diff options
Diffstat (limited to 'npc')
578 files changed, 39673 insertions, 35855 deletions
diff --git a/npc/MOTD.txt b/npc/MOTD.txt index 1e5912f4a..280ac8854 100644 --- a/npc/MOTD.txt +++ b/npc/MOTD.txt @@ -29,6 +29,6 @@ // run when any character logs in, attached to them. - script HerculesMOTD FAKE_NPC,{ - message strcharinfo(0),"Welcome to Hercules! Enjoy! Please report any bugs you find."; + message strcharinfo(PC_NAME),"Welcome to Hercules! Enjoy! Please report any bugs you find."; end; } diff --git a/npc/airports/airships.txt b/npc/airports/airships.txt index 89e5cbae6..7bac19e21 100644 --- a/npc/airports/airships.txt +++ b/npc/airports/airships.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -39,11 +39,11 @@ airplane,243,73,0 script #AirshipWarp-1 WARPNPC,1,1,{ OnInit: OnHide: specialeffect EF_BASH; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnUnhide: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); specialeffect EF_SUMMONSLAVE; end; @@ -64,124 +64,124 @@ OnInit: initnpctimer; end; OnTimer20000: - mapannounce "airplane","We are heading to Einbroch.",bc_map,"0x00ff00"; + mapannounce("airplane", _("We are heading to Einbroch."), bc_map, "0x00ff00"); end; OnTimer50000: - mapannounce "airplane","We will arrive in Einbroch shortly.",bc_map,"0x00ff00"; + mapannounce("airplane", _("We will arrive in Einbroch shortly."), bc_map, "0x00ff00"); end; OnTimer60000: $@airplanelocation = 1; donpcevent "#AirshipWarp-1::OnUnhide"; donpcevent "#AirshipWarp-2::OnUnhide"; - mapannounce "airplane","Welcome to Einbroch. Have a safe trip.",bc_map,"0x00ff00"; + mapannounce("airplane", _("Welcome to Einbroch. Have a safe trip."), bc_map, "0x00ff00"); end; OnTimer70000: - mapannounce "airplane","Currently we are in Einbroch. The Airship will take off shortly.",bc_map,"0x00ff00"; + mapannounce("airplane", _("Currently we are in Einbroch. The Airship will take off shortly."), bc_map, "0x00ff00"); end; OnTimer80000: donpcevent "#AirshipWarp-1::OnHide"; donpcevent "#AirshipWarp-2::OnHide"; - mapannounce "airplane","The Airship is now taking off. Our next destination is Lighthalzen.",bc_map,"0x70dbdb"; + mapannounce("airplane", _("The Airship is now taking off. Our next destination is Lighthalzen."), bc_map, "0x70dbdb"); end; OnTimer100000: - mapannounce "airplane","We are heading to Lighthalzen.",bc_map,"0x70dbdb"; + mapannounce("airplane", _("We are heading to Lighthalzen."), bc_map, "0x70dbdb"); end; OnTimer130000: - mapannounce "airplane","We will arrive in Lighthalzen shortly.",bc_map,"0x70dbdb"; + mapannounce("airplane", _("We will arrive in Lighthalzen shortly."), bc_map, "0x70dbdb"); end; OnTimer140000: $@airplanelocation = 2; donpcevent "#AirshipWarp-1::OnUnhide"; donpcevent "#AirshipWarp-2::OnUnhide"; - mapannounce "airplane","Welcome to Lighthalzen. Have a safe trip.",bc_map,"0x70dbdb"; + mapannounce("airplane", _("Welcome to Lighthalzen. Have a safe trip."), bc_map, "0x70dbdb"); end; OnTimer150000: - mapannounce "airplane","Currently we are in Lighthalzen. The Airship will leave shortly.",bc_map,"0x70dbdb"; + mapannounce("airplane", _("Currently we are in Lighthalzen. The Airship will leave shortly."), bc_map, "0x70dbdb"); end; OnTimer160000: donpcevent "#AirshipWarp-1::OnHide"; donpcevent "#AirshipWarp-2::OnHide"; - mapannounce "airplane","The Airship is leaving the ground. Our next destination is Einbroch.",bc_map,"0x00ff00"; + mapannounce("airplane", _("The Airship is leaving the ground. Our next destination is Einbroch."), bc_map, "0x00ff00"); end; OnTimer180000: - mapannounce "airplane","We are heading to Einbroch.",bc_map,"0x00ff00"; + mapannounce("airplane", _("We are heading to Einbroch."), bc_map, "0x00ff00"); end; OnTimer210000: - mapannounce "airplane","We will arrive in Einbroch shortly.",bc_map,"0x00FF00"; + mapannounce("airplane", _("We will arrive in Einbroch shortly."), bc_map, "0x00FF00"); end; OnTimer220000: $@airplanelocation = 1; donpcevent "#AirshipWarp-1::OnUnhide"; donpcevent "#AirshipWarp-2::OnUnhide"; - mapannounce "airplane","Welcome to Einbroch. Have a safe trip.",bc_map,"0x00ff00"; + mapannounce("airplane", _("Welcome to Einbroch. Have a safe trip."), bc_map, "0x00ff00"); end; OnTimer230000: - mapannounce "airplane","Currently we are in Einbroch. The Airship will take off shortly.",bc_map,"0x00ff00"; + mapannounce("airplane", _("Currently we are in Einbroch. The Airship will take off shortly."), bc_map, "0x00ff00"); end; OnTimer240000: donpcevent "#AirshipWarp-1::OnHide"; donpcevent "#AirshipWarp-2::OnHide"; - mapannounce "airplane","The Airship is now taking off. Our next destination is Juno.",bc_map,"0xff8200"; + mapannounce("airplane", _("The Airship is now taking off. Our next destination is Juno."), bc_map, "0xff8200"); end; OnTimer260000: - mapannounce "airplane","We are heading to Juno.",bc_map,"0xff8200"; + mapannounce("airplane", _("We are heading to Juno."), bc_map, "0xff8200"); end; OnTimer290000: - mapannounce "airplane","We will arrive in Juno shortly.",bc_map,"0xff8200"; + mapannounce("airplane", _("We will arrive in Juno shortly."), bc_map, "0xff8200"); end; OnTimer300000: $@airplanelocation = 0; donpcevent "#AirshipWarp-1::OnUnhide"; donpcevent "#AirshipWarp-2::OnUnhide"; - mapannounce "airplane","Welcome to Juno. Have a safe trip.",bc_map,"0xff8200"; + mapannounce("airplane", _("Welcome to Juno. Have a safe trip."), bc_map, "0xff8200"); end; OnTimer310000: - mapannounce "airplane","Currently we are in Juno. The Airship will leave shortly.",bc_map,"0xff8200"; + mapannounce("airplane", _("Currently we are in Juno. The Airship will leave shortly."), bc_map, "0xff8200"); end; OnTimer320000: donpcevent "#AirshipWarp-1::OnHide"; donpcevent "#AirshipWarp-2::OnHide"; - mapannounce "airplane","The Airship is leaving the ground. Our next destination is Hugel.",bc_map,"0xca4bf3"; + mapannounce("airplane", _("The Airship is leaving the ground. Our next destination is Hugel."), bc_map, "0xca4bf3"); end; OnTimer340000: - mapannounce "airplane","We are heading to Hugel.",bc_map,"0xca4bf3"; + mapannounce("airplane", _("We are heading to Hugel."), bc_map, "0xca4bf3"); end; OnTimer370000: - mapannounce "airplane","We will arrive in Hugel shortly.",bc_map,"0xca4bf3"; + mapannounce("airplane", _("We will arrive in Hugel shortly."), bc_map, "0xca4bf3"); end; OnTimer380000: $@airplanelocation = 3; donpcevent "#AirshipWarp-1::OnUnhide"; donpcevent "#AirshipWarp-2::OnUnhide"; - mapannounce "airplane","Welcome to Hugel. Have a safe trip.",bc_map,"0xca4bf3"; + mapannounce("airplane", _("Welcome to Hugel. Have a safe trip."), bc_map, "0xca4bf3"); end; OnTimer390000: - mapannounce "airplane","Currently we are in Hugel. The Airship will leave shortly.",bc_map,"0xca4bf3"; + mapannounce("airplane", _("Currently we are in Hugel. The Airship will leave shortly."), bc_map, "0xca4bf3"); end; OnTimer400000: donpcevent "#AirshipWarp-1::OnHide"; donpcevent "#AirshipWarp-2::OnHide"; - mapannounce "airplane","The Airship is leaving the ground. Our next destination is Juno.",bc_map,"0xff8200"; + mapannounce("airplane", _("The Airship is leaving the ground. Our next destination is Juno."), bc_map, "0xff8200"); end; OnTimer420000: - mapannounce "airplane","We are heading to Juno.",bc_map,"0xff8200"; + mapannounce("airplane", _("We are heading to Juno."), bc_map, "0xff8200"); end; OnTimer450000: - mapannounce "airplane","We will arrive in Juno shortly.",bc_map,"0xff8200"; + mapannounce("airplane", _("We will arrive in Juno shortly."), bc_map, "0xff8200"); end; OnTimer460000: $@airplanelocation = 0; donpcevent "#AirshipWarp-1::OnUnhide"; donpcevent "#AirshipWarp-2::OnUnhide"; - mapannounce "airplane","Welcome to Juno. Have a safe trip.",bc_map,"0xff8200"; + mapannounce("airplane", _("Welcome to Juno. Have a safe trip."), bc_map, "0xff8200"); end; OnTimer470000: - mapannounce "airplane","Currently we are in Juno. The Airship will leave shortly.",bc_map,"0xff8200"; + mapannounce("airplane", _("Currently we are in Juno. The Airship will leave shortly."), bc_map, "0xff8200"); end; OnTimer480000: donpcevent "#AirshipWarp-1::OnHide"; donpcevent "#AirshipWarp-2::OnHide"; - mapannounce "airplane","The Airship is leaving the ground. Our next destination is Einbroch.",bc_map,"0x00ff00"; + mapannounce("airplane", _("The Airship is leaving the ground. Our next destination is Einbroch."), bc_map, "0x00ff00"); stopnpctimer; initnpctimer; } @@ -194,92 +194,89 @@ airplane,240,40,1 duplicate(ExitAirplane) Exit#airplane2a 4_BOARD3 airplane,247,40,1 duplicate(ExitAirplane) Exit#airplane2b 4_BOARD3 airplane,100,69,3 script Airship Crew#ein-1 4_M_EIN_SOLDIER,{ - mes "[Airship Crew]"; - mes "If we've landed at"; - mes "your destination and"; - mes "you'd like to leave the"; - mes "Airship, please use the"; - mes "stairs up ahead. Thank"; - mes "you for your patronage."; + mes("[Airship Crew]"); + mes("If we've landed at\r" + "your destination and\r" + "you'd like to leave the\r" + "Airship, please use the\r" + "stairs up ahead. Thank\r" + "you for your patronage."); close; } airplane,64,94,1 script Umbala Kid#ein_p 4_M_UMKID,{ emotion e_swt2; - mes "[Kid]"; + mes("[Kid]"); if (event_umbala >= 3) { - mes "Wow, mom!"; - mes "L-look at this!"; - mes "We're flying! W-we're..."; - mes "We're in the freakin' sky!"; - } - else { - mes "Makumalagu!"; - mes "Saampa joojimbo"; - mes "kaku na jedi Solo."; - mes "Bwahahahahahahaah!"; + mes("Wow, mom!"); + mes("L-look at this!"); + mes("We're flying! W-we're..."); + mes("We're in the freakin' sky!"); + } else { + mes("Makumalagu!"); + mes("Saampa joojimbo"); + mes("kaku na jedi Solo."); + mes("Bwahahahahahahaah!"); } close; } airplane,66,93,3 script Umbala Lady#ein_p 4_F_UMWOMAN,{ emotion e_dots; - mes "[Lady]"; + mes("[Lady]"); if (event_umbala >= 3) { - mes "Shush..."; - mes "Honey, behave~"; - mes "Don't act so excited"; - mes "when we're out in a"; - mes "public place like this!"; - } - else { - mes "Chooktu!"; - mes "Sacraup matii!"; - mes "Shaka gurftalfi"; - mes "huntiki manjoo!"; + mes("Shush..."); + mes("Honey, behave~"); + mes("Don't act so excited\r" + "when we're out in a\r" + "public place like this!"); + } else { + mes("Chooktu!"); + mes("Sacraup matii!"); + mes("Shaka gurftalfi\r" + "huntiki manjoo!"); } close; } airplane,71,91,7 script Umbala Man#ein_p 4_M_UMSOLDIER,{ if (event_umbala >= 3) { - mes "[Chrmlim]"; - mes "Hey there~"; - mes "From that look on"; - mes "your face, I see that"; - mes "you can understand"; - mes "me. ^333333*Whew...!*^000000"; + mes("[Chrmlim]"); + mes("Hey there~"); + mes("From that look on\r" + "your face, I see that\r" + "you can understand\r" + "me. ^333333*Whew...!*^000000"); next; emotion e_pif; - mes "[Chrmlim]"; - mes "I've been helping the"; - mes "Airship enterprise by"; - mes "having the Airship Crewmen"; - mes "train in Umbala to overcome"; - mes "any acrophobia they might have through bungee jumping. Neat, eh?"; + mes("[Chrmlim]"); + mes("I've been helping the\r" + "Airship enterprise by\r" + "having the Airship Crewmen\r" + "train in Umbala to overcome\r" + "any acrophobia they might have through bungee jumping. Neat, eh?"); next; - mes "[Chrmlim]"; - mes "But..."; - mes "Some of them couldn't"; - mes "overcome their fear of"; - mes "heights. And a few even"; - mes "ended up, um, ^333333in Nifflheim^000000."; - } - else { - mes "[Chrmlim]"; - mes "Bajoo ga"; - mes "nukta Airship."; + mes("[Chrmlim]"); + mes("But..."); + mes("Some of them couldn't\r" + "overcome their fear of\r" + "heights. And a few even\r" + "ended up, um, ^333333in Nifflheim^000000."); + } else { + mes("[Chrmlim]"); + mes("Bajoo ga\r" + "nukta Airship."); next; - mes "[Chrmlim]"; - mes "..."; - mes "......"; + mes("[Chrmlim]"); + mes("..."); + mes("......"); next; emotion e_pif; - mes "[Chrmlim]"; - mes "Shabala moow bajama"; - mes "Airship kulaha googoona "; - mes "salu. Dama, kookoo na nu"; - mes "yukuta. Um, fashuku na ret!"; + mes("[Chrmlim]"); + mes("Shabala moow bajama\r" + "Airship kulaha googoona\r" + "salu. Dama, kookoo na nu\r" + "yukuta. Um, fashuku na ret!"); } close; } @@ -287,377 +284,378 @@ airplane,71,91,7 script Umbala Man#ein_p 4_M_UMSOLDIER,{ airplane,250,58,2 script Airship Staff#airplane 1_F_02,{ // Hugel quest addition if (hg_ma1 == 3) { - mes "[Airship Staff]"; - mes "Welcome"; - mes "to the Airship."; - mes "How may I help you?"; + mes("[Airship Staff]"); + mes("Welcome\r" + "to the Airship."); + mes("How may I help you?"); next; select("Do you have a passenger named Thierry?"); - mes "[Airship Staff]"; - mes "I am sorry, but I do not think that we have a passenger by that name."; + mes("[Airship Staff]"); + mes("I am sorry, but I do not think that we have a passenger by that name."); close; } // Hugel quest end - mes "[Airship Staff]"; - mes "Welcome"; - mes "to the Airship."; - mes "How may I help you?"; + mes("[Airship Staff]"); + mes("Welcome\r" + "to the Airship."); + mes("How may I help you?"); next; - switch (select("Using the Airship:Captain's Cabin:Facilities:Cancel")) { + switch (select("Using the Airship", "Captain's Cabin", "Facilities", "Cancel")) { case 1: - mes "[Airship Staff]"; - mes "When you see a broadcast"; - mes "announcing that we have"; - mes "arrived at your destination,"; - mes "please use one of the exits"; - mes "located at the north and"; - mes "south ends of the Airship."; + mes("[Airship Staff]"); + mes("When you see a broadcast\r" + "announcing that we have\r" + "arrived at your destination,\r" + "please use one of the exits\r" + "located at the north and\r" + "south ends of the Airship."); next; - mes "[Airship Staff]"; - mes "If you happen to miss"; - mes "your stop, don't worry."; - mes "The Airship is constantly"; - mes "en route and you'll get"; - mes "another chance to arrive"; - mes "to your intended destination."; + mes("[Airship Staff]"); + mes("If you happen to miss\r" + "your stop, don't worry.\r" + "The Airship is constantly\r" + "en route and you'll get\r" + "another chance to arrive\r" + "to your intended destination."); close; case 2: - mes "[Airship Staff]"; - mes "The Captain's Cabin"; - mes "is located at the front"; - mes "of the Airship. There, you"; - mes "can meet the captain and"; - mes "the pilot of the Airship."; + mes("[Airship Staff]"); + mes("The Captain's Cabin\r" + "is located at the front\r" + "of the Airship. There, you\r" + "can meet the captain and\r" + "the pilot of the Airship."); close; case 3: - mes "[Airship Staff]"; - mes "The Airship provides"; - mes "various Mini Games for"; - mes "the entertainment of all"; - mes "our passengers. We invite"; - mes "you to try your luck and skills"; - mes "in the Airship's Mini Games~"; + mes("[Airship Staff]"); + mes("The Airship provides\r" + "various Mini Games for\r" + "the entertainment of all\r" + "our passengers. We invite\r" + "you to try your luck and skills\r" + "in the Airship's Mini Games~"); close; case 4: - mes "[Airship Staff]"; - mes "Well, I hope you"; - mes "your flight aboard"; - mes "our Airships. Thank"; - mes "you and have a good day."; + mes("[Airship Staff]"); + mes("Well, I hope you\r" + "your flight aboard\r" + "our Airships. Thank\r" + "you and have a good day."); close; } } airplane,80,71,2 script Zerta#01airplane 4_M_BUDDHIST,{ - mes "[Zerta]"; - mes "Oh, hello adventurer."; - mes "I am currently on a"; - mes "sacred journey, offering"; - mes "prayer for the sake of the"; - mes "Rune-Midgard continent."; + mes("[Zerta]"); + mes("Oh, hello adventurer.\r" + "I am currently on a\r" + "sacred journey, offering\r" + "prayer for the sake of the\r" + "Rune-Midgard continent."); close; } airplane,65,63,4 script Maelin#01airplane 4_F_06,{ - mes "[Maelin]"; - mes "Um, this Airship is"; - mes "to Lutie, isn't it? I've"; - mes "waiting so long,"; - mes "but I haven't heard any"; - mes "broadcast about Lutie."; + mes("[Maelin]"); + mes("Um, this Airship is\r" + "to Lutie, isn't it? I've\r" + "waiting so long,\r" + "but I haven't heard any\r" + "broadcast about Lutie."); close; } airplane,72,34,6 script Aanos#01airplane 4_F_GON,{ - mes "[Aanos]"; - mes "Oh wooow~"; - mes "The sky looks"; - mes "so different and"; - mes "pretty from up there!"; + mes("[Aanos]"); + mes("Oh wooow~"); + mes("The sky looks\r" + "so different and\r" + "pretty from up there!\r"); close; } airplane,221,158,2 script Pilot#airplane 4_M_EIN_SOLDIER,{ // Hugel quest addition if (hg_ma1 == 3) { - mes "[Pilot]"; - mes "I wish that I could go drink a cold fresh beer."; - mes "Drinking is the goal of my life! Drinking gives me energy!"; - mes "I am nothing without drinks!"; + mes("[Pilot]"); + mes("I wish that I could go drink a cold fresh beer."); + mes("Drinking is the goal of my life! Drinking gives me energy!"); + mes("I am nothing without drinks!"); next; - mes "[Pilot]"; - mes "But! Driving under the influence is not good."; - mes "But! That makes me want to drink more and more!"; + mes("[Pilot]"); + mes("But! Driving under the influence is not good."); + mes("But! That makes me want to drink more and more!"); emotion e_sob; next; select("Do you know a passenger named Thierry?"); - mes "[Pilot]"; - mes "This uniform is"; - mes "really dapper, but"; - mes "it's way too thick to"; - mes "wear around the Airship."; + mes("[Pilot]"); + mes("This uniform is\r" + "really dapper, but\r" + "it's way too thick to\r" + "wear around the Airship."); next; - mes "[Pilot]"; - mes "..."; - mes "......"; - mes "No one ever really"; - mes "comes into this room."; - mes "And the captain IS a reindeer. I could just strip to my boxers."; + mes("[Pilot]"); + mes("..."); + mes("......"); + mes("No one ever really\r" + "comes into this room."); + mes("And the captain IS a reindeer. I could just strip to my boxers."); next; emotion e_omg; - mes "[Pilot]"; - mes "Wah!? Who is it!"; + mes("[Pilot]"); + mes("Wah!? Who is it!"); next; - mes "- ...He is not listening to you, at all. -"; + mes("- ...He is not listening to you, at all. -"); close; } // Hugel quest end switch (rand(1,4)) { case 1: - mes "[Pilot]"; - mes "It's been sooo"; - mes "long since I've"; - mes "enjoyed a nice, cold"; - mes "alcoholic brew. But the"; - mes "job requires me to be as"; - mes "clear headed as I can!"; + mes("[Pilot]"); + mes("It's been sooo\r" + "long since I've\r" + "enjoyed a nice, cold\r" + "alcoholic brew. But the\r" + "job requires me to be as\r" + "clear headed as I can!"); next; - mes "[Pilot]"; - mes "Always drink responsibly!"; - mes "Still, I can't remember the"; - mes "last time I had a real vacation"; - mes "or even a day off. Yeap, some"; - mes "booze, some chips, some TV"; - mes "and serius R&R is in order."; + mes("[Pilot]"); + mes("Always drink responsibly!"); + mes("Still, I can't remember the\r" + "last time I had a real vacation\r" + "or even a day off. Yeap, some\r" + "booze, some chips, some TV\r" + "and serius R&R is in order."); emotion e_sob; close; case 2: - mes "[Pilot]"; - mes "Man, the weather"; - mes "is really nice today."; - mes "Bright, open skies make"; - mes "for some good visibility"; - mes "and safe, carefree flying."; + mes("[Pilot]"); + mes("Man, the weather\r" + "is really nice today."); + mes("Bright, open skies make\r" + "for some good visibility\r" + "and safe, carefree flying."); close; case 3: - mes "[Pilot]"; - mes "You know, our captain's a"; - mes "respectable guy. Him and"; - mes "his brother are actually well"; - mes "known in the aircraft industry."; - mes "Who knew reindeer made"; - mes "such good captains?"; + mes("[Pilot]"); + mes("You know, our captain's a\r" + "respectable guy. Him and\r" + "his brother are actually well\r" + "known in the aircraft industry."); + mes("Who knew reindeer made\r" + "such good captains?"); next; - mes "[Pilot]"; - mes "Just between you"; - mes "and me, I gotta tell"; - mes "you, that Santa was onto"; - mes "something, getting reindeers"; - mes "and elves to work for him."; - mes "The man must be a genius!"; + mes("[Pilot]"); + mes("Just between you\r" + "and me, I gotta tell\r" + "you, that Santa was onto\r" + "something, getting reindeers\r" + "and elves to work for him."); + mes("The man must be a genius!"); close; default: - mes "[Pilot]"; - mes "You know, this whole"; - mes "piloting thing in the air,"; - mes "it's rather new, you know?"; - mes "Yeah, they got this Airship"; - mes "operation in a hurry."; + mes("[Pilot]"); + mes("You know, this whole\r" + "piloting thing in the air,\r" + "it's rather new, you know?"); + mes("Yeah, they got this Airship\r" + "operation in a hurry."); next; emotion e_omg; - mes "[Pilot]"; - mes "Still, they where real"; - mes "serius, really thought"; - mes "ahead. I mean, they had us"; - mes "training while the Airships"; - mes "were still being invented."; - mes "Isn't that freakin' crazy?!"; + mes("[Pilot]"); + mes("Still, they where real\r" + "serius, really thought\r" + "ahead. I mean, they had us\r" + "training while the Airships\r" + "were still being invented."); + mes("Isn't that freakin' crazy?!"); close; } } airplane,50,66,5 script Apple Merchant#airplane 4_M_04,{ - mes "[Fruitz]"; - mes "Welcome to Fruitz's"; - mes "Shop where you can"; - mes "purchase Apples or grind"; - mes "them to make Apple Juice."; + mes("[Fruitz]"); + mes("Welcome to Fruitz's\r" + "Shop where you can\r" + "purchase Apples or grind\r" + "them to make Apple Juice."); next; - switch (select("Buy Apples.:Make Apple Juice.:Why are you here?:Cancel.")) { + switch (select("Buy Apples.", "Make Apple Juice.", "Why are you here?", "Cancel.")) { case 1: - mes "[Fruitz]"; - mes "Please enter the amount"; - mes "of Apples that you wish to"; - mes "buy. Each Apple is 15 zeny"; - mes "and you can buy a maximum"; - mes "of 500 at a time. Please enter"; - mes " '0' to cancel your order."; + mes("[Fruitz]"); + mes("Please enter the amount\r" + "of Apples that you wish to\r" + "buy. Each Apple is 15 zeny\r" + "and you can buy a maximum\r" + "of 500 at a time. Please enter\r" + " '0' to cancel your order."); next; while (1) { input .@input; .@pay = .@input * 15; if (.@input == 0) { - mes "[Fruitz]"; - mes "Thanks for stopping"; - mes "by my shop. Farewell!"; - mes "Come by anytime when"; - mes "you feel like having an"; - mes "Apple to snack on~"; + mes("[Fruitz]"); + mes("Thanks for stopping\r" + "by my shop. Farewell!"); + mes("Come by anytime when\r" + "you feel like having an\r" + "Apple to snack on~"); close; } else if (.@input < 1 || .@input > 500) { - mes "[Fruitz]"; - mes "You've entered a number"; - mes "higher than the maximum"; - mes "value of 500. Please enter"; - mes "the number of Apples you"; - mes "wish to purchase again."; + mes("[Fruitz]"); + mes("You've entered a number\r" + "higher than the maximum\r" + "value of 500. Please enter\r" + "the number of Apples you\r" + "wish to purchase again."); next; } else { - mes "[Fruitz]"; - mes "A total of ^FF0000" + .@input + "^000000 Apples"; - mes "will cost you ^FF0000" + .@pay + " Zeny^000000 zeny."; - mes "Would you like to continue?"; + mes("[Fruitz]"); + mesf("A total of ^FF0000%d^000000 Apples\r" + "will cost you ^FF0000%d Zeny^000000.", + .@input, .@pay); + mes("Would you like to continue?"); next; - if (select("Yes:No") == 2) { - mes "[Fruitz]"; - mes "Thanks for stopping"; - mes "by my shop. Farewell!"; - mes "Come by anytime when"; - mes "you feel like having an"; - mes "Apple to snack on~"; + if (select("Yes", "No") == 2) { + mes("[Fruitz]"); + mes("Thanks for stopping\r" + "by my shop. Farewell!"); + mes("Come by anytime when\r" + "you feel like having an\r" + "Apple to snack on~"); close; } break; } } if (Zeny < .@pay) { - mes "[Fruitz]"; - mes "I'm sorry, but you don't"; - mes "have enough money to"; - mes "purchase that many Apples."; - mes "Please check your zeny or"; - mes "purchase fewer Apples."; + mes("[Fruitz]"); + mes("I'm sorry, but you don't\r" + "have enough money to\r" + "purchase that many Apples."); + mes("Please check your zeny or\r" + "purchase fewer Apples."); close; } else if (checkweight(Apple,.@input) == 0) { - mes "[Fruitz]"; - mes "Hmmm, I don't think"; - mes "you've got enough room in"; - mes "your inventory to carry this"; - mes "many Apples. Why don't you free up some of your inventory space?"; + mes("[Fruitz]"); + mes("Hmmm, I don't think\r" + "you've got enough room in\r" + "your inventory to carry this\r" + "many Apples. Why don't you free up some of your inventory space?"); close; } else { Zeny -= .@pay; getitem Apple,.@input; - mes "[Fruitz]"; - mes "Thanks for stopping by"; - mes "my shop. I hope you enjoy"; - mes "the flavor of these Apples~!"; + mes("[Fruitz]"); + mes("Thanks for stopping by\r" + "my shop. I hope you enjoy\r" + "the flavor of these Apples~!"); close; } case 2: - mes "[Fruitz]"; - mes "Okay, I'll need"; - mes "^FF00003 Apples and 1 Empty Bottle^000000"; - mes "to make 1 Apple Juice for you."; - mes "Would you like to proceed?"; + mes("[Fruitz]"); + mes("Okay, I'll need\r" + "^FF00003 Apples and 1 Empty Bottle^000000\r" + "to make 1 Apple Juice for you."); + mes("Would you like to proceed?"); next; - switch (select("Yes:No")) { + switch (select("Yes", "No")) { case 1: if (countitem(Apple) < 3 || countitem(Empty_Bottle) < 1) { - mes "[Fruitz]"; - mes "I'm sorry, but you don't"; - mes "have enough materials to"; - mes "create a bottle of Apple Juice."; - mes "Remember, I need 3 Apples"; - mes "and 1 Empty Bottle to do it."; + mes("[Fruitz]"); + mes("I'm sorry, but you don't\r" + "have enough materials to\r" + "create a bottle of Apple Juice."); + mes("Remember, I need 3 Apples\r" + "and 1 Empty Bottle to do it."); close; } else { - mes "[Fruitz]"; - mes "Thank you,"; - mes "please wait"; - mes "just a moment."; + mes("[Fruitz]"); + mes("Thank you,\r" + "please wait\r" + "just a moment."); next; - mes "^3355FF*Grind grind*"; - mes "*Grind grind*"; - mes "*Clang...!*^000000"; + mes("^3355FF*Grind grind*"); + mes("*Grind grind*"); + mes("*Clang...!*^000000"); next; delitem Apple,3; delitem Empty_Bottle,1; getitem Apple_Juice,1; - mes "[Fruitz]"; - mes "There you go~"; - mes "I hope you enjoy!"; - mes "Please feel free to"; - mes "stop by for your Apple"; - mes "and Apple Juice needs"; - mes "at anytime, adventurer~"; + mes("[Fruitz]"); + mes("There you go~"); + mes("I hope you enjoy!"); + mes("Please feel free to\r" + "stop by for your Apple\r" + "and Apple Juice needs\r" + "at anytime, adventurer~"); close; } case 2: - mes "[Fruitz]"; - mes "Thanks for stopping"; - mes "by my shop. Farewell!"; - mes "Come by anytime when"; - mes "you feel like having an"; - mes "Apple to snack on~"; + mes("[Fruitz]"); + mes("Thanks for stopping\r" + "by my shop. Farewell!"); + mes("Come by anytime when\r" + "you feel like having an\r" + "Apple to snack on~"); close; } case 3: - mes "[Fruitz]"; - mes "I used to be a wandering"; - mes "vagabond when, one day,"; - mes "I took a nap and something"; - mes "struck my head and awoke"; - mes "me from my restful slumber."; + mes("[Fruitz]"); + mes("I used to be a wandering\r" + "vagabond when, one day,\r" + "I took a nap and something\r" + "struck my head and awoke\r" + "me from my restful slumber."); next; - mes "[Fruitz]"; - mes "It turns out that I was"; - mes "sleeping beneath an apple"; - mes "tree and that an apple fell"; - mes "and hit me on the head."; - mes "I was dying of hunger and"; - mes "was about to eat that Apple..."; + mes("[Fruitz]"); + mes("It turns out that I was\r" + "sleeping beneath an apple\r" + "tree and that an apple fell\r" + "and hit me on the head."); + mes("I was dying of hunger and\r" + "was about to eat that Apple..."); next; - mes "[Fruitz]"; - mes "But suddenly, Kain, my old"; - mes "friend from the mining days,"; - mes "asked me to help him around"; - mes "on the Airship. So I did, and"; - mes "it was there where I found some"; - mes "people playing the Dice game."; + mes("[Fruitz]"); + mes("But suddenly, Kain, my old\r" + "friend from the mining days,\r" + "asked me to help him around\r" + "on the Airship. So I did, and\r" + "it was there where I found some\r" + "people playing the Dice game."); next; - mes "[Fruitz]"; - mes "I was bored and curious"; - mes "and ended up wagering that"; - mes "single Apple in a game of"; - mes "dice. But for some reason,"; - mes "I had this incredible lucky"; - mes "streak. One apple became two... "; + mes("[Fruitz]"); + mes("I was bored and curious\r" + "and ended up wagering that\r" + "single Apple in a game of\r" + "dice. But for some reason,\r" + "I had this incredible lucky\r" + "streak. One apple became two..."); next; - mes "[Fruitz]"; - mes "Two became four and"; - mes "before I knew it, I had"; - mes "cornered the Apple market!"; - mes "I won so many Apples, I just"; - mes "started my own business here"; - mes "on the Airship. Weird, huh?"; + mes("[Fruitz]"); + mes("Two became four and\r" + "before I knew it, I had\r" + "cornered the Apple market!"); + mes("I won so many Apples, I just\r" + "started my own business here\r" + "on the Airship. Weird, huh?"); next; - mes "[Fruitz]"; - mes "So Apples are good"; - mes "for you. They were"; - mes "certainly very good"; - mes "to me. Hahahahaah~!"; + mes("[Fruitz]"); + mes("So Apples are good\r" + "for you. They were\r" + "certainly very good\r" + "to me. Hahahahaah~!"); close; case 4: - mes "[Fruitz]"; - mes "Thank you for"; - mes "using my shop."; - mes "Farewell~"; + mes("[Fruitz]"); + mes("Thank you for\r" + "using my shop."); + mes("Farewell~"); close; } } @@ -682,11 +680,11 @@ OnTouch: OnInit: OnHide: specialeffect EF_BASH; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnUnhide: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); specialeffect EF_SUMMONSLAVE; end; } @@ -700,64 +698,64 @@ OnEnable: initnpctimer; end; OnTimer25000: - mapannounce "airplane_01","We are heading to Izlude.",bc_map,"0x00ff00"; + mapannounce("airplane_01", _("We are heading to Izlude."), bc_map, "0x00ff00"); end; OnTimer50000: - mapannounce "airplane_01","We will arrive in Izlude shortly.",bc_map,"0x00ff00"; + mapannounce("airplane_01", _("We will arrive in Izlude shortly."), bc_map, "0x00ff00"); end; OnTimer60000: $@airplanelocation2 = 1; donpcevent "#AirshipWarp-3::OnUnhide"; donpcevent "#AirshipWarp-4::OnUnhide"; - mapannounce "airplane_01","Welcome to Izlude. Have a safe trip.",bc_map,"0x00ff00"; + mapannounce("airplane_01", _("Welcome to Izlude. Have a safe trip."), bc_map, "0x00ff00"); end; OnTimer70000: - mapannounce "airplane_01","We are currently in Izlude. The Airship will take off shortly.",bc_map,"0x00ff00"; + mapannounce("airplane_01", _("We are currently in Izlude. The Airship will take off shortly."), bc_map, "0x00ff00"); end; OnTimer80000: donpcevent "#AirshipWarp-3::OnHide"; donpcevent "#AirshipWarp-4::OnHide"; - mapannounce "airplane_01","The Airship is now taking off. Our next destination is Juno.",bc_map,"0x70dbdb"; + mapannounce("airplane_01", _("The Airship is now taking off. Our next destination is Juno."), bc_map, "0x70dbdb"); end; OnTimer105000: - mapannounce "airplane_01","We are heading to Juno.",bc_map,"0x70dbdb"; + mapannounce("airplane_01", _("We are heading to Juno."), bc_map, "0x70dbdb"); end; OnTimer130000: - mapannounce "airplane_01","We will arrive in Juno shortly.",bc_map,"0x70dbdb"; + mapannounce("airplane_01", _("We will arrive in Juno shortly."), bc_map, "0x70dbdb"); end; OnTimer140000: $@airplanelocation2 = 2; donpcevent "#AirshipWarp-3::OnUnhide"; donpcevent "#AirshipWarp-4::OnUnhide"; - mapannounce "airplane_01","Welcome to Juno. Have a safe trip.",bc_map,"0x70dbdb"; + mapannounce("airplane_01", _("Welcome to Juno. Have a safe trip."), bc_map, "0x70dbdb"); end; OnTimer150000: - mapannounce "airplane_01","We are currently in Juno. The Airship will leave shortly.",bc_map,"0x70dbdb"; + mapannounce("airplane_01", _("We are currently in Juno. The Airship will leave shortly."), bc_map, "0x70dbdb"); end; OnTimer160000: donpcevent "#AirshipWarp-3::OnHide"; donpcevent "#AirshipWarp-4::OnHide"; - mapannounce "airplane_01","The Airship is leaving the ground. Our next destination is Rachel.",bc_map,"0xFF8200"; + mapannounce("airplane_01", _("The Airship is leaving the ground. Our next destination is Rachel."), bc_map, "0xFF8200"); end; OnTimer185000: - mapannounce "airplane_01","We are heading to Rachel.",bc_map,"0xFF8200"; + mapannounce("airplane_01", _("We are heading to Rachel."), bc_map, "0xFF8200"); end; OnTimer210000: - mapannounce "airplane_01","We will arrive in Rachel shortly.",bc_map,"0xFF8200"; + mapannounce("airplane_01", _("We will arrive in Rachel shortly."), bc_map, "0xFF8200"); end; OnTimer220000: $@airplanelocation2 = 0; donpcevent "#AirshipWarp-3::OnUnhide"; donpcevent "#AirshipWarp-4::OnUnhide"; - mapannounce "airplane_01","Welcome to Rachel. Have a safe trip.",bc_map,"0xFF8200"; + mapannounce("airplane_01", _("Welcome to Rachel. Have a safe trip."), bc_map, "0xFF8200"); end; OnTimer230000: - mapannounce "airplane_01","We are currently in Rachel. The Airship will take off shortly.",bc_map,"0xFF8200"; + mapannounce("airplane_01", _("We are currently in Rachel. The Airship will take off shortly."), bc_map, "0xFF8200"); end; OnTimer240000: donpcevent "#AirshipWarp-3::OnHide"; donpcevent "#AirshipWarp-4::OnHide"; - mapannounce "airplane_01","The Airship is now taking off. Our next destination is Izlude.",bc_map,"0x00ff00"; + mapannounce("airplane_01", _("The Airship is now taking off. Our next destination is Izlude."), bc_map, "0x00ff00"); stopnpctimer; ++.moninv; if (.moninv == 7) { @@ -779,196 +777,197 @@ airplane_01,240,40,1 duplicate(ExitAirplane01) Exit#airplane_012a 4_BOARD3 airplane_01,247,40,1 duplicate(ExitAirplane01) Exit#airplane_012b 4_BOARD3 airplane_01,250,58,2 script Airship Staff#airplane01 1_F_02,{ - mes "[Airship Staff]"; - mes "Welcome"; - mes "to the Airship."; - mes "How may I help you?"; + mes("[Airship Staff]"); + mes("Welcome\r" + "to the Airship."); + mes("How may I help you?"); next; - switch (select("Using the Airship:Captain's Cabin:Facilities:Cancel")) { + switch (select("Using the Airship", "Captain's Cabin", "Facilities", "Cancel")) { case 1: - mes "[Airship Staff]"; - mes "When you see a broadcast"; - mes "announcing that we have"; - mes "arrived at your destination,"; - mes "please use one of the exits"; - mes "located at the north and"; - mes "south ends of the Airship."; + mes("[Airship Staff]"); + mes("When you see a broadcast\r" + "announcing that we have\r" + "arrived at your destination,\r" + "please use one of the exits\r" + "located at the north and\r" + "south ends of the Airship."); next; - mes "[Airship Staff]"; - mes "If you happen to miss"; - mes "your stop, don't worry."; - mes "The Airship is constantly"; - mes "en route and you'll get"; - mes "another chance to arrive"; - mes "to your intended destination."; + mes("[Airship Staff]"); + mes("If you happen to miss\r" + "your stop, don't worry."); + mes("The Airship is constantly\r" + "en route and you'll get\r" + "another chance to arrive\r" + "to your intended destination."); close; case 2: - mes "[Airship Staff]"; - mes "The Captain's Cabin"; - mes "is located at the front"; - mes "of the Airship. There, you"; - mes "can meet the captain and"; - mes "the pilot of the Airship."; + mes("[Airship Staff]"); + mes("The Captain's Cabin\r" + "is located at the front\r" + "of the Airship. There, you\r" + "can meet the captain and\r" + "the pilot of the Airship."); close; case 3: - mes "[Airship Staff]"; - mes "The Airship provides"; - mes "various Mini Games for"; - mes "the entertainment of all"; - mes "our passengers. We invite"; - mes "you to try your luck and skills"; - mes "in the Airship's Mini Games~"; + mes("[Airship Staff]"); + mes("The Airship provides\r" + "various Mini Games for\r" + "the entertainment of all\r" + "our passengers. We invite\r" + "you to try your luck and skills\r" + "in the Airship's Mini Games~"); close; case 4: - mes "[Airship Staff]"; - mes "Well, I hope you"; - mes "your flight aboard"; - mes "our Airships. Thank"; - mes "you and have a good day."; + mes("[Airship Staff]"); + mes("Well, I hope you\r" + "your flight aboard\r" + "our Airships. Thank\r" + "you and have a good day."); close; } } airplane_01,50,66,5 script Apple Merchant#air01 4_M_04,{ if (checkweight(Knife,1) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; + mes("- Wait a minute !! -"); + mes("- Currently you're carrying -"); + mes("- too many items with you. -"); + mes("- Please try again -"); + mes("- after you loose some weight. -"); close; } - mes "[Meltz]"; - mes "Welcome to Meltz's"; - mes "Shop where you can"; - mes "purchase Apples or grind"; - mes "them to make Apple Juice."; + mes("[Meltz]"); + mes("Welcome to Meltz's\r" + "Shop where you can\r" + "purchase Apples or grind\r" + "them to make Apple Juice."); next; - switch (select("Buy Apples.:Make Apple Juice.:Cancel.")) { + switch (select("Buy Apples.", "Make Apple Juice.", "Cancel.")) { case 1: - mes "[Meltz]"; - mes "Please enter the amount"; - mes "of Apples that you wish to"; - mes "buy. Each Apple is 15 zeny"; - mes "and you can buy a maximum"; - mes "of 500 at a time. Please enter"; - mes "'0' to cancel your order."; + mes("[Meltz]"); + mes("Please enter the amount\r" + "of Apples that you wish to\r" + "buy. Each Apple is 15 zeny\r" + "and you can buy a maximum\r" + "of 500 at a time. Please enter\r" + "'0' to cancel your order."); next; while (1) { input .@input; .@pay = .@input * 15; if (.@input == 0) { - mes "[Meltz]"; - mes "Thanks for stopping"; - mes "by my shop. Farewell!"; - mes "Come by anytime when"; - mes "you feel like having an"; - mes "Apple to snack on~"; + mes("[Meltz]"); + mes("Thanks for stopping\r" + "by my shop. Farewell!"); + mes("Come by anytime when\r" + "you feel like having an\r" + "Apple to snack on~"); close; } else if (.@input < 1 || .@input > 500) { - mes "[Meltz]"; - mes "You've entered a number"; - mes "higher than the maximum"; - mes "value of 500. Please enter"; - mes "the number of Apples you"; - mes "wish to purchase again."; + mes("[Meltz]"); + mes("You've entered a number\r" + "higher than the maximum\r" + "value of 500. Please enter\r" + "the number of Apples you\r" + "wish to purchase again."); next; } else { - mes "[Meltz]"; - mes "A total of ^FF0000" + .@input + "^000000 Apples"; - mes "will cost you ^FF0000" + .@pay + "^000000 zeny."; - mes "Would you like to continue?"; + mes("[Meltz]"); + mesf("A total of ^FF0000%d^000000 Apples\r" + "will cost you ^FF0000%d Zeny^000000.", + .@input, .@pay); + mes("Would you like to continue?"); next; - if (select("Yes:No") == 2) { - mes "[Meltz]"; - mes "Thanks for stopping"; - mes "by my shop. Farewell!"; - mes "Come by anytime when"; - mes "you feel like having an"; - mes "Apple to snack on~"; + if (select("Yes", "No") == 2) { + mes("[Meltz]"); + mes("Thanks for stopping\r" + "by my shop. Farewell!"); + mes("Come by anytime when\r" + "you feel like having an\r" + "Apple to snack on~"); close; } break; } } if (Zeny < .@pay) { - mes "[Meltz]"; - mes "I'm sorry, you don't have"; - mes "enough money with you."; - mes "Please check your funds or"; - mes "purchase less Apples."; + mes("[Meltz]"); + mes("I'm sorry, you don't have\r" + "enough money with you."); + mes("Please check your funds or\r" + "purchase less Apples."); close; } else if (checkweight(Apple,.@input) == 0) { - mes "[Meltz]"; - mes "Hmm, I don't think you've"; - mes "got enough room to carry"; - mes "this many Apples. You might"; - mes "want to free up your inventory"; - mes "space."; + mes("[Meltz]"); + mes("Hmm, I don't think you've\r" + "got enough room to carry\r" + "this many Apples. You might\r" + "want to free up your inventory\r" + "space."); close; } else { Zeny -= .@pay; getitem Apple,.@input; - mes "[Meltz]"; - mes "Thanks for stopping by"; - mes "my shop. I hope you enjoy"; - mes "the flavor of these Apples~!"; + mes("[Meltz]"); + mes("Thanks for stopping by\r" + "my shop. I hope you enjoy\r" + "the flavor of these Apples~!"); close; } case 2: - mes "[Meltz]"; - mes "Okay, I'll need"; - mes "^FF00003 Apples and 1 Empty Bottle^000000"; - mes "to make 1 Apple Juice for you."; - mes "Would you like to proceed?"; + mes("[Meltz]"); + mes("Okay, I'll need\r" + "^FF00003 Apples and 1 Empty Bottle^000000\r" + "to make 1 Apple Juice for you."); + mes("Would you like to proceed?"); next; - switch (select("Yes:No")) { + switch (select("Yes", "No")) { case 1: if (countitem(Apple) < 3 || countitem(Empty_Bottle) < 1) { - mes "[Meltz]"; - mes "I'm sorry, but you don't"; - mes "have enough materials to"; - mes "create a bottle of Apple Juice."; - mes "Remember, I need 3 Apples"; - mes "and 1 Empty Bottle to do it."; + mes("[Meltz]"); + mes("I'm sorry, but you don't\r" + "have enough materials to\r" + "create a bottle of Apple Juice."); + mes("Remember, I need 3 Apples\r" + "and 1 Empty Bottle to do it."); close; } else { - mes "[Meltz]"; - mes "Thank you, please wait."; + mes("[Meltz]"); + mes("Thank you, please wait."); next; - mes "^3355FF*Grind* *Grind*"; - mes "*Grind* *Grind*"; - mes "*Clang...!*^000000"; + mes("^3355FF*Grind* *Grind*"); + mes("*Grind* *Grind*"); + mes("*Clang...!*^000000"); next; delitem Apple,3; delitem Empty_Bottle,1; getitem Apple_Juice,1; - mes "[Meltz]"; - mes "There you go~"; - mes "Please come again."; + mes("[Meltz]"); + mes("There you go~"); + mes("Please come again."); close; } case 2: - mes "[Meltz]"; - mes "Thanks for stopping"; - mes "by my shop. Farewell!"; - mes "Come by anytime when"; - mes "you feel like having an"; - mes "Apple to snack on~"; + mes("[Meltz]"); + mes("Thanks for stopping\r" + "by my shop. Farewell!"); + mes("Come by anytime when\r" + "you feel like having an\r" + "Apple to snack on~"); close; } case 3: - mes "[Meltz]"; - mes "Thanks for stopping"; - mes "by my shop. Farewell!"; - mes "Come by anytime when"; - mes "you feel like having an"; - mes "Apple to snack on~"; + mes("[Meltz]"); + mes("Thanks for stopping\r" + "by my shop. Farewell!"); + mes("Come by anytime when\r" + "you feel like having an\r" + "Apple to snack on~"); close; } } @@ -976,67 +975,67 @@ airplane_01,50,66,5 script Apple Merchant#air01 4_M_04,{ airplane_01,221,158,2 script Pilot#airplane_01 4_M_EIN_SOLDIER,{ switch (rand(1,4)) { case 1: - mes "[Pilot]"; - mes "Longitude, 131 degrees east."; - mes "Latitude, 37 degrees north."; - mes "We're right on course, captain."; + mes("[Pilot]"); + mes("Longitude, 131 degrees east."); + mes("Latitude, 37 degrees north."); + mes("We're right on course, captain."); close; case 2: - mes "[Pilot]"; - mes "Looks like a really"; - mes "cloudy day. Always hard"; - mes "to navigate when the skies"; - mes "aren't clear. Guess we'll"; - mes "need to amp the radar."; + mes("[Pilot]"); + mes("Looks like a really\r" + "cloudy day. Always hard\r" + "to navigate when the skies\r" + "aren't clear. Guess we'll\r" + "need to amp the radar."); close; case 3: - mes "[Pilot]"; - mes "The Captain is a good"; - mes "man and I can't think of"; - mes "a finer person to command"; - mes "this ship. Still, he's pretty"; - mes "tough, a real slave driver."; + mes("[Pilot]"); + mes("The Captain is a good\r" + "man and I can't think of\r" + "a finer person to command\r" + "this ship. Still, he's pretty\r" + "tough, a real slave driver."); next; - mes "[^ff0000Tarlock^000000]"; - mes "^ff0000Hey...!^000000"; - mes "^ff0000Less chit-chat^000000"; - mes "^ff0000and more piloting!^000000"; + mes("[^ff0000Tarlock^000000]"); + mes("^ff0000Hey...!^000000"); + mes("^ff0000Less chit-chat^000000"); + mes("^ff0000and more piloting!^000000"); next; - mes "[Pilot]"; - mes "R-right away, sir!"; - mes "(See what I mean?)"; + mes("[Pilot]"); + mes("R-right away, sir!"); + mes("(See what I mean?)"); close; default: - mes "[Pilot]"; - mes "This uniform is"; - mes "really dapper, but"; - mes "it's way too thick to"; - mes "wear around the Airship."; + mes("[Pilot]"); + mes("This uniform is\r" + "really dapper, but\r" + "it's way too thick to\r" + "wear around the Airship."); next; - mes "[Pilot]"; - mes "..."; - mes "......"; - mes "No one ever really"; - mes "comes into this room."; - mes "And the captain IS a reindeer."; - mes "I could just strip to my boxers."; + mes("[Pilot]"); + mes("..."); + mes("......"); + mes("No one ever really\r" + "comes into this room."); + mes("And the captain IS a reindeer."); + mes("I could just strip to my boxers."); next; emotion e_omg; - mes "[Pilot]"; - mes "Oh...! Hello there!"; - mes "E-e-enjoying your flight?!"; + mes("[Pilot]"); + mes("Oh...! Hello there!"); + mes("E-e-enjoying your flight?!"); close; } } airplane_01,83,61,2 script Dianne#01airplane_01 1_F_MARIA,2,2,{ - mes "[Dianne]"; - mes "It's so weird!"; - mes "I went to visit the"; - mes "Airship Captain and"; - mes "all I saw was this"; - mes "weird reindeer. Oh!"; - mes "Do you think that..."; + mes("[Dianne]"); + mes("It's so weird!"); + mes("I went to visit the\r" + "Airship Captain and\r" + "all I saw was this\r" + "weird reindeer. Oh!"); + mes("Do you think that..."); close; OnTouch: @@ -1045,48 +1044,48 @@ OnTouch: } airplane_01,69,63,2 script Mendel#01airplane_01 1_M_JOBTESTER,{ - mes "[Mendel]"; - mes "As I expected, the"; - mes "in-flight meals are"; - mes "three star quality at best."; - mes "*Harrrumph* I really should"; - mes "have brought my chef so that"; - mes "I could enjoy a real meal."; + mes("[Mendel]"); + mes("As I expected, the\r" + "in-flight meals are\r" + "three star quality at best."); + mes("*Harrrumph* I really should\r" + "have brought my chef so that\r" + "I could enjoy a real meal."); close; } airplane_01,71,31,2 script Swordsman Shimizu#air_01 1_M_MOC_LORD,{ - mes "[Swordsman Shimizu]"; - mes "Finally, after five"; - mes "years of waiting..."; - mes "I can have my revenge!"; + mes("[Swordsman Shimizu]"); + mes("Finally, after five\r" + "years of waiting..."); + mes("I can have my revenge!"); next; - mes "[Swordsman Shimizu]"; - mes "I just..."; - mes "Have to make sure that"; - mes "I don't keep missing my"; - mes "stop. But soon, very soon,"; - mes "vengeance will be mine!"; + mes("[Swordsman Shimizu]"); + mes("I just..."); + mes("Have to make sure that\r" + "I don't keep missing my\r" + "stop. But soon, very soon,\r" + "vengeance will be mine!"); close; } //=== Typing Challenge ===================================== airplane_01,32,61,4 script Nils#ein 1_M_03,1,1,{ - mes "[Nils]"; - mes "Welcome to the"; - mes "^ff0000RO Typing Challenge^000000."; - mes "Would you like to play"; - mes "a quick typing game?"; + mes("[Nils]"); + mes("Welcome to the\r" + "^ff0000RO Typing Challenge^000000."); + mes("Would you like to play\r" + "a quick typing game?"); next; - switch (select("Play ^ff0000RO Typing Challenge^000000:Information:View Top Records:Cancel")) { + switch (select("Play ^ff0000RO Typing Challenge^000000", "Information", "View Top Records", "Cancel")) { case 1: - mes "[Nils]"; - mes "Okay, we have"; - mes "a new challenger!"; - mes "Enter the following"; - mes "text as quickly as you"; - mes "can without making any"; - mes "mistakes! Let's start~!"; + mes("[Nils]"); + mes("Okay, we have\r" + "a new challenger!"); + mes("Enter the following\r" + "text as quickly as you\r" + "can without making any\r" + "mistakes! Let's start~!"); setarray .@line1_1$[0], "^3cbcbccallipygian salacius lascivious^000000", "^3cbcbcBy the power of^000000", "^0000ffthkelfkskeldmsiejdlslehfndkelsheidl^000000", @@ -1145,18 +1144,18 @@ airplane_01,32,61,4 script Nils#ein 1_M_03,1,1,{ 1450; .@wordtest = rand(7); next; - mes "[Nils]"; - mes .@line1_1$[.@wordtest]; - mes .@line1_2$[.@wordtest]; - mes .@line1_3$[.@wordtest]; + mes("[Nils]"); + mes(.@line1_1$[.@wordtest]); + mes(.@line1_2$[.@wordtest]); + mes(.@line1_3$[.@wordtest]); .@start_time = gettime(GETTIME_HOUR)*60*60 + gettime(GETTIME_MINUTE)*60 + gettime(GETTIME_SECOND); next; input .@save1$; .@end_time = gettime(GETTIME_HOUR)*60*60 + gettime(GETTIME_MINUTE)*60 + gettime(GETTIME_SECOND); .@total_time = .@end_time - .@start_time; - mes "[Nils]"; - mes .@line2_1$[.@wordtest]; - mes .@line2_2$[.@wordtest]; + mes("[Nils]"); + mes(.@line2_1$[.@wordtest]); + mes(.@line2_2$[.@wordtest]); .@start_time = gettime(GETTIME_HOUR)*60*60 + gettime(GETTIME_MINUTE)*60 + gettime(GETTIME_SECOND); next; input .@save2$; @@ -1164,229 +1163,236 @@ airplane_01,32,61,4 script Nils#ein 1_M_03,1,1,{ .@total_time = .@total_time + (.@start_time - .@end_time); .@tasoo = (.@letters[.@wordtest] / .@total_time) * 6; if ((.@save1$ == .@word1$[.@wordtest]) && (.@save2$ == .@word2$[.@wordtest])) { - mes "[Nils]"; - mes "Your record is ^ff0000" + .@total_time + " seconds^000000 and"; - mes "the total letters are " + .@tasoo + "."; + mes("[Nils]"); + mesf("Your record is ^ff0000%d seconds^000000 and\r" + "the total letters are %d.", + .@total_time, .@tasoo); next; if (.@tasoo >= 1300) { - mes "[Nils]"; - mes "Hmmm, this record isn't"; - mes "humanly possible unless you"; - mes "copy and paste the whole"; - mes "sentence. Please play fairly"; - mes "next time."; + mes("[Nils]"); + mes("Hmmm, this record isn't\r" + "humanly possible unless you\r" + "copy and paste the whole\r" + "sentence. Please play fairly\r" + "next time."); close; } if (.@tasoo >= $050320_ein_typing) { - mes "[Nils]"; - mes "The previous top record was"; - mes "made by ^0000ff" + $050320_minus1_typing$ + "^000000"; - mes "with the total ^0000ff" + $050320_ein_typing + "^000000 letters."; - mes "However, ^ff0000" + strcharinfo(0) + "^000000,"; - mes "you made the new top record"; - mes "this time. Congratulations!"; - $050320_minus1_typing$ = strcharinfo(0); + mes("[Nils]"); + mesf("The previous top record was\r" + "made by ^0000ff%s^000000\r" + "with the total ^0000ff%d^000000 letters.", + $050320_minus1_typing$, $050320_ein_typing); + mesf("However, ^ff0000%s^000000,\r" + "you made the new top record\r" + "this time. Congratulations!", + strcharinfo(PC_NAME)); + $050320_minus1_typing$ = strcharinfo(PC_NAME); $050320_ein_typing = .@tasoo; close; } else { - mes "[Nils]"; - mes "^0000ff" + $050320_minus1_typing$ + "^000000"; - mes "is the current"; - mes "record holder with"; - mes "a letter total of ^0000ff" + $050320_ein_typing + "^000000"; - mes "characters. Try to beat"; - mes "that record next time~"; + mes("[Nils]"); + mesf("^0000ff%s^000000\r" + "is the current\r" + "record holder with\r" + "a letter total of ^0000ff%d^000000\r" + "characters. Try to beat\r" + "that record next time~", + $050320_minus1_typing$, $050320_ein_typing); close; } } else { - mes "[Nils]"; - mes "Oooh..."; - mes "I'm sorry, but"; - mes "you entered the"; - mes "text incorrectly..."; + mes("[Nils]"); + mes("Oooh..."); + mes("I'm sorry, but\r" + "you entered the\r" + "text incorrectly..."); close; } case 2: - mes "[Nils]"; - mes "The ^ff0000RO Typing Challenge^000000"; - mes "is a game where you enter"; - mes "the given text as quickly as you"; - mes "can. The name of the top player"; - mes "is recorded for posterity. If you"; - mes "want fame, here's your chance!"; + mes("[Nils]"); + mes("The ^ff0000RO Typing Challenge^000000\r" + "is a game where you enter\r" + "the given text as quickly as you\r" + "can. The name of the top player\r" + "is recorded for posterity. If you\r" + "want fame, here's your chance!"); next; - mes "[Nils]"; - mes "I'd just like to let"; - mes "you know that you type"; - mes "all the text that you see"; - mes "in the single input line that"; - mes "you're given. So don't press"; - mes "the enter key, just click 'OK.'"; + mes("[Nils]"); + mes("I'd just like to let\r" + "you know that you type\r" + "all the text that you see\r" + "in the single input line that\r" + "you're given. So don't press\r" + "the enter key, just click 'OK.'"); close; case 3: - mes "[Nils]"; - mes "^0000ff" + $050320_minus1_typing$ + "^000000"; - mes "is the current"; - mes "record holder with"; - mes "a letter total of ^0000ff" + $050320_ein_typing + "^000000"; - mes "characters. Try to beat"; - mes "that record next time~"; + mes("[Nils]"); + mesf("^0000ff%s^000000\r" + "is the current\r" + "record holder with\r" + "a letter total of ^0000ff%d^000000\r" + "characters. Try to beat\r" + "that record next time~", + $050320_minus1_typing$, $050320_ein_typing); close; case 4: - mes "[Nils]"; - mes "Feel free to take on the"; - mes "^ff0000RO Typing Challenge^000000"; - mes "anytime. I'll be here~"; + mes("[Nils]"); + mes("Feel free to take on the\r" + "^ff0000RO Typing Challenge^000000\r" + "anytime. I'll be here~"); close; } } //== Apple Gambling ======================================== airplane_01,33,68,4 script Clarice 1_F_MERCHANT_02,{ - mes "[Clarice]"; - mes "Hi, I'm Clarice~"; - mes "How would you like"; - mes "to wager some Apples"; - mes "in a friendly game of Dice?"; + mes("[Clarice]"); + mes("Hi, I'm Clarice~"); + mes("How would you like\r" + "to wager some Apples\r" + "in a friendly game of Dice?"); next; - callfunc "applegamble","Clarice"; + callfunc("applegamble", _("Clarice")); end; } function script applegamble { - - switch (select("Play Dice Game:Learn Dice Game Rules:Cancel")) { + .@n$ = sprintf(_$("[%s]"), getarg(0)); + switch (select("Play Dice Game", "Learn Dice Game Rules", "Cancel")) { case 3: - mes "["+getarg(0)+"]"; - mes "I'm up for a game of"; - mes "dice whenever you feel"; - mes "like it. Just talk to me if"; - mes "you ever get hit with the"; - mes "sudden urge to gamble, kay?"; + mes(.@n$); + mes("I'm up for a game of\r" + "dice whenever you feel\r" + "like it. Just talk to me if\r" + "you ever get hit with the\r" + "sudden urge to gamble, kay?"); close; case 2: - mes "["+getarg(0)+"]"; - mes "The rules for the Dice game"; - mes "are pretty simple. First, you"; - mes "place a bet by wagering Apples."; - mes "You can bet a maximum of 50"; - mes "Apples at a time. To keep things"; - mes "legal, I can only accept Apples."; + mes(.@n$); + mes("The rules for the Dice game\r" + "are pretty simple. First, you\r" + "place a bet by wagering Apples."); + mes("You can bet a maximum of 50\r" + "Apples at a time. To keep things\r" + "legal, I can only accept Apples."); next; - mes "["+getarg(0)+"]"; - mes "But hey, if all that zeny"; - mes "is burning a hole in your"; - mes "pocket, head over to Fruitz"; - mes "and you can buy as many"; - mes "Apples as you want, playah~"; + mes(.@n$); + mes("But hey, if all that zeny\r" + "is burning a hole in your\r" + "pocket, head over to Fruitz\r" + "and you can buy as many\r" + "Apples as you want, playah~"); next; - mes "["+getarg(0)+"]"; - mes "Now, we begin with me"; - mes "rolling two 6-sided dice."; - mes "When it's your turn, you'll"; - mes "roll two 6-sided dice. After"; - mes "that, both of us will have the"; - mes "option of rolling a third die."; + mes(.@n$); + mes("Now, we begin with me\r" + "rolling two 6-sided dice."); + mes("When it's your turn, you'll\r" + "roll two 6-sided dice. After\r" + "that, both of us will have the\r" + "option of rolling a third die."); next; - mes "["+getarg(0)+"]"; - mes "Now here's the important"; - mes "thing. If your total is higher"; - mes "than 12, you'll bust, meaning"; - mes "that you lose. Otherwise, the"; - mes "person with the higher total"; - mes "is the winner. Got it?"; + mes(.@n$); + mes("Now here's the important\r" + "thing. If your total is higher\r" + "than 12, you'll bust, meaning\r" + "that you lose. Otherwise, the\r" + "person with the higher total\r" + "is the winner. Got it?"); next; - mes "["+getarg(0)+"]"; - mes "Now, you'll be the first"; - mes "to decide whether or not"; - mes "you'll roll the third die. Then,"; - mes "depending on your result, I'll"; - mes "roll my third die... Or maybe not."; + mes(.@n$); + mes("Now, you'll be the first\r" + "to decide whether or not\r" + "you'll roll the third die. Then,\r" + "depending on your result, I'll\r" + "roll my third die... Or maybe not."); next; - mes "["+getarg(0)+"]"; - mes "When you win, you'll"; - mes "receive twice as many"; - mes "Apples as you wagered."; - mes "But if we happen to tie, you"; - mes "get the Apples that you bet"; - mes "returned to you. Fair, right?"; + mes(.@n$); + mes("When you win, you'll\r" + "receive twice as many\r" + "Apples as you wagered."); + mes("But if we happen to tie, you\r" + "get the Apples that you bet\r" + "returned to you. Fair, right?"); close; case 1: break; } - mes "["+getarg(0)+"]"; - mes "Ooh, so you'll play with"; - mes "me? Great! How many"; - mes "Apples would you like to bet?"; - mes "Remember, you can wager"; - mes "up to 50 Apples. If you'd like"; - mes "to cancel, please enter '0'."; + mes(.@n$); + mes("Ooh, so you'll play with\r" + "me? Great! How many\r" + "Apples would you like to bet?"); + mes("Remember, you can wager\r" + "up to 50 Apples. If you'd like\r" + "to cancel, please enter '0'."); next; while(1) { input .@amount; if (.@amount == 0) { - mes "["+getarg(0)+"]"; - mes "Changed your mind?"; - mes "I understand. Well then,"; - mes "I hope we can play sometime."; + mes(.@n$); + mes("Changed your mind?"); + mes("I understand. Well then,\r" + "I hope we can play sometime."); close; } else if (.@amount < 1 || .@amount > 50) { - mes "["+getarg(0)+"]"; - mes "You can't bet more than"; - mes "50 Apples. Remember, we"; - mes "need to keep these stakes"; - mes "reasonable. Please enter"; - mes "a value no greater than 50."; + mes(.@n$); + mes("You can't bet more than\r" + "50 Apples. Remember, we\r" + "need to keep these stakes\r" + "reasonable. Please enter\r" + "a value no greater than 50."); next; continue; } - mes "["+getarg(0)+"]"; - mes "So you'll be"; - mes "betting ^FF0000"+.@amount+"^000000 Apples."; - mes "Is that right?"; + mes(.@n$); + mesf("So you'll be\r" + "betting ^FF0000%d^000000 Apples.", + .@amount); + mes("Is that right?"); next; - if (select("Yes:No") == 2) { - mes "["+getarg(0)+"]"; - mes "Mm, made a mistake?"; - mes "Alright, please enter the"; - mes "number of Apples you"; - mes "wish to place in this bet"; + if (select("Yes", "No") == 2) { + mes(.@n$); + mes("Mm, made a mistake?"); + mes("Alright, please enter the\r" + "number of Apples you\r" + "wish to place in this bet"); next; continue; } if (countitem(Apple) <.@amount) { - mes "I'm sorry, but you"; - mes "don't seem to have"; - mes "enough Apples for this"; - mes "bet... You can't gamble"; - mes "if you can't play, you know."; + mes(.@n$); + mes("I'm sorry, but you\r" + "don't seem to have\r" + "enough Apples for this\r" + "bet... You can't gamble\r" + "if you can't play, you know."); next; continue; } delitem 512,.@amount; - mes "["+getarg(0)+"]"; - mes "Good!"; - mes "Now we can start"; - mes "this game! I'll roll first~"; + mes(.@n$); + mes("Good!"); + mes("Now we can start\r" + "this game! I'll roll first~"); break; } - mes "^3355FF*Rolling and rumbling*^000000"; + mes("^3355FF*Rolling and rumbling*^000000"); next; .@giveapple = .@amount*2; .@table1 = rand(1,6); .@table2 = rand(1,6); .@tablesub = .@table1 + .@table2; .@tabletotal = .@tablesub; - mes "["+getarg(0)+"]"; - mes "I got a ^0000FF" + .@table1 + "^000000 and a ^0000FF" + .@table2 + "^000000."; - mes "That's a total of ^0000FF" + .@tablesub + "^000000."; - mes "^FF0000" + strcharinfo(0) + "^000000, now it's your turn."; + mes(.@n$); + mesf("I got a ^0000FF%d^000000 and a ^0000FF%d^000000.", .@table1, .@table2); + mesf("That's a total of ^0000FF%d^000000.", .@tablesub); + mesf("^FF0000%s^000000, now it's your turn.", strcharinfo(PC_NAME)); next; select("Cast Dice."); - mes "^3355FF*Rolling and rumbling*^000000"; + mes("^3355FF*Rolling and rumbling*^000000"); .@player1 = rand(1,6); .@player2 = rand(1,6); .@playersub = .@player1 + .@player2; @@ -1397,95 +1403,127 @@ function script applegamble { } .@playertotal = .@playersub; next; - mes "["+getarg(0)+"]"; - mes "^FF0000" + strcharinfo(0) + "^000000, you have ^FF0000" + .@player1 + "^000000 and ^FF0000" + .@player2 + "^000000. The total is ^FF0000" + .@playersub + "^000000 ."; + mes(.@n$); + mesf("^FF0000%s^000000, you have ^FF0000%d^000000 and ^FF0000%d^000000. The total is ^FF0000%d^000000.", + strcharinfo(PC_NAME), .@player1, .@player2, .@playersub); next; - mes "["+getarg(0)+"]"; + mes(.@n$); if(.@playersub == .@tablesub) { - mes "Currently my total is ^0000FF" + .@tablesub + "^000000 and ^FF0000" + strcharinfo(0) + "^000000, your total is ^FF0000" + .@playersub + "^000000. We are making an even game. Would you like to cast dice again?"; + mesf("Currently my total is ^0000FF%d^000000 and ^FF0000%s^000000, your total is ^FF0000%d^000000. " + "We are making an even game. Would you like to cast dice again?", + .@tablesub, strcharinfo(PC_NAME), .@playersub); } else if (.@playersub > .@tablesub) { - mes "Currently my total is ^0000FF" + .@tablesub + "^000000 and ^FF0000" + strcharinfo(0) + "^000000, your total is ^FF0000" + .@playersub + "^000000. ^FF0000" + strcharinfo(0) + "^000000, you are currently winning this game. Would you like to cast dice again?"; + mesf("Currently my total is ^0000FF%d^000000 and ^FF0000%s^000000, your total is ^FF0000%d^000000. " + "^FF0000%s^000000, you are currently winning this game. Would you like to cast dice again?", + .@tablesub, strcharinfo(PC_NAME), .@playersub, strcharinfo(PC_NAME)); } else if(.@tablesub > .@playersub) { - mes "Currently my total is ^0000FF" + .@tablesub + "^000000 and ^FF0000" + strcharinfo(0) + "^000000, your total is ^FF0000" + .@playersub + "^000000. I am winning this game. Would you like to cast dice again?"; + mesf("Currently my total is ^0000FF%d^000000 and ^FF0000%s^000000, your total is ^FF0000%d^000000. " + "I am winning this game. Would you like to cast dice again?", + .@tablesub, strcharinfo(PC_NAME), .@playersub); } next; - switch (select("Cast dice.:Cancel.")) { + switch (select("Cast dice.", "Cancel.")) { case 1: - mes "^3355FF*Rolling and rumbling*^000000"; + mes("^3355FF*Rolling and rumbling*^000000"); .@player3 = rand(1,6); .@playertotal += .@player3; next; - mes "["+getarg(0)+"]"; + mes(.@n$); if (.@playertotal > 12) { - mes "^FF0000" + strcharinfo(0) + "^000000, you got ^FF0000" + .@player3 + "^000000 and the total is now ^FF0000" + .@playertotal + "^000000. You lost this game. I am sorry but please try again."; + mesf("^FF0000%s^000000, you got ^FF0000%d^000000 and the total is now ^FF0000%d^000000. " + "You lost this game. I am sorry but please try again.", + strcharinfo(PC_NAME), .@player3, .@playertotal); close; } else if (.@playertotal < .@tablesub) { - mes "^FF0000" + strcharinfo(0) + "^000000, you got ^FF0000" + .@player3 + "^000000 and the total is now ^FF0000" + .