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-rw-r--r--npc/instances/NydhoggsNest.txt3366
-rw-r--r--npc/re/instances/BakonawaLake.txt652
-rw-r--r--npc/re/instances/BuwayaCave.txt460
-rw-r--r--npc/re/instances/EclageInterior.txt738
-rw-r--r--npc/re/instances/HazyForest.txt1199
-rw-r--r--npc/re/instances/MalangdoCulvert.txt1287
-rw-r--r--npc/re/other/clans.txt581
-rw-r--r--npc/re/scripts.conf2
8 files changed, 4527 insertions, 3758 deletions
diff --git a/npc/instances/NydhoggsNest.txt b/npc/instances/NydhoggsNest.txt
index 19627e6a0..46ffdaef3 100644
--- a/npc/instances/NydhoggsNest.txt
+++ b/npc/instances/NydhoggsNest.txt
@@ -35,1497 +35,1508 @@
nyd_dun02,100,201,3 script Yggdrasil Gatekeeper HIDDEN_NPC,8,8,{
if (ins_nyd == 0) {
- mes "A great stone gate stands before you. The sculpture of a terrible dragon spreads its powerful looking wings.";
- next;
- mes "Near the bottom of the gate, Laphine tribeswomen have been turned to stone and now look like they are part of the great door.";
- next;
- switch(select("Move closer to look more carefully.", "Step back.")) {
+ mes("A great stone gate stands before you. The sculpture of a terrible dragon spreads its powerful looking wings.");
+ next();
+ mes("Near the bottom of the gate, Laphine tribeswomen have been turned to stone and now look like they are part of the great door.");
+ next();
+ switch (select("Move closer to look more carefully.", "Step back.")) {
case 1:
specialeffect(EF_HOLYHIT, AREA, playerattached());
- pushpc 3,3;
+ pushpc(3, 3);
if (ep13_1_edq == 14)
ep13_1_edq = 15;
- mes "A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door...";
- next;
- mes "Perhaps there's a great hidden secret beyond the gate, beyond expectation.";
- next;
- mes "It would be better to go back to camp and inform the others and ask for help.";
+ mes("A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door...");
+ next();
+ mes("Perhaps there's a great hidden secret beyond the gate, beyond expectation.");
+ next();
+ mes("It would be better to go back to camp and inform the others and ask for help.");
if (ep13_1_edq != 15) {
- next;
- mes "You'll have to obtain the others trust in the expendition camp by working hard.";
+ next();
+ mes("You'll have to obtain the others trust in the expendition camp by working hard.");
}
ins_nyd = 1;
- close;
+ close();
case 2:
- close;
+ close();
}
} else if (ins_nyd == 1) {
- mes "A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door...";
- next;
- mes "Perhaps there's a great hidden secret beyond the gate, beyond expectation.";
- next;
- mes "It would be better to go back to camp and inform the others and ask for help.";
+ mes("A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door...");
+ next();
+ mes("Perhaps there's a great hidden secret beyond the gate, beyond expectation.");
+ next();
+ mes("It would be better to go back to camp and inform the others and ask for help.");
if (ep13_1_edq == 14 || ep13_1_edq == 15) {
ep13_1_edq = 15;
- close;
+ close();
}
- next;
- mes "You'll have to obtain the others trust in the expendition camp by working hard.";
- close;
+ next();
+ mes("You'll have to obtain the others trust in the expendition camp by working hard.");
+ close();
} else if (ins_nyd == 111 || ins_nyd == 112) {
specialeffect(EF_CHANGECOLD, AREA, playerattached());
- mes "The strange sensation surrounding your body has disappeared";
- next;
- mes "When you touch the stone gate, you hear a commanding voice.";
- next;
- mes "[??????]";
- mes "Wingless one... Our promised words...";
- next;
- switch(select("'Guardian's spell'!", "Take a step back.")) {
+ mes("The strange sensation surrounding your body has disappeared");
+ next();
+ mes("When you touch the stone gate, you hear a commanding voice.");
+ next();
+ mes("[??????]");
+ mes("Wingless one... Our promised words...");
+ next();
+ switch (select("'Guardian's spell'!", "Take a step back.")) {
case 1:
- mes "[??????]";
- mes "Promised words... Guardian's spell... proof of their existence.";
- next;
- mes "[Yggdrasil Gatekeeper]";
- mes "In the name of Yggdrasiliad, I will accept you as a servant of the Guardian.";
- next;
+ mes("[??????]");
+ mes("Promised words... Guardian's spell... proof of their existence.");
+ next();
+ mes("[Yggdrasil Gatekeeper]");
+ mes("In the name of Yggdrasiliad, I will accept you as a servant of the Guardian.");
+ next();
specialeffect(EF_CHANGECOLD, AREA, playerattached());
ins_nyd = 200;
- mes "[Yggdrasil Gatekeeper]";
- mes "I accept your entrance through the Guardian's gate. You are now considered a faithful servant of the Guardian Nidhoggur.";
- next;
- mes "The voice has disappeared, and the dark power is calming down from behind the stone gate.";
- close;
+ mes("[Yggdrasil Gatekeeper]");
+ mes("I accept your entrance through the Guardian's gate. You are now considered a faithful servant of the Guardian Nidhoggur.");
+ next();
+ mes("The voice has disappeared, and the dark power is calming down from behind the stone gate.");
+ close();
case 2:
- close;
+ close();
}
} else if (ins_nyd == 131 || ins_nyd == 132 || ins_nyd > 199) {
.@party_id = getcharid(CHAR_ID_PARTY);
- .@md_name$ = "Nidhoggur's Nest";
+ .@md_name$ = _("Nidhoggur's Nest");
- .@ins_nyd_check = questprogress(3135,PLAYTIME); // 3 Day cooldown
- .@ins_nyd_check2 = questprogress(3136,PLAYTIME); // 4 Hour play limit
+ .@ins_nyd_check = questprogress(3135, PLAYTIME); // 3 Day cooldown
+ .@ins_nyd_check2 = questprogress(3136, PLAYTIME); // 4 Hour play limit
- mes "As I put my hands on the stone gate, a voice sounded from the depth of my heart.";
- next;
+ mes("As I put my hands on the stone gate, a voice sounded from the depth of my heart.");
+ next();
if (!.@ins_nyd_check && !.@ins_nyd_check2) {
- if (!instance_check_party(.@party_id,2,70)) {
- mes "[Yggdrasil Gatekeeper]";
- mes "Where are the other servants, so you can work together? Each servant cannot be admitted here individually...";
- next;
- mes "[Yggdrasil Gatekeeper]";
- mes "Come with at least 1 more servant... Only party leaders can accept admission to Nidhoggur's Nest.";
- next;
- mes "[Yggdrasil Gatekeeper]";
- mes "And only 1 representative of you needs to talk to me, so don't annoy me...";
- close;
+ if (!instance_check_party(.@party_id, 2, 70)) {
+ mes("[Yggdrasil Gatekeeper]");
+ mes("Where are the other servants, so you can work together? Each servant cannot be admitted here individually...");
+ next();
+ mes("[Yggdrasil Gatekeeper]");
+ mes("Come with at least 1 more servant... Only party leaders can accept admission to Nidhoggur's Nest.");
+ next();
+ mes("[Yggdrasil Gatekeeper]");
+ mes("And only 1 representative of you needs to talk to me, so don't annoy me...");
+ close();
}
- if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2)) {
- mes "[Yggdrasil Gatekeeper]";
- mes "The loyal servants of the Guardian... what can I do for you?";
- next;
- switch(select("Please allow me to enter.", "I want to go in.", "I want to leave.")) {
+ if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id, 2)) {
+ mes("[Yggdrasil Gatekeeper]");
+ mes("The loyal servants of the Guardian... what can I do for you?");
+ next();
+ switch (select("Please allow me to enter.", "I want to go in.", "I want to leave.")) {
case 1:
.@instance = instance_create(.@md_name$, .@party_id);
if (.@instance < 0) {
- mes "[Yggdrasil Gatekeeper]";
- mes "The Guardian seems to wish to be alone. I will go in and check, please wait out here.";
- close;
+ mes("[Yggdrasil Gatekeeper]");
+ mes("The Guardian seems to wish to be alone. I will go in and check, please wait out here.");
+ close();
}
for (.@i = 1; .@i <= 2; ++.@i) {
- if( instance_attachmap(.@i + "@nyd", .@instance) == "" )
+ if (instance_attachmap(.@i + "@nyd", .@instance) == "")
break;
}
- if( .@i < 2 ) {
+ if (.@i < 2) {
instance_destroy(.@instance);
- close;
+ close();
}
- instance_set_timeout 144000,300,.@instance;
+ instance_set_timeout(144000, 300, .@instance);
instance_init(.@instance);
- mes "[Yggdrasil Gatekeeper]";
- mes "I've recorded your request, are you ready to go inside?";
- next;
- mes "[Yggdrasil Gatekeeper]";
- mes "If you are ready, I will allow you to enter.";
- close;
+ mes("[Yggdrasil Gatekeeper]");
+ mes("I've recorded your request, are you ready to go inside?");
+ next();
+ mes("[Yggdrasil Gatekeeper]");
+ mes("If you are ready, I will allow you to enter.");
+ close();
case 2:
- callsub L_Enter;
+ callsub(L_Enter);
case 3:
- close;
+ close();
}
}
- mes "[Yggdrasil Gatekeeper]";
- mes "If you have the dungeon generated already, you can enter it.";
- next;
- if(select("I want to go in.", "I want to leave.") == 2)
- close;
- callsub L_Enter;
+ mes("[Yggdrasil Gatekeeper]");
+ mes("If you have the dungeon generated already, you can enter it.");
+ next();
+ if (select("I want to go in.", "I want to leave.") == 2)
+ close();
+ callsub(L_Enter);
} else {
.@instance = has_instance2("1@nyd");
- if (.@instance >= 0) {
+ if (.@instance >= 0)
instance_attach(.@instance);
- }
if (.@ins_nyd_check == 1) {
if ('ins_nyd2 == 3 || 'ins_nyd2 == 4) {
- mes "[Yggdrasil Gatekeeper]";
- mes "With the defeat of Nidhoggur's Shadow, the roots of the World Tree Yggdrasil are also affected.";
- next;
- mes "[Yggdrasil Gatekeeper]";
- mes "After Nidhoggur's Shadow disappears, at least 3 days is needed for stabilizing.";
- close;
+ mes("[Yggdrasil Gatekeeper]");
+ mes("With the defeat of Nidhoggur's Shadow, the roots of the World Tree Yggdrasil are also affected.");
+ next();
+ mes("[Yggdrasil Gatekeeper]");
+ mes("After Nidhoggur's Shadow disappears, at least 3 days is needed for stabilizing.");
+ close();
}
- mes "[Yggdrasil Gatekeeper]";
- mes "If you have the dungeon generated already, you can enter it.";
- next;
- if(select("I want to go in.", "I want to leave.") == 2)
- close;
- callsub L_Enter;
+ mes("[Yggdrasil Gatekeeper]");
+ mes("If you have the dungeon generated already, you can enter it.");
+ next();
+ if (select("I want to go in.", "I want to leave.") == 2)
+ close();
+ callsub(L_Enter);
} else if (.@ins_nyd_check == 2) {
if (.@ins_nyd_check2 == 1) {
- mes "[Yggdrasil Gatekeeper]";
- mes "The time limit to enter the dungeon has expired. You must wait for the World Tree to stabilize its power before trying to re-enter.";
- close;
+ mes("[Yggdrasil Gatekeeper]");
+ mes("The time limit to enter the dungeon has expired. You must wait for the World Tree to stabilize its power before trying to re-enter.");
+ close();
} else if (.@ins_nyd_check2 == 2) {
- mes "[Yggdrasil Gatekeeper]";
- mes "The World Tree Yggdrasil has stabilized. Would you like to enter Nidhoggur's Nest again?";
- next;
- mes "[Yggdrasil Gatekeeper]";
- mes "If you would like to enter again, please register with me.";
- erasequest 3135;
- erasequest 3136;
+ mes("[Yggdrasil Gatekeeper]");
+ mes("The World Tree Yggdrasil has stabilized. Would you like to enter Nidhoggur's Nest again?");
+ next();
+ mes("[Yggdrasil Gatekeeper]");
+ mes("If you would like to enter again, please register with me.");
+ erasequest(3135);
+ erasequest(3136);
'ins_nyd2 = 0;
- close;
+ close();
}
}
}
- close;
+ close();
} else {
- mes "A great stone gate stands before you. The sculpture of a terrible dragon spreads its powerful looking wings.";
- next;
- mes "Near the bottom of the gate, Laphine tribeswomen have been turned to stone and now look like they are part of the great door.";
- next;
- switch(select("Move closer to look more carefully.", "Step back.")) {
+ mes("A great stone gate stands before you. The sculpture of a terrible dragon spreads its powerful looking wings.");
+ next();
+ mes("Near the bottom of the gate, Laphine tribeswomen have been turned to stone and now look like they are part of the great door.");
+ next();
+ switch (select("Move closer to look more carefully.", "Step back.")) {
case 1:
specialeffect(EF_HOLYHIT, AREA, playerattached());
- pushpc 3,3;
- mes "A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door...";
- next;
- mes "Perhaps there's a great hidden secret beyond the gate, beyond expectation.";
- close;
+ pushpc(3, 3);
+ mes("A mysterious power prevents you from getting too close. It looks like there is something strong beyond the door...");
+ next();
+ mes("Perhaps there's a great hidden secret beyond the gate, beyond expectation.");
+ close();
case 2:
- close;
+ close();
}
}
- close;
+ close();
L_Enter:
if (has_instance("1@nyd") == "") {
- mes "[Yggdrasil Gatekeeper]";
- mes "You did not request for entrance. Please let your leader request entrance.";
- close;
+ mes("[Yggdrasil Gatekeeper]");
+ mes("You did not request for entrance. Please let your leader request entrance.");
+ close();
} else {
- mapannounce "nyd_dun02", getpartyname(getcharid(CHAR_ID_PARTY))+"'s party member "+strcharinfo(PC_NAME)+" has entered Nidhoggur's Nest.",bc_map,"0x00ff99";
- if (!questprogress(3135)) setquest 3135;
- if (!questprogress(3136)) setquest 3136;
- warp "1@nyd",32,37;
- close;
+ mapannounce("nyd_dun02", sprintf(_$("%s's party member %s has entered Nidhoggur's Nest."), getpartyname(getcharid(CHAR_ID_PARTY)), strcharinfo(PC_NAME)), bc_map, C_SPRINGGREEN);
+ if (!questprogress(3135))
+ setquest(3135);
+ if (!questprogress(3136))
+ setquest(3136);
+ warp("1@nyd", 32, 37);
+ close();
}
OnTouch_:
if (ins_nyd == 0) {
specialeffect(EF_CHANGECOLD, AREA, playerattached());
- specialeffect EF_CHANGECOLD;
+ specialeffect(EF_CHANGECOLD);
}
end;
}
mid_camp,271,299,3 script Historian Magnifier#edq 4_M_SAGE_C,3,3,{
- mes "[Historian Magniffer]";
+ mes("[Historian Magniffer]");
if (ins_nyd == 1) {
- mes "Sure, the mainland also has lots of interesting adventures... Hello, I am Magnifier, a historian dispatched from the Prontera royal court.";
- next;
- mes "[Historian Magniffer]";
- mes "Finding another line of work might make for a really worthy job, but only a historian gets to know the world over..";
- next;
- mes "[Historian Magniffer]";
- mes "How this world is organized... and the way of the future! With our studies of the past and present we can predict what is to come.";
- next;
- mes "[Historian Magniffer]";
- mes "We are expecting a lot from you, expert adventurer. So, if you find anything... just tell me.";
- close;
+ mes("Sure, the mainland also has lots of interesting adventures... Hello, I am Magnifier, a historian dispatched from the Prontera royal court.");
+ next();
+ mes("[Historian Magniffer]");
+ mes("Finding another line of work might make for a really worthy job, but only a historian gets to know the world over..");
+ next();
+ mes("[Historian Magniffer]");
+ mes("How this world is organized... and the way of the future! With our studies of the past and present we can predict what is to come.");
+ next();
+ mes("[Historian Magniffer]");
+ mes("We are expecting a lot from you, expert adventurer. So, if you find anything... just tell me.");
+ close();
} else if (ins_nyd == 2) {
- mes "Does Commander Agip want to talk to me? Let's listen to his story.";
- next;
- mes "[Historian Magniffer]";
- mes "Did you find the cave that the fairy tribes treat as a holy place? You are a really tough cookie. What did you find?";
- next;
- mes "[Historian Magnifier]";
- mes "...";
- next;
- mes "... ...";
- next;
- mes "[Historian Magnifier]";
- mes "Wait a second... I have a brilliant idea.";
- next;
- mes "[Historian Magnifier]";
- mes "Let's see... This book... No... this one...? Hmm... Maybe this...";
- next;
- mes "[Historian Magnifier]";
- mes "...";
- next;
- mes "[Historian Magnifier]";
- mes "... ...";
- next;
- mes "[Historian Magnifier]";
- mes "Oh, here it is! World Tree Yggdrasil and God's tribes... This is their book!";
- next;
- mes "[Historian Magnifier]";
- mes "Maybe you found the central line to enter into the World Tree Yggdrasil!";
- next;
- mes "[Historian Magnifier]";
- mes "If that's true, you've found the greatest discovery since the harnessing of mana. Isn't this exciting?";
- next;
- mes "[Historian Magnifier]";
- mes "But we need a lot more information... Are they refusing you admission?";
- next;
- mes "[Historian Magnifier]";
- mes "I will send a message to my assistant who is in the Prontera Library. So, help her find more information.";
- next;
- mes "[Historian Magnifier]";
- mes "I will definitely help you find a way to enter the World Tree directly so, just believe in me! Okay~!!";
+ mes("Does Commander Agip want to talk to me? Let's listen to his story.");
+ next();
+ mes("[Historian Magniffer]");
+ mes("Did you find the cave that the fairy tribes treat as a holy place? You are a really tough cookie. What did you find?");
+ next();
+ mes("[Historian Magnifier]");
+ mes("...");
+ next();
+ mes("... ...");
+ next();
+ mes("[Historian Magnifier]");
+ mes("Wait a second... I have a brilliant idea.");
+ next();
+ mes("[Historian Magnifier]");
+ mes("Let's see... This book... No... this one...? Hmm... Maybe this...");
+ next();
+ mes("[Historian Magnifier]");
+ mes("...");
+ next();
+ mes("[Historian Magnifier]");
+ mes("... ...");
+ next();
+ mes("[Historian Magnifier]");
+ mes("Oh, here it is! World Tree Yggdrasil and God's tribes... This is their book!");
+ next();
+ mes("[Historian Magnifier]");
+ mes("Maybe you found the central line to enter into the World Tree Yggdrasil!");
+ next();
+ mes("[Historian Magnifier]");
+ mes("If that's true, you've found the greatest discovery since the harnessing of mana. Isn't this exciting?");
+ next();
+ mes("[Historian Magnifier]");
+ mes("But we need a lot more information... Are they refusing you admission?");
+ next();
+ mes("[Historian Magnifier]");
+ mes("I will send a message to my assistant who is in the Prontera Library. So, help her find more information.");
+ next();
+ mes("[Historian Magnifier]");
+ mes("I will definitely help you find a way to enter the World Tree directly so, just believe in me! Okay~!!");
ins_nyd = 3;
- close;
+ close();
} else if (ins_nyd == 3) {
- mes "Why are you standing there? Go to my assistant in the Prontera Library!";
- close;
+ mes("Why are you standing there? Go to my assistant in the Prontera Library!");
+ close();
} else if (ins_nyd == 4) {
- mes "You've come back... Good, how's Naomi? Actually, I don't need to worry about her. She is always cheerful. Haha.";
- next;
- mes "[Historian Magnifier]";
- mes "You look like you have a lot on your mind... Your face is full of curiosity and questions.";
- next;
- mes "[Historian Magnifier]";
- mes "So, did you read the whole story that I have prepared?";
- next;
- switch(select("Not yet.", "I read all the stories.")) {
+ mes("You've come back... Good, how's Naomi? Actually, I don't need to worry about her. She is always cheerful. Haha.");
+ next();
+ mes("[Historian Magnifier]");
+ mes("You look like you have a lot on your mind... Your face is full of curiosity and questions.");
+ next();
+ mes("[Historian Magnifier]");
+ mes("So, did you read the whole story that I have prepared?");
+ next();
+ switch (select("Not yet.", "I read all the stories.")) {
case 1:
- mes "[Historian Magnifier]";
- mes "Sheesh~ I prepared these stories for you carefully, but you didn't bother to check anything out did you?";
- next;
- mes "[Historian Magnifier]";
- mes "It would be better if you returned after reading all of them. That's very basic data of what we should do for the future.";
- close;
+ mes("[Historian Magnifier]");
+ mes("Sheesh~ I prepared these stories for you carefully, but you didn't bother to check anything out did you?");
+ next();
+ mes("[Historian Magnifier]");
+ mes("It would be better if you returned after reading all of them. That's very basic data of what we should do for the future.");
+ close();
case 2:
- mes "[Historian Magnifier]";
- mes "Hm, good job. Maybe I don't need to check anything else, right?";
- next;
- mes "[Historian Magnifier]";
- mes "I sent you to figure out which basic materials will be needed for the jobs ahead of us. You should bring research reports...";
- next;
- mes "[Historian Magnifier]";
- mes "You might complain about why I didn't bring any myself... That's because I trust your abilities, don't ever take anything for granted.";
- next;
- mes "[Historian Magnifier]";
- mes "But a while ago, while you were tranferring reports from Commander Agip to the mainland, you lost those reports... remember?";
- next;
- mes "[Historian Magnifier]";
- mes "So far, nothing's come up... Was it that somebody attacked you?";
- next;
- mes "[Historian Magnifier]";
- mes "Somehow, the truth will come out, but we should be careful of shocking the natives if we go there unannounced and they're not prepared for our arrival.";
- next;
- mes "[Historian Magnifier]";
- mes "I've talked too much... Anyway, as you know through my report, you've found a great thing!";
- next;
- mes "[Historian Magnifier]";
- mes "Firstly, we should find out more about the place. I expect we can, but... we can't do much without help from others.";
- next;
- mes "[Historian Magnifier]";
- mes "I have heard about recent expeditions of adventurers that have tried to contact the tribes... Have you heard anything about this?";
- next;
- mes "[Historian Magnifier]";
- mes "Anyway, let's try to contact them first, to be clear about any caves or treasures.";
- next;
- mes "[Historian Magnifier]";
- mes "For now, you try to contact the Sapha and Laphine tribes, and try to extract information from them.";
- next;
- mes "[Historian Magnifier]";
- mes "I'll also keep searching here. If you find anything, come back and let me know.";
+ mes("[Historian Magnifier]");
+ mes("Hm, good job. Maybe I don't need to check anything else, right?");
+ next();
+ mes("[Historian Magnifier]");
+ mes("I sent you to figure out which basic materials will be needed for the jobs ahead of us. You should bring research reports...");
+ next();
+ mes("[Historian Magnifier]");
+ mes("You might complain about why I didn't bring any myself... That's because I trust your abilities, don't ever take anything for granted.");
+ next();
+ mes("[Historian Magnifier]");
+ mes("But a while ago, while you were tranferring reports from Commander Agip to the mainland, you lost those reports... remember?");
+ next();
+ mes("[Historian Magnifier]");
+ mes("So far, nothing's come up... Was it that somebody attacked you?");
+ next();
+ mes("[Historian Magnifier]");
+ mes("Somehow, the truth will come out, but we should be careful of shocking the natives if we go there unannounced and they're not prepared for our arrival.");
+ next();
+ mes("[Historian Magnifier]");
+ mes("I've talked too much... Anyway, as you know through my report, you've found a great thing!");
+ next();
+ mes("[Historian Magnifier]");
+ mes("Firstly, we should find out more about the place. I expect we can, but... we can't do much without help from others.");
+ next();
+ mes("[Historian Magnifier]");
+ mes("I have heard about recent expeditions of adventurers that have tried to contact the tribes... Have you heard anything about this?");
+ next();
+ mes("[Historian Magnifier]");
+ mes("Anyway, let's try to contact them first, to be clear about any caves or treasures.");
+ next();
+ mes("[Historian Magnifier]");
+ mes("For now, you try to contact the Sapha and Laphine tribes, and try to extract information from them.");
+ next();
+ mes("[Historian Magnifier]");
+ mes("I'll also keep searching here. If you find anything, come back and let me know.");
ins_nyd = 5;
- close;
+ close();
}
- } else if ((ins_nyd == 5) || (ins_nyd == 51) || (ins_nyd == 52)) {
- mes "Okay, let's try to contact them first, to be clear about any caves or treasures.";
- next;
- mes "[Historian Magnifier]";
- mes "For now, you try to contact the Sapha and Laphine tribes, and try to extract more information.";
- next;
- mes "[Historian Magnifier]";
- mes "I'll also keep searching here. If you find anything, come back and let me know.";
- close;
- } else if ((ins_nyd == 61) || (ins_nyd == 62)) {
- mes "Ah, you've come at a proper time. I found a curious thing while looking for reports from Arunafeltz.";
- next;
- mes "[Historian Magnifier]";
- mes "Right now, we are standing on part of one of the roots of the World Tree Yggdrasil.";
- next;
- mes "[Historian Magnifier]";
- mes "This spot is connected to World Tree by the root. I think we can expect confrontations between the Sapha and Laphine here eventually, don't you think?";
- next;
- mes "[Historian Magnifier]";
- mes "As I expected, the cave is the entrance to go to one of Yggdrasil's roots...";
- next;
- mes "[Historian Magnifier]";
- mes "Did you find anything about the Sapha and Laphine?";
- next;
- mes "...";
- next;
- mes "... ...";
- next;
- mes "[Historian Magnifier]";
- mes "Both sides act ambiguously, so... I'm getting worried...";
- next;
- mes "[Historian Magnifier]";
- mes "The two tribes have some trouble amongst their top leaders. It's not anything official, but...";
- next;
- mes "[Historian Magnifier]";
- mes "Let's report to Commander Agip about the situation so far. Then, we wait on his decision.";
+ } else if (ins_nyd == 5 || ins_nyd == 51 || ins_nyd == 52) {
+ mes("Okay, let's try to contact them first, to be clear about any caves or treasures.");
+ next();
+ mes("[Historian Magnifier]");
+ mes("For now, you try to contact the Sapha and Laphine tribes, and try to extract more information.");
+ next();
+ mes("[Historian Magnifier]");
+ mes("I'll also keep searching here. If you find anything, come back and let me know.");
+ close();
+ } else if (ins_nyd == 61 || ins_nyd == 62) {
+ mes("Ah, you've come at a proper time. I found a curious thing while looking for reports from Arunafeltz.");
+ next();
+ mes("[Historian Magnifier]");
+ mes("Right now, we are standing on part of one of the roots of the World Tree Yggdrasil.");
+ next();
+ mes("[Historian Magnifier]");
+ mes("This spot is connected to World Tree by the root. I think we can expect confrontations between the Sapha and Laphine here eventually, don't you think?");
+ next();
+ mes("[Historian Magnifier]");
+ mes("As I expected, the cave is the entrance to go to one of Yggdrasil's roots...");
+ next();
+ mes("[Historian Magnifier]");
+ mes("Did you find anything about the Sapha and Laphine?");
+ next();
+ mes("...");
+ next();
+ mes("... ...");
+ next();
+ mes("[Historian Magnifier]");
+ mes("Both sides act ambiguously, so... I'm getting worried...");
+ next();
+ mes("[Historian Magnifier]");
+ mes("The two tribes have some trouble amongst their top leaders. It's not anything official, but...");
+ next();
+ mes("[Historian Magnifier]");
+ mes("Let's report to Commander Agip about the situation so far. Then, we wait on his decision.");
ins_nyd = 7;
- close;
- } else if ((ins_nyd == 7) || (ins_nyd == 8)) {
- mes "Report to Commander Hibba Agip about what we have discovered, since time is dependent on his decision.";
- close;
- } else if ((ins_nyd == 121) || (ins_nyd == 122) || (ins_nyd == 131) || (ins_nyd == 132) || (ins_nyd ==14)) {
- mes "So that's how it is... we were right about some parts of it... it's called the Guardian's Nest.";
- next;
- mes "[Historian Magnifier]";
- mes "We have gained a large amount of knowledge today, but...";
- next;
- mes "[Historian Magnifier]";
- mes "What we have figured out... how is it going to influence mankind? It's so unpredictable...";
- next;
- mes "[Historian Magnifier]";
- mes "This is only the beginning...we will be quite busy from now on.";
- next;
- mes "[Historian Magnifier]";
- mes "First, report to Commander Agip, then act according to the situation. Let me organize my research findings...";
- close;
+ close();
+ } else if (ins_nyd == 7 || ins_nyd == 8) {
+ mes("Report to Commander Hibba Agip about what we have discovered, since time is dependent on his decision.");
+ close();
+ } else if (ins_nyd == 121 || ins_nyd == 122 || ins_nyd == 131 || ins_nyd == 132 || ins_nyd == 14) {
+ mes("So that's how it is... we were right about some parts of it... it's called the Guardian's Nest.");
+ next();
+ mes("[Historian Magnifier]");
+ mes("We have gained a large amount of knowledge today, but...");
+ next();
+ mes("[Historian Magnifier]");
+ mes("What we have figured out... how is it going to influence mankind? It's so unpredictable...");
+ next();
+ mes("[Historian Magnifier]");
+ mes("This is only the beginning...we will be quite busy from now on.");
+ next();
+ mes("[Historian Magnifier]");
+ mes("First, report to Commander Agip, then act according to the situation. Let me organize my research findings...");
+ close();
} else {
- mes "Sure, the mainland also has lots of interesting adventures... Hello, I am Magnifier, a historian dispatched from the Prontera royal court.";
- next;
- mes "[Historian Magnifier]";
- mes "Finding another line of work might make for a really worthy job, but only a historian gets to know the world over..";
- next;
- mes "[Historian Magnifier]";
- mes "How this world is organized... and the way of the future! With our studies of the past and present we can predict what is to come.";
- next;
- mes "[Historian Magnifier]";
- mes "We are expecting a lot from you, expert adventurer. So, if you find anything... just tell me.";
- close;
+ mes("Sure, the mainland also has lots of interesting adventures... Hello, I am Magnifier, a historian dispatched from the Prontera royal court.");
+ next();
+ mes("[Historian Magnifier]");
+ mes("Finding another line of work might make for a really worthy job, but only a historian gets to know the world over..");
+ next();
+ mes("[Historian Magnifier]");
+ mes("How this world is organized... and the way of the future! With our studies of the past and present we can predict what is to come.");
+ next();
+ mes("[Historian Magnifier]");
+ mes("We are expecting a lot from you, expert adventurer. So, if you find anything... just tell me.");
+ close();
}
}
prt_in,171,94,3 script Assistant Naomi#edq 4_F_HUWOMAN,3,3,{
- mes "[Assistant Naomi]";
+ mes("[Assistant Naomi]");
.@name$ = strcharinfo(PC_NAME);
if (ins_nyd == 3) {
- mes "The doctor never ever tries to come back, and there're too many things to do... How can I do it all...";
- next;
- mes "[Assistant Naomi]";
- mes "Hey, you. Please move these books. Put them into shelf 3 row B.";
- next;
- mes "["+.@name$+"]";
- mes "Ah...um..I...am...";
- next;
- mes "[Assistant Naomi]";
- mes "Don't you see I am too busy? Don't hesitate. Just do it.";
- next;
- switch(select("Look busy, and take a step back.", "Help her just this once.")) {
+ mes("The doctor never ever tries to come back, and there're too many things to do... How can I do it all...");
+ next();
+ mes("[Assistant Naomi]");
+ mes("Hey, you. Please move these books. Put them into shelf 3 row B.");
+ next();
+ mesf("[%s]", .@name$);
+ mes("Ah...um..I...am...");
+ next();
+ mes("[Assistant Naomi]");
+ mes("Don't you see I am too busy? Don't hesitate. Just do it.");
+ next();
+ switch (select("Look busy, and take a step back.", "Help her just this once.")) {
case 1:
- mes "[Assistant Naomi]";
- mes "Gosh! Where is-? Where did-? Ugh! It's so difficult!";
- close;
+ mes("[Assistant Naomi]");
+ mes("Gosh! Where is-? Where did-? Ugh! It's so difficult!");
+ close();
case 2:
- mes "[Assistant Naomi]";
- mes "Ah... if you're done moving those, then these should go in shelf 3 row B.";
- next;
- mes "["+.@name$+"]";
- mes "Ah...I...see...";
- next;
- mes "[Assistant Naomi]";
- mes "Now, I am almost done... Who are you? Are you a new assistant to Dr. Magnifier?";
- next;
- mes "["+.@name$+"]";
- mes "He asked me to bring some reports. Didn't he say anything?";
- next;
- mes "[Assistant Naomi]";
- mes "Hmm... I haven't seen him in over a year! What's he doing now?";
- next;
- mes "["+.@name$+"]";
- mes "He said that he would send a message to you... didn't you get it?";
- next;
- mes "[Assistant Naomi]";
- mes "Message? ...Let's see... I never expected him to write a message...";
- next;
- mes "[Assistant Naomi]";
- mes "I will check the mailbox, wait a minute. If you get bored read those books.";
- next;
- mes "...";
- next;
- mes "... ...";
- next;
- mes "It's too messy due to lots of stacked books and files. Dr. Magnifier looks like he has a ton of reports.";
- next;
- mes "["+.@name$+"]";
- mes "'Birth of the World', 'The Fiction of Odin's Myth', 'God's Battle Then After', 'Dreams of the Tribes'. There are a variety of books...";
- next;
- mes "...";
- next;
- mes "[Assistant Naomi]";
- mes "Oh, sorry I took so long. There was too much mail, so it took me a while to find stuff.";
- next;
- mes "[Assistant Naomi]";
- mes "He has sent me mail over 20 times. I did not know that...";
- next;
- mes "[Assistant Naomi]";
- mes "Ah, here's the message about you. He's said to share the information on research and reports.";
- next;
- mes "["+.@name$+"]";
- mes "What is the Doctor's area of expertise?";
- next;
- mes "[Assistant Naomi]";
- mes "Ever since 5 years ago, he has been curious about how the world started, and so he began his search for the God of creation.";
- next;
- mes "[Assistant Naomi]";
- mes "He researches combat between Odin and the Gods, and about the Gods' origins and life.";
- next;
- mes "["+.@name$+"]";
- mes "So, did he already know that the Rebirth of Satan Morocc has occured before?";
- next;
- mes "[Assistant Naomi]";
- mes "I can't be sure, but he thought someday it would occur. It broke out earlier than he expected though.";
- next;
- mes "["+.@name$+"]";
- mes "But Rune-Midgarts approved this research?";
- next;
- mes "[Assistant Naomi]";
- mes "Our academics are not a religion. And they too have curiosity about this world's history.";
- next;
- mes "[Assistant Naomi]";
- mes "The combat of Odin vs. the Gods, and the God's sons and their purpose... The Doctor has researched this his whole life.";
- next;
- mes "["+.@name$+"]";
- mes "But those reports haven't come out yet. Have they?";
- next;
- mes "[Assistant Naomi]";
- mes "That's why he sent you here. By the way, this isn't the first time I've heard this.";
- next;
- mes "[Assistant Naomi]";
- mes "After the establishment of the Rune-Midgarts Kingdom and Arunafeltz, the rumors have spread in secret about their tribes, myths, etc.";
- next;
- mes "[Assistant Naomi]";
- mes "Anyway, I should make sure that you read all these books, and I'll just keep doing my work.";
- next;
- mes "["+.@name$+"]";
- mes "Shouldn't I have filed the books?";
- next;
- mes "[Assistant Naomi]";
- mes "The Doctor said he will pick up the books through another person. Besides, don't you need the basic information on what to do?";
- next;
- mes "[Assistant Naomi]";
- mes "Before you go back to the Doctor, you had better read these books. So, I will go back to work.";
+ mes("[Assistant Naomi]");
+ mes("Ah... if you're done moving those, then these should go in shelf 3 row B.");
+ next();
+ mesf("[%s]", .@name$);
+ mes("Ah...I...see...");
+ next();
+ mes("[Assistant Naomi]");
+ mes("Now, I am almost done... Who are you? Are you a new assistant to Dr. Magnifier?");
+ next();
+ mesf("[%s]", .@name$);
+ mes("He asked me to bring some reports. Didn't he say anything?");
+ next();
+ mes("[Assistant Naomi]");
+ mes("Hmm... I haven't seen him in over a year! What's he doing now?");
+ next();
+ mesf("[%s]", .@name$);
+ mes("He said that he would send a message to you... didn't you get it?");
+ next();
+ mes("[Assistant Naomi]");
+ mes("Message? ...Let's see... I never expected him to write a message...");
+ next();
+ mes("[Assistant Naomi]");
+ mes("I will check the mailbox, wait a minute. If you get bored read those books.");
+ next();
+ mes("...");
+ next();
+ mes("... ...");
+ next();
+ mes("It's too messy due to lots of stacked books and files. Dr. Magnifier looks like he has a ton of reports.");
+ next();
+ mesf("[%s]", .@name$);
+ mes("'Birth of the World', 'The Fiction of Odin's Myth', 'God's Battle Then After', 'Dreams of the Tribes'. There are a variety of books...");
+ next();
+ mes("...");
+ next();
+ mes("[Assistant Naomi]");
+ mes("Oh, sorry I took so long. There was too much mail, so it took me a while to find stuff.");
+ next();
+ mes("[Assistant Naomi]");
+ mes("He has sent me mail over 20 times. I did not know that...");
+ next();
+ mes("[Assistant Naomi]");
+ mes("Ah, here's the message about you. He's said to share the information on research and reports.");
+ next();
+ mesf("[%s]", .@name$);
+ mes("What is the Doctor's area of expertise?");
+ next();
+ mes("[Assistant Naomi]");
+ mes("Ever since 5 years ago, he has been curious about how the world started, and so he began his search for the God of creation.");
+ next();
+ mes("[Assistant Naomi]");
+ mes("He researches combat between Odin and the Gods, and about the Gods' origins and life.");
+ next();
+ mesf("[%s]", .@name$);
+ mes("So, did he already know that the Rebirth of Satan Morocc has occured before?");
+ next();
+ mes("[Assistant Naomi]");
+ mes("I can't be sure, but he thought someday it would occur. It broke out earlier than he expected though.");
+ next();
+ mesf("[%s]", .@name$);
+ mes("But Rune-Midgarts approved this research?");
+ next();
+ mes("[Assistant Naomi]");
+ mes("Our academics are not a religion. And they too have curiosity about this world's history.");
+ next();
+ mes("[Assistant Naomi]");
+ mes("The combat of Odin vs. the Gods, and the God's sons and their purpose... The Doctor has researched this his whole life.");
+ next();
+ mesf("[%s]", .@name$);
+ mes("But those reports haven't come out yet. Have they?");
+ next();
+ mes("[Assistant Naomi]");
+ mes("That's why he sent you here. By the way, this isn't the first time I've heard this.");
+ next();
+ mes("[Assistant Naomi]");
+ mes("After the establishment of the Rune-Midgarts Kingdom and Arunafeltz, the rumors have spread in secret about their tribes, myths, etc.");
+ next();
+ mes("[Assistant Naomi]");
+ mes("Anyway, I should make sure that you read all these books, and I'll just keep doing my work.");
+ next();
+ mesf("[%s]", .@name$);
+ mes("Shouldn't I have filed the books?");
+ next();
+ mes("[Assistant Naomi]");
+ mes("The Doctor said he will pick up the books through another person. Besides, don't you need the basic information on what to do?");
+ next();
+ mes("[Assistant Naomi]");
+ mes("Before you go back to the Doctor, you had better read these books. So, I will go back to work.");
ins_nyd = 4;
- close;
+ close();
}
} else if (ins_nyd == 4) {
- mes "Browse around, to take a look at the books.";
- next;
- switch(select("Discovery of Heterogeneity", "Report of Indigenous Tribes")) {
+ mes("Browse around, to take a look at the books.");
+ next();
+ switch (select("Discovery of Heterogeneity", "Report of Indigenous Tribes")) {
case 1:
- mes "Satan Morocc has known that he didn't resurrect normally or by himself.";
- next;
- mes "Continuously, adventurers from Rune-Midgarts have attacked him and he is slowly losing his power. He would need more time to resurrect completely.";
- next;
- mes "Satan Morroc stopped to destroy the city of Morroc, turning it into a ruined desert, then started to rip the world apart.";
- next;
- mes "Satan Morroc was worried about those who would give chase, so he created Morocc clones to keep watch behind him.";
- next;
- mes "Modeled after Morocc, their appearance made it difficult to go around the time-space gap.";
- next;
- mes "Still the adventurers gave chase. They came from all over the world, trying to approach the Dimensional Gorge.";
- next;
- mes "The reports of these adventurers have been sent to representatives of all kingdoms, and an expedition team has been created to find out more information.";
- next;
- mes "The scientists of Schwartzwalt created a combination metal, using fragments of metals found in the dimensional gorge.";
- next;
- mes "The Schwaltzvalt Republic requested approval to find the source of the new metal, and since Rune-Midgart couldn't complete the test themselves, they finally accepted.";
- next;
- mes "They associated together to gather volunteers. The Assassin Guild was the first to volunteer.";
- next;
- mes "The Assassins have a terrible past with Satan Morroc, so they gathered 18 members to chase him down.";
- next;
- mes "About 3 hours later, all 18 members returned without any problem, and each man and woman shared the information that they had collected.";
- next;
- mes "They had discovered another world with a definitively different nature and environment. And indeed, people could also live there.";
- next;
- mes "The most surprising thing is the flow of time. The 18 assassins had stayed for about 2 weeks in there, yet they returned within 3 hours after departing.";
- next;
- mes "The last thing to be tested... was to send adventurers who volunteered to explore the new world.";
- next;
- mes "There was a flood of adventurer applications. Lots of volunteers disappeared over the dimensional gorge, and they brought back new data.";
- next;
- mes "The new world could support 3 completely different eco-systems dependant upon the race of people that lived there.";
- next;
- mes "The heterogenous phenomenon needed to be studied thoroughly and carefully in order to under the relationship between thair world and ours.";
- next;
- mes "Just when it was expected to be impossible to travel into a different world, the first page of a new chapter was opened.";
- close;
+ mes("Satan Morocc has known that he didn't resurrect normally or by himself.");
+ next();
+ mes("Continuously, adventurers from Rune-Midgarts have attacked him and he is slowly losing his power. He would need more time to resurrect completely.");
+ next();
+ mes("Satan Morroc stopped to destroy the city of Morroc, turning it into a ruined desert, then started to rip the world apart.");
+ next();
+ mes("Satan Morroc was worried about those who would give chase, so he created Morocc clones to keep watch behind him.");
+ next();
+ mes("Modeled after Morocc, their appearance made it difficult to go around the time-space gap.");
+ next();
+ mes("Still the adventurers gave chase. They came from all over the world, trying to approach the Dimensional Gorge.");
+ next();
+ mes("The reports of these adventurers have been sent to representatives of all kingdoms, and an expedition team has been created to find out more information.");
+ next();
+ mes("The scientists of Schwartzwalt created a combination metal, using fragments of metals found in the dimensional gorge.");
+ next();
+ mes("The Schwaltzvalt Republic requested approval to find the source of the new metal, and since Rune-Midgart couldn't complete the test themselves, they finally accepted.");
+ next();
+ mes("They associated together to gather volunteers. The Assassin Guild was the first to volunteer.");
+ next();
+ mes("The Assassins have a terrible past with Satan Morroc, so they gathered 18 members to chase him down.");
+ next();
+ mes("About 3 hours later, all 18 members returned without any problem, and each man and woman shared the information that they had collected.");
+ next();
+ mes("They had discovered another world with a definitively different nature and environment. And indeed, people could also live there.");
+ next();
+ mes("The most surprising thing is the flow of time. The 18 assassins had stayed for about 2 weeks in there, yet they returned within 3 hours after departing.");
+ next();
+ mes("The last thing to be tested... was to send adventurers who volunteered to explore the new world.");
+ next();
+ mes("There was a flood of adventurer applications. Lots of volunteers disappeared over the dimensional gorge, and they brought back new data.");
+ next();
+ mes("The new world could support 3 completely different eco-systems dependant upon the race of people that lived there.");
+ next();
+ mes("The heterogenous phenomenon needed to be studied thoroughly and carefully in order to under the relationship between thair world and ours.");
+ next();
+ mes("Just when it was expected to be impossible to travel into a different world, the first page of a new chapter was opened.");
+ close();
case 2:
- mes "Long ago, there wasn't a sun, moon, or stars; just empty earth... and Ymir was born. Then, by making sons, Ymir grew.";
- next;
- mes "But, his sons grew as well and he was killed by Odin, Vili, and Ve; 3 brothers, Gods, that attacked from different sides.";
- next;
- mes "At that time of Ymir's fall his blood flooded the world... killing all in it's path.";
- next;
- mes "Only Hvergelmir of the Sapha tribe escaped from this flooding of blood. And he swore vengeance in Jotunheim, which is covered with foggy snow.";
- next;
- mes "Currently, one of the Sapha tribe has been discovered from beyond the Dimensional Gorge.";
- next;
- mes "Other than the Sapha tribe, there was another tribe beyond the time-space gap, known as the Laphine.";
- next;
- mes "The Laphine tribes gathered as well for an expedition to explore the time-space gap and figure out the World Tree's strange symptoms and perharps a cure method.";
- next;
- mes "The Laphine tribe was charged with the management of Yggdrasil, to establish their lands close to Asgard, and to protect the balance of Yggdrasil's magic power.";
- next;
- mes "The Laphine tribe has never contacted anyone outside of Asgard. But since they found that Yggdrasil's power if weakening...";
- next;
- mes "They have declared they will attend to the high courts for the first time in 1000 human years, since the end of the battles of Gods vs. Magicians.";
- close;
+ mes("Long ago, there wasn't a sun, moon, or stars; just empty earth... and Ymir was born. Then, by making sons, Ymir grew.");
+ next();
+ mes("But, his sons grew as well and he was killed by Odin, Vili, and Ve; 3 brothers, Gods, that attacked from different sides.");
+ next();
+ mes("At that time of Ymir's fall his blood flooded the world... killing all in it's path.");
+ next();
+ mes("Only Hvergelmir of the Sapha tribe escaped from this flooding of blood. And he swore vengeance in Jotunheim, which is covered with foggy snow.");
+ next();
+ mes("Currently, one of the Sapha tribe has been discovered from beyond the Dimensional Gorge.");
+ next();
+ mes("Other than the Sapha tribe, there was another tribe beyond the time-space gap, known as the Laphine.");
+ next();
+ mes("The Laphine tribes gathered as well for an expedition to explore the time-space gap and figure out the World Tree's strange symptoms and perharps a cure method.");
+ next();
+ mes("The Laphine tribe was charged with the management of Yggdrasil, to establish their lands close to Asgard, and to protect the balance of Yggdrasil's magic power.");
+ next();
+ mes("The Laphine tribe has never contacted anyone outside of Asgard. But since they found that Yggdrasil's power if weakening...");
+ next();
+ mes("They have declared they will attend to the high courts for the first time in 1000 human years, since the end of the battles of Gods vs. Magicians.");
+ close();
}
} else {
- mes "The doctor never ever tries to come back, and there're too many things to do... How can I do it all...";
- next;
- mes "[Assistant Naomi]";
- mes "Don't you see that I'm too busy? Don't dawdle, just go!";
- close;
+ mes("The doctor never ever tries to come back, and there're too many things to do... How can I do it all...");
+ next();
+ mes("[Assistant Naomi]");
+ mes("Don't you see that I'm too busy? Don't dawdle, just go!");
+ close();
}
}
splendide,198,178,3 script Grumbling Soldier#edq 4_M_FAIRYSOLDIER,3,3,{
- mes "[Grumbling Soldier]";
- if (isequipped(2782) == 1) {
- mes "Nowadays, the world has turned unstable. I can't even fly comfortably anymore.";
- next;
+ mes("[Grumbling Soldier]");
+ if (isequipped(Ring_Of_Wise_King) == 1) {
+ mes("Nowadays, the world has turned unstable. I can't even fly comfortably anymore.");
+ next();
if (ins_nyd == 5) {
- switch(select("What's with the cave up north?", "Who are the Sapha tribesmen?", "Hmm. We can talk later.")) {
+ switch (select("What's with the cave up north?", "Who are the Sapha tribesmen?", "Hmm. We can talk later.")) {
case 1:
- mes "[Grumbling Soldier]";
- mes "What? If you wander around there... you might return with injuries.";
- next;
- mes "[Grumbling Soldier]";
- mes "I don't know exactly how to explain it, but it's like it has a bad mood. There are lots of terrible monsters there.";
- next;
- mes "[Grumbling Soldier]";
- mes "They whisper to each other, so... something is there... But I don't care...";
- next;
- mes "[Grumbling Soldier]";
- mes "Might be... those Sapha tribesmen have dug in the cave before... They do have a special talent for digging.";
+ mes("[Grumbling Soldier]");
+ mes("What? If you wander around there... you might return with injuries.");
+ next();
+ mes("[Grumbling Soldier]");
+ mes("I don't know exactly how to explain it, but it's like it has a bad mood. There are lots of terrible monsters there.");
+ next();
+ mes("[Grumbling Soldier]");
+ mes("They whisper to each other, so... something is there... But I don't care...");
+ next();
+ mes("[Grumbling Soldier]");
+ mes("Might be... those Sapha tribesmen have dug in the cave before... They do have a special talent for digging.");
ins_nyd = 51;
- close;
+ close();
case 2:
- mes "[Grumbling Soldier]";
- mes "Oh! It is because of them that we have been living here, a lowdown and dirty city, for over one hundred years.";
- next;
- mes "[Grumbling Soldier]";
- mes "They don't care if there's trouble with the Yggdrasil.";
- next;
- mes "[Grumbling Soldier]";
- mes "They are surely full of bad ideas, so... they have destroyed the Yggdrasil's root.";
- next;
- mes "[Grumbling Soldier]";
- mes "We are here to make sure that the Sapha don't make things worse.";
- close;
+ mes("[Grumbling Soldier]");
+ mes("Oh! It is because of them that we have been living here, a lowdown and dirty city, for over one hundred years.");
+ next();
+ mes("[Grumbling Soldier]");
+ mes("They don't care if there's trouble with the Yggdrasil.");
+ next();
+ mes("[Grumbling Soldier]");
+ mes("They are surely full of bad ideas, so... they have destroyed the Yggdrasil's root.");
+ next();
+ mes("[Grumbling Soldier]");
+ mes("We are here to make sure that the Sapha don't make things worse.");
+ close();
case 3:
- close;
+ close();
}
} else {
- mes "[Grumbling Soldier]";
- mes "Nowadays, the world has turned unstable. I can't even fly comfortably anymore.";
- next;
- mes "[Grumbling Soldier]";
- mes "What can you expect when Manuk giants start to dig into the world to destroy the Yggdrasil...";
- next;
- mes "[Grumbling Soldier]";
- mes "And the worst thing is... that strange things are strutting along the streets of the towns...";
- next;
- mes "[Grumbling Soldier]";
- mes "Yes, you... What do you think about the way the government is handling this...?";
- next;
- mes "[Grumbling Soldier]";
- mes "Although they ignore your track record, still, one should be careful...";
- close;
+ mes("[Grumbling Soldier]");
+ mes("Nowadays, the world has turned unstable. I can't even fly comfortably anymore.");
+ next();
+ mes("[Grumbling Soldier]");
+ mes("What can you expect when Manuk giants start to dig into the world to destroy the Yggdrasil...");
+ next();
+ mes("[Grumbling Soldier]");
+ mes("And the worst thing is... that strange things are strutting along the streets of the towns...");
+ next();
+ mes("[Grumbling Soldier]");
+ mes("Yes, you... What do you think about the way the government is handling this...?");
+ next();
+ mes("[Grumbling Soldier]");
+ mes("Although they ignore your track record, still, one should be careful...");
+ close();
}
} else {
- mes "SeLarsmar Di marThusVil U SeMushVohl";
- close;
+ mes("SeLarsmar Di marThusVil U SeMushVohl");
+ close();
}
}
splendide,240,164,3 script Sighing Soldier#edq 4_M_FAIRYSOLDIER2,3,3,{
- mes "[Sighing Soldier]";
- if (isequipped(2782) == 1) {
- mes "When will we be finished with this combat with the Sapha? Ugghhhh...";
- next;
+ mes("[Sighing Soldier]");
+ if (isequipped(Ring_Of_Wise_King) == 1) {
+ mes("When will we be finished with this combat with the Sapha? Ugghhhh...");
+ next();
if (ins_nyd == 5) {
- switch(select("What's with the cave up north?", "Who are the Sapha tribesmen?", "Hmm. We can talk later.")) {
+ switch (select("What's with the cave up north?", "Who are the Sapha tribesmen?", "Hmm. We can talk later.")) {
case 1:
- mes "[Sighing Soldier]";
- mes "Well... I'm not sure, but we have avoided going to that area.";
- next;
- mes "[Sighing Soldier]";
- mes "Sometimes, the dispatched researchers hang around here... I feel bad that there's nothing to see... without any reason...";
- next;
- mes "[Sighing Soldier]";
- mes "But the command officers make sure that there's something hidden in there.";
- next;
- mes "[Sighing Soldier]";
- mes "We don't know if the monsters there are strong, so we never checked it out. But on a personal level, nobody wants to go there...";
+ mes("[Sighing Soldier]");
+ mes("Well... I'm not sure, but we have avoided going to that area.");
+ next();
+ mes("[Sighing Soldier]");
+ mes("Sometimes, the dispatched researchers hang around here... I feel bad that there's nothing to see... without any reason...");
+ next();
+ mes("[Sighing Soldier]");
+ mes("But the command officers make sure that there's something hidden in there.");
+ next();
+ mes("[Sighing Soldier]");
+ mes("We don't know if the monsters there are strong, so we never checked it out. But on a personal level, nobody wants to go there...");
ins_nyd = 51;
- close;
+ close();
case 2:
- mes "[Sighing Soldier]";
- mes "I don't know what others think about it... but we've had some trouble with our attitude against the Sapha tribes.";
- next;
- mes "[Sighing Soldier]";
- mes "We didn't try to solve the problems with talk. We attacked them first.";
- next;
- mes "[Sighing Soldier]";
- mes "Maybe... our command officers don't want to accept other species different than us...";
- next;
- mes "[Sighing Soldier]";
- mes "Don't misunderstand... Recently, we have talked about your particular species and our commanders feel grateful to you.";
- next;
- mes "[Sighing Soldier]";
- mes "Anyway... I'm just exhausted during this useless and nerve-wracking situation... Sigh.";
- close;
+ mes("[Sighing Soldier]");
+ mes("I don't know what others think about it... but we've had some trouble with our attitude against the Sapha tribes.");
+ next();
+ mes("[Sighing Soldier]");
+ mes("We didn't try to solve the problems with talk. We attacked them first.");
+ next();
+ mes("[Sighing Soldier]");
+ mes("Maybe... our command officers don't want to accept other species different than us...");
+ next();
