diff options
Diffstat (limited to 'npc/woe-se')
-rw-r--r-- | npc/woe-se/agit_main_se.txt | 1184 |
1 files changed, 592 insertions, 592 deletions
diff --git a/npc/woe-se/agit_main_se.txt b/npc/woe-se/agit_main_se.txt index 6fc319377..41430f6a1 100644 --- a/npc/woe-se/agit_main_se.txt +++ b/npc/woe-se/agit_main_se.txt @@ -222,50 +222,50 @@ OnTreasureDied: - script Steward#template FAKE_NPC,{ .@GID = getcastledata(strnpcinfo(NPC_MAP),1); if (!.@GID) { - mes "[ Steward ]"; - mes "I await for the master"; - mes "whom destiny will choose"; - mes "for me. Do you think you"; - mes "have to courage and strength"; - mes "to conquer this stronghold?"; + mes("[ Steward ]"); + mes("I await for the master"); + mes("whom destiny will choose"); + mes("for me. Do you think you"); + mes("have to courage and strength"); + mes("to conquer this stronghold?"); close; } if (getcharid(CHAR_ID_GUILD) != .@GID || strcharinfo(PC_NAME) != getguildmaster(.@GID)) { - mes "[ Steward ]"; - mes "Hmpf. Your threats don't"; - mes "scare me! Guardians, drive"; - mes "this infidel away from here!"; - mes "I will always be loyal to the"; - mes "master of this stronghold,"; - mes "the one and only ^FF0000"+getguildmaster(.@GID)+"^000000."; + mes("[ Steward ]"); + mes("Hmpf. Your threats don't"); + mes("scare me! Guardians, drive"); + mes("this infidel away from here!"); + mes("I will always be loyal to the"); + mes("master of this stronghold,"); + mesf("the one and only ^FF0000%s^000000.", getguildmaster(.@GID)); close; } - mes "[ Steward ]"; - mes "Ah, Master ^FF0000"+getguildmaster(.@GID)+"^000000..."; - mes "How shall I serve you today?"; - mes "Was there an aspect of this"; - mes "stronghold's maintenance"; - mes "you wanted to discuss?"; + mes("[ Steward ]"); + mesf("Ah, Master ^FF0000%s^000000...", getguildmaster(.@GID)); + mes("How shall I serve you today?"); + mes("Was there an aspect of this"); + mes("stronghold's maintenance"); + mes("you wanted to discuss?"); next; switch(select("Stronghold Briefing", "Invest in Commercial Growth", "Invest in Defense growth", "Hire/Fire Storage Staff", "Go to Master's room")) { case 1: - mes "[ Steward ]"; - mes "The Commercial Growth"; - mes "Level of the stronghold is ^0000ff"+getcastledata(strnpcinfo(NPC_MAP),2)+"."; + mes("[ Steward ]"); + mes("The Commercial Growth"); + mesf("Level of the stronghold is ^0000ff%d^000000.", getcastledata(strnpcinfo(NPC_MAP),2)); if (getcastledata(strnpcinfo(NPC_MAP),4) > 0) { - mes "Last time, you invested in"; - mes "Commercial Growth "+getcastledata(strnpcinfo(NPC_MAP),4)+"."; + mes("Last time, you invested in"); + mesf("Commercial Growth ^0000ff%d^000000.", getcastledata(strnpcinfo(NPC_MAP),4)); } next; - mes "[ Steward ]"; - mes "Our stronghold's"; - mes "safeguard level is "+getcastledata(strnpcinfo(NPC_MAP),3)+"."; + mes("[ Steward ]"); + mes("Our stronghold's"); + mesf("safeguard level is %d.", getcastledata(strnpcinfo(NPC_MAP),3)); if (getcastledata(strnpcinfo(NPC_MAP),5) > 0) { - mes "Last time, you invested"; - mes "in defense "+getcastledata(strnpcinfo(NPC_MAP),5)+" times."; + mes("Last time, you invested"); + mesf("in defense %d times.", getcastledata(strnpcinfo(NPC_MAP),5)); } - mes " "; - mes "That is all, master."; + mes(" "); + mes("That is all, master."); close; case 2: .@Economy = getcastledata(strnpcinfo(NPC_MAP),2); @@ -281,84 +281,84 @@ OnTreasureDied: // Quadruple the cost of investing if you've already invested once. if (getcastledata(strnpcinfo(NPC_MAP),4)) .@eco_invest *= 4; - mes "[ Steward ]"; - mes "Raising the stronghold's"; - mes "commercial growth will"; - mes "increase the quantity of"; - mes "goods produced for the guild."; - mes "Investing in commercial growth"; - mes "will help the guild's future."; + mes("[ Steward ]"); + mes("Raising the stronghold's"); + mes("commercial growth will"); + mes("increase the quantity of"); + mes("goods produced for the guild."); + mes("Investing in commercial growth"); + mes("will help the guild's future."); next; - mes "[ Steward ]"; - mes "You can make one investment"; - mes "each day, but if you can make"; - mes "two investments if you pay"; - mes "more Zeny: this will speed"; - mes "up commercial development,"; - mes "but can be quite expensive."; + mes("[ Steward ]"); + mes("You can make one investment"); + mes("each day, but if you can make"); + mes("two investments if you pay"); + mes("more Zeny: this will speed"); + mes("up commercial development,"); + mes("but can be quite expensive."); next; if (.@Economy == 100) { - mes "[ Steward ]"; - mes "However, our stronghold's"; - mes "commerical growth level is"; - mes "at 100%. It's not possible to"; - mes "develop commercial growth"; - mes "any further than that."; + mes("[ Steward ]"); + mes("However, our stronghold's"); + mes("commerical growth level is"); + mes("at 100%. It's not possible to"); + mes("develop commercial growth"); + mes("any further than that."); close; } if (getcastledata(strnpcinfo(NPC_MAP),4) >= 2) { - mes "[ Steward ]"; - mes "You've already made two"; - mes "investments today, so you'll"; - mes "have to wait until tomorrow"; - mes "to make another investment."; + mes("[ Steward ]"); + mes("You've already made two"); + mes("investments today, so you'll"); + mes("have to wait until tomorrow"); + mes("to make another investment."); close; } if (getcastledata(strnpcinfo(NPC_MAP),4) == 0) { - mes "[ Steward ]"; - mes "You must pay ^FF0000"+.@eco_invest+"^000000 Zeny"; - mes "to make an investment"; - mes "Will you invest in this"; - mes "stronghold's commerical"; - mes "development now?"; + mes("[ Steward ]"); + mesf("You must pay ^FF0000%d^000000 Zeny", .@eco_invest); + mes("to make an investment"); + mes("Will you invest in this"); + mes("stronghold's commerical"); + mes("development now?"); } else { - mes "[ Steward ]"; - mes "You must pay ^FF0000"+.@eco_invest+"^000000"; - mes "more Zeny to make a second"; - mes "investment today. Will you"; - mes "invest one more time?"; + mes("[ Steward ]"); + mesf("You must pay ^FF0000%d^000000", .@eco_invest); + mes("more Zeny to make a second"); + mes("investment today. Will you"); + mes("invest one more time?"); } next; switch(select("Invest in Commercial Growth", "Cancel")) { case 1: if (getcastledata(strnpcinfo(NPC_MAP),4) >= 2) { - mes "[ Steward ]"; - mes "You've already made two"; - mes "investments today, so you'll"; - mes "have to wait until tomorrow"; - mes "to make another investment."; + mes("[ Steward ]"); + mes("You've already made two"); + mes("investments today, so you'll"); + mes("have to wait until tomorrow"); + mes("to make another investment."); close; } if (Zeny < .