@playertotal + "^000000. Even though you casted dice again, still your total is smaller than mine. You lost the game. I am sorry and please try again."; + mesf("^FF0000%s^000000, you got ^FF0000%d^000000 and the total is now ^FF0000%d^000000. " + "Even though you casted dice again, still your total is smaller than mine. " + "You lost the game. I am sorry and please try again.", + strcharinfo(PC_NAME), .@player3, .@playertotal); close; } else if (.@playertotal == .@tablesub) { if (.@tablesub > 8) { - mes "^FF0000" + strcharinfo(0) + "^000000, you got ^FF0000" + .@player3 + "^000000 and the total is now ^FF0000" + .@playertotal + "^000000. I don't want to take any risk, let's end this game in a draw. Let's play again some other time~"; + mesf("^FF0000%s^000000, you got ^FF0000%d^000000 and the total is now ^FF0000%d^000000. " + "I don't want to take any risk, let's end this game in a draw. " + "Let's play again some other time~", + strcharinfo(PC_NAME), .@player3, .@playertotal); close2; getitem Apple,.@amount; end; } + mes("Alright."); + mes("Let me cast the dice again."); } else { - mes "^FF0000" + strcharinfo(0) + "^000000, you got ^FF0000" + .@player3 + "^000000 and the total is now ^FF0000" + .@playertotal + "^000000. Now it is my turn."; + mesf("^FF0000%s^000000, you got ^FF0000%d^000000 and the total is now ^FF0000%d^000000. " + "Now it is my turn.", + strcharinfo(PC_NAME), .@player3, .@playertotal); } break; case 2: - mes "["+getarg(0)+"]"; + mes(.@n$); if (.@playersub > .@tablesub) { - mes "I see, you don't want to take risk of losing the game. Okay, let me cast dice again."; + mes("I see, you don't want to take risk of losing the game. Okay, let me cast dice again."); } else if (.@playersub == .@tablesub) { if (.@tablesub > 8) { - mes "I see, you don't want to take risk of losing this game. Neither do I, let's end this game in a draw. Let's play again some other time~"; + mes("I see, you don't want to take risk of losing this game. " + "Neither do I, let's end this game in a draw. " + "Let's play again some other time~"); close2; getitem Apple,.@amount; end; } - mes "Alright."; - mes "Let me cast the dice again."; + mes("Alright."); + mes("Let me cast the dice again."); } else { - mes "It couldn't hurt to try."; - mes "Well, I win this time."; - mes "I'm sorry, let's try play"; - mes "again sometime."; + mes("It couldn't hurt to try."); + mes("Well, I win this time."); + mes("I'm sorry, let's try play\r" + "again sometime."); close; } break; } next; - mes "^3355FF*Rolling and rumbling*^000000"; + mes("^3355FF*Rolling and rumbling*^000000"); .@table3 = rand(1,6); .@tabletotal += .@table3; next; - mes "["+getarg(0)+"]"; + mes(.@n$); if (.@tabletotal > 12) { - mes "I got ^0000FF" + .@table3 + "^000000 and the total is now ^0000FF" + .@tabletotal + "^000000. I lost this game since my total exceeded 12. Let me give you my apples. Congratulations, that was a great game."; + mesf("I got ^0000FF%d^000000 and the total is now ^0000FF%d^000000. " + "I lost this game since my total exceeded 12. Let me give you my apples. " + "Congratulations, that was a great game.", + .@table3, .@tabletotal); close2; getitem Apple,.@giveapple; end; } else if (.@playertotal > .@tabletotal) { - mes "I got ^0000FF" + .@table3 + "^000000 and the total is now ^0000FF" + .@tabletotal + "^000000. With total ^FF0000" + .@playertotal + "^000000 you won this game, ^FF0000" + strcharinfo(0) + "^000000. Let me give you my apples. It was a great game and I hope we will play again some other time."; + mesf("I got ^0000FF%d^000000 and the total is now ^0000FF%d^000000. " + "With total ^FF0000%d^000000 you won this game, ^FF0000%s^000000. Let me give you my apples. " + "It was a great game and I hope we will play again some other time.", + .@table3, .@tabletotal, .@playertotal, strcharinfo(PC_NAME)); close2; getitem Apple,.@giveapple; end; } else if (.@playertotal == .@tabletotal) { - mes "I got ^0000FF" + .@table3 + "^000000 and the total is now ^0000FF" + .@tabletotal + "^000000. With total ^FF0000" + .@playertotal + "^000000 this game came out even, ^FF0000" + strcharinfo(0) + "^000000. Let me give you your apple back. It was a great game and I hope we will play again some other time."; + mesf("I got ^0000FF%d^000000 and the total is now ^0000FF%d^000000. " + "With total ^FF0000%d^000000 this game came out even, ^FF0000%s^000000. " + "Let me give you your apple back. It was a great game and I hope we will play again some other time.", + .@table3, .@tabletotal, .@playertotal, strcharinfo(PC_NAME)); close2; getitem Apple,.@amount; end; } else if (.@playertotal < .@tabletotal) { - mes "I got ^0000FF" + .@table3 + "^000000 and the total is now ^0000FF" + .@tabletotal + "^000000. With total ^FF0000" + .@playertotal + "^000000 you lost this game, ^FF0000" + strcharinfo(0) + "^000000. I am sorry but please try again."; + mesf("I got ^0000FF%d^000000 and the total is now ^0000FF%d^000000. " + "With total ^FF0000%d^000000 you lost this game, ^FF0000%s^000000. I am sorry but please try again.", + .@table3, .@tabletotal, .@playertotal, strcharinfo(PC_NAME)); close; } } diff --git a/npc/airports/einbroch.txt b/npc/airports/einbroch.txt index 2d1ff70ba..62ba62b8e 100644 --- a/npc/airports/einbroch.txt +++ b/npc/airports/einbroch.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Muad_Dib //= Copyright (C) L0ne_W0lf //= @@ -30,22 +30,22 @@ //========================================================================= airport,143,43,5 script Airport Staff#airport1a::airport1 4_F_01,{ - mes "[Airport Staff]"; - mes "Welcome to the"; - mes "Einbroch Airport,"; - mes "where we offer nonstop"; - mes "flights to the cities of"; - mes "Juno, Lighthalzen and Hugel."; + mes("[Airport Staff]"); + mes("Welcome to the\r" + "Einbroch Airport,\r" + "where we offer nonstop\r" + "flights to the cities of\r" + "Juno, Lighthalzen and Hugel."); next; - if (select("Board the Airship:Cancel") == 1) { - mes "[Airport Staff]"; - mes "The Airship boarding fee"; - mes "is 1,200 zeny, but if you've"; - mes "got a Free Ticket for Airship,"; - mes "the fee will be waived. Will"; - mes "you board the Airship?"; + if (select("Board the Airship", "Cancel") == 1) { + mes("[Airport Staff]"); + mes("The Airship boarding fee\r" + "is 1,200 zeny, but if you've\r" + "got a Free Ticket for Airship,\r" + "the fee will be waived. Will\r" + "you board the Airship?"); next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { if (countitem(Free_Flying_Ship_Ticket) > 0) { delitem Free_Flying_Ship_Ticket,1; warp "airport",148,51; @@ -56,19 +56,19 @@ airport,143,43,5 script Airport Staff#airport1a::airport1 4_F_01,{ warp "airport",148,51; end; } - mes "[Airport Staff]"; - mes "I'm sorry, but you don't"; - mes "have a Free Ticket for"; - mes "Airship and you don't have"; - mes "enough zeny for boarding"; - mes "the Airship. Remember, the"; - mes "boarding fee is 1,200 zeny."; + mes("[Airport Staff]"); + mes("I'm sorry, but you don't\r" + "have a Free Ticket for\r" + "Airship and you don't have\r" + "enough zeny for boarding\r" + "the Airship. Remember, the\r" + "boarding fee is 1,200 zeny."); close; } } - mes "[Airport Staff]"; - mes "Thank you and"; - mes "have a nice day."; + mes("[Airport Staff]"); + mes("Thank you and\r" + "have a nice day."); close; } @@ -76,31 +76,31 @@ airport,158,43,5 duplicate(airport1) Airport Staff#airport1b 4_F_01 airport,126,43,5 duplicate(airport1) Airport Staff#airport1c 4_F_01 airport,143,49,3 script Arrival Staff#airport2a::airport2 4_F_01,{ - mes "[Arrival Staff]"; - mes "Welcome to Einbroch Airport."; - mes "If you are arriving from your"; - mes "flight, let me guide you to the"; - mes "main terminal. Otherwise, please board the Airship to depart to"; - mes "Juno, Lighthalzen and Hugel."; + mes("[Arrival Staff]"); + mes("Welcome to Einbroch Airport."); + mes("If you are arriving from your\r" + "flight, let me guide you to the\r" + "main terminal. Otherwise, please board the Airship to depart to\r" + "Juno, Lighthalzen and Hugel."); next; - if (select("Exit to main terminal.:Cancel.") == 1) { - mes "[Arrival Staff]"; - mes "Once you're in the main terminal, you will need to pay the fee again"; - mes "to board an Airship. You should"; - mes "only exit if the city of Einbroch"; - mes "is your intended destination."; - mes "Proceed to the main terminal?"; + if (select("Exit to main terminal.", "Cancel.") == 1) { + mes("[Arrival Staff]"); + mes("Once you're in the main terminal, you will need to pay the fee again\r" + "to board an Airship. You should\r" + "only exit if the city of Einbroch\r" + "is your intended destination."); + mes("Proceed to the main terminal?"); next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { warp "airport",142,40; end; } } - mes "[Arrival Staff]"; - mes "Alright, thank you"; - mes "for your patronage"; - mes "and I hope you have"; - mes "a pleasant flight~"; + mes("[Arrival Staff]"); + mes("Alright, thank you\r" + "for your patronage\r" + "and I hope you have\r" + "a pleasant flight~"); close; } @@ -108,20 +108,20 @@ airport,126,51,3 duplicate(airport2) Arrival Staff#airport2b 4_F_01 airport,158,50,3 duplicate(airport2) Arrival Staff#airport2c 4_F_01 einbroch,94,267,3 script Airship Staff#ein01 4_F_02,{ - mes "[Airship Staff]"; - mes "Welcome to the"; - mes "Einbroch Airport."; - mes "Please use this door to"; - mes "board the Airship which stops"; - mes "over Juno, Lighthalzen and"; - mes "Hugel in the Schwaltzvalt Republic."; + mes("[Airship Staff]"); + mes("Welcome to the\r" + "Einbroch Airport."); + mes("Please use this door to\r" + "board the Airship which stops\r" + "over Juno, Lighthalzen and\r" + "Hugel in the Schwaltzvalt Republic."); next; - mes "[Airship Staff]"; - mes "Otherwise, if Einbroch is"; - mes "your intended destination,"; - mes "please head down the stairs"; - mes "and ask the Arrival Staff to lead"; - mes "you to the main terminal. Thank"; - mes "you, and enjoy your travels."; + mes("[Airship Staff]"); + mes("Otherwise, if Einbroch is\r" + "your intended destination,\r" + "please head down the stairs\r" + "and ask the Arrival Staff to lead\r" + "you to the main terminal. Thank\r" + "you, and enjoy your travels."); close; } diff --git a/npc/airports/hugel.txt b/npc/airports/hugel.txt index 67d010ab5..9be356836 100644 --- a/npc/airports/hugel.txt +++ b/npc/airports/hugel.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= //= Hercules is free software: you can redistribute it and/or modify //= it under the terms of the GNU General Public License as published by @@ -32,10 +32,10 @@ hugel,178,142,0 script toairplane#hugel WARPNPC,1,1,{ end; OnTouch: - mes "To use the airship, you are required to pay 1,200 zeny or a Free Airship Ticket."; - mes "Would you like to use the service?"; + mes("To use the airship, you are required to pay 1,200 zeny or a Free Airship Ticket."); + mes("Would you like to use the service?"); next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { if (countitem(Free_Flying_Ship_Ticket) > 0) { delitem Free_Flying_Ship_Ticket,1; warp "airplane",244,58; @@ -46,10 +46,10 @@ OnTouch: warp "airplane",244,58; end; } - mes "I am sorry, but you do not have enough money."; - mes "Please remember, you are required to pay 1,200 zeny to use the service."; + mes("I am sorry, but you do not have enough money."); + mes("Please remember, you are required to pay 1,200 zeny to use the service."); close; } - mes "Thank you, please come again."; + mes("Thank you, please come again."); close; } diff --git a/npc/airports/izlude.txt b/npc/airports/izlude.txt index 7f794de1f..ddcc4541c 100644 --- a/npc/airports/izlude.txt +++ b/npc/airports/izlude.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) rAthena Dev Team //= Copyright (C) eAthena Dev Team //= @@ -32,21 +32,21 @@ //========================================================================= - script ::Airship_Staff_izlude FAKE_NPC,{ - mes "[Airship Staff]"; - mes "Welcome! Would you like"; - mes "to board the Airship that"; - mes "departs on the flight wich stops"; - mes "in Juno and Rachel?"; + mes("[Airship Staff]"); + mes("Welcome! Would you like\r" + "to board the Airship that\r" + "departs on the flight wich stops\r" + "in Juno and Rachel?"); next; - if (select("Board the Airship to Juno/Rachel.:Cancel.") == 1) { - mes "[Airship Staff]"; - mes "The boarding fee is"; - mes "1,200 zeny. However, this"; - mes "charged is waived if you use"; - mes "a Free Ticket for Airship. Now,"; - mes "would you still like to board?"; + if (select("Board the Airship to Juno/Rachel.", "Cancel.") == 1) { + mes("[Airship Staff]"); + mes("The boarding fee is\r" + "1,200 zeny. However, this\r" + "charged is waived if you use\r" + "a Free Ticket for Airship. Now,\r" + "would you still like to board?"); next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { if (countitem(Free_Flying_Ship_Ticket) > 0) { delitem Free_Flying_Ship_Ticket,1; warp "airplane_01",244,58; @@ -57,16 +57,16 @@ warp "airplane_01",244,58; end; } - mes "[Airship Staff]"; - mes "I'm sorry, but you don't"; - mes "have 1,200 zeny to pay"; - mes "for the boarding fee."; + mes("[Airship Staff]"); + mes("I'm sorry, but you don't\r" + "have 1,200 zeny to pay\r" + "for the boarding fee."); close; } } - mes "[Airship Staff]"; - mes "Thank you and"; - mes "please come again."; - mes "Have a good day~"; + mes("[Airship Staff]"); + mes("Thank you and\r" + "please come again."); + mes("Have a good day~"); close; } diff --git a/npc/airports/lighthalzen.txt b/npc/airports/lighthalzen.txt index 959da9c96..80842aa9d 100644 --- a/npc/airports/lighthalzen.txt +++ b/npc/airports/lighthalzen.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Muad_Dib //= Copyright (C) L0ne_W0lf //= @@ -32,20 +32,20 @@ //========================================================================= lhz_airport,143,43,5 script Airport Staff#lhz_air1a::lhz_airport1 4_F_01,{ - mes "[Airport Staff]"; - mes "Welcome to the"; - mes "Lighthalzen Airport,"; - mes "where we offer nonstop"; - mes "flights to Einbroch, Juno and Hugel."; + mes("[Airport Staff]"); + mes("Welcome to the\r" + "Lighthalzen Airport,\r" + "where we offer nonstop\r" + "flights to Einbroch, Juno and Hugel."); next; - if (select("Board the Airship.:Cancel.") == 1) { - mes "[Airport Staff]"; - mes "The boarding fee is"; - mes "1,200 zeny, but you can"; - mes "waive the fee if you redeem"; - mes "a Free Ticket for Airship."; + if (select("Board the Airship.", "Cancel.") == 1) { + mes("[Airport Staff]"); + mes("The boarding fee is\r" + "1,200 zeny, but you can\r" + "waive the fee if you redeem\r" + "a Free Ticket for Airship."); next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { if (countitem(Free_Flying_Ship_Ticket) > 0) { delitem Free_Flying_Ship_Ticket,1; warp "lhz_airport",148,51; @@ -56,17 +56,17 @@ lhz_airport,143,43,5 script Airport Staff#lhz_air1a::lhz_airport1 4_F_01,{ warp "lhz_airport",148,51; end; } - mes "[Airship Staff]"; - mes "I'm sorry, but you don't"; - mes "have 1,200 zeny to pay"; - mes "for the boarding fee."; + mes("[Airship Staff]"); + mes("I'm sorry, but you don't\r" + "have 1,200 zeny to pay\r" + "for the boarding fee."); close; } } - mes "[Airport Staff]"; - mes "Thank you and"; - mes "please come again."; - mes "Have a good day~"; + mes("[Airport Staff]"); + mes("Thank you and\r" + "please come again."); + mes("Have a good day~"); close; } @@ -74,29 +74,29 @@ lhz_airport,158,43,5 duplicate(lhz_airport1) Airship Staff#lhz_air1b 4_F_01 lhz_airport,126,43,5 duplicate(lhz_airport1) Airship Staff#lhz_air1c 4_F_01 lhz_airport,143,49,3 script Arrival Staff#lhz_air2a::lhz_airport2 4_F_01,{ - mes "[Arrival Staff]"; - mes "Welcome to Lighthalzen Airport."; - mes "Please let me guide you to the"; - mes "main terminal if you are arriving from your flight. Otherwise, please"; - mes "board the departing Airship to reach your intended destination."; + mes("[Arrival Staff]"); + mes("Welcome to Lighthalzen Airport."); + mes("Please let me guide you to the\r" + "main terminal if you are arriving from your flight. Otherwise, please\r" + "board the departing Airship to reach your intended destination."); next; - if (select("Exit to main terminal.:Cancel.") == 1) { - mes "[Arrival Staff]"; - mes "Once you're in the main terminal, you will need to pay the fee again"; - mes "to board an Airship. You should"; - mes "only exit if Lighthalzen is your intended destination. Shall we"; - mes "proceed to the main terminal?"; + if (select("Exit to main terminal.", "Cancel.") == 1) { + mes("[Arrival Staff]"); + mes("Once you're in the main terminal, you will need to pay the fee again\r" + "to board an Airship. You should\r" + "only exit if Lighthalzen is your intended destination. Shall we\r" + "proceed to the main terminal?"); next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { warp "lhz_airport",142,40; end; } } - mes "[Arrival Staff]"; - mes "Alright, thank you"; - mes "for your patronage"; - mes "and I hope you have"; - mes "a pleasant flight~"; + mes("[Arrival Staff]"); + mes("Alright, thank you\r" + "for your patronage\r" + "and I hope you have\r" + "a pleasant flight~"); close; } diff --git a/npc/airports/rachel.txt b/npc/airports/rachel.txt index 1faa33979..91db25d7e 100644 --- a/npc/airports/rachel.txt +++ b/npc/airports/rachel.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) rAthena Dev Team //= Copyright (C) eAthena Dev Team //= @@ -34,10 +34,10 @@ ra_fild12,295,208,0 script toairplane#rachel WARPNPC,1,1,{ end; OnTouch: - mes "To use the airship, you are required to pay 1,200 zeny or a Free Airship Ticket."; - mes "Would you like to use the service?"; + mes("To use the airship, you are required to pay 1,200 zeny or a Free Airship Ticket."); + mes("Would you like to use the service?"); next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { if (countitem(Free_Flying_Ship_Ticket) > 0) { delitem Free_Flying_Ship_Ticket,1; warp "airplane_01",245,60; @@ -48,10 +48,10 @@ OnTouch: warp "airplane_01",245,60; end; } - mes "I am sorry, but you do not have enough money."; - mes "Please remember, you are required to pay 1,200 zeny to use the service."; + mes("I am sorry, but you do not have enough money."); + mes("Please remember, you are required to pay 1,200 zeny to use the service."); close; } - mes "Thank you, please come again."; + mes("Thank you, please come again."); close; } diff --git a/npc/airports/yuno.txt b/npc/airports/yuno.txt index dbda7d5e3..6ae5b1657 100644 --- a/npc/airports/yuno.txt +++ b/npc/airports/yuno.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Muad_Dib //= Copyright (C) L0ne_W0lf //= @@ -32,19 +32,19 @@ //========================================================================= y_airport,143,43,5 script Airport Staff#y_air1a::y_airport1 4_F_01,{ - mes "[Airport Staff]"; - mes "Welcome to Juno Airport where we offer domestic flights to Einbroch, Lighthalzen and Hugel,"; - mes "and international flights to Izlude and Rachel."; - mes "How may I be of service?"; + mes("[Airport Staff]"); + mes("Welcome to Juno Airport where we offer domestic flights to Einbroch, Lighthalzen and Hugel,\r" + "and international flights to Izlude and Rachel."); + mes("How may I be of service?"); next; - if (select("Board the Airship.:Cancel.") == 1) { - mes "[Airport Staff]"; - mes "The boarding fee for all"; - mes "flights is 1,200 zeny. If you"; - mes "use a Free Ticket for Airship,"; - mes "the boarding fee will be waived.So would you like to depart?"; + if (select("Board the Airship.", "Cancel.") == 1) { + mes("[Airport Staff]"); + mes("The boarding fee for all\r" + "flights is 1,200 zeny. If you\r" + "use a Free Ticket for Airship,\r" + "the boarding fee will be waived.So would you like to depart?"); next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { if (countitem(Free_Flying_Ship_Ticket) > 0) { delitem Free_Flying_Ship_Ticket,1; warp "y_airport",148,51; @@ -55,16 +55,16 @@ y_airport,143,43,5 script Airport Staff#y_air1a::y_airport1 4_F_01,{ warp "y_airport",148,51; end; } - mes "[Airport Staff]"; - mes "I'm sorry, but you don't"; - mes "have 1,200 zeny to pay"; - mes "for the boarding fee."; + mes("[Airport Staff]"); + mes("I'm sorry, but you don't\r" + "have 1,200 zeny to pay\r" + "for the boarding fee."); close; } } - mes "[Airport Staff]"; - mes "Thank you and"; - mes "have a nice day."; + mes("[Airport Staff]"); + mes("Thank you and\r" + "have a nice day."); close; } @@ -72,28 +72,28 @@ y_airport,158,43,5 duplicate(y_airport1) Airport Staff#y_air1b 4_F_01 y_airport,126,43,5 duplicate(y_airport1) Airport Staff#y_air1c 4_F_01 y_airport,143,49,3 script Arrival Staff#y_air2a::y_airport2 4_F_01,{ - mes "[Airport Staff]"; - mes "Welcome to Juno Airport. If you've just arrived from your"; - mes "flight, let me guide you to the main terminal. Otherwise, please"; - mes "board the departing Airship to reach your intended destination."; + mes("[Airport Staff]"); + mes("Welcome to Juno Airport. If you've just arrived from your\r" + "flight, let me guide you to the main terminal. Otherwise, please\r" + "board the departing Airship to reach your intended destination."); next; - if (select("Exit to main terminal:Cancel") == 1) { - mes "[Airport Staff]"; - mes "Once you're in the main terminal, you must pay the fee once again"; - mes "to board a departing Airship. You should only exit if your intended"; - mes "destination is Juno. Proceed to"; - mes "exit to the main terminal?"; + if (select("Exit to main terminal", "Cancel") == 1) { + mes("[Airport Staff]"); + mes("Once you're in the main terminal, you must pay the fee once again\r" + "to board a departing Airship. You should only exit if your intended\r" + "destination is Juno. Proceed to\r" + "exit to the main terminal?"); next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { warp "y_airport",142,40; end; } } - mes "[Airport Staff]"; - mes "Alright, thank you"; - mes "for your patronage"; - mes "and I hope you have"; - mes "a pleasant flight~"; + mes("[Airport Staff]"); + mes("Alright, thank you\r" + "for your patronage\r" + "and I hope you have\r" + "a pleasant flight~"); close; } @@ -101,80 +101,80 @@ y_airport,126,51,3 duplicate(y_airport2) Arrival Staff#y_air2b 4_F_01 y_airport,158,50,3 duplicate(y_airport2) Arrival Staff#y_air2c 4_F_01 y_airport,145,63,5 script Domestic Boarding 4_F_02,{ - mes "[Boarding Staff]"; - mes "Would you like to board the"; - mes "Airship that flies to Einbroch,"; - mes "Lighthalzen and Hugel? If so,"; - mes "please let me guide you to that"; - mes "Airship's boarding area."; + mes("[Boarding Staff]"); + mes("Would you like to board the\r" + "Airship that flies to Einbroch,\r" + "Lighthalzen and Hugel? If so,\r" + "please let me guide you to that\r" + "Airship's boarding area."); next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { warp "yuno",59,244; end; } - mes "[Boarding Staff]"; - mes "Very well, then."; - mes "Thank you for your"; - mes "patronage, and I hope"; - mes "you enjoy your travels~"; + mes("[Boarding Staff]"); + mes("Very well, then."); + mes("Thank you for your\r" + "patronage, and I hope\r" + "you enjoy your travels~"); close; } y_airport,140,63,5 script International Boarding 4_F_02,{ - mes "[Boarding Staff]"; - mes "Would you like to board"; - mes "the Airship which flies to"; - mes "Juno, Izlude and Rachel?"; - mes "If so, let me guide"; - mes "you to the boarding area."; + mes("[Boarding Staff]"); + mes("Would you like to board\r" + "the Airship which flies to\r" + "Juno, Izlude and Rachel?"); + mes("If so, let me guide\r" + "you to the boarding area."); next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { warp "yuno",47,244; end; } - mes "[Boarding Staff]"; - mes "Alright, then."; - mes "Thank you for flying"; - mes "with us, and I hope you"; - mes "enjoy your travels on our"; - mes "state of the art Airships."; + mes("[Boarding Staff]"); + mes("Alright, then."); + mes("Thank you for flying\r" + "with us, and I hope you\r" + "enjoy your travels on our\r" + "state of the art Airships."); close; } yuno,14,262,5 script Airship Staff#yuno01 4_F_02,{ - mes "[Airship Staff]"; - mes "Welcome to Juno Airport."; - mes "Please use this door to"; - mes "board the Airship that will"; - mes "be flying all the way to Izlude"; - mes "in the Rune-Midgarts Kingdom,"; - mes "and to Rachel in the Arunafeltz"; - mes "Republic."; + mes("[Airship Staff]"); + mes("Welcome to Juno Airport."); + mes("Please use this door to\r" + "board the Airship that will\r" + "be flying all the way to Izlude\r" + "in the Rune-Midgarts Kingdom,\r" + "and to Rachel in the Arunafeltz\r" + "Republic."); next; - mes "[Airship Staff]"; - mes "Otherwise, if Juno is"; - mes "your intended destination,"; - mes "please head down the stairs"; - mes "and ask the Arrival Staff to lead"; - mes "you to the main terminal. Thank"; - mes "you, and enjoy your travels."; + mes("[Airship Staff]"); + mes("Otherwise, if Juno is\r" + "your intended destination,\r" + "please head down the stairs\r" + "and ask the Arrival Staff to lead\r" + "you to the main terminal. Thank\r" + "you, and enjoy your travels."); close; } yuno,88,263,3 script Airship Staff#yuno02 4_F_02,{ - mes "[Airship Staff]"; - mes "Welcome to Juno Airport."; - mes "Please use this door to"; - mes "board the Airship which stops"; - mes "over Einbroch, Lighthalzen and"; - mes "Hugel in the Schwaltzvalt Republic."; + mes("[Airship Staff]"); + mes("Welcome to Juno Airport."); + mes("Please use this door to\r" + "board the Airship which stops\r" + "over Einbroch, Lighthalzen and\r" + "Hugel in the Schwaltzvalt Republic."); next; - mes "[Airship Staff]"; - mes "Otherwise, if Juno is"; - mes "your intended destination,"; - mes "please head down the stairs"; - mes "and ask the Arrival Staff to lead"; - mes "you to the main terminal. Thank"; - mes "you, and enjoy your travels."; + mes("[Airship Staff]"); + mes("Otherwise, if Juno is\r" + "your intended destination,\r" + "please head down the stairs\r" + "and ask the Arrival Staff to lead\r" + "you to the main terminal. Thank\r" + "you, and enjoy your travels."); close; } diff --git a/npc/battleground/bg_common.txt b/npc/battleground/bg_common.txt index 78ec8e6d0..4c9f3c307 100644 --- a/npc/battleground/bg_common.txt +++ b/npc/battleground/bg_common.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Euphy //= Copyright (C) L0ne_W0lf //= @@ -44,58 +44,58 @@ bat_room,161,160,3 script Gen. Guillaume's Aide#03 4_M_KY_HEAD,{ end; } bat_room,160,141,3 script Prince Croix 4_M_CRU_CRUA,{ cutin "bat_crua1",2; - mes "[Prince Croix]"; - mes "Wise adventurer, why don't you lend us your power for victory?"; + mes("[Prince Croix]"); + mes("Wise adventurer, why don't you lend us your power for victory?"); next; - switch(select("What's the reason for the Battle?:Tell me about General Guillaume")) { + switch(select("What's the reason for the Battle?", "Tell me about General Guillaume")) { case 1: cutin "bat_crua2",2; - mes "[Prince Croix]"; - mes "Maroll's great king, Marcel Marollo VII, is very sick lately."; - mes "His Majesty has declared that he will be leaving the future of Maroll to me or the 3rd prince, General Guillaume."; + mes("[Prince Croix]"); + mes("Maroll's great king, Marcel Marollo VII, is very sick lately."); + mes("His Majesty has declared that he will be leaving the future of Maroll to me or the 3rd prince, General Guillaume."); next; - mes "[Prince Croix]"; - mes "General Guillaume may have an advantage in this battle as he is the great general of Maroll, but that doesn't automatically mean he'll win."; - mes "I want to win this battle so that I can bring prosperity to the people of Maroll. They've suffered enough from war..."; + mes("[Prince Croix]"); + mes("General Guillaume may have an advantage in this battle as he is the great general of Maroll, but that doesn't automatically mean he'll win."); + mes("I want to win this battle so that I can bring prosperity to the people of Maroll. They've suffered enough from war..."); next; - switch(select("Yes, I want to join you.:End Conversation")) { + switch(select("Yes, I want to join you.", "End Conversation")) { case 1: cutin "bat_crua1",2; - mes "[Prince Croix]"; - mes "Thank you so much. I feel like I can win with the help of adventurers like you."; - mes "Now, please go downstairs and join your comrades in sharpening their skills to fight the enemy!"; + mes("[Prince Croix]"); + mes("Thank you so much. I feel like I can win with the help of adventurers like you."); + mes("Now, please go downstairs and join your comrades in sharpening their skills to fight the enemy!"); break; case 2: - mes "[Prince Croix]"; - mes "For Maroll!"; + mes("[Prince Croix]"); + mes("For Maroll!"); break; } break; case 2: cutin "bat_crua2",2; - mes "[Prince Croix]"; - mes "The 3rd Prince Guillaume is the great general of Maroll."; - mes "It's a waste of time to explain to you how great a leader or warlord he is, since he commands the great military power of Maroll."; + mes("[Prince Croix]"); + mes("The 3rd Prince Guillaume is the great general of Maroll."); + mes("It's a waste of time to explain to you how great a leader or warlord he is, since he commands the great military power of Maroll."); next; - mes "[Prince Croix]"; - mes "Unfortunately, there's something he and his followers are unaware of:"; - mes "Do the people of Maroll really want them to spend so much money on military power?"; - mes "We have suffered enough from wars."; - mes "I believe weapons aren't the best way to bring prosperity to a nation."; + mes("[Prince Croix]"); + mes("Unfortunately, there's something he and his followers are unaware of:"); + mes("Do the people of Maroll really want them to spend so much money on military power?"); + mes("We have suffered enough from wars."); + mes("I believe weapons aren't the best way to bring prosperity to a nation."); next; - mes "[Prince Croix]"; - mes "I do not wish to shed blood, but I have no choice but to fight for the possibility of peace and for the sake of my people."; + mes("[Prince Croix]"); + mes("I do not wish to shed blood, but I have no choice but to fight for the possibility of peace and for the sake of my people."); next; - switch(select("Yes, I want to join you.:End Conversation")) { + switch(select("Yes, I want to join you.", "End Conversation")) { case 1: cutin "bat_crua1",2; - mes "[Prince Croix]"; - mes "Thank you so much. I feel like I can win with the help of adventurers like you."; - mes "Now, please go downstairs and join your comrades in sharpening their skills to fight the enemy!"; + mes("[Prince Croix]"); + mes("Thank you so much. I feel like I can win with the help of adventurers like you."); + mes("Now, please go downstairs and join your comrades in sharpening their skills to fight the enemy!"); break; case 2: - mes "[Prince Croix]"; - mes "For Maroll!"; + mes("[Prince Croix]"); + mes("For Maroll!"); break; } break; @@ -111,72 +111,74 @@ bat_room,161,142,3 script Prince Croix's Aide#02 4_M_CRU_HEAD,{ end; } bat_room,160,159,3 script General Guillaume 4_M_KY_KIYOM,{ cutin "bat_kiyom2",2; - mes "[General Guillaume]"; - mes "Hot-blooded adventurer, we need your ability to win this battle."; + mes("[General Guillaume]"); + mes("Hot-blooded adventurer, we need your ability to win this battle."); next; - switch(select("What's the reason for the Battle?:Tell me about Prince Croix")) { + switch(select("What's the reason for the Battle?", "Tell me