+ mes("[Sighing Soldier]");
+ mes("Don't misunderstand... Recently, we have talked about your particular species and our commanders feel grateful to you.");
+ next();
+ mes("[Sighing Soldier]");
+ mes("Anyway... I'm just exhausted during this useless and nerve-wracking situation... Sigh.");
+ close();
case 3:
- close;
+ close();
}
} else {
- mes "[Sighing Soldier]";
- mes "When will we be finished with this combat with the Sapha? Ugghhhh...";
- next;
- mes "[Sighing Soldier]";
- mes "Frankly, I don't think of you or any Sapha is our enemy. Sigh...";
- next;
- mes "[Sighing Soldier]";
- mes "Is there no way to resolve this by communicating? There's no meaning in useless combat! Geez.";
- close;
+ mes("[Sighing Soldier]");
+ mes("When will we be finished with this combat with the Sapha? Ugghhhh...");
+ next();
+ mes("[Sighing Soldier]");
+ mes("Frankly, I don't think of you or any Sapha is our enemy. Sigh...");
+ next();
+ mes("[Sighing Soldier]");
+ mes("Is there no way to resolve this by communicating? There's no meaning in useless combat! Geez.");
+ close();
}
} else {
- mes "VohlLarsmar Ha DielCyatas";
- close;
+ mes("VohlLarsmar Ha DielCyatas");
+ close();
}
}
spl_in01,109,60,3 script Commander Lebiordirr#edq 4_F_FAIRY,3,3,{
- mes "[Commander Lebiordirr]";
- if (isequipped(2782) == 1) {
+ mes("[Commander Lebiordirr]");
+ if (isequipped(Ring_Of_Wise_King) == 1) {
if (ins_nyd == 51) {
- mes "Are you...? Are you the one collecting information from my soldiers...?";
- next;
- mes "[Commander Lebiordirr]";
- mes "You should be cautious. Our tribe has respected the existence of you humans but...";
- next;
- mes "[Commander Lebiordirr]";
- mes "I've taken a great risk in allowing you in here. So be wary.";
- next;
- mes "[Commander Lebiordirr]";
- mes "Don't attract too much attention because that would make your people look bad.";
- next;
- mes "[Commander Lebiordirr]";
- mes "Now, we don't need to talk much about this, so just go back where you came from.";
- next;
- mes "[Commander Lebiordirr]";
- mes "Unless you have any messages for me...? Your face says you do...";
- next;
- if(select("No. Nothing. We can talk later.", "I intend to stay. For good reasons.")==1) close;
- mes "[Splendide Guard]";
- mes "Sir, I can drag this pest out right now.";
- next;
- mes "[Commander Lebiordirr]";
- mes "No. Let's hear an explanation. Good? Now, if you want...";
- next;
- mes "[Commander Lebiordirr]";
- mes "I have known that, recently, time has broken... so, you're here exploring for a solution, no?";
- next;
- mes "[Commander Lebiordirr]";
- mes "Our tribe has respected you, so just forget about the searching and exploring around here.";
- next;
- mes "[Commander Lebiordirr]";
- mes "I heard that you are to search for any treasure in the closed cave to the north.";
- next;
- mes "[Commander Lebiordirr]";
- mes "That place is banned by order of the Laphine tribe. So, people can't just go there without permission.";
- next;
- mes "[Commander Lebiordirr]";
- mes "If you can't follow this rule, I will stop associating with you and ban all of your people from here.";
- next;
- mes "[Commander Lebiordirr]";
- mes "We still have an unstable relationship with the Sapha, we usually don't worry about outsiders.";
- next;
- mes "[Commander Lebiordirr]";
- mes "Now, if you understand this, inform your friends.";
+ mes("Are you...? Are you the one collecting information from my soldiers...?");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("You should be cautious. Our tribe has respected the existence of you humans but...");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("I've taken a great risk in allowing you in here. So be wary.");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("Don't attract too much attention because that would make your people look bad.");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("Now, we don't need to talk much about this, so just go back where you came from.");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("Unless you have any messages for me...? Your face says you do...");
+ next();
+ if (select("No. Nothing. We can talk later.", "I intend to stay. For good reasons.") == 1)
+ close();
+ mes("[Splendide Guard]");
+ mes("Sir, I can drag this pest out right now.");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("No. Let's hear an explanation. Good? Now, if you want...");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("I have known that, recently, time has broken... so, you're here exploring for a solution, no?");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("Our tribe has respected you, so just forget about the searching and exploring around here.");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("I heard that you are to search for any treasure in the closed cave to the north.");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("That place is banned by order of the Laphine tribe. So, people can't just go there without permission.");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("If you can't follow this rule, I will stop associating with you and ban all of your people from here.");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("We still have an unstable relationship with the Sapha, we usually don't worry about outsiders.");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("Now, if you understand this, inform your friends.");
ins_nyd = 61;
- close;
+ close();
} else if (ins_nyd == 61) {
- mes "If you can't follow this rule, I will stop associating with you and ban all of your people from here.";
- next;
- mes "[Commander Lebiordirr]";
- mes "We still have an unstable relationship with the Sapha, we usually don't worry about outsiders.";
- next;
- mes "[Commander Lebiordirr]";
- mes "Now, if you understand this, inform your friends.";
- close;
+ mes("If you can't follow this rule, I will stop associating with you and ban all of your people from here.");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("We still have an unstable relationship with the Sapha, we usually don't worry about outsiders.");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("Now, if you understand this, inform your friends.");
+ close();
} else if (ins_nyd == 81) {
- mes "Why have you come back, outsider?";
- next;
+ mes("Why have you come back, outsider?");
+ next();
select("To ask the Laphines about exploring...");
- mes "[Commander Lebiordirr]";
- mes "Exploring what? Choose your words wisely?";
- next;
- mes "[Commander Lebiordirr]";
- mes "Do we not understand each other? What do you want?";
- next;
+ mes("[Commander Lebiordirr]");
+ mes("Exploring what? Choose your words wisely?");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("Do we not understand each other? What do you want?");
+ next();
select("I must explore the cave.");
- mes "[Commander Lebiordirr]";
- mes "That means... that you are ignoring my warning? Is this your decision or are you just following orders?";
- next;
+ mes("[Commander Lebiordirr]");
+ mes("That means... that you are ignoring my warning? Is this your decision or are you just following orders?");
+ next();
select("I'm just following orders");
- mes "[Commander Lebiordirr]";
- mes "Are you trying to insult me on purpose, outsider?";
- next;
- mes "[Commander Lebiordirr]";
- mes "Why do you want to explore? It better be a very good reason.";
- next;
+ mes("[Commander Lebiordirr]");
+ mes("Are you trying to insult me on purpose, outsider?");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("Why do you want to explore? It better be a very good reason.");
+ next();
select("It's about Dr. Magnifier's report...");
- mes "[Commander Lebiordirr]";
- mes "So... What do I care about an outsider's report?";
- next;
- mes "[Commander Lebiordirr]";
- mes "To protect the Yggdrasil! That's the Laphine's fate. Can you say that about yourself?";
- next;
- mes "[Commander Lebiordirr]";
- mes "Do you have any proof of your birth with Odin and Yggdrasil's blessings?";
- next;
- mes "[Commander Lebiordirr]";
- mes "I shouldn't say anymore. Please don't take this as being rude but, please go now!";
- next;
+ mes("[Commander Lebiordirr]");
+ mes("So... What do I care about an outsider's report?");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("To protect the Yggdrasil! That's the Laphine's fate. Can you say that about yourself?");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("Do you have any proof of your birth with Odin and Yggdrasil's blessings?");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("I shouldn't say anymore. Please don't take this as being rude but, please go now!");
+ next();
select("Then I'll ask the Sapha for help.");
- mes "[Commander Lebiordirr]";
- mes "What are you talking about, outsider?";
- next;
- mes "[Splendide Guard]";
- mes "Sir, I can get rid of this rude outsider if you wish?";
- next;
- mes "[Commander Lebiordirr]";
- mes "No, wait... The Sapha tribesmen know the meaning of that place? Did you ask to associate with them?";
- next;
- mes "[Commander Lebiordirr]";
- mes "Ah... How tricky... Are you testing us?";
- next;
- mes "[Splendide Guard]";
- mes "Calm down, sir. I will throw this outsider into prison.";
- next;
- mes "[Commander Lebiordirr]";
- mes "No... No, wait. Ok, I will accept it. I can accept your admission into the Holy Sekos.";
- next;
- mes "[Commander Lebiordirr]";
- mes "Okay. If you are a servant of the Yggdrasil as you claim to be, I will allow you admission. But I am not responsible for your actions.";
- next;
- mes "[Commander Lebiordirr]";
- mes "And make sure that if you find anything out of the ordinary in there, that you share it with us!";
- next;
+ mes("[Commander Lebiordirr]");
+ mes("What are you talking about, outsider?");
+ next();
+ mes("[Splendide Guard]");
+ mes("Sir, I can get rid of this rude outsider if you wish?");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("No, wait... The Sapha tribesmen know the meaning of that place? Did you ask to associate with them?");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("Ah... How tricky... Are you testing us?");
+ next();
+ mes("[Splendide Guard]");
+ mes("Calm down, sir. I will throw this outsider into prison.");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("No... No, wait. Ok, I will accept it. I can accept your admission into the Holy Sekos.");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("Okay. If you are a servant of the Yggdrasil as you claim to be, I will allow you admission. But I am not responsible for your actions.");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("And make sure that if you find anything out of the ordinary in there, that you share it with us!");
+ next();
select("But of course!");
- mes "[Commander Lebiordirr]";
- mes "So... since I have agreed to allow your exploration... Arioss, help them, and take the results.";
- next;
- mes "[Aide Arioss]";
- mes "Sir... are you sure? This is an invasion of the Holy Sekos...";
- next;
- mes "[Commander Lebiordirr]";
- mes "Invasion is a harsh word. I am allowing them entrance. Better them than a dirty giant. It might just save our lives...";
- next;
- mes "[Commander Lebiordirr]";
- mes "Here, outsider. Arioss will explain the situation with the giants. Talk with him...";
+ mes("[Commander Lebiordirr]");
+ mes("So... since I have agreed to allow your exploration... Arioss, help them, and take the results.");
+ next();
+ mes("[Aide Arioss]");
+ mes("Sir... are you sure? This is an invasion of the Holy Sekos...");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("Invasion is a harsh word. I am allowing them entrance. Better them than a dirty giant. It might just save our lives...");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("Here, outsider. Arioss will explain the situation with the giants. Talk with him...");
ins_nyd = 91;
- close;
- } else if ((ins_nyd == 91) || (ins_nyd == 101) || (ins_nyd == 111) || (ins_nyd == 200) || (ins_nyd == 201) || (ins_nyd == 202)) {
- mes "Outsider. Arioss here will explain the situation with the giants, talk with him...";
- close;
- } else if ((ins_nyd == 72) || (ins_nyd == 82) || (ins_nyd == 92) || (ins_nyd == 102) || (ins_nyd == 112) || (ins_nyd == 122) || (ins_nyd == 132)) {
- mes "Welcome to the Laphine camp in Splendide, outsider... I am Lebiordirr. I am in charge here.";
- next;
- mes "[Commander Lebiordirr]";
- mes "Be cautious of your actions. We already have lots of problems with the Sapha tribe as it is.";
- next;
- mes "[Commander Lebiordirr]";
- mes "If you are cautious with your actions, I won't place any harm on you. Fare well.";
- close;
+ close();
+ } else if (ins_nyd == 91 || ins_nyd == 101 || ins_nyd == 111 || ins_nyd == 200 || ins_nyd == 201 || ins_nyd == 202) {
+ mes("Outsider. Arioss here will explain the situation with the giants, talk with him...");
+ close();
+ } else if (ins_nyd == 72 || ins_nyd == 82 || ins_nyd == 92 || ins_nyd == 102 || ins_nyd == 112 || ins_nyd == 122 || ins_nyd == 132) {
+ mes("Welcome to the Laphine camp in Splendide, outsider... I am Lebiordirr. I am in charge here.");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("Be cautious of your actions. We already have lots of problems with the Sapha tribe as it is.");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("If you are cautious with your actions, I won't place any harm on you. Fare well.");
+ close();
} else if (ins_nyd == 203) {
- mes "I was waiting for you. You came back safe, that's good news. Did you find anything?";
- next;
+ mes("I was waiting for you. You came back safe, that's good news. Did you find anything?");
+ next();
select("Explain about the guardian Nidhoggur's leave.");
- mes "[Commander Lebiordirr]";
- mes "What? The Guardian is not in his nest...?";
- next;
- mes "[Commander Lebiordirr]";
- mes "And because of his disppearance, the Guardian's Shadow is currently destorying the roots of the World Tree...?";
- next;
- mes "[Commander Lebiordirr]";
- mes "That's unbelievable. You must be insulting the Guardian's and our pride. I did not provide you with our help for that.";
- next;
- mes "[Aide Arioss]";
- mes "It's not like that, Commander, they speak the truth.";
- next;
- mes "[Commander Lebiordirr]";
- mes "What are you saying? Arioss, do not forget your place as the Guardian's priest.";
- next;
- mes "[Aide Arioss]";
- mes "Even though I have not seen it with my own eyes, this does explain why we lost communication with the great World Tree Yggdrasil.";
- next;
- mes "[Commander Lebiordirr]";
- mes "Do not speak of His Highness, the World Tree Yggdrasil's name so lightly.";
- next;
+ mes("[Commander Lebiordirr]");
+ mes("What? The Guardian is not in his nest...?");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("And because of his disppearance, the Guardian's Shadow is currently destorying the roots of the World Tree...?");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("That's unbelievable. You must be insulting the Guardian's and our pride. I did not provide you with our help for that.");
+ next();
+ mes("[Aide Arioss]");
+ mes("It's not like that, Commander, they speak the truth.");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("What are you saying? Arioss, do not forget your place as the Guardian's priest.");
+ next();
+ mes("[Aide Arioss]");
+ mes("Even though I have not seen it with my own eyes, this does explain why we lost communication with the great World Tree Yggdrasil.");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("Do not speak of His Highness, the World Tree Yggdrasil's name so lightly.");
+ next();
select("Pass along World Tree Yggdrasil's words.");
- mes "[Commander Lebiordirr]";
- mes "His Highness, the World Tree Yggdrasil, said that?";
- next;
- mes "[Commander Lebiordirr]";
- mes "The reason behind all of this... is not because of the Sapha tribe, but because of the sudden leave of the Guardian? And the Guaridan has given up on his identity?";
- next;
- mes "[Commander Lebiordirr]";
- mes "This must be reported... reported to the High Priest of Alfheim... Unbelievable.";
- next;
- mes "[Aide Arioss]";
- mes "Commander... do we need to alert the rest of the tribe...?";
- next;
- mes "[Commander Lebiordirr]";
- mes "You don't need to worry about this, Arioss. As commander, I will handle it. You just pretend nothing happened...";
- next;
- mes "[Commander Lebiordirr]";
- mes "Strange one, thank you for your cooperation in such situations... Please forget what has happened today...";
- next;
- mes "[Commander Lebiordirr]";
- mes "Arioss, please compensate this strange one for the help. I need to go rest...";
- next;
- mes "[Aide Arioss]";
- mes "Commander...";
+ mes("[Commander Lebiordirr]");
+ mes("His Highness, the World Tree Yggdrasil, said that?");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("The reason behind all of this... is not because of the Sapha tribe, but because of the sudden leave of the Guardian? And the Guaridan has given up on his identity?");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("This must be reported... reported to the High Priest of Alfheim... Unbelievable.");
+ next();
+ mes("[Aide Arioss]");
+ mes("Commander... do we need to alert the rest of the tribe...?");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("You don't need to worry about this, Arioss. As commander, I will handle it. You just pretend nothing happened...");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("Strange one, thank you for your cooperation in such situations... Please forget what has happened today...");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("Arioss, please compensate this strange one for the help. I need to go rest...");
+ next();
+ mes("[Aide Arioss]");
+ mes("Commander...");
ins_nyd = 121;
- close;
- } else if ((ins_nyd == 121) || (ins_nyd == 131)) {
- mes "Strange one, thank you for your cooperation in such situations... Please forget what has happened today...";
- close;
+ close();
+ } else if (ins_nyd == 121 || ins_nyd == 131) {
+ mes("Strange one, thank you for your cooperation in such situations... Please forget what has happened today...");
+ close();
} else {
- mes "Welcome to the Laphine camp in Splendide, outsider... I am Lebiordirr. I am in charge here.";
- next;
- mes "[Commander Lebiordirr]";
- mes "Be cautious of your actions. We already have lots of problems with the Sapha tribe as it is.";
- next;
- mes "[Commander Lebiordirr]";
- mes "If you are cautious with your actions, I won't place any harm on you. Fare well.";
- close;
+ mes("Welcome to the Laphine camp in Splendide, outsider... I am Lebiordirr. I am in charge here.");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("Be cautious of your actions. We already have lots of problems with the Sapha tribe as it is.");
+ next();
+ mes("[Commander Lebiordirr]");
+ mes("If you are cautious with your actions, I won't place any harm on you. Fare well.");
+ close();
}
} else {
- mes "ThusDurnah Ra SharVeldIyaz U UorAmanDur Yee neaOsaAdor Yee...";
- close;
+ mes("ThusDurnah Ra SharVeldIyaz U UorAmanDur Yee neaOsaAdor Yee...");
+ close();
}
}
spl_in01,104,56,3 script Aide Arioss#edq 4_F_FAIRYKID2,3,3,{
- mes "[Aide Arioss]";
- if (isequipped(2782) == 1) {
+ mes("[Aide Arioss]");
+ if (isequipped(Ring_Of_Wise_King) == 1) {
if (ins_nyd == 91) {
- mes "Sigh, since it's Commander Lebiordirr's wish, I will cooperate with you...";
- next;
- mes "[Aide Arioss]";
- mes "You want to go there to find out exactly what that place is?";
- next;
- mes "[Aide Arioss]";
- mes "Alright...it's as you have assumed, a place connecting to the World Tree. It's also the Guardian's Nest.";
- next;
+ mes("Sigh, since it's Commander Lebiordirr's wish, I will cooperate with you...");
+ next();
+ mes("[Aide Arioss]");
+ mes("You want to go there to find out exactly what that place is?");
+ next();
+ mes("[Aide Arioss]");
+ mes("Alright...it's as you have assumed, a place connecting to the World Tree. It's also the Guardian's Nest.");
+ next();
select("Guardian's Nest?");
- mes "[Aide Arioss]";
- mes "Yes, that's the nest of Nidhoggur, the Guardian of the World Tree...";
- next;
- mes "[Aide Arioss]";
- mes "Only a marked guardian's servant from the Laphine tribe is allowed to enter.";
- next;
- mes "[Aide Arioss]";
- mes "That place was initially closed off from the public, but then the giants of the Sapha tribe turned things around...";
- next;
- mes "[Aide Arioss]";
- mes "To obtain more minerals, they started to dig with madness.";
- next;
- mes "[Aide Arioss]";
- mes "In the end, they have harmed a part of the World Tree's root that lies very close to their mine, and thus, the World Tree became very ill.";
- next;
- mes "[Aide Arioss]";
- mes "After we have arrived here knowing the facts, the World Tree was already in a very bad state due to the many factories built by the Sapha tribe.";
- next;
- mes "[Aide Arioss]";
- mes "Even though, for a long time, we have been attacking the Sapha tribe, trying to force them to leave, they are not so easily defeated, leading to this stalemate.";
- next;
- mes "[Aide Arioss]";
- mes "During this time, your people have travelled through the space-time gap to this land.";
- next;
- mes "[Aide Arioss]";
- mes "Because of those many unexpected reasons, the Guardian's nest, which was meant to stay hidden deep underground, has been discovered by your race...";
- next;
- mes "[Aide Arioss]";
- mes "Now you understand how serious this situation is. Because of the Sapha tribe, we are no longer able to approach the Guardian, and seek his teachings of wisdom.";
- next;
- mes "[Aide Arioss]";
- mes "It's very insulting to our pride... but if you can help us enter that place again, and speak to the Guardian, maybe we can find a solution...";
- next;
- mes "[Aide Arioss]";
- mes "Then we'll leave it to you. As for your request, I will do my best to cooperate.";
- next;
- mes "[Aide Arioss]";
- mes "I have already told you what you wanted to know... If you need anything else, just let me know.";
+ mes("[Aide Arioss]");
+ mes("Yes, that's the nest of Nidhoggur, the Guardian of the World Tree...");
+ next();
+ mes("[Aide Arioss]");
+ mes("Only a marked guardian's servant from the Laphine tribe is allowed to enter.");
+ next();
+ mes("[Aide Arioss]");
+ mes("That place was initially closed off from the public, but then the giants of the Sapha tribe turned things around...");
+ next();
+ mes("[Aide Arioss]");
+ mes("To obtain more minerals, they started to dig with madness.");
+ next();
+ mes("[Aide Arioss]");
+ mes("In the end, they have harmed a part of the World Tree's root that lies very close to their mine, and thus, the World Tree became very ill.");
+ next();
+ mes("[Aide Arioss]");
+ mes("After we have arrived here knowing the facts, the World Tree was already in a very bad state due to the many factories built by the Sapha tribe.");
+ next();
+ mes("[Aide Arioss]");
+ mes("Even though, for a long time, we have been attacking the Sapha tribe, trying to force them to leave, they are not so easily defeated, leading to this stalemate.");
+ next();
+ mes("[Aide Arioss]");
+ mes("During this time, your people have travelled through the space-time gap to this land.");
+ next();
+ mes("[Aide Arioss]");
+ mes("Because of those many unexpected reasons, the Guardian's nest, which was meant to stay hidden deep underground, has been discovered by your race...");
+ next();
+ mes("[Aide Arioss]");
+ mes("Now you understand how serious this situation is. Because of the Sapha tribe, we are no longer able to approach the Guardian, and seek his teachings of wisdom.");
+ next();
+ mes("[Aide Arioss]");
+ mes("It's very insulting to our pride... but if you can help us enter that place again, and speak to the Guardian, maybe we can find a solution...");
+ next();
+ mes("[Aide Arioss]");
+ mes("Then we'll leave it to you. As for your request, I will do my best to cooperate.");
+ next();
+ mes("[Aide Arioss]");
+ mes("I have already told you what you wanted to know... If you need anything else, just let me know.");
ins_nyd = 101;
- close;
+ close();
} else if (ins_nyd == 101) {
- mes "Ah, you said that there is a strange power blocking the entrance to the Guardian's nest, right?";
- next;
- mes "[Aide Arioss]";
- mes "That's because only the ones chosen by the Guardian may enter.";
- next;
- mes "[Aide Arioss]";
- mes "We have been the Guardian's servants for generations, and have been protecting the World Tree ever since.";
- next;
- mes "[Aide Arioss]";
- mes "Before we were captured and brought here, there were 3 servants including me. Our task was to heal the World Tree.";
- next;
- mes "[Aide Arioss]";
- mes "One was killed in our last war with the Sapha tribe... and the other has been taken captive.";
- next;
- mes "[Aide Arioss]";
- mes "I will give you my proof. Don't worry, I'm just temporarily marking you as a guardian's servant.";
+ mes("Ah, you said that there is a strange power blocking the entrance to the Guardian's nest, right?");
+ next();
+ mes("[Aide Arioss]");
+ mes("That's because only the ones chosen by the Guardian may enter.");
+ next();
+ mes("[Aide Arioss]");
+ mes("We have been the Guardian's servants for generations, and have been protecting the World Tree ever since.");
+ next();
+ mes("[Aide Arioss]");
+ mes("Before we were captured and brought here, there were 3 servants including me. Our task was to heal the World Tree.");
+ next();
+ mes("[Aide Arioss]");
+ mes("One was killed in our last war with the Sapha tribe... and the other has been taken captive.");
+ next();
+ mes("[Aide Arioss]");
+ mes("I will give you my proof. Don't worry, I'm just temporarily marking you as a guardian's servant.");
specialeffect(EF_HOLYHIT, AREA, playerattached());
- next;
- mes "[Aide Arioss]";
- mes "Also, remember this spell, it's needed to open the gate of the Guardian.";
- next;
- mes "[Aide Arioss]";
- mes "AnomarDu Ha OdesUdenVer Ie ";
- next;
- mes "[Aide Arioss]";
- mes "remuAlaAsh Mu ModtasAn Yu Dur";
- next;
- mes "[Aide Arioss]";
- mes "TalsehrDur So CyaReMush Di DielAlaWos Ie RuffserIman Ie ";
- next;
- mes "[Aide Arioss]";
- mes "Go find the fairy guarding the gate, and say this spell.";
- next;
- mes "[Aide Arioss]";
- mes "The proof and the spell will confirm that you are one of the Guardian's servants.";
- next;
- mes "[Aide Arioss]";
- mes "Please meet the Guardian, and come back with an answer to everything. I believe in you.";
+ next();
+ mes("[Aide Arioss]");
+ mes("Also, remember this spell, it's needed to open the gate of the Guardian.");
+ next();
+ mes("[Aide Arioss]");
+ mes("AnomarDu Ha OdesUdenVer Ie ");
+ next();
+ mes("[Aide Arioss]");
+ mes("remuAlaAsh Mu ModtasAn Yu Dur");
+ next();
+ mes("[Aide Arioss]");
+ mes("TalsehrDur So CyaReMush Di DielAlaWos Ie RuffserIman Ie ");
+ next();
+ mes("[Aide Arioss]");
+ mes("Go find the fairy guarding the gate, and say this spell.");
+ next();
+ mes("[Aide Arioss]");
+ mes("The proof and the spell will confirm that you are one of the Guardian's servants.");
+ next();
+ mes("[Aide Arioss]");
+ mes("Please meet the Guardian, and come back with an answer to everything. I believe in you.");
ins_nyd = 111;
- close;
- } else if ((ins_nyd == 101) || (ins_nyd == 111) || (ins_nyd == 200) || (ins_nyd == 201) || (ins_nyd == 202)) {
- mes "Please meet with the Guardian and take a wise answer from him. I will trust you.";
- close;
- } else if ((ins_nyd == 72) || (ins_nyd == 82) || (ins_nyd == 92) || (ins_nyd == 102) || (ins_nyd == 112)) {
- mes "... ...";
- next;
- mes "Not even caring about this a single bit? What a stupid woman...";
- close;
+ close();
+ } else if (ins_nyd == 101 || ins_nyd == 111 || ins_nyd == 200 || ins_nyd == 201 || ins_nyd == 202) {
+ mes("Please meet with the Guardian and take a wise answer from him. I will trust you.");
+ close();
+ } else if (ins_nyd == 72 || ins_nyd == 82 || ins_nyd == 92 || ins_nyd == 102 || ins_nyd == 112) {
+ mes("... ...");
+ next();
+ mes("Not even caring about this a single bit? What a stupid woman...");
+ close();
} else if (ins_nyd == 121) {
- mes "Things have actually become like this... as priests of the Guardian, it's our responsibility...";
- next;
- mes "[Aide Arioss]";
- mes "I represent the entire Laphine tribe, and show you our gratitude. This must all be very hard for our commander...";
- next;
- mes "[Aide Arioss]";
- mes "It can't compare with the effort you have put in for us... but please accept our token of friendship.";
- getexp 1500000,350000;
- getitem Splendide_Coin,10;
+ mes("Things have actually become like this... as priests of the Guardian, it's our responsibility...");
+ next();
+ mes("[Aide Arioss]");
+ mes("I represent the entire Laphine tribe, and show you our gratitude. This must all be very hard for our commander...");
+ next();
+ mes("[Aide Arioss]");
+ mes("It can't compare with the effort you have put in for us... but please accept our token of friendship.");
+ getexp(1500000, 350000);
+ getitem(Splendide_Coin, 10);
ins_nyd = 131;
- mes "[Aide Arioss]";
- mes "If we can help you with anything in the future, we will do all we can to assist you. Once again, thank you.";
- close;
+ mes("[Aide Arioss]");
+ mes("If we can help you with anything in the future, we will do all we can to assist you. Once again, thank you.");
+ close();
} else if (ins_nyd == 131) {
- mes "If we can help you with anything in the future, we will do all we can to assist you. Once again, thank you.";
- close;
+ mes("If we can help you with anything in the future, we will do all we can to assist you. Once again, thank you.");
+ close();
} else {
- mes "... ...";
- next;
- mes "Never give attention to... um... a blunt woman...";
- close;
+ mes("... ...");
+ next();
+ mes("Never give attention to... um... a blunt woman...");
+ close();
}
} else {
- mes "AmanVilShar Ie DorLuShar Mu Re";
- close;
+ mes("AmanVilShar Ie DorLuShar Mu Re");
+ close();
}
}
spl_in01,110,21,0 script trap#s_edq FAKE_NPC,10,10,{
OnTouch_:
- if ((isequipped(2782) == 1) && (ins_nyd == 51)) {
- mes "[Splendide Guard]";
- mes "That man is currently under arrest.";
- next;
- mes "[Splendide Guard]";
- mes "You'd better behave, Aide Arioss says that different races shall be treated the same way.";
- warp "spl_in01",109,58;
- close;
+ if (isequipped(Ring_Of_Wise_King) == 1 && ins_nyd == 51) {
+ mes("[Splendide Guard]");
+ mes("That man is currently under arrest.");
+ next();
+ mes("[Splendide Guard]");
+ mes("You'd better behave, Aide Arioss says that different races shall be treated the same way.");
+ warp("spl_in01", 109, 58);
+ close();
}
end;
}
spl_in01,101,52,5 script Splendide Guard#1_edq 4_M_FAIRYSOLDIER,1,1,{
- mes "[Splendide Guard]";
- if (isequipped(2782) == 1) mes "This is the Splendide office. Don't act impolitely.";
- else mes "ThusDurnah Ra SharVeldIyaz U UorAmanDur Yee neaOsaAdor Yee ";
- close;
+ mes("[Splendide Guard]");
+ if (isequipped(Ring_Of_Wise_King) == 1)
+ mes("This is the Splendide office. Don't act impolitely.");
+ else
+ mes("ThusDurnah Ra SharVeldIyaz U UorAmanDur Yee neaOsaAdor Yee ");
+ close();
}
spl_in01,118,52,3 script Splendide Guard#2_edq 4_M_FAIRYSOLDIER,1,1,{
- mes "[Splendide Guard]";
- if (isequipped(2782) == 1) mes "This is the Splendide office. Don't act impolitely.";
- else mes "ThusDurnah Ra SharVeldIyaz U UorAmanDur Yee neaOsaAdor Yee ";
- close;
+ mes("[Splendide Guard]");
+ if (isequipped(Ring_Of_Wise_King) == 1)
+ mes("This is the Splendide office. Don't act impolitely.");
+ else
+ mes("ThusDurnah Ra SharVeldIyaz U UorAmanDur Yee neaOsaAdor Yee ");
+ close();
}
man_in01,311,57,3 script Neat Etorr#edq 4_MAN_NITT,3,3,{
- mes "[Neat Etorr]";
- if (isequipped(2782) == 1) {
+ mes("[Neat Etorr]");
+ if (isequipped(Ring_Of_Wise_King) == 1) {
if (ins_nyd == 52) {
- mes "Guest from the other world, please excuse our rudeness...";
- next;
- mes "[Neat Etorr]";
- mes "As the leader of the Sapha tribe, I have something very important to tell you. That is why I asked for you...";
- next;
- mes "[Neat Etorr]";
- mes "Your race has come to this land not long ago through the space-time gap.";
- next;
- mes "[Neat Etorr]";
- mes "You should have already seen what is going on. We have been at war with the Laphine tribe for a very long time.";
- next;
- mes "[Neat Etorr]";
- mes "Recently, because you do not understand the current situations, you have done some things that I, as a leader, can't ignore any longer.";
- next;
- mes "[Neat Etorr]";
- mes "I hope that your people will becareful of your actions on this land, and terminate any unnecessary interventions.";
- next;
- if(select("Leave quietly.", "Don't know what he's talking about, and ask for details.")==1) close;
- mes "[Manuk Field Elite Soldier]";
- mes "Are we really just letting these people go after they have stirred up problems on our land?";
- next;
- mes "[Neat Etorr]";
- mes "After what happened, I don't think they know what else they can do. Let me explain.";
- next;
- mes "[Neat Etorr]";
- mes "For now, we have acknowledged your race, and have been tolerant towards your activities.";
- next;
- mes "[Neat Etorr]";
- mes "But we have recently started to suspect you of being the Laphine tribe's eyes and ears.";
- next;
- mes "[Neat Etorr]";
- mes "Not long ago, We have heard that you have found remains in an abandoned cave in the north, and have been conducting investigations and researches regarding it.";
- next;
- mes "[Neat Etorr]";
- mes "We have captured a Laphine tribe priest during the last war, and we have heard that you have had contact with said captive.";
- next;
- mes "[Neat Etorr]";
- mes "That captive is the only reference for our tribe, so we have taken good care of her. She is related to your current investigation.";
- next;
- mes "[Neat Etorr]";
- mes "For your people, who have no direct connections, it is not a place satisfy your curiosity. I hope that you stop your investigations, and mind your own business.";
- next;
- mes "[Neat Etorr]";
- mes "If you don't accept our request, then do not expect any cooperations between our races in the future.";
- next;
- mes "[Neat Etorr]";
- mes "Because of the war against the Laphine tribe, everything is a mess. But even then, we cannot allow a foreign race to interfere.";
- next;
- mes "[Neat Etorr]";
- mes "You have heard it all, now please report back to your race.";
+ mes("Guest from the other world, please excuse our rudeness...");
+ next();
+ mes("[Neat Etorr]");
+ mes("As the leader of the Sapha tribe, I have something very important to tell you. That is why I asked for you...");
+ next();
+ mes("[Neat Etorr]");
+ mes("Your race has come to this land not long ago through the space-time gap.");
+ next();
+ mes("[Neat Etorr]");
+ mes("You should have already seen what is going on. We have been at war with the Laphine tribe for a very long time.");
+ next();
+ mes("[Neat Etorr]");
+ mes("Recently, because you do not understand the current situations, you have done some things that I, as a leader, can't ignore any longer.");
+ next();
+ mes("[Neat Etorr]");
+ mes("I hope that your people will becareful of your actions on this land, and terminate any unnecessary interventions.");
+ next();
+ if (select("Leave quietly.", "Don't know what he's talking about, and ask for details.") == 1)
+ close();
+ mes("[Manuk Field Elite Soldier]");
+ mes("Are we really just letting these people go after they have stirred up problems on our land?");
+ next();
+ mes("[Neat Etorr]");
+ mes("After what happened, I don't think they know what else they can do. Let me explain.");
+ next();
+ mes("[Neat Etorr]");
+ mes("For now, we have acknowledged your race, and have been tolerant towards your activities.");
+ next();
+ mes("[Neat Etorr]");
+ mes("But we have recently started to suspect you of being the Laphine tribe's eyes and ears.");
+ next();
+ mes("[Neat Etorr]");
+ mes("Not long ago, We have heard that you have found remains in an abandoned cave in the north, and have been conducting investigations and researches regarding it.");
+ next();
+ mes("[Neat Etorr]");
+ mes("We have captured a Laphine tribe priest during the last war, and we have heard that you have had contact with said captive.");
+ next();
+ mes("[Neat Etorr]");
+ mes("That captive is the only reference for our tribe, so we have taken good care of her. She is related to your current investigation.");
+ next();
+ mes("[Neat Etorr]");
+ mes("For your people, who have no direct connections, it is not a place satisfy your curiosity. I hope that you stop your investigations, and mind your own business.");
+ next();
+ mes("[Neat Etorr]");
+ mes("If you don't accept our request, then do not expect any cooperations between our races in the future.");
+ next();
+ mes("[Neat Etorr]");
+ mes("Because of the war against the Laphine tribe, everything is a mess. But even then, we cannot allow a foreign race to interfere.");
+ next();
+ mes("[Neat Etorr]");
+ mes("You have heard it all, now please report back to your race.");
ins_nyd = 62;
- close;
+ close();
} else if (ins_nyd == 62) {
- mes "That captive is the only reference for our tribe, so we have taken good care of her. She is related to your current investigation.";
- next;
- mes "[Neat Etorr]";
- mes "For your people, who have no direct connections, it is not a place to satisfy your curiosity. I hope that you stop your investigations, and mind your own business.";
- next;
- mes "[Neat Etorr]";
- mes "If you don't accept our request, then do not expect any cooperations between our races in the future.";
- close;
+ mes("That captive is the only reference for our tribe, so we have taken good care of her. She is related to your current investigation.");
+ next();
+ mes("[Neat Etorr]");
+ mes("For your people, who have no direct connections, it is not a place to satisfy your curiosity. I hope that you stop your investigations, and mind your own business.");
+ next();
+ mes("[Neat Etorr]");
+ mes("If you don't accept our request, then do not expect any cooperations between our races in the future.");
+ close();
} else if (ins_nyd == 72) {
- mes "Recently, because you do not understand the current situations, you have done some things that I, as a leader, can't ignore any longer.";
- next;
- mes "[Neat Etorr]";
- mes "I hope that your people will becareful of your actions on this land, and terminate any unnecessary interventions.";
- close;
+ mes("Recently, because you do not understand the current situations, you have done some things that I, as a leader, can't ignore any longer.");
+ next();
+ mes("[Neat Etorr]");
+ mes("I hope that your people will becareful of your actions on this land, and terminate any unnecessary interventions.");
+ close();
} else if (ins_nyd == 82) {
- mes "Do you need me for something, strange one?";
- next;
+ mes("Do you need me for something, strange one?");
+ next();
select("Received invitation from the Sapha tribe to cooperate and investigate.");
- mes "[Neat Etorr]";
- mes "Cooperate and investigate? What do you mean?";
- next;
- mes "[Neat Etorr]";
- mes "It seems like you did not understand what I said. What are you thinking?";
- next;
+ mes("[Neat Etorr]");
+ mes("Cooperate and investigate? What do you mean?");
+ next();
+ mes("[Neat Etorr]");
+ mes("It seems like you did not understand what I said. What are you thinking?");
+ next();
select("Please allow me to investigate the cave.");
- mes "[Neat Etorr]";
- mes "From what I can tell, you are disrespecting my request. Is this your intention, or your people's intention?";
- next;
+ mes("[Neat Etorr]");
+ mes("From what I can tell, you are disrespecting my request. Is this your intention, or your people's intention?");
+ next();
select("It's our intention.");
- mes "[Neat Etorr]";
- mes "Ah, it is not an easy decision. You frighten me.";
- next;
- mes "[Neat Etorr]";
- mes "But may I ask why you want to do this?";
- next;
+ mes("[Neat Etorr]");
+ mes("Ah, it is not an easy decision. You frighten me.");
+ next();
+ mes("[Neat Etorr]");
+ mes("But may I ask why you want to do this?");
+ next();
select("Explain Professor Magnifier's theory.");
- mes "[Neat Etorr]";
- mes "It's surprising that you are able to obtain such results. We also have a similar theory.";
- next;
- mes "[Neat Etorr]";
- mes "At least we also think that we must use the Laphine prisoner to get information.";
- next;
- mes "[Neat Etorr]";
- mes "This problem has been the root of our conflicts with the Laphine tribe. Of course, it may also be an opportunity to resolve them.";
- next;
- mes "[Neat Etorr]";
- mes "Therefore, it's more of a reason to depend on our own powers. There is no room for you to interfere. Please give up.";
- next;
+ mes("[Neat Etorr]");
+ mes("It's surprising that you are able to obtain such results. We also have a similar theory.");
+ next();
+ mes("[Neat Etorr]");
+ mes("At least we also think that we must use the Laphine prisoner to get information.");
+ next();
+ mes("[Neat Etorr]");
+ mes("This problem has been the root of our conflicts with the Laphine tribe. Of course, it may also be an opportunity to resolve them.");
+ next();
+ mes("[Neat Etorr]");
+ mes("Therefore, it's more of a reason to depend on our own powers. There is no room for you to interfere. Please give up.");
+ next();
select("Give up request, and ask Laphine tribe for help instead.");
- mes "[Manuk Field Elite Soldier]";
- mes "You finally showed your true face. I knew you were a spy from the Laphine tribe!";
- next;
- mes "[Neat Etorr]";
- mes "Ah...you'd go as far as saying that. What good will it do for you, helping the Laphine tribe?";
- next;
- mes "[Neat Etorr]";
- mes "Those obnoxious dwarves offended our right of living, and are trying to get rid of us.";
- next;
- mes "[Neat Etorr]";
- mes "The reason we don't allow anyone to enter that site is because it's full of suspicions.";
- next;
- mes "[Neat Etorr]";
- mes "Alright, I'll approve of your request, and let you investigate the secret the Laphine tribe has hidden inside the cave.";
- next;
- mes "[Neat Etorr]";
- mes "If you promise to share all of your research results and findings, we will accept your request.";
- next;
+ mes("[Manuk Field Elite Soldier]");
+ mes("You finally showed your true face. I knew you were a spy from the Laphine tribe!");
+ next();
+ mes("[Neat Etorr]");
+ mes("Ah...you'd go as far as saying that. What good will it do for you, helping the Laphine tribe?");
+ next();
+ mes("[Neat Etorr]");
+ mes("Those obnoxious dwarves offended our right of living, and are trying to get rid of us.");
+ next();
+ mes("[Neat Etorr]");
+ mes("The reason we don't allow anyone to enter that site is because it's full of suspicions.");
+ next();
+ mes("[Neat Etorr]");
+ mes("Alright, I'll approve of your request, and let you investigate the secret the Laphine tribe has hidden inside the cave.");
+ next();
+ mes("[Neat Etorr]");
+ mes("If you promise to share all of your research results and findings, we will accept your request.");
+ next();
select("Of course.");
- mes "[Neat Etorr]";
- mes "Alright, from now on, we will cooperate with you, and allow you to directly communicate with the Laphine prisoner.";
- next;
- mes "[Manuk Field Elite Soldier]";
- mes "Commander...are you sure of this? We don't even know if they're friend or foe...";
- next;
- mes "[Neat Etorr]";
- mes "With just our powers, it's impossible to figure out what the Laphine is up to. I think the past has proven that.";
- next;
- mes "[Neat Etorr]";
- mes "What they're doing right now could potentially lead us to a solution.";
- next;
- mes "[Neat Etorr]";
- mes "Strange one, we hope our cooperation will be a good one. Now please go interrogate the Laphine prisoner.";
+ mes("[Neat Etorr]");
+ mes("Alright, from now on, we will cooperate with you, and allow you to directly communicate with the Laphine prisoner.");
+ next();
+ mes("[Manuk Field Elite Soldier]");
+ mes("Commander...are you sure of this? We don't even know if they're friend or foe...");
+ next();
+ mes("[Neat Etorr]");
+ mes("With just our powers, it's impossible to figure out what the Laphine is up to. I think the past has proven that.");
+ next();
+ mes("[Neat Etorr]");
+ mes("What they're doing right now could potentially lead us to a solution.");
+ next();
+ mes("[Neat Etorr]");
+ mes("Strange one, we hope our cooperation will be a good one. Now please go interrogate the Laphine prisoner.");
ins_nyd = 92;
- close;
- } else if ((ins_nyd == 92) || (ins_nyd == 102) || (ins_nyd == 112) || (ins_nyd == 200) || (ins_nyd == 201) || (ins_nyd == 202)) {
- mes "Strange one, we hope our cooperation will be a good one. Now please go interrogate the Laphine prisoner.";
- close;
- } else if ((ins_nyd == 71) || (ins_nyd == 81) || (ins_nyd == 91) || (ins_nyd == 101) || (ins_nyd == 111) || (ins_nyd == 121) || (ins_nyd == 131)) {
- mes "Outsider. Welcome to Manuk, the village of the Sapha. I am its representative, Neat Etorr.";
- next;
- mes "[Neat Etorr]";
- mes "We are just a small village, nothing special... but rest comfortably.";
- close;
+ close();
+ } else if (ins_nyd == 92 || ins_nyd == 102 || ins_nyd == 112 || ins_nyd == 200 || ins_nyd == 201 || ins_nyd == 202) {
+ mes("Strange one, we hope our cooperation will be a good one. Now please go interrogate the Laphine prisoner.");
+ close();
+ } else if (ins_nyd == 71 || ins_nyd == 81 || ins_nyd == 91 || ins_nyd == 101 || ins_nyd == 111 || ins_nyd == 121 || ins_nyd == 131) {
+ mes("Outsider. Welcome to Manuk, the village of the Sapha. I am its representative, Neat Etorr.");
+ next();
+ mes("[Neat Etorr]");
+ mes("We are just a small village, nothing special... but rest comfortably.");
+ close();
} else if (ins_nyd == 203) {
- mes "I was waiting for you. It's good that you're safe. Did you find anything?";
- next;
+ mes("I was waiting for you. It's good that you're safe. Did you find anything?");
+ next();
select("Explain the sudden leave of the Guardian.");
- mes "[Neat Etorr]";
- mes "So... that's the nest of the Guardian of the World Tree, the sacred grounds for the Laphine tribe.";
- next;
- mes "[Neat Etorr]";
- mes "But because of the angry leave of the Guardian, his shadow is wreaking havoc on the World Tree?";
- next;
- mes "[Neat Etorr]";
- mes "If what you're saying is true, then there is no more reason for us to continue fighting the Laphine tribe...";
- next;
- mes "[Neat Etorr]";
- mes "What a huge discovery... So Nidhoggur is no longer the Guardian of the World Tree...?";
- next;
- mes "[Neat Etorr]";
- mes "Nidhoggur's Shadow came to exist in this world, and harmed the roots of the World Tree... what a disaster.";
- next;
+ mes("[Neat Etorr]");
+ mes("So... that's the nest of the Guardian of the World Tree, the sacred grounds for the Laphine tribe.");
+ next();
+ mes("[Neat Etorr]");
+ mes("But because of the angry leave of the Guardian, his shadow is wreaking havoc on the World Tree?");
+ next();
+ mes("[Neat Etorr]");
+ mes("If what you're saying is true, then there is no more reason for us to continue fighting the Laphine tribe...");
+ next();
+ mes("[Neat Etorr]");
+ mes("What a huge discovery... So Nidhoggur is no longer the Guardian of the World Tree...?");
+ next();
+ mes("[Neat Etorr]");
+ mes("Nidhoggur's Shadow came to exist in this world, and harmed the roots of the World Tree... what a disaster.");
+ next();
select("Pass along the World Tree Yggdrasil's message.");
- mes "[Neat Etorr]";
- mes "Is that what the priest of the Guardian said?";
- next;
- mes "[Neat Etorr]";
- mes "From now on, we need to talk about this with the Laphine tribe.";
- next;
- mes "[Neat Etorr]";
- mes "But of course...we don't know if they're reasonable enough...hehe.";
- next;
- mes "[Neat Etorr]";
- mes "This is all we needed from you...What is left is business between us and the Laphine tribe.";
- next;
- mes "[Neat Etorr]";
- mes "Thank you for helping us with such a huge problem. You may forget about it now.";
- next;
- mes "[Neat Etorr]";
- mes "It's not a lot, but please this as a token of our appreciation.";
- getexp 1500000,350000;
- getitem Manuk_Coin,10;
+ mes("[Neat Etorr]");
+ mes("Is that what the priest of the Guardian said?");
+ next();
+ mes("[Neat Etorr]");
+ mes("From now on, we need to talk about this with the Laphine tribe.");
+ next();
+ mes("[Neat Etorr]");
+ mes("But of course...we don't know if they're reasonable enough...hehe.");
+ next();
+ mes("[Neat Etorr]");
+ mes("This is all we needed from you...What is left is business between us and the Laphine tribe.");
+ next();
+ mes("[Neat Etorr]");
+ mes("Thank you for helping us with such a huge problem. You may forget about it now.");
+ next();
+ mes("[Neat Etorr]");
+ mes("It's not a lot, but please this as a token of our appreciation.");
+ getexp(1500000, 350000);
+ getitem(Manuk_Coin, 10);
ins_nyd = 132;
- close;
+ close();
} else if (ins_nyd == 132) {
- mes "Strange one, thank you for helping us in the time of need. I will never forget your kindness.";
- close;
+ mes("Strange one, thank you for helping us in the time of need. I will never forget your kindness.");
+ close();
} else {
- mes "Outsider. Welcome to the Manuk village of Sapha. I am its representative, Neat Etorr.";
- next;
- mes "[Neat Etorr]";
- mes "We are just a small village, nothing special... but rest comfortably.";
- close;
+ mes("Outsider. Welcome to the Manuk village of Sapha. I am its representative, Neat Etorr.");
+ next();
+ mes("[Neat Etorr]");
+ mes("We are just a small village, nothing special... but rest comfortably.");
+ close();
}
} else {
- mes "Tkeh likek Ohek QekhlHkl PkedlioH.";
- close;
+ mes("Tkeh likek Ohek QekhlHkl PkedlioH.");
+ close();
}
}
man_in01,286,61,5 script Manuk Guard#1_edq 4_MAN_GALTUN,1,1,{
- mes "[Manuk Guard]";
- if (isequipped(2782) == 1) mes "I'm guarding this Laphine prisoner. Leave me alone.";
- else mes "Klekod Oi Thekd Pheid Okei.";
- close;
+ mes("[Manuk Guard]");
+ if (isequipped(Ring_Of_Wise_King) == 1)
+ mes("I'm guarding this Laphine prisoner. Leave me alone.");
+ else
+ mes("Klekod Oi Thekd Pheid Okei.");
+ close();
}
man_in01,295,61,3 script Manuk Guard#2_edq 4_MAN_GALTUN,1,1,{
- mes "[Manuk Guard]";
- if (isequipped(2782) == 1) mes "I'm guarding this Laphine prisoner. Leave me alone.";
- else mes "Liek QUekdk Ohei Vue.";
- close;
+ mes("[Manuk Guard]");
+ if (isequipped(Ring_Of_Wise_King) == 1)
+ mes("I'm guarding this Laphine prisoner. Leave me alone.");
+ else
+ mes("Liek QUekdk Ohei Vue.");
+ close();
}
man_in01,291,62,3 script Laphine Prisoner#edq 4_F_FAIRYKID2,3,3,{
- mes "[Laphine Prisoner]";
- if (isequipped(2782) == 1) {
+ mes("[Laphine Prisoner]");
+ if (isequipped(Ring_Of_Wise_King) == 1) {
if (ins_nyd == 5) {
- mes "You... are not of the Sapha tribe... Are you... an outsider?";
- next;
- mes "[Laphine Prisoner]";
- mes "Have you ever come in contact with the Laphine tribe? Have you ever been to Splendide?";
- next;
- mes "[Laphine Prisoner]";
- mes "Please, talk to my people in Splendide. They will come to help me.";
- next;
- switch(select("What happened to you?", "What's in the cave to the north?", "Tell me about your tribe.", "I will leave you alone.")) {
+ mes("You... are not of the Sapha tribe... Are you... an outsider?");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("Have you ever come in contact with the Laphine tribe? Have you ever been to Splendide?");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("Please, talk to my people in Splendide. They will come to help me.");
+ next();
+ switch (select("What happened to you?", "What's in the cave to the north?", "Tell me about your tribe.", "I will leave you alone.")) {
case 1:
- mes "[Laphine Prisoner]";
- mes "During out last battle with the Sapha tribe... they caught me and took me prisoner.";
- next;
- mes "[Laphine Prisoner]";
- mes "The Sapha tribe attacked first. They are destroying the World Tree.";
- next;
- mes "[Laphine Prisoner]";
- mes "That's why the war started. But I don't want to fight with the Sapha tribe anymore...";
- next;
- mes "[Laphine Prisoner]";
- mes "If it wasn't for that... I wouldn't survive here...";
- next;
- mes "[Laphine Prisoner]";
- mes "Please. Bring this news to all of Splendide. Send someone to save me... or they might kill me.";
- close;
+ mes("[Laphine Prisoner]");
+ mes("During out last battle with the Sapha tribe... they caught me and took me prisoner.");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("The Sapha tribe attacked first. They are destroying the World Tree.");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("That's why the war started. But I don't want to fight with the Sapha tribe anymore...");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("If it wasn't for that... I wouldn't survive here...");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("Please. Bring this news to all of Splendide. Send someone to save me... or they might kill me.");
+ close();
case 2:
- mes "[Laphine Prisoner]";
- mes "There is...";
- next;
- mes "[Laphine Prisoner]";
- mes "No... I can't tell you... It's the secret of our tribe...";
- next;
- mes "[Laphine Prisoner]";
- mes "I just want to say this...if the Sapha tribe intrude that place, we will never forgive them!";
+ mes("[Laphine Prisoner]");
+ mes("There is...");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("No... I can't tell you... It's the secret of our tribe...");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("I just want to say this...if the Sapha tribe intrude that place, we will never forgive them!");
ins_nyd = 52;
- close;
+ close();
case 3:
- mes "[Laphine Prisoner]";
- mes "The Laphines have protected the Yggdrasil World Tree for generations.";
- next;
- mes "[Laphine Prisoner]";
- mes "We live in a... different time, different land... we came for an expedition.";
- next;
- mes "[Laphine Prisoner]";
- mes "After we received reports from our spy about the World Tree's strange symptoms, we recgnized the Manuk's existence.";
- next;
- mes "[Laphine Prisoner]";
- mes "They are mining metal, and in so doing, destroying the World Tree's roots...";
- next;
- mes "[Laphine Prisoner]";
- mes "So we dispatched an expedition here. Soonafter, the war with the Sapha began...";
- close;
+ mes("[Laphine Prisoner]");