@eco_invest) { - mes "[ Steward ]"; - mes "I'm sorry, Master, but"; - mes "you do not have enough"; - mes "Zeny to make an investment"; - mes "for the guild today."; + mes("[ Steward ]"); + mes("I'm sorry, Master, but"); + mes("you do not have enough"); + mes("Zeny to make an investment"); + mes("for the guild today."); close; } Zeny -= .@eco_invest; setcastledata strnpcinfo(NPC_MAP),4,getcastledata(strnpcinfo(NPC_MAP),4)+1; - mes "[ Steward ]"; - mes "A wise use of the guild's"; - mes "funds, Master. We can expect"; - mes "to see the results of this"; - mes "investment by tomorrow."; + mes("[ Steward ]"); + mes("A wise use of the guild's"); + mes("funds, Master. We can expect"); + mes("to see the results of this"); + mes("investment by tomorrow."); close; case 2: - mes "[ Steward ]"; - mes "As you command, Master."; + mes("[ Steward ]"); + mes("As you command, Master."); close; } case 3: @@ -375,220 +375,220 @@ OnTreasureDied: // Quadruple the cost of investing if you've already invested once. if (getcastledata(strnpcinfo(NPC_MAP),5)) .@def_invest *= 4; - mes "[ Steward ]"; - mes "Investing in our stronghold's"; - mes "defense will enhance the"; - mes "durability of our Guardians"; - mes "and the Emperium. We'll need"; - mes "every advantage to protect"; - mes "ourselves from our enemies."; + mes("[ Steward ]"); + mes("Investing in our stronghold's"); + mes("defense will enhance the"); + mes("durability of our Guardians"); + mes("and the Emperium. We'll need"); + mes("every advantage to protect"); + mes("ourselves from our enemies."); next; - mes "[ Steward ]"; - mes "You can invest in defense"; - mes "once per day, but if you pay"; - mes "more Zeny, you can invest"; - mes "a maximum of two times daily."; + mes("[ Steward ]"); + mes("You can invest in defense"); + mes("once per day, but if you pay"); + mes("more Zeny, you can invest"); + mes("a maximum of two times daily."); next; - mes "[ Steward ]"; + mes("[ Steward ]"); if (getcastledata(strnpcinfo(NPC_MAP),3) == 100) { - mes "The Defense Level of this"; - mes "stronghold is 100%, and"; - mes "cannot be increased further."; + mes("The Defense Level of this"); + mes("stronghold is 100%, and"); + mes("cannot be increased further."); close; } if (getcastledata(strnpcinfo(NPC_MAP),5) >= 2) { - mes "Master, you've already"; - mes "invested in Defense twice"; - mes "today. You'll need to wait"; - mes "until tomorrow if you really"; - mes "want to increase our defenses."; + mes("Master, you've already"); + mes("invested in Defense twice"); + mes("today. You'll need to wait"); + mes("until tomorrow if you really"); + mes("want to increase our defenses."); close; } if (getcastledata(strnpcinfo(NPC_MAP),5) == 0) { - mes "We need ^FF0000"+.@def_invest+"^000000"; - mes "Zeny to invest in our"; - mes "stronghold's defenses."; - mes "Will you invest now?"; + mesf("We need ^FF0000%d^000000", .@def_invest); + mes("Zeny to invest in our"); + mes("stronghold's defenses."); + mes("Will you invest now?"); } else { - mes "We need ^FF0000"+.@def_invest+"^000000"; - mes "Zeny to invest in our"; - mes "stronghold's defenses"; - mes "a second time today."; - mes "Will you invest now?"; + mesf("We need ^FF0000%d^000000", .@def_invest); + mes("Zeny to invest in our"); + mes("stronghold's defenses"); + mes("a second time today."); + mes("Will you invest now?"); } next; switch(select("Invest in Defense", "Cancel")) { case 1: if (getcastledata(strnpcinfo(NPC_MAP),5) >= 2) { - mes "[ Steward ]"; - mes "Master, you've already"; - mes "invested in Defense twice"; - mes "today. You'll need to wait"; - mes "until tomorrow if you really"; - mes "want to increase our defenses."; + mes("[ Steward ]"); + mes("Master, you've already"); + mes("invested in Defense twice"); + mes("today. You'll need to wait"); + mes("until tomorrow if you really"); + mes("want to increase our defenses."); close; } if (Zeny < .@def_invest) { - mes "[ Steward ]"; - mes "I'm sorry, Master, but"; - mes "you do not have enough"; - mes "Zeny to make an investment"; - mes "for the guild today."; + mes("[ Steward ]"); + mes("I'm sorry, Master, but"); + mes("you do not have enough"); + mes("Zeny to make an investment"); + mes("for the guild today."); close; } Zeny -= .@def_invest; setcastledata strnpcinfo(NPC_MAP),5,getcastledata(strnpcinfo(NPC_MAP),5)+1; - mes "[ Steward ]"; - mes "A wise use of the guild's"; - mes "funds, Master. Increasing"; - mes "the frequency of treasure"; - mes "procured by the guild will"; - mes "definitely help us all."; + mes("[ Steward ]"); + mes("A wise use of the guild's"); + mes("funds, Master. Increasing"); + mes("the frequency of treasure"); + mes("procured by the guild will"); + mes("definitely help us all."); close; case 2: - mes "[ Steward ]"; - mes "As you command, Master."; + mes("[ Steward ]"); + mes("As you command, Master."); close; } case 4: if (getcastledata(strnpcinfo(NPC_MAP),9) == 1) { - mes "[ Steward ]"; - mes "Do you wish to dismiss"; - mes "the Kafra Employee that"; - mes "we've hired for the guild?"; + mes("[ Steward ]"); + mes("Do you wish to dismiss"); + mes("the Kafra Employee that"); + mes("we've hired for the guild?"); next; switch(select("Dismiss", "Cancel")) { case 1: cutin "kafra_01",2; - mes "[ Hired Kafra Employee ]"; - mes "Master, please reconsider!"; - mes "I've been working very hard"; - mes "for the success of the guild!"; - mes "I'll try harder to serve the"; - mes "guild members of this"; - mes "stronghold, I promise!"; + mes("[ Hired Kafra Employee ]"); + mes("Master, please reconsider!"); + mes("I've been working very hard"); + mes("for the success of the guild!"); + mes("I'll try harder to serve the"); + mes("guild members of this"); + mes("stronghold, I promise!"); next; switch(select("Dismiss", "Cancel")) { case 1: - mes "[ Hired Kafra Employee ]"; - mes "Why?! What have I done"; - mes "to deserve this? Waaah~!"; + mes("[ Hired Kafra Employee ]"); + mes("Why?! What have I done"); + mes("to deserve this? Waaah~!"); next; cutin "kafra_01",255; break; case 2: - mes "[ Hired Kafra Employee ]"; - mes "Thank you, Master!"; - mes "I'll obey your every"; - mes "command as best I can!"; - mes "You won't regret this!"; + mes("[ Hired Kafra Employee ]"); + mes("Thank you, Master!"); + mes("I'll obey your every"); + mes("command as best I can!"); + mes("You won't regret this!"); close; } break; case 2: - mes "[ Steward ]"; - mes "She works very hard,"; - mes "in my opinion. It was in"; - mes "all of our best interests to"; - mes "allow her to stay with us."; + mes("[ Steward ]"); + mes("She works very hard,"); + mes("in my opinion. It was in"); + mes("all of our best interests to"); + mes("allow her to stay with us."); close; } disablenpc "Kafra Employee#"+strnpcinfo(NPC_NAME_HIDDEN); setcastledata strnpcinfo(NPC_MAP),9,0; - mes "[ Steward ]"; - mes "That Kafra Employee"; - mes "has been dismissed."; - mes "Were really dissatisfied"; - mes "by the quality of her service?"; + mes("[ Steward ]"); + mes("That Kafra Employee"); + mes("has been dismissed."); + mes("Were really dissatisfied"); + mes("by the quality of her service?"); close; } else { - mes "[ Steward ]"; - mes "Will you hire a"; - mes "Kafra Employee to serve"; - mes "our stronghold? You must"; - mes "pay ^FF000010,000 Zeny^000000 to hire one."; + mes("[ Steward ]"); + mes("Will you hire a"); + mes("Kafra Employee to serve"); + mes("our stronghold? You must"); + mes("pay ^FF000010,000 Zeny^000000 to hire one."); next; switch(select("Hire", "Cancel")) { case 1: if (getgdskilllv(.@GID,10001) == 0) { - mes "[ Steward ]"; - mes "Master, we cannot hire a"; - mes "Kafra Employee because"; - mes "you have not yet attained"; - mes "the ^FF0000Contract with Kafra^000000"; - mes "guild skill."; + mes("[ Steward ]"); + mes("Master, we cannot hire a"); + mes("Kafra Employee because"); + mes("you have not yet attained"); + mes("the ^FF0000Contract with Kafra^000000"); + mes("guild skill."); close; } if (Zeny < 10000) { - mes "[ Steward ]"; - mes "Master, we cannot hire a"; - mes "Kafra Employee because"; - mes "we do not have enough"; - mes "funds to pay the contract fee."; + mes("[ Steward ]"); + mes("Master, we cannot hire a"); + mes("Kafra Employee because"); + mes("we do not have enough"); + mes("funds to pay the contract fee."); close; } Zeny -= 10000; enablenpc "Kafra Employee#"+strnpcinfo(NPC_NAME_HIDDEN); setcastledata strnpcinfo(NPC_MAP),9,1; - mes "[ Steward ]"; - mes "Very well. We have formed"; - mes "a contract with the Kafra"; - mes "Head Office, and hired a"; - mes "Kafra Employee for our"; - mes "stronghold. Here she is~"; + mes("[ Steward ]"); + mes("Very well. We have formed"); + mes("a contract with the Kafra"); + mes("Head Office, and hired a"); + mes("Kafra Employee for our"); + mes("stronghold. Here she is~"); next; cutin "kafra_01",2; - mes "[ Hired Kafra Employee ]"; - mes "How do you do? I've"; - mes "been dispatched by the"; - mes "Kafra Head Office to"; - mes "serve your guild's needs."; - mes "I'll do my best to follow"; - mes "your every command, Master."; + mes("[ Hired Kafra Employee ]"); + mes("How do you do? I've"); + mes("been dispatched by the"); + mes("Kafra Head Office to"); + mes("serve your guild's needs."); + mes("I'll do my best to follow"); + mes("your every command, Master."); next; cutin "kafra_01",255; - mes "[ Steward ]"; - mes "Our contract will expire"; - mes "after one month, so we must"; - mes "pay additional fees to keep"; - mes "this Kafra Employee in"; - mes "the service of our guild."; + mes("[ Steward ]"); + mes("Our contract will expire"); + mes("after one month, so we must"); + mes("pay additional fees to keep"); + mes("this Kafra Employee in"); + mes("the service of our guild."); close; case 2: - mes "[ Steward ]"; - mes "As you command, Master."; - mes "However, I suggest hiring"; - mes "a Kafra Employee as soon"; - mes "as possible since our guild"; - mes "would greatly benefit from"; - mes "the convenient Kafra services."; + mes("[ Steward ]"); + mes("As you command, Master."); + mes("However, I suggest hiring"); + mes("a Kafra Employee as soon"); + mes("as possible since our guild"); + mes("would greatly benefit from"); + mes("the convenient Kafra services."); close; } } case 5: - mes "[ Steward ]"; - mes "Do you wish to enter the"; - mes "Guild Treasure Room?"; - mes "Only you, the Guild Master,"; - mes "are permitted to enter."; + mes("[ Steward ]"); + mes("Do you wish to enter the"); + mes("Guild Treasure Room?"); + mes("Only you, the Guild Master,"); + mes("are permitted to enter."); next; - mes "[ Steward ]"; - mes "Please remember to open"; - mes "the Treasure Boxes at the"; - mes "proper time. Otherwise, the"; - mes "treasure may disappear if"; - mes "something unexpected happens."; + mes("[ Steward ]"); + mes("Please remember to open"); + mes("the Treasure Boxes at the"); + mes("proper time. Otherwise, the"); + mes("treasure may disappear if"); + mes("something unexpected happens."); next; switch(select("Go to Treasure Room", "Cancel")) { case 1: - mes "[ Steward ]"; - mes "Allow me to guide you"; - mes "on the secret path to"; - mes "the Treasure Room."; - mes "Press the secret switch"; - mes "when you wish to return here."; + mes("[ Steward ]"); + mes("Allow me to guide you"); + mes("on the secret path to"); + mes("the Treasure Room."); + mes("Press the secret switch"); + mes("when you wish to return here."); close2; if (compare(strnpcinfo(NPC_MAP),"arug")) { if (strnpcinfo(NPC_MAP) == "arug_cas01") setarray .@i[0],250,363; @@ -603,13 +603,13 @@ OnTreasureDied: warp strnpcinfo(NPC_MAP),.@i[0],.@i[1]; end; case 2: - mes "[ Steward ]"; - mes "Items in the Treasure Room"; - mes "are produced once each day."; - mes "Therefore, you must obtain"; - mes "the treasure items everyday."; - mes "For the sake of the guild,"; - mes "prioritize treasure harvesting!"; + mes("[ Steward ]"); + mes("Items in the Treasure Room"); + mes("are produced once each day."); + mes("Therefore, you must obtain"); + mes("the treasure items everyday."); + mes("For the sake of the guild,"); + mes("prioritize treasure harvesting!"); close; } } @@ -656,154 +656,154 @@ OnStartArena: .@GID = getcastledata(strnpcinfo(NPC_MAP),1); .@n$ = "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; if (!.@GID) { - mes .@n$; - mes "Great job. Now, all you"; - mes "need to do is destroy this"; - mes "Emperium to gain ownership"; - mes "over this stronghold."; + mes(.@n$); + mes("Great job. Now, all you"); + mes("need to do is destroy this"); + mes("Emperium to gain ownership"); + mes("over this stronghold."); close; } if (getcharid(CHAR_ID_GUILD) == .@GID) { if (strcharinfo(PC_NAME) != getguildmaster(.@GID)) { - mes .@n$; - mes "As guardian of this"; - mes "stronghold, I answer only"; - mes "to the master of the guild"; - mes "that controls this place."; + mes(.