$ != .@dap02$) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What was it?"; mes "I guess I have to make sure I don't use any capital letters."; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^4d4dff"+.@inputstr$+"^000000"; mes "It's clearly pointing to this."; next; @@ -1846,16 +1846,16 @@ niflheim,230,276,1 script Red Flame#sc_f03 4_NFWISP,{ close; } else if (job_sha == 21) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The poem that Haled told me was pointing to Niflheim."; mes "There is a flame that looks like the one from turtle island and ice dungeon."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The end of living tree's roots."; mes "Tears of all living people."; mes "Sign of all dead people."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "They are us but also not us."; next; mes "[Someone's voice]"; @@ -1949,7 +1949,7 @@ job3_sha01,22,78,0 script ????#keybox01 CLEAR_NPC,{ mes "It's a small box made of a hard turtle's shell."; mes "The middle of it..."; next; - select("Touch the middle.:Push the middle."); + select("Touch the middle.", "Push the middle."); mes "When you touch it, something comes out!"; next; setarray .@Codes1$[1],"EFDFJWF","FGEGKXG","GHFHLYH","HIGIMZI","IJHJNAJ","JKIKOBK","KLJLPCL","LMKMQDM"; @@ -1974,7 +1974,7 @@ job3_sha01,22,78,0 script ????#keybox01 CLEAR_NPC,{ mes "And "+.@Codes1$[.@i]+"."; next; select("What does it mean?"); - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Is it also code."; mes "It must be!"; mes "Ah, something is showing up again...?"; @@ -2005,7 +2005,7 @@ job3_sha01,22,78,0 script ????#keybox01 CLEAR_NPC,{ } mes "You don't have to stay in here."; next; - if(select("Go outside.:Stay here.") == 1) + if(select("Go outside.", "Stay here.") == 1) warp "tur_dun03",40,201; close; } @@ -2030,17 +2030,17 @@ job3_sha01,25,28,0 script ????#keybox02 CLEAR_NPC,{ mes "When you touched that number, then it moved."; mes "You find the empty space."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I guess I have to put the number in the empty space..."; mes "I have two empty squares to put two numbers."; mes "What will it be good for?"; next; select("I think it's related with the word given by Paul."); - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I got "+.@Words$[.@i]+"."; mes "Now I have to convert it into a number..."; next; - switch(select("Input the answer.:I can't get it.")) { + switch(select("Input the answer.", "I can't get it.")) { case 1: input .@input; if (.@input == .@numbers[.@i]) { @@ -2049,12 +2049,12 @@ job3_sha01,25,28,0 script ????#keybox02 CLEAR_NPC,{ next; mes "You got the Key of Illusion."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It's not a treasure."; mes "The Key of Illusion? Is it related with the Shadow of Illusion?"; mes "I got the Key of Deception after I handled Deception..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Anyway, Paul will be disappointed."; mes "Key again..."; mes "How can I escape from here...?"; @@ -2071,12 +2071,12 @@ job3_sha01,25,28,0 script ????#keybox02 CLEAR_NPC,{ mes "When you enter the number, it goes back to the first."; close; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm."; mes "I can't get it..."; mes "Is it the same code as the Prontera workplace...?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "According to that method..."; mes "A means 11 and B means 12."; close; @@ -2106,10 +2106,10 @@ job3_sha01,73,80,0 script ????#keybox03 CLEAR_NPC,{ mes " 19 8 1 11 5"; mes "-----------------"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I think it's another code."; } else { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Let me think again..."; mes "20 21 18 14"; mes "1 14 4 "; @@ -2117,29 +2117,29 @@ job3_sha01,73,80,0 script ????#keybox03 CLEAR_NPC,{ mes "..."; } next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It's the same as before."; mes "There's no code, so 1 should be A."; mes "And the answer is..."; next; input .@inputstr$; if (.@inputstr$ == "turn and shake" || .@inputstr$ == "TURN AND SHAKE") { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Turn... Turn... and"; mes "Shake? Shake?"; mes "For what?"; next; while(1) { - switch(select("Turn the roof.:Turn the house.:Turn the handle.")) { + switch(select("Turn the roof.", "Turn the house.", "Turn the handle.")) { case 1: mes "You turn the roof."; next; - switch(select("Shake the roof.:Shake the house.")) { + switch(select("Shake the roof.", "Shake the house.")) { case 1: mes "Even though you shake the roof but"; mes "nothing happens."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That's not it."; mes "Hmm..."; next; @@ -2148,7 +2148,7 @@ job3_sha01,73,80,0 script ????#keybox03 CLEAR_NPC,{ mes "You tried to shake the house but"; mes "it doesn't do anything."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It's wrong."; mes "Put it back"; mes "and try it again."; @@ -2159,13 +2159,13 @@ job3_sha01,73,80,0 script ????#keybox03 CLEAR_NPC,{ case 2: mes "You grab the whole house and turn it."; next; - switch(select("Shake up and down.:Shake back and forth.:Turn 'round and 'round and shake.:Roll it upside down.")) { + switch(select("Shake up and down.", "Shake back and forth.", "Turn 'round and 'round and shake.", "Roll it upside down.")) { case 1: case 2: mes "Nothing happens."; mes "You think there is something inside, but it won't come out."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That's not it."; mes "Hmm..."; next; @@ -2175,7 +2175,7 @@ job3_sha01,73,80,0 script ????#keybox03 CLEAR_NPC,{ mes "You can hear a noise,"; mes "but nothing's coming out."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That's not it."; mes "Hmm..."; next; @@ -2189,7 +2189,7 @@ job3_sha01,73,80,0 script ????#keybox03 CLEAR_NPC,{ next; mes "- You got the Key of Pleasure. -"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What? A key again!"; mes "Haled will be disappointed."; mes "I better go back."; @@ -2203,14 +2203,14 @@ job3_sha01,73,80,0 script ????#keybox03 CLEAR_NPC,{ mes "You tried to turn the small handle"; mes "but it doesn't work."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What should I do now?"; next; break; } } } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "..."+.@inputstr$+"...?"; if (job_sha == 23) { mes "What does that mean?"; @@ -2243,7 +2243,7 @@ job3_sha01,71,27,0 script ????#keybox04 CLEAR_NPC,{ next; select("Place the key in the holes."); if (countitem(Cheat_Key) && countitem(Virtual_Key) && countitem(Mirth_Key)) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "At first, Deception..."; mes "then Illusion..."; mes "and Pleasure..."; @@ -2260,23 +2260,23 @@ job3_sha01,71,27,0 script ????#keybox04 CLEAR_NPC,{ getitem Master_Brush,1; changequest 7178,7179; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What???"; mes "A brush!!!!"; mes "This isn't treasure!!!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ahahhah!!!!"; mes "*sniff*"; mes "It's not treasure!"; next; select("Now I'm pissed off."); - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "*Sigh*"; mes "Guess I should bring this to ^4d4dffVicente^000000!"; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I didn't bring all of the keys."; mes "How could I be so stupid?"; close; @@ -2293,7 +2293,7 @@ s_atelier,29,119,3 script Max#sc05_prt 4W_M_01,{ mes "You are a member of the Rogue guild!"; mes "What can I help you with?"; next; - .@i = select("I need a make-up brush.:I need a paint brush.:Nothing."); + .@i = select("I need a make-up brush.", "I need a paint brush.", "Nothing."); mes "[Max]"; if (.@i == 1) setarray .@i[1],Makeover_Brush,1,10,100000; else if (.@i == 2) setarray .@i[1],Paint_Brush,2,30,200000; @@ -2335,7 +2335,7 @@ s_atelier,29,119,3 script Max#sc05_prt 4W_M_01,{ } mes "We sell all art related things here~"; next; - switch(select("Paint!?:Where's the manager?")) { + switch(select("Paint!?", "Where's the manager?")) { case 1: mes "[Max]"; mes "You are asking for paint?"; @@ -2358,7 +2358,7 @@ s_atelier,136,70,3 script Titika#sc09_ra 4_F_CHILD,{ mes "You are in a guild."; mes "What can I help you with?"; next; - .@i = select("Make a new make-up brush.:Make a new paint brush.:Nothing."); + .@i = select("Make a new make-up brush.", "Make a new paint brush.", "Nothing."); mes "[Titika]"; if (.@i == 1) setarray .@i[1],6121,1,10,100000; else if (.@i == 2) setarray .@i[1],6122,2,30,200000; @@ -2388,7 +2388,7 @@ s_atelier,136,70,3 script Titika#sc09_ra 4_F_CHILD,{ } mes "This is the Shadow Chaser workplace~"; next; - switch(select("Where is the paint?:Where is the manager?")) { + switch(select("Where is the paint?", "Where is the manager?")) { case 1: mes "[Titika]"; mes "You mean paint?"; @@ -2408,7 +2408,7 @@ s_atelier,124,128,3 script RimiGX#sc07_yuno 4_F_LGTGIRL,{ if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) { mes "What are you looking for?"; next; - .@i = select("Make a new blush for make-up.:Make a new blush for painting.:Nothing."); + .@i = select("Make a new blush for make-up.", "Make a new blush for painting.", "Nothing."); mes "[RimiGX]"; if (.@i == 1) setarray .@i[1],6121,1,10,100000; else if (.@i == 2) setarray .@i[1],6122,2,30,200000; @@ -2437,7 +2437,7 @@ s_atelier,124,128,3 script RimiGX#sc07_yuno 4_F_LGTGIRL,{ } mes "It's the shadow workplace~"; next; - switch(select("Where is the paint?:Where is the manager?")) { + switch(select("Where is the paint?", "Where is the manager?")) { case 1: mes "[RimiGX]"; mes "Paint?"; @@ -2457,7 +2457,7 @@ s_atelier,26,68,3 script Vito#sc11_lgt 4_M_KHMAN,{ if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) { mes "What are you looking for?"; next; - .@i = select("Make a new blush for make-up.:Make a new blush for painting.:Nothing."); + .@i = select("Make a new blush for make-up.", "Make a new blush for painting.", "Nothing."); mes "[Vito]"; if (.@i == 1) setarray .@i[1],6121,1,10,100000; else if (.@i == 2) setarray .@i[1],6122,2,30,200000; @@ -2487,7 +2487,7 @@ s_atelier,26,68,3 script Vito#sc11_lgt 4_M_KHMAN,{ } mes "It's the shadow workplace."; next; - switch(select("Where is the paint?:Where is the manager?")) { + switch(select("Where is the paint?", "Where is the manager?")) { case 1: mes "[Vito]"; mes "Paint?"; diff --git a/npc/re/jobs/3-2/sorcerer.txt b/npc/re/jobs/3-2/sorcerer.txt index 0c12d82f0..0af118a0d 100644 --- a/npc/re/jobs/3-2/sorcerer.txt +++ b/npc/re/jobs/3-2/sorcerer.txt @@ -62,7 +62,7 @@ gef_tower,102,34,5 script Merito 2_M_SAGE_B,{ mes "[Merito]"; mes "What made you want to be a sorcerer?"; next; - if(select("The spirit of fire led me here.:The spirit of water led me here.:The spirit of earth led me here:The spirit of meat led me here.") == 4) { + if(select("The spirit of fire led me here.", "The spirit of water led me here.", "The spirit of earth led me here", "The spirit of meat led me here.") == 4) { mes "[Merito]"; mes "That kind of spirit doesn't exist!"; close; @@ -74,13 +74,13 @@ gef_tower,102,34,5 script Merito 2_M_SAGE_B,{ mes "[Merito]"; mes "Hmm... Then first, can you write down your name on this list?"; next; - if(select("Write name.:I won't.") == 2) { + if(select("Write name.", "I won't.") == 2) { mes "[Merito]"; mes "Well, okay. See you again when you get a chance."; close; } mes "[Merito]"; - mes "So, you are [" + strcharinfo(0) + "]."; + mes "So, you are [" + strcharinfo(PC_NAME) + "]."; next; mes "[Merito]"; mes "Give me a second to register your name."; @@ -91,9 +91,9 @@ gef_tower,102,34,5 script Merito 2_M_SAGE_B,{ mes "Good, then I'll give you a short explanation about the Sorcerer."; next; mes "[Merito]"; - mes "[" + strcharinfo(0) + "], can you handle magic skillfully?"; + mes "[" + strcharinfo(PC_NAME) + "], can you handle magic skillfully?"; next; - if(select("Yes, I can.:No, I'm not really good at it.") == 2) { + if(select("Yes, I can.", "No, I'm not really good at it.") == 2) { mes "[Merito]"; mes "What!? You don't know how to use magic?"; mes "What are you doing here then? Get out of here. Right now!"; @@ -103,7 +103,7 @@ gef_tower,102,34,5 script Merito 2_M_SAGE_B,{ mes "Okay, that should be obvious."; mes "Of course, Sorcerers use magic, too. But, do you know the main difference Sorcerers have from other magical jobs?"; next; - switch(select("They know how to sing.:They're all old fogies.:They can deal with the spirits.")) { + switch(select("They know how to sing.", "They're all old fogies.", "They can deal with the spirits.")) { case 1: mes "[Merito]"; mes "Well maybe some but that's not the main difference."; @@ -127,7 +127,7 @@ gef_tower,102,34,5 script Merito 2_M_SAGE_B,{ mes "[Merito]"; mes "Well, it's all up to you. What are you going to do?"; next; - switch(select("I will take the test.:I'll do it later.")) { + switch(select("I will take the test.", "I'll do it later.")) { case 1: mes "[Merito]"; mes "Okay. "; @@ -188,9 +188,9 @@ gef_tower,113,161,5 script Karacas 4_M_SAGE_A,{ mes "The list... has already arrived."; next; mes "[Karacas]"; - mes "So, you are [" + strcharinfo(0) + "]... right?"; + mes "So, you are [" + strcharinfo(PC_NAME) + "]... right?"; next; - if(select("Yes, I am.:No, I'm not!") == 2) { + if(select("Yes, I am.", "No, I'm not!") == 2) { mes "[Karacas]"; mes "Oh, there must be some mistake in the list, I think. Will you come again later?"; close; @@ -307,7 +307,7 @@ gef_tower,113,161,5 script Karacas 4_M_SAGE_A,{ mes "[Karacas]"; mes "Have any questions?"; next; - if(select("No.:Please explain it again.") == 2) { + if(select("No.", "Please explain it again.") == 2) { mes "[Karacas]"; mes "Haha, then can I have a cup of water for a minute? Please come and find me again later."; next; @@ -355,14 +355,14 @@ gef_tower,113,161,5 script Karacas 4_M_SAGE_A,{ mes "Originally my teacher needs to check the Sorcerer job change but after he went out to find the spirit of fish, I can't see him. So I'll check it myself."; next; mes "[Karacas]"; - mes "Dear [" + strcharinfo(0) + "],"; + mes "Dear [" + strcharinfo(PC_NAME) + "],"; mes "you went around the rough wilds to open the door as a Sorcerer and passed all the requirements that our Academy has given."; next; mes "[Karacas]"; mes "Of course it is just a beginning, we don't know which spirit you're going to commune with or what kind of hardships await you."; next; mes "[Karacas]"; - mes "But with the ability you've shown until now, you will be capable to do anything from now on. Dear [" + strcharinfo(0) + "]"; + mes "But with the ability you've shown until now, you will be capable to do anything from now on. Dear [" + strcharinfo(PC_NAME) + "]"; next; mes "[Kalakas]"; if (BaseLevel < 99 || JobLevel < 50 || SkillPoint) { @@ -380,7 +380,7 @@ gef_tower,113,161,5 script Karacas 4_M_SAGE_A,{ mes "Moreover, I formally acknowledge that you've completed all the job transfer tests of the Sorcerer Academy."; next; mes "[Karacas]"; - mes "Congratulations, [" + strcharinfo(0) + "]"; + mes "Congratulations, [" + strcharinfo(PC_NAME) + "]"; jobchange roclass(eaclass()|EAJL_THIRD); getitem Wind_Whisper,1; getitem Green_Apple_Ring,1; @@ -392,10 +392,10 @@ gef_tower,113,161,5 script Karacas 4_M_SAGE_A,{ } - script Spirit Detecting Staff#0 FAKE_NPC,{ - if (strnpcinfo(4) == "thor_v01") setarray .@id[0],990,994,6276,6278; - else if (strnpcinfo(4) == "ice_dun01") setarray .@id[0],991,995,6278,6276; - else if (strnpcinfo(4) == "mjo_dun03") setarray .@id[0],993,997,6277,6276; - else if (strnpcinfo(4) == "gon_dun02") setarray .@id[0],992,996,6277,6278; + if (strnpcinfo(NPC_MAP) == "thor_v01") setarray .@id[0],990,994,6276,6278; + else if (strnpcinfo(NPC_MAP) == "ice_dun01") setarray .@id[0],991,995,6278,6276; + else if (strnpcinfo(NPC_MAP) == "mjo_dun03") setarray .@id[0],993,997,6277,6276; + else if (strnpcinfo(NPC_MAP) == "gon_dun02") setarray .@id[0],992,996,6277,6278; if (job_soc == 4 && countitem(.@id[0]) > 2) { progressbar "ffff00",5; diff --git a/npc/re/jobs/3-2/sura.txt b/npc/re/jobs/3-2/sura.txt index 6a56f5665..567469d46 100644 --- a/npc/re/jobs/3-2/sura.txt +++ b/npc/re/jobs/3-2/sura.txt @@ -112,7 +112,7 @@ ve_in,237,125,0 script King Crab#job_shu 1_M_PAY_ELDER,{ mes "Huh! The boss is really mad!"; mes "I can beat you up with one blow..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey! How dare you use violence against a lady!?"; next; mes "[???]"; @@ -130,8 +130,8 @@ ve_in,237,125,0 script King Crab#job_shu 1_M_PAY_ELDER,{ next; mes "[King Crab & Sludge Worm]"; mes "Aaaaaahhhhhhhhk!!!!!!!!"; - specialeffect EF_FIRESPLASHHIT,AREA,"King Crab#job_shu"; - specialeffect EF_FIRESPLASHHIT,AREA,"Sludge Worm#job_shu"; + specialeffect(EF_FIRESPLASHHIT, AREA, getnpcid(0, "King Crab#job_shu")); + specialeffect(EF_FIRESPLASHHIT, AREA, getnpcid(0, "Sludge Worm#job_shu")); next; mes "- What is that amazing power? -"; mes "- I've never seen this -"; @@ -166,7 +166,7 @@ ve_in,237,125,0 script King Crab#job_shu 1_M_PAY_ELDER,{ setquest 11155; close; } else { - if (strnpcinfo(0) == "King Crab#job_shu") { + if (strnpcinfo(NPC_NAME) == "King Crab#job_shu") { mes "[King Crab]"; mes "How come a little rookie knocked me out! Me! The great King Crab..."; } else { @@ -236,7 +236,7 @@ OnTimer600000: ve_in,97,149,0 script #Suraryokan HIDDEN_WARP_NPC,3,3,{ OnTouch: if (job_shu == 1) { - .@n$ = "["+strcharinfo(0)+"]"; + .@n$ = "["+strcharinfo(PC_NAME)+"]"; mes "[???]"; mes "Who is it?!"; next; @@ -298,7 +298,7 @@ ve_in,98,159,0 script Fighter#job_shu 4_F_SURA,{ mes "Training is so tough and I have a long way to go!"; close; } else if (job_shu == 2) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I want to know about the skill you used a while ago."; next; mes "[???]"; @@ -307,7 +307,7 @@ ve_in,98,159,0 script Fighter#job_shu 4_F_SURA,{ mes "........."; mes "............ A rookie like you doesn't need to know."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Rookie?!"; mes "I have steadily practiced martial arts."; mes "I am confident that I will never lose."; @@ -315,35 +315,35 @@ ve_in,98,159,0 script Fighter#job_shu 4_F_SURA,{ mes "[???]"; mes "So you can beat me, too?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No..."; mes "I guess that's too much..."; mes "Frankly speaking, I was quite amazed by you."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I had thought that I was strong enough but after seeing you fight, I realized that I was full of conceit."; next; mes "[???]"; mes "Huuuh~ No matter how strong you are,"; mes "you cannot avoid reaching for your true limit."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You are just the person that I expected."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I think you would know"; mes "how to overcome this limitation."; next; mes "[???]"; mes "Stop it."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What? Why?"; next; mes "[???]"; mes "Are you a human?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What?"; mes "Of course, I am a human."; next; @@ -351,7 +351,7 @@ ve_in,98,159,0 script Fighter#job_shu 4_F_SURA,{ mes "To become stronger is too hard for a mere human."; mes "If you want to, just buy better equipment."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Then, what are you?"; mes "You mean you're not a human being?"; next; @@ -360,7 +360,7 @@ ve_in,98,159,0 script Fighter#job_shu 4_F_SURA,{ mes "is impossible for a human."; mes "It's a ghost's way..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ghost?"; next; mes "[???]"; @@ -371,7 +371,7 @@ ve_in,98,159,0 script Fighter#job_shu 4_F_SURA,{ mes "You won't even have time to take a rest if you choose this way."; mes "You'll become a puppet for war..."; next; - switch(select("But I still want to know more.:Well, I quit then.")) { + switch(select("But I still want to know more.", "Well, I quit then.")) { case 1: mes "[???]"; mes "Aren't you an idiot?"; @@ -380,7 +380,7 @@ ve_in,98,159,0 script Fighter#job_shu 4_F_SURA,{ mes "[???]"; mes "You'll regret it, so just be satisfied with your present life."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, now that I've met you, I won't live my life this way anymore!"; next; mes "[???]"; @@ -468,14 +468,14 @@ yuno_fild07,254,176,7 script Buddy#job_shu 4_M_MONK,{ mes "[Buddy]"; mes "I don't know why you're here but please don't stand behind me unless you want to die."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "'Bruno' sent me here."; next; mes "[Buddy]"; mes "Ah! My colleague introduced me to you!"; mes "Anyway, why are you here to see me?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I asked Bruno about her strength, and she recommended me to you."; next; mes "[Buddy]"; @@ -497,10 +497,10 @@ yuno_fild07,254,176,7 script Buddy#job_shu 4_M_MONK,{ end; } else if (job_shu == 100) { mes "[Buddy]"; - mes "Ah, long time no see, "+strcharinfo(0)+"."; + mes "Ah, long time no see, "+strcharinfo(PC_NAME)+"."; mes "Are you here to meet my master?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Buddy]"; mes "I'll take you right away."; @@ -515,7 +515,7 @@ yuno_fild07,254,176,7 script Buddy#job_shu 4_M_MONK,{ } } mes "[Buddy]"; - mes strcharinfo(0)+", didn't you meet the master yet?"; + mes strcharinfo(PC_NAME)+", didn't you meet the master yet?"; next; mes "[Buddy]"; mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000"; @@ -550,7 +550,7 @@ sword_1-1,223,243,4 script Buddy#job_shu_Salong 4_M_MONK,{ mes "[Buddy]"; mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000"; next; - switch(select("Go to the living room.:Go outside.")) { + switch(select("Go to the living room.", "Go outside.")) { case 1: mes "[Buddy]"; mes "Please wait in the living room at the upper side."; @@ -702,9 +702,9 @@ OnEnable: sword_1-1,222,169,5 script Bruno#job_shu 4_F_SURA,{ if (job_shu > 4) { mes "[Bruno]"; - mes "Hey~ "+strcharinfo(0)+", what's up?"; + mes "Hey~ "+strcharinfo(PC_NAME)+", what's up?"; next; - switch(select("Let's have conversation.:Go outside.")) { + switch(select("Let's have conversation.", "Go outside.")) { case 1: if (job_shu == 100) { mes "[Bruno]"; @@ -794,14 +794,14 @@ sword_1-1,223,167,2 script Master#job_shu 4_M_SURA,{ mes "Master! This is a wolf fur coat."; mes "Put it on when it's cold."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ahhk! That is the wolf I... caught... Uhh."; next; mes "- Whack -"; next; mes "[Bruno]"; mes "Ho ho ho~"; - mes "Do you have something to say, "+strcharinfo(0)+"?"; + mes "Do you have something to say, "+strcharinfo(PC_NAME)+"?"; mes "You became a member of our family, let's get along together ~"; next; mes "[Master]"; @@ -852,7 +852,7 @@ sword_1-1,223,167,2 script Master#job_shu 4_M_SURA,{ sword_2-1,1,2,0 script Button Girl#sura 1_F_01,{ callfunc "F_GM_NPC"; - switch(select("Turn on arena.:Turn off arena.:Turn on the living room.:Turn on Buddy.:Turn on Gara.:Turn off all.:Close")) { + switch(select("Turn on arena.", "Turn off arena.", "Turn on the living room.", "Turn on Buddy.", "Turn on Gara.", "Turn off all.", "Close")) { case 1: mes "Turn on arena."; donpcevent "Drawing Room::OnEnable"; diff --git a/npc/re/jobs/3-2/wanderer.txt b/npc/re/jobs/3-2/wanderer.txt index 105a43fd0..30449e2fa 100644 --- a/npc/re/jobs/3-2/wanderer.txt +++ b/npc/re/jobs/3-2/wanderer.txt @@ -62,7 +62,7 @@ xmas,162,209,5 script Aspiring Wanderer, Soy 4_F_06,{ mes "Many people are looking forward to meeting the best Wanderer in the world."; if (BaseJob != Job_Dancer || BaseLevel < 99) close; next; - select("Dancer Kim?:Wanderer?"); + select("Dancer Kim?", "Wanderer?"); emotion e_omg,0,"Aspiring Wanderer, Soy"; mes "[Soy]"; mes "What? You don't know the famous Wanderer, Dancer Kim?"; @@ -88,7 +88,7 @@ xmas,162,209,5 script Aspiring Wanderer, Soy 4_F_06,{ mes "[Mimi]"; mes "Just hang in there, Soy. Ha ha."; next; - switch(select("Where is the performance?:End the conversation.")) { + switch(select("Where is the performance?", "End the conversation.")) { case 1: mes "[Soy]"; mes "Right in front of the Christmas tree!"; @@ -102,7 +102,7 @@ xmas,162,209,5 script Aspiring Wanderer, Soy 4_F_06,{ close; } } else if (job_wan == 1) { - if (strnpcinfo(0) == "Aspiring Wanderer, Soy") { + if (strnpcinfo(NPC_NAME) == "Aspiring Wanderer, Soy") { mes "[Soy]"; mes "The performance will be held in front of the Christmas tree here in Lutie."; mes "I can't wait! Ah~ I'm losing my senses, Mimi."; @@ -120,7 +120,7 @@ xmas,162,209,5 script Aspiring Wanderer, Soy 4_F_06,{ mes "<Nollio> is the best!!"; close; } else { - if (strnpcinfo(0) == "Aspiring Wanderer, Soy") { + if (strnpcinfo(NPC_NAME) == "Aspiring Wanderer, Soy") { mes "[Soy]"; mes "I want to become an famous Wanderer too, Mimi."; } else { @@ -150,7 +150,7 @@ xmas,132,143,5 script Performance Manager#wnd 4_M_06,{ next; while (1) { .@loop = 0; - switch(select("Sorry, I don't care.:What's the matter?:Why are you telling me this?")) { + switch(select("Sorry, I don't care.", "What's the matter?", "Why are you telling me this?")) { case 1: mes "[Performance Manager]"; mes "That's a bit harsh don't you think?"; @@ -177,7 +177,7 @@ xmas,132,143,5 script Performance Manager#wnd 4_M_06,{ } while (1) { .@loop = 0; - switch(select("Is there a problem?:Who do you mean?:It has nothing to do with me.")) { + switch(select("Is there a problem?", "Who do you mean?", "It has nothing to do with me.")) { case 1: mes "[Performance Manager]"; mes "How could they do that?"; @@ -209,7 +209,7 @@ xmas,132,143,5 script Performance Manager#wnd 4_M_06,{ } while (1) { .@loop = 0; - switch(select("Are you afraid of people?:The performers caused trouble?:Ignore him.")) { + switch(select("Are you afraid of people?", "The performers caused trouble?", "Ignore him.")) { case 1: mes "[Performance Manager]"; mes "Wouldn't you be afraid of all the eyes of people if you were me?"; @@ -237,7 +237,7 @@ xmas,132,143,5 script Performance Manager#wnd 4_M_06,{ } if (.@loop) break; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I see that you are worried that the performance is going down the drain."; mes "You wanted to make a successful performance to meet the fan's expectations."; next; @@ -250,7 +250,7 @@ xmas,132,143,5 script Performance Manager#wnd 4_M_06,{ mes "Why is <Nollio> taking this kind of attitude towards me?"; mes "Did I make any mistakes? After making a contract with them, I did everything they demanded of me!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "It's because..."; input .@inputstr$; mes "^3131FF" + .@inputstr$ + "^000000"; @@ -267,7 +267,7 @@ xmas,132,143,5 script Performance Manager#wnd 4_M_06,{ mes "[Performance Manager]"; mes "Hey! Can you please go out and find the Maestro Guitar Song?"; next; - switch(select("Ah, okay.:Why should I do that?:I won't!")) { + switch(select("Ah, okay.", "Why should I do that?", "I won't!")) { case 1: break; case 2: @@ -331,7 +331,7 @@ comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{ mes "- You found a Maestro -"; mes "- singing a weird song. -"; next; - if(select("That's a weird song.:Ignore it.") == 2) { + if(select("That's a weird song.", "Ignore it.") == 2) { mes "- What a weird person, I better stay away. -"; close; } @@ -367,7 +367,7 @@ comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{ mes "So how about it? Isn't that a tempting offer to you?"; mes "I'm a really famous Maestro at the peak of my popularity. People are dying to work with me, but you are indifferent to me lady."; next; - select("Where is Dancer Kim?:Why'd you cancel the performance?"); + select("Where is Dancer Kim?", "Why'd you cancel the performance?"); mes "[Guitar Song]"; mes "Why are you asking me that question so suddenly?"; mes "Come on, let's just talk about a pleasant matter."; @@ -382,18 +382,18 @@ comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{ job_wan = 3; close; } else if (job_wan == 3) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(Would it be possible for me to make him tell me what happened with Nollio?)"; next; - switch(select("Use Dazzler:Use Lullaby:Use Lucky Luck")) { + switch(select("Use Dazzler", "Use Lullaby", "Use Lucky Luck")) { case 1: if (getskilllv("DC_UGLYDANCE") == 5 || rand(100) >= 80) { mes "- You get closer to Song's ear. -"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Okay-"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Oi-!!!!!"; specialeffect EF_STUNATTACK; next; @@ -402,22 +402,22 @@ comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{ mes "You almost damaged my eardrum."; emotion e_an; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hey, cheer up!!!"; next; mes "[Guitar Song]"; mes "What are you talking about?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "You should know, people are addicted to your music?"; mes "So many people are supporting you with anticipation."; mes "Would you break your promise and let people down? Not giving people any reason?"; next; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Okay-"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Aaaaahhh!!!!!"; next; mes "[Guitar Song]"; @@ -436,7 +436,7 @@ comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{ mes "- You cannot use this skill without learning it. -"; close; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Looks like I will not get answer even if I force him."; close; case 3: @@ -445,43 +445,43 @@ comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{ close; } emotion e_what,1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ah, ah my Guitar Song~"; next; mes "[Guitar Song]"; mes "What? I've got goose bumps."; next; emotion e_what,1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I've been watching <Nollio> for years."; next; mes "[Guitar Song]"; mes "I know that we are that popular! Ha ha ha!"; next; emotion e_what,1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I've seen other Maestro's performances but there was no one better then Guitar Song."; next; mes "[Guitar Song]"; mes "He he he! Yes, I know I am super great!"; next; emotion e_no1,1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Oh... When I hear Guitar Song's performance for the first time I has a crush on you immediately."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "It felt like hearing mommy's lullaby~ It was so beautiful and moving... You are the best artist of our time."; next; specialeffect EF_STEAL; mes "[Guitar Song]"; mes "Ha ha ha. I know that well, but it feels good to hear a compliment from you!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "So I was looking forward to seeing your performance in Lutie this time."; mes "But after I heard the performance got cancelled, I felt so sad."; next; emotion e_sob,1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Now I can't hear Guitar Song's melody~~"; mes "I wanted to dance to your music like a beautiful butterfly."; mes "Is there no way for my dream to be true now? Sob sob..."; @@ -490,11 +490,11 @@ comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{ mes "Huh huh! No, that is not..."; next; emotion e_sob,1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I am really happy to meet you in person, but I hope to see your performance in the beautiful snowy town, Lutie.. Sob sob..."; next; emotion e_sob,1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Why in the world don't you show us the performance, Guitar Song?"; mes "Don't you like me? Sob sob.."; next; @@ -502,7 +502,7 @@ comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{ mes "[Guitar Song]"; mes "No, it's not that kind of reason!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Then please tell me, I really love your music... but now I feel so blue..."; emotion e_what; next; @@ -522,7 +522,7 @@ comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{ mes "[Guitar Song]"; mes "Pshaw."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Why did she get mad so suddenly?"; next; emotion e_swt; @@ -531,7 +531,7 @@ comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{ mes "That's what she's like."; mes "She suddenly disappeared and sent me a letter telling me that the team would be disbanded."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Where is Dancer Kim now?"; next; mes "[Guitar Song]"; @@ -645,7 +645,7 @@ hu_in01,305,251,5 script Vacant Looking Lady#wnd 4_F_CAPEGIRL,{ mes "[Vacant Looking Lady]"; mes "Are you also ignoring my wounded self-respect as a woman?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "No! He is really a caring man!"; mes "But I don't think you disbanded your precious team just because of that."; next; @@ -700,7 +700,7 @@ hu_in01,305,251,5 script Vacant Looking Lady#wnd 4_F_CAPEGIRL,{ mes "I think the life of Wanderer Dancer Kim is over now."; mes "Boo hoo hoo hoo!"; next; - if(select("Hey, don't give up.:I feel sorry for you.") == 2) { + if(select("Hey, don't give up.", "I feel sorry for you.") == 2) { mes "[Dancer Kim]"; mes "My life cannot get out of abyss now......"; close; @@ -714,7 +714,7 @@ hu_in01,305,251,5 script Vacant Looking Lady#wnd 4_F_CAPEGIRL,{ mes "But in this situation..."; mes "Do I really have a way to change it?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Exercise is the best way!"; mes "If you work hard, your bossy will be lighter than before!"; next; @@ -722,7 +722,7 @@ hu_in01,305,251,5 script Vacant Looking Lady#wnd 4_F_CAPEGIRL,{ mes "But I get tired and give up easily."; mes "I think I am going to give up."; next; - if(select("Well, there's no other way.:Let's work together.") == 1) { + if(select("Well, there's no other way.", "Let's work together.") == 1) { mes "[Dancer Kim]"; mes "No dreams and no hope..."; close; @@ -779,7 +779,7 @@ hu_fild05,342,130,5 script Dancer Kim#fild 4_F_CAPEGIRL,{ mes "You need to defeat 50 Yellow Novus!"; mes "Are you ready?"; next; - if(select("No.:Yes.") == 1) { + if(select("No.", "Yes.") == 1) { mes "[Dancer Kim]"; mes "Hurry up before I lose interest!"; close; @@ -999,8 +999,8 @@ xmas,147,135,5 script Dancer Kim#xmas 4_F_WANDERER,{ mes "Introducing!"; next; mes "[Dancer Kim]"; - mapannounce "xmas","Dancer Kim: Introducing the rising Wanderer! " + strcharinfo(0) + "!",bc_map,"0xffff00"; //FW_NORMAL 12 0 0 - mes "This rising Wanderer star, " + strcharinfo(0) + "!"; + mapannounce "xmas","Dancer Kim: Introducing the rising Wanderer! " + strcharinfo(PC_NAME) + "!",bc_map,"0xffff00"; //FW_NORMAL 12 0 0 + mes "This rising Wanderer star, " + strcharinfo(PC_NAME) + "!"; jobchange roclass(eaclass()|EAJL_THIRD); job_wan = 10; getitem Green_Apple_Ring,1; @@ -1017,7 +1017,7 @@ xmas,147,135,5 script Dancer Kim#xmas 4_F_WANDERER,{ mes "The goddess must be jealous to see your beauty."; next; mes "[Dancer Kim]"; - mes "" + strcharinfo(0) + "! I hope to see your beautiful exploits in the future."; + mes "" + strcharinfo(PC_NAME) + "! I hope to see your beautiful exploits in the future."; mes "Also, I hope you to meet your precious Maestro."; mes "Let's perform together later, shall we? Ha ha."; next; @@ -1044,7 +1044,7 @@ OnInit: - script #wander_xmas FAKE_NPC,{ end; OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } xmas,149,135,3 duplicate(#wander_xmas) Guitar Song#xmas 4_M_MINSTREL diff --git a/npc/re/jobs/novice/academy.txt b/npc/re/jobs/novice/academy.txt index f98363fee..1b6576737 100644 --- a/npc/re/jobs/novice/academy.txt +++ b/npc/re/jobs/novice/academy.txt @@ -9,8 +9,9 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2015 Hercules Dev Team -//= Copyright (C) 2015 Kisuka +//= Copyright (C) 2015-2016 Hercules Dev Team +//= Copyright (C) Ridley +//= Copyright (C) Kisuka //= //= Hercules is free software: you can redistribute it and/or modify //= it under the terms of the GNU General Public License as published by @@ -36,583 +37,761 @@ //= Teaches the player about the basics. //= Also contains Novice skill quests for First Aid and Trick Dead. //================= Current Version ======================================= -//= 1.0.1 +//= 1.1 //========================================================================= -//== Captain Carocc (Ship) ================================= -iz_int,100,91,3 script Captain Carocc#iz_int 4_M_REINDEER,{ - if(Class == Job_Novice) { - cutin "fly_trock", 2; - if(!questprogress(7471)) { - mes "[Captain Carocc]"; - mes "Had a good dream?"; - mes "Soon, we will get to ^4d4fffIzlude^000000"; - next; - mes "[Captain Carocc]"; - mes "And you can talk to other people like you just talked to me."; - next; - cutin "tutorial01",3; - mes "!- Information -!"; - mes "^4d4fffLeft mouse click allows basic game controls."; - mes "Such as conversation with NPC, movement, and attacks.^000000"; - next; - cutin "fly_trock",2; - mes "[Captain Carocc]"; - mes "Many youngsters visit the ^4d4fffRune Midgard Kingdom^000000 to chase their dreams."; - mes "Izlude is a satellite city of Prontera, the capital of the Rune Midgard Kingdom."; - next; - mes "[Captain Carocc]"; - mes "Izlude always welcomes young adventurers like you who have just started their journey to the World."; - mes "You are one of them of course."; - next; - mes "[Captain Carocc]"; - mes "I would like to tell you more stories, but it's time to get ready for arrival."; - mes "There is an academy in Izlude for newcomers like yourself."; - next; - mes "[Captain Carocc]"; - mes "Let me give you more details later."; - mes "See you back at the harbor deck."; - next; - mes "[Captain Carocc]"; - mes "To get off this ship, you should enter the ^4d4fffShining Portal^000000 over there."; - mes "All transportation is made through the portals."; - setquest 7471; - completequest 7471; - close2; - cutin "", 255; - end; - } - mes "[Captain Carocc]"; - mes "Now, we are here in Izlude~"; - mes "Go through that ^4d4fffShining Portal^000000 and exit outside."; - next; - mes "[Captain Carocc]"; - mes "Let's talk more when we get off to the deck."; - mes "There are lots of things I want to teach you."; - close2; - cutin "", 255; +//== Starting Point (iz_int) ================================= +iz_int,18,26,0 script startpoint HIDDEN_WARP_NPC,1,1,{ +OnTouch: + if (!izintspawn) { + specialeffect(EF_ANGEL3, AREA, playerattached()); // On official it is some kind of Poring Angel, but I can't find it + navigateto("int_land", NAV_NONE, 1); // individual map name not required + izintspawn = 1; + } + end; +} +iz_int01,18,27,0 duplicate(startpoint) startpoint#01 HIDDEN_WARP_NPC,1,1 +iz_int02,18,27,0 duplicate(startpoint) startpoint#02 HIDDEN_WARP_NPC,1,1 +iz_int03,18,27,0 duplicate(startpoint) startpoint#03 HIDDEN_WARP_NPC,1,1 +iz_int04,18,27,0 duplicate(startpoint) startpoint#04 HIDDEN_WARP_NPC,1,1 + +//== Wounded Swordsman (iz_int) ================================= +iz_int,56,32,3 script Wounded Swordsman#izint 4_TOWER_01,8,8,{ + if (!@display) { + classchange(4_TOWER_02, 0); + npctalk(_("Ohhhhhhh....")); + @display = 1; end; } + switch(questprogress(21001)) { + case 0: + mes("[Wounded]"); + mes("Wow! Thank you a lot!"); + mes("I don't know how this happend to our ship"); + mes("but we should go to see the captain."); + next(); + mes("[Wounded]"); + mes("... ohh, it seems my body is injured too much."); + mes("Maybe you can go without me?"); + next(); + setquest(21001); + break; + case 1: + mes("[Wounded]"); + mes("Luckily the water does not occupy the ship."); + mes("I wait here, you should go and see the captain."); + next(); + mes("[Wounded]"); + mes("I'm fine! I'm fine!"); + mes("Don't worry about me, you should really go to the captain!"); + next(); + break; + case 2: + break; + } + cutin("tutorial02", 4); + mes("^4d4dff!- Information -!^000000"); + mes("NPC Quest Received."); + mes("^4d4dffQuestinfo Shortcut is Alt + U^000000 You can check your quest status there anytime."); + close2(); + cutin("", 255); + end; + +OnInit: + questinfo(21001, QTYPE_QUEST, 1, Job_Novice); + end; + +OnTouch_: + if (@cd + 15 > gettimetick(2)) + end; + @cd = gettimetick(2); + npctalk(_("Urgh... please... help me...")); + sleep(7000); + npctalk(_("In order to talk with me.. click my body..")); + end; +} + +iz_int01,56,32,3 duplicate(Wounded Swordsman#izint) Wounded Swordsman#izinta 4_TOWER_01,8,8 +iz_int02,56,32,3 duplicate(Wounded Swordsman#izint) Wounded Swordsman#izintb 4_TOWER_01,8,8 +iz_int03,56,32,3 duplicate(Wounded Swordsman#izint) Wounded Swordsman#izintc 4_TOWER_01,8,8 +iz_int04,56,32,3 duplicate(Wounded Swordsman#izint) Wounded Swordsman#izintd 4_TOWER_01,8,8 + +int_land,58,69,5 script Sailor#int_land 4W_SAILOR,{ + if (!questprogress(21002) || questprogress(21002) == 2) { + mes("[Sailor]"); + mes("The ship is heading to Izlude soon~!"); + mes("I'll let you know when we set sail~!"); + close(); + } else { + if (countitem(Wood) >= 2) { + delitem(Wood, countitem(Wood)); + completequest(21002); + mes("[Sailor]"); + mes("Unbelievable, perfect! Any chance you want to join my crew?"); + mes("Enough talking!!"); + mes("Come on, we're ready to set sails!"); + mes("Thank you so much!"); + next(); + mes("[Sailor]"); + mes("If you want to sail with us to Izlude, jump on board!"); + getexp(600, 0); + specialeffect(EF_HEAL2, AREA, playerattached()); + heal(9999, 0); + specialeffect(EF_INCAGILITY, AREA, playerattached()); + sc_start(SC_INC_AGI, 240000, 10); + specialeffect(EF_BLESSING, AREA, playerattached()); + sc_start(SC_BLESSING, 240000, 10); + next(); + mes("[Sailor]"); + mes("Oh, and take thos ^4d4dffMagnifier^000000."); + mes("When you hunt monsters you can find ^4d4dffunidentified items^000000."); + getitem(Spectacles, 5); + next(); + mes("[Sailor]"); + mes("Using a Magnifier will identify the item."); + next(); + mes("[Sailor]"); + mes("Maybe you have already some unidentified items from your fights with those porings?"); + close(); + } + mes("[Sailor]"); + mes("These Porings stole my materials to repaid the ship. Do you help me to get them back?"); + mes("There are plenty of Porings on this Island."); + next(); + mes("[Sailor]"); + mes("I really appreciate it if you help me."); + mes("Apparently I am not allowed to move or discover this island."); + mes("Thats why I ask you~"); + close(); + } + +OnInit: + questinfo(21002, QTYPE_QUEST, 1, Job_Novice); + end; } -iz_int01,100,91,3 duplicate(Captain Carocc#iz_int) Captain Carocc#iz_int01 4_M_REINDEER -iz_int02,100,91,3 duplicate(Captain Carocc#iz_int) Captain Carocc#iz_int02 4_M_REINDEER -iz_int03,100,91,3 duplicate(Captain Carocc#iz_int) Captain Carocc#iz_int03 4_M_REINDEER -iz_int04,100,91,3 duplicate(Captain Carocc#iz_int) Captain Carocc#iz_int04 4_M_REINDEER - -//== Lumin (Ship) ========================================== -iz_int,91,81,3 script Lumin#iz_int 4_M_NOV_RUMIN,{ - if(Class == Job_Novice) { - if(!questprogress(7471)) { - mes "[Lumin]"; - mes "............"; - mes "...?"; - next; - cutin "fly_trock",2; - mes "[Captain Carocc]"; - mes "Hey, you awake now?"; - mes "That fella without much talk, I rescued him from the ocean."; - next; - mes "[Captain Carocc]"; - mes "Think he lost his memory."; - mes "I gave him a new name 'Lumin'. But, just call him Lu..."; - next; - mes "[Captain Carocc]"; - mes "And you can talk to other people like you just talked to me."; - next; - cutin "tutorial01",3; - mes "!- Information -!"; - mes "^4d4fffLeft mouse click allows basic game control."; - mes "Such as conversation with NPC, movement, and attacks.^000000"; - next; - cutin "fly_trock",2; - mes "[Captain Carocc]"; - mes "Many youngsters visit the ^4d4fffRune Midgard Kingdom^000000 to chase their dreams."; - mes "Izlude is a satellite city of Prontera, the capital of the Rune Midgard Kingdom."; - next; - mes "[Captain Carocc]"; - mes "Izlude always welcomes young adventurers like you who have just started their journey to the World."; - mes "You are one of them of course."; - next; - mes "[Captain Carocc]"; - mes "I would like to tell you more stories, but it's time to get ready for arrival."; - mes "There is an academy in Izlude for newcomers like yourself."; - next; - mes "[Captain Carocc]"; - mes "Let me give you more detail later."; - mes "See you back at the harbor deck."; - next; - mes "[Captain Carocc]"; - mes "To get off this ship, you should enter the ^4d4fffShining Portal^000000 over there."; - mes "All transportation is made through those portals."; - setquest 7471; - completequest 7471; - next; - cutin "nov_lumin01",0; - mes "[Lumin]"; - mes "Yes."; - next; - cutin "fly_trock",2; - mes "[Carocc]"; - mes "Oh, boy."; - mes "What cute reaction."; - close2; - cutin "", 255; +int_land01,58,69,5 duplicate(Sailor#int_land) Sailor#int_land01 4W_SAILOR +int_land02,58,69,5 duplicate(Sailor#int_land) Sailor#int_land02 4W_SAILOR +int_land03,58,69,5 duplicate(Sailor#int_land) Sailor#int_land03 4W_SAILOR +int_land04,58,69,5 duplicate(Sailor#int_land) Sailor#int_land04 4W_SAILOR + +//== Captain Carocc (int_land) ================================= +int_land,78,103,5 script Captain Carocc#int_land 4_M_REINDEER,{ + switch(questprogress(21002)) { + case 0: + mes("[Captain Carocc]"); + mes("There are still people in the cabins?!"); + mes("At least you are save."); + mes("Are you alright?"); + next(); + if (select("Im alright, but others need help.", "I think I am the last?") == 1) { + mes("[Captain Carocc]"); + mes("There are more people left?"); + mes("I will send a rescue team to them"); + mes("Thank you for your report"); + } else { + mes("[Captain Carocc]"); + mes("Alright, thats good."); + mes("The storm came unexpected but I never thought it hit us that hard."); + } + next(); + mes("[Captain Carocc]"); + mes("At least, most people are already in safety."); + next(); + mes("[Captain Carocc]"); + mes("Look at the trees there, ^4d4dfffollow them to the southwest^000000 to find a new ship."); + mes("The Ship will take you to ^4d4dffIzlude^000000, our original destination."); + next(); + mes("[Captain Carocc]"); + mes("Ah! Speaking of it, those ^4d4dffPorings^000000 on this island drop several material we could need for reparation."); + next(); + mes("[Captain Carocc]"); + mes("^4d4dffKill the Porings and bring 2 Lumber to the southern crew^000000."); + next(); + mes("[Captain Carocc]"); + mes("It is hard, but you look tough enough for this task."); + if (questprogress(21001) == 1) + completequest(21001); + specialeffect(EF_HEAL2, AREA, playerattached()); + heal(9999, 0); + specialeffect(EF_INCAGILITY, AREA, playerattached()); + sc_start(SC_INC_AGI, 240000, 10); + specialeffect(EF_BLESSING, AREA, playerattached()); + sc_start(SC_BLESSING, 240000, 10); + getexp(600, 0); + setquest(21002); + next(); + mes("[Captain Carocc]"); + mes("Speaking of Porings, you have to equip your gears."); + mes("You should have a^4d4dffweapon and an armor^000000 equipped."); + next(); + cutin("tutorial03", 4); + mes("!- Information -!"); + mes("^4d4dffYou can equip gear or use items by simply double click them."); + mes("Item window can be opened by pressing Alt + E or using the buttons.^000000"); + next(); + mes("!- Information -!"); + mes("^4d4dffEquipped Items can be seen by pressing ALT + Q."); + mes("Either double click or drag & drop them.^000000"); + next(); + cutin("", 255); + mes("[Captain Carocc]"); + mes("Kill Porings and bring the Lumber to the crew."); + mes("Good Luck!"); + close(); + case 1: + mes("[Captain Carocc]"); + specialeffect(EF_HEAL2, AREA, playerattached()); + heal(9999, 0); + specialeffect(EF_INCAGILITY, AREA, playerattached()); + sc_start(SC_INC_AGI, 240000, 10); + specialeffect(EF_BLESSING, AREA, playerattached()); + sc_start(SC_BLESSING, 240000, 10); + mes("^4d4dffThe Ship^000000 anchored in the southwest. It will take you to Izlude."); + mes("Don't forget to ^4d4dffget some Lumber^000000 for the ship."); + next(); + mes("[Captain Carocc]"); + mes("Wear your equipment."); + mes("Your knife is more helpful than fists."); + mes("Once you have the Lumber, talk to the crew."); + close(); + case 3: + break; + } + mes("[Captain Carocc]"); + mes("Everything is ready to sail over to Izlude."); + mes("The ship is located at the south-western part of the island."); + close(); + +OnInit: + questinfo(21002, QTYPE_QUEST, 1, Job_Novice); + end; +} + +int_land01,78,103,5 duplicate(Captain Carocc#int_land) Captain Carocc#iz_int01 4_M_REINDEER +int_land02,78,103,5 duplicate(Captain Carocc#int_land) Captain Carocc#iz_int02 4_M_REINDEER +int_land03,78,103,5 duplicate(Captain Carocc#int_land) Captain Carocc#iz_int03 4_M_REINDEER +int_land04,78,103,5 duplicate(Captain Carocc#int_land) Captain Carocc#iz_int04 4_M_REINDEER + +//== Lumin (int_land) ========================================== +int_land,73,100,3 script Lumin#iz_int 4_M_NOV_RUMIN,{ + if (Class == Job_Novice) { + if (!questprogress(7471)) { + cutin("nov_lumin01", 0); + mes("[Lumin]"); + mes("............"); + mes("...?"); + next(); + cutin("fly_trock", 2); + mes("[Captain Carocc]"); + mes("Hey, you awake now?"); + mes("That fella without much talk, I rescued him from the ocean."); + next(); + mes("[Captain Carocc]"); + mes("Think he lost his memory."); + mes("I gave him a new name 'Lumin'. But, just call him Lu..."); + next(); + mes("[Captain Carocc]"); + mes("And you can talk to other people like you just talked to me."); + next(); + cutin("tutorial01", 3); + mes("!- Information -!"); + mes("^4d4fffLeft mouse click allows basic game control."); + mes("Such as conversation with NPC, movement, and attacks.^000000"); + next(); + cutin("fly_trock", 2); + mes("[Captain Carocc]"); + mes("Many youngsters visit the ^4d4fffRune Midgard Kingdom^000000 to chase their dreams."); + mes("Izlude is a satellite city of Prontera, the capital of the Rune Midgard Kingdom."); + next(); + mes("[Captain Carocc]"); + mes("Izlude always welcomes(young adventurers like you who have just started their journey to the World."); + mes("You are one of them of course."); + next(); + mes("[Captain Carocc]"); + mes("I would like to tell you more stories, but it's time to get ready for arrival."); + mes("There is an academy in Izlude for newcomers like yourself."); + next(); + mes("[Captain Carocc]"); + mes("Let me give you more detail later."); + mes("See you back at the harbor deck."); + next(); + mes("[Captain Carocc]"); + mes("To get off this Island, you should enter the ^4d4fffShining Portal^000000 on the ship."); + mes("All transportation is made through those portals."); + setquest(7471); + completequest(7471); + next(); + cutin("nov_lumin01", 0); + mes("[Lumin]"); + mes("Yes."); + next(); + classchange(HIDDEN_WARP_NPC, 0); + cutin("fly_trock", 2); + mes("[Carocc]"); + mes("Oh, boy."); + mes("What cute reaction."); + close2(); + cutin("", 255); end; } - cutin "nov_lumin01",0; - mes "[Lumin]"; - mes "....."; - next; + cutin("nov_lumin01", 0); + mes("[Lumin]"); + mes("....."); + next(); select("Should I introduce myself?", "My name is ~!"); - mes "["+strcharinfo(0)+"]"; - mes "I am "+strcharinfo(0)+"!"; - next; - mes "[Lu]"; - mes "....."; - next; - mes "[Lu]"; - mes "....."; - mes "....So?"; - next; - mes "- Lu just walked away with a cynical look on his face."; - next; - cutin "fly_trock",2; - mes "[Carocc]"; - mes "He's just shy, you know."; - mes "You will see him again in Izlude, be good to him please."; - next; - mes "[Carocc]"; - mes "From now on, I'll be driving this ship around Izlude."; - mes "Let's go, shall we?"; - close2; - cutin "", 255; + mesf("[%s]", strcharinfo(PC_NAME)); + mesf("I am %s!", strcharinfo(PC_NAME)); + next(); + mes("[Lu]"); + mes("....."); + next(); + mes("[Lu]"); + mes("....."); + mes("....So?"); + next(); + classchange(HIDDEN_WARP_NPC, 0); + mes("- Lu just walked away with a cynical look on his face."); + next(); + cutin("fly_trock", 2); + mes("[Carocc]"); + mes("He's just shy, you know."); + mes("You will see him again in Izlude, be good to him please."); + next(); + mes("[Carocc]"); + mes("From now on, I'll be driving this ship around Izlude."); + mes("Let's go, shall we?"); + close2(); + cutin("", 255); end; } +OnInit: + questinfo(7471, QTYPE_QUEST, 1, Job_Novice); + end; } -iz_int01,91,81,3 duplicate(Lumin#iz_int) Lumin#iz_int01 4_M_NOV_RUMIN -iz_int02,91,81,3 duplicate(Lumin#iz_int) Lumin#iz_int02 4_M_NOV_RUMIN -iz_int03,91,81,3 duplicate(Lumin#iz_int) Lumin#iz_int03 4_M_NOV_RUMIN -iz_int04,91,81,3 duplicate(Lumin#iz_int) Lumin#iz_int04 4_M_NOV_RUMIN +int_land01,73,100,3 duplicate(Lumin#iz_int) Lumin#iz_int01 4_M_NOV_RUMIN +int_land02,73,100,3 duplicate(Lumin#iz_int) Lumin#iz_int02 4_M_NOV_RUMIN +int_land03,73,100,3 duplicate(Lumin#iz_int) Lumin#iz_int03 4_M_NOV_RUMIN +int_land04,73,100,3 duplicate(Lumin#iz_int) Lumin#iz_int04 4_M_NOV_RUMIN //== Captain Carocc ======================================== izlude,198,213,3 script Captain Carocc#iz 4_M_REINDEER,5,5,{ - cutin "fly_trock.bmp", 2; + cutin("fly_trock", 2); if (Class == Job_Novice && BaseLevel < 15) { if (questprogress(4269) == 2) { if (questprogress(7471) == 2 || questprogress(7472) > 0) { - mes "[Carocc]"; - mes "Oh, "+strcharinfo(0)+"!"; - mes "Why are you here at the wharf?"; - mes "I guess you are doing well at the academy."; - next; - mes "[Carocc]"; - mes "I'm going to be docking and reparing the ship here for a while."; - mes "I will be taking the same route I tried before."; - next; + mes("[Carocc]"); + mesf("Oh, %s!", strcharinfo(PC_NAME)); + mes("Why are you here at the wharf?"); + mes("I guess you are doing well at the academy."); + next(); + mes("[Carocc]"); + mes("I'm going to be docking and reparing the ship here for a while."); + mes("I will be taking the same route I tried before."); + next(); } else { - mes "[Carocc]"; - mes "Hmm? You must be a student of the Criatura Academy?"; - mes "Were you on my ship?"; - mes "Hmm I can't remember."; - next; - mes "[Carocc]"; - mes "Well, anything is fine."; - mes "Shall I go easy on you since you said you were a student of the Academy?"; - mes "I am still the captain of the ship, regardless."; - next; + mes("[Carocc]"); + mes("Hmm? You must be a student of the Criatura Academy?"); + mes("Were you on my ship?"); + mes("Hmm I can't remember."); + next(); + mes("[Carocc]"); + mes("Well, anything is fine."); + mes("Shall I go easy on you since you said you were a student of the Academy?"); + mes("I am still the captain of the ship, regardless."); + next(); } - mes "[Carocc]"; - mes "I plan on taking off as soon as the repairs are complete."; - mes "The route will open with ^4d4dffPharos Lighthouse^000000 by then."; - close; + mes("[Carocc]"); + mes("I plan on taking off as soon as the repairs are complete."); + mes("The route will open with ^4d4dffPharos Lighthouse^000000 by then."); + close(); } else { if (questprogress(7471) == 2) { if (!questprogress(7472)) { - mes "[Carocc]"; - mes "This is Izlude."; - mes "The best city for you to take wings to your dreams."; - next; - mes "[Carocc]"; - mes "Although I don't have any particular feelings for you,"; - mes "I've seen a lot of young people like you, while operating the ship."; - next; - mes "[Carocc]"; - mes "There were those among them who succeeded and failed and went back after being unable to adjust."; - mes "I want you to have a successful start with this place."; - next; - mes "[Carocc]"; - mes "Did you know this?"; - mes "Izlude has a new Institute for budding adventurers like you!"; - next; + mes("[Carocc]"); + mes("This is Izlude."); + mes("The best city for you to take wings to your dreams."); + next(); + mes("[Carocc]"); + mes("Although I don't have any particular feelings for you,"); + mes("I've seen a lot of young people like you, while operating the ship."); + next(); + mes("[Carocc]"); + mes("There were those among them who succeeded and failed and went back after being unable to adjust."); + mes("I want you to have a successful start with this place."); + next(); + mes("[Carocc]"); + mes("Did you know this?"); + mes("Izlude has a new Institute for budding adventurers like you!"); + next(); select("You mean the Academy?"); - mes "[Carocc]"; - mes "Yes! It's called the ^4d4dffRoyal Criatura Academy^000000."; - mes "Founded by the Rune Midgard lineage to help out new adventurers."; - next; - mes "[Carocc]"; - mes "A friend of mine works there, so I 'll give you the introduction to him."; - mes "He could make a lot of things easier for you."; - next; - mes "[Carocc]"; - mes "He usually talks to new adventurers near the entrance of the academy."; - mes "Go and meet him there."; - next; + mes("[Carocc]"); + mes("Yes! It's called the ^4d4dffRoyal Criatura Academy^000000."); + mes("Founded by the Rune Midgard lineage to help out new adventurers."); + next(); + mes("[Carocc]"); + mes("A friend of mine works there, so I 'll give you the introduction to him."); + mes("He could make a lot of things easier for you."); + next(); + mes("[Carocc]"); + mes("He usually talks to new adventurers near the entrance of the academy."); + mes("Go and meet him there."); + next(); if (!questprogress(7473)) { - mes "[Carocc]"; - mes "His name is ^4d4dffHun^000000"; - mes "I will mark his spot on the map so go to see him."; - setquest 7472; - viewpoint 1,122,207,0,0x4d4dff; - next; - mes "!- Information -!"; - mes "The ^4d4dffMini map can be seen on the right top of the screen."; - mes "You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000"; - next; - cutin "tutorial02.bmp", 4; - mes "!- Information -!"; - mes "Received a Quest from ^4d4dff Captain Carocc."; - mes "The quest content can be checked from the quest window."; - next; - mes "!- Information -!"; - mes "Quest window can be opened by pressing ^4d4dffAlt + u^000000 keys together."; - next; - cutin "", 255; - mes "[Carocc]"; - mes "If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI>here"; - mes "Yes, the part that says 'Hun'."; - next; - mes "!- Information -!"; - mes "^4d4dffThe icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means a link to navigation directions."; - cutin "navi01.bmp", 4; - next; - mes "!- Information -!"; - mes "If you press info after selecting a task in the objectives^4d4dff,"; - mes "an arrow pointing to the location of the objective will pop up along with the navigation help."; - cutin "navi02.bmp", 4; - next; - cutin "", 255; - mes "[Carocc]"; - mes "Anyway, my friend will help you register with the academy"; - mes "I hope it can help you for your future."; - close; + mes("[Carocc]"); + mes("His name is ^4d4dffHun^000000"); + mes("I will mark his spot on the map so go to see him."); + setquest(7472); + viewpoint 1, 122, 207, 0, 0x4d4dff; + next(); + mes("!- Information -!"); + mes("The ^4d4dffMini map can be seen on the right top of the screen."); + mes("You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000"); + next(); + cutin("tutorial02", 4); + mes("!- Information -!"); + mes("Received a Quest from ^4d4dff Captain Carocc."); + mes("The quest content can be checked from the quest window."); + next(); + mes("!- Information -!"); + mes("Quest window can be opened by pressing ^4d4dffAlt + u^000000 keys together."); + next(); + cutin("", 255); + mes("[Carocc]"); + mes("If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI>here"); + mes("Yes, the part that says 'Hun'."); + next(); + mes("!- Information -!"); + mes("^4d4dffThe icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means a link to navigation directions."); + cutin("navi01", 4); + next(); + mes("!- Information -!"); + mes("If you press info after selecting a task in the objectives^4d4dff,"); + mes("an arrow pointing to the location of the objective will pop up along with the navigation help."); + cutin("navi02", 4); + next(); + cutin("", 255); + mes("[Carocc]"); + mes("Anyway, my friend will help you register with the academy"); + mes("I hope it can help you for your future."); + close(); } else { select("I know who you're talking about."); - mes "[Carocc]"; - mes "Then there's no worry."; - mes "He'll introduce you to the academy."; - next; - mes "[Carocc]"; - mes "OK. I will show you the direction. You try it again."; - mes "By the way, did I tell you his name? His name is ^4d4dffHun^000000"; - viewpoint 1,122,207,1,0x4d4dff; - next; - mes "!- Information -!"; - mes "^4d4dff Mini map can be seen on the right top of the screen."; - mes "You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000"; - next; - mes "[Carocc]"; - mes "If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> here"; - mes "Yes, the part that says [Hun]."; - next; - mes "!- Information -!"; - mes "^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means"; - mes "a link to navigation directions."; - cutin "navi01.bmp", 4; - next; - mes "!- Information -!"; - mes "If you press info after selecting a task in the objectives^4d4dff,"; - mes "an arrow pointing to the location of the objective will pop up along with navigation help"; - cutin "navi02.bmp", 4; - next; - cutin "", 255; - mes "[Carocc]"; - mes "Anyway, my friend will help you register with the academy"; - mes "I hope it will help you out in your journey"; - close; + mes("[Carocc]"); + mes("Then there's no worry."); + mes("He'll introduce you to the academy."); + next(); + mes("[Carocc]"); + mes("OK. I will show you the direction. You try it again."); + mes("By the way, did I tell you his name? His name is ^4d4dffHun^000000"); + viewpoint 1, 122, 207, 1, 0x4d4dff; + next(); + mes("!- Information -!"); + mes("^4d4dff Mini map can be seen on the right top of the screen."); + mes("You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000"); + next(); + mes("[Carocc]"); + mes("If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> here"); + mes("Yes, the part that says [Hun]."); + next(); + mes("!- Information -!"); + mes("^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means"); + mes("a link to navigation directions."); + cutin("navi01", 4); + next(); + mes("!- Information -!"); + mes("If you press info after selecting a task in the objectives^4d4dff,"); + mes("an arrow pointing to the location of the objective will pop up along with navigation help"); + cutin("navi02", 4); + next(); + cutin("", 255); + mes("[Carocc]"); + mes("Anyway, my friend will help you register with the academy"); + mes("I hope it will help you out in your journey"); + close(); } } else if (questprogress(7472) == 1) { - mes "[Carocc]"; - mes "If you want, you can step forward to the world right away."; - mes "However, I recommend you visit the Academy first."; - next; - mes "[Carocc]"; - mes "The world is a lonely place to be alone."; - mes "The Academy has people you can make as lifetime companions."; - next; - mes "[Carocc]"; - mes "My friend Hun will be around the academy entrance."; - mes "If you don't know the way I'll point it out to you again."; - viewpoint 1,122,207,0,0x4d4dff; - next; - mes "[Carocc]"; - mes "If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI>here"; - mes "Yes, the part that says ''Hun''."; - next; - mes "!- Information -!"; - mes "^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means"; - mes "a link to navigation directions."; - cutin "navi01.bmp", 4; - next; - mes "!- Information -!"; - mes "If you press info after selecting a task in the objectives^4d4dff,"; - mes "an arrow pointing to the location of the objective will pop up along with navigation help."; - cutin "navi02.bmp", 4; - next; - cutin "", 255; - mes "[Carocc]"; - mes "Anyway, my friend will help you register with the academy."; - mes "I hope it will help you out in your journey."; - close; + mes("[Carocc]"); + mes("If you want, you can step forward to the world right away."); + mes("However, I recommend you visit the Academy first."); + next(); + mes("[Carocc]"); + mes("The world is a lonely place to be alone."); + mes("The Academy has people you can make as lifetime companions."); + next(); + mes("[Carocc]"); + mes("My friend Hun will be around the academy entrance."); + mes("If you don't know the way I'll point it out to you again."); + viewpoint 1, 122, 207, 0, 0x4d4dff; + next(); + mes("[Carocc]"); + mes("If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI>here"); + mes("Yes, the part that says ''Hun''."); + next(); + mes("!- Information -!"); + mes("^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means"); + mes("a link to navigation directions."); + cutin("navi01", 4); + next(); + mes("!- Information -!"); + mes("If you press info after selecting a task in the objectives^4d4dff,"); + mes("an arrow pointing to the location of the objective will pop up along with navigation help."); + cutin("navi02", 4); + next(); + cutin("", 255); + mes("[Carocc]"); + mes("Anyway, my friend will help you register with the academy."); + mes("I hope it will help you out in your journey."); + close(); } else { - mes "[Carocc]"; - mes "Oh, " + strcharinfo(0) + "!"; - mes "Still being dilligent?"; - mes "I've been busy, also."; - mes "I was reparing the ship."; - next; - mes "[Carocc]"; - mes "I'll be taking off as soon as the repairs are complete."; - mes "At that time, the sailing route to ^4d4dffPharos lighthouse ^000000 will be opened."; - mes "Be excited for it."; - close; + mes("[Carocc]"); + mesf("Oh, %s!", strcharinfo(PC_NAME)); + mes("Still being dilligent?"); + mes("I've been busy, also."); + mes("I was reparing the ship."); + next(); + mes("[Carocc]"); + mes("I'll be taking off as soon as the repairs are complete."); + mes("At that time, the sailing route to ^4d4dffPharos lighthouse ^000000 will be opened."); + mes("Be excited for it."); + close(); } } else { if (!questprogress(7472)) { - mes "[Carocc]"; - mes "Hello?"; - mes "Is it your first time on Izlude?"; - next; + mes("[Carocc]"); + mes("Hello?"); + mes("Is it your first time on Izlude?"); + next(); switch(select("Hello?", "Let me get on the ship!", "I don't know what to do.")) { case 1: - mes "[Carocc]"; - mes "You look strong and able!"; - mes "I like able people like you!"; - mes "Always be healthy and strong as you are now."; - close; + mes("[Carocc]"); + mes("You look strong and able!"); + mes("I like able people like you!"); + mes("Always be healthy and strong as you are now."); + close(); case 2: - mes "[Carocc]"; - mes "I usually travel to ^4d4dffPharos Lighthouse^000000."; - mes "But I'm resting up due to some problems."; - next; - mes "[Carocc]"; - mes "If it's Alberta or Byalan Island, talk to the next sailor."; - close; + mes("[Carocc]"); + mes("I usually travel to ^4d4dffPharos Lighthouse^000000."); + mes("But I'm resting up due to some problems."); + next(); + mes("[Carocc]"); + mes("If it's Alberta or Byalan Island, talk to the next sailor."); + close(); case 3: - mes "[Carocc]"; - mes "Hmm? You said you didn't know what to do."; - mes "Since you're at Izlude, why don't you visit ^4d4dffCriatura Academy^000000?"; - next; - mes "[Carocc]";; - mes "Izlude has the Institute for budding adventurers like you"; - mes "A friend of mine works there, so I'll give you the introduction to him."; - next; - mes "[Carocc]"; - mes "He ususally talks to new adventurers near the entrance of an academy."; - mes "Go and meet him personally."; - next; + mes("[Carocc]"); + mes("Hmm? You said you didn't know what to do."); + mes("Since you're at Izlude, why don't you visit ^4d4dffCriatura Academy^000000?"); + next(); + mes("[Carocc]");; + mes("Izlude has the Institute for budding adventurers like you"); + mes("A friend of mine works there, so I'll give you the introduction to him."); + next(); + mes("[Carocc]"); + mes("He ususally talks to new adventurers near the entrance of an academy."); + mes("Go and meet him personally."); + next(); if (!questprogress(7473)) { - mes "[Carocc]"; - mes "His name is ^4d4dffHun^000000"; - mes "I will mark his location on the map so go to see him."; - setquest 7472; - viewpoint 1,122,207,0,0x4d4dff; - next; - mes "!- Information -!"; - mes "^4d4dff Mini map can be seen on the right top of the screen."; - mes "You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000"; - next; - mes "!- Information -!"; - mes "Received a Quest from ^4d4dffCaptain Carocc."; - mes "Contents of your Quest can be monitored on the Quest information window."; - next; - mes "!- Information -!"; - mes "Quest window can be opened by pressing the ^4d4dffAlt + u^000000 key."; - next; - mes "[Carocc]"; - mes "If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> here"; - mes "Yes, the part that says [Hun]."; - next; - mes "!- Information -!"; - mes "^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means"; - mes "a link to navigation directions."; - cutin "navi01.bmp", 4; - next; - mes "!- Information -!"; - mes "If you press info after selecting a task in the objectives^4d4dff,"; - mes "an arrow pointing to the location of the objective will pop up along with navigation help"; - cutin "navi02.bmp", 4; - next; - cutin "", 255; - mes "[Carocc]"; - mes "Anyway, my friend will help you register with the academy"; - mes "I hope it will help you out in your journey"; - close; + mes("[Carocc]"); + mes("His name is ^4d4dffHun^000000"); + mes("I will mark his location on the map so go to see him."); + setquest(7472); + viewpoint 1, 122, 207, 0, 0x4d4dff; + next(); + mes("!- Information -!"); + mes("^4d4dff Mini map can be seen on the right top of the screen."); + mes("You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000"); + next(); + mes("!- Information -!"); + mes("Received a Quest from ^4d4dffCaptain Carocc."); + mes("Contents of your Quest can be monitored on the Quest information window."); + next(); + mes("!- Information -!"); + mes("Quest window can be opened by pressing the ^4d4dffAlt + u^000000 key."); + next(); + mes("[Carocc]"); + mes("If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> here"); + mes("Yes, the part that says [Hun]."); + next(); + mes("!- Information -!"); + mes("^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means"); + mes("a link to navigation directions."); + cutin("navi01", 4); + next(); + mes("!- Information -!"); + mes("If you press info after selecting a task in the objectives^4d4dff,"); + mes("an arrow pointing to the location of the objective will pop up along with navigation help"); + cutin("navi02", 4); + next(); + cutin("", 255); + mes("[Carocc]"); + mes("Anyway, my friend will help you register with the academy"); + mes("I hope it will help you out in your journey"); + close(); } else { select("I know who you're talking about."); - mes "[Carocc]"; - mes "Then there's no worry."; - mes "He'll introduce you to the academy."; - next; - mes "[Carocc]"; - mes "OK. I will show you the direction. You try it again."; - mes "By the way, did I tell you his name? His name is ^4d4dffHun^000000"; - viewpoint 1,122,207,1,0x4d4dff; - next; - mes "!- Information -!"; - mes "^4d4dff Mini map can be seen on the right top of the screen."; - mes "You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000"; - next; - mes "[Carocc]"; - mes "If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> here"; - mes "Yes, the part that says [Hun]."; - next; - mes "!- Information -!"; - mes "^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means"; - mes "a link to navigation directions."; - cutin "navi01.bmp", 4; - next; - mes "!- Information -!"; - mes "If you press info after selecting a task in the objectives^4d4dff,"; - mes "an arrow pointing to the location of the objective will pop up along with navigation help"; - cutin "navi02.bmp", 4; - next; - cutin "", 255; - mes "[Carocc]"; - mes "Anyway, my friend will help you register with the academy"; - mes "I hope it will help you out in your journey"; - close; + mes("[Carocc]"); + mes("Then there's no worry."); + mes("He'll introduce you to the academy."); + next(); + mes("[Carocc]"); + mes("OK. I will show you the direction. You try it again."); + mes("By the way, did I tell you his name? His name is ^4d4dffHun^000000"); + viewpoint 1, 122, 207, 1, 0x4d4dff; + next(); + mes("!- Information -!"); + mes("^4d4dff Mini map can be seen on the right top of the screen."); + mes("You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000"); + next(); + mes("[Carocc]"); + mes("If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> here"); + mes("Yes, the part that says [Hun]."); + next(); + mes("!- Information -!"); + mes("^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means"); + mes("a link to navigation directions."); + cutin("navi01", 4); + next(); + mes("!- Information -!"); + mes("If you press info after selecting a task in the objectives^4d4dff,"); + mes("an arrow pointing to the location of the objective will pop up along with navigation help"); + cutin("navi02", 4); + next(); + cutin("", 255); + mes("[Carocc]"); + mes("Anyway, my friend will help you register with the academy"); + mes("I hope it will help you out in your journey"); + close(); } } } else if (questprogress(7472) == 1) { - mes "[Carocc]"; - mes "Ah, it's you."; - mes "This guy has also decided to register at Criatura Academy."; - mes "This might be a good destiny for you. Hope you and him can be good friends."; - next; - cutin "nov_lumin01.bmp", 0; - mes "[Lumin]"; - mes "........."; - next; - cutin "", 255; - mes "[Carocc]"; - mes "If you want, you can step forward to the world right away."; - mes "However, I recommend you visit the Academy first."; - next; - mes "[Carocc]"; - mes "The world is a lonely place to be alone."; - mes "The Academy has people you could make into lifetime companions."; - next; - mes "[Carocc]"; - mes "My friend <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> will be around the academy entrance."; - mes "If you don't know the way I'll point it out to you again."; - viewpoint 1,122,207,1,0x4d4dff; - next; - mes "[Carocc]"; - mes "then, Good luck!"; - close; + mes("[Carocc]"); + mes("Ah, it's you."); + mes("This guy has also decided to register at Criatura Academy."); + mes("This might be a good destiny for you. Hope you and him can be good friends."); + next(); + cutin("nov_lumin01", 0); + mes("[Lumin]"); + mes("........."); + next(); + cutin("", 255); + mes("[Carocc]"); + mes("If you want, you can step forward to the world right away."); + mes("However, I recommend you visit the Academy first."); + next(); + mes("[Carocc]"); + mes("The world is a lonely place to be alone."); + mes("The Academy has people you could make into lifetime companions."); + next(); + mes("[Carocc]"); + mes("My friend <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> will be around the academy entrance."); + mes("If you don't know the way I'll point it out to you again."); + viewpoint 1, 122, 207, 1, 0x4d4dff; + next(); + mes("[Carocc]"); + mes("then, Good luck!"); + close(); } else { - mes "[Carocc]"; - mes "Oh, We meet again."; - mes "Do you by any chance need a ship?"; - mes "I usually travel to the port in Paros."; - mes "If you need to go to Paros later, come see me."; - close; + mes("[Carocc]"); + mes("Oh, We meet again."); + mes("Do you by any chance need a ship?"); + mes("I usually travel to the port in Paros."); + mes("If you need to go to Paros later, come see me."); + close(); } } } } else { if (questprogress(7471) == 2 || questprogress(7472) > 0) { - mes "[Carocc]"; - mes "It's been a while!"; - mes "Looking at your expression, you must be doing well."; - next; + mes("[Carocc]"); + mes("It's been a while!"); + mes("Looking at your expression, you must be doing well."); + next(); switch(select("Take me to Pharos Lighthouse", "To Alberta", "Talk")) { case 1: - mes "[Carocc]"; - mes "Do you want to go to Pharos Lighthouse on the southern coast of Morocc?"; - mes "The fee is 2800 zeny. I have a crew that needs payment so this fee is non-negotiable."; - next; - if(select("To Pharos Lighthouse!", "Cancel") == 1) { + mes("[Carocc]"); + mes("Do you want to go to Pharos Lighthouse on the southern coast of Morocc?"); + mes("The fee is 2800 zeny. I have a crew that needs payment so this fee is non-negotiable."); + next(); + if (select("To Pharos Lighthouse!", "Cancel") == 1) { if (Zeny > 2799) { - mes "[Carocc]"; - mes "Let us travel with the wing in our hair."; + mes("[Carocc]"); + mes("Let us travel with the wing in our hair."); Zeny -= 2800; - close2; - cutin "", 255; - warp "cmd_fild07", 92, 129; + close2(); + cutin("", 255); + warp("cmd_fild07", 92, 129); end; } else { - mes "[Carocc]"; - mes "Sorry but you are short of the boarding fee."; - mes "I need 2800z to operate."; - close; + mes("[Carocc]"); + mes("Sorry but you are short of the boarding fee."); + mes("I need 2800z to operate."); + close(); } } - mes "[Carocc]"; - mes "OK."; - mes "Do you know this, by the way?"; - mes "^4d4dffThere's a Rogue hideout at Pharos Lighthouse^000000."; - mes "You already knew this?"; - close; + mes("[Carocc]"); + mes("OK."); + mes("Do you know this, by the way?"); + mes("^4d4dffThere's a Rogue hideout at Pharos Lighthouse^000000."); + mes("You already knew this?"); + close(); case 2: - mes "[Carocc]"; - mes "I thought you knew that I only go to Pharos?"; - mes "Ask the sailor over there, he's the one that goes there frequently."; - next; - mes "[Carocc]"; - mes "There are plenty of other ships that travel to Alberta and Byalan Islands."; - close; + mes("[Carocc]"); + mes("I thought you knew that I only go to Pharos?"); + mes("Ask the sailor over there, he's the one that goes there frequently."); + next(); + mes("[Carocc]"); + mes("There are plenty of other ships that travel to Alberta and Byalan Islands."); + close(); case 3: - mes "[Carocc]"; - mes "Hmm. I'm content with the well being of you and other adventurers who passed me by."; - next; - mes "[Carocc]"; - mes "Lumin must be doing well too."; - mes "I wonder why you feel like my own child even though we've only met from the sea."; - close; + mes("[Carocc]"); + mes("Hmm. I'm content with the well being of you and other adventurers who passed me by."); + next(); + mes("[Carocc]"); + mes("Lumin must be doing well too."); + mes("I wonder why you feel like my own child even though we've only met from the sea."); + close(); } } else { - mes "[Carocc]"; - mes "I am Carocc, the caption of this ship."; - mes "Do you need a ship?"; - next; - if(select("Pharos Lighthouse - 2800z", "Don't need it.") == 1) { + mes("[Carocc]"); + mes("I am Carocc, the caption of this ship."); + mes("Do you need a ship?"); + next(); + if (select("Pharos Lighthouse - 2800z", "Don't need it.") == 1) { if (Zeny > 2799) { - mes "[Carocc]"; - mes "Let us travel with the wind in our hair."; + mes("[Carocc]"); + mes("Let us travel with the wind in our hair."); Zeny -= 2800; - close2; - cutin "", 255; - warp "cmd_fild07", 92, 129; + close2(); + cutin("", 255); + warp("cmd_fild07", 92, 129); end; } else { - mes "[Carocc]"; - mes "Sorry but you are short of the boarding fee."; - mes "I need 2800z to operate."; - close; + mes("[Carocc]"); + mes("Sorry but you are short of the boarding fee."); + mes("I need 2800z to operate."); + close(); } } - mes "[Carocc]"; - mes "Then use it next time."; - close; + mes("[Carocc]"); + mes("Then use it next time."); + close(); } } - cutin "", 255; + cutin("", 255); end; OnInit: - questinfo 7472, QTYPE_QUEST, 1, Job_Novice; - //SetQuestLevel 7472 1 14 + questinfo(7472, QTYPE_QUEST, 1, Job_Novice); + //setquestLevel 7472 1 14 //SetQuestQuest 7472 7473 0 end; OnTouch: if (Class == Job_Novice && BaseLevel < 15 && !questprogress(4269)) - emotion e_gasp; + emotion(e_gasp); else - emotion e_heh; + emotion(e_heh); end; } @@ -625,314 +804,314 @@ izlude_d,198,213,3 duplicate(Captain Carocc#iz) Captain Carocc#iz_d 4_M_REINDEER // - Teaches the player about the Inventory. izlude,122,207,3 script Criatura Academy Staff#0 4_M_KHKYEL,3,3,{ if (!checkweight(Orcish_Axe, 3)) { - mes "Quest cannot be continued due to the overfilled inventory."; - mes "Continue the quest after organizing the inventory."; - close; + mes("Quest cannot be continued due to the overfilled inventory."); + mes("Continue the quest after organizing the inventory."); + close(); } - viewpoint 2,122,207,1,0xFFFFFF; + viewpoint 2, 122, 207, 1, 0xFFFFFF; if (Class == Job_Novice && BaseLevel < 15) { if (questprogress(7472) == 1) { - mes "[Hun]"; - mes "Oh.. you must be the adventurer Carocc was talking about."; - mes "I don't know where your homeland is but Midgard is a good place to start your life's journey."; - next; - mes "[Hun]"; - mes "It's a good sight to see new adventurers start their journey."; - mes "You must be tired. Need a drink?"; - completequest 7472; - getexp 200, 0; - setquest 7473; - getitem Apple_Juice, 1; // Apple_Juice - next; - mes "[Hun]"; - mes "You can open the Item window by clicking on the 'item' icon on top left portion of the screen."; - next; - mes "[Hun]"; - mes "The items are automatically catagorized by 'consumables' 'equipment' 'etcetera' and 'personal' suitable for each use."; - mes "It will do the automatic sorting per indiviaul useage to"; - next; - mes "[Hun]"; - mes "Either ^4d4dff double click on the item^000000 you intend to use"; - mes "or drag it onto^4d4dff the equipment window and use it^000000"; - next; - cutin "tutorial03.bmp", 4; - mes "!- Information -!"; - mes "^4d4dffItems can be used or equipped with simply double-clicking."; - mes "Item window can be opened with shortcut key Alt+E"; - next; - mes "!- Information -!"; - mes "^4d4dff Equipped items can be checked with Alt+ Q"; - mes "Items can also be dragged onto the location where you wish to equip it."; - next; - cutin "", 255; - mes "[Hun]"; - mes "For detailed info on individual items^4d4dff, right click ^000000 on that item."; - mes "You can check the detailed info on the item."; - next; - cutin "tutorial04.bmp", 4; - mes "!- Information -!"; - mes "^4d4dffRight-clicking on the item icon^4d4dff brings up detailed info on the item."; - next; - mes "!- Information -!"; - mes "^4d4dffWhen you select other players, you can trade, party up with them with the community window that pops up."; - next; - cutin "", 255; - mes "[Hun]"; - mes "Ok now ^4d4dffdrink the apple juice that I gave you^000000."; - close; + mes("[Hun]"); + mes("Oh.. you must be the adventurer Carocc was talking about."); + mes("I don't know where your homeland is but Midgard is a good place to start your life's journey."); + next(); + mes("[Hun]"); + mes("It's a good sight to see new adventurers start their journey."); + mes("You must be tired. Need a drink?"); + completequest(7472); + getexp(200, 0); + setquest(7473); + getitem(Apple_Juice, 1); // Apple_Juice + next(); + mes("[Hun]"); + mes("You can open the Item window by clicking on the 'item' icon on top left portion of the screen."); + next(); + mes("[Hun]"); + mes("The items are automatically catagorized by 'consumables' 'equipment' 'etcetera' and 'personal' suitable for each use."); + mes("It will do the automatic sorting per indiviaul useage to"); + next(); + mes("[Hun]"); + mes("Either ^4d4dff double click on the item^000000 you intend to use"); + mes("or drag it onto^4d4dff the equipment window and use it^000000"); + next(); + cutin("tutorial03", 4); + mes("!- Information -!"); + mes("^4d4dffItems can be used or equipped with simply double-clicking."); + mes("Item window can be opened with shortcut key Alt+E"); + next(); + mes("!- Information -!"); + mes("^4d4dff Equipped items can be checked with Alt+ Q"); + mes("Items can also be dragged onto the location where you wish to equip it."); + next(); + cutin("", 255); + mes("[Hun]"); + mes("For detailed info on individual items^4d4dff, right click ^000000 on that item."); + mes("You can check the detailed info on the item."); + next(); + cutin("tutorial04", 4); + mes("!- Information -!"); + mes("^4d4dffRight-clicking on the item icon^4d4dff brings up detailed info on the item."); + next(); + mes("!- Information -!"); + mes("^4d4dffWhen you select other players, you can trade, party up with them with the community window that pops up."); + next(); + cutin("", 255); + mes("[Hun]"); + mes("Ok now ^4d4dffdrink the apple juice that I gave you^000000."); + close(); } else { if (!questprogress(7473)) { - mes "[Hun]"; - mes "Hey there."; - mes "Rest up for a bit."; - next; - mes "[Hun]"; - mes "It's joyous to see new adventurers starting out."; - mes "You want something to drink while you are resting?"; - setquest 7473; - getitem Apple_Juice, 1; // Apple_Juice - next; - mes "[Hun]"; - mes "Right clicking on the item icon ^4d4dffon the basic item window at the upper left corner brings up the detailed info on the item"; - next; - mes "[Hun]"; - mes "The items are automatically catagorized by 'consumables' 'equipment' 'etcetera' and 'personal' suitable for each use."; - mes "It will do the automatic sorting per indiviaul useage to"; - next; - mes "[Hun]"; - mes "Either ^4d4dffdouble click on the item^000000 you intend to use"; - mes "or drag it onto^4d4dff the equipment window and use it^000000"; - next; - mes "[Hun]"; - mes "For detailed info on individual items^4d4dff, right-click ^000000 on the item."; - mes "You can check the detailed info on the item."; - next; - cutin "tutorial04.bmp", 3; - mes "!- Information -!"; - mes "Right clicking on the item icon ^4d4dffbrings up the detailed info on the item"; - next; - mes "!- Information -!"; - mes "When you select on other players^4d4dff you can trade, party up with them with the community window that pops up."; - next; - cutin "", 255; - mes "[Hun]"; - mes "Ok now ^4d4dffdrink the apple juice that I gave you^000000."; - close; + mes("[Hun]"); + mes("Hey there."); + mes("Rest up for a bit."); + next(); + mes("[Hun]"); + mes("It's joyous to see new adventurers starting out."); + mes("You want something to drink while you are resting?"); + setquest(7473); + getitem(Apple_Juice, 1); // Apple_Juice + next(); + mes("[Hun]"); + mes("Right clicking on the item icon ^4d4dffon the basic item window at the upper left corner brings up the detailed info on the item"); + next(); + mes("[Hun]"); + mes("The items are automatically catagorized by 'consumables' 'equipment' 'etcetera' and 'personal' suitable for each use."); + mes("It will do the automatic sorting per indiviaul useage to"); + next(); + mes("[Hun]"); + mes("Either ^4d4dffdouble click on the item^000000 you intend to use"); + mes("or drag it onto^4d4dff the equipment window and use it^000000"); + next(); + mes("[Hun]"); + mes("For detailed info on individual items^4d4dff, right-click ^000000 on the item."); + mes("You can check the detailed info on the item."); + next(); + cutin("tutorial04", 3); + mes("!- Information -!"); + mes("Right clicking on the item icon ^4d4dffbrings up the detailed info on the item"); + next(); + mes("!- Information -!"); + mes("When you select on other players^4d4dff you can trade, party up with them with the community window that pops up."); + next(); + cutin("", 255); + mes("[Hun]"); + mes("Ok now ^4d4dffdrink the apple juice that I gave you^000000."); + close(); } else if (questprogress(7473) == 1) { if (countitem(Apple_Juice) > 0) { - mes "[Hun]"; - mes "Consume the apple juice that I gave you in your inventory."; - mes "Then we'll talk."; - close; + mes("[Hun]"); + mes("Consume the apple juice that I gave you in your inventory."); + mes("Then we'll talk."); + close(); } else { if (questprogress(4269) > 0) { - mes "[Hun]"; - mes "How's the taste?"; - mes "Pretty good-taste of sweet and sour, right? It might not be much but it also has healing properties."; - next; - mes "[Hun]"; - mes "I want to give you more but that was the last of it"; - mes "Anyways here's some potions. They'll come in handy when you start fighting."; - completequest 7473; - getitem Novice_Potion, 30; // Novice_Potion - getexp 200, 0; - next; - mes "[Hun]"; - mes "Criatura Academy is a good place to build up experience for the future."; - mes "And I'm not just saying this because I work here."; - next; - mes "[Hun]"; - mes "I'm for real... haha"; - close; + mes("[Hun]"); + mes("How's the taste?"); + mes("Pretty good-taste of sweet and sour, right? It might not be much but it also has healing properties."); + next(); + mes("[Hun]"); + mes("I want to give you more but that was the last of it"); + mes("Anyways here's some potions. They'll come in handy when you start fighting."); + completequest(7473); + getitem(Novice_Potion, 30); // Novice_Potion + getexp(200, 0); + next(); + mes("[Hun]"); + mes("Criatura Academy is a good place to build up experience for the future."); + mes("And I'm not just saying this because I work here."); + next(); + mes("[Hun]"); + mes("I'm for real... haha"); + close(); } else { - mes "[Hun]"; - mes "How's the taste?"; - mes "Pretty good-taste of sweet and sour, right? It might not be much but it also has healing properties."; - next; - mes "[Hun]"; - mes "I want to give you more but that was the last of it"; - mes "Anyways here's some potions. They'll come in handy when you start fighting."; - completequest 7473; - getitem Novice_Potion, 30; // Novice_Potion - getexp 200, 0; - next; - mes "[Hun]"; - mes "What do you plan to do from now on?"; - mes "Have you found a place to stay?"; - next; + mes("[Hun]"); + mes("How's the taste?"); + mes("Pretty good-taste of sweet and sour, right? It might not be much but it also has healing properties."); + next(); + mes("[Hun]"); + mes("I want to give you more but that was the last of it"); + mes("Anyways here's some potions. They'll come in handy when you start fighting."); + completequest(7473); + getitem(Novice_Potion, 30); // Novice_Potion + getexp(200, 0); + next(); + mes("[Hun]"); + mes("What do you plan to do from now on?"); + mes("Have you found a place to stay?"); + next(); switch(select("I need help with that", "Anything will do really.", "Don't worry.")) { case 1: - mes "[Hun]"; - mes "But still, though."; - mes "It's tough to be out alone in a new place."; - mes "That's why Criatura Academy is there."; - next; - mes "[Hun]"; - mes "Carocc sent you to me probably for the same reason."; - mes "Even though I'm just a work-hand here, I could show you around."; - next; - mes "[Hun]"; - mes "If you follow this road up to north, you can see"; - mes "<NAVI>[the Academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."; - mes "Anybody can enroll, so take advantage of it."; - next; - emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2); - mes "[Information Staff]"; - mes "Sorry to interrupt."; - mes "But ^4d4dff if you need location info, please ask me.^000000"; - next; - mes "[Information Staff]"; - mes "Hun's information has limits"; - close; + mes("[Hun]"); + mes("But still, though."); + mes("It's tough to be out alone in a new place."); + mes("That's why Criatura Academy is there."); + next(); + mes("[Hun]"); + mes("Carocc sent you to me probably for the same reason."); + mes("Even though I'm just a work-hand here, I could show you around."); + next(); + mes("[Hun]"); + mes("If you follow this road up to north, you can see"); + mes("<NAVI>[the Academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."); + mes("Anybody can enroll, so take advantage of it."); + next(); + emotion(e_gasp, 0, "Information Staff#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Information Staff]"); + mes("Sorry to interrupt."); + mes("But ^4d4dff if you need location info, please ask me.^000000"); + next(); + mes("[Information Staff]"); + mes("Hun's information has limits"); + close(); case 2: - mes "[Hun]"; - mes "How optimistic of you."; - mes "If you need help, feel free to visit Criatura Academy any time."; - next; - mes "[Hun]"; - mes "There's no requirement or payment to enroll so it would be a great help to you."; - mes "When you go through this way to the north, you'll find"; - mes "<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."; - next; - mes "[Hun]"; - mes "If there are more adventurers like you, the future will be brighter."; - mes "Hahahaha."; - next; - emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2); - mes "[Information Staff]"; - mes "Sorry to interrupt."; - mes "But ^4d4dff if you need location info, please ask me.^000000"; - next; - mes "[Information Staff]"; - mes "Hun's information has limits"; - close; + mes("[Hun]"); + mes("How optimistic of you."); + mes("If you need help, feel free to visit Criatura Academy any time."); + next(); + mes("[Hun]"); + mes("There's no requirement or payment to enroll so it would be a great help to you."); + mes("When you go through this way to the north, you'll find"); + mes("<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."); + next(); + mes("[Hun]"); + mes("If there are more adventurers like you, the future will be brighter."); + mes("Hahahaha."); + next(); + emotion(e_gasp, 0, "Information Staff#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Information Staff]"); + mes("Sorry to interrupt."); + mes("But ^4d4dff if you need location info, please ask me.^000000"); + next(); + mes("[Information Staff]"); + mes("Hun's information has limits"); + close(); case 3: - mes "[Hun]"; - mes "You already have a plan laid out?"; - mes "Well prepared."; - mes "But just in case, if you are curious about the Criatura Academy, make a visit."; - next; - mes "[Hun]"; - mes "When you go through this way to the north, you'll find"; - mes "<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."; - mes "What is well, is well- isn't it?"; - next; - emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2); - mes "[Information Staff]"; - mes "You are correct."; - mes "Preperation is the key."; - mes "But ^4d4dff if you need location info, please ask me.^000000"; - next; - mes "[Information Staff]"; - mes "Hun's information has limits."; - close; + mes("[Hun]"); + mes("You already have a plan laid out?"); + mes("Well prepared."); + mes("But just in case, if you are curious about the Criatura Academy, make a visit."); + next(); + mes("[Hun]"); + mes("When you go through this way to the north, you'll find"); + mes("<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."); + mes("What is well, is well- isn't it?"); + next(); + emotion(e_gasp, 0, "Information Staff#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Information Staff]"); + mes("You are correct."); + mes("Preperation is the key."); + mes("But ^4d4dff if you need location info, please ask me.^000000"); + next(); + mes("[Information Staff]"); + mes("Hun's information has limits."); + close(); } } } } else { if (!questprogress(4269)) { - mes "[Hun]"; - mes "It's you.."; - mes "What do you plan to do from now on?"; - mes "Have you found a place to stay?"; - next; + mes("[Hun]"); + mes("It's you.."); + mes("What do you plan to do from now on?"); + mes("Have you found a place to stay?"); + next(); switch(select("I need help with that", "Anything will do really.", "Don't worry.")) { case 1: - mes "[Hun]"; - mes "But still, though."; - mes "It's tough to be out alone in a new place."; - mes "That's why Criatura Academy is there."; - next; - mes "[Hun]"; - mes "Carocc sent you to me probably for the same reason."; - mes "Even though I'm just a work-hand here, I could show you around."; - next; - mes "[Hun]"; - mes "If you follow this road up to north, you can see"; - mes "<NAVI>[the Academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."; - mes "Anybody can enroll, so take advantage of it."; - next; - emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2); - mes "[Information Staff]"; - mes "Sorry to interrupt."; - mes "But ^4d4dff if you need location info, please ask me.^000000"; - next; - mes "[Information Staff]"; - mes "Hun's information has limits"; - close; + mes("[Hun]"); + mes("But still, though."); + mes("It's tough to be out alone in a new place."); + mes("That's why Criatura Academy is there."); + next(); + mes("[Hun]"); + mes("Carocc sent you to me probably for the same reason."); + mes("Even though I'm just a work-hand here, I could show you around."); + next(); + mes("[Hun]"); + mes("If you follow this road up to north, you can see"); + mes("<NAVI>[the Academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."); + mes("Anybody can enroll, so take advantage of it."); + next(); + emotion(e_gasp, 0, "Information Staff#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Information Staff]"); + mes("Sorry to interrupt."); + mes("But ^4d4dff if you need location info, please ask me.^000000"); + next(); + mes("[Information Staff]"); + mes("Hun's information has limits"); + close(); case 2: - mes "[Hun]"; - mes "How optimistic of you."; - mes "If you need help, feel free to visit Criatura Academy any time."; - next; - mes "[Hun]"; - mes "There's no requirement or payment to enroll so it would be a great help to you."; - mes "When you go through this way to the north, you'll find"; - mes "<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."; - next; - mes "[Hun]"; - mes "If there are more adventurers like you, the future will be brighter."; - mes "Hahahaha."; - next; - emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2); - mes "[Information Staff]"; - mes "Sorry to interrupt."; - mes "But ^4d4dff if you need location info, please ask me.^000000"; - next; - mes "[Information Staff]"; - mes "Hun's information has limits"; - close; + mes("[Hun]"); + mes("How optimistic of you."); + mes("If you need help, feel free to visit Criatura Academy any time."); + next(); + mes("[Hun]"); + mes("There's no requirement or payment to enroll so it would be a great help to you."); + mes("When you go through this way to the north, you'll find"); + mes("<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."); + next(); + mes("[Hun]"); + mes("If there are more adventurers like you, the future will be brighter."); + mes("Hahahaha."); + next(); + emotion(e_gasp, 0, "Information Staff#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Information Staff]"); + mes("Sorry to interrupt."); + mes("But ^4d4dff if you need location info, please ask me.^000000"); + next(); + mes("[Information Staff]"); + mes("Hun's information has limits"); + close(); case 3: - mes "[Hun]"; - mes "You already have a plan laid out?"; - mes "Well prepared."; - mes "But just in case, if you are curious about the Criatura Academy, make a visit."; - next; - mes "[Hun]"; - mes "When you go through this way to the north, you'll find"; - mes "<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."; - mes "What is well, is well- isn't it?"; - next; - emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2); - mes "[Information Staff]"; - mes "You are correct."; - mes "Preperation is the key."; - mes "But ^4d4dff if you need location info, please ask me.^000000"; - next; - mes "[Information Staff]"; - mes "Hun's information has limits."; - close; + mes("[Hun]"); + mes("You already have a plan laid out?"); + mes("Well prepared."); + mes("But just in case, if you are curious about the Criatura Academy, make a visit."); + next(); + mes("[Hun]"); + mes("When you go through this way to the north, you'll find"); + mes("<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."); + mes("What is well, is well- isn't it?"); + next(); + emotion(e_gasp, 0, "Information Staff#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Information Staff]"); + mes("You are correct."); + mes("Preperation is the key."); + mes("But ^4d4dff if you need location info, please ask me.^000000"); + next(); + mes("[Information Staff]"); + mes("Hun's information has limits."); + close(); } } else { - mes "[Hun]"; - mes "Criatura Academy is a good place to build up experience for the future."; - mes "I'm not saying this just because I work here."; - next; - mes "[Hun]"; - mes "For real... hahahaha"; - close; + mes("[Hun]"); + mes("Criatura Academy is a good place to build up experience for the future."); + mes("I'm not saying this just because I work here."); + next(); + mes("[Hun]"); + mes("For real... hahahaha"); + close(); } } } } else { - mes "[Hun]"; - mes "The Royal Criatura Academy was founded to help budding adventurers on their initial journey."; - next; - mes "[Hun]"; - mes "Although I'm but a work-hand here, it makes me happy to see students graduate here and become fine members of society."; - close; + mes("[Hun]"); + mes("The Royal Criatura Academy was founded to help budding adventurers on their initial journey."); + next(); + mes("[Hun]"); + mes("Although I'm but a work-hand here, it makes me happy to see students graduate here and become fine members of society."); + close(); } OnInit: - questinfo 7473, QTYPE_QUEST, 1, Job_Novice; - //SetQuestLevel 7473 1 14 + questinfo(7473, QTYPE_QUEST, 1, Job_Novice); + //setquestLevel 7473 1 14 end; OnTouch: if (!questprogress(4269)) - emotion e_gasp; + emotion(e_gasp); else - emotion e_heh; + emotion(e_heh); end; } @@ -945,142 +1124,142 @@ izlude_d,122,207,3 duplicate(Criatura Academy Staff#0) Criatura Academy Staff#d // - Teaches the player about the Mini-Map through a quick quest. izlude,120,207,4 script Information Staff#0 8W_SOLDIER,{ if (!checkweight(Orcish_Axe, 3)) { - mes "Quest cannot be continued due to the invenory being full."; - mes "Please try it again after re-organizing your items."; - close; + mes("Quest cannot be continued due to the invenory being full."); + mes("Please try it again after re-organizing your items."); + close(); } if (BaseLevel < 15 && !questprogress(7474)) { - mes "[Information Staff]"; - mes "Hi, how are you?"; - mes "I am in charge of navigation directions for Izlude's key locations"; - mes "I wish to propose a simple game along with the navigation, would that be ok?"; - next; - if(select("Sure, let's play!", "I already know them all.") == 1) { - mes "[Information Staff]"; - mes "First of all, how to check the mini-map."; - mes "You can check your location through the mini-map at the top right of the screen"; - next; - mes "[Information Staff]"; - mes "If you receive information on a town or a city, a waypoint ^4d4dff+^000000 can be marked on the map."; - next; - mes "[Information Staff]"; - mes "Press ^4d4dff [Ctrl] and [ ~ ] on your keyboard and you can see the world map^000000."; - next; - mes "[Information Staff]"; - mes "Through the ^4d4dff world map you can check the location of you, your party members and the level of monsters in the area.^000000"; - next; - mes "[Information Staff]"; - mes "This is useful info to remember."; - mes "Now then, should we play a simple game?"; - next; - mes "[Information Staff]"; - mes "I will ^4d4dff mark three specific locations on the mini-map.^000000"; - mes "Please ^4d4dffvisit those locations ^000000 using the waypoints as reference."; - next; - mes "[Information Staff]"; - mes "Think of it as a treasure hunt and go."; - mes "I've hidden some useful items there."; - viewpoint 1,179,75,1,0xCCFFFF; - viewpoint 1,45,94,2,0x00FF00; - viewpoint 1,207,167,3,0xFFEB46; - setquest 7474; - next; - mes "[Information Staff]"; - mes "Vist me again after going by all three locations."; - mes "I will check up on it."; - next; - mes "[Information Staff]"; - mes "Ah, there' somebody who started out right before you!"; - mes "If you don't hurry that person will take all the items!"; - mes "So, run!"; + mes("[Information Staff]"); + mes("Hi, how are you?"); + mes("I am in charge of navigation directions for Izlude's key locations"); + mes("I wish to propose a simple game along with the navigation, would that be ok?"); + next(); + if (select("Sure, let's play!", "I already know them all.") == 1) { + mes("[Information Staff]"); + mes("First of all, how to check the mini-map."); + mes("You can check your location through the mini-map at the top right of the screen"); + next(); + mes("[Information Staff]"); + mes("If you receive information on a town or a city, a waypoint ^4d4dff+^000000 can be marked on the map."); + next(); + mes("[Information Staff]"); + mes("Press ^4d4dff [Ctrl] and [ ~ ] on your keyboard and you can see the world map^000000."); + next(); + mes("[Information Staff]"); + mes("Through the ^4d4dff world map you can check the location of you, your party members and the level of monsters in the area.^000000"); + next(); + mes("[Information Staff]"); + mes("This is useful info to remember."); + mes("Now then, should we play a simple game?"); + next(); + mes("[Information Staff]"); + mes("I will ^4d4dff mark three specific locations on the mini-map.^000000"); + mes("Please ^4d4dffvisit those locations ^000000 using the waypoints as reference."); + next(); + mes("[Information Staff]"); + mes("Think of it as a treasure hunt and go."); + mes("I've hidden some useful items there."); + viewpoint 1, 179, 75, 1, 0xCCFFFF; + viewpoint 1, 45, 94, 2, 0x00FF00; + viewpoint 1, 207, 167, 3, 0xFFEB46; + setquest(7474); + next(); + mes("[Information Staff]"); + mes("Vist me again after going by all three locations."); + mes("I will check up on it."); + next(); + mes("[Information Staff]"); + mes("Ah, there' somebody who started out right before you!"); + mes("If you don't hurry that person will take all the items!"); + mes("So, run!"); npcskill "AL_INCAGI", 10, 10, 10; - close; + close(); } - mes "[Information Staff]"; - mes "Do you need information on all the locations of Izlude?"; - mes "By clicking on the introduced ^B9062F[base camp name]^000000, I will offer you guidance so follow the ^B9062FRed Arrows^000000."; - next; - while(1) { + mes("[Information Staff]"); + mes("Do you need information on all the locations of Izlude?"); + mes("By clicking on the introduced ^B9062F[base camp name]^000000, I will offer you guidance so follow the ^B9062FRed Arrows^000000."); + next(); + while(true) { switch(select("[ Main facilities ]", "[ Guide & Helper ]", "Mini map marking removal", "End Conversation")) { case 1: - while (1) { + while (true) { switch(select("[ Criatura Academy ]", "[ Wharf ]", "[ Airship (International) ]", "[ Arena ]", "[ Shop ]", "[ Swordman Guild ]", "[ Enchant Association ]", "[ Blacksmith's Workshop ]", "Go back to the previous menu")) { case 1: - mes "[Information Staff]"; - mes "If you are the first time adventurer,"; - mes "<NAVI>[Criatura Academy]<INFO>iz_ac01,100,39,</INFO></NAVI>"; - mes "can offer a lot of info and help."; - mes "Do you need additonal directions?"; + mes("[Information Staff]"); + mes("If you are the first time adventurer,"); + mes("<NAVI>[Criatura Academy]<INFO>iz_ac01,100,39,</INFO></NAVI>"); + mes("can offer a lot of info and help."); + mes("Do you need additonal directions?"); viewpoint 1, 128, 260, 0, 0xFFD269; - next; + next(); continue; case 2: - mes "[Information Staff]"; - mes "Through the <NAVI>[Wharf]<INFO>izlude,197,205,</INFO></NAVI> in the north east,"; - mes "^8B4513Alberta^000000 or ^8B4513the Byalan Island^000000 can be visted."; - mes "you can go."; - next; - mes "[Information Staff]"; - mes "Byalan Island is the scary place with ^8B4513 Izlude dungeon^000000 in it."; - mes ""; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("Through the <NAVI>[Wharf]<INFO>izlude,197,205,</INFO></NAVI> in the north east,"); + mes("^8B4513Alberta^000000 or ^8B4513the Byalan Island^000000 can be visted."); + mes("you can go."); + next(); + mes("[Information Staff]"); + mes("Byalan Island is the scary place with ^8B4513 Izlude dungeon^000000 in it."); + mes(""); + mes("Do you need additional directions?"); viewpoint 1, 197, 205, 1, 0xFFFF00; - next; + next(); continue; case 3: - mes "[Information Staff]"; - mes "To the southeast, the <NAVI>[Airship]<INFO>izlude,206,75,</INFO></NAVI>"; - mes "will be connected with the Capital of the republic of Schwarzwald -^8B4513 Yuno^000000, and"; - mes "The capital of the Arunapeltsdom -^8B4513 Rachel ^000000."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("To the southeast, the <NAVI>[Airship]<INFO>izlude,206,75,</INFO></NAVI>"); + mes("will be connected with the Capital of the republic of Schwarzwald -^8B4513 Yuno^000000, and"); + mes("The capital of the Arunapeltsdom -^8B4513 Rachel ^000000."); + mes("Do you need additional directions?"); viewpoint 1, 210, 73, 2, 0xFF0A82; - next; + next(); continue; case 4: - mes "[Information Staff]"; - mes "The <NAVI>[Arena]<INFO>izlude,213,161,</INFO></NAVI> located in the east"; - mes "is for testing your battle ability."; - mes "It's an excellent place."; - mes "I will mark the location on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("The <NAVI>[Arena]<INFO>izlude,213,161,</INFO></NAVI> located in the east"); + mes("is for testing your battle ability."); + mes("It's an excellent place."); + mes("I will mark the location on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 213, 161, 3, 0xFFFF54; - next; + next(); continue; case 5: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Shop]<INFO>izlude,110,182,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Shop]<INFO>izlude,110,182,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 108, 179, 4, 0xFFAAFF; - next; + next(); continue; case 6: - mes "[Information Staff]"; - mes "<NAVI>[Swordman guild]<INFO>izlude,51,172,</INFO></NAVI> is the place to manage the job transfer to a swordman."; - mes "I will mark the location of the swordman guild on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("<NAVI>[Swordman guild]<INFO>izlude,51,172,</INFO></NAVI> is the place to manage the job transfer to a swordman."); + mes("I will mark the location of the swordman guild on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 52, 172, 5, 0xFFDA70; - next; + next(); continue; case 7: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Enchant Association]<INFO>izlude,97,125,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Enchant Association]<INFO>izlude,97,125,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 97, 125, 6, 0xFFDA70; - next; + next(); continue; case 8: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Blacksmith's Workshop]<INFO>izlude,153,126,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Blacksmith's Workshop]<INFO>izlude,153,126,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 153, 126, 7, 0xFFAAFF; - next; + next(); continue; case 9: break; @@ -1089,60 +1268,60 @@ izlude,120,207,4 script Information Staff#0 8W_SOLDIER,{ } break; case 2: - while (1) { - switch(select("[ Eden Group Teleporter ]", "[ Kafra Employee ]", "[ Mesmerizer ]", "[ Wedding Secretary ]", "[ Mercenary Guild Official ]", "[ Taming Merchant ]", "Go back to the previous menu")) { + while (true) { + switch(select("[ Eden Group Teleporter ]", "[ Kafra Employee ]", "[ mesmerizer ]", "[ Wedding Secretary ]", "[ Mercenary Guild Official ]", "[ Taming Merchant ]", "Go back to the previous menu")) { case 1: - mes "[Information Staff]"; - mes "For now, I will mark the location of the"; - mes "<NAVI>[Eden Group Teleporter]<INFO>izlude,131,148,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("For now, I will mark the location of the"); + mes("<NAVI>[Eden Group Teleporter]<INFO>izlude,131,148,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 131, 148, 8, 0xFF0A82; - next; + next(); continue; case 2: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Kafra Employee]<INFO>izlude,128,148,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Kafra Employee]<INFO>izlude,128,148,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 128, 148, 9, 0xFFFF54; - next; + next(); continue; case 3: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Mesmerizer]<INFO>izlude,124,127,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Mesmerizer]<INFO>izlude,124,127,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 125, 127, 10, 0xFF0064; - next; + next(); continue; case 4: - mes "[Information Staff]"; - mes "If you want to visit ^8B4513Jawaii^000000 - the resort place for a couple,"; - mes "talk to the <NAVI>[Wedding Secretary]<INFO>izlude,180,224,</INFO></NAVI>."; - mes "Just ask the question about it."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("If you want to visit ^8B4513Jawaii^000000 - the resort place for a couple,"); + mes("talk to the <NAVI>[Wedding Secretary]<INFO>izlude,180,224,</INFO></NAVI>."); + mes("Just ask the question about it."); + mes("Do you need additional directions?"); viewpoint 1, 180, 224, 11, 0xFFFF00; - next; + next(); continue; case 5: - mes "[Information Staff]"; - mes "If you need to know about the Mercenary Guild, go west and speak to the"; - mes "<NAVI>[Mercenary Guild Official]<INFO>izlude,47,170,</INFO></NAVI>."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("If you need to know about the Mercenary Guild, go west and speak to the"); + mes("<NAVI>[Mercenary Guild Official]<INFO>izlude,47,170,</INFO></NAVI>."); + mes("Do you need additional directions?"); viewpoint 1, 47, 170, 12, 0xFFDA70; - next; + next(); continue; case 6: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Taming Merchant]<INFO>izlude,118,163,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Taming Merchant]<INFO>izlude,118,163,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 118, 163, 13, 0xFF0064; - next; + next(); continue; case 7: break; @@ -1151,9 +1330,9 @@ izlude,120,207,4 script Information Staff#0 8W_SOLDIER,{ } break; case 3: - mes "[Information Staff]"; - mes "I will erase the marks."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will erase the marks."); + mes("Do you need additional directions?"); viewpoint 2, 197, 205, 1, 0xFF0000; viewpoint 2, 210, 73, 2, 0xFF0000; viewpoint 2, 213, 161, 3, 0xFF0000; @@ -1167,187 +1346,187 @@ izlude,120,207,4 script Information Staff#0 8W_SOLDIER,{ viewpoint 2, 180, 224, 11, 0xFF0000; viewpoint 2, 47, 170, 12, 0xFF0000; viewpoint 2, 118, 163, 13, 0xFF0000; - next; + next(); break; case 4: - mes "[Information Staff]"; - mes "Have a wonderful adventure."; - mes "Good bye~~!"; - close; + mes("[Information Staff]"); + mes("Have a wonderful adventure."); + mes("Good bye~~!"); + close(); } } } else if (questprogress(7474) == 1) { if ((questprogress(7475) + questprogress(7476) + questprogress(7477)) > 2) { - mes "[Information Staff]"; - mes "What's with the long face?"; - mes "It looks like you found all the locations I marked."; - next; - mes "[Lumin]"; - mes "Turtle..."; - cutin "nov_lumin01.bmp", 2; - next; + mes("[Information Staff]"); + mes("What's with the long face?"); + mes("It looks like you found all the locations I marked."); + next(); + mes("[Lumin]"); + mes("Turtle..."); + cutin("nov_lumin01", 2); + next(); select("What'd you call me?"); - mes "[Lumin]"; - mes "Because you are too slow."; - mes "Yes, it is. I have been waiting for you for what seems like forever."; - next; - mes "[Lumin]"; - mes ".......Shall I share with you?"; - cutin "nov_lumin03.bmp", 2; - next; - if(select("I don't need your sympathy.", "!!!!!") == 1) { - mes "[Lumin]"; - mes "Is that so?"; - mes "Captain always told me to help the poor people."; - mes "But you get rid of my chance to help."; - cutin "nov_lumin02.bmp", 2; - next; - mes "[Lumin]"; - mes "Ahhh. Irritating."; - next; + mes("[Lumin]"); + mes("Because you are too slow."); + mes("Yes, it is. I have been waiting for you for what seems like forever."); + next(); + mes("[Lumin]"); + mes(".......Shall I share with you?"); + cutin("nov_lumin03", 2); + next(); + if (select("I don't need your sympathy.", "!!!!!") == 1) { + mes("[Lumin]"); + mes("Is that so?"); + mes("Captain always told me to help the poor people."); + mes("But you get rid of my chance to help."); + cutin("nov_lumin02", 2); + next(); + mes("[Lumin]"); + mes("Ahhh. Irritating."); + next(); } else { - mes "[Lumin]"; - mes "Well, now we can divide 7 to 3?"; - mes "I am OK with 6 to 4."; - cutin "nov_lumin02.bmp", 2; - next; - mes "[" + strcharinfo(0) + "]"; - mes "This guy..."; - next; + mes("[Lumin]"); + mes("Well, now we can divide 7 to 3?"); + mes("I am OK with 6 to 4."); + cutin("nov_lumin02", 2); + next(); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("This guy..."); + next(); } - cutin "", 255; - mes "[Information Staff]"; - mes "Ahhh, you two calm down."; - mes "Lumin took them all."; - mes ""+ strcharinfo(0) + " I will give you one set separately."; - next; - mes "[Information Staff]"; - mes "Think of the reason, it was my fault to leave one person's but sent both of you."; - next; - cutin "nov_lumin03.bmp", 2; - mes "[Lumin]"; - mes "Simple and fair decision."; - mes "OK. Now I am going."; - mes "See you again, my friend."; - next; - cutin "", 255; - mes "[Information Staff]"; - mes "Aren't you two friends?"; - mes "You guys both seemed friendly enough right?"; - next; - mes "[Information Staff]"; - mes "Well, this is my present for you."; - mes "Hope it will be useful."; - completequest 7474; - erasequest 7475; - erasequest 7476; - erasequest 7477; - getexp 300, 20; - getitem N_Fly_Wing, 20; // N_Fly_Wing - getitem N_Butterfly_Wing, 10; // N_Butterfly_Wing - getitem Novice_Potion, 20; // Novice_Potion - next; - mes "[Information Staff]"; - mes "Have a wonderful journey."; - close; + cutin("", 255); + mes("[Information Staff]"); + mes("Ahhh, you two calm down."); + mes("Lumin took them all."); + mesf("%s I will give you one set separately.", strcharinfo(PC_NAME)); + next(); + mes("[Information Staff]"); + mes("Think of the reason, it was my fault to leave one person's but sent both of you."); + next(); + cutin("nov_lumin03", 2); + mes("[Lumin]"); + mes("Simple and fair decision."); + mes("OK. Now I am going."); + mes("See you again, my friend."); + next(); + cutin("", 255); + mes("[Information Staff]"); + mes("Aren't you two friends?"); + mes("You guys both seemed friendly enough right?"); + next(); + mes("[Information Staff]"); + mes("Well, this is my present for you."); + mes("Hope it will be useful."); + completequest(7474); + erasequest(7475); + erasequest(7476); + erasequest(7477); + getexp(300, 20); + getitem(N_Fly_Wing, 20); // N_Fly_Wing + getitem(N_Butterfly_Wing, 10); // N_Butterfly_Wing + getitem(Novice_Potion, 20); // Novice_Potion + next(); + mes("[Information Staff]"); + mes("Have a wonderful journey."); + close(); } else { - mes "[Information Staff]"; - mes "You have not found the treasure I hid."; - mes "Here are the locations again."; - mes "Hurry up!"; - viewpoint 1,179,75,1,0xccffff; - viewpoint 1,45,94,2,0x00ff00; - viewpoint 1,207,167,3,0xFFEB46; - close; + mes("[Information Staff]"); + mes("You have not found the treasure I hid."); + mes("Here are the locations again."); + mes("Hurry up!"); + viewpoint 1, 179, 75, 1, 0xccffff; + viewpoint 1, 45, 94, 2, 0x00ff00; + viewpoint 1, 207, 167, 3, 0xFFEB46; + close(); } } else { - mes "[Information Staff]"; - mes "This is Izlude - the satellite city of Prontera."; - mes "Do you need directions?"; - next; - mes "[Information Staff]"; - mes "If you click on the ^B9062F[area name]^000000, I can ^B9062Fnavigate^000000 a path for you to follow."; - next; - while(1) { + mes("[Information Staff]"); + mes("This is Izlude - the satellite city of Prontera."); + mes("Do you need directions?"); + next(); + mes("[Information Staff]"); + mes("If you click on the ^B9062F[area name]^000000, I can ^B9062Fnavigate^000000 a path for you to follow."); + next(); + while(true) { switch(select("[ Main facilities ]", "[ Guide & Helper ]", "Mini map marking removal", "End Conversation")) { case 1: - while (1) { - switch(select("[ Criatura Academy ]:[ Wharf ]:[ Airship (International) ]:[ Arena ]:[ Shop ]:[ Swordman Guild ]:[ Enchant Association ]:[ Blacksmith's Workshop ]:Go back to the previous menu")) { + while (true) { + switch(select("[ Criatura Academy ]", "[ Wharf ]", "[ Airship (International) ]", "[ Arena ]", "[ Shop ]", "[ Swordman Guild ]", "[ Enchant Association ]", "[ Blacksmith's Workshop ]", "Go back to the previous menu")) { case 1: - mes "[Information Staff]"; - mes "If you are the first time adventurer,"; - mes "<NAVI>[Criatura Academy]<INFO>iz_ac01,100,39,</INFO></NAVI>"; - mes "can offer a lot of info and help."; - mes "Do you need additonal directions?"; + mes("[Information Staff]"); + mes("If you are the first time adventurer,"); + mes("<NAVI>[Criatura Academy]<INFO>iz_ac01,100,39,</INFO></NAVI>"); + mes("can offer a lot of info and help."); + mes("Do you need additonal directions?"); viewpoint 1, 128, 260, 0, 0xFFD269; - next; + next(); continue; case 2: - mes "[Information Staff]"; - mes "Through the <NAVI>[Wharf]<INFO>izlude,197,205,</INFO></NAVI> in the north east,"; - mes "^8B4513Alberta^000000 or ^8B4513the Byalan Island^000000 can be visted."; - mes "you can go."; - next; - mes "[Information Staff]"; - mes "Byalan Island is the scary place with ^8B4513 Izlude dungeon^000000 in it."; - mes ""; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("Through the <NAVI>[Wharf]<INFO>izlude,197,205,</INFO></NAVI> in the north east,"); + mes("^8B4513Alberta^000000 or ^8B4513the Byalan Island^000000 can be visted."); + mes("you can go."); + next(); + mes("[Information Staff]"); + mes("Byalan Island is the scary place with ^8B4513 Izlude dungeon^000000 in it."); + mes(""); + mes("Do you need additional directions?"); viewpoint 1, 197, 205, 1, 0xFFFF00; - next; + next(); continue; case 3: - mes "[Information Staff]"; - mes "To the southeast, the <NAVI>[Airship]<INFO>izlude,206,75,</INFO></NAVI>"; - mes "will be connected with the Capital of the republic of Schwarzwald -^8B4513 Yuno^000000, and"; - mes "The capital of the Arunapeltsdom -^8B4513 Rachel ^000000."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("To the southeast, the <NAVI>[Airship]<INFO>izlude,206,75,</INFO></NAVI>"); + mes("will be connected with the Capital of the republic of Schwarzwald -^8B4513 Yuno^000000, and"); + mes("The capital of the Arunapeltsdom -^8B4513 Rachel ^000000."); + mes("Do you need additional directions?"); viewpoint 1, 210, 73, 2, 0xFF0A82; - next; + next(); continue; case 4: - mes "[Information Staff]"; - mes "The <NAVI>[Arena]<INFO>izlude,213,161,</INFO></NAVI> located in the east"; - mes "is for testing your battle ability."; - mes "It's an excellent place."; - mes "I will mark the location on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("The <NAVI>[Arena]<INFO>izlude,213,161,</INFO></NAVI> located in the east"); + mes("is for testing your battle ability."); + mes("It's an excellent place."); + mes("I will mark the location on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 213, 161, 3, 0xFFFF54; - next; + next(); continue; case 5: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Shop]<INFO>izlude,110,182,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Shop]<INFO>izlude,110,182,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 108, 179, 4, 0xFFAAFF; - next; + next(); continue; case 6: - mes "[Information Staff]"; - mes "<NAVI>[Swordman guild]<INFO>izlude,51,172,</INFO></NAVI> is the place to manage the job transfer to a swordman."; - mes "I will mark the location of the swordman guild on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("<NAVI>[Swordman guild]<INFO>izlude,51,172,</INFO></NAVI> is the place to manage the job transfer to a swordman."); + mes("I will mark the location of the swordman guild on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 52, 172, 5, 0xFFDA70; - next; + next(); continue; case 7: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Enchant Association]<INFO>izlude,97,125,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Enchant Association]<INFO>izlude,97,125,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 97, 125, 6, 0xFFDA70; - next; + next(); continue; case 8: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Blacksmith's Workshop]<INFO>izlude,153,126,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Blacksmith's Workshop]<INFO>izlude,153,126,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 153, 126, 7, 0xFFAAFF; - next; + next(); continue; case 9: break; @@ -1356,60 +1535,60 @@ izlude,120,207,4 script Information Staff#0 8W_SOLDIER,{ } break; case 2: - while (1) { - switch(select("[ Eden Group Teleporter ]:[ Kafra Employee ]:[ Mesmerizer ]:[ Wedding Secretary ]:[ Mercenary Guild Official ]:[ Taming Merchant ]:Go back to the previous menu")) { + while (true) { + switch(select("[ Eden Group Teleporter ]", "[ Kafra Employee ]", "[ mesmerizer ]", "[ Wedding Secretary ]", "[ Mercenary Guild Official ]", "[ Taming Merchant ]", "Go back to the previous menu")) { case 1: - mes "[Information Staff]"; - mes "For now, I will mark the location of the"; - mes "<NAVI>[Eden Group Teleporter]<INFO>izlude,131,148,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("For now, I will mark the location of the"); + mes("<NAVI>[Eden Group Teleporter]<INFO>izlude,131,148,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 131, 148, 8, 0xFF0A82; - next; + next(); continue; case 2: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Kafra Employee]<INFO>izlude,128,148,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Kafra Employee]<INFO>izlude,128,148,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 128, 148, 9, 0xFFFF54; - next; + next(); continue; case 3: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Mesmerizer]<INFO>izlude,124,127,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Mesmerizer]<INFO>izlude,124,127,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 125, 127, 10, 0xFF0064; - next; + next(); continue; case 4: - mes "[Information Staff]"; - mes "If you want to visit ^8B4513Jawaii^000000 - the resort place for a couple,"; - mes "talk to the <NAVI>[Wedding Secretary]<INFO>izlude,180,224,</INFO></NAVI>."; - mes "Just ask the question about it."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("If you want to visit ^8B4513Jawaii^000000 - the resort place for a couple,"); + mes("talk to the <NAVI>[Wedding Secretary]<INFO>izlude,180,224,</INFO></NAVI>."); + mes("Just ask the question about it."); + mes("Do you need additional directions?"); viewpoint 1, 180, 224, 11, 0xFFFF00; - next; + next(); continue; case 5: - mes "[Information Staff]"; - mes "If you need to know about the Mercenary Guild, go west and speak to the"; - mes "<NAVI>[Mercenary Guild Official]<INFO>izlude,47,170,</INFO></NAVI>."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("If you need to know about the Mercenary Guild, go west and speak to the"); + mes("<NAVI>[Mercenary Guild Official]<INFO>izlude,47,170,</INFO></NAVI>."); + mes("Do you need additional directions?"); viewpoint 1, 47, 170, 12, 0xFFDA70; - next; + next(); continue; case 6: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Taming Merchant]<INFO>izlude,118,163,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Taming Merchant]<INFO>izlude,118,163,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 118, 163, 13, 0xFF0064; - next; + next(); continue; case 7: break; @@ -1418,9 +1597,9 @@ izlude,120,207,4 script Information Staff#0 8W_SOLDIER,{ } break; case 3: - mes "[Information Staff]"; - mes "I will erase the marks."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will erase the marks."); + mes("Do you need additional directions?"); viewpoint 2, 197, 205, 1, 0xFF0000; viewpoint 2, 210, 73, 2, 0xFF0000; viewpoint 2, 213, 161, 3, 0xFF0000; @@ -1434,21 +1613,21 @@ izlude,120,207,4 script Information Staff#0 8W_SOLDIER,{ viewpoint 2, 180, 224, 11, 0xFF0000; viewpoint 2, 47, 170, 12, 0xFF0000; viewpoint 2, 118, 163, 13, 0xFF0000; - next; + next(); break; case 4: - mes "[Information Staff]"; - mes "Have a wonderful adventure."; - mes "Good bye~~!"; - close; + mes("[Information Staff]"); + mes("Have a wonderful adventure."); + mes("Good bye~~!"); + close(); } } } OnInit: - // AddQuestInfo 7474 1 0 - // SetQuestLevel 7474 1 14 - // AddQuestInfo 7495 1 0 + // Addquestinfo 7474 1 0 + // setquestLevel 7474 1 14 + // Addquestinfo 7495 1 0 // SetQuestQuest 7495 7475 1 // SetQuestQuest 7495 7476 1 // SetQuestQuest 7495 7477 1 @@ -1465,137 +1644,137 @@ izlude,179,75,3 script Airship#iz 4_BULLETIN_BOARD2,3,3,{ .@total = questprogress(7475) + questprogress(7476) + questprogress(7477); if (questprogress(7474)) { if (!questprogress(7475)) { - mes "==== Airship Information===="; - mes ""; - mes "Izlude - Juno - Rachel"; - mes ""; - mes "Travellers bound for either the ^4d4dffSchwarzwalt Republic^000000 or ^4d4dffArunafeltz^000000 may board the airship here."; - next; + mes("==== Airship Information===="); + mes(""); + mes("Izlude - Juno - Rachel"); + mes(""); + mes("Travellers bound for either the ^4d4dffSchwarzwalt Republic^000000 or ^4d4dffArunafeltz^000000 may board the airship here."); + next(); if (.@total == 1) { - mes "Except the signboard of the free airship, nothing can be found."; - next; + mes("Except the signboard of the free airship, nothing can be found."); + next(); select("Where's the hidden treasure?"); - mes "[Lumin]"; - mes "Yo."; - mes "Sorry pal I got here first."; - mes "Should've used a Fly wing like I did."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes "Why do these wings teleport?"; - mes "I guess because they're from Creamy monsters..."; - next; - mes "[Lumin]"; - mes "As the captain said, seeing is believing. The world is full of mysteries."; - next; - cutin "", 255; - mes "Seems like Lumin beat you again."; - mes "Better get to the next location before Lumin does."; - setquest 7475; - viewpoint 2,179,75,1,0xFF0000; - close; + mes("[Lumin]"); + mes("Yo."); + mes("Sorry pal I got here first."); + mes("Should've used a Fly wing like I did."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes("Why do these wings teleport?"); + mes("I guess because they're from Creamy monsters..."); + next(); + mes("[Lumin]"); + mes("As the captain said, seeing is believing. The world is full of mysteries."); + next(); + cutin("", 255); + mes("Seems like Lumin beat you again."); + mes("Better get to the next location before Lumin does."); + setquest(7475); + viewpoint 2, 179, 75, 1, 0xFF0000; + close(); } else if (.@total > 1) { - mes "[Lumin]"; - mes "......."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes "Muahahahaha."; - cutin "nov_lumin03.bmp", 2; - next; - if(select("Are you kidding me?!", "Where's the treasure?") == 1) { - mes "[Lumin]"; - mes "No..."; - mes "Meeting three times in one day must be destiny."; - mes "You and I can be friends."; - cutin "nov_lumin05.bmp", 2; - next; + mes("[Lumin]"); + mes("......."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes("Muahahahaha."); + cutin("nov_lumin03", 2); + next(); + if (select("Are you kidding me?!", "Where's the treasure?") == 1) { + mes("[Lumin]"); + mes("No..."); + mes("Meeting three times(in one day must be destiny."); + mes("You and I can be friends."); + cutin("nov_lumin05", 2); + next(); select("Or Frenemies!"); - mes "[Lumin]"; - mes "Frene-what? Oh well I'm done with the mission."; - mes "Take care."; - cutin "nov_lumin02.bmp", 2; - next; - cutin "", 255; - mes "[" + strcharinfo(0) + "]"; - mes "Are you even listening to me?!"; - setquest 7475; - viewpoint 2,179,75,1,0xFF0000; - next; - mes "^4d4dff...I have to report the result to the Information Staff...^000000."; - close; + mes("[Lumin]"); + mes("Frene-what? Oh well I'm done with the mission."); + mes("Take care."); + cutin("nov_lumin02", 2); + next(); + cutin("", 255); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Are you even listening to me?!"); + setquest(7475); + viewpoint 2, 179, 75, 1, 0xFF0000; + next(); + mes("^4d4dff...I have to report the result to the Information Staff...^000000."); + close(); } - mes "[Lumin]"; - mes "Ooo Butterfly Wings."; - mes "If I hand it over to you, you'll just waste 'em so I'll just keep them."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes "Come on this is just friendly competition."; - cutin "nov_lumin05.bmp", 2; - next; - mes "[Lumin]"; - mes "I am doing this for you to make you stronger."; - mes "Now, so long."; - cutin "nov_lumin03.bmp", 2; - next; - cutin "", 255; - mes "^4d4dff...I have to report the result to the Information staff...^000000."; - setquest 7475; - viewpoint 2,179,75,1,0xFF0000; - close; + mes("[Lumin]"); + mes("Ooo Butterfly Wings."); + mes("If I hand it over to you, you'll just waste 'em so I'll just keep them."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes("Come on this is just friendly competition."); + cutin("nov_lumin05", 2); + next(); + mes("[Lumin]"); + mes("I am doing this for you to make you stronger."); + mes("Now, so long."); + cutin("nov_lumin03", 2); + next(); + cutin("", 255); + mes("^4d4dff...I have to report the result to the Information staff...^000000."); + setquest(7475); + viewpoint 2, 179, 75, 1, 0xFF0000; + close(); } else { - mes "Except for the signboard of the free airship, nothing particular was found."; - next; + mes("Except for the signboard of the free airship, nothing particular was found."); + next(); select("Why is there nothing here?"); - mes "[Lumin]"; - mes "Of course."; - mes "I already packed it in my bag."; - mes "There were Butterfly Wings here."; - cutin "nov_lumin01.bmp", 2; - next; + mes("[Lumin]"); + mes("Of course."); + mes("I already packed it in my bag."); + mes("There were Butterfly Wings here."); + cutin("nov_lumin01", 2); + next(); select("So can I have some?"); - mes "[Lumin]"; - mes "That's not fair, I was here first so they're mine."; - mes "You better get to the next stop faster if you want the prize."; - cutin "nov_lumin02.bmp", 2; - next; - mes "[Lumin]"; - mes "Well, then....."; - cutin "nov_lumin03.bmp", 2; - next; - cutin "", 255; - mes "Lumin disappeared with his long hair in the air."; - mes "......"; - setquest 7475; - viewpoint 2,179,75,1,0xFF0000; - close; + mes("[Lumin]"); + mes("That's not fair, I was here first so they're mine."); + mes("You better get to the next stop faster if you want the prize."); + cutin("nov_lumin02", 2); + next(); + mes("[Lumin]"); + mes("Well, then....."); + cutin("nov_lumin03", 2); + next(); + cutin("", 255); + mes("Lumin disappeared with his long hair in the air."); + mes("......"); + setquest(7475); + viewpoint 2, 179, 75, 1, 0xFF0000; + close(); } } else { - mes "==== Airship Information ===="; - mes ""; - mes "Izlude - Juno - Rachel"; - mes ""; - mes "Travellers bound for either the ^4d4dffSchwarzwalt Republic^000000 or ^4d4dffArunafeltz^000000 may board the airship here."; - close; + mes("==== Airship Information ===="); + mes(""); + mes("Izlude - Juno - Rachel"); + mes(""); + mes("Travellers bound for either the ^4d4dffSchwarzwalt Republic^000000 or ^4d4dffArunafeltz^000000 may board the airship here."); + close(); } } else { - mes "==== Airship Information ===="; - mes ""; - mes "Izlude - Juno - Rachel"; - mes ""; - mes "Travellers bound for either the ^4d4dffSchwarzwalt Republic^000000 or ^4d4dffArunafeltz^000000 may board the airship here."; - close; + mes("==== Airship Information ===="); + mes(""); + mes("Izlude - Juno - Rachel"); + mes(""); + mes("Travellers bound for either the ^4d4dffSchwarzwalt Republic^000000 or ^4d4dffArunafeltz^000000 may board the airship here."); + close(); } OnInit: - // AddQuestInfo 7475 0 0 - // SetQuestQuest 7475 7474 1 + // Addquestinfo 7475 0 0 + // setquestQuest 7475 7474 1 end; OnTouch: if (questprogress(7474) == 1 && !questprogress(7475)) - emotion e_gasp; + emotion(e_gasp); end; } @@ -1609,138 +1788,138 @@ izlude,207,167,3 script Arena#iz 4_BULLETIN_BOARD2,3,3,{ .@total = questprogress(7475) + questprogress(7476) + questprogress(7477); if (questprogress(7474) == 1) { if (!questprogress(7476)) { - mes "== Challenge! Arena! =="; - mes ""; - mes "Breath taking battle with monsters!"; - mes "Where is your limit?"; - mes "PvE party with your comrad!"; - mes "All these at Arena!!"; - next; + mes("== Challenge! Arena! =="); + mes(""); + mes("Breath taking battle with monsters!"); + mes("Where is your limit?"); + mes("PvE party with your comrad!"); + mes("All these at Arena!!"); + next(); if (.@total == 1) { - mes "Except for the Arena promtional board, nothing can be found here."; - next; + mes("Except for the Arena promtional board, nothing can be found here."); + next(); select("Nothing again?"); - mes "[Lumin]"; - mes "Hmmm. Its not nothing...."; - mes "There were potions here..."; - mes "I was tired of waiting for you so I took it too."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes "But why does this potion never make me full?"; - mes "*gulp*"; - mes "Oh well looks like it's all gone."; - next; - cutin "", 255; - mes "Lumin beat you again."; - mes "Better beat him to the last spot."; - setquest 7476; - viewpoint 2,207,167,3,0xFF0000; - close; + mes("[Lumin]"); + mes("Hmmm. Its not nothing...."); + mes("There were potions here..."); + mes("I was tired of waiting for you so I took it too."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes("But why does this potion never make me full?"); + mes("*gulp*"); + mes("Oh well looks like it's all gone."); + next(); + cutin("", 255); + mes("Lumin beat you again."); + mes("Better beat him to the last spot."); + setquest(7476); + viewpoint 2, 207, 167, 3, 0xFF0000; + close(); } else if (.@total > 1) { - mes "[Lumin]"; - mes "......."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes "Muahahaha."; - cutin "nov_lumin03.bmp", 2; - next; + mes("[Lumin]"); + mes("......."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes("Muahahaha."); + cutin("nov_lumin03", 2); + next(); switch(select("Are you kidding me?!", "Where's the treasure?") == 1) { - mes "[Lumin]"; - mes "No..."; - mes "Meeting three times in one day must be destiny."; - mes "You and I can be friends."; - cutin "nov_lumin05.bmp", 2; - next; + mes("[Lumin]"); + mes("No..."); + mes("Meeting three times(in one day must be destiny."); + mes("You and I can be friends."); + cutin("nov_lumin05", 2); + next(); select("Or Frenemies!"); - mes "[Lumin]"; - mes "Frene-what? Oh well I'm done with the mission."; - mes "Take care."; - cutin "nov_lumin02.bmp", 2; - next; - cutin "", 255; - mes "[" + strcharinfo(0) + "]"; - mes "Are you even listening to me?!"; - setquest 7476; - viewpoint 2,207,167,3,0xFF0000; - next; - mes "^4d4dff...I have to report the result to the Information Staff...^000000."; - close; + mes("[Lumin]"); + mes("Frene-what? Oh well I'm done with the mission."); + mes("Take care."); + cutin("nov_lumin02", 2); + next(); + cutin("", 255); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Are you even listening to me?!"); + setquest(7476); + viewpoint 2, 207, 167, 3, 0xFF0000; + next(); + mes("^4d4dff...I have to report the result to the Information Staff...^000000."); + close(); } - mes "[Lumin]"; - mes "Red potions."; - mes "If I hand it over to you, you'll just waste 'em so I'll just keep them."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes "Come on this is just friendly competition."; - cutin "nov_lumin05.bmp", 2; - next; - mes "[Lumin]"; - mes "I am doing this for you to make you stronger."; - mes "Now, so long."; - cutin "nov_lumin03.bmp", 2; - next; - cutin "", 255; - mes "^4d4dff...I have to report of the result to Information staff...^000000."; - setquest 7476; - viewpoint 2,207,167,3,0xFF0000; - close; + mes("[Lumin]"); + mes("Red potions."); + mes("If I hand it over to you, you'll just waste 'em so I'll just keep them."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes("Come on this is just friendly competition."); + cutin("nov_lumin05", 2); + next(); + mes("[Lumin]"); + mes("I am doing this for you to make you stronger."); + mes("Now, so long."); + cutin("nov_lumin03", 2); + next(); + cutin("", 255); + mes("^4d4dff...I have to report of the result to Information staff...^000000."); + setquest(7476); + viewpoint 2, 207, 167, 3, 0xFF0000; + close(); } else { - mes "Except for the Arena promotion signboard, nothing can be found."; - next; + mes("Except for the Arena promotion signboard, nothing can be found."); + next(); select("Why is there nothing?"); - mes "[Lumin]"; - mes "Of course."; - mes "I already packed it."; - mes "There were Red Potion hidden here."; - cutin "nov_lumin01.bmp", 2; - next; + mes("[Lumin]"); + mes("Of course."); + mes("I already packed it."); + mes("There were Red Potion hidden here."); + cutin("nov_lumin01", 2); + next(); select("So can I have some?"); - mes "[Lumin]"; - mes "That's not fair, I was here first so they're mine."; - mes "You better get to the next stop faster if you want the prize."; - cutin "nov_lumin02.bmp", 2; - next; - mes "[Lumin]"; - mes "Well, then....."; - cutin "nov_lumin03.bmp", 2; - next; - cutin "", 255; - mes "Lumin disappeared with his long hair in the air."; - mes "This guy..."; - setquest 7476; - viewpoint 2,207,167,3,0xFF0000; - close; + mes("[Lumin]"); + mes("That's not fair, I was here first so they're mine."); + mes("You better get to the next stop faster if you want the prize."); + cutin("nov_lumin02", 2); + next(); + mes("[Lumin]"); + mes("Well, then....."); + cutin("nov_lumin03", 2); + next(); + cutin("", 255); + mes("Lumin disappeared with his long hair in the air."); + mes("This guy..."); + setquest(7476); + viewpoint 2, 207, 167, 3, 0xFF0000; + close(); } } else { - mes "== Challenge! Arena! =="; - mes ""; - mes "Breath taking battle with monsters!"; - mes "Where is your limit?"; - mes "PvE party with your comrad!"; - mes "All these at Arena!!"; - close; + mes("== Challenge! Arena! =="); + mes(""); + mes("Breath taking battle with monsters!"); + mes("Where is your limit?"); + mes("PvE party with your comrad!"); + mes("All these at Arena!!"); + close(); } } else { - mes "== Challenge! Arena! =="; - mes ""; - mes "Breath taking battle with monsters!"; - mes "Where is your limit?"; - mes "PvE party with your comrad!"; - mes "All these at Arena!!"; - close; + mes("== Challenge! Arena! =="); + mes(""); + mes("Breath taking battle with monsters!"); + mes("Where is your limit?"); + mes("PvE party with your comrad!"); + mes("All these at Arena!!"); + close(); } OnInit: - // AddQuestInfo 7476 0 0 - // SetQuestQuest 7476 7474 1 + // Addquestinfo 7476 0 0 + // setquestQuest 7476 7474 1 end; OnTouch: if (questprogress(7474) == 1 && !questprogress(7476)) - emotion e_gasp; + emotion(e_gasp); end; } @@ -1754,138 +1933,138 @@ izlude,45,94,3 script Bulletin Board#iz 4_BULLETIN_BOARD2,3,3,{ .@total = questprogress(7475) + questprogress(7476) + questprogress(7477); if (questprogress(7474) == 1) { if (!questprogress(7477)) { - mes "==== Information ===="; - mes ""; - mes "Prontera Field."; - mes "The city of Prontera is located to the north."; - next; + mes("==== Information ===="); + mes(""); + mes("Prontera Field."); + mes("The city of Prontera is located to the north."); + next(); if (.@total == 1) { - mes "Except for the simple signboard, nothing can be found here."; - next; + mes("Except for the simple signboard, nothing can be found here."); + next(); select("Where's the treasure?"); - mes "[Lumin]"; - mes "Yo."; - mes "Sorry but I am quicker than you."; - mes "There were Fly Wings here.."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes "In fact, I don't like Fly's wings."; - mes "Flies are so dirty."; - cutin "nov_lumin02.bmp", 2; - next; - mes "[Lumin]"; - mes "By the way, why is one of the convenient transportations fly wing shaped?"; - mes "Perhaps you know?"; - next; - mes "[Lumin]"; - mes "...you don't know."; - cutin "nov_lumin01.bmp", 2; - next; - cutin "", 255; - mes "Defeated by Lumin again."; - mes "Keep calm and find the next location."; - setquest 7477; - viewpoint 2,45,94,2,0xFF0000; - close; + mes("[Lumin]"); + mes("Yo."); + mes("Sorry but I am quicker than you."); + mes("There were Fly Wings here.."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes("In fact, I don't like Fly's wings."); + mes("Flies are so dirty."); + cutin("nov_lumin02", 2); + next(); + mes("[Lumin]"); + mes("By the way, why is one of the convenient transportations fly wing shaped?"); + mes("Perhaps you know?"); + next(); + mes("[Lumin]"); + mes("...you don't know."); + cutin("nov_lumin01", 2); + next(); + cutin("", 255); + mes("Defeated by Lumin again."); + mes("Keep calm and find the next location."); + setquest(7477); + viewpoint 2, 45, 94, 2, 0xFF0000; + close(); } else if (.@total > 1) { - mes "[Lumin]"; - mes "......."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes "...Hello"; - cutin "nov_lumin03.bmp", 2; - next; - if(select("Are you kidding me?!", "Where's the treasure?") == 1) { - mes "[Lumin]"; - mes "No..."; - mes "Meeting three times in one day must be destiny."; - mes "You and I can be friends."; - cutin "nov_lumin05.bmp", 2; - next; + mes("[Lumin]"); + mes("......."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes("...Hello"); + cutin("nov_lumin03", 2); + next(); + if (select("Are you kidding me?!", "Where's the treasure?") == 1) { + mes("[Lumin]"); + mes("No..."); + mes("Meeting three times(in one day must be destiny."); + mes("You and I can be friends."); + cutin("nov_lumin05", 2); + next(); select("Or Frenemies!"); - mes "[Lumin]"; - mes "Frene-what? Oh well I'm done with the mission."; - mes "Take care."; - cutin "nov_lumin02.bmp", 2; - next; - cutin "", 255; - mes "[" + strcharinfo(0) + "]"; - mes "Are you even listening to me?!"; - setquest 7477; - viewpoint 2,45,94,2,0xFF0000; - next; - mes "^4d4dff...I have to report the result to the Information Staff...^000000."; - close; + mes("[Lumin]"); + mes("Frene-what? Oh well I'm done with the mission."); + mes("Take care."); + cutin("nov_lumin02", 2); + next(); + cutin("", 255); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Are you even listening to me?!"); + setquest(7477); + viewpoint 2, 45, 94, 2, 0xFF0000; + next(); + mes("^4d4dff...I have to report the result to the Information Staff...^000000."); + close(); } - mes "[Lumin]"; - mes "Fly Wings."; - mes "If I hand them over to you, you'll just waste 'em so I think I'll keep them."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes "Come on this is just friendly competition."; - cutin "nov_lumin05.bmp", 2; - next; - mes "[Lumin]"; - mes "I am doing this for you to make you stronger."; - mes "Now, so long."; - cutin "nov_lumin03.bmp", 2; - next; - cutin "", 255; - mes "^4d4dff...I have to report of the result to Information staff...^000000."; - setquest 7477; - viewpoint 2,45,94,2,0xFF0000; - close; + mes("[Lumin]"); + mes("Fly Wings."); + mes("If I hand them over to you, you'll just waste 'em so I think I'll keep them."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes("Come on this is just friendly competition."); + cutin("nov_lumin05", 2); + next(); + mes("[Lumin]"); + mes("I am doing this for you to make you stronger."); + mes("Now, so long."); + cutin("nov_lumin03", 2); + next(); + cutin("", 255); + mes("^4d4dff...I have to report of the result to Information staff...^000000."); + setquest(7477); + viewpoint 2, 45, 94, 2, 0xFF0000; + close(); } else { - mes "Except for the simple signboard, nothing can be found."; - next; + mes("Except for the simple signboard, nothing can be found."); + next(); select("Why is there nothing?"); - mes "[Lumin]"; - mes "Of course."; - mes "Fly's wings were here so I already packed them in my bag."; - cutin "nov_lumin01.bmp", 2; - next; + mes("[Lumin]"); + mes("Of course."); + mes("Fly's wings were here so I already packed them in my bag."); + cutin("nov_lumin01", 2); + next(); select("So can I have some?"); - mes "[Lumin]"; - mes "That's not fair, I was here first so they're mine."; - mes "You better get to the next stop faster if you want the prize."; - cutin "nov_lumin03.bmp", 2; - next; - mes "[Lumin]"; - mes "Well, then....."; - next; - cutin "", 255; - mes "Lumin disappeared with his long hair in the air."; - mes "This guy...."; - setquest 7477; - viewpoint 2,45,94,2,0xFF0000; - close; + mes("[Lumin]"); + mes("That's not fair, I was here first so they're mine."); + mes("You better get to the next stop faster if you want the prize."); + cutin("nov_lumin03", 2); + next(); + mes("[Lumin]"); + mes("Well, then....."); + next(); + cutin("", 255); + mes("Lumin disappeared with his long hair in the air."); + mes("This guy...."); + setquest(7477); + viewpoint 2, 45, 94, 2, 0xFF0000; + close(); } } else { - mes "==== Information ===="; - mes ""; - mes "Prontera Field."; - mes "The city of Prontera is located to the north."; - close; + mes("==== Information ===="); + mes(""); + mes("Prontera Field."); + mes("The city of Prontera is located to the north."); + close(); } } else { - mes "==== Information ===="; - mes ""; - mes "Prontera Field."; - mes "The city of Prontera is located to the north."; - close; + mes("==== Information ===="); + mes(""); + mes("Prontera Field."); + mes("The city of Prontera is located to the north."); + close(); } OnInit: - // AddQuestInfo 7477 0 0 - // SetQuestQuest 7477 7474 1 + // Addquestinfo 7477 0 0 + // setquestQuest 7477 7474 1 end; OnTouch: if (questprogress(7474) == 1 && !questprogress(7477)) - emotion e_gasp; + emotion(e_gasp); end; } @@ -1898,202 +2077,202 @@ izlude_d,45,94,3 duplicate(Bulletin Board#iz) Bulletin Board#iz_d 4_BULLETIN_BOA // - Gives the player a basic quest and teaches them First Aid. iz_ac01,59,43,3 script Therapist#ac 4_M_6THPRIN1,{ if (!checkweight(Orcish_Axe, 3)) { - mes "Quest cannot be continued due to the overfilled inventory."; - mes "Please try it again after organizing the items."; - close; - } - mes "[Therapist]"; - if(questprogress(4269) == 2) { - mes "Are you a student?"; - mes "Do you have any problem in your body?"; - next; + mes("Quest cannot be continued due to the overfilled inventory."); + mes("Please try it again after organizing the items."); + close(); + } + mes("[Therapist]"); + if (questprogress(4269) == 2) { + mes("Are you a student?"); + mes("Do you have any problem in your body?"); + next(); .@menu$ = "Help me!:Teach me the First Aid Skill:^ff0000Red Herb Quest^000000:Save Location"; } else { - mes "This is the dispensary of the Royal Criatura Academy."; - mes "How can I help you?"; - next; + mes("This is the dispensary of the Royal Criatura Academy."); + mes("How can I help you?"); + next(); .@menu$ = "Help me!:First Aid Skill::I want to rest."; } switch(select(.@menu$)) { case 1: if (BaseLevel <= 20) { - mes "[Therapist]"; - mes "Are you injured?"; - mes "Even the emergency treatment didn't work for you?"; - next; + mes("[Therapist]"); + mes("Are you injured?"); + mes("Even the emergency treatment didn't work for you?"); + next(); npcskill "AL_HEAL", 3, 50, 60; - percentheal 0, 50; - mes "[Therapist]"; - mes "Is that good enough?"; - mes "Have you recovered?"; - mes "If you are sane, go to bed and rest before you go."; - close; + percentheal(0, 50); + mes("[Therapist]"); + mes("Is that good enough?"); + mes("Have you recovered?"); + mes("If you are sane, go to bed and rest before you go."); + close(); } else { - mes "[Therapist]"; - mes "I feel sorry for you but..."; - mes "I can only give my free healing service to those under base level 20."; - mes "You don't look like you're going to die anyways."; - next; - mes "[Therapist]"; - mes "Just take a rest here until you've recovered."; - mes "There are lots of vacant beds!"; - close; + mes("[Therapist]"); + mes("I feel sorry for you but..."); + mes("I can only give my free healing service to those under base level 20."); + mes("You don't look like you're going to die anyways."); + next(); + mes("[Therapist]"); + mes("Just take a rest here until you've recovered."); + mes("There are lots of vacant beds!"); + close(); } break; case 2: if (getskilllv("NV_FIRSTAID")) { - mes "[Therapist]"; - mes "You already know about First Aid."; - mes "We both are busy. Don't bother me."; - close; + mes("[Therapist]"); + mes("You already know about First Aid."); + mes("We both are busy. Don't bother me."); + close(); } else { - mes "[Therapist]"; - mes "You are commendable!"; - mes "First Aid is a skill that transfers SP to HP during emergency situations."; - next; - mes "[Therapist]"; - mes "Recovery ratio is very minimal..."; - mes "It can help you avoid dying but won't give you much HP."; - specialeffect2 EF_BEGINSPELL6; - specialeffect2 EF_SPELLBREAKER; - next; - mes "[Therapist]"; - mes "Press ^4d4dffALT + S^000000 to open your Skill window to see your skills."; + mes("[Therapist]"); + mes("You are commendable!"); + mes("First Aid is a skill that transfers SP to HP during emergency situations."); + next(); + mes("[Therapist]"); + mes("Recovery ratio is very minimal..."); + mes("It can help you avoid dying but won't give you much HP."); + specialeffect(EF_BEGINSPELL6, AREA, playerattached()); + specialeffect(EF_SPELLBREAKER, AREA, playerattached()); + next(); + mes("[Therapist]"); + mes("Press ^4d4dffALT + S^000000 to open your Skill window to see your skills."); skill "NV_FIRSTAID", 1, 0; skill_nov = 3; - getexp 1000, 40; - next; - mes "[Therapist]"; - mes "If you press ^4d4dffF12^000000..."; - mes "The shortcut window will open up with nine small compartments to register your skills to."; - next; - mes "[Therapist]"; - mes "Dragging the right hand corner at the shortcut window, you can open up more skill shortcut pages."; - next; - mes "[Therapist]"; - mes "It is a simple use.. ^4d4dff Each slot responds to individual keys from F1 to F9^000000."; - mes "Needed skills or items can be immediately used after registering on the corresponding slots."; - next; - cutin "tutorial05.bmp", 4; - mes "!- Information -!"; - mes "You can register needed items or skills at ^4d4dff shortcut slots by dragging the icons."; - next; - mes "!- Information -!"; - mes "^4d4dff The registered items and equipment at^4d4dff the slots can be immediately used or armed by pressing the reponding F1 - F9 keys."; - next; - mes "!- Information -!"; - mes "By setting the ^4d4dffshortcut keys as you want, you can use the responding shortcut key."; - next; - mes "!- Information -!"; - mes "^4d4dffyou may register the frequently using items and skills, and use them at your convenience."; - cutin "", 255; - next; - mes "[Therapist]"; - mes "Now open the skill window and register [First Aid] as shortcut key, then use it."; - mes "You will find it is more covenient to use this way."; - close; + getexp(1000, 40); + next(); + mes("[Therapist]"); + mes("If you press ^4d4dffF12^000000..."); + mes("The shortcut window will open up with nine small compartments to register your skills to."); + next(); + mes("[Therapist]"); + mes("Dragging the right hand corner at the shortcut window, you can open up more skill shortcut pages."); + next(); + mes("[Therapist]"); + mes("It is a simple use.. ^4d4dff Each slot responds to individual keys from F1 to F9^000000."); + mes("Needed skills or items can be immediately used after registering on the corresponding slots."); + next(); + cutin("tutorial05", 4); + mes("!- Information -!"); + mes("You can register needed items or skills at ^4d4dff shortcut slots by dragging the icons."); + next(); + mes("!- Information -!"); + mes("^4d4dff The registered items and equipment at^4d4dff the slots can be immediately used or armed by pressing the reponding F1 - F9 keys."); + next(); + mes("!- Information -!"); + mes("By setting the ^4d4dffshortcut keys as you want, you can use the responding shortcut key."); + next(); + mes("!- Information -!"); + mes("^4d4dffyou may register the frequently using items and skills, and use them at your convenience."); + cutin("", 255); + next(); + mes("[Therapist]"); + mes("Now open the skill window and register [First Aid] as shortcut key, then use it."); + mes("You will find it is more covenient to use this way."); + close(); } case 3: if (!questprogress(7478)) { - mes "[Therapist]"; - mes "Have you investigated the growing plants in the field?"; - mes "^4d4dff Red Plant, Blue Plant, Green Plant, White Plant^000000etc.."; - next; - mes "[Therapist]"; - mes "You can get different colored herbs from the various plants."; - mes "Processing herbs turns to be a various useful potions."; - next; - mes "[Therapist]"; - mes "Now, shall we collect the Red Herb with your hands?"; - next; - mes "[Therapist]"; - mes "A ^4d4dffRed Plant is growing near the academy building.^000000."; - mes "I secretly planted it for today."; - mes "Go and get ^4d4dff1 Red Herb^000000."; - setquest 7478; - close; + mes("[Therapist]"); + mes("Have you investigated the growing plants in the field?"); + mes("^4d4dff Red Plant, Blue Plant, Green Plant, White Plant^000000etc.."); + next(); + mes("[Therapist]"); + mes("You can get different colored herbs from the various plants."); + mes("Processing herbs turns to be a various useful potions."); + next(); + mes("[Therapist]"); + mes("Now, shall we collect the Red Herb with your hands?"); + next(); + mes("[Therapist]"); + mes("A ^4d4dffRed Plant is growing near the academy building.^000000."); + mes("I secretly planted it for today."); + mes("Go and get ^4d4dff1 Red Herb^000000."); + setquest(7478); + close(); } else if (questprogress(7478) == 1) { if (countitem(Red_Herb) > 0) { - mes "[Therapist]"; - mes "You got it."; - mes "^4d4dffYou could eat this herb and get the benefit of it immediately but it will be more efficient if you make it into a potion.^000000."; - next; - mes "[Therapist]"; - mes "Herbs vary their virtues according to their color."; - mes "^4d4dffGreen Herbs^000000 detox you."; - mes "^4d4dffBlue Herbs^000000 recover your SP."; - next; - mes "[Therapist]"; - mes "Any other?"; - mes "Well, HP is recovering like this red herb."; - mes "This like this... Make a nectar and put it into a bottle...."; - next; - mes "[Therapist]"; - mes "This becomes the recovering potion possible to take anywhere, anytime."; - mes "I will give it to you as souvenir."; - mes "And also give you the recipe to make potions easily."; - next; - mes "[Therapist]"; - mes "This is the book for the simple combination of potion use."; - mes "You can make it easily by ^4d4dffusing the combination kit or cooking tool^000000."; - completequest 7478; - getexp 2000, 50; - getitem Novice_Potion, 30; // Novice_Potion - getitem Novice_Combi_Book, 1; // Novice_Combi_Book - getitem Combination_Kit, 10; // Combination_Kit - getitem Red_Herb, 1; // Red_Herb - getitem Apple, 1; // Apple - next; - mes "[Therapist]"; - mes "Not only potions but also other easily attainable things can be turned to various tools. Please make use of them."; - next; - mes "[Therapist]"; - mes "For your trial to make it, I gave you a Red Herb and one Apple,"; - mes "How about making it with the combination kit?"; - next; - mes "[Therapist]"; - mes "Read the combination kit by ^4d4dffright-clicking^000000, and ^4d4dffclick the book shaped icon^000000 which will open up the explanation window."; - close; + mes("[Therapist]"); + mes("You got it."); + mes("^4d4dffYou could eat this herb and get the benefit of it immediately but it will be more efficient if you make it into a potion.^000000."); + next(); + mes("[Therapist]"); + mes("Herbs vary their virtues according to their color."); + mes("^4d4dffGreen Herbs^000000 detox you."); + mes("^4d4dffBlue Herbs^000000 recover your SP."); + next(); + mes("[Therapist]"); + mes("Any other?"); + mes("Well, HP is recovering like this red herb."); + mes("This like this... Make a nectar and put it into a bottle...."); + next(); + mes("[Therapist]"); + mes("This becomes(the recovering potion possible to take anywhere, anytime."); + mes("I will give it to you as souvenir."); + mes("And also give you the recipe to make potions easily."); + next(); + mes("[Therapist]"); + mes("This is the book for the simple combination of potion use."); + mes("You can make it easily by ^4d4dffusing the combination kit or cooking tool^000000."); + completequest(7478); + getexp(2000, 50); + getitem(Novice_Potion, 30); // Novice_Potion + getitem(Novice_Combi_Book, 1); // Novice_Combi_Book + getitem(Combination_Kit, 10); // Combination_Kit + getitem(Red_Herb, 1); // Red_Herb + getitem(Apple, 1); // Apple + next(); + mes("[Therapist]"); + mes("Not only potions but also other easily attainable things can be turned to various tools. Please make use of them."); + next(); + mes("[Therapist]"); + mes("For your trial to make it, I gave you a Red Herb and one Apple,"); + mes("How about making it with the combination kit?"); + next(); + mes("[Therapist]"); + mes("Read the combination kit by ^4d4dffright-clicking^000000, and ^4d4dffclick the book shaped icon^000000 which will open up the explanation window."); + close(); } else { - mes "[Therapist]"; - mes "Why don't you learn about the virtues of herbs?"; - mes "Bring one Red Herb by beating the growing Red Herb near the academy building."; - next; - mes "[Therapist]"; - mes "You can find it near the entrance of the academy."; - close; + mes("[Therapist]"); + mes("Why don't you learn about the virtues of herbs?"); + mes("Bring one Red Herb by beating the growing Red Herb near the academy building."); + next(); + mes("[Therapist]"); + mes("You can find it near the entrance of the academy."); + close(); } } else { - mes "[Therapist]"; - mes "I already let you know about the basic medical botany."; - mes "By the way, there is something called a ^4d4dffShining Plant^000000 here on Rune Midgard."; - next; - mes "[Therapist]"; - mes "Nobody knows which herb comes out from this plant."; - mes "Once I got the fruit of Yggdrasil."; - next; - mes "[Therapist]"; - mes "And, in the Alberta merchant guild, there is an old man making potions."; - mes "You can ask him for help."; - next; - mes "[Therapist]"; - mes "^4d4dffAlchemist^000000 or ^4d4dffBiochemist^000000 or the higher class job ^4d4dff Geneticist^000000 are all good at creating potions."; - next; - mes "[Therapist]"; - mes "If you want to have a well-made potion, it may be a good idea to ask for a specialist."; - close; + mes("[Therapist]"); + mes("I already let you know about the basic medical botany."); + mes("By the way, there is something called a ^4d4dffShining Plant^000000 here on Rune Midgard."); + next(); + mes("[Therapist]"); + mes("Nobody knows which herb comes(out from this plant."); + mes("Once I got the fruit of Yggdrasil."); + next(); + mes("[Therapist]"); + mes("And, in the Alberta merchant guild, there is an old man making potions."); + mes("You can ask him for help."); + next(); + mes("[Therapist]"); + mes("^4d4dffAlchemist^000000 or ^4d4dffBiochemist^000000 or the higher class job ^4d4dff Geneticist^000000 are all good at creating potions."); + next(); + mes("[Therapist]"); + mes("If you want to have a well-made potion, it may be a good idea to ask for a specialist."); + close(); } case 4: - mes "[Therapist]"; - mes "I see..."; - mes "For emergency situations, in case you've fainted and want to be brought back here, I will save your current location."; - savepoint "iz_ac01", 45, 46; - close; + mes("[Therapist]"); + mes("I see..."); + mes("For emergency situations, in case you've fainted and want to be brought back here, I will save your current location."); + savepoint("iz_ac01", 45, 46); + close(); } OnInit: - // AddQuestInfo 7478 0 0 - // SetQuestQuest 7478 4269 2 + // Addquestinfo 7478 0 0 + // setquestQuest 7478 4269 2 end; } @@ -2108,20 +2287,20 @@ izlude,141,251,0 script Cultivated Red Plant#0 RED_PLANT,3,3,{ OnTouch: if (questprogress(7478) == 1 && !questprogress(7479)) - donpcevent "Cultivated Red Plant#"+strnpcinfo(2)+"::OnDisable"; + donpcevent("Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable"); end; OnDisable: - specialeffect EF_STEAL; - disablenpc "Cultivated Red Plant#"+strnpcinfo(2); - emotion e_gasp, 1; - emotion e_heh, 0, "Academy Student#"+strnpcinfo(2); - initnpctimer; + specialeffect(EF_STEAL); + disablenpc("Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN)); + emotion(e_gasp, 1); + emotion(e_heh, 0, "Academy Student#"+strnpcinfo(NPC_NAME_HIDDEN)); + initnpctimer(); end; OnTimer30000: - enablenpc "Cultivated Red Plant#"+strnpcinfo(2); - stopnpctimer; + enablenpc("Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN)); + stopnpctimer();; end; } @@ -2133,108 +2312,108 @@ izlude_d,141,251,0 duplicate(Cultivated Red Plant#0) Cultivated Red Plant#d RED_ //- Academy Student (Red Herb Quest) - izlude,140,249,7 script Academy Student#0 4_M_NOV_RUMIN,{ if (!checkweight(Orcish_Axe, 3)) { - mes "Your inventory is too full so you can't continue this quest."; - mes "Please try it again after organizing the items."; - close; + mes("Your inventory is too full so you can't continue this quest."); + mes("Please try it again after organizing the items."); + close(); } if (questprogress(7478) == 1 && !questprogress(7479)) { - specialeffect EF_STEAL, AREA, "Cultivated Red Plant#"+strnpcinfo(2); - donpcevent "Cultivated Red Plant#"+strnpcinfo(2)+"::OnDisable"; - emotion e_gasp, 1; - emotion e_heh; - mes "[Lumin]"; - mes "Hey there Turtle"; - mes "You are really slow."; - mes "This Red Plant is no longer useful for you."; - cutin "nov_lumin01.bmp", 2; - next; - if(select("What are you talking about?", "Who're you?") == 1) { - mes "[Lumin]"; - mes "You heard me."; - mes "Aren't you here to collect the Red Plant for the Academy Therapist."; - next; - mes "[Lumin]"; - mes "But, But something weird just happened."; - mes "It happened right before my eyes."; - next; + specialeffect(EF_STEAL, AREA, getnpcid(0, "Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN))); + donpcevent("Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable"); + emotion(e_gasp, 1); + emotion(e_heh); + mes("[Lumin]"); + mes("Hey there Turtle"); + mes("You are really slow."); + mes("This Red Plant is no longer useful for you."); + cutin("nov_lumin01", 2); + next(); + if (select("What are you talking about?", "Who're you?") == 1) { + mes("[Lumin]"); + mes("You heard me."); + mes("Aren't you here to collect the Red Plant for the Academy Therapist."); + next(); + mes("[Lumin]"); + mes("But, But something weird just happened."); + mes("It happened right before my eyes."); + next(); } else { if (questprogress(7472) > 0 || questprogress(7474) > 1) { - mes "[Lumin]"; - mes "Did you lose your memory?"; - mes "If the captain hears about it, he'll cry."; - mes "It is still ok as long as I remember you."; - cutin "nov_lumin02.bmp", 2; - next; + mes("[Lumin]"); + mes("Did you lose your memory?"); + mes("If the captain hears about it, he'll cry."); + mes("It is still ok as long as I remember you."); + cutin("nov_lumin02", 2); + next(); } else { - mes "[Lumin]"; - mes "Lumin."; - mes "......."; - mes "How about being happy?"; - cutin "nov_lumin04.bmp", 2; - next; + mes("[Lumin]"); + mes("Lumin."); + mes("......."); + mes("How about being happy?"); + cutin("nov_lumin04", 2); + next(); } } - mes "[Lumin]"; - mes "Anyway, let me explain it to you, I have just cut all the leaves of this Red Plant."; - mes "You can't collect the Red Plant anymore."; - cutin "nov_lumin02.bmp", 2; - next; + mes("[Lumin]"); + mes("Anyway, let me explain it to you, I have just cut all the leaves of this Red Plant."); + mes("You can't collect the Red Plant anymore."); + cutin("nov_lumin02", 2); + next(); select("Ok so give me a ^ff0000Red Herb^000000"); - mes "[Lumin]"; - mes "OK... then..."; - mes "I don't even need it anyways. I already know all about basic medical botany."; - cutin "nov_lumin03.bmp", 2; - next; + mes("[Lumin]"); + mes("OK... then..."); + mes("I don't even need it anyways. I already know all about basic medical botany."); + cutin("nov_lumin03", 2); + next(); select("Then, why did you do it?"); - mes "[Lumin]"; - mes "I didn't do it!"; - mes "I was just standing here."; - cutin "nov_lumin05.bmp", 2; - next; - mes "[Lumin]"; - mes "Here take this Red Herb."; - cutin "nov_lumin01.bmp", 2; - setquest 7479; - completequest 7479; - getitem Red_Herb, 1; // Red_Herb - next; - mes "[Lumin]"; - mes "Ah... see it's growing back."; - enablenpc "Cultivated Red Plant#"+strnpcinfo(2); - close2; + mes("[Lumin]"); + mes("I didn't do it!"); + mes("I was just standing here."); + cutin("nov_lumin05", 2); + next(); + mes("[Lumin]"); + mes("Here take this Red Herb."); + cutin("nov_lumin01", 2); + setquest(7479); + completequest(7479); + getitem(Red_Herb, 1); // Red_Herb + next(); + mes("[Lumin]"); + mes("Ah... see it's growing back."); + enablenpc("Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN)); + close2(); } else { if (Class == Job_Novice) { if (questprogress(7478) == 1) { - mes "[Lumin]"; - mes "I guess you should go back to the Therapist."; - mes "He's probably waiting for you.."; - cutin "nov_lumin01.bmp", 2; - close2; + mes("[Lumin]"); + mes("I guess you should go back to the Therapist."); + mes("He's probably waiting for you.."); + cutin("nov_lumin01", 2); + close2(); } else { - mes "He seems to think of something deeply."; - mes "Disregard it."; - close; + mes("He seems to think of something deeply."); + mes("Disregard it."); + close(); } } else { if (questprogress(7479) == 2) { - mes "[Criatura Student]"; - mes "......."; - next; - mes "This student looks familiar..."; - close; + mes("[Criatura Student]"); + mes("......."); + next(); + mes("This student looks familiar..."); + close(); } else { - mes "[Criatura Student]"; - mes "......."; - close; + mes("[Criatura Student]"); + mes("......."); + close(); } } } - cutin "", 255; + cutin("", 255); end; OnInit: - //AddQuestInfo 7479 1 0 - //SetQuestQuest 7479 7478 1 + //Addquestinfo 7479 1 0 + //setquestQuest 7479 7478 1 end; } @@ -2246,163 +2425,163 @@ izlude_d,140,249,7 duplicate(Academy Student#0) Academy Student#d 4_M_NOV_RUMIN //- Instructor Argos (Trick Dead Quest) - izlude,140,260,3 script Instructor Argos#iz 4_M_LIEMAN,{ if (Class != Job_Novice && getskilllv("NV_TRICKDEAD") != 0) { - mes "[Instructor Argos]"; - mes "snoring... snoring..."; - close; + mes("[Instructor Argos]"); + mes("snoring... snoring..."); + close(); } if (questprogress(15001) == 2) { - mes "[Instructor Argos]"; - mes "snoring... snoring..."; - close; + mes("[Instructor Argos]"); + mes("snoring... snoring..."); + close(); } if (!questprogress(15001, PLAYTIME)) { - mes "- ......"; - next; - mes "- A man is lying here"; - mes "- he's barely breathing."; - next; - mes "- Is this maybe...?!"; - next; - mes "- an accident..."; - mes "- yes, this is a murder!"; - mes "- There's a murderer here!"; - next; - mes "- I swear on some old person's grave"; - mes "- I will solve this case!"; - next; - mes "[Instructor Argos]"; - mes "Yawn. Who are you making so much noise next to me..."; - next; + mes("- ......"); + next(); + mes("- A man is lying here"); + mes("- he's barely breathing."); + next(); + mes("- Is this maybe...?!"); + next(); + mes("- an accident..."); + mes("- yes, this is a murder!"); + mes("- There's a murderer here!"); + next(); + mes("- I swear on some old person's grave"); + mes("- I will solve this case!"); + next(); + mes("[Instructor Argos]"); + mes("Yawn. Who are you making so much noise next to me..."); + next(); select("You aren't dead?"); - emotion e_omg, 1; - mes "[Instructor Argos]"; - mes "Dead?! Who....?"; - mes "me? Pu ha ha ha!!"; - next; - emotion e_heh; - mes "[Instructor Argos]"; - mes "Sorry for laughing. Ha ha ha!"; - mes "I was just taking a nap because the weather is good."; - next; + emotion(e_omg, 1); + mes("[Instructor Argos]"); + mes("Dead?! Who....?"); + mes("me? Pu ha ha ha!!"); + next(); + emotion(e_heh); + mes("[Instructor Argos]"); + mes("Sorry for laughing. Ha ha ha!"); + mes("I was just taking a nap because the weather is good."); + next(); select("But you weren't breathing..."); - mes "[Instructor Argos]"; - mes "Ahh...... that?"; - mes "Right it makes sense that you misunderstood."; - next; - mes "[Instructor Argos]"; - mes "I used the skill<^ff0000Play Dead^000000> because I didn't want to be disturbed by monsters or someone else."; - next; - mes "[Instructor Argos]"; - mes "I never thought someone would think of me as an actual dead body."; - next; - mes "[Instructor Argos]"; - mes "Oh, I see... you are a new novice who just has arrived here?"; - next; - mes "[Instructor Argos]"; - mes "I guess it is unexpected and surprising but do you want to learn <^ff0000Play Dead^000000>?"; - next; - mes "[Instructor Argos]"; - mes "I am sure that it will help you. How do you think about it?"; - next; - if(select("I am sorry but I am busy.", "I want to learn it!") == 1) { - mes "[Instructor Argos]"; - mes "Really ? If you are busy then fine by me."; - mes "I should keep sleeping."; - mes "yawning..."; - close; - } - mes "[Instructor Argos]"; - mes "You made a right decision!"; - mes "I want to teach you for good."; - emotion e_no1; - next; - mes "[Instructor Argos]"; - mes "A novice does not know the potential power of himself nor how strong the enemy is."; - next; - mes "[Instructor Argos]"; - mes "There is a studious type of novice who studies well..but i guess we are not."; - next; - mes "[Instructor Argos]"; - mes "Just take prompt action."; - mes "And sometimes you'll be defeated by stong enemies..."; - next; - mes "[Instructor Argos]"; - mes "Huh? You're right this is my story."; - mes "I was getting sick of being defeated."; - next; - mes "[Instructor Argos]"; - mes "One day, a good idea came to my mind. If I pretend to be dead when I find a strong enemy..."; - next; - mes "[Instructor Argos]"; - mes "I was faced with the risk of death, because I was not good at pretending to be dead."; - mes "Even when I look back at that time. it is still thrilling..."; - emotion e_wah; - next; - mes "[Instructor Argos]"; - mes "let's continue to talk"; - mes "So ever since then, Playing Dead started working out for me!"; - next; - mes "[Instructor Argos]"; - mes "And then..."; - mes "I could not hold a breath for a long time."; - mes "That was a problem!"; - mes "Clever monsters were checking out my breath!"; - next; - mes "[Instructor Argos]"; - mes "So I had to train myself to hold my breath for a long time."; - next; - mes "[Instructor Argos]"; - mes "Sounds complicated.. but it is quite simple."; - next; - mes "[Instructor Argos]"; - mes "If you feel like you can not beat the enemy, when a strong one appears, just fall down on the ground and pretend to be dead."; - next; - mes "[Instructor Argos]"; - mes "I will put you on a brief test whether you hold you breathe or not."; - next; - mes "[Instructor Argos]"; - mes "Hold a breath for 20 seconds, then talk to me later. I won't admit you if you talk to me before that time is over!"; - next; - mes "[Instructor Argos]"; - mes "Start!"; - close2; - setquest 15001; + mes("[Instructor Argos]"); + mes("Ahh...... that?"); + mes("Right it makes sense that you misunderstood."); + next(); + mes("[Instructor Argos]"); + mes("I used the skill<^ff0000Play Dead^000000> because I didn't want to be disturbed by monsters or someone else."); + next(); + mes("[Instructor Argos]"); + mes("I never thought someone would think of me as an actual dead body."); + next(); + mes("[Instructor Argos]"); + mes("Oh, I see... you are a new novice who just has arrived here?"); + next(); + mes("[Instructor Argos]"); + mes("I guess it is unexpected and surprising but do you want to learn <^ff0000Play Dead^000000>?"); + next(); + mes("[Instructor Argos]"); + mes("I am sure that it will help you. How do you think about it?"); + next(); + if (select("I am sorry but I am busy.", "I want to learn it!") == 1) { + mes("[Instructor Argos]"); + mes("Really ? If you are busy then fine by me."); + mes("I should keep sleeping."); + mes("yawning..."); + close(); + } + mes("[Instructor Argos]"); + mes("You made a right decision!"); + mes("I want to teach you for good."); + emotion(e_no1); + next(); + mes("[Instructor Argos]"); + mes("A novice does not know the potential power of himself nor how strong the enemy is."); + next(); + mes("[Instructor Argos]"); + mes("There is a studious type of novice who studies well..but i guess we are not."); + next(); + mes("[Instructor Argos]"); + mes("Just take prompt action."); + mes("And sometimes(you'll be defeated by stong enemies..."); + next(); + mes("[Instructor Argos]"); + mes("Huh? You're right this is my story."); + mes("I was getting sick of being defeated."); + next(); + mes("[Instructor Argos]"); + mes("One day, a good idea came to my mind. If I pretend to be dead when I find a strong enemy..."); + next(); + mes("[Instructor Argos]"); + mes("I was faced with the risk of death, because I was not good at pretending to be dead."); + mes("Even when I look back at that time. it is still thrilling..."); + emotion(e_wah); + next(); + mes("[Instructor Argos]"); + mes("let's continue to talk"); + mes("So ever since then, Playing Dead started working out for me!"); + next(); + mes("[Instructor Argos]"); + mes("And then..."); + mes("I could not hold a breath for a long time."); + mes("That was a problem!"); + mes("Clever monsters were checking out my breath!"); + next(); + mes("[Instructor Argos]"); + mes("So I had to train myself to hold my breath for a long time."); + next(); + mes("[Instructor Argos]"); + mes("Sounds complicated.. but it is quite simple."); + next(); + mes("[Instructor Argos]"); + mes("If you feel like you can not beat the enemy, when a strong one appears, just fall down on the ground and pretend to be dead."); + next(); + mes("[Instructor Argos]"); + mes("I will put you on a brief test whether you hold you breathe or not."); + next(); + mes("[Instructor Argos]"); + mes("Hold a breath for 20 seconds, then talk to me later. I won't admit you if you talk to me before that time is over!"); + next(); + mes("[Instructor Argos]"); + mes("Start!"); + close2(); + setquest(15001); end; } else if (questprogress(15001, PLAYTIME) == 1) { - mes "[Instructor Argos]"; - mes "What? You aren't able to hold your breath for even 20 seconds?"; - mes "You can't learn this skill until you are able to hold it!"; - next; - mes "[Instructor Argos]"; - mes "Hold breath for 20 seconds again!"; - mes "Then talk to me."; - close2; - erasequest 15001; - setquest 15001; + mes("[Instructor Argos]"); + mes("What? You aren't able to hold your breath for even 20 seconds?"); + mes("You can't learn this skill until you are able to hold it!"); + next(); + mes("[Instructor Argos]"); + mes("Hold breath for 20 seconds again!"); + mes("Then talk to me."); + close2(); + erasequest(15001); + setquest(15001); end; } else { - mes "- Learned the <^ff0000Play Dead^000000>skill."; - completequest 15001; + mes("- Learned the <^ff0000Play Dead^000000>skill."); + completequest(15001); skill "NV_TRICKDEAD", 1, 0; skill_nov = 6; - next; - mes "[Instructor Argos]"; - mes "Okay, good job."; - mes "If you have strong patience like that, it will save you. There will be no monsters that can hurt you."; - next; - mes "[Instructor Argos]"; - mes "The <^ff0000Play Dead^000000> skill is in your skill list which you can open by pressing <Alt + S>, Please do not forget to use it, it will save you when you are in a danger."; - next; - mes "[Instructor Argos]"; - mes "If you grow up and get another job, then you do not need this skill so do not spare it! Wse it when you need to and don't hesitate."; - next; - mes "[Instructor Argos]"; - mes "I need to get some sleep, do not wake me up. Yawn."; - close; + next(); + mes("[Instructor Argos]"); + mes("Okay, good job."); + mes("If you have strong patience like that, it will save you. There will be no monsters that can hurt you."); + next(); + mes("[Instructor Argos]"); + mes("The <^ff0000Play Dead^000000> skill is in your skill list which you can open by pressing <Alt + S>, Please do not forget to use it, it will save you when you are in a danger."); + next(); + mes("[Instructor Argos]"); + mes("If you grow up and get another job, then you do not need this skill so do not spare it! Wse it when you need to and don't hesitate."); + next(); + mes("[Instructor Argos]"); + mes("I need to get some sleep, do not wake me up. Yawn."); + close(); } OnInit: - questinfo 15001, QTYPE_QUEST, 0, Job_Novice; + questinfo(15001, QTYPE_QUEST, 0, Job_Novice); end; } @@ -2414,32 +2593,32 @@ izlude_d,140,260,3 duplicate(Instructor Argos#iz) Instructor Argos#iz_d 4_M_LIEM //== Academy Receptionist ================================== // - Gives player some basic equipment and starts Academy quests. iz_ac01,100,39,5 script Academy Receptionist#1 4_F_01,{ - if (questprogress(7117) == 1) { erasequest 7117; } - if (questprogress(7118) == 1) { erasequest 7118; } - if (questprogress(7119) == 1) { erasequest 7119; } - if (questprogress(7120) == 1) { erasequest 7120; } - if (questprogress(7121) == 1) { erasequest 7121; } - if (questprogress(7122) == 1) { erasequest 7122; } - if (questprogress(7123) == 1) { erasequest 7123; } - if (questprogress(7124) == 1) { erasequest 7124; } - if (questprogress(7126) == 1) { erasequest 7126; } - if (questprogress(7127) == 1) { erasequest 7127; } + if (questprogress(7117) == 1) { erasequest(7117); } + if (questprogress(7118) == 1) { erasequest(7118); } + if (questprogress(7119) == 1) { erasequest(7119); } + if (questprogress(7120) == 1) { erasequest(7120); } + if (questprogress(7121) == 1) { erasequest(7121); } + if (questprogress(7122) == 1) { erasequest(7122); } + if (questprogress(7123) == 1) { erasequest(7123); } + if (questprogress(7124) == 1) { erasequest(7124); } + if (questprogress(7126) == 1) { erasequest(7126); } + if (questprogress(7127) == 1) { erasequest(7127); } if (questprogress(4269) == 2) { - mes "[Receptionist]"; - mes "Hello, " + strcharinfo(0) +"."; - mes "How are you today?"; - mes "I am in charge guiding you here in the Academy."; + mes("[Receptionist]"); + mesf("Hello, %s.", strcharinfo(PC_NAME)); + mes("How are you today?"); + mes("I am in charge guiding you here in the Academy."); } else { - mes "[Receptionist]"; - mes "Welcome to our Academy. I am in charge with the guide and registration for Novice education courses."; - } - next; - while(1) { - mes "[Receptionist]"; - mes "What can I do for you?"; - next; - if(questprogress(4269) == 2) + mes("[Receptionist]"); + mes("Welcome to our Academy. I am in charge with the guide and registration for Novice education courses."); + } + next(); + while(true) { + mes("[Receptionist]"); + mes("What can I do for you?"); + next(); + if (questprogress(4269) == 2) .@menu$ = ":What's inside and outside the Academy.:Trainer location guide.:End Coversation."; else .@menu$ = "Register for the Academy:Explanation about the Academy:Location for trainers:Coversation finished"; @@ -2447,173 +2626,173 @@ iz_ac01,100,39,5 script Academy Receptionist#1 4_F_01,{ case 1: if (Class == Job_Novice) { if (!checkweight(Axe, 10)) { - mes "- As you are overloaded with too many items, quest can't be continued.-"; - close; + mes("- As you are overloaded with too many items, quest can't be continued.-"); + close(); } - mes "[Receptionist]"; - mes "Let me see... Your name is... " + strcharinfo(0) + "."; - mes "I will make a new registration for you."; - mes "You can choose the course freely and each course has individual features."; - next; - mes "[Receptionist]"; - mes "And this is the the basic equipment for the educational course."; - mes "Please make a good use of it."; - mes "Be careful with it as it won't be provided again."; - setquest 4269; - completequest 4269; - getitem Novice_Plate, 1; // Novice_Plate - getitem Novice_Hood, 1; // Novice_Hood - getitem Novice_Boots, 1; // Novice_Boots - getitem Novice_Egg_Cap, 1; // Novice_Egg_Cap - getitem Novice_Knife, 1; // Novice_Knife - getitem Novice_Guard, 1; // Novice_Guard - getitem Criatura_Academy_Hat, 1; // Criatura_Academy_Hat - getitem Criatura_Hair_Coupon, 1; // Criatura_Hair_Coupon - getitem Novice_Potion, 300; // Novice_Potion - next; - mes "[Receptionist]"; - mes "It is your first step to be an adventurer that you have made a visit to us."; - getexp 100,100; - next; - mes "[Receptionist]"; - mes "On our next meeting, I anticipate you will grow up a bit more."; - //ConsumeSpecialItem Inspector_Certificate_ - close; + mes("[Receptionist]"); + mesf("Let me see... Your name is... %s.", strcharinfo(PC_NAME)); + mes("I will make a new registration for you."); + mes("You can choose the course freely and each course has individual features."); + next(); + mes("[Receptionist]"); + mes("And this is the the basic equipment for the educational course."); + mes("Please make a good use of it."); + mes("Be careful with it as it won't be provided again."); + setquest(4269); + completequest(4269); + getitem(Novice_Plate, 1); // Novice_Plate + getitem(Novice_Hood, 1); // Novice_Hood + getitem(Novice_Boots, 1); // Novice_Boots + getitem(Novice_Egg_Cap, 1); // Novice_Egg_Cap + getitem(Novice_Knife, 1); // Novice_Knife + getitem(Novice_Guard, 1); // Novice_Guard + getitem(Cryptura_Academy_Hat, 1); + getitem(Cryptura_Hair_Coupon, 1); + getitem(Novice_Potion, 300); // Novice_Potion + next(); + mes("[Receptionist]"); + mes("It is your first step to be an adventurer that you have made a visit to us."); + getexp(100,100); + next(); + mes("[Receptionist]"); + mes("On our next meeting, I anticipate you will grow up a bit more."); + //ConsumespecialItem Inspector_Certificate_ + close(); } else { - mes "[Receptionist]"; - mes "One who is not a Novice can't attend the educational course."; - next; - mes "[Receptionist]"; - mes "However, a part of the educational course except the character cultivation can be freely attended. So, you may look around the Academy and neighboring places."; - close; + mes("[Receptionist]"); + mes("One who is not a Novice can't attend the educational course."); + next(); + mes("[Receptionist]"); + mes("However, a part of the educational course except the character cultivation can be freely attended. So, you may look around the Academy and neighboring places."); + close(); } case 2: switch(select("What's on the 1st floor", "What's on the 2nd floor", "Explanation about towns", "End Conversation")) { case 1: - mes "[Receptionist]"; - mes "The first floor is equipped with instructors that give you lessons on how the world works here in Rune Midgard."; - next; - mes "[Receptionist]"; - mes "First of all, at the dispensary, you can learn how to recover your physical strength and learn a skill to heal your HP"; - next; - mes "[Receptionist]"; - mes "At the armory, you can get simple training about battling monsters in Rune Midgard."; - next; - mes "[Receptionist]"; - mes "At the cafeteria, you can practice cooking and and will learn its many benefits."; - next; + mes("[Receptionist]"); + mes("The first floor is equipped with instructors that give you lessons on how the world works here in Rune Midgard."); + next(); + mes("[Receptionist]"); + mes("First of all, at the dispensary, you can learn how to recover your physical strength and learn a skill to heal your HP"); + next(); + mes("[Receptionist]"); + mes("At the armory, you can get simple training about battling monsters in Rune Midgard."); + next(); + mes("[Receptionist]"); + mes("At the cafeteria, you can practice cooking and and will learn its many benefits."); + next(); break; case 2: - mes "[Receptionist]"; - mes "At the 2nd floor, there are trainers that will teach you about the different job classes in the world."; - next; - mes "[Receptionist]"; - mes "Listen to the trainers and decide for yourself which job suits your personal style."; - next; + mes("[Receptionist]"); + mes("At the 2nd floor, there are trainers that will teach you about the different job classes in the world."); + next(); + mes("[Receptionist]"); + mes("Listen to the trainers and decide for yourself which job suits your personal style."); + next(); break; case 3: - mes "[Receptionist]"; - mes "This town is called 'Izlude' the satellite and port city of the Capital City of the Rune-Midgarts Kingdom Prontera."; - next; - mes "[Receptionist]"; - mes "This town was re-organized to suit the education of Novices."; - next; + mes("[Receptionist]"); + mes("This town is called 'Izlude' the satellite and port city of the Capital City of the Rune-Midgarts Kingdom Prontera."); + next(); + mes("[Receptionist]"); + mes("This town was re-organized to suit the education of Novices."); + next(); break; case 4: - mes "[Receptionist]"; - mes "Please find me, if you need anything else."; + mes("[Receptionist]"); + mes("Please find me, if you need anything else."); //if (Class == Job_Novice) - //ConsumeSpecialItem Inspector_Certificate_ - close; + //ConsumespecialItem Inspector_Certificate_ + close(); } break; case 3: - while(1) { + while(true) { switch(select("Game Mechanic Tutorial Instructors", "1st job trainers", "Return to the previous menu", "End Conversation")) { case 1: - mes "[Receptionist]"; - mes "Left-Click your mouse on the name of the trainer you are looking for and I will give guide you to them."; - next; - mes "<NAVI>[Therapist]<INFO>iz_ac01,59,43</INFO></NAVI>, status recovery trainer"; - mes "<NAVI>[Subino]<INFO>iz_ac01,59,83</INFO></NAVI>, battle trainer"; - mes "<NAVI>[Mainz]<INFO>iz_ac01,134,47</INFO></NAVI>, abnormal stats trainer"; - mes "<NAVI>[Dakuwazu]<INFO>iz_ac01,147,47</INFO></NAVI>, Cooking Trainer."; - mes "<NAVI>[Han]<INFO>izlude,153,126</INFO></NAVI>, Refining Trainer."; - mes "<NAVI>[Mounds]<INFO>izlude,96,125</INFO></NAVI> Enchanting Trainer."; - mes "<NAVI>[Cream Puff]<INFO>iz_ac02,143,55</INFO></NAVI>, Class Aptitude Test."; - next; - mes "[Receptionist]"; - mes "Is that helpful?"; - next; - if(select("Just a moment.", "I have to leave.") == 1) { + mes("[Receptionist]"); + mes("Left-Click your mouse on the name of the trainer you are looking for and I will give guide you to them."); + next(); + mes("<NAVI>[Therapist]<INFO>iz_ac01,59,43</INFO></NAVI>, status recovery trainer"); + mes("<NAVI>[Subino]<INFO>iz_ac01,59,83</INFO></NAVI>, battle trainer"); + mes("<NAVI>[Mainz]<INFO>iz_ac01,134,47</INFO></NAVI>, abnormal stats trainer"); + mes("<NAVI>[Dakuwazu]<INFO>iz_ac01,147,47</INFO></NAVI>, Cooking Trainer."); + mes("<NAVI>[Han]<INFO>izlude,153,126</INFO></NAVI>, Refining Trainer."); + mes("<NAVI>[Mounds]<INFO>izlude,96,125</INFO></NAVI> Enchanting Trainer."); + mes("<NAVI>[Cream Puff]<INFO>iz_ac02,143,55</INFO></NAVI>, Class Aptitude Test."); + next(); + mes("[Receptionist]"); + mes("Is that helpful?"); + next(); + if (select("Just a moment.", "I have to leave.") == 1) { break; } else { if (Class == Job_Novice) { - mes "[Receptionist]"; - mes "I believe you'll become nicer on our next meeting. Try your best~~~"; - //ConsumeSpecialItem Inspector_Certificate_ - close; + mes("[Receptionist]"); + mes("I believe you'll become nicer on our next meeting. Try your best~~~"); + //ConsumespecialItem Inspector_Certificate_ + close(); } else { - mes "[Receptionist]"; - mes "Please find me, if you need anything else."; - close; + mes("[Receptionist]"); + mes("Please find me, if you need anything else."); + close(); } } break; case 2: - mes "[Receptionist]"; - mes "Left-Click your mouse on the name of the trainer you are looking for and I will give guide you to them."; - next; - mes "Swordman Instructor <NAVI>[Adric]<INFO>iz_ac02,62,51</INFO></NAVI>"; - mes "Acolyte Instructor <NAVI>[Alice]<INFO>iz_ac02,156,169</INFO></NAVI>"; - mes "Archer Instructor <NAVI>[Marlbron]<INFO>iz_ac02,65,109</INFO></NAVI>"; - mes "Mage Instructor <NAVI>[Chuck]<INFO>iz_ac02,148,110</INFO></NAVI> "; - mes "Thief Instructor <NAVI>[Mayssel]<INFO>iz_ac02,52,136</INFO></NAVI>"; - mes "Merchant Instructor <NAVI>[Salim]<INFO>iz_ac02,50,169</INFO></NAVI>"; - mes "Ninja Instructor <NAVI>[Ninja Guide]<INFO>iz_ac02,140,139</INFO></NAVI>"; - mes "Gunslinger Instructor<NAVI>[Lusa]<INFO>iz_ac02,142,85</INFO></NAVI>"; - mes "Taekwon Instructor <NAVI>[Arang]<INFO>iz_ac02,70,85</INFO></NAVI>"; - next; - mes "[Receptionist]"; - mes "Is that helpful?"; - next; - if(select("Just a moment.", "I have to leave.") == 1) { + mes("[Receptionist]"); + mes("Left-Click your mouse on the name of the trainer you are looking for and I will give guide you to them."); + next(); + mes("Swordman Instructor <NAVI>[Adric]<INFO>iz_ac02,62,51</INFO></NAVI>"); + mes("Acolyte Instructor <NAVI>[Alice]<INFO>iz_ac02,156,169</INFO></NAVI>"); + mes("Archer Instructor <NAVI>[Marlbron]<INFO>iz_ac02,65,109</INFO></NAVI>"); + mes("Mage Instructor <NAVI>[Chuck]<INFO>iz_ac02,148,110</INFO></NAVI> "); + mes("Thief Instructor <NAVI>[Mayssel]<INFO>iz_ac02,52,136</INFO></NAVI>"); + mes("Merchant Instructor <NAVI>[Salim]<INFO>iz_ac02,50,169</INFO></NAVI>"); + mes("Ninja Instructor <NAVI>[Ninja Guide]<INFO>iz_ac02,140,139</INFO></NAVI>"); + mes("Gunslinger Instructor<NAVI>[Lusa]<INFO>iz_ac02,142,85</INFO></NAVI>"); + mes("Taekwon Instructor <NAVI>[Arang]<INFO>iz_ac02,70,85</INFO></NAVI>"); + next(); + mes("[Receptionist]"); + mes("Is that helpful?"); + next(); + if (select("Just a moment.", "I have to leave.") == 1) { break; } else { if (Class == Job_Novice) { - mes "[Receptionist]"; - mes "I believe you'll become nicer on our next meeting. Try your best~~~"; - //ConsumeSpecialItem Inspector_Certificate_ - close; + mes("[Receptionist]"); + mes("I believe you'll become nicer on our next meeting. Try your best~~~"); + //ConsumespecialItem Inspector_Certificate_ + close(); } else { - mes "[Receptionist]"; - mes "Please find me, if you need anything else."; - close; + mes("[Receptionist]"); + mes("Please find me, if you need anything else."); + close(); } } break; case 3: break; case 4: - mes "[Receptionist]"; - mes "Please find me, if you need anything else."; + mes("[Receptionist]"); + mes("Please find me, if you need anything else."); if (Class == Job_Novice) - //ConsumeSpecialItem Inspector_Certificate_ - close; + //ConsumespecialItem Inspector_Certificate_ + close(); } } break; case 4: - mes "[Receptionist]"; - mes "Please find me, if you need anything else."; + mes("[Receptionist]"); + mes("Please find me, if you need anything else."); if (Class == Job_Novice) - //ConsumeSpecialItem Inspector_Certificate_ - close; + //ConsumespecialItem Inspector_Certificate_ + close(); } } OnInit: - questinfo 4269, QTYPE_QUEST, 0, Job_Novice; + questinfo(4269, QTYPE_QUEST, 0, Job_Novice); end; } @@ -2626,458 +2805,458 @@ iz_ac01_d,100,39,5 duplicate(Academy Receptionist#1) Academy Receptionist#1_d 4_ // - Teaches the player about Status Effects (poison, stun, etc). iz_ac01,134,47,5 script Trainer Mainz#ac 4_M_KY_KNT,4,4,{ if (!questprogress(4269)) { - mes "[Mainz]"; - mes "Ha ah...."; - mes "What should I do with this lunchbox?"; - close; + mes("[Mainz]"); + mes("Ha ah...."); + mes("What should I do with this lunchbox?"); + close(); } if (questprogress(15000) == 1) { if (!checkweight(Knife, 1) || (MaxWeight - Weight) < 40) { - mes "- Here, just moment!! -"; - mes "- As you are overloaded with too many items in your inventory -"; - mes "- You can't receive the items anymore -"; - mes "- Let yourself enlightened -"; - mes "- and please try again -"; - close; - } - mes "[Mainz]"; - mes "Are you ready to learn about abnormal statuses? I promise that I won't trick you anymore. I am a ''trainer'' after all right?"; - next; - mes "[Mainz]"; - mes "First of all, I'll tell you about <^FF0000Poison^000000>."; - next; - mes "[Mainz]"; - mes "As you already experienced, when you are poisoned, your body turns purple and you lose a little HP every second."; - next; - mes "[Mainz]"; - mes "You can't lose HP forever so you won't die from poison."; - next; - mes "[Mainz]"; - mes "Experiencing is believing! I will put you in a poisoned status."; - next; - mes "[Mainz]"; - mes "See what happens to you in the poisoned status."; - next; - sc_start SC_POISON, 30000, 0; - mes "You are- <^FF0000Poisoned^000000>."; - next; - mes "[Mainz]"; - mes "......"; - next; - sc_end SC_POISON; - mes "[Mainz]"; - mes "Did you see what is the poisoned status? After a certain period of time, you could be detoxicated, but if you're being attached, it is dangerous to expect being detoxicated naturally."; - next; - mes "[Mainz]"; - mes "Refer to the detoxicants such as <^0022FFGreen Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>."; - next; - mes "[Mainz]"; - mes "Next, I'll tell you about<^FF0000 Stun^000000."; - next; - mes "[Mainz]"; - mes "While in the Stun status, stars will circle around your head and you can't move basically you'll be ''defenseless''."; - next; - mes "[Mainz]"; - mes "As you are defenseless, you can't move, use skills, and use items."; - mes "So, it is impossible to recover from it by yourself."; - next; - mes "[Mainz]"; - mes "The exceptional case is you can recover from it by the skill called <^0022FFGentle Touch-Cure^000000> if you are a Sura."; - next; - mes "[Mainz]"; - mes "You can recover with skills such as the Priest's <^0022FFRecovery ^000000> or the Arch Bishop's <^0022FFLauda Ramus^000000>."; - next; - mes "[Mainz]"; - mes "Let me show you what will happen in the Stun status!"; - next; - sc_start SC_STUN, 30000, 0; - mes "<^FF0000 Stun ^000000>."; - next; - mes "[Mainz]"; - mes "......"; - next; - sc_end SC_STUN; - mes "[Mainz]"; - mes "How was it?"; - mes "Didn't you feel oppressed since you couldn't move?"; - next; - mes "[Mainz]"; - mes "Imagine that you are in that status and monsters are rushing to you..."; - mes "Believe me it'll happen."; - emotion e_wah; - next; - mes "[Mainz]"; - mes "This time, I will teach you about <^FF0000Sleep^000000>."; - next; - mes "[Mainz]"; - mes "In Sleep status, you fall asleep with a <Zzz> popped up over your head."; - next; - mes "[Mainz]"; - mes "Same as the Stun status, you are defenseless, but the difference is you can recover from the enemy's attack."; - next; - mes "[Mainz]"; - mes "But in Sleep status, the possibility to be hit by ''Critical'' attacks from enemy's attack is increased, you are in danger and exposed a severe damage."; - next; - mes "[Mainz]"; - mes "For your reference, recovery by yourself is impossible and is only possible with the <^0022FF Recovery ^000000>skill of a Priest."; - next; - mes "[Mainz]"; - mes "Let me show you what will happen in the Sleep status."; - next; - sc_start SC_SLEEP, 30000, 0; - mes "<^FF0000 Sleep ^000000>."; - next; - mes "[Mainz]"; - mes "......"; - next; - sc_end SC_SLEEP; - mes "[Mainz]"; - mes "How was it? It isn't fun to imagine being asleep in front of a dangerous enemy is it?"; - next; - mes "[Mainz]"; - mes "Sleep is good for recovery but not necessarily good while you're in the middle of a battle."; - emotion e_flash; - next; - mes "[Mainz]"; - mes "Lastly, I will teach you about <^FF0000 Silence ^000000>."; - next; - mes "[Mainz]"; - mes "In Silence status, you can't use any magic skills and a <...> will appear above your head."; - next; - mes "[Mainz]"; - mes "But all attacks are not impossible. Normal attacks can still be done while silenced."; - next; - mes "[Mainz]"; - mes "In the silence status, you can merely still physically attack or recover by using potions."; - next; - mes "[Mainz]"; - mes "It's possible to recover with the items such as<^0022FF Green Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>."; - next; - mes "[Mainz]"; - mes "Let me show you what will happen in Sleep status."; - next; - sc_start SC_SILENCE, 30000, 0; - mes "<^FF0000Silence^000000>"; - next; - mes "[Mainz]"; - mes "......"; - next; - sc_end SC_SILENCE; - mes "[Mainz]"; - mes "It's frustrating to not be able to use your skills right?"; - next; - mes "[Mainz]"; - mes "Especially, when you are a high class depending upon the skills rather than physical attacks or in Sleep status during the battle, you will be damaged severely."; - next; - mes "[Mainz]"; - mes "In addtion, there are other statuses like Darkness, Frozen, Curse, Stone, Confusion etc, but I can let you experience all of them."; - next; - mes "[Mainz]"; - mes "I hope this was helpful for you to experience some of the things that you will see out in the world."; - next; - mes "[Mainz]"; - mes "Whenever you want to experience an abnormal status, please come to me."; - next; - mes "[Mainz]"; - mes "As an apology for the lunchbox matter, I will give you a small gift."; - next; - mes "[Mainz]"; - mes "Wish you have good luck in your adventures!"; - completequest 15000; - getitem Apple, 10; // Apple - getexp 180, 100; - close; + mes("- Here, just moment!! -"); + mes("- As you are overloaded with too many items in your inventory -"); + mes("- You can't receive the items anymore -"); + mes("- Let yourself enlightened -"); + mes("- and please try again -"); + close(); + } + mes("[Mainz]"); + mes("Are you ready to learn about abnormal statuses? I promise that I won't trick you anymore. I am a ''trainer'' after all right?"); + next(); + mes("[Mainz]"); + mes("First of all, I'll tell you about <^FF0000Poison^000000>."); + next(); + mes("[Mainz]"); + mes("As you already experienced, when you are poisoned, your body turns purple and you lose a little HP every second."); + next(); + mes("[Mainz]"); + mes("You can't lose HP forever so you won't die from poison."); + next(); + mes("[Mainz]"); + mes("Experiencing is believing! I will put you in a poisoned status."); + next(); + mes("[Mainz]"); + mes("See what happens to you in the poisoned status."); + next(); + sc_start(SC_POISON, 30000, 0); + mes("You are- <^FF0000Poisoned^000000>."); + next(); + mes("[Mainz]"); + mes("......"); + next(); + sc_end(SC_POISON); + mes("[Mainz]"); + mes("Did you see what is the poisoned status? After a certain period of time, you could be detoxicated, but if you're being attached, it is dangerous to expect being detoxicated naturally."); + next(); + mes("[Mainz]"); + mes("Refer to the detoxicants such as <^0022FFGreen Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>."); + next(); + mes("[Mainz]"); + mes("Next, I'll tell you about<^FF0000 Stun^000000."); + next(); + mes("[Mainz]"); + mes("While in the Stun status, stars will circle around your head and you can't move basically you'll be ''defenseless''."); + next(); + mes("[Mainz]"); + mes("As you are defenseless, you can't move, use skills, and use items."); + mes("So, it is impossible to recover from it by yourself."); + next(); + mes("[Mainz]"); + mes("The exceptional case is you can recover from it by the skill called <^0022FFGentle Touch-Cure^000000> if you are a Sura."); + next(); + mes("[Mainz]"); + mes("You can recover with skills such as the Priest's <^0022FFRecovery ^000000> or the Arch Bishop's <^0022FFLauda Ramus^000000>."); + next(); + mes("[Mainz]"); + mes("Let me show you what will happen in the Stun status!"); + next(); + sc_start(SC_STUN, 30000, 0); + mes("<^FF0000 Stun ^000000>."); + next(); + mes("[Mainz]"); + mes("......"); + next(); + sc_end(SC_STUN); + mes("[Mainz]"); + mes("How was it?"); + mes("Didn't you feel oppressed since you couldn't move?"); + next(); + mes("[Mainz]"); + mes("Imagine that you are in that status and monsters are rushing to you..."); + mes("Believe me it'll happen."); + emotion(e_wah); + next(); + mes("[Mainz]"); + mes("This time, I will teach you about <^FF0000Sleep^000000>."); + next(); + mes("[Mainz]"); + mes("In sleep status, you fall asleep with a <Zzz> popped up over your head."); + next(); + mes("[Mainz]"); + mes("Same as the Stun status, you are defenseless, but the difference is you can recover from the enemy's attack."); + next(); + mes("[Mainz]"); + mes("But in sleep status, the possibility to be hit by ''Critical'' attacks from enemy's attack is increased, you are in danger and exposed a severe damage."); + next(); + mes("[Mainz]"); + mes("For your reference, recovery by yourself is impossible and is only possible with the <^0022FF Recovery ^000000>skill of a Priest."); + next(); + mes("[Mainz]"); + mes("Let me show you what will happen in the sleep status."); + next(); + sc_start(SC_SLEEP, 30000, 0); + mes("<^FF0000 sleep ^000000>."); + next(); + mes("[Mainz]"); + mes("......"); + next(); + sc_end(SC_SLEEP); + mes("[Mainz]"); + mes("How was it? It isn't fun to imagine being asleep in front of a dangerous enemy is it?"); + next(); + mes("[Mainz]"); + mes("Sleep is good for recovery but not necessarily good while you're in the middle of a battle."); + emotion(e_flash); + next(); + mes("[Mainz]"); + mes("Lastly, I will teach you about <^FF0000 Silence ^000000>."); + next(); + mes("[Mainz]"); + mes("In Silence status, you can't use any magic skills and a <...