+ mes("The Laphines have protected the Yggdrasil World Tree for generations.");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("We live in a... different time, different land... we came for an expedition.");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("After we received reports from our spy about the World Tree's strange symptoms, we recgnized the Manuk's existence.");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("They are mining metal, and in so doing, destroying the World Tree's roots...");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("So we dispatched an expedition here. Soonafter, the war with the Sapha began...");
+ close();
case 4:
- close;
+ close();
}
} else if (ins_nyd == 92) {
- mes "The sapha tribe went as far as cooperating with an unknown race?";
- next;
- mes "[Laphine Prisoner]";
- mes "What is your purpose? Why do you want to know what that place is?";
- next;
- mes "[Laphine Prisoner]";
- mes "lright...it's as you have assumed, a place connecting to the World Tree. It's also the Guardian's Nest.";
- next;
+ mes("The sapha tribe went as far as cooperating with an unknown race?");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("What is your purpose? Why do you want to know what that place is?");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("lright...it's as you have assumed, a place connecting to the World Tree. It's also the Guardian's Nest.");
+ next();
select("Guardian's Nest?");
- mes "[Laphine Prisoner]";
- mes "Yes, that's the nest of Nidhoggur, the Guardian of the World Tree...";
- next;
- mes "[Laphine Prisoner]";
- mes "Only a marked guardian's servant from the Laphine tribe is allowed to enter.";
- next;
- mes "[Laphine Prisoner]";
- mes "That place was initially closed off from the public, but then the giants of the Sapha tribe turned things around...";
- next;
- mes "[Laphine Prisoner]";
- mes "To obtain more minerals, they started to dig with madness.";
- next;
- mes "[Laphine Prisoner]";
- mes "In the end, they have harmed a part of the World Tree's root that lies very close to their mine, and thus, the World Tree became very ill.";
- next;
- mes "[Laphine Prisoner]";
- mes "After we have arrived here knowing the facts, the World Tree was already in a very bad state due to the many factories built by the Sapha tribe.";
- next;
- mes "[Laphine Prisoner]";
- mes "Even though, for a long time, we have been attacking the Sapha tribe, trying to force them to leave, they are not so easily defeated, leading to this stalemate.";
- next;
- mes "[Laphine Prisoner]";
- mes "During this time, your people have travelled through the space-time gap to this land.";
- next;
- mes "[Laphine Prisoner]";
- mes "Because of those many unexpected reasons, the Guardian's nest, which was meant to stay hidden deep underground, has been discovered by your race...";
- next;
- mes "[Laphine Prisoner]";
- mes "Now you understand how serious this situation is. Because of the Sapha tribe, we are no longer able to approach the Guardian, and seek his teachings of wisdom.";
- next;
- mes "[Laphine Prisoner]";
- mes "Hmph...even if I don't cooperate, I know you will find other means to get in...";
- next;
- mes "[Laphine Prisoner]";
- mes "Looking at the current situation of the Laphine tribe, we do not have enough power to surround the Manuk fields, and chase the giants away.";
- next;
- mes "[Laphine Prisoner]";
- mes "Okay, if it has already become like this, I will help you. There are no dead-ends. If you keep going, you will find a solution.";
- next;
- mes "[Laphine Prisoner]";
- mes "Even if I don't say anything, my situation will not change.";
- next;
- mes "[Laphine Prisoner]";
- mes "I have already told you everything you wanted to hear. If you have any other requests, please let me know.";
+ mes("[Laphine Prisoner]");
+ mes("Yes, that's the nest of Nidhoggur, the Guardian of the World Tree...");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("Only a marked guardian's servant from the Laphine tribe is allowed to enter.");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("That place was initially closed off from the public, but then the giants of the Sapha tribe turned things around...");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("To obtain more minerals, they started to dig with madness.");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("In the end, they have harmed a part of the World Tree's root that lies very close to their mine, and thus, the World Tree became very ill.");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("After we have arrived here knowing the facts, the World Tree was already in a very bad state due to the many factories built by the Sapha tribe.");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("Even though, for a long time, we have been attacking the Sapha tribe, trying to force them to leave, they are not so easily defeated, leading to this stalemate.");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("During this time, your people have travelled through the space-time gap to this land.");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("Because of those many unexpected reasons, the Guardian's nest, which was meant to stay hidden deep underground, has been discovered by your race...");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("Now you understand how serious this situation is. Because of the Sapha tribe, we are no longer able to approach the Guardian, and seek his teachings of wisdom.");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("Hmph...even if I don't cooperate, I know you will find other means to get in...");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("Looking at the current situation of the Laphine tribe, we do not have enough power to surround the Manuk fields, and chase the giants away.");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("Okay, if it has already become like this, I will help you. There are no dead-ends. If you keep going, you will find a solution.");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("Even if I don't say anything, my situation will not change.");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("I have already told you everything you wanted to hear. If you have any other requests, please let me know.");
ins_nyd = 102;
- close;
+ close();
} else if (ins_nyd == 102) {
- mes "Ah, you said that there is a strange power blocking the entrance to the Guardian's nest, right?";
- next;
- mes "[Laphine Prisoner]";
- mes "That's because only the ones chosen by the Guardian may enter.";
- next;
- mes "[Laphine Prisoner]";
- mes "We have been the Guardian's servants for generations, and have been protecting the World Tree ever since.";
- next;
- mes "[Laphine Prisoner]";
- mes "Before we were captured and brought here, there were 3 servants including me. Our task was to heal the World Tree.";
- next;
- mes "[Laphine Prisoner]";
- mes "One was killed in our last war with the Sapha tribe...and I have been taken captive.";
- next;
- mes "[Laphine Prisoner]";
- mes "I will give you my proof. Don't worry, I'm just temporarily marking you as a guardian's servant.";
+ mes("Ah, you said that there is a strange power blocking the entrance to the Guardian's nest, right?");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("That's because only the ones chosen by the Guardian may enter.");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("We have been the Guardian's servants for generations, and have been protecting the World Tree ever since.");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("Before we were captured and brought here, there were 3 servants including me. Our task was to heal the World Tree.");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("One was killed in our last war with the Sapha tribe...and I have been taken captive.");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("I will give you my proof. Don't worry, I'm just temporarily marking you as a guardian's servant.");
specialeffect(EF_HOLYHIT, AREA, playerattached());
- next;
- mes "[Laphine Prisoner]";
- mes "Also, remember this spell, it's needed to open the gate of the Guardian.";
- next;
- mes "[Laphine Prisoner]";
- mes "AnomarDu Ha OdesUdenVer Ie ";
- next;
- mes "[Laphine Prisoner]";
- mes "remuAlaAsh Mu ModtasAn Yu Dur";
- next;
- mes "[Laphine Prisoner]";
- mes "TalsehrDur So CyaReMush Di DielAlaWos Ie RuffserIman Ie ";
- next;
- mes "[Laphine Prisoner]";
- mes "Go find the fairy guarding the gate, and say this spell.";
- next;
- mes "[Laphine Prisoner]";
- mes "he proof and the spell will confirm that you are one of the Guardian's servants.";
- next;
- mes "[Laphine Prisoner]";
- mes "Please meet the Guardian, and come back with an answer to everything. And tell the answer to...";
+ next();
+ mes("[Laphine Prisoner]");
+ mes("Also, remember this spell, it's needed to open the gate of the Guardian.");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("AnomarDu Ha OdesUdenVer Ie ");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("remuAlaAsh Mu ModtasAn Yu Dur");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("TalsehrDur So CyaReMush Di DielAlaWos Ie RuffserIman Ie ");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("Go find the fairy guarding the gate, and say this spell.");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("he proof and the spell will confirm that you are one of the Guardian's servants.");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("Please meet the Guardian, and come back with an answer to everything. And tell the answer to...");
ins_nyd = 112;
- close;
- } else if ((ins_nyd == 71) || (ins_nyd == 81) || (ins_nyd == 91) || (ins_nyd == 101) || (ins_nyd == 111) || (ins_nyd == 121) || (ins_nyd == 131)) {
- mes "... ...";
- next;
- mes "[Manuk Guard]";
- mes "Hey, outsider! Step away from the prisoner!";
- close;
+ close();
+ } else if (ins_nyd == 71 || ins_nyd == 81 || ins_nyd == 91 || ins_nyd == 101 || ins_nyd == 111 || ins_nyd == 121 || ins_nyd == 131) {
+ mes("... ...");
+ next();
+ mes("[Manuk Guard]");
+ mes("Hey, outsider! Step away from the prisoner!");
+ close();
} else if (ins_nyd == 112) {
- mes "Please meet the Guardian, and come back with an answer to everything. And tell the answer to...";
- close;
+ mes("Please meet the Guardian, and come back with an answer to everything. And tell the answer to...");
+ close();
} else if (ins_nyd == 132) {
- mes "Yes...I heard your conversation with the Sapha tribe...";
- next;
- mes "[Laphine Prisoner]";
- mes "If our tribe were to really trust in the Sapha tribe...I don't know.";
- next;
- mes "[Laphine Prisoner]";
- mes "Our hatred towards them has already reached an abnormal level...";
- next;
- mes "[Laphine Prisoner]";
- mes "Those giants...can they really be trusted?";
- next;
- mes "[Laphine Prisoner]";
- mes "It's...it's better if you don't believe the one called Etorr...the minds of the Sapha tribe is unpredictable.";
- close;
+ mes("Yes...I heard your conversation with the Sapha tribe...");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("If our tribe were to really trust in the Sapha tribe...I don't know.");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("Our hatred towards them has already reached an abnormal level...");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("Those giants...can they really be trusted?");
+ next();
+ mes("[Laphine Prisoner]");
+ mes("It's...it's better if you don't believe the one called Etorr...the minds of the Sapha tribe is unpredictable.");
+ close();
} else {
- mes "... ...";
- next;
- mes "[Manuk Guard]";
- mes "Hey, outsider! Step away from the prisoner!";
- close;
+ mes("... ...");
+ next();
+ mes("[Manuk Guard]");
+ mes("Hey, outsider! Step away from the prisoner!");
+ close();
}
} else {
- mes "AmanVilShar Ie DorLuShar Mu Re";
- close;
+ mes("AmanVilShar Ie DorLuShar Mu Re");
+ close();
}
}
man_in01,282,42,0 script trap#edq2 FAKE_NPC,10,10,{
OnTouch_:
- if ((isequipped(2782) == 1) && (ins_nyd == 52)) {
- mes "[Manuk Field Elite Soldier]";
- mes "This is Neat Etorr's order. Please come with us to see him.";
- next;
- mes "[Manuk Field Elite Soldier]";
- mes "Bring him to Neat Etorr. All soldiers be prepared.";
- warp "man_in01",311,54;
- close;
+ if (isequipped(Ring_Of_Wise_King) == 1 && ins_nyd == 52) {
+ mes("[Manuk Field Elite Soldier]");
+ mes("This is Neat Etorr's order. Please come with us to see him.");
+ next();
+ mes("[Manuk Field Elite Soldier]");
+ mes("Bring him to Neat Etorr. All soldiers be prepared.");
+ warp("man_in01", 311, 54);
+ close();
}
end;
}
@@ -1533,149 +1544,150 @@ OnTouch_:
//== First floor ===========================================
1@nyd,213,277,5 script Murdered Yggdrasilid#1F 4_F_FAIRYKID2,5,5,{
if ('ins_nyd2 == 0) {
- mes "When a faint light enters your heart, a voice sounds in your head.";
- next;
- mes "[World Tree World Tree Yggdrasil]";
- mes "It's all over... servants of the Guardian... Hurry up and leave this place.";
- next;
- while(1) {
- switch(select("Who are you?", "What do you mean?")) {
+ mes("When a faint light enters your heart, a voice sounds in your head.");
+ next();
+ mes("[World Tree World Tree Yggdrasil]");
+ mes("It's all over... servants of the Guardian... Hurry up and leave this place.");
+ next();
+ while (true) {
+ switch (select("Who are you?", "What do you mean?")) {
case 1:
- mes "[World Tree World Tree Yggdrasil]";
- mes "I... I am the World Tree Yggdrasil, servant of the Guardian of Nidhoggur, as well as the High Priest leading the Laphine Tribe.";
- next;
- mes "[World Tree World Tree Yggdrasil]";
- mes "So you're not priestess of the Laphine Tribe... How did you get in? No, there's no time to answer that.";
- next;
- mes "[World Tree World Tree Yggdrasil]";
- mes "Hurry... and leave... leave this place before it's too late.";
- next;
+ mes("[World Tree World Tree Yggdrasil]");
+ mes("I... I am the World Tree Yggdrasil, servant of the Guardian of Nidhoggur, as well as the High Priest leading the Laphine Tribe.");
+ next();
+ mes("[World Tree World Tree Yggdrasil]");
+ mes("So you're not priestess of the Laphine Tribe... How did you get in? No, there's no time to answer that.");
+ next();
+ mes("[World Tree World Tree Yggdrasil]");
+ mes("Hurry... and leave... leave this place before it's too late.");
+ next();
break;
case 2:
- mes "[World Tree World Tree Yggdrasil]";
- mes "The guardian... something's wrong with the guardian. I don't know what made him like this.";
- next;
- mes "[World Tree World Tree Yggdrasil]";
- mes "This... this is no longer the nest of the Guardian of the World Tree Yggdrasil.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "Darkness took over the Guardian and destroyed all living things... now this place has become the cursed home of monsters.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "Now the vile Nidhoggur's Shadow is wreaking havoc here...";
- next;
- mes "[World Tree Yggdrasil]";
- mes "Now's not too late, hurry and get out... tell the Laphine Tribe about this... tell the commanders of Alfheim...";
- next;
- mes "[World Tree Yggdrasil]";
- mes "My soul... it has been trapped here. You're the only ones I can trust now.";
- next;
+ mes("[World Tree World Tree Yggdrasil]");
+ mes("The guardian... something's wrong with the guardian. I don't know what made him like this.");
+ next();
+ mes("[World Tree World Tree Yggdrasil]");
+ mes("This... this is no longer the nest of the Guardian of the World Tree Yggdrasil.");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("Darkness took over the Guardian and destroyed all living things... now this place has become the cursed home of monsters.");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("Now the vile Nidhoggur's Shadow is wreaking havoc here...");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("Now's not too late, hurry and get out... tell the Laphine Tribe about this... tell the commanders of Alfheim...");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("My soul... it has been trapped here. You're the only ones I can trust now.");
+ next();
.@exit = 1;
}
- if (.@exit) break;
+ if (.@exit)
+ break;
}
select("Nidhoggur's Shadow?");
- mes "[World Tree Yggdrasil]";
- mes "The Guardian Nidhoggur... he's not in the nest.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "He...for some reason abandoned his own shadow, and left.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "All that's left, is the ugly Shadow of the Guardian of Nidhoggur...the Shadow that is going mad.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "The Shadow sucked all the nutrients from the World Tree Yggdrasil, and has gone mad when there is nothing more left to obtain. Now, he wants this land.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "Once the ugly Shadow leaves here to steal power from the other World Yggdrasil Trees, there will be great destruction. This world will become hell.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "You must... tell the commanders of Alfheim about this, and come up with a plan. Only them...";
- next;
+ mes("[World Tree Yggdrasil]");
+ mes("The Guardian Nidhoggur... he's not in the nest.");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("He...for some reason abandoned his own shadow, and left.");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("All that's left, is the ugly Shadow of the Guardian of Nidhoggur...the Shadow that is going mad.");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("The Shadow sucked all the nutrients from the World Tree Yggdrasil, and has gone mad when there is nothing more left to obtain. Now, he wants this land.");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("Once the ugly Shadow leaves here to steal power from the other World Yggdrasil Trees, there will be great destruction. This world will become hell.");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("You must... tell the commanders of Alfheim about this, and come up with a plan. Only them...");
+ next();
select("Is there nothing else we can do?");
- mes "[World Tree Yggdrasil]";
- mes "With our current powers...it is impossible to defeat the Guardian.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "But the one going mad is not the Guardian, but his dark Shadow...maybe we can trap him here...";
- next;
- mes "[World Tree Yggdrasil]";
- mes "Are you willing to accept this mission? Even if it means to pay with your life?";
- next;
- if(select("Leave it to us.", "We can't do it.") == 2)
- close;
- mes "[World Tree Yggdrasil]";
- mes "I thank you deeply for your decision. I will use what is left of my powers to open up the path towards the Guardian's Nest.";
- next;
- mes "[World Tree Yggdrasil]";
- if (getcharid(CHAR_ID_CHAR) == getpartyleader(getcharid(CHAR_ID_PARTY),2)) {
- mes "The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North. The defensive mechanisms of the Sanctuary will start immediately.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "Defeat all of Nidhoggur's guardians and go through the waterfall into the nest... and stop Nidhoggur's Shadow there.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "The gate will open soon. Go defeat all of the guardians... you must kill them all in 30 minutes before the gate opens...";
- next;
- mes "[World Tree Yggdrasil]";
- mes "30 minutes... that's the limit of my powers. Please hurry.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "And... Be careful... Be careful of the shadow's power.";
+ mes("[World Tree Yggdrasil]");
+ mes("With our current powers...it is impossible to defeat the Guardian.");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("But the one going mad is not the Guardian, but his dark Shadow...maybe we can trap him here...");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("Are you willing to accept this mission? Even if it means to pay with your life?");
+ next();
+ if (select("Leave it to us.", "We can't do it.") == 2)
+ close();
+ mes("[World Tree Yggdrasil]");
+ mes("I thank you deeply for your decision. I will use what is left of my powers to open up the path towards the Guardian's Nest.");
+ next();
+ mes("[World Tree Yggdrasil]");
+ if (getcharid(CHAR_ID_CHAR) == getpartyleader(getcharid(CHAR_ID_PARTY), 2)) {
+ mes("The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North. The defensive mechanisms of the Sanctuary will start immediately.");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("Defeat all of Nidhoggur's guardians and go through the waterfall into the nest... and stop Nidhoggur's Shadow there.");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("The gate will open soon. Go defeat all of the guardians... you must kill them all in 30 minutes before the gate opens...");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("30 minutes... that's the limit of my powers. Please hurry.");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("And... Be careful... Be careful of the shadow's power.");
'ins_nyd2 = 1;
- donpcevent instance_npcname("ins_nyd_1f_timer")+"::OnEnable";
- donpcevent instance_npcname("nyd_call_mon_1")+"::OnEnable";
- close;
+ donpcevent(instance_npcname("ins_nyd_1f_timer")+"::OnEnable");
+ donpcevent(instance_npcname("nyd_call_mon_1")+"::OnEnable");
+ close();
} else {
- mes "The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North. The defensive mechanisms will start immediately.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "Defeat all of Nidhoggur's guardians and go through the waterfall into the nest... and stop Nidhoggur's Shadow there.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "The gate will open soon. Go defeat all of the guardians... you must kill them all in 30 minutes before the gate opens...";
- next;
- mes "[World Tree Yggdrasil]";
- mes "30 minutes... that's the limit of my powers. Please hurry.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "And... Be careful... Be careful of the shadow's power.";
- close;
+ mes("The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North. The defensive mechanisms will start immediately.");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("Defeat all of Nidhoggur's guardians and go through the waterfall into the nest... and stop Nidhoggur's Shadow there.");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("The gate will open soon. Go defeat all of the guardians... you must kill them all in 30 minutes before the gate opens...");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("30 minutes... that's the limit of my powers. Please hurry.");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("And... Be careful... Be careful of the shadow's power.");
+ close();
}
} else if ('ins_nyd2 == 1) {
- mes "[World Tree Yggdrasil]";
- mes "The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North. The defensive mechanisms will start immediately.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "Defeat all of Nidhoggur's guardians and go through the waterfall into the nest... and stop Nidhoggur's Shadow there.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "The gate will open soon. Go defeat all of the guardians.";
- close;
+ mes("[World Tree Yggdrasil]");
+ mes("The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North. The defensive mechanisms will start immediately.");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("Defeat all of Nidhoggur's guardians and go through the waterfall into the nest... and stop Nidhoggur's Shadow there.");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("The gate will open soon. Go defeat all of the guardians.");
+ close();
} else if ('ins_nyd2 == 2) {
- mes "[World Tree Yggdrasil]";
- mes "The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "Use your powers... and destroy the vile Shadow...";
- next;
- mes "[World Tree Yggdrasil]";
- mes "This is... all I can do for you...";
- close;
+ mes("[World Tree Yggdrasil]");
+ mes("The path to the Guardian's Nest is just past the waterfall by the large World Tree Yggdrasil to the North.");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("Use your powers... and destroy the vile Shadow...");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("This is... all I can do for you...");
+ close();
} else {
- mes "[World Tree Yggdrasil]";
- mes "Those who want to taint the sacred Sanctuary of the Guardian... Get out.";
- warp "mid_camp",100,100;
+ mes("[World Tree Yggdrasil]");
+ mes("Those who want to taint the sacred Sanctuary of the Guardian... Get out.");
+ warp("mid_camp", 100, 100);
}
end;
OnTouch:
if ('ins_nyd2 == 0) {
- mes "What's a woman from the Laphine Tribe doing here...";
- next;
- mes "What's happening? Let's go check it out.";
- close;
+ mes("What's a woman from the Laphine Tribe doing here...");
+ next();
+ mes("What's happening? Let's go check it out.");
+ close();
}
end;
@@ -1686,38 +1698,38 @@ OnInstanceInit: // Temporary fix for @reloadscript.
1@nyd,1,1,0 script nyd_call_mon_1 FAKE_NPC,{
OnInstanceInit:
- enablenpc instance_npcname("nyd_call_mon_1");
+ enablenpc(instance_npcname("nyd_call_mon_1"));
end;
OnEnable:
.@map$ = instance_mapname("1@nyd");
- monster .@map$,220,250,"Nidhoggur's Guardian#1",2020,1,instance_npcname("nyd_call_mon_1")+"::OnMyMobDead";
- monster .@map$,220,252,"Nidhoggur's Guardian#2",2020,1,instance_npcname("nyd_call_mon_1")+"::OnMyMobDead";
- monster .@map$,240,270,"Nidhoggur's Guardian#3",2020,1,instance_npcname("nyd_call_mon_1")+"::OnMyMobDead";
- monster .@map$,240,272,"Nidhoggur's Guardian#4",2020,1,instance_npcname("nyd_call_mon_1")+"::OnMyMobDead";
- monster .@map$,200,200,"Nidhoggur's Guardian#5",2020,1,instance_npcname("nyd_call_mon_1")+"::OnMyMobDead";
- monster .@map$,210,210,"Nidhoggur's Guardian#6",2020,1,instance_npcname("nyd_call_mon_1")+"::OnMyMobDead";
- monster .@map$,225,265,"Nidhoggur's Guardian#7",2021,1,instance_npcname("nyd_call_mon_1")+"::OnMyMobDead";
- monster .@map$,225,270,"Nidhoggur's Guardian#8",2021,1,instance_npcname("nyd_call_mon_1")+"::OnMyMobDead";
- monster .@map$,245,235,"Nidhoggur's Guardian#9",2021,1,instance_npcname("nyd_call_mon_1")+"::OnMyMobDead";
- monster .@map$,255,255,"Nidhoggur's Guardian#10",2021,1,instance_npcname("nyd_call_mon_1")+"::OnMyMobDead";
- monster .@map$,225,245,"Nidhoggur's Guardian#11",2021,1,instance_npcname("nyd_call_mon_1")+"::OnMyMobDead";
- monster .@map$,230,280,"Nidhoggur's Guardian#12",2021,1,instance_npcname("nyd_call_mon_1")+"::OnMyMobDead";
- mapannounce .@map$, "Nidhoggur's Guardian : Protect the Guardian's Sanctuary. Get rid of the intruders.",bc_map,"0x00ff99";
+ monster(.@map$, 220, 250, _("Nidhoggur's Guardian#1"), RHYNCHO, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
+ monster(.@map$, 220, 252, _("Nidhoggur's Guardian#2"), RHYNCHO, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
+ monster(.@map$, 240, 270, _("Nidhoggur's Guardian#3"), RHYNCHO, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
+ monster(.@map$, 240, 272, _("Nidhoggur's Guardian#4"), RHYNCHO, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
+ monster(.@map$, 200, 200, _("Nidhoggur's Guardian#5"), RHYNCHO, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
+ monster(.@map$, 210, 210, _("Nidhoggur's Guardian#6"), RHYNCHO, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
+ monster(.@map$, 225, 265, _("Nidhoggur's Guardian#7"), PHYLLA, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
+ monster(.@map$, 225, 270, _("Nidhoggur's Guardian#8"), PHYLLA, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
+ monster(.@map$, 245, 235, _("Nidhoggur's Guardian#9"), PHYLLA, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
+ monster(.@map$, 255, 255, _("Nidhoggur's Guardian#10"), PHYLLA, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
+ monster(.@map$, 225, 245, _("Nidhoggur's Guardian#11"), PHYLLA, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
+ monster(.@map$, 230, 280, _("Nidhoggur's Guardian#12"), PHYLLA, 1, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
+ mapannounce(.@map$, _("Nidhoggur's Guardian : Protect the Guardian's Sanctuary. Get rid of the intruders."), bc_map, C_SPRINGGREEN);
end;
OnDisable:
- killmonster instance_mapname("1@nyd"),instance_npcname("nyd_call_mon_1")+"::OnMyMobDead";
- disablenpc instance_npcname("nyd_call_mon_1");
+ killmonster(instance_mapname("1@nyd"), instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
+ disablenpc(instance_npcname("nyd_call_mon_1"));
end;
OnMyMobDead:
.@map$ = instance_mapname("1@nyd");
.@mob_dead_num = mobcount(.@map$, instance_npcname("nyd_call_mon_1")+"::OnMyMobDead");
if (.@mob_dead_num < 1) {
- mapannounce .@map$, "All of Nidhoggur's Guardians have been defeated!",bc_map,"0x00ff99";
- donpcevent instance_npcname("ins_nyd_1f_timer")+"::OnDisable";
- donpcevent instance_npcname("nyd_to2f_warp")+"::OnEnable";
+ mapannounce(.@map$, _("All of Nidhoggur's Guardians have been defeated!"), bc_map, C_SPRINGGREEN);
+ donpcevent(instance_npcname("ins_nyd_1f_timer")+"::OnDisable");
+ donpcevent(instance_npcname("nyd_to2f_warp")+"::OnEnable");
'ins_nyd2 = 2;
}
end;
@@ -1725,145 +1737,145 @@ OnMyMobDead:
1@nyd,1,2,0 script ins_nyd_1f_timer FAKE_NPC,{
OnInstanceInit:
- disablenpc instance_npcname("ins_nyd_1f_timer");
+ disablenpc(instance_npcname("ins_nyd_1f_timer"));
end;
OnEnable:
- enablenpc instance_npcname("ins_nyd_1f_timer");
- initnpctimer;
+ enablenpc(instance_npcname("ins_nyd_1f_timer"));
+ initnpctimer();
end;
OnDisable:
- disablenpc instance_npcname("ins_nyd_1f_timer");
- stopnpctimer;
- killmonsterall instance_mapname("1@nyd");
+ disablenpc(instance_npcname("ins_nyd_1f_timer"));
+ stopnpctimer();
+ killmonsterall(instance_mapname("1@nyd"));
end;
OnTimer900000:
- mapannounce instance_mapname("1@nyd"), "World Tree Yggdrasil : There's not much time left. Please hurry.",bc_map,"0xFFFF00";
+ mapannounce(instance_mapname("1@nyd"), _("World Tree Yggdrasil : There's not much time left. Please hurry."), bc_map, C_YELLOW);
end;
OnTimer1200000:
- mapannounce instance_mapname("1@nyd"), "World Tree Yggdrasil : My powers are slowly disappearing. Please hurry.",bc_map,"0xFFFF00";
+ mapannounce(instance_mapname("1@nyd"), _("World Tree Yggdrasil : My powers are slowly disappearing. Please hurry."), bc_map, C_YELLOW);
end;
OnTimer1500000:
- mapannounce instance_mapname("1@nyd"), "World Tree Yggdrasil : I'm... almost at my limit... please hurry up.",bc_map,"0xFFFF00";
+ mapannounce(instance_mapname("1@nyd"), _("World Tree Yggdrasil : I'm... almost at my limit... please hurry up."), bc_map, C_YELLOW);
end;
OnTimer1800000:
- mapannounce instance_mapname("1@nyd"), "World Tree Yggdrasil : You've failed... but I will use what power I have left... to send you out of here.",bc_map,"0xFFFF00";
+ mapannounce(instance_mapname("1@nyd"), _("World Tree Yggdrasil : You've failed... but I will use what power I have left... to send you out of here."), bc_map, C_YELLOW);
end;
OnTimer1830000:
- mapannounce instance_mapname("1@nyd"), "Opening of the Gate has failed.",bc_map,"0xFFFF00";
+ mapannounce(instance_mapname("1@nyd"), _("Opening of the Gate has failed."), bc_map, C_YELLOW);
end;
OnTimer1850000:
- donpcevent instance_npcname("ins_nyd_1f_timer")+"::OnDisable";
- donpcevent instance_npcname("nyd_call_mon_1")+"::OnDisable";
- instance_warpall "mid_camp",310,150;
- stopnpctimer;
+ donpcevent(instance_npcname("ins_nyd_1f_timer")+"::OnDisable");
+ donpcevent(instance_npcname("nyd_call_mon_1")+"::OnDisable");
+ instance_warpall("mid_camp", 310, 150);
+ stopnpctimer();
end;
}
1@nyd,195,320,0 script nyd_to2f_warp WARPNPC,5,5,{
OnInstanceInit:
OnDisable:
- disablenpc instance_npcname("nyd_to2f_warp");
+ disablenpc(instance_npcname("nyd_to2f_warp"));
end;
OnEnable:
- enablenpc instance_npcname("nyd_to2f_warp");
+ enablenpc(instance_npcname("nyd_to2f_warp"));
end;
OnTouch:
'ins_nyd2 = 3;
- warp instance_mapname("2@nyd"),200,10;
+ warp(instance_mapname("2@nyd"), 200, 10);
end;
}
1@nyd,1,1,0 script ins_nyd1_spawn_mobs FAKE_NPC,{
OnInstanceInit:
.@map$ = instance_mapname("1@nyd");
- monster .@map$,0,0,"Ancient Tree",2019,40,instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyTreeDead";
- monster .@map$,0,0,"Rhyncho",2020,30,instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyRhynDead";
- monster .@map$,0,0,"Phylla",2021,30,instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyPhyDead";
- monster .@map$,0,0,"Aqua Elemental",2016,30,instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyAquaDead";
- monster .@map$,0,0,"Dark Pinguicula",2015,30,instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyPingDead";
+ monster(.@map$, 0, 0, _("Ancient Tree"), ANCIENT_TREE, 40, instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyTreeDead");
+ monster(.@map$, 0, 0, _("Rhyncho"), RHYNCHO, 30, instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyRhynDead");
+ monster(.@map$, 0, 0, _("Phylla"), PHYLLA, 30, instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyPhyDead");
+ monster(.@map$, 0, 0, _("Aqua Elemental"), AQUA_ELEMENTAL, 30, instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyAquaDead");
+ monster(.@map$, 0, 0, _("Dark Pinguicula"), PINGUICULA_D, 30, instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyPingDead");
end;
OnMyTreeDead:
- monster instance_mapname("1@nyd"),0,0,"Ancient Tree",2019,1,instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyTreeDead";
+ monster(instance_mapname("1@nyd"), 0, 0, _("Ancient Tree"), ANCIENT_TREE, 1, instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyTreeDead");
end;
OnMyRhynDead:
- monster instance_mapname("1@nyd"),0,0,"Rhyncho",2020,1,instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyRhynDead";
+ monster(instance_mapname("1@nyd"), 0, 0, _("Rhyncho"), RHYNCHO, 1, instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyRhynDead");
end;
OnMyPhyDead:
- monster instance_mapname("1@nyd"),0,0,"Phylla",2021,1,instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyPhyDead";
+ monster(instance_mapname("1@nyd"), 0, 0, _("Phylla"), PHYLLA, 1, instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyPhyDead");
end;
OnMyAquaDead:
- monster instance_mapname("1@nyd"),0,0,"Aqua Elemental",2016,1,instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyAquaDead";
+ monster(instance_mapname("1@nyd"), 0, 0, _("Aqua Elemental"), AQUA_ELEMENTAL, 1, instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyAquaDead");
end;
OnMyPingDead:
- monster instance_mapname("1@nyd"),0,0,"Dark Pinguicula",2015,1,instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyPingDead";
+ monster(instance_mapname("1@nyd"), 0, 0, _("Dark Pinguicula"), PINGUICULA_D, 1, instance_npcname("ins_nyd1_spawn_mobs")+"::OnMyPingDead");
end;
}
//== Second Floor ==========================================
2@nyd,200,14,0 script nyd_2f_enter FAKE_NPC,6,6,{
OnTouch_:
- donpcevent instance_npcname("nyd_2f_enter_broad")+"::OnEnable";
- disablenpc instance_npcname("nyd_2f_enter");
+ donpcevent(instance_npcname("nyd_2f_enter_broad")+"::OnEnable");
+ disablenpc(instance_npcname("nyd_2f_enter"));
end;
}
2@nyd,1,1,0 script nyd_2f_enter_broad FAKE_NPC,{
OnInstanceInit:
OnDisable:
- disablenpc instance_npcname("nyd_2f_enter_broad");
+ disablenpc(instance_npcname("nyd_2f_enter_broad"));
end;
OnEnable:
- enablenpc instance_npcname("nyd_2f_enter_broad");
- initnpctimer;
+ enablenpc(instance_npcname("nyd_2f_enter_broad"));
+ initnpctimer();
end;
OnTimer12000:
- mapannounce instance_mapname("2@nyd"), "Nidhoggur's Shadow : No more... I can't stand this anymore...",bc_map,"0xFFFF00";
+ mapannounce(instance_mapname("2@nyd"), _("Nidhoggur's Shadow : No more... I can't stand this anymore..."), bc_map, C_YELLOW);
end;
OnTimer15000:
- mapannounce instance_mapname("2@nyd"), "Nidhoggur's Shadow : I need... I need the World Tree Yggdrasil's powers...",bc_map,"0xFFFF00";
+ mapannounce(instance_mapname("2@nyd"), _("Nidhoggur's Shadow : I need... I need the World Tree Yggdrasil's powers..."), bc_map, C_YELLOW);
end;
OnTimer18000:
- mapannounce instance_mapname("2@nyd"), "Nidhoggur's Shadow : Destroy... everything...",bc_map,"0xFFFF00";
- stopnpctimer;
- disablenpc instance_npcname("nyd_2f_enter_broad");
+ mapannounce(instance_mapname("2@nyd"), _("Nidhoggur's Shadow : Destroy... everything..."), bc_map, C_YELLOW);
+ stopnpctimer();
+ disablenpc(instance_npcname("nyd_2f_enter_broad"));
end;
}
2@nyd,199,178,0 script nyd_2f_ddr_control FAKE_NPC,6,6,{
OnTouch:
specialeffect(EF_HOLYHIT, AREA, playerattached());
- mes "From below the gorgeous stones, a strange breeze is forming.";
- next;
- mes "The strange power slowly surrounds your body, the dimension is starting to shift.";
- close2;
- warp instance_mapname("2@nyd"),199,255;
+ mes("From below the gorgeous stones, a strange breeze is forming.");
+ next();
+ mes("The strange power slowly surrounds your body, the dimension is starting to shift.");
+ close2();
+ warp(instance_mapname("2@nyd"), 199, 255);
end;
}
2@nyd,199,268,0 script nyd_2f_boss_enter FAKE_NPC,8,8,{
OnTouch_:
- if (getcharid(CHAR_ID_CHAR) == getpartyleader(getcharid(CHAR_ID_PARTY),2)) {
- donpcevent instance_npcname("nyd_2f_boss_enter_call")+"::OnEnable";
- disablenpc instance_npcname("nyd_2f_boss_enter");
+ if (getcharid(CHAR_ID_CHAR) == getpartyleader(getcharid(CHAR_ID_PARTY), 2)) {
+ donpcevent(instance_npcname("nyd_2f_boss_enter_call")+"::OnEnable");
+ disablenpc(instance_npcname("nyd_2f_boss_enter"));
end;
}
end;
@@ -1871,74 +1883,74 @@ OnTouch_:
2@nyd,2,2,0 script nyd_2f_boss_enter_call FAKE_NPC,{
OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_boss_enter_call");
+ disablenpc(instance_npcname("nyd_2f_boss_enter_call"));
end;
OnEnable:
- enablenpc instance_npcname("nyd_2f_boss_enter_call");
+ enablenpc(instance_npcname("nyd_2f_boss_enter_call"));
.@map$ = instance_mapname("2@nyd");
- monster .@map$,199,327,"Nidhoggur's Shadow",2022,1,instance_npcname("nyd_2f_boss_enter_call")+"::OnMyMobDead";
- mapannounce .@map$, "Nidhoggur's Shadow : I will devour all of you... you and the World Tree Yggdrasil.",bc_map,"0x00ff99";
- //donpcevent instance_npcname("nyd_2f_boss_enter_call")+"::OnGo";
- initnpctimer;
+ monster(.@map$, 199, 327, _("Nidhoggur's Shadow"), S_NYDHOG, 1, instance_npcname("nyd_2f_boss_enter_call")+"::OnMyMobDead");
+ mapannounce(.@map$, _("Nidhoggur's Shadow : I will devour all of you... you and the World Tree Yggdrasil."), bc_map, C_SPRINGGREEN);
+ //donpcevent(instance_npcname("nyd_2f_boss_enter_call")+"::OnGo");
+ initnpctimer();
end;
OnDisable:
- killmonster instance_mapname("2@nyd"),instance_npcname("nyd_2f_boss_enter_call")+"::OnMyMobDead";
- disablenpc instance_npcname("nyd_2f_boss_enter_call");
+ killmonster(instance_mapname("2@nyd"), instance_npcname("nyd_2f_boss_enter_call")+"::OnMyMobDead");
+ disablenpc(instance_npcname("nyd_2f_boss_enter_call"));
end;
OnTimer180000:
- stopnpctimer;
+ stopnpctimer();
OnWarpColor:
.@map$ = instance_mapname("2@nyd");
- switch(rand(1,4)) {
+ switch (rand(1, 4)) {
case 1:
- mapannounce .@map$, "Nidhoggur's Shadow : In this chaos... your blood is just what I need.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_white")+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow")+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green")+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_red")+"::OnEnable";
- instance_warpall .@map$,115,278;
+ mapannounce(.@map$, _("Nidhoggur's Shadow : In this chaos... your blood is just what I need."), bc_map, C_YELLOW);
+ donpcevent(instance_npcname("nyd_2f_white")+"::OnDisable");
+ donpcevent(instance_npcname("nyd_2f_yellow")+"::OnDisable");
+ donpcevent(instance_npcname("nyd_2f_green")+"::OnDisable");
+ donpcevent(instance_npcname("nyd_2f_red")+"::OnEnable");
+ instance_warpall(.@map$, 115, 278);
end;
case 2:
- mapannounce .@map$, "Nidhoggur's Shadow : I will freeze every last drop of your blood.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_red")+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow")+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green")+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white")+"::OnEnable";
- instance_warpall .@map$,115,373;
+ mapannounce(.@map$, _("Nidhoggur's Shadow : I will freeze every last drop of your blood."), bc_map, C_YELLOW);
+ donpcevent(instance_npcname("nyd_2f_red")+"::OnDisable");
+ donpcevent(instance_npcname("nyd_2f_yellow")+"::OnDisable");
+ donpcevent(instance_npcname("nyd_2f_green")+"::OnDisable");
+ donpcevent(instance_npcname("nyd_2f_white")+"::OnEnable");
+ instance_warpall(.@map$, 115, 373);
end;
case 3:
- mapannounce .@map$, "Nidhoggur's Shadow : Sleep for eternity in an empty illusion.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_red")+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white")+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green")+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow")+"::OnEnable";
- instance_warpall .@map$,284,278;
+ mapannounce(.@map$, _("Nidhoggur's Shadow : Sleep for eternity in an empty illusion."), bc_map, C_YELLOW);
+ donpcevent(instance_npcname("nyd_2f_red")+"::OnDisable");
+ donpcevent(instance_npcname("nyd_2f_white")+"::OnDisable");
+ donpcevent(instance_npcname("nyd_2f_green")+"::OnDisable");
+ donpcevent(instance_npcname("nyd_2f_yellow")+"::OnEnable");
+ instance_warpall(.@map$, 284, 278);
end;
case 4:
- mapannounce .@map$, "Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly.",bc_map,"0xFFFF00";
- donpcevent instance_npcname("nyd_2f_red")+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white")+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow")+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green")+"::OnEnable";
- instance_warpall .@map$,284,374;
+ mapannounce(.@map$, _("Nidhoggur's Shadow : I'll let you enjoy the pain of dying slowly."), bc_map, C_YELLOW);
+ donpcevent(instance_npcname("nyd_2f_red")+"::OnDisable");
+ donpcevent(instance_npcname("nyd_2f_white")+"::OnDisable");
+ donpcevent(instance_npcname("nyd_2f_yellow")+"::OnDisable");
+ donpcevent(instance_npcname("nyd_2f_green")+"::OnEnable");
+ instance_warpall(.@map$, 284, 374);
end;
}
end;
OnMyMobDead:
.@map$ = instance_mapname("2@nyd");
- if (mobcount(.@map$,instance_npcname("nyd_2f_boss_enter_call")+"::OnMyMobDead") < 1) {
- mapannounce .@map$, "Nidhoggur's Shadow : World Tree Yggdrasil's guardian... his powers are disappearing...",bc_map,"0x00ff99";
- donpcevent instance_npcname("World Tree Yggdrasil#2F")+"::OnEnable";
- donpcevent instance_npcname("nyd_2f_boss_enter_call")+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_boss_enter_logic")+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_red_c")+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_white_c")+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_yellow_c")+"::OnDisable";
- donpcevent instance_npcname("nyd_2f_green_c")+"::OnDisable";
+ if (mobcount(.@map$, instance_npcname("nyd_2f_boss_enter_call")+"::OnMyMobDead") < 1) {
+ mapannounce(.@map$, _("Nidhoggur's Shadow : World Tree Yggdrasil's guardian... his powers are disappearing..."), bc_map, C_SPRINGGREEN);
+ donpcevent(instance_npcname("World Tree Yggdrasil#2F")+"::OnEnable");
+ donpcevent(instance_npcname("nyd_2f_boss_enter_call")+"::OnDisable");
+ donpcevent(instance_npcname("nyd_2f_boss_enter_logic")+"::OnDisable");
+ donpcevent(instance_npcname("nyd_2f_red_c")+"::OnDisable");
+ donpcevent(instance_npcname("nyd_2f_white_c")+"::OnDisable");
+ donpcevent(instance_npcname("nyd_2f_yellow_c")+"::OnDisable");
+ donpcevent(instance_npcname("nyd_2f_green_c")+"::OnDisable");
'ins_nyd2 = 4;
end;
}
@@ -1947,203 +1959,203 @@ OnMyMobDead:
2@nyd,2,4,0 script nyd_2f_boss_enter_logic FAKE_NPC,{
OnInstanceInit:
- disablenpc instance_npcname("nyd_2f_boss_enter_logic");
+ disablenpc(instance_npcname("nyd_2f_boss_enter_logic"));
end;
OnEnable:
- stopnpctimer;
- initnpctimer;
+ stopnpctimer();
+ initnpctimer();
end;
OnDisable:
- stopnpctimer;
- disablenpc instance_npcname("nyd_2f_boss_enter_logic");
+ stopnpctimer();
+ disablenpc(instance_npcname("nyd_2f_boss_enter_logic"));
end;
OnTimer180000:
- stopnpctimer;
- donpcevent instance_npcname("nyd_2f_boss_enter_call")+"::OnWarpColor";
+ stopnpctimer();
+ donpcevent(instance_npcname("nyd_2f_boss_enter_call")+"::OnWarpColor");
end;
}
2@nyd,202,324,5 script World Tree Yggdrasil#2F 4_F_FAIRYKID2,3,3,{
- mes "[World Tree Yggdrasil]";
- mes "Thank you. You're the saviour of humans and the Laphine Tribe.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "You've defeated Nidhoggur's Shadow. But...It's not gone for good. Its powers are merely put to sleep.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "But you have won us plenty of time. This is great.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "Please go and report this to those in charge of Splendide and Manuk.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "As you have seen, neither the Sapha tribe nor the Laphine tribe is at fault for the weakening of the World Tree. It's all because of the Guardian's Shadow...";
- next;
- mes "[World Tree Yggdrasil]";
- mes "The Guardian's insanity...is caused by powers unknown to us... You must tell this to everyone.";
- next;
- mes "[World Tree Yggdrasil]";
- mes "Now... Allow me to escort you out of the cursed nest.";
- next;
- switch(select("Please let me out.", "I want to look around for a while.")) {
+ mes("[World Tree Yggdrasil]");
+ mes("Thank you. You're the saviour of humans and the Laphine Tribe.");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("You've defeated Nidhoggur's Shadow. But...It's not gone for good. Its powers are merely put to sleep.");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("But you have won us plenty of time. This is great.");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("Please go and report this to those in charge of Splendide and Manuk.");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("As you have seen, neither the Sapha tribe nor the Laphine tribe is at fault for the weakening of the World Tree. It's all because of the Guardian's Shadow...");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("The Guardian's insanity...is caused by powers unknown to us... You must tell this to everyone.");
+ next();
+ mes("[World Tree Yggdrasil]");
+ mes("Now... Allow me to escort you out of the cursed nest.");
+ next();
+ switch (select("Please let me out.", "I want to look around for a while.")) {
case 1:
'ins_nyd2 = 0;
ins_nyd = 203;
- //setquest 3135;
- warp "nyd_dun02",98,196;
+ //setquest(3135);
+ warp("nyd_dun02", 98, 196);
end;
case 2:
- mes "[World Tree Yggdrasil]";
- mes "Is that so... I'll be around if you want to leave.";
- close;
+ mes("[World Tree Yggdrasil]");
+ mes("Is that so... I'll be around if you want to leave.");
+ close();
}
OnInstanceInit:
OnDisable:
- disablenpc instance_npcname("World Tree Yggdrasil#2F");
+ disablenpc(instance_npcname("World Tree Yggdrasil#2F"));
end;
OnEnable:
- enablenpc instance_npcname("World Tree Yggdrasil#2F");
- mapannounce instance_mapname("2@nyd"), "World Tree Yggdrasil : You did good. Have everyone go to the Magic Circle in the middle, and get ready for the destruction of the nest.",bc_map,"0x00ff99";
+ enablenpc(instance_npcname("World Tree Yggdrasil#2F"));
+ mapannounce(instance_mapname("2@nyd"), _("World Tree Yggdrasil : You did good. Have everyone go to the Magic Circle in the middle, and get ready for the destruction of the nest."), bc_map, C_SPRINGGREEN);
end;
}
2@nyd,115,278,0 script nyd_2f_red FAKE_NPC,5,5,{
OnInstanceInit:
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
+ disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
end;
OnEnable:
- enablenpc instance_npcname(strnpcinfo(NPC_NAME));
- donpcevent instance_npcname(strnpcinfo(NPC_NAME)+"_warp1")+"::OnEnable";
- donpcevent instance_npcname(strnpcinfo(NPC_NAME)+"_warp2")+"::OnEnable";
- donpcevent instance_npcname(strnpcinfo(NPC_NAME)+"_warp3")+"::OnEnable";
- donpcevent instance_npcname(strnpcinfo(NPC_NAME)+"_c")+"::OnEnable";
- initnpctimer;
+ enablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
+ donpcevent(instance_npcname(strnpcinfo(NPC_NAME)+"_warp1")+"::OnEnable");
+ donpcevent(instance_npcname(strnpcinfo(NPC_NAME)+"_warp2")+"::OnEnable");
+ donpcevent(instance_npcname(strnpcinfo(NPC_NAME)+"_warp3")+"::OnEnable");
+ donpcevent(instance_npcname(strnpcinfo(NPC_NAME)+"_c")+"::OnEnable");
+ initnpctimer();
end;
OnDisable:
- donpcevent instance_npcname(strnpcinfo(NPC_NAME)+"_warp1")+"::OnDisable";
- donpcevent instance_npcname(strnpcinfo(NPC_NAME)+"_warp2")+"::OnDisable";
- donpcevent instance_npcname(strnpcinfo(NPC_NAME)+"_warp3")+"::OnDisable";
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
+ donpcevent(instance_npcname(strnpcinfo(NPC_NAME)+"_warp1")+"::OnDisable");
+ donpcevent(instance_npcname(strnpcinfo(NPC_NAME)+"_warp2")+"::OnDisable");
+ donpcevent(instance_npcname(strnpcinfo(NPC_NAME)+"_warp3")+"::OnDisable");
+ disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
end;
OnTouch:
- if (compare(strnpcinfo(NPC_NAME),"red")) {
- percentheal -50,0;
- percentheal -30,0;
- sc_start SC_BLOODING,60000,0;
- } else if (compare(strnpcinfo(NPC_NAME),"white")) {
- percentheal -50,0;
- sc_start SC_FREEZE,20000,0;
- } else if (compare(strnpcinfo(NPC_NAME),"yellow")) {
- percentheal 0,-50;
- sc_start SC_SLEEP,20000,0;
- sc_start SC_CONFUSION,60000,0;
- } else if (compare(strnpcinfo(NPC_NAME),"green")) {
- percentheal -50,-50;
- sc_start SC_POISON,60000,0;
+ if (compare(strnpcinfo(NPC_NAME), "red")) {
+ percentheal(-50, 0);
+ percentheal(-30, 0);
+ sc_start(SC_BLOODING, 60000, 0);
+ } else if (compare(strnpcinfo(NPC_NAME), "white")) {
+ percentheal(-50, 0);
+ sc_start(SC_FREEZE, 20000, 0);
+ } else if (compare(strnpcinfo(NPC_NAME), "yellow")) {
+ percentheal(0, -50);
+ sc_start(SC_SLEEP, 20000, 0);
+ sc_start(SC_CONFUSION, 60000, 0);
+ } else if (compare(strnpcinfo(NPC_NAME), "green")) {
+ percentheal(-50, -50);
+ sc_start(SC_POISON, 60000, 0);
}
end;
OnTimer10000:
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
- stopnpctimer;
+ disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
+ stopnpctimer();
end;
}
2@nyd,6,6,0 script nyd_2f_red_c FAKE_NPC,{
OnInstanceInit:
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
+ disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
end;
OnEnable:
- enablenpc instance_npcname(strnpcinfo(NPC_NAME));
- initnpctimer;
+ enablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
+ initnpctimer();
.@map$ = instance_mapname("2@nyd");
.@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead";
- if (compare(strnpcinfo(NPC_NAME),"red")) {
- monster .@map$,120,285,"Nidhoggur's Guardian#1",2020,1,.@label$;
- monster .@map$,119,286,"Nidhoggur's Guardian#2",2020,1,.@label$;
- monster .@map$,120,270,"Nidhoggur's Guardian#3",2020,1,.@label$;
- monster .@map$,119,269,"Nidhoggur's Guardian#4",2021,1,.@label$;
- monster .@map$,118,270,"Nidhoggur's Guardian#5",2021,1,.@label$;
- } else if (compare(strnpcinfo(NPC_NAME),"white")) {
- monster .@map$,120,380,"Nidhoggur's Guardian#1",2020,1,.@label$;
- monster .@map$,119,381,"Nidhoggur's Guardian#2",2020,1,.@label$;
- monster .@map$,120,367,"Nidhoggur's Guardian#3",2020,1,.@label$;
- monster .@map$,119,366,"Nidhoggur's Guardian#4",2021,1,.@label$;
- monster .@map$,118,365,"Nidhoggur's Guardian#5",2021,1,.@label$;
- } else if (compare(strnpcinfo(NPC_NAME),"yellow")) {
- monster .@map$,282,284,"Nidhoggur's Guardian#1",2020,1,.@label$;
- monster .@map$,283,283,"Nidhoggur's Guardian#2",2020,1,.@label$;
- monster .@map$,280,275,"Nidhoggur's Guardian#3",2020,1,.@label$;
- monster .@map$,281,276,"Nidhoggur's Guardian#4",2021,1,.@label$;
- monster .@map$,281,277,"Nidhoggur's Guardian#5",2021,1,.@label$;
- } else if (compare(strnpcinfo(NPC_NAME),"green")) {
- monster .@map$,282,378,"Nidhoggur's Guardian#1",2020,1,.@label$;
- monster .@map$,283,377,"Nidhoggur's Guardian#2",2020,1,.@label$;
- monster .@map$,280,368,"Nidhoggur's Guardian#3",2020,1,.@label$;
- monster .@map$,281,368,"Nidhoggur's Guardian#4",2021,1,.@label$;
- monster .@map$,281,367,"Nidhoggur's Guardian#5",2021,1,.@label$;
+ if (compare(strnpcinfo(NPC_NAME), "red")) {
+ monster(.@map$, 120, 285, _("Nidhoggur's Guardian#1"), RHYNCHO, 1, .@label$);
+ monster(.@map$, 119, 286, _("Nidhoggur's Guardian#2"), RHYNCHO, 1, .@label$);
+ monster(.@map$, 120, 270, _("Nidhoggur's Guardian#3"), RHYNCHO, 1, .@label$);
+ monster(.@map$, 119, 269, _("Nidhoggur's Guardian#4"), PHYLLA, 1, .@label$);
+ monster(.@map$, 118, 270, _("Nidhoggur's Guardian#5"), PHYLLA, 1, .@label$);
+ } else if (compare(strnpcinfo(NPC_NAME), "white")) {
+ monster(.@map$, 120, 380, _("Nidhoggur's Guardian#1"), RHYNCHO, 1, .@label$);
+ monster(.@map$, 119, 381, _("Nidhoggur's Guardian#2"), RHYNCHO, 1, .@label$);
+ monster(.@map$, 120, 367, _("Nidhoggur's Guardian#3"), RHYNCHO, 1, .@label$);
+ monster(.@map$, 119, 366, _("Nidhoggur's Guardian#4"), PHYLLA, 1, .@label$);
+ monster(.@map$, 118, 365, _("Nidhoggur's Guardian#5"), PHYLLA, 1, .@label$);
+ } else if (compare(strnpcinfo(NPC_NAME), "yellow")) {
+ monster(.@map$, 282, 284, _("Nidhoggur's Guardian#1"), RHYNCHO, 1, .@label$);
+ monster(.@map$, 283, 283, _("Nidhoggur's Guardian#2"), RHYNCHO, 1, .@label$);
+ monster(.@map$, 280, 275, _("Nidhoggur's Guardian#3"), RHYNCHO, 1, .@label$);
+ monster(.@map$, 281, 276, _("Nidhoggur's Guardian#4"), PHYLLA, 1, .@label$);
+ monster(.@map$, 281, 277, _("Nidhoggur's Guardian#5"), PHYLLA, 1, .@label$);
+ } else if (compare(strnpcinfo(NPC_NAME), "green")) {
+ monster(.@map$, 282, 378, _("Nidhoggur's Guardian#1"), RHYNCHO, 1, .@label$);
+ monster(.@map$, 283, 377, _("Nidhoggur's Guardian#2"), RHYNCHO, 1, .@label$);
+ monster(.@map$, 280, 368, _("Nidhoggur's Guardian#3"), RHYNCHO, 1, .@label$);
+ monster(.@map$, 281, 368, _("Nidhoggur's Guardian#4"), PHYLLA, 1, .@label$);
+ monster(.@map$, 281, 367, _("Nidhoggur's Guardian#5"), PHYLLA, 1, .@label$);
}
end;
OnMyMobDead:
.@map$ = instance_mapname("2@nyd");
- if (mobcount(.@map$,instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") < 1) {
- mapannounce .@map$, "Nidhoggur's Shadow : You're not bad... but I will be your opponent this time.",bc_map,"0x00ff99";
- donpcevent instance_npcname("nyd_2f_boss_enter_logic")+"::OnEnable";
- donpcevent instance_npcname(strnpcinfo(NPC_NAME))+"::OnDisable";
+ if (mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") < 1) {
+ mapannounce(.@map$, _("Nidhoggur's Shadow : You're not bad... but I will be your opponent this time."), bc_map, C_SPRINGGREEN);
+ donpcevent(instance_npcname("nyd_2f_boss_enter_logic")+"::OnEnable");
+ donpcevent(instance_npcname(strnpcinfo(NPC_NAME))+"::OnDisable");
end;
}
end;
/*
OnReset: // Label not called.