@n$); + mes("As guardian of this"); + mes("stronghold, I answer only"); + mes("to the master of the guild"); + mes("that controls this place."); close; } else { if (!agitcheck2()) { - mes .@n$; - mes "I am "+strnpcinfo(NPC_NAME_VISIBLE)+", guardian of"; - mes "this stronghold. For now,"; - mes "all is quiet in this place."; + mes(.@n$); + mesf("I am %s, guardian of", strnpcinfo(NPC_NAME_VISIBLE)); + mes("this stronghold. For now,"); + mes("all is quiet in this place."); next; switch(select("Converse", "Cancel")) { case 1: - mes .@n$; - mes "Do you have any questions"; - mes "about this stronghold?"; + mes(.@n$); + mes("Do you have any questions"); + mes("about this stronghold?"); next; switch(select("Guardian Stones", "Fortress Gates", "Link Flags", "Battle Strategy", "Cancel")) { case 1: - mes .@n$; - mes "There is one Emperium"; - mes "and two Guardian Stones in"; - mes "each fortress. These stones"; - mes "are the first line of defense,"; - mes "and must be destroyed before"; - mes "enemies can even enter."; + mes(.@n$); + mes("There is one Emperium"); + mes("and two Guardian Stones in"); + mes("each fortress. These stones"); + mes("are the first line of defense,"); + mes("and must be destroyed before"); + mes("enemies can even enter."); next; - mes .@n$; - mes "The stones are located in"; - mes "^4D4DFFGate Houses^000000 which must be"; - mes "protected to prevent enemies"; - mes "from reaching the Emperium."; - mes "Guardian Stones can ^4D4DFFrecall"; - mes "your Guardians^000000 for protection."; + mes(.@n$); + mes("The stones are located in"); + mes("^4D4DFFGate Houses^000000 which must be"); + mes("protected to prevent enemies"); + mes("from reaching the Emperium."); + mes("Guardian Stones can ^4D4DFFrecall"); + mes("your Guardians^000000 for protection."); next; - mes .@n$; - mes "Fortresses with higher levels"; - mes "of defense can summon more"; - mes "Guardians: this is why it is"; - mes "so important for guilds to"; - mes "invest in Defense Growth."; + mes(.@n$); + mes("Fortresses with higher levels"); + mes("of defense can summon more"); + mes("Guardians: this is why it is"); + mes("so important for guilds to"); + mes("invest in Defense Growth."); next; - mes .@n$; - mes "Guardian Stones that have"; - mes "been destroyed can be revived"; - mes "after a certain time, but one of the guild members must give"; - mes "me the order. I can also report the status of the Guardian Stones."; + mes(.@n$); + mes("Guardian Stones that have"); + mes("been destroyed can be revived"); + mes("after a certain time, but one of the guild members must give"); + mes("me the order. I can also report the status of the Guardian Stones."); close; case 2: - mes .@n$; - mes "^4D4DFFFortress Gates^000000 are the second line of guild stronghold defense,"; - mes "and are protected by extra barricades activated by the Guardian Stones."; - mes "These gates are located in three different parts of the fortress."; + mes(.@n$); + mes("^4D4DFFFortress Gates^000000 are the second line of guild stronghold defense,"); + mes("and are protected by extra barricades activated by the Guardian Stones."); + mes("These gates are located in three different parts of the fortress."); next; - mes .@n$; - mes "Barricades are protected by"; - mes "Guardian Stones, and are"; - mes "restored when the Guardian"; - mes "Stones are retrieved. However,"; - mes "it is not as easy to restore"; - mes "destroyed Fortress Gates."; + mes(.@n$); + mes("Barricades are protected by"); + mes("Guardian Stones, and are"); + mes("restored when the Guardian"); + mes("Stones are retrieved. However,"); + mes("it is not as easy to restore"); + mes("destroyed Fortress Gates."); next; - mes .@n$; - mes "Fortress Gates can only be"; - mes "restored when the ^4D4DFFguild"; - mes "master of a stronghold"; - mes "changes^000000, or if ^4D4DFFrestoration"; - mes "is requested by the guild"; - mes "master of the stronghold^000000."; + mes(.@n$); + mes("Fortress Gates can only be"); + mes("restored when the ^4D4DFFguild"); + mes("master of a stronghold"); + mes("changes^000000, or if ^4D4DFFrestoration"); + mes("is requested by the guild"); + mes("master of the stronghold^000000."); close; case 3: - mes .@n$; - mes "Strongholds have many"; - mes "Link Flags that allow you"; - mes "to access vital areas within"; - mes "restrictions placed by the"; - mes "Barricades. Usually, ^4D4DFFFlag 1"; - mes "links to the Gate House^000000."; + mes(.@n$); + mes("Strongholds have many"); + mes("Link Flags that allow you"); + mes("to access vital areas within"); + mes("restrictions placed by the"); + mes("Barricades. Usually, ^4D4DFFFlag 1"); + mes("links to the Gate House^000000."); next; - mes .@n$; - mes "Many flags link directly to"; - mes "the flag near the Emperium."; - mes "The final numbered flag is"; - mes "linked to the Convenience"; - mes "Facility of the stronghold's"; - mes "owner. Keep this in mind."; + mes(.@n$); + mes("Many flags link directly to"); + mes("the flag near the Emperium."); + mes("The final numbered flag is"); + mes("linked to the Convenience"); + mes("Facility of the stronghold's"); + mes("owner. Keep this in mind."); close; case 4: - mes .@n$; - mes "Strategy? It would be better"; - mes "to develop your battle plan to"; - mes "exploit your guild's advantages"; - mes "and your enemies' weaknesses."; - mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!"; + mes(.@n$); + mes("Strategy? It would be better"); + mes("to develop your battle plan to"); + mes("exploit your guild's advantages"); + mes("and your enemies' weaknesses."); + mes("Use the Gate Houses and Barricades, and rebuild as quickly as you can!"); close; case 5: - mes .@n$; - mes "You have no questions"; - mes "to ask of me? Well, I'm"; - mes "here to serve your needs."; + mes(.@n$); + mes("You have no questions"); + mes("to ask of me? Well, I'm"); + mes("here to serve your needs."); close; } case 2: - mes .@n$; - mes "I'm always here, so"; - mes "feel free to request my"; - mes "assistance whenever"; - mes "the need arises."; + mes(.@n$); + mes("I'm always here, so"); + mes("feel free to request my"); + mes("assistance whenever"); + mes("the need arises."); close; } } else { - mes .@n$; - mes "Greetings, "+strcharinfo(PC_NAME)+"."; - mes "What are your orders?"; + mes(.@n$); + mesf("Greetings, %s.", strcharinfo(PC_NAME)); + mes("What are your orders?"); next; switch(select("Increase Stronghold Defense", "Situational Briefing", "Cancel")) { case 1: if (!getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[5]")) { if (getgdskilllv(.@GID,10002) == 0) { - mes .