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-rw-r--r--npc/001-1/chelios.txt7
-rw-r--r--npc/001-1/enora.txt4
-rw-r--r--npc/001-1/eugene.txt6
-rw-r--r--npc/001-1/katja.txt4
-rw-r--r--npc/001-1/panels.txt2
-rw-r--r--npc/001-1/qonan.txt10
-rw-r--r--npc/001-1/rumly.txt10
-rw-r--r--npc/001-1/trees.txt2
-rw-r--r--npc/001-1/wateranimation.txt26
9 files changed, 36 insertions, 35 deletions
diff --git a/npc/001-1/chelios.txt b/npc/001-1/chelios.txt
index c87e05f6..1cebfdc7 100644
--- a/npc/001-1/chelios.txt
+++ b/npc/001-1/chelios.txt
@@ -36,7 +36,7 @@
speech 5,
l("Thank you very much!"),
- l("Talk with Lloyd the banker in the Merchant Guild, it's a big building at the northern part of Artis, atop the little hill.");
+ l("Talk with Lloyd the Banker in the Merchant Guild, it's a big building at the northern part of Artis, at the top of the small hill.");
setq ArtisQuests_Enora, 2;
@@ -47,7 +47,7 @@
speech 5,
l("It's the big building at northern Artis, at the top of a small hill."),
l("Take the east road that goes to the north and follow it until you are on top of the cliff."),
- l("That part of the town is called the gilded hill, and where the Merchant Guild has its headquarters."), //rich hill
+ l("That part of the town is called the gilded hill, it's also where the Merchant Guild has its headquarters."), //rich hill
l("Lloyd still owes me, but beware of those money-grubbers, or they will sell your own teeth to you!");
return;
@@ -69,7 +69,8 @@
function blacksmith_house{
speech 5,
l("Behind me? It's the Blacksmith house, the most renowned throughout Andorra."),
- l("There are two shops inside, they are independent from the Merchant Guild of Artis; now that I think about it, they are the only shops that are independent in Artis..."),
+ l("There are two shops inside, they are independent from the Merchant Guild of Artis."),
+ l("Now that I think about it, they are the only shops that are independent in Artis..."),
l("...this might be because of Don, he is the master blacksmith of this place and a model to me!");
return;
diff --git a/npc/001-1/enora.txt b/npc/001-1/enora.txt
index eb19134b..a6eab456 100644
--- a/npc/001-1/enora.txt
+++ b/npc/001-1/enora.txt
@@ -52,7 +52,7 @@
function enora_market {
speech 5,
- l("The market is located at the southeast of Artis, it is known as Merchant Guild's exhibit."),
+ l("The market is located at the south-east of Artis, it is known as Merchant Guild's exhibit."),
l("You need to be a member of the Merchant Guild to have a chance there."),
l("And I bet you don't know who is in charge of monitoring the security of this place?");
@@ -134,7 +134,7 @@
function enora_first_quest {
speech 5,
l("You probably don't have much business in this city as you don't remember who you are."),
- l("So I was going to ask if maybe you would be interested in giving me a hand with a few errands.");
+ lg("So I was going to ask if maybe you would be interested in giving me a hand with a few errands.");
switch (select (l("I guess so. What's in it for me?"),
l("Of course! What do you need?")))
diff --git a/npc/001-1/eugene.txt b/npc/001-1/eugene.txt
index 219a2aad..6780ed89 100644
--- a/npc/001-1/eugene.txt
+++ b/npc/001-1/eugene.txt
@@ -32,7 +32,7 @@
lg("Be a friend and bring me @@ @@.", "Be a friend and bring me @@ @@.", .BaitCount, getitemlink(.BaitID));
switch (select(l("I'll be back in no time."),
- l("Sorry, doing other things at the moment.")))
+ l("Sorry, I'm doing other things at the moment.")))