- killmonster instance_mapname("2@nyd"),instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead";
- donpcevent instance_npcname(strnpcinfo(NPC_NAME))+"::OnDisable";
+ killmonster(instance_mapname("2@nyd"), instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
+ donpcevent(instance_npcname(strnpcinfo(NPC_NAME))+"::OnDisable");
end;
*/
OnDisable:
- stopnpctimer;
- killmonster instance_mapname("2@nyd"),instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; //custom
- donpcevent instance_npcname(substr(strnpcinfo(NPC_NAME),0,getstrlen(strnpcinfo(NPC_NAME))-3))+"::OnDisable";
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
+ stopnpctimer();
+ killmonster(instance_mapname("2@nyd"), instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); //custom
+ donpcevent(instance_npcname(substr(strnpcinfo(NPC_NAME), 0, getstrlen(strnpcinfo(NPC_NAME)) - 3))+"::OnDisable");
+ disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
end;
OnTimer180000:
- killmonster instance_mapname("2@nyd"),instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead";
- stopnpctimer;
- donpcevent instance_npcname("nyd_2f_boss_enter_call")+"::OnWarpColor";
+ killmonster(instance_mapname("2@nyd"), instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
+ stopnpctimer();
+ donpcevent(instance_npcname("nyd_2f_boss_enter_call")+"::OnWarpColor");
end;
}
2@nyd,130,298,0 script nyd_2f_red_warp1 FAKE_NPC,6,6,{
OnInstanceInit:
OnDisable:
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
+ disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
end;
OnEnable:
- enablenpc instance_npcname(strnpcinfo(NPC_NAME));
+ enablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
end;
OnTouch:
- if (compare(strnpcinfo(NPC_NAME),"red"))
- warp instance_mapname("2@nyd"),115,278;
- else if (compare(strnpcinfo(NPC_NAME),"white"))
- warp instance_mapname("2@nyd"),115,373;
- else if (compare(strnpcinfo(NPC_NAME),"yellow"))
- warp instance_mapname("2@nyd"),284,278;
- else if (compare(strnpcinfo(NPC_NAME),"green"))
- warp instance_mapname("2@nyd"),284,374;
+ if (compare(strnpcinfo(NPC_NAME), "red"))
+ warp(instance_mapname("2@nyd"), 115, 278);
+ else if (compare(strnpcinfo(NPC_NAME), "white"))
+ warp(instance_mapname("2@nyd"), 115, 373);
+ else if (compare(strnpcinfo(NPC_NAME), "yellow"))
+ warp(instance_mapname("2@nyd"), 284, 278);
+ else if (compare(strnpcinfo(NPC_NAME), "green"))
+ warp(instance_mapname("2@nyd"), 284, 374);
end;
}
2@nyd,142,296,0 duplicate(nyd_2f_red_warp1) nyd_2f_red_warp2 FAKE_NPC,6,6
@@ -2170,129 +2182,133 @@ OnTouch:
2@nyd,1,1,0 script ins_nyd2_spawn_mobs FAKE_NPC,{
OnInstanceInit:
.@map$ = instance_mapname("2@nyd"); //temp fix since all mobs spawn on the same (inaccessable) area
- areamonster .@map$,14,20,382,180,"Rhyncho",2020,40,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyRhynDead";
- areamonster .@map$,14,20,382,180,"Phylla",2021,40,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyPhyDead";
- areamonster .@map$,14,20,382,180,"Dark Shadow",2023,40,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyDarkshaDead";
- areamonster .@map$,14,20,382,180,"Dark Pinguicula",2015,40,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyPingDead";
+ areamonster(.@map$, 14, 20, 382, 180, _("Rhyncho"), RHYNCHO, 40, instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyRhynDead");
+ areamonster(.@map$, 14, 20, 382, 180, _("Phylla"), PHYLLA, 40, instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyPhyDead");
+ areamonster(.@map$, 14, 20, 382, 180, _("Dark Shadow"), DARK_SHADOW, 40, instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyDarkshaDead");
+ areamonster(.@map$, 14, 20, 382, 180, _("Dark Pinguicula"), PINGUICULA_D, 40, instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyPingDead");
end;
OnMyRhynDead:
- areamonster instance_mapname("2@nyd"),14,20,382,180,"Rhyncho",2020,1,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyRhynDead";
+ areamonster(instance_mapname("2@nyd"), 14, 20, 382, 180, _("Rhyncho"), RHYNCHO, 1, instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyRhynDead");
end;
OnMyPhyDead:
- areamonster instance_mapname("2@nyd"),14,20,382,180,"Phylla",2021,1,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyPhyDead";
+ areamonster(instance_mapname("2@nyd"), 14, 20, 382, 180, _("Phylla"), PHYLLA, 1, instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyPhyDead");
end;
OnMyDarkshaDead:
- areamonster instance_mapname("2@nyd"),14,20,382,180,"Dark Shadow",2023,1,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyDarkshaDead";
+ areamonster(instance_mapname("2@nyd"), 14, 20, 382, 180, _("Dark Shadow"), DARK_SHADOW, 1, instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyDarkshaDead");
end;
OnMyPingDead:
- areamonster instance_mapname("2@nyd"),14,20,382,180,"Dark Pinguicula",2015,1,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyPingDead";
+ areamonster(instance_mapname("2@nyd"), 14, 20, 382, 180, _("Dark Pinguicula") , PINGUICULA_D, 1, instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyPingDead");
end;
}
//== GM Management NPCs ====================================
sec_in02,36,167,3 script Nidhoggur Manager 4_M_FAIRYSOLDIER,1,1,{
- callfunc "F_GM_NPC";
- mes "Enter the password.";
- next;
- if (callfunc("F_GM_NPC","1854",1) == 0) {
- mes "Incorrect password.";
- close;
+ callfunc("F_GM_NPC");
+ mes("Enter the password.");
+ next();
+ if (callfunc("F_GM_NPC", "1854", 1) == 0) {
+ mes("Incorrect password.");
+ close();
}
- mes "What do you need to do?";
- next;
- switch(select("Reset variables to allow entrance to Nidhoggur", "change variable 'ins_nyd'", "Remove 3 day timer 3135", "Confirm variable number")) {
+ mes("What do you need to do?");
+ next();
+ switch (select("Reset variables to allow entrance to Nidhoggur", "change variable 'ins_nyd'", "Remove 3 day timer 3135", "Confirm variable number")) {
case 1:
ins_nyd = 200;
ins_nyd2 = 0;
- erasequest 3135;
- mes "ins_nyd set to 200 ins_nyd2 set to 0";
- mes "quest 3135 erased.";
- close;
+ erasequest(3135);
+ mes("ins_nyd set to 200 ins_nyd2 set to 0");
+ mes("quest 3135 erased.");
+ close();
case 2:
- mes "Which variable do you want to change?";
- next;
- switch(select("ins_nyd", "ins_nyd2")) {
- case 1: .@var$ = "ins_nyd"; break;
- case 2: .@var$ = "ins_nyd2"; break;
+ mes("Which variable do you want to change?");
+ next();
+ switch (select("ins_nyd", "ins_nyd2")) {
+ case 1:
+ .@var$ = "ins_nyd";
+ break;
+ case 2:
+ .@var$ = "ins_nyd2";
+ break;
}
- mes "Input the variable number";
- next;
- input .@input;
- setd .@var$, .@input;
- mes .@var$+" has been set to "+.@input+" .";
- close;
+ mes("Input the variable number");
+ next();
+ input(.@input);
+ setd(.@var$, .@input);
+ mesf("%s has been set to %d.", .@var$, .@input);
+ close();
case 3:
- mes "The 3 day timer will be removed when you close this dialog.";
- next;
- erasequest 3135;
- mes "Finished removing Quest Timer.";
- close;
+ mes("The 3 day timer will be removed when you close this dialog.");
+ next();
+ erasequest(3135);
+ mes("Finished removing Quest Timer.");
+ close();
case 4:
- mes "ins_nyd is at "+ins_nyd+".";
- mes "ins_nyd2 is at "+ins_nyd2+".";
- close;
+ mesf("ins_nyd is at %d.", ins_nyd);
+ mesf("ins_nyd2 is at %d.", ins_nyd2);
+ close();
}
}
nyd_dun02,7,7,2 script Purification Admin#nyd2 CLEAR_NPC,2,0,{
- callfunc "F_GM_NPC";
- mes "Please enter the password";
- .@i = callfunc("F_GM_NPC","dragonslayer",1);
- next;
+ callfunc("F_GM_NPC");
+ mes("Please enter the password");
+ .@i = callfunc("F_GM_NPC", "dragonslayer", 1);
+ next();
if (.@i == 0) {
- mes "Enter the password exactly.";
- close;
+ mes("Enter the password exactly.");
+ close();
}
- switch(select("Generate Purification Stone", "Remove Purification Stone", "Turn Entrance NPC OFF", "Turn Entrance NPC On", "Cancel")) {
+ switch (select("Generate Purification Stone", "Remove Purification Stone", "Turn Entrance NPC OFF", "Turn Entrance NPC On", "Cancel")) {
case 1:
- mes "Purification stone has been created and will stay on for 30 minutes.";
- donpcevent "Purification Stone#nyd2::OnEnable";
- close;
+ mes("Purification stone has been created and will stay on for 30 minutes.");
+ donpcevent("Purification Stone#nyd2::OnEnable");
+ close();
case 2:
- mes "The Purification Stone has been destroyed.";
- donpcevent "Purification Stone#nyd2::OnDisable";
- close;
+ mes("The Purification Stone has been destroyed.");
+ donpcevent("Purification Stone#nyd2::OnDisable");
+ close();
case 3:
- mes "The Yggdrasil Gatekeeper at nyd_dun02 100 201 is now OFF.";
- disablenpc "Yggdrasil Gatekeeper";
- close;
+ mes("The Yggdrasil Gatekeeper at nyd_dun02 100 201 is now OFF.");
+ disablenpc("Yggdrasil Gatekeeper");
+ close();
case 4:
- mes "The Yggdrasil Gatekeeper at nyd_dun02 100 201 is now On.";
- enablenpc "Yggdrasil Gatekeeper";
- close;
+ mes("The Yggdrasil Gatekeeper at nyd_dun02 100 201 is now On.");
+ enablenpc("Yggdrasil Gatekeeper");
+ close();
case 5:
- close;
+ close();
}
}
nyd_dun02,88,195,4 script Purification Stone#nyd2 2_MONEMUS,{
- erasequest 3135;
- erasequest 3136;
+ erasequest(3135);
+ erasequest(3136);
ins_nyd = 200;
ins_nyd2 = 0;
- mes "^0000FFThe records and after-effect related to the Nidhoggur's Nest have been removed. You can generate and enter the dungeon again.^000000";
- close;
+ mes("^0000FFThe records and after-effect related to the Nidhoggur's Nest have been removed. You can generate and enter the dungeon again.^000000");
+ close();
OnInit:
- disablenpc "Purification Stone#nyd2";
+ disablenpc("Purification Stone#nyd2");
end;
OnEnable:
- initnpctimer;
+ initnpctimer();
end;
OnDisable:
- stopnpctimer;
- disablenpc "Purification Stone#nyd2";
+ stopnpctimer();
+ disablenpc("Purification Stone#nyd2");
end;
OnTimer1000:
- enablenpc "Purification Stone#nyd2";
+ enablenpc("Purification Stone#nyd2");
end;
OnTimer1740000:
- mapannounce "nyd_dun02","The Purification Stone will be destroyed in one minute.",bc_map,"0x00FF99",FW_NORMAL,12;
+ mapannounce("nyd_dun02", _("The Purification Stone will be destroyed in one minute."), bc_map, C_SPRINGGREEN, FW_NORMAL, 12);
end;
OnTimer1800000:
- disablenpc "Purification Stone#nyd2";
+ disablenpc("Purification Stone#nyd2");
end;
}
diff --git a/npc/re/instances/BakonawaLake.txt b/npc/re/instances/BakonawaLake.txt
index 2868cc589..65622171b 100644
--- a/npc/re/instances/BakonawaLake.txt
+++ b/npc/re/instances/BakonawaLake.txt
@@ -34,223 +34,234 @@
//=========================================================================
ma_scene01,174,179,4 script Taho 4_M_DEWZATIMAN,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "You are carrying too many items. Come back after taking off some of them.";
- close;
+ disable_items();
+ if (checkweight(Knife, 1) == 0) {
+ mes("You are carrying too many items. Come back after taking off some of them.");
+ close();
}
if (MaxWeight - Weight < 10000) {
- mes "You are carrying too much weight. Come back after reducing the weight.";
- close;
+ mes("You are carrying too much weight. Come back after reducing the weight.");
+ close();
}
if (BaseLevel < 140) {
- mes "[Taho]";
- mes "Hey. This is too dangerous a place for you. You cannot keep yourself safe. Get out of here and go to the village right now!";
- close;
+ mes("[Taho]");
+ mes("Hey. This is too dangerous a place for you. You cannot keep yourself safe. Get out of here and go to the village right now!");
+ close();
}
if (malaya_bakona1 < 7 && malaya_bakona2 < 15) {
- mes "[Taho]";
- mes "We are gonna be killed all by that Bakonawa. Ah, we must slay him but unfortunately we are not prepared.";
- close;
+ mes("[Taho]");
+ mes("We are gonna be killed all by that Bakonawa. Ah, we must slay him but unfortunately we are not prepared.");
+ close();
}
.@party_id = getcharid(CHAR_ID_PARTY);
- .@md_name$ = "Bakonawa Lake";
+ .@md_name$ = _("Bakonawa Lake");
- .@baku_time = questprogress(12278,PLAYTIME);
+ .@baku_time = questprogress(12278, PLAYTIME);
if (!.@baku_time) {
- if (!questprogress(12279)) setquest 12279;
+ if (!questprogress(12279))
+ setquest(12279);
}
if (!.@party_id) {
- mes "[Taho]";
- mes "Isn't there any company who can go with you? Or even if you wanna go alone, come after organizing a party.";
- close;
+ mes("[Taho]");
+ mes("Isn't there any company who can go with you? Or even if you wanna go alone, come after organizing a party.");
+ close();
}
if (!.@baku_time) {
- 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;
+ 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.");
} 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;
+ 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.");
}
- switch(.@i) {
+ switch (.@i) {
case 1:
- .@instance = instance_create(.@md_name$,.@party_id);
+ .@instance = instance_create(.@md_name$, .@party_id);
if (.@instance < 0) {
- mes "[Taho]";
- mes "Oh, the rope got dropped. I have to make a new one.";
- close;
+ mes("[Taho]");
+ mes("Oh, the rope got dropped. I have to make a new one.");
+ close();
}
- if (instance_attachmap("1@ma_b",.@instance) == "") {
- mes "^0000ff"+.@md_name$+"^000000 - Reservation Failed!";
+ if (instance_attachmap("1@ma_b", .@instance) == "") {
+ mesf("^0000ff%s^000000 - Reservation Failed!", .@md_name$);
instance_destroy(.@instance);
- close;
+ close();
}
- instance_set_timeout 7200,300,.@instance;
+ instance_set_timeout(7200, 300, .@instance);
instance_init(.@instance);
- mes "[Taho]";
- mes "Now I'm weaving, so you can go down when I'm done.";
- close;
+ mes("[Taho]");
+ mes("Now I'm weaving, so you can go down when I'm done.");
+ close();
case 2:
- if( has_instance("1@ma_b") == "" ) {
- mes "The memorial dungeon "+.@md_name$+" does not exist.";
- mes "The party leader did not generate the dungeon yet.";
- close;
+ if (has_instance("1@ma_b") == "") {
+ mesf("The memorial dungeon %s does not exist.", .@md_name$);
+ mes("The party leader did not generate the dungeon yet.");
+ close();
} else {
- mapannounce "ma_scene01","A party member, "+strcharinfo(PC_NAME)+" of the party "+getpartyname(.@party_id)+" is entering the dungeon, "+.@md_name$+".",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0
- setquest 12278;
- warp "1@ma_b",64,51;
+ mapannounce("ma_scene01", sprintf(_$("A party member, %s of the party %s is entering the dungeon, %s."), strcharinfo(PC_NAME), getpartyname(.@party_id), .@md_name$), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0
+ setquest(12278);
+ warp("1@ma_b", 64, 51);
end;
}
case 3:
- close;
+ close();
}
} else if (.@baku_time == 1) {
- mes "[Taho]";
- mes "The rope used for getting to the Lake is already broken. We are now cleaning up the surroundings so come back after some time.";
- close;
+ mes("[Taho]");
+ mes("The rope used for getting to the Lake is already broken. We are now cleaning up the surroundings so come back after some time.");
+ close();
} else if (.@baku_time == 2) {
- mes "[Taho]";
- mes "It's all cleaned up around here. Now you can go down again after getting a rope.";
- erasequest 12278;
- close;
+ mes("[Taho]");
+ mes("It's all cleaned up around here. Now you can go down again after getting a rope.");
+ erasequest(12278);
+ close();
}
}
sec_in02,26,26,4 script Bakonawa's Rage 4_M_DEWZATIMAN,{
- callfunc "F_GM_NPC";
- mes "[Taho]";
- mes "My name is Minky.";
- if (callfunc("F_GM_NPC",1854,0) == 1) {
- erasequest 12278;
- erasequest 12279;
+ callfunc("F_GM_NPC");
+ mes("[Taho]");
+ mes("My name is Minky.");
+ if (callfunc("F_GM_NPC", 1854, 0) == 1) {
+ erasequest(12278);
+ erasequest(12279);
malaya_bakona1 = 7;
malaya_bakona2 = 15;
}
- close;
+ close();
}
1@ma_b,62,52,4 script Taho#nf 4_M_DEWZATIMAN,{
- mes "[Taho]";
- mes "Heehee, I could join the Bakonawa hunt, but I'd rather hide behind that rock and cheer you guys on.";
- next;
- 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(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!")) {
+ mes("[Taho]");
+ mes("Heehee, I could join the Bakonawa hunt, but I'd rather hide behind that rock and cheer you guys on.");
+ next();
+ 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(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!")) {
case 1:
- mes "[Taho]";
- mes "Oh... alright... tell me when you are ready.";
- close;
+ mes("[Taho]");
+ mes("Oh... alright... tell me when you are ready.");
+ close();
case 2:
- mes "[Taho]";
- mes "Then I will drop a drop of Albopal to this lake.";
- next;
- mes "[Taho]";
- mes "Once Bakonawa tastes this, he will surface...";
- donpcevent instance_npcname("#Bakonawan1")+"::OnStart";
- disablenpc instance_npcname("Taho#nf");
- close;
+ mes("[Taho]");
+ mes("Then I will drop a drop of Albopal to this lake.");
+ next();
+ mes("[Taho]");
+ mes("Once Bakonawa tastes this, he will surface...");
+ donpcevent(instance_npcname("#Bakonawan1")+"::OnStart");
+ disablenpc(instance_npcname("Taho#nf"));
+ close();
}
} else {
- mes "[Taho]";
- mes "I am dropping the Alpopal to make Bakonawa mad. Bakonawa can be a good source of protein once we get him.";
- close;
+ mes("[Taho]");
+ mes("I am dropping the Alpopal to make Bakonawa mad. Bakonawa can be a good source of protein once we get him.");
+ close();
}
}
1@ma_b,36,111,4 script #Bakonawan1 CLEAR_NPC,{
end;
OnInstanceInit:
- disablenpc instance_npcname("#Bakonawan1");
+ disablenpc(instance_npcname("#Bakonawan1"));
end;
OnStart:
- enablenpc instance_npcname("#Bakonawan1");
+ enablenpc(instance_npcname("#Bakonawan1"));
.@map$ = instance_mapname("1@ma_b");
- mapannounce .@map$,"Taho: I can see him there on the surface! ATTACK!!!",bc_map,"0x00ffff"; //FW_NORMAL 15 0 0
- monster .@map$,78,81,"Bakonawa",2320,1,instance_npcname("#Bakonawan1")+"::OnMyMobDead"; //original: (78,83)
- initnpctimer;
+ mapannounce(.@map$, _("Taho: I can see him there on the surface! ATTACK!!!"), bc_map, C_AQUA); //FW_NORMAL 15 0 0
+ monster(.@map$, 78, 81, _("Bakonawa"), BAKONAWA_1, 1, instance_npcname("#Bakonawan1")+"::OnMyMobDead"); //original: (78, 83)
+ initnpctimer();
end;
OnFail:
- killmonster instance_mapname("1@ma_b"),instance_npcname("#Bakonawan1")+"::OnMyMobDead";
+ killmonster(instance_mapname("1@ma_b"), instance_npcname("#Bakonawan1")+"::OnMyMobDead");
end;
OnMyMobDead:
.@map$ = instance_mapname("1@ma_b");
- if (mobcount(.@map$,instance_npcname("#Bakonawan1")+"::OnMyMobDead") < 1) {
- donpcevent instance_npcname("#BakonawaDeadn1")+"::OnStart";
- killmonster .@map$,instance_npcname("#Bakonawan1")+"::OnMyMobDead";
- stopnpctimer;
- disablenpc instance_npcname("#Bakonawan1");
+ if (mobcount(.@map$, instance_npcname("#Bakonawan1")+"::OnMyMobDead") < 1) {
+ donpcevent(instance_npcname("#BakonawaDeadn1")+"::OnStart");
+ killmonster(.@map$, instance_npcname("#Bakonawan1")+"::OnMyMobDead");
+ stopnpctimer();
+ disablenpc(instance_npcname("#Bakonawan1"));
}
end;
-OnTimer1000: callsub OnAnnounce,"10 minutes";
-OnTimer60000: callsub OnAnnounce,"9 minutes";
-OnTimer120000: callsub OnAnnounce,"8 minutes";
-OnTimer180000: callsub OnAnnounce,"7 minutes";
-OnTimer240000: callsub OnAnnounce,"6 minutes";
-OnTimer300000: callsub OnAnnounce,"5 minutes";
-OnTimer360000: callsub OnAnnounce,"4 minutes";
-OnTimer420000: callsub OnAnnounce,"3 minutes";
-OnTimer480000: callsub OnAnnounce,"2 minutes";
-OnTimer540000: callsub OnAnnounce,"1 minute";
+OnTimer1000:
+ callsub(OnAnnounce, _("10 minutes"));
+OnTimer60000:
+ callsub(OnAnnounce, _("9 minutes"));
+OnTimer120000:
+ callsub(OnAnnounce, _("8 minutes"));
+OnTimer180000:
+ callsub(OnAnnounce, _("7 minutes"));
+OnTimer240000:
+ callsub(OnAnnounce, _("6 minutes"));
+OnTimer300000:
+ callsub(OnAnnounce, _("5 minutes"));
+OnTimer360000:
+ callsub(OnAnnounce, _("4 minutes"));
+OnTimer420000:
+ callsub(OnAnnounce, _("3 minutes"));
+OnTimer480000:
+ callsub(OnAnnounce, _("2 minutes"));
+OnTimer540000:
+ callsub(OnAnnounce, _("1 minute"));
OnTimer570000:
- mapannounce instance_mapname("1@ma_b"),"Time Limit: 30 seconds",bc_map,"0xff4400"; //FW_NORMAL 18 0 0
- donpcevent instance_npcname("#SummonPuppetsn1")+"::OnStart";
+ mapannounce(instance_mapname("1@ma_b"), _("Time Limit: 30 seconds"), bc_map, "0xff4400"); //FW_NORMAL 18 0 0
+ donpcevent(instance_npcname("#SummonPuppetsn1")+"::OnStart");
end;
OnTimer600000:
.@map$ = instance_mapname("1@ma_b");
- mapannounce .@map$,"Bakonawa has escaped deep into the lake.",bc_map,"0xffff00"; //FW_NORMAL 20 0 0
- donpcevent instance_npcname("Taho#Fail")+"::OnStart";
- donpcevent instance_npcname("#Bakonawan1")+"::OnFail";
- killmonster .@map$,instance_npcname("#Bakonawan1")+"::OnMyMobDead";
- stopnpctimer;
- disablenpc instance_npcname("#Bakonawan1");
+ mapannounce(.@map$, _("Bakonawa has escaped deep into the lake."), bc_map, C_YELLOW); //FW_NORMAL 20 0 0
+ donpcevent(instance_npcname("Taho#Fail")+"::OnStart");
+ donpcevent(instance_npcname("#Bakonawan1")+"::OnFail");
+ killmonster(.@map$, instance_npcname("#Bakonawan1")+"::OnMyMobDead");
+ stopnpctimer();
+ disablenpc(instance_npcname("#Bakonawan1"));
end;
OnAnnounce:
- mapannounce instance_mapname("1@ma_b"),"Time Limit: "+getarg(0),bc_map,"0xff4400"; //FW_NORMAL 15 0 0
- donpcevent instance_npcname("#SummonPuppetsn1")+"::OnStart";
+ mapannounce(instance_mapname("1@ma_b"), sprintf(_$("Time Limit: %s"), getarg(0)), bc_map, "0xff4400"); //FW_NORMAL 15 0 0
+ donpcevent(instance_npcname("#SummonPuppetsn1")+"::OnStart");
end;
}
1@ma_b,78,81,0 script #SummonPuppetsn1 HIDDEN_WARP_NPC,4,5,{
end;
OnInstanceInit:
- disablenpc instance_npcname("#SummonPuppetsn1");
+ disablenpc(instance_npcname("#SummonPuppetsn1"));
end;
OnStart:
- stopnpctimer;
- enablenpc instance_npcname("#SummonPuppetsn1");
- initnpctimer;
+ stopnpctimer();
+ enablenpc(instance_npcname("#SummonPuppetsn1"));
+ initnpctimer();
end;
OnTouch:
- stopnpctimer;
- disablenpc instance_npcname("#SummonPuppetsn1");
+ stopnpctimer();
+ disablenpc(instance_npcname("#SummonPuppetsn1"));
end;
OnTimer5000:
- setarray .@x[0],79,71,60,61,57,89,95,96,99;
- setarray .@y[0],71,72,80,90,99,73,82,90,99;
+ setarray(.@x[0], 79, 71, 60, 61, 57, 89, 95, 96, 99);
+ setarray(.@y[0], 71, 72, 80, 90, 99, 73, 82, 90, 99);
.@map$ = instance_mapname("1@ma_b");
- for(.@i = 0; .@i<9; ++.@i) {
- .@rand = rand(1,10);
+ for (.@i = 0; .@i < 9; ++.@i) {
+ .@rand = rand(1, 10);
if (.@rand > 7)
- monster .@map$,.@x[.@i],.@y[.@i],"Bakonawa's Will",2337,1,instance_npcname("#SummonPuppetsn1")+"::OnMyMobDead";
+ monster(.@map$, .@x[.@i], .@y[.@i], _("Bakonawa's Will"), HIDDEN_MOB, 1, instance_npcname("#SummonPuppetsn1")+"::OnMyMobDead");
else if (.@rand < 4)
- monster .@map$,.@x[.@i],.@y[.@i],"Bakonawa's Will",2343,1,instance_npcname("#SummonPuppetsn1")+"::OnMyMobDead";
+ monster(.@map$, .@x[.@i], .@y[.@i], _("Bakonawa's Will"), HIDDEN_MOB_W, 1, instance_npcname("#SummonPuppetsn1")+"::OnMyMobDead");
}
end;
OnTimer50000:
- killmonster instance_mapname("1@ma_b"),instance_npcname("#SummonPuppetsn1")+"::OnMyMobDead";
- stopnpctimer;
- disablenpc instance_npcname("#SummonPuppetsn1");
+ killmonster(instance_mapname("1@ma_b"), instance_npcname("#SummonPuppetsn1")+"::OnMyMobDead");
+ stopnpctimer();
+ disablenpc(instance_npcname("#SummonPuppetsn1"));
end;
OnMyMobDead:
end;
@@ -259,111 +270,126 @@ OnMyMobDead:
1@ma_b,1,5,4 script #BakonawaDeadn1 CLEAR_NPC,{
end;
OnInstanceInit:
- disablenpc instance_npcname("#BakonawaDeadn1");
+ disablenpc(instance_npcname("#BakonawaDeadn1"));
end;
OnStart:
- enablenpc instance_npcname("#BakonawaDeadn1");
- initnpctimer;
+ enablenpc(instance_npcname("#BakonawaDeadn1"));
+ initnpctimer();
end;
OnTimer100:
- mapannounce instance_mapname("1@ma_b"),"Taho: Good! Bakonawa is hidden under water. He will now try to swallow the moon.",bc_map,"0x00ffff"; //FW_NORMAL 15 0 0
+ mapannounce(instance_mapname("1@ma_b"), _("Taho: Good! Bakonawa is hidden under water. He will now try to swallow the moon."), bc_map, C_AQUA); //FW_NORMAL 15 0 0
end;
OnTimer5000:
- mapannounce instance_mapname("1@ma_b"),"Taho: We must make loud noises with caldron and gong so he can never concentrate on the moon!",bc_map,"0x00ffff"; //FW_NORMAL 15 0 0
+ mapannounce(instance_mapname("1@ma_b"), _("Taho: We must make loud noises with caldron and gong so he can never concentrate on the moon!"), bc_map, C_AQUA); //FW_NORMAL 15 0 0
end;
OnTimer10000:
- mapannounce instance_mapname("1@ma_b"),"Taho: Do not engage on him even if he come above the surface. Just make loud noises!",bc_map,"0x00ffff"; //FW_NORMAL 15 0 0
+ mapannounce(instance_mapname("1@ma_b"), _("Taho: Do not engage on him even if he come above the surface. Just make loud noises!"), bc_map, C_AQUA); //FW_NORMAL 15 0 0
end;
OnTimer15000:
- mapannounce instance_mapname("1@ma_b"),"Mission - Destroy 2 caldrons and 2 gongs on left and right sides of the lake.",bc_map,"0xff3300"; //FW_NORMAL 15 0 0
- donpcevent instance_npcname("#Bakonawan2")+"::OnStart";
- stopnpctimer;
- disablenpc instance_npcname("#BakonawaDeadn1");
+ mapannounce(instance_mapname("1@ma_b"), _("Mission - Destroy 2 caldrons and 2 gongs on left and right sides of the lake."), bc_map, "0xff3300"); //FW_NORMAL 15 0 0
+ donpcevent(instance_npcname("#Bakonawan2")+"::OnStart");
+ stopnpctimer();
+ disablenpc(instance_npcname("#BakonawaDeadn1"));
end;
}
1@ma_b,36,111,4 script #Bakonawan2 CLEAR_NPC,{
end;
OnInstanceInit:
- disablenpc instance_npcname("#Bakonawan2");
+ disablenpc(instance_npcname("#Bakonawan2"));
end;
OnStart:
- enablenpc instance_npcname("#Bakonawan2");
+ enablenpc(instance_npcname("#Bakonawan2"));
.@label$ = instance_npcname("#Bakonawan2")+"::OnMyMobDead";
.@map$ = instance_mapname("1@ma_b");
- monster .@map$,95,98,"Caldron",2328,1,.@label$;
- monster .@map$,60,98,"Caldron",2328,1,.@label$;
- monster .@map$,97,104,"Gong",2328,1,.@label$;
- monster .@map$,58,104,"Gong",2328,1,.@label$;
- donpcevent instance_npcname("#Bakonawan2-1")+"::OnStart";
- initnpctimer;
+ monster(.@map$, 95, 98, _("Caldron"), MA_DRUM, 1, .@label$);
+ monster(.@map$, 60, 98, _("Caldron"), MA_DRUM, 1, .@label$);
+ monster(.@map$, 97, 104, _("Gong"), MA_DRUM, 1, .@label$);
+ monster(.@map$, 58, 104, _("Gong"), MA_DRUM, 1, .@label$);
+ donpcevent(instance_npcname("#Bakonawan2-1")+"::OnStart");
+ initnpctimer();
end;
OnMyMobDead:
.@map$ = instance_mapname("1@ma_b");
- .@mob_dead_num = mobcount(.@map$,instance_npcname("#Bakonawan2")+"::OnMyMobDead");
+ .@mob_dead_num = mobcount(.@map$, instance_npcname("#Bakonawan2")+"::OnMyMobDead");
if (.@mob_dead_num < 1) {
- donpcevent instance_npcname("#Bakonawan2-1")+"::OnEnd";
- stopnpctimer;
- disablenpc instance_npcname("#Bakonawan2");
- } else
- mapannounce .@map$,"Taho: Good! "+.@mob_dead_num+" left to go!",bc_map,"0x00ffff"; //FW_NORMAL 15 0 0
- end;
-OnTimer1000: callsub OnAnnounce,"5 minutes",15,1;
-OnTimer60000: callsub OnAnnounce,"4 minutes",15,1;
-OnTimer120000: callsub OnAnnounce,"3 minutes",15,1;
-OnTimer180000: callsub OnAnnounce,"2 minutes",15,1;
-OnTimer240000: callsub OnAnnounce,"1 minute",15,1;
-OnTimer270000: callsub OnAnnounce,"30 seconds",15,0;
-OnTimer280000: callsub OnAnnounce,"20 seconds",15,0;
-OnTimer290000: callsub OnAnnounce,"10 seconds",15,0;
-OnTimer295000: callsub OnAnnounce,"5 seconds",16,0;
-OnTimer296000: callsub OnAnnounce,"4 seconds",17,0;
-OnTimer297000: callsub OnAnnounce,"3 seconds",18,0;
-OnTimer298000: callsub OnAnnounce,"2 seconds",19,0;
-OnTimer299000: callsub OnAnnounce,"1 second",20,0;
+ donpcevent(instance_npcname("#Bakonawan2-1")+"::OnEnd");
+ stopnpctimer();
+ disablenpc(instance_npcname("#Bakonawan2"));
+ } else {
+ mapannounce(.@map$, sprintf(_$("Taho: Good! %d left to go!"), .@mob_dead_num), bc_map, C_AQUA); //FW_NORMAL 15 0 0
+ }
+ end;
+OnTimer1000:
+ callsub(OnAnnounce, _("5 minutes"), 15, 1);
+OnTimer60000:
+ callsub(OnAnnounce, _("4 minutes"), 15, 1);
+OnTimer120000:
+ callsub(OnAnnounce, _("3 minutes"), 15, 1);
+OnTimer180000:
+ callsub(OnAnnounce, _("2 minutes"), 15, 1);
+OnTimer240000:
+ callsub(OnAnnounce, _("1 minute"), 15, 1);
+OnTimer270000:
+ callsub(OnAnnounce, _("30 seconds"), 15, 0);
+OnTimer280000:
+ callsub(OnAnnounce, _("20 seconds"), 15, 0);
+OnTimer290000:
+ callsub(OnAnnounce, _("10 seconds"), 15, 0);
+OnTimer295000:
+ callsub(OnAnnounce, _("5 seconds"), 16, 0);
+OnTimer296000:
+ callsub(OnAnnounce, _("4 seconds"), 17, 0);
+OnTimer297000:
+ callsub(OnAnnounce, _("3 seconds"), 18, 0);
+OnTimer298000:
+ callsub(OnAnnounce, _("2 seconds"), 19, 0);
+OnTimer299000:
+ callsub(OnAnnounce, _("1 second"), 20, 0);
OnTimer300000:
.@map$ = instance_mapname("1@ma_b");
- mapannounce .@map$,"Bakonawa has escaped deep into the lake.",bc_map,"0xffff00"; //FW_NORMAL 20 0 0
- donpcevent instance_npcname("Taho#Fail")+"::OnStart";
- donpcevent instance_npcname("#Bakonawan2-1")+"::OnFail";
- killmonster .@map$,instance_npcname("#Bakonawan2")+"::OnMyMobDead";
- stopnpctimer;
- disablenpc instance_npcname("#Bakonawan2");
+ mapannounce(.@map$, _("Bakonawa has escaped deep into the lake."), bc_map, C_YELLOW); //FW_NORMAL 20 0 0
+ donpcevent(instance_npcname("Taho#Fail")+"::OnStart");
+ donpcevent(instance_npcname("#Bakonawan2-1")+"::OnFail");
+ killmonster(.@map$, instance_npcname("#Bakonawan2")+"::OnMyMobDead");
+ stopnpctimer();
+ disablenpc(instance_npcname("#Bakonawan2"));
end;
OnAnnounce:
- mapannounce instance_mapname("1@ma_b"),"Time Limit: "+getarg(0),bc_map,"0xff4400"; //FW_NORMAL getarg(1) 0 0
- if (getarg(2)) donpcevent instance_npcname("#SummonPuppetsn1")+"::OnStart";
+ mapannounce(instance_mapname("1@ma_b"), sprintf(_$("Time Limit: %s"), getarg(0)), bc_map, "0xff4400"); //FW_NORMAL getarg(1) 0 0
+ if (getarg(2))
+ donpcevent(instance_npcname("#SummonPuppetsn1")+"::OnStart");
end;
}
1@ma_b,36,111,4 script #Bakonawan2-1 CLEAR_NPC,{
end;
OnInstanceInit:
- disablenpc instance_npcname("#Bakonawan2-1");
+ disablenpc(instance_npcname("#Bakonawan2-1"));
end;
OnStart:
- enablenpc instance_npcname("#Bakonawan2-1");
- monster instance_mapname("1@ma_b"),78,81,"Enraged Bakonawa",2321,1,instance_npcname("#Bakonawan2-1")+"::OnMyMobDead"; //original: (78,93)
+ enablenpc(instance_npcname("#Bakonawan2-1"));
+ monster(instance_mapname("1@ma_b"), 78, 81, _("Enraged Bakonawa"), BAKONAWA_2, 1, instance_npcname("#Bakonawan2-1")+"::OnMyMobDead"); //original: (78, 93)
end;
OnFail:
- killmonster instance_mapname("1@ma_b"),instance_npcname("#Bakonawan2-1")+"::OnMyMobDead";
+ killmonster(instance_mapname("1@ma_b"), instance_npcname("#Bakonawan2-1")+"::OnMyMobDead");
end;
OnEnd:
- enablenpc instance_npcname("#Bakonawan2-1");
- killmonster instance_mapname("1@ma_b"),instance_npcname("#Bakonawan2-1")+"::OnMyMobDead";
- initnpctimer;
+ enablenpc(instance_npcname("#Bakonawan2-1"));
+ killmonster(instance_mapname("1@ma_b"), instance_npcname("#Bakonawan2-1")+"::OnMyMobDead");
+ initnpctimer();
end;
OnTimer1000:
- mapannounce instance_mapname("1@ma_b"),"Taho: He is back into the lake again. Is it over?",bc_map,"0x00ffff"; //FW_NORMAL 15 0 0
+ mapannounce(instance_mapname("1@ma_b"), _("Taho: He is back into the lake again. Is it over?"), bc_map, C_AQUA); //FW_NORMAL 15 0 0
end;
OnTimer5000:
- mapannounce instance_mapname("1@ma_b"),"Taho: UHM! Something is moving up rapidly under the water! Ba... Bakonawa is coming!!",bc_map,"0x00ffff"; //FW_NORMAL 15 0 0
+ mapannounce(instance_mapname("1@ma_b"), _("Taho: UHM! Something is moving up rapidly under the water! Ba... Bakonawa is coming!!"), bc_map, C_AQUA); //FW_NORMAL 15 0 0
end;
OnTimer10000:
- mapannounce instance_mapname("1@ma_b"),"Mission - Eliminate Bakonawa who became more fierce.",bc_map,"0xff3300"; //FW_NORMAL 15 0 0
- donpcevent instance_npcname("#Bakonawan3")+"::OnStart";
- stopnpctimer;
- disablenpc instance_npcname("#Bakonawan2-1");
+ mapannounce(instance_mapname("1@ma_b"), _("Mission - Eliminate Bakonawa who became more fierce."), bc_map, "0xff3300"); //FW_NORMAL 15 0 0
+ donpcevent(instance_npcname("#Bakonawan3")+"::OnStart");
+ stopnpctimer();
+ disablenpc(instance_npcname("#Bakonawan2-1"));
end;
OnMyMobDead:
end;
@@ -372,190 +398,212 @@ OnMyMobDead:
1@ma_b,36,111,4 script #Bakonawan3 CLEAR_NPC,{
end;
OnInstanceInit:
- disablenpc instance_npcname("#Bakonawan3");
+ disablenpc(instance_npcname("#Bakonawan3"));
end;
OnStart:
- enablenpc instance_npcname("#Bakonawan3");
- initnpctimer;
- monster instance_mapname("1@ma_b"),78,81,"Enraged Bakonawa",2322,1,instance_npcname("#Bakonawan3")+"::OnMyMobDead"; //original: (78,83)
- donpcevent instance_npcname("#Bakonawan3-1")+"::OnStart";
+ enablenpc(instance_npcname("#Bakonawan3"));
+ initnpctimer();
+ monster(instance_mapname("1@ma_b"), 78, 81, _("Enraged Bakonawa"), BAKONAWA_3, 1, instance_npcname("#Bakonawan3")+"::OnMyMobDead"); //original: (78, 83)
+ donpcevent(instance_npcname("#Bakonawan3-1")+"::OnStart");
end;
OnMyMobDead:
.@map$ = instance_mapname("1@ma_b");
- .@mob_dead_num = mobcount(.@map$,instance_npcname("#Bakonawan3")+"::OnMyMobDead");
+ .@mob_dead_num = mobcount(.@map$, instance_npcname("#Bakonawan3")+"::OnMyMobDead");
if (.@mob_dead_num < 1) {
- mapannounce .@map$,"Taho: We got him! I can see he has threw up something that looks like a box.",bc_map,"0x00ffff"; //FW_NORMAL 15 0 0
- donpcevent instance_npcname("Taho#Completed")+"::OnStart";
- donpcevent instance_npcname("#Bakonawan3-1")+"::OnEnd";
- killmonster .@map$,instance_npcname("#Bakonawan3")+"::OnMyMobDead";
- stopnpctimer;
- disablenpc instance_npcname("#Bakonawan3");
+ mapannounce(.@map$, _("Taho: We got him! I can see he has threw up something that looks like a box."), bc_map, C_AQUA); //FW_NORMAL 15 0 0
+ donpcevent(instance_npcname("Taho#Completed")+"::OnStart");
+ donpcevent(instance_npcname("#Bakonawan3-1")+"::OnEnd");
+ killmonster(.@map$, instance_npcname("#Bakonawan3")+"::OnMyMobDead");
+ stopnpctimer();
+ disablenpc(instance_npcname("#Bakonawan3"));
}
end;
OnTimer1000:
- callsub OnAnnounce,"10 minutes",15,1;
+ callsub(OnAnnounce, _("10 minutes"), 15, 1);
end;
OnTimer60000:
OnTimer120000:
OnTimer180000:
OnTimer240000:
- donpcevent instance_npcname("#SummonPuppetsn1")+"::OnStart";
- end;
-OnTimer300000: callsub OnAnnounce,"5 minutes",15,1;
-OnTimer360000: callsub OnAnnounce,"4 minutes",15,1;
-OnTimer420000: callsub OnAnnounce,"3 minutes",15,1;
-OnTimer480000: callsub OnAnnounce,"2 minutes",15,1;
-OnTimer540000: callsub OnAnnounce,"1 minute",15,1;
-OnTimer570000: callsub OnAnnounce,"30 seconds",15,0;
-OnTimer580000: callsub OnAnnounce,"20 seconds",15,0;
-OnTimer590000: callsub OnAnnounce,"10 seconds",15,0;
-OnTimer595000: callsub OnAnnounce,"5 seconds",16,0;
-OnTimer596000: callsub OnAnnounce,"4 seconds",17,0;
-OnTimer597000: callsub OnAnnounce,"3 seconds",18,0;
-OnTimer598000: callsub OnAnnounce,"2 seconds",19,0;
-OnTimer599000: callsub OnAnnounce,"1 second",20,0;
+ donpcevent(instance_npcname("#SummonPuppetsn1")+"::OnStart");
+ end;
+OnTimer300000:
+ callsub(OnAnnounce, _("5 minutes"), 15, 1);
+OnTimer360000:
+ callsub(OnAnnounce, _("4 minutes"), 15, 1);
+OnTimer420000:
+ callsub(OnAnnounce, _("3 minutes"), 15, 1);
+OnTimer480000:
+ callsub(OnAnnounce, _("2 minutes"), 15, 1);
+OnTimer540000:
+ callsub(OnAnnounce, _("1 minute"), 15, 1);
+OnTimer570000:
+ callsub(OnAnnounce, _("30 seconds"), 15, 0);
+OnTimer580000:
+ callsub(OnAnnounce, _("20 seconds"), 15, 0);
+OnTimer590000:
+ callsub(OnAnnounce, _("10 seconds"), 15, 0);
+OnTimer595000:
+ callsub(OnAnnounce, _("5 seconds"), 16, 0);
+OnTimer596000:
+ callsub(OnAnnounce, _("4 seconds"), 17, 0);
+OnTimer597000:
+ callsub(OnAnnounce, _("3 seconds"), 18, 0);
+OnTimer598000:
+ callsub(OnAnnounce, _("2 seconds"), 19, 0);
+OnTimer599000:
+ callsub(OnAnnounce, _("1 second"), 20, 0);
OnTimer600000:
.@map$ = instance_mapname("1@ma_b");
- mapannounce .@map$,"Bakonawa has escaped deep into the lake.",bc_map,"0xffff00"; //FW_NORMAL 20 0 0
- donpcevent instance_npcname("Taho#Fail")+"::OnStart";
- killmonster .@map$,instance_npcname("#Bakonawan3")+"::OnMyMobDead";
- stopnpctimer;
- disablenpc instance_npcname("#Bakonawan3");
+ mapannounce(.@map$, _("Bakonawa has escaped deep into the lake."), bc_map, C_YELLOW); //FW_NORMAL 20 0 0
+ donpcevent(instance_npcname("Taho#Fail")+"::OnStart");
+ killmonster(.@map$, instance_npcname("#Bakonawan3")+"::OnMyMobDead");
+ stopnpctimer();
+ disablenpc(instance_npcname("#Bakonawan3"));
end;
OnAnnounce:
- mapannounce instance_mapname("1@ma_b"),"Time Limit: "+getarg(0),bc_map,"0xff4400"; //FW_NORMAL getarg(1) 0 0
- if (getarg(2)) donpcevent instance_npcname("#SummonPuppetsn1")+"::OnStart";
+ mapannounce(instance_mapname("1@ma_b"), sprintf(_$("Time Limit: %s"), getarg(0)), bc_map, "0xff4400"); //FW_NORMAL getarg(1) 0 0
+ if (getarg(2))
+ donpcevent(instance_npcname("#SummonPuppetsn1")+"::OnStart");
end;
}
1@ma_b,36,111,4 script #Bakonawan3-1 CLEAR_NPC,{
end;
OnInstanceInit:
- disablenpc instance_npcname("#Bakonawan3-1");
+ disablenpc(instance_npcname("#Bakonawan3-1"));
end;
OnStart:
- initnpctimer;
+ initnpctimer();
end;
OnEnd:
- killmonster instance_mapname("1@ma_b"),instance_npcname("#Bakonawan3-1")+"::OnMyMobDead";
- //showdigit 0;
- stopnpctimer;
+ killmonster(instance_mapname("1@ma_b"), instance_npcname("#Bakonawan3-1")+"::OnMyMobDead");
+ //showdigit(0);
+ stopnpctimer();
end;
OnMyMobDead:
- showdigit mobcount(instance_mapname("1@ma_b"),instance_npcname("#Bakonawan3-1")+"::OnMyMobDead");
- end;
-OnTimer120000: callsub OnMobSpawn,10;
-OnTimer180000: callsub OnMobSpawn,15;
-OnTimer240000: callsub OnMobSpawn,20;
-//OnTimer300000: callsub OnMobSpawn,25;
-OnTimer300000: callsub OnMobSpawn,30;
-OnTimer360000: callsub OnMobSpawn,35;
-OnTimer420000: callsub OnMobSpawn,40;
-OnTimer480000: callsub OnMobSpawn,45;
-OnTimer540000: callsub OnMobSpawn,50;
+ showdigit(mobcount(instance_mapname("1@ma_b"), instance_npcname("#Bakonawan3-1")+"::OnMyMobDead"));
+ end;
+OnTimer120000:
+ callsub(OnMobSpawn, 10);
+OnTimer180000:
+ callsub(OnMobSpawn, 15);
+OnTimer240000:
+ callsub(OnMobSpawn, 20);
+//OnTimer300000:
+// callsub(OnMobSpawn, 25);
+OnTimer300000:
+ callsub(OnMobSpawn, 30);
+OnTimer360000:
+ callsub(OnMobSpawn, 35);
+OnTimer420000:
+ callsub(OnMobSpawn, 40);
+OnTimer480000:
+ callsub(OnMobSpawn, 45);
+OnTimer540000:
+ callsub(OnMobSpawn, 50);
OnTimer600000:
- killmonster instance_mapname("1@ma_b"),instance_npcname("#Bakonawan3-1")+"::OnMyMobDead";
- stopnpctimer;
+ killmonster(instance_mapname("1@ma_b"), instance_npcname("#Bakonawan3-1")+"::OnMyMobDead");
+ stopnpctimer();
end;
OnMobSpawn:
.@label$ = instance_npcname("#Bakonawan3-1")+"::OnMyMobDead";
.@map$ = instance_mapname("1@ma_b");
- killmonster .@map$,.@label$;
- .@mob_dead_num = mobcount(.@map$,.@label$);
+ killmonster(.@map$, .@label$);
+ .@mob_dead_num = mobcount(.@map$, .@label$);
if (.@mob_dead_num < 50) {
.@mob_rg = 50 - .@mob_dead_num;
if (.@mob_rg > getarg(0))
.@mob_rg = getarg(0);
- while(1) {
- areamonster .@map$,74,74,82,74,"Bakonawa's Puppet",2334,1,.@label$;
- .@mob_dead_num = mobcount(.@map$,.@label$);
- if (.@mob_dead_num >= .@mob_rg) {
+ while (true) {
+ areamonster(.@map$, 74, 74, 82, 74, _("Bakonawa's Puppet"), G_WAKWAK, 1, .@label$);
+ .@mob_dead_num = mobcount(.@map$, .@label$);
+ if (.@mob_dead_num >= .@mob_rg)
break;
- }
}
}
end;
}
1@ma_b,62,52,4 script Taho#Completed 4_M_DEWZATIMAN,{
- disable_items;
- if (checkweight(Knife,1) == 0) {
- mes "It seems you are carrying too many different kinds of items. Please try again after reducing it.";
- close;
+ disable_items();
+ if (checkweight(Knife, 1) == 0) {
+ mes("It seems you are carrying too many different kinds of items. Please try again after reducing it.");
+ close();
}
if (MaxWeight - Weight < 10000) {
- mes "It seems you are already carrying items of too much weight. Please try again after reducing the weight.";
- close;
- }
- if (questprogress(12279,HUNTING) == 2) {
- erasequest 12279;
- mes "[Taho]";
- mes "This was found from Bakonawa's corpse. It would be better if you take this.";
+ mes("It seems you are already carrying items of too much weight. Please try again after reducing the weight.");
+ close();
+ }
+ if (questprogress(12279, HUNTING) == 2) {
+ erasequest(12279);
+ mes("[Taho]");
+ mes("This was found from Bakonawa's corpse. It would be better if you take this.");
// if (IsPremiumPcCafe == 10)
- getitem Ancient_Grudge,7;
+ getitem(Ancient_Grudge, 7);
// else
-// getitem Ancient_Grudge,5;
- getexp 0,100000;
- next;
+// getitem(Ancient_Grudge, 5);
+ getexp(0, 100000);
+ next();
}
- mes "[Taho]";
- mes "We better hurry and get out of this place. This place is still dangerous even without Bakonawa...";
- next;
- mes "[Taho]";
- mes "Then let's use to the rope to go up!";
- close2;
- warp "ma_scene01",175,176;
+ mes("[Taho]");
+ mes("We better hurry and get out of this place. This place is still dangerous even without Bakonawa...");
+ next();
+ mes("[Taho]");
+ mes("Then let's use to the rope to go up!");
+ close2();
+ warp("ma_scene01", 175, 176);
end;
OnInstanceInit:
- disablenpc instance_npcname("Taho#Completed");
+ disablenpc(instance_npcname("Taho#Completed"));
end;
OnStart:
- enablenpc instance_npcname("Taho#Completed");
- initnpctimer;
+ enablenpc(instance_npcname("Taho#Completed"));
+ initnpctimer();
end;
OnTimer1000:
- monster instance_mapname("1@ma_b"),78,74,"Bakonawa Treasure Box",2335,1;
+ monster(instance_mapname("1@ma_b"), 78, 74, _("Bakonawa Treasure Box"), MA_TREASURE, 1);
end;
OnTimer10000:
- mapannounce instance_mapname("1@ma_b"),"Taho: After opening the treasure box, please visit me at the top of the hill. I've got something to give to you.",bc_map,"0x00ffff"; //FW_NORMAL 15 0 0
- stopnpctimer;
+ mapannounce(instance_mapname("1@ma_b"), _("Taho: After opening the treasure box, please visit me at the top of the hill. I've got something to give to you."), bc_map, C_AQUA); //FW_NORMAL 15 0 0
+ stopnpctimer();
end;
}
1@ma_b,62,52,4 script Taho#Fail 4_M_DEWZATIMAN,{
- mes "[Taho]";
- mes "HMM. We almost got him but he is one fast creature...";
- next;
- 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!")) {
+ mes("[Taho]");
+ mes("HMM. We almost got him but he is one fast creature...");
+ next();
+ 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!")) {
case 1:
- mes "[Taho]";
- mes "AWW... I almost brought him out.";
- close;
+ mes("[Taho]");
+ mes("AWW... I almost brought him out.");
+ close();
case 2:
- mes "[Taho]";
- mes "Then I will use Albopal once again to the lake.";
- next;
- mes "[Taho]";
- mes "We are about to see Bakonawa with intenser anger...";
- disablenpc instance_npcname("Taho#Fail");
- donpcevent instance_npcname("#Bakonawan1")+"::OnStart";
- close;
+ mes("[Taho]");
+ mes("Then I will use Albopal once again to the lake.");
+ next();
+ mes("[Taho]");
+ mes("We are about to see Bakonawa with intenser anger...");
+ disablenpc(instance_npcname("Taho#Fail"));
+ donpcevent(instance_npcname("#Bakonawan1")+"::OnStart");
+ close();
}
- close;
+ close();
} else {
- mes "[Taho]";
- mes "I am dropping Albopal like I did a while ago. I hope it pisses him off...";
- close;
+ mes("[Taho]");
+ mes("I am dropping Albopal like I did a while ago. I hope it pisses him off...");
+ close();
}
OnInstanceInit:
- disablenpc instance_npcname("Taho#Fail");
+ disablenpc(instance_npcname("Taho#Fail"));
end;
OnStart:
- enablenpc instance_npcname("Taho#Fail");
+ enablenpc(instance_npcname("Taho#Fail"));
end;
}
diff --git a/npc/re/instances/BuwayaCave.txt b/npc/re/instances/BuwayaCave.txt
index 094964867..393ac5d9e 100644
--- a/npc/re/instances/BuwayaCave.txt
+++ b/npc/re/instances/BuwayaCave.txt
@@ -35,95 +35,95 @@
ma_fild02,312,317,5 script Guard#buwaya_cave 4_MAL_SOLDIER,{
if (BaseLevel < 130) {
- mes "[Guard]";
- mes "People under ^ff0000level 130^000000";
- mes "cannot enter this place.";
- mes "This place is dangerous. Please go back.";
- close;
+ mes("[Guard]");
+ mes("People under ^ff0000level 130^000000");
+ mes("cannot enter this place.");
+ mes("This place is dangerous. Please go back.");
+ close();
}
.@party_id = getcharid(CHAR_ID_PARTY);
- .@md_name$ = "Buwaya Cave";
+ .@md_name$ = _("Buwaya Cave");
if (!.@party_id) {
- mes "[Guard]";
- mes "Buwaya is dangerous.";
- mes "Please come back after you form a";
- mes "team with other people.";
- close;
+ mes("[Guard]");
+ mes("Buwaya is dangerous.");
+ mes("Please come back after you form a");
+ mes("team with other people.");
+ close();
}
- 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.")) {
+ 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 (true) {
+ 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";
- mes "where villagers have disappeared.";
- mes "After investigating the tracks, ";
- mes "we found out the giant monster Buwaya";
- mes "was responsible.";
- next;
- mes "[Guard]";
- mes "Soldiers and mercenaries have been dispatched to ";
- mes "hunt down Buwaya, but were never";
- mes "completely successful.";
- next;
- mes "[Guard]";
- mes "Buwaya is still kidnapping";
- mes "the villagers to this day.";
- mes "Please gather some people to get rid of Buwaya.";
- next;
+ mes("[Guard]");
+ mes("Recently, there has been a case");
+ mes("where villagers have disappeared.");
+ mes("After investigating the tracks, ");
+ mes("we found out the giant monster Buwaya");
+ mes("was responsible.");
+ next();
+ mes("[Guard]");
+ mes("Soldiers and mercenaries have been dispatched to ");
+ mes("hunt down Buwaya, but were never");
+ mes("completely successful.");
+ next();
+ mes("[Guard]");
+ mes("Buwaya is still kidnapping");
+ mes("the villagers to this day.");
+ mes("Please gather some people to get rid of Buwaya.");
+ next();
break;
case 2:
- .@playtime = questprogress(4229,PLAYTIME);
+ .@playtime = questprogress(4229, PLAYTIME);
if (!.@playtime) {
// fall through
} else if (.@playtime == 1) {
- mes "[Guard]";
- mes "Buwaya is still hiding.";
- mes "Even if you enter now, Buwaya will not come out. ";
- mes "Please come back later.";
- close;
+ mes("[Guard]");
+ mes("Buwaya is still hiding.");
+ mes("Even if you enter now, Buwaya will not come out. ");
+ mes("Please come back later.");
+ close();
} else {
- erasequest 4229;
+ erasequest(4229);
// fall through
}
- .@instance = instance_create(.@md_name$,.@party_id);
+ .@instance = instance_create(.@md_name$, .@party_id);
if (.@instance < 0) {
- mes "[Guard]";
- mes "Party name is... "+getpartyname(.@party_id)+".";;
- mes "Party leader is... "+strcharinfo(PC_NAME);
- mes "^0000ff"+.@md_name$+"^000000 cannot be opened now.";
- mes "Please try a moment later.";
- close;
+ mes("[Guard]");
+ mesf("Party name is... %s.", getpartyname(.@party_id));
+ mesf("Party leader is... %s", strcharinfo(PC_NAME));
+ mesf("^0000ff%s^000000 cannot be opened now.", .@md_name$);
+ mes("Please try a moment later.");
+ close();
}
- if (instance_attachmap("1@ma_c",.@instance) == "") {
- mes "^0000ff"+.@md_name$+"^000000 - Reservation Failed!";
+ if (instance_attachmap("1@ma_c", .@instance) == "") {
+ mesf("^0000ff%s^000000 - Reservation Failed!", .@md_name$);
instance_destroy(.@instance);
- close;
+ close();
}
- instance_set_timeout 3600,300,.@instance;
+ instance_set_timeout(3600, 300, .@instance);
instance_init(.@instance);
- mes "[Guard]";
- mes "I will open up the tunnel to ^0000ff"+.@md_name$+"^000000.";
- mes "I wish you good luck.";
- close;
+ mes("[Guard]");
+ mesf("I will open up the tunnel to ^0000ff%s^000000.", .@md_name$);
+ mes("I wish you good luck.");
+ close();
case 3:
- mes "[Guard]";
- mes "This place is dangerous. You cannot enter.";
- close;
+ mes("[Guard]");
+ mes("This place is dangerous. You cannot enter.");
+ close();
}
}
} else {
- mes "[Guard]";
- mes "Let me talk with the party leader.";
- mes "Please call forth the leader.";
- close;
+ mes("[Guard]");
+ mes("Let me talk with the party leader.");
+ mes("Please call forth the leader.");
+ close();
}
}
@@ -131,214 +131,214 @@ ma_fild02,315,323,0 script Cave Entrance#buwaya WARPNPC,2,2,{
end;
OnTouch:
if (BaseLevel < 130) {
- mes "[Guard]";
- mes "People under ^ff0000level 130^000000";
- mes "cannot enter this place.";
- mes "This place is dangerous. Please go back.";
- close;
+ mes("[Guard]");
+ mes("People under ^ff0000level 130^000000");
+ mes("cannot enter this place.");
+ mes("This place is dangerous. Please go back.");
+ close();
}
- .@playtime = questprogress(4229,PLAYTIME);
+ .@playtime = questprogress(4229, PLAYTIME);
if (!.@playtime) {
// fall through
} else if (.@playtime == 1) {
- mes "[Guard]";
- mes "Buwaya is still hiding.";
- mes "Even if you enter now, Buwaya will not come out.";
- mes "Please come back later.";
- close;
+ mes("[Guard]");
+ mes("Buwaya is still hiding.");
+ mes("Even if you enter now, Buwaya will not come out.");
+ mes("Please come back later.");
+ close();
} else {
- erasequest 4229;
+ 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;
+ 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(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;
+ mapannounce("ma_fild02", sprintf(_$("%s party's %s member began hunting Buwaya in Buwaya Cave."), getpartyname(getcharid(CHAR_ID_PARTY)), strcharinfo(PC_NAME)), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0
+ setquest(4229);
+ warp("1@ma_c", 35, 57);
end;
}
case 2:
- mes "[Guard]";
- mes "You must value your life.";