about Prince Croix")) { case 1: cutin "bat_kiyom1",2; - mes "[General Guillaume]"; - mes "Our great king, Marcel Marollo VII, is very sick lately."; - mes "His Majesty has declared that he has chosen either me or Prince Croix as the next king amongst his 9 sons."; + mes("[General Guillaume]"); + mes("Our great king, Marcel Marollo VII, is very sick lately."); + mes("His Majesty has declared that he has chosen either me or Prince Croix as the next king amongst his 9 sons."); next; - mes "[General Guillaume]"; - mes "Two kings can't share a nation! Only the one victorious from His Majesty's appointed battle will be enthroned."; + mes("[General Guillaume]"); + mes("Two kings can't share a nation! Only the one victorious from His Majesty's appointed battle will be enthroned."); next; - mes "[General Guillaume]"; - mes "This is, however, not just a battle between us. This battle will determine the future of this country."; - mes "I pledge on my honor to prove that I'm the one who can protect this Maroll from outside threats."; + mes("[General Guillaume]"); + mes("This is, however, not just a battle between us. This battle will determine the future of this country."); + mes("I pledge on my honor to prove that I'm the one who can protect this Maroll from outside threats."); next; - switch(select("Yes, I want to join you.:End Conversation")) { + switch(select("Yes, I want to join you.", "End Conversation")) { case 1: cutin "bat_kiyom2",2; - mes "[General Guillaume]"; - mes "Welcome to my army, comrade."; - mes "Your eyes tell me that you're a soldier that I can trust."; + mes("[General Guillaume]"); + mes("Welcome to my army, comrade."); + mes("Your eyes tell me that you're a soldier that I can trust."); next; - mes "[General Guillaume]"; - mes "Now, go upstairs and apply for battle with your comrades."; - mes "I'm sure they'll welcome you whole-heartedly!"; + mes("[General Guillaume]"); + mes("Now, go upstairs and apply for battle with your comrades."); + mes("I'm sure they'll welcome you whole-heartedly!"); break; case 2: - mes "[General Guillaume]"; - mes "I'll be the one who will capture the flag!"; + mes("[General Guillaume]"); + mes("I'll be the one who will capture the flag!"); break; } break; case 2: cutin "bat_kiyom1",2; - mes "[General Guillaume]"; - mes "The 5th Prince Croix is currently titled as the Prime Minister of Maroll."; - mes "He thinks all national matters of a nation can be discussed and determined on a desk,"; - mes "and believes in peaceful co-existence with other countries."; + mes("[General Guillaume]"); + mes("The 5th Prince Croix is currently titled as the Prime Minister of Maroll."); + mes("He thinks all national matters of a nation can be discussed and determined on a desk,\r" + "and believes in peaceful co-existence with other countries."); next; - mes "[General Guillaume]"; - mes "He's too ignorant to admit that so-called peace is built on countless lives that are sacrificed in wars while normal citizens and upper classes can live, oblivious to the horrors that allow them to live that way."; + mes("[General Guillaume]"); + mes("He's too ignorant to admit that so-called peace is built on countless lives that are sacrificed in " + "wars while normal citizens and upper classes can live, oblivious to the horrors that allow them to live that way."); next; - mes "[General Guillaume]"; - mes "He's too naive to understand the reality...."; - mes "I can't leave Maroll to someone like him who lives in a dream!"; + mes("[General Guillaume]"); + mes("He's too naive to understand the reality...."); + mes("I can't leave Maroll to someone like him who lives in a dream!"); next; - mes "[General Guillaume]"; - mes "His unrealistic beliefs will drown this country in poverty and make the people weak. If he becomes the king, Maroll will never rest from the onslaughts of other countries."; - mes "I want to teach him what makes this small country so powerful and prosperous. It's military power!"; + mes("[General Guillaume]"); + mes("His unrealistic beliefs will drown this country in poverty and make the people weak. If he becomes the king, " + "Maroll will never rest from the onslaughts of other countries."); + mes("I want to teach him what makes this small country so powerful and prosperous. It's military power!"); next; - switch(select("I want to join your army!:End Conversation")) { + switch(select("I want to join your army!", "End Conversation")) { case 1: cutin "bat_kiyom2",2; - mes "[General Guillaume]"; - mes "Welcome to my army, comrade."; - mes "Your eyes tell me that you're a soldier that I can trust."; + mes("[General Guillaume]"); + mes("Welcome to my army, comrade."); + mes("Your eyes tell me that you're a soldier that I can trust."); next; - mes "[General Guillaume]"; - mes "Now, go upstairs and apply for battle from your comrades."; - mes "I'm sure they'll welcome you whole-heartedly!"; + mes("[General Guillaume]"); + mes("Now, go upstairs and apply for battle from your comrades."); + mes("I'm sure they'll welcome you whole-heartedly!"); break; case 2: - mes "[General Guillaume]"; - mes "I'll be the one who will capture the flag!"; + mes("[General Guillaume]"); + mes("I'll be the one who will capture the flag!"); break; } break; @@ -195,68 +197,68 @@ bat_room,160,159,3 script General Guillaume 4_M_KY_KIYOM,{ //== BattleGround Warper =================================== bat_room,148,150,5 script Teleporter#Battlefield 4_F_TELEPORTER,{ - mes "[Teleporter]"; - mes "Do you wish to leave the battlefield? Use my services to return to town."; + mes("[Teleporter]"); + mes("Do you wish to leave the battlefield? Use my services to return to town."); next; - switch(select("Leave:Don't Leave")) { + switch(select("Leave", "Don't Leave")) { case 1: - mes "[Teleporter]"; + mes("[Teleporter]"); switch(bat_return) { default: case 1: - setarray .@mapname$[0],"Prontera.","prontera"; + setarray .@mapname$[0], _("Prontera"), "prontera"; setarray .@xy[0],116,72; break; case 2: - setarray .@mapname$[0],"Morroc","moc_ruins"; + setarray .@mapname$[0], _("Morroc"), "moc_ruins"; setarray .@xy[0],152,48; break; case 3: - setarray .@mapname$[0],"Al De Baran.","aldebaran"; + setarray .@mapname$[0], _("Al De Baran"), "aldebaran"; setarray .@xy[0],168,112; break; case 4: - setarray .@mapname$[0],"Geffen.","geffen"; + setarray .@mapname$[0], _("Geffen"), "geffen"; setarray .@xy[0],120,39; break; case 5: - setarray .@mapname$[0],"Payon.","payon"; + setarray .@mapname$[0], _("Payon"), "payon"; setarray .@xy[0],161,58; break; case 6: - setarray .@mapname$[0],"Lighthalzen.","lighthalzen"; + setarray .@mapname$[0], _("Lighthalzen"), "lighthalzen"; setarray .@xy[0],159,93; break; case 7: - setarray .@mapname$[0],"Rachel.","rachel"; + setarray .@mapname$[0], _("Rachel"), "rachel"; setarray .@xy[0],115,124; break; } - mes "You will be sent back to "+.@mapname$[0]+"."; + mesf("You will be sent back to %s.", .@mapname$[0]); close2; warp .@mapname$[1],.@xy[0],.@xy[1]; break; case 2: - mes "[Teleporter]"; - mes "I'll be here whenever you're in need of my services."; + mes("[Teleporter]"); + mes("I'll be here whenever you're in need of my services."); close; } end; } - script Maroll Battle Recruiter::BatRecruit 4_F_JOB_KNIGHT,{ - mes "[Maroll Battle Recruiter]"; - mes "Good day, adventurer."; - mes "I'm a knight from a far country called Maroll Kingdom."; + mes("[Maroll Battle Recruiter]"); + mes("Good day, adventurer."); + mes("I'm a knight from a far country called Maroll Kingdom."); next; - mes "[Maroll Battle Recruiter]"; - mes "The two princes of the kingdom are now battling for the throne of Maroll, and are in need of experienced soldiers like you."; - mes "How would you like to lend your power to one of the princes in the Maroll Kingdom?"; + mes("[Maroll Battle Recruiter]"); + mes("The two princes of the kingdom are now battling for the throne of Maroll, and are in need of experienced soldiers like you."); + mes("How would you like to lend your power to one of the princes in the Maroll Kingdom?"); next; - switch(select("Join:Don't Join")) { + switch(select("Join", "Don't Join")) { case 1: - mes "[Maroll Battle Recruiter]"; - mes "May the war god bless you."; + mes("[Maroll Battle Recruiter]"); + mes("May the war god bless you."); close2; getmapxy(.@mapname$, .@x, .@y, UNITTYPE_NPC); if (.@mapname$ == "prontera") @@ -278,8 +280,8 @@ bat_room,148,150,5 script Teleporter#Battlefield 4_F_TELEPORTER,{ warp "bat_room",154,150; break; case 2: - mes "[Maroll Battle Recruiter]"; - mes "I'll always be stationed here for more soldiers. Feel free to come back whenever you're interested."; + mes("[Maroll Battle Recruiter]"); + mes("I'll always be stationed here for more soldiers. Feel free to come back whenever you're interested."); close; } end; @@ -330,7 +332,7 @@ bat_room,148,147,4 script Kafra Staff::kaf_bat 4_F_KAFRA9,{ //== Repairman ============================================= bat_room,138,144,4 script Repairman#bg 4_M_04,{ - callfunc "repairmain","Repairman"; + callfunc("repairmain", _("Repairman")); end; } @@ -338,14 +340,14 @@ bat_room,138,144,4 script Repairman#bg 4_M_04,{ bat_room,1,151,3 script Switch#batgnd 4_DOG01,{ .@i = callfunc("F_GM_NPC",1854,0); if (.@i == -1) { - mes "The command has been cancelled."; + mes("The command has been cancelled."); close; } else if (.@i == 0) { end; } else { - mes "May I help you?"; + mes("May I help you?"); next; - switch(select("Close Battlefield:Open Battlefield:Reset a01:Reset b01:Reset a02:Reset b02")) { + switch(select("Close Battlefield", "Open Battlefield", "Reset a01", "Reset b01", "Reset a02", "Reset b02")) { case 1: disablenpc "Tierra Gorge Officer#01a"; disablenpc "Tierra Gorge Officer#02a"; @@ -379,7 +381,7 @@ bat_room,1,151,3 script Switch#batgnd 4_DOG01,{ donpcevent "start#bat_b02::OnEnable"; break; } - mes "Complete"; + mes("Complete"); close; } } @@ -387,106 +389,107 @@ bat_room,1,151,3 script Switch#batgnd 4_DOG01,{ //== Badges Exchange ======================================= bat_room,160,150,3 script Erundek 4_M_MANAGER,{ if (checkweight(Knife,1) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; + mes("- Wait a minute !! -"); + mes("- Currently you're carrying -"); + mes("- too many items with you. -"); + mes("- Please try again -"); + mes("- after you loose some weight. -"); close; } - mes "[Erundek]"; - mes "Do you have the battlefield badges?"; - mes "I can exchange Bravery Badges and Valor Badges for reward items."; + mes("[Erundek]"); + mes("Do you have the battlefield badges?"); + mes("I can exchange Bravery Badges and Valor Badges for reward items."); next; - switch(select("Exchange Badges:Check the Catalog")) { + switch(select("Exchange Badges", "Check the Catalog")) { case 1: - mes "[Erundek]"; - mes "Which type of items would you like to exchange?"; - mes "To check more information about the reward items, please use our ^3131FFCatalog^000000."; + mes("[Erundek]"); + mes("Which type of items would you like to exchange?"); + mes("To check more information about the reward items, please use our ^3131FFCatalog^000000."); next; - switch(select("Weapon:Armor:Accessory:Consumable")) { + switch(select("Weapon", "Armor", "Accessory", "Consumable")) { case 1: - mes "[Erundek]"; - mes "You chose ^3131FFWeapon^000000."; - mes "The following weapons are available for exchange with the battlefield badges."; - mes "Please note that items for ^3131FFBravery Badges are indicated as (BB)^000000, and ^3131FFValor Badges as (VB)^000000."; + mes("[Erundek]"); + mes("You chose ^3131FFWeapon^000000."); + mes("The following weapons are available for exchange with the battlefield badges."); + mes("Please note that items for ^3131FFBravery Badges are indicated as (BB)^000000, and ^3131FFValor Badges as (VB)^000000."); next; - switch(select("Dagger/OneSword/TwoSword/TwoSpear:Staff/Mace/TwoAxe/Shuriken:Bow/Katar/Music/Whip:Book/Knuckle:Revolver/Rifle/Gatling/Shotgun/Launcher")) { + switch(select("Dagger/OneSword/TwoSword/TwoSpear", "Staff/Mace/TwoAxe/Shuriken", "Bow/Katar/Music/Whip", "Book/Knuckle", "Revolver/Rifle/Gatling/Shotgun/Launcher")) { case 1: - mes "[Erundek]"; - mes "The following items are available in the ^3131FFDagger, One-Handed Sword, Two-Handed Sword, and Two-Handed Spear^000000 category."; + mes("[Erundek]"); + mes("The following items are available in the ^3131FFDagger, One-Handed Sword, Two-Handed Sword, and Two-Handed Spear^000000 category."); next; setarray .@Weapons[0],13036,7828,13037,7829,13411,7828,13410,7829,1183,7828,1184,7829,1425,7828,1482,7829; break; case 2: - mes "[Erundek]"; - mes "The following items are available in the ^3131FFStaff / Mace / Two-Handed Axe / Huuma Shuriken^000000 category."; + mes("[Erundek]"); + mes("The following items are available in the ^3131FFStaff / Mace / Two-Handed Axe / Huuma Shuriken^000000 category."); next; setarray .@Weapons[0],1632,7828,1633,7829,1634,7828,1635,7829,1543,7828,1542,7829,1380,7828,1379,7829,13305,7828,13306,7829; break; case 3: - mes "[Erundek]"; - mes "The following weapons are available in the ^3131FFBow / Katar / Musical Instrument / Whip^000000 category."; + mes("[Erundek]"); + mes("The following weapons are available in the ^3131FFBow / Katar / Musical Instrument / Whip^000000 category."); next; setarray .@Weapons[0],1739,7828,1738,7829,1279,7828,1280,7829,1924,7828,1923,7829,1978,7828,1977,7829; break; case 4: - mes "[Erundek]"; - mes "The following weapons are available in the ^3131FFBook / Knuckle^000000 category."; + mes("[Erundek]"); + mes("The following weapons are available in the ^3131FFBook / Knuckle^000000 category."); next; setarray .@Weapons[0],1574,7828,1575,7829,1824,7828,1823,7829; break; case 5: - mes "[Erundek]"; - mes "The following weapons are available in the ^3131FFRevolver / Rifle / Gatling Gun / Shotgun / Grenade Launcher^000000 category."; + mes("[Erundek]"); + mes("The following weapons are available in the ^3131FFRevolver / Rifle / Gatling Gun / Shotgun / Grenade Launcher^000000 category."); next; setarray .@Weapons[0],13108,7828,13171,7829,13172,7828,13173,7829,13174,7829; break; } .@menu$ = ""; for (.@i = 0; .@i < getarraysize(.@Weapons); .@i += 2) - .@menu$ += getitemname(.@Weapons[.@i])+((.@Weapons[.@i+1]==7828)?"(BB)":"(VB)")+":"; + .@menu$ += getitemname(.@Weapons[.@i]) + ((.@Weapons[.@i+1]==7828) ? _("(BB)") : _("(VB)")) + ":"; .@i = (select(.@menu$)-1)*2; - .@type$ = ((.@Weapons[.@i+1]==7828)?"(BB)":"(VB)"); - mes "[Erundek]"; - mes "You chose ^3131FF"+getitemname(.@Weapons[.@i])+.@type$+"^000000."; - mes "You can exchange for this item with ^FF0000100 "+getitemname(.@Weapons[.@i+1])+"^000000."; - mes "Would you like to exchange?"; + .@type$ = ((.@Weapons[.@i+1]==7828) ? _("(BB)") : _("(VB)")); + mes("[Erundek]"); + mesf("You chose ^3131FF%s%s^000000.", getitemname(.@Weapons[.@i]), .@type$); + mesf("You can exchange for this item with ^FF0000100 %s^000000.", getitemname(.@Weapons[.@i+1])); + mes("Would you like to exchange?"); next; - switch(select("Do not exchange:Exchange")) { + switch(select("Do not exchange", "Exchange")) { case 1: break; case 2: - mes "[Erundek]"; - mes "Would you like to spend ^FF0000100 "+getitemname(.@Weapons[.@i+1])+"^000000 and receive a ^3131FF"+getitemname(.@Weapons[.@i])+.@type$+"^000000?"; + mes("[Erundek]"); + mesf("Would you like to spend ^FF0000100 %s^000000 and receive a ^3131FF%s%s^000000?", + getitemname(.@Weapons[.@i+1]), getitemname(.@Weapons[.@i]), .@type$); next; - mes "[Erundek]"; - mes "Remember, Battleground Reward Items are ^FF0000Character Bound^000000. Are you sure you want this item?"; + mes("[Erundek]"); + mes("Remember, Battleground Reward Items are ^FF0000Character Bound^000000. Are you sure you want this item?"); next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: - mes "[Erundek]"; + mes("[Erundek]"); if (countitem(.@Weapons[.@i+1]) >= 100) { - mes "Thank you for exchanging."; + mes("Thank you for exchanging."); delitem .@Weapons[.@i+1],100; getitem .@Weapons[.@i],1; } - else mes "I'm sorry, but you don't have enough badges to exchange."; + else mes("I'm sorry, but you don't have enough badges to exchange."); close; case 2: break; } break; } - mes "[Erundek]"; - mes "Do you need more time to check the items?"; + mes("[Erundek]"); + mes("Do you need more time to check the items?"); close; case 2: - mes "[Erundek]"; - mes "You chose ^3131FFArmor^000000."; - mes "The following armors are available for exchange with the battlefield badges."; + mes("[Erundek]"); + mes("You chose ^3131FFArmor^000000."); + mes("The following armors are available for exchange with the battlefield badges."); next; - switch(select("Garments / Shoes:Armor")) { + switch(select("Garments / Shoes", "Armor")) { case 1: setarray .@items[0],2538,50,2539,50,2540,50,2435,50,2436,50,2437,50; break; @@ -496,25 +499,27 @@ bat_room,160,150,3 script Erundek 4_M_MANAGER,{ } break; case 3: - mes "[Erundek]"; - mes "You chose ^3131FFAccessory^000000."; - mes "You can exchange the Medal of Honors with your Badges according to the job classes, as follows:"; + mes("[Erundek]"); + mes("You chose ^3131FFAccessory^000000."); + mes("You can exchange the Medal of Honors with your Badges according to the job classes, as follows:"); next; setarray .@items[0],2733,500,2720,500,2721,500,2722,500,2723,500,2724,500,2725,500; - .@menu1$ = "Gunslinger:Swordman/Taekwon Master:Thief:Acolyte:Magician:Archer:Merchant"; + .@menu1$ = sprintf("%s:%s/%s:%s:%s:%s:%s:%s", + jobname(Job_Gunslinger), jobname(Job_Swordman), jobname(Job_Star_Gladiator), jobname(Job_Thief), + jobname(Job_Acolyte), jobname(Job_Mage), jobname(Job_Archer), jobname(Job_Merchant)); break; case 4: - mes "[Erundek]"; - mes "You chose ^3131FFConsumable^000000."; - mes "The following consumable items are available for exchange with the battlefield badges:"; + mes("[Erundek]"); + mes("You chose ^3131FFConsumable^000000."); + mes("The following consumable items are available for exchange with the battlefield badges:"); next; setarray .@items[0],12269,10,12270,10,12271,5,12272,10,12273,10; break; } break; case 2: - mes "[Erundek]"; - mes "We have many items, so please take a look and purchase deliberately."; + mes("[Erundek]"); + mes("We have many items, so please take a look and purchase deliberately."); close2; readbook 11010,1; end; @@ -524,49 +529,49 @@ bat_room,160,150,3 script Erundek 4_M_MANAGER,{ else for (.@i = 0; .@i < getarraysize(.@items); .@i += 2) .@menu$ += getitemname(.@items[.@i])+":"; .@i = (select(.@menu$)-1)*2; - mes "[Erundek]"; - mes "You chose ^3131FF"+getitemname(.@items[.@i])+"^000000."; + mes("[Erundek]"); + mesf("You chose ^3131FF%s^000000.", getitemname(.@items[.@i])); switch(.@items[.@i]) { - case 2720: mes "This item is for Swordman and Taekwon Master Class only."; break; - case 2721: mes "This item is for Thief Class only."; break; - case 2722: mes "This item is for Acolyte Class only."; break; - case 2723: mes "This item is for Magician Class only."; break; - case 2724: mes "This item is for Archer Class only."; break; - case 2725: mes "This item is for Merchant Class only."; break; - case 2733: mes "This item is for Gunslinger only."; break; + case 2720: mes("This item is for Swordman and Taekwon Master Class only."); break; + case 2721: mes("This item is for Thief Class only."); break; + case 2722: mes("This item is for Acolyte Class only."); break; + case 2723: mes("This item is for Magician Class only."); break; + case 2724: mes("This item is for Archer Class only."); break; + case 2725: mes("This item is for Merchant Class only."); break; + case 2733: mes("This item is for Gunslinger only."); break; default: break; } - mes "You can exchange for this item with ^FF0000"+.@items[.@i+1]+" "+getitemname(7828)+" or "+.@items[.@i+1]+" "+getitemname(7829)+"^000000."; - mes "Would you like to exchange?"; + mesf("You can exchange for this item with ^FF0000%d %s or %d %s^000000.", .@items[.@i+1], getitemname(7828), .@items[.@i+1], getitemname(7829)); + mes("Would you like to exchange?"); next; - switch(select("Do not exchange:Exchange")) { + switch(select("Do not exchange", "Exchange")) { case 1: - mes "[Erundek]"; - mes "Do you need more time to check the items?"; + mes("[Erundek]"); + mes("Do you need more time to check the items?"); break; case 2: - mes "[Erundek]"; - mes "Which Badge do you want to exchange?"; - mes "You need ^3131FF"+.@items[.@i+1]+" Badges^000000 to exchange."; + mes("[Erundek]"); + mes("Which Badge do you want to exchange?"); + mesf("You need ^3131FF%d Badges^000000 to exchange.", .@items[.@i+1]); next; if (.@item[0] < 12269 || .@item[0] > 12273 ) { - mes "[Erundek]"; - mes "Remember, Battleground Reward Items are ^FF0000Character Bound^000000. Are you sure you want this item?"; + mes("[Erundek]"); + mes("Remember, Battleground Reward Items are ^FF0000Character Bound^000000. Are you sure you want this item?"); next; } - .@j = select("Bravery Badge:Valor Badge:Cancel"); - mes "[Erundek]"; + .@j = select("Bravery Badge", "Valor Badge", "Cancel"); + mes("[Erundek]"); if (.@j == 3) { - mes "You cancelled the exchange."; + mes("You cancelled the exchange."); break; } .@cost = ((.@j==1)?7828:7829); if (countitem(.@cost) >= .@items[.@i+1]) { - mes "Thank you for exchanging."; + mes("Thank you for exchanging."); delitem .@cost, .@items[.@i+1]; getitem .@items[.@i],1; } - else mes "You do not have enough "+getitemname(.@cost)+"s."; + else mesf("You do not have enough %ss.", getitemname(.@cost)); break; } close; diff --git a/npc/battleground/flavius/flavius01.txt b/npc/battleground/flavius/flavius01.txt index 44e084284..ee8ac5cb3 100644 --- a/npc/battleground/flavius/flavius01.txt +++ b/npc/battleground/flavius/flavius01.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Euphy //= Copyright (C) Kisuka //= Copyright (C) L0ne_W0lf @@ -40,7 +40,7 @@ bat_room,86,227,4 script Lieutenant Ator 4_M_KY_KNT,{ end; OnInit: - waitingroom "Battle Station",11,"start#bat_b01::OnReadyCheck",1,0,80; + waitingroom(_("Battle Station"), 11, "start#bat_b01::OnReadyCheck", 1, 0, 80); end; OnEnterBG: $@FlaviusBG1_id1 = waitingroom2bg("bat_b01",10,290,"start#bat_b01::OnGuillaumeQuit",""); @@ -50,7 +50,7 @@ OnEnterBG: bat_room,85,204,0 script Lieutenant Thelokus 4_M_CRU_KNT,{ end; OnInit: - waitingroom "Battle Station",11,"start#bat_b01::OnReadyCheck",1,0,80; + waitingroom(_("Battle Station"), 11, "start#bat_b01::OnReadyCheck", 1, 0, 80); end; OnEnterBG: $@FlaviusBG1_id2 = waitingroom2bg("bat_b01",390,10,"start#bat_b01::OnCroixQuit",""); @@ -173,7 +173,7 @@ OnKill: OnMyMobDead: if (mobcount("bat_b01","OBJ#bat_b01_a::OnMyMobDead") < 1) { - mapannounce "bat_b01", "Guillaume's Crystal has been destroyed.",bc_map,"0xFFCE00"; + mapannounce("bat_b01", _("Guillaume's Crystal has been destroyed."), bc_map, "0xFFCE00"); if ($@Croix_ScoreBG1 > 0) { $@FlaviusBG1_Victory = 2; ++$@Croix_ScoreBG1; @@ -197,7 +197,7 @@ OnMyMobDead: bat_b01,1,2,3 script OBJ#bat_b01_b CLEAR_NPC,{ OnEnable: - bg_monster $@FlaviusBG1_id2,"bat_b01",328,150,"Blue Crystal",1914,"OBJ#bat_b01_b::OnMyMobDead"; + bg_monster($@FlaviusBG1_id2, "bat_b01", 328, 150, _("Blue Crystal"), 1914, "OBJ#bat_b01_b::OnMyMobDead"); end; OnKill: @@ -206,7 +206,7 @@ OnKill: OnMyMobDead: if (mobcount("bat_b01","OBJ#bat_b01_b::OnMyMobDead") < 1) { - mapannounce "bat_b01", "Croix's Crystal has been destroyed.",bc_map,"0xFFCE00"; + mapannounce("bat_b01", _("Croix's Crystal has been destroyed."), bc_map, "0xFFCE00"); if ($@Guill_ScoreBG1 > 0) { $@FlaviusBG1_Victory = 1; ++$@Guill_ScoreBG1; @@ -230,8 +230,8 @@ OnMyMobDead: bat_b01,1,3,3 script guardian#bat_b01_a CLEAR_NPC,{ OnEnable: - bg_monster $@FlaviusBG1_id1,"bat_b01",108,159,"Guillaume Camp Guardian",1949,"guardian#bat_b01_a::OnMyMobDead"; - bg_monster $@FlaviusBG1_id1,"bat_b01",108,141,"Guillaume Camp Guardian",1949,"guardian#bat_b01_a::OnMyMobDead"; + bg_monster($@FlaviusBG1_id1, "bat_b01", 108, 159, _("Guillaume Camp Guardian"), 1949, "guardian#bat_b01_a::OnMyMobDead"); + bg_monster($@FlaviusBG1_id1, "bat_b01", 108, 141, _("Guillaume Camp Guardian"), 1949, "guardian#bat_b01_a::OnMyMobDead"); end; OnKill: @@ -241,15 +241,15 @@ OnKill: OnMyMobDead: if (mobcount("bat_b01","guardian#bat_b01_a::OnMyMobDead") < 1) { donpcevent "cell#bat_b01_a::OnGreen"; - mapannounce "bat_b01", "The Guardian protecting Guillaume's Crystal has been slain.",bc_map,"0xFFCE00"; + mapannounce("bat_b01", _("The Guardian protecting Guillaume's Crystal has been slain."), bc_map, "0xFFCE00"); } end; } bat_b01,1,3,3 script guardian#bat_b01_b CLEAR_NPC,{ OnEnable: - bg_monster $@FlaviusBG1_id2,"bat_b01",307,160,"Croix Camp Guardian",1949,"guardian#bat_b01_b::OnMyMobDead"; - bg_monster $@FlaviusBG1_id2,"bat_b01",307,138,"Croix Camp Guardian",1949,"guardian#bat_b01_b::OnMyMobDead"; + bg_monster($@FlaviusBG1_id2, "bat_b01", 307, 160, _("Croix Camp Guardian"), 1949, "guardian#bat_b01_b::OnMyMobDead"); + bg_monster($@FlaviusBG1_id2, "bat_b01", 307, 138, _("Croix Camp Guardian"), 1949, "guardian#bat_b01_b::OnMyMobDead"); end; OnKill: @@ -259,7 +259,7 @@ OnKill: OnMyMobDead: if (mobcount("bat_b01","guardian#bat_b01_b::OnMyMobDead") < 1) { donpcevent "cell#bat_b01_b::OnGreen"; - mapannounce "bat_b01", "The Guardian protecting Croix's Crystal has been slain.",bc_map,"0xFFCE00"; + mapannounce("bat_b01", _("The Guardian protecting Croix's Crystal has been slain."), bc_map, "0xFFCE00"); } end; } @@ -301,11 +301,11 @@ OnStop: } bat_b01,10,294,3 script Battle Therapist#b01_a 4_F_SISTER,{ - specialeffect2 EF_HEAL; - mes "[Battle Therapist]"; - mes "Just close your eyes,"; - mes "and take a deep breath."; - mes "You can be free from pain."; + specialeffect(EF_HEAL, AREA, playerattached()); + mes("[Battle Therapist]"); + mes("Just close your eyes,\r" + "and take a deep breath."); + mes("You can be free from pain."); close; OnTimer25000: @@ -346,11 +346,11 @@ OnTouch: } bat_b01,389,14,3 script Battle Therapist#b01_b 4_F_SISTER,{ - specialeffect2 EF_HEAL; - mes "[Battle Therapist]"; - mes "Just close your eyes,"; - mes "and take a deep breath."; - mes "You can be free from pain."; + specialeffect(EF_HEAL, AREA, playerattached()); + mes("[Battle Therapist]"); + mes("Just close your eyes,\r" + "and take a deep breath."); + mes("You can be free from pain."); close; OnTimer25000: @@ -405,23 +405,23 @@ OnTouch: } bat_b01,10,294,3 script Guillaume Vintenar#b01_a 4_M_RASWORD,{ - if ($@FlaviusBG1_id1 == getcharid(4)) { + if ($@FlaviusBG1_id1 == getcharid(CHAR_ID_BG)) { if ($@FlaviusBG1_Victory == 1) { .@your_medal = countitem(BF_Badge2); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 8) { - mes "[Axl Rose]"; - mes "Blessed Guillaume!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Axl Rose]"); + mes("Blessed Guillaume!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge2,9; } else { - mes "[Axl Rose]"; - mes "Blessed Guillaume!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Axl Rose]"); + mes("Blessed Guillaume!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge2,.@medal_gap; } @@ -430,18 +430,18 @@ bat_b01,10,294,3 script Guillaume Vintenar#b01_a 4_M_RASWORD,{ .@your_medal = countitem(BF_Badge2); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, next time you will definitely win."); close2; getitem BF_Badge2,3; } else { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, next time you will definitely win."); close2; getitem BF_Badge2,.@medal_gap; } @@ -457,23 +457,23 @@ OnInit: } bat_b01,389,14,3 script Croix Vintenar#b01_b 4_M_RASWORD,{ - if ($@FlaviusBG1_id2 == getcharid(4)) { + if ($@FlaviusBG1_id2 == getcharid(CHAR_ID_BG)) { if ($@FlaviusBG1_Victory == 2) { .@your_medal = countitem(BF_Badge2); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 8) { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Swandery]"); + mes("Blessed Croix!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge2,9; } else { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Swandery]"); + mes("Blessed Croix!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge2,.@medal_gap; } @@ -482,18 +482,18 @@ bat_b01,389,14,3 script Croix Vintenar#b01_b 4_M_RASWORD,{ .@your_medal = countitem(BF_Badge2); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+". Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge2,3; } else { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+". Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge2,.@medal_gap; } @@ -523,31 +523,31 @@ OnStop: end; OnTimer7000: - mapannounce "bat_b01", "Guillaume Vintenar Axl Rose : Let's attack to destroy that Crystal!",bc_map,"0xFF9900"; + mapannounce("bat_b01", _("Guillaume Vintenar Axl Rose : Let's attack to destroy that Crystal!"), bc_map, "0xFF9900"); end; OnTimer8000: - mapannounce "bat_b01", "Croix Vintenar Swandery : Even though Guillaume is struggling to win against us, the victory is ours. Let's show them our power.",bc_map,"0xFF99CC"; + mapannounce("bat_b01", _("Croix Vintenar Swandery : Even though Guillaume is struggling to win against us, the victory is ours. Let's show them our power."), bc_map, "0xFF99CC"); end; OnTimer1800000: - mapannounce "bat_b01", "Marollo VII : Guillaume Marollo, Croix Marollo! And their followers!",bc_map,"0x99CC00"; + mapannounce("bat_b01", _("Marollo VII : Guillaume Marollo, Croix Marollo! And their followers!"), bc_map, "0x99CC00"); end; OnTimer1803000: - mapannounce "bat_b01", "Marollo VII : Both camps are competitive, so it's hard to judge which team is superior.",bc_map,"0x99CC00"; + mapannounce("bat_b01", _("Marollo VII : Both camps are competitive, so it's hard to judge which team is superior."), bc_map, "0x99CC00"); end; OnTimer1808000: - mapannounce "bat_b01", "Marollo VII : This battle of Flavian is such a waste of time. I will decide victory and defeat by your progress.",bc_map,"0x99CC00"; + mapannounce("bat_b01", _("Marollo VII : This battle of Flavian is such a waste of time. I will decide victory and defeat by your progress."), bc_map, "0x99CC00"); end; OnTimer1822000: - mapannounce "bat_b01", "Marollo VII : If you can't accept the results, try again in another valley battle!",bc_map,"0x99CC00"; + mapannounce("bat_b01", _("Marollo VII : If you can't accept the results, try again in another valley battle!"), bc_map, "0x99CC00"); end; OnTimer1825000: - mapannounce "bat_b01", "Axl Rose, Swandery : Yes, sir.",bc_map,"0x99CC00"; + mapannounce("bat_b01", _("Axl Rose, Swandery : Yes, sir."), bc_map, "0x99CC00"); end; OnTimer1830000: @@ -590,23 +590,23 @@ bat_b01,389,16,3 script Croix Camp#flag31 1_FLAG_EAGLE,{ end; } bat_b01,10,294,3 script Vintenar#bat_b01_aover 4_M_KY_HEAD,{ .@A_B_gap = $@Guill_ScoreBG1 - $@Croix_ScoreBG1; - if ($@FlaviusBG1_id1 == getcharid(4)) { + if ($@FlaviusBG1_id1 == getcharid(CHAR_ID_BG)) { if (.@A_B_gap > 0) { .@your_medal = countitem(BF_Badge2); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 8) { - mes "[Axl Rose]"; - mes "Blessed Guillaume!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Axl Rose]"); + mes("Blessed Guillaume!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge2,9; } else { - mes "[Axl Rose]"; - mes "Blessed Guillaume!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Axl Rose]"); + mes("Blessed Guillaume!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge2,.@medal_gap; } @@ -615,18 +615,18 @@ bat_b01,10,294,3 script Vintenar#bat_b01_aover 4_M_KY_HEAD,{ .