> will appear above your head."); + next(); + mes("[Mainz]"); + mes("But all attacks are not impossible. Normal attacks can still be done while silenced."); + next(); + mes("[Mainz]"); + mes("In the silence status, you can merely still physically attack or recover by using potions."); + next(); + mes("[Mainz]"); + mes("It's possible to recover with the items such as<^0022FF Green Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>."); + next(); + mes("[Mainz]"); + mes("Let me show you what will happen in sleep status."); + next(); + sc_start(SC_SILENCE, 30000, 0); + mes("<^FF0000Silence^000000>"); + next(); + mes("[Mainz]"); + mes("......"); + next(); + sc_end(SC_SILENCE); + mes("[Mainz]"); + mes("It's frustrating to not be able to use your skills right?"); + next(); + mes("[Mainz]"); + mes("Especially, when you are a high class depending upon the skills rather than physical attacks or in sleep status during the battle, you will be damaged severely."); + next(); + mes("[Mainz]"); + mes("In addtion, there are other statuses like Darkness, Frozen, Curse, Stone, Confusion etc, but I can let you experience all of them."); + next(); + mes("[Mainz]"); + mes("I hope this was helpful for you to experience some of the things that you will see out in the world."); + next(); + mes("[Mainz]"); + mes("Whenever you want to experience an abnormal status, please come to me."); + next(); + mes("[Mainz]"); + mes("As an apology for the lunchbox matter, I will give you a small gift."); + next(); + mes("[Mainz]"); + mes("Wish you have good luck in your adventures!"); + completequest(15000); + getitem(Apple, 10); // Apple + getexp(180, 100); + close(); } else if (questprogress(4269) && !questprogress(15000)) { - mes "[Mainz]"; - mes "Hey, you there!"; - mes "By any chance, are you a training beginner?"; - emotion e_flash; - next; - mes "[Mainz]"; - mes "I'm Trainer Mainz; and I'm in charge of education at this Academy."; - next; - mes "[Mainz]"; - mes "Which course?"; - mes "It is not important so I will let you know later."; - next; - mes "[Mainz]"; - mes "You must be very exhausted after having to read and learn so much right?"; - next; - mes "[Mainz]"; - mes "Of course, you are... Oh, you poor thing."; - next; - mes "[Mainz]"; - mes "There's a person who can help you when you need it."; - mes "Do you know who is it?"; - next; - mes "[Mainz]"; - mes "That's me!"; - next; - mes "[Mainz]"; - mes "What does that mean?"; - mes "It means I have prepared a special gift just for your exhausted self!"; - next; - mes "[Mainz]"; - mes "A lunchbox for you!!! Hahahaha!"; - next; - mes "[Mainz]"; - mes "Since I'm not the one who made it don't worry."; - mes "My beloved wife prepared it. So, just be my guest and enjoy!"; - next; - if(select("Don't take it.", "Take it.") == 1) { - mes "[Mainz]"; - mes "You don't want to have this lunchbox? I guess it's your loss then."; - next; - mes "[Mainz]"; - mes "Should I just take it for myself then?"; - close2; - emotion e_sigh; + mes("[Mainz]"); + mes("Hey, you there!"); + mes("By any chance, are you a training beginner?"); + emotion(e_flash); + next(); + mes("[Mainz]"); + mes("I'm Trainer Mainz; and I'm in charge of education at this Academy."); + next(); + mes("[Mainz]"); + mes("Which course?"); + mes("It is not important so I will let you know later."); + next(); + mes("[Mainz]"); + mes("You must be very exhausted after having to read and learn so much right?"); + next(); + mes("[Mainz]"); + mes("Of course, you are... Oh, you poor thing."); + next(); + mes("[Mainz]"); + mes("There's a person who can help you when you need it."); + mes("Do you know who is it?"); + next(); + mes("[Mainz]"); + mes("That's me!"); + next(); + mes("[Mainz]"); + mes("What does that mean?"); + mes("It means I have prepared a special gift just for your exhausted self!"); + next(); + mes("[Mainz]"); + mes("A lunchbox for you!!! Hahahaha!"); + next(); + mes("[Mainz]"); + mes("Since I'm not the one who made it don't worry."); + mes("My beloved wife prepared it. So, just be my guest and enjoy!"); + next(); + if (select("Don't take it.", "Take it.") == 1) { + mes("[Mainz]"); + mes("You don't want to have this lunchbox? I guess it's your loss then."); + next(); + mes("[Mainz]"); + mes("Should I just take it for myself then?"); + close2(); + emotion(e_sigh); end; } - mes "[Mainz]"; - mes "Yes... You made a right decision."; - mes "Please keep in mind that I really wanted to have it but since you look exhausted I offered it to you first!"; - emotion e_no1; - next; - mes "- You open the lunchbox and there is some type of food inside ¡©"; - next; - mes "[Mainz]"; - mes "Wahahahat! Don't hesitate and just take it!"; - mes "It will refresh you from your fatigue!"; - mes "Eat it~~ Eat it~~"; - next; - mes "- Since you're tired and starved you're obliged to take the box -"; - next; - mes "........."; - next; - sc_start SC_POISON, 60000, 0; - mes "- You eat the food and suddenly feel a sharp pain in your stomach. Your vision seems to be blurry too -"; - next; - mes "[Mainz]"; - mes "Oh... what happened to you?"; - mes "You don't look too good!"; - emotion e_what; - next; - mes "[Mainz]"; - mes "Oh, man..."; - mes "I think you've been poisoned."; - next; - mes "[Mainz]"; - mes "I will give you an antidote. You might get better if you take it."; - next; - mes "- You reluctantly take the antidote -"; - sc_end SC_POISON; - percentheal 100, 0; - next; - mes "[Mainz]"; - mes "Well, how the heck were you poisoned?"; - next; - mes "[Mainz]"; - mes "By the way, I heard that there's a ghost wandering around the Royal Criatura Academy."; - next; - mes "[Mainz]"; - mes "I think the ghost must have poisoned you."; - next; - mes "- You roll your eyes at Mainz -"; - mes "- Mainz turns his head as if he doesn't notice -"; - emotion e_bzz; - next; - mes "[Mainz]"; - mes "Ehem! Anyway, I am sorry."; - mes "Please understand there is no malice."; - next; - mes "[Mainz]"; - mes "All of these are for you..."; - mes "Want to know what I mean?"; - next; - mes "[Mainz]"; - mes "There are various kinds of monsters on the Rune Midgard continent. And some of them can poison you or put you in abnormal conditions."; - next; - mes "[Mainz]"; - mes "Usually, anybody is too embarrassed to admit being poisoned without knowing. I just did it on purpose to let you have the experience in case it happens out in the real world."; - next; - mes "[Mainz]"; - mes "Understand that I didn't intend to pass my wife's lunchbox as if it was a present. It was just another lesson from the Criatura Academy."; - emotion e_otl; - next; - mes "[Mainz]"; - mes "As an apology, I would like to inform you of several abnormal statuses you might experience in the Rune Midgard Continent."; - next; - mes "[Mainz]"; - mes "Don't decline it! Being ready to learn so speak to me again."; - setquest 15000; - close2; - emotion e_sry; + mes("[Mainz]"); + mes("Yes... You made a right decision."); + mes("Please keep in mind that I really wanted to have it but since you look exhausted I offered it to you first!"); + emotion(e_no1); + next(); + mes("- You open the lunchbox and there is some type of food inside -"); + next(); + mes("[Mainz]"); + mes("Wahahahat! Don't hesitate and just take it!"); + mes("It will refresh you from your fatigue!"); + mes("Eat it~~ Eat it~~"); + next(); + mes("- Since you're tired and starved you're obliged to take the box -"); + next(); + mes("........."); + next(); + sc_start(SC_POISON, 60000, 0); + mes("- You eat the food and suddenly feel a sharp pain in your stomach. Your vision seems to be blurry too -"); + next(); + mes("[Mainz]"); + mes("Oh... what happened to you?"); + mes("You don't look too good!"); + emotion(e_what); + next(); + mes("[Mainz]"); + mes("Oh, man..."); + mes("I think you've been poisoned."); + next(); + mes("[Mainz]"); + mes("I will give you an antidote. You might get better if you take it."); + next(); + mes("- You reluctantly take the antidote -"); + sc_end(SC_POISON); + percentheal(100, 0); + next(); + mes("[Mainz]"); + mes("Well, how the heck were you poisoned?"); + next(); + mes("[Mainz]"); + mes("By the way, I heard that there's a ghost wandering around the Royal Criatura Academy."); + next(); + mes("[Mainz]"); + mes("I think the ghost must have poisoned you."); + next(); + mes("- You roll your eyes at Mainz -"); + mes("- Mainz turns his head as if he doesn't notice -"); + emotion(e_bzz); + next(); + mes("[Mainz]"); + mes("Ehem! Anyway, I am sorry."); + mes("Please understand there is no malice."); + next(); + mes("[Mainz]"); + mes("All of these are for you..."); + mes("Want to know what I mean?"); + next(); + mes("[Mainz]"); + mes("There are various kinds of monsters on the Rune Midgard continent. And some of them can poison you or put you in abnormal conditions."); + next(); + mes("[Mainz]"); + mes("Usually, anybody is too embarrassed to admit being poisoned without knowing. I just did it on purpose to let you have the experience in case it happens out in the real world."); + next(); + mes("[Mainz]"); + mes("Understand that I didn't intend to pass my wife's lunchbox as if it was a present. It was just another lesson from the Criatura Academy."); + emotion(e_otl); + next(); + mes("[Mainz]"); + mes("As an apology, I would like to inform you of several abnormal statuses you might experience in the Rune Midgard Continent."); + next(); + mes("[Mainz]"); + mes("Don't decline it! Being ready to learn so speak to me again."); + setquest(15000); + close2(); + emotion(e_sry); end; } else { - mes "[Mainz]"; - mes "Are you here for an explanation about the abnormal statuses? What makes you anxious?"; - next; - while(1) { + mes("[Mainz]"); + mes("Are you here for an explanation about the abnormal statuses? What makes you anxious?"); + next(); + while(true) { switch(select("<^FF0000Poison^000000>", "<^FF0000Stun^000000>", "<^FF0000Sleep^000000>", "<^FF0000Silence ^000000>", "I have no questions.")) { case 1: - mes "[Mainz]"; - mes "I'll tell you about <^FF0000Poison^000000>."; - next; - mes "[Mainz]"; - mes "As you already experienced, when you are poisoned, your body turns purple and you lose a little HP every second."; - next; - mes "[Mainz]"; - mes "You can't lose HP forever so you won't die from poison."; - next; - mes "[Mainz]"; - mes "Experiencing is believing! I will put you in a poisoned status."; - next; - mes "[Mainz]"; - mes "See what happens to you in the poisoned status."; - next; - sc_start SC_POISON, 30000, 0; - mes "You are- <^FF0000Poisoned^000000>."; - next; - mes "[Mainz]"; - mes "......"; - next; - sc_end SC_POISON; - mes "[Mainz]"; - mes "Did you see what is the poisoned status? After a certain period of time, you could be detoxicated, but if you're being attached, it is dangerous to expect being detoxicated naturally."; - next; - mes "[Mainz]"; - mes "Refer to the detoxicants such as <^0022FFGreen Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>."; - next; - mes "[Mainz]"; - mes "What else are you anxious about?"; - next; + mes("[Mainz]"); + mes("I'll tell you about <^FF0000Poison^000000>."); + next(); + mes("[Mainz]"); + mes("As you already experienced, when you are poisoned, your body turns purple and you lose a little HP every second."); + next(); + mes("[Mainz]"); + mes("You can't lose HP forever so you won't die from poison."); + next(); + mes("[Mainz]"); + mes("Experiencing is believing! I will put you in a poisoned status."); + next(); + mes("[Mainz]"); + mes("See what happens to you in the poisoned status."); + next(); + sc_start(SC_POISON, 30000, 0); + mes("You are- <^FF0000Poisoned^000000>."); + next(); + mes("[Mainz]"); + mes("......"); + next(); + sc_end(SC_POISON); + mes("[Mainz]"); + mes("Did you see what is the poisoned status? After a certain period of time, you could be detoxicated, but if you're being attached, it is dangerous to expect being detoxicated naturally."); + next(); + mes("[Mainz]"); + mes("Refer to the detoxicants such as <^0022FFGreen Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>."); + next(); + mes("[Mainz]"); + mes("What else are you anxious about?"); + next(); break; case 2: - mes "[Mainz]"; - mes "I'll tell you about <^FF0000Stun^000000>."; - next; - mes "[Mainz]"; - mes "While in the Stun status, stars will circle around your head and you can't move basically you'll be ''defenseless''."; - next; - mes "[Mainz]"; - mes "As you are defenseless, you can't move, use skills, and use items."; - mes "So, it is impossible to recover from it by yourself."; - next; - mes "[Mainz]"; - mes "The exceptional case is you can recover from it by the skill called <^0022FFGentle Touch-Cure^000000> if you are a Sura."; - next; - mes "[Mainz]"; - mes "You can recover with skills such as the Priest's <^0022FFRecovery ^000000> or the Arch Bishop's <^0022FFLauda Ramus^000000>."; - next; - mes "[Mainz]"; - mes "Let me show you what will happen in the Stun status!"; - next; - sc_start SC_STUN, 30000, 0; - mes "<^FF0000 Stun ^000000>."; - next; - mes "[Mainz]"; - mes "......"; - next; - sc_end SC_STUN; - mes "[Mainz]"; - mes "How was it?"; - mes "Didn't you feel oppressed since you couldn't move?"; - next; - mes "[Mainz]"; - mes "Imagine that you are in that status and monsters are rushing to you..."; - mes "Believe me it'll happen."; - emotion e_wah; - next; - mes "[Mainz]"; - mes "What else are you anxious about?"; - next; + mes("[Mainz]"); + mes("I'll tell you about <^FF0000Stun^000000>."); + next(); + mes("[Mainz]"); + mes("While in the Stun status, stars will circle around your head and you can't move basically you'll be ''defenseless''."); + next(); + mes("[Mainz]"); + mes("As you are defenseless, you can't move, use skills, and use items."); + mes("So, it is impossible to recover from it by yourself."); + next(); + mes("[Mainz]"); + mes("The exceptional case is you can recover from it by the skill called <^0022FFGentle Touch-Cure^000000> if you are a Sura."); + next(); + mes("[Mainz]"); + mes("You can recover with skills such as the Priest's <^0022FFRecovery ^000000> or the Arch Bishop's <^0022FFLauda Ramus^000000>."); + next(); + mes("[Mainz]"); + mes("Let me show you what will happen in the Stun status!"); + next(); + sc_start(SC_STUN, 30000, 0); + mes("<^FF0000 Stun ^000000>."); + next(); + mes("[Mainz]"); + mes("......"); + next(); + sc_end(SC_STUN); + mes("[Mainz]"); + mes("How was it?"); + mes("Didn't you feel oppressed since you couldn't move?"); + next(); + mes("[Mainz]"); + mes("Imagine that you are in that status and monsters are rushing to you..."); + mes("Believe me it'll happen."); + emotion(e_wah); + next(); + mes("[Mainz]"); + mes("What else are you anxious about?"); + next(); break; case 3: - mes "[Mainz]"; - mes "I will teach you about <^FF0000Sleep^000000>."; - next; - mes "[Mainz]"; - mes "In Sleep status, you fall asleep with a <Zzz> popped up over your head."; - next; - mes "[Mainz]"; - mes "Same as the Stun status, you are defenseless, but the difference is you can recover from the enemy's attack."; - next; - mes "[Mainz]"; - mes "But in Sleep status, the possibility to be hit by ''Critical'' attacks from enemy's attack is increased, you are in danger and exposed a severe damage."; - next; - mes "[Mainz]"; - mes "For your reference, recovery by yourself is impossible and is only possible with the <^0022FF Recovery ^000000>skill of a Priest."; - next; - mes "[Mainz]"; - mes "Let me show you what will happen in the Sleep status."; - next; - sc_start SC_SLEEP, 30000, 0; - mes "<^FF0000 Sleep ^000000>."; - next; - mes "[Mainz]"; - mes "......"; - next; - sc_end SC_SLEEP; - mes "[Mainz]"; - mes "How was it? It isn't fun to imagine being asleep in front of a dangerous enemy is it?"; - next; - mes "[Mainz]"; - mes "Sleep is good for recovery but not necessarily good while you're in the middle of a battle."; - emotion e_flash; - next; - mes "[Mainz]"; - mes "What else are you anxious about?"; - next; + mes("[Mainz]"); + mes("I will teach you about <^FF0000Sleep^000000>."); + next(); + mes("[Mainz]"); + mes("In sleep status, you fall asleep with a <Zzz> popped up over your head."); + next(); + mes("[Mainz]"); + mes("Same as the Stun status, you are defenseless, but the difference is you can recover from the enemy's attack."); + next(); + mes("[Mainz]"); + mes("But in sleep status, the possibility to be hit by ''Critical'' attacks from enemy's attack is increased, you are in danger and exposed a severe damage."); + next(); + mes("[Mainz]"); + mes("For your reference, recovery by yourself is impossible and is only possible with the <^0022FF Recovery ^000000>skill of a Priest."); + next(); + mes("[Mainz]"); + mes("Let me show you what will happen in the sleep status."); + next(); + sc_start(SC_SLEEP, 30000, 0); + mes("<^FF0000 sleep ^000000>."); + next(); + mes("[Mainz]"); + mes("......"); + next(); + sc_end(SC_SLEEP); + mes("[Mainz]"); + mes("How was it? It isn't fun to imagine being asleep in front of a dangerous enemy is it?"); + next(); + mes("[Mainz]"); + mes("Sleep is good for recovery but not necessarily good while you're in the middle of a battle."); + emotion(e_flash); + next(); + mes("[Mainz]"); + mes("What else are you anxious about?"); + next(); break; case 4: - mes "[Mainz]"; - mes "I will teach you about <^FF0000 Silence ^000000>."; - next; - mes "[Mainz]"; - mes "In Silence status, you can't use any magic skills and a <...> will appear above your head."; - next; - mes "[Mainz]"; - mes "But all attacks are not impossible. Normal attacks can still be done while silenced."; - next; - mes "[Mainz]"; - mes "In the silence status, you can merely still physically attack or recover by using potions."; - next; - mes "[Mainz]"; - mes "It's possible to recover with the items such as<^0022FF Green Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>."; - next; - mes "[Mainz]"; - mes "Let me show you what will happen in Sleep status."; - next; - sc_start SC_SILENCE, 30000, 0; - mes "<^FF0000Silence^000000>"; - next; - mes "[Mainz]"; - mes "......"; - next; - sc_end SC_SILENCE; - mes "[Mainz]"; - mes "It's frustrating to not be able to use your skills right?"; - next; - mes "[Mainz]"; - mes "Especially, when you are a high class depending upon the skills rather than physical attacks or in Sleep status during the battle, you will be damaged severely."; - next; - mes "[Mainz]"; - mes "Do you have any more questions?"; - next; + mes("[Mainz]"); + mes("I will teach you about <^FF0000 Silence ^000000>."); + next(); + mes("[Mainz]"); + mes("In Silence status, you can't use any magic skills and a <...> will appear above your head."); + next(); + mes("[Mainz]"); + mes("But all attacks are not impossible. Normal attacks can still be done while silenced."); + next(); + mes("[Mainz]"); + mes("In the silence status, you can merely still physically attack or recover by using potions."); + next(); + mes("[Mainz]"); + mes("It's possible to recover with the items such as<^0022FF Green Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>."); + next(); + mes("[Mainz]"); + mes("Let me show you what will happen in sleep status."); + next(); + sc_start(SC_SILENCE, 30000, 0); + mes("<^FF0000Silence^000000>"); + next(); + mes("[Mainz]"); + mes("......"); + next(); + sc_end(SC_SILENCE); + mes("[Mainz]"); + mes("It's frustrating to not be able to use your skills right?"); + next(); + mes("[Mainz]"); + mes("Especially, when you are a high class depending upon the skills rather than physical attacks or in sleep status during the battle, you will be damaged severely."); + next(); + mes("[Mainz]"); + mes("Do you have any more questions?"); + next(); break; case 5: - mes "[Mainz]"; - mes "If you don't have any more questions, would you please have my lunchbox on behalf of me?"; - mes "No?"; - next; - mes "[Mainz]"; - mes "Haaaaa..."; - mes "What should I do with this lunchbox?"; - close2; - emotion e_sigh; + mes("[Mainz]"); + mes("If you don't have any more questions, would you please have my lunchbox on behalf of me?"); + mes("No?"); + next(); + mes("[Mainz]"); + mes("Haaaaa..."); + mes("What should I do with this lunchbox?"); + close2(); + emotion(e_sigh); end; } } } OnTouch: - emotion e_otl; + emotion(e_otl); end; } @@ -3089,19 +3268,19 @@ iz_ac01_d,134,47,5 duplicate(Trainer Mainz#ac) Trainer Mainz#ac_d 4_M_KY_KNT,4,4 //== Odd Novice ============================================ // - Introduces the player to the concept of Super Novices. iz_ac01,36,52,3 script Odd Novice#ac 4_M_SIT_NOVICE,{ - mes "[Odd Novice]"; - mes "Ahaaa~~ sticking at the dispensary."; - mes "Playing hooky is cool and awesome."; + mes("[Odd Novice]"); + mes("Ahaaa~~ sticking at the dispensary."); + mes("Playing hooky is cool and awesome."); if (Class == Job_Novice) { - mes "while XXXXXX, but what are you?"; - mes "Are you the same kind of XXXXX?"; - next; + mes("while XXXXXX, but what are you?"); + mes("Are you the same kind of XXXXX?"); + next(); .@choice = rand(1,10); if (.@choice < 3) { - mes "[Odd Novice]"; - mes "Hmmm... you look like you have some talent."; - mes "Being in a good mood, shall I show you something newfangled?"; - next; + mes("[Odd Novice]"); + mes("Hmmm... you look like you have some talent."); + mes("Being in a good mood, shall I show you something newfangled?"); + next(); switch(select("Newfangled?", "Who are you..?", "Why are you here?", "End Conversation")) { case 1: .@message = 1; @@ -3132,151 +3311,151 @@ iz_ac01,36,52,3 script Odd Novice#ac 4_M_SIT_NOVICE,{ switch(.@message) { case 1: - mes "[Odd Novice]"; - mes "I may look ordinary to you but I have a newfangled talent."; - mes "Not my fault, if you are shocked at seeing it."; - next; - mes "[Odd Novice]"; - mes "OK. Where should I start?"; - mes "First, Bash!"; - specialeffect2 EF_BASH; - next; - mes "[Odd Novice]"; - mes "Hehehe.. Surprised?"; - mes "I'm just pretending..."; - mes "It's not a real punch."; - next; - mes "[Odd Novice]"; - mes "Looks like you were surprised!"; - specialeffect2 EF_BLESSING; - next; - mes "[Odd Novice]"; - mes "Just keep calm"; - mes "and have a potion"; - mes "But that's not the last of it."; - specialeffect2 EF_STEAL; - next; - mes "[Odd Novice]"; - mes "I have stolen one thread of your hair."; - mes "I don't believe in Voodooism."; - mes "Regard it as your luck."; - next; - mes "[Odd Novice]"; - mes "The last one is a flame, to say the least!"; - mes "How about it? Newfangled."; - mes "Idling away too long,"; - mes "All the skills learnt over your shoulder could be used."; - specialeffect EF_SIGHT, "Odd Novice#nk1"; - next; - mes "[Odd Novice]"; - mes "Ugh, all my SP is gone..."; - mes "and wasted... I am tired."; - mes "I am going back to rest."; - mes "So long, Bye-bye~~ Don't bother me anymore."; - close; + mes("[Odd Novice]"); + mes("I may look ordinary to you but I have a newfangled talent."); + mes("Not my fault, if you are shocked at seeing it."); + next(); + mes("[Odd Novice]"); + mes("OK. Where should I start?"); + mes("First, Bash!"); + specialeffect(EF_BASH, AREA, playerattached()); + next(); + mes("[Odd Novice]"); + mes("Hehehe.. Surprised?"); + mes("I'm just pretending..."); + mes("It's not a real punch."); + next(); + mes("[Odd Novice]"); + mes("Looks like you were surprised!"); + specialeffect(EF_BLESSING, AREA, playerattached()); + next(); + mes("[Odd Novice]"); + mes("Just keep calm"); + mes("and have a potion"); + mes("But that's not the last of it."); + specialeffect(EF_STEAL, AREA, playerattached()); + next(); + mes("[Odd Novice]"); + mes("I have stolen one thread of your hair."); + mes("I don't believe in Voodooism."); + mes("Regard it as your luck."); + next(); + mes("[Odd Novice]"); + mes("The last one is a flame, to say the least!"); + mes("How about it? Newfangled."); + mes("Idling away too long,"); + mes("All the skills learnt over your shoulder could be used."); + specialeffect(EF_SIGHT, "Odd Novice#nk1"); + next(); + mes("[Odd Novice]"); + mes("Ugh, all my SP is gone..."); + mes("and wasted... I am tired."); + mes("I am going back to rest."); + mes("So long, Bye-bye~~ Don't bother me anymore."); + close(); case 2: if (.@choice == 10) { - mes "[Odd Novice]"; - mes "What? You, disturbing me."; - mes "Get away from me kid you're botherin' me."; - close; + mes("[Odd Novice]"); + mes("What? You, disturbing me."); + mes("Get away from me kid you're botherin' me."); + close(); } else { switch(rand(1, 3)) { case 1: - mes "[Odd Novice]"; - mes "Me? I'm Novice."; - mes "What? Strange? You seein' me for the first time?"; - next; - mes "[Odd Novice]"; - mes "If I look shabby, you should go find a mirror."; - mes "You and I are wearing the same thing pal."; - close; + mes("[Odd Novice]"); + mes("Me? I'm Novice."); + mes("What? Strange? You seein' me for the first time?"); + next(); + mes("[Odd Novice]"); + mes("If I look shabby, you should go find a mirror."); + mes("You and I are wearing the same thing pal."); + close(); case 2: - mes "[Odd Novice]"; - mes "I'm what you call a Novice of all Novices."; - mes "A Jack of all trades but a master of none."; - next; - mes "[Odd Novice]"; - mes "If you don't graduate from school and hang around and only mimic other's lifesstyles you'll end up like me."; - next; - mes "[Odd Novice]"; - mes "Genius and idiot has a paper thin difference."; - mes "Those of versatility but of no special capability, that is the Super Novice."; - mes "That's what everyone calls us."; - close; + mes("[Odd Novice]"); + mes("I'm what you call a Novice of all Novices."); + mes("A Jack of all trades but a master of none."); + next(); + mes("[Odd Novice]"); + mes("If you don't graduate from school and hang around and only mimic other's lifesstyles you'll end up like me."); + next(); + mes("[Odd Novice]"); + mes("Genius and idiot has a paper thin difference."); + mes("Those of versatility but of no special capability, that is the Super Novice."); + mes("That's what everyone calls us."); + close(); case 3: - mes "[Odd Novice]"; - mes "A rose by any other name..."; - mes "I am what I am. A Super Novice!"; - close; + mes("[Odd Novice]"); + mes("A rose by any other name..."); + mes("I am what I am. A Super Novice!"); + close(); } } case 3: if (.@choice == 10) { - mes "[Odd Novice]"; - mes "What? You, disturbing me."; - mes "Get away from me kid you're botherin' me."; - close; + mes("[Odd Novice]"); + mes("What? You, disturbing me."); + mes("Get away from me kid you're botherin' me."); + close(); } else { if (getskilllv(NV_BASIC) > 8) { - mes "[Odd Novice]"; - mes "You, talking like this, why don't you go and change your job already instead of hanging around here?"; - mes "Hmm, did you want to be like me maybe?"; - next; - mes "[Odd Novice]"; - mes "Aha~ If you want all the different skills..."; - next; - mes "[Odd Novice]"; - mes "If you do like I do, then you will be a great Super Novice."; - close; + mes("[Odd Novice]"); + mes("You, talking like this, why don't you go and change your job already instead of hanging around here?"); + mes("Hmm, did you want to be like me maybe?"); + next(); + mes("[Odd Novice]"); + mes("Aha~ If you want all the different skills..."); + next(); + mes("[Odd Novice]"); + mes("If you do like I do, then you will be a great Super Novice."); + close(); } else { switch(rand(1, 3)) { case 1: - mes "[Odd Novice]"; - mes "Hmmm. Dirty mouth!"; - mes "When I was at your age,"; - mes "If I recklessly spoke like you, I was dragged to the backside mountain, and then..."; - next; - mes "[Odd Novice]"; - mes "OK... that's enough.."; - mes "Now I am in a good mood?"; - mes "When I am using good words,"; - mes "go away silently, yes?"; - close; + mes("[Odd Novice]"); + mes("Hmmm. Dirty mouth!"); + mes("When I was at your age,"); + mes("If I recklessly spoke like you, I was dragged to the backside mountain, and then..."); + next(); + mes("[Odd Novice]"); + mes("OK... that's enough.."); + mes("Now I am in a good mood?"); + mes("When I am using good words,"); + mes("go away silently, yes?"); + close(); case 2: - mes "[Odd Novice]"; - mes "Are you idling around at school?"; - mes "I don't need to tell you about it."; - mes "If you are loafing around here,"; - mes "Once grown up, you will be a man like me."; - mes "Scary, isn't it?"; - next; - mes "[Odd Novice]"; - mes "I know, I know, before we are found by a teacher or even worse the principal."; - mes "Go away, gooooooawaaaaaayyyyyyyyy~"; - close; + mes("[Odd Novice]"); + mes("Are you idling around at school?"); + mes("I don't need to tell you about it."); + mes("If you are loafing around here,"); + mes("Once grown up, you will be a man like me."); + mes("Scary, isn't it?"); + next(); + mes("[Odd Novice]"); + mes("I know, I know, before we are found by a teacher or even worse the principal."); + mes("Go away, gooooooawaaaaaayyyyyyyyy~"); + close(); case 3: - mes "[Odd Novice]"; - mes "Well,"; - mes "What am I doing?"; - mes "I became like this, in the blink of an eye."; - next; - mes "[Odd Novice]"; - mes "By nature, I had a great dream..."; - mes "Haaaa~~ Because I dreamt of too many things to do?"; - close; + mes("[Odd Novice]"); + mes("Well,"); + mes("What am I doing?"); + mes("I became like this, in the blink of an eye."); + next(); + mes("[Odd Novice]"); + mes("By nature, I had a great dream..."); + mes("Haaaa~~ Because I dreamt of too many things to do?"); + close(); } } } case 4: - mes "[Odd Novice]"; - mes "Yes, yes, take your way..."; - mes "I am the Novice of pride and loneliness."; - mes "I can enjoy myself."; - close; + mes("[Odd Novice]"); + mes("Yes, yes, take your way..."); + mes("I am the Novice of pride and loneliness."); + mes("I can enjoy myself."); + close(); } } - close; + close(); } iz_ac01_a,36,52,3 duplicate(Odd Novice#ac) Odd Novice#ac_a 4_M_SIT_NOVICE @@ -3288,209 +3467,209 @@ iz_ac01_d,36,52,3 duplicate(Odd Novice#ac) Odd Novice#ac_d 4_M_SIT_NOVICE // - Teaches the player about Shops and Currency. izlude,115,181,5 script Shop Helper#iz 4_F_KHELLISIA,{ if (!checkweight(Axe, 3)) { - mes "- Quest cannot be continued due to your overfilled inventory. -"; - close; - } - - if(Class == Job_Novice) { - if(!questprogress(1237)) { - mes "[Shop Helper Leonie]"; - mes "How are you doing with your basic studies?"; - mes "You need to learn about the shop information."; - next; - if(select("I'm doing fine myself!", "Ok I'll listen!") == 1) { - mes "[Shop Helper Leonie]"; - mes "If you listen carefully, I will give you a souvenir."; - close; + mes("- Quest cannot be continued due to your overfilled inventory. -"); + close(); + } + + if (Class == Job_Novice) { + if (!questprogress(1237)) { + mes("[Shop Helper Leonie]"); + mes("How are you doing with your basic studies?"); + mes("You need to learn about the shop information."); + next(); + if (select("I'm doing fine myself!", "Ok I'll listen!") == 1) { + mes("[Shop Helper Leonie]"); + mes("If you listen carefully, I will give you a souvenir."); + close(); } - mes "[Shop Helper Leonie]"; - mes "Wise choise."; - mes "Rune Midgard has many shops and many variety of currencies."; - mes "So you need to listen to me well to use them accordingly."; - setquest 1237; - close; - } - if(!questprogress(1238)) { - mes "[Shop Helper Leonie]"; - mes "Let's start."; - } else if(questprogress(1238) == 1) { - if(countitem(Red_Potion) > 0) { - mes "[Shop Helper Leonie]"; - mes "Ok 1 ^0000ffRed Potion^000000."; - mes "For now on you can use them at a field in a dungeon."; - mes "As a reward I'll give you a couple of ^ff0000Fly Wing^000000s."; - completequest 1238; - setquest 1239; - getitem N_Fly_Wing, 50; // N_Fly_Wing - getexp 1300, 100; - close; + mes("[Shop Helper Leonie]"); + mes("Wise choise."); + mes("Rune Midgard has many shops and many variety of currencies."); + mes("So you need to listen to me well to use them accordingly."); + setquest(1237); + close(); + } + if (!questprogress(1238)) { + mes("[Shop Helper Leonie]"); + mes("Let's start."); + } else if (questprogress(1238) == 1) { + if (countitem(Red_Potion) > 0) { + mes("[Shop Helper Leonie]"); + mes("Ok 1 ^0000ffRed Potion^000000."); + mes("For now on you can use them at a field in a dungeon."); + mes("As a reward I'll give you a couple of ^ff0000Fly Wing^000000s."); + completequest(1238); + setquest(1239); + getitem(N_Fly_Wing, 50); // N_Fly_Wing + getexp(1300, 100); + close(); } - mes "[Shop Helper Leonie]"; - mes "Go to the shop and buy one ^0000ffRed Potion^000000 and bring it back."; - mes "You have that much money, right?"; - next; - mes "[Shop Helper Leonie]"; - mes "If not, go hunt monsters in the vicnity and then when you sell their loot you should make enough money."; - next; - if(select("I will do it.", "Question about the shop.") == 1) { - mes "[Shop Helper Leonie]"; - mes "Let's go into the next lesson."; - mes "Hurry back."; - close; + mes("[Shop Helper Leonie]"); + mes("Go to the shop and buy one ^0000ffRed Potion^000000 and bring it back."); + mes("You have that much money, right?"); + next(); + mes("[Shop Helper Leonie]"); + mes("If not, go hunt monsters in the vicnity and then when you sell their loot you should make enough money."); + next(); + if (select("I will do it.", "Question about the shop.") == 1) { + mes("[Shop Helper Leonie]"); + mes("Let's go into the next lesson."); + mes("Hurry back."); + close(); } - mes "[Shop Helper Leonie]"; + mes("[Shop Helper Leonie]"); } else { - if(!questprogress(1240)) { - mes "[Shop Helper Leonie]"; - mes "We'll do the next lesson."; - mes "In your future travels."; - mes "You will acquire many items in your inventory."; - next; - mes "[Shop Helper Leonie]"; - mes "Among those items, there will be ones that you can't drop or trade, these are for quests. These are important items but often times you will also find them to be a burden."; - next; - mes "[Shop Helper Leonie]"; - mes "In those times, sell what you can to shops in order to decrease your inventory."; - mes "I'll give you an example."; - mes "Go to a shop to unload it."; - next; + if (!questprogress(1240)) { + mes("[Shop Helper Leonie]"); + mes("We'll do the next lesson."); + mes("In your future travels."); + mes("You will acquire many items in your inventory."); + next(); + mes("[Shop Helper Leonie]"); + mes("Among those items, there will be ones that you can't drop or trade, these are for quests. These are important items but often times(you will also find them to be a burden."); + next(); + mes("[Shop Helper Leonie]"); + mes("In those times, sell what you can to shops in order to decrease your inventory."); + mes("I'll give you an example."); + mes("Go to a shop to unload it."); + next(); switch(select("I don't want to do it.", "I will do it.", "Question about the shop.")) { case 1: - mes "[Shop Helper Leonie]"; - mes "Stingy person!"; - close; + mes("[Shop Helper Leonie]"); + mes("Stingy person!"); + close(); case 2: - mes "[Shop Helper Leonie]"; - mes "About shop variety."; - mes "You can buy these items everywhere in the world."; - mes "Go sell one ^ff0000Poor Can^000000 that I gave you to the shop."; - completequest 1239; - setquest 1240; - getitem Bad_Can,1; // Bad_Can - close; + mes("[Shop Helper Leonie]"); + mes("About shop variety."); + mes("You can buy these items everywhere in the world."); + mes("Go sell one ^ff0000Poor Can^000000 that I gave you to the shop."); + completequest(1239); + setquest(1240); + getitem(Bad_Can,1); // Bad_Can + close(); case 3: - mes "[Shop Helper Leonie]"; + mes("[Shop Helper Leonie]"); break; } - } else if(questprogress(1240) == 1) { - if(!countitem(Bad_Can)) { - mes "[Shop Helper Leonie]"; - mes "You went and sold the ^ff0000Poor Can^000000."; - mes "Good work, here's the reward for it."; - mes "The things I haven't told you, you will learn throughout your travels."; - completequest 1240; - getitem N_Butterfly_Wing,10; // N_Butterfly_Wing - getexp 1000,50; - close; + } else if (questprogress(1240) == 1) { + if (!countitem(Bad_Can)) { + mes("[Shop Helper Leonie]"); + mes("You went and sold the ^ff0000Poor Can^000000."); + mes("Good work, here's the reward for it."); + mes("The things I haven't told you, you will learn throughout your travels."); + completequest(1240); + getitem(N_Butterfly_Wing,10); // N_Butterfly_Wing + getexp(1000,50); + close(); } - mes "[Shop Helper Leonie]"; - mes "You are now in trial period."; - mes "Go sell the Poor Can and come back after selling it."; - next; - if(select("I will do it.", "Question about the shop.") == 1) { - mes "[Shop Helper Leonie]"; - mes "About shop variety."; - mes "You can buy these items everywhere in the world."; - mes "Go sell one ^ff0000Poor Can^000000 that I gave you to the shop."; - close; + mes("[Shop Helper Leonie]"); + mes("You are now in trial period."); + mes("Go sell the Poor Can and come back after selling it."); + next(); + if (select("I will do it.", "Question about the shop.") == 1) { + mes("[Shop Helper Leonie]"); + mes("About shop variety."); + mes("You can buy these items everywhere in the world."); + mes("Go sell one ^ff0000Poor Can^000000 that I gave you to the shop."); + close(); } - mes "[Shop Helper Leonie]"; + mes("[Shop Helper Leonie]"); } } } - if(Class != Job_Novice || questprogress(1240) == 2) { - mes "[Shop Helper Leonie]"; - mes "Anything else?"; - next; - if(select("No", "Yes, there are lot.") == 1) { - mes "[Shop Helper Leonie]"; - mes "Goodbye."; - mes "The things I haven't told you, you will learn throughout your travels."; - close; + if (Class != Job_Novice || questprogress(1240) == 2) { + mes("[Shop Helper Leonie]"); + mes("Anything else?"); + next(); + if (select("No", "Yes, there are lot.") == 1) { + mes("[Shop Helper Leonie]"); + mes("Goodbye."); + mes("The things I haven't told you, you will learn throughout your travels."); + close(); } - mes "[Shop Helper Leonie]"; + mes("[Shop Helper Leonie]"); } - while(1) { - mes "What would you like to know?"; - next; + while(true) { + mes("What would you like to know?"); + next(); set .@menu$,"Shop types:Currency types:Cash Shop:"+(Class == Job_Novice && !questprogress(1238)?"Experience training.":"No, I know enough."); switch(select(.@menu$)) { case 1: - mes "[Shop Helper Leonie]"; - mes "You can buy weapons and armor at various armory merchants in each town."; - next; - mes "[Shop Helper Leonie]"; - mes "Healing potions and movement consummables can be found at Tool Shops."; - next; - mes "[Shop Helper Leonie]"; - mes "You'll also find merchants selling items for refining."; - next; - mes "[Shop Helper Leonie]"; - mes "So when you go into a town, try figuring out what shops there are for your benefit."; - if(questprogress(1237) == 1) - completequest 1237; - next; - mes "[Shop Helper Leonie]"; + mes("[Shop Helper Leonie]"); + mes("You can buy weapons and armor at various armory merchants in each town."); + next(); + mes("[Shop Helper Leonie]"); + mes("Healing potions and movement consummables can be found at Tool Shops."); + next(); + mes("[Shop Helper Leonie]"); + mes("You'll also find merchants selling items for refining."); + next(); + mes("[Shop Helper Leonie]"); + mes("So when you go into a town, try figuring out what shops there are for your benefit."); + if (questprogress(1237) == 1) + completequest(1237); + next(); + mes("[Shop Helper Leonie]"); break; case 2: - mes "[Shop Helper Leonie]"; - mes "Kafras and most NPC merchants use ^ff0000Zeny^000000 but Malangdo and some of the Ash Vacuum worlds use different types of currency."; - next; - mes "[Shop Helper Leonie]"; - mes "They are ^ff0000Silvervine Fruit^000000, ^ff0000Splendide Coins^000000, they can be bought at Cash Shop or acquired through quests. The fruits and coins that are collected this way."; - next; - mes "[Shop Helper Leonie]"; - mes "They can be exchanged with unique equipments or gears."; - mes "So, if you have plans to venture out to these areas, be sure to collect them."; - if(questprogress(1237) == 1) - completequest 1237; - next; - mes "[Shop Helper Leonie]"; + mes("[Shop Helper Leonie]"); + mes("Kafras and most NPC merchants use ^ff0000Zeny^000000 but Malangdo and some of the Ash Vacuum worlds use different types of currency."); + next(); + mes("[Shop Helper Leonie]"); + mes("They are ^ff0000Silvervine Fruit^000000, ^ff0000Splendide Coins^000000, they can be bought at Cash Shop or acquired through quests. The fruits and coins that are collected this way."); + next(); + mes("[Shop Helper Leonie]"); + mes("They can be exchanged with unique equipments or gears."); + mes("So, if you have plans to venture out to these areas, be sure to collect them."); + if (questprogress(1237) == 1) + completequest(1237); + next(); + mes("[Shop Helper Leonie]"); break; case 3: - mes "[Shop Helper Leonie]"; - mes "The icon on the right side called Cash Shop, if you click on it, whether you're in a town, dungeon, or field, you can still buy items anywhere you want."; - next; - mes "[Shop Helper Leonie]"; - mes "The cash you need to buy the items can be charged on the website."; - if(questprogress(1237) == 1) - completequest 1237; - next; - mes "[Shop Helper Leonie]"; + mes("[Shop Helper Leonie]"); + mes("The icon on the right side called Cash Shop, if you click on it, whether you're in a town, dungeon, or field, you can still buy items anywhere you want."); + next(); + mes("[Shop Helper Leonie]"); + mes("The cash you need to buy the items can be charged on the website."); + if (questprogress(1237) == 1) + completequest(1237); + next(); + mes("[Shop Helper Leonie]"); break; case 4: - if(Class == Job_Novice && !questprogress(1238)) { - mes "[Shop Helper Leonie]"; - mes "Let's do a simple tutorial."; - mes "Go to the shop and buy one ^0000ffRed Potion^000000 and bring it back."; - mes "You have that much money, right?"; - next; - mes "[Shop Helper Leonie]"; - mes "If not, go hunt monsters in the vicnity and then when you sell their loot you should make enough money."; - next; - if(select("That's too tedious.", "I will do it.") == 1) { - mes "[Shop Helper Leonie]"; - mes "Are you that lazy?"; - mes "I am watching!"; - close; + if (Class == Job_Novice && !questprogress(1238)) { + mes("[Shop Helper Leonie]"); + mes("Let's do a simple tutorial."); + mes("Go to the shop and buy one ^0000ffRed Potion^000000 and bring it back."); + mes("You have that much money, right?"); + next(); + mes("[Shop Helper Leonie]"); + mes("If not, go hunt monsters in the vicnity and then when you sell their loot you should make enough money."); + next(); + if (select("That's too tedious.", "I will do it.") == 1) { + mes("[Shop Helper Leonie]"); + mes("Are you that lazy?"); + mes("I am watching!"); + close(); } - mes "[Shop Helper Leonie]"; - mes "Let's go into the next lesson."; - mes "Hurry back."; - if(questprogress(1237) == 1) - completequest 1237; - setquest 1238; - close; + mes("[Shop Helper Leonie]"); + mes("Let's go into the next lesson."); + mes("Hurry back."); + if (questprogress(1237) == 1) + completequest(1237); + setquest(1238); + close(); } - mes "[Shop Helper Leonie]"; - mes "That's a relief that you know enough."; - mes "If you have more questions, please ask me again."; - close; + mes("[Shop Helper Leonie]"); + mes("That's a relief that you know enough."); + mes("If you have more questions, please ask me again."); + close(); } } OnInit: - questinfo 1237, QTYPE_QUEST, 0; + questinfo(1237, QTYPE_QUEST, 0); end; } @@ -3502,96 +3681,96 @@ izlude_d,115,181,5 duplicate(Shop Helper#iz) Shop Helper#iz_d 4_F_KHELLISIA //== Attribute Expert ====================================== // - Teaches the player about Attributes. iz_ac01,53,74,3 script Attribute Expert#ac 1_M_WIZARD,{ - mes "[Attribute Expert]"; - mes "Are you a new student? Ask me anything if you have questions about atttribute. I am an attribute expert."; - next; - while(1) { + mes("[Attribute Expert]"); + mes("Are you a new student? Ask me anything if you have questions about atttribute. I am an attribute expert."); + next(); + while(true) { switch(select("What are attributes?", "Harmony of attributes", "Experience of attribute", "End Conversation")) { case 1: - mes "[Attribute Expert]"; - mes "All materials in the world have their own attributes."; - next; - mes "[Attribute Expert]"; - mes "There are many types of attributes. There are 4 elemental attributes ^0D6EF2Water^000000, ^006600Wind^000000, ^FF0000Fire^000000, ^B97246Earth^000000."; - next; - mes "[Attribute Expert]"; - mes "There are more uncommon ones like... Neutral, Poison, Holy, Dark, Angel, Undead."; - mes "There are more types than you think right?"; - next; - mes "[Attribute Expert]"; - mes "All right, here's the question which attribute do we belong to?"; - next; - if(select("Water", "Wind", "Fire", "Earth", "Neutral", "Poison", "Holy", "Dark", "Angel", "Undead") == 5) { - mes "[Attribute Expert]"; - mes "Correct! You are good. Yes we belong to the Neutral attribute."; - next; + mes("[Attribute Expert]"); + mes("All materials in the world have their own attributes."); + next(); + mes("[Attribute Expert]"); + mes("There are many types of attributes. There are 4 elemental attributes ^0D6EF2Water^000000, ^006600Wind^000000, ^FF0000Fire^000000, ^B97246Earth^000000."); + next(); + mes("[Attribute Expert]"); + mes("There are more uncommon ones like... Neutral, Poison, Holy, Dark, Angel, Undead."); + mes("There are more types than you think right?"); + next(); + mes("[Attribute Expert]"); + mes("All right, here's the question which attribute do we belong to?"); + next(); + if (select("Water", "Wind", "Fire", "Earth", "Neutral", "Poison", "Holy", "Dark", "Angel", "Undead") == 5) { + mes("[Attribute Expert]"); + mes("Correct! You are good. Yes we belong to the Neutral attribute."); + next(); break; } else { - mes "[Attribute Expert]"; - mes "Do you think so?"; - mes "We belong to the Neutral."; - next; + mes("[Attribute Expert]"); + mes("Do you think so?"); + mes("We belong to the Neutral."); + next(); break; } - next; - mes "[Attribute Expert]"; - mes "Then, why do we need attributes? Maybe you know the answer... right?"; - next; + next(); + mes("[Attribute Expert]"); + mes("Then, why do we need attributes? Maybe you know the answer... right?"); + next(); break; case 2: - mes "[Attribute Expert]"; - mes "Everything needs to balance with something srong and something weak. So ^3131FFbalance and harmony^000000 comes along all the time."; - next; - mes "[Attribute Expert]"; - mes "Balance and harmony is strongly related to your power as well. So remember well."; - next; - while(1) { + mes("[Attribute Expert]"); + mes("Everything needs to balance with something srong and something weak. So ^3131FFbalance and harmony^000000 comes(along all the time."); + next(); + mes("[Attribute Expert]"); + mes("Balance and harmony is strongly related to your power as well. So remember well."); + next(); + while(true) { switch(select("Water", "Fire", "Earth", "Wind", "Etc...", "I already know")) { case 1: - mes "[Attribute Expert]"; - mes "^0D6EF2Water^000000 is stronger than ^FF0000Fire^000000, so they give bonus damage to anything with Fire attribute!"; - mes "But it is weak to ^006600Wind^000000."; - next; - mes "[Attribute Expert]"; - mes "Examples of monsters with the Water Attribute are Poring and Roda Frog... have you heard of those monsters?"; - next; + mes("[Attribute Expert]"); + mes("^0D6EF2Water^000000 is stronger than ^FF0000Fire^000000, so they give bonus damage to anything with Fire attribute!"); + mes("But it is weak to ^006600Wind^000000."); + next(); + mes("[Attribute Expert]"); + mes("Examples of monsters with the Water Attribute are Poring and Roda Frog... have you heard of those monsters?"); + next(); continue; case 2: - mes "[Attribute Expert]"; - mes "^FF0000Fire^000000 is stronger than ^B97246Earth^000000, so they give bonus damage to anything with Earth attribute!"; - mes "Examples of monsters with the Fire Attribute are Drops and Picky."; - next; - mes "[Attribute Expert]"; - mes "Examples of monsters with the Fire Attribute are Drops and Picky."; - next; + mes("[Attribute Expert]"); + mes("^FF0000Fire^000000 is stronger than ^B97246Earth^000000, so they give bonus damage to anything with Earth attribute!"); + mes("Examples of monsters with the Fire Attribute are Drops and Picky."); + next(); + mes("[Attribute Expert]"); + mes("Examples of monsters with the Fire Attribute are Drops and Picky."); + next(); continue; case 3: - mes "[Attribute Expert]"; - mes "^B97246Earth^000000 is stronger than ^006600Wind^000000, so they give bonus damage to anything with Wind attribute!"; - mes "But it is weak to ^FF0000Fire^000000."; - next; - mes "[Attribute Expert]"; - mes "Examples of monsters with the Earth Attribute are Pupa and Fabre."; - next; + mes("[Attribute Expert]"); + mes("^B97246Earth^000000 is stronger than ^006600Wind^000000, so they give bonus damage to anything with Wind attribute!"); + mes("But it is weak to ^FF0000Fire^000000."); + next(); + mes("[Attribute Expert]"); + mes("Examples of monsters with the Earth Attribute are Pupa and Fabre."); + next(); continue; case 4: - mes "[Attribute Expert]"; - mes "^006600Wind^000000 is stronger than ^0D6EF2Water^000000, so they give bonus damage to anything with Water attribute!"; - mes "But it is weak to ^B97246Earth^000000."; - next; - mes "[Attribute Expert]"; - mes "Examples of monsters with the Wind Attribute are ChonChon and Hornet."; - next; + mes("[Attribute Expert]"); + mes("^006600Wind^000000 is stronger than ^0D6EF2Water^000000, so they give bonus damage to anything with Water attribute!"); + mes("But it is weak to ^B97246Earth^000000."); + next(); + mes("[Attribute Expert]"); + mes("Examples of monsters with the Wind Attribute are ChonChon and Hornet."); + next(); continue; case 5: - mes "[Attribute Expert]"; - mes "^3131FFPoison^000000 is stronger than Fire, Wind, and Earth, but weak at Undead attribute."; - next; + mes("[Attribute Expert]"); + mes("^3131FFPoison^000000 is stronger than Fire, Wind, and Earth, but weak at Undead attribute."); + next(); continue; case 6: - mes "[Attribute Expert]"; - mes "It is important.. Isn't it?"; - next; + mes("[Attribute Expert]"); + mes("It is important.. Isn't it?"); + next(); break; } break; @@ -3599,83 +3778,83 @@ iz_ac01,53,74,3 script Attribute Expert#ac 1_M_WIZARD,{ break; case 3: if (!questprogress(2299)) { - mes "[Attribute Expert]"; - mes "Do you want to experience an attribute?"; - next; - mes "[Attribute Expert]"; - mes "All right, do you see those ^3131FFFire Eggs^000000 over there?"; - mes "Go over there and smack one of them."; - mes "Don't worry about destroying it either."; - setquest 2299; - close; + mes("[Attribute Expert]"); + mes("Do you want to experience an attribute?"); + next(); + mes("[Attribute Expert]"); + mes("All right, do you see those ^3131FFFire Eggs^000000 over there?"); + mes("Go over there and smack one of them."); + mes("Don't worry about destroying it either."); + setquest(2299); + close(); } else if (questprogress(2299) == 1) { - mes "[Attribute Expert]"; - mes "How is it? Have you ever attacked to Fire Eggs?"; - next; + mes("[Attribute Expert]"); + mes("How is it? Have you ever attacked to Fire Eggs?"); + next(); switch(select("Yes", "No", "I want to quit.")) { case 1: - mes "[Attribute Expert]"; - mes "How much damage did you give?"; - next; - input .@input, 1, 100000; + mes("[Attribute Expert]"); + mes("How much damage did you give?"); + next(); + input(.@input, 1, 100000); if (.@input < 10) { - mes "[Attribute Expert]"; - mes "Oh man, "+.@input+"! Are you even trying?"; - mes "You're barely hitting it."; - next; + mes("[Attribute Expert]"); + mesf("Oh man, %d! Are you even trying?", .@input); + mes("You're barely hitting it."); + next(); } else if (.@input > 9 && .@input < 100001) { - mes "[Attribute Expert]"; - mes "You are good I guess..."; - next; + mes("[Attribute Expert]"); + mes("You are good I guess..."); + next(); } else { - mes "[Attribute Expert]"; - mes "But wait that's impossible."; - close; + mes("[Attribute Expert]"); + mes("But wait that's impossible."); + close(); } - mes "[Attribute Expert]"; - mes "All right. Class is over."; - next; - mes "[Attribute Expert]"; - mes "I am not sure if you remember monsters with ^FF0000Fire^000000 are weak against ^0D6EF2Water^000000."; - next; - mes "[Attribute Expert]"; - mes "I will give the ^0D6EF2Water^000000 attribute to you as a present."; - mes "If you attack the Fire Eggs again you should do more damage now."; - next; - mes "[Attribute Expert]"; - mes "There is only one more chance!"; - mes "Hurry up, the attribute magic will be gone if you take more time thanks for joining to my class."; - completequest 2299; - // ConsumeSpecialItem 12115 + mes("[Attribute Expert]"); + mes("All right. Class is over."); + next(); + mes("[Attribute Expert]"); + mes("I am not sure if you remember monsters with ^FF0000Fire^000000 are weak against ^0D6EF2Water^000000."); + next(); + mes("[Attribute Expert]"); + mes("I will give the ^0D6EF2Water^000000 attribute to you as a present."); + mes("If you attack the Fire Eggs again you should do more damage now."); + next(); + mes("[Attribute Expert]"); + mes("There is only one more chance!"); + mes("Hurry up, the attribute magic will be gone if you take more time thanks for joining to my class."); + completequest(2299); + // ConsumespecialItem 12115 if (Class == Job_Novice) - getexp 100, 20; - close; + getexp(100, 20); + close(); case 2: - mes "[Attribute Expert]"; - mes "Go and smack those eggs over there."; - mes "The egg of an ant is strong so don't worry about destroying them too much."; - close; + mes("[Attribute Expert]"); + mes("Go and smack those eggs over there."); + mes("The egg of an ant is strong so don't worry about destroying them too much."); + close(); case 3: - mes "[Attribute Expert]"; - mes "There is nothing I can do. But I will help you anytime if you need."; - erasequest 2299; - close; + mes("[Attribute Expert]"); + mes("There is nothing I can do. But I will help you anytime if you need."); + erasequest(2299); + close(); } } else { - mes "[Attribute Expert]"; - mes "Magic basically consists of different attribute attacks. There is another way of giving the attribute to your weapon by using skill or item. You will learn more the longer you play. Good luck!"; - close; + mes("[Attribute Expert]"); + mes("Magic basically consists of different attribute attacks. There is another way of giving the attribute to your weapon by using skill or item. You will learn more the longer you play. Good luck!"); + close(); } break; case 4: - mes "[Attribute Expert]"; - mes "Are you getting interested in the depth of the different attributes?"; - close; + mes("[Attribute Expert]"); + mes("Are you getting interested in the depth of the different attributes?"); + close(); } } OnInit: - questinfo 2299, QTYPE_NONE, 0; + questinfo(2299, QTYPE_NONE, 0); end; } @@ -3713,524 +3892,524 @@ iz_ac01_d,56,68,0,0 monster Lv 10 2408,1,5000,0,0 // - Teaches the player about Cooking. iz_ac01,147,50,3 script Dacquoise#ac 4_COOK,{ if (!checkweight(Orcish_Axe, 3)) { - mes "Why are you carrying so much stuff?"; - mes "Put them down and come back."; - close; + mes("Why are you carrying so much stuff?"); + mes("Put them down and come back."); + close(); } if (Class == Job_Novice || (questprogress(14154) == 1 || questprogress(14155) == 1 || questprogress(14156) == 1 || questprogress(14157) == 1)) { if (!new_cook) { - mes "[Dacquoise]"; - mes "What an alluring smell!"; - next; - mes "[Eclaire]"; - mes "Various dishes to stimulate the five senses. Oh, its heaven!"; - next; - mes "[Mille Feuille]"; - mes "It's not an accident that you came here!"; - next; - mes "[Dacquoise]"; - mes "What's your name stranger?"; - next; - mes "["+strcharinfo(0)+"]"; - mes ""+strcharinfo(0)+", hello."; - next; - emotion e_no1; - mes "[Dacquoise]"; - mes "I am Dacquoise, the pupil of the legendary chef of Rune Midgard, ^0000cdCharles Orleans^000000."; - next; - emotion e_no1, 0, "Eclaire#"+strnpcinfo(2); - mes "[Eclaire]"; - mes "And we are also club members of Sir Orleans' ^0000cdfan club- Loverleans^000000."; - next; - emotion e_lv,"Mille Feuille#"+strnpcinfo(2); - mes "[Mille Feuille]"; - mes "Orlean belongs to all of us!"; - next; - emotion e_sob; - mes "[Dacquoise]"; - mes "Ah, what do all the fools of the land eat?"; - next; - mes "[Dacquoise]"; - mes "Fruits? Of course you can eat it raw, but isn't it art when you see the red strawberries laying on top of a creampie?"; - next; - mes "[Eclaire]"; - mes "Bread? Of course you can eat it plain, but can you resist the fantastic harmony of meat and cheese and vegetables in a perfect sandwich?"; - next; - mes "[Mille Feuille]"; - mes "I like the steamed horse feet of Minourus!"; - next; - mes "[Dacquoise]"; - mes "If you eat a dedicated meal, you can ^0000cd raise a specific stats^000000 and additionally, ^0000cdrecover your health^000000, so what's the reason not to cook?"; - next; - mes "[Eclaire]"; - mes "You, do you want to know more about cooking?"; - next; - emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2); - mes "[Mille Feuille]"; - mes "Will you exeprience the various spectrums of cooking?"; - next; - if(select("I'm not interested, excuse me...", "Wow! I want to know more!") == 1) { - mes "[Dacquoise]"; - mes "Really? Okay then... come back whenever you change your mind."; - next; - mes "[Eclaire]"; - mes "I have a hunch that you will come back again!"; - next; - mes "[Mille Feuille]"; - mes "Don't forget to pound your chest if you choke on sweet potato!"; - close; + mes("[Dacquoise]"); + mes("What an alluring smell!"); + next(); + mes("[Eclaire]"); + mes("Various dishes to stimulate the five senses. Oh, its heaven!"); + next(); + mes("[Mille Feuille]"); + mes("It's not an accident that you came here!"); + next(); + mes("[Dacquoise]"); + mes("What's your name stranger?"); + next(); + mesf("[%s]", strcharinfo(PC_NAME)); + mesf("%s, Hello.", strcharinfo(PC_NAME)); + next(); + emotion(e_no1); + mes("[Dacquoise]"); + mes("I am Dacquoise, the pupil of the legendary chef of Rune Midgard, ^0000cdCharles Orleans^000000."); + next(); + emotion(e_no1, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Eclaire]"); + mes("And we are also club members of Sir Orleans' ^0000cdfan club- Loverleans^000000."); + next(); + emotion(e_lv,"Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Mille Feuille]"); + mes("Orlean belongs to all of us!"); + next(); + emotion(e_sob); + mes("[Dacquoise]"); + mes("Ah, what do all the fools of the land eat?"); + next(); + mes("[Dacquoise]"); + mes("Fruits? Of course you can eat it raw, but isn't it art when you see the red strawberries laying on top of a creampie?"); + next(); + mes("[Eclaire]"); + mes("Bread? Of course you can eat it plain, but can you resist the fantastic harmony of meat and cheese and vegetables in a perfect sandwich?"); + next(); + mes("[Mille Feuille]"); + mes("I like the steamed horse feet of Minourus!"); + next(); + mes("[Dacquoise]"); + mes("If you eat a dedicated meal, you can ^0000cd raise a specific stats^000000 and additionally, ^0000cdrecover your health^000000, so what's the reason not to cook?"); + next(); + mes("[Eclaire]"); + mes("You, do you want to know more about cooking?"); + next(); + emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Mille Feuille]"); + mes("Will you exeprience the various spectrums of cooking?"); + next(); + if (select("I'm not interested, excuse me...", "Wow! I want to know more!") == 1) { + mes("[Dacquoise]"); + mes("Really? Okay then... come back whenever you change your mind."); + next(); + mes("[Eclaire]"); + mes("I have a hunch that you will come back again!"); + next(); + mes("[Mille Feuille]"); + mes("Don't forget to pound your chest if you choke on sweet potato!"); + close(); } - emotion e_no1; - mes "[Dacquoise]"; - mes "Ok, we will be kind guides to the journey of cooking!!"; - next; - emotion e_no1, 0, "Eclaire#"+strnpcinfo(2); - mes "[Eclaire]"; - mes "It's ok with me, asking me everthing you want to know."; - next; - emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2); - mes "[Mille Feuille]"; - mes "Kindness is our spice~"; - next; + emotion(e_no1); + mes("[Dacquoise]"); + mes("Ok, we will be kind guides to the journey of cooking!!"); + next(); + emotion(e_no1, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Eclaire]"); + mes("It's ok with me, asking me everthing you want to know."); + next(); + emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Mille Feuille]"); + mes("Kindness is our spice~"); + next(); switch(select("Cooking Benefits", "Cooking Methods", "Actually, I have to go...")) { case 1: - mes "[Dacquoise]"; - mes "Aha! You want to know about the benefits of cooking? Cooked meals have two benefits!"; - next; - emotion e_gasp; - mes "[Dacquoise]"; - mes "First, ^0000cdincreased stats!^000000 Baaam!!"; - next; - mes "[Eclaire]"; - mes "Cooking is divided into 6 catagories. Each will raise up ^0000cdStr, Agi, Vit, Int, Dex, Luk^000000."; - next; - mes "[Mille Feuille]"; - mes "The amount of the stat increase changes depending on the level of cooking."; - next; - emotion e_gasp; - mes "[Dacquoise]"; - mes "And the next benefit? Babam!"; - next; - mes "[Eclaire]"; - mes "^0000cdHP and SP recovery^000000 effect!"; - next; - mes "[Mille Feuille]"; - mes "This also differs with cooking levels, and some only recover HP."; - next; - mes "[Dacquoise]"; - mes "How is it? Sounds yummy right?"; - next; - mes "[Eclaire]"; - mes "Your level is too low to experience the effects right now. If you level up more you will experience and cry for the effect of cooking."; - next; - mes "[Mille Feuille]"; - mes "Prepare lace handkerchief."; - next; + mes("[Dacquoise]"); + mes("Aha! You want to know about the benefits of cooking? Cooked meals have two benefits!"); + next(); + emotion(e_gasp); + mes("[Dacquoise]"); + mes("First, ^0000cdincreased stats!^000000 Baaam!!"); + next(); + mes("[Eclaire]"); + mes("Cooking is divided into 6 catagories. Each will raise up ^0000cdStr, Agi, Vit, Int, Dex, Luk^000000."); + next(); + mes("[Mille Feuille]"); + mes("The amount of the stat increase changes depending on the level of cooking."); + next(); + emotion(e_gasp); + mes("[Dacquoise]"); + mes("And the next benefit? Babam!"); + next(); + mes("[Eclaire]"); + mes("^0000cdHP and SP recovery^000000 effect!"); + next(); + mes("[Mille Feuille]"); + mes("This also differs with cooking levels, and some only recover HP."); + next(); + mes("[Dacquoise]"); + mes("How is it? Sounds yummy right?"); + next(); + mes("[Eclaire]"); + mes("Your level is too low to experience the effects right now. If you level up more you will experience and cry for the effect of cooking."); + next(); + mes("[Mille Feuille]"); + mes("Prepare lace handkerchief."); + next(); select("How can I cook?"); - mes "[Dacquoise]"; - mes "There you go! Now you seem interested!"; - next; - mes "[Dacquoise]"; - mes "But haste is waste in cooking! Proper cooking requires preparation."; - next; - mes "[Eclaire]"; - mes "Only the one who is well prepared can enter the world of cooking!"; - next; - mes "[Mille Feuille]"; - mes "Preparation, it's not hard!"; - next; - mes "[Dacquoise]"; - mes "Preparation can also be split into two stages."; - next; - emotion e_gasp; + mes("[Dacquoise]"); + mes("There you go! Now you seem interested!"); + next(); + mes("[Dacquoise]"); + mes("But haste is waste in cooking! Proper cooking requires preparation."); + next(); + mes("[Eclaire]"); + mes("Only the one who is well prepared can enter the world of cooking!"); + next(); + mes("[Mille Feuille]"); + mes("Preparation, it's not hard!"); + next(); + mes("[Dacquoise]"); + mes("Preparation can also be split into two stages."); + next(); + emotion(e_gasp); break; case 2: - mes "[Dacquoise]"; - mes "Right, cooking needs some preparation. This can also be divided into two catagories."; - next; - emotion e_gasp,"Dacquoise#"+strnpcinfo(2); + mes("[Dacquoise]"); + mes("Right, cooking needs some preparation. This can also be divided into two catagories."); + next(); + emotion(e_gasp,"Dacquoise#"+strnpcinfo(NPC_NAME_HIDDEN)); break; case 3: - emotion e_an; - mes "[Dacquoise]"; - mes "What is this? What a waste of time!"; - next; - emotion e_ag, 0, "Eclaire#"+strnpcinfo(2); - mes "[Eclaire]"; - mes "I thought we were going to get more members!"; - next; - emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2); - mes "[Mille Feuille]"; - mes "Never show up again!!"; - close; + emotion(e_an); + mes("[Dacquoise]"); + mes("What is this? What a waste of time!"); + next(); + emotion(e_ag, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Eclaire]"); + mes("I thought we were going to get more members!"); + next(); + emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Mille Feuille]"); + mes("Never show up again!!"); + close(); } - mes "[Dacquoise]"; - mes "First, you need a ^0000cdCookbook.^000000"; - next; - mes "[Eclaire]"; - mes "Let's say you have a mountain of ingredients, but you don't know what to do with them?"; - next; - mes "[Mille Feuille]"; - mes "That's when you open the Cookbook."; - next; - mes "[Dacquoise]"; - mes "You need a Cookbook to know how to prepare the ingredients for cooking."; - next; - mes "[Eclaire]"; - mes "So how can I get these Cookbooks?"; - next; - mes "[Mille Feuille]"; - mes "Cookbook can be earned ^0000cdthrough Quest^000000s or can be found by hunting ^0000cdmonster^000000s."; - next; - emotion e_gasp; - mes "[Dacquoise]"; - mes "After getting the Cookbook, next preperation is!"; - mes "The ^0000cdingredients!^000000."; - next; - mes "[Eclaire]"; - mes "You can't cook without ingredients! Even a novice knows that!"; - next; - mes "[Mille Feuille]"; - mes "You can get ingredients by beating or smashing ^0000cdmonster^000000 or you can buy them from a ^0000cdCooking Ingredient Merchant^000000."; - next; - mes "[Dacquoise]"; - mes "Cooking requires some preparation but the benefits are well worth it."; - next; - mes "[Dacquoise]"; - mes "And one thing to remember, there is ^0000cd a potential to fail in cooking^000000. Be careful as it depends on your cookwares and cooking level."; - next; - if(new_cook == 1) { + mes("[Dacquoise]"); + mes("First, you need a ^0000cdCookbook.^000000"); + next(); + mes("[Eclaire]"); + mes("Let's say you have a mountain of ingredients, but you don't know what to do with them?"); + next(); + mes("[Mille Feuille]"); + mes("That's when you open the Cookbook."); + next(); + mes("[Dacquoise]"); + mes("You need a Cookbook to know how to prepare the ingredients for cooking."); + next(); + mes("[Eclaire]"); + mes("So how can I get these Cookbooks?"); + next(); + mes("[Mille Feuille]"); + mes("Cookbook can be earned ^0000cdthrough Quest^000000s or can be found by hunting ^0000cdmonster^000000s."); + next(); + emotion(e_gasp); + mes("[Dacquoise]"); + mes("After getting the Cookbook, next preperation is!"); + mes("The ^0000cdingredients!^000000."); + next(); + mes("[Eclaire]"); + mes("You can't cook without ingredients! Even a novice knows that!"); + next(); + mes("[Mille Feuille]"); + mes("You can get ingredients by beating or smashing ^0000cdmonster^000000 or you can buy them from a ^0000cdCooking Ingredient Merchant^000000."); + next(); + mes("[Dacquoise]"); + mes("Cooking requires some preparation but the benefits are well worth it."); + next(); + mes("[Dacquoise]"); + mes("And one thing to remember, there is ^0000cd a potential to fail in cooking^000000. Be careful as it depends on your cookwares and cooking level."); + next(); + if (new_cook == 1) { select("I want to cook!"); - mes "[Dacquoise]"; - mes "That's the spirit! Let's cook for real!"; - mes "Get prepared and come back!"; - emotion e_no1; + mes("[Dacquoise]"); + mes("That's the spirit! Let's cook for real!"); + mes("Get prepared and come back!"); + emotion(e_no1); } else { - mes "[Eclaire]"; - mes "We are not responsible even if it fails!"; + mes("[Eclaire]"); + mes("We are not responsible even if it fails!"); } new_cook = 1; - close; + close(); } else if (new_cook >= 1) { - if(questprogress(14154) == 1 || questprogress(14155) == 1 || questprogress(14156) == 1 || questprogress(14157) == 1) { - mes "[Dacquoise]"; - mes "Did you bring them all?"; - next; - if(select("Yes! I did!", "No, I gave up.") == 2) { - mes "[Dacquoise]"; - mes "I used my valuable time to introduce the cooking world to you."; - mes "Then you just give up?"; - emotion e_an; - next; - mes "[Eclaire]"; - mes "You have insulted us!"; - emotion e_ag, 0, "Eclaire#"+strnpcinfo(2); - next; - mes "[Mille Feuille]"; - mes "Come back again, if you want to learn later~ I guess..."; - emotion e_dots, 0, "Mille Feuille#"+strnpcinfo(2); - close2; - if(questprogress(14154) == 1) - erasequest 14154; - if(questprogress(14155) == 1) - erasequest 14155; - if(questprogress(14156) == 1) - erasequest 14156; - if(questprogress(14157) == 1) - erasequest 14157; + if (questprogress(14154) == 1 || questprogress(14155) == 1 || questprogress(14156) == 1 || questprogress(14157) == 1) { + mes("[Dacquoise]"); + mes("Did you bring them all?"); + next(); + if (select("Yes! I did!", "No, I gave up.") == 2) { + mes("[Dacquoise]"); + mes("I used my valuable time to introduce the cooking world to you."); + mes("Then you just give up?"); + emotion(e_an); + next(); + mes("[Eclaire]"); + mes("You have insulted us!"); + emotion(e_ag, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN)); + next(); + mes("[Mille Feuille]"); + mes("Come back again, if you want to learn later~ I guess..."); + emotion(e_dots, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + close2(); + if (questprogress(14154) == 1) + erasequest(14154); + if (questprogress(14155) == 1) + erasequest(14155); + if (questprogress(14156) == 1) + erasequest(14156); + if (questprogress(14157) == 1) + erasequest(14157); end; } - mes "[Dacquoise]"; - mes "Can I have a look?"; - next; - if(questprogress(14154) == 1 && countitem(Clover) > 0 && countitem(Green_Herb) > 0 && countitem(Red_Herb) > 0) { - mes "[Dacquoise]"; - mes "You brough what I need! Okay, then I will cook for you as I promised."; - mes "Time to move like greased lightning!!!!"; - emotion e_flash; - next; - mes "[Eclaire]"; - mes "Go hunting after eating this. You will feel your power enhanced."; - emotion e_no1, 0, "Eclaire#"+strnpcinfo(2); - next; - mes "[Mille Feuille]"; - mes "If you really want to cook, go and see ^0000ffSir. Charles Orleans at the basement of Prontera castle^000000!!"; - mes "Kya... Sir Orleans!!"; - emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2); - close2; - delitem Clover, 1; // Clover - delitem Green_Herb, 1; // Green_Herb - delitem Red_Herb, 1; // Red_Herb - getitem Savory_Herb_Salad, 1; // Savory_Herb_Salad - erasequest 14154; + mes("[Dacquoise]"); + mes("Can I have a look?"); + next(); + if (questprogress(14154) == 1 && countitem(Clover) > 0 && countitem(Green_Herb) > 0 && countitem(Red_Herb) > 0) { + mes("[Dacquoise]"); + mes("You brough what I need! Okay, then I will cook for you as I promised."); + mes("Time to move like greased lightning!!!!"); + emotion(e_flash); + next(); + mes("[Eclaire]"); + mes("Go hunting after eating this. You will feel your power enhanced."); + emotion(e_no1, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN)); + next(); + mes("[Mille Feuille]"); + mes("If you really want to cook, go and see ^0000ffSir. Charles Orleans at the basement of Prontera castle^000000!!"); + mes("Kya... Sir Orleans!!"); + emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + close2(); + delitem(Clover, 1); // Clover + delitem(Green_Herb, 1); // Green_Herb + delitem(Red_Herb, 1); // Red_Herb + getitem(Savory_Herb_Salad, 1); // Savory_Herb_Salad + erasequest(14154); end; } - if(questprogress(14155) == 1 && countitem(Apple) > 0 && countitem(Carrot) > 1) { - mes "[Dacquoise]"; - mes "You brough what I need! Okay, then I will cook for you as I promised."; - mes "Time to move like greased lightning!!!!"; - emotion e_flash; - next; - mes "[Eclaire]"; - mes "Try this. It will make you run like you are a flying bee."; - emotion e_no1, 0, "Eclaire#"+strnpcinfo(2); - next; - mes "[Mille Feuille]"; - mes "If you really want to cook, go and see ^0000ffSir. Charles Orleans at the basement of Prontera castle^000000!! You must be attracted by him!!"; - emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2); - close2; - delitem Apple, 1; // Apple - delitem Carrot, 2; // Carrot - getitem Apple_Carrot_Salad, 1; // Apple_Carrot_Salad - erasequest 14155; + if (questprogress(14155) == 1 && countitem(Apple) > 0 && countitem(Carrot) > 1) { + mes("[Dacquoise]"); + mes("You brough what I need! Okay, then I will cook for you as I promised."); + mes("Time to move like greased lightning!!!!"); + emotion(e_flash); + next(); + mes("[Eclaire]"); + mes("Try this. It will make you run like you are a flying bee."); + emotion(e_no1, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN)); + next(); + mes("[Mille Feuille]"); + mes("If you really want to cook, go and see ^0000ffSir. Charles Orleans at the basement of Prontera castle^000000!! You must be attracted by him!!"); + emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + close2(); + delitem(Apple, 1); // Apple + delitem(Carrot, 2); // Carrot + getitem(Apple_Carrot_Salad, 1); // Apple_Carrot_Salad + erasequest(14155); end; } - if(questprogress(14156) == 1 && countitem(Jellopy) > 0 && countitem(Fluff) > 0 && countitem(Feather) > 0) { - mes "[Dacquoise]"; - mes "You brough what I need! Okay, then I will cook for you as I promised."; - mes "Time to move like greased lightning!!!!"; - emotion e_flash; - next; - mes "[Eclaire]"; - mes "Can you feel unknown power coursing through your veins? You're eating it!"; - emotion e_no1, 0, "Eclaire#"+strnpcinfo(2); - next; - mes "[Mille Feuille]"; - mes "If you are really curious about the cooking, go seek Sir. Charles Orleans at the basement of Prontera Castle."; - emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2); - close2; - delitem Jellopy, 1; // Jellopy - delitem Fluff, 1; // Fluff - delitem Feather, 1; // Feather - getitem Casual_Stew, 1; // Casual_Stew - erasequest 14156; + if (questprogress(14156) == 1 && countitem(Jellopy) > 0 && countitem(Fluff) > 0 && countitem(Feather) > 0) { + mes("[Dacquoise]"); + mes("You brough what I need! Okay, then I will cook for you as I promised."); + mes("Time to move like greased lightning!!!!"); + emotion(e_flash); + next(); + mes("[Eclaire]"); + mes("Can you feel unknown power coursing through your veins? You're eating it!"); + emotion(e_no1, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN)); + next(); + mes("[Mille Feuille]"); + mes("If you are really curious about the cooking, go seek Sir. Charles Orleans at the basement of Prontera Castle."); + emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + close2(); + delitem(Jellopy, 1); // Jellopy + delitem(Fluff, 1); // Fluff + delitem(Feather, 1); // Feather + getitem(Casual_Stew, 1); // Casual_Stew + erasequest(14156); end; } - if(questprogress(14157) == 1 && countitem(Apple) > 0 && countitem(Clover) > 0) { - mes "[Dacquoise]"; - mes "You brough what I need! Okay, then I will cook for you as I promised."; - mes "Time to move like greased lightning!!!!"; - emotion e_flash; - next; - mes "[Eclaire]"; - mes "If you eat this. You will never miss your target!"; - mes "In fact, never miss the target for level 1!"; - emotion e_no1, 0, "Eclaire#"+strnpcinfo(2); - next; - mes "[Mille Feuille]"; - mes "Go and see Sir. Charles Orleans at the basement of Prontera castle!!"; - mes "You can learn real cooking from him!"; - emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2); - close2; - delitem Apple, 1; // Apple - delitem Clover, 1; // Clover - getitem Golden_Roasted_Apple, 1; // Golden_Roasted_Apple - erasequest 14157; + if (questprogress(14157) == 1 && countitem(Apple) > 0 && countitem(Clover) > 0) { + mes("[Dacquoise]"); + mes("You brough what I need! Okay, then I will cook for you as I promised."); + mes("Time to move like greased lightning!!!!"); + emotion(e_flash); + next(); + mes("[Eclaire]"); + mes("If you eat this. You will never miss your target!"); + mes("In fact, never miss the target for level 1!"); + emotion(e_no1, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN)); + next(); + mes("[Mille Feuille]"); + mes("Go and see Sir. Charles Orleans at the basement of Prontera castle!!"); + mes("You can learn real cooking from him!"); + emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + close2(); + delitem(Apple, 1); // Apple + delitem(Clover, 1); // Clover + getitem(Golden_Roasted_Apple, 1); // Golden_Roasted_Apple + erasequest(14157); end; } - mes "[Dacquoise]"; - mes "What do you want me to do without ingredients? Go and get them myself?"; - close; + mes("[Dacquoise]"); + mes("What do you want me to do without ingredients? Go and get them myself?"); + close(); } - if(new_cook == 2) { - mes "[Dacquoise]"; - mes "You came back to me again because you want to cook, right?"; - next; - mes "[Eclaire]"; - mes "So what do you want to cook?"; - next; - mes "[Mille Feuille]"; - mes "Oh? That kid is back again. "+strcharinfo(0)+" right? So what do you want?"; - next; + if (new_cook == 2) { + mes("[Dacquoise]"); + mes("You came back to me again because you want to cook, right?"); + next(); + mes("[Eclaire]"); + mes("So what do you want to cook?"); + next(); + mes("[Mille Feuille]"); + mesf("Oh? That kid is back again. %s right? So what do you want?", strcharinfo(PC_NAME)); + next(); } else { - mes "[Dacquoise]"; - mes "Are you ready? Then making is believing! Let's cook!"; - next; - mes "[Eclaire]"; - mes "For this demonstration the duration of the cooking will be shortened."; - next; - mes "[Mille Feuille]"; - mes "The cooking we are about to show you requires a recipe and cooking equipment but it is difficult for novices so I will cook for you."; - next; - emotion e_bzz; - mes "[Dacquoise]"; - mes "Why are you saying you will make them?"; - next; - emotion e_hmm, 0, "Mille Feuille#"+strnpcinfo(2); - mes "[Mille Feuille]"; - mes "Ah, Why not?"; - next; - mes "[Dacquoise]"; - mes "I am the leader of this flame cooking trio chefs!"; - next; - emotion e_omg, 0, "Eclaire#"+strnpcinfo(2); - mes "[Eclaire]"; - mes "What?!! When was that decided?"; - next; - emotion e_no; - mes "[Dacquoise]"; - mes "Is there anyone who is older than me?"; - next; - emotion e_omg, 0, "Eclaire#"+strnpcinfo(2); - mes "[Eclaire]"; - mes "Age! There is nothing I can do with it."; - next; - emotion e_ok,"Mille Feuille#"+strnpcinfo(2); - mes "[Mille Feuille]"; - mes "Just because you're one year older, you want to automatically be rejected. Anyone have an objection?"; - next; - emotion e_an; - mes "[Dacquoise]"; - mes "Quiet!"; - next; - mes "[Dacquoise]"; - mes "So what do you want to make? Int and Luk meals would have no benefit to you, so I prepared the other 4 foods."; - next; + mes("[Dacquoise]"); + mes("Are you ready? Then making is believing! Let's cook!"); + next(); + mes("[Eclaire]"); + mes("For this demonstration the duration of the cooking will be shortened."); + next(); + mes("[Mille Feuille]"); + mes("The cooking we are about to show you requires a recipe and cooking equipment but it is difficult for novices so I will cook for you."); + next(); + emotion(e_bzz); + mes("[Dacquoise]"); + mes("Why are you saying you will make them?"); + next(); + emotion(e_hmm, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Mille Feuille]"); + mes("Ah, Why not?"); + next(); + mes("[Dacquoise]"); + mes("I am the leader of this flame cooking trio chefs!"); + next(); + emotion(e_omg, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Eclaire]"); + mes("What?!! When was that decided?"); + next(); + emotion(e_no); + mes("[Dacquoise]"); + mes("Is there anyone who is older than me?"); + next(); + emotion(e_omg, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Eclaire]"); + mes("Age! There is nothing I can do with it."); + next(); + emotion(e_ok,"Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Mille Feuille]"); + mes("Just because you're one year older, you want to automatically be rejected. Anyone have an objection?"); + next(); + emotion(e_an); + mes("[Dacquoise]"); + mes("Quiet!"); + next(); + mes("[Dacquoise]"); + mes("So what do you want to make? Int and Luk meals would have no benefit to you, so I prepared the other 4 foods."); + next(); } switch(select("Fragrant Herb Mix", "Crunchy Salad", "Mixed Shabu Shabu", "Golden Apple Roast")) { case 1: // Fragrant Herb Mix - mes "[Dacquoise]"; - mes "^0000cdFragrant Herb Mix^000000. It increases ^0000cdStr^000000."; - next; - mes "[Equazu]"; - mes "It's usually eaten by people of strength."; - next; - mes "[Mille Feuille]"; - mes "Ingredients- ^0000cd 1 Clover, 1 Green Herb, 1 Red Herb^000000."; - next; - cutin "·ç³ªÆ½Ä«µå.bmp", 3; - mes "[Dacquoise]"; - mes "Clover and the Red Herb are dropped by Lunatic or Fabre monsters wandering everywhere on the field outside Izlude."; - next; - cutin "Æĺ긣īµå.bmp", 3; - mes "[Eclaire]"; - mes "Green Herbs are dropped by Fabres."; - next; - cutin "", 255; - mes "[Mille Feuille]"; - mes "We can cook once you bring all the ingredients."; - close2; + mes("[Dacquoise]"); + mes("^0000cdFragrant Herb Mix^000000. It increases ^0000cdStr^000000."); + next(); + mes("[Equazu]"); + mes("It's usually eaten by people of strength."); + next(); + mes("[Mille Feuille]"); + mes("Ingredients- ^0000cd 1 Clover, 1 Green Herb, 1 Red Herb^000000."); + next(); + cutin("·ç³ªÆ½Ä«µå", 3); + mes("[Dacquoise]"); + mes("Clover and the Red Herb are dropped by Lunatic or Fabre monsters wandering everywhere on the field outside Izlude."); + next(); + cutin("Æĺ긣īµå", 3); + mes("[Eclaire]"); + mes("Green Herbs are dropped by Fabres."); + next(); + cutin("", 255); + mes("[Mille Feuille]"); + mes("We can cook once you bring all the ingredients."); + close2(); new_cook = 2; - setquest 14154; + setquest(14154); end; case 2: // Crunchy Salad - mes "[Dacquoise]"; - mes "Crunchy Salad. This I really like. You know your cooking."; - next; - mes "[Eclaire]"; - mes "Crunchy Salad increases ^0000cdAgi^000000. Good for fast attacks and avoiding damage from monsters."; - next; - mes "[Mille Feuille]"; - mes "Ingredients are ^0000cd 1 Apple & 2 Carrots^000000."; - next; - cutin "Æ÷¸µÄ«µå.bmp", 3; - mes "[Dacquoise]"; - mes "Apples are dropped by Porings bouncing around the field outside of Izlude."; - next; - cutin "·ç³ªÆ½Ä«µå.bmp", 3; - mes "[Eclaire]"; - mes "Carrots are given by Lunatics."; - next; - cutin "", 255; - mes "[Mille Feuille]"; - mes "If you bring all the ingredients we can cook."; - close2; + mes("[Dacquoise]"); + mes("Crunchy Salad. This I really like. You know your cooking."); + next(); + mes("[Eclaire]"); + mes("Crunchy Salad increases ^0000cdAgi^000000. Good for fast attacks and avoiding damage from monsters."); + next(); + mes("[Mille Feuille]"); + mes("Ingredients are ^0000cd 1 Apple & 2 Carrots^000000."); + next(); + cutin("Æ÷¸µÄ«µå", 3); + mes("[Dacquoise]"); + mes("Apples are dropped by Porings bouncing around the field outside of Izlude."); + next(); + cutin("·ç³ªÆ½Ä«µå", 3); + mes("[Eclaire]"); + mes("Carrots are given by Lunatics."); + next(); + cutin("", 255); + mes("[Mille Feuille]"); + mes("If you bring all the ingredients we can cook."); + close2(); new_cook = 2; - setquest 14155; + setquest(14155); end; case 3: // Mixed Shabu Shabu - mes "[Dacquoise]"; - mes "Scary ^0000cdAnything ShabuShabu!^000000 This raises ^0000cdVit^000000. Even a small portion makes you full."; - next; - mes "[Eclaire]"; - mes "If you eat this, you can feel less pain from monsters."; - next; - mes "[Mille Feuille]"; - mes "Ingredients are ^0000cd 1 Jellopy, 1 Fluff, 1 Feather^000000."; - next; - cutin "Æ÷¸µÄ«µå.bmp", 3; - mes "[Dacquoise]"; - mes "Jellopy are dropped by Porings bouncing around the field of Izlude."; - next; - cutin "Æĺ긣īµå.bmp", 3; - mes "[Eclaire]"; - mes "Fluff can be received from Fabre or Lunatic."; - next; - cutin "·ç³ªÆ½Ä«µå.bmp", 3; - mes "[Mille Feuille]"; - mes "Feathers are dropped by Lunatics or Fabres."; - next; - cutin "", 255; - mes "[Dacquoise]"; - mes "When you bring all the ingredients I'll make them for you."; - close2; + mes("[Dacquoise]"); + mes("Scary ^0000cdAnything ShabuShabu!^000000 This raises ^0000cdVit^000000. Even a small portion makes you full."); + next(); + mes("[Eclaire]"); + mes("If you eat this, you can feel less pain from monsters."); + next(); + mes("[Mille Feuille]"); + mes("Ingredients are ^0000cd 1 Jellopy, 1 Fluff, 1 Feather^000000."); + next(); + cutin("Æ÷¸µÄ«µå", 3); + mes("[Dacquoise]"); + mes("Jellopy are dropped by Porings bouncing around the field of Izlude."); + next(); + cutin("Æĺ긣īµå", 3); + mes("[Eclaire]"); + mes("Fluff can be received from Fabre or Lunatic."); + next(); + cutin("·ç³ªÆ½Ä«µå", 3); + mes("[Mille Feuille]"); + mes("Feathers are dropped by Lunatics or Fabres."); + next(); + cutin("", 255); + mes("[Dacquoise]"); + mes("When you bring all the ingredients I'll make them for you."); + close2(); new_cook = 2; - setquest 14156; + setquest(14156); end; case 4: // Golden Apple Roast - mes "[Dacquoise]"; - mes "^0000cdGolden Apple Toast~^000000 shiny golden glaze... It tastes as good as it looks."; - next; - mes "[Eclaire]"; - mes "This raises ^0000cdDex^000000. It is mainly enjoyed by Archers who want to increase his attacking power or by people to increase their hit rate."; - next; - mes "[Mille Feuille]"; - mes "Ingredients are-^0000cd 1 Apple & 1 Clover^000000."; - next; - cutin "Æ÷¸µÄ«µå.bmp", 3; - mes "[Dacquoise]"; - mes "Apple can be found in Porings in the field outside of Izlude."; - next; - cutin "·ç³ªÆ½Ä«µå.bmp", 3; - mes "[Eclaire]"; - mes "Clovers are dropped by Lunatics or Fabre in the field outside Izlude."; - next; - cutin "", 255; - mes "[Mille Feuille]"; - mes "When you bring all the ingredients I'll make them for you."; - close2; + mes("[Dacquoise]"); + mes("^0000cdGolden Apple Toast~^000000 shiny golden glaze... It tastes as good as it looks."); + next(); + mes("[Eclaire]"); + mes("This raises ^0000cdDex^000000. It is mainly enjoyed by Archers who want to increase his attacking power or by people to increase their hit rate."); + next(); + mes("[Mille Feuille]"); + mes("Ingredients are-^0000cd 1 Apple & 1 Clover^000000."); + next(); + cutin("Æ÷¸µÄ«µå", 3); + mes("[Dacquoise]"); + mes("Apple can be found in Porings in the field outside of Izlude."); + next(); + cutin("·ç³ªÆ½Ä«µå", 3); + mes("[Eclaire]"); + mes("Clovers are dropped by Lunatics or Fabre in the field outside Izlude."); + next(); + cutin("", 255); + mes("[Mille Feuille]"); + mes("When you bring all the ingredients I'll make them for you."); + close2(); new_cook = 2; - setquest 14157; + setquest(14157); end; } } else { - emotion e_no1; - mes "[Dacquoise]"; - mes "I am Dacquoise, the pupil of the legendary chef of Rune Midgard, ^0000cdCharles Orleans^000000."; - next; - emotion e_no1, 0, "Eclaire#"+strnpcinfo(2); - mes "[Eclaire]"; - mes "Steaks not only increase stats but also recover both your HP and SP."; - next; - emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2); - mes "[Mille Feuille]"; - mes "If you really want to cook, go and see^0000cd Sir. Charles Orleans at the basement of Prontera castle^000000!! You must be attracted by him!!"; - close; + emotion(e_no1); + mes("[Dacquoise]"); + mes("I am Dacquoise, the pupil of the legendary chef of Rune Midgard, ^0000cdCharles Orleans^000000."); + next(); + emotion(e_no1, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Eclaire]"); + mes("Steaks not only increase stats but also recover both your HP and SP."); + next(); + emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Mille Feuille]"); + mes("If you really want to cook, go and see^0000cd Sir. Charles Orleans at the basement of Prontera castle^000000!! You must be attracted by him!!"); + close(); } } else { - mes "[Dacquoise]"; - mes "Looks like you're no longer a beginner. Are you cooking these days?"; - next; - mes "[Eclaire]"; - mes "If not why don't we start?"; - next; - mes "[Mille Feuille]"; - mes "Steaks not only increase stats but also recover both your HP and SP."; - next; - mes "[Flame Cook Trio Chefs]"; - mes "If you really want to cook, go and meet ^0000cdSir. Charles Olreans at the basement of the Prontera castle^000000! You must be attracted by him."; - close; + mes("[Dacquoise]"); + mes("Looks like you're no longer a beginner. Are you cooking these days?"); + next(); + mes("[Eclaire]"); + mes("If not why don't we start?"); + next(); + mes("[Mille Feuille]"); + mes("Steaks not only increase stats but also recover both your HP and SP."); + next(); + mes("[Flame Cook Trio Chefs]"); + mes("If you really want to cook, go and meet ^0000cdSir. Charles Olreans at the basement of the Prontera castle^000000! You must be attracted by him."); + close(); } OnInit: - questinfo 14154, QTYPE_QUEST, 1, Job_Novice; - questinfo 14155, QTYPE_QUEST, 1, Job_Novice; - questinfo 14156, QTYPE_QUEST, 1, Job_Novice; - questinfo 14157, QTYPE_QUEST, 1, Job_Novice; + questinfo(14154, QTYPE_QUEST, 1, Job_Novice); + questinfo(14155, QTYPE_QUEST, 1, Job_Novice); + questinfo(14156, QTYPE_QUEST, 1, Job_Novice); + questinfo(14157, QTYPE_QUEST, 1, Job_Novice); end; } @@ -4243,94 +4422,94 @@ iz_ac01_d,147,50,3 duplicate(Dacquoise#ac) Dacquoise#ac_d 4_COOK // - Sells the player the Novice Combination Book and Kit. iz_ac01,68,49,3 script General Store Owner#ac 4_F_03,{ if (!checkweight(Orcish_Axe, 3)) { - mes "Quest cannot be continued due to the overfilled inventory."; - mes "Please try it again after organizing the items."; - close; - } - mes "[Querrie]"; - mes "Are you interested in the beginner's guild?"; - mes "I am selling Combination books and kits."; - next; - mes "[Querrie]"; - mes "To the Criatura students below level 20, a special sale is going on. Hope you to buy a lot!!!"; - next; + mes("Quest cannot be continued due to the overfilled inventory."); + mes("Please try it again after organizing the items."); + close(); + } + mes("[Querrie]"); + mes("Are you interested in the beginner's guild?"); + mes("I am selling Combination books and kits."); + next(); + mes("[Querrie]"); + mes("To the Criatura students below level 20, a special sale is going on. Hope you to buy a lot!!!"); + next(); switch(select("Novice Combination Book", "Combination Kit", "Cancel.")) { case 1: if (questprogress(4269) && questprogress(7478)) { - mes "[Querrie]"; - mes "Have you been treated by the Therapist?"; - mes "At the medical botany class, you may receive a guild book."; - next; - if(select("Ah... is that so?", "I lost it.") == 1) { - mes "[Querrie]"; - mes "Later, buy a lot of the guild combination kits~~~"; - mes "I am selling them at a jaw dropping price to students below base level 20."; - close; + mes("[Querrie]"); + mes("Have you been treated by the Therapist?"); + mes("At the medical botany class, you may receive a guild book."); + next(); + if (select("Ah... is that so?", "I lost it.") == 1) { + mes("[Querrie]"); + mes("Later, buy a lot of the guild combination kits~~~"); + mes("I am selling them at a jaw dropping price to students below base level 20."); + close(); } - mes "[Querrie]"; - mes "Say what?"; + mes("[Querrie]"); + mes("Say what?"); } else { - mes "[Querrie]"; - mes "You mean the combination book."; - } - mes "A book costs you 1000z."; - next; - if(select("Buy", "Don't buy.") == 2) { - mes "[Querrie]"; - mes "Use it next time."; + mes("[Querrie]"); + mes("You mean the combination book."); + } + mes("A book costs you 1000z."); + next(); + if (select("Buy", "Don't buy.") == 2) { + mes("[Querrie]"); + mes("Use it next time."); } else { if (Zeny >= 1000) { - mes "[Querrie]"; - mes "Here you are."; - mes "This book is for the beginners. But it will allow you combine the useful tools together, if you use it correctly."; + mes("[Querrie]"); + mes("Here you are."); + mes("This book is for the beginners. But it will allow you combine the useful tools together, if you use it correctly."); Zeny -= 1000; - getitem Novice_Combi_Book, 1; // Novice_Combi_Book + getitem(Novice_Combi_Book, 1); // Novice_Combi_Book } else { - mes "[Querrie]"; - mes "The book price is 1000 zeny."; - mes "You seem to be short of zeny."; + mes("[Querrie]"); + mes("The book price is 1000 zeny."); + mes("You seem to be short of zeny."); } } - close; + close(); case 2: - if(BaseLevel <= 20) { - mes "[Querrie]"; - mes "Breaking news! Special sale for you only!"; - mes "One combination kit only for 30z!"; - mes "How many do you need?"; + if (BaseLevel <= 20) { + mes("[Querrie]"); + mes("Breaking news! Special sale for you only!"); + mes("One combination kit only for 30z!"); + mes("How many do you need?"); } else { - mes "[Querrie]"; - mes "No sales today."; - mes "One combination kit costs you 500z."; - mes "Tell me how many pieces you need?"; - } - next; - input .@input; - if(!.@input) { - mes "[Querrie]"; - mes "Well, you don't need to buy it now."; - mes "Use it next time."; - close; - } - if(.@input > 99) { - mes "[Querrie]"; - mes "How many pieces do you need?"; - mes "You can buy up to 99 at once."; - close; + mes("[Querrie]"); + mes("No sales today."); + mes("One combination kit costs you 500z."); + mes("Tell me how many pieces you need?"); + } + next(); + input(.@input); + if (!.@input) { + mes("[Querrie]"); + mes("Well, you don't need to buy it now."); + mes("Use it next time."); + close(); + } + if (.@input > 99) { + mes("[Querrie]"); + mes("How many pieces do you need?"); + mes("You can buy up to 99 at once."); + close(); } set .@cost, .@input * (BaseLevel <= 20 ? 30 : 500); - mes "[Querrie]"; - mes .@input+" combination kits will cost you "+.@cost+".... zeny."; - if(Zeny < .@cost) { - mes "You look short of money for that amount."; - close; + mes("[Querrie]"); + mesf("%d combination kits will cost you %d.... zeny.", .@input, .@cost); + if (Zeny < .@cost) { + mes("You look short of money for that amount."); + close(); } - mes "Thank you. Come back again."; + mes("Thank you. Come back again."); Zeny -= .@cost; - getitem Combination_Kit, .@input; // Combination_Kit - close; + getitem(Combination_Kit, .@input); // Combination_Kit + close(); case 3: - close; + close(); } } @@ -4342,20 +4521,20 @@ iz_ac01_d,68,49,3 duplicate(General Store Owner#ac) General Store Owner#ac_d 4_F //== Battle Instructor ===================================== // - Gives the player monster hunting quests. iz_ac01,59,83,3 script Battle Instructor#08 4_M_NOV_HUNT,{ - if(!checkweight(Knife, 1) || (MaxWeight - Weight) < 2000) { - mes "- You have too many items."; - mes "- Clear inventory and try again."; - close; - } - if(Class == Job_Novice) { - if(questprogress(4269) == 2) { - if(JobLevel == 10) { - mes "[Battle Instructor Subino]"; - mes "You shouldn't be like this, you are high enough to change your job."; - mes "I won't stop you even if you stay still..."; - next; - mes "[Battle Instructor Subino]"; - mes "Try to talk to ^ff0000each job instructor^000000 on the 2nd floor of the Academy if you aren't sure what job you want still."; + if (!checkweight(Knife, 1) || (MaxWeight - Weight) < 2000) { + mes("- You have too many items."); + mes("- Clear inventory and try again."); + close(); + } + if (Class == Job_Novice) { + if (questprogress(4269) == 2) { + if (JobLevel == 10) { + mes("[Battle Instructor Subino]"); + mes("You shouldn't be like this, you are high enough to change your job."); + mes("I won't stop you even if you stay still..."); + next(); + mes("[Battle Instructor Subino]"); + mes("Try to talk to ^ff0000each job instructor^000000 on the 2nd floor of the Academy if you aren't sure what job you want still."); for(set .@i,0; .@i<6; set .@i,.@i+1) { set .@quest_id,11339+.@i; setarray .@bexp[0],90,90,135,200,0,120; @@ -4363,210 +4542,210 @@ iz_ac01,59,83,3 script Battle Instructor#08 4_M_NOV_HUNT,{ setarray .@material[0],909,515,914,939,0,915; setarray .@count[0],5,1,3,3,0,2; - if(.@quest_id == 11343) + if (.@quest_id == 11343) continue; - if(questprogress(.@quest_id,HUNTING) == 1) - erasequest .@quest_id; - else if(questprogress(.@quest_id,HUNTING) == 2) { - erasequest .@quest_id; - if(countitem(.@material[.@i]) >= .@count[i]) { - delitem .@material[.@i],.@count[.@i]; - getexp .@bexp[.@i],.@jexp[.@i]; - getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket + if (questprogress(.@quest_id,HUNTING) == 1) + erasequest(.@quest_id); + else if (questprogress(.@quest_id,HUNTING) == 2) { + erasequest(.@quest_id); + if (countitem(.@material[.@i]) >= .@count[i]) { + delitem(.@material[.@i],.@count[.@i]); + getexp(.@bexp[.@i],.@jexp[.@i]); + getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket } } } - close; + close(); } - mes "[Battle Instructor Subino]"; - mes "Welcome!"; - mes "I am ^ff0000Battle Instructor Subino^000000."; - mes "I ^ff0000provice a simple request^000000 to help you to grow up as good a soldier as fast as you can, so look around."; - next; + mes("[Battle Instructor Subino]"); + mes("Welcome!"); + mes("I am ^ff0000Battle Instructor Subino^000000."); + mes("I ^ff0000provice a simple request^000000 to help you to grow up as good a soldier as fast as you can, so look around."); + next(); switch(select("Check requests", "Warp me to the Field", "End Conversation")) { + case 1: + switch(select("The most delicious in the world (1~3)", "Carrots are delicious (1~3)", "Fabre rolling clothes (4~6)", "Barrier!! (4~6)", (BaseLevel<7?"":"Buzzing~ (7~10)"), "Stop.")) { case 1: - switch(select("The most delicious in the world (1~3):Carrots are delicious (1~3):Fabre rolling clothes (4~6):Barrier!! (4~6):"+(BaseLevel<7?"":"Buzzing~ (7~10)")+":Stop.")) { - case 1: - if(!questprogress(11338)) { - setquest 11338; - completequest 11338; - } - if(questprogress(11339,HUNTING) < 2) { - mes "[Battle Instructor Subino]"; - mes "^ff0000Poring^000000s are very cute monsters when you see them."; - next; - mes "[Battle Instructor Subino]"; - mes "They drop Jellopy which are regarded as a main cooking material in Criatura Academy so we always need to hunt Porings."; - next; - } - callsub L_Quest,11339,90,50,909,5,"Poring","can easily be found","Hunt","Jellopies"; - case 2: - if(!questprogress(11338)) { - setquest 11338; - completequest 11338; - } - if(questprogress(11340,HUNTING) < 2) { - mes "[Battle Instructor Subino]"; - mes "^ff0000Lunatic^000000s are very cute animal that live near Prontera."; - mes "Tender...Soft...Very cute... It is very cute........"; - next; - mes "[Battle Instructor Subino]"; - mes "It always bring ^ff0000Carrot^000000s with it, so it is easy to get a delicious carrot by hunting them."; - next; - mes "[Battle Instructor Subino]"; - mes "A carrot has lots of fibrous cells and contains vitamin A and carotin so it is good for eyes!"; - next; - } - callsub L_Quest,11340,90,50,515,1,"Lunatic","is easily found","Catch","Carrot"; - case 3: - if(!questprogress(11338)) { - setquest 11338; - completequest 11338; - } - if(questprogress(11341,HUNTING) < 2) { - mes "[Battle Instructor Subino]"; - mes "^ff0000Fabre^000000 is the most common bug which is usually seen in Rune Midgard Kingdom.."; - mes "It is a worm but it is very popular because it looks cute."; - next; - mes "[Battle Instructor Subino]"; - mes "Most of the clothes provided by Criatura Academy are made from ^ff0000Fluff^000000 from Fabres. It makes very strong and warm fabric."; - next; - } - callsub L_Quest,11341,135,100,914,3,"Fabre","is easily found","Hunt","Fluffs"; - case 4: - if(!questprogress(11338)) { - setquest 11338; - completequest 11338; - } - if(questprogress(11344,HUNTING) < 2) { - mes "[Battle Instructor Subino]"; - mes "^ff0000Pupa^000000 is the intermediate stage of a Fabre before transforming into a Creamy."; - mes "The process of a larva turning into a buttefly is mysterious."; - next; - mes "[Battle Instructor Subino]"; - mes "As a Fabre transforms to a Creamy I hope that all Novices turn to be great adventurers! So ^ff0000Chrysalis^000000."; - next; - } - callsub L_Quest,11344,120,90,915,2,"Pupa","is easily found","Hunt","Chrysalises"; - case 5: - if(!questprogress(11338)) { - setquest 11338; - completequest 11338; - } - if(questprogress(11342,HUNTING) < 2) { - mes "[Battle Instructor Subino]"; - mes "^ff0000Hornet^000000s are a group of bees that live near Prontera under control of the Queen bee Mistress."; - mes "Not aggressive... They only attack with their stingers when they are in danger."; - next; - mes "[Battle Instructor Subino]"; - mes "There is a study about using the poison extracted from their stingers to make an antidote in Criatura Academy."; - next; - } - callsub L_Quest,11342,200,175,939,3,"Hornet","are found","Hunt","Bee Stings"; - case 6: - mes "[Battle Instructor Subino]"; - mes "You don't seem to be interested."; - mes "Come back again if you change your mind."; - close; + if (!questprogress(11338)) { + setquest(11338); + completequest(11338); + } + if (questprogress(11339,HUNTING) < 2) { + mes("[Battle Instructor Subino]"); + mes("^ff0000Poring^000000s are very cute monsters when you see them."); + next(); + mes("[Battle Instructor Subino]"); + mes("They drop Jellopy which are regarded as a main cooking material in Criatura Academy so we always need to hunt Porings."); + next(); } + callsub(L_Quest,11339,90,50,909,5,"Poring","can easily be found","Hunt","Jellopies"); case 2: - mes "[Battle Instructor Subino]"; - mes "Ok, I'll send you to the West field of Izlude."; - mes "Be sure you know how to get back."; - close2; - warp "prt_fild"+strnpcinfo(2), 344, 213; - end; + if (!questprogress(11338)) { + setquest(11338); + completequest(11338); + } + if (questprogress(11340,HUNTING) < 2) { + mes("[Battle Instructor Subino]"); + mes("^ff0000Lunatic^000000s are very cute animal that live near Prontera."); + mes("Tender...Soft...Very cute... It is very cute........"); + next(); + mes("[Battle Instructor Subino]"); + mes("It always bring ^ff0000Carrot^000000s with it, so it is easy to get a delicious carrot by hunting them."); + next(); + mes("[Battle Instructor Subino]"); + mes("A carrot has lots of fibrous cells and contains vitamin A and carotin so it is good for eyes!"); + next(); + } + callsub(L_Quest,11340,90,50,515,1,"Lunatic","is easily found","Catch","Carrot"); case 3: - mes "[Battle Instructor Subino]"; - mes "You don't seem to be interested."; - mes "Come back again if you change your mind."; - close; + if (!questprogress(11338)) { + setquest(11338); + completequest(11338); + } + if (questprogress(11341,HUNTING) < 2) { + mes("[Battle Instructor Subino]"); + mes("^ff0000Fabre^000000 is the most common bug which is usually seen in Rune Midgard Kingdom.."); + mes("It is a worm but it is very popular because it looks cute."); + next(); + mes("[Battle Instructor Subino]"); + mes("Most of the clothes provided by Criatura Academy are made from ^ff0000Fluff^000000 from Fabres. It makes very strong and warm fabric."); + next(); + } + callsub(L_Quest,11341,135,100,914,3,"Fabre","is easily found","Hunt","Fluffs"); + case 4: + if (!questprogress(11338)) { + setquest(11338); + completequest(11338); + } + if (questprogress(11344,HUNTING) < 2) { + mes("[Battle Instructor Subino]"); + mes("^ff0000Pupa^000000 is the intermediate stage of a Fabre before transforming into a Creamy."); + mes("The process of a larva turning into a buttefly is mysterious."); + next(); + mes("[Battle Instructor Subino]"); + mes("As a Fabre transforms to a Creamy I hope that all Novices turn to be great adventurers! So ^ff0000Chrysalis^000000."); + next(); + } + callsub(L_Quest,11344,120,90,915,2,"Pupa","is easily found","Hunt","Chrysalises"); + case 5: + if (!questprogress(11338)) { + setquest(11338); + completequest(11338); + } + if (questprogress(11342,HUNTING) < 2) { + mes("[Battle Instructor Subino]"); + mes("^ff0000Hornet^000000s are a group of bees that live near Prontera under control of the Queen bee Mistress."); + mes("Not aggressive... They only attack with their stingers when they are in danger."); + next(); + mes("[Battle Instructor Subino]"); + mes("There is a study about using the poison extracted from their stingers to make an antidote in Criatura Academy."); + next(); + } + callsub(L_Quest,11342,200,175,939,3,"Hornet","are found","Hunt","Bee Stings"); + case 6: + mes("[Battle Instructor Subino]"); + mes("You don't seem to be interested."); + mes("Come back again if you change your mind."); + close(); + } + case 2: + mes("[Battle Instructor Subino]"); + mes("Ok, I'll send you to the West field of Izlude."); + mes("Be sure you know how to get back."); + close2(); + warp("prt_fild"+strnpcinfo(NPC_NAME_HIDDEN), 344, 213); + end; + case 3: + mes("[Battle Instructor Subino]"); + mes("You don't seem to be interested."); + mes("Come back again if you change your mind."); + close(); } } - mes "[Battle Instructor Subino]"; - mes "You didn't register with the ^ff0000Criatura Academy^000000 yet?"; - mes "It requires a simple procedure so go and register."; - mes "You can register at the ^ff0000information center of academy^000000."; - close; + mes("[Battle Instructor Subino]"); + mes("You didn't register with the ^ff0000Criatura Academy^000000 yet?"); + mes("It requires a simple procedure so go and register."); + mes("You can register at the ^ff0000information center of academy^000000."); + close(); } else { - mes "[Battle Instructor Subino]"; - mes "You don't seem to need my help."; - mes "You'd better look around somewhere else or go to the wider world."; - next; - mes "[Battle Instructor Subino]"; - mes "Visit the ^ff0000support of the class guild (Lv. 10~20) or check out the Eden Group (Lv. 15~100)^000000."; - next; - mes "[Battle Instructor Subino]"; - mes "^ff0000Ask the staff of each job on the second floor about the location of each class guild^000000 and you will find the ^ff0000Eden Group Headquarters^000000 where you can find easy hunt quests."; - next; - mes "[Battle Instructor Subino]"; - mes "It is ^ff0000displayed in the map of right screen^000000, so search for it."; - mes "If you do not know, then you should get a help from a ^ff0000Town Guide^000000."; - close; + mes("[Battle Instructor Subino]"); + mes("You don't seem to need my help."); + mes("You'd better look around somewhere else or go to the wider world."); + next(); + mes("[Battle Instructor Subino]"); + mes("Visit the ^ff0000support of the class guild (Lv. 10~20) or check out the Eden Group (Lv. 15~100)^000000."); + next(); + mes("[Battle Instructor Subino]"); + mes("^ff0000Ask the staff of each job on the second floor about the location of each class guild^000000 and you will find the ^ff0000Eden Group Headquarters^000000 where you can find easy hunt quests."); + next(); + mes("[Battle Instructor Subino]"); + mes("It is ^ff0000displayed in the map of right screen^000000, so search for it."); + mes("If you do not know, then you should get a help from a ^ff0000Town Guide^000000."); + close(); } L_Quest: - if(!questprogress(getarg(0),HUNTING)) { - if(select("Take quest.", "Stop.") == 2) { - mes "[Battle Instructor Subino]"; - mes "You don't seem to be interested."; - mes "Come back again if you change your mind."; - close; + if (!questprogress(getarg(0),HUNTING)) { + if (select("Take quest.", "Stop.") == 2) { + mes("[Battle Instructor Subino]"); + mes("You don't seem to be interested."); + mes("Come back again if you change your mind."); + close(); } - mes "[Battle Instructor Subino]"; - if(getarg(0) == 11342) { - mes getarg(5)+"s "+getarg(6)+" in ^ff0000West field of Prontera^000000."; - mes getarg(5)+"s are difficult to catch for a Novice... But if you gather more Novices, you can do it."; - next; - mes "[Battle Instructor Subino]"; + mes("[Battle Instructor Subino]"); + if (getarg(0) == 11342) { + mesf("%ss %s in ^ff0000West field of Prontera^000000.", getarg(5), getarg(6)); + mesf("%ss are difficult to catch for a Novice... But if you gather more Novices, you can do it.", getarg(5)); + next(); + mes("[Battle Instructor Subino]"); } else - mes getarg(5)+" "+getarg(6)+" at the ^ff0000West field of Izlude^000000."; - mes getarg(7)+" ^ff0000"+(getarg(0)==11344?"5":"10")+" "+getarg(5)+"s^000000 and bring ^ff0000"+getarg(4)+" "+getarg(8)+"^000000."; - mes "You can check received quests by pressing ^ff0000Alt + U^000000."; - setquest getarg(0); - close; - } else if(questprogress(getarg(0),HUNTING) == 1) { - if(select("End Conversation", "Give up on the quest.") == 2) { - mes "[Battle Instructor Subino]"; - mes "Will you really give up on the quest?"; - next; - if(select("End Conversation", "Give up for sure.") == 2) { - mes "[Battle Instructor Subino]"; - mes "You can challenge the quest as long as you need my help so come to me anytime."; - erasequest getarg(0); + mesf("%s ^ff0000 %d %ss^000000 and bring ^ff0000%d %s^000000.", getarg(7), getarg(0)==11344?"5":"10", getarg(5), getarg(4), getarg(8)); + mesf("%ss %s at the ^ff0000West field of Izlude^000000.", getarg(5), getarg(6)); + mes("You can check received quests by pressing ^ff0000Alt + U^000000."); + setquest(getarg(0)); + close(); + } else if (questprogress(getarg(0),HUNTING) == 1) { + if (select("End Conversation", "Give up on the quest.") == 2) { + mes("[Battle Instructor Subino]"); + mes("Will you really give up on the quest?"); + next(); + if (select("End Conversation", "Give up for sure.") == 2) { + mes("[Battle Instructor Subino]"); + mes("You can challenge the quest as long as you need my help so come to me anytime."); + erasequest(getarg(0)); } } - close; + close(); } else { - if(countitem(getarg(3)) < getarg(4)) { - mes "[Battle Instructor Subino]"; - mes "You don't have enough ^ff0000"+getarg(8)+"^000000."; - mes "Do better!"; - next; - if(select("End Conversation", "Give up on the quest.") == 2) { - mes "[Battle Instructor Subino]"; - mes "Will you really give up on the quest?"; - next; - if(select("End Conversation", "Yes, give up.") == 2) { - mes "[Battle Instructor Subino]"; - mes "You can challenge the quest as long as you need my help so come to me anytime."; - erasequest getarg(0); + if (countitem(getarg(3)) < getarg(4)) { + mes("[Battle Instructor Subino]"); + mesf("You don't have enough ^ff0000%d^000000.", getarg(8)); + mes("Do better!"); + next(); + if (select("End Conversation", "Give up on the quest.") == 2) { + mes("[Battle Instructor Subino]"); + mes("Will you really give up on the quest?"); + next(); + if (select("End Conversation", "Yes, give up.") == 2) { + mes("[Battle Instructor Subino]"); + mes("You can challenge the quest as long as you need my help so come to me anytime."); + erasequest(getarg(0)); } } - close; + close(); } - mes "[Battle Instructor Subino]"; - mes "Wow..!!"; - mes "Well done!!"; - erasequest getarg(0); - delitem getarg(3), getarg(4); - getexp getarg(1), getarg(2); - getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket - close; + mes("[Battle Instructor Subino]"); + mes("Wow..!!"); + mes("Well done!!"); + erasequest(getarg(0)); + delitem(getarg(3), getarg(4)); + getexp(getarg(1), getarg(2)); + getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket + close(); } OnInit: - //questinfo QTYPE_QUEST,4269,2,0,0,1,0,EAJ_NOVICE; + //questinfo(QTYPE_QUEST,4269,2,0,0,1,0,EAJ_NOVICE); end; } @@ -4579,153 +4758,153 @@ iz_ac01_d,59,83,3 duplicate(Battle Instructor#08) Battle Instructor#08d 4_M_NOV_ // - Teaches the player about Pets. iz_ac01,45,80,5 script Adept Adventurer#ac 4_M_JOB_BLACKSMITH,{ if (questprogress(2298) > 1) { - mes "[Adept Adventurer]"; - mes "Any questions about getting a monster to become a pet?"; - next; - while(1) { + mes("[Adept Adventurer]"); + mes("Any questions about getting a monster to become a pet?"); + next(); + while(true) { switch(select("Taming a monster", "Hatching the egg", "Monitoring pet's status", "Feeding", "Performances", "Removing the accessory", "Transforming back to egg", "End Conversation")) { case 1: - mes "[Adept Adventurer]"; - mes "Only some monsters can become pets and they all have different things to tame them."; - next; - mes "[Adept Adventurer]"; - mes "Each monster that can be tamed requires a specific ^3131FFtaming item^000000."; - next; - mes "[Adept Adventurer]"; - mes "To begin taming,"; - mes "^3131FFdouble click^000000 the taming item in your inventory and select which monster to tame."; - cutin "pet_ex_01.bmp", 3; - next; - mes "[Adept Adventurer]"; - mes "Press ^3131FFClick^000000 in the center of the pop-up slot machine to tame the monster.."; - cutin "pet_ex_02.bmp", 3; - next; - cutin "", 255; - mes "[Adept Adventurer]"; - mes "If successful, the monster will be tranformed into an egg!"; - next; + mes("[Adept Adventurer]"); + mes("Only some monsters can become pets and they all have different things to tame them."); + next(); + mes("[Adept Adventurer]"); + mes("Each monster that can be tamed requires a specific ^3131FFtaming item^000000."); + next(); + mes("[Adept Adventurer]"); + mes("To begin taming,"); + mes("^3131FFdouble click^000000 the taming item in your inventory and select which monster to tame."); + cutin("pet_ex_01", 3); + next(); + mes("[Adept Adventurer]"); + mes("Press ^3131FFClick^000000 in the center of the pop-up slot machine to tame the monster.."); + cutin("pet_ex_02", 3); + next(); + cutin("", 255); + mes("[Adept Adventurer]"); + mes("If successful, the monster will be tranformed into an egg!"); + next(); break; case 2: - mes "[Adept Adventurer]"; - mes "Hatching requires you to have a ^3131FF<Pet Incubator>^000000 to awaken a monster in the egg."; - next; - mes "[Adept Adventurer]"; - mes "Most towns have a ^3131FF<Pet Groomer>^000000 where you can buy the ^3131FF<Pet Incubator>^000000."; - mes "Ask the town guide for the location of the Pet Groomer if you can't find them."; - next; + mes("[Adept Adventurer]"); + mes("Hatching requires you to have a ^3131FF<Pet Incubator>^000000 to awaken a monster in the egg."); + next(); + mes("[Adept Adventurer]"); + mes("Most towns have a ^3131FF<Pet Groomer>^000000 where you can buy the ^3131FF<Pet Incubator>^000000."); + mes("Ask the town guide for the location of the Pet Groomer if you can't find them."); + next(); break; case 3: - mes "[Adept Adventurer]"; - mes "^3131FFRight-click^000000 on your pet and select ^3131ffCheck the Pet Status^000000 to check on its status. Or you can press ^3131FF<Alt+J>^000000."; - next; - mes "[Adept Adventurer]"; - mes "This will open up the Status Window. Here you can change the pet's ^3131FFname^000000 as well as check their ^3131FFHunter^000000 and ^3131FFIntimacy^000000."; - next; - mes "[Adept Adventurer]"; - mes "There are some special pets that gives special skills when their ^3131FFIntimacy^000000 level becomes Loyal. Most pets start off as shy and time and food changes that."; - next; + mes("[Adept Adventurer]"); + mes("^3131FFRight-click^000000 on your pet and select ^3131ffCheck the Pet Status^000000 to check on its status. Or you can press ^3131FF<Alt+J>^000000."); + next(); + mes("[Adept Adventurer]"); + mes("This will open up the Status Window. Here you can change the pet's ^3131FFname^000000 as well as check their ^3131FFHunter^000000 and ^3131FFIntimacy^000000."); + next(); + mes("[Adept Adventurer]"); + mes("There are some special pets that gives special skills when their ^3131FFIntimacy^000000 level becomes(Loyal. Most pets start off as shy and time and food changes that."); + next(); break; case 4: - mes "[Adept Adventurer]"; - mes "<Pet Food> is normal food for pets but some pets prefer other foods. You should keep enough with you so your pet doesn't get hungry."; - next; - mes "[Adept Adventurer]"; - mes "Pets will ^3131FFrun away^000000 if they are too full or too hungry. So make sure you check your pets hunger status frequently!"; - next; + mes("[Adept Adventurer]"); + mes("<Pet Food> is normal food for pets but some pets prefer other foods. You should keep enough with you so your pet doesn't get hungry."); + next(); + mes("[Adept Adventurer]"); + mes("Pets will ^3131FFrun away^000000 if they are too full or too hungry. So make sure you check your pets hunger status frequently!"); + next(); break; case 5: - mes "[Adept Adventurer]"; - mes "Some pets will show a special performance when they are in a good mood."; - next; + mes("[Adept Adventurer]"); + mes("Some pets will show a special performance when they are in a good mood."); + next(); break; case 6: - mes "[Adept Adventurer]"; - mes "Some pets can even wear accessory items."; - mes "^3131FF<Pet Groomer>^000000 will sell some pet accessory items but some monsters will also drop pet accessory items as well."; - next; + mes("[Adept Adventurer]"); + mes("Some pets can even wear accessory items."); + mes("^3131FF<Pet Groomer>^000000 will sell some pet accessory items but some monsters will also drop pet accessory items as well."); + next(); break; case 7: - mes "[Adept Adventurer]"; - mes "I think it is better off experiencing more together than transforming back to the eggs?"; - next; + mes("[Adept Adventurer]"); + mes("I think it is better off experiencing more together than transforming back to the eggs?"); + next(); break; case 8: - mes "[Adept Adventurer]"; - mes "Come back again when you have another question."; - close; + mes("[Adept Adventurer]"); + mes("Come back again when you have another question."); + close(); } } } if (!questprogress(2293)) { - mes "[Adventurer's Pet]"; - mes "I am hungry~ Feed me first, then let's walk around~"; - next; - mes "[Adept Adventurer]"; - mes "Calm down now, here you go!"; - next; - mes "[Adventurer's Pet]"; - mes "Phew, it was good. I'm full."; - next; - if(select("A talking monster!", "Ignore it.") == 2) { - mes "[Adept Adventurer]"; - mes "Pets make the best companions for lonely journeys..."; - close; - } - mes "[Adept Adventurer]"; - mes "Once it was a dangerous monster, now it is my closest friend. This is my ^3131FFpet^000000 which is called as Debbie Ruchi."; - next; - if(select("What is a pet?", "End Conversation") == 2) { - mes "[Adventurer's Pet]"; - mes "Yawn~ I am bored to death!"; - close; - } - mes "[Adept Adventurer]"; - mes "Well they're loyal ^3131FFmonster^000000s that stand by your side."; - next; + mes("[Adventurer's Pet]"); + mes("I am hungry~ Feed me first, then let's walk around~"); + next(); + mes("[Adept Adventurer]"); + mes("Calm down now, here you go!"); + next(); + mes("[Adventurer's Pet]"); + mes("Phew, it was good. I'm full."); + next(); + if (select("A talking monster!", "Ignore it.") == 2) { + mes("[Adept Adventurer]"); + mes("Pets make the best companions for lonely journeys..."); + close(); + } + mes("[Adept Adventurer]"); + mes("Once it was a dangerous monster, now it is my closest friend. This is my ^3131FFpet^000000 which is called as Debbie Ruchi."); + next(); + if (select("What is a pet?", "End Conversation") == 2) { + mes("[Adventurer's Pet]"); + mes("Yawn~ I am bored to death!"); + close(); + } + mes("[Adept Adventurer]"); + mes("Well they're loyal ^3131FFmonster^000000s that stand by your side."); + next(); select("Does it help you fight?"); - mes "[Adept Adventurer]"; - mes "It doesn't help me battle but it helps by giving me bonus ^3131FFstats^000000 and other bonus effects."; - next; - mes "[Adept Adventurer]"; - mes "All these things are possible when ^3131FFIntimacy^000000 with your pet is very high."; - next; - mes "[Adept Adventurer]"; - mes "Intimacy requires a time commitment and a lot of food. Food is the way to any being's loyalty right? ha ha"; - next; - if(select("How do I get a pet?", "End Conversation") == 2) { - mes "[Adept Adventurer]"; - mes "Pets make the best companions for lonely journeys..."; - close; - } - mes "[Adept Adventurer]"; - mes "Do you need a pet?"; - next; - mes "[Adept Adventurer]"; - mes "Hmm then let's go to the Academy Gardens together!"; - mes "I'll show you how it's done."; - next; - mes "[Adept Adventurer]"; - mes "Talk to me when you are ready to go to the garden!"; - setquest 2293; - close; + mes("[Adept Adventurer]"); + mes("It doesn't help me battle but it helps by giving me bonus ^3131FFstats^000000 and other bonus effects."); + next(); + mes("[Adept Adventurer]"); + mes("All these things are possible when ^3131FFIntimacy^000000 with your pet is very high."); + next(); + mes("[Adept Adventurer]"); + mes("Intimacy requires a time commitment and a lot of food. Food is the way to any being's loyalty right? ha ha"); + next(); + if (select("How do I get a pet?", "End Conversation") == 2) { + mes("[Adept Adventurer]"); + mes("Pets make the best companions for lonely journeys..."); + close(); + } + mes("[Adept Adventurer]"); + mes("Do you need a pet?"); + next(); + mes("[Adept Adventurer]"); + mes("Hmm then let's go to the Academy Gardens together!"); + mes("I'll show you how it's done."); + next(); + mes("[Adept Adventurer]"); + mes("Talk to me when you are ready to go to the garden!"); + setquest(2293); + close(); } else { - mes "[Adept Adventurer]"; - mes "Shall we go to the garden of Criatura Academy?"; - next; - if(select("Send me now!", "Stay") == 1) { - mes "[Adept Adventurer]"; - mes "All right, come this way."; - close2; - warp "new_1-3", 95, 171; + mes("[Adept Adventurer]"); + mes("Shall we go to the garden of Criatura Academy?"); + next(); + if (select("Send me now!", "Stay") == 1) { + mes("[Adept Adventurer]"); + mes("All right, come this way."); + close2(); + warp("new_1-3", 95, 171); end; } - mes "[Adept Adventurer]"; - mes "If you want, I will guide you anytime."; - close; + mes("[Adept Adventurer]"); + mes("If you want, I will guide you anytime."); + close(); } OnInit: - questinfo 2298, QTYPE_QUEST, 0; + questinfo(2298, QTYPE_QUEST, 0); end; } @@ -4741,24 +4920,24 @@ iz_ac01,43,80,7 script Adventurer's Pet#ac 4_DEVIRUCHI,{ OnTimer60000: switch(rand(1, 4)) { case 1: - npctalk "Yawn~ I am so bored!"; + npctalk(_("Yawn~ I am so bored!")); break; case 2: - npctalk "Red Potion.. Is it delicious? Herb does not look delicious.. I bet that is bitter."; + npctalk(_("Red Potion.. Is it delicious? Herb does not look delicious.. I bet that is bitter.")); break; case 3: - npctalk "Ha. You are lucky to have this Devi."; + npctalk(_("Ha. You are lucky to have this Devi.")); break; case 4: - npctalk "Isn't the floor cold? Well.. For me, Undead is more familiar."; + npctalk(_("Isn't the floor cold? Well.. For me, Undead is more familiar.")); break; } - initnpctimer; + initnpctimer(); end; OnInit: - initnpctimer; + initnpctimer(); end; } @@ -4773,361 +4952,361 @@ new_1-3,0,0,0,0 monster Little Poring 2398,30,50000,0,0 //- Adept Adventurer (Cont...) - new_1-3,92,169,5 script Adept Adventurer#new_1-3 4_M_JOB_BLACKSMITH,{ if (questprogress(2298) == 2) { - mes "[Adept Adventurer]"; - mes "Any questions about the cute pet?"; - next; - while(1) { + mes("[Adept Adventurer]"); + mes("Any questions about the cute pet?"); + next(); + while(true) { switch(select("Taming a monster", "Hatching the egg", "Monitoring pet's status", "Feeding", "Performances", "Removing the accessory", "Transforming back to egg", "End Conversation")) { case 1: - mes "[Adept Adventurer]"; - mes "Only some monsters can become pets and they all have different things to tame them."; - next; - mes "[Adept Adventurer]"; - mes "Each monster that can be tamed requires a specific ^3131FFtaming item^000000."; - next; - mes "[Adept Adventurer]"; - mes "To begin taming,"; - mes "^3131FFdouble click^000000 the taming item in your inventory and select which monster to tame."; - cutin "pet_ex_01.bmp", 3; - next; - mes "[Adept Adventurer]"; - mes "Press ^3131FFClick^000000 in the center of the pop-up slot machine to tame the monster.."; - cutin "pet_ex_02.bmp", 3; - next; - cutin "", 255; - mes "[Adept Adventurer]"; - mes "If successful, the monster will be tranformed into an egg!"; - next; + mes("[Adept Adventurer]"); + mes("Only some monsters can become pets and they all have different things to tame them."); + next(); + mes("[Adept Adventurer]"); + mes("Each monster that can be tamed requires a specific ^3131FFtaming item^000000."); + next(); + mes("[Adept Adventurer]"); + mes("To begin taming,"); + mes("^3131FFdouble click^000000 the taming item in your inventory and select which monster to tame."); + cutin("pet_ex_01", 3); + next(); + mes("[Adept Adventurer]"); + mes("Press ^3131FFClick^000000 in the center of the pop-up slot machine to tame the monster.."); + cutin("pet_ex_02", 3); + next(); + cutin("", 255); + mes("[Adept Adventurer]"); + mes("If successful, the monster will be tranformed into an egg!"); + next(); break; case 2: - mes "[Adept Adventurer]"; - mes "Hatching requires you to have a ^3131FF<Pet Incubator>^000000 to awaken a monster in the egg."; - next; - mes "[Adept Adventurer]"; - mes "Most towns have a ^3131FF<Pet Groomer>^000000 where you can buy the ^3131FF<Pet Incubator>^000000."; - mes "Ask the town guide for the location of the Pet Groomer if you can't find them."; - next; + mes("[Adept Adventurer]"); + mes("Hatching requires you to have a ^3131FF<Pet Incubator>^000000 to awaken a monster in the egg."); + next(); + mes("[Adept Adventurer]"); + mes("Most towns have a ^3131FF<Pet Groomer>^000000 where you can buy the ^3131FF<Pet Incubator>^000000."); + mes("Ask the town guide for the location of the Pet Groomer if you can't find them."); + next(); break; case 3: - mes "[Adept Adventurer]"; - mes "^3131FFRight-click^000000 on your pet and select ^3131ffCheck the Pet Status^000000 to check on its status. Or you can press ^3131FF<Alt+J>^000000."; - next; - mes "[Adept Adventurer]"; - mes "This will open up the Status Window. Here you can change the pet's ^3131FFname^000000 as well as check their ^3131FFHunter^000000 and ^3131FFIntimacy^000000."; - next; - mes "[Adept Adventurer]"; - mes "There are some special pets that gives special skills when their ^3131FFIntimacy^000000 level becomes Loyal. Most pets start off as shy and time and food changes that."; - next; + mes("[Adept Adventurer]"); + mes("^3131FFRight-click^000000 on your pet and select ^3131ffCheck the Pet Status^000000 to check on its status. Or you can press ^3131FF<Alt+J>^000000."); + next(); + mes("[Adept Adventurer]"); + mes("This will open up the Status Window. Here you can change the pet's ^3131FFname^000000 as well as check their ^3131FFHunter^000000 and ^3131FFIntimacy^000000."); + next(); + mes("[Adept Adventurer]"); + mes("There are some special pets that gives special skills when their ^3131FFIntimacy^000000 level becomes(Loyal. Most pets start off as shy and time and food changes that."); + next(); break; case 4: - mes "[Adept Adventurer]"; - mes "<Pet Food> is normal food for pets but some pets prefer other foods. You should keep enough with you so your pet doesn't get hungry."; - next; - mes "[Adept Adventurer]"; - mes "Pets will ^3131FFrun away^000000 if they are too full or too hungry. So make sure you check your pets hunger status frequently!"; - next; + mes("[Adept Adventurer]"); + mes("<Pet Food> is normal food for pets but some pets prefer other foods. You should keep enough with you so your pet doesn't get hungry."); + next(); + mes("[Adept Adventurer]"); + mes("Pets will ^3131FFrun away^000000 if they are too full or too hungry. So make sure you check your pets hunger status frequently!"); + next(); break; case 5: - mes "[Adept Adventurer]"; - mes "Some pets will show a special performance when they are in a good mood."; - next; + mes("[Adept Adventurer]"); + mes("Some pets will show a special performance when they are in a good mood."); + next(); break; case 6: - mes "[Adept Adventurer]"; - mes "Some pets can even wear accessory items."; - mes "^3131FF<Pet Groomer>^000000 will sell some pet accessory items but some monsters will also drop pet accessory items as well."; - next; + mes("[Adept Adventurer]"); + mes("Some pets can even wear accessory items."); + mes("^3131FF<Pet Groomer>^000000 will sell some pet accessory items but some monsters will also drop pet accessory items as well."); + next(); break; case 7: - mes "[Adept Adventurer]"; - mes "I think it is better off experiencing more together than transforming back to the eggs?"; - next; + mes("[Adept Adventurer]"); + mes("I think it is better off experiencing more together than transforming back to the eggs?"); + next(); break; case 8: - mes "[Adept Adventurer]"; - mes "Come back again when you have another question."; - close; + mes("[Adept Adventurer]"); + mes("Come back again when you have another question."); + close(); } } } if (!questprogress(2293)) { - mes "[Adept Adventurer]"; - mes "You can return to the Academy through the portal to the north."; - close; + mes("[Adept Adventurer]"); + mes("You can return to the Academy through the portal to the north."); + close(); } else if (questprogress(2293) == 1) { - mes "[Adept Adventurer]"; - mes "Would you look at that...Porings growing in the garden of the closed Criatura Academy like little Jelly Babies."; - next; - mes "[Adept Adventurer]"; - mes "Not all monsters in Rune Midgards are our for your blood, just most of them."; - next; - mes "[Adept Adventurer]"; - mes "Take a look at that, looks like that ^3131FFPoring^000000 has something to say to you"; - completequest 2293; - setquest 2294; - close; + mes("[Adept Adventurer]"); + mes("Would you look at that...Porings growing in the garden of the closed Criatura Academy like little Jelly Babies."); + next(); + mes("[Adept Adventurer]"); + mes("Not all monsters in Rune Midgards are our for your blood, just most of them."); + next(); + mes("[Adept Adventurer]"); + mes("Take a look at that, looks like that ^3131FFPoring^000000 has something to say to you"); + completequest(2293); + setquest(2294); + close(); } else { if (questprogress(2296) == 1) { - mes "[Adept Adventurer]"; - mes "If you are confused, Please check the quest status by pressing ^3131FF<Alt+U>^000000 anytime."; - next; - if(select("How to gain Unripe Apples", "End Conversation") == 1) { - mes "[Adept Adventurer]"; - mes "You'd want to go to the Dispensary to learn how to make ^3131FFUnripe Apple^000000s."; - next; - mes "[Adept Adventurer]"; - mes "One of the staff there should have a ^3131FFItem compounding book^000000 for novices, ^3131FFHow to make Unripe Apples^000000 is one of the subjects."; - close; + mes("[Adept Adventurer]"); + mes("If you are confused, Please check the quest status by pressing ^3131FF<Alt+U>^000000 anytime."); + next(); + if (select("How to gain Unripe Apples", "End Conversation") == 1) { + mes("[Adept Adventurer]"); + mes("You'd want to go to the Dispensary to learn how to make ^3131FFUnripe Apple^000000s."); + next(); + mes("[Adept Adventurer]"); + mes("One of the staff there should have a ^3131FFItem compounding book^000000 for novices, ^3131FFHow to make Unripe Apples^000000 is one of the subjects."); + close(); } } if (questprogress(2297) == 1) { - mes "[Adept Adventurer]"; - mes "So you used the taming item on the Little Porings, then they turned into eggs?"; - next; - mes "[Adept Adventurer]"; - mes "Ha ha ha, don't fret my pet."; - mes "You just cleared ^3131FFtaming^000000."; - next; + mes("[Adept Adventurer]"); + mes("So you used the taming item on the Little Porings, then they turned into eggs?"); + next(); + mes("[Adept Adventurer]"); + mes("Ha ha ha, don't fret my pet."); + mes("You just cleared ^3131FFtaming^000000."); + next(); select("Taming?"); - mes "[Adept Adventurer]"; - mes "Yep, it means you are ready to be a friend like me and Debbie Ruchi."; - next; - mes "[Adept Adventurer]"; - mes "There are lots of different monsters and tames out there."; - next; - mes "[Adept Adventurer]"; - mes "If you successfully tame it you end up with a little egg."; - next; - mes "[Adept Adventurer]"; - mes "So congratulations again for passing the test, the friendship test!"; - mes "Ask anytime whenever you have a question about cute pets."; - next; - mes "[Adept Adventurer]"; - mes "Do you see the shivering poring over there? Go easy on the lil' blighter, okay?"; - completequest 2297; - setquest 2298; - close; - } - mes "[Adept Adventurer]"; - mes "If you are confused, Please check the quest status by clicking ^3131FF<Alt+U>^000000 anytime."; - close; + mes("[Adept Adventurer]"); + mes("Yep, it means you are ready to be a friend like me and Debbie Ruchi."); + next(); + mes("[Adept Adventurer]"); + mes("There are lots of different monsters and tames(out there."); + next(); + mes("[Adept Adventurer]"); + mes("If you successfully tame it you end up with a little egg."); + next(); + mes("[Adept Adventurer]"); + mes("So congratulations again for passing the test, the friendship test!"); + mes("Ask anytime whenever you have a question about cute pets."); + next(); + mes("[Adept Adventurer]"); + mes("Do you see the shivering poring over there? Go easy on the lil' blighter, okay?"); + completequest(2297); + setquest(2298); + close(); + } + mes("[Adept Adventurer]"); + mes("If you are confused, Please check the quest status by clicking ^3131FF<Alt+U>^000000 anytime."); + close(); } } //== Friendly Poring ======================================= new_1-3,99,169,3 script Friendly Poring#ac 4_PORING,{ if (!checkweight(Axe, 3)) { - mes "[Poring]"; - mes "You have too many items to continue the quest."; - next; - mes "[Poring]"; - mes "Open inventory with ^3131FFAlt+E^000000 key, if you find unnecessaty items, sell them to ^3131FFmerchant^000000 or put into ^3131FFwarehouse^000000 by using kafra service~."; - close; + mes("[Poring]"); + mes("You have too many items to continue the quest."); + next(); + mes("[Poring]"); + mes("Open inventory with ^3131FFAlt+E^000000 key, if you find unnecessaty items, sell them to ^3131FFmerchant^000000 or put into ^3131FFwarehouse^000000 by using kafra service~."); + close(); } if (!questprogress(2294)) { - mes "[Poring]"; - mes "Help me novice..."; - close; + mes("[Poring]"); + mes("Help me novice..."); + close(); } else if (questprogress(2294) == 1) { - mes "[Poring]"; - mes "Dear oh dear...what do we have 'ere?"; - next; - if(select("What happend?", "Ignore him/it?") == 2) { - mes "[Poring]"; - mes "Oh dear, oh dear..."; - close; - } - mes "[Poring]"; - mes "Wot a sad state of affairs."; - next; - mes "[Poring]"; - mes "That geeza' ghostring got defeated out in his dungeon and came here to pick on other monsters like me."; - next; - mes "[Poring]"; - mes "I'm too low level to stop 'im, you can hear them cheering now..."; - next; - mes "[Ghostring]"; - mes "Oi you lot! Tell me wot I want to hear!"; - emotion e_gasp, 0, "Ghostring#cupet"; - next; - mes "[Unskilled Poring]"; - mes "Ghostring's the strongest in the world!"; - emotion e_paper, 0, "Cowardly Poring#pet_1"; - emotion e_paper, 0, "Unskilled Poring#pet_2"; - emotion e_paper, 0, "Foolish Poring#pet_3"; - next; - mes "[Ghostring]"; - mes "What kind of monster I am?"; - emotion e_gasp, 0, "Ghostring#cupet"; - next; - mes "[Unskilled Poring]"; - mes "Ghostring's da Boss!"; - emotion e_paper, 0, "Cowardly Poring#pet_1"; - emotion e_paper, 0, "Unskilled Poring#pet_2"; - emotion e_paper, 0, "Foolish Poring#pet_3"; - next; - mes "[Ghostring]"; - mes "Bwa ha ha ha~"; - emotion e_heh, 0, "Ghostring#cupet"; - next; - emotion e_sob, 0, "Friendly Poring#ac"; - mes "[Poring]"; - mes "Bleedin' shame..."; - mes "Little Porings takin' up with a git like that and not bein' cute anymore."; - next; - mes "[Poring]"; - mes "The Little Porings aren't bad'uns, they've just not been to the outside world."; - next; - mes "[Poring]"; - mes "If this keeps up, all of the Porings in Rune Midgard'll be under the sway of Ghostring."; - next; - if(select("Can I help you?", "Too bad.") == 2) { - mes "[Poring]"; - mes "Oh dear, oh dear....."; - close; - } - mes "[Poring]"; - mes "Now that you mention it sir, I could use some help."; - next; - mes "[Unskilled Poring]"; - mes "Wot's Dat? Onna them Poring's talkin' to a huumie."; - mes "Shall we beat him up?"; - emotion e_paper, 0, "Cowardly Poring#pet_1"; - emotion e_paper, 0, "Unskilled Poring#pet_2"; - emotion e_paper, 0, "Foolish Poring#pet_3"; - next; - mes "[Poring]"; - mes "Blimey!"; - mes "Help me! Save me!"; - emotion e_omg, 0, "Friendly Poring#ac"; - next; + mes("[Poring]"); + mes("Dear oh dear...what do we have 'ere?"); + next(); + if (select("What happend?", "Ignore him/it?") == 2) { + mes("[Poring]"); + mes("Oh dear, oh dear..."); + close(); + } + mes("[Poring]"); + mes("Wot a sad state of affairs."); + next(); + mes("[Poring]"); + mes("That geeza' ghostring got defeated out in his dungeon and came here to pick on other monsters like me."); + next(); + mes("[Poring]"); + mes("I'm too low level to stop 'im, you can hear them cheering now..."); + next(); + mes("[Ghostring]"); + mes("Oi you lot! Tell me wot I want to hear!"); + emotion(e_gasp, 0, "Ghostring#cupet"); + next(); + mes("[Unskilled Poring]"); + mes("Ghostring's the strongest in the world!"); + emotion(e_paper, 0, "Cowardly Poring#pet_1"); + emotion(e_paper, 0, "Unskilled Poring#pet_2"); + emotion(e_paper, 0, "Foolish Poring#pet_3"); + next(); + mes("[Ghostring]"); + mes("What kind of monster I am?"); + emotion(e_gasp, 0, "Ghostring#cupet"); + next(); + mes("[Unskilled Poring]"); + mes("Ghostring's da Boss!"); + emotion(e_paper, 0, "Cowardly Poring#pet_1"); + emotion(e_paper, 0, "Unskilled Poring#pet_2"); + emotion(e_paper, 0, "Foolish Poring#pet_3"); + next(); + mes("[Ghostring]"); + mes("Bwa ha ha ha~"); + emotion(e_heh, 0, "Ghostring#cupet"); + next(); + emotion(e_sob, 0, "Friendly Poring#ac"); + mes("[Poring]"); + mes("Bleedin' shame..."); + mes("Little Porings takin' up with a git like that and not bein' cute anymore."); + next(); + mes("[Poring]"); + mes("The Little Porings aren't bad'uns, they've just not been to the outside world."); + next(); + mes("[Poring]"); + mes("If this keeps up, all of the Porings in Rune Midgard'll be under the sway of Ghostring."); + next(); + if (select("Can I help you?", "Too bad.") == 2) { + mes("[Poring]"); + mes("Oh dear, oh dear....."); + close(); + } + mes("[Poring]"); + mes("Now that you mention it sir, I could use some help."); + next(); + mes("[Unskilled Poring]"); + mes("Wot's Dat? Onna them Poring's talkin' to a huumie."); + mes("Shall we beat him up?"); + emotion(e_paper, 0, "Cowardly Poring#pet_1"); + emotion(e_paper, 0, "Unskilled Poring#pet_2"); + emotion(e_paper, 0, "Foolish Poring#pet_3"); + next(); + mes("[Poring]"); + mes("Blimey!"); + mes("Help me! Save me!"); + emotion(e_omg, 0, "Friendly Poring#ac"); + next(); select("What can I do to help?"); - mes "[Poring]"; - mes "I do have a good idea!"; - mes "Come over here!"; - completequest 2294; - setquest 2295; - close; + mes("[Poring]"); + mes("I do have a good idea!"); + mes("Come over here!"); + completequest(2294); + setquest(2295); + close(); } else if (questprogress(2295) == 1) { - mes "[Poring]"; - mes "This is ^3131FFunripe apple^000000."; - mes "The favorite items for Little Poring to eat."; - next; - mes "[Poring]"; - mes "Maybe you can use it to tempt them away from listenin' to Ghostring."; - next; - mes "[Poring]"; - mes "^3131FFDouble click the unripe apple^000000 that I gave you and ^3131FFselect^000000 a ^3131FFLittle Poring^000000 that you fancy."; - cutin "pet_ex_01.bmp", 3; - next; - mes "[Poring]"; - mes "TThe click the centre of the slot machine."; - cutin "pet_ex_02.bmp", 3; - next; - mes "[Poring]"; - mes "That'll lure them from out of Ghostring's influence."; - cutin "", 255; - completequest 2295; - setquest 2296; - getitem Little_Unripe_Apple, 5; // Little_Unripe_Apple - close; + mes("[Poring]"); + mes("This is ^3131FFunripe apple^000000."); + mes("The favorite items for Little Poring to eat."); + next(); + mes("[Poring]"); + mes("Maybe you can use it to tempt them away from listenin' to Ghostring."); + next(); + mes("[Poring]"); + mes("^3131FFDouble click the unripe apple^000000 that I gave you and ^3131FFselect^000000 a ^3131FFLittle Poring^000000 that you fancy."); + cutin("pet_ex_01", 3); + next(); + mes("[Poring]"); + mes("TThe click the centre of the slot machine."); + cutin("pet_ex_02", 3); + next(); + mes("[Poring]"); + mes("That'll lure them from out of Ghostring's influence."); + cutin("", 255); + completequest(2295); + setquest(2296); + getitem(Unripe_Apple2, 5); + close(); } else if (questprogress(2296) == 1) { if (countitem(Novice_Poring_Egg) > 0) { - mes "[Poring]"; - mes "Ello' mate. Were you successful? Where are the lil' bleeders?"; - next; + mes("[Poring]"); + mes("Ello' mate. Were you successful? Where are the lil' bleeders?"); + next(); select("Show eggs"); - mes "[Poring]"; - mes "Steady on now guv'na..."; - mes "What did you do to Unskilled Poring!?!? Novice!!!!!!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "I used the unripe apples that you gave me, then they turned into eggs."; - next; - emotion e_sob, 0, "Friendly Poring#ac"; - mes "[Poring]"; - mes "Oh, guess I didn't expect they'd be turned into pets so easily!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Yeah, don't worry, I'll make sure to"; - mes "give them a good home."; - completequest 2296; - setquest 2297; - close; + mes("[Poring]"); + mes("Steady on now guv'na..."); + mes("What did you do to Unskilled Poring!?!? Novice!!!!!!"); + next(); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I used the unripe apples that you gave me, then they turned into eggs."); + next(); + emotion(e_sob, 0, "Friendly Poring#ac"); + mes("[Poring]"); + mes("Oh, guess I didn't expect they'd be turned into pets so easily!"); + next(); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Yeah, don't worry, I'll make sure to"); + mes("give them a good home."); + completequest(2296); + setquest(2297); + close(); } else { - mes "[Poring]"; - mes "^3131FFDouble click the unripe apple^000000 that I gave you and ^3131FFselect^000000 your preferred ^3131FFLittle Poring^000000."; - cutin "pet_ex_01.bmp", 3; - next; - mes "[Poring]"; - mes "The all you have to do is ^3131FF click ^0000 the middle of the slot machine."; - cutin "pet_ex_02.bmp", 3; - next; - mes "[Poring]"; - mes "It may fail, but keep trying to lure way those Little Porings!"; - close; + mes("[Poring]"); + mes("^3131FFDouble click the unripe apple^000000 that I gave you and ^3131FFselect^000000 your preferred ^3131FFLittle Poring^000000."); + cutin("pet_ex_01", 3); + next(); + mes("[Poring]"); + mes("The all you have to do is ^3131FF click ^0000 the middle of the slot machine."); + cutin("pet_ex_02", 3); + next(); + mes("[Poring]"); + mes("It may fail, but keep trying to lure way those Little Porings!"); + close(); } } else if (questprogress(2297) == 1) { - mes "[Poring]"; - mes "Have you ever heard about the changes of a novice from adept adventurer?"; - close; + mes("[Poring]"); + mes("Have you ever heard about the changes of a novice from adept adventurer?"); + close(); } else if (questprogress(2298) == 1) { - mes "[Poring]"; - mes "Unripe Apples are the item to tame."; - mes "It will only work on the Little Porings hopping around."; - next; - mes "[Poring]"; - mes "If you're going to make them a cute pet..."; - mes "You must take care of your Little Poring!"; - next; + mes("[Poring]"); + mes("Unripe Apples are the item to tame."); + mes("It will only work on the Little Porings hopping around."); + next(); + mes("[Poring]"); + mes("If you're going to make them a cute pet..."); + mes("You must take care of your Little Poring!"); + next(); select("What?"); - mes "[Poring]"; - mes "Even before that Ghostring came here, the Little Porings were kind of cowardly."; - next; - mes "[Poring]"; - mes "Since they've never been out in the real world, sort of like human novices."; - next; - mes "[Poring]"; - mes "You're just starting out on your adventure, right? You will visit many towns and meet many people and encounter the frightful Boss Monsters."; - next; - mes "[Poring]"; - mes "Won't you consider taking one of these chavs with you?"; - next; - mes "[Poring]"; - mes "They're smeggin' talkative, but they'll be loyal friends!"; - next; - mes "[Poring]"; - mes "I'd say that the ^31311F Adept adventurer ^000000 knows lots of things about pets, so you can ask him about your new Little Poring Friend."; - next; - mes "[Poring]"; - mes "By the way, you should have a ^3131FFportable egg incubator ^000000."; - mes "It was dropped by a careless ^3131FFPet Groomer^000000 traveling through."; - next; - mes "[Poring]"; - mes "I will also give you the Little Poring's favorite ^3131FFapple juice^000000, so make sure that it stays fed all the time!"; - next; - mes "[Poring]"; - mes "Oi, Little Poring."; - mes "I look forward to seeing you once you've explored Rune Midgards!"; - mes "Cheers mate."; - completequest 2298; + mes("[Poring]"); + mes("Even before that Ghostring came here, the Little Porings were kind of cowardly."); + next(); + mes("[Poring]"); + mes("Since they've never been out in the real world, sort of like human novices."); + next(); + mes("[Poring]"); + mes("You're just starting out on your adventure, right? You will visit many towns and meet many people and encounter the frightful Boss Monsters."); + next(); + mes("[Poring]"); + mes("Won't you consider taking one of these chavs with you?"); + next(); + mes("[Poring]"); + mes("They're smeggin' talkative, but they'll be loyal friends!"); + next(); + mes("[Poring]"); + mes("I'd say that the ^31311F Adept adventurer ^000000 knows lots of things about pets, so you can ask him about your new Little Poring Friend."); + next(); + mes("[Poring]"); + mes("By the way, you should have a ^3131FFportable egg incubator ^000000."); + mes("It was dropped by a careless ^3131FFPet Groomer^000000 traveling through."); + next(); + mes("[Poring]"); + mes("I will also give you the Little Poring's favorite ^3131FFapple juice^000000, so make sure that it stays fed all the time!"); + next(); + mes("[Poring]"); + mes("Oi, Little Poring."); + mes("I look forward to seeing you once you've explored Rune Midgards!"); + mes("Cheers mate."); + completequest(2298); if (Class == Job_Novice) - getexp 500, 50; - getitem Apple_Juice, 3; // Apple_Juice - getitem Pet_Incubator, 1; // Pet_Incubator - close; + getexp(500, 50); + getitem(Apple_Juice, 3); // Apple_Juice + getitem(Pet_Incubator, 1); // Pet_Incubator + close(); } else { - mes "[Poring]"; - mes "Take good care of your Little Poring. Ask the adept adventurer if you have any questions about cute pets!"; - close; + mes("[Poring]"); + mes("Take good care of your Little Poring. Ask the adept adventurer if you have any questions about cute pets!"); + close(); } } //== Ghostring ============================================= new_1-3,108,165,3 script Ghostring#cupet 4_GHOSTRING,{ - mes "[Ghostring]"; - mes "I am da biggest and da meanest Ghostring!"; - close; + mes("[Ghostring]"); + mes("I am da biggest and da meanest Ghostring!"); + close(); } //== Little Porings ======================================== @@ -5138,191 +5317,191 @@ new_1-3,105,163,5 script Foolish Poring#pet_3 LITTLE_PORING,{ end; } //== Kafra Guide Trainer =================================== // - Teaches the player about Kafra Services. iz_ac01,95,46,5 script Kafra Guide Trainer#ac 4_F_KAFRA1,{ - cutin "kafra_01.bmp", 2; + cutin("kafra_01", 2); if (questprogress(4269) == 2) { - mes "[Kafra Guide Trainer]"; - mes "Welcome, Kafra service is always close to your heart"; - next; - mes "[Kafra Guide Trainer]"; - mes "For those who are using the Kafra service for the first time."; - mes "Kafra service offers thorough information rundown~!"; - next; - while(1) { - next; - mes "[Kafra Guide Trainer]"; - mes "Tell us what you would like to know"; - mes "about the Kafra service~!"; - next; + mes("[Kafra Guide Trainer]"); + mes("Welcome, Kafra service is always close to your heart"); + next(); + mes("[Kafra Guide Trainer]"); + mes("For those who are using the Kafra service for the first time."); + mes("Kafra service offers thorough information rundown~!"); + next(); + while(true) { + next(); + mes("[Kafra Guide Trainer]"); + mes("Tell us what you would like to know"); + mes("about the Kafra service~!"); + next(); switch(select("Saving", "Storage Service", "Teleport Service", "Use of Pushcart Service", "Check Other Information", "Cancel")) { case 1: - mes "[Kafra Guide Trainer]"; - mes "Save service is for when you ^8B4513die in battle^000000 or use an item like ^8B4513Butterfly Wings^000000, you will be sent back to your Save Location."; - next; - mes "[Kafra Guide Trainer]"; - mes "Easy to understand~?"; - mes "You want to try the Save service~?"; - next; - if(select("No", "Yes")) { - mes "[Kafra Guide Trainer]"; - mes "Don't be afraid of it~!"; - mes "Save service doesn't swallow you."; - mes "If you change your mind, you would better try it definitely~!"; + mes("[Kafra Guide Trainer]"); + mes("Save service is for when you ^8B4513die in battle^000000 or use an item like ^8B4513Butterfly Wings^000000, you will be sent back to your Save Location."); + next(); + mes("[Kafra Guide Trainer]"); + mes("Easy to understand~?"); + mes("You want to try the Save service~?"); + next(); + if (select("No", "Yes")) { + mes("[Kafra Guide Trainer]"); + mes("Don't be afraid of it~!"); + mes("Save service doesn't swallow you."); + mes("If you change your mind, you would better try it definitely~!"); } else { - mes "[Kafra Guide Trainer]"; - mes "Well~ then, for now, ^8B4513Izlude Square^000000 where the Criatura Academy is located will be saved as your save point~!."; - next; - mes "[Kafra Guide Trainer]"; - mes "Voila~!"; - next; - mes "[Kafra Guide Trainer]"; - mes "It's already done. Easy huh?"; - savepoint "izlude", 128, 98; - next; - mes "[Kafra Guide Trainer]"; - mes "Now, when you use a ^006400Butterfly Wing^000000, it will send you to the last saved location."; + mes("[Kafra Guide Trainer]"); + mes("Well~ then, for now, ^8B4513Izlude Square^000000 where the Criatura Academy is located will be saved as your save point~!."); + next(); + mes("[Kafra Guide Trainer]"); + mes("Voila~!"); + next(); + mes("[Kafra Guide Trainer]"); + mes("It's already done. Easy huh?"); + savepoint("izlude", 128, 98); + next(); + mes("[Kafra Guide Trainer]"); + mes("Now, when you use a ^006400Butterfly Wing^000000, it will send you to the last saved location."); } break; case 2: - mes "[Kafra Guide Trainer]"; - mes "Storage service is a place where you can safely store your items."; - mes "Your items can be accessed by all characters in your account."; - next; - mes "[Kafra Guide Trainer]"; - mes "To use the storage, you need to be over Novice Job Level 6 and higher."; - next; - mes "[Kafra Guide Trainer]"; - mes "For a small fee, most Kafra Employees will let you open your storage."; - mes "You can even buy Kafra Cards from the Item Mall to open storage from anywhere!"; - mes "Do you want to use the storage?"; - next; - if(select("No", "Yes")) { - mes "[Kafra Guide Trainer]"; - mes "Storage is necessary for you to survive so use it regularly."; + mes("[Kafra Guide Trainer]"); + mes("Storage service is a place where you can safely store your items."); + mes("Your items can be accessed by all characters in your account."); + next(); + mes("[Kafra Guide Trainer]"); + mes("To use the storage, you need to be over Novice Job Level 6 and higher."); + next(); + mes("[Kafra Guide Trainer]"); + mes("For a small fee, most Kafra Employees will let you open your storage."); + mes("You can even buy Kafra Cards from the Item Mall to open storage from anywhere!"); + mes("Do you want to use the storage?"); + next(); + if (select("No", "Yes")) { + mes("[Kafra Guide Trainer]"); + mes("Storage is necessary for you to survive so use it regularly."); } else { if (getskilllv("NV_BASIC") < 6) { - mes "[Kafra Guide Trainer]"; - mes "To use the storage, you need to be raised the beginner level 6 and higher."; + mes("[Kafra Guide Trainer]"); + mes("To use the storage, you need to be raised the beginner level 6 and higher."); } else if (countitem(Cargo_Free_Ticket) || Zeny >= 500) { if (countitem(Cargo_Free_Ticket)) { - delitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket + delitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket } else { Zeny -= 500; RESRVPTS += 5; } - mes "[Kafra Guide Trainer]"; - mes "I'll open the storage~."; - mes "Thanks for using~!"; - close2; - cutin "", 255; + mes("[Kafra Guide Trainer]"); + mes("I'll open the storage~."); + mes("Thanks for using~!"); + close2(); + cutin("", 255); openstorage; end; } else { - mes "[Kafra Guide Trainer]"; - mes "Dear customer, you don't have enough money~!"; - mes "You need 500 zeny to use the storage~!"; + mes("[Kafra Guide Trainer]"); + mes("Dear customer, you don't have enough money~!"); + mes("You need 500 zeny to use the storage~!"); } } break; case 3: - mes "[Kafra Guide Trainer]"; - mes "Teleport service is a service that sends you to various locations throughout Rune Midgard."; - next; - mes "[Kafra Guide Trainer]"; - mes "Different Kafra Employees have different teleport locations to send you to so you need to talk to them to find out where they're teleporting to."; - next; - mes "[Kafra Guide Trainer]"; - mes "Ok, so for educational purposes I'm offering a free teleport service here at the Academy."; - mes "Why don't you try it out?~!"; - next; - if(select("No", "Yes")) { - mes "[Kafra Guide Trainer]"; - mes "You afraid of having your cells spliced or something? Don't worry this is perfectly safe~!"; - mes "This is an essential service~"; - mes "So, you better get used to it ok?"; + mes("[Kafra Guide Trainer]"); + mes("Teleport service is a service that sends you to various locations throughout Rune Midgard."); + next(); + mes("[Kafra Guide Trainer]"); + mes("Different Kafra Employees have different teleport locations to send you to so you need to talk to them to find out where they're teleporting to."); + next(); + mes("[Kafra Guide Trainer]"); + mes("Ok, so for educational purposes I'm offering a free teleport service here at the Academy."); + mes("Why don't you try it out?~!"); + next(); + if (select("No", "Yes")) { + mes("[Kafra Guide Trainer]"); + mes("You afraid of having your cells spliced or something? Don't worry this is perfectly safe~!"); + mes("This is an essential service~"); + mes("So, you better get used to it ok?"); break; } else { switch(select("Academy 1st floor Great Hall", "Academy 2nd floor Principal's Office", "Izlude southern entrance", "Use later")) { case 1: - cutin "", 255; - warp "iz_ac01", 97, 86; + cutin("", 255); + warp("iz_ac01", 97, 86); end; case 2: - cutin "", 255; - warp "iz_ac02", 101, 36; + cutin("", 255); + warp("iz_ac02", 101, 36); end; case 3: - mes "[Kafra Guide Trainer]"; - mes "This will take you to the outside of the Criatura Academy, is that ok?"; - mes "If you want to come back to the academy, find the entrance to the north of Izlude."; - next; - if(select("No", "Yes")) { - mes "[Kafra Guide Trainer]"; - mes "You afraid of having your cells spliced or something? Don't worry this is perfectly safe~!"; + mes("[Kafra Guide Trainer]"); + mes("This will take you to the outside of the Criatura Academy, is that ok?"); + mes("If you want to come back to the academy, find the entrance to the north of Izlude."); + next(); + if (select("No", "Yes")) { + mes("[Kafra Guide Trainer]"); + mes("You afraid of having your cells spliced or something? Don't worry this is perfectly safe~!"); break; } else { - cutin "", 255; - warp "izlude", 128, 98; + cutin("", 255); + warp("izlude", 128, 98); end; } break; case 4: - mes "[Kafra Guide Trainer]"; - mes "You afraid of having your cells spliced or something? Don't worry this is perfectly safe~!"; + mes("[Kafra Guide Trainer]"); + mes("You afraid of having your cells spliced or something? Don't worry this is perfectly safe~!"); break; } } break; case 4: - mes "[Kafra Guide Trainer]"; - mes "Pushcart service is used for those who have the job ^8B4513Merchant^000000."; - mes "To rent a Pushcart Merchants pay a small zeny fee and that's it."; - next; - mes "[Kafra Guide Trainer]"; - mes "If you aren't a Merchant class or if you haven't learned the Cart Skill then you can't use this Kafra service."; + mes("[Kafra Guide Trainer]"); + mes("Pushcart service is used for those who have the job ^8B4513Merchant^000000."); + mes("To rent a Pushcart Merchants pay a small zeny fee and that's it."); + next(); + mes("[Kafra Guide Trainer]"); + mes("If you aren't a Merchant class or if you haven't learned the Cart Skill then you can't use this Kafra service."); break; case 5: - mes "[Kafra Guide Trainer]"; - mes "Among the other services we provide, there is a Customer point service system from Kafra!"; - next; - mes "[Kafra Guide Trainer]"; - mes "Every time you use a Kafra Service you get Special Reserve Points~"; - mes "You can use these points at the Kafra Headquarters in Aldebaran to trade for certain items."; - next; - mes "[Kafra Guide Trainer]"; - mes "Here, I'll show you how many Special Reserve Points you currently have."; - next; - if(select("Check Special Reserve Points.", "Cancel") == 2) { - mes "[Kafra Guide Trainer]"; - mes "Even later~~!!"; - mes "Please check your accumulated customer points~!"; + mes("[Kafra Guide Trainer]"); + mes("Among the other services we provide, there is a Customer point service system from Kafra!"); + next(); + mes("[Kafra Guide Trainer]"); + mes("Every time you use a Kafra Service you get Special Reserve Points~"); + mes("You can use these points at the Kafra Headquarters in Aldebaran to trade for certain items."); + next(); + mes("[Kafra Guide Trainer]"); + mes("Here, I'll show you how many Special Reserve Points you currently have."); + next(); + if (select("Check Special Reserve Points.", "Cancel") == 2) { + mes("[Kafra Guide Trainer]"); + mes("Even later~~!!"); + mes("Please check your accumulated customer points~!"); } else { - mes "[Kafra Guide Trainer]"; - mes ""+strcharinfo(0)+", your accummulated points are "+RESRVPTS+" points."; - next; - mes "[Kafra Guide Trainer]"; - mes "You can exchange your"; - mes "Special Reserve Points for"; - mes "rewards at the Kafra Main Office in Al De Baran. Please use our"; - mes "convenient services to see the benefits of our rewards program."; + mes("[Kafra Guide Trainer]"); + mesf("%s, your accummulated points are %d points.", strcharinfo(PC_NAME), RESRVPTS); + next(); + mes("[Kafra Guide Trainer]"); + mes("You can exchange your"); + mes("Special Reserve Points for"); + mes("rewards at the Kafra Main Office in Al De Baran. Please use our"); + mes("convenient services to see the benefits of our rewards program."); } break; case 6: - mes "[Kafra Guide Trainer]"; - mes "Our Kafra service is doing our best to give you the best satisfaction that you deserve as a customer."; - mes "Thanks for using us."; - close2; - cutin "", 255; + mes("[Kafra Guide Trainer]"); + mes("Our Kafra service is doing our best to give you the best satisfaction that you deserve as a customer."); + mes("Thanks for using us."); + close2(); + cutin("", 255); end; } } } else { - mes "[Kafra Guide Trainer]"; - mes "First, you need to complete your^8B4513 registration^000000 at the Academy's front desk."; - mes "If you go to the first floor,"; - mes "there'll be someone"; - mes "to take your registration."; - close2; - cutin "", 255; + mes("[Kafra Guide Trainer]"); + mes("First, you need to complete your^8B4513 registration^000000 at the Academy's front desk."); + mes("If you go to the first floor,"); + mes("there'll be someone"); + mes("to take your registration."); + close2(); + cutin("", 255); end; } } @@ -5350,103 +5529,103 @@ iz_ac02_d,101,176,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#02_d 4 // - Teaches the player about in-game Marriage & Adoption mechanics. izlude,102,150,5 script Wedding Secretary#iz 1_F_LIBRARYGIRL,{ if (Class == Job_Novice) { - mes "[Wedding Secretary]"; - mes "You are the just a beginner."; - next; - mes "[Wedding Secretary]"; - mes "Everything looks new and unfamiliar, doesn't it? Isn't it all exiciting?"; - next; - mes "[Wedding Secretary]"; - mes "What can be a more exciting start than a marriage in your life?"; - next; + mes("[Wedding Secretary]"); + mes("You are the just a beginner."); + next(); + mes("[Wedding Secretary]"); + mes("Everything looks new and unfamiliar, doesn't it? Isn't it all exiciting?"); + next(); + mes("[Wedding Secretary]"); + mes("What can be a more exciting start than a marriage in your life?"); + next(); } else { - mes "[Wedding Secretary]"; - mes "Are you in love?"; - next; - } - mes "[Wedding Secretary]"; - mes "I am the Wedding Secretary sent here for those people wanting to join their lives to another."; - next; - while(1) { - mes "[Wedding Secretary]"; - mes "Please ask anything you are concerned with about marriage!"; - next; + mes("[Wedding Secretary]"); + mes("Are you in love?"); + next(); + } + mes("[Wedding Secretary]"); + mes("I am the Wedding Secretary sent here for those people wanting to join their lives to another."); + next(); + while(true) { + mes("[Wedding Secretary]"); + mes("Please ask anything you are concerned with about marriage!"); + next(); switch(select("How to get married.", "Benefits of marriage", "Adoption", "Shut up!")) { case 1: - mes "[Wedding Secretary]"; - mes "Concluding the ceremony between two lovers is really the most beautiful and special event in one's life."; - next; - mes "[Wedding Secretary]"; - mes "However, being together requires several procedures."; - next; - mes "[Wedding Secretary]"; - mes "First, the two of you wishing to get married have to be at least base level ^0000cd45^000000 or higher, meaning you should be at the level responsible for your life and your finances."; - next; - mes "[Wedding Secretary]"; - mes "Next, you need to prepare some tokens of appreciation. Men need a ^0000cdTuxedo^000000 Ladies need a ^0000cdWedding Dress^000000 and both need to have ^0000cdDiamond Ring^000000s as the symbol of everlasting love."; - next; - mes "[Wedding Secretary]"; - mes "You will also need to provide a fee of ^0000cd1 million Zeny^000000."; - next; - mes "[Wedding Secretary]"; - mes "Having prepared all of these things, you must create a party with just the two of you and go to the ^0000cdProntera Cathedral^000000."; - next; - mes "[Wedding Secretary]"; - mes "There, another ^0000cdWedding Secretary^000000 like me is wating for you. When you speak to her, she will give more details of what to do."; - next; - mes "[Wedding Secretary]"; - mes "I hope that you will meet a great fiance and enjoy a happy marriage!"; - next; + mes("[Wedding Secretary]"); + mes("Concluding the ceremony between two lovers is really the most beautiful and special event in one's life."); + next(); + mes("[Wedding Secretary]"); + mes("However, being together requires several procedures."); + next(); + mes("[Wedding Secretary]"); + mes("First, the two of you wishing to get married have to be at least base level ^0000cd45^000000 or higher, meaning you should be at the level responsible for your life and your finances."); + next(); + mes("[Wedding Secretary]"); + mes("Next, you need to prepare some tokens of appreciation. Men need a ^0000cdTuxedo^000000 Ladies need a ^0000cdWedding Dress^000000 and both need to have ^0000cdDiamond Ring^000000s as the symbol of everlasting love."); + next(); + mes("[Wedding Secretary]"); + mes("You will also need to provide a fee of ^0000cd1 million Zeny^000000."); + next(); + mes("[Wedding Secretary]"); + mes("Having prepared all of these things, you must create a party with just the two of you and go to the ^0000cdProntera Cathedral^000000."); + next(); + mes("[Wedding Secretary]"); + mes("There, another ^0000cdWedding Secretary^000000 like me is wating for you. When you speak to her, she will give more details of what to do."); + next(); + mes("[Wedding Secretary]"); + mes("I hope that you will meet a great fiance and enjoy a happy marriage!"); + next(); break; case 2: - mes "[Wedding Secretary]"; - mes "To say the least, the benefit of marriage is being together forever!"; - next; - mes "[Wedding Secretary]"; - mes "After the wedding ceremony, you can enjoy a sweet honeymoon at the ^0000cdJawaii^000000 resort only for you."; - next; - mes "[Wedding Secretary]"; - mes "And, upon marriage you will both get a ^0000cd special skill^000000."; - next; - mes "[Wedding Secretary]"; - mes "Two of these skills are called ^0000cdLoving Touch^000000 and ^0000cdUndying Love^000000 which are used to sacrifice HP or SP and send it to your partner."; - next; - mes "[Wedding Secretary]"; - mes "But among them, the skill called ^0000cdRomantic Rendezvous^000000 is the most romantic one, enabling you to summon your partner to you from anywhere in the world."; - next; - mes "[Wedding Secretary]"; - mes "Aren't these skill great? Don't you want to get married right now?"; - next; + mes("[Wedding Secretary]"); + mes("To say the least, the benefit of marriage is being together forever!"); + next(); + mes("[Wedding Secretary]"); + mes("After the wedding ceremony, you can enjoy a sweet honeymoon at the ^0000cdJawaii^000000 resort only for you."); + next(); + mes("[Wedding Secretary]"); + mes("And, upon marriage you will both get a ^0000cd special skill^000000."); + next(); + mes("[Wedding Secretary]"); + mes("Two of these skills are called ^0000cdLoving Touch^000000 and ^0000cdUndying Love^000000 which are used to sacrifice HP or SP and send it to your partner."); + next(); + mes("[Wedding Secretary]"); + mes("But among them, the skill called ^0000cdRomantic Rendezvous^000000 is the most romantic one, enabling you to summon your partner to you from anywhere in the world."); + next(); + mes("[Wedding Secretary]"); + mes("Aren't these skill great? Don't you want to get married right now?"); + next(); break; case 3: - mes "[Wedding Secretary]"; - mes "Being together is wonderful but people without experience of it in the past couldn't understand the full Euphoria of being a parent."; - next; - mes "[Wedding Secretary]"; - mes "Married couple can adopt other characters as their children."; - next; - mes "[Wedding Secretary]"; - mes "^0000cdKids of extended jobs such as Taekwon boy/girl, Gunslinger or Ninja can't be adopted^000000."; - next; - mes "[Wedding Secretary]"; - mes "And any prospecting parents need to be at least base level ^0000cd70^000000, meaning you should be at the level responsible enough to be parents."; - next; - mes "[Wedding Secretary]"; - mes "Having made a family, ^0000cdaSkill to be used among the family^000000 will be earned."; - next; - mes "[Wedding Secretary]"; - mes "There is another skill enables you to concrete your bond such as being able to summon your child when you miss them or not losing your earned level if you die during battle."; - next; - mes "[Wedding Secretary]"; - mes "Cute charms coming from your kid is a bonus~"; - next; + mes("[Wedding Secretary]"); + mes("Being together is wonderful but people without experience of it in the past couldn't understand the full Euphoria of being a parent."); + next(); + mes("[Wedding Secretary]"); + mes("Married couple can adopt other characters as their children."); + next(); + mes("[Wedding Secretary]"); + mes("^0000cdKids of extended jobs such as Taekwon boy/girl, Gunslinger or Ninja can't be adopted^000000."); + next(); + mes("[Wedding Secretary]"); + mes("And any prospecting parents need to be at least base level ^0000cd70^000000, meaning you should be at the level responsible enough to be parents."); + next(); + mes("[Wedding Secretary]"); + mes("Having made a family, ^0000cdaSkill to be used among the family^000000 will be earned."); + next(); + mes("[Wedding Secretary]"); + mes("There is another skill enables you to concrete your bond such as being able to summon your child when you miss them or not losing your earned level if you die during battle."); + next(); + mes("[Wedding Secretary]"); + mes("Cute charms coming from your kid is a bonus~"); + next(); break; case 4: - emotion e_omg; - mes "[Wedding Secretary]"; - mes "Your mother didn't teach you right?"; - mes "Mercy on you. You are ignorant of the beauty of love!!!"; - close; + emotion(e_omg); + mes("[Wedding Secretary]"); + mes("Your mother didn't teach you right?"); + mes("Mercy on you. You are ignorant of the beauty of love!!!"); + close(); } } } @@ -5458,62 +5637,62 @@ izlude_d,102,150,5 duplicate(Wedding Secretary#iz) Wedding Secretary#iz_d 1_F_LI //- Mom - izlude,95,146,5 script Mom#iz 4_F_CAVE1,{ - mes "[Mom]"; - mes "Honey~~~"; - next; - mes "[Dad]"; - mes "Yep~~"; - next; - mes "[Mom]"; - mes "Did you see Etinifni playing at the backyard?"; - next; - mes "[Dad]"; - mes "Nope~~"; - next; - emotion e_an; - mes "[Mom]"; - mes "He's out again? Never stays in the house!! Shall I use it?"; - next; - mes "[Dad]"; - mes "Leave him alone~ He may be playing somewhere."; - next; - emotion e_an; - mes "[Mom]"; - mes "You spoil him too much!"; - next; - mes "[Mom]"; - mes "^0000cd[Come to me, honey~]^000000"; - next; - enablenpc "Etinifni#"+strnpcinfo(2); - specialeffect EF_PORTAL, AREA, "Etinifni#"+strnpcinfo(2); - mes "[Etinifni]"; - mes "What's up? Where am I?"; - next; - mes "[Mom]"; - mes "Here!"; - next; - emotion e_ag, 0, "Etinifni#"+strnpcinfo(2); - mes "[Etinifni]"; - mes "Ah... Again!! I have been out hunting Orcs."; - next; - mes "[Mom]"; - mes "I told you stop hunting! Go and buy us milk!"; - next; - mes "[Etinifni]"; - mes "Why am I just your errand boy? Go, get me a brother!"; - next; - mes "[Mom]"; - mes "What? This moron?!"; - next; - emotion e_sigh, 0, "Etinifni#"+strnpcinfo(2); - mes "[Etinifni]"; - mes "OK. I will do it."; - next; - disablenpc "Etinifni#"+strnpcinfo(2); - emotion e_sob, 0, "Dad#"+strnpcinfo(2); - mes "[Dad]"; - mes "I am sorry... Dad has no power over your mom."; - close; + mes("[Mom]"); + mes("Honey~~~"); + next(); + mes("[Dad]"); + mes("Yep~~"); + next(); + mes("[Mom]"); + mes("Did you see Etinifni playing at the backyard?"); + next(); + mes("[Dad]"); + mes("Nope~~"); + next(); + emotion(e_an); + mes("[Mom]"); + mes("He's out again? Never stays in the house!! Shall I use it?"); + next(); + mes("[Dad]"); + mes("Leave him alone~ He may be playing somewhere."); + next(); + emotion(e_an); + mes("[Mom]"); + mes("You spoil him too much!"); + next(); + mes("[Mom]"); + mes("^0000cd[Come to me, honey~]^000000"); + next(); + enablenpc("Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN)); + specialeffect(EF_PORTAL, AREA, getnpcid(0, "Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN))); + mes("[Etinifni]"); + mes("What's up? Where am I?"); + next(); + mes("[Mom]"); + mes("Here!"); + next(); + emotion(e_ag, 0, "Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Etinifni]"); + mes("Ah... Again!! I have been out hunting Orcs."); + next(); + mes("[Mom]"); + mes("I told you stop hunting! Go and buy us milk!"); + next(); + mes("[Etinifni]"); + mes("Why am I just your errand boy? Go, get me a brother!"); + next(); + mes("[Mom]"); + mes("What? This moron?!"); + next(); + emotion(e_sigh, 0, "Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Etinifni]"); + mes("OK. I will do it."); + next(); + disablenpc("Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN)); + emotion(e_sob, 0, "Dad#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Dad]"); + mes("I am sorry... Dad has no power over your mom."); + close(); } izlude_a,95,146,5 duplicate(Mom#iz) Mom#iz_a 4_F_CAVE1 @@ -5523,18 +5702,18 @@ izlude_d,95,146,5 duplicate(Mom#iz) Mom#iz_d 4_F_CAVE1 //- Dad - izlude,97,147,3 script Dad#iz 1_M_JOBGUIDER,{ - mes "[Dad]"; - mes "Got this boy ten years ago after years of childlessness."; - next; - mes "[Dad]"; - mes "He is the apple of my eyes to me, but my wife is too strict on him."; - next; - mes "[Dad]"; - mes "So, I am always worrying if the only son might be spoiled."; - next; - mes "[Dad]"; - mes "Maybe all parents worry?"; - close; + mes("[Dad]"); + mes("Got this boy ten years ago after years of childlessness."); + next(); + mes("[Dad]"); + mes("He is the apple of my eyes to me, but my wife is too strict on him."); + next(); + mes("[Dad]"); + mes("So, I am always worrying if the only son might be spoiled."); + next(); + mes("[Dad]"); + mes("Maybe all parents worry?"); + close(); } izlude_a,97,147,3 duplicate(Dad#iz) Dad#iz_a 1_M_JOBGUIDER @@ -5544,12 +5723,12 @@ izlude_d,97,147,3 duplicate(Dad#iz) Dad#iz_d 1_M_JOBGUIDER //- Etinifni - izlude,97,144,1 script Etinifni#iz 4_M_DEWBOY,{ - mes "[Etinifni]"; - mes "Once you have time, come to Orc Dungeon!"; - close; + mes("[Etinifni]"); + mes("Once you have time, come to Orc Dungeon!"); + close(); OnInit: - disablenpc "Etinifni#"+strnpcinfo(2); + disablenpc("Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN)); end; } @@ -5560,26 +5739,26 @@ izlude_d,97,144,1 duplicate(Etinifni#iz) Etinifni#iz_d 4_M_DEWBOY //- Romantic Male - izlude,99,138,3 script Romantic Male#iz 4_M_SITDOWN,{ - emotion e_ho; - mes "[Romantic Male]"; - mes "Let's go~~ together hand in hand~~ Put everything aside ~~ in the dark blue night of Jawaii~~ under the stars~~"; - next; - mes "[Romantic Male]"; - mes "We are leaving for Jawaii-the place of our honeymoon to celebrate our 10th wedding anniversary!"; - next; - emotion e_lv; - mes "[Romantic Male]"; - mes "Are you lifting up our good old memories renting my wedding dress and your tuxedo!! It will strenghthen our relationship, won't it?"; - next; - specialeffect EF_HEARTCASTING, AREA, "Romantic Female#"+strnpcinfo(2); - emotion e_kis, 0, "Romantic Female#"+strnpcinfo(2); - mes "[Romantic Male]"; - mes "Honey~~ I love you!! Sweetheart~"; - next; - emotion e_kis2; - mes "[Romantic Male]"; - mes "No!! I love you more than you do!!"; - close; + emotion(e_ho); + mes("[Romantic Male]"); + mes("Let's go~~ together hand in hand~~ Put everything aside ~~ in the dark blue night of Jawaii~~ under the stars~~"); + next(); + mes("[Romantic Male]"); + mes("We are leaving for Jawaii-the place of our honeymoon to celebrate our 10th wedding anniversary!"); + next(); + emotion(e_lv); + mes("[Romantic Male]"); + mes("Are you lifting up our good old memories renting my wedding dress and your tuxedo!! It will strenghthen our relationship, won't it?"); + next(); + specialeffect(EF_HEARTCASTING, AREA, getnpcid(0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN))); + emotion(e_kis, 0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Romantic Male]"); + mes("Honey~~ I love you!! Sweetheart~"); + next(); + emotion(e_kis2); + mes("[Romantic Male]"); + mes("No!! I love you more than you do!!"); + close(); } izlude_a,99,138,3 duplicate(Romantic Male#iz) Romantic Male#iz_a 4_M_SITDOWN @@ -5589,39 +5768,39 @@ izlude_d,99,138,3 duplicate(Romantic Male#iz) Romantic Male#iz_d 4_M_SITDOWN //- Romantic Female - izlude,97,138,5 script Romantic Female#iz 4_F_SITDOWN,{ - mes "[Romantic Female]"; - mes "Shout like this when I miss you, honey!!"; - next; - emotion e_lv, 0, "Romantic Female#"+strnpcinfo(2); - mes "[Romantic Female]"; - mes "^0000cd[I miss you.]^000000"; - next; - mes "[Romantic Female]"; - mes "Then, you run towards me leaving everything behind,~ don't you?"; - next; - mes "[Romantic Female]"; - mes "I will definitely do as you call me!!"; - next; - mes "[Romantic Female]"; - mes "You are tired of sitting, aren't you?"; - next; - specialeffect EF_HEARTCASTING, AREA, "Romantic Female#"+strnpcinfo(2); - emotion e_kis, 0, "Romantic Female#"+strnpcinfo(2); - mes "[Romantic Female]"; - mes "My sweetheart!!! I love you!!!"; - next; - mes "[Romantic Male]"; - mes "Yes, thank you for sharing your SP! You are also tired, aren't you?"; - next; - specialeffect EF_HEARTCASTING, AREA, "Romantic Male#"+strnpcinfo(2); - emotion e_kis2, 0, "Romantic Male#"+strnpcinfo(2); - mes "[Romantic Male]"; - mes "My sweetheart!! I love you!!!"; - next; - emotion e_lv, 0, "Romantic Female#"+strnpcinfo(2); - mes "[Romantic Female]"; - mes "Kia~ You are Coolest!!!"; - close; + mes("[Romantic Female]"); + mes("Shout like this when I miss you, honey!!"); + next(); + emotion(e_lv, 0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Romantic Female]"); + mes("^0000cd[I miss you.]^000000"); + next(); + mes("[Romantic Female]"); + mes("Then, you run towards me leaving everything behind,~ don't you?"); + next(); + mes("[Romantic Female]"); + mes("I will definitely do as you call me!!"); + next(); + mes("[Romantic Female]"); + mes("You are tired of sitting, aren't you?"); + next(); + specialeffect(EF_HEARTCASTING, AREA, getnpcid(0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN))); + emotion(e_kis, 0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Romantic Female]"); + mes("My sweetheart!!! I love you!!!"); + next(); + mes("[Romantic Male]"); + mes("Yes, thank you for sharing your SP! You are also tired, aren't you?"); + next(); + specialeffect(EF_HEARTCASTING, AREA, getnpcid(0, "Romantic Male#"+strnpcinfo(NPC_NAME_HIDDEN))); + emotion(e_kis2, 0, "Romantic Male#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Romantic Male]"); + mes("My sweetheart!! I love you!!!"); + next(); + emotion(e_lv, 0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Romantic Female]"); + mes("Kia~ You are Coolest!!!"); + close(); } izlude_a,97,138,5 duplicate(Romantic Female#iz) Romantic Female#iz_a 4_F_SITDOWN @@ -5631,33 +5810,33 @@ izlude_d,97,138,5 duplicate(Romantic Female#iz) Romantic Female#iz_d 4_F_SITDOWN //- Manufacturing Maniac - izlude,93,143,3 script Manufacturing Maniac#0 FAKE_NPC,{ - mes "[Manufacturing Maniac]"; - mes "Hi~! I am an Alchemist."; - mes "It's one of the second jobs after Merchant."; - next; - mes "[Manufacturing Maniac]"; - mes "I am making a potion."; - mes "I came to izlude to make potions at a quiet place."; - mes "I feel that quiet places help to increase the rate of success."; - mes "I am feeling good!"; - close; + mes("[Manufacturing Maniac]"); + mes("Hi~! I am an Alchemist."); + mes("It's one of the second jobs after Merchant."); + next(); + mes("[Manufacturing Maniac]"); + mes("I am making a potion."); + mes("I came to izlude to make potions at a quiet place."); + mes("I feel that quiet places help to increase the rate of success."); + mes("I am feeling good!"); + close(); OnTimer30000: .@npc_potion = rand(1,2); if (.@npc_potion == 1) { - emotion e_no1; - specialeffect EF_PHARMACY_OK; + emotion(e_no1); + specialeffect(EF_PHARMACY_OK); } else { - emotion e_omg; - specialeffect EF_PHARMACY_FAIL; + emotion(e_omg); + specialeffect(EF_PHARMACY_FAIL); } end; OnTimer35000: - stopnpctimer; + stopnpctimer();; OnInit: - initnpctimer; + initnpctimer(); end; } @@ -5668,15 +5847,15 @@ izlude_d,93,143,3 duplicate(Manufacturing Maniac#0) Manufacturing Maniac#d 2_M_A //- Repairing Blacksmith - izlude,147,131,5 script Repairing Blacksmith#0 4_F_JOB_BLACKSMITH,5,7,{ - mes "[Working Blacksmith]"; - mes "The guy sitting over there has been staring at Wagzak. I was told that only one knife is left after losing all weapons?"; - next; - mes "[Working Blacksmith]"; - mes "He can use safe refining... I don't understand why he takes such risks."; - close; + mes("[Working Blacksmith]"); + mes("The guy sitting over there has been staring at Wagzak. I was told that only one knife is left after losing all weapons?"); + next(); + mes("[Working Blacksmith]"); + mes("He can use safe refining... I don't understand why he takes such risks."); + close(); OnTouch: - specialeffect EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON); end; } @@ -5687,31 +5866,31 @@ izlude_d,147,131,5 duplicate(Repairing Blacksmith#0) Repairing Blacksmith#d 4_F_ //- Refining Maniac - izlude,148,122,5 script Refining Maniac#iz 4_M_SITDOWN,{ - mes "[Refining Maniac]"; - mes "Shh...! Be quiet."; - mes "I am focusing on ^3131FFrefining^000000."; - next; - if(select("What is refining?", "Good luck.") == 2) { - mes "[Refining Maniac]"; - mes "Come on.. Co..me on...!!"; - close; - } - mes "[Refining Maniac]"; - mes "Some equipment except some specific ones can be enhanced by ^3131FFrefining^000000."; - next; - mes "[Refining Maniac]"; - mes "Weapons get increased ^3131FFAttack Power^000000, so the more you refine them the stronger they become."; - next; - mes "[Refining Maniac]"; - mes "Each weapon level has a different refining safe point. So it's important to pay attention when refining."; - mes "If you break it you lose it."; - next; - mes "[Refining Maniac]"; - mes "I'm trying to get to +10 right now... All my training is for this!"; - next; - mes "[Refining Maniac]"; - mes "Please ask to the owner of refining, I have a important mission +10!"; - close; + mes("[Refining Maniac]"); + mes("Shh...! Be quiet."); + mes("I am focusing on ^3131FFrefining^000000."); + next(); + if (select("What is refining?", "Good luck.") == 2) { + mes("[Refining Maniac]"); + mes("Come on.. Co..me on...!!"); + close(); + } + mes("[Refining Maniac]"); + mes("Some equipment except some specific ones can be enhanced by ^3131FFrefining^000000."); + next(); + mes("[Refining Maniac]"); + mes("Weapons get increased ^3131FFAttack Power^000000, so the more you refine them the stronger they become."); + next(); + mes("[Refining Maniac]"); + mes("Each weapon level has a different refining safe point. So it's important to pay attention when refining."); + mes("If you break it you lose it."); + next(); + mes("[Refining Maniac]"); + mes("I'm trying to get to +10 right now... All my training is for this!"); + next(); + mes("[Refining Maniac]"); + mes("Please ask to the owner of refining, I have a important mission +10!"); + close(); } izlude_a,148,122,5 duplicate(Refining Maniac#iz) Refining Maniac#iz_a 4_M_SITDOWN @@ -5722,350 +5901,350 @@ izlude_d,148,122,5 duplicate(Refining Maniac#iz) Refining Maniac#iz_d 4_M_SITDOW //- Otter Samssoon - // - Allows the player to change their hair style and color once. iz_ac01,69,36,3 script Otter Samssoon#ac 4W_SAILOR,{ - mes "[Otter Samssoon]"; - mes "Welcome~"; - mes "I am Samssoon~! I am a royal hair designer otter sent to academy."; - next; - mes "[Otter Samssoon]"; - mes "If you take ^ff0000Criatura Hair Coupon^000000, they change your hairstyle for free! So do not miss this ^ff0000once in a lifetime^000000 chance~"; - next; + mes("[Otter Samssoon]"); + mes("Welcome~"); + mes("I am Samssoon~! I am a royal hair designer otter sent to academy."); + next(); + mes("[Otter Samssoon]"); + mes("If you take ^ff0000Criatura Hair Coupon^000000, they change your hairstyle for free! So do not miss this ^ff0000once in a lifetime^000000 chance~"); + next(); switch(select("Read style book.", "Change hair style.", "How to get a coupon", "Stop.")) { case 1: - mes "[Otter Samssoon]"; - mes "Oh my~ I am sure any hair style will suit you! You really have a good style~"; - mes "There are many styles so pick ^ff0000from page 1 to 19^000000."; - mes "If you want to stop, say 0."; - next; - input .@style; - if(.@style > 19) { - mes "[Otter Samssoon]"; - mes "Oh my!!? Honey~ You can use a coupon for the hair style in here~"; - close; - } else if(!.@style) { - mes "[Otter Samssoon]"; - mes "Did you decide? Which style??"; - mes "I want to touch your hair with my hands~ Honey~"; - close; + mes("[Otter Samssoon]"); + mes("Oh my~ I am sure any hair style will suit you! You really have a good style~"); + mes("There are many styles so pick ^ff0000from page 1 to 19^000000."); + mes("If you want to stop, say 0."); + next(); + input(.@style); + if (.@style > 19) { + mes("[Otter Samssoon]"); + mes("Oh my!!? Honey~ You can use a coupon for the hair style in here~"); + close(); + } else if (!.@style) { + mes("[Otter Samssoon]"); + mes("Did you decide? Which style??"); + mes("I want to touch your hair with my hands~ Honey~"); + close(); } else { - callsub L_cutin, .@style; - mes "[Otter Samssoon]"; + callsub(L_cutin, .@style); + mes("[Otter Samssoon]"); switch(.@style) { case 1: - if(Sex) { - mes "Oh my!!? 'Play Dead' cut?"; - mes "This looks neat and relaxed.. So popular style."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Play Dead' cut?"); + mes("This looks neat and relaxed.. So popular style."); } else { - mes "Oh my!!? 'First Aid' cut?"; - mes "This is and adorable style."; - mes "I guess it looks good on you too!!"; + mes("Oh my!!? 'First Aid' cut?"); + mes("This is and adorable style."); + mes("I guess it looks good on you too!!"); } break; case 2: - if(Sex) { - mes "Oh my!!? 'Two Handed Sword Mastery' cut?"; - mes "You... You know the famous D..? He has exactly the same style!"; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Two Handed Sword Mastery' cut?"); + mes("You... You know the famous D..? He has exactly the same style!"); } else { - mes "Oh my!!? 'Bash' cut?"; - mes "This style gives strong curls on both side hair."; + mes("Oh my!!? 'Bash' cut?"); + mes("This style gives strong curls on both side hair."); } break; case 3: - if(Sex) { - mes "Oh my!!? 'Napalm Beat' cut?"; - mes "It has well arranges hair line that makes feel charisma."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Napalm Beat' cut?"); + mes("It has well arranges hair line that makes feel charisma."); } else { - mes "Oh my!!? 'Frost Diver' cut?"; - mes "It is mysterious style that gives cold and warm feeling at the same time."; + mes("Oh my!!? 'Frost Diver' cut?"); + mes("It is mysterious style that gives cold and warm feeling at the same time."); } break; case 4: - if(Sex) { - mes "Oh my!!? 'Double Strafe' cut?"; - mes "Natural hair is shaking by wind.. Clean and good feeling."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Double Strafe' cut?"); + mes("Natural hair is shaking by wind.. Clean and good feeling."); } else { - mes "Oh my!!? 'Arrow Shower' cut?"; - mes "Cool and nice shaggy cut makes good style."; + mes("Oh my!!? 'Arrow Shower' cut?"); + mes("Cool and nice shaggy cut makes good style."); } break; case 5: - if(Sex) { - mes "Oh my!!? 'Angelus' cut?"; - mes "Calm and piety feeling.. Not boring style."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Angelus' cut?"); + mes("Calm and piety feeling.. Not boring style."); } else { - mes "Oh my!!? 'Heal' cut?"; - mes "Feminine style give healing feeling."; + mes("Oh my!!? 'Heal' cut?"); + mes("Feminine style give healing feeling."); } break; case 6: - if(Sex) { - mes "Oh my!!? 'Push Cart' cut?"; - mes "Big Kar is motivated for this style with a romance of a man."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Push Cart' cut?"); + mes("Big Kar is motivated for this style with a romance of a man."); } else { - mes "Oh my!!? 'Vending' cut?"; - mes "Royal ladies like this style. Make good money style."; + mes("Oh my!!? 'Vending' cut?"); + mes("Royal ladies like this style. Make good money style."); } break; case 7: - if(Sex) { - mes "Oh my!!? 'Envenom' cut?"; - mes "Tough style makes addicted."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Envenom' cut?"); + mes("Tough style makes addicted."); } else { - mes "Oh my!!? 'Double Attack' cut?"; - mes "Whoever will dash twice for this style."; - mes "Ponytail is important."; + mes("Oh my!!? 'Double Attack' cut?"); + mes("Whoever will dash twice for this style."); + mes("Ponytail is important."); } break; case 8: - if(Sex) { - mes "Oh my!!? 'Bowling Bash' cut?"; - mes "This style makes a nice guy to challenge."; - mes "Just a giving a glance can steal the heart."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Bowling Bash' cut?"); + mes("This style makes a nice guy to challenge."); + mes("Just a giving a glance can steal the heart."); } else { - mes "Oh my!!? 'Gloria' cut?"; - mes "This style is ultimately gorgeous and graceful."; + mes("Oh my!!? 'Gloria' cut?"); + mes("This style is ultimately gorgeous and graceful."); } break; case 9: - if(Sex) { - mes "Oh my!!? 'Venom Dust' cut?"; - mes "This style has special ending line that looks fatal."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Venom Dust' cut?"); + mes("This style has special ending line that looks fatal."); } else { - mes "Oh my!!? 'SP Recovery' cut?"; - mes "This style has neat cutting that inspires."; + mes("Oh my!!? 'SP Recovery' cut?"); + mes("This style has neat cutting that inspires."); } break; case 10: - if(Sex) { - mes "Oh my!!? 'Turn Undead' cut?"; - mes "This style is like a cold city man who is strong enough to kill a monster."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Turn Undead' cut?"); + mes("This style is like a cold city man who is strong enough to kill a monster."); } else { - mes "Oh my!!? 'Prepare Potion' cut?"; - mes "This style has a liquid medicine motive so it makes feel cure."; + mes("Oh my!!? 'Prepare Potion' cut?"); + mes("This style has a liquid medicine motive so it makes feel cure."); } break; case 11: - if(Sex) { - mes "Oh my!!? 'Dragonology' cut?"; - mes "This style is intelligent style of mysterious dragon."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Dragonology' cut?"); + mes("This style is intelligent style of mysterious dragon."); } else { - mes "Oh my!!? 'Grand Cross' cut?"; - mes "Well trimmed hair cut line gives trust."; + mes("Oh my!!? 'Grand Cross' cut?"); + mes("Well trimmed hair cut line gives trust."); } break; case 12: - if(Sex) { - mes "Oh my!!? 'Mace Mastery' cut?"; - mes "Look fresh and look neat with wax treatment."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Mace Mastery' cut?"); + mes("Look fresh and look neat with wax treatment."); } else { - mes "Oh my!!? 'Intimidate' cut?"; - mes "This style is very familiar."; + mes("Oh my!!? 'Intimidate' cut?"); + mes("This style is very familiar."); } break; case 13: - if(Sex) { - mes "Oh my!!? 'Thunder Storm' cut?"; - mes "This style has natural attractive perm which is like hitting by thunder storm."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Thunder Storm' cut?"); + mes("This style has natural attractive perm which is like hitting by thunder storm."); } else { - mes "Oh my!!? 'Spiritual Sphere"; - mes "Calm and a little bit looks like a boy cut draw attention."; + mes("Oh my!!? 'Spiritual Sphere"); + mes("Calm and a little bit looks like a boy cut draw attention."); } break; case 14: - if(Sex) { - mes "Oh my!!? 'Encore' cut?"; - mes "Rocker's favorite style.. Even the name itself.."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Encore' cut?"); + mes("Rocker's favorite style.. Even the name itself.."); } else { - mes "Oh my!!? 'Gypsy's Kiss' cut?"; - mes "The hair.. Kind to everyone.. Neat and round hair line is very soft and charming."; + mes("Oh my!!? 'Gypsy's Kiss' cut?"); + mes("The hair.. Kind to everyone.. Neat and round hair line is very soft and charming."); } break; case 15: - if(Sex) { - mes "Oh my!!? 'Grimtooth' cut?"; - mes "The style with edge."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Grimtooth' cut?"); + mes("The style with edge."); } else { - mes "Oh my!!? 'Counter Attack' cut?"; - mes "It is the style that looks cold and arrogant. Hard to talk to.."; - mes "But might be nice to boyfriend..?"; + mes("Oh my!!? 'Counter Attack' cut?"); + mes("It is the style that looks cold and arrogant. Hard to talk to.."); + mes("But might be nice to boyfriend..?"); } break; case 16: - if(Sex) { - mes "Oh my!!? 'Blitz Beat' cut?"; - mes "It is the style my senior invented after he broke up with his girlfriends 5 times."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Blitz Beat' cut?"); + mes("It is the style my senior invented after he broke up with his girlfriends 5 times."); } else { - mes "Oh my!!? 'Anke Snare' cut?"; - mes "It is killing style.. No one can take eyes off!"; + mes("Oh my!!? 'Anke Snare' cut?"); + mes("It is killing style.. No one can take eyes off!"); } break; case 17: - if(Sex) { - mes "Oh my!!? 'Find Ore' cut?"; - mes "This style seems to bring encounter or find unexpected things while walking on the street."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Find Ore' cut?"); + mes("This style seems to bring encounter or find unexpected things while walking on the street."); } else { - mes "Oh my!!? 'Hammer Fall' cut?"; - mes "Stunning hair with attraction."; + mes("Oh my!!? 'Hammer Fall' cut?"); + mes("Stunning hair with attraction."); } break; case 18: - if(Sex) { - mes "Oh my!!? 'Fire Pillar' cut?"; - mes "Everyone used to have this hair style.. Which means that was a trend of an era."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Fire Pillar' cut?"); + mes("Everyone used to have this hair style.. Which means that was a trend of an era."); } else { - mes "Oh my!!? 'Jupitel Thunder'"; - mes "Fresh style by giving light waves on both side hairs."; + mes("Oh my!!? 'Jupitel Thunder'"); + mes("Fresh style by giving light waves on both side hairs."); } break; case 19: - if(Sex) { - mes "Oh my!!? 'Guillotine Fist'"; - mes "It is like one-shot style.. Like a real man. Right?"; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Guillotine Fist'"); + mes("It is like one-shot style.. Like a real man. Right?"); } else { - mes "Oh my!!? 'Whirlwind' cut?"; - mes "It is cool style which flows with wind. Lah, lah, lah, lah ~"; + mes("Oh my!!? 'Whirlwind' cut?"); + mes("It is cool style which flows with wind. Lah, lah, lah, lah ~"); } break; } - close2; - cutin "", 255; + close2(); + cutin("", 255); end; } - close; + close(); case 2: - if(!countitem(Criatura_Hair_Coupon)) { - mes "[Otter Samssoon]"; - mes "Come on.. Honey~"; - mes "You should bring ^ff0000'Criatura Hair Coupon'^000000 for changing hair..."; - close; + if (!countitem(Cryptura_Hair_Coupon)) { + mes("[Otter Samssoon]"); + mes("Come on.. Honey~"); + mes("You should bring ^ff0000'Criatura Hair Coupon'^000000 for changing hair..."); + close(); } - mes "[Otter Samssoon]"; - mes "Honey~ What style do you want?"; - mes "You are totally my style. So I am very excited~~"; - mes "Pick the style from page 1 to 19."; - next; - input .@style; - if(.@style > 19) { - mes "[Otter Samssoon]"; - mes "Come on.. Honey~ You can use a coupon for the hair style in here~"; - close; - } else if(!.@style) { - mes "[Otter Samssoon]"; - mes "Oh my!!? You do not want to?"; - close; - } else if(getlook(1) == .@style) { - mes "[Otter Samssoon]"; - mes "Come on.. Honey~ That is the same style you have."; - mes "Do you want to try something new?"; - close; + mes("[Otter Samssoon]"); + mes("Honey~ What style do you want?"); + mes("You are totally my style. So I am very excited~~"); + mes("Pick the style from page 1 to 19."); + next(); + input(.@style); + if (.@style > 19) { + mes("[Otter Samssoon]"); + mes("Come on.. Honey~ You can use a coupon for the hair style in here~"); + close(); + } else if (!.@style) { + mes("[Otter Samssoon]"); + mes("Oh my!!? You do not want to?"); + close(); + } else if (getlook(1) == .@style) { + mes("[Otter Samssoon]"); + mes("Come on.. Honey~ That is the same style you have."); + mes("Do you want to try something new?"); + close(); } - callsub L_cutin, .@style; - mes "[Otter Samssoon]"; - mes "Style ("+.@style+")?"; - mes "It feels like this.. How is it?"; - next; - if(select("Good.", "No.") == 1) { - if(!getlook(6)) { - mes "[Otter Samssoon]"; - mes "Right!"; - mes "Honey! What about dying hair as well?"; - mes "Dying hair also included in this service."; - next; - switch(select("Passionate Red:Sweet Yellow:Fatal Purple:Glamourous Orange:Comfortable Green:Clear Blue:Transparent White:Dark Black:Stop.")) { - case 1: - .@pallete = 8; - break; - case 2: - .@pallete = 1; - break; - case 3: - .@pallete = 2; - break; - case 4: - .@pallete = 3; - break; - case 5: - .@pallete = 4; - break; - case 6: - .@pallete = 5; - break; - case 7: - .@pallete = 6; - break; - case 8: - .@pallete = 7; - break; - case 9: - mes "[Otter Samssoon]"; - mes "No?"; - mes "Do you need more time? If you want to keep the same color, then select the same one."; - close2; - cutin "", 255; - end; + callsub(L_cutin, .@style); + mes("[Otter Samssoon]"); + mesf("Style (%d)?", .@style); + mes("It feels like this.. How is it?"); + next(); + if (select("Good.", "No.") == 1) { + if (!getlook(6)) { + mes("[Otter Samssoon]"); + mes("Right!"); + mes("Honey! What about dying hair as well?"); + mes("Dying hair also included in this service."); + next(); + switch(select("Passionate Red", "Sweet Yellow", "Fatal Purple", "Glamourous Orange", "Comfortable Green", "Clear Blue", "Transparent White", "Dark Black", "Stop.")) { + case 1: + .@pallete = 8; + break; + case 2: + .@pallete = 1; + break; + case 3: + .@pallete = 2; + break; + case 4: + .@pallete = 3; + break; + case 5: + .@pallete = 4; + break; + case 6: + .@pallete = 5; + break; + case 7: + .@pallete = 6; + break; + case 8: + .@pallete = 7; + break; + case 9: + mes("[Otter Samssoon]"); + mes("No?"); + mes("Do you need more time? If you want to keep the same color, then select the same one."); + close2(); + cutin("", 255); + end; } } nude; - mes "[Otter Samssoon]"; - mes "Relax, it is almost done~"; - next; - mes "[Otter Samssoon]"; - mes "- Sha sha shak shak shak -"; - mes "- Chikak, crack, crack.. -"; - mes "- Snap, snap, snap.. Crack -"; - next; - delitem Criatura_Hair_Coupon, 1; // Criatura_Hair_Coupon - cutin "", 255; - mes "[Otter Samssoon]"; - mes "Oh my! Oh my! Oh my!"; - mes "This hair style no.("+.@style+") suits to you looks good~"; - mes "What do you think?"; - setlook 1, .@style; - setlook 6, .@pallete; - next; - mes "[Otter Samssoon]"; - mes "I want to take care of your style.."; - mes "But I have no choice to select customers because I belong to here."; - next; - mes "[Otter Samssoon]"; - mes "For changing to new style, ^ff0000Alberta or Lighthalzen^000000."; - mes "For dying hair, ^ff0000Prontera or Lighthalzen^000000."; - close; + mes("[Otter Samssoon]"); + mes("Relax, it is almost done~"); + next(); + mes("[Otter Samssoon]"); + mes("- Sha sha shak shak shak -"); + mes("- Chikak, crack, crack.. -"); + mes("- Snap, snap, snap.. Crack -"); + next(); + delitem(Cryptura_Hair_Coupon, 1); + cutin("", 255); + mes("[Otter Samssoon]"); + mes("Oh my! Oh my! Oh my!"); + mesf("This hair style no.%d suits to you looks good~", .@style); + mes("What do you think?"); + setlook(1, .@style); + setlook(6, .@pallete); + next(); + mes("[Otter Samssoon]"); + mes("I want to take care of your style.."); + mes("But I have no choice to select customers because I belong to here."); + next(); + mes("[Otter Samssoon]"); + mes("For changing to new style, ^ff0000Alberta or Lighthalzen^000000."); + mes("For dying hair, ^ff0000Prontera or Lighthalzen^000000."); + close(); } - mes "[Otter Samssoon]"; - mes "Honey~ You don't like it?"; - mes "Ahem.. Do you want to read style book again?"; - mes "Take your time and tell me when you decide~ Okay?~"; - close; + mes("[Otter Samssoon]"); + mes("Honey~ You don't like it?"); + mes("Ahem.. Do you want to read style book again?"); + mes("Take your time and tell me when you decide~ Okay?~"); + close(); case 3: - mes "[Otter Samssoon]"; - mes "You can receive ^ff0000criatura hair coupon^000000 from ^ff0000academy receptionist for novice at academy front desk or eden group^000000"; - next; - mes "[Otter Samssoon]"; - mes "They don't give you for free.. Well.."; - mes "The equipment you had received when you arrived at academy?"; - mes "They change ^ff0000egg shell for novice^000000 to coupon?"; - next; - mes "[Otter Samssoon]"; - mes "This service has started since I came here. So.. No free service if you have no coupon~"; - close; + mes("[Otter Samssoon]"); + mes("You can receive ^ff0000criatura hair coupon^000000 from ^ff0000academy receptionist for novice at academy front desk or eden group^000000"); + next(); + mes("[Otter Samssoon]"); + mes("They don't give you for free.. Well.."); + mes("The equipment you had received when you arrived at academy?"); + mes("They change ^ff0000egg shell for novice^000000 to coupon?"); + next(); + mes("[Otter Samssoon]"); + mes("This service has started since I came here. So.. No free service if you have no coupon~"); + close(); case 4: - mes "[Otter Samssoon]"; - mes "Oh my!!? Honey, you are not going to change hair?"; - mes "You look nice now rough style."; - close; + mes("[Otter Samssoon]"); + mes("Oh my!!? Honey, you are not going to change hair?"); + mes("You look nice now rough style."); + close(); } L_cutin: - if(Sex) { - if(getarg(0) < 10) - cutin "hair_m_0"+getarg(0),4; + if (Sex == SEX_MALE) { + if (getarg(0) < 10) + cutin("hair_m_0"+getarg(0),4); else - cutin "hair_m_"+getarg(0),4; + cutin("hair_m_"+getarg(0),4); } else { - if(getarg(0) < 10) - cutin "hair_f_0"+getarg(0),4; + if (getarg(0) < 10) + cutin("hair_f_0"+getarg(0),4); else - cutin "hair_f_"+getarg(0),4; + cutin("hair_f_"+getarg(0),4); } return; } @@ -6077,22 +6256,22 @@ iz_ac01_d,69,36,3 duplicate(Otter Samssoon#ac) Otter Samssoon#ac_d 4W_SAILOR //- Lady - iz_ac01,138,69,3 script Lady#ac 1_F_ORIENT_02,{ - mes "[Lady]"; - mes "^3377FF Is the east window enlightened? Pecopeco is singing.^000000"; - next; - mes "[Lady]"; - mes "^3377FF Haven't the kids feeding Picky awaken yet?^000000"; - next; - mes "[Lady]"; - mes "^3377FF When are you going to Morocc over the dessert?^000000"; - next; - mes "[Lady]"; - mes "... Anonymous..."; - next; - mes "[Lady]"; - mes "You have a pretty name... Anonymous... I am attacted by your work."; - emotion e_lv; - close; + mes("[Lady]"); + mes("^3377FF Is the east window enlightened? Pecopeco is singing.^000000"); + next(); + mes("[Lady]"); + mes("^3377FF Haven't the kids feeding Picky awaken yet?^000000"); + next(); + mes("[Lady]"); + mes("^3377FF When are you going to Morocc over the dessert?^000000"); + next(); + mes("[Lady]"); + mes("... Anonymous..."); + next(); + mes("[Lady]"); + mes("You have a pretty name... Anonymous... I am attacted by your work."); + emotion(e_lv); + close(); } iz_ac01_a,138,69,3 duplicate(Lady#ac) Lady#ac_a 1_F_ORIENT_02 @@ -6102,9 +6281,9 @@ iz_ac01_d,138,69,3 duplicate(Lady#ac) Lady#ac_d 1_F_ORIENT_02 //- Eclaire - iz_ac01,149,46,3 script Eclaire#ac 4_F_KAFRA7,{ - mes "[Eclaire]"; - mes "Cooking is caring!"; - close; + mes("[Eclaire]"); + mes("Cooking is caring!"); + close(); } iz_ac01_a,149,46,3 duplicate(Eclaire#ac) Eclaire#ac_a 4_F_KAFRA7 @@ -6114,10 +6293,10 @@ iz_ac01_d,149,46,3 duplicate(Eclaire#ac) Eclaire#ac_d 4_F_KAFRA7 //- Mille Feuille - iz_ac01,150,50,3 script Mille Feuille#ac 4_F_KAFRA8,{ - emotion e_lv; - mes "[Mille Feuille]"; - mes "Ahh. Hey is Sir. Orleons doing well?"; - close; + emotion(e_lv); + mes("[Mille Feuille]"); + mes("Ahh. Hey is Sir. Orleons doing well?"); + close(); } iz_ac01_a,150,50,3 duplicate(Mille Feuille#ac) Mille Feuille#ac_a 4_F_KAFRA8 @@ -6127,17 +6306,17 @@ iz_ac01_d,150,50,3 duplicate(Mille Feuille#ac) Mille Feuille#ac_d 4_F_KAFRA8 //- Chef - iz_ac01,160,50,3 script Chef#ac 4_F_GODEMOM,{ - mes "[Chef]"; - mes "Are you the new Criatura trainee?"; - mes "Then go look for Dacquoise."; - next; - mes "[Chef]"; - mes "I also learned from Sir. Charles Orleans."; - mes "Everyone became happy from eating my meals."; - next; - mes "[Chef]"; - mes "Now it is my pleasure to feed the newbies of the Academy...."; - close; + mes("[Chef]"); + mes("Are you the new Criatura trainee?"); + mes("Then go look for Dacquoise."); + next(); + mes("[Chef]"); + mes("I also learned from Sir. Charles Orleans."); + mes("Everyone became happy from eating my meals."); + next(); + mes("[Chef]"); + mes("Now it is my pleasure to feed the newbies of the Academy...."); + close(); } iz_ac01_a,160,50,3 duplicate(Chef#ac) Chef#ac_a 4_F_GODEMOM @@ -6147,23 +6326,23 @@ iz_ac01_d,160,50,3 duplicate(Chef#ac) Chef#ac_d 4_F_GODEMOM //- Hungry Trainee - iz_ac01,159,32,3 script Hungry Trainee#ac 4_M_SIT_NOVICE,{ - mes "[Hungry Trainee]"; - mes "Wonder when my order will get taken... it's already been an hour..."; - mes "Look at the helpers lingering on the side..."; - next; - emotion e_an, 0, "Scholarship Trainee#"+strnpcinfo(2); - mes "[Scholarship Trainee]"; - mes "Ugh... this guy..."; - mes "I already told you eight hundred times! It's buffet style! Ah!"; - next; - mes "[Hungry Trainee]"; - mes "Buffet? What's that? Can you eat it?"; - mes "You look down on me because I'm from the country, don't you?"; - next; - emotion e_ag; - mes "[Hungry Trainee]"; - mes "Don't tell me it's not difficult to understand! Explain it to me!"; - close; + mes("[Hungry Trainee]"); + mes("Wonder when my order will get taken... it's already been an hour..."); + mes("Look at the helpers lingering on the side..."); + next(); + emotion(e_an, 0, "Scholarship Trainee#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Scholarship Trainee]"); + mes("Ugh... this guy..."); + mes("I already told you eight hundred times! It's buffet style! Ah!"); + next(); + mes("[Hungry Trainee]"); + mes("Buffet? What's that? Can you eat it?"); + mes("You look down on me because I'm from the country, don't you?"); + next(); + emotion(e_ag); + mes("[Hungry Trainee]"); + mes("Don't tell me it's not difficult to understand! Explain it to me!"); + close(); } iz_ac01_a,159,32,3 duplicate(Hungry Trainee#ac) Hungry Trainee#ac_a 4_M_SIT_NOVICE @@ -6173,9 +6352,9 @@ iz_ac01_d,159,32,3 duplicate(Hungry Trainee#ac) Hungry Trainee#ac_d 4_M_SIT_NOVI //- Scholarship Trainee - iz_ac01,164,36,3 script Scholarship Trainee#ac 1_F_PUBGIRL,{ - mes "[Scholarship Trainee]"; - mes "I've worked at many different places, but this place is the strangest."; - close; + mes("[Scholarship Trainee]"); + mes("I've worked at many different places, but this place is the strangest."); + close(); } iz_ac01_a,164,36,3 duplicate(Scholarship Trainee#ac) Scholarship Trainee#ac_a 1_F_PUBGIRL @@ -6185,17 +6364,17 @@ iz_ac01_d,164,36,3 duplicate(Scholarship Trainee#ac) Scholarship Trainee#ac_d 1_ //- Broke Trainee - iz_ac01,133,34,5 script Broke Trainee#ac 4_M_SITDOWN,{ - mes "[Broke Trainee]"; - mes "Since the prices have risen I try to get my belly full at every chance I get."; - next; - mes "[Broke Trainee]"; - mes "It's been 21 hours since I've been here."; - mes "It's a buffet so you can eat without time limit."; - next; - mes "[Broke Trainee]"; - mes "Eat and digest, eat and digest, heh."; - mes "Do you want to join?"; - close; + mes("[Broke Trainee]"); + mes("Since the prices have risen I try to get my belly full at every chance I get."); + next(); + mes("[Broke Trainee]"); + mes("It's been 21 hours since I've been here."); + mes("It's a buffet so you can eat without time limit."); + next(); + mes("[Broke Trainee]"); + mes("Eat and digest, eat and digest, heh."); + mes("Do you want to join?"); + close(); } iz_ac01_a,133,34,5 duplicate(Broke Trainee#ac) Broke Trainee#ac_a 4_M_SITDOWN @@ -6206,35 +6385,35 @@ iz_ac01_d,133,34,5 duplicate(Broke Trainee#ac) Broke Trainee#ac_d 4_M_SITDOWN //- Noisy Trainee - iz_ac02,152,79,3 script Noisy Trainee#ac 4_M_HUBOY,{ if (Class == Job_Novice) { - mes "[Noisy Trainee]"; - mes "Hey, do you know about the gunslinger's own weapon?"; - next; - if(select("Don't know", "Know") == 2) { - mes "[Noisy Trainee]"; - mes "Cha, yeah right!"; - close; - } - mes "[Noisy Trainee]"; - mes "I guessed you were."; - next; - mes "[Noisy Trainee]"; - mes "Gunslinger handles 5 kinds of guns and each gun has its own character."; - next; + mes("[Noisy Trainee]"); + mes("Hey, do you know about the gunslinger's own weapon?"); + next(); + if (select("Don't know", "Know") == 2) { + mes("[Noisy Trainee]"); + mes("Cha, yeah right!"); + close(); + } + mes("[Noisy Trainee]"); + mes("I guessed you were."); + next(); + mes("[Noisy Trainee]"); + mes("Gunslinger handles 5 kinds of guns and each gun has its own character."); + next(); select("What character?"); - mes "[Noisy Trainee]"; - mes "Hahahaha~ I am also taking the lesson, but I don't know the details as I haven't become a gunslinger."; - next; - mes "[Noisy Trainee]"; - mes "I heard that as it was a dangerous weapon they don't let us use them yet!"; - close; + mes("[Noisy Trainee]"); + mes("Hahahaha~ I am also taking the lesson, but I don't know the details as I haven't become a gunslinger."); + next(); + mes("[Noisy Trainee]"); + mes("I heard that as it was a dangerous weapon they don't let us use them yet!"); + close(); } else if (Class == Job_Gunslinger) { - mes "[Noisy Trainee]"; - mes "Oh Mr. gunslinger!! Nice."; - close; + mes("[Noisy Trainee]"); + mes("Oh Mr. gunslinger!! Nice."); + close(); } else { - mes "[Noisy Trainee]"; - mes "What? Why did you take the other job rather than being a nice gunslinger?"; - close; + mes("[Noisy Trainee]"); + mes("What? Why did you take the other job rather than being a nice gunslinger?"); + close(); } } @@ -6246,35 +6425,35 @@ iz_ac02_d,152,79,3 duplicate(Noisy Trainee#ac) Noisy Trainee#ac_d 4_M_HUBOY //- Quiet Trainee - iz_ac02,143,77,3 script Quite Trainee#ac 4_F_KID2,{ if (Class == Job_Novice) { - mes "[Quiet Trainee]"; + mes("[Quiet Trainee]"); switch(rand(1, 5)) { case 1: - mes "Are you coming to take the lesson for gunslinger?"; + mes("Are you coming to take the lesson for gunslinger?"); break; case 2: - mes "Ms. Lusa really looks pretty."; + mes("Ms. Lusa really looks pretty."); break; case 3: - mes "I wish to be a gunslinger, like her."; + mes("I wish to be a gunslinger, like her."); break; case 4: - mes "I hope I finish my lessons soon!"; + mes("I hope I finish my lessons soon!"); break; case 5: - mes "Learning is too difficult..."; + mes("Learning is too difficult..."); break; } - close; + close(); } else if (Class == Job_Gunslinger) { - mes "[Quiet Trainee]"; - mes "You are a gunslinger? You look great! I want to become a gunslinger......"; - close; + mes("[Quiet Trainee]"); + mes("You are a gunslinger? You look great! I want to become a gunslinger......"); + close(); } else { - mes "[Quiet Trainee]"; - mes "Desperado is the bullet... Blable... Ranged attack... Physics...."; - next; - mes "You can't hear her clearly because of her small voice."; - close; + mes("[Quiet Trainee]"); + mes("Desperado is the bullet... Blable... Ranged attack... Physics...."); + next(); + mes("You can't hear her clearly because of her small voice."); + close(); } } @@ -6285,9 +6464,9 @@ iz_ac02_d,143,77,3 duplicate(Quite Trainee#ac) Quite Trainee#ac_d 4_F_KID2 //- Frightened Trainee - iz_ac02,159,79,7 script Frightened Trainee#ac 4_F_HUGIRL,{ - mes "[Frightened Trainee]"; - mes "That man looks too scary."; - close; + mes("[Frightened Trainee]"); + mes("That man looks too scary."); + close(); } iz_ac02_a,159,79,7 duplicate(Frightened Trainee#ac) Frightened Trainee#ac_a 4_F_HUGIRL @@ -6298,111 +6477,111 @@ iz_ac02_d,159,79,7 duplicate(Frightened Trainee#ac) Frightened Trainee#ac_d 4_F_ //- Ragie - // - Teaches the player about Transcendent and Third classes. iz_ac02,149,43,3 script Ragie#ac 1_M_BARD,{ - mes "[Ragie]"; - mes "A sudden poetic inspiration hit me!"; - next; - mes "[Ragie]"; - mes "^3377FFIn the night of the Byalan Island under the moonlight, sitting alone in Izlude^000000"; - next; - mes "[Ragie]"; - mes "^3377FFWearing Tzurugie on my belly, in the deep anxiety,^000000"; - next; - mes "[Ragie]"; - mes "^3377FFHearing I made a fortune from somewhere, killing me softly.