- mes "It is better to think carefully before you act.";
- close;
+ mes("[Guard]");
+ mes("You must value your life.");
+ mes("It is better to think carefully before you act.");
+ close();
}
}
1@ma_c,33,112,0 script #damage HIDDEN_WARP_NPC,7,7,{
end;
OnInstanceInit:
- initnpctimer;
- disablenpc instance_npcname("#damage");
+ initnpctimer();
+ disablenpc(instance_npcname("#damage"));
end;
OnTimer1000:
- enablenpc instance_npcname("#damage");
- specialeffect EF_POISONHIT;
+ enablenpc(instance_npcname("#damage"));
+ specialeffect(EF_POISONHIT);
end;
OnTimer2000:
- stopnpctimer;
- initnpctimer;
- disablenpc instance_npcname("#damage");
+ stopnpctimer();
+ initnpctimer();
+ disablenpc(instance_npcname("#damage"));
end;
OnTouch:
- percentheal -10,-10;
- sc_start SC_BLOODING,60000,0;
- sc_start SC_POISON,60000,0;
+ percentheal(-10, -10);
+ sc_start(SC_BLOODING, 60000, 0);
+ sc_start(SC_POISON, 60000, 0);
end;
}
1@ma_c,29,110,5 script Kidnapped People#1 4_F_BARYO_OLD,{
- mes "[Kidnapped Residents]";
- mes "Buwaya was running around,";
- 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?")) {
+ mes("[Kidnapped Residents]");
+ mes("Buwaya was running around,");
+ 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?")) {
case 1:
- mes "[Kidnapped Residents]";
- mes "We don't have enough power to destroy it but Buwaya has a weakness.";
- mes "Look at the wall over there.";
- mes "If you knock there, Buywaya will feel pain and spit you out.";
- donpcevent instance_npcname("#box_mob_call")+"::OnEnable";
- close2;
- disablenpc instance_npcname("Kidnapped People#1");
+ mes("[Kidnapped Residents]");
+ mes("We don't have enough power to destroy it but Buwaya has a weakness.");
+ mes("Look at the wall over there.");
+ mes("If you knock there, Buywaya will feel pain and spit you out.");
+ donpcevent(instance_npcname("#box_mob_call")+"::OnEnable");
+ close2();
+ disablenpc(instance_npcname("Kidnapped People#1"));
end;
case 2:
- mes "[Kidnapped People]";
- mes "Somthing is wrong here...";
- mes "Have you experienced this before?";
- close;
+ mes("[Kidnapped People]");
+ mes("Somthing is wrong here...");
+ mes("Have you experienced this before?");
+ close();
}
end;
OnInstanceInit:
- disablenpc instance_npcname("Kidnapped People#1");
+ disablenpc(instance_npcname("Kidnapped People#1"));
end;
OnEnable:
- enablenpc instance_npcname("Kidnapped People#1");
- donpcevent instance_npcname("#box_mob_call")+"::OnDisable";
+ enablenpc(instance_npcname("Kidnapped People#1"));
+ donpcevent(instance_npcname("#box_mob_call")+"::OnDisable");
end;
}
1@ma_c,36,110,5 script Kidnapped People#2 4_M_BARYO_OLD,{
- mes "[Kidnapped Residents]";
- mes "Ahaa! I wish I had a little more power...";
- mes "I know its weakness...";
- next;
- switch(select("Tell me.", "Do you really know?")) {
+ mes("[Kidnapped Residents]");
+ mes("Ahaa! I wish I had a little more power...");
+ mes("I know its weakness...");
+ next();
+ switch (select("Tell me.", "Do you really know?")) {
case 1:
- mes "[Kidnapped Residents]";
- mes "Are you sure you can do it...?";
- mes "Ok, listen carefully,";
- mes "its weakness is...";
- next;
- mes "[Kidnapped Residents]";
- mes "...behind us on the walls.";
- sc_start SC_ATKPOTION,60000,45;
- sc_start SC_MATKPOTION,60000,45;
- disablenpc instance_npcname("Kidnapped People#2");
- close;
+ mes("[Kidnapped Residents]");
+ mes("Are you sure you can do it...?");
+ mes("Ok, listen carefully,");
+ mes("its weakness is...");
+ next();
+ mes("[Kidnapped Residents]");
+ mes("...behind us on the walls.");
+ sc_start(SC_ATKPOTION, 60000, 45);
+ sc_start(SC_MATKPOTION, 60000, 45);
+ disablenpc(instance_npcname("Kidnapped People#2"));
+ close();
case 2:
- mes "[Kidnapped Residents]";
- mes "WHAT?!";
- mes "Are you ignoring me";
- mes "because I'm captured in here?";
- close;
+ mes("[Kidnapped Residents]");
+ mes("WHAT?!");
+ mes("Are you ignoring me");
+ mes("because I'm captured in here?");
+ close();
}
end;
OnInstanceInit:
- disablenpc instance_npcname("Kidnapped People#2");
+ disablenpc(instance_npcname("Kidnapped People#2"));
end;
OnEnable:
- enablenpc instance_npcname("Kidnapped People#2");
+ enablenpc(instance_npcname("Kidnapped People#2"));
end;
}
1@ma_c,3,3,0 script #box_mob_call HIDDEN_WARP_NPC,1,1,{
end;
OnInstanceInit:
- setcell instance_mapname("1@ma_c"),30,118,35,118,cell_shootable,1; //custom
- disablenpc instance_npcname("#box_mob_call");
+ setcell(instance_mapname("1@ma_c"), 30, 118, 35, 118, cell_shootable, 1); //custom
+ disablenpc(instance_npcname("#box_mob_call"));
end;
OnEnable:
- enablenpc instance_npcname("#box_mob_call");
+ enablenpc(instance_npcname("#box_mob_call"));
.@label$ = instance_npcname("#box_mob_call")+"::OnMyMobDead";
.@map$ = instance_mapname("1@ma_c");
- monster .@map$,30,118,"Buwaya's Weakness",2333,1,.@label$;
- monster .@map$,35,118,"Buwaya's Weakness",2333,1,.@label$;
+ monster(.@map$, 30, 118, _("Buwaya's Weakness"), BUWAYA_WEAK, 1, .@label$);
+ monster(.@map$, 35, 118, _("Buwaya's Weakness"), BUWAYA_WEAK, 1, .@label$);
end;
OnDisable:
- killmonster instance_mapname("1@ma_c"),instance_npcname("#box_mob_call")+"::OnMyMobDead";
- disablenpc instance_npcname("#box_mob_call");
+ killmonster(instance_mapname("1@ma_c"), instance_npcname("#box_mob_call")+"::OnMyMobDead");
+ disablenpc(instance_npcname("#box_mob_call"));
end;
OnMyMobDead:
- if (mobcount(instance_mapname("1@ma_c"),instance_npcname("#box_mob_call")+"::OnMyMobDead") < 1)
- donpcevent instance_npcname("#box_out")+"::OnEnable";
+ if (mobcount(instance_mapname("1@ma_c"), instance_npcname("#box_mob_call")+"::OnMyMobDead") < 1)
+ donpcevent(instance_npcname("#box_out")+"::OnEnable");
end;
}
1@ma_c,38,118,0 script #box_out WARPNPC,2,2,{
OnInstanceInit:
OnDisable:
- disablenpc instance_npcname("#box_out");
+ disablenpc(instance_npcname("#box_out"));
end;
OnEnable:
- enablenpc instance_npcname("#box_out");
+ enablenpc(instance_npcname("#box_out"));
end;
OnTouch:
- .@x = rand(1,20) + 97;
- .@y = rand(1,20) + 74;
- warp instance_mapname("1@ma_c"),.@x,.@y;
+ .@x = rand(1, 20) + 97;
+ .@y = rand(1, 20) + 74;
+ warp(instance_mapname("1@ma_c"), .@x, .@y);
end;
}
1@ma_c,97,74,0 script #box_call HIDDEN_WARP_NPC,50,50,{
end;
OnInstanceInit:
- disablenpc instance_npcname("#box_call");
- initnpctimer;
+ disablenpc(instance_npcname("#box_call"));
+ initnpctimer();
end;
OnTimer30000:
- mapannounce instance_mapname("1@ma_c"),"Buwaya : I will put you in my treasure box!",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0
+ mapannounce(instance_mapname("1@ma_c"), _("Buwaya : I will put you in my treasure box!"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0
// Should execute OnTimer33000, but client doesn't render the effect fast enough.
- for(.@i = 1; .@i<=9; ++.@i)
- donpcevent instance_npcname("#yunobi"+.@i)+"::OnEnable";
+ for(.@i = 1; .@i <= 9; ++.@i)
+ donpcevent(instance_npcname("#yunobi"+.@i)+"::OnEnable");
end;
OnTimer33000:
- donpcevent instance_npcname("#box_out")+"::OnDisable";
- donpcevent instance_npcname("#box_mob_call")+"::OnDisable";
- donpcevent instance_npcname("Kidnapped People#1")+"::OnEnable";
- donpcevent instance_npcname("Kidnapped People#2")+"::OnEnable";
+ donpcevent(instance_npcname("#box_out")+"::OnDisable");
+ donpcevent(instance_npcname("#box_mob_call")+"::OnDisable");
+ donpcevent(instance_npcname("Kidnapped People#1")+"::OnEnable");
+ donpcevent(instance_npcname("Kidnapped People#2")+"::OnEnable");
end;
OnTimer34000:
- enablenpc instance_npcname("#box_call");
+ enablenpc(instance_npcname("#box_call"));
end;
OnTimer35000:
- stopnpctimer;
- initnpctimer;
- disablenpc instance_npcname("#box_call");
+ stopnpctimer();
+ initnpctimer();
+ disablenpc(instance_npcname("#box_call"));
end;
OnTouch:
specialeffect(EF_GUIDEDATTACK, AREA, playerattached());
- warp instance_mapname("1@ma_c"),33,112;
+ warp(instance_mapname("1@ma_c"), 33, 112);
end;
OnDisable:
- stopnpctimer;
- disablenpc instance_npcname("#box_call");
+ stopnpctimer();
+ disablenpc(instance_npcname("#box_call"));
end;
}
1@ma_c,97,74,0 script #yunobi1 HIDDEN_WARP_NPC,{
end;
OnInstanceInit:
- hideonnpc instance_npcname(strnpcinfo(NPC_NAME));
+ hideonnpc(instance_npcname(strnpcinfo(NPC_NAME)));
end;
OnEnable:
- specialeffect EF_MAPPILLAR2;
+ specialeffect(EF_MAPPILLAR2);
end;
}
1@ma_c,97,94,0 duplicate(#yunobi1) #yunobi2 HIDDEN_WARP_NPC
@@ -353,65 +353,65 @@ OnEnable:
1@ma_c,1,1,0 script #bunshin HIDDEN_WARP_NPC,{
end;
OnInstanceInit:
- initnpctimer;
+ initnpctimer();
end;
OnTimer58000:
- mapannounce instance_mapname("1@ma_c"),"Buwaya : I had enough with this, let's go till the end!",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0
+ mapannounce(instance_mapname("1@ma_c"), _("Buwaya : I had enough with this, let's go till the end!"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0
end;
OnTimer61000:
- mapannounce instance_mapname("1@ma_c"),"Buwaya : This is!",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0
+ mapannounce(instance_mapname("1@ma_c"), _("Buwaya : This is!"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0
end;
OnTimer62000:
- mapannounce instance_mapname("1@ma_c"),"Buwaya : This is...MY!",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0
+ mapannounce(instance_mapname("1@ma_c"), _("Buwaya : This is...MY!"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0
end;
OnTimer63000:
- mapannounce instance_mapname("1@ma_c"),"Buwaya : This is...MY...Deadly!",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0
+ mapannounce(instance_mapname("1@ma_c"), _("Buwaya : This is...MY...Deadly!"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0
end;
OnTimer64000:
- mapannounce instance_mapname("1@ma_c"),"Buwaya : This is...MY...Deadly... ATTACK!",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0
+ mapannounce(instance_mapname("1@ma_c"), _("Buwaya : This is...MY...Deadly... ATTACK!"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0
end;
OnTimer65000:
.@label$ = instance_npcname("#bunshin")+"::OnMyMobDead";
.@map$ = instance_mapname("1@ma_c");
- areamonster .@map$,112,89,122,99,"Buwaya",2332,1,.@label$;
- areamonster .@map$,112,49,122,59,"Buwaya",2332,1,.@label$;
- areamonster .@map$,72,49,82,59,"Buwaya",2332,1,.@label$;
- areamonster .@map$,72,89,82,99,"Buwaya",2332,1,.@label$;
+ areamonster(.@map$, 112, 89, 122, 99, _("Buwaya"), BUWAYA_GHOST, 1, .@label$);
+ areamonster(.@map$, 112, 49, 122, 59, _("Buwaya"), BUWAYA_GHOST, 1, .@label$);
+ areamonster(.@map$, 72, 49, 82, 59, _("Buwaya"), BUWAYA_GHOST, 1, .@label$);
+ areamonster(.@map$, 72, 89, 82, 99, _("Buwaya"), BUWAYA_GHOST, 1, .@label$);
end;
OnTimer66000:
- mapannounce instance_mapname("1@ma_c"),"Buwaya : Are you scared?",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0
+ mapannounce(instance_mapname("1@ma_c"), _("Buwaya : Are you scared?"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0
end;
OnTimer105000:
- killmonster instance_mapname("1@ma_c"),instance_npcname("#bunshin")+"::OnMyMobDead";
- stopnpctimer;
- initnpctimer;
+ killmonster(instance_mapname("1@ma_c"), instance_npcname("#bunshin")+"::OnMyMobDead");
+ stopnpctimer();
+ initnpctimer();
end;
OnMyMobDead:
- if (mobcount(instance_mapname("1@ma_c"),instance_npcname("#bunshin")+"::OnMyMobDead") < 1) {
- stopnpctimer;
- initnpctimer;
+ if (mobcount(instance_mapname("1@ma_c"), instance_npcname("#bunshin")+"::OnMyMobDead") < 1) {
+ stopnpctimer();
+ initnpctimer();
}
end;
OnDisable:
- stopnpctimer;
- killmonster instance_mapname("1@ma_c"),instance_npcname("#bunshin")+"::OnMyMobDead";
- disablenpc instance_npcname("#bunshin");
+ stopnpctimer();
+ killmonster(instance_mapname("1@ma_c"), instance_npcname("#bunshin")+"::OnMyMobDead");
+ disablenpc(instance_npcname("#bunshin"));
end;
}
1@ma_c,2,2,0 script #buwaya_con HIDDEN_WARP_NPC,{
end;
OnInstanceInit:
- areamonster instance_mapname("1@ma_c"),90,67,104,81,"Buwaya",2319,1,instance_npcname("#buwaya_con")+"::OnMyMobDead";
+ areamonster(instance_mapname("1@ma_c"), 90, 67, 104, 81, _("Buwaya"), BUWAYA, 1, instance_npcname("#buwaya_con")+"::OnMyMobDead");
end;
OnMyMobDead:
.@map$ = instance_mapname("1@ma_c");
- if (mobcount(.@map$,instance_npcname("#buwaya_con")+"::OnMyMobDead") < 1) {
- donpcevent instance_npcname("#box_call")+"::OnDisable";
- donpcevent instance_npcname("#bunshin")+"::OnDisable";
- donpcevent instance_npcname("#exit_mob")+"::OnDisable";
- donpcevent instance_npcname("#cave_out")+"::OnEnable";
- mapannounce .@map$,"Guard : You did great work. Please hurry up and escape to the way you came in!",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0
+ if (mobcount(.@map$, instance_npcname("#buwaya_con")+"::OnMyMobDead") < 1) {
+ donpcevent(instance_npcname("#box_call")+"::OnDisable");
+ donpcevent(instance_npcname("#bunshin")+"::OnDisable");
+ donpcevent(instance_npcname("#exit_mob")+"::OnDisable");
+ donpcevent(instance_npcname("#cave_out")+"::OnEnable");
+ mapannounce(.@map$, _("Guard : You did great work. Please hurry up and escape to the way you came in!"), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0
}
end;
}
@@ -419,24 +419,24 @@ OnMyMobDead:
1@ma_c,3,3,0 script #exit_mob HIDDEN_WARP_NPC,{
end;
OnInstanceInit:
- initnpctimer;
+ initnpctimer();
end;
OnTimer60000:
.@label$ = instance_npcname("#exit_mob")+"::OnMyMobDead";
.@map$ = instance_mapname("1@ma_c");
- if (mobcount(.@map$,.@label$) < 30)
+ if (mobcount(.@map$, .@label$) < 30)
.@amount = 10;
else
.@amount = 1;
- areamonster .@map$,43,58,47,60,"Water Plant",2331,.@amount,.@label$;
- areamonster .@map$,43,58,47,60,"Egg",2329,.@amount,.@label$;
- stopnpctimer;
- initnpctimer;
+ areamonster(.@map$, 43, 58, 47, 60, _("Water Plant"), MA_SEAW, .@amount, .@label$);
+ areamonster(.@map$, 43, 58, 47, 60, _("Egg"), BUWAYA_EGG, .@amount, .@label$);
+ stopnpctimer();
+ initnpctimer();
end;
OnDisable:
- stopnpctimer;
- killmonster instance_mapname("1@ma_c"),instance_npcname("#exit_mob")+"::OnMyMobDead";
- disablenpc instance_npcname("#exit_mob");
+ stopnpctimer();
+ killmonster(instance_mapname("1@ma_c"), instance_npcname("#exit_mob")+"::OnMyMobDead");
+ disablenpc(instance_npcname("#exit_mob"));
end;
OnMyMobDead:
end;
@@ -444,35 +444,35 @@ OnMyMobDead:
1@ma_c,28,57,0 script #cave_out WARPNPC,2,2,{
OnInstanceInit:
- disablenpc instance_npcname("#cave_out");
+ disablenpc(instance_npcname("#cave_out"));
end;
OnEnable:
- enablenpc instance_npcname("#cave_out");
+ enablenpc(instance_npcname("#cave_out"));
end;
OnTouch:
- mes "Would like to go out?";
- next;
- if(select("Yes!", "No, I will stay.") == 1)
- warp "ma_fild02",315,315;
- close;
+ mes("Would like to go out?");
+ next();
+ if (select("Yes!", "No, I will stay.") == 1)
+ warp("ma_fild02", 315, 315);
+ close();
}
1@ma_c,1,1,0 script #buwaya_spawn_mobs FAKE_NPC,{
OnInstanceInit:
.@map$ = instance_mapname("1@ma_c");
- areamonster .@map$,73,81,93,101,"Seaweed",2331,18;
- areamonster .@map$,110,97,116,103,"Seaweed",2331,8;
- areamonster .@map$,59,63,63,67,"Seaweed",2331,8;
- areamonster .@map$,73,55,77,59,"Seaweed",2331,4;
- areamonster .@map$,103,69,107,73,"Seaweed",2331,4;
- areamonster .@map$,108,45,122,63,"Seaweed",2331,15;
- areamonster .@map$,73,81,93,101,"Buwaya's Egg",2329,10;
- areamonster .@map$,110,97,116,103,"Buwaya's Egg",2329,8;
- areamonster .@map$,59,63,63,67,"Buwaya's Egg",2329,4;
- areamonster .@map$,73,55,77,59,"Buwaya's Egg",2329,3;
- areamonster .@map$,103,69,107,73,"Buwaya's Egg",2329,3;
- areamonster .@map$,108,45,122,63,"Buwaya's Egg",2329,15;
- monster .@map$,0,0,"Seaweed",2331,5;
- monster .@map$,0,0,"Buwaya's Slave",2330,5;
+ areamonster(.@map$, 73, 81, 93, 101, _("Seaweed"), MA_SEAW, 18);
+ areamonster(.@map$, 110, 97, 116, 103, _("Seaweed"), MA_SEAW, 8);
+ areamonster(.@map$, 59, 63, 63, 67, _("Seaweed"), MA_SEAW, 8);
+ areamonster(.@map$, 73, 55, 77, 59, _("Seaweed"), MA_SEAW, 4);
+ areamonster(.@map$, 103, 69, 107, 73, _("Seaweed"), MA_SEAW, 4);
+ areamonster(.@map$, 108, 45, 122, 63, _("Seaweed"), MA_SEAW, 15);
+ areamonster(.@map$, 73, 81, 93, 101, _("Buwaya's Egg"), BUWAYA_EGG, 10);
+ areamonster(.@map$, 110, 97, 116, 103, _("Buwaya's Egg"), BUWAYA_EGG, 8);
+ areamonster(.@map$, 59, 63, 63, 67, _("Buwaya's Egg"), BUWAYA_EGG, 4);
+ areamonster(.@map$, 73, 55, 77, 59, _("Buwaya's Egg"), BUWAYA_EGG, 3);
+ areamonster(.@map$, 103, 69, 107, 73, _("Buwaya's Egg"), BUWAYA_EGG, 3);
+ areamonster(.@map$, 108, 45, 122, 63, _("Buwaya's Egg"), BUWAYA_EGG, 15);
+ monster(.@map$, 0, 0, _("Seaweed"), MA_SEAW, 5);
+ monster(.@map$, 0, 0, _("Buwaya's Slave"), BUWAYA_SLAVE, 5);
end;
}
diff --git a/npc/re/instances/EclageInterior.txt b/npc/re/instances/EclageInterior.txt
index b8aff0a81..6b2808e05 100644
--- a/npc/re/instances/EclageInterior.txt
+++ b/npc/re/instances/EclageInterior.txt
@@ -34,133 +34,132 @@
ecl_hub01,132,12,3 script Chief of Staff#tl01::EclInstance 4_F_FAIRY,{
.@party_id = getcharid(CHAR_ID_PARTY);
- .@md_name$ = "Eclage Interior";
- if (!.@party_id){
- mes "-! Warning !-";
- mes "This current quest will be held at Memorial dungeon.";
- mes "Only the party leader will enter. Please create your party.";
- close;
+ .@md_name$ = _("Eclage Interior");
+ if (!.@party_id) {
+ mes("-! Warning !-");
+ mes("This current quest will be held at Memorial dungeon.");
+ mes("Only the party leader will enter. Please create your party.");
+ close();
}
-
- 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.";
- close;
+ 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.");
+ close();
}
if (ep14_2_mylord == 29) {
- mes "[Shenime]";
- mes "This place is set up with lighting for Orb.";
- mes "If you favor Mayor, you should be cautious here.";
- next;
+ mes("[Shenime]");
+ 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.")) {
- case 1:
- .@instance = instance_create(.@md_name$,.@party_id);
- if (.@instance < 0) {
- mes "[Shenime]";
- mes "There are some soldiers dispatched by Mayor not too long ago.";
- mes "I should sure hope that you aren't the disturbance they're looking for, right?";
- close;
- }
- if (instance_attachmap("1@ecl",.@instance) == "") {
- mes "^0000ff"+.@md_name$+"^000000 - Reservation Failed!";
- instance_destroy(.@instance);
- close;
- }
- ecl_interior_time = gettimetick(2)+20*60;
- instance_set_timeout 1200,1200,.@instance;
- instance_init(.@instance);
- mes "[Shenime]";
- mes "Given the tight internal security, you should prepare yourself.";
- mes "Wait here for a minute.";
- close;
- case 2:
- mes "[Shenime]";
- mes "It's not an easy task.";
- close;
+ case 1:
+ .@instance = instance_create(.@md_name$, .@party_id);
+ if (.@instance < 0) {
+ mes("[Shenime]");
+ mes("There are some soldiers dispatched by Mayor not too long ago.");
+ mes("I should sure hope that you aren't the disturbance they're looking for, right?");
+ close();
+ }
+ if (instance_attachmap("1@ecl", .@instance) == "") {
+ mesf("^0000ff%s^000000 - Reservation Failed!", .@md_name$);
+ instance_destroy(.@instance);
+ close();
+ }
+ ecl_interior_time = gettimetick(2) + 20 * 60;
+ instance_set_timeout(1200, 1200, .@instance);
+ instance_init(.@instance);
+ mes("[Shenime]");
+ mes("Given the tight internal security, you should prepare yourself.");
+ mes("Wait here for a minute.");
+ close();
+ case 2:
+ mes("[Shenime]");
+ mes("It's not an easy task.");
+ close();
}
}
- mes "[High-level Laphine's]";
- mes "Hmm? This room?";
- mes "Never mind. Don't worry about it.";
- close;
+ mes("[High-level Laphine's]");
+ mes("Hmm? This room?");
+ mes("Never mind. Don't worry about it.");
+ close();
}
ecl_hub01,130,15,0 script It is closed shut. CLEAR_NPC,{
if (ep14_2_mylord == 29) {
- 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;
+ 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.")) {
- case 1:
- .@party_id = getcharid(CHAR_ID_PARTY);
+ case 1:
+ .@party_id = getcharid(CHAR_ID_PARTY);
- if (has_instance("1@ecl") == "") {
- mes "It is closed shut.";
- close;
+ if (has_instance("1@ecl") == "") {
+ mes("It is closed shut.");
+ close();
+ }
+ if (.@party_id) {
+ .@md_name$ = _("Eclage Interior");
+ 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.");
+ close();
}
- if (.@party_id) {
- .@md_name$ = "Eclage Interior";
- 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.";
- close;
- }
- if (gettimetick(2) >= ecl_interior_time){
- mes "[Shenime]";
- mes "Looks like the soldiers inside are really tense.";
- mes "It is pretty difficult to guide an outsider like you.";
- close;
- }
- close2;
- mapannounce "ecl_hub01",getpartyname(.@party_id) + " Party leader " + strcharinfo(PC_NAME) + " is entering " + .@md_name$,bc_map,"0x00ff99";
- warp "1@ecl",60,50;
- end;
+ if (gettimetick(2) >= ecl_interior_time) {
+ mes("[Shenime]");
+ mes("Looks like the soldiers inside are really tense.");
+ mes("It is pretty difficult to guide an outsider like you.");
+ close();
}
- mes "-! Warning !-";
- mes "This current quest will be held at Memorial dungeon.";
- mes "Only the party leader will enter. Please create your party.";
- close;
- case 2:
- close;
+ close2();
+ mapannounce("ecl_hub01", sprintf(_$("%s Party leader %s is entering %s"), getpartyname(.@party_id), strcharinfo(PC_NAME), .@md_name$), bc_map, C_SPRINGGREEN);
+ warp("1@ecl", 60, 50);
+ end;
+ }
+ mes("-! Warning !-");
+ mes("This current quest will be held at Memorial dungeon.");
+ mes("Only the party leader will enter. Please create your party.");
+ close();
+ case 2:
+ close();
}
}
- 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.";
- mes "It is closed shut.";
- close;
+ 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.");
+ mes("It is closed shut.");
+ close();
}
1@ecl,58,69,3 script Shenime#ecl01 4_F_FAIRY,{
- mes "[Shenime]";
- mes "Oh, what's going on here?";
- mes "They destroyed additional troops that Mayor sent?";
- next;
+ mes("[Shenime]");
+ mes("Oh, what's going on here?");
+ mes("They destroyed additional troops that Mayor sent?");
+ next();
select("What...?", "I fought monsters off!");
- mes "[Shenime]";
- mes "It doesn't matter.";
- mes "Your job ends here.";
- mes "Now you became a betrayer.";
- mes "Farewell, then!";
- specialeffect EF_BEGINSPELL3;
- next;
- mes "[" + strcharinfo(PC_NAME) + "]";
- mes "No...way!!!";
+ mes("[Shenime]");
+ mes("It doesn't matter.");
+ mes("Your job ends here.");
+ mes("Now you became a betrayer.");
+ mes("Farewell, then!");
+ specialeffect(EF_BEGINSPELL3);
+ next();
+ mesf("[%s]", strcharinfo(PC_NAME));
+ mes("No...way!!!");
specialeffect(EF_LORD, AREA, playerattached());
- percentheal -99,0;
- soundeffect "wander_man_move.wav",1;
- sc_start SC_BLIND,60000,0;
- close2;
- warp "1@ecl",146,95;
+ percentheal(-99, 0);
+ soundeffect("wander_man_move.wav", 1);
+ sc_start(SC_BLIND, 60000, 0);
+ close2();
+ warp("1@ecl", 146, 95);
end;
OnInstanceInit:
- hideonnpc instance_npcname(strnpcinfo(NPC_NAME));
+ hideonnpc(instance_npcname(strnpcinfo(NPC_NAME)));
end;
OnEnable:
- hideoffnpc instance_npcname(strnpcinfo(NPC_NAME));
+ hideoffnpc(instance_npcname(strnpcinfo(NPC_NAME)));
end;
}
@@ -174,8 +173,9 @@ OnEnable:
1@ecl,42,80,5 script Suspicious Creature#5 MOROCC_2_142,{
end;
+
OnInstanceInit:
- hideonnpc instance_npcname(strnpcinfo(NPC_NAME));
+ hideonnpc(instance_npcname(strnpcinfo(NPC_NAME)));
end;
}
@@ -188,109 +188,113 @@ OnInstanceInit:
OnInstanceInit:
.mob_summoned = 0;
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
+ disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
end;
OnEnable:
- initnpctimer;
+ initnpctimer();
end;
OnReset:
- killmonster instance_mapname("1@ecl"),instance_npcname("#sndmaster")+"::OnMyMobDead";
- stopnpctimer;
+ killmonster(instance_mapname("1@ecl"), instance_npcname("#sndmaster")+"::OnMyMobDead");
+ stopnpctimer();
end;
+
OnTimer1000:
- mapannounce instance_mapname("1@ecl"),"Warning: Abnormal occurrence in the lighting room. Abnormal occurrence in the lighting room.",bc_map,"0xffff00"; //FW_NORMAL 12 0 0
+ mapannounce(instance_mapname("1@ecl"), _("Warning: Abnormal occurrence in the lighting room. Abnormal occurrence in the lighting room."), bc_map, C_YELLOW); //FW_NORMAL 12 0 0
end;
+
OnTimer2000:
- mapannounce instance_mapname("1@ecl"),"Suspicious Creature: Kerrrrr....krwahhhh!!",bc_map,"0xffff00"; //FW_NORMAL 12 0 0
- hideoffnpc instance_npcname("Suspicious Creature#5");
- hideoffnpc instance_npcname("Suspicious Creature#6");
- hideoffnpc instance_npcname("Suspicious Creature#7");
- hideoffnpc instance_npcname("Suspicious Creature#8");
+ mapannounce(instance_mapname("1@ecl"), _("Suspicious Creature: Kerrrrr....krwahhhh!!"), bc_map, C_YELLOW); //FW_NORMAL 12 0 0
+ hideoffnpc(instance_npcname("Suspicious Creature#5"));
+ hideoffnpc(instance_npcname("Suspicious Creature#6"));
+ hideoffnpc(instance_npcname("Suspicious Creature#7"));
+ hideoffnpc(instance_npcname("Suspicious Creature#8"));
end;
OnTimer3000:
- hideonnpc instance_npcname("#sndmaster");
- stopnpctimer;
+ hideonnpc(instance_npcname("#sndmaster"));
+ stopnpctimer();
end;
OnMyMobDead:
- if (mobcount(instance_mapname("1@ecl"),instance_npcname("#sndmaster")+"::OnMyMobDead") == 0) {
- donpcevent instance_npcname("Shenime#ecl01")+"::OnEnable";
- mapannounce instance_mapname("1@ecl"),"Shenime: Good, I got here just in time.",bc_map,"0xffff00"; //FW_NORMAL 12 0 0
+ if (mobcount(instance_mapname("1@ecl"), instance_npcname("#sndmaster")+"::OnMyMobDead") == 0) {
+ donpcevent(instance_npcname("Shenime#ecl01")+"::OnEnable");
+ mapannounce(instance_mapname("1@ecl"), _("Shenime: Good, I got here just in time."), bc_map, C_YELLOW); //FW_NORMAL 12 0 0
}
end;
OnTouch:
- if (.mob_summoned) end;
- mes "Upon eliminating the intruders near the Orb, another strange-looking creatures appeared.";
- 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(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?";
- next;
- mes "[Subordinate of the King of Demons]";
- mes "Kyaarr...Keraahhh!!!";
- mes "Kkwaaa!";
- next;
- mes "A battle cannot be avoided!";
- mes "They will kill me!";
- hideonnpc instance_npcname("Suspicious Creature#5");
- hideonnpc instance_npcname("Suspicious Creature#6");
- hideonnpc instance_npcname("Suspicious Creature#7");
- hideonnpc instance_npcname("Suspicious Creature#8");
+ if (.mob_summoned)
+ end;
+ mes("Upon eliminating the intruders near the Orb, another strange-looking creatures appeared.");
+ 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();
+ mesf("[%s]", 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?");
+ next();
+ mes("[Subordinate of the King of Demons]");
+ mes("Kyaarr...Keraahhh!!!");
+ mes("Kkwaaa!");
+ next();
+ mes("A battle cannot be avoided!");
+ mes("They will kill me!");
+ hideonnpc(instance_npcname("Suspicious Creature#5"));
+ hideonnpc(instance_npcname("Suspicious Creature#6"));
+ hideonnpc(instance_npcname("Suspicious Creature#7"));
+ hideonnpc(instance_npcname("Suspicious Creature#8"));
.@eclmap$ = instance_mapname("1@ecl");
.@sndmaster$ = instance_npcname("#sndmaster");
- monster .@eclmap$,42,80,"Subordinate of the King of Demons",MOROCC_2_142,1,.@sndmaster$+"::OnMyMobDead";
- monster .@eclmap$,48,86,"Subordinate of the King of Demons",MOROCC_2_142,1,.@sndmaster$+"::OnMyMobDead";
- monster .@eclmap$,59,82,"Subordinate of the King of Demons",MOROCC_2_142,1,.@sndmaster$+"::OnMyMobDead";
- monster .@eclmap$,56,88,"Subordinate of the King of Demons",MOROCC_2_142,1,.@sndmaster$+"::OnMyMobDead";
- monster .@eclmap$,39,72,"Subordinate of the King of Demons",MOROCC_2_142,1,.@sndmaster$+"::OnMyMobDead";
- monster .@eclmap$,42,69,"Subordinate of the King of Demons",MOROCC_2_142,1,.@sndmaster$+"::OnMyMobDead";
- monster .@eclmap$,47,64,"Subordinate of the King of Demons",MOROCC_2_142,1,.@sndmaster$+"::OnMyMobDead";
- monster .@eclmap$,50,60,"Subordinate of the King of Demons",MOROCC_2_142,1,.@sndmaster$+"::OnMyMobDead";
+ monster(.@eclmap$, 42, 80, _("Subordinate of the King of Demons"), MOROCC_2_142, 1, .@sndmaster$+"::OnMyMobDead");
+ monster(.@eclmap$, 48, 86, _("Subordinate of the King of Demons"), MOROCC_2_142, 1, .@sndmaster$+"::OnMyMobDead");
+ monster(.@eclmap$, 59, 82, _("Subordinate of the King of Demons"), MOROCC_2_142, 1, .@sndmaster$+"::OnMyMobDead");
+ monster(.@eclmap$, 56, 88, _("Subordinate of the King of Demons"), MOROCC_2_142, 1, .@sndmaster$+"::OnMyMobDead");
+ monster(.@eclmap$, 39, 72, _("Subordinate of the King of Demons"), MOROCC_2_142, 1, .@sndmaster$+"::OnMyMobDead");
+ monster(.@eclmap$, 42, 69, _("Subordinate of the King of Demons"), MOROCC_2_142, 1, .@sndmaster$+"::OnMyMobDead");
+ monster(.@eclmap$, 47, 64, _("Subordinate of the King of Demons"), MOROCC_2_142, 1, .@sndmaster$+"::OnMyMobDead");
+ monster(.@eclmap$, 50, 60, _("Subordinate of the King of Demons"), MOROCC_2_142, 1, .@sndmaster$+"::OnMyMobDead");
.mob_summoned = 1;
- close;
+ close();
}
1@ecl,57,65,0 script #event HIDDEN_WARP_NPC,5,5,{
end;
OnTouch:
- if (.mob_summoned) end;
+ if (.mob_summoned)
+ end;
.@eclmap$ = instance_mapname("1@ecl");
.@eventname$ = instance_npcname("#event");
- mes "An empty room with nothing inside.";
- mes "a light is coming out of a circular equipment in the middle of the room.";
- next;
- mes "[Suspicious Creature]";
- mes "Keheehehehe......";
- next;
- mes "A group of unidentifiable creatures is approaching threateningly.";
- mes "They seemed surprised, and although Bifrost's will still holds, it's hard to communicate.";
- next;
- mes "[Suspicious Creature]";
- mes "Kyaarr...Ke...Keryarya!!";
- next;
- mes "It seems like they are going to start attacking any minute.";
- mes "We cannot help fighting them!";
- hideonnpc instance_npcname("Suspicious Creature#1");
- hideonnpc instance_npcname("Suspicious Creature#2");
- hideonnpc instance_npcname("Suspicious Creature#3");
- hideonnpc instance_npcname("Suspicious Creature#4");
- monster .@eclmap$,51,64,"Suspicious Creature",MOROCC_4_142,1,.@eventname$+"::OnMyMobDead";
- monster .@eclmap$,43,67,"Suspicious Creature",MOROCC_4_142,1,.@eventname$+"::OnMyMobDead";
- monster .@eclmap$,55,80,"Suspicious Creature",MOROCC_4_142,1,.@eventname$+"::OnMyMobDead";
- monster .@eclmap$,60,75,"Suspicious Creature",MOROCC_4_142,1,.@eventname$+"::OnMyMobDead";
+ mes("An empty room with nothing inside.");
+ mes("a light is coming out of a circular equipment in the middle of the room.");
+ next();
+ mes("[Suspicious Creature]");
+ mes("Keheehehehe......");
+ next();
+ mes("A group of unidentifiable creatures is approaching threateningly.");
+ mes("They seemed surprised, and although Bifrost's will still holds, it's hard to communicate.");
+ next();
+ mes("[Suspicious Creature]");
+ mes("Kyaarr...Ke...Keryarya!!");
+ next();
+ mes("It seems like they are going to start attacking any minute.");
+ mes("We cannot help fighting them!");
+ hideonnpc(instance_npcname("Suspicious Creature#1"));
+ hideonnpc(instance_npcname("Suspicious Creature#2"));
+ hideonnpc(instance_npcname("Suspicious Creature#3"));
+ hideonnpc(instance_npcname("Suspicious Creature#4"));
+ monster(.@eclmap$, 51, 64, _("Suspicious Creature"), MOROCC_4_142, 1, .@eventname$+"::OnMyMobDead");
+ monster(.@eclmap$, 43, 67, _("Suspicious Creature"), MOROCC_4_142, 1, .@eventname$+"::OnMyMobDead");
+ monster(.@eclmap$, 55, 80, _("Suspicious Creature"), MOROCC_4_142, 1, .@eventname$+"::OnMyMobDead");
+ monster(.@eclmap$, 60, 75, _("Suspicious Creature"), MOROCC_4_142, 1, .@eventname$+"::OnMyMobDead");
.mob_summoned = 1;
- close;
+ close();
OnMyMobDead:
- if (mobcount(instance_mapname("1@ecl"),instance_npcname("#event")+"::OnMyMobDead") == 0) {
- enablenpc instance_npcname("#sndmaster");
- donpcevent instance_npcname("#sndmaster")+"::OnEnable";
+ if (mobcount(instance_mapname("1@ecl"), instance_npcname("#event")+"::OnMyMobDead") == 0) {
+ enablenpc(instance_npcname("#sndmaster"));
+ donpcevent(instance_npcname("#sndmaster")+"::OnEnable");
}
end;
OnInstanceInit:
@@ -299,218 +303,218 @@ OnInstanceInit:
}
1@ecl,148,97,3 script Avant# 4_M_FAIRYAVANT,{
- mes "[Avant]";
- mes "Hey, look who's here!";
- mes "You're a friend of my son, right?";
- mes "What a strange chance it is that has brought us together here!";
- cutin "avant01",1;
- next;
- mes "[Avant]";
- mes "Did something happen to you?";
- mes "There was a subtle and magical echo to it.";
- mes "Immidiately after that, you were thrown here.";
- next;
+ mes("[Avant]");
+ mes("Hey, look who's here!");
+ mes("You're a friend of my son, right?");
+ mes("What a strange chance it is that has brought us together here!");
+ cutin("avant01", 1);
+ next();
+ mes("[Avant]");
+ mes("Did something happen to you?");
+ 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) {
- 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?";
- next;
+ 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?");
+ next();
}
- mes "[Avant]";
- mes "Ooh...so that's what happened.";
- mes "So you're saying that Shenime was after the Orb?";
- next;
- mes "[Avant]";
- mes "hehehe...hahahhaha ahahahahha";
- mes "Well, well...did he get me, too?";
- mes "Me, Avant, of all the people?! Hahahaha!";
- cutin "avant02",1;
- next;
+ mes("[Avant]");
+ mes("Ooh...so that's what happened.");
+ mes("So you're saying that Shenime was after the Orb?");
+ next();
+ mes("[Avant]");
+ mes("hehehe...hahahhaha ahahahahha");
+ mes("Well, well...did he get me, too?");
+ mes("Me, Avant, of all the people?! Hahahaha!");
+ cutin("avant02", 1);
+ next();
select("What do you mean?");
- mes "[Avant]";
- mes "I was doing a research on the power of the Orb on my own.";
- mes "But Shenime just urged me persistently.";
- cutin "avant01",1;
- next;
- mes "[Avant]";
- mes "I started from thinking about the beauty of the Orb and went on to wondering what kind of power is accumulated inside the Orb...";
- mes "and I started questioning the principle of the Orb's power since we all benefit from it.";
- next;
- mes "[Avant]";
- mes "All Laphines think of the Orb as something natural as air and water, but he was the first one to make me perceive it differently and investigate its origin.";
- mes "Right...Shenime. He excited my curiosity on purpose.";
- next;
- mes "[Avant]";
- mes "Stimulate a person who wasn't aware of air and water, and make him recognize and carry on investigating!";
- mes "Well, well...isn't that interesting!";
- cutin "avant02",1;
- next;
- mes "[Avant]";
- mes "Ha...hahaha...";
- mes "...I'm so angry about the fact that I just realized how he used me, but what's even worse is that I've done something horrible to our people.";
- mes "I think I'm pretty irritated now.";
- next;
+ mes("[Avant]");
+ mes("I was doing a research on the power of the Orb on my own.");
+ mes("But Shenime just urged me persistently.");
+ cutin("avant01", 1);
+ next();
+ mes("[Avant]");
+ mes("I started from thinking about the beauty of the Orb and went on to wondering what kind of power is accumulated inside the Orb...");
+ mes("and I started questioning the principle of the Orb's power since we all benefit from it.");
+ next();
+ mes("[Avant]");
+ mes("All Laphines think of the Orb as something natural as air and water, but he was the first one to make me perceive it differently and investigate its origin.");
+ mes("Right...Shenime. He excited my curiosity on purpose.");
+ next();
+ mes("[Avant]");
+ mes("Stimulate a person who wasn't aware of air and water, and make him recognize and carry on investigating!");
+ mes("Well, well...isn't that interesting!");
+ cutin("avant02", 1);
+ next();
+ mes("[Avant]");
+ mes("Ha...hahaha...");
+ mes("...I'm so angry about the fact that I just realized how he used me, but what's even worse is that I've done something horrible to our people.");
+ mes("I think I'm pretty irritated now.");
+ next();
select("You had a conscience?");
- mes "[Avant]";
- mes "What kind of a person do you think I am, seriously!";
- mes "Is it because of my sons?";
- mes "Well, then, I can't blame you too much.";
- cutin "avant01",1;
- next;
- mes "[Avant]";
- mes "...Bah.";
- mes "It's no fun.";
- mes "It's not fun anymore. I'm no longer interested in you.";
- next;
- mes "[Avant]";
- mes "......";
- mes "Seems like there's a visitor.";
- next;
- cutin "minuel01",4;
- mes "[Minuel]";
- 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;
- mes "[Minuel]";
- mes "I don't know the details,";
- mes "but I also believe you're not guilty.";
- mes "I'll move you to the treatment room since this seems like a severe wound.";
- next;
- mes "[Minuel]";
- mes "I don't think it's a big deal.";
- mes "...hopefully.";
- mes "Let's go. I'll guide you.";
- close2;
- cutin "",255;
- warp "1@ecl",146,29;
+ mes("[Avant]");
+ mes("What kind of a person do you think I am, seriously!");
+ mes("Is it because of my sons?");
+ mes("Well, then, I can't blame you too much.");
+ cutin("avant01", 1);
+ next();
+ mes("[Avant]");
+ mes("...Bah.");
+ mes("It's no fun.");
+ mes("It's not fun anymore. I'm no longer interested in you.");
+ next();
+ mes("[Avant]");
+ mes("......");
+ mes("Seems like there's a visitor.");
+ next();
+ cutin("minuel01", 4);
+ mes("[Minuel]");
+ mesf("%s Sir,", strcharinfo(PC_NAME));
+ 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();
+ mes("[Minuel]");
+ mes("I don't know the details,");
+ mes("but I also believe you're not guilty.");
+ mes("I'll move you to the treatment room since this seems like a severe wound.");
+ next();
+ mes("[Minuel]");
+ mes("I don't think it's a big deal.");
+ mes("...hopefully.");
+ mes("Let's go. I'll guide you.");
+ close2();
+ cutin("", 255);
+ warp("1@ecl", 146, 29);
end;
}
1@ecl,148,29,3 script Loki#ecl01 4_M_ROKI2,{
- mes "[Loki]";
- mes "It seems like this guy next to me has a lot more to say than I do.";
- mes "Why don't you explain to him first?";
- close;
+ mes("[Loki]");
+ mes("It seems like this guy next to me has a lot more to say than I do.");
+ mes("Why don't you explain to him first?");
+ close();
}
1@ecl,147,30,3 script Nydhog#ecl01 4_F_NYDHOG,{
- mes "[Guardian Nydhog]";
- mes "I think you should talk to Hisie first.";
- close;
+ mes("[Guardian Nydhog]");
+ mes("I think you should talk to Hisie first.");
+ close();
}
1@ecl,144,27,5 script Hisie#ecl01 4_M_FARIY_HISIE,{
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Can you tell me exactly what happened?";
- next;
+ cutin("hisie01", 0);
+ mes("[Hisie]");
+ mes("Can you tell me exactly what happened?");
+ next();
select("I fought with monsters.");
- cutin "hisie03",0;
- mes "[Hisie]";
- mes "Monsters? Subordinates of Morroc?";
- mes "What you were trying to kill were our soldiers, the Laphines!!";
- mes "What on earth happened there?";
- npcskill AL_HEAL,9,99,80;
- next;
- cutin "",255;
- mes "[Loki]";
- mes "It's because of this.";
- 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.";
- next;
- cutin "hisie03",0;
- mes "[Hisie]";
- mes "Shenime, the Chief of Staff?";
- mes "Why is he related to this?";
- npcskill AL_HEAL,9,99,80;
- next;
- cutin "",255;
- mes "[Loki]";
- mes "Shenime is one of the subordinates of Morroc.";
- mes "His power enbales him to control another person directly or mentally influence that person indirectly through a part of his body.";
- next;
+ cutin("hisie03", 0);
+ mes("[Hisie]");
+ mes("Monsters? Subordinates of Morroc?");
+ mes("What you were trying to kill were our soldiers, the Laphines!!");
+ mes("What on earth happened there?");
+ npcskill(AL_HEAL, 9, 99, 80);
+ next();
+ cutin("", 255);
+ mes("[Loki]");
+ mes("It's because of this.");
+ mesf("%s It was inside the body of -", strcharinfo(PC_NAME));
+ mes("This is how powerful Shenime is.");
+ next();
+ mes("On Loki's palm, there rested a small, thin, and dried piece of thorn.");
+ next();
+ cutin("hisie03", 0);
+ mes("[Hisie]");
+ mes("Shenime, the Chief of Staff?");
+ mes("Why is he related to this?");
+ npcskill(AL_HEAL, 9, 99, 80);
+ next();
+ cutin("", 255);
+ mes("[Loki]");
+ mes("Shenime is one of the subordinates of Morroc.");
+ 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(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;
- mes "[Nydhog]";
- mes "You're probably right.";
- mes "They use wicked tricks.";
- mes "This thorn here probably has clouded your judgement.";
- next;
- cutin "hisie03",0;
- mes "[Hisie]";
- mes "So you're saying that he deceived us all?";
- mes "The Chief of Staff is a Laphine who stayed with us for a long time! He can't be...";
- npcskill AL_HEAL,9,99,80;
- next;
- cutin "",255;
- mes "[Loki]";
- mes "He might have been under the influence for a good while.";
- mes "Anyway, this guy is not guilty.";
- mes "I can prove it.";
- next;
- mes "[Nydhog]";
- mes "I swear by the name of the guardian of Yggdrasil, too.";
- mes "" + strcharinfo(PC_NAME) + "- will by no means do such a thing.";
- next;
- cutin "hisie02",0;
- mes "[Hisie]";
- mes "Hah...";
- mes "But things got out of control.";
- mes "I didn't expect this.";
- next;
+ mesf("[%s]", 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();
+ mes("[Nydhog]");
+ mes("You're probably right.");
+ mes("They use wicked tricks.");
+ mes("This thorn here probably has clouded your judgement.");
+ next();
+ cutin("hisie03", 0);
+ mes("[Hisie]");
+ mes("So you're saying that he deceived us all?");
+ mes("The Chief of Staff is a Laphine who stayed with us for a long time! He can't be...");
+ npcskill(AL_HEAL, 9, 99, 80);
+ next();
+ cutin("", 255);
+ mes("[Loki]");
+ mes("He might have been under the influence for a good while.");
+ mes("Anyway, this guy is not guilty.");
+ mes("I can prove it.");
+ next();
+ mes("[Nydhog]");
+ mes("I swear by the name of the guardian of Yggdrasil, too.");
+ mesf("%s - will by no means do such a thing.", strcharinfo(PC_NAME));
+ next();
+ cutin("hisie02", 0);
+ mes("[Hisie]");
+ mes("Hah...");
+ mes("But things got out of control.");
+ mes("I didn't expect this.");
+ next();
select("What happened to the Orb?");
- mes "[Hisie]";
- mes "The inner core is stolen.";
- mes "Nobody knows that the Orb's inner core is gone,";
- mes "and that's why Karr didn't make it here.";
- npcskill AL_HEAL,9,99,80;
- next;
- mes "[Hisie]";
- mes "And what's more, several soldiers are injured because of you.";
- mes "None of them died fortunately, but most of them are wounded severely.";
- mes "The situation is not very good right now.";
- next;
- cutin "",255;
- mes "[Loki]";
- mes "Someone has to take the responsibility here then.";
- mes "In all probablility," + strcharinfo(PC_NAME) + "it will be you.";
- next;
- cutin "hisie02",0;
- mes "[Hisie]";
- mes "......these two gentlemen here cleared up all charges related to the Orb,";
- mes "but both you and Karr won't be able to avoid your responsibility.";
- mes "you'll have to catch Shenime.";
- npcskill AL_HEAL,9,99,80;
- next;
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "It seems like you've rested enough. Let's get going.";
- mes "Karr is waiting for you.";
- mes "What will you two do?";
- next;
- cutin "",255;
- mes "[Loki]";
- mes "Don't worry about us.";
- mes "Our target is Morroc, the King of Demons.";
- mes "It's good enough that we found an evidence here.";
- next;
- cutin "hisie01",0;
- mes "[Hisie]";
- mes "Thank you for your help.";
- mes "We will take off now.";
- mes "Let's go." + strcharinfo(PC_NAME) + ".";
+ mes("[Hisie]");
+ mes("The inner core is stolen.");
+ mes("Nobody knows that the Orb's inner core is gone,");
+ mes("and that's why Karr didn't make it here.");
+ npcskill(AL_HEAL, 9, 99, 80);
+ next();
+ mes("[Hisie]");
+ mes("And what's more, several soldiers are injured because of you.");
+ mes("None of them died fortunately, but most of them are wounded severely.");
+ mes("The situation is not very good right now.");
+ next();
+ cutin("", 255);
+ mes("[Loki]");
+ mes("Someone has to take the responsibility here then.");
+ mesf("In all probablility, %s it will be you.", strcharinfo(PC_NAME));
+ next();
+ cutin("hisie02", 0);
+ mes("[Hisie]");
+ mes("......these two gentlemen here cleared up all charges related to the Orb,");
+ mes("but both you and Karr won't be able to avoid your responsibility.");
+ mes("you'll have to catch Shenime.");
+ npcskill(AL_HEAL, 9, 99, 80);
+ next();
+ cutin("hisie01", 0);
+ mes("[Hisie]");
+ mes("It seems like you've rested enough. Let's get going.");
+ mes("Karr is waiting for you.");
+ mes("What will you two do?");
+ next();
+ cutin("", 255);
+ mes("[Loki]");
+ mes("Don't worry about us.");
+ mes("Our target is Morroc, the King of Demons.");
+ mes("It's good enough that we found an evidence here.");
+ next();
+ cutin("hisie01", 0);
+ mes("[Hisie]");
+ mes("Thank you for your help.");
+ mes("We will take off now.");
+ mesf("Let's go. %s.", strcharinfo(PC_NAME));
ep14_2_mylord = 30;
- changequest 7450,7451;
- erasequest 7450;
- setquest 7451;
- close2;
- cutin "",255;
- warp "ecl_in03",57,76;
+ changequest(7450, 7451);
+ erasequest(7450);
+ setquest(7451);
+ close2();
+ cutin("", 255);
+ warp("ecl_in03", 57, 76);
end;
}
diff --git a/npc/re/instances/HazyForest.txt b/npc/re/instances/HazyForest.txt
index c649171f8..291ce54db 100644
--- a/npc/re/instances/HazyForest.txt
+++ b/npc/re/instances/HazyForest.txt
@@ -37,147 +37,149 @@
bif_fild01,158,340,5 script Laphine Soldier#mist 4_M_FAIRYSOLDIER,{
.@party_id = getcharid(CHAR_ID_PARTY);
- .@md_name$ = "Mistwood Maze";
+ .@md_name$ = _("Mistwood Maze");
- mes "[Laphine Soldier]";
- mes "Are you going into the forest?";
- next;
+ mes("[Laphine Soldier]");
+ mes("Are you going into the forest?");
+ next();
if (!.@party_id) {
- mes "[Laphine Soldier]";
- mes "Well, well, well, aren't you being too rash?";
- mes "Why don't you at least organize a party?";
- close;
+ mes("[Laphine Soldier]");
+ mes("Well, well, well, aren't you being too rash?");
+ mes("Why don't you at least organize a party?");
+ close();
}
- .@playtime = questprogress(7211,PLAYTIME);
- if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2)) {
+ .@playtime = questprogress(7211, PLAYTIME);
+ 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?";
- mes "I think you'd better get some rest.";
- mes "You'll only wear yourself out by trying to do too much";
- next;
- mes "[Laphine Soldier]";
- mes "I don't think the authority will give you permission, either.";
- mes "...Even a Sapha would be stopped from entering the forest.";
- next;
+ mes("[Laphine Soldier]");
+ mes("...Are you sure you're not doing too much?");
+ mes("I think you'd better get some rest.");
+ mes("You'll only wear yourself out by trying to do too much");
+ next();
+ mes("[Laphine Soldier]");
+ mes("I don't think the authority will give you permission, either.");
+ mes("...Even a Sapha would be stopped from entering the forest.");
+ next();
select("You speak our language quite well, don't you?");
- mes "[Laphine Soldier]";
- mes "...Do I?";
- mes "Actually I'm not speaking your language.";
- mes "I'm speaking Laphine language.";
- next;
- mes "[Laphine Soldier]";
- mes "But it's one of the mysteries of Bifrost.";
- mes "That we can understand each other even if we speak different languages.";
- next;
- mes "[Laphine Soldier]";
- mes "To be able to talk with everybody...";
- mes "Perhaps that's the power of Bifrost.";
- close;
+ mes("[Laphine Soldier]");
+ mes("...Do I?");
+ mes("Actually I'm not speaking your language.");
+ mes("I'm speaking Laphine language.");
+ next();
+ mes("[Laphine Soldier]");
+ mes("But it's one of the mysteries of Bifrost.");
+ mes("That we can understand each other even if we speak different languages.");
+ next();
+ mes("[Laphine Soldier]");
+ mes("To be able to talk with everybody...");
+ mes("Perhaps that's the power of Bifrost.");
+ close();
} else if (.@playtime == 2) {
- mes "[Laphine Soldier]";
- mes "Great, great.";
- mes "Now the forest won't reject you.";
- mes "What are you going to do now?";
- erasequest 7211;
+ mes("[Laphine Soldier]");
+ mes("Great, great.");
+ mes("Now the forest won't reject you.");
+ mes("What are you going to do now?");
+ erasequest(7211);
} else {
- mes "[Laphine Soldier]";
- mes "You human adventurers are incredible.";
- mes "You're always going into the forest, where no one else dares to go.";
- next;
- mes "[Laphine Soldier]";
- mes "Phew. But I have to report to the authority";
- mes "everyone who goes into the forest, just in case.";
- next;
- mes "[Laphine Soldier]";
- mes "You'll get permission";
- mes "after you register.";
- mes "Are you going to venture into the Hazy Forest?";
+ mes("[Laphine Soldier]");
+ mes("You human adventurers are incredible.");
+ mes("You're always going into the forest, where no one else dares to go.");
+ next();
+ mes("[Laphine Soldier]");
+ mes("Phew. But I have to report to the authority");
+ mes("everyone who goes into the forest, just in case.");
+ next();
+ mes("[Laphine Soldier]");
+ mes("You'll get permission");
+ mes("after you register.");
+ mes("Are you going to venture into the Hazy Forest?");
}
- next;
+ next();
switch(select("Venture into the Hazy Forest.", "Give up.")) {
case 1:
- mes "[Laphine Soldier]";
- mes "Party Name "+getpartyname(.@party_id)+"...";
- mes "Party Leader "+strcharinfo(PC_NAME)+"...";
+ mes("[Laphine Soldier]");
+ mesf("Party Name %s...", getpartyname(.@party_id));