@your_medal = countitem(BF_Badge2); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, next time you will definitely win."); close2; getitem BF_Badge2,3; } else { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, next time you will definitely win."); close2; getitem BF_Badge2,.@medal_gap; } @@ -635,26 +635,26 @@ bat_b01,10,294,3 script Vintenar#bat_b01_aover 4_M_KY_HEAD,{ .@your_medal = countitem(BF_Badge2); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, next time you will definitely win."); close2; getitem BF_Badge2,3; } else { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, next time you will definitely win."); close2; getitem BF_Badge2,.@medal_gap; } } } else { - mes "[Axl Rose]"; - mes "Why are you here, Croix mercenary? I am definitely sure of victory against foolish Croix such as you. Ha!"; + mes("[Axl Rose]"); + mes("Why are you here, Croix mercenary? I am definitely sure of victory against foolish Croix such as you. Ha!"); close; } bg_leave; @@ -668,23 +668,23 @@ OnInit: bat_b01,389,14,3 script Vintenar#bat_b01_bover 4_M_CRU_HEAD,{ .@A_B_gap = $@Guill_ScoreBG1 - $@Croix_ScoreBG1; - if ($@FlaviusBG1_id2 == getcharid(4)) { + if ($@FlaviusBG1_id2 == getcharid(CHAR_ID_BG)) { if (.@A_B_gap > 0) { .@your_medal = countitem(BF_Badge2); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+". Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge2,3; } else { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+". Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge2,.@medal_gap; } @@ -693,18 +693,18 @@ bat_b01,389,14,3 script Vintenar#bat_b01_bover 4_M_CRU_HEAD,{ .@your_medal = countitem(BF_Badge2); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+". Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge2,3; } else { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+". Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge2,.@medal_gap; } @@ -713,26 +713,26 @@ bat_b01,389,14,3 script Vintenar#bat_b01_bover 4_M_CRU_HEAD,{ .@your_medal = countitem(BF_Badge2); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 8) { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Swandery]"); + mes("Blessed Croix!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge2,9; } else { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Swandery]"); + mes("Blessed Croix!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge2,.@medal_gap; } } } else { - mes "[Swandery]"; - mes "Why do you come here as a Guillaume? You will be sent to where you should be!"; + mes("[Swandery]"); + mes("Why do you come here as a Guillaume? You will be sent to where you should be!"); close; } bg_leave; @@ -747,21 +747,21 @@ OnInit: bat_b01,1,10,3 script Release all#b01 4_DOG01,{ .@i = callfunc("F_GM_NPC",1854,0); if (.@i == -1) { - mes "Cancelled."; + mes("Cancelled."); close; } else if (.@i == 0) { end; } else { - mes "May I help you?"; + mes("May I help you?"); next; - switch(select("Release all.:Cancel.")) { + switch(select("Release all.", "Cancel.")) { case 1: - mes "Bye."; + mes("Bye."); close2; mapwarp "bat_b01","bat_room",154,150; end; case 2: - mes "Cancelled."; + mes("Cancelled."); close; } } diff --git a/npc/battleground/flavius/flavius02.txt b/npc/battleground/flavius/flavius02.txt index f9e8247fe..69a54017b 100644 --- a/npc/battleground/flavius/flavius02.txt +++ b/npc/battleground/flavius/flavius02.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Euphy //= Copyright (C) Kisuka //= Copyright (C) L0ne_W0lf @@ -40,7 +40,7 @@ bat_room,142,227,4 script Lieutenant Huvas 4_M_KY_KNT,{ end; OnInit: - waitingroom "Battle Station",11,"start#bat_b02::OnReadyCheck",1,0,80; + waitingroom(_("Battle Station"), 11, "start#bat_b02::OnReadyCheck", 1, 0, 80); end; OnEnterBG: $@FlaviusBG2_id1 = waitingroom2bg("bat_b02",10,290,"start#bat_b02::OnGuillaumeQuit",""); @@ -50,7 +50,7 @@ OnEnterBG: bat_room,142,204,0 script Lieutenant Yukon 4_M_CRU_KNT,{ end; OnInit: - waitingroom "Battle Station",11,"start#bat_b02::OnReadyCheck",1,0,80; + waitingroom(_("Battle Station"), 11, "start#bat_b02::OnReadyCheck", 1, 0, 80); end; OnEnterBG: $@FlaviusBG2_id2 = waitingroom2bg("bat_b02",390,10,"start#bat_b02::OnCroixQuit",""); @@ -173,7 +173,7 @@ OnKill: OnMyMobDead: if (mobcount("bat_b02","OBJ#bat_b02_a::OnMyMobDead") < 1) { - mapannounce "bat_b02", "Guillaume's Crystal has been destroyed.",bc_map,"0xFFCE00"; + mapannounce("bat_b02", _("Guillaume's Crystal has been destroyed."), bc_map, "0xFFCE00"); if ($@Croix_ScoreBG2 > 0) { $@FlaviusBG2_Victory = 2; $@Croix_ScoreBG2 = $@Croix_ScoreBG2+1; @@ -197,7 +197,7 @@ OnMyMobDead: bat_b02,1,2,3 script OBJ#bat_b02_b CLEAR_NPC,{ OnEnable: - bg_monster $@FlaviusBG2_id2,"bat_b02",328,150,"Blue Crystal",1914,"OBJ#bat_b02_b::OnMyMobDead"; + bg_monster($@FlaviusBG2_id2, "bat_b02", 328, 150, _("Blue Crystal"), 1914, "OBJ#bat_b02_b::OnMyMobDead"); end; OnKill: @@ -206,7 +206,7 @@ OnKill: OnMyMobDead: if (mobcount("bat_b02","OBJ#bat_b02_b::OnMyMobDead") < 1) { - mapannounce "bat_b02", "Croix's Crystal has been destroyed.",bc_map,"0xFFCE00"; + mapannounce("bat_b02", _("Croix's Crystal has been destroyed."), bc_map, "0xFFCE00"); if ($@Guill_ScoreBG2 > 0) { $@FlaviusBG2_Victory = 1; ++$@Guill_ScoreBG2; @@ -230,8 +230,8 @@ OnMyMobDead: bat_b02,1,3,3 script guardian#bat_b02_a CLEAR_NPC,{ OnEnable: - bg_monster $@FlaviusBG2_id1,"bat_b02",108,159,"Guillaume Camp Guardian",1949,"guardian#bat_b02_a::OnMyMobDead"; - bg_monster $@FlaviusBG2_id1,"bat_b02",108,141,"Guillaume Camp Guardian",1949,"guardian#bat_b02_a::OnMyMobDead"; + bg_monster($@FlaviusBG2_id1, "bat_b02", 108, 159, _("Guillaume Camp Guardian"), 1949, "guardian#bat_b02_a::OnMyMobDead"); + bg_monster($@FlaviusBG2_id1, "bat_b02", 108, 141, _("Guillaume Camp Guardian"), 1949, "guardian#bat_b02_a::OnMyMobDead"); end; OnKill: @@ -241,15 +241,15 @@ OnKill: OnMyMobDead: if (mobcount("bat_b02","guardian#bat_b02_a::OnMyMobDead") < 1) { donpcevent "cell#bat_b02_a::OnGreen"; - mapannounce "bat_b02", "The Guardian protecting Guillaume's Crystal has been slain.",bc_map,"0xFFCE00"; + mapannounce("bat_b02", _("The Guardian protecting Guillaume's Crystal has been slain."), bc_map, "0xFFCE00"); } end; } bat_b02,1,3,3 script guardian#bat_b02_b CLEAR_NPC,{ OnEnable: - bg_monster $@FlaviusBG2_id2,"bat_b02",307,160,"Croix Camp Guardian",1949,"guardian#bat_b02_b::OnMyMobDead"; - bg_monster $@FlaviusBG2_id2,"bat_b02",307,138,"Croix Camp Guardian",1949,"guardian#bat_b02_b::OnMyMobDead"; + bg_monster($@FlaviusBG2_id2, "bat_b02", 307, 160, _("Croix Camp Guardian"), 1949, "guardian#bat_b02_b::OnMyMobDead"); + bg_monster($@FlaviusBG2_id2, "bat_b02", 307, 138, _("Croix Camp Guardian"), 1949, "guardian#bat_b02_b::OnMyMobDead"); end; OnKill: @@ -259,7 +259,7 @@ OnKill: OnMyMobDead: if (mobcount("bat_b02","guardian#bat_b02_b::OnMyMobDead") < 1) { donpcevent "cell#bat_b02_b::OnGreen"; - mapannounce "bat_b02", "The Guardian protecting Croix's Crystal has been slain.",bc_map,"0xFFCE00"; + mapannounce("bat_b02", _("The Guardian protecting Croix's Crystal has been slain."), bc_map, "0xFFCE00"); } end; } @@ -301,11 +301,11 @@ OnStop: } bat_b02,10,294,3 script Battle Therapist#b02_a 4_F_SISTER,{ - specialeffect2 EF_HEAL; - mes "[Battle Therapist]"; - mes "Just close your eyes,"; - mes "and take a deep breath."; - mes "You can be free from pain."; + specialeffect(EF_HEAL, AREA, playerattached()); + mes("[Battle Therapist]"); + mes("Just close your eyes,\r" + "and take a deep breath."); + mes("You can be free from pain."); close; OnTimer25000: @@ -346,11 +346,11 @@ OnTouch: } bat_b02,389,14,3 script Battle Therapist#b02_b 4_F_SISTER,{ - specialeffect2 EF_HEAL; - mes "[Battle Therapist]"; - mes "Just close your eyes,"; - mes "and take a deep breath."; - mes "You can be free from pain."; + specialeffect(EF_HEAL, AREA, playerattached()); + mes("[Battle Therapist]"); + mes("Just close your eyes,\r" + "and take a deep breath."); + mes("You can be free from pain."); close; OnTimer25000: @@ -405,23 +405,23 @@ OnTouch: } bat_b02,10,294,3 script Guillaume Vintenar#b02_a 4_M_RASWORD,{ - if ($@FlaviusBG2_id1 == getcharid(4)) { + if ($@FlaviusBG2_id1 == getcharid(CHAR_ID_BG)) { if ($@FlaviusBG2_Victory == 1) { .@your_medal = countitem(BF_Badge2); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 8) { - mes "[Axl Rose]"; - mes "Blessed Guillaume!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Axl Rose]"); + mes("Blessed Guillaume!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge2,9; } else { - mes "[Axl Rose]"; - mes "Blessed Guillaume!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Axl Rose]"); + mes("Blessed Guillaume!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge2,.@medal_gap; } @@ -430,18 +430,18 @@ bat_b02,10,294,3 script Guillaume Vintenar#b02_a 4_M_RASWORD,{ .@your_medal = countitem(BF_Badge2); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, next time you will definitely win."); close2; getitem BF_Badge2,3; } else { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, next time you will definitely win."); close2; getitem BF_Badge2,.@medal_gap; } @@ -457,23 +457,23 @@ OnInit: } bat_b02,389,14,3 script Croix Vintenar#b02_b 4_M_RASWORD,{ - if ($@FlaviusBG2_id2 == getcharid(4)) { + if ($@FlaviusBG2_id2 == getcharid(CHAR_ID_BG)) { if ($@FlaviusBG2_Victory == 2) { .@your_medal = countitem(BF_Badge2); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 8) { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Swandery]"); + mes("Blessed Croix!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge2,9; } else { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Swandery]"); + mes("Blessed Croix!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge2,.@medal_gap; } @@ -482,18 +482,18 @@ bat_b02,389,14,3 script Croix Vintenar#b02_b 4_M_RASWORD,{ .@your_medal = countitem(BF_Badge2); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+". Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge2,3; } else { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+". Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge2,.@medal_gap; } @@ -523,31 +523,31 @@ OnStop: end; OnTimer7000: - mapannounce "bat_b02", "Guillaume Vintenar Axl Rose : Let's attack to destroy that Crystal!",bc_map,"0xFF9900"; + mapannounce("bat_b02", _("Guillaume Vintenar Axl Rose : Let's attack to destroy that Crystal!"), bc_map, "0xFF9900"); end; OnTimer8000: - mapannounce "bat_b02", "Croix Vintenar Swandery : Even though Guillaume is struggling to win against us, the victory is ours. Let's show them our power.",bc_map,"0xFF99CC"; + mapannounce("bat_b02", _("Croix Vintenar Swandery : Even though Guillaume is struggling to win against us, the victory is ours. Let's show them our power."), bc_map, "0xFF99CC"); end; OnTimer1800000: - mapannounce "bat_b02", "Marollo VII : Guillaume Marollo, Croix Marollo! And their followers!",bc_map,"0x99CC00"; + mapannounce("bat_b02", _("Marollo VII : Guillaume Marollo, Croix Marollo! And their followers!"), bc_map, "0x99CC00"); end; OnTimer1803000: - mapannounce "bat_b02", "Marollo VII : Both camps are competitive, so it's hard to judge which team is superior.",bc_map,"0x99CC00"; + mapannounce("bat_b02", _("Marollo VII : Both camps are competitive, so it's hard to judge which team is superior."), bc_map, "0x99CC00"); end; OnTimer1808000: - mapannounce "bat_b02", "Marollo VII : This battle of Flavian is such a waste of time. I will decide victory and defeat by your progress.",bc_map,"0x99CC00"; + mapannounce("bat_b02", _("Marollo VII : This battle of Flavian is such a waste of time. I will decide victory and defeat by your progress."), bc_map, "0x99CC00"); end; OnTimer1822000: - mapannounce "bat_b02", "Marollo VII : If you can't accept the results, try again in another valley battle!",bc_map,"0x99CC00"; + mapannounce("bat_b02", _("Marollo VII : If you can't accept the results, try again in another valley battle!"), bc_map, "0x99CC00"); end; OnTimer1825000: - mapannounce "bat_b02", "Axl Rose, Swandery : Yes, sir.",bc_map,"0x99CC00"; + mapannounce("bat_b02", _("Axl Rose, Swandery : Yes, sir."), bc_map, "0x99CC00"); end; OnTimer1830000: @@ -590,23 +590,23 @@ bat_b02,389,16,3 script Croix Camp#flag42 1_FLAG_EAGLE,{ end; } bat_b02,10,294,3 script Vintenar#bat_b02_aover 4_M_KY_HEAD,{ .@A_B_gap = $@Guill_ScoreBG2 - $@Croix_ScoreBG2; - if ($@FlaviusBG2_id1 == getcharid(4)) { + if ($@FlaviusBG2_id1 == getcharid(CHAR_ID_BG)) { if (.@A_B_gap > 0) { .@your_medal = countitem(BF_Badge2); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 8) { - mes "[Axl Rose]"; - mes "Blessed Guillaume!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Axl Rose]"); + mes("Blessed Guillaume!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge2,9; } else { - mes "[Axl Rose]"; - mes "Blessed Guillaume!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Axl Rose]"); + mes("Blessed Guillaume!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge2,.@medal_gap; } @@ -615,18 +615,18 @@ bat_b02,10,294,3 script Vintenar#bat_b02_aover 4_M_KY_HEAD,{ .@your_medal = countitem(BF_Badge2); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, next time you will definitely win."); close2; getitem BF_Badge2,3; } else { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, next time you will definitely win."); close2; getitem BF_Badge2,.@medal_gap; } @@ -635,26 +635,26 @@ bat_b02,10,294,3 script Vintenar#bat_b02_aover 4_M_KY_HEAD,{ .@your_medal = countitem(BF_Badge2); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, next time you will definitely win."); close2; getitem BF_Badge2,3; } else { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, next time you will definitely win."); close2; getitem BF_Badge2,.@medal_gap; } } } else { - mes "[Axl Rose]"; - mes "Why are you here, Croix mercenary? I am definitely sure of victory against foolish Croix such as you. Ha!"; + mes("[Axl Rose]"); + mes("Why are you here, Croix mercenary? I am definitely sure of victory against foolish Croix such as you. Ha!"); close; } bg_leave; @@ -668,23 +668,23 @@ OnInit: bat_b02,389,14,3 script Vintenar#bat_b02_bover 4_M_CRU_HEAD,{ .@A_B_gap = $@Guill_ScoreBG2 - $@Croix_ScoreBG2; - if ($@FlaviusBG2_id2 == getcharid(4)) { + if ($@FlaviusBG2_id2 == getcharid(CHAR_ID_BG)) { if (.@A_B_gap > 0) { .@your_medal = countitem(BF_Badge2); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+". Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge2,3; } else { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+". Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge2,.@medal_gap; } @@ -693,18 +693,18 @@ bat_b02,389,14,3 script Vintenar#bat_b02_bover 4_M_CRU_HEAD,{ .@your_medal = countitem(BF_Badge2); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+". Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge2,3; } else { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+". Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s. Don't be sad.", strcharinfo(PC_NAME)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge2,.@medal_gap; } @@ -713,26 +713,26 @@ bat_b02,389,14,3 script Vintenar#bat_b02_bover 4_M_CRU_HEAD,{ .@your_medal = countitem(BF_Badge2); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 8) { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Swandery]"); + mes("Blessed Croix!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge2,9; } else { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Swandery]"); + mes("Blessed Croix!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge2,.@medal_gap; } } } else { - mes "[Swandery]"; - mes "Why do you come here as a Guillaume? You will be sent to where you should be!"; + mes("[Swandery]"); + mes("Why do you come here as a Guillaume? You will be sent to where you should be!"); close; } bg_leave; @@ -747,21 +747,21 @@ OnInit: bat_b02,1,10,3 script Release all#b02 4_DOG01,{ .@i = callfunc("F_GM_NPC",1854,0); if (.@i == -1) { - mes "Cancelled."; + mes("Cancelled."); close; } else if (.@i == 0) { end; } else { - mes "May I help you?"; + mes("May I help you?"); next; - switch(select("Release all.:Cancel.")) { + switch(select("Release all.", "Cancel.")) { case 1: - mes "Bye."; + mes("Bye."); close2; mapwarp "bat_b02","bat_room",154,150; end; case 2: - mes "Cancelled."; + mes("Cancelled."); close; } } diff --git a/npc/battleground/flavius/flavius_enter.txt b/npc/battleground/flavius/flavius_enter.txt index 392746ff3..974a0dab0 100644 --- a/npc/battleground/flavius/flavius_enter.txt +++ b/npc/battleground/flavius/flavius_enter.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) L0ne_W0lf //= //= Hercules is free software: you can redistribute it and/or modify @@ -35,59 +35,59 @@ //== Flavius Officer - Guillaume =========================== bat_room,133,178,5 script Flavius Officer#01a 4_M_KY_KNT,{ if (checkweight(Knife,1) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; + mes("- Wait a minute !! -"); + mes("- Currently you're carrying -"); + mes("- too many items with you. -"); + mes("- Please try again -"); + mes("- after you loose some weight. -"); close; } - mes "[Guillaume Army Officer]"; - mes "Let's show the power of the Guillaume Army to those stinky Croixs!"; + mes("[Guillaume Army Officer]"); + mes("Let's show the power of the Guillaume Army to those stinky Croixs!"); next; - switch(select("I want to join your army!:End Conversation")) { + switch(select("I want to join your army!", "End Conversation")) { case 1: if ((Class == Job_Novice) || (BaseClass == Job_SuperNovice)) { - mes "[Guillaume Army Officer]"; - mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + mes("[Guillaume Army Officer]"); + mes("I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."); break; } if (BaseLevel < 80) { - mes "[Guillaume Army Officer]"; - mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + mes("[Guillaume Army Officer]"); + mes("I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."); break; } .@chk_urtime = questprogress(2070, PLAYTIME); if (.@chk_urtime == 1) { - mes "[Guillaume Army Officer]"; - mes "You seem to have just returned from the battlefield."; - mes "It's too early for you to go back. Go rest, and leave the enemies to us!"; + mes("[Guillaume Army Officer]"); + mes("You seem to have just returned from the battlefield."); + mes("It's too early for you to go back. Go rest, and leave the enemies to us!"); break; } if (.@chk_urtime == 2) erasequest 2070; if (getmapusers("bat_b01") > 0) { - mes "[Guillaume Army Officer]"; - mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Croixs already."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + mes("[Guillaume Army Officer]"); + mes("I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Croixs already."); + mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."); break; } if ($@FlaviusBG1 > 0) { - mes "[Guillaume Army Officer]"; - mes "An elite corps is already standing by to be dispatched to the battlefield."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + mes("[Guillaume Army Officer]"); + mes("An elite corps is already standing by to be dispatched to the battlefield."); + mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."); break; } - mes "[Guillaume Army Officer]"; - mes "You definitely seem to be ready for battle!"; - mes "Go show the Croixs what fear truly means!"; - mes "Today, our cry of victory shall echo all over the battlefield!"; + mes("[Guillaume Army Officer]"); + mes("You definitely seem to be ready for battle!"); + mes("Go show the Croixs what fear truly means!"); + mes("Today, our cry of victory shall echo all over the battlefield!"); close2; warp "bat_room",85,223; end; case 2: - mes "[Guillaume Army Officer]"; - mes "Today, we shall be victorious!"; + mes("[Guillaume Army Officer]"); + mes("Today, we shall be victorious!"); break; } close; @@ -95,208 +95,208 @@ bat_room,133,178,5 script Flavius Officer#01a 4_M_KY_KNT,{ bat_room,133,121,1 script Flavius Officer#01b 4_M_CRU_KNT,{ if (checkweight(Knife,1) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; + mes("- Wait a minute !! -"); + mes("- Currently you're carrying -"); + mes("- too many items with you. -"); + mes("- Please try again -"); + mes("- after you loose some weight. -"); close; } - mes "[Croix Army Officer]"; - mes "Let's show the Guillaumes the power of the Croix Army!"; + mes("[Croix Army Officer]"); + mes("Let's show the Guillaumes the power of the Croix Army!"); next; - switch(select("I want to join your army!:End Conversation")) { + switch(select("I want to join your army!", "End Conversation")) { case 1: if ((Class == Job_Novice) || (BaseClass == Job_SuperNovice)) { - mes "[Croix Army Officer]"; - mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + mes("[Croix Army Officer]"); + mes("I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."); break; } if (BaseLevel < 80) { - mes "[Croix Army Officer]"; - mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + mes("[Croix Army Officer]"); + mes("I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."); break; } .@chk_urtime = questprogress(2070,PLAYTIME); if (.@chk_urtime == 1) { - mes "[Croix Army Officer]"; - mes "You seem to have just returned from the battlefield."; - mes "It's too early for you to go back. Go rest, and leave the enemies to us!"; + mes("[Croix Army Officer]"); + mes("You seem to have just returned from the battlefield."); + mes("It's too early for you to go back. Go rest, and leave the enemies to us!"); break; } if (.@chk_urtime == 2) erasequest 2070; if (getmapusers("bat_b01") > 0) { - mes "[Croix Army Officer]"; - mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Guillaume already."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + mes("[Croix Army Officer]"); + mes("I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Guillaume already."); + mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."); break; } if ($@FlaviusBG1 > 0) { - mes "[Croix Army Officer]"; - mes "An elite corps is already standing by to be dispatched to the battlefield."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + mes("[Croix Army Officer]"); + mes("An elite corps is already standing by to be dispatched to the battlefield."); + mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."); break; } - mes "[Croix Army Officer]"; - mes "You definitely seem to be ready for battle!"; - mes "Go show the Guillaumes what fear truly means!"; - mes "Today, our cry of victory shall echo all over the battlefield!"; + mes("[Croix Army Officer]"); + mes("You definitely seem to be ready for battle!"); + mes("Go show the Guillaumes what fear truly means!"); + mes("Today, our cry of victory shall echo all over the battlefield!"); close2; warp "bat_room",85,207; end; case 2: - mes "[Croix Army Officer]"; - mes "Today, we shall be victorious!"; + mes("[Croix Army Officer]"); + mes("Today, we shall be victorious!"); break; } close; } bat_room,135,178,5 script Guillaume Knight#3 4_M_KY_SOLD,{ - mes "[Guillaume Knight]"; - mes "The objective of the Flavius Battle is to score 2 points before your enemy by destroying their crystal."; + mes("[Guillaume Knight]"); + mes("The objective of the Flavius Battle is to score 2 points before your enemy by destroying their crystal."); next; - mes "[Guillaume Knight]"; - mes "The crystals for both armies are protected by special barricades that cannot be destroyed by direct attacks."; + mes("[Guillaume Knight]"); + mes("The crystals for both armies are protected by special barricades that cannot be destroyed by direct attacks."); next; - mes "[Guillaume Knight]"; - mes "But they can be removed by destroying the Guardians that protect the enemy army base."; + mes("[Guillaume Knight]"); + mes("But they can be removed by destroying the Guardians that protect the enemy army base."); next; - mes "[Guillaume Knight]"; - mes "The crystals are immune to every type of skill; your physical attacks are the only choice for destroying your enemy's crystal."; + mes("[Guillaume Knight]"); + mes("The crystals are immune to every type of skill; your physical attacks are the only choice for destroying your enemy's crystal."); next; - mes "[Guillaume Knight]"; - mes "Please remember: when you join a battle, you will be receiving a token which indicates the set duration for which you cannot participate in the same type of battle."; - mes "You may check the duration by pressing the Alt+U keys."; + mes("[Guillaume Knight]"); + mes("Please remember: when you join a battle, you will be receiving a token which indicates the set duration for which you cannot participate in the same type of battle."); + mes("You may check the duration by pressing the Alt+U keys."); next; - mes "[Guillaume Knight]"; - mes "Are you ready for battle? Then apply with the recruiter next to me!"; + mes("[Guillaume Knight]"); + mes("Are you ready for battle? Then apply with the recruiter next to me!"); close; } bat_room,151,178,5 script Guillaume Knight#4 4_M_KY_SOLD,{ - mes "[Guillaume Knight]"; - mes "The objective of the Flavius Battle is to score 2 points before your enemy by destroying their crystal."; + mes("[Guillaume Knight]"); + mes("The objective of the Flavius Battle is to score 2 points before your enemy by destroying their crystal."); next; - mes "[Guillaume Knight]"; - mes "The crystals for both armies are protected by special barricades that cannot be destroyed by direct attacks."; + mes("[Guillaume Knight]"); + mes("The crystals for both armies are protected by special barricades that cannot be destroyed by direct attacks."); next; - mes "[Guillaume Knight]"; - mes "But they can be removed by destroying the Guardians that protect the enemy army base."; + mes("[Guillaume Knight]"); + mes("But they can be removed by destroying the Guardians that protect the enemy army base."); next; - mes "[Guillaume Knight]"; - mes "The crystals are immune to every type of skill; your physical attacks are the only choice for destroying your enemy's crystal."; + mes("[Guillaume Knight]"); + mes("The crystals are immune to every type of skill; your physical attacks are the only choice for destroying your enemy's crystal."); next; - mes "[Guillaume Knight]"; - mes "Please remember: when you join a battle, you will be receiving a token which indicates the set duration for which you cannot participate in the same type of battle."; - mes "You may check the duration by pressing the Alt+U keys."; + mes("[Guillaume Knight]"); + mes("Please remember: when you join a battle, you will be receiving a token which indicates the set duration for which you cannot participate in the same type of battle."); + mes("You may check the duration by pressing the Alt+U keys."); next; - mes "[Guillaume Knight]"; - mes "Are you ready for battle? Then apply with the recruiter next to me!"; + mes("[Guillaume Knight]"); + mes("Are you ready for battle? Then apply with the recruiter next to me!"); close; } bat_room,135,121,1 script Croix Knight#3 4_M_CRU_SOLD,{ - mes "[Croix Knight]"; - mes "The objective of the Flavius Battle is to score 2 points before your enemy by destroying their crystal."; + mes("[Croix Knight]"); + mes("The objective of the Flavius Battle is to score 2 points before your enemy by destroying their crystal."); next; - mes "[Croix Knight]"; - mes "The crystals for both armies are protected by special barricades that cannot be destroyed by direct attacks."; + mes("[Croix Knight]"); + mes("The crystals for both armies are protected by special barricades that cannot be destroyed by direct attacks."); next; - mes "[Croix Knight]"; - mes "But they can be removed by destroying the Guardians that protect the enemy army base."; + mes("[Croix Knight]"); + mes("But they can be removed by destroying the Guardians that protect the enemy army base."); next; - mes "[Croix Knight]"; - mes "The crystals are immune to every type of skill; your physical attacks are the only choice for destroying your enemy's crystal."; + mes("[Croix Knight]"); + mes("The crystals are immune to every type of skill; your physical attacks are the only choice for destroying your enemy's crystal."); next; - mes "[Croix Knight]"; - mes "Please remember: when you join a battle, you will be receiving a token which indicates the set duration for which you cannot participate in the same type of battle."; - mes "You may check the duration by pressing the Alt+U keys."; + mes("[Croix Knight]"); + mes("Please remember: when you join a battle, you will be receiving a token which indicates the set duration for which you cannot participate in the same type of battle."); + mes("You may check the duration by pressing the Alt+U keys."); next; - mes "[Croix Knight]"; - mes "Are you ready for battle? Then apply with the recruiter next to me!"; + mes("[Croix Knight]"); + mes("Are you ready for battle? Then apply with the recruiter next to me!"); close; } bat_room,151,121,1 script Croix Knight#4 4_M_CRU_SOLD,{ - mes "[Croix Knight]"; - mes "The objective of the Flavius Battle is to score 2 points before your enemy by destroying their crystal."; + mes("[Croix Knight]"); + mes("The objective of the Flavius Battle is to score 2 points before your enemy by destroying their crystal."); next; - mes "[Croix Knight]"; - mes "The crystals for both armies are protected by special barricades that cannot be destroyed by direct attacks."; + mes("[Croix Knight]"); + mes("The crystals for both armies are protected by special barricades that cannot be destroyed by direct attacks."); next; - mes "[Croix Knight]"; - mes "But they can be removed by destroying the Guardians that protect the enemy army base."; + mes("[Croix Knight]"); + mes("But they can be removed by destroying the Guardians that protect the enemy army base."); next; - mes "[Croix Knight]"; - mes "The crystals are immune to every type of skill; your physical attacks are the only choice for destroying your enemy's crystal."; + mes("[Croix Knight]"); + mes("The crystals are immune to every type of skill; your physical attacks are the only choice for destroying your enemy's crystal."); next; - mes "[Croix Knight]"; - mes "Please remember: when you join a battle, you will be receiving a token which indicates the set duration for which you cannot participate in the same type of battle."; - mes "You may check the duration by pressing the Alt+U keys."; + mes("[Croix Knight]"); + mes("Please remember: when you join a battle, you will be receiving a token which indicates the set duration for which you cannot participate in the same type of battle."); + mes("You may check the duration by pressing the Alt+U keys."); next; - mes "[Croix Knight]"; - mes "Are you ready for battle? Then apply with the recruiter next to me!"; + mes("[Croix Knight]"); + mes("Are you ready for battle? Then apply with the recruiter next to me!"); close; } //== Flavius Officer - Croix =============================== bat_room,148,178,5 script Flavius Officer#02a 4_M_KY_KNT,{ if (checkweight(Knife,1) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; + mes("- Wait a minute !! -"); + mes("- Currently you're carrying -"); + mes("- too many items with you. -"); + mes("- Please try again -"); + mes("- after you loose some weight. -"); close; } - mes "[Guillaume Army Officer]"; - mes "Let's show the power of the Guillaume Army to those stinky Croixs!"; + mes("[Guillaume Army Officer]"); + mes("Let's show the power of the Guillaume Army to those stinky Croixs!"); next; - switch(select("I want to join your army!:End Conversation")) { + switch(select("I want to join your army!", "End Conversation")) { case 1: if ((Class == Job_Novice) || (BaseClass == Job_SuperNovice)) { - mes "[Guillaume Army Officer]"; - mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + mes("[Guillaume Army Officer]"); + mes("I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."); break; } if (BaseLevel < 80) { - mes "[Guillaume Army Officer]"; - mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + mes("[Guillaume Army Officer]"); + mes("I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."); break; } .