^000000"; - next; - mes "[Ragie]"; - mes "........"; - next; - mes "[Ragie]"; - mes "How about it? It is excellent, isn't it?"; - next; - mes "[Ragie]"; - mes "I will ^FF0000transcend ^000000 and ^FF00003rd job change^000000. Become a nice Minstrel, I can play with a famous Wanderer like Mr. Igoo."; - next; - while (1) { + mes("[Ragie]"); + mes("A sudden poetic inspiration hit me!"); + next(); + mes("[Ragie]"); + mes("^3377FFIn the night of the Byalan Island under the moonlight, sitting alone in Izlude^000000"); + next(); + mes("[Ragie]"); + mes("^3377FFWearing Tzurugie on my belly, in the deep anxiety,^000000"); + next(); + mes("[Ragie]"); + mes("^3377FFHearing I made a fortune from somewhere, killing me softly.^000000"); + next(); + mes("[Ragie]"); + mes("........"); + next(); + mes("[Ragie]"); + mes("How about it? It is excellent, isn't it?"); + next(); + mes("[Ragie]"); + mes("I will ^FF0000transcend ^000000 and ^FF00003rd job change^000000. Become a nice Minstrel, I can play with a famous Wanderer like Mr. Igoo."); + next(); + while (true) { switch(select("What is transcending?", "What is the 3rd job change?", "Who is Igoo?", "End Conversation")) { case 1: if (ADVJOB != 0) { - mes "[Ragie]"; - mes "You seem to already know what it is!"; - next; + mes("[Ragie]"); + mes("You seem to already know what it is!"); + next(); } else { - mes "[Ragie]"; - mes "Transcending is great. Very great."; - next; - mes "[Ragie]"; - mes "Basically the 2nd job adventurer gains the base level 99 and job level 50, on then can that person transcend."; - next; - mes "[Ragie]"; - mes "Once you transcend, you can go back to the base level Novice."; - next; - mes "[Ragie]"; - mes "It is very hard to start your adventure again. However, there is a merit to the hardship."; - next; - mes "[Ragie]"; - mes "The most important merit is to learn new skills at a new upgraded level. In my case, I could transfer to not an ordinary Bard but a Minstrel."; - next; - mes "[Ragie]"; - mes "Indeed, be careful as you can only follow the way of the job you chose before transcending."; - next; - mes "[Ragie]"; - mes "If you are interested in transcending, recommend you visit the Sage castle in ^FF0000Juno^000000. I may be far behind for it."; - next; + mes("[Ragie]"); + mes("Transcending is great. Very great."); + next(); + mes("[Ragie]"); + mes("Basically the 2nd job adventurer gains the base level 99 and job level 50, on then can that person transcend."); + next(); + mes("[Ragie]"); + mes("Once you transcend, you can go back to the base level Novice."); + next(); + mes("[Ragie]"); + mes("It is very hard to start your adventure again. However, there is a merit to the hardship."); + next(); + mes("[Ragie]"); + mes("The most important merit is to learn new skills at a new upgraded level. In my case, I could transfer to not an ordinary Bard but a Minstrel."); + next(); + mes("[Ragie]"); + mes("Indeed, be careful as you can only follow the way of the job you chose before transcending."); + next(); + mes("[Ragie]"); + mes("If you are interested in transcending, recommend you visit the Sage castle in ^FF0000Juno^000000. I may be far behind for it."); + next(); } break; case 2: if (BaseLevel > 99) { - mes "[Ragie]"; - mes "Oh, you know very well, don't you?"; - next; + mes("[Ragie]"); + mes("Oh, you know very well, don't you?"); + next(); } else { - mes "[Ragie]"; - mes "The 3rd job change is obviously a new job."; - next; - mes "[Ragie]"; - mes "Adventurers with the 2nd job or can be transferred to the 3rd job class once gaining the base level 99 and the job level more than 50."; - next; - mes "[Ragie]"; - mes "For example, a Bard like me was an Archer in the beginning. Now I became a Bard. As I am diligently adventuring, I may be able to change jobs to a third job."; - next; - mes "[Ragie]"; - mes "Ah, of course, though I don't make transfer, I could be Minstrel as my final target. However, I won't compromise with the reality. Someday I will be the best Minstrel."; - next; - mes "[Ragie]"; - mes "So, if you transfer, you could first be Novice and be a Bard. But someday I could be Minstrel, couldn't I?"; - next; - mes "[Ragie]"; - mes "Choice is always on you. Be ambitious, adventurer. Someday I will sing an encouraging song for you."; - next; + mes("[Ragie]"); + mes("The 3rd job change is obviously a new job."); + next(); + mes("[Ragie]"); + mes("Adventurers with the 2nd job or can be transferred to the 3rd job class once gaining the base level 99 and the job level more than 50."); + next(); + mes("[Ragie]"); + mes("For example, a Bard like me was an Archer in the beginning. Now I became a Bard. As I am diligently adventuring, I may be able to change jobs to a third job."); + next(); + mes("[Ragie]"); + mes("Ah, of course, though I don't make transfer, I could be Minstrel as my final target. However, I won't compromise with the reality. Someday I will be the best Minstrel."); + next(); + mes("[Ragie]"); + mes("So, if you transfer, you could first be Novice and be a Bard. But someday I could be Minstrel, couldn't I?"); + next(); + mes("[Ragie]"); + mes("Choice is always on you. Be ambitious, adventurer. Someday I will sing an encouraging song for you."); + next(); } break; case 3: - mes "[Ragie]"; - mes "No! You don't know the most beautiful girl Wanderer Igoo in this era?"; - next; - mes "[Ragie]"; - mes "Haven't you heard about [Volume 1 - Lost Poring] or [Volume 2 : Poring my love]?"; - next; - mes "[Ragie]"; - mes "Then, have you never heard the songs like [It's a Good day for an OCA] or [Baphomet I hardly knew you]"; - next; - mes "[Ragie]"; - mes "A beautiful Wanderer from Comodo at the age of 20. Not only Midgard but also wherever her wandering troupe goes, a fan club follows."; - next; - mes "[Ragie]"; - mes "I am ^FF0000Ragie^000000 in charge with the Rune Midgard branch head of Igoo's informal fan club! As Igoo has gone to the 2nd world, I am taking a rest for a while. But she will be back soon."; - next; - mes "[Ragie]"; - mes "As I am still a low level of adventurer, I haven't followed her to the 2nd world... See! I will make great efforts and follow her everywhere."; - next; - mes "[Ragie]"; - mes "Ahaa. No sweat no sweat. It is useless to tell such a story to those ignorant."; - next; + mes("[Ragie]"); + mes("No! You don't know the most beautiful girl Wanderer Igoo in this era?"); + next(); + mes("[Ragie]"); + mes("Haven't you heard about [Volume 1 - Lost Poring] or [Volume 2 : Poring my love]?"); + next(); + mes("[Ragie]"); + mes("Then, have you never heard the songs like [It's a Good day for an OCA] or [Baphomet I hardly knew you]"); + next(); + mes("[Ragie]"); + mes("A beautiful Wanderer from Comodo at the age of 20. Not only Midgard but also wherever her wandering troupe goes, a fan club follows."); + next(); + mes("[Ragie]"); + mes("I am ^FF0000Ragie^000000 in charge with the Rune Midgard branch head of Igoo's informal fan club! As Igoo has gone to the 2nd world, I am taking a rest for a while. But she will be back soon."); + next(); + mes("[Ragie]"); + mes("As I am still a low level of adventurer, I haven't followed her to the 2nd world... See! I will make great efforts and follow her everywhere."); + next(); + mes("[Ragie]"); + mes("Ahaa. No sweat no sweat. It is useless to tell such a story to those ignorant."); + next(); break; case 4: - mes "[Ragie]"; - mes "Ah! I happened to come up with another great poetic inspiration.. Take a memo.. Memo.."; - close; + mes("[Ragie]"); + mes("Ah! I happened to come up with another great poetic inspiration.. Take a memo.. Memo.."); + close(); } } } @@ -6414,13 +6593,13 @@ iz_ac02_d,149,43,3 duplicate(Ragie#ac) Ragie#ac_d 1_M_BARD //- Lady Harvesting Herbs - pay_fild08,153,83,1 script Lady Harvesting Herbs#2 1_F_ORIENT_02,{ - mes "[Lady]"; - mes "There is a town called Payon to the east. Taking a long way to the south, you can even reach Alberta."; - next; - mes "[Lady]"; - mes "Payon is the wonderful city. There you can be transferred to an Archer or to a Taekwon. And a nice Dungeon there. If you have time, please make a visit."; - emotion e_heh; - close; + mes("[Lady]"); + mes("There is a town called Payon to the east. Taking a long way to the south, you can even reach Alberta."); + next(); + mes("[Lady]"); + mes("Payon is the wonderful city. There you can be transferred to an Archer or to a Taekwon. And a nice Dungeon there. If you have time, please make a visit."); + emotion(e_heh); + close(); } //- Signs - @@ -6530,85 +6709,85 @@ iz_ac02_d,107,180,3 duplicate(ac_board) [Principal's Office]#ad 2_BULLETIN_BOARD //- Cream Puff - // - Gives the player a personality test to determine the class they should be. iz_ac02,143,55,3 script Cream Puff#ac 4_M_KID1,{ - cutin "choucream_n.bmp", 2; + cutin("choucream_n", 2); if (Class == Job_Novice) { - emotion e_what; - mes "[Cream Puff]"; - mes "You are a novice? right?"; - next; + emotion(e_what); + mes("[Cream Puff]"); + mes("You are a novice? right?"); + next(); } else { - emotion e_sigh; - mes "[Cream Puff]"; - mes "Class aptitude test is nonsense for those who already have a job."; - close2; - cutin "", 255; + emotion(e_sigh); + mes("[Cream Puff]"); + mes("Class aptitude test is nonsense for those who already have a job."); + close2(); + cutin("", 255); end; } - mes "[Cream Puff]"; - mes "You haven't decided your job yet?"; - next; - if(select("No... how did you know?", "I decided.") == 2) { - cutin "choucream_d.bmp",2; - emotion e_sigh; - mes "[Cream Puff]"; - mes "Have you already decided? Ok then."; - next; - mes "[Cream Puff]"; - mes "I wanted you to take the Class aptitude test for fun..."; - close2; - cutin "", 255; + mes("[Cream Puff]"); + mes("You haven't decided your job yet?"); + next(); + if (select("No... how did you know?", "I decided.") == 2) { + cutin("choucream_d",2); + emotion(e_sigh); + mes("[Cream Puff]"); + mes("Have you already decided? Ok then."); + next(); + mes("[Cream Puff]"); + mes("I wanted you to take the Class aptitude test for fun..."); + close2(); + cutin("", 255); end; } - cutin "choucream_e.bmp",2; - emotion e_flash; - mes "[Cream Puff]"; - mes "Oh, that is good."; - mes "What is the ^0000FFClass aptitude test^000000."; - mes "I have one book left. Do you want to try? I won't say it will be help for sure but it will be fun."; - next; - while(1) { + cutin("choucream_e",2); + emotion(e_flash); + mes("[Cream Puff]"); + mes("Oh, that is good."); + mes("What is the ^0000FFClass aptitude test^000000."); + mes("I have one book left. Do you want to try? I won't say it will be help for sure but it will be fun."); + next(); + while(true) { switch(select("Class aptitude test?", "Take the Class aptitude test.", "stop.")) { case 1: - cutin "choucream_n.bmp",2; - mes "[Cream Puff]"; - mes "The Class aptitude test is a test for recommending jobs by reviewing your personality and capability with the answers."; - next; - mes "[Cream Puff]"; - mes "It has 3 types of test and each one give 30 minutes to finish."; - next; - emotion e_what; - mes "[Cream Puff]"; - mes "If you have free time and have not decided your job... how about taking this test?"; - next; + cutin("choucream_n",2); + mes("[Cream Puff]"); + mes("The Class aptitude test is a test for recommending jobs by reviewing your personality and capability with the answers."); + next(); + mes("[Cream Puff]"); + mes("It has 3 types of test and each one give 30 minutes to finish."); + next(); + emotion(e_what); + mes("[Cream Puff]"); + mes("If you have free time and have not decided your job... how about taking this test?"); + next(); continue; case 2: break; case 3: - cutin "choucream_d.bmp",2; - emotion e_pif; - mes "[Cream Puff]"; - mes "All right. Good bye."; - close2; - cutin "", 255; + cutin("choucream_d",2); + emotion(e_pif); + mes("[Cream Puff]"); + mes("All right. Good bye."); + close2(); + cutin("", 255); end; } break; } - cutin "choucream_e.bmp",2; - mes "[Cream Puff]"; - mes "Shall we start?"; - next; - mes "[Cream Puff]"; - mes "The first type of question is about taking an action for a given situation."; - next; - mes "In the middle of the dark, you're walking on the street of Prontera when suddenly you hear someone scream."; - next; - mes "'Aaaahh!! Don't hurt me ~'"; - next; - mes "You run to the place and see someone surrounded by punks. Because of your sudden appearace, the punks are surprised."; - next; - mes "What would be your reaction to this situation?"; - next; + cutin("choucream_e",2); + mes("[Cream Puff]"); + mes("Shall we start?"); + next(); + mes("[Cream Puff]"); + mes("The first type of question is about taking an action for a given situation."); + next(); + mes("In the middle of the dark, you're walking on the street of Prontera when suddenly you hear someone scream."); + next(); + mes("'Aaaahh!! Don't hurt me ~'"); + next(); + mes("You run to the place and see someone surrounded by punks. Because of your sudden appearace, the punks are surprised."); + next(); + mes("What would be your reaction to this situation?"); + next(); switch(select("Fight against the punks", "Cast Magic.", "Call for Guards.", "Throw rocks at them.")) { case 1: .@question_01$ = "You subdue them easily."; @@ -6630,24 +6809,24 @@ iz_ac02,143,55,3 script Cream Puff#ac 4_M_KID1,{ .@gunslinger_p = .@gunslinger_p + 1; break; } - mes ""+.@question_01$+""; - next; - mes "After clear up the mess, you approach the person who was being attacked."; - mes "Do you think the person who was surrounded by punks is a man or a woman?"; - next; - if(select("Man", "Woman") == 1) { + mes(""+.@question_01$+""); + next(); + mes("After clear up the mess, you approach the person who was being attacked."); + mes("Do you think the person who was surrounded by punks is a man or a woman?"); + next(); + if (select("Man", "Woman") == 1) { .@question_02_01$ = "he"; .@question_02_02$ = "son"; } else { .@question_02_01$ = "she"; .@question_02_02$ = "daughter"; } - mes "The situation of encountering the gangs were like this"; - next; - mes "You find out that "+.@question_02_01$+" is the "+.@question_02_02$+" of very rich family in Alberta and Punks attacked while "+.@question_02_01$+" was on an errand for the family"; - next; - mes "What kind of errand was he doing?"; - next; + mes("The situation of encountering the gangs were like this"); + next(); + mes("You find out that "+.@question_02_01$+" is the "+.@question_02_02$+" of very rich family in Alberta and Punks attacked while "+.@question_02_01$+" was on an errand for the family"); + next(); + mes("What kind of errand was he doing?"); + next(); switch(select("Delivering an important object", "Deliver a small souvenir", "Deliver a message")) { case 1: .@swordman_p = .@swordman_p + 1; @@ -6662,9 +6841,9 @@ iz_ac02,143,55,3 script Cream Puff#ac 4_M_KID1,{ .@acolyte_p = .@acolyte_p + 1; break; } - mes "For your bravery, "+.@question_02_01+" becomes your friend and decides to go on a trip."; - mes "Where is "+.@question_02_01+" going?"; - next; + mes("For your bravery, "+.@question_02_01+" becomes(your friend and decides to go on a trip."); + mes("Where is "+.@question_02_01+" going?"); + next(); switch(select("Capital city, Prontera", "Mountain city, Payon", "Port city, Alberta", "Magic city, Geffen", "Satelite city, Izlude", "Desert city, Morocc", "Industrial city, Einbroch", "World of natural life, Amatsu", "Garden city, Hugel")) { case 1: .@acolyte_p = .@acolyte_p + 1; @@ -6694,9 +6873,9 @@ iz_ac02,143,55,3 script Cream Puff#ac 4_M_KID1,{ .@archer_p = .@archer_p + 1; break; } - mes "You're having a great time. Do you feel like something will be happening or not?"; - next; - if(select("Happening:Not happening.") == 1) { + mes("You're having a great time. Do you feel like something will be happening or not?"); + next(); + if (select("Happening", "Not happening.") == 1) { .@thief_p = .@thief_p + 1; .@swordman_p = .@swordman_p + 1; .@ninja_p = .@ninja_p + 1; @@ -6708,12 +6887,12 @@ iz_ac02,143,55,3 script Cream Puff#ac 4_M_KID1,{ .@merchant_p = .@merchant_p + 1; .@gunslinger_p = .@gunslinger_p + 1; } - mes "[Cream Puff]"; - mes "Now for the second test. Choose the best answer in your own opinion."; - next; - mes "[Cream Puff]"; - mes "2nd type of question is to select a word or sentence which is closest to yourself."; - next; + mes("[Cream Puff]"); + mes("Now for the second test. Choose the best answer in your own opinion."); + next(); + mes("[Cream Puff]"); + mes("2nd type of question is to select a word or sentence which is closest to yourself."); + next(); switch(select("Study", "Exercise", "Service", "Violence")) { case 1: .@magician_p = .@magician_p + 1; @@ -6731,7 +6910,7 @@ iz_ac02,143,55,3 script Cream Puff#ac 4_M_KID1,{ .@ninja_p = .@ninja_p + 1; break; } - if(select("Change", "Preservation") == 1) { + if (select("Change", "Preservation") == 1) { .@magician_p = .@magician_p + 1; } else { .@acolyte_p = .@acolyte_p + 1; @@ -6751,132 +6930,132 @@ iz_ac02,143,55,3 script Cream Puff#ac 4_M_KID1,{ .@magician_p = .@magician_p + 1; break; } - if(select("Speedy", "Cautious") == 1) { + if (select("Speedy", "Cautious") == 1) { .@thief_p = .@thief_p + 1; .@ninja_p = .@ninja_p + 1; } else { .@archer_p = .@archer_p + 1; .@gunslinger_p = .@gunslinger_p + 1; } - if(select("Theory", "Experience") == 1) { + if (select("Theory", "Experience") == 1) { .@magician_p = .@magician_p + 1; } else { .@swordman_p = .@swordman_p + 1; .@taekwon_p = .@taekwon_p + 1; } - mes "[Cream Puff]"; - mes "2nd type of question is done. It was simple. Right ? Let's move to next."; - next; - mes "[Cream Puff]"; - mes "Now for the third test. Please choose (Yes) or (No) to each question."; - next; - mes "Do you always pick up money that you find on the ground?"; - next; - if(select("Yes", "No") == 1) { + mes("[Cream Puff]"); + mes("2nd type of question is done. It was simple. Right ? Let's move to next."); + next(); + mes("[Cream Puff]"); + mes("Now for the third test. Please choose (Yes) or (No) to each question."); + next(); + mes("Do you always pick up money that you find on the ground?"); + next(); + if (select("Yes", "No") == 1) { .@merchant_p = .@merchant_p + 1; .@ninja_p = .@ninja_p + 1; } else { .@acolyte_p = .@acolyte_p + 1; } - mes "If you had the same name as someone of the opposite sex, would that make you less attracted to them?"; - next; - if(select("Yes", "No") == 1) { + mes("If you had the same name as someone of the opposite sex, would that make you less attracted to them?"); + next(); + if (select("Yes", "No") == 1) { .@ninja_p = .@ninja_p + 1; .@archer_p = .@archer_p + 1; } else { .@acolyte_p = .@acolyte_p + 1; .@gunslinger_p = .@gunslinger_p + 1; } - mes "Do you like to be able to carry a lot of items at once?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you like to be able to carry a lot of items at once?"); + next(); + if (select("Yes", "No") == 1) { .@swordman_p = .@swordman_p + 1; .@merchant_p = .@merchant_p + 1; } else { .@magician_p = .@magician_p + 1; .@taekwon_p = .@taekwon_p + 1; } - mes "Do you like to read books?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you like to read books?"); + next(); + if (select("Yes", "No") == 1) { .@taekwon_p = .@taekwon_p + 1; .@gunslinger_p = .@gunslinger_p + 1; }else { .@ninja_p = ninja_p + 1; .@merchant_p = .@merchant_p + 1; } - mes "You read everything in a magazine?"; - next; - if(select("Yes", "No") == 1) { + mes("You read everything in a magazine?"); + next(); + if (select("Yes", "No") == 1) { .@magician_p = .@magician_p + 1; } else { .@archer_p = archer_p + 1; .@gunslinger_p = .@gunslinger_p + 1; } - mes "Do you take the time to worry about what you are wearing?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you take the time to worry about what you are wearing?"); + next(); + if (select("Yes", "No") == 1) { .@merchant_p = .@merchant_p + 1; .@ninja_p = .@ninja_p + 1; } else { .@swordman_p = .@swordman_p + 1; .@thief_p = .@thief_p + 1; } - mes "Do you tell others what kind of fancy foods you've eaten recently?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you tell others what kind of fancy foods you've eaten recently?"); + next(); + if (select("Yes", "No") == 1) { .@thief_p = .@thief_p + 1; .@swordman_p = .@swordman_p + 1; } else { .@acolyte_p = .@acolyte_p + 1; .@taekwon_p = .@taekwon_p + 1; } - mes "Do you write things down in a notebook often?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you write things down in a notebook often?"); + next(); + if (select("Yes", "No") == 1) { .@magician_p = .@magician_p + 1; .@merchant_p = .@merchant_p + 1; } else { .@thief_p = .@thief_p + 1; .@archer_p = .@archer_p + 1; } - mes "Do you consider yourself attractive?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you consider yourself attractive?"); + next(); + if (select("Yes", "No") == 1) { .@ninja_p = .@ninja_p + 1; .@gunslinger_p = .@gunslinger_p + 1; } else { .@acolyte_p = .@acolyte_p + 1; .@swordman_p = .@swordman_p + 1; } - mes "Do you like to be in areas where a lot of people gather?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you like to be in areas where a lot of people gather?"); + next(); + if (select("Yes", "No") == 1) { .@acolyte_p = .@acolyte_p + 1; .@swordman_p = .@swordman_p + 1; } else { .@archer_p = .@archer_p + 1; .@ninja_p = .@ninja_p + 1; } - mes "Do you like the idea of living a single life?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you like the idea of living a single life?"); + next(); + if (select("Yes", "No") == 1) { .@thief_p = .@thief_p + 1; .@ninja_p = .@ninja_p + 1; } else { .@acolyte_p = .@acolyte_p + 1; } - mes "Do you like to keep your distance from others?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you like to keep your distance from others?"); + next(); + if (select("Yes", "No") == 1) { .@gunslinger_p = .@gunslinger_p + 1; .@archer_p = .@archer_p + 1; } else { .@taekwon_p = .@taekwon_p + 1; } - mes "Do you think that having a good hiding space is important in battle?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you think that having a good hiding space is important in battle?"); + next(); + if (select("Yes", "No") == 1) { .@magician_p = .@magician_p + 1; .@gunslinger_p = .@gunslinger_p + 1; .@archer_p = .@archer_p + 1; @@ -6884,213 +7063,213 @@ iz_ac02,143,55,3 script Cream Puff#ac 4_M_KID1,{ .@taekwon_p = .@taekwon_p + 1; .@magician_p = .@magician_p + 1; } - mes "Would you defend your friend even if you knew they were wrong?"; - next; - if(select("Yes", "No") == 1) { + mes("Would you defend your friend even if you knew they were wrong?"); + next(); + if (select("Yes", "No") == 1) { .@swordman_p = .@swordman_p + 1; } else { .@thief_p = .@thief_p + 1; .@ninja_p = .@ninja_p + 1; } - mes "Would you try to convince an enemy not to fight you with logic?"; - next; - if(select("Yes", "No") == 1) { + mes("Would you try to convince an enemy not to fight you with logic?"); + next(); + if (select("Yes", "No") == 1) { .@archer_p = .@archer_p + 1; .@merchant_p = .@merchant_p + 1; } else { .@acolyte_p = .@acolyte_p + 1; .@archer_p = .@archer_p + 1; } - mes "Can you sit still in the same place for a long time?"; - next; - if(select("Yes", "No") == 1) { + mes("Can you sit still in the same place for a long time?"); + next(); + if (select("Yes", "No") == 1) { .@taekwon_p = .@taekwon_p + 1; .@thief_p = .@thief_p + 1; } else { .@archer_p = .@archer_p + 1; .@gunslinger_p = .@gunslinger_p + 1; } - mes "Do you think that you can take a punch straight to the gut from an Orc?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you think that you can take a punch straight to the gut from an Orc?"); + next(); + if (select("Yes", "No") == 1) { .@swordman_p = .@swordman_p + 1; .@merchant_p = .@merchant_p + 1; } else { .@magician_p = .@magician_p + 1; .@thief_p = .@thief_p + 1; } - mes "Do you make up nicknames for your friends?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you make up nicknames(for your friends?"); + next(); + if (select("Yes", "No") == 1) { .@gunslinger_p = .@gunslinger_p + 1; .@archer_p = .@archer_p + 1; } else { .@acolyte_p = .@acolyte_p + 1; .@gunslinger_p = .@gunslinger_p + 1; } - mes "Do you always have a plan B for various situations?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you always have a plan B for various situations?"); + next(); + if (select("Yes", "No") == 1) { .@thief_p = .@thief_p + 1; .@gunslinger_p = .@gunslinger_p + 1; } else { .@gunslinger_p = .@gunslinger_p + 1; .@merchant_p = .@merchant_p + 1; } - mes "I think about something else while talking to others."; - next; - if(select("Yes", "No") == 1) { + mes("I think about something else while talking to others."); + next(); + if (select("Yes", "No") == 1) { .@magician_p = .@agician_p + 1; } else { .@ninja_p = .@ninja_p + 1; .@archer_p = .@archer_p + 1; } - mes "[Cream Puff]"; - mes "Class aptitude test is finished with 1,2 and 3rd test. Please wait for a moment."; - next; - cutin "choucream_d.bmp",2; - mes "[Cream Puff]"; - mes "It requires to manually calculate as you know."; - next; + mes("[Cream Puff]"); + mes("Class aptitude test is finished with 1,2 and 3rd test. Please wait for a moment."); + next(); + cutin("choucream_d",2); + mes("[Cream Puff]"); + mes("It requires to manually calculate as you know."); + next(); setarray .@points[0],.@swordman_p,.@magician_p,.@archer_p,.@merchant_p,.@thief_p,.@acolyte_p,.@taekwon_p,.@gunslinger_p,.@ninja_p; .@max = .@points[0]; for(.@i = 1; .@i < 9; .@i = .@i+1) { - if(.@points[.@i] >= .@max) { + if (.@points[.@i] >= .@max) { .@max = .@points[.@i]; .@ele = .@i; } } set .@who_job, .@ele + 1; - mes "[Cream Puff]"; - mes "All right!!!! It's done!!!!!!!!"; - next; - cutin "choucream_e.bmp", 2; - mes "[Cream Puff]"; - mes "Finished calculating. Math is always difficult."; - next; - mes "[Cream Puff]"; - mes "According to the Class aptitude test!"; - next; - mes "[Cream Puff]"; + mes("[Cream Puff]"); + mes("All right!!!! It's done!!!!!!!!"); + next(); + cutin("choucream_e", 2); + mes("[Cream Puff]"); + mes("Finished calculating. Math is always difficult."); + next(); + mes("[Cream Puff]"); + mes("According to the Class aptitude test!"); + next(); + mes("[Cream Puff]"); if (.@who_job == 1) { .@job_name$ = "Swordman"; - mes "The one who wants to be a hero with stong belief and wants to influence on the world."; - next; - mes "[Cream Puff]"; - mes "The one who wants to protect the weak."; + mes("The one who wants to be a hero with stong belief and wants to influence on the world."); + next(); + mes("[Cream Puff]"); + mes("The one who wants to protect the weak."); } else if (.@who_job == 2) { .@job_name$ = "Mage"; - mes "The one who is curious about knowing everything and independently work alone."; - next; - mes "[Cream Puff]"; - mes "the one who has good judgement, not out-going, analyzing and insightful and likes to observe..."; + mes("The one who is curious about knowing everything and independently work alone."); + next(); + mes("[Cream Puff]"); + mes("the one who has good judgement, not out-going, analyzing and insightful and likes to observe..."); } else if (.@who_job == 3) { .@job_name$ = "Archer"; - mes "The one who is romantic and understands the feeling of others and tries to be understood by others as well."; - next; - mes "[Cream Puff]"; - mes "The one who wants to spend time finding out who they are."; + mes("The one who is romantic and understands the feeling of others and tries to be understood by others as well."); + next(); + mes("[Cream Puff]"); + mes("The one who wants to spend time finding out who they are."); } else if (.@who_job == 4) { .@job_name$ = "Merchant"; - mes "the one who is good at reading the mind of others and is decisive."; - next; - mes "[Cream Puff]"; - mes "the one who is strongly interested in achieving and target-driving and responsible."; + mes("the one who is good at reading the mind of others and is decisive."); + next(); + mes("[Cream Puff]"); + mes("the one who is strongly interested in achieving and target-driving and responsible."); } else if (.@who_job == 5) { .@job_name$ = "Thief"; - mes "The one who wants to have fun is optimistic who loves adventure."; - next; - mes "[Cream Puff]"; - mes "The one who wants to find out something exciting and wants to donate to the world in his own way."; + mes("The one who wants to have fun is optimistic who loves adventure."); + next(); + mes("[Cream Puff]"); + mes("The one who wants to find out something exciting and wants to donate to the world in his own way."); } else if (.@who_job == 6) { .@job_name$ = "Acolyte"; - mes "The one who has a great heart to help others and understand."; - next; - mes "[Cream Puff]"; - mes "The one who wants to be loved and wants to care for others."; + mes("The one who has a great heart to help others and understand."); + next(); + mes("[Cream Puff]"); + mes("The one who wants to be loved and wants to care for others."); } else if (.@who_job == 7) { .@job_name$ = "Taekwon boy/girl"; - mes "the one who has sound mind from right training."; - next; - mes "[Cream Puff]"; - mes "The one who tries hard everyday with certain belief and tries to make people understand."; + mes("the one who has sound mind from right training."); + next(); + mes("[Cream Puff]"); + mes("The one who tries hard everyday with certain belief and tries to make people understand."); } else if (.@who_job == 8) { .@job_name$ = "Gunslinger"; - mes "The one who is called as a justice giver but also gives chaos and fear."; - next; - mes "[Cream Puff]"; - mes "The one who tries to balance between justice and chaos."; + mes("The one who is called as a justice giver but also gives chaos and fear."); + next(); + mes("[Cream Puff]"); + mes("The one who tries to balance between justice and chaos."); } else if (.@who_job == 9) { .@job_name$ = "Ninja"; - mes "The one who does not want to get attention."; - next; - mes "[Cream Puff]"; - mes "and who is persistant without giving up until reaching the target."; + mes("The one who does not want to get attention."); + next(); + mes("[Cream Puff]"); + mes("and who is persistant without giving up until reaching the target."); } else { - mes "An error occurred."; - close2; - cutin "", 255; + mes("An error occurred."); + close2(); + cutin("", 255); end; } - next; - emotion e_no1; - mes "[Cream Puff]"; - mes "^8014EB"+.@job_name$+"^000000 is a good matching job for you."; - next; - cutin "choucream_n.bmp", 2; - mes "[Cream Puff]"; - mes "Hmm, it says."; - next; - mes "[Cream Puff]"; - mes "You do not have to choose the job from Class aptitude test. That is only just for fun."; - next; - emotion e_what; - mes "[Cream Puff]"; - mes "If you want, I will send it to the class that was recommended by the aptitude result."; - next; - if(select("Send me now.", "It's okay, I'm still deciding.") == 2) { - mes "[Cream Puff]"; - mes "Ok, you know what you want I guess."; - close2; - cutin "", 255; + next(); + emotion(e_no1); + mes("[Cream Puff]"); + mes("^8014EB"+.@job_name$+"^000000 is a good matching job for you."); + next(); + cutin("choucream_n", 2); + mes("[Cream Puff]"); + mes("Hmm, it says."); + next(); + mes("[Cream Puff]"); + mes("You do not have to choose the job from Class aptitude test. That is only just for fun."); + next(); + emotion(e_what); + mes("[Cream Puff]"); + mes("If you want, I will send it to the class that was recommended by the aptitude result."); + next(); + if (select("Send me now.", "It's okay, I'm still deciding.") == 2) { + mes("[Cream Puff]"); + mes("Ok, you know what you want I guess."); + close2(); + cutin("", 255); end; } - mes "[Cream Puff]"; - mes "Your recommended job is "+.@job_name$+". I will send you to where you can talk to that job professional."; - close2; + mes("[Cream Puff]"); + mes("Your recommended job is "+.@job_name$+". I will send you to where you can talk to that job professional."); + close2(); switch(.@who_job) { case 1: - warp "iz_ac02",84,49; + warp("iz_ac02",84,49); break; case 2: - warp "iz_ac02",123,109; + warp("iz_ac02",123,109); break; case 3: - warp "iz_ac02",84,109; + warp("iz_ac02",84,109); break; case 4: - warp "iz_ac02",84,169; + warp("iz_ac02",84,169); break; case 5: - warp "iz_ac02",84,139; + warp("iz_ac02",84,139); break; case 6: - warp "iz_ac02",122,169; + warp("iz_ac02",122,169); break; case 7: - warp "iz_ac02",84,79; + warp("iz_ac02",84,79); break; case 8: - warp "iz_ac02",123,79; + warp("iz_ac02",123,79); break; case 9: - warp "iz_ac02",123,139; + warp("iz_ac02",123,139); break; default: - warp "iz_ac02",123,49; + warp("iz_ac02",123,49); break; } - cutin "", 255; + cutin("", 255); end; } @@ -7105,17 +7284,17 @@ iz_ac02_d,143,55,3 duplicate(Cream Puff#ac) Cream Puff#ac_d 4_M_KID1 // - Teaches the player about Gunslinger class. iz_ac02,142,85,6 script Lusa#ac 4_F_GUNSLINGER,{ if (!checkweight(Axe, 1)) { - mes "- Quest can't be continued as your overloaded items. -"; - close; + mes("- Quest can't be continued as your overloaded items. -"); + close(); } - cutin "aca_gung_01.bmp", 2; + cutin("aca_gung_01", 2); if (Class == Job_Novice) { if (questprogress(4269) != 2) { - mes "[Lusa]"; - mes "Oh! I am sorry but in order to take the class, y'all have to register first. Ya come back here after registration at that there counter on the 1st floor, ya hear?"; - close2; - // ConsumeSpecialItem Inspector_Certificate_ - cutin "", 255; + mes("[Lusa]"); + mes("Oh! I am sorry but in order to take the class, y'all have to register first. Ya come back here after registration at that there counter on the 1st floor, ya hear?"); + close2(); + // ConsumespecialItem Inspector_Certificate_ + cutin("", 255); end; } .@has_manual = 0; @@ -7128,10 +7307,10 @@ iz_ac02,142,85,6 script Lusa#ac 4_F_GUNSLINGER,{ if (countitem(.@manuals[.@i])) .@has_manual = 1; } - emotion e_awsm; - mes "[Lusa]"; - mes "Gosh Darnit! You are cuter then a piglet! Are ya trying ta learn to be a ^ff0000Gunslinger^000000?"; - next; + emotion(e_awsm); + mes("[Lusa]"); + mes("Gosh Darnit! You are cuter then a piglet! Are ya trying ta learn to be a ^ff0000Gunslinger^000000?"); + next(); if (.@has_manual == 1) { .@menu$ = "What is a Gunslinger?:Can I try out the skills?:Becoming a Gunslinger?:How can I try out the skills?:Cancel"; } else { @@ -7139,298 +7318,298 @@ iz_ac02,142,85,6 script Lusa#ac 4_F_GUNSLINGER,{ } switch(select(.@menu$)) { case 1: - emotion e_lv; - mes "[Lusa]"; - mes "You're so cute! A ^ff0000Gunslinger^000000 who has true grit wield his weapons bringing justice in these wild times."; - next; - mes "[Lusa]"; - if (Sex == 1) - mes "Ya, know you remind me of my little brother, that varmint couldn't shoot the broadside of a barn.. at least not until I taught him."; + emotion(e_lv); + mes("[Lusa]"); + mes("You're so cute! A ^ff0000Gunslinger^000000 who has true grit wield his weapons bringing justice in these wild times."); + next(); + mes("[Lusa]"); + if (Sex == SEX_MALE) + mes("Ya, know you remind me of my little brother, that varmint couldn't shoot the broadside of a barn.. at least not until I taught him."); else - mes "Ya, know you remind me of my little sister, that scamp couldn't shoot the broadside of barn.. At least not until I taught her."; - next; - mes "[Lusa]"; - mes "Now y'all need to understand, guns aren't some little thing that you just swing at an animal, you don't wiggle those there fingers and shock them to death."; - next; - mes "[Lusa]"; - mes "No! You shoot things, which means ya need to aim straight. This takes alot of ^ff0000dexterity^000000 on the part of the gunslinger."; - next; - mes "[Lusa]"; - mes "Now before ya go running off shooting dem guns in the air, all high fallootin and dancing around. Ya need to understand that this isn't an easy job!"; - next; - mes "[Lusa]"; - mes "Bullets cost zeny so you need to be sure that everything you shoot is worth the price! We attack at range so that nasty cur with the pig sticker doesn't rustle your jimmies!"; - next; - mes "[Lusa]"; - mes "Y'all understand?"; - next; - while(1) { + mes("Ya, know you remind me of my little sister, that scamp couldn't shoot the broadside of barn.. At least not until I taught her."); + next(); + mes("[Lusa]"); + mes("Now y'all need to understand, guns aren't some little thing that you just swing at an animal, you don't wiggle those there fingers and shock them to death."); + next(); + mes("[Lusa]"); + mes("No! You shoot things, which means ya need to aim straight. This takes alot of ^ff0000dexterity^000000 on the part of the gunslinger."); + next(); + mes("[Lusa]"); + mes("Now before ya go running off shooting dem guns in the air, all high fallootin and dancing around. Ya need to understand that this isn't an easy job!"); + next(); + mes("[Lusa]"); + mes("Bullets cost zeny so you need to be sure that everything you shoot is worth the price! We attack at range so that nasty cur with the pig sticker doesn't rustle your jimmies!"); + next(); + mes("[Lusa]"); + mes("Y'all understand?"); + next(); + while(true) { switch(select("Ranged attack?", "Why is ammo expensive?", "Job Change Test?", "Yes~!!")) { case 1: - mes "[Lusa]"; - mes "Those low tech barbarians need both Strength and Dexterity in order to fight properly. This isn't true for gunslingers."; - next; - mes "[Lusa]"; - mes "Why our dexterity influences both attack power and accuracy! Remember, Talk slowly but think quickly!"; - next; + mes("[Lusa]"); + mes("Those low tech barbarians need both Strength and Dexterity in order to fight properly. This isn't true for gunslingers."); + next(); + mes("[Lusa]"); + mes("Why our dexterity influences both attack power and accuracy! Remember, Talk slowly but think quickly!"); + next(); break; case 2: - cutin "aca_gung_02.bmp", 2; - mes "[Lusa]"; - mes "Do y'all see lots of factories around here? Mines? Alchemical labs? All these things take zeny to run and thats how they fund it!"; - next; + cutin("aca_gung_02", 2); + mes("[Lusa]"); + mes("Do y'all see lots of factories around here? Mines? Alchemical labs? All these things take zeny to run and thats how they fund it!"); + next(); break; case 3: - mes "[Lusa]"; - mes "Some other jobs may think it is safe enough to hand any yonkle the strength to seriously hurt someone."; - next; - mes "[Lusa]"; - mes "But we have to see that you have grit! Remember, fast is good but accurate is better."; - next; + mes("[Lusa]"); + mes("Some other jobs may think it is safe enough to hand any yonkle the strength to seriously hurt someone."); + next(); + mes("[Lusa]"); + mes("But we have to see that you have grit! Remember, fast is good but accurate is better."); + next(); break; case 4: break; } - cutin "aca_gung_01.bmp", 2; + cutin("aca_gung_01", 2); break; } - mes "[Lusa]"; - mes "Y'all can come back now if you gets any more questions."; - close2; - //ConsumeSpecialItem Inspector_Certificate_ - cutin "", 255; + mes("[Lusa]"); + mes("Y'all can come back now if you gets any more questions."); + close2(); + //ConsumespecialItem Inspector_Certificate_ + cutin("", 255); end; case 2: - mes "[Lusa]"; - mes "They tell me Criatura Academy is for the novices not yet decided what job to take."; - next; - mes "[Lusa]"; - mes "They hired me, gun and all, to show you how to be a gunslinger!"; - next; - mes "[Lusa]"; - mes "Would you like me to show you how?"; - next; - if(select("Yes mam!", "No, thanks.") == 2) { - mes "[Lusa]"; - mes "Hrmm, you didn't look like you had the grit any how."; - close2; - //ConsumeSpecialItem Inspector_Certificate_ - cutin "", 255; + mes("[Lusa]"); + mes("They tell me Criatura Academy is for the novices not yet decided what job to take."); + next(); + mes("[Lusa]"); + mes("They hired me, gun and all, to show you how to be a gunslinger!"); + next(); + mes("[Lusa]"); + mes("Would you like me to show you how?"); + next(); + if (select("Yes mam!", "No, thanks.") == 2) { + mes("[Lusa]"); + mes("Hrmm, you didn't look like you had the grit any how."); + close2(); + //ConsumespecialItem Inspector_Certificate_ + cutin("", 255); end; } - mes "[Lusa]"; + mes("[Lusa]"); if (.@has_manual == 1) { - mes "Hey! What kind of con is this?! You already had a manual!"; + mes("Hey! What kind of con is this?! You already had a manual!"); } else { - getitem Gunslinger_Manual, 1; // Gunslinger_Manual - mes "Here take this manual, I ain't too good at that there book learnin' but I can answer your questions."; + getitem(Gunslinger_Manual, 1); // Gunslinger_Manual + mes("Here take this manual, I ain't too good at that there book learnin' but I can answer your questions."); } - next; - mes "[Lusa]"; - mes "If you need the battle training, visit <NAVI>[Subino]<INFO>iz_ac01,59,83</INFO></NAVI>."; - close2; - //ConsumeSpecialItem Inspector_Certificate_ - cutin "", 255; + next(); + mes("[Lusa]"); + mes("If you need the battle training, visit <NAVI>[Subino]<INFO>iz_ac01,59,83</INFO></NAVI>."); + close2(); + //ConsumespecialItem Inspector_Certificate_ + cutin("", 255); end; case 3: if (Upper == 2) { - emotion e_slur; - mes "[Lusa]"; - mes "Oh, sorry! Children cannot become Gunslingers!"; - next; - mes "[Lusa]"; - mes "Perhaps you should talk to your parents about other professions."; - close2; - // ConsumeSpecialItem Inspector_Certificate_ - cutin "", 255; + emotion(e_slur); + mes("[Lusa]"); + mes("Oh, sorry! Children cannot become Gunslingers!"); + next(); + mes("[Lusa]"); + mes("Perhaps you should talk to your parents about other professions."); + close2(); + // ConsumespecialItem Inspector_Certificate_ + cutin("", 255); end; } - mes "[Lusa]"; - mes "Are you going to learn to shoot as a gunslinger?"; - next; + mes("[Lusa]"); + mes("Are you going to learn to shoot as a gunslinger?"); + next(); if (JobLevel < 10) { - mes "[Lusa]"; - mes "Wooo doggy! You aren't ready for the big city yet!"; - next; - mes "[Lusa]"; - mes "Get to ^ff0000Job Level: ^0000ff10^000000 and come back here and I will help ya!"; - close2; - //ConsumeSpecialItem Inspector_Certificate_ - cutin "", 255; + mes("[Lusa]"); + mes("Wooo doggy! You aren't ready for the big city yet!"); + next(); + mes("[Lusa]"); + mes("Get to ^ff0000Job Level: ^0000ff10^000000 and come back here and I will help ya!"); + close2(); + //ConsumespecialItem Inspector_Certificate_ + cutin("", 255); end; } else { - mes "[Lusa]"; - mes "Y'all ready to take the test to become a gunslinger?"; - next; + mes("[Lusa]"); + mes("Y'all ready to take the test to become a gunslinger?"); + next(); } - if(select("Wait a moment.", "Send me.") == 1) { - cutin "aca_gung_02.bmp", 2; - mes "[Lusa]"; - mes "When ya are ready, come to me!"; - close2; - cutin "", 255; + if (select("Wait a moment.", "Send me.") == 1) { + cutin("aca_gung_02", 2); + mes("[Lusa]"); + mes("When ya are ready, come to me!"); + close2(); + cutin("", 255); end; } - mes "[Lusa]"; - mes "Okay then, you should find a^ff0000 Mr. Master Miller^000000 and ask him about the test."; - next; - mes "[Lusa]"; - mes "Remember, if you find yourself in a hole, the first thing to do is stop digging!"; - close2; - warp "que_ng", 150, 167; + mes("[Lusa]"); + mes("Okay then, you should find a^ff0000 Mr. Master Miller^000000 and ask him about the test."); + next(); + mes("[Lusa]"); + mes("Remember, if you find yourself in a hole, the first thing to do is stop digging!"); + close2(); + warp("que_ng", 150, 167); end; case 4: - mes "[Lusa]"; - mes "Y'all need help with that book?"; - next; - while(1) { + mes("[Lusa]"); + mes("Y'all need help with that book?"); + next(); + while(true) { switch(select("How do I use this book?", "I can't find the skill.", "I don't have a gun....", "No more questions now.")) { case 1: - mes "[Lusa]"; - mes "Oh.. I think I know what the problem is,"; - next; - mes "[Lusa]"; - mes "Ta use the guide, first ya need to equip it. ^ff0000 To open the equipment window the Shortcut key is Alt + E.^000000"; - next; - mes "[Lusa]"; - mes "Sometimes I forget ta do that too! ^ff0000Drag the item from your inventory to the appropriate slot in the equipment window. Alternatively you can double click the item in inventory.^000000"; - next; + mes("[Lusa]"); + mes("Oh.. I think I know what the problem is,"); + next(); + mes("[Lusa]"); + mes("Ta use the guide, first ya need to equip it. ^ff0000 To open the equipment window the Shortcut key is Alt + E.^000000"); + next(); + mes("[Lusa]"); + mes("Sometimes(I forget ta do that too! ^ff0000Drag the item from your inventory to the appropriate slot in the equipment window. Alternatively you can double click the item in inventory.^000000"); + next(); break; case 2: - mes "[Lusa]"; - mes "Y'all need ta learn how to use the skill?"; - next; - mes "[Lusa]"; - mes "^ff0000To open the skill window use the short cut Alt + S. The skill will be located in the ETC tab.^000000"; - next; - mes "[Lusa]"; - mes "^ff0000You can then drag the skill to your hot bar for easy use!.^000000"; - next; - mes "[Lusa]"; - mes "... and thats how I learned that When in doubt, let your peco do the thinkin'."; - next; + mes("[Lusa]"); + mes("Y'all need ta learn how to use the skill?"); + next(); + mes("[Lusa]"); + mes("^ff0000To open the skill window use the short cut Alt + S. The skill will be located in the ETC tab.^000000"); + next(); + mes("[Lusa]"); + mes("^ff0000You can then drag the skill to your hot bar for easy use!.^000000"); + next(); + mes("[Lusa]"); + mes("... and thats how I learned that When in doubt, let your peco do the thinkin'."); + next(); break; case 3: - mes "[Lusa]"; - mes "Well, I don't think that you are quite ready to get a shootin iron. So the training book only shows ya skills that don't need guns."; - next; + mes("[Lusa]"); + mes("Well, I don't think that you are quite ready to get a shootin iron. So the training book only shows ya skills that don't need guns."); + next(); break; case 4: break; } - mes "[Lusa]"; - mes "Do ya have any other questions?"; - next; + mes("[Lusa]"); + mes("Do ya have any other questions?"); + next(); } - mes "[Lusa]"; - mes "If ya need more questions you can always come back ta me."; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("If ya need more questions you can always come back ta me."); + close2(); + cutin("", 255); end; case 5: - close2; - cutin "", 255; + close2(); + cutin("", 255); end; } } else if (Class == Job_Gunslinger) { if (!nov_3_guns && BaseLevel < 21) { - mes "[Lusa]"; - mes "Oh! Are you just darling, a newly minted gunslinger!"; - next; - mes "[Lusa]"; - mes "Why your shootin iron looks shinier then a silver zeny! Do ya need anything?"; - next; - if(select("Can you help me get to Einbroch?", "No, thanks.") == 1) { - mes "[Lusa]"; - mes "Sure, why not? Make sure to spend some time trainin!"; - next; - mes "[Lusa]"; - mes "Get over there ya scamp!"; - close2; - warp "que_ng", 150, 167; + mes("[Lusa]"); + mes("Oh! Are you just darling, a newly minted gunslinger!"); + next(); + mes("[Lusa]"); + mes("Why your shootin iron looks shinier then a silver zeny! Do ya need anything?"); + next(); + if (select("Can you help me get to Einbroch?", "No, thanks.") == 1) { + mes("[Lusa]"); + mes("Sure, why not? Make sure to spend some time trainin!"); + next(); + mes("[Lusa]"); + mes("Get over there ya scamp!"); + close2(); + warp("que_ng", 150, 167); end; } - mes "[Lusa]"; - mes "Oh, I am glad to hear that you are so strong!"; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("Oh, I am glad to hear that you are so strong!"); + close2(); + cutin("", 255); end; } else if (nov_3_guns > 0 && nov_3_guns < 7) { - mes "[Lusa]"; - mes "Ah, still in basic training eh? You're not carelessly using Butterfly Wings, right?"; - next; - mes "[Lusa]"; - mes "Are you going to Einbroch to complete basic training?"; - next; - if(select("Can you help me get to Einbroch?", "No, I have other things to do.") == 1) { - mes "[Lusa]"; - mes "Sure, why not? Make sure to spend some time trainin!"; - next; - mes "[Lusa]"; - mes "Get over there ya scamp!"; - close2; - warp "que_ng", 150, 167; + mes("[Lusa]"); + mes("Ah, still in basic training eh? You're not carelessly using Butterfly Wings, right?"); + next(); + mes("[Lusa]"); + mes("Are you going to Einbroch to complete basic training?"); + next(); + if (select("Can you help me get to Einbroch?", "No, I have other things to do.") == 1) { + mes("[Lusa]"); + mes("Sure, why not? Make sure to spend some time trainin!"); + next(); + mes("[Lusa]"); + mes("Get over there ya scamp!"); + close2(); + warp("que_ng", 150, 167); end; } - mes "[Lusa]"; - mes "Oh, is that so? If you wish to go to Einbroch but not take the Airship, come speak to me."; - mes "Because you're still training, I will send you there for free."; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("Oh, is that so? If you wish to go to Einbroch but not take the Airship, come speak to me."); + mes("Because you're still training, I will send you there for free."); + close2(); + cutin("", 255); end; } else if (nov_3_guns == 7) { - emotion e_ok; - mes "[Lusa]"; - mes "Ah you're back, and now wearing lovely Gunslinger clothing! It suits you well, congratulations!"; - next; - mes "[Lusa]"; - mes "I just received the news from my brother regarding your achievement of completing basic training."; - next; + emotion(e_ok); + mes("[Lusa]"); + mes("Ah you're back, and now wearing lovely Gunslinger clothing! It suits you well, congratulations!"); + next(); + mes("[Lusa]"); + mes("I just received the news from my brother regarding your achievement of completing basic training."); + next(); select("Brother?"); - cutin "aca_gung_02.bmp", 2; - mes "[Lusa]"; - mes "Huh? My brother did not tell you? My brother is the one in charge of Basic Training."; - next; - mes "[Lusa]"; - mes "Louie and Lusa are very similar names, right?"; - next; + cutin("aca_gung_02", 2); + mes("[Lusa]"); + mes("Huh? My brother did not tell you? My brother is the one in charge of Basic Training."); + next(); + mes("[Lusa]"); + mes("Louie and Lusa are very similar names, right?"); + next(); select("I guess so..."); - cutin "aca_gung_01.bmp", 2; - mes "[Lusa]"; - mes "Ha ha~ Well, our relationship is not really that important."; - next; - mes "[Lusa]"; - mes "I have been assigned to conduct Combat Training for the Gunslinger guild."; - next; + cutin("aca_gung_01", 2); + mes("[Lusa]"); + mes("Ha ha~ Well, our relationship is not really that important."); + next(); + mes("[Lusa]"); + mes("I have been assigned to conduct Combat Training for the Gunslinger guild."); + next(); select("Why you?"); - mes "[Lusa]"; - mes "Gunslingers are very fond of freedom, so the Guild had limited choices to choose from."; - next; - cutin "aca_gung_02.bmp", 2; - mes "[Lusa]"; - mes "They suddenly called me to do this. Frankly I think it's a bit absurd."; - next; - mes "[Lusa]"; - mes "But on the basis of there being no previous Combat Training before, I have agreed to help."; - next; - mes "[Lusa]"; - mes "So it was decided that we would use this opporunity to help get rid of some of the monsters near Prontera and Izlude."; - next; - mes "[Lusa]"; - mes "It should help the people of those areas that are plagued by the same monsters every day."; - next; - mes "[Lusa]"; - mes "In accordance with the principles of guilds, the Combat Training is not mandatory."; - next; - mes "[Lusa]"; - mes "Once you complete a task, talk to me again to complete to process."; - next; + mes("[Lusa]"); + mes("Gunslingers are very fond of freedom, so the Guild had limited choices to choose from."); + next(); + cutin("aca_gung_02", 2); + mes("[Lusa]"); + mes("They suddenly called me to do this. Frankly I think it's a bit absurd."); + next(); + mes("[Lusa]"); + mes("But on the basis of there being no previous Combat Training before, I have agreed to help."); + next(); + mes("[Lusa]"); + mes("So it was decided that we would use this opporunity to help get rid of some of the monsters near Prontera and Izlude."); + next(); + mes("[Lusa]"); + mes("It should help the people of those areas that are plagued by the same monsters every day."); + next(); + mes("[Lusa]"); + mes("In accordance with the principles of guilds, the Combat Training is not mandatory."); + next(); + mes("[Lusa]"); + mes("Once you complete a task, talk to me again to complete to process."); + next(); nov_3_guns = 8; - erasequest 5148; - mes "[Lusa]"; - mes "Well that's all! If a task proves to be too difficult you can cancel at any time, so please don't worry."; - close2; - cutin "", 255; + erasequest(5148); + mes("[Lusa]"); + mes("Well that's all! If a task proves to be too difficult you can cancel at any time, so please don't worry."); + close2(); + cutin("", 255); end; } else if (nov_3_guns == 8 && BaseLevel < 21) { .@gun_quest_01 = questprogress(5149, HUNTING); @@ -7439,121 +7618,121 @@ iz_ac02,142,85,6 script Lusa#ac 4_F_GUNSLINGER,{ .@gun_quest_04 = questprogress(5152, HUNTING); if (!.@gun_quest_01 && !.@gun_quest_02 && !.@gun_quest_03 && !.@gun_quest_04) { - mes "[Lusa]"; - mes "Haven't started your basic combat training yet have you? What do you want to know about training?"; - next; + mes("[Lusa]"); + mes("Haven't started your basic combat training yet have you? What do you want to know about training?"); + next(); switch(select("How long can I train for?", "Where do I receive tasks for training?", "Why do combat training?", "Cancel")) { case 1: - mes "[Lusa]"; - mes "Basic combat training can be performed until Base Level 20."; - next; - mes "[Lusa]"; - mes "You must've thought that the training would be pretty low because this is still the beginning."; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("Basic combat training can be performed until Base Level 20."); + next(); + mes("[Lusa]"); + mes("You must've thought that the training would be pretty low because this is still the beginning."); + close2(); + cutin("", 255); end; case 2: - mes "[Lusa]"; - mes "Sorry! Did I not mention this?"; - next; - mes "[Lusa]"; - mes "You can choose any task you wish from the requests on my desk near the entrance."; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("Sorry! Did I not mention this?"); + next(); + mes("[Lusa]"); + mes("You can choose any task you wish from the requests on my desk near the entrance."); + close2(); + cutin("", 255); end; case 3: - cutin "aca_gung_02.bmp", 2; - mes "[Lusa]"; - mes "Right, ah, why? Well, The Gunslinger guild didn't have any combat training in the beginning."; - next; - mes "[Lusa]"; - mes "So they suddenly asked me to perform combat training for new recruits."; - next; - mes "[Lusa]"; - mes "This training is not mandatory if you do not want to do it."; - close2; - cutin "", 255; + cutin("aca_gung_02", 2); + mes("[Lusa]"); + mes("Right, ah, why? Well, The Gunslinger guild didn't have any combat training in the beginning."); + next(); + mes("[Lusa]"); + mes("So they suddenly asked me to perform combat training for new recruits."); + next(); + mes("[Lusa]"); + mes("This training is not mandatory if you do not want to do it."); + close2(); + cutin("", 255); end; case 4: - close2; - cutin "", 255; + close2(); + cutin("", 255); end; } } .@gun_tok = 0; if (.@gun_quest_01 == 2 || .@gun_quest_02 == 2 || .@gun_quest_03 == 2 || .@gun_quest_04 == 2) { if (.@gun_quest_01 == 2) { - mes "[Lusa]"; - mes "You finished <Assignment A>?"; - next; - mes "[Lusa]"; - mes "Wow! You did perfectly! I have confirmed the 10 Hornets. Kids will be happy."; - next; - erasequest 5149; - getexp 700, 450; - getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket - mes "After looking over the report, you receive experience and a Kafra Storage Coupon."; - next; + mes("[Lusa]"); + mes("You finished <Assignment A>?"); + next(); + mes("[Lusa]"); + mes("Wow! You did perfectly! I have confirmed the 10 Hornets. Kids will be happy."); + next(); + erasequest(5149); + getexp(700, 450); + getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket + mes("After looking over the report, you receive experience and a Kafra Storage Coupon."); + next(); .@gun_tok = 1; } if (.@gun_quest_02 == 2) { - mes "[Lusa]"; + mes("[Lusa]"); if (.@gun_tok == 0) - mes "You finished <Assignment B>?"; + mes("You finished <Assignment B>?"); else - mes "You finished <Assignment B> too?"; - next; - mes "[Lusa]"; - mes "Wow! You did perfect! I have confirmed the 10 Roda Frogs. Tonight I should get a good sleep."; - next; - erasequest 5150; - getexp 950, 590; - getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket - mes "After looking over the report, you receive experience and a Kafra Storage Coupon."; - next; + mes("You finished <Assignment B> too?"); + next(); + mes("[Lusa]"); + mes("Wow! You did perfect! I have confirmed the 10 Roda Frogs. Tonight I should get a good sleep."); + next(); + erasequest(5150); + getexp(950, 590); + getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket + mes("After looking over the report, you receive experience and a Kafra Storage Coupon."); + next(); .@gun_tok = 1; } if (.@gun_quest_03 == 2) { - mes "[Lusa]"; + mes("[Lusa]"); if (.@gun_tok == 0) - mes "You finished <Assignment C>?"; + mes("You finished <Assignment C>?"); else - mes "You finished <Assignment C> too?"; - next; - mes "[Lusa]"; - mes "Wow! You did perfect! I have confirm the 10 Savage Babes. Students who want to develop specialist pets must be very happy."; - next; - erasequest 5151; - getexp 850, 540; - getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket - mes "After looking over the report, you receive experience and a Kafra Storage Coupon."; - next; + mes("You finished <Assignment C> too?"); + next(); + mes("[Lusa]"); + mes("Wow! You did perfect! I have confirm the 10 Savage Babes. Students who want to develop specialist pets must be very happy."); + next(); + erasequest(5151); + getexp(850, 540); + getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket + mes("After looking over the report, you receive experience and a Kafra Storage Coupon."); + next(); .@gun_tok = 1; } if (.@gun_quest_04 == 2) { - mes "[Lusa]"; + mes("[Lusa]"); if (.@gun_tok == 0) - mes "You finished <Assignment D>?"; + mes("You finished <Assignment D>?"); else - mes "You finished <Assignment D> too?"; - next; - mes "[Lusa]"; - mes "Wow! You did perfect! I have confirmed the 10 Rockers. Were they hard to catch?"; - next; - erasequest 5152; - getexp 690, 470; - getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket - mes "After looking over the report, you receive experience and a Kafra Storage Coupon."; - next; + mes("You finished <Assignment D> too?"); + next(); + mes("[Lusa]"); + mes("Wow! You did perfect! I have confirmed the 10 Rockers. Were they hard to catch?"); + next(); + erasequest(5152); + getexp(690, 470); + getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket + mes("After looking over the report, you receive experience and a Kafra Storage Coupon."); + next(); } - mes "[Lusa]"; - mes "I have finished processing your completed tasks. Would you like to cancel any existing tasks?"; - next; - if(select("Yes", "No") == 2) { - mes "[Lusa]"; - mes "Okay, good luck continuing your training!"; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("I have finished processing your completed tasks. Would you like to cancel any existing tasks?"); + next(); + if (select("Yes", "No") == 2) { + mes("[Lusa]"); + mes("Okay, good luck continuing your training!"); + close2(); + cutin("", 255); end; } .@gun_quest_01 = questprogress(5149, HUNTING); @@ -7561,120 +7740,120 @@ iz_ac02,142,85,6 script Lusa#ac 4_F_GUNSLINGER,{ .@gun_quest_03 = questprogress(5151, HUNTING); .@gun_quest_04 = questprogress(5152, HUNTING); if (!.@gun_quest_01 || !.@gun_quest_02 || !.@gun_quest_03 || !.@gun_quest_04) { - mes "[Lusa]"; - mes "Huh? You do not have any assignments to cancel. Are you sure you have them?"; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("Huh? You do not have any assignments to cancel. Are you sure you have them?"); + close2(); + cutin("", 255); end; } } if (.@gun_quest_01 == 1 || .@gun_quest_02 == 1 || .@gun_quest_03 == 1 || .@gun_quest_04 == 1) { - mes "[Lusa]"; - mes "You still have some assignments, are they too difficult? Do you want to cancel them?"; - next; - if(select("Cancel Assignment", "Nevermind") == 2) { - mes "[Lusa]"; - mes "Well then, continue to impress!"; - close; - cutin "", 255; + mes("[Lusa]"); + mes("You still have some assignments, are they too difficult? Do you want to cancel them?"); + next(); + if (select("Cancel Assignment", "Nevermind") == 2) { + mes("[Lusa]"); + mes("Well then, continue to impress!"); + close(); + cutin("", 255); end; } .@gun_tok = 0; if (.@gun_quest_01 == 1) { - mes "[Lusa]"; - mes "You are currently doing <Assignment A>."; - next; - mes "[Lusa]"; - mes "Hornets are not easy to deal with, huh? Do you want to cancel the assignment?"; - next; - mes "[Lusa]"; - mes "If you do cancel the assignment, you will be unable to receive the reward you know?"; - next; - if(select("Cancel Assignment", "Nevermind") == 1) { - erasequest 5149; - mes "[Lusa]"; - mes "Oh... Hornets are too tough?"; - next; - mes "[Lusa]"; - mes "I have cancelled <Assignment A>. Now you don't have to worry about it."; - next; + mes("[Lusa]"); + mes("You are currently doing <Assignment A>."); + next(); + mes("[Lusa]"); + mes("Hornets are not easy to deal with, huh? Do you want to cancel the assignment?"); + next(); + mes("[Lusa]"); + mes("If you do cancel the assignment, you will be unable to receive the reward you know?"); + next(); + if (select("Cancel Assignment", "Nevermind") == 1) { + erasequest(5149); + mes("[Lusa]"); + mes("Oh... Hornets are too tough?"); + next(); + mes("[Lusa]"); + mes("I have cancelled <Assignment A>. Now you don't have to worry about it."); + next(); } .@gun_tok = 1; } if (.@gun_quest_02 == 1) { - mes "[Lusa]"; + mes("[Lusa]"); if (.@gun_tok == 0) - mes "You are currently doing <Assignment B>."; + mes("You are currently doing <Assignment B>."); else - mes "You are also currently doing <Assignment B>."; - next; - mes "[Lusa]"; - mes "Roda Frogs are not easy to deal with, huh? Do you want to cancel the assignment?"; - next; - mes "[Lusa]"; - mes "If you do cancel the assignment, you will be unable to receive the reward you know?"; - next; - if(select("Cancel Assignment", "Nevermind") == 1) { - erasequest 5150; - mes "[Lusa]"; - mes "Oh... Roda Frogs are too tough?"; - next; - mes "[Lusa]"; - mes "I have cancelled <Assignment B>. Now you don't have to worry about it."; - next; + mes("You are also currently doing <Assignment B>."); + next(); + mes("[Lusa]"); + mes("Roda Frogs are not easy to deal with, huh? Do you want to cancel the assignment?"); + next(); + mes("[Lusa]"); + mes("If you do cancel the assignment, you will be unable to receive the reward you know?"); + next(); + if (select("Cancel Assignment", "Nevermind") == 1) { + erasequest(5150); + mes("[Lusa]"); + mes("Oh... Roda Frogs are too tough?"); + next(); + mes("[Lusa]"); + mes("I have cancelled <Assignment B>. Now you don't have to worry about it."); + next(); } .@gun_tok = 1; } if (.@gun_quest_03 == 1) { - mes "[Lusa]"; + mes("[Lusa]"); if (.@gun_tok == 0) - mes "You are currently doing <Assignment C>."; + mes("You are currently doing <Assignment C>."); else - mes "You are also currently doing <Assignment C>."; - next; - mes "[Lusa]"; - mes "Savage Babe are not easy to deal with, huh? Do you want to cancel the assignment?"; - next; - mes "[Lusa]"; - mes "If you do cancel the assignment, you will be unable to receive the reward you know?"; - next; - if(select("Cancel Assignment", "Nevermind") == 1) { - erasequest 5151; - mes "[Lusa]"; - mes "Oh... Savage Babe are too tough?"; - next; - mes "[Lusa]"; - mes "I have cancelled <Assignment C>. Now you don't have to worry about it."; - next; + mes("You are also currently doing <Assignment C>."); + next(); + mes("[Lusa]"); + mes("Savage Babe are not easy to deal with, huh? Do you want to cancel the assignment?"); + next(); + mes("[Lusa]"); + mes("If you do cancel the assignment, you will be unable to receive the reward you know?"); + next(); + if (select("Cancel Assignment", "Nevermind") == 1) { + erasequest(5151); + mes("[Lusa]"); + mes("Oh... Savage Babe are too tough?"); + next(); + mes("[Lusa]"); + mes("I have cancelled <Assignment C>. Now you don't have to worry about it."); + next(); } .@gun_tok = 1; } if (.@gun_quest_04 == 1) { - mes "[Lusa]"; + mes("[Lusa]"); if (.@gun_tok == 0) - mes "You are currently doing <Assignment D>."; + mes("You are currently doing <Assignment D>."); else - mes "You are also currently doing <Assignment D>."; - mes "[Lusa]"; - mes "Rockers are not easy to deal with, huh? Do you want to cancel the assignment?"; - next; - mes "[Lusa]"; - mes "If you do cancel the assignment, you will be unable to receive the reward you know?"; - next; - if(select("Cancel Assignment", "Nevermind") == 1) { - erasequest 5152; - mes "[Lusa]"; - mes "Oh... Rockers are too tough?"; - next; - mes "[Lusa]"; - mes "I have cancelled <Assignment D>. Now you don't have to worry about it."; - next; + mes("You are also currently doing <Assignment D>."); + mes("[Lusa]"); + mes("Rockers are not easy to deal with, huh? Do you want to cancel the assignment?"); + next(); + mes("[Lusa]"); + mes("If you do cancel the assignment, you will be unable to receive the reward you know?"); + next(); + if (select("Cancel Assignment", "Nevermind") == 1) { + erasequest(5152); + mes("[Lusa]"); + mes("Oh... Rockers are too tough?"); + next(); + mes("[Lusa]"); + mes("I have cancelled <Assignment D>. Now you don't have to worry about it."); + next(); } } - mes "[Lusa]"; - mes "I have cancelled all the assignments you wished to cancel. If you have a hard time with any others, please come see me."; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("I have cancelled all the assignments you wished to cancel. If you have a hard time with any others, please come see me."); + close2(); + cutin("", 255); end; } } else if (nov_3_guns == 8 && BaseLevel > 20) { @@ -7683,166 +7862,166 @@ iz_ac02,142,85,6 script Lusa#ac 4_F_GUNSLINGER,{ .@gun_quest_03 = questprogress(5151, HUNTING); .@gun_quest_04 = questprogress(5152, HUNTING); .@gun_quest_all = .@gun_quest_01 + .@gun_quest_02 + .@gun_quest_03 + .@gun_quest_04; - mes "[Lusa]"; - mes "Times flies, your basic training is coming to an end!"; - next; - mes "[Lusa]"; - mes "You have worked hard during this period! You have become a good marksman."; - next; + mes("[Lusa]"); + mes("Times(flies, your basic training is coming to an end!"); + next(); + mes("[Lusa]"); + mes("You have worked hard during this period! You have become a good marksman."); + next(); if (.@gun_quest_all > 0) { - mes "[Lusa]"; - mes "However, you have still not completed your tasks."; - next; - mes "[Lusa]"; - mes "You cannot receive any rewards if you do not complete the tasks assigned to you."; - next; - if(select("What?! I'll go complete them!", "I'm done with training!") == 1) { - mes "[Lusa]"; - mes "Take care!"; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("However, you have still not completed your tasks."); + next(); + mes("[Lusa]"); + mes("You cannot receive any rewards if you do not complete the tasks assigned to you."); + next(); + if (select("What?! I'll go complete them!", "I'm done with training!") == 1) { + mes("[Lusa]"); + mes("Take care!"); + close2(); + cutin("", 255); end; } if (.@gun_quest_01 == 2) - getexp 700, 450; + getexp(700, 450); if (.@gun_quest_02 == 2) - getexp 950, 590; + getexp(950, 590); if (.@gun_quest_03 == 2) - getexp 850, 540; + getexp(850, 540); if (.@gun_quest_04 == 2) - getexp 690, 470; + getexp(690, 470); if (questprogress(5149)) - erasequest 5149; + erasequest(5149); if (questprogress(5150)) - erasequest 5150; + erasequest(5150); if (questprogress(5151)) - erasequest 5151; + erasequest(5151); if (questprogress(5152)) - erasequest 5152; + erasequest(5152); if (.@gun_quest_01 == 2 || .@gun_quest_02 == 2 || .@gun_quest_03 == 2 || .@gun_quest_04 == 2) { - getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket - mes "After looking over the report, you receive experience and a Kafra Storage Coupon."; + getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket + mes("After looking over the report, you receive experience and a Kafra Storage Coupon."); } - next; + next(); } nov_3_guns = 9; - mes "[Lusa]"; - mes "Your Gunslinger basic training is now over."; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("Your Gunslinger basic training is now over."); + close2(); + cutin("", 255); end; } else if (nov_3_guns == 9) { - mes "[Lusa]"; - mes "Oh my god! It's you again!"; - next; + mes("[Lusa]"); + mes("Oh my god! It's you again!"); + next(); select("How are you?"); - mes "[Lusa]"; - mes "Same old, same old. Every day teaching newbies about Gunslingers. But I love it."; - next; - mes "[Lusa]"; - mes "Oh yeah! My brother said he hasn't seen you for a long time. Be sure to take some time to visit him."; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("Same old, same old. Every day teaching newbies about Gunslingers. But I love it."); + next(); + mes("[Lusa]"); + mes("Oh yeah! My brother said he hasn't seen you for a long time. Be sure to take some time to visit him."); + close2(); + cutin("", 255); end; } else { - mes "[Lusa]"; - mes "Howdy! It's nice to see you again."; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("Howdy! It's nice to see you again."); + close2(); + cutin("", 255); end; } } else { - mes "[Lusa]"; - mes "Howdy!"; - mes "Huh! You seem to have transferred into a different class, why have you come here?"; - next; - if(select("To become a Gunslinger", "Leave") == 2) { - cutin "aca_gung_02.bmp", 2; - mes "[Lusa]"; - mes "Huh? Huh? Where are you going?"; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("Howdy!"); + mes("Huh! You seem to have transferred into a different class, why have you come here?"); + next(); + if (select("To become a Gunslinger", "Leave") == 2) { + cutin("aca_gung_02", 2); + mes("[Lusa]"); + mes("Huh? Huh? Where are you going?"); + close2(); + cutin("", 255); end; } - mes "[Lusa]"; - mes "You cannot have more than one job. But you seem really serious to learn."; - next; - mes "[Lusa]"; - mes "Since this is my job, and because it's no trouble, I will give you a simple explaination!"; - next; - mes "[Lusa]"; - mes "Gunslingers is a class with long-range attacks. However, unlike arrows, bullets are expensive. This tends to give beginners some reason for concern."; - next; - mes "[Lusa]"; - mes "Is that enough?"; - next; + mes("[Lusa]"); + mes("You cannot have more than one job. But you seem really serious to learn."); + next(); + mes("[Lusa]"); + mes("Since this is my job, and because it's no trouble, I will give you a simple explaination!"); + next(); + mes("[Lusa]"); + mes("Gunslingers is a class with long-range attacks. However, unlike arrows, bullets are expensive. This tends to give beginners some reason for concern."); + next(); + mes("[Lusa]"); + mes("Is that enough?"); + next(); select("Isn't that a little too simple?"); - mes "[Lusa]"; - mes "Huh, is it? What else do you want to know?"; - next; - while(1) { + mes("[Lusa]"); + mes("Huh, is it? What else do you want to know?"); + next(); + while(true) { switch(select("Stats", "Skills", "Weapons", "Nevermind.")) { case 1: - mes "[Lusa]"; - mes "Gunslingers is a long-range attack class, so hand agility (DEX) will be very important."; - next; - mes "[Lusa]"; - mes "If you want to increase your attack power, then you must strengthen your hands."; - next; + mes("[Lusa]"); + mes("Gunslingers is a long-range attack class, so hand agility (DEX) will be very important."); + next(); + mes("[Lusa]"); + mes("If you want to increase your attack power, then you must strengthen your hands."); + next(); break; case 2: - mes "[Lusa]"; - mes "Gunslinger skills are not like other classes. Each weapon type has skills that can be specifically used with them."; - next; - mes "[Lusa]"; - mes "Like with other classes, there is no standard toward which skills you should learn."; - next; + mes("[Lusa]"); + mes("Gunslinger skills are not like other classes. Each weapon type has skills that can be specifically used with them."); + next(); + mes("[Lusa]"); + mes("Like with other classes, there is no standard toward which skills you should learn."); + next(); break; case 3: - mes "[Lusa]"; - mes "Gunslingers have five different kinds of guns."; - next; - mes "[Lusa]"; - mes "Revolvers have low hit rates, but the attack speed is fast."; - next; - mes "[Lusa]"; - mes "Rifles are average in their performance, and is typically the weapon of choice for new Gunslingers."; - next; - mes "[Lusa]"; - mes "Shotguns have strong attack power, but pretty low attack speeds."; - next; - mes "[Lusa]"; - mes "Gatling guns have quite a fast attack speed, but the attack power is low."; - next; - mes "[Lusa]"; - mes "Gernade Launchers can be used for strong ground attacks, but the bullets will be consumed quickly."; - next; + mes("[Lusa]"); + mes("Gunslingers have five different kinds of guns."); + next(); + mes("[Lusa]"); + mes("Revolvers have low hit rates, but the attack speed is fast."); + next(); + mes("[Lusa]"); + mes("Rifles are average in their performance, and is typically the weapon of choice for new Gunslingers."); + next(); + mes("[Lusa]"); + mes("Shotguns have strong attack power, but pretty low attack speeds."); + next(); + mes("[Lusa]"); + mes("Gatling guns have quite a fast attack speed, but the attack power is low."); + next(); + mes("[Lusa]"); + mes("Gernade Launchers can be used for strong ground attacks, but the bullets will be consumed quickly."); + next(); break; case 4: - mes "[Lusa]"; - mes "Phew~ I hope I answered all your questions. This is the first time I've seen someone want to study other classes."; - next; - mes "[Lusa]"; - mes "Take care!"; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("Phew~ I hope I answered all your questions. This is the first time I've seen someone want to study other classes."); + next(); + mes("[Lusa]"); + mes("Take care!"); + close2(); + cutin("", 255); end; } - mes "[Lusa]"; - mes "Do you have any other questions?"; - next; - } - mes "[Lusa]"; - mes "Phew~ I hope I answered all your questions. This is the first time I've seen someone want to study other classes."; - next; - mes "[Lusa]"; - mes "Take care!"; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("Do you have any other questions?"); + next(); + } + mes("[Lusa]"); + mes("Phew~ I hope I answered all your questions. This is the first time I've seen someone want to study other classes."); + next(); + mes("[Lusa]"); + mes("Take care!"); + close2(); + cutin("", 255); end; } - cutin "", 255; + cutin("", 255); end; } @@ -7854,15 +8033,15 @@ iz_ac02_d,142,85,6 duplicate(Lusa#ac) Lusa#ac_d 4_F_GUNSLINGER //- Lusa's desk - iz_ac02,131,82,4 script Lusa's Desk#ac CLEAR_NPC,{ if (nov_3_guns == 8) { - mes "[Lusa's Desk]"; - mes "There are lots of files on the desk, they seem to be tasks from Prontera and Izlude residents."; - next; + mes("[Lusa's Desk]"); + mes("There are lots of files on the desk, they seem to be tasks from Prontera and Izlude residents."); + next(); } else { - mes "[Lusa's Desk]"; - mes "There is a stack of papers on the desk."; - close; + mes("[Lusa's Desk]"); + mes("There is a stack of papers on the desk."); + close(); } - while(1) { + while(true) { .@gun_quest_01 = questprogress(5149, HUNTING); .@gun_quest_02 = questprogress(5150, HUNTING); .@gun_quest_03 = questprogress(5151, HUNTING); @@ -7907,94 +8086,94 @@ iz_ac02,131,82,4 script Lusa's Desk#ac CLEAR_NPC,{ switch(select("Assignment A ("+.@gque_01$+")", "Assignment B ("+.@gque_02$+")", "Assignment C ("+.@gque_03$+")", "Assignment D ("+.@gque_04$+")", "Cancel")) { case 1: if (!.@gun_quest_01) { - mes "This is the <Assignment A> information."; - mes "Client: Children"; - mes "On the outskirts of the village is a very bad Hornet, because of this, the children cannot play outside. Please get rid of 10 Hornets."; - next; - if(select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) { - setquest 5149; - mes "You have received ^A2563E<Assignment A>^000000 details. Please press ALT + U to check them."; - next; + mes("This is the <Assignment A> information."); + mes("Client: Children"); + mes("On the outskirts of the village is a very bad Hornet, because of this, the children cannot play outside. Please get rid of 10 Hornets."); + next(); + if (select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) { + setquest(5149); + mes("You have received ^A2563E<Assignment A>^000000 details. Please press ALT + U to check them."); + next(); } } else if (.@gun_quest_01 == 1) { - mes "["+strcharinfo(0)+"]"; - mes "I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her."; - next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her."); + next(); } else if (.@gun_quest_01 == 2) { - mes "["+strcharinfo(0)+"]"; - mes "I have already completed this assignment. I should talk to Lusa for my reward."; - next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I have already completed this assignment. I should talk to Lusa for my reward."); + next(); } break; case 2: if (!.@gun_quest_02) { - mes "This is the <Assignment B> information."; - mes "Client: Resident H"; - mes "Recently, Roda Frogs have been keeping me awake at night. Get rid of 10 Roda Frogs so I can get a good nights rest."; - next; - if(select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) { - setquest 5150; - mes "You have received ^A2563E<Assignment B>^000000 details. Please press ALT + U to check them."; - next; + mes("This is the <Assignment B> information."); + mes("Client: Resident H"); + mes("Recently, Roda Frogs have been keeping me awake at night. Get rid of 10 Roda Frogs so I can get a good nights rest."); + next(); + if (select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) { + setquest(5150); + mes("You have received ^A2563E<Assignment B>^000000 details. Please press ALT + U to check them."); + next(); } } else if (.@gun_quest_02 == 1) { - mes "["+strcharinfo(0)+"]"; - mes "I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her."; - next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her."); + next(); } else if (.@gun_quest_02 == 2) { - mes "["+strcharinfo(0)+"]"; - mes "I have already completed this assignment. I should talk to Lusa for my reward."; - next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I have already completed this assignment. I should talk to Lusa for my reward."); + next(); } break; case 3: if (!.@gun_quest_03) { - mes "This is the <Assignment C> information."; - mes "Client: Cute Pet Research Student"; - mes "I want a cute pet of my own to walk around with. Can you help me catch 10 Savage Babes?"; - next; - if(select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) { - setquest 5151; - mes "You have received ^A2563E<Assignment C>^000000 details. Please press ALT + U to check them."; - next; + mes("This is the <Assignment C> information."); + mes("Client: Cute Pet Research Student"); + mes("I want a cute pet of my own to walk around with. Can you help me catch 10 Savage Babes?"); + next(); + if (select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) { + setquest(5151); + mes("You have received ^A2563E<Assignment C>^000000 details. Please press ALT + U to check them."); + next(); } } else if (.@gun_quest_03 == 1) { - mes "["+strcharinfo(0)+"]"; - mes "I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her."; - next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her."); + next(); } else if (.@gun_quest_03 == 2) { - mes "["+strcharinfo(0)+"]"; - mes "I have already completed this assignment. I should talk to Lusa for my reward."; - next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I have already completed this assignment. I should talk to Lusa for my reward."); + next(); } break; case 4: if (!.@gun_quest_04) { - mes "This is the <Assignment D> information."; - mes "Client: Volunteer Bards"; - mes "I heard some Rockers were having a singing contest, but I got lost, can you help me catch 10 Rockers? One day Rockers will disappear from the world!"; - next; - if(select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) { - setquest 5152; - mes "You have received ^A2563E<Assignment D>^000000 details. Please press ALT + U to check them."; - next; + mes("This is the <Assignment D> information."); + mes("Client: Volunteer Bards"); + mes("I heard some Rockers were having a singing contest, but I got lost, can you help me catch 10 Rockers? One day Rockers will disappear from the world!"); + next(); + if (select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) { + setquest(5152); + mes("You have received ^A2563E<Assignment D>^000000 details. Please press ALT + U to check them."); + next(); } } else if (.@gun_quest_04 == 1) { - mes "["+strcharinfo(0)+"]"; - mes "I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her."; - next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her."); + next(); } else if (.@gun_quest_04 == 2) { - mes "["+strcharinfo(0)+"]"; - mes "I have already completed this assignment. I should talk to Lusa for my reward."; - next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I have already completed this assignment. I should talk to Lusa for my reward."); + next(); } break; case 5: break; } - mes "[Lusa's desk]"; - mes "There are lots of files on the desk, they seem to be tasks from Prontera and Izlude residents."; - next; + mes("[Lusa's desk]"); + mes("There are lots of files on the desk, they seem to be tasks from Prontera and Izlude residents."); + next(); } } @@ -8006,162 +8185,162 @@ iz_ac02_d,131,82,4 duplicate(Lusa's Desk#ac) Lusa's Desk#ac_d CLEAR_NPC //- Staff sent by guild - iz_ac02,162,86,4 script Guild Staff#ac 4W_M_02,{ if (!checkweight(Axe, 1)) { - mes "- You are carrying too many items. -"; - close; + mes("- You are carrying too many items. -"); + close(); } if (nov_3_guns < 8) { - mes "[Sharp Snake's Fang]"; - mes "Yesssssss? I wass sssent by the academy."; - close; + mes("[Sharp Snake's Fang]"); + mes("Yesssssss? I wass sssent by the academy."); + close(); } else if (nov_3_guns > 7) { - disable_items; - } - mes "[Sharp Snake's Fang]"; - mes "I am ^A2563ESharp Snake's Fang^000000 from the Gunslinger Guild. What do you need?"; - next; - if(select("Exchange Guns", "Just Saying Hello") == 2) { - mes "[Sharp Snake's Fang]"; - mes "You seem to be that guy our brother mentioned."; - next; - mes "[Sharp Snake's Fang]"; - mes "You don't need to worry, he said you're doing great!"; - close2; + disable_items(); + } + mes("[Sharp Snake's Fang]"); + mes("I am ^A2563ESharp Snake's Fang^000000 from the Gunslinger Guild. What do you need?"); + next(); + if (select("Exchange Guns", "Just Saying Hello") == 2) { + mes("[Sharp Snake's Fang]"); + mes("You seem to be that guy our brother mentioned."); + next(); + mes("[Sharp Snake's Fang]"); + mes("You don't need to worry, he said you're doing great!"); + close2(); enable_items;; end; } - mes "[Sharp Snake's Fang]"; - mes "Do you wish to exchange your guild issued weapon?"; - next; - mes "[Sharp Snake's Fang]"; - mes "Let's first check your gun's condition."; - next; + mes("[Sharp Snake's Fang]"); + mes("Do you wish to exchange your guild issued weapon?"); + next(); + mes("[Sharp Snake's Fang]"); + mes("Let's first check your gun's condition."); + next(); if (getequipname(EQI_HAND_R) == "") { - mes "[Sharp Snake's Fang]"; - mes "If you want to proceed, you need to have your weapon equipped."; - close2; + mes("[Sharp Snake's Fang]"); + mes("If you want to proceed, you need to have your weapon equipped."); + close2(); enable_items; end; } else { .@gun = getequipid(EQI_HAND_R); } - mes "[Sharp Snake's Fang]"; - mes "Let's see..."; - next; + mes("[Sharp Snake's Fang]"); + mes("Let's see..."); + next(); if (.@gun == Novice_Revolver) { .@gun_code$ = "RV"; .@now_gun$ = "Revolver"; - mes "[Sharp Snake's Fang]"; - mes "You want to exchange your Guild issued Revolver?"; - next; + mes("[Sharp Snake's Fang]"); + mes("You want to exchange your Guild issued Revolver?"); + next(); } else if (.@gun == Novice_Rifle) { .@gun_code$ = "RF"; .@now_gun$ = "Rifle"; - mes "[Sharp Snake's Fang]"; - mes "You want to exchange your Guild issued Rifle?"; - next; + mes("[Sharp Snake's Fang]"); + mes("You want to exchange your Guild issued Rifle?"); + next(); } else if (.@gun == Novice_Shotgun) { .@gun_code$ = "SG"; .@now_gun$ = "Shotgun"; - mes "[Sharp Snake's Fang]"; - mes "You want to exchange your Guild issued Shotgun?"; - next; + mes("[Sharp Snake's Fang]"); + mes("You want to exchange your Guild issued Shotgun?"); + next(); } else if (.@gun == Novice_Gatling) { .@gun_code$ = "GT"; .@now_gun$ = "Gatling"; - mes "[Sharp Snake's Fang]"; - mes "You want to exchange your Guild issued Gatling Gun?"; - next; + mes("[Sharp Snake's Fang]"); + mes("You want to exchange your Guild issued Gatling Gun?"); + next(); } else if (.@gun == Novice_Grenade_Launcher) { .@gun_code$ = "GL"; .@now_gun$ = "Grenade Launcher"; - mes "[Sharp Snake's Fang]"; - mes "You want to exchange your Guild issued Grenade Launcher?"; - next; + mes("[Sharp Snake's Fang]"); + mes("You want to exchange your Guild issued Grenade Launcher?"); + next(); } else { - mes "[Sharp Snake's Fang]"; - mes "The gun you are using is was not provided by the guild."; - close; - } - mes "[Sharp Snake's Fang]"; - mes "The gun looks to be in good condition."; - next; - mes "[Sharp Snake's Fang]"; - mes "Please select the novice weapon you wish to exchange for your "+.@now_gun$+"!"; - next; + mes("[Sharp Snake's Fang]"); + mes("The gun you are using is was not provided by the guild."); + close(); + } + mes("[Sharp Snake's Fang]"); + mes("The gun looks to be in good condition."); + next(); + mes("[Sharp Snake's Fang]"); + mes("Please select the novice weapon you wish to exchange for your "+.@now_gun$+"!"); + next(); switch(select("Exchange for Revolver", "Exchange for Rifle", "Exchange for Shotgun", "Exchange for Gatling Gun", "Exchange for Grenade Launcher", "Cancel")) { case 1: if (.@gun == 13116) { - mes "[Sharp Snake's Fang]"; - mes "You already have that gun, just use it!"; - close2; + mes("[Sharp Snake's Fang]"); + mes("You already have that gun, just use it!"); + close2(); enable_items; end; } else { delequip EQI_HAND_R; - getitem Novice_Revolver, 1; // Novice_Revolver + getitem(Novice_Revolver, 1); // Novice_Revolver } break; case 2: if (.@gun == 13180) { - mes "[Sharp Snake's Fang]"; - mes "You already have that gun, just use it!"; - close2; + mes("[Sharp Snake's Fang]"); + mes("You already have that gun, just use it!"); + close2(); enable_items; end; } else { delequip EQI_HAND_R; - getitem Novice_Rifle, 1; // Novice_Rifle + getitem(Novice_Rifle, 1); // Novice_Rifle } break; case 3: if (.@gun == 13181) { - mes "[Sharp Snake's Fang]"; - mes "You already have that gun, just use it!"; - close2; + mes("[Sharp Snake's Fang]"); + mes("You already have that gun, just use it!"); + close2(); enable_items; end; } else { delequip EQI_HAND_R; - getitem Novice_Shotgun, 1; // Novice_Shotgun + getitem(Novice_Shotgun, 1); // Novice_Shotgun } break; case 4: if (.@gun == 13182) { - mes "[Sharp Snake's Fang]"; - mes "You already have that gun, just use it!"; - close2; + mes("[Sharp Snake's Fang]"); + mes("You already have that gun, just use it!"); + close2(); enable_items; end; } else { delequip EQI_HAND_R; - getitem Novice_Gatling, 1; // Novice_Gatling + getitem(Novice_Gatling, 1); // Novice_Gatling } break; case 5: if (.@gun == 13183) { - mes "[Sharp Snake's Fang]"; - mes "You already have that gun, just use it!"; - close2; + mes("[Sharp Snake's Fang]"); + mes("You already have that gun, just use it!"); + close2(); enable_items; end; } else { delequip EQI_HAND_R; - getitem Novice_Grenade_Launcher, 1; // Novice_Grenade_Launcher + getitem(Novice_Grenade_Launcher, 1); // Novice_Grenade_Launcher } break; case 6: break; } - mes "[Sharp Snake's Fang]"; - mes "Gun control management number ^FF0000"+.@gun_code$+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+"^000000."; - next; - mes "[Sharp Snake's Fang]"; - mes "Are there any issues?"; - next; + mes("[Sharp Snake's Fang]"); + mes("Gun control management number ^FF0000"+.@gun_code$+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+"^000000."); + next(); + mes("[Sharp Snake's Fang]"); + mes("Are there any issues?"); + next(); select("No issues."); - mes "[Sharp Snake's Fang]"; - mes "Cherish your gun!"; - close2; + mes("[Sharp Snake's Fang]"); + mes("Cherish your gun!"); + close2(); enable_items; end; } @@ -8175,180 +8354,180 @@ iz_ac02_d,162,86,4 duplicate(Guild Staff#ac) Guild Staff#ac_d 4W_M_02 //- Arang - iz_ac02,70,85,5 script Arang#ac 4_F_TAEKWON,{ - mes "[Arang]"; - mes "Hi, Good morning!"; - emotion e_ho; - cutin "arang03.bmp", 0; - next; + mes("[Arang]"); + mes("Hi, Good morning!"); + emotion(e_ho); + cutin("arang03", 0); + next(); if (Class == Job_Novice) { if (questprogress(4269) == 2) { if (nov_3_taekwon == 1) { if (JobLevel >= 10) { - cutin "arang01.bmp", 0; - mes "[Arang]"; - mes "It's time to choose your job? How about Taekwon "+(Sex ? "boy" : "girl")+"? You may be a nice adult like me."; - next; + cutin("arang01", 0); + mes("[Arang]"); + mes("It's time to choose your job? How about Taekwon "+ (Sex == SEX_MALE ? "boy" : "girl") +"? You may be a nice adult like me."); + next(); } - while (1) { + while (true) { switch(select("People following the Taekwon way", "I want to follow the Taekwon way!!!", "Good morning! Now it is...", "End Conversation")) { case 1: - mes "[Arang]"; - mes "Do you want to know about taekwon boy/girl? You want to be a cool guy like me right?"; - next; - mes "[Arang]"; - mes "Make the world wonderful by making a strong body with the right spirit. That's the Taekwondo motto!"; - next; - mes "[Arang]"; - mes "Later if you are trained to be a stronger body, you can change your job to ^FF0000Taekwon Master^000000 or a ^FF0000 Soul Linker ^000000."; - next; - mes "[Arang]"; - mes "It is not an easy way. So I don't like to recommend it to you if you aren't fully prepared. But it is definitely a nice and great way to follow!!"; - next; + mes("[Arang]"); + mes("Do you want to know about taekwon boy/girl? You want to be a cool guy like me right?"); + next(); + mes("[Arang]"); + mes("Make the world wonderful by making a strong body with the right spirit. That's the Taekwondo motto!"); + next(); + mes("[Arang]"); + mes("Later if you are trained to be a stronger body, you can change your job to ^FF0000Taekwon Master^000000 or a ^FF0000 Soul Linker ^000000."); + next(); + mes("[Arang]"); + mes("It is not an easy way. So I don't like to recommend it to you if you aren't fully prepared. But it is definitely a nice and great way to follow!!"); + next(); if (isequipped(Taekwon_Manual) > 0 || countitem(Taekwon_Manual) > 0) { - mes "[Arang]"; - mes "Introduction to the class may let you know about what Taekwon in more detail."; - next; + mes("[Arang]"); + mes("Introduction to the class may let you know about what Taekwon in more detail."); + next(); } else { - mes "[Arang]"; - mes "If you are really anxious about Taekown, I would like to recommend you a brief introduction. Will you use it?"; - next; - if(select("After I look around more.", "Yes, let's do this!") == 1) { - mes "[Arang]"; - mes "Every adventurer may have their own job! Hope you can find what you want!"; - next; + mes("[Arang]"); + mes("If you are really anxious about Taekown, I would like to recommend you a brief introduction. Will you use it?"); + next(); + if (select("After I look around more.", "Yes, let's do this!") == 1) { + mes("[Arang]"); + mes("Every adventurer may have their own job! Hope you can find what you want!"); + next(); } else { - getitem Taekwon_Manual, 1; // Taekwon_Manual - mes "[Arang]"; - mes "Go to the [Misc] tab on Skill Window after equipping the Manual and there you will see some skills."; - next; - mes "[Arang]"; - mes "^FF0000Flying Kick^000000 is the skill to approach rapidly and attack the enemy! It fully contains the typical feature of Taekwon!"; - next; - mes "[Arang]"; - mes "^FF0000Warm Wind^000000 is the skill to change the feature of attacks. This is the essential skill for ^FF0000Taekwon unable to use weapons^000000."; - next; - mes "[Arang]"; - mes "While taking the Quest, experience the skills of a Taekwon! You could meet an adept trainer on the 1st floor."; - next; + getitem(Taekwon_Manual, 1); // Taekwon_Manual + mes("[Arang]"); + mes("Go to the [Misc] tab on Skill Window after equipping the Manual and there you will see some skills."); + next(); + mes("[Arang]"); + mes("^FF0000Flying Kick^000000 is the skill to approach rapidly and attack the enemy! It fully contains the typical feature of Taekwon!"); + next(); + mes("[Arang]"); + mes("^FF0000Warm Wind^000000 is the skill to change the feature of attacks. This is the essential skill for ^FF0000Taekwon unable to use weapons^000000."); + next(); + mes("[Arang]"); + mes("While taking the Quest, experience the skills of a Taekwon! You could meet an adept trainer on the 1st floor."); + next(); } } break; case 2: - mes "[Arang]"; - mes "Want to follow the Taekwon way? Let me see...."; - next; + mes("[Arang]"); + mes("Want to follow the Taekwon way? Let me see...."); + next(); if (JobLevel >= 10) { - mes "[Arang]"; - mes "Taekwon is the tough way training himself rather than learning from somebody. However, if you want to follow, I will recommend you to a trainer."; - next; - mes "[Arang]"; - mes "Training is on you, but he will give you the direction for training. I can take you about there. Want to go now?"; - next; - if(select("Let me think a little more.", "Let's go!!") == 1) { - mes "[Arang]"; - mes "Choose it with discretion. It is a matter of your future adventure."; - next; + mes("[Arang]"); + mes("Taekwon is the tough way training himself rather than learning from somebody. However, if you want to follow, I will recommend you to a trainer."); + next(); + mes("[Arang]"); + mes("Training is on you, but he will give you the direction for training. I can take you about there. Want to go now?"); + next(); + if (select("Let me think a little more.", "Let's go!!") == 1) { + mes("[Arang]"); + mes("Choose it with discretion. It is a matter of your future adventure."); + next(); } else { - mes "[Arang]"; - mes "You can find a boy with the same appearance as me, when you get in the town through ^FF0000 the west entrance^000000, and continue follow the way ^FF0000to the north^000000 after passing the pub house but just before the archer town."; - next; - setquest 13101; - cutin "", 255; - warp "pay_fild08", 148, 76; + mes("[Arang]"); + mes("You can find a boy with the same appearance as me, when you get in the town through ^FF0000 the west entrance^000000, and continue follow the way ^FF0000to the north^000000 after passing the pub house but just before the archer town."); + next(); + setquest(13101); + cutin("", 255); + warp("pay_fild08", 148, 76); end; } } else { - mes "[Arang]"; - mes "To follow the Taekwon way, you have to get to job level 10. To be a Taekwon, train yourself until you get to job level 10!"; - next; - mes "[Arang]"; - mes "If you feel difficult in training alone, make a visit to the trainer on the 1st floor."; - next; + mes("[Arang]"); + mes("To follow the Taekwon way, you have to get to job level 10. To be a Taekwon, train yourself until you get to job level 10!"); + next(); + mes("[Arang]"); + mes("If you feel difficult in training alone, make a visit to the trainer on the 1st floor."); + next(); } break; case 3: - mes "[Arang]"; - mes "Ahahaha.. It is already time? While I am inside... Don't worry."; - next; + mes("[Arang]"); + mes("Ahahaha.. It is already time? While I am inside... Don't worry."); + next(); break; case 4: - mes "[Arang]"; - mes "Have a good day!"; - close2; - cutin "", 255; + mes("[Arang]"); + mes("Have a good day!"); + close2(); + cutin("", 255); end; } } } else { - cutin "arang01.bmp", 0; - mes "[Arang]"; - mes "If you are interested in being a Taekwon making a healthy body with strong sprit, you can learn a lot here."; - next; - mes "[Arang]"; - mes "What do you think? Are you interested in being a Taekwon? I don't push you to do! But if you do, I may become your trainer.. So.."; - cutin "arang02.bmp", 0; - next; - if(select("I have interest!", "I have interest in you!") == 1) { - mes "[Arang]"; - mes "Is that so!? You are!? Yaho! Now I am a teacher! Now, ask me whatever!"; + cutin("arang01", 0); + mes("[Arang]"); + mes("If you are interested in being a Taekwon making a healthy body with strong sprit, you can learn a lot here."); + next(); + mes("[Arang]"); + mes("What do you think? Are you interested in being a Taekwon? I don't push you to do! But if you do, I may become your trainer.. So.."); + cutin("arang02", 0); + next(); + if (select("I have interest!", "I have interest in you!") == 1) { + mes("[Arang]"); + mes("Is that so!? You are!? Yaho! Now I am a teacher! Now, ask me whatever!"); nov_3_taekwon = 1; - emotion e_heh; - close2; - cutin "", 255; + emotion(e_heh); + close2(); + cutin("", 255); end; } - mes "[Arang]"; - mes "Hahaha.. You are interested in me?"; - emotion e_an; - cutin "arang03.bmp", 0; - next; - mes "Suddenly, you see Arang's foot flying towards you."; - specialeffect2 EF_TRIPLEATTACK; - emotion e_wah, 1; - next; - cutin "", 255; - mes "All you see are stars..."; - sc_start SC_BLIND,10000,0; - sc_start SC_STUN,10000,0; - percentheal -90, 0; - setquest 13102; - close2; - warp "iz_ac01", 53, 49; + mes("[Arang]"); + mes("Hahaha.. You are interested in me?"); + emotion(e_an); + cutin("arang03", 0); + next(); + mes("Suddenly, you see Arang's foot flying towards you."); + specialeffect(EF_TRIPLEATTACK, AREA, playerattached()); + emotion(e_wah, 1); + next(); + cutin("", 255); + mes("All you see are stars..."); + sc_start(SC_BLIND, 10000, 0); + sc_start(SC_STUN, 10000, 0); + percentheal(-90, 0); + setquest(13102); + close2(); + warp("iz_ac01", 53, 49); end; } } else { - mes "[Arang]"; - mes "You look like a naive beginner? If you want to get in the class, come after registering on the 1st floor."; - close2; - cutin "", 255; + mes("[Arang]"); + mes("You look like a naive beginner? If you want to get in the class, come after registering on the 1st floor."); + close2(); + cutin("", 255); end; } } else { if (nov_3_taekwon > 0) { if (Class == Job_Taekwon) { - mes "[Arang]"; - mes "Are you diligently training? Once you are trained well, you could become a Taekwon Master or a Soul Linker."; - close2; + mes("[Arang]"); + mes("Are you diligently training? Once you are trained well, you could become a Taekwon Master or a Soul Linker."); + close2(); } else if (Class == Job_Star_Gladiator) { - mes "[Arang]"; - mes "You became a nice Taekwon Master!? Please keep in mind power is followed by responsibility."; - close2; + mes("[Arang]"); + mes("You became a nice Taekwon Master!? Please keep in mind power is followed by responsibility."); + close2(); } else if (Class == Job_Soul_Linker) { - mes "[Arang]"; - mes "Handling spirits is a very delicate job to do, I heard. Excellent! The adventurer led by me has grown up like this."; - close2; + mes("[Arang]"); + mes("Handling spirits is a very delicate job to do, I heard. Excellent! The adventurer led by me has grown up like this."); + close2(); } else { - mes "[Arang]"; - mes "Ehra! I thought you followed the Taekwon way~~ it is regretful but everyone has their own life, hehe."; - close2; + mes("[Arang]"); + mes("Ehra! I thought you followed the Taekwon way~~ it is regretful but everyone has their own life, hehe."); + close2(); } } else { - mes "[Arang]"; - mes "I am propagating the way of Taekwons!"; - close2; + mes("[Arang]"); + mes("I am propagating the way of Taekwons!"); + close2(); } } - cutin "", 255; + cutin("", 255); end; } @@ -8362,12 +8541,12 @@ iz_ac01,53,49,0 script #acKick HIDDEN_NPC,5,5,{ OnTouch: if (questprogress(13102) == 1) { - mes "As I can't recall, I feel the shock that something hit me on my head."; - mes "^FF0000I should look for somebody to heal me nearby.^000000."; - erasequest 13102; - close; + mes("As I can't recall, I feel the shock that something hit me on my head."); + mes("^FF0000I should look for somebody to heal me nearby.^000000."); + erasequest(13102); + close(); } else if (questprogress(13102) == 2) { - erasequest 13102; + erasequest(13102); end; } } @@ -8382,305 +8561,305 @@ iz_ac01_d,53,49,0 duplicate(#acKick) #acKick_d HIDDEN_NPC,5,5 //- Archer Teacher (Marlbron) - iz_ac02,65,109,5 script Archer Teacher#ac 4_M_ARCHER,{ if (!checkweight(Orcish_Axe, 3)) { - mes "Why are you carrying so much with you? Unload it somewhere and come back."; - close; + mes("Why are you carrying so much with you? Unload it somewhere and come back."); + close(); } if (Class == Job_Archer) { if (nov_3_archer == 0) { - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "Emmm. This is?"; - next; - mes "[Marlbron]"; - mes "You were never trained by me."; - mes "Then, I have no interest in you."; - close2; - cutin "", 255; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("Emmm. This is?"); + next(); + mes("[Marlbron]"); + mes("You were never trained by me."); + mes("Then, I have no interest in you."); + close2(); + cutin("", 255); end; } else if (nov_3_archer > 0 && nov_3_archer < 9) { - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "I see you received a complete education in Payon."; - next; - mes "[Marlbron]"; - mes "Then again... you may want to learn more."; - next; - mes "[Marlbron]"; - mes "Either way, there is nothing I can teach you."; - close2; - cutin "", 255; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("I see you received a complete education in Payon."); + next(); + mes("[Marlbron]"); + mes("Then again... you may want to learn more."); + next(); + mes("[Marlbron]"); + mes("Either way, there is nothing I can teach you."); + close2(); + cutin("", 255); end; } else { - cutin "gsmi.bmp", 2; - mes "[Marlbron]"; - mes "Ah~ You've become a skilled Archer."; - next; - mes "[Marlbron]"; - mes "The difference is great now compared to when you were a novice!"; - next; - mes "[Marlbron]"; - mes "Because of my teachings, you have grown very fast!"; - close2; - cutin "", 255; + cutin("gsmi", 2); + mes("[Marlbron]"); + mes("Ah~ You've become a skilled Archer."); + next(); + mes("[Marlbron]"); + mes("The difference is great now compared to when you were a novice!"); + next(); + mes("[Marlbron]"); + mes("Because of my teachings, you have grown very fast!"); + close2(); + cutin("", 255); end; } } else if (Class == Job_Novice) { if (questprogress(4269) == 2) { if (nov_3_archer == 0) { - cutin "gsmi.bmp", 2; - mes "[Marlbron]"; - mes "Sniff sniff! It is the smell of a novice!"; - mes "Nice to meet you!!!"; - mes "What brought you here?"; - next; - mes "[Marlbron]"; - mes "I can guess most, but hehehehe~~"; - mes "Please feel comfortable and tell me everything you want!"; - next; - cutin "", 255; - if(select("I get bored! Play with me!", "Tell me about Archers.") == 1) { - cutin "gbad.bmp", 2; - mes "[Marlbron]"; - mes "What? Bored? Play with you?"; - mes "You think this is just some kids playground?"; - next; - mes "[Marlbron]"; - mes "If you are bored, walk around and punch a monster in the face and see what happens."; - close2; - cutin "", 255; + cutin("gsmi", 2); + mes("[Marlbron]"); + mes("Sniff sniff! It is the smell of a novice!"); + mes("Nice to meet you!!!"); + mes("What brought you here?"); + next(); + mes("[Marlbron]"); + mes("I can guess most, but hehehehe~~"); + mes("Please feel comfortable and tell me everything you want!"); + next(); + cutin("", 255); + if (select("I get bored! Play with me!", "Tell me about Archers.") == 1) { + cutin("gbad", 2); + mes("[Marlbron]"); + mes("What? Bored? Play with you?"); + mes("You think this is just some kids playground?"); + next(); + mes("[Marlbron]"); + mes("If you are bored, walk around and punch a monster in the face and see what happens."); + close2(); + cutin("", 255); end; } - cutin "gsmi.bmp", 2; - mes "[Marlbron]"; - mes "Oh dear~ another sheep here to get a free lesson from me."; - next; - mes "[Marlbron]"; - mes "The main point of Archers is to use bows to attack enemies quickly from a long distance."; - next; - mes "[Marlbron]"; - mes "Only problem is they are physically weak."; - mes "But, it doesn't matter if they are trained correctly."; - next; - while(1) { - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "What do you want to know about an Archer? I will tell you everything~"; - mes "With my full explanation~, you can be an excellent one."; - next; + cutin("gsmi", 2); + mes("[Marlbron]"); + mes("Oh dear~ another sheep here to get a free lesson from me."); + next(); + mes("[Marlbron]"); + mes("The main point of Archers is to use bows to attack enemies quickly from a long distance."); + next(); + mes("[Marlbron]"); + mes("Only problem is they are physically weak."); + mes("But, it doesn't matter if they are trained correctly."); + next(); + while(true) { + cutin("gnor", 2); + mes("[Marlbron]"); + mes("What do you want to know about an Archer? I will tell you everything~"); + mes("With my full explanation~, you can be an excellent one."); + next(); switch(select("Archer's stats", "Archer's skills", "I want to become an Archer.", "Nevermind")) { case 1: - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "Are you curious about the Archer's stats?"; - mes "Do you know the most necessary stats for Archers?"; - next; - mes "[Marlbron]"; - mes "That is ^0000cdDex^000000."; - next; - mes "[Marlbron]"; - mes "To raise up the attacking power in other jobs, Str should be raised but Archers vary in accordance with their Dex figures."; - next; - mes "[Marlbron]"; - mes "Here is a simple question! What is the name of the stat determining the Archer's attacking power?"; - next; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("Are you curious about the Archer's stats?"); + mes("Do you know the most necessary stats for Archers?"); + next(); + mes("[Marlbron]"); + mes("That is ^0000cdDex^000000."); + next(); + mes("[Marlbron]"); + mes("To raise up the attacking power in other jobs, Str should be raised but Archers vary in accordance with their Dex figures."); + next(); + mes("[Marlbron]"); + mes("Here is a simple question! What is the name of the stat determining the Archer's attacking power?"); + next(); select("Dex!"); - cutin "gsmi.bmp", 2; - mes "[Marlbron]"; - mes "You are correct~~"; - next; - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "If you want to know more about the role of other stats, ^0000cdopen the status window by pressing ALT+Q.^000000"; - next; - mes "[Marlbron]"; - mes "If you are curious about stats except Dex, you can check it out."; - mes "If you have a job later, you can reset the stats anyway."; - next; - mes "[Marlbron]"; - mes "Hey, just click this and that!"; - next; - cutin "", 255; + cutin("gsmi", 2); + mes("[Marlbron]"); + mes("You are correct~~"); + next(); + cutin("gnor", 2); + mes("[Marlbron]"); + mes("If you want to know more about the role of other stats, ^0000cdopen the status window by pressing ALT+Q.^000000"); + next(); + mes("[Marlbron]"); + mes("If you are curious about stats except Dex, you can check it out."); + mes("If you have a job later, you can reset the stats anyway."); + next(); + mes("[Marlbron]"); + mes("Hey, just click this and that!"); + next(); + cutin("", 255); break; case 2: - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "Hmm. You are interested in skills? Then, let's study ^0000cd skill^000000s."; - next; - mes "[Marlbron]"; - mes "I thought you would better experience the skill than talking, so I prepared the experience of the archer's skill in a manual."; - next; - mes "[Marlbron]"; - mes "Archer have a lot of very useful skills."; - mes "But regretfully as most of them are skills useful only with arrows and bows, you can't experience them."; - next; - mes "[Marlbron]"; - mes "There is a useful skill without a bow... Called ^0000cdImprove Concentration^000000"; - next; - mes "[Marlbron]"; - mes "At the same time, it will reveal hidden enemies nearby."; - next; - mes "[Marlbron]"; - mes "If you want to know more anout skill, then open the skill window by pressing the key ^0000cdALT+S^000000"; - next; - mes "[Marlbron]"; - mes "When you scoll the mouse on the skill icon, there pops up the details about the skill. Please read it."; - next; - mes "[Marlbron]"; - mes "To use skills, click the skill icon on the skill window. Then drag and register it on the ^0000cdshortcut window^000000 to use conveniently."; - next; - mes "[Marlbron]"; - mes "Will you go and find a hunting teacher on the 1st floor? if you do not want, then no need."; - next; - mes "[Marlbron]"; - mes "But he may train you with a lot of useful hunting skills for you."; - mes "<NAVI>^4D4DFF[Battle Trainer Subino]^000000<INFO>iz_ac01,59,83,</INFO></NAVI>"; - mes "You may visit him."; - next; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("Hmm. You are interested in skills? Then, let's study ^0000cd skill^000000s."); + next(); + mes("[Marlbron]"); + mes("I thought you would better experience the skill than talking, so I prepared the experience of the archer's skill in a manual."); + next(); + mes("[Marlbron]"); + mes("Archer have a lot of very useful skills."); + mes("But regretfully as most of them are skills useful only with arrows and bows, you can't experience them."); + next(); + mes("[Marlbron]"); + mes("There is a useful skill without a bow... Called ^0000cdImprove Concentration^000000"); + next(); + mes("[Marlbron]"); + mes("At the same time, it will reveal hidden enemies nearby."); + next(); + mes("[Marlbron]"); + mes("If you want to know more anout skill, then open the skill window by pressing the key ^0000cdALT+S^000000"); + next(); + mes("[Marlbron]"); + mes("When you scoll the mouse on the skill icon, there pops up the details about the skill. Please read it."); + next(); + mes("[Marlbron]"); + mes("To use skills, click the skill icon on the skill window. Then drag and register it on the ^0000cdshortcut window^000000 to use conveniently."); + next(); + mes("[Marlbron]"); + mes("Will you go and find a hunting teacher on the 1st floor? if you do not want, then no need."); + next(); + mes("[Marlbron]"); + mes("But he may train you with a lot of useful hunting skills for you."); + mes("<NAVI>^4D4DFF[Battle Trainer Subino]^000000<INFO>iz_ac01,59,83,</INFO></NAVI>"); + mes("You may visit him."); + next(); if (questprogress(14158) != 2) { - setquest 14158; - completequest 14158; - getitem Archer_Manual, 1; // Archer_Manual + setquest(14158); + completequest(14158); + getitem(Archer_Manual, 1); // Archer_Manual } - cutin "", 255; + cutin("", 255); end; case 3: - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "Do you want to become an^0000cd Archer^000000?"; - mes "It hasn't been a long time since we met together. But I am sad about saying good bye to you."; - next; - mes "[Marlbron]"; - mes "Let me check a little while, before you change your job you have to be at job level 10."; - next; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("Do you want to become an^0000cd Archer^000000?"); + mes("It hasn't been a long time since we met together. But I am sad about saying good bye to you."); + next(); + mes("[Marlbron]"); + mes("Let me check a little while, before you change your job you have to be at job level 10."); + next(); if (JobLevel == 10) { - mes "[Marlbron]"; - mes "Change conditions satisfied!!"; - next; - mes "[Marlbron]"; - mes "Do you really want to become an Archer?"; - next; - if(select("Yes, change me to an Archer.", "Let me think of it a little while.") == 1) { - mes "[Marlbron]"; - mes "First, let me explain some things to you about the Job Change."; - next; - mes "[Marlbron]"; - mes "An Archer's hometown is ^0000cdPayon^000000; Which has a very long history."; - next; - mes "[Marlbron]"; - mes "When you are feeling fatigued, you can go there."; - mes "You will be given a warm hometown welcome."; - next; - mes "[Marlbron]"; - mes "The Archers Guild is located to the ^0000cdNorth of Payon Archer Village^000000."; - next; - mes "[Marlbron]"; - mes "I will take you to the gates of Payon."; - mes "I would love to accompany you the rest of the way, but you must do this alone."; - mes "I'll give you the directions which you must remember."; - next; - cutin "paymap1.bmp", 3; - mes "[Marlbron]"; - mes "Here is where I will send you to."; - mes "Once you arrive, you will see the area marked by this ^0000cdRed Circle^000000. Go through there, then..."; - next; - cutin "paymap2.bmp", 3; - mes "[Marlbron]"; - mes "You will reach the village of Payon."; - mes "Follow the direction of the ^0000cdRed Arrow^000000, you will enter ^0000cdArcher Village^000000."; - next; - cutin "paymap3.bmp", 3; - mes "[Marlbron]"; - mes "Once you get there, make your way to the ^0000cdCircled Area^000000. Here you will find the ^0000cdArcher Job Change Guild^000000."; - mes "Got it? Easy to find, right?"; - next; - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "Due to satellite navigation, you shouldn't worry about getting lost."; - mes "However, if you are still worried, you can ask the local ^0000cdGuide^000000 where to go."; - next; - mes "[Marlbron]"; - mes "You can find me after your visit to the guild."; - next; - mes "[Marlbron]"; - mes "Now then, I wish you success in becoming an Archer. Until next time!"; - close2; - cutin "", 255; + mes("[Marlbron]"); + mes("Change conditions satisfied!!"); + next(); + mes("[Marlbron]"); + mes("Do you really want to become an Archer?"); + next(); + if (select("Yes, change me to an Archer.", "Let me think of it a little while.") == 1) { + mes("[Marlbron]"); + mes("First, let me explain some things to you about the Job Change."); + next(); + mes("[Marlbron]"); + mes("An Archer's hometown is ^0000cdPayon^000000); Which has a very long history."); + next(); + mes("[Marlbron]"); + mes("When you are feeling fatigued, you can go there."); + mes("You will be given a warm hometown welcome."); + next(); + mes("[Marlbron]"); + mes("The Archers Guild is located to the ^0000cdNorth of Payon Archer Village^000000."); + next(); + mes("[Marlbron]"); + mes("I will take you to the gates of Payon."); + mes("I would love to accompany you the rest of the way, but you must do this alone."); + mes("I'll give you the directions which you must remember."); + next(); + cutin("paymap1", 3); + mes("[Marlbron]"); + mes("Here is where I will send you to."); + mes("Once you arrive, you will see the area marked by this ^0000cdRed Circle^000000. Go through there, then..."); + next(); + cutin("paymap2", 3); + mes("[Marlbron]"); + mes("You will reach the village of Payon."); + mes("Follow the direction of the ^0000cdRed Arrow^000000, you will enter ^0000cdArcher Village^000000."); + next(); + cutin("paymap3", 3); + mes("[Marlbron]"); + mes("Once you get there, make your way to the ^0000cdCircled Area^000000. Here you will find the ^0000cdArcher Job Change Guild^000000."); + mes("Got it? Easy to find, right?"); + next(); + cutin("gnor", 2); + mes("[Marlbron]"); + mes("Due to satellite navigation, you shouldn't worry about getting lost."); + mes("However, if you are still worried, you can ask the local ^0000cdGuide^000000 where to go."); + next(); + mes("[Marlbron]"); + mes("You can find me after your visit to the guild."); + next(); + mes("[Marlbron]"); + mes("Now then, I wish you success in becoming an Archer. Until next time!"); + close2(); + cutin("", 255); nov_3_archer = 1; - setquest 14142; - warp "pay_fild01", 339, 346; + setquest(14142); + warp("pay_fild01", 339, 346); end; } - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "Yes, come back and see me after reconsideration."; - close2; - cutin "", 255; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("Yes, come back and see me after reconsideration."); + close2(); + cutin("", 255); end; } else { - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "Hmmm. You are a little bit short of Job Level."; - mes "Are you coming back after more training?"; - next; - mes "[Marlbron]"; - mes "Visit <NAVI>^4D4DFF[Battle Trainer Subino]^000000<INFO>iz_ac01,59,83,</INFO></NAVI>"; - mes "at Armory on the 1st floor."; - close2; - cutin "", 255; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("Hmmm. You are a little bit short of Job Level."); + mes("Are you coming back after more training?"); + next(); + mes("[Marlbron]"); + mes("Visit <NAVI>^4D4DFF[Battle Trainer Subino]^000000<INFO>iz_ac01,59,83,</INFO></NAVI>"); + mes("at Armory on the 1st floor."); + close2(); + cutin("", 255); end; } case 4: - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "Really? Then, don't be lazy but get some training."; - close2; - cutin "", 255; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("Really? Then, don't be lazy but get some training."); + close2(); + cutin("", 255); end; } } } else if (nov_3_archer == 1) { - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "Why are you still here? Are you not going to become an Archer?"; - mes "Are you going to pursue a different job?"; - close2; - cutin "", 255; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("Why are you still here? Are you not going to become an Archer?"); + mes("Are you going to pursue a different job?"); + close2(); + cutin("", 255); end; } else { - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "Well? How is it being an Archer?"; - mes "The student has surpassed the teacher, as the saying goes."; - close2; - cutin "", 255; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("Well? How is it being an Archer?"); + mes("The student has surpassed the teacher, as the saying goes."); + close2(); + cutin("", 255); end; } } else if (questprogress(4269) == 1) { - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "You don't seem to be fully registered at the Academy yet."; - mes "Hurry and complete your registration."; - close2; - cutin "", 255; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("You don't seem to be fully registered at the Academy yet."); + mes("Hurry and complete your registration."); + close2(); + cutin("", 255); end; } else { - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "Did you directly come here without the entrance application for Critura Academy yet?"; - mes "You are too in a hurry. Rush to go to the 1st floor for application, and come back to me."; - close2; - cutin "", 255; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("Did you directly come here without the entrance application for Critura Academy yet?"); + mes("You are too in a hurry. Rush to go to the 1st floor for application, and come back to me."); + close2(); + cutin("", 255); end; } } else { - cutin "gbad.bmp", 2; - mes "[Marlbron]"; - mes "Why are you of a different job snooping around here?"; - next; - mes "[Marlbron]"; - mes "Don't snoop around and get out of here!!"; - close2; - cutin "", 255; + cutin("gbad", 2); + mes("[Marlbron]"); + mes("Why are you of a different job snooping around here?"); + next(); + mes("[Marlbron]"); + mes("Don't snoop around and get out of here!!"); + close2(); + cutin("", 255); end; } } @@ -8696,276 +8875,276 @@ iz_ac02_d,65,109,5 duplicate(Archer Teacher#ac) Archer Teacher#ac_d 4_M_ARCHER // - Teaches the player about the Swordsman class. iz_ac02,60,51,5 script Swordman Trainer#ac 4_M_SWORDMAN,{ if (!checkweight(Axe, 3)) { - mes "- Quest cannot be continued due to your overfilled inventory. -"; - close; + mes("- Quest cannot be continued due to your overfilled inventory. -"); + close(); } - cutin "aca_sword.bmp", 2; + cutin("aca_sword", 2); if (questprogress(4269) != 2) { - mes "[Trainer Adric]"; - mes "You want to learn about Swordsman?"; - mes "If you want to take the class you must register."; - next; - mes "[Trainer Adric]"; - mes "Go and register at the counter on the 1st floor!"; - cutin "", 255; - close; + mes("[Trainer Adric]"); + mes("You want to learn about Swordsman?"); + mes("If you want to take the class you must register."); + next(); + mes("[Trainer Adric]"); + mes("Go and register at the counter on the 1st floor!"); + cutin("", 255); + close(); } if (Class == Job_Novice) { if (!nov_3_swordman) { - mes "[Trainer Adric]"; - mes "You want to become a swordsman?"; - mes "Great decision."; - next; - mes "[Trainer Adric]"; - mes "Fight on the frontline with large swords,"; - mes "Bringing victory and with a high defense to protect your comrades."; - mes "Simply put, we're the best."; - next; - mes "[Trainer Adric]"; - mes "What do you think?"; - mes "You want to become a Swordsman here?"; - next; + mes("[Trainer Adric]"); + mes("You want to become a swordsman?"); + mes("Great decision."); + next(); + mes("[Trainer Adric]"); + mes("Fight on the frontline with large swords,"); + mes("Bringing victory and with a high defense to protect your comrades."); + mes("Simply put, we're the best."); + next(); + mes("[Trainer Adric]"); + mes("What do you think?"); + mes("You want to become a Swordsman here?"); + next(); switch(select("No thanks", "I want to test Swordsman Skills!", "Change me right now!")) { case 1: - mes "[Trainer Adric]"; - mes "Since you're not intersted in this opportunity,"; - next; - mes "[Trainer Adric]"; - mes "Go hunt Porings and stay"; - mes "as a novice forever!"; - cutin "", 255; - close; + mes("[Trainer Adric]"); + mes("Since you're not intersted in this opportunity,"); + next(); + mes("[Trainer Adric]"); + mes("Go hunt Porings and stay"); + mes("as a novice forever!"); + cutin("", 255); + close(); case 2: - mes "[Trainer Adric]"; - mes "Calm down, lets's start over."; - mes "First, I'll give you a ^FF0000Swordman Manual^000000"; - mes "Read it carefuly before asking any questions."; - getitem Swordman_Manual, 1; // Swordman_Manual + mes("[Trainer Adric]"); + mes("Calm down, lets's start over."); + mes("First, I'll give you a ^FF0000Swordman Manual^000000"); + mes("Read it carefuly before asking any questions."); + getitem(Swordman_Manual, 1); // Swordman_Manual nov_3_swordman = 1; - setquest 1229; - cutin "", 255; - close; + setquest(1229); + cutin("", 255); + close(); case 3: if (JobLevel < 10) { - mes "[Trainer Adric]"; - mes "If you want to become a Swordman,"; - mes "You should reach over ^006400Base level 10^000000,"; - mes "And become more than ^006400beginner's skill level 9^000000."; - next; - mes "[Trainer Adric]"; - mes "Get taught here and follow the steps."; - cutin "", 255; - close; + mes("[Trainer Adric]"); + mes("If you want to become a Swordman,"); + mes("You should reach over ^006400Base level 10^000000,"); + mes("And become more than ^006400beginner's skill level 9^000000."); + next(); + mes("[Trainer Adric]"); + mes("Get taught here and follow the steps."); + cutin("", 255); + close(); } else { - mes "[Trainer Adric]"; - mes "It seems you have learned enough."; - mes "Head over to the Swordsman Guild"; - mes "to continue your change into a Swordsman!"; - next; - mes "[Trainer Adric]"; - mes "The Swordsman Guild is located"; - mes "to the west of the Izlude Plaza Center."; - mes "It should be very easy to find."; - cutin "", 255; + mes("[Trainer Adric]"); + mes("It seems you have learned enough."); + mes("Head over to the Swordsman Guild"); + mes("to continue your change into a Swordsman!"); + next(); + mes("[Trainer Adric]"); + mes("The Swordsman Guild is located"); + mes("to the west of the Izlude Plaza Center."); + mes("It should be very easy to find."); + cutin("", 255); nov_3_swordman = 4; - erasequest 1230; - close; + erasequest(1230); + close(); } } } else if (nov_3_swordman == 1) { - mes "[Trainer Adric]"; - mes "If you are equipped with a ^FF0000Swordman Manual^000000"; - mes "You'll be able to experience the basic skills of the swordsman."; - mes "Now let's study the basics of Swordsman skills."; - next; - while(1) { + mes("[Trainer Adric]"); + mes("If you are equipped with a ^FF0000Swordman Manual^000000"); + mes("You'll be able to experience the basic skills of the swordsman."); + mes("Now let's study the basics of Swordsman skills."); + next(); + while(true) { switch(select("Swordman key points", "Heightened Attack and defense.", "Related stats", "Additional Swordman classes?", "I learned enough already.")) { case 1: - mes "[Trainer Adric]"; - mes "Swordsman uses strong constitution; shrugs off damage easily from foes and when in a party, is a leader and the protector of others."; - next; + mes("[Trainer Adric]"); + mes("Swordsman uses strong constitution); shrugs off damage easily from foes and when in a party, is a leader and the protector of others."); + next(); continue; case 2: - mes "[Trainer Adric]"; - mes "Swordsman prefer to use spears, two-handed swords or combination sword and shield."; - next; - mes "[Trainer Adric]"; - mes "Also the swordsman's vitality is normally high making them able to carry massive amounts of weight."; - next; + mes("[Trainer Adric]"); + mes("Swordsman prefer to use spears, two-handed swords or combination sword and shield."); + next(); + mes("[Trainer Adric]"); + mes("Also the swordsman's vitality is normally high making them able to carry massive amounts of weight."); + next(); continue; case 3: - mes "[Trainer Adric]"; - mes "Desired stats are usually ^0000FFStr^000000, ^0000FFAgi^000000, ^0000FFVit^000000, ^0000FFDex^000000"; - mes "Of course this is all up to you"; - next; - mes "[Trainer Adric]"; - mes "^0000FFVit^000000 affects^FF0000HP recovery rate^000000."; - mes "^0000FFStr^000000 affects ^FF0000 strength and attacking power^000000."; - mes "^0000FFDex^00000 increases ^FF0000 accuracy of your attack^000000,"; - next; - mes "[Trainer Adric]"; - mes "^0000FFAgi^000000 increases ^FF0000 attacking speed^000000 and ^FF0000 evasion rate^000000,"; - mes "^0000FFLuk^000000 affects ^FF0000 probability of critical ^000000."; - next; + mes("[Trainer Adric]"); + mes("Desired stats are usually ^0000FFStr^000000, ^0000FFAgi^000000, ^0000FFVit^000000, ^0000FFDex^000000"); + mes("Of course this is all up to you"); + next(); + mes("[Trainer Adric]"); + mes("^0000FFVit^000000 affects^FF0000HP recovery rate^000000."); + mes("^0000FFStr^000000 affects ^FF0000 strength and attacking power^000000."); + mes("^0000FFDex^00000 increases ^FF0000 accuracy of your attack^000000,"); + next(); + mes("[Trainer Adric]"); + mes("^0000FFAgi^000000 increases ^FF0000 attacking speed^000000 and ^FF0000 evasion rate^000000,"); + mes("^0000FFLuk^000000 affects ^FF0000 probability of critical ^000000."); + next(); continue; case 4: - mes "[Trainer Adric]"; - mes "After changing to a Swordsman you can change to a ^0000FF Knight ^000000 or ^0000FFCrusader^000000."; - next; - mes "[Trainer Adric]"; - mes "Go raise your strength while figuring out if you're offensive or defensive."; - mes "This is something you should do."; - next; + mes("[Trainer Adric]"); + mes("After changing to a Swordsman you can change to a ^0000FF Knight ^000000 or ^0000FFCrusader^000000."); + next(); + mes("[Trainer Adric]"); + mes("Go raise your strength while figuring out if you're offensive or defensive."); + mes("This is something you should do."); + next(); continue; case 5: break; } break; } - mes "[Trainer Adric]"; - mes "The study material can be retaught by Neals the assitant trainer."; - mes "Remember this."; + mes("[Trainer Adric]"); + mes("The study material can be retaught by Neals the assitant trainer."); + mes("Remember this."); nov_3_swordman = 2; if (questprogress(1229)) - erasequest 1229; - setquest 1230; - cutin "", 255; - close; + erasequest(1229); + setquest(1230); + cutin("", 255); + close(); } else if (nov_3_swordman == 2) { if (JobLevel < 10) { - mes "[Trainer Adric]"; - mes "Using the Swordman Manual I gave you train by hunting monsters."; - mes "Go to the Battle Instructor Subino on the first floor Armory room."; - next; - mes "[Trainer Adric]"; - mes "Raise your level to ^006400job level 10^000000 and get to ^006400 beginner's skill level 9^000000, come back here again."; + mes("[Trainer Adric]"); + mes("Using the Swordman Manual I gave you train by hunting monsters."); + mes("Go to the Battle Instructor Subino on the first floor Armory room."); + next(); + mes("[Trainer Adric]"); + mes("Raise your level to ^006400job level 10^000000 and get to ^006400 beginner's skill level 9^000000, come back here again."); nov_3_swordman = 3; if (questprogress(1230)) - erasequest 1230; - cutin "", 255; - close; + erasequest(1230); + cutin("", 255); + close(); } else { - mes "[Trainer Adric]"; - mes "Since you have enough job levels,"; - mes "you don't need any more lecturing."; - next; + mes("[Trainer Adric]"); + mes("Since you have enough job levels,"); + mes("you don't need any more lecturing."); + next(); switch(select("Then I will stop.", "But I want to listen more.", "I want to be a Swordsman right away!")) { case 1: - mes "[Trainer Adric]"; - mes "You surpassed the study material to raise your level."; - next; - mes "[Trainer Adric]"; - mes "Impressive."; - cutin "", 255; - close; + mes("[Trainer Adric]"); + mes("You surpassed the study material to raise your level."); + next(); + mes("[Trainer Adric]"); + mes("Impressive."); + cutin("", 255); + close(); case 2: - mes "[Trainer Adric]"; - mes "There's nothing else special to teach you."; - mes "Everything I taught you if you remember them well, that's all you need."; - next; - mes "[Trainer Adric]"; - mes "If you need additional training,"; - mes "Go to the Battle Instructor Subino"; - mes "on the first floor Armory room."; - next; + mes("[Trainer Adric]"); + mes("There's nothing else special to teach you."); + mes("Everything I taught you if you remember them well, that's all you need."); + next(); + mes("[Trainer Adric]"); + mes("If you need additional training,"); + mes("Go to the Battle Instructor Subino"); + mes("on the first floor Armory room."); + next(); switch(select("This is very tedious.", "I need more training.", "I want to be a Swordsman right away!")) { case 1: - mes "[Trainer Adric]"; - mes "A simple No would've sufficed."; - cutin "", 255; - close; + mes("[Trainer Adric]"); + mes("A simple No would've sufficed."); + cutin("", 255); + close(); case 2: - mes "[Trainer Adric]"; - mes "Go to the Battle Instructor Subino on the first floor Armory room."; - mes "If you think you're ready, come back here."; - mes "You need to change to a Swordsman job soon!"; + mes("[Trainer Adric]"); + mes("Go to the Battle Instructor Subino on the first floor Armory room."); + mes("If you think you're ready, come back here."); + mes("You need to change to a Swordsman job soon!"); nov_3_swordman = 3; if (questprogress(1230)) - erasequest 1230; - cutin "", 255; - close; + erasequest(1230); + cutin("", 255); + close(); case 3: - mes "[Trainer Adric]"; - mes "It seems you have learned enough."; - mes "Head over to the Swordsman Guild"; - mes "to continue your transfer to a Swordsman!"; - next; - mes "[Trainer Adric]"; - mes "The Swordsman Guild is located"; - mes "to the west of the Izlude Plaza Center."; - mes "It should be very easy to find."; - cutin "", 255; + mes("[Trainer Adric]"); + mes("It seems you have learned enough."); + mes("Head over to the Swordsman Guild"); + mes("to continue your transfer to a Swordsman!"); + next(); + mes("[Trainer Adric]"); + mes("The Swordsman Guild is located"); + mes("to the west of the Izlude Plaza Center."); + mes("It should be very easy to find."); + cutin("", 255); nov_3_swordman = 4; - erasequest 1230; - close; + erasequest(1230); + close(); } case 3: - mes "[Trainer Adric]"; - mes "It seems you have learned enough."; - mes "Head over to the Swordsman Guild"; - mes "to continue your change into a Swordsman!"; - next; - mes "[Trainer Adric]"; - mes "The Swordsman Guild is located"; - mes "to the west of the Izlude Plaza Center."; - mes "It should be very easy to find."; - cutin "", 255; + mes("[Trainer Adric]"); + mes("It seems you have learned enough."); + mes("Head over to the Swordsman Guild"); + mes("to continue your change into a Swordsman!"); + next(); + mes("[Trainer Adric]"); + mes("The Swordsman Guild is located"); + mes("to the west of the Izlude Plaza Center."); + mes("It should be very easy to find."); + cutin("", 255); nov_3_swordman = 4; if (questprogress(1230)) - erasequest 1230; - close; + erasequest(1230); + close(); } } } else if (nov_3_swordman == 3) { if (JobLevel < 10) { - mes "[Trainer Adric]"; - mes "You still don't have enough to become a Swordman."; - next; - mes "[Trainer Adric]"; - mes "If you need some battle training find Subino on the first floor Armory of the Academy."; - cutin "", 255; - close; + mes("[Trainer Adric]"); + mes("You still don't have enough to become a Swordman."); + next(); + mes("[Trainer Adric]"); + mes("If you need some battle training find Subino on the first floor Armory of the Academy."); + cutin("", 255); + close(); } else { - mes "[Trainer Adric]"; - mes "It seems you have learned enough."; - mes "Head over to the Swordsman Guild"; - mes "to continue your change into a Swordsman!"; - next; - mes "[Trainer Adric]"; - mes "The Swordsman Guild is located"; - mes "to the west of the Izlude Plaza Center."; - mes "It should be very easy to find."; - cutin "", 255; + mes("[Trainer Adric]"); + mes("It seems you have learned enough."); + mes("Head over to the Swordsman Guild"); + mes("to continue your change into a Swordsman!"); + next(); + mes("[Trainer Adric]"); + mes("The Swordsman Guild is located"); + mes("to the west of the Izlude Plaza Center."); + mes("It should be very easy to find."); + cutin("", 255); nov_3_swordman = 4; if (questprogress(1230)) - erasequest 1230; - close; + erasequest(1230); + close(); } } else if (nov_3_swordman == 4) { - mes "[Trainer Adric]"; - mes "During this period, you must train really hard."; - next; - mes "[Trainer Adric]"; - mes "Continue to improve your abilities to change to an amazing job!"; - cutin "", 255; - close; + mes("[Trainer Adric]"); + mes("During this period, you must train really hard."); + next(); + mes("[Trainer Adric]"); + mes("Continue to improve your abilities to change to an amazing job!"); + cutin("", 255); + close(); } } else if (Class == Job_Swordman) { - mes "[Trainer Adric]"; - mes "You're already a Swordsman!"; - next; - mes "[Trainer Adric]"; - mes "There's nothing else special to teach you."; - cutin "", 255; - close; + mes("[Trainer Adric]"); + mes("You're already a Swordsman!"); + next(); + mes("[Trainer Adric]"); + mes("There's nothing else special to teach you."); + cutin("", 255); + close(); } else { - mes "[Trainer Adric]"; - mes "Hey! You already have a job!"; - next; - mes "[Trainer Adric]"; - mes "Go away!"; - cutin "", 255; - close; + mes("[Trainer Adric]"); + mes("Hey! You already have a job!"); + next(); + mes("[Trainer Adric]"); + mes("Go away!"); + cutin("", 255); + close(); } } @@ -8977,102 +9156,102 @@ iz_ac02_d,60,51,5 duplicate(Swordman Trainer#ac) Swordman Trainer#ac_d 4_M_SWORD //- Swordman Assistant (Neals) - iz_ac02,53,48,5 script Swordman Assistant#ac 4_M_KY_KNT,{ if (questprogress(4269) != 2) { - mes "[Assitant Trainer Neals]"; - mes "You want to learn about Swordsman?"; - mes "If you want to take the class you must register and come back here."; - close; + mes("[Assitant Trainer Neals]"); + mes("You want to learn about Swordsman?"); + mes("If you want to take the class you must register and come back here."); + close(); } if (Class == Job_Novice && JobLevel >= 10) { - mes "[Assitant Trainer Neals]"; - mes "As you are at the enough job level, you don't need any more lecturing."; - next; - if(select("Then I will stop.", "Become a swordsman right away!") == 1) { - mes "[Assitant Trainer Neals]"; - mes "Before the training starts, you already raised your level."; - mes "Impressive."; - close; - } - mes "[Assitant Trainer Neals]"; - mes "It seems that you have fully grown."; - mes "Head to the Swordsman Guild to become a swordsman!"; - next; - mes "[Assitant Trainer Neals]"; - mes "The Swordsman Guild is located in Izlude square"; - mes "From the center, go west."; - mes "It should be easy to find."; - cutin "", 255; + mes("[Assitant Trainer Neals]"); + mes("As you are at the enough job level, you don't need any more lecturing."); + next(); + if (select("Then I will stop.", "Become a swordsman right away!") == 1) { + mes("[Assitant Trainer Neals]"); + mes("Before the training starts, you already raised your level."); + mes("Impressive."); + close(); + } + mes("[Assitant Trainer Neals]"); + mes("It seems that you have fully grown."); + mes("Head to the Swordsman Guild to become a swordsman!"); + next(); + mes("[Assitant Trainer Neals]"); + mes("The Swordsman Guild is located in Izlude square"); + mes("From the center, go west."); + mes("It should be easy to find."); + cutin("", 255); if (questprogress(1230)) - erasequest 1230; - close; + erasequest(1230); + close(); } else { if (Class == Job_Swordman) { - mes "[Assitant Trainer Neals]"; - mes "You are now a swordsman!"; - mes "There's nothing else special to teach you."; - close; + mes("[Assitant Trainer Neals]"); + mes("You are now a swordsman!"); + mes("There's nothing else special to teach you."); + close(); } else if (Class != Job_Novice) { - mes "[Assitant Trainer Neals]"; - mes "You already have another job!"; - mes "Go away!"; - close; + mes("[Assitant Trainer Neals]"); + mes("You already have another job!"); + mes("Go away!"); + close(); } else { if (questprogress(1229) == 2) { - mes "[Assitant Trainer Neals]"; - mes "Let's repeat the prerequisite of Swordsmanhood, this is a review study!"; - next; - while(1) { + mes("[Assitant Trainer Neals]"); + mes("Let's repeat the prerequisite of Swordsmanhood, this is a review study!"); + next(); + while(true) { switch(select("Swordman key points", "Heightened Attack and defense.", "Related stats","Additional Swordman classes?", "I learned enough already.")) { case 1: - mes "[Assitant Trainer Neals]"; - mes "Swordsman uses strong constitution; shrugs off damage easily from foes and when in a party, is a leader and the protector of others."; - next; + mes("[Assitant Trainer Neals]"); + mes("Swordsman uses strong constitution); shrugs off damage easily from foes and when in a party, is a leader and the protector of others."); + next(); break; case 2: - mes "[Assitant Trainer Neals]"; - mes "Swordsman prefer to use spears, two-handed swords or combination sword and shield."; - next; - mes "[Assitant Trainer Neals]"; - mes "Also the swordsman's vitality is normally high making them able to carry massive amounts of weight."; - next; + mes("[Assitant Trainer Neals]"); + mes("Swordsman prefer to use spears, two-handed swords or combination sword and shield."); + next(); + mes("[Assitant Trainer Neals]"); + mes("Also the swordsman's vitality is normally high making them able to carry massive amounts of weight."); + next(); break; case 3: - mes "[Assitant Trainer Neals]"; - mes "Desired stats are usually ^0000FFStr^000000, ^0000FFAgi^000000, ^0000FFVit^000000, ^0000FFDex^000000 Of course this is all up to you"; - next; - mes "[Assitant Trainer Neals]"; - mes "^0000FFVit^000000 affects^FF0000HP recovery rate^000000."; - mes "^0000FFStr^000000 affects ^FF0000 strength and attacking power^000000."; - mes "^0000FFDex^00000 increases ^FF0000 accuracy of your attack^000000."; - next; - mes "[Trainer Adric]"; - mes "^0000FFAgi^000000 increases ^FF0000 attacking speed^000000 and ^FF0000 evasion rate^000000."; - mes "^0000FFLuk^000000 affects ^FF0000 probability of critical ^000000."; - next; + mes("[Assitant Trainer Neals]"); + mes("Desired stats are usually ^0000FFStr^000000, ^0000FFAgi^000000, ^0000FFVit^000000, ^0000FFDex^000000 Of course this is all up to you"); + next(); + mes("[Assitant Trainer Neals]"); + mes("^0000FFVit^000000 affects^FF0000HP recovery rate^000000."); + mes("^0000FFStr^000000 affects ^FF0000 strength and attacking power^000000."); + mes("^0000FFDex^00000 increases ^FF0000 accuracy of your attack^000000."); + next(); + mes("[Trainer Adric]"); + mes("^0000FFAgi^000000 increases ^FF0000 attacking speed^000000 and ^FF0000 evasion rate^000000."); + mes("^0000FFLuk^000000 affects ^FF0000 probability of critical ^000000."); + next(); break; case 4: - mes "[Assitant Trainer Neals]"; - mes "After changing to a Swordsman you can change to a ^0000FF Knight ^000000 or ^0000FFCrusader^000000."; - next; - mes "[Assitant Trainer Neals]"; - mes "Go raise your strength while figuring out if you're offensive or defensive."; - mes "This is something you should do."; + mes("[Assitant Trainer Neals]"); + mes("After changing to a Swordsman you can change to a ^0000FF Knight ^000000 or ^0000FFCrusader^000000."); + next(); + mes("[Assitant Trainer Neals]"); + mes("Go raise your strength while figuring out if you're offensive or defensive."); + mes("This is something you should do."); break; case 5: - mes "[Assitant Trainer Neals]"; - mes "Ask again anytime."; - mes "I'll answer everything!"; - close; + mes("[Assitant Trainer Neals]"); + mes("Ask again anytime."); + mes("I'll answer everything!"); + close(); } - mes "[Assitant Trainer Neals]"; - mes "Let's repeat the prequisite of swordsmanhood,"; - mes "this is a review study!"; - next; + mes("[Assitant Trainer Neals]"); + mes("Let's repeat the prequisite of swordsmanhood,"); + mes("this is a review study!"); + next(); } } else { - mes "[Assitant Trainer Neals]"; - mes "Feeble people like you can become a gallant Swordsman soon."; - mes "Yes, you can. Be ambitious."; - close; + mes("[Assitant Trainer Neals]"); + mes("Feeble people like you can become a gallant Swordsman soon."); + mes("Yes, you can. Be ambitious."); + close(); } } } @@ -9087,264 +9266,264 @@ iz_ac02_d,53,48,5 duplicate(Swordman Assistant#ac) Swordman Assistant#ac_d 4_M_K //- Mage Chuck - iz_ac02,148,110,3 script Mage Chuck#ac 4_M_JOB_WIZARD,{ - cutin "nov_magicsoul01.bmp", 2; + cutin("nov_magicsoul01", 2); if (Class == Job_Novice) { if (questprogress(4269) == 2) { - mes "[Mage Chuck]"; - mes "I am the one in charge of magic studies in Criatura Academy"; - mes "^0000FFA genius Mage^000000~!"; - mes "^0000FFMage Chuck^000000."; - next; - mes "[Mage Chuck]"; - mes "Someone like you who has magic talent but doesn't know how to become a Mage."; - mes "For a ^FF0000Novice^000000 like you I'm offering my training."; - next; - mes "[Mage Chuck]"; - mes "How about it?"; - mes "Do you wanna try out my priceless lessons?"; - next; - if(select("I will learn.", "No thanks!") == 2) { - mes "[Mage Chuck]"; - mes "If you don't listen to me, you'll regret of it."; - next; - mes "[Mage Chuck]"; - mes "When you change your mind, come back to me."; + mes("[Mage Chuck]"); + mes("I am the one in charge of magic studies in Criatura Academy"); + mes("^0000FFA genius Mage^000000~!"); + mes("^0000FFMage Chuck^000000."); + next(); + mes("[Mage Chuck]"); + mes("Someone like you who has magic talent but doesn't know how to become a Mage."); + mes("For a ^FF0000Novice^000000 like you I'm offering my training."); + next(); + mes("[Mage Chuck]"); + mes("How about it?"); + mes("Do you wanna try out my priceless lessons?"); + next(); + if (select("I will learn.", "No thanks!") == 2) { + mes("[Mage Chuck]"); + mes("If you don't listen to me, you'll regret of it."); + next(); + mes("[Mage Chuck]"); + mes("When you change your mind, come back to me."); } else { - mes "[Mage Chuck]"; - mes "Good! If that's your decision, I will do my best."; - mes "How much you learn depends on your own effort."; - next; - mes "[Mage Chuck]"; - mes "To become a Mage, you need to be very studious."; - mes "Ask me what you want to learn!"; - while(1) { - next; + mes("[Mage Chuck]"); + mes("Good! If that's your decision, I will do my best."); + mes("How much you learn depends on your own effort."); + next(); + mes("[Mage Chuck]"); + mes("To become a Mage, you need to be very studious."); + mes("Ask me what you want to learn!"); + while(true) { + next(); switch(select("What is a Mage's primary role?", "What ^8B4513stats^000000 are good for Mage?", "What are Mage's ^8B4513skill^000000s?", "Can I try some skills?!", "I want to ^8B451Cchange job^000000 to Mage!", "I'll get back to you later")) { case 1: - mes "[Mage Chuck]"; - mes "A Mage's primary role is to use magic to inflict powerful attacks."; - next; - mes "[Mage Chuck]"; - mes "We have low defense but have various attack ^006400skills^000000."; - mes "Be careful about the damage you take as a Mage."; - next; - mes "[Mage Chuck]"; - mes "If you remember these little things you can become a great Mage."; - mes "Walk with pride as you grow in magic power~"; - next; - mes "[Mage Chuck]"; - mes "Anything else you want to know about Mages?"; + mes("[Mage Chuck]"); + mes("A Mage's primary role is to use magic to inflict powerful attacks."); + next(); + mes("[Mage Chuck]"); + mes("We have low defense but have various attack ^006400skills^000000."); + mes("Be careful about the damage you take as a Mage."); + next(); + mes("[Mage Chuck]"); + mes("If you remember these little things you can become a great Mage."); + mes("Walk with pride as you grow in magic power~"); + next(); + mes("[Mage Chuck]"); + mes("Anything else you want to know about Mages?"); break; case 2: - mes "[Mage Chuck]"; - mes "Doesn't a Mage remind you something solid?"; - next; - mes "[Mage Chuck]"; - mes "Sheer physical force is for brutes who increase their ^006400STR^000000."; - mes "For a ^0000FFgenius Mage^000000 like myself that's a waste."; - next; - mes "[Mage Chuck]"; - mes "Become wise and clever with your^006400 mind power^000000."; - mes "This is Mage's primary attribute- ^006400INT^000000, it's what's most important!"; - next; - mes "[Mage Chuck]"; - mes "If you remember these little things you can become a great Mage."; - mes "Walk with pride as you grow in magic power~"; - next; - mes "[Mage Chuck]"; - mes "Anything else you want to know about Mages?"; + mes("[Mage Chuck]"); + mes("Doesn't a Mage remind you something solid?"); + next(); + mes("[Mage Chuck]"); + mes("Sheer physical force is for brutes who increase their ^006400STR^000000."); + mes("For a ^0000FFgenius Mage^000000 like myself that's a waste."); + next(); + mes("[Mage Chuck]"); + mes("Become wise and clever with your^006400 mind power^000000."); + mes("This is Mage's primary attribute- ^006400INT^000000, it's what's most important!"); + next(); + mes("[Mage Chuck]"); + mes("If you remember these little things you can become a great Mage."); + mes("Walk with pride as you grow in magic power~"); + next(); + mes("[Mage Chuck]"); + mes("Anything else you want to know about Mages?"); break; case 3: - mes "[Mage Chuck]"; - mes "Mages have powerful magical skills."; - mes "The basis of these skills are the attributes ^006400<Water, Wind, Earth, Fire>^000000."; - next; - mes "[Mage Chuck]"; - mes "As each element has its own^006400 range attack magic^000000, these are useful when dealing with many enemies~!!"; - next; - mes "[Mage Chuck]"; - mes "Ok enough talk."; - mes "I will show you my power by offering a demonstration."; - mes "You should be honored to be witnessing this!"; - next; - mes "[Mage Chuck]"; + mes("[Mage Chuck]"); + mes("Mages have powerful magical skills."); + mes("The basis of these skills are the attributes ^006400<Water, Wind, Earth, Fire>^000000."); + next(); + mes("[Mage Chuck]"); + mes("As each element has its own^006400 range attack magic^000000, these are useful when dealing with many enemies~!!"); + next(); + mes("[Mage Chuck]"); + mes("Ok enough talk."); + mes("I will show you my power by offering a demonstration."); + mes("You should be honored to be witnessing this!"); + next(); + mes("[Mage Chuck]"); switch(rand(1, 7)) { case 1: - mes "Detecting hidden enemies"; - mes "^006400Sight^000000 !!!!"; - specialeffect EF_SIGHT; + mes("Detecting hidden enemies"); + mes("^006400Sight^000000 !!!!"); + specialeffect(EF_SIGHT); break; case 2: - mes "Deflect all physical attacks"; - mes "^006400Safety Wall^000000!!!!"; - specialeffect EF_GLASSWALL; + mes("Deflect all physical attacks"); + mes("^006400Safety Wall^000000!!!!"); + specialeffect(EF_GLASSWALL); break; case 3: - mes "Fire damage premier ~!!!"; - mes "^006400Fire Ball^000000!!!!"; - specialeffect EF_FIREBALL; + mes("Fire damage premier ~!!!"); + mes("^006400Fire Ball^000000!!!!"); + specialeffect(EF_FIREBALL); break; case 4: - mes "Wall of Fire~!!"; - mes "^006400Fire Wall^000000!!!!"; - specialeffect EF_FIREWALL; + mes("Wall of Fire~!!"); + mes("^006400Fire Wall^000000!!!!"); + specialeffect(EF_FIREWALL); break; case 5: - mes "Want a taste of thunder?"; - mes "^006400Lightening Bolt^000000!!!!"; - specialeffect EF_LIGHTBOLT; + mes("Want a taste of thunder?"); + mes("^006400Lightening Bolt^000000!!!!"); + specialeffect(EF_LIGHTBOLT); break; case 6: - mes "Get lost in the storm!"; - mes "^006400Thunder Storm^000000!!!!"; - specialeffect EF_THUNDERSTORM; + mes("Get lost in the storm!"); + mes("^006400Thunder Storm^000000!!!!"); + specialeffect(EF_THUNDERSTORM); break; case 7: - mes "What killed the dinosaurs?"; - mes "The Ice Age!"; - mes "^006400Frost Diver^000000!!!!"; - specialeffect EF_FROSTDIVER2; + mes("What killed the dinosaurs?"); + mes("The Ice Age!"); + mes("^006400Frost Diver^000000!!!!"); + specialeffect(EF_FROSTDIVER2); break; } - next; - mes "[Mage Chuck]"; - mes "Doesn't it shake your heart to see my skills?"; - mes "You won't get hurt so don't worry~!"; - next; - mes "[Mage Chuck]"; - mes "Anything else you want to know about Mages?"; + next(); + mes("[Mage Chuck]"); + mes("Doesn't it shake your heart to see my skills?"); + mes("You won't get hurt so don't worry~!"); + next(); + mes("[Mage Chuck]"); + mes("Anything else you want to know about Mages?"); break; case 4: if (isequippedcnt(Mage_Manual) > 0 || countitem(Mage_Manual) > 0) { - mes "[Mage Chuck]"; - mes "I think you already received a ^FF0000Mage Manual^000000~!"; - mes "I can't offer you two of them."; - mes "One is good enough~!"; - next; - mes "[Mage Chuck]"; - mes "Try out the skills after equipping the^006400 Mage Manual^000000."; - mes "Then hunt with the skills given to you in your skill window."; - next; - mes "[Mage Chuck]"; - mes "Anything else you want to know about Mages?"; + mes("[Mage Chuck]"); + mes("I think you already received a ^FF0000Mage Manual^000000~!"); + mes("I can't offer you two of them."); + mes("One is good enough~!"); + next(); + mes("[Mage Chuck]"); + mes("Try out the skills after equipping the^006400 Mage Manual^000000."); + mes("Then hunt with the skills given to you in your skill window."); + next(); + mes("[Mage Chuck]"); + mes("Anything else you want to know about Mages?"); } else { if (checkweight(Yggdrasilberry, 1)) { - mes "[Mage Chuck]"; - mes "Right, you must be set with your heart firm on becoming a Mage."; - next; - mes "[Mage Chuck]"; - mes "OK! Then I'll give you a chance to taste what it is to become a Mage."; - mes "Take this ^006400Mage Manual^000000."; - mes "I'll let you borrow it!"; - next; - mes "[Mage Chuck]"; - mes "Try out the skills after equipping the^006400 Mage Manual^000000."; - mes "Then hunt with the skills given to you in your skill window."; - next; - mes "[Mage Chuck]"; - mes "It's a valuable item so don't lose it."; - mes "If you want to become a genius ^0000FFMage^000000 like me, follow in my path."; - getitem Mage_Manual, 1; // Mage_Manual + mes("[Mage Chuck]"); + mes("Right, you must be set with your heart firm on becoming a Mage."); + next(); + mes("[Mage Chuck]"); + mes("OK! Then I'll give you a chance to taste what it is to become a Mage."); + mes("Take this ^006400Mage Manual^000000."); + mes("I'll let you borrow it!"); + next(); + mes("[Mage Chuck]"); + mes("Try out the skills after equipping the^006400 Mage Manual^000000."); + mes("Then hunt with the skills given to you in your skill window."); + next(); + mes("[Mage Chuck]"); + mes("It's a valuable item so don't lose it."); + mes("If you want to become a genius ^0000FFMage^000000 like me, follow in my path."); + getitem(Mage_Manual, 1); // Mage_Manual break; } else { - mes "[Mage Chuck]"; - mes "If you want to become a Mage lighten up your inventory load."; - next; - mes "[Mage Chuck]"; - mes "Anything else you want to know about Mages?"; + mes("[Mage Chuck]"); + mes("If you want to become a Mage lighten up your inventory load."); + next(); + mes("[Mage Chuck]"); + mes("Anything else you want to know about Mages?"); } } break; case 5: if (questprogress(9264) == 2) { - mes "[Mage Chuck]"; - mes "Ah~ you want to change to a magician?"; - next; - mes "[Mage Chuck]"; - mes "I seem to have used a great deal of magic sending you before..."; - mes "Because of too many students like you, I cannot send you again!"; - next; - mes "[Mage Chuck]"; - mes "If you really want to go, then please go speak to the Kafra Staff and use their Teleport Service."; + mes("[Mage Chuck]"); + mes("Ah~ you want to change to a magician?"); + next(); + mes("[Mage Chuck]"); + mes("I seem to have used a great deal of magic sending you before..."); + mes("Because of too many students like you, I cannot send you again!"); + next(); + mes("[Mage Chuck]"); + mes("If you really want to go, then please go speak to the Kafra Staff and use their Teleport Service."); } else { - mes "[Mage Chuck]"; - mes "Ah~ you want to change to a magician?"; - next; - mes "[Mage Chuck]"; - mes "To change your job to a magician, you must visit the Magician's Guild."; - mes "I can send you close to there, but..."; - next; - mes "[Mage Chuck]"; - mes "You must first reach ^006400Job level 10^000000 and ^006400Basic Skill level 9^000000."; - next; - if(getskilllv("NV_BASIC") < 9) { - mes "[Mage Chuck]"; - mes "You don't seem ready!"; - mes "If you want to change your job, you must first be ^006400Job level 10^000000 and ^006400Basic Skill level 9^000000."; - mes "Then come back and see me!"; - next; - mes "[Mage Chuck]"; - mes "What else do you want to know about magicians?"; + mes("[Mage Chuck]"); + mes("Ah~ you want to change to a magician?"); + next(); + mes("[Mage Chuck]"); + mes("To change your job to a magician, you must visit the Magician's Guild."); + mes("I can send you close to there, but..."); + next(); + mes("[Mage Chuck]"); + mes("You must first reach ^006400Job level 10^000000 and ^006400Basic Skill level 9^000000."); + next(); + if (getskilllv("NV_BASIC") < 9) { + mes("[Mage Chuck]"); + mes("You don't seem ready!"); + mes("If you want to change your job, you must first be ^006400Job level 10^000000 and ^006400Basic Skill level 9^000000."); + mes("Then come back and see me!"); + next(); + mes("[Mage Chuck]"); + mes("What else do you want to know about magicians?"); } else { - mes "[Mage Chuck]"; - mes "Ah, it seems that you already have those requirements!"; - mes "Do you want to change your job immediately?"; - next; - if(select("No", "Yes") == 1) { - mes "[Mage Chuck]"; - mes "Okay, when you have decided please come back!"; - next; - mes "[Mage Chuck]"; - mes "What else do you want to know about magicians?"; + mes("[Mage Chuck]"); + mes("Ah, it seems that you already have those requirements!"); + mes("Do you want to change your job immediately?"); + next(); + if (select("No", "Yes") == 1) { + mes("[Mage Chuck]"); + mes("Okay, when you have decided please come back!"); + next(); + mes("[Mage Chuck]"); + mes("What else do you want to know about magicians?"); } else { - mes "[Mage Chuck]"; - mes "In that case, I'll use magic to send you near ^8B4513Geffen^000000, where the Magician's Guild is."; - mes "It is there that you will be able to become a magician."; - next; - mes "[Mage Chuck]"; - mes "Once I send you, you will speak to the ^0000FFMage's Guild Guide^000000."; - mes "They will be able to assist you further."; - mes "Let's go! I'm ready to send you there!"; - next; - mes "[Mage Chuck]"; - mes "Whoosh Whoosh"; - mes "Ooo... Ooo... Hum... Hmm!"; - mes "Teleport!"; - cutin "", 255; - next; - setquest 9264; - savepoint "geffen", 120, 38; - warp "gef_fild07", 88, 205; + mes("[Mage Chuck]"); + mes("In that case, I'll use magic to send you near ^8B4513Geffen^000000, where the Magician's Guild is."); + mes("It is there that you will be able to become a magician."); + next(); + mes("[Mage Chuck]"); + mes("Once I send you, you will speak to the ^0000FFMage's Guild Guide^000000."); + mes("They will be able to assist you further."); + mes("Let's go! I'm ready to send you there!"); + next(); + mes("[Mage Chuck]"); + mes("Whoosh Whoosh"); + mes("Ooo... Ooo... Hum... Hmm!"); + mes("Teleport!"); + cutin("", 255); + next(); + setquest(9264); + savepoint("geffen", 120, 38); + warp("gef_fild07", 88, 205); end; } } } break; case 6: - mes "[Mage Chuck]"; - mes "Yes~ Go meet other teachers then come back."; - mes "Of course, Mages are most alluring of them all.~"; - next; - mes "[Mage Chuck]"; - mes "You'll choose Mage again I have no doubt about it~~!!"; - mes "Haha see you later~"; + mes("[Mage Chuck]"); + mes("Yes~ Go meet other teachers then come back."); + mes("Of course, Mages are most alluring of them all.~"); + next(); + mes("[Mage Chuck]"); + mes("You'll choose Mage again I have no doubt about it~~!!"); + mes("Haha see you later~"); break; } break; } } } else { - mes "[Mage Chuck]"; - mes "First you'll have to complete your ^8B4513registration^000000 at the Academy front desk."; - mes "If you go to the 1st floor of the academy someone will help you register."; + mes("[Mage Chuck]"); + mes("First you'll have to complete your ^8B4513registration^000000 at the Academy front desk."); + mes("If you go to the 1st floor of the academy someone will help you register."); } } else { - mes "[Mage Chuck]"; - mes "You're no longer the innocent ^8b4513Novice^000000 who doesn't know anything~?"; - mes "I don't have anything to teach you~!"; + mes("[Mage Chuck]"); + mes("You're no longer the innocent ^8b4513Novice^000000 who doesn't know anything~?"); + mes("I don't have anything to teach you~!"); } - close2; - cutin "", 255; + close2(); + cutin("", 255); end; } @@ -9359,96 +9538,96 @@ gef_fild07,90,208,6 script #acmageguide HIDDEN_NPC,7,7,{ OnTouch: if (questprogress(9264) == 1) { - mes "[Magician's Guild Guide]"; - mes "It seems that you've come from Criatura Academy."; - next; - mes "[Magician's Guild Guide]"; - mes "You look a little exhausted..."; - mes "Though.. to become a magician is exhausting in a way..."; - next; - mes "[Magician's Guild Guide]"; - mes "First off, my task is to guide you to the Mage's guild!"; - mes "Go straight to the right!"; - mes "After ^8B4513crossing the bridge^000000, you will see the entrance to ^FF0000Geffen^000000!"; - next; - mes "[Magician's Guild Guide]"; - mes "Once there,"; - mes "You should find our <NAVI>^4D4DFF[Magician's Guild Guide]^000000<INFO>geffen,43,123,</INFO></NAVI>."; - mes "Speak to him, he will continue to guide you to the Magician's Guild!"; + mes("[Magician's Guild Guide]"); + mes("It seems that you've come from Criatura Academy."); + next(); + mes("[Magician's Guild Guide]"); + mes("You look a little exhausted..."); + mes("Though.. to become a magician is exhausting in a way..."); + next(); + mes("[Magician's Guild Guide]"); + mes("First off, my task is to guide you to the Mage's guild!"); + mes("Go straight to the right!"); + mes("After ^8B4513crossing the bridge^000000, you will see the entrance to ^FF0000Geffen^000000!"); + next(); + mes("[Magician's Guild Guide]"); + mes("Once there,"); + mes("You should find our <NAVI>^4D4DFF[Magician's Guild Guide]^000000<INFO>geffen,43,123,</INFO></NAVI>."); + mes("Speak to him, he will continue to guide you to the Magician's Guild!"); nov_3_magician = 2; - completequest 9264; - erasequest 9264; - setquest 9265; - close; + completequest(9264); + erasequest(9264); + setquest(9265); + close(); } } //- Magician's Guild Guide - gef_fild07,89,208,6 script Magician's Guild Guide#1 2_F_MAGICMASTER,{ if (questprogress(9265) == 1) { - mes "[Magician's Guild Guide]"; - mes "First off, my task is to guide you to the Mage's guild!"; - mes "Go straight to the right!"; - mes "After ^8B4513crossing the bridge^000000, you will see the entrance to ^FF0000Geffen^000000!"; - next; - mes "[Magician's Guild Guide]"; - mes "Once there,"; - mes "You should find our <NAVI>^4D4DFF[Magician's Guild Guide]^000000<INFO>geffen,43,123,</INFO></NAVI>."; - mes "Speak to him, he will continue to guide you to the Magician's Guild!"; + mes("[Magician's Guild Guide]"); + mes("First off, my task is to guide you to the Mage's guild!"); + mes("Go straight to the right!"); + mes("After ^8B4513crossing the bridge^000000, you will see the entrance to ^FF0000Geffen^000000!"); + next(); + mes("[Magician's Guild Guide]"); + mes("Once there,"); + mes("You should find our <NAVI>^4D4DFF[Magician's Guild Guide]^000000<INFO>geffen,43,123,</INFO></NAVI>."); + mes("Speak to him, he will continue to guide you to the Magician's Guild!"); } else { - mes "[Magician's Guild Guide]"; - mes "I am in charge of bringing ^8B4513Criatura Academy^000000 students to the Mage's guild."; - mes "These days the academy has a lot of new students so I'm happy to be working."; + mes("[Magician's Guild Guide]"); + mes("I am in charge of bringing ^8B4513Criatura Academy^000000 students to the Mage's guild."); + mes("These days the academy has a lot of new students so I'm happy to be working."); } - close; + close(); OnInit: - //AddQuestInfo 9265 1 0 - //SetQuestQuest 9265 9264 1 + //Addquestinfo 9265 1 0 + //setquestQuest 9265 9264 1 end; } //- Magician's Guild Guide - geffen,43,123,6 script Magician's Guild Guide#2 2_F_MAGICMASTER,{ if (questprogress(9265) == 1) { - mes "[Magician's Guild Guide]"; - mes "Ah, you made it all the way here. Very good for an academy student!"; - next; - mes "[Magician's Guild Guide]"; - mes "Before this step-by-step guide, they would get lost and frustrated."; - next; - mes "[Magician's Guild Guide]"; - mes "Anyways, let's keep this short."; - mes "I will now tell you the route to the Mage's Guild!"; - mes "The way to go is quite simple..."; - mes "From here, go toward 11 o'clock, you will see the Mage's Guild."; - next; - mes "[Magician's Guild Guide]"; - mes "Just go inside, and upstairs a little to find the"; - mes "<NAVI>^4D4DFF[Mage Guildsman]^000000<INFO>geffen_in,164,124,</INFO></NAVI>"; - mes "From there, he will assist you in becoming a Mage."; - completequest 9265; - erasequest 9265; - setquest 9266; + mes("[Magician's Guild Guide]"); + mes("Ah, you made it all the way here. Very good for an academy student!"); + next(); + mes("[Magician's Guild Guide]"); + mes("Before this step-by-step guide, they would get lost and frustrated."); + next(); + mes("[Magician's Guild Guide]"); + mes("Anyways, let's keep this short."); + mes("I will now tell you the route to the Mage's Guild!"); + mes("The way to go is quite simple..."); + mes("From here, go toward 11 o'clock, you will see the Mage's Guild."); + next(); + mes("[Magician's Guild Guide]"); + mes("Just go inside, and upstairs a little to find the"); + mes("<NAVI>^4D4DFF[Mage Guildsman]^000000<INFO>geffen_in,164,124,</INFO></NAVI>"); + mes("From there, he will assist you in becoming a Mage."); + completequest(9265); + erasequest(9265); + setquest(9266); } else if (questprogress(9266) == 1) { - mes "[Magician's Guild Guide]"; - mes "The way to go is quite simple..."; - mes "From here, go toward 11 o'clock, you will see the Mage's Guild."; - next; - mes "[Magician's Guild Guide]"; - mes "Just go inside, and upstairs a little to find the"; - mes "<NAVI>^4D4DFF[Mage Guildsman]^000000<INFO>geffen_in,164,124,</INFO></NAVI>"; - mes "From there, he will assist you in becoming a Mage."; + mes("[Magician's Guild Guide]"); + mes("The way to go is quite simple..."); + mes("From here, go toward 11 o'clock, you will see the Mage's Guild."); + next(); + mes("[Magician's Guild Guide]"); + mes("Just go inside, and upstairs a little to find the"); + mes("<NAVI>^4D4DFF[Mage Guildsman]^000000<INFO>geffen_in,164,124,</INFO></NAVI>"); + mes("From there, he will assist you in becoming a Mage."); } else { - mes "[Magician's Guild Guide]"; - mes "I am in charge of bringing ^8B4513Criatura Academy^000000 students to the Mage's guild."; - mes "These days the academy has a lot of new students so I'm happy to be working."; + mes("[Magician's Guild Guide]"); + mes("I am in charge of bringing ^8B4513Criatura Academy^000000 students to the Mage's guild."); + mes("These days the academy has a lot of new students so I'm happy to be working."); } - close; + close(); OnInit: - //AddQuestInfo 9266 1 0 - //SetQuestQuest 9266 9265 1 + //Addquestinfo 9266 1 0 + //setquestQuest 9266 9265 1 end; } @@ -9456,407 +9635,407 @@ geffen,43,123,6 script Magician's Guild Guide#2 2_F_MAGICMASTER,{ //- Salim Hamid - iz_ac02,50,169,3 script Salim Hamid#ac 1_M_MERCHANT,{ - disable_items; + disable_items(); if (!checkweight(Emperium, 3) || (MaxWeight - Weight) < 10000) { - mes "- As you are overloaded with so many items, quest can't be proceeded. -"; - close; + mes("- As you are overloaded with so many items, quest can't be proceeded. -"); + close(); } if (BaseLevel > 15 || Class != Job_Novice) { - cutin "aca_salim01",2; - mes "[Salim Hamid]"; - mes "Ehm?"; - mes "This class only for Novices just starting their adventure."; - next; - mes "[Salim Hamid]"; - mes "Looking at you, you seem like you need some help. How about going to another place?"; - close2; - cutin "", 255; + cutin("aca_salim01",2); + mes("[Salim Hamid]"); + mes("Ehm?"); + mes("This class only for Novices just starting their adventure."); + next(); + mes("[Salim Hamid]"); + mes("Looking at you, you seem like you need some help. How about going to another place?"); + close2(); + cutin("", 255); end; } if (questprogress(4269) < 1) { - cutin "aca_salim01",2; - mes "[Salim Hamid]"; - mes "Oh~"; - mes "At a glance, hey, you like the lost baby sheep.. Here the non registered passengers are prohibited."; - next; - mes "[Salim Hamid]"; - mes "If you want to look around this area without physical prohibiton, you would better register first at the info desk at the Academy entrance."; - close2; - cutin "", 255; + cutin("aca_salim01",2); + mes("[Salim Hamid]"); + mes("Oh~"); + mes("At a glance, hey, you like the lost baby sheep.. Here the non registered passengers are prohibited."); + next(); + mes("[Salim Hamid]"); + mes("If you want to look around this area without physical prohibiton, you would better register first at the info desk at the Academy entrance."); + close2(); + cutin("", 255); end; } if (JobLevel >= 10) { - cutin "aca_salim01.bmp", 2; - mes "[Salim Hamid]"; - mes "Ho Oh~"; - mes "You look like you're ready to change to a first job."; - next; - cutin "aca_salim02",2; - mes "[Salim Hamid]"; - mes "How about it? Are you interested in the way of the Merchant? If so, I may be helpful for you."; - next; - if(select("Not interest.", "Interested.") == 1) { - mes "[Salim Hamid]"; - mes "Oh.. No..."; - mes "Well, there is no way. Our Criatura Academy put the priority to the adventurer's choice."; - close2; - cutin "", 255; + cutin("aca_salim01", 2); + mes("[Salim Hamid]"); + mes("Ho Oh~"); + mes("You look like you're ready to change to a first job."); + next(); + cutin("aca_salim02", 2); + mes("[Salim Hamid]"); + mes("How about it? Are you interested in the way of the Merchant? If so, I may be helpful for you."); + next(); + if (select("Not interest.", "Interested.") == 1) { + mes("[Salim Hamid]"); + mes("Oh.. No..."); + mes("Well, there is no way. Our Criatura Academy put the priority to the adventurer's choice."); + close2(); + cutin("", 255); end; } - mes "[Salim Hamid]"; - mes "Good~ Then, I will send you to the town of Alberta. There you can become a merchant."; - next; - mes "[Salim Hamid]"; - mes "Do not go elsewhere, immediately enter the town."; - mes "Find the <NAVI>[Forge]<INFO>alberta_in,75 48</INFO></NAVI>."; - next; - if(select("Not yet ready.", "I'm Ready!") == 1) { - mes "[Salim Hamid]"; - mes "Yes, I understand. When you are ready, let me see you again."; - close2; - cutin "", 255; + mes("[Salim Hamid]"); + mes("Good~ Then, I will send you to the town of Alberta. There you can become a merchant."); + next(); + mes("[Salim Hamid]"); + mes("Do not go elsewhere, immediately enter the town."); + mes("Find the <NAVI>[Forge]<INFO>alberta_in,75 48</INFO></NAVI>."); + next(); + if (select("Not yet ready.", "I'm Ready!") == 1) { + mes("[Salim Hamid]"); + mes("Yes, I understand. When you are ready, let me see you again."); + close2(); + cutin("", 255); end; } else { - mes "[Salim Hamid]"; - mes "Good~ Please go to the Forge and find me."; - close2; - setquest 12307; - cutin "", 255; - warp "pay_fild03", 388, 68; + mes("[Salim Hamid]"); + mes("Good~ Please go to the Forge and find me."); + close2(); + setquest(12307); + cutin("", 255); + warp("pay_fild03", 388, 68); end; } } else { - cutin "aca_salim02",2; - mes "[Salim Hamid]"; - mes "Hahaha. "+strcharinfo(0)+" you have completed the Merchant theory course at the Criatura Academy."; - next; - mes "[Salim Hamid]"; - mes "When you want to test the other battle skills in the Merchant's Manual,"; - mes "visit <NAVI>[Battle Trainer Subino]<INFO>iz_ac01,59,83</INFO></NAVI> on the 1st floor."; - next; - mes "[Salim Hamid]"; - mes "You can fully experience the battle related practice through him."; - next; - mes "[Salim Hamid]"; - mes "The guide for the next course "+strcharinfo(0)+" will be serviced when you reach job level 10. Good luck."; - close2; - cutin "", 255; + cutin("aca_salim02",2); + mes("[Salim Hamid]"); + mesf("Hahaha. %s you have completed the Merchant theory course at the Criatura Academy.", strcharinfo(PC_NAME)); + next(); + mes("[Salim Hamid]"); + mes("When you want to test the other battle skills in the Merchant's Manual,"); + mes("visit <NAVI>[Battle Trainer Subino]<INFO>iz_ac01,59,83</INFO></NAVI> on the 1st floor."); + next(); + mes("[Salim Hamid]"); + mes("You can fully experience the battle related practice through him."); + next(); + mes("[Salim Hamid]"); + mesf("The guide for the next course %s will be serviced when you reach job level 10. Good luck.", strcharinfo(PC_NAME)); + close2(); + cutin("", 255); end; } if (questprogress(12302) < 1) { - cutin "aca_salim02.bmp", 2; - mes "[Salim Hamid]"; - mes "Oh~"; - mes "Hey, you like a lost sheep. Do you know why you've come here?"; - next; - if(select("Don't Know", "Know.") == 1) { - mes "[Salim Hamid]"; - mes "Oh... you don't?"; - next; + cutin("aca_salim02", 2); + mes("[Salim Hamid]"); + mes("Oh~"); + mes("Hey, you like a lost sheep. Do you know why you've come here?"); + next(); + if (select("Don't Know", "Know.") == 1) { + mes("[Salim Hamid]"); + mes("Oh... you don't?"); + next(); } else { - mes "[Salim Hamid]"; - mes "Oh~ you seem like a quick learner."; - next; - } - mes "[Salim Hamid]"; - mes "Well, I should at least give a briefing."; - next; - cutin "aca_salim01.bmp", 2; - mes "[Salim Hamid]"; - mes "I am ^0000ffSalim Hamid^000000 in charge with training the merchant course here at the Criatura Academy."; - next; - mes "[Salim Hamid]"; - mes "This classroom is for Merchant applicants. In fact, this room is mainly for doing the finacial management of the Criatura Academy."; - next; - cutin "aca_salim02.bmp", 2; - mes "[Salim Hamid]"; - mes "Next time, if you want to observe the merchant course, you can visit me, Salim Hamid and register."; - setquest 12302; - completequest 12302; - close2; - cutin "", 255; + mes("[Salim Hamid]"); + mes("Oh~ you seem like a quick learner."); + next(); + } + mes("[Salim Hamid]"); + mes("Well, I should at least give a briefing."); + next(); + cutin("aca_salim01", 2); + mes("[Salim Hamid]"); + mes("I am ^0000ffSalim Hamid^000000 in charge with training the merchant course here at the Criatura Academy."); + next(); + mes("[Salim Hamid]"); + mes("This classroom is for Merchant applicants. In fact, this room is mainly for doing the finacial management of the Criatura Academy."); + next(); + cutin("aca_salim02", 2); + mes("[Salim Hamid]"); + mes("Next time, if you want to observe the merchant course, you can visit me, Salim Hamid and register."); + setquest(12302); + completequest(12302); + close2(); + cutin("", 255); end; } if (questprogress(12303) < 1) { - cutin "aca_salim01.bmp", 2; - mes "[Salim Hamid]"; - mes "Oh~ You came back. Do you want to experience the Merchant training course? It is a little bit difficult to the average beginner."; - next; - if(select("No thanks!", "Sign me up!.") == 1) { - mes "[Salim Hamid]"; - mes "Oh~ though it is a bit hard, it is worth learning. Sadly, there's no other way."; - close2; - cutin "", 255; + cutin("aca_salim01", 2); + mes("[Salim Hamid]"); + mes("Oh~ You came back. Do you want to experience the Merchant training course? It is a little bit difficult to the average beginner."); + next(); + if (select("No thanks!", "Sign me up!.") == 1) { + mes("[Salim Hamid]"); + mes("Oh~ though it is a bit hard, it is worth learning. Sadly, there's no other way."); + close2(); + cutin("", 255); end; } - mes "[Salim Hamid]"; - mes "Oh, yes... Then, first will you register your name in this student list?"; - next; - if(select("Refuse.", "Put your name on the list.") == 1) { - cutin "aca_salim03.bmp", 2; - mes "[Salim Hamid]"; - mes "Resistance from the beginning? This isn't the way to start training."; - close2; - cutin "", 255; + mes("[Salim Hamid]"); + mes("Oh, yes... Then, first will you register your name in this student list?"); + next(); + if (select("Refuse.", "Put your name on the list.") == 1) { + cutin("aca_salim03", 2); + mes("[Salim Hamid]"); + mes("Resistance from the beginning? This isn't the way to start training."); + close2(); + cutin("", 255); end; } - cutin "aca_salim01.bmp", 2; - mes "[Salim Hamid]"; - mes "Ummm~ Your name is..."; - mes "^0000ff"+ strcharinfo(0) +"^000000...... right?"; - next; - mes "[Salim Hamid]"; - mes "First to observe the Merchant course, you need to have the Merchant mindset. A trader with less than 100 zeny could not be called a Merchant."; - next; - cutin "aca_salim02.bmp", 2; - mes "[Salim Hamid]"; - mes ""+ strcharinfo(0) +"^000000 come back to me with 100 Zeny in hand before the next class."; - next; - mes "[Salim Hamid]"; - mes "Of course, that money won't be taken. It is only A test to see your basic mindset to being a Merchant. Good luck."; - setquest 12303; - close2; - cutin "", 255; + cutin("aca_salim01", 2); + mes("[Salim Hamid]"); + mes("Ummm~ Your name is..."); + mesf("^0000ff%s^000000...... right?", strcharinfo(PC_NAME)); + next(); + mes("[Salim Hamid]"); + mes("First to observe the Merchant course, you need to have the Merchant mindset. A trader with less than 100 zeny could not be called a Merchant."); + next(); + cutin("aca_salim02", 2); + mes("[Salim Hamid]"); + mesf("^0000ff%s^000000 come back to me with 100 Zeny in hand before the next class.", strcharinfo(PC_NAME)); + next(); + mes("[Salim Hamid]"); + mes("Of course, that money won't be taken. It is only A test to see your basic mindset to being a Merchant. Good luck."); + setquest(12303); + close2(); + cutin("", 255); end; } else if (questprogress(12303) == 1) { if (Zeny >= 100) { - cutin "aca_salim02.bmp", 2; - mes "[Salim Hamid]"; - mes "Wow, you really came back with 100 zeny in hand. I feel your desire to learn clearly."; - next; - mes "[Salim Hamid]"; - mes "Now. I will give you a Merchant's manual. Equipped with it. Press Alt + S key and look at the skill window."; - next; - mes "[Salim Hamid]"; - mes "Clicking the [MISC] tab on the skill window, you can see the Merchant manual skills."; - next; - mes "[Salim Hamid]"; - mes "Now~ as we should go to the next course, equip the guide and see the skill, then speak to me again."; - getitem Merchant_Manual, 1; // Merchant_Manual - completequest 12303; - close2; - cutin "", 255; + cutin("aca_salim02", 2); + mes("[Salim Hamid]"); + mes("Wow, you really came back with 100 zeny in hand. I feel your desire to learn clearly."); + next(); + mes("[Salim Hamid]"); + mes("Now. I will give you a Merchant's manual. Equipped with it. Press Alt + S key and look at the skill window."); + next(); + mes("[Salim Hamid]"); + mes("Clicking the [MISC] tab on the skill window, you can see the Merchant manual skills."); + next(); + mes("[Salim Hamid]"); + mes("Now~ as we should go to the next course, equip the guide and see the skill, then speak to me again."); + getitem(Merchant_Manual, 1); // Merchant_Manual + completequest(12303); + close2(); + cutin("", 255); end; } else { - cutin "aca_salim02.bmp", 2; - mes "[Salim Hamid]"; - mes "Hohohong.. Test is not easy? Will you give it up now?"; - next; - if(select("Can't do it.", "Give it up.") == 1) { - mes "[Salim Hamid]"; - mes "Will you? 100 zeny isn't hard to get pal."; - close2; - cutin "", 255; + cutin("aca_salim02", 2); + mes("[Salim Hamid]"); + mes("Hohohong.. Test is not easy? Will you give it up now?"); + next(); + if (select("Can't do it.", "Give it up.") == 1) { + mes("[Salim Hamid]"); + mes("Will you? 100 zeny isn't hard to get pal."); + close2(); + cutin("", 255); end; } else { - mes "[Salim Hamid]"; - mes "Yes, come back to me when you change your mind."; - erasequest 12303; - close2; - cutin "", 255; + mes("[Salim Hamid]"); + mes("Yes, come back to me when you change your mind."); + erasequest(12303); + close2(); + cutin("", 255); end; } } } if (questprogress(12304) < 1) { - cutin "aca_salim01",2; - mes "[Salim Hamid]"; - mes "Now, how about attending the class concerning various basic skills which merchants should have for making money."; - next; - mes "[Salim Hamid]"; - mes "This might be better for you to learn from the steward working on the field next door. Go to him for the Merchant theory course, then return to me."; - setquest 12304; - close2; - cutin "", 255; + cutin("aca_salim01",2); + mes("[Salim Hamid]"); + mes("Now, how about attending the class concerning various basic skills which merchants should have for making money."); + next(); + mes("[Salim Hamid]"); + mes("This might be better for you to learn from the steward working on the field next door. Go to him for the Merchant theory course, then return to me."); + setquest(12304); + close2(); + cutin("", 255); end; } else if (questprogress(12304) == 1) { - cutin "aca_salim01",2; - mes "[Salim Hamid]"; - mes "Haven't you gone to him for the class? Go to the steward next to me and return after completing the Merchant skill theory."; - close2; - cutin "", 255; + cutin("aca_salim01",2); + mes("[Salim Hamid]"); + mes("Haven't you gone to him for the class? Go to the steward next to me and return after completing the Merchant skill theory."); + close2(); + cutin("", 255); end; } if (questprogress(12305) < 1) { - mes "[Salim Hamid]"; - mes "Have you come after a good lesson from the steward concerning what a Merchant can do?"; - next; - cutin "aca_salim02",2; - mes "[Salim Hamid]"; - mes "By any chance, "+strcharinfo(0)+" do you have mind to learn more about Merchants here?"; - next; - if(select("I will look around at more jobs.", "Let me do it a little more.") == 1) { - mes "[Salim Hamid]"; - mes "Yes, your open mind is good for you. As this academy has many other lecturers besides Merchants."; - next; - mes "[Salim Hamid]"; - mes "Whenever you feel like learning again, come back to me "+strcharinfo(0)+"."; - close2; - cutin "", 255; + mes("[Salim Hamid]"); + mes("Have you come after a good lesson from the steward concerning what a Merchant can do?"); + next(); + cutin("aca_salim02",2); + mes("[Salim Hamid]"); + mesf("By any chance, %s do you have mind to learn more about Merchants here?", strcharinfo(PC_NAME)); + next(); + if (select("I will look around at more jobs.", "Let me do it a little more.") == 1) { + mes("[Salim Hamid]"); + mes("Yes, your open mind is good for you. As this academy has many other lecturers besides Merchants."); + next(); + mes("[Salim Hamid]"); + mesf("Whenever you feel like learning again, come back to me %s.", strcharinfo(PC_NAME)); + close2(); + cutin("", 255); end; } - mes "[Salim Hamid]"; - mes "Is that so? OK, now how about learning the major effects of Merchant's stats? If you are ready, speak to me."; - setquest 12305; - close2; - cutin "", 255; + mes("[Salim Hamid]"); + mes("Is that so? OK, now how about learning the major effects of Merchant's stats? If you are ready, speak to me."); + setquest(12305); + close2(); + cutin("", 255); end; } else if (questprogress(12305) == 1) { - cutin "aca_salim01.bmp", 2; - mes "[Salim Hamid]"; - mes "Trader's stats are classified as two major series. One is for manufacturing, the other is for battle."; - next; - cutin "aca_salim02",2; - mes "[Salim Hamid]"; - mes "Of course, these are for farther down in the future. At this moment, you are even short of stats to invest DEX enabling you to hunt a monster."; - next; - cutin "aca_salim01",2; - mes "[Salim Hamid]"; - mes "But, there is a big difference between your knowledge of the basic rules and being ignorant of it."; - mes "Let's learn about it one by one."; - next; - mes "[Salim Hamid]"; - mes "Now, what series do we start with?"; - next; - while(1) { + cutin("aca_salim01", 2); + mes("[Salim Hamid]"); + mes("Trader's stats are classified as two major series. One is for manufacturing, the other is for battle."); + next(); + cutin("aca_salim02",2); + mes("[Salim Hamid]"); + mes("Of course, these are for farther down in the future. At this moment, you are even short of stats to invest DEX enabling you to hunt a monster."); + next(); + cutin("aca_salim01",2); + mes("[Salim Hamid]"); + mes("But, there is a big difference between your knowledge of the basic rules and being ignorant of it."); + mes("Let's learn about it one by one."); + next(); + mes("[Salim Hamid]"); + mes("Now, what series do we start with?"); + next(); + while(true) { switch(select("Already know it.", "Battle Stats.", "Crafting Stats.")) { case 1: - mes "[Salim Hamid]"; - mes "It will be OK as it is, won't it?"; - next; - if(select("I already know all of them.", "Please make another explanation.") == 1) { - mes "[Salim Hamid]"; - mes "Yes, you are "+strcharinfo(0)+" I am pleased to meet a quick-to-learn student like you. It also saves my time."; - next; + mes("[Salim Hamid]"); + mes("It will be OK as it is, won't it?"); + next(); + if (select("I already know all of them.", "Please make another explanation.") == 1) { + mes("[Salim Hamid]"); + mesf("Yes, you are %s I am pleased to meet a quick-to-learn student like you. It also saves my time.", strcharinfo(PC_NAME)); + next(); } else { - mes "[Salim Hamid]"; - mes "Aha~ I think I got you wrong. Let's start the lecture again."; - next; + mes("[Salim Hamid]"); + mes("Aha~ I think I got you wrong. Let's start the lecture again."); + next(); } break; case 2: - mes "[Salim Hamid]"; - mes "Being in a trader role, the stats affecting the figure of battle power are two ^4d4fffSTR & DEX^000000."; - next; - mes "[Salim Hamid]"; - mes "STR is related to the basic attacking power, DEX is to hit ratio and recovery from damage."; - next; - mes "[Salim Hamid]"; - mes "In you future, according to the 2nd and 3rd jobs you choose, you can learn additional attacking stats such ^4d4fffINT or AGI^000000."; - next; - mes "[Salim Hamid]"; - mes "To back up your shortage, you can increase LUK a little."; - next; - mes "[Salim Hamid]"; - mes "Rather than worry yourself, it may be a good idea to learn from other Merchants. You know ask others for advice."; - next; - mes "[Salim Hamid]"; - mes "Any other questions?"; - next; + mes("[Salim Hamid]"); + mes("Being in a trader role, the stats affecting the figure of battle power are two ^4d4fffSTR & DEX^000000."); + next(); + mes("[Salim Hamid]"); + mes("STR is related to the basic attacking power, DEX is to hit ratio and recovery from damage."); + next(); + mes("[Salim Hamid]"); + mes("In you future, according to the 2nd and 3rd jobs you choose, you can learn additional attacking stats such ^4d4fffINT or AGI^000000."); + next(); + mes("[Salim Hamid]"); + mes("To back up your shortage, you can increase LUK a little."); + next(); + mes("[Salim Hamid]"); + mes("Rather than worry yourself, it may be a good idea to learn from other Merchants. You know ask others for advice."); + next(); + mes("[Salim Hamid]"); + mes("Any other questions?"); + next(); break; case 3: - mes "[Salim Hamid]"; - mes "The stats concerning crafting is simpler than that concerning battle. Only difficulty is how to cultivate it."; - next; - mes "[Salim Hamid]"; - mes "It is common that you increase ^4d4fffDEX & LUK^000000 as the base and, if you have surplus, you invest the rest in ^4d4fffINT^000000."; - next; - mes "[Salim Hamid]"; - mes "Of course, the allocation of the portion should be properly adjusted in accordance with your equipments and the status you are in."; - next; - mes "[Salim Hamid]"; - mes "One thing you should keep in mind is it may be a very boring and ascetic way to grow alone as Merchant specializing in crafting."; - next; - mes "[Salim Hamid]"; - mes "If possible, make use of your friends and their items if you can."; - mes "This is my personal opinion only."; - mes "It is absolutely not the official standpoint of the Criatura Academy."; - next; - mes "[Salim Hamid]"; - mes "Any other questions?"; - next; + mes("[Salim Hamid]"); + mes("The stats concerning crafting is simpler than that concerning battle. Only difficulty is how to cultivate it."); + next(); + mes("[Salim Hamid]"); + mes("It is common that you increase ^4d4fffDEX & LUK^000000 as the base and, if you have surplus, you invest the rest in ^4d4fffINT^000000."); + next(); + mes("[Salim Hamid]"); + mes("Of course, the allocation of the portion should be properly adjusted in accordance with your equipments and the status you are in."); + next(); + mes("[Salim Hamid]"); + mes("One thing you should keep in mind is it may be a very boring and ascetic way to grow alone as Merchant specializing in crafting."); + next(); + mes("[Salim Hamid]"); + mes("If possible, make use of your friends and their items if you can."); + mes("This is my personal opinion only."); + mes("It is absolutely not the official standpoint of the Criatura Academy."); + next(); + mes("[Salim Hamid]"); + mes("Any other questions?"); + next(); break; } } - mes "[Salim Hamid]"; - mes "Then, it is the end of this class."; - mes "If you have more questions about Merchants, please make other visits."; - completequest 12305; - close2; - cutin "", 255; + mes("[Salim Hamid]"); + mes("Then, it is the end of this class."); + mes("If you have more questions about Merchants, please make other visits."); + completequest(12305); + close2(); + cutin("", 255); end; } if (questprogress(12306) < 1) { - mes "[Salim Hamid]"; - mes "You came back again. "+strcharinfo(0)+" this time, shall we have a practical training by doing a simple errand?"; - next; - mes "[Salim Hamid]"; - mes "Can you see the noisy vending machine at the corner of this classroom? It was originally a soft drink vending machine but swallows coin very much..."; - next; - cutin "aca_salim02",2; - mes "[Salim Hamid]"; - mes "Anyway, due to this reason, it is now being used for the trainees' practice of skills. Please check the prices for Garlet and Zargon."; - next; - mes "[Salim Hamid]"; - mes "But! You should come back wit the information about ^4d4fffthe discounted prices equipped with the merchant's manual and applied with the discount rate^000000."; - next; - cutin "aca_salim01",2; - mes "[Salim Hamid]"; - mes "Don't buy them. Just come back with the checked prices only. Can you do it?"; - next; - if(select("I will do it next time.", "I will do it.") == 1) { - mes "[Salim Hamid]"; - mes "OK. Then you challenge it next time."; - close2; - cutin "", 255; + mes("[Salim Hamid]"); + mesf("You came back again. %s this time, shall we have a practical training by doing a simple errand?", strcharinfo(PC_NAME)); + next(); + mes("[Salim Hamid]"); + mes("Can you see the noisy vending machine at the corner of this classroom? It was originally a soft drink vending machine but swallows coin very much..."); + next(); + cutin("aca_salim02",2); + mes("[Salim Hamid]"); + mes("Anyway, due to this reason, it is now being used for the trainees' practice of skills. Please check the prices for Garlet and Zargon."); + next(); + mes("[Salim Hamid]"); + mes("But! You should come back wit the information about ^4d4fffthe discounted prices equipped with the merchant's manual and applied with the discount rate^000000."); + next(); + cutin("aca_salim01",2); + mes("[Salim Hamid]"); + mes("Don't buy them. Just come back with the checked prices only. Can you do it?"); + next(); + if (select("I will do it next time.", "I will do it.") == 1) { + mes("[Salim Hamid]"); + mes("OK. Then you challenge it next time."); + close2(); + cutin("", 255); end; } - mes "[Salim Hamid]"; - mes "Good~ I will see you later."; - setquest 12306; - close2; - cutin "", 255; + mes("[Salim Hamid]"); + mes("Good~ I will see you later."); + setquest(12306); + close2(); + cutin("", 255); end; } else if (questprogress(12306) == 1) { - cutin "aca_salim02",2; - mes "[Salim Hamid]"; - mes "Yes. Let's see the prices you checked."; - next; - switch(select("I will come back after rechecking them.:Garlet 39z Zargon 450z:Garlet 37z Zargon 448z:Garlet 37z Zargon 446z:Garlet 37z Zargon 444z")) { - case 1: - mes "[Salim Hamid]"; - mes "OK. You come back after rechecking them in detail."; - close2; - cutin "", 255; - end; - case 4: - mes "[Salim Hamid]"; - mes "OK~ You correctly checked the prices equipped with Merchant's Manual."; - next; - cutin "aca_salim01",2; - mes "[Salim Hamid]"; - mes "Perhaps, if you become a Merchant and use the high level of discount skill, you can buy what you want at much cheaper prices."; - next; - mes "[Salim Hamid]"; - mes "The practice of overcharge will be the same."; - next; - cutin "aca_salim02",2; - mes "[Salim Hamid]"; - mes "You don't need to practice the overcharge as well. You experience it while selling items earned during the other courses."; - next; - mes "[Salim Hamid]"; - mes "Now the Merchant training at the Academy is finished."; - completequest 12306; - close2; - cutin "", 255; - end; - default: - cutin "aca_salim03",2; - mes "[Salim Hamid]"; - mes "Did you correctly check them?"; - close2; - cutin "", 255; - end; + cutin("aca_salim02",2); + mes("[Salim Hamid]"); + mes("Yes. Let's see the prices you checked."); + next(); + switch(select("I will come back after rechecking them.", "Garlet 39z Zargon 450z", "Garlet 37z Zargon 448z", "Garlet 37z Zargon 446z", "Garlet 37z Zargon 444z")) { + case 1: + mes("[Salim Hamid]"); + mes("OK. You come back after rechecking them in detail."); + close2(); + cutin("", 255); + end; + case 4: + mes("[Salim Hamid]"); + mes("OK~ You correctly checked the prices equipped with Merchant's Manual."); + next(); + cutin("aca_salim01",2); + mes("[Salim Hamid]"); + mes("Perhaps, if you become a Merchant and use the high level of discount skill, you can buy what you want at much cheaper prices."); + next(); + mes("[Salim Hamid]"); + mes("The practice of overcharge will be the same."); + next(); + cutin("aca_salim02",2); + mes("[Salim Hamid]"); + mes("You don't need to practice the overcharge as well. You experience it while selling items earned during the other courses."); + next(); + mes("[Salim Hamid]"); + mes("Now the Merchant training at the Academy is finished."); + completequest(12306); + close2(); + cutin("", 255); + end; + default: + cutin("aca_salim03",2); + mes("[Salim Hamid]"); + mes("Did you correctly check them?"); + close2(); + cutin("", 255); + end; } } } @@ -9868,117 +10047,117 @@ iz_ac02_d,50,169,3 duplicate(Salim Hamid#ac) Salim Hamid#ac_d 1_M_MERCHANT //- Steward Aydin - iz_ac02,53,171,3 script Steward Aydin#ac 4_M_MANAGER,{ - disable_items; + disable_items(); if (!checkweight(Emperium, 3) || (MaxWeight - Weight) < 10000) { - mes "- As you are overloaded with so many items, quest can't be proceeded."; - close; - } - if(questprogress(12304) == 1) { - mes "[Steward Aydin]"; - mes "Mr. Hamid sent you here. Nice to meet you. Being busy in organizing the account book, I will make time for you."; - next; - mes "[Steward Aydin]"; - mes "There are many ways to make margin on trading.. A threat, a concillation, black-market dealings, etc."; - next; - mes "[Steward Aydin]"; - mes "If necessary, even various violent and bloody shortcuts (wow this guy is serious!)"; - next; - mes "[Steward Aydin]"; - mes "OH wait, what did I tell you?"; - mes "These are legally prohibited behaviors. So, Merchants will be given two skills. Those are ^4d4fffOvercharge and Discount^000000.."; - next; - mes "[Steward Aydin]"; - mes "Besides, there are some other helpful skills such as ^4d4fffPush Cart Vending, Item Appraisal^000000 etc.. Which are not related directly to them though."; - next; - mes "[Steward Aydin]"; - mes "Any questions among them?"; - next; - while(1) { + mes("- As you are overloaded with so many items, quest can't be proceeded."); + close(); + } + if (questprogress(12304) == 1) { + mes("[Steward Aydin]"); + mes("Mr. Hamid sent you here. Nice to meet you. Being busy in organizing the account book, I will make time for you."); + next(); + mes("[Steward Aydin]"); + mes("There are many ways to make margin on trading.. A threat, a concillation, black-market dealings, etc."); + next(); + mes("[Steward Aydin]"); + mes("If necessary, even various violent and bloody shortcuts (wow this guy is serious!)"); + next(); + mes("[Steward Aydin]"); + mes("OH wait, what did I tell you?"); + mes("These are legally prohibited behaviors. So, Merchants will be given two skills. Those are ^4d4fffOvercharge and Discount^000000.."); + next(); + mes("[Steward Aydin]"); + mes("Besides, there are some other helpful skills such as ^4d4fffPush Cart Vending, Item Appraisal^000000 etc.. Which are not related directly to them though."); + next(); + mes("[Steward Aydin]"); + mes("Any questions among them?"); + next(); + while(true) { switch(select("I already know all of them.", "Overcharge & Discount", "Other skills", "Item Appraisal")) { case 1: - mes "[Steward Aydin]"; - mes "Really are you OK with it?"; - next; - if(select("Wait I know it all.", "No, please explain them again.") == 1) { - mes "[Steward Aydin]"; - mes "Ho O~ You don't have any questions?"; - mes "OK. You are a person of practice rather than of theory."; - next; - mes "[Steward Aydin]"; - mes "The additional lecture will be provided by Mr. Salim Hamid. Ah. I have something to give you."; - next; - mes "[Steward Aydin]"; - mes "This is a box containing the defective equipments leaving from the inventory organization here."; - mes "Please practice the Item Appraisal skill in the Merchant Manual with it."; - next; - mes "[Steward Aydin]"; - mes "I anticipate to see you next time in a good shape."; - completequest 12304; - getitem Old_Equipment_Box, 1; // Old_Equipment_Box - close; + mes("[Steward Aydin]"); + mes("Really are you OK with it?"); + next(); + if (select("Wait I know it all.", "No, please explain them again.") == 1) { + mes("[Steward Aydin]"); + mes("Ho O~ You don't have any questions?"); + mes("OK. You are a person of practice rather than of theory."); + next(); + mes("[Steward Aydin]"); + mes("The additional lecture will be provided by Mr. Salim Hamid. Ah. I have something to give you."); + next(); + mes("[Steward Aydin]"); + mes("This is a box containing the defective equipments leaving from the inventory organization here."); + mes("Please practice the Item Appraisal skill in the Merchant Manual with it."); + next(); + mes("[Steward Aydin]"); + mes("I anticipate to see you next time in a good shape."); + completequest(12304); + getitem(Old_Equipment_Box, 1); // Old_Equipment_Box + close(); } - mes "[Steward Aydin]"; - mes "Ho O~ Sorry but I got you wrong."; - mes "Let's start the class."; - next; + mes("[Steward Aydin]"); + mes("Ho O~ Sorry but I got you wrong."); + mes("Let's start the class."); + next(); break; case 2: - mes "[Steward Aydin]"; - mes "It is simple to use Overcharge and Discount."; - next; - mes "[Steward Aydin]"; - mes "These two skills are passive skills. If you become familiar with these, "+strcharinfo(0)+" these will automatically perform in trading with merchant NPC without your operation."; - next; - mes "[Steward Aydin]"; - mes "Once you've learned Overcharge, when selling commodities to a merchant NPC, you can gain the sales money composed of the regular sales price plus additional money as per the Overcharge skill level."; - next; - mes "[Steward Aydin]"; - mes "Oppositely, Discount is the skill, on your buying commodities from a merchant NPC, you can purchase it at the price discounted on the regular selling price as per the skill level."; - next; - mes "[Steward Aydin]"; - mes "Be carefult that these two skills are to be used only in trading with usual merchant's NPC, not with other manufacturing NPC or among adventurers."; - next; - mes "[Steward Aydin]"; - mes "Do you have more questions?"; - next; + mes("[Steward Aydin]"); + mes("It is simple to use Overcharge and Discount."); + next(); + mes("[Steward Aydin]"); + mesf("These two skills are passive skills. If you become familiar with these, %s these will automatically perform in trading with merchant NPC without your operation.", strcharinfo(PC_NAME)); + next(); + mes("[Steward Aydin]"); + mes("Once you've learned Overcharge, when selling commodities to a merchant NPC, you can gain the sales money composed of the regular sales price plus additional money as per the Overcharge skill level."); + next(); + mes("[Steward Aydin]"); + mes("Oppositely, Discount is the skill, on your buying commodities from a merchant NPC, you can purchase it at the price discounted on the regular selling price as per the skill level."); + next(); + mes("[Steward Aydin]"); + mes("Be carefult that these two skills are to be used only in trading with usual merchant's NPC, not with other manufacturing NPC or among adventurers."); + next(); + mes("[Steward Aydin]"); + mes("Do you have more questions?"); + next(); break; case 3: - mes "[Steward Aydin]"; - mes "Enlarge Weight Limit, Push Cart, Vending. These three skills have close relationships."; - next; - mes "[Steward Aydin]"; - mes "First talking about ^4d4fffEnlarge Weight Limit^000000 skill, is the skill to increase th character's basic earned points. It is an automatic operational passive skill when you learn it."; - next; - mes "[Steward Aydin]"; - mes "This earned point skill reaching a certain level, you can use the skill called ^4d4fffPush Cart^000000"; - next; - mes "[Steward Aydin]"; - mes "But this Push Cart skill has the disadvantage of the slowdown of moving speed, though the advantage of high loading capacity."; - next; - mes "[Steward Aydin]"; - mes "When this Push Cart skill reaches at a certain level, you can use the skill called ^4d4fffVending^000000. This is used to sell your own items to other players."; - next; - mes "[Steward Aydin]"; - mes "Besides these, is there any more questions?"; - next; + mes("[Steward Aydin]"); + mes("Enlarge Weight Limit, Push Cart, Vending. These three skills have close relationships."); + next(); + mes("[Steward Aydin]"); + mes("First talking about ^4d4fffEnlarge Weight Limit^000000 skill, is the skill to increase th character's basic earned points. It is an automatic operational passive skill when you learn it."); + next(); + mes("[Steward Aydin]"); + mes("This earned point skill reaching a certain level, you can use the skill called ^4d4fffPush Cart^000000"); + next(); + mes("[Steward Aydin]"); + mes("But this Push Cart skill has the disadvantage of the slowdown of moving speed, though the advantage of high loading capacity."); + next(); + mes("[Steward Aydin]"); + mes("When this Push Cart skill reaches at a certain level, you can use the skill called ^4d4fffVending^000000. This is used to sell your own items to other players."); + next(); + mes("[Steward Aydin]"); + mes("Besides these, is there any more questions?"); + next(); break; case 4: - mes "[Steward Aydin]"; - mes "Item Appraisal skill is a supplementary skill rather than the essential one."; - next; - mes "[Steward Aydin]"; - mes "If you learn this skill you can identify items without having to use a Magnifying Glass Item."; - next; - mes "[Steward Aydin]"; - mes "Besides these, is there any more questions?"; - next; + mes("[Steward Aydin]"); + mes("Item Appraisal skill is a supplementary skill rather than the essential one."); + next(); + mes("[Steward Aydin]"); + mes("If you learn this skill you can identify items without having to use a Magnifying Glass Item."); + next(); + mes("[Steward Aydin]"); + mes("Besides these, is there any more questions?"); + next(); break; } } } else { - mes "[Steward Aydin]"; - mes "I am very busy clearing an account book, so how about talking next time?"; - close; + mes("[Steward Aydin]"); + mes("I am very busy clearing an account book, so how about talking next time?"); + close(); } } @@ -9993,639 +10172,639 @@ iz_ac02_d,53,171,3 duplicate(Steward Aydin#ac) Steward Aydin#ac_d 4_M_MANAGER // - Teaches the player about the Thief class. iz_ac02,52,136,3 script Guest Lecturer Mayssel#0 4_F_MAYSEL,{ if (!checkweight(Axe, 3)) { - mes "Quest cannot be continued due to the overfilled inventory."; - mes "Please try it again after organizing the items."; - close; + mes("Quest cannot be continued due to the overfilled inventory."); + mes("Please try it again after organizing the items."); + close(); } if (questprogress(4269) > 0 && Class == Job_Novice) { if (!questprogress(7480)) { - mes "[Lumin]"; - mes ".......... Then"; - cutin "nov_lumin01.bmp", 2; - next; - cutin "gc_mayssel05.bmp", 1; - mes "[Mayssel]"; - mes "I see, Lu make it as you want."; - next; + mes("[Lumin]"); + mes(".......... Then"); + cutin("nov_lumin01", 2); + next(); + cutin("gc_mayssel05", 1); + mes("[Mayssel]"); + mes("I see, Lu make it as you want."); + next(); select("Uh, hi..."); - cutin "gc_mayssel01.bmp", 1; - mes "[Mayssel]"; - mes "I am sorry..."; - mes "Are you a student of Criatura Academy?"; - mes "I didn't intend to ignore you."; - mes "He is also one of the students in this class."; - next; - mes "[Mayssel]"; - mes "Hello " + strcharinfo(0) + ""; - mes "I am Mayssel the section chief of the Veins section of the Assassin Guild."; - mes "I came here to give you some information about the Thief class."; - next; - mes "[Mayssel]"; - mes "Do you want to know about the Thief class?"; - next; - if(select("Yes, please.", "No, I won't be a Thief.") == 2) { - mes "[Mayssel]"; - mes "If you want it...."; - cutin "gc_mayssel05.bmp", 1; - close2; - cutin "", 255; + cutin("gc_mayssel01", 1); + mes("[Mayssel]"); + mes("I am sorry..."); + mes("Are you a student of Criatura Academy?"); + mes("I didn't intend to ignore you."); + mes("He is also one of the students in this class."); + next(); + mes("[Mayssel]"); + mesf("Hello %s", strcharinfo(PC_NAME)); + mes("I am Mayssel the section chief of the Veins section of the Assassin Guild."); + mes("I came here to give you some information about the Thief class."); + next(); + mes("[Mayssel]"); + mes("Do you want to know about the Thief class?"); + next(); + if (select("Yes, please.", "No, I won't be a Thief.") == 2) { + mes("[Mayssel]"); + mes("If you want it...."); + cutin("gc_mayssel05", 1); + close2(); + cutin("", 255); end; } - mes "[Mayssel]"; - mes "Well a thief is commonly thought of as a criminal."; - mes "But our guild is not about taking from those that are in need of it."; - next; - mes "[Mayssel]"; - mes "First, we should make it clear."; - mes "We don't steal other's belongings."; - next; - mes "[Lumin]"; - mes "How about monsters?"; - cutin "nov_lumin01.bmp", 2; - next; - cutin "", 255; - mes "[Mayssel]"; - mes "Now monsters..."; - cutin "gc_mayssel03.bmp", 1; - next; - mes "[Verkhasel]"; - mes "Hey, take it easy."; - mes "You said it was a mission for something important. But only a place like this..."; - cutin "gc_verkhasel01.bmp", 2; - next; - cutin "gc_mayssel01.bmp", 1; - mes "[Mayssel]"; - mes "I was upset..."; - mes "Let me continue."; - mes "A Thief uses techniques that common thieves use to be fast and nimble."; - next; - mes "[Mayssel]"; - mes "We use stealth to blend into our surroundings and strike our foes."; - next; - mes "[Mayssel]"; - mes "Our primary weapon is a dagger and we compensate their attack strength by adding poison property to our attacks."; - next; - mes "[Mayssel]"; - mes "The higher class jobs in Thief class are Assassin and Rogue."; - mes "Verkhasel is a Guillotine Cross which is the third class of the Assassin Job."; - mes "and......"; - next; - mes "[Mayssel]"; - mes "Mr. Vicente... I called Dumk.."; - cutin "gc_mayssel02.bmp", 1; - next; - mes "[Vicente]"; - mes "Ah, that is... Mayssel.."; - mes "As you know well about Master."; - mes "I can explain about Rogues to you."; - next; - mes "[Mayssel]"; - mes "I see..."; - mes "" + strcharinfo(0) + " Sorry but you can learn about the Shadow Chaser class from them."; - cutin "gc_mayssel03.bmp", 1; - next; - cutin "gc_mayssel01.bmp", 1; - mes "[Mayssel]"; - mes "Anyway, these two gentlemen will help you."; - mes "^4d4dffCome back to me after speaking to Verkhasel and Vicente.