+ mesf("Party Leader %s...", strcharinfo(PC_NAME));
.@instance = instance_create(.@md_name$, .@party_id);
if (.@instance < 0) {
- mes "Hmm...";
- next;
- mes "[Laphine Soldier]";
+ mes("Hmm...");
+ next();
+ mes("[Laphine Soldier]");
if (!.@playtime)
- mes "It's dangerous in the forest.";
+ mes("It's dangerous in the forest.");
else
- mes "The atmosphere is somewhat tense in the forest.";
- mes "...Why don't you just go back today?";
- close;
+ mes("The atmosphere is somewhat tense in the forest.");
+ mes("...Why don't you just go back today?");
+ close();
}
- if (instance_attachmap("1@mist",.@instance) != "") {
- instance_set_timeout 7200,300,.@instance;
+ if (instance_attachmap("1@mist", .@instance) != "") {
+ instance_set_timeout(7200, 300, .@instance);
instance_init(.@instance);
- mes "I've got it. I've written them down on the report here.";
- next;
- mes "[Laphine Soldier]";
- mes "You'll get permission soon.";
- mes "Now go to the log tunnel, the only way to get into the Hazy Forest.";
- mes "You understand?";
- next;
- mes "[Laphine Soldier]";
- mes "We can't go against the forest,";
- mes "but maybe you humans can.";
- mes "Good luck!";
- close;
+ mes("I've got it. I've written them down on the report here.");
+ next();
+ mes("[Laphine Soldier]");
+ mes("You'll get permission soon.");
+ mes("Now go to the log tunnel, the only way to get into the Hazy Forest.");
+ mes("You understand?");
+ next();
+ mes("[Laphine Soldier]");
+ mes("We can't go against the forest,");
+ mes("but maybe you humans can.");
+ mes("Good luck!");
+ close();
} else {
instance_destroy(.@instance);
}
case 2:
- mes "[Laphine Soldier]";
- mes "Well, you've made the right decision.";
+ mes("[Laphine Soldier]");
+ mes("Well, you've made the right decision.");
if (!.@playtime)
- mes "That's what's good for you.";
- close;
+ mes("That's what's good for you.");
+ close();
}
} else {
- mes "[Laphine Soldier]";
- mes "Where's your party leader?";
- mes "It's dangerous in there.";
- next;
+ mes("[Laphine Soldier]");
+ mes("Where's your party leader?");
+ mes("It's dangerous in there.");
+ next();
if (.@playtime == 2) {
- mes "[Laphine Soldier]";
- mes "I see you've been into the forest before.";
- mes "Okay, at least the forest won't reject you.";
- mes "However...";
- erasequest 7211;
- next;
+ mes("[Laphine Soldier]");
+ mes("I see you've been into the forest before.");
+ mes("Okay, at least the forest won't reject you.");
+ mes("However...");
+ erasequest(7211);
+ next();
}
- mes "[Laphine Soldier]";
- mes "Put yourself in my shoes, the entrance guard, and let me meet the representative of your party.";
- mes "I have to discuss some things with him/her.";
- close;
+ mes("[Laphine Soldier]");
+ mes("Put yourself in my shoes, the entrance guard, and let me meet the representative of your party.");
+ mes("I have to discuss some things with him/her.");
+ close();
}
}
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)
- close;
+ 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)
+ close();
if (has_instance("1@mist") == "") {
- if (questprogress(7211,PLAYTIME) == 1) {
- mes "You try to crawl into the log, but some mysterious power pushes you back with a gush of wind.";
- mes "It seems like you can't force your way into the forest.";
- close;
+ if (questprogress(7211, PLAYTIME) == 1) {
+ mes("You try to crawl into the log, but some mysterious power pushes you back with a gush of wind.");
+ mes("It seems like you can't force your way into the forest.");
+ close();
}
- mes "The world beyond the log tunnel looks dark and suffocating.";
- mes "Your instinct is screaming that this forest is dangerous.";
- close;
+ mes("The world beyond the log tunnel looks dark and suffocating.");
+ mes("Your instinct is screaming that this forest is dangerous.");
+ close();
} else {
- if (questprogress(7211,PLAYTIME) == 2) erasequest 7211;
- if (!questprogress(7211,PLAYTIME)) setquest 7211;
- 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;
+ if (questprogress(7211, PLAYTIME) == 2)
+ erasequest(7211);
+ if (!questprogress(7211, PLAYTIME))
+ setquest(7211);
+ mapannounce("bif_fild01", sprintf(_$("%s party's %s member is entering the Mistwood Maze."), getpartyname(getcharid(CHAR_ID_PARTY)), strcharinfo(PC_NAME)), bc_map, C_SPRINGGREEN); //FW_NORMAL 12 0 0
+ warp("1@mist", 89, 29);
+ close();
}
}
@@ -185,284 +187,325 @@ bif_fild01,161,355,0 script Log Tunnel CLEAR_NPC,{
1@mist,89,29,0 script #Whisper_mist CLEAR_NPC,1,1,{
end;
OnInstanceInit:
- enablenpc instance_npcname("#Whisper_mist");
+ enablenpc(instance_npcname("#Whisper_mist"));
end;
OnTouch:
- disablenpc instance_npcname("#Whisper_mist");
- initnpctimer;
+ disablenpc(instance_npcname("#Whisper_mist"));
+ initnpctimer();
end;
OnTimer10000:
OnTimer20000:
- mapannounce instance_mapname("1@mist"),"Whisper: Who's this? Who's this!? The forest is open! Tom, Tomba, Tired Rem, Remi! Wake up!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
+ mapannounce(instance_mapname("1@mist"), _("Whisper: Who's this? Who's this!? The forest is open! Tom, Tomba, Tired Rem, Remi! Wake up!"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
end;
OnTimer60000:
- mapannounce instance_mapname("1@mist"),"Loud Whisper: What are the forest keepers doing? What are the gardeners doing??",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
+ mapannounce(instance_mapname("1@mist"), _("Loud Whisper: What are the forest keepers doing? What are the gardeners doing??"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
end;
OnTimer120000:
- mapannounce instance_mapname("1@mist"),"Loud Whisper: Don't go out, wander around forever, and play with us!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
+ mapannounce(instance_mapname("1@mist"), _("Loud Whisper: Don't go out, wander around forever, and play with us!"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
end;
OnTimer180000:
- mapannounce instance_mapname("1@mist"),"Loud Whisper: Useless, useless. Wandering around and around, you'll meet your end!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
- stopnpctimer;
+ mapannounce(instance_mapname("1@mist"), _("Loud Whisper: Useless, useless. Wandering around and around, you'll meet your end!"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
+ stopnpctimer();
end;
}
-// callfunc "F_Mora_Mist",<warp to enable>,<success message>,<fail message>{,<end flag>}
+// 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$,instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") == 0) {
- mes "Obviously no one is taking care of it.";
- mes "It seems like you can chop down the garden tree.";
- next;
- if(select("Chop down the garden tree.", "Give up.") == 2)
- close;
- mes "You chop down the tree, which was blocking the path of the maze, "+((getarg(3,0))?"clearing the way out of the forest.":"so now you can continue.");
- mapannounce .@map$,getarg(1),bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
- enablenpc instance_npcname(getarg(0));
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
- close;
- } else
- mapannounce .@map$,((getarg(3,0))?getarg(2):getarg(2)+"'s Cry: Huh? Who's doing bad things to my tree?!"),bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
+ if (mobcount(.@map$, 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)
+ close();
+ mesf("You chop down the tree, which was blocking the path of the maze, %s", ((getarg(3, 0))?"clearing the way out of the forest.":"so now you can continue."));
+ mapannounce(.@map$, getarg(1), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
+ enablenpc(instance_npcname(getarg(0)));
+ disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
+ close();
+ } else {
+ mapannounce(.@map$, (getarg(3, 0) ? getarg(2) : sprintf(_$("%s's Cry: Huh? Who's doing bad things to my tree?!"), getarg(2))), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
+ }
+ end;
+}
+
+1@mist,251,121,3 script Tom's Garden 4_BULLETIN_BOARD2,{
end;
}
-1@mist,251,121,3 script Tom's Garden 4_BULLETIN_BOARD2,{ end; }
1@mist,247,123,0 script Tom's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
+ callfunc("F_Mora_Mist",
"a25_a18-1",
"Roaring Cry: Tom's bolt is broken! Watch out, Tomba! Watch out, Tomba!",
- "Tom";
+ "Tom");
end;
OnInstanceInit:
- monster instance_mapname("1@mist"),249,120,"Tom",2136,1,instance_npcname("Tom's Garden Tree")+"::OnMyMobDead";
+ monster(instance_mapname("1@mist"), 249, 120, _("Tom"), LITTLE_FATUM, 1, instance_npcname("Tom's Garden Tree")+"::OnMyMobDead");
end;
OnMyMobDead:
end;
}
-1@mist,226,95,3 script Tomba's Garden 4_BULLETIN_BOARD2,{ end; }
+1@mist,226,95,3 script Tomba's Garden 4_BULLETIN_BOARD2,{
+ end;
+}
+
1@mist,225,98,0 script Tomba's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
+ callfunc("F_Mora_Mist",
"a27-2_af1-2",
"Roaring Cry: Tomba's Garden Tree is gone with Tomba. Remi, what are you going to do now?",
- "Tomba";
+ "Tomba");
end;
OnInstanceInit:
- monster instance_mapname("1@mist"),200,64,"Tomba",2136,1,instance_npcname("Tomba's Garden Tree")+"::OnMyMobDead";
+ monster(instance_mapname("1@mist"), 200, 64, _("Tomba"), LITTLE_FATUM, 1, instance_npcname("Tomba's Garden Tree")+"::OnMyMobDead");
end;
OnMyMobDead:
end;
}
-1@mist,157,183,3 script Remi's Garden 4_BULLETIN_BOARD2,{ end; }
+1@mist,157,183,3 script Remi's Garden 4_BULLETIN_BOARD2,{
+ end;
+}
+
1@mist,159,184,0 script Remi's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
+ callfunc("F_Mora_Mist",
"a15-2_a4-1",
"Roaring Cry: Remi, Remi's Garden Tree was chopped down- Rem, it's your turn next. Poor Rem!",
- "Remi";
+ "Remi");
end;
OnInstanceInit:
- monster instance_mapname("1@mist"),154,184,"Remi the Tired",2137,1,instance_npcname("Remi's Garden Tree")+"::OnMyMobDead";
+ monster(instance_mapname("1@mist"), 154, 184, _("Remi the Tired"), MIMING, 1, instance_npcname("Remi's Garden Tree")+"::OnMyMobDead");
end;
OnMyMobDead:
end;
}
-1@mist,58,39,3 script Tired Rem's Garden 4_BULLETIN_BOARD2,{ end; }
+1@mist,58,39,3 script Tired Rem's Garden 4_BULLETIN_BOARD2,{
+ end;
+}
+
1@mist,61,39,0 script Tired Rem's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
+ callfunc("F_Mora_Mist",
"a4-2_a11",
"Rem's Desperate Cry: Argh... Rem will sleep. Rem will sleep now, and won't wake up forever!",
- "Rem";
+ "Rem");
end;
OnInstanceInit:
- monster instance_mapname("1@mist"),101,107,"Rem the Gardener",2136,1,instance_npcname("Tired Rem's Garden Tree")+"::OnMyMobDead";
+ monster(instance_mapname("1@mist"), 101, 107, _("Rem the Gardener"), LITTLE_FATUM, 1, instance_npcname("Tired Rem's Garden Tree")+"::OnMyMobDead");
end;
OnTimer10000:
- mapannounce instance_mapname("1@mist"),"Whisper of the Forest: So Tom's, Tomba's, Remi's, and Rem's garden trees were all chopped down?",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
+ mapannounce(instance_mapname("1@mist"), _("Whisper of the Forest: So Tom's, Tomba's, Remi's, and Rem's garden trees were all chopped down?"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
end;
OnTimer15000:
- mapannounce instance_mapname("1@mist"),"Whisper of the Forest: Trouble, trouble, we're in big trouble.",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
+ mapannounce(instance_mapname("1@mist"), _("Whisper of the Forest: Trouble, trouble, we're in big trouble."), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
end;
OnTimer20000:
- mapannounce instance_mapname("1@mist"),"Loud Whisper: They've come to the second deepest forest. Gardeners of the deep forest, watch out!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
- stopnpctimer;
+ mapannounce(instance_mapname("1@mist"), _("Loud Whisper: They've come to the second deepest forest. Gardeners of the deep forest, watch out!"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
+ stopnpctimer();
end;
OnMyMobDead:
end;
}
-1@mist,227,179,3 script Ron's Garden 4_BULLETIN_BOARD2,{ end; }
+1@mist,227,179,3 script Ron's Garden 4_BULLETIN_BOARD2,{
+ end;
+}
+
1@mist,230,179,0 script Ron's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
+ callfunc("F_Mora_Mist",
"b4-2_b2",
"Ron the Gardener's Cry: I'm getting off work! Don't look for Ron, the second gardener, any more!!",
- "Ron";
+ "Ron");
end;
OnInstanceInit:
- monster instance_mapname("1@mist"),227,178,"Ron the Gardener",2134,1,instance_npcname("Ron's Garden Tree")+"::OnMyMobDead";
+ monster(instance_mapname("1@mist"), 227, 178, _("Ron the Gardener"), PARUS, 1, instance_npcname("Ron's Garden Tree")+"::OnMyMobDead");
end;
OnMyMobDead:
end;
}
-1@mist,288,226,3 script Rover's Garden 4_BULLETIN_BOARD2,{ end; }
+1@mist,288,226,3 script Rover's Garden 4_BULLETIN_BOARD2,{
+ end;
+}
+
1@mist,285,225,0 script Rover's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
+ callfunc("F_Mora_Mist",
"b7_bf1-2",
"Roaring Whisper: Ron's, and Rover's trees were chopped down as well. Who is forcing his way into the forest? Who is it?",
- "Rover";
+ "Rover");
end;
OnInstanceInit:
- monster instance_mapname("1@mist"),304,237,"Rover the Strutter",2134,1,instance_npcname("Rover's Garden Tree")+"::OnMyMobDead";
+ monster(instance_mapname("1@mist"), 304, 237, _("Rover the Strutter"), PARUS, 1, instance_npcname("Rover's Garden Tree")+"::OnMyMobDead");
end;
OnMyMobDead:
end;
}
-1@mist,159,318,3 script Mona's Garden 4_BULLETIN_BOARD2,{ end; }
+1@mist,159,318,3 script Mona's Garden 4_BULLETIN_BOARD2,{
+ end;
+}
+
1@mist,161,316,0 script Mona's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
+ callfunc("F_Mora_Mist",
"b31_b16",
"Clamoring Whisper: Mona the Seedseeker's garden tree is gone! Mona is gone too! Namon will be okay, because he is brave, right? Namon, are you okay?",
- "Mona";
+ "Mona");
end;
OnInstanceInit:
- monster instance_mapname("1@mist"),239,253,"Mona the Seedseeker",2133,1,instance_npcname("Mona's Garden Tree")+"::OnMyMobDead";
+ monster(instance_mapname("1@mist"), 239, 253, _("Mona the Seedseeker"), ANGRA_MANTIS, 1, instance_npcname("Mona's Garden Tree")+"::OnMyMobDead");
end;
OnMyMobDead:
end;
}
-1@mist,205,300,3 script Namon's Garden 4_BULLETIN_BOARD2,{ end; }
+1@mist,205,300,3 script Namon's Garden 4_BULLETIN_BOARD2,{
+ end;
+}
+
1@mist,204,299,0 script Namon's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
+ callfunc("F_Mora_Mist",
"b27-3_bN-1",
"Clamoring Whisper: Brave Namon met his fate not so bravely... *giggle*",
- "Namon";
+ "Namon");
end;
OnInstanceInit:
- monster instance_mapname("1@mist"),89,173,"Brave Namon",2134,1,instance_npcname("Namon's Garden Tree")+"::OnMyMobDead";
+ monster(instance_mapname("1@mist"), 89, 173, _("Brave Namon"), PARUS, 1, instance_npcname("Namon's Garden Tree")+"::OnMyMobDead");
end;
OnMyMobDead:
end;
}
-1@mist,219,232,3 script Sad Neoron's Garden 4_BULLETIN_BOARD2,{ end; }
+1@mist,219,232,3 script Sad Neoron's Garden 4_BULLETIN_BOARD2,{
+ end;
+}
+
1@mist,221,236,0 script Sad Neoron's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
+ callfunc("F_Mora_Mist",
"b6-1_b33",
"Lamenting Whisper: Sad Neoron has become cheerful! Spyder the Superior Spider, what are you going to do? What are you going to do now?",
- "Neoron";
+ "Neoron");
end;
OnInstanceInit:
- monster instance_mapname("1@mist"),143,265,"Sad Neoron",2137,1,instance_npcname("Sad Neoron's Garden Tree")+"::OnMyMobDead";
+ monster(instance_mapname("1@mist"), 143, 265, _("Sad Neoron"), MIMING, 1, instance_npcname("Sad Neoron's Garden Tree")+"::OnMyMobDead");
end;
OnMyMobDead:
end;
}
-1@mist,206,202,3 script Spyder's Garden 4_BULLETIN_BOARD2,{ end; }
+1@mist,206,202,3 script Spyder's Garden 4_BULLETIN_BOARD2,{
+ end;
+}
+
1@mist,206,200,0 script Spyder's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
+ callfunc("F_Mora_Mist",
"b5_b14",
"Depressed Whisper: Now it's all over with the second deepest forest. Gardeners are dying out-",
- "Spyder";
+ "Spyder");
end;
OnInstanceInit:
- monster instance_mapname("1@mist"),209,200,"Spyder the Eight-Legged",2132,1,instance_npcname("Spyder's Garden Tree")+"::OnMyMobDead";
+ monster(instance_mapname("1@mist"), 209, 200, _("Spyder the Eight-Legged"), POM_SPIDER, 1, instance_npcname("Spyder's Garden Tree")+"::OnMyMobDead");
end;
OnTimer5000:
- mapannounce instance_mapname("1@mist"),"Roaring Whisper: The path is about to open. The tight bolts have been removed!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
+ mapannounce(instance_mapname("1@mist"), _("Roaring Whisper: The path is about to open. The tight bolts have been removed!"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
end;
OnTimer9000:
- mapannounce instance_mapname("1@mist"),"Roaring Whisper: A forest opened, another opened, and the other is going to open as well. Tito and Pumba, they are heading your way!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
+ mapannounce(instance_mapname("1@mist"), _("Roaring Whisper: A forest opened, another opened, and the other is going to open as well. Tito and Pumba, they are heading your way!"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
end;
OnTimer13000:
- mapannounce instance_mapname("1@mist"),"Roaring Whisper: Where you get after wandering around, around and around, everybody you've met while wandering around, around and around,",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
+ mapannounce(instance_mapname("1@mist"), _("Roaring Whisper: Where you get after wandering around, around and around, everybody you've met while wandering around, around and around,"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
end;
OnTimer17000:
- mapannounce instance_mapname("1@mist"),"Roaring Whisper: all the gardeners will be waiting for you, with their clippers in their hands-!",bc_map,"0xccffcc"; //FW_NORMAL 12 0 0
- stopnpctimer;
+ mapannounce(instance_mapname("1@mist"), _("Roaring Whisper: all the gardeners will be waiting for you, with their clippers in their hands-!"), bc_map, "0xccffcc"); //FW_NORMAL 12 0 0
+ stopnpctimer();
end;
OnMyMobDead:
end;
}
-1@mist,96,288,3 script Tito's Garden 4_BULLETIN_BOARD2,{ end; }
+1@mist,96,288,3 script Tito's Garden 4_BULLETIN_BOARD2,{
+ end;
+}
+
1@mist,95,287,0 script Tito's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
+ callfunc("F_Mora_Mist",
"c1_c13-1",
"Tito's Cry: *sob* *sob* Tito's gone now! Tito's done for! Boo hoo!!",
- "Tito";
+ "Tito");
end;
OnInstanceInit:
- monster instance_mapname("1@mist"),264,291,"Tito the Flipper",2133,1,instance_npcname("Tito's Garden Tree")+"::OnMyMobDead";
+ monster(instance_mapname("1@mist"), 264, 291, _("Tito the Flipper"), ANGRA_MANTIS, 1, instance_npcname("Tito's Garden Tree")+"::OnMyMobDead");
end;
OnMyMobDead:
end;
}
-1@mist,326,325,3 script Pumba's Garden 4_BULLETIN_BOARD2,{ end; }
+1@mist,326,325,3 script Pumba's Garden 4_BULLETIN_BOARD2,{
+ end;
+}
+
1@mist,324,325,0 script Pumba's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
+ callfunc("F_Mora_Mist",
"c13-3_c4",
"Roaring Whisper: Tito the Hard Worker was defeated! Stop playing and go to work, Tete! Start working!",
- "Pumba";
+ "Pumba");
end;
OnInstanceInit:
- monster instance_mapname("1@mist"),309,165,"Diligent Pumba",2134,1,instance_npcname("Pumba's Garden Tree")+"::OnMyMobDead";
+ monster(instance_mapname("1@mist"), 309, 165, _("Diligent Pumba"), PARUS, 1, instance_npcname("Pumba's Garden Tree")+"::OnMyMobDead");
end;
OnMyMobDead:
end;
}
-1@mist,278,345,3 script Tete's Garden 4_BULLETIN_BOARD2,{ end; }
+1@mist,278,345,3 script Tete's Garden 4_BULLETIN_BOARD2,{
+ end;
+}
+
1@mist,280,344,0 script Tete's Garden Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
+ callfunc("F_Mora_Mist",
"c19_c4",
"Whisper: They are strong, strong indeed. What are we going to do now? Are there any gardeners left? Are there any?",
- "Tete";
+ "Tete");
end;
OnInstanceInit:
- monster instance_mapname("1@mist"),277,343,"Carefree Tete",2136,1,instance_npcname("Tete's Garden Tree")+"::OnMyMobDead";
+ monster(instance_mapname("1@mist"), 277, 343, _("Carefree Tete"), LITTLE_FATUM, 1, instance_npcname("Tete's Garden Tree")+"::OnMyMobDead");
end;
OnMyMobDead:
end;
}
1@mist,345,186,0 script The Gardeners' Tree 4_CREEPER,{
- callfunc "F_Mora_Mist",
+ callfunc("F_Mora_Mist",
"#to_bif02",
"Roaring Whisper: The forest will remember you! It will remember you, the one who broke the clippers of all the gardeners!",
- "Gardeners: We're not dead, yet!!!!",1;
+ "Gardeners: We're not dead, yet!!!!", 1);
end;
OnInstanceInit:
.@map$ = instance_mapname("1@mist");
- monster .@map$,318,137,"Baby Tom",2136,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,321,137,"Tomba the Baby",2136,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,324,137,"Exhausted Remi",2137,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,319,135,"Rem the Exhausted",2136,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,323,135,"Ron the Ex-Gardener",2134,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,320,133,"Rover the Strutter",2134,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,323,133,"Mona the Seedpicker",2133,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,317,132,"Timid Namon",2134,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,326,132,"Indifferent Neoron",2137,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,317,129,"Spyder the Seven-Legged",2132,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,320,129,"Tito the Flapper",2133,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,324,129,"Lazy Pumba",2134,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
- monster .@map$,327,129,"Careless Tete",2136,1,instance_npcname("The Gardeners' Tree")+"::OnMyMobDead";
+ monster(.@map$, 318, 137, _("Baby Tom"), LITTLE_FATUM, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
+ monster(.@map$, 321, 137, _("Tomba the Baby"), LITTLE_FATUM, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
+ monster(.@map$, 324, 137, _("Exhausted Remi"), MIMING, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
+ monster(.@map$, 319, 135, _("Rem the Exhausted"), LITTLE_FATUM, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
+ monster(.@map$, 323, 135, _("Ron the Ex-Gardener"), PARUS, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
+ monster(.@map$, 320, 133, _("Rover the Strutter"), PARUS, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
+ monster(.@map$, 323, 133, _("Mona the Seedpicker"), ANGRA_MANTIS, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
+ monster(.@map$, 317, 132, _("Timid Namon"), PARUS, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
+ monster(.@map$, 326, 132, _("Indifferent Neoron"), MIMING, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
+ monster(.@map$, 317, 129, _("Spyder the Seven-Legged"), POM_SPIDER, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
+ monster(.@map$, 320, 129, _("Tito the Flapper"), ANGRA_MANTIS, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
+ monster(.@map$, 324, 129, _("Lazy Pumba"), PARUS, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
+ monster(.@map$, 327, 129, _("Careless Tete"), LITTLE_FATUM, 1, instance_npcname("The Gardeners' Tree")+"::OnMyMobDead");
end;
OnMyMobDead:
end;
}
1@mist,73,290,0 script Mysterious Flower#1 CLEAR_NPC,{
- specialeffect EF_LEVEL99_4;
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
- getitem Mysterious_Seed,1;
+ specialeffect(EF_LEVEL99_4);
+ disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
+ getitem(Mysterious_Seed, 1);
end;
}
+
1@mist,69,295,0 duplicate(Mysterious Flower#1) Mysterious Flower#2 CLEAR_NPC
1@mist,62,291,0 duplicate(Mysterious Flower#1) Mysterious Flower#3 CLEAR_NPC
1@mist,54,293,0 duplicate(Mysterious Flower#1) Mysterious Flower#4 CLEAR_NPC
@@ -516,420 +559,432 @@ OnMyMobDead:
1@mist,2,2,0 script #Dragon Herder CLEAR_NPC,{
end;
OnInstanceInit:
- switch(rand(1,6)) {
- case 1: setarray .@c[0],77,240; break;
- case 2: setarray .@c[0],147,261; break;
- case 3: setarray .@c[0],182,263; break;
- case 4: setarray .@c[0],194,350; break;
- case 5: setarray .@c[0],268,183; break;
- case 6: setarray .@c[0],65,278; break;
+ switch (rand(1, 6)) {
+ case 1:
+ setarray .@c[0], 77, 240;
+ break;
+ case 2:
+ setarray .@c[0], 147, 261;
+ break;
+ case 3:
+ setarray .@c[0], 182, 263;
+ break;
+ case 4:
+ setarray .@c[0], 194, 350;
+ break;
+ case 5:
+ setarray .@c[0], 268, 183;
+ break;
+ case 6:
+ setarray .@c[0], 65, 278;
+ break;
}
- monster instance_mapname("1@mist"),.@c[0],.@c[1],"Wandering Purple Dragon",2131,1,instance_npcname("#Dragon Herder")+"::OnMyMobDead";
+ monster(instance_mapname("1@mist"), .@c[0], .@c[1], _("Wandering Purple Dragon"), LOST_DRAGON, 1, instance_npcname("#Dragon Herder")+"::OnMyMobDead");
end;
OnMyMobDead:
.@map$ = instance_mapname("1@mist");
- if (mobcount(.@map$,instance_npcname("#Dragon Herder")+"::OnMyMobDead") == 0) {
- donpcevent instance_npcname("Collapsed Girl#mist")+"::OnEnable";
- donpcevent instance_npcname("Mysterious Young Man#mis")+"::OnEnable";
- donpcevent instance_npcname("Loki#mist")+"::OnEnable";
- mapannounce .@map$,"The Dragon's Cry: Am I being punished... for abandoning the way... of the guardian...?",bc_map,"0xffff00"; //FW_NORMAL 12 0 0
- disablenpc instance_npcname("#Dragon Herder");
- initnpctimer;
+ if (mobcount(.@map$, instance_npcname("#Dragon Herder")+"::OnMyMobDead") == 0) {
+ donpcevent(instance_npcname("Collapsed Girl#mist")+"::OnEnable");
+ donpcevent(instance_npcname("Mysterious Young Man#mis")+"::OnEnable");
+ donpcevent(instance_npcname("Loki#mist")+"::OnEnable");
+ mapannounce(.@map$, _("The Dragon's Cry: Am I being punished... for abandoning the way... of the guardian...?"), bc_map, C_YELLOW); //FW_NORMAL 12 0 0
+ disablenpc(instance_npcname("#Dragon Herder"));
+ initnpctimer();
}
end;
OnTimer3000:
- stopnpctimer;
- mapannounce instance_mapname("1@mist"),"Voice in your head: ...Will you... save... me... please......?",bc_map,"0xffff00"; //FW_NORMAL 12 0 0
+ stopnpctimer();
+ mapannounce(instance_mapname("1@mist"), _("Voice in your head: ...Will you... save... me... please......?"), bc_map, C_YELLOW); //FW_NORMAL 12 0 0
end;
}
1@mist,97,30,3 script Mysterious Young Man#mis 4_M_ROKI2,{
if (BaseLevel < 98) {
- mes "[Mysterious Young Man]";
- mes "Huh? Do you plan to pass through here?";
- mes ".....I'm afraid it's beyond your ability, but I won't meddle in your affairs.";
- mes "We'll meet again, if you survive.";
- close;
+ mes("[Mysterious Young Man]");
+ mes("Huh? Do you plan to pass through here?");
+ mes(".....I'm afraid it's beyond your ability, but I won't meddle in your affairs.");
+ mes("We'll meet again, if you survive.");
+ close();
}
if (ep14_1_mistwoods == 0) {
if (ep13_3_secret > 23) {
- mes "[Mysterious Young Man]";
- mes "You... I remember seeing you at the camp.";
- mes "The information you gave on Ahat was useful.";
- mes "Thanks!";
- next;
- mes "[Mysterious Young Man]";
- mes "But do you plan to pass through here?";
- mes "What good is it to go across Bifrost?";
- next;
+ mes("[Mysterious Young Man]");
+ mes("You... I remember seeing you at the camp.");
+ mes("The information you gave on Ahat was useful.");
+ mes("Thanks!");
+ next();
+ mes("[Mysterious Young Man]");
+ mes("But do you plan to pass through here?");
+ mes("What good is it to go across Bifrost?");
+ next();
} else {
- mes "[Mysterious Young Man]";
- mes "Do you plan to pass through here?";
- mes "I will advise against it if you're just curious.";
- mes "It will only bring about your untimely death...";
- next;
+ mes("[Mysterious Young Man]");
+ mes("Do you plan to pass through here?");
+ mes("I will advise against it if you're just curious.");
+ mes("It will only bring about your untimely death...");
+ next();
}
- mes "[Mysterious Young Man]";
- mes "If you are determined to pass through here,";
- mes "I will ask for your help with something.";
- next;
+ mes("[Mysterious Young Man]");
+ mes("If you are determined to pass through here,");
+ mes("I will ask for your help with something.");
+ next();
select("Who are you?");
- mes "[Loki]";
- mes "Loki... from the Assassin's Guild.";
- mes "That's my name.";
- mes "And yours?";
- next;
- mes "["+strcharinfo(PC_NAME)+"]";
- mes "....";
- mes "...."+strcharinfo(PC_NAME)+" sir.";
- next;
- mes "[Loki]";
- mes "I see. "+strcharinfo(PC_NAME)+".";
- mes "I'm asking you again.";
- mes "Do you plan to pass through this forest?";
- next;
+ mes("[Loki]");
+ mes("Loki... from the Assassin's Guild.");
+ mes("That's my name.");
+ mes("And yours?");
+ next();
+ mesf("[%s]", strcharinfo(PC_NAME));
+ mes("....");
+ mesf("....%s sir.", strcharinfo(PC_NAME));
+ next();
+ mes("[Loki]");
+ mesf("I see. %s.", 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.")) {
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;
+ 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...")) {
case 1:
- mes "[Loki]";
- mes "So you haven't.";
- mes "You're telling the truth.";
- next;
+ mes("[Loki]");
+ mes("So you haven't.");
+ mes("You're telling the truth.");
+ next();
break;
case 2:
- mes "[Loki]";
- mes "Wait.";
- mes "(Loki comes closer.)";
- mes "... No.";
- mes "You're telling the truth.";
- next;
+ mes("[Loki]");
+ mes("Wait.");
+ mes("(Loki comes closer.)");
+ mes("... No.");
+ mes("You're telling the truth.");
+ next();
break;
}
- mes "[Loki]";
- mes "Now we have to say goodbye here.";
- mes "If you survive this forest, of course.";
+ mes("[Loki]");
+ mes("Now we have to say goodbye here.");
+ mes("If you survive this forest, of course.");
ep14_1_mistwoods = 2;
- setquest 7212;
- close;
+ setquest(7212);
+ close();
case 2:
- mes "[Loki]";
- mes "I understand.";
- mes "Step back if you aren't ready.";
- mes "This forest doesn't like strangers.";
+ mes("[Loki]");
+ mes("I understand.");
+ mes("Step back if you aren't ready.");
+ mes("This forest doesn't like strangers.");
ep14_1_mistwoods = 1;
- close;
+ close();
}
} else if (ep14_1_mistwoods == 1) {
- mes "[Loki]";
- mes "I told you - step back if you don't want to die.";
- mes "It's not easy going through the forest.";
- mes "It may cost you your life.";
- next;
+ mes("[Loki]");
+ mes("I told you - step back if you don't want to die.");
+ mes("It's not easy going through the forest.");
+ mes("It may cost you your life.");
+ next();
switch(select("Okay.", "What do you want?")) {
case 1:
- mes "- When you step back,";
- mes "Loki nods slightly and then looks away. -";
- close;
+ mes("- When you step back,");
+ mes("Loki nods slightly and then looks away. -");
+ close();
case 2:
- mes "[Loki]";
- mes "I'm looking for somebody.";
- mes "Have you ever seen a guard... a girl with purple hair?";
- next;
+ mes("[Loki]");
+ 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...")) {
case 1:
- mes "[Loki]";
- mes "So you haven't.";
- mes "You're telling the truth.";
- next;
+ mes("[Loki]");
+ mes("So you haven't.");
+ mes("You're telling the truth.");
+ next();
break;
case 2:
- mes "[Loki]";
- mes "Wait.";
- mes "(Loki comes closer.)";
- mes "... No.";
- mes "You're telling the truth.";
- next;
+ mes("[Loki]");
+ mes("Wait.");
+ mes("(Loki comes closer.)");
+ mes("... No.");
+ mes("You're telling the truth.");
+ next();
break;
}
- mes "[Loki]";
- mes "Now we have to say goodbye here.";
- mes "Hopefully, we will see each other again in Mora.";
+ mes("[Loki]");
+ mes("Now we have to say goodbye here.");
+ mes("Hopefully, we will see each other again in Mora.");
ep14_1_mistwoods = 2;
- setquest 7212;
- close;
+ setquest(7212);
+ close();
}
} else if (ep14_1_mistwoods == 2) {
- mes "[Loki]";
- mes "I don't want to go with you.";
- mes "Hopefully, we will see each other again in Mora.";
- close;
+ mes("[Loki]");
+ mes("I don't want to go with you.");
+ mes("Hopefully, we will see each other again in Mora.");
+ close();
} else if (ep14_1_mistwoods == 3) {
- mes "[Loki]";
- mes "So we meet again.";
- mes "Are you used to this place?";
- mes "Come to the inn in Mora.";
- mes "I have something to give to you.";
- close;
+ mes("[Loki]");
+ mes("So we meet again.");
+ mes("Are you used to this place?");
+ mes("Come to the inn in Mora.");
+ mes("I have something to give to you.");
+ close();
} else {
- mes "[Loki]";
- mes "We're seeing a lot of each other these days.";
- mes "It seems you are completely comfortable with the place.";
- mes "You'd better not be too proud of yourself.";
- close;
+ mes("[Loki]");
+ mes("We're seeing a lot of each other these days.");
+ mes("It seems you are completely comfortable with the place.");
+ mes("You'd better not be too proud of yourself.");
+ close();
}
end;
OnEnable:
- enablenpc instance_npcname("Mysterious Young Man#mis");
+ enablenpc(instance_npcname("Mysterious Young Man#mis"));
end;
OnDisable:
- disablenpc instance_npcname("Mysterious Young Man#mis");
+ disablenpc(instance_npcname("Mysterious Young Man#mis"));
end;
}
1@mist,183,304,3 script Loki#mist 4_M_ROKI2,{
if (ep14_1_mistwoods < 2) {
- mes "[Loki]";
- mes "An adventurer in the forest.";
- mes ".....";
- mes "You can go to Mora through this forest.";
- close;
+ mes("[Loki]");
+ mes("An adventurer in the forest.");
+ mes(".....");
+ mes("You can go to Mora through this forest.");
+ close();
} else if (ep14_1_mistwoods == 2) {
- mes "[Loki]";
- mes "Is it you that took care of this unruly girl?";
- mes "I guess I have to thank you.";
- mes "You've calmed her down.";
- next;
+ mes("[Loki]");
+ mes("Is it you that took care of this unruly girl?");
+ mes("I guess I have to thank you.");
+ mes("You've calmed her down.");
+ next();
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.";
- next;
- mes "[Loki]";
- mes "This is Nydhogg, the Guardian of Yggdrasil,";
- mes "whom I was looking for.";
- mes "Now she won't wander around crazy any more.";
- next;
+ 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.");
+ next();
+ mes("[Loki]");
+ mes("This is Nydhogg, the Guardian of Yggdrasil,");
+ mes("whom I was looking for.");
+ mes("Now she won't wander around crazy any more.");
+ next();
select("What are you going to do now?");
- mes "[Loki]";
- mes "I'll wait for her to wake up and get out of this forest.";
- mes "I can manage it on my own.";
- mes "I'll see you in Mora.";
+ mes("[Loki]");
+ mes("I'll wait for her to wake up and get out of this forest.");
+ mes("I can manage it on my own.");
+ mes("I'll see you in Mora.");
ep14_1_mistwoods = 3;
- erasequest 7212;
- setquest 7213;
- close;
+ erasequest(7212);
+ setquest(7213);
+ close();
} else if (ep14_1_mistwoods == 3) {
- mes "[Loki]";
- mes "I don't want to go with you.";
- mes "I can manage her on my own.";
- mes "If you have something to say, say it after we get out of the forest.";
- close;
+ mes("[Loki]");
+ mes("I don't want to go with you.");
+ mes("I can manage her on my own.");
+ mes("If you have something to say, say it after we get out of the forest.");
+ close();
} else {
- mes "[Loki]";
- mes "I don't want to go with you.";
- mes "If you have something to say, say it after we get out of the forest.";
- close;
+ mes("[Loki]");
+ mes("I don't want to go with you.");
+ mes("If you have something to say, say it after we get out of the forest.");
+ close();
}
end;
OnInstanceInit:
OnDisable:
- disablenpc instance_npcname("Loki#mist");
+ disablenpc(instance_npcname("Loki#mist"));
end;
OnEnable:
- enablenpc instance_npcname("Loki#mist");
+ enablenpc(instance_npcname("Loki#mist"));
end;
}
1@mist,181,303,3 script Collapsed Girl#mist 4_F_NYDHOG2,{
- mes "You see a girl with mysterious hair collapsed on the ground.";
- mes "As you approach her, you smell the scent of flowers so strong that it makes you dizzy.";
- close;
+ mes("You see a girl with mysterious hair collapsed on the ground.");
+ mes("As you approach her, you smell the scent of flowers so strong that it makes you dizzy.");
+ close();
OnInstanceInit:
OnDisable:
- disablenpc instance_npcname("Collapsed Girl#mist");
+ disablenpc(instance_npcname("Collapsed Girl#mist"));
end;
OnEnable:
- enablenpc instance_npcname("Collapsed Girl#mist");
+ enablenpc(instance_npcname("Collapsed Girl#mist"));
end;
}
mora,46,152,5 script Flower Smelling Lady 4_F_NYDHOG,{
if (ep14_1_mistwoods < 3) {
- mes "[Flower Smell Lady]";
- mes "I need rest.";
- mes "I'm too tired to talk to you.";
- mes "I'm sorry.";
- close;
+ mes("[Flower Smell Lady]");
+ mes("I need rest.");
+ mes("I'm too tired to talk to you.");
+ mes("I'm sorry.");
+ close();
} else if (ep14_1_mistwoods == 3) {
- mes "[Nydhogg the Guardian]";
- mes "I've been waiting for you.";
- mes "I'm still confused, but I know what I did wrong.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "If it weren't for you, I would still be wandering in the abyssal darkness.";
- mes "I thank you, from the bottom of my heart.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "I'm ashamed of myself, falling for the sweet but empty words that came to me in my loneliness.";
- mes "....";
- next;
- mes "[Nydhogg the Guardian]";
- mes "I don't deserve to be a guardian any more.";
- mes "A dragon gone crazy is not a guardian any more.";
- next;
- mes "[Loki]";
- mes "Yggdrasil doesn't think so.";
- mes "Nidi, don't forget your duties.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "Are you...?";
- mes "I see...";
- mes "I thought I was forsaken...";
- next;
- mes "The Guardian slowly looked away as if deep in thought.";
+ mes("[Nydhogg the Guardian]");
+ mes("I've been waiting for you.");
+ mes("I'm still confused, but I know what I did wrong.");
+ next();
+ mes("[Nydhogg the Guardian]");
+ mes("If it weren't for you, I would still be wandering in the abyssal darkness.");
+ mes("I thank you, from the bottom of my heart.");
+ next();
+ mes("[Nydhogg the Guardian]");
+ mes("I'm ashamed of myself, falling for the sweet but empty words that came to me in my loneliness.");
+ mes("....");
+ next();
+ mes("[Nydhogg the Guardian]");
+ mes("I don't deserve to be a guardian any more.");
+ mes("A dragon gone crazy is not a guardian any more.");
+ next();
+ mes("[Loki]");
+ mes("Yggdrasil doesn't think so.");
+ mes("Nidi, don't forget your duties.");
+ next();
+ mes("[Nydhogg the Guardian]");
+ mes("Are you...?");
+ mes("I see...");
+ mes("I thought I was forsaken...");
+ next();
+ mes("The Guardian slowly looked away as if deep in thought.");
ep14_1_mistwoods = 4;
- close2;
+ close2();
} else if (ep14_1_mistwoods == 4) {
- mes "- He seems to be deep in thought. -";
- close;
+ mes("- He seems to be deep in thought. -");
+ close();
} else {
- mes "[Nydhogg the Guardian]";
- mes "I haven't gotten all of my powers back.";
- mes "I'm sorry I can't protect you.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "Loki said...";
- mes "that I won't cry from loneliness again,";
- mes "that I will always have new friends like you...";
- next;
- mes "[Nydhogg the Guardian]";
- mes "...I've lost everything, but I'm happy now.";
- close;
+ mes("[Nydhogg the Guardian]");
+ mes("I haven't gotten all of my powers back.");
+ mes("I'm sorry I can't protect you.");
+ next();
+ mes("[Nydhogg the Guardian]");
+ mes("Loki said...");
+ mes("that I won't cry from loneliness again,");
+ mes("that I will always have new friends like you...");
+ next();
+ mes("[Nydhogg the Guardian]");
+ mes("...I've lost everything, but I'm happy now.");
+ close();
}
}
mora,48,152,3 script Sharp Eyed Man 4_M_ROKI2,{
- if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 1000) {
- mes "- You have too many items to do this quest. -";
- close;
+ if (checkweight(Knife, 1) == 0 || MaxWeight - Weight < 1000) {
+ mes("- You have too many items to do this quest. -");
+ close();
}
if (ep14_1_mistwoods < 3) {
- mes "He won't look at you. It's like he's not interested at all.";
- close;
+ mes("He won't look at you. It's like he's not interested at all.");
+ close();
} else if (ep14_1_mistwoods == 3) {
- mes "[Loki]";
- mes "So you've passed through the forest.";
- mes "It seems Niddy has something to say to you.";
- close;
+ mes("[Loki]");
+ mes("So you've passed through the forest.");
+ mes("It seems Niddy has something to say to you.");
+ close();
} else if (ep14_1_mistwoods == 4) {
- mes "[Loki]";
- mes "Nydhogg was one of the guardians of the World Tree.";
- mes "But he abandoned his duties as a guardian when he gave in to Morroc's temptation.";
- next;
- mes "[Loki]";
- mes "Some fools performed a ritual to break the seal that held Morroc.";
- mes "But the ritual didn't work right. The servant of Morroc failed to break the seal.";
- next;
- mes "[Loki]";
- mes "But the seal is so weak that it can break open any time.";
- mes "It's Yggdrasil the World Tree's will that has kept the seal from breaking.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "That's right. The power of the World Tree is linked to the whole world.";
- mes "When the bond between the guardians and Yggdrasil broke, Yggdrasil became unstable.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "That's why all those disasters happened to Yggdrasil.";
- mes "As the World Tree became unstable, the influence it had on the seal grew weak.";
- next;
- mes "[Loki]";
- mes "And Morroc broke himself free from the seal.";
- mes "Although it seems like he used most of his powers just to break the seal...";
- next;
- mes "[Nydhogg the Guardian]";
- mes "It's all my fault.";
- mes "I couldn't break free from Morroc's temptation.";
- mes "For too... too long...";
- next;
- mes "[Nydhogg the Guardian]";
- mes "...I wanted to be relieved of my thousands of years of loneliness.";
- mes "I wasn't in my right mind then.";
- mes "It was none other than I that broke my bond with Yggdrasil.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "I lost control of myself, and did what I shouldn't have done.";
- mes "The other side of me became a shadow and a reckless tyrant.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "Facing the world, I realized...";
- mes "I felt too great a sense of loss... it was much more painful than the loneliness I had endured for thousands of years.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "That's how I was left alone.";
- mes "I felt too great a sense of loss... it was much more painful than the loneliness I had endured for thousands of years.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "So I became a sinner, forgotten to the world.";
- next;
- mes "[Loki]";
- mes "It's not too late.";
- mes "You're still a guardian.";
- mes "You still have things to do.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "...Oh, yes. It's late, but I have to fulfill my duties as a guardian.";
- mes "Now I know. I'll destroy Morroc with my own hands.";
- mes "I will fulfill my duties as a guardian.";
- next;
+ mes("[Loki]");
+ mes("Nydhogg was one of the guardians of the World Tree.");
+ mes("But he abandoned his duties as a guardian when he gave in to Morroc's temptation.");
+ next();
+ mes("[Loki]");
+ mes("Some fools performed a ritual to break the seal that held Morroc.");
+ mes("But the ritual didn't work right. The servant of Morroc failed to break the seal.");
+ next();
+ mes("[Loki]");
+ mes("But the seal is so weak that it can break open any time.");
+ mes("It's Yggdrasil the World Tree's will that has kept the seal from breaking.");
+ next();
+ mes("[Nydhogg the Guardian]");
+ mes("That's right. The power of the World Tree is linked to the whole world.");
+ mes("When the bond between the guardians and Yggdrasil broke, Yggdrasil became unstable.");
+ next();
+ mes("[Nydhogg the Guardian]");
+ mes("That's why all those disasters happened to Yggdrasil.");
+ mes("As the World Tree became unstable, the influence it had on the seal grew weak.");
+ next();
+ mes("[Loki]");
+ mes("And Morroc broke himself free from the seal.");
+ mes("Although it seems like he used most of his powers just to break the seal...");
+ next();
+ mes("[Nydhogg the Guardian]");
+ mes("It's all my fault.");
+ mes("I couldn't break free from Morroc's temptation.");
+ mes("For too... too long...");
+ next();
+ mes("[Nydhogg the Guardian]");
+ mes("...I wanted to be relieved of my thousands of years of loneliness.");
+ mes("I wasn't in my right mind then.");
+ mes("It was none other than I that broke my bond with Yggdrasil.");
+ next();
+ mes("[Nydhogg the Guardian]");
+ mes("I lost control of myself, and did what I shouldn't have done.");
+ mes("The other side of me became a shadow and a reckless tyrant.");
+ next();
+ mes("[Nydhogg the Guardian]");
+ mes("Facing the world, I realized...");
+ mes("I felt too great a sense of loss... it was much more painful than the loneliness I had endured for thousands of years.");
+ next();
+ mes("[Nydhogg the Guardian]");
+ mes("That's how I was left alone.");
+ mes("I felt too great a sense of loss... it was much more painful than the loneliness I had endured for thousands of years.");
+ next();
+ mes("[Nydhogg the Guardian]");
+ mes("So I became a sinner, forgotten to the world.");
+ next();
+ mes("[Loki]");
+ mes("It's not too late.");
+ mes("You're still a guardian.");
+ mes("You still have things to do.");
+ next();
+ mes("[Nydhogg the Guardian]");
+ mes("...Oh, yes. It's late, but I have to fulfill my duties as a guardian.");
+ 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.")) {
case 1:
- mes "[Nydhogg the Guardian]";
- mes "You're right.";
- mes "It may be why I haven't been forsaken - to realize that I'm not alone.";
- mes "You are a kind soul.";
- next;
+ mes("[Nydhogg the Guardian]");
+ mes("You're right.");
+ mes("It may be why I haven't been forsaken - to realize that I'm not alone.");
+ mes("You are a kind soul.");
+ next();
break;
case 2:
- mes "[Nydhogg the Guardian]";
- mes "But this is my atonement.";
- mes "I'm happy, though.";
- mes "I don't have to fight the loneliness any more.";
- next;
+ mes("[Nydhogg the Guardian]");
+ mes("But this is my atonement.");
+ mes("I'm happy, though.");
+ mes("I don't have to fight the loneliness any more.");
+ next();
break;
}
- mes "[Nydhogg the Guardian]";
- mes strcharinfo(PC_NAME)+"...";
- mes "Thanks for listening to my long story.";
- next;
- mes "[Nydhogg the Guardian]";
- mes "It's what I always have with me.";
- mes "I'm sure it will protect you someday.";
- next;
- mes "[Loki]";
- mes "(Removes his scarf from around his neck and hands it to you.)";
- next;
- mes "[Nydhogg the Guardian]";
- mes "May the blessing of Mother Yggdrasil be with you...";
+ mes("[Nydhogg the Guardian]");
+ mesf("%s...", strcharinfo(PC_NAME));
+ mes("Thanks for listening to my long story.");
+ next();
+ mes("[Nydhogg the Guardian]");
+ mes("It's what I always have with me.");
+ mes("I'm sure it will protect you someday.");
+ next();
+ mes("[Loki]");
+ mes("(Removes his scarf from around his neck and hands it to you.)");
+ next();
+ mes("[Nydhogg the Guardian]");
+ mes("May the blessing of Mother Yggdrasil be with you...");
ep14_1_mistwoods = 10;
- completequest 7213;
- getitem Muffler_Of_Roki,1;
- getitem Pendant_Of_Guardian,1;
- getexp 400000,400000;
- close;
+ completequest(7213);
+ getitem(Muffler_Of_Roki, 1);
+ getitem(Pendant_Of_Guardian, 1);
+ getexp(400000, 400000);
+ close();
} else {
- mes "[Loki]";
- mes "I'll be staying here for a while.";
- mes "We may meet again.";
- next;
- mes "[Loki]";
- mes "The day when Morroc reveals his despicable nature...";
- mes "I will be waiting for him.";
- close;
+ mes("[Loki]");
+ mes("I'll be staying here for a while.");
+ mes("We may meet again.");
+ next();
+ mes("[Loki]");
+ mes("The day when Morroc reveals his despicable nature...");
+ mes("I will be waiting for him.");
+ close();
}
}
@@ -937,98 +992,98 @@ mora,48,152,3 script Sharp Eyed Man 4_M_ROKI2,{
1@mist,1,1,0 script #Mist Mobs Respawn1 CLEAR_NPC,{
end;
OnInstanceInit:
- monster instance_mapname("1@mist"),0,0,"Miming",2137,15,instance_npcname("#Mist Mobs Respawn1")+"::OnMyMobDead";
+ monster(instance_mapname("1@mist"), 0, 0, _("Miming"), MIMING, 15, instance_npcname("#Mist Mobs Respawn1")+"::OnMyMobDead");
end;
OnMyMobDead:
.@map$ = instance_mapname("1@mist");
- .@num_mobs = 15 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn1")+"::OnMyMobDead");
+ .@num_mobs = 15 - mobcount(.@map$, instance_npcname("#Mist Mobs Respawn1")+"::OnMyMobDead");
if (.@num_mobs > 0)
- monster .@map$,0,0,"Miming",2137,.@num_mobs,instance_npcname("#Mist Mobs Respawn1")+"::OnMyMobDead";
+ monster(.@map$, 0, 0, _("Miming"), MIMING, .@num_mobs, instance_npcname("#Mist Mobs Respawn1")+"::OnMyMobDead");
end;
}
1@mist,1,2,0 script #Mist Mobs Respawn2 CLEAR_NPC,{
end;
OnInstanceInit:
- monster instance_mapname("1@mist"),0,0,"Pom Spider",2132,35,instance_npcname("#Mist Mobs Respawn2")+"::OnMyMobDead";
+ monster(instance_mapname("1@mist"), 0, 0, _("Pom Spider"), POM_SPIDER, 35, instance_npcname("#Mist Mobs Respawn2")+"::OnMyMobDead");
end;
OnMyMobDead:
.@map$ = instance_mapname("1@mist");
- .@num_mobs = 35 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn2")+"::OnMyMobDead");
+ .@num_mobs = 35 - mobcount(.@map$, instance_npcname("#Mist Mobs Respawn2")+"::OnMyMobDead");
if (.@num_mobs > 0)
- monster .@map$,0,0,"Pom Spider",2132,.@num_mobs,instance_npcname("#Mist Mobs Respawn2")+"::OnMyMobDead";
+ monster(.@map$, 0, 0, _("Pom Spider"), POM_SPIDER, .@num_mobs, instance_npcname("#Mist Mobs Respawn2")+"::OnMyMobDead");