@chk_urtime = questprogress(2070, PLAYTIME); if (.@chk_urtime == 1) { - mes "[Guillaume Army Officer]"; - mes "You seem to have just returned from the battlefield."; - mes "It's too early for you to go back. Go rest, and leave the enemies to us!"; + mes("[Guillaume Army Officer]"); + mes("You seem to have just returned from the battlefield."); + mes("It's too early for you to go back. Go rest, and leave the enemies to us!"); break; } if (.@chk_urtime == 2) erasequest 2070; if (getmapusers("bat_b02") > 0) { - mes "[Guillaume Army Officer]"; - mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Croixs already."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + mes("[Guillaume Army Officer]"); + mes("I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Croixs already."); + mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."); break; } if ($@FlaviusBG2 > 0) { - mes "[Guillaume Army Officer]"; - mes "An elite corps is already standing by to be dispatched to the battlefield."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + mes("[Guillaume Army Officer]"); + mes("An elite corps is already standing by to be dispatched to the battlefield."); + mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."); break; } - mes "[Guillaume Army Officer]"; - mes "You definitely seem to be ready for battle!"; - mes "Go show the Croixs what fear truly means!"; - mes "Today, our cry of victory shall echo all over the battlefield!"; + mes("[Guillaume Army Officer]"); + mes("You definitely seem to be ready for battle!"); + mes("Go show the Croixs what fear truly means!"); + mes("Today, our cry of victory shall echo all over the battlefield!"); close2; warp "bat_room",141,224; end; case 2: - mes "[Guillaume Army Officer]"; - mes "Today, we shall be victorious!"; + mes("[Guillaume Army Officer]"); + mes("Today, we shall be victorious!"); break; } close; @@ -304,59 +304,59 @@ bat_room,148,178,5 script Flavius Officer#02a 4_M_KY_KNT,{ bat_room,148,121,1 script Flavius Officer#02b 4_M_CRU_KNT,{ if (checkweight(Knife,1) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; + mes("- Wait a minute !! -"); + mes("- Currently you're carrying -"); + mes("- too many items with you. -"); + mes("- Please try again -"); + mes("- after you loose some weight. -"); close; } - mes "[Croix Army Officer]"; - mes "Let's show the power of the Croix Army to those stinky Guillaumes!"; + mes("[Croix Army Officer]"); + mes("Let's show the power of the Croix Army to those stinky Guillaumes!"); next; - switch(select("I want to join your army!:End Conversation")) { + switch(select("I want to join your army!", "End Conversation")) { case 1: if ((Class == Job_Novice) || (BaseClass == Job_SuperNovice)) { - mes "[Croix Army Officer]"; - mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + mes("[Croix Army Officer]"); + mes("I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."); break; } if (BaseLevel < 80) { - mes "[Croix Army Officer]"; - mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + mes("[Croix Army Officer]"); + mes("I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."); break; } .@chk_urtime = questprogress(2070,PLAYTIME); if (.@chk_urtime == 1) { - mes "[Croix Army Officer]"; - mes "You seem to have just returned from the battlefield."; - mes "It's too early for you to go back. Go rest, and leave the enemies to us!"; + mes("[Croix Army Officer]"); + mes("You seem to have just returned from the battlefield."); + mes("It's too early for you to go back. Go rest, and leave the enemies to us!"); break; } if (.@chk_urtime == 2) erasequest 2070; if (getmapusers("bat_b02") > 0) { - mes "[Croix Army Officer]"; - mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Guillaume already."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + mes("[Croix Army Officer]"); + mes("I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Guillaume already."); + mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."); break; } if ($@FlaviusBG2 > 0) { - mes "[Croix Army Officer]"; - mes "An elite corps is already standing by to be dispatched to the battlefield."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + mes("[Croix Army Officer]"); + mes("An elite corps is already standing by to be dispatched to the battlefield."); + mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."); break; } - mes "[Croix Army Officer]"; - mes "You definitely seem to be ready for battle!"; - mes "Go show the Guillaumes what fear truly means!"; - mes "Today, our cry of victory shall echo all over the battlefield!"; + mes("[Croix Army Officer]"); + mes("You definitely seem to be ready for battle!"); + mes("Go show the Guillaumes what fear truly means!"); + mes("Today, our cry of victory shall echo all over the battlefield!"); close2; warp "bat_room",141,207; end; case 2: - mes "[Croix Army Officer]"; - mes "Today, we shall be victorious!"; + mes("[Croix Army Officer]"); + mes("Today, we shall be victorious!"); break; } close; diff --git a/npc/battleground/kvm/kvm01.txt b/npc/battleground/kvm/kvm01.txt index 0e737d0c0..d0b3d16be 100644 --- a/npc/battleground/kvm/kvm01.txt +++ b/npc/battleground/kvm/kvm01.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) L0ne_W0lf //= //= Hercules is free software: you can redistribute it and/or modify @@ -39,7 +39,7 @@ bat_room,169,226,5 script KVM Waiting Room#a::KvM01R_Guillaume 4_M_KY_KNT,{ end; OnInit: - waitingroom "Battle Station 5 Players",6,"KvM01_BG::OnGuillaumeJoin",1; + waitingroom(_("Battle Station 5 Players"), 6, "KvM01_BG::OnGuillaumeJoin", 1); end; OnEnterBG: @@ -53,7 +53,7 @@ bat_room,169,205,3 script KVM Waiting Room#b::KvM01R_Croix 4_M_CRU_KNT,{ end; OnInit: - waitingroom "Battle Station 5 Players",6,"KvM01_BG::OnCroixJoin",1; + waitingroom(_("Battle Station 5 Players"), 6, "KvM01_BG::OnCroixJoin", 1); end; OnEnterBG: @@ -160,8 +160,8 @@ OnGuillaumeDie: bg_updatescore "bat_c01",.Guillaume_Count,.Croix_Count; if( .Guillaume_Count < 1 ) donpcevent "KvM01_BG::OnCroixWin"; else { - mapannounce "bat_c01", "The number of Guillaumes is "+.Guillaume_Count+".",bc_map,"0x00ff00"; - mapannounce "bat_c01", "The number of Croixes is "+.Croix_Count+".",bc_map,"0x00ff00"; + mapannounce("bat_c01", sprintf(_$("The number of Guillaumes is %d."), .Guillaume_Count), bc_map, "0x00ff00"); + mapannounce("bat_c01", sprintf(_$("The number of Croixes is %d."), .Croix_Count), bc_map, "0x00ff00"); } } end; @@ -174,8 +174,8 @@ OnCroixDie: bg_updatescore "bat_c01",.Guillaume_Count,.Croix_Count; if( .Croix_Count < 1 ) donpcevent "KvM01_BG::OnGuillaumeWin"; else { - mapannounce "bat_c01", "The number of Guillaumes is "+.Guillaume_Count+".",bc_map,"0x00ff00"; - mapannounce "bat_c01", "The number of Croixes is "+.Croix_Count+".",bc_map,"0x00ff00"; + mapannounce("bat_c01", sprintf(_$("The number of Guillaumes is %d."), .Guillaume_Count), bc_map, "0x00ff00"); + mapannounce("bat_c01", sprintf(_$("The number of Croixes is %d."), .Croix_Count), bc_map, "0x00ff00"); } } end; @@ -206,16 +206,16 @@ OnStart: end; OnTimer1000: - mapannounce "bat_c01", "In 1 minute, KVM will start.",bc_map,"0x00ff00"; + mapannounce("bat_c01", _("In 1 minute, KVM will start."), bc_map, "0x00ff00"); end; OnTimer3000: - mapannounce "bat_c01", "The maximum time for a KVM battle is 5 minutes.",bc_map,"0x00ff00"; + mapannounce("bat_c01", _("The maximum time for a KVM battle is 5 minutes."), bc_map, "0x00ff00"); end; OnTimer6000: - mapannounce "bat_c01", "Please prepare for the KVM battle.",bc_map,"0x00ff00"; - mapannounce "bat_c01", "You can buff your people.",bc_map,"0x00ff00"; + mapannounce("bat_c01", _("Please prepare for the KVM battle."), bc_map, "0x00ff00"); + mapannounce("bat_c01", _("You can buff your people."), bc_map, "0x00ff00"); donpcevent "#A_camp_start01::OnEnable"; donpcevent "#B_camp_start01::OnEnable"; end; @@ -226,26 +226,26 @@ OnTimer13000: end; OnTimer30000: - mapannounce "bat_c01", "30 seconds remaining to start KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c01", _("30 seconds remaining to start KVM battle."), bc_map, "0x00ff00"); end; OnTimer45000: - mapannounce "bat_c01", "15 seconds remaining to start KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c01", _("15 seconds remaining to start KVM battle."), bc_map, "0x00ff00"); donpcevent "::OnKvM01One"; end; OnTimer50000: - mapannounce "bat_c01", "10 seconds remaining to start KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c01", _("10 seconds remaining to start KVM battle."), bc_map, "0x00ff00"); donpcevent "::OnKvM01Two"; end; OnTimer55000: - mapannounce "bat_c01", "5 seconds remaining to start KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c01", _("5 seconds remaining to start KVM battle."), bc_map, "0x00ff00"); donpcevent "::OnKvM01One"; end; OnTimer59000: - mapannounce "bat_c01", "KVM is now commencing.",bc_map,"0x00ff00"; + mapannounce("bat_c01", _("KVM is now commencing."), bc_map, "0x00ff00"); donpcevent "::OnKvM01Two"; end; @@ -257,7 +257,7 @@ OnTimer61000: { $@KvM01BG_Victory = 3; $@KvM01BG = 3; - mapannounce "bat_c01","There are not enough players to start the battle",1,0x696969; + mapannounce("bat_c01", _("There are not enough players to start the battle"), bc_map, "0x696969"); stopnpctimer; donpcevent "KvM01_BG::OnStop"; end; @@ -268,27 +268,27 @@ OnTimer61000: end; OnTimer300000: - mapannounce "bat_c01", "1 minute remaining to finish the KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c01", _("1 minute remaining to finish the KVM battle."), bc_map, "0x00ff00"); end; OnTimer330000: - mapannounce "bat_c01", "30 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c01", _("30 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00"); end; OnTimer345000: - mapannounce "bat_c01", "15 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c01", _("15 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00"); end; OnTimer350000: - mapannounce "bat_c01", "10 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c01", _("10 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00"); end; OnTimer355000: - mapannounce "bat_c01", "5 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c01", _("5 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00"); end; OnTimer360000: - mapannounce "bat_c01", "The KVM battle is over.",bc_map,"0x00ff00"; + mapannounce("bat_c01", _("The KVM battle is over."), bc_map, "0x00ff00"); if( .Croix_Count > .Guillaume_Count ) donpcevent "KvM01_BG::OnCroixWin"; else if( .Croix_Count < .Guillaume_Count ) @@ -297,9 +297,9 @@ OnTimer360000: { // Draw Game $@KvM01BG = 3; $@KvM01BG_Victory = 3; - mapannounce "bat_c01", "The number of Guillaumes is "+.Guillaume_Count+".",bc_map,"0x00ff00"; - mapannounce "bat_c01", "The number of Croixes is "+.Croix_Count+".",bc_map,"0x00ff00"; - mapannounce "bat_c01", "This battle has ended in a draw.",bc_map,"0x00ff00"; + mapannounce("bat_c01", sprintf(_$("The number of Guillaumes is %d."), .Guillaume_Count), bc_map, "0x00ff00"); + mapannounce("bat_c01", sprintf(_$("The number of Croixes is %d."), .Croix_Count), bc_map, "0x00ff00"); + mapannounce("bat_c01", _("This battle has ended in a draw."), bc_map, "0x00ff00"); donpcevent "KvM01_BG::OnStop"; } end; @@ -307,18 +307,18 @@ OnTimer360000: OnGuillaumeWin: $@KvM01BG = 3; $@KvM01BG_Victory = 1; - mapannounce "bat_c01", "Guillaume wins!",bc_map,"0x00ff00"; - mapannounce "bat_c01", "Congratulations to Guillaume members.",bc_map,"0x00ff00"; - mapannounce "bat_c01", "Everyone will be moved to the start point.",bc_map,"0x00ff00"; + mapannounce("bat_c01", _("Guillaume wins!"), bc_map, "0x00ff00"); + mapannounce("bat_c01", _("Congratulations to Guillaume members."), bc_map, "0x00ff00"); + mapannounce("bat_c01", _("Everyone will be moved to the start point."), bc_map, "0x00ff00"); donpcevent "KvM01_BG::OnStop"; end; OnCroixWin: $@KvM01BG = 3; $@KvM01BG_Victory = 2; - mapannounce "bat_c01", "Croix wins!",bc_map,"0x00ff00"; - mapannounce "bat_c01", "Congratulations to Croix members.",bc_map,"0x00ff00"; - mapannounce "bat_c01", "Everyone will be moved to the start point.",bc_map,"0x00ff00"; + mapannounce("bat_c01", _("Croix wins!"), bc_map, "0x00ff00"); + mapannounce("bat_c01", _("Congratulations to Croix members."), bc_map, "0x00ff00"); + mapannounce("bat_c01", _("Everyone will be moved to the start point."), bc_map, "0x00ff00"); donpcevent "KvM01_BG::OnStop"; end; @@ -356,21 +356,21 @@ OnBegin: end; OnTimer1000: - mapannounce "bat_c01", "Please apply with the Officer to acquire KVM points.",bc_map,"0x00ff00"; + mapannounce("bat_c01", _("Please apply with the Officer to acquire KVM points."), bc_map, "0x00ff00"); end; OnTimer3000: - mapannounce "bat_c01", "The Officer will grant you the points for 30 seconds.",bc_map,"0x00ff00"; - mapannounce "bat_c01", "In 30 seconds, the Officer will be sent away.",bc_map,"0x00ff00"; + mapannounce("bat_c01", _("The Officer will grant you the points for 30 seconds."), bc_map, "0x00ff00"); + mapannounce("bat_c01", _("In 30 seconds, the Officer will be sent away."), bc_map, "0x00ff00"); end; OnTimer5000: - mapannounce "bat_c01", "Unless you talk to the Officer, you cannot gain the points.",bc_map,"0x00ff00"; - mapannounce "bat_c01", "Please be careful.",bc_map,"0x00ff00"; + mapannounce("bat_c01", _("Unless you talk to the Officer, you cannot gain the points."), bc_map, "0x00ff00"); + mapannounce("bat_c01", _("Please be careful."), bc_map, "0x00ff00"); end; OnTimer55000: - mapannounce "bat_c01", "You will be sent back.",bc_map,"0x00ff00"; + mapannounce("bat_c01", _("You will be sent back."), bc_map, "0x00ff00"); end; OnTimer60000: @@ -386,17 +386,17 @@ bat_c01,51,130,5 script KVM Officer#KVM01A 4_M_KY_HEAD,{ if( $@KvM01BG_Victory == Bat_Team ) { // Victory kvm_point += 5; - mes "[KVM Officer]"; - mes "Good Game."; - mes "May the glory of KVM be with you."; - mes "You aquire the winning points: 5"; + mes("[KVM Officer]"); + mes("Good Game."); + mes("May the glory of KVM be with you."); + mes("You aquire the winning points: 5"); close2; } else { ++kvm_point; - mes "[KVM Officer]"; - mes "I am so sorry."; - mes "I wish you better luck next time."; - mes "You aquire the losing points: 1"; + mes("[KVM Officer]"); + mes("I am so sorry."); + mes("I wish you better luck next time."); + mes("You aquire the losing points: 1"); close2; } bg_leave; @@ -413,17 +413,17 @@ bat_c01,148,53,1 script KVM Officer#KVM01B 4_M_CRU_HEAD,{ if( $@KvM01BG_Victory == Bat_Team ) { // Victory kvm_point += 5; - mes "[KVM Officer]"; - mes "Good Game."; - mes "May the glory of KVM be with you."; - mes "You aquire the winning points: 5"; + mes("[KVM Officer]"); + mes("Good Game."); + mes("May the glory of KVM be with you."); + mes("You aquire the winning points: 5"); close2; } else { ++kvm_point; - mes "[KVM Officer]"; - mes "I am so sorry."; - mes "I wish you better luck next time."; - mes "You aquire the losing points: 1"; + mes("[KVM Officer]"); + mes("I am so sorry."); + mes("I wish you better luck next time."); + mes("You aquire the losing points: 1"); close2; } bg_leave; diff --git a/npc/battleground/kvm/kvm02.txt b/npc/battleground/kvm/kvm02.txt index 02f684a1d..a64dbf536 100644 --- a/npc/battleground/kvm/kvm02.txt +++ b/npc/battleground/kvm/kvm02.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Ai4rei //= Copyright (C) L0ne_W0lf //= @@ -40,7 +40,7 @@ bat_room,197,226,5 script KVM Waiting Room#a2::KvM02R_Guillaume 4_M_KY_KNT,{ end; OnInit: - waitingroom "Battle Station 5 Players",6,"KvM02_BG::OnGuillaumeJoin",1; + waitingroom(_("Battle Station 5 Players"), 6, "KvM02_BG::OnGuillaumeJoin", 1); end; OnEnterBG: @@ -54,7 +54,7 @@ bat_room,197,205,3 script KVM Waiting Room#b2::KvM02R_Croix 4_M_CRU_KNT,{ end; OnInit: - waitingroom "Battle Station 5 Players",6,"KvM02_BG::OnCroixJoin",1; + waitingroom(_("Battle Station 5 Players"), 6, "KvM02_BG::OnCroixJoin", 1); end; OnEnterBG: @@ -161,8 +161,8 @@ OnGuillaumeDie: bg_updatescore "bat_c02",.Guillaume_Count,.Croix_Count; if( .Guillaume_Count < 1 ) donpcevent "KvM02_BG::OnCroixWin"; else { - mapannounce "bat_c02", "The number of Guillaumes is "+.Guillaume_Count+".",bc_map,"0x00ff00"; - mapannounce "bat_c02", "The number of Croixes is "+.Croix_Count+".",bc_map,"0x00ff00"; + mapannounce("bat_c02", sprintf(_$("The number of Guillaumes is %d."), .Guillaume_Count), bc_map, "0x00ff00"); + mapannounce("bat_c02", sprintf(_$("The number of Croixes is %d."), .Croix_Count), bc_map, "0x00ff00"); } } end; @@ -175,8 +175,8 @@ OnCroixDie: bg_updatescore "bat_c02",.Guillaume_Count,.Croix_Count; if( .Croix_Count < 1 ) donpcevent "KvM02_BG::OnGuillaumeWin"; else { - mapannounce "bat_c02", "The number of Guillaumes is "+.Guillaume_Count+".",bc_map,"0x00ff00"; - mapannounce "bat_c02", "The number of Croixes is "+.Croix_Count+".",bc_map,"0x00ff00"; + mapannounce("bat_c02", sprintf(_$("The number of Guillaumes is %d."), .Guillaume_Count), bc_map, "0x00ff00"); + mapannounce("bat_c02", sprintf(_$("The number of Croixes is %d."), .Croix_Count), bc_map, "0x00ff00"); } } end; @@ -207,16 +207,16 @@ OnStart: end; OnTimer1000: - mapannounce "bat_c02", "In 1 minute, KVM will start.",bc_map,"0x00ff00"; + mapannounce("bat_c02", _("In 1 minute, KVM will start."), bc_map, "0x00ff00"); end; OnTimer3000: - mapannounce "bat_c02", "The maximum time for a KVM battle is 5 minutes.",bc_map,"0x00ff00"; + mapannounce("bat_c02", _("The maximum time for a KVM battle is 5 minutes."), bc_map, "0x00ff00"); end; OnTimer6000: - mapannounce "bat_c02", "Please prepare for the KVM battle.",bc_map,"0x00ff00"; - mapannounce "bat_c02", "You can buff your people.",bc_map,"0x00ff00"; + mapannounce("bat_c02", _("Please prepare for the KVM battle."), bc_map, "0x00ff00"); + mapannounce("bat_c02", _("You can buff your people."), bc_map, "0x00ff00"); donpcevent "#A_camp_start02::OnEnable"; donpcevent "#B_camp_start02::OnEnable"; end; @@ -227,26 +227,26 @@ OnTimer13000: end; OnTimer30000: - mapannounce "bat_c02", "30 seconds remaining to start KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c02", _("30 seconds remaining to start KVM battle."), bc_map, "0x00ff00"); end; OnTimer45000: - mapannounce "bat_c02", "15 seconds remaining to start KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c02", _("15 seconds remaining to start KVM battle."), bc_map, "0x00ff00"); donpcevent "::OnKvM01One"; end; OnTimer50000: - mapannounce "bat_c02", "10 seconds remaining to start KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c02", _("10 seconds remaining to start KVM battle."), bc_map, "0x00ff00"); donpcevent "::OnKvM01Two"; end; OnTimer55000: - mapannounce "bat_c02", "5 seconds remaining to start KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c02", _("5 seconds remaining to start KVM battle."), bc_map, "0x00ff00"); donpcevent "::OnKvM01One"; end; OnTimer59000: - mapannounce "bat_c02", "KVM is now commencing.",bc_map,"0x00ff00"; + mapannounce("bat_c02", _("KVM is now commencing."), bc_map, "0x00ff00"); donpcevent "::OnKvM01Two"; end; @@ -258,7 +258,7 @@ OnTimer61000: { $@KvM02BG_Victory = 3; $@KvM02BG = 3; - mapannounce "bat_c02","There are not enough players to start the battle",1,0x808080; + mapannounce("bat_c02", _("There are not enough players to start the battle"), bc_map, "0x808080"); stopnpctimer; donpcevent "KvM02_BG::OnStop"; end; @@ -269,27 +269,27 @@ OnTimer61000: end; OnTimer300000: - mapannounce "bat_c02", "1 minute remaining to finish the KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c02", _("1 minute remaining to finish the KVM battle."), bc_map, "0x00ff00"); end; OnTimer330000: - mapannounce "bat_c02", "30 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c02", _("30 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00"); end; OnTimer345000: - mapannounce "bat_c02", "15 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c02", _("15 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00"); end; OnTimer350000: - mapannounce "bat_c02", "10 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c02", _("10 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00"); end; OnTimer355000: - mapannounce "bat_c02", "5 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c02", _("5 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00"); end; OnTimer360000: - mapannounce "bat_c02", "The KVM battle is over.",bc_map,"0x00ff00"; + mapannounce("bat_c02", _("The KVM battle is over."), bc_map, "0x00ff00"); if( .Croix_Count > .Guillaume_Count ) donpcevent "KvM02_BG::OnCroixWin"; else if( .Croix_Count < .Guillaume_Count ) @@ -298,9 +298,9 @@ OnTimer360000: { // Draw Game $@KvM02BG = 3; $@KvM02BG_Victory = 3; - mapannounce "bat_c02", "The number of Guillaumes is "+.Guillaume_Count+".",bc_map,"0x00ff00"; - mapannounce "bat_c02", "The number of Croixes is "+.Croix_Count+".",bc_map,"0x00ff00"; - mapannounce "bat_c02", "This battle has ended in a draw.",bc_map,"0x00ff00"; + mapannounce("bat_c02", sprintf(_$("The number of Guillaumes is %d."), .Guillaume_Count), bc_map, "0x00ff00"); + mapannounce("bat_c02", sprintf(_$("The number of Croixes is %d."), .Croix_Count), bc_map, "0x00ff00"); + mapannounce("bat_c02", _("This battle has ended in a draw."), bc_map, "0x00ff00"); donpcevent "KvM02_BG::OnStop"; } end; @@ -308,18 +308,18 @@ OnTimer360000: OnGuillaumeWin: $@KvM02BG = 3; $@KvM02BG_Victory = 1; - mapannounce "bat_c02", "Guillaume wins!",bc_map,"0x00ff00"; - mapannounce "bat_c02", "Congratulations to Guillaume members.",bc_map,"0x00ff00"; - mapannounce "bat_c02", "Everyone will be moved to the start point.",bc_map,"0x00ff00"; + mapannounce("bat_c02", _("Guillaume wins!"), bc_map, "0x00ff00"); + mapannounce("bat_c02", _("Congratulations to Guillaume members."), bc_map, "0x00ff00"); + mapannounce("bat_c02", _("Everyone will be moved to the start point."), bc_map, "0x00ff00"); donpcevent "KvM02_BG::OnStop"; end; OnCroixWin: $@KvM02BG = 3; $@KvM02BG_Victory = 2; - mapannounce "bat_c02", "Croix wins!",bc_map,"0x00ff00"; - mapannounce "bat_c02", "Congratulations to Croix members.",bc_map,"0x00ff00"; - mapannounce "bat_c02", "Everyone will be moved to the start point.",bc_map,"0x00ff00"; + mapannounce("bat_c02", _("Croix wins!"), bc_map, "0x00ff00"); + mapannounce("bat_c02", _("Congratulations to Croix members."), bc_map, "0x00ff00"); + mapannounce("bat_c02", _("Everyone will be moved to the start point."), bc_map, "0x00ff00"); donpcevent "KvM02_BG::OnStop"; end; @@ -357,21 +357,21 @@ OnBegin: end; OnTimer1000: - mapannounce "bat_c02", "Please apply with the Officer to acquire KVM points.",bc_map,"0x00ff00"; + mapannounce("bat_c02", _("Please apply with the Officer to acquire KVM points."), bc_map, "0x00ff00"); end; OnTimer3000: - mapannounce "bat_c02", "The Officer will grant you the points for 30 seconds.",bc_map,"0x00ff00"; - mapannounce "bat_c02", "In 30 seconds, the Officer will be sent away.",bc_map,"0x00ff00"; + mapannounce("bat_c02", _("The Officer will grant you the points for 30 seconds."), bc_map, "0x00ff00"); + mapannounce("bat_c02", _("In 30 seconds, the Officer will be sent away."), bc_map, "0x00ff00"); end; OnTimer5000: - mapannounce "bat_c02", "Unless you talk to the Officer, you cannot gain the points.",bc_map,"0x00ff00"; - mapannounce "bat_c02", "Please be careful.",bc_map,"0x00ff00"; + mapannounce("bat_c02", _("Unless you talk to the Officer, you cannot gain the points."), bc_map, "0x00ff00"); + mapannounce("bat_c02", _("Please be careful."), bc_map, "0x00ff00"); end; OnTimer55000: - mapannounce "bat_c02", "You will be sent back.",bc_map,"0x00ff00"; + mapannounce("bat_c02", _("You will be sent back."), bc_map, "0x00ff00"); end; OnTimer60000: @@ -387,16 +387,16 @@ bat_c02,51,130,5 script KVM Officer#KVM02A 4_M_KY_HEAD,{ if( $@KvM02BG_Victory == Bat_Team ) { // Victory ++kvm_point; - mes "[KVM Officer]"; - mes "Good Game."; - mes "May the glory of KVM be with you."; - mes "You aquire the winning points: 1"; + mes("[KVM Officer]"); + mes("Good Game."); + mes("May the glory of KVM be with you."); + mes("You aquire the winning points: 1"); close2; } else { - mes "[KVM Officer]"; - mes "I am so sorry."; - mes "I wish you better luck next time."; - mes "You aquire the losing points: 0"; + mes("[KVM Officer]"); + mes("I am so sorry."); + mes("I wish you better luck next time."); + mes("You aquire the losing points: 0"); close2; } bg_leave; @@ -413,16 +413,16 @@ bat_c02,148,53,1 script KVM Officer#KVM02B 4_M_CRU_HEAD,{ if( $@KvM02BG_Victory == Bat_Team ) { // Victory ++kvm_point; - mes "[KVM Officer]"; - mes "Good Game."; - mes "May the glory of KVM be with you."; - mes "You aquire the winning points: 1"; + mes("[KVM Officer]"); + mes("Good Game."); + mes("May the glory of KVM be with you."); + mes("You aquire the winning points: 1"); close2; } else { - mes "[KVM Officer]"; - mes "I am so sorry."; - mes "I wish you better luck next time."; - mes "You aquire the losing points: 0"; + mes("[KVM Officer]"); + mes("I am so sorry."); + mes("I wish you better luck next time."); + mes("You aquire the losing points: 0"); close2; } bg_leave; diff --git a/npc/battleground/kvm/kvm03.txt b/npc/battleground/kvm/kvm03.txt index d99f78a34..954fd7b49 100644 --- a/npc/battleground/kvm/kvm03.txt +++ b/npc/battleground/kvm/kvm03.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Ai4rei //= Copyright (C) L0ne_W0lf //= @@ -40,7 +40,7 @@ bat_room,225,226,5 script KVM Waiting Room#a3::KvM03R_Guillaume 4_M_KY_KNT,{ end; OnInit: - waitingroom "Battle Station 5 Players",6,"KvM03_BG::OnGuillaumeJoin",1; + waitingroom(_("Battle Station 5 Players"), 6, "KvM03_BG::OnGuillaumeJoin", 1); end; OnEnterBG: @@ -54,7 +54,7 @@ bat_room,225,205,3 script KVM Waiting Room#b3::KvM03R_Croix 4_M_CRU_KNT,{ end; OnInit: - waitingroom "Battle Station 5 Players",6,"KvM03_BG::OnCroixJoin",1; + waitingroom(_("Battle Station 5 Players"), 6, "KvM03_BG::OnCroixJoin", 1); end; OnEnterBG: @@ -161,8 +161,8 @@ OnGuillaumeDie: bg_updatescore "bat_c03",.Guillaume_Count,.Croix_Count; if( .Guillaume_Count < 1 ) donpcevent "KvM03_BG::OnCroixWin"; else { - mapannounce "bat_c03", "The number of Guillaumes is "+.Guillaume_Count+".",bc_map,"0x00ff00"; - mapannounce "bat_c03", "The number of Croixes is "+.Croix_Count+".",bc_map,"0x00ff00"; + mapannounce("bat_c03", sprintf(_$("The number of Guillaumes is %d."), .Guillaume_Count), bc_map, "0x00ff00"); + mapannounce("bat_c03", sprintf(_$("The number of Croixes is %d."), .Croix_Count), bc_map, "0x00ff00"); } } end; @@ -175,8 +175,8 @@ OnCroixDie: bg_updatescore "bat_c03",.Guillaume_Count,.Croix_Count; if( .Croix_Count < 1 ) donpcevent "KvM03_BG::OnGuillaumeWin"; else { - mapannounce "bat_c03", "The number of Guillaumes is "+.Guillaume_Count+".",bc_map,"0x00ff00"; - mapannounce "bat_c03", "The number of Croixes is "+.Croix_Count+".",bc_map,"0x00ff00"; + mapannounce("bat_c03", sprintf(_$("The number of Guillaumes is %d."), .Guillaume_Count), bc_map, "0x00ff00"); + mapannounce("bat_c03", sprintf(_$("The number of Croixes is %d."), .Croix_Count), bc_map, "0x00ff00"); } } end; @@ -207,16 +207,16 @@ OnStart: end; OnTimer1000: - mapannounce "bat_c03", "In 1 minute, KVM will start.",bc_map,"0x00ff00"; + mapannounce("bat_c03", _("In 1 minute, KVM will start."), bc_map, "0x00ff00"); end; OnTimer3000: - mapannounce "bat_c03", "The maximum time for a KVM battle is 5 minutes.",bc_map,"0x00ff00"; + mapannounce("bat_c03", _("The maximum time for a KVM battle is 5 minutes."), bc_map, "0x00ff00"); end; OnTimer6000: - mapannounce "bat_c03", "Please prepare for the KVM battle.",bc_map,"0x00ff00"; - mapannounce "bat_c03", "You can buff your people.",bc_map,"0x00ff00"; + mapannounce("bat_c03", _("Please prepare for the KVM battle."), bc_map, "0x00ff00"); + mapannounce("bat_c03", _("You can buff your people."), bc_map, "0x00ff00"); donpcevent "#A_camp_start03::OnEnable"; donpcevent "#B_camp_start03::OnEnable"; end; @@ -227,26 +227,26 @@ OnTimer13000: end; OnTimer30000: - mapannounce "bat_c03", "30 seconds remaining to start KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c03", _("30 seconds remaining to start KVM battle."), bc_map, "0x00ff00"); end; OnTimer45000: - mapannounce "bat_c03", "15 seconds remaining to start KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c03", _("15 seconds remaining to start KVM battle."), bc_map, "0x00ff00"); donpcevent "::OnKvM01One"; end; OnTimer50000: - mapannounce "bat_c03", "10 seconds remaining to start KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c03", _("10 seconds remaining to start KVM battle."), bc_map, "0x00ff00"); donpcevent "::OnKvM01Two"; end; OnTimer55000: - mapannounce "bat_c03", "5 seconds remaining to start KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c03", _("5 seconds remaining to start KVM battle."), bc_map, "0x00ff00"); donpcevent "::OnKvM01One"; end; OnTimer59000: - mapannounce "bat_c03", "KVM is now commencing.",bc_map,"0x00ff00"; + mapannounce("bat_c03", _("KVM is now commencing."), bc_map, "0x00ff00"); donpcevent "::OnKvM01Two"; end; @@ -258,7 +258,7 @@ OnTimer61000: { $@KvM03BG_Victory = 3; $@KvM03BG = 3; - mapannounce "bat_c03","There are not enough players to start the battle",1,0xC0C0C0; + mapannounce("bat_c03", _("There are not enough players to start the battle"), bc_map, "0xC0C0C0"); stopnpctimer; donpcevent "KvM03_BG::OnStop"; end; @@ -269,27 +269,27 @@ OnTimer61000: end; OnTimer300000: - mapannounce "bat_c03", "1 minute remaining to finish the KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c03", _("1 minute remaining to finish the KVM battle."), bc_map, "0x00ff00"); end; OnTimer330000: - mapannounce "bat_c03", "30 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c03", _("30 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00"); end; OnTimer345000: - mapannounce "bat_c03", "15 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c03", _("15 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00"); end; OnTimer350000: - mapannounce "bat_c03", "10 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c03", _("10 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00"); end; OnTimer355000: - mapannounce "bat_c03", "5 seconds remaining to finish the KVM battle.",bc_map,"0x00ff00"; + mapannounce("bat_c03", _("5 seconds remaining to finish the KVM battle."), bc_map, "0x00ff00"); end; OnTimer360000: - mapannounce "bat_c03", "KVM has ended.",bc_map,"0x00ff00"; + mapannounce("bat_c03", _("KVM has ended."), bc_map, "0x00ff00"); if( .Croix_Count > .Guillaume_Count ) donpcevent "KvM03_BG::OnCroixWin"; else if( .Croix_Count < .Guillaume_Count ) @@ -298,9 +298,9 @@ OnTimer360000: { // Draw Game $@KvM03BG = 3; $@KvM03BG_Victory = 3; - mapannounce "bat_c03", "The number of Guillaumes is "+.Guillaume_Count+".",bc_map,"0x00ff00"; - mapannounce "bat_c03", "The number of Croixes is "+.Croix_Count+".",bc_map,"0x00ff00"; - mapannounce "bat_c03", "This battle has ended in a draw.",bc_map,"0x00ff00"; + mapannounce("bat_c03", sprintf(_$("The number of Guillaumes is %d."), .Guillaume_Count), bc_map, "0x00ff00"); + mapannounce("bat_c03", sprintf(_$("The number of Croixes is %d."), .Croix_Count), bc_map, "0x00ff00"); + mapannounce("bat_c03", _("This battle has ended in a draw."), bc_map, "0x00ff00"); donpcevent "KvM03_BG::OnStop"; } end; @@ -308,18 +308,18 @@ OnTimer360000: OnGuillaumeWin: $@KvM03BG = 3; $@KvM03BG_Victory = 1; - mapannounce "bat_c03", "Guillaume wins!",bc_map,"0x00ff00"; - mapannounce "bat_c03", "Congratulations to Guillaume members.",bc_map,"0x00ff00"; - mapannounce "bat_c03", "Everyone will be moved to the start point.",bc_map,"0x00ff00"; + mapannounce("bat_c03", _("Guillaume wins!"), bc_map, "0x00ff00"); + mapannounce("bat_c03", _("Congratulations to Guillaume members."), bc_map, "0x00ff00"); + mapannounce("bat_c03", _("Everyone will be moved to the start point."), bc_map, "0x00ff00"); donpcevent "KvM03_BG::OnStop"; end; OnCroixWin: $@KvM03BG = 3; $@KvM03BG_Victory = 2; - mapannounce "bat_c03", "Croix wins!",bc_map,"0x00ff00"; - mapannounce "bat_c03", "Congratulations to Croix members.",bc_map,"0x00ff00"; - mapannounce "bat_c03", "Everyone will be moved to the start point.",bc_map,"0x00ff00"; + mapannounce("bat_c03", _("Croix wins!"), bc_map, "0x00ff00"); + mapannounce("bat_c03", _("Congratulations to Croix members."), bc_map, "0x00ff00"); + mapannounce("bat_c03", _("Everyone will be moved to the start point."), bc_map, "0x00ff00"); donpcevent "KvM03_BG::OnStop"; end; @@ -357,21 +357,21 @@ OnBegin: end; OnTimer1000: - mapannounce "bat_c03", "Please apply with the Officer to acquire KVM points.",bc_map,"0x00ff00"; + mapannounce("bat_c03", _("Please apply with the Officer to acquire KVM points."), bc_map, "0x00ff00"); end; OnTimer3000: - mapannounce "bat_c03", "The Officer will grant you the points for 30 seconds.",bc_map,"0x00ff00"; - mapannounce "bat_c03", "In 30 seconds, the Officer will be sent away.",bc_map,"0x00ff00"; + mapannounce("bat_c03", _("The Officer will grant you the points for 30 seconds."), bc_map, "0x00ff00"); + mapannounce("bat_c03", _("In 30 seconds, the Officer will be sent away."), bc_map, "0x00ff00"); end; OnTimer5000: - mapannounce "bat_c03", "Unless you talk to the Officer, you cannot gain the points.",bc_map,"0x00ff00"; - mapannounce "bat_c03", "Please be careful.",bc_map,"0x00ff00"; + mapannounce("bat_c03", _("Unless you talk to the Officer, you cannot gain the points."), bc_map, "0x00ff00"); + mapannounce("bat_c03", _("Please be careful."), bc_map, "0x00ff00"); end; OnTimer55000: - mapannounce "bat_c03", "You will be sent back.",bc_map,"0x00ff00"; + mapannounce("bat_c03", _("You will be sent back."), bc_map, "0x00ff00"); end; OnTimer60000: @@ -387,17 +387,17 @@ bat_c03,51,130,5 script KVM Officer#KVM03A 4_M_KY_HEAD,{ if( $@KvM03BG_Victory == Bat_Team ) { // Victory kvm_point += 2; - mes "[KVM Officer]"; - mes "Good Game."; - mes "May the glory of KVM be with you."; - mes "You aquire the winning points: 2"; + mes("[KVM Officer]"); + mes("Good Game."); + mes("May the glory of KVM be with you."); + mes("You aquire the winning points: 2"); close2; } else { ++kvm_point; - mes "[KVM Officer]"; - mes "I am so sorry."; - mes "I wish you better luck next time."; - mes "You aquire the losing points: 1"; + mes("[KVM Officer]"); + mes("I am so sorry."); + mes("I wish you better luck next time."); + mes("You aquire the losing points: 1"); close2; } bg_leave; @@ -414,17 +414,17 @@ bat_c03,148,53,1 script KVM Officer#KVM03B 4_M_CRU_HEAD,{ if( $@KvM03BG_Victory == Bat_Team ) { // Victory kvm_point +=2; - mes "[KVM Officer]"; - mes "Good Game."; - mes "May the glory of KVM be with you."; - mes "You aquire the winning points: 2"; + mes("[KVM Officer]"); + mes("Good Game."); + mes("May the glory of KVM be with you."); + mes("You aquire the winning points: 2"); close2; } else { ++kvm_point; - mes "[KVM Officer]"; - mes "I am so sorry."; - mes "I wish you better luck next time."; - mes "You aquire the losing points: 1"; + mes("[KVM Officer]"); + mes("I am so sorry."); + mes("I wish you better luck next time."); + mes("You aquire the losing points: 1"); close2; } bg_leave; diff --git a/npc/battleground/kvm/kvm_enter.txt b/npc/battleground/kvm/kvm_enter.txt index c165b8058..2ee4a7c5d 100644 --- a/npc/battleground/kvm/kvm_enter.txt +++ b/npc/battleground/kvm/kvm_enter.