{
case 1:
setq ArtisQuests_Fishman, 1;
@@ -49,7 +49,7 @@ L_CheckItems:
if (countitem(.BaitID) < .BaitCount)
{
speech
- l("Sorry, but you don't have what I need for bait."),
+ l("Sorry, but you don't have what I need."),
l("I need @@ @@.", .BaitCount, getitemlink(.BaitID));
close;
}
@@ -60,7 +60,7 @@ L_CheckItems:
l("It's not as good as my new one, but still useful."),
l("Just look out at that water! There's plenty more fish there."),
l("With my old fishing rod you can catch something every day."),
- l("You might even get lucky, and get a @@.", getitemlink(GrassCarp)),
+ lg("You might even get lucky, and get a @@.", getitemlink(GrassCarp)),
l("Have a good time fishing!");
delitem .BaitID, .BaitCount;
diff --git a/npc/001-1/katja.txt b/npc/001-1/katja.txt
index a60dcef1..802dff68 100644
--- a/npc/001-1/katja.txt
+++ b/npc/001-1/katja.txt
@@ -21,7 +21,7 @@
function QuestReminder {
setcam 5920, 960;
- mesq l("Remember, you have to find my brother on the hill east of here");
+ mesq l("Remember, you have to find my brother on the hill east of here.");
next;
mesq l("He is probably hiding up one of the trees. Go close to each tree and look up, otherwise you won't notice him.");
next;
@@ -51,7 +51,7 @@
case 3:
mesq l("Did you find my brother?");
next;
- select(l("Yes, and he promised to be home soon"));
+ select(l("Yes, and he promised to be home soon."));
mes "";
mesn;
mesq l("Oh thank you so much!");
diff --git a/npc/001-1/panels.txt b/npc/001-1/panels.txt
index e764b910..4d090db7 100644
--- a/npc/001-1/panels.txt
+++ b/npc/001-1/panels.txt
@@ -23,7 +23,7 @@ OnInit:
001-1,95,51,0 script #ArtisPanel2 NPC_NO_SPRITE,{
narrator 4,
- l("You step on something, a hard knocked panel with barelly visible inscriptions on it...");
+ l("You step on something, a shaky and fragile panel with barely visible inscriptions on it...");
mesq l("Beware of falling stones from the cliff!");
next;
diff --git a/npc/001-1/qonan.txt b/npc/001-1/qonan.txt
index 69bc4657..062dcf13 100644
--- a/npc/001-1/qonan.txt
+++ b/npc/001-1/qonan.txt
@@ -14,7 +14,7 @@
.@q = getq(ArtisQuests_QOnan);
if (.@q == 1) goto L_QuestGiven;
- if (.@q == 2) goto L_ItemFount;
+ if (.@q == 2) goto L_ItemFound;
if (.@q == 3) goto L_QuestDone;
speech 2,
@@ -38,7 +38,7 @@
l("Anyway, the last time I stole something I was almost caught."),
l("I robbed a nobleman, took a chest full of coins."),
l("But my luck left me, because as soon as I left his house, the guards started chasing me."),
- l("It was at night, so I could barely escape. I ran to Artis Hill."),
+ l("It was at night, so I could barely escape. I ran to Artis hill."),
l("I was afraid to get busted, so I decided to get rid of the evidence."),
l("I buried the chest somewhere on that hill. It was dark, so I don't remember where to dig exactly."),
l("I'm afraid to go there myself, but if you take the risk, you can have half of the loot."),
@@ -72,15 +72,15 @@ L_QuestGiven:
speech 4, lg("I asked you to do me a favor, did you forget?");
select l("What should I do, again?");
speech 1,
- l("Please find the small chest, buried somewhere on Artis Hill."),
+ l("Please find the small chest, buried somewhere on Artis hill."),
l("You should check on the highest part of the cliff, I was hiding there."),
l("Bring it to me, and you will get your reward.");
close;
-L_ItemFount:
+L_ItemFound:
speech
l("After all this time, it was still there!"),
- l("We are very lucky, my friend."),
+ lg("We are very lucky, my friend."),
l("Let me open it with my key."),
l("Like I promised, here is your share."),
l("I can finally pay off my debts.");
diff --git a/npc/001-1/rumly.txt b/npc/001-1/rumly.txt
index 3271fd28..f677b4ac 100644
--- a/npc/001-1/rumly.txt
+++ b/npc/001-1/rumly.txt
@@ -42,8 +42,8 @@ L_Menu:
goto L_Menu;
case 1:
speech 5,
- l("Why are you asking? And who are you too? I've never seen you around before..."),
- l("Wait, are you one of those from the Legion of Aemil? I didn't do anything wrong I promise!"),
+ lg("Why are you asking? And who are you too? I've never seen you around before..."),
+ lg("Wait, are you one of those from the Legion of Aemil? I didn't do anything wrong, I promise!"),
l("I... I just like to eat the purple and delightful... And natural, and...");
switch (select(l("Chill out I won't say anything."),
@@ -64,10 +64,10 @@ L_Menu:
l("Although the more powerful you are, the more plushrooms you will need.");
menuint
- lg("Sounds good!"), 0,
+ l("Sounds good!"), 0,
rif(countitem(Plushroom) >= .@plush_count, lg("I think I have enough plushrooms on me.")), 1,
- lg("We will talk about it later."), 2,
- lg("My stats are too good, I won't need it."), 3;
+ l("We will talk about it later."), 2,
+ l("My stats are too good, I won't need it."), 3;
switch (@menuret)
{
diff --git a/npc/001-1/trees.txt b/npc/001-1/trees.txt
index af0ff3a5..cba42f8f 100644
--- a/npc/001-1/trees.txt
+++ b/npc/001-1/trees.txt
@@ -80,7 +80,7 @@ L_FoundHim:
mesq l("Here you go.");
next;
mesn "Narrator";
- mes l("Somehow you don't feel good about your deed");
+ mes l("Somehow you don't feel good about your deed.");
// Karma -= 2;
setq ArtisQuests_LazyBrother, 2;
Zeny += 100;
diff --git a/npc/001-1/wateranimation.txt b/npc/001-1/wateranimation.txt
index a2c65e83..c27a7f4f 100644
--- a/npc/001-1/wateranimation.txt
+++ b/npc/001-1/wateranimation.txt
@@ -5,7 +5,7 @@
// Water animations, splash, fishes, etc...