end;
}
1@mist,1,3,0 script #Mist Mobs Respawn3 CLEAR_NPC,{
end;
OnInstanceInit:
- monster instance_mapname("1@mist"),0,0,"Angra Mantis",2133,35,instance_npcname("#Mist Mobs Respawn3")+"::OnMyMobDead";
+ monster(instance_mapname("1@mist"), 0, 0, _("Angra Mantis"), ANGRA_MANTIS, 35, instance_npcname("#Mist Mobs Respawn3")+"::OnMyMobDead");
end;
OnMyMobDead:
.@map$ = instance_mapname("1@mist");
- .@num_mobs = 35 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn3")+"::OnMyMobDead");
+ .@num_mobs = 35 - mobcount(.@map$, instance_npcname("#Mist Mobs Respawn3")+"::OnMyMobDead");
if (.@num_mobs > 0)
- monster .@map$,0,0,"Angra Mantis",2133,.@num_mobs,instance_npcname("#Mist Mobs Respawn3")+"::OnMyMobDead";
+ monster(.@map$, 0, 0, _("Angra Mantis"), ANGRA_MANTIS, .@num_mobs, instance_npcname("#Mist Mobs Respawn3")+"::OnMyMobDead");
end;
}
1@mist,1,4,0 script #Mist Mobs Respawn4 CLEAR_NPC,{
end;
OnInstanceInit:
- monster instance_mapname("1@mist"),0,0,"Parus",2134,35,instance_npcname("#Mist Mobs Respawn4")+"::OnMyMobDead";
+ monster(instance_mapname("1@mist"), 0, 0, _("Parus"), PARUS, 35, instance_npcname("#Mist Mobs Respawn4")+"::OnMyMobDead");
end;
OnMyMobDead:
.@map$ = instance_mapname("1@mist");
- .@num_mobs = 35 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn4")+"::OnMyMobDead");
+ .@num_mobs = 35 - mobcount(.@map$, instance_npcname("#Mist Mobs Respawn4")+"::OnMyMobDead");
if (.@num_mobs > 0)
- monster .@map$,0,0,"Parus",2134,.@num_mobs,instance_npcname("#Mist Mobs Respawn4")+"::OnMyMobDead";
+ monster(.@map$, 0, 0, _("Parus"), PARUS, .@num_mobs, instance_npcname("#Mist Mobs Respawn4")+"::OnMyMobDead");
end;
}
1@mist,1,5,0 script #Mist Mobs Respawn5 CLEAR_NPC,{
end;
OnInstanceInit:
- monster instance_mapname("1@mist"),0,0,"Little Fatum",2136,15,instance_npcname("#Mist Mobs Respawn5")+"::OnMyMobDead";
+ monster(instance_mapname("1@mist"), 0, 0, _("Little Fatum"), LITTLE_FATUM, 15, instance_npcname("#Mist Mobs Respawn5")+"::OnMyMobDead");
end;
OnMyMobDead:
.@map$ = instance_mapname("1@mist");
- .@num_mobs = 15 - mobcount(.@map$,instance_npcname("#Mist Mobs Respawn5")+"::OnMyMobDead");
+ .@num_mobs = 15 - mobcount(.@map$, instance_npcname("#Mist Mobs Respawn5")+"::OnMyMobDead");
if (.@num_mobs > 0)
- monster .@map$,0,0,"Little Fatum",2136,.@num_mobs,instance_npcname("#Mist Mobs Respawn5")+"::OnMyMobDead";
+ monster(.@map$, 0, 0, _("Little Fatum"), LITTLE_FATUM, .@num_mobs, instance_npcname("#Mist Mobs Respawn5")+"::OnMyMobDead");
end;
}
1@mist,1,6,0 script #Fragments of Memory CLEAR_NPC,{
end;
OnInstanceInit:
- disablenpc instance_npcname("#Fragments of Memory");
- monster instance_mapname("1@mist"),0,0,"Guardian's Fragments of Memory",2138,15;
+ disablenpc(instance_npcname("#Fragments of Memory"));
+ monster(instance_mapname("1@mist"), 0, 0, _("Guardian's Fragments of Memory"), NYDHOG_MEMORY1_1, 15);
end;
}
//== Warp Portals ==========================================
bif_fild01,38,374,0 script Mysterious Flower#ep14_1 CLEAR_NPC,{
- mes "It's a giant flower with mysterious energy.";
+ mes("It's a giant flower with mysterious energy.");
if (countitem(Mysterious_Seed)) {
- mes "It's reacting to the Mysterious Flower Seeds you have with you.";
- next;
+ mes("It's reacting to the Mysterious Flower Seeds you have with you.");
+ next();
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!!!";
- close2;
- delitem Mysterious_Seed,1;
- warp "bif_fild02",160,230;
+ mes("The flower started to shake violently");
+ mes("and swing forward as if trying to send the seeds as far away as possible!!!");
+ close2();
+ delitem(Mysterious_Seed, 1);
+ warp("bif_fild02", 160, 230);
end;
case 2:
- mes "As you hold onto the Mysterious Flower Seeds tightly,";
- mes "the flower shook violently and then became calm again.";
- close;
+ mes("As you hold onto the Mysterious Flower Seeds tightly,");
+ mes("the flower shook violently and then became calm again.");
+ close();
}
}
- mes "It looks like it has some special use, but you're not sure what.";
- close;
+ mes("It looks like it has some special use, but you're not sure what.");
+ close();
}
1@mist,104,23,0 warp #to_bif01 1,1,bif_fild01,160,352
@@ -1036,9 +1091,9 @@ bif_fild01,38,374,0 script Mysterious Flower#ep14_1 CLEAR_NPC,{
1@mist,109,70,0 script a1_a2 WARPNPC,1,1,{
end;
OnTouch:
- if (!questprogress(7211,PLAYTIME))
- setquest 7211;
- warp instance_mapname("1@mist"),116,40;
+ if (!questprogress(7211, PLAYTIME))
+ setquest(7211);
+ warp(instance_mapname("1@mist"), 116, 40);
end;
}
@@ -1140,21 +1195,21 @@ OnTouch:
1@mist,1,1,0 script #mist_warp_init CLEAR_NPC,{
end;
OnInstanceInit:
- disablenpc instance_npcname("a25_a18-1");
- disablenpc instance_npcname("a27-2_af1-2");
- disablenpc instance_npcname("a15-2_a4-1");
- disablenpc instance_npcname("a4-2_a11");
- disablenpc instance_npcname("b4-2_b2");
- disablenpc instance_npcname("b7_bf1-2");
- disablenpc instance_npcname("b31_b16");
- disablenpc instance_npcname("b27-3_bN-1");
- disablenpc instance_npcname("b6-1_b33");
- disablenpc instance_npcname("b5_b14");
- disablenpc instance_npcname("c1_c13-1");
- disablenpc instance_npcname("c13-3_c4");
- disablenpc instance_npcname("c19_c4");
- disablenpc instance_npcname("#to_bif02");
- disablenpc instance_npcname("#mist_warp_init");
+ disablenpc(instance_npcname("a25_a18-1"));
+ disablenpc(instance_npcname("a27-2_af1-2"));
+ disablenpc(instance_npcname("a15-2_a4-1"));
+ disablenpc(instance_npcname("a4-2_a11"));
+ disablenpc(instance_npcname("b4-2_b2"));
+ disablenpc(instance_npcname("b7_bf1-2"));
+ disablenpc(instance_npcname("b31_b16"));
+ disablenpc(instance_npcname("b27-3_bN-1"));
+ disablenpc(instance_npcname("b6-1_b33"));
+ disablenpc(instance_npcname("b5_b14"));
+ disablenpc(instance_npcname("c1_c13-1"));
+ disablenpc(instance_npcname("c13-3_c4"));
+ disablenpc(instance_npcname("c19_c4"));
+ disablenpc(instance_npcname("#to_bif02"));
+ disablenpc(instance_npcname("#mist_warp_init"));
end;
}
1@mist,247,123,0 warp a25_a18-1 1,1,1@mist,164,66 //Tom
diff --git a/npc/re/instances/MalangdoCulvert.txt b/npc/re/instances/MalangdoCulvert.txt
index e954c9b15..2e51f0fd5 100644
--- a/npc/re/instances/MalangdoCulvert.txt
+++ b/npc/re/instances/MalangdoCulvert.txt
@@ -37,245 +37,261 @@
//== Quest NPCs ============================================
mal_in01,172,28,2 script Albo#mal 4_CAT_SAILOR5,{
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of objects. Try to continue after reducing those objects.";
- close;
+ if (checkweight(Knife, 1) == 0) {
+ mes("You have too many kinds of objects. Try to continue after reducing those objects.");
+ close();
}
if (MaxWeight - Weight < 1000) {
- mes "You have too many heavy objects. Try to continue after reducing your weight.";
- close;
+ mes("You have too many heavy objects. Try to continue after reducing your weight.");
+ close();
}
if (BaseLevel < 90) {
- mes "[Albo]";
- mes "Who are you?";
- mes "We don't need a weaking!!";
- close;
+ mes("[Albo]");
+ mes("Who are you?");
+ mes("We don't need a weaking!!");
+ close();
}
- setarray .@quests[0],12271,12272,12273,12274;
- setarray .@names$[0],
- "General Culvert Daily Service","^990000Hard Culvert Daily Service^000000",
- "General Culvert Weekly Service","^990000Hard Culvert Weekly Service^000000";
- .@menu$ = "Why are doing this job?:";
+ setarray(.@quests[0], 12271, 12272, 12273, 12274);
+ setarray(.@names$[0],
+ _("General Culvert Daily Service"), _("^990000Hard Culvert Daily Service^000000"),
+ _("General Culvert Weekly Service"), _("^990000Hard Culvert Weekly Service^000000"));
+ .@menu$ = _("Why are doing this job?:");
for(.@i = 0; .@i<4; ++.@i) {
- if (questprogress(.@quests[.@i],PLAYTIME)) {
+ if (questprogress(.@quests[.@i], PLAYTIME)) {
.@status[.@i] = 2;
- .@menu$ += "^aaaaaa- There is no new task -^000000:";
+ .@menu$ += _("^aaaaaa- There is no new task -^000000:");
} else if (.@i%2 && BaseLevel < 140) {
.@status[.@i] = 0;
- .@menu$ += "^aaaaaaCan't take this job because level is too low^000000:";
+ .@menu$ += _("^aaaaaaCan't take this job because level is too low^000000:");
} else {
.@status[.@i] = 1;
.@menu$ += .@names$[.@i]+":";
}
}
- mes "[Albo]";
- mes "We crossed the sea!";
- mes "We are great heroes of Culvert! We do not forgive the seafood that aims at Culvert!";
- next;
- .@i = select(.@menu$)-1;
+ mes("[Albo]");
+ mes("We crossed the sea!");
+ mes("We are great heroes of Culvert! We do not forgive the seafood that aims at Culvert!");
+ next();
+ .@i = select(.@menu$) - 1;
if (.@i == 0) {
- mes "[Albo]";
- mes "We used to be the henchmen of Mr. Missing! We almost became guards of such a historic site.";
- next;
- mes "[Albo]";
- mes "However, when sea water flooded all precious the resources, my dream... all my dreams melted away...";
- next;
- mes "[Albo]";
- mes "We do not forgive the seafood that invaded our territory. I'll eat them with spicy paste!!!";
- next;
- mes "^0000ffAlbo's voice shakes with anger. He smacked his lips when he mentioned spicy paste.^000000";
- close;
+ mes("[Albo]");
+ mes("We used to be the henchmen of Mr. Missing! We almost became guards of such a historic site.");
+ next();
+ mes("[Albo]");
+ mes("However, when sea water flooded all precious the resources, my dream... all my dreams melted away...");
+ next();
+ mes("[Albo]");
+ mes("We do not forgive the seafood that invaded our territory. I'll eat them with spicy paste!!!");
+ next();
+ mes("^0000ffAlbo's voice shakes with anger. He smacked his lips when he mentioned spicy paste.^000000");
+ close();
}
- switch(.@status[.@i-1]) {
+ switch (.@status[.@i - 1]) {
case 0:
- mes "[Albo]";
- mes "That task is really hard for you, so I can't tell you about it. Why don't you find another one?";
- close;
+ mes("[Albo]");
+ mes("That task is really hard for you, so I can't tell you about it. Why don't you find another one?");
+ close();
case 1:
break;
case 2:
- mes "[Albo]";
- mes "I'm sorry. There is no new task yet! If I find any work, I'll tell you so!";
- close;
+ mes("[Albo]");
+ mes("I'm sorry. There is no new task yet! If I find any work, I'll tell you so!");
+ close();
}
- switch(.@i) {
+ switch (.@i) {
case 1: // General Culvert Daily Service
- switch(rand(1,6)) {
- case 1: callsub L_GiveQuest,.@i,12255,12271,"Deep Sea Crab";
- case 2: callsub L_GiveQuest,.@i,12256,12271,"Deep Sea Marse";
- case 3: callsub L_GiveQuest,.@i,12257,12271,"Deep Sea Vadon";
- case 4: callsub L_GiveQuest,.@i,12258,12271,"Deep Sea Shellfish";
- case 5: callsub L_GiveQuest,.@i,12259,12271,"Deep Sea Kukre";
- case 6: callsub L_GiveQuest,.@i,12260,12271,"Deep Sea Cornutus";
+ switch (rand(1, 6)) {
+ case 1:
+ callsub(L_GiveQuest, .@i, 12255, 12271, _("Deep Sea Crab"));
+ case 2:
+ callsub(L_GiveQuest, .@i, 12256, 12271, _("Deep Sea Marse"));
+ case 3:
+ callsub(L_GiveQuest, .@i, 12257, 12271, _("Deep Sea Vadon"));
+ case 4:
+ callsub(L_GiveQuest, .@i, 12258, 12271, _("Deep Sea Shellfish"));
+ case 5:
+ callsub(L_GiveQuest, .@i, 12259, 12271, _("Deep Sea Kukre"));
+ case 6:
+ callsub(L_GiveQuest, .@i, 12260, 12271, _("Deep Sea Cornutus"));
}
case 2: // Hard Culvert Daily Service
- switch(rand(1,6)) {
- case 1: callsub L_GiveQuest,.@i,12261,12272,"Deep Sea Marc";
- case 2: callsub L_GiveQuest,.@i,12262,12272,"Deep Sea Sword Fish";
- case 3: callsub L_GiveQuest,.@i,12263,12272,"Deep Sea Strouf";
- case 4: callsub L_GiveQuest,.@i,12264,12272,"Deep Sea Anolian";
- case 5: callsub L_GiveQuest,.@i,12265,12272,"Deep Sea Obeanue";
- case 6: callsub L_GiveQuest,.@i,12266,12272,"Deep Sea Kapha";
+ switch (rand(1, 6)) {
+ case 1:
+ callsub(L_GiveQuest, .@i, 12261, 12272, _("Deep Sea Marc"));
+ case 2:
+ callsub(L_GiveQuest, .@i, 12262, 12272, _("Deep Sea Sword Fish"));
+ case 3:
+ callsub(L_GiveQuest, .@i, 12263, 12272, _("Deep Sea Strouf"));
+ case 4:
+ callsub(L_GiveQuest, .@i, 12264, 12272, _("Deep Sea Anolian"));
+ case 5:
+ callsub(L_GiveQuest, .@i, 12265, 12272, _("Deep Sea Obeanue"));
+ case 6:
+ callsub(L_GiveQuest, .@i, 12266, 12272, _("Deep Sea Kapha"));
}
case 3: // General Culvert Weekly Service
- switch(rand(1,2)) {
- case 1: callsub L_GiveQuest,.@i,12267,12273,"Weird Coelacanth";
- case 2: callsub L_GiveQuest,.@i,12268,12273,"Gloomy Coelacanth";
+ switch (rand(1, 2)) {
+ case 1:
+ callsub(L_GiveQuest, .@i, 12267, 12273, _("Weird Coelacanth"));
+ case 2:
+ callsub(L_GiveQuest, .@i, 12268, 12273, _("Gloomy Coelacanth"));
}
case 4: // Hard Culvert Weekly Service
- switch(rand(1,2)) {
- case 1: callsub L_GiveQuest,.@i,12269,12274,"Violent Coelacanth";
- case 2: callsub L_GiveQuest,.@i,12270,12274,"Mutant Coelacanth";
+ switch (rand(1, 2)) {
+ case 1:
+ callsub(L_GiveQuest, .@i, 12269, 12274, _("Violent Coelacanth"));
+ case 2:
+ callsub(L_GiveQuest, .@i, 12270, 12274, _("Mutant Coelacanth"));
}
default:
- mes "[Albo]";
- mes "Uh!? Where is the task? Let me find that quickly. You must speak with Madeca!";
- close;
+ mes("[Albo]");
+ mes("Uh!? Where is the task? Let me find that quickly. You must speak with Madeca!");
+ close();
}
end;
-// callsub L_GiveQuest,.@i,<quest 1>,<quest 2>,<monster>;
+// callsub(L_GiveQuest, .@i, <quest 1>, <quest 2>, <monster>);
L_GiveQuest:
- setquest getarg(1);
- setquest getarg(2);
- mes "[Albo]";
- mes "Today, the heroes of Culvert!";
- mes "We raise our voices and set a date for the extermination of ^0000ff"+getarg(3)+"^000000!";
- next;
- mes "[Albo]";
- switch(getarg(0)) {
+ setquest(getarg(1));
+ setquest(getarg(2));
+ mes("[Albo]");
+ mes("Today, the heroes of Culvert!");
+ mesf("We raise our voices and set a date for the extermination of ^0000ff%s^000000!", getarg(3));
+ next();
+ mes("[Albo]");
+ switch (getarg(0)) {
case 1:
case 2:
- mes "Come on, heroes! Don't be afraid of them! Just go on, since it's a one-day mission!";
+ mes("Come on, heroes! Don't be afraid of them! Just go on, since it's a one-day mission!");
break;
case 3:
- mes "I'll give you one week to finish this job! Terminate all of them in Culvert Dungeon, Normal Mode!";
+ mes("I'll give you one week to finish this job! Terminate all of them in Culvert Dungeon, Normal Mode!");
break;
case 4:
- mes "I'll give you one week to finish this job! Terminate all of them in Culvert Dungeon, Hard Mode!";
+ mes("I'll give you one week to finish this job! Terminate all of them in Culvert Dungeon, Hard Mode!");
break;
}
- next;
- mes "You received a request for the Extermination of ^005500"+getarg(3)+"^000000. If you need more details, please check the quest window.";
- close;
+ next();
+ mesf("You received a request for the Extermination of ^005500%s^000000. If you need more details, please check the quest window.", getarg(3));
+ close();
}
mal_in01,172,26,2 script Madeca#mal 4_CAT_SAILOR1,{
- if (checkweight(Knife,1) == 0) {
- mes "You have too many kinds of objects. Try to continue after reducing those objects.";
- close;
+ if (checkweight(Knife, 1) == 0) {
+ mes("You have too many kinds of objects. Try to continue after reducing those objects.");
+ close();
}
if (MaxWeight - Weight < 1000) {
- mes "You have too many heavy objects. Try to continue after reducing your weight.";
- close;
+ mes("You have too many heavy objects. Try to continue after reducing your weight.");
+ close();
}
if (BaseLevel < 90) {
- mes "[Madeca]";
- mes "Karrrrrrr!!";
- mes "Let's have some bad seafood that can be boiled or grilled!";
- next;
- mes "[Madeca]";
- mes "Who are you? You are such a totterer. Even seaweed could kill you!";
- close;
+ mes("[Madeca]");
+ mes("Karrrrrrr!!");
+ mes("Let's have some bad seafood that can be boiled or grilled!");
+ next();
+ mes("[Madeca]");
+ mes("Who are you? You are such a totterer. Even seaweed could kill you!");
+ close();
}
- mes "[Madeca]";
- 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;
+ mes("[Madeca]");
+ 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;
if (.@i == 0) {
- mes "[Madeca]";
- mes "I'm here to help my big brother Albo!";
- next;
- mes "[Madeca]";
- mes "We provide precious materials to humans who make sludge out of the bad seafood in the Culverts!";
- next;
- mes "[Madeca]";
- mes "We provide A~B Grade Coins as compensation for daily service, and the precious Sea God's Wrath as compensation for weekly service.";
- next;
- mes "[Madeca]";
- mes "If you take care of big brother Albo's request, I will see you very often. So, let's stay close!";
- close;
+ mes("[Madeca]");
+ mes("I'm here to help my big brother Albo!");
+ next();
+ mes("[Madeca]");
+ mes("We provide precious materials to humans who make sludge out of the bad seafood in the Culverts!");
+ next();
+ mes("[Madeca]");
+ mes("We provide A~B Grade Coins as compensation for daily service, and the precious Sea God's Wrath as compensation for weekly service.");
+ next();
+ mes("[Madeca]");
+ mes("If you take care of big brother Albo's request, I will see you very often. So, let's stay close!");
+ close();
}
- mes "[Madeca]";
- mes "I can't give you compensation for an expired request, so let me check if any of yours have expired.";
- next;
+ mes("[Madeca]");
+ mes("I can't give you compensation for an expired request, so let me check if any of yours have expired.");
+ next();
specialeffect(EF_SPHERE, AREA, playerattached());
- progressbar "0xFFFF00",3;
+ progressbar(sprintf("0x%x", C_YELLOW), 3);
specialeffect(EF_STEAL, AREA, playerattached());
- switch(.@i) {
+ switch (.@i) {
case 1: // General Culvert Daily Service
- if (questprogress(12271,PLAYTIME) == 2)
- callsub L_EraseQuest,12255,12256,12257,12258,12259,12260,12271;
- else {
+ if (questprogress(12271, PLAYTIME) == 2) {
+ callsub(L_EraseQuest, 12255, 12256, 12257, 12258, 12259, 12260, 12271);
+ } else {
// Reward: 2x B Grade Coin
- callsub L_CheckQuest,12255,"Deep Sea Crab",6419,2;
- callsub L_CheckQuest,12256,"Deep Sea Marse",6419,2;
- callsub L_CheckQuest,12257,"Deep Sea Vadon",6419,2;
- callsub L_CheckQuest,12258,"Deep Sea Shellfish",6419,2;
- callsub L_CheckQuest,12259,"Deep Sea Kukre",6419,2;
- callsub L_CheckQuest,12260,"Deep Sea Cornutus",6419,2;
+ callsub(L_CheckQuest, 12255, _("Deep Sea Crab"), Bgrade_Coin, 2);
+ callsub(L_CheckQuest, 12256, _("Deep Sea Marse"), Bgrade_Coin, 2);
+ callsub(L_CheckQuest, 12257, _("Deep Sea Vadon"), Bgrade_Coin, 2);
+ callsub(L_CheckQuest, 12258, _("Deep Sea Shellfish"), Bgrade_Coin, 2);
+ callsub(L_CheckQuest, 12259, _("Deep Sea Kukre"), Bgrade_Coin, 2);
+ callsub(L_CheckQuest, 12260, _("Deep Sea Cornutus"), Bgrade_Coin, 2);
}
break;
case 2: // Hard Culvert Daily Service
- if (questprogress(12272,PLAYTIME) == 2)
- callsub L_EraseQuest,12261,12262,12263,12264,12265,12266,12272;
- else {
+ if (questprogress(12272, PLAYTIME) == 2) {
+ callsub(L_EraseQuest, 12261, 12262, 12263, 12264, 12265, 12266, 12272);
+ } else {
// Reward: 1x A Grade Coin
- callsub L_CheckQuest,12261,"Deep Sea Marc",6418,1;
- callsub L_CheckQuest,12262,"Deep Sea Sword Fish",6418,1;
- callsub L_CheckQuest,12263,"Deep Sea Strouf",6418,1;
- callsub L_CheckQuest,12264,"Deep Sea Anolian",6418,1;
- callsub L_CheckQuest,12265,"Deep Sea Obeaune",6418,1;
- callsub L_CheckQuest,12266,"Deep Sea Kapha",6418,1;
+ callsub(L_CheckQuest, 12261, _("Deep Sea Marc"), Agrade_Coin, 1);
+ callsub(L_CheckQuest, 12262, _("Deep Sea Sword Fish"), Agrade_Coin, 1);
+ callsub(L_CheckQuest, 12263, _("Deep Sea Strouf"), Agrade_Coin, 1);
+ callsub(L_CheckQuest, 12264, _("Deep Sea Anolian"), Agrade_Coin, 1);
+ callsub(L_CheckQuest, 12265, _("Deep Sea Obeaune"), Agrade_Coin, 1);
+ callsub(L_CheckQuest, 12266, _("Deep Sea Kapha"), Agrade_Coin, 1);
}
break;
case 3: // General Culvert Weekly Service
- if (questprogress(12273,PLAYTIME) == 2)
- callsub L_EraseQuest,12267,12268,12273;
- else {
+ if (questprogress(12273, PLAYTIME) == 2) {
+ callsub(L_EraseQuest, 12267, 12268, 12273);
+ } else {
// Reward: 1x Sea God's Wrath
- callsub L_CheckQuest,12267,"Weird Coelacanth",6423,1;
- callsub L_CheckQuest,12268,"Gloomy Coelacanth",6423,1;
+ callsub(L_CheckQuest, 12267, _("Weird Coelacanth"), Anger_Seagod, 1);
+ callsub(L_CheckQuest, 12268, _("Gloomy Coelacanth"), Anger_Seagod, 1);
}
break;
case 4: // Hard Culvert Weekly Service
- if (questprogress(12274,PLAYTIME) == 2)
- callsub L_EraseQuest,12269,12270,12274;
- else {
+ if (questprogress(12274, PLAYTIME) == 2) {
+ callsub(L_EraseQuest, 12269, 12270, 12274);
+ } else {
// Reward: 5x Sea God's Wrath
- callsub L_CheckQuest,12269,"Violent Coelacanth",6423,5;
- callsub L_CheckQuest,12270,"Mutant Coelacanth",6423,5;
+ callsub(L_CheckQuest, 12269, _("Violent Coelacanth"), Anger_Seagod, 5);
+ callsub(L_CheckQuest, 12270, _("Mutant Coelacanth"), Anger_Seagod, 5);
}
break;
default:
- mes "[Madeca]";
- mes "Something is wrong. Please check this again!";
- close;
+ mes("[Madeca]");
+ mes("Something is wrong. Please check this again!");
+ close();
}
- mes "[Madeca]";
- mes "I don't see any completed mission!";
- close;
+ mes("[Madeca]");
+ mes("I don't see any completed mission!");
+ close();
L_EraseQuest:
for(.@j = 0; .@j<getargcount(); ++.@j) {
if (questprogress(getarg(.@j)))
- erasequest getarg(.@j);
+ erasequest(getarg(.@j));
}
- mes "[Madeca]";
- mes "Um, I'm sorry. You exceeded the time limit, so I can't give you any payment.";
- close;
+ mes("[Madeca]");
+ mes("Um, I'm sorry. You exceeded the time limit, so I can't give you any payment.");
+ close();
-// callsub L_CheckQuest,<quest ID>,<monster>,<reward item ID>,<reward item amount>;
+// callsub(L_CheckQuest, <quest ID>, <monster>, <reward item ID>, <reward item amount>);
L_CheckQuest:
- if (questprogress(getarg(0),HUNTING) == 2) {
- mes "[Madeca]";
- mes "You've punished ^0000ff"+getarg(1)+"^000000!";
- mes "Here's your pay!";
- erasequest getarg(0);
+ if (questprogress(getarg(0), HUNTING) == 2) {
+ mes("[Madeca]");
+ mesf("You've punished ^0000ff%s^000000!", getarg(1));
+ mes("Here's your pay!");
+ erasequest(getarg(0));
specialeffect(EF_STEAL, AREA, playerattached());
- getitem getarg(2),getarg(3);
- close;
+ getitem(getarg(2), getarg(3));
+ close();
}
return;
}
@@ -283,248 +299,249 @@ L_CheckQuest:
//== Instance Creation =====================================
mal_in01,160,34,4 script Missing, the Cleaner 4_CAT_SAILOR2,{
if (BaseLevel < 90) {
- mes "[Missing, the Cleaner]";
- mes "Are you talking to me?!";
- next;
- mes "[Missing, the Cleaner]";
- mes "I'm not sure what made you come here but you can't enter!";
- mes "Tomas' orders...";
- next;
- mes "^770099You must be Base level 90 to enter.^000000";
- close;
+ mes("[Missing, the Cleaner]");
+ mes("Are you talking to me?!");
+ next();
+ mes("[Missing, the Cleaner]");
+ mes("I'm not sure what made you come here but you can't enter!");
+ mes("Tomas' orders...");
+ next();
+ mes("^770099You must be Base level 90 to enter.^000000");
+ close();
}
if (in_canal_n == 0) {
- mes "[Missing, the Cleaner]";
- mes "(trembling)";
- 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) {
- mes "[Missing, the Cleaner]";
- mes "Are you talking to me?!";
- next;
- mes "^660066A trembling cat is looking up at you.^000000";
- close;
+ mes("[Missing, the Cleaner]");
+ mes("(trembling)");
+ 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) {
+ mes("[Missing, the Cleaner]");
+ mes("Are you talking to me?!");
+ next();
+ mes("^660066A trembling cat is looking up at you.^000000");
+ close();
}
- mes "[Missing, the Cleaner]";
- mes "Achoo!";
- next;
- mes "[Missing, the Cleaner]";
- mes "We have had many issues during the";
- mes "cleaning of the culverts. But a";
- mes "cat's gotta do it...";
- next;
+ mes("[Missing, the Cleaner]");
+ mes("Achoo!");
+ next();
+ mes("[Missing, the Cleaner]");
+ mes("We have had many issues during the");
+ mes("cleaning of the culverts. But a");
+ mes("cat's gotta do it...");
+ next();
select("What culvert are you cleaning?");
- mes "[Missing, the Cleaner]";
- mes "It might look unfamiliar for an";
- mes "outsider, but actually this place";
- mes "is made to keep souvenirs and";
- mes "luxurious things.";
- next;
- mes "[Missing, the Cleaner]";
- mes "After there was a big trembling on";
- mes "this island, things started leaking";
- mes "around here. So that's why I became";
- mes "a cleaner here, though I used";
- mes "to be a manager.";
- next;
- mes "^660066The cat looks like it's been crying...^000000";
- next;
- mes "[Missing, the Cleaner]";
- mes "There is a culvert along this way";
- mes "to the basement. There are many bad";
- mes "guys who hurt me. I am tired of";
- mes "fighting with them so many times a";
- mes "day!";
- next;
- mes "[Missing, the Cleaner]";
- mes "Ohh! You touched my fur!";
- mes "My fur is falling out... it's all";
- mes "those guys' fault~";
- next;
- mes "^660066You just now notice that the cat's fur is missing in some places.^000000";
- next;
+ mes("[Missing, the Cleaner]");
+ mes("It might look unfamiliar for an");
+ mes("outsider, but actually this place");
+ mes("is made to keep souvenirs and");
+ mes("luxurious things.");
+ next();
+ mes("[Missing, the Cleaner]");
+ mes("After there was a big trembling on");
+ mes("this island, things started leaking");
+ mes("around here. So that's why I became");
+ mes("a cleaner here, though I used");
+ mes("to be a manager.");
+ next();
+ mes("^660066The cat looks like it's been crying...^000000");
+ next();
+ mes("[Missing, the Cleaner]");
+ mes("There is a culvert along this way");
+ mes("to the basement. There are many bad");
+ mes("guys who hurt me. I am tired of");
+ mes("fighting with them so many times a");
+ mes("day!");
+ next();
+ mes("[Missing, the Cleaner]");
+ mes("Ohh! You touched my fur!");
+ mes("My fur is falling out... it's all");
+ mes("those guys' fault~");
+ next();
+ mes("^660066You just now notice that the cat's fur is missing in some places.^000000");
+ next();
select("Why don't you just quit!");
- mes "[Missing, the Cleaner]";
- mes "I still have to make a living, don't I?";
- next;
- mes "[Missing, the Cleaner]";
- 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) {
- mes "[Missing, the Cleaner]";
- mes "Thank you. I am going back to pour the water!";
- close;
+ mes("[Missing, the Cleaner]");
+ mes("I still have to make a living, don't I?");
+ next();
+ mes("[Missing, the Cleaner]");
+ 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) {
+ mes("[Missing, the Cleaner]");
+ mes("Thank you. I am going back to pour the water!");
+ close();
}
- mes "[Missing, the Cleaner]";
- mes "(turns down his voice)";
- mes "If you really want to help, come closer!";
- next;
+ mes("[Missing, the Cleaner]");
+ mes("(turns down his voice)");
+ mes("If you really want to help, come closer!");
+ next();
select("(get in closer)");
- mes "[Missing, the Cleaner]";
- mes "Not everyone can be an assistant";
- mes "here. But I can't help choosing";
- mes "anyone at the moment...";
- next;
- mes "[Missing, the Cleaner]";
- mes "If you want to go down here, let me get this code.";
- next;
- mes "^660066The cat scribbles a memo for code to you.^000000";
- next;
+ mes("[Missing, the Cleaner]");
+ mes("Not everyone can be an assistant");
+ mes("here. But I can't help choosing");
+ mes("anyone at the moment...");
+ next();
+ mes("[Missing, the Cleaner]");
+ mes("If you want to go down here, let me get this code.");
+ next();
+ mes("^660066The cat scribbles a memo for code to you.^000000");
+ next();
select("Open the memo.");
- mes "^660000Aragam insulted me.^000000";
- next;
- mes "[Missing, the Cleaner]";
- mes "You must be here with friends";
- mes "because you can't go in alone! And";
- mes "the password code will be from the";
- mes "party leader!";
- next;
- mes "[Missing, the Cleaner]";
- mes "What is also important is you must";
- mes "have a Seagod Protection with you.";
- next;
- mes "[Missing, the Cleaner]";
- mes "Don't forget! I will not open the";
- mes "door if you do not have Seagod Protection!";
+ mes("^660000Aragam insulted me.^000000");
+ next();
+ mes("[Missing, the Cleaner]");
+ mes("You must be here with friends");
+ mes("because you can't go in alone! And");
+ mes("the password code will be from the");
+ mes("party leader!");
+ next();
+ mes("[Missing, the Cleaner]");
+ mes("What is also important is you must");
+ mes("have a Seagod Protection with you.");
+ next();
+ mes("[Missing, the Cleaner]");
+ mes("Don't forget! I will not open the");
+ mes("door if you do not have Seagod Protection!");
in_canal_n = 1;
- close;
+ close();
}
if (countitem(Ptotection_Seagod) == 0) {
- mes "[Missing, the Cleaner]";
- mes "You don't look like you have Seagod Protection. I can't open door at the moment!";
- close;
+ mes("[Missing, the Cleaner]");
+ mes("You don't look like you have Seagod Protection. I can't open door at the moment!");
+ close();
}
.@party_id = getcharid(CHAR_ID_PARTY);
- .@md_name$ = "Culvert";
+ .@md_name$ = _("Culvert");
if (!.@party_id) {
- mes "^0000ffYou have to organize a party of";
- mes "more than 1 member or be a member";
- mes "of the party and come back.^000000";
- close;
+ mes("^0000ffYou have to organize a party of");
+ mes("more than 1 member or be a member");
+ mes("of the party and come back.^000000");
+ close();
}
- .@playtime = questprogress(12254,PLAYTIME);
+ .@playtime = questprogress(12254, PLAYTIME);
if (!.@playtime) {
- 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.")) {
+ 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.")) {
case 1:
- mes "[Missing, the Cleaner]";
- mes "What a rookie.";
- close;
+ mes("[Missing, the Cleaner]");
+ mes("What a rookie.");
+ close();
case 2:
- .@instance = instance_create(.@md_name$,.@party_id);
+ .@instance = instance_create(.@md_name$, .@party_id);
if (.@instance < 0) {
- mes "Party name: "+getpartyname(.@party_id);
- mes "Party leader: "+strcharinfo(PC_NAME);
- mes "^0000ff"+.@md_name$+"^000000 - Reservation Failed!";
- close;
+ mesf("Party name: %s", getpartyname(.@party_id));
+ mesf("Party leader: %s", strcharinfo(PC_NAME));
+ mesf("^0000ff%s^000000 - Reservation Failed!", .@md_name$);
+ close();
}
- if (instance_attachmap("1@pump",.@instance) == "" || instance_attachmap("2@pump",.@instance) == "") {
- mes "^0000ff"+.@md_name$+"^000000 - Reservation Failed!";
+ if (instance_attachmap("1@pump", .@instance) == "" || instance_attachmap("2@pump", .@instance) == "") {
+ mesf("^0000ff%s^000000 - Reservation Failed!", .@md_name$);
instance_destroy(.@instance);
- close;
+ close();
}
- instance_set_timeout 3600,300,.@instance;
+ instance_set_timeout(3600, 300, .@instance);
instance_init(.@instance);
- mes "^3333FF"+.@md_name$+"^000000 - Reserving";
- mes "After making the reservation, you";
- mes "have to select Enter the Culvert.";
- close;
+ mesf("^3333FF%s^000000 - Reserving", .@md_name$);
+ mes("After making the reservation, you");
+ mes("have to select Enter the Culvert.");
+ close();
case 3:
- callsub L_Enter,0;
+ callsub(L_Enter, 0);
}
}
- if(select("Enter Culvert", "Cancel") == 2)
+ if (select("Enter Culvert", "Cancel") == 2)
end;
- callsub L_Enter,1;
+ 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)
- close;
- callsub L_Enter,0;
+ mes("You can enter the Culvert if the gate is open.");
+ next();
+ if (select("Enter Culvert", "Cancel") == 2)
+ close();
+ callsub(L_Enter, 0);
} else if (.@playtime == 2) {
- mes "^0000ffThe gate to the Culvert is open again.^000000";
- erasequest 12254;
- close;
+ mes("^0000ffThe gate to the Culvert is open again.^000000");
+ erasequest(12254);
+ close();
}
end;
L_Enter:
if (has_instance("1@pump") == "") {
- if (questprogress(12254,PLAYTIME) == 1) {
- mes "The gate to the Culvert is still closed.";
- mes "You must wait until you are able to enter or find a party leader who can create the instance.";
- close;
+ if (questprogress(12254, PLAYTIME) == 1) {
+ mes("The gate to the Culvert is still closed.");
+ mes("You must wait until you are able to enter or find a party leader who can create the instance.");
+ close();
}
- mes "The memorial dungeon Culvert does not exist.";
- mes "The party leader has not reserved entrance to the dungeon yet.";
- close;
+ mes("The memorial dungeon Culvert does not exist.");
+ mes("The party leader has not reserved entrance to the dungeon yet.");
+ close();
}
- 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;
+ mapannounce("mal_in01", sprintf(_$("%s of the party %s is entering the Culvert."), strcharinfo(PC_NAME), getpartyname(.@party_id)), bc_map, C_SPRINGGREEN);
+ if (!questprogress(12254))
+ setquest(12254);
+ warp("1@pump", 63, 98);
end;
}
//== Instance: Common Scripts ==============================
1@pump,63,100,4 script Missing, the Cleaner#0 4_CAT_SAILOR2,{
- 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;
+ 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();
}
- mes "[Missing, the Cleaner]";
- mes "This is the underground culvert where you will clean with your friends!";
- next;
- 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")) {
+ mes("[Missing, the Cleaner]");
+ mes("This is the underground culvert where you will clean with your friends!");
+ next();
+ 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")) {
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) {
- mes "[Missing, the Cleaner]";
- mes "Huh? Not ready yet? Talk to me again when you're ready.";
- close;
+ 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) {
+ mes("[Missing, the Cleaner]");
+ mes("Huh? Not ready yet? Talk to me again when you're ready.");
+ close();
}
'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");
- close;
+ 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"));
+ close();
case 2:
if (BaseLevel < 140) {
- mes "[Missing, the Cleaner]";
- mes "Hmmm... Missing thinks you're weak! Tell me the truth!!";
- close;
+ mes("[Missing, the Cleaner]");
+ mes("Hmmm... Missing thinks you're weak! Tell me the truth!!");
+ close();
}
- mes "[Missing, the Cleaner]";
- mes "Huh? You have some fighting skills? Well, then, there is one place I wasn't able to clean... why don't you go there?!";
- next;
- 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) {
- mes "[Missing, the Cleaner]";
- mes "Hmm? Talk to me again when you're ready.";
- close;
+ mes("[Missing, the Cleaner]");
+ mes("Huh? You have some fighting skills? Well, then, there is one place I wasn't able to clean... why don't you go there?!");
+ next();
+ 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) {
+ mes("[Missing, the Cleaner]");
+ mes("Hmm? Talk to me again when you're ready.");
+ close();
}
'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");
- close;
+ 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"));
+ close();
case 3:
- mes "[Missing, the Cleaner]";
- mes "I told you not to play with me~!";
- close;
+ mes("[Missing, the Cleaner]");
+ mes("I told you not to play with me~!");
+ close();
}
end;
}
@@ -532,134 +549,134 @@ L_Enter:
1@pump,84,105,0 script Culvert Entrance#i WARPNPC,3,3,{
end;
OnInstanceInit:
- disablenpc instance_npcname("Culvert Entrance#i");
+ disablenpc(instance_npcname("Culvert Entrance#i"));
end;
OnTouch:
if (BaseLevel >= 140)
- warp instance_mapname("2@pump"),38,88;
+ warp(instance_mapname("2@pump"), 38, 88);
else
- warp instance_mapname("1@pump"),74,105;
+ warp(instance_mapname("1@pump"), 74, 105);
end;
}
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) {
- 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;
+ 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) {
+ 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();
}
- mes "[Missing, the Cleaner]";
- mes "That's right! Those culverts are very important! We must clean the culverts to prevent seaweed from blocking them. This is what we, cleaners, do!";
- next;
- mes "[Missing, the Cleaner]";
- mes "Watch out! Some monsters will be after you while you're cleaning the culverts! But do not yield to them!";
- next;
- mes "[Missing, the Cleaner]";
- mes "And... NEVER let 6 seaweeds stack! Up to 5 is acceptable! If there are 6, I'll drag you out of here!!";
- next;
- 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(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;
+ mes("[Missing, the Cleaner]");
+ mes("That's right! Those culverts are very important! We must clean the culverts to prevent seaweed from blocking them. This is what we, cleaners, do!");
+ next();
+ mes("[Missing, the Cleaner]");
+ mes("Watch out! Some monsters will be after you while you're cleaning the culverts! But do not yield to them!");
+ next();
+ mes("[Missing, the Cleaner]");
+ mes("And... NEVER let 6 seaweeds stack! Up to 5 is acceptable! If there are 6, I'll drag you out of here!!");
+ next();
+ 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(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();
}
- mes "[Missing, the Cleaner]";
- mes "So, are you ready to clean now?";
- next;
- switch(select("Wait! Not yet!", "Let's start!")) {
+ mes("[Missing, the Cleaner]");
+ mes("So, are you ready to clean now?");
+ next();
+ 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.";
- close;
+ mes("[Missing, the Cleaner]");
+ mes("Huh? Not ready yet? Then talk to me when you're ready.");
+ close();
case 2:
- mes "[Missing, the Cleaner]";
- mes "OK! Now it begins!";
+ mes("[Missing, the Cleaner]");
+ mes("OK! Now it begins!");
return;
}
}
//== Instance: Normal Mode =================================
1@pump,84,105,4 script Missing, the Cleaner#nf 4_CAT_SAILOR2,{
- mes "[Missing, the Cleaner]";
- mes "I have the cleaning job for 40 years and I've never seen such a terrible team!!";
- next;
- mes "[Missing, the Cleaner]";
- mes "I see seaweed everywhere because you're wiggling! All the culverts will be blocked with seaweed!";
- next;
- 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;
+ mes("[Missing, the Cleaner]");
+ mes("I have the cleaning job for 40 years and I've never seen such a terrible team!!");
+ next();
+ mes("[Missing, the Cleaner]");
+ mes("I see seaweed everywhere because you're wiggling! All the culverts will be blocked with seaweed!");
+ next();
+ 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();
}
- 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!")) {
+ 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!")) {
case 1:
- mes "[Missing, the Cleaner]";
- mes "You're still slow! Talk to me again whenever your're ready.";
- close;
+ mes("[Missing, the Cleaner]");
+ mes("You're still slow! Talk to me again whenever your're ready.");
+ close();
case 2:
- mes "[Missing, the Cleaner]";
- mes "Ok! Let's start now!";
- .@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$)+"::OnClear";
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
- close;
+ mes("[Missing, the Cleaner]");
+ mes("Ok! Let's start now!");
+ .@i$ = 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$)+"::OnClear");
+ disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
+ close();
}
- close;
+ close();
OnInstanceInit:
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
+ disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
end;
}
1@pump,84,105,4 script Missing, the Cleaner#n 4_CAT_SAILOR2,{
- callfunc "F_mal_missing";
- donpcevent instance_npcname("Missing, the Cleaner#n")+"::OnStart";
- close;
+ callfunc("F_mal_missing");
+ donpcevent(instance_npcname("Missing, the Cleaner#n")+"::OnStart");
+ close();
OnInstanceInit:
- disablenpc instance_npcname("Missing, the Cleaner#n");
+ disablenpc(instance_npcname("Missing, the Cleaner#n"));
end;
OnStart:
- killmonster instance_mapname("1@pump"),instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead";
- disablenpc instance_npcname("Missing, the Cleaner#n");
- initnpctimer;
+ killmonster(instance_mapname("1@pump"), instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead");
+ disablenpc(instance_npcname("Missing, the Cleaner#n"));
+ initnpctimer();
end;
OnAddSeaweed:
.@map$ = instance_mapname("1@pump");
- areamonster .@map$,55,99,61,105,"Contaminated Seaweed",2191,1,instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead";
- .@mob_dead_num = mobcount(.@map$,instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead");
+ areamonster(.@map$, 55, 99, 61, 105, _("Contaminated Seaweed"), MD_SEAWEED, 1, instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead");
+ .@mob_dead_num = mobcount(.@map$, instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead");
if (.@mob_dead_num >= 6)
- donpcevent instance_npcname("Missing, the Cleaner#n")+"::OnFail";
+ donpcevent(instance_npcname("Missing, the Cleaner#n")+"::OnFail");
else
- mapannounce .@map$,"Contaminated Seaweed: "+.@mob_dead_num+" stem",bc_map,"0xff3333",FW_NORMAL,20;
+ mapannounce(.@map$, sprintf(_$("Contaminated Seaweed: %s stem"), .@mob_dead_num), bc_map, "0xff3333", FW_NORMAL, 20);
end;
OnMyMobDead:
end;
OnFail:
- stopnpctimer;
- donpcevent instance_npcname("Monster Hole#n")+"::OnClear";
+ stopnpctimer();
+ donpcevent(instance_npcname("Monster Hole#n")+"::OnClear");
.@map$ = instance_mapname("1@pump");
- killmonster .@map$,instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead";
- enablenpc instance_npcname("Missing, the Cleaner#nf");
- mapannounce .@map$,"What is this!! Seaweed is all over the culverts! You're done with cleaning! Get out!!",bc_map,"0xff88ff",FW_NORMAL,15;
- disablenpc instance_npcname("Missing, the Cleaner#n");
+ killmonster(.@map$, instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead");
+ enablenpc(instance_npcname("Missing, the Cleaner#nf"));
+ mapannounce(.@map$, _("What is this!! Seaweed is all over the culverts! You're done with cleaning! Get out!!"), bc_map, "0xff88ff", FW_NORMAL, 15);
+ disablenpc(instance_npcname("Missing, the Cleaner#n"));
end;
OnTimer100:
- mapannounce instance_mapname("1@pump"),"First culvert will be opened in 5 sec. Cleaner can find the opened drain and click to start cleaning.",bc_map,"0x00ffcc",FW_NORMAL,15;
+ mapannounce(instance_mapname("1@pump"), _("First culvert will be opened in 5 sec. Cleaner can find the opened drain and click to start cleaning."), bc_map, "0x00ffcc", FW_NORMAL, 15);
end;
OnTimer5500:
- mapannounce instance_mapname("1@pump"),"The one who's in charge of cleaning the culvert cannot move or be attacked until the casting is over.",bc_map,"0x00ffcc",FW_NORMAL,15;
- donpcevent instance_npcname("Monster Hole#n")+"::OnSpawn";
+ mapannounce(instance_mapname("1@pump"), _("The one who's in charge of cleaning the culvert cannot move or be attacked until the casting is over."), bc_map, "0x00ffcc", FW_NORMAL, 15);
+ donpcevent(instance_npcname("Monster Hole#n")+"::OnSpawn");
end;
OnTimer45000:
OnTimer95000:
@@ -670,12 +687,12 @@ OnTimer295000:
OnTimer345000:
OnTimer395000:
OnTimer445000:
- mapannounce instance_mapname("1@pump"),"Next culvert will be opened in 5 sec. Please hurry up and find the position of the next culvert.",bc_map,"0x00ffcc",FW_NORMAL,15;
+ mapannounce(instance_mapname("1@pump"), _("Next culvert will be opened in 5 sec. Please hurry up and find the position of the next culvert."), bc_map, "0x00ffcc", FW_NORMAL, 15);
end;
OnTimer50000:
OnTimer100000:
OnTimer150000:
- donpcevent instance_npcname("Monster Hole#n")+"::OnSpawn";
+ donpcevent(instance_npcname("Monster Hole#n")+"::OnSpawn");
end;
OnTimer200000:
OnTimer250000:
@@ -683,103 +700,116 @@ OnTimer300000:
OnTimer350000:
OnTimer400000:
OnTimer450000:
- .@mob_dead_num = mobcount(instance_mapname("1@pump"),instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead");
+ .@mob_dead_num = mobcount(instance_mapname("1@pump"), instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead");
if (.@mob_dead_num >= 6)
- donpcevent instance_npcname("Missing, the Cleaner#n")+"::OnFail";
+ donpcevent(instance_npcname("Missing, the Cleaner#n")+"::OnFail");
else
- donpcevent instance_npcname("Monster Hole#n")+"::OnSpawn";
+ donpcevent(instance_npcname("Monster Hole#n")+"::OnSpawn");
end;
OnTimer515000:
.@map$ = instance_mapname("1@pump");
- .@mob_dead_num = mobcount(.@map$,instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead");
- mapannounce .@map$,"Contaminated Seaweed: "+.@mob_dead_num+" stem. Missing will come and inspect the results of the cleaning soon.",bc_map,"0xff3333",FW_NORMAL,20;
+ .@mob_dead_num = mobcount(.@map$, instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead");
+ mapannounce(.@map$, sprintf(_$("Contaminated Seaweed: %s stem. Missing will come and inspect the results of the cleaning soon."), .@mob_dead_num), bc_map, "0xff3333", FW_NORMAL, 20);
end;
OnTimer520000:
- stopnpctimer;
- .@mob_dead_num = mobcount(instance_mapname("1@pump"),instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead");
+ stopnpctimer();
+ .@mob_dead_num = mobcount(instance_mapname("1@pump"), instance_npcname("Missing, the Cleaner#n")+"::OnMyMobDead");
if (.@mob_dead_num >= 6)
- donpcevent instance_npcname("Missing, the Cleaner#n")+"::OnFail";
+ donpcevent(instance_npcname("Missing, the Cleaner#n")+"::OnFail");
else
- donpcevent instance_npcname("Boss Creation#n")+"::OnEnable";
+ donpcevent(instance_npcname("Boss Creation#n")+"::OnEnable");
end;
}
1@pump,1,1,4 script Monster Hole#n FAKE_NPC,{
end;
OnSpawn:
- .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN),0);
+ .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN), 0);
if (.@i$ == "n")
.@n = 6;
else if (.@i$ == "h")
.@n = 10;
- donpcevent instance_npcname("#Culvert_"+.@i$+rand(1,.@n))+"::OnEnable";
+ donpcevent(instance_npcname("#Culvert_"+.@i$+rand(1, .@n))+"::OnEnable");
end;
OnClear:
- .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN),0);
+ .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN), 0);
if (.@i$ == "n")
.@n = 6;
else if (.@i$ == "h")
.@n = 10;
- for(.@i = 1; .@i<=.@n; ++.@i)
- donpcevent instance_npcname("#Culvert_"+.@i$+.@n)+"::OnClear";
+ for(.@i = 1; .@i <= .@n; ++.@i)
+ donpcevent(instance_npcname("#Culvert_"+.@i$+.@n)+"::OnClear");
end;
}
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(NPC_NAME));
+ progressbar(sprintf("0x%x", C_YELLOW), 10);
+ stopnpctimer();
+ disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
end;
OnInstanceInit:
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
+ disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
end;
OnEnable:
- enablenpc instance_npcname(strnpcinfo(NPC_NAME));
+ enablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
.@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead";
.@map$ = instance_mapname("1@pump");
- .@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;
- case 3: setarray .@c[0],76,110,84,118; break;
- case 4: setarray .@c[0],36,76,44,84; break;
- case 5: setarray .@c[0],71,76,79,84; break;
- case 6: setarray .@c[0],54,97,62,105; break;
+ .@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;
+ case 3:
+ setarray(.@c[0], 76, 110, 84, 118);
+ break;
+ case 4:
+ setarray(.@c[0], 36, 76, 44, 84);
+ break;
+ case 5:
+ setarray(.@c[0], 71, 76, 79, 84);
+ break;
+ case 6:
+ setarray(.@c[0], 54, 97, 62, 105);
+ break;
}
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Abysmal Crab",2176,rand(1,3),.@label$;
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Abysmal Marse",2175,rand(1,3),.@label$;
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Ancient Vadon",2174,rand(1,3),.@label$;
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Abysmal Shellfish",2178,rand(1,3),.@label$;
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Ancient Kukre",2179,rand(1,3),.@label$;
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Abysmal Cornutus",2177,rand(1,3),.@label$;
- specialeffect EF_MAPPILLAR2,ALL_SAMEMAP; //currently broken
+ areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Abysmal Crab"), MD_CRAB, rand(1, 3), .@label$);
+ areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Abysmal Marse"), MD_MARSE, rand(1, 3), .@label$);
+ areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Ancient Vadon"), MD_VADON, rand(1, 3), .@label$);
+ areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Abysmal Shellfish"), MD_SHELLFISH, rand(1, 3), .@label$);
+ areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Ancient Kukre"), MD_KUKRE, rand(1, 3), .@label$);
+ areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Abysmal Cornutus"), MD_CORNUTUS, rand(1, 3), .@label$);
+ specialeffect(EF_MAPPILLAR2, ALL_SAMEMAP); //currently broken
getmapxy(.@map$, .@x, .@y, UNITTYPE_NPC);
- getpartymember 'party_id,2;
- copyarray .@partymemberaid[0],$@partymemberaid[0],$@partymembercount;
+ getpartymember('party_id, 2);
+ copyarray(.@partymemberaid[0], $@partymemberaid[0], $@partymembercount);
for(.@i = 0; .@i<$@partymembercount; ++.@i) {
if (attachrid(.@partymemberaid[.@i])) {
if (strcharinfo(PC_MAP) == .@map$)
- viewpoint 0,.@x,.@y,.@index,0xFFFF00;
- detachrid;
+ viewpoint(0, .@x, .@y, .@index, C_YELLOW);
+ detachrid();
}
}
- initnpctimer;
+ initnpctimer();
end;
OnMyMobDead:
end;
OnClear:
- stopnpctimer;
- killmonster instance_mapname("1@pump"),instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead";
+ stopnpctimer();
+ killmonster(instance_mapname("1@pump"), instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead");
end;
OnTimer49500: //OnTimer50000 clashes with the timer in "Missing, the Cleaner#h".