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) L0ne_W0lf //= //= Hercules is free software: you can redistribute it and/or modify @@ -38,27 +38,27 @@ bat_room,164,178,5 script KVM Mercenary Officer#1 4_M_KY_KNT,{ /* .@kvm = questprogress(6026,PLAYTIME); if (.@kvm == 1) { - mes "[Croix Mercenary Officer]"; - mes "I know that you've already signed with the Croix. Go back and join their team. We will not accept traitors to fight for us."; + mes("[Croix Mercenary Officer]"); + mes("I know that you've already signed with the Croix. Go back and join their team. We will not accept traitors to fight for us."); close; } else if (.@kvm == 2) erasequest 6026; */ .@permit = questprogress(6025,PLAYTIME); if (.@permit == 1) { - mes "[Guillaume Mercenary Officer]"; - mes "It seems you have recently participated in a KVM battle. You must wait 5 minutes before signing up again."; + mes("[Guillaume Mercenary Officer]"); + mes("It seems you have recently participated in a KVM battle. You must wait 5 minutes before signing up again."); close; } else if (.@permit == 2) erasequest 6025; - mes "[Guillaume Mercenary Officer]"; - mes "Let them know the real might of Guillaume!"; + mes("[Guillaume Mercenary Officer]"); + mes("Let them know the real might of Guillaume!"); next; - switch(select("I will fight with you.:End Conversation.")) { + switch(select("I will fight with you.", "End Conversation.")) { case 1: - mes "[Guillaume Mercenary Officer]"; - mes "Show them how strong we are."; - mes "Today, everyone will hear the shout of triumph from Guillaume!"; + mes("[Guillaume Mercenary Officer]"); + mes("Show them how strong we are."); + mes("Today, everyone will hear the shout of triumph from Guillaume!"); close2; //setquest 6025; if (BaseLevel > 79) warp "bat_room",169,223; @@ -66,67 +66,67 @@ bat_room,164,178,5 script KVM Mercenary Officer#1 4_M_KY_KNT,{ else warp "bat_room",225,223; end; case 2: - mes "[Guillaume Mercenary Officer]"; - mes "We will win!"; + mes("[Guillaume Mercenary Officer]"); + mes("We will win!"); close; } } //== Guillaume Knight - KvM ================================ bat_room,167,178,5 script Guillaume Knight#kvm 4_M_KY_SOLD,{ - mes "[Guillaume Knight]"; - mes "Hello."; - mes "What do you want to know?"; + mes("[Guillaume Knight]"); + mes("Hello."); + mes("What do you want to know?"); next; - switch(select("Apply for KVM.:What is KVM?:How do I participate in KVM?:I want to know my Kreiger Points.")) { + switch(select("Apply for KVM.", "What is KVM?", "How do I participate in KVM?", "I want to know my Kreiger Points.")) { case 1: - mes "[Guillaume Knight]"; - mes "Applications are not available yet."; - mes "To apply, you need to go to a KVM Mercenary Officer."; + mes("[Guillaume Knight]"); + mes("Applications are not available yet."); + mes("To apply, you need to go to a KVM Mercenary Officer."); close; case 2: - mes "[Guillaume Knight]"; - mes "KVM is the abbreviation of Kreiger Von Midgard."; - mes "Adventurer, are you aware that the way to the new world has been opened?"; + mes("[Guillaume Knight]"); + mes("KVM is the abbreviation of Kreiger Von Midgard."); + mes("Adventurer, are you aware that the way to the new world has been opened?"); next; - mes "[Guillaume Knight]"; - mes "We, the Guillaume Administration, have several plans to advance to the new world."; - mes "And KVM is one of them."; + mes("[Guillaume Knight]"); + mes("We, the Guillaume Administration, have several plans to advance to the new world."); + mes("And KVM is one of them."); next; - mes "[Guillaume Knight]"; - mes "It means that we, one of many countries in the Midgard continent,"; - mes "have decided to employ many adventurers for the immediate advance to the new world."; + mes("[Guillaume Knight]"); + mes("It means that we, one of many countries in the Midgard continent,"); + mes("have decided to employ many adventurers for the immediate advance to the new world."); next; - mes "[Guillaume Knight]"; - mes "Therefore, to select the best adventurers, we are holding the KVM."; - mes "We exspect responses from many adventurers."; + mes("[Guillaume Knight]"); + mes("Therefore, to select the best adventurers, we are holding the KVM."); + mes("We exspect responses from many adventurers."); next; - mes "[Guillaume Knight]"; - mes "And we will give them rewards for their participation!"; - mes "As for the rewards, please contact a KVM Logistic Officer."; + mes("[Guillaume Knight]"); + mes("And we will give them rewards for their participation!"); + mes("As for the rewards, please contact a KVM Logistic Officer."); close; case 3: - mes "[Guillaume Knight]"; - mes "Basically, KVM is a 5 on 5 battle."; - mes "First, you apply with a KVM receptionist, in a group or individually."; + mes("[Guillaume Knight]"); + mes("Basically, KVM is a 5 on 5 battle."); + mes("First, you apply with a KVM receptionist, in a group or individually."); next; - mes "[Guillaume Knight]"; - mes "Group applications are for when you intend to enter the KVM with your party members,"; - mes "and a personal application is for when you intend to enter the KVM individually."; + mes("[Guillaume Knight]"); + mes("Group applications are for when you intend to enter the KVM with your party members,"); + mes("and a personal application is for when you intend to enter the KVM individually."); next; - mes "[Guillaume Knight]"; - mes "Please apply with a KVM officer, and he will contact you later when you are in Prontera."; + mes("[Guillaume Knight]"); + mes("Please apply with a KVM officer, and he will contact you later when you are in Prontera."); next; - mes "[Guillaume Knight]"; - mes "Then you enter and follow the instructions in the battlefield."; + mes("[Guillaume Knight]"); + mes("Then you enter and follow the instructions in the battlefield."); next; - mes "[Guillaume Knight]"; - mes "However, please be advised that unless you are in the KVM office, he cannot contact you."; + mes("[Guillaume Knight]"); + mes("However, please be advised that unless you are in the KVM office, he cannot contact you."); close; case 4: - mes "[Guillaume Knight]"; - mes "Your Kreiger Points are:"; - mes ""+kvm_point+"."; + mes("[Guillaume Knight]"); + mes("Your Kreiger Points are:"); + mesf("%d.", kvm_point); close; } } @@ -136,27 +136,27 @@ bat_room,164,121,1 script KVM Mercenary Officer#2 4_M_CRU_KNT,{ /* .@kvm = questprogress(6025,PLAYTIME); if (.@kvm == 1) { - mes "[Croix Mercenary Officer]"; - mes "I know that you've already signed with the Guillaume. Go back and join their team. We will not accept traitors to fight for us."; + mes("[Croix Mercenary Officer]"); + mes("I know that you've already signed with the Guillaume. Go back and join their team. We will not accept traitors to fight for us."); close; } else if (.@kvm == 2) erasequest 6025; */ .@permit = questprogress(6025,PLAYTIME); if (.@permit == 1) { - mes "[Croix Mercenary Officer]"; - mes "It seems you have recently participated in a KVM battle. You must wait 5 minutes before signing up again."; + mes("[Croix Mercenary Officer]"); + mes("It seems you have recently participated in a KVM battle. You must wait 5 minutes before signing up again."); close; } else if (.@permit == 2) erasequest 6025; - mes "[Croix Mercenary Officer]"; - mes "Let them know the real might of Croix!"; + mes("[Croix Mercenary Officer]"); + mes("Let them know the real might of Croix!"); next; - switch(select("I will fight with you.:End Conversation.")) { + switch(select("I will fight with you.", "End Conversation.")) { case 1: - mes "[Croix Mercenary Officer]"; - mes "Show them how strong we are."; - mes "Today, everyone will hear the shout of triumph from Croix!"; + mes("[Croix Mercenary Officer]"); + mes("Show them how strong we are."); + mes("Today, everyone will hear the shout of triumph from Croix!"); close2; //setquest 6026; if (BaseLevel > 79) warp "bat_room",169,207; @@ -164,67 +164,67 @@ bat_room,164,121,1 script KVM Mercenary Officer#2 4_M_CRU_KNT,{ else warp "bat_room",225,207; end; case 2: - mes "[Croix Mercenary Officer]"; - mes "We will win!"; + mes("[Croix Mercenary Officer]"); + mes("We will win!"); close; } } //== Croix Knight - KvM ==================================== bat_room,167,121,1 script Croix Knight#kvm 4_M_CRU_SOLD,{ - mes "[Croix Knight]"; - mes "Hello."; - mes "What do you want to know?"; + mes("[Croix Knight]"); + mes("Hello."); + mes("What do you want to know?"); next; - switch(select("Apply for KVM.:What is KVM?:How do I participate in KVM?:I want to know my Kreiger Points.")) { + switch(select("Apply for KVM.", "What is KVM?", "How do I participate in KVM?", "I want to know my Kreiger Points.")) { case 1: - mes "[Croix Knight]"; - mes "Applications are not available yet."; - mes "To apply, you need to go to a KVM Mercenary Officer."; + mes("[Croix Knight]"); + mes("Applications are not available yet."); + mes("To apply, you need to go to a KVM Mercenary Officer."); close; case 2: - mes "[Croix Knight]"; - mes "KVM is the abbreviation of Kreiger Von Midgard."; - mes "Adventurer, are you aware that the way to the new world has been opened?"; + mes("[Croix Knight]"); + mes("KVM is the abbreviation of Kreiger Von Midgard."); + mes("Adventurer, are you aware that the way to the new world has been opened?"); next; - mes "[Croix Knight]"; - mes "We, the Croix Administration, have several plans to advance to the new world."; - mes "And KVM is one of them."; + mes("[Croix Knight]"); + mes("We, the Croix Administration, have several plans to advance to the new world."); + mes("And KVM is one of them."); next; - mes "[Croix Knight]"; - mes "It means that we, one of many countries in the Midgard continent,"; - mes "have decided to employ many adventurers for the immediate advance to the new world."; + mes("[Croix Knight]"); + mes("It means that we, one of many countries in the Midgard continent,"); + mes("have decided to employ many adventurers for the immediate advance to the new world."); next; - mes "[Croix Knight]"; - mes "Therefore, to select the best adventurers, we are holding the KVM."; - mes "We exspect responses from many adventurers."; + mes("[Croix Knight]"); + mes("Therefore, to select the best adventurers, we are holding the KVM."); + mes("We exspect responses from many adventurers."); next; - mes "[Croix Knight]"; - mes "And we will give them rewards for their participation!"; - mes "As for the rewards, please contact a KVM Logistic Officer."; + mes("[Croix Knight]"); + mes("And we will give them rewards for their participation!"); + mes("As for the rewards, please contact a KVM Logistic Officer."); close; case 3: - mes "[Croix Knight]"; - mes "Basically, KVM is a 5 on 5 battle."; - mes "First, you apply with a KVM receptionist, in a group or individually."; + mes("[Croix Knight]"); + mes("Basically, KVM is a 5 on 5 battle."); + mes("First, you apply with a KVM receptionist, in a group or individually."); next; - mes "[Croix Knight]"; - mes "Group applications are for when you intend to enter the KVM with your party members,"; - mes "and a personal application is for when you intend to enter the KVM individually."; + mes("[Croix Knight]"); + mes("Group applications are for when you intend to enter the KVM with your party members,"); + mes("and a personal application is for when you intend to enter the KVM individually."); next; - mes "[Croix Knight]"; - mes "Please apply with a KVM officer, and he will contact you later when you are in Prontera."; + mes("[Croix Knight]"); + mes("Please apply with a KVM officer, and he will contact you later when you are in Prontera."); next; - mes "[Croix Knight]"; - mes "Then you enter and follow the instructions in the battlefield."; + mes("[Croix Knight]"); + mes("Then you enter and follow the instructions in the battlefield."); next; - mes "[Croix Knight]"; - mes "However, please be advised that unless you are in the KVM office, he cannot contact you."; + mes("[Croix Knight]"); + mes("However, please be advised that unless you are in the KVM office, he cannot contact you."); close; case 4: - mes "[Croix Knight]"; - mes "Your Kreiger Points are:"; - mes ""+kvm_point+"."; + mes("[Croix Knight]"); + mes("Your Kreiger Points are:"); + mesf("%d.", kvm_point); close; } } diff --git a/npc/battleground/kvm/kvm_item_pay.txt b/npc/battleground/kvm/kvm_item_pay.txt index 2217e3f77..f9dac0766 100644 --- a/npc/battleground/kvm/kvm_item_pay.txt +++ b/npc/battleground/kvm/kvm_item_pay.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) L0ne_W0lf //= //= Hercules is free software: you can redistribute it and/or modify @@ -41,71 +41,71 @@ bat_room,151,144,3 script KVM Logistic Officer#a 4_M_JOB_KNIGHT2,{ .@pointstoadd = countitem(War_Badge); delitem 7773,.@pointstoadd; kvm_point += .@pointstoadd; - mes "[Logistics]"; - mes "Are those "+getitemname(7773)+"s I see?"; - mes "We no longer accept that currency,"; - mes "but I can exchange those for you,"; - mes "So you have "+.@pointstoadd+" "+getitemname(7773)+"s?"; - mes "Alright, all set, you now have ^580080"+ kvm_point +"^000000 KVM Points."; + mes("[Logistics]"); + mesf("Are those %ss I see?", getitemname(7773)); + mes("We no longer accept that currency,\r" + "but I can exchange those for you."); + mesf("So you have %d %ss?", .@pointstoadd, getitemname(7773)); + mesf("Alright, all set, you now have ^580080%d^000000 KVM Points.", kvm_point); next; } if (checkweight(Knife,1) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; + mes("- Wait a minute !! -"); + mes("- Currently you're carrying -"); + mes("- too many items with you. -"); + mes("- Please try again -"); + mes("- after you loose some weight. -"); close; } - mes "[Logistics]"; - mes "Hello?"; - mes "I am in charge of distributing"; - mes "reward items for KVM points. Any"; - mes "wrong selection of items will not"; - mes "be reversed. Please be carefull."; - mes "Select the next step please."; + mes("[Logistics]"); + mes("Hello?"); + mes("I am in charge of distributing\r" + "reward items for KVM points. Any\r" + "wrong selection of items will not\r" + "be reversed. Please be carefull."); + mes("Select the next step please."); next; - .@name$ = strcharinfo(0); - switch(select("Read the KVM Catalogue.:Purchase KVM Items.:Confirm KVM Points.:Explanation of KVM Rewards.:Explanation of KVM Points.")) { + .@name$ = strcharinfo(PC_NAME); + switch(select("Read the KVM Catalogue.", "Purchase KVM Items.", "Confirm KVM Points.", "Explanation of KVM Rewards.", "Explanation of KVM Points.")) { case 1: - mes "[Logistics]"; - mes "Here is the catalogue of KVM items."; - mes "Each weapon requires 2,000 points"; - mes "and each armor from 10 to 1,200"; - mes "points. So, be carefull when"; - mes "selecting a reward."; + mes("[Logistics]"); + mes("Here is the catalogue of KVM items."); + mes("Each weapon requires 2,000 points\r" + "and each armor from 10 to 1,200\r" + "points. So, be carefull when\r" + "selecting a reward."); close2; readbook 11017,1; end; case 2: - mes "[Logistics]"; - mes "Wich items do you want to see? As"; - mes "for the detailed specification of"; - mes "the items, please refer to the"; - mes "^3131FFCatalogue^000000."; + mes("[Logistics]"); + mes("Wich items do you want to see? As\r" + "for the detailed specification of\r" + "the items, please refer to the\r" + "^3131FFCatalogue^000000."); next; - switch(select("Weapon:Armor/Accessory:Mass-Production Armor/Accessory:Popularized Armor/Accessory")) { + switch(select("Weapon", "Armor/Accessory", "Mass-Production Armor/Accessory", "Popularized Armor/Accessory")) { case 1: - mes "[Logistics]"; - mes "You have selected the Weapon Category."; - mes "Please select a sub-category."; + mes("[Logistics]"); + mes("You have selected the Weapon Category."); + mes("Please select a sub-category."); next; - switch(select("Dagger/Sword/Spear:Staff/Mace/Axe/Shuriken:Bow/Katar/Instrument/Whip:Book/Knuckle:Revolver/Rifle/Gun/Grenade Launcher")) { + switch(select("Dagger/Sword/Spear", "Staff/Mace/Axe/Shuriken", "Bow/Katar/Instrument/Whip", "Book/Knuckle", "Revolver/Rifle/Gun/Grenade Launcher")) { case 1: - mes "[Logistics]"; - mes "You have selected the Dagger/Sword/Spear category."; - mes "Please select a sub-category."; + mes("[Logistics]"); + mes("You have selected the Dagger/Sword/Spear category."); + mes("Please select a sub-category."); next; - switch(select("Dagger:One-handed Sword:Two-handed Sword:One-handed Spear:Two-handed Spear")) { + switch(select("Dagger", "One-handed Sword", "Two-handed Sword", "One-handed Spear", "Two-handed Spear")) { case 1: callsub PurchaseItem,13042,0,1; //Krieger_Dagger1 case 2: - mes "[Logistics]"; - mes "You have selected the 'One-handed Sword' category."; - mes "There are 3 One-handed Swords: Glorious Flamberge, Glorious Rapier and Glorious Holy Avenger."; - mes "If you want their details, please refer to the KVM Catalogue."; - mes "Please select one of them."; + mes("[Logistics]"); + mes("You have selected the 'One-handed Sword' category."); + mes("There are 3 One-handed Swords: Glorious Flamberge, Glorious Rapier and Glorious Holy Avenger."); + mes("If you want their details, please refer to the KVM Catalogue."); + mes("Please select one of them."); next; - switch(select("Glorious Flamberge:Glorious Rapier:Glorious Holy Avenger")) { + switch(select("Glorious Flamberge", "Glorious Rapier", "Glorious Holy Avenger")) { case 1: callsub PurchaseItem,13416,0,0; //Krieger_Onehand_Sword1 case 2: callsub PurchaseItem,13417,0,0; //Krieger_Onehand_Sword2 case 3: callsub PurchaseItem,13418,0,0; //Krieger_Onehand_Sword3 @@ -115,19 +115,19 @@ bat_room,151,144,3 script KVM Logistic Officer#a 4_M_JOB_KNIGHT2,{ case 5: callsub PurchaseItem,1486,0,1; //Krieger_Twohand_Spear1 } case 2: - mes "[Logistics]"; - mes "You have selected the 'Staff/Mace/Axe/Shuriken' category."; - mes "Please select a sub-category."; + mes("[Logistics]"); + mes("You have selected the 'Staff/Mace/Axe/Shuriken' category."); + mes("Please select a sub-category."); next; - switch(select("Staff:Mace:One-handed Axe:Two-handed Axe:Shuriken")) { + switch(select("Staff", "Mace", "One-handed Axe", "Two-handed Axe", "Shuriken")) { case 1: - mes "[Logistics]"; - mes "You have selected the 'Staff' category."; - mes "There are 3 Staffs: a Two-handed Weapon Glorious Destruction Staff, a One-handed Glorious Arc Wand and a Glorious Healing Staff."; - mes "If you want their details, please refer to the KVM Catalogue."; - mes "Please select one of them."; + mes("[Logistics]"); + mes("You have selected the 'Staff' category."); + mes("There are 3 Staffs: a Two-handed Weapon Glorious Destruction Staff, a One-handed Glorious Arc Wand and a Glorious Healing Staff."); + mes("If you want their details, please refer to the KVM Catalogue."); + mes("Please select one of them."); next; - switch(select("Glorious Destruction Staff:Glorious Arc Wand:Glorious Healing Staff")) { + switch(select("Glorious Destruction Staff", "Glorious Arc Wand", "Glorious Healing Staff")) { case 1: callsub PurchaseItem,2002,0,0; //Krieger_Twohand_Staff1 case 2: callsub PurchaseItem,1640,0,0; //Krieger_Onehand_Staff1 case 3: callsub PurchaseItem,1641,0,0; //Krieger_Onehand_Staff2 @@ -138,20 +138,20 @@ bat_room,151,144,3 script KVM Logistic Officer#a 4_M_JOB_KNIGHT2,{ case 5: callsub PurchaseItem,13307,0,1; //Krieger_Huuma_Shuriken1 } case 3: - mes "[Logistics]"; - mes "You have selected the Bow/Katar/Instrument/Whip category."; - mes "Please select a sub-category."; + mes("[Logistics]"); + mes("You have selected the Bow/Katar/Instrument/Whip category."); + mes("Please select a sub-category."); next; - switch(select("Bow:Katar:Instrument:Whip")) { + switch(select("Bow", "Katar", "Instrument", "Whip")) { case 1: callsub PurchaseItem,1743,0,1; //Krieger_Bow1 case 2: - mes "[Logistics]"; - mes "You have selected the 'Katar' category."; - mes "There are 2 Katars: Glorious Bloody Roar and Glorious Jamadhar."; - mes "If you want their details, please refer to the KVM Catalogue."; - mes "Please select one of them."; + mes("[Logistics]"); + mes("You have selected the 'Katar' category."); + mes("There are 2 Katars: Glorious Bloody Roar and Glorious Jamadhar."); + mes("If you want their details, please refer to the KVM Catalogue."); + mes("Please select one of them."); next; - switch(select("Glorious Bloody Roar:Glorious Jamadhar")) { + switch(select("Glorious Bloody Roar", "Glorious Jamadhar")) { case 1: callsub PurchaseItem,1281,0,0; //Krieger_Katar1 case 2: callsub PurchaseItem,1282,0,0; //Krieger_Katar2 } @@ -159,40 +159,40 @@ bat_room,151,144,3 script KVM Logistic Officer#a 4_M_JOB_KNIGHT2,{ case 4: callsub PurchaseItem,1981,0,1; //Krieger_Whip1 } case 4: - mes "[Logistics]"; - mes "You have selected the Book/Knuckle category."; - mes "Please select a sub-category."; + mes("[Logistics]"); + mes("You have selected the Book/Knuckle category."); + mes("Please select a sub-category."); next; - switch(select("Book:Knuckle")) { + switch(select("Book", "Knuckle")) { case 1: - mes "[Logistics]"; - mes "You have selected 'Book'."; - mes "There are 2 Books: Glorious Tablet and Glorious Apocalypse."; - mes "If you want their details, please refer to the KVM Catalogue."; - mes "Please select one of them."; + mes("[Logistics]"); + mes("You have selected 'Book'."); + mes("There are 2 Books: Glorious Tablet and Glorious Apocalypse."); + mes("If you want their details, please refer to the KVM Catalogue."); + mes("Please select one of them."); next; - switch(select("Glorious Tablet:Glorious Apocalypse")) { + switch(select("Glorious Tablet", "Glorious Apocalypse")) { case 1: callsub PurchaseItem,1576,0,0; //Krieger_Book1 case 2: callsub PurchaseItem,1577,0,0; //Krieger_Book2 } case 2: - mes "[Logistics]"; - mes "You have selected the 'Knuckle' category."; - mes "There are 2 Knuckles: Glorious Claw and Glorious Fist."; - mes "If you want their details, please refer to the KVM Catalogue."; - mes "Please select one of them."; + mes("[Logistics]"); + mes("You have selected the 'Knuckle' category."); + mes("There are 2 Knuckles: Glorious Claw and Glorious Fist."); + mes("If you want their details, please refer to the KVM Catalogue."); + mes("Please select one of them."); next; - switch(select("Glorious Claw:Glorious Fist")) { + switch(select("Glorious Claw", "Glorious Fist")) { case 1: callsub PurchaseItem,1826,0,0; //Krieger_Knuckle1 case 2: callsub PurchaseItem,1827,0,0; //Krieger_Knuckle2 } } case 5: - mes "[Logistics]"; - mes "You have selected the 'Revolver/Rifle/Gun/Grenade Launcher' category."; - mes "Please select a sub-category."; + mes("[Logistics]"); + mes("You have selected the 'Revolver/Rifle/Gun/Grenade Launcher' category."); + mes("Please select a sub-category."); next; - switch(select("Revolver:Rifle:Gatling Gun:Shotgun:Grenade Launcher")) { + switch(select("Revolver", "Rifle", "Gatling Gun", "Shotgun", "Grenade Launcher")) { case 1: callsub PurchaseItem,13110,0,1; //Krieger_Pistol1 case 2: callsub PurchaseItem,13176,0,1; //Krieger_Rifle1 case 3: callsub PurchaseItem,13177,0,1; //Krieger_Gatling1 @@ -201,65 +201,65 @@ bat_room,151,144,3 script KVM Logistic Officer#a 4_M_JOB_KNIGHT2,{ } } case 2: - mes "[Logistics]"; - mes "You have selected the 'Armor/Accessory' category."; - mes "Please select a sub-category."; + mes("[Logistics]"); + mes("You have selected the 'Armor/Accessory' category."); + mes("Please select a sub-category."); next; - switch(select("Armor:Cloak:Shoes:Accessory")) { + switch(select("Armor", "Cloak", "Shoes", "Accessory")) { case 1: callsub PurchaseItem,2394,1,2; //Krieger_Suit1 case 2: callsub PurchaseItem,2549,2,2; //Krieger_Muffler1 case 3: callsub PurchaseItem,2444,3,2; //Krieger_Shoes1 case 4: callsub PurchaseItem,2772,4,2; //Krieger_Ring1 } case 3: - mes "[Logistics]"; - mes "You have selected the 'Mass-Production Armor/Accessory' category."; - mes "Please select a sub-category."; + mes("[Logistics]"); + mes("You have selected the 'Mass-Production Armor/Accessory' category."); + mes("Please select a sub-category."); next; - switch(select("Mass-Production Armor:Mass-Production Shoes:Mass-Production Accessory")) { + switch(select("Mass-Production Armor", "Mass-Production Shoes", "Mass-Production Accessory")) { case 1: callsub PurchaseItem,2395,5,3; //Krieger_Suit2 case 2: callsub PurchaseItem,2445,6,3; //Krieger_Shoes2 case 3: callsub PurchaseItem,2773,7,3; //Krieger_Ring2 } case 4: - mes "[Logistics]"; - mes "You have selected the 'Popularized Armor/Accessory' category."; - mes "Please select a sub-category."; + mes("[Logistics]"); + mes("You have selected the 'Popularized Armor/Accessory' category."); + mes("Please select a sub-category."); next; - switch(select("Popularized Armor:Popularized Shoes:Popularized Accessory")) { + switch(select("Popularized Armor", "Popularized Shoes", "Popularized Accessory")) { case 1: callsub PurchaseItem,2396,8,4; //Krieger_Suit3 case 2: callsub PurchaseItem,2446,9,4; //Krieger_Shoes3 case 3: callsub PurchaseItem,2774,10,4; //Krieger_Ring3 } } case 3: - mes "[Logistics]"; - mes ""+ .@name$ +", your current points are ^580080"+ kvm_point +"^000000 KVM Points."; + mes("[Logistics]"); + mesf("%s, your current points are ^580080%d^000000 KVM Points.", .@name$, kvm_point); close; case 4: - mes "[Logistics]"; - mes "There are 3 categories in KVM Rewards: Weapon/Armor.Accessory."; + mes("[Logistics]"); + mes("There are 3 categories in KVM Rewards: Weapon/Armor.Accessory."); next; - mes "[Logistics]"; - mes "Weapon rewards require 2,000 KVM points for each."; - mes "There are 3 types of Armor rewards and they require 840/630/580 KVM points fo each."; - mes "Accessory rewards require 1,200 KVM points for each."; + mes("[Logistics]"); + mes("Weapon rewards require 2,000 KVM points for each."); + mes("There are 3 types of Armor rewards and they require 840/630/580 KVM points fo each."); + mes("Accessory rewards require 1,200 KVM points for each."); next; - mes "[Logistics]"; - mes "Kreiger Weapons are LV 4 Weapons, they can be upgraded and will have special effects: Slaughter, Destruction and Blessing."; + mes("[Logistics]"); + mes("Kreiger Weapons are LV 4 Weapons, they can be upgraded and will have special effects: Slaughter, Destruction and Blessing."); next; - mes "[Logistics]"; - mes "When you can wear all 3 armors, you can have a special set of options."; - mes "Also, when Kreiger Accessory rewards are worn with medalsm it will bring you special set rewards."; + mes("[Logistics]"); + mes("When you can wear all 3 armors, you can have a special set of options."); + mes("Also, when Kreiger Accessory rewards are worn with medalsm it will bring you special set rewards."); next; - mes "[Logistics]"; - mes "Finally, there are Mass-Production Armor and Accessory rewards."; - mes "Players whose Lvl is higher than 60 can equip Mass-Production Armors and there is a Lvl limit for Popularized Armor as well."; + mes("[Logistics]"); + mes("Finally, there are Mass-Production Armor and Accessory rewards."); + mes("Players whose Lvl is higher than 60 can equip Mass-Production Armors and there is a Lvl limit for Popularized Armor as well."); close; case 5: - mes "[Logistics]"; - mes "KVM Points are rewarded when you win, lose or draw in Kreiger Von Midgard (KVM)."; - mes "You can have special Rewards by using these points."; + mes("[Logistics]"); + mes("KVM Points are rewarded when you win, lose or draw in Kreiger Von Midgard (KVM)."); + mes("You can have special Rewards by using these points."); close; } @@ -267,64 +267,64 @@ PurchaseItem: // Pricing for Weapon, Suit1, Muffler1, Shoes1, Ring1m Suit2, Shoes2, Ring2, Suit3, Shoes3, Ring3 setarray .