^000000"; - setquest 7480; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("Well a thief is commonly thought of as a criminal."); + mes("But our guild is not about taking from those that are in need of it."); + next(); + mes("[Mayssel]"); + mes("First, we should make it clear."); + mes("We don't steal other's belongings."); + next(); + mes("[Lumin]"); + mes("How about monsters?"); + cutin("nov_lumin01", 2); + next(); + cutin("", 255); + mes("[Mayssel]"); + mes("Now monsters..."); + cutin("gc_mayssel03", 1); + next(); + mes("[Verkhasel]"); + mes("Hey, take it easy."); + mes("You said it was a mission for something important. But only a place like this..."); + cutin("gc_verkhasel01", 2); + next(); + cutin("gc_mayssel01", 1); + mes("[Mayssel]"); + mes("I was upset..."); + mes("Let me continue."); + mes("A Thief uses techniques that common thieves use to be fast and nimble."); + next(); + mes("[Mayssel]"); + mes("We use stealth to blend into our surroundings and strike our foes."); + next(); + mes("[Mayssel]"); + mes("Our primary weapon is a dagger and we compensate their attack strength by adding poison property to our attacks."); + next(); + mes("[Mayssel]"); + mes("The higher class jobs in Thief class are Assassin and Rogue."); + mes("Verkhasel is a Guillotine Cross which is the third class of the Assassin Job."); + mes("and......"); + next(); + mes("[Mayssel]"); + mes("Mr. Vicente... I called Dumk.."); + cutin("gc_mayssel02", 1); + next(); + mes("[Vicente]"); + mes("Ah, that is... Mayssel.."); + mes("As you know well about Master."); + mes("I can explain about Rogues to you."); + next(); + mes("[Mayssel]"); + mes("I see..."); + mesf("%s Sorry but you can learn about the Shadow Chaser class from them.", strcharinfo(PC_NAME)); + cutin("gc_mayssel03", 1); + next(); + cutin("gc_mayssel01", 1); + mes("[Mayssel]"); + mes("Anyway, these two gentlemen will help you."); + mes("^4d4dffCome back to me after speaking to Verkhasel and Vicente.^000000"); + setquest(7480); + close2(); + cutin("", 255); end; } else if (questprogress(7480) == 1) { if (questprogress(7481) > 0 && questprogress(7482) > 0) { - mes "[Mayssel]"; - mes "Have you learned something about Thief, Assassin and Rogue?"; - mes "You don't need to understand everything right now."; - cutin "gc_mayssel01.bmp", 1; - next; + mes("[Mayssel]"); + mes("Have you learned something about Thief, Assassin and Rogue?"); + mes("You don't need to understand everything right now."); + cutin("gc_mayssel01", 1); + next(); if (BaseLevel > 12) { - mes "[Mayssel]"; - mes "I only play the role to inform you of there is this one that one..."; - mes "The next course is how to use the experience guide... Let's skim it over."; - next; - mes "[Mayssel]"; - mes "The guide for skill experience provided by the academy can be used up to level 12."; - mes "Regretfully, only the explanation is available for you."; - next; - mes "[Mayssel]"; - mes "If you want to be a Thief, you just come back here."; - mes "I can help you with the 1st step of the job change."; - next; - mes "[Mayssel]"; - mes "Thank you for your hard work."; - cutin "gc_mayssel02.bmp", 1; - completequest 7480; - erasequest 7481; - erasequest 7482; - setquest 7483; - completequest 7483; - getexp 800, 50; - getitem Novice_Potion, 30; // Novice_Potion - getitem N_Magnifier, 20; // N_Magnifier + mes("[Mayssel]"); + mes("I only play the role to inform you of there is this one that one..."); + mes("The next course is how to use the experience guide... Let's skim it over."); + next(); + mes("[Mayssel]"); + mes("The guide for skill experience provided by the academy can be used up to level 12."); + mes("Regretfully, only the explanation is available for you."); + next(); + mes("[Mayssel]"); + mes("If you want to be a Thief, you just come back here."); + mes("I can help you with the 1st step of the job change."); + next(); + mes("[Mayssel]"); + mes("Thank you for your hard work."); + cutin("gc_mayssel02", 1); + completequest(7480); + erasequest(7481); + erasequest(7482); + setquest(7483); + completequest(7483); + getexp(800, 50); + getitem(Novice_Potion, 30); // Novice_Potion + getitem(N_Magnifier, 20); // N_Magnifier } else { - mes "[Mayssel]"; - mes "I only play the role to inform you of there is this one that one..."; - mes "Then, let's talk about the Thief's skills."; - next; - mes "[Mayssel]"; - mes "I will give you the guide to borrow the thief's skill temporarily."; - mes "Organize the guide items, you can see the useful skills on the 'ETC' skill window."; - next; - mes "[Mayssel]"; - mes "By making use of the guide, you may take the missions being asked by Verkhasel and Vicente."; - completequest 7480; - erasequest 7481; - erasequest 7482; - setquest 7483; - getitem Thief_Manual, 1; // Thief_Manual + mes("[Mayssel]"); + mes("I only play the role to inform you of there is this one that one..."); + mes("Then, let's talk about the Thief's skills."); + next(); + mes("[Mayssel]"); + mes("I will give you the guide to borrow the thief's skill temporarily."); + mes("Organize the guide items, you can see the useful skills on the 'ETC' skill window."); + next(); + mes("[Mayssel]"); + mes("By making use of the guide, you may take the missions being asked by Verkhasel and Vicente."); + completequest(7480); + erasequest(7481); + erasequest(7482); + setquest(7483); + getitem(Thief_Manual, 1); // Thief_Manual } - close2; - cutin "", 255; + close2(); + cutin("", 255); end; } else { - mes "[Mayssel]"; - mes "Verkhasel and Vicente will give you various information related to the higher class jobs."; - mes "So, come back to me after listening to them."; - cutin "gc_mayssel01.bmp", 1; - next; - mes "[Mayssel]"; - mes "Preparation for real battle is next."; - next; - if(select("I see...", "I won't do it.") == 1) { - mes "[Mayssel]"; - mes "I will compensate for you when your mission is completed."; - mes "Come back to me after speaking to Verkhasel and Vicente."; + mes("[Mayssel]"); + mes("Verkhasel and Vicente will give you various information related to the higher class jobs."); + mes("So, come back to me after listening to them."); + cutin("gc_mayssel01", 1); + next(); + mes("[Mayssel]"); + mes("Preparation for real battle is next."); + next(); + if (select("I see...", "I won't do it.") == 1) { + mes("[Mayssel]"); + mes("I will compensate for you when your mission is completed."); + mes("Come back to me after speaking to Verkhasel and Vicente."); } else { - mes "[Mayssel]"; - mes "I see.."; - mes "This course is now cancelled."; - erasequest 7480; + mes("[Mayssel]"); + mes("I see.."); + mes("This course is now cancelled."); + erasequest(7480); } - close2; - cutin "", 255; + close2(); + cutin("", 255); end; } } else { if (!questprogress(7483)) { - mes "[Mayssel]"; - mes "Have you learned something about Thief, Assassin and Rogue?"; - mes "You don't need to understand everything right now."; - cutin "gc_mayssel01.bmp", 1; - next; + mes("[Mayssel]"); + mes("Have you learned something about Thief, Assassin and Rogue?"); + mes("You don't need to understand everything right now."); + cutin("gc_mayssel01", 1); + next(); if (BaseLevel > 12) { - mes "[Mayssel]"; - mes "I only play the role to inform you of there is this one that one...?"; - mes "The next course is how to use the experience guide... Let's skim it over."; - next; - mes "[Mayssel]"; - mes "The guide for skill experience provided by the academy can be used up to level 12."; - mes "Regretfully, only the explanation is available for you."; - next; - mes "[Mayssel]"; - mes "If you want to be a Thief, you just come back here."; - mes "I can help you with the 1st step of the job change."; - next; - mes "[Mayssel]"; - mes "You've worked hard."; - cutin "gc_mayssel02.bmp", 1; - completequest 7480; - erasequest 7481; - erasequest 7482; - setquest 7483; - completequest 7483; - getexp 800, 50; - getitem Novice_Potion, 30; // Novice_Potion - getitem N_Magnifier, 20; // N_Magnifier + mes("[Mayssel]"); + mes("I only play the role to inform you of there is this one that one...?"); + mes("The next course is how to use the experience guide... Let's skim it over."); + next(); + mes("[Mayssel]"); + mes("The guide for skill experience provided by the academy can be used up to level 12."); + mes("Regretfully, only the explanation is available for you."); + next(); + mes("[Mayssel]"); + mes("If you want to be a Thief, you just come back here."); + mes("I can help you with the 1st step of the job change."); + next(); + mes("[Mayssel]"); + mes("You've worked hard."); + cutin("gc_mayssel02", 1); + completequest(7480); + erasequest(7481); + erasequest(7482); + setquest(7483); + completequest(7483); + getexp(800, 50); + getitem(Novice_Potion, 30); // Novice_Potion + getitem(N_Magnifier, 20); // N_Magnifier } else { - mes "[Mayssel]"; - mes "I only play the role to inform you of there is this one that one..."; - mes "Then, let's talk about the Thief's skills."; - next; - mes "[Mayssel]"; - mes "I will give you the guide to borrow the thief's skill temporarily."; - mes "Organize the guide items, you can see the useful skills on the 'ETC' skill window."; - next; - mes "[Mayssel]"; - mes "By making use of the guide, you may take the missions being asked by Verkhasel and Vicente."; - completequest 7480; - erasequest 7481; - erasequest 7482; - setquest 7483; - getitem Thief_Manual, 1; // Thief_Manual + mes("[Mayssel]"); + mes("I only play the role to inform you of there is this one that one..."); + mes("Then, let's talk about the Thief's skills."); + next(); + mes("[Mayssel]"); + mes("I will give you the guide to borrow the thief's skill temporarily."); + mes("Organize the guide items, you can see the useful skills on the 'ETC' skill window."); + next(); + mes("[Mayssel]"); + mes("By making use of the guide, you may take the missions being asked by Verkhasel and Vicente."); + completequest(7480); + erasequest(7481); + erasequest(7482); + setquest(7483); + getitem(Thief_Manual, 1); // Thief_Manual } - close2; - cutin "", 255; + close2(); + cutin("", 255); end; } else if (questprogress(7483) == 1) { if (questprogress(7484) > 1 && questprogress(7485) > 1) { - cutin "gc_mayssel01.bmp", 1; - mes "[Mayssel]"; - mes "Have you got a sense what it is to be a Thief?"; - mes "If you want to use the skill like double attack, visit ^4d4dffMr. Subino on the 1st floor^000000."; - next; - mes "[Mayssel]"; - mes "<NAVI>[Battle Trainer Subino]<INFO>iz_ac01,59,83</INFO></NAVI> will give you several battle missions."; - next; - mes "[Mayssel]"; - mes "I hope you experience other skills with battle Quests."; - mes "Double attack is somewhat an exciting skill."; - next; - mes "[Mayssel]"; - mes "Make a decision after you've at least experienced it."; - mes "You still have a long way and enough time before you make a decision... Think of it deeply."; - next; - mes "[Mayssel]"; - mes "If you want to be a Thief, you just come back here."; - mes "I can help you with the 1st step of the job change."; - next; - mes "[Mayssel]"; - mes "Thank you for you hard work."; - completequest 7483; - getexp 800, 50; - getitem Novice_Potion, 30; // Novice_Potion - getitem N_Magnifier, 20; // N_Magnifier - close2; - cutin "", 255; + cutin("gc_mayssel01", 1); + mes("[Mayssel]"); + mes("Have you got a sense what it is to be a Thief?"); + mes("If you want to use the skill like double attack, visit ^4d4dffMr. Subino on the 1st floor^000000."); + next(); + mes("[Mayssel]"); + mes("<NAVI>[Battle Trainer Subino]<INFO>iz_ac01,59,83</INFO></NAVI> will give you several battle missions."); + next(); + mes("[Mayssel]"); + mes("I hope you experience other skills with battle Quests."); + mes("Double attack is somewhat an exciting skill."); + next(); + mes("[Mayssel]"); + mes("Make a decision after you've at least experienced it."); + mes("You still have a long way and enough time before you make a decision... Think of it deeply."); + next(); + mes("[Mayssel]"); + mes("If you want to be a Thief, you just come back here."); + mes("I can help you with the 1st step of the job change."); + next(); + mes("[Mayssel]"); + mes("Thank you for you hard work."); + completequest(7483); + getexp(800, 50); + getitem(Novice_Potion, 30); // Novice_Potion + getitem(N_Magnifier, 20); // N_Magnifier + close2(); + cutin("", 255); end; } else { - cutin "gc_mayssel01.bmp", 1; - mes "[Mayssel]"; - mes "In the battle training, the actual fighting is more important than theory."; - mes "To use the skill once is better than all this talking."; - next; - mes "[Mayssel]"; - mes "If you carry out the mission asked by Verkhasel and Vicente, I will go to the next class."; - next; - if(select("I see.", "I won't do it.") == 1) { - mes "[Mayssel]"; - mes "I will compensate for you when your mission is complete."; - mes "Come back to me after listening to Verkhasel and Vicente."; - close2; - cutin "", 255; + cutin("gc_mayssel01", 1); + mes("[Mayssel]"); + mes("In the battle training, the actual fighting is more important than theory."); + mes("To use the skill once is better than all this talking."); + next(); + mes("[Mayssel]"); + mes("If you carry out the mission asked by Verkhasel and Vicente, I will go to the next class."); + next(); + if (select("I see.", "I won't do it.") == 1) { + mes("[Mayssel]"); + mes("I will compensate for you when your mission is complete."); + mes("Come back to me after listening to Verkhasel and Vicente."); + close2(); + cutin("", 255); end; } else { - mes "[Mayssel]"; - mes "I see."; - mes "This course is now cancelled."; - mes "The ongoing lower courses are cancelled."; - next; - if(select("No.", "Yes, cancel the course.") == 1) { - mes "[Mayssel]"; - mes "Fortunately..."; - mes "Good to see you have patience."; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("I see."); + mes("This course is now cancelled."); + mes("The ongoing lower courses are cancelled."); + next(); + if (select("No.", "Yes, cancel the course.") == 1) { + mes("[Mayssel]"); + mes("Fortunately..."); + mes("Good to see you have patience."); + close2(); + cutin("", 255); end; } - mes "[Mayssel]"; - mes "All the ongoing courses are cancelled."; - mes "These are not your aptitude."; + mes("[Mayssel]"); + mes("All the ongoing courses are cancelled."); + mes("These are not your aptitude."); nude; if (countitem(Thief_Manual) > 0) - delitem Thief_Manual, countitem(Thief_Manual); // Thief_Manual - erasequest 7483; - erasequest 7484; - erasequest 7485; - close2; - cutin "", 255; + delitem(Thief_Manual, countitem(Thief_Manual)); // Thief_Manual + erasequest(7483); + erasequest(7484); + erasequest(7485); + close2(); + cutin("", 255); end; } } } else { - cutin "gc_mayssel01.bmp", 1; - mes "[Mayssel]"; - mes "What are you curious about?"; - mes "If you want to know about battle, visit <NAVI>[Battle Trainer Subino]<INFO>iz_ac01_c,59,83</INFO></NAVI>."; - next; + cutin("gc_mayssel01", 1); + mes("[Mayssel]"); + mes("What are you curious about?"); + mes("If you want to know about battle, visit <NAVI>[Battle Trainer Subino]<INFO>iz_ac01_c,59,83</INFO></NAVI>."); + next(); switch(select("Change job to Thief.", "Thief Stat Explanation", "Thief Skill Explanation", "Not curious about it.")) { case 1: if (JobLevel > 9) { - mes "[Mayssel]"; - mes "You made up your mind."; - mes "Welcome to the world of shadows."; - cutin "gc_mayssel02.bmp", 1; - next; - cutin "gc_mayssel01.bmp", 1; - mes "[Mayssel]"; - mes "If you are ready, I will send you to the deserts of Morroc to embrace the shadows."; - mes "The journey will be both strange and challenging."; - next; - if(select("At once please.", "I need more time.") == 2) { - mes "[Mayssel]"; - mes "Yes, after a sufficient survey of other jobs, you may make a decision."; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("You made up your mind."); + mes("Welcome to the world of shadows."); + cutin("gc_mayssel02", 1); + next(); + cutin("gc_mayssel01", 1); + mes("[Mayssel]"); + mes("If you are ready, I will send you to the deserts of Morroc to embrace the shadows."); + mes("The journey will be both strange and challenging."); + next(); + if (select("At once please.", "I need more time.") == 2) { + mes("[Mayssel]"); + mes("Yes, after a sufficient survey of other jobs, you may make a decision."); + close2(); + cutin("", 255); end; } - mes "[Mayssel]"; - mes "^4d4dffFind the Pyramid^000000 in the ^4d4dffNorthwest^000000 of Morroc."; - close2; - cutin "", 255; - warp "morocc", 30, 290; + mes("[Mayssel]"); + mes("^4d4dffFind the Pyramid^000000 in the ^4d4dffNorthwest^000000 of Morroc."); + close2(); + cutin("", 255); + warp("morocc", 30, 290); end; } else { - mes "[Mayssel]"; - mes "I'm sorry but you are short of job levels to change your job."; - next; - mes "[Mayssel]"; - mes "Level composes of Base level and Job level."; - mes "Job level is what determines your current job."; - next; - mes "[Mayssel]"; - mes "^4d4dffThe 1st job condition condition is job level 10.^000000"; - mes "You need more experience so fight more and level up first."; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("I'm sorry but you are short of job levels to change your job."); + next(); + mes("[Mayssel]"); + mes("Level composes of Base level and Job level."); + mes("Job level is what determines your current job."); + next(); + mes("[Mayssel]"); + mes("^4d4dffThe 1st job condition condition is job level 10.^000000"); + mes("You need more experience so fight more and level up first."); + close2(); + cutin("", 255); end; } case 2: - mes "[Mayssel]"; - mes "You want to know more about stats?"; - mes "As Vicente already told you, stats don't have a fixed answer."; - cutin "gc_mayssel01.bmp", 1; - next; - mes "[Mayssel]"; - mes "If I choose one among them,"; - mes "^4d4dffAGI is related to flee ability^000000,"; - mes "^4d4dffDex is related with hit ratio"; - mes "STR raises physical attacking power^000000"; - next; - mes "[Mayssel]"; - mes "Vit, Luk, Int are valued according your target chosen."; - mes "For your reference, Verkhasel has high level of Luk."; - mes "A weapon called Katar is good for Critical."; - next; - mes "[Mayssel]"; - mes "But thief's primary weapon is a dagger."; - mes "In the end, you have only to supplement your weak point, after evaluating you and your enemy."; - next; - mes "[Mayssel]"; - mes "If your attack doesn't hit the enemy, you come to think of the hit ratio."; - mes "Hope you find the right stats that are suitable to your fighting style."; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("You want to know more about stats?"); + mes("As Vicente already told you, stats don't have a fixed answer."); + cutin("gc_mayssel01", 1); + next(); + mes("[Mayssel]"); + mes("If I choose one among them,"); + mes("^4d4dffAGI is related to flee ability^000000,"); + mes("^4d4dffDex is related with hit ratio"); + mes("STR raises physical attacking power^000000"); + next(); + mes("[Mayssel]"); + mes("Vit, Luk, Int are valued according your target chosen."); + mes("For your reference, Verkhasel has high level of Luk."); + mes("A weapon called Katar is good for Critical."); + next(); + mes("[Mayssel]"); + mes("But thief's primary weapon is a dagger."); + mes("In the end, you have only to supplement your weak point, after evaluating you and your enemy."); + next(); + mes("[Mayssel]"); + mes("If your attack doesn't hit the enemy, you come to think of the hit ratio."); + mes("Hope you find the right stats that are suitable to your fighting style."); + close2(); + cutin("", 255); end; case 3: - mes "[Mayssel]"; - mes "Which skill are you curious about?"; - cutin "gc_mayssel01.bmp", 1; - next; - while(1) { + mes("[Mayssel]"); + mes("Which skill are you curious about?"); + cutin("gc_mayssel01", 1); + next(); + while(true) { switch(select("Improve Dodge", "Double attack", "Hiding and Steal", "Envenom and Detoxify", "Not curious about it.")) { case 1: - mes "[Mayssel]"; - mes "As the name implies, ^4d4dffthis skill increases a certain amount of evasion ratio^000000"; - mes "You want to avoid taking damage from enemy attack, don't you?"; - next; + mes("[Mayssel]"); + mes("As the name implies, ^4d4dffthis skill increases a certain amount of evasion ratio^000000"); + mes("You want to avoid taking damage from enemy attack, don't you?"); + next(); break; case 2: - mes "[Mayssel]"; - mes "^4d4dffThis skill allows you to deal two damages with only one attack.^000000"; - mes "Even though this dagger looks poor, it can damage your enemy severely by the fast two attacks."; - next; + mes("[Mayssel]"); + mes("^4d4dffThis skill allows you to deal two damages with only one attack.^000000"); + mes("Even though this dagger looks poor, it can damage your enemy severely by the fast two attacks."); + next(); break; case 3: - mes "[Mayssel]"; - mes "^4d4dffHiding means exactly that... to hide.^000000"; - next; - mes "[Mayssel]"; - mes "^4d4dffSteal is the skill of stealing enemy's items^000000."; - mes "You can steal one item from one enemy."; - next; + mes("[Mayssel]"); + mes("^4d4dffHiding means exactly that... to hide.^000000"); + next(); + mes("[Mayssel]"); + mes("^4d4dffSteal is the skill of stealing enemy's items^000000."); + mes("You can steal one item from one enemy."); + next(); break; case 4: - mes "[Mayssel]"; - mes "^4d4dffEnvenom is used to poison your enemy.^000000"; - mes "If poisoned, it can make a physical attacks slowly eat away at your foe."; - next; - mes "[Mayssel]"; - mes "Oppositely, the name implies, Detoxify removes poison status."; - next; + mes("[Mayssel]"); + mes("^4d4dffEnvenom is used to poison your enemy.^000000"); + mes("If poisoned, it can make a physical attacks slowly eat away at your foe."); + next(); + mes("[Mayssel]"); + mes("Oppositely, the name implies, Detoxify removes poison status."); + next(); break; case 5: - mes "[Mayssel]"; - mes "It is good you have enough knowledge."; - mes "Supplementary the field experiences will make you perfect."; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("It is good you have enough knowledge."); + mes("Supplementary the field experiences will make you perfect."); + close2(); + cutin("", 255); end; } } case 4: - mes "[Mayssel]"; - mes "Is that so?"; - mes "Like other job guilds, there is a limit learned through theory."; - mes "I would like to recommend you to experience battle first-hand."; - cutin "gc_mayssel01.bmp", 1; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("Is that so?"); + mes("Like other job guilds, there is a limit learned through theory."); + mes("I would like to recommend you to experience battle first-hand."); + cutin("gc_mayssel01", 1); + close2(); + cutin("", 255); end; } } } } else { if (!questprogress(4269)) { - mes "[Mayssel]"; - mes "You are a stranger."; - mes "Excuse me but I was invited to explain about the jobs for the students,"; - mes "I have no words to tell you."; - cutin "gc_mayssel01.bmp", 1; - next; - mes "[Mayssel]"; - mes "It is almost miracle to meet you and me living far away from the light of ground."; - mes "We should abide by the regulations."; - next; - mes "[Mayssel]"; - mes "Attending the class, first you may be a student of Criatura Academy."; - next; - mes "[Mayssel]"; - mes "However, if you want the information about the thief job itself, I will let you know."; - next; + mes("[Mayssel]"); + mes("You are a stranger."); + mes("Excuse me but I was invited to explain about the jobs for the students,"); + mes("I have no words to tell you."); + cutin("gc_mayssel01", 1); + next(); + mes("[Mayssel]"); + mes("It is almost miracle to meet you and me living far away from the light of ground."); + mes("We should abide by the regulations."); + next(); + mes("[Mayssel]"); + mes("Attending the class, first you may be a student of Criatura Academy."); + next(); + mes("[Mayssel]"); + mes("However, if you want the information about the thief job itself, I will let you know."); + next(); switch(select("About the useful stats for a Thief", "About Thief's primary skills", "Not curious about it.")) { case 1: - mes "[Mayssel]"; - mes "You want to know more about stats?"; - mes "As Vicente already told you, stats don't have a fixed answer."; - next; - mes "[Mayssel]"; - mes "If I choose one among them,"; - mes "^4d4dffAGI is related to flee ability^000000,"; - mes "^4d4dffDex is related with hit ratio"; - mes "STR raises physical attacking power^000000"; - next; - mes "[Mayssel]"; - mes "Vit, Luk, Int are valued according your target chosen."; - mes "For your reference, Verkhasel has high level of Luk."; - mes "A weapon called Katar is good for Critical."; - next; - mes "[Mayssel]"; - mes "But thief's primary weapon is a dagger."; - mes "In the end, you have only to supplement your weak point, after evaluating you and your enemy."; - next; - mes "[Mayssel]"; - mes "If your attack doesn't hit the enemy, you come to think of the hit ratio."; - mes "Hope you find the right stats that are suitable to your fighting style."; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("You want to know more about stats?"); + mes("As Vicente already told you, stats don't have a fixed answer."); + next(); + mes("[Mayssel]"); + mes("If I choose one among them,"); + mes("^4d4dffAGI is related to flee ability^000000,"); + mes("^4d4dffDex is related with hit ratio"); + mes("STR raises physical attacking power^000000"); + next(); + mes("[Mayssel]"); + mes("Vit, Luk, Int are valued according your target chosen."); + mes("For your reference, Verkhasel has high level of Luk."); + mes("A weapon called Katar is good for Critical."); + next(); + mes("[Mayssel]"); + mes("But thief's primary weapon is a dagger."); + mes("In the end, you have only to supplement your weak point, after evaluating you and your enemy."); + next(); + mes("[Mayssel]"); + mes("If your attack doesn't hit the enemy, you come to think of the hit ratio."); + mes("Hope you find the right stats that are suitable to your fighting style."); + close2(); + cutin("", 255); end; case 2: - mes "[Mayssel]"; - mes "Which skill are you curious about?"; - next; - while(1) { + mes("[Mayssel]"); + mes("Which skill are you curious about?"); + next(); + while(true) { switch(select("Improve Dodge", "Double attack", "Hiding and Steal", "Envenom and Detoxify", "Not curious about it.")) { case 1: - mes "[Mayssel]"; - mes "As the name implies, ^4d4dffthis skill increases a certain amount of evasion ratio^000000"; - mes "You want to avoid taking damage from enemy attack, don't you?"; - next; + mes("[Mayssel]"); + mes("As the name implies, ^4d4dffthis skill increases a certain amount of evasion ratio^000000"); + mes("You want to avoid taking damage from enemy attack, don't you?"); + next(); break; case 2: - mes "[Mayssel]"; - mes "^4d4dffThis skill allows you to deal two damages with only one attack.^000000"; - mes "Even though this dagger looks poor, it can damage your enemy severely by the fast two attacks."; - next; + mes("[Mayssel]"); + mes("^4d4dffThis skill allows you to deal two damages with only one attack.^000000"); + mes("Even though this dagger looks poor, it can damage your enemy severely by the fast two attacks."); + next(); break; case 3: - mes "[Mayssel]"; - mes "^4d4dffHiding means exactly that... to hide.^000000"; - next; - mes "[Mayssel]"; - mes "^4d4dffSteal is the skill of stealing enemy's items^000000."; - mes "You can steal one item from one enemy."; - next; + mes("[Mayssel]"); + mes("^4d4dffHiding means exactly that... to hide.^000000"); + next(); + mes("[Mayssel]"); + mes("^4d4dffSteal is the skill of stealing enemy's items^000000."); + mes("You can steal one item from one enemy."); + next(); break; case 4: - mes "[Mayssel]"; - mes "^4d4dffEnvenom is used to poison your enemy.^000000"; - mes "If poisoned, it can make a physical attacks slowly eat away at your foe."; - next; - mes "[Mayssel]"; - mes "Oppositely, the name implies, Detoxify removes poison status."; - next; + mes("[Mayssel]"); + mes("^4d4dffEnvenom is used to poison your enemy.^000000"); + mes("If poisoned, it can make a physical attacks slowly eat away at your foe."); + next(); + mes("[Mayssel]"); + mes("Oppositely, the name implies, Detoxify removes poison status."); + next(); break; case 5: - mes "[Mayssel]"; - mes "It is good you have enough knowledge."; - mes "Supplementary the field experiences will make you perfect."; - cutin "gc_mayssel05.bmp", 1; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("It is good you have enough knowledge."); + mes("Supplementary the field experiences will make you perfect."); + cutin("gc_mayssel05", 1); + close2(); + cutin("", 255); end; } } case 3: - mes "[Mayssel]"; - mes "After you register as a student, you can take lessons and gain more experience."; - cutin "gc_mayssel01.bmp", 1; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("After you register as a student, you can take lessons and gain more experience."); + cutin("gc_mayssel01", 1); + close2(); + cutin("", 255); end; } } else { if (Class == Job_Thief) { - mes "[Mayssel]"; - mes "You are on the way of thief."; - mes "Thief is the 1st job."; - cutin "gc_mayssel01.bmp", 1; - next; - mes "[Mayssel]"; - mes "Someday, you would transfer to the 2nd job."; - mes "It would be better to think of whether becoming a Log or an Assassin now."; - cutin "gc_mayssel02.bmp", 1; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("You are on the way of thief."); + mes("Thief is the 1st job."); + cutin("gc_mayssel01", 1); + next(); + mes("[Mayssel]"); + mes("Someday, you would transfer to the 2nd job."); + mes("It would be better to think of whether becoming a Log or an Assassin now."); + cutin("gc_mayssel02", 1); + close2(); + cutin("", 255); end; } else { - mes "[Mayssel]"; - mes "You don't look familiar."; - mes "In order to attend this class, you must first become a student of Criatura Academy."; - cutin "gc_mayssel01.bmp", 1; - next; - mes "[Mayssel]"; - mes "What information would you like to know about the Thief job?"; - next; + mes("[Mayssel]"); + mes("You don't look familiar."); + mes("In order to attend this class, you must first become a student of Criatura Academy."); + cutin("gc_mayssel01", 1); + next(); + mes("[Mayssel]"); + mes("What information would you like to know about the Thief job?"); + next(); switch(select("About the useful stats for a Thief", "About Thief's primary skills", "Not curious about it.")) { case 1: - mes "[Mayssel]"; - mes "You want to know more about stats?"; - mes "There are no perfect answers for useful stats."; - next; - mes "[Mayssel]"; - mes "If I choose one among them,"; - mes "^4d4dffAGI is related to flee ability^000000,"; - mes "^4d4dffDex is related with hit ratio"; - mes "STR raises physical attacking power^000000"; - next; - mes "[Mayssel]"; - mes "Vit, Luk, Int are valued according your target chosen."; - mes "For your reference, Verkhasel has high level of Luk."; - mes "A weapon called Katar is good for Critical."; - next; - mes "[Mayssel]"; - mes "But thief's primary weapon is a dagger."; - mes "In the end, you have only to supplement your weak point, after evaluating you and your enemy."; - next; - mes "[Mayssel]"; - mes "If your attack doesn't hit the enemy, you come to think of the hit ratio."; - mes "Hope you find the right stats that are suitable to your fighting style."; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("You want to know more about stats?"); + mes("There are no perfect answers for useful stats."); + next(); + mes("[Mayssel]"); + mes("If I choose one among them,"); + mes("^4d4dffAGI is related to flee ability^000000,"); + mes("^4d4dffDex is related with hit ratio"); + mes("STR raises physical attacking power^000000"); + next(); + mes("[Mayssel]"); + mes("Vit, Luk, Int are valued according your target chosen."); + mes("For your reference, Verkhasel has high level of Luk."); + mes("A weapon called Katar is good for Critical."); + next(); + mes("[Mayssel]"); + mes("But thief's primary weapon is a dagger."); + mes("In the end, you have only to supplement your weak point, after evaluating you and your enemy."); + next(); + mes("[Mayssel]"); + mes("If your attack doesn't hit the enemy, you come to think of the hit ratio."); + mes("Hope you find the right stats that are suitable to your fighting style."); + close2(); + cutin("", 255); end; case 2: - mes "[Mayssel]"; - mes "Which skill are you curious about?"; - next; - while(1) { + mes("[Mayssel]"); + mes("Which skill are you curious about?"); + next(); + while(true) { switch(select("Improve Dodge", "Double attack", "Hiding and Steal", "Envenom and Detoxify", "Not curious about it.")) { case 1: - mes "[Mayssel]"; - mes "As the name implies, ^4d4dffthis skill increases a certain amount of evasion ratio^000000"; - mes "You want to avoid taking damage from enemy attack, don't you?"; - next; + mes("[Mayssel]"); + mes("As the name implies, ^4d4dffthis skill increases a certain amount of evasion ratio^000000"); + mes("You want to avoid taking damage from enemy attack, don't you?"); + next(); break; case 2: - mes "[Mayssel]"; - mes "^4d4dffThis skill allows you to deal two damages with only one attack.^000000"; - mes "Even though this dagger looks poor, it can damage your enemy severely by the fast two attacks."; - next; + mes("[Mayssel]"); + mes("^4d4dffThis skill allows you to deal two damages with only one attack.^000000"); + mes("Even though this dagger looks poor, it can damage your enemy severely by the fast two attacks."); + next(); break; case 3: - mes "[Mayssel]"; - mes "^4d4dffHiding means exactly that... to hide.^000000"; - next; - mes "[Mayssel]"; - mes "^4d4dffSteal is the skill of stealing enemy's items^000000."; - mes "You can steal one item from one enemy."; - next; + mes("[Mayssel]"); + mes("^4d4dffHiding means exactly that... to hide.^000000"); + next(); + mes("[Mayssel]"); + mes("^4d4dffSteal is the skill of stealing enemy's items^000000."); + mes("You can steal one item from one enemy."); + next(); break; case 4: - mes "[Mayssel]"; - mes "^4d4dffEnvenom is used to poison your enemy.^000000"; - mes "If poisoned, it can make a physical attacks slowly eat away at your foe."; - next; - mes "[Mayssel]"; - mes "Oppositely, the name implies, Detoxify removes poison status."; - next; + mes("[Mayssel]"); + mes("^4d4dffEnvenom is used to poison your enemy.^000000"); + mes("If poisoned, it can make a physical attacks slowly eat away at your foe."); + next(); + mes("[Mayssel]"); + mes("Oppositely, the name implies, Detoxify removes poison status."); + next(); break; case 5: - mes "[Mayssel]"; - mes "It is good you have enough knwledge."; - mes "Supplementary the field experiences will make you perfect."; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("It is good you have enough knwledge."); + mes("Supplementary the field experiences will make you perfect."); + close2(); + cutin("", 255); end; } } break; case 3: - mes "[Mayssel]"; - mes "After you register as a student, you can take lessons and gain more experience."; - cutin "gc_mayssel01.bmp", 1; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("After you register as a student, you can take lessons and gain more experience."); + cutin("gc_mayssel01", 1); + close2(); + cutin("", 255); end; } } @@ -10633,13 +10812,13 @@ iz_ac02,52,136,3 script Guest Lecturer Mayssel#0 4_F_MAYSEL,{ } OnInit: - //AddQuestInfo 7480 0 0 - //SetQuestQuest 7480 4269 2 + //Addquestinfo 7480 0 0 + //setquestQuest 7480 4269 2 //SetQuestJob 7480 NOVICE - //AddQuestInfo 7483 0 0 + //Addquestinfo 7483 0 0 //SetQuestQuest 7483 7481 1 //SetQuestQuest 7483 7482 1 - //AddQuestInfo 7495 0 0 + //Addquestinfo 7495 0 0 //SetQuestQuest 7495 7484 2 //SetQuestQuest 7495 7485 3 end; @@ -10655,516 +10834,516 @@ iz_ac02_d,52,136,3 duplicate(Guest Lecturer Mayssel#0) Guest Lecturer Mayssel#d iz_ac02,49,134,5 script Vicente#ac 4_M_HUMAN_02,{ if (questprogress(4269) > 0 && Class == Job_Novice) { if (!questprogress(7480)) { - mes "[Vicente]"; - mes "Are you curious about the thief job?"; - mes "Mayssel will give you the details about it."; - mes "But, you must be a student of Criatura Academy."; - cutin "sc_vicente01.bmp", 2; - close2; - cutin "", 255; + mes("[Vicente]"); + mes("Are you curious about the thief job?"); + mes("Mayssel will give you the details about it."); + mes("But, you must be a student of Criatura Academy."); + cutin("sc_vicente01", 2); + close2(); + cutin("", 255); end; } else if (questprogress(7480) == 1) { if (!questprogress(7481)) { - mes "[Vicente]"; - mes "Hmmm. Thief.... Then, I need to explain to you about stats, too."; - cutin "sc_vicente01.bmp", 2; - next; - mes "[Vicente]"; - mes "First, ^4d4dffStr power, Agi agility, Dex hit,^000000 these theree elements are all good for a Thief."; - mes "Supplementary elements are Int intelligence, Vit vitality, Luk luck."; - next; - mes "[Vicente]"; - mes "As ^4d4dffStr raises the physical attacking power, it will be your tool to raises your attacking power against a Thief and Rogue who primarily use daggers^000000."; - mes "And, I will raise your limit of carrying items, which means you can load more items."; - next; - mes "[Vicente]"; - mes "^4d4dffAgi is to raise your evasion ratio and Aspd attacking speed.^000000 Simply speaking, you become nimble."; - next; - mes "[Vicente]"; - mes "Agi is one of the very important figures as you- a thief wearing a light armor have to evade the enemy's attack rather than facing it head on."; - next; - mes "[Vicente]"; - mes "And ^4d4dffDex to hit your attack^000000 is unforgettable."; - mes "You can do anything once your attack succeeds."; - next; - mes "[Vicente]"; - mes "In addition, there are those who are fighting in the War of Emperium with ^4d4dffthe raised VIT energy level to increase their HP vitality^000000."; - next; - mes "[Vicente]"; - mes "Among the Rogue skills, there is a skill called 'Intimidate' with which you can learn and use other's skills,"; - mes "there are some who^4d4dffinvest to Intelligence to use the learned magic from this spell^000000."; - next; - mes "[Vicente]"; - mes "We I can tell which one is the right choice."; - mes "According to the individual tastes and purposes, you have to split your ability."; - mes "But..."; - next; - mes "[Vicente]"; - mes "Rogues are for ^4d4dffdisarming the enemy's armor^000000 or ^4d4dffstealing better than a thief^000000."; - mes "or ^4d4dff fall back after suddenly being attacked^000000"; - next; - mes "[Vicente]"; - mes "Hmmhmmm. It may look cowardish but it is upgraded from a thief."; - mes "As it can have a better eyesight and do the art."; - cutin "sc_vicente03.bmp", 2; - next; + mes("[Vicente]"); + mes("Hmmm. Thief.... Then, I need to explain to you about stats, too."); + cutin("sc_vicente01", 2); + next(); + mes("[Vicente]"); + mes("First, ^4d4dffStr power, Agi agility, Dex hit,^000000 these theree elements are all good for a Thief."); + mes("Supplementary elements are Int intelligence, Vit vitality, Luk luck."); + next(); + mes("[Vicente]"); + mes("As ^4d4dffStr raises the physical attacking power, it will be your tool to raises your attacking power against a Thief and Rogue who primarily use daggers^000000."); + mes("And, I will raise your limit of carrying items, which means you can load more items."); + next(); + mes("[Vicente]"); + mes("^4d4dffAgi is to raise your evasion ratio and Aspd attacking speed.^000000 Simply speaking, you become nimble."); + next(); + mes("[Vicente]"); + mes("Agi is one of the very important figures as you- a thief wearing a light armor have to evade the enemy's attack rather than facing it head on."); + next(); + mes("[Vicente]"); + mes("And ^4d4dffDex to hit your attack^000000 is unforgettable."); + mes("You can do anything once your attack succeeds."); + next(); + mes("[Vicente]"); + mes("In addition, there are those who are fighting in the War of Emperium with ^4d4dffthe raised VIT energy level to increase their HP vitality^000000."); + next(); + mes("[Vicente]"); + mes("Among the Rogue skills, there is a skill called 'Intimidate' with which you can learn and use other's skills,"); + mes("there are some who^4d4dffinvest to Intelligence to use the learned magic from this spell^000000."); + next(); + mes("[Vicente]"); + mes("We I can tell which one is the right choice."); + mes("According to the individual tastes and purposes, you have to split your ability."); + mes("But..."); + next(); + mes("[Vicente]"); + mes("Rogues are for ^4d4dffdisarming the enemy's armor^000000 or ^4d4dffstealing better than a thief^000000."); + mes("or ^4d4dff fall back after suddenly being attacked^000000"); + next(); + mes("[Vicente]"); + mes("Hmmhmmm. It may look cowardish but it is upgraded from a thief."); + mes("As it can have a better eyesight and do the art."); + cutin("sc_vicente03", 2); + next(); select("Haaaaam...", "Is that so?"); - mes "[Vicente]"; - mes ".........you were boring."; - mes "Among the thief's skills, there is an item called 'Improve Dodge'."; - mes "The stats related to evasion ratio is.."; - cutin "sc_vicente02.bmp", 2; - next; - if(select("Dex !!", "Agi !!") == 1) { - mes "[Lumin]"; - mes "Don't mess around with me too much."; - mes "It's Agi."; - cutin "nov_lumin02.bmp", 0; - next; + mes("[Vicente]"); + mes(".........you were boring."); + mes("Among the thief's skills, there is an item called 'Improve Dodge'."); + mes("The stats related to evasion ratio is.."); + cutin("sc_vicente02", 2); + next(); + if (select("Dex !!", "Agi !!") == 1) { + mes("[Lumin]"); + mes("Don't mess around with me too much."); + mes("It's Agi."); + cutin("nov_lumin02", 0); + next(); select("Ah, yes..."); - mes "[Lumin]"; - mes "Compensation is?"; - cutin "nov_lumin01.bmp", 0; - next; - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Ahhh, yes..."; - mes "I will give a gift for Lumin."; - next; - cutin "sc_vicente03.bmp", 2; - mes "[Vicente]"; - mes "Now I will finish my class."; - mes "Important thing is not theory like what we are talking about."; - mes "Actual fighting!! Actual fighting is key!!"; - setquest 7481; - close2; - cutin "", 255; + mes("[Lumin]"); + mes("Compensation is?"); + cutin("nov_lumin01", 0); + next(); + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Ahhh, yes..."); + mes("I will give a gift for Lumin."); + next(); + cutin("sc_vicente03", 2); + mes("[Vicente]"); + mes("Now I will finish my class."); + mes("Important thing is not theory like what we are talking about."); + mes("Actual fighting!! Actual fighting is key!!"); + setquest(7481); + close2(); + cutin("", 255); end; } else { - mes "[Vicente]"; - mes "Oh, fortunately you have been in the class."; - mes "I didn't feel easy as your face look very boring."; - mes "Now, shall we keep going on?"; - cutin "sc_vicente03.bmp", 2; - next; - mes "[Lumin]"; - mes "...... Compensation is?"; - cutin "nov_lumin02.bmp", 0; - next; - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Ah,,, thank you for your pointout."; - mes "Be successful!"; - next; - cutin "sc_vicente03.bmp", 2; - mes "[Vicente]"; - mes "Important thing is not theory but actual fighting."; - mes "Do you agree?"; - setquest 7481; - getitem Novice_Potion, 30; // Novice_Potion - close2; - cutin "", 255; + mes("[Vicente]"); + mes("Oh, fortunately you have been in the class."); + mes("I didn't feel easy as your face look very boring."); + mes("Now, shall we keep going on?"); + cutin("sc_vicente03", 2); + next(); + mes("[Lumin]"); + mes("...... Compensation is?"); + cutin("nov_lumin02", 0); + next(); + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Ah,,, thank you for your pointout."); + mes("Be successful!"); + next(); + cutin("sc_vicente03", 2); + mes("[Vicente]"); + mes("Important thing is not theory but actual fighting."); + mes("Do you agree?"); + setquest(7481); + getitem(Novice_Potion, 30); // Novice_Potion + close2(); + cutin("", 255); end; } } else { if (!questprogress(7486)) { - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Talking about Rogue,"; - mes "It is not a cowardish job as the others complain."; - next; - mes "[Lumin]"; - mes ".....Don't you have a strange hobby?"; - mes "Taking off other's clothings."; - cutin "nov_lumin01.bmp", 2; - next; - cutin "sc_vicente02.bmp", 2; - mes "[Vicente]"; - mes "What.. What a thing to say!"; - mes "Lu, you shouldn't say such things!"; - mes "Rogue is the upper level to a thief."; - next; - cutin "nov_lumin01.bmp", 2; - mes "[Lumin]"; - mes "Eummm. I won't be a Log."; - mes "How about you?"; - next; - if(select("Eh? Me? I don't want to be.", "Me.. I like... Rogue...") == 1) { - mes "[Lumin]"; - mes "Ok. Then you take the bloody way with me."; - mes "Becoming a shadow in the dark...."; - cutin "nov_lumin03.bmp", 2; - next; + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Talking about Rogue,"); + mes("It is not a cowardish job as the others complain."); + next(); + mes("[Lumin]"); + mes(".....Don't you have a strange hobby?"); + mes("Taking off other's clothings."); + cutin("nov_lumin01", 2); + next(); + cutin("sc_vicente02", 2); + mes("[Vicente]"); + mes("What.. What a thing to say!"); + mes("Lu, you shouldn't say such things!"); + mes("Rogue is the upper level to a thief."); + next(); + cutin("nov_lumin01", 2); + mes("[Lumin]"); + mes("Eummm. I won't be a Log."); + mes("How about you?"); + next(); + if (select("Eh? Me? I don't want to be.", "Me.. I like... Rogue...") == 1) { + mes("[Lumin]"); + mes("Ok. Then you take the bloody way with me."); + mes("Becoming a shadow in the dark...."); + cutin("nov_lumin03", 2); + next(); select("I don't want to be a thief.", ".... I'm scared!"); - mes "[Lumin]"; - mes "... a headache."; - cutin "nov_lumin02.bmp", 2; - next; - cutin "sc_vicente04.bmp", 2; - mes "[Vicente]"; - mes "Hahahaha. Stop talking about the scary story."; - next; - cutin "nov_lumin01.bmp", 2; - mes "[Lumin]"; - mes ".. Hng.."; - setquest 7486; - completequest 7486; - close2; - cutin "", 255; + mes("[Lumin]"); + mes("... a headache."); + cutin("nov_lumin02", 2); + next(); + cutin("sc_vicente04", 2); + mes("[Vicente]"); + mes("Hahahaha. Stop talking about the scary story."); + next(); + cutin("nov_lumin01", 2); + mes("[Lumin]"); + mes(".. Hng.."); + setquest(7486); + completequest(7486); + close2(); + cutin("", 255); end; } else { - mes "[Lumin]"; - mes "Is that so?"; - mes "It is an astonishing fighting skill to make the enemy disarmed and disabled."; - mes "I thumb up the skill."; - cutin "nov_lumin01.bmp", 2; - next; - cutin "sc_vicente02.bmp", 2; - mes "[Vicente]"; - mes "Will you say a different story from what you told before?"; - mes "Haha.. To me, Master is good enough, doing the same thing to me."; - setquest 7486; - completequest 7486; - close2; - cutin "", 255; + mes("[Lumin]"); + mes("Is that so?"); + mes("It is an astonishing fighting skill to make the enemy disarmed and disabled."); + mes("I thumb up the skill."); + cutin("nov_lumin01", 2); + next(); + cutin("sc_vicente02", 2); + mes("[Vicente]"); + mes("Will you say a different story from what you told before?"); + mes("Haha.. To me, Master is good enough, doing the same thing to me."); + setquest(7486); + completequest(7486); + close2(); + cutin("", 255); end; } } else { - mes "[Vicente]"; - mes "Keung...."; - mes "I am losing my excitement."; - cutin "sc_vicente04.bmp", 2; - close2; - cutin "", 255; + mes("[Vicente]"); + mes("Keung...."); + mes("I am losing my excitement."); + cutin("sc_vicente04", 2); + close2(); + cutin("", 255); end; } } } else { if (!questprogress(7483)) { - mes "[Vicente]"; - mes "If you wish to continue along the path of the Thief, speak to Mayssel."; - mes "Her information should be helpful."; - cutin "sc_vicente01.bmp", 2; - close2; - cutin "", 255; + mes("[Vicente]"); + mes("If you wish to continue along the path of the Thief, speak to Mayssel."); + mes("Her information should be helpful."); + cutin("sc_vicente01", 2); + close2(); + cutin("", 255); end; } else if (questprogress(7483) == 1) { if (BaseLevel > 12) { if (!questprogress(7484)) { - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Hmmm. It is about the thief's skill using the manual."; - mes "By the way, this manual is only available for experience up to level 12."; - next; - mes "[Vicente]"; - mes "The actual exercise of ^4d4dffstealing from monster's items^000000 skill was planned but"; - mes "you may need to know what it is... No need to do the actual exercise."; - next; - mes "[Vicente]"; - mes "I will regard my course as completed."; - mes "By the way, what is stealing all about?"; - next; + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Hmmm. It is about the thief's skill using the manual."); + mes("By the way, this manual is only available for experience up to level 12."); + next(); + mes("[Vicente]"); + mes("The actual exercise of ^4d4dffstealing from monster's items^000000 skill was planned but"); + mes("you may need to know what it is... No need to do the actual exercise."); + next(); + mes("[Vicente]"); + mes("I will regard my course as completed."); + mes("By the way, what is stealing all about?"); + next(); switch(select("Stealing other's items!", "Stealing monster's items!", "Stealing other's enemy!", "Don't know.")) { case 1: - mes "[Vicente]"; - mes "Wrong! That would be a terrible thing to do."; - mes "You can't go around stealing people's things."; - cutin "sc_vicente02.bmp", 2; - next; + mes("[Vicente]"); + mes("Wrong! That would be a terrible thing to do."); + mes("You can't go around stealing people's things."); + cutin("sc_vicente02", 2); + next(); break; case 2: - mes "[Vicente]"; - mes "Correct!"; - mes "You have a good memory£¡"; - cutin "sc_vicente03.bmp", 2; - next; + mes("[Vicente]"); + mes("Correct!"); + mes("You have a good memory!"); + cutin("sc_vicente03", 2); + next(); break; case 3: - mes "[Vicente]"; - mes "You like doing that?"; - mes "That is a terrible thing to do."; - next; + mes("[Vicente]"); + mes("You like doing that?"); + mes("That is a terrible thing to do."); + next(); break; case 4: break; } - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Yes, we steal monster items."; - mes "the higher your skill level and the higher your hit ratio is, the success ratio also becomes higher."; - next; - mes "[Vicente]"; - mes "Anyway, here I will finish my class."; - mes "If you want to continue, there is no way as your level is too high."; - setquest 7484; - completequest 7484; - close2; - cutin "", 255; + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Yes, we steal monster items."); + mes("the higher your skill level and the higher your hit ratio is, the success ratio also becomes(higher."); + next(); + mes("[Vicente]"); + mes("Anyway, here I will finish my class."); + mes("If you want to continue, there is no way as your level is too high."); + setquest(7484); + completequest(7484); + close2(); + cutin("", 255); end; } else if (questprogress(7484) == 1) { if (countitem(Stone) > 0) { - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Oh, excellent!"; - mes "Keep the stone as a souvenir."; - completequest 7484; - getexp 800, 0; - next; - mes "[Vicente]"; - mes "Anyway, you seem to be skilled enough to continue."; - mes "Go speak to Mayssel."; - close2; - cutin "", 255; + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Oh, excellent!"); + mes("Keep the stone as a souvenir."); + completequest(7484); + getexp(800, 0); + next(); + mes("[Vicente]"); + mes("Anyway, you seem to be skilled enough to continue."); + mes("Go speak to Mayssel."); + close2(); + cutin("", 255); end; } else { - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Hmmm. It is about the thief's skill using the manual."; - mes "By the way, this manual is only available for experience up to level 12."; - next; - mes "[Vicente]"; - mes "The actual exercise of ^4d4dffstealing from monster's items^000000 skill was planned but"; - mes "you may need to know what it is... No need to do the actual exercise."; - next; - mes "[Vicente]"; - mes "I will regard my course as completed."; - mes "By the way, what is stealing all about?"; - next; + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Hmmm. It is about the thief's skill using the manual."); + mes("By the way, this manual is only available for experience up to level 12."); + next(); + mes("[Vicente]"); + mes("The actual exercise of ^4d4dffstealing from monster's items^000000 skill was planned but"); + mes("you may need to know what it is... No need to do the actual exercise."); + next(); + mes("[Vicente]"); + mes("I will regard my course as completed."); + mes("By the way, what is stealing all about?"); + next(); switch(select("Stealing other's items!", "Stealing monster's items!", "Stealing other's enemy!", "Don't know.")) { case 1: - mes "[Vicente]"; - mes "Wrong! That would be a terrible thing to do."; - mes "You can't go around stealing people's things."; - cutin "sc_vicente02.bmp", 2; - next; + mes("[Vicente]"); + mes("Wrong! That would be a terrible thing to do."); + mes("You can't go around stealing people's things."); + cutin("sc_vicente02", 2); + next(); break; case 2: - mes "[Vicente]"; - mes "Correct!"; - mes "You have a good memory£¡"; - cutin "sc_vicente03.bmp", 2; - next; + mes("[Vicente]"); + mes("Correct!"); + mes("You have a good memory!"); + cutin("sc_vicente03", 2); + next(); break; case 3: - mes "[Vicente]"; - mes "You like doing that?"; - mes "That is a terrible thing to do."; - next; + mes("[Vicente]"); + mes("You like doing that?"); + mes("That is a terrible thing to do."); + next(); break; case 4: break; } - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Yes, we steal monster items."; - mes "the higher your skill level and the higher your hit ratio is, the success ratio also becomes higher."; - next; - mes "[Vicente]"; - mes "Anyway, here I will finish my class."; - mes "If you want to continue, there is no way as your level is too high."; - setquest 7484; - completequest 7484; - close2; - cutin "", 255; + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Yes, we steal monster items."); + mes("the higher your skill level and the higher your hit ratio is, the success ratio also becomes(higher."); + next(); + mes("[Vicente]"); + mes("Anyway, here I will finish my class."); + mes("If you want to continue, there is no way as your level is too high."); + setquest(7484); + completequest(7484); + close2(); + cutin("", 255); end; } } } if (!questprogress(7484)) { - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Hmmm. What?"; - mes "You are talking about the use of thief skills by using the manual?"; - mes "First, equip the Thief Manual."; - next; - mes "[Vicente]"; - mes "You can either double click ^4d4dff the items to be equipped^000000 or drag it to the equipment window."; - next; - mes "[Vicente]"; - mes "Then, open the skill window, you can find the added skills in the 'Misc' tab."; - mes "You can even set the skills in the shortcut bar."; - next; - mes "[Vicente]"; - mes "Now, out of them, there is a skill called ^4d4dff Steal^000000."; - next; - mes "[Vicente]"; - mes "Here is an assignment."; - mes "Can you see the ornamental Poring cage?"; - mes "Steal ^4d4dff one Stone from Poring by using the Steal skill.^000000"; - next; - mes "[Vicente]"; - mes "Steal has a possibility to fail so don't quit."; - mes "Good luck."; - setquest 7484; + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Hmmm. What?"); + mes("You are talking about the use of thief skills by using the manual?"); + mes("First, equip the Thief Manual."); + next(); + mes("[Vicente]"); + mes("You can either double click ^4d4dff the items to be equipped^000000 or drag it to the equipment window."); + next(); + mes("[Vicente]"); + mes("Then, open the skill window, you can find the added skills in the 'Misc' tab."); + mes("You can even set the skills in the shortcut bar."); + next(); + mes("[Vicente]"); + mes("Now, out of them, there is a skill called ^4d4dff Steal^000000."); + next(); + mes("[Vicente]"); + mes("Here is an assignment."); + mes("Can you see the ornamental Poring cage?"); + mes("Steal ^4d4dff one Stone from Poring by using the Steal skill.^000000"); + next(); + mes("[Vicente]"); + mes("Steal has a possibility to fail so don't quit."); + mes("Good luck."); + setquest(7484); npcskill "AL_BLESSING", 10, 60, 60; - percentheal 0, 100; - close2; - cutin "", 255; + percentheal(0, 100); + close2(); + cutin("", 255); end; } else if (questprogress(7484) == 1) { if (countitem(Stone) > 0) { - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Oh, excellent!"; - mes "Keep the stone as a souvenir."; - completequest 7484; - getexp 800, 0; - next; - mes "[Vicente]"; - mes "Anyway, it is good enough for your skill experience purpose, let's finish the class here."; - mes "If you haven't finished Mr. Verkhasel's assignment, keep going with it."; - close2; - cutin "", 255; + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Oh, excellent!"); + mes("Keep the stone as a souvenir."); + completequest(7484); + getexp(800, 0); + next(); + mes("[Vicente]"); + mes("Anyway, it is good enough for your skill experience purpose, let's finish the class here."); + mes("If you haven't finished Mr. Verkhasel's assignment, keep going with it."); + close2(); + cutin("", 255); end; } else { - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Steal one Stone from a Poring."; - mes "Wasn't it fun?"; - next; - if(select("It didn't give me a stone.", "I won't do it.") == 1) { - mes "[Vicente]"; - mes "Hmmm? All porings were stolen of their stones?"; - mes "I will summon Porings again, and you, try it once again."; - donpcevent "#nbacStone01::OnReset"; - donpcevent "#nbacStone02::OnReset"; - donpcevent "#nbacStone03::OnReset"; + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Steal one Stone from a Poring."); + mes("Wasn't it fun?"); + next(); + if (select("It didn't give me a stone.", "I won't do it.") == 1) { + mes("[Vicente]"); + mes("Hmmm? All porings were stolen of their stones?"); + mes("I will summon Porings again, and you, try it once again."); + donpcevent("#nbacStone01::OnReset"); + donpcevent("#nbacStone02::OnReset"); + donpcevent("#nbacStone03::OnReset"); npcskill "AL_BLESSING", 10, 60, 60; - percentheal 0, 100; - close2; - cutin "", 255; + percentheal(0, 100); + close2(); + cutin("", 255); end; } else { - mes "[Vicente]"; - mes "Hmmm. Is that so?"; - mes "This is not your aptitude."; - mes "I see. This mission is now cancelled."; - erasequest 7484; - close2; - cutin "", 255; + mes("[Vicente]"); + mes("Hmmm. Is that so?"); + mes("This is not your aptitude."); + mes("I see. This mission is now cancelled."); + erasequest(7484); + close2(); + cutin("", 255); end; } } } else { - cutin "sc_vicente01.bmp", 1; - mes "[Vicente]"; - mes "Ahhh. Boring, Boring..."; - mes "Now I can understand why Master ran away."; - mes "I want to go home."; - next; - cutin "gc_verkhasel01.bmp", 2; - mes "[Verkhasel]"; - mes "So do I."; - mes "Mayssel... what did she think of..."; - next; - mes "[Lumin]"; - mes "Hmmm. Did she go AWOL?"; - cutin "nov_lumin01.bmp", 0; - next; - cutin "gc_verkhasel01.bmp", 2; - mes "[Verkhasel]"; - mes "Are you kidding me?!"; - mes "Would you rather be carrying out a fatal mission!?!"; - next; - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Ah... I don't like it."; - mes "I would rather evaluate jewelry sitting at the workshop as usual..."; - next; - cutin "gc_mayssel03.bmp", 1; - mes "[Mayssel]"; - mes ".... .. .."; - mes "I will accept Verkhassel's wish."; - mes "Don't worry hohoho..."; - next; - cutin "", 255; - mes "The mood is becoming gloomy."; - mes "Should I get out of here?"; - close; + cutin("sc_vicente01", 1); + mes("[Vicente]"); + mes("Ahhh. Boring, Boring..."); + mes("Now I can understand why Master ran away."); + mes("I want to go home."); + next(); + cutin("gc_verkhasel01", 2); + mes("[Verkhasel]"); + mes("So do I."); + mes("Mayssel... what did she think of..."); + next(); + mes("[Lumin]"); + mes("Hmmm. Did she go AWOL?"); + cutin("nov_lumin01", 0); + next(); + cutin("gc_verkhasel01", 2); + mes("[Verkhasel]"); + mes("Are you kidding me?!"); + mes("Would you rather be carrying out a fatal mission!?!"); + next(); + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Ah... I don't like it."); + mes("I would rather evaluate jewelry sitting at the workshop as usual..."); + next(); + cutin("gc_mayssel03", 1); + mes("[Mayssel]"); + mes(".... .. .."); + mes("I will accept Verkhassel's wish."); + mes("Don't worry hohoho..."); + next(); + cutin("", 255); + mes("The mood is becoming gloomy."); + mes("Should I get out of here?"); + close(); } } else { - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "You are doing well."; - mes "I hope to see you again someday."; - next; - mes "[Vicente]"; - mes "Ah, for your reference, I am operating a small workshop in Lighthalzen."; - mes "Visit me there someday."; - next; - mes "[Vicente]"; - mes "Perhaps, I won't forget you..."; - mes "Haha..."; - close2; - cutin "", 255; + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("You are doing well."); + mes("I hope to see you again someday."); + next(); + mes("[Vicente]"); + mes("Ah, for your reference, I am operating a small workshop in Lighthalzen."); + mes("Visit me there someday."); + next(); + mes("[Vicente]"); + mes("Perhaps, I won't forget you..."); + mes("Haha..."); + close2(); + cutin("", 255); end; } } } else { if (!questprogress(4269)) { - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "You are not a student of Criatura Academy."; - mes "If you want more explanation about this job, you better register as a student of the Academy."; - next; - mes "[Vicente]"; - mes "Though only novices can register..."; - close2; - cutin "", 255; + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("You are not a student of Criatura Academy."); + mes("If you want more explanation about this job, you better register as a student of the Academy."); + next(); + mes("[Vicente]"); + mes("Though only novices can register..."); + close2(); + cutin("", 255); end; } else { if (Class == Job_Thief) { - cutin "sc_vicente03.bmp", 2; - mes "[Vicente]"; - mes "Oh, you became a good thief."; - mes "Don't you want to be a shadow chaser in your future?"; - next; - mes "[Vicente]"; - mes "This is the higher class applied by the elite Rogues of good artistry."; - next; - mes "[Vicente]"; - mes "Above job level 40, any Thief can be transferred to a Rogue anytime."; - mes "Fortunately, the sailing service from Izlude wharf to Pharos lighthouse is available!!"; - next; - cutin "gc_verkhasel02.bmp", 0; - mes "[Verkhasel]"; - mes "First, is it courteous to ask whether you can be a Rogue or not?"; - mes "If it is an application for an Assassin, what happens to you?"; - next; - cutin "sc_vicente03.bmp", 2; - mes "[Vicente]"; - mes "Haha. You like a bloody job?"; - next; - cutin "sc_vicente04.bmp", 2; - mes "[Vicente]"; - mes "Haha... Calm down..."; - mes "Don't respond to every tiny matter.."; - next; - cutin "", 255; - mes "The atmosphere became very tense."; - close2; - cutin "", 255; + cutin("sc_vicente03", 2); + mes("[Vicente]"); + mes("Oh, you became a good thief."); + mes("Don't you want to be a shadow chaser in your future?"); + next(); + mes("[Vicente]"); + mes("This is the higher class applied by the elite Rogues of good artistry."); + next(); + mes("[Vicente]"); + mes("Above job level 40, any Thief can be transferred to a Rogue anytime."); + mes("Fortunately, the sailing service from Izlude wharf to Pharos lighthouse is available!!"); + next(); + cutin("gc_verkhasel02", 0); + mes("[Verkhasel]"); + mes("First, is it courteous to ask whether you can be a Rogue or not?"); + mes("If it is an application for an Assassin, what happens to you?"); + next(); + cutin("sc_vicente03", 2); + mes("[Vicente]"); + mes("Haha. You like a bloody job?"); + next(); + cutin("sc_vicente04", 2); + mes("[Vicente]"); + mes("Haha... Calm down..."); + mes("Don't respond to every tiny matter.."); + next(); + cutin("", 255); + mes("The atmosphere became very tense."); + close2(); + cutin("", 255); end; } else { - cutin "sc_vicente03.bmp", 2; - mes "[Vicente]"; - mes "Welcome to the Criatura Academy."; - mes "Here, I am teaching the basics to the people wishing to be a Thief."; - next; - mes "[Vicente]"; - mes "So, in other words, I am handling the Novices wanting to be thieves."; - mes "Haha..."; - close2; - cutin "", 255; + cutin("sc_vicente03", 2); + mes("[Vicente]"); + mes("Welcome to the Criatura Academy."); + mes("Here, I am teaching the basics to the people wishing to be a Thief."); + next(); + mes("[Vicente]"); + mes("So, in other words, I am handling the Novices wanting to be thieves."); + mes("Haha..."); + close2(); + cutin("", 255); end; } } } OnInit: - //AddQuestInfo 7481 0 0 - //SetQuestQuest 7481 7480 1 - //AddQuestInfo 7484 0 0 + //Addquestinfo 7481 0 0 + //setquestQuest 7481 7480 1 + //Addquestinfo 7484 0 0 //SetQuestQuest 7484 7483 1 end; } @@ -11179,431 +11358,431 @@ iz_ac02_d,49,134,5 duplicate(Vicente#ac) Vicente#ac_d 4_M_HUMAN_02 iz_ac02,55,134,3 script Verkhasel#ac 4_M_GUILLOTINE,{ if (questprogress(4269) > 0 && Class == Job_Novice) { if (!questprogress(7480)) { - mes "[Verkhasel]"; - mes "What? It interrupts me."; - cutin "gc_verkhasel01.bmp", 0; - close2; - cutin "", 255; + mes("[Verkhasel]"); + mes("What? It interrupts me."); + cutin("gc_verkhasel01", 0); + close2(); + cutin("", 255); end; } else if (questprogress(7480) == 1) { if (!questprogress(7482)) { - mes "[Verkhasel]"; - mes "Eheee, Eheee, It can't be a joke."; - mes "Mayssel's class..."; - mes "Did you call upon me for this kind of nasty thing?"; - cutin "gc_verkhasel01.bmp", 0; - next; + mes("[Verkhasel]"); + mes("Eheee, Eheee, It can't be a joke."); + mes("Mayssel's class..."); + mes("Did you call upon me for this kind of nasty thing?"); + cutin("gc_verkhasel01", 0); + next(); select("...Let's keep working?"); - mes "[Lumin]"; - mes "It's a pity. That man is scary."; - mes "But as long as I am with you, don't be afraid of him."; - cutin "nov_lumin02.bmp", 2; - next; - mes "[Verkhasel]"; - mes "What are you talking about this time?"; - mes "In the beginning, Lue.. You should not be here..."; - cutin "gc_verkhasel01.bmp", 0; - next; - cutin "nov_lumin01.bmp", 2; - mes "[Lumin]"; - mes ".........Who am I?"; - mes "Assistant.... Trainer?"; - next; - cutin "gc_verkhasel02.bmp", 0; - mes "[Verkhasel]"; - mes "Zt..."; - mes "Well, which one are you curious about?"; - next; - cutin "gc_verkhasel01.bmp", 0; + mes("[Lumin]"); + mes("It's a pity. That man is scary."); + mes("But as long as I am with you, don't be afraid of him."); + cutin("nov_lumin02", 2); + next(); + mes("[Verkhasel]"); + mes("What are you talking about this time?"); + mes("In the beginning, Lue.. You should not be here..."); + cutin("gc_verkhasel01", 0); + next(); + cutin("nov_lumin01", 2); + mes("[Lumin]"); + mes(".........Who am I?"); + mes("Assistant.... Trainer?"); + next(); + cutin("gc_verkhasel02", 0); + mes("[Verkhasel]"); + mes("Zt..."); + mes("Well, which one are you curious about?"); + next(); + cutin("gc_verkhasel01", 0); .@ok_chk = 0; - while(1) { + while(true) { switch(select("Double Attack", "Envenom", "Improve Dodge and Hide", "About you", "That's enough.")) { case 1: - mes "[Verkhasel]"; - mes "You may already know the primary weapon of a Thief is a dagger."; - mes "A Thief's specialty is the ^4d4dffDouble Attack^000000 by a dagger."; - next; - mes "[Verkhasel]"; - mes "If you are short of attacking power, it can be covered at a certain degree."; - mes "Any other questions?"; + mes("[Verkhasel]"); + mes("You may already know the primary weapon of a Thief is a dagger."); + mes("A Thief's specialty is the ^4d4dffDouble Attack^000000 by a dagger."); + next(); + mes("[Verkhasel]"); + mes("If you are short of attacking power, it can be covered at a certain degree."); + mes("Any other questions?"); .@ok_chk = .@ok_chk + 1; - next; + next(); continue; case 2: - mes "[Verkhasel]"; - mes "There is a skill called ^4d4dffEnvenom^000000 to intoxicate your enemy with poison and"; - mes "the other skill called ^4d4dffDetoxify^000000 to remove the poisoned status."; - next; - mes "[Verkhasel]"; - mes "You can tell the poisoned status by its very pretty purple color."; - next; - mes "[Verkhasel]"; - mes "In case, you are poisoned, venom will decrease your vitality rapidly,"; - mes "you either detoxify right away or take the antidote potion."; - next; - mes "[Verkhasel]"; - mes "If you have more interest in poison, you may be an assassin."; - mes "They officially use poison."; - mes "Then next!"; + mes("[Verkhasel]"); + mes("There is a skill called ^4d4dffEnvenom^000000 to intoxicate your enemy with poison and"); + mes("the other skill called ^4d4dffDetoxify^000000 to remove the poisoned status."); + next(); + mes("[Verkhasel]"); + mes("You can tell the poisoned status by its very pretty purple color."); + next(); + mes("[Verkhasel]"); + mes("In case, you are poisoned, venom will decrease your vitality rapidly,"); + mes("you either detoxify right away or take the antidote potion."); + next(); + mes("[Verkhasel]"); + mes("If you have more interest in poison, you may be an assassin."); + mes("They officially use poison."); + mes("Then next!"); .@ok_chk = .@ok_chk + 1; - next; + next(); continue; case 3: - mes "[Verkhasel]"; - mes "Thiefs train the skill called ^4d4dffImprove Dodge^000000."; - mes "This makes the enemy powerless by evading its attack."; - next; - mes "[Verkhasel]"; - mes "Rather than being patient after being hit, it is more suitable for a less defensive thief to avoid from it fast."; - mes "Being this reason, agility [AGI] can't be neglected."; - next; - mes "[Verkhasel]"; - mes "^4d4dffHiding^000000 is the skill for refuge."; - mes "If successful, others can't see you."; - next; - mes "[Verkhasel]"; - mes "Ah, as it is said you can't cheat a ghost.... You would be found by evil."; - mes "Also sensitive insects recognize it..."; - next; - mes "[Verkhasel]"; - mes "Other than these, it will be useful for avoiding emergency situations."; - mes "When you become higher jobs like Rogue or Assassin, you can learn more useful skills like Refuge."; + mes("[Verkhasel]"); + mes("Thiefs train the skill called ^4d4dffImprove Dodge^000000."); + mes("This makes the enemy powerless by evading its attack."); + next(); + mes("[Verkhasel]"); + mes("Rather than being patient after being hit, it is more suitable for a less defensive thief to avoid from it fast."); + mes("Being this reason, agility [AGI] can't be neglected."); + next(); + mes("[Verkhasel]"); + mes("^4d4dffHiding^000000 is the skill for refuge."); + mes("If successful, others can't see you."); + next(); + mes("[Verkhasel]"); + mes("Ah, as it is said you can't cheat a ghost.... You would be found by evil."); + mes("Also sensitive insects recognize it..."); + next(); + mes("[Verkhasel]"); + mes("Other than these, it will be useful for avoiding emergency situations."); + mes("When you become higher jobs like Rogue or Assassin, you can learn more useful skills like Refuge."); .@ok_chk = .@ok_chk + 1; - next; + next(); continue; case 4: - mes "[Verkhasel]"; - mes "Me? I am a chief of the Guillotine Cross."; - mes "......"; - next; - cutin "nov_lumin01.bmp", 2; - mes "[Lumin]"; - mes "As one of the assassins, I am in charge of punishing the law violators, as the member of the execution group."; - mes "For your reference, the primary weapon of Verkhasel is Katar."; - next; + mes("[Verkhasel]"); + mes("Me? I am a chief of the Guillotine Cross."); + mes("......"); + next(); + cutin("nov_lumin01", 2); + mes("[Lumin]"); + mes("As one of the assassins, I am in charge of punishing the law violators, as the member of the execution group."); + mes("For your reference, the primary weapon of Verkhasel is Katar."); + next(); select("How do you know that?"); - mes "[Lumin]"; - mes "That's my hope."; - cutin "nov_lumin03.bmp", 2; - next; - cutin "gc_verkhasel01.bmp", 0; - mes "[Verkhasel]"; - mes "Oh.. Smart funk~~"; - mes "That's enough, Lu."; - mes "Any more questions?"; - next; + mes("[Lumin]"); + mes("That's my hope."); + cutin("nov_lumin03", 2); + next(); + cutin("gc_verkhasel01", 0); + mes("[Verkhasel]"); + mes("Oh.. Smart funk~~"); + mes("That's enough, Lu."); + mes("Any more questions?"); + next(); continue; case 5: if (.@ok_chk == 0) { - mes "[Verkhasel]"; - mes "You can steal one item from one enemy."; - mes "I feel mortified at stopping here, but it's worse to be neglected..."; - next; + mes("[Verkhasel]"); + mes("You can steal one item from one enemy."); + mes("I feel mortified at stopping here, but it's worse to be neglected..."); + next(); } else { - mes "[Verkhasel]"; - mes "OK."; - mes "Considering your favor not to ignore me, let's finish it now."; - next; + mes("[Verkhasel]"); + mes("OK."); + mes("Considering your favor not to ignore me, let's finish it now."); + next(); } break; } break; } - cutin "gc_verkhasel01.bmp", 0; - mes "[Verkhasel]"; - mes "Honestly, I don't think you need to know the details about the thief's skills."; - mes "Then, just be aware there is something like that.."; - next; - mes "[Verkhasel]"; - mes "I mean it is good enough now."; - setquest 7482; - close2; - cutin "", 255; + cutin("gc_verkhasel01", 0); + mes("[Verkhasel]"); + mes("Honestly, I don't think you need to know the details about the thief's skills."); + mes("Then, just be aware there is something like that.."); + next(); + mes("[Verkhasel]"); + mes("I mean it is good enough now."); + setquest(7482); + close2(); + cutin("", 255); end; } else { - cutin "gc_verkhasel01.bmp", 0; - mes "[Verkhasel]"; - mes "Anything else you're curious about?"; - mes "I will give you an answer after you finish Mayssel's class."; - next; - mes "[Verkhasel]"; - mes "I mean that she knows it."; - mes "Mayssel will do it for you."; - next; - cutin "nov_lumin01.bmp", 2; - mes "[Lumin]"; - mes "Lazy boy."; - mes "Tell me the truth... You are annoying.."; - next; - cutin "gc_verkhasel02.bmp", 0; - mes "[Verkhasel]"; - mes ".......You........"; - mes "Zt.. I don't know the enemy.."; - close2; - cutin "", 255; + cutin("gc_verkhasel01", 0); + mes("[Verkhasel]"); + mes("Anything else you're curious about?"); + mes("I will give you an answer after you finish Mayssel's class."); + next(); + mes("[Verkhasel]"); + mes("I mean that she knows it."); + mes("Mayssel will do it for you."); + next(); + cutin("nov_lumin01", 2); + mes("[Lumin]"); + mes("Lazy boy."); + mes("Tell me the truth... You are annoying.."); + next(); + cutin("gc_verkhasel02", 0); + mes("[Verkhasel]"); + mes(".......You........"); + mes("Zt.. I don't know the enemy.."); + close2(); + cutin("", 255); end; } } else { if (questprogress(7483) == 1) { if (BaseLevel > 12) { if (!questprogress(7485)) { - cutin "gc_verkhasel01.bmp", 0; - mes "[Verkhasel]"; - mes "Actual experience assignments about the skill?"; - mes "To do it, your level is too high."; - mes "I can't use the guide."; - next; - mes "[Verkhasel]"; - mes "Originally, I will let you hunt porings with envenom."; - mes "No way, if I can't use the skill...."; - next; - mes "[Verkhasel]"; - mes "Envenom is the skill to poison."; - mes "If not poison him, you can damage to him due to the characteristic of venom."; - next; - mes "[Verkhasel]"; - mes "Keep in mind of these. That might be good enough for you."; - mes "As it is the class to let you know what you can do."; - mes "Let's finish the skill experience."; - mes "Check with Mayssel."; - setquest 7485; - completequest 7485; - close2; - cutin "", 255; + cutin("gc_verkhasel01", 0); + mes("[Verkhasel]"); + mes("Actual experience assignments about the skill?"); + mes("To do it, your level is too high."); + mes("I can't use the guide."); + next(); + mes("[Verkhasel]"); + mes("Originally, I will let you hunt porings with envenom."); + mes("No way, if I can't use the skill...."); + next(); + mes("[Verkhasel]"); + mes("Envenom is the skill to poison."); + mes("If not poison him, you can damage to him due to the characteristic of venom."); + next(); + mes("[Verkhasel]"); + mes("Keep in mind of these. That might be good enough for you."); + mes("As it is the class to let you know what you can do."); + mes("Let's finish the skill experience."); + mes("Check with Mayssel."); + setquest(7485); + completequest(7485); + close2(); + cutin("", 255); end; } else if (questprogress(7485) == 1) { if (questprogress(7485, HUNTING) == 2) { - cutin "gc_verkhasel01.bmp", 0; - mes "[Verkhasel]"; - mes "You are doing well."; - mes "Envenom has the poison effect and can damage from venom itself."; - next; - mes "[Verkhasel]"; - mes "The skill experience is now enough."; - mes "Check it with Mayssel."; - completequest 7485; - getexp 800, 0; - close2; - cutin "", 255; + cutin("gc_verkhasel01", 0); + mes("[Verkhasel]"); + mes("You are doing well."); + mes("Envenom has the poison effect and can damage from venom itself."); + next(); + mes("[Verkhasel]"); + mes("The skill experience is now enough."); + mes("Check it with Mayssel."); + completequest(7485); + getexp(800, 0); + close2(); + cutin("", 255); end; } else { - cutin "gc_verkhasel01.bmp", 0; - mes "[Verkhasel]"; - mes "You can't equip the Thief Manual?"; - mes "Your level is too high."; - mes "There is no other way."; - next; - mes "[Verkhasel]"; - mes "Envenom is the skill to poison."; - mes "If not poison him, you can damage to him due to the characteristic of venom."; - next; - mes "[Verkhasel]"; - mes "Keep in mind of these. That might be good enough for you."; - mes "As it is the class to let you know what you can do."; - mes "Let's finish the skill experience."; - mes "Check with Mayssel."; - completequest 7485; - close2; - cutin "", 255; + cutin("gc_verkhasel01", 0); + mes("[Verkhasel]"); + mes("You can't equip the Thief Manual?"); + mes("Your level is too high."); + mes("There is no other way."); + next(); + mes("[Verkhasel]"); + mes("Envenom is the skill to poison."); + mes("If not poison him, you can damage to him due to the characteristic of venom."); + next(); + mes("[Verkhasel]"); + mes("Keep in mind of these. That might be good enough for you."); + mes("As it is the class to let you know what you can do."); + mes("Let's finish the skill experience."); + mes("Check with Mayssel."); + completequest(7485); + close2(); + cutin("", 255); end; } } } if (!questprogress(7485)) { - cutin "gc_verkhasel01.bmp", 0; - mes "[Verkhasel]"; - mes "This is about the use of skill."; - mes "Now if you were an assassin, shall I let you test the skills related to venom which you may continue to use?"; - next; - mes "[Verkhasel]"; - mes "Load the thief guide receved by Mayssel and open the skill window by pressing Alt+S key,"; - mes "Register Envenom regisstered on the ETC compartment, by pressing shortcut key^000000"; - next; - mes "[Verkhasel]"; - mes "Then, approach the Poring's cage in the center of this room and"; - mes "Aim at Poring, and ^4d4dff' hunt one poring by using"; - next; - mes "[Verkhasel]"; - mes "That's my assignment to you."; - mes "You definitely use envenom to Poring in this room."; - mes "don't go out faraway to find Porings."; - setquest 7485; - next; - cutin "nov_lumin02.bmp", 2; - mes "[Lumin]"; - mes "Eummm."; - mes "It's sad.."; - mes "Please accept my condolence in advance, as you can't experience envenom... hehehe..."; - next; + cutin("gc_verkhasel01", 0); + mes("[Verkhasel]"); + mes("This is about the use of skill."); + mes("Now if you were an assassin, shall I let you test the skills related to venom which you may continue to use?"); + next(); + mes("[Verkhasel]"); + mes("Load the thief guide receved by Mayssel and open the skill window by pressing Alt+S key,"); + mes("Register Envenom regisstered on the ETC compartment, by pressing shortcut key^000000"); + next(); + mes("[Verkhasel]"); + mes("Then, approach the Poring's cage in the center of this room and"); + mes("Aim at Poring, and ^4d4dff' hunt one poring by using"); + next(); + mes("[Verkhasel]"); + mes("That's my assignment to you."); + mes("You definitely use envenom to Poring in this room."); + mes("don't go out faraway to find Porings."); + setquest(7485); + next(); + cutin("nov_lumin02", 2); + mes("[Lumin]"); + mes("Eummm."); + mes("It's sad.."); + mes("Please accept my condolence in advance, as you can't experience envenom... hehehe..."); + next(); select("What are you talking about?"); - mes "[Lumin]"; - mes "From now, I am going to hunt Poring.."; - mes "...Don't misunderstand me for challenging you, as such I want to make a bet with you."; - cutin "nov_lumin03.bmp", 2; - next; - cutin "", 255; - mes "Lumin is betting win or loose."; - close; + mes("[Lumin]"); + mes("From now, I am going to hunt Poring.."); + mes("...Don't misunderstand me for challenging you, as such I want to make a bet with you."); + cutin("nov_lumin03", 2); + next(); + cutin("", 255); + mes("Lumin is betting win or loose."); + close(); } else if (questprogress(7485) == 1) { if (questprogress(7485, HUNTING) == 2) { - cutin "gc_verkhasel01.bmp", 0; - mes "[Verkhasel]"; - mes "You are doing well."; - mes "Envenom has the poison effect and can damage from venom itself."; - next; - mes "[Verkhasel]"; - mes "The skill experience is now enough."; - mes "Check it with Mayssel."; - completequest 7485; - getexp 800, 0; - close2; - cutin "", 255; + cutin("gc_verkhasel01", 0); + mes("[Verkhasel]"); + mes("You are doing well."); + mes("Envenom has the poison effect and can damage from venom itself."); + next(); + mes("[Verkhasel]"); + mes("The skill experience is now enough."); + mes("Check it with Mayssel."); + completequest(7485); + getexp(800, 0); + close2(); + cutin("", 255); end; } else { - cutin "gc_verkhasel01.bmp", 0; - mes "[Verkhasel]"; - mes "Come close to a poring cage and use envenom to poring."; - mes "You must do it only to porings in this room."; - next; - if(select("I see..", "I won't do it.") == 1) { - mes "[Verkhasel]"; - mes "OK. Until you kill all the porings in the cage, attack them with venom."; - percentheal 0, 100; - close2; - cutin "", 255; + cutin("gc_verkhasel01", 0); + mes("[Verkhasel]"); + mes("Come close to a poring cage and use envenom to poring."); + mes("You must do it only to porings in this room."); + next(); + if (select("I see..", "I won't do it.") == 1) { + mes("[Verkhasel]"); + mes("OK. Until you kill all the porings in the cage, attack them with venom."); + percentheal(0, 100); + close2(); + cutin("", 255); end; } - mes "[Verkhasel]"; - mes "These are not your aptitude."; - mes "I will cancel my assignment, and the other assignments from Mayssel to be cancelled by her."; - next; - if(select("Cancel.", "I will continue..") == 1) { - mes "[Verkhasel]"; - mes "Cancel the mission to hunt poring with envenom."; - erasequest 7485; - close2; - cutin "", 255; + mes("[Verkhasel]"); + mes("These are not your aptitude."); + mes("I will cancel my assignment, and the other assignments from Mayssel to be cancelled by her."); + next(); + if (select("Cancel.", "I will continue..") == 1) { + mes("[Verkhasel]"); + mes("Cancel the mission to hunt poring with envenom."); + erasequest(7485); + close2(); + cutin("", 255); end; } - mes "[Verkhasel]"; - mes "Have you changed your mind?"; - mes "Then, until you kill all the poring in the cage, keep attacking them with envenom."; - percentheal 0, 100; - close2; - cutin "", 255; + mes("[Verkhasel]"); + mes("Have you changed your mind?"); + mes("Then, until you kill all the poring in the cage, keep attacking them with envenom."); + percentheal(0, 100); + close2(); + cutin("", 255); end; } } else { - mes "[Verkhasel]"; - mes "Now you fully understand what skill venom is.."; - mes "As you completed my assignment, go and check it with Mayssel."; - cutin "gc_verkhasel01.bmp", 0; - close2; - cutin "", 255; + mes("[Verkhasel]"); + mes("Now you fully understand what skill venom is.."); + mes("As you completed my assignment, go and check it with Mayssel."); + cutin("gc_verkhasel01", 0); + close2(); + cutin("", 255); end; } } else { - mes "[Verkhasel]"; - mes "You are the bung finished Mayssel's class complete."; - mes "Any more questions, ask Mayssel."; - mes "It is the end of my class."; - cutin "gc_verkhasel01.bmp", 0; - next; - mes "[Verkhasel]"; - mes "If you become a thief, we may meet together in far future.."; - mes "If you become an assassin."; - close2; - cutin "", 255; + mes("[Verkhasel]"); + mes("You are the bung finished Mayssel's class complete."); + mes("Any more questions, ask Mayssel."); + mes("It is the end of my class."); + cutin("gc_verkhasel01", 0); + next(); + mes("[Verkhasel]"); + mes("If you become a thief, we may meet together in far future.."); + mes("If you become an assassin."); + close2(); + cutin("", 255); end; } } } else { if (!questprogress(4269)) { - mes "[Verkhasel]"; - mes "There is no words to tell you guy not belonging to our academy."; - mes "In fact, I pulled out here unwillingly, I don't have mind to be kind of you..."; - cutin "gc_verkhasel01.bmp", 0; - next; - mes "[Mayssel]"; - mes "Wait, Verkhasel....."; - mes "Don't get even with other innocent...."; - mes "How about helping my class for me?"; - cutin "gc_mayssel03.bmp", 1; - next; - cutin "", 255; - mes "... everyone seems tense.."; - close; + mes("[Verkhasel]"); + mes("There is no words to tell you guy not belonging to our academy."); + mes("In fact, I pulled out here unwillingly, I don't have mind to be kind of you..."); + cutin("gc_verkhasel01", 0); + next(); + mes("[Mayssel]"); + mes("Wait, Verkhasel....."); + mes("Don't get even with other innocent...."); + mes("How about helping my class for me?"); + cutin("gc_mayssel03", 1); + next(); + cutin("", 255); + mes("... everyone seems tense.."); + close(); } else { if (Class == Job_Thief) { - mes "[Verkhasel]"; - mes "Yo~ You..."; - mes "What do you want to be?"; - cutin "gc_verkhasel01.bmp", 0; - next; - if(select("An Assassin!", "A Rogue!") == 1) { - mes "[Lumin]"; - mes "Welcome to your joining in the way of bloody darness."; - mes "My comrad."; - cutin "nov_lumin03.bmp", 2; - next; - cutin "gc_verkhasel02.bmp", 0; - mes "[Verkhasel]"; - mes ".............."; - mes "(Verkhasel glancing at sky)"; - mes "..."; - mes "... Ha...!"; - next; - cutin "", 255; - mes "The mood is becoming strange."; - close; + mes("[Verkhasel]"); + mes("Yo~ You..."); + mes("What do you want to be?"); + cutin("gc_verkhasel01", 0); + next(); + if (select("An Assassin!", "A Rogue!") == 1) { + mes("[Lumin]"); + mes("Welcome to your joining in the way of bloody darness."); + mes("My comrad."); + cutin("nov_lumin03", 2); + next(); + cutin("gc_verkhasel02", 0); + mes("[Verkhasel]"); + mes(".............."); + mes("(Verkhasel glancing at sky)"); + mes("..."); + mes("... Ha...!"); + next(); + cutin("", 255); + mes("The mood is becoming strange."); + close(); } else { - mes "[Verkhasel]"; - mes "Go over there."; - cutin "gc_verkhasel01.bmp", 0; - next; - cutin "sc_vicente04.bmp", 2; - mes "[Vicente]"; - mes "Oh... Mr. Verkhasel..."; - mes "Don't play like this among a family."; - mes "Why are you dividing us into teams?"; - next; - cutin "gc_verkhasel01.bmp", 0; - mes "[Verkhasel]"; - mes "I've never been in your family."; - mes "Originally, you are not a Rogue."; - mes "You were only a merchant."; - next; - cutin "sc_vicente02.bmp", 2; - mes "[Vicente]"; - mes "Oh.. No.. What a dirty word."; - mes "Have I asked you for buying something from me?"; - next; - cutin "gc_mayssel03.bmp", 1; - mes "[Mayssel]"; - mes "..........You look friendly.. Two of you..."; - next; - cutin "", 255; - mes "The mood has become tense."; - close; + mes("[Verkhasel]"); + mes("Go over there."); + cutin("gc_verkhasel01", 0); + next(); + cutin("sc_vicente04", 2); + mes("[Vicente]"); + mes("Oh... Mr. Verkhasel..."); + mes("Don't play like this among a family."); + mes("Why are you dividing us into teams?"); + next(); + cutin("gc_verkhasel01", 0); + mes("[Verkhasel]"); + mes("I've never been in your family."); + mes("Originally, you are not a Rogue."); + mes("You were only a merchant."); + next(); + cutin("sc_vicente02", 2); + mes("[Vicente]"); + mes("Oh.. No.. What a dirty word."); + mes("Have I asked you for buying something from me?"); + next(); + cutin("gc_mayssel03", 1); + mes("[Mayssel]"); + mes("..........You look friendly.. Two of you..."); + next(); + cutin("", 255); + mes("The mood has become tense."); + close(); } } else { - cutin "gc_verkhasel01.bmp", 0; - mes "[Verkhasel]"; - mes "You are the guy knows everything you need."; - mes "Are you coming to watch only? Emmm?"; - mes "Why don't you help the juniors without watch only?"; - close2; - cutin "", 255; + cutin("gc_verkhasel01", 0); + mes("[Verkhasel]"); + mes("You are the guy knows everything you need."); + mes("Are you coming to watch only? Emmm?"); + mes("Why don't you help the juniors without watch only?"); + close2(); + cutin("", 255); end; } } } OnInit: - //AddQuestInfo 7482 0 0 - //SetQuestQuest 7482 7480 1 - //AddQuestInfo 7485 0 0 + //Addquestinfo 7482 0 0 + //setquestQuest 7482 7480 1 + //Addquestinfo 7485 0 0 //SetQuestQuest 7485 7483 1 end; } @@ -11616,163 +11795,163 @@ iz_ac02_d,55,134,3 duplicate(Verkhasel#ac) Verkhasel#ac_d 4_M_GUILLOTINE //- Lumin - iz_ac02,62,139,3 script Lumin#ac 4_M_NOV_RUMIN,{ if (!checkweight(Axe, 3)) { - mes "Quest cannot be continued due to the overfilled inventory."; - mes "Please try it again after organizing the items."; - close; + mes("Quest cannot be continued due to the overfilled inventory."); + mes("Please try it again after organizing the items."); + close(); } if (!questprogress(7487, HUNTING)) { if (questprogress(7485) == 2) { - mes "[Lumin]"; - mes "Your eagerness and efforst to complete mission moved me to offer something."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes "^4d4dff It is to hunt all 4 Porings here within 30 seconds^000000."; - mes "If you do, I will yield to you all the earned item in my hand."; - next; + mes("[Lumin]"); + mes("Your eagerness and efforst to complete mission moved me to offer something."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes("^4d4dff It is to hunt all 4 Porings here within 30 seconds^000000."); + mes("If you do, I will yield to you all the earned item in my hand."); + next(); select("If I fail?"); - mes "[Lumin]"; - mes "It is our bet. You have to give up yours as you lost."; - mes "Emmm. As I am generous, I will receive ^4d4dff10 beginner's red potions^000000."; - next; - if(select("Give Up.", "I Accept.") == 1) { - mes "[Lumin]"; - mes ".... Eh..."; - mes "Coward!"; - cutin "nov_lumin02.bmp", 2; - close2; - cutin "", 255; + mes("[Lumin]"); + mes("It is our bet. You have to give up yours as you lost."); + mes("Emmm. As I am generous, I will receive ^4d4dff10 beginner's red potions^000000."); + next(); + if (select("Give Up.", "I Accept.") == 1) { + mes("[Lumin]"); + mes(".... Eh..."); + mes("Coward!"); + cutin("nov_lumin02", 2); + close2(); + cutin("", 255); end; } else { - mes "[Lumin]"; - mes ".... Good!"; - mes "Now, ^4d4dff speak to me once you finish hunting 4 porings in 30 seconds.^000000"; - setquest 7487; - close2; - cutin "", 255; + mes("[Lumin]"); + mes(".... Good!"); + mes("Now, ^4d4dff speak to me once you finish hunting 4 porings in 30 seconds.^000000"); + setquest(7487); + close2(); + cutin("", 255); end; } } else { - mes "[Lumin]"; - mes "The intoxicated enemies won't die only from poisoning."; - mes "They only come close to death."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes ".. Why do Porings turn their back?"; - close2; - cutin "", 255; + mes("[Lumin]"); + mes("The intoxicated enemies won't die only from poisoning."); + mes("They only come close to death."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes(".. Why do Porings turn their back?"); + close2(); + cutin("", 255); end; } } else if (questprogress(7487, HUNTING) == 1) { if (questprogress(7487, PLAYTIME) == 2) { - mes "[Lumin]"; - mes "... 30 seconds have passed and you have not yet hunted 4 porings."; - mes "Then, it is not interesting."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes "If you don't like do it... no way."; - mes "As I am generous, I disregard the bet this time."; - erasequest 7487; - close2; - cutin "", 255; + mes("[Lumin]"); + mes("... 30 seconds have passed and you have not yet hunted 4 porings."); + mes("Then, it is not interesting."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes("If you don't like do it... no way."); + mes("As I am generous, I disregard the bet this time."); + erasequest(7487); + close2(); + cutin("", 255); end; } else { - mes "[Lumin]"; - mes "You may be too busy in^4d4dff hunting 4 porings in 30 seconds.^000000"; - mes "Hey, time passes now..."; - cutin "nov_lumin01.bmp", 2; - close2; - cutin "", 255; + mes("[Lumin]"); + mes("You may be too busy in^4d4dff hunting 4 porings in 30 seconds.^000000"); + mes("Hey, time passes now..."); + cutin("nov_lumin01", 2); + close2(); + cutin("", 255); end; } } else if (questprogress(7487, HUNTING) == 2) { if (questprogress(7487, PLAYTIME) == 1) { - mes "[Lumin]"; - mes "Oh... You are very powerful!"; - mes "Now then, as agreed I will give you everything I have."; - cutin "nov_lumin03.bmp", 2; - next; - mes "[Lumin]"; - mes "I've had a lot of fun because of you!"; - cutin "nov_lumin05.bmp", 2; - completequest 7487; - getexp 800, 50; - getitem Apple, 3; // Apple - getitem Green_Herb, 2; // Green_Herb - getitem Novice_Potion, 22; // Novice_Potion - getitem Rainbow_Carrot, 1; // Rainbow_Carrot - close2; - cutin "", 255; + mes("[Lumin]"); + mes("Oh... You are very powerful!"); + mes("Now then, as agreed I will give you everything I have."); + cutin("nov_lumin03", 2); + next(); + mes("[Lumin]"); + mes("I've had a lot of fun because of you!"); + cutin("nov_lumin05", 2); + completequest(7487); + getexp(800, 50); + getitem(Apple, 3); // Apple + getitem(Green_Herb, 2); // Green_Herb + getitem(Novice_Potion, 22); // Novice_Potion + getitem(Rainbow_Carrot, 1); // Rainbow_Carrot + close2(); + cutin("", 255); end; } else { - mes "[Lumin]"; - mes "Regretfully, 30 seconds has passed."; - cutin "nov_lumin02.bmp", 2; - mes "....."; - next; - mes "[Lumin]"; - mes "I will give them to you anyways."; - mes "Come on, take it."; - cutin "nov_lumin03.bmp", 2; - completequest 7487; - getexp 800, 50; - getitem Apple, 22; // Apple - next; + mes("[Lumin]"); + mes("Regretfully, 30 seconds has passed."); + cutin("nov_lumin02", 2); + mes("....."); + next(); + mes("[Lumin]"); + mes("I will give them to you anyways."); + mes("Come on, take it."); + cutin("nov_lumin03", 2); + completequest(7487); + getexp(800, 50); + getitem(Apple, 22); // Apple + next(); select("Why are you treating me like this?", "Didn't I loose?"); - mes "[Lumin]"; - mes "You spent time with me."; - mes "Get it free. I stole them from Porings."; - cutin "nov_lumin05.bmp", 2; - close2; - cutin "", 255; + mes("[Lumin]"); + mes("You spent time with me."); + mes("Get it free. I stole them from Porings."); + cutin("nov_lumin05", 2); + close2(); + cutin("", 255); end; } } else { if (Class == Job_Novice) { - mes "[Lumin]"; - mes "We may meet again."; - mes "Becoming familiar with others is pleasrue and sad."; - cutin "nov_lumin02.bmp", 2; - next; - mes "[Lumin]"; - mes "... It may be in trouble if it dies upfront..."; - close2; - cutin "", 255; + mes("[Lumin]"); + mes("We may meet again."); + mes("Becoming familiar with others is pleasrue and sad."); + cutin("nov_lumin02", 2); + next(); + mes("[Lumin]"); + mes("... It may be in trouble if it dies upfront..."); + close2(); + cutin("", 255); end; } else { - mes "[Lumin]"; - mes "At last, the day comes."; - cutin "nov_lumin01.bmp", 2; - next; - cutin "", 255; - mes "Lumin changing clothes piece by piece."; - specialeffect2 EF_SPHERE; - specialeffect2 EF_SPHERE; - classchange "Lumin#"+strnpcinfo(2), 4_M_THIEF_RUMIN; - next; - cutin "thf_lumin01.bmp", 2; - mes "[Lumin]"; - mes "I was carrying out my mission."; - next; + mes("[Lumin]"); + mes("At last, the day comes."); + cutin("nov_lumin01", 2); + next(); + cutin("", 255); + mes("Lumin changing clothes piece by piece."); + specialeffect(EF_SPHERE, AREA, playerattached()); + specialeffect(EF_SPHERE, AREA, playerattached()); + classchange(4_M_THIEF_RUMIN, 0); + next(); + cutin("thf_lumin01", 2); + mes("[Lumin]"); + mes("I was carrying out my mission."); + next(); select("No need to make an excuse...."); - mes "[Lumin]"; - mes "At least to you, I don't want to be a stranger."; - mes "Forget what you saw today, as I have to introduce to the way of Thief Guild as many people as possible."; - cutin "thf_lumin05.bmp", 2; - close2; - specialeffect2 EF_SPHERE; - specialeffect2 EF_SPHERE; - classchange "Lumin#"+strnpcinfo(2), 4_M_NOV_RUMIN; - cutin "", 255; + mes("[Lumin]"); + mes("At least to you, I don't want to be a stranger."); + mes("Forget what you saw today, as I have to introduce to the way of Thief Guild as many people as possible."); + cutin("thf_lumin05", 2); + close2(); + specialeffect(EF_SPHERE, AREA, playerattached()); + specialeffect(EF_SPHERE, AREA, playerattached()); + classchange(4_M_NOV_RUMIN, 0); + cutin("", 255); end; } } OnInit: - //AddQuestInfo 7487 0 0 - //SetQuestQuest 7487 7485 1 + //Addquestinfo 7487 0 0 + //setquestQuest 7487 7485 1 end; } @@ -11786,25 +11965,25 @@ iz_ac02,1,1,0 script #nbacStone01 CLEAR_NPC,{ end; OnInit: - donpcevent "#"+strnpcinfo(2)+"::OnSpawn"; + donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn"); end; OnReset: - killmonster strnpcinfo(4),"#"+strnpcinfo(2)+"::OnMyMobDead"; - donpcevent "#"+strnpcinfo(2)+"::OnSpawn"; + killmonster strnpcinfo(NPC_MAP),"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn"); end; OnMyMobDead: - .@dead_num = mobcount(""+strnpcinfo(4)+"", "#"+strnpcinfo(2)+"::OnMyMobDead"); + .@dead_num = mobcount(""+strnpcinfo(NPC_MAP)+"", "#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"); if (.@dead_num < 1) - donpcevent "#"+strnpcinfo(2)+"::OnSpawn"; + donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn"); end; OnSpawn: - monster strnpcinfo(4),59,143,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; - monster strnpcinfo(4),60,143,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; - monster strnpcinfo(4),61,143,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; - monster strnpcinfo(4),62,143,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),59,143,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),60,143,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),61,143,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),62,143,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; end; } @@ -11818,25 +11997,25 @@ iz_ac02,1,1,0 script #nbacStone02 CLEAR_NPC,{ end; OnInit: - donpcevent "#"+strnpcinfo(2)+"::OnSpawn"; + donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn"); end; OnReset: - killmonster strnpcinfo(4),"#"+strnpcinfo(2)+"::OnMyMobDead"; - donpcevent "#"+strnpcinfo(2)+"::OnSpawn"; + killmonster strnpcinfo(NPC_MAP),"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn"); end; OnMyMobDead: - .@dead_num = mobcount(""+strnpcinfo(4)+"", "#"+strnpcinfo(2)+"::OnMyMobDead"); + .@dead_num = mobcount(""+strnpcinfo(NPC_MAP)+"", "#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"); if (.@dead_num < 1) - donpcevent "#"+strnpcinfo(2)+"::OnSpawn"; + donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn"); end; OnSpawn: - monster strnpcinfo(4),59,137,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; - monster strnpcinfo(4),60,137,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; - monster strnpcinfo(4),61,137,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; - monster strnpcinfo(4),62,137,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),59,137,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),60,137,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),61,137,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),62,137,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; end; } @@ -11850,25 +12029,25 @@ iz_ac02,1,1,0 script #nbacStone03 CLEAR_NPC,{ end; OnInit: - donpcevent "#"+strnpcinfo(2)+"::OnSpawn"; + donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn"); end; OnReset: - killmonster strnpcinfo(4),"#"+strnpcinfo(2)+"::OnMyMobDead"; - donpcevent "#"+strnpcinfo(2)+"::OnSpawn"; + killmonster strnpcinfo(NPC_MAP),"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn"); end; OnMyMobDead: - .@dead_num = mobcount(""+strnpcinfo(4)+"", "#"+strnpcinfo(2)+"::OnMyMobDead"); + .@dead_num = mobcount(""+strnpcinfo(NPC_MAP)+"", "#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"); if (.@dead_num < 1) - donpcevent "#"+strnpcinfo(2)+"::OnSpawn"; + donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn"); end; OnSpawn: - monster strnpcinfo(4),59,131,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; - monster strnpcinfo(4),60,131,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; - monster strnpcinfo(4),61,131,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; - monster strnpcinfo(4),62,131,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),59,131,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),60,131,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),61,131,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),62,131,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; end; } @@ -11882,188 +12061,188 @@ iz_ac02_d,1,1,0 duplicate(#nbacStone03) #nbacStone03_d CLEAR_NPC //- Acolyte Leader Alice - iz_ac02,156,169,5 script Acolyte Leader Alice#2 4_F_ACOLYTE,{ if (questprogress(4269) < 1) { - mes "[Alice Yisha]"; - mes "Did you ^ff0000register with the Criatura Academy^000000?"; - mes "You can register at ^ff0000information center of Criatura Academy^000000."; - cutin "acact_03.bmp", 2; - next; - mes "[Alice Yisha]"; - mes "It is annoying... but you need to register so you can receive ^ff0000lots of education and service of Criatura Academy^000000."; - cutin "acact_01.bmp", 2; - close2; - cutin "", 255; + mes("[Alice Yisha]"); + mes("Did you ^ff0000register with the Criatura Academy^000000?"); + mes("You can register at ^ff0000information center of Criatura Academy^000000."); + cutin("acact_03", 2); + next(); + mes("[Alice Yisha]"); + mes("It is annoying... but you need to register so you can receive ^ff0000lots of education and service of Criatura Academy^000000."); + cutin("acact_01", 2); + close2(); + cutin("", 255); end; } else { if (questprogress(11343) == 0) { - mes "[Alice Yisha]"; - mes "oh Odin!"; - mes "Nice to meet you."; - mes "I am Alice Yisha ^ff0000in charge of Acolytes^000000."; - cutin "acact_01.bmp", 2; - setquest 11343; - completequest 11343; - next; + mes("[Alice Yisha]"); + mes("oh Odin!"); + mes("Nice to meet you."); + mes("I am Alice Yisha ^ff0000in charge of Acolytes^000000."); + cutin("acact_01", 2); + setquest(11343); + completequest(11343); + next(); } else { - mes "[Alice Yisha]"; - mes "Welcome~"; - mes "Glad to meet you again."; - cutin "acact_01.bmp", 2; + mes("[Alice Yisha]"); + mes("Welcome~"); + mes("Glad to meet you again."); + cutin("acact_01", 2); if (questprogress(11343) == 1) - completequest 11343; - next; + completequest(11343); + next(); } if (Class == Job_Novice) { - mes "[Alice Yisha]"; - mes "If you did not select Acolyte as a job, why don't you study more about it?"; - cutin "acact_01.bmp", 2; - next; + mes("[Alice Yisha]"); + mes("If you did not select Acolyte as a job, why don't you study more about it?"); + cutin("acact_01", 2); + next(); .@menu$ = "What is an Acolyte?:Battle Acolyte:Support Acolyte:Change job class to Acolyte.:End Conversation"; } else { - mes "[Alice Yisha]"; - mes "I guess you do not need my help any more."; - mes "Do you have any questions about Acolytes?"; - cutin "acact_03.bmp", 2; - next; + mes("[Alice Yisha]"); + mes("I guess you do not need my help any more."); + mes("Do you have any questions about Acolytes?"); + cutin("acact_03", 2); + next(); .@menu$ = "What is an Acolyte?:Battle Acolyte:Support Acolyte::End Conversation"; } switch(select(.@menu$)) { case 1: - mes "[Alice Yisha]"; - mes "An acolyte serves ^ff0000Odin^000000 so it can use ^ff0000Holy skills^000000 according to the will of Odin."; - cutin "acact_02.bmp", 2; - next; - mes "[Alice Yisha]"; - mes "Most skills are based on ^ff0000the purpose of treatment or aid^000000 so it is a very important job for ^ff0000party hunting^000000."; - cutin "acact_03.bmp", 2; - next; - mes "[Alice Yisha]"; - mes "It is a ^ff0000hybrid job^000000 which can change ^ff0000attack type^000000 depends on increased status, but the range of weapon is narrow because they don't use fatal killing weapons for religious reason."; - close2; - cutin "", 255; + mes("[Alice Yisha]"); + mes("An acolyte serves ^ff0000Odin^000000 so it can use ^ff0000Holy skills^000000 according to the will of Odin."); + cutin("acact_02", 2); + next(); + mes("[Alice Yisha]"); + mes("Most skills are based on ^ff0000the purpose of treatment or aid^000000 so it is a very important job for ^ff0000party hunting^000000."); + cutin("acact_03", 2); + next(); + mes("[Alice Yisha]"); + mes("It is a ^ff0000hybrid job^000000 which can change ^ff0000attack type^000000 depends on increased status, but the range of weapon is narrow because they don't use fatal killing weapons for religious reason."); + close2(); + cutin("", 255); end; case 2: - mes "[Alice Yisha]"; - mes "An acolyte is categorized as ^ff0000support type^000000 and ^ff0000physical attack type^000000."; - next; + mes("[Alice Yisha]"); + mes("An acolyte is categorized as ^ff0000support type^000000 and ^ff0000physical attack type^000000."); + next(); switch(select("Support type", "Attack type", "Stop.")) { case 1: - mes "[Alice Yisha]"; - mes "^ff0000INT^000000 is important status for ^ff0000support type Acolytes^000000."; - mes "^ff0000INT^000000 enhances ^ff0000treatment function^000000 and increases ^ff0000SP^000000 which is necessary for using skills."; - mes "It also helps ^ff0000SP recovery^000000."; - cutin "acact_02.bmp", 2; - next; - mes "[Alice Yisha]"; - mes "But aid type acolyte has a weakness point such as ^ff0000It is difficult to hunt alone^000000."; - mes "So it goes huning with ^ff0000party^000000 or use ^ff0000heal^000000 skill to monsters with ^ff0000fire-attribute^000000."; - next; - mes "[Alice Yisha]"; - mes "It is like ^ff0000heal skill with holly power is fatal to undead with fire-attribute^000000."; - cutin "acact_01.bmp", 2; - close2; - cutin "", 255; + mes("[Alice Yisha]"); + mes("^ff0000INT^000000 is important status for ^ff0000support type Acolytes^000000."); + mes("^ff0000INT^000000 enhances ^ff0000treatment function^000000 and increases ^ff0000SP^000000 which is necessary for using skills."); + mes("It also helps ^ff0000SP recovery^000000."); + cutin("acact_02", 2); + next(); + mes("[Alice Yisha]"); + mes("But aid type acolyte has a weakness point such as ^ff0000It is difficult to hunt alone^000000."); + mes("So it goes huning with ^ff0000party^000000 or use ^ff0000heal^000000 skill to monsters with ^ff0000fire-attribute^000000."); + next(); + mes("[Alice Yisha]"); + mes("It is like ^ff0000heal skill with holly power is fatal to undead with fire-attribute^000000."); + cutin("acact_01", 2); + close2(); + cutin("", 255); end; case 2: - mes "[Alice Yisha]"; - mes "The important status FOR ^ff0000physical attack type^000000 acolyte is ^ff0000STR, VIT, AGI, DEX^000000."; - mes "The status seem to be complicated compare to support type but it is simple indeed."; - cutin "acact_02.bmp", 2; - next; - mes "[Alice Yisha]"; - mes "^ff0000STR is the power, increases attack power, VIT is physical power, AGI is attack , speed and dodge, DEX increases hitting rate and skill casting speed."; - cutin "acact_01.bmp", 2; - next; - mes "[Alice Yisha]"; - mes "For the character of ^ff0000Attack type^000000, ^ff0000DEX^000000 will be most important status...no?"; - mes "If the attack does not hit the enemy, the attack is meaningless."; - mes "You may increase STR, VIT, AGI according to your style."; - next; - mes "[Alice Yisha]"; - mes "You might think an Acolyte is not strong enough because it has no attack type skill, it enables use of sub essential skills which enhance the powers as much as you want. It helps your stable hunting."; - close2; - cutin "", 255; + mes("[Alice Yisha]"); + mes("The important status FOR ^ff0000physical attack type^000000 acolyte is ^ff0000STR, VIT, AGI, DEX^000000."); + mes("The status seem to be complicated compare to support type but it is simple indeed."); + cutin("acact_02", 2); + next(); + mes("[Alice Yisha]"); + mes("^ff0000STR is the power, increases attack power, VIT is physical power, AGI is attack , speed and dodge, DEX increases hitting rate and skill casting speed."); + cutin("acact_01", 2); + next(); + mes("[Alice Yisha]"); + mes("For the character of ^ff0000Attack type^000000, ^ff0000DEX^000000 will be most important status...no?"); + mes("If the attack does not hit the enemy, the attack is meaningless."); + mes("You may increase STR, VIT, AGI according to your style."); + next(); + mes("[Alice Yisha]"); + mes("You might think an Acolyte is not strong enough because it has no attack type skill, it enables use of sub essential skills which enhance the powers as much as you want. It helps your stable hunting."); + close2(); + cutin("", 255); end; case 3: - mes "[Alice Yisha]"; - mes "Ask me anything if you have more questions."; - close2; - cutin "", 255; + mes("[Alice Yisha]"); + mes("Ask me anything if you have more questions."); + close2(); + cutin("", 255); end; } case 3: - mes "[Alice Yisha]"; - mes "An acolyte has lots of skills."; - mes "All those skills are useful."; - next; - mes "[Alice Yisha]"; - mes "^ff0000Heal^000000 is for the wounds, It is also used to attack undead with opposite attribute."; - mes "Increase the power related to ^ff0000speed^000000 and ^ff0000[Increase Agi]^000000 to increase ^ff0000movement speed^000000"; - mes "^ff0000[Blessing]^000000 can ^ff0000enhance^000000 ^ff0000STR, INT, DEX^000000 at the same time."; - next; - mes "[Alice Yisha]"; - mes "^ff0000[Teleport]^000000 is to ^ff0000move^000000 to other places."; - mes "^ff0000[Warp Portal]^000000 can open a gate to the ^ff0000Places saved in memory^000000."; - mes "There are still more skills as well."; - next; - mes "[Alice Yisha]"; - mes "Ask ^ff0000if you want to experience skills of an Acolyte, ask the sister next to you^000000."; - mes "Now I am reading an introductory skill."; - emotion e_omg, 0, "A Nun#"+strnpcinfo(2); - close2; - cutin "", 255; + mes("[Alice Yisha]"); + mes("An acolyte has lots of skills."); + mes("All those skills are useful."); + next(); + mes("[Alice Yisha]"); + mes("^ff0000Heal^000000 is for the wounds, It is also used to attack undead with opposite attribute."); + mes("Increase the power related to ^ff0000speed^000000 and ^ff0000[Increase Agi]^000000 to increase ^ff0000movement speed^000000"); + mes("^ff0000[Blessing]^000000 can ^ff0000enhance^000000 ^ff0000STR, INT, DEX^000000 at the same time."); + next(); + mes("[Alice Yisha]"); + mes("^ff0000[Teleport]^000000 is to ^ff0000move^000000 to other places."); + mes("^ff0000[Warp Portal]^000000 can open a gate to the ^ff0000Places saved in memory^000000."); + mes("There are still more skills as well."); + next(); + mes("[Alice Yisha]"); + mes("Ask ^ff0000if you want to experience skills of an Acolyte, ask the sister next to you^000000."); + mes("Now I am reading an introductory skill."); + emotion(e_omg, 0, "A Nun#"+strnpcinfo(NPC_NAME_HIDDEN)); + close2(); + cutin("", 255); end; case 4: - mes "[Alice Yisha]"; - mes "oh my!"; - mes "So.. you decided to be an Acolyte?"; - mes "Odin welcomes you."; - cutin "acact_02.bmp", 2; - next; - mes "[Alice Yisha]"; - mes "Do you truly wish to become a servant of God?"; - mes "Let's see whether you are ready for it or not... Hmm..."; - next; + mes("[Alice Yisha]"); + mes("oh my!"); + mes("So.. you decided to be an Acolyte?"); + mes("Odin welcomes(you."); + cutin("acact_02", 2); + next(); + mes("[Alice Yisha]"); + mes("Do you truly wish to become a servant of God?"); + mes("Let's see whether you are ready for it or not... Hmm..."); + next(); if (BaseLevel > 14) { - mes "[Alice Yisha]"; - mes "Please visit ^ff0000Father Mareusis^000000 at the church in the ^ff0000northeast corner^000000 of ^ff0000Prontera.^000000"; - mes "At ^ff0000Job Level 10^000000 you can join the ministry."; - cutin "acact_01.bmp", 2; - close2; - cutin "", 255; + mes("[Alice Yisha]"); + mes("Please visit ^ff0000Father Mareusis^000000 at the church in the ^ff0000northeast corner^000000 of ^ff0000Prontera.^000000"); + mes("At ^ff0000Job Level 10^000000 you can join the ministry."); + cutin("acact_01", 2); + close2(); + cutin("", 255); end; } else if (JobLevel < 10) { - mes "[Alice Yisha]"; - mes "Oh my?! You haven't accomplished the basic practice yet?! You have long way to go! Come again after increasing your job level!"; - close2; - cutin "", 255; + mes("[Alice Yisha]"); + mes("Oh my?! You haven't accomplished the basic practice yet?! You have long way to go! Come again after increasing your job level!"); + close2(); + cutin("", 255); end; } else { - mes "[Alice Yisha]"; - mes "Wonderful! I'll transfer you to the local ministry at Prontera."; - mes "^ff0000Please visit Father Mareusis at the church in the northeast corner of Prontera.^000000"; - mes "At ^ff0000Job Level 10^000000 you can join the ministry."; - cutin "acact_01.bmp", 2; - next; - if(select("Go to the field south of Prontera", "End Conversation") == 2) { - mes "[Alice Yisha]"; - mes "Ask me anything if you have more questions."; - close2; - cutin "", 255; + mes("[Alice Yisha]"); + mes("Wonderful! I'll transfer you to the local ministry at Prontera."); + mes("^ff0000Please visit Father Mareusis at the church in the northeast corner of Prontera.^000000"); + mes("At ^ff0000Job Level 10^000000 you can join the ministry."); + cutin("acact_01", 2); + next(); + if (select("Go to the field south of Prontera", "End Conversation") == 2) { + mes("[Alice Yisha]"); + mes("Ask me anything if you have more questions."); + close2(); + cutin("", 255); end; } - mes "[Alice Yisha]"; - mes "Good, I wish you luck~"; - mes "Let's go~"; - close2; - cutin "", 255; - warp "prt_fild08", 170, 369; + mes("[Alice Yisha]"); + mes("Good, I wish you luck~"); + mes("Let's go~"); + close2(); + cutin("", 255); + warp("prt_fild08", 170, 369); end; } case 5: - mes "[Alice Yisha]"; - mes "Ask me anything if you have more questions."; - close2; - cutin "", 255; + mes("[Alice Yisha]"); + mes("Ask me anything if you have more questions."); + close2(); + cutin("", 255); end; } } @@ -12077,50 +12256,50 @@ iz_ac02_d,156,169,5 duplicate(Acolyte Leader Alice#2) Acolyte Leader Alice#2_d 4 //- A nun - iz_ac02,152,165,5 script A Nun#2 4_F_SISTER,{ if (JobLevel > 10 || Class != Job_Novice) { - mes "[A nun]"; - mes "Wow... this academy is amazing?"; - mes "It was not like this when I used to train in the past."; - close; + mes("[A nun]"); + mes("Wow... this academy is amazing?"); + mes("It was not like this when I used to train in the past."); + close(); } else { if (!checkweight(Tsurugi, 3)) { - mes "- You have too many items. Clear inventory and try again. -"; - close; + mes("- You have too many items. Clear inventory and try again. -"); + close(); } if (!questprogress(4269)) { - mes "[A nun]"; - mes "Wow... this academy is amazing?"; - mes "It was not like this when I used to train in the past."; - next; - mes "[A nun]"; - mes "You can ^ff0000register^000000 at the ^ff0000information center of the Criatura Academy^000000, it will be a great help."; - close; + mes("[A nun]"); + mes("Wow... this academy is amazing?"); + mes("It was not like this when I used to train in the past."); + next(); + mes("[A nun]"); + mes("You can ^ff0000register^000000 at the ^ff0000information center of the Criatura Academy^000000, it will be a great help."); + close(); } else { - mes "[A nun]"; - mes "Ahem..~"; - mes "Who are you?"; - mes "Are you interested in this ^ff0000introductory course^000000?"; - next; - mes "[A nun]"; - mes "This introductory manual is mysterious! It enables the ^ff0000use a couple of an Acolyte's skill^000000."; - mes "Will you borrow it?"; - next; - if(select("Take the Acolyte Course.", "Stop.") == 2) { - mes "[A nun]"; - mes "Well.. if you are not interested.. fine."; - mes "murmuring"; - close; + mes("[A nun]"); + mes("Ahem..~"); + mes("Who are you?"); + mes("Are you interested in this ^ff0000introductory course^000000?"); + next(); + mes("[A nun]"); + mes("This introductory manual is mysterious! It enables the ^ff0000use a couple of an Acolyte's skill^000000."); + mes("Will you borrow it?"); + next(); + if (select("Take the Acolyte Course.", "Stop.") == 2) { + mes("[A nun]"); + mes("Well.. if you are not interested.. fine."); + mes("murmuring"); + close(); } if (isequippedcnt(Acolyte_Manual) > 0 || countitem(Acolyte_Manual) > 0) { - mes "[A nun]"; - mes "You already have one."; - mes "We do not give two."; - close; + mes("[A nun]"); + mes("You already have one."); + mes("We do not give two."); + close(); } else { - mes "[A nun]"; - mes "Then, use it for good."; - mes "^ff0000Equip (double click or drag to equipment window)^000000 and open the ^ff0000skill window(Alt+S)^000000 to see the skills in manual."; - getitem Acolyte_Manual, 1; // Acolyte_Manual - close; + mes("[A nun]"); + mes("Then, use it for good."); + mes("^ff0000Equip (double click or drag to equipment window)^000000 and open the ^ff0000skill window(Alt+S)^000000 to see the skills in manual."); + getitem(Acolyte_Manual, 1); // Acolyte_Manual + close(); } } } @@ -12136,223 +12315,223 @@ iz_ac02_d,152,165,5 duplicate(A Nun#2) A Nun#2_d 4_F_SISTER //- Ninja Guide (Ko Ori) - // - Teaches the player about the Ninja class. iz_ac02,140,139,5 script Ninja Guide#ac 4_M_NINJA_BLUE,{ - cutin "aca_ninja_k.bmp", 2; + cutin("aca_ninja_k", 2); if (Class != Job_Novice) { if (Upper != 0) { - mes "[Ninja Guide]"; - mes "I do not wish to speak to you. Leave now..."; - close2; - cutin "", 255; + mes("[Ninja Guide]"); + mes("I do not wish to speak to you. Leave now..."); + close2(); + cutin("", 255); end; } else { if (Class == Job_Ninja) { if (!questprogress(4268)) { - mes "[Ninja Guide]"; - mes "If you want to be trained as a Ninja, just visit Hono O, who is at the room next to where you upgraded."; - setquest 4268; - close2; - cutin "", 255; + mes("[Ninja Guide]"); + mes("If you want to be trained as a Ninja, just visit Hono O, who is at the room next to where you upgraded."); + setquest(4268); + close2(); + cutin("", 255); end; } else if (questprogress(4268) == 1) { - mes "[Ko Ori]"; - mes "If you want to be trained as a Ninja, just visit Hono O, who is at the room next to where you upgraded."; - close2; - cutin "", 255; + mes("[Ko Ori]"); + mes("If you want to be trained as a Ninja, just visit Hono O, who is at the room next to where you upgraded."); + close2(); + cutin("", 255); end; } else { - mes "[Ko Ori]"; - mes "How was it?"; - mes "Although he is very blunt, he does care very deeply about newcomers."; - close2; - cutin "", 255; + mes("[Ko Ori]"); + mes("How was it?"); + mes("Although he is very blunt, he does care very deeply about newcomers."); + close2(); + cutin("", 255); end; } } else { - mes "[Ninja Guide]"; - mes "I am the guide to the way of the Ninja for newcomers."; - next; - mes "[Ninja Guide]"; - mes "I am not interested in the people who are already on their path."; - mes "Take your leave now..."; - close2; - cutin "", 255; + mes("[Ninja Guide]"); + mes("I am the guide to the way of the Ninja for newcomers."); + next(); + mes("[Ninja Guide]"); + mes("I am not interested in the people who are already on their path."); + mes("Take your leave now..."); + close2(); + cutin("", 255); end; } } } else { - if(Upper == 2) { - mes "[Ninja Guide]"; - mes "A child cannot accept the life of the Ninja."; - mes "It is not easy to qualify for such a life, so do not feel sorry..."; - close2; - cutin "", 255; + if (Upper == 2) { + mes("[Ninja Guide]"); + mes("A child cannot accept the life of the Ninja."); + mes("It is not easy to qualify for such a life, so do not feel sorry..."); + close2(); + cutin("", 255); end; } - if(questprogress(4269) != 2) { - mes "[Ninja Guide]"; - mes "First of all, you must enroll in the Academy and visit me again."; - mes "Everything has to follow the correct procedures and being clumsy is no excuse."; - close2; - cutin "", 255; + if (questprogress(4269) != 2) { + mes("[Ninja Guide]"); + mes("First of all, you must enroll in the Academy and visit me again."); + mes("Everything has to follow the correct procedures and being clumsy is no excuse."); + close2(); + cutin("", 255); end; } - mes "[Ninja Guide]"; - mes "Hmmm. So a new beginner has come eh?"; - mes "Why are you here?"; - next; + mes("[Ninja Guide]"); + mes("Hmmm. So a new beginner has come eh?"); + mes("Why are you here?"); + next(); switch(select("Explanation about the Ninja.", "I decided to be a Ninja.", "I don't have any business here.")) { case 1: - while(1) { - mes "[Ninja Guide]"; - mes "A beginner wishing to be a Ninja...."; - mes "Ask me what you are curious about."; - next; + while(true) { + mes("[Ninja Guide]"); + mes("A beginner wishing to be a Ninja...."); + mes("Ask me what you are curious about."); + next(); switch(select("What can I do if I become a Ninja?", "What is required to become a Ninja?", "I want to experience Ninja skills.", "I don't have any worries about Ninjas.")) { case 1: - mes "[Ninja Guide]"; - mes "Ninja is a profession that allows you to attack while sneaking for maximum damage."; - mes "As Ninja has various kinds of deception skills, which is good for soloing."; - next; - mes "[Ninja Guide]"; - mes "Not only can you learn Ninja technique similarly as magic, you can also make direct attacks, deal critical damage or throw knives at enemies."; - next; - mes "[Ninja Guide]"; - mes "But you can't do all of these things perfectly without sufficient equipment."; - mes "You will take more damage than others if you are hit."; - next; - mes "[Ninja Guide]"; - mes "Therefore, if the person who is not completely weary of this world chooses this job, with no discretion, they will not fail."; - next; + mes("[Ninja Guide]"); + mes("Ninja is a profession that allows you to attack while sneaking for maximum damage."); + mes("As Ninja has various kinds of deception skills, which is good for soloing."); + next(); + mes("[Ninja Guide]"); + mes("Not only can you learn Ninja technique similarly as magic, you can also make direct attacks, deal critical damage or throw knives at enemies."); + next(); + mes("[Ninja Guide]"); + mes("But you can't do all of these things perfectly without sufficient equipment."); + mes("You will take more damage than others if you are hit."); + next(); + mes("[Ninja Guide]"); + mes("Therefore, if the person who is not completely weary of this world chooses this job, with no discretion, they will not fail."); + next(); break; case 2: - mes "[Ninja Guide]"; - mes "Ninja can be trained in a variety of courses."; - mes "Everything has both one merit and one demerit."; - mes "You would better make your own decision after profound consideration."; - next; - mes "[Ninja Guide]"; - mes "There are two major status which affect the degree of damages."; - mes "One is ^ff0000Power^000000, the other is ^ff0000Intelligence^000000,"; - mes "Power affects the damages by^8E2323 physical attacks^000000 and^8E2323 throwing attacks^000000."; - mes "Intelligence affects the damage by ^8E2323 Ninja's skill ^000000"; - next; - mes "[Ninja Guide]"; - mes "In addition to these, you can learn"; - mes "other statuses not from the professional trainers like us"; - mes "but from the trainers teaching the basic skills for battle."; - next; - mes "[Ninja Guide]"; - mes "For example, to raise up the hit rate,"; - mes "What should you do?"; - mes "To raise the defense, what do you wear? Etc..."; - next; + mes("[Ninja Guide]"); + mes("Ninja can be trained in a variety of courses."); + mes("Everything has both one merit and one demerit."); + mes("You would better make your own decision after profound consideration."); + next(); + mes("[Ninja Guide]"); + mes("There are two major status which affect the degree of damages."); + mes("One is ^ff0000Power^000000, the other is ^ff0000Intelligence^000000,"); + mes("Power affects the damages by^8E2323 physical attacks^000000 and^8E2323 throwing attacks^000000."); + mes("Intelligence affects the damage by ^8E2323 Ninja's skill ^000000"); + next(); + mes("[Ninja Guide]"); + mes("In addition to these, you can learn"); + mes("other statuses not from the professional trainers like us"); + mes("but from the trainers teaching the basic skills for battle."); + next(); + mes("[Ninja Guide]"); + mes("For example, to raise up the hit rate,"); + mes("What should you do?"); + mes("To raise the defense, what do you wear? Etc..."); + next(); break; case 3: if (countitem(Ninja_Manual) > 0) { - mes "[Ninja Guide]"; - mes "You can equip this manual to experience some skills."; - mes "Open up your skill window by pressing <Alt+S> and find the skills in the Misc TAB."; - next; - mes "[Ninja Guide]"; - mes "The Academy has a trainer downstairs who will give you battle field training. Meet him and train your skills."; - next; - mes "[Ninja Guide]"; - mes "He will give you some quests to complete. Use the Manual to help you in battle."; + mes("[Ninja Guide]"); + mes("You can equip this manual to experience some skills."); + mes("Open up your skill window by pressing <Alt+S> and find the skills in the Misc TAB."); + next(); + mes("[Ninja Guide]"); + mes("The Academy has a trainer downstairs who will give you battle field training. Meet him and train your skills."); + next(); + mes("[Ninja Guide]"); + mes("He will give you some quests to complete. Use the Manual to help you in battle."); if (countitem(Light_Shuriken) < 10) - getitem Light_Shuriken, 10; // Light_Shuriken - next; + getitem(Light_Shuriken, 10); // Light_Shuriken + next(); } else { - mes "[Ninja Guide]"; - mes "Make every useful moment count."; - mes "You can equip this manual to experience some skills."; - mes "Open up your skill window by pressing <Alt+S> and find the skills in the Misc TAB."; - getitem Ninja_Manual, 1; // Ninja_Manual - getitem Light_Shuriken, 10; // Light_Shuriken - next; - mes "[Ninja Guide]"; - mes "The Academy has a trainer downstairs who will give you battle field training. Meet him and train your skills."; - next; - mes "[Ninja Guide]"; - mes "He will give you some quests to complete. Use the Manual to help you in battle."; - next; + mes("[Ninja Guide]"); + mes("Make every useful moment count."); + mes("You can equip this manual to experience some skills."); + mes("Open up your skill window by pressing <Alt+S> and find the skills in the Misc TAB."); + getitem(Ninja_Manual, 1); // Ninja_Manual + getitem(Light_Shuriken, 10); // Light_Shuriken + next(); + mes("[Ninja Guide]"); + mes("The Academy has a trainer downstairs who will give you battle field training. Meet him and train your skills."); + next(); + mes("[Ninja Guide]"); + mes("He will give you some quests to complete. Use the Manual to help you in battle."); + next(); } break; case 4: - mes "[Ninja Guide]"; - mes "Do you understand everything I told you?"; - mes "That's all... You don't have any questions?"; - close2; - cutin "", 255; + mes("[Ninja Guide]"); + mes("Do you understand everything I told you?"); + mes("That's all... You don't have any questions?"); + close2(); + cutin("", 255); end; } } break; case 2: if (getskilllv("NV_BASIC") < 9) { - mes "[Ninja Guide]"; - mes "I appreicate your braveness but, first of all, you have to be familiar with the current profession."; - next; - mes "[Ninja Guide]"; - mes "Before you decide to become a Ninja,"; - mes "you need to come back after reaching the novice's job level 9. Then, I will accept you."; - close2; - cutin "", 255; + mes("[Ninja Guide]"); + mes("I appreicate your braveness but, first of all, you have to be familiar with the current profession."); + next(); + mes("[Ninja Guide]"); + mes("Before you decide to become a Ninja,"); + mes("you need to come back after reaching the novice's job level 9. Then, I will accept you."); + close2(); + cutin("", 255); end; } else { - mes "[Ninja Guide]"; - mes "This may be your last warning."; - mes "Becoming a Ninja means leading a difficult life."; - next; - mes "[Ninja Guide]"; - mes "As Ninja don't belong to a guild, it is easily obtainable to Novices."; - mes "Make sure your decision is final!"; - next; - if(select("I will reconsider.", "I already made up my mind.") == 1) { - mes "[Ninja Guide]"; - mes "Well thought actions can often bring good results."; - close2; - cutin "", 255; + mes("[Ninja Guide]"); + mes("This may be your last warning."); + mes("Becoming a Ninja means leading a difficult life."); + next(); + mes("[Ninja Guide]"); + mes("As Ninja don't belong to a guild, it is easily obtainable to Novices."); + mes("Make sure your decision is final!"); + next(); + if (select("I will reconsider.", "I already made up my mind.") == 1) { + mes("[Ninja Guide]"); + mes("Well thought actions can often bring good results."); + close2(); + cutin("", 255); end; } - mes "[Ninja Guide]"; - mes "If you're so assertive, I have no choice but to guide you there."; - next; - mes "[Ninja Guide]"; - mes "I will send you close to where you can change your job."; - next; - mes "[Ninja Guide]"; - mes "I will give you a special hint."; - mes "Amatsu town is where you are going to arrive. Find the hidden tunnel in a vacant house."; - next; - mes "[Ninja Guide]"; - mes "There you will meet a person who will guide you to becoming a Ninja."; - next; - mes "[Ninja Guide]"; - mes "If you get lost in the town, well there is no way... Being ninja requires a level of observation power."; - next; - mes "-Select ^ff0000Confirm^000000 to go to Amatsu."; - cutin "", 255; - next; - if(select("Confirm", "Cancel") == 1) - warp "amatsu", 112, 141; - mes "[Ninja Guide]"; - mes "............"; - close2; - cutin "", 255; + mes("[Ninja Guide]"); + mes("If you're so assertive, I have no choice but to guide you there."); + next(); + mes("[Ninja Guide]"); + mes("I will send you close to where you can change your job."); + next(); + mes("[Ninja Guide]"); + mes("I will give you a special hint."); + mes("Amatsu town is where you are going to arrive. Find the hidden tunnel in a vacant house."); + next(); + mes("[Ninja Guide]"); + mes("There you will meet a person who will guide you to becoming a Ninja."); + next(); + mes("[Ninja Guide]"); + mes("If you get lost in the town, well there is no way... Being ninja requires a level of observation power."); + next(); + mes("-Select ^ff0000Confirm^000000 to go to Amatsu."); + cutin("", 255); + next(); + if (select("Confirm", "Cancel") == 1) + warp("amatsu", 112, 141); + mes("[Ninja Guide]"); + mes("............"); + close2(); + cutin("", 255); end; } case 3: - mes "[Ninja Guide]"; - mes "......"; - next; - mes "[Ninja Guide]"; - mes "I have no words to say, if you don't have any business with me."; - close2; - cutin "", 255; + mes("[Ninja Guide]"); + mes("......"); + next(); + mes("[Ninja Guide]"); + mes("I have no words to say, if you don't have any business with me."); + close2(); + cutin("", 255); end; } } - cutin "", 255; + cutin("", 255); end; } @@ -12367,250 +12546,250 @@ iz_ac02_d,140,139,5 duplicate(Ninja Guide#ac) Ninja Guide#ac_d 4_M_NINJA_BLUE //- Refinery Owner Han - izlude,153,126,1 script Refinery Owner Han#iz 4_M_02,{ if (!checkweight(Axe, 1)) { - mes "- Cannot progress with the dialogue because you have too many items. -"; - close; + mes("- Cannot progress with the dialogue because you have too many items. -"); + close(); } .@jerun_tutorial = questprogress(5153) + questprogress(5154) + questprogress(5155) + questprogress(5156); if (.@jerun_tutorial == 0) { - mes "[Refinery Owner Han]"; - mes "Hello? My name is Han to lead the next generation of refining culture in Rune Midguard."; - next; - mes "[Refinery Owner Han]"; - mes "Entering this market lately, if I don't have old customers, it is not easy to operate. So, I do the advertising by myself."; - next; - mes "[Refinery Owner Han]"; - mes "Are you interested in ^3E86C3refining^000000 to make your items strong?"; - next; - if(select("I have no interest.", "refining? Is it edible?") == 1) { - emotion e_sry; - mes "[Refinery Owner Han]"; - mes "Ah, I am sorry. I caught a busy man."; - close; - } - mes "[Refinery Owner Han]"; - mes "Refining means to strenghthen your equipments with ^3E86C3rare metal^000000 obtainable from monsters and so on."; - next; - mes "[Refinery Owner Han]"; - mes "If weapons are refined, their attacking power increases. If shields are refined, their defensive power increasesand helps to reduce pain against monster's hits on you."; - next; - mes "[Refinery Owner Han]"; - mes "So you kind of get the jist of it right?"; - next; + mes("[Refinery Owner Han]"); + mes("Hello? My name is Han to lead the next generation of refining culture in Rune Midguard."); + next(); + mes("[Refinery Owner Han]"); + mes("Entering this market lately, if I don't have old customers, it is not easy to operate. So, I do the advertising by myself."); + next(); + mes("[Refinery Owner Han]"); + mes("Are you interested in ^3E86C3refining^000000 to make your items strong?"); + next(); + if (select("I have no interest.", "refining? Is it edible?") == 1) { + emotion(e_sry); + mes("[Refinery Owner Han]"); + mes("Ah, I am sorry. I caught a busy man."); + close(); + } + mes("[Refinery Owner Han]"); + mes("Refining means to strenghthen your equipments with ^3E86C3rare metal^000000 obtainable from monsters and so on."); + next(); + mes("[Refinery Owner Han]"); + mes("If weapons are refined, their attacking power increases. If shields are refined, their defensive power increasesand helps to reduce pain against monster's hits on you."); + next(); + mes("[Refinery Owner Han]"); + mes("So you kind of get the jist of it right?"); + next(); select("Oh... refining..."); - mes "[Refinery Owner Han]"; - mes "Yes, that's it. Refining is good but it can get addicting."; - next; - mes "[Refinery Owner Han]"; - mes "I don't usually do it, but will give you a special chance to experience refining."; - next; - mes "[Refinery Owner Han]"; - mes "Whatever 1st level weapon level can be used it doesn't matter! If you use the ^3E86C3refining machine Wagjak^000000 over there!!"; - next; - mes "[Refinery Owner Han]"; - mes "^I will give you ^FD4F02just! one refining service free of charge.^000000."; - next; + mes("[Refinery Owner Han]"); + mes("Yes, that's it. Refining is good but it can get addicting."); + next(); + mes("[Refinery Owner Han]"); + mes("I don't usually do it, but will give you a special chance to experience refining."); + next(); + mes("[Refinery Owner Han]"); + mes("Whatever 1st level weapon level can be used it doesn't matter! If you use the ^3E86C3refining machine Wagjak^000000 over there!!"); + next(); + mes("[Refinery Owner Han]"); + mes("^I will give you ^FD4F02just! one refining service free of charge.^000000."); + next(); select("Only once?"); - setquest 5153; - mes "[Refinery Owner Han]"; - mes "Hey I need to make a living you know! Don't go telling everyone I'm doing this for free ok?"; - close; + setquest(5153); + mes("[Refinery Owner Han]"); + mes("Hey I need to make a living you know! Don't go telling everyone I'm doing this for free ok?"); + close(); } else if (.@jerun_tutorial == 1) { - mes "[Refinery Owner Han]"; - mes "You haven't used the refining machine Wagjak."; - next; + mes("[Refinery Owner Han]"); + mes("You haven't used the refining machine Wagjak."); + next(); switch(select("Refining Machine Wagjak", "Why is it called Wagjak?", "Anything else I should know?", "Cancel")) { case 1: - mes "[Refinery Owner Han]"; - mes "The refining machine Wagjak is a machine I made after 8 years of research."; - next; - mes "[Refinery Owner Han]"; - mes "I made it for more precious refining. It is my personal refining machine. Well, thanks to it, I have made several contracts."; - close; + mes("[Refinery Owner Han]"); + mes("The refining machine Wagjak is a machine I made after 8 years of research."); + next(); + mes("[Refinery Owner Han]"); + mes("I made it for more precious refining. It is my personal refining machine. Well, thanks to it, I have made several contracts."); + close(); case 2: - mes "[Refinery Owner Han]"; - mes "The name doesn't mean anything it's just a name. Wagjak! What a weird name right?"; - close; + mes("[Refinery Owner Han]"); + mes("The name doesn't mean anything it's just a name. Wagjak! What a weird name right?"); + close(); case 3: - mes "[Refinery Owner Han]"; - mes "Absolutely!"; - next; - mes "[Refinery Owner Han]"; - mes "But I subscribe to the idea that seeing is believing... You know what I mean? Try it out yourself instead of asking questions."; - close; + mes("[Refinery Owner Han]"); + mes("Absolutely!"); + next(); + mes("[Refinery Owner Han]"); + mes("But I subscribe to the idea that seeing is believing... You know what I mean? Try it out yourself instead of asking questions."); + close(); case 4: break; } } else if (.@jerun_tutorial == 2) { - mes "[Refinery Owner Han]"; - mes "Ohoh... as you don't have a service coupon.. You may have already used Wagjak..."; - next; - mes "[Refinery Owner Han]"; - mes "I hope you have a brief understanding of refining."; - next; + mes("[Refinery Owner Han]"); + mes("Ohoh... as you don't have a service coupon.. You may have already used Wagjak..."); + next(); + mes("[Refinery Owner Han]"); + mes("I hope you have a brief understanding of refining."); + next(); select("Anything else I should know?"); - mes "[Refinery Owner Han]"; - mes "Yes, yes, we have... Safety refining indications and refining price... such small things..."; - next; - mes "[Refinery Owner Han]"; - mes "For an explanation ^3E86C3weapon levels^000000 & ^3E86C3safety refining^000000..."; - next; - setquest 5154; - mes "[Refinery Owner Han]"; - mes "You can learn from ^3E86C3Mr. Taddae^000000 selling Phracon and Emveteracon"; - close; + mes("[Refinery Owner Han]"); + mes("Yes, yes, we have... Safety refining indications and refining price... such small things..."); + next(); + mes("[Refinery Owner Han]"); + mes("For an explanation ^3E86C3weapon levels^000000 & ^3E86C3safety refining^000000..."); + next(); + setquest(5154); + mes("[Refinery Owner Han]"); + mes("You can learn from ^3E86C3Mr. Taddae^000000 selling Phracon and Emveteracon"); + close(); } else if (.@jerun_tutorial == 3) { - mes "[Refinery Owner Han]"; - mes "I recommend you visit and listen to Mr. Tadde about weapon levels and safe refining."; - close; + mes("[Refinery Owner Han]"); + mes("I recommend you visit and listen to Mr. Tadde about weapon levels and safe refining."); + close(); } else if (.@jerun_tutorial == 4) { - mes "[Refinery Owner Han]"; - mes "Did you get a good lesson? Did he explain it well enough?"; - next; - mes "[Refinery Owner Han]"; - mes "Just between us, there is a rumor that lots of employees complain about me."; - next; - mes "[Refinery Owner Han]"; - mes "I sent you there to monitor the situation."; - next; + mes("[Refinery Owner Han]"); + mes("Did you get a good lesson? Did he explain it well enough?"); + next(); + mes("[Refinery Owner Han]"); + mes("Just between us, there is a rumor that lots of employees complain about me."); + next(); + mes("[Refinery Owner Han]"); + mes("I sent you there to monitor the situation."); + next(); select("So?"); - mes "[Refinery Owner Han]"; - mes "I will adopt it in the performance rating. By the way, how was Mr. Tadde's lesson?"; - next; + mes("[Refinery Owner Han]"); + mes("I will adopt it in the performance rating. By the way, how was Mr. Tadde's lesson?"); + next(); switch(select("It was excellent.", "It was just OK.", "It was so-so.")) { case 1: - mes "[Refinery Owner Han]"; - mes "He did a good job..."; - next; + mes("[Refinery Owner Han]"); + mes("He did a good job..."); + next(); break; case 2: - mes "[Refinery Owner Han]"; - mes "Hmm. Is that so? I see... I'll have to jot this down..."; - next; + mes("[Refinery Owner Han]"); + mes("Hmm. Is that so? I see... I'll have to jot this down..."); + next(); break; case 3: - mes "[Refinery Owner Han]"; - mes "Hmm.. It was like that... I see."; - next; + mes("[Refinery Owner Han]"); + mes("Hmm.. It was like that... I see."); + next(); break; } - mes "[Refinery Owner Han]"; - mes "Now! I'm done organizing.."; - next; - mes "[Refinery Owner Han]"; - mes "Next is the explanation about ^3E86C3refining effect^000000 and ^3E86C3refining price^000000."; - next; - mes "[Refinery Owner Han]"; - mes "^3E86C3Mr. Locas^000000 is in charge with refinement with Oridecon gemstones."; - next; - mes "[Refinery Owner Han]"; - mes "Go speak with Mr. Locas's about the refining effect and refining price."; - next; - setquest 5155; - mes "[Refinery Owner Han]"; - mes "Ah!! I ask for your favor this time, either."; - close; + mes("[Refinery Owner Han]"); + mes("Now! I'm done organizing.."); + next(); + mes("[Refinery Owner Han]"); + mes("Next is the explanation about ^3E86C3refining effect^000000 and ^3E86C3refining price^000000."); + next(); + mes("[Refinery Owner Han]"); + mes("^3E86C3Mr. Locas^000000 is in charge with refinement with Oridecon gemstones."); + next(); + mes("[Refinery Owner Han]"); + mes("Go speak with Mr. Locas's about the refining effect and refining price."); + next(); + setquest(5155); + mes("[Refinery Owner Han]"); + mes("Ah!! I ask for your favor this time, either."); + close(); } else if (.@jerun_tutorial == 5) { - mes "[Refinery Owner Han]"; - mes "Go and see ^3E86C3Mr. Locas^000000 in charge with refining Oridecon stone for the refining effect and refining price."; - close; + mes("[Refinery Owner Han]"); + mes("Go and see ^3E86C3Mr. Locas^000000 in charge with refining Oridecon stone for the refining effect and refining price."); + close(); } else if (.@jerun_tutorial == 6) { - mes "[Refinery Owner Han]"; - mes "Did you get a good lesson? Did he explain it well enough?"; - next; + mes("[Refinery Owner Han]"); + mes("Did you get a good lesson? Did he explain it well enough?"); + next(); switch(select("He was good great.", "It was just OK.", "So-so..")) { case 1: - mes "[Refinery Owner Han]"; - mes "Mr. Locas explained it to you well."; - next; + mes("[Refinery Owner Han]"); + mes("Mr. Locas explained it to you well."); + next(); break; case 2: - mes "[Refinery Owner Han]"; - mes "Just OK? Hmmm."; - next; + mes("[Refinery Owner Han]"); + mes("Just OK? Hmmm."); + next(); break; case 3: - mes "[Refinery Owner Han]"; - mes "Oh no.. You were not satisfied with his explanations..."; - next; + mes("[Refinery Owner Han]"); + mes("Oh no.. You were not satisfied with his explanations..."); + next(); break; } - mes "[Refinery Owner Han]"; - mes "I see. I will jot that down."; - next; - mes "[Refinery Owner Han]"; - mes "By the way, I have finished all the explanations about refining. Any further questions?"; - next; - if(select("No questions at all.", "I have some questions...") == 1) { - mes "[Refinery Owner Han]"; - mes "I see.. But just in case..."; - next; + mes("[Refinery Owner Han]"); + mes("I see. I will jot that down."); + next(); + mes("[Refinery Owner Han]"); + mes("By the way, I have finished all the explanations about refining. Any further questions?"); + next(); + if (select("No questions at all.", "I have some questions...") == 1) { + mes("[Refinery Owner Han]"); + mes("I see.. But just in case..."); + next(); } else { - mes "[Refinery Owner Han]"; - mes "Ah, is that so? Don't worry."; - next; - } - mes "[Refinery Owner Han]"; - mes "If you have any further questions, come and see me. I will give you full explanations again."; - next; - mes "[Refinery Owner Han]"; - mes "And this is a compensation for your lesson. I hope to see you frequently in the future."; - next; - setquest 5156; - completequest 5156; + mes("[Refinery Owner Han]"); + mes("Ah, is that so? Don't worry."); + next(); + } + mes("[Refinery Owner Han]"); + mes("If you have any further questions, come and see me. I will give you full explanations again."); + next(); + mes("[Refinery Owner Han]"); + mes("And this is a compensation for your lesson. I hope to see you frequently in the future."); + next(); + setquest(5156); + completequest(5156); if (Class == Job_Novice) - getexp 1200, 500; - mes "Got a lesson about the refining and Kafra storage free coupon."; - getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket - close; + getexp(1200, 500); + mes("Got a lesson about the refining and Kafra storage free coupon."); + getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket + close(); } else if (.@jerun_tutorial == 8) { - mes "[Refinery Owner Han]"; - mes "How are you doing?"; - next; + mes("[Refinery Owner Han]"); + mes("How are you doing?"); + next(); switch(select("Hi!!", "How is the morale of the employees?", "Question is....", "Cancel")) { case 1: - mes "[Refinery Owner Han]"; - mes "How are you? Haven't seen you long time.. Please pay more frequent visits and do refining."; - close; + mes("[Refinery Owner Han]"); + mes("How are you? Haven't seen you long time.. Please pay more frequent visits and do refining."); + close(); case 2: - mes "[Refinery Owner Han]"; - mes "Just as before, labor-management consensus have achieved."; - next; - mes "[Refinery Owner Han]"; - mes "We understand the employees' complaints and prepared the resolutions."; - next; - mes "[Refinery Owner Han]"; - mes "Perhaps from that reason, I can hear any other complaints from them."; - close; + mes("[Refinery Owner Han]"); + mes("Just as before, labor-management consensus have achieved."); + next(); + mes("[Refinery Owner Han]"); + mes("We understand the employees' complaints and prepared the resolutions."); + next(); + mes("[Refinery Owner Han]"); + mes("Perhaps from that reason, I can hear any other complaints from them."); + close(); case 3: - mes "[Refinery Owner Han]"; - mes "You have a question.."; - next; - mes "[Refinery Owner Han]"; - mes "But I haven't told you anything in the beginning."; - next; - mes "[Refinery Owner Han]"; - mes "It might be better for you to ask questions of the staff you met before."; - next; - mes "[Refinery Owner Han]"; - mes "You can ask the explanations concerning ^FD4F02 weapon levels^000000 and ^FD4F02saftey refining ^000000, to ^142CEBMr. Tadde^000000, concerning ^FD4F02 refining price^000000 and ^FD4F02 refining effect^000000, ^142CEB to Mr. Locas^000000."; - next; - mes "[Refinery Owner Han]"; - mes "He will give you kind answers."; - next; - close; + mes("[Refinery Owner Han]"); + mes("You have a question.."); + next(); + mes("[Refinery Owner Han]"); + mes("But I haven't told you anything in the beginning."); + next(); + mes("[Refinery Owner Han]"); + mes("It might be better for you to ask questions of the staff you met before."); + next(); + mes("[Refinery Owner Han]"); + mes("You can ask the explanations concerning ^FD4F02 weapon levels^000000 and ^FD4F02saftey refining ^000000, to ^142CEBMr. Tadde^000000, concerning ^FD4F02 refining price^000000 and ^FD4F02 refining effect^000000, ^142CEB to Mr. Locas^000000."); + next(); + mes("[Refinery Owner Han]"); + mes("He will give you kind answers."); + next(); + close(); case 4: break; } - close; + close(); } else { - mes "[Refinery Owner Han]"; - mes "Something strange must've happened. If this continues, please contact customer service."; - close; + mes("[Refinery Owner Han]"); + mes("Something strange must've happened. If this continues, please contact customer service."); + close(); } OnInit: - //AddQuestInfo 5153 1 0 - //SetQuestLevel 5153 1 20 + //Addquestinfo 5153 1 0 + //setquestLevel 5153 1 20 end; } @@ -12621,99 +12800,99 @@ izlude_d,153,126,1 duplicate(Refinery Owner Han#iz) Refinery Owner Han#iz_d 4_M_ //- Refining Machine Wagjak - - script ::izludeWagjak FAKE_NPC,{ - disable_items; - mes "[Refining Machine Wagjak]"; - mes "-Ddarritt!-"; - mes "Wagjak Starting... completed.."; - mes "Checking the user.. Completed."; - mes "Select the refining equipment."; - next; + disable_items(); + mes("[Refining Machine Wagjak]"); + mes("-Ddarritt!-"); + mes("Wagjak Starting... completed.."); + mes("Checking the user.. Completed."); + mes("Select the refining equipment."); + next(); setarray .@position$[1],"Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3"; .@menu$ = ""; for(set .@i,1; .@i<=10; set .@i,.@i+1) .@menu$ = .@menu$+(getequipisequiped(.@i)?getequipname(.@i):.@position$[.@i]+" - [Unarmed]")+":"; .@part = select(.@menu$); - if(!getequipisequiped(.@part)) { - mes "[Refining Machine Wagjak]"; - mes "^ff0000- Error number 000"+.@part+" -^000000"; - mes "Item is not equipped."; - close2; + if (!getequipisequiped(.@part)) { + mes("[Refining Machine Wagjak]"); + mes("^ff0000- Error number 000"+.@part+" -^000000"); + mes("Item is not equipped."); + close2(); enable_items; end; } - mes "[Refining Machine Wagjak]"; - mes "Searching for the equipment information - completed."; - next; + mes("[Refining Machine Wagjak]"); + mes("Searching for the equipment information - completed."); + next(); if (!getequipisenableref(.@part)) { - mes "[Refining Machine Wagjak]"; - mes "^FF0000- error number 4444 -^000000"; - mes "This item cannot be refined."; - close2; + mes("[Refining Machine Wagjak]"); + mes("^FF0000- error number 4444 -^000000"); + mes("This item cannot be refined."); + close2(); enable_items; end; } if (!getequipisidentify(.@part)) { - mes "[Refining Machine Wagjak]"; - mes "^FF0000- error number 5555 -^000000"; - mes "This item has not yet been identified."; - close2; + mes("[Refining Machine Wagjak]"); + mes("^FF0000- error number 5555 -^000000"); + mes("This item has not yet been identified."); + close2(); enable_items; end; } if (getequiprefinerycnt(.@part) >= 10) { - mes "[Refining Machine Wagjak]"; - mes "^FF0000- error number 1010 -^000000"; - mes "At the current version, you can do refining up to level 10."; - close2; + mes("[Refining Machine Wagjak]"); + mes("^FF0000- error number 1010 -^000000"); + mes("At the current version, you can do refining up to level 10."); + close2(); enable_items; end; } if (questprogress(5153) == 1) { if (getequipweaponlv(.@part) == 1) { - mes "[Refining Machine Wagjak]"; - mes "Type : 1 level weapon"; - mes "Charge : Phracon, 1000 zeny"; - mes "Service usage coupon sensed. No charge to be requested. Will you refine?"; - next; - if(select("Refine.", "Don't Refine.") == 2) { - mes "[Refining Machine Wagjak]"; - mes "Cancel the refining."; - close2; + mes("[Refining Machine Wagjak]"); + mes("Type : 1 level weapon"); + mes("Charge : Phracon, 1000 zeny"); + mes("Service usage coupon sensed. No charge to be requested. Will you refine?"); + next(); + if (select("Refine.", "Don't Refine.") == 2) { + mes("[Refining Machine Wagjak]"); + mes("Cancel the refining."); + close2(); enable_items; end; } if (getequippercentrefinery(.@part) < 100) { - mes "[Refining Machine Wagjak]"; - mes "-Ddarritt!-"; - mes "The user's confirmation required."; - mes "You are attempting unsafe refining. If refining fails, the equipment will be destroyed. Will you continue?"; - next; - if(select("Refine.", "Don't Refine.") == 2) { - mes "[Refining Machine Wagjak]"; - mes "Refining has been cancelled as per the user's request."; - close2; + mes("[Refining Machine Wagjak]"); + mes("-Ddarritt!-"); + mes("The user's confirmation required."); + mes("You are attempting unsafe refining. If refining fails, the equipment will be destroyed. Will you continue?"); + next(); + if (select("Refine.", "Don't Refine.") == 2) { + mes("[Refining Machine Wagjak]"); + mes("Refining has been cancelled as per the user's request."); + close2(); enable_items; end; } } if (getequippercentrefinery(.@part) <= rand(100)) { failedrefitem .@part; - mes "[Refining Machine Wagjak]"; - mes "Result : Fail"; - mes "refining failed. The equipment was destroyed."; - close2; + mes("[Refining Machine Wagjak]"); + mes("Result : Fail"); + mes("refining failed. The equipment was destroyed."); + close2(); enable_items; end; } else { successrefitem .@part; - mes "[Refining Machine Wagjak]"; - mes "Result : Success"; - mes "Congratulations!! You succeeded in refining."; - completequest 5153; - next; - mes "[Refining Machine Wagjak]"; - mes "Service usage coupon was used."; - close2; + mes("[Refining Machine Wagjak]"); + mes("Result : Success"); + mes("Congratulations!! You succeeded in refining."); + completequest(5153); + next(); + mes("[Refining Machine Wagjak]"); + mes("Service usage coupon was used."); + close2(); enable_items; end; } @@ -12746,55 +12925,55 @@ izlude_d,153,126,1 duplicate(Refinery Owner Han#iz) Refinery Owner Han#iz_d 4_M_ .@price = 20000; break; } - mes "[Refining Machine Wagjak]"; - mes "Type : "+ .@type$ +""; - mes "Charge : "+ getitemname(.@material) +", "+ .@price +" zeny"; - mes "Above money will be charged. Will you refine?"; - next; - if(select("Refine.", "Don't Refine.") == 2) { - mes "[Refining Machine Wagjak]"; - mes "Refining has been cancelled as per the user's request."; - close2; + mes("[Refining Machine Wagjak]"); + mes("Type : "+ .@type$ +""); + mes("Charge : "+ getitemname(.@material) +", "+ .@price +" zeny"); + mes("Above money will be charged. Will you refine?"); + next(); + if (select("Refine.", "Don't Refine.") == 2) { + mes("[Refining Machine Wagjak]"); + mes("Refining has been cancelled as per the user's request."); + close2(); enable_items; end; } if (getequippercentrefinery(.@part) < 100) { - mes "[Refining Machine Wagjak]"; - mes "-Ddarritt!-"; - mes "The user's confirmation required."; - mes "You are attempting unsafe refining. If refining fails, the equipment will be destroyed. Will you continue?"; - next; - if(select("Refine.", "Don't Refine.") == 2) { - mes "[Refining Machine Wagjak]"; - mes "Refining has been cancelled as per the user's request."; - close2; + mes("[Refining Machine Wagjak]"); + mes("-Ddarritt!-"); + mes("The user's confirmation required."); + mes("You are attempting unsafe refining. If refining fails, the equipment will be destroyed. Will you continue?"); + next(); + if (select("Refine.", "Don't Refine.") == 2) { + mes("[Refining Machine Wagjak]"); + mes("Refining has been cancelled as per the user's request."); + close2(); enable_items; end; } } if (countitem(.@material) > 0 && Zeny >= .@price) { - delitem .@material, 1; + delitem(.@material, 1); Zeny -= .@price; } else { - mes "[Refining Machine Wagjak]"; - mes "^FF0000- error number 8282 -^000000"; - mes "You are short of refining price."; - close2; + mes("[Refining Machine Wagjak]"); + mes("^FF0000- error number 8282 -^000000"); + mes("You are short of refining price."); + close2(); enable_items; end; } if (getequippercentrefinery(.@part) <= rand(100)) { failedrefitem .@part; - mes "[Refining Machine Wagjak]"; - mes "Result : Fail"; - mes "refining failed. The equipment was destroyed."; + mes("[Refining Machine Wagjak]"); + mes("Result : Fail"); + mes("refining failed. The equipment was destroyed."); } else { successrefitem .@part; - mes "[Refining Machine Wagjak]"; - mes "Result : Success"; - mes "Congratulations!! You succeeded in refining."; + mes("[Refining Machine Wagjak]"); + mes("Result : Success"); + mes("Congratulations!! You succeeded in refining."); } - close2; + close2(); enable_items; end; } @@ -12808,79 +12987,79 @@ izlude_d,153,121,3 duplicate(izludeWagjak) Refining Machine Wagjak::iz_d 2_MONEM //- Tadde - izlude,145,122,7 script Tadde#iz 4_M_04,{ if (!checkweight(Axe, 1)) { - mes "- As you have too many items in your inventory, Quest can't be continued -"; - close; + mes("- As you have too many items in your inventory, Quest can't be continued -"); + close(); } if (questprogress(5154) == 1) { - mes "[Tadde]"; - mes "Welcome. The owner told me to explain to you about ^3E86C3the weapon levels^000000 and ^3E86C3safety refining.^000000."; - next; - mes "[Tadde]"; - mes "In fact, it is better to get to know while questing yourself. But anyway if you have any questions, please ask to me."; - next; - while(1) { + mes("[Tadde]"); + mes("Welcome. The owner told me to explain to you about ^3E86C3the weapon levels^000000 and ^3E86C3safety refining.^000000."); + next(); + mes("[Tadde]"); + mes("In fact, it is better to get to know while questing yourself. But anyway if you have any questions, please ask to me."); + next(); + while(true) { switch(select("Weapon level", "Safety refining.", "Finish the question.")) { case 1: - mes "[Tadde]"; - mes "Weapons have level, whereas Armors don't. The more ^3E86C3upscaled a weapon^000000 is, the higher the weapon level is."; - next; - mes "[Tadde]"; - mes "That means ^A20B09the upscaled weapons are more difficult to obtain.^000000."; - next; - mes "[Tadde]"; - mes "Considering the customers coming to refine, the ones for refining level 1,2 weapons are more than those for level 3,4 weapons."; - next; + mes("[Tadde]"); + mes("Weapons have level, whereas Armors don't. The more ^3E86C3upscaled a weapon^000000 is, the higher the weapon level is."); + next(); + mes("[Tadde]"); + mes("That means ^A20B09the upscaled weapons are more difficult to obtain.^000000."); + next(); + mes("[Tadde]"); + mes("Considering the customers coming to refine, the ones for refining level 1,2 weapons are more than those for level 3,4 weapons."); + next(); continue; case 2: - mes "[Tadde]"; - mes "Safety refining differs from the levels of Armor or weapon, so basically each level has a ^3E86C3different safe upgrade level.^000000"; - next; - while(1) { + mes("[Tadde]"); + mes("Safety refining differs from the levels of Armor or weapon, so basically each level has a ^3E86C3different safe upgrade level.^000000"); + next(); + while(true) { switch(select("Level 1 Weapon", "Level 2 Weapon", "Level 3 Weapon", "Level 4 Weapon", "Armor", "Question finished")) { case 1: - mes "[Tadde]"; - mes "Level 1 weapons are safe when refined up to ^A20B09+7^000000. The lower the level of weapon is, the higher the figure of the refining is possible."; - next; - mes "[Tadde]"; - mes "Of course, it has stronger effect than level 1 weapon."; - next; + mes("[Tadde]"); + mes("Level 1 weapons are safe when refined up to ^A20B09+7^000000. The lower the level of weapon is, the higher the figure of the refining is possible."); + next(); + mes("[Tadde]"); + mes("Of course, it has stronger effect than level 1 weapon."); + next(); continue; case 2: - mes "[Tadde]"; - mes "Level 2 weapons are safe when refined up to ^A20B09+6^000000, even though refining figure is lower than level 1 weapon."; - next; - mes "[Tadde]"; - mes "Of course, it has stronger effect than level 1 weapon."; - next; + mes("[Tadde]"); + mes("Level 2 weapons are safe when refined up to ^A20B09+6^000000, even though refining figure is lower than level 1 weapon."); + next(); + mes("[Tadde]"); + mes("Of course, it has stronger effect than level 1 weapon."); + next(); continue; case 3: - mes "[Tadde]"; - mes "Level 3 weapons are safe when refined up to ^A20B09+5^000000. Simply speaking, it looks like the safety refining goes down by 1 according to each weapon level."; - next; - mes "[Tadde]"; - mes "The higher the weapon is, the increasing effect of +1 becomes higher as well."; - next; + mes("[Tadde]"); + mes("Level 3 weapons are safe when refined up to ^A20B09+5^000000. Simply speaking, it looks like the safety refining goes down by 1 according to each weapon level."); + next(); + mes("[Tadde]"); + mes("The higher the weapon is, the increasing effect of +1 becomes(higher as well."); + next(); continue; case 4: - mes "[Tadde]"; - mes "Level 4 weapons are safe up to ^A20B09+4^000000. Numbers of level 4 weapons are so rare that not so many customers bring them here."; - next; - mes "[Tadde]"; - mes "As it is one of the most luxurious weapons, the effect of refining is the strongest."; - next; + mes("[Tadde]"); + mes("Level 4 weapons are safe up to ^A20B09+4^000000. Numbers of level 4 weapons are so rare that not so many customers bring them here."); + next(); + mes("[Tadde]"); + mes("As it is one of the most luxurious weapons, the effect of refining is the strongest."); + next(); continue; case 5: - mes "[Tadde]"; - mes "Armors are safe when refined up to^A20B09+4^000000, just like a level 4 weapon."; - next; - mes "[Tadde]"; - mes "As most refiners are used to making weapons it's hard for them to safely upgrade armors."; - next; + mes("[Tadde]"); + mes("Armors are safe when refined up to^A20B09+4^000000, just like a level 4 weapon."); + next(); + mes("[Tadde]"); + mes("As most refiners are used to making weapons it's hard for them to safely upgrade armors."); + next(); continue; case 6: - mes "[Tadde]"; - mes "You look like you've had enough explanations about the safety refining."; - next; + mes("[Tadde]"); + mes("You look like you've had enough explanations about the safety refining."); + next(); break; } break; @@ -12891,30 +13070,30 @@ izlude,145,122,7 script Tadde#iz 4_M_04,{ } break; } - completequest 5154; - mes "[Tadde]"; - mes "Your questions end. If you have more questions later, come to me any time."; - close; + completequest(5154); + mes("[Tadde]"); + mes("Your questions end. If you have more questions later, come to me any time."); + close(); } - mes "[Tadde]"; - mes "We sell metals for refining iron or steel weapons here!"; - mes "We have ^007777Phracons^000000 for level 1 weapons, and ^007777Emveretarcons^000000 for level 2 weapons."; - next; + mes("[Tadde]"); + mes("We sell metals for refining iron or steel weapons here!"); + mes("We have ^007777Phracons^000000 for level 1 weapons, and ^007777Emveretarcons^000000 for level 2 weapons."); + next(); switch(select("Phracon - 200 zeny.", "Emveretarcon - 1000 zeny.", "Ask for other metals.")) { case 1: - mes "[Tadde]"; - mes "How many would you like? Enter '0' if you want to end."; - next; - while(1) { - input .@amount, 0, 501; + mes("[Tadde]"); + mes("How many would you like? Enter '0' if you want to end."); + next(); + while(true) { + input(.@amount, 0, 501); if (.@amount == 0) { - mes "[Tadde]"; - mes "Trade ended."; - close; + mes("[Tadde]"); + mes("Trade ended."); + close(); } else if (.@amount > 500) { - mes "[Tadde]"; - mes "Please reduce your quantity to 500 or less."; - next; + mes("[Tadde]"); + mes("Please reduce your quantity to 500 or less."); + next(); } else { break; } @@ -12922,35 +13101,35 @@ izlude,145,122,7 script Tadde#iz 4_M_04,{ .@sell = .@amount * 200; .@item_weight = .@amount * 200; if (Zeny < .@sell) { - mes "[Tadde]"; - mes "Oh dear...my apologies, but you don't have enough money."; - mes "I'm sorry we can't give it to you cheaper...we're only a small business."; - close; + mes("[Tadde]"); + mes("Oh dear...my apologies, but you don't have enough money."); + mes("I'm sorry we can't give it to you cheaper...we're only a small business."); + close(); } if ((MaxWeight - Weight) < .@item_weight) { - mes "[Tadde]"; - mes "Er...please sorts your inventory before you take these..."; - close; + mes("[Tadde]"); + mes("Er...please sorts your inventory before you take these..."); + close(); } Zeny -= .@sell; - getitem Phracon, .@amount; // Phracon - mes "[Tadde]"; - mes "This is what you wanted. Thank you very much!"; - close; + getitem(Phracon, .@amount); // Phracon + mes("[Tadde]"); + mes("This is what you wanted. Thank you very much!"); + close(); case 2: - mes "[Tadde]"; - mes "How many would you like? Enter '0' if you want to end."; - next; - while(1) { - input .@amount, 0, 501; + mes("[Tadde]"); + mes("How many would you like? Enter '0' if you want to end."); + next(); + while(true) { + input(.@amount, 0, 501); if (.@amount == 0) { - mes "[Tadde]"; - mes "Trade ended."; - close; + mes("[Tadde]"); + mes("Trade ended."); + close(); } else if (.@amount > 500) { - mes "[Tadde]"; - mes "Please reduce your quantity to 500 or less."; - next; + mes("[Tadde]"); + mes("Please reduce your quantity to 500 or less."); + next(); } else { break; } @@ -12958,88 +13137,88 @@ izlude,145,122,7 script Tadde#iz 4_M_04,{ .@sell = .@amount * 1000; .@item_weight = .@amount * 200; if (Zeny < .@sell) { - mes "[Tadde]"; - mes "Oh dear...my apologies, but you don't have enough money."; - mes "I'm sorry we can't give it to you cheaper...we're only a small business."; - close; + mes("[Tadde]"); + mes("Oh dear...my apologies, but you don't have enough money."); + mes("I'm sorry we can't give it to you cheaper...we're only a small business."); + close(); } if ((MaxWeight - Weight) < .@item_weight) { - mes "[Tadde]"; - mes "Er...please sorts your inventory before you take these..."; - close; + mes("[Tadde]"); + mes("Er...please sorts your inventory before you take these..."); + close(); } - getitem Emveretarcon, .@amount; // Emveretarcon + getitem(Emveretarcon, .@amount); // Emveretarcon Zeny -= .@sell; - mes "[Tadde]"; - mes "This is what you wanted. Thank you very much!"; - close; + mes("[Tadde]"); + mes("This is what you wanted. Thank you very much!"); + close(); case 3: - mes "[Tadde]"; - mes "Any questions about the weapon level and safety refining?"; - next; - while(1) { + mes("[Tadde]"); + mes("Any questions about the weapon level and safety refining?"); + next(); + while(true) { switch(select("Weapon level", "Safety refining.", "Finish the question.")) { case 1: - mes "[Tadde]"; - mes "Weapons have level, whereas Armors don't. The more ^3E86C3upscaled a weapon^000000 is, the higher the weapon level is."; - next; - mes "[Tadde]"; - mes "That means ^A20B09the upscaled weapons are more difficult to obtain.^000000."; - next; - mes "[Tadde]"; - mes "Considering the customers coming to refine, the ones for refining level 1,2 weapons are more than those for level 3,4 weapons."; - next; + mes("[Tadde]"); + mes("Weapons have level, whereas Armors don't. The more ^3E86C3upscaled a weapon^000000 is, the higher the weapon level is."); + next(); + mes("[Tadde]"); + mes("That means ^A20B09the upscaled weapons are more difficult to obtain.^000000."); + next(); + mes("[Tadde]"); + mes("Considering the customers coming to refine, the ones for refining level 1,2 weapons are more than those for level 3,4 weapons."); + next(); break; case 2: - mes "[Tadde]"; - mes "Safety refining differs from the levels of Armor or weapon, so basically each level has a ^3E86C3different safe upgrade level.^000000"; - next; - while(1) { + mes("[Tadde]"); + mes("Safety refining differs from the levels of Armor or weapon, so basically each level has a ^3E86C3different safe upgrade level.^000000"); + next(); + while(true) { switch(select("Level 1 Weapon", "Level 2 Weapon", "Level 3 Weapon", "Level 4 Weapon", "Armor", "Question finished")) { case 1: - mes "[Tadde]"; - mes "Level 1 weapons are safe when refined up to ^A20B09+7^000000. The lower the level of weapon is, the higher the figure of the refining is possible."; - next; - mes "[Tadde]"; - mes "Of course, it has stronger effect than level 1 weapon."; - next; + mes("[Tadde]"); + mes("Level 1 weapons are safe when refined up to ^A20B09+7^000000. The lower the level of weapon is, the higher the figure of the refining is possible."); + next(); + mes("[Tadde]"); + mes("Of course, it has stronger effect than level 1 weapon."); + next(); break; case 2: - mes "[Tadde]"; - mes "Level 2 weapons are safe when refined up to ^A20B09+6^000000, even though refining figure is lower than level 1 weapon."; - next; - mes "[Tadde]"; - mes "Of course, it has stronger effect than level 1 weapon."; - next; + mes("[Tadde]"); + mes("Level 2 weapons are safe when refined up to ^A20B09+6^000000, even though refining figure is lower than level 1 weapon."); + next(); + mes("[Tadde]"); + mes("Of course, it has stronger effect than level 1 weapon."); + next(); break; case 3: - mes "[Tadde]"; - mes "Level 3 weapons are safe when refined up to ^A20B09+5^000000. Simply speaking, it looks like the safety refining goes down by 1 according to each weapon level."; - next; - mes "[Tadde]"; - mes "The higher the weapon is, the increasing effect of +1 becomes higher as well."; - next; + mes("[Tadde]"); + mes("Level 3 weapons are safe when refined up to ^A20B09+5^000000. Simply speaking, it looks like the safety refining goes down by 1 according to each weapon level."); + next(); + mes("[Tadde]"); + mes("The higher the weapon is, the increasing effect of +1 becomes(higher as well."); + next(); break; case 4: - mes "[Tadde]"; - mes "Level 4 weapons are safe up to ^A20B09+4^000000. Numbers of level 4 weapons are so rare that not so many customers bring them here."; - next; - mes "[Tadde]"; - mes "As it is one of the most luxurious weapons, the effect of refining is the strongest."; - next; + mes("[Tadde]"); + mes("Level 4 weapons are safe up to ^A20B09+4^000000. Numbers of level 4 weapons are so rare that not so many customers bring them here."); + next(); + mes("[Tadde]"); + mes("As it is one of the most luxurious weapons, the effect of refining is the strongest."); + next(); break; case 5: - mes "[Tadde]"; - mes "Armors are safe when refined up to^A20B09+4^000000, just like a level 4 weapon."; - next; - mes "[Tadde]"; - mes "As most refiners are used to making weapons it's hard for them to safely upgrade armors."; - next; + mes("[Tadde]"); + mes("Armors are safe when refined up to^A20B09+4^000000, just like a level 4 weapon."); + next(); + mes("[Tadde]"); + mes("As most refiners are used to making weapons it's hard for them to safely upgrade armors."); + next(); break; case 6: - mes "[Tadde]"; - mes "You look like you've had enough explanations about the safety refining."; - next; + mes("[Tadde]"); + mes("You look like you've had enough explanations about the safety refining."); + next(); break; } } @@ -13048,12 +13227,12 @@ izlude,145,122,7 script Tadde#iz 4_M_04,{ break; } } - mes "[Tadde]"; - mes "This is all I can explain to you."; - next; - mes "[Tadde]"; - mes "The explanations about the charge and effect of the safe refining will be covered by Mr. Locas."; - close; + mes("[Tadde]"); + mes("This is all I can explain to you."); + next(); + mes("[Tadde]"); + mes("The explanations about the charge and effect of the safe refining will be covered by Mr. Locas."); + close(); } } @@ -13065,353 +13244,353 @@ izlude_d,145,122,7 duplicate(Tadde#iz) Tadde#iz_d 4_M_04 //- Locas - izlude,155,132,3 script Locas#iz 4_M_02,{ if (!checkweight(Axe, 1)) { - mes "- As you have too many items in your inventory, Quest can't be continued. -"; - close; + mes("- As you have too many items in your inventory, Quest can't be continued. -"); + close(); } if (questprogress(5155) == 1) { - mes "[Locas]"; - mes "You are the one sent by the owner. What did he order me to do?"; - next; + mes("[Locas]"); + mes("You are the one sent by the owner. What did he order me to do?"); + next(); select("You have a lot of complaints, don't you?"); - mes "[Locas]"; - mes "Yes, I do. Absolutely, the owner will threaten me with his stupid performance ratings."; - next; - mes "[Locas]"; - mes "He isn't the man he used to be."; - next; - mes "[Locas]"; - mes "He thinks if somebody leaves, a replacement will show up immediately."; - next; - mes "[Locas]"; - mes "Anyway, the employee should do what the owner wants him to do... Ask me your questions."; - next; - while(1) { + mes("[Locas]"); + mes("Yes, I do. Absolutely, the owner will threaten me with his stupid performance ratings."); + next(); + mes("[Locas]"); + mes("He isn't the man he used to be."); + next(); + mes("[Locas]"); + mes("He thinks if somebody leaves, a replacement will show up immediately."); + next(); + mes("[Locas]"); + mes("Anyway, the employee should do what the owner wants him to do... Ask me your questions."); + next(); + while(true) { switch(select("Refining Price", "Fefining Effect", "End the Conversation.")) { case 1: - mes "[Locas]"; - mes "Perhaps the most important thing my owner thinks is this..."; - next; - mes "[Locas]"; - mes "From the word itself, refining price is ^3E86C3 the charge to refine once^000000."; - next; - mes "[Locas]"; - mes "But, there are ^3E86C3differences in the essential material according the zeny and weapon level.^000000."; - next; - while(1) { + mes("[Locas]"); + mes("Perhaps the most important thing my owner thinks is this..."); + next(); + mes("[Locas]"); + mes("From the word itself, refining price is ^3E86C3 the charge to refine once^000000."); + next(); + mes("[Locas]"); + mes("But, there are ^3E86C3differences in the essential material according the zeny and weapon level.^000000."); + next(); + while(true) { switch(select("Level 1 Weapon", "Level 2 Weapon", "Level 3 Weapon", "level 4 Weapon", "Armor", "Questions Finished")) { case 1: - mes "[Locas]"; - mes "Refining of level 1 weapons requires ^3E86C3Phracon and 1000 zeny^000000."; - next; - mes "[Locas]"; - mes "As Phracon is the most popular metal, you can get it from monsters but also from Tadde at 200 zeny."; - next; + mes("[Locas]"); + mes("Refining of level 1 weapons requires ^3E86C3Phracon and 1000 zeny^000000."); + next(); + mes("[Locas]"); + mes("As Phracon is the most popular metal, you can get it from monsters but also from Tadde at 200 zeny."); + next(); continue; case 2: - mes "[Locas]"; - mes "Refining level 2 weapons requires ^3E86C3Emveretarcon and 2,000 zeny^000000."; - next; - mes "[Locas]"; - mes "Emveretarcon is also a relatively popular metal. You can get it either from monsters or from Tadde at 1000 zeny."; - next; + mes("[Locas]"); + mes("Refining level 2 weapons requires ^3E86C3Emveretarcon and 2,000 zeny^000000."); + next(); + mes("[Locas]"); + mes("Emveretarcon is also a relatively popular metal. You can get it either from monsters or from Tadde at 1000 zeny."); + next(); continue; case 3: - mes "[Locas]"; - mes "Refining of level 3 weapons requires ^3E86C3 Oridecon and 10,000 zeny.^000000."; - next; - mes "[Locas]"; - mes "Oridecon is such a rare metal that I don't sell it... But,"; - next; - mes "[Locas]"; - mes "If you have 5 Rough Oridecon obtainable from some monsters, you can refine them to make one Oridecon."; - next; + mes("[Locas]"); + mes("Refining of level 3 weapons requires ^3E86C3 Oridecon and 10,000 zeny.^000000."); + next(); + mes("[Locas]"); + mes("Oridecon is such a rare metal that I don't sell it... But,"); + next(); + mes("[Locas]"); + mes("If you have 5 Rough Oridecon obtainable from some monsters, you can refine them to make one Oridecon."); + next(); continue; case 4: - mes "[Locas]"; - mes "Refining level 4 weapons requires ^3E86C3 Oridecon and 20,000 zeny.^000000."; - next; - mes "[Locas]"; - mes "Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you."; - next; + mes("[Locas]"); + mes("Refining level 4 weapons requires ^3E86C3 Oridecon and 20,000 zeny.^000000."); + next(); + mes("[Locas]"); + mes("Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you."); + next(); continue; case 5: - mes "[Locas]"; - mes "Refining the Armor requires ^3E86C3Elunium and 20000 zeny.^000000."; - next; - mes "[Locas]"; - mes "Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you."; - next; + mes("[Locas]"); + mes("Refining the Armor requires ^3E86C3Elunium and 20000 zeny.^000000."); + next(); + mes("[Locas]"); + mes("Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you."); + next(); continue; case 6: - mes "[Locas]"; - mes "You look like you've had enough explanations about the refining prices."; - next; + mes("[Locas]"); + mes("You look like you've had enough explanations about the refining prices."); + next(); break; } break; } continue; case 2: - mes "[Locas]"; - mes "I think you are now knowledgeable enough about refining."; - next; - mes "[Locas]"; - mes "Now I will explain to you about ^3E86C3the effect of refining^000000."; - next; - mes "[Locas]"; - mes "This time I won't give you explanations about individual items. It is better you do the physical experiences by yourself instead of verbal explanations."; - next; - mes "[Locas]"; - mes "Anyway, here are the explanations. From level 1 weapon,"; - next; - mes "[Locas]"; - mes "1 level weapon has ^A20B09the attacking power increased 2^000000 by each +1 refining. Do you understand?"; - next; + mes("[Locas]"); + mes("I think you are now knowledgeable enough about refining."); + next(); + mes("[Locas]"); + mes("Now I will explain to you about ^3E86C3the effect of refining^000000."); + next(); + mes("[Locas]"); + mes("This time I won't give you explanations about individual items. It is better you do the physical experiences by yourself instead of verbal explanations."); + next(); + mes("[Locas]"); + mes("Anyway, here are the explanations. From level 1 weapon,"); + next(); + mes("[Locas]"); + mes("1 level weapon has ^A20B09the attacking power increased 2^000000 by each +1 refining. Do you understand?"); + next(); select("Well???"); - mes "[Locas]"; - mes "I thought my explanations to you were easy, but it wasn't..."; - next; - mes "[Locas]"; - mes "So, if you refine a knife with 17 attacking power and by +1, it will become 19 attacking power.. Like this."; - next; - mes "[Locas]"; - mes "In fact, there is no need to talk too much here. You just experience it later."; - next; - mes "[Locas]"; - mes "Level 2 weapon will add ^A20B093^000000 to the attacking power per each refining level."; - next; - mes "[Locas]"; - mes "Level 3 weapon will add ^A20B095^000000 to the attacking power per each refining level."; - next; - mes "[Locas]"; - mes "Lastly, level 4 weapon will add ^A20B097^000000 to the attacking power per each refining level."; - next; - mes "[Locas]"; - mes "Ah, I missed the Armor. The Armor can be add ^A20B091^000000 to the defense power per each refining level."; - next; - mes "[Locas]"; - mes "Well, by now the explanations were only for the effect of the safe refining...."; - next; - mes "[Locas]"; - mes "You would better learn yourself ^A20B09the effect of over refining^000000 regardless of potential risk."; - next; - mes "[Locas]"; - mes "If I tell you all the details, it is likely you start reading an epic novel of 10,000 pages, I'll tell you the ending of it."; - next; - mes "[Locas]"; - mes "One thing to be clear is you should be careful about destroying your equipment if you get over-eager."; - next; + mes("[Locas]"); + mes("I thought my explanations to you were easy, but it wasn't..."); + next(); + mes("[Locas]"); + mes("So, if you refine a knife with 17 attacking power and by +1, it will become 19 attacking power.. Like this."); + next(); + mes("[Locas]"); + mes("In fact, there is no need to talk too much here. You just experience it later."); + next(); + mes("[Locas]"); + mes("Level 2 weapon will add ^A20B093^000000 to the attacking power per each refining level."); + next(); + mes("[Locas]"); + mes("Level 3 weapon will add ^A20B095^000000 to the attacking power per each refining level."); + next(); + mes("[Locas]"); + mes("Lastly, level 4 weapon will add ^A20B097^000000 to the attacking power per each refining level."); + next(); + mes("[Locas]"); + mes("Ah, I missed the Armor. The Armor can be add ^A20B091^000000 to the defense power per each refining level."); + next(); + mes("[Locas]"); + mes("Well, by now the explanations were only for the effect of the safe refining...."); + next(); + mes("[Locas]"); + mes("You would better learn yourself ^A20B09the effect of over refining^000000 regardless of potential risk."); + next(); + mes("[Locas]"); + mes("If I tell you all the details, it is likely you start reading an epic novel of 10,000 pages, I'll tell you the ending of it."); + next(); + mes("[Locas]"); + mes("One thing to be clear is you should be careful about destroying your equipment if you get over-eager."); + next(); continue; case 3: break; } break; } - mes "[Locas]"; - mes "Seems like, you don't have any further questions. Thank you for listening to a long story."; - next; - completequest 5155; - mes "[Locas]"; - mes "You can say anything to my owner. The performance rating doesn't mean much to our technicians."; - close; + mes("[Locas]"); + mes("Seems like, you don't have any further questions. Thank you for listening to a long story."); + next(); + completequest(5155); + mes("[Locas]"); + mes("You can say anything to my owner. The performance rating doesn't mean much to our technicians."); + close(); } else { - mes "[Locas]"; - mes "If you bring me 5 Rough Oridecon or Elunium, I will immediately make them to Oridecon or Elunium."; - next; + mes("[Locas]"); + mes("If you bring me 5 Rough Oridecon or Elunium, I will immediately make them to Oridecon or Elunium."); + next(); } switch(select("Refining Oridecon", "Refining Elunium", "Other questions.")) { case 1: - mes "[Locas]"; - mes "Will you refine 5 Rough Oridecon to one Oridecon?"; - next; - if(select("Exchange 5 for 1", "Exchange all.") == 1) { + mes("[Locas]"); + mes("Will you refine 5 Rough Oridecon to one Oridecon?"); + next(); + if (select("Exchange 5 for 1", "Exchange all.") == 1) { if (countitem(Oridecon_Stone) > 4) { - delitem Oridecon_Stone, 5; // Oridecon_Stone - getitem Oridecon, 1; // Oridecon - mes "[Locas]"; - mes "Refined Rough Oridecon to Oridecon."; - close; + delitem(Oridecon_Stone, 5); // Oridecon_Stone + getitem(Oridecon, 1); // Oridecon + mes("[Locas]"); + mes("Refined Rough Oridecon to Oridecon."); + close(); } else { - mes "[Locas]"; - mes "Are you kidding me?"; - mes "You should bring me 5 Rough Oridecon to refine for one Oridecon."; - close; + mes("[Locas]"); + mes("Are you kidding me?"); + mes("You should bring me 5 Rough Oridecon to refine for one Oridecon."); + close(); } } else { if (countitem(Oridecon_Stone) > 4) { .@ston_max = countitem(Oridecon_Stone) / 5; .@ston_full = .@ston_max * 5; - delitem Oridecon_Stone, .@ston_full; // Oridecon_Stone - getitem Oridecon, .@ston_max; // Oridecon - mes "[Locas]"; - mes "Refined "+.@ston_full+" Rough Oridecon into "+.@ston_max+" Oridecon. Thank you for your business."; - close; + delitem(Oridecon_Stone, .@ston_full); // Oridecon_Stone + getitem(Oridecon, .@ston_max); // Oridecon + mes("[Locas]"); + mes("Refined "+.@ston_full+" Rough Oridecon into "+.@ston_max+" Oridecon. Thank you for your business."); + close(); } else { - mes "[Locas]"; - mes "Are you kidding me?"; - mes "You should bring me 5 Rough Oridecon to refine for one Oridecon."; - close; + mes("[Locas]"); + mes("Are you kidding me?"); + mes("You should bring me 5 Rough Oridecon to refine for one Oridecon."); + close(); } } case 2: - mes "[Locas]"; - mes "Will you refine 5 Rough Elunium to one Elunium?"; - next; - if(select("Exchange 5 for 1", "Exchange all.") == 1) { + mes("[Locas]"); + mes("Will you refine 5 Rough Elunium to one Elunium?"); + next(); + if (select("Exchange 5 for 1", "Exchange all.") == 1) { if (countitem(Elunium_Stone) > 4) { - delitem Elunium_Stone, 5; // Elunium_Stone - getitem Elunium, 1; // Elunium - mes "[Locas]"; - mes "Refined Rough Elunium to Elunium."; - close; + delitem(Elunium_Stone, 5); // Elunium_Stone + getitem(Elunium, 1); // Elunium + mes("[Locas]"); + mes("Refined Rough Elunium to Elunium."); + close(); } else { - mes "[Locas]"; - mes "Are you kidding me?"; - mes "You should bring me 5 Rough Elunium to refine for one Elunium."; - close; + mes("[Locas]"); + mes("Are you kidding me?"); + mes("You should bring me 5 Rough Elunium to refine for one Elunium."); + close(); } } else { if (countitem(Elunium_Stone) > 4) { .@ston_max = countitem(Elunium_Stone) / 5; .@ston_full = .@ston_max * 5; - delitem Elunium_Stone, .@ston_full; // Elunium_Stone - getitem Elunium, .@ston_max; // Elunium - mes "[Locas]"; - mes "Refined "+.@ston_full+" Rough Elunium into "+.@ston_max+" Elunium. Thank you for your business."; - close; + delitem(Elunium_Stone, .@ston_full); // Elunium_Stone + getitem(Elunium, .@ston_max); // Elunium + mes("[Locas]"); + mes("Refined "+.@ston_full+" Rough Elunium into "+.@ston_max+" Elunium. Thank you for your business."); + close(); } else { - mes "[Locas]"; - mes "Are you kidding me?"; - mes "You should bring me 5 Rough Elunium to refine for one Elunium."; - close; + mes("[Locas]"); + mes("Are you kidding me?"); + mes("You should bring me 5 Rough Elunium to refine for one Elunium."); + close(); } } case 3: - mes "[Locas]"; - mes "Do you have any questions about refining?"; - next; - mes "[Locas]"; - mes "Though I can't explain a lot.... What's your question?"; - next; - while(1) { + mes("[Locas]"); + mes("Do you have any questions about refining?"); + next(); + mes("[Locas]"); + mes("Though I can't explain a lot.... What's your question?"); + next(); + while(true) { switch(select("refining price", "refining effect", "Finish the explanation.")) { case 1: - mes "[Locas]"; - mes "©öFrom the word itself, refining price is ^3E86C3 the price for refining once^000000."; - next; - mes "[Locas]"; - mes "But, there are differences in the essential material according the (zeny) and weapon level."; - next; - while(1) { + mes("[Locas]"); + mes("From the word itself, refining price is ^3E86C3 the price for refining once^000000."); + next(); + mes("[Locas]"); + mes("But, there are differences in the essential material according the (zeny) and weapon level."); + next(); + while(true) { switch(select("Level 1 Weapon", "Level 2 Weapon", "Level 3 Weapon", "Level 4 Weapon", "Armor", "Question Finished")) { case 1: - mes "[Locas]"; - mes "Refining of level 1 weapons requires ^3E86C3Phracon and 1000 zeny^000000."; - next; - mes "[Locas]"; - mes "As Phracon is the most popular metal, you can get it from monsters but also from Tadde at 200 zeny."; - next; + mes("[Locas]"); + mes("Refining of level 1 weapons requires ^3E86C3Phracon and 1000 zeny^000000."); + next(); + mes("[Locas]"); + mes("As Phracon is the most popular metal, you can get it from monsters but also from Tadde at 200 zeny."); + next(); continue; case 2: - mes "[Locas]"; - mes "Refining level 2 weapons requires ^3E86C3Emveretarcon and 20,000 zeny^000000."; - next; - mes "[Locas]"; - mes "Emveretarcon is also a relatively popular metal. You can get it either from monsters or from Tadde at 1000 zeny."; - next; + mes("[Locas]"); + mes("Refining level 2 weapons requires ^3E86C3Emveretarcon and 20,000 zeny^000000."); + next(); + mes("[Locas]"); + mes("Emveretarcon is also a relatively popular metal. You can get it either from monsters or from Tadde at 1000 zeny."); + next(); continue; case 3: - mes "[Locas]"; - mes "Refining of level 3 weapons requires ^3E86C3 Oridecon and 10,000 zeny.^000000."; - next; - mes "[Locas]"; - mes "Oridecon is such a rare metal that I don't sell it... But,"; - next; - mes "[Locas]"; - mes "If you have 5 Rough Oridecon obtainable from some monsters, you can refine them to make one Oridecon."; - next; + mes("[Locas]"); + mes("Refining of level 3 weapons requires ^3E86C3 Oridecon and 10,000 zeny.^000000."); + next(); + mes("[Locas]"); + mes("Oridecon is such a rare metal that I don't sell it... But,"); + next(); + mes("[Locas]"); + mes("If you have 5 Rough Oridecon obtainable from some monsters, you can refine them to make one Oridecon."); + next(); continue; case 4: - mes "[Locas]"; - mes "Refining level 4 weapons requires ^3E86C3 Oridecon and 20,000 zeny.^000000."; - next; - mes "[Locas]"; - mes "Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you."; - next; + mes("[Locas]"); + mes("Refining level 4 weapons requires ^3E86C3 Oridecon and 20,000 zeny.^000000."); + next(); + mes("[Locas]"); + mes("Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you."); + next(); continue; case 5: - mes "[Locas]"; - mes "Refining the Armor requires ^3E86C3Elunium and 20000 zeny.^000000."; - next; - mes "[Locas]"; - mes "Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you."; - next; + mes("[Locas]"); + mes("Refining the Armor requires ^3E86C3Elunium and 20000 zeny.^000000."); + next(); + mes("[Locas]"); + mes("Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you."); + next(); continue; case 6: - mes "[Locas]"; - mes "You look like you've had enough explanations about the refining prices."; - next; + mes("[Locas]"); + mes("You look like you've had enough explanations about the refining prices."); + next(); break; } break; } continue; case 2: - mes "[Locas]"; - mes "As I think it would be better for you to experience the effect of refining rather than explantion, I really give you a brief explanation about it."; - next; - mes "[Locas]"; - mes "Let's start from level 1 weapon."; - next; - mes "[Locas]"; - mes "1 level weapon has ^A20B09the attacking power increased 2^000000 by each +1 refining. Do you understand?"; - next; + mes("[Locas]"); + mes("As I think it would be better for you to experience the effect of refining rather than explantion, I really give you a brief explanation about it."); + next(); + mes("[Locas]"); + mes("Let's start from level 1 weapon."); + next(); + mes("[Locas]"); + mes("1 level weapon has ^A20B09the attacking power increased 2^000000 by each +1 refining. Do you understand?"); + next(); select("Well???"); - mes "[Locas]"; - mes "I thought my explanations to you were easy, but it wasn't..."; - next; - mes "[Locas]"; - mes "So, if you refine a knife with 17 attacking power and by +1, it will become 19 attacking power.. Like this."; - next; - mes "[Locas]"; - mes "In fact, there is no need to talk too much here. You just experience it later."; - next; - mes "[Locas]"; - mes "Level 2 weapon will add ^A20B093^000000 to the attacking power per each refining level."; - next; - mes "[Locas]"; - mes "Level 3 weapon will add ^A20B095^000000 to the attacking power per each refining level."; - next; - mes "[Locas]"; - mes "Lastly, level 4 weapon will add ^A20B097^000000 to the attacking power per each refining level."; - next; - mes "[Locas]"; - mes "Ah, I missed the Armor. The Armor can be add ^A20B091^000000 to the defense power per each refining level."; - next; - mes "[Locas]"; - mes "Well, by now the explanations were only for the effect of the safe refining...."; - next; - mes "[Locas]"; - mes "You would better learn yourself ^A20B09the effect of over refining^000000 regardless of potential risk."; - next; - mes "[Locas]"; - mes "If I tell you all the details, it is likely you start reading an epic novel of 10,000 pages, I'll tell you the ending of it."; - next; - mes "[Locas]"; - mes "One thing to be clear is you should be careful about destroying your equipment if you get over-eager."; - next; + mes("[Locas]"); + mes("I thought my explanations to you were easy, but it wasn't..."); + next(); + mes("[Locas]"); + mes("So, if you refine a knife with 17 attacking power and by +1, it will become 19 attacking power.. Like this."); + next(); + mes("[Locas]"); + mes("In fact, there is no need to talk too much here. You just experience it later."); + next(); + mes("[Locas]"); + mes("Level 2 weapon will add ^A20B093^000000 to the attacking power per each refining level."); + next(); + mes("[Locas]"); + mes("Level 3 weapon will add ^A20B095^000000 to the attacking power per each refining level."); + next(); + mes("[Locas]"); + mes("Lastly, level 4 weapon will add ^A20B097^000000 to the attacking power per each refining level."); + next(); + mes("[Locas]"); + mes("Ah, I missed the Armor. The Armor can be add ^A20B091^000000 to the defense power per each refining level."); + next(); + mes("[Locas]"); + mes("Well, by now the explanations were only for the effect of the safe refining...."); + next(); + mes("[Locas]"); + mes("You would better learn yourself ^A20B09the effect of over refining^000000 regardless of potential risk."); + next(); + mes("[Locas]"); + mes("If I tell you all the details, it is likely you start reading an epic novel of 10,000 pages, I'll tell you the ending of it."); + next(); + mes("[Locas]"); + mes("One thing to be clear is you should be careful about destroying your equipment if you get over-eager."); + next(); continue; case 3: break; } break; } - mes "[Locas]"; - mes "Thank you for your listening to a long story. This is all I can explain you."; - next; - mes "[Locas]"; - mes "Regarding the levels of weapons and safety refining, consult with Mr. Tadde. He will kindly answer to you."; - close; + mes("[Locas]"); + mes("Thank you for your listening to a long story. This is all I can explain you."); + next(); + mes("[Locas]"); + mes("Regarding the levels of weapons and safety refining, consult with Mr. Tadde. He will kindly answer to you."); + close(); } } @@ -13424,360 +13603,360 @@ izlude_d,155,132,3 duplicate(Locas#iz) Locas#iz_d 4_M_02 // - Teaches the player about enchanting. izlude,96,125,7 script Enchanter Mounds#iz 4_CAT_SAILOR2,{ if (!checkweight(Axe, 1)) { - mes "- As you have too many items in your inventory, Quest can't be continued -"; - close; + mes("- As you have too many items in your inventory, Quest can't be continued -"); + close(); } - disable_items; + disable_items(); .@in_tutorial = questprogress(5157) + questprogress(5158) + questprogress(5159); if (.@in_tutorial == 0) { - mes "[Mounds]"; - mes "Welcome. Welcome to the enchant association. I am ^142CEB Mounds^000000- head of Izlude branch of the Enchant association."; - next; + mes("[Mounds]"); + mes("Welcome. Welcome to the enchant association. I am ^142CEB Mounds^000000- head of Izlude branch of the Enchant association."); + next(); select("Oh... a cat can speak???"); - mes "[Mounds]"; - mes "Have you never seen a talking cat?"; - next; - mes "[Mounds]"; - mes "There is an island called ^FD4F02 Malangdo^000000 where only cats live and I am from there."; - next; - mes "[Mounds]"; - mes "There are cats like me who can speak the human language very well, but some cats speaking human and cat language are a mess."; - next; - mes "[Mounds]"; - mes "Well, that can be checked in Malangdo later are you interested in ^FD4F02Enchantments^000000?"; - next; + mes("[Mounds]"); + mes("Have you never seen a talking cat?"); + next(); + mes("[Mounds]"); + mes("There is an island called ^FD4F02 Malangdo^000000 where only cats live and I am from there."); + next(); + mes("[Mounds]"); + mes("There are cats like me who can speak the human language very well, but some cats speaking human and cat language are a mess."); + next(); + mes("[Mounds]"); + mes("Well, that can be checked in Malangdo later are you interested in ^FD4F02Enchantments^000000?"); + next(); select("Enchant Association?"); - mes "[Mounds]"; - mes "The Enchant Association is the group made by those of us who can enchant."; - next; - mes "[Mounds]"; - mes "This association is composed of two divisions of ^FD4F02the socket enchant division^000000 and ^FD4F02 the hidden enchant division^000000."; - next; - mes "[Mounds]"; - mes "Maybe, are you curious about each division?"; - next; - while(1) { + mes("[Mounds]"); + mes("The Enchant Association is the group made by those of us who can enchant."); + next(); + mes("[Mounds]"); + mes("This association is composed of two divisions of ^FD4F02the socket enchant division^000000 and ^FD4F02 the hidden enchant division^000000."); + next(); + mes("[Mounds]"); + mes("Maybe, are you curious about each division?"); + next(); + while(true) { switch(select("Socket Enchant?", "Hidden Enchant", "Question finished")) { case 1: - mes "[Mounds]"; - mes "You are curious about the socket enchant.. Here is the explantion."; - next; - mes "[Mounds]"; - mes "From unknown reason, There has been existing ^FD4F02card slots^000000 on the equipments obtainable from monsters."; - next; - mes "[Mounds]"; - mes "People started to question, 'Can we make a device to insert cards to these?'"; - next; - mes "[Mounds]"; - mes "At last, one day a man called ^142CEBSeyablem^000000 showed up with the technology of socket enchant."; - next; - mes "[Mounds]"; - mes "Nobody knew how he got the technology...."; - next; - mes "[Mounds]"; - mes "Someday later, a younger brother of Seyablem called ^142CEBLeyablem^000000 introduced a different device from his brother to socket enchant other equipments."; - next; - mes "[Mounds]"; - mes "Many people using the brothers' socket enchanting services, they stole the technology"; - next; + mes("[Mounds]"); + mes("You are curious about the socket enchant.. Here is the explantion."); + next(); + mes("[Mounds]"); + mes("From unknown reason, There has been existing ^FD4F02card slots^000000 on the equipments obtainable from monsters."); + next(); + mes("[Mounds]"); + mes("People started to question, 'Can we make a device to insert cards to these?'"); + next(); + mes("[Mounds]"); + mes("At last, one day a man called ^142CEBSeyablem^000000 showed up with the technology of socket enchant."); + next(); + mes("[Mounds]"); + mes("Nobody knew how he got the technology...."); + next(); + mes("[Mounds]"); + mes("Someday later, a younger brother of Seyablem called ^142CEBLeyablem^000000 introduced a different device from his brother to socket enchant other equipments."); + next(); + mes("[Mounds]"); + mes("Many people using the brothers' socket enchanting services, they stole the technology"); + next(); select("Ok seems simple enough..."); - mes "[Mounds]"; - mes "The brothers happened to join the enchant association. And from time to time, they teach the technology to us in Malangdo."; - next; - mes "[Mounds]"; - mes "Learning the technology diligently, some day will come when others can do socket enchants."; - next; - mes "[Mounds]"; - mes "Ah, my story went off topic."; - next; - mes "[Mounds]"; - mes "Well, conclusion is this, socket enchant means to add a card socket to the common equipment being sold at any shops."; - next; - mes "[Mounds]"; - mes "It is called socket enchant. Are you curious about the other division?"; - next; + mes("[Mounds]"); + mes("The brothers happened to join the enchant association. And from time to time, they teach the technology to us in Malangdo."); + next(); + mes("[Mounds]"); + mes("Learning the technology diligently, some day will come when others can do socket enchants."); + next(); + mes("[Mounds]"); + mes("Ah, my story went off topic."); + next(); + mes("[Mounds]"); + mes("Well, conclusion is this, socket enchant means to add a card socket to the common equipment being sold at any shops."); + next(); + mes("[Mounds]"); + mes("It is called socket enchant. Are you curious about the other division?"); + next(); break; case 2: - mes "[Mounds]"; - mes "Ah ! Are you curious about the hidden enchant?"; - next; - mes "[Mounds]"; - mes "OK. First, I have to let you know how the hidden enchnat skill was born."; - next; - mes "[Mounds]"; - mes "The original inventor was looking for a way to unlock the 4th slot of a 3 slotted weapon."; - next; - mes "[Mounds]"; - mes "So he studied the technology to make use of the remaining slot."; - next; - mes "[Mounds]"; - mes "When the study was finally successful he taught it to his apprentices and was never heard from again."; - next; - mes "[Mounds]"; - mes "His technology reinforced the equipment with a gem that had special properties similar to monster cards."; - next; - mes "[Mounds]"; - mes "That technology has been developed and improved to make the current ^FD4F02 Enchant association ^000000"; - next; - mes "[Mounds]"; - mes "Briefly speaking, to make a stronger equipment with a special enchantment is the hidden enchant."; - next; - mes "[Mounds]"; - mes "Are you curious about the other division?"; - next; + mes("[Mounds]"); + mes("Ah ! Are you curious about the hidden enchant?"); + next(); + mes("[Mounds]"); + mes("OK. First, I have to let you know how the hidden enchnat skill was born."); + next(); + mes("[Mounds]"); + mes("The original inventor was looking for a way to unlock the 4th slot of a 3 slotted weapon."); + next(); + mes("[Mounds]"); + mes("So he studied the technology to make use of the remaining slot."); + next(); + mes("[Mounds]"); + mes("When the study was finally successful he taught it to his apprentices and was never heard from again."); + next(); + mes("[Mounds]"); + mes("His technology reinforced the equipment with a gem that had special properties similar to monster cards."); + next(); + mes("[Mounds]"); + mes("That technology has been developed and improved to make the current ^FD4F02 Enchant association ^000000"); + next(); + mes("[Mounds]"); + mes("Briefly speaking, to make a stronger equipment with a special enchantment is the hidden enchant."); + next(); + mes("[Mounds]"); + mes("Are you curious about the other division?"); + next(); break; case 3: break; } break; } - mes "[Mounds]"; - mes "You don't have any further questions."; - next; - mes "[Mounds]"; - mes "Later, if you want to experience the hidden enchant or socket enchant, I will give you a hand."; - next; - setquest 5157; - mes "[Mounds]"; - mes "Come to me anytime."; - close; + mes("[Mounds]"); + mes("You don't have any further questions."); + next(); + mes("[Mounds]"); + mes("Later, if you want to experience the hidden enchant or socket enchant, I will give you a hand."); + next(); + setquest(5157); + mes("[Mounds]"); + mes("Come to me anytime."); + close(); } else if (.@in_tutorial == 1) { - mes "[Mounds]"; - mes "Welcome.. Ah, we've met before right?"; - next; - mes "[Mounds]"; - mes "Are you coming to experience the hidden enchant or the socket enchant?"; - next; - if(select("I am just passing by.", "Came to experience it.") == 1) { - mes "[Mounds]"; - mes "You may be on the way to Prontera. Be careful and come back."; - close; - } - mes "[Mounds]"; - mes "You want an experience."; - next; - mes "[Mounds]"; - mes "The experience course starts from the experience of the simple socket enchant."; - next; - mes "[Mounds]"; - mes "For this, you need material. Will you buy a cotton shirt at Izlude Armor shop?"; - next; - setquest 5158; - mes "[Mounds]"; - mes "When you bring the cotton shirt, we will immediately start ^FD4F02the socket enchnat experience^000000 course."; - close; + mes("[Mounds]"); + mes("Welcome.. Ah, we've met before right?"); + next(); + mes("[Mounds]"); + mes("Are you coming to experience the hidden enchant or the socket enchant?"); + next(); + if (select("I am just passing by.", "Came to experience it.") == 1) { + mes("[Mounds]"); + mes("You may be on the way to Prontera. Be careful and come back."); + close(); + } + mes("[Mounds]"); + mes("You want an experience."); + next(); + mes("[Mounds]"); + mes("The experience course starts from the experience of the simple socket enchant."); + next(); + mes("[Mounds]"); + mes("For this, you need material. Will you buy a cotton shirt at Izlude Armor shop?"); + next(); + setquest(5158); + mes("[Mounds]"); + mes("When you bring the cotton shirt, we will immediately start ^FD4F02the socket enchnat experience^000000 course."); + close(); } else if (.@in_tutorial == 2) { - mes "[Mounds]"; + mes("[Mounds]"); if (countitem(Cotton_Shirt_) > 0) { - mes "Oh this is a socketed shirt already!"; - next; - mes "[Mounds]"; - mes "Bring us the normal shirt without holes."; - close; + mes("Oh this is a socketed shirt already!"); + next(); + mes("[Mounds]"); + mes("Bring us the normal shirt without holes."); + close(); } else if (countitem(Cotton_Shirt) > 0) { - mes "It must be a plain cotton shirt."; - next; + mes("It must be a plain cotton shirt."); + next(); } else { - mes "When you bring the plain cotton shirt from the Armor shop, we will start the socket enchant experience."; - close; - } - mes "[Mounds]"; - mes "Not like all other enchants, the socket enchant is being worked without items installed."; - next; - mes "[Mounds]"; - mes "Then, let's start the socket enchant."; - next; - mes "[Mounds]"; - mes "One!"; - next; - mes "[Mounds]"; - mes "One! Two!"; - next; - mes "[Mounds]"; - mes "One! Two! Three!"; - next; - specialeffect2 EF_SANCTUARY; - completequest 5158; - delitem Cotton_Shirt, 1; // Cotton_Shirt - getitem Cotton_Shirt_, 1; // Cotton_Shirt_ - mes "[Mounds]"; - mes "You have suceeded in socket enchant."; - close; + mes("When you bring the plain cotton shirt from the Armor shop, we will start the socket enchant experience."); + close(); + } + mes("[Mounds]"); + mes("Not like all other enchants, the socket enchant is being worked without items installed."); + next(); + mes("[Mounds]"); + mes("Then, let's start the socket enchant."); + next(); + mes("[Mounds]"); + mes("One!"); + next(); + mes("[Mounds]"); + mes("One! Two!"); + next(); + mes("[Mounds]"); + mes("One! Two! Three!"); + next(); + specialeffect(EF_SANCTUARY, AREA, playerattached()); + completequest(5158); + delitem(Cotton_Shirt, 1); // Cotton_Shirt + getitem(Cotton_Shirt_, 1); // Cotton_Shirt_ + mes("[Mounds]"); + mes("You have suceeded in socket enchant."); + close(); } else if (.@in_tutorial == 3) { - mes "[Mounds]"; - mes "Have you checked the equipment? It now has an empty slot in it."; - next; - mes "[Mounds]"; - mes "But, like this time the success rate is not always ^FD4F02100%^000000 as you are still in the studying phase."; - next; - mes "[Mounds]"; - mes "Please keep in mind that there always risks of failure and if failed, the equipment will be broken."; - next; - mes "[Mounds]"; - mes "If you want to know more about the socket enchant, go and consult with Leyablem or Seyablem who are working at Prontera or Payon."; - next; + mes("[Mounds]"); + mes("Have you checked the equipment? It now has an empty slot in it."); + next(); + mes("[Mounds]"); + mes("But, like this time the success rate is not always ^FD4F02100%^000000 as you are still in the studying phase."); + next(); + mes("[Mounds]"); + mes("Please keep in mind that there always risks of failure and if failed, the equipment will be broken."); + next(); + mes("[Mounds]"); + mes("If you want to know more about the socket enchant, go and consult with Leyablem or Seyablem who are working at Prontera or Payon."); + next(); select("I see."); - mes "[Mounds]"; - mes "Now it's time for your experiencing the hidden enchant."; - next; - mes "[Mounds]"; - mes "Equipped with the just socket enchanted cotton shirt, get the hidden enchant from"; - next; - setquest 5159; - mes "[Mounds]"; - mes "Almond J, the cat in charge with the hidden enchant over there."; - close; + mes("[Mounds]"); + mes("Now it's time for your experiencing the hidden enchant."); + next(); + mes("[Mounds]"); + mes("Equipped with the just socket enchanted cotton shirt, get the hidden enchant from"); + next(); + setquest(5159); + mes("[Mounds]"); + mes("Almond J, the cat in charge with the hidden enchant over there."); + close(); } else if (.