- donpcevent instance_npcname("Missing, the Cleaner#n")+"::OnAddSeaweed";
- donpcevent instance_npcname(strnpcinfo(NPC_NAME))+"::OnClear";
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
+ donpcevent(instance_npcname("Missing, the Cleaner#n")+"::OnAddSeaweed");
+ donpcevent(instance_npcname(strnpcinfo(NPC_NAME))+"::OnClear");
+ disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
end;
OnTouch:
- specialeffect EF_MAPPILLAR2;
+ specialeffect(EF_MAPPILLAR2);
end;
}
+
1@pump,68,124,4 duplicate(#Culvert_n1) #Culvert_n2 CLEAR_NPC,14,14
1@pump,80,114,4 duplicate(#Culvert_n1) #Culvert_n3 CLEAR_NPC,14,14
1@pump,40,80,4 duplicate(#Culvert_n1) #Culvert_n4 CLEAR_NPC,14,14
@@ -789,126 +819,139 @@ OnTouch:
1@pump,1,1,4 script Boss Creation#n FAKE_NPC,{
end;
OnInstanceInit:
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
+ disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
end;
OnEnable:
- enablenpc instance_npcname(strnpcinfo(NPC_NAME));
- initnpctimer;
+ enablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
+ initnpctimer();
end;
OnTimer100:
- .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN),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;
+ 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;
+ mapannounce(instance_mapname("2@pump"), _("Hmm! You guys are pretty good!!"), bc_map, "0xff88ff", FW_NORMAL, 15);
end;
OnTimer5000:
- mapannounce strnpcinfo(NPC_MAP),"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(NPC_MAP),"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(NPC_NAME_HIDDEN),0);
+ stopnpctimer();
+ .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN), 0);
.@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead";
- if (rand(1,100) > 50) {
+ if (rand(1, 100) > 50) {
if (.@i$ == "n")
- monster instance_mapname("1@pump"),0,0,"Weird Coelacanth",2188,1,.@label$;
+ monster(instance_mapname("1@pump"), 0, 0, _("Weird Coelacanth"), COELACANTH_N_M, 1, .@label$);
else if (.@i$ == "h")
- monster instance_mapname("2@pump"),0,0,"Mutant Coelacanth",2189,1,.@label$;
- mapannounce strnpcinfo(NPC_MAP),"Something big inside the abyss appears with a huge noise.",bc_map,"0x00ffcc",FW_NORMAL,15;
+ monster(instance_mapname("2@pump"), 0, 0, _("Mutant Coelacanth"), COELACANTH_H_M, 1, .@label$);
+ 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$;
+ monster(instance_mapname("1@pump"), 0, 0, _("Gloomy Coelacanth"), COELACANTH_N_A, 1, .@label$);
else if (.@i$ == "h")
- monster instance_mapname("2@pump"),0,0,"Violent Coelacanth",2190,1,.@label$;
- mapannounce strnpcinfo(NPC_MAP),"Something savage inside the abyss appears with a huge noise.",bc_map,"0x00ffcc",FW_NORMAL,15;
+ monster(instance_mapname("2@pump"), 0, 0, _("Violent Coelacanth"), COELACANTH_H_A, 1, .@label$);
+ 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(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);
+ 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, C_YELLOW, 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");
+ enablenpc(instance_npcname("Culvert Entrance#"+.@i$));
+ enablenpc(instance_npcname("Missing, the Cleaner#"+.@i$+"o"));
if (.@i$ == "n") {
- for(.@i = 0; .@i<10; ++.@i) {
- .@j = rand(1,6401);
- if (.@j < 5001) .@item = 12636; //Malang_Sp_Can
- else if (.@j < 5501) .@item = 12615; //Low_Coin_Pocket
- else if (.@j < 6001) .@item = 12621; //Egrade_Pocket
- else if (.@j < 6201) .@item = 12620; //Dgrade_Pocket
- else if (.@j < 6401) .@item = 12623; //High_Weapon_Box
- else continue;
- makeitem .@item,1,.@map$,rand(40,77),rand(87,120);
+ for(.@i = 0; .@i < 10; ++.@i) {
+ .@j = rand(1, 6401);
+ if (.@j < 5001)
+ .@item = Malang_Sp_Can;
+ else if (.@j < 5501)
+ .@item = Low_Coin_Pocket;
+ else if (.@j < 6001)
+ .@item = Egrade_Pocket;
+ else if (.@j < 6201)
+ .@item = Dgrade_Pocket;
+ else if (.@j < 6401)
+ .@item = High_Weapon_Box;
+ else
+ continue;
+ makeitem(.@item, 1, .@map$, rand(40, 77), rand(87, 120));
}
} else if (.@i$ == "h") {
- for(.@i = 0; .@i<10; ++.@i) {
- .@j = rand(1,5001);
- if (.@j < 2001) .@item = 12615; //Low_Coin_Pocket
- else if (.@j < 3001) .@item = 12621; //Egrade_Pocket
- else if (.@j < 4001) .@item = 12620; //Dgrade_Pocket
- else if (.@j < 4501) .@item = 12619; //Cgrade_Pocket
- else if (.@j < 5001) .@item = 12623; //High_Weapon_Box
- else continue;
- makeitem .@item,1,.@map$,rand(40,77),rand(87,120);
+ for(.@i = 0; .@i < 10; ++.@i) {
+ .@j = rand(1, 5001);
+ if (.@j < 2001)
+ .@item = Low_Coin_Pocket;
+ else if (.@j < 3001)
+ .@item = Egrade_Pocket;
+ else if (.@j < 4001)
+ .@item = Dgrade_Pocket;
+ else if (.@j < 4501)
+ .@item = Cgrade_Pocket;
+ else if (.@j < 5001)
+ .@item = High_Weapon_Box;
+ else
+ continue;
+ makeitem(.@item, 1, .@map$, rand(40, 77), rand(87, 120));
}
}
- } else
- mapannounce strnpcinfo(NPC_MAP),"There are still monsters alive.",bc_map,"0x00ff99",FW_NORMAL,20;
+ } else {
+ mapannounce(strnpcinfo(NPC_MAP), _("There are still monsters alive."), bc_map, C_SPRINGGREEN, FW_NORMAL, 20);
+ }
end;
}
1@pump,84,105,4 script Missing, the Cleaner#no 4_CAT_SAILOR2,{
- .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN),0);
+ .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN), 0);
if (.@i$ == "n") {
- mes "[Missing, the Cleaner]";
- mes "I was very surprised!!";
- next;
- mes "[Missing, the Cleaner]";
- mes "That funny-looking fish seems to be one of Coelacanths living around here. This is my first time seeing one coming here alone!";
- next;
- mes "[Missing, the Cleaner]";
- mes "I'll clean up the remains. Go pack and leave! Enterance is located on the other side, look for it!";
- next;
+ mes("[Missing, the Cleaner]");
+ mes("I was very surprised!!");
+ next();
+ mes("[Missing, the Cleaner]");
+ mes("That funny-looking fish seems to be one of Coelacanths living around here. This is my first time seeing one coming here alone!");
+ next();
+ mes("[Missing, the Cleaner]");
+ mes("I'll clean up the remains. Go pack and leave! Enterance is located on the other side, look for it!");
+ next();
} else if (.@i$ == "h") {
- mes "[Missing, the Cleaner]";
- mes "You've destroyed an immense monster!";
- next;
- mes "[Missing, the Cleaner]";
- mes "The one you destroyed was among the variety of Coelacanths. Others have tried to destroy them but failed.";
- next;
- mes "[Missing, the Cleaner]";
- mes "I'll clean up the remains. You go ahead to get trophies and leave!";
- next;
+ mes("[Missing, the Cleaner]");
+ mes("You've destroyed an immense monster!");
+ next();
+ mes("[Missing, the Cleaner]");
+ mes("The one you destroyed was among the variety of Coelacanths. Others have tried to destroy them but failed.");
+ next();
+ mes("[Missing, the Cleaner]");
+ mes("I'll clean up the remains. You go ahead to get trophies and leave!");
+ next();
}
- mes "[Missing, the Cleaner]";
- mes "One more thing! DO NOT TALK to ANYONE about what you've seen here today!!";
- next;
- mes "[Missing, the Cleaner]";
- mes "If Tomas closes this down, we will lose our jobs!";
- close;
+ mes("[Missing, the Cleaner]");
+ mes("One more thing! DO NOT TALK to ANYONE about what you've seen here today!!");
+ next();
+ mes("[Missing, the Cleaner]");
+ mes("If Tomas closes this down, we will lose our jobs!");
+ close();
OnInstanceInit:
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
+ 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(NPC_NAME));
+ disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
end;
OnTouch:
- warp "mal_in01",161,32;
+ warp("mal_in01", 161, 32);
end;
}
//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(NPC_MAP),0,0,"Hydra",1068,20;
+ monster(strnpcinfo(NPC_MAP), 0, 0, _("Hydra"), HYDRA, 20);
end;
}
@@ -916,40 +959,40 @@ OnInstanceInit:
2@pump,39,88,4 duplicate(Missing, the Cleaner#nf) Missing, the Cleaner#hf 4_CAT_SAILOR2
2@pump,39,88,4 script Missing, the Cleaner#h 4_CAT_SAILOR2,{
- callfunc "F_mal_missing";
- donpcevent instance_npcname("Missing, the Cleaner#h")+"::OnStart";
- close;
+ callfunc("F_mal_missing");
+ donpcevent(instance_npcname("Missing, the Cleaner#h")+"::OnStart");
+ close();
OnStart:
- killmonster instance_mapname("2@pump"),instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead";
- disablenpc instance_npcname("Missing, the Cleaner#h");
- initnpctimer;
+ killmonster(instance_mapname("2@pump"), instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead");
+ disablenpc(instance_npcname("Missing, the Cleaner#h"));
+ initnpctimer();
end;
OnAddSeaweed:
.@map$ = instance_mapname("2@pump");
- areamonster .@map$,75,78,85,88,"Contaminated Seaweed",2191,1,instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead";
- .@mob_dead_num = mobcount(.@map$,instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead");
+ areamonster(.@map$, 75, 78, 85, 88, _("Contaminated Seaweed"), MD_SEAWEED, 1, instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead");
+ .@mob_dead_num = mobcount(.@map$, instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead");
if (.@mob_dead_num >= 6)
- donpcevent instance_npcname("Missing, the Cleaner#h")+"::OnFail";
+ donpcevent(instance_npcname("Missing, the Cleaner#h")+"::OnFail");
else
- mapannounce .@map$,"Proliferous Contaminated Seaweed: "+.@mob_dead_num+" stem",bc_map,"0xff3333",FW_NORMAL,20;
+ mapannounce(.@map$, sprintf(_$("Proliferous Contaminated Seaweed: %s stem"), .@mob_dead_num), bc_map, "0xff3333", FW_NORMAL, 20);
end;
OnMyMobDead:
end;
OnFail:
- stopnpctimer;
- donpcevent instance_npcname("Monster Hole#h")+"::OnClear";
+ stopnpctimer();
+ donpcevent(instance_npcname("Monster Hole#h")+"::OnClear");
.@map$ = instance_mapname("2@pump");
- killmonster .@map$, instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead";
- enablenpc instance_npcname("Missing, the Cleaner#hf");
- mapannounce .@map$,"What is this!! Seaweed is all over the culverts! You're done with cleaning! Get out!!",bc_map,"0xff88ff",FW_NORMAL,15;
- disablenpc instance_npcname("Missing, the Cleaner#h");
+ killmonster(.@map$, instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead");
+ enablenpc(instance_npcname("Missing, the Cleaner#hf"));
+ mapannounce(.@map$, _("What is this!! Seaweed is all over the culverts! You're done with cleaning! Get out!!"), bc_map, "0xff88ff", FW_NORMAL, 15);
+ disablenpc(instance_npcname("Missing, the Cleaner#h"));
end;
OnTimer100:
- mapannounce instance_mapname("2@pump"),"First culvert will be opened in 5 sec. Cleaner can find the opened drain and click to start cleaning.",bc_map,"0x00ffcc",FW_NORMAL,15;
+ mapannounce(instance_mapname("2@pump"), _("First culvert will be opened in 5 sec. Cleaner can find the opened drain and click to start cleaning."), bc_map, "0x00ffcc", FW_NORMAL, 15);
end;
OnTimer5500:
- mapannounce instance_mapname("2@pump"),"The one who's in charge of cleaning the culvert cannot move or be attacked until the casting is over.",bc_map,"0x00ffcc",FW_NORMAL,15;
- donpcevent instance_npcname("Monster Hole#h")+"::OnSpawn";
+ mapannounce(instance_mapname("2@pump"), _("The one who's in charge of cleaning the culvert cannot move or be attacked until the casting is over."), bc_map, "0x00ffcc", FW_NORMAL, 15);
+ donpcevent(instance_npcname("Monster Hole#h")+"::OnSpawn");
end;
OnTimer35000:
OnTimer75000:
@@ -960,12 +1003,12 @@ OnTimer235000:
OnTimer275000:
OnTimer315000:
OnTimer355000:
- mapannounce instance_mapname("2@pump"),"Next culvert will be opened in 5 sec. Please hurry up and find the position of the next culvert.",bc_map,"0x00ffcc",FW_NORMAL,15;
+ mapannounce(instance_mapname("2@pump"), _("Next culvert will be opened in 5 sec. Please hurry up and find the position of the next culvert."), bc_map, "0x00ffcc", FW_NORMAL, 15);
end;
OnTimer40000:
OnTimer80000:
OnTimer120000:
- donpcevent instance_npcname("Monster Hole#h")+"::OnSpawn";
+ donpcevent(instance_npcname("Monster Hole#h")+"::OnSpawn");
end;
OnTimer160000:
OnTimer200000:
@@ -973,72 +1016,92 @@ OnTimer240000:
OnTimer280000:
OnTimer320000:
OnTimer360000:
- .@mob_dead_num = mobcount(instance_mapname("2@pump"),instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead");
+ .@mob_dead_num = mobcount(instance_mapname("2@pump"), instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead");
if (.@mob_dead_num >= 6)
- donpcevent instance_npcname("Missing, the Cleaner#h")+"::OnFail";
+ donpcevent(instance_npcname("Missing, the Cleaner#h")+"::OnFail");
else
- donpcevent instance_npcname("Monster Hole#h")+"::OnSpawn";
+ donpcevent(instance_npcname("Monster Hole#h")+"::OnSpawn");
end;
OnTimer420000:
- mapannounce instance_mapname("2@pump"),"It seems Missing will come and inspect the results of the cleaning soon. Shall we clean up the mess around here?",bc_map,"0xff3333",FW_NORMAL,20;
+ mapannounce(instance_mapname("2@pump"), _("It seems Missing will come and inspect the results of the cleaning soon. Shall we clean up the mess around here?"), bc_map, "0xff3333", FW_NORMAL, 20);
end;
OnTimer425000:
- stopnpctimer;
- .@mob_dead_num = mobcount(instance_mapname("2@pump"),instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead");
+ stopnpctimer();
+ .@mob_dead_num = mobcount(instance_mapname("2@pump"), instance_npcname("Missing, the Cleaner#h")+"::OnMyMobDead");
if (.@mob_dead_num >= 6)
- donpcevent instance_npcname("Missing, the Cleaner#h")+"::OnFail";
+ donpcevent(instance_npcname("Missing, the Cleaner#h")+"::OnFail");
else
- donpcevent instance_npcname("Boss Creation#h")+"::OnEnable";
+ donpcevent(instance_npcname("Boss Creation#h")+"::OnEnable");
end;
}
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(NPC_NAME));
+ progressbar(sprintf("0x%x", C_YELLOW), 15);
+ stopnpctimer();
+ disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
end;
OnInstanceInit:
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
+ disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
end;
OnEnable:
- enablenpc instance_npcname(strnpcinfo(NPC_NAME));
+ enablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
.@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead";
.@map$ = instance_mapname("2@pump");
- .@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;
- case 3: setarray .@c[0],110,110,118,118; break;
- case 4: setarray .@c[0],94,94,102,102; break;
- case 5: setarray .@c[0],58,92,66,100; break;
- case 6: setarray .@c[0],53,66,61,74; break;
- case 7: setarray .@c[0],43,45,51,53; break;
- case 8: setarray .@c[0],77,59,85,67; break;
- case 9: setarray .@c[0],96,70,104,78; break;
- case 10: setarray .@c[0],111,46,119,54; break;
+ .@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;
+ case 3:
+ setarray(.@c[0], 110, 110, 118, 118);
+ break;
+ case 4:
+ setarray(.@c[0], 94, 94, 102, 102);
+ break;
+ case 5:
+ setarray(.@c[0], 58, 92, 66, 100);
+ break;
+ case 6:
+ setarray(.@c[0], 53, 66, 61, 74);
+ break;
+ case 7:
+ setarray(.@c[0], 43, 45, 51, 53);
+ break;
+ case 8:
+ setarray(.@c[0], 77, 59, 85, 67);
+ break;
+ case 9:
+ setarray(.@c[0], 96, 70, 104, 78);
+ break;
+ case 10:
+ setarray(.@c[0], 111, 46, 119, 54);
+ break;
}
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Ancient Marc",2182,rand(2,3),.@label$;
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Ancient Sword Fish",2181,rand(2,3),.@label$;
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Ancient Strouf",2180,rand(2,3),.@label$;
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Mutant Anolian",2183,rand(2,3),.@label$;
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Abysmal Obeaune",2184,rand(2,3),.@label$;
- areamonster .@map$,.@c[0],.@c[1],.@c[2],.@c[3],"Metamorphous Kapha",2185,rand(2,3),.@label$;
- specialeffect EF_MAPPILLAR2,ALL_SAMEMAP; //currently broken
- initnpctimer;
+ areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Ancient Marc"), MD_MARC, rand(2, 3), .@label$);
+ areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Ancient Sword Fish"), MD_SWORD_FISH, rand(2, 3), .@label$);
+ areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Ancient Strouf"), MD_STROUF, rand(2, 3), .@label$);
+ areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Mutant Anolian"), MD_ANOLIAN, rand(2, 3), .@label$);
+ areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Abysmal Obeaune"), MD_OBEAUNE, rand(2, 3), .@label$);
+ areamonster(.@map$, .@c[0], .@c[1], .@c[2], .@c[3], _("Metamorphous Kapha"), MD_KAPHA, rand(2, 3), .@label$);
+ specialeffect(EF_MAPPILLAR2, ALL_SAMEMAP); //currently broken
+ initnpctimer();
end;
OnMyMobDead:
end;
OnClear:
- stopnpctimer;
- killmonster instance_mapname("2@pump"),instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead";
+ stopnpctimer();
+ 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(NPC_NAME))+"::OnClear";
- disablenpc instance_npcname(strnpcinfo(NPC_NAME));
+ donpcevent(instance_npcname("Missing, the Cleaner#h")+"::OnAddSeaweed");
+ donpcevent(instance_npcname(strnpcinfo(NPC_NAME))+"::OnClear");
+ disablenpc(instance_npcname(strnpcinfo(NPC_NAME)));
end;
OnTouch:
- specialeffect EF_MAPPILLAR2;
+ specialeffect(EF_MAPPILLAR2);
end;
}
2@pump,79,109,4 duplicate(#Culvert_h1) #Culvert_h2 CLEAR_NPC,14,14
diff --git a/npc/re/other/clans.txt b/npc/re/other/clans.txt
new file mode 100644
index 000000000..1260cdcd1
--- /dev/null
+++ b/npc/re/other/clans.txt
@@ -0,0 +1,581 @@
+//================= Hercules Script =======================================
+//= _ _ _
+//= | | | | | |
+//= | |_| | ___ _ __ ___ _ _| | ___ ___
+//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
+//= | | | | __/ | | (__| |_| | | __/\__ \
+//= \_| |_/\___|_| \___|\__,_|_|\___||___/
+//================= License ===============================================
+//= This file is part of Hercules.
+//= http://herc.ws - http://github.com/HerculesWS/Hercules
+//=
+//= Copyright (C) 2017 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/>.
+//=========================================================================
+//= Clan System
+//================= Description ===========================================
+//= Join a Clan instead of a guild
+//= Reference: http://ragnarok.wikia.com/wiki/Clans
+//= Todo: Clan Quests
+//= Note: Official npcs can have also a way to stop players joining clans
+//= that already reached their maximum amount of members. Maybe it
+//= can be added here after a confirmation.
+//================= Current Version =======================================
+//= 1.0
+//=========================================================================
+
+prontera,138,183,7 script Clan Helper#clan 4_F_KID2,{
+ mes("[Clan Helper]");
+ mes("Do you want to build connections without being in a guild?");
+ next();
+ mes("[Clan Helper]");
+ mes("Can't find the perfect guild for yourself?");
+ next();
+ mes("[Clan Helper]");
+ mes("You can join or leave clan freely! Just join!");
+ next();
+ mes("[Clan Helper]");
+ mes("Now, come on in and meet the masters of the Kingdom's best Clans!");
+ close();
+}
+
+//= Clan Leaders
+//================= Crossbow Clan =========================================
+prt_in,39,114,4 script Sham Rumi#clan 4_F_SHAM,{
+ mes("[Sham Rumi]");
+ mes("Hi, there! I'm Sham, master of ^3131FF[Crossbow Clan]^000000");
+ mes("What can I do for you?");
+ next();
+ switch (select("Introducing Clan", "Join.", "Leave.")) {
+ case 1:
+ switch (select("Clans are", "About the Crossbow Clan", "Cancel.")) {
+ case 1:
+ mes("[Sham Rumi]");
+ mes("The Clan established by the Rune-Midgarts Kingdom to...");
+ mes("Laperm, why are our ^3131FFclans^000000 made?");
+ next();
+ mes("[Laperm Oranpere]");
+ mes("Did you sleep in class? Gosh.");
+ mes("The Clans help lone adventurers connect with each other and share information.");
+ next();
+ mes("[Sham Rumi]");
+ mes("A-ha, got it! Thank you, Captain!");
+ mes("You heard that too, right?");
+ next();
+ mes("[Sham Rumi]");
+ mes("Run by the Kingdom itself, the Clans are not allowed to participate in the Siege, but the good news is that the members are given some ^3131FFstat bonuses^000000.");
+ next();
+ mes("[Sham Rumi]");
+ mes("In case you wonder if the ^3131FFCrossbow Clan^000000 only recruits Archers, no, it doesn't.");
+ mes("All the Clans accept all classes. You can choose the one that suits your needs best.");
+ next();
+ mes("[Sham Rumi]");
+ mes("That should cover everything there is to know.");
+ mes("Berman, let's go hang out in Glast Heim.");
+ next();
+ mes("[Debon Aire]");
+ mes("You...");
+ next();
+ mes("[Sham Rumi]");
+ mes("Ooh, scary! You're so protective of your brother.");
+ close();
+ case 2:
+ mes("[Sham Rumi]");
+ mes("The ^3131FFCrossbow Clan^000000 is ideal for Ranged classes.");
+ next();
+ mes("[Sham Rumi]");
+ mes("Eh, let me check the Clan manual. Ah, and we offer stat bonuses to new members: ^FF0000<DEX+1, AGI+1, MHP+30, MSP+10>^000000.");
+ next();
+ mes("[Sham Rumi]");
+ mes("The Clans are not allowed to participate in the Siege; you should join a private guild instead for Siege.");
+ mes("The Clans are for adventurers that hate being tied down.");
+ next();
+ mes("[Sham Rumi]");
+ mes("Do you have a question?");
+ close();
+ case 3:
+ close();
+ }
+ case 2:
+ mes("[Sham Rumi]");
+ mes("Oh, yeah? Good choice!");
+ mes("Let's check the Clan policy then take admission procedures.");
+ next();
+ mes("[Sham Rumi]");
+ mes("^3131FFClansmen^000000 cannot participate in the Siege.");
+ mes("As our new member, you'll receive the following stat bonuses: ^FF0000<DEX+1, AGI+1, MHP+30, MSP+10>^000000.");
+ mes("Do you agree?");
+ next();
+ if (select("Yes.", "No.") == 2)
+ callsub(L_Nope);
+ mes("[Sham Rumi]");
+ mes("Join and leave the clans anytime, but if you don't show up at clan for ^FF0000more than 2 weeks^000000, you'll be ^FF0000expelled^000000.");
+ mes("Do you promise you'll maintain good standing?");
+ next();
+ if (select("Yes.", "No.") == 2)
+ callsub(L_Nope);
+ mes("[Sham Rumi]");
+ mes("Good, write your name here.");
+ next();
+ input(.@name$);
+ mes("[Sham Rumi]");
+ mesf("^3131FF%s^000000..!", strcharinfo(PC_NAME));
+ mes("Ugh, your penmanship needs work. Let me process your application.");
+ next();
+ mes("[Sham Rumi]");
+ if (strcharinfo(PC_GUILD) != "") {
+ mes("Did you finish things up with your old guild?");
+ close();
+ }
+ if (getcharid(CHAR_ID_CLAN)) {
+ mes("Eh, you're already in a clan. Hey, this isn't funny.");
+ close();
+ }
+ clan_join(CROSSBOWCLAN);
+ mes("Welcome to the ^3131FFCrossbow Clan^000000!");
+ next();
+ mes("[Sham Rumi]");
+ mes("You can review Clan info with ^3131FFCtrl+G^000000.");
+ next();
+ mes("[Sham Rumi]");
+ mes("Don't pick fights with other clansmen. Be social.");
+ mes("If you need help, you can always whisper me, okay? See you around!");
+ close();
+ case 3:
+ mes("[Sham Rumi]");
+ mes("Why, did you find a better clan?");
+ mes("I'm disappointed, but it's your call. Let me process your withdrawal.");
+ next();
+ if (select("Continue.", "Cancel.") == 2)
+ close();
+ mes("[Sham Rumi]");
+ if (!getcharid(CHAR_ID_CLAN)) {
+ mes("I can't let you leave--you're not even in my clan!");
+ close();
+ } else if (getcharid(CHAR_ID_CLAN) != CROSSBOWCLAN) {
+ mes("Sorry, but I don't meddle with other clans' business.");
+ close();
+ }
+ clan_leave();
+ mes("It's done.");
+ mes("If you ever miss us, don't hesitate to come back, all right?");
+ close();
+ }
+
+L_Nope:
+ mes("[Sham Rumi]");
+ mes("Ah, do you need time to think about this? No problem.");
+ close();
+
+OnInit:
+ clan_master(CROSSBOWCLAN);
+ end;
+}
+
+//================= Goldenmace Clan =======================================
+prt_in,37,114,4 script Berman Aire 4_M_BIRMAN,{
+ mes("[Berman Aire]");
+ mes("Nice to meet you. I'm Berman Aire, master of ^3131FF[Goldenmace Clan]^000000.");
+ mes("I'm also the older brother of Debon Aire here. Debon looks tough, but he's a sweetheart.");
+ next();
+ switch (select("Introducing Clan", "Join.", "Leave.")) {
+ case 1:
+ switch (select("Clans are", "About the Crossbow Clan", "Cancel.")) {
+ case 1:
+ mes("[Berman Aire]");
+ mes("The ^3131FFClans^000000 are established by the Kingdom to help adventurers connect and share information.");
+ next();
+ mes("[Berman Aire]");
+ mes("Because the Kingdom runs the clan, no Sieges, but at least the members are given ^3131FFstat bonuses^000000.");
+ mes("The stat bonuses are small, but can be very useful for beginning adventurers.");
+ next();
+ mes("[Berman Aire]");
+ mes("We're named the ^3131FFGolden Mace Clan^000000, but we don't discriminate against applicants based on their classes.");
+ mes("The name is just to help you easily choose your clan.");
+ next();
+ mes("[Sham Rumi]");
+ mes("Berman, enough with the explanation. Let's go hang out in Glast Heim.");
+ next();
+ mes("[Debon Aire]");
+ mes("... Hey.");
+ next();
+ mes("[Sham Rumi]");
+ mes("Ooh, you're scaring me.");
+ mes("Berman, call me when you can!~");
+ next();
+ mes("[Berman Aire]");
+ mes("Hah hah, I apologize for their bickering.");
+ next();
+ mes("[Berman Aire]");
+ mes("Do you have a question?");
+ mes("If you're tired of traveling alone, join us! You can join and leave the Clans anytime you want.");
+ close();
+ case 2:
+ mes("[Berman Aire]");
+ mes("The ^3131FFGolden Mace Clan^000000 mainly supports supportive classes.");
+ mes("We offer ^FF0000<INT+1, LUK+1, MHP+30, MSP+10>^000000 to new members.");
+ next();
+ mes("[Berman Aire]");
+ mes("As I told you earlier, Clans cannot join the Siege because they already belong to the Kingdom.");
+ mes("If you want to be in the Siege, then I recommend you join a regular guild.");
+ next();
+ mes("[Berman Aire]");
+ mes("Do you understand about the Clans now?");
+ close();
+ case 3:
+ close();
+ }
+ case 2:
+ mes("[Berman Aire]");
+ mes("Great!");
+ mes("Let's check the Clan policy then take admission procedures.");
+ next();
+ mes("[Berman Aire]");
+ mes("^3131FFClansmen^000000 cannot participate in the Siege.");
+ mes("As our new member, you'll receive the following stat bonuses: ^FF0000<INT+1, LUK+1, MHP+30, MSP+10>^000000.");
+ mes("Do you agree?");
+ next();
+ if (select("Yes.", "No.") == 2)
+ callsub(L_Nope);
+ mes("[Berman Aire]");
+ mes("Join and leave the clans anytime, but if you don't show up at clan for ^FF0000more than 2 weeks^000000, you'll be ^FF0000expelled^000000.");
+ mes("Do you agree to maintain good standing in Clan?");
+ next();
+ if (select("Yes.", "No.") == 2)
+ callsub(L_Nope);
+ mes("[Berman Aire]");
+ mes("Now, please write your name here.");
+ next();
+ input(.@name$);
+ mes("[Berman Aire]");
+ mesf("^3131FF%s^000000! What a good name!", strcharinfo(PC_NAME));
+ mes("Okay, then...");
+ next();
+ mes("[Berman Aire]");
+ if (strcharinfo(PC_GUILD) != "") {
+ mes("Oh, no.");
+ mes("In order to join, you first have to leave the current guild.");
+ close();
+ }
+ if (getcharid(CHAR_ID_CLAN)) {
+ mes("You're already in a clan.");
+ mes("You're just confused, right?");
+ close();
+ }
+ clan_join(GOLDENMACECLAN);
+ mes("Welcome to the ^3131FFGolden Mace Clan^000000!");
+ next();
+ mes("[Berman Aire]");
+ mes("You can review Clan info with ^3131FFCtrl+G^000000.");
+ next();
+ mes("[Berman Aire]");
+ mes("Please remember the few precautions I gave you, and enjoy your Clan activities!");
+ close();
+ case 3:
+ mes("[Berman Aire]");
+ mes("With meeting, there is parting.");
+ mes("I hope you enjoyed your time in ^3131FFGolden Mace Clan^000000.");
+ mes("Now, should I process your withdrawal?");
+ next();
+ if (select("Continue.", "Cancel.") == 2)
+ close();
+ mes("[Berman Aire]");
+ if (!getcharid(CHAR_ID_CLAN)) {
+ mes("You can't leave the clan without joining it first.");
+ close();
+ } else if (getcharid(CHAR_ID_CLAN) != GOLDENMACECLAN) {
+ mes("I'm sorry, but I can't remove you from another clan..");
+ close();
+ }
+ clan_leave();
+ mes("It's processed.");
+ mes("Come back anytime to ^3131FFGolden Mace Clan^000000. I'll be here.");
+ close();
+ }
+
+L_Nope:
+ mes("[Berman Aire]");
+ mes("I suggest you to think it over.");
+ close();
+
+OnInit:
+ clan_master(GOLDENMACECLAN);
+ end;
+}
+
+//================= Arc Wand Clan =========================================
+prt_in,35,114,4 script Debon Aire 4_M_DEBON,{
+ mes("[Debon Aire]");
+ mes("I'm Debon, master of ^3131FF[Arc Wand Clan]^000000.");
+ next();
+ switch (select("Introducing Clan", "Join.", "Leave.")) {
+ case 1:
+ switch (select("Clans are::About the Crossbow Clan:Cancel.")) {
+ case 1:
+ mes("[Debon Aire]");
+ mes("The ^3131FFClans^000000 are ran by the Kingdom, not privately like others.");
+ mes("And I manage one of them.");
+ next();
+ mes("[Debon Aire]");
+ mes("...");
+ mes("What's with that look? You got a problem?");
+ next();
+ mes("[Berman Aire]");
+ mes("Brother, you're scaring the potential member, be gentle.");
+ next();
+ mes("[Debon Aire]");
+ mes("...");
+ next();
+ mes("[Debon Aire]");
+ mes("Join if seeking a place to fit in. We give ^3131FFfree bonus stat^000000. But no Siege.");
+ next();
+ mes("[Debon Aire]");
+ mes("Most members are offensive mage classes as the name ^3131FFArc Wand Clan^000000 suggests, but that's no requirement.");
+ next();
+ mes("[Debon Aire]");
+ mes("...Hey, Sham Rumi.");
+ mes("Stop hitting on my brother, and go work.");
+ next();
+ mes("[Sham Rumi]");
+ mes("Whatever!");
+ next();
+ mes("[Debon Aire]");
+ mes("...Hmpf!");
+ mes("Listen, Crossbow Clan's master is an evil.");
+ next();
+ mes("[Sham Rumi]");
+ mes("Get over me, Decon! Don't spread rumors!");
+ next();
+ mes("[Berman Aire]");
+ mes("Haha. stop it. You two are making a scene.");
+ mes("Come on, back to work, guys.");
+ close();
+ case 2:
+ mes("[Debon Aire]");
+ mes("The ^3131FFArc Wand Clan^000000 mainly supports offensive mage classes.");
+ mes("We offer ^FF0000<INT+1, DEX+1, MHP+30, MSP+10>^000000 to new members. Don't ask for more; it's the Kingdom's rule.");
+ next();
+ mes("[Debon Aire]");
+ mes("^3131FFClansmen^000000 can't participate in the Siege.");
+ mes("If you like the Siege, then go join a regular guild.");
+ next();
+ mes("[Debon Aire]");
+ mes("That is all. No questions.");
+ close();
+ case 3:
+ close();
+ }
+ case 2:
+ mes("[Debon Aire]");
+ mes("...");
+ mes("Let's check the Clan policy then take admission procedures.");
+ next();
+ mes("[Debon Aire]");
+ mes("^3131FFClansmen^000000 cannot participate in the Siege.");
+ mes("New members are given these stat bonuses: ^FF0000<INT+1, DEX+1, MHP+30, MSP+10>^000000.");
+ mes("You with me so far?");
+ next();
+ if (select("Yes.", "No.") == 2)
+ callsub(L_Nope);
+ mes("[Debon Aire]");
+ mes("Join and leave the clans anytime, but if you don't show up at clan for ^FF0000more than 2 weeks^000000, you'll be ^FF0000expelled^000000.");
+ mes("Do you agree?");
+ next();
+ if (select("Yes.", "No.") == 2)
+ callsub(L_Nope);
+ mes("[Debon Aire]");
+ mes("Sign your name here.");
+ next();
+ input(.@name$);
+ mes("[Debon Aire]");
+ mesf("^3131FF%s^000000.....", strcharinfo(PC_NAME));
+ mes("Good, let me invite you in.");
+ next();
+ mes("[Debon Aire]");
+ if (strcharinfo(PC_GUILD) != "") {
+ mes("Leave your guild first to join mine, duh.");
+ close();
+ }
+ if (getcharid(CHAR_ID_CLAN)) {
+ mes("You're already in a clan. You joking?!");
+ mes("Oh, I can be funny, too--FIRE PILLAR!");
+ close();
+ }
+ clan_join(ARCWANDCLAN);
+ mes("You have joined the ^3131FFArc Wand Clan^000000.");
+ next();
+ mes("[Debon Aire]");
+ mes("You can review Clan info with ^3131FFCtrl+G^000000.");
+ mes("So don't bother me later.");
+ next();
+ mes("[Debon Aire]");
+ mes("That's all. Visit often or be expelled. Dismissed.");
+ close();
+ case 3:
+ mes("[Debon Aire]");
+ mes("Want to leave, huh?");
+ mes("I understand it it's about Siege. If not, why are..Never mind..");
+ mes("I'll process your withdrawal.");
+ next();
+ if (select("Continue.","Cancel.") == 2)
+ close();
+ mes("[Debon Aire]");
+ if (!getcharid(CHAR_ID_CLAN)) {
+ mes("Naughty children deserve a good Jupitel Thunder.");
+ close();
+ } else if (getcharid(CHAR_ID_CLAN) != ARCWANDCLAN) {
+ mes("You're barking up the wrong tree. Go to your clan master.");
+ close();
+ }
+ clan_leave();
+ mes("You are withdrawn from the clan.");
+ mes("Now leave. I don't feel like talking anymore.");
+ close();
+ }
+
+L_Nope:
+ mes("[Debon Aire]");
+ mes("Gosh, listen to the policy again.");
+ close();
+
+OnInit:
+ clan_master(ARCWANDCLAN);
+ end;
+}
+
+//================= Sword Clan ============================================
+prt_in,33,114,4 script Laperm Oranpere 4_F_LAPERM,{
+ mes("[Laperm Oranpere]");
+ mes("Hi! I'm Laperm, master of ^3131FF[Sword Clan]^000000, one the Rune-Midgarts Kingdom.");
+ next();
+ switch (select("Introducing Clan", "Join.", "Leave.")) {
+ case 1:
+ switch (select("Clans are", "About the Crossbow Clan", "Cancel.")) {
+ case 1:
+ mes("[Laperm Oranpere]");
+ mes("The ^3131FFClans^000000 are a type of guild ran by the Kingdom.");
+ mes("They don't participate in the Siege, so members are free to join/leave anytime.");
+ next();
+ mes("[Laperm Oranpere]");
+ mes("I wish we could join the Siege. I'd love flying over on my dragon and burning everyone in my way!");
+ mes("Oops, too thrilled!");
+ next();
+ mes("[Laperm Oranpere]");
+ mes("Join us, if no clan suits your taste.");
+ mes("New members are given ^3131FFfree stat bonus^000000.");
+ next();
+ mes("[Laperm Oranpere]");
+ mes("Melee stats are offered as the name ^3131FFSword Clan^000000 suggests, but not all members are Melee classes.");
+ mes("Don't feel pressured, just count on me!");
+ next();
+ mes("[Laperm Oranpere]");
+ mes("Difference in variety creates the fun");
+ mes("These odd bunches never bore me in the party.");
+ next();
+ mes("[Laperm Oranpere]");
+ mes("And who knows you'll meet your soul mate in the clan? Hahah!");
+ close();
+ case 2:
+ mes("[Laperm Oranpere]");
+ mes("The ^3131FFSword Clan^000000 mainly supports Melee adventurers.");
+ mes("Join for free ^FF0000<STR+1, VIT+1, MHP+30, MSP+10>^000000!");
+ next();
+ mes("[Laperm Oranpere]");
+ mes("Remember, no Siege participation.");
+ mes("You should contact other guilds for Siege.");
+ next();
+ mes("[Laperm Oranpere]");
+ mes("A question?");
+ mes("Excited to join me? Hahah!");
+ close();
+ case 3:
+ close();
+ }
+ case 2:
+ mes("[Laperm Oranpere]");
+ mes("Oh, you'll join? Good choice!");
+ mes("Let's check the Clan policy then take admission procedures.");
+ next();
+ mes("[Laperm Oranpere]");
+ mes("^3131FFClansmen^000000 cannot participate in the Siege.");
+ mes("New members are given these stat bonuses: ^FF0000<STR+1, VIT+1, MHP+30, MSP+10>^000000.");
+ mes("You with me so far?");
+ next();
+ if (select("Yes.", "No.") == 2)
+ callsub(L_Nope);
+ mes("[Laperm Oranpere]");
+ mes("Join and leave the clans anytime, but if you don't show up at clan for ^FF0000longer than 2 weeks^000000, you'll be ^FF0000expelled^000000.");
+ mes("Clan masters exsit for reason, like I.");
+ mes("Understood?");
+ next();
+ if (select("Yes.", "No.") == 2)
+ callsub(L_Nope);
+ mes("[Laperm Oranpere]");
+ mes("Great, sign name here on the register.");
+ next();
+ input(.@name$);
+ mes("[Laperm Oranpere]");
+ mesf("So, you're ^3131FF%s^000000! Nice name!", strcharinfo(PC_NAME));
+ mes("Let me register you.");
+ next();
+ mes("[Laperm Oranpere]");
+ if (strcharinfo(PC_GUILD) != "") {
+ mes("Come back to join after you leave the current guild.");
+ close();
+ }
+ if (getcharid(CHAR_ID_CLAN)) {
+ mes("[Laperm Oranpere]");
+ mes("Eh?");
+ mes("Oh, you're in Clan.");
+ mes("Don't mess with me, it's not cool!");
+ close();
+ }
+ clan_join(SWORDCLAN);
+ mes("Welcome to ^3131FFSword Clan^000000!");
+ mes("You can review Clan info with ^3131FFCtrl+G^000000.");
+ mes("At your service!");
+ close();
+ case 3:
+ mes("[Laperm Oranpere]");
+ mes("You want to leave?");
+ mes("No problem. I hope you'll find more suitable clan.");
+ mes("Ready for withdrawal?");
+ next();
+ if (select("Continue.", "Cancel.") == 2)
+ close();
+ mes("[Laperm Oranpere]");
+ if (!getcharid(CHAR_ID_CLAN)) {
+ mes("Wait, you're not with us! Grr, don't make me breathe fire at you!");
+ close();
+ } else if (getcharid(CHAR_ID_CLAN) != SWORDCLAN) {
+ mes("Hey, talk to your guild master if you want to leave.");
+ close();
+ }
+ clan_leave();
+ mes("Okay, it's done. But let's not be strangers, okay?");
+ mes("It was nice having you!");
+ close();
+ }
+
+L_Nope:
+ mes("[Laperm Oranpere]");
+ mes("Uh, oh. Let's go back to beginning.");
+ close();
+
+OnInit:
+ clan_master(SWORDCLAN);
+ end;
+}
diff --git a/npc/re/scripts.conf b/npc/re/scripts.conf
index e64052f33..c26e907ad 100644
--- a/npc/re/scripts.conf
+++ b/npc/re/scripts.conf
@@ -134,6 +134,8 @@
"npc/re/other/resetskill.txt",
"npc/re/other/stone_change.txt",
"npc/re/other/turbo_track.txt",
+// - Clan System
+"npc/re/other/clans.txt",
//================= Quests ================================================
// - Eden Group -------------------------------------------------