@n$; - mes "I'm sorry, but the Guardian"; - mes "Stones aren't powerful enough"; - mes "to summon Guardians yet. We"; - mes "need to accumulate more"; - mes "knowledge before they can"; - mes "summon any Guardians."; + mes(.@n$); + mes("I'm sorry, but the Guardian"); + mes("Stones aren't powerful enough"); + mes("to summon Guardians yet. We"); + mes("need to accumulate more"); + mes("knowledge before they can"); + mes("summon any Guardians."); close; } else { - mes .@n$; - mes "I shall endeavor to summon"; - mes "a Guardian through a Guardian"; - mes "Stone. However, keep in mind"; - mes "that this will not work if the"; - mes "Guardian Stone is destroyed."; + mes(.@n$); + mes("I shall endeavor to summon"); + mes("a Guardian through a Guardian"); + mes("Stone. However, keep in mind"); + mes("that this will not work if the"); + mes("Guardian Stone is destroyed."); setd "$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[5]",1; if (!getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]")) donpcevent "gard1#"+strnpcinfo(NPC_MAP)+"::OnEnable"; @@ -813,35 +813,35 @@ OnStartArena: } } else { - mes .@n$; - mes "You've already commanded"; - mes "me to summon a Guardian"; - mes "to defend the stronghold."; + mes(.@n$); + mes("You've already commanded"); + mes("me to summon a Guardian"); + mes("to defend the stronghold."); close; } case 2: - mes .@n$; - mes "Our defense status is..."; + mes(.@n$); + mes("Our defense status is..."); setarray .@status$[0],"^4D4DFFOperational","^FF0000Destroyed","^008000Repairing"; - mes "1st Guardian Stone: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]")]+"^000000"; - mes "2nd Guardian Stone: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[1]")]+"^000000"; - mes "1st Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[2]")]+"^000000"; - mes "2nd Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[3]")]+"^000000"; - mes "3rd Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[4]")]+"^000000"; + mesf("1st Guardian Stone: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]")]); + mesf("2nd Guardian Stone: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[1]")]); + mesf("1st Fortress Gate: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[2]")]); + mesf("2nd Fortress Gate: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[3]")]); + mesf("3rd Fortress Gate: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[4]")]); close; case 3: - mes .@n$; - mes "I'll be standing by,"; - mes "awaiting your orders."; + mes(.@n$); + mes("I'll be standing by,"); + mes("awaiting your orders."); close; } } } } else { - mes .@n$; - mes "Who are you? Scoundrel!"; - mes "Leave this stronghold now!"; + mes(.@n$); + mes("Who are you? Scoundrel!"); + mes("Leave this stronghold now!"); close; } @@ -855,35 +855,35 @@ OnInit: cutin "kafra_01",2; .@GID = getcastledata(strnpcinfo(NPC_MAP),1); if (getcharid(CHAR_ID_GUILD) == .@GID && getgdskilllv(.@GID,10001)) { - mes "[Kafra Employee]"; - mes "Welcome, proud member"; - mes "of the ^FF0000"+getguildname(.@GID)+"^000000 Guild!"; - mes "The Kafra Corporation is ready"; - mes "to assist you wherever you go!"; + mes("[Kafra Employee]"); + mes("Welcome, proud member"); + mesf("of the ^FF0000%s^000000 Guild!", getguildname(.@GID)); + mes("The Kafra Corporation is ready"); + mes("to assist you wherever you go!"); next; switch(select("Use Storage", "Use Warp Service", "Rent Pushcart", "Cancel")) { case 1: if (basicskillcheck() && getskilllv("NV_BASIC") < 6) { - mes "[Kafra Employee]"; - mes "I'm so sorry, but you must"; - mes "have at least Novice Skill"; - mes "Lv.6 to use the Storage."; + mes("[Kafra Employee]"); + mes("I'm so sorry, but you must"); + mes("have at least Novice Skill"); + mes("Lv.6 to use the Storage."); } else openstorage; break; case 2: - mes "[Kafra Employee]"; - mes "Please tell me your"; - mes "Warp destination."; + mes("[Kafra Employee]"); + mes("Please tell me your"); + mes("Warp destination."); next; switch(select("Rachel -> 200 z", "Cancel")) { case 1: if (Zeny < 200) { - mes "[Kafra Employee]"; - mes "I'm sorry, but you don't"; - mes "have enough Zeny to pay"; - mes "the warp fee. Would you"; - mes "please check your funds again?"; + mes("[Kafra Employee]"); + mes("I'm sorry, but you don't"); + mes("have enough Zeny to pay"); + mes("the warp fee. Would you"); + mes("please check your funds again?"); close2; cutin "kafra_01",255; end; @@ -898,30 +898,30 @@ OnInit: break; case 3: if (BaseClass != Job_Merchant) { - mes "[Kafra Employee]"; - mes "I'm sorry, but the Pushcart"; - mes "rental service can only be"; - mes "used by Merchant, Blacksmith,"; - mes "and Alchemist class characters."; + mes("[Kafra Employee]"); + mes("I'm sorry, but the Pushcart"); + mes("rental service can only be"); + mes("used by Merchant, Blacksmith,"); + mes("and Alchemist class characters."); } else if (checkcart() == 1) { - mes "[Kafra Employee]"; - mes "Hm? You've already"; - mes "rented a Pushcart."; + mes("[Kafra Employee]"); + mes("Hm? You've already"); + mes("rented a Pushcart."); } else { - mes "[Kafra Employee]"; - mes "The Pushcart rental fee"; - mes "is 800 Zeny. Would you"; - mes "like to rent a Pushcart?"; + mes("[Kafra Employee]"); + mes("The Pushcart rental fee"); + mes("is 800 Zeny. Would you"); + mes("like to rent a Pushcart?"); next; switch(select("Rent Pushcart", "Cancel")) { case 1: if (Zeny < 800) { - mes "[Kafra Employee]"; - mes "I'm sorry, but you don't"; - mes "have enough Zeny to rent"; - mes "one of our Pushcarts."; + mes("[Kafra Employee]"); + mes("I'm sorry, but you don't"); + mes("have enough Zeny to rent"); + mes("one of our Pushcarts."); close2; cutin "kafra_01",255; end; @@ -935,11 +935,11 @@ OnInit: } break; case 4: - mes "[Kafra Employee]"; - mes "Thank you for using the"; - mes "Kafra Service. Wherever"; - mes "you go, Kafra will be"; - mes "there to support you!"; + mes("[Kafra Employee]"); + mes("Thank you for using the"); + mes("Kafra Service. Wherever"); + mes("you go, Kafra will be"); + mes("there to support you!"); close2; cutin "kafra_01",255; end; @@ -949,13 +949,13 @@ OnInit: end; } else { - mes "[Kafra Employee]"; - mes "I'm sorry, but I've been"; - mes "exclusively contracted"; - mes "to the members of the"; - mes "^FF0000"+getguildname(.@GID)+"^000000 Guild."; - mes "You'll have to ask another"; - mes "Kafra Employee to help you..."; + mes("[Kafra Employee]"); + mes("I'm sorry, but I've been"); + mes("exclusively contracted"); + mes("to the members of the"); + mesf("^FF0000%s^000000 Guild.", getguildname(.