@in_tutorial == 4) { - mes "[Mounds]"; - mes "Get the hidden enchant from Almond J with wearing the cotton shirt socket enchanted."; - close; + mes("[Mounds]"); + mes("Get the hidden enchant from Almond J with wearing the cotton shirt socket enchanted."); + close(); } else if (.@in_tutorial == 5) { - mes "[Mounds]"; - mes "Eh? You came earlier than expected? I though it might take time after listening to all the explanations."; - next; + mes("[Mounds]"); + mes("Eh? You came earlier than expected? I though it might take time after listening to all the explanations."); + next(); select("Explain about the situation."); - mes "[Mounds]"; - mes "Keuh~~ It happened...."; - next; - mes "[Mounds]"; - mes "I should beware of you, when you were making a big noise to do the hidden enchant."; - next; - mes "[Mounds]"; - mes "Anyway, I am sorry.. Though it is short, I will make the explanation for you."; - next; - mes "[Mounds]"; - mes "Have you checked the hidden enchant?"; - next; - if(select("Yes, I have.", "No. I haven't.") == 1) { - mes "[Mounds]"; - mes "As you have checked it already, my explanation became easy."; - next; + mes("[Mounds]"); + mes("Keuh~~ It happened...."); + next(); + mes("[Mounds]"); + mes("I should beware of you, when you were making a big noise to do the hidden enchant."); + next(); + mes("[Mounds]"); + mes("Anyway, I am sorry.. Though it is short, I will make the explanation for you."); + next(); + mes("[Mounds]"); + mes("Have you checked the hidden enchant?"); + next(); + if (select("Yes, I have.", "No. I haven't.") == 1) { + mes("[Mounds]"); + mes("As you have checked it already, my explanation became easy."); + next(); } else { - mes "[Mounds]"; - mes "Hmmm. Recommend you examine the condition of your cotton shirt, opening item window."; - next; - } - mes "[Mounds]"; - mes "As you have checked it already, my explanation became easy."; - next; - mes "[Mounds]"; - mes "As I explained you just before, the hidden enchant is the work to insert to weapoon or Armor a gem with a special option into the equipment."; - next; - mes "[Mounds]"; - mes "As you know it, if you checked, you may notice something new was at the no. 3 and 4 slots at the bottom of item information window."; - next; - mes "[Mounds]"; - mes "Hidden enchant is being proceeded with the similar equipment worn as Almond J's."; - next; - mes "[Mounds]"; - mes "Of course, there are some other places to do the hidden enchants."; - next; - if(select("Satisfied.", "A little short.") == 1) { - mes "[Mounds]"; - mes "It is fortunate. Do you have any experience to be added? If so, please write it to me."; - next; + mes("[Mounds]"); + mes("Hmmm. Recommend you examine the condition of your cotton shirt, opening item window."); + next(); + } + mes("[Mounds]"); + mes("As you have checked it already, my explanation became easy."); + next(); + mes("[Mounds]"); + mes("As I explained you just before, the hidden enchant is the work to insert to weapoon or Armor a gem with a special option into the equipment."); + next(); + mes("[Mounds]"); + mes("As you know it, if you checked, you may notice something new was at the no. 3 and 4 slots at the bottom of item information window."); + next(); + mes("[Mounds]"); + mes("Hidden enchant is being proceeded with the similar equipment worn as Almond J's."); + next(); + mes("[Mounds]"); + mes("Of course, there are some other places to do the hidden enchants."); + next(); + if (select("Satisfied.", "A little short.") == 1) { + mes("[Mounds]"); + mes("It is fortunate. Do you have any experience to be added? If so, please write it to me."); + next(); } else { - mes "[Mounds]"; - mes "Experience seems not be satisfactory with you. Can you write me what was it?"; - next; - mes "[Mounds]"; - mes "I will refer it for planning the next experience."; - next; - } - input .@advice$; - mes "[Mounds]"; - mes "Thank you for your valuable advice."; - next; - mes "[Mounds]"; - mes "Thank you for your patience listening to my boring explanation."; - next; - mes "[Mounds]"; - mes "This is a small gift hoping your continuous support for our enchant association."; - next; - completequest 5157; + mes("[Mounds]"); + mes("Experience seems not be satisfactory with you. Can you write me what was it?"); + next(); + mes("[Mounds]"); + mes("I will refer it for planning the next experience."); + next(); + } + input(.@advice$); + mes("[Mounds]"); + mes("Thank you for your valuable advice."); + next(); + mes("[Mounds]"); + mes("Thank you for your patience listening to my boring explanation."); + next(); + mes("[Mounds]"); + mes("This is a small gift hoping your continuous support for our enchant association."); + next(); + completequest(5157); if (Class == Job_Novice) { - getexp 1200, 500; - mes "Received the explanation about the enchants, some experience and Kafra storage free coupon."; + getexp(1200, 500); + mes("Received the explanation about the enchants, some experience and Kafra storage free coupon."); } else { - mes "Received the explanation and Kafra free storage coupon."; + mes("Received the explanation and Kafra free storage coupon."); } - getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket - next; - mes "[Mounds]"; - mes "Then, I will see you later."; - close; + getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket + next(); + mes("[Mounds]"); + mes("Then, I will see you later."); + close(); } else if (.@in_tutorial == 6) { - mes "[Mounds]"; - mes "Welcome to the enchant association. I am Mounds - head of Izlude branch of Enchant association."; - next; - mes "[Mounds]"; - mes "Eh? Your appreance is familiar. Have we met before?"; - next; - mes "[Mounds]"; - mes "As I can't remember all the people I met as they are too many, strangely you have a face not to forget."; - next; - mes "[Mounds]"; - mes "Perhaps, are you here to learn about enchanting? I will kindly explain you about it."; - next; - while(1) { + mes("[Mounds]"); + mes("Welcome to the enchant association. I am Mounds - head of Izlude branch of Enchant association."); + next(); + mes("[Mounds]"); + mes("Eh? Your appreance is familiar. Have we met before?"); + next(); + mes("[Mounds]"); + mes("As I can't remember all the people I met as they are too many, strangely you have a face not to forget."); + next(); + mes("[Mounds]"); + mes("Perhaps, are you here to learn about enchanting? I will kindly explain you about it."); + next(); + while(true) { switch(select("Socket enchant", "Hidden enchant", "Give regards", "No questions at all.")) { case 1: - mes "[Mounds]"; - mes "Socket enchant is the skill to make card slots appear in Weapon or Armor."; - next; - mes "[Mounds]"; - mes "When you meet the Seyablem and Leyablem brothers around the towns of Rune Midgard they can help you with this service."; - next; - mes "[Mounds]"; - mes "If they fail to put a new slot in your item say farewell to it..."; - next; - mes "[Mounds]"; - mes "It's usually a good idea to have more than 1 item to add a slot to because it can fail a lot sometimes."; - next; + mes("[Mounds]"); + mes("Socket enchant is the skill to make card slots appear in Weapon or Armor."); + next(); + mes("[Mounds]"); + mes("When you meet the Seyablem and Leyablem brothers around the towns of Rune Midgard they can help you with this service."); + next(); + mes("[Mounds]"); + mes("If they fail to put a new slot in your item say farewell to it..."); + next(); + mes("[Mounds]"); + mes("It's usually a good idea to have more than 1 item to add a slot to because it can fail a lot sometimes."); + next(); break; case 2: - mes "[Mounds]"; - mes "Hidden enchant means to put enchanted gems into the hidden slots of an item."; - next; - mes "[Mounds]"; - mes "You have to be wearing the item that is being enchanted as it uses the wearers fortune as the success rate."; - next; - mes "[Mounds]"; - mes "Many places are providing the various hidden enchant service in different ways, if you have time, please visit one of them."; - next; + mes("[Mounds]"); + mes("Hidden enchant means to put enchanted gems into the hidden slots of an item."); + next(); + mes("[Mounds]"); + mes("You have to be wearing the item that is being enchanted as it uses the wearers fortune as the success rate."); + next(); + mes("[Mounds]"); + mes("Many places are providing the various hidden enchant service in different ways, if you have time, please visit one of them."); + next(); break; case 3: - mes "[Mounds]"; - mes "News? Enchant association doesn't have a big issue going on."; - next; - mes "[Mounds]"; - mes "Ah!! I remember that Almond J sent with me from Izlude branch wanted to do advertising..."; - next; - mes "[Mounds]"; - mes "He drafted the initiative for the free service of hidden enchant to the beginner's weapons. I approved it as it looked a good idea."; - next; - mes "[Mounds]"; - mes "What? If you have a beginners weapon, it may not hurt to try it."; - next; + mes("[Mounds]"); + mes("News? Enchant association doesn't have a big issue going on."); + next(); + mes("[Mounds]"); + mes("Ah!! I remember that Almond J sent with me from Izlude branch wanted to do advertising..."); + next(); + mes("[Mounds]"); + mes("He drafted the initiative for the free service of hidden enchant to the beginner's weapons. I approved it as it looked a good idea."); + next(); + mes("[Mounds]"); + mes("What? If you have a beginners weapon, it may not hurt to try it."); + next(); break; case 4: - mes "[Mounds]"; - mes "Come to me whenever you have a question about the enchant association."; - close; + mes("[Mounds]"); + mes("Come to me whenever you have a question about the enchant association."); + close(); } - mes "[Mounds]"; - mes "Any other questions?"; - next; + mes("[Mounds]"); + mes("Any other questions?"); + next(); } } else { - mes "[Mounds]"; - mes "Something strange must've happened. If this continues, please contact customer service."; - close; + mes("[Mounds]"); + mes("Something strange must've happened. If this continues, please contact customer service."); + close(); } OnInit: - //AddQuestInfo 5157 1 0 - //SetQuestLevel 5157 1 20 + //Addquestinfo 5157 1 0 + //setquestLevel 5157 1 20 end; } @@ -13790,142 +13969,142 @@ izlude_d,96,125,7 duplicate(Enchanter Mounds#iz) Enchanter Mounds#iz_d 4_CAT_SAI // - Teaches the player about enchanting. izlude,108,139,7 script Enchanter Almond J#iz 4_CAT_SAILOR3,{ if (!checkweight(Axe, 1)) { - mes "- As you have too many items in your inventory, Quest can't be continued -"; - close; + mes("- As you have too many items in your inventory, Quest can't be continued -"); + close(); } - disable_items; + disable_items(); .@in_tutorial = (questprogress(5157) + questprogress(5158) + questprogress(5159)); if (.@in_tutorial < 4) { - mes "[Almond J]"; - mes "Hello, I am Almon J of the enchant association.~"; - next; - mes "[Almond J]"; - mes "If you have anything to do with the enchant association, please consult with Mounds inside."; - close2; + mes("[Almond J]"); + mes("Hello, I am Almon J of the enchant association.~"); + next(); + mes("[Almond J]"); + mes("If you have anything to do with the enchant association, please consult with Mounds inside."); + close2(); enable_items; end; } else if (.@in_tutorial == 4) { .@equip = getequipid(EQI_ARMOR); .@part = EQI_ARMOR; - mes "[Almond J]"; - mes "Welcome.. I have been waiting for you. Are you coming for the hidden enchant service on your cotton shirt?"; - next; - if(select("Ench? Whatis?", "Yes.") == 1) { - mes "[Almond J]"; - mes "Eummm?"; - next; - mes "[Almond J]"; - mes "What happened?"; - close; - } - mes "[Almond J]"; - mes "Oh... finally you came..."; - next; - mes "[Almond J]"; - mes "Has your ^142cebCotton Shirt[1]^000000 been equipped? Shall we start now? Ready?"; - next; + mes("[Almond J]"); + mes("Welcome.. I have been waiting for you. Are you coming for the hidden enchant service on your cotton shirt?"); + next(); + if (select("Ench? Whatis?", "Yes.") == 1) { + mes("[Almond J]"); + mes("Eummm?"); + next(); + mes("[Almond J]"); + mes("What happened?"); + close(); + } + mes("[Almond J]"); + mes("Oh... finally you came..."); + next(); + mes("[Almond J]"); + mes("Has your ^142cebCotton Shirt[1]^000000 been equipped? Shall we start now? Ready?"); + next(); select("You look excited."); - mes "[Almond J]"; - mes "Heh... is that so? Frankly, it is my first time... I am really excited."; - next; - mes "[Almond J]"; - mes "Are you ready? Yes? Do it now. Now!!"; - next; - if(select("Hidden enchant start!!", "Wait for a while.") == 2) { - mes "[Almond J]"; - mes "Heh? Eh? Hik?! Come here quick."; - close2; + mes("[Almond J]"); + mes("Heh... is that so? Frankly, it is my first time... I am really excited."); + next(); + mes("[Almond J]"); + mes("Are you ready? Yes? Do it now. Now!!"); + next(); + if (select("Hidden enchant start!!", "Wait for a while.") == 2) { + mes("[Almond J]"); + mes("Heh? Eh? Hik?! Come here quick."); + close2(); enable_items; end; } if (!.@equip) { - mes "[Almond J]"; - mes "Please come back after you have equipped the Cotton Shirt."; - close2; + mes("[Almond J]"); + mes("Please come back after you have equipped the Cotton Shirt."); + close2(); enable_items; end; } if (getequipid(EQI_ARMOR) == Cotton_Shirt_) { .@refineCount = getequiprefinerycnt(EQI_ARMOR); } else { - mes "[Almond J]"; - mes "Hing, it is not a normal Cotton Shirt."; - close2; + mes("[Almond J]"); + mes("Hing, it is not a normal Cotton Shirt."); + close2(); enable_items; end; } - mes "[Almond J]"; - mes "Now!! Start the first hidden enchant!! Start!!!!!"; - next; - specialeffect2 EF_REPAIRWEAPON; + mes("[Almond J]"); + mes("Now!! Start the first hidden enchant!! Start!!!!!"); + next(); + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); progressbar "ffff00", 2; - completequest 5159; + completequest(5159); delequip .@part; setarray .@equip_card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3); - getitem2 2302,1,1,.@refineCount,0,.@equip_card[0],.@equip_card[1],SP50,HP100; // Cotton_Shirt_ - mes "[Almond J]"; - mes "Zzazanzn!! Completed!!"; - next; + getitem2(2302,1,1,.@refineCount,0,.@equip_card[0],.@equip_card[1],SP50,HP100); // Cotton_Shirt_ + mes("[Almond J]"); + mes("Zzazanzn!! Completed!!"); + next(); select("Wow, that was quick."); - mes "[Almond J]"; - mes "How about it? Don't you think the hidden enchant is great? Any chance to do another hidden enchant?"; - next; - mes "[Almond J]"; - mes "It's fun. I want to do it again. Hey, another trial Ok? Aaaaa!!! I want to do the hidden enchant again."; - next; - mes "Gradually you are getting into your own world. You better go back to Mounds."; - close2; + mes("[Almond J]"); + mes("How about it? Don't you think the hidden enchant is great? Any chance to do another hidden enchant?"); + next(); + mes("[Almond J]"); + mes("It's fun. I want to do it again. Hey, another trial Ok? Aaaaa!!! I want to do the hidden enchant again."); + next(); + mes("Gradually you are getting into your own world. You better go back to Mounds."); + close2(); enable_items; end; } else if (.@in_tutorial == 5) { - mes "[Almond J]"; - mes "How about it? Don't you think the hidden enchant is great? Any chance to do another hidden enchant?"; - next; - mes "[Almond J]"; - mes "It's fun. I want to do it again. Hey, another trial Ok? Aaaaa!!! I want to do the hidden enchant again."; - next; - mes "Gradually you are getting into your own world. You better go back to Mounds."; - close2; + mes("[Almond J]"); + mes("How about it? Don't you think the hidden enchant is great? Any chance to do another hidden enchant?"); + next(); + mes("[Almond J]"); + mes("It's fun. I want to do it again. Hey, another trial Ok? Aaaaa!!! I want to do the hidden enchant again."); + next(); + mes("Gradually you are getting into your own world. You better go back to Mounds."); + close2(); enable_items; end; } else if (.@in_tutorial == 6) { - mes "[Almond J]"; - mes "Heh heh... how are you? I am doing a ^142CEB service of free hidden enchant for the beginner's weapon to advertise the enchant association.^000000."; - next; + mes("[Almond J]"); + mes("Heh heh... how are you? I am doing a ^142CEB service of free hidden enchant for the beginner's weapon to advertise the enchant association.^000000."); + next(); } else { - mes "[Almond J]"; - mes "Something strange must've happened. If this continues, please contact customer service."; - close2; + mes("[Almond J]"); + mes("Something strange must've happened. If this continues, please contact customer service."); + close2(); enable_items; end; } - mes "[Almond J]"; - mes "As you are still a beginner, you don't have a very, very, very functional jewelry, but soon you will have."; - next; - mes "[Almond J]"; - mes "How about it? Will you try the hidden enchant for the beginner's weapon free of charge?"; - next; + mes("[Almond J]"); + mes("As you are still a beginner, you don't have a very, very, very functional jewelry, but soon you will have."); + next(); + mes("[Almond J]"); + mes("How about it? Will you try the hidden enchant for the beginner's weapon free of charge?"); + next(); switch(select("Hidden enchant start!!", "What weapons are you enchanting?", "Just passing by.")) { case 1: break; case 2: - mes "[Almond J]"; - mes "Ah!! Weapons? Hehehe.. I didn't explain it to you enough."; - next; - mes "[Almond J]"; - mes "The weapon to be serviced with the free hidden enchant has the ^FD4F02Novice^000000 name in front of the weapon."; - next; - mes "[Almond J]"; - mes "^FD4F02For Novices-"; - mes "Cutter, Mace, Rod, Axe, Etc."; - close2; + mes("[Almond J]"); + mes("Ah!! Weapons? Hehehe.. I didn't explain it to you enough."); + next(); + mes("[Almond J]"); + mes("The weapon to be serviced with the free hidden enchant has the ^FD4F02Novice^000000 name in front of the weapon."); + next(); + mes("[Almond J]"); + mes("^FD4F02For Novices-"); + mes("Cutter, Mace, Rod, Axe, Etc."); + close2(); enable_items; end; case 3: - mes "[Almond J]"; - mes "Ye?!?!?!?!?!"; - mes "Where are you going? You should do the hidden enchant before going."; - close2; + mes("[Almond J]"); + mes("Ye?!?!?!?!?!"); + mes("Where are you going? You should do the hidden enchant before going."); + close2(); enable_items; end; } @@ -13936,20 +14115,20 @@ izlude,108,139,7 script Enchanter Almond J#iz 4_CAT_SAILOR3,{ setarray .@equip_card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3); if (!.@equip) { - mes "[Almond J]"; - mes "Hehehe... hidden enchant makes me excited. But you should come back with your weapon armed."; - close2; + mes("[Almond J]"); + mes("Hehehe... hidden enchant makes me excited. But you should come back with your weapon armed."); + close2(); enable_items; end; } - mes "[Almond J]"; + mes("[Almond J]"); switch(.@equip) { case 1243: // Novice_Knife - mes "It is!! ^142ceb the Novice Knife^000000."; - next; - mes "[Almond J]"; - mes "But this weapon might be strange to add a hidden enchant? Sorry."; - close2; + mes("It is!! ^142ceb the Novice Knife^000000."); + next(); + mes("[Almond J]"); + mes("But this weapon might be strange to add a hidden enchant? Sorry."); + close2(); enable_items; end; case 1381: // N_Battle_Axe @@ -13964,12 +14143,12 @@ izlude,108,139,7 script Enchanter Almond J#iz 4_CAT_SAILOR3,{ case 13182: // Novice_Gatling case 13183: // Novice_Grenade_Launcher case 13415: // N_Falchion - mes "It is!! The ^142ceb"+ getequipname(EQI_HAND_R) +"^000000."; - next; + mes("It is!! The ^142ceb"+ getequipname(EQI_HAND_R) +"^000000."); + next(); break; default: - mes "Ehee.. It is not a Novice Weapon. Leaving this expensive weapon to us and if broken... I'm not taking that chance."; - close2; + mes("Ehee.. It is not a Novice Weapon. Leaving this expensive weapon to us and if broken... I'm not taking that chance."); + close2(); enable_items; end; } @@ -13987,17 +14166,17 @@ izlude,108,139,7 script Enchanter Almond J#iz 4_CAT_SAILOR3,{ else .@enchant2 = .@enchantments[.@enchant2]; - mes "[Almond J]"; - mes "It is a good weapon Then!! Let's start the hidden enchant!!"; - next; - specialeffect2 EF_REPAIRWEAPON; + mes("[Almond J]"); + mes("It is a good weapon Then!! Let's start the hidden enchant!!"); + next(); + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); progressbar "ffff00", 3; delequip .@part; - getitem2 .@equip,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@enchant1,.@enchant2; - mes "[Almond J]"; - mes "Zzazanzn!! Completed!!"; - mes "As I'm too excited, I can't check the options. Please check it yourself."; - close2; + getitem2(.@equip,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@enchant1,.@enchant2); + mes("[Almond J]"); + mes("Zzazanzn!! Completed!!"); + mes("As I'm too excited, I can't check the options. Please check it yourself."); + close2(); enable_items; end; } @@ -14009,61 +14188,61 @@ izlude_d,108,139,7 duplicate(Enchanter Almond J#iz) Enchanter Almond J#iz_d 4_CA //== Repair Man ============================================ izlude,158,130,4 script Repair Man#iz 4_M_04,{ - mes "[Repair Man]"; - mes "Repairing broken equipment!! If you have broken equipment, bring it to me anytime."; - next; + mes("[Repair Man]"); + mes("Repairing broken equipment!! If you have broken equipment, bring it to me anytime."); + next(); switch(select("Repair it.", "Nothing to be repaired now.", "What is repairing?")) { case 1: .@broken = getbrokencount(); if (!.@broken) { - mes "[Repair Man]"; - mes "You must treat your equipment carefully... as you don't have anything to be repaired."; - close; + mes("[Repair Man]"); + mes("You must treat your equipment carefully... as you don't have anything to be repaired."); + close(); } .@cost = 5000 * .@broken; - mes "[Repair Man]"; - mes "Hmmm... let's see... oh.. hmm..."; - next; - mes "[Repair Man]"; - mes "------------------------"; - mes "Damaged Equipment Estimate"; - mes "Damaged Equipment: ^FF0000"+ .@broken +"?000000"; - mes "Fee: ^0000FF"+ .@cost +" Zeny^000000"; - mes "------------------------"; - mes "Would you like to proceed with the repair?"; - next; - if(select("Yes", "No") == 2) { - mes "[Repair Man]"; - mes "Well, I don't care. After all, it's not my equipment. However, leaving equipment unchecked is not a wise choice."; - close; + mes("[Repair Man]"); + mes("Hmmm... let's see... oh.. hmm..."); + next(); + mes("[Repair Man]"); + mes("------------------------"); + mes("Damaged Equipment Estimate"); + mesf("Damaged Equipment: ^FF0000%d000000", .@broken); + mesf("Fee: ^0000FF%d Zeny^000000", .@cost); + mes("------------------------"); + mes("Would you like to proceed with the repair?"); + next(); + if (select("Yes", "No") == 2) { + mes("[Repair Man]"); + mes("Well, I don't care. After all, it's not my equipment. However, leaving equipment unchecked is not a wise choice."); + close(); } if (Zeny < .@cost) { - mes "[Repair Man]"; - mes "The repair cost is 5000 Zeny per damaged equipment. You do not have enough money."; - close; + mes("[Repair Man]"); + mes("The repair cost is 5000 Zeny per damaged equipment. You do not have enough money."); + close(); } Zeny -= .@cost; repairall; - mes "[Repair Man]"; - mes "The repair has been completed. Be sure to take good care of your equipment."; - close; + mes("[Repair Man]"); + mes("The repair has been completed. Be sure to take good care of your equipment."); + close(); case 2: - mes "[Repair Man]"; - mes "If you don't have any equipment to be repaired, you may not have something to talk with me about."; - close; + mes("[Repair Man]"); + mes("If you don't have any equipment to be repaired, you may not have something to talk with me about."); + close(); case 3: - mes "[Repair Man]"; - mes "A specific skill or boss monster could break your equipment frequently."; - next; - mes "[Repair Man]"; - mes "This doesn't mean that your equipment is gone forever like what happens during refining."; - next; - mes "[Repair Man]"; - mes "When your item breaks this way, they won't perform normally..."; - next; - mes "[Repair Man]"; - mes "In this case, bring it to me, and I will repair it back to new at the cost of 5000 zeny for each equipment."; - close; + mes("[Repair Man]"); + mes("A specific skill or boss monster could break your equipment frequently."); + next(); + mes("[Repair Man]"); + mes("This doesn't mean that your equipment is gone forever like what happens during refining."); + next(); + mes("[Repair Man]"); + mes("When your item breaks this way, they won't perform normally..."); + next(); + mes("[Repair Man]"); + mes("In this case, bring it to me, and I will repair it back to new at the cost of 5000 zeny for each equipment."); + close(); } } @@ -14075,24 +14254,24 @@ izlude_d,158,130,4 duplicate(Repair Man#iz) Repair Man#iz_d 4_M_04 //== Old Novice Training Grounds =========================== // - These NPCs will teleport any stuck player to the new starting area. new_1-1,53,114,3 script Training Instructor#1a 4_F_03,{ - mes "[Training Instructor]"; - mes "The training grounds have been revised."; - mes "I will send you to Izlude."; - close2; - erasequest 7117, 7127; - if (strnpcinfo(4) == "new_1-1" || strnpcinfo(4) == "new_1-2" || strnpcinfo(4) == "new_1-3" || strnpcinfo(4) == "new_1-4") { + mes("[Training Instructor]"); + mes("The training grounds have been revised."); + mes("I will send you to Izlude."); + close2(); + erasequest(7117, 7127); + if (strnpcinfo(NPC_MAP) == "new_1-1" || strnpcinfo(NPC_MAP) == "new_1-2" || strnpcinfo(NPC_MAP) == "new_1-3" || strnpcinfo(NPC_MAP) == "new_1-4") { .@warp$ = "iz_int"; - } else if (strnpcinfo(4) == "new_2-1" || strnpcinfo(4) == "new_2-2" || strnpcinfo(4) == "new_2-3" || strnpcinfo(4) == "new_2-4") { + } else if (strnpcinfo(NPC_MAP) == "new_2-1" || strnpcinfo(NPC_MAP) == "new_2-2" || strnpcinfo(NPC_MAP) == "new_2-3" || strnpcinfo(NPC_MAP) == "new_2-4") { .@warp$ = "iz_int01"; - } else if (strnpcinfo(4) == "new_3-1" || strnpcinfo(4) == "new_3-2" || strnpcinfo(4) == "new_3-3" || strnpcinfo(4) == "new_3-4") { + } else if (strnpcinfo(NPC_MAP) == "new_3-1" || strnpcinfo(NPC_MAP) == "new_3-2" || strnpcinfo(NPC_MAP) == "new_3-3" || strnpcinfo(NPC_MAP) == "new_3-4") { .@warp$ = "iz_int02"; - } else if (strnpcinfo(4) == "new_4-1" || strnpcinfo(4) == "new_4-2" || strnpcinfo(4) == "new_4-3" || strnpcinfo(4) == "new_4-4") { + } else if (strnpcinfo(NPC_MAP) == "new_4-1" || strnpcinfo(NPC_MAP) == "new_4-2" || strnpcinfo(NPC_MAP) == "new_4-3" || strnpcinfo(NPC_MAP) == "new_4-4") { .@warp$ = "iz_int03"; - } else if (strnpcinfo(4) == "new_5-1" || strnpcinfo(4) == "new_5-2" || strnpcinfo(4) == "new_5-3" || strnpcinfo(4) == "new_5-4") { + } else if (strnpcinfo(NPC_MAP) == "new_5-1" || strnpcinfo(NPC_MAP) == "new_5-2" || strnpcinfo(NPC_MAP) == "new_5-3" || strnpcinfo(NPC_MAP) == "new_5-4") { .@warp$ = "iz_int04"; } - savepoint .@warp$, 98, 88; - warp .@warp$, 98, 88; + savepoint(.@warp$, 98, 88); + warp(.@warp$, 98, 88); end; } diff --git a/npc/re/jobs/novice/novice.txt b/npc/re/jobs/novice/novice.txt index e98fff417..18ba3fbe1 100644 --- a/npc/re/jobs/novice/novice.txt +++ b/npc/re/jobs/novice/novice.txt @@ -149,7 +149,7 @@ new_5-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv5a 4_F_01 mes "Of course, this Training Process is optional, if you want to go straight to town, that's also fine."; mes "But, you will miss all the advantages you can get in the Training Center."; next; - switch(select("Begin Training.:Start the game right away.")) { + switch(select("Begin Training.", "Start the game right away.")) { case 1: mes "[Sprakki]"; mes "I will guide you to the Novice Training Center."; @@ -163,8 +163,8 @@ new_5-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv5a 4_F_01 mes "^4d4dff- You received a quest 'Novice Training Ground -1' from Sprakki."; mes "Please check the Quest Info Window. -^000000"; close2; - savepoint strnpcinfo(4),100,100; - warp strnpcinfo(4),100,100; + savepoint strnpcinfo(NPC_MAP),100,100; + warp strnpcinfo(NPC_MAP),100,100; end; case 2: nov_1st_cos = 0; @@ -179,7 +179,7 @@ new_5-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv5a 4_F_01 mes "Ok, You want to start right away."; mes "Which Town do you want to start at?"; next; - .@select = select("Prontera:Morroc:Geffen:Payon:Alberta:Izlude"); + .@select = select("Prontera", "Morroc", "Geffen", "Payon", "Alberta", "Izlude"); mes "[Sprakki]"; mes "I see."; mes "Go ahead and grow stronger! Look toward a brighter future ahead of you."; @@ -218,8 +218,8 @@ new_5-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv5a 4_F_01 mes "These are the Novice Training Grounds."; mes "I will guide you to the Novice Training Center."; close2; - savepoint strnpcinfo(4),100,100; - warp strnpcinfo(4),100,100; + savepoint strnpcinfo(NPC_MAP),100,100; + warp strnpcinfo(NPC_MAP),100,100; end; } } @@ -445,7 +445,7 @@ new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 4_F_01 mes "You've come along fine this far."; mes "This is not much, but take this as a reward."; job_novice_q = 7; - getitem N_Adventurer's_Suit,1; + getitem N_Adventurers_Suit,1; completequest 7120; close; } else if (job_novice_q == 7) { @@ -453,7 +453,7 @@ new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 4_F_01 mes "Next step of the Training is done in the room west of here."; mes "If you are lost, I can send you there."; next; - switch(select("I can get there by myself.:Please, send me to the next room.")) { + switch(select("I can get there by myself.", "Please, send me to the next room.")) { case 1: mes "[Instructor Brade]"; mes "Good. That's the attitude you must have."; @@ -466,7 +466,7 @@ new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 4_F_01 mes "I think it's better than seeing you lost and wandering about."; mes "Hahahaha..."; close2; - warp strnpcinfo(4),41,172; + warp strnpcinfo(NPC_MAP),41,172; end; } } else { @@ -474,13 +474,13 @@ new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 4_F_01 mes "Aren't you done with the courses here?"; mes "Or are you just lost?"; next; - switch(select("Send me to the Combat Training Ground.:I want to go to town.")) { + switch(select("Send me to the Combat Training Ground.", "I want to go to town.")) { case 1: mes "[Instructor Brade]"; mes "Sure."; mes "Be careful not to be lost again."; close2; - warp "new_"+charat(strnpcinfo(4),4)+"-3",96,21; + warp "new_"+charat(strnpcinfo(NPC_MAP),4)+"-3",96,21; end; case 2: mes "[Instructor Brade]"; @@ -488,7 +488,7 @@ new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 4_F_01 mes "In that case, I will send you to where the Kafra Employee is at."; mes "Use ^4d4dffKafra's Warp Service^000000 to go to town."; close2; - warp strnpcinfo(4),41,172; + warp strnpcinfo(NPC_MAP),41,172; end; } } @@ -508,7 +508,7 @@ new_5-2,100,105,3 duplicate(NvBradeA) Brade#nv5a 4_M_JOB_KNIGHT1 mes "[Jinha]"; mes "You have to see Instructor Brade first before me. I will send you to Instructor Brade."; close2; - warp strnpcinfo(4),100,100; + warp strnpcinfo(NPC_MAP),100,100; end; } else if (job_novice_q == 5) { if (getskilllv("NV_FIRSTAID") > 0) { @@ -544,8 +544,8 @@ new_5-2,100,105,3 duplicate(NvBradeA) Brade#nv5a 4_M_JOB_KNIGHT1 mes "[Jinha]"; mes "It's recovery amount is small."; mes "Still, it will help you not to faint from a critical hit."; - specialeffect2 EF_BEGINSPELL6; - specialeffect2 EF_SPELLBREAKER; + specialeffect(EF_BEGINSPELL6, AREA, playerattached()); + specialeffect(EF_SPELLBREAKER, AREA, playerattached()); next; mes "[Jinha]"; mes "You can open the Skill Window by pressing the ^4d4dffskill^000000 button in the Basic Window."; @@ -566,7 +566,7 @@ new_5-2,100,105,3 duplicate(NvBradeA) Brade#nv5a 4_M_JOB_KNIGHT1 mes "Have it checked by Instructor Brade."; mes "If you don't know how to get to him, I will send you to him."; next; - switch(select("I'm good by myself.:Please, send me to him.")) { + switch(select("I'm good by myself.", "Please, send me to him.")) { case 1: mes "[Jinha]"; mes "Very Good!"; @@ -577,7 +577,7 @@ new_5-2,100,105,3 duplicate(NvBradeA) Brade#nv5a 4_M_JOB_KNIGHT1 mes "[Jinha]"; mes "I will send you to Instructor Brade."; close2; - warp strnpcinfo(4),100,100; + warp strnpcinfo(NPC_MAP),100,100; end; } } else { @@ -615,14 +615,14 @@ new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01 mes "Or you can go ahead and start with theory training."; mes "What would you like to do?"; next; - switch(select("Send me to Basic Training.:Start Theory Training.")) { + switch(select("Send me to Basic Training.", "Start Theory Training.")) { case 1: mes "[Chocolat]"; mes "Sure."; mes "I will send you to Instructor Brade."; mes "Instructor Brade will start your basic training."; close2; - warp strnpcinfo(4),100,100; + warp strnpcinfo(NPC_MAP),100,100; end; case 2: mes "[Chocolat]"; @@ -654,7 +654,7 @@ new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01 mes "[Chocolat]"; mes "If you don't know how to find them, I can send you to Instructor Brade, How about it?"; next; - switch(select("I will go myself.:Will you do that for me?")) { + switch(select("I will go myself.", "Will you do that for me?")) { case 1: mes "[Chocolat]"; mes "Sure. Go out to the door to the right."; @@ -664,7 +664,7 @@ new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01 mes "Sure."; mes "I will see you later."; close2; - warp strnpcinfo(4),100,100; + warp strnpcinfo(NPC_MAP),100,100; end; } } @@ -746,7 +746,7 @@ new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01 mes "Real Combat Training will be given by Instructor Brade. You met him earlier."; mes "I will send you to the Real Combat Training Field."; close2; - .@map$ = "new_"+charat(strnpcinfo(4),4)+"-3"; + .@map$ = "new_"+charat(strnpcinfo(NPC_MAP),4)+"-3"; savepoint .@map$,96,21; warp .@map$,96,21; end; @@ -754,7 +754,7 @@ new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01 mes "[Chocolat]"; mes "Are you lost?"; next; - switch(select("No, just looking around:Yes, send me to the Combat Training Field")) { + switch(select("No, just looking around", "Yes, send me to the Combat Training Field")) { case 1: mes "[Chocolat]"; mes "Okay, come back to me if"; @@ -764,7 +764,7 @@ new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01 mes "[Chocolat]"; mes "I will send you to the Real Combat Training Field."; close2; - .@map$ = "new_"+charat(strnpcinfo(4),4)+"-3"; + .@map$ = "new_"+charat(strnpcinfo(NPC_MAP),4)+"-3"; savepoint .@map$,96,21; warp .@map$,96,21; end; @@ -811,7 +811,7 @@ new_5-2,33,172,4 duplicate(NvChocolat) Chocolat#nv5 4W_KID mes "Do you want to hear another explanation?"; next; while(1) { - .@select = select("About Save:About Storage:About Teleport:About Cart:No More."); + .@select = select("About Save", "About Storage", "About Teleport", "About Cart", "No More."); if (.@select == 5) { mes "[Kafra Employee]"; mes "I hope you are satisfied with my explanation"; @@ -832,7 +832,7 @@ new_5-2,33,172,4 duplicate(NvChocolat) Chocolat#nv5 4W_KID mes "^4d4dffyou can NEVER come back to the Novice Training Field.^000000"; mes "So keep that in mind."; next; - switch(select("Teleport Service:About Kafra Service")) { + switch(select("Teleport Service", "About Kafra Service")) { case 1: mes "[Kafra Employee]"; mes "So, you are going straight to town."; @@ -849,7 +849,7 @@ new_5-2,33,172,4 duplicate(NvChocolat) Chocolat#nv5 4W_KID mes "Also, if you are trying to take a boat to go somewhere, you have to go through Alberta first."; mes "Select the town you want to teleport to."; next; - switch(select("Prontera:Morroc:Payon:Alberta:Geffen")) { + switch(select("Prontera", "Morroc", "Payon", "Alberta", "Geffen")) { case 1: mes "[Kafra Employee]"; mes "Rune-Midgarts' Capital, Prontera."; @@ -909,7 +909,7 @@ new_5-2,33,172,4 duplicate(NvChocolat) Chocolat#nv5 4W_KID mes "informed about?"; next; while(1) { - .@select = select("About Save:About Storage:About Teleport:About Cart:No More."); + .@select = select("About Save", "About Storage", "About Teleport", "About Cart", "No More."); if (.@select == 5) { mes "[Kafra Employee]"; mes "I hope you are satisfied with my explanation"; @@ -1087,7 +1087,7 @@ new_5-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool5 4_M_ZONDAMAN mes "What can I help you with?"; mes "Need me to explain what I do again?"; next; - switch(select("Yes, I need an explanation.:Nope.")) { + switch(select("Yes, I need an explanation.", "Nope.")) { case 1: mes "[Guide]"; mes "Guides are in each town to guide you to useful places in each town."; @@ -1127,12 +1127,12 @@ new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 8W_SOLDIER mes "Do you want to do the basic course,"; mes "or do you just want to go through from here?"; next; - switch(select("Send me to Basic Training.:I'll start from here.")) { + switch(select("Send me to Basic Training.", "I'll start from here.")) { case 1: mes "[Brade]"; mes "Ok. I'll send you to the basic course."; close2; - warp "new_"+charat(strnpcinfo(4),4)+"-2",100,100; + warp "new_"+charat(strnpcinfo(NPC_MAP),4)+"-2",100,100; end; case 2: mes "[Brade]"; @@ -1146,12 +1146,12 @@ new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 8W_SOLDIER mes "I think you came back from theory training course,"; mes "can I send you back to there or do you just want to go through from here?"; next; - switch(select("Send me back to Chocolat.:I'll start from here.")) { + switch(select("Send me back to Chocolat.", "I'll start from here.")) { case 1: mes "[Brade]"; mes "Ok. I'll send you to Chocolat."; close2; - warp "new_"+charat(strnpcinfo(4),4)+"-2",41,172; + warp "new_"+charat(strnpcinfo(NPC_MAP),4)+"-2",41,172; end; case 2: mes "[Brade]"; @@ -1184,7 +1184,7 @@ new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 8W_SOLDIER job_novice_q = 13; setquest 7122; getitem Novice_Potion,100; - savepoint strnpcinfo(4),96,21; + savepoint strnpcinfo(NPC_MAP),96,21; next; mes "^4d4dff- You've received a quest from Instructor Brade."; mes "Please check the quest information window. -^000000"; @@ -1245,7 +1245,7 @@ new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 8W_SOLDIER mes "[Brade]"; mes "I think you've learned enough, do you want to quit and go to your first town?"; next; - switch(select("I will stay little longer.:I want to quit and go to the town.")) { + switch(select("I will stay little longer.", "I want to quit and go to the town.")) { case 1: mes "[Brade]"; mes "It's ok to stay here and practice until you think you are ready."; @@ -1262,7 +1262,7 @@ new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 8W_SOLDIER mes "I guess you have made up your mind, huh?"; mes "Well, where do you want to go?"; next; - switch(select("Prontera:Morroc:Payon:Alberta:Geffen:Cancel")) { + switch(select("Prontera", "Morroc", "Payon", "Alberta", "Geffen", "Cancel")) { case 1: mes "[Brade]"; mes "Prontera, the Capital city of the Rune-Midgarts Kingdom."; @@ -1337,7 +1337,7 @@ new_5-3,96,30,4 duplicate(NvBradeB) Brade#nv5b 4_M_JOB_KNIGHT1 mes "[Swordman Guildsman]"; mes "Can I help you?"; next; - switch(select("About Swordman Class.:Job change to Swordman.:Got any quests?:Cancel.")) { + switch(select("About Swordman Class.", "Job change to Swordman.", "Got any quests?", "Cancel.")) { case 1: mes "[Swordman Guildsman]"; mes "Literally, Swordman means one, who"; @@ -1379,7 +1379,7 @@ new_5-3,96,30,4 duplicate(NvBradeB) Brade#nv5b 4_M_JOB_KNIGHT1 mes "If you're interested in being a Swordman, I'll offer you this manual."; mes "Do you want to try the skills of a Swordman?"; next; - switch(select("I'll try the Swordman skills.:No thanks.")) { + switch(select("I'll try the Swordman skills.", "No thanks.")) { case 1: mes "[Swordman Guildsman]"; mes "Here is the Swordman manual."; @@ -1408,7 +1408,7 @@ new_5-3,96,30,4 duplicate(NvBradeB) Brade#nv5b 4_M_JOB_KNIGHT1 mes "I think you have enough job levels, of course, right?"; mes "Do you want to stop your training now and go to the Swordman Association?"; next; - switch(select("I'll consider it again.:I'll go to the Swordman Association.")) { + switch(select("I'll consider it again.", "I'll go to the Swordman Association.")) { case 1: mes "[Swordman Guildsman]"; mes "Please try enough instruction manuals from each job class and consider it carefully."; @@ -1497,7 +1497,7 @@ new_5-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv5 4_F_JOB_KNIGHT mes "[Prontera Acolyte]"; mes "What can I do for you?"; next; - switch(select("What is an Acolyte?:Job change to Acolyte.:Cancel")) { + switch(select("What is an Acolyte?", "Job change to Acolyte.", "Cancel")) { case 1: mes "[Prontera Acolyte]"; mes "An Acolyte is someone who worships the goddess Freya sacrificing themselves to help others."; @@ -1519,7 +1519,7 @@ new_5-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv5 4_F_JOB_KNIGHT mes "If you want, I can give you a skill manual to experience what it is like to be an Acolyte."; mes "Would you like to experience the skills of an Acolyte?"; next; - switch(select("Yes, please.:No, I'm not interested.")) { + switch(select("Yes, please.", "No, I'm not interested.")) { case 1: mes "[Prontera Acolyte]"; mes "Here you go, the instruction manual of an Acolyte."; @@ -1548,7 +1548,7 @@ new_5-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv5 4_F_JOB_KNIGHT mes "Of course, I assume you have enough job levels to become an Acolyte right?"; mes "Would you like to quit the Training Process and go to the Prontera's Sanctuary?"; next; - switch(select("Let me reconsider.:I will go to the Sanctuary.")) { + switch(select("Let me reconsider.", "I will go to the Sanctuary.")) { case 1: mes "[Prontera Acolyte]"; mes "You should try out each job's manuals."; @@ -1587,7 +1587,7 @@ new_5-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv5 4_F_SISTER mes "[Thief Guild Member]"; mes "How can I help you?"; next; - switch(select("About the Thief Class.:I want to be a Thief.:Got any Quests?:Cancel.")) { + switch(select("About the Thief Class.", "I want to be a Thief.", "Got any Quests?", "Cancel.")) { case 1: mes "[Thief Guild Member]"; mes "Thieves are experts at using Dagger class weapons."; @@ -1613,7 +1613,7 @@ new_5-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv5 4_F_SISTER mes "If you want, I'll give you a Thief skill manual."; mes "Would you like to experience the skills of a Thief?"; next; - switch(select("Yes, I would.:No, I don't.")) { + switch(select("Yes, I would.", "No, I don't.")) { case 1: mes "[Thief Guild Member]"; mes "Here, please take the Thief manual."; @@ -1642,7 +1642,7 @@ new_5-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv5 4_F_SISTER mes "You already reached the required job level, didn't you?"; mes "Do you want to finish the Novice training and go to the Thief Guild?"; next; - switch(select("Let me consider it again.:Yes, I do.")) { + switch(select("Let me consider it again.", "Yes, I do.")) { case 1: mes "[Thief Guild Member]"; mes "Have you tried all of the class manuals yet?"; @@ -1724,7 +1724,7 @@ new_5-3,105,41,3 duplicate(NvThief) Thief Guide#nv5 2_M_THIEFMASTER mes "[Merchant Guildsman]"; mes "What can I help you with?"; next; - switch(select("Tell me about Merchants:I want to be a Merchant.:Give me a Quest.:Cancel")) { + switch(select("Tell me about Merchants", "I want to be a Merchant.", "Give me a Quest.", "Cancel")) { case 1: mes "[Merchant Guildsman]"; mes "Merchant? Simply put, he sells goods and makes money."; @@ -1751,7 +1751,7 @@ new_5-3,105,41,3 duplicate(NvThief) Thief Guide#nv5 2_M_THIEFMASTER mes "[Merchant Guildsman]"; mes "Do you want to see what it's like to be a Merchant?"; next; - switch(select("I want to test Merchant skills.:I don't want to test it.")) { + switch(select("I want to test Merchant skills.", "I don't want to test it.")) { case 1: mes "[Merchant Guildsman]"; mes "Here is the Merchant skill manual."; @@ -1780,7 +1780,7 @@ new_5-3,105,41,3 duplicate(NvThief) Thief Guide#nv5 2_M_THIEFMASTER mes "Wait, have you checked your Job level?"; mes "Do you want to complete your Novice training and go straight to the Merchant Guild's union?"; next; - switch(select("I will think about it again.:Yes, I want to go to the Merchant Guild's union")) { + switch(select("I will think about it again.", "Yes, I want to go to the Merchant Guild's union")) { case 1: mes "[Merchant Guildsman]"; mes "Ok, I hope you consider being a Merchant."; @@ -1880,7 +1880,7 @@ new_5-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv5 4W_M_01 mes "[Archer Guildsman]"; mes "What can I help you with?"; next; - switch(select("Tell me about Archers:I want to be an Archer:Cancel")) { + switch(select("Tell me about Archers", "I want to be an Archer", "Cancel")) { case 1: mes "[Archer Guildsman]"; mes "Archers have specialized skills by using a Bow and have a variety of powerful skills."; @@ -1910,7 +1910,7 @@ new_5-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv5 4W_M_01 mes "Do you want to register to test skill experience?"; mes "Would like to test Archer skills?"; next; - switch(select("I want to test Archer skills.:I don't want to test it.")) { + switch(select("I want to test Archer skills.", "I don't want to test it.")) { case 1: mes "[Archer Guildsman]"; mes "Here is the Archer manual."; @@ -1939,7 +1939,7 @@ new_5-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv5 4W_M_01 mes "Wait, have you checked your Job level?"; mes "Do you want to complete the Novice training arena and go to the Archer Guild right now?"; next; - switch(select("I will think about it again.:Yes, I want to go to the Archer Guilds union")) { + switch(select("I will think about it again.", "Yes, I want to go to the Archer Guilds union")) { case 1: mes "[Archer Guildsman]"; mes "Test out all the jobs if you have to but choose Archer because we're the best."; @@ -1977,7 +1977,7 @@ new_5-3,113,41,3 duplicate(NvArcher) Archer Guide#nv5 4_F_JOB_HUNTER mes "[Mage Guild Member]"; mes "What can I help you with?"; next; - switch(select("Tell me about Mages:I want to be a Mage:Give me a Quest:Cancel")) { + switch(select("Tell me about Mages", "I want to be a Mage", "Give me a Quest", "Cancel")) { case 1: mes "[Mage Guild Member]"; mes "Mages are those who can use magic when they need to protect their friends."; @@ -2013,7 +2013,7 @@ new_5-3,113,41,3 duplicate(NvArcher) Archer Guide#nv5 4_F_JOB_HUNTER mes "Do you want to register to experience how it is to be a Mage?"; mes "Would you like to test Mage skills?"; next; - switch(select("I want to test Mage skills.:I don't want to test it.")) { + switch(select("I want to test Mage skills.", "I don't want to test it.")) { case 1: mes "[Mage Guild Member]"; mes "Here is the Mage Manual."; @@ -2042,7 +2042,7 @@ new_5-3,113,41,3 duplicate(NvArcher) Archer Guide#nv5 4_F_JOB_HUNTER mes "Wait, have you checked your Job level?"; mes "Do you want to complete your Novice training and go straight to the Mage Guild's union?"; next; - switch(select("I will think about it again.:Yes, complete my training.")) { + switch(select("I will think about it again.", "Yes, complete my training.")) { case 1: mes "[Mage Guild Member]"; mes "Please test what Mage skills are all about before you decide."; @@ -2128,7 +2128,7 @@ new_5-3,117,41,3 duplicate(NvMage) Mage Guide#nv5 2_F_MAGICMASTER mes "Which job description do you want to hear?"; next; while(1) { - switch(select("Taekwon:Ninja:Super Novice:Gunslinger:End the conversation.")) { + switch(select("Taekwon", "Ninja", "Super Novice", "Gunslinger", "End the conversation.")) { case 1: mes "[Bruce]"; mes "It's a job that usually uses a lot of kicking skills."; @@ -2204,7 +2204,7 @@ new_5-3,121,41,3 duplicate(NvBruce) Bruce#nv5 1_M_LIBRARYMASTER mes "Great! You are ready to take on the challenges of the world."; mes "What would you like to do?"; next; - switch(select("I want to leave the training grounds:Tell me about the towns.:Cancel")) { + switch(select("I want to leave the training grounds", "Tell me about the towns.", "Cancel")) { case 1: mes "[Eden Group Officer]"; mes "Looks like you are ready."; @@ -2214,7 +2214,7 @@ new_5-3,121,41,3 duplicate(NvBruce) Bruce#nv5 1_M_LIBRARYMASTER mes "If you know what job you want to change to, you should ask the ^4A4AFFJob Guides^000000 to send you out of the training grounds."; mes "What town would you like to go to?"; next; - switch(select("Prontera:Morocc:Payon:Alberta:Geffen:Cancel")) { + switch(select("Prontera", "Morocc", "Payon", "Alberta", "Geffen", "Cancel")) { case 1: mes "[Eden Group Officer]"; mes "Prontera, the Capital city of the Rune-Midgarts Kingdom."; @@ -2302,13 +2302,13 @@ new_5-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv5 4_F_NOVICE,5,5 mes "[Trainer Brutus]"; mes "So would you like to try?"; next; - switch(select("Send me to another Level:What monsters are there?:Cancel")) { + switch(select("Send me to another Level", "What monsters are there?", "Cancel")) { case 1: mes "[Trainer Brutus]"; mes "I see, then let me guide you to another level. Which level do you want to go to?"; next; for(.@i = 1; .@i<6; ++.@i) { - if (!compare(strnpcinfo(2),"nv"+.@i)) + if (!compare(strnpcinfo(NPC_NAME_HIDDEN),"nv"+.@i)) .@menu$ += "Send me to Level "+.@i; .@menu$ += ":"; } @@ -2439,8 +2439,8 @@ new_5-1,144,107,2 duplicate(NvGuardB) Guard#nv5b 8W_SOLDIER mes "Well, I will let you out of here."; mes "Go find the instructor, Brade."; close2; - savepoint strnpcinfo(4),100,100; - warp strnpcinfo(4),100,100; + savepoint strnpcinfo(NPC_MAP),100,100; + warp strnpcinfo(NPC_MAP),100,100; end; } new_1-2,161,182,5 duplicate(NvEdwin) Instructor#nv1 4_F_03 @@ -2484,12 +2484,12 @@ function script F_NvErase { mes "I will send you to any town that you'd like to go to."; mes "Or do you have a favourite profession?"; next; - switch(select("Choose Profession.:Go to Towns.")) { + switch(select("Choose Profession.", "Go to Towns.")) { case 1: mes "[Hanson]"; mes "What profession would you like to perform?"; next; - switch(select("Swordman:Acolyte:Thief:Merchant:Archer:Mage")) { + switch(select("Swordman", "Acolyte", "Thief", "Merchant", "Archer", "Mage")) { case 1: mes "[Hanson]"; mes "That's a great choice!"; @@ -2574,7 +2574,7 @@ function script F_NvErase { mes "[Hanson]"; mes "To what town do you want to go?"; next; - callsub L_Warp, select("Prontera:Geffen:Morroc:Payon:Alberta:Never mind"); + callsub L_Warp, select("Prontera", "Geffen", "Morroc", "Payon", "Alberta", "Never mind"); end; } } else { @@ -2582,7 +2582,7 @@ function script F_NvErase { mes "You have received all the supplies."; mes "To what town do you want to go?"; next; - callsub L_Warp, select("Prontera:Geffen:Morroc:Payon:Alberta"); + callsub L_Warp, select("Prontera", "Geffen", "Morroc", "Payon", "Alberta"); end; } end; @@ -2609,14 +2609,14 @@ L_Supplies: nov_3_swordman = 40; getitem Cargo_Free_Ticket,20; getitem Warp_Free_Ticket,30; - getitem N_Adventurer's_Suit,1; + getitem N_Adventurers_Suit,1; getitem N_Cutter,1; next; mes "[Hanson]"; mes "You will now"; mes "be teleported."; mes "Good luck,"; - mes "^A62A2A"+strcharinfo(0)+"^000000"; + mes "^A62A2A"+strcharinfo(PC_NAME)+"^000000"; mes "and farewell."; close2; return; @@ -2680,7 +2680,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; .@loop = 1; while(.@loop) { - switch(select("Take the test.:What's the test for?:No, thank you.")) { + switch(select("Take the test.", "What's the test for?", "No, thank you.")) { case 1: mes "[Lark]"; mes "Great!"; @@ -2691,7 +2691,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 case 2: mes "[Lark]"; mes "I will ask you a few simple questions."; - mes "Through this test, we will check "+strcharinfo(0)+"'s personality and propensity so that we can find the most appropriate job for you."; + mes "Through this test, we will check "+strcharinfo(PC_NAME)+"'s personality and propensity so that we can find the most appropriate job for you."; next; mes "[Lark]"; mes "There are 3 different types of tests and a total of 30 questions."; @@ -2720,7 +2720,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "You run to the place and see someone surrounded by punks. Because of your sudden appearance, the punks are surprised."; mes "What would be your reaction in this situation?"; next; - switch(select("Fight against the punks:Cast Magic.:Call for Guards.:Throw rocks at them.")) { + switch(select("Fight against the punks", "Cast Magic.", "Call for Guards.", "Throw rocks at them.")) { case 1: .@question_01$ = "You subdue them easily."; ++.@swordman_p; @@ -2746,7 +2746,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "After clearing up the mess, you approach the person who was being attacked."; mes "Do you think the person who was surrounded by punks is a man or a woman?"; next; - switch(select("Man:Woman")) { + switch(select("Man", "Woman")) { case 1: .@question_02_01$ = "he"; .@question_02_02$ = "son"; @@ -2760,7 +2760,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "You find out that "+.@question_02_01$+" is the "+.@question_02_02$+" of a very rich family in Alberta and Punks attacked while "+.@question_02_01$+" was on an errand for the family."; mes "What kind of errand was "+.@question_02_01$+" doing?"; next; - switch(select("Delivering an important object:Delivering a small souvenir:Delivering a message")) { + switch(select("Delivering an important object", "Delivering a small souvenir", "Delivering a message")) { case 1: ++.@swordman_p; ++.@archer_p; @@ -2778,7 +2778,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "Thanks to your bravery, "+.@question_02_01$+" becomes your friend and decides to go on a trip."; mes "Where are you going?"; next; - switch(select("Capital city, Prontera:Mountain city, Payon:Port city, Alberta:Magic city, Geffen:Satelite city, Izlude:Desert city, Morocc:Industrial city, Einbroch:World of natural life, Amatsu:Garden city, Hugel")) { + switch(select("Capital city, Prontera", "Mountain city, Payon", "Port city, Alberta", "Magic city, Geffen", "Satelite city, Izlude", "Desert city, Morocc", "Industrial city, Einbroch", "World of natural life, Amatsu", "Garden city, Hugel")) { case 1: ++.@acolyte_p; break; @@ -2810,7 +2810,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "You're having a great time. Do you feel like something will be happening or not?"; next; - switch(select("Happening:Not happening.")) { + switch(select("Happening", "Not happening.")) { case 1: ++.@thief_p; ++.@swordman_p; @@ -2829,7 +2829,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "Let's go now for the second test. Choose the best answer in your own opinion."; mes "^FF0000There are 5 questions.^000000"; next; - switch(select("Study:Exercise:Service:Violence")) { + switch(select("Study", "Exercise", "Service", "Violence")) { case 1: ++.@magician_p; break; @@ -2846,7 +2846,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 ++.@ninja_p; break; } - switch(select("Change:Preservation")) { + switch(select("Change", "Preservation")) { case 1: ++.@magician_p; break; @@ -2854,7 +2854,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 ++.@acolyte_p; break; } - switch(select("Consumer:Seller:Producer")) { + switch(select("Consumer", "Seller", "Producer")) { case 1: ++.@swordman_p; ++.@thief_p; @@ -2869,7 +2869,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 ++.@magician_p; break; } - switch(select("Speed:Caution")) { + switch(select("Speed", "Caution")) { case 1: ++.@thief_p; ++.@ninja_p; @@ -2879,7 +2879,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 ++.@gunslinger_p; break; } - switch(select("Theory:Experience")) { + switch(select("Theory", "Experience")) { case 1: ++.@magician_p; break; @@ -2895,7 +2895,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you always pick up the money that you find on the ground?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@merchant_p; ++.@ninja_p; @@ -2907,7 +2907,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "If you had the same name as someone of the opposite sex, would that make you less attracted to them?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@ninja_p; ++.@archer_p; @@ -2920,7 +2920,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you like being able to carry a lot of items at once?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@swordman_p; ++.@merchant_p; @@ -2933,7 +2933,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you like reading books?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@taekwon_p; ++.@gunslinger_p; @@ -2946,7 +2946,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you read everything in a magazine?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@magician_p; break; @@ -2958,7 +2958,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you take the time to worry about what you are wearing?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@merchant_p; ++.@ninja_p; @@ -2971,7 +2971,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you tell others what kind of fancy foods you've eaten recently?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@thief_p; ++.@swordman_p; @@ -2984,7 +2984,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you write things down in a notebook often?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@magician_p; ++.@merchant_p; @@ -2997,7 +2997,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you consider yourself attractive?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@ninja_p; ++.@gunslinger_p; @@ -3010,7 +3010,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you like being in areas where a lot of people gather?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@acolyte_p; ++.@swordman_p; @@ -3023,7 +3023,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you like the idea of living a single life?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@thief_p; ++.@ninja_p; @@ -3035,7 +3035,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you like keeping your distance from others?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@gunslinger_p; ++.@archer_p; @@ -3047,7 +3047,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you think that having a good hiding space is important in battle?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@magician_p; ++.@gunslinger_p; @@ -3061,7 +3061,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Would you defend your friends even if you knew they were wrong?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@swordman_p; break; @@ -3073,7 +3073,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Would you try to convince an enemy not to fight you with logic?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@archer_p; ++.@merchant_p; @@ -3086,7 +3086,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Can you sit still in the same place for a long time?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@taekwon_p; ++.@thief_p; @@ -3099,7 +3099,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you think that you can take a punch straight to the gut from an Orc?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@swordman_p; ++.@merchant_p; @@ -3112,7 +3112,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you make up nicknames for your friends?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@gunslinger_p; ++.@archer_p; @@ -3125,7 +3125,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you always have a plan B for various situations?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@thief_p; ++.@gunslinger_p; @@ -3138,7 +3138,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "When talking with other people, do you take time so that the others have time to think?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@magician_p; break; @@ -3278,12 +3278,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "Do you want to determine the job that suits you?"; mes "Do you want to select a job?"; next; - switch(select(.@job$+".:Any other profession.")) { + switch(select(.@job$+".", "Any other profession.")) { case 1: mes "[Lark]"; mes "The Novice Training Center course is now shut down, "+.@job$+". Would you like to make this occupation your profession?"; next; - if(select("I will think about it again.:I'll choose the former.") == 1) { + if(select("I will think about it again.", "I'll choose the former.") == 1) { mes "[Lark]"; mes "You will receive a book corresponding to each job type."; mes "Please have enough experience to determine carefully the job that suits you."; @@ -3294,7 +3294,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Quit now the Training Center Course. Would you like to make an occupation your career choice?"; next; - if(select("I will think about it again.:I still want to change my job.") == 1) { + if(select("I will think about it again.", "I still want to change my job.") == 1) { mes "[Lark]"; mes "Primer of each class would have received."; mes "Have enough experience to determine looked carefully, please."; @@ -3303,7 +3303,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Yes, sir. Please select your desired job."; next; - .@who_job = select("Swordman:Wizard:Archer:Merchant:Thief:Acolyte:Taekwon Boy/Girl:Gunslinger:Ninja:I'll think again."); + .@who_job = select("Swordman", "Wizard", "Archer", "Merchant", "Thief", "Acolyte", "Taekwon Boy/Girl", "Gunslinger", "Ninja", "I'll think again."); if (.@who_job == 10) { mes "[Lark]"; mes "The Novice Training Center has a lot of sea experience, please pay attention along the way."; @@ -3312,7 +3312,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 break; } callfunc "F_NvErase",1; - .@str$ = "^A62A2A'"+strcharinfo(0)+"^000000'! Take care and may Freya bless you on your journey."; + .@str$ = "^A62A2A'"+strcharinfo(PC_NAME)+"^000000'! Take care and may Freya bless you on your journey."; switch(.@who_job) { case 1: mes "[Lark]"; diff --git a/npc/re/jobs/novice/supernovice_ex.txt b/npc/re/jobs/novice/supernovice_ex.txt index 132fd68ed..74328278f 100644 --- a/npc/re/jobs/novice/supernovice_ex.txt +++ b/npc/re/jobs/novice/supernovice_ex.txt @@ -55,7 +55,7 @@ function script Esseray_Ex { mes "[Esseray]"; mes "I know a way to become stronger. Are you willing you try it?"; next; - if(select("No, I'm okay now.:I want to be stronger!") == 1) { + if(select("No, I'm okay now.", "I want to be stronger!") == 1) { mes "[Esseray]"; mes "If you are satisfied with mediocrity, I can't help you."; mes "Live a normal life then."; @@ -113,7 +113,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "^0000FFA member of Novice Society in Aldebaran.^000000"; mes "Esseray, right? Wrong?"; next; - if(select("No he isn't:Yes, right") == 2) { + if(select("No he isn't", "Yes, right") == 2) { mes "[Fishing Novice]"; mes "Hu hu~ my sense is still alive..."; next; @@ -160,7 +160,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "Too ~ hard. Hey, little kid!"; mes "What's your name?"; next; - select(strcharinfo(0)+", how about you?"); + select(strcharinfo(PC_NAME)+", how about you?"); mes "[Nodor]"; mes "My name is Nodor! Nodor."; next; @@ -212,7 +212,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "I will make you stronger!"; mes "So will you believe what I tell you?"; next; - if(select("I won't follow you.:Why not? kehehe~") == 1) { + if(select("I won't follow you.", "Why not? kehehe~") == 1) { mes "[Nodor]"; mes "Refusing? Don't you want to be strong?"; mes "I'd love to do nothing too."; @@ -245,7 +245,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "How about it?"; mes "Are you willing to do this?"; next; - if(select("No, I will not!:Let's do this!") == 1) { + if(select("No, I will not!", "Let's do this!") == 1) { mes "[Nodor]"; mes "To be strong is the only way to live!"; mes "Do you want to be a weakling forever?"; @@ -288,7 +288,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ close; } else if (questprogress(5094) || questprogress(5095) || questprogress(5096) || questprogress(5097)) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey, Nodor!"; next; emotion e_omg; @@ -310,7 +310,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "You are better than I thought."; mes "Anyway, what was the monster that I told you to hunt?"; next; - .@i = select("Poring:Lunatic:Fabre:Picky:Baphomet")-1; + .@i = select("Poring", "Lunatic", "Fabre", "Picky", "Baphomet")-1; if (.@i == 4) { mes "[Nodor]"; mes "Heheh? Can you seriously hunt Baphomet alone?"; @@ -357,13 +357,13 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "Oh sorry! Sorry!"; mes "I got a letter from my brother a long time ago, will you read my letter for your information?"; next; - if(select("Yes, I will:No, I won't") == 2) { + if(select("Yes, I will", "No, I won't") == 2) { mes "[Nodor]"; mes "You should read more!"; next; } else { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Tsk*... Ok..."; next; } @@ -390,7 +390,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ next; changequest 5098,5099; mes "[Nodor]"; - mes "Hey- Super Novice "+strcharinfo(0)+"!"; + mes "Hey- Super Novice "+strcharinfo(PC_NAME)+"!"; next; mes "[Nodor]"; mes "You can give some to my bro. He's up in the airship."; @@ -468,7 +468,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "We... have to run...!!!"; next; emotion e_omg,1; - if(select("What?!:Um?") == 2) { + if(select("What?!", "Um?") == 2) { mes "- You look around, and -"; mes "- there is nothing behind you. -"; mes "- When you are about to doubt... -"; @@ -484,9 +484,9 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "I can't make you stronger until you use those points."; close; } - specialeffect2 EF_LORD; - specialeffect2 EF_SIGHTRASHER; - specialeffect2 EF_STORMGUST; + specialeffect(EF_LORD, AREA, playerattached()); + specialeffect(EF_SIGHTRASHER, AREA, playerattached()); + specialeffect(EF_STORMGUST, AREA, playerattached()); erasequest 5100; mes "[Nodor]"; mes "Haha ------------- !!"; @@ -526,7 +526,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "you are a little dull..."; mes "Don't you feel different now?"; next; - if(select("What are you talking about?:I got it!") == 1) { + if(select("What are you talking about?", "I got it!") == 1) { mes "[Nodor]"; mes "Eh--- right, you are dull, aren't you?"; mes "You already exceeded your limit."; @@ -554,7 +554,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "Don't forget to make sure that you have enough ^FF0000inventory^000000 to take these items from me."; mes "And don't say I didn't warn you either."; next; - if(select("Yes, let me check my inventory.:I'm good, show me.") == 1) { + if(select("Yes, let me check my inventory.", "I'm good, show me.") == 1) { mes "[Nodor]"; mes "Well, well!"; mes "You know! Have no regrets."; @@ -586,9 +586,9 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "[Nodor]"; mes "Now I am going to say greetings again."; next; - specialeffect2 EF_RECOVERY; + specialeffect(EF_RECOVERY, AREA, playerattached()); mes "[Nodor]"; - mes "Let Super Novice "+strcharinfo(0)+" be blessed with the Super Novice Guardian!"; + mes "Let Super Novice "+strcharinfo(PC_NAME)+" be blessed with the Super Novice Guardian!"; EXSUPNOV_Q = 6; close; } @@ -629,7 +629,7 @@ airplane,33,47,5 script Nudor#sp2 4_F_NOVICE,{ mes "- eyes, holding out his hands. -"; mes "- How much do you want to give? -"; next; - .@i = select("I have no money:Give 100,000 Zeny:Give 300,000 Zeny:Give 1,000,000 Zeny:Give all the money you have"); + .@i = select("I have no money", "Give 100,000 Zeny", "Give 300,000 Zeny", "Give 1,000,000 Zeny", "Give all the money you have"); mes "[Nudor]"; if (.@i == 1) { mes "- crying -"; @@ -656,7 +656,7 @@ airplane,33,47,5 script Nudor#sp2 4_F_NOVICE,{ else { mes "Oh... oh my gosh, are you really giving me all the Zeny you have? Really?"; next; - if(select("No, not really...:Give it all") == 1) { + if(select("No, not really...", "Give it all") == 1) { mes "[Nudor]"; mes "Pshaw! How disappointing!"; close; @@ -681,8 +681,10 @@ airplane,33,47,5 script Nudor#sp2 4_F_NOVICE,{ } next; mes "[Nudor]"; - if (Sex) mes "Did you know? You're really handsome~"; - else mes "I need to tell you, you are really... really~ beautiful."; + if (Sex == SEX_MALE) + mes "Did you know? You're really handsome~"; + else + mes "I need to tell you, you are really... really~ beautiful."; next; mes "[Nudor]"; mes "- You feel like you're being -"; @@ -695,7 +697,7 @@ airplane,33,47,5 script Nudor#sp2 4_F_NOVICE,{ next; mes "[Nudor]"; mes "Ooooops!"; - mes strcharinfo(0)+", hush --- !!"; + mes strcharinfo(PC_NAME)+", hush --- !!"; next; mes "[Nudor]"; mes "Don't tell Nodor about this~~"; diff --git a/npc/re/jobs/repair.txt b/npc/re/jobs/repair.txt index fc212aef3..7acd3b606 100644 --- a/npc/re/jobs/repair.txt +++ b/npc/re/jobs/repair.txt @@ -48,7 +48,7 @@ prt_in,38,104,4 script Valerie 4_F_VALKYRIE,{ mes "[Valerie]"; mes "If both abnormalities disappear then we must start the test over from scratch. What would you like to do?"; next; - switch(select("I don't have any abnormalities:I think my body has some abnormalities")) { + switch(select("I don't have any abnormalities", "I think my body has some abnormalities")) { case 1: mes "[Valerie]"; mes "That's a relief. Then please take care."; @@ -57,7 +57,7 @@ prt_in,38,104,4 script Valerie 4_F_VALKYRIE,{ mes "[Valerie]"; mes "Are you sure you want to intialize it and start over?"; next; - if(select("Nope:Yes, I want to start completely over") == 1) { + if(select("Nope", "Yes, I want to start completely over") == 1) { mes "[Valerie]"; mes "I understand. I'll see you next time"; close; @@ -65,7 +65,7 @@ prt_in,38,104,4 script Valerie 4_F_VALKYRIE,{ mes "[Valerie]"; mes "All items related to the existing conditions will disappear. Are you okay with this?"; next; - if(select("Nope:Yes, I want to start completely over.") == 1) { + if(select("Nope", "Yes, I want to start completely over.") == 1) { mes "[Valerie]"; mes "I understand. I'll see you next time."; close; @@ -73,7 +73,7 @@ prt_in,38,104,4 script Valerie 4_F_VALKYRIE,{ mes "[Valerie]"; mes "It seems that there are a sea of people who seemed to be cursed of not being able to get a significant other after going through with this. Are you still okay with this? "; next; - if(select("Nope:I still want to intialize.") == 1) { + if(select("Nope", "I still want to intialize.") == 1) { mes "[Valerie]"; mes "I understand. I will see you next time."; close; @@ -81,12 +81,12 @@ prt_in,38,104,4 script Valerie 4_F_VALKYRIE,{ mes "[Valerie]"; mes "In extreme cases, some become crippled and can get ulcers. Do you still want to intilize former processes?"; next; - if(select("Nope:Please intilize the former processes") == 1) { + if(select("Nope", "Please intilize the former processes") == 1) { mes "[Valerie]"; mes "I understand. I will see you next time"; close; } - specialeffect2 EF_INVENOM; + specialeffect(EF_INVENOM, AREA, playerattached()); progressbar "0xffff00",3; // Warlock - quest items diff --git a/npc/re/kafras/kafras.txt b/npc/re/kafras/kafras.txt index c252264e3..b9b2ff404 100644 --- a/npc/re/kafras/kafras.txt +++ b/npc/re/kafras/kafras.txt @@ -62,6 +62,14 @@ moc_para01,10,185,4 script Kafra Employee::kaf_eden 4_F_KAFRA7,{ callfunc "F_Kafra",5,2,0,80,0; } +//== Glastheim ============================================= +glast_01,200,275,5 script Kafra Employee::kaf_glast 4_F_KAFRA3,{ + cutin "kafra_03",2; + callfunc "F_Kafra",0,3,2,500,700; + savepoint "glast_01",200,272; + callfunc "F_KafEnd",0,1,"in Glast Heim"; +} + //== Izlude ================================================ izlude,128,148,6 duplicate(kaf_izlude) Kafra Employee#iz 4_F_KAFRA1 izlude_a,128,148,6 duplicate(kaf_izlude) Kafra Employee#iz_a 4_F_KAFRA1 diff --git a/npc/re/mapflag/gvg.txt b/npc/re/mapflag/gvg.txt new file mode 100644 index 000000000..2e0e85f32 --- /dev/null +++ b/npc/re/mapflag/gvg.txt @@ -0,0 +1,41 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2017 Hercules Dev Team +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Mapflag: Guild versus Guild mode. +//================= Current Version ======================================= +//= 1.0 +//================= Description =========================================== +//= Players can attack other guilds, and will have their guild +//= icons shown. WoE damage reductions will also take place. +//= gvg: Turns on GvG mode +//= gvg_castle: Describes castle maps for WoE. +//========================================================================= + +// Hall of the Abyss ====== +gld2_ald mapflag gvg_dungeon +gld2_gef mapflag gvg_dungeon +gld2_pay mapflag gvg_dungeon +gld2_prt mapflag gvg_dungeon diff --git a/npc/re/mapflag/zone.txt b/npc/re/mapflag/zone.txt index a6cfd95f1..24ffce665 100644 --- a/npc/re/mapflag/zone.txt +++ b/npc/re/mapflag/zone.txt @@ -32,6 +32,41 @@ //= Flags maps as part of zones defined in map_zone_db.txt //========================================================================= +// Misty Forest Labyrinth =========== +1@mist mapflag zone Memorial Dungeon + +// Octopus Cave =========== +1@cash mapflag zone Memorial Dungeon + +// Drain =========== +1@pump mapflag zone Memorial Dungeon +2@pump mapflag zone Memorial Dungeon + +// Somatology Laboratory =========== +1@lhz mapflag zone Memorial Dungeon + +// Bangungot Hospital F2 =========== +1@ma_h mapflag zone Memorial Dungeon + +// Buwaya Cave =========== +1@ma_c mapflag zone Memorial Dungeon + +// Bakonawa Hideout =========== +1@ma_b mapflag zone Memorial Dungeon + +// Inside Eclage =========== +1@ecl mapflag zone Memorial Dungeon + +// Old Glast Heim =========== +1@gl_k mapflag zone Memorial Dungeon +2@gl_k mapflag zone Memorial Dungeon + +// Ghost Palace =========== +1@spa mapflag zone Memorial Dungeon + +// Sara's Memory Instance =========== +1@sara mapflag zone Memorial Dungeon + // WoE:TE te_prt_gld mapflag zone WoE TE te_prtcas01 mapflag zone WoE TE diff --git a/npc/re/merchants/3rd_trader.txt b/npc/re/merchants/3rd_trader.txt index a0a3bb033..dcf66a19f 100644 --- a/npc/re/merchants/3rd_trader.txt +++ b/npc/re/merchants/3rd_trader.txt @@ -51,7 +51,7 @@ mes "Each Herb costs 4,000 zeny."; mes "What would you like?"; next; - .@i = select("Nerium:Rantana:Makulata:Seratum:Scopolia:Amoena:Poison Kit:Cancel")-1; + .@i = select("Nerium", "Rantana", "Makulata", "Seratum", "Scopolia", "Amoena", "Poison Kit", "Cancel")-1; mes "[Poison Herb Merchant]"; if (.@i < 6) { .@item = 7932+.@i; @@ -115,7 +115,7 @@ lhz_in02,16,205,4 duplicate(phs) Poison Herb Merchant#lhz 4_F_YUNYANG mes "I sell all sorts of Rune Stones!"; mes "What would you like?"; next; - .@i = select("Buy high-quality Rune Stones.:Buy ordinary Rune Stones."); + .@i = select("Buy high-quality Rune Stones.", "Buy ordinary Rune Stones."); mes "[Rune Merchant]"; if (.@i == 1) { mes "High-quality Runes!"; @@ -181,7 +181,7 @@ job3_guil01,91,93,3 script Rare Herb Collector 1_M_03,{ mes "[Rare Poison Herb Collector]"; mes "I wander around the world and collect rare poison herbs. Recently, I started dealing in the herb called Izidor. If you are interested, you can buy them."; next; - .@i = select("How can I buy them?:Exchange it for Animal Blood:Exchange it for a Bitter Herb:Exchange it for a Deadly Noxious Herb:Exchange it for a Frozen Rose:Exchange it for Ment:Exchange it for Hinalle")-2; + .@i = select("How can I buy them?", "Exchange it for Animal Blood", "Exchange it for a Bitter Herb", "Exchange it for a Deadly Noxious Herb", "Exchange it for a Frozen Rose", "Exchange it for Ment", "Exchange it for Hinalle")-2; if (.@i == -1) { mes "[Rare Poison Herb Collector]"; mes "You can buy them for 10,000 zeny and one of these rare items, Animal Blood, Bitter Herb, Deadly Noxious Herb, Frozen Rose, Ment or an Hinalle."; @@ -242,7 +242,7 @@ job3_guil01,91,93,3 script Rare Herb Collector 1_M_03,{ mes "[Point Merchant]"; mes "Hello. I'm selling a catalyst called ^FF0000Points^000000 for Sorcerers. What would you like?"; next; - .@i = select("Scarlet Points - 200z:Lime Green Points - 200z:Indigo Points - 200z:Yellow Wish Points - 200z:Cancel")-1; + .@i = select("Scarlet Points - 200z", "Lime Green Points - 200z", "Indigo Points - 200z", "Yellow Wish Points - 200z", "Cancel")-1; mes "[Point Merchant]"; if (.@i == 4) { mes "You can't find the stuff you need?"; diff --git a/npc/re/merchants/advanced_refiner.txt b/npc/re/merchants/advanced_refiner.txt index 5331c5e38..5b3f69593 100644 --- a/npc/re/merchants/advanced_refiner.txt +++ b/npc/re/merchants/advanced_refiner.txt @@ -134,13 +134,13 @@ malangdo,221,174,6 script Holink#mal_cash 4_CAT_ADV1,{ mes "You need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny for this refine, meow~"; mes "Want to continue, meow?~"; next; - if(select("Yes!!:No!!") == 2) { + if(select("Yes!!", "No!!") == 2) { mes "[Holink]"; mes "Kyack!!"; mes "You don't belive in refine master Holink, meow?~"; close; } - if (getequippercentrefinery(.@part) < 100) { + if (getequippercentrefinery(.@part, REFINE_CHANCE_TYPE_ENRICHED) < 100) { mes "[Holink]"; mes "Meow!!"; if (.@type$ == "armor") @@ -160,7 +160,7 @@ malangdo,221,174,6 script Holink#mal_cash 4_CAT_ADV1,{ mes "^ff0000cards and enchantments will vanish for sure^000000."; mes "You still want to try, meow~?"; next; - if(select("Yes, I do!!:Forget about it!!") == 2) { + if(select("Yes, I do!!", "Forget about it!!") == 2) { mes "[Holink]"; mes "Meow! Wise choice, meow."; mes "But!!"; @@ -177,7 +177,7 @@ malangdo,221,174,6 script Holink#mal_cash 4_CAT_ADV1,{ } delitem .@material,1; Zeny -= .@price; - if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) { + if (getequippercentrefinery(.@part, REFINE_CHANCE_TYPE_ENRICHED) > rand(100)) { successrefitem .@part; mes "[Holink]"; mes "Me~ Me~ Meow! Fun fun refining~"; diff --git a/npc/re/merchants/alchemist.txt b/npc/re/merchants/alchemist.txt index fe67e6eb2..73344a75c 100644 --- a/npc/re/merchants/alchemist.txt +++ b/npc/re/merchants/alchemist.txt @@ -56,7 +56,7 @@ alde_alche,31,186,3 script Craft Book Merchant#alde 4_M_ALCHE_D,{ mes "[Craft Book Merchant]"; mes "Would you like to take a look at my craft books?"; next; - if(select("Sure.:No.") == 2) { + if(select("Sure.", "No.") == 2) { mes "[Craft Book Merchant]"; mes "Thank you for visiting my shop."; mes "Please be safe on your travels."; @@ -76,7 +76,7 @@ alde_alche,31,186,3 script Craft Book Merchant#alde 4_M_ALCHE_D,{ mes "[Craft Book Merchant]"; mes "Okay then, here's the list of available craft books."; next; - switch(select("[Apple Bomb Craft Book] 100,000 zeny:[Pineapple Bomb Craft Book] 100,000 zeny:[Coconut Bomb Craft Book] 100,000 zeny:[Melon Bomb Craft Book] 100,000 zeny:[Banana Bomb Craft Book] 100,000 zeny:[Plant Gene Cultivation Method] 100,000 zeny:[Superior Potion Craft Manual] 100,000 zeny:[Mix Cooking Book] 100,000 zeny:[Health Improvement Research Book] 100,000 zeny:[Vigor Drink Recipe] 100,000 zeny:Close")){ + switch(select("[Apple Bomb Craft Book] 100,000 zeny", "[Pineapple Bomb Craft Book] 100,000 zeny", "[Coconut Bomb Craft Book] 100,000 zeny", "[Melon Bomb Craft Book] 100,000 zeny", "[Banana Bomb Craft Book] 100,000 zeny", "[Plant Gene Cultivation Method] 100,000 zeny", "[Superior Potion Craft Manual] 100,000 zeny", "[Mix Cooking Book] 100,000 zeny", "[Health Improvement Research Book] 100,000 zeny", "[Vigor Drink Recipe] 100,000 zeny", "Close")){ case 1: .@item = 6279; break; case 2: .@item = 6280; break; case 3: .@item = 6281; break; @@ -113,7 +113,7 @@ alde_alche,31,186,3 script Craft Book Merchant#alde 4_M_ALCHE_D,{ mes "You've entered "+.@amount+"x ^0000FF["+getitemname(.@item)+"]^000000 to be purchased."; mes "Would you like to continue?"; next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { .@total = .@amount * 100000; if (Zeny < .@total) { mes "[Craft Book Merchant]"; diff --git a/npc/re/merchants/ammo_boxes.txt b/npc/re/merchants/ammo_boxes.txt index 22f6d694b..a8a04d976 100644 --- a/npc/re/merchants/ammo_boxes.txt +++ b/npc/re/merchants/ammo_boxes.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Euphy //= //= Hercules is free software: you can redistribute it and/or modify @@ -29,12 +29,8 @@ //================= Description =========================================== //= Turns bullets into magazines/packs. //================= Current Version ======================================= -//= 1.1 +//= 1.2 //========================================================================= que_ng,187,149,3 duplicate(mdk) Magazine Dealer Kenny#ng 4_M_01 -izlude,74,104,3 duplicate(mdk) Magazine Dealer Kenny#iz 4_M_01 -izlude_a,74,104,3 duplicate(mdk) Magazine Dealer Kenny#a 4_M_01 -izlude_b,74,104,3 duplicate(mdk) Magazine Dealer Kenny#b 4_M_01 -izlude_c,74,104,3 duplicate(mdk) Magazine Dealer Kenny#c 4_M_01 -izlude_d,74,104,3 duplicate(mdk) Magazine Dealer Kenny#d 4_M_01 +izlude_in,74,104,3 duplicate(mdk) Magazine Dealer Kenny#iz 4_M_01 diff --git a/npc/re/merchants/ammo_dealer.txt b/npc/re/merchants/ammo_dealer.txt index 87d641910..6b273371d 100644 --- a/npc/re/merchants/ammo_dealer.txt +++ b/npc/re/merchants/ammo_dealer.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Euphy //= //= Hercules is free software: you can redistribute it and/or modify @@ -29,12 +29,8 @@ //================= Description =========================================== //= Bullet trader. //================= Current Version ======================================= -//= 1.1 +//= 1.2 //========================================================================= que_ng,187,156,3 duplicate(bdt) Bullet Dealer Tony#ng 4_M_04 -izlude,77,104,3 duplicate(bdt) Bullet Dealer Tony#iz 4_M_04 //Official: (74,106) -> in the water -izlude_a,77,104,3 duplicate(bdt) Bullet Dealer Tony#a 4_M_04 -izlude_b,77,104,3 duplicate(bdt) Bullet Dealer Tony#b 4_M_04 -izlude_c,77,104,3 duplicate(bdt) Bullet Dealer Tony#c 4_M_04 -izlude_d,77,104,3 duplicate(bdt) Bullet Dealer Tony#d 4_M_04 +izlude_in,74,106,3 duplicate(bdt) Bullet Dealer Tony#iz 4_M_04 diff --git a/npc/re/merchants/blessed_refiner.txt b/npc/re/merchants/blessed_refiner.txt index 33005dca9..6e548e25b 100644 --- a/npc/re/merchants/blessed_refiner.txt +++ b/npc/re/merchants/blessed_refiner.txt @@ -132,7 +132,7 @@ mes "This "+.@type$+" has been refined to "+.@equip_refine+". To refine it, I need "+.@ore$+" and a "+(.@price/1000)+",000 zeny refining fee."; mes "Do you want to proceed?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Blacksmith Dister]"; mes "I am busy, don't joke with me!"; close; @@ -144,7 +144,7 @@ mes "[Blacksmith Dister]"; mes "Of course, the refining fee will not be returned! Do you want to continue?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Blacksmith Dister]"; mes "Good. I'd be sad if it failed, too."; close; @@ -172,7 +172,7 @@ close; } specialeffect EF_CURSEATTACK; - specialeffect2 EF_SUI_EXPLOSION; + specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); next; emotion (!rand(5))?e_ag:e_omg; mes "[Blacksmith Dister]"; diff --git a/npc/re/merchants/card_separation.txt b/npc/re/merchants/card_separation.txt index 0bf72f884..b1f6754a5 100644 --- a/npc/re/merchants/card_separation.txt +++ b/npc/re/merchants/card_separation.txt @@ -43,7 +43,7 @@ mes "Can't continue because you have too many heavy objects. Let's try to continue after reducing the weight."; close; } - if (strnpcinfo(1) == "Jeremy") { + if (strnpcinfo(NPC_NAME_VISIBLE) == "Jeremy") { .@Jeremy = 1; .@n$ = "[Jeremy]"; setarray .@equip_name$[0], "Armor", "Shoes", "Garment", "Upper Hat"; @@ -176,7 +176,7 @@ else .@menu$ += "^777777Socket "+(.@i+1)+" - No card^000000:"; } - .@i = select("Stop the work:"+.@menu$); + .@i = select("Stop the work:"+ .@menu$); switch(.@i) { case 1: mes .@n$; @@ -221,7 +221,7 @@ mes .@n$; mes "This is pretty old equipment. There is a high rate of destroying the cards or equipment during the work. Are you sure you want to continue?"; next; - if(select("Next time...:Continue") == 1) { + if(select("Next time...", "Continue") == 1) { mes .@n$; mes "Whenever you need the work, visit me here."; close; @@ -240,7 +240,7 @@ mes .@n$; mes "If you use the Premium Lubricant, the rate of destruction will be decreased highly, but I can't give you a 100% guarantee. Are you sure you want to continue?"; next; - if(select("Next time...:Continue") == 1) { + if(select("Next time...", "Continue") == 1) { mes .@n$; mes "Whenever you need the work, visit me here."; close; @@ -259,7 +259,7 @@ mes .@n$; mes "If you use the Ordinary Lubricant, the rate of destruction will be decreased highly, but I can't give you a 100% guarantee. Are you sure you want to continue?"; next; - if(select("Next time...:Continue") == 1) { + if(select("Next time...", "Continue") == 1) { mes .@n$; mes "Whenever you need the work, visit me here."; close; @@ -274,7 +274,7 @@ mes .@n$; mes "This equipment contains a precious MVP card. This card can't be separated with lubricant. If you bring the super surfactant ^0000ffSillit Pong^000000, I will be able to work."; next; - switch(select("Next time...:I have a Sillit Pong.")) { + switch(select("Next time...", "I have a Sillit Pong.")) { case 1: mes .@n$; mes "Whenever you need the work, visit me here."; @@ -296,7 +296,7 @@ .@menu$ = "I got it. Just do it quickly!"; } next; - switch(select("Next time...:"+.@menu$)) { + switch(select("Next time...:"+ .@menu$)) { case 1: mes .@n$; mes "Whenever you need the work, visit me here."; @@ -353,13 +353,13 @@ // Display corresponding effect. if (!.@equip_safe && .@card_break) - specialeffect2 EF_LORD; + specialeffect(EF_LORD, AREA, playerattached()); else if (.@equip_safe && .@card_break) - specialeffect2 EF_SUI_EXPLOSION; + specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); else if (!.@equip_safe && !.@card_break) - specialeffect2 EF_FIREPILLAR; + specialeffect(EF_FIREPILLAR, AREA, playerattached()); else - specialeffect2 EF_MAXPOWER; + specialeffect(EF_MAXPOWER, AREA, playerattached()); // Output results. mes "-- Result of Card Separation --"; diff --git a/npc/re/merchants/catalog.txt b/npc/re/merchants/catalog.txt index 5267a20b5..f508014a1 100644 --- a/npc/re/merchants/catalog.txt +++ b/npc/re/merchants/catalog.txt @@ -65,7 +65,7 @@ moc_para01,22,16,5 script Catalog Magician#catal01 4_M_BIBI,{ mes "costs only 200z!"; mes "You can buy up to 50 pieces at once!"; next; - switch(select("Buy a ^007777Universal Catalog Silver^000000:I don't need it!:You don't look like a vendor!")) { + switch(select("Buy a ^007777Universal Catalog Silver^000000", "I don't need it!", "You don't look like a vendor!")) { case 1: mes "[Catalog Magician]"; mes "You... want all 50 pieces?"; diff --git a/npc/re/merchants/coin_exchange.txt b/npc/re/merchants/coin_exchange.txt index 2e09a9a9d..be9f1dbee 100644 --- a/npc/re/merchants/coin_exchange.txt +++ b/npc/re/merchants/coin_exchange.txt @@ -176,7 +176,7 @@ L_AddItem: .@ven_menu$ = "^999999Silvervine Fruit (missing "+(.@cost - countitem(Silvervine))+")^000000"; else .@ven_menu$ = "Purchase - Silvervine Fruit (have "+countitem(Silvervine)+")"; - switch(select("Stop:"+.@ven_menu$)) { + switch(select("Stop", ""+.@ven_menu$)) { case 1: mes "[Special Vending Machine]"; mes "Thank you for coming."; @@ -375,7 +375,7 @@ malangdo,175,145,4 script Can Agency Guard 4_CAT_MERMASTER,{ mes "[Can Agency Guard]"; mes "Hey, you there... Have you seen any ^0000ffMalangdo Cat Can^000000s around here?"; next; - switch(select("Why are you asking?:Oh, you mean these?")) { + switch(select("Why are you asking?", "Oh, you mean these?")) { case 1: mes "[Can Agency Guard]"; mes "Umm."; @@ -404,7 +404,7 @@ malangdo,175,145,4 script Can Agency Guard 4_CAT_MERMASTER,{ mes "[Can Agency Guard]"; mes "The Malangdo Cat Can is a faulty product. Let me exchange it to 3 E Grade Coins. How about that?"; next; - switch(select("I won't exchange:^0000ff1^000000 Can -> ^0000ff3^000000 E Grade Coin:^0000ff10^000000 Can -> ^0000ff30^000000 E Grade Coin:^0000ff100^000000 Can -> ^0000ff300^000000 E Grade Coin:Exchange all I've got")) { + switch(select("I won't exchange", "^0000ff1^000000 Can -> ^0000ff3^000000 E Grade Coin", "^0000ff10^000000 Can -> ^0000ff30^000000 E Grade Coin", "^0000ff100^000000 Can -> ^0000ff300^000000 E Grade Coin", "Exchange all I've got")) { case 1: mes "[Can Agency Guard]"; mes "Umm, I'm not here forever, so come to me if you'd like to exchange while I still am."; @@ -489,7 +489,7 @@ function script F_mal_coin { mes getarg(1); mes "Well then, do you want to take a look at what I have now?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: if (checkweight(Knife,1) == 0) { mes getarg(1); @@ -860,7 +860,7 @@ ecl_in01,66,95,3 script Armor Merchant Naphara#e 4_F_FAIRYKID,{ mes "Hello, this is Naphara's store, a place of high class goods."; mes "What would you need?"; next; - .@choice = select("Str Glove:Int Glove:Agi Glove:Vit Glove:Dex Glove:Luk Glove"); + .@choice = select("Str Glove", "Int Glove", "Agi Glove", "Vit Glove", "Dex Glove", "Luk Glove"); .@choice -= 1; mes "[Armor Merchant]"; mes "^3131FF" + .name$[.@choice] + " For ^000000,"; @@ -876,7 +876,7 @@ ecl_in01,66,95,3 script Armor Merchant Naphara#e 4_F_FAIRYKID,{ mes "It costs 10 Splendide Coins."; mes "Would you like to buy it?"; next; - if (select("Buy it.:Don't buy it.")==1) { + if (select("Buy it.", "Don't buy it.")==1) { if (countitem(Splendide_Coin) < 10) { mes "[Armor Merchant]"; mes "It seems like you don't have enough coins."; @@ -912,7 +912,7 @@ ecl_in01,64,97,5 script Slot Expert Nattuer#ecl 4_F_FAIRYKID,{ mes "I am Slot Expert Nattuer."; mes "If you bring me an item from my little brother Naphara along with 5 Splendide Coins, I will open up one Slot for you."; next; - if (select("Activate a Slot.:Forget it.")==2){ + if (select("Activate a Slot.", "Forget it.")==2){ close; } mes "[Slot Expert]"; @@ -921,18 +921,18 @@ ecl_in01,64,97,5 script Slot Expert Nattuer#ecl 4_F_FAIRYKID,{ mes "[Slot Expert]"; mes "Of course, if your heart were as big as that flower-filled land, you wouldn't mind. Right? Should I go for it?"; next; - if (select("Continue.:Forget it.")==2) { + if (select("Continue.", "Forget it.")==2) { close; } mes "[Slot Expert]"; mes "Which item would you like to activate with a Slot?"; next; - .@choice = select("Str Glove:Int Glove:Ag Glove:Vit Glove:Dex Glove:Luk Glove"); + .@choice = select("Str Glove", "Int Glove", "Ag Glove", "Vit Glove", "Dex Glove", "Luk Glove"); .@choice += 2916; mes "[Slot Expert]"; mes "Let's confirm for the last time. Is the one you want " + getitemname(.@choice) + "?"; next; - if (select("Yes:No")==2) { + if (select("Yes", "No")==2) { mes "[Slot Expert]"; mes "Why don't you talk to me when you know for sure."; close; @@ -978,7 +978,7 @@ ecl_in01,33,98,5 script Herb Merchant Plafina#e 4_M_FAIRYKID2,{ mes "[Herb Merchant]"; mes "Welcome, this is Plafina's Herb Store where only the freshest herbs are provided~!"; next; - .@item = select("Snow Flip:Peony Mommy:Slapping Herb:Yggdrasil Dust:End conversation")-1; + .@item = select("Snow Flip", "Peony Mommy", "Slapping Herb", "Yggdrasil Dust", "End conversation")-1; if (.@item==4){ mes "[Herb Merchant]"; mes "Come back anytime."; @@ -1002,7 +1002,7 @@ ecl_in01,33,98,5 script Herb Merchant Plafina#e 4_M_FAIRYKID2,{ mes "Requires 5 seconds between uses."; mes "It costs "+ .cost[.@item] +" Splendide Coins for each."; next; - .@buy = select("Buy 1.:Buy 10.:Don't buy."); + .@buy = select("Buy 1.", "Buy 10.", "Don't buy."); if (.@buy==3){ close; } @@ -1012,7 +1012,7 @@ ecl_in01,33,98,5 script Herb Merchant Plafina#e 4_M_FAIRYKID2,{ mes "[Herb Merchant]"; mes "Would you like to buy "+ .@buy +" "+ getitemname(.items[.@item]) +"?"; next; - if (select("Buy.:Don't buy.")==2){ + if (select("Buy.", "Don't buy.")==2){ close; } if (countitem(Splendide_Coin) < (.cost[.@item]*.@buy) ) { @@ -1041,7 +1041,7 @@ ecl_in01,67,39,4 script Replication Expert Paltu 4_M_FAIRYKID4,{ mes "[Paltu]"; mes "Woohoo- Greetings. What are you looking for? Lots of goods here."; next; - switch (select("No thanks.:Replication?:I know you got lots up your sleeve!")) { + switch (select("No thanks.", "Replication?", "I know you got lots up your sleeve!")) { case 1: emotion e_an; mes "[Paltu]"; @@ -1100,7 +1100,7 @@ ecl_in01,67,39,4 script Replication Expert Paltu 4_M_FAIRYKID4,{ mes "[Paltu]"; mes "What do you think? I'll make it happen as long as I have the ingredients and the compensation."; next; - if (select("I'll do it later.:Show me what you got!") == 1) { + if (select("I'll do it later.", "Show me what you got!") == 1) { emotion e_dots; mes "[Paltu]"; mes "What? Are you kidding me? Please tell me you are!"; @@ -1129,7 +1129,7 @@ ecl_in01,67,39,4 script Replication Expert Paltu 4_M_FAIRYKID4,{ Assassin_Mask_, Elven_Ears, Hahoe_Mask, - Boy's_Cap; + Boys_Cap; setarray .@costumes[0], C_Frog_Cap, C_Centimental_Flower, C_Magestic_Goat, @@ -1139,7 +1139,7 @@ ecl_in01,67,39,4 script Replication Expert Paltu 4_M_FAIRYKID4,{ C_Assassin_Mask_, C_Elven_Ears, C_Hahoe_Mask, - C_Boy's_Cap; + C_Boys_Cap; if ((countitem(Splendide_Coin) >= 50) && (countitem(Crystal_Mirror) >= 4) && countitem(Angel_Magic_Power) && (countitem(Azure_Jewel) >= 10) && (countitem(Cardinal_Jewel) >= 10) && (countitem(Blue_Jewel) >= 10) && (countitem(Golden_Jewel) >= 10) && (countitem(Bluish_Green_Jewel) >= 10)) .@item_check =1; @@ -1170,7 +1170,7 @@ ecl_in01,67,39,4 script Replication Expert Paltu 4_M_FAIRYKID4,{ mes "[Paltu]"; mes "Yes, this is more than enough. Should I make it now?"; next; - if (select("Please make it now.:Oops, I have to take care of something...") == 2) { + if (select("Please make it now.", "Oops, I have to take care of something...") == 2) { emotion e_omg; mes "[Paltu]"; mes "Hey.. Hey! Hey! Where you going?"; @@ -1189,7 +1189,7 @@ ecl_in01,67,39,4 script Replication Expert Paltu 4_M_FAIRYKID4,{ mes "[Paltu]"; mes "So any problems with that?"; next; - if (select("Let me go check.:Start the replication process.")==1) { + if (select("Let me go check.", "Start the replication process.")==1) { mes "[Paltu]"; mes "Yeah, please make sure!"; close; diff --git a/npc/re/merchants/diamond.txt b/npc/re/merchants/diamond.txt index 95f8d7774..665af5e6a 100644 --- a/npc/re/merchants/diamond.txt +++ b/npc/re/merchants/diamond.txt @@ -81,7 +81,7 @@ mes "Some claim that this is the very same diamond"; mes "that was seen by Kachua in Comodo!"; next; - if (select("End Conversation:How much is it?") == 1) { + if (select("End Conversation", "How much is it?") == 1) { mes .@npc$; mes "It's rather inexpensive!"; mes "If you're interested, talk to me any time!"; @@ -99,7 +99,7 @@ mes "Compared to the quality of the diamond"; mes "this is a small price to pay."; next; - if (select("^828282It's too expensive.^000000:I'll buy it.") == 1) { + if (select("^828282It's too expensive.^000000", "I'll buy it.") == 1) { mes .@npc$; mes "To say that a diamond such as the"; mes "^FF82FF'17 Carat Diamond'^000000 is too expensive, "; @@ -114,7 +114,7 @@ mes "All I need from you is to complete this contract."; next; while(1) { - if (select("^B9062FI will sign the contract.^000000:^828282Nevermind, I changed my mind.^000000") == 2) { + if (select("^B9062FI will sign the contract.^000000", "^828282Nevermind, I changed my mind.^000000") == 2) { mes .@npc$; mes "I see, that's too bad.."; close; @@ -122,14 +122,14 @@ mes .@npc$; mes "What is your name?"; next; - mes "[" + strcharinfo(0) + "]"; - mes "My name is " + strcharinfo(0) + "."; + mes "[" + strcharinfo(PC_NAME) + "]"; + mes "My name is " + strcharinfo(PC_NAME) + "."; next; mes .@npc$; mes "Alright then, please sign here."; next; input .@charname$; - if (.@charname$ == strcharinfo(0)) { + if (.@charname$ == strcharinfo(PC_NAME)) { mes .@npc$; mes "Okay, good."; mes "All that is left now is payment."; @@ -175,7 +175,7 @@ mes "AAH. You would like to exchange your ^FF82FF'17 Carat Diamond'^000000 for zeny?"; emotion e_gasp; next; - if (select("Yes:No") == 2) { + if (select("Yes", "No") == 2) { mes .@npc$; mes "Then, what is it you desire?.."; mes ". . . . . ...."; @@ -190,20 +190,20 @@ mes .@npc$; mes "What is your name?"; next; - mes "[" + strcharinfo(0) + "]"; - mes "My name is " + strcharinfo(0) + "."; + mes "[" + strcharinfo(PC_NAME) + "]"; + mes "My name is " + strcharinfo(PC_NAME) + "."; next; mes .@npc$; mes "Alright then, please sign here."; next; while (1) { - if (select("Sign:Don't Sign") == 2) { + if (select("Sign", "Don't Sign") == 2) { mes .@npc$; mes "The trade cannot be completed without your signature."; close; } input .@charname$; - if (.@charname$ == strcharinfo(0)) { + if (.@charname$ == strcharinfo(PC_NAME)) { mes .@npc$; mes "Your signature has been received."; mes "I will now take your ^FF82FF'17 Carat Diamond'^000000.."; diff --git a/npc/re/merchants/enchan_ko.txt b/npc/re/merchants/enchan_ko.txt index 130a5cf4e..97b307ddd 100644 --- a/npc/re/merchants/enchan_ko.txt +++ b/npc/re/merchants/enchan_ko.txt @@ -41,7 +41,7 @@ que_ng,75,20,3 script Artisan Tene#ko 4_M_JPN2,{ mes "[Artisan Tene]"; mes "How may I help you?"; next; - switch (select("Which blacksmith?:I want to add option.:I want to remove option.")) { + switch (select("Which blacksmith?", "I want to add option.", "I want to remove option.")) { case 1: // Which blacksmith? mes "[Artisan Tene]"; mes "Oh! Sorry, I didn't introduce myself."; @@ -52,7 +52,7 @@ que_ng,75,20,3 script Artisan Tene#ko 4_M_JPN2,{ mes "[Artisan Tene]"; mes "Oh! Do you want to know the list of weapons and armor I work on?"; next; - switch (select("Take a look at the weapon list.:Take a look at the armor list.")) { + switch (select("Take a look at the weapon list.", "Take a look at the armor list.")) { case 1: // Take a look at the weapon list mes "[Artisan Tene]"; mes "Are you interested in the weapon list?"; @@ -99,7 +99,7 @@ que_ng,75,20,3 script Artisan Tene#ko 4_M_JPN2,{ mes "[Artisan Tene]"; mes "Ha ha. I must have talked too much. Which class of equipment do you want to add an option to?"; next; - switch (select("Weapon...:Armor...")) { + switch (select("Weapon...", "Armor...")) { case 1: mes "[Artisan Tene]"; mes "So you want to add an option to your weapon. That will be ^ff0000100,000 Zeny for a 1 time service.^000000"; @@ -110,7 +110,7 @@ que_ng,75,20,3 script Artisan Tene#ko 4_M_JPN2,{ mes "[Artisan Tene]"; mes "Which weapon do you want to add an option to?"; next; - switch (select("Later...:Raksasa Dagger [1]:Mikatsuki [1]:Huuma Swirling Petal [2]:Huuma Fluttering Snow:Huuma Thunderstorm")) { + switch (select("Later...", "Raksasa Dagger [1]", "Mikatsuki [1]", "Huuma Swirling Petal [2]", "Huuma Fluttering Snow", "Huuma Thunderstorm")) { case 1: mes "[Artisan Tene]"; mes "Changed your mind? Very well. Hope to see you later."; @@ -140,7 +140,7 @@ que_ng,75,20,3 script Artisan Tene#ko 4_M_JPN2,{ mes "[Artisan Tene]"; mes "Which armor do you want to add an option to?"; next; - switch (select("Later...:Wolf Armguard [1]:Crescent Armguard [1]:Ninja Scale Armor [1]:Tenebris Latitantes [1]:Special Ninja Suit [1]")) { + switch (select("Later...", "Wolf Armguard [1]", "Crescent Armguard [1]", "Ninja Scale Armor [1]", "Tenebris Latitantes [1]", "Special Ninja Suit [1]")) { case 1: mes "[Artisan Tene]"; mes "Changed your mind? Very well. Hope to see you later."; @@ -179,7 +179,7 @@ que_ng,75,20,3 script Artisan Tene#ko 4_M_JPN2,{ mes "[Artisan Tene]"; mes "^ff0000Removing an option will be 100,000 Zeny.^000000 Which option from the list of items do you want to remove?"; next; - switch(select("Later...:Raksasa Dagger [1]:Mikatsuki [1]:Huuma Swirling Petal [2]:Huuma Fluttering Snow:Huuma Thunderstorm:Wolf Armguard [1]:Crescent Armguard [1]:Ninja Scale Armor [1]:Tenebris Latitantes [1]:Special Ninja Suit [1]")) { + switch(select("Later...", "Raksasa Dagger [1]", "Mikatsuki [1]", "Huuma Swirling Petal [2]", "Huuma Fluttering Snow", "Huuma Thunderstorm", "Wolf Armguard [1]", "Crescent Armguard [1]", "Ninja Scale Armor [1]", "Tenebris Latitantes [1]", "Special Ninja Suit [1]")) { case 1: mes "[Artisan Tene]"; mes "Removing options is expensive, isn't it? Sorry. I will work harder in developing my skills and bring down costs as well."; @@ -231,7 +231,7 @@ que_ng,75,20,3 script Artisan Tene#ko 4_M_JPN2,{ mes "[Artisan Tene]"; mes "The cost is the same but I do provide a service to remove only the option on the 3rd slot and leave the 4th slot as is. Are you interested?"; next; - switch (select("Reset only the 3rd Slot.:Reset all.")) { + switch (select("Reset only the 3rd Slot.", "Reset all.")) { case 1: mes "[Artisan Tene]"; mes "Very well. I will reset only your 3rd slot."; @@ -321,7 +321,7 @@ que_ng,75,20,3 script Artisan Tene#ko 4_M_JPN2,{ else mes "This equipment is not currently enchanted. Shall I enchant the fourth slot?"; next; - if (select("Do it later:Do it now") == 1) { + if (select("Do it later", "Do it now") == 1) { mes "[Artisan Tene]"; mes "Very well. Hope to see you later."; close; diff --git a/npc/re/merchants/enchan_mal.txt b/npc/re/merchants/enchan_mal.txt index 3007c9ee4..bea4c6e03 100644 --- a/npc/re/merchants/enchan_mal.txt +++ b/npc/re/merchants/enchan_mal.txt @@ -47,7 +47,7 @@ malangdo,213,167,4 script Mayomayo#mal 4_CAT_3COLOR,{ mes "[Mayomayo]"; mes "Wow welcome. It is new Mayomayo refinement store~ I enchant some luxury weapons including level 4 weapons."; next; - switch(select("Any store policy changes?:Enchant High Ranked Weapon:Initialize Enchant (Need Silvervine Fruit)")) { + switch(select("Any store policy changes?", "Enchant High Ranked Weapon", "Initialize Enchant (Need Silvervine Fruit)")) { case 1: mes "[Mayomayo]"; mes "When I enchant weapons, the slotted cards or refined level are dissipated sometimes. I hated it. However, one day I found how to do it without any extinction."; @@ -55,7 +55,7 @@ malangdo,213,167,4 script Mayomayo#mal 4_CAT_3COLOR,{ mes "[Mayomayo]"; mes "Have you ever seen a building of person of reinforcement capacity association?"; next; - if(select("I've seen it before.:I haven't seen it before.") == 2) { + if(select("I've seen it before.", "I haven't seen it before.") == 2) { mes "[Mayomayo]"; mes "That builiding is located to the southeast of where I am. Why don't you go on a field trip there?"; close; @@ -93,7 +93,7 @@ malangdo,213,167,4 script Mayomayo#mal 4_CAT_3COLOR,{ case 1224: callsub L_Socket,1,2; //Sword_Breaker case 1225: callsub L_Socket,1,2; //Mail_Breaker case 1227: callsub L_Socket,1,2; //Weeder_Knife - case 1229: callsub L_Socket,1,2; //Mama's_Knife + case 1229: callsub L_Socket,1,2; //Mamas_Knife case 1232: callsub L_Socket,1,2; //Assasin_Dagger case 1233: callsub L_Socket,1,2; //Exercise case 1235: callsub L_Socket,1,2; //Azoth @@ -212,7 +212,7 @@ malangdo,213,167,4 script Mayomayo#mal 4_CAT_3COLOR,{ case 1466: callsub L_Socket,1,2; //Crescent_Scythe case 1467: callsub L_Socket,1,2; //Bill_Guisarme case 1468: callsub L_Socket,1,2; //Zephyrus - case 1469: callsub L_Socket,1,2; //Longinus's_Spear + case 1469: callsub L_Socket,1,2; //Longinuss_Spear case 1470: callsub L_Socket,1,2; //Brionac case 1471: callsub L_Socket,1,2; //Hell_Fire case 1474: callsub L_Socket,1,2; //Gae_Bolg @@ -264,7 +264,7 @@ malangdo,213,167,4 script Mayomayo#mal 4_CAT_3COLOR,{ case 15: // Books switch(@mal_equip_id) { case 1557: callsub L_Socket,1,2; //Book_Of_The_Apocalypse - case 1558: callsub L_Socket,1,2; //Girl's_Diary + case 1558: callsub L_Socket,1,2; //Girls_Diary case 1559: callsub L_Socket,1,2; //Legacy_Of_Dragon case 1561: callsub L_Socket,1,2; //Hardback case 1562: callsub L_Socket,1,2; //Bible_Of_Battlefield @@ -311,11 +311,11 @@ malangdo,213,167,4 script Mayomayo#mal 4_CAT_3COLOR,{ case 1963: callsub L_Socket,1,2; //Rapture_Rose case 1964: callsub L_Socket,1,2; //Chemeti case 1969: callsub L_Socket,1,2; //Bladed_Whip - case 1970: callsub L_Socket,1,2; //Queen's_Whip + case 1970: callsub L_Socket,1,2; //Queens_Whip case 1972: callsub L_Socket,1,2; //Electric_Eel case 1973: callsub L_Socket,1,2; //Sea_Witch_Foot case 1974: callsub L_Socket,1,2; //Carrot_Whip - case 1976: callsub L_Socket,1,2; //Queen's_Whip_ + case 1976: callsub L_Socket,1,2; //Queens_Whip_ case 1979: callsub L_Socket,1,2; //Stem_Of_Nepenthes case 1984: callsub L_Socket,2,2; //Stem_Whip case 1985: callsub L_Socket,4,2; //Rosebine @@ -385,7 +385,7 @@ L_Socket: mes "[Mayomayo]"; mes "When you use the "+getitemname(.@coin[.@coin_select])+", you can choose the enchant type."; next; - switch(select("Stop:Short Range Type:Long Range Type:Caster Type")) { + switch(select("Stop", "Short Range Type", "Long Range Type", "Caster Type")) { case 1: mes "[Mayomayo]"; mes "Ok. If you change your mind, let me know."; @@ -416,7 +416,7 @@ L_Socket: mes "[Mayomayo]"; mes "I'm trying for the "+.@str$+" enchant. ^ff0000It will not touch previous refinement and cards. Also, the equipment will not be destroyed.^000000 Can I continue?"; next; - if(select("I'll come back later.:Please, continue.") == 1) { + if(select("I'll come back later.", "Please, continue.") == 1) { mes "[Mayomayo]"; mes "Ok. If you change your mind, come back again."; close; @@ -600,7 +600,7 @@ L_Socket: close; } if (.@enchant == 9) { // Should never happen. - specialeffect2 EF_SUI_EXPLOSION; + specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); mes "[Mayomayo]"; mes "Oh my god!"; mes "This equipment is destroyed because it could not endure powerful ability. I'm so sorry."; @@ -608,7 +608,7 @@ L_Socket: delequip EQI_HAND_R; close; } - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); mes "[Mayomayo]"; mes "I have enchanted ^990000slot "+.@socket+"^000000 of this equipment."; delitem .@coin[.@coin_select],.@total[.@coin_select]; @@ -622,7 +622,7 @@ L_Socket: mes "[Mayomayo]"; mes "I will only initialize the enchant effect without touching previous refined level and cards."; next; - if(select("Stop:Continue") == 1) { + if(select("Stop", "Continue") == 1) { mes "[Mayomayo]"; mes "If you change your mind, come back anytime."; close; @@ -642,7 +642,7 @@ L_Socket: mes "This equipment has nothing to initialize. Please check again."; close; } - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); mes "[Mayomayo]"; mes "Initialize the enchant effect from the equipment."; delitem Silvervine,1; diff --git a/npc/re/merchants/enchan_mora.txt b/npc/re/merchants/enchan_mora.txt index e27446594..46979c82b 100644 --- a/npc/re/merchants/enchan_mora.txt +++ b/npc/re/merchants/enchan_mora.txt @@ -69,7 +69,7 @@ mora,88,89,5 script Keeper of Secrets#pa082 4_M_MERCAT1,{ mes "[Artifice]"; mes "All I need is 10 Mora Coins of yours to grant you a relic!"; next; - switch(select("I don't think I'm ready.:I'm ready to exchange my Mora Coins.:Exchange my Ring.")) { + switch(select("I don't think I'm ready.", "I'm ready to exchange my Mora Coins.", "Exchange my Ring.")) { case 1: mes "[Artifice]"; mes "See you next time!"; @@ -80,7 +80,7 @@ mora,88,89,5 script Keeper of Secrets#pa082 4_M_MERCAT1,{ //mes "You influence what part are you?"; mes "What kind of relic do you want?"; next; - switch(select("I'm not ready.:Ring:Shoes:Shawl:Robe:Shield:Weapon")) { + switch(select("I'm not ready.", "Ring", "Shoes", "Shawl", "Robe", "Shield", "Weapon")) { case 1: mes "[Artifice]"; mes "Go with the light."; @@ -141,7 +141,7 @@ mora,88,89,5 script Keeper of Secrets#pa082 4_M_MERCAT1,{ mes "[Artifice]"; mes "You have a "+getitemname(.@item)+". Do you really want to trade it for 10 Mora Coins?"; next; - switch(select("I'm not ready:Exchange my "+getitemname(.@item))) { + switch(select("I'm not ready", "Exchange my "+getitemname(.@item))) { case 1: mes "[Artifice]"; mes "If you change your mind, please stop by again."; @@ -169,7 +169,7 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{ mes "[Relice]"; mes "I enhance Relics that holy Arch-Bishops use, it will take 2 Mora Coins and the relic to allow me to attempt to enhance it."; next; - switch(select("More details please.:Please Enhance my Relic.")) { + switch(select("More details please.", "Please Enhance my Relic.")) { case 1: mes "[Relice]"; mes "Let me briefly explain, for 2 Mora Coins and the relic I can give you a single Enchantment on that relic."; @@ -190,7 +190,7 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{ mes "[Relice]"; mes "If you have a ritual for luck, you should use it now!"; next; - .@select = select("Wait a minute!:Light of Cure:Seal of Cathedral:Ring of Archbishop:Shoes of Affection:Shoes of Judgement:Shawl of Affection:Shawl of Judgement:Robe of Affection:Robe of Judgement:Bible of Promise 1st Vol:Wand of Affection:Mace of Judgement"); + .@select = select("Wait a minute!", "Light of Cure", "Seal of Cathedral", "Ring of Archbishop", "Shoes of Affection", "Shoes of Judgement", "Shawl of Affection", "Shawl of Judgement", "Robe of Affection", "Robe of Judgement", "Bible of Promise 1st Vol", "Wand of Affection", "Mace of Judgement"); switch(.@select) { case 1: mes "[Relice]"; @@ -230,7 +230,7 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{ mes "For 2 Mora Coins I can strengthen the relic you have in many ways!"; close; } - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); delitem Mora_Coin,2; delitem .@item,1; switch(.@enchant_type) { @@ -367,7 +367,7 @@ mora,104,76,4 script Guardian of Artifacts#p 4_M_MERCAT1,{ mes "[Guardian of Artifacts]"; mes "Do you want to buy an artifact with your Mora Coins?"; next; - if(select("Maybe later... I have things to do.:Yes, I do.") == 1) { + if(select("Maybe later... I have things to do.", "Yes, I do.") == 1) { mes "[Guardian of Artifacts]"; mes "Okay, see you later then."; close; @@ -375,7 +375,7 @@ mora,104,76,4 script Guardian of Artifacts#p 4_M_MERCAT1,{ mes "[Guardian of Artifacts]"; mes "What type of item do you want to buy?"; next; - switch(select("Quit:Shoes:Orbs:Robes:Staves")) { + switch(select("Quit", "Shoes", "Orbs", "Robes", "Staves")) { case 1: mes "[Guardian of Artifacts]"; mes "Okay, see you later then."; @@ -420,7 +420,7 @@ mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{ mes "[Artifact Crafter]"; mes "My job is to imbue artifacts with new power. If you have enough Coins, you can have one of the following items reinforced."; next; - if(select("Tell me more.:I want to have my item reinforced.") == 1) { + if(select("Tell me more.", "I want to have my item reinforced.") == 1) { mes "[Artifact Crafter]"; mes "Let me explain. One reinforcement costs you two Coins."; next; @@ -437,7 +437,7 @@ mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{ if (.@info_only) close; next; - .@select = select("Maybe next time.:Golden Rod Staff:Aqua Staff:Crimson Staff:Forest Staff:Golden Rod Shoes:Aqua Shoes:Crimson Shoes:Forest Shoes:Golden Rod Orb:Aqua Orb:Crimson Orb:Forest Orb:Golden Rod Robe:Aqua Robe:Crimson Robe:Forest Robe"); + .@select = select("Maybe next time.", "Golden Rod Staff", "Aqua Staff", "Crimson Staff", "Forest Staff", "Golden Rod Shoes", "Aqua Shoes", "Crimson Shoes", "Forest Shoes", "Golden Rod Orb", "Aqua Orb", "Crimson Orb", "Forest Orb", "Golden Rod Robe", "Aqua Robe", "Crimson Robe", "Forest Robe"); switch(.@select) { case 1: mes "[Artifact Crafter]"; @@ -478,7 +478,7 @@ mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{ mes "You have to have 2 Mora Coins and an item to be reinforced before I can do my work."; close; } - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); delitem Mora_Coin,2; delitem .@item,1; switch(.@enchant_type) { @@ -568,7 +568,7 @@ mora,152,97,5 script Guardian of Power#pa082 4_F_DOGTRAVELER,{ mes "^ff0000Choose carefully because these artifacts aren't easy to come by^000000. So what class do you want it for?"; next; setarray .@jobs$[0],"Rune Knight","Guillotine Cross","Ranger"; - .@job = select("Cancel:Rune Knight:Guillotine Cross:Ranger")-2; + .@job = select("Cancel", "Rune Knight", "Guillotine Cross", "Ranger")-2; if (.@job == -1) { mes "[Guardian of Power]"; mes "Talk to me later then."; @@ -581,15 +581,15 @@ mora,152,97,5 script Guardian of Power#pa082 4_F_DOGTRAVELER,{ switch(.@job) { case 0: // Rune Knight setarray .@items[0],2475,2476,2574,2575; - .@i = select("Cancel:Ur's Greaves (Shoes):Peuz's Greaves (Shoes):Ur's Manteau (Garment):Peuz's Manteau (Garment)")-2; + .@i = select("Cancel", "Ur's Greaves (Shoes)", "Peuz's Greaves (Shoes)", "Ur's Manteau (Garment)", "Peuz's Manteau (Garment)")-2; break; case 1: // Guillotine Cross setarray .@items[0],2477,2478,2577,2578; - .@i = select("Cancel:Sapha Shoes (Shoes):Nab Shoes (Shoes):Sapha Hood (Garment):Nab Hood (Garment)")-2; + .@i = select("Cancel", "Sapha Shoes (Shoes)", "Nab Shoes (Shoes)", "Sapha Hood (Garment)", "Nab Hood (Garment)")-2; break; case 2: // Ranger setarray .@items[0],2479,2480,2580,2581; - .@i = select("Cancel:White Wing Boots (Shoes):Black Wing Boots (Shoes):White Wing Manteau (Garment):Black Wing Manteau (Garment)")-2; + .@i = select("Cancel", "White Wing Boots (Shoes)", "Black Wing Boots (Shoes)", "White Wing Manteau (Garment)", "Black Wing Manteau (Garment)")-2; break; } if (.@i == -1) { @@ -623,7 +623,7 @@ mora,148,98,3 script Artifact Researcher#new 4_F_MORAFINE2,{ mes "Nice to meet you."; mes "I'm here in Mora studying ancient relics and artifacts. The new discoveries of Adventurers has made this village very exciting for me."; next; - switch(select("Tell me more...:Give abilities to artifacts.:Reset Enhanced abilities.")) { + switch(select("Tell me more...", "Give abilities to artifacts.", "Reset Enhanced abilities.")) { case 1: mes "[Artifact Researcher]"; mes "New artifacts have been found here in Mora village, haven't you heard the news?"; @@ -655,7 +655,7 @@ mora,148,98,3 script Artifact Researcher#new 4_F_MORAFINE2,{ mes "[Artifact Researcher]"; mes "Ok, so are you ready? Before I start working on this, what kind of equipment did you want me to enhance?"; next; - .@i = select("I'm not wearing the equipment:1. Weapon:2. Shoes:3. Garment:4. Armor:5. Accessory")-2; + .@i = select("I'm not wearing the equipment", "1. Weapon", "2. Shoes", "3. Garment", "4. Armor", "5. Accessory")-2; if (.@i == -1) { mes "[Artifact Researcher]"; mes "Make sure you're wearing the equipment first."; @@ -784,7 +784,7 @@ L_Socket: close; } next; - if(select("I'll come back later.:Please continue!") == 1) { + if(select("I'll come back later.", "Please continue!") == 1) { mes "[Artifact Researcher]"; mes "If you change your mind, please come back."; close; @@ -1119,18 +1119,18 @@ L_Socket: Zeny -= 100000; delequip .@part; if (.@enchant == 9) { - specialeffect2 EF_SUI_EXPLOSION; + specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); mes "[Artifact Researcher]"; mes "This!"; mes "I... I'm sorry but the equipment has been destroyed."; close; } if (.@enchant == 0) { - specialeffect2 EF_SHIELDCHARGE; + specialeffect(EF_SHIELDCHARGE, AREA, playerattached()); mes "[Artifact Researcher]"; mes "Since the balance of power does not match, the given existing ability has been destroyed. It is unfortunate but please try again next time."; } else { - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); mes "[Artifact Researcher]"; // Replacing original dialogue since it doesn't make sense. //mes "The artifact ^990000"+.@slot+" will have the first enhancement retained."; @@ -1147,7 +1147,7 @@ L_Socket: mes "You've got to pay if you want the services."; close; } - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); mes "[Artifact Researcher]"; mes "The ability to enhance remains."; delitem Mora_Coin,1; @@ -1183,7 +1183,7 @@ mora,124,82,4 script Artifact Collector#blan 4_M_RAFLE_OR,{ mes "[Artifact Collector]"; mes "Greetings Adventurer. We will be great friends in a moment after I tell you how to Empower your Artifacts!"; next; - switch(select("Let's do this!:Empower Artifacts?:Nope, not for me!")) { + switch(select("Let's do this!", "Empower Artifacts?", "Nope, not for me!")) { case 1: break; case 2: @@ -1286,7 +1286,7 @@ mora,124,82,4 script Artifact Collector#blan 4_M_RAFLE_OR,{ setarray .@artifacts[0],1657,16013,2007,2008,2009,2010; setarray .@empowered[0],1660,16018,2011,2012,2013,2014; while(1) { - .@i = select("I don't think I'm interested:Staff of Mercy:Mace of Judgement:Golden Rod Staff:Aqua Staff:Crimson Staff:Forest Staff")-2; + .@i = select("I don't think I'm interested", "Staff of Mercy", "Mace of Judgement", "Golden Rod Staff", "Aqua Staff", "Crimson Staff", "Forest Staff")-2; if (.@i == -1) { emotion e_what; mes "[Artifact Collector]"; @@ -1387,7 +1387,7 @@ mora,124,82,4 script Artifact Collector#blan 4_M_RAFLE_OR,{ mes "[Artifact Collector]"; mes "I'm going to take your ^FF0000"+getequipname(EQI_HAND_R)+"^000000 and exchange it, are you ready?"; next; - switch(select("NOOO!:Yes, I'm ready!:What will it be after?")) { + switch(select("NOOO!", "Yes, I'm ready!", "What will it be after?")) { case 1: emotion e_an; mes "[Artifact Collector]"; @@ -1400,7 +1400,7 @@ mora,124,82,4 script Artifact Collector#blan 4_M_RAFLE_OR,{ mes "[Artifact Collector]"; mes "Surely you want to go on?"; next; - if(select("No, I don't.:Yes, do it!") == 1) { + if(select("No, I don't.", "Yes, do it!") == 1) { emotion e_an; mes "[Artifact Collector]"; mes "You've got to be kidding... you got my hopes up..."; @@ -1487,7 +1487,7 @@ L_ShowInfo: //== Other Enchants :: sangjo ============================== function script F_Mora_Enchant { - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); progressbar "ffff00",3; delitem Mora_Coin,5; delitem getarg(0),1; @@ -1538,7 +1538,7 @@ mora,105,176,4 script Master Tailor#pa0829 4_ELEPHANT,{ mes "[Master Tailor]"; mes "I happen to have a few army paddings in stock. Would you like to buy one? The price is 1 Mora Coin. So cheap."; next; - switch(select("Maybe next time.:I'll buy one now.")) { + switch(select("Maybe next time.", "I'll buy one now.")) { case 1: mes "[Master Tailor]"; mes "Okay, I understand."; @@ -1558,7 +1558,7 @@ mora,105,176,4 script Master Tailor#pa0829 4_ELEPHANT,{ mes "[Master Tailor]"; mes "Have you come to add art to one of your army paddings?"; next; - switch(select("Please tell me more.:Yes, I have.")) { + switch(select("Please tell me more.", "Yes, I have.")) { case 1: mes "[Master Tailor]"; mes "A typical army padding isn't warm enough. It feels rough on your skin and doesn't look good. And artistic value? It has next to none."; @@ -1579,7 +1579,7 @@ mora,105,176,4 script Master Tailor#pa0829 4_ELEPHANT,{ mes "[Master Tailor]"; mes "And another thing - once I fail to add art to it, it becomes unusable... you'll need to buy a new one in that case."; next; - switch(select("Come on, what's the rush?:Okay! Let's do it!!")) { + switch(select("Come on, what's the rush?", "Okay! Let's do it!!")) { case 1: mes "[Master Tailor]"; mes "What's wrong with you?"; @@ -1633,7 +1633,7 @@ mora,123,177,6 script Pendant Crafter#pa0829 4_ELEPHANT,{ mes "[Pendant Crafter]"; mes "Have you come to have your Guardian's Pendant upgraded?"; next; - switch(select("Please tell me more.:Yes, I have.")) { + switch(select("Please tell me more.", "Yes, I have.")) { case 1: mes "[Pendant Crafter]"; mes "My job is to polish the stone in a Guardian's Pendant, and then carve a symbol with special power on it."; @@ -1652,7 +1652,7 @@ mora,123,177,6 script Pendant Crafter#pa0829 4_ELEPHANT,{ mes "[Pendant Crafter]"; mes "And worse, it can lose its power and become an ordinary pendant. Of course, stone is not as susceptible to damage as cloth, so you won't lose the pendant itself."; next; - switch(select("Come on, what's the rush?:Okay! Let's do it!!")) { + switch(select("Come on, what's the rush?", "Okay! Let's do it!!")) { case 1: mes "[Pendant Crafter]"; mes "Come back when you're not in a hurry. I always have a lot of time on my hands."; @@ -1706,7 +1706,7 @@ mora,134,166,4 script Bulberry Westhood#pa0829 4_ELEPHANT,{ mes "[Bulberry Westhood]"; mes "So you have a Loki's Scarf 1042 Special Edition. You really have an eye for quality. Can I start working on it right away?"; next; - switch(select("I don't get it.:Yes, please.")) { + switch(select("I don't get it.", "Yes, please.")) { case 1: mes "[Bulberry Westhood]"; mes "Like I said, I only handle quality items - not random scarfs from a marketplace."; @@ -1732,7 +1732,7 @@ mora,134,166,4 script Bulberry Westhood#pa0829 4_ELEPHANT,{ mes "[Bulberry Westhood]"; mes "Of course, the Loki's Scarf is a quality item, so you won't lose the scarf itself in the process."; next; - switch(select("Maybe later, sir...:I'd like to own a quality item!")) { + switch(select("Maybe later, sir...", "I'd like to own a quality item!")) { case 1: mes "[Bulberry Westhood]"; mes "Ha...!"; diff --git a/npc/re/merchants/enchan_upg.txt b/npc/re/merchants/enchan_upg.txt index 67ad2c773..3193fcf1b 100644 --- a/npc/re/merchants/enchan_upg.txt +++ b/npc/re/merchants/enchan_upg.txt @@ -47,7 +47,7 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{ mes "Yes?"; mes "You are looking for me?"; next; - switch(select("This is the first time seeing you!:I heard that you are the best!:Please initialize the enchant.")) { + switch(select("This is the first time seeing you!", "I heard that you are the best!", "Please initialize the enchant.")) { case 1: mes "[Devil Enchant Master]"; mes "Ha ha ha~ Of course, I am not the kind of person that simply deals with people."; @@ -80,7 +80,7 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{ } mes "Initializing will cost 100,000 zeny and confirming whether the weapon is enchanted!"; next; - if (select("Let me think about it.:Initialize it now!") == 1) { + if (select("Let me think about it.", "Initialize it now!") == 1) { mes "[Devil Enchant Master]"; mes "Come back after you have confirmed!"; close; @@ -115,7 +115,7 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{ } mes "Which type of effect do you want to enchant?"; next; - switch(select("Let me think about it.:Physical Series:Magical Series")) { + switch(select("Let me think about it.", "Physical Series", "Magical Series")) { case 1: mes "[Devil Enchant Master]"; mes "Come back again after you change your mind!"; @@ -134,7 +134,7 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{ } mes "The enchant process might fail, and ^ff0000it will reduce partial refine level^000000, but the slotted card and weapon will not be broken! Are you sure you want to continue?"; next; - if (select("Next time!:Start now!") == 1) { + if (select("Next time!", "Start now!") == 1) { mes "[Devil Enchant Master]"; mes "Come back again after you have decided!"; close; diff --git a/npc/re/merchants/flute.txt b/npc/re/merchants/flute.txt index 0824515f1..98fd3789c 100644 --- a/npc/re/merchants/flute.txt +++ b/npc/re/merchants/flute.txt @@ -68,7 +68,7 @@ next; } else .@price = 12500; - if(select("Don't buy one:Buy a Falcon Flute") == 1) { + if(select("Don't buy one", "Buy a Falcon Flute") == 1) { mes "[Falcon Flute Trader]"; mes "That's too bad. If you need one, come back!"; close; @@ -110,7 +110,7 @@ pay_arche,91,134,3 duplicate(fflute) Falcon Flute Trader#fft2 1_M_BARD tur_dun01,89,170,5 script Expert Flute Crafter 1_M_ORIENT01,{ if (Class == Job_Ranger || Class == Job_Ranger_T || Class == Job_Baby_Ranger) { - if (countitem(Wolf's_Flute)) { + if (countitem(Wolfs_Flute)) { mes "[Expert Flute Crafter]"; mes "The Wolf Flute you have is crafted by myself, with wood."; mes "You can come back here and find me if you lose your Wolf flute!"; @@ -124,7 +124,7 @@ tur_dun01,89,170,5 script Expert Flute Crafter 1_M_ORIENT01,{ mes "Do you need anything?"; mes "A new Wolf Flute?"; next; - switch(select("Please give me a new Wolf Flute.:No.")) { + switch(select("Please give me a new Wolf Flute.", "No.")) { case 1: if (countitem(Bamboo_Cut) && Zeny >= 100000) { mes "[Expert Flute Crafter]"; @@ -137,7 +137,7 @@ tur_dun01,89,170,5 script Expert Flute Crafter 1_M_ORIENT01,{ mes "Hope you are ready to use it."; delitem Bamboo_Cut,1; Zeny -= 100000; - getitem Wolf's_Flute,1; + getitem Wolfs_Flute,1; close; } mes "[Expert Flute Crafter]"; diff --git a/npc/re/merchants/hd_refiner.txt b/npc/re/merchants/hd_refiner.txt index 261093136..17979642e 100644 --- a/npc/re/merchants/hd_refiner.txt +++ b/npc/re/merchants/hd_refiner.txt @@ -115,7 +115,7 @@ mes "In order to refine the gear you selected you need ^ff9999"+getitemname(.@material)+"^000000 and 20,000 zeny as a fee."; mes "Do you have them ready?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Blacksmith Mighty Hammer]"; mes "I will wait until you are ready."; close; @@ -126,7 +126,7 @@ mes "Well, even if it fails, it only decreases by 1 refine level."; mes "Would you like to continue refining?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Blacksmith Mighty Hammer]"; mes "Only those who overcome fear of failure will obtain a masterpiece."; close; @@ -256,7 +256,7 @@ lhz_in02,280,19,3 duplicate(MightyHammer) Mighty Hammer#lhz 4_M_DWARF mes "To refine this equipment, I need 1 ^ff9999"+getitemname(.@material)+"^000000 and 100,000 zeny as a fee."; mes "Do you really want to refine this?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Basta]"; mes "Okay. If that's what you want..."; close; @@ -275,7 +275,7 @@ lhz_in02,280,19,3 duplicate(MightyHammer) Mighty Hammer#lhz 4_M_DWARF mes "Compared to other blacksmiths, the risk is smaller."; mes "I've given all precautions. Do you want to try it?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Basta]"; mes "Well~"; mes "Not challenging at all could also be a kind of wisdom in life."; diff --git a/npc/re/merchants/inn.txt b/npc/re/merchants/inn.txt index a6bf9f96f..d44ddd986 100644 --- a/npc/re/merchants/inn.txt +++ b/npc/re/merchants/inn.txt @@ -38,12 +38,12 @@ bra_in01,27,24,3 script Hotel Keeper#bra1 4_F_BRZ_WOMAN,{ mes "[Hotel Keeper]"; mes "Welcome to the beautiful Brasilis Hotel."; next; - switch(select("Save:Rest -5000 zeny")) { + switch(select("Save", "Rest -5000 zeny")) { case 1: mes "[Hotel Keeper]"; mes "Do you want to save here at the Brasilis Hotel?"; next; - switch(select("No thank you.:Absolutely.")) { + switch(select("No thank you.", "Absolutely.")) { case 1: mes "[Hotel Keeper]"; mes "Ok then, enjoy your stay."; diff --git a/npc/re/merchants/ninja_craftsman.txt b/npc/re/merchants/ninja_craftsman.txt index 79f4be69e..4a3744269 100644 --- a/npc/re/merchants/ninja_craftsman.txt +++ b/npc/re/merchants/ninja_craftsman.txt @@ -43,12 +43,12 @@ que_ng,21,72,6 script Master Craftsman Gyo#arm 4_M_RASWORD,{ mes "For that, you must better protect yourself."; mes "You cannot protect 'others' while you hinder your 'own' protection."; next; - if (select("Combine armor.:End conversation.") == 2) { + if (select("Combine armor.", "End conversation.") == 2) { mes "[Gyo]"; mes "Prudence is also an important virtue in battle."; close; } - switch (select("Wolf Armguard:Crescent Armguard:Ninja Scale Armor:Shadow King's Armor:Quit.")) { + switch (select("Wolf Armguard", "Crescent Armguard", "Ninja Scale Armor", "Shadow King's Armor", "Quit.")) { case 1: mes "[Gyo]"; mes "Wolf Armguard... One beastly piece of armor."; @@ -82,12 +82,12 @@ que_ng,21,72,6 script Master Craftsman Gyo#arm 4_M_RASWORD,{ L_Menu: .@item_make = getarg(0); while(1){ - switch(select("Check Ingredients.:Check Stats.:Combine.:Quit.")){ + switch(select("Check Ingredients.", "Check Stats.", "Combine.", "Quit.")){ case 1: mes "[Gyo]"; mes "To make a ^ff0000"+getitemname(.@item_make)+", "+callsub(L_Ingredients,.@item_make)+".^000000"; if (.@item_make==Wolf_Armguard) - mes "Can you feel it? The throbbing of the wolf blood¡¦"; + mes "Can you feel it? The throbbing of the wolf blood..."; else if (.@item_make==Crescent_Armguard) mes "A crescent as beautiful and clear as a crystal will be engraved on it."; else if (.@item_make==Ninja_Scale_Armor) @@ -104,38 +104,38 @@ L_Menu: } else if (.@item_make == Crescent_Armguard){ mes "Decreases post skill delay for 2% for every enhancement."; - mes "Shield Type, Defense 70, Slot 1"; - mes "Required Level 100, Ninja Type Only"; + mes "Shield Type, Defense 70, Slot 1"; + mes "Required Level 100, Ninja Type Only"; } else if (.@item_make == Ninja_Scale_Armor){ - mes "MHP+15%, MSP-30%."; - mes "Armor Type, Defense 90, Slot 1"; - mes "Required Level 100, Ninja Type Only"; + mes "MHP+15%, MSP-30%."; + mes "Armor Type, Defense 90, Slot 1"; + mes "Required Level 100, Ninja Type Only"; } else if (.@item_make == Tenebris_Latitantes){ mes "Chance to activate Lvl. 1 Illusion - Shadow when attacked by melee attacks."; - mes "Armor Type, Defense 60, Slot 1"; - mes "Required Level 100, Ninja Type Only"; + mes "Armor Type, Defense 60, Slot 1"; + mes "Required Level 100, Ninja Type Only"; } break; case 3: mes "[Gyo]"; - mes "Make sure that ^ff0000you have the correct ingredients and equipment at hand.^000000"; - mes "No use crying over it later."; - next; - if (select("Combine.:Quit.") == 2) { + mes "Make sure that ^ff0000you have the correct ingredients and equipment at hand.^000000"; + mes "No use crying over it later."; + next; + if (select("Combine.", "Quit.") == 2) { mes "[Gyo]"; mes "Looks like you need more time to decide."; close; } - if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) { + if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) { mes "- Hold on!! -"; mes "- You cannot receive items -"; mes "- because you carry too much. -"; mes "- Please try again -"; mes "- after lightening your burden. -"; close; - } + } mes "[Gyo]"; switch(.@item_make){ case 2172: //Wolf_Armguard @@ -144,7 +144,7 @@ L_Menu: delitem Wolf_Blood,10; //Wolf_Blood getitem Wolf_Armguard,1; //Wolf_Armguard mes "Can you feel the wolfish instinct?"; - mes "Wild, but beautiful¡¦"; + mes "Wild, but beautiful..."; } else { mes "You don't have enough ingredients."; @@ -223,12 +223,12 @@ que_ng,23,70,6 script Master Craftsman Ki#weap 4_DST_SOLDIER,{ mes "[Ki]"; mes "Of course, it would be better to have something special at hand."; next; - if (select("Combine weapon.:End conversation.") == 2) { + if (select("Combine weapon.", "End conversation.") == 2) { mes "[Ki]"; mes "Being too careful could sometimes be lethal."; close; } - switch (select("Raksasa Dagger:Mikatsuki:Petal Shuriken:Quit.")) { + switch (select("Raksasa Dagger", "Mikatsuki", "Petal Shuriken", "Quit.")) { case 1: mes "[Ki]"; mes "Raksasa Dagger can only be used after plenty of training."; @@ -257,7 +257,7 @@ que_ng,23,70,6 script Master Craftsman Ki#weap 4_DST_SOLDIER,{ L_Menu: .@item_make = getarg(0); while(1){ - switch(select("Check Ingredients.:Check Stats.:Combine.:Quit.")){ + switch(select("Check Ingredients.", "Check Stats.", "Combine.", "Quit.")){ case 1: mes "[Ki]"; mes "To make a ^ff0000"+getitemname(.@item_make)+", "+callsub(L_Ingredients,.@item_make)+".^000000"; @@ -272,82 +272,81 @@ L_Menu: mes "["+ getitemname(getarg(0)) +"]"; if (.@item_make == Raksasa_Dagger){ mes "INT+3 MATK+100."; - mes "Dagger Type, ATK 120, Slot 1"; - mes "Required Level 110, Ninja Type Only"; + mes "Dagger Type, ATK 120, Slot 1"; + mes "Required Level 110, Ninja Type Only"; } else if (.@item_make == Mikatsuki){ mes "MATK + 120, Fluctuated Casting and SP use decreased by 5% upon skill use."; - mes "Dagger Type, ATK 50, Weapon Lvl. 4"; - mes "Slot 1"; - mes "Required Level 100, Ninja Type Only"; + mes "Dagger Type, ATK 50, Weapon Lvl. 4"; + mes "Slot 1"; + mes "Required Level 100, Ninja Type Only"; } else if (.@item_make == Huuma_Swirling_Petal){ - mes "MATK + 50, Petal Shuriken skill damage increased by 20%."; - mes "Shuriken Type, ATK 150"; - mes "Weapon Lvl. 3, Slot 2"; - mes "Required Level 110, Ninja Type Only"; + mes "MATK + 50, Petal Shuriken skill damage increased by 20%."; + mes "Shuriken Type, ATK 150"; + mes "Weapon Lvl. 3, Slot 2"; + mes "Required Level 110, Ninja Type Only"; } break; case 3: mes "[Ki]"; - mes "Make sure that ^ff0000you have the correct ingredients and equipment at hand.^000000"; - mes "No use crying over it later."; - next; - if (select("Combine.:Quit.") == 2) { + mes "Make sure that ^ff0000you have the correct ingredients and equipment at hand.^000000"; + mes "No use crying over it later."; + next; + if (select("Combine.", "Quit.") == 2) { mes "[Ki]"; mes "Think carefully~~"; close; } - if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) { + if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) { mes "- Hold on!! -"; mes "- You cannot receive items -"; mes "- because you carry too much. -"; mes "- Please try again -"; mes "- after lightening your burden. -"; close; - } + } mes "[Ki]"; switch(.@item_make){ case 13076: //Raksasa_Dagger - if (countitem(Murasame_) && countitem(Dark_Red_Jewel)) { - delitem Murasame_,1; //Murasame_ - delitem Dark_Red_Jewel,1; //Dark_Red_Jewel - getitem Raksasa_Dagger,1; //Raksasa_Dagger - mes "Oh yes..."; - mes "It is a beautiful glow..."; - } - else { - mes "Hmm... You do not have enough to make a Raksasa Dagger."; - mes "Why don't you check again?"; - mes "Some just can't give up what they hold."; - } + if (countitem(Murasame_) && countitem(Dark_Red_Jewel)) { + delitem Murasame_,1; //Murasame_ + delitem Dark_Red_Jewel,1; //Dark_Red_Jewel + getitem Raksasa_Dagger,1; //Raksasa_Dagger + mes "Oh yes..."; + mes "It is a beautiful glow..."; + } else { + mes "Hmm... You do not have enough to make a Raksasa Dagger."; + mes "Why don't you check again?"; + mes "Some just can't give up what they hold."; + } break; case 13078: //Mikatsuki - if (countitem(Hakujin_) && countitem(White_Jewel)) { - delitem Hakujin_,1; //Hakujin_ - delitem White_Jewel,1; //White_Jewel - getitem Mikatsuki,1; //Mikatsuki - mes "Splendid¡¦"; - mes "It is always mesmerizing to look upon such a beautiful weapon¡¦"; - } - else { - mes "Hmm... You do not have enough to make a Mikatsuki."; - mes "Why don't you check again?"; - mes "Some just can't give up what they hold."; - } - break; + if (countitem(Hakujin_) && countitem(White_Jewel)) { + delitem Hakujin_,1; //Hakujin_ + delitem White_Jewel,1; //White_Jewel + getitem Mikatsuki,1; //Mikatsuki + mes "Splendid..."; + mes "It is always mesmerizing to look upon such a beautiful weapon..."; + } + else { + mes "Hmm... You do not have enough to make a Mikatsuki."; + mes "Why don't you check again?"; + mes "Some just can't give up what they hold."; + } + break; case 13313: //Huuma_Swirling_Petal - if (countitem(Huuma_Calm_Mind) && countitem(Broken_Shuriken) > 99) { - delitem Huuma_Calm_Mind,1; //Huuma_Calm_Mind - delitem Broken_Shuriken,100; //Broken_Shuriken - getitem Huuma_Swirling_Petal,1; //Huuma_Swirling_Petal - mes "Swirling Petal!!"; - } - else { - mes "Hmm... You do not have enough to make Petal Shurikens."; - mes "Why don't you check again?"; - mes "Some just can't give up what they hold."; - } + if (countitem(Huuma_Calm_Mind) && countitem(Broken_Shuriken) > 99) { + delitem Huuma_Calm_Mind,1; //Huuma_Calm_Mind + delitem Broken_Shuriken,100; //Broken_Shuriken + getitem Huuma_Swirling_Petal,1; //Huuma_Swirling_Petal + mes "Swirling Petal!!"; + } + else { + mes "Hmm... You do not have enough to make Petal Shurikens."; + mes "Why don't you check again?"; + mes "Some just can't give up what they hold."; + } break; } close; diff --git a/npc/re/merchants/quivers.txt b/npc/re/merchants/quivers.txt index 03957962b..ececa55a2 100644 --- a/npc/re/merchants/quivers.txt +++ b/npc/re/merchants/quivers.txt @@ -51,14 +51,14 @@ mora,106,117,3 script Quiver Maker#mora 4_M_RAFLE_GR,{ mes "Mora villagers ask what good quivers are. They just don't know how the world works."; mes "No wonder they don't know a thing about quivers - spreading jam over leaves all day long."; next; - switch(select("Please make me a quiver.:What's a quiver?")) { + switch(select("Please make me a quiver.", "What's a quiver?")) { case 1: mes "[Quiver Maker]"; mes "At last someone appreciates a quiver!"; mes "I can make Elven Quivers and Hunting Quivers."; mes "Which do you need?"; next; - switch(select("An Elven Quiver:A Hunting Quiver:I don't need a quiver.")) { + switch(select("An Elven Quiver", "A Hunting Quiver", "I don't need a quiver.")) { case 1: callsub S_BuyQuiver,1773,500,500,12575; //Arrow_Of_Elf_Cntr case 2: callsub S_BuyQuiver,1774,500,500,12576; //Hunting_Arrow_Cntr case 3: @@ -93,7 +93,7 @@ S_BuyQuiver: mes "Are you interested in using a quiver? It's really convenient!"; mes "If you're interested, I can trade "+getarg(1)+" of those arrows for one of these quivers for ^FF3131"+getarg(2)+" zeny^000000."; next; - switch(select("Trade all the arrows you have:Get only one quiver:Don't trade")) { + switch(select("Trade all the arrows you have", "Get only one quiver", "Don't trade")) { case 1: .@arrows = countitem(getarg(0)); .@quiver = .@arrows / getarg(1); @@ -105,7 +105,7 @@ S_BuyQuiver: next; mes "Trade?"; next; - if(select("Trade:Don't trade") == 2) { + if(select("Trade", "Don't trade") == 2) { mes "[Quiver Maker]"; mes "Hey, you don't doubt my skills, do you?"; close; diff --git a/npc/re/merchants/refine.txt b/npc/re/merchants/refine.txt index 6014d2a85..6356acfca 100644 --- a/npc/re/merchants/refine.txt +++ b/npc/re/merchants/refine.txt @@ -137,7 +137,7 @@ function script refinenew { } mes "Are you sure you want to continue?"; next; - if(select("Yes:No") == 2){ + if(select("Yes", "No") == 2){ mes "["+ getarg(0) +"]"; mes "Hm... if you mind... never mind..."; close; @@ -157,7 +157,7 @@ function script refinenew { mes "Do you still want me to refine it?"; mes "I think I have given you enough warning."; next; - if(select("Yes.:No.") == 2) { + if(select("Yes.", "No.") == 2) { mes "["+ getarg(0) +"]"; mes "Well, no challenge is one way to go..."; mes "No risk... that could be wise."; @@ -275,7 +275,7 @@ function script refinenew { mes "[" + getarg(0) + "]"; mes "That will cost you " + .@refinecnt + " " + getitemname(.@material) + " and " + .@fullprice + " Zeny. Is that ok?"; next; - if(select("Yes:No...") == 2){ + if(select("Yes", "No...") == 2){ mes "[" + getarg(0) + "]"; mes "You said so... So be it."; close; @@ -364,7 +364,7 @@ function script refinenew { mes "Bradium or Carnium."; mes "Just give me 50,000z."; next; - switch(select("Oridecon to Bradium.:Elunium to Carnium.:Purified Bradium to Carnium.:No thanks.")) { + switch(select("Oridecon to Bradium.", "Elunium to Carnium.", "Purified Bradium to Carnium.", "No thanks.")) { case 1: setarray .@i[0],984,3,6224; //Oridecon -> Bradium break; @@ -497,7 +497,7 @@ malangdo,224,172,6 script Clink#mal_normal 4_CAT_SAILOR1,{ } mes "You need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny. Do you have them?"; next; - if(select("Yes, I do!!:Forget about it!!") == 2) { + if(select("Yes, I do!!", "Forget about it!!") == 2) { mes "[Clink]"; mes "I knew it!!"; mes "I knew you were not worth trying my magical refining hammer for."; @@ -515,7 +515,7 @@ malangdo,224,172,6 script Clink#mal_normal 4_CAT_SAILOR1,{ mes "the ^ff0000whole thing will disappear^000000."; mes "You still up for this~?"; next; - if(select("Yes, I am!!:Forget about it!!") == 2) { + if(select("Yes, I am!!", "Forget about it!!") == 2) { mes "[Clink]"; mes "I knew it!!"; mes "You can't even take this big step. Don't think about refining..."; diff --git a/npc/re/merchants/renters.txt b/npc/re/merchants/renters.txt index a8df22079..ab6b3f9ac 100644 --- a/npc/re/merchants/renters.txt +++ b/npc/re/merchants/renters.txt @@ -41,7 +41,7 @@ job3_rune01,88,62,5 script Dragon Breeder 8W_SOLDIER,{ if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) { mes "Welcome. Would you like to rent a Dragon?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: //if (!getskilllv(RK_DRAGONTRAINING)) { if (!getskilllv(KN_RIDING)) { @@ -76,7 +76,7 @@ prontera,130,213,5 script Riding Creature Master 8W_SOLDIER,{ if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) { mes "Welcome. Would you like to rent a Dragon?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: //if (!getskilllv(RK_DRAGONTRAINING)) { if (!getskilllv(KN_RIDING)) { @@ -103,7 +103,7 @@ prontera,130,213,5 script Riding Creature Master 8W_SOLDIER,{ if (Class == Job_Royal_Guard || Class == Job_Royal_Guard_T || Class == Job_Baby_Guard) { mes "Welcome. Would you like to rent a Gryphon?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: if(!getskilllv(KN_RIDING)) { mes "[Riding Creature Master]"; @@ -148,7 +148,7 @@ prontera,125,208,5 script Peco Peco Remover 8W_SOLDIER,{ mes "You're riding a Peco Peco."; mes "Would you like to dismount?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: setmount(MOUNT_NONE); mes "[Soldier]"; @@ -174,7 +174,7 @@ prontera,125,208,5 script Peco Peco Remover 8W_SOLDIER,{ mes "Would you like to rent a Pushcart or"; mes "ride a Magic Gear?"; next; - switch(select("Rent a Pushcart:Ride a Magic Gear:Cancel")) { + switch(select("Rent a Pushcart", "Ride a Magic Gear", "Cancel")) { case 1: if (checkcart()) { mes "[Magic Gear Master]"; diff --git a/npc/re/merchants/shadow_refiner.txt b/npc/re/merchants/shadow_refiner.txt index 4e5049e5f..f03d348b2 100644 --- a/npc/re/merchants/shadow_refiner.txt +++ b/npc/re/merchants/shadow_refiner.txt @@ -9,8 +9,9 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2015 Hercules Dev Team -//= Copyright (C) Dastgir +//= Copyright (C) 2017 Hercules Dev Team +//= Copyright (C) Dastgir +//= Copyright (C) Smokexyz (v2.0) //= //= Hercules is free software: you can redistribute it and/or modify //= it under the terms of the GNU General Public License as published by @@ -29,148 +30,158 @@ //================= Description =========================================== //= Shadow item refiner //================= Current Version ======================================= -//= 1.0 +//= 2.0 //========================================================================= itemmall,31,76,3 script Shadow Blacksmith#nomal 4_F_JOB_BLACKSMITH,{ + + // Configuration + .@npc_name$ = "[Shadow Blacksmith]"; + .@zeny_cost = 20000; // Amount of zeny to be charged for refining. + disable_items; - mes "[Shadow Blacksmith]"; - mes "Do you want to refine a Shadow item?."; - mes "Please choose the part you want to refine."; + mesf("%s", .@npc_name$); + mes("Do you want to refine a Shadow item?"); + mes("Please choose the part you want to refine."); next; - setarray .@position$[0],"Armor","Weapon","Shield","Shoes","Earring","Pendant"; - for (.@i=EQI_SHADOW_ARMOR; .@i<=EQI_SHADOW_ACC_L; .@i++){ - .@menu$ = .@menu$+((getequipisequiped(.@i))?getequipname(.@i):"^8C8C8C"+.@position$[.@i-EQI_SHADOW_ARMOR]+" [Not Equipped]^000000")+":"; + setarray(.@position$[0],"Armor","Weapon","Shield","Shoes","Earring","Pendant"); + for (.@i=EQI_SHADOW_ARMOR; .@i <= EQI_SHADOW_ACC_L; .@i++){ + .@menu$ = .@menu$ + (getequipisequiped(.@i) ? getequipname(.@i) : ("^8C8C8C" + .@position$[.@i-EQI_SHADOW_ARMOR] + " [Not Equipped]^000000" + ":")); } - .@menu$ = .@menu$+"Refine Info"; - .@SelectedPart = select(.@menu$)+EQI_SHADOW_ARMOR-1; - if (.@SelectedPart == EQI_SHADOW_ACC_L+1){ // Refine Info - mes "[Shadow Blacksmith]"; - mes "Shadow item will gain extra bonus effect by the refine level, same as normal weapon/armour items."; + .@menu$ = .@menu$ + "Refine Info"; + .@SelectedPart = select(.@menu$) + EQI_SHADOW_ARMOR - 1; + if (.@SelectedPart == EQI_SHADOW_ACC_L + 1){ // Refine Info + mesf("%s", .@npc_name$); + mes("Shadow items gain extra bonus effects depending on their refine level, similar to normal weapon and armor items."); next; - mes "[Shadow Blacksmith]"; - mes "Following are refining effect for each Shadow item parts."; - mes "Weapon: ATK, MATK + 1 increase for each +1 refine success."; - mes "Etc: HP + 10 increase for each +1 refine success."; + mesf("%s", .@npc_name$); + mes("Refining effects for each Shadow item parts are -"); + mes("Weapon: ATK, MATK + 1 increase for each +1 refine success."); + mes("Etc: HP + 10 increase for each +1 refine success."); next; - mes "[Shadow Blacksmith]"; - mes "You need Oridecon and Elunium for Shadow item refine ingredient, along with refine fee 20000 zeny."; + mesf("%s", .@npc_name$); + mesf("You need %s and %s as the ingredient, along with a refine fee %d Zeny.", getitemname(Oridecon), getitemname(Elunium), .@zeny_cost); next; - mes "[Shadow Blacksmith]"; - mes "When +5 or higher refining Shadow item can be destroyed, please use Enriched or HD ingredient for the refinement."; + mesf("%s", .@npc_name$); + mes("When refining to +5 or higher, you risk breaking your Shadow item."); + mes("You may also use Enriched or HD ingredients for the refinement."); close; } - while(1){ - mes "[Shadow Blacksmith]"; - mes "20000 zeny will be spent as a refine fee."; - mes "Choose the ingredient and start refining."; + while(true) { + mesf("%s", .@npc_name$); + mesf("%d Zeny will be spent as a refine fee.", .@zeny_cost); + mes("Choose the ingredient and start refining."); next; .@index = 0; if (.@SelectedPart != EQI_SHADOW_WEAPON) .@index = 1; - setarray .@s_weapon1[0],Oridecon,Elunium; - setarray .@s_weapon2[0],Enriched_Oridecon,Enriched_Elunium; - setarray .@s_weapon3[0],HD_Oridecon,HD_Elunium; - if (countitem(.@s_weapon1[.@index])) - .@mate$[0] = getitemname(.@s_weapon1[.@index]); + setarray .@s_material1[0], Oridecon, Elunium; + setarray .@s_material2[0], Enriched_Oridecon, Enriched_Elunium; + setarray .@s_material3[0], HD_Oridecon, HD_Elunium; + .@refine_type = REFINE_CHANCE_TYPE_NORMAL; + if (countitem(.@s_material1[.@index])) + .@mate$[0] = getitemname(.@s_material1[.@index]); else{ - .@mate$[0] = "^8C8C8C"+ getitemname(.@s_weapon1[.@index]) +"^000000"; + .@mate$[0] = "^8C8C8C"+ getitemname(.@s_material1[.@index]) +"^000000"; .@miss[0] = 1; } - if (countitem(.@s_weapon2[.@index])) - .@mate$[1] = getitemname(.@s_weapon2[.@index]); + if (countitem(.@s_material2[.@index])) + .@mate$[1] = getitemname(.@s_material2[.@index]); else{ - .@mate$[1] = "^8C8C8C"+ getitemname(.@s_weapon2[.@index]) +"^000000"; + .@mate$[1] = "^8C8C8C"+ getitemname(.@s_material2[.@index]) +"^000000"; .@miss[1] = 1; } - if (getequiprefinerycnt(.@SelectedPart) > 6 && countitem(.@s_weapon3[.@index])) - .@mate$[2] = getitemname(.@s_weapon3[.@index]); + if (getequiprefinerycnt(.@SelectedPart) > 6 && countitem(.@s_material3[.@index])) + .@mate$[2] = getitemname(.@s_material3[.@index]); else { - .@mate$[2] = "^8C8C8C"+ getitemname(.@s_weapon3[.@index]) +"^000000"; + .@mate$[2] = "^8C8C8C"+ getitemname(.@s_material3[.@index]) +"^000000"; .@miss[2] = 1; } //----------------------------------------------------------------------------- - .@option = select("Cancel",.@mate$[0],.@mate$[1],.@mate$[2]); + .@option = select("Cancel", .@mate$[0], .@mate$[1], .@mate$[2]); if (.@option == 1){ - mes "[Shadow Blacksmith]"; - mes "You've cancelled refining."; + mesf("%s", .@npc_name$); + mes("You've cancelled refining."); close; } .@option -= 2; - if (.@option==2){ //HD + .@hoihoi = false; + if (.@option == 2){ //HD if (getequiprefinerycnt(.@SelectedPart) < 7){ - mes "[Shadow Blacksmith]"; - mes "HD ingredient is only possible to use for +7 or higher refine level items."; + mesf("%s", .@npc_name$); + mes("HD ingredients are only possible to be used when refining an item of quality +7 or higher."); close; } - .@hoihoi = 1; + .@hoihoi = true; + } else if (.@option == 1) { + .@refine_type = REFINE_CHANCE_TYPE_ENRICHED; } if (.@miss[.@option]){ - mes "[Shadow Blacksmith]"; - mes "You do not have proper ingredient for this refining."; + mesf("%s", .@npc_name$); + mes("You do not have the proper ingredient to proceed with refining."); close; } .@choose = getd(".@s_weapon"+(.@option+1)+"["+ .@index +"]"); if (Zeny < 20000) { - mes "[Shadow Blacksmith]"; - mes "You do not have enough refine fee."; + mesf("%s", .@npc_name$); + mes("You do not have enough Zeny to pay the refine fee."); close; } if (getequiprefinerycnt(.@SelectedPart) > 9) { - mes "[Shadow Blacksmith]"; - mes "Shadow item refining is only possible until +10 level."; + mesf("%s", .@npc_name$); + mes("Shadow item refining is only possible up to +10 level."); close; } if (!getequipisenableref(.@SelectedPart)) { - mes "[Shadow Blacksmith]"; - mes "This item cannot be refined."; + mesf("%s", .@npc_name$); + mes("This item cannot be refined."); close; } - if (getequippercentrefinery(.@SelectedPart) < 100) { - mes "[Shadow Blacksmith]"; - mes "Safety guaranteed refine limit for shadow item is until +4."; - if (!.@hoihoi) { - mes "If you try more refining, item might get broken when failed. Still want to refine?"; + if (getequippercentrefinery(.@SelectedPart, .@refine_type) < 100) { + mesf("%s", .@npc_name$); + mes("Safety guaranteed refine limit for shadow item is until +4."); + if (.@hoihoi == false) { + mes("If you try more refining, the item might break upon failing. Do you still want to refine?"); } else { - mes "If you try more refining, item refine level might go down when failed. Still want to refine?"; + mes("If you try more refining, the item refine level might go down when failed. Do you still want to refine?"); } next; if (select("Proceed","Cancel") == 2) { - mes "[Shadow Blacksmith]"; - mes "You've cancelled refining."; + mesf("%s", .@npc_name$); + mes("You've cancelled refining."); close; } } //----------------------------------------------------------------------------- - mes "[Shadow Blacksmith]"; - mes "Here we go--!!!"; + mesf("%s", .@npc_name$); + mes("Here we go--!!!"); next; if (Zeny < 20000) { - mes "[Shadow Blacksmith]"; - mes "You do not have enough refine fee."; + mesf("%s", .@npc_name$); + mes("You do not have enough Zeny to pay the refine fee."); close; } - if (!countitem(.@choose)) { - mes "[Shadow Blacksmith]"; - mes "You do not have enough "+ getitemname(.@choose) +"."; + if (countitem(.@choose) == 0) { + mesf("%s", .@npc_name$); + mes("You do not have enough "+ getitemname(.@choose) +"."); close; } - delitem .@choose,1; + delitem(.@choose, 1); Zeny -= 20000; - if (getequippercentrefinery(.@SelectedPart) > rand(100) || getequippercentrefinery(.@SelectedPart) > rand(100)) { - successrefitem .@SelectedPart; - mes "[Shadow Blacksmith]"; - mes "Refine was successful."; + if (getequippercentrefinery(.@SelectedPart, .@refine_type) > rand(100)) { + successrefitem(.@SelectedPart); + mesf("%s", .@npc_name$); + mes("Refine was successful."); next; } else { - if (.@hoihoi) - downrefitem .@SelectedPart; + if (.@hoihoi == true) + downrefitem(.@SelectedPart); else - failedrefitem .@SelectedPart; - mes "[Shadow Blacksmith]"; - mes "Oh no.. Refine was failed."; + failedrefitem(.@SelectedPart); + mesf("%s", .@npc_name$); + mes("Oh no.. Refine has failed."); close; } } diff --git a/npc/re/merchants/shops.txt b/npc/re/merchants/shops.txt index 773fddef8..543d9cdc7 100644 --- a/npc/re/merchants/shops.txt +++ b/npc/re/merchants/shops.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Frost //= Copyright (C) rAthena Dev Team //= Copyright (C) Lemongrass @@ -36,7 +36,7 @@ //================= Description =========================================== //= Renewal-specific town shop NPCs. //================= Current Version ======================================= -//= 2.1 +//= 2.4 //========================================================================= //== Comodo ================================================ @@ -192,10 +192,22 @@ OnInit: sellitem Pet_Incubator; sellitem Backpack; sellitem Rocker_Glasses; - sellitem Mojji; sellitem Vital_Flower_; sellitem Flame_Gemstone; sellitem Bun_; + sellitem Vital_Flower; + sellitem Damp_Darkness; + sellitem Small_Snow_Flower; + sellitem Fresh_Plant; + sellitem Big_Cell; + sellitem Apple_Pudding; + sellitem Mystic_Stone; + sellitem Flavored_Alcohol; + sellitem Spirit_Liquor; + sellitem Pumpkin_Pie_; + sellitem Sunset_On_The_Rock; + sellitem Morning_Dew; + sellitem Grilled_Rice_Cake; } izlude_in,57,110,0 trader Tool Dealer#iz 1_M_01,{ @@ -205,16 +217,16 @@ OnInit: sellitem Orange_Potion; sellitem Yellow_Potion; sellitem White_Potion; - sellitem Green_Potion; sellitem Center_Potion; sellitem Awakening_Potion; + sellitem Empty_Bottle; sellitem Wing_Of_Fly; sellitem Wing_Of_Butterfly; sellitem Booby_Trap; sellitem Arrow; } -izlude_in,72,102,3 trader Trading Merchant#iz 4_M_HUMERCHANT,{ +izlude_in,72,110,3 trader Trading Merchant#iz 4_M_HUMERCHANT,{ OnInit: sellitem Bullet; sellitem Silver_Bullet; @@ -535,42 +547,42 @@ OnInit: prontera,92,209,4 trader Rebellion Weapon Vending 2_VENDING_MACHINE1,{ OnInit: - sellitem Heaven's_Feather_and_Hell's_Fire; - sellitem Altea_and_Ares; - sellitem Color_Scope; + sellitem H_FEATHER_H_FIRE; + sellitem ALTAIR_ARES; + sellitem COLORSCOPE; sellitem RAG203; - sellitem Death_Fire; - sellitem Rolling_Thunder; - sellitem Peace_Breaker; - sellitem Mini_Mei; - sellitem Tempest; - sellitem End_Of_The_Horizon; - sellitem South_Cross; + sellitem DEATHFIRE; + sellitem R_THUNDER; + sellitem P_BREAKER; + sellitem MINIMAY; + sellitem TEMPEST; + sellitem END_OF_HORIZON; + sellitem Southern_Cross_R; } prontera,96,209,4 trader Rebellion Prop Vending 2_VENDING_MACHINE1,{ OnInit: - sellitem Slug_Ammunition_L; - sellitem Slug_Ammunition_M; - sellitem Slug_Ammunition_H; - sellitem Full_Metal_Jacket; - sellitem Projection_Landmines; + sellitem Slug_Bullet_1; + sellitem Slug_Bullet_2; + sellitem Slug_Bullet_3; + sellitem Fullmetal_Jacket_Bullet; + sellitem Mine_Projectile; sellitem Dragon_Tail_Missile; sellitem Special_Alloy_Trap; sellitem Bullet; sellitem Silver_Bullet_; sellitem Shell_Of_Blood_; - sellitem Armor_Piercing_Bullet; - sellitem Blazing_Bullet; + sellitem AP_Ammo; + sellitem Blaze_Bullet; sellitem Freezing_Bullet; - sellitem Lightning_Bullet; - sellitem Magic_Stone_Bullet; - sellitem Purifying_Bullet; - sellitem Incendiary_Grenade; - sellitem Lightning_Grenade; - sellitem Poison_Grenade; - sellitem Flash_Grenade; - sellitem Cyro_Grenade; + sellitem Electric_Shock_Bullet; + sellitem Magical_Stone_Bullet; + sellitem Sanctified_Bullet; + sellitem Flare_Sphere_; + sellitem Lighting_Sphere_; + sellitem Poison_Sphere_; + sellitem Blind_Sphere_; + sellitem Freezing_Sphere_; } //== Morroc =============================================== @@ -700,16 +712,16 @@ OnInit: morocc,171,103,4 trader Item Collector#moc3 4_M_03,{ OnInit: sellitem Scell; - sellitem Monster's_Feed; - sellitem Animal's_Skin; + sellitem Monsters_Feed; + sellitem Animals_Skin; sellitem Bill_Of_Birds; } morocc,205,247,2 trader Item Collector#moc4 4_M_03,{ OnInit: sellitem Scell; - sellitem Monster's_Feed; - sellitem Animal's_Skin; + sellitem Monsters_Feed; + sellitem Animals_Skin; sellitem Bill_Of_Birds; } @@ -744,6 +756,166 @@ OnInit: sellitem Flower_Ring; } +//== Geffen ================================================ +geffen_in,77,167,0 trader Tool Dealer#gef 1_F_03,{ +OnInit: + sellitem Arrow; + sellitem Spectacles; + sellitem Red_Potion; + sellitem Orange_Potion; + sellitem Yellow_Potion; + sellitem White_Potion; + sellitem Center_Potion; + sellitem Awakening_Potion; + sellitem Empty_Bottle; + sellitem Wing_Of_Fly; + sellitem Wing_Of_Butterfly; +} + +geffen,193,152,4 trader Pet Groomer#gef 4_F_TELEPORTER,{ +OnInit: + sellitem Pet_Food; + sellitem Pet_Incubator; + sellitem Backpack; + sellitem Rocker_Glasses; + sellitem Vital_Flower_; + sellitem Flame_Gemstone; + sellitem Bun_; + sellitem Vital_Flower; + sellitem Damp_Darkness; + sellitem Small_Snow_Flower; + sellitem Fresh_Plant; + sellitem Big_Cell; + sellitem Apple_Pudding; + sellitem Mystic_Stone; + sellitem Flavored_Alcohol; + sellitem Spirit_Liquor; + sellitem Pumpkin_Pie_; + sellitem Sunset_On_The_Rock; + sellitem Morning_Dew; + sellitem Grilled_Rice_Cake; +} + +geffen_in,171,123,4 trader Tool Dealer#gef2 1_M_WIZARD,{ +OnInit: + sellitem Empty_Cylinder; + sellitem Empty_Potion; + sellitem Empty_Bottle; +} + +//== Alberta =============================================== +alb2trea,87,65,5 trader Tool Dealer#alb 4_M_01,{ +OnInit: + sellitem Arrow; + sellitem Silver_Arrow; + sellitem Fire_Arrow; + sellitem Red_Potion; + sellitem Orange_Potion; + sellitem Yellow_Potion; + sellitem White_Potion; + sellitem Center_Potion; + sellitem Awakening_Potion; + sellitem Empty_Bottle; +} + +alberta_in,182,97,0 trader Tool Dealer#alb2 1_F_MERCHANT_01,{ +OnInit: + sellitem Arrow; + sellitem Spectacles; + sellitem Red_Potion; + sellitem Orange_Potion; + sellitem Yellow_Potion; + sellitem White_Potion; + sellitem Center_Potion; + sellitem Awakening_Potion; + sellitem Empty_Bottle; + sellitem Wing_Of_Fly; + sellitem Wing_Of_Butterfly; +} + +alberta_in,176,81,3 trader Trading Merchant#alb 4_M_HUMERCHANT,{ +OnInit: + sellitem Bullet; + sellitem Silver_Bullet_; + sellitem Shell_Of_Blood_; + sellitem Branch; + sellitem Crimson_Bolt; + sellitem The_Cyclone; + sellitem Rolling_Stone; + sellitem Black_Rose; + sellitem Long_Barrel; + sellitem Jungle_Carbine; + sellitem Thunder_P; +} + +//== Payon ================================================= +payon,159,96,4 trader Tool Dealer#pay3 4_M_ORIENT01,{ +OnInit: + sellitem Arrow; + sellitem Red_Potion; + sellitem Center_Potion; + sellitem Empty_Bottle; + sellitem Wing_Of_Fly; + sellitem Wing_Of_Butterfly; +} + +payon_in01,5,49,7 trader Tool Dealer#pay 4_M_ORIENT01,{ +OnInit: + sellitem Arrow; + sellitem Spectacles; + sellitem Red_Potion; + sellitem Orange_Potion; + sellitem Yellow_Potion; + sellitem White_Potion; + sellitem Center_Potion; + sellitem Awakening_Potion; + sellitem Empty_Bottle; + sellitem Wing_Of_Fly; + sellitem Wing_Of_Butterfly; + sellitem Booby_Trap; +} + +payon,177,131,4 trader Pet Groomer#pay 4_F_TELEPORTER,{ +OnInit: + sellitem Pet_Food; + sellitem Pet_Incubator; + sellitem Backpack; + sellitem Rocker_Glasses; + sellitem Vital_Flower_; + sellitem Flame_Gemstone; + sellitem Bun_; + sellitem Vital_Flower; + sellitem Damp_Darkness; + sellitem Small_Snow_Flower; + sellitem Fresh_Plant; + sellitem Big_Cell; + sellitem Apple_Pudding; + sellitem Mystic_Stone; + sellitem Flavored_Alcohol; + sellitem Spirit_Liquor; + sellitem Pumpkin_Pie_; + sellitem Sunset_On_The_Rock; + sellitem Morning_Dew; + sellitem Grilled_Rice_Cake; +} + +payon_in02,87,34,0 trader Tool Dealer#pay2 1_F_ORIENT_01,{ +OnInit: + sellitem Arrow; + sellitem Silver_Arrow; + sellitem Spectacles; + sellitem Red_Potion; + sellitem Orange_Potion; + sellitem Yellow_Potion; + sellitem White_Potion; + sellitem Center_Potion; + sellitem Awakening_Potion; + sellitem Empty_Bottle; + sellitem Wing_Of_Fly; + sellitem Wing_Of_Butterfly; + sellitem Booby_Trap; +} + //== Rachel ================================================ ra_in01,263,281,4 trader Trap Specialist#ra 1_F_01,{ OnInit: @@ -826,3 +998,60 @@ OnInit: sellitem Indoor_Cooking_Kits; sellitem High_end_Cooking_Kits; } + +geffen,196,111,3 trader Chef Assistant#gef 4_M_03,{ +OnInit: + sellitem Combination_Kit; + sellitem Mushroom; + sellitem Pot; + sellitem Bread; + sellitem Grain; + sellitem Cooking_Oil; + sellitem Plain_Sauce; + sellitem Hot_Sauce; + sellitem Sweet_Sauce; + sellitem Red_Spice; + sellitem Yellow_Spice; + sellitem Delicious_Fish; + sellitem Outdoor_Cooking_Kits; + sellitem Indoor_Cooking_Kits; + sellitem High_end_Cooking_Kits; +} + +alberta,167,135,5 trader Chef Assistant#alb 4_M_05,{ +OnInit: + sellitem Combination_Kit; + sellitem Mushroom; + sellitem Pot; + sellitem Bread; + sellitem Grain; + sellitem Cooking_Oil; + sellitem Plain_Sauce; + sellitem Hot_Sauce; + sellitem Sweet_Sauce; + sellitem Red_Spice; + sellitem Yellow_Spice; + sellitem Delicious_Fish; + sellitem Outdoor_Cooking_Kits; + sellitem Indoor_Cooking_Kits; + sellitem High_end_Cooking_Kits; +} + +payon,206,119,5 trader Chef Assistant#pay 4_M_ORIENT02,{ +OnInit: + sellitem Combination_Kit; + sellitem Mushroom; + sellitem Pot; + sellitem Bread; + sellitem Grain; + sellitem Cooking_Oil; + sellitem Plain_Sauce; + sellitem Hot_Sauce; + sellitem Sweet_Sauce; + sellitem Red_Spice; + sellitem Yellow_Spice; + sellitem Delicious_Fish; + sellitem Outdoor_Cooking_Kits; + sellitem Indoor_Cooking_Kits; + sellitem High_end_Cooking_Kits; +} diff --git a/npc/re/merchants/ticket_refiner.txt b/npc/re/merchants/ticket_refiner.txt index bfa983b98..5b69fbc38 100644 --- a/npc/re/merchants/ticket_refiner.txt +++ b/npc/re/merchants/ticket_refiner.txt @@ -49,7 +49,7 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{ mes "for refining items,"; mes "but I don't work anymore."; next; - switch(select("I'll go on my way.:Hmm... this makes me curious.")) { + switch(select("I'll go on my way.", "Hmm... this makes me curious.")) { case 1: mes "[Refine Master]"; mes "Take care, adventurer."; @@ -67,7 +67,7 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{ mes "I can refine an item up to the ^006400same level as your ticket^000000."; mes "You don't have to worry! There's no chance of breaking your item."; next; - if(select("I'll come back later.:Refine item with ticket.") == 1) { + if(select("I'll come back later.", "Refine item with ticket.") == 1) { mes "[Refine Master]"; mes "Okay."; mes "You can come again later."; @@ -146,7 +146,7 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{ mes "I'm going to refine ^006400"+getequipname(.@part)+"^8B4513 up to the +"+.@ticket_lv+" level^000000 with ^006400"+getitemname(.@ticket_id)+"^000000."; mes "May I proceed?"; next; - if(select("No.:Yes.") == 1) { + if(select("No.", "Yes.") == 1) { emotion e_dots; mes "[Refine Master]"; mes "Oh, you changed your mind."; @@ -174,7 +174,7 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{ emotion e_ho; mes "[Refine Master]"; mes "Alright, here it is~"; - mes "Well, ^0000FF"+strcharinfo(0)+"^000000!"; + mes "Well, ^0000FF"+strcharinfo(PC_NAME)+"^000000!"; mes "Congratulations on your shining "+.@type$+"."; mes "You look GREAT!"; mes "Farewell~!"; diff --git a/npc/re/mobs/dungeons/c_tower.txt b/npc/re/mobs/dungeons/c_tower.txt index 2f080f78d..274266bc9 100644 --- a/npc/re/mobs/dungeons/c_tower.txt +++ b/npc/re/mobs/dungeons/c_tower.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) L0ne_W0lf //= Copyright (C) Athena //= @@ -30,7 +30,7 @@ //================= Description =========================================== //= Monster Spawns for Clock Tower Dungeon //================= Current Version ======================================= -//= 1.0 +//= 1.1 //========================================================================= //== c_tower1 - Clock Tower 1f ============================= @@ -62,3 +62,21 @@ c_tower4,0,0,0,0 monster Mimic 1191,12,5000,0,0 c_tower4,0,0,0,0 monster Whisper 1179,5,5000,0,0 c_tower4,0,0,0,0 monster Clock Tower Manager 1270,3,5000,0,0 c_tower4,0,0,0,0 monster Elder 1377,2,5000,0,0 + +// c_tower2_ - Clock Tower Nightmare 2f ==================== +c_tower2_,0,0,0,0 monster Mimic (Nightmare) 2479,3,5000,0,0 +c_tower2_,0,0,0,0 monster Rideword (Nightmare) 2478,4,300000,0,0 +c_tower2_,0,0,0,0 monster Rideword (Nightmare) 2478,1,60000,0,0 +c_tower2_,0,0,0,0 monster Neo Punk 2919,40,5000,0,0 +c_tower2_,0,0,0,0 monster Big Ben 2916,40,5000,0,0 +c_tower2_,0,0,0,0 monster Time Keeper 2918,1,5000,0,0 +c_tower2_,0,0,0,0 monster Arc Elder 2920,2,3600000,0,0 + +// c_tower3_ - Clock Tower Nightmare 3f ==================== +c_tower3_,0,0,0,0 monster Mimic (Nightmare) 2479,8,5000,0,0 +c_tower3_,0,0,0,0 monster Rideword (Nightmare) 2478,8,5000,0,0 +c_tower3_,0,0,0,0 monster Big Bell 2917,110,5000,0,0 +c_tower3_,0,0,0,0 monster Time Keeper 2918,3,5000,0,0 +c_tower3_,0,0,0,0 monster Owl Viscount 2921,1,5000,1800000,0 +c_tower3_,0,0,0,0 monster Owl Marquis 2923,1,5000,5000,0 +c_tower3_,0,0,0,0 boss_monster Time Holder 3074,1,7200000,0,0 diff --git a/npc/re/mobs/dungeons/glastheim.txt b/npc/re/mobs/dungeons/glastheim.txt index bcd6af917..693aa4a3a 100644 --- a/npc/re/mobs/dungeons/glastheim.txt +++ b/npc/re/mobs/dungeons/glastheim.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) L0ne_W0lf //= Copyright (C) Playtester //= Copyright (C) MasterOfMuppets @@ -33,7 +33,7 @@ //================= Description =========================================== //= Monster Spawns for Glast Heim Dungeons //================= Current Version ======================================= -//= 1.5 +//= 1.6 //========================================================================= //== glast_01 - Glast Heim ================================= @@ -168,3 +168,18 @@ gl_sew04,0,0,0,0 monster Drainliar 1111,10,5000,0,0 gl_step,0,0,0,0 monster Wind Ghost 1263,100,5000,0,0 gl_step,0,0,0,0 monster Raydric Archer 1276,10,5000,0,0 gl_step,0,0,0,0 monster Mimic 1191,5,5000,0,0 + +//== gl_cas02_ - Nightmare Mode 2f ========================= +gl_cas02_,0,0,0,0 monster Evil Druid (Nightmare) 2480,20,0,0,0 +gl_cas02_,0,0,0,0 monster Chimera (Nightmare) 2485,10,0,0,0 +gl_cas02_,0,0,0,0 monster Mimic (Nightmare) 2479,40,0,0,0 +gl_cas02_,0,0,0,0 monster Rideword (Nightmare) 2478,40,0,0,0 +gl_cas02_,0,0,0,0 monster Wanderer (Nightmare) 2477,120,0,0,0 +gl_cas02_,0,0,0,0 monster Swift Wanderer 2734,2,180000,0,0 +gl_cas02_,0,0,0,0 monster Baphomet (Nightmare) 2483,1,7200000,0,0 + +//== gl_chyard_ - Nightmare Mode Churchyard ================ +gl_chyard_,0,0,0,0 monster Wraith Dead (Nightmare) 2481,200,0,0,0 +gl_chyard_,0,0,0,0 monster Elusive Wraith Dead 2733,2,180000,0,0 +gl_chyard_,0,0,0,0 monster Evil Druid (Nightmare) 2480,5,60000,0,0 +gl_chyard_,0,0,0,0 monster Mimic (Nightmare) 2479,5,60000,0,0 diff --git a/npc/re/mobs/dungeons/lhz_dun.txt b/npc/re/mobs/dungeons/lhz_dun.txt index 7ec6e6c49..3243a6e04 100644 --- a/npc/re/mobs/dungeons/lhz_dun.txt +++ b/npc/re/mobs/dungeons/lhz_dun.txt @@ -94,7 +94,7 @@ OnInit: case 6: .@x = 175; .@y = 137; break; } .@mob = rand(1646,1651); - monster "lhz_dun03",.@x,.@y,strmobinfo(1,.@mob),.@mob,1,strnpcinfo(3)+"::OnMyMVPDead"; + monster "lhz_dun03",.@x,.@y,strmobinfo(1,.@mob),.@mob,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnMyMVPDead"; // Select Coordinates to summon a random 99 on switch(rand(1,6)) { @@ -106,11 +106,11 @@ OnInit: case 6: .@x2 = 139; .@y2 = 259; break; } .@mob2 = rand(1640,1645); - monster "lhz_dun03",.@x2,.@y2,strmobinfo(1,.@mob2),.@mob2,1,strnpcinfo(3)+"::OnMy99Dead"; + monster "lhz_dun03",.@x2,.@y2,strmobinfo(1,.@mob2),.@mob2,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnMy99Dead"; end; OnMyMVPDead: - killmonster "lhz_dun03",strnpcinfo(3)+"::OnMy99Dead"; + killmonster "lhz_dun03",strnpcinfo(NPC_NAME_UNIQUE)+"::OnMy99Dead"; initnpctimer; OnMy99Dead: end; @@ -148,7 +148,7 @@ OnInit: case 7: .@x = 149; .@y = 151; break; } .@mob = rand(2235,2241); - monster "lhz_dun04",.@x,.@y,strmobinfo(1,.@mob),.@mob,1,strnpcinfo(3)+"::OnMyMVPDead"; + monster "lhz_dun04",.@x,.@y,strmobinfo(1,.@mob),.@mob,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnMyMVPDead"; // Select Coordinates to summon a random 99 on switch(rand(1,7)) { @@ -161,11 +161,11 @@ OnInit: case 7: .@x2 = 149; .@y2 = 151; break; } .@mob2 = rand(2228,2234); - monster "lhz_dun04",.@x2,.@y2,strmobinfo(1,.@mob2),.@mob2,1,strnpcinfo(3)+"::OnMy99Dead"; + monster "lhz_dun04",.@x2,.@y2,strmobinfo(1,.@mob2),.@mob2,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnMy99Dead"; end; OnMyMVPDead: - killmonster "lhz_dun04",strnpcinfo(3)+"::OnMy99Dead"; + killmonster "lhz_dun04",strnpcinfo(NPC_NAME_UNIQUE)+"::OnMy99Dead"; initnpctimer; OnMy99Dead: end; diff --git a/npc/re/mobs/fields/niflheim.txt b/npc/re/mobs/fields/niflheim.txt index d47248a8c..c42aba3d9 100644 --- a/npc/re/mobs/fields/niflheim.txt +++ b/npc/re/mobs/fields/niflheim.txt @@ -66,120 +66,120 @@ OnTimer7980000: // delay1 = 7980000 ms (133 min) OnInit: switch(rand(6)) { case 0: - monster "niflheim",327,193,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead"; - monster "niflheim",330,193,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",324,193,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",327,196,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",327,190,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",324,190,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",330,190,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",324,196,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",330,196,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; + monster "niflheim",327,193,"Lord Of Death",1373,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnLoDDead"; + monster "niflheim",330,193,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",324,193,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",327,196,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",327,190,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",324,190,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",330,190,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",324,196,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",330,196,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; break; case 1: - monster "niflheim",337,252,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead"; - monster "niflheim",337,255,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",337,249,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",334,252,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",340,252,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",334,249,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",340,255,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",340,249,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",334,255,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; + monster "niflheim",337,252,"Lord Of Death",1373,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnLoDDead"; + monster "niflheim",337,255,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",337,249,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",334,252,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",340,252,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",334,249,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",340,255,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",340,249,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",334,255,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; break; case 2: - monster "niflheim",190,185,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead"; - monster "niflheim",190,188,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",190,182,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",193,185,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",187,185,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",187,182,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",193,182,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",193,188,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",187,188,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; + monster "niflheim",190,185,"Lord Of Death",1373,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnLoDDead"; + monster "niflheim",190,188,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",190,182,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",193,185,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",187,185,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",187,182,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",193,182,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",193,188,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",187,188,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; break; case 3: - monster "niflheim",131,138,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead"; - monster "niflheim",131,141,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",131,135,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",128,138,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",134,138,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",134,141,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",128,141,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",134,135,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",128,135,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; + monster "niflheim",131,138,"Lord Of Death",1373,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnLoDDead"; + monster "niflheim",131,141,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",131,135,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",128,138,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",134,138,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",134,141,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",128,141,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",134,135,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",128,135,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; break; case 4: - monster "niflheim",311,64,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead"; - monster "niflheim",311,67,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",311,61,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",308,64,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",314,64,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",314,61,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",314,67,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",308,67,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",308,61,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; + monster "niflheim",311,64,"Lord Of Death",1373,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnLoDDead"; + monster "niflheim",311,67,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",311,61,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",308,64,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",314,64,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",314,61,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",314,67,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",308,67,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",308,61,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; break; case 5: - monster "niflheim",238,131,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead"; - monster "niflheim",238,134,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",238,128,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",235,131,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",241,131,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",235,128,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",235,134,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",241,128,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",241,134,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; + monster "niflheim",238,131,"Lord Of Death",1373,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnLoDDead"; + monster "niflheim",238,134,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",238,128,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",235,131,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",241,131,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",235,128,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",235,134,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",241,128,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",241,134,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; break; case 6: - monster "niflheim",86,219,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead"; - monster "niflheim",86,222,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",86,216,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",89,219,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",83,219,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",89,222,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",89,216,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",83,222,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",83,216,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; + monster "niflheim",86,219,"Lord Of Death",1373,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnLoDDead"; + monster "niflheim",86,222,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",86,216,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",89,219,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",83,219,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",89,222,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",89,216,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",83,222,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",83,216,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; break; } - monster "niflheim",154,95,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",115,65,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",330,195,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",151,83,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",285,245,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",235,135,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",265,48,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",186,139,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",166,267,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",82,202,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",219,44,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",287,44,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",275,165,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",138,204,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",299,39,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",31,154,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",154,96,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",116,65,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",151,84,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",286,245,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",330,196,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",236,135,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",165,49,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",167,267,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",82,203,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",220,44,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",287,45,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",287,44,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",276,166,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",139,205,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",300,39,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",31,155,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; + monster "niflheim",154,95,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",115,65,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",330,195,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",151,83,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",285,245,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",235,135,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",265,48,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",186,139,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",166,267,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",82,202,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",219,44,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",287,44,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",275,165,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",138,204,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",299,39,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",31,154,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",154,96,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",116,65,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",151,84,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",286,245,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",330,196,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",236,135,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",165,49,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",167,267,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",82,203,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",220,44,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",287,45,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",287,44,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",276,166,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",139,205,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",300,39,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",31,155,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; end; OnLoDDead: - killmonster "niflheim",strnpcinfo(3)+"::OnInvasionMonsters"; + killmonster "niflheim",strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; initnpctimer; OnInvasionMonsters: end; diff --git a/npc/re/mobs/int_land.txt b/npc/re/mobs/int_land.txt new file mode 100644 index 000000000..f204b1cb4 --- /dev/null +++ b/npc/re/mobs/int_land.txt @@ -0,0 +1,33 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2016 Hercules Dev Team +//= Copyright (C) Ridley +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Beginner Area (int_land) monster spawn (Renewal) +//================= Current Version ======================================= +//= 1.0 +//========================================================================= + +int_land,0,0,0,0 monster Poring 1002,25,0,0,0 diff --git a/npc/re/other/dimensional_gap.txt b/npc/re/other/dimensional_gap.txt new file mode 100644 index 000000000..b303f14b7 --- /dev/null +++ b/npc/re/other/dimensional_gap.txt @@ -0,0 +1,550 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2016 Hercules Dev Team +//= Copyright (C) 2016 Ridley +//= Copyright (C) 2016 Nova +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Dimensional Gap NPCs +//================= Description =========================================== +//= The Dimensional Gap, or Dimensional Crack, is an opening into the +//= vacuum of time and space that separates dimensions. +//================= Current Version ======================================= +//= 1.0 +//========================================================================= + +mid_camp,207,290,6 script Expedition Guide#01 4_M_EIN_SOLDIER,{ + mes("[Expedition Guide]"); + mes("Are you going to enter the ^0000FFDimensional Gap^000000? Please use this Transport Device you see here."); + next(); + if (select("What is the Dimensional Gap?", "End Conversation.") == 2) { + mes("[Expedition Guide]"); + mes("Take care."); + close(); + } + mes("[Expedition Guide]"); + mes("As you know we've already entered through the Dimensional Rift to get to Ash Vacuum right? The Dimensional Gap is an expansion of that initial discovery."); + next(); + mes("[Expedition Guide]"); + mes("A member of the Expedition team found these backdoor passages to get through the Dimensional Rifts."); + next(); + mes("[Expedition Guide]"); + mes("This is like a Rune Midgard Alliance version of the Bifrost bridge so it can connect us to different parts of the New World."); + next(); + mes("[Expedition Guide]"); + mes("Time and space is distorted in the Dimensional Gap. Not all passageways have been discovered so please be sure to use caution when entering an unverified area."); + next(); + mes("[Expedition Guide]"); + mes("Anyone who has become lost here has yet to return."); + close(); +} + +mid_camp,212,290,4 script Expedition Guide#02 4_M_EIN_SOLDIER,{ + mes("[Expedition Guide]"); + mes("Please use a ^0000FFTransport Device^000000 if you wish to travel through the dimensional rift. The insides have not been fully explored yet so please be careful in there."); + close(); +} + +moc_fild22b,225,198,6 duplicate(Expedition Guide#01) Expedition Guide#03 4_M_MOC_SOLDIER +moc_fild22b,223,203,4 duplicate(Expedition Guide#02) Expedition Guide#04 4_M_MOC_SOLDIER +bif_fild01,314,155,6 duplicate(Expedition Guide#01) Expedition Guide#05 4_M_EIN_SOLDIER +bif_fild01,320,154,4 duplicate(Expedition Guide#02) Expedition Guide#06 4_M_EIN_SOLDIER +dic_fild02,236,33,6 duplicate(Expedition Guide#01) Expedition Guide#07 4_M_EIN_SOLDIER +dic_fild02,239,36,4 duplicate(Expedition Guide#02) Expedition Guide#08 4_M_EIN_SOLDIER + +dali,137,87,4 script Allied Forces Soldier 4_M_MOCASS1,{ + mes("[Allied Forces Soldier]"); + mes("This dimensional rift is connected to the Allied Forces ^0000FFExpedition Camp^000000 in Jotunheim."); + next(); + mes("[Allied Forces Soldier]"); + mes("Do not worry, it has been set up after testing hundreds of experiments for safe teleportation."); + close(); +} + +dali,122,60,4 script Morroc Soldier 4_M_MOC_SOLDIER,{ + mes("[Morroc Soldier]"); + mes("This dimensional rift is connected to ^0000FFMorroc^000000 back in Rune Midgard."); + next(); + mes("[Morroc Soldier]"); + mes("This is the fastest gateway back to our world. The area is still destroyed but restoration efforts will soon be on the way."); + close(); +} + +dali,51,104,6 script Spledide Soldier 4_M_FAIRYSOLDIER2,{ + mes("[Spledide Soldier]"); + mes("This dimensional rift is connected to the south of ^0000FFBifrost^000000. It enables quick travel to the Splendide frontline."); + next(); + mes("[Spledide Soldier]"); + mes("If we use it properly, it enables us to advance more easily to the capital of the Sapha."); + next(); + mes("[Spledide Soldier]"); + mes("The Mayor has asked us to cooperate as best we can instead of fighting, so I'm under orders not to do anything. Since we have a common enemy we won't fight the Sapha... for now..."); + close(); +} + +dali,56,126,4 script Dispatched Sapha 4_MAN_BENKUNI,{ + mes("[Dispatched Sapha]"); + mes("This dimensional rift is connected to the southern area of the ^0000FFKamidal Mountains^000000 in El Dicastes. I just dropped by for my research, but it is incredible."); + next(); + mes("[Dispatched Sapha]"); + mes("Moreover it is next to the Laphine capital..... Hmm... Do not worry, I do not want to fight in such a place."); + close(); +} + +dali,109,94,4 trader Sundries Merchant 4_M_MERCAT2,{ +OnInit: + sellitem Spectacles; + sellitem Arrow; + sellitem Booby_Trap; + end; +} + +dali,112,95,4 script Logistics Manager 4_M_MERCAT2,{ + mes("[Logistics Manager]"); + mes("Welcome. I am in charge of logistics to take care of your items in this weird place. Do you need to access your storage?"); + next(); + if (select("Open Storage 200 Zeny.", "No Thanks.") == 2) { + mes("[Logistics Manager]"); + mes("Let me know if you change your mind."); + close(); + } + if (basicskillcheck() && getskilllv(NV_BASIC) < 6) { + mes("[Logistics Manager]"); + mes("You are not yet qualified to use the Storage."); + } else if (Zeny < 200) { + mes("[Logistics Manager]"); + mes("You need at least 200 zeny to use the Storage."); + } else { + Zeny -= 200; + openstorage(); + } + close(); +} + +dali,115,85,5 script Party Leader#dali 2_M_SWORDMASTER,{ + if (.dalichatactive) + end; + initnpctimer(); + .dalichatactive = 1; + end; +OnTimer10: + npctalk(_("Attention!!!"), "Party Leader#dali"); + end; +OnTimer2000: + npctalk(_("Here, here. Everybody be quiet and line up!"), "Party Leader#dali"); + end; +OnTimer3000: + npctalk(_("We have now entered the inside of the Dimensional Crack. Where should be go first?"), "Party Leader#dali"); + end; +OnTimer4000: + npctalk(_("Anyone has an opinion?"), "Party Leader#dali"); + end; +OnTimer6000: + npctalk(_("I heard rumors about some magic swordman. Let's go find him."), "Party Member#MONK"); + end; +OnTimer7500: + npctalk(_("We heard about a magic competition being held here!"), "Party Member#WANDERER"); + end; +OnTimer9000: + npctalk(_("Where is it?!"), "Party Member#MONK"); + end; +OnTimer10500: + npctalk(_("Uh, I'm a little bit hungry... I wonder if anybody is selling some warm sweet potatoes or even dumplings..."), "Party Member#CRU"); + end; +OnTimer12000: + npctalk(_("You want to eat again?"), "Party Member#GUILL"); + end; +OnTimer13500: + npctalk(_("I am just wondering about the tournament.."), "Party Member#WANDERER"); + end; +OnTimer15000: + npctalk(_("I need to eat something before doing anything."), "Party Member#CRU"); + end; +OnTimer16500: + npctalk(_("By the way, I also heard about something called the Devil's Tower."), "Party Member#MONK"); + end; +OnTimer18000: + npctalk(_("I just saw a street trader passing by... Where is he?"), "Party Member#GUILL"); + end; +OnTimer19500: + emotion(e_yawn, 0, "Party Member#SURA"); + npctalk(_("Huh? What is this? You still haven't entered?"), "Party Member#SURA"); + end; +OnTimer20000: + npctalk(_("I am curious about the Faceworms I heard about from a Laphine."), "Party Member#MONK"); + end; +OnTimer21000: + npctalk(_("Can I come back after having a meal?"), "Party Member#CRU"); + end; +OnTimer22500: + npctalk(_("Can you even catch that?"), "Party Member#WANDERER"); + npctalk(_("Are you awake?"), "Party Member#SHADOW"); + end; +OnTimer24000: + emotion(e_an, 0, "Party Member#SURA"); + npctalk(_("Why are you still here?"), "Party Member#SURA"); + end; +OnTimer24500: + npctalk(_("Hang on a bit. The merchant is going to pass by soon."), "Party Member#GUILL"); + end; +OnTimer25500: + npctalk(_("That is your wish...."), "Party Member#MONK"); + end; +OnTimer27000: + npctalk(_("I want to buy cold grape juice~"), "Party Member#CRU"); + end; +OnTimer28500: + npctalk(_("I have no idea. There might be an accident up front."), "Party Member#SHADOW"); + end; +OnTimer30000: + npctalk(_("What? How dare you?!"), "Party Member#WANDERER"); + end; +OnTimer31500: + npctalk(_("Give me a sip of juice."), "Party Member#GUILL"); + end; +OnTimer32000: + npctalk(_("Cough~ Cough~"), "Party Member#EINOLD"); + end; +OnTimer33000: + emotion(e_an, 0, "Party Member#SURA"); + end; +OnTimer34000: + npctalk(_("Damn! I am pissed off! I came here because I heard only a party is allowed to get in!"), "Party Member#SURA"); + end; +OnTimer36000: + npctalk(_("Are you going to hit me? Do it!"), "Party Member#MONK"); + emotion(e_ag, 0, "Party Member#MONK"); + npctalk(_("You pay for your food."), "Party Member#CRU"); + end; +OnTimer37500: + emotion(e_an, 0, "Party Member#SURA"); + end; +OnTimer39000: + npctalk(_("Whatever, I'm not eating."), "Party Member#WANDERER"); + npctalk(_("So mean.. I won't eat then."), "Party Member#GUILL"); + npctalk(_("Right.. I should have entered with another group!"), "Party Member#SHADOW"); + end; +OnTimer40500: + emotion(e_gg, 0, "Party Member#CRU"); + npctalk(_("Hey. Are you pissed off?"), "Party Member#CRU"); + end; +OnTimer42000: + npctalk(_("Not at all."), "Party Member#GUILL"); + end; +OnTimer43500: + emotion(e_gg, 0, "Party Member#MONK"); + npctalk(_("Look at him snoozing. Hehe."), "Party Member#MONK"); + end; +OnTimer45000: + emotion(e_yawn, 0, "Party Member#SURA"); + npctalk(_("Bah, I don't care. I'm gonna take a nap, so wake me up when we're ready."), "Party Member#SURA"); + end; +OnTimer46500: + emotion(e_gg, 0, "Party Member#CRU"); + npctalk(_("You are upset!!"), "Party Member#CRU"); + npctalk(_("Can I get back before I die..."), "Party Member#WANDERER"); + npctalk(_("What? You, we gotta talk! I've been too nice to you!"), "Party Member#EINOLD"); + end; +OnTimer48000: + npctalk(_("Excuse me..... everyone.............?"), "Party Leader#dali"); + end; +OnTimer49500: + emotion(e_ag, 0, "Party Member#GUILL"); + npctalk(_("No!!!!!!!!!"), "Party Member#GUILL"); + npctalk(_("Whatever~"), "Party Member#MONK"); + end; +OnTimer51000: + emotion(e_sob, 0, "Party Leader#dali"); + npctalk(_("Please listen to me...."), "Party Leader#dali"); + npctalk(_("He's angry all right...."), "Party Member#WANDERER"); + npctalk(_("Take a nap. I am sleepy too, so we'll take shifts."), "Party Member#SHADOW"); + end; +OnTimer52500: + .dalichatactive = 0; + stopnpctimer(); + end; +} + +dali,117,81,7 script Party Member#WANDERER 4_F_WANDERER,{ + end; +} + +dali,117,79,5 script Party Member#CRU 4_F_CRU,{ + end; +} + +dali,118,83,3 script Party Member#MONK 4_F_MONK,{ + end; +} + +dali,119,76,7 script Party Member#SHADOW 4_F_SHADOWCHASER,{ + end; +} + +dali,119,78,2 script Party Member#GUILL 4_M_JPNOJI,{ + end; +} + +dali,120,77,4 script Party Member#SURA 4_F_SURA,{ + end; +} + +dali,120,81,3 script Party Member#EINOLD 4_M_EINOLD,{ + end; +} + +dali,102,83,5 script Merchant Prince#HUMERC 4_M_HUMERCHANT,2,2,{ + mes("[Prince Canet]"); + mes("Who're you?"); + next(); + mes("[Prince Canet]"); + mes("What do you want? You looking something in particular?"); + next(); + mes("[Prince Canet]"); + mes("So some enforcers have been cracking down on merchants lately. I can not sell anything."); + next(); + mes("[Prince Canet]"); + mes("Come here..."); + next(); + mes("[Jumpy Knight]"); + mes("I knew you would be here!! No illegal trading is allowed here! Don't you know?"); + hideoffnpc("Jumpy Knight#JP_RUN"); + next(); + mes("[Prince Canet]"); + mes("Says who?"); + next(); + mes("[Jumpy Knight]"); + mes("Ok, then show me your permit."); + next(); + mes("[Prince Canet]"); + mes("Permit\r" + "No one's in charge here!"); + next(); + mes("[Prince Canet]"); + mes("You! If you need anything come to me ok?"); + next(); + mes("[Jumpy Knight]"); + mes("I will catch you!"); + hideonnpc("Merchant Prince#HUMERC"); + close2(); + hideonnpc("Jumpy Knight#JP_RUN"); + enablenpc("Merchant Prince#HUMERC2"); + hideoffnpc("Merchant Prince#HUMERC2"); + disablenpc("Merchant Prince#HUMERC"); + end; + +OnTouch: + mes("[Prince Canet]"); + mes("Cold juice!\r" + "Apple, grape, orange~\r" + "Anything you want!"); + next(); + mes("[Prince Canet]"); + mes("Sweet potato, dumpling~\r" + "Here we have delicious desserts~"); + close(); +} + +dali,105,82,1 script Jumpy Knight#JP_RUN 4_M_JP_RUN,{ + end; + +OnInit: + hideonnpc("Jumpy Knight#JP_RUN"); + end; +} + +dali,63,112,7 script Merchant Prince#HUMERC2 4_M_HUMERCHANT,2,2,{ + mes("[Prince Canet]"); + mes("You need to pay a toll to get past here."); + next(); + select("What toll?"); + mes("[Prince Canet]"); + mes("You did not know?\r" + "500 zeny"); + next(); + mes("[Jumpy Knight]"); + mes("You there! Stop right there!"); + hideoffnpc("Jumpy Knight#JP_RUN2"); + next(); + mes("[Prince Canet]"); + mes("Ugh! How are you always following me? Got some kind of crush on me or something? I don't think you and I make a good match..."); + next(); + mes("[Jumpy Knight]"); + mes("Why don't we find out then?"); + next(); + mes("[Prince Canet]"); + mes("That's it no more talking.\r" + "I'm outta here~"); + next(); + mes("[Jumpy Knight]"); + mes("Keep running you sneaky coward!"); + hideonnpc("Merchant Prince#HUMERC2"); + close2(); + hideonnpc("Jumpy Knight#JP_RUN2"); + hideoffnpc("Merchant Prince#HUMERC3"); + disablenpc("Merchant Prince#HUMERC2"); + end; + +OnInit: + disablenpc("Merchant Prince#HUMERC2"); + end; +OnTouch: + mes("[Prince Canet]"); + mes("500 zeny"); + close(); +} + +dali,67,113,3 script Jumpy Knight#JP_RUN2 4_M_JP_RUN,{ + end; + +OnInit: + hideonnpc("Jumpy Knight#JP_RUN2"); + end; +} + +dali,89,97,3 script Merchant Prince#HUMERC3 4_M_HUMERCHANT,{ + mes("[Prince Canet]"); + mes("You are lucky that you have met up with me.\r" + "Who am I?\r" + "I'm here to become a merchant King."); + next(); + mes("[Prince Canet]"); + mes("I might be working a street stall now but I'll have an actual shop some day."); + next(); + mes("[Prince Canet]"); + mes("It's my first day so I'm having a major sale."); + next(); + mes("[Prince Canet]"); + mes("Let's see I've got a... Ring of something! Sword of stuff! A backpack of some sort!"); + next(); + mes("[Prince Canet]"); + mes("Tell me if you need anything,"); + hideoffnpc("Jumpy Knight#JP_RUN3"); + next(); + mes("[Prince Canet]"); + mes("What are you doing here? This is my spot for a shop Get outta my turf!"); + next(); + mes("[Jumpy Knight]"); + mes("Bah!!\r" + "You're gonna regret those words!"); + next(); + mes("[Prince Canet]"); + mes("I'm shaking..."); + hideonnpc("Merchant Prince#HUMERC3"); + close2(); + hideonnpc("Jumpy Knight#JP_RUN3"); + enablenpc("Merchant Prince#HUMERC"); + hideoffnpc("Merchant Prince#HUMERC"); + end; + +OnInit: + hideonnpc("Merchant Prince#HUMERC3"); + end; +} + +dali,89,94,7 script Jumpy Knight#JP_RUN3 4_M_JP_RUN,{ + end; + +OnInit: + hideonnpc("Jumpy Knight#JP_RUN3"); + end; +} + +dali02,58,123,3 script Curious Knight#KY_KNT 4_M_KY_KNT,{ + mes("[Curious Knight]"); + mes("The Royal Guard in here was desperate for help. We entered through a secret place in the palace."); + next(); + mes("[Curious Knight]"); + mes("We were whisked away here... No idea where I am but I have to establish a base here for the Knighthood."); + close(); +} + +dali02,51,112,5 script Confused Thief#DST_SOL 4_DST_SOLDIER,{ + mes("[Confused Thief]"); + mes("One minute I'm in a bar... The next minute I'm here... What is this place?"); + next(); + mes("[Confused Thief]"); + mes("There's no night or day in here. Hmm, something has to be valuable in this place..."); + close(); +} + +dali02,65,115,5 script Adventurous Rafflesia#ra 4_M_RAFLE_GR,{ + mes("[Adventurous Rafflesia]"); + mes("No no this has to be Thanatos Tower... I sense dark magic here."); + next(); + mes("[Guide]"); + mes("Oh, we're back here again. I cannot find a way out! We are trapped in this maze!"); + next(); + mes("[Tourist]"); + mes("Is this place the famous Prontera? It is dark just like a big city!"); + next(); + mes("[Traveller]"); + mes("I hear a ticking clock. This place must be Geffen!"); + close(); +} + +dali02,68,117,5 script Guide#ra 4_M_RAFLE_GR,{ + mes("[Guide]"); + mes("Oh, we're back here again. I cannot find a way out! We are trapped in this maze!"); + next(); + mes("[Tourist]"); + mes("Is this place the famous Prontera It is dark just like a big city!"); + next(); + mes("[Traveller]"); + mes("I hear a ticking clock. This place must be Geffen!"); + next(); + mes("[Adventurous Rafflesia]"); + mes("No no this has to be Thanatos Tower... I sense dark magic here."); + close(); +} + +dali02,65,119,5 script Tourist#ra 4_M_RAFLE_GR,{ + mes("[Tourist]"); + mes("Is this place the famous Prontera? It is dark just like a big city!"); + next(); + mes("[Adventurous Rafflesia]"); + mes("No no this has to be Thanatos Tower... I sense dark magic here."); + next(); + mes("[Guide]"); + mes("Oh, we're back here again. I cannot find a way out! We are trapped in this maze!"); + next(); + mes("[Traveller]"); + mes("I hear a ticking clock. This place must be Geffen!"); + close(); +} + +dali02,69,122,5 script Traveller#ra 4_M_RAFLE_GR,{ + mes("[Traveller]"); + mes("I hear a ticking clock. This place must be Geffen!"); + next(); + mes("[Guide]"); + mes("Oh, we're back here again. I cannot find a way out! We are trapped in this maze!"); + next(); + mes("[Tourist]"); + mes("Is this place the famous Prontera? It is dark just like a big city!"); + next(); + mes("[Adventurous Rafflesia]"); + mes("No no this has to be Thanatos Tower... I sense dark magic here."); + close(); +} diff --git a/npc/re/other/resetskill.txt b/npc/re/other/resetskill.txt index f8be0b7af..8bfb02651 100644 --- a/npc/re/other/resetskill.txt +++ b/npc/re/other/resetskill.txt @@ -57,7 +57,7 @@ izlude,127,175,3 script Hypnotist#novice 4_F_TELEPORTER,{ mes "Job character to qualify."; mes "Now, do you have any questions?"; next; - switch(select("^FF0000Stat/Skill Reset?:Reset stats:Reset skills^000000:Cancel")) { + switch(select("^FF0000Stat/Skill Reset?", "Reset stats", "Reset skills^000000", "Cancel")) { case 1: mes "[Hypnotist]"; mes "Stat/Skill Resets allow adventuers"; @@ -90,7 +90,7 @@ izlude,127,175,3 script Hypnotist#novice 4_F_TELEPORTER,{ mes "want to proceed with"; mes "my ^FF0000"+.@str$+" Reset^000000 service?"; next; - if(select("Yes:Cancel") == 1) + if(select("Yes", "Cancel") == 1) break; case 4: mes "[Hypnotist]"; diff --git a/npc/re/other/stone_change.txt b/npc/re/other/stone_change.txt index 9227b7edb..51cd65f71 100644 --- a/npc/re/other/stone_change.txt +++ b/npc/re/other/stone_change.txt @@ -37,7 +37,7 @@ geffen_in,99,174,5 script Ore Tester#sorty 8_F_GIRL,{ mes "Do you have ^3131FFany same type of ores in your inventories^000000 which take many spaces?"; mes "I can distinguish your ores and organize them right away~!"; next; - switch(select("Refine my Ore.:Cancel.")) { + switch(select("Refine my Ore.", "Cancel.")) { case 1: mes "[Ore Tester Sorty]"; mes "At the moment I can only distinguish ^FF0000Steel^000000, ^FF0000Iron^000000, ^FF0000Iron Ore^000000, and ^FF0000Rough Oridecon^000000 and organize them."; @@ -46,7 +46,7 @@ geffen_in,99,174,5 script Ore Tester#sorty 8_F_GIRL,{ mes "[Ore Tester Sorty]"; mes "So, would you like me to organize your ores?"; next; - .@i = select("Steel, please.:Iron, please.:Iron Ore, please.:Rough Oridecon, please.:No, thanks."); + .@i = select("Steel, please.", "Iron, please.", "Iron Ore, please.", "Rough Oridecon, please.", "No, thanks."); if (.@i == 5) { mes "[Ore Tester Sorty]"; mes "Huh, I really hate messy people!"; diff --git a/npc/re/quests/cupet.txt b/npc/re/quests/cupet.txt index 36ad2dbb3..72e1bd6c9 100644 --- a/npc/re/quests/cupet.txt +++ b/npc/re/quests/cupet.txt @@ -38,7 +38,7 @@ setarray .@tame_id[0],Unripe_Apple,Orange_Juice,Rainbow_Carrot,Earthworm_The_Dude,Rotten_Fish,Sweet_Milk,Well_Dried_Bone,Singing_Flower,Dew_Laden_Moss; setarray .@tame_amount[0],3,3,3,3,3,3,3,3,3; - setarray .@hunt_id[0],Jellopy,Jellopy,Clover,Feather_Of_Birds,Shell,Animal's_Skin,Animal's_Skin,Grasshopper's_Leg,Mushroom_Spore; + setarray .@hunt_id[0],Jellopy,Jellopy,Clover,Feather_Of_Birds,Shell,Animals_Skin,Animals_Skin,Grasshoppers_Leg,Mushroom_Spore; setarray .@hunt_amount[0],500,600,500,500,500,500,600,500,500; setarray .@mob_id[0],1002,1113,1063,1049,1011,1167,1107,1052,1014; .@tame_gets = 3; @@ -95,9 +95,9 @@ setarray .@tame_id[0],Silver_Knife_Of_Chaste,Monster_Juice,Contracts_In_Shadow,Sway_Apron,Prohibition_Red_Candle,Book_Of_Devil; setarray .@tame_amount[0],1,1,1,1,1,1; - setarray .@hunt_id[0],Long_Hair,Solid_Shell,Petite_DiablOfs_Horn,Alice's_Apron,Queen's_Whip,Evil_Horn; + setarray .@hunt_id[0],Long_Hair,Solid_Shell,Petite_DiablOfs_Horn,Alices_Apron,Queens_Whip,Evil_Horn; setarray .@hunt_amount[0],600,600,600,500,1,100; - setarray .@hunt_id2[0],0,0,0,0,Executioner's_Mitten,0; + setarray .@hunt_id2[0],0,0,0,0,Executioners_Mitten,0; setarray .@hunt_amount2[0],0,0,0,0,20,0; setarray .@mob_id[0],1170,1035,1109,1275,1200,1101; .@tame_gets = 1; @@ -194,7 +194,7 @@ function script cute_pet_manager { mes "exchange for an " + getitemname(.@tame_id) + "."; mes "Do you want to exchange with me?"; next; - if (select("Exchange:Don't Exchange") == 2) { + if (select("Exchange", "Don't Exchange") == 2) { mes "[Cute Pet Manager]"; mes "You don't? You will come back again."; close; diff --git a/npc/re/quests/eden/100-110.txt b/npc/re/quests/eden/100-110.txt index 6f606b728..3cc47f6ef 100644 --- a/npc/re/quests/eden/100-110.txt +++ b/npc/re/quests/eden/100-110.txt @@ -52,7 +52,7 @@ moc_para01,37,95,5 script Gelkah#1 4_F_GELKA,{ end; } mes "[Gelkah]"; - if (!countitem(Para_Team_Mark)) { + if (!countitem(Para_Team_Mark) && !countitem(Para_Team_Mark_)) { mes "- You need to have an -"; mes "- ^4d4dff'Eden Group Mark'^000000 -"; mes "- to receive these missions. -"; @@ -87,7 +87,7 @@ moc_para01,37,95,5 script Gelkah#1 4_F_GELKA,{ mes "That person standing next to me is my master... He came back after long journey of practice."; next; mes "[Gelkah]"; - mes "I understand you might wonder why a Sura wants an Archbishop as a teacher..."; + mes "I understand you might wonder why a Sura wants an Archbishop as a teacher..."; } else { cutin "gelca03",2; @@ -156,7 +156,7 @@ moc_para01,37,95,5 script Gelkah#1 4_F_GELKA,{ mes "I think that's what a true master would sound like right?"; next; mes "[Gelkah]"; - mes strcharinfo(0) +" will make a request list for you so go talk to my Master now and show your respects."; + mes strcharinfo(PC_NAME) +" will make a request list for you so go talk to my Master now and show your respects."; delitem Brigan,50;// Brigan completequest 13002;// Brigan collecting para_100lv01 = 2; @@ -673,7 +673,7 @@ moc_para01,37,95,5 script Gelkah#1 4_F_GELKA,{ mes "Adventurers sometimes bring special things or trophies from where they visited for a request. It is very good!"; } else if (.@ran == 2) - mes "If there is something good "+ strcharinfo(0) +" I will try to give you a couple things. I am not sure if there will be enough to give because of so many adventurers."; + mes "If there is something good "+ strcharinfo(PC_NAME) +" I will try to give you a couple things. I am not sure if there will be enough to give because of so many adventurers."; else mes "Handling documents must be difficult. It's so much easier to just be out in the field."; } @@ -689,7 +689,7 @@ moc_para01,37,95,5 script Gelkah#1 4_F_GELKA,{ } else { cutin "gelca03",2; - mes "I am busy but clearing a lot of requests "+ strcharinfo(0) +" I appreciate it. Lets see. I got some good food from an adventurer that he received during a request."; + mes "I am busy but clearing a lot of requests "+ strcharinfo(PC_NAME) +" I appreciate it. Lets see. I got some good food from an adventurer that he received during a request."; next; mes "[Gelkah]"; mes "Oops I ate all? Okay just one left. Please drop by later!"; @@ -700,7 +700,7 @@ moc_para01,37,95,5 script Gelkah#1 4_F_GELKA,{ else if (para_100lv02 < 80) { cutin "gelca03",2; if (para_100lv01 > 4) - mes "Cheer up! "+ strcharinfo(0) +" I'm not sure if he thinks of you as his pupil. He is just out of control."; + mes "Cheer up! "+ strcharinfo(PC_NAME) +" I'm not sure if he thinks of you as his pupil. He is just out of control."; else { mes "There are a lot of presents coming in whenever the requests are done efficiently. Here, take this as a prize."; para_100lv01 = 5; @@ -708,7 +708,7 @@ moc_para01,37,95,5 script Gelkah#1 4_F_GELKA,{ } } else if (para_100lv02 > 100) { - mes "It is tough work but also fun to with master right "+ strcharinfo(0) +"?"; + mes "It is tough work but also fun to with master right "+ strcharinfo(PC_NAME) +"?"; next; switch( select( "I hate that hot-tempered fool.", "I want you to be the master.", "I would follow you to any battle." ) ) { mes "[Gelkah]"; @@ -720,7 +720,7 @@ moc_para01,37,95,5 script Gelkah#1 4_F_GELKA,{ emotion e_heh; break; case 2: - if (Sex == 1) + if (Sex == SEX_MALE) mes "I'm not sure if I'm cut out for that job. Besides..."; else mes "I am sorry to say this but I am the only pupil of master now and forever... He said ^FF0000I don't need an ugly female pupil^000000 but I still stick to him."; @@ -963,7 +963,7 @@ moc_para01,37,95,5 script Gelkah#1 4_F_GELKA,{ else { cutin "gelca03",2; if (para_100lv02 > 100) - mes strcharinfo(0) +"! You did a good job! There are more requests but reserve them for the other adventurers."; + mes strcharinfo(PC_NAME) +"! You did a good job! There are more requests but reserve them for the other adventurers."; if (para_100lv02 < 101) mes "I do not think you are suitable to the request I can give. Please find other adventures."; callsub S_Hunting,13003,106000,148000,"Carat";// <quest id>, <job exp if joblevel < 6>, <job exp>, <quest name> @@ -1047,7 +1047,7 @@ S_Hunting: moc_para01,41,95,5 script Rohtert#12 4_M_ROTERT,{ mes "[Rohtert]"; - if (!countitem(Para_Team_Mark)) {// Para_Team_Mark + if (!countitem(Para_Team_Mark) && !countitem(Para_Team_Mark_)) { cutin "rote01",2; mes "You are not even a member of Eden Group. What are you doing here?"; mes "I'm only dealing with base level ^FF0000100 - 110^000000 adventurers."; @@ -1247,7 +1247,7 @@ moc_para01,41,95,5 script Rohtert#12 4_M_ROTERT,{ next; cutin "gelca02",2; mes "[^FF0000Gelkah^000000]"; - mes "......."