001-1,116,123,0 script #water_animation0 NPC_WATER_SPLASH,{
- narrator 4, l("You see some fish reflecting the sun on the surface of the ocean.");
+ narrator 4, l("You see some fish reflecting the sun on the surface of the water.");
fishing;
close;
@@ -49,7 +49,7 @@ OnInit:
}
001-1,104,127,0 script #water_animation4 NPC_WATER_SPLASH,{
- narrator 4, l("You see some fish reflecting the sun on the surface of the ocean.");
+ narrator 4, l("You see some fish reflecting the sun on the surface of the water.");
fishing;
close;
@@ -60,7 +60,7 @@ OnInit:
}
001-1,166,123,0 script #water_animation5 NPC_WATER_SPLASH,{
- narrator 4, l("You see some fish reflecting the sun on the surface of the ocean.");
+ narrator 4, l("You see some fish reflecting the sun on the surface of the water.");
fishing;
close;
@@ -71,7 +71,7 @@ OnInit:
}
001-1,181,119,0 script #water_animation6 NPC_WATER_SPLASH,{
- narrator 4, l("You see some fish reflecting the sun on the surface of the ocean.");
+ narrator 4, l("You see some fish reflecting the sun on the surface of the water.");
fishing;
close;
@@ -82,7 +82,7 @@ OnInit:
}
001-1,202,114,0 script #water_animation7 NPC_WATER_SPLASH,{
- narrator 4, l("You see some fish reflecting the sun on the surface of the ocean.");
+ narrator 4, l("You see some fish reflecting the sun on the surface of the water.");
fishing;
close;
@@ -93,7 +93,7 @@ OnInit:
}
001-1,187,86,0 script #water_animation8 NPC_WATER_SPLASH,{
- narrator 4, l("You see some fish reflecting the sun on the surface of the ocean.");
+ narrator 4, l("You see some fish reflecting the sun on the surface of the water.");
fishing;
close;
@@ -104,7 +104,7 @@ OnInit:
}
001-1,32,57,0 script #water_animation9 NPC_WATER_SPLASH,{
- narrator 4, l("You see some fish reflecting the sun on the surface of the ocean.");
+ narrator 4, l("You see some fish reflecting the sun on the surface of the water.");
fishing;
close;
@@ -115,7 +115,7 @@ OnInit:
}
001-1,40,144,0 script #water_animation10 NPC_WATER_SPLASH,{
- narrator 4, l("You see some fish reflecting the sun on the surface of the ocean.");
+ narrator 4, l("You see some fish reflecting the sun on the surface of the water.");
fishing;
close;
@@ -126,7 +126,7 @@ OnInit:
}
001-1,58,131,0 script #water_animation11 NPC_WATER_SPLASH,{
- narrator 4, l("You see some fish reflecting the sun on the surface of the ocean.");
+ narrator 4, l("You see some fish reflecting the sun on the surface of the water.");
fishing;
close;
@@ -137,7 +137,7 @@ OnInit:
}
001-1,76,137,0 script #water_animation12 NPC_WATER_SPLASH,{
- narrator 4, l("You see some fish reflecting the sun on the surface of the ocean.");
+ narrator 4, l("You see some fish reflecting the sun on the surface of the water.");
fishing;
close;
@@ -148,7 +148,7 @@ OnInit:
}
001-1,109,132,0 script #water_animation13 NPC_WATER_SPLASH,{
- narrator 4, l("You see some fish reflecting the sun on the surface of the ocean.");
+ narrator 4, l("You see some fish reflecting the sun on the surface of the water.");
fishing;
close;
@@ -159,7 +159,7 @@ OnInit:
}
001-1,141,93,0 script #water_animation14 NPC_WATER_SPLASH,{
- narrator 4, l("You see some fish reflecting the sun on the surface of the ocean.");
+ narrator 4, l("You see some fish reflecting the sun on the surface of the water.");
fishing;
close;
@@ -170,7 +170,7 @@ OnInit:
}
001-1,168,57,0 script #water_animation15 NPC_WATER_SPLASH,{
- narrator 4, l("You see some fish reflecting the sun on the surface of the ocean.");
+ narrator 4, l("You see some fish reflecting the sun on the surface of the water.");
fishing;
close;