@GID)); + mes("You'll have to ask another"); + mes("Kafra Employee to help you..."); close2; cutin "kafra_01",255; end; @@ -968,54 +968,54 @@ OnInit: .@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),0)); .@var$ = "$agit_"+strnpcinfo(NPC_NAME_HIDDEN); if (getcharid(CHAR_ID_GUILD) == .@GID) { - mes "^3355FFYou will need the"; - mes "following materials to"; - mes "rebuild a destroyed"; - mes "Guardian Stone.^000000"; + mes("^3355FFYou will need the"); + mes("following materials to"); + mes("rebuild a destroyed"); + mes("Guardian Stone.^000000"); next; - mes "1 Oridecon"; - mes "1 Elunium"; - mes "30 Stones"; - mes "5 Blue Gemstones"; - mes "5 Yellow Gemstones"; - mes "5 Red Gemstones"; + mes("1 Oridecon"); + mes("1 Elunium"); + mes("30 Stones"); + mes("5 Blue Gemstones"); + mes("5 Yellow Gemstones"); + mes("5 Red Gemstones"); next; - mes "^3355FFDo you want to continue?^000000"; + mes("^3355FFDo you want to continue?^000000"); next; if(select("No", "Continue") == 1) { - mes "^3355FFWork canceled.^000000"; + mes("^3355FFWork canceled.^000000"); close; } if ((countitem(Oridecon) > 0) && (countitem(Elunium) > 0) && (countitem(Stone) > 29) && (countitem(Blue_Gemstone) > 4) && (countitem(Yellow_Gemstone) > 4) && (countitem(Red_Gemstone) > 4)) { - mes "^3355FFArrange Stones, Elunium, and"; - mes "Oridecon, in that order, in the"; - mes "center. Then you must arrange"; - mes "the enchanted Gemstones to"; - mes "rebuild the Guardian Stone.^000000"; + mes("^3355FFArrange Stones, Elunium, and"); + mes("Oridecon, in that order, in the"); + mes("center. Then you must arrange"); + mes("the enchanted Gemstones to"); + mes("rebuild the Guardian Stone.^000000"); next; setarray .@stone$[0],"Elunium","Oridecon","Stones"; .@i = select("Elunium", "Oridecon", "Stone")-1; if (.@i == 2) .@nice += 10; - mes "^3355FF"+.@stone$[.@i]+" has been"; - mes "placed in the center.^000000"; + mesf("^3355FF%s has been", .@stone$[.@i]); + mes("placed in the center.^000000"); next; .@i = select("Elunium", "Oridecon", "Stone")-1; if (.@i == 0) .@nice += 10; - mes "^3355FFYou have lined the"; - mes "outside of the center"; - mes "with some "+.@stone$[.@i]+".^000000"; + mes("^3355FFYou have lined the"); + mes("outside of the center"); + mesf("with some %s.^000000", .@stone$[.@i]); next; .@i = select("Elunium", "Oridecon", "Stone")-1; if (.@i == 1) .@nice += 10; - mes "^3355FFYou covered the"; - mes "rest of the materials"; - mes "with some "+.@stone$[.@i]+".^000000"; + mes("^3355FFYou covered the"); + mes("rest of the materials"); + mesf("with some %s.^000000", .@stone$[.@i]); next; - mes "^3355FFNow you need to arrange"; - mes "the enchanted Gemstones"; - mes "accordingly. You can identify"; - mes "their Magic properties by"; - mes "their casting effect.^000000"; + mes("^3355FFNow you need to arrange"); + mes("the enchanted Gemstones"); + mes("accordingly. You can identify"); + mes("their Magic properties by"); + mes("their casting effect.^000000"); next; setarray .@effect[0],56,54,225; setarray .@color$[0],"Red","Yellow","Blue"; @@ -1023,17 +1023,17 @@ OnInit: if (.@roof0 > 7) break; .@i = rand(3); specialeffect .@effect[.@i]; - mes "^3355FFThe Gemstones must"; - mes "be arranged in the correct"; - mes "order according to their"; - mes "magic properties and power.^000000"; + mes("^3355FFThe Gemstones must"); + mes("be arranged in the correct"); + mes("order according to their"); + mes("magic properties and power.^000000"); next; .@j = select("Red Gemstone", "Yellow Gemstone", "Blue Gemstone")-1; - mes "^3355FFYou placed the "+.@color$[.@j]+" Gemstone.^000000"; + mesf("^3355FFYou placed the %s Gemstone.^000000", .@color$[.@j]); if (.@i == .@j) { - mes "^3355FFHowever, the Guardian Stone"; - mes "Repair System failed because"; - mes "of a magic power conflict.^000000"; + mes("^3355FFHowever, the Guardian Stone"); + mes("Repair System failed because"); + mes("of a magic power conflict.^000000"); close; } .@nice += 10; @@ -1043,23 +1043,23 @@ OnInit: } if (.@nice > 90) { if (!getd(.@var$+"["+(.@num-1)+"]")) { - mes "^3355FFThe Guardian Stone"; - mes "Repair System has"; - mes "already completed.^000000"; + mes("^3355FFThe Guardian Stone"); + mes("Repair System has"); + mes("already completed.^000000"); close; } else { if (!agitcheck2()) { - mes "^3355FFIt is impossible to"; - mes "rebuild the Guardian"; - mes "Stone because the"; - mes "Emperium is not present.^000000"; + mes("^3355FFIt is impossible to"); + mes("rebuild the Guardian"); + mes("Stone because the"); + mes("Emperium is not present.^000000"); close; } else { - mes "^3355FFThe Gemstones have been"; - mes "arranged, and the Guardian"; - mes "Stone is successfully repaired.^000000"; + mes("^3355FFThe Gemstones have been"); + mes("arranged, and the Guardian"); + mes("Stone is successfully repaired.^000000"); delitem Oridecon,1; delitem Elunium,1; delitem Stone,30; @@ -1084,10 +1084,10 @@ OnInit: } } else { - mes "^3355FFAfter all of that work..."; - mes "It looks like you failed"; - mes "to fix the Guardian Stone,"; - mes "and lost some materials.^000000"; + mes("^3355FFAfter all of that work..."); + mes("It looks like you failed"); + mes("to fix the Guardian Stone,"); + mes("and lost some materials.^000000"); delitem Stone,10; delitem Blue_Gemstone,2; delitem Yellow_Gemstone,2; @@ -1096,9 +1096,9 @@ OnInit: } } else { - mes "^3355FFYou don't have enough"; - mes "materials to repair"; - mes "the Guardian Stone.^000000"; + mes("^3355FFYou don't have enough"); + mes("materials to repair"); + mes("the Guardian Stone.^000000"); close; } } @@ -1123,24 +1123,24 @@ OnEnable: if (getcharid(CHAR_ID_GUILD) == .@GID) { if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) { if (getd(.@var$+"["+(.@num+1)+"]") == 2) { - mes "^3355FFDemolished Fortress"; - mes "Gates can be repaired,"; - mes "but you will need to gather"; - mes "the following materials.^000000"; + mes("^3355FFDemolished Fortress"); + mes("Gates can be repaired,"); + mes("but you will need to gather"); + mes("the following materials.^000000"); next; - mes "^4D4DFF10 Steel^000000,"; - mes "^4D4DFF30 Trunks^000000,"; - mes "^4D4DFF5 Oridecon^000000, and"; - mes "^4D4DFF10 Emveretarcon^000000."; + mes("^4D4DFF10 Steel^000000,"); + mes("^4D4DFF30 Trunks^000000,"); + mes("^4D4DFF5 Oridecon^000000, and"); + mes("^4D4DFF10 Emveretarcon^000000."); next; select("Continue"); if ((countitem(Wooden_Block) > 29) && (countitem(Steel) > 9) && (countitem(Emveretarcon) > 9) && (countitem(Oridecon) > 4)) { - mes "^3355FFYou will need Trunks to"; - mes "repair the support frame,"; - mes "Oridecon to enhance the"; - mes "gate's endurance, and"; - mes "Emveretarcon to basically"; - mes "hold everything together.