@prices[0],2000,840,630,580,1200,120,70,200,15,10,30; - mes "[Logistics]"; + mes("[Logistics]"); if (!getarg(2)) - mes "You have selected ^ff0000"+getitemname(getarg(0))+"^000000."; + mesf("You have selected ^ff0000%s^000000.", getitemname(getarg(0))); else if (getarg(2) == 1) - mes "There is only one "+callfunc("F_GetWeaponType",getarg(0))+": "+getitemname(getarg(0))+"."; + mesf("There is only one %s: %s.", callfunc("F_GetWeaponType",getarg(0)), getitemname(getarg(0))); else if (getarg(2) == 2) { - mes "You have selected '"+callfunc("F_GetArmorType",getarg(0))+"'."; - mes "The armor for one whose Lvl is more than 80 is: ^ff0000"+getitemname(getarg(0))+"^000000."; + mesf("You have selected '%s'.", callfunc("F_GetArmorType",getarg(0))); + mesf("The armor for one whose Lvl is more than 80 is: ^ff0000%s^000000.", getitemname(getarg(0))); } else if (getarg(2) == 3) { - mes "You have selected 'Mass-Production "+callfunc("F_GetArmorType",getarg(0))+"'."; - mes "There is only one Mass-Production "+callfunc("F_GetArmorType",getarg(0))+": ^ff0000"+getitemname(getarg(0))+"^000000."; + mesf("You have selected 'Mass-Production %s'.", callfunc("F_GetArmorType",getarg(0))); + mesf("There is only one Mass-Production %s: ^ff0000%s^000000.", callfunc("F_GetArmorType",getarg(0)), getitemname(getarg(0))); } else if (getarg(2) == 4) { - mes "You have selected 'Popularized "+callfunc("F_GetArmorType",getarg(0))+"'."; - mes "There is only one Popularized "+callfunc("F_GetArmorType",getarg(0))+": ^ff0000"+getitemname(getarg(0))+"^000000."; + mesf("You have selected 'Popularized %s'.", callfunc("F_GetArmorType",getarg(0))); + mesf("There is only one Popularized %s: ^ff0000%s^000000.", callfunc("F_GetArmorType",getarg(0)), getitemname(getarg(0))); } if (!getarg(1)) - mes "It requires ^0000ff2,000^000000 KVM Points, and "+ .@name$ +", your points are: ^580080"+ kvm_point +"^000000."; + mesf("It requires ^0000ff2,000^000000 KVM Points, and %s, your points are: ^580080%d^000000.", .@name$, kvm_point); else if (getarg(1) == 4) - mes "It requires ^0000ff1,200^000000 KVM Points, and "+ .@name$ +", your points are: ^580080"+ kvm_point +"^000000."; + mesf("It requires ^0000ff1,200^000000 KVM Points, and %s, your points are: ^580080%d^000000.", .@name$, kvm_point); else - mes "It requires ^0000ff"+.@prices[getarg(1)]+"^000000 KVM Points, and "+ .@name$ +", your points are: ^580080"+ kvm_point +"^000000."; + mesf("It requires ^0000ff%d^000000 KVM Points, and %s, your points are: ^580080%d^000000.", .@prices[getarg(1)], .@name$, kvm_point); - mes "Are you sure you want this item?"; + mes("Are you sure you want this item?"); next; - switch(select("No, I won't purchase it.:Yes, I will purchase it.")) { + switch(select("No, I won't purchase it.", "Yes, I will purchase it.")) { case 1: - mes "[Logistics]"; - mes "You have selected 'I won't purchase it'."; - mes "When purchasing an item, please be careful there are no refunds."; + mes("[Logistics]"); + mes("You have selected 'I won't purchase it'."); + mes("When purchasing an item, please be careful there are no refunds."); break; case 2: if (kvm_point >= .@prices[getarg(1)]) { kvm_point -= .@prices[getarg(1)]; getitem getarg(0),1; - mes "[Logistics]"; - mes "You have purchased a "+getitemname(getarg(0))+"."; + mes("[Logistics]"); + mesf("You have purchased a %s.", getitemname(getarg(0))); if (!getarg(1)) - mes "Your KVM Points are reduced by ^0000ff"+getarg(1)+"^000000 points, your KVM Points are now ^580080"+kvm_point+"^000000."; + mesf("Your KVM Points are reduced by ^0000ff%d^000000 points, your KVM Points are now ^580080%d^000000.", getarg(1), kvm_point); if (getarg(1) == 4) - mes "Your KVM Points are reduced by ^0000ff1,200^000000 points, your KVM Points are now ^580080"+kvm_point+"^000000."; + mesf("Your KVM Points are reduced by ^0000ff1,200^000000 points, your KVM Points are now ^580080%d^000000.", kvm_point); else - mes "Your KVM Points are reduced by ^0000ff"+.@prices[getarg(1)]+"^000000 points, your KVM Points are now ^580080"+kvm_point+"^000000."; + mesf("Your KVM Points are reduced by ^0000ff%d^000000 points, your KVM Points are now ^580080%d^000000.", .@prices[getarg(1)], kvm_point); } else { - mes "[Logistics]"; + mes("[Logistics]"); if (!getarg(1)) - mes "You need ^0000ff2,000^000000 KVM Points to purchase this item."; + mes("You need ^0000ff2,000^000000 KVM Points to purchase this item."); else if (getarg(1) == 4) - mes "You need ^0000ff1,200^000000 KVM Points to purchase this item."; + mes("You need ^0000ff1,200^000000 KVM Points to purchase this item."); else - mes "You need ^0000ff"+.@prices[getarg(1)]+"^000000 KVM Points to purchase this item."; - mes "However, your KVM Points are now ^580080"+ kvm_point +"^000000."; - mes "Which are not enough to buy it."; - mes "When you get enough points, please come back again."; + mesf("You need ^0000ff%d^000000 KVM Points to purchase this item.", .@prices[getarg(1)]); + mesf("However, your KVM Points are now ^580080%d^000000.", kvm_point); + mes("Which are not enough to buy it."); + mes("When you get enough points, please come back again."); } } close; diff --git a/npc/battleground/tierra/tierra01.txt b/npc/battleground/tierra/tierra01.txt index ec35b5cc4..bdf41b0bd 100644 --- a/npc/battleground/tierra/tierra01.txt +++ b/npc/battleground/tierra/tierra01.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Euphy //= Copyright (C) Kisuka //= Copyright (C) L0ne_W0lf @@ -41,7 +41,7 @@ bat_room,57,227,5 script Lieutenant Kalos 4_M_KY_KNT,{ end; OnInit: - waitingroom "Battle Station",11,"start#bat_a01::OnReadyCheck",1,0,80; + waitingroom("Battle Station", 11, "start#bat_a01::OnReadyCheck", 1, 0, 80); end; OnEnterBG: @@ -53,7 +53,7 @@ bat_room,58,204,1 script Lieutenant Eyor 4_M_CRU_KNT,{ end; OnInit: - waitingroom "Battle Station",11,"start#bat_a01::OnReadyCheck",1,0,80; + waitingroom("Battle Station", 11, "start#bat_a01::OnReadyCheck", 1, 0, 80); end; OnEnterBG: @@ -168,7 +168,7 @@ OnTimer10000: bat_a01,15,16,3 script OBJ#bat_a01_a CLEAR_NPC,{ OnEnable: - bg_monster $@TierraBG1_id1,"bat_a01",177,345,"Food Storage",1909,"OBJ#bat_a01_a::OnMyMobDead"; + bg_monster($@TierraBG1_id1, "bat_a01", 177, 345, _("Food Storage"), 1909, "OBJ#bat_a01_a::OnMyMobDead"); end; OnKill: @@ -182,7 +182,7 @@ OnMyMobDead: $@TierraBG1_Victory = 2; enablenpc "Guillaume Vintenar#a01_a"; enablenpc "Croix Vintenar#a01_b"; - mapannounce "bat_a01", "Croix Vintenar Swandery: We destroyed Guillaume's Food Storage. We won that! Wow!",bc_map,"0xFFCE00"; + mapannounce("bat_a01", _("Croix Vintenar Swandery: We destroyed Guillaume's Food Storage. We won that! Wow!"), bc_map, "0xFFCE00"); bg_warp $@TierraBG1_id1,"bat_a01",50,374; bg_warp $@TierraBG1_id2,"bat_a01",42,16; } @@ -191,7 +191,7 @@ OnMyMobDead: bat_a01,15,17,3 script OBJ#bat_a01_b CLEAR_NPC,{ OnEnable: - bg_monster $@TierraBG1_id2,"bat_a01",167,50,"Food Depot",1910,"OBJ#bat_a01_b::OnMyMobDead"; + bg_monster($@TierraBG1_id2, "bat_a01", 167, 50, _("Food Depot"), 1910, "OBJ#bat_a01_b::OnMyMobDead"); end; OnKill: @@ -205,7 +205,7 @@ OnMyMobDead: $@TierraBG1_Victory = 1; enablenpc "Guillaume Vintenar#a01_a"; enablenpc "Croix Vintenar#a01_b"; - mapannounce "bat_a01", "Guillaume Vintenar Axl Rose : We destroyed Croix's Food Storage. We won that! Wow!",bc_map,"0xFFCE00"; + mapannounce("bat_a01", _("Guillaume Vintenar Axl Rose : We destroyed Croix's Food Storage. We won that! Wow!"), bc_map, "0xFFCE00"); bg_warp $@TierraBG1_id1,"bat_a01",50,374; bg_warp $@TierraBG1_id2,"bat_a01",42,16; } @@ -215,7 +215,7 @@ OnMyMobDead: bat_a01,15,18,3 script barricade#bat_a01_a CLEAR_NPC,{ OnEnable: for (.@i = 185; .@i < 202; ++.@i) - bg_monster $@TierraBG1_id1,"bat_a01",.@i,266,"Barricade",1906,"barricade#bat_a01_a::OnMyMobDead"; + bg_monster($@TierraBG1_id1, "bat_a01", .@i, 266, _("Barricade"), 1906, "barricade#bat_a01_a::OnMyMobDead"); setwall "bat_a01",186,266,16,6,1,"bat_a01_c1"; end; @@ -229,7 +229,7 @@ OnMyMobDead: killmonster "bat_a01","barricade#bat_a01_a::OnMyMobDead"; delwall "bat_a01_c1"; enablenpc "Guillaume Blacksmith#a01"; - mapannounce "bat_a01", "Guillaume Vintenar Axl Rose : The Barricade in the valley has been destroyed! Where's the Blacksmith? We need to rebuild the Barricade!",bc_map,"0xFFCE00"; + mapannounce("bat_a01", _("Guillaume Vintenar Axl Rose : The Barricade in the valley has been destroyed! Where's the Blacksmith? We need to rebuild the Barricade!"), bc_map, "0xFFCE00"); } end; } @@ -237,7 +237,7 @@ OnMyMobDead: bat_a01,15,19,3 script barricade#bat_a01_b CLEAR_NPC,{ OnEnable: for (.@i = 169; .@i < 186; ++.@i) - bg_monster $@TierraBG1_id2,"bat_a01",.@i,129,"Barricade",1906,"barricade#bat_a01_b::OnMyMobDead"; + bg_monster($@TierraBG1_id2, "bat_a01", .@i, 129, _("Barricade"), 1906, "barricade#bat_a01_b::OnMyMobDead"); setwall "bat_a01",170,129,16,6,1,"bat_a01_g1"; end; @@ -251,14 +251,14 @@ OnMyMobDead: killmonster "bat_a01","barricade#bat_a01_b::OnMyMobDead"; delwall "bat_a01_g1"; enablenpc "Croix Blacksmith#bat_a01"; - mapannounce "bat_a01", "Croix Vintenar Swandery : The Barricade in the valley has been destroyed! Where's the Blacksmith? We need to rebuild the Barricade!",bc_map,"0xFFCE00"; + mapannounce("bat_a01", _("Croix Vintenar Swandery : The Barricade in the valley has been destroyed! Where's the Blacksmith? We need to rebuild the Barricade!"), bc_map, "0xFFCE00"); } end; } bat_a01,15,20,3 script OBJ#bat_a01_n CLEAR_NPC,{ OnEnable: - monster "bat_a01",273,203,"Neutrality Flag",1911,1,"OBJ#bat_a01_n::OnMyMobDead"; + monster("bat_a01", 273, 203, _("Neutrality Flag"), 1911, 1, "OBJ#bat_a01_n::OnMyMobDead"); end; OnKill: @@ -267,14 +267,14 @@ OnKill: OnMyMobDead: if (mobcount("bat_a01","OBJ#bat_a01_n::OnMyMobDead") < 17) { - bg_team_setxy getcharid(4),56,212; - if (getcharid(4) == $@TierraBG1_id1) { + bg_team_setxy getcharid(CHAR_ID_BG),56,212; + if (getcharid(CHAR_ID_BG) == $@TierraBG1_id1) { donpcevent "NOBJ_mob#bat_a01_a::OnEnable"; - mapannounce "bat_a01", "Guillaume captured a Neutrality Flag, so they have an advantage.",bc_map,"0xFFCE00"; + mapannounce("bat_a01", _("Guillaume captured a Neutrality Flag, so they have an advantage."), bc_map, "0xFFCE00"); } else { donpcevent "NOBJ_mob#bat_a01_b::OnEnable"; - mapannounce "bat_a01", "Croix captured a Neutrality Flag, so they have an advantage.",bc_map,"0xFFCE00"; + mapannounce("bat_a01", _("Croix captured a Neutrality Flag, so they have an advantage."), bc_map, "0xFFCE00"); } } end; @@ -283,9 +283,9 @@ OnMyMobDead: bat_a01,15,21,3 script NOBJ_mob#bat_a01_a CLEAR_NPC,{ OnEnable: donpcevent "NOBJ_mob#bat_a01_b::OnKill"; - bg_monster $@TierraBG1_id1,"bat_a01",272,204,"Guillaume Camp Guardian",1949,"NOBJ_mob#bat_a01_a::OnMyMobDead"; - bg_monster $@TierraBG1_id1,"bat_a01",272,213,"Guillaume Camp Guardian",1949,"NOBJ_mob#bat_a01_a::OnMyMobDead"; - bg_monster $@TierraBG1_id1,"bat_a01",273,197,"Guillaume Camp Guardian",1950,"NOBJ_mob#bat_a01_a::OnMyMobDead"; + bg_monster($@TierraBG1_id1, "bat_a01", 272, 204, _("Guillaume Camp Guardian"), 1949, "NOBJ_mob#bat_a01_a::OnMyMobDead"); + bg_monster($@TierraBG1_id1, "bat_a01", 272, 213, _("Guillaume Camp Guardian"), 1949, "NOBJ_mob#bat_a01_a::OnMyMobDead"); + bg_monster($@TierraBG1_id1, "bat_a01", 273, 197, _("Guillaume Camp Guardian"), 1950, "NOBJ_mob#bat_a01_a::OnMyMobDead"); end; OnKill: @@ -299,9 +299,9 @@ OnMyMobDead: bat_a01,15,22,3 script NOBJ_mob#bat_a01_b CLEAR_NPC,{ OnEnable: donpcevent "NOBJ_mob#bat_a01_a::OnKill"; - bg_monster $@TierraBG1_id2,"bat_a01",272,204,"Croix Camp Guardian",1949,"NOBJ_mob#bat_a01_a::OnMyMobDead"; - bg_monster $@TierraBG1_id2,"bat_a01",272,213,"Croix Camp Guardian",1949,"NOBJ_mob#bat_a01_a::OnMyMobDead"; - bg_monster $@TierraBG1_id2,"bat_a01",273,197,"Croix Camp Guardian",1950,"NOBJ_mob#bat_a01_a::OnMyMobDead"; + bg_monster($@TierraBG1_id2, "bat_a01", 272, 204, _("Croix Camp Guardian"), 1949, "NOBJ_mob#bat_a01_a::OnMyMobDead"); + bg_monster($@TierraBG1_id2, "bat_a01", 272, 213, _("Croix Camp Guardian"), 1949, "NOBJ_mob#bat_a01_a::OnMyMobDead"); + bg_monster($@TierraBG1_id2, "bat_a01", 273, 197, _("Croix Camp Guardian"), 1950, "NOBJ_mob#bat_a01_a::OnMyMobDead"); end; OnKill: @@ -313,57 +313,57 @@ OnMyMobDead: } bat_a01,185,270,1 script Guillaume Blacksmith#a01 4_M_REPAIR,{ - if (getcharid(4) == $@TierraBG1_id1) { - mes "[Guillaume Blacksmith]"; - mes "We are in urgency! The Barricade has been destroyed!"; - mes "We can repair the Barricade with ^3131FF50 Stones, 3 Sinew of Bear, 500 Metal Fragments, 30 Rough Elunium and 100 Gold.^000000"; - mes "We have it all except for the 50 Stones!"; + if (getcharid(CHAR_ID_BG) == $@TierraBG1_id1) { + mes("[Guillaume Blacksmith]"); + mes("We are in urgency! The Barricade has been destroyed!"); + mes("We can repair the Barricade with ^3131FF50 Stones, 3 Sinew of Bear, 500 Metal Fragments, 30 Rough Elunium and 100 Gold.^000000"); + mes("We have it all except for the 50 Stones!"); next; - switch(select("Repair.:Leave it.")) { + switch(select("Repair.", "Leave it.")) { case 1: if (countitem(Stone) > 49) { - mes "[Guillaume Blacksmith]"; - mes "You brought enough stones! Let's go and repair."; + mes("[Guillaume Blacksmith]"); + mes("You brought enough stones! Let's go and repair."); next; - mes ".."; + mes(".."); next; - mes "...."; + mes("...."); next; - mes "......"; + mes("......"); next; - mes "........"; + mes("........"); next; - mes ".........."; + mes(".........."); next; - mes "............"; + mes("............"); next; - mes ".............."; + mes(".............."); next; - mes "[Guillaume Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage."; + mes("[Guillaume Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage."); next; - mes "[Guillaume Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade."; + mes("[Guillaume Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade."); next; - mes "[Guillaume Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger."; + mes("[Guillaume Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger."); next; - mes "[Guillaume Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Now decorate with Metal Fragments."; + mes("[Guillaume Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Now decorate with Metal Fragments."); next; - mes "[Guillaume Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Decorate with Metal Fragments, and plait stones with Sinew of Bear!"; + mes("[Guillaume Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Decorate with Metal Fragments, and plait stones with Sinew of Bear!"); next; - mes ".............."; - mes ".............."; - mes ".............."; - mes ".............."; - mes ".............."; + mes(".............."); + mes(".............."); + mes(".............."); + mes(".............."); + mes(".............."); next; specialeffect EF_REPAIRWEAPON; - mes "[Guillaume Blacksmith]"; - mes "Wow! It's done."; - mes "We are relieved."; + mes("[Guillaume Blacksmith]"); + mes("Wow! It's done."); + mes("We are relieved."); delitem Stone,50; donpcevent "barricade#bat_a01_a::OnEnable"; close2; @@ -371,23 +371,23 @@ bat_a01,185,270,1 script Guillaume Blacksmith#a01 4_M_REPAIR,{ end; } else { - mes "[Guillaume Blacksmith]"; - mes "You don't have enough Stones!"; + mes("[Guillaume Blacksmith]"); + mes("You don't have enough Stones!"); next; - mes "[Guillaume Blacksmith]"; - mes "^3131FFWe need 50 Stones.^000000"; - mes "We are busy, so please hurry."; + mes("[Guillaume Blacksmith]"); + mes("^3131FFWe need 50 Stones.^000000"); + mes("We are busy, so please hurry."); close; } case 2: - mes "[Guillaume Blacksmith]"; - mes "There are enemies coming! Let's evacuate from here!"; + mes("[Guillaume Blacksmith]"); + mes("There are enemies coming! Let's evacuate from here!"); close; } } else { - mes "[Guillaume Blacksmith]"; - mes "There the enemy is coming!"; + mes("[Guillaume Blacksmith]"); + mes("There the enemy is coming!"); close; } @@ -397,57 +397,57 @@ OnInit: } bat_a01,170,121,5 script Croix Blacksmith#bat_a01 4_M_REPAIR,{ - if (getcharid(4) == $@TierraBG1_id2) { - mes "[Croix Blacksmith]"; - mes "We are in urgency! The Barricade has been destroyed!"; - mes "We can repair the Barricade with ^3131FF50 Stones, 3 Sinew of Bear, 500 Metal Fragments, 30 Rough Elunium and 100 Gold.^000000"; - mes "We have it all except for the 50 Stones!"; + if (getcharid(CHAR_ID_BG) == $@TierraBG1_id2) { + mes("[Croix Blacksmith]"); + mes("We are in urgency! The Barricade has been destroyed!"); + mes("We can repair the Barricade with ^3131FF50 Stones, 3 Sinew of Bear, 500 Metal Fragments, 30 Rough Elunium and 100 Gold.^000000"); + mes("We have it all except for the 50 Stones!"); next; - switch(select("Repair.:Leave it.")) { + switch(select("Repair.", "Leave it.")) { case 1: if (countitem(Stone) > 49) { - mes "[Croix Blacksmith]"; - mes "You brought enough stones! Let's go and repair."; + mes("[Croix Blacksmith]"); + mes("You brought enough stones! Let's go and repair."); next; - mes ".."; + mes(".."); next; - mes "...."; + mes("...."); next; - mes "......"; + mes("......"); next; - mes "........"; + mes("........"); next; - mes ".........."; + mes(".........."); next; - mes "............"; + mes("............"); next; - mes ".............."; + mes(".............."); next; - mes "[Croix Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage."; + mes("[Croix Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage."); next; - mes "[Croix Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade."; + mes("[Croix Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade."); next; - mes "[Croix Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger."; + mes("[Croix Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger."); next; - mes "[Croix Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Now decorate with Metal Fragments."; + mes("[Croix Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Now decorate with Metal Fragments."); next; - mes "[Croix Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Decorate with Metal Fragments, and plait stones with Sinew of Bear!"; + mes("[Croix Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Decorate with Metal Fragments, and plait stones with Sinew of Bear!"); next; - mes ".............."; - mes ".............."; - mes ".............."; - mes ".............."; - mes ".............."; + mes(".............."); + mes(".............."); + mes(".............."); + mes(".............."); + mes(".............."); next; specialeffect EF_REPAIRWEAPON; - mes "[Croix Blacksmith]"; - mes "Wow! It's done."; - mes "We are relieved."; + mes("[Croix Blacksmith]"); + mes("Wow! It's done."); + mes("We are relieved."); delitem Stone,50; donpcevent "barricade#bat_a01_b::OnEnable"; close2; @@ -455,23 +455,23 @@ bat_a01,170,121,5 script Croix Blacksmith#bat_a01 4_M_REPAIR,{ end; } else { - mes "[Croix Blacksmith]"; - mes "You don't have enough Stones!"; + mes("[Croix Blacksmith]"); + mes("You don't have enough Stones!"); next; - mes "[Croix Blacksmith]"; - mes "^3131FFWe need 50 Stone.^000000"; - mes "We are busy, so please hurry."; + mes("[Croix Blacksmith]"); + mes("^3131FFWe need 50 Stone.^000000"); + mes("We are busy, so please hurry."); close; } case 2: - mes "[Croix Blacksmith]"; - mes "There are enemies coming! Let's evacuate from here!"; + mes("[Croix Blacksmith]"); + mes("There are enemies coming! Let's evacuate from here!"); close; } } else { - mes "[Croix Blacksmith]"; - mes "There, the enemy is coming!"; + mes("[Croix Blacksmith]"); + mes("There, the enemy is coming!"); close; } @@ -481,11 +481,11 @@ OnInit: } bat_a01,53,377,3 script Battle Therapist#a01_a 4_F_SISTER,{ - specialeffect2 EF_HEAL; - mes "[Battle Therapist]"; - mes "Just close your eyes,"; - mes "and take a deep breath."; - mes "You can be free from pain."; + specialeffect(EF_HEAL, AREA, playerattached()); + mes("[Battle Therapist]"); + mes("Just close your eyes,\r" + "and take a deep breath."); + mes("You can be free from pain."); close; end; @@ -531,11 +531,11 @@ OnTouch_: } bat_a01,45,19,3 script Battle Therapist#a01_b 4_F_SISTER,{ - specialeffect2 EF_HEAL; - mes "[Battle Therapist]"; - mes "Just close your eyes,"; - mes "and take a deep breath."; - mes "You can be free from pain."; + specialeffect(EF_HEAL, AREA, playerattached()); + mes("[Battle Therapist]"); + mes("Just close your eyes,\r" + "and take a deep breath."); + mes("You can be free from pain."); close; end; @@ -581,9 +581,9 @@ OnTouch: } bat_a01,60,216,3 script Valley Ghost#bat_a01_n 4_GHOSTRING,{ - specialeffect2 EF_HEAL; - mes "[Valley Ghost]"; - mes "Boo...Boo..."; + specialeffect(EF_HEAL, AREA, playerattached()); + mes("[Valley Ghost]"); + mes("Boo...Boo..."); close; OnInit: @@ -622,28 +622,28 @@ OnTouch: bat_a01,194,267,0 script barri_warp_up#bat_a01_a FAKE_NPC,7,0,{ OnTouch: - if (getcharid(4) == $@TierraBG1_id1) + if (getcharid(CHAR_ID_BG) == $@TierraBG1_id1) warp "bat_a01",194,261; end; } bat_a01,194,265,0 script barri_warp_down#bat_a01a FAKE_NPC,7,0,{ OnTouch: - if (getcharid(4) == $@TierraBG1_id1) + if (getcharid(CHAR_ID_BG) == $@TierraBG1_id1) warp "bat_a01",194,270; end; } bat_a01,177,130,0 script barri_warp_up#bat_a01_b FAKE_NPC,7,0,{ OnTouch: - if (getcharid(4) == $@TierraBG1_id2) + if (getcharid(CHAR_ID_BG) == $@TierraBG1_id2) warp "bat_a01",178,125; end; } bat_a01,177,128,0 script barri_warp_down#bat_a01b FAKE_NPC,7,0,{ OnTouch: - if (getcharid(4) == $@TierraBG1_id2) + if (getcharid(CHAR_ID_BG) == $@TierraBG1_id2) warp "bat_a01",178,134; end; } @@ -695,23 +695,23 @@ bat_a01,357,74,3 script Croix Camp#flag8 1_FLAG_EAGLE,{ end; } bat_a01,348,74,3 script Croix Camp#flag9 1_FLAG_EAGLE,{ end; } bat_a01,53,377,3 script Guillaume Vintenar#a01_a 4_M_KY_HEAD,{ - if (getcharid(4) == $@TierraBG1_id1) { + if (getcharid(CHAR_ID_BG) == $@TierraBG1_id1) { if ($@TierraBG1_Victory == 1) { .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Axl Rose]"; - mes "Blessed Guillaume!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Axl Rose]"); + mes("Blessed Guillaume!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge1,3; } else { - mes "[Axl Rose]"; - mes "Blessed Guillaume!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Axl Rose]"); + mes("Blessed Guillaume!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge1,.@medal_gap; } @@ -720,18 +720,18 @@ bat_a01,53,377,3 script Guillaume Vintenar#a01_a 4_M_KY_HEAD,{ .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 0) { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, and next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, and next time you will definitely win."); close2; getitem BF_Badge1,1; } else { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, and next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, and next time you will definitely win."); close2; getitem BF_Badge1,.@medal_gap; } @@ -742,18 +742,18 @@ bat_a01,53,377,3 script Guillaume Vintenar#a01_a 4_M_KY_HEAD,{ .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 0) { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, and next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, and next time you will definitely win."); close2; getitem BF_Badge1,1; } else { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, and next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, and next time you will definitely win."); close2; getitem BF_Badge1,.@medal_gap; } @@ -762,18 +762,18 @@ bat_a01,53,377,3 script Guillaume Vintenar#a01_a 4_M_KY_HEAD,{ .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Axl Rose]"; - mes "Blessed Guillaume!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Axl Rose]"); + mes("Blessed Guillaume!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge1,3; } else { - mes "[Axl Rose]"; - mes "Blessed Guillaume!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign of victory."; + mes("[Axl Rose]"); + mes("Blessed Guillaume!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign of victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge1,.@medal_gap; } @@ -789,23 +789,23 @@ OnInit: } bat_a01,45,19,3 script Croix Vintenar#a01_b 4_M_CRU_HEAD,{ - if (getcharid(4) == $@TierraBG1_id2) { + if (getcharid(CHAR_ID_BG) == $@TierraBG1_id2) { if ($@TierraBG1_Victory == 2) { .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Swandery]"); + mes("Blessed Croix!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge1,3; } else { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Swandery]"); + mes("Blessed Croix!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge1,.@medal_gap; } @@ -814,18 +814,18 @@ bat_a01,45,19,3 script Croix Vintenar#a01_b 4_M_CRU_HEAD,{ .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 0) { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+" Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s Don't be sad.", strcharinfo(PC_NAME)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge1,1; } else { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+" Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s Don't be sad.", strcharinfo(PC_NAME)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge1,.@medal_gap; } @@ -836,18 +836,18 @@ bat_a01,45,19,3 script Croix Vintenar#a01_b 4_M_CRU_HEAD,{ .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 0) { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+" Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s Don't be sad.", strcharinfo(PC_NAME)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge1,1; } else { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+" Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s Don't be sad.", strcharinfo(PC_NAME)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge1,.@medal_gap; } @@ -856,18 +856,18 @@ bat_a01,45,19,3 script Croix Vintenar#a01_b 4_M_CRU_HEAD,{ .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Swandery]"); + mes("Blessed Croix!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge1,3; } else { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Swandery]"); + mes("Blessed Croix!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge1,.@medal_gap; } @@ -892,31 +892,31 @@ OnStop: end; OnTimer7000: - mapannounce "bat_a01", "Guillaume Vintenar Axl Rose : Let's attack to burn down Croix's Food Depot!",bc_map,"0xFF9900"; + mapannounce("bat_a01", _("Guillaume Vintenar Axl Rose : Let's attack to burn down Croix's Food Depot!"), bc_map, "0xFF9900"); end; OnTimer8000: - mapannounce "bat_a01", "Croix Vintenar Swandery : Master of Valhalla! Let us be gifted with unfailing faith and courage!",bc_map,"0xFF99CC"; + mapannounce("bat_a01", _("Croix Vintenar Swandery : Master of Valhalla! Let us be gifted with unfailing faith and courage!"), bc_map, "0xFF99CC"); end; OnTimer1800000: - mapannounce "bat_a01", "Marollo VII : Guillaume Marollo, Croix Marollo! Marollo followers!",bc_map,"0x99CC00"; + mapannounce("bat_a01", _("Marollo VII : Guillaume Marollo, Croix Marollo! Marollo followers!"), bc_map, "0x99CC00"); end; OnTimer1803000: - mapannounce "bat_a01", "Marollo VII : Both camps are competitive, so no camp would be destroyed easily. That means the Marollo kingdoms will never be defeated!",bc_map,"0x99CC00"; + mapannounce("bat_a01", _("Marollo VII : Both camps are competitive, so no camp would be destroyed easily. That means the Marollo kingdoms will never be defeated!"), bc_map, "0x99CC00"); end; OnTimer1808000: - mapannounce "bat_a01", "Marollo VII : I think we'd better terminate the battle, and call it a draw.",bc_map,"0x99CC00"; + mapannounce("bat_a01", _("Marollo VII : I think we'd better terminate the battle, and call it a draw."), bc_map, "0x99CC00"); end; OnTimer1822000: - mapannounce "bat_a01", "Marollo VII : Hold your royalty and faith for a moment, and let's settle up the battle of Tierra Gorge.",bc_map,"0x99CC00"; + mapannounce("bat_a01", _("Marollo VII : Hold your royalty and faith for a moment, and let's settle up the battle of Tierra Gorge."), bc_map, "0x99CC00"); end; OnTimer1825000: - mapannounce "bat_a01", "Axl Rose, Swandery : Yes sir.",bc_map,"0x99CC00"; + mapannounce("bat_a01", _("Axl Rose, Swandery : Yes sir."), bc_map, "0x99CC00"); end; OnTimer1830000: @@ -927,12 +927,12 @@ OnTimer1830000: /* bat_a01,351,75,3 script Croix Camp Soldier#bat_a01_guide 4_M_RASWORD,{ - mes "Loading..."; + mes("Loading..."); close; } bat_a01,356,326,3 script Guillaume Camp Soldier#bat_a01_guide 4_M_RASWORD,{ - mes "Loading..."; + mes("Loading..."); close; } */ @@ -940,21 +940,21 @@ bat_a01,356,326,3 script Guillaume Camp Soldier#bat_a01_guide 4_M_RASWORD,{ bat_a01,1,1,3 script Release all#a01 4_DOG01,{ .@i = callfunc("F_GM_NPC",1854,0); if (.@i == -1) { - mes "Cancelled."; + mes("Cancelled."); close; } else if (.@i == 0) { end; } else { - mes "May I help you?"; + mes("May I help you?"); next; - switch(select("Release all.:Cancel.")) { + switch(select("Release all.", "Cancel.")) { case 1: - mes "Bye."; + mes("Bye."); close2; mapwarp "bat_a01","bat_room",154,150; end; case 2: - mes "Cancelled."; + mes("Cancelled."); close; } } diff --git a/npc/battleground/tierra/tierra02.txt b/npc/battleground/tierra/tierra02.txt index ef6b3b3ee..abdb50a3f 100644 --- a/npc/battleground/tierra/tierra02.txt +++ b/npc/battleground/tierra/tierra02.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Euphy //= Copyright (C) Kisuka //= Copyright (C) L0ne_W0lf @@ -41,7 +41,7 @@ bat_room,114,227,5 script Lieutenant Rundel 4_M_KY_KNT,{ end; OnInit: - waitingroom "Battle Station",11,"start#bat_a02::OnReadyCheck",1,0,80; + waitingroom("Battle Station", 11, "start#bat_a02::OnReadyCheck", 1, 0, 80); end; OnEnterBG: @@ -53,7 +53,7 @@ bat_room,114,204,1 script Lieutenant Guerrit 4_M_CRU_KNT,{ end; OnInit: - waitingroom "Battle Station",11,"start#bat_a02::OnReadyCheck",1,0,80; + waitingroom("Battle Station", 11, "start#bat_a02::OnReadyCheck", 1, 0, 80); end; OnEnterBG: @@ -168,7 +168,7 @@ OnTimer10000: bat_a02,15,16,3 script OBJ#bat_a02_a CLEAR_NPC,{ OnEnable: - bg_monster $@TierraBG2_id1,"bat_a02",177,345,"Food Storage",1909,"OBJ#bat_a02_a::OnMyMobDead"; + bg_monster($@TierraBG2_id1, "bat_a02", 177, 345, _("Food Storage"), 1909, "OBJ#bat_a02_a::OnMyMobDead"); end; OnKill: @@ -182,7 +182,7 @@ OnMyMobDead: $@TierraBG2_Victory = 2; enablenpc "Guillaume Vintenar#a02_a"; enablenpc "Croix Vintenar#a02_b"; - mapannounce "bat_a02", "Croix Vintenar Swandery: We destroyed Guillaume's Food Storage. We won that! Wow!",bc_map,"0xFFCE00"; + mapannounce("bat_a02", _("Croix Vintenar Swandery: We destroyed Guillaume's Food Storage. We won that! Wow!"), bc_map, "0xFFCE00"); bg_warp $@TierraBG2_id1,"bat_a02",50,374; bg_