+ strcharinfo(0) +" wait..."; + mes "......."+ strcharinfo(PC_NAME) +" wait..."; next; cutin "gelca01",2; mes "[^FF0000Gelkah^000000]"; diff --git a/npc/re/quests/eden/11-25.txt b/npc/re/quests/eden/11-25.txt index 2f641b770..f65ad9090 100644 --- a/npc/re/quests/eden/11-25.txt +++ b/npc/re/quests/eden/11-25.txt @@ -35,7 +35,7 @@ //========================================================================= moc_para01,36,38,3 script Mission [11 - 25]#Tuto 4_BOARD3,{ - if (countitem(Para_Team_Mark) < 1) { + if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "- You need to have an -"; mes "- ^4d4dff'Eden Group Mark'^000000 -"; mes "- to receive these missions. -"; @@ -79,7 +79,7 @@ moc_para01,36,38,3 script Mission [11 - 25]#Tuto 4_BOARD3,{ mes " "; mes " - Manager : Spike -"; next; - switch(select("Hornet Hunting:Condor Hunting:Grasshopper's Leg:Worm Tail Hunting:Spore Hunting:Pest Control:Muka Hunting:Familiar Hunting:Collect Feathers:Collect Poison Spores:Cancel")) { + switch(select("Hornet Hunting", "Condor Hunting", "Grasshopper's Leg", "Worm Tail Hunting", "Spore Hunting", "Pest Control", "Muka Hunting", "Familiar Hunting", "Collect Feathers", "Collect Poison Spores", "Cancel")) { case 1: callsub L_Quest,11114,"Hornet Hunting"," - Hunt 10 ^4d4dff'Hornets'^000000 - "," - northwest of Prontera. - "; case 2: callsub L_Quest,11115,"Condor Hunting"," - Hunt 20 ^4d4dff'Condors'^000000 - "," - south of Morroc. - "; case 3: callsub L_Quest,11116,"Grasshopper's Leg"," - Hunt 10 ^4d4dff'Rockers'^000000 - "," - southwest of Prontera and - "," - bring 10 ^4d4dffGrasshopper's Legs^000000. - "; @@ -107,7 +107,7 @@ L_Quest: mes " "; mes " - Manager : Spike - "; next; - if(select("I will do this mission.:Look for other missions.") == 2) { + if(select("I will do this mission.", "Look for other missions.") == 2) { mes " - Let's search for -"; mes " - other missions. - "; close; diff --git a/npc/re/quests/eden/111-120.txt b/npc/re/quests/eden/111-120.txt index 9f503666d..4422c92c7 100644 --- a/npc/re/quests/eden/111-120.txt +++ b/npc/re/quests/eden/111-120.txt @@ -41,7 +41,7 @@ moc_para01,17,95,5 script Mingmin#1 4_F_GENETIC,{ mes "[Mingmin]"; - if (!countitem(Para_Team_Mark)) {// Para_Team_Mark + if (!countitem(Para_Team_Mark) && !countitem(Para_Team_Mark_)) { cutin "min02",0; mes "A stranger. This place is supposed to be for Eden Group Members only."; mes "I'm in need base level ^FF0000111 - 120^000000 adventurers to help my research."; @@ -65,7 +65,7 @@ moc_para01,17,95,5 script Mingmin#1 4_F_GENETIC,{ mes "[Mingmin]"; mes "^0000ffA question: Art thou my servant?^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "(What's this lady talking about?)"; emotion e_dot,1; next; @@ -106,7 +106,7 @@ moc_para01,17,95,5 script Mingmin#1 4_F_GENETIC,{ cutin "min02",0; mes "^0C0CF2Pop quiz hot shot: Art thou my servant?^000000"; next; - select("No~ I'm "+ strcharinfo(0) +" remember?"); + select("No~ I'm "+ strcharinfo(PC_NAME) +" remember?"); mes "[Mingmin]"; mes "Oh I have met you before, living in a house full of fungus seems to cause memory loss."; emotion e_gasp; @@ -141,7 +141,7 @@ moc_para01,17,95,5 script Mingmin#1 4_F_GENETIC,{ } else if (para_110lv01 == 2) { cutin "min02",0; - mes "Oh, "+ strcharinfo(0) +" its you... it is good you have ed, I was bored."; + mes "Oh, "+ strcharinfo(PC_NAME) +" its you... it is good you have ed, I was bored."; next; mes "[Mingmin]"; mes "Where was I? I just finished talking about the Eden Group's duty to protect others from danger."; @@ -160,7 +160,7 @@ moc_para01,17,95,5 script Mingmin#1 4_F_GENETIC,{ } else if (para_110lv01 == 3) { cutin "min02",0; - mes "Question "+ strcharinfo(0) +"! I was practising because new servant is coming soon."; + mes "Question "+ strcharinfo(PC_NAME) +"! I was practising because new servant is coming soon."; next; select("Waddya mean new servant?"); mes "[Mingmin]"; @@ -206,15 +206,15 @@ moc_para01,17,95,5 script Mingmin#1 4_F_GENETIC,{ mes "Enough dilly-dallying, I want to make a contract with someone who really craves adventure."; next; mes "[Mingmin]"; - mes "Maybe "+ strcharinfo(0) +" I'll let you be my servant if you are interested in doing this Eden Group request for my research."; + mes "Maybe "+ strcharinfo(PC_NAME) +" I'll let you be my servant if you are interested in doing this Eden Group request for my research."; para_110lv01 = 4; } else if (para_110lv01 > 3) { cutin "min01",0; if (para_110lv01 == 5) - mes "Welcome! "+ strcharinfo(0) +"..."; + mes "Welcome! "+ strcharinfo(PC_NAME) +"..."; else - mes "Hello "+ strcharinfo(0) +"."; + mes "Hello "+ strcharinfo(PC_NAME) +"."; next; switch( select( "Request to research monsters", "Make small-talk" ) ) { case 1: @@ -878,7 +878,7 @@ moc_para01,17,95,5 script Mingmin#1 4_F_GENETIC,{ case 3: mes "[Mingmin]"; if (questprogress(13098,PLAYTIME) == 1) - mes "They all look the same for me. I should research harder."; + mes "They all look the same for me. I should research harder."; else if (questprogress(13097,HUNTING) == 1) { cutin "º£³ªÅõ",3; //venatu_card mes "There is one more reason why many adventurers are sent to Juperos and that is my real request."; @@ -962,7 +962,7 @@ moc_para01,17,95,5 script Mingmin#1 4_F_GENETIC,{ } else { cutin "min01",0; - mes "Contract is terminated. "+ strcharinfo(0) +" reward for completed research. ^FF0000I will delete incompleted research from your quest list.^000000"; + mes "Contract is terminated. "+ strcharinfo(PC_NAME) +" reward for completed research. ^FF0000I will delete incompleted research from your quest list.^000000"; para_110lv01 = 6; next; callsub S_Hunting, @@ -989,7 +989,7 @@ moc_para01,17,95,5 script Mingmin#1 4_F_GENETIC,{ mes "It is a little bit inconvenient. I will read to you politely ^FF0000again^000000 in public."; next; mes "[Mingmin]"; - mes "Anyway "+ strcharinfo(0) +" thank you for helping me start my research."; + mes "Anyway "+ strcharinfo(PC_NAME) +" thank you for helping me start my research."; next; cutin "min03",0; mes "[Mingmin]"; diff --git a/npc/re/quests/eden/121-130.txt b/npc/re/quests/eden/121-130.txt index 77b7c26b2..d48c71702 100644 --- a/npc/re/quests/eden/121-130.txt +++ b/npc/re/quests/eden/121-130.txt @@ -41,7 +41,7 @@ moc_para01,44,81,3 script Melody-Jack#1 4_M_MELODY,8,8,{ mes "[Melody-Jack]"; - if (!countitem(Para_Team_Mark)) {// Para_Team_Mark + if (!countitem(Para_Team_Mark) && !countitem(Para_Team_Mark_)) { mes "Who the hell are you? Get out of here!"; mes "I'm only talking to base level ^FF0000121-130^000000 adventurers."; } @@ -582,7 +582,7 @@ OnTouch: moc_para01,17,77,5 script Aigu#1 4_F_IU,{ mes "[Aigu]"; - if (!countitem(Para_Team_Mark)) {// Para_Team_Mark + if (!countitem(Para_Team_Mark) && !countitem(Para_Team_Mark_)) { mes "Oh, why aren't you a part of Eden Group?"; mes "I'm only talking to base level ^FF0000121-130^000000 adventurers."; } @@ -779,8 +779,8 @@ S_Erasequest2: } - script Trace of an adventurer FAKE_NPC,{ - .@quest = 13106 + atoi(strnpcinfo(2)); - .@delay = 13110 + atoi(strnpcinfo(2)); + .@quest = 13106 + atoi(strnpcinfo(NPC_NAME_HIDDEN)); + .@delay = 13110 + atoi(strnpcinfo(NPC_NAME_HIDDEN)); if (questprogress(.@quest) == 1) { mes "I found traces of someone who was here but I cannot find a clue. Lets go back and report to Aigu."; erasequest .@quest; diff --git a/npc/re/quests/eden/131-140.txt b/npc/re/quests/eden/131-140.txt index 806466624..fa6061b42 100644 --- a/npc/re/quests/eden/131-140.txt +++ b/npc/re/quests/eden/131-140.txt @@ -42,7 +42,7 @@ moc_para01,41,76,3 script Ragi#1 4_M_RAGI,{ cutin "ragi01",0; mes "[Ragi]"; - if (!countitem(Para_Team_Mark)) {// Para_Team_Mark + if (!countitem(Para_Team_Mark) && !countitem(Para_Team_Mark_)) { mes "Only adventurers from Eden Group are welcome here."; mes "I'm giving requests to base level ^FF0000130-140^000000 adventurers only."; } diff --git a/npc/re/quests/eden/26-40.txt b/npc/re/quests/eden/26-40.txt index f106eb059..1c680d7ed 100644 --- a/npc/re/quests/eden/26-40.txt +++ b/npc/re/quests/eden/26-40.txt @@ -35,7 +35,7 @@ //========================================================================= moc_para01,38,38,3 script Mission [26 - 40] 4_BOARD3,{ - if (countitem(Para_Team_Mark) < 1) { + if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "You are not a qualified member. You can not use the bulletin board."; close; } @@ -47,13 +47,13 @@ moc_para01,38,38,3 script Mission [26 - 40] 4_BOARD3,{ mes "Your level is not qualified. You can not use the bulletin board."; close; } - switch(select("Hunting Mission:Delivery Mission:Gathering Mission:Escort Mission")) { + switch(select("Hunting Mission", "Delivery Mission", "Gathering Mission", "Escort Mission")) { case 1: mes "[Hunting Mission Board]"; mes "- Hunting Mission details -"; mes "- are on the board. -"; next; - switch(select("Hunting Poison Spore:Hunting Smokie:Hunting Elder Willow(Above Lv.30):Hunting Coco(Above Lv.35):Hunting Thara Frog(Above Lv.38)")) { + switch(select("Hunting Poison Spore", "Hunting Smokie", "Hunting Elder Willow(Above Lv.30)", "Hunting Coco(Above Lv.35)", "Hunting Thara Frog(Above Lv.38)")) { case 1: callsub L_Quest,8266,0,"Hunting Poison Spore","Sponiac","Geffen","Hunt 10 Poison Spores"; case 2: callsub L_Quest,8267,0,"Hunting Smokie","Sponiac","Geffen","Hunt 10 Smokies"; case 3: callsub L_Quest,8268,30,"Hunting Elder Willow","Sponiac","Geffen","Hunt 10 Elder Willows"; @@ -65,7 +65,7 @@ moc_para01,38,38,3 script Mission [26 - 40] 4_BOARD3,{ mes "- Delivery Mission details -"; mes "- are on the board. -"; next; - switch(select("Deliver an Insecticide:Deliver Honey:Deliver Blanket(Above Lv.35)")) { + switch(select("Deliver an Insecticide", "Deliver Honey", "Deliver Blanket(Above Lv.35)")) { case 1: callsub L_Quest,8271,0,"Deliver an Insecticide","Dieshin Man","Morroc Ruins","Get an 'Insecticide' from Dieshin Man and deliver it south east of Payon"; case 2: callsub L_Quest,8272,0,"Deliver Honey","Dieshin Man","Morroc Ruins","Get 'Honey' from Dieshin Man and deliver it west of St. Capitolina Abbey"; case 3: callsub L_Quest,8273,35,"Deliver Blanket","Dieshin Man","Morroc Ruins","Get Blankets from Dieshin Man and deliver to the field south of Lutie"; @@ -75,7 +75,7 @@ moc_para01,38,38,3 script Mission [26 - 40] 4_BOARD3,{ mes "- Gathering Mission details -"; mes "- are on the board. -"; next; - switch(select("Gather Bones:Gather Animal Skins:Gather Peelings(Above Lv.30):Gather Tails(Above Lv.32):Gather Cookies(Above Lv.35):Gather Mustaches(Above Lv.35)")) { + switch(select("Gather Bones", "Gather Animal Skins", "Gather Peelings(Above Lv.30)", "Gather Tails(Above Lv.32)", "Gather Cookies(Above Lv.35)", "Gather Mustaches(Above Lv.35)")) { case 1: callsub L_Quest,8274,0,"Gather Bones","Dashia","Payon","Gather '10 Skel-Bones' and give them to Dashia"; case 2: callsub L_Quest,8275,0,"Gather Animal Skins","Dashia","Payon","Gather '10 Bear's Footskins' and '5 Animal Skins' and give them to Dashia"; case 3: callsub L_Quest,8276,30,"Gather Peelings","Dashia","Payon","Gather '20 Worm Peelings' and '20 Garlets' and give them to Dashia"; @@ -102,7 +102,7 @@ L_Quest: mes " "; mes "Will you accept this mission?"; next; - if(select("No, I won't accept it.:Yes, I will accept it.") == 1) { + if(select("No, I won't accept it.", "Yes, I will accept it.") == 1) { mes "You have declined the "+getarg(2)+" mission."; close; } @@ -136,7 +136,7 @@ geffen,103,42,5 script Sponiac 4W_M_03,{ mes "[Sponiac]"; mes "Why don't you do some hunting outside instead of walking around and wasting your time?"; next; - if(select("I am about to leave now.:I've got a Hunting Mission.") == 1) { + if(select("I am about to leave now.", "I've got a Hunting Mission.") == 1) { mes "[Sponiac]"; mes "Oh, well. Then, go figure."; mes "Bye~ bye."; @@ -146,7 +146,7 @@ geffen,103,42,5 script Sponiac 4W_M_03,{ mes "Oh, you are from the Eden Group?"; mes "What mission do you have?"; next; - switch(select("Hunting Poison Spore:Hunting Smokie:Hunting Elder Willow:Hunting Coco:Hunting Thara Frog")) { + switch(select("Hunting Poison Spore", "Hunting Smokie", "Hunting Elder Willow", "Hunting Coco", "Hunting Thara Frog")) { case 1: callsub L_Quest,8266,"Hunting Poison Spore",1000,0,100,"You can find Poison Spores on the Geffen Dungeon 1F or northeast of Prontera. There are other spots but I'll leave it up to you to find out."; case 2: callsub L_Quest,8267,"Hunting Smokie",1000,0,100,"You can find Smokies northeast and northwest of Geffen. Oh, also the field east of Ayotaya is good spot to find them."; case 3: callsub L_Quest,8268,"Hunting Elder Willow",1000,100,110,"You can find Elder Willows northeast of Geffen, east of payon and southwest of Prontera."; @@ -215,7 +215,7 @@ moc_ruins,173,55,3 script Dieshin Man 4_M_ORIENT02,{ mes "[Dieshin Man]"; mes "How can I help you?"; next; - if(select("I don't need help.:I've got a Delivery Mission.") == 1) { + if(select("I don't need help.", "I've got a Delivery Mission.") == 1) { mes "[Dieshin Man]"; mes "Oh, well. Then, go figure. Bye~!"; close; @@ -224,7 +224,7 @@ moc_ruins,173,55,3 script Dieshin Man 4_M_ORIENT02,{ mes "Oh, you are from the Eden Group?"; mes "What mission do you have?"; next; - switch(select("Deliver an Insecticide.:Deliver Honey.:Deliver Blankets.")) { + switch(select("Deliver an Insecticide.", "Deliver Honey.", "Deliver Blankets.")) { case 1: callsub L_Quest,8271; case 2: callsub L_Quest,8272; case 3: callsub L_Quest,8273; @@ -298,7 +298,7 @@ pay_fild07,83,89,7 script Zoologist 4_M_ORIENT02,{ mes "[Zoologist]"; mes "I am currently studying about it and try to prove the theory. So I plan to kill the flies around Bigfoot and observe his reaction."; next; - if(select("...I am not interested.:Here is the Insecticide.") == 1) { + if(select("...I am not interested.", "Here is the Insecticide.") == 1) { mes "[Zoologist]"; mes "Oh, I need an Insecticide to continue the study."; close; @@ -363,7 +363,7 @@ prt_fild03,30,254,3 script Entomologist 4_M_01,{ mes "[Entomologist]"; mes "I am currently studying about it and trying to prove the theory. So I plan to set a Honey trap on the places he usually passes and observe his reaction."; next; - if(select("...I am not interested.:Here is the Honey.") == 1) { + if(select("...I am not interested.", "Here is the Honey.") == 1) { mes "[Entomologist]"; mes "Oh, I need Honey to continue the study."; close; @@ -428,7 +428,7 @@ xmas_fild01,92,57,3 script Biologist 4W_M_01,{ mes "[Biologist]"; mes "But, this place is freaking cold."; next; - if(select("...I am not interested.:Here are the blankets.") == 1) { + if(select("...I am not interested.", "Here are the blankets.") == 1) { mes "[Biologist]"; mes "Huh, whatever. But be careful! It's very slippery here."; close; @@ -492,7 +492,7 @@ payon,179,66,3 script Dashia 4_M_RACHMAN1,{ mes "[Dashia]"; mes "Hey~! Dude! You look like a very rich adventurer."; next; - if(select("I am a poor adventurer.:I have a gathering mission.") == 1) { + if(select("I am a poor adventurer.", "I have a gathering mission.") == 1) { mes "[Dashia]"; mes "Really? Hmm, oh right. You don't look sophisticated."; next; @@ -504,7 +504,7 @@ payon,179,66,3 script Dashia 4_M_RACHMAN1,{ mes "Oh, you are from the Eden Group?"; mes "What mission do you have?"; next; - switch(select("Gather Bones:Gather Animal Skin:Gather Peelings:Gather Tails:Gather Cookies:Gather Mustaches")) { + switch(select("Gather Bones", "Gather Animal Skin", "Gather Peelings", "Gather Tails", "Gather Cookies", "Gather Mustaches")) { case 1: callsub L_Quest,8274; if (countitem(Skel_Bone) > 9) { @@ -530,11 +530,11 @@ payon,179,66,3 script Dashia 4_M_RACHMAN1,{ break; case 2: callsub L_Quest,8275; - if ((countitem(Bear's_Foot) > 9) && (countitem(Animal's_Skin) > 4)) { + if ((countitem(Bears_Foot) > 9) && (countitem(Animals_Skin) > 4)) { callsub L_Reward; getitem Novice_Potion,100; - delitem Bear's_Foot,10; - delitem Animal's_Skin,5; + delitem Bears_Foot,10; + delitem Animals_Skin,5; getexp 1000,100; erasequest 8275; close; diff --git a/npc/re/quests/eden/41-55.txt b/npc/re/quests/eden/41-55.txt index 625189c7b..ee32d4306 100644 --- a/npc/re/quests/eden/41-55.txt +++ b/npc/re/quests/eden/41-55.txt @@ -35,7 +35,7 @@ //========================================================================= moc_para01,40,38,3 script Mission [41 - 55] 4_BOARD3,{ - if (countitem(Para_Team_Mark) < 1) { + if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "You are not an Eden group member. You are not qualified to access the bulletin board."; close; } @@ -52,11 +52,11 @@ moc_para01,40,38,3 script Mission [41 - 55] 4_BOARD3,{ mes "[Mission Board]"; mes "Mission bulletin board."; next; - if(select("Check the Missions.:Cancel.") == 2) { + if(select("Check the Missions.", "Cancel.") == 2) { mes "^000077Ok. Let's check the missions next time.^000000."; close; } - switch(select("Thara Frog Hunting:Cruiser Hunting:Kukre Hunting:Orc Baby Hunting:Orc Warrior Hunting:Vadon Hunting:Megalodon Hunting:Marse Hunting:Cornutus Hunting:Myst Hunting:Shellfish Hunting:Marine Sphere Hunting")) { + switch(select("Thara Frog Hunting", "Cruiser Hunting", "Kukre Hunting", "Orc Baby Hunting", "Orc Warrior Hunting", "Vadon Hunting", "Megalodon Hunting", "Marse Hunting", "Cornutus Hunting", "Myst Hunting", "Shellfish Hunting", "Marine Sphere Hunting")) { case 1: callsub L_Quest,12072,"Have you seen a red frog? It is called Thara Frog and it's very rare. We are trying to verify where it inhabits. So please hunt 20 Thara Frogs."; case 2: callsub L_Quest,12073,"I heard of some toys attacking people. It is ridiculous! Let's show them our power! We have to hunt 15 Cruisers!"; case 3: callsub L_Quest,12074,"Someone got robbed near the beach! The possible suspect is a criminal monster called Kukre. Please hunt 30 Kukre."; @@ -84,7 +84,7 @@ moc_para01,40,38,3 script Mission [41 - 55] 4_BOARD3,{ mes "Here is your reward."; erasequest 12088; erasequest 12072+.@i; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); getexp .@exp[.@i],0; close; } @@ -102,7 +102,7 @@ L_Quest: mes "[Mission Board Memo]"; mes getarg(1); next; - if(select("Accept the mission.:Cancel.") == 1) { + if(select("Accept the mission.", "Cancel.") == 1) { mes "[Mission Board]"; mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window."; setquest 12088; diff --git a/npc/re/quests/eden/56-70.txt b/npc/re/quests/eden/56-70.txt index 01f28c8c1..c6aeb8c15 100644 --- a/npc/re/quests/eden/56-70.txt +++ b/npc/re/quests/eden/56-70.txt @@ -36,7 +36,7 @@ //========================================================================= moc_para01,42,38,3 script Mission [56 - 70] 4_BOARD3,{ - if (countitem(Para_Team_Mark) < 1) { + if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "To get these missions, I need to Join the Eden Group first. I must find Secretary Lime Evenor and become a member."; close; } @@ -44,16 +44,16 @@ moc_para01,42,38,3 script Mission [56 - 70] 4_BOARD3,{ next; mes "Lots of missions such as a Monster Hunting, Delivery Goods, Finding People."; next; - switch(select("Mission Numbers 1~5:Mission Numbers 6~10:Mission Numbers 11~15")) { + switch(select("Mission Numbers 1~5", "Mission Numbers 6~10", "Mission Numbers 11~15")) { case 1: - switch(select("What is this Bandage?:Dangerous Alligators.:That wasn't a mermaid...:My country is calling me!")) { + switch(select("What is this Bandage?", "Dangerous Alligators.", "That wasn't a mermaid...", "My country is calling me!")) { case 1: callsub L_HuntingQuest,3250,15000,5000,930,30; case 2: callsub L_HuntingQuest,3251,16000,6000; case 3: callsub L_HuntingQuest,3252,17000,8000; case 4: callsub L_Quest,3254,18000,8000,7043,10,1056,30; } case 2: - switch(select("Hunt Wild Boar:Preparing the Summer:A Woman's Grudge:Special ingredients:Puppet Master's Agony")) { + switch(select("Hunt Wild Boar", "Preparing the Summer", "A Woman's Grudge", "Special ingredients", "Puppet Master's Agony")) { case 1: callsub L_HuntingQuest,3255,16000,7000; case 2: callsub L_Quest,3256,15000,5000,918,30; case 3: callsub L_HuntingQuest,3257,17000,8000; @@ -61,7 +61,7 @@ moc_para01,42,38,3 script Mission [56 - 70] 4_BOARD3,{ case 5: callsub L_HuntingQuest,3259,17000,7000,1060,30; } case 3: - switch(select("Tiresome Flies:Dangerous Munak:Make the World green:Magic Wand")) { + switch(select("Tiresome Flies", "Dangerous Munak", "Make the World green", "Magic Wand")) { case 1: callsub L_HuntingQuest,3260,16000,6000; case 2: callsub L_HuntingQuest,3261,16000,7000; case 3: callsub L_Quest,3262,17000,7000,1032,40; @@ -76,7 +76,7 @@ L_Quest: next; mes "Would you like to accept this mission?"; next; - if(select("Accept the mission.:Do not accept the mission.") == 1) { + if(select("Accept the mission.", "Do not accept the mission.") == 1) { if (BaseLevel < 55 || BaseLevel > 70) { mes "These missions are not fit for my level. I should look for other missions."; close; @@ -97,13 +97,13 @@ L_Quest: if (questprogress(getarg(0)) != 2 && (countitem(getarg(3)) < getarg(4) || .@items == 1)) { mes "You have an on-going mission. Would you like to check the details?"; next; - if(select("Check the details.:Cancel.") == 1) + if(select("Check the details.", "Cancel.") == 1) callsub L_Details, getarg(0); close; } else { mes "I have done pretty well for the mission. Should I report it now?"; next; - if(select("Report the mission.:Do not report it yet.") == 1) { + if(select("Report the mission.", "Do not report it yet.") == 1) { delitem getarg(3),getarg(4); if (.@items) delitem getarg(5),getarg(6); @@ -121,7 +121,7 @@ L_HuntingQuest: next; mes "Would you like to accept this mission?"; next; - if(select("Accept the mission.:Do not accept the mission.") == 1) { + if(select("Accept the mission.", "Do not accept the mission.") == 1) { if (BaseLevel < 55 || BaseLevel > 70) { mes "These missions are not fit for my level. I should look for other missions."; close; @@ -142,13 +142,13 @@ L_HuntingQuest: if (questprogress(getarg(0),HUNTING) != 2 || .@items == 1) { mes "You have an on-going mission. Would you like to check the details?"; next; - if(select("Check the details.:Cancel.") == 1) + if(select("Check the details.", "Cancel.") == 1) callsub L_Details, getarg(0); close; } else if (questprogress(getarg(0),HUNTING) == 2) { mes "I have done pretty well for the mission. Should I report it now?"; next; - if(select("Report the mission.:Do not report it yet.") == 1) { + if(select("Report the mission.", "Do not report it yet.") == 1) { if (.@items) delitem getarg(3),getarg(4); getexp getarg(1),getarg(2); diff --git a/npc/re/quests/eden/71-85.txt b/npc/re/quests/eden/71-85.txt index 36108afec..31f51871d 100644 --- a/npc/re/quests/eden/71-85.txt +++ b/npc/re/quests/eden/71-85.txt @@ -35,7 +35,7 @@ //========================================================================= moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ - if (countitem(Para_Team_Mark) < 1) { + if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "- Only members of the -"; mes "- Eden Group can read -"; mes "- this bulletin board. -"; @@ -80,7 +80,7 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ mes "You have quests in progress."; mes "Do you want to turn them in?"; next; - if(select("Of course.:No.") == 2) + if(select("Of course.", "No.") == 2) close; for(.@i = 0; .@i<getarraysize(.@complete); ++.@i) callsub L_Quest,.@complete[.@i]; @@ -96,7 +96,7 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ mes "- Choose where you -"; mes "- would like to hunt. -"; next; - switch(select("Sphinx Dungeon:Glast Heim:Juno Area:Clock Tower:Localized Islands")) { + switch(select("Sphinx Dungeon", "Glast Heim", "Juno Area", "Clock Tower", "Localized Islands")) { case 1: mes "- There are several requests -"; mes "- related to the Sphinx Dungeon -"; @@ -104,7 +104,7 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ next; .@str1$ = "The villagers of Morroc are worried by the increasing number of monsters in the Sphinx Dungeon. "; .@str2$ = "- Meidi from Morroc -"; - switch(select("Hunt Requiem:Hunt Marduk:Hunt Pasana")) { + switch(select("Hunt Requiem", "Hunt Marduk", "Hunt Pasana")) { case 1: callsub L_Quest,10107,.@str1$+"Hunt 10 Requiems.",.@str2$; case 2: callsub L_Quest,10108,.@str1$+"Hunt 10 Marduks.",.@str2$; case 3: callsub L_Quest,10109,.@str1$+"Hunt 10 Pasanas.",.@str2$; @@ -116,7 +116,7 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ next; .@str1$ = "I am very afraid that the monsters from Glast Heim will attack us. "; .@str2$ = "- Ancellia from Geffen -"; - switch(select("Hunt Dark Frame:Hunt Evil Druid:Hunt Wraith:Hunt Raydric Archer")) { + switch(select("Hunt Dark Frame", "Hunt Evil Druid", "Hunt Wraith", "Hunt Raydric Archer")) { case 1: callsub L_Quest,10110,.@str1$+"Hunt 10 Dark Frames.",.@str2$; case 2: callsub L_Quest,10111,.@str1$+"Hunt 10 Evil Druids.",.@str2$; case 3: callsub L_Quest,10112,.@str1$+"Hunt 10 Wraiths.",.@str2$; @@ -129,7 +129,7 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ next; .@str1$ = "Those who can't fight, like me, find it much more difficult to travel due to the large number of monsters. "; .@str2$ = "- Jeanbai, traveler -"; - switch(select("Hunt Grand Peco:Hunt Sleeper:Hunt Goat:Hunt Harpy")) { + switch(select("Hunt Grand Peco", "Hunt Sleeper", "Hunt Goat", "Hunt Harpy")) { case 1: callsub L_Quest,10114,.@str1$+"Hunt 20 Grand Pecos.",.@str2$; case 2: callsub L_Quest,10115,.@str1$+"Hunt 20 Sleepers.",.@str2$; case 3: callsub L_Quest,10116,.@str1$+"Hunt 20 Goats.",.@str2$; @@ -142,7 +142,7 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ next; .@str1$ = "I used to love listening to the sweet melody of the Al De Baran Clock Tower but I can't hear anything anymore because of all the noises the monsters are making. "; .@str2$ = "- Rizingsetter, President of the Love Clock community -"; - switch(select("Hunt Clock:Hunt Punk:Hunt Rideword")) { + switch(select("Hunt Clock", "Hunt Punk", "Hunt Rideword")) { case 1: callsub L_Quest,10118,.@str1$+"Hunt 15 Clocks before it breaks.",.@str2$; case 2: callsub L_Quest,10119,.@str1$+"Hunt 15 Punks before it breaks.",.@str2$; case 3: callsub L_Quest,10120,.@str1$+"Hunt 15 Ridewords before it breaks.",.@str2$; @@ -154,7 +154,7 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ next; .@str1$ = "I want to go on an adventure but there are so many things I have to deal with. If I can't, then others can't either! "; .@str2$ = "- Funfy, who wants to go on an adventure -"; - switch(select("Hunt Kikimora:Hunt Miyabi Doll:Hunt Mi Gao:Hunt Headless Mule:Hunt Tamruan:Gather Festival Masks for the Festival")) { + switch(select("Hunt Kikimora", "Hunt Miyabi Doll", "Hunt Mi Gao", "Hunt Headless Mule", "Hunt Tamruan", "Gather Festival Masks for the Festival")) { case 1: callsub L_Quest,10121,.@str1$+"Hunt 15 Kikimoras in Moscovia!",.@str2$; case 2: callsub L_Quest,10122,.@str1$+"Hunt 15 Miyabi Dolls in Amatsu!",.@str2$; case 3: callsub L_Quest,10123,.@str1$+"Hunt 15 Mi Gaos in Louyang!",.@str2$; @@ -193,7 +193,7 @@ L_Quest: if (getargcount() == 1) { mes "'"+.@name$+"' completed. Do you want to turn it in and receive your reward?"; next; - if(select("Turn in quest.:Cancel.") == 1) { + if(select("Turn in quest.", "Cancel.") == 1) { if (.@quest == 5057) delitem Festival_Mask,30; erasequest .@quest; getexp .@exp,0; @@ -220,7 +220,7 @@ L_Quest: } else if (.@hunting == 2) { mes "You have completed the quest."; next; - if(select("Turn in quest.:Cancel.") == 1) { + if(select("Turn in quest.", "Cancel.") == 1) { if (.@quest == 5057) delitem Festival_Mask,30; erasequest .@quest; getexp .@exp,0; @@ -236,7 +236,7 @@ L_Quest: next; mes "Do you want to accept the quest?"; next; - if(select("Yes.:No.") == 1) { + if(select("Yes.", "No.") == 1) { mes "You've received the quest '"+.@name$+"'. View your quest info for more details."; setquest .@quest; } diff --git a/npc/re/quests/eden/86-90.txt b/npc/re/quests/eden/86-90.txt index 14f8a56f2..394970944 100644 --- a/npc/re/quests/eden/86-90.txt +++ b/npc/re/quests/eden/86-90.txt @@ -41,13 +41,13 @@ //========================================================================= moc_para01,48,175,3 script 86-90 Mission Board 4_BOARD3,{ - if (countitem(Para_Team_Mark) < 1) { + if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "Wait a minute!"; mes "-You need to have an-"; mes "-^4d4dff'Eden Group Mark'^000000-"; mes "-to receive these missions.-"; next; - switch(select("Just walk away.:^0000FFEden Group^000000 missions?:How can I be a member of the ^0000FFEden Group^000000?")) { + switch(select("Just walk away.", "^0000FFEden Group^000000 missions?", "How can I be a member of the ^0000FFEden Group^000000?")) { case 1: close; case 2: @@ -130,12 +130,12 @@ moc_para01,48,175,3 script 86-90 Mission Board 4_BOARD3,{ mes "[86-90 Mission Board]"; mes "There are several requests on this board."; next; - switch(select("^8B4513Turtle Island^000000:^8B4513Clock Tower Dungeon^000000:^8B4513Expansion Towns^000000:^8B4513Other Regions^000000")) { + switch(select("^8B4513Turtle Island^000000", "^8B4513Clock Tower Dungeon^000000", "^8B4513Expansion Towns^000000", "^8B4513Other Regions^000000")) { case 1: mes "^8B4513Turtle Island^000000."; mes "Which monster will you hunt or have you finished hunting?"; next; - switch(select("^0000FFDragon Tail^000000:^0000FFSpring Rabbit^000000:^0000FFPest^000000")) { + switch(select("^0000FFDragon Tail^000000", "^0000FFSpring Rabbit^000000", "^0000FFPest^000000")) { case 1: callsub L_Quest,4167,"Dragon Tail",76000,"µå·¡°ïÅ×ÀÏÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.","s"; case 2: callsub L_Quest,4168,"Spring Rabbit",82000,"½ºÇÁ¸µ·¡ºøÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.","s"; case 3: callsub L_Quest,4169,"Pest",82000,"Æ佺Ʈīµå","There is a monster that only can be found on ^8B4513Turtle Island^000000.","s"; @@ -144,7 +144,7 @@ moc_para01,48,175,3 script 86-90 Mission Board 4_BOARD3,{ mes "^8B4513Clock Tower Dungeon^000000."; mes "Which monster will you hunt or have you finished hunting?"; next; - switch(select("^0000FFBathory^000000:^0000FFAlarm^000000")) { + switch(select("^0000FFBathory^000000", "^0000FFAlarm^000000")) { case 1: callsub L_Quest,4170,"Bathory",72000,"¹Ù¼Ò¸®Ä«µå","The Clock Tower Dungeon is full of dangerous monsters."; case 2: callsub L_Quest,4171,"Alarm",76000,"¾Ë¶÷Ä«µå","The Clock Tower Dungeon is full of dangerous monsters."; } @@ -152,7 +152,7 @@ moc_para01,48,175,3 script 86-90 Mission Board 4_BOARD3,{ mes "^8B4513Expansion Cities^000000"; mes "Which monster will you hunt or have you finished hunting?"; next; - switch(select("^0000FFBaba Yaga^000000:^0000FFYao Jun^000000:^0000FFFirelock Soldier^000000:^0000FFZipper Bear^000000")) { + switch(select("^0000FFBaba Yaga^000000", "^0000FFYao Jun^000000", "^0000FFFirelock Soldier^000000", "^0000FFZipper Bear^000000")) { case 1: callsub L_Quest,4172,"Baba Yaga",72000,"","The witch Baba Yaga can be found in the outskirts of Moscovia."; case 2: callsub L_Quest,4173,"Yao Jun",117000,"Çý±ºÄ«µå","There are human-like monsters that roam around the dungeon in Louyang."; case 3: callsub L_Quest,4174,"Firelock Soldier",82000,"±¸½ÄÁ¶ÃѺ´Ä«µå","There are human-like monsters that roam around the dungeon in Amatsu.","s"; @@ -163,7 +163,7 @@ moc_para01,48,175,3 script 86-90 Mission Board 4_BOARD3,{ mes "Here is a list of random requests to hunt monsters in other regions of Rune Midgard."; mes "Which monster will you hunt or have you finished hunting?"; next; - switch(select("^0000FFGround Petite^000000:^0000FFRafflesia^000000:^0000FFVenomous^000000:^0000FFPitman^000000:^0000FFYellow Novus^000000")) { + switch(select("^0000FFGround Petite^000000", "^0000FFRafflesia^000000", "^0000FFVenomous^000000", "^0000FFPitman^000000", "^0000FFYellow Novus^000000")) { case 1: callsub L_Quest,4176,"Ground Petite",72000,"Áö»ó»Ú¶ìÄ«µå","There are dragon type monsters swarming the western region of Geffen."; case 2: callsub L_Quest,4177,"Rafflesia",72000,"¶óÇ÷¹½Ã¾ÆÄ«µå","There are plant type monsters infesting the fields of Lighthalzen."; case 3: callsub L_Quest,4178,"Venomous",72000,"º£³ë¸Ó½º","There are formless monsters floating around the fields of Einbroch."; @@ -212,7 +212,7 @@ L_Quest: mes "Hunt 30 "+getarg(1)+" monsters there and post your success on this board."; next; if (getarg(3) != "") cutin getarg(3),255; - if(select("I'll hunt them.:No thanks.") == 1) { + if(select("I'll hunt them.", "No thanks.") == 1) { mes "[86-90 Mission Board]"; mes "When you have completed the mission, post it on this board and collect your reward."; if (.@playtime) erasequest .@quest2; diff --git a/npc/re/quests/eden/91-99.txt b/npc/re/quests/eden/91-99.txt index 7384c4f5c..328cc4474 100644 --- a/npc/re/quests/eden/91-99.txt +++ b/npc/re/quests/eden/91-99.txt @@ -41,13 +41,13 @@ //========================================================================= moc_para01,48,177,3 script 91-99 Mission Board 4_BOARD3,{ - if (countitem(Para_Team_Mark) < 1) { + if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "Wait a minute!"; mes "-You need to have an-"; mes "-^4d4dff'Eden Group Mark'^000000-"; mes "-to receive these missions.-"; next; - switch(select("Just walk away.:^0000FFEden Group^000000 missions?:How can I be a member of the ^0000FFEden Group^000000?")) { + switch(select("Just walk away.", "^0000FFEden Group^000000 missions?", "How can I be a member of the ^0000FFEden Group^000000?")) { case 1: close; case 2: @@ -132,12 +132,12 @@ moc_para01,48,177,3 script 91-99 Mission Board 4_BOARD3,{ mes "[91-99 Mission Board]"; mes "There are several requests on this board."; next; - switch(select("^8B4513Turtle Island^000000:^8B4513Glast Heim^000000:^8B4513Rachel / Veins^000000:^8B4513Expansion Cities^000000:^8B4513Other regions^000000")) { + switch(select("^8B4513Turtle Island^000000", "^8B4513Glast Heim^000000", "^8B4513Rachel / Veins^000000", "^8B4513Expansion Cities^000000", "^8B4513Other regions^000000")) { case 1: mes "^8B4513Turtle Island^000000."; mes "Which monster will you hunt or have you finished hunting?"; next; - switch(select("^0000FFSolider^000000:^0000FFFreezer^000000:^0000FFHeater^000000")) { + switch(select("^0000FFSolider^000000", "^0000FFFreezer^000000", "^0000FFHeater^000000")) { case 1: callsub L_Quest,4181,"Solider",90000,"¼Ö¸®´õÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000."; case 2: callsub L_Quest,4182,"Freezer",94000,"ÇÁ¸®ÀúÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000."; case 3: callsub L_Quest,4183,"Heater",114000,"È÷ÅÍÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000."; @@ -146,7 +146,7 @@ moc_para01,48,177,3 script 91-99 Mission Board 4_BOARD3,{ mes "^8B4513Glast Heim^000000."; mes "Which monster will you hunt or have you finished hunting?"; next; - switch(select("^0000FFInjustice^000000:^0000FFRybio^000000:^0000FFDark Priest^000000")) { + switch(select("^0000FFInjustice^000000", "^0000FFRybio^000000", "^0000FFDark Priest^000000")) { case 1: callsub L_Quest,4184,"Injustice",96000,"ÀÎÀú½ºÆ¼½ºÄ«µå","There is a monster only found in ^8B4513Glast Heim prison^000000."; case 2: callsub L_Quest,4185,"Rybio",96000,"¸®ºñ¿ÀÄ«µå","There is a monster only found in ^8B4513Glast Heim prison^000000."; case 3: callsub L_Quest,4186,"Dark Priest",146000,"´ÙÅ©ÇÁ¸®½ºÆ®Ä«µå","There is a monster only found in ^8B4513Glast Heim prison^000000."; @@ -155,7 +155,7 @@ moc_para01,48,177,3 script 91-99 Mission Board 4_BOARD3,{ mes "^8B4513Rachel / Veins^000000."; mes "Which monster will you hunt or have you finished hunting?"; next; - switch(select("^0000FFStapo^000000:^0000FFRoween^000000:^0000FFSiroma^000000")) { + switch(select("^0000FFStapo^000000", "^0000FFRoween^000000", "^0000FFSiroma^000000")) { case 1: callsub L_Quest,4187,"Stapo",96000,"½ºÅÂÆ÷Ä«µå","There is a monster only found in ^8B4513Veins^000000."; case 2: callsub L_Quest,4188,"Roween",102000,"·Î¿ìÀ©Ä«µå","There is a monster only found in ^8B4513Rachel^000000."; case 3: callsub L_Quest,4189,"Siroma",110000,"½Ã·Î¸¶Ä«µå","There is a monster only found in ^8B4513Ice Dungeon^000000."; @@ -164,7 +164,7 @@ moc_para01,48,177,3 script 91-99 Mission Board 4_BOARD3,{ mes "^8B4513Expansion Cities^000000."; mes "Which monster will you hunt or have you finished hunting?"; next; - switch(select("^0000FFShinobi^000000:^0000FFEvil Nymph^000000")) { + switch(select("^0000FFShinobi^000000", "^0000FFEvil Nymph^000000")) { case 1: callsub L_Quest,4190,"Shinobi",102000,"½Ã³ëºñÄ«µå","There is a monster only found in ^8B4513Amatsu Dungeon^000000."; case 2: callsub L_Quest,4191,"Evil Nymph",108000,"¿ä¼±³àÄ«µå","There is a monster only found in ^8B4513Kunlun Dungeon^000000."; } @@ -172,7 +172,7 @@ moc_para01,48,177,3 script 91-99 Mission Board 4_BOARD3,{ mes "Other Regions."; mes "Which monster will you hunt or have you finished hunting?"; next; - switch(select("^0000FFDeviruchi^000000:^0000FFMineral^000000:^0000FFKaho^000000:^0000FFNeraid^000000:^0000FFDisguise^000000")) { + switch(select("^0000FFDeviruchi^000000", "^0000FFMineral^000000", "^0000FFKaho^000000", "^0000FFNeraid^000000", "^0000FFDisguise^000000")) { case 1: callsub L_Quest,4192,"Deviruchi",110000,"µ¥ºñ·çÄ¡Ä«µå","There is a monster only found in ^8B4513Geffen Dungeon^000000."; case 2: callsub L_Quest,4193,"Mineral",138000,"¹Ì³×¶ö","There is a monster only found in ^8B4513Einbech Dungeon^000000."; case 3: callsub L_Quest,4194,"Kaho",118000,"īȣīµå","There is a monster found in ^8B4513Nogg Road Magma 1^000000."; @@ -229,7 +229,7 @@ L_Quest: mes "Hunt 30 "+getarg(1)+" monsters there and post your success on this board."; next; if (getarg(3) != "") cutin getarg(3),255; - if(select("I'll hunt them.:No thanks.") == 1) { + if(select("I'll hunt them.", "No thanks.") == 1) { mes "[91-99 Mission Board]"; mes "When you have completed the mission, post it on this board and collect your reward."; if (.@playtime) erasequest .@quest2; diff --git a/npc/re/quests/eden/eden_common.txt b/npc/re/quests/eden/eden_common.txt index 14649eea6..9085cad91 100644 --- a/npc/re/quests/eden/eden_common.txt +++ b/npc/re/quests/eden/eden_common.txt @@ -44,12 +44,32 @@ moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{ mes "- after you loose some weight. -"; close; } + if (countitem(Para_Team_Mark) > 0) { + mes "[Lime Evenor]"; + mes "Thanks to many adventurers visiting our Eden Group, we've recently prepared a new version of Eden Group Mark for our visitors."; + mes "And it is also possible to exchange old version of Eden Group Mark into a new one."; + next; + mes "[Lime Evenor]"; + mes "Though it has a slight time delay, this new version of Eden Group Mark will send you back to current saved location."; + mes "Would you like to exchange yours?"; + next; + if (select("Sure", "I'm good.") == 2){ + mes "[Lime Evenor]"; + mes "What possible reason would you have... to not exchange?"; + close; + } + delitem Para_Team_Mark,1; + getitem Para_Team_Mark_,1; + mes "[Lime Evenor]"; + mes "There you go. Come back again~"; + close; + } mes "[Lime Evenor]"; mes "People who follow their dreams and romances listen to me. We are representatives of the paradise called 'The garden of Eden' called the Eden group . There is no place like this anywhere."; mes "Hello. Can I help you?"; next; while (1) { - switch (select("What is Eden group?:Join the Eden Group.:Register new mission.:Search for missions.:Cancel.")) { + switch (select("What is Eden group?", "Join the Eden Group.", "Register new mission.", "Search for missions.", "Cancel.")) { case 1: mes "[Lime Evenor]"; mes "Eden Group is a group that helps people who are suffering from distresses in Rune-Midgard."; @@ -67,12 +87,12 @@ moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{ next; break; case 2: - if (countitem(Para_Team_Mark) < 1) { + if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "[Lime Evenor]"; mes "You can be a Eden's member by simply registering with me."; mes "Would you like to join Eden Group?"; next; - switch (select("Yes, I want to join.:No, I don't want to join.")) { + switch (select("Yes, I want to join.", "No, I don't want to join.")) { case 1: mes "[Lime Evenor]"; mes "Aright. Excellent! Please write down your name here."; @@ -96,7 +116,7 @@ moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{ input .@input$; next; mes "[Lime Evenor]"; - mes "Ah~ ha. You are ^3131FF"+strcharinfo(0)+"^000000."; + mes "Ah~ ha. You are ^3131FF"+strcharinfo(PC_NAME)+"^000000."; mes "I got it right this time."; next; emotion e_no1; @@ -106,7 +126,7 @@ moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{ next; mes "[Lime Evenor]"; mes "Hopefully you can do great work as an Eden's member."; - getitem Para_Team_Mark,1; + getitem Para_Team_Mark_,1; next; break; case 2: @@ -125,17 +145,17 @@ moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{ mes "[Lime Evenor]"; mes "Do you want to register some missions that you want us to do?"; next; - if(select("Yes, I want to register.:No, I don't.") == 1) { + if(select("Yes, I want to register.", "No, I don't.") == 1) { mes "[Lime Evenor]"; mes "Alrigh. Please write down your name on it."; input .@input$; next; mes "[Lime Evenor]"; - mes "^3131FF"+strcharinfo(0)+"^000000.. Is that your name?"; + mes "^3131FF"+strcharinfo(PC_NAME)+"^000000.. Is that your name?"; mes "Hmm, your handwriting is not clear. I can't read. it"; next; mes "[Lime Evenor]"; - mes "^3131FF"+strcharinfo(0)+"^000000, tell me what you want to register. for"; + mes "^3131FF"+strcharinfo(PC_NAME)+"^000000, tell me what you want to register. for"; mes "Which map should we go to?"; input .@input$; next; @@ -179,7 +199,7 @@ moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{ } break; case 4: - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { mes "[Lime Evenor]"; mes "Would like to try some missions as an Eden member?"; next; @@ -214,11 +234,11 @@ moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{ mes "Would you like to be a problem solver?"; mes "Eden group is here to solve your problem."; next; - switch (select("Move to Eden Group.:Don't want to talk anymore.")) { + switch (select("Move to Eden Group.", "Don't want to talk anymore.")) { case 1: mes "[Eden Teleport Officer]"; mes "Let's go to our secret base!"; - nak_warp = strnpcinfo(2); + nak_warp = strnpcinfo(NPC_NAME_HIDDEN); close2; warp "moc_para01",31,14; end; @@ -306,12 +326,12 @@ OnTouch: } moc_para01,47,39,3 script #warp_2_pass HIDDEN_NPC,{ - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { mes "[Lime Evenor]"; mes "Oh, it is an exclusive place only for Eden's members."; mes "If you are a member, you can come whenever you want!"; next; - switch (select("Enter.:Don't Enter.")) { + switch (select("Enter.", "Don't Enter.")) { case 1: mes "This door is beautifully decorated but seems a little bit too heavy."; close2; diff --git a/npc/re/quests/eden/eden_iro.txt b/npc/re/quests/eden/eden_iro.txt index d54b0631b..874e514a3 100644 --- a/npc/re/quests/eden/eden_iro.txt +++ b/npc/re/quests/eden/eden_iro.txt @@ -54,7 +54,7 @@ moc_para01,14,32,5 script Aperture#acolytewarp 4_F_01,{ mes "I am willing to warp you to the many locations that I have memorized for a small fee."; mes "Would you like to use this service?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Aperture]"; mes "Where would you like to go to?"; @@ -81,9 +81,9 @@ moc_para01,14,32,5 script Aperture#acolytewarp 4_F_01,{ mes "to "+.@towns$[.@i]+" is "+.@cost[.@i]+" zeny."; close; } - specialeffect2 EF_READYPORTAL; - specialeffect2 EF_TELEPORTATION; - specialeffect2 EF_PORTAL; + specialeffect(EF_READYPORTAL, AREA, playerattached()); + specialeffect(EF_TELEPORTATION, AREA, playerattached()); + specialeffect(EF_PORTAL, AREA, playerattached()); next; Zeny -= .@cost[.@i]; switch(.@i) { @@ -133,7 +133,7 @@ moc_para01,166,51,3 script Phelix#edco 4_M_03,{ mes "Not too bad..."; mes "How many do you want?"; next; - switch(select("As many as I can get, please.:I want to choose.:Never mind, I like my Jellopy.")) { + switch(select("As many as I can get, please.", "I want to choose.", "Never mind, I like my Jellopy.")) { case 1: .@amount = countitem(Jellopy) / 3; break; @@ -191,7 +191,7 @@ moc_para01,163,51,7 script Izaac#edco 4_M_04,{ mes "^0000CC7 Feather of Birds^000000"; mes "^00CC006 Chrysalis^000000"; next; - switch(select("Sure!:I think it's a rip-off!:No, thanks.")) { + switch(select("Sure!", "I think it's a rip-off!", "No, thanks.")) { case 1: mes "[Izaac]"; mes "So which items do"; @@ -241,7 +241,7 @@ moc_para01,163,51,7 script Izaac#edco 4_M_04,{ mes "What do you say?"; mes "Do we have a deal?"; next; - if(select("Deal.:No deal.") == 2) { + if(select("Deal.", "No deal.") == 2) { mes "[Izaac]"; mes "Huh~"; mes "Alright."; @@ -288,7 +288,7 @@ moc_para01,50,39,4 script Eve Natalia 4_F_SITDOWN,{ mes "[Eve Natalia]"; mes "So do you have any of the gears I'm looking for to get some random Safe to 7 Certificates?"; next; - switch(select("What gear?:Yes I am!:Never mind.")) { + switch(select("What gear?", "Yes I am!", "Never mind.")) { case 1: mes "[Eve Natalia]"; mes "Nidhoggur's Shadow Garb 4 Random Safe to 7 Certificates"; @@ -306,7 +306,7 @@ moc_para01,50,39,4 script Eve Natalia 4_F_SITDOWN,{ mes "I'm going to ask you which piece of gear you want to trade in, please verify that the 1st one in your inventory is one you want to give up."; mes "^CC0000So if it is carded, upgraded, enchanted etc, you should put it in storage before we continue.^000000"; next; - .@i = select("Wait a minute:Nidhoggur's Shadow Garb 4:Valkyrja's Shield 4:Valkyrian Armor 5:Diabolus Robe 5:Diabolus Armor 2:Diabolus Boots 2:Diabolus Manteau 4:Twin Edge of Naght Sieger Blue 2:Twin Edge of Naght Sieger Red 2")-2; + .@i = select("Wait a minute", "Nidhoggur's Shadow Garb 4", "Valkyrja's Shield 4", "Valkyrian Armor 5", "Diabolus Robe 5", "Diabolus Armor 2", "Diabolus Boots 2", "Diabolus Manteau 4", "Twin Edge of Naght Sieger Blue 2", "Twin Edge of Naght Sieger Red 2")-2; if (.@i == -1) break; @@ -372,7 +372,7 @@ moc_para01,48,184,2 script Gum & Manual Exchanger 2_DROP_MACHINE,{ mes "3 Thick Battle Manual -> 2 Battle Manual X3"; mes "What would you like to exchange for?"; next; - switch(select("HE Bubble Gum:HE Battle Manual:1 Battle Manual X3:2 Battle Manual X3:1 Costume Corsair:Nothing")) { + switch(select("HE Bubble Gum", "HE Battle Manual", "1 Battle Manual X3", "2 Battle Manual X3", "1 Costume Corsair", "Nothing")) { case 1: callsub L_Exchange,12210,2,12412,1; break; @@ -395,7 +395,7 @@ moc_para01,48,184,2 script Gum & Manual Exchanger 2_DROP_MACHINE,{ close; } next; - if(select("Yes, give it to me!:No, wait not yet.") == 2) + if(select("Yes, give it to me!", "No, wait not yet.") == 2) close; // Unofficial dialogue. mes "[Trader Machine]"; @@ -431,7 +431,7 @@ L_Exchange: mes "That's a total of " + .@amount + " " + getitemname(getarg(2)) + "."; mes "Is this correct?"; next; - if(select("Yes, give them to me!:No, wait not yet.") == 2) + if(select("Yes, give them to me!", "No, wait not yet.") == 2) close; .@cost = getarg(1) * .@amount; .@total_amount = getarg(3) * .@amount; @@ -454,13 +454,13 @@ moc_para01,13,22,4 script Merry Badger#xch 4_F_SITDOWN,{ mes "I can take your Merit Badges and give you some useful stuff, or I can take some of your stuff and give you some Eden Merit Badges."; mes "As I get more authorization I can offer more things to trade with you, so definitely keep me in mind when visiting the Eden Group."; next; - switch (select("Redeem Badges:Trade in FOR badges:Exchange Rates:15 Job Manuals - 1 JM Box")) { + switch (select("Redeem Badges", "Trade in FOR badges", "Exchange Rates", "15 Job Manuals - 1 JM Box")) { case 1: while (true) { mes "[Merry Badger]"; mes "Sure thing, I have several options currently for your badges!"; next; - switch(select("This week's Special:2 EMB for 10 KVM Badge:2 EMB for 10 Bravery Medals:2 EMB for 10 Valor Medals:5 EMB for 5 Medium Life Potion:5 EMB for 5 Life Insurance:5 EMB for 5 Token of Siegfried:7 EMB for 1 Job Battle Manual:8 EMB for 1 Reset Stone:Nothing Now")){ + switch(select("This week's Special", "2 EMB for 10 KVM Badge", "2 EMB for 10 Bravery Medals", "2 EMB for 10 Valor Medals", "5 EMB for 5 Medium Life Potion", "5 EMB for 5 Life Insurance", "5 EMB for 5 Token of Siegfried", "7 EMB for 1 Job Battle Manual", "8 EMB for 1 Reset Stone", "Nothing Now")){ case 1: if (countitem(Para_Logro_Badge) < 3) { mes "[Merry Badger]"; @@ -471,7 +471,7 @@ moc_para01,13,22,4 script Merry Badger#xch 4_F_SITDOWN,{ mes "[Merry Badger]"; mes "Ok, I have a special for 3 Merit Badges. This week I'll give you ^00CC0040 Light Granule^000000, ^0066CC40 Gun Powder^000000, ^00CC003 Izidor^000000, ^0066CC10 Prickly Fruit^000000, ^00CC001 Mandragora Flowerpot^000000, and ^0066CC3 Elder Branch^000000."; next; - if (select("Yes:No") != 1) { + if (select("Yes", "No") != 1) { mes "[Merry Badger]"; mes "I understand, let's see if you'd like something different!"; next; @@ -530,13 +530,13 @@ moc_para01,13,22,4 script Merry Badger#xch 4_F_SITDOWN,{ mes "[Merry Badger]"; mes "I have a limited selection as of right now, but here is what I can offer to get 1 Eden Merit Badge!"; next; - if (select("Etc Items:Cancel") != 1) { + if (select("Etc Items", "Cancel") != 1) { mes "[Merry Badger]"; mes "Well that is OK, if you want to see what I offer just ask!"; close; } while (true) { - if (select("5x Old Purple Box:Nothing") != 1) { + if (select("5x Old Purple Box", "Nothing") != 1) { mes "[Merry Badger]"; mes "Wonderful!"; mes "I'll be here if you ever want to exchange for Eden Merit Badges!"; @@ -578,7 +578,7 @@ moc_para01,13,22,4 script Merry Badger#xch 4_F_SITDOWN,{ next; //custom dialogue below - if (select("Yes:No") != 1) { + if (select("Yes", "No") != 1) { mes "[Merry Badger]"; mes "Wonderful!"; mes "I'll be here if you ever want to exchange for Eden Merit Badges!"; @@ -603,7 +603,7 @@ L_Exchange: mes "Ok, I can give you ^ff0000"+getitemname(getarg(1))+"^000000 for ^0066CC"+getarg(0)+" of your Eden Merit Badge(s)^000000."; mes "Do you want to?"; next; - if (select("Yes:No") != 1) { + if (select("Yes", "No") != 1) { mes "[Merry Badger]"; mes "I understand, let's see if you'd like something different!"; return; @@ -641,7 +641,7 @@ moc_para01,41,169,2 script Kafra Stacker#eden 4_M_ALCHE_B,{ mes "you have 1 stack of each!"; next; while(1) { - if(select("Do it!:Never mind.") == 2) + if(select("Do it!", "Never mind.") == 2) break; // Something strange goes on here, haven't quite figured it out... mes "[Toma]"; @@ -662,7 +662,7 @@ moc_para01,38,162,2 script Code the Redeemer#Give1 4_M_YOUNGKNIGHT,{ close; } mes "[Code the Redeemer]"; - mes "Welcome, "+strcharinfo(0)+"!"; + mes "Welcome, "+strcharinfo(PC_NAME)+"!"; mes "I've been expecting you."; next; mes "[Code the Redeemer]"; @@ -709,7 +709,7 @@ OnInit: tradertype(NST_CASH); sellitem Blue_Potion_Box,5; sellitem F_Neuralizer_Box,400; - sellitem FPr_Reset_Stone_Box,100; + sellitem FPremium_Reset_Stone_Box,100; sellitem F_Abrasive_Box10,75; sellitem F_G_O_I_Box10,25; sellitem Greed_Scroll_Box_30,30; @@ -835,8 +835,8 @@ OnInit: initnpctimer; end; OnTimer5000: - specialeffect EF_REFINEOK,AREA,"Suhnmi#eden"; - specialeffect EF_REFINEOK,AREA,"Mighty Hammer#ed"; + specialeffect(EF_REFINEOK, AREA, getnpcid(0, "Suhnmi#eden")); + specialeffect(EF_REFINEOK, AREA, getnpcid(0, "Mighty Hammer#ed")); initnpctimer; end; } @@ -871,7 +871,7 @@ moc_para01,29,35,4 script Gramps#huntquests 4_M_LGTGRAND,{ mes "Will you help me, young adventurer?"; close; //next; - //switch(select("Yes, I'll help.:Reward Me!:^ff0000I want to quit hunting^000000:^0000ffCan you warp me?^000000:Can you erase the timer?:What missions are you giving?:Give me Limited 3 day VIP:Tell me more about the VIP Access:No thanks, pops.")) { + //switch(select("Yes, I'll help.", "Reward Me!", "^ff0000I want to quit hunting^000000", "^0000ffCan you warp me?^000000", "Can you erase the timer?", "What missions are you giving?", "Give me Limited 3 day VIP", "Tell me more about the VIP Access", "No thanks, pops.")) { } moc_para01,174,33,3 script Bathory#2012spirits BATHORY,{ @@ -881,7 +881,7 @@ moc_para01,174,33,3 script Bathory#2012spirits BATHORY,{ mes "[Bathory]"; mes "How about it? Want to take a ride on a beautiful Bathory's broom?"; next; - switch(select("Prepare for Takeoff!:No thanks.")) { + switch(select("Prepare for Takeoff!", "No thanks.")) { case 1: if (Zeny < 1000) { mes "[Bathory]"; @@ -896,7 +896,7 @@ moc_para01,174,33,3 script Bathory#2012spirits BATHORY,{ warp "niflheim",194,185; end; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No thanks, maybe later."; close; } @@ -911,7 +911,7 @@ moc_para01,30,187,4 script Mail Annex Station 2_POSTBOX,{ mes "[Mail Annex Station]"; mes "Would you like to go to the Kafra Mail Annex Station?"; next; - if (select("Yes, send me now!:No thanks.") != 1) { + if (select("Yes, send me now!", "No thanks.") != 1) { mes "[Mail Annex Station]"; mes "Ok then!"; close; @@ -932,7 +932,7 @@ auction_03,152,42,4 script Kafra Employee#annex 4_F_KAFRA1,{ mes "[Kafra Employee]"; mes "What would you like to do?"; next; - switch(select("Access Mail:Storage:Cancel")) { + switch(select("Access Mail", "Storage", "Cancel")) { case 1: if (Zeny < 130) { mes "[Kafra Employee]"; diff --git a/npc/re/quests/eden/eden_quests.txt b/npc/re/quests/eden/eden_quests.txt index 4172f0949..a0f4fa922 100644 --- a/npc/re/quests/eden/eden_quests.txt +++ b/npc/re/quests/eden/eden_quests.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Capuche //= Copyright (C) Euphy //= Copyright (C) Masao @@ -37,7 +37,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "[Boya]"; - if (countitem(Para_Team_Mark) < 1) { + if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "You are not in my group are you?"; mes "I don't have anything to say to outsiders."; mes "If you want something register with my group."; @@ -50,7 +50,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "What's up?"; mes "If you have any normal missions use the bulletin board."; next; - switch (select("What is your responsibility?:Don't you have equipment?:Ignore.")) { + switch (select("What is your responsibility?", "Don't you have equipment?", "Ignore.")) { mes "[Boya]"; case 1: mes "I give training missions to members."; @@ -73,7 +73,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "[Boya]"; mes "If you want to join, don't hesitate."; next; - switch (select("Participate in the training.:Ignore.")) { + switch (select("Participate in the training.", "Ignore.")) { mes "[Boya]"; case 1: callsub S_Quest1; @@ -108,7 +108,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "I look a little bit funny, actually I am really busy I was called shining Rune Knight."; mes "Make a decision, hurry."; next; - switch (select("Participate in the training.:Refuse!!")) { + switch (select("Participate in the training.", "Refuse!!")) { mes "[Boya]"; case 1: callsub S_Quest1; @@ -116,8 +116,8 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ callsub S_Quest3; case 2: mes "You are so rude!"; - specialeffect2 EF_HIT1; - percentheal -50,0; + specialeffect(EF_HIT1, AREA, playerattached()); + percentheal -50, 0; next; mes "-Beats quickly and this shining Rune Knight turns invisible."; mes "It hurts too much-"; @@ -200,7 +200,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "Able to take upper class, now."; mes "What about it, do you want?"; next; - switch (select("No, way.:Absolutely, I will.")) { + switch (select("No, way.", "Absolutely, I will.")) { mes "[Boya]"; case 1: mes "Really?"; @@ -273,7 +273,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "Hey long time no see."; mes "So what's up?"; next; - switch (select("I want to join training.:Nothing.")) { + switch (select("I want to join training.", "Nothing.")) { mes "[Boya]"; case 1: mes "Hmm... really?"; @@ -632,7 +632,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ mes "A member of the Eden Group."; mes "Have you come to give me a meal? I don't like drinks."; next; - switch (select("Boya is really perfect.:Boya is really great.:Boya is really soft.")) { + switch (select("Boya is really perfect.", "Boya is really great.", "Boya is really soft.")) { case 1: mes "[Talking Dog]"; mes "Uhh..."; @@ -712,7 +712,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ next; mes "-When the dog barked, your HP and SP recovered.-"; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 3) { @@ -750,7 +750,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ next; mes "-When the dog barked, your HP and SP recovered.-"; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 4) { @@ -806,7 +806,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ next; mes "-When the dog barked, your HP and SP recovered.-"; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 5) { @@ -839,7 +839,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ mes "Not a wolf."; mes "I wasn't a dog originally..."; next; - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { mes "[Talking Dog]"; mes "Anyway are you a Eden Group member?"; mes "Oh good to see you."; @@ -872,7 +872,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{ mes "Re... really...!"; mes "Dear Boya's help is like a giant and..."; next; - switch (select("Beautiful Saury:Fresh Mackerel:Beautiful Tuna")) { + switch (select("Beautiful Saury", "Fresh Mackerel", "Beautiful Tuna")) { case 1: mes "[Timid Cat]"; mes "Big and beautiful Saury..."; @@ -952,7 +952,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{ mes "Take care to check your map so you don't get lost."; mes "It's a service meeow."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 8) { @@ -990,7 +990,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{ mes "I will help you a little."; mes "Here, I have recovered your strengh meow.."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 9) { @@ -1025,7 +1025,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{ mes "I will help you a little."; mes "Here, I have recovered your strengh meow.."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 >= 10) { @@ -1047,7 +1047,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{ pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{ if (para_suv01 < 13) { - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { mes "[Karl]"; mes "Hey, how are you?"; mes "Good to see you~"; @@ -1137,7 +1137,7 @@ pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{ mes "Just in case I will recover all your energy."; mes "It's the last step so be careful."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 15) { @@ -1168,7 +1168,7 @@ pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{ mes "Just in case I will recover all your energy."; mes "It's the last step so be careful."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 >= 16) { @@ -1190,7 +1190,7 @@ pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ if (para_suv01 < 17) { - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { mes "[Cloud]"; mes "Oops."; mes "You are a member of my group."; @@ -1211,7 +1211,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ mes "Hello?"; mes "Why did you come here, looking for danger?"; next; - switch (select("Conquer Ant Hell:Just wanted to meet you:Where am I?")) { + switch (select("Conquer Ant Hell", "Just wanted to meet you", "Where am I?")) { case 1: mes "[Cloud]"; mes "Uh. Conquer Ant Hell? Did you say that?"; @@ -1290,7 +1290,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ mes "Can you stay longer?"; mes "Ok, I will recover your strengh so, keep going."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 19) { @@ -1329,7 +1329,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ mes "See, to cheer you up I will heal you until you finish the training."; mes "Chin up and cheer up."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 20) { @@ -1357,7 +1357,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ mes "Just Vitata, isn't that an easy opponent?"; mes "If you see Maya just run away."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 >= 21) { @@ -1380,7 +1380,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ if (para_suv01 < 24) { - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { mes "[Hooksha]"; mes "Unbelievable why did you come here?"; mes "Um... You are not on the third step of the training?"; @@ -1472,7 +1472,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "You look tired I will recover your health."; mes "If you are in trouble just come back here to safety."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 26) { @@ -1503,7 +1503,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "You look tired, I will recover your health."; mes "If you are in trouble just come back here to safety."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 27) { @@ -1529,7 +1529,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "You look tired, I will recover your health."; mes "If you are in trouble just come back here to safety."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 28) { @@ -1602,7 +1602,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "You look tired, I will recover your health."; mes "If you are in trouble just come back here to safety."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 31) { @@ -1626,7 +1626,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "You look tired I will recover your health."; mes "If you are in trouble just come back here to safety."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 32) { @@ -1649,7 +1649,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ iz_dun04,43,46,3 script Eden Member Callandiva 4_F_CRU,{ if (para_suv01 < 33) { - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { mes "[Callandiva]"; mes "How did you get so deep in this ocean city?"; mes "Ah, that symbol is of our group."; @@ -1729,7 +1729,7 @@ iz_dun04,43,46,3 script Eden Member Callandiva 4_F_CRU,{ mes "Mermans are not easy opponents."; mes "I will help you recover so cheer up."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 35) { @@ -1763,7 +1763,7 @@ iz_dun04,43,46,3 script Eden Member Callandiva 4_F_CRU,{ mes "Strouf are not easy opponents."; mes "I can help you recover so cheer up."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 >= 36) { @@ -1791,7 +1791,7 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "Why did you come here?"; next; - switch (select("To get supplies:Where is here?:Upgrade equipment")) { + switch (select("To get supplies", "Where is here?", "Upgrade equipment")) { mes "[Michael]"; case 1: if (para_suv01 == 11) { @@ -1799,7 +1799,7 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "we can supply you with a Eden Group Hat, Uniform, Manteau and Boots."; mes "^4d4dffCheck your inventory first.^000000"; next; - if (select("Let me check my inventory:I have enough room.") == 1) { + if (select("Let me check my inventory", "I have enough room.") == 1) { mes "[Michael]"; mes "Make sure you have enough room for the supplies."; close; @@ -1849,44 +1849,37 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "^4d4dffPlease check your inventory to get those items.^000000"; next; - if (select("I will make more space.:I have got enough space.") == 1) { + if (select("I will make more space.", "I have got enough space.") == 1) { mes "[Michael]"; mes "Make enough space."; close; } mes "[Michael]"; - if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) { + if (BaseClass == Job_Swordman) { callsub S_Select,"We have one and Two-handed swords", P_Slayer1,"Eden Slayer I","Two-handed sword","Attack 162","", P_Sabre1,"Eden Saber I","One-handed sword","Attack 147","This is what we strive for."; - } - if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Ninja || Class == Job_Novice || Class == Job_Novice_High) { + } else if (BaseClass == Job_Thief || BaseClass == Job_Ninja || BaseClass == Job_Novice) { callsub S_Select,"", P_Dagger1,"Eden Dagger I","Dagger","MATK+60, attack 124","This is what we strive for."; - } - if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) { + } else if (BaseClass == Job_Merchant) { callsub S_Select,"We have a mace and a One-handed sword", P_Sabre1,"Eden Saber I","One-handed sword","Attack 147","This is what we strive for.", P_Mace1,"Eden Mace I","Mace","Attack 142",""; - } - if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) { + } else if (BaseClass == Job_Archer) { callsub S_Select,"", P_Bow1,"Eden Bow I","Bow","Attack 82",""; - } - if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) { + } else if (BaseClass == Job_Acolyte) { callsub S_Select,"We have a mace and a staff", P_Mace1,"Eden Mace I","Mace","Attack 142","", P_Staff1,"Eden Staff I","Staff","INT+2, MATK+125, attack 60",""; - } - if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) { + } else if (BaseClass == Job_Mage) { callsub S_Select,"", P_Staff1,"Eden Staff I","Staff","INT+2, MATK+125, attack 60",""; - } - if (Class == Job_Gunslinger) { + } else if (BaseClass == Job_Gunslinger) { callsub S_Select,"", P_Revolver1,"Eden Revolver I","Revolver","HIT-5, attack 44",""; } - mes "Let me see... you will receive.."; mes "the Eden Group Boots II and Uniform II."; next; @@ -1927,40 +1920,34 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "^4d4dffPlease check you inventory to get those supplies.^000000"; next; - if (select("I'll come back.:I have enough room.") == 1) { + if (select("I'll come back.", "I have enough room.") == 1) { mes "[Michael]"; mes "Make sure you have enough room."; close; } mes "[Michael]"; - if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) { + if (BaseClass == Job_Swordman) { callsub S_Select,"We have one and Two-handed swords", P_Sabre2,"Eden Saber II","One-handed sword","Attack 170","", P_Slayer2,"Eden Slayer II","Two-handed sword","Attack 185",""; - } - if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Novice || Class == Job_Novice_High || Class == Job_SuperNovice || Class == Job_Soul_Linker || Class == Job_Ninja) { + } else if (BaseClass == Job_Thief || BaseClass == Job_Novice || BaseJob == Job_Soul_Linker || BaseClass == Job_Ninja) { callsub S_Select,"", P_Dagger2,"Eden Dagger II","Dagger","MATK+70, attack 158",""; - } - if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) { + } else if (BaseClass == Job_Acolyte) { callsub S_Select,"We have a mace and a staff", P_Mace2,"Eden Mace II","Mace","Attack 163","", P_Staff2,"Eden Staff II","Staff","INT+3, MATK+150, attack 60",""; - } - if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) { + } else if (BaseClass == Job_Archer) { callsub S_Select,"", P_Bow2,"Eden Bow II","Bow","Attack 82",""; - } - if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) { + } else if (BaseClass == Job_Mage) { callsub S_Select,"", P_Staff2,"Eden Staff II","Staff","INT+3, MATK+155, attack 60",""; - } - if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) { + } else if (BaseClass == Job_Merchant) { callsub S_Select,"We have a mace and a One-handed sword", P_Sabre2,"Eden Saber II","One-handed sword","Attack 170","", P_Mace2,"Eden Mace II","Mace","Attack 163",""; - } - if (Class == Job_Gunslinger) { + } else if (BaseClass == Job_Gunslinger) { callsub S_Select,"", P_Revolver2,"Eden Revolver II","Revolver","HIT-5, attack 60",""; } @@ -2023,13 +2010,13 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ disable_items; mes "What status bonus do you want to upgrade?"; next; - switch (select("Upgrade STR:Upgrade AGI:Upgrade VIT:Upgrade INT:Upgrade DEX:Upgrade LUK:Nevermind.")) { - case 1: callsub S_Upgrade,"STR",4701; - case 2: callsub S_Upgrade,"AGI",4731; - case 3: callsub S_Upgrade,"VIT",4741; - case 4: callsub S_Upgrade,"INT",4711; - case 5: callsub S_Upgrade,"DEX",4721; - case 6: callsub S_Upgrade,"LUK",4751; + switch (select("Upgrade STR", "Upgrade AGI", "Upgrade VIT", "Upgrade INT", "Upgrade DEX", "Upgrade LUK", "Nevermind.")) { + case 1: callsub S_Upgrade,"STR",Strength2; + case 2: callsub S_Upgrade,"AGI",Agility2; + case 3: callsub S_Upgrade,"VIT",Vitality2; + case 4: callsub S_Upgrade,"INT",Inteligence2; + case 5: callsub S_Upgrade,"DEX",Dexterity2; + case 6: callsub S_Upgrade,"LUK",Luck2; case 7: mes "[Michael]"; mes "Why? It'll be beter than it is."; @@ -2047,7 +2034,7 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ if (para_suv02 == 4) { mes "Umm, didn't you upgrade this already?"; mes "According to the records"; - mes ""+strcharinfo(0)+": Has already upgraded their Hat."; + mes ""+strcharinfo(PC_NAME)+": Has already upgraded their Hat."; next; mes "[Michael]"; mes "We can only offer 1 upgrade."; @@ -2067,7 +2054,7 @@ S_Upgrade: mes "I will ^4d4dffUpgrade "+ getarg(0) +"^000000."; mes "Are you sure?"; next; - switch (select("Yes I am.:No wait.")) { + switch (select("Yes I am.", "No wait.")) { case 1: mes "[Michael]"; mes "I will start to upgrade."; @@ -2168,18 +2155,18 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "What's up?"; mes "Do you want a Meal? Or do you have other business?"; next; - switch (select("Order a meal.:Talk.")) { + switch (select("Order a meal.", "Talk.")) { case 1: mes "[Chef]"; mes "Choose one of the three course meals A, B or C."; mes "Do you want a explanation?"; next; - switch (select("I want a explanation.:Order course meal A:Order course meal B:Order course meal C:End Conversation.")) { + switch (select("I want a explanation.", "Order course meal A", "Order course meal B", "Order course meal C", "End Conversation.")) { case 1: mes "[Chef]"; mes "Uh? what do you want to know?"; next; - switch (select("About course meal A.:About course meal B.:About course meal C.:End Conversation.")) { + switch (select("About course meal A.", "About course meal B.", "About course meal C.", "End Conversation.")) { case 1: mes "[Chef]"; mes "Course meal A is for nomal people."; @@ -2243,7 +2230,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "Ah, Kim-dduck-soon."; mes "It's the representative meal for normal citizens."; next; - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { if (Zeny > 2699) { mes "[Chef]"; mes "Hey, here you are."; @@ -2252,8 +2239,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "- After eating the meal, You feel a little bit full."; mes "You've recovered some HP and SP. -"; Zeny = Zeny - 2700; - percentheal 50,0; - percentheal 0,50; + percentheal 50, 50; close; } mes "[Chef]"; @@ -2269,8 +2255,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "- After eating the meal, You feel a little bit full."; mes "You've recovered some HP and SP. -"; Zeny = Zeny - 3000; - percentheal 50,0; - percentheal 0,50; + percentheal 50, 50; close; } mes "[Chef]"; @@ -2282,7 +2267,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "Course meal B?"; mes "This food with meat and vegetables in hot soup has it's origins from nomadic life under the cold and dry nature."; next; - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { if (Zeny > 3599) { mes "[Chef]"; mes "Hey, here you are."; @@ -2291,8 +2276,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "- After eating the meal, You feel a little bit full."; mes "You've recovered some HP and SP. -"; Zeny = Zeny - 3600; - percentheal 75,0; - percentheal 0,75; + percentheal 75, 75; close; } mes "[Chef]"; @@ -2308,8 +2292,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "- After eating the meal, You feel a little bit full."; mes "You've recovered some HP and SP. -"; Zeny = Zeny - 4000; - percentheal 75,0; - percentheal 0,75; + percentheal 75, 75; close; } mes "[Chef]"; @@ -2317,7 +2300,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "How many times do I have to tell you?"; close; case 4: - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { if (Zeny > 4499) { mes "[Chef]"; mes "Hey, here you are."; @@ -2327,8 +2310,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "- After eating the meal, You feel a little bit full."; mes "You've recovered your HP and SP. -"; Zeny = Zeny - 4500; - percentheal 100,0; - percentheal 0,100; + percentheal 100, 100; close; } mes "[Chef]"; @@ -2346,8 +2328,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "- After eating the meal, You feel a little bit full."; mes "You've recovered your HP and SP. -"; Zeny = Zeny - 5000; - percentheal 100,0; - percentheal 0,100; + percentheal 100, 100; close; } mes "[Chef]"; @@ -2360,7 +2341,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ close; } case 2: - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { mes "[Chef]"; mes "Most jobs should be managed by yourself. So it might be difficult, right?"; mes "Actually it's harmful so they have requested continuously."; @@ -2415,7 +2396,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "To.. me.. the hat... um."; mes "It goes well with Laime but with Luke... I don't know.."; next; - switch (select("What about the hat?:Luke?")) { + switch (select("What about the hat?", "Luke?")) { case 1: mes "[Chef]"; mes "Nothing. It's so cute."; @@ -2469,7 +2450,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ moc_para01,23,35,5 script Instructor Ur#2nd01 4_M_KNIGHT_BLACK,{ mes "[Instructor Ur]"; - if (countitem(Para_Team_Mark) < 1) { + if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "Hey there!"; mes "I see you're not one of our agents?"; mes "Are you interested in joining us?"; @@ -2673,7 +2654,7 @@ moc_para01,23,35,5 script Instructor Ur#2nd01 4_M_KNIGHT_BLACK,{ } else if (para_2nd01 == 11) { if (BaseLevel > 79) { - mes "Ah, ever so improving "+ strcharinfo(0) +"?"; + mes "Ah, ever so improving "+ strcharinfo(PC_NAME) +"?"; mes "To what do I owe this pleasure?"; next; switch( select( "I came for more training.", "I'm just visiting." ) ) { @@ -2967,7 +2948,7 @@ comodo,173,354,5 script Dispatched Instructor#02 1_M_JOBTESTER,{ mes "[Romeo]"; mes "Let me help you recover if you are tired."; npcskill "AL_HEAL",10,99,60; - percentheal 0,100; + percentheal 0, 100; } } else if (para_2nd01 == 3) { @@ -3027,7 +3008,7 @@ um_fild01,34,280,5 script Instructor Romeo#2nd02 1_M_JOBTESTER,{ mes "[Romeo]"; mes "I'll help you recover if you are tired."; npcskill "AL_HEAL",10,99,60; - percentheal 0,100; + percentheal 0, 100; } } else if (para_2nd01 == 4) { @@ -3057,7 +3038,7 @@ um_fild01,34,280,5 script Instructor Romeo#2nd02 1_M_JOBTESTER,{ mes "[Romeo]"; mes "I'll help you recover if you are tired."; npcskill "AL_HEAL",10,99,60; - percentheal 0,100; + percentheal 0, 100; } } else { @@ -3144,7 +3125,7 @@ glast_01,195,131,5 script Dispatched Instructor#03 4_F_SISTER,{ mes "I'll watch your back!."; mes "... Of.. Course.. I'll fight too!"; npcskill "AL_HEAL",10,99,60; - percentheal 0,100; + percentheal 0, 100; } } else if (para_2nd01 == 9) { @@ -3176,7 +3157,7 @@ glast_01,195,131,5 script Dispatched Instructor#03 4_F_SISTER,{ mes "I'll watch your back, like last time."; mes "... Of... Course... I'll fight them too!"; npcskill "AL_HEAL",10,99,60; - percentheal 0,100; + percentheal 0, 100; } } else if (para_2nd01 == 10) { @@ -3280,7 +3261,7 @@ ein_fild08,172,359,3 script Dispatched Instructor#04 4_M_4THPRIN1,{ mes "If you're hurt I'll heal you a bit."; } npcskill "AL_HEAL",10,99,60; - percentheal 0,100; + percentheal 0, 100; } else if (para_2nd01 == 14) { if (questprogress(7226,HUNTING) == 2 && questprogress(7227,HUNTING) == 2) { @@ -3312,7 +3293,7 @@ ein_fild08,172,359,3 script Dispatched Instructor#04 4_M_4THPRIN1,{ mes "Ugh this is difficult."; mes "I'll make you feel better though."; npcskill "AL_HEAL",10,99,60; - percentheal 0,100; + percentheal 0, 100; } } else if (para_2nd01 == 15) { @@ -3418,7 +3399,7 @@ ice_dun01,154,13,5 script Dispatched Instructor#05 4_F_JOB_BLACKSMITH,{ setquest 7231; // Hunting and Gathering getexp 40000,40000; npcskill "AL_HEAL",10,99,60; - percentheal 0,100; + percentheal 0, 100; } else { mes "The biggest stumbling block is dealing with the Siromas."; @@ -3637,7 +3618,7 @@ man_fild01,43,234,3 script Dispatched Instructor#07 4_DST_SOLDIER,{ mes "You seem a bit flushed."; mes "Fine I'll heal you!"; npcskill "AL_HEAL",10,99,60; - percentheal 0,100; + percentheal 0, 100; } } else if (para_2nd01 == 25) @@ -3722,7 +3703,7 @@ spl_fild02,377,149,3 script Dispatched Instructor#08 4_M_DST_MASTER,{ mes "[Mine]"; mes "You're not lying about being a real adventurer are you?"; npcskill "AL_HEAL",10,99,60; - percentheal 0,100; + percentheal 0, 100; } } else if (para_2nd01 == 27) { @@ -3740,7 +3721,7 @@ moc_para01,111,83,3 script Blacksmith Thorn#2nd10 2_M_OLDBLSMITH,{ close; } mes "[Thorn]"; - if (countitem(Para_Team_Mark) < 1) { + if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "Hmm, are you a member of Eden Group?"; mes "You need to be one of our members to use my services."; close; @@ -3952,19 +3933,19 @@ moc_para01,111,83,3 script Blacksmith Thorn#2nd10 2_M_OLDBLSMITH,{ P_Bow3,"Eden Group Bow III","Bow, Attack 140", P_Tail1,"Eden Group Whip I","Whip, Attack 125"; } - else if (Class == Job_Ninja) { + else if (BaseClass == Job_Ninja) { callsub L_Select,"", P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", P_Huuma_Shuriken1,"Eden Group Huuma Shuriken I","Huuma Suriken, MATK +50, ATK 170"; } - else if (Class == Job_Star_Gladiator) + else if (BaseJob == Job_Star_Gladiator) getitem P_Dic1,1; - else if (Class == Job_Soul_Linker) { + else if (BaseJob == Job_Soul_Linker) { callsub L_Select,"", P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", P_Staff3,"Eden Group Staff III","Staff, MATK +170, INT +4, ATK 60"; } - else if (Class == Job_Gunslinger) + else if (BaseClass == Job_Gunslinger) getitem P_Revolver3,1; else { mes "Hmm, you are eligible to receive equipment."; @@ -4079,21 +4060,10 @@ moc_para01,112,79,3 script Weapons Expert BK#2nd11 4_M_REPAIR,{ P_Revolver3, P_Knuckle1, P_Huuma_Shuriken1; - .@menu$ = "Eden Group Slayer III:" + - "Eden Group Saber III:" + - "Eden Group Dagger III:" + - "Eden Group Katar I:" + - "Eden Group Axe I:" + - "Eden Group Spear I:" + - "Eden Group Staff III:" + - "Eden Group Mace III:" + - "Eden Group Bow III:" + - "Eden Group Dictionary I:" + - "Eden Group Guitar I:" + - "Eden Group Whip I:" + - "Eden Group Revolver III:" + - "Eden Group Knuckles I:" + - "Eden Group Huuma Shuriken I"; + .@wplist_size = getarraysize(.@wplist); + for ( .@i = 0; .@i < .@wplist_size; ++.@i ) { + .@menu$ += getitemname(.@wplist[.@i]) + ":"; + } mes "[BK]"; mes "What's happening?"; mes "No way?!"; @@ -4329,7 +4299,7 @@ sec_in02,25,33,4 script Assistant#para_suvquest 4_M_BABYCAT,{ if (callfunc("F_GM_NPC",1854,0) == 1) { mes "Please select the variable you want to modify."; next; - .@var = select("para_suv01:para_suv02"); + .@var = select("para_suv01", "para_suv02"); mes "Enter the modified value"; next; input .@input,0,9999; diff --git a/npc/re/quests/eden/eden_service.txt b/npc/re/quests/eden/eden_service.txt index c6f6c4a41..ce6efaa67 100644 --- a/npc/re/quests/eden/eden_service.txt +++ b/npc/re/quests/eden/eden_service.txt @@ -50,12 +50,12 @@ mes "3.Cabinet fee is"; mes " ^4d4dff500 zeny^000000!"; next; - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { mes "You need to insert zeny to use the cabinet."; mes "Cost : 500 Zeny "; mes "Would you like to use it?"; next; - switch(select("Use the Cabinet.:Cancel.")) { + switch(select("Use the Cabinet.", "Cancel.")) { case 1: if (Zeny > 499) { if (getskilllv("NV_BASIC") < 6) { diff --git a/npc/re/quests/eden/eden_tutorial.txt b/npc/re/quests/eden/eden_tutorial.txt index 3abffc534..45d7c6f1e 100644 --- a/npc/re/quests/eden/eden_tutorial.txt +++ b/npc/re/quests/eden/eden_tutorial.txt @@ -35,8 +35,129 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ if (Class == Job_Novice) { // Fall through - } else if (!questprogress(9167)) { - OnStartQuest: + } else if (!questprogress(9167) || questprogress(9173) == 1) { + if (questprogress(9173) == 1) { + mes "[Tutorial Instructor]"; + mes "Do you have any questions?"; + next; + switch(select("Can I do the same quest again?", "About the Quest Window...", "About ENCHANT...", "About Searching Vends...", "About Mercenary and Pets...", "End Conversation.")) { + case 1: + if (questprogress(9173,PLAYTIME) == 1) { + mes "[Tutorial Instructor]"; + mes "The one method to do the same quests repeatdedly is to do the ^006400Daily Quests^000000."; + next; + mes "[Tutorial Instructor]"; + mes "Once you complete a ^006400Daily Quest^000000 and turn it in, wait about a day then come back to get the request and do it all over again!"; + mes "[Tutorial Instructor]"; + mes "If you received a daily quest, look at bottom right of the ^006400Quest Window^000000. There is a section that is called ^006400LIMITED^000000. In that section, it'll tell you how much time needs to pass before you can pick up another daily quest."; + next; + mes "[Tutorial Instructor]"; + mes "It seems you still have some time left to wait out after finishing my quest. Wait it out a bit more, then come find me and you can get the same quest again."; + close; + } + mes "[Tutorial Instructor]"; + mes "It seems that about a day has passed since you've finished my quest. Alright, so like the ^006400Daily Quests^000000, you can get a quest from me. Did you want to proceed?"; + next; + switch(select("Yes", "No")) { + case 1: + @tutorial_restart = 1; + break; + case 2: + mes "[Tutorial Instructor]"; + mes "Okay. But if you change your mind and want to receive a quest, come find me."; + close; + } + break; + case 2: + mes "[Tutorial Instructor]"; + mes "They say that the ^006400Quest Window^000000 details out everything you need to know about your quests."; + next; + mes "[Tutorial Instructor]"; + mes "If you look at the top left"; + mes "in the area with the information,"; + mes "it says ^006400QUEST^000000"; + mes "and if you click that"; + mes "it'll show all information"; + mes "that pertains to the request."; + next; + mes "[Tutorial Instructor]"; + mes "Using the ^006400Quest Window^000000 will make your life easier. It'll tell you where to go, what items to get or who to find and etc."; + close; + case 3: + mes "[Tutorial Instructor]"; + mes "006400ENCHANT^000000, in general, is divided into two parts: ^006400SOCKET ENCHANT^000000 and ^006400HIDDEN SOCKET ENCHANT^000000."; + next; + mes "[Tutorial Instructor]"; + mes "^006400SOCKET ENCHANT^000000 is used to add a SOCKET into equipments and ^006400HIDDEN SOCKET ENCHANT^000000 is used to put in stats into a socket of an armor."; + next; + mes "[Tutorial Instructor]"; + mes "Of course, in order to do this we are in need of some materials and there is a chance that it may fail, but that's the risk you're taking."; + next; + mes "[Tutorial Instructor]"; + mes "The people who do the ^006400SOCKET ENCHANT^000000 can be found in ^8B4513Prontera, Morroc, Payon,^000000. ^8B4513Rhitalzen^000000 is in the Refinery and ^0000FFSeiyablem^000000 and ^0000FFReiablem^000000 can be found near the entrance."; + next; + mes "[Tutorial Instructor]"; + mes "The one who does ^006400HIDDEN SOCKET ENCHANT^000000 is found at the 6 o'clock location of ^8B4513Prontera^000000. Look for the ^0000FFCraftman Apprentice^000000."; + next; + mes "[Tutorial Instructor]"; + mes "Do you think you understand a little bit more about ^006400ENCHANT^000000?"; + close; + case 4: + mes "[Tutorial Instructor]"; + mes "^006400Vend Search^000000 can be utilized by the ^006400Universal Silver Catalog^000000 item. Since you search through as vends on that map, it'll make it easier for you to find the item that you're looking for."; + next; + mes "[Tutorial Instructor]"; + mes "The ^006400Universal Silver Catalog^000000"; + mes "can be obtained from "; + mes "the ^0000FFCatalogue Wizard^000000"; + mes "that is located in South Prontera;"; + next; + mes "[Tutorial Instructor]"; + mes "It only costs 200 zeny for one"; + mes "of these and with it you can"; + mes "search up to 10 times."; + mes "You can say that it's a necessity."; + next; + mes "[Tutorial Instructor]"; + mes "So, are you getting familiar with ^006400Vend Search^000000? Don't just stand there and listen to me. Go ahead and try it for yourself!"; + close; + case 5: + mes "[Tutorial Instructor]"; + mes "Depending on what you need, ^006400Mercenary^000000 and ^006400Pet^000000 can be used in various ways."; + next; + mes "[Tutorial Instructor]"; + mes "If a 006400Mercenary^000000 gives you direct effect"; + mes "by fighting for you"; + mes "then a ^006400Pet^000000 helps you indirectly with their"; + mes "abilities and varied appearances,"; + mes "and it captures your heart."; + next; + mes "[Tutorial Instructor]"; + mes "In order to employ a Mercenary"; + mes "Go find the ^006400Mercenary Guild^000000"; + mes "which is by the front door of ^8B4513Prontera^000000."; + mes "Go to the ^006400Information Agent^000000"; + mes "and ask them where the ^006400Mercenary Guild Official^000000"; + mes "is located and they will let you know."; + next; + mes "[Tutorial Instructor]"; + mes "In order to get a ^006400Pet^000000, while hunting you will obtain taming items. Use the tame on the monster it's for and you can get a pet."; + next; + mes "[Tutorial Instructor]"; + mes "Because there is a chance for failure, please use the taming item with great care."; + next; + mes "[Tutorial Instructor]"; + mes "That aside... you can get a ^006400Mercenary^000000 from the Mercenary Guild and you can get a ^006400Pet^000000 by trading or buying it from another player."; + next; + mes "[Tutorial Instructor]"; + mes "Now, do you understand a bit more about using a ^006400Mercenary^000000 and a ^006400Pet^000000? I hope you get a chance to use them in the future."; + close; + case 6: + mes "[Tutorial Instructor]"; + mes "If you have any questions, come find me again."; + close; + } + } if (@tutorial_restart) { .@tutorial_restart = 1; @tutorial_restart = 0; @@ -62,7 +183,7 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ mes "Do you think you can"; mes "help me out by gathering them?"; next; - switch(select("Sure, I can help out!:I'm a little busy right now...")) { + switch(select("Sure, I can help out!", "I'm a little busy right now...")) { case 1: mes "[Tutorial Instructor]"; mes "However, looking at you"; @@ -191,7 +312,7 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ mes "Did you open your ^006400Quest Window^000000"; mes "to verify the materials?"; next; - switch(select("Yup!:No...:Where is the Quest Window...")) { + switch(select("Yup!", "No...", "Where is the Quest Window...")) { case 1: mes "[Tutorial Instructor]"; mes "Oh yeah? Then shall I test you to see"; @@ -347,7 +468,7 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ mes "enough materials. Did you forget"; mes "what you needed to gather?"; next; - switch(select("Yeah...:Nope!")) { + switch(select("Yeah...", "Nope!")) { case 1: mes "[Tutorial Instructor]"; mes "I've been told that if you click the"; @@ -436,7 +557,7 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ mes "Are you done looking over"; mes "the items I Enchanted?"; next; - switch(select("Yes, thank you.:I haven't looked at them yet.")) { + switch(select("Yes, thank you.", "I haven't looked at them yet.")) { case 1: mes "[Tutorial Instructor]"; mes "So what did you think after inspecting it? Now that you've looked at an actual Enchanted item, do you understand it?"; @@ -459,126 +580,6 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ mes "then bring them back to me."; close; } - } else if (questprogress(9173) == 1) { - mes "[Tutorial Instructor]"; - mes "Do you have any questions?"; - next; - switch(select("Can I do the same quest again?:About the Quest Window...:About ENCHANT...:About Searching Vends...:About Mercenary and Pets...:End Conversation.")) { - case 1: - if (questprogress(9173,PLAYTIME) == 1) { - mes "[Tutorial Instructor]"; - mes "The one method to do the same quests repeatdedly is to do the ^006400Daily Quests^000000."; - next; - mes "[Tutorial Instructor]"; - mes "Once you complete a ^006400Daily Quest^000000 and turn it in, wait about a day then come back to get the request and do it all over again!"; - mes "[Tutorial Instructor]"; - mes "If you received a daily quest, look at bottom right of the ^006400Quest Window^000000. There is a section that is called ^006400LIMITED^000000. In that section, it'll tell you how much time needs to pass before you can pick up another daily quest."; - next; - mes "[Tutorial Instructor]"; - mes "It seems you still have some time left to wait out after finishing my quest. Wait it out a bit more, then come find me and you can get the same quest again."; - close; - } - mes "[Tutorial Instructor]"; - mes "It seems that about a day has passed since you've finished my quest. Alright, so like the ^006400Daily Quests^000000, you can get a quest from me. Did you want to proceed?"; - next; - switch(select("Yes:No")) { - case 1: - @tutorial_restart = 1; - goto OnStartQuest; - case 2: - mes "[Tutorial Instructor]"; - mes "Okay. But if you change your mind and want to receive a quest, come find me."; - close; - } - case 2: - mes "[Tutorial Instructor]"; - mes "They say that the ^006400Quest Window^000000 details out everything you need to know about your quests."; - next; - mes "[Tutorial Instructor]"; - mes "If you look at the top left"; - mes "in the area with the information,"; - mes "it says ^006400QUEST^000000"; - mes "and if you click that"; - mes "it'll show all information"; - mes "that pertains to the request."; - next; - mes "[Tutorial Instructor]"; - mes "Using the ^006400Quest Window^000000 will make your life easier. It'll tell you where to go, what items to get or who to find and etc."; - close; - case 3: - mes "[Tutorial Instructor]"; - mes "006400ENCHANT^000000, in general, is divided into two parts: ^006400SOCKET ENCHANT^000000 and ^006400HIDDEN SOCKET ENCHANT^000000."; - next; - mes "[Tutorial Instructor]"; - mes "^006400SOCKET ENCHANT^000000 is used to add a SOCKET into equipments and ^006400HIDDEN SOCKET ENCHANT^000000 is used to put in stats into a socket of an armor."; - next; - mes "[Tutorial Instructor]"; - mes "Of course, in order to do this we are in need of some materials and there is a chance that it may fail, but that's the risk you're taking."; - next; - mes "[Tutorial Instructor]"; - mes "The people who do the ^006400SOCKET ENCHANT^000000 can be found in ^8B4513Prontera, Morroc, Payon,^000000. ^8B4513Rhitalzen^000000 is in the Refinery and ^0000FFSeiyablem^000000 and ^0000FFReiablem^000000 can be found near the entrance."; - next; - mes "[Tutorial Instructor]"; - mes "The one who does ^006400HIDDEN SOCKET ENCHANT^000000 is found at the 6 o'clock location of ^8B4513Prontera^000000. Look for the ^0000FFCraftman Apprentice^000000."; - next; - mes "[Tutorial Instructor]"; - mes "Do you think you understand a little bit more about ^006400ENCHANT^000000?"; - close; - case 4: - mes "[Tutorial Instructor]"; - mes "^006400Vend Search^000000 can be utilized by the ^006400Universal Silver Catalog^000000 item. Since you search through as vends on that map, it'll make it easier for you to find the item that you're looking for."; - next; - mes "[Tutorial Instructor]"; - mes "The ^006400Universal Silver Catalog^000000"; - mes "can be obtained from "; - mes "the ^0000FFCatalogue Wizard^000000"; - mes "that is located in South Prontera;"; - next; - mes "[Tutorial Instructor]"; - mes "It only costs 200 zeny for one"; - mes "of these and with it you can"; - mes "search up to 10 times."; - mes "You can say that it's a necessity."; - next; - mes "[Tutorial Instructor]"; - mes "So, are you getting familiar with ^006400Vend Search^000000? Don't just stand there and listen to me. Go ahead and try it for yourself!"; - close; - case 5: - mes "[Tutorial Instructor]"; - mes "Depending on what you need, ^006400Mercenary^000000 and ^006400Pet^000000 can be used in various ways."; - next; - mes "[Tutorial Instructor]"; - mes "If a 006400Mercenary^000000 gives you direct effect"; - mes "by fighting for you"; - mes "then a ^006400Pet^000000 helps you indirectly with their"; - mes "abilities and varied appearances,"; - mes "and it captures your heart."; - next; - mes "[Tutorial Instructor]"; - mes "In order to employ a Mercenary"; - mes "Go find the ^006400Mercenary Guild^000000"; - mes "which is by the front door of ^8B4513Prontera^000000."; - mes "Go to the ^006400Information Agent^000000"; - mes "and ask them where the ^006400Mercenary Guild Official^000000"; - mes "is located and they will let you know."; - next; - mes "[Tutorial Instructor]"; - mes "In order to get a ^006400Pet^000000, while hunting you will obtain taming items. Use the tame on the monster it's for and you can get a pet."; - next; - mes "[Tutorial Instructor]"; - mes "Because there is a chance for failure, please use the taming item with great care."; - next; - mes "[Tutorial Instructor]"; - mes "That aside... you can get a ^006400Mercenary^000000 from the Mercenary Guild and you can get a ^006400Pet^000000 by trading or buying it from another player."; - next; - mes "[Tutorial Instructor]"; - mes "Now, do you understand a bit more about using a ^006400Mercenary^000000 and a ^006400Pet^000000? I hope you get a chance to use them in the future."; - close; - case 6: - mes "[Tutorial Instructor]"; - mes "If you have any questions, come find me again."; - close; - } } mes "[Tutorial Instructor]"; mes "Lately, it has been said that"; @@ -657,7 +658,7 @@ moc_para01,32,179,4 script Tutorial Goal 4_F_KHELLY,{ mes "[Tutorial Goal]"; mes "Hey you! You look like an adventurer... Though you look a little dull..."; next; - if(select("What'd you say? I'm smart!:Yeah... I'm dull.") == 1) { + if(select("What'd you say? I'm smart!", "Yeah... I'm dull.") == 1) { mes "[Tutorial Goal]"; mes "Serious? Though I don't know if I can believe that. Look at the expert who is in front of me! He took up only one area of study for 16 years and now he is as dignified as can be!"; next; @@ -667,7 +668,7 @@ moc_para01,32,179,4 script Tutorial Goal 4_F_KHELLY,{ mes "[Tutorial Goal]"; mes "And I will apologize for calling you dull. How about it, Dull Expert?! Do you want to challenge them?"; next; - if(select("Ch... Challenge!!:Um... I think I'll just give up now...") == 1) { + if(select("Ch... Challenge!!", "Um... I think I'll just give up now...") == 1) { mes "[Tutorial Goal]"; mes "You're braver than you look. You can't go back now that you've decided to challenge!"; next; @@ -688,7 +689,7 @@ moc_para01,24,175,4 script Siege Master 4_M_JOB_KNIGHT2,{ mes "[Siege Expert]"; mes "Since you've come again, I assume you're curious about ^006400Siege^000000?"; next; - switch(select("Listen about Siege.:End Conversation.")) { + switch(select("Listen about Siege.", "End Conversation.")) { case 1: callsub L_Info; mes "[Siege Expert]"; @@ -712,7 +713,7 @@ moc_para01,24,175,4 script Siege Master 4_M_JOB_KNIGHT2,{ mes "[Siege Expert]"; mes "As the first Expert, I can teach you about ^006400Siege^000000. How about it? Did you wanna learn about ^006400Siege^000000s?"; next; - switch(select("Listen about Siege.:End Conversation.")) { + switch(select("Listen about Siege.", "End Conversation.")) { case 1: callsub L_Info; mes "[Siege Expert]"; @@ -721,7 +722,7 @@ moc_para01,24,175,4 script Siege Master 4_M_JOB_KNIGHT2,{ while(1) { .@correct = 0; next; - switch(select("Challenge me!:Listen Again:Quit")) { + switch(select("Challenge me!", "Listen Again", "Quit")) { case 1: switch(rand(1,3)) { case 1: @@ -730,18 +731,18 @@ moc_para01,24,175,4 script Siege Master 4_M_JOB_KNIGHT2,{ mes "It's a war that happens between a [] and another []."; mes "What words go in the empty spaces of []?"; next; - if(select("Castle, User, Guild:Castle, Guild, Guild:Town, Guild, Guild:Town, User, User") == 2) + if(select("Castle, User, Guild", "Castle, Guild, Guild", "Town, Guild, Guild", "Town, User, User") == 2) .@correct += 10; mes "[Siege Expert]"; mes "What is the wrong Siege time?"; next; - if(select("WoE 1 Tues 9-11:WoE 1 Sat 4-6:WoE 1 Thurs 8-10") == 3) + if(select("WoE 1 Tues 9-11", "WoE 1 Sat 4-6", "WoE 1 Thurs 8-10") == 3) .@correct += 10; mes "[Siege Expert]"; mes "When you get a castle, you must raise [] in order to get better benefits."; mes "What words go in the empty spaces of []?"; next; - if(select("Commerce Development:Industrial Development:Guild Development:Town Development") == 1) + if(select("Commerce Development", "Industrial Development", "Guild Development", "Town Development") == 1) .@correct += 10; break; case 2: @@ -751,36 +752,36 @@ moc_para01,24,175,4 script Siege Master 4_M_JOB_KNIGHT2,{ mes "and then there is []."; mes "What words go in the empty spaces of []?"; next; - if(select("War of Emperium MO:War of Emperium NE:War of Emperium SK:War of Emperium SE") == 4) + if(select("War of Emperium MO", "War of Emperium NE", "War of Emperium SK", "War of Emperium SE") == 4) .@correct += 10; mes "[Siege Expert]"; mes "As the guild that owns a castle, you must protect the []."; mes "What words go in the empty spaces of []?"; next; - if(select("Emperial:Emperium:Emperiom:Imperial") == 2) + if(select("Emperial", "Emperium", "Emperiom", "Imperial") == 2) .@correct += 10; mes "[Siege Expert]"; mes "What benefits does the guild get for winning the Siege?"; next; - if(select("30% off all items when purchasing:Increase experience gained by 20%:Access to Guild Dungeon:Getting Weapons everyday at midnight.") == 3) + if(select("30% off all items when purchasing", "Increase experience gained by 20%", "Access to Guild Dungeon", "Getting Weapons everyday at midnight.") == 3) .@correct += 10; break; case 3: mes "[Siege Expert]"; mes "What benefits does the guild get for winning the Siege?"; next; - if(select("Increase experience gained by 20%:30% off all items when purchasing:Access to Guild Field:Treasure Box daily at midnight") == 4) + if(select("Increase experience gained by 20%", "30% off all items when purchasing", "Access to Guild Field", "Treasure Box daily at midnight") == 4) .@correct += 10; mes "[Siege Expert]"; mes "How many hours does a siege last?"; next; - if(select("1 Hour:2 Hours:3 Hours:4 Hours") == 2) + if(select("1 Hour", "2 Hours", "3 Hours", "4 Hours") == 2) .@correct += 10; mes "[Siege Expert]"; mes "When you get a castle, you must raise [] in order to get better benefits."; mes "What words go in the empty spaces of []?"; next; - if(select("Town Development:Industry Development:Guild Development:Commerce Development") == 4) + if(select("Town Development", "Industry Development", "Guild Development", "Commerce Development") == 4) .@correct += 10; break; } @@ -861,7 +862,7 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ mes "[Party Recruiting Expert]"; mes "Since you've come and found me, it seems you're curious about ^006400Party Recruiting^000000?"; next; - switch(select("Listen about Party Recruiting.:End Conversation.")) { + switch(select("Listen about Party Recruiting.", "End Conversation.")) { case 1: callsub L_Info; mes "[Party Recruiting Expert]"; @@ -882,7 +883,7 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ mes "[Party Recruiting Expert]"; mes "As the 2nd expert, I'll tell you all about ^006400Party Recruiting^000000! How about it?"; next; - switch(select("Listen about Party Recruiting.:End Conversation.")) { + switch(select("Listen about Party Recruiting.", "End Conversation.")) { case 1: callsub L_Info; mes "[Party Recruiting Expert]"; @@ -890,7 +891,7 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ while(1) { .@correct = 0; next; - switch(select("On to the quiz!:Explain again please?:Give up.")) { + switch(select("On to the quiz!", "Explain again please?", "Give up.")) { case 1: switch(rand(1,3)) { case 1: @@ -900,18 +901,18 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ mes "and those looking for a []."; mes "What words go in the empty spaces of []?"; next; - if(select("Guild, Guildmate:Club, Club Members:Paris, Party Members:Party, Party Members") == 4) + if(select("Guild, Guildmate", "Club, Club Members", "Paris, Party Members", "Party, Party Members") == 4) .@correct += 10; mes "[Party Recruiting Expert]"; mes "The window that is used to help users look and search for a party is called a []."; mes "What words go in the empty spaces of []?"; next; - if(select("Party List:Party Wanted List:Party Recruiting List:Costume Party List") == 3) + if(select("Party List", "Party Wanted List", "Party Recruiting List", "Costume Party List") == 3) .@correct += 10; mes "[Party Recruiting Expert]"; mes "Which of the choices are not listed as a choice to pick when making a party recruit notice?"; next; - if(select("LEVEL:SKILL:JOB:MAP") == 2) + if(select("LEVEL", "SKILL", "JOB", "MAP") == 2) .@correct += 10; break; case 2: @@ -921,19 +922,19 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ mes "and the 2nd one is []."; mes "What words go in the empty spaces of []?"; next; - if(select("Search for Parties that are Recruiting:Parties that are starting to hunt:Party Recruit and Item Distribution:Party Stuff") == 1) + if(select("Search for Parties that are Recruiting", "Parties that are starting to hunt", "Party Recruit and Item Distribution", "Party Stuff") == 1) .@correct += 10; mes "[Party Recruiting Expert]"; mes "In order to start Party Recruiting, you have to click the [] button which is located in the info section of the upper left hand side."; mes "What words go in the empty spaces of []?"; next; - if(select("party:guild:booking:skill") == 3) + if(select("party", "guild", "booking", "skill") == 3) .@correct += 10; mes "[Party Recruiting Expert]"; mes "If you want to know more about commands for Party Recruiting, you have to press the [] button on the Party Recruting List window."; mes "What words go in the empty spaces of []?"; next; - if(select("Basic Information:Help:Party:Confirm") == 2) + if(select("Basic Information", "Help", "Party", "Confirm") == 2) .@correct += 10; break; case 3: @@ -943,14 +944,14 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ mes "You type in this command []."; mes "What words go in the empty spaces of []?"; next; - if(select("/Party Collection Window:/Party Collection:/Party Recruitment Window:/Party Recruitment") == 4) + if(select("/Party Collection Window", "/Party Collection", "/Party Recruitment Window", "/Party Recruitment") == 4) .@correct += 10; mes "[Party Recruiting Expert]"; mes "When recruiting for a party, you can set 3 parameters. Those 3 are"; mes "LEVEL, JOB, and []."; mes "What words go in the empty spaces of []?"; next; - if(select("SKILL:GUILD:MAP:OPTION") == 3) + if(select("SKILL", "GUILD", "MAP", "OPTION") == 3) .@correct += 10; mes "[Party Recruiting Expert]"; mes "Party Recruiting is used to help"; @@ -958,7 +959,7 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ mes "and those looking for a []."; mes "What words go in the empty spaces of []?"; next; - if(select("Parry, Party Members:Club, Club Members:Party, Party Members:Guild, Guild Members") == 3) + if(select("Parry, Party Members", "Club, Club Members", "Party, Party Members", "Guild, Guild Members") == 3) .@correct += 10; break; } @@ -1043,7 +1044,7 @@ moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{ mes "[Battleground Expert]"; mes "Seeing that you sought me out, I guess you want to learn about ^006400Battleground^000000s, eh?"; next; - switch(select("Learn about Battlegrounds.:End Conversation.")) { + switch(select("Learn about Battlegrounds.", "End Conversation.")) { case 1: callsub L_Info; mes "[Battleground Expert]"; @@ -1065,7 +1066,7 @@ moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{ mes "[Battleground Expert]"; mes "I will tell you about the ^006400Battleground^000000s! I will tell you everything I know! How about it? Wanna hear about it?"; next; - switch(select("Learn about Battlegrounds.:End Conversation.")) { + switch(select("Learn about Battlegrounds.", "End Conversation.")) { case 1: callsub L_Info; mes "[Battleground Expert]"; @@ -1073,7 +1074,7 @@ moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{ while(1) { .@correct = 0; next; - switch(select("On to the quiz!:Explain again please?:Give up.")) { + switch(select("On to the quiz!", "Explain again please?", "Give up.")) { case 1: switch(rand(1,3)) { case 1: @@ -1081,19 +1082,19 @@ moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{ mes "For starters, you have to pick either the side of [] Camp or [] Camp in order to to participate in Battleground."; mes "What words go in the empty spaces of []?"; next; - if(select("Guillaume, Tierra:Rachel, KVM:Guillaume, Croix:Maroll, KVM") == 3) + if(select("Guillaume, Tierra", "Rachel, KVM", "Guillaume, Croix", "Maroll, KVM") == 3) .@correct += 10; mes "[Battleground Expert]"; mes "[] can do either 10vs10 and you have to attack the crystals of the opposing team while protecting yours."; mes "What words go in the empty spaces of []?"; next; - if(select("Tierra:Flavius:KVM:Maroll") == 2) + if(select("Tierra", "Flavius", "KVM", "Maroll") == 2) .@correct += 10; mes "[Battleground Expert]"; mes "When you complete a battle, you may get a reward! From a KVM battle, you get []."; mes "What words go in the empty spaces of []?"; next; - if(select("KVM Badge:Valor Badge:Bravery Badge:Honor Badge") == 1) + if(select("KVM Badge", "Valor Badge", "Bravery Badge", "Honor Badge") == 1) .@correct += 10; break; case 2: @@ -1101,18 +1102,18 @@ moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{ mes "For [], it's 10vs10. You also need to attack the enemies supply depot while protecting your own."; mes "What words go in the empty spaces of []?"; next; - if(select("Maroll:KVM:Flavius:Tierra") == 4) + if(select("Maroll", "KVM", "Flavius", "Tierra") == 4) .@correct += 10; mes "[Battleground Expert]"; mes "In order to get into the battlegrounds, which one is not the recruiter you need to find?"; next; - if(select("Maroll Mercenary Recruiter:KVM Mercenary Recruiter:Tierra Mercenary Recruiter:Flavius Mercenary Recruiter") == 1) + if(select("Maroll Mercenary Recruiter", "KVM Mercenary Recruiter", "Tierra Mercenary Recruiter", "Flavius Mercenary Recruiter") == 1) .@correct += 10; mes "[Battleground Expert]"; mes "You can get [] from participating in the Battlegrounds of Tierra."; mes "What words go in the empty spaces of []?"; next; - if(select("KVM Badge:Valor Badge:Bravery Badge:Honor Badge") == 2) + if(select("KVM Badge", "Valor Badge", "Bravery Badge", "Honor Badge") == 2) .@correct += 10; break; case 3: @@ -1120,19 +1121,19 @@ moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{ mes "In every major city, you can find [] to enter the Battlegrounds."; mes "What words go in the empty spaces of []?"; next; - if(select("Maroll Battleground Recruiter:Tierra Battleground Recruiter:Flavius Battleground Recruiter:KVM Battleground Recruiter") == 1) + if(select("Maroll Battleground Recruiter", "Tierra Battleground Recruiter", "Flavius Battleground Recruiter", "KVM Battleground Recruiter") == 1) .@correct += 10; mes "[Battleground Expert]"; mes "For [], you go in 5vs5 with the intention of trying to reduce the number of enemies on the opposite side."; mes "What words go in the empty spaces of []?"; next; - if(select("Maroll:Flavius:KVM:Tierra") == 3) + if(select("Maroll", "Flavius", "KVM", "Tierra") == 3) .@correct += 10; mes "[Battleground Expert]"; mes "When you complete a battle, you get a prize. The prize from Flavius is called []."; mes "What words go in the empty spaces of []?"; next; - if(select("KVM Badge:Valor Badge:Bravery Badge:Honor Badge") == 3) + if(select("KVM Badge", "Valor Badge", "Bravery Badge", "Honor Badge") == 3) .@correct += 10; break; } @@ -1223,7 +1224,7 @@ moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{ mes "[Memorial Dungeon Expert]"; mes "Since you've come here, it seems you want to learn about the ^006400Memorial Dungeon^000000."; next; - switch(select("Listen about Memorial Dungeon.:End Conversation.")) { + switch(select("Listen about Memorial Dungeon.", "End Conversation.")) { case 1: callsub L_Info; mes "[Memorial Dungeon Expert]"; @@ -1246,7 +1247,7 @@ moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{ mes "As the 4th Expert, I will explain everything to you about ^006400Memorial Dungeon^000000."; mes "Want to hear about ^006400Memorial Dungeon^000000?"; next; - switch(select("Listen about Memorial Dungeon.:End Conversation.")) { + switch(select("Listen about Memorial Dungeon.", "End Conversation.")) { case 1: callsub L_Info; mes "[Memorial Dungeon Expert]"; @@ -1255,7 +1256,7 @@ moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{ while(1) { .@correct = 0; next; - switch(select("On to the quiz!:Explain again please?:Give up.")) { + switch(select("On to the quiz!", "Explain again please?", "Give up.")) { case 1: switch(rand(1,3)) { case 1: @@ -1263,19 +1264,19 @@ moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{ mes "^006400Memorial Dungeon^000000 isn't a dungeon that is open to all users. It's only available to you and your []."; mes "What words go in the empty spaces of []?"; next; - if(select("Party Members:Guildmates:Friends:Family") == 1) + if(select("Party Members", "Guildmates", "Friends", "Family") == 1) .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "If you go to [] and find [], he will give you information about Endless Tower- which is a huge and tall dungeon."; mes "What words go in the empty spaces of []?"; next; - if(select("Prontera, Seiyablem:Alberta, Leyablem:Alberta, Captain Jansen:Prontera, Captin Jansen") == 3) + if(select("Prontera, Seiyablem", "Alberta, Leyablem", "Alberta, Captain Jansen", "Prontera, Captin Jansen") == 3) .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "In order to enter Memorial Dungeon the [] must apply and then be on stand-by to enter. You will enter in the order the application was put in."; mes "What words go in the empty spaces of []?"; next; - if(select("Guild Member:Guild Leader:Party Leader:Party Member") == 3) + if(select("Guild Member", "Guild Leader", "Party Leader", "Party Member") == 3) .@correct += 10; break; case 2: @@ -1283,20 +1284,20 @@ moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{ mes "When you're done with the [], you cannot re-enter the same dungeon for a certain period of time."; mes "What words go in the empty spaces of []?"; next; - if(select("Buff:Ritual:Exploration:Inspection") == 3) + if(select("Buff", "Ritual", "Exploration", "Inspection") == 3) .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "If you go to the Orc Map where all the orcs live, you will be able to find []. He will probably be able to give you information about the Orc's Memory dungeon."; mes "What words go in the empty spaces of []?"; next; - if(select("Insane Scientist:Crazy Scientist:Insane Alchemist:Crazy Alchemist") == 1) + if(select("Insane Scientist", "Crazy Scientist", "Insane Alchemist", "Crazy Alchemist") == 1) .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "In order to enter Memorial Dungeon, the [] must apply- then you'll be able to enter in order of when your application was turned in."; mes "You have to be on stand-by for this."; mes "What words go in the empty spaces of []?"; next; - if(select("Guild Leader:Guildmate:Party Member:Party Leader") == 4) + if(select("Guild Leader", "Guildmate", "Party Member", "Party Leader") == 4) .@correct += 10; break; case 3: @@ -1304,19 +1305,19 @@ moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{ mes "If you go to the place where you can become a monk, the Capitolina Monastery, you can meet []. He will tell you about the dungeon with the Sealed Baphomet."; mes "What words go in the empty spaces of []?"; next; - if(select("Agent Patrick:Patrolman Patrick:Drunken Patrick:Detective Patrick") == 4) + if(select("Agent Patrick", "Patrolman Patrick", "Drunken Patrick", "Detective Patrick") == 4) .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "When you're done with the [], you cannot re-enter the same dungeon for a certain period of time."; mes "What words go in the empty spaces of []?"; next; - if(select("Exploration:Inspection:Buff:Ritual") == 1) + if(select("Exploration", "Inspection", "Buff", "Ritual") == 1) .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "^006400Memorial Dungeon^000000 is not just open to all users. It is open available for you and your []."; mes "What words go in the empty spaces of []?"; next; - if(select("Friends:Family:Party Members:Guildmates") == 3) + if(select("Friends", "Family", "Party Members", "Guildmates") == 3) .@correct += 10; break; } @@ -1401,7 +1402,7 @@ moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{ mes "[Map Expert]"; mes "Seeing that you came to me, I assume you have some questions about ^006400MAP^000000s?"; next; - switch(select("List about the Map.:End Conversation.")) { + switch(select("List about the Map.", "End Conversation.")) { case 1: callsub L_Info; mes "[Map Expert]"; @@ -1424,7 +1425,7 @@ moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{ mes "[Map Expert]"; mes "As the last Expert, I will try to explain everything about ^006400MAP^000000s to make it easy on you. Ready to start?"; next; - switch(select("Listen about Maps.:End Conversation.")) { + switch(select("Listen about Maps.", "End Conversation.")) { case 1: callsub L_Info; mes "[Map Expert]"; @@ -1432,7 +1433,7 @@ moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{ while(1) { .@correct = 0; next; - switch(select("On to the quiz!:Explain again please?:Give up.")) { + switch(select("On to the quiz!", "Explain again please?", "Give up.")) { case 1: switch(rand(1,3)) { case 1: @@ -1440,19 +1441,19 @@ moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{ mes "You can view the map by clicking on the [] button that is located in the upper left hand side."; mes "What words go in the empty spaces of []?"; next; - if(select("SKILL:GUILD:MAP:BOOKING") == 3) + if(select("SKILL", "GUILD", "MAP", "BOOKING") == 3) .@correct += 10; mes "[Map Expert]"; mes "When looking at the map, each area offers the [] and [] information about the monsters. That will take all the guess work out of where you should hunt."; mes "What words go in the empty spaces of []?"; next; - if(select("Name, Age:Attributes, Level:Attributes, Tribe:Name, Level") == 4) + if(select("Name, Age", "Attributes, Level", "Attributes, Tribe", "Name, Level") == 4) .@correct += 10; mes "[Map Expert]"; mes "If you want to stop looking at the map, simple press the shortcut key of [] or ESC and it will close the map for you."; mes "What words go in the empty spaces of []?"; next; - if(select("ALT + F4:CTRL + %:CTRL + M:ALT + ESC") == 2) + if(select("ALT + F4", "CTRL + %", "CTRL + M", "ALT + ESC") == 2) .@correct += 10; break; case 2: @@ -1462,20 +1463,20 @@ moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{ mes "you can see the [] and [] of the region."; mes "What words go in the empty spaces of []?"; next; - if(select("Name, Area Details:Name, Monster Attributes:Specialties, Area Details:Specialties, Name") == 1) + if(select("Name, Area Details", "Name, Monster Attributes", "Specialties, Area Details", "Specialties, Name") == 1) .@correct += 10; mes "[Map Expert]"; mes "If you look to the bottom right of the map, you will see a drawing of []. Click on that or press the TAB shortcut key and you can find out various information."; mes "What words go in the empty spaces of []?"; next; - if(select("Desert Wolf:Mimic:Siroma:Poring") == 4) + if(select("Desert Wolf", "Mimic", "Siroma", "Poring") == 4) .@correct += 10; mes "[Map Expert]"; mes "While looking at the map, when you press the TAB shortcut key, you will be able to find and locate various dungeons and their Entrance Locations."; mes "You can also find the [] of the monsters in that area."; mes "What words go in the empty spaces of []?"; next; - if(select("Name:Level:Attribute:Size") == 2) + if(select("Name", "Level", "Attribute", "Size") == 2) .@correct += 10; break; case 3: @@ -1483,20 +1484,20 @@ moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{ mes "If you want to stop looking at the map, all you need to do is press the [] to go back to your normal screen."; mes "What words go in the empty spaces of []?"; next; - if(select("O:X:EXIT:ALT") == 2) + if(select("O", "X", "EXIT", "ALT") == 2) .@correct += 10; mes "[Map Expert]"; mes "While looking at the map, when you press the TAB shortcut key, you will be able to find and locate various dungeons and their Entrance Locations."; mes "You can also find the [] of the monsters in that area."; mes "What words go in the empty spaces of []?"; next; - if(select("Level:Name:Size:Attribute") == 1) + if(select("Level", "Name", "Size", "Attribute") == 1) .@correct += 10; mes "[Map Expert]"; mes "You can view the map by clicking on the [] button that is located in the upper left hand side."; mes "What words go in the empty spaces of []?"; next; - if(select("GUILD:SKILL:BOOKING:MAP") == 4) + if(select("GUILD", "SKILL", "BOOKING", "MAP") == 4) .@correct += 10; break; } diff --git a/npc/re/quests/homun_s.txt b/npc/re/quests/homun_s.txt index 708334731..c1ee52d52 100644 --- a/npc/re/quests/homun_s.txt +++ b/npc/re/quests/homun_s.txt @@ -92,7 +92,7 @@ job3_gen01,12,44,3 script Viorel#job3_gen01 4_M_ALCHE_E,{ mes "[Viorel]"; mes "Ready to go to my house?"; next; - switch(select("Go to ^005DFFViorel^000000's house.:Don't go.")) { + switch(select("Go to ^005DFFViorel^000000's house.", "Don't go.")) { case 1: mes "[Viorel]"; mes "Good choice."; @@ -115,7 +115,7 @@ job3_gen01,12,44,3 script Viorel#job3_gen01 4_M_ALCHE_E,{ mes "[Viorel]"; mes "Now, ready to go to ^005DFFJeyna^000000?"; next; - switch(select("Go to ^005DFFJeyna^000000's room.:Don't go.")) { + switch(select("Go to ^005DFFJeyna^000000's room.", "Don't go.")) { case 1: mes "[Viorel]"; mes "Good choice."; @@ -157,7 +157,7 @@ job3_gen01,12,44,3 script Viorel#job3_gen01 4_M_ALCHE_E,{ mes "[Viorel]"; mes "I must speak to you in private. Would you mind going to my house with me?"; next; - switch(select("Go to ^005DFFViorel^000000's home.:Stay here.")) { + switch(select("Go to ^005DFFViorel^000000's home.", "Stay here.")) { case 1: mes "[Viorel]"; mes "Good choice."; @@ -179,7 +179,7 @@ job3_gen01,12,44,3 script Viorel#job3_gen01 4_M_ALCHE_E,{ mes "in the newly created ^FF4800Homunculus^000000,"; mes "born from the new ^006400Homunculus Mutation System^000000?"; next; - switch(select("Nope. Good bye.:Please, I'm busy.:That's exactly what I wanted to hear.:Why are you always standing there?")) { + switch(select("Nope. Good bye.", "Please, I'm busy.", "That's exactly what I wanted to hear.", "Why are you always standing there?")) { case 1: emotion e_heh; mes "[Viorel]"; @@ -244,7 +244,7 @@ job3_gen01,12,44,3 script Viorel#job3_gen01 4_M_ALCHE_E,{ mes "^FF4800Homunculus^000000 research requires a lot of time and funding."; mes "However, I believe passion is the most important factor."; next; - switch(select("End conversation.:What are you talking about?:Why are you always standing there?")) { + switch(select("End conversation.", "What are you talking about?", "Why are you always standing there?")) { case 1: mes "[Viorel]"; mes "So long~!"; @@ -307,7 +307,7 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "[Viorel]"; mes "In order to break the current limitations of the ^FF4800Homunculus^000000, mutations need to happen."; next; - switch(select("Like, biological experiments...?!:Well, yeah, naturally.:I don't want to hurt my Homunculus!")) { + switch(select("Like, biological experiments...?!", "Well, yeah, naturally.", "I don't want to hurt my Homunculus!")) { case 1: emotion e_swt2; mes "[Viorel]"; @@ -378,7 +378,7 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "I know it's a little abrupt, but..."; mes "How about changing your ^FF4800Homunculus^000000 into something incredible with my marvelous achievement, the ^006400Homunculus Mutation System^000000?"; next; - switch(select("Explore the ^006400Homunculus Mutation System^000000.:Cancel.")) { + switch(select("Explore the ^006400Homunculus Mutation System^000000.", "Cancel.")) { case 1: emotion e_no1; mes "[Viorel]"; @@ -401,7 +401,7 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "I am not trying to deceive you."; mes "Maybe you need some time to think about it?"; next; - switch(select("Think about it.:I'm just going to walk away.")) { + switch(select("Think about it.", "I'm just going to walk away.")) { case 1: mes "[Viorel]"; mes "We'll talk in a bit then."; @@ -450,7 +450,7 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "mutation, I can't guarentee what kind of Homunculus you're going to get."; mes "Anyways, it's up to you."; next; - switch(select("Mutation stabilization (50,000 zeny):Unstable mutation")) { + switch(select("Mutation stabilization (50,000 zeny)", "Unstable mutation")) { case 1: if (Zeny < 50000) { mes "[Viorel]"; @@ -459,7 +459,7 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "I'll be waiting."; mes "Want me to send you back to the ^8B4513Laboratory^000000?"; next; - switch(select("No thanks.:Yes. Send me back to the Lab.")) { + switch(select("No thanks.", "Yes. Send me back to the Lab.")) { case 1: mes "[Viorel]"; mes "Alright."; @@ -480,7 +480,7 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "Good choice."; mes "Choose from the different types of ^0000FFHomunculus^000000."; next; - switch(select("Eira:Sera:Dieter:Bayeri:Eleanor")) { + switch(select("Eira", "Sera", "Dieter", "Bayeri", "Eleanor")) { case 1: cutin "Mer_Eira_Card",3; .@Homunculus = 6048; //MER_EIRA @@ -505,7 +505,7 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "[Viorel]"; mes "Are you sure?"; next; - if(select("Yes.:No.") == 2) { + if(select("Yes.", "No.") == 2) { cutin "",255; playbgm "33.mp3"; // Yuna Song mes "[Viorel]"; @@ -518,17 +518,17 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "Excellent!"; mes "Let's get on with it."; next; - specialeffect2 EF_BASH; + specialeffect(EF_BASH, AREA, playerattached()); mes "[Viorel]"; mes "Now focus~!"; mes "You... need..."; mes "... concentration."; next; - specialeffect2 EF_PROVIDENCE; + specialeffect(EF_PROVIDENCE, AREA, playerattached()); mes "[Viorel]"; mes "Good. Almost done!"; next; - specialeffect2 EF_SUI_EXPLOSION; + specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); Zeny -= 50000; hommutate .@Homunculus; break; @@ -541,7 +541,7 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "Do you really wish to proceed"; mes "with the process of random outcome?"; next; - if(select("Go ahead. (Random Mutation):Cancel.") == 2) { + if(select("Go ahead. (Random Mutation)", "Cancel.") == 2) { playbgm "33.mp3"; // Yuna Song mes "[Viorel]"; mes "I see."; @@ -561,21 +561,21 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "Hey, I feel like a Blacksmith!"; mes "Now let's get on with it."; next; - specialeffect2 EF_BASH; + specialeffect(EF_BASH, AREA, playerattached()); mes "[Viorel]"; mes "Now focus~!"; mes "You... need..."; mes "... concentration."; next; - specialeffect2 EF_PRESSURE; + specialeffect(EF_PRESSURE, AREA, playerattached()); mes "[Viorel]"; mes "Concentrate a little more!"; next; - specialeffect2 EF_PROVIDENCE; + specialeffect(EF_PROVIDENCE, AREA, playerattached()); mes "[Viorel]"; mes "Good. Almost done!"; next; - specialeffect2 EF_SUI_EXPLOSION; + specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); hommutate; break; } @@ -594,7 +594,7 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "the path that leads to it."; next; mes "[Viorel]"; - mes "^0000FF" + strcharinfo(0) + "^000000,"; + mes "^0000FF" + strcharinfo(PC_NAME) + "^000000,"; mes "I haven't known you"; mes "for a very long time,"; mes "but I get the feeling that"; @@ -643,7 +643,7 @@ que_house_s,80,42,3 script Jeyna#homun_s 4_F_ALCHE_A,{ next; mes "[Jeyna]"; mes "Anyways~"; - mes "^0000FF"+strcharinfo(0)+"^000000 and ^005DFFViorel^000000 seem like two peas in a pod."; + mes "^0000FF"+strcharinfo(PC_NAME)+"^000000 and ^005DFFViorel^000000 seem like two peas in a pod."; next; emotion e_heh; mes "[Jeyna]"; @@ -726,7 +726,7 @@ que_house_s,80,42,3 script Jeyna#homun_s 4_F_ALCHE_A,{ mes "So, please decide."; mes "Do you want to proceed with the new ^0000FFHomunculus Mutation System^000000?"; next; - switch(select("Yes, I do.:I need to think more.")) { + switch(select("Yes, I do.", "I need to think more.")) { case 1: if (checkhomcall() == 1) { mes "[Jeyna]"; @@ -746,22 +746,22 @@ que_house_s,80,42,3 script Jeyna#homun_s 4_F_ALCHE_A,{ mes "[Jeyna]"; mes "Now I need you to focus."; next; - specialeffect2 EF_ABSORBSPIRITS; + specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); mes "[Jeyna]"; mes "We need to..."; mes "Stabilize a little more."; mes "......."; next; - specialeffect2 EF_CURE; + specialeffect(EF_CURE, AREA, playerattached()); mes "[Jeyna]"; mes "In a few moments, the ^FF4800Homunculus^000000 will return to its embryo state."; next; - specialeffect2 EF_HOLYHIT; + specialeffect(EF_HOLYHIT, AREA, playerattached()); mes "[Jeyna]"; mes "Into a special embryo..."; next; callsub L_CheckHomunculus; - specialeffect2 EF_BLESSING; + specialeffect(EF_BLESSING, AREA, playerattached()); morphembryo; setquest 4159; erasequest 4158; @@ -778,7 +778,7 @@ que_house_s,80,42,3 script Jeyna#homun_s 4_F_ALCHE_A,{ next; mes "[Jeyna]"; mes "Don't do anything like changing jobs or anything like that before the process is over."; - mes "If so, you, ^0000FF"+strcharinfo(0)+"^000000 might lose all the abilities you have over the Homunculus."; + mes "If so, you, ^0000FF"+strcharinfo(PC_NAME)+"^000000 might lose all the abilities you have over the Homunculus."; next; mes "[Jeyna]"; mes "All that concentration made me tired."; diff --git a/npc/re/quests/magic_books.txt b/npc/re/quests/magic_books.txt index a9c2ece8d..bcf94c4a0 100644 --- a/npc/re/quests/magic_books.txt +++ b/npc/re/quests/magic_books.txt @@ -79,7 +79,7 @@ geffen_in,176,105,4 script Master Velofos 1_M_WIZARD,{ mes "[Master Velofos]"; mes "By the way, what brings you to me today?"; next; - switch (select("Nothing.:Do you know the Reading Spell Book?:What's the Freezing Spell?:Can I have a Magic Book?:Can I use the Reading Spell Book without the Freezing Spell?:About the Ultimate Magic Book")) { + switch (select("Nothing.", "Do you know the Reading Spell Book?", "What's the Freezing Spell?", "Can I have a Magic Book?", "Can I use the Reading Spell Book without the Freezing Spell?", "About the Ultimate Magic Book")) { case 1: mes "[Master Velofos]"; mes "Hah! You're silly."; @@ -88,7 +88,7 @@ geffen_in,176,105,4 script Master Velofos 1_M_WIZARD,{ mes "[Master Velofos]"; mes "Reading Spell Book literally means 'read a spell book.' Do you know how to use Magic Books?"; next; - switch (select("Yes, I do.:No, I don't.")) { + switch (select("Yes, I do.", "No, I don't.")) { case 1: mes "[Master Velofos]"; mes "Well then, you don't need an additional lecture."; @@ -185,7 +185,7 @@ geffen_in,176,105,4 script Master Velofos 1_M_WIZARD,{ mes "[Master Velofos]"; mes "I'm sorry, but I only have Magic Books for beginners, but they're obviously not suitable for you. Do you still want one?"; next; - switch (select("Sure thing.:Where can I find advanced books?")) { + switch (select("Sure thing.", "Where can I find advanced books?")) { case 1: mes "[Master Velofos]"; mes "Please go talk to [Lea] in the Archive. Tell her that you need one of the Magic Books that I've stored in there."; @@ -308,7 +308,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ mes "[Lea]"; mes "Are you borrowing a book?"; next; - switch (select("Let me think.:I want the Beginner's Magic Books.:I want the Intermediate Magic Books.:I want the Superior Magic Books.:I want the Ultimate Magic Book.")) { + switch (select("Let me think.", "I want the Beginner's Magic Books.", "I want the Intermediate Magic Books.", "I want the Superior Magic Books.", "I want the Ultimate Magic Book.")) { case 1: mes "[Lea]"; mes "No problem."; @@ -324,7 +324,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ mes "[Lea]"; mes "Yes. You may pay a minimum of 10,000 Rune-Midgarts zeny. Alternatively, you can bring 2 Old Magic Books or 50 Old Pages. Once you pay the deposit, I'll let you borrow some Magic Books."; next; - .@Payment = select("Where can I find Old Magic Books and Old Pages?:I'll pay with zeny.:I'll pay with Old Magic Books.:I'll pay with Old Pages.")-1; + .@Payment = select("Where can I find Old Magic Books and Old Pages?", "I'll pay with zeny.", "I'll pay with Old Magic Books.", "I'll pay with Old Pages.")-1; mes "[Lea]"; if (!.@Payment) { mes "I heard that you can find them from Ride Words, Death Words, Bathorys, and other monsters. I ask that you please don't strain yourself to find those items."; @@ -336,7 +336,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ if ((.@Payment == 1 && Zeny > 10000) || (.@Payment == 2 && countitem(Old_Magic_Book) > 1) || (.@Payment == 3 && countitem(Worn_Out_Page) > 49)) { mes "What kind of Magic Book do you want?"; next; - .@i = select("Let me think.:Magic Book (Fire Bolt):Magic Book (Cold Bolt):Magic Book (Lightning Bolt)")-1; + .@i = select("Let me think.", "Magic Book (Fire Bolt)", "Magic Book (Cold Bolt)", "Magic Book (Lightning Bolt)")-1; mes "[Lea]"; if (!.@i) { mes "No problem."; @@ -367,7 +367,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ mes "[Lea]"; mes "Ah, so you want the Intermediate Magic Books. Please pay 50,000 Rune-Midgartian zeny, or you can bring me 2 Old Blue Boxes or 9 Eluniums to borrow the Intermediate Magic Books."; next; - .@Payment = select("Where can I find Old Blue Boxes and Eluniums?:I'll pay 50,000 zeny.:I'll pay with Old Blue Boxes.:I'll pay with Eluniums.")-1; + .@Payment = select("Where can I find Old Blue Boxes and Eluniums?", "I'll pay 50,000 zeny.", "I'll pay with Old Blue Boxes.", "I'll pay with Eluniums.")-1; mes "[Lea]"; if (!.@Payment) { mes "Old Blue Boxes are quite rare to find, but they can be obtained from monsters everywhere in the world, including Myst Cases, Megalogons, Mimics, Nightmares, Krabens, Requiems, Nine Tails, Noxiouses, and Byorgues."; @@ -380,7 +380,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ if ((.@Payment == 1 && Zeny > 50000) || (.@Payment == 2 && countitem(Old_Blue_Box) > 1) || (.@Payment == 3 && countitem(Elunium) > 8)) { mes "What kind of Magic Book do you want?"; next; - .@i = select("Let me think.:Magic Book (Storm Gust):Magic Book (Lord of Vermillion):Magic Book (Meteor Storm):Magic Book (Thunderstorm):Magic Book (Jupitel Thunder):Magic Book (Water Ball):Magic Book (Heaven's Drive):Magic Book (Earth Spike)")-1; + .@i = select("Let me think.", "Magic Book (Storm Gust)", "Magic Book (Lord of Vermillion)", "Magic Book (Meteor Storm)", "Magic Book (Thunderstorm)", "Magic Book (Jupitel Thunder)", "Magic Book (Water Ball)", "Magic Book (Heaven's Drive)", "Magic Book (Earth Spike)")-1; setarray .@Books[0],6192,6193,6194,6197,6198,6199,6200,6201; mes "[Lea]"; if (!.@i) { @@ -419,7 +419,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ mes "[Lea]"; mes "[12 Mystery Pieces and 100,000 zeny], [7 Oridecons and 100,000 zeny], or [1 Old Violet Box and 100,000 zeny]. Now how would you like to pay your deposit?"; next; - .@Payment = select("Where can I find those items?:Let me think.:I'll pay with 12 Mystery Pieces and 100,000 zeny.:I'll pay with 7 Oridecons and 100,000 zeny.:I'll pay with 1 Old Violet Box and 100,000 zeny.")-1; + .@Payment = select("Where can I find those items?", "Let me think.", "I'll pay with 12 Mystery Pieces and 100,000 zeny.", "I'll pay with 7 Oridecons and 100,000 zeny.", "I'll pay with 1 Old Violet Box and 100,000 zeny.")-1; mes "[Lea]"; if (!.@Payment) { mes "Mystery Pieces can be obtained from machine creatures in the Juperos Dungeon, and they're the fountain of knowledge from the ancient civilization. Ah, I get excited thinking about those artifacts."; @@ -443,7 +443,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ mes "[Lea]"; mes "How does 200,000 Rune-Midgartian zeny sound?"; next; - if(select("I'm sorry, but I can't pay that much.:Sounds good.") == 1) { + if(select("I'm sorry, but I can't pay that much.", "Sounds good.") == 1) { mes "[Lea]"; mes "I see."; close; @@ -453,7 +453,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ if ((.@Payment == 1 && Zeny > 199999) || (Zeny > 99999 && ((.@Payment == 2 && countitem(Mystery_Piece) > 11) || (.@Payment == 3 && countitem(Oridecon) > 6) || (.@Payment == 4 && countitem(Old_Violet_Box))))) { mes "What kind of Magic Book do you want?"; next; - .@i = select("Let me think.:Magic Book (Earth Strain):Magic Book (Chain Lightning):Magic Book (Crimson Rock):Magic Book (Drain Life)")-1; + .@i = select("Let me think.", "Magic Book (Earth Strain)", "Magic Book (Chain Lightning)", "Magic Book (Crimson Rock)", "Magic Book (Drain Life)")-1; mes "[Lea]"; if (!.@i) { mes "No problem."; @@ -640,7 +640,7 @@ mid_camp,255,244,4 script Galfos 4_M_JOB_WIZARD,{ mes "Oh, did you find"; mes "anything useful?"; next; - .@i = select("I've discovered everything about Comet.:I've mastered the zenith of Tetra Vortex."); + .@i = select("I've discovered everything about Comet.", "I've mastered the zenith of Tetra Vortex."); mes "[Galfos]"; if ((.@i == 1 && countitem(Magic_Book_CM)) || (.@i == 2 && countitem(Magic_Book_TV))) { mes "Are you kidding me? You already have the book!"; @@ -655,7 +655,7 @@ mid_camp,255,244,4 script Galfos 4_M_JOB_WIZARD,{ mes "[Galfos]"; mes "I need at least ^0000aa1,000,000 zeny^000000 to buy all the necessary tools. Do you have the money?"; next; - if(select("Wh-what? No!:Sure.") == 1) { + if(select("Wh-what? No!", "Sure.") == 1) { mes "[Galfos]"; mes "Aw, you don't? It's disappointing, but there's nothing I can do. Come back when you have enough money, okay?"; close; @@ -664,9 +664,9 @@ mid_camp,255,244,4 script Galfos 4_M_JOB_WIZARD,{ if (Zeny >= 1000000) { mes "Alright then, let's get started!"; next; - specialeffect2 EF_DISPELL; + specialeffect(EF_DISPELL, AREA, playerattached()); progressbar "ffff00",4; - specialeffect2 EF_LORD; + specialeffect(EF_LORD, AREA, playerattached()); Zeny -= 1000000; getitem 6194+.@i,1; //Magic_Book_CM, Magic_Book_TV mes "[Galfos]"; @@ -709,7 +709,7 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ mes "The documents in this container aren't legible. It's no use trying to read them."; close; } - specialeffect2 EF_DISPELL; + specialeffect(EF_DISPELL, AREA, playerattached()); progressbar "ffff00",4; if (mac_book < 3) { mes "You have discovered records about magic, acceleration, and particle waves."; @@ -731,7 +731,7 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ mes "^660066You must do this by using the greatest power in that place. The Humans have used this method to study the acceleration of magic particles since ancient times.^000000"; next; mes "You have discovered the ^990099Lava Essence Creation Method^000000. Please check your Quest window for more details."; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); close2; setquest 12218; end; @@ -749,7 +749,7 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ mes "^660066According to Humans' information, this essence constitutes one of the four natural elements.^000000"; next; mes "You have discovered the ^990099Flame Essence Creation Method^000000. Please check your Quest window for more details."; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); close2; setquest 12219; end; @@ -766,7 +766,7 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ mes "^660066I succeeded in refining the essence of glacier deep inside the 3rd floor of the Ice Cave. If you'd like to try, prepare 10 Ice Hearts and go to the following location.^000000"; next; mes "You have discovered the ^990099Glacier Essence Creation Method^000000. Please check your Quest window for more details."; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); close2; setquest 12220; end; @@ -784,7 +784,7 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ mes "If you'd like to try, prepare 10 Jubilees and go to the dungeon. Good luck.^000000"; next; mes "You have discovered the ^990099Fossil Essence Creation Method^000000. Please check your Quest window for more details."; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); close2; setquest 12221; end; @@ -802,7 +802,7 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ mes "The refining process was easy, but I had a hard time finding the catalyst, Dragon Teeth.^000000"; next; mes "You have discovered the ^990099Storm Essence Creation Method^000000. Please check your Quest window for more details."; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); close2; setquest 12222; end; @@ -828,8 +828,8 @@ function script Magic_Book_Essence { close; } if (questprogress(getarg(0)) == 1 && countitem(getarg(1)) >= getarg(2)) { - specialeffect2 EF_BLIND; - specialeffect2 EF_BEGINSPELL; + specialeffect(EF_BLIND, AREA, playerattached()); + specialeffect(EF_BEGINSPELL, AREA, playerattached()); progressbar "ffff00",4; delitem getarg(1),getarg(2); if (rand(2)) { @@ -837,7 +837,7 @@ function script Magic_Book_Essence { next; mes "^008800The "+getarg(3)+" Essence will last permanently, unless there's a problem.^000000"; completequest getarg(0); - specialeffect2 EF_LORD; + specialeffect(EF_LORD, AREA, playerattached()); close; } mes "^008888You have failed to refine the essence using "+getarg(2)+" "+getitemname(getarg(1))+"s.^000000"; diff --git a/npc/re/quests/newgears/2012_headgears.txt b/npc/re/quests/newgears/2012_headgears.txt index ebbf7fc4d..80df8d650 100644 --- a/npc/re/quests/newgears/2012_headgears.txt +++ b/npc/re/quests/newgears/2012_headgears.txt @@ -253,7 +253,7 @@ moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{ " all your history will be lost. Do you really" " want to give up?"; next; - if (select("Yes:No") != 1) { + if (select("Yes", "No") != 1) { .@erase_quest = 2; continue; } @@ -331,7 +331,7 @@ moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{ mes "It takes 3 hours for your body to accumulate 2 to 4 "+.@crystal$[.@choice] +" Energy Crystals. Do you want to start?"; next; - if (select("Cancel:Start") == 1) { + if (select("Cancel", "Start") == 1) { mes "[Reno]"; mes "I recommend that you try to accumulate Energy Crystal when you have time."; close; @@ -339,7 +339,7 @@ moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{ mes "[Reno]"; mes "You might feel a slight tingle."; next; - specialeffect2 EF_BASH3D; + specialeffect(EF_BASH3D, AREA, playerattached()); percentheal .@rate * -5,0; //consumeitem ??; //Keep_Connection_[.@rate] sc_start .@buffs[.@choice], 10800000, .@rate; // Atk/Matk + 5*rate (+5, +10, +15) @@ -393,7 +393,7 @@ moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{ mes sprintf("%d %ss will be compressed to %d %ss.",.@crystal_count,getitemname(.@crystal),.@crystal_get,getitemname(.@crystal_)); mes "Do you want to compress?"; next; - if (select("Compress:Stop") == 2) { + if (select("Compress", "Stop") == 2) { mes "[Reno]"; mes "Okay, please contact if you need me in the future."; close; @@ -416,7 +416,7 @@ moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{ " compress into "+.@crystal_get+" Energy Crystals. Do you" " want to continue?"; next; - if (select("Compress:Stop") == 2) + if (select("Compress", "Stop") == 2) break; } mes "[Reno]"; @@ -469,10 +469,10 @@ moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{ Assassin_Mask_, -1, 200, Improved_Assassin_Mask, Welding_Mask, -1, 200, Improved_Welding_Mask, Safety_Ring, -1, 200, Safety_Ring_, - Angel's_Protection, 1, 100, Im_Angel's_Protection, - Angel's_Safeguard, 1, 100, Impr_Angel's_Safeguard, - Angel's_Arrival, 1, 100, Impr_Angel's_Arrival, - Angel's_Warmth, 1, 100, Impr_Angel's_Warmth, + Angels_Protection, 1, 100, Im_Angels_Protection, + Angels_Safeguard, 1, 100, Impr_Angels_Safeguard, + Angels_Arrival, 1, 100, Impr_Angels_Arrival, + Angels_Warmth, 1, 100, Impr_Angels_Warmth, Kiss_Of_Angel, 1, 100, Improved_Kiss_Of_Angel; break; case 4: @@ -487,10 +487,10 @@ moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{ Variant_Shoes, -1, 300, Enhanced_Variant_Shoes, Ring_Of_Flame_Lord,-1, 300, Good_Ring_Of_Flame_Lord, Ring_Of_Resonance, -1, 300, Good_Ring_Of_Resonance, - Angel's_Protection, 1, 20, Im_Angel's_Protection, - Angel's_Safeguard, 1, 20, Impr_Angel's_Safeguard, - Angel's_Arrival, 1, 20, Impr_Angel's_Arrival, - Angel's_Warmth, 1, 20, Impr_Angel's_Warmth, + Angels_Protection, 1, 20, Im_Angels_Protection, + Angels_Safeguard, 1, 20, Impr_Angels_Safeguard, + Angels_Arrival, 1, 20, Impr_Angels_Arrival, + Angels_Warmth, 1, 20, Impr_Angels_Warmth, Kiss_Of_Angel, 1, 20, Improved_Kiss_Of_Angel; break; } @@ -548,7 +548,7 @@ moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{ mes "[Reno]"; mes "Are you familiar with the ^FF0000precautions^000000?"; next; - if (select("I am.:No.") == 2) { + if (select("I am.", "No.") == 2) { mes "[Reno]"; mes "Okay. Next time, then."; close; @@ -573,7 +573,7 @@ moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{ close; } } - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); progressbar "ffff00",2; delitem .@material,1; if (.@material == Safety_Ring) { @@ -680,10 +680,10 @@ moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{ else if (.@r <= 9) getitem Improved_Assassin_Mask,1; else if (.@r <= 12) getitem Improved_Welding_Mask,1; else if (.@r <= 13) getitem Safety_Ring_,1; - else if (.@r <= 14) getitem Im_Angel's_Protection,1; - else if (.@r <= 15) getitem Impr_Angel's_Safeguard,1; - else if (.@r <= 16) getitem Impr_Angel's_Arrival,1; - else if (.@r <= 17) getitem Impr_Angel's_Warmth,1; + else if (.@r <= 14) getitem Im_Angels_Protection,1; + else if (.@r <= 15) getitem Impr_Angels_Safeguard,1; + else if (.@r <= 16) getitem Impr_Angels_Arrival,1; + else if (.@r <= 17) getitem Impr_Angels_Warmth,1; else getitem Improved_Kiss_Of_Angel,1; break; case 4: diff --git a/npc/re/quests/pile_bunker.txt b/npc/re/quests/pile_bunker.txt index 28dc3787e..5362211ab 100644 --- a/npc/re/quests/pile_bunker.txt +++ b/npc/re/quests/pile_bunker.txt @@ -70,7 +70,7 @@ yuno,179,174,4 script Gomer 4_M_REPAIR,{ mes "[Gomer]"; mes "That makes me feel good and I am about to make a new gear. I want you to help me. What do you say?"; next; - switch(select("I am not that interested.:What are you going to make?:Where do you get the materials?:I brought the materials.")) { + switch(select("I am not that interested.", "What are you going to make?", "Where do you get the materials?", "I brought the materials.")) { case 1: mes "[Gomer]"; mes "Nothing I can do"; diff --git a/npc/re/quests/quests_aldebaran.txt b/npc/re/quests/quests_aldebaran.txt new file mode 100644 index 000000000..336ddb1c7 --- /dev/null +++ b/npc/re/quests/quests_aldebaran.txt @@ -0,0 +1,140 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2016 Hercules Dev Team +//= Copyright (C) 2016 Ridley +//= Copyright (C) 2016 Aleos +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Nightmare Clock Tower Dungeon +//================= Description =========================================== +//= NPCs related to Aldebaran Clock Tower (Nightmare) +//================= Current Version ======================================= +//= 1.1 +//========================================================================= +c_tower1,232,222,5 script Belljamin Button#ct 4_M_RUSMAN2,{ + mes("[Belljamin Button]"); + mes("The monsters here are able to control time."); + if (BaseLevel < 150) { + mes("Come back when you've reached ^0000FFLevel 150^000000."); + close; + } + mes("Time, memories, environments... all can become warped here."); + next; + mes("[Belljamin Button]"); + mes("I'm begging you not to ask more about it. It might put your life in danger."); + next; + .@menu = select("Don't ask", "Go to 2nd floor of warped tower", "Go to 3rd floor of warped tower"); + switch (.@menu) { + case 1: + break; + case 2: + case 3: + if (.@menu == 2) { + .@map$ = "c_tower2_"; + .@x = 268; + .@y = 26; + } else { + .@map$ = "c_tower3_"; + .@x = 65; + .@y = 147; + } + mes("[Belljamin Button]"); + mes("Be careful with your choice."); + next; + mes("[Belljamin Button]"); + mes("I need ^0000FF10,000z^000000 to let you in. It's a pretty dangerous place to be."); + next; + switch (select("Quit", "Pay 10,000z", "Why do you need money?")) { + case 1: + break; + case 2: + if (Zeny < 10000) { + mes("[Belljamin Button]"); + mes("Really? You don't have money and asked me to take you there?"); + close; + } + Zeny -= 10000; + mes("[Belljamin Button]"); + mes("I'm not sure how you'll keep track of time in there but be as careful as you can."); + close2; + warp .@map$, .@x, .@y; + end; + break; + case 3: + mes("[Belljamin Button]"); + mes("I am here all day for the safety of adventurers. I always alert them about the danger. That's why I need some pay."); + emotion e_swt; + close; + } + break; + } + mes("[Belljamin Button]"); + mes("Phew...You've made good choice. The place is so brutal so you should probably get back to a safe area."); + close; +} + +c_tower2_,274,26,3 script Belljamin Button#nct1 4_M_RUSCHILD,{ + mes("[Belljamin Button]"); + mes("Perhaps you've seen me before?"); + next; + mes("[Belljamin Button]"); + mes("You saw me in the different place, different look."); + next; + switch (select("Who are you?", "Get me out of here!")) { + case 1: + mes("[Belljamin Button]"); + mes("Can you to explain me about what you've seen, what you've done?"); + next; + mes("[Belljamin Button]"); + mes("Me too. You might also be a missing one. Unaware, with no purpose nor idea."); + next; + mes("[Belljamin Button]"); + mes("It's time to go back. Please cherish your time more."); + next; + switch (select("Stay a little bit more", "Please take me back")) { + case 1: + mes("[Belljamin Button]"); + mes("You must really like this place. Well, do whatever you want."); + close; + case 2: + mes("[Belljamin Button]"); + mes("Imagine your favourite drink in a cup. Slowly stir the cup with a spoon, and peer through as the drink change colour."); + close2; + warp "c_tower1", 235, 223; + end; + } + break; + case 2: + mes("[Belljamin Button]"); + mes("It's time to move on. Do you have a favourite drink?"); + next; + mes("[Belljamin Button]"); + mes("Think about the drink in a cup. Slowly stir the cup with a spoon, and peer through as the drink change colour."); + close2; + warp "c_tower1", 235, 223; + end; + } +} + +c_tower3_,59,148,5 duplicate(Belljamin Button#nct1) Belljamin Button#nct2 4_M_BARYO_OLD diff --git a/npc/re/quests/quests_brasilis.txt b/npc/re/quests/quests_brasilis.txt index bed124f0c..ad7aed094 100644 --- a/npc/re/quests/quests_brasilis.txt +++ b/npc/re/quests/quests_brasilis.txt @@ -72,7 +72,7 @@ brasilis,297,307,5 script Angelo#br 1_M_04,{ getexp .@randexp,0; erasequest 9031; setquest 9032; - specialeffect2 EF_ASSUMPTIO; + specialeffect(EF_ASSUMPTIO, AREA, playerattached()); consumeitem 607; //Yggdrasilberry .@rand = rand(1,10); if (.@rand > 4 && .@rand < 9) getitem White_Potion,2; @@ -112,7 +112,7 @@ OnGo: mes "bow wow bow wow!!"; next; ++brazil_kid; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; if (brazil_kid == 3) { mes "Good. I found all 3 puppies."; mes "Now I need to go tell Angelo."; @@ -124,11 +124,11 @@ OnGo: mes "Ah... who's a good puppy?"; mes "Ok, where are the others?"; } - if (compare(strnpcinfo(2),"1")) setarray .@i[0],2,3; - else if (compare(strnpcinfo(2),"2")) setarray .@i[0],1,3; + if (compare(strnpcinfo(NPC_NAME_UNIQUE),"1")) setarray .@i[0],2,3; + else if (compare(strnpcinfo(NPC_NAME_UNIQUE),"2")) setarray .@i[0],1,3; else setarray .@i[0],1,2; - donpcevent "Puppy#"+charat(strnpcinfo(2),0)+.@i[rand(2)]+"::OnEnable"; - hideonnpc strnpcinfo(0); + donpcevent "Puppy#"+charat(strnpcinfo(NPC_NAME_UNIQUE),0)+.@i[rand(2)]+"::OnEnable"; + hideonnpc strnpcinfo(NPC_NAME); close; } } @@ -137,15 +137,15 @@ OnGo: close; OnInit: - if (!compare(strnpcinfo(2),"1")) hideonnpc strnpcinfo(0); + if (!compare(strnpcinfo(NPC_NAME_UNIQUE),"1")) hideonnpc strnpcinfo(NPC_NAME); end; OnEnable: - hideoffnpc strnpcinfo(0); + hideoffnpc strnpcinfo(NPC_NAME); end; OnDisable: - hideonnpc strnpcinfo(0); + hideonnpc strnpcinfo(NPC_NAME); end; } @@ -191,7 +191,7 @@ brasilis,192,133,6 script Lucia#brasilis 4_F_BRZ_WOMAN,{ mes "Hello."; mes "Have you come here to hunt ^FF0000Strange Hydra^000000s?"; next; - switch(select("Yes.:No.:^006400What is happening here?^000000")) { + switch(select("Yes.", "No.", "^006400What is happening here?^000000")) { case 1: setquest 9028; getitem Leaf_Cat_Ball,1; //Hydra_Ball @@ -270,7 +270,7 @@ brasilis,192,133,6 script Lucia#brasilis 4_F_BRZ_WOMAN,{ else { mes "Any problems?"; next; - switch(select("No.:^006400Tell me again what happened^000000")) { + switch(select("No.", "^006400Tell me again what happened^000000")) { case 1: mes "[Lucia]"; mes "Ok, please do me a favor."; @@ -304,7 +304,7 @@ brasilis,192,133,6 script Lucia#brasilis 4_F_BRZ_WOMAN,{ } else { mes "[Lucia]"; - mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 you're back."; + mes "Oh, ^0000FF"+strcharinfo(PC_NAME)+"^000000 you're back."; if (questprogress(9029,PLAYTIME) == 1) { mes "I'm so grateful for your help."; mes "Each ^006400Hydra Ball^000000 is provided ^006400every 24 hours^000000"; @@ -317,7 +317,7 @@ brasilis,192,133,6 script Lucia#brasilis 4_F_BRZ_WOMAN,{ completequest 9029; mes "Did you come here to hunt ^FF0000Strange Hydra^000000s?"; next; - switch(select("Yes.:No.:^006400What is happening here?^000000")) { + switch(select("Yes.", "No.", "^006400What is happening here?^000000")) { case 1: setquest 9028; getitem Leaf_Cat_Ball,1; @@ -391,7 +391,7 @@ brasilis,187,162,5 script Candy Maker 4_M_BRZ_MAN1,{ mes "[Candy Maker]"; mes "Since then, the output of that fruit has reduced and the price has gone up so now candy ingredients were changed to coconuts or other tropical fruits instead. I miss the guarana candy."; next; - switch(select("How can I taste this guarana candy?:End conversation.")) { + switch(select("How can I taste this guarana candy?", "End conversation.")) { case 1: mes "[Candy Maker]"; mes "Hmm? I already sold out of all my old supply."; @@ -399,7 +399,7 @@ brasilis,187,162,5 script Candy Maker 4_M_BRZ_MAN1,{ mes "[Candy Maker]"; mes "But if you can find some guarana, I can make it for you."; next; - switch(select("How do I find guarana?:End conversation.")) { + switch(select("How do I find guarana?", "End conversation.")) { case 1: mes "[Candy Maker]"; mes "Will you find the guarana?? Hoooooh~"; @@ -481,7 +481,7 @@ brasilis,187,162,5 script Candy Maker 4_M_BRZ_MAN1,{ mes "What about it? Wanna buy some?"; mes "It's 4000 zeny each."; next; - switch(select("Buy a Guarana Candy.:Cancel.")) { + switch(select("Buy a Guarana Candy.", "Cancel.")) { case 1: if (Zeny > 3999) { mes "[Candy Maker]"; @@ -644,7 +644,7 @@ bra_in01,95,179,3 script Cherto 4_M_BRZ_MAN2,{ mes "[Cherto]"; mes "If he can make crying sounds of animals, they might be able to converse!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Now, what can I do?"; mes "If he is the kid from the legend, is there any way to raise the guarana again?"; next; @@ -680,7 +680,7 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ mes "[Strange Kid]"; mes "................"; next; - if(select("Try to talk.:Pretend to pass by.") == 2) { + if(select("Try to talk.", "Pretend to pass by.") == 2) { mes "[Strange Kid]"; mes "................"; close; @@ -688,7 +688,7 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ mes "What can I say to him?"; next; while(1) { - switch(select("What's your name?:How old are you?:What are you doing?:End conversation.")) { + switch(select("What's your name?", "How old are you?", "What are you doing?", "End conversation.")) { case 1: mes "[Strange Kid]"; mes "Kaaaaaaao~"; @@ -712,7 +712,7 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ mes "Kaaaaaaao~"; mes "Grrrrrrrrr - kaaan-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "He makes strange sound like an animals."; mes "Should I ask advice from Cherto?"; brazil_gua = 4; @@ -722,7 +722,7 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ } } else if (brazil_gua == 4) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "He makes strange sounds like an animal."; mes "Should I ask advice from Cherto?"; close; @@ -736,7 +736,7 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ mes "[Strange Kid]"; mes "ah... ahah....."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I don't have a story but there are lots of friends waiting outside."; next; mes "- You give the feather, fresh meat and branch of grapes to the kid -"; @@ -754,7 +754,7 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ mes "mon, mon, mon...key......"; mes "boo, booow..........."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Dog?!"; mes "kkk yes. Lots of friends want to meet you."; mes "Don't be lonely anymore and be happy with your friends."; @@ -768,20 +768,20 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ mes "Ye......yes......."; mes "tha... than......thank......yo.........you."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Alright such a cute smile!"; mes "Be a happy kid as always."; next; mes "[Strange Kid]"; mes "Uh......"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "what?"; next; mes "[Strange Kid]"; mes "hey.........."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Do you want to say anything?"; next; mes "- You get closer and pretend to take caution. -"; @@ -796,13 +796,13 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ mes "[Strange Kid]"; mes "ga...ra..........na..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oops, guarana berry?"; mes "Ah! Thank you very much!"; emotion e_kis2,1; emotion e_heh; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "If I have this, I can make a guarana candy."; mes "I better find that Candy Maker!"; brazil_gua = 10; @@ -828,7 +828,7 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ brasilis,56,224,7 script Mage Paje#bra 4_M_BIBI,{ mes "[Mage Paje]"; mes "Abracadabra~"; - specialeffect EF_POISONHIT,AREA,"Poring#bra"; + specialeffect(EF_POISONHIT, AREA, getnpcid(0, "Poring#bra")); setarray .@display[0], 4_NFCOCK, 4_CAT, 4_PORING; setnpcdisplay "Poring#bra",.@display[rand(3)]; if (brazil_gua != 5) close; @@ -839,7 +839,7 @@ brasilis,56,224,7 script Mage Paje#bra 4_M_BIBI,{ mes "Good to see you."; mes "I am the Mage Paje."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hello. Mr. Cherto told me to find you."; next; mes "[Mage Paje]"; @@ -868,7 +868,7 @@ brasilis,56,224,7 script Mage Paje#bra 4_M_BIBI,{ mes "Good luck~!"; brazil_gua = 6; changequest 2195,2196; - specialeffect2 EF_ASSUMPTIO; + specialeffect(EF_ASSUMPTIO, AREA, playerattached()); close; } @@ -925,7 +925,7 @@ OnTouch: mes "Fly fly far away. bbaaaeeeccckkk--!"; brazil_gua = 7; changequest 2196,2197; - specialeffect2 EF_SEISMICWEAPON; + specialeffect(EF_SEISMICWEAPON, AREA, playerattached()); close2; warp "bra_fild01",68,146; end; @@ -950,7 +950,7 @@ OnTouch_: mes "Smelling! This smell is from a human!"; mes "Somewhere, a human!"; mes "I got it. You are!!!"; - specialeffect EF_HIT1,AREA,"Jaguar#bra"; + specialeffect(EF_HIT1, AREA, getnpcid(0, "Jaguar#bra")); emotion e_omg,1; next; mes "[Jaguar]"; @@ -1017,7 +1017,7 @@ bra_fild01,245,52,3 script Monkey#bra HIDDEN_NPC,{ mes "I can smell Jaguar from you, who are you?"; mes "Gosh, maybe there's no jaguar without fur and weird shape!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "........................"; mes "Are you saying that I look like an animal?!?!"; next; @@ -1039,7 +1039,7 @@ bra_fild01,245,52,3 script Monkey#bra HIDDEN_NPC,{ next; mes "- You get a bunch of grapes from Monkey. -"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Good~ Now it's time to go back to the kid~!!"; brazil_gua = 9; changequest 2198,2199; @@ -1067,7 +1067,7 @@ brasilis,203,286,3 script Botanist Karmen#bra 4_F_HUWOMAN,{ mes "One of them, a Water Lily, is a really gorgeous and unique plant."; mes "This flower is quite sensitive so it doesn't bloom everywhere."; next; - if(select("Interesting.:End conversation.") == 2) { + if(select("Interesting.", "End conversation.") == 2) { mes "[Karmen]"; mes "I guess you aren't interested in botany."; close; @@ -1138,8 +1138,8 @@ bra_in01,142,27,5 script Marta#bra 4_F_BRZ_INDOLD,{ mes "I am Kaka!!"; mes "Whats your name?"; next; - mes "["+strcharinfo(0)+"]"; - mes "I am "+strcharinfo(0)+"."; + mes "["+strcharinfo(PC_NAME)+"]"; + mes "I am "+strcharinfo(PC_NAME)+"."; next; mes "[Brasilis Boy]"; mes "The outsider has a weird name!"; @@ -1149,7 +1149,7 @@ bra_in01,142,27,5 script Marta#bra 4_F_BRZ_INDOLD,{ mes "Hehe..."; mes "So, why have you come here stranger~?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I heard you knows lots of stories, is that true?"; next; mes "[Kaka]"; @@ -1169,7 +1169,7 @@ bra_in01,142,27,5 script Marta#bra 4_F_BRZ_INDOLD,{ mes "[Marta]"; mes "Hey~ do you have special story that you want to listen to?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "About the mysterious water lily?"; next; mes "[Marta]"; @@ -1289,8 +1289,8 @@ bra_in01,145,27,3 script Brasilis Boy#bra 4_M_BRZ_INDIAN,{ mes "I am Kaka!!"; mes "Whats your name?"; next; - mes "["+strcharinfo(0)+"]"; - mes "I am "+strcharinfo(0)+"."; + mes "["+strcharinfo(PC_NAME)+"]"; + mes "I am "+strcharinfo(PC_NAME)+"."; next; mes "[Brasilis Boy]"; mes "The outsider has a weird name!"; @@ -1300,7 +1300,7 @@ bra_in01,145,27,3 script Brasilis Boy#bra 4_M_BRZ_INDIAN,{ mes "Hehe..."; mes "So, why have you come here stranger~?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I heard you knows lots of stories, is that true?"; next; mes "[Kaka]"; @@ -1320,7 +1320,7 @@ bra_in01,145,27,3 script Brasilis Boy#bra 4_M_BRZ_INDIAN,{ mes "[Marta]"; mes "Hey~ do you have special story that you want to listen to?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "About the mysterious water lily?"; next; mes "[Marta]"; @@ -1455,7 +1455,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "What's up? Why are you looking at me?"; mes "I don't want to be a showgirl!! Get out!!"; next; - if(select("Nothing, sorry.:What's wrong?") == 1) { + if(select("Nothing, sorry.", "What's wrong?") == 1) { mes "[Brasilis Girl]"; mes "I am so sad!!!"; close; @@ -1464,21 +1464,21 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "It's not your business."; mes "You are just an outsider!"; next; - if(select("How rude!:Just trying to help.") == 1) { + if(select("How rude!", "Just trying to help.") == 1) { mes "[Brasilis Girl]"; mes "What's it matter to you that I'm rude??!!"; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I know that I'm just passing by but I might be able to help you. What do you think?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This kind of meeting could be more than just a coincidence."; next; mes "[Brasilis Girl]"; mes "......................"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm can you tell me your name?"; next; mes "[Brasilis Girl]"; @@ -1486,7 +1486,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "Jasira."; mes "My name is Jasira."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Nice name~."; mes "Jasira what's going on?"; next; @@ -1496,7 +1496,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "[Jasira]"; mes "I have to meet 'Jasi' but I can't go out...."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "who is Jasi?"; mes "Your.... lover?"; next; @@ -1512,7 +1512,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "Jasi is......"; mes "the great moon."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The moon?"; mes "Maybe... are you talking about the moon from the story?"; next; @@ -1520,14 +1520,14 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "Yeah!"; mes "Dear Jasi is from the moon from the sky!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Why are you thinking like that?"; next; mes "[Jasira]"; mes "Cuz' Jasi is really gorgeous and the most important thing is he is taking care of the water lily in Brasilis."; next; emotion e_omg,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Brasilis water lily??!!"; mes "Isn't it the uniqe flower?"; next; @@ -1536,7 +1536,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "But around Jasi there are lots of water lilies."; mes "That's why I believe Jasi is the moon."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Where is Jasi?"; next; mes "[Jasira]"; @@ -1552,39 +1552,39 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "Since I came back home, my parents punished me."; mes "I can understand why they are worrying but i missed Jasi a lot!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Why don't you meet him after recovering your strength?"; next; mes "[Jasira]"; mes "................."; mes "I wanna see him right now..."; next; - if(select("Help Jasira.:Ignore her.") == 2) { - mes "["+strcharinfo(0)+"]"; + if(select("Help Jasira.", "Ignore her.") == 2) { + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sorry I can't help you. Cheer up!"; next; mes "[Jasira]"; mes "Crying........"; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Jasira I came here to find the Brasilis water lily."; mes "Don't you think fate has brought us together?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "If you tell me how to find Jasi, I can help you."; next; mes "[Jasira]"; mes "Really? But I don't know exactly how to get there. I was just wandering around when I met him."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Can't you remember anything?"; mes "If you know something you've gotta tell me."; next; mes "[Jasira]"; mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Good, that's better than nothing! I will look for a similar place."; next; mes "[Jasira]"; @@ -1618,7 +1618,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "Did you talk about me?"; mes "You didn't? Uh? Stupid! Gosh~!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey girl~ you've got a short temper."; mes "I did see him and I talked about you!"; next; @@ -1627,7 +1627,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "What did he say?"; mes "Does he remember me?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That you have a really good heart~"; mes "I told him that you will try to meet him when your condition gets better."; next; @@ -1635,7 +1635,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "Yeahhhhh!!"; mes "Thank you! You are more reliable than I thought you would be."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Anyway, I'm looking for a fruit that's brown and has a hard shell."; mes "It has juice inside and can be used as a cup to drink out of."; next; @@ -1643,7 +1643,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "Duh! You mean a coconut right?!"; mes "They're everywhere here in Brasilis."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Thanks Jasira!"; brazil_regia = 6; changequest 2204,2205; @@ -1667,7 +1667,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "Gosh! Gosh!!!"; mes "Kkkkkaaaaa - !!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Thanks to you, I was able to get a flower."; mes "Thanks a lot!!"; next; @@ -1720,7 +1720,7 @@ bra_dun02,67,205,5 script Recluse#bra 4_M_BRZ_JACI,3,3,{ mes "[Recluse]"; mes "Oh, I haven't seen another person in such a long time."; next; - if(select("Keep going.:Are you the moon?") == 1) { + if(select("Keep going.", "Are you the moon?") == 1) { mes "[Recluse]"; mes "You don't have specific business with me."; close; @@ -1736,7 +1736,7 @@ bra_dun02,67,205,5 script Recluse#bra 4_M_BRZ_JACI,3,3,{ mes "[Jasi]"; mes "My family has taken care of the water lily calmly to prevent harm from people's hand or monsters."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Do you remember a girl named Jasi."; next; mes "[Jasi]"; @@ -1744,7 +1744,7 @@ bra_dun02,67,205,5 script Recluse#bra 4_M_BRZ_JACI,3,3,{ mes "Ah!! a hurry scurry girl. "; mes "Gosh.. I was in trouble due to that girl."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Trouble?"; next; mes "[Jasi]"; @@ -1754,7 +1754,7 @@ bra_dun02,67,205,5 script Recluse#bra 4_M_BRZ_JACI,3,3,{ mes "I was barely able to calm down and send her to the village."; mes "My life is that water lily so I didn't want anything embarrassing to happen."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This is a gift from Jasira to say sorry for that time."; mes "She is really sad that can't come here by herself due to private difficulties."; next; @@ -1771,7 +1771,7 @@ bra_dun02,67,205,5 script Recluse#bra 4_M_BRZ_JACI,3,3,{ mes "[Jasi]"; mes "Anyway is that all the business you have with me?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Umm honestly I was wondering to find water lily and met you by coincidence. Jasira told me her sad story so that's what led me here."; next; mes "[Jasi]"; @@ -1803,7 +1803,7 @@ bra_dun02,67,205,5 script Recluse#bra 4_M_BRZ_JACI,3,3,{ mes "Did you find the fruit?"; mes "Oh right this is....?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It's called a 'coconut'."; next; mes "[Jasi]"; @@ -1843,21 +1843,21 @@ bra_dun02,71,200,3 script Water lily#bra HIDDEN_NPC,{ if (brazil_regia == 4) { mes "An unusual Water lily is blooming here. You can't stop staring at it, knowing that few people have seen this flower bloom."; next; - if(select("Pick up the flower.:Keep gazing.") == 2) { + if(select("Pick up the flower.", "Keep gazing.") == 2) { mes "- You can't avoid staring at it's beauty. -"; close; } mes "[Jasi]"; mes "Uh! What are you doing??!!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "There is a person who really needs this flower, can I just take one of 'em?"; next; mes "[Jasi]"; mes "As I said earlier, I am the guardian of this water lily."; mes "I can't just stand by here and watch you pluck even a single flower from it."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey man~ I brought these delicious fruits for you... try it! They are really well matured and fresh bananas."; next; if (countitem(Banana) < 10) { @@ -1875,7 +1875,7 @@ bra_dun02,71,200,3 script Water lily#bra HIDDEN_NPC,{ next; mes "- munch -"; mes "- mumble mumble mumble -"; - specialeffect EF_POTION7,AREA,"Recluse#bra"; + specialeffect(EF_POTION7, AREA, getnpcid(0, "Recluse#bra")); next; mes "[Jasi]"; mes "Uh, this taste... is!"; @@ -1895,13 +1895,13 @@ bra_dun02,71,200,3 script Water lily#bra HIDDEN_NPC,{ mes "But rules are rules!"; mes "I must do my duty."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Please! I just need one flower~ What can I do to convince you?"; next; mes "[Jasi]"; mes "Rules are rules, what do you want from me?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Didn't that banana remind you of your childhood? What can I get for you?"; next; mes "[Jasi]"; @@ -1918,7 +1918,7 @@ bra_dun02,71,200,3 script Water lily#bra HIDDEN_NPC,{ brazil_regia = 5; changequest 2203,2204; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok so I have to bring 5 fruits with hard shells."; mes "Hmm what is it?"; close; @@ -2022,7 +2022,7 @@ brasilis,185,246,5 script Pedro#bra 1_M_SIZ,{ mes "[Daniel]"; mes "kkkickkkkkkkk"; next; - if(select("Walk by.:Ask about the gossip.") == 1) { + if(select("Walk by.", "Ask about the gossip.") == 1) { mes "[Fabio]"; mes "Mariana~ smells~ Nya nya~"; next; @@ -2234,12 +2234,12 @@ bra_in01,149,184,3 script Door#bra CLEAR_NPC,{ if (brazil_ghost > 0) { mes "- A key is inserted in the locked door.-"; next; - switch(select("Turn the key.:Ignore it.")) { + switch(select("Turn the key.", "Ignore it.")) { case 1: mes "You start saying the first line of the magic words."; input .@input$; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes .@input$; next; .@braspell$ = "Mother the door won't open!"; @@ -2253,7 +2253,7 @@ bra_in01,149,184,3 script Door#bra CLEAR_NPC,{ mes "[Sobbing Voice]"; mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'"; next; - switch(select("Open the door:Knock on the door.:Turn the key.:Take the key out.")) { + switch(select("Open the door", "Knock on the door.", "Turn the key.", "Take the key out.")) { case 1: mes "The door is locked."; mes "So nothing happens."; @@ -2281,7 +2281,7 @@ bra_in01,149,184,3 script Door#bra CLEAR_NPC,{ mes "^FF0000kkkkhee- hihihihi!!!^000000"; mes "You hear water flushing."; next; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); mes "Faint laughing can be heard off in the direction of the toilet."; brazil_ghost = 3; changequest 2208,60351; @@ -2324,10 +2324,10 @@ bra_in01,144,187,3 script Toilet#bra CLEAR_NPC,{ mes "- Looks like an ordinary toilet -"; next; if (brazil_ghost > 6) { - switch(select("Flush the toilet.:Doing nothing.")) { + switch(select("Flush the toilet.", "Doing nothing.")) { case 1: mes "After flushing the toilet, you suddenly feel dizzy and are suddenly swept away somewhere."; - specialeffect2 EF_WATERFALL_SMALL_T2_90; + specialeffect(EF_WATERFALL_SMALL_T2_90, AREA, playerattached()); close2; warp "bra_in01",206,102; end; @@ -2336,12 +2336,12 @@ bra_in01,144,187,3 script Toilet#bra CLEAR_NPC,{ close; } } - switch(select("Use the toilet:Ignore.")) { + switch(select("Use the toilet", "Ignore.")) { case 1: mes "- What was the second line to that spell now? -"; input .@input$; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes .@input$; next; .@braspell$ = "Mother the water is flooding!"; @@ -2355,7 +2355,7 @@ bra_in01,144,187,3 script Toilet#bra CLEAR_NPC,{ mes "[Sobbing Voice]"; mes "^FF0000If the moon disappears 3 times... don't worry.....^000000"; next; - switch(select("Flush the toilet.:Close the lid.")) { + switch(select("Flush the toilet.", "Close the lid.")) { case 1: mes "How many times should I flush?"; input .@input,0,999; @@ -2371,7 +2371,7 @@ bra_in01,144,187,3 script Toilet#bra CLEAR_NPC,{ mes "^FF0000kkkkhee- hihihihi!!!^000000"; mes "Suddenly the sink sounds like water is flowing freely from it."; next; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); mes "Faint laughing can be heard off in the direction of the faucet."; brazil_ghost = 4; changequest 60351,60352; @@ -2409,12 +2409,12 @@ bra_in01,134,189,3 script Faucet#bra CLEAR_NPC,{ if (brazil_ghost > 0) { mes "- It seems like an ordinary faucet -"; next; - switch(select("Examine it.:Ignore.")) { + switch(select("Examine it.", "Ignore.")) { case 1: mes "- What was the next line to that spell now? -"; input .@input$; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes .@input$; next; .@braspell$ = "Mother the drought has started!"; @@ -2428,7 +2428,7 @@ bra_in01,134,189,3 script Faucet#bra CLEAR_NPC,{ mes "[Sobbing Voice]"; mes "^FF0000Don't worry... the waterfall will help it....^000000"; next; - switch(select("Tap on the faucet.:Turn on the water.")) { + switch(select("Tap on the faucet.", "Turn on the water.")) { case 1: mes "How many times will you tap the faucet?"; input .@input,0,999; @@ -2450,7 +2450,7 @@ bra_in01,134,189,3 script Faucet#bra CLEAR_NPC,{ mes "^FF0000kkkkhee- hihihihi!!!^000000"; mes "You see the carpet move."; next; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); mes "Faint laughing can be heard off in the direction of the carpet."; brazil_ghost = 5; changequest 60352,60353; @@ -2484,12 +2484,12 @@ bra_in01,138,184,3 script Carpet#bra CLEAR_NPC,{ if (brazil_ghost > 0) { mes "- A carpet with an intricate pattern on it -"; next; - switch(select("Examine it.:Ignore.")) { + switch(select("Examine it.", "Ignore.")) { case 1: mes "- What was the next line to that spell now? -"; input .@input$; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes .@input$; next; .@braspell$ = "Mother where are my friends?"; @@ -2503,7 +2503,7 @@ bra_in01,138,184,3 script Carpet#bra CLEAR_NPC,{ mes "[Sobbing Voice]"; mes "^FF0000your 7 friends....are...sleeping... now it...'s time ....to wake them........^000000"; next; - switch(select("Jump on the carpet.:Lie on the carpet.:Shake the carpet.")) { + switch(select("Jump on the carpet.", "Lie on the carpet.", "Shake the carpet.")) { case 1: mes "How many times should I jump?"; input .@input,0,999; @@ -2532,7 +2532,7 @@ bra_in01,138,184,3 script Carpet#bra CLEAR_NPC,{ mes "[Distant Sound]"; mes "^FF0000kkkkhee- hihihihi!!!^000000"; next; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); mes "Faint laughing can be heard off in the direction of the mirror."; brazil_ghost = 6; changequest 60353,60354; @@ -2566,12 +2566,12 @@ bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{ if (brazil_ghost > 0) { mes "- You can see a clean mirror without any marks or dust -"; next; - switch(select("Examine it.:Ignore.")) { + switch(select("Examine it.", "Ignore.")) { case 1: mes "- What was the next line to that spell now? -"; input .@input$; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes .@input$; next; .@braspell$ = "Where are you mom?"; @@ -2594,7 +2594,7 @@ bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{ enablenpc "Ghost#bra"; next; emotion e_omg,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The stories about the ghost are true~!"; next; mes "[Ghost]"; @@ -2616,7 +2616,7 @@ bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{ mes "[Ghost]"; mes "^FF0000Come on help mom.....^000000"; next; - switch(select("Take the eye bandage off.:Run away~.")) { + switch(select("Take the eye bandage off.", "Run away~.")) { case 1: while(1) { .@cpudice = rand(1,6); @@ -2628,7 +2628,7 @@ bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{ } } if (.@cpudice > .@pcdice) { - specialeffect2 EF_DEVIL; + specialeffect(EF_DEVIL, AREA, playerattached()); mes "[Ghost]"; mes "^FF0000Go away!^000000"; brazil_ghost = 1; @@ -2702,7 +2702,7 @@ bra_in01,7,181,5 script Curator#bra 4_M_BRZ_MAN2,{ mes "Sorry we are remodeling inside right now so, it's closed."; mes "Please use the other one."; next; - switch(select("But I forgot something inside.:Give up.")) { + switch(select("But I forgot something inside.", "Give up.")) { case 1: mes "[Curator]"; mes "That's tooooo bad."; @@ -2743,7 +2743,7 @@ bra_in01,7,181,5 script Curator#bra 4_M_BRZ_MAN2,{ mes "Sorry we are remodeling inside right now so, it's closed."; mes "Please use the other one."; next; - switch(select("But I forgot something inside.:Give up.")) { + switch(select("But I forgot something inside.", "Give up.")) { case 1: mes "[Curator]"; mes "That's tooooo bad."; @@ -2832,7 +2832,7 @@ bra_fild01,323,136,1 script Pipe#brafild CLEAR_NPC,{ if (brazil_ghost > 6) { mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle."; next; - switch(select("Examine it:Ignore.")) { + switch(select("Examine it", "Ignore.")) { case 1: mes "You swim through a gap in the pipe and are swept by a sudden rush of water."; close2; @@ -2937,7 +2937,7 @@ brasilis,315,334,5 script Shaman#nk 4_F_BRZ_INDOLD,{ mes "materials as before..."; mes "I need your power."; next; - switch(select("No.:Okay, I'll do it.")) { + switch(select("No.", "Okay, I'll do it.")) { case 1: mes "[Anori]"; mes "This, ah..."; @@ -2976,7 +2976,7 @@ brasilis,315,334,5 script Shaman#nk 4_F_BRZ_INDOLD,{ mes "Could you listen to my stories for a moment."; mes "There's an emergency in our tribe."; next; - if(select("No.:Okay.") == 1) { + if(select("No.", "Okay.") == 1) { mes "[Anori]"; mes "You are a heartless person..."; mes "You don't seem the helpful type."; @@ -3011,7 +3011,7 @@ brasilis,315,334,5 script Shaman#nk 4_F_BRZ_INDOLD,{ mes "the purification potion."; mes "Could you do that for me?"; next; - switch(select("No.:Yes, I can.")) { + switch(select("No.", "Yes, I can.")) { case 1: mes "[Anori]"; mes "Hm..."; @@ -3057,10 +3057,10 @@ brasilis,315,334,5 script Shaman#nk 4_F_BRZ_INDOLD,{ bra_dun02,157,74,5 script Iara#nk 4_F_BRZ_WOMAN,2,2,{ if (countitem(Puri_Potion) > 0) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Should I use a Purification Potion?"; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: specialeffect EF_MAPPILLAR; mes "[Iara]"; @@ -3099,7 +3099,7 @@ bra_dun02,157,74,5 script Iara#nk 4_F_BRZ_WOMAN,2,2,{ mes "Leave now while you are safe."; close; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(I guess I should ignore her.)"; close; } @@ -3114,7 +3114,7 @@ bra_dun02,157,74,5 script Iara#nk 4_F_BRZ_WOMAN,2,2,{ else sc_start SC_CONFUSION,60000,0; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ugh! What's this strange voice?"; close; } @@ -3131,7 +3131,7 @@ OnTouch: else sc_start SC_CONFUSION,60000,0; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ugh! What's this strange voice?"; close; } @@ -3146,11 +3146,11 @@ bra_fild01,188,301,5 script Native Warrior#nk 4_M_BRZ_INDIAN,{ mes "When will she come out of the waterfall again...?"; next; if (questprogress(4133) || questprogress(4134)) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(Wh...what's this guy?)"; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(This guy will never"; mes "get over Iara's curse...)"; } diff --git a/npc/re/quests/quests_dewata.txt b/npc/re/quests/quests_dewata.txt index 5ec38165d..ef1352e1e 100644 --- a/npc/re/quests/quests_dewata.txt +++ b/npc/re/quests/quests_dewata.txt @@ -117,7 +117,7 @@ dew_in01,22,48,3 script Sage Kasyapa#dew 4_M_DEWZATIMAN,{ mes "that you have something to say"; mes "you might as well tell me what it is."; next; - if(select("I overheard talk about a crown?:Just looking for the gift shop.") == 2) { + if(select("I overheard talk about a crown?", "Just looking for the gift shop.") == 2) { mes "[Tribal Chief Paiko]"; mes "Really?"; mes "It looked as if your eyes"; @@ -135,7 +135,7 @@ dew_in01,22,48,3 script Sage Kasyapa#dew 4_M_DEWZATIMAN,{ mes "that you are a trustworthy sort... but..."; next; mes "There is a brief twinkling of light ^0000FFKasyapa^000000 all of sudden seems to be taken aback."; - specialeffect2 EF_PNEUMA; + specialeffect(EF_PNEUMA, AREA, playerattached()); next; mes "[Sage Kasyapa]"; mes "Ah, the feather......!"; @@ -210,7 +210,7 @@ dew_in01,22,48,3 script Sage Kasyapa#dew 4_M_DEWZATIMAN,{ mes "[Sage Kasyapa]"; mes "The reason I asked you to embark on this important mission is because of this feather."; mes "Handed down from generation to generation the legendary origin of the crown is this feather..."; - specialeffect2 EF_PNEUMA; + specialeffect(EF_PNEUMA, AREA, playerattached()); next; mes "[Sage Kasyapa]"; mes "I saw this feather begin to shine when you came here."; @@ -249,7 +249,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ mes "from another land."; mes "What brings you here?"; next; - if(select("I overheard the story by accident:I have nothing to say.") == 2) { + if(select("I overheard the story by accident", "I have nothing to say.") == 2) { mes "[Tribal Chief Paiko]"; mes "You are wasting your time here."; mes "There are many other attractions around our village."; @@ -297,7 +297,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ mes "Do you think you can help?"; mes "Your efforts will not go unrewarded."; next; - if(select("Ok, I will help:I am sorry, I cannot help now.") == 2) { + if(select("Ok, I will help", "I am sorry, I cannot help now.") == 2) { mes "[Tribal Chief Paiko]"; mes "That's really sad."; mes "If you ever change"; @@ -338,7 +338,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ mes "Alright, let me begin crafting the ^006400Jaty Crown^000000 I feel that I am ready."; next; mes "Suddenly, a large noise begins to boom as you and ^0000FFPaiko^000000 are surrounded by warm and bright sparkling energy like a thousand tinkling fireflies."; - specialeffect2 EF_BASH3D2; + specialeffect(EF_BASH3D2, AREA, playerattached()); close; } else if (dew_legend == 6) { mes "[Tribal Chief Paiko]"; @@ -377,7 +377,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ mes "[Tribal Chief Paiko]"; mes "Are you up for a short delivery job?"; next; - if(select("Of course, I can help:Sorry, I am too busy to help.") == 2) { + if(select("Of course, I can help", "Sorry, I am too busy to help.") == 2) { mes "[Tribal Chief Paiko]"; mes "I believed you would definitely help me..."; mes "It's a little disappointing."; @@ -515,7 +515,7 @@ L_Delivery: mes "Anything go wrong?"; } next; - switch(select("I ate them all.:Deliver to whom.:Nothing.")) { + switch(select("I ate them all.", "Deliver to whom.", "Nothing.")) { case 1: mes "[Tribal Chief Paiko]"; mes "Huh... so you couldn't resist yourself, eh?"; @@ -635,7 +635,7 @@ dewata,235,56,4 script Gatekeeper of Krakatau#1 4_M_DEWOLDMAN,{ next; if (dew_legend == 13 && countitem(Satay)) .@menu$ = ":^0000FFTribal Chief Paiko^000000"; - switch(select("Allow me through:I don't want to go in"+.@menu$)) { + switch(select("Allow me through", "I don't want to go in"+.@menu$)) { case 1: if (dew_legend < 8) { mes "[Gatekeeper of Krakatau Volcano]"; @@ -700,7 +700,7 @@ dew_dun01,292,164,4 script Gatekeeper of Krakatau#2 4_M_DEWZATIMAN,{ mes "Want to go back"; mes "to Dewata?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: close2; warp "dewata",232,53; @@ -845,7 +845,7 @@ dewata,109,262,4 script Memo#dew_drink 4_M_DEWOLDMAN,{ mes "[Memo]"; mes "Ah, right! Are you busy now?"; next; - if(select("Sorry, I am busy.:No, I am not busy.") == 1) { + if(select("Sorry, I am busy.", "No, I am not busy.") == 1) { mes "[Memo]"; mes "Hmm, I have no choice."; mes "You don't care that others are in trouble. What has this world come to?"; @@ -992,9 +992,9 @@ dewata,109,262,4 script Memo#dew_drink 4_M_DEWOLDMAN,{ .@j |= (1<<.@i); if (.@j == 0) { mes "[Memo]"; - mes strcharinfo(0)+", to what do I owe the pleasure?"; + mes strcharinfo(PC_NAME)+", to what do I owe the pleasure?"; next; - switch(select("Just came by to say hello.:I will help you.")) { + switch(select("Just came by to say hello.", "I will help you.")) { case 1: mes "[Memo]"; mes "I guess you are busy."; @@ -1276,7 +1276,7 @@ dew_fild01,114,275,4 script Lero#dew_drink 4_M_DEWMAN,{ mes "What did Mr. Memo say?"; emotion e_what; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; emotion e_loud,1; mes "... ... ... ..."; next; @@ -1457,7 +1457,7 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ close; } else if (dew_drink == 10) { mes "[Poby]"; - mes "Oh! "+strcharinfo(0)+", we meet again. What's going on?"; + mes "Oh! "+strcharinfo(PC_NAME)+", we meet again. What's going on?"; if (questprogress(5047)) .@count = 10; @@ -1490,11 +1490,11 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ getitem Palm_O,.@new_count; next; mes "[Poby]"; - mes "Please~ "+strcharinfo(0)+"."; + mes "Please~ "+strcharinfo(PC_NAME)+"."; close; } next; - switch(select("Why'd you come here?:I want to know how to get fruit.")) { + switch(select("Why'd you come here?", "I want to know how to get fruit.")) { case 1: mes "[Poby]"; mes "I'm taking a walk because I think it will make my back ache less."; @@ -1543,7 +1543,7 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ mes "What do you want to do?"; } next; - switch(select("Shake the tree:Kick the tree")) { + switch(select("Shake the tree", "Kick the tree")) { case 1: specialeffect EF_HITLINE2; .@message$ = "As you shake the palm tree..."; @@ -1587,7 +1587,7 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ case 14: case 16: case 20: - specialeffect2 EF_BASH; + specialeffect(EF_BASH, AREA, playerattached()); if (isequipped(5009)) { //Safety_Helmet mes "something falls on your head, but since you're wearing a Safety Helmet you're safe and sound."; emotion e_no1,1; @@ -1596,7 +1596,7 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ mes "something smashes down on your head, right where that soft spot is, $#*@! that's a one in a million shot."; percentheal -30,0; close2; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; warp "dew_fild01",371,211; end; } @@ -1619,14 +1619,14 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ break; } close2; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); stopnpctimer; end; OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); initnpctimer; end; OnTimer60000: @@ -1634,10 +1634,10 @@ OnTimer180000: OnTimer120000: OnTimer240000: if(rand(2)) - donpcevent strnpcinfo(0)+"::OnEnable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnEnable"; end; OnTimer300000: - donpcevent strnpcinfo(0)+"::OnEnable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnEnable"; end; } dew_fild01,247,62,0 duplicate(DewataPalm) Palm Tree#drink01 CLEAR_NPC @@ -1696,7 +1696,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ } if (dew_weapon == 0) { mes "[Gatti]"; - mes "Hey there, young "+((Sex)?"man":"lady")+"~ Are you from around here?"; + mes "Hey there, young "+ (Sex == SEX_MALE ? "man" : "lady") +"~ Are you from around here?"; next; select("No, I'm not."); mes "[Gatti]"; @@ -1708,7 +1708,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ next; input .@island_name$; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It's called "+ .@island_name$ +". What's wrong?"; next; if (.@island_name$ == "Dewata Island") { @@ -1748,13 +1748,13 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "I found a mysterious Weapon blueprint, but I don't remember exactly when I acquired it."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Weapon Blueprint?"; next; mes "[Gatti]"; mes "Yes! I traveled all around to find the materials for the weapon, but..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "But?"; next; mes "[Gatti]"; @@ -1766,7 +1766,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "I don't know why somebody put such an important thing in fine print. Anyway, after reading that, I invested all my fortunes to find that Island."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh... Is that so?"; next; mes "[Gatti]"; @@ -1776,7 +1776,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "Last week was so hard, but you saved me by telling me this is Dewata Island."; mes "Thank you for telling me, and thank you for passing here at just the right time."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Uh... No problem."; next; mes "[Gatti]"; @@ -1792,7 +1792,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "Ah! the material that I am looking for is Comodo Leather."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Comodo Leather?"; next; mes "[Gatti]"; @@ -1801,7 +1801,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "In order to fight the Comodo Dragon, you have to get recognized by the natives. I assume it'll be hard to get the recognition."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Of course, it must be..."; next; mes "[Gatti]"; @@ -1812,7 +1812,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ end; } mes "[Gatti]"; - if(Sex == 0) + if (Sex == SEX_FEMALE) mes "Lady, you possess a strong energy."; else mes "You possess a strong energy."; @@ -1857,7 +1857,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ next; mes "[Gatti]"; mes "Oh yes! Finally."; - if (Sex == 0) + if (Sex == SEX_FEMALE) mes "Lady, you also possess a strong energy."; else mes "You also possess a strong energy."; @@ -1930,7 +1930,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ dew_weapon = 5; close; } else if (dew_weapon == 5) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well... Gatti?"; next; mes "[Gatti]"; @@ -1942,7 +1942,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes ".... .... .... ...."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hilt?"; next; mes "[Gatti]"; @@ -1953,7 +1953,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "I tried making it like what's written in the blueprint, but I need more material."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Really?"; next; mes "[Gatti]"; @@ -2002,7 +2002,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "Great! We have enough. Wait a little."; next; - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); next; emotion e_swt2; next; @@ -2024,9 +2024,9 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ close; } else if (dew_weapon >= 7) { mes "[Gatti]"; - mes "You're "+strcharinfo(0)+","; + mes "You're "+strcharinfo(PC_NAME)+","; mes "So, how's the Caress that I made you?"; - switch(select("It's great!:I need another Caress.:Can I make it stronger?")) { + switch(select("It's great!", "I need another Caress.", "Can I make it stronger?")) { case 1: mes "[Gatti]"; mes "Yes, yes of course it's great."; @@ -2046,7 +2046,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "You have all the materials. Wait just a little."; next; - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); next; emotion e_swt2; next; @@ -2080,7 +2080,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ case 3: mes "[Gatti]"; mes "So, you want to reinforce your weapon? The weapon gets broken from time to time during the process, but it doesn't happen that often."; - if(select("Please reinforce the weapon.:May be next time.") == 2) { + if(select("Please reinforce the weapon.", "May be next time.") == 2) { mes "[Gatti]"; mes "Whenever you want to reinforce the Caress, just bring me the Caress and 100,000 zeny."; close; @@ -2100,7 +2100,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "^FF0000Third!^009977 Sometimes reinfocing fails. The weapon doesn't get destroyed everytime you fail. However you should know that the weapon gets destroyed from time to time if you fail.^000000"; next; - if(select("Please reinforce the weapon.:Maybe next time.") == 2) { + if(select("Please reinforce the weapon.", "Maybe next time.") == 2) { mes "[Gatti]"; mes "Whenever you want to reinforce the Caress, just bring me the Caress and 100,000 zeny."; close; @@ -2113,7 +2113,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "You don't have all the materials. It's impossible to reinforce if you don't have them all. If you want to reinforce, bring 100,000 zeny and 1 Caress."; close; } - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); progressbar "0xFFFF00",3; Zeny -= 100000; diff --git a/npc/re/quests/quests_dicastes.txt b/npc/re/quests/quests_dicastes.txt index 3c348aff0..817b4780d 100644 --- a/npc/re/quests/quests_dicastes.txt +++ b/npc/re/quests/quests_dicastes.txt @@ -52,16 +52,16 @@ manuk,321,182,5 script Entrance Manager#ep133 4_MAN_GALTUN,{ if (!isequipped(2782)) { mes "[Average Galten]"; - mes "¢¤¡ð¡ú? ¢£ ¡ù¡ð..."; - mes "¡ï¡ò¡Ð ¢¤ ?"; - mes "¡ñ¡ï..?"; + mes sprintf("¢¤¡ð¡ú? ¢£ ¡ù¡ð..."); + mes sprintf("¡ï¡ò¡Ð ¢¤ ?"); + mes sprintf("¡ñ¡ï..?"); close; } if (ep13_3_invite >= 4) { mes "[Entrance Manager]"; mes "Are you visiting the capital city, El Dicastes?"; next; - if(select("Yes.:No.") == 2) { + if(select("Yes.", "No.") == 2) { mes "[Entrance Manager]"; mes "Then use the tunnel next time."; close; @@ -81,7 +81,7 @@ manuk,321,182,5 script Entrance Manager#ep133 4_MAN_GALTUN,{ dic_dun01,266,113,5 script Curious Sapha#ep13_3_ 4_MAN_BENKUNI,{ if (!isequipped(2782)) { mes "[Curious Sapha]"; - mes "¡ö¡ñ¡Ð ¡ò ¡õ?"; + mes sprintf("¡ö¡ñ¡Ð ¡ò ¡õ?"); next; mes "- Cannot understand a word. -"; close; @@ -89,7 +89,7 @@ dic_dun01,266,113,5 script Curious Sapha#ep13_3_ 4_MAN_BENKUNI,{ mes "[Curious Sapha]"; mes "Hello?"; next; - switch(select("What are you doing here?:Buy research items.:Hello!:I want to help your research.")) { + switch(select("What are you doing here?", "Buy research items.", "Hello!", "I want to help your research.")) { case 1: mes "[Curious Sapha]"; mes "Do you see that dirty vigilante over there?"; @@ -146,7 +146,7 @@ dic_dun01,266,113,5 script Curious Sapha#ep13_3_ 4_MAN_BENKUNI,{ mes "[Curious Sapha]"; mes "Will you buy "+.@input+"?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Curious Sapha]"; mes "You changed your mind?"; close; @@ -204,11 +204,11 @@ sec_in02,16,43,5 script Scaraba Dungeon Entrance 4_MAN_BENKUNI,{ //== Vigilantes ============================================ - script Vigilante#main FAKE_NPC,{ - if (compare(strnpcinfo(0),"ep133_26")) { + if (compare(strnpcinfo(NPC_NAME),"ep133_26")) { if (!isequipped(2782)) { mes "[Vigilante]"; - mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; - mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; + mes sprintf("¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"); + mes sprintf("¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."); next; mes "The Vigilante says something and then shakes his head."; mes "Looks like a negative reaction from the looks of his firm pose holding his shield in front of him."; @@ -218,7 +218,7 @@ sec_in02,16,43,5 script Scaraba Dungeon Entrance 4_MAN_BENKUNI,{ mes "Manuk is just before us."; mes "Are you heading to Manuk?"; next; - if (select("Yes.:No.") == 1) { + if (select("Yes.", "No.") == 1) { mes "[Vigilante]"; mes "I will send you to Manuk."; close2; @@ -231,9 +231,9 @@ sec_in02,16,43,5 script Scaraba Dungeon Entrance 4_MAN_BENKUNI,{ } if (!isequipped(2782)) { mes "[Vigilante]"; - mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; - mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; - mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..! "; + mes sprintf("¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"); + mes sprintf("¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."); + mes sprintf("¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..! "); next; mes "Cannot communicate with him."; close; @@ -247,7 +247,7 @@ sec_in02,16,43,5 script Scaraba Dungeon Entrance 4_MAN_BENKUNI,{ mes "[Vigilante]"; mes "Do you need something from the cave?"; next; - if (select("Yes.:No.") == 1) { + if (select("Yes.", "No.") == 1) { mes "[Vigilante]"; mes "Be careful."; close2; @@ -267,8 +267,8 @@ dic_dun01,30,216,5 duplicate(Vigilante#main) Vigilante#ep133_26 4_MAN_GALTUN1 dic_dun01,284,102,5 script Dirty Vigilante#ep13_3 4_MAN_GALTUN,{ if (!isequipped(2782)) { mes "[Vigilante]"; - mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û."; - mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..! "; + mes sprintf("¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û."); + mes sprintf("¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..! "); next; mes "Cannot understand a word."; close; @@ -283,12 +283,12 @@ dic_dun01,284,102,5 script Dirty Vigilante#ep13_3 4_MAN_GALTUN,{ mes "[Vigilante]"; mes "Do you need something from the cave?"; next; - if (select("Yes.:No.") == 1) { + if (select("Yes.", "No.") == 1) { mes "[Vigilante]"; mes "Ewww, what's this smell?"; mes "Be careful. The smell from the Scaraba Secretion was picked up by other Scarabas."; next; - if (select("Enter after spraying perfume.:Do not enter because it's dangerous.") == 1) { + if (select("Enter after spraying perfume.", "Do not enter because it's dangerous.") == 1) { if (!countitem(Scaraba_Perfume)) { mes "- Your Scaraba Perfume disappeared. -"; close; @@ -348,11 +348,11 @@ OnTouch: mid_camp,218,250,3 script Suspicious Guy#ep133_ 4_M_ROKI,{ mes "[Suspicious Guy]"; mes "....."; - hideonnpc strnpcinfo(0); + hideonnpc strnpcinfo(NPC_NAME); close; OnInit: OnDisable: - hideonnpc strnpcinfo(0); + hideonnpc strnpcinfo(NPC_NAME); OnEnable: hideoffnpc "Suspicious Guy#ep133_"; end; @@ -361,8 +361,8 @@ OnEnable: - script Guard#ep133_11 4_MAN_GALTUN1,{ if (!isequipped(2782)) { mes "[Capital City Guard]"; - mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; - mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"; + mes sprintf("¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"); + mes sprintf("¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"); next; mes "- Cannot communicate with him. -"; close; @@ -405,7 +405,7 @@ OnEnable: mes "[Capital City Guard]"; mes "Are you returning to El Dicastes?"; next; - .@m = select("Yes. Going to the castle.:No.") - 1; + .@m = select("Yes. Going to the castle.", "No.") - 1; mes "[Capital City Guard]"; mes "Good luck."; close2; @@ -413,7 +413,7 @@ OnEnable: end; } mes "[Capital City Guard]"; - mes "Unknown situation occurred. Case " + strnpcinfo(2); + mes "Unknown situation occurred. Case " + strnpcinfo(NPC_NAME_HIDDEN); mes "Please inquiry with a GM."; close; } @@ -434,8 +434,8 @@ dic_in01,254,119,0 script Item Storage#01 CLEAR_NPC,{ mes "Insert Coins: Will you"; mes "put in 500 Zeny?"; next; - if(select("Use safe:No way.")==2) { - mes "["+strcharinfo(0)+"]"; + if(select("Use safe", "No way.")==2) { + mes "["+strcharinfo(PC_NAME)+"]"; mes "I will use it later."; close; } @@ -487,7 +487,7 @@ function script que_dic { } getexp getarg(2),0; erasequest getarg(1); - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); getitem 6304,1; close; } @@ -502,8 +502,8 @@ dic_in01,48,263,5 script Hunting Dept. 1 Manager 4_MAN_BENKUNI,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -557,7 +557,7 @@ dic_in01,48,263,5 script Hunting Dept. 1 Manager 4_MAN_BENKUNI,{ que_dic(0,12103,4000,.@s$); que_dic(0,12104,73000,.@s$); que_dic(0,12105,59000,.@s$); - mes "Um....." + strcharinfo(0) + ""; + mes "Um....." + strcharinfo(PC_NAME) + ""; mes "You will be in trouble if you lie about the request..."; close; } @@ -572,8 +572,8 @@ dic_in01,51,266,6 script Hunting Dept. 2 Manager 4_MAN_BENKUNI,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -626,7 +626,7 @@ dic_in01,51,266,6 script Hunting Dept. 2 Manager 4_MAN_BENKUNI,{ que_dic(0,12109,53000,.@s$); que_dic(0,12110,30000,.@s$); que_dic(0,12111,42000,.@s$); - mes "Umm.." + strcharinfo(0) + ""; + mes "Umm.." + strcharinfo(PC_NAME) + ""; mes "Please check your request history again. There is a discrepancy with our documents."; close; } @@ -641,8 +641,8 @@ dic_in01,51,270,7 script Supply Dept. 1 Manager 4_MAN_BENKUNI,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -712,8 +712,8 @@ dic_in01,48,273,1 script Supply Dept. 2 Manager 4_MAN_BENKUNI,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -754,7 +754,7 @@ dic_in01,48,273,1 script Supply Dept. 2 Manager 4_MAN_BENKUNI,{ mes "Let me check your records first."; next; mes "[Supply Dept. 2 Manager]"; - .@s$ = "" + strcharinfo(0) + ", you handle your requests quite well. You are not like the pub owner who just sends requests here every day."; + .@s$ = "" + strcharinfo(PC_NAME) + ", you handle your requests quite well. You are not like the pub owner who just sends requests here every day."; que_dic(1,12127,65300,6023,5,.@s$); que_dic(1,12128,65300,6020,21,.@s$); que_dic(1,12129,82800,1042,27,.@s$); @@ -779,8 +779,8 @@ dic_in01,43,273,1 script Transport Dept. 1 Mgr 4_MAN_BENKUNI,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -853,8 +853,8 @@ dic_in01,40,270,2 script Transport Dept. 2 Mgr 4_MAN_BENKUNI,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -921,8 +921,8 @@ dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -949,7 +949,7 @@ dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{ mes "[Papyrus]"; mes "We exchange 11 Sapha Certifications for 30 Unknown Relics. Do you want to exchange?"; next; - if (select("Next time:Exchange now") == 1) { + if (select("Next time", "Exchange now") == 1) { mes "[Papyrus]"; mes "Ok, have it your way. I'm here if you change your mind"; close; @@ -966,7 +966,7 @@ dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{ mes "You've found an Unknown Relic."; mes "Do you want to exchange it with for 1 Sapha Certification?"; next; - if (select("Next time:Exchange now") == 1) { + if (select("Next time", "Exchange now") == 1) { mes "[Papyrus]"; mes "Ok, have it your way. I'm here if you change your mind"; close; @@ -980,7 +980,7 @@ dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{ mes "[Papyrus]"; mes "How can I help you? "; next; - switch (select("What is this place for? :How do I view documents?:What is an Unknown Relic? ")) { + switch (select("What is this place for? ", "How do I view documents?", "What is an Unknown Relic? ")) { case 1: mes "[Papyrus]"; mes "This is an important place where data of various relics collected, since our ancient forefathers, are kept."; @@ -1043,7 +1043,7 @@ dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{ mes "Ugh... feel dizzy from simply staring at the document. Will come back after cooling down"; close; } - specialeffect2 EF_DISPELL; + specialeffect(EF_DISPELL, AREA, playerattached()); progressbar "ffff00",4; .@doc = rand(1,70); if (.@doc > 50 && .@doc <= 60) { @@ -1115,7 +1115,7 @@ dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{ mes "^660066"+getarg(3)+"^000000"; next; mes "You've found a document about ^990099"+getarg(1)+"^000000. Check for details in the ^800080Quest Window^000000."; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); setquest getarg(0); close; } @@ -1131,17 +1131,17 @@ function script unknown_d { mes "You see some traces of digging."; close; } - specialeffect2 EF_SPRINKLESAND; - specialeffect2 EF_BEGINSPELL_N1; + specialeffect(EF_SPRINKLESAND, AREA, playerattached()); + specialeffect(EF_BEGINSPELL_N1, AREA, playerattached()); progressbar "ffff00",4; erasequest getarg(0); mes "You were able to find information on the "+getitemname(getarg(1))+"."; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); getitem getarg(1),rand(1,4); if (!rand(2)) { next; mes "In addition, you've obtained an unknown relic to report back to the Saphas."; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); getitem Unidentified_Relic,1; } close; @@ -1204,9 +1204,9 @@ cmd_fild08,324,163,0 script Stone Hearts CLEAR_NPC,{ unknown_d(12215,953); } dic_in01,138,225,3 script Diel Guard#ep133_19 4_MAN_GALTUN1,{ if (!isequipped(2782)) { mes "[Diel Guard]"; - mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; - mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; - mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"; + mes sprintf("¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"); + mes sprintf("¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."); + mes sprintf("¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"); next; mes "Cannot communicate with him."; close; @@ -1224,10 +1224,10 @@ dic_in01,138,225,3 script Diel Guard#ep133_19 4_MAN_GALTUN1,{ mes "Please stop."; mes "Only those with permission are allowed to enter."; next; - if (select("I have permission.:Go back.") == 1) { + if (select("I have permission.", "Go back.") == 1) { mes "[Diel Guard]"; mes "Wait..."; - mes strcharinfo(0) + "......ah... I see your name on the list."; + mes strcharinfo(PC_NAME) + "......ah... I see your name on the list."; mes "I'm sorry."; mes "Please go through."; close2; @@ -1243,7 +1243,7 @@ dic_in01,138,225,3 script Diel Guard#ep133_19 4_MAN_GALTUN1,{ } else if (ep13_3_secret > 13) { mes "[Diel Guard]"; - mes "Ah, you are " + strcharinfo(0) + ".."; + mes "Ah, you are " + strcharinfo(PC_NAME) + ".."; mes "I received an order from Ahat to let you through anytime."; mes "Please go up."; close2; @@ -1267,9 +1267,9 @@ dic_in01,242,182,0 script Elevator#5f_to_4f CLEAR_NPC,{ dic_in01,263,193,3 script Diel Guard#ep133_20 4_MAN_GALTUN,{ if (!isequipped(2782)) { mes "[Diel Guard]"; - mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; - mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; - mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"; + mes sprintf("¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"); + mes sprintf("¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."); + mes sprintf("¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"); next; mes "Cannot communicate with him."; close; @@ -1335,7 +1335,7 @@ OnTouch: mes "Hold up your head and come closer."; mes "Conversations are meant to have with eye contact."; next; - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),1; + cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),1; mes "You hold up your head at the sound of Ahat's voice"; mes "But you see a human in high-ranking Sapha clothing in front of you."; sc_end SC_BLIND; @@ -1375,9 +1375,9 @@ dic_in01,294,276,5 script Secret Adjutant#ep133_2 4_M_CATMAN2,{ mes ".. Hey, what are you talking about?"; mes "What do you want to say?"; next; - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2; mes "[Ahat]"; - mes "" + strcharinfo(0) + "...."; + mes "" + strcharinfo(PC_NAME) + "...."; mes "All you need to do is follow Cheshire's orders."; mes "Don't ask stupid questions. This is an order."; mes "Cheshire. continue."; @@ -1540,7 +1540,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ mes "Hold up your head and come closer."; mes "Conversations are meant to have with eye contact."; next; - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2; mes "You hold up your head at the sound of Ahat's voice"; mes "But you see a human in high-ranking Sapha clothing in front of you."; sc_end SC_BLIND; @@ -1550,12 +1550,12 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ close2; } else if (ep13_3_secret == 14) { - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2; mes "[Ahat]"; mes "Surprised?"; mes "Because I look like a human just like you?"; next; - select("You aren't a Sapha?:Human?!!!!!:Pretty..!!:So handsome..!"); + select("You aren't a Sapha?", "Human?!!!!!", "Pretty..!!", "So handsome..!"); mes "[Ahat]"; mes "Hahaha... that's fine."; mes "I understand you can't help being surprised at my appearance."; @@ -1586,7 +1586,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ mes "- Ahat seems to be casting a powerful spell."; mes "This might be his real ability. -"; next; - select("Stop that!:Demon go away!"); + select("Stop that!", "Demon go away!"); mes "[Ahat]"; mes ".. useless resistance..."; mes "But this is fun from time to time."; @@ -1651,13 +1651,13 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ mes "[Ahat]"; mes "Who is your master?"; next; - if (select("Pretend to be under the spell.:Well, you tell me") == 1) { + if (select("Pretend to be under the spell.", "Well, you tell me") == 1) { mes "- You start acting like you are hypnotized."; mes "Ahat looks satisfied. -"; next; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "You!!!"; mes "I'm in love!"; mes "I will die for you!"; @@ -1674,7 +1674,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ mes "[Ahat]"; mes "Who are you to me?"; next; - if (select("A foot stool!:Loyal servant.") == 1) { + if (select("A foot stool!", "Loyal servant.") == 1) { mes "[Ahat]"; mes "I don't need a foot stool."; mes "Let's talk after a minute."; @@ -1689,12 +1689,12 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ close2; } else if (ep13_3_secret == 15) { - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2; mes "[Ahat]"; mes "My loyal evil servant."; mes "Come closer."; next; - if (select("What am I doing?:Your wish is my command.") == 1) { + if (select("What am I doing?", "Your wish is my command.") == 1) { mes "[Ahat]"; mes "Aren't you stubborn."; mes "My spell doesn't work on you?"; @@ -1740,7 +1740,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ close2; } else if (ep13_3_secret == 16) { - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2; mes "[Ahat]"; mes "You must follow Cheshire's orders from now on."; mes "Go now."; @@ -1750,7 +1750,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ close2; } else if (ep13_3_secret == 17) { - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2; mes "[Ahat]"; mes "Cheshire's orders are important for future plans."; mes "Make no mistakes and never leave traces that may lead to me."; @@ -1758,7 +1758,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ close2; } else if (ep13_3_secret == 18) { - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2; mes "[Ahat]"; mes "Do you have something to say?"; mes "You've done well in the crack area."; @@ -1787,7 +1787,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ close2; } else { - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2; mes "[Ahat]"; mes "Follow Cheshire's orders for the time being and clear the area nearby the crack."; next; @@ -1804,8 +1804,8 @@ OnTouch: if (ep13_3_secret == 19) { if (!isequipped(2782)) { mes "[Quiet Voice]"; - mes "¡þ¡ù¡ó ¢¤¡ö¡ø...."; - mes "¡ò¡õ¡ú ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; + mes sprintf("¡þ¡ù¡ó ¢¤¡ö¡ø...."); + mes sprintf("¡ò¡õ¡ú ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."); } else { mes "[Quiet Voice]"; @@ -1821,15 +1821,15 @@ OnTouch: dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ if (!isequipped(2782)) { mes "[Jarute HesLanta]"; - mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; - mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; - mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"; + mes sprintf("¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"); + mes sprintf("¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."); + mes sprintf("¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"); next; mes "Cannot communicate with him."; mes "Sapha's minister looks hopeless."; mes "Gestures with an expression of abandonment."; next; - select("Is he asking me to leave?:Or doesn't have a clue on something?"); + select("Is he asking me to leave?", "Or doesn't have a clue on something?"); mes "I follow the gesture the minister did and then the minister sighs and nods her head."; close2; warp "dic_in01",144,188; @@ -1867,7 +1867,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "[HesLanta]"; mes "Jarute.. What did Ahat look like to you?"; next; - .@m = select("I don't understand your question.:My master.") - 1; + .@m = select("I don't understand your question.", "My master.") - 1; if (.@m) { mes "[HesLanta]"; mes "....huh....?"; @@ -1898,7 +1898,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "I will send you out"; next; select("I was joking before."); - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I want to know about Ahat too."; mes "I want to talk about him with you."; mes "But aren't you too defenseless while I'm talking like this?"; @@ -1949,8 +1949,8 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "Wait, that means you are under Ahat's spell...!!"; mes "Oh no!"; next; - select("No!:That's not it!"); - mes "[" + strcharinfo(0) + "]"; + select("No!", "That's not it!"); + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I'm not under the spell!"; mes "I only pretend that I am. I'm also investigating Ahat!"; next; @@ -1968,7 +1968,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "So everything started from the crack."; next; select("He is human."); - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "El Dicastes only recently allowed humans to visit."; mes "Why would a human take the place of a Sapha Jarute?"; next; @@ -2096,7 +2096,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "[HesLanta]"; mes "But why are you asking?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Nothing."; mes "I was only curious personally."; mes "What are you going to do now?"; @@ -2109,44 +2109,44 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ next; while (1) { if (.@yes == 5) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "To summarize."; mes "The report robber is Cheshire."; mes "Cheshire is Ahat's servant and they are related to the crack."; mes "They are trying to hide something or someone at the crack"; mes "and the crack was created by the evil lord Morroc!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ahat is the evil lord?"; mes "No..."; mes "This is unbelievable."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I must go back to the expedition camp to report to Doha!"; ep13_3_secret = 22; setquest 7203; close; } else if (.@yes == 0) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "First the report culprit was.."; next; - switch (select("Cheshire:Ahat:BK")) { + switch (select("Cheshire", "Ahat", "BK")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "It was Cheshire"; mes "Cheshire is a feline."; mes "and the bandana was to hid his ears."; ++.@yes; break; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ahat? It can't be him."; mes "Ahat doesn't fit the witness information."; mes "Let's rethink this."; break; case 3: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "BK?"; mes "Nonsense"; mes "Let's rethink this."; @@ -2155,16 +2155,16 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ next; } else if (.@yes == 1) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Why would Cheshire try to steal the report?"; next; - if (select("No idea.:To make the conflict between 3 countries worse") == 1) { - mes "[" + strcharinfo(0) + "]"; + if (select("No idea.", "To make the conflict between 3 countries worse") == 1) { + mes "[" + strcharinfo(PC_NAME) + "]"; mes "We don't know the actual reason at this point."; mes "But what will Cheshire gain out of this?"; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "To bring conflict between the three countries?"; mes "What will Cheshire gain out of this?"; } @@ -2172,17 +2172,17 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ next; } else if (.@yes == 2) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Cheshire's master is Ahat."; mes "So all his actions are to.."; next; - if (select("Cheshire is plotting on his own.:Ahat must be ordering him.") == 1) { - mes "[" + strcharinfo(0) + "]"; + if (select("Cheshire is plotting on his own.", "Ahat must be ordering him.") == 1) { + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Cheshire arbitrary?"; mes "Are you sure?"; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Yes. Ahat must have order him."; mes "But why would Ahat do that?"; mes "Conflict between three countries? Or the report content?"; @@ -2191,23 +2191,23 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ next; } else if (.@yes == 3) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's think Ahat over."; mes "Ahat came from the crack."; mes "and has no records before that."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "And tries to erase all traces found near the crack."; mes "And Ahat wants to eliminate..."; next; - if (select("Ahat himself.:Morroc because of the crack?") == 1) { - mes "[" + strcharinfo(0) + "]"; + if (select("Ahat himself.", "Morroc because of the crack?") == 1) { + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Yes, Ahat might be a trace of himself."; mes "Saphas want to hide something that is why they hired me"; mes "that doesn't belong to any influence can be used as a puppet to do his dirty work."; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "A bit dramatic but we cannot rule out the evil lord Morroc."; mes "Because the crack was created by the evil lord Morroc himself."; } @@ -2215,19 +2215,19 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ next; } else if (.@yes == 4) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ahat and the crack and then Morroc.."; mes "I can tell there is a relationship between them but I can't pinpoint it."; mes "And in the expedition's report..."; next; - if (select("Content of conflict between three countries.. :Content about evil lord Morroc..") == 1) { - mes "[" + strcharinfo(0) + "]"; + if (select("Content of conflict between three countries.. ", "Content about evil lord Morroc..") == 1) { + mes "[" + strcharinfo(PC_NAME) + "]"; mes "There was something about the conflict between three countries.."; mes "But.. I don't think it all adds up?"; mes "Let's think it over."; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Yes. There is a report from the tracking team led by Echinacea."; mes "It was about the evil lord Morroc."; ++.@yes; @@ -2235,7 +2235,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ next; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Oh no. I don't know."; mes "Let's think it over."; .@yes = 0; @@ -2307,7 +2307,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "It is very tragic and sad to become suspicious of someone."; mes "It is more worse if you can never share the sadness with anyone."; next; - if (select("You are fine.:Then give up now.") == 1) { + if (select("You are fine.", "Then give up now.") == 1) { mes "[HesLanta]"; mes "Really?"; mes "I feel a lot better."; @@ -2331,8 +2331,8 @@ dicastes01,223,190,1 script Calyon#pa8029 4_MAN_NITT,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -2504,8 +2504,8 @@ dicastes01,211,178,2 script Moltuka#pa0829 4_MAN_NITT,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -2533,7 +2533,7 @@ dicastes01,211,178,2 script Moltuka#pa0829 4_MAN_NITT,{ mes "Welcome."; mes "What brings you here?"; next; - if (select("Please explain the request to me.:Please give me a request.") == 1) { + if (select("Please explain the request to me.", "Please give me a request.") == 1) { mes "[Moltuka]"; mes "You'd rather go to see Calyon for him to explain you about Transport 1,2 Department."; next; @@ -2728,8 +2728,8 @@ dicastes01,175,217,5 script Kalipo#pa0829 4_MAN_NITT,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -2758,7 +2758,7 @@ dicastes01,175,217,5 script Kalipo#pa0829 4_MAN_NITT,{ mes "Welcome."; mes "Are you here for a request?"; next; - if (select("Please explain the request to me.:Please give me a request.") == 1) { + if (select("Please explain the request to me.", "Please give me a request.") == 1) { mes "[Kalipo]"; mes "As you know better"; mes "and Laponte explained to you"; @@ -2870,8 +2870,8 @@ dicastes01,187,230,5 script Laponte#pa0829 4_MAN_NITT,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -2900,7 +2900,7 @@ dicastes01,187,230,5 script Laponte#pa0829 4_MAN_NITT,{ mes "Welcome."; mes "Are you here for a request?"; next; - if (select("Please explain the request to me.:Please give me a request.") == 1) { + if (select("Please explain the request to me.", "Please give me a request.") == 1) { mes "[Laponte]"; mes "I'm responsible of allocating"; mes "requests from other departments"; @@ -3041,8 +3041,8 @@ dicastes01,208,230,3 script Pura#pa0829 4_MAN_NITT,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -3071,7 +3071,7 @@ dicastes01,208,230,3 script Pura#pa0829 4_MAN_NITT,{ mes "Welcome."; mes "What brings you here?"; next; - if (select("Please explain the request to me.:Please give me a request.") == 1) { + if (select("Please explain the request to me.", "Please give me a request.") == 1) { mes "[Pura]"; mes "Adventurers help me"; mes "deliver various items"; @@ -3232,8 +3232,8 @@ dicastes01,225,211,3 script Tragis#pa0829 4_MAN_NITT,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -3261,7 +3261,7 @@ dicastes01,225,211,3 script Tragis#pa0829 4_MAN_NITT,{ mes "Welcome."; mes "What brings you here?"; next; - if (select("Please explain the request to me.:Please give me a request.") == 1) { + if (select("Please explain the request to me.", "Please give me a request.") == 1) { mes "[Tragis]"; mes "Pura will explain the detail about the supply job. I'm soooo busy as you can see."; close; @@ -3410,12 +3410,12 @@ mid_campin,168,170,3 script Inspector Doha#ep133 1_M_ORIENT01,{ mes "Who is asking?"; mes "If you are in the wrong room, please leave now."; next; - if (select("Came to meet the inspector.:Sorry.") == 1) { + if (select("Came to meet the inspector.", "Sorry.") == 1) { mes "[Doha]"; mes "Me?"; mes "Are you the person the captain was speaking of?"; mes "What was the name..."; - mes strcharinfo(0) + "?"; + mes strcharinfo(PC_NAME) + "?"; next; mes "[Doha]"; mes "Hmm.. I don't know why you were chosen but I guess they trusted you enough."; @@ -3472,7 +3472,7 @@ mid_campin,168,170,3 script Inspector Doha#ep133 1_M_ORIENT01,{ mes "But it turns out, I was lucky to meet this cat."; mes "Because he turned out to be a witness to the case."; next; - select("Witness!:Who did it?"); + select("Witness!", "Who did it?"); mes "[Doha]"; mes "Sigh..."; mes "He did witness the case but the description I got was..."; @@ -3530,7 +3530,7 @@ mid_campin,168,170,3 script Inspector Doha#ep133 1_M_ORIENT01,{ mes "Are you talking about the Kitty Band that was popular in Prontera?"; mes "If a full grown male was wearing one of those... and also a tail?"; next; - if (select("Was he in disguise?:Taste should be respected.") == 1) { + if (select("Was he in disguise?", "Taste should be respected.") == 1) { mes "[Doha]"; mes "I agree."; mes "I think one of the countries is behind this."; @@ -3693,14 +3693,14 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ break; } next; - switch (select("Order.:Talk.:Never mind.")) { + switch (select("Order.", "Talk.", "Never mind.")) { case 1: mes "[Shay]"; mes "What will it be?"; mes "I have Tropical Sograt and Vermilion on the Beach flown in from Morroc."; mes "A bit on the expensive side though."; next; - if (select("Tropical Sorgrat - 2000z:Vermilion on the Beach - 2000z:Anything else?") == 3) { + if (select("Tropical Sorgrat - 2000z", "Vermilion on the Beach - 2000z", "Anything else?") == 3) { mes "[Shay]"; mes "Here.. "; mes "......Hmmm..."; @@ -3744,7 +3744,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "I don't want to talk about personal stuff."; mes "But do you have any questions?"; next; - switch (select("Tell me about yourself:About Sapha:About other races:....Hmm..")) { + switch (select("Tell me about yourself", "About Sapha", "About other races", "....Hmm..")) { case 1: mes "[Shay]"; mes "Me?"; @@ -3804,7 +3804,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "Other races?"; mes "Talking about Sapha?"; next; - if (select("With cat ears.:With butterfly wings.") == 1) { + if (select("With cat ears.", "With butterfly wings.") == 1) { mes "[Shay]"; mes "Cat?"; mes "Are you talking about the Cat Merchant?"; @@ -3849,7 +3849,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ "7188","The Knits at the square are interested in Ahat.", "7189","I heard from Pioms that most of the Saphas are interested in the minister.", "7190","Galtens are interested in the Cat Merchant for their cat ears."; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I'm trying to organize the information I've collected."; .@size = getarraysize(.@ward$); for (.@i = 0; .@i < .@size; .@i += 2) @@ -3860,7 +3860,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ if (!.@sealall) mes "But what should I do with the collected information?"; next; if (.@sealall < 3) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Moan..."; mes "[Shay]"; mes "You look lost like as if nothing makes sense anymore."; @@ -3871,7 +3871,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "There are the Cat Merchants outside of the castle, too."; break; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Everybody"; mes "is talking about the minister these days!"; mes "What is with this Ahat anyway."; @@ -3895,14 +3895,14 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "I garnished it with bananas."; mes "Doesn't look like it but this is an apple pie."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "But why is there a carrot in a pie."; mes "And there is no hint of apples."; next; mes "[Shay]"; mes "Stop!!!!!!!!!!!!!"; - specialeffect2 EF_HIT1; - specialeffect2 EF_HIT2; + specialeffect(EF_HIT1, AREA, playerattached()); + specialeffect(EF_HIT2, AREA, playerattached()); percentheal -30,0; next; mes "-Shay got all upset and threw something sticky and smelly."; @@ -4097,7 +4097,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "[Shay]"; mes "How was the minister?"; next; - if (select("Strange.:..Beautiful...") == 1) { + if (select("Strange.", "..Beautiful...") == 1) { mes "[Shay]"; mes "So.. how strange."; mes "..was it bad or good?"; @@ -4152,7 +4152,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "Why are you here again?"; mes "Are you working?"; next; - if (select("Mission completed!:Came to thank you.") == 1) { + if (select("Mission completed!", "Came to thank you.") == 1) { mes "[Shay]"; mes "Really?"; mes "Good for you."; @@ -4180,7 +4180,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "[Shay]"; mes "What do you want?"; next; - switch (select("Tell me about yourself:About Sapha:....Hmm..")) { + switch (select("Tell me about yourself", "About Sapha", "....Hmm..")) { case 1: mes "[Shay]"; mes "Me?"; @@ -4272,7 +4272,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "............"; mes "...Do girls like this?"; next; - if (select("They normally do like homemade chocolate.:No. only aliens.") == 1) { + if (select("They normally do like homemade chocolate.", "No. only aliens.") == 1) { mes "[Shay]"; mes "I see."; mes "So..."; @@ -4300,8 +4300,8 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ dicastes01,207,210,5 script Walking Knit#ep133_15 4_MAN_BENKUNI,{ if (!isequipped(2782)) { mes "[Knit]"; - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "Cannot communicate with him."; close; @@ -4311,7 +4311,7 @@ dicastes01,207,210,5 script Walking Knit#ep133_15 4_MAN_BENKUNI,{ mes "Welcome, human."; mes "I'm finally used to meeting other races like you."; next; - if (select("Are there races other than humans?:What are you doing?") == 1) { + if (select("Are there races other than humans?", "What are you doing?") == 1) { mes "[Knit]"; mes "There were Rapine before you came."; mes "And of course there are still."; @@ -4398,9 +4398,9 @@ dicastes01,207,210,5 script Walking Knit#ep133_15 4_MAN_BENKUNI,{ dicastes01,112,248,5 script Resting Piom#ep133_16 4_MAN_PIOM5,{ mes "[Piom]"; if (!isequipped(2782)) { - mes "¡ñ¡÷¢¤ ¡ö ¢±¡ñ¡ú?"; - mes "¡ò¢³~!"; - mes "¡Ð¢²¢¤ ¢± ¡ü¡ñ¡õ ¢³ ¡ð !!!"; + mes sprintf("¡ñ¡÷¢¤ ¡ö ¢±¡ñ¡ú?"); + mes sprintf("¡ò¢³~!"); + mes sprintf("¡Ð¢²¢¤ ¢± ¡ü¡ñ¡õ ¢³ ¡ð !!!"); next; mes "Cannot communicate with him."; close; @@ -4471,8 +4471,8 @@ dicastes01,112,248,5 script Resting Piom#ep133_16 4_MAN_PIOM5,{ dicastes01,249,140,3 script Training Galten#ep133_17 4_MAN_GALTUN,{ if (!isequipped(2782)) { mes "[Galten]"; - mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü"; - mes "¡ø¡ô¡ü"; + mes sprintf("¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü"); + mes sprintf("¡ø¡ô¡ü"); next; mes "Cannot communicate with him."; close; @@ -4558,7 +4558,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "... Oh, a human in the capital city of Sapha."; mes "Meow..."; next; - if (select("About a man with cat ears:What are you?") == 1) { + if (select("About a man with cat ears", "What are you?") == 1) { mes "[BK]"; mes "Ha, I'm BK. The Cat Merchants' infamous information collector."; mes "But I have no information to share with you."; @@ -4590,7 +4590,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ next; input .@inputstr$; if (.@inputstr$ == "Shay's special drink will be delivered" || .@inputstr$ == "Shay's special drink will be delivered.") { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmm. If you don't cooperate,"; mes "Shay's special drink will be delivered."; mes "By Shay himself!"; @@ -4617,7 +4617,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ ep13_3_secret = 6; close; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "" + .@inputstr$ + ".....?"; mes "Hmm.. I think you are wrong?"; mes "What was it.."; @@ -4640,7 +4640,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ next; mes "- BK asks for an exploit certification. -"; next; - if (select("No way.:Give.") == 1) { + if (select("No way.", "Give.") == 1) { mes "[BK]"; mes "Humph"; mes "We made a deal."; @@ -4679,7 +4679,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "...Didn't I just tell you about the man with cat ears?"; mes "I've seen him with the minister in Diel."; next; - if (select("About Ravail?:Who is the minister?") == 1) { + if (select("About Ravail?", "Who is the minister?") == 1) { mes "[BK]"; mes "Ravail is the high minister."; mes "Something like a Chief."; @@ -4697,7 +4697,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "The new minister..."; mes "(BK rubs his front paws together)"; next; - if (select("Give a certification.:No way.") == 2) { + if (select("Give a certification.", "No way.") == 2) { mes "[BK]"; mes "No, no, contract violation."; mes "I have nothing to say if you don't give me a certification."; @@ -4725,7 +4725,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "What is it now?"; mes "Another minister story?"; next; - if (select("That the minister is an alien?:Nothing...") == 2) { + if (select("That the minister is an alien?", "Nothing...") == 2) { mes "[BK]"; mes "MEOW~"; mes "I thought you brought Shay's food here as a reward."; @@ -4763,7 +4763,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "- BK says this and takes the exploit certification out of your hand."; mes "Shocking information that the Sapha minister Ahat is not a Sapha!-"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "...I must find out."; mes ".. Near the crack he said..."; mes "Should I talk to Shay?"; @@ -4798,7 +4798,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "- You can too many items to proceed with the quest. -"; close; } - .@n$ = strnpcinfo(1); + .@n$ = strnpcinfo(NPC_NAME_VISIBLE); setarray .@npc$, "Rock Pile", "Dirt Pile", "Split Earth"; setarray .@item, 6307, 6306, 6305; .@size = getarraysize(.@npc$); @@ -4825,7 +4825,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ if (.@npc$[.@type] == "Rock Pile") mes "Knock down the pebbles that make up the pile of rocks and spread them out."; else if (.@npc$[.@type] == "Dirt Pile") mes "You step on the dug up dirt pile and make the ground flat."; else if (.@npc$[.@type] == "Split Earth") mes "You step on the dry, split surface and make the ground flat."; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; close; } if (.@npc$[.@type] == "Rock Pile") { @@ -4849,14 +4849,14 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ getitem .@item[.@type], 1; erasequest 7193; setquest 7194; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmm.. I may need to discuss these with Shay."; close; } else if (ep13_3_secret == 11) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; if (.@npc$[.@type] == "Rock Pile") mes "This is where you picked up the strange magical stone."; else if (.@npc$[.@type] == "Dirt Pile") mes "Collected Clotted Bloodstains from the dirt pile here."; else if (.@npc$[.@type] == "Split Earth") mes "It is the place where the frozen skin was found."; @@ -4882,7 +4882,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "There is something stuck by the frost on the sharp, crack surface."; } getitem .@item[.@type], 1; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; next; if (.@npc$[.@type] == "Rock Pile") mes "You collect stone fragments."; else if (.@npc$[.@type] == "Dirt Pile") mes "Collect bloodstains."; @@ -4911,7 +4911,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ else if (.@npc$[.@type] == "Dirt Pile") mes "You collect another clotted bloodstain from a dirt pile."; else if (.@npc$[.@type] == "Split Earth") mes "You collect another piece of skin frozen in the frost in the crack of the split earth."; getitem .@item[.@type], 1; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; close; } mes "No need to collect more."; @@ -4931,7 +4931,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "You collect the frozen piece of skin and then step on the ground to leave no trace."; } getitem .@item[.@type], 1; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; close; } setarray .@str$, "stone fragments","bloodstains","pieces of skin"; @@ -4942,14 +4942,14 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "Was arranged neatly."; close; OnEnable: - hideoffnpc strnpcinfo(0); + hideoffnpc strnpcinfo(NPC_NAME); end; OnDisable: - hideonnpc strnpcinfo(0); + hideonnpc strnpcinfo(NPC_NAME); initnpctimer; end; OnReset: - hideoffnpc strnpcinfo(0); + hideoffnpc strnpcinfo(NPC_NAME); stopnpctimer; end; OnTimer60000: @@ -4957,13 +4957,13 @@ OnTimer120000: OnTimer180000: OnTimer240000: if (!rand(2)) { - hideoffnpc strnpcinfo(0); + hideoffnpc strnpcinfo(NPC_NAME); stopnpctimer; } end; OnTimer300000: - hideoffnpc strnpcinfo(0); + hideoffnpc strnpcinfo(NPC_NAME); stopnpctimer; end; } @@ -5010,7 +5010,7 @@ dicastes01,117,262,0 script Frede#13_3 4_MAN_PIOM5,2,2,{ mes "[Frede]"; mes "Moan... moan..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Are you alright?"; mes "You don't look well. Do you need help?"; next; @@ -5040,13 +5040,13 @@ dicastes01,117,262,0 script Frede#13_3 4_MAN_PIOM5,2,2,{ close; } mes "[Frede]"; - mes "" + strcharinfo(0) + ", the guys said they wanted to meet up together sometime."; + mes "" + strcharinfo(PC_NAME) + ", the guys said they wanted to meet up together sometime."; mes "Make sure you ckear your schedule."; close; } mes "[Frede]"; - mes "¢£¡ô¡ñ ¡û"; - mes "¡ú¡ö¡ø ¢£ ¡ô"; + mes sprintf("¢£¡ô¡ñ ¡û"); + mes sprintf("¡ú¡ö¡ø ¢£ ¡ô"); close; OnTouch: if (isequipped(2782) && ep13_3_invite > 5 && ep13_3_bra < 1) { @@ -5071,7 +5071,7 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ mes "I'm glad I got a shot of the ^f57d7dBradium^000000 before it was too late."; percentheal -90,0; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huff...Huff..."; mes "I'm glad that you feel better."; next; @@ -5080,7 +5080,7 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ mes "You look a little pale too......"; emotion e_omg; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "No, it's nothing."; mes "I'm only a little tired, that's all."; next; @@ -5093,13 +5093,13 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ close; } else if (ep13_3_bra == 2) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "But the injury on your leg doesn't look new. Why did you come out with a wounded leg?"; next; mes "[Frede]"; mes "I can still move around with this leg and I wanted to help the village."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "But you should stay home and recover."; next; mes "[Frede]"; @@ -5170,7 +5170,7 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ mes "[Frede]"; mes "Would you mind visiting the cave to see if my friends are alright?"; next; - if (select("Will do.:No can't do.") == 1) { + if (select("Will do.", "No can't do.") == 1) { mes "[Frede]"; mes "Thank you so much."; mes "My memory is a bit fuzzy since its been a while since I came back to the village,"; @@ -5201,7 +5201,7 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ mes "[Frede]"; mes "Would you mind visiting the cave to see if my friends are alright?"; next; - if (select("Will do..:No can't do.")) { + if (select("Will do..", "No can't do.")) { mes "[Frede]"; mes "Thank you so much."; mes "My memory is a bit fuzzy since its been a while since I came back to the village,"; @@ -5322,12 +5322,12 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ } if (!.@fail) { mes "[Frede]"; - mes "" + strcharinfo(0) + " I'm forever in your debt!"; + mes "" + strcharinfo(PC_NAME) + " I'm forever in your debt!"; mes "I just came back after meeting my friends!"; mes "Tyler needs some medical treatment but everyone else is safe."; next; mes "[Frede]"; - mes "I don't even want to imagine what could have happened if you, " + strcharinfo(0) + ", weren't here to help."; + mes "I don't even want to imagine what could have happened if you, " + strcharinfo(PC_NAME) + ", weren't here to help."; mes "I don't want to lose any more friends."; next; mes "[Frede]"; @@ -5347,13 +5347,13 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ close; } mes "[Frede]"; - mes "" + strcharinfo(0) + ", the guys said they wanted to meet up together sometime."; + mes "" + strcharinfo(PC_NAME) + ", the guys said they wanted to meet up together sometime."; mes "Make sure you clear your schedule."; close; } mes "[Frede]"; - mes "¢£¡ô¡ñ ¡û "; - mes "¡ú¡ö¡ø ¢£ ¡ô"; + mes sprintf("¢£¡ô¡ñ ¡û "); + mes sprintf("¡ú¡ö¡ø ¢£ ¡ô"); close; } @@ -5422,7 +5422,7 @@ dic_dun01,205,43,5 script Brian#ep13_3_ 4_MAN_PIOM4,{ mes "What brings you here this time?"; next; select("You give Bradium to Brian."); - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Frede asked me to give you this."; next; mes "[Brian]"; @@ -5450,9 +5450,9 @@ dic_dun01,205,43,5 script Brian#ep13_3_ 4_MAN_PIOM4,{ close; } mes "[Brian]"; - mes "¡ô¡õ¡ó ¡ø ¡ð¢±¡û ¡ö ¡ð"; - mes "¡ð¡þ¡þ ¡ù ¡Ð¡ñ¡ï ¢¤"; - mes "¡ô¡ò¢² ¡ø"; + mes sprintf("¡ô¡õ¡ó ¡ø ¡ð¢±¡û ¡ö ¡ð"); + mes sprintf("¡ð¡þ¡þ ¡ù ¡Ð¡ñ¡ï ¢¤"); + mes sprintf("¡ô¡ò¢² ¡ø"); close; } @@ -5553,7 +5553,7 @@ dic_dun01,153,107,4 script Tyler#13_3 4_MAN_PIOM6,{ case 1: break; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Frede asked me to give you this."; next; mes "[Tyler]"; @@ -5576,9 +5576,9 @@ dic_dun01,153,107,4 script Tyler#13_3 4_MAN_PIOM6,{ close; } mes "[Tyler]"; - mes "¡ï¡þ¡÷"; - mes "¡þ¡ó¡Ð ¡þ ¡Ð¡ø¢± ¡ü "; - mes "¡ó¡ø¢¤ ¡ó "; + mes sprintf("¡ï¡þ¡÷"); + mes sprintf("¡þ¡ó¡Ð ¡þ ¡Ð¡ø¢± ¡ü "); + mes sprintf("¡ó¡ø¢¤ ¡ó "); close; } @@ -5663,7 +5663,7 @@ dic_dun01,235,243,0 script John#13_3 4_MAN_PIOM,{ mes "......"; next; select("You give Bradium to John."); - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Frede asked me to give you this."; next; mes "[John]"; @@ -5679,8 +5679,8 @@ dic_dun01,235,243,0 script John#13_3 4_MAN_PIOM,{ close; } mes "[John]"; - mes "¡ù¡õ¡Ð ¢³ ¡ó"; - mes "¡ï¡ï¡ò ¡÷ ¡þ¡ð¡ö ¢£ ¡ñ¡ü¡ú ¡ó ¢¤¡ü ¡ó "; + mes sprintf("¡ù¡õ¡Ð ¢³ ¡ó"); + mes sprintf("¡ï¡ï¡ò ¡÷ ¡þ¡ð¡ö ¢£ ¡ñ¡ü¡ú ¡ó ¢¤¡ü ¡ó "); close; } @@ -5752,7 +5752,7 @@ dic_dun02,110,127,5 script Rose#13_3 4_MAN_PIOM6,{ mes "If you really have feelings, race differences shouldn't be a problem."; next; select("You give Bradium to Rose."); - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "You give Bradium to Rose."; next; mes "[Rose]"; @@ -5773,13 +5773,14 @@ dic_dun02,110,127,5 script Rose#13_3 4_MAN_PIOM6,{ next; mes "[Rose]"; mes "We must be connected?"; - mes "^f57d7dHahaha¢½^000000"; + mes sprintf("^f57d7d%s¢½^000000", + _("Hahaha"));; close; } mes "[Rose]"; - mes "¡ù¡ó¡ð ¢² ¡ð"; - mes "¡û¡ö¡÷ ¡ù ¢³"; - mes "¢£¡ó¢²"; + mes sprintf("¡ù¡ó¡ð ¢² ¡ð"); + mes sprintf("¡û¡ö¡÷ ¡ù ¢³"); + mes sprintf("¢£¡ó¢²"); close; } @@ -5841,7 +5842,7 @@ dic_dun01,64,107,7 script Bain#13_3 4_MAN_PIOM4,{ mes "It doesn't come off. I'll have to go back to the village to get treatment."; next; select("Give Bradium."); - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Frede asked me to give you this."; next; mes "[Bain]"; @@ -5872,8 +5873,8 @@ dic_dun01,64,107,7 script Bain#13_3 4_MAN_PIOM4,{ close; } mes "[Bain]"; - mes "¡ó¡ø¢± ¡÷ "; - mes "¡ö¡ñ¡Ð ¡ò ¡õ"; + mes sprintf("¡ó¡ø¢± ¡÷ "); + mes sprintf("¡ö¡ñ¡Ð ¡ò ¡õ"); close; } @@ -5951,7 +5952,7 @@ dic_dun01,58,225,4 script Lash#13_3 4_MAN_PIOM5,{ mes "Never knew I would feel this. Sob."; next; select("You give Bradium to Lash."); - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Frede asked me to give you this."; next; mes "[Lash]"; @@ -5970,11 +5971,11 @@ dic_dun01,58,225,4 script Lash#13_3 4_MAN_PIOM5,{ close; } mes "[Lash]"; - mes "¡ô¡õ¡ó ¡ø ¡ð¢±¡û ¡ö ¡ð"; - mes "¡ð¡þ¡þ ¡ù ¡Ð¡ñ¡ï ¢¤ "; - mes "¡ô¡ò¢² ¡ø "; - mes "¡÷"; - mes "¡õ¢³¡ñ ¡õ ¡ñ"; + mes sprintf("¡ô¡õ¡ó ¡ø ¡ð¢±¡û ¡ö ¡ð"); + mes sprintf("¡ð¡þ¡þ ¡ù ¡Ð¡ñ¡ï ¢¤ "); + mes sprintf("¡ô¡ò¢² ¡ø "); + mes sprintf("¡÷"); + mes sprintf("¡õ¢³¡ñ ¡õ ¡ñ"); close; } @@ -5996,7 +5997,7 @@ dic_in01,349,129,5 script Bouy#13_3 4_MAN_BENKUNI,{ mes "I didn't know. Excuse me."; mes "What did he ask you to do?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "He asked me to deliver Bradium to his friends working in the cave outside the village."; next; mes "[Bouy]"; @@ -6013,7 +6014,7 @@ dic_in01,349,129,5 script Bouy#13_3 4_MAN_BENKUNI,{ mes "[Bouy]"; mes "Worst case, they wouldn't come back to the village at all."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Is there another way?"; next; mes "[Bouy]"; @@ -6095,16 +6096,16 @@ dic_in01,349,129,5 script Bouy#13_3 4_MAN_BENKUNI,{ close; } mes "[Bouy]"; - mes "¡ø¡ö¡þ ¡ù ¡ú¡ð¡ï ¡ø"; - mes "¡ï¡ú¡ö ¡ù"; - mes "¡õ¡ï¡õ ¡ò"; + mes sprintf("¡ø¡ö¡þ ¡ù ¡ú¡ð¡ï ¡ø"); + mes sprintf("¡ï¡ú¡ö ¡ù"); + mes sprintf("¡õ¡ï¡õ ¡ò"); close; } //== Sapha's Visit ========================================= - script Expedition#ep133_is FAKE_NPC,{ if (ep13_3_invite) { - if (compare(strnpcinfo(1),"Maha")) { + if (compare(strnpcinfo(NPC_NAME_VISIBLE),"Maha")) { mes "[Maha]"; mes "But I do think the Sapha race is overly kind, almost unnaturally."; mes "Guess it'll be fine."; @@ -6144,7 +6145,7 @@ dic_in01,349,129,5 script Bouy#13_3 4_MAN_BENKUNI,{ mes "All we need to do is wait for the announcement."; mes "It will give us the answers."; next; - if(select("What is it?:Stay silent and listen.") == 2) { + if(select("What is it?", "Stay silent and listen.") == 2) { mes "[Ben]"; mes "Hmm..."; mes "That can be true but aren't you thinking too much?"; @@ -6174,7 +6175,7 @@ dic_in01,349,129,5 script Bouy#13_3 4_MAN_BENKUNI,{ mes "Well... they came back with a Manuk messenger!"; mes "...Sapha of Manuk."; next; - if (select("Where is he?!:Is this top secret information?!") == 1) { + if (select("Where is he?!", "Is this top secret information?!") == 1) { mes "[Ben]"; mes "He's in the command center right now."; mes "We should go there."; @@ -6254,12 +6255,12 @@ mid_campin,111,120,3 script Soldier#ep133_is04 4_M_EIN_SOLDIER,{ mes "[Soldier]"; mes "Sorry, but this room is currently restricted from visitors."; next; - if (select("I have authorization.:Is that so.") == 1) { + if (select("I have authorization.", "Is that so.") == 1) { mes "[Soldier]"; mes "You do?"; mes "What is your name."; mes "Thank you."; - mes "So you are " + strcharinfo(0) + "."; + mes "So you are " + strcharinfo(PC_NAME) + "."; next; mes "[Soldier]"; mes "You may go in now."; @@ -6320,7 +6321,7 @@ function script eldicastes_c { mes "would like to invite humans to El Dicastes,"; mes "Sapha's capital city."; next; - select("Invite? Visit? City?!:What is that suppose to mean, Hound?"); + select("Invite? Visit? City?!", "What is that suppose to mean, Hound?"); mes "[Hound]"; mes "Just as he said."; mes "Our expedition team has helped the Saphas for some time."; @@ -6339,7 +6340,7 @@ function script eldicastes_c { mes "Yes."; mes "That is what he meant."; mes "Agiff also approved before he left."; - mes "" + strcharinfo(0) + ", you are invited."; + mes "" + strcharinfo(PC_NAME) + ", you are invited."; next; mes "[Vyhannus]"; mes "You are kind and respect others"; @@ -6351,7 +6352,7 @@ function script eldicastes_c { next; mes "[Vyhannus]"; mes "I invite you to El Dicastes, our capital city."; - mes "" + strcharinfo(0) + ""; + mes "" + strcharinfo(PC_NAME) + ""; next; select("Never would have imagined."); mes "[Hound]"; @@ -6394,14 +6395,14 @@ function script eldicastes_c { mes "Okay. You should be able to talk to him, right?"; mes "Shall we start with introducing ourselves?"; mes "This is..."; - mes ""+strcharinfo(0)+"..."; + mes ""+strcharinfo(PC_NAME)+"..."; next; mes "[Vyhannus]"; mes "My name is Vyhannus."; - mes strcharinfo(0)+"..?"; + mes strcharinfo(PC_NAME)+"..?"; mes "Glad to meet you."; next; - if(select("Same here.:A tree monster!")==1) { + if(select("Same here.", "A tree monster!")==1) { mes "[Vyhannus]"; mes "Amazing."; mes "Like with Hound, that ring you humans made..."; @@ -6472,7 +6473,7 @@ function script eldicastes_c { mes "We have told Ravail about you humans."; mes "Ravail is the highest elder of glorious ^4d4dffEl Dicastes^000000."; next; - select("El Dicastes?:Ravail?"); + select("El Dicastes?", "Ravail?"); mes "[Hibba Agip]"; mes "Ah, sorry for interrupting."; mes "I have to go now."; @@ -6591,9 +6592,9 @@ mid_campin,168,128,3 script Sapha from Manuk 4_MAN_JERUTOO,{ mes "That is it."; } mes "[Sapha]"; - mes "¢¤¡ð¡ú? ¢£ ¡ù¡ð..."; - mes "¡ï¡ò¡Ð ¢¤ ?"; - mes "¡ñ¡ï..?"; + mes sprintf("¢¤¡ð¡ú? ¢£ ¡ù¡ð..."); + mes sprintf("¡ï¡ò¡Ð ¢¤ ?"); + mes sprintf("¡ñ¡ï..?"); next; mes "[Hound]"; mes "Where is your interpreter ring?"; @@ -6666,16 +6667,16 @@ mid_campin,165,127,5 script Hibba Agip#ep133_is07 4_M_REDSWORD,{ mes "I should go now."; close2; OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } man_in01,315,52,3 script Guard Captain Avalanche 4_MAN_GALTUN,{ mes "[Guard Captain Avalanche]"; if (!isequipped(2782)) { - mes "¢¤¡ð¡ú? ¢£ ¡ù¡ð..."; - mes "¡ï¡ò¡Ð ¢¤ ?"; - mes "¡ñ¡ï..?"; + mes sprintf("¢¤¡ð¡ú? ¢£ ¡ù¡ð..."); + mes sprintf("¡ï¡ò¡Ð ¢¤ ?"); + mes sprintf("¡ñ¡ï..?"); close; } if (ep13_3_invite == 4) { @@ -6751,8 +6752,8 @@ man_in01,315,52,3 script Guard Captain Avalanche 4_MAN_GALTUN,{ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ if (!isequipped(2782)) { mes "[Clerk Knit]"; - mes "¡ð¡ñ¡ô ¡õ ¡ü¢±¢³ ¡ö ¡ò...?"; - mes "¢¤¡ö¡ø ... ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; + mes sprintf("¡ð¡ñ¡ô ¡õ ¡ü¢±¢³ ¡ö ¡ò...?"); + mes sprintf("¢¤¡ö¡ø ... ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."); next; mes "- Cannot communicate with him. -"; close; @@ -6760,7 +6761,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "[Clerk Rhawyne]"; mes "How can I help you?"; next; - switch (select("Register as an adventurer.:Talk.:Cancel.")) { + switch (select("Register as an adventurer.", "Talk.", "Cancel.")) { case 1: if (ep13_3_invite < 5) { mes "[Clerk Rhawyne]"; @@ -6783,11 +6784,11 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "I will compare with the invitation list from Manuk."; mes "What is your name?"; next; - mes "[" + strcharinfo(0) + "]"; - mes "It is " + strcharinfo(0) + "."; + mes "[" + strcharinfo(PC_NAME) + "]"; + mes "It is " + strcharinfo(PC_NAME) + "."; next; mes "[Clerk Rhawyne]"; - mes "Yes.. " + strcharinfo(0) + "..."; + mes "Yes.. " + strcharinfo(PC_NAME) + "..."; mes "I found it."; mes "Welcome to El Dicastes, capital city of Sapha."; next; @@ -6820,13 +6821,13 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "I recognize you."; mes "How can I help you?"; next; - if (select("I want to meet the minister.:Nothing particular.") == 1) { + if (select("I want to meet the minister.", "Nothing particular.") == 1) { mes "[Clerk Rhawyne]"; mes "You want to meet the minister?"; mes "Which minister?"; mes "Ravail cannot be met in person even with exploit certifications."; next; - if (select("Ahat:Another minister") == 1) { + if (select("Ahat", "Another minister") == 1) { if (countitem(Sapa_Feat_Cert) > 2) { mes "[Clerk Rhawyne]"; mes "You've really collected 3 exploit certification of Sapha already."; @@ -6872,7 +6873,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "[Clerk Rhawyne]"; mes "What are you curious about today?"; next; - switch (select("About official requests:About the adventurer's pub:Ahat?:Exploit certification of Sapha?:End conversation.")) { + switch (select("About official requests", "About the adventurer's pub", "Ahat?", "Exploit certification of Sapha?", "End conversation.")) { case 1: mes "[Clerk Rhawyne]"; mes "If Diel or ministers need help on operations in the capital"; @@ -6950,7 +6951,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ } //== Enchantment NPCs ====================================== - script dic_enc#main FAKE_NPC,{ - .@re$ = strnpcinfo(1); + .@re$ = strnpcinfo(NPC_NAME_VISIBLE); .@n$ = "["+.@re$+"]"; if (!checkweight (1201,1)) { mes "You have too many kinds of items. Let's try again after you reduce the number of items."; @@ -6978,7 +6979,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "[Kareka]"; mes "Are you sure you want to do this?"; next; - if(select("No, let me think about it.:Take my Light of El Dicastes.") == 2) { + if(select("No, let me think about it.", "Take my Light of El Dicastes.") == 2) { if (countitem(El_Dicastes_Light) == 0 || countitem(Sapa_Feat_Cert) < 6) { mes "[Kareka]"; mes "You need to bring the Light of El Dicastes and 6 Sapha Certifications!"; @@ -6989,7 +6990,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "Ok, let's get this started."; mes "I'm going to remove all enchantments from your Light of El Dicastes."; mes "Haaap--!"; - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); progressbar "ffff00",3; delitem Sapa_Feat_Cert,6; delitem El_Dicastes_Light,1; @@ -7012,7 +7013,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "[Kareka]"; mes "You've come to awaken the ^990099Light of El Dicastes^000000 infinite strength. "; next; - if (select("Please explain.:I want to upgrade.") == 1) { + if (select("Please explain.", "I want to upgrade.") == 1) { mes "[Kareka]"; mes "I heard some craftsmen outside of the city can also cast spells on equipment."; next; @@ -7102,7 +7103,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ .@v$ = "shoe"; } next; - switch(select("Please explain.:I want to reset.:I want to upgrade.")) { + switch(select("Please explain.", "I want to reset.", "I want to upgrade.")) { case 1: if (.@re$ == "Brare") { mes .@n$; @@ -7157,7 +7158,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "This involves ^990000destroying the Golden Bell^000000 you are upgrading and cancelling all records of it. Are you sure?"; } next; - if(select("Maybe next time.:Please reset it.") == 1) { + if(select("Maybe next time.", "Please reset it.") == 1) { mes .@n$; mes "When you are ready,"; mes "Please come back again"; @@ -7168,7 +7169,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "Then, take the equipment off first."; close; } - specialeffect2 EF_OVERTHRUST; + specialeffect(EF_OVERTHRUST, AREA, playerattached()); mes .@n$; if (.@re$ == "Brare") mes "I've collected all equipment and erased all records as you requested. Now all your equipment and records are clean."; else mes "I only do what I'm asked to do. I've retrieved all equipment and cancelled all records."; @@ -7241,13 +7242,13 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "and destroy all records"; mes "of it"; next; - if (select("I'll just use it.:Please take it.") == 1) { + if (select("I'll just use it.", "Please take it.") == 1) { mes .@n$; mes "Whenever you change your mind."; mes "Please come back again"; close; } - specialeffect2 EF_OVERTHRUST; + specialeffect(EF_OVERTHRUST, AREA, playerattached()); mes .@n$; mes "I have erased all previous records"; mes "of upgrades to start all over with"; @@ -7265,7 +7266,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ close; } next; - if(select("Maybe next time.:I want to upgrade.") == 1) { + if(select("Maybe next time.", "I want to upgrade.") == 1) { mes .@n$; mes "When you are ready,"; mes "Please come back again."; @@ -7279,7 +7280,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes .@n$; mes "Then let's start."; next; - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); progressbar "ffff00",3; delitem 6304,.@req; if (getd("ep13_3_"+.@v$) == 0) { @@ -7404,7 +7405,7 @@ dic_fild01,228,159,4 script Jahbong#pa0829 4_M_MERCAT2,{ mes "Why are you here?"; mes "Jahbong will exchange ^8000801 Sapha Certification^000000 for ^8000801 item^000000!"; next; - .@i = select("Just came to see what you have.:I want the Feral Boots!:Give me the Feral Tail!:Give me the Golden Bell!:How much to buy you?")-1; + .@i = select("Just came to see what you have.", "I want the Feral Boots!", "Give me the Feral Tail!", "Give me the Golden Bell!", "How much to buy you?")-1; switch (.@i) { case 0: mes "[Jahbong]"; @@ -7439,7 +7440,7 @@ dic_fild01,228,159,4 script Jahbong#pa0829 4_M_MERCAT2,{ mes "[Jahbong]"; mes "Are you really buying something?!"; next; - if (select("Nope:Give me!!!") == 1) { + if (select("Nope", "Give me!!!") == 1) { mes "[Jahbong]"; mes "Okay!"; close; @@ -7518,7 +7519,7 @@ moc_para01,44,19,3 script Cat Hand Agent#gekk 4_M_MERCAT2,{ next; input .@inputstr$; mes "[Agent Geck]"; - mes "" + strcharinfo(0) + "? Human names are strange to me."; + mes "" + strcharinfo(PC_NAME) + "? Human names are strange to me."; next; mes "[Agent Geck]"; mes "Now you are Geck's personal slav... sponsor."; diff --git a/npc/re/quests/quests_eclage.txt b/npc/re/quests/quests_eclage.txt index 4fd907b72..ac6717529 100644 --- a/npc/re/quests/quests_eclage.txt +++ b/npc/re/quests/quests_eclage.txt @@ -42,8 +42,8 @@ ecl_fild01,118,311,4 script Teleport Cat No.1#1 4_M_BOSSCAT,{ mes "[Teleport Cat]"; mes "We provide teleport service between various regions based on our accumulated knowledge. We accept Malangdo Canned Specialties or Zeny, so you can pay however you like it~"; next; - .@index[0] = .index[(atoi(strnpcinfo(2))*2-2)]; - .@index[1] = .index[(atoi(strnpcinfo(2))*2-1)]; + .@index[0] = .index[(atoi(strnpcinfo(NPC_NAME_HIDDEN))*2-2)]; + .@index[1] = .index[(atoi(strnpcinfo(NPC_NAME_HIDDEN))*2-1)]; .@menu$ = "Forget it:"; for (.@i=0; .@i < getarraysize(.maps$); .@i++){ for (.@j=0; .@j<2; .@j++){ @@ -131,7 +131,7 @@ ecl_fild01,94,322,5 script Security Guard#ep14_2 4_M_FAIRYSOLDIER,{ mes "[Security Guard]"; mes "Of course, the documents will be secured away after their use in access regulations, so you don't have to worry."; next; - if (select("Fill out the forms.:Forget it.")==2) { + if (select("Fill out the forms.", "Forget it.")==2) { mes "[Security Guard]"; mes "Please note that you would not be able to enter the city without filling out the forms."; close; @@ -529,7 +529,7 @@ eclage,102,32,4 script Fairy Carpenter#ep14_2 4_M_FAIRYKID2,{ mes "This area is kind of broken, so be careful."; mes "Otherwise, you'll fall aaaaaall the way down."; next; - switch (select("The work being done right now:The reason for the bridge being broken:Forget it.")) { + switch (select("The work being done right now", "The reason for the bridge being broken", "Forget it.")) { case 1: mes "[Fairy Carpenter]"; mes "As you can see, I'm doing some carpentry work."; @@ -548,7 +548,7 @@ eclage,102,32,4 script Fairy Carpenter#ep14_2 4_M_FAIRYKID2,{ mes "Being close to the entrance and all, this really needs to be fixed soon."; mes "I'm trying to decide whether I should put up a warning sign, gather the necessary materials for repair, or call a friend to help."; next; - if (select("Give help.:Don't give help.")==2) { + if (select("Give help.", "Don't give help.")==2) { mes "[Fairy Carpenter]"; mes "You can't get past here until it's repaired, so please be careful."; close; @@ -1571,7 +1571,7 @@ eclage,191,200,4 script Yube#ep14_2 4_M_FAIRYKID5,{ cutin "war_y3",2; next; cutin "",255; - if (select("Make the candles.:Don't make the candles.")==2) { + if (select("Make the candles.", "Don't make the candles.")==2) { mes "[Yube]"; mes "Really?"; mes "If you need more, just let me know~"; @@ -1769,7 +1769,7 @@ eclage,266,216,4 script Moreng#ep14_2 4_M_FAIRYKID3,{ mes "Hey, wait a minute!"; mes "Are you possibly from Midgard?!"; next; - if (select("Yes, I am.:No, I am not.")==2) { + if (select("Yes, I am.", "No, I am not.")==2) { mes "[Moreng]"; mes "I see..."; mes "You sure looked like it, but I guess not."; @@ -1936,7 +1936,7 @@ ecl_in01,60,71,4 script Old Man#ep14_2 4_M_FAIRYKID2,{ mes "[Old Man]"; mes "Hey! Have you heard of a Laphine hero named Light Standard?"; next; - switch (select("No, I don't think so.:Yes, I have.")) { + switch (select("No, I don't think so.", "Yes, I have.")) { case 1: mes "[Old Man]"; mes "Huhuhu..."; @@ -2807,7 +2807,7 @@ ecl_in04,226,231,4 script Du Lian#ep14_2in2 4_M_REDMAN,{ emotion e_dots,0,"Alp Ocart#ep14_2in2"; cutin "bu_alp2",2; ep14_2_oliver = 30; - getitem C_Oliver_Wolf_Hood,1; + getitem(Oliver_Wolf_Hood, 1); completequest 11337; close2; cutin "",255; @@ -2949,7 +2949,7 @@ ecl_in04,224,234,4 script Mark Esha#ep14_2in2 4_M_BLUEMAN,{ emotion e_dots,0,"Alp Ocart#ep14_2in2"; cutin "bu_alp2",2; ep14_2_oliver = 30; - getitem C_Oliver_Wolf_Hood,1; + getitem(Oliver_Wolf_Hood, 1); completequest 11337; close2; cutin "",255; @@ -3094,7 +3094,7 @@ ecl_in04,223,234,4 script Maggi Steen#ep14_2in2 4_F_PINKWOMAN,{ emotion e_dots,0,"Alp Ocart#ep14_2in2"; cutin "bu_alp2",2; ep14_2_oliver = 30; - getitem C_Oliver_Wolf_Hood,1; + getitem(Oliver_Wolf_Hood, 1); completequest 11337; close2; cutin "",255; @@ -3230,7 +3230,7 @@ ecl_in04,223,230,4 script Alp Ocart#ep14_2in2 4_M_BLACKMAN,{ emotion e_dots; cutin "bu_alp2",2; ep14_2_oliver = 30; - getitem C_Oliver_Wolf_Hood,1; + getitem(Oliver_Wolf_Hood, 1); completequest 11337; close2; cutin "",255; @@ -3290,7 +3290,7 @@ eclage,282,255,4 script Wuhari#eclbig 4_M_FAIRYKID6,{ mes "Um... " + strcharinfo(PC_NAME) + " I ask because you look so dependable."; mes "Could I please ask you a favor?"; next; - switch (select("I'm kind of busy right now...:Of course!")) { + switch (select("I'm kind of busy right now...", "Of course!")) { case 1: mes "[Wuhari]"; mes "Really? Oh well..."; @@ -3327,7 +3327,7 @@ eclage,282,255,4 script Wuhari#eclbig 4_M_FAIRYKID6,{ mes "[Wuhari]"; mes strcharinfo(PC_NAME) + " would you mind ^0000cdvisiting my big brother in my place^000000 to find out what's going on and let me know?"; next; - switch (select("I would like to help you but...:Sure.")) { + switch (select("I would like to help you but...", "Sure.")) { case 1: mes "[" + strcharinfo(PC_NAME) + "]"; mes "I would really lke to help you, but..."; @@ -3375,7 +3375,7 @@ eclage,282,255,4 script Wuhari#eclbig 4_M_FAIRYKID6,{ mes strcharinfo(PC_NAME) + " - Hello, what brings you here?"; mes "I thought you were busy..."; next; - switch (select("I wanted to help you.:Just because.")) { + switch (select("I wanted to help you.", "Just because.")) { case 1: mes "[" + strcharinfo(PC_NAME) + "]"; mes "I just couldn't pass by without doing something about it."; @@ -3417,7 +3417,7 @@ eclage,282,255,4 script Wuhari#eclbig 4_M_FAIRYKID6,{ mes "[Wuhari]"; mes "Have you met my brother yet?"; next; - switch (select("I lost the letter.:Not yet.")) { + switch (select("I lost the letter.", "Not yet.")) { case 1: if (countitem(Younger_Bro_Letter) > 0) { //Younger_Bro_Letter //if (countitem(Mother_Letter) > 0) { @@ -3495,7 +3495,7 @@ eclage,282,255,4 script Wuhari#eclbig 4_M_FAIRYKID6,{ mes "[Wuhari]"; mes "With regards to that, I actually have another ^0000cdfavor^000000 to ask."; next; - switch (select("I would like to, but...:Sure thing.")) { + switch (select("I would like to, but...", "Sure thing.")) { case 1: mes "[Wuhari]"; mes "Yes, of course, you would be very busy. I am grateful for even letting me know about my brother."; @@ -3529,7 +3529,7 @@ eclage,282,255,4 script Wuhari#eclbig 4_M_FAIRYKID6,{ mes "[Wuhari]"; mes "Oh man, even the people we found are so apathetic... What could I possibly do now...?"; next; - switch (select("Well, I can help you.:Ignore him.")) { + switch (select("Well, I can help you.", "Ignore him.")) { case 1: mes "[Wuhari]"; mes "Will you really?"; @@ -3665,7 +3665,7 @@ eclage,282,255,4 script Wuhari#eclbig 4_M_FAIRYKID6,{ mes "[Wuhari]"; mes "To understand these instructions accurately, we have to ^0000cdfind the Laphine who provided this report^000000."; next; - switch (select("That's seems too uncertain.:Shall I look for that Laphine?")) { + switch (select("That's seems too uncertain.", "Shall I look for that Laphine?")) { case 1: mes "[Wuhari]"; mes "Yes. I know. That's why " + strcharinfo(PC_NAME) + " I asked you to help."; @@ -3701,7 +3701,7 @@ eclage,282,255,4 script Wuhari#eclbig 4_M_FAIRYKID6,{ mes "[Wuhari]"; mes strcharinfo(PC_NAME) + " Are you going to help me?"; next; - switch (select("It's important to help others.:No, I'm just passing by.")) { + switch (select("It's important to help others.", "No, I'm just passing by.")) { case 1: mes "[Wuhari]"; mes "Thank you so much!!!"; @@ -3792,7 +3792,7 @@ eclage,282,255,4 script Wuhari#eclbig 4_M_FAIRYKID6,{ mes "[Wuhari]"; mes "Did you bring all the ingredients?"; next; - switch (select("I brought them all.:What were they again?")) { + switch (select("I brought them all.", "What were they again?")) { case 1: mes "[" + strcharinfo(PC_NAME) + "]"; mes "Of course!"; @@ -5016,7 +5016,7 @@ OnTouch: mes "Thud thud thud..."; mes "Thud Thud!!! Creak~ Thud!"; next; - switch (select("What are these sounds?:Ignore them and move on.")) { + switch (select("What are these sounds?", "Ignore them and move on.")) { case 1: mes "[" + strcharinfo(PC_NAME) + "]"; mes "There are weird sounds of some kind..."; @@ -5029,7 +5029,7 @@ OnTouch: mes "- Something hits you"; mes "over the head really hard."; mes "Your body loses its strength and your vision goes blurry -"; - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); sc_start SC_BLIND,30000,0; next; mes "- Oh, I can't lose my consciousness like this -"; @@ -5128,10 +5128,10 @@ OnTouch: mes "who robbed our house."; next; mes "[Mother Rosa]"; - mes "How can you believe what "+((!Sex)?"s":"")+"he's saying?"; - mes "How do you know "+((!Sex)?"s":"")+"he's not lying"; - mes "after robbing our stuff "+((!Sex)?"her":"him")+"self?"; - mes "Search "+((!Sex)?"her":"his")+" possessions immediately!!"; + mes "How can you believe what "+ (Sex == SEX_FEMALE ? "she's" : "he's")+ " saying?"; + mes "How do you know "+ (Sex == SEX_FEMALE ? "she's" : "he's") +" not lying"; + mes "after robbing our stuff "+ (Sex == SEX_FEMALE ? "herself" : "himself") +"?"; + mes "Search "+ (Sex == SEX_FEMALE ? "her" : "his") +" possessions immediately!!"; next; mes "[Father Dames]"; mes "No, how could you say such things?"; @@ -5144,7 +5144,7 @@ OnTouch: mes "Because our house just got robbed,"; mes "we don't have the means to take care of you."; next; - if (select("I'm not the type to be bullied around.:I'll help you catch the thief.")==1) { + if (select("I'm not the type to be bullied around.", "I'll help you catch the thief.")==1) { mes "[Daughter Luen]"; mes "Hmm... The way you look"; mes "seems like you would have "; @@ -5348,7 +5348,7 @@ ecl_in04,78,108,5 script Daughter Luen#eclage 4_F_FAIRYKID2,{ mes "so it made me stare at the person "; mes "for a bit, wondering who it was."; next; - switch (select("Was the person male or female?:Do you know anyone with short, red hair?")) { + switch (select("Was the person male or female?", "Do you know anyone with short, red hair?")) { case 1: mes "[Daughter Luen]"; mes "That I'm not sure..."; @@ -5367,7 +5367,7 @@ ecl_in04,78,108,5 script Daughter Luen#eclage 4_F_FAIRYKID2,{ mes "to me.."; mes "I'm not exactly sure though."; next; - .@menu = select("Who's the first person to find me?:Have you seen short, red hair elsewhere?"); + .@menu = select("Who's the first person to find me?", "Have you seen short, red hair elsewhere?"); switch(.@menu){ case 1: mes "[Daughter Luen]"; @@ -5466,7 +5466,7 @@ ecl_in04,78,108,5 script Daughter Luen#eclage 4_F_FAIRYKID2,{ mes "obvious as that,"; mes "there is no way I wouldn't remember!"; next; - .@menu = select("Who's the first person to find me?:Have you seen short, red hair before?"); + .@menu = select("Who's the first person to find me?", "Have you seen short, red hair before?"); switch(.@menu){ case 1: mes "[Daughter Luen]"; @@ -5644,7 +5644,7 @@ ecl_in04,78,108,5 script Daughter Luen#eclage 4_F_FAIRYKID2,{ mes "I can help with?"; } else if (ep14_2_detect == 8 || ep14_2_detect == 9) { - if (select("I found out who the robber was.:I haven't figured things out yet.")==2) { + if (select("I found out who the robber was.", "I haven't figured things out yet.")==2) { mes "[Daughter Luen]"; mes "I... I see..."; mes "Finding the robber is important, but..."; @@ -5748,7 +5748,7 @@ ecl_in04,85,110,3 script Father Dames#eclage 4_M_FAIRYSOLDIER,{ mes "My wife and daughter were devastated."; mes "And you were lying unconscious."; next; - .@menu = select("What kind of friend is he?:Did you talk about anything else?"); + .@menu = select("What kind of friend is he?", "Did you talk about anything else?"); switch (.@menu) { case 1: mes "[Father Dames]"; @@ -5791,7 +5791,7 @@ ecl_in04,85,110,3 script Father Dames#eclage 4_M_FAIRYSOLDIER,{ break; } next; - .@menu2 = select("Has he been suspicious before?:Do you suspect him after the incident?"); + .@menu2 = select("Has he been suspicious before?", "Do you suspect him after the incident?"); switch (.@menu2) { case 1: mes "[Father Dames]"; @@ -5955,7 +5955,7 @@ ecl_in04,77,104,5 script Mother Rosa#eclage 4_F_MORAFINE1,{ mes "I liked, so I just came back home."; mes "That's all."; next; - .@menu = select("Why did you just go into the house?:Was there anything suspicious?"); + .@menu = select("Why did you just go into the house?", "Was there anything suspicious?"); switch (.@menu) { case 1: mes "[Mother Rosa]"; @@ -6010,7 +6010,7 @@ ecl_in04,77,104,5 script Mother Rosa#eclage 4_F_MORAFINE1,{ mes "anything peculiar about it."; } next; - .@menu2 = select("Do you suspect anyone?:Is there anything else missing?"); + .@menu2 = select("Do you suspect anyone?", "Is there anything else missing?"); switch (.@menu2) { //Optimization case 1: mes "[Mother Rosa]"; @@ -6436,7 +6436,7 @@ eclage,222,131,3 script Wandering Merchant#ecl 1_M_SIGNMCNT,{ mes "stench of alcohol -"; } else if (ep14_2_detect == 7) { - if (questprogress(9248) == 1) { + if (questprogress(9258) == 1) { mes "- Upon getting closer,"; mes "I smell a terrible"; mes "stench of alcohol -"; @@ -6475,7 +6475,7 @@ eclage,222,131,3 script Wandering Merchant#ecl 1_M_SIGNMCNT,{ mes "What do you think~! You wanna try?"; mes "Hiccup~..."; next; - switch (select("Try it.:Don't do it.")) { + switch (select("Try it.", "Don't do it.")) { case 1: while (1) { disable_items; @@ -6496,7 +6496,7 @@ eclage,222,131,3 script Wandering Merchant#ecl 1_M_SIGNMCNT,{ } progressbar "0xFFFF00",3; .@nRand = rand(1,10); - specialeffect2 EF_ENHANCE; + specialeffect(EF_ENHANCE, AREA, playerattached()); Zeny -= 10000; if ((.@nRand > 0) && (.@nRand < 5)) { getitem Center_Potion,1; //Center_Potion @@ -6512,7 +6512,7 @@ eclage,222,131,3 script Wandering Merchant#ecl 1_M_SIGNMCNT,{ mes "..."; mes "You want to give it a try?"; next; - if (select("Magic Card Album! Whoaaa!:Is this some kind of fraud? Huh?")==1) { + if (select("Magic Card Album! Whoaaa!", "Is this some kind of fraud? Huh?")==1) { continue; } } @@ -6530,7 +6530,7 @@ eclage,222,131,3 script Wandering Merchant#ecl 1_M_SIGNMCNT,{ mes "..."; mes "You want to give it a try?"; next; - if (select("Yes.:Is this some kind of fraud?")==1) { + if (select("Yes.", "Is this some kind of fraud?")==1) { continue; } } @@ -6613,7 +6613,7 @@ ecl_in04,85,104,3 script Poppy#eclage 4_DOG01,{ next; .@nRand = rand(1,10); if ((.@nRand > 0) && (.@nRand < 5)) { - if (select("Observe it:Forget it")==1) { + if (select("Observe it", "Forget it")==1) { progressbar "0xFFFF00",5; mes "[Poppy]"; mes "Grrrrrrr.... Bow Wow!!"; @@ -6643,7 +6643,7 @@ ecl_in04,85,104,3 script Poppy#eclage 4_DOG01,{ close; } } - else if (select("Observe it:Forgot it")==1) { + else if (select("Observe it", "Forgot it")==1) { progressbar "0xFFFF00",5; mes "[Poppy]"; mes "Grrrrrrr.... Bow Wow!!"; @@ -6694,7 +6694,7 @@ ecl_in04,80,112,3 script Messy Bookshelves#eclage HIDDEN_NPC,{ next; .@nRand = rand(1,10); if ((.@nRand < 5) && (.@nRand > 0)) { - if (select("Examine them.:Forget it.")==1) { + if (select("Examine them.", "Forget it.")==1) { progressbar "0xFFFF00",5; mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see..."; @@ -6725,7 +6725,7 @@ ecl_in04,80,112,3 script Messy Bookshelves#eclage HIDDEN_NPC,{ close; } } - else if (select("Examine it.:Forget it.") == 1){ + else if (select("Examine it.", "Forget it.") == 1){ progressbar "0xFFFF00",5; mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see..."; @@ -6786,7 +6786,7 @@ ecl_in04,78,111,3 script Damaged book#eclage HIDDEN_NPC,{ next; .@nRand = rand(1,10); if ((.@nRand > 0) && (.@nRand < 5)) { - if (select("Examine it.:Forget it.")==1) { + if (select("Examine it.", "Forget it.")==1) { progressbar "0xFFFF00",5; mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see..."; @@ -6814,7 +6814,7 @@ ecl_in04,78,111,3 script Damaged book#eclage HIDDEN_NPC,{ close; } } - else if (select("Examine it.:Forget it.")==1) { + else if (select("Examine it.", "Forget it.")==1) { progressbar "0xFFFF00",5; mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see..."; @@ -6877,7 +6877,7 @@ ecl_in04,83,111,3 script Soda can container#ecl HIDDEN_NPC,{ next; .@nRand = rand(1,10); if ((.@nRand > 0) && (.@nRand < 5)) { - if (select("Examine it.:Forget it.")==1) { + if (select("Examine it.", "Forget it.")==1) { progressbar "0xFFFF00",5; mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see..."; @@ -6918,7 +6918,7 @@ ecl_in04,83,111,3 script Soda can container#ecl HIDDEN_NPC,{ close; } } - else if (select("Examine it.:Forget it.") == 1) { + else if (select("Examine it.", "Forget it.") == 1) { progressbar "0xFFFF00",5; mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see..."; @@ -6988,7 +6988,7 @@ ecl_in04,76,107,3 script A messed up table#eclage HIDDEN_NPC,{ next; .@nRand = rand(1,10); if ((.@nRand > 0) && (.@nRand < 5)) { - if (select("Examine it.:Forget it.")==1) { + if (select("Examine it.", "Forget it.")==1) { progressbar "0xFFFF00",5; mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see..."; @@ -7029,7 +7029,7 @@ ecl_in04,76,107,3 script A messed up table#eclage HIDDEN_NPC,{ close; } } - else if (select("Examine it.:Forget it.")==1) { + else if (select("Examine it.", "Forget it.")==1) { progressbar "0xFFFF00",5; mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see..."; @@ -7097,7 +7097,7 @@ ecl_in04,80,105,3 script A foreign substance#ecl 4_SOIL,{ next; .@nRand = rand(1,10); if ((.@nRand < 5) && (.@nRand > 0)) { - if (select("Examine it.:Forget it.")==1) { + if (select("Examine it.", "Forget it.")==1) { progressbar "0xFFFF00",5; mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see..."; @@ -7127,7 +7127,7 @@ ecl_in04,80,105,3 script A foreign substance#ecl 4_SOIL,{ close; } } - else if (select("Examine it.:Forget it.")==1) { + else if (select("Examine it.", "Forget it.")==1) { progressbar "0xFFFF00",5; mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see!"; @@ -7228,7 +7228,7 @@ ecl_in04,203,196,5 script Father Dames#eclage2 4_M_FAIRYSOLDIER,{ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ if (ep14_2_detect == 9) { - switch (select("Now I will track down the robber.:I will think about it a little bit more.:Let's meet outside first.")) { + switch (select("Now I will track down the robber.", "I will think about it a little bit more.", "Let's meet outside first.")) { case 1: mes "[" + strcharinfo(PC_NAME) + "]"; mes "Everyone!"; @@ -7250,7 +7250,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "The thief who stole "; mes "the necklace is!!"; next; - switch (select("Rosa:Wandering Merchant:Dames:Balumin:Cruyan:I'll think about it more.")) { + switch (select("Rosa", "Wandering Merchant", "Dames", "Balumin", "Cruyan", "I'll think about it more.")) { case 1: mes "[" + strcharinfo(PC_NAME) + "]"; mes "The robber is none other than"; @@ -7292,14 +7292,14 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "Why should I do such a thing?"; mes "How are you going to explain the stolen liquor?"; next; - switch (select("That's probably because you like liquor.:I must have gotten something wrong.")) { + switch (select("That's probably because you like liquor.", "I must have gotten something wrong.")) { case 1: mes "[Mother Rosa]"; mes "I haven't had a single sip of alcohol all of my life."; mes "My family will testify to that."; mes "And do you think a feeble woman like me can knock you out?"; next; - if (select("Hmm, I don't think so, but...:I must have gotten something wrong.")==1) { + if (select("Hmm, I don't think so, but...", "I must have gotten something wrong.")==1) { mes "[Mother Rosa]"; mes "Even so, if I really wanted to make it really believable, why would I knock you out and just leave you there?"; mes "Wouldn't I place you somewhere afar to be safe?"; @@ -7365,14 +7365,14 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "My business is going really well!!"; mes "I have no reason to rob houses!"; next; - switch (select("But, the alcohol stench...:I must have gotten something wrong.")) { + switch (select("But, the alcohol stench...", "I must have gotten something wrong.")) { case 1: mes "[Wandering Merchant]"; mes "I didn't steal any alcohol."; mes "I just drank the ones I bought"; mes "with my own money!!"; next; - if (select("Hmm, But...:I must have gotten something wrong.")==1) { + if (select("Hmm, But...", "I must have gotten something wrong.")==1) { mes "[Mother Rosa]"; mes "Just because I am a stranger you think you can accuse me without reason?"; mes "How could you treat someone like this solely based on the fact that he's a stranger?"; @@ -7439,7 +7439,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "hiding the necklace that"; mes "I bought for her?"; next; - switch (select("That's... probably for revenge...:I must have gotten something wrong.")) { + switch (select("That's... probably for revenge...", "I must have gotten something wrong.")) { case 1: mes "[Father Dames]"; mes "For revenge?!"; @@ -7449,7 +7449,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "a little bit of stress will"; mes "ruin everything?"; next; - if (select("Hmm... I don't think so, but...:I must have gotten something wrong.")==1) { + if (select("Hmm... I don't think so, but...", "I must have gotten something wrong.")==1) { mes "[Mother Rosa]"; mes "That's such ludicrous logic!!"; mes "Why are you blaming my husband?"; @@ -7520,7 +7520,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "How could I go and"; mes "rob the house, too?"; next; - switch (select("That's because....:I must have gotten something wrong.")) { + switch (select("That's because....", "I must have gotten something wrong.")) { case 1: mes "[Balumin]"; mes "Besides, Dames and I"; @@ -7529,7 +7529,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "something like that just"; mes "for some money?"; next; - if (select("Hmm... I don't think so, but...:I must have gotten something wrong.")==1) { + if (select("Hmm... I don't think so, but...", "I must have gotten something wrong.")==1) { mes "[Father Dames]"; mes "That's right.. There's no way"; mes "my friend would do such a thing!!"; @@ -7568,7 +7568,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "Cruyan is definitely the robber!"; mes "The reason being~!!"; next; - switch (select("Revenge on Luen's parents:To prepare for his personal expenses:To gain permission to date Luen")) { + switch (select("Revenge on Luen's parents", "To prepare for his personal expenses", "To gain permission to date Luen")) { case 1: mes "[" + strcharinfo(PC_NAME) + "]"; mes "He must have stolen the "; @@ -7596,7 +7596,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "Why would I do such "; mes "a crazy thing?"; next; - switch (select("Well, that's because...:I must have gotten something wrong.")) { + switch (select("Well, that's because...", "I must have gotten something wrong.")) { case 1: mes "[Cruyan]"; mes "Besides, if I did such a thing, Luen probably wouldn't like me anymore."; @@ -7604,7 +7604,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "that is vindictive against"; mes "her own mother?"; next; - if (select("But...:I must have gotten something wrong.")==1) { + if (select("But...", "I must have gotten something wrong.")==1) { mes "[Cruyan]"; mes "I want to earn her trust and become a worthy son-in-law."; mes "Why would I do such a reckless thing?"; @@ -7659,14 +7659,14 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "I've been living a clean life"; mes "to earn her trust!"; next; - switch (select("Why would I believe that?:I must have gotten something wrong.")) { + switch (select("Why would I believe that?", "I must have gotten something wrong.")) { case 1: mes "[Cruyan]"; mes "While that wandering merchant"; mes "smells of alcohol, I don't have the"; mes "slightest hint of alcohol smell do I!?"; next; - if (select("But...:I must have gotten something wrong.")==1) { + if (select("But...", "I must have gotten something wrong.")==1) { mes "[Cruyan]"; mes "And I have never seen that merchant before!"; mes "Should I ask him?"; @@ -7723,7 +7723,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "I was hunting in the land of blooming flowers during the time of crime."; mes "The Concentration Potion is the proof."; next; - if (select("I see... Hmm...:I'm afraid that's not true.")==1) { + if (select("I see... Hmm...", "I'm afraid that's not true.")==1) { mes "[Cruyan]"; mes "Of course!"; mes "I'm innocent!!"; @@ -7734,7 +7734,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "[Cruyan]"; mes "What about it is not true?"; next; - switch (select("According to Luen's statements...:According to Balumin's statements...")) { + switch (select("According to Luen's statements...", "According to Balumin's statements...")) { case 1: mes "[" + strcharinfo(PC_NAME) + "]"; mes "Luen said she definitely"; @@ -7780,7 +7780,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "I don't have the necklace!!"; mes "It's true!!"; next; - if (select("Look through his possessions.:Explain it without looking.")==1) { + if (select("Look through his possessions.", "Explain it without looking.")==1) { mes "[Cruyan]"; mes "Ok, look through it all you want."; mes "I really don't have the necklace!!"; @@ -7923,7 +7923,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "the rest of this issue."; mes "Would you please go outside now?"; next; - switch (select("Leave the house.:Leave after a bit.")) { + switch (select("Leave the house.", "Leave after a bit.")) { case 1: mes "[Daughter Luen]"; mes "Thank you for everything..."; @@ -7946,7 +7946,7 @@ eclage,156,56,3 script Residence entrance#e_prt CLEAR_NPC,{ mes "but it feels like I could"; mes "enter it -"; next; - if (select("Don't enter the residence.:Enter the residence.")==1) { + if (select("Don't enter the residence.", "Enter the residence.")==1) { mes "- Let's check it out later -"; close; } @@ -7957,7 +7957,7 @@ eclage,156,56,3 script Residence entrance#e_prt CLEAR_NPC,{ ecl_in04,81,102,3 script Residence exit#ecl_port2 CLEAR_NPC,{ if (ep14_2_detect) { - if (select("Don't exit the residence.:Exit the residence.")==1) { + if (select("Don't exit the residence.", "Exit the residence.")==1) { mes "- Let's leave a bit later -"; close; } @@ -7997,7 +7997,7 @@ ecl_in02,160,36,4 script Eirinn#nk 4_F_FAIRYKID6,{ mes "'Even green herbs are difficult to find when you need them.'"; mes "Could you go out and find herbs and things like that?"; next; - if (select("Why should I?:Sure!")==1) { + if (select("Why should I?", "Sure!")==1) { mes "[Eirinn]"; mes "Fine, then don't bother me"; mes "and go away."; @@ -8016,7 +8016,7 @@ ecl_in02,160,36,4 script Eirinn#nk 4_F_FAIRYKID6,{ mes "Aren't Green Herbs so common?"; mes "I can't believe they're not in stock!"; next; - if (select("Give Herbs:Go somewhere else.")==2) { + if (select("Give Herbs", "Go somewhere else.")==2) { close; } if (countitem(Green_Herb) < 10) { @@ -8113,7 +8113,7 @@ ecl_in02,160,36,4 script Eirinn#nk 4_F_FAIRYKID6,{ mes "Could you bring me a plant stem and Green Herb, one each?"; mes "I'm going to do some magic here."; next; - if (select("Why should I?:Sure!")==1) { + if (select("Why should I?", "Sure!")==1) { mes "[Eirinn]"; mes "Umm...I guess I can't help it if you don't want to."; mes "I should look for someone else..."; @@ -8235,7 +8235,7 @@ ecl_in03,175,69,4 script Bourbon#nk 4_M_FAIRYKID3,{ mes "Could you teach the little gangsters outside, a lesson on my behalf?"; mes "How does that sound, will you?"; next; - if (select("Why should I?:Sure!")==1) { + if (select("Why should I?", "Sure!")==1) { mes "[Bourbon]"; mes "Hmm, I guess I can't force you."; mes "I should look for someone else..."; @@ -8365,7 +8365,7 @@ ecl_in03,175,69,4 script Bourbon#nk 4_M_FAIRYKID3,{ mes "Let me ask you another favor."; mes "This is a matter of my pride. Will you help me?"; next; - if (select("I'd rather not...:Sure!")==1) { + if (select("I'd rather not...", "Sure!")==1) { mes "[Bourbon]"; mes "What? How could you!"; mes "Can't you hear my heart beating like a drum?"; @@ -8516,7 +8516,7 @@ ecl_in01,26,88,5 script Cecilia#nk 4_F_FAIRYKID5,{ mes "Let's hear what you have to say after putting you in prison first."; mes "Here, you're accused of stealing how do you feel now?"; next; - switch (select("What are you doing?:......")) { + switch (select("What are you doing?", "......")) { case 1: mes "[Cecilia]"; mes "You see, we suffer an unforeseen misfortune in life sometimes."; @@ -8535,7 +8535,7 @@ ecl_in01,26,88,5 script Cecilia#nk 4_F_FAIRYKID5,{ break; } next; - if (select("I don't want to!:Fine.")==1) { + if (select("I don't want to!", "Fine.")==1) { mes "[Cecilia]"; mes "Oh, well!"; mes "Then I'll have to hand you over to prove my innocence."; @@ -8815,7 +8815,7 @@ OnTouch: if (questprogress(4264) == 1) { mes "- Do you want to throw the rat tail? -"; next; - if (select("No.:Yes.")==1) { + if (select("No.", "Yes.")==1) { close; } mes "- The rat tail became a rat even before hitting the ground. -"; @@ -8841,7 +8841,7 @@ OnTouch: if (questprogress(4262) == 1) { mes "- You were told to plant weeds. -"; next; - if (select("Don't do it.:Do it.")==1) { + if (select("Don't do it.", "Do it.")==1) { close; } mes "- Plant weeds secretly . -"; @@ -8909,7 +8909,7 @@ ecl_in01,80,86,4 script Midgard Exploration#bok1 HIDDEN_NPC,{ mes "- I saw a book and stretched my hand out to reach for it. I think it's about cities in Rune-Midgarts. -"; next; while (1) { - if (select("Stay away from the bookshelves.:Check out the bookshelves.")==1) { + if (select("Stay away from the bookshelves.", "Check out the bookshelves.")==1) { mes "[" + strcharinfo(PC_NAME) + "]"; mes "I shouldn't read it."; close; @@ -8994,7 +8994,7 @@ ecl_in01,82,84,4 script Midgard Exploration#bok2 HIDDEN_NPC,{ mes "- I saw a book and stretched my hand out to reach for it. I think it's about cities in Rune-Midgarts. -"; next; while (1) { - if (select("Stay away from the bookshelves.:Check out the bookshelves.")==1) { + if (select("Stay away from the bookshelves.", "Check out the bookshelves.")==1) { mes "[" + strcharinfo(PC_NAME) + "]"; mes "I shouldn't read it."; close; @@ -9091,7 +9091,7 @@ ecl_in01,83,84,4 script Midgard Exploration#bok3 HIDDEN_NPC,{ mes "- I saw a book and stretched my hand out to reach for it. I think it's about the northern parts of Midgard. -"; next; while (1) { - if (select("Stay away from the bookshelves.:Check out the bookshelves.")==1) { + if (select("Stay away from the bookshelves.", "Check out the bookshelves.")==1) { mes "[" + strcharinfo(PC_NAME) + "]"; mes "I shouldn't read it."; close; @@ -9186,7 +9186,7 @@ ecl_in01,83,81,4 script Midgard Exploration#bok4 HIDDEN_NPC,{ mes "- I saw a book and stretched my hand out to reach for it. I think it's about various regions in Midgard. -"; next; while (1) { - if (select("Stay away from the bookshelves.:Check out the bookshelves.")==1) { + if (select("Stay away from the bookshelves.", "Check out the bookshelves.")==1) { mes "[" + strcharinfo(PC_NAME) + "]"; mes "I shouldn't read it."; close; @@ -9272,7 +9272,7 @@ ecl_in01,82,78,4 script Magazine#01 HIDDEN_NPC,{ next; mes "Breaking News! Prontera's Issue Maker!! Exclusive Interview!!"; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "[Reporter]: Hi, everyone. We have Mr. Hollgrehen, the master of refinement, here with us today. Hi, Mr. Hollgrehen."; @@ -9283,7 +9283,7 @@ ecl_in01,82,78,4 script Magazine#01 HIDDEN_NPC,{ next; mes "[Hollgrehen]: I went to a swimming pool when I was little, and I could just float in the water even though I didn't know how to swim. I could just do it. That's how I started working as a refiner."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "[Reporter]: What? You float well? Hmm? It sounds weird.."; @@ -9294,14 +9294,14 @@ ecl_in01,82,78,4 script Magazine#01 HIDDEN_NPC,{ next; mes "[Hollgrehen]: I can refine objects with my eyes closed."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "[Reporter]: Isn't that why you're breaking objects?"; next; mes "[Hollgrehen]: Have you ever done refining with your eyes closed? Don't even start if you've never done it."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "[Reporter]: I see.. Could you show us then? Let's start with something lighter, like...a knife?"; @@ -9314,7 +9314,7 @@ ecl_in01,82,78,4 script Magazine#01 HIDDEN_NPC,{ next; mes "[Reporter]: Huh?! Oh, no.."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "- Clank! Clank! Clank! Shatter!! -"; @@ -9322,7 +9322,7 @@ ecl_in01,82,78,4 script Magazine#01 HIDDEN_NPC,{ next; mes "[Reporter]: .."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "[Hollgrehen]: Hahaha, maybe I don't feel very well today. Oh! Today is Sunday, right? I forgot that sundays are not good for refining weapons. Maybe, armors will do. Right, it will definitely float."; @@ -9330,7 +9330,7 @@ ecl_in01,82,78,4 script Magazine#01 HIDDEN_NPC,{ mes "- He takes the reporter's armor. -"; mes "[Hollgrehen]: This is a pretty good armor. Is this +7 High Risk Valkyrie's Armor?"; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "- Clank! Clank! Clank! Shatter!! -"; @@ -9338,7 +9338,7 @@ ecl_in01,82,78,4 script Magazine#01 HIDDEN_NPC,{ next; mes "[Reporter]: .. .."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "[Hollgrehen]: Now that I think about it, today is a even-day. Even-days are not good for armor refining. Right, shoes will float well."; @@ -9346,7 +9346,7 @@ ecl_in01,82,78,4 script Magazine#01 HIDDEN_NPC,{ mes "- He takes the reporter's shoes. -"; mes "[Hollgrehen]: Hey, you're pretty well off. These are +9 Dull Black Leather Boots. I'll make you even richer."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "- Clank! Clank! Clank! Shatter!! -"; @@ -9354,7 +9354,7 @@ ecl_in01,82,78,4 script Magazine#01 HIDDEN_NPC,{ next; mes "[Reporter]: .. .. .."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "[Hollgrehen]: Oh, now that I see the calendar, today is the first Sunday of this month. For some reason, I couldn't refine shoes well on first sundays. Right, today's perfect for clothes!!"; @@ -9362,7 +9362,7 @@ ecl_in01,82,78,4 script Magazine#01 HIDDEN_NPC,{ mes "- He takes the reporter's clothes. -"; mes "[Hollgrehen]: It's +9 Wandering Valkyrie's Cape. Good, I'll upgrade this to 10 for sure."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "- Clank! Clank! Clank! Shatter!! -"; @@ -9370,14 +9370,14 @@ ecl_in01,82,78,4 script Magazine#01 HIDDEN_NPC,{ next; mes "[Reporter]: .. .. .. .."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "[Hollgrehen]: Hahaha, I think I had something really important...I should go now."; next; mes "[Reporter]: .. .. .. .. .."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "We apologize for not completing the interview due to the reporter's condition. - Editors."; @@ -9398,7 +9398,7 @@ ecl_in01,82,79,4 script Magazine#02 HIDDEN_NPC,{ next; mes "This month's reader's memoir is on Malangdo, an island of cats. Aren't you excited to find out what's going on in Malangdo?!"; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "Reader's memoir"; @@ -9406,49 +9406,49 @@ ecl_in01,82,79,4 script Magazine#02 HIDDEN_NPC,{ next; mes "Malangdo, an island of cats. So soft and tender, ah...it's an island filled with lovely cats. Aww, what should I do...they're all so cute and lovely that I wanted to hug..."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "them...yes, I wanted to, until I met these scary father cat and his daughter."; next; mes "Yes, I was waiting to catch the King Octopus. I guess it was when I was passing by a boat? I met a cat with slanted eyes."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "That cat introduced himself and told me that he studied in Morroc."; next; mes "Then he assured me that he could upgrade my +9 Violet Fear to +10 Violet Fear."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "He sounded so reliable since he studied abroad and all that, right? So I trusted him and gave him my +9 Violet Fear."; next; mes "Then my +9 Violet Fear shattered into pieces. I was so shocked because it was the only weapon that I had."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "I spent all of my money to buy a Enriched Oridecon, too. Right, I couldn't trust him 100% even if he studied abroad."; next; mes "So I comforted myself and mourned for my +9 Violet Fear."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "But that wasn't the end. After that, a little cat approached me, saying she has a hammer that can refine even the stars in the sky."; next; mes "A hammer that refines the starts in the sky! Doesn't it sound awesome? Since I lost my only weapon, I thought I should strengthen my armors. So I gave her everything I had."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "Shoes, clothes, armor, and even helmet...everything I had is just gone...now that I think about it, she said it's a hammer that can refine the stars of the sky."; next; mes "But she didn't say it doesn't break things, right? So, if you ever visit Malando, be aware of those cats called 'Strip' and 'Shatter.' I'm a Rune Knight and I still catch Porings...you don't want to be like me..."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "This is a story of 'Appearing in Morroc Chocheon****.'"; @@ -9582,7 +9582,7 @@ ecl_in02,146,114,4 script Clever#pa0829 4_M_FAIRYSCHOLAR_DIRTY,{ mes "[Clever]"; mes "Hmm, In any case, I've never seen you before. Why are you here to visit me?"; next; - if (select("I never wanted to visit you either.:What crime did you commit?")==1) { + if (select("I never wanted to visit you either.", "What crime did you commit?")==1) { mes "[Clever]"; mes "Oh~ Really? Ok, you get out of here. I'm going to start torturing the guard. Let's see... Alright, I'll sing to him!"; next; @@ -9615,7 +9615,7 @@ ecl_in02,146,114,4 script Clever#pa0829 4_M_FAIRYSCHOLAR_DIRTY,{ mes "Hmm? Why? Do you have an interesting story?"; while (1) { next; - switch (select("Try entertaining him.:Tell him about the journey until now.:Tell him about Rune Midgard.:Ask him what he wants to eat.")) { + switch (select("Try entertaining him.", "Tell him about the journey until now.", "Tell him about Rune Midgard.", "Ask him what he wants to eat.")) { case 1: case 2: case 3: @@ -9630,7 +9630,7 @@ ecl_in02,146,114,4 script Clever#pa0829 4_M_FAIRYSCHOLAR_DIRTY,{ mes "[Clever]"; mes "If you bring me ^0000991 cup of Grape Extract Herb Tea^000000, I'll tell you various gossip stories of Eclage in return. How's that?"; next; - switch (select("I'll think about it later.:That's no problem.")) { + switch (select("I'll think about it later.", "That's no problem.")) { case 1: mes "[Clever]"; mes "Alrighty~ It was nice meeting you. I'm going to sing the rest of this tune."; @@ -9695,7 +9695,7 @@ ecl_in02,146,114,4 script Clever#pa0829 4_M_FAIRYSCHOLAR_DIRTY,{ mes "There's so many. Why don't you choose one among these topics."; while (1) { next; - switch (select("A story about the Seneth King's father:A story about Seneth King's arsony:The assistant chief of staff's real name:A dimensional rift in nearby regions")) { + switch (select("A story about the Seneth King's father", "A story about Seneth King's arsony", "The assistant chief of staff's real name", "A dimensional rift in nearby regions")) { case 1: mes "[Clever]"; mes "This is a secret gossip related to the old king. Have you heard about a first-rate criminal named Florence? He was a first-rate criminal, but he was the father of an old king named Seneth."; @@ -9793,7 +9793,7 @@ ecl_in02,146,114,4 script Clever#pa0829 4_M_FAIRYSCHOLAR_DIRTY,{ mes "[Clever]"; mes "Hey hey, who's this? You're my friend from earlier. Hehehe."; next; - if (select("I'm just gonna be on my way.:I think Hiel's experiment succeeded.")==1) { + if (select("I'm just gonna be on my way.", "I think Hiel's experiment succeeded.")==1) { mes "[Clever]"; mes "What? You don't find any inspiration from hearing my voice? That's sad."; close; @@ -9861,7 +9861,7 @@ ecl_in02,146,114,4 script Clever#pa0829 4_M_FAIRYSCHOLAR_DIRTY,{ mes "[Clever]"; mes "How does it seem from your perspective? Eclage is operating so peacefully. It's way too normal for a city that has been antagonized by high-class Donas."; next; - switch (select("Doesn't really seem that way to me.:It does seem peaceful.")) { + switch (select("Doesn't really seem that way to me.", "It does seem peaceful.")) { case 1: mes "[Clever]"; mes "Really? But at least take a look at this place's home tree. It's doing just so well! And all of the plant life in Bifrost are vividly alive... If there was an antagonist force, it should have been impossible."; @@ -9898,7 +9898,7 @@ ecl_in02,146,114,4 script Clever#pa0829 4_M_FAIRYSCHOLAR_DIRTY,{ mes "It's not that the journal itself is very systematic, but more so that it's not examined by the superiors because it's so negatively criticized for being a third-rate."; next; while (1) { - if (select("I didn't really discover much.:I had a question...")==2) { + if (select("I didn't really discover much.", "I had a question...")==2) { break; } mes "[Clever]"; @@ -9910,7 +9910,7 @@ ecl_in02,146,114,4 script Clever#pa0829 4_M_FAIRYSCHOLAR_DIRTY,{ mes "Hoh~ You seem like you discovered something. Great, what did you find there?"; next; while (1) { - .@select = select("Are Dona and Papang in opposition?:Ask about Etran and Robert.:Do Laphines like Mayor Jun?"); + .@select = select("Are Dona and Papang in opposition?", "Ask about Etran and Robert.", "Do Laphines like Mayor Jun?"); if (.@select == 2){ break; } @@ -9983,7 +9983,7 @@ ecl_in02,146,114,4 script Clever#pa0829 4_M_FAIRYSCHOLAR_DIRTY,{ mes "[Clever]"; mes "Could you promise me that you'll keep everything that you hear from me a secret and help me out?"; next; - if (select("I can't believe you.:Well I got this far, I'll hear you out.")==1) { + if (select("I can't believe you.", "Well I got this far, I'll hear you out.")==1) { mes "[Clever]"; mes "That's too bad. You are the only adventurer that I ever told this much. I guess I can't do much about it. Come back to me when you change your mind."; close; @@ -10051,7 +10051,7 @@ ecl_in02,146,114,4 script Clever#pa0829 4_M_FAIRYSCHOLAR_DIRTY,{ mes "[Clever]"; mes "Oh, wait... The two friends reunited together again, right?"; next; - select("That I am not sure.:I'm sure they would sometime soon, right?"); + select("That I am not sure.", "I'm sure they would sometime soon, right?"); mes "[Clever]"; mes "Yes, I guess we wouldn't know that at this point."; next; @@ -10123,7 +10123,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ mes "I don't really believe that you could have a normal conversation with the socially inept Clever, but I'll at least give you the benefit of the doubt. So, what did he tell you?"; next; while (1) { - .@select = select("Forget this conversation.:A story about the Seneth King's father:A story about Seneth King's arsony:The assistant chief of staff's real name:A dimensional rift in nearby regions"); + .@select = select("Forget this conversation.", "A story about the Seneth King's father", "A story about Seneth King's arsony", "The assistant chief of staff's real name", "A dimensional rift in nearby regions"); if (.@select==5) { break; } @@ -10160,7 +10160,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ mes "^000099This is... irritating on a different level from Clever. I have to somehow stop his nonstop talking...^000000"; next; while (1) { - .@select = select("Ask about using the rift:Ask how the fragment was obtained:So what can you do with this?"); + .@select = select("Ask about using the rift", "Ask how the fragment was obtained", "So what can you do with this?"); if (.@select==3){ break; } @@ -10224,7 +10224,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ mes "[Hiel]"; mes "I would like to go myself, but as you can see, I have to continue my research... And... (Fidget fidget)"; next; - switch (select("Hmm, I'd like to, but I'm busy myself...:Sure, I'll go check it out.")) { + switch (select("Hmm, I'd like to, but I'm busy myself...", "Sure, I'll go check it out.")) { case 1: mes "[Hiel]"; mes "Oh... I guess it was too much to ask for. That's too bad then."; @@ -10242,7 +10242,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ mes "[Hiel]"; mes "Oh, are you here to help me out? I guess what they said was true. I'm really sorry to ask you this favor, but would you mind retrieving that information from them?"; next; - switch (select("Hmm, I'd like to, but I'm busy myself...:Sure, I'll go check it out.")) { + switch (select("Hmm, I'd like to, but I'm busy myself...", "Sure, I'll go check it out.")) { case 1: mes "[Hiel]"; mes "Oh... I guess it was too much to ask for. That's too bad then."; @@ -10271,7 +10271,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ if ((countitem(Dark_Debris) > 0) && (countitem(Yellow_Gemstone) > 1) && (countitem(Red_Gemstone) > 1) && (countitem(Blue_Gemstone) > 1)) { .@ep_14_chk = 1; } - switch (select("It does seem impossible. You should give up.",((.@ep_14_chk==1)?"I already brought them for you.":"I will try obtaining them for you.") )) { + switch (select("It does seem impossible. You should give up.", ((.@ep_14_chk==1)?"I already brought them for you.":"I will try obtaining them for you.") )) { case 1: mes "[Hiel]"; mes "I see, I guess changing the very physics is an impossible thing..."; @@ -10287,7 +10287,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ mes "[Hiel]"; mes "Ooo, so this is what is called Dark Debris. I'm so glad that I can continue my experiments."; next; - switch (select("I didn't say that I'd just give them to you.:Give the materials to him.")) { + switch (select("I didn't say that I'd just give them to you.", "Give the materials to him.")) { case 1: mes "[Hiel]"; mes "How ruthless... Saying that he won't give them after showing them to me."; @@ -10528,7 +10528,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ mes "[Hiel]"; mes "We could expand this machine's output to increase the range, but at this time it's not possible. We can't do much else for now."; next; - if (select("I see, that's too bad.:Would you let me see that reactor for a minute?")==1) { + if (select("I see, that's too bad.", "Would you let me see that reactor for a minute?")==1) { mes "[Hiel]"; mes "I don't know how long it will take. It would be difficult to meet Etran and Robert simultaneously for now."; close; @@ -10537,7 +10537,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ mes "You are not thinking of taking this out to Bifrost, are you? I think you are taking things too far. It's probably too dangerous."; next; while (1) { - if (select("I am a person who made it all the way here alive and well.:Don't you want to test out your theory?")==2) { + if (select("I am a person who made it all the way here alive and well.", "Don't you want to test out your theory?")==2) { break; } mes "[Hiel]"; @@ -10609,7 +10609,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ mes "Let's try channeling our way to Robert. Well... This isn't exactly to test out the machine's new functionality. (Hesitating)"; next; while (1) { - if (select("I'll look for another way.:Let's try communicating with Robert.")==2) { + if (select("I'll look for another way.", "Let's try communicating with Robert.")==2) { break; } mes "[Hiel]"; @@ -10666,7 +10666,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ mes "[Hiel]"; mes "Oh, hello~ I'm busy as usual, ahah."; next; - if (select("I just came by to say hi.:Ask to modify Etran's necklace.")==1) { + if (select("I just came by to say hi.", "Ask to modify Etran's necklace.")==1) { mes "[Hiel]"; mes "Well, there's really nothing else to improve. I'll let you, " + strcharinfo(PC_NAME) + ", especially to use this whenever you want."; next; @@ -10677,7 +10677,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ mes "[Hiel]"; mes "You mean Sir Etran's keepsake? I could try to utilize a special magic power stone to imbue the desired effects, but it is an expensive material costing 10 Splendide Coins..."; next; - switch (select("I guess I'll come back next time...:I have the necessary coins.")) { + switch (select("I guess I'll come back next time...", "I have the necessary coins.")) { case 1: mes "[Hiel]"; mes "Sure, let me know when you have them ready. I'll imbue the desired effects."; @@ -10686,7 +10686,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ mes "[Hiel]"; mes "Oh ok, then should we try imbuing the effects? This process isn't my specialty so I'm a bit nervous, but... hahaha..."; next; - .@etran_r = select("I'll do it next time~:Imbue Physical Ability:Imbue Magical Ability:Imbue Ranged Ability:Imbue Recovering Ability"); + .@etran_r = select("I'll do it next time~", "Imbue Physical Ability", "Imbue Magical Ability", "Imbue Ranged Ability", "Imbue Recovering Ability"); if (.@etran_r == 1){ mes "[Hiel]"; mes "Sure, let me know when you have them ready. I'll restore its effects."; @@ -10779,7 +10779,7 @@ mid_camp,173,257,5 script Shelby#pa0829 4_CAT_SAILOR2,{ mes "Huh?"; mes "Where did you find that canned food?"; next; - if (select("I got it for myself.:I brought it for you guys.")==1) { + if (select("I got it for myself.", "I brought it for you guys.")==1) { mes "[Shelby]"; mes "You are a human being and you eat canned food? What are you doing?"; next; @@ -10795,7 +10795,7 @@ mid_camp,173,257,5 script Shelby#pa0829 4_CAT_SAILOR2,{ mes "[Shelby]"; mes " should I really receive this from you?......"; next; - if (select("Forget it if you don't want it.:Yeah of course~")==1) { + if (select("Forget it if you don't want it.", "Yeah of course~")==1) { mes "[Shelby]"; mes "Nah, I'm just kidding! Why would I?"; next; @@ -10933,7 +10933,7 @@ ecl_in02,133,115,7 script Prison Guard#pa0829 4_M_FAIRYSOLDIER2,{ mes "[Prison Guard]"; mes "Hmm? You want to visit ^000099" + .@inputstr$ + "^000000? I don't see that visitation on the list. Are you sure you made a formal request?"; next; - if (select("Look inside.:Get me out of here.")==2) { + if (select("Look inside.", "Get me out of here.")==2) { warp "ecl_in02",98,29; end; } @@ -10988,7 +10988,7 @@ ecl_in02,133,115,7 script Prison Guard#pa0829 4_M_FAIRYSOLDIER2,{ mes "Do you need something else?"; next; } - if (select("Look inside.:Get me out of here.")==2) { + if (select("Look inside.", "Get me out of here.")==2) { warp "ecl_in02",98,29; end; } @@ -11016,7 +11016,7 @@ ecl_in01,82,80,4 script Monthly Eclage#pa0829 HIDDEN_NPC,{ next; mes "^000099This isn't a history document. It's just a third-rate magazine. Let's look through the table of contents.^000000"; next; - switch (select("Close the book:Settlement of despair-------7p:Brutality of the Elder Assembly-------48p:Eternal farewell--------132p:(Faded out areas)")) { + switch (select("Close the book", "Settlement of despair-------7p", "Brutality of the Elder Assembly-------48p", "Eternal farewell--------132p", "(Faded out areas)")) { case 1: mes "^000099Doesn't seem very interesting.^000000"; close; @@ -11152,7 +11152,7 @@ ecl_tdun01,60,56,4 script #pa0829EtranInterio HIDDEN_NPC,{ mes "^000099Etran suprisingly looks similar to Clever. Could it be that Clever and Hiel are reincarnations of Etran and Robert? No, that couldn't be...^000000"; next; while (1) { - .@select = select("Ask about the Elder Assembly.:Ask about the fight with Robert.:Ask about land restoration project."); + .@select = select("Ask about the Elder Assembly.", "Ask about the fight with Robert.", "Ask about land restoration project."); if (.@select==3){ break; } @@ -11394,7 +11394,7 @@ OnTouch: mes "A proof?"; next; while (1) { - .@select = select("Bring a cat's canned food.:Bring a Laphine coin.:Bring a home tree leaf."); + .@select = select("Bring a cat's canned food.", "Bring a Laphine coin.", "Bring a home tree leaf."); if (.@select == 3){ break; } @@ -11735,7 +11735,7 @@ eclage,155,91,4 script #pa0829Hiel's Door10 2_BOARD2,3,3,{ mes "Pan-galactic ultra genius engineer Hiel's strange and creepy workshop."; mes "Normal Laphines, animals, and Saphas are prohibited."; next; - if (select("Continue my way.:Enter this place.")==2) { + if (select("Continue my way.", "Enter this place.")==2) { warp "ecl_in04",107,213; end; } @@ -11745,7 +11745,7 @@ eclage,155,91,4 script #pa0829Hiel's Door10 2_BOARD2,3,3,{ ecl_in04,108,215,4 script Supreme Elec rope#pa0829 HIDDEN_NPC,{ mes "If you would like to go down, please press the bell~"; next; - if (select("Forget it.:Go down.")==2) { + if (select("Forget it.", "Go down.")==2) { warp "eclage",152,91; end; } @@ -11833,13 +11833,13 @@ ecl_in04,105,216,4 script Hiel's Workshop#pa0829 HIDDEN_NPC,{ next; mes "^000099It was good that Robert appeared in such clarity. But he seems really mad about the time when the communication got cut off last time. Let's first calm his hand holding my collar up.^000000"; next; - select("You see...:It's a misunderstanding!:This is difficult.:Please give me some time to explain!"); + select("You see...", "It's a misunderstanding!", "This is difficult.", "Please give me some time to explain!"); cutin "EP14_robert1",1; mes "[Robert]"; mes "Hmm? The necklace in your right hand..."; while (1) { next; - .@select = select("I bought it at the market.:I stole it.:I met with Sir Etran."); + .@select = select("I bought it at the market.", "I stole it.", "I met with Sir Etran."); if (.@select == 1){ next; } @@ -12028,7 +12028,7 @@ ecl_in04,105,216,4 script Hiel's Workshop#pa0829 HIDDEN_NPC,{ next; cutin "EP14_etran1",1; mes "[Etran]"; - mes "Welcome welcomeow~! We are cat merchants, always serving guests as our kingeow~! Special sale! One piece of meat for 200æ´Ã!!"; + mes "Welcome welcomeow~! We are cat merchants, always serving guests as our kingeow~! Special sale! One piece of meat for 200meow!!"; next; cutin "EP14_robert1",1; mes "[Robert]"; @@ -12309,7 +12309,7 @@ ecl_fild01,190,93,5 script Fili#1 4_M_FAIRYANG,1,1,{ mes "It's always so beautiful with flowers blooming everywhere."; emotion e_ho; next; - switch (select("Start a conversation:Laphine that loves the earth:Asking after adventurers")) { + switch (select("Start a conversation", "Laphine that loves the earth", "Asking after adventurers")) { case 1: .@ran = rand(1,3); switch(rand(1,3)){ @@ -12355,7 +12355,7 @@ ecl_fild01,190,93,5 script Fili#1 4_M_FAIRYANG,1,1,{ mes "[Fili]"; mes "Glad you're here. We're about to start working again. Would you help us?"; next; - switch (select("Sure!:I'm sorry, I can't")) { + switch (select("Sure!", "I'm sorry, I can't")) { case 1: mes "[Fili]"; mes "Thanks so much! Tell Laphines to start working!"; @@ -12409,7 +12409,7 @@ ecl_fild01,190,93,5 script Fili#1 4_M_FAIRYANG,1,1,{ mes "[Fili]"; mes "Will you help checking the safety of the adventurers today?"; next; - switch (select("Sure, I'm an adventurer, too!:Sorry, I'm kind of tired today.")) { + switch (select("Sure, I'm an adventurer, too!", "Sorry, I'm kind of tired today.")) { case 1: mes "[Fili]"; mes "Thanks! Make sure all three of the adventurers are doing well!"; @@ -12475,7 +12475,7 @@ ecl_fild01,190,93,5 script Fili#1 4_M_FAIRYANG,1,1,{ mes "[Fili]"; mes "I should have tried harder to stop them...Could you go check if they're safe and sound?"; next; - switch (select("I'll do it! I'm an adventurer, too!:Sorry, I can't do it right now.")) { + switch (select("I'll do it! I'm an adventurer, too!", "Sorry, I can't do it right now.")) { case 1: mes "[Fili]"; mes "Good. There are three adventurers in the tower right now."; @@ -12538,7 +12538,7 @@ ecl_fild01,190,93,5 script Fili#1 4_M_FAIRYANG,1,1,{ mes "[Fili]"; mes "It's just a habit, don't mind. Anyway, it's time to start the work for the day...you're a traveler, right? Can you help me?"; next; - switch (select("See what kind of work it is.:Tell him you're busy.")) { + switch (select("See what kind of work it is.", "Tell him you're busy.")) { case 1: mes "[Fili]"; mes "Ahng? It's simple. Tell Laphines that are scattered all over the field to start today's work."; @@ -12838,8 +12838,8 @@ ecl_tdun02,99,63,5 script Rosi#No.1 4_F_HUWOMAN,1,1,{ end; OnInit: - if (atoi( charat( strnpcinfo(0), getstrlen(strnpcinfo(0))-1 ) ) > 1){ - disablenpc strnpcinfo(0); + if (atoi( charat( strnpcinfo(NPC_NAME), getstrlen(strnpcinfo(NPC_NAME))-1 ) ) > 1){ + disablenpc strnpcinfo(NPC_NAME); } end; @@ -12856,7 +12856,7 @@ OnTouch: close; } if ((questprogress(13055) == 1) && (questprogress(13056) == 1)) { - .@npc_uin = atoi( charat( strnpcinfo(0), getstrlen(strnpcinfo(0))-1 ) ); + .@npc_uin = atoi( charat( strnpcinfo(NPC_NAME), getstrlen(strnpcinfo(NPC_NAME))-1 ) ); mes "[Rosi]"; mes "It's you again! Oh, is it because I'm a woman? Let me make it clear here. I'm going nowhere until I get a news item."; erasequest 13056; @@ -12881,7 +12881,7 @@ OnTouch: } else if (ep14_2_nines == 2) { if ((questprogress(13055) == 1) && (questprogress(13056) == 1)) { - .@npc_uin = atoi( charat( strnpcinfo(0), getstrlen(strnpcinfo(0))-1 ) ); + .@npc_uin = atoi( charat( strnpcinfo(NPC_NAME), getstrlen(strnpcinfo(NPC_NAME))-1 ) ); mes "[Rosi]"; mes "Oh my gosh! You scared me! What are you doing here?"; next; @@ -12929,8 +12929,8 @@ ecl_tdun01,11,62,5 script Euncheong#No.1 4_M_HUBOY,1,1,{ end; OnInit: - if (atoi( charat( strnpcinfo(0), getstrlen(strnpcinfo(0))-1 ) ) > 1){ - disablenpc strnpcinfo(0); + if (atoi( charat( strnpcinfo(NPC_NAME), getstrlen(strnpcinfo(NPC_NAME))-1 ) ) > 1){ + disablenpc strnpcinfo(NPC_NAME); } end; @@ -12947,7 +12947,7 @@ OnTouch: close; } if ((questprogress(13055) == 1) && (questprogress(13057) == 1)) { - .@npc_uin = atoi( charat( strnpcinfo(0), getstrlen(strnpcinfo(0))-1 ) ); + .@npc_uin = atoi( charat( strnpcinfo(NPC_NAME), getstrlen(strnpcinfo(NPC_NAME))-1 ) ); mes "[Euncheong]"; mes "You really shouldn't worry about me. I'll go out when I'm done exploring...Tell him I'm doing okay."; next; @@ -12975,7 +12975,7 @@ OnTouch: } else if (ep14_2_nines == 2) { if ((questprogress(13055) == 1) && (questprogress(13057) == 1)){ - .@npc_uin = atoi( charat( strnpcinfo(0), getstrlen(strnpcinfo(0))-1 ) ); + .@npc_uin = atoi( charat( strnpcinfo(NPC_NAME), getstrlen(strnpcinfo(NPC_NAME))-1 ) ); mes "[Euncheong]"; mes "Are you an adventurer, too? Don't you dare cut in here. I was here first."; next; @@ -13073,7 +13073,7 @@ ecl_tdun03,68,80,3 script New Oz#1 4_M_NEWOZ,1,1,{ mes "[New Oz]"; mes "Good to see you again, my friend!"; next; - switch (select("I'm here to see if you're still alive.:Give him food:Brush off the dust:Gifts for friend")) { + switch (select("I'm here to see if you're still alive.", "Give him food", "Brush off the dust", "Gifts for friend")) { case 1: mes "[New Oz]"; mes "It's from that muscular Laphine, right? He's a good guy. Tell him not to worry about me."; @@ -13169,7 +13169,7 @@ ecl_tdun03,68,80,3 script New Oz#1 4_M_NEWOZ,1,1,{ mes "[New Oz]"; mes "...I wouldn't really deny that. But anyway, could you get me something to eat? I'm starving..."; next; - switch (select("Alright! I'll be back in a second!:Do it yourself!")) { + switch (select("Alright! I'll be back in a second!", "Do it yourself!")) { case 1: mes "[New Oz]"; mes "Thanks. I prefer meat, if possible...I really liked what you gave me last time, and I think acorns go well with meat. Hahaha."; @@ -13236,7 +13236,7 @@ ecl_tdun03,68,80,3 script New Oz#1 4_M_NEWOZ,1,1,{ mes "Of course I can do it on my own~ But if I do it alone, then I'll end up using too much of my energy, and then I'll get hungry again..."; emotion e_dots; next; - switch (select("So you want me to help you brushing off the dust?:Do it yourself then!")) { + switch (select("So you want me to help you brushing off the dust?", "Do it yourself then!")) { case 1: cutin "nines02",2; mes "[New Oz]"; @@ -13307,7 +13307,7 @@ ecl_tdun03,68,80,3 script New Oz#1 4_M_NEWOZ,1,1,{ mes "[New Oz]"; mes "I'm really really sorry, but could you help me again? Just the thought of seeing my friends makes me cry like this. Please~?"; next; - switch (select("What a poor guy! I'll help him.:I can't take it anymore!")) { + switch (select("What a poor guy! I'll help him.", "I can't take it anymore!")) { case 1: mes "[New Oz]"; mes "Bookmarks made of fallen leaves...Ah, they bring so many memories back and make my eyes teary. I'm sure my friends will love it!"; @@ -13353,7 +13353,7 @@ ecl_tdun03,68,80,3 script New Oz#1 4_M_NEWOZ,1,1,{ mes "[New Oz]"; mes "So far so good, right? If you think it's similar to another song, it's just your imagination!"; next; - switch (select("I think it's excellent.:I think I've heard this before.")) { + switch (select("I think it's excellent.", "I think I've heard this before.")) { case 1: mes "[New Oz]"; mes "Thanks! If I have a chance, I'll make a song about how you helped me, too!"; @@ -13425,12 +13425,12 @@ ecl_tdun03,68,80,3 script New Oz#1 4_M_NEWOZ,1,1,{ mes "I should bring some souvenirs to make them feel better. Is there anything I could use?"; emotion e_what; next; - switch (select("Jellopy:Lucky Egg:Loots from local monsters")) { + switch (select("Jellopy", "Lucky Egg", "Loots from local monsters")) { case 1: mes "[New Oz]"; mes "Jellopies are good collectables...but I think it's a little too common. Is there anything else?"; next; - switch (select("Baphomet Card:Loots from local monsters")) { + switch (select("Baphomet Card", "Loots from local monsters")) { case 1: cutin "nines04",2; mes "[New Oz]"; @@ -13450,7 +13450,7 @@ ecl_tdun03,68,80,3 script New Oz#1 4_M_NEWOZ,1,1,{ mes "[New Oz]"; mes "I can't get them unless I know what they are. Is there anything else?"; next; - switch (select("Old Card Album:Loots from local monsters")) { + switch (select("Old Card Album", "Loots from local monsters")) { case 1: mes "[New Oz]"; mes "Card Album...I can't give my friends something that might be come up with nothing! Anything else?"; @@ -13642,16 +13642,16 @@ sec_in02,16,11,5 script New Oz Image#1 4_M_MINSTREL1,1,1,{ mes "Current Status of Mushroom is -" + .@whatis + "and"; mes "Nine status is -" + .@whatho; next; - switch (select("Set Item:Quest:Confirm Image")) { + switch (select("Set Item", "Quest", "Confirm Image")) { case 1: mes "New Oz"; mes "Which set item?"; next; - switch (select("Nine:Mushroom")) { + switch (select("Nine", "Mushroom")) { case 1: mes "Nine status is -" + .@whatho; next; - switch (select("+1:-1:Initialization")) { + switch (select("+1", "-1", "Initialization")) { case 1: mes "New Oz"; mes "Set Item+1"; @@ -13672,7 +13672,7 @@ sec_in02,16,11,5 script New Oz Image#1 4_M_MINSTREL1,1,1,{ case 2: mes "Mushroom status is -" + .@whatis; next; - switch (select("+1:-1:I don't want it:Start the Quest(5)")) { + switch (select("+1", "-1", "I don't want it", "Start the Quest(5)")) { case 1: mes "New Oz"; mes "Set Item+1"; @@ -13756,7 +13756,7 @@ sec_in02,10,17,4 script Professor Aide#worm 4_BULL,{ mes "[Briquet toothpick]"; mes "Tell me all that you want!"; next; - switch (select("Quest Initialization:20 Star Shape Mushrooms:Right before doodle research:Right before final compensation")) { + switch (select("Quest Initialization", "20 Star Shape Mushrooms", "Right before doodle research", "Right before final compensation")) { case 1: mes "[Operation Briquet]"; mes "There it is!"; @@ -13814,7 +13814,7 @@ ecl_tdun04,26,39,1 script Professor Worm#worm 4_M_PROFESSORWORM,{ mes "It's coming! It's all coming!"; mes "Like a tsunami!!"; next; - switch (select("What's coming?:What are you doing here?:Please tell me about Bifrost.")) { + switch (select("What's coming?", "What are you doing here?", "Please tell me about Bifrost.")) { case 1: mes "[Professor Worm]"; mes "EEEK!"; @@ -13825,7 +13825,7 @@ ecl_tdun04,26,39,1 script Professor Worm#worm 4_M_PROFESSORWORM,{ mes "Are you a monster that I created?"; mes "You have to be!"; next; - switch (select("I want to know about the tower.:It's a talking worm!")) { + switch (select("I want to know about the tower.", "It's a talking worm!")) { case 1: mes "[Professor Worm]"; mes "A tower? What tower?"; @@ -13853,7 +13853,7 @@ ecl_tdun04,26,39,1 script Professor Worm#worm 4_M_PROFESSORWORM,{ mes "My goodness, I even forgot the name!"; mes "Don't just stand there please go and find my portrait!"; next; - switch (select("I'm busy!:Why should I!")) { + switch (select("I'm busy!", "Why should I!")) { case 1: mes "[Professor Worm]"; mes "You came all the way up here in your free time and you are telling me you're busy?!"; @@ -13920,7 +13920,7 @@ ecl_tdun04,26,39,1 script Professor Worm#worm 4_M_PROFESSORWORM,{ mes "Hey monster, if you go to the land of many blooming flowers and bring me some ^FF0000Star Shape Mushrooms^000000,"; mes "I might remember everything you see!"; next; - switch (select("Please just try to remember things now.:I'll bring them back for you.")) { + switch (select("Please just try to remember things now.", "I'll bring them back for you.")) { case 1: mes "[Professor Worm]"; mes "Well, I even forgot my name and I can't remember anything right now!"; @@ -13998,7 +13998,7 @@ ecl_tdun04,26,39,1 script Professor Worm#worm 4_M_PROFESSORWORM,{ mes "But why did I get stuck in this tower?"; mes "And for what reason did I put Bifrost to sleep?"; next; - if (select("Don't ask me that!:Think harder!")==1) { + if (select("Don't ask me that!", "Think harder!")==1) { mes "[Professor Worm]"; mes "How dare a monster irritate its creator!"; close; @@ -14015,7 +14015,7 @@ ecl_tdun04,26,39,1 script Professor Worm#worm 4_M_PROFESSORWORM,{ mes "I guess I would have to write a diary then..."; mes "Oh that's right, I used to keep a diary!"; next; - if (select("What did you do with a diary again?:Show it to me.")==1) { + if (select("What did you do with a diary again?", "Show it to me.")==1) { mes "[Professor Worm]"; mes "I must have written things that I should have never forgotten!"; mes "Why are you so sarcastic, anyways?"; @@ -14025,7 +14025,7 @@ ecl_tdun04,26,39,1 script Professor Worm#worm 4_M_PROFESSORWORM,{ mes "Well.. It's not an ordinary notebook... I used a ^0000FFDiary Frog^000000 which is a frog that can record things."; mes "Everytime I was really mad, I threw it all over the place, so they all scattered."; next; - if (select("What a temper you have!:Should I find the Diary Frog?")==1) { + if (select("What a temper you have!", "Should I find the Diary Frog?")==1) { mes "[Professor Worm]"; mes "Why don't you try living imprisoned yourself?"; mes "If you were in my place you wouldn't just throw some frogs, but the entire household!"; @@ -14152,7 +14152,7 @@ OnTouch: mes "The wall is filled with Professor Worm's notes. "; mes "It seems like some of it can be read."; next; - if (select("Don't read it!:Read it.")==1) { + if (select("Don't read it!", "Read it.")==1) { mes "It doesn't seem very interesting at all!"; close; } @@ -14169,7 +14169,7 @@ OnTouch: else if (questprogress(1218) == 2 && ( ep14_2_profe == 4 || ep14_2_profe == 5) ) { mes "Professor Worm's notes on this wall have already been read."; next; - if (select("Stop reading.:Read it again.")==1) { + if (select("Stop reading.", "Read it again.")==1) { mes "It's not like it needs to be memorized so I'll just stop reading."; close; } @@ -14189,7 +14189,7 @@ OnTouch: mes "Professor Worm's notes. "; mes "It seems like some of it can be read."; next; - if (select("Don't read it!:Read it.")==1) { + if (select("Don't read it!", "Read it.")==1) { mes "It doesn't seem very interesting at all!"; close; } @@ -14208,7 +14208,7 @@ OnTouch: else if (questprogress(1219) == 2 && ( ep14_2_profe == 4 || ep14_2_profe == 5) ) { mes "Professor Worm's notes on this wall have already been read."; next; - if (select("Don't read it!:Read it.")==1) { + if (select("Don't read it!", "Read it.")==1) { mes "It doesn't seem very interesting at all!"; close; } @@ -14229,7 +14229,7 @@ OnTouch: mes "The wall is filled with Professor Worm's notes. "; mes "It seems like some of it can be read."; next; - if (select("Don't read it!:Read it.")==1) { + if (select("Don't read it!", "Read it.")==1) { mes "It doesn't seem very interesting at all!"; close; } @@ -14254,7 +14254,7 @@ OnTouch: else if (questprogress(1220) == 2 && ( ep14_2_profe == 4 || ep14_2_profe == 5) ) { mes "Professor Worm's notes on this wall have already been read."; next; - if (select("Stop reading.:Read it again.")==1) { + if (select("Stop reading.", "Read it again.")==1) { mes "It's not like it needs to be memorized so I'll just stop reading."; close; } @@ -14281,7 +14281,7 @@ OnTouch: mes "The wall is filled with Professor Worm's notes. "; mes "It seems like some of it can be read."; next; - if (select("Don't read it!:Read it.")==1) { + if (select("Don't read it!", "Read it.")==1) { mes "It doesn't seem very interesting at all!"; close; } @@ -14297,7 +14297,7 @@ OnTouch: else if (questprogress(1221) == 2 && ( ep14_2_profe == 4 || ep14_2_profe == 5) ) { mes "Professor Worm's notes on this wall have already been read."; next; - if (select("Stop reading.:Read it again.") == 1) { + if (select("Stop reading.", "Read it again.") == 1) { mes "It's not like it needs to be memorized so I'll just stop reading."; close; } @@ -14315,7 +14315,7 @@ OnTouch: mes "The wall is filled with Professor Worm's notes. "; mes "It seems like some of it can be read."; next; - if (select("Don't read it!:Read it.") == 1) { + if (select("Don't read it!", "Read it.") == 1) { mes "It doesn't seem very interesting at all!"; close; } @@ -14335,7 +14335,7 @@ OnTouch: else if (questprogress(1222) == 2 && ( ep14_2_profe == 4 || ep14_2_profe == 5) ) { mes "Professor Worm's notes on this wall have already been read."; next; - if (select("Stop reading.:Read it again.")==1) { + if (select("Stop reading.", "Read it again.")==1) { mes "It's not like it needs to be memorized so I'll just stop reading."; close; } @@ -14362,7 +14362,7 @@ ecl_tdun03,21,69,5 script Diary Frog No.3#worm 4_FROG,{ mes "Professor Worm threw me out here."; mes "He used to chuck us out anytime he was furious."; next; - switch (select("A talking frog?:I want to listen to Professor Worm's diary.")) { + switch (select("A talking frog?", "I want to listen to Professor Worm's diary.")) { case 1: mes "[Diary Frog No.3]"; mes "I am a frog made of wood that can be used for recording."; @@ -14394,7 +14394,7 @@ ecl_tdun03,21,69,5 script Diary Frog No.3#worm 4_FROG,{ mes "Are you interested in the diary recording?"; mes "I don't have much else to do so would you like to hear it again?"; next; - switch (select("Where are other Diary Frogs?:Please let me hear it again.:Is there any more?")) { + switch (select("Where are other Diary Frogs?", "Please let me hear it again.", "Is there any more?")) { case 1: mes "[Diary Frog No.3]"; mes ((ep14_2_profe > 7)?"Diary Frog No.6":"Another Diary Frog")+" probably got thrown onto the first floor of the tower."; @@ -14433,7 +14433,7 @@ ecl_tdun01,23,79,4 script Diary Frog No. 6#worm 4_FROG,{ mes "I thought he threw me out because he didn't need me!"; mes "He threw me realy hard, he did!"; next; - if (select("You look fine.:Please calm down and let me hear the diary.")==1) { + if (select("You look fine.", "Please calm down and let me hear the diary.")==1) { mes "[Diary Frog No. 6]"; mes "You would only understand if you were abandoned like I am!"; close; @@ -14448,7 +14448,7 @@ ecl_tdun01,23,79,4 script Diary Frog No. 6#worm 4_FROG,{ mes "If you return to me after getting rid of 15 ^FF0000Lichtern(blue)^000000"; mes "I'll let you listen to Professor Worm's diary as you wish."; next; - if (select("That's a tough favor!:I'll get rid of them.")==1) { + if (select("That's a tough favor!", "I'll get rid of them.")==1) { mes "[Diary Frog No. 6]"; mes "Well, then I won't say a word about the diary!"; close; @@ -14505,7 +14505,7 @@ ecl_tdun01,23,79,4 script Diary Frog No. 6#worm 4_FROG,{ mes "Do you want to listen to the diary again?"; mes "I'll let you hear it as much as you want!"; next; - if (select("Where are other Diary Frogs?:Please let me hear it again.")==1) { + if (select("Where are other Diary Frogs?", "Please let me hear it again.")==1) { mes "[Diary Frog No. 6]"; mes "Another Diary Frog would be outside the tower somewhere."; mes "If nothing took it away, you'll probably find it without much difficulty."; @@ -14552,7 +14552,7 @@ ecl_fild01,173,95,7 script Diary Frog No. 30#worm 4_FROG,{ mes "Professor Worm threw me out really hard all the way out here."; mes "I didn't even do anything wrong!"; next; - if (select("You look fine.:Please calm down and let me hear the diary.")==1) { + if (select("You look fine.", "Please calm down and let me hear the diary.")==1) { mes "[Diary Frog No. 30]"; mes "Come over here please. Let me break one of your legs."; close; @@ -14561,7 +14561,7 @@ ecl_fild01,173,95,7 script Diary Frog No. 30#worm 4_FROG,{ mes "I got hurt when I was thrown out that I don't have the energy to playback the diary recording."; mes "To help me repair myself, please bring me 10 ^FF0000Star Shape Mushrooms^000000 from the land of blooming flowers."; next; - if (select("Just walk it off.:I'll bring them for you.")==1) { + if (select("Just walk it off.", "I'll bring them for you.")==1) { mes "[Diary Frog No. 30]"; mes "Then, all I can let you hear are my moans and groans."; mes "ARGGGGGG!!!"; @@ -14618,7 +14618,7 @@ ecl_fild01,173,95,7 script Diary Frog No. 30#worm 4_FROG,{ close; } else if (ep14_2_profe >= 11) { - if (select("Where are other Diary Frogs?:Please let me hear it again.")==1) { + if (select("Where are other Diary Frogs?", "Please let me hear it again.")==1) { mes "[Diary Frog No. 30]"; mes "They were either eaten up by monsters or severely broken after being thrown out."; mes "I doubt there are other remaining frogs."; @@ -14652,7 +14652,7 @@ mora,103,74,5 script Expedition Member#tl01 4_M_DST_MASTER,{ mes "[Expedition Member]"; mes "It horrifies me just thinking about returning to the camp after visiting Eclage."; next; - switch (select("Eclage?:Easy way to return to the camp:pat pat...")) { + switch (select("Eclage?", "Easy way to return to the camp", "pat pat...")) { case 1: mes "[Expedition Member]"; mes "Huh? You didn't know it yet?"; @@ -14702,7 +14702,7 @@ ecl_in01,32,52,5 script Traveler Fome#tl01 4_F_DOGTRAVELER,3,3,{ mes "Wait, let me guess!"; mes "You're a member of the famous Midgard expedition, right?!"; next; - select("Yes.:How did he know?"); + select("Yes.", "How did he know?"); mes "[Fome]"; mes "Well, it's simple."; mes "There's no one who looks like you or dresses like you around Eclage."; @@ -14719,7 +14719,7 @@ ecl_in01,32,52,5 script Traveler Fome#tl01 4_F_DOGTRAVELER,3,3,{ mes "Eclage is crowded with travelers, and until recently, most of them were from Alpheim."; mes "It's nice to see you. I was about to talk to you just now. "; next; - switch (select("Why is Eclage popular among travelers?:What is the main attraction of Eclage?")) { + switch (select("Why is Eclage popular among travelers?", "What is the main attraction of Eclage?")) { case 1: mes "[Fome]"; mes "Why does this place have so many travelers...?"; @@ -14807,7 +14807,7 @@ ecl_in01,32,52,5 script Traveler Fome#tl01 4_F_DOGTRAVELER,3,3,{ mes "[Eclage Guard]"; mes "I'll guide you if it's okay."; next; - switch (select("Sure. Let's go.:I don't have time for it right now...")) { + switch (select("Sure. Let's go.", "I don't have time for it right now...")) { case 1: mes "[Eclage Guard]"; mes "Please follow me then. "; @@ -14930,7 +14930,7 @@ OnTouch: emotion e_loud,0,"Traveler Litrip#tl02"; emotion e_loud,0,"Traveler Chiba#tl03"; next; - switch (select("Avoid them.:Join the group.")) { + switch (select("Avoid them.", "Join the group.")) { case 1: mes "They don't seem to care that much."; close; @@ -14959,7 +14959,7 @@ ecl_in01,32,51,7 script Traveler Litrip#tl02 4_M_DOGTRAVELER,{ mes "You're from Mora?"; mes "You must have seen Bifrost Tower on the way then?"; next; - switch (select("I saw it from the outside. :I've gone inside the tower.")) { + switch (select("I saw it from the outside. ", "I've gone inside the tower.")) { case 1: mes "[Litrip]"; mes "Really? That's too bad."; @@ -15029,7 +15029,7 @@ ecl_in01,32,51,7 script Traveler Litrip#tl02 4_M_DOGTRAVELER,{ mes "[Eclage Guard]"; mes "I'll guide you if it's okay."; next; - switch (select("Sure. Let's go.:I don't have time for it right now...")) { + switch (select("Sure. Let's go.", "I don't have time for it right now...")) { case 1: mes "[Eclage Guard]"; mes "Please follow me then. "; @@ -15130,7 +15130,7 @@ ecl_in01,35,51,3 script Traveler Chiba#tl03 4_M_DOGTRAVELER2,{ mes "I heard there's a way to avoid a rift that is blocking Jotunheim..."; mes "Do people really travel through Hazy Forest?"; next; - switch (select("Yes.:By magic!")) { + switch (select("Yes.", "By magic!")) { case 1: mes "[Chiba]"; mes "So it is."; @@ -15216,7 +15216,7 @@ ecl_in01,35,51,3 script Traveler Chiba#tl03 4_M_DOGTRAVELER2,{ mes "[Eclage Guard]"; mes "I'll guide you if it's okay."; next; - switch (select("Sure. Let's go.:I don't have time for it right now...")) { + switch (select("Sure. Let's go.", "I don't have time for it right now...")) { case 1: mes "[Eclage Guard]"; mes "Please follow me then. "; @@ -15322,7 +15322,7 @@ ecl_in01,82,70,3 script Eclage Guard#tl02 4_M_FAIRYSOLDIER,{ mes "Oh, you are here!"; mes "May I escort take you to the one who wants to meet you?"; next; - switch (select("Sure. Let's go.:I don't have time for it right now...")) { + switch (select("Sure. Let's go.", "I don't have time for it right now...")) { case 1: mes "[Eclage Guard]"; mes "Please follow me then. "; @@ -15353,7 +15353,7 @@ ecl_in01,82,70,3 script Eclage Guard#tl02 4_M_FAIRYSOLDIER,{ mes "I thought you sill had something to do."; mes "May I guide you?"; next; - switch (select("Yes, please.:No, it's okay.")) { + switch (select("Yes, please.", "No, it's okay.")) { case 1: mes "[Eclage Guard]"; mes "Please follow me then. "; @@ -15386,7 +15386,7 @@ ecl_in01,82,70,3 script Eclage Guard#tl02 4_M_FAIRYSOLDIER,{ mes "[Eclage Guard]"; mes "Since it's about time, should I lead you in now?"; next; - switch (select("Yes, please.:I'll come back later.")) { + switch (select("Yes, please.", "I'll come back later.")) { case 1: mes "[Eclage Guard]"; mes "Follow me, please."; @@ -15407,7 +15407,7 @@ ecl_in01,82,70,3 script Eclage Guard#tl02 4_M_FAIRYSOLDIER,{ mes "[Eclage Guard]"; mes "May I escort you to the audience chamber?"; next; - switch (select("Yes, please.:No, it's okay.")) { + switch (select("Yes, please.", "No, it's okay.")) { case 1: mes "[Eclage Guard]"; mes "Follow me, please."; @@ -15442,7 +15442,7 @@ ecl_in01,82,70,3 script Eclage Guard#tl02 4_M_FAIRYSOLDIER,{ mes "You've decided to work in Eclage..."; cutin "minuel02",2; next; - switch (select("It's just a rumor.:Do they have a job for me?")) { + switch (select("It's just a rumor.", "Do they have a job for me?")) { case 1: mes "[Minuel]"; mes "Eh? Really?"; @@ -15464,7 +15464,7 @@ ecl_in01,82,70,3 script Eclage Guard#tl02 4_M_FAIRYSOLDIER,{ mes "Since you're free to go anywhere,"; mes "could you gather some decorations for Yai?"; next; - switch (select("Sure.:No.")) { + switch (select("Sure.", "No.")) { case 1: mes "[Minuel]"; mes "Thank you."; @@ -15676,7 +15676,7 @@ ecl_in01,82,70,3 script Eclage Guard#tl02 4_M_FAIRYSOLDIER,{ mes "Do you have a minute?"; mes "My friends love the byproducts of monsters that you brought me the other day and I was going to ask you if you could get some more. Is that okay?"; next; - switch (select("Sorry, I'm busy.:Fine. I'll do it.")) { + switch (select("Sorry, I'm busy.", "Fine. I'll do it.")) { case 1: mes "[Minuel]"; mes "That's too bad."; @@ -15805,7 +15805,7 @@ ecl_in03,245,93,3 script Chief of Staff#tl01 4_F_FAIRY,{ mes "Promise me that you will not tell anyone "; mes "about the truth that you believe."; next; - if (select("No!:Yes, I promise.")==1) { + if (select("No!", "Yes, I promise.")==1) { while (1) { mes "[Shenime]"; mes "You put me on the spot."; @@ -15814,7 +15814,7 @@ ecl_in03,245,93,3 script Chief of Staff#tl01 4_F_FAIRY,{ mes "[Shenime]"; mes "Can't you just keep it to yourself before discussing the matter with Mayor Jun?"; next; - if (select("No, I can't!:Fine, I won't tell anyone.")==2) { + if (select("No, I can't!", "Fine, I won't tell anyone.")==2) { mes "[Shenime]"; mes "I see that you've made up your mind."; next; @@ -15931,7 +15931,7 @@ ecl_in03,245,93,3 script Chief of Staff#tl01 4_F_FAIRY,{ mes "If it's okay, can you do me a favor?"; mes "Of course I'll give you a big reward."; next; - switch (select("Sure.:Sorry, I can't.")) { + switch (select("Sure.", "Sorry, I can't.")) { case 1: mes "[Shenime]"; mes "I was worried since it's something unexpected for you. I'm so glad."; @@ -16045,7 +16045,7 @@ ecl_in03,245,93,3 script Chief of Staff#tl01 4_F_FAIRY,{ mes "Ha...I think I might have been cheated."; mes "He promised to do a research on the topic that I'm interested in, only if I sponsored him for a certain period of time."; next; - switch (select("Did you know what he was researching?:What did you want him to research about?")) { + switch (select("Did you know what he was researching?", "What did you want him to research about?")) { case 1: mes "[Shenime]"; mes "What he asked for was pretty simple. "; @@ -16097,16 +16097,16 @@ ecl_in03,245,93,3 script Chief of Staff#tl01 4_F_FAIRY,{ mes "Mayor has to be a representative of Laphines as a whole."; mes "If he's planning something on his own, it's unacceptable. "; next; - select("There is no such thing.:What do you want to know?"); + select("There is no such thing.", "What do you want to know?"); mes "[Shenime]"; mes "It's about the Orb."; mes "He ordered to reinforce the guard around the Orb."; mes "Do you know why?"; next; - if (select("Tell him why.:I don't know, either.")==1) { + if (select("Tell him why.", "I don't know, either.")==1) { mes "To what extent should you tell him?"; next; - if (select("Tell him all about it.:Make up something.")==1) { + if (select("Tell him all about it.", "Make up something.")==1) { mes "[Shenime]"; mes "What?"; mes "So, you're saying that the scholar I was sponsoring is 'the Avant?'"; @@ -16243,7 +16243,7 @@ ecl_in03,245,93,3 script Chief of Staff#tl01 4_F_FAIRY,{ next; mes "What should I do?"; next; - switch (select("Ask Kardui first.:Hold his hand.")) { + switch (select("Ask Kardui first.", "Hold his hand.")) { case 1: mes "[" + strcharinfo(PC_NAME) + "]"; mes "I don't understand why you're telling me this important information."; @@ -16275,7 +16275,7 @@ ecl_in03,245,93,3 script Chief of Staff#tl01 4_F_FAIRY,{ else if (ep14_2_mylord == 28) { mes "Shenime held his hand out with a suspicious smile."; next; - switch (select("No, not yet.:Hold his hand.")) { + switch (select("No, not yet.", "Hold his hand.")) { case 1: mes "[Shenime]"; mes "This is one of the places you should watch carefully."; @@ -16365,7 +16365,7 @@ ecl_in03,41,90,3 script Mayor Jun Kardui#tl01 4_M_FARIYKING,{ mes "Don't you understand?"; mes "Here, in Eclage, You have to get more recognition from Laphines."; next; - if (select("Do I have to make a contribution?:It's about Yggdrasil!")==1) { + if (select("Do I have to make a contribution?", "It's about Yggdrasil!")==1) { mes "[Kardui]"; mes "See, you understood it right."; next; @@ -16468,7 +16468,7 @@ ecl_in03,41,90,3 script Mayor Jun Kardui#tl01 4_M_FARIYKING,{ mes "The reason I requested your presence today is"; mes "to tell you the unfinished story from the other day. So, I hope you feel better."; next; - if (select("I'm not mad.:Unfinished story?")==1) { + if (select("I'm not mad.", "Unfinished story?")==1) { cutin "kardui01",1; mes "[Kardui]"; mes "Really? What a relief."; @@ -16600,7 +16600,7 @@ ecl_in03,41,90,3 script Mayor Jun Kardui#tl01 4_M_FARIYKING,{ mes "Long time no see."; mes "Is there anything you want from me?"; next; - switch (select("What is that?:You said I'm a tyrant!:The cause of misery!")) { + switch (select("What is that?", "You said I'm a tyrant!", "The cause of misery!")) { case 1: cutin "kardui02",1; mes "[Kardui]"; @@ -16750,7 +16750,7 @@ ecl_in03,41,90,3 script Mayor Jun Kardui#tl01 4_M_FARIYKING,{ mes "Have you been to Bifrost Tower?"; cutin "kardui01",1; next; - if (select("Yes, I have.:No, but I'm thinking about it.:No, I've never thought about it.")==3) { + if (select("Yes, I have.", "No, but I'm thinking about it.", "No, I've never thought about it.")==3) { mes "[Kardui]"; mes "Ah, that's tood bad."; mes "It's one of the main attractions of Eclage."; @@ -16832,7 +16832,7 @@ ecl_in03,41,90,3 script Mayor Jun Kardui#tl01 4_M_FARIYKING,{ mes "I'll come more often instead. That should be enough."; next; cutin "",255; - if (select("Eh...:Get to the point!")==1) { + if (select("Eh...", "Get to the point!")==1) { mes "[" + strcharinfo(PC_NAME) + "]"; mes "I understand that you're so happy to see your brother, but this is enough."; mes "Aren't you embarrassed? I almost felt sick..."; @@ -16973,7 +16973,7 @@ ecl_in03,41,90,3 script Mayor Jun Kardui#tl01 4_M_FARIYKING,{ mes "I will question Avant persistently."; mes "What are you going to do?"; next; - switch (select("Should I help protecting the Orb?:Come on, I'm a busy person.")) { + switch (select("Should I help protecting the Orb?", "Come on, I'm a busy person.")) { case 1: cutin "kardui01",2; mes "[Kardui]"; @@ -17001,7 +17001,7 @@ ecl_in03,41,90,3 script Mayor Jun Kardui#tl01 4_M_FARIYKING,{ mes strcharinfo(PC_NAME) + "."; mes "This is a present for you."; mes "I hope my magical powers help you improve."; - specialeffect2 EF_FORESTLIGHT4; + specialeffect(EF_FORESTLIGHT4, AREA, playerattached()); delitem Avant_Research_Data,1; //Avant_Research_Data if (ep14_2_mylord == 23) { getexp 400000,300000; @@ -17444,7 +17444,7 @@ ecl_in03,41,90,3 script Mayor Jun Kardui#tl01 4_M_FARIYKING,{ mes "You've been a great help all this time."; mes "Will you stay as my friend now and forever?"; mes "May the blessing of Yggdrasil be upon you..."; - specialeffect2 EF_FORESTLIGHT4; + specialeffect(EF_FORESTLIGHT4, AREA, playerattached()); npcskill AL_BLESSING,1,0,0; ep14_2_mylord = 33; completequest 7453; @@ -17533,7 +17533,7 @@ eclage,112,40,3 script Eclage Guard Leo#tl 4_M_FAIRYSOLDIER2,{ mes "[Leo]"; mes "....."; next; - switch (select("Does he want something?:It's a strange fairy!")) { + switch (select("Does he want something?", "It's a strange fairy!")) { case 1: mes "[Leo]"; mes "Mayor Jun told us"; @@ -17542,7 +17542,7 @@ eclage,112,40,3 script Eclage Guard Leo#tl 4_M_FAIRYSOLDIER2,{ mes "[Leo]"; mes "In order to take care of the urgent matter..."; next; - switch (select("No, I refuse!:What do you want me to do?")) { + switch (select("No, I refuse!", "What do you want me to do?")) { case 1: mes "[Leo]"; mes "Although you have all the rights to say no, this is what I get..."; @@ -17592,7 +17592,7 @@ eclage,112,40,3 script Eclage Guard Leo#tl 4_M_FAIRYSOLDIER2,{ } } else if (questprogress(7420) == 1) { - if ((countitem(Pinguicula's_fruit_Jam) < 3) || (countitem(Luciola's_Honey_Jam) < 3)) { + if ((countitem(Pinguiculas_fruit_Jam) < 3) || (countitem(Luciolas_Honey_Jam) < 3)) { mes "[Leo]"; mes "I need 3 jars of Pinguicula's pickled fruits and another 3 jars of Luciola's honey jam~"; mes "They are specialties of the base of Splendide."; @@ -17611,8 +17611,8 @@ eclage,112,40,3 script Eclage Guard Leo#tl 4_M_FAIRYSOLDIER2,{ mes "It seems like Mayor Jun has an eye for character."; mes "So he is Mayor after all..."; next; - delitem Pinguicula's_fruit_Jam,3; //Pinguicula's_fruit_Jam - delitem Luciola's_Honey_Jam,3; //Luciola's_Honey_Jam + delitem Pinguiculas_fruit_Jam,3; + delitem Luciolas_Honey_Jam, 3; completequest 7420; getexp 200000,200000; .@alltotal = questprogress(7420) + questprogress(7419) + questprogress(7418); @@ -17911,7 +17911,7 @@ eclage,112,40,3 script Eclage Guard Leo#tl 4_M_FAIRYSOLDIER2,{ mes "There have been many complaints from travelers saying that those guys bother travelers for no reason."; mes "Do you want to do it?"; next; - switch (select("I'll go! I'll do it! I'll get rid of them!:I don't feel like it today.:Don't you want pickled fruits?")) { + switch (select("I'll go! I'll do it! I'll get rid of them!", "I don't feel like it today.", "Don't you want pickled fruits?")) { case 1: mes "[Leo]"; mes "Look at your fighting spirit!"; @@ -17970,7 +17970,7 @@ ecl_fild01,205,86,3 script Eclage Messenger Roy#tl 4_M_FAIRYSOLDIER2,{ mes "They say Laphines are nothing without their pride, but since I value my life over pride,"; mes "can I ask you a favor?"; next; - switch (select("What is it?:No.")) { + switch (select("What is it?", "No.")) { case 1: mes "[Roy]"; mes "It's something difficult for Laphines, but for humans, it's very easy."; @@ -17988,7 +17988,7 @@ ecl_fild01,205,86,3 script Eclage Messenger Roy#tl 4_M_FAIRYSOLDIER2,{ mes "There's nothing confidential, so you can do it, too."; mes "Bringing one mail. I'm sure it's easy for you."; next; - switch (select("Leave it to me!:I don't want to.")) { + switch (select("Leave it to me!", "I don't want to.")) { case 1: mes "[Roy]"; mes "Good!"; @@ -18179,7 +18179,7 @@ ecl_fild01,205,86,3 script Eclage Messenger Roy#tl 4_M_FAIRYSOLDIER2,{ mes "but could you go again?"; mes "to Splendide, to collect the mails..."; next; - switch (select("Sure.:I don't feel like it today.")) { + switch (select("Sure.", "I don't feel like it today.")) { case 1: mes "[Roy]"; mes "Thank you so much."; @@ -18258,7 +18258,7 @@ splendide,267,368,3 script Contact Officer#tl 4_M_FAIRYKID5,{ mes "You're here to collect the mails again?"; mes "I have one mailbox that is filled up..."; next; - switch (select("Yes, that's what I'm for.:No, that's not why I'm here.")) { + switch (select("Yes, that's what I'm for.", "No, that's not why I'm here.")) { case 1: mes "[Contact Officer]"; mes "Here, take this."; @@ -18350,7 +18350,7 @@ OnTalk: mes "That's enough."; mes "That foreigner can hear you."; next; - if (select("Actually, I've already heard you. Could you tell me more about it?:What was it about?")==1) { + if (select("Actually, I've already heard you. Could you tell me more about it?", "What was it about?")==1) { mes "[Male Laphine]"; mes "No, I don't think we should."; mes "Hahaha..."; @@ -18564,7 +18564,7 @@ ecl_tdun04,32,35,3 script Hisie#tlord 4_M_FARIY_HISIE,{ mes "But then..."; mes "Why is he looking for Avant now?"; next; - if (select("Avant?:One more thing?")==2) { + if (select("Avant?", "One more thing?")==2) { mes "[Hisie]"; mes "He wants me to find Avant."; mes "And he says you'll be a great help?"; @@ -18592,7 +18592,7 @@ ecl_tdun04,32,35,3 script Hisie#tlord 4_M_FARIY_HISIE,{ mes "So, there can't be any relationship or love between us."; mes "Kar could be looking for Avant in order to eliminate him."; next; - select("Experiments? Hypothesis?:Objects that were made?"); + select("Experiments? Hypothesis?", "Objects that were made?"); cutin "hisie01",0; mes "[Hisie]"; mes "Do you know about Seneth, who became Mayor even though he was half breed?"; @@ -18783,7 +18783,7 @@ ecl_tdun04,32,35,3 script Hisie#tlord 4_M_FARIY_HISIE,{ mes "I see they are tightening the guard around the Orb..."; mes "and I feel like I forgot about something.."; next; - switch (select("About Avant:About the Chief of Staff")) { + switch (select("About Avant", "About the Chief of Staff")) { case 1: mes "[Hisie]"; mes "That wicked man is just laughing and not saying anything."; @@ -18924,7 +18924,7 @@ eclage,307,237,0 script Normal Yai#tllb CLEAR_NPC,{ mes "But why would a human being want to see me?"; mes "If it's something useless, you'll be sorry."; next; - select("Delivery...:Shenime told me to..."); + select("Delivery...", "Shenime told me to..."); mes "[Golden-haired Scholar]"; mes "What, Shenime sent you?"; mes "Dustballs and bookmarks made of fallen leaves."; @@ -18988,7 +18988,7 @@ eclage,307,237,0 script Normal Yai#tllb CLEAR_NPC,{ mes "Since it's Avant's Yai, there might be equipped with some devices."; mes "Anyway, let's wait and see if there's any chance."; next; - switch (select("Go in right now.:Wait and look all around.")) { + switch (select("Go in right now.", "Wait and look all around.")) { case 1: if ($111204_avantlabo == 0) { cutin "",255; @@ -19093,7 +19093,7 @@ que_avan01,18,38,0 script Desk#tl01 CLEAR_NPC,{ mes "What should we do?"; cutin "avn_desk01",4; next; - switch (select("Examine the desk.:Ignore it.")) { + switch (select("Examine the desk.", "Ignore it.")) { case 1: mes "I roughtly organized the stuff on the desk."; mes "What should we look into?"; @@ -19106,7 +19106,7 @@ que_avan01,18,38,0 script Desk#tl01 CLEAR_NPC,{ else { cutin "avn_desk02",4; } - switch (select("Look at the documents first.:Look at the hinged devices on top of the desk.:Look at the book on the bookshelf.:Try tasting the reagent.:Look at the lighting setup.")) { + switch (select("Look at the documents first.", "Look at the hinged devices on top of the desk.", "Look at the book on the bookshelf.", "Try tasting the reagent.", "Look at the lighting setup.")) { case 1: mes "...Can't read a single word of it."; mes "Let's show it to Hisie."; @@ -19128,7 +19128,7 @@ que_avan01,18,38,0 script Desk#tl01 CLEAR_NPC,{ mes "There are various hinged devices on top of the desk."; mes "In the middle, there is a small numerical panel. A 5-digit number can be inputted."; next; - if (select("Input a number.:Look at other parts of the desk.")==1) { + if (select("Input a number.", "Look at other parts of the desk.")==1) { input .@input; if (.@input == 31425) { mes "As soon as the number is inputted, a click is heard."; @@ -19152,14 +19152,14 @@ que_avan01,18,38,0 script Desk#tl01 CLEAR_NPC,{ mes "Strange symbols are noticeable."; cutin "avn_book02",4; next; - switch (select("Try rearranging the books.:Forget it.")) { + switch (select("Try rearranging the books.", "Forget it.")) { case 1: .@book = 0; setarray .@books[0],"First","Second","Third","Fourth","Fifth"; for (.@i=1; .@i<6; .@i++){ mes "Where should the "+ .@books[.@i-1] +" book be placed?"; next; - .@select_book = select("First:Second:Third:Fourth:Fifth")-1; + .@select_book = select("First", "Second", "Third", "Fourth", "Fifth")-1; mes "Book 1 was placed at the "+ .@books[.@select_book] +" spot."; if ((.@i==1 && .@select_book==1) || (.@i==2 && .@select_book==3) || (.@i==3 && .@select_book==0) || (.@i==4 && .@select_book==2) || (.@i==5 && .@select_book==4)) { .@book += 10; @@ -19218,7 +19218,7 @@ que_avan01,18,38,0 script Desk#tl01 CLEAR_NPC,{ mes "Why does that man have this?"; cutin "hisie01",0; next; - switch (select("She's beautiful.:Look at these documents!")) { + switch (select("She's beautiful.", "Look at these documents!")) { case 1: cutin "hisie02",0; mes "[Hisie]"; @@ -19275,7 +19275,7 @@ que_avan01,18,38,0 script Desk#tl01 CLEAR_NPC,{ getitem Avant_Research_Data,1; //Avant_Research_Data changequest 7443,7444; next; - switch (select("Let Hisie handle it.:I'm taking care of this place!")) { + switch (select("Let Hisie handle it.", "I'm taking care of this place!")) { case 1: cutin "hisie04",0; mes "[Hisie]"; @@ -19386,7 +19386,7 @@ OnTimer8000: que_avan01,22,40,3 script Avant's Summon#tlact01 DARK_PRIEST,{ end; OnInit: - hideonnpc strnpcinfo(0); + hideonnpc strnpcinfo(NPC_NAME); end; } diff --git a/npc/re/quests/quests_glastheim.txt b/npc/re/quests/quests_glastheim.txt new file mode 100644 index 000000000..cc6f2dc9d --- /dev/null +++ b/npc/re/quests/quests_glastheim.txt @@ -0,0 +1,104 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2016 Hercules Dev Team +//= Copyright (C) 2016 Ridley +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Nightmare Glastheim Dungeon +//================= Description =========================================== +//= NPCs related to Glastheim (Nightmare) +//================= Current Version ======================================= +//= 1.0 +//========================================================================= +glast_01,195,273,4 script Hugin's Follower#n_gh 2_F_MAGICMASTER,{ + mes("[Hugin's Follower]"); + mes("I can't move between time and dimension like a master Hugin but I can pretend to move."); + next; + mes("[Hugin's Follower]"); + mes("What about this Glast Heim is born with powerful dark force?"); + next; + if (select("I don't care", "That is interesting, please tell me more") != 1) { + mes("[Hugin's Follower]"); + mes("As learning ability from Hugin, I just find out the path to Old Glast Heim of more powerful dark force."); + next; + mes("[Hugin's Follower]"); + mes("How is it? Do you want to explore there?"); + next; + if (select("No, I want to stop it", "I really want to do that!") != 1) { + mes("[Hugin's Follower]"); + mes("Sure that is not free~ I have to get something little bit. Hoho..."); + next; + mes("[Hugin's Follower]"); + mes("I can send you just two place. How is it? Do you want to try?"); + next; + .@menu = select("Cancel", "Monastery Cemetery (Lv100~130) - 5000z", "Corridor of 2nd floor (Over Lv140) - 10000z"); + switch (.@menu) { + case 1: + mes("[Hugin's Follower]"); + mes("Alright, please come back whenever you change mind. I think you will have lots of thing to talk with me..."); + close; + case 2: + case 3: + if (.@menu == 2) { + .@map$ = "gl_chyard_"; + .@x = 148; + .@y = 144; + .@zeny = 5000; + } else { + .@map$ = "gl_cas02_"; + .@x = 104; + .@y = 31; + .@zeny = 10000; + } + if (Zeny < .@zeny) { + mes("[Hugin's Follower]"); + mes("What, did you ask me without money?"); + close; + } + Zeny -= .@zeny; + warp .@map$, .@x, .@y; + end; + } + } + } + mes("[Hugin's Follower]"); + mes("Well~ If you are not interested in it, never mind."); + close; +} + +gl_chyard_,148,149,4 script Hugin's Follower#n_gh1 2_F_MAGICMASTER,{ + mes("[Hugin's Follower]"); + mes("You want to break?"); + mes("Ok, let's get out of here.?"); + next; + if (select("Ah, wrong click... I mean I was not talk to you", "Please let me out from here") == 1) { + mes("[Hugin's Follower]"); + mes("Alright just tell me whenever you want to leave."); + close; + } + warp "glast_01", 210, 269; + end; +} + +gl_cas02_,104,36,4 duplicate(Hugin's Follower#n_gh1) Hugin's Follower#n_gh2 2_F_MAGICMASTER diff --git a/npc/re/quests/quests_lighthalzen.txt b/npc/re/quests/quests_lighthalzen.txt new file mode 100644 index 000000000..070368a23 --- /dev/null +++ b/npc/re/quests/quests_lighthalzen.txt @@ -0,0 +1,39 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2012-2016 Hercules Dev Team +//= Copyright (C) AtlantisRO +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Quest NPCs located in Lighthalzen +//================= Description =========================================== +//= Quests related to Lighthalzen City. +//================= Current Version ======================================= +//= 1.0 +//========================================================================= + +izlude,172,73,5 duplicate(Scamp) Scamp#iz 4_M_YURI +izlude_a,172,73,5 duplicate(Scamp) Scamp#iz_a 4_M_YURI +izlude_b,172,73,5 duplicate(Scamp) Scamp#iz_b 4_M_YURI +izlude_c,172,73,5 duplicate(Scamp) Scamp#iz_c 4_M_YURI +izlude_d,172,73,5 duplicate(Scamp) Scamp#iz_d 4_M_YURI diff --git a/npc/re/quests/quests_malangdo.txt b/npc/re/quests/quests_malangdo.txt index bd6af0bdd..786aeccb1 100644 --- a/npc/re/quests/quests_malangdo.txt +++ b/npc/re/quests/quests_malangdo.txt @@ -79,7 +79,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ mes "First, you need to have ten pieces of Malangdo cans if you want to open an account."; next; while(1) { - switch(select("Open an account:Ask about benefits:Cancel")) { + switch(select("Open an account", "Ask about benefits", "Cancel")) { case 1: if (countitem(Malang_Sp_Can) < 10) { mes "[Investment Cat Helper]"; @@ -98,10 +98,10 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ mes "ah!~ what's your name?"; next; mes "[Investment Cat Helper]"; - mes strcharinfo(0)+" you are~"; + mes strcharinfo(PC_NAME)+" you are~"; next; mes "[Investment Cat Helper]"; - mes "Name: "+strcharinfo(0); + mes "Name: "+strcharinfo(PC_NAME); mes "Number of accounts: 10"; mes "OK! Registered!"; next; @@ -177,7 +177,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ mes "[Investment Cat Helper]"; mes "What will you do?"; next; - switch(select("Invest:Check the number of accounts:Cancel")) { + switch(select("Invest", "Check the number of accounts", "Cancel")) { case 1: mes "[Investment Cat Helper]"; mes "Ohh~ thank you for investing~"; @@ -201,7 +201,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ mes "The number of cans you need is "+.@required+" pieces."; mes "Do you want to go through with this?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Investment Cat Helper]"; mes "Oh? Is that wrong? Weird."; mes "Please check again~"; @@ -234,11 +234,11 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ mes "[Investment Cat Helper]"; mes "You can have 20,000 accounts max"; mes "according to the trader policy..."; - mes strcharinfo(0)+"'s accounts increase to 20,000."; + mes strcharinfo(PC_NAME)+"'s accounts increase to 20,000."; mes "Thank you so much for your investment~"; next; mes "[Investment Cat Helper]"; - mes "Now, "+strcharinfo(0)+", you can't invest further"; + mes "Now, "+strcharinfo(PC_NAME)+", you can't invest further"; mes "but you can still donate some of your cans to the trader group."; mes "Thank you so much~"; close; @@ -261,7 +261,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ mes "You want to check the number of accounts? Hmm, let's see~"; next; mes "[Investment Cat Helper]"; - mes "Name: "+strcharinfo(0); + mes "Name: "+strcharinfo(PC_NAME); mes "Number of accounts: "+ep13_yong1; next; mes "[Investment Cat Helper]"; @@ -277,22 +277,22 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ } } else if (ep13_yong1 >= 20000) { mes "[Investment Cat Helper]"; - mes strcharinfo(0) + ", welcome~"; - mes strcharinfo(0) + "~ I felt something upon your arrival."; + mes strcharinfo(PC_NAME) + ", welcome~"; + mes strcharinfo(PC_NAME) + "~ I felt something upon your arrival."; next; mes "[Investment Cat Helper]"; mes "Want to donate?"; next; - if(select("Donate:No") == 2) { + if(select("Donate", "No") == 2) { mes "[Investment Cat Helper]"; mes "Hehe~ then have fun in here~"; close; } mes "[Investment Cat Helper]"; - mes "Wow, thank you, "+strcharinfo(0)+"~!"; + mes "Wow, thank you, "+strcharinfo(PC_NAME)+"~!"; next; mes "[Investment Cat Helper]"; - mes strcharinfo(0)+"~ with your help"; + mes strcharinfo(PC_NAME)+"~ with your help"; mes "the cans will be distributed to cats"; mes "in the Midgard area with honor~"; next; @@ -314,7 +314,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ mes "Ohh! Thank you~"; next; mes "[Investment Cat Helper]"; - mes "Dear "+strcharinfo(0)+" ~"; + mes "Dear "+strcharinfo(PC_NAME)+" ~"; mes "I have only Increase AGI"; mes "and Blessing to give you."; mes "Thank you."; @@ -337,11 +337,11 @@ malangdo,184,139,4 script Storekeeper#mal 4_CAT_ADV2,{ if (ep13_yong1 > 999) { .@cans = 1; .@zeny = 1500; - .@i = select("Pay with Can ----- 1 unit:Pay with Zeny ------- 1,500z"); + .@i = select("Pay with Can ----- 1 unit", "Pay with Zeny ------- 1,500z"); } else { .@cans = 2; .@zeny = 3000; - .@i = select("Pay with Can ----- 2units:Pay with Zeny ------- 3,000z"); + .@i = select("Pay with Can ----- 2units", "Pay with Zeny ------- 3,000z"); } if (getskilllv("NV_BASIC") < 6) { mes "[Storekeeper]"; @@ -386,7 +386,7 @@ mal_in02,28,56,5 script Samuel#mal 4_M_MERCAT1,{ mes "^0000FFBut it'd be impossible to talk without bothering him anyway......^000000"; mes "He is simply always busy."; next; - switch(select("Ad...?:Village chief?")) { + switch(select("Ad...?", "Village chief?")) { case 1: mes "[Samuel]"; mes "Ah, there was an admiral of this ship before settling in here~"; @@ -477,14 +477,14 @@ mal_in02,22,62,3 script Tomas#mal 4_CAT_ADMIRAL,{ mes "So, the amount of the next boxes is 1300...."; mes "And the next, the 700 boxes downstairs to load up the ship..."; next; - switch(select("Try to talk to him.:Stop since he seems busy.")) { + switch(select("Try to talk to him.", "Stop since he seems busy.")) { case 1: mes "[Tomas, Village Chief]"; mes "Hmm, who are you?"; mes "You are not familiar. Sorry, but will you come again if it is not that urgent?"; cutin "ma_tomas01",2; next; - switch(select("It's my first time to Malangdo.:Another cat told me to come over here.:I will come around again later.")) { + switch(select("It's my first time to Malangdo.", "Another cat told me to come over here.", "I will come around again later.")) { case 1: mes "[Tomas, Village Chief]"; mes "...So I told you your face was not familiar."; @@ -825,7 +825,8 @@ mal_in02,174,64,5 script Linguist Devore#mal 4_CAT_MERMASTER,{ mes "If you see the words on the first page of this book, there's a sentence seeming like short conversation."; next; mes "[Linguist Devore]"; - mes "It's like this, for the question, ¬¬¬Ñ¬Ü ¬ã¬Ú?, it says, ¬¡¬Ù ¬ã¬ì¬Þ ¬Õ¬à¬Ò¬â¬Ö, ¬Ò¬Ý¬Ñ¬Ô¬à¬Õ¬Ñ¬â¬ñ. ¬¡ ¬£¬Ú¬Ö?"; + mes sprintf(_$("It's like this, for the question, %s, it says, %s"), + "¬¬¬Ñ¬Ü ¬ã¬Ú?", "¬¡¬Ù ¬ã¬ì¬Þ ¬Õ¬à¬Ò¬â¬Ö, ¬Ò¬Ý¬Ñ¬Ô¬à¬Õ¬Ñ¬â¬ñ. ¬¡ ¬£¬Ú¬Ö?"); next; mes "[Linguist Devore]"; mes "Though I tried talking to Biscuit like this, there was no feedback."; @@ -932,7 +933,7 @@ mal_in02,174,64,5 script Linguist Devore#mal 4_CAT_MERMASTER,{ emotion e_omg; next; mes "[Linguist Devore]"; - mes "Ah, ah! Thanks to you, "+strcharinfo(0)+"!"; + mes "Ah, ah! Thanks to you, "+strcharinfo(PC_NAME)+"!"; mes "I feel so grateful."; next; mes "[Linguist Devore]"; @@ -957,7 +958,7 @@ mal_in02,174,64,5 script Linguist Devore#mal 4_CAT_MERMASTER,{ mes "[Linguist Devore]"; mes "Ah, ah!!"; mes "The study on Starfish is going well."; - mes "It could've really been a disaster, if you, "+strcharinfo(0)+", didn't help us."; + mes "It could've really been a disaster, if you, "+strcharinfo(PC_NAME)+", didn't help us."; emotion e_thx; close; } @@ -1052,7 +1053,7 @@ mal_in02,179,57,1 script Geologist Mali#mal 4_CAT_ADV1,{ mes "So we receive applications for voluntary service, mew~"; mes "Though it's voluntary service, it's not free. So, please visit me at any time you want, mew~"; next; - switch(select("Help repairing.:Finish the talk.")) { + switch(select("Help repairing.", "Finish the talk.")) { case 1: mes "[Geologist Mali]"; mes "Khhh!!!"; @@ -1141,7 +1142,7 @@ mal_in02,179,57,1 script Geologist Mali#mal 4_CAT_ADV1,{ mes "There is a lot more repairing left to do for today!"; mes "It doesn't seem to be an easy thing to solve, mew~"; next; - switch(select("I will help.:I will stop.")) { + switch(select("I will help.", "I will stop.")) { case 1: mes "[Geologist Mali]"; mes "Please listen to ^6666ccmy assistant, Bob^000000 in detail, mew~"; @@ -1173,10 +1174,49 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ } else if (ma_tomas == 14) { // Dialogue in repeatable quest is identical. // Uses a variable to determine the quest mode. - @mal_bob_q = 1; - L_Quest1: - .@i = @mal_bob_q; - @mal_bob_q = 0; + .@i = 1; + } else if (ma_tomas == 15) { + .@i = 3; + } else if (ma_tomas == 16) { + mes "[Bob]"; + mes "Khhh~~~~~~~~~~~~~~~~~~~~~~"; + mes "That was perfect!"; + emotion e_no1; + next; + mes "[Bob]"; + mes "The adhesive filled in just right!!"; + mes "The perfect stapler job!!"; + mes "The speechless and marvelous finishing skill!!"; + next; + mes "[Bob]"; + mes "Impressed!"; + mes "Mysterious!"; + mes "Shocked!"; + emotion e_omg; + next; + mes "[Bob]"; + mes "You did a great job indeed!!!"; + mes "I will tell Dr. Mali!"; + if (countitem(Fix_Kit) > 0) + delitem Fix_Kit,1; + ma_tomas = 17; + changequest 11223,11224; + close; + } else if (ma_tomas > 99) { + if (questprogress(11240)) + .@i = 2; + else if (questprogress(11241)) + .@i = 3; + } else { + mes "[Bob]"; + mes "You bow-wow! bow! wow! I mew! mew! mew!"; + mes "I'm into juice from delicious fish, mew~"; + emotion e_ho; + close; + } + switch (.@i) { + case 1: + case 2: mes "[Bob]"; mes "You bow-wow! bow! wow! I mew! mew! mew!"; mes "I'm into juice from delicious fish, mew~"; @@ -1199,7 +1239,7 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ mes "You seem to have a lot of heavy stuff, so get yourself lightened~"; close; } - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Bob]"; mes "Khhh..."; @@ -1250,8 +1290,7 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ emotion e_otl; close; } - } else if (ma_tomas == 15) { - L_Quest2: + case 3: if (checkweight(Knife,1) == 0) { mes " - Notice !! -"; mes " - Since you have too many items - "; @@ -1282,43 +1321,7 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ mes "Ah, right..."; mes "^0000ffYou may fall into the gap of the crack, unfortunately, so please watch out.^000000"; close; - } else if (ma_tomas == 16) { - mes "[Bob]"; - mes "Khhh~~~~~~~~~~~~~~~~~~~~~~"; - mes "That was perfect!"; - emotion e_no1; - next; - mes "[Bob]"; - mes "The adhesive filled in just right!!"; - mes "The perfect stapler job!!"; - mes "The speechless and marvelous finishing skill!!"; - next; - mes "[Bob]"; - mes "Impressed!"; - mes "Mysterious!"; - mes "Shocked!"; - emotion e_omg; - next; - mes "[Bob]"; - mes "You did a great job indeed!!!"; - mes "I will tell Dr. Mali!"; - if (countitem(Fix_Kit) > 0) - delitem Fix_Kit,1; - ma_tomas = 17; - changequest 11223,11224; - close; - } else if (ma_tomas > 99) { - if (questprogress(11240)) { - @mal_bob_q = 2; - goto L_Quest1; - } else if (questprogress(11241)) - goto L_Quest2; - } - mes "[Bob]"; - mes "You bow-wow! bow! wow! I mew! mew! mew!"; - mes "I'm into juice from delicious fish, mew~"; - emotion e_ho; - close; + } } - script Crack#mal0 FAKE_NPC,{ @@ -1334,7 +1337,7 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ mes "- Ground is a bit cracked. -"; mes "- Used a stapler. -"; .off = 1; - donpcevent "Crackt"+substr(strnpcinfo(2),3,getstrlen(strnpcinfo(2))-1)+"#mal::OnEnable"; + donpcevent "Crackt"+substr(strnpcinfo(NPC_NAME_HIDDEN),3,getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1)+"#mal::OnEnable"; close; } else if (.@ma_cr1 == 7) { mes "- With the crack opening -"; @@ -1347,7 +1350,7 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ end; } else { while (1) { - switch(select("Repair the gap.:Use the stapler.")) { + switch(select("Repair the gap.", "Use the stapler.")) { case 1: switch(rand(1,3)) { case 1: @@ -1387,7 +1390,7 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ mes "- the other cracks. -"; } .off = 1; - donpcevent "Crackt"+substr(strnpcinfo(2),3,getstrlen(strnpcinfo(2))-1)+"#mal::OnEnable"; + donpcevent "Crackt"+substr(strnpcinfo(NPC_NAME_HIDDEN),3,getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1)+"#mal::OnEnable"; close; } } @@ -1398,11 +1401,11 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ mes "- not enough supporters yet. -"; close; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; OnDisable: .off = 0; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } malangdo,114,157,0 duplicate(Crack#mal0) Crack#mal1 4_CRACK @@ -1419,22 +1422,22 @@ malangdo,162,183,0 duplicate(Crack#mal0) Crack#mal10 4_CRACK - script Crackt0#mal FAKE_NPC,{ end; OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); initnpctimer; end; OnDisable: stopnpctimer; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnTimer1000: - donpcevent "Crack#mal"+substr(strnpcinfo(1),6,getstrlen(strnpcinfo(1))-1)+"::OnDisable"; + donpcevent "Crack#mal"+substr(strnpcinfo(NPC_NAME_VISIBLE),6,getstrlen(strnpcinfo(NPC_NAME_VISIBLE))-1)+"::OnDisable"; end; OnTimer30000: - donpcevent "Crack#mal"+substr(strnpcinfo(1),6,getstrlen(strnpcinfo(1))-1)+"::OnEnable"; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent "Crack#mal"+substr(strnpcinfo(NPC_NAME_VISIBLE),6,getstrlen(strnpcinfo(NPC_NAME_VISIBLE))-1)+"::OnEnable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } - duplicate(Crackt0#mal) Crackt1#mal FAKE_NPC @@ -1503,7 +1506,7 @@ mal_in02,181,55,3 script Brie#mal 4_CAT_SAILOR2,{ mes "What?!"; mes "I won't listen if you are nagging."; next; - switch(select("About Rican.:I will stop.")) { + switch(select("About Rican.", "I will stop.")) { case 1: mes "[Brie]"; mes "As for my father?"; @@ -1710,7 +1713,7 @@ mal_in01,114,169,5 script Rican#mal 4_CAT_SAILOR4,{ mes "For this reason, would you like to help me?"; mes "Though my son is helping me, the amount we can prepare is not enough."; next; - switch(select("I'll help him.:I won't.")) { + switch(select("I'll help him.", "I won't.")) { case 1: mes "[Rican]"; mes "Khhh!"; @@ -1848,7 +1851,7 @@ mal_in01,114,169,5 script Rican#mal 4_CAT_SAILOR4,{ mes "You came here to help me again?"; mes "You're so faithful!"; next; - switch(select("I'll help.:I won't.")) { + switch(select("I'll help.", "I won't.")) { case 1: mes "[Rican]"; mes "It's the same task to do as before."; @@ -1884,7 +1887,7 @@ mal_in01,116,168,0 script Dry Machine#mal 2_SLOT_MACHINE,{ mes "You need exactly 30 to get a set!"; close; } - switch(select("Put the fruits in.:Don't.")) { + switch(select("Put the fruits in.", "Don't.")) { case 1: mes "[Rican]"; mes "I'll press the button by myself!!!"; @@ -1929,18 +1932,18 @@ mal_in01,116,168,0 script Dry Machine#mal 2_SLOT_MACHINE,{ emotion e_omg,1; } .off = 1; - donpcevent "Water Sand"+strnpcinfo(2)+"#mal::OnEnable"; + donpcevent "Water Sand"+strnpcinfo(NPC_NAME_HIDDEN)+"#mal::OnEnable"; close; } mes "- Seeems suspicious. -"; mes "- But it's just sand... -"; close; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; OnDisable: .off = 0; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } malangdo,221,139,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#1 4_SOIL @@ -1956,22 +1959,22 @@ malangdo,242,175,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#10 4_S - script Water Sand0#mal FAKE_NPC,{ OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); initnpctimer; end; OnDisable: stopnpctimer; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnTimer1000: - donpcevent "Suspicious Sand Pile#"+substr(strnpcinfo(1),10,getstrlen(strnpcinfo(1))-1)+"::OnDisable"; + donpcevent "Suspicious Sand Pile#"+substr(strnpcinfo(NPC_NAME_VISIBLE),10,getstrlen(strnpcinfo(NPC_NAME_VISIBLE))-1)+"::OnDisable"; end; OnTimer30000: - donpcevent "Suspicious Sand Pile#"+substr(strnpcinfo(1),10,getstrlen(strnpcinfo(1))-1)+"::OnEnable"; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent "Suspicious Sand Pile#"+substr(strnpcinfo(NPC_NAME_VISIBLE),10,getstrlen(strnpcinfo(NPC_NAME_VISIBLE))-1)+"::OnEnable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } - duplicate(Water Sand0#mal) Water Sand1#mal FAKE_NPC @@ -2034,7 +2037,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "Well, that fellow is often the one ignoring my words."; mes "He wavers with words to say and makes me uncomfortable."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Did you hear? Dr. Devore?"; donpcevent "Linguist Devore#mald::OnEnable"; next; @@ -2043,7 +2046,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "I cannot hear anything."; emotion e_what,0,"Linguist Devore#mald"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh? Biscuit said 'Well, that fellow is often the one ignoring my words. He wavers with words to say and makes me uncomfortable.'?"; next; mes "[Linguist Devore]"; @@ -2051,7 +2054,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "I cannot hear anything."; emotion e_what,0,"Linguist Devore#mald"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh?"; emotion e_what,1; next; @@ -2088,7 +2091,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "I'll get back to the meeting and report this."; mes "Then please take care of the next things!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait, Dr. Devore, what on earth is next...?"; mes "What should I do...?"; emotion e_dots,1; @@ -2110,7 +2113,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "...What are you looking at..."; next; while(1) { - switch(select("Ask about Star Candy.:Ask about Biscuit.:Ask about Malangdo.")) { + switch(select("Ask about Star Candy.", "Ask about Biscuit.", "Ask about Malangdo.")) { case 1: mes "[Biscuit]"; mes "Star Candy?"; @@ -2191,7 +2194,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "Hey, you haven't gone back?"; mes "Get some jellies for Star Candy to eat if you have time."; next; - switch(select("Okay.:Why me?")) { + switch(select("Okay.", "Why me?")) { case 1: mes "[Biscuit]"; mes "You can get the jellies around here."; @@ -2212,7 +2215,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "[Biscuit]"; mes "You're not my subordinate, so I can't order you by force. But if Star Candy can't have her meal on time, you have to remember that this island will collapse completely."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "...It's not a request, but a threat..."; emotion e_dots,1; close; @@ -2220,38 +2223,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ } else if (ma_tomas == 26) { // Dialogue in repeatable quest is identical. // Uses a variable to determine the quest mode. - @mal_bob_q = 1; - L_Quest: - .@i = @mal_bob_q; - @mal_bob_q = 0; - if (countitem(Delicious_Jelly) < 30) { - mes "[Biscuit]"; - mes "It's not enough at all~"; - mes "I need at least 30 Delicious Jelly."; - close; - } - mes "[Biscuit]"; - mes "You got them well."; - mes "There won't be any problem to prepare her meal."; - delitem Delicious_Jelly,30; - if (.@i == 1) { - ma_tomas = 27; - changequest 11231,11232; - } else { - erasequest 11244; - setquest 11245; - getitem Egrade_Coin,5; - } - next; - mes "[Biscuit]"; - mes "Though the jelly looks strange, it tastes good..."; - mes "Star Candy seems to like it a lot as well."; - next; - mes "[Biscuit]"; - mes "Have your meal, Star Candy~"; - mes "Uhhh, why don't you eat it?"; - mes "You have no appetite?"; - close; + .@i = 1; } else if (ma_tomas == 27) { mes "[Biscuit]"; mes "Hooo.. it's natural that you have no appetite..."; @@ -2302,7 +2274,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "Hey, you there..."; mes "Even as I ask like this, will you just ignore me and stand there?"; next; - select("I'll help.:It's unavoidable, so I'll help.:I'll admit this is my destiny, so I'll and help.:I'll do anything I can for Star Candy."); + select("I'll help.", "It's unavoidable, so I'll help.", "I'll admit this is my destiny, so I'll and help.", "I'll do anything I can for Star Candy."); mes "[Biscuit]"; mes "Good attitude!"; mes "Hoo hoo~"; @@ -2402,8 +2374,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ close; } else if (ma_tomas > 99) { if (questprogress(11244)) { - @mal_bob_q = 2; - goto L_Quest; + .@i = 2; } else if (questprogress(11245,PLAYTIME) == 1) { mes "[Biscuit]"; mes "I'll call you when I need you, so don't worry!"; @@ -2415,7 +2386,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "It's the time for Star Candy to have a meal."; mes "Get some jellies."; next; - switch(select("I'll help.:I'll stop.")) { + switch(select("I'll help.", "I'll stop.")) { case 1: mes "[Biscuit]"; mes "You can get the jellies around here."; @@ -2429,10 +2400,39 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ close; } } + } else { + mes "[Biscuit]"; + mes "Star Candy is really good."; + mes "She never loses her smile, even though it's so hard to stand..."; + close; + } + if (countitem(Delicious_Jelly) < 30) { + mes "[Biscuit]"; + mes "It's not enough at all~"; + mes "I need at least 30 Delicious Jelly."; + close; } mes "[Biscuit]"; - mes "Star Candy is really good."; - mes "She never loses her smile, even though it's so hard to stand..."; + mes "You got them well."; + mes "There won't be any problem to prepare her meal."; + delitem Delicious_Jelly,30; + if (.@i == 1) { + ma_tomas = 27; + changequest 11231,11232; + } else { + erasequest 11244; + setquest 11245; + getitem Egrade_Coin,5; + } + next; + mes "[Biscuit]"; + mes "Though the jelly looks strange, it tastes good..."; + mes "Star Candy seems to like it a lot as well."; + next; + mes "[Biscuit]"; + mes "Have your meal, Star Candy~"; + mes "Uhhh, why don't you eat it?"; + mes "You have no appetite?"; close; } @@ -2457,7 +2457,7 @@ OnTouch: mes "[Cleaning Staff]"; mes "All yours. There are various cleaning tools here."; next; - switch(select("Bucket:Cleaning Brush:Stop.")) { + switch(select("Bucket", "Cleaning Brush", "Stop.")) { case 1: mes "[Cleaning Staff]"; mes "You mean the Bucket!"; @@ -2510,7 +2510,7 @@ malangdo,246,184,0 script 1st Rate Point HIDDEN_NPC,{ } mes "- The water seems so pure. -"; next; - switch(select("Get water.:Stop.")) { + switch(select("Get water.", "Stop.")) { case 1: mes "- The bucket gets remarkably -"; mes "- heavy as water fills it up. -"; @@ -2538,7 +2538,7 @@ mal_dun01,133,125,5 script Star Candy#mal 4_F_STARFISHGIRL,{ mes "You look different from the fellows that usually comes..."; mes "You also look strange, though."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "?!"; mes "You can talk!"; emotion e_omg,1; @@ -2603,7 +2603,7 @@ mal_dun01,133,125,5 script Star Candy#mal 4_F_STARFISHGIRL,{ } - script #skin_mal FAKE_NPC,{ - .@index = atoi(strnpcinfo(2)); + .@index = atoi(strnpcinfo(NPC_NAME_HIDDEN)); switch(.@index) { case 29: .@str$ = "dry"; break; case 30: .@str$ = "prickly"; break; @@ -2711,16 +2711,16 @@ malangdo,190,167,7 script Portali#mal 4_CAT_SAILOR3,{ mes "I'll let you go to the land of Midgard with the new skill I found!"; mes "It's not free. I'll need canned food!"; next; - switch(select("Go.:Don't go.:Prices?")) { + switch(select("Go.", "Don't go.", "Prices?")) { case 1: if (countitem(Malang_Sp_Can) < 4) { mes "[Portali]"; mes "Where are you going without canned food...?"; close; } - switch(select("Rune-Midgarts:Schwaltzvalt Republic:Arunafeltz Kingdom")) { + switch(select("Rune-Midgarts", "Schwaltzvalt Republic", "Arunafeltz Kingdom")) { case 1: - switch(select("Prontera:Morroc:Alberta:Al De Baran:Payon:Geffen")) { + switch(select("Prontera", "Morroc", "Alberta", "Al De Baran", "Payon", "Geffen")) { case 1: callsub L_Warp,"Prontera",4,"prontera",155,111; case 2: callsub L_Warp,"Morroc",4,"morocc",159,255; case 3: callsub L_Warp,"Alberta",4,"alberta",95,66; @@ -2729,14 +2729,14 @@ malangdo,190,167,7 script Portali#mal 4_CAT_SAILOR3,{ case 6: callsub L_Warp,"Geffen",4,"geffen",120,100; } case 2: - switch(select("Einbroch:Lighthalzen:Yuno:Hugel")) { + switch(select("Einbroch", "Lighthalzen", "Yuno", "Hugel")) { case 1: callsub L_Warp,"Einbroch",6,"einbroch",229,196; case 2: callsub L_Warp,"Lighthalzen",6,"lighthalzen",214,150; case 3: callsub L_Warp,"Yuno",6,"yuno",157,220; case 4: callsub L_Warp,"Hugel",6,"hugel",95,121; } case 3: - switch(select("Rachel:Veins")) { + switch(select("Rachel", "Veins")) { case 1: callsub L_Warp,"Rachel",5,"rachel",138,113; case 2: callsub L_Warp,"Veins",5,"veins",212,144; } @@ -2832,7 +2832,7 @@ malangdo,137,200,6 script Pipielle 4_CAT_MERMASTER,{ mes "[Pipielle]"; mes "Anyways, now I'm collecting specimens to study the monsters here. I hope you can help me."; next; - if(select("How can I help you?:I have to decline.") == 2) { + if(select("How can I help you?", "I have to decline.") == 2) { mes "[Pipielle]"; mes "Oh, okay. If you change your mind, please come again."; close; @@ -2867,12 +2867,12 @@ malangdo,137,200,6 script Pipielle 4_CAT_MERMASTER,{ mes "[Pipielle]"; mes "Oh, you met admiral Tomas... how was it?"; next; - if(select("He looks gentle:He looks terrible") == 2) { + if(select("He looks gentle", "He looks terrible") == 2) { mes "[Pipielle]"; mes "Hmm..."; mes "Frankly speaking, I was a real fan of Admiral Tomas. Can you take responsibility for your word?"; next; - if(select("Just kidding!:Oh yes, he was really terrible!") == 2) { + if(select("Just kidding!", "Oh yes, he was really terrible!") == 2) { mes "[Pipielle]"; mes "Is he?"; mes "Okay, it really depends on personal taste..."; @@ -2932,7 +2932,7 @@ malangdo,175,206,3 script Gobonge#ml 4_CAT_SAILOR5,{ mes "[Gobonge]"; mes "Will you listen my sorrow?"; next; - switch(select("Sure I will.:No, I won't.")) { + switch(select("Sure I will.", "No, I won't.")) { case 1: mes "[Gobonge]"; mes "This is a sad story."; @@ -2955,7 +2955,7 @@ malangdo,175,206,3 script Gobonge#ml 4_CAT_SAILOR5,{ mes "that hurts me so badly!"; emotion e_sob; next; - switch(select("You deserve the pain!:Need help?")) { + switch(select("You deserve the pain!", "Need help?")) { case 1: mes "[Gobonge]"; mes "Yes you are!"; @@ -2966,9 +2966,9 @@ malangdo,175,206,3 script Gobonge#ml 4_CAT_SAILOR5,{ mes "Please find the bad provider"; mes "and revenge our enemy!"; next; - switch(select("No, I don't want to!:Yes, I'll do it!")) { + switch(select("No, I don't want to!", "Yes, I'll do it!")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "For the peace in Malangdo,"; mes "just lay in bed forever."; next; @@ -3040,7 +3040,7 @@ malangdo,175,206,3 script Gobonge#ml 4_CAT_SAILOR5,{ mes "I want you to go first to soothe him instead."; mes "How about it?"; next; - switch(select("It's troublsome, I quit.:Sure I will!")) { + switch(select("It's troublsome, I quit.", "Sure I will!")) { case 1: mes "[Gobonge]"; mes "Haha, you think it is a bad word."; @@ -3261,7 +3261,7 @@ malangdo,171,163,3 script Awfully Suspious Dealer 4_MASK_SMOKEY,{ mes "Due to lots of work in here"; mes "can't have a short time to talk?"; next; - switch(select("Look suspicious?:I knew all things here!")) { + switch(select("Look suspicious?", "I knew all things here!")) { case 1: mes "[Awfully Suspious Dealer]"; mes "I have a same boat with you!"; @@ -3305,7 +3305,7 @@ malangdo,171,163,3 script Awfully Suspious Dealer 4_MASK_SMOKEY,{ mes "Oh! That's ^0000FFa sack of bad cans^000000, isn't it?"; mes "Where did you get it? Amazing!"; next; - switch(select("Do not pretend not to know!:Need to show them our general!")) { + switch(select("Do not pretend not to know!", "Need to show them our general!")) { case 1: mes "[Awfully Suspious Dealer]"; mes "It just looks wonderful."; @@ -3324,7 +3324,7 @@ malangdo,171,163,3 script Awfully Suspious Dealer 4_MASK_SMOKEY,{ mes "I will make headquater of raccoon hurray team here"; mes "after kick out group of cats."; next; - switch(select("Are you the leader?:Let me clear the usage of bad can.:Can it be worked as you want?")) { + switch(select("Are you the leader?", "Let me clear the usage of bad can.", "Can it be worked as you want?")) { case 1: mes "[Awfully Suspious Dealer]"; mes "This is thankful misunderstanding,"; @@ -3451,7 +3451,7 @@ malangdo,125,147,3 script Patrol Leader#ml 4_CAT_SAILOR2,{ mes "for a while."; mes "I will scold you as Patrol Leader!"; next; - switch(select("What Patrol Leader do like this?:Cheer up!!")) { + switch(select("What Patrol Leader do like this?", "Cheer up!!")) { case 1: mes "[Patrol Leader]"; mes "This is what my flavor to do this!"; @@ -3537,7 +3537,7 @@ malangdo,3,1,3 script Guidance for quest#ml 4_MASK_SMOKEY,{ mes "[Helper]"; mes "Choose now, hurry!"; next; - switch(select("NPC appear!:NPC walkout!:Reset setitem:30 pcs of bad cans:Just before collecting cans:Start quest for Patrol Leader")) { + switch(select("NPC appear!", "NPC walkout!", "Reset setitem", "30 pcs of bad cans", "Just before collecting cans", "Start quest for Patrol Leader")) { case 1: donpcevent "Gobonge#ml::OnEnable"; mes "[Helper]"; @@ -3607,7 +3607,7 @@ mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{ next; mes "Could not continue talk."; next; - switch(select("Cheer him up.:Ignore.")) { + switch(select("Cheer him up.", "Ignore.")) { case 1: mes "I comforted his wounded heart just standing by him."; next; @@ -3637,7 +3637,7 @@ mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{ mes "By the way, they are coming over and over again."; mes "I don't know where they are from."; next; - switch(select("Don't ask anymore.:Asking for the place of vermin came.")) { + switch(select("Don't ask anymore.", "Asking for the place of vermin came.")) { case 1: emotion e_sob; mes "[Cleanyang]"; @@ -3771,7 +3771,7 @@ mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{ mes "Without cat's ship biscuit was a heaven. I don't want to go hell again!!!!"; mes "Kmeoooow... Kmeoooow... Kmeoooow~"; next; - switch(select("Tickling under the chin.:Hit the end of nose.:Tap on butt.")) { + switch(select("Tickling under the chin.", "Hit the end of nose.", "Tap on butt.")) { case 1: mes "[Cleanyang]"; mes "Meoow... Koleung koleung..."; @@ -3850,7 +3850,7 @@ mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{ mes "[Cleanyang]"; mes "By the way, what is going on?"; next; - switch(select("It's time to promise~:I'm here to see the result~:Shake your butt~")) { + switch(select("It's time to promise~", "I'm here to see the result~", "Shake your butt~")) { case 1: if (!questprogress(7267,PLAYTIME)) { mes "[Cleanyang]"; @@ -3880,7 +3880,7 @@ mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{ mes "Is there guy who hide cat's ship biscuit today?"; mes "Probably there he is?"; next; - switch(select("Try to search today.:Maybe not today.")) { + switch(select("Try to search today.", "Maybe not today.")) { case 1: mes "[Cleanyang]"; mes "My service to you today."; @@ -3975,7 +3975,7 @@ mal_in02,29,67,0 script #CaptainRoom3 CLEAR_NPC,{ mes "Do not touch that!"; cutin "ma_tomas03",2; next; - switch(select("Sorry.:I'll clean up!")) { + switch(select("Sorry.", "I'll clean up!")) { case 1: mes "[Admiral Thomas]"; mes "We have a common interest to talk."; @@ -4049,7 +4049,7 @@ mal_in02,183,49,0 script #MeetingFloor4 CLEAR_NPC,{ mes "This is ventilation window on the floor. It is really close to Cooking table"; mes "I'm trying to ignore that but it is on my mind. What should I do?"; next; - switch(select("Just look roughly.:Take a look at this.")) { + switch(select("Just look roughly.", "Take a look at this.")) { case 1: mes "I looked at the ventilation window well, but did not find any problem."; close; @@ -4096,7 +4096,7 @@ mal_in02,103,22,0 script #MalBed5 CLEAR_NPC,{ mes "This is bed for sailors. There is too much hair and so messy."; mes "At the corner of under the bed is does not reached hand so I'm thinking too much about that."; next; - switch(select("Raise the matress slightly.:Search under the bed.")) { + switch(select("Raise the matress slightly.", "Search under the bed.")) { case 1: mes "I slightly push and raise the part that touched edge of wall."; mes "And at that time..."; @@ -4141,7 +4141,7 @@ malangdo,141,178,0 script #Darkweed6 CLEAR_NPC,{ mes "Many weeds are growing in rest area near cat tower."; mes "It's easily ignored, so it's on my mind."; next; - switch(select("Search through the weeds.:Search under the chair.")) { + switch(select("Search through the weeds.", "Search under the chair.")) { case 1: mes "I decide to search the forest that out of people's eye."; mes "And at that time..."; @@ -4174,14 +4174,14 @@ malangdo,133,134,0 script Strange Pile of Sand#7 4_SOIL,{ close; } if (questprogress(7268)) { - .@quest = (strnpcinfo(0) == "Strange Pile of Sand#7")?7270:7275; + .@quest = (strnpcinfo(NPC_NAME) == "Strange Pile of Sand#7")?7270:7275; if (!questprogress(.@quest)) { mes "The pile of sand is billowed like a grave. Should be something in there."; mes "According to rumors, cats have a habit to bury with sand after stool..."; next; - switch(select("Avoid this dirty place.:Darn it-!")) { + switch(select("Avoid this dirty place.", "Darn it-!")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Right!"; mes "It may be cat's grave... Do not touch them!"; mes "Avoid, avoid~"; @@ -4373,7 +4373,7 @@ mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{ mes "I'm a unique chef in entire fleet."; mes "Do you want something from me?"; next; - switch(select("Show the cat's ship biscuit.:Talk about story of Cleanyang.")) { + switch(select("Show the cat's ship biscuit.", "Talk about story of Cleanyang.")) { case 1: mes "[Chef Nyas]"; mes "Hm? is this cat's ship biscuit?"; @@ -4495,7 +4495,7 @@ mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{ mes "There you are."; mes "It's not mealtime... Why are you here?"; next; - switch(select("What's today's work?:Food Delivery:Just bored...")) { + switch(select("What's today's work?", "Food Delivery", "Just bored...")) { case 1: if (questprogress(7276,PLAYTIME)) { mes "[Chef Nyas]"; @@ -4530,14 +4530,14 @@ mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{ mes "Could you bring some ingrediednts for cat's ship biscuit from land?"; mes "If you say so, I have one more thing to request..."; next; - switch(select("I'm busy today.:Sure, what are you need?")) { + switch(select("I'm busy today.", "Sure, what are you need?")) { case 1: mes "[Chef Nyas]"; mes "That is sad news."; mes "However, it's ok. Cat's ship biscuit is originally prepared food."; mes "Anyway, today's biscuit wll be provided when the second moon is full."; next; - switch(select("So teeth grinder?:Worm castle...:Do not throw away?")) { + switch(select("So teeth grinder?", "Worm castle...", "Do not throw away?")) { case 1: mes "[Chef Nyas]"; mes "What do you want to hear from me?!"; @@ -4676,7 +4676,7 @@ malangdo,165,223,4 script Expert Cat#nya_01 4_CAT_SAILOR5,{ mes "Hey there."; mes "I am Rato, do you have a moment?"; next; - switch(select("Yeah, sure I do.:I'm sorry, but I'm busy right now.")) { + switch(select("Yeah, sure I do.", "I'm sorry, but I'm busy right now.")) { case 1: mes "[Rato]"; mes "Well, nothing special, but could you do me a favor?"; @@ -4696,7 +4696,7 @@ malangdo,165,223,4 script Expert Cat#nya_01 4_CAT_SAILOR5,{ mes "They used to play with making things, but seem tired of that also..."; mes "If it's okay, would you play with them for a while?"; next; - switch(select("Uh, sure...:I don't have enough time for that.")) { + switch(select("Uh, sure...", "I don't have enough time for that.")) { case 1: mes "[Rato]"; mes "Oh, thank you!"; @@ -4796,7 +4796,7 @@ malangdo,165,223,4 script Expert Cat#nya_01 4_CAT_SAILOR5,{ mes "[Rato]"; mes "Hey, how's it going? If you have time please look at it."; next; - switch(select("Look at a picture.:Don't look at a picture.")) { + switch(select("Look at a picture.", "Don't look at a picture.")) { case 1: mes "[Rato]"; mes "Yes, they drew this picture full of happiness."; @@ -4829,7 +4829,7 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ mes "They are having a serious conversation about the weird machine in front of them."; mes "They look like the kids that Rato told me about."; next; - switch(select("Just watch them without a word.:Busy right now.")) { + switch(select("Just watch them without a word.", "Busy right now.")) { case 1: mes "You try to listen to the conversation without disturbing them."; next; @@ -4851,7 +4851,7 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ next; mes "The cats look your way at the same time."; next; - switch(select("I have a spare Glass Bead!:Why are you guys staring at me?")) { + switch(select("I have a spare Glass Bead!", "Why are you guys staring at me?")) { case 1: if (countitem(Glass_Bead) == 0) { mes "[Roku]"; @@ -4912,7 +4912,7 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ mes "Especially we have added studying course this time."; mes "It's simple to solve, you only need to find compass in this island according to order."; next; - switch(select("I'll give it a try.:Quit.")) { + switch(select("I'll give it a try.", "Quit.")) { case 1: mes "[Charo]"; mes "Here is your Adventure Card."; @@ -5001,7 +5001,7 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ mes "[Charo]"; mes "You should go there too!"; next; - switch(select("Why do I have to go there?:What an adventure! I'll take it!")) { + switch(select("Why do I have to go there?", "What an adventure! I'll take it!")) { case 1: mes "[Charo]"; mes "This is a big case!"; @@ -5038,7 +5038,7 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ mes "Do you feel a disposition to help the detective and his friend?"; mes "Don't you?"; next; - switch(select("Yes I do.:No I don't.")) { + switch(select("Yes I do.", "No I don't.")) { case 1: mes "[Charo]"; mes "You have great capabilities as an adventurer!"; @@ -5243,7 +5243,7 @@ malangdo,215,201,3 script [Meow Team] Roku#nya_10 4_CAT_DOWN,{ mes "[Roku]"; mes "Do you have something to tell me?"; next; - switch(select("Report results of the race.:Challenge the race.:Nothing.")) { + switch(select("Report results of the race.", "Challenge the race.", "Nothing.")) { case 1: if (countitem(Bravery_Card_A) == 0) { mes "[Roku]"; @@ -5277,7 +5277,7 @@ malangdo,215,201,3 script [Meow Team] Roku#nya_10 4_CAT_DOWN,{ erasequest 7244; erasequest 7245; next; - switch(select("Give me one more chance!:Okay.I will try tomorrow.")) { + switch(select("Give me one more chance!", "Okay.I will try tomorrow.")) { case 1: if (countitem(Malang_Sp_Can) == 0) { mes "[Roku]"; @@ -5289,7 +5289,7 @@ malangdo,215,201,3 script [Meow Team] Roku#nya_10 4_CAT_DOWN,{ mes "[Roku]"; mes "Okay. Do you want to exchange 1 Malangdo Can for a Adventure Card?"; next; - switch(select("Exchange for Adventure Card A.:Stop it.")) { + switch(select("Exchange for Adventure Card A.", "Stop it.")) { case 1: if (countitem(Bravery_Card_A)) { mes "[Roku]"; @@ -5365,7 +5365,7 @@ malangdo,215,201,3 script [Meow Team] Roku#nya_10 4_CAT_DOWN,{ mes "You need a Adventure Card to challenge again."; mes "Do you want to exchange 1 Malangdo Can for a Adventure Card?"; next; - switch(select("Buy Adventure Card.:Just stop it.")) { + switch(select("Buy Adventure Card.", "Just stop it.")) { case 1: if (countitem(Bravery_Card_A)) { mes "[Roku]"; @@ -5408,7 +5408,7 @@ malangdo,212,204,0 script Beginning Compass#nya_02 CLEAR_NPC,{ mes "After inserting your card, a red button and the map inside the pot light up."; mes "It seems to start after pressing the button."; next; - switch(select("Start it right now.:Start it later.")) { + switch(select("Start it right now.", "Start it later.")) { case 1: mes "The card has come out with lights on the map after pressing the button."; if (rand(20) < 10) { @@ -5487,7 +5487,7 @@ L_Viewpoint: mes "This is the Duruduru compass from the Meow Bravery Team."; close; } - .@index = atoi(strnpcinfo(2)); + .@index = atoi(strnpcinfo(NPC_NAME_HIDDEN)); switch(.@index) { case 1: setarray .@var[0],11,25; @@ -5510,7 +5510,7 @@ L_Viewpoint: .@color$ = "white"; break; } - mes "Delicate "+.@color$+" lights surround the "+strnpcinfo(1)+"."; + mes "Delicate "+.@color$+" lights surround the "+strnpcinfo(NPC_NAME_VISIBLE)+"."; if (nyadven02 < 11) { mes "After inserting the card and pressing the button, characters appear on the screen."; next; @@ -5559,7 +5559,7 @@ L_Viewpoint: input .@input; if (.@input == .@nori_c) { mes "The card slides out with a sound after entering the number."; - mes "^4d4dffYou have passed the "+strnpcinfo(1)+"! Run to the next destination!^000000"; + mes "^4d4dffYou have passed the "+strnpcinfo(NPC_NAME_VISIBLE)+"! Run to the next destination!^000000"; mes "You should run for the next destination."; ++nyadven02; close; @@ -5725,7 +5725,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ mes "Haha, Nyangson, this is nothing for me."; mes "Before that, let's listen to the stories from the visitor first."; next; - switch(select("Charo? Rosy?:Are you guys detectives?")) { + switch(select("Charo? Rosy?", "Are you guys detectives?")) { case 1: cutin "mal_homnya_s",2; mes "[Homnya]"; @@ -5772,7 +5772,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ next; mes "I don't get the meaning of this, but they seem to be in hurry."; next; - switch(select("Continue to humor them.:Stop playing around.")) { + switch(select("Continue to humor them.", "Stop playing around.")) { case 1: cutin "mal_homnya_n",2; mes "[Homnya]"; @@ -5842,7 +5842,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ mes "[Nyangson]"; mes "It costs one Malangdo Can."; next; - switch(select("Buy Adventure Card.:Do not buy.")) { + switch(select("Buy Adventure Card.", "Do not buy.")) { case 1: if (countitem(Malang_Sp_Can) == 0) { mes "[Homnya]"; @@ -5885,7 +5885,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ mes "It will be hidden in serveral places inside the cabin."; mes "You should find them!"; next; - switch(select("I feel tired of it now.:Oh, yes!")) { + switch(select("I feel tired of it now.", "Oh, yes!")) { case 1: mes "[Homnya]"; mes "Oh, really?"; @@ -6009,7 +6009,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ mes "I always keep eyes on your keen insight."; mes "You are my true friend."; next; - switch(select("How's the condition of Bang?:Ignore it.")) { + switch(select("How's the condition of Bang?", "Ignore it.")) { case 1: if (questprogress(7249,PLAYTIME) == 1) { mes "[Homnya]"; @@ -6031,7 +6031,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ mes "He needs an Adventure Card to stop it."; mes "Well, do you want to try?"; next; - switch(select("Buy Adventure Card B.:Don't buy it.")) { + switch(select("Buy Adventure Card B.", "Don't buy it.")) { case 1: if (countitem(Malang_Sp_Can) == 0) { mes "[Homnya]"; @@ -6143,7 +6143,7 @@ malangdo,174,175,0 script Noisy Machine#nya_13 CLEAR_NPC,{ mes "Go ahead!"; next; cutin "",255; - if(select("Insert card.:Stop it.") == 2) { + if(select("Insert card.", "Stop it.") == 2) { mes "[Homnya]"; mes "Um? You aren't going to do this?"; mes "Really?"; @@ -6196,7 +6196,7 @@ malangdo,174,175,0 script Noisy Machine#nya_13 CLEAR_NPC,{ mes "It will be hidden in serveral places inside the cabin."; mes "You should find them!"; next; - switch(select("I feel tired of it now.:Oh, yes!")) { + switch(select("I feel tired of it now.", "Oh, yes!")) { case 1: mes "[Homnya]"; mes "Oh, really?"; @@ -6260,7 +6260,7 @@ L_ShowLights: mes "Which color button do you want to press "+.@count$[.@i]+"?"; next; // Red <-> Green, Blue <-> Yellow - .@j = select("Red:Blue:Yellow:Green"); + .@j = select("Red", "Blue", "Yellow", "Green"); if (.@Lamp[.@i] == 4-.@j) .@pass += 1; } @@ -6533,7 +6533,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ if (BaseLevel < 60) { mes "A gentle looking cat is whispering to himself."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hello... Mr. Cat..."; next; mes "The cat takes a glance at you and goes back to his whispering as if he didn't even see you."; @@ -6613,20 +6613,20 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "What is your name by the way?"; emotion e_gasp; next; - mes "["+strcharinfo(0)+"]"; - mes "My name is "+strcharinfo(0)+", Mr. Cat."; + mes "["+strcharinfo(PC_NAME)+"]"; + mes "My name is "+strcharinfo(PC_NAME)+", Mr. Cat."; next; mes "[Cat Gamers Director]"; - mes "Oh, ^0000FF"+strcharinfo(0)+"^000000."; + mes "Oh, ^0000FF"+strcharinfo(PC_NAME)+"^000000."; mes "How may I help you?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Actually I wanted to help you out since I heard that you've lost 10 games in a row..."; next; mes "[Cat Gamers Director]"; mes "Well, you didn't really have to point it out like that..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "A weakness is no longer a weakness when you say it out loud."; emotion e_no1,1; next; @@ -6635,14 +6635,14 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "I should remember it and"; mes "tell it to my kids. Heh~"; next; - if (Sex == 0) + if (Sex == SEX_FEMALE) setarray .@sex$[0],"Mr.","boy"; else setarray .@sex$[0],"Miss","girl"; mes "[Cat Gamers Director]"; - mes "I like you, "+.@sex$[0]+" "+strcharinfo(0)+". Will you help us get out of this 10 game losing streak? Ehehe~"; + mes "I like you, "+.@sex$[0]+" "+strcharinfo(PC_NAME)+". Will you help us get out of this 10 game losing streak? Ehehe~"; next; - switch(select("Sorry, I'm a stupid "+.@sex$[1]+".:Sure, I'm a cool "+.@sex$[1]+".")) { + switch(select("Sorry, I'm a stupid "+.@sex$[1]+".", "Sure, I'm a cool "+.@sex$[1]+".")) { case 1: mes "[Cat Gamers Director]"; mes "Guess I was wrong about you~"; @@ -6653,7 +6653,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ close; case 2: mes "[Cat Gamers Director]"; - mes "Wow. I respect you, "+strcharinfo(0)+"."; + mes "Wow. I respect you, "+strcharinfo(PC_NAME)+"."; mes "Let me ask you a favor."; mes "Please meet the hard working Manager Cat and ask about our team's attitude these days."; malang_gamer = 3; @@ -6676,14 +6676,14 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ next; mes "You tell him exactly what the Manager Cat said."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The manager cat said..."; next; mes "[Cat Gamers Director]"; mes "Do not hesitate... Just tell me everything~"; emotion e_what; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Umm... the player cats are afraid of you..."; next; mes "[Cat Gamers Director]"; @@ -6719,7 +6719,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "Is that the truth?"; next; mes "[Cat Gamers Director]"; - mes strcharinfo(0)+", will you help me out?"; + mes strcharinfo(PC_NAME)+", will you help me out?"; mes "There are 4 players who ran away from practice saying they were too tired."; mes "Could you check if they ran away because of me? ehehehe~"; emotion e_what; @@ -6735,7 +6735,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "Ok? Be! Gentle!"; next; mes "[Cat Gamers Director]"; - mes "I appreciate your help, "+strcharinfo(0)+". heh~"; + mes "I appreciate your help, "+strcharinfo(PC_NAME)+". heh~"; malang_gamer = 6; erasequest 5060; setquest 5061; @@ -6749,7 +6749,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "What good is it to scam innocent cats?~"; emotion e_gg; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes, I think that you're right."; emotion e_hmm,1; next; @@ -6764,7 +6764,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ next; mes "You tell the Cat Gamers Director what Eryu, Stew, Ketchup, and Eff said."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "They think you push them too much through the practices. So they are scared."; next; mes "[Cat Gamers Director]"; @@ -6787,7 +6787,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "Ok? Be! Gentle!"; next; mes "[Cat Gamers Director]"; - mes "I appreciate your help, "+strcharinfo(0)+". heh~"; + mes "I appreciate your help, "+strcharinfo(PC_NAME)+". heh~"; close; } else if (malang_gamer == 7) { if (questprogress(5060,PLAYTIME) == 1) { @@ -6813,7 +6813,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "this scary cat image of mine. Heh~"; next; mes "[Cat Gamers Director]"; - mes "Heh~ I would much appreciate your help, "+strcharinfo(0)+"~."; + mes "Heh~ I would much appreciate your help, "+strcharinfo(PC_NAME)+"~."; malang_gamer = 8; erasequest 5060; setquest 5066; @@ -6825,27 +6825,27 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ next; mes "[Cat Gamers Director]"; mes "Heh~ Please help me out,"; - mes strcharinfo(0)+"! Heh~"; + mes strcharinfo(PC_NAME)+"! Heh~"; close; } else if (malang_gamer == 9) { mes "[Cat Gamers Director]"; mes "You came back!! Heh~"; mes "So, what did our manager cat say?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Manager cat asked to prepare a box."; next; mes "[Cat Gamers Director]"; mes "A box? Heh~ Sure, why not?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Are you going to ask me what is it for?"; next; mes "[Cat Gamers Director]"; - mes "Well, I kind of was eavesdropping when "+strcharinfo(0)+" and Manager Cat were talking together. Heh~"; + mes "Well, I kind of was eavesdropping when "+strcharinfo(PC_NAME)+" and Manager Cat were talking together. Heh~"; emotion e_heh; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "............"; next; mes "[Cat Gamers Director]"; @@ -6929,44 +6929,44 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "[Cat Gamers Director]"; mes "Everyone seems to have a satisfied team life~ Heh~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Not... Really..."; next; mes "There are tons of letters piled in the back of the box, but Cat Gamers Director doesn't want to admit the problem."; next; mes "[Cat Gamers Director]"; mes "Heh~"; - mes "Hey, "+strcharinfo(0)+". What did you say? Heh~"; + mes "Hey, "+strcharinfo(PC_NAME)+". What did you say? Heh~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Nothing! Please carry on."; next; mes "[Cat Gamers Director]"; mes "Heh~ Because of what these players want,"; - mes "I have a favor to ask you, "+strcharinfo(0)+"..."; + mes "I have a favor to ask you, "+strcharinfo(PC_NAME)+"..."; mes "Heh~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What is it?"; next; mes "[Cat Gamers Director]"; mes "Will you be our players' practicing partner?"; - mes "Heh~ I feel strongly that you, "+strcharinfo(0)+", can be trusted for this. Heh~"; + mes "Heh~ I feel strongly that you, "+strcharinfo(PC_NAME)+", can be trusted for this. Heh~"; next; - switch(select("No thanks, buddy!:Ok, I'll do it!")) { + switch(select("No thanks, buddy!", "Ok, I'll do it!")) { case 1: mes "[Cat Gamers Director]"; mes "Heh~ Are you rejecting me? Heh~"; next; mes "[Cat Gamers Director]"; mes "I'm sad. Sad~ Heh~"; - mes "I didn't expect a refusal from a person like you, "+strcharinfo(0)+"."; + mes "I didn't expect a refusal from a person like you, "+strcharinfo(PC_NAME)+"."; mes "But still, here's some coins for you~"; mes "Heh~"; emotion e_sob; next; mes "[Cat Gamers Director]"; - mes "We will always welcome you, "+strcharinfo(0)+", as a guest member of the Cat Gamers."; + mes "We will always welcome you, "+strcharinfo(PC_NAME)+", as a guest member of the Cat Gamers."; mes "Heh~"; malang_gamer = 11; erasequest 5068; @@ -6996,28 +6996,28 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ getitem Egrade_Coin,100; next; mes "[Cat Gamers Director]"; - mes "Heh~ Ok, "+strcharinfo(0)+". I will see you in an hour. Heh~"; + mes "Heh~ Ok, "+strcharinfo(PC_NAME)+". I will see you in an hour. Heh~"; close; } } else if (malang_gamer == 11) { mes "[Cat Gamers Director]"; mes "Heh~"; - mes "Aren't you "+strcharinfo(0)+"?"; + mes "Aren't you "+strcharinfo(PC_NAME)+"?"; mes "Have you changed your mind yet?"; mes "Are you willing to be our team's practicing partner?"; next; - switch(select("No, I'm just passing through.:I accept your offer.")) { + switch(select("No, I'm just passing through.", "I accept your offer.")) { case 1: mes "[Cat Gamers Director]"; mes "Heh~ I see."; - mes "But, let me tell you once again, "+strcharinfo(0)+"."; + mes "But, let me tell you once again, "+strcharinfo(PC_NAME)+"."; mes "You are always welcome to be one of our 'Cat Gamers Honorable Members'."; mes "Heh~"; close; case 2: mes "[Cat Gamers Director]"; mes "Heh~ At last!!"; - mes strcharinfo(0)+" will become our honorable member!!"; + mes strcharinfo(PC_NAME)+" will become our honorable member!!"; mes "I shall make a '^0000FFCat Gamers Certificate^000000' right away. Heh~"; emotion e_ho; next; @@ -7044,7 +7044,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "[Cat Gamers Director]"; mes "This is not some ordinary certificate. Heh~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What do you mean?"; next; mes "[Cat Gamers Director]"; @@ -7075,21 +7075,21 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ close; } mes "[Cat Gamers Director]"; - mes "Heh~ Hello, "+strcharinfo(0)+". How is it going practicing with the players?"; + mes "Heh~ Hello, "+strcharinfo(PC_NAME)+". How is it going practicing with the players?"; emotion e_what; next; - switch(select("How are the players doing?:Just stopped by to say hi~:Here's the current status...")) { + switch(select("How are the players doing?", "Just stopped by to say hi~", "Here's the current status...")) { case 1: mes "[Cat Gamers Director]"; - mes "Heh~ Wow, "+strcharinfo(0)+"! I'm so touched by your care for the players."; + mes "Heh~ Wow, "+strcharinfo(PC_NAME)+"! I'm so touched by your care for the players."; next; mes "[Cat Gamers Director]"; - mes "Heh~ For 13 years of my life, I've never seen anyone like you, "+strcharinfo(0)+". Heh~"; + mes "Heh~ For 13 years of my life, I've never seen anyone like you, "+strcharinfo(PC_NAME)+". Heh~"; next; mes "[Cat Gamers Director]"; - mes "Heh~ "+strcharinfo(0)+", which player's condition are you interested in?"; + mes "Heh~ "+strcharinfo(PC_NAME)+", which player's condition are you interested in?"; next; - switch(select("Rock Paper Scissors players:ChamChamCham players:KongNyangKong players:Flag Game players")) { + switch(select("Rock Paper Scissors players", "ChamChamCham players", "KongNyangKong players", "Flag Game players")) { case 1: mes "[Cat Gamers Director]"; mes "Heh~ Rock Paper Scissors players are missing practices occasionally, but they are still getting better. Heh~"; @@ -7109,11 +7109,11 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ } next; mes "[Cat Gamers Director]"; - mes "Heh~ Please keep up the good work, "+strcharinfo(0)+". Heh~"; + mes "Heh~ Please keep up the good work, "+strcharinfo(PC_NAME)+". Heh~"; close; case 2: mes "[Cat Gamers Director]"; - mes "Heh~ Hello there~ "+strcharinfo(0)+". You have such good manners~ Heh~"; + mes "Heh~ Hello there~ "+strcharinfo(PC_NAME)+". You have such good manners~ Heh~"; next; mes "[Cat Gamers Director]"; mes "Heh~ These days, there are so many cats and humans without proper manners. Heh~"; @@ -7122,17 +7122,17 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "We also have some of thme in our 'Cat Gamers'. They are so arrogant every time we win the game... Heh~"; next; mes "[Cat Gamers Director]"; - mes "Heh~ There should be more people like you, "+strcharinfo(0)+". Heh~"; + mes "Heh~ There should be more people like you, "+strcharinfo(PC_NAME)+". Heh~"; next; mes "[Cat Gamers Director]"; - mes "Heh~ Please practice with our players more often~ Heh~ So they can learn some manners from you, "+strcharinfo(0)+". Heh~"; + mes "Heh~ Please practice with our players more often~ Heh~ So they can learn some manners from you, "+strcharinfo(PC_NAME)+". Heh~"; next; mes "[Cat Gamers Director]"; mes "Keep up the good work~ Heh~"; close; case 3: mes "[Cat Gamers Director]"; - mes "Heh~ What happened to your face, "+strcharinfo(0)+"? Guess you lost from the practice, right? Heh~"; + mes "Heh~ What happened to your face, "+strcharinfo(PC_NAME)+"? Guess you lost from the practice, right? Heh~"; emotion e_gg; next; mes "[Cat Gamers Director]"; @@ -7144,7 +7144,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ // Detect quest (ID range 5074~5090) mes "[Cat Gamers Director]"; if (questprogress(5074,HUNTING)) { - mes "Heh~ It's not like I didn't feed them right... Heh~ I hope it was not too much for you, "+strcharinfo(0)+"."; + mes "Heh~ It's not like I didn't feed them right... Heh~ I hope it was not too much for you, "+strcharinfo(PC_NAME)+"."; next; if (questprogress(5074,HUNTING) == 2 && countitem(Fish_Tail) >= 10) { delitem Fish_Tail,10; @@ -7299,7 +7299,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ } } mes "[Cat Gamers Director]"; - mes "Heh?! There's no favor note for you, "+strcharinfo(0)+". Heh~ What do you want to report? Heh~"; + mes "Heh?! There's no favor note for you, "+strcharinfo(PC_NAME)+". Heh~ What do you want to report? Heh~"; close; // callsub L_CompleteQuest,<quest ID>,"<message>"; @@ -7310,7 +7310,7 @@ L_CompleteQuest: mes getarg(1); next; mes "[Cat Gamers Director]"; - mes "Heh~ Thanks for coming by, "+strcharinfo(0)+". Heh~ Keep up the good work. Heh~"; + mes "Heh~ Thanks for coming by, "+strcharinfo(PC_NAME)+". Heh~ Keep up the good work. Heh~"; emotion e_thx; close; } @@ -7386,7 +7386,7 @@ malangdo,127,111,4 script Strange Cat#gamer 4_CAT_SAILOR4,{ mes "He seems to be liking it..."; emotion e_lv; next; - switch(select("Help~ Fire~:Hey~!:Do you want to hear something?")) { + switch(select("Help~ Fire~", "Hey~!", "Do you want to hear something?")) { case 1: mes "[Manager Cat]"; mes "Don't lie~ We don't use fire that much~"; @@ -7404,7 +7404,7 @@ malangdo,127,111,4 script Strange Cat#gamer 4_CAT_SAILOR4,{ next; break; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Haha, I was just kidding. I actually need to tell you that the Cat Gamers Director has an issue..."; emotion e_swt2,1; next; @@ -7415,21 +7415,21 @@ malangdo,127,111,4 script Strange Cat#gamer 4_CAT_SAILOR4,{ mes "Scary image... Meow, I understand... Cat Gamers Director should feel peace by giving up things."; emotion e_hmm; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "... ... ..."; emotion e_dots,1; next; mes "[Manager Cat]"; mes "Meow! Go tell him this, meow~ Prepare a box, meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "A box?"; emotion e_what,1; next; mes "[Manager Cat]"; mes "Petition it is, meow!! There is some place where humans do such things, I think it will help us~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok, I will go tell it to the Games Director~"; emotion e_ok,1; malang_gamer = 9; @@ -7450,7 +7450,7 @@ malangdo,127,111,4 script Strange Cat#gamer 4_CAT_SAILOR4,{ close; } else if (malang_gamer == 12) { mes "[Manager Cat]"; - mes "Meow~ Aren't you "+strcharinfo(0)+"? I heard Cat Gamers Director ordered a special certificate, meow~"; + mes "Meow~ Aren't you "+strcharinfo(PC_NAME)+"? I heard Cat Gamers Director ordered a special certificate, meow~"; next; mes "[Manager Cat]"; mes "When practicing, you must equip the '^0000FFCat Gamers Certificate^000000' item~ Don't forget, meow~"; @@ -7465,7 +7465,7 @@ malangdo,127,111,4 script Strange Cat#gamer 4_CAT_SAILOR4,{ mes "[Manager Cat]"; mes "What do you want meow?"; next; - switch(select("Hi.:Any news?:Help me with playing.")) { + switch(select("Hi.", "Any news?", "Help me with playing.")) { case 1: mes "[Manager Cat]"; mes "Oh, hi meow~"; @@ -7512,7 +7512,7 @@ malangdo,127,111,4 script Strange Cat#gamer 4_CAT_SAILOR4,{ mes "'Cat Gamers' has players for 4 types of games meow~"; mes "The Cat Gamers Director said he will challenge other games later~"; next; - switch(select("Rock Paper Scissors:KongNyangKong:ChamChamCham:Flag Game")) { + switch(select("Rock Paper Scissors", "KongNyangKong", "ChamChamCham", "Flag Game")) { case 1: mes "[Manager Cat]"; mes "Rock Paper Scissors meow? Nothing special..."; @@ -7623,7 +7623,7 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ mes "[Eryu]"; mes "Umm... Who are you?"; next; - switch(select("The Games Director sent me.:I am a writer for the 'Human' magazine.:Who are you?")) { + switch(select("The Games Director sent me.", "I am a writer for the 'Human' magazine.", "Who are you?")) { case 1: mes "[Eryu]"; mes "Arrgg. Go away..."; @@ -7636,11 +7636,11 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ mes "Is there such a thing?"; emotion e_what; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "We've been publishing for 10 years."; mes "But, I guess it is possible for cats to not know who we are."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "We are a really famous magazine throughout the World!"; mes "Don't you believe me?"; next; @@ -7648,7 +7648,7 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ mes "Hmm... ok. But, what can I do for you?"; emotion e_what; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I am in the middle of writing an article named 'Game Playing Cats'...'"; mes "It is a special piece for me."; mes "And some team named umm... do... umm... wal... not sure..."; @@ -7657,21 +7657,21 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ mes "'Dog n Waltz'?"; emotion e_what; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh! Yes!"; mes "One of players there 'Dog n Waltz' has recommended Eryu for an interview."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "He says you are a really good player who can help me with the article."; next; mes "[Eryu]"; mes "I don't remember anyone from 'Dog n Waltz' that much."; emotion e_dots; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The person isn't important."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Just answer a few questions for me, ok?"; mes "Be yourself and you'll do just fine."; mes "Ok, first question: How much do you practice a day?"; @@ -7680,7 +7680,7 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ mes "[Eryu]"; mes "Usually for about 8 hours, but I have to tell you that I'm not on the team anymore..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait, what?"; mes "You are not with the team now? How come...?"; emotion e_omg,1; @@ -7691,21 +7691,21 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ mes "I was very sick and had to take a day off..."; mes "Just one freaking day..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "And...?"; next; mes "[Eryu]"; mes "And then the Director Cat was raging at me!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm, sounds pretty rough."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "'Cat Gamers' has lost another great player."; mes "I'm sorry to hear that you're not on the team anymore."; mes "I guess this is the end of the interview."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Because this is for current players only."; next; mes "[Eryu]"; @@ -7713,7 +7713,7 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ mes "Sorry to make you waste your time."; emotion e_sry; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh, don't worry."; mes "I should say sorry for taking up your precious time."; mes "Have a nice day."; @@ -7734,7 +7734,7 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ mes "Aren't you the magazine writer?"; mes "What brings you here again...?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah!"; mes "Sorry, I was trying to interview another cat..."; mes "And came back to you by mistake."; @@ -7767,7 +7767,7 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ mes "Ah... aren't you the writer?"; emotion e_an; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh... Who is that..?"; next; mes "Eryu seems to recognize you."; @@ -7793,7 +7793,7 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ mes "Aren't you the writer?"; emotion e_what; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh... Who is that..?"; next; mes "Eryu seems to recognize you. Let's get away."; @@ -7840,7 +7840,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "Meow...? Who are you, meow?"; emotion e_what; next; - switch(select("The 'Cat Gamers' Manager sent me.:Meow~ Grrr~:I'm with the 'Boom Can' Company.")) { + switch(select("The 'Cat Gamers' Manager sent me.", "Meow~ Grrr~", "I'm with the 'Boom Can' Company.")) { case 1: mes "[Stew]"; mes "Stew is not interested meow."; @@ -7855,7 +7855,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "'Boom Can' Company, meow?"; emotion e_what; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You don't know 'Boom Can' food?"; mes "You don't eat canned food at all?"; mes "Then, I came to the wrong cat."; @@ -7864,23 +7864,23 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "Yes meow~ Stew likes canned food very much meow~"; emotion e_lv; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah! Ok then."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "We, the 'Boom Can' Company, have been servicing for over 10 years, so we are doing a survey for better food production."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Let me ask a few questions."; mes "It is very easy."; next; mes "[Stew]"; mes "Ok meow~ Go ahead meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Thank you! We were right about out cat customers with big hearts."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I met dog customers last week and they didn't answer me at all..."; mes "And they were so rude~ You know."; next; @@ -7889,7 +7889,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "You humans know animals~"; emotion e_ok; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Thank you! I'm flattered.~"; mes "Ok, let me ask you a few things."; mes "What is your job?"; @@ -7898,7 +7898,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "Job meow? Stew was a pro gamer meow~"; mes "But, Stew quit now meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, how did that happen?"; mes "You seem to have good skills."; mes "Fast and big hearted, its a pity that you quit already."; @@ -7907,7 +7907,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "Meow~ Meow~ Meow~ Yes, Stew was something meow."; mes "If it was not for that Cat Gamers Director scaring me, Stew would still be playing meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What a bad Director."; next; mes "[Stew]"; @@ -7919,7 +7919,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "Then the Cat Gamers Director started to get angry and scary meow."; mes "So I quit meow."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah! I see."; mes "Ok, the survey is over now."; mes "Thank you for your opinion on our survey for the 'Boom Can' company."; @@ -7928,7 +7928,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "[Stew]"; mes "Meow? Did you aks anything meow?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I already asked you everything..."; mes "Don't you remember?"; mes "There were 10 questions!"; @@ -7940,7 +7940,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "It didn't felt like an interview meow."; emotion e_sry; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well you did way better than those dogs."; mes "I don't even want to think about them~ Phew~.."; mes "I should get going now."; @@ -7964,7 +7964,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "Another survey meow?"; emotion e_what; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oops! I should be meeting other cats."; mes "I am very sorry..."; emotion e_sry,1; @@ -7996,7 +7996,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "And... Aren't you from the 'Boom Can' Company, meow?"; emotion e_what; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh? What's that?"; next; mes "Stew seems to recognize you."; @@ -8019,7 +8019,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "[Stew]"; mes "The 'Boom Can' Company!!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh? What's that?"; next; mes "Stew seems to recognize you. Let's get away."; @@ -8069,7 +8069,7 @@ malangdo,244,144,4 script Ketchup#gamer 4_CAT_SAILOR3,{ mes "Meow...? Who are you?"; emotion e_what; next; - switch(select("Grrr~ Bow wow~:The Game Director cat sent me.:I'm from 'Cans for Kittens'.")) { + switch(select("Grrr~ Bow wow~", "The Game Director cat sent me.", "I'm from 'Cans for Kittens'.")) { case 1: mes "[Ketchup]"; mes "What the dog? Hiss~"; @@ -8083,7 +8083,7 @@ malangdo,244,144,4 script Ketchup#gamer 4_CAT_SAILOR3,{ mes "Oh yeah? 'Cans for Kittens'?"; emotion e_what; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I want to share some of our philosophy with you."; mes "Do you believe in giving to others?"; emotion e_what,1; @@ -8092,7 +8092,7 @@ malangdo,244,144,4 script Ketchup#gamer 4_CAT_SAILOR3,{ mes "Umm I guess so..."; emotion e_slur; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "'Cans for Kittens' is a religion that embraces all felines."; mes "Bow before the Lord of Cans!"; next; @@ -8109,7 +8109,7 @@ malangdo,244,144,4 script Ketchup#gamer 4_CAT_SAILOR3,{ mes "........."; mes "What's the Lord of Cans?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Your name is Ketchup, right? Don't you know about the Lord of Cans?"; mes "He knows everything."; mes "Do not try to fool him and bow!"; @@ -8131,7 +8131,7 @@ malangdo,244,144,4 script Ketchup#gamer 4_CAT_SAILOR3,{ emotion e_dots; emotion e_dots,1; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The Lord of Cans forgives Ketchup's sins."; mes "Our Lord also wants you to stop swearing and live an honest life!"; next; @@ -8185,7 +8185,7 @@ malangdo,244,144,4 script Ketchup#gamer 4_CAT_SAILOR3,{ mes "Can... 'Cans for Kittens'?"; emotion e_omg; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh? What's that?"; next; mes "Ketchup recognized you and ran away."; @@ -8258,19 +8258,19 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "Who are you meow?"; emotion e_what; next; - switch(select("I have some good investment news...:A... Cat?:The 'Cat Gamers' Director sent me...")) { + switch(select("I have some good investment news...", "A... Cat?", "The 'Cat Gamers' Director sent me...")) { case 1: mes "[Eff]"; mes "Investment info? Meow~?"; mes "What is that? Meow~?"; emotion e_what; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Interested, huh?"; mes "This is classified information."; mes "You won't get it from any other human."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Haha! You are lucky today."; mes "You heard that land can be a good investment, right?"; emotion e_what,1; @@ -8278,21 +8278,21 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "[Eff]"; mes "Oh oh~ I think so. Meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You do know about our capital Prontera, don't you?"; next; mes "[Eff]"; mes "Prontera meow? Yes, I know about it. Meow~"; emotion e_heh; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "There are some locations where"; mes "Prontera kingdom is secretly selling..."; next; mes "[Eff]"; mes "And... And...?? Meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm, this is top secret."; mes "Something that must not be revealed at all..."; mes "Can you really keep this secret...?"; @@ -8302,7 +8302,7 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "Well... I've always been known for being a good keeper of secrets meow."; mes "Meow~ Don't worry at all. Meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok, I believe you, Eff..."; mes "Please keep this a secret."; next; @@ -8310,17 +8310,17 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "I got it. Meow~"; emotion e_ok; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, I heard that there is a location in Juno where underground big shots will be investing about 10,000,000,000 zeny."; mes "And it is now available for pre-investment."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "If you invest in 1 Can food here, the outcome will be enormous."; next; mes "[Eff]"; mes "Enor... mous... meow...?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "100 Cans!!"; mes "You will get 100 cans for investing just 1 can food!"; mes "The profit will be X100! X100!!"; @@ -8329,7 +8329,7 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "Woot!! 100 Cans~ Meow~"; emotion e_omg; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So, how many cans do you want to invest?"; mes "You'll be a part owner so make sure to invest the max that you can afford."; emotion e_what,1; @@ -8339,13 +8339,13 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "But, I don't have cans with me. Meow~"; emotion e_sob; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You can always get a loan!!"; mes "This a like 100 times result for sure!!"; mes "How can you loose a chance like this?"; mes "You should do whatever it takes!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You know what..? They say some careers like pro gamers can get solid loans."; mes "Like about 1,000 can loan at once."; mes "Without a high interest rate!"; @@ -8355,11 +8355,11 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "Moew~ I am a Pro Gamer."; mes "Meow~ But, I quit~ Meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What!! Why would you quit such good a gig!! Are you crazy?"; emotion e_omg,1; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Let's say we invest 1,000 cans after getting that loan."; mes "One, Ten, Hundred, Tousand. Woot!"; mes "I can't believe this."; @@ -8368,7 +8368,7 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "[Eff]"; mes "1... 100,000 cans... Meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So tell me... Why did you quit such a great job?"; mes "Why?"; next; @@ -8377,12 +8377,12 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "Meow~ This one time, I had to take a sick day."; mes "Meow~ And I haven't seen such scary cat my entire life..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So you quit because Cat Gamers Director was so scary. Hmm, sorry but I can't let you in on this investment..."; mes "I guess... What a waste of time!"; mes "Good bye!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh and don't tell anyone what I just told you!"; mes "Bye~"; next; @@ -8410,14 +8410,14 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "You are--!!"; mes "Meow~ I want to invest. Meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Not without the cans you can't!!"; mes "You didn't tell anyone about this deal, right?"; next; mes "[Eff]"; mes "I didn't. Meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok, good cat! Never!!"; mes "Tell this to other cats!~"; mes "Bye Bye~"; @@ -8444,7 +8444,7 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "What is this? What do you mean by '"+.@inputstr$+"'? Meow..."; mes "Meow...? Meow! You! Investor meow?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh? Who...?"; next; mes "Eff seems to recognize you."; @@ -8469,7 +8469,7 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "[Eff]"; mes "Meow~ I want to invest. Meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh? Who...?"; next; mes "Eff seems to recognize you, so let's get away."; @@ -8514,7 +8514,7 @@ mal_in01,91,216,4 script Ser#gamer 4_CAT_SAILOR1,{ for(.@i = 5074; .@i<=5090; ++.@i) { if (questprogress(.@i)) { mes "[Ser]"; - mes "Hey, ^0000FF"+strcharinfo(0)+"^000000. You haven't done what we asked you for. A promise is a promise, you know."; + mes "Hey, ^0000FF"+strcharinfo(PC_NAME)+"^000000. You haven't done what we asked you for. A promise is a promise, you know."; next; mes "[Ser]"; mes "Ah!! When you are done, please get checked by the Cat Gamers Director over there."; @@ -8533,7 +8533,7 @@ mal_in01,91,216,4 script Ser#gamer 4_CAT_SAILOR1,{ } if (!isequipped(2872)) { mes "[Ser]"; - mes "Oh, ^0000FF"+strcharinfo(0)+"^000000? Want to play the Rock Paper Scissors game?"; + mes "Oh, ^0000FF"+strcharinfo(PC_NAME)+"^000000? Want to play the Rock Paper Scissors game?"; next; mes "[Ser]"; mes "... ... ..."; @@ -8552,9 +8552,9 @@ mal_in01,91,216,4 script Ser#gamer 4_CAT_SAILOR1,{ } else if (questprogress(5070,PLAYTIME) == 2) erasequest 5070; mes "[Ser]"; - mes "Oh, ^0000FF"+strcharinfo(0)+"^000000? Want to play the Rock Paper Scissors game?"; + mes "Oh, ^0000FF"+strcharinfo(PC_NAME)+"^000000? Want to play the Rock Paper Scissors game?"; next; - switch(select("Play the game.:Say hi.:Ask about the game rules.")) { + switch(select("Play the game.", "Say hi.", "Ask about the game rules.")) { case 1: mes "[Ser]"; mes "Good idea."; @@ -8620,15 +8620,15 @@ mal_in01,91,216,4 script Ser#gamer 4_CAT_SAILOR1,{ } mes "Try your best!"; next; - mes "[Ser & "+strcharinfo(0)+"]"; + mes "[Ser & "+strcharinfo(PC_NAME)+"]"; mes "Rock! Paper! Scissors!"; next; - .@pc = select("Rock:Paper:Scissors")-1; + .@pc = select("Rock", "Paper", "Scissors")-1; .@npc = rand(3); emotion .@emote[.@pc],1; emotion .@emote[.@npc]; - mes "["+strcharinfo(0)+"] "+.@rps$[.@pc]; + mes "["+strcharinfo(PC_NAME)+"] "+.@rps$[.@pc]; mes "--------------------------------"; mes "[Ser] "+.@rps$[.@npc]; if (.@pc == .@npc) { @@ -8655,18 +8655,18 @@ mal_in01,91,216,4 script Ser#gamer 4_CAT_SAILOR1,{ next; mes "[Ser]"; mes "Hmm... Let me see..."; - mes "I won "+.@loss+" times, and you, "+strcharinfo(0)+", won "+.@win+" times, right?"; + mes "I won "+.@loss+" times, and you, "+strcharinfo(PC_NAME)+", won "+.@win+" times, right?"; next; if (.@win > .@loss) { mes "[Ser]"; - mes strcharinfo(0)+" has won the game."; + mes strcharinfo(PC_NAME)+" has won the game."; next; mes "Ser became polite all of a sudden."; next; mes "[Ser]"; mes "Great game it was. I admire your enthusiasm for the game. So, I want to give you my precious Can as a present."; next; - switch(select("I don't need it!:Thank you.")) { + switch(select("I don't need it!", "Thank you.")) { case 1: mes "[Ser]"; mes "Just take it!! Do as I say~"; @@ -8688,7 +8688,7 @@ mal_in01,91,216,4 script Ser#gamer 4_CAT_SAILOR1,{ close; } mes "[Ser]"; - mes strcharinfo(0)+" has lost. Ha... Ha..."; + mes strcharinfo(PC_NAME)+" has lost. Ha... Ha..."; next; mes "Ser became very arrogant."; next; @@ -8877,7 +8877,7 @@ mal_in01,86,222,4 script Paa#gamer 4_CAT_SAILOR1,{ } if (!isequipped(2872)) { mes "[Paa]"; - mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 meow? Want to play the Rock Paper Scissors game meow?"; + mes "Oh, ^0000FF"+strcharinfo(PC_NAME)+"^000000 meow? Want to play the Rock Paper Scissors game meow?"; next; mes "[Paa]"; mes "... ... ..."; @@ -8896,9 +8896,9 @@ mal_in01,86,222,4 script Paa#gamer 4_CAT_SAILOR1,{ } else if (questprogress(5070,PLAYTIME) == 2) erasequest 5070; mes "[Paa]"; - mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 meow? Want to play the Rock Paper Scissors game meow?"; + mes "Oh, ^0000FF"+strcharinfo(PC_NAME)+"^000000 meow? Want to play the Rock Paper Scissors game meow?"; next; - switch(select("Play the game.:Say hi.:Ask about the game rules.")) { + switch(select("Play the game.", "Say hi.", "Ask about the game rules.")) { case 1: mes "[Paa]"; mes "Good idea meow."; @@ -8952,15 +8952,15 @@ mal_in01,86,222,4 script Paa#gamer 4_CAT_SAILOR1,{ } mes "Try your best meow!"; next; - mes "[Ser & "+strcharinfo(0)+"]"; + mes "[Ser & "+strcharinfo(PC_NAME)+"]"; mes "Rock! Paper! Scissors!"; next; - .@pc = select("Rock:Paper:Scissors")-1; + .@pc = select("Rock", "Paper", "Scissors")-1; .@npc = rand(3); emotion .@emote[.@pc],1; emotion .@emote[.@npc]; - mes "["+strcharinfo(0)+"] "+.@rps$[.@pc]; + mes "["+strcharinfo(PC_NAME)+"] "+.@rps$[.@pc]; mes "--------------------------------"; mes "[Ser] "+.@rps$[.@npc]; if (.@pc == .@npc) { @@ -8987,7 +8987,7 @@ mal_in01,86,222,4 script Paa#gamer 4_CAT_SAILOR1,{ next; mes "[Paa]"; mes "Let me see meow..."; - mes "I won "+.@loss+" times meow, and you, "+strcharinfo(0)+", won "+.@win+" times, right meow?"; + mes "I won "+.@loss+" times meow, and you, "+strcharinfo(PC_NAME)+", won "+.@win+" times, right meow?"; next; if (.@win > .@loss) { mes "[Paa]"; @@ -8998,7 +8998,7 @@ mal_in01,86,222,4 script Paa#gamer 4_CAT_SAILOR1,{ mes "[Paa]"; mes "Great game it was meow. I admire your enthusiasm for the game meow. So, I want to give you my precious Can as a present meow."; next; - switch(select("I don't need it!:Thank you.")) { + switch(select("I don't need it!", "Thank you.")) { case 1: mes "[Paa]"; mes "Just take it meow!! Do as I say meow~"; @@ -9207,7 +9207,7 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ } if (!isequipped(2872)) { mes "[Kuka]"; - mes "Oh great member you, ^0000FF"+strcharinfo(0)+"^000000~ Let's play ChamChamCham yo~"; + mes "Oh great member you, ^0000FF"+strcharinfo(PC_NAME)+"^000000~ Let's play ChamChamCham yo~"; next; mes "[Kuka]"; mes "... ... ..."; @@ -9226,9 +9226,9 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ } else if (questprogress(5071,PLAYTIME) == 2) erasequest 5071; mes "[Kuka]"; - mes "Oh great member you, ^0000FF"+strcharinfo(0)+"^000000~ Let's play ChamChamCham yo~"; + mes "Oh great member you, ^0000FF"+strcharinfo(PC_NAME)+"^000000~ Let's play ChamChamCham yo~"; next; - switch(select("Play the game.:Ask who is 1st place.:Ask about the game rules.")) { + switch(select("Play the game.", "Ask who is 1st place.", "Ask about the game rules.")) { case 1: mes "[Kuka]"; mes "Good choice yo~"; @@ -9245,10 +9245,10 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ mes "[Kuka]"; mes "Current 1st place for the ChamChamCham game is"; mes "^0000FF"+$malangdo_gamer$+"^000000 with ^DE2B21"+$malangdo_gamer+"^000000 winning streak yo~"; - if (strcharinfo(0) == $malangdo_gamer$) + if (strcharinfo(PC_NAME) == $malangdo_gamer$) mes "Never know when someone else would break the record yo~"; else - mes "I expect that you, "+strcharinfo(0)+", can beat ^0000FF"+$malangdo_gamer$+"^000000 sometime yo~"; + mes "I expect that you, "+strcharinfo(PC_NAME)+", can beat ^0000FF"+$malangdo_gamer$+"^000000 sometime yo~"; close; case 3: mes "[Kuka]"; @@ -9274,16 +9274,16 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ } while(1) { cutin "g_cat_00",4; - mes "[Kuka & "+strcharinfo(0)+"]"; + mes "[Kuka & "+strcharinfo(PC_NAME)+"]"; mes "Cham!"; next; - mes "[Kuka & "+strcharinfo(0)+"]"; + mes "[Kuka & "+strcharinfo(PC_NAME)+"]"; mes "Cham! Cham!"; next; - mes "[Kuka & "+strcharinfo(0)+"]"; + mes "[Kuka & "+strcharinfo(PC_NAME)+"]"; mes "Cham! Cham! Cham!"; next; - switch(select("Hand towards left:Hand towards right")) { + switch(select("Hand towards left", "Hand towards right")) { case 1: if (rand(1000) < 500) { cutin "g_cat_01",4; @@ -9315,7 +9315,7 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ next; cutin "",255; mes "[Kuka]"; - mes strcharinfo(0)+" has won "+.@win+" times yo~ Next game starts yo~"; + mes strcharinfo(PC_NAME)+" has won "+.@win+" times yo~ Next game starts yo~"; next; } if (.@win == 0) { @@ -9323,7 +9323,7 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ } else if (.@win > 0 && .@win < 3) { setquest 5071; mes "[Kuka]"; - mes "After the practice, "+strcharinfo(0)+" has won "+.@win+" in a row yo~"; + mes "After the practice, "+strcharinfo(PC_NAME)+" has won "+.@win+" in a row yo~"; mes "Present is for 3 wins or more yo~ Nothing for today yo~ But, come again tomorrow yo~"; close; } else { @@ -9332,11 +9332,11 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ .@win_cnt = .@win-.@win_record; .@cans = .@win-2; if (.@win > .@win_record) { - $malangdo_gamer$ = strcharinfo(0); + $malangdo_gamer$ = strcharinfo(PC_NAME); $malangdo_gamer = .@win; mes "[Kuka]"; mes "Congrats yo~ You won ^DE2B21"+.@win+"^000000 in a row yo~"; - if (strcharinfo(0) == .@name_record$) + if (strcharinfo(PC_NAME) == .@name_record$) mes "You won ^DE2B21"+.@win_cnt+"^000000 more than the recent ^DE2B21"+.@win_record+"^000000 record yo~ Congrats yo~"; // custom conditions //else @@ -9360,7 +9360,7 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ } } mes "[Kuka]"; - mes strcharinfo(0)+" didn't win at all yo~ You must work it out yo~"; + mes strcharinfo(PC_NAME)+" didn't win at all yo~ You must work it out yo~"; next; setquest 5071; switch(rand(1,13)) { @@ -9436,7 +9436,7 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ mes "Recently, our Director seems to have been trying to cut some expenses yo~ Or maybe the Manager Cat is taking advantage yo~"; next; mes "[Kuka]"; - mes "Regular snacks for our players have been reduced yo~ "+strcharinfo(0)+" should go get 30 Rat Tails, and report to our Cat Gamers Director yo~"; + mes "Regular snacks for our players have been reduced yo~ "+strcharinfo(PC_NAME)+" should go get 30 Rat Tails, and report to our Cat Gamers Director yo~"; next; mes "[Kuka]"; mes "Then, we shall find out if our manager is being greedy or not yo~"; @@ -9544,7 +9544,7 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ mes "[KungKung]"; mes "Are you the practice partner? You are late. Let's start right away."; next; - switch(select("Play the game.:Ask current 1st place.:Ask about the game rules.")) { + switch(select("Play the game.", "Ask current 1st place.", "Ask about the game rules.")) { case 1: mes "[KungKung]"; mes "Before the game, we will decide the turn by rolling a dice."; @@ -9625,21 +9625,21 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ .@npc_hp = 100; while(1) { if (!.@pc_hp || !.@npc_hp) break; - mes strcharinfo(0)+" (^FF0000"+.@pc_hp+"^000000/100)"; + mes strcharinfo(PC_NAME)+" (^FF0000"+.@pc_hp+"^000000/100)"; mes "--------------------------------"; mes "KungKung (^FF0000"+.@npc_hp+"^000000/100)"; next; - mes "[KungKung & "+strcharinfo(0)+"]"; + mes "[KungKung & "+strcharinfo(PC_NAME)+"]"; mes "Kong!"; emotion e_loud,1; emotion e_loud; next; - mes "[KungKung & "+strcharinfo(0)+"]"; + mes "[KungKung & "+strcharinfo(PC_NAME)+"]"; mes "Kong! Nyang!"; emotion e_loud,1; emotion e_loud; next; - mes "[KungKung & "+strcharinfo(0)+"]"; + mes "[KungKung & "+strcharinfo(PC_NAME)+"]"; mes "Kong! Nyang! Kong!"; emotion e_loud,1; emotion e_loud; @@ -9649,11 +9649,11 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ case 1: // Attack mes "How would you like to attack?"; mes " "; - mes "¡¡ Tip !!"; + mes "- Tip -"; mes "Choose back: ^FF0000You win if the cat shows the back of its paw.^000000"; mes "Choose palm: ^FF0000You win if the cat shows the palm of its paw.^000000"; next; - switch(select("Back:Palm")) { + switch(select("Back", "Palm")) { case 1: if (.@cat_hand <= 5) { --.@npc_hp0; @@ -9695,16 +9695,16 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ case 2: // Defend mes "How would you like to defend?"; mes " "; - mes "¡¡ Tip !!"; + mes "- Tip -"; mes "Choose back: ^FF0000You win if the cat shows the back of its paw.^000000"; mes "Choose palm: ^FF0000You win if the cat shows the palm of its paw.^000000"; next; - switch(select("Back:Palm")) { + switch(select("Back", "Palm")) { case 1: if (.@cat_hand <= 5) { --.@pc_hp0; cutin "cat_g_05",4; - specialeffect2 EF_BASH; + specialeffect(EF_BASH, AREA, playerattached()); mes "Defending has failed."; mes "KungKung attacks the back of your hand with its sharp claw."; next; @@ -9729,7 +9729,7 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ } else { .@pc_hp -= 10; cutin "cat_g_08",4; - specialeffect2 EF_BASH; + specialeffect(EF_BASH, AREA, playerattached()); mes "Defending has failed."; mes "KungKung attacks the back of your hand with its sharp claw."; next; @@ -9962,7 +9962,7 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ mes "[Leader]"; mes "Do you want to challege?"; next; - switch(select("Challenge.:Who are you?:Ask about the rules.")) { + switch(select("Challenge.", "Who are you?", "Ask about the rules.")) { case 1: mes "[Leader]"; mes "Let's challenge the Flag Game. Please wait while our cats get prepared."; @@ -10106,7 +10106,7 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ mes " "; mes "Tip: ^F86A08"+.@tip$+"^000000"; next; - .@choice = select("Observe cats:Wave flag:Wait"); + .@choice = select("Observe cats", "Wave flag", "Wait"); switch(.@choice) { case 1: mes "Observing cats..."; @@ -10155,7 +10155,7 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ mes "Game ^C1653E"+.@round+"^000000 results..."; next; mes "[Leader]"; - mes "~ Flag Game challenger "+strcharinfo(0)+" ~"; + mes "~ Flag Game challenger "+strcharinfo(PC_NAME)+" ~"; mes "^FF0000"+.@you_flag$+"^000000 for game ^C1653E"+.@round+"^000000."; mes .@flag_point+" Flag Point remaining."; emotion .@emotion[0],1; @@ -10194,7 +10194,7 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ } else { if (.@cat_flags_waved == 5) { mes "[Leader]"; - mes "Congrats "+strcharinfo(0)+". You have succeed on not waving your flag."; + mes "Congrats "+strcharinfo(PC_NAME)+". You have succeed on not waving your flag."; next; mes "[Leader]"; mes "But! This is flag waving game, so this doesn't count."; @@ -10236,7 +10236,7 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ next; mes "[Leader]"; mes "Final results!!"; - mes "After "+.@round+" games, "+strcharinfo(0)+" has "+.@flag_point+" Flag Point left."; + mes "After "+.@round+" games, "+strcharinfo(PC_NAME)+" has "+.@flag_point+" Flag Point left."; mes "... ... ..."; next; if (.@you_flag == 1 && .@cat_flags_waved == 0) { @@ -10546,9 +10546,9 @@ mal_in01,15,16,3 script Fallen Angel#mal 4_F_VALKYRIE2,{ mes "[Fallen Angel]"; mes "If you have an Archangel Wing, I will enchant my capability into the useless 4th slot. Would you like me to do so?"; next; - switch(select("What is that?:"+.@menu$+":Enchant Initialization")) { + switch(select("What is that?", .@menu$, "Enchant Initialization")) { case 1: - switch(select("Stop speaking:What are you going to do?")) { + switch(select("Stop speaking", "What are you going to do?")) { case 1: mes "[Fallen Angel]"; mes "What did you say?"; @@ -10574,12 +10574,12 @@ mal_in01,15,16,3 script Fallen Angel#mal 4_F_VALKYRIE2,{ mes "Second, ^ff0000although the rate is not high, the Archangel Wing might be damaged^000000! This is very unlucky!"; mes "If you can accept these conditions, I will enchant the wing for you."; next; - if(select("Let me consider...:I accept, let's enchant!") == 1) { + if(select("Let me consider...", "I accept, let's enchant!") == 1) { mes "[Fallen Angel]"; mes "Ok! Take your time to consider!"; close; } - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); progressbar "ffff00",2; if (getequipisequiped(EQI_GARMENT) == 0) { mes "[Fallen Angel]"; @@ -10652,7 +10652,7 @@ mal_in01,15,16,3 script Fallen Angel#mal 4_F_VALKYRIE2,{ } getitem2 2573,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@enchant; //Archangel_Wing if (.@i < 4) - announce strcharinfo(0)+" has enchanted Archangel Wing with amazing capability!",bc_all,0xFF0000,FW_NORMAL,10; + announce strcharinfo(PC_NAME)+" has enchanted Archangel Wing with amazing capability!",bc_all,0xFF0000,FW_NORMAL,10; mes "[Fallen Angel]"; mes "Take it!"; mes "I believe that you will become the dominator of the new world!"; @@ -10661,12 +10661,12 @@ mal_in01,15,16,3 script Fallen Angel#mal 4_F_VALKYRIE2,{ mes "[Fallen Angel]"; mes "Initialization requires ^0000ff3 units of Silvervine Fruit^000000. The wing will not be damaged except for the enchanted capability."; next; - if(select("Let me consider...:Ok, I want initialize it.") == 1) { + if(select("Let me consider...", "Ok, I want initialize it.") == 1) { mes "[Fallen Angel]"; mes "Ok! Take your time to consider!"; close; } - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); progressbar "ffff00",2; if (getequipisequiped(EQI_GARMENT) == 0) { mes "[Fallen Angel]"; diff --git a/npc/re/quests/quests_malaya.txt b/npc/re/quests/quests_malaya.txt index 57c0eb8be..542b7c2cd 100644 --- a/npc/re/quests/quests_malaya.txt +++ b/npc/re/quests/quests_malaya.txt @@ -138,7 +138,7 @@ malaya,266,76,3 script Rodel the Guard#malaya 4_MAL_SOLDIER,4,4,{ mes "We are going to organize an extensive Jejeling hunt this time."; mes "Peddlers going in and out of Baryo are always complaining about Jejelings."; next; - if (select("Join the Jejeling hunt.:Refuse.") == 2) { + if (select("Join the Jejeling hunt.", "Refuse.") == 2) { mes "[Rodel the Guard]"; mes "Is that so? I'm sorry to hear that."; mes "Things would be so much simpler if we had a person like you around."; @@ -169,7 +169,7 @@ malaya,266,76,3 script Rodel the Guard#malaya 4_MAL_SOLDIER,4,4,{ erasequest 7404; setquest 7405; if (rand(2)) - $malayaNames$[1] = strcharinfo(0); + $malayaNames$[1] = strcharinfo(PC_NAME); // SavePPL Jejellopy close; } @@ -241,7 +241,7 @@ malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{ mes "People are in panic, everyone trembling with fear.^000000"; cutin "malaya_ghost01", 4; next; - select("Step toward the shadow.:Draw weapon."); + select("Step toward the shadow.", "Draw weapon."); mes "[Phong in Mumbaki]"; mes "They have followed the trace of the outsider. "; mes "Don't get to close too them."; @@ -283,7 +283,7 @@ malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{ mes "You look disturbed."; mes "Your clothes also look messed up. Was there some kind of trouble?"; next; - switch (select("Explain what happened.:There is nothing to talk about.")) { + switch (select("Explain what happened.", "There is nothing to talk about.")) { case 1: mes "[Phong in Mumbaki]"; mes "Is that so?"; @@ -310,7 +310,7 @@ malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{ mes "^4d4dffAs Mumbaki said, giving out some items to serve as a Spiritual Protection would be a good idea."; mes "What would be adequate as a Spiritual Protection..^000000"; next; - switch (select("Holy Water!:Holy magical item Blue Gemstone?!:Writing utensils or school supplies")) { + switch (select("Holy Water!", "Holy magical item Blue Gemstone?!", "Writing utensils or school supplies")) { case 1: mes "[Phong in Mumbaki]"; mes "The name itself suggests holiness."; @@ -419,7 +419,7 @@ malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{ break; } next; - switch (select("Ask for advice.:Bless flowers...")) { + switch (select("Ask for advice.", "Bless flowers...")) { case 1: if (malaya_diwata == 2) { mes "[Phong in Mumbaki]"; @@ -565,7 +565,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ mes "This is my job and nobody else's."; mes "Protecting traditions is my job."; next; - switch (select("Is that so?:Good luck on your own!")) { + switch (select("Is that so?", "Good luck on your own!")) { case 1: if (BaseLevel < 100) { mes "[Imelda]"; @@ -616,7 +616,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ mes "Indeed."; mes "I will protect the village!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Now I haven't seen any Spiritual Protections made with those!"; mes "Interesting~"; mes "I'm sure you'll do just fine~"; @@ -720,7 +720,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ // getitem Lesser_Agimat, 1; // Lesser_Agimat getexp 200000,200000; if (rand(2)) - $malayaNames$[0] = strcharinfo(0); + $malayaNames$[0] = strcharinfo(PC_NAME); close; } else { mes "[Imelda]"; @@ -728,7 +728,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ mes "Did you enjoy the scenery of Malaya?"; mes "It's nice to have a chat with friends on a Jeepney."; next; - switch (select("I'll help you making Spiritual Protections.:Love and Spiritual Protection for all.")) { + switch (select("I'll help you making Spiritual Protections.", "Love and Spiritual Protection for all.")) { case 1: if (questprogress(7380)) { if ((countitem(Salt_Bag) < 6) || (countitem(Silver_Cross) < 6) || (countitem(Sharp_Bamboo) < 6)) { @@ -772,7 +772,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ mes "Could you go for them now?"; erasequest 7381; next; - switch (select("Sure.:I need some preparations.")) { + switch (select("Sure.", "I need some preparations.")) { case 1: mes "[Imelda]"; mes "As usual then."; @@ -826,7 +826,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ // getitem Lesser_Agimat, 1; // Lesser_Agimat getexp 200000,200000; if (rand(2)) - $malayaNames$[0] = strcharinfo(0); + $malayaNames$[0] = strcharinfo(PC_NAME); close; } else { .@playtime = questprogress(7375, PLAYTIME); @@ -841,7 +841,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ mes "Could you deliver Spiritual Protections to the folks today?"; erasequest 7375; next; - if (select("Of course.:Not today.") == 2) { + if (select("Of course.", "Not today.") == 2) { mes "[Imelda]"; mes "Yes."; mes "Why not take a stroll in Malaya today?"; @@ -876,7 +876,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ mes "[Imelda]"; mes "Could you give out these Spiritual Protections to the villagers for me?"; next; - switch (select("Yes.:Not today.") == 2) { + switch (select("Yes.", "Not today.") == 2) { mes "[Imelda]"; mes "Yes."; mes "Why not take a stroll in Malaya today?"; @@ -956,7 +956,7 @@ malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{ close; } } else if (malaya_hi == 11) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "He'll rake off all my buttons if I talk to him now."; mes "Must counsel with Mumbaki first!"; close; @@ -1031,7 +1031,7 @@ malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{ } mes "What is it?"; next; - switch (select("Speak.:Give Spiritual Protection.:The Old Man and the Cast Iron Cauldron")) { + switch (select("Speak.", "Give Spiritual Protection.", "The Old Man and the Cast Iron Cauldron")) { case 1: mes "[Old Man Nardo]"; mes "Port Malaya is a beautiful city."; @@ -1129,7 +1129,7 @@ malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{ // getitem Lesser_Agimat, 1; // Lesser_Agimat getexp 200000,200000; if (!rand(3)) - $malayaNames$[2] = strcharinfo(0); + $malayaNames$[2] = strcharinfo(PC_NAME); close; } else { if (questprogress(7376)) { @@ -1143,7 +1143,7 @@ malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{ mes "Go to Kiko in Mumbaki at Baryo Mahiwaga and deliver the Cast Iron Cauldron."; mes "I'd like you to do it for me..."; next; - switch (select("Cast Iron Cauldron??:I'll do it.:I'm busy right now.")) { + switch (select("Cast Iron Cauldron??", "I'll do it.", "I'm busy right now.")) { case 1: mes "[Old Man Nardo]"; mes "It's because of the Bakonawa."; @@ -1293,7 +1293,7 @@ malaya,224,267,3 script Romel#malaya 4_M_MAYOR,{ break; } next; - if (select("Give Spiritual Protection:How are things?") == 2) { + if (select("Give Spiritual Protection", "How are things?") == 2) { mes "[Romel]"; mes "I am at peace these days."; close; @@ -1422,7 +1422,7 @@ malaya,223,267,5 script Talah#malaya 4_F_DST_CHILD,{ mes "[Talah]"; mes "Hello..."; next; - if (select("Give Spiritual Protection.:Hi there?") == 2) { + if (select("Give Spiritual Protection.", "Hi there?") == 2) { mes "[Talah]"; mes "...Hey...Thank you."; mes "You're keeping us safe aren't you?"; @@ -1487,15 +1487,15 @@ malaya,62,274,0 script Sand Trap#malaya 4_SOIL,{ mes "someone scattered on the sea water."; close2; progressbar "0xffff00", 5; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); initnpctimer; getitem Salt_Bag, 1; // Salt_Bag - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "This should be enough."; close; OnTimer30000: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); stopnpctimer; end; } @@ -1519,10 +1519,10 @@ ma_fild01,178,206,0 script Black Bamboo#malaya CLEAR_NPC,4,4,{ mes "If some of it is cut off and sharpened, I think it will suffice for the Sharpened Bamboo Imelda wanted."; close2; progressbar "0xffff00", 3; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); initnpctimer; getitem Sharp_Bamboo, 1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I knew I could do this!"; close; OnTouch: @@ -1531,7 +1531,7 @@ OnTouch: } end; OnTimer30000: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); stopnpctimer; end; } @@ -1649,7 +1649,7 @@ malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{ mes "[Woeon]"; mes "Oh, hi there!"; next; - if (select("Give Spiritual Protection.:The Dealer and his Collection") == 1) { + if (select("Give Spiritual Protection.", "The Dealer and his Collection") == 1) { if (questprogress(7374) == 1 && questprogress(7371) == 1) { if (!countitem(Soul_Protection)) { mes "^4d4dffThere is no Spiritual Protection to give to Woeon.^000000"; @@ -1710,7 +1710,7 @@ malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{ mes "I know it's a difficult job... But you do it so well."; erasequest 7392; next; - if (select("I'm too busy today.:Leave it to me!") == 1) { + if (select("I'm too busy today.", "Leave it to me!") == 1) { mes "[Woeon]"; mes "Is that so? So it is then."; mes "Come stop by when you need some work."; @@ -1747,7 +1747,7 @@ malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{ getexp 200000,200000; .@memo_name = rand(1,3); if (!rand(3)) - $malayaNames$[1] = strcharinfo(0); + $malayaNames$[1] = strcharinfo(PC_NAME); close; } else { mes "[Woeon]"; @@ -1762,7 +1762,7 @@ malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{ mes "Jejellopy can be acquired from the Jejeling."; mes "Can you get me 30 Jejellopys?"; next; - if (select("Yeah, sure.:Nope.") == 2) { + if (select("Yeah, sure.", "Nope.") == 2) { mes "[Woeon]"; mes "Is that so. Such a shame."; mes "Come back when you need some work."; @@ -1900,7 +1900,7 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ break; } next; - switch (select("Give Spiritual Protection.:Silver Blade.:Silver Cross")) { + switch (select("Give Spiritual Protection.", "Silver Blade.", "Silver Cross")) { case 1: if (!questprogress(7374) || !questprogress(7370)) { mes "[Pandoi]"; @@ -1981,7 +1981,7 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ // getitem Lesser_Agimat, 1; // Lesser_Agimat getexp 200000,200000; if (!rand(3)) - $malayaNames$[1] = strcharinfo(0); + $malayaNames$[1] = strcharinfo(PC_NAME); close; } else if (.@hunting == 1) { mes "[Pandoi]"; @@ -2009,7 +2009,7 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ mes "Maybe I'm not supposed to be a blacksmith!"; mes "I'm good with crafting silver, though!"; next; - if (select("I'll get you the materials. Cheer up.:Give up. It's a lot easier when you do.") == 2) { + if (select("I'll get you the materials. Cheer up.", "Give up. It's a lot easier when you do.") == 2) { mes "[Pandoi]"; mes "... You're right..."; mes "I'll never be able to make a Silver Blade..."; @@ -2042,7 +2042,7 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ mes "[Pandoi]"; mes "Could you slay the horrible creepers and get me the Silver Bracelets?"; next; - if (select("Indeed!:No. Way.") == 2) { + if (select("Indeed!", "No. Way.") == 2) { mes "[Pandoi]"; mes "... You're right..."; mes "I'll never make a Silver Blade..."; @@ -2071,7 +2071,7 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ mes "I could make one Silver Cross for ^4d4dff2 Silver Bracelets^000000 the monsters hold there..."; mes "If you have Silver Bracelets, I could make Silver Crosses with them."; next; - switch(select("Make 1 Silver Cross:Make 6 Silver Crosses:Input Number:Quit.")) { + switch(select("Make 1 Silver Cross", "Make 6 Silver Crosses", "Input Number", "Quit.")) { case 1: .@amount = 1; case 2: @@ -2148,7 +2148,7 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ mes "Oh, you're th... The one who fends off ghosts at the wave of a hand?!"; mes "Could you stay for a bit and hear me out?!"; next; - if (select("Sorry.:Sure.") == 1) { + if (select("Sorry.", "Sure.") == 1) { mes "[Pedro the Sailor]"; mes "Oh, a solid denial."; mes "You just impaled my last glimpse of hope."; @@ -2244,7 +2244,7 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ mes "Those black souls just came up and disappeared."; mes "Well, living the dream, eh?"; next; - if (select("Give Spiritual Protection.:About the Ferry Ride") == 1) { + if (select("Give Spiritual Protection.", "About the Ferry Ride") == 1) { if (!questprogress(7374) || !questprogress(7368)) { mes "[Pedro the Sailor]"; mes "The Spiritual Protection you gave me before works fine."; @@ -2303,7 +2303,7 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ mes "Hmmm.........."; mes "It's a long story..."; next; - if (select("I'm listening.:Maybe later.") == 2) { + if (select("I'm listening.", "Maybe later.") == 2) { mes "[Pedro the Sailor]"; mes "I knew it."; mes "Though, it's not such a boring story."; @@ -2394,7 +2394,7 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ // getitem Lesser_Agimat, 1; // Lesser_Agimat getexp 200000,200000; if (!rand(3)) - $malayaNames$[0] = strcharinfo(0); + $malayaNames$[0] = strcharinfo(PC_NAME); close; } else { .@playtime = questprogress(7401, PLAYTIME); @@ -2404,7 +2404,7 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ mes "This little one goes to Izlude."; mes "That will be 1000z."; next; - if (select("Use.:That's a rip off!") == 2) { + if (select("Use.", "That's a rip off!") == 2) { mes "[Pedro the Sailor]"; mes "What?!"; mes "How much do you pay for the Alberta Liner to get here!?"; @@ -2426,67 +2426,64 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ end; } else if (.@playtime == 2) { erasequest 7401; - goto L_SetQuest; } else { if (!questprogress(7403)) { - if (!questprogress(7402)) { - goto L_SetQuest; + if (questprogress(7402)) { + mes "[Pedro the Sailor]"; + mes "You know what to do."; + mes "Gather the flowers and take it to Mumbaki to get an Offering Bouquet made."; + next; + mes "[Pedro the Sailor]"; + mes "Give the Bouquet to Miss Diwata to cheer her up."; + mes "....Thank you."; + close; } + } else { mes "[Pedro the Sailor]"; - mes "You know what to do."; - mes "Gather the flowers and take it to Mumbaki to get an Offering Bouquet made."; + mes "Diwata is calm!"; + mes "I can even feel the difference out here."; + mes "I am always in your debt."; next; mes "[Pedro the Sailor]"; - mes "Give the Bouquet to Miss Diwata to cheer her up."; - mes "....Thank you."; + mes "You know what? Why don't you do this on a more regular basis?"; + mes "I think you kind of like doing it."; + setquest 7401; + erasequest 7403; +// if (IsPremiumPcCafe == 10) + getitem Lesser_Agimat, 2; // Lesser_Agimat +// else +// getitem Lesser_Agimat, 1; // Lesser_Agimat + getexp 200000,200000; + if (!rand(3)) + $malayaNames$[0] = strcharinfo(PC_NAME); close; } + } + mes "[Pedro the Sailor]"; + mes "Ah, the thing is..."; + mes "We can't go right now.."; + mes "You see, the ghosts are back..."; + mes "I'm fed up with nuisance."; + next; + mes "[Pedro the Sailor]"; + mes "I mean... Miss Diwata... Isn't feeling very well and, even with the Spiritual Protection"; + mes "a normal person can't stand it."; + next; + if (select("I see. Take care then.", "How about a Floral Tribute?") == 1) { mes "[Pedro the Sailor]"; - mes "Diwata is calm!"; - mes "I can even feel the difference out here."; - mes "I am always in your debt."; - next; - mes "[Pedro the Sailor]"; - mes "You know what? Why don't you do this on a more regular basis?"; - mes "I think you kind of like doing it."; - setquest 7401; - erasequest 7403; -// if (IsPremiumPcCafe == 10) - getitem Lesser_Agimat, 2; // Lesser_Agimat -// else -// getitem Lesser_Agimat, 1; // Lesser_Agimat - getexp 200000,200000; - if (!rand(3)) - $malayaNames$[0] = strcharinfo(0); + mes "I'm glad you understand."; + mes "Sigh..."; close; } + mes "[Pedro the Sailor]"; + mes "Hmmm. That would be nice."; + mes "If she can be soothed with flowers...!"; + mes "Good luck."; + setquest 7402; + close; } } end; - -L_SetQuest: - mes "[Pedro the Sailor]"; - mes "Ah, the thing is..."; - mes "We can't go right now.."; - mes "You see, the ghosts are back..."; - mes "I'm fed up with nuisance."; - next; - mes "[Pedro the Sailor]"; - mes "I mean... Miss Diwata... Isn't feeling very well and, even with the Spiritual Protection"; - mes "a normal person can't stand it."; - next; - if (select("I see. Take care then.:How about a Floral Tribute?") == 1) { - mes "[Pedro the Sailor]"; - mes "I'm glad you understand."; - mes "Sigh..."; - close; - } - mes "[Pedro the Sailor]"; - mes "Hmmm. That would be nice."; - mes "If she can be soothed with flowers...!"; - mes "Good luck."; - setquest 7402; - close; } ma_in01,125,107,3 script Ghost Diwata G_SKOGUL,4,4,{ @@ -2523,9 +2520,9 @@ OnTouch: cutin "malaya_ghost01", 4; mes "- Familiar souls are approaching Diwata. -"; next; - if (select("It's a misunderstanding!:You're from that..!") == 2) { + if (select("It's a misunderstanding!", "You're from that..!") == 2) { cutin "malaya_ghost02", 4; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Just as I thought! You're afraid of me?!"; mes "Stand aside!"; mes "I need to talk to her."; @@ -2583,7 +2580,7 @@ OnTouch: mes "- The Offering Bouquet... -"; cutin "malaya_diwata01", 2; next; - if (select("Throw it to the Little Girl.:Slide it across on the floor.") == 1) { + if (select("Throw it to the Little Girl.", "Slide it across on the floor.") == 1) { mes "- I threw the bouquet before she could toss me out, and she catches in surprise..."; mes "She won't toss me... far, now that she has the flower.-"; } else { @@ -2693,7 +2690,7 @@ OnTouch: next; mes "- Diwata reached her hands out as if expecting something. -"; next; - if (select("Give the Bouquet.:Hold her hand.") == 2) { + if (select("Give the Bouquet.", "Hold her hand.") == 2) { mes "[Diwata]"; mes "What do you think you're doing?!!??!?!!"; mes "Arghhhh - I have enough creeps around here, thank you!!"; @@ -2747,7 +2744,7 @@ ma_fild01,261,208,2 script Kiko in Mumbaki 4_BARYO_CHIEF,{ mes "I am the soul guidance, protector of people and souls here at Baryo."; mes "So, I'm a good leader Kiko in Mumbaki."; next; - switch (select("Give Cast-Iron Caldron.:Request Purification Ritual.:Exchange Jellopy for gold.")) { + switch (select("Give Cast-Iron Caldron.", "Request Purification Ritual.", "Exchange Jellopy for gold.")) { case 1: if (!questprogress(7376)) { if (!questprogress(7377)) { @@ -2857,7 +2854,7 @@ ma_fild01,239,253,3 script Dhong the Guard 4_MAL_SOLDIER,{ mes "Hi there!"; mes "Welcome to Baryo."; next; - if (select("You're job seems so hard~:Guard Dog Vantai") == 1) { + if (select("You're job seems so hard~", "Guard Dog Vantai") == 1) { mes "[Dhong the Guard]"; mes "Not at all. I just watch who comes and goes from here."; mes "Travelers are the ones who go through more hardship."; @@ -2948,7 +2945,7 @@ ma_fild01,239,253,3 script Dhong the Guard 4_MAL_SOLDIER,{ // getitem Lesser_Agimat, 1; // Lesser_Agimat getexp 200000,200000; if (!rand(0, 2)) - $malayaNames$[2] = strcharinfo(0); + $malayaNames$[2] = strcharinfo(PC_NAME); close; } else { mes "[Dhong the Guard]"; @@ -2959,7 +2956,7 @@ ma_fild01,239,253,3 script Dhong the Guard 4_MAL_SOLDIER,{ mes "As you can see, I can't move from here,"; mes "so I was wondering if you can get the bones for Vantai..."; next; - if (select("Alright.:Sorry.") == 2) { + if (select("Alright.", "Sorry.") == 2) { mes "[Dhong the Guard]"; mes "I see."; mes "Vantai!"; @@ -3044,7 +3041,7 @@ ma_fild01,200,190,3 script Maries#malaya 4_F_BARYO_WOMAN,{ // getitem Lesser_Agimat, 1; // Lesser_Agimat getexp 200000,200000; if (!rand(3)) - $malayaNames$[2] = strcharinfo(0); + $malayaNames$[2] = strcharinfo(PC_NAME); close; } else { if (questprogress(7388)) { @@ -3062,7 +3059,7 @@ ma_fild01,200,190,3 script Maries#malaya 4_F_BARYO_WOMAN,{ mes "My daughter did not return."; mes "Please help, I think she's lost in the forest."; next; - switch (select("Of course.:I'm too busy right now.:You have so many children.")) { + switch (select("Of course.", "I'm too busy right now.", "You have so many children.")) { case 1: mes "[Maries]"; mes "I'm sure she's lost in the woods because of mischievous spirits."; @@ -3150,10 +3147,10 @@ ma_fild01,251,93,3 script Lost Child#malaya01 4_F_BARYO_GIRL,{ setquest 7389; erasequest 7388; close2; - disablenpc strnpcinfo(0); - if (strnpcinfo(0) == "Lost Child#malaya01") { + disablenpc strnpcinfo(NPC_NAME); + if (strnpcinfo(NPC_NAME) == "Lost Child#malaya01") { enablenpc "Lost Child#malaya02"; - } else if (strnpcinfo(0) == "Lost Child#malaya01") { + } else if (strnpcinfo(NPC_NAME) == "Lost Child#malaya01") { enablenpc "Lost Child#malaya03"; } else { enablenpc "Lost Child#malaya01"; @@ -3174,7 +3171,7 @@ ma_fild01,251,93,3 script Lost Child#malaya01 4_F_BARYO_GIRL,{ next; mes "[Little Kid]"; mes "Why~ Do I always go in circles here?"; - mes "Do you why, " + ((Sex) ? "mister" : "ma'am") + "?"; + mes "Do you why, " + (Sex == SEX_MALE ? "mister" : "ma'am") + "?"; mes "What's with this road?"; mes "Is somebody trying to trick me?"; close; @@ -3183,8 +3180,8 @@ ma_fild01,251,93,3 script Lost Child#malaya01 4_F_BARYO_GIRL,{ end; OnInit: - if (strnpcinfo(0) != "Lost Child#malaya01") - disablenpc strnpcinfo(0); + if (strnpcinfo(NPC_NAME) != "Lost Child#malaya01") + disablenpc strnpcinfo(NPC_NAME); } ma_fild01,114,141,3 duplicate(Lost Child#malaya01) Lost Child#malaya02 4_F_BARYO_GIRL ma_fild01,130,314,3 duplicate(Lost Child#malaya01) Lost Child#malaya03 4_F_BARYO_GIRL @@ -3200,7 +3197,7 @@ ma_fild02,241,39,5 script Good Capre Budidai 4_MAL_BUDIDAI,{ mes "[Budidai]"; mes "Hey buddy, You here to hear Budidai singing?"; next; - switch (select("You like songs?:A profound study of one eyed monsters.:See ya!")) { + switch (select("You like songs?", "A profound study of one eyed monsters.", "See ya!")) { case 1: mes "[Budidai]"; mes "Yup, Budidai loves singing."; @@ -3283,7 +3280,7 @@ ma_fild02,241,39,5 script Good Capre Budidai 4_MAL_BUDIDAI,{ // getitem Lesser_Agimat, 1; // Lesser_Agimat getexp 200000,200000; if (!rand(3)) - $malayaNames$[1] = strcharinfo(0); + $malayaNames$[1] = strcharinfo(PC_NAME); close; } else { mes "[Budidai]"; @@ -3318,7 +3315,7 @@ ma_fild02,241,39,5 script Good Capre Budidai 4_MAL_BUDIDAI,{ mes "Bongisungisu! I get the chills just by being in the same forest with it..."; mes "But Budidai is weak."; next; - if (select("Shall I take care of it?:That does give the chills.") == 2) { + if (select("Shall I take care of it?", "That does give the chills.") == 2) { mes "[Budidai]"; mes "Don't remind me."; mes "My friends can't come and listen to my songs because of that behemoth."; @@ -3362,7 +3359,7 @@ ma_fild01,166,214,6 script Old Man in Dilemma#GA 4_F_BARYO_OLD,{ 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.")) { + switch(select("We need to gather items to fight them off.", "Ignore.")) { case 1: if (countitem(Lesser_Agimat) >= 3 && Zeny >= 1000) { mes "[Old Man in Dilemma]"; @@ -3371,9 +3368,9 @@ ma_fild01,166,214,6 script Old Man in Dilemma#GA 4_F_BARYO_OLD,{ mes "[Old Man in Dilemma]"; mes "Will you create a Greater Agimat of Ancient Spirit with 3 Lesser Agimats and 1,000 Zeny?"; next; - if(select("Create.:No, thank you.") == 1) { + if(select("Create.", "No, thank you.") == 1) { if (countitem(Lesser_Agimat) >= 3 && Zeny >= 1000) { - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); specialeffect EF_FORESTLIGHT2; Zeny -= 1000; getitem Ancient_Spirit_Agimat,1; @@ -3436,7 +3433,7 @@ ma_fild01,238,198,4 script Tikbalang Expert#malaya 4_M_MALAYA,{ mes "[Tikbalang Expert]"; mes "I spent 90% of my life studying Tikbalang."; next; - switch(select("But you look young?:What is Tikbalang?:Teach me how to catch a Tikbalang.")) { + 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."; @@ -3458,7 +3455,7 @@ ma_fild01,238,198,4 script Tikbalang Expert#malaya 4_M_MALAYA,{ mes "Have you... ever been fooled by anyone around you? Why can't you believe someone's word for it? Really, ask me anything."; next; while(1) { - switch(select("I don't have any questions.:Characteristics?:Features?:Rumors?:Habitat?")) { + switch(select("I don't have any questions.", "Characteristics?", "Features?", "Rumors?", "Habitat?")) { case 1: mes "[Tikbalang Expert]"; mes "I think this is enough explanation for now. You wouldn't understand other highly sophisticated topics with specific terminology and all anyway."; @@ -3544,7 +3541,7 @@ ma_fild01,238,198,4 script Tikbalang Expert#malaya 4_M_MALAYA,{ mes "[Tikbalang Expert]"; mes "The '^F80835Tikbalang Belt^000000' is used to capture Tikbalangs without the hassle. But that doesn't mean it's 100% successful. Interested? Do you want me to make one for you?"; next; - switch(select("Yes, Im interested.:No, I can capture one myself.")) { + switch(select("Yes, Im interested.", "No, I can capture one myself.")) { case 1: delitem Tikbalang_Thick_Spine,3; getitem Tikbalang_Belt,1; @@ -3565,7 +3562,7 @@ ma_fild01,238,198,4 script Tikbalang Expert#malaya 4_M_MALAYA,{ 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.")) { + switch(select("Easy way.", "Hard way.")) { case 1: mes "[Tikbalang Expert]"; mes "Ha ha. I've come up with the easy way myself."; @@ -3618,7 +3615,7 @@ ma_fild01,158,243,6 script Tribe Blacksmith#malaya 4_M_MALAYA,{ mes "[Bayani]"; mes "I will upgrade your armor if you bring one that holds enormous power."; next; - switch (select("What kind of equipment do upgrade?:What are the required materials?:What will it become after an upgrade?:Please upgrade this.")) { + switch (select("What kind of equipment do upgrade?", "What are the required materials?", "What will it become after an upgrade?", "Please upgrade this.")) { case 1: mes "[Bayani]"; mes "Your questions are too simple, but!"; @@ -3675,7 +3672,7 @@ ma_fild01,158,243,6 script Tribe Blacksmith#malaya 4_M_MALAYA,{ mes "Unless the one that holds it doesn't believe it is! Ask about what has changed and decide for yourself!"; next; while (1) { - switch (select("There is no more.:Bakonawa Scale Armor:Kalasag:Buwaya Sack Cloth:Bangungot Boots of Nightmare")) { + switch (select("There is no more.", "Bakonawa Scale Armor", "Kalasag", "Buwaya Sack Cloth", "Bangungot Boots of Nightmare")) { case 1: mes "[Bayani]"; mes "Looks like you ran out of questions."; @@ -3748,7 +3745,7 @@ ma_fild01,158,243,6 script Tribe Blacksmith#malaya 4_M_MALAYA,{ mes "Ha ha ha ha ha ha ha! Good!"; mes "You've brought the materials, right?"; next; - if (select("Oh... sorry...:Preparations are complete!!") == 1) { + if (select("Oh... sorry...", "Preparations are complete!!") == 1) { mes "[Bayani]"; mes "Oh no!!"; mes "I will need an light but sturdy armor with an refinement of +9 or greater and 20 Ancient Grudges!!"; @@ -3762,7 +3759,7 @@ ma_fild01,158,243,6 script Tribe Blacksmith#malaya 4_M_MALAYA,{ mes "[Bayani]"; mes "So what armor will it be?"; next; - switch (select("Bakonawa Scale Armor:Kalasag:Buwaya Sack Cloth:Bangungot Boots of Nightmare")) { + switch (select("Bakonawa Scale Armor", "Kalasag", "Buwaya Sack Cloth", "Bangungot Boots of Nightmare")) { case 1: .@part = EQI_ARMOR; .@item = 15051; @@ -3805,7 +3802,7 @@ ma_fild01,158,243,6 script Tribe Blacksmith#malaya 4_M_MALAYA,{ mes "[Bayani]"; mes "^0000FFOnce your item is refined, the refinement level will be ^FF00000^0000FF and the item will be upgraded.^000000 You get this part?"; next; - if (select("No.:Yes.") == 1) { + if (select("No.", "Yes.") == 1) { mes "[Bayani]"; mes "What? You didn't know this? Then, read through my instructions and come back again."; close; @@ -3815,7 +3812,7 @@ ma_fild01,158,243,6 script Tribe Blacksmith#malaya 4_M_MALAYA,{ mes "^0000FFEquipping the Kalasag, Buwaya Sack Cloth, Bakonawa Scale Armor, and Bangungot Boots of Nightmare all at once will lose the ^FF0000Set Effects^0000FF.^000000"; mes "Do you understand this point?"; next; - if (select("No.:Yes.") == 1) { + if (select("No.", "Yes.") == 1) { mes "[Bayani]"; mes "What? You didn't know this? Then, read through my instructions and come back again."; close; @@ -3827,7 +3824,7 @@ ma_fild01,158,243,6 script Tribe Blacksmith#malaya 4_M_MALAYA,{ mes "[Bayani]"; mes "Pow!! Wow!! Flip... flop!"; next; - specialeffect2 EF_TRIPLEATTACK; + specialeffect(EF_TRIPLEATTACK, AREA, playerattached()); mes "[Bayani]"; mes "BAM!!"; next; @@ -3873,7 +3870,7 @@ malaya,305,281,3 script Guard#buwaya 4_MAL_SOLDIER,7,7,{ mes "[Guard]"; mes "Is that why there are more outsiders here these days? Now don't be sneaky and a know-it-all. How would you know if I'd offered to take you around?"; next; - if (select("Treasure?:Ignore.") == 2) { + if (select("Treasure?", "Ignore.") == 2) { mes "[Guard]"; mes "Are you ignoring me? Bah."; close; @@ -4014,13 +4011,13 @@ ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ if (malaya_buwaya == 2) { mes "- See someone shaky with dopey eyes. -"; next; - if (select("Tap him on the shoulder.:Ignore him.") == 2) + if (select("Tap him on the shoulder.", "Ignore him.") == 2) close; emotion e_omg; mes "[Totoy]"; mes "Wah! No! Go away! Leave me alone!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hey, are you alright?"; next; mes "[Totoy]"; @@ -4031,14 +4028,14 @@ ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ mes "[Totoy]"; mes "Who's there?"; next; - mes "[" + strcharinfo(0) + "]"; - mes "I am " + strcharinfo(0) + ". You are Totoy, right? People say you've found a treasure. Is it true?"; + mes "[" + strcharinfo(PC_NAME) + "]"; + mes "I am " + strcharinfo(PC_NAME) + ". You are Totoy, right? People say you've found a treasure. Is it true?"; next; mes "[Totoy]"; mes "What treasure?"; mes "I can't see. I'm blinded. Please help me. I'm tired and frustrated."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What happened?"; next; mes "[Totoy]"; @@ -4056,7 +4053,7 @@ ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ mes "[Totoy]"; mes "Hello? Hey, are you still there? What happened to the Green Potion? Jeez, this is driving me crazy."; next; - if (select("Hand over the Green Potion.:Do not hand over the potion.") == 2) { + if (select("Hand over the Green Potion.", "Do not hand over the potion.") == 2) { mes "[Totoy]"; mes "Did you really leave? Hey! Darn!"; } else { @@ -4096,7 +4093,7 @@ ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ mes "[Totoy]"; mes "I did go deep in the woods because I wasn't getting anywhere with collecting bugs. But who would have thought I'd get into this mess?"; next; - if (select("What Totoy saw:About bugs") == 2) { + if (select("What Totoy saw", "About bugs") == 2) { mes "[Totoy]"; mes "I only wanted to show people my collection of cute bugs. Ha ha."; next; @@ -4202,7 +4199,7 @@ ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ mes "Thank you so much!"; mes "You didn't see the monster, did you?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "The monster is called Buwaya. I told the Guard about the monster. You better not go near the place again."; next; mes "[Totoy]"; @@ -4223,11 +4220,11 @@ ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ mes "[Totoy]"; mes "Um... hey!"; next; - select("You are a " + ((Sex) ? "boy" : "girl") + ", aren't you?"); + select("You are a " + (Sex == SEX_MALE ? "boy" : "girl") + ", aren't you?"); emotion e_omg,1; mes "[Totoy]"; mes "Huh?"; - if (!Sex) { + if (Sex == SEX_FEMALE) { mes "Totoy is a girl, and you are a boy."; mes "You're not a boy?"; } else { @@ -4309,7 +4306,7 @@ ma_in01,44,105,3 script Drawer#buwaya CLEAR_NPC,{ next; mes "- Clunk, clank, crunch. -"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What? I only see an empty potion bottle."; mes "Does this mean I have to get the potion myself? That Totoy is really a troublemaker."; close; @@ -4339,7 +4336,7 @@ malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{ mes "[Master of Hunting]"; mes "So you came here to learn all about my excellent hunting skills? Or to ask me to publish an essay on Master of Hunting? Ho!"; next; - if (select("About Totoys monster:Interrupt.") == 2) { + if (select("About Totoys monster", "Interrupt.") == 2) { mes "[Master of Hunting]"; mes "Oh? Hey! Where are you going?!"; close; @@ -4361,7 +4358,7 @@ malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{ mes "[Master of Hunting]"; mes "You shouldn't lie to an adult. I understand you want the Master of Huntings attention. Ha ha!"; next; - if (select("I will prove it.:Suspicious of Totoy.") == 2) { + if (select("I will prove it.", "Suspicious of Totoy.") == 2) { mes "[Master of Hunting]"; mes "Kids tell stories for their own reasons. I'm sure Totoy is the same."; malaya_buwaya = 6; @@ -4377,7 +4374,10 @@ malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{ mes "Try collecting 10 Animal Samples from where the kid saw the monster. I will look for traces of that monster from the samples."; next; mes "[Master of Hunting]"; - mes (Sex) ? "It won't be pleasant but any brave man could easily do it, don't you agree?" : "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!"; + if (Sex == SEX_MALE) + mes "It won't be pleasant but any brave man could easily do it, don't you agree?"; + else + mes "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!"; malaya_buwaya = 7; erasequest 2273; setquest 2274; @@ -4386,7 +4386,7 @@ malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{ mes "[Master of Hunting]"; mes "Oh, you're back!"; next; - if (select("Let's see if we have a monster in it!:I don't think there is a monster.") == 2) { + if (select("Let's see if we have a monster in it!", "I don't think there is a monster.") == 2) { mes "[Master of Hunting]"; mes "It was a kid's joke. Ha ha."; close; @@ -4401,7 +4401,10 @@ malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{ mes "Try collecting 10 Animal Samples from where the kid saw the monster. I will look for traces of that monster from the samples."; next; mes "[Master of Hunting]"; - mes (Sex) ? "It won't be pleasant but any brave man could easily do it, don't you agree?" : "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!"; + if (Sex == SEX_MALE) + mes "It won't be pleasant but any brave man could easily do it, don't you agree?"; + else + mes "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!"; malaya_buwaya = 7; erasequest 2273; setquest 2274; @@ -4473,7 +4476,7 @@ malaya,291,152,3 script #buwaya_soil 4_SOIL,{ mes "- Sway, swag. -"; next; if (rand(1,10) <= 5) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I don't see anything."; next; mes "[Master of Hunting]"; @@ -4481,7 +4484,7 @@ malaya,291,152,3 script #buwaya_soil 4_SOIL,{ } else { mes "- Felt something pointy with the end of your fingers. -"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ouch!"; mes "What is this?"; next; @@ -4552,16 +4555,16 @@ OnInit: } mes "- You slowing and cautiously collect the squashy and slightly warm substance. -"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "It's warm as a mother's bosom."; getitem Collected_Sample,1; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); initnpctimer; close; } end; OnTimer20000: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); stopnpctimer; end; } @@ -4595,7 +4598,7 @@ malaya,290,340,3 script Guard Leader#buwaya 4_MAL_CAPTAIN,{ } if (malaya_buwaya == 10) { next; - if (select("Tell him about Buwaya.:Done with conversation.") == 2) { + if (select("Tell him about Buwaya.", "Done with conversation.") == 2) { close; } mes "[Guard Leader]"; @@ -4610,7 +4613,7 @@ malaya,290,340,3 script Guard Leader#buwaya 4_MAL_CAPTAIN,{ mes "[Guard Leader]"; mes "Hmm... will you be able to help Port Malaya?"; next; - if (select("Leave it to me!:I'm pretty busy myself.") == 2) { + if (select("Leave it to me!", "I'm pretty busy myself.") == 2) { mes "[Guard Leader]"; mes "Really? That's no good. All the lives of the villagers will be at stake if we don't do something. How can a youth like you be so heartless. Are all outsiders like you? Hmph! Can't trust young people these days. Hmph."; close; @@ -4637,7 +4640,7 @@ malaya,290,340,3 script Guard Leader#buwaya 4_MAL_CAPTAIN,{ mes "^3131FFShoot a smoke bomb^000000 once you reach the area."; mes "Then we will run to where the smoke bomb was shot."; } else if ((malaya_buwaya == 12) || (malaya_buwaya == 13)) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's first bring Ed to Totoy."; } else if (malaya_buwaya == 14) { mes "[Guard Leader]"; @@ -4666,7 +4669,7 @@ malaya,290,340,3 script Guard Leader#buwaya 4_MAL_CAPTAIN,{ mes "They say Buwaya is a very strong and ugly monster with two heads."; mes "Will you help us defeat Buwaya?"; next; - if (select("Of course.:Nope.") == 2) { + if (select("Of course.", "Nope.") == 2) { mes "[Guard Leader]"; mes "Buwaya is known to be a very dangerous monster."; mes "There is no shame in rejecting this request."; @@ -4690,7 +4693,7 @@ malaya,290,340,3 script Guard Leader#buwaya 4_MAL_CAPTAIN,{ mes "[Guard Leader]"; mes "How is it going with the Buwaya situation?"; next; - if (select("I give up.:Still fighting.") == 2) { + if (select("I give up.", "Still fighting.") == 2) { mes "[Guard Leader]"; mes "Keep this in mind and be cautious at all times."; mes "I recommend asking trustful colleagues for help."; @@ -4742,11 +4745,11 @@ ma_fild02,312,259,3 script Dog#buwaya 4_DOG01,{ mes "[Dog]"; mes "Bark bark!!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Why is a dog here?"; next; - if (select("Look closely at the dog.:Ignore it.") == 2) { - mes "[" + strcharinfo(0) + "]"; + if (select("Look closely at the dog.", "Ignore it.") == 2) { + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Looks like a lost dog."; close; } @@ -4754,20 +4757,20 @@ ma_fild02,312,259,3 script Dog#buwaya 4_DOG01,{ next; mes "- The collar says, 'Forever with Totoy'. -"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "So you are Ed?"; next; mes "[Dog]"; mes "Bark bark!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "You didn't get killed by Buwaya. You lucky little dog. Let's go back to your owner."; next; emotion e_ho; mes "[Dog]"; mes "Bark bark!!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ah, before we go, do you happen to know where Buwaya's nest is?"; next; mes "[Dog]"; @@ -4775,7 +4778,7 @@ ma_fild02,312,259,3 script Dog#buwaya 4_DOG01,{ next; mes "- Ed is one smart dog and understood what you asked him. Ed started to bark towards the north. -"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Buwaya is over there!"; mes "Then I should shoot the smoke bomb here."; next; @@ -4783,14 +4786,14 @@ ma_fild02,312,259,3 script Dog#buwaya 4_DOG01,{ next; mes "^FF0000- Shoook-^000000"; enablenpc "Guard#buwayacave"; - specialeffect2 EF_MVP; + specialeffect(EF_MVP, AREA, playerattached()); next; mes "[Guard]"; mes "Job well done!"; mes "So Buwaya lives in remote place like this. I will make sure this information goes to the Guard Leader!"; disablenpc "Guard#buwayacave"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Should I return Ed to Totoy first and then go see the Guard Leader?"; next; mes "[Dog]"; @@ -4801,7 +4804,7 @@ ma_fild02,312,259,3 script Dog#buwaya 4_DOG01,{ setquest 2278; close; } else if (malaya_buwaya == 12) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Lets first bring Ed to Totoy and then go back to the Guard Leader."; close; } @@ -4947,7 +4950,7 @@ malaya,264,338,4 script Frightened Maiden#bako1 4_F_BARYO_GIRL,{ mes "It is said that Bakonawa hates loud noises."; mes "Pound the pot if you want to live!"; next; - switch(select("Hates loud noises?:What is Bakonawa?")) { + switch(select("Hates loud noises?", "What is Bakonawa?")) { case 1: mes "[Frightened Maiden]"; mes "You already heard that the old lady"; @@ -5050,7 +5053,7 @@ malaya,285,332,4 script Old Legend Teller#bako1 4_M_BARYO_OLD,{ mes "We must calm her"; mes "if to prevent further destruction..."; next; - switch(select("Calm Bakonawa?:Further destruction?")) { + switch(select("Calm Bakonawa?", "Further destruction?")) { case 1: mes "[Old Legend Teller]"; mes "The old lady faced an unjust death"; @@ -5080,7 +5083,7 @@ malaya,285,332,4 script Old Legend Teller#bako1 4_M_BARYO_OLD,{ mes "it is worth a try?"; mes "Please help us and save us from our misery."; next; - switch(select("It is no use.:I'll help.")) { + switch(select("It is no use.", "I'll help.")) { case 1: mes "[Old Legend Teller]"; mes "Yes, you are also right."; @@ -5158,7 +5161,7 @@ malaya,285,332,4 script Old Legend Teller#bako1 4_M_BARYO_OLD,{ mes "simply cannot travel there."; mes "Could you visit the place for us?"; next; - switch(select("Go there yourself!:Your explanation is too vague.:On my way!")) { + switch(select("Go there yourself!", "Your explanation is too vague.", "On my way!")) { case 1: mes "[Old Legend Teller]"; mes "You twisted youth!"; @@ -5218,7 +5221,7 @@ malaya,285,332,4 script Old Legend Teller#bako1 4_M_BARYO_OLD,{ mes "before it attacks first."; mes "I believe we can trust you to do this, yes?"; next; - switch(select("Well...:Of course!")) { + switch(select("Well...", "Of course!")) { case 1: mes "[Old Legend Teller]"; mes "The atmosphere was really good"; @@ -5285,7 +5288,7 @@ ma_fild02,40,240,4 script Malaya Immigrant#bako1 4_M_BARYO_MAN,{ mes "I don't know about the specifics, but"; mes "I think it's related to what I heard long time ago."; next; - switch(select("What are you doing here?:Do you know about this Slate Piece?:Please tell me the story.:Who is the traveling merchant?")) { + switch(select("What are you doing here?", "Do you know about this Slate Piece?", "Please tell me the story.", "Who is the traveling merchant?")) { case 1: mes "[Malaya Immigrant]"; mes "I liked the environment here"; @@ -5386,7 +5389,7 @@ ma_fild01,165,237,4 script Malaya Immigrant#bako2 4_M_MALAYA,{ mes "but you didn't come all the way"; mes "just to hear some folktale right?"; next; - switch(select("I just came here to take a break.:Tell me the tale.")) { + switch(select("I just came here to take a break.", "Tell me the tale.")) { case 1: mes "[Malaya Immigrant]"; mes "You must have a lot of free time on your hands!"; @@ -5439,7 +5442,7 @@ ma_fild01,165,237,4 script Malaya Immigrant#bako2 4_M_MALAYA,{ mes "The stone ahead holds a record that"; mes "a swordsman from a long time ago left."; next; - switch(select("Where did this swordsman go after?:Tell me the tale again.")) { + switch(select("Where did this swordsman go after?", "Tell me the tale again.")) { case 1: mes "[Malaya Immigrant]"; mes "Well, there is no story after that so"; @@ -5500,7 +5503,7 @@ OnTouch: mes "Here is the record left by a swordsman"; mes "from a hundred years ago."; next; - switch(select("I don't need to read it.:Read the record again.")) { + switch(select("I don't need to read it.", "Read the record again.")) { case 1: mes "I remember the story clearly."; mes "Let's tell the ^0000FFOld Legend Teller^000000 in Malaya"; @@ -5693,7 +5696,7 @@ malaya,283,265,4 script Village Chief#bako2 4_BARYO_CHIEF,{ mes "are said to be carried by"; mes "^FF0000Tiyanak^000000 that roams Baryo Mahiwaga."; next; - switch(select("Do it yourself.:I'm on my way.")) { + switch(select("Do it yourself.", "I'm on my way.")) { case 1: mes "[Village Chief]"; mes "You give me a lot to think about."; @@ -5788,7 +5791,7 @@ malaya,283,265,4 script Village Chief#bako2 4_BARYO_CHIEF,{ mes "near where traps will be set up,"; mes "so you just have to visit about 5 places."; next; - switch(select("Sounds like too much work.:Sure thing.")) { + switch(select("Sounds like too much work.", "Sure thing.")) { case 1: mes "[Village Chief]"; mes "This operation means life and death to us"; @@ -6144,7 +6147,7 @@ malaya,289,364,4 script Young Fortune Teller 4_F_MALAYA,{ mes "so I need you to hunt fifteen ^FF0000Tikbalang^000000"; mes "at Baryo Mahiwaga Field."; next; - switch(select("It's none of my business.:You can count on me.")) { + switch(select("It's none of my business.", "You can count on me.")) { case 1: mes "[Young Fortune Teller]"; mes "You are so selfish!"; @@ -6555,7 +6558,7 @@ sec_in02,10,16,5 script Bakonawa Intro Helper 4_MASK_SMOKEY,{ mes "Just boldly tell me"; mes "what is it that you want!"; next; - switch(select("Reset all quests:Just before the end of first quest:Reset secondary quest:Distribution of lost belongings:Just after hunting")) { + switch(select("Reset all quests", "Just before the end of first quest", "Reset secondary quest", "Distribution of lost belongings", "Just after hunting")) { case 1: mes "Here you go!"; malaya_bakona1 = 0; @@ -6681,7 +6684,7 @@ function script F_Malaya_Nurse { mes "[Nurse Maenne]"; mes "We were just about to enter Bangungot's room, before we were thrown out..."; next; - switch(select("Bangungot?:Nurse Maenne?")) { + switch(select("Bangungot?", "Nurse Maenne?")) { case 1: callsub L_Bangungot; select("Nurse Maenne"); @@ -6728,7 +6731,7 @@ function script F_Malaya_Nurse { switch(getarg(0)) { case 1: next; - switch(select("Enter the hospital.:Quit.")) { + switch(select("Enter the hospital.", "Quit.")) { case 1: callsub L_Warp, getarg(0); case 2: @@ -6773,7 +6776,7 @@ L_Warp: end; case 2: next; - switch(select("Go outside.:Quit.")) { + switch(select("Go outside.", "Quit.")) { case 1: close2; cutin "",255; @@ -6893,7 +6896,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "Are you planning on going inside?"; cutin "malaya_nurseA01",2; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Nurse]"; mes "Oh~"; @@ -6901,7 +6904,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "I was literally waiting all day for someone to some by."; cutin "malaya_nurseA02",2; next; - switch(select("About the hospital:Reason for stalling me:Ignore.")) { + switch(select("About the hospital", "Reason for stalling me", "Ignore.")) { case 1: mes "[Nurse]"; mes "This hospital is the only one in town."; @@ -6999,7 +7002,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "If I knew this was going to happen, I would've worn ER night-shift shoes instead of first-day shoes... *sniff*"; emotion e_sob; next; - switch(select("Help.:Don't help.")) { + switch(select("Help.", "Don't help.")) { case 1: mes "[Nurse]"; mes "*Sob*"; @@ -7103,7 +7106,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ cutin "",255; end; } else if (malaya_bang == 4) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "We pushed and pulled, but it won't budge."; emotion e_swt2,1; next; @@ -7271,10 +7274,10 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ emotion e_what; next; mes "[???]"; - mes "Hey "+((Sex)?"dude":"missy")+","; + mes "Hey "+ (Sex == SEX_MALE ? "dude" : "missy") +","; mes "You're not getting in the hospital."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Who's there?!"; next; mes "[???]"; @@ -7284,7 +7287,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "That's a secret~"; mes "My mom will kill me if she knew I was here!"; next; - switch(select("About entering the hospital.:About it's mom.:About ???:Quit.")) { + switch(select("About entering the hospital.", "About it's mom.", "About ???", "Quit.")) { case 1: mes "[???]"; mes "A few days ago, the old lady who lives near us went around the hospital sticking some kind of sticks into the ground."; @@ -7327,14 +7330,14 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ close; } mes "The voice seems to be coming from the bushes near the entrance of the hospital."; - specialeffect EF_STEAL,AREA,"Bushes#ma"; + specialeffect(EF_STEAL, AREA, getnpcid(0, "Bushes#ma")); malaya_bang = 13; changequest 11293,11294; close; } else if (malaya_bang == 13) { mes "The voice seems to be coming from the bushes near the entrance of the hospital."; mes "Let's check around."; - specialeffect EF_STEAL,AREA,"Bushes#ma"; + specialeffect(EF_STEAL, AREA, getnpcid(0, "Bushes#ma")); close; } else if (malaya_bang == 14) { mes "[Nurse Las]"; @@ -7358,7 +7361,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "Yes?"; mes "Yes?"; next; - switch(select("Go.:Don't go.")) { + switch(select("Go.", "Don't go.")) { case 1: mes "[Nurse Las]"; mes "Okay, off you go."; @@ -7400,7 +7403,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ cutin "malaya_nurseA02",2; next; mes "[Nurse Las]"; - mes "Oh by the way, when ["+strcharinfo(0)+"], you were gone, I tried the door."; + mes "Oh by the way, when ["+strcharinfo(PC_NAME)+"], you were gone, I tried the door."; mes "It did open..."; next; mes "[Nurse Las]"; @@ -7460,7 +7463,7 @@ ma_dun01,35,108,4 script Nurse#ma_n2 4_F_NURSE,{ mes "Could you check the 2nd floor door again in case I missed something?"; cutin "malaya_nurseA01",2; next; - switch(select("Go outside.:Quit.")) { + switch(select("Go outside.", "Quit.")) { case 1: close2; cutin "",255; @@ -7503,7 +7506,7 @@ ma_dun01,152,23,4 script Suspicious Wooden Stick::MalayaStick0 4_BULLETIN_BOARD2 mes "*Snigger*"; cutin "malaya_nurseA05",2; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "?!"; cutin "",255; next; @@ -7579,7 +7582,7 @@ malaya,48,76,4 script Hospital Door#ma_n1 CLEAR_NPC,{ mes "Then why is the door not opening?"; close; } else if (malaya_bang > 18) { - if(select("Enter the hospital.:Quit.") == 1) + if(select("Enter the hospital.", "Quit.") == 1) warp "ma_dun01",33,110; end; } else { @@ -7604,7 +7607,7 @@ malaya,64,78,4 script Village Woman#mab 4_F_MALAYA,{ mes "[Village Woman]"; mes "I was born here and never went far away from here, so I always feel like going on my adventures when I hear the stories they bring."; next; - switch(select("Ask about the hospital.:End conversation.")) { + switch(select("Ask about the hospital.", "End conversation.")) { case 1: mes "[Village Woman]"; mes "The hospital?"; @@ -7671,7 +7674,7 @@ malaya,62,37,4 script Village Man#mab 4_M_MALAYA,{ mes "Just a little bit~"; mes "far from the village, but I'll give you all the pineapple you want in exchange for a good story of yours!"; next; - switch(select("Ask about the hospital.:End conversation.")) { + switch(select("Ask about the hospital.", "End conversation.")) { case 1: mes "[Village Man]"; mes "Ummm......"; @@ -7687,7 +7690,7 @@ malaya,62,37,4 script Village Man#mab 4_M_MALAYA,{ mes "Oh!!!"; mes "Did you meet the nurse?!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "She was standing in front of the hospital."; mes "Oh!"; mes "She must have gone to contact HQ."; @@ -7746,7 +7749,7 @@ malaya,210,200,5 script Dr. Boon#ma 4_LGTSCIENCE,{ mes "[Dr. Boon]"; mes "So~ You're the new nurse?"; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Dr. Boon]"; mes "Nothing's more important for a nurse than their white uniform."; @@ -7816,15 +7819,15 @@ malaya,53,68,4 script Bushes#ma CLEAR_NPC,{ if (malaya_bang == 13) { mes "[???]"; mes "Don't come any closer!"; - mes "Old "+((Sex)?"man":"lady")+"!"; + mes "Old "+ (Sex == SEX_MALE ? "man" : "lady") +"!"; mes "How'd you know I was here?"; emotion e_omg; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm not old."; emotion e_an,1; next; - switch(select("About entering the hospital.:About its mom.:About ???.:Ask about the old lady.:Ask about the hospital grounds.:Quit.")) { + switch(select("About entering the hospital.", "About its mom.", "About ???.", "Ask about the old lady.", "Ask about the hospital grounds.", "Quit.")) { case 1: mes "[???]"; mes "A few days ago, the old lady who lives near us went around the hospital sticking some kind of sticks into the ground."; @@ -7900,11 +7903,11 @@ malaya,53,68,4 script Bushes#ma CLEAR_NPC,{ } else if (malaya_bang == 15) { mes "[???]"; mes "Don't come any closer!"; - mes "Old "+((Sex)?"man":"lady")+"!"; + mes "Old "+ (Sex == SEX_MALE ? "man" : "lady") +"!"; mes "How'd you know I was here?"; emotion e_omg; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm not old."; emotion e_an,1; close; @@ -7936,7 +7939,7 @@ malaya,53,68,4 script Bushes#ma CLEAR_NPC,{ mes "A strange stick is planted on the ground."; mes "A mysterious force can be felt."; next; - switch(select("Pull it out.:Leave it.")) { + switch(select("Pull it out.", "Leave it.")) { case 1: if (rand(1,5) == 4) { mes "Pulled out the deeply planted stick."; @@ -7945,18 +7948,18 @@ malaya,53,68,4 script Bushes#ma CLEAR_NPC,{ malaya_bang = 15; changequest 11295,11296; getitem Lesser_Agimat,1; - donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable"; + donpcevent "Tent"+replacestr(strnpcinfo(NPC_NAME_UNIQUE),"MalayaStick","")+"#ma::OnEnable"; next; mes "Better show Las the talisman."; close; } else { getitem Lesser_Agimat,1; - donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable"; + donpcevent "Tent"+replacestr(strnpcinfo(NPC_NAME_UNIQUE),"MalayaStick","")+"#ma::OnEnable"; close; } } else { mes "After pulling out the deeply planted stick, an uneasy feeling washes over."; - donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable"; + donpcevent "Tent"+replacestr(strnpcinfo(NPC_NAME_UNIQUE),"MalayaStick","")+"#ma::OnEnable"; close; } case 2: @@ -7969,10 +7972,10 @@ malaya,53,68,4 script Bushes#ma CLEAR_NPC,{ } end; OnEnable: - enablenpc strnpcinfo(3); // NPC name is too long for strnpcinfo(0). + enablenpc strnpcinfo(NPC_NAME_UNIQUE); // NPC name is too long for strnpcinfo(NPC_NAME). end; OnDisable: - disablenpc strnpcinfo(3); + disablenpc strnpcinfo(NPC_NAME_UNIQUE); end; } malaya,40,52,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick1 4_BULLETIN_BOARD2 @@ -7989,22 +7992,22 @@ malaya,59,84,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick10 4_B - script Tent#ma FAKE_NPC,{ //557 end; OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); initnpctimer; end; OnDisable: stopnpctimer; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnTimer1000: - donpcevent "MalayaStick"+replacestr(strnpcinfo(1),"Tent","")+"::OnDisable"; + donpcevent "MalayaStick"+replacestr(strnpcinfo(NPC_NAME_VISIBLE),"Tent","")+"::OnDisable"; end; OnTimer30000: - donpcevent "MalayaStick"+replacestr(strnpcinfo(1),"Tent","")+"::OnEnable"; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent "MalayaStick"+replacestr(strnpcinfo(NPC_NAME_VISIBLE),"Tent","")+"::OnEnable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } - duplicate(Tent#ma) Tent1#ma FAKE_NPC @@ -8023,45 +8026,45 @@ malaya,114,183,3 script Bent Old Lady#ma 4_F_BARYO_OLD,{ mes "[Bent Old Lady]"; mes "Ho ho ho ho~~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ma'am, excuse me, but can I ask you a question?"; next; mes "[Bent Old Lady]"; mes "Ho ho ho ho~~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ma'am?"; next; mes "[Bent Old Lady]"; mes "Ho ho ho ho~~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ma'am?"; next; mes "[Bent Old Lady]"; mes "Ho ho ho ho~~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ma'am!!!!!!!!!"; next; mes "[Bent Old Lady]"; mes "Who? What?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me, but can I ask you something?"; next; mes "[Bent Old Lady]"; mes "What? I can't hear you."; mes "Speak up!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I! Have! Something! To! Ask! You!"; next; mes "[Bent Old Lady]"; mes "Oh~Yes dear~"; mes "I'll tell you everything I know, dear~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Do you know anything about the hospital?"; next; mes "[Bent Old Lady]"; @@ -8078,7 +8081,7 @@ malaya,114,183,3 script Bent Old Lady#ma 4_F_BARYO_OLD,{ mes "[Bent Old Lady]"; mes "The thing took away my poor little girl."; next; - switch(select("Ask about the hospital.:Ask about her daughter.")) { + switch(select("Ask about the hospital.", "Ask about her daughter.")) { case 1: mes "[Bent Old Lady]"; mes "Everybody was happy to hear about the hospital being built."; @@ -8173,31 +8176,31 @@ malaya,114,183,3 script Bent Old Lady#ma 4_F_BARYO_OLD,{ mes "[Bent Old Lady]"; mes "Ho ho ho ho~~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ma'am, excuse me, but can I ask you a question?"; next; mes "[Bent Old Lady]"; mes "Ho ho ho ho~~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ma'am?"; next; mes "[Bent Old Lady]"; mes "Ho ho ho ho~~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ma'am?"; next; mes "[Bent Old Lady]"; mes "Ho ho ho ho~~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ma'am!!!!!!!!!"; next; mes "[Bent Old Lady]"; mes "Who? What?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me, but can I ask you something?"; next; mes "[Bent Old Lady]"; @@ -8270,12 +8273,12 @@ ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{ mes "Dyestuffs Value: ("+$malaya_pintados_03+"/300)"; mes "Recent Tattoo Creator: "+$malaya_pintados_04$; next; - switch(select("Eastern Medicine Button ? Start & End:Detail Button ? Adjust Value:Start Timer:End Timer")) { + switch(select("Eastern Medicine Button ? Start & End", "Detail Button ? Adjust Value", "Start Timer", "End Timer")) { case 1: mes "This is the Eastern Medicine Control Button."; mes "You can set the Start or End values for the festival."; next; - switch(select("Start Pintados Festival:End Pintados Festival:NPC_ON:NPC_OFF")) { + switch(select("Start Pintados Festival", "End Pintados Festival", "NPC_ON", "NPC_OFF")) { case 1: $malaya_pintados_00 = 1; donpcevent "Pintados Manager#pin::OnEnable"; @@ -8298,7 +8301,7 @@ ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{ mes "Adjust the global value. Please select the value to adjust."; next; while(1) { - switch(select("Complete Adjustment:Time ("+$malaya_pintados_00+"):Lesser Agimat ("+$malaya_pintados_01+"):Silver Cross ("+$malaya_pintados_02+"):Dyestuffs ("+$malaya_pintados_03+")")) { + switch(select("Complete Adjustment", "Time ("+$malaya_pintados_00+")", "Lesser Agimat ("+$malaya_pintados_01+")", "Silver Cross ("+$malaya_pintados_02+")", "Dyestuffs ("+$malaya_pintados_03+")")) { case 1: mes "Completed global adjustment."; close; @@ -8483,7 +8486,7 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ mes "[Isco]"; mes "Oh no. What will we do with the festival coming to an end."; next; - switch(select("What is it?:How many did you collect?:Brought back a lost belonging.")) { + switch(select("What is it?", "How many did you collect?", "Brought back a lost belonging.")) { case 1: mes "[Isco]"; mes "There is a traditional festival held since ancient times"; @@ -8520,13 +8523,13 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ mes "Sigh... We are still short of materials to start the '^7A96E0Pintados Festival^000000'."; close; case 3: - .@str$ = (Sex)?"Bro":"Sis"; + .@str$ = (Sex == SEX_MALE ? "Bro" : "Sis"); break; } emotion e_lv; mes "[Isco]"; mes "Oh~ Really? Wow!"; - mes "Thanks! "+strcharinfo(0)+" "+.@str$+"!!"; + mes "Thanks! "+strcharinfo(PC_NAME)+" "+.@str$+"!!"; mes "He he. What did you bring?"; next; .@i = select( @@ -8563,7 +8566,7 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ if (.@i < 3) { mes "I am "+(.@total - getd("$malaya_pintados_0"+.@i))+" short of "+.@name$+". How many did you bring?"; next; - switch(select("One?!:Enter quantity.")) { + switch(select("One?!", "Enter quantity.")) { case 1: .@amount = 1; mes "[Isco]"; @@ -8601,7 +8604,7 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ mes "[Isco]"; mes .@str$+"! How many Scarlet Dyestuffs can you give me from the "+countitem(.@item)+" you have?"; next; - switch(select("Enter Quantity:All")) { + switch(select("Enter Quantity", "All")) { case 1: mes "[Isco]"; mes "He he... I'm slow with numbers. I get lost when it's over 50. How many will you give me?"; @@ -8644,7 +8647,7 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ mes "[Tattooist]"; mes "Why do you want a Tattoo?"; next; - switch(select("What is a Tattoo?:I'm curious about the effect of Tattoos.:I need a Tattoo.")) { + switch(select("What is a Tattoo?", "I'm curious about the effect of Tattoos.", "I need a Tattoo.")) { case 1: mes "[Tattooist]"; mes "A Tattoo of a powerful monster is said to increase the ability of the holder."; @@ -8687,7 +8690,7 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ mes "Which Tattoo's effect are you curious about?"; next; while(1) { - switch (select("Bangungot Agimat Tattoo:Buwaya Agimat Tattoo:Bakonawa Agimat Tattoo:I have no questions.")) { + switch (select("Bangungot Agimat Tattoo", "Buwaya Agimat Tattoo", "Bakonawa Agimat Tattoo", "I have no questions.")) { case 1: mes "[Tattooist]"; mes "Need 10 Ancient Grudges, 1 Piece of Bangungot's Spirit, and 1 Bangungot Doll to create"; @@ -8747,7 +8750,7 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ mes "[Tattooist]"; mes "The festival doesn't last long so I should start drawing. What Tattoo do you need?"; next; - switch(select("I will think it over.:Bangungot Agimat Tattoo:Buwaya Agimat Tattoo:Bakonawa Agimat Tattoo")) { + switch(select("I will think it over.", "Bangungot Agimat Tattoo", "Buwaya Agimat Tattoo", "Bakonawa Agimat Tattoo")) { case 1: mes "[Tattooist]"; mes "Hope you enjoy the '^7A96E0Pintados Festival^000000'."; @@ -8786,16 +8789,16 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ next; mes "The Tattooist placed the Ancient Grudges around the workplace."; next; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#01"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#02"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#03"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#04"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#05"; + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#01")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#02")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#03")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#04")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#05")); mes "The Ancient Grudge lit up and tools starts to glow. He smiled satisfyingly at the glowing tools and materials."; next; mes "And then "+.@name$+" stared intensely at the doll as if to remember every detail of it in his head."; next; - if(select("Aren't you going to start?:... ... ..") == 1) { + if(select("Aren't you going to start?", "... ... ..") == 1) { emotion e_an; delitem Ancient_Grudge,5; mes "[Tattooist]"; @@ -8816,7 +8819,7 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ emotion e_an; mes "But he kept on looking at each corner of the drawing as if he didn't like some of its details."; next; - if(select("Looks good to me.:... ... ..") == 1) { + if(select("Looks good to me.", "... ... ..") == 1) { emotion e_an; emotion e_ag; delitem Ancient_Grudge,5; @@ -8838,7 +8841,7 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ emotion e_dum; mes "But now he is staring at the sky without doing anything else. What is he waiting for?"; next; - if(select("When will it be done?:... ... ..") == 1) { + if(select("When will it be done?", "... ... ..") == 1) { emotion e_an; emotion e_ag; delitem Ancient_Grudge,5; @@ -8882,7 +8885,7 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ specialeffect EF_DETOXICATION; mes "The Piece of "+.@name$+"'s Spirit is shattered into powder. The Tattooist's hands are glowing."; next; - if(select("Why did you break the pieces...:... ... ..") == 1) { + if(select("Why did you break the pieces...", "... ... ..") == 1) { delitem Ancient_Grudge,5; delitem .@spirit,1; emotion e_an; @@ -8900,11 +8903,11 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ } mes "He held up the powder in both hands and then blew it onto the drawing."; next; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#01"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#02"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#03"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#04"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#05"; + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#01")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#02")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#03")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#04")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#05")); mes "All Ancient Grudges started to burn and then the glowing light from the "+.@name$+" drawing faded away."; next; specialeffect EF_LIGHTSPHERE; @@ -8924,7 +8927,7 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ delitem .@spirit,1; delitem .@doll,1; getitem .@tattoo,1; - $malaya_pintados_04$ = strcharinfo(0); + $malaya_pintados_04$ = strcharinfo(PC_NAME); mes "[Tattooist]"; mes "I'm sorry you had to wait for a long time. But it was worth it cause I haven't created a Tattoo of this quality in a long time."; next; @@ -9150,13 +9153,13 @@ ma_fild01,164,231,6 script Beat Catching Boy#pin10 4_M_BARYO_BOY,{ close; OnInit: if (!$malaya_pintados_00) - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } ma_fild01,170,228,4 duplicate(Beat Catching Boy#pin10) Beat Catching Boy#pin11 4_M_BARYO_BOY diff --git a/npc/re/quests/quests_mora.txt b/npc/re/quests/quests_mora.txt index cdd405363..34293d200 100644 --- a/npc/re/quests/quests_mora.txt +++ b/npc/re/quests/quests_mora.txt @@ -63,13 +63,13 @@ mid_camp,148,222,4 script Theore#ep14_1_bs 4_F_SCIENCE,3,3,{ mes "- A person with a white gown -"; mes "- is pulling at his hair. -"; next; - if(select("Try talking to him.:How noisy.") == 2) { + if(select("Try talking to him.", "How noisy.") == 2) { mes "[Theore]"; mes "Oh, of course, I'm sorry."; mes "I'll keep it down."; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sir... Are you okay?"; mes "You will lose all your hair like that."; mes "Calm down."; @@ -96,7 +96,7 @@ mid_camp,148,222,4 script Theore#ep14_1_bs 4_F_SCIENCE,3,3,{ mes "Are you busy at the moment?"; mes "If you spare me a little time, I will see to it that you're rewarded handsomely!"; next; - switch(select("I'm busy.:Listen to him more.")) { + switch(select("I'm busy.", "Listen to him more.")) { case 1: mes "[Theore]"; mes "......."; @@ -130,7 +130,7 @@ mid_camp,148,222,4 script Theore#ep14_1_bs 4_F_SCIENCE,3,3,{ mes "So won't you give me a hand?!"; mes "Your help will be acknowledged fully - I will tell the professor myself!"; next; - switch(select("Help.:Don't help.")) { + switch(select("Help.", "Don't help.")) { case 1: mes "[Theore]"; mes "Sob sob Warrior, you're the best!"; @@ -382,7 +382,7 @@ OnTouch: mes "- It's just an ordinary bush. -"; close; } - .@i = atoi(charat(strnpcinfo(2),9)); + .@i = atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),9)); .@rand = rand(1,3); mes "[Unarmed Laphine]"; mes "Aaaarrrrrggggghhhhh!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"; @@ -401,18 +401,18 @@ OnTouch: donpcevent "Bush"+.@i+"Timer::OnEnable"; close; OnEnable: - enablenpc strnpcinfo(0); - donpcevent "Bush"+charat(strnpcinfo(2),9)+"Timer::OnDisable"; + enablenpc strnpcinfo(NPC_NAME); + donpcevent "Bush"+charat(strnpcinfo(NPC_NAME_HIDDEN),9)+"Timer::OnDisable"; end; OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } - script #mora_pouch FAKE_NPC,{ end; OnTouch: - .@i = atoi(charat(strnpcinfo(2),9)); + .@i = atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),9)); if (ep14_1_bs == .@i+3) { if (countitem(Small_Pocket) == 0) { if (checkweight(Knife,1) == 0) { @@ -452,18 +452,18 @@ OnTouch: - script #mora_fairy FAKE_NPC,{ end; OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); initnpctimer; end; OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); stopnpctimer; end; OnTimer5000: - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; stopnpctimer; end; } @@ -507,22 +507,22 @@ spl_fild02,186,260,6 duplicate(#mora_fairy) Fairy#cmd63 4_F_FAIRYKID4 - script #mora_bush_timer FAKE_NPC,{ end; OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); initnpctimer; end; OnDisable: stopnpctimer; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnTimer1000: - donpcevent "Bush#ep14_1_bs"+charat(strnpcinfo(0),4)+"::OnDisable"; + donpcevent "Bush#ep14_1_bs"+charat(strnpcinfo(NPC_NAME),4)+"::OnDisable"; end; OnTimer600000: - donpcevent "Bush#ep14_1_bs"+charat(strnpcinfo(0),4)+"::OnEnable"; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent "Bush#ep14_1_bs"+charat(strnpcinfo(NPC_NAME),4)+"::OnEnable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } spl_fild02,180,1,0 duplicate(#mora_bush_timer) Bush1Timer 4_F_FAIRYKID5 @@ -569,7 +569,7 @@ splendide,183,117,4 script Tired-looking Fairy 4_F_FAIRYKID3,{ mes "But it won't be easy to find its owner with just the pouch..."; changequest 11186,11187; next; - if(select("I think I saw a fairy that might be the owner.:I'll think about it.") == 2) { + if(select("I think I saw a fairy that might be the owner.", "I'll think about it.") == 2) { mes "[Tired-looking Fairy]"; mes "Then tell me if you remember anything."; close; @@ -589,10 +589,10 @@ splendide,183,117,4 script Tired-looking Fairy 4_F_FAIRYKID3,{ setarray .@Wings$[0],"round","two pairs of","characteristic"; setarray .@i[1], - select("Blonde hair:Grassy-green hair:Woody-brown hair:Sea-blue hair"), - select("Dark-skinned:Light-skinned"), - select("Snow-white clothing:Grape clothing:Sky-blue clothing:Grassy-green clothing"), - select("Round wings:Two pairs of wings:Characteristic Wings"); + select("Blonde hair", "Grassy-green hair", "Woody-brown hair", "Sea-blue hair"), + select("Dark-skinned", "Light-skinned"), + select("Snow-white clothing", "Grape clothing", "Sky-blue clothing", "Grassy-green clothing"), + select("Round wings", "Two pairs of wings", "Characteristic Wings"); .@i[0] = (1 << .@i[1]) | (1 << (.@i[2]+4)) | (1 << (.@i[3]+6)) | (1 << (.@i[4]+10)); @@ -739,7 +739,7 @@ splendide,119,138,4 script Kusmi#ep14_1_bs 4_F_FAIRYKID5,{ mes "Well if you hear that you'll have to helpp!"; mes "Still want to knoww?!"; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Kusmi]"; mes "It's not a special road or anythingg."; @@ -929,7 +929,7 @@ splendide,304,295,4 script Theodore#ep14_1_bs 4_M_FAIRYKID4,{ mes "Hmm... if you hear that, you might just have to help us out?"; mes "Do you still want to know?"; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Theodore]"; mes "The supply route comes through Bifrost, and you can get to it from the back of the Splendide Basecamp."; @@ -1111,7 +1111,7 @@ splendide,168,301,4 script Pauchon#ep14_1_bs 4_F_FAIRYKID4,{ mes "Are you going to help me if I tell you?"; mes "If not, I won't tell."; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Pauchon]"; mes "A giant road leads away from the back of Splendide."; @@ -1370,7 +1370,7 @@ mora,55,124,2 script Jones#ep14_1_bs 4_M_MERCAT1,{ mes "[Jones]"; mes "Deliveries to other places have all stopped also. Ah, my credibility is suffering...."; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Jones]"; mes "Thank you."; @@ -1468,7 +1468,7 @@ splendide,121,260,4 script Daphrer#ep14_1_bs 4_F_FAIRY,{ sec_in02,35,175,0 script Theore Set Guid 4_F_FAIRYKID,{ callfunc "F_GM_NPC"; - switch(select("Set0:Set33:Set2_0")) { + switch(select("Set0", "Set33", "Set2_0")) { case 1: ep14_1_bs = 0; end; @@ -1538,7 +1538,7 @@ dic_dun01,274,114,0 script Stacked Boxes of Goods CLEAR_NPC,{ mes "Looking closely, you find a box with a small piece of paper stuck to it."; mes "You've found the box of goods Cheshire was talking about."; next; - switch(select("Move the box.:Give up.")) { + switch(select("Move the box.", "Give up.")) { case 1: mes "You promised to take the box of Bradium to Cheshire, who will be waiting for you near the Crevice of Bifrost."; erasequest 7208; @@ -1641,7 +1641,7 @@ bif_fild01,335,168,3 script Cheshire#ep14_1_xq04 4_M_CATMAN1,{ if (!questprogress(7206)) { mes "[Cheshire]"; mes "...Hmm? Huh?"; - mes "It's "+strcharinfo(0)+"!"; + mes "It's "+strcharinfo(PC_NAME)+"!"; mes "What are you doing here?"; next; select("Huh? Cheshire?"); @@ -1660,9 +1660,9 @@ bif_fild01,335,168,3 script Cheshire#ep14_1_xq04 4_M_CATMAN1,{ mes ".......What? Why are you staring at me like that?"; mes "his is all for Ahat's good."; next; - switch(select("I guess I have no choice.:I have a lot of things to do!")) { + switch(select("I guess I have no choice.", "I have a lot of things to do!")) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(He will be suspicious if I refuse to do it... I guess I should play along for now.)"; mes "Okay."; mes "I'll do anything for Ahat's pleasure."; @@ -1736,7 +1736,7 @@ bif_fild01,335,168,3 script Cheshire#ep14_1_xq04 4_M_CATMAN1,{ mes "They will grow suspicious."; mes "But you humans are free from such troubles, so that's why you're the right one for the job."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(... I don't buy his story, but he believes I'm on his side, so I guess I should play along.)"; mes "What happens to this Bradium, then?"; next; @@ -1788,7 +1788,7 @@ bif_fild01,335,168,3 script Cheshire#ep14_1_xq04 4_M_CATMAN1,{ mes "[Cheshire]"; mes "... Huh? I think I've seen you somewhere..."; mes "..........Oh!"; - mes strcharinfo(0)+"...?!"; + mes strcharinfo(PC_NAME)+"...?!"; mes "What brings you here?"; next; mes "[Cheshire]"; @@ -1823,7 +1823,7 @@ L_LostQuest: mes "What happened to the box?"; mes "Why are you empty-handed?"; next; - switch(select("I'll look for it again!:I lost it...")) { + switch(select("I'll look for it again!", "I lost it...")) { case 1: mes "[Cheshire]"; mes "Make sure you do a good job!"; @@ -1900,7 +1900,7 @@ dicastes02,103,190,3 script Cheshire#ep14_extra 4_M_CATMAN1,{ mes "...Eh?"; mes "What a surprise. What are you doing here?"; next; - switch(select("And what are YOU doing here?:Those ears...?")) { + switch(select("And what are YOU doing here?", "Those ears...?")) { case 1: mes "[Cheshire]"; mes "Out for a walk?"; @@ -1909,7 +1909,7 @@ dicastes02,103,190,3 script Cheshire#ep14_extra 4_M_CATMAN1,{ mes "[Cheshire]"; mes ".. .............."; next; - select("....:Wha... What a pretty tree."); + select("....", "Wha... What a pretty tree."); mes "[Cheshire]"; mes "This tree... it's white, transparent, and shiny."; mes "It's a Sapha's body."; @@ -1989,7 +1989,7 @@ mora,117,66,3 script Euridi#pa 4_F_MORAFINE2,{ mes "Did you happen to see"; mes "Lope, my fiance, there?"; next; - switch(select("Yes, I did.:No, I didn't.")) { + switch(select("Yes, I did.", "No, I didn't.")) { case 1: mes "[Euridi]"; mes "Are you sure? Where did you see him?"; @@ -2012,7 +2012,7 @@ mora,117,66,3 script Euridi#pa 4_F_MORAFINE2,{ mes "My heart aches at the thought of Lope..."; mes "He will be desperately looking for me..."; next; - switch(select("Sorry, I'm busy!:I'll help you!")) { + switch(select("Sorry, I'm busy!", "I'll help you!")) { case 1: mes "[Euridi]"; mes "How heartless!"; @@ -2055,7 +2055,7 @@ mora,117,66,3 script Euridi#pa 4_F_MORAFINE2,{ mes "If you find the rest of ^0000FFLope's Clues^000000,"; mes "you'll be able to find out"; mes "where he is."; - mes "I'm counting on you, "+strcharinfo(0)+"."; + mes "I'm counting on you, "+strcharinfo(PC_NAME)+"."; changequest 1110,1111; ep14_1_rope = 3; close; @@ -2128,7 +2128,7 @@ mora,117,66,3 script Euridi#pa 4_F_MORAFINE2,{ mes "Have you found Lope?"; mes "Is he safe?"; next; - switch(select("Tell her you can't possibly find him.:Tell her he is dead.")) { + switch(select("Tell her you can't possibly find him.", "Tell her he is dead.")) { case 1: mes "[Euridi]"; mes "I'll go look for him myself."; @@ -2310,7 +2310,7 @@ mora,65,145,3 script Pitt#pa 4_M_LYINGDOG,{ mes "You'd better not keep that."; mes "Can I have it?"; next; - switch(select("Give it to him.:Don't give it to him.")) { + switch(select("Give it to him.", "Don't give it to him.")) { case 1: mes "[Pitt]"; mes "So I swallow it like this,"; @@ -2381,7 +2381,7 @@ mora,65,145,3 script Pitt#pa 4_M_LYINGDOG,{ mes "I'll give you the ring back,"; mes "so please leave me alone!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Then where could Lope...?"; next; mes "[Pitt]"; @@ -2421,7 +2421,7 @@ bif_fild01,132,338,3 script Lope#pa 4_M_FAIRYSOLDIER2,2,2,{ mes "Who's there?"; mes "Answer, or I'll take you as an enemy and kill you."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Euridi is looking for you."; next; mes "[Suspicious Man]"; @@ -2432,7 +2432,7 @@ bif_fild01,132,338,3 script Lope#pa 4_M_FAIRYSOLDIER2,2,2,{ mes "I asked you to wipe the name off my mind"; mes "in return for bearing the curse!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Will you please calm down and listen to..."; next; mes "[Lope]"; @@ -2500,7 +2500,7 @@ OnTimer2000: OnTouch: mes "I see a suspicious man. Should I try talking to him?"; next; - switch(select("Leave him alone.:Talk to him.")) { + switch(select("Leave him alone.", "Talk to him.")) { case 1: donpcevent "Lope#pa::OnDisable"; mes "[Suspicious Man]"; @@ -2584,7 +2584,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "It's a simple experiment, so there's no need to be afraid."; emotion e_gg; next; - if(select("What a crazy Raffle. I must run away.:... ...") == 1) { + if(select("What a crazy Raffle. I must run away.", "... ...") == 1) { mes "[Raffle Researcher]"; mes "You said you had made it up from the Crevice,"; mes "so I was wondering what race you were,"; @@ -2629,7 +2629,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "That's that. You're not busy, are you?"; mes "I'd like you to give me a hand..."; next; - select("Help him.:Help willingly.:Although you feel a little embarrassed, help anyhow.:Help with conviction.:Help adorably.:You're suspicious, but help anyhow.:You have no choice. Help him."); + select("Help him.", "Help willingly.", "Although you feel a little embarrassed, help anyhow.", "Help with conviction.", "Help adorably.", "You're suspicious, but help anyhow.", "You have no choice. Help him."); mes "[Raffle Researcher]"; mes "I haven't met many humans"; mes "but you clearly care about"; @@ -3227,7 +3227,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "the experiment results are all in."; mes "Do you want to look at the results?"; next; - switch(select("Actually, I don't want to.:Look at the results.")) { + switch(select("Actually, I don't want to.", "Look at the results.")) { case 1: mes "[Raffle Researcher]"; mes "Good thinking. Actually, it may hurt"; @@ -3325,7 +3325,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ } mes "[Raffle Researcher]"; mes "The best research assistant in my life..."; - mes "is you, "+strcharinfo(0)+"!!!"; + mes "is you, "+strcharinfo(PC_NAME)+"!!!"; ep14_1_muk = 15; completequest 5028; getexp 1000000,4000000; @@ -3343,7 +3343,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "Could it be that you suddenly want to look at"; mes "the research report???"; next; - switch(select("Look at the report.:I came to say hello.")) { + switch(select("Look at the report.", "I came to say hello.")) { case 1: mes "[Raffle Researcher]"; mes "Haven't I shown it to you before?"; @@ -3366,7 +3366,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "You want to look again?"; emotion e_what; next; - switch(select("Look again.:Don't look again.")) { + switch(select("Look again.", "Don't look again.")) { case 1: mes "[Raffle Researcher]"; mes "Sure... As you wish!!"; @@ -3383,7 +3383,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ case 2: mes "[Raffle Researcher]"; mes "Oh, You came to say hi. I see."; - mes "Long time no see, "+strcharinfo(0)+"."; + mes "Long time no see, "+strcharinfo(PC_NAME)+"."; next; mes "[Raffle Researcher]"; mes "I've been telling you that I lucked out in picking you as my research assistant."; @@ -3402,7 +3402,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ L_ShowReport: mes "[Experimental Results]"; mes "*** Researcher - Inffle"; - mes "*** Research Assistant - "+strcharinfo(0); + mes "*** Research Assistant - "+strcharinfo(PC_NAME); mes " "; mes "<Research topic>"; mes "*** Bath of Mora Village"; @@ -3432,7 +3432,8 @@ L_ShowReport: mes "the mysterious power."; mes " "; mes "<Material analysis>"; - mes "*** Temperature ***** 33.5¡Æ"; + mes sprintf("*** %s ***** 33.5¡Æ", + _("Temperature")); mes "*** PH ************ 9.8"; mes "*** Solid residues *** 176"; mes "*** K+ ************ 0,23"; @@ -3496,7 +3497,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ mes "Why you bother me."; mes "You stop bullying me."; next; - if(select("Bully anyway.:I'll stop.") == 1) { + if(select("Bully anyway.", "I'll stop.") == 1) { emotion e_sob; ep14_1_goki = 0; close2; @@ -3523,7 +3524,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ mes "[Fishee]"; mes "You... Good. Help Fishee?"; next; - if(select("Don't help.:Help.") == 1) { + if(select("Don't help.", "Help.") == 1) { emotion e_sob; ep14_1_goki = 0; close2; @@ -3575,7 +3576,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ mes "[Fishee]"; mes "You forgot me name?"; next; - if(select("Please tell me your name again!:I know your name.") == 1) { + if(select("Please tell me your name again!", "I know your name.") == 1) { mes "[Fishee]"; mes "Your memory, like fish."; mes "Stupid. I talk."; @@ -3632,11 +3633,11 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ mes "The unidentified creature is attacking. What will you do?"; next; while(1) { - switch(select("Attack with a weapon.:Attack using a skill.:Attack using teeth.:Run away in fear.")) { + switch(select("Attack with a weapon.", "Attack using a skill.", "Attack using teeth.", "Run away in fear.")) { case 1: // Weapon .@p_damage = 10; .@pc_attack = rand(1,10); - mes "["+strcharinfo(0)+"'s Attack]"; + mes "["+strcharinfo(PC_NAME)+"'s Attack]"; switch(.@pc_attack) { // Miss. case 3: @@ -3670,7 +3671,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ .@p_damage = 20; .@pc_attack = rand(1,6); .@skillname$ = .@skills$[rand(5)]; - mes "["+strcharinfo(0)+"'s Attack]"; + mes "["+strcharinfo(PC_NAME)+"'s Attack]"; switch(.@pc_attack) { // Miss. case 2: @@ -3699,7 +3700,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ case 3: // Tooth .@p_damage = 50; .@pc_attack = rand(1,10); - mes "["+strcharinfo(0)+"'s Attack]"; + mes "["+strcharinfo(PC_NAME)+"'s Attack]"; if (.@pc_attack == 4 || .@pc_attack == 7) { specialeffect EF_HIT1; .@npc_hp -= .@p_damage; @@ -3711,14 +3712,14 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ case 4: // Run mes "You get scared of the unidentified creature, and attempt to run."; next; - mes "["+strcharinfo(0)+"'s Escape]"; + mes "["+strcharinfo(PC_NAME)+"'s Escape]"; if (rand(1,2) == 1) { mes "Fortunately, the unidentified creature did not come after you."; close; } else { mes "When you attempt to run away, the unidentified creature sees you and attacks. You fail to escape."; next; - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); mes "The creature slams you with its tail. It's so painful that a tear rolls out of your eyes. ^FF000010^000000 damaged received."; .@pc_hp -= 10; next; @@ -3779,7 +3780,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ } else { mes "What will you do?"; next; - if(select("Check the body of the unidentified creature.:Leave.") == 2) { + if(select("Check the body of the unidentified creature.", "Leave.") == 2) { setquest 5029; ep14_1_goki += 1; close2; @@ -3812,7 +3813,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ } } mes "[ Current Progress ]"; - mes strcharinfo(0)+" HP = "+.@pc_hp; + mes strcharinfo(PC_NAME)+" HP = "+.@pc_hp; mes "Unidentified Creature HP = "+.@npc_hp; next; mes "[Attack of the unidentified creature]"; @@ -3834,19 +3835,19 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ next; mes "What will you do?"; next; - switch(select("... ... ...:Dodge.:Block.:It's too much. Run away.")) { + switch(select("... ... ...", "Dodge.", "Block.", "It's too much. Run away.")) { case 1: switch(.@npc_attack) { case 1: - specialeffect2 EF_ICEARROW; + specialeffect(EF_ICEARROW, AREA, playerattached()); mes "You stand still. The stream of water hits your face squarely. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received."; break; case 2: - specialeffect2 EF_BASH; + specialeffect(EF_BASH, AREA, playerattached()); mes "You stand still. The creature headbutts you squarely. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received."; break; case 3: - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); mes "You stand still. While you were standing stupidly, the creature comes near and bites you mercilessly. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received."; break; } @@ -3868,7 +3869,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ break; // Hit. default: - specialeffect2 EF_ICEARROW; + specialeffect(EF_ICEARROW, AREA, playerattached()); .@pc_hp -= .@n_damage; switch(.@miss) { case 2: .@str$ = "face"; break; @@ -3899,7 +3900,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ break; // Hit. default: - specialeffect2 EF_BASH; + specialeffect(EF_BASH, AREA, playerattached()); .@pc_hp -= .@n_damage; switch(.@miss) { case 2: .@str$ = "With a thud, you can feel intense pain."; break; @@ -3939,7 +3940,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ break; // Hit. default: - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); .@pc_hp -= .@n_damage; switch(.@miss) { case 2: .@str$ = "leg. Its sharp teeth penetrate your legs."; break; @@ -3960,11 +3961,11 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ case 1: if (.@defend == 3 || .@defend == 6) { .@n_damage /= 2; - specialeffect2 EF_GUARD; + specialeffect(EF_GUARD, AREA, playerattached()); } else - specialeffect2 EF_ICEARROW; + specialeffect(EF_ICEARROW, AREA, playerattached()); .@pc_hp -= .@n_damage; - mes "[Defense of "+strcharinfo(0)+"]"; + mes "[Defense of "+strcharinfo(PC_NAME)+"]"; switch(.@defend) { // Blocked. case 3: .@str$ = "You block the stream of water with your strong butt. Feels refreshing. HP reduced only by half."; break; @@ -3985,11 +3986,11 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ case 2: if (.@defend == 1 || .@defend == 3 || .@defend == 5 || .@defend == 7) { .@n_damage /= 2; - specialeffect2 EF_GUARD; + specialeffect(EF_GUARD, AREA, playerattached()); } else - specialeffect2 EF_BASH; + specialeffect(EF_BASH, AREA, playerattached()); .@pc_hp -= .@n_damage; - mes "[Defense of "+strcharinfo(0)+"]"; + mes "[Defense of "+strcharinfo(PC_NAME)+"]"; switch(.@defend) { // Blocked. case 1: .@str$ = "You block the dash attack with your fat butt. Your butt is world class. HP reduced only by half."; break; @@ -4010,10 +4011,10 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ case 3: if (.@defend == 2 || .@defend == 4 || .@defend == 6 || .@defend == 8) { .@n_damage /= 2; - specialeffect2 EF_GUARD; + specialeffect(EF_GUARD, AREA, playerattached()); } .@pc_hp -= .@n_damage; - mes "[Defense of "+strcharinfo(0)+"]"; + mes "[Defense of "+strcharinfo(PC_NAME)+"]"; switch(.@defend) { // Blocked. case 2: .@str$ = "but you block its attack with a branch nearby. HP reduced only by half."; break; @@ -4036,7 +4037,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ case 4: mes "You get scared of the unidentified creature, and attempt to run."; next; - mes "["+strcharinfo(0)+"'s Escape]"; + mes "["+strcharinfo(PC_NAME)+"'s Escape]"; if (rand(1,2) == 1) { mes "Fortunately ^BF2C15Unidentified creature^000000"; mes "did not come after you."; @@ -4053,7 +4054,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ } callsub L_CheckPCAlive, .@pc_hp; mes "[ Current Progress ]"; - mes strcharinfo(0)+" HP = "+.@pc_hp; + mes strcharinfo(PC_NAME)+" HP = "+.@pc_hp; mes "Unidentified Creature HP = "+.@npc_hp; next; } @@ -4100,20 +4101,20 @@ OnFullon: mes "You may be able to collect bath water samples."; mes "What will you do?"; next; - if(select("Collect samples.:Leave.") == 2) { - donpcevent strnpcinfo(0)+"::OnDisable"; + if(select("Collect samples.", "Leave.") == 2) { + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } if (countitem(Bathtub_R_Sample) >= 10) { mes "You will not need additional samples."; close2; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } if (countitem(Empty_Cylinder) == 0) { mes "To obtain a sample, you need a sample tube."; close2; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } mes "Collecting samples."; @@ -4125,7 +4126,7 @@ OnFullon: mes "that it is difficult to collect samples."; mes "You will have to lighten your load and come back."; close2; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } mes "Bath water sample collection complete."; @@ -4136,7 +4137,7 @@ OnFullon: percentheal 5,5; } close2; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } else if (questprogress(5021) || questprogress(5022)) { if (questprogress(5021)) { @@ -4150,14 +4151,14 @@ OnFullon: mes "You may be able to collect the unidentified creature's "+.@str$+" samples."; mes "What do you want to do?"; next; - if(select("Look further.:Leave.") == 2) { - donpcevent strnpcinfo(0)+"::OnDisable"; + if(select("Look further.", "Leave.") == 2) { + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } if (countitem(.@item) >= 10) { mes "You will not need additional samples."; close2; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } progressbar "ffff00",3; @@ -4174,7 +4175,7 @@ OnFullon: } else mes "You thought you saw it on the ground, but it was an illusion."; close2; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } else { mes "???"; @@ -4185,16 +4186,16 @@ OnFullon: } end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); stopnpctimer; end; OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); initnpctimer; end; OnReset: if (rand(2)) - donpcevent strnpcinfo(0)+"::OnEnable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnEnable"; else initnpctimer; end; @@ -4204,10 +4205,10 @@ OnTimer30000: OnTimer40000: OnTimer50000: if (rand(2)) - donpcevent strnpcinfo(0)+"::OnEnable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnEnable"; end; OnTimer60000: - donpcevent strnpcinfo(0)+"::OnEnable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnEnable"; end; OnTouch: if (questprogress(5034) == 2 || ep14_1_muk == 0 || rand(5)) { @@ -4237,7 +4238,7 @@ mora,116,81,0 duplicate(???#mora) ???#ep14_muk04 CLEAR_NPC,2,2 mora,118,86,0 duplicate(???#mora) ???#ep14_muk05 CLEAR_NPC,2,2 - script #mora_puddle FAKE_NPC,{ - .@i = atoi(charat(strnpcinfo(2),9)); + .@i = atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),9)); // This script has a lot of checks, // so arrays are only set when used. @@ -4250,7 +4251,7 @@ mora,118,86,0 duplicate(???#mora) ???#ep14_muk05 CLEAR_NPC,2,2 mes "that the researcher talked about."; mes "Will you collect a sample?"; next; - if(select("Collect a sample.:Don't collect a sample.") == 2) + if(select("Collect a sample.", "Don't collect a sample.") == 2) close; if (countitem(Empty_Cylinder) == 0) { mes "You have no empty sample tubes."; @@ -4295,7 +4296,7 @@ mora,118,86,0 duplicate(???#mora) ???#ep14_muk05 CLEAR_NPC,2,2 mes "You arrived at the puddle to the "+.@dir$[0]+"."; mes "You should look for the unidentified creature's family."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Fish~ Fish~"; next; mes "When you called out, an answer came"; @@ -4358,7 +4359,7 @@ mora,118,86,0 duplicate(???#mora) ???#ep14_muk05 CLEAR_NPC,2,2 mes "You arrived at the puddle to the "+.@dir$[0]+"."; mes "You should look for the unidentified creature's family."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Fish~ Fish~"; next; mes "You yelled out loud for fish,"; @@ -4410,7 +4411,7 @@ mora,133,80,6 script Elephantine#pa0829 4_ELEPHANT,{ mes "Welcome."; mes "I have some tasks for you - will you take a look at them?"; next; - if(select("What kind of tasks do you have for me?:Tell me about today's task.") == 1) { + if(select("What kind of tasks do you have for me?", "Tell me about today's task.") == 1) { mes "[Elephantine]"; mes "I'm the Head of the Volunteer Patrol of the Village of Mora. It didn't used to be like this, he he."; next; @@ -4543,7 +4544,7 @@ mora,115,98,0 script Hotcha#pa0829 4_ELEPHANT,{ mes "[Hotcha]"; mes "Yes, I see you've completed the task. It has been confirmed as completed."; erasequest .@i; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); if (BaseLevel > 99) getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0); else @@ -4554,7 +4555,7 @@ mora,115,98,0 script Hotcha#pa0829 4_ELEPHANT,{ } mes "[Hotcha]"; - mes "Hmm... "+strcharinfo(0)+"."; + mes "Hmm... "+strcharinfo(PC_NAME)+"."; mes "It may be a documentation error, but according to the documents, you have nothing to do with the tasks."; close; } @@ -4593,7 +4594,7 @@ mora,119,103,4 script Bow-wow#pa0829 4_M_DOGTRAVELER,{ mes "Welcome."; mes "I have some tasks for you - will you take a look at them?"; next; - if(select("What kind of tasks do you have for me?:Tell me about today's task.") == 1) { + if(select("What kind of tasks do you have for me?", "Tell me about today's task.") == 1) { mes "[Bow-wow]"; mes "Here, we make all kinds of supplies for adventurers."; next; @@ -4729,7 +4730,7 @@ mora,119,118,4 script General Good Dealer#pa0 4_M_RAFLE_GR,{ callsub L_CheckQuest,12235,932,3; //Skel_Bone mes "[General Good Dealer]"; - mes "Hmm... "+strcharinfo(0)+"."; + mes "Hmm... "+strcharinfo(PC_NAME)+"."; mes "It may be a documentation error, but according to the documents, you have nothing to do with the tasks."; close; @@ -4744,7 +4745,7 @@ L_CheckQuest: mes "I've received the items all right. It will be some time before I have another task for you, so why don't you visit the hot spring and relax?"; delitem getarg(1),getarg(2); erasequest getarg(0); - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); if (BaseLevel > 99) getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0); else @@ -4789,7 +4790,7 @@ mora,124,108,7 script Woof-grrr#pa0829 4_M_DOGTRAVELER2,{ mes "Nice to see you."; mes "I have some tasks for you - will you take a look at them?"; next; - if(select("What kind of tasks do you have for me?:Tell me about today's task.") == 1) { + if(select("What kind of tasks do you have for me?", "Tell me about today's task.") == 1) { mes "[Woof-grrr]"; mes "Bow-wow and I are in the same industry."; next; @@ -4925,7 +4926,7 @@ mora,127,112,4 script Commodities Dealer#pa08 4_F_RAFLE_PK,{ callsub L_CheckQuest,12240,938,5; //Sticky_Mucus mes "[Commodities Dealer]"; - mes "Hmm... "+strcharinfo(0)+"."; + mes "Hmm... "+strcharinfo(PC_NAME)+"."; mes "It may be a documentation error, but according to the documents, you have nothing to do with the tasks."; close; @@ -4940,7 +4941,7 @@ L_CheckQuest: mes "I've received the items all right. I look forward to working with you again."; delitem getarg(1),getarg(2); erasequest getarg(0); - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); if (BaseLevel > 99) getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0); else @@ -4989,7 +4990,7 @@ mora,170,101,4 script Soul Guide#pa0829 4_F_DOGTRAVELER,{ mes "Welcome."; mes "Are you ready?"; next; - if(select("What kind of tasks do you have for me?:Tell me about today's task.") == 1) { + if(select("What kind of tasks do you have for me?", "Tell me about today's task.") == 1) { mes "[Soul Guide]"; mes "My job is to gather the remains of the souls haunting the forest and put them to rest."; next; @@ -5072,7 +5073,7 @@ mora,170,101,4 script Soul Guide#pa0829 4_F_DOGTRAVELER,{ } next; mes "^990099Information on missing person "+.@n$+"^000000 has been found. Check your Quest Window for further information."; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); close; } @@ -5124,17 +5125,17 @@ function script mora_remains { close; } if (questprogress(getarg(0))) { - specialeffect2 EF_BLIND; - specialeffect2 EF_BEGINSPELL; + specialeffect(EF_BLIND, AREA, playerattached()); + specialeffect(EF_BEGINSPELL, AREA, playerattached()); progressbar "ffff00",4; erasequest getarg(0); mes "These must be ["+getarg(1)+"]'s Remains. So carefully gather his remains."; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); getitem getarg(3), rand(1,getarg(4)); if (rand(10)) { next; mes "You picked up "+getarg(2)+" Mora Coins next to the remains."; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); getitem Mora_Coin,getarg(2); } close; @@ -5147,7 +5148,7 @@ function script mora_remains { 1@mist,145,245,0 script Meshir's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12245,"Meshir",5,943,4; } //Solid_Shell 1@mist,196,276,0 script Noirit's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12246,"Noirit",6,549,3; } //Nice_Sweet_Potato 1@mist,304,327,0 script Pajama God's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12247,"Pajama God",5,945,18; } //Raccoon_Leaf -1@mist,334,287,0 script Mendel's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12248,"Mendel",7,946,31; } //Snail's_Shell +1@mist,334,287,0 script Mendel's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12248,"Mendel",7,946,31; } //Snails_Shell 1@mist,330,177,0 script Milebit's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12249,"Milebit",5,7008,17; } //Stiff_Horn 1@mist,284,84,0 script Kunmun's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12250,"Kunmun",4,6380,20; } //Mora_Coin 1@mist,170,54,0 script Tsaihokin's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12251,"Tsaihokin",2,929,5; } //Immortal_Heart @@ -5212,10 +5213,10 @@ mora,116,165,5 script Knights Boss#mo 4_M_RAFLE_VI,{ mes "Soldier, I need you to do something for me."; mes "Go to the Hazy Forest and gather 200 ^FF0000Mysterious Seeds^000000!"; next; - switch(select("Yes, sir!:I challenge you to a duel!")) { + switch(select("Yes, sir!", "I challenge you to a duel!")) { case 1: mes "[Order of the Knights Boss]"; - mes "Good attitude, "+strcharinfo(0)+" Soldier!"; + mes "Good attitude, "+strcharinfo(PC_NAME)+" Soldier!"; mes "I'll reward you handsomely when you get back."; next; mes "[Other Bosses]"; @@ -5280,7 +5281,7 @@ mora,114,163,5 script Knights Head#mo 4_M_RAFLE_OR,{ mes "and bring back about 30 of them."; mes "They will make great souvenirs."; next; - switch(select("Am I doing all the work here or what?:Yes, sir!")) { + switch(select("Am I doing all the work here or what?", "Yes, sir!")) { case 1: mes "[Order of the Knights Head]"; mes "So you've noticed it?"; @@ -5289,7 +5290,7 @@ mora,114,163,5 script Knights Head#mo 4_M_RAFLE_OR,{ case 2: mes "[Order of the Knights Head]"; mes "It was worthwhile to have trained you after all."; - mes "I'm proud of you,"+strcharinfo(0)+" Soldier!"; + mes "I'm proud of you,"+strcharinfo(PC_NAME)+" Soldier!"; next; mes "[Other Heads]"; mes "I think you'll make a great right-hand man, the Chief."; @@ -5342,7 +5343,7 @@ mora,114,163,5 script Knights Head#mo 4_M_RAFLE_OR,{ mes "a circus troupe instead."; mes "Are you interested in trying tightrope walking?"; next; - switch(select("Well, I could do a fire show.:This is so absurd.")) { + switch(select("Well, I could do a fire show.", "This is so absurd.")) { case 1: mes "[Order of the Knights Head]"; mes "No, it's impossible."; diff --git a/npc/re/quests/quests_morocc.txt b/npc/re/quests/quests_morocc.txt index eb5b8f27c..f88692561 100644 --- a/npc/re/quests/quests_morocc.txt +++ b/npc/re/quests/quests_morocc.txt @@ -40,7 +40,7 @@ mes "[Continental Guard]"; mes "If you really want to go to the next area, you'll be responsible for your own safety."; next; - switch(select("Nevermind.:Enter the Field.")) { + switch(select("Nevermind.", "Enter the Field.")) { case 1: mes "[Continental Guard]"; mes "Wise choice."; @@ -70,7 +70,7 @@ moc_prydb1,103,54,3 script Suspicious Cat#night 4_CAT_SAILOR4,{ mes "[Suspicious Cat]"; mes "I can't believe a mummy could do this to me. Oh man, it hurts. Nobody should find out about this...."; next; - if(select("Mummy? What happened?:Pretend not to know anything.") == 2) + if(select("Mummy? What happened?", "Pretend not to know anything.") == 2) close; mes "[Suspicious Cat]"; mes "You caught me! Darn it...I didn't expect my reputation as a tomb raider would get damaged like this..."; @@ -78,7 +78,7 @@ moc_prydb1,103,54,3 script Suspicious Cat#night 4_CAT_SAILOR4,{ mes "[Suspicious Cat]"; mes "But come on, they're so strange! They're mummies! Just mummies, you know? They shouldn't be that strong!"; next; - if(select("Strong mummies? Where are they?:End the conversation.") == 2) { + if(select("Strong mummies? Where are they?", "End the conversation.") == 2) { mes "[Suspicious Cat]"; mes "Whaaat~ you don't want to hear my story? Fine! You'd better not mention my name anywhere else!"; close; @@ -90,7 +90,7 @@ moc_prydb1,103,54,3 script Suspicious Cat#night 4_CAT_SAILOR4,{ mes "[Suspicious Cat]"; mes "When I saw a mummy coming toward me, I was like 'whatever' and didn't care. But then he knocked me down with a slap in the face! How could he do that to a cute cat like me! You bandaged freak... you just wait and see!"; next; - if(select("I would like to go, too.:End the conversation.") == 2) + if(select("I would like to go, too.", "End the conversation.") == 2) close; mes "[Suspicious Cat]"; mes "No way! I spent so much time finding that path!!"; @@ -103,7 +103,7 @@ moc_prydb1,103,54,3 script Suspicious Cat#night 4_CAT_SAILOR4,{ mes "^FF0000But come to think of it, a weakling like you won't survive there. Maybe for a second if you're lucky?^000000"; mes "Well, it's none of my business. But I warned you anyway!"; next; - switch(select("Pay 5,000 zeny and set out.:Forget it.")) { + switch(select("Pay 5,000 zeny and set out.", "Forget it.")) { case 1: if (Zeny < 5000) { mes "[Suspicious Cat]"; @@ -128,7 +128,7 @@ moc_prydn1,94,98,3 script Suspicious Cat#night2 4_CAT_SAILOR4,{ mes "[Suspicious Cat]"; mes "That stupid mummy slapped me again while you were looking away! Sniff sniff... Let's go back, meow!"; next; - switch(select("Go back to Thief Guild:Eliminate Verit:Eliminate Ancient Mummy:It's nothing")) { + switch(select("Go back to Thief Guild", "Eliminate Verit", "Eliminate Ancient Mummy", "It's nothing")) { case 1: mes "[Suspicious Cat]"; mes "Right right... let's go back."; @@ -163,7 +163,7 @@ moc_prydn1,94,98,3 script Suspicious Cat#night2 4_CAT_SAILOR4,{ mes "[Suspicious Cat]"; mes "If you want to go home, you'd better beat up that ugly doggie! Otherwise, he'll bite you!"; next; - switch(select("Help him:Stay away")) { + switch(select("Help him", "Stay away")) { case 1: mes "[Suspicious Cat]"; mes "Good, the target number is 20! Good luck!"; @@ -178,7 +178,7 @@ moc_prydn1,94,98,3 script Suspicious Cat#night2 4_CAT_SAILOR4,{ mes "[Suspicious Cat]"; mes "Is Verit's training going well?"; next; - switch(select("Sure.:I want to stop.")) { + switch(select("Sure.", "I want to stop.")) { case 1: mes "[Suspicious Cat]"; mes "Good. Keep up the good work!"; @@ -223,7 +223,7 @@ moc_prydn1,94,98,3 script Suspicious Cat#night2 4_CAT_SAILOR4,{ mes "[Suspicious Cat]"; mes "Don't ask why! I'm sure you wouldn't want those beautiful treasures to be hidden in the dark either!"; next; - switch(select("Help him:Stay away")) { + switch(select("Help him", "Stay away")) { case 1: mes "[Suspicious Cat]"; mes "Alright, the target number is 20! Good luck!"; @@ -238,7 +238,7 @@ moc_prydn1,94,98,3 script Suspicious Cat#night2 4_CAT_SAILOR4,{ mes "[Suspicious Cat]"; mes "Is fighting Ancient Mummies going well?"; next; - switch(select("Sure.:I want to stop.")) { + switch(select("Sure.", "I want to stop.")) { case 1: mes "[Suspicious Cat]"; mes "Good. Keep up the good work!"; diff --git a/npc/re/scripts.conf b/npc/re/scripts.conf index b03ebe46a..e64052f33 100644 --- a/npc/re/scripts.conf +++ b/npc/re/scripts.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -29,149 +29,155 @@ //========================================================================= //================= Airport =============================================== -npc: npc/re/airports/izlude.txt +"npc/re/airports/izlude.txt", //================ Battlegrounds ========================================== -npc: npc/re/battleground/bg_common.txt +"npc/re/battleground/bg_common.txt", //================= Cities ================================================ -npc: npc/re/cities/alberta.txt -npc: npc/re/cities/brasilis.txt -npc: npc/re/cities/dewata.txt -npc: npc/re/cities/dicastes.txt -npc: npc/re/cities/eclage.txt -npc: npc/re/cities/izlude.txt -npc: npc/re/cities/jawaii.txt -npc: npc/re/cities/malangdo.txt -npc: npc/re/cities/malaya.txt -npc: npc/re/cities/mora.txt -npc: npc/re/cities/yuno.txt +"npc/re/cities/alberta.txt", +"npc/re/cities/brasilis.txt", +"npc/re/cities/dewata.txt", +"npc/re/cities/dicastes.txt", +"npc/re/cities/eclage.txt", +"npc/re/cities/izlude.txt", +"npc/re/cities/jawaii.txt", +"npc/re/cities/malangdo.txt", +"npc/re/cities/malaya.txt", +"npc/re/cities/mora.txt", +"npc/re/cities/yuno.txt", //================= Events ================================================ -//npc: npc/re/events/halloween_2013.txt -//npc: npc/re/events/halloween_2014.txt -//npc: npc/re/events/christmas_2013.txt +//"npc/re/events/halloween_2013.txt", +//"npc/re/events/halloween_2014.txt", +//"npc/re/events/christmas_2013.txt", //================= Guides ================================================ -npc: npc/re/guides/navigation.txt -npc: npc/re/guides/guides_alberta.txt -npc: npc/re/guides/guides_aldebaran.txt -npc: npc/re/guides/guides_amatsu.txt -npc: npc/re/guides/guides_ayothaya.txt -npc: npc/re/guides/guides_brasilis.txt -npc: npc/re/guides/guides_comodo.txt -npc: npc/re/guides/guides_dewata.txt -npc: npc/re/guides/guides_dicastes.txt -npc: npc/re/guides/guides_eclage.txt -npc: npc/re/guides/guides_einbroch.txt -npc: npc/re/guides/guides_geffen.txt -npc: npc/re/guides/guides_gonryun.txt -npc: npc/re/guides/guides_hugel.txt -npc: npc/re/guides/guides_izlude.txt -npc: npc/re/guides/guides_juno.txt -npc: npc/re/guides/guides_lighthalzen.txt -npc: npc/re/guides/guides_louyang.txt -npc: npc/re/guides/guides_lutie.txt -npc: npc/re/guides/guides_malaya.txt -npc: npc/re/guides/guides_mora.txt -npc: npc/re/guides/guides_morroc.txt -npc: npc/re/guides/guides_moscovia.txt -npc: npc/re/guides/guides_niflheim.txt -npc: npc/re/guides/guides_payon.txt -npc: npc/re/guides/guides_prontera.txt -npc: npc/re/guides/guides_rachel.txt -npc: npc/re/guides/guides_umbala.txt -npc: npc/re/guides/guides_veins.txt +"npc/re/guides/navigation.txt", +"npc/re/guides/guides_alberta.txt", +"npc/re/guides/guides_aldebaran.txt", +"npc/re/guides/guides_amatsu.txt", +"npc/re/guides/guides_ayothaya.txt", +"npc/re/guides/guides_brasilis.txt", +"npc/re/guides/guides_comodo.txt", +"npc/re/guides/guides_dewata.txt", +"npc/re/guides/guides_dicastes.txt", +"npc/re/guides/guides_eclage.txt", +"npc/re/guides/guides_einbroch.txt", +"npc/re/guides/guides_geffen.txt", +"npc/re/guides/guides_gonryun.txt", +"npc/re/guides/guides_hugel.txt", +"npc/re/guides/guides_izlude.txt", +"npc/re/guides/guides_juno.txt", +"npc/re/guides/guides_lighthalzen.txt", +"npc/re/guides/guides_louyang.txt", +"npc/re/guides/guides_lutie.txt", +"npc/re/guides/guides_malaya.txt", +"npc/re/guides/guides_mora.txt", +"npc/re/guides/guides_morroc.txt", +"npc/re/guides/guides_moscovia.txt", +"npc/re/guides/guides_niflheim.txt", +"npc/re/guides/guides_payon.txt", +"npc/re/guides/guides_prontera.txt", +"npc/re/guides/guides_rachel.txt", +"npc/re/guides/guides_umbala.txt", +"npc/re/guides/guides_veins.txt", //================= Instances ============================================= -npc: npc/re/instances/BakonawaLake.txt -npc: npc/re/instances/BangungotHospital.txt -npc: npc/re/instances/BuwayaCave.txt -npc: npc/re/instances/HazyForest.txt -npc: npc/re/instances/MalangdoCulvert.txt -npc: npc/re/instances/OctopusCave.txt -npc: npc/re/instances/OldGlastHeim.txt -npc: npc/re/instances/WolfchevLaboratory.txt -npc: npc/re/instances/EclageInterior.txt +"npc/re/instances/BakonawaLake.txt", +"npc/re/instances/BangungotHospital.txt", +"npc/re/instances/BuwayaCave.txt", +"npc/re/instances/EclageInterior.txt", +"npc/re/instances/ghost_palace.txt", +"npc/re/instances/HazyForest.txt", +"npc/re/instances/MalangdoCulvert.txt", +"npc/re/instances/octopus_cave.txt", +"npc/re/instances/OldGlastHeim.txt", +"npc/re/instances/saras_memory.txt", +"npc/re/instances/WolfchevLaboratory.txt", //================= Kafras & Cool Event Corp. ============================= -npc: npc/re/kafras/kafras.txt +"npc/re/kafras/kafras.txt", //================= Merchants ============================================= -npc: npc/re/merchants/3rd_trader.txt -npc: npc/re/merchants/advanced_refiner.txt -npc: npc/re/merchants/alchemist.txt -npc: npc/re/merchants/ammo_boxes.txt -npc: npc/re/merchants/ammo_dealer.txt -//npc: npc/re/merchants/blessed_refiner.txt -npc: npc/re/merchants/card_separation.txt -npc: npc/re/merchants/catalog.txt -npc: npc/re/merchants/coin_exchange.txt -npc: npc/re/merchants/diamond.txt -npc: npc/re/merchants/enchan_mal.txt -npc: npc/re/merchants/enchan_mora.txt -npc: npc/re/merchants/enchan_ko.txt -npc: npc/re/merchants/flute.txt -npc: npc/re/merchants/hd_refiner.txt -npc: npc/re/merchants/inn.txt -npc: npc/re/merchants/quivers.txt -npc: npc/re/merchants/refine.txt -npc: npc/re/merchants/renters.txt -npc: npc/re/merchants/shops.txt -//npc: npc/re/merchants/ticket_refiner.txt -//npc: npc/re/merchants/enchan_upg.txt -npc: npc/re/merchants/ninja_craftsman.txt -npc: npc/re/merchants/shadow_refiner.txt +"npc/re/merchants/3rd_trader.txt", +"npc/re/merchants/advanced_refiner.txt", +"npc/re/merchants/alchemist.txt", +"npc/re/merchants/ammo_boxes.txt", +"npc/re/merchants/ammo_dealer.txt", +//"npc/re/merchants/blessed_refiner.txt", +"npc/re/merchants/card_separation.txt", +"npc/re/merchants/catalog.txt", +"npc/re/merchants/coin_exchange.txt", +"npc/re/merchants/diamond.txt", +"npc/re/merchants/enchan_mal.txt", +"npc/re/merchants/enchan_mora.txt", +"npc/re/merchants/enchan_ko.txt", +"npc/re/merchants/flute.txt", +"npc/re/merchants/hd_refiner.txt", +"npc/re/merchants/inn.txt", +"npc/re/merchants/quivers.txt", +"npc/re/merchants/refine.txt", +"npc/re/merchants/renters.txt", +"npc/re/merchants/shops.txt", +//"npc/re/merchants/ticket_refiner.txt", +//"npc/re/merchants/enchan_upg.txt", +"npc/re/merchants/ninja_craftsman.txt", +"npc/re/merchants/shadow_refiner.txt", //================= Others ================================================ -npc: npc/re/other/bulletin_boards.txt -npc: npc/re/other/mail.txt -npc: npc/re/other/mercenary_rent.txt -npc: npc/re/other/pvp.txt -npc: npc/re/other/resetskill.txt -npc: npc/re/other/stone_change.txt -npc: npc/re/other/turbo_track.txt +"npc/re/other/bulletin_boards.txt", +"npc/re/other/dimensional_gap.txt", +"npc/re/other/mail.txt", +"npc/re/other/mercenary_rent.txt", +"npc/re/other/pvp.txt", +"npc/re/other/resetskill.txt", +"npc/re/other/stone_change.txt", +"npc/re/other/turbo_track.txt", //================= Quests ================================================ // - Eden Group ------------------------------------------------- -npc: npc/re/quests/eden/11-25.txt -npc: npc/re/quests/eden/26-40.txt -npc: npc/re/quests/eden/41-55.txt -npc: npc/re/quests/eden/56-70.txt -npc: npc/re/quests/eden/71-85.txt -npc: npc/re/quests/eden/86-90.txt -npc: npc/re/quests/eden/91-99.txt -npc: npc/re/quests/eden/100-110.txt -npc: npc/re/quests/eden/111-120.txt -npc: npc/re/quests/eden/121-130.txt -npc: npc/re/quests/eden/131-140.txt -npc: npc/re/quests/eden/eden_common.txt -npc: npc/re/quests/eden/eden_quests.txt -npc: npc/re/quests/eden/eden_service.txt -npc: npc/re/quests/eden/eden_tutorial.txt +"npc/re/quests/eden/11-25.txt", +"npc/re/quests/eden/26-40.txt", +"npc/re/quests/eden/41-55.txt", +"npc/re/quests/eden/56-70.txt", +"npc/re/quests/eden/71-85.txt", +"npc/re/quests/eden/86-90.txt", +"npc/re/quests/eden/91-99.txt", +"npc/re/quests/eden/100-110.txt", +"npc/re/quests/eden/111-120.txt", +"npc/re/quests/eden/121-130.txt", +"npc/re/quests/eden/131-140.txt", +"npc/re/quests/eden/eden_common.txt", +"npc/re/quests/eden/eden_quests.txt", +"npc/re/quests/eden/eden_service.txt", +"npc/re/quests/eden/eden_tutorial.txt", // iRO custom additions. -//npc: npc/re/quests/eden/eden_iro.txt +//"npc/re/quests/eden/eden_iro.txt", // -------------------------------------------------------------- // - Quests-Tutorials for basic classes (1st class quests) ------ -npc: npc/re/quests/first_class/tu_archer.txt +"npc/re/quests/first_class/tu_archer.txt", // -------------------------------------------------------------- -//npc: npc/re/quests/cupet.txt -npc: npc/re/quests/homun_s.txt -npc: npc/re/quests/magic_books.txt -npc: npc/re/quests/monstertamers.txt -npc: npc/re/quests/mrsmile.txt -npc: npc/re/quests/pile_bunker.txt -npc: npc/re/quests/quests_13_1.txt -npc: npc/re/quests/quests_brasilis.txt -npc: npc/re/quests/quests_dewata.txt -npc: npc/re/quests/quests_dicastes.txt -npc: npc/re/quests/quests_eclage.txt -npc: npc/re/quests/quests_izlude.txt -npc: npc/re/quests/quests_malangdo.txt -npc: npc/re/quests/quests_malaya.txt -npc: npc/re/quests/quests_mora.txt -npc: npc/re/quests/quests_morocc.txt -npc: npc/re/quests/quests_nameless.txt -npc: npc/re/quests/quests_veins.txt +//"npc/re/quests/cupet.txt", +"npc/re/quests/homun_s.txt", +"npc/re/quests/magic_books.txt", +"npc/re/quests/monstertamers.txt", +"npc/re/quests/mrsmile.txt", +"npc/re/quests/pile_bunker.txt", +"npc/re/quests/quests_13_1.txt", +"npc/re/quests/quests_aldebaran.txt", +"npc/re/quests/quests_brasilis.txt", +"npc/re/quests/quests_dewata.txt", +"npc/re/quests/quests_dicastes.txt", +"npc/re/quests/quests_eclage.txt", +"npc/re/quests/quests_glastheim.txt", +"npc/re/quests/quests_izlude.txt", +"npc/re/quests/quests_lighthalzen.txt", +"npc/re/quests/quests_malangdo.txt", +"npc/re/quests/quests_malaya.txt", +"npc/re/quests/quests_mora.txt", +"npc/re/quests/quests_morocc.txt", +"npc/re/quests/quests_nameless.txt", +"npc/re/quests/quests_veins.txt", // - New Gears -------------------------------------------------- -npc: npc/re/quests/newgears/2012_headgears.txt +"npc/re/quests/newgears/2012_headgears.txt", diff --git a/npc/re/scripts_jobs.conf b/npc/re/scripts_jobs.conf index 7a2db4447..77d1532e1 100644 --- a/npc/re/scripts_jobs.conf +++ b/npc/re/scripts_jobs.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -30,32 +30,34 @@ //================= Job Quests ============================================ // - 1-1 -npc: npc/re/jobs/1-1/acolyte.txt -npc: npc/re/jobs/1-1/archer.txt -npc: npc/re/jobs/1-1/mage.txt -npc: npc/re/jobs/1-1/merchant.txt -npc: npc/re/jobs/1-1/swordman.txt -npc: npc/re/jobs/1-1/thief.txt +"npc/re/jobs/1-1/acolyte.txt", +"npc/re/jobs/1-1/archer.txt", +"npc/re/jobs/1-1/mage.txt", +"npc/re/jobs/1-1/merchant.txt", +"npc/re/jobs/1-1/swordman.txt", +"npc/re/jobs/1-1/thief.txt", +// - 1-1 Expanded +"npc/re/jobs/1-1e/taekwon.txt", // - 2e -npc: npc/re/jobs/2e/kagerou_oboro.txt +"npc/re/jobs/2e/kagerou_oboro.txt", // - 3-1 -npc: npc/re/jobs/3-1/archbishop.txt -npc: npc/re/jobs/3-1/mechanic.txt -npc: npc/re/jobs/3-1/ranger.txt -npc: npc/re/jobs/3-1/rune_knight.txt -npc: npc/re/jobs/3-1/warlock.txt -npc: npc/re/jobs/3-1/guillotine_cross.txt +"npc/re/jobs/3-1/archbishop.txt", +"npc/re/jobs/3-1/mechanic.txt", +"npc/re/jobs/3-1/ranger.txt", +"npc/re/jobs/3-1/rune_knight.txt", +"npc/re/jobs/3-1/warlock.txt", +"npc/re/jobs/3-1/guillotine_cross.txt", // - 3-2 -npc: npc/re/jobs/3-2/genetic.txt -npc: npc/re/jobs/3-2/minstrel.txt -npc: npc/re/jobs/3-2/royal_guard.txt -npc: npc/re/jobs/3-2/shadow_chaser.txt -npc: npc/re/jobs/3-2/sorcerer.txt -npc: npc/re/jobs/3-2/sura.txt -npc: npc/re/jobs/3-2/wanderer.txt +"npc/re/jobs/3-2/genetic.txt", +"npc/re/jobs/3-2/minstrel.txt", +"npc/re/jobs/3-2/royal_guard.txt", +"npc/re/jobs/3-2/shadow_chaser.txt", +"npc/re/jobs/3-2/sorcerer.txt", +"npc/re/jobs/3-2/sura.txt", +"npc/re/jobs/3-2/wanderer.txt", // - Novice -npc: npc/re/jobs/novice/academy.txt -// npc: npc/re/jobs/novice/novice.txt -npc: npc/re/jobs/novice/supernovice_ex.txt +"npc/re/jobs/novice/academy.txt", +//"npc/re/jobs/novice/novice.txt", +"npc/re/jobs/novice/supernovice_ex.txt", // - Job Repairs -npc: npc/re/jobs/repair.txt +"npc/re/jobs/repair.txt", diff --git a/npc/re/scripts_main.conf b/npc/re/scripts_main.conf index fd0d85fad..475e8d1be 100644 --- a/npc/re/scripts_main.conf +++ b/npc/re/scripts_main.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -27,48 +27,51 @@ //========================================================================= //= Hercules Renewal Primary Scripts File //========================================================================= -// The idea of this new system is to make scripts more organized -// since the old system was rather messy with all the NPCs in one -// file. Now scripts are organized in to files arraged by type. -// Custom scripts are now in scripts_custom.conf, all other -// scripts are deemed as 'official'. You should place your NPCs -// in to scripts_custom.conf to follow the trend. -// -// Thanks, -// Ancyker and the rest of the Hercules Team -// -// Note: "Comments" are all text on the right side of a double slash "//" -// Whatever text is commented will not be parsed by the servers, and serves -// only as information/reference. +// The idea of this new system is to make scripts more organized since the old +// system was rather messy with all the NPCs in one file. Now scripts are +// organized in to files arraged by type. Custom scripts are now in +// scripts_custom.conf, all other scripts are deemed as 'official'. You should +// place your NPCs in to scripts_custom.conf to follow the trend. //========================================================================= -//================= Global Scripts Functions ============================== +//================= Disabled Scripts ====================================== +// All NPCs that you wish to remove from your loading list should be put in +// this file +@include "npc/scripts_removed.conf" + +//================= Global NPC list ======================================= +// Only files that are included here will be read by the server +npc_global_list: ( + +//- Global Scripts Functions - // Utilitarian functions used by many scripts. -npc: npc/other/Global_Functions.txt +"npc/other/Global_Functions.txt", -//================= Cash Shop Functions =================================== +//- Cash Shop Functions - // Used by cash shop items in the Item Database. -npc: npc/other/CashShop_Functions.txt +"npc/other/CashShop_Functions.txt", + +//- Common Script Files - +@include "npc/scripts.conf" +@include "npc/scripts_woe.conf" +@include "npc/scripts_jobs.conf" +@include "npc/scripts_mapflags.conf" +@include "npc/scripts_monsters.conf" +@include "npc/scripts_warps.conf" -//================= Common Script Files =================================== -import: npc/scripts.conf -import: npc/scripts_woe.conf -import: npc/scripts_jobs.conf -import: npc/scripts_mapflags.conf -import: npc/scripts_monsters.conf -import: npc/scripts_warps.conf +//- Renewal Script Files - +@include "npc/re/scripts.conf" +@include "npc/re/scripts_woe.conf" +@include "npc/re/scripts_jobs.conf" +@include "npc/re/scripts_mapflags.conf" +@include "npc/re/scripts_monsters.conf" +@include "npc/re/scripts_warps.conf" -//================= Renewal Script Files ================================== -import: npc/re/scripts.conf -import: npc/re/scripts_woe.conf -import: npc/re/scripts_jobs.conf -import: npc/re/scripts_mapflags.conf -import: npc/re/scripts_monsters.conf -import: npc/re/scripts_warps.conf +//- Development / Testing Script Files - +@include "npc/scripts_dev.conf" -//================= Development / Testing Script Files ==================== -import: npc/scripts_dev.conf +//- Custom Script Files - +// Your NPCs go in this file! +@include "npc/scripts_custom.conf" -//================= Custom Script Files =================================== -// - Your NPCs go in this file! -import: npc/scripts_custom.conf +) // npc_global_list diff --git a/npc/re/scripts_mapflags.conf b/npc/re/scripts_mapflags.conf index 9f10792ef..570294c47 100644 --- a/npc/re/scripts_mapflags.conf +++ b/npc/re/scripts_mapflags.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -28,4 +28,5 @@ //= Map Flags //========================================================================= -npc: npc/re/mapflag/zone.txt +"npc/re/mapflag/gvg.txt", +"npc/re/mapflag/zone.txt", diff --git a/npc/re/scripts_monsters.conf b/npc/re/scripts_monsters.conf index cb8e25de6..a143da36c 100644 --- a/npc/re/scripts_monsters.conf +++ b/npc/re/scripts_monsters.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -29,83 +29,84 @@ //========================================================================= //================= Misc Spawns =========================================== -npc: npc/re/mobs/citycleaners.txt -npc: npc/re/mobs/towns.txt -npc: npc/re/mobs/champion.txt +"npc/re/mobs/citycleaners.txt", +"npc/re/mobs/towns.txt", +"npc/re/mobs/champion.txt", +"npc/re/mobs/int_land.txt", //================= Dungeons ============================================== -npc: npc/re/mobs/dungeons/abbey.txt -npc: npc/re/mobs/dungeons/abyss.txt -npc: npc/re/mobs/dungeons/alde_dun.txt -npc: npc/re/mobs/dungeons/ama_dun.txt -npc: npc/re/mobs/dungeons/anthell.txt -npc: npc/re/mobs/dungeons/ayo_dun.txt -npc: npc/re/mobs/dungeons/beach_dun.txt -npc: npc/re/mobs/dungeons/bra_dun.txt -npc: npc/re/mobs/dungeons/c_tower.txt -npc: npc/re/mobs/dungeons/dew_dun.txt -npc: npc/re/mobs/dungeons/dic_dun.txt -npc: npc/re/mobs/dungeons/ecl_tdun.txt -npc: npc/re/mobs/dungeons/ein_dun.txt -npc: npc/re/mobs/dungeons/gef_dun.txt -npc: npc/re/mobs/dungeons/gefenia.txt -npc: npc/re/mobs/dungeons/glastheim.txt -npc: npc/re/mobs/dungeons/gld_dunSE.txt -npc: npc/re/mobs/dungeons/gld_re.txt -npc: npc/re/mobs/dungeons/gon_dun.txt -npc: npc/re/mobs/dungeons/ice_dun.txt -npc: npc/re/mobs/dungeons/in_sphinx.txt -npc: npc/re/mobs/dungeons/iz_dun.txt -npc: npc/re/mobs/dungeons/juperos.txt -npc: npc/re/mobs/dungeons/kh_dun.txt -npc: npc/re/mobs/dungeons/lhz_dun.txt -npc: npc/re/mobs/dungeons/lou_dun.txt -npc: npc/re/mobs/dungeons/ma_dun.txt -npc: npc/re/mobs/dungeons/mag_dun.txt -npc: npc/re/mobs/dungeons/mal_dun.txt -npc: npc/re/mobs/dungeons/mjo_dun.txt -npc: npc/re/mobs/dungeons/moc_pryd.txt -npc: npc/re/mobs/dungeons/mosk_dun.txt -npc: npc/re/mobs/dungeons/nyd_dun.txt -npc: npc/re/mobs/dungeons/odin.txt -npc: npc/re/mobs/dungeons/orcsdun.txt -npc: npc/re/mobs/dungeons/pay_dun.txt -npc: npc/re/mobs/dungeons/prt_maze.txt -npc: npc/re/mobs/dungeons/prt_sew.txt -npc: npc/re/mobs/dungeons/ra_san.txt -npc: npc/re/mobs/dungeons/tha_t.txt -npc: npc/re/mobs/dungeons/thor_v.txt -npc: npc/re/mobs/dungeons/treasure.txt -npc: npc/re/mobs/dungeons/tur_dun.txt -npc: npc/re/mobs/dungeons/xmas_dun.txt -npc: npc/re/mobs/dungeons/yggdrasil.txt +"npc/re/mobs/dungeons/abbey.txt", +"npc/re/mobs/dungeons/abyss.txt", +"npc/re/mobs/dungeons/alde_dun.txt", +"npc/re/mobs/dungeons/ama_dun.txt", +"npc/re/mobs/dungeons/anthell.txt", +"npc/re/mobs/dungeons/ayo_dun.txt", +"npc/re/mobs/dungeons/beach_dun.txt", +"npc/re/mobs/dungeons/bra_dun.txt", +"npc/re/mobs/dungeons/c_tower.txt", +"npc/re/mobs/dungeons/dew_dun.txt", +"npc/re/mobs/dungeons/dic_dun.txt", +"npc/re/mobs/dungeons/ecl_tdun.txt", +"npc/re/mobs/dungeons/ein_dun.txt", +"npc/re/mobs/dungeons/gef_dun.txt", +"npc/re/mobs/dungeons/gefenia.txt", +"npc/re/mobs/dungeons/glastheim.txt", +"npc/re/mobs/dungeons/gld_dunSE.txt", +"npc/re/mobs/dungeons/gld_re.txt", +"npc/re/mobs/dungeons/gon_dun.txt", +"npc/re/mobs/dungeons/ice_dun.txt", +"npc/re/mobs/dungeons/in_sphinx.txt", +"npc/re/mobs/dungeons/iz_dun.txt", +"npc/re/mobs/dungeons/juperos.txt", +"npc/re/mobs/dungeons/kh_dun.txt", +"npc/re/mobs/dungeons/lhz_dun.txt", +"npc/re/mobs/dungeons/lou_dun.txt", +"npc/re/mobs/dungeons/ma_dun.txt", +"npc/re/mobs/dungeons/mag_dun.txt", +"npc/re/mobs/dungeons/mal_dun.txt", +"npc/re/mobs/dungeons/mjo_dun.txt", +"npc/re/mobs/dungeons/moc_pryd.txt", +"npc/re/mobs/dungeons/mosk_dun.txt", +"npc/re/mobs/dungeons/nyd_dun.txt", +"npc/re/mobs/dungeons/odin.txt", +"npc/re/mobs/dungeons/orcsdun.txt", +"npc/re/mobs/dungeons/pay_dun.txt", +"npc/re/mobs/dungeons/prt_maze.txt", +"npc/re/mobs/dungeons/prt_sew.txt", +"npc/re/mobs/dungeons/ra_san.txt", +"npc/re/mobs/dungeons/tha_t.txt", +"npc/re/mobs/dungeons/thor_v.txt", +"npc/re/mobs/dungeons/treasure.txt", +"npc/re/mobs/dungeons/tur_dun.txt", +"npc/re/mobs/dungeons/xmas_dun.txt", +"npc/re/mobs/dungeons/yggdrasil.txt", //================= Fields ================================================ -npc: npc/re/mobs/fields/amatsu.txt -npc: npc/re/mobs/fields/ayothaya.txt -npc: npc/re/mobs/fields/bifrost.txt -npc: npc/re/mobs/fields/brasilis.txt -npc: npc/re/mobs/fields/comodo.txt -npc: npc/re/mobs/fields/dewata.txt -npc: npc/re/mobs/fields/dicastes.txt -npc: npc/re/mobs/fields/eclage.txt -npc: npc/re/mobs/fields/einbroch.txt -npc: npc/re/mobs/fields/geffen.txt -npc: npc/re/mobs/fields/gonryun.txt -npc: npc/re/mobs/fields/hugel.txt -npc: npc/re/mobs/fields/lighthalzen.txt -npc: npc/re/mobs/fields/louyang.txt -npc: npc/re/mobs/fields/lutie.txt -npc: npc/re/mobs/fields/malaya.txt -npc: npc/re/mobs/fields/manuk.txt -npc: npc/re/mobs/fields/mjolnir.txt -npc: npc/re/mobs/fields/morocc.txt -npc: npc/re/mobs/fields/moscovia.txt -npc: npc/re/mobs/fields/niflheim.txt -npc: npc/re/mobs/fields/payon.txt -npc: npc/re/mobs/fields/prontera.txt -npc: npc/re/mobs/fields/rachel.txt -npc: npc/re/mobs/fields/splendide.txt -npc: npc/re/mobs/fields/umbala.txt -npc: npc/re/mobs/fields/veins.txt -npc: npc/re/mobs/fields/yuno.txt +"npc/re/mobs/fields/amatsu.txt", +"npc/re/mobs/fields/ayothaya.txt", +"npc/re/mobs/fields/bifrost.txt", +"npc/re/mobs/fields/brasilis.txt", +"npc/re/mobs/fields/comodo.txt", +"npc/re/mobs/fields/dewata.txt", +"npc/re/mobs/fields/dicastes.txt", +"npc/re/mobs/fields/eclage.txt", +"npc/re/mobs/fields/einbroch.txt", +"npc/re/mobs/fields/geffen.txt", +"npc/re/mobs/fields/gonryun.txt", +"npc/re/mobs/fields/hugel.txt", +"npc/re/mobs/fields/lighthalzen.txt", +"npc/re/mobs/fields/louyang.txt", +"npc/re/mobs/fields/lutie.txt", +"npc/re/mobs/fields/malaya.txt", +"npc/re/mobs/fields/manuk.txt", +"npc/re/mobs/fields/mjolnir.txt", +"npc/re/mobs/fields/morocc.txt", +"npc/re/mobs/fields/moscovia.txt", +"npc/re/mobs/fields/niflheim.txt", +"npc/re/mobs/fields/payon.txt", +"npc/re/mobs/fields/prontera.txt", +"npc/re/mobs/fields/rachel.txt", +"npc/re/mobs/fields/splendide.txt", +"npc/re/mobs/fields/umbala.txt", +"npc/re/mobs/fields/veins.txt", +"npc/re/mobs/fields/yuno.txt", diff --git a/npc/re/scripts_warps.conf b/npc/re/scripts_warps.conf index a67432479..683746d79 100644 --- a/npc/re/scripts_warps.conf +++ b/npc/re/scripts_warps.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -29,41 +29,42 @@ //========================================================================= //================= Cities ================================================ -npc: npc/re/warps/cities/brasilis.txt -npc: npc/re/warps/cities/dewata.txt -npc: npc/re/warps/cities/dicastes.txt -npc: npc/re/warps/cities/eclage.txt -npc: npc/re/warps/cities/izlude.txt -npc: npc/re/warps/cities/malangdo.txt -npc: npc/re/warps/cities/malaya.txt -npc: npc/re/warps/cities/rachel.txt -npc: npc/re/warps/cities/yggdrasil.txt +"npc/re/warps/cities/brasilis.txt", +"npc/re/warps/cities/dewata.txt", +"npc/re/warps/cities/dicastes.txt", +"npc/re/warps/cities/eclage.txt", +"npc/re/warps/cities/izlude.txt", +"npc/re/warps/cities/malangdo.txt", +"npc/re/warps/cities/malaya.txt", +"npc/re/warps/cities/rachel.txt", +"npc/re/warps/cities/yggdrasil.txt", //================= Dungeons ============================================== -npc: npc/re/warps/dungeons/bra_dun.txt -npc: npc/re/warps/dungeons/dic_dun.txt -npc: npc/re/warps/dungeons/ecl_dun.txt -npc: npc/re/warps/dungeons/iz_dun.txt -npc: npc/re/warps/dungeons/moc_pryd.txt +"npc/re/warps/dungeons/bra_dun.txt", +"npc/re/warps/dungeons/dic_dun.txt", +"npc/re/warps/dungeons/ecl_dun.txt", +"npc/re/warps/dungeons/iz_dun.txt", +"npc/re/warps/dungeons/moc_pryd.txt", //================= Fields ================================================ -npc: npc/re/warps/fields/bif_fild.txt -npc: npc/re/warps/fields/bra_fild.txt -npc: npc/re/warps/fields/com_fild.txt -npc: npc/re/warps/fields/dic_fild.txt -npc: npc/re/warps/fields/geffen_fild.txt -npc: npc/re/warps/fields/hugel_fild.txt -npc: npc/re/warps/fields/morroc_fild.txt -npc: npc/re/warps/fields/payon_fild.txt -npc: npc/re/warps/fields/prontera_fild.txt -npc: npc/re/warps/fields/rachel_fild.txt -npc: npc/re/warps/fields/veins_fild.txt -npc: npc/re/warps/fields/yuno_fild.txt +"npc/re/warps/fields/bif_fild.txt", +"npc/re/warps/fields/bra_fild.txt", +"npc/re/warps/fields/com_fild.txt", +"npc/re/warps/fields/dic_fild.txt", +"npc/re/warps/fields/geffen_fild.txt", +"npc/re/warps/fields/hugel_fild.txt", +"npc/re/warps/fields/morroc_fild.txt", +"npc/re/warps/fields/payon_fild.txt", +"npc/re/warps/fields/prontera_fild.txt", +"npc/re/warps/fields/rachel_fild.txt", +"npc/re/warps/fields/veins_fild.txt", +"npc/re/warps/fields/yuno_fild.txt", //================= Others ================================================ -npc: npc/re/warps/other/arena.txt -npc: npc/re/warps/other/jobquests.txt -npc: npc/re/warps/other/paradise.txt -npc: npc/re/warps/other/s_workshop.txt -npc: npc/re/warps/other/sign.txt -npc: npc/re/warps/guildcastles.txt +"npc/re/warps/other/arena.txt", +"npc/re/warps/other/dimensional_gap.txt", +"npc/re/warps/other/jobquests.txt", +"npc/re/warps/other/paradise.txt", +"npc/re/warps/other/s_workshop.txt", +"npc/re/warps/other/sign.txt", +"npc/re/warps/guildcastles.txt", diff --git a/npc/re/scripts_woe.conf b/npc/re/scripts_woe.conf index 9677c55b7..957ac766d 100644 --- a/npc/re/scripts_woe.conf +++ b/npc/re/scripts_woe.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -30,5 +30,5 @@ //================= War of Emperium ======================================= // - Hall of Abyss -npc: npc/re/woe-fe/invest_main.txt -npc: npc/re/woe-fe/invest_npc.txt +"npc/re/woe-fe/invest_main.txt", +"npc/re/woe-fe/invest_npc.txt", diff --git a/npc/re/warps/cities/dicastes.txt b/npc/re/warps/cities/dicastes.txt index 0d8922e51..862765d9a 100644 --- a/npc/re/warps/cities/dicastes.txt +++ b/npc/re/warps/cities/dicastes.txt @@ -59,14 +59,14 @@ dic_in01,299,248,0 warp eldicastes0015 1,1,dic_in01,262,191 dic_in01,242,182,0 script #eldicastes0016 CLEAR_NPC,{ if (isequipped(2782)) select("Administrative Office"); - else select("¡÷¡ú¡ð"); + else select(sprintf("¡÷¡ú¡ð")); warp "dic_in01",138,221; end; } // Elevators - script Elevator#main FAKE_NPC,{ - .@n = atoi(strnpcinfo(2)); + .@n = atoi(strnpcinfo(NPC_NAME_HIDDEN)); .@eq = (isequipped(2782))?1:0; if (.@n <= 4) { .@m$ = (.@eq)?"Civil Services:Archive Room:Situation Room:Administrative Office":"¢³¡ð¡Ð:¡ñ¡ñ¡ò:¡ø¡ø¡ð:¡÷¡ú¡ð"; diff --git a/npc/re/warps/cities/izlude.txt b/npc/re/warps/cities/izlude.txt index a6229d25b..124e3ed1f 100644 --- a/npc/re/warps/cities/izlude.txt +++ b/npc/re/warps/cities/izlude.txt @@ -9,7 +9,8 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team +//= Copyright (C) Ridley //= Copyright (C) Euphy //= Copyright (C) Streusel //= Copyright (C) Masao @@ -72,6 +73,86 @@ izlude_b,52,172,0 warp iz04_b 2,2,izlude_in,74,161 izlude_c,52,172,0 warp iz04_c 2,2,izlude_in,74,161 izlude_d,52,172,0 warp iz04_d 2,2,izlude_in,74,161 +//= iz_int(Intro) & int_land(Secluded Island) ================ +iz_int,27,30,0 script noviship#room1-1 WARPNPC,2,2,{ + end; + +OnTouch: + warp(strnpcinfo(NPC_MAP), 51, 30); + end; + +OnInit: + questinfo(21001, QTYPE_QUEST, 1, Job_Novice); + end; +} + +iz_int,47,30,3 script noviship#room1-2 WARPNPC,2,2,{ + end; + +OnTouch: + @display = 0; + warp(strnpcinfo(NPC_MAP), 22, 30); + end; +} + +iz_int,56,15,0 script noviship WARPNPC,2,2,{ + end; + +OnTouch: + savepoint("int_land"+strnpcinfo(NPC_NAME_HIDDEN), 77, 101); + warp("int_land"+strnpcinfo(NPC_NAME_HIDDEN), 85, 107); + end; +} + +int_land,49,57,0 script noviship#izlude WARPNPC,2,2,{ + end; + +OnTouch: + mes("^4d4dffOnce you left this island there is no way back."); + mes("Are you sure you want to go directly to Izlude?^000000"); + next(); + mes("^4d4dffIf you do, the quest got deleted from your Quest Log.^000000"); + next(); + if (select("Do not go to Izlude yet", "Sail to Izlude!") == 1) { + mes("[Sailor]"); + mes("You want to stay here longer?"); + mes("Good, then I wait until you're ready~"); + close(); + } + mes("[Sailor]"); + mes("Lets head toward Izlude!"); + close2(); + if (questprogress(21001)) + erasequest(21001); + if (questprogress(21002)) + erasequest(21002); + + .@map$ = "izlude"; + if (strnpcinfo(NPC_NAME_HIDDEN) != "izlude") + .@map$ = .@map$ + strnpcinfo(NPC_NAME_HIDDEN); + + warp(.@map$, 196, 209); + end; +} + +//= iz_int(Intro) & int_land(Secluded Island) Duplicates ===== +iz_int01,27,30,0 duplicate(noviship#room1-1) noviship#room1-1a WARPNPC,2,2 +iz_int02,27,30,0 duplicate(noviship#room1-1) noviship#room1-1b WARPNPC,2,2 +iz_int03,27,30,0 duplicate(noviship#room1-1) noviship#room1-1c WARPNPC,2,2 +iz_int04,27,30,0 duplicate(noviship#room1-1) noviship#room1-1d WARPNPC,2,2 +iz_int01,47,30,0 duplicate(noviship#room1-2) noviship#room1-2a WARPNPC,2,2 +iz_int02,47,30,0 duplicate(noviship#room1-2) noviship#room1-2b WARPNPC,2,2 +iz_int03,47,30,0 duplicate(noviship#room1-2) noviship#room1-2c WARPNPC,2,2 +iz_int04,47,30,0 duplicate(noviship#room1-2) noviship#room1-2d WARPNPC,2,2 +iz_int01,56,15,0 duplicate(noviship) noviship#01 WARPNPC,2,2 +iz_int02,56,15,0 duplicate(noviship) noviship#02 WARPNPC,2,2 +iz_int03,56,15,0 duplicate(noviship) noviship#03 WARPNPC,2,2 +iz_int04,56,15,0 duplicate(noviship) noviship#04 WARPNPC,2,2 +int_land01,49,57,0 duplicate(noviship#izlude) noviship#_a WARPNPC,2,2 +int_land02,49,57,0 duplicate(noviship#izlude) noviship#_b WARPNPC,2,2 +int_land03,49,57,0 duplicate(noviship#izlude) noviship#_c WARPNPC,2,2 +int_land04,49,57,0 duplicate(noviship#izlude) noviship#_d WARPNPC,2,2 + //= Izlude Academy =========================================== izlude,125,257,0 warp #to_ac01 2,2,iz_ac01,99,29 izlude,130,257,0 warp #to_ac02 2,2,iz_ac01,99,29 @@ -82,20 +163,6 @@ iz_ac02,94,27,0 warp #to_ac1f01 2,2,iz_ac01,78,28 iz_ac02,113,27,0 warp #to_ac1f02 2,2,iz_ac01,122,28 new_1-3,96,176,0 warp #to_ac01-2 1,1,iz_ac01,49,73 -iz_int,96,73,0 script iz_int_iz WARPNPC,2,2,{ - end; - - OnTouch: - savepoint "izlude", 128, 98; - warp "izlude"+strnpcinfo(2)+"", 195, 209; - end; -} - -iz_int01,96,73,0 duplicate(iz_int_iz) iz_int_iz#_a WARPNPC,2,2 -iz_int02,96,73,0 duplicate(iz_int_iz) iz_int_iz#_b WARPNPC,2,2 -iz_int03,96,73,0 duplicate(iz_int_iz) iz_int_iz#_c WARPNPC,2,2 -iz_int04,96,73,0 duplicate(iz_int_iz) iz_int_iz#_d WARPNPC,2,2 - //= Izlude Academy Duplicates ================================ izlude_a,125,257,0 warp #to_ac01_a 2,2,iz_ac01_a,99,29 izlude_b,125,257,0 warp #to_bc01_b 2,2,iz_ac01_b,99,29 diff --git a/npc/re/warps/dungeons/iz_dun.txt b/npc/re/warps/dungeons/iz_dun.txt index ade6aafd3..9746fc0dd 100644 --- a/npc/re/warps/dungeons/iz_dun.txt +++ b/npc/re/warps/dungeons/iz_dun.txt @@ -47,7 +47,7 @@ iz_dun04,130,234,5 script Gatekeeper#iz_dun 4_M_CRU_SOLD,{ mes "The monsters here are between levels 110 and 124."; mes "And you must beware of the Kraken!"; next; - switch(select("Release the Kraken!:I'll stay here.")) { + switch(select("Release the Kraken!", "I'll stay here.")) { case 1: mes "[Gatekeeper]"; mes "Be cautious and good luck."; @@ -67,7 +67,7 @@ iz_dun05,142,190,5 script Guard#iz_dun 4_M_CRU_SOLD,{ mes "[Gatekeeper]"; mes "So I guess you want to go back to the fifth floor?"; next; - switch(select("Yes!:No, I'll stay.")) { + switch(select("Yes!", "No, I'll stay.")) { case 1: mes "[Gatekeeper]"; mes "Be safe, adventurer."; diff --git a/npc/re/warps/fields/bif_fild.txt b/npc/re/warps/fields/bif_fild.txt index 581cceb62..68e3f4f7a 100644 --- a/npc/re/warps/fields/bif_fild.txt +++ b/npc/re/warps/fields/bif_fild.txt @@ -43,11 +43,11 @@ mora,56,25,0 warp bifrost_field0005 1,1,bif_fild02,176,162 mes "At the end of the small path through the bright flower garden"; mes "is an entrance to something that looks like a small hill."; next; - if(select("Knock-knock:Is this a wormhole?") == 1) { + if(select("Knock-knock", "Is this a wormhole?") == 1) { mes "When you knock on the door-like thing just for fun,"; mes "the door clicks open and you feel some mysterious force pulling you inside."; close2; - switch(atoi(charat(strnpcinfo(2),9))) { + switch(atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),9))) { case 1: warp "mora",179,74; end; case 2: warp "mora",22,157; end; case 3: warp "mora",58,27; end; diff --git a/npc/re/warps/other/dimensional_gap.txt b/npc/re/warps/other/dimensional_gap.txt new file mode 100644 index 000000000..890dc76f5 --- /dev/null +++ b/npc/re/warps/other/dimensional_gap.txt @@ -0,0 +1,79 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2016 Hercules Dev Team +//= Copyright (C) Ridley +//= Copyright (C) Nova +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Dimensonal Gap warp script (Renewal) +//================= Description =========================================== +//= Warps for Dimensional Gap +//================= Current Version ======================================= +//= 1.0 +//========================================================================= + +mid_camp,210,292,4 script Transport Device#01 PORTAL,{ + mes("Do you wish to enter the Dimensional Gap?"); + next(); + if (select("Yes", "No") == 1) { + warp("dali", 141, 82); + end; + } + close(); +} + +moc_fild22b,222,200,4 script Transport Device#02 PORTAL,{ + mes("Do you wish to enter the Dimensional Gap?"); + next(); + if (select("Yes", "No") == 1) { + warp("dali", 119, 56); + end; + } + close(); +} + +bif_fild01,318,159,4 script Transport Device#03 PORTAL,{ + mes("Do you wish to enter the Dimensional Gap?"); + next(); + if (select("Yes", "No") == 1) { + warp("dali", 43, 92); + end; + } + close(); +} + +dic_fild02,241,31,4 script Transport Device#04 PORTAL,{ + mes("Do you wish to enter the Dimensional Gap?"); + next(); + if (select("Yes", "No") == 1) { + warp("dali", 41, 134); + end; + } + close(); +} + +dali,149,82,0 warp dg001 2,2,mid_camp,210,289 +dali,122,48,0 warp dg002 2,2,moc_fild22b,227,200 +dali,38,87,0 warp dg003 2,2,bif_fild01,318,155 +dali,34,139,0 warp dg004 2,2,dic_fild02,237,32 diff --git a/npc/re/woe-fe/invest_main.txt b/npc/re/woe-fe/invest_main.txt index 534c3ddef..d743225df 100644 --- a/npc/re/woe-fe/invest_main.txt +++ b/npc/re/woe-fe/invest_main.txt @@ -107,16 +107,16 @@ function script F_Invest_Status { return 0; // Open for investments. - if (.@day >= 3 && (.@day < 5 || (.@day == 5 && .@hour <= 12))) + if (.@day >= WEDNESDAY && (.@day < FRIDAY || (.@day == FRIDAY && .@hour <= 12))) return 1; // Investments closed, calculating results. - if (.@day == 5 && .@hour == 12 && .@minute < 35) + if (.@day == FRIDAY && .@hour == 12 && .@minute < 35) return 2; // Calculations complete, dungeons open. - if ((.@day == 5 && (.@hour > 12 || (.@hour == 12 && .@minute >= 35))) || .@day > 5 || - .@day < 2 || (.@day == 2 && .@hour < 20)) + if ((.@day == FRIDAY && (.@hour > 12 || (.@hour == 12 && .@minute >= 35))) || .@day > FRIDAY || + .@day < TUESDAY || (.@day == TUESDAY && .@hour < 20)) return 3; // Dungeons closed. @@ -128,14 +128,14 @@ function script F_Invest_Abyss { mes "There are 2 ways to invest, by Zeny or the Investment Certificate given out by the Cat Paw Merchant Guild."; mes "Which way would you like to make your investment?"; next; - switch(select("Invest with Zeny.:Invest with Investment Certificates.:Cancel")) { + switch(select("Invest with Zeny.", "Invest with Investment Certificates.", "Cancel")) { case 1: mes getarg(1); mes "So you've decided to invest in Zeny."; mes "Minimum investment unit is ^4d4dff10,000 Zeny^000000."; mes "You can invest a maximum of 50 units which is ^4d4dff500,000 Zeny^000000."; next; - switch(select("1 unit 10,000 Zeny:10 units 100,000 Zeny:50 units 500,000 Zeny:Another amount:Cancel")) { + switch(select("1 unit 10,000 Zeny", "10 units 100,000 Zeny", "50 units 500,000 Zeny", "Another amount", "Cancel")) { case 1: .@units = 1; break; @@ -186,7 +186,7 @@ function script F_Invest_Abyss { mes "Wow, you've brought Investment Certificates."; mes "How many certificates will you submit?"; next; - switch(select("1 Investment Certificate:5 Investment Certificates:Another amount:Cancel")) { + switch(select("1 Investment Certificate", "5 Investment Certificates", "Another amount", "Cancel")) { case 1: .@tickets = 1; break; @@ -273,14 +273,14 @@ OnCalculate: else setd "$"+.@cas$[.@i]+"_invest_result",1; } - // No further actions if 20,000,000z isn't reached. - if (!.@total_2000) - end; // No further actions if any realm hits 70,000,000z. if (.@total_7000) { $2011_agit_invest = 4; end; } + // No further actions if 20,000,000z isn't reached. + if (!.@total_2000) + end; // Otherwise, highest investment above 20,000,000z opens Hall of Abyss. .@max = .@funds[0]; for(.@i = 1; .@i<4; ++.@i) { @@ -406,7 +406,7 @@ prt_gld,2,2,0 script Investment_total#fund00 CLEAR_NPC,{ if (callfunc("F_GM_NPC",1854,0) == 1) { mes "If you think the investment timer is dead, please adjust the timer."; next; - switch(select("Turn on the timer:Cancel")) { + switch(select("Turn on the timer", "Cancel")) { case 1: donpcevent "Investment_total#fund00::OnTimerReset"; mes "You've turned on the timer."; @@ -585,7 +585,7 @@ prt_gld,164,98,3 script Revoting Manager#Invest2 4_M_BOSSCAT,{ mes "[Revoting Manager]"; mes "Would you like to participate in the vote for choosing where to connect the 'Abyss Gate'?"; next; - if(select("Participate in the vote.:Skip for now.") == 2) { + if(select("Participate in the vote.", "Skip for now.") == 2) { mes "[Revoting Manager]"; mes "You've canceled the vote."; close; @@ -707,22 +707,22 @@ OnAgitInvest: //== Realms - Merchant Guilds, Gate Managers, Status Boards = - script Cat Paw Merchant Guild FAKE_NPC,{ - if (compare(strnpcinfo(4),"alde")) { + if (compare(strnpcinfo(NPC_MAP),"alde")) { .@npc$ = "alde"; .@name$ = "Megrez"; .@realm$ = "Luina"; .@intro$ = "Luina Branch Manager in Al De Baran"; - } else if (compare(strnpcinfo(4),"gef")) { + } else if (compare(strnpcinfo(NPC_MAP),"gef")) { .@npc$ = "gef"; .@name$ = "Meraq"; .@realm$ = "Britoniah"; .@intro$ = "Britoniah Branch Manager"; - } else if (compare(strnpcinfo(4),"pay")) { + } else if (compare(strnpcinfo(NPC_MAP),"pay")) { .@npc$ = "pay"; .@name$ = "Phecda"; .@realm$ = "Greenwood Lake"; .@intro$ = "Payon Greenwood Lake Branch Manager"; - } else if (compare(strnpcinfo(4),"prt")) { + } else if (compare(strnpcinfo(NPC_MAP),"prt")) { .@npc$ = "prt"; .@name$ = "Dubae"; .@realm$ = "Valkyrie Realm"; @@ -735,7 +735,7 @@ OnAgitInvest: mes "I consult about investments for the Abyss Gate development."; mes "How may I help you?"; next; - switch(select("What is the Abyss Gate?:Investing in the gate development?:I want to invest in this area.:Cancel")) { + switch(select("What is the Abyss Gate?", "Investing in the gate development?", "I want to invest in this area.", "Cancel")) { case 1: mes .@n$; mes "It is only called the Abyss Gate for convenience but it's simply a ^4d4dffgap to another dimension^000000."; @@ -773,7 +773,7 @@ OnAgitInvest: mes "Are you curious about investing in the Gate development?"; mes "What do you want to know about?"; next; - switch(select("About the Gate?:About investments?:How to invest?:Benefits from investing?")) { + switch(select("About the Gate?", "About investments?", "How to invest?", "Benefits from investing?")) { case 1: mes .@n$; mes "The Gate is what it is named after, a door."; @@ -882,7 +882,7 @@ OnAgitInvest: close; } case 3: - if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 1000) { + if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) { mes "- Currently you're carrying -"; mes "- too many items with you. -"; mes "- Please try again after you -"; @@ -902,7 +902,7 @@ OnAgitInvest: mes "Please come back during the investment duration."; close; } - .@guild = getcharid(2); + .@guild = getcharid(CHAR_ID_GUILD); for(.@i = 1; .@i<=5; ++.@i) { .@castle_name$[.@i] = getcastlename(.@npc$+"g_cas0"+.@i); .@owner_id[.@i] = getcastledata(.@npc$+"g_cas0"+.@i,1); @@ -949,22 +949,22 @@ OnAgitInvest: - script Gate Manager#realm FAKE_NPC,{ - if (compare(strnpcinfo(4),"alde")) { + if (compare(strnpcinfo(NPC_MAP),"alde")) { .@npc$ = "alde"; .@name$ = "Alkor"; .@gate$ = "Hero's Tears"; .@realm$ = "Luina"; - } else if (compare(strnpcinfo(4),"gef")) { + } else if (compare(strnpcinfo(NPC_MAP),"gef")) { .@npc$ = "gef"; .@name$ = "Mizar"; .@gate$ = "Hill of the Dead"; .@realm$ = "Britoniah"; - } else if (compare(strnpcinfo(4),"pay")) { + } else if (compare(strnpcinfo(NPC_MAP),"pay")) { .@npc$ = "pay"; .@name$ = "Alkaid"; .@gate$ = "Winds of the Ancient"; .@realm$ = "Greenwood Lake"; - } else if (compare(strnpcinfo(4),"prt")) { + } else if (compare(strnpcinfo(NPC_MAP),"prt")) { .@npc$ = "prt"; .@name$ = "Arios"; .@gate$ = "Way of the Warrior"; @@ -987,7 +987,7 @@ OnAgitInvest: mes "Please visit as often as possible since the entrance fee is saved as an investment for the region."; mes "Do you want to enter the Agit dungeon?"; next; - .@i = select(.@realm$+" Dungeon 1F - 10000z:"+.@realm$+" Dungeon 2F - 10000z:Cancel"); + .@i = select(.@realm$+" Dungeon 1F - 10000z", ""+.@realm$+" Dungeon 2F - 10000z", "Cancel"); if (.@i == 3) { mes .@n$; mes "Canceled."; @@ -1005,13 +1005,13 @@ OnAgitInvest: Zeny -= 10000; setd "$fund_"+.@npc$+"_extra", getd("$fund_"+.@npc$+"_extra") + 1; close2; - if (compare(strnpcinfo(2),"alde")) + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"alde")) warp "gld_dun02"+((.@i == 2)?"_2":""),32,122; - else if (compare(strnpcinfo(2),"gef")) + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"gef")) warp "gld_dun04"+((.@i == 2)?"_2":""),39,258; - else if (compare(strnpcinfo(2),"pay")) + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"pay")) warp "gld_dun01"+((.@i == 2)?"_2":""),186,165; - else if (compare(strnpcinfo(2),"prt")) + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"prt")) warp "gld_dun03"+((.@i == 2)?"_2":""),164,268; end; } else if (.@status == 2) { @@ -1031,16 +1031,16 @@ OnAgitInvest: - script Investment Status Board FAKE_NPC,{ .@invest_status = callfunc("F_Invest_Status"); if (.@invest_status == 1) { - if (compare(strnpcinfo(4),"alde")) { + if (compare(strnpcinfo(NPC_MAP),"alde")) { .@npc$ = "alde"; .@realm$ = "Luina"; - } else if (compare(strnpcinfo(4),"gef")) { + } else if (compare(strnpcinfo(NPC_MAP),"gef")) { .@npc$ = "gef"; .@realm$ = "Britoniah"; - } else if (compare(strnpcinfo(4),"pay")) { + } else if (compare(strnpcinfo(NPC_MAP),"pay")) { .@npc$ = "pay"; .@realm$ = "Greenwood Lake"; - } else if (compare(strnpcinfo(4),"prt")) { + } else if (compare(strnpcinfo(NPC_MAP),"prt")) { .@npc$ = "prt"; .@realm$ = "Valkyrie Realm"; } @@ -1098,23 +1098,23 @@ OnAgitInvest: //== Inside Castles - Gate Managers ======================== - script Gate Manager#castle FAKE_NPC,{ - .@id = atoi(charat(strnpcinfo(2),getstrlen(strnpcinfo(2))-1)); - if (compare(strnpcinfo(2),"alde")) { + .@id = atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1)); + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"alde")) { .@npc$ = "alde"; .@realm$ = "Luina"; - } else if (compare(strnpcinfo(2),"gef")) { + } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"gef")) { .@npc$ = "gef"; .@realm$ = "Britoniah"; - } else if (compare(strnpcinfo(2),"pay")) { + } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"pay")) { .@npc$ = "pay"; .@realm$ = "Greenwood Lake"; - } else if (compare(strnpcinfo(2),"prt")) { + } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"prt")) { .@npc$ = "prt"; .@realm$ = "Valkyrie Realm"; } - .@GID = getcastledata(strnpcinfo(4),1); - if (getcharid(2) != .@GID) { + .@GID = getcastledata(strnpcinfo(NPC_MAP),1); + if (getcharid(CHAR_ID_GUILD) != .@GID) { mes "[Gate Manager]"; mes "You don't seem to be the member of guild owning this castle."; mes "If you need any help, please visit any of our guild members at "+.@realm$+" Square."; @@ -1124,9 +1124,9 @@ OnAgitInvest: mes "Hello, I am the Gate Manager from Cat Paw Merchant Guild warp department."; mes "How may I help you today?"; next; - switch(select("Invest for gate connection:Deepest Layer Dungeon Access:Abyss Gate Access:Cancel")) { + switch(select("Invest for gate connection", "Deepest Layer Dungeon Access", "Abyss Gate Access", "Cancel")) { case 1: - if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 1000) { + if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) { mes "[Gate Manager]"; mes "You have too many items to receive the Thank You Ticket as a small gift for your investment."; mes "Please come back after making room in your inventory."; @@ -1145,7 +1145,7 @@ OnAgitInvest: mes "Please come back during the investment duration."; close; } - if (getcharid(2) != .@GID) { + if (getcharid(CHAR_ID_GUILD) != .@GID) { mes "[Gate Manager]"; mes "You don't seem to be the member of the guild owning this castle."; mes "Please use the normal investment from "+.@realm$+" Square."; @@ -1161,7 +1161,7 @@ OnAgitInvest: mes "You are interested in exploring the "+.@realm$+" Guild Dungeon Deepest Layer (2F)."; mes "Let me guide you. Good luck."; close2; - if (compare(strnpcinfo(2),"alde")) { + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"alde")) { switch(.@id) { case 1: warp "gld_dun02_2",32,122; end; case 2: warp "gld_dun02_2",79,30; end; @@ -1169,7 +1169,7 @@ OnAgitInvest: case 4: warp "gld_dun02_2",160,148; end; case 5: warp "gld_dun02_2",103,169; end; } - } else if (compare(strnpcinfo(2),"gef")) { + } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"gef")) { switch(.@id) { case 1: warp "gld_dun04_2",39,258; end; case 2: warp "gld_dun04_2",125,270; end; @@ -1177,7 +1177,7 @@ OnAgitInvest: case 4: warp "gld_dun04_2",268,108; end; case 5: warp "gld_dun04_2",230,35; end; } - } else if (compare(strnpcinfo(2),"pay")) { + } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"pay")) { switch(.@id) { case 1: warp "gld_dun01_2",186,165; end; case 2: warp "gld_dun01_2",54,165; end; @@ -1185,7 +1185,7 @@ OnAgitInvest: case 4: warp "gld_dun01_2",186,39; end; case 5: warp "gld_dun01_2",223,202; end; } - } else if (compare(strnpcinfo(2),"prt")) { + } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"prt")) { switch(.@id) { case 1: warp "gld_dun03_2",28,251; end; case 2: warp "gld_dun03_2",164,268; end; @@ -1200,7 +1200,7 @@ OnAgitInvest: mes "[Gate Manager]"; mes "Let me guide you to the Abyss Gap connected with "+.@realm$+", the Abyss Gate 'Way of the Warrior'."; close2; - if (compare(strnpcinfo(2),"alde")) { + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"alde")) { switch(.@id) { case 1: warp "gld2_ald",175,41; end; case 2: warp "gld2_ald",77,64; end; @@ -1208,7 +1208,7 @@ OnAgitInvest: case 4: warp "gld2_ald",104,246; end; case 5: warp "gld2_ald",241,156; end; } - } else if (compare(strnpcinfo(2),"gef")) { + } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"gef")) { switch(.@id) { case 1: warp "gld2_gef",28,199; end; case 2: warp "gld2_gef",217,46; end; @@ -1216,7 +1216,7 @@ OnAgitInvest: case 4: warp "gld2_gef",30,67; end; case 5: warp "gld2_gef",115,40; end; } - } else if (compare(strnpcinfo(2),"pay")) { + } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"pay")) { switch(.@id) { case 1: warp "gld2_pay",33,112; end; case 2: warp "gld2_pay",119,27; end; @@ -1224,7 +1224,7 @@ OnAgitInvest: case 4: warp "gld2_pay",175,221; end; case 5: warp "gld2_pay",61,221; end; } - } else if (compare(strnpcinfo(2),"prt")) { + } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"prt")) { switch(.@id) { case 1: warp "gld2_prt",10,27; end; case 2: warp "gld2_prt",14,247; end; @@ -1273,7 +1273,7 @@ malangdo,218,126,4 script Cat Paw Merchants Notice 4_BOARD3,{ mes "<< Cat Paw Merchants Notice >>"; mes "'^C379CEInvest Unused Items for Prizes!^000000'"; next; - switch(select("Read Notice:Check Event 1:Check Event 2")) { + switch(select("Read Notice", "Check Event 1", "Check Event 2")) { case 1: mes "- Notice -"; mes "Hello all Cat Paw Merchants customers! With your love, we Cat Paw Merchants are growing every day. All executives and staff members promise to do our best to further our frontier and development."; @@ -1350,7 +1350,7 @@ malangdo,218,123,1 script Namis#invest 4_CAT_SAILOR2,4,4,{ mes "Purr-Purr-Purrr-Purrrr-Pur~ Meow!!"; mes "Wh-- What? How rude. You scared me."; next; - switch(select("What do you need? I'll invest!:What's the purpose of this event?:Were you asleep?")) { + switch(select("What do you need? I'll invest!", "What's the purpose of this event?", "Were you asleep?")) { case 1: break; case 2: @@ -1383,7 +1383,7 @@ malangdo,218,123,1 script Namis#invest 4_CAT_SAILOR2,4,4,{ mes "[Namis]"; mes "So, which event do you wish to participate in?"; next; - switch(select("Not interested:Event 1 Items:Event 2 Items")) { + switch(select("Not interested", "Event 1 Items", "Event 2 Items")) { case 1: mes "[Namis]"; mes "Don't you mess with a busy cat!"; @@ -1401,27 +1401,48 @@ malangdo,218,123,1 script Namis#invest 4_CAT_SAILOR2,4,4,{ "Piece of Thanatos' armor","I hear Dragon Scales are tough 02","The identity of the creepy eye","If only I could see!"; .@i = select(implode(.@event1$[0],":"))-1; switch(.@i+1) { - case 1: callsub L_Check,"2 Pieces of Queen's Wing",6326,2,"Wings of the Insect Queen? What a pitiful name. I would've given some cool names!",.@event1$[.@i]; - case 2: callsub L_Check,"2 Broken Crowns",7754,2,"For crying out loud! Those cats working on these events must be playing around. Can't they think of a better name?",.@event1$[.@i]; - case 3: callsub L_Check,"2 Fire Dragon Scales",7451,2,"Dragon scales? Well... I guess they are tough. But what are they going to use them for?",.@event1$[.@i]; - case 4: callsub L_Check,"3 Mother's Nightmares",7020,3,"Even though I don't have the authority to find out, I wonder what they're doing with the collected items?",.@event1$[.@i]; - case 5: callsub L_Check,"5 Gemstones",7300,5,"Something useful for a change. The ore will end up as nice pieces of jewelry.",.@event1$[.@i]; - case 6: callsub L_Check,"5 Heroic Emblems",968,5,"Good, good. This is the kind of name I wanted!",.@event1$[.@i]; - case 7: callsub L_Check,"3 Taeguk Plates",7169,3,"Taking in something like this, maybe they're up to something dangerous.",.@event1$[.@i]; - case 8: callsub L_Check,"3 Broken Pharaoh Symbols and 3 Tutankhamen's Masks",7113,3,"I hear the pyramids are in Morroc, but I've never been there. Some humans call it Morco.",.@event1$[.@i],7114,3; - case 9: callsub L_Check,"2 Pocket Watches",7513,2,"Those lazy merchants, why do they need pocket watches they don't even use?",.@event1$[.@i]; - case 10: callsub L_Check,"3 Young Twigs",7018,3,"Mellow Island has a climate like with where we cats used to live. But the trees die out sometimes due to it being an island.",.@event1$[.@i]; - case 11: callsub L_Check,"5 Rossata Pieces",7211,5,"I guess they collect these because humans have them, but what's the use of researching ancient languages?",.@event1$[.@i]; - case 12: callsub L_Check,"5 Fangs of Garm",7036,5,"Weak humans need sharp weapons, but cats already have nice and sharp claws, so why are we collecting these!!",.@event1$[.@i]; - case 13: callsub L_Check,"3 Baphomet Dolls",750,3,"Baphomet dolls are great for playing around with.",.@event1$[.@i]; - case 14: callsub L_Check,"1 Tiger's Footskin and 5 Tiger Skins",1030,1,"Did you know that tigers are cats too? Therefore, cats are better than tigers.",.@event1$[.@i],1029,5; - case 15: callsub L_Check,"3 Broken Shield Pieces and 3 Shining Spear Blades",7108,3,"I don't know what they want with these.",.@event1$[.@i],7109,3; - case 16: callsub L_Check,"3 Osiris Dolls",751,3,"Shame~ I never got to play with an Osiris doll.",.@event1$[.@i]; - case 17: callsub L_Check,"1 Ice Scale",7562,1,"Mellow Island is a fabulous place to live. But the ships are too hot.",.@event1$[.@i]; - case 18: callsub L_Check,"1 Skeletal Armor Piece",7450,1,"Ewww... Why would they collect something so creepy?",.@event1$[.@i]; - case 19: callsub L_Check,"1 Darkred Scale Piece",6091,1,"Dragon scales? Well... I guess they are tough. But what are they going to use them for?",.@event1$[.@i]; - case 20: callsub L_Check,"2 Wills of Red Darkness",7566,2,"Interesting! Does it scream or something when I poke it in the eye?",.@event1$[.@i]; - case 21: callsub L_Check,"2 Foolishness of the Blind",7021,2,"This blind man is foolish in not knowing that gathering 300 cats cures blindness...",.@event1$[.@i]; + case 1: + callsub(L_Check, "2 Pieces of Queen's Wing", Queen_Wing_Piece, 2, "Wings of the Insect Queen? What a pitiful name. I would've given some cool names!", .@event1$[.@i]); + case 2: + callsub(L_Check, "2 Broken Crowns", Broken_Crown, 2, "For crying out loud! Those cats working on these events must be playing around. Can't they think of a better name?", .@event1$[.@i]); + case 3: + callsub(L_Check, "2 Fire Dragon Scales", Scale_Of_Red_Dragon, 2, "Dragon scales? Well... I guess they are tough. But what are they going to use them for?", .@event1$[.@i]); + case 4: + callsub(L_Check, "3 Mother's Nightmares", Mothers_Nightmare, 3, "Even though I don't have the authority to find out, I wonder what they're doing with the collected items?", .@event1$[.@i]); + case 5: + callsub(L_Check, "5 Gemstones", Gemstone, 5, "Something useful for a change. The ore will end up as nice pieces of jewelry.", .@event1$[.@i]); + case 6: + callsub(L_Check, "5 Heroic Emblems", Voucher_Of_Orcish_Hero, 5, "Good, good. This is the kind of name I wanted!", .@event1$[.@i]); + case 7: + callsub(L_Check, "3 Taeguk Plates", Taegeuk_Plate, 3, "Taking in something like this, maybe they're up to something dangerous.", .@event1$[.@i]); + case 8: + callsub(L_Check, "3 Broken Pharaoh Symbols and 3 Tutankhamen's Masks", Broken_Pharaoh_Symbol, 3, "I hear the pyramids are in Morroc, but I've never been there. Some humans call it Morco.", .@event1$[.@i], Tutankhamens_Mask, 3); + case 9: + callsub(L_Check, "2 Pocket Watches", Pocket_Watch, 2, "Those lazy merchants, why do they need pocket watches they don't even use?", .@event1$[.@i]); + case 10: + callsub(L_Check, "3 Young Twigs", Young_Twig, 3, "Mellow Island has a climate like with where we cats used to live. But the trees die out sometimes due to it being an island.", .@event1$[.@i]); + case 11: + callsub(L_Check, "5 Rossata Pieces", Rojerta_Piece, 5, "I guess they collect these because humans have them, but what's the use of researching ancient languages?", .@event1$[.@i]); + case 12: + callsub(L_Check, "5 Fangs of Garm", Fang_Of_Garm, 5, "Weak humans need sharp weapons, but cats already have nice and sharp claws, so why are we collecting these!!", .@event1$[.@i]); + case 13: + callsub(L_Check, "3 Baphomet Dolls", Baphomet_Doll, 3, "Baphomet dolls are great for playing around with.", .@event1$[.@i]); + case 14: + callsub(L_Check, "1 Tiger's Footskin and 5 Tiger Skins", Tiger_Footskin, 1, "Did you know that tigers are cats too? Therefore, cats are better than tigers.", .@event1$[.@i], Tigers_Skin, 5); + case 15: + callsub(L_Check, "3 Broken Shield Pieces and 3 Shining Spear Blades", Boroken_Shiled_Piece, 3, "I don't know what they want with these.", .@event1$[.@i], Shine_Spear_Blade, 3); + case 16: + callsub(L_Check, "3 Osiris Dolls", Osiris_Doll, 3, "Shame~ I never got to play with an Osiris doll.", .@event1$[.@i]); + case 17: + callsub(L_Check, "1 Ice Scale", Ice_Scale, 1, "Mellow Island is a fabulous place to live. But the ships are too hot.", .@event1$[.@i]); + case 18: + callsub(L_Check, "1 Skeletal Armor Piece", Piece_Of_Bone_Armor, 1, "Ewww... Why would they collect something so creepy?", .@event1$[.@i]); + case 19: + callsub(L_Check, "1 Darkred Scale Piece", Dark_Red_Scale, 1, "Dragon scales? Well... I guess they are tough. But what are they going to use them for?", .@event1$[.@i]); + case 20: + callsub(L_Check, "2 Wills of Red Darkness", Will_Of_Darkness_, 2, "Interesting! Does it scream or something when I poke it in the eye?", .@event1$[.@i]); + case 21: + callsub(L_Check, "2 Foolishness of the Blind", Foolishness_Of_Blind, 2, "This blind man is foolish in not knowing that gathering 300 cats cures blindness...", .@event1$[.@i]); } case 3: mes "[Namis]"; @@ -1453,7 +1474,7 @@ L_Check: mes getarg(3); mes "Oh! Almost forgot. Will you invest?"; next; - if(select("Invest:Don't Invest") == 2) { + if(select("Invest", "Don't Invest") == 2) { mes "[Namis]"; mes "Don't you mess with a busy cat!"; close; @@ -1489,28 +1510,43 @@ malangdo,215,119,4 script Thanks Ticket Machine 2_VENDING_MACHINE1,{ mes "4. Hope you enjoy~^000000"; mes "- Mr. Cat, the Machine Owner -"; next; - switch(select("Finish:Purchase:Red Paw Jelly Bag (5 Tickets):Black Paw Jelly Bag (50 Tickets)")) { + switch(select("Finish", "Purchase", "Red Paw Jelly Bag (5 Tickets)", "Black Paw Jelly Bag (50 Tickets)")) { case 1: close; case 2: mes "The Vending Machine is selling items in the following list."; next; - switch(select("Finish:1 Siege Arrow Quiver A (2 Tickets):1 Siege Arrow Quiver S (2 Tickets):30 White Potion (12 Tickets):30 White Slim Potion (14 Tickets):10 Dark Water (20 Tickets):20 Siege_Violet_Potion (30 Tickets):10 Coldproof Potion (30 Tickets):10 Thunderproof Potion (30 Tickets):10 Earthproof Potion (30 Tickets):10 Fireproof Potion (30 Tickets):10 Elemental Converter[Fire] (30 Tickets)")) { - case 1: close; - case 2: callsub L_Purchase,2,12678,1; //Siege_Arrow_Quiver_A - case 3: callsub L_Purchase,2,12677,1; //Siege_Arrow_Quiver_S - case 4: callsub L_Purchase,12,504,30; //White_Potion - case 5: callsub L_Purchase,14,547,30; //White_Slim_Potion - case 6: callsub L_Purchase,20,12020,10; //Water_Of_Darkness - case 7: callsub L_Purchase,30,11547,20; //Woe_Violet_Potion - case 8: callsub L_Purchase,30,12119,10; //Resist_Water - case 9: callsub L_Purchase,30,12121,10; //Resist_Wind - case 10: callsub L_Purchase,30,12120,10; //Resist_Earth - case 11: callsub L_Purchase,30,12118,10; //Resist_Fire - case 12: callsub L_Purchase,30,12114,10,"Elemental Converter[Fire]"; //Elemental_Fire - case 13: callsub L_Purchase,30,12115,10,"Elemental Converter[Water]"; //Elemental_Water - case 14: callsub L_Purchase,30,12117,10,"Elemental Converter[Wind]"; //Elemental_Wind - case 15: callsub L_Purchase,30,12116,10,"Elemental Converter[Earth]"; //Elemental_Earth + switch(select("Finish", "1 Siege Arrow Quiver A (2 Tickets)", "1 Siege Arrow Quiver S (2 Tickets)", "30 White Potion (12 Tickets)", "30 White Slim Potion (14 Tickets)", "10 Dark Water (20 Tickets)", "20 Siege_Violet_Potion (30 Tickets)", "10 Coldproof Potion (30 Tickets)", "10 Thunderproof Potion (30 Tickets)", "10 Earthproof Potion (30 Tickets)", "10 Fireproof Potion (30 Tickets)", "10 Elemental Converter[Fire] (30 Tickets)")) { + case 1: + close; + case 2: + callsub(L_Purchase, 2, Siege_Arrow_Quiver_A, 1); + case 3: + callsub(L_Purchase, 2, Siege_Arrow_Quiver_S, 1); + case 4: + callsub(L_Purchase, 12, White_Potion, 30); + case 5: + callsub(L_Purchase, 14, White_Slim_Potion, 30); + case 6: + callsub(L_Purchase, 20, Water_Of_Darkness, 10); + case 7: + callsub(L_Purchase, 30, Woe_Violet_Potion, 20); + case 8: + callsub(L_Purchase, 30, Resist_Water, 10); + case 9: + callsub(L_Purchase, 30, Resist_Wind, 10); + case 10: + callsub(L_Purchase, 30, Resist_Earth, 10); + case 11: + callsub(L_Purchase, 30, Resist_Fire, 10); + case 12: + callsub(L_Purchase, 30, Elemental_Fire, 10, "Elemental Converter[Fire]"); + case 13: + callsub(L_Purchase, 30, Elemental_Water, 10, "Elemental Converter[Water]"); + case 14: + callsub(L_Purchase, 30, Elemental_Wind, 10, "Elemental Converter[Wind]"); + case 15: + callsub(L_Purchase, 30, Elemental_Earth, 10, "Elemental Converter[Earth]"); } end; case 3: @@ -1520,67 +1556,126 @@ malangdo,215,119,4 script Thanks Ticket Machine 2_VENDING_MACHINE1,{ mes "You don't have enough ^FF0000Invest Thanks Ticket^000000 to proceed."; close; } - delitem Thanks_Invest_Ticket,5; - .@i = rand(1,10000); - if (.@i <= 100) callsub L_Bag,12531,1; //White_Potion_Box - else if (.@i <= 200) callsub L_Bag,12549,1; //White_Slim_Pot_Box2 - else if (.@i <= 250) callsub L_Bag,11549,10; //Woe_Blue_Potion - else if (.@i <= 660) callsub L_Bag,617,1; //Old_Violet_Box - else if (.@i <= 710) callsub L_Bag,12532,1; //Royal_Jelly_Box2 - else if (.@i <= 760) callsub L_Bag,12533,1; //Blue_Herb_Box2 - else if (.@i <= 810) callsub L_Bag,505,5; //Blue_Potion - else if (.@i <= 1110) callsub L_Bag,644,1; //Gift_Box - else if (.@i <= 1120) callsub L_Bag,607,1; //Yggdrasilberry - else if (.@i <= 1130) callsub L_Bag,608,2; //Seed_Of_Yggdrasil - else if (.@i <= 1140) callsub L_Bag,12292,5; //Unripe_Fruit - else if (.@i <= 1150) callsub L_Bag,12293,5; //Dried_Yggdrasilberry - else if (.@i <= 1250) callsub L_Bag,12679,1; //Sg_White_Potion_Box - else if (.@i <= 1471) callsub L_Bag,603,1; //Old_Blue_Box - else if (.@i <= 1571) callsub L_Bag,12550,1,"Poison Bottle Box(30)"; //Poison_Bottle_Box2 - else if (.@i <= 1671) callsub L_Bag,12020,10; //Water_Of_Darkness - else if (.@i <= 1871) callsub L_Bag,12030,5; //Box_Of_Grudge - else if (.@i <= 2071) callsub L_Bag,12031,5; //Sleepy_Box - else if (.@i <= 2371) callsub L_Bag,12033,2; //Box_Of_Sunlight - else if (.@i <= 2571) callsub L_Bag,12114,5,"Elemental Converter[Fire]"; //Elemental_Fire - else if (.@i <= 2771) callsub L_Bag,12115,5,"Elemental Converter[Water]"; //Elemental_Water - else if (.@i <= 2971) callsub L_Bag,12117,5,"Elemental Converter[Wind]"; //Elemental_Wind - else if (.@i <= 3171) callsub L_Bag,12116,5,"Elemental Converter[Earth]"; //Elemental_Earth - else if (.@i <= 3271) callsub L_Bag,12680,1; //Sg_Blue_Potion_Box - else if (.@i <= 3471) callsub L_Bag,12118,5; //Resist_Fire - else if (.@i <= 3671) callsub L_Bag,12119,5; //Resist_Water - else if (.@i <= 3871) callsub L_Bag,12121,5; //Resist_Wind - else if (.@i <= 4071) callsub L_Bag,12120,5; //Resist_Earth - else if (.@i <= 4271) callsub L_Bag,929,20; //Immortal_Heart - else if (.@i <= 4471) callsub L_Bag,1059,20; //Transparent_Cloth - else if (.@i <= 4671) callsub L_Bag,905,20; //Stem - else if (.@i <= 4871) callsub L_Bag,606,10; //Aloebera - else if (.@i <= 5071) callsub L_Bag,609,10; //Amulet - else if (.@i <= 5271) callsub L_Bag,710,2; //Illusion_Flower - else if (.@i <= 5471) callsub L_Bag,576,20; //Prickly_Fruit - else if (.@i <= 5671) callsub L_Bag,621,10; //Bitter_Herb - else if (.@i <= 5871) callsub L_Bag,709,10; //Izidor - else if (.@i <= 6071) callsub L_Bag,605,10; //Anodyne - else if (.@i <= 6171) callsub L_Bag,11548,10; //Woe_White_Potion - else if (.@i <= 6371) callsub L_Bag,706,10; //Four_Leaf_Clover - else if (.@i <= 6571) callsub L_Bag,521,10; //Leaflet_Of_Aloe - else if (.@i <= 6771) callsub L_Bag,707,10; //Singing_Plant - else if (.@i <= 6971) callsub L_Bag,610,10; //Leaf_Of_Yggdrasil - else if (.@i <= 7021) callsub L_Bag,12676,1; //Sg_Violet_Potion_Box - else if (.@i <= 7171) callsub L_Bag,6249,10; //Savage_Meat - else if (.@i <= 7321) callsub L_Bag,6252,10; //Wolf_Blood - else if (.@i <= 7471) callsub L_Bag,6254,10; //Beef_Head_Meat - else if (.@i <= 7621) callsub L_Bag,6253,10; //Cold_Ice - else if (.@i <= 7771) callsub L_Bag,6256,10; //Ice_Fragment - else if (.@i <= 7921) callsub L_Bag,6257,10; //Ice_Crystal - else if (.@i <= 8071) callsub L_Bag,6260,10; //Petti_Tail - else if (.@i <= 8309) callsub L_Bag,7932,20; //Poison_Herb_Nerium - else if (.@i <= 8547) callsub L_Bag,7933,20; //Poison_Herb_Rantana - else if (.@i <= 8785) callsub L_Bag,7934,20; //Poison_Herb_Makulata - else if (.@i <= 9023) callsub L_Bag,7935,20; //Poison_Herb_Seratum - else if (.@i <= 9261) callsub L_Bag,7936,20; //Poison_Herb_Scopolia - else if (.@i <= 9499) callsub L_Bag,7937,20; //Poison_Herb_Amoena - else if (.@i <= 9699) callsub L_Bag,6217,20; //Mandragora_Flowerpot - else callsub L_Bag,12016,10; //Speed_Up_Potion + delitem(Thanks_Invest_Ticket, 5); + .@i = rand(1, 10000); + if (.@i <= 100) + callsub(L_Bag, White_Potion_Box, 1); + else if (.@i <= 200) + callsub(L_Bag, White_Slim_Pot_Box2, 1); + else if (.@i <= 250) + callsub(L_Bag, Woe_Blue_Potion, 10); + else if (.@i <= 660) + callsub(L_Bag, Old_Violet_Box, 1); + else if (.@i <= 710) + callsub(L_Bag, Royal_Jelly_Box2, 1); + else if (.@i <= 760) + callsub(L_Bag, Blue_Herb_Box2, 1); + else if (.@i <= 810) + callsub(L_Bag, Blue_Potion, 5); + else if (.@i <= 1110) + callsub(L_Bag, Gift_Box, 1); + else if (.@i <= 1120) + callsub(L_Bag, Yggdrasilberry, 1); + else if (.@i <= 1130) + callsub(L_Bag, Seed_Of_Yggdrasil, 2); + else if (.@i <= 1140) + callsub(L_Bag, Unripe_Fruit, 5); + else if (.@i <= 1150) + callsub(L_Bag, Dried_Yggdrasilberry, 5); + else if (.@i <= 1250) + callsub(L_Bag, Sg_White_Potion_Box, 1); + else if (.@i <= 1471) + callsub(L_Bag, Old_Blue_Box, 1); + else if (.@i <= 1571) + callsub(L_Bag, Poison_Bottle_Box2, 1, "Poison Bottle Box(30);"); + else if (.@i <= 1671) + callsub(L_Bag, Water_Of_Darkness, 10); + else if (.@i <= 1871) + callsub(L_Bag, Box_Of_Grudge, 5); + else if (.@i <= 2071) + callsub(L_Bag, Sleepy_Box, 5); + else if (.@i <= 2371) + callsub(L_Bag, Box_Of_Sunlight, 2); + else if (.@i <= 2571) + callsub(L_Bag, Elemental_Fire, 5, "Elemental Converter[Fire]"); + else if (.@i <= 2771) + callsub(L_Bag, Elemental_Water, 5, "Elemental Converter[Water]"); + else if (.@i <= 2971) + callsub(L_Bag, Elemental_Earth, 5, "Elemental Converter[Wind]"); + else if (.@i <= 3171) + callsub(L_Bag, Elemental_Wind, 5, "Elemental Converter[Earth]"); + else if (.@i <= 3271) + callsub(L_Bag, Sg_Blue_Potion_Box, 1); + else if (.@i <= 3471) + callsub(L_Bag, Resist_Fire, 5); + else if (.@i <= 3671) + callsub(L_Bag, Resist_Water, 5); + else if (.@i <= 3871) + callsub(L_Bag, Resist_Wind, 5); + else if (.@i <= 4071) + callsub(L_Bag, Resist_Earth, 5); + else if (.@i <= 4271) + callsub(L_Bag, Immortal_Heart, 20); + else if (.@i <= 4471) + callsub(L_Bag, Transparent_Cloth, 20); + else if (.@i <= 4671) + callsub(L_Bag, Stem, 20); + else if (.@i <= 4871) + callsub(L_Bag, Aloebera, 10); + else if (.@i <= 5071) + callsub(L_Bag, Amulet, 10); + else if (.@i <= 5271) + callsub(L_Bag, Illusion_Flower, 2); + else if (.@i <= 5471) + callsub(L_Bag, Prickly_Fruit, 20); + else if (.@i <= 5671) + callsub(L_Bag, Bitter_Herb, 10); + else if (.@i <= 5871) + callsub(L_Bag, Izidor, 10); + else if (.@i <= 6071) + callsub(L_Bag, Anodyne, 10); + else if (.@i <= 6171) + callsub(L_Bag, Woe_White_Potion, 10); + else if (.@i <= 6371) + callsub(L_Bag, Four_Leaf_Clover, 10); + else if (.@i <= 6571) + callsub(L_Bag, Leaflet_Of_Aloe, 10); + else if (.@i <= 6771) + callsub(L_Bag, Singing_Plant, 10); + else if (.@i <= 6971) + callsub(L_Bag, Leaf_Of_Yggdrasil, 10); + else if (.@i <= 7021) + callsub(L_Bag, Sg_Violet_Potion_Box, 1); + else if (.@i <= 7171) + callsub(L_Bag, Savage_Meat, 10); + else if (.@i <= 7321) + callsub(L_Bag, Wolf_Blood, 10); + else if (.@i <= 7471) + callsub(L_Bag, Beef_Head_Meat, 10); + else if (.@i <= 7621) + callsub(L_Bag, Cold_Ice, 10); + else if (.@i <= 7771) + callsub(L_Bag, Ice_Fragment, 10); + else if (.@i <= 7921) + callsub(L_Bag, Ice_Crystal, 10); + else if (.@i <= 8071) + callsub(L_Bag, Petti_Tail, 10); + else if (.@i <= 8309) + callsub(L_Bag, Poison_Herb_Nerium, 20); + else if (.@i <= 8547) + callsub(L_Bag, Poison_Herb_Rantana, 20); + else if (.@i <= 8785) + callsub(L_Bag, Poison_Herb_Makulata, 20); + else if (.@i <= 9023) + callsub(L_Bag, Poison_Herb_Seratum, 20); + else if (.@i <= 9261) + callsub(L_Bag, Poison_Herb_Scopolia, 20); + else if (.@i <= 9499) + callsub(L_Bag, Poison_Herb_Amoena, 20); + else if (.@i <= 9699) + callsub(L_Bag, Mandragora_Flowerpot, 20); + else + callsub(L_Bag, Speed_Up_Potion, 10); end; case 4: mes "Black Paw Jelly Bag Button chosen. Need to insert 50 ^FF0000Invest Thanks Ticket^000000 and a random item will appear."; @@ -1589,75 +1684,142 @@ malangdo,215,119,4 script Thanks Ticket Machine 2_VENDING_MACHINE1,{ mes "You don't have enough ^FF0000Invest Thanks Ticket^000000 to proceed."; close; } - delitem Thanks_Invest_Ticket,50; - .@i = rand(1,10000); - if (.@i <= 100) callsub L_Bag,12531,1; //White_Potion_Box - else if (.@i <= 200) callsub L_Bag,12549,1; //White_Slim_Pot_Box2 - else if (.@i <= 250) callsub L_Bag,11549,20; //Woe_Blue_Potion - else if (.@i <= 450) callsub L_Bag,617,1; //Old_Violet_Box - else if (.@i <= 500) callsub L_Bag,12532,1; //Royal_Jelly_Box2 - else if (.@i <= 550) callsub L_Bag,12533,1; //Blue_Herb_Box2 - else if (.@i <= 600) callsub L_Bag,505,10; //Blue_Potion - else if (.@i <= 800) callsub L_Bag,644,1; //Gift_Box - else if (.@i <= 810) callsub L_Bag,607,2; //Yggdrasilberry - else if (.@i <= 820) callsub L_Bag,608,3; //Seed_Of_Yggdrasil - else if (.@i <= 830) callsub L_Bag,12292,10; //Unripe_Fruit - else if (.@i <= 840) callsub L_Bag,12293,10; //Dried_Yggdrasilberry - else if (.@i <= 940) callsub L_Bag,12679,1; //Sg_White_Potion_Box - else if (.@i <= 1140) callsub L_Bag,603,1; //Old_Blue_Box - else if (.@i <= 1240) callsub L_Bag,12550,1,"Poison Bottle Box(30)"; //Poison_Bottle_Box2 - else if (.@i <= 1340) callsub L_Bag,12020,20; //Water_Of_Darkness - else if (.@i <= 1440) callsub L_Bag,12030,10; //Box_Of_Grudge - else if (.@i <= 1540) callsub L_Bag,12031,10; //Sleepy_Box - else if (.@i <= 1690) callsub L_Bag,12033,4; //Box_Of_Sunlight - else if (.@i <= 1790) callsub L_Bag,12114,10,"Elemental Converter[Fire]"; //Elemental_Fire - else if (.@i <= 1890) callsub L_Bag,12115,10,"Elemental Converter[Water]"; //Elemental_Water - else if (.@i <= 1990) callsub L_Bag,12117,10,"Elemental Converter[Wind]"; //Elemental_Wind - else if (.@i <= 2090) callsub L_Bag,12116,10,"Elemental Converter[Earth]"; //Elemental_Earth - else if (.@i <= 2190) callsub L_Bag,12680,1; //Sg_Blue_Potion_Box - else if (.@i <= 2290) callsub L_Bag,12118,10; //Resist_Fire - else if (.@i <= 2390) callsub L_Bag,12119,10; //Resist_Water - else if (.@i <= 2490) callsub L_Bag,12121,10; //Resist_Wind - else if (.@i <= 2590) callsub L_Bag,12120,10; //Resist_Earth - else if (.@i <= 2690) callsub L_Bag,929,40; //Immortal_Heart - else if (.@i <= 2790) callsub L_Bag,1059,40; //Transparent_Cloth - else if (.@i <= 2890) callsub L_Bag,905,40; //Stem - else if (.@i <= 2990) callsub L_Bag,606,20; //Aloebera - else if (.@i <= 3090) callsub L_Bag,609,20; //Amulet - else if (.@i <= 3190) callsub L_Bag,710,4; //Illusion_Flower - else if (.@i <= 3290) callsub L_Bag,576,40; //Prickly_Fruit - else if (.@i <= 3390) callsub L_Bag,621,20; //Bitter_Herb - else if (.@i <= 3490) callsub L_Bag,709,20; //Izidor - else if (.@i <= 3590) callsub L_Bag,605,20; //Anodyne - else if (.@i <= 3690) callsub L_Bag,11548,20; //Woe_White_Potion - else if (.@i <= 3790) callsub L_Bag,706,20; //Four_Leaf_Clover - else if (.@i <= 3890) callsub L_Bag,521,20; //Leaflet_Of_Aloe - else if (.@i <= 3990) callsub L_Bag,707,20; //Singing_Plant - else if (.@i <= 4090) callsub L_Bag,610,20; //Leaf_Of_Yggdrasil - else if (.@i <= 4140) callsub L_Bag,12676,1; //Sg_Violet_Potion_Box - else if (.@i <= 4240) callsub L_Bag,6249,20; //Savage_Meat - else if (.@i <= 4340) callsub L_Bag,6252,20; //Wolf_Blood - else if (.@i <= 4440) callsub L_Bag,6254,20; //Beef_Head_Meat - else if (.@i <= 4540) callsub L_Bag,6253,20; //Cold_Ice - else if (.@i <= 4640) callsub L_Bag,6256,20; //Ice_Fragment - else if (.@i <= 4740) callsub L_Bag,6257,20; //Ice_Crystal - else if (.@i <= 4840) callsub L_Bag,6260,20; //Petti_Tail - else if (.@i <= 4940) callsub L_Bag,7932,40; //Poison_Herb_Nerium - else if (.@i <= 5040) callsub L_Bag,7933,40; //Poison_Herb_Rantana - else if (.@i <= 5140) callsub L_Bag,7934,40; //Poison_Herb_Makulata - else if (.@i <= 5240) callsub L_Bag,7935,40; //Poison_Herb_Seratum - else if (.@i <= 5340) callsub L_Bag,7936,40; //Poison_Herb_Scopolia - else if (.@i <= 5440) callsub L_Bag,7937,40; //Poison_Herb_Amoena - else if (.@i <= 5540) callsub L_Bag,6217,40; //Mandragora_Flowerpot - else if (.@i <= 6000) callsub L_Bag,12016,20; //Speed_Up_Potion - else if (.@i <= 6500) callsub L_Bag,2483,1; //Siege_Greave - else if (.@i <= 7000) callsub L_Bag,2484,1; //Siege_Boots - else if (.@i <= 7500) callsub L_Bag,2485,1; //Siege_Shoes - else if (.@i <= 8000) callsub L_Bag,2586,1; //Siege_Manteau - else if (.@i <= 8500) callsub L_Bag,2587,1; //Siege_Muffler - else if (.@i <= 9000) callsub L_Bag,15046,1; //Siege_Plate - else if (.@i <= 9500) callsub L_Bag,15047,1; //Siege_Suits - else callsub L_Bag,15048,1; //Siege_Robe + delitem(Thanks_Invest_Ticket, 50); + .@i = rand(1, 10000); + if (.@i <= 100) + callsub(L_Bag, White_Potion_Box, 1); + else if (.@i <= 200) + callsub(L_Bag, White_Slim_Pot_Box2, 1); + else if (.@i <= 250) + callsub(L_Bag, Woe_Blue_Potion, 20); + else if (.@i <= 450) + callsub(L_Bag, Old_Violet_Box, 1); + else if (.@i <= 500) + callsub(L_Bag, Royal_Jelly_Box2, 1); + else if (.@i <= 550) + callsub(L_Bag, Blue_Herb_Box2, 1); + else if (.@i <= 600) + callsub(L_Bag, Blue_Potion, 10); + else if (.@i <= 800) + callsub(L_Bag, Gift_Box, 1); + else if (.@i <= 810) + callsub(L_Bag, Yggdrasilberry, 2); + else if (.@i <= 820) + callsub(L_Bag, Seed_Of_Yggdrasil, 3); + else if (.@i <= 830) + callsub(L_Bag, Unripe_Fruit, 10); + else if (.@i <= 840) + callsub(L_Bag, Dried_Yggdrasilberry, 10); + else if (.@i <= 940) + callsub(L_Bag, Sg_White_Potion_Box, 1); + else if (.@i <= 1140) + callsub(L_Bag, Old_Blue_Box, 1); + else if (.@i <= 1240) + callsub(L_Bag, Poison_Bottle_Box2, 1, "Poison Bottle Box(30)"); + else if (.@i <= 1340) + callsub(L_Bag, Water_Of_Darkness, 20); + else if (.@i <= 1440) + callsub(L_Bag, Box_Of_Grudge, 10); + else if (.@i <= 1540) + callsub(L_Bag, Sleepy_Box, 10); + else if (.@i <= 1690) + callsub(L_Bag, Box_Of_Sunlight, 4); + else if (.@i <= 1790) + callsub(L_Bag, Elemental_Fire, 10, "Elemental Converter[Fire]"); + else if (.@i <= 1890) + callsub(L_Bag, Elemental_Water, 10, "Elemental Converter[Water]"); + else if (.@i <= 1990) + callsub(L_Bag, Elemental_Wind, 10, "Elemental Converter[Wind]"); + else if (.@i <= 2090) + callsub(L_Bag, Elemental_Earth, 10, "Elemental Converter[Earth]"); + else if (.@i <= 2190) + callsub(L_Bag, Sg_Blue_Potion_Box, 1); + else if (.@i <= 2290) + callsub(L_Bag, Resist_Fire, 10); + else if (.@i <= 2390) + callsub(L_Bag, Resist_Water, 10); + else if (.@i <= 2490) + callsub(L_Bag, Resist_Wind, 10); + else if (.@i <= 2590) + callsub(L_Bag, Resist_Earth, 10); + else if (.@i <= 2690) + callsub(L_Bag, Immortal_Heart, 40); + else if (.@i <= 2790) + callsub(L_Bag, Transparent_Cloth, 40); + else if (.@i <= 2890) + callsub(L_Bag, Stem, 40); + else if (.@i <= 2990) + callsub(L_Bag, Aloebera, 20); + else if (.@i <= 3090) + callsub(L_Bag, Amulet, 20); + else if (.@i <= 3190) + callsub(L_Bag, Illusion_Flower, 4); + else if (.@i <= 3290) + callsub(L_Bag, Prickly_Fruit, 40); + else if (.@i <= 3390) + callsub(L_Bag, Bitter_Herb, 20); + else if (.@i <= 3490) + callsub(L_Bag, Izidor, 20); + else if (.@i <= 3590) + callsub(L_Bag, Anodyne, 20); + else if (.@i <= 3690) + callsub(L_Bag, Woe_White_Potion, 20); + else if (.@i <= 3790) + callsub(L_Bag, Four_Leaf_Clover, 20); + else if (.@i <= 3890) + callsub(L_Bag, Leaflet_Of_Aloe, 20); + else if (.@i <= 3990) + callsub(L_Bag, Singing_Plant, 20); + else if (.@i <= 4090) + callsub(L_Bag, Leaf_Of_Yggdrasil, 20); + else if (.@i <= 4140) + callsub(L_Bag, Sg_Violet_Potion_Box, 1); + else if (.@i <= 4240) + callsub(L_Bag, Savage_Meat, 20); + else if (.@i <= 4340) + callsub(L_Bag, Wolf_Blood, 20); + else if (.@i <= 4440) + callsub(L_Bag, Beef_Head_Meat, 20); + else if (.@i <= 4540) + callsub(L_Bag, Cold_Ice, 20); + else if (.@i <= 4640) + callsub(L_Bag, Ice_Fragment, 20); + else if (.@i <= 4740) + callsub(L_Bag, Ice_Crystal, 20); + else if (.@i <= 4840) + callsub(L_Bag, Petti_Tail, 20); + else if (.@i <= 4940) + callsub(L_Bag, Poison_Herb_Nerium, 40); + else if (.@i <= 5040) + callsub(L_Bag, Poison_Herb_Rantana, 40); + else if (.@i <= 5140) + callsub(L_Bag, Poison_Herb_Makulata, 40); + else if (.@i <= 5240) + callsub(L_Bag, Poison_Herb_Seratum, 40); + else if (.@i <= 5340) + callsub(L_Bag, Poison_Herb_Scopolia, 40); + else if (.@i <= 5440) + callsub(L_Bag, Poison_Herb_Amoena, 40); + else if (.@i <= 5540) + callsub(L_Bag, Mandragora_Flowerpot, 40); + else if (.@i <= 6000) + callsub(L_Bag, Speed_Up_Potion, 20); + else if (.@i <= 6500) + callsub(L_Bag, Siege_Greave, 1); + else if (.@i <= 7000) + callsub(L_Bag, Siege_Boots, 1); + else if (.@i <= 7500) + callsub(L_Bag, Siege_Shoes, 1); + else if (.@i <= 8000) + callsub(L_Bag, Siege_Manteau, 1); + else if (.@i <= 8500) + callsub(L_Bag, Siege_Muffler, 1); + else if (.@i <= 9000) + callsub(L_Bag, Siege_Plate, 1); + else if (.@i <= 9500) + callsub(L_Bag, Siege_Suits, 1); + else + callsub(L_Bag, Siege_Robe, 1); end; } end; |