^000000"; + mes("^3355FFYou will need Trunks to"); + mes("repair the support frame,"); + mes("Oridecon to enhance the"); + mes("gate's endurance, and"); + mes("Emveretarcon to basically"); + mes("hold everything together.^000000"); next; .@ro_of01 = rand(10,15); while(1) { @@ -1148,68 +1148,68 @@ OnEnable: else { switch(rand(1,4)) { case 1: - mes "^3355FFThe support frame"; - mes "is badly damaged:"; - mes "fixing this part"; - mes "is a top priority.^000000"; + mes("^3355FFThe support frame"); + mes("is badly damaged:"); + mes("fixing this part"); + mes("is a top priority.^000000"); next; switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) { case 1: - mes "^3355FFThe frame has been"; - mes "reinforced with wood.^000000"; + mes("^3355FFThe frame has been"); + mes("reinforced with wood.^000000"); ++.@rp_temp; ++.@ro_of02; specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); next; break; case 2: - mes "^3355FFYou tried using steel,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; + mes("^3355FFYou tried using steel,"); + mes("but it's not working very"); + mes("well. You'll have to try"); + mes("something else.^000000"); close; case 3: - mes "^3355FFYou tried using emveretarcon"; - mes "to reinforce the gate, but it's"; - mes "not working well at all."; - mes "You'll have to start over.^000000"; + mes("^3355FFYou tried using emveretarcon"); + mes("to reinforce the gate, but it's"); + mes("not working well at all."); + mes("You'll have to start over.^000000"); close; case 4: - mes "^3355FFYou tried using oridecon,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; + mes("^3355FFYou tried using oridecon,"); + mes("but it's not working very"); + mes("well. You'll have to try"); + mes("something else.^000000"); close; } break; case 2: - mes "^3355FFIt looks like the gate's"; - mes "overall endurance needs to"; - mes "be reinforced with something.^000000"; + mes("^3355FFIt looks like the gate's"); + mes("overall endurance needs to"); + mes("be reinforced with something.^000000"); next; switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) { case 1: - mes "^3355FFYou tried using wood"; - mes "to reinforce the gate.^000000"; + mes("^3355FFYou tried using wood"); + mes("to reinforce the gate.^000000"); ++.@ro_of02; next; break; case 2: - mes "^3355FFYou tried using steel"; - mes "to reinforce the gate, but"; - mes "it's not working well at all."; - mes "You'll have to start over.^000000"; + mes("^3355FFYou tried using steel"); + mes("to reinforce the gate, but"); + mes("it's not working well at all."); + mes("You'll have to start over.^000000"); close; case 3: - mes "^3355FFYou tried using emveretarcon"; - mes "to reinforce the gate, but it's"; - mes "not working well at all."; - mes "You'll have to start over.^000000"; + mes("^3355FFYou tried using emveretarcon"); + mes("to reinforce the gate, but it's"); + mes("not working well at all."); + mes("You'll have to start over.^000000"); close; case 4: - mes "^3355FFYou hammered the"; - mes "oridecon: it looks"; - mes "like this will work.^000000"; + mes("^3355FFYou hammered the"); + mes("oridecon: it looks"); + mes("like this will work.^000000"); ++.@rp_temp; ++.@ro_of02; specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); @@ -1218,92 +1218,92 @@ OnEnable: } break; case 3: - mes "^3355FFThe damage to the gate"; - mes "has caused all these"; - mes "cracks. You'll have to"; - mes "weld them solid somehow.^000000"; + mes("^3355FFThe damage to the gate"); + mes("has caused all these"); + mes("cracks. You'll have to"); + mes("weld them solid somehow.^000000"); next; switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) { case 1: - mes "^3355FFYou tried using wood to fix"; - mes "this problem, but it seems"; - mes "to have made it worse."; - mes "You'll have to start all over.^000000"; + mes("^3355FFYou tried using wood to fix"); + mes("this problem, but it seems"); + mes("to have made it worse."); + mes("You'll have to start all over.^000000"); close; case 2: - mes "^3355FFYou used steel to weld"; - mes "all the cracks: the gate is"; - mes "is starting to look more solid.^000000"; + mes("^3355FFYou used steel to weld"); + mes("all the cracks: the gate is"); + mes("is starting to look more solid.^000000"); ++.@rp_temp; ++.@ro_of02; specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); next; break; case 3: - mes "^3355FFYou tried using emveretarcon"; - mes "to reinforce the gate, but it's"; - mes "not working well at all."; - mes "You'll have to start over.^000000"; + mes("^3355FFYou tried using emveretarcon"); + mes("to reinforce the gate, but it's"); + mes("not working well at all."); + mes("You'll have to start over.^000000"); close; case 4: - mes "^3355FFYou tried using oridecon,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; + mes("^3355FFYou tried using oridecon,"); + mes("but it's not working very"); + mes("well. You'll have to try"); + mes("something else.^000000"); close; } break; case 4: - mes "^3355FFNow you need to make"; - mes "sure that the gate is held"; - mes "together pretty solidly.^000000"; + mes("^3355FFNow you need to make"); + mes("sure that the gate is held"); + mes("together pretty solidly.^000000"); next; switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) { case 1: - mes "^3355FFYou tried using wood to fix"; - mes "this problem, but it seems"; - mes "to have made it worse."; - mes "You'll have to start all over.^000000"; + mes("^3355FFYou tried using wood to fix"); + mes("this problem, but it seems"); + mes("to have made it worse."); + mes("You'll have to start all over.^000000"); close; case 2: - mes "^3355FFYou tried using steel,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; + mes("^3355FFYou tried using steel,"); + mes("but it's not working very"); + mes("well. You'll have to try"); + mes("something else.^000000"); close; case 3: - mes "^3355FFYou successfully used"; - mes "the emveretarcon to repair"; - mes "much of the gate's damage.^000000"; + mes("^3355FFYou successfully used"); + mes("the emveretarcon to repair"); + mes("much of the gate's damage.^000000"); ++.@rp_temp; ++.@ro_of02; specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); next; break; case 4: - mes "^3355FFYou tried using oridecon,"; - mes "but it's not working very"; - mes "well. You'll have to try"; - mes "something else.^000000"; + mes("^3355FFYou tried using oridecon,"); + mes("but it's not working very"); + mes("well. You'll have to try"); + mes("something else.^000000"); close; } } } } - mes "^3355FFWell, it looks like"; - mes "you're just about done"; - mes "with repairing the gate.^000000"; + mes("^3355FFWell, it looks like"); + mes("you're just about done"); + mes("with repairing the gate.^000000"); next; if (!agitcheck2()) { - mes "^3355FFUnfortunately, the Fortress"; - mes "Gate can't be reconstructed:"; - mes "the Emperium is no longer here.^000000"; + mes("^3355FFUnfortunately, the Fortress"); + mes("Gate can't be reconstructed:"); + mes("the Emperium is no longer here.^000000"); close; } else { if (.@rp_temp == .@ro_of01) { - mes "^3355FFThe Fortress Gate has"; - mes "been successfully repaired!^000000"; + mes("^3355FFThe Fortress Gate has"); + mes("been successfully repaired!^000000"); delitem Wooden_Block,30; delitem Steel,10; delitem Emveretarcon,10; @@ -1323,11 +1323,11 @@ OnEnable: end; } else { - mes "^3355FFThe wall has been breached,"; - mes "and the attempt to repair the"; - mes "Fortress Gate has failed."; - mes "You lost some of your"; - mes "repair resources...^000000"; + mes("^3355FFThe wall has been breached,"); + mes("and the attempt to repair the"); + mes("Fortress Gate has failed."); + mes("You lost some of your"); + mes("repair resources...^000000"); delitem Oridecon,2; delitem Steel,4; delitem Wooden_Block,14; @@ -1337,9 +1337,9 @@ OnEnable: } } else { - mes "^3355FFYou can't attempt to repair"; - mes "the Fortress Gate if you don't"; - mes "have all the needed materials.^000000"; + mes("^3355FFYou can't attempt to repair"); + mes("the Fortress Gate if you don't"); + mes("have all the needed materials.^000000"); close; } } @@ -1738,28 +1738,28 @@ OnDisable: function script LinkFlag { if (!getcharid(CHAR_ID_GUILD) || getcharid(CHAR_ID_GUILD) != getcastledata(strnpcinfo(NPC_MAP),1)) end; if (getarg(0) == "Convenience Facility") { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Would"; - mes "you like to teleport to the"; - mes "Convenience Facility for"; - mes "guild members?^000000"; + mes("^3355FFThis is the Stronghold"); + mes("Teleport Service. Would"); + mes("you like to teleport to the"); + mes("Convenience Facility for"); + mes("guild members?^000000"); if(select("Go to Convenience Facility", "Cancel") == 1) warp strnpcinfo(NPC_MAP),getarg(1),getarg(2); close; } if (getarg(0) == "Emperium Center") { - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Would"; - mes "you like to teleport to"; - mes "the Emperium Center?^000000"; + mes("^3355FFThis is the Stronghold"); + mes("Teleport Service. Would"); + mes("you like to teleport to"); + mes("the Emperium Center?^000000"); if(select("Teleport", "Cancel") == 1) warp strnpcinfo(NPC_MAP),getarg(1),getarg(2); close; } - mes "^3355FFThis is the Stronghold"; - mes "Teleport Service. Please"; - mes "choose a destination"; - mes "within the stronghold.^000000"; + mes("^3355FFThis is the Stronghold"); + mes("Teleport Service. Please"); + mes("choose a destination"); + mes("within the stronghold.^000000"); for (.@i = 0; .@i<getargcount(); .@i += 3) .@menu$ += getarg(.@i)+":"; .@menu$ += "Cancel"; @@ -1774,20 +1774,20 @@ function script ReturnFlag { .@str$ = (compare(strnpcinfo(NPC_MAP),"aru"))?"Arunafeltz":"Schwaltzvalt"; .@GID = getcastledata(getarg(0),1); if (!.@GID) { - mes "[ "+.@str$+" Royal Edict ]"; - mes "The Holy Kingdom of"; - mes .@str$+" declares that"; - mes "one has yet to claim lordship"; - mes "over this stronghold. The one"; - mes "that breaks the Emperium will"; - mes "be recognized as its new owner."; + mesf("[ %s Royal Edict ]", .@str$); + mes("The Holy Kingdom of"); + mesf("%s declares that", .@str$); + mes("one has yet to claim lordship"); + mes("over this stronghold. The one"); + mes("that breaks the Emperium will"); + mes("be recognized as its new owner."); close; } if (getcharid(CHAR_ID_GUILD) == .@GID && getarg(1,0)) { - mes "[ Ringing Voice ]"; - mes "Courageous one,"; - mes "do you wish to return"; - mes "to your stronghold?"; + mes("[ Ringing Voice ]"); + mes("Courageous one,"); + mes("do you wish to return"); + mes("to your stronghold?"); next; if(select("Return to the Stronghold", "Cancel") == 1 && getcharid(CHAR_ID_GUILD) == getcastledata(getarg(0),1)) { if (compare(getarg(0),"arug")) { @@ -1804,27 +1804,27 @@ function script ReturnFlag { } close; } - mes "[ "+.@str$+" Royal Edict ]"; - mes "The Holy Kingdom of"; - mes .@str$+" decrees that"; - mes "this stronghold is owned"; - mes "by the ^FF0000"+getguildname(.@GID)+"^000000 Guild."; + mesf("[ %s Royal Edict ]", .@str$); + mes("The Holy Kingdom of"); + mesf("%s decrees that", .@str$); + mes("this stronghold is owned"); + mesf("by the ^FF0000%s^000000 Guild.", getguildname(.@GID)); next; - mes "[ "+.@str$+" Royal Edict ]"; - mes "^FF0000"+getguildmaster(.@GID)+"^000000 is"; - mes "Guild Master of ^FF0000"+getguildname(.@GID)+"^000000."; - mes "Any that object must claim this"; - mes "stronghold through strength of"; - mes "steel and magic during the"; - mes "appointed Guild Siege times."; + mesf("[ %s Royal Edict ]", .@str$); + mesf("^FF0000%s^000000 is", getguildmaster(.@GID)); + mesf("Guild Master of ^FF0000%s^000000.", getguildname(.@GID)); + mes("Any that object must claim this"); + mes("stronghold through strength of"); + mes("steel and magic during the"); + mes("appointed Guild Siege times."); close; } //== Treasure Room Switches ================================ - script Switch#template FAKE_NPC,{ - mes " "; - mes "^3355FFWill you pull"; - mes "this small lever?^000000"; + mes(" "); + mes("^3355FFWill you pull"); + mes("this small lever?^000000"); next; if(select("Pull Lever", "Cancel") == 2) close; if (compare(strnpcinfo(NPC_MAP),"arug")) { @@ -1844,7 +1844,7 @@ function script ReturnFlag { //== Guild Dungeon Warps =================================== - script Sunflower#template FAKE_NPC,{ if (getcharid(CHAR_ID_GUILD) == getcastledata(strnpcinfo(NPC_MAP),1)) { - mes "- It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower. -"; + mes("- It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower. -"); next; switch(select("Hold the stem.", "Do nothing.")) { case 1: @@ -1862,7 +1862,7 @@ function script ReturnFlag { warp .@map$,.@mapx[.@i],.@mapy[.@i]; close; case 2: - mes "It's too scary to touch unknown things."; + mes("It's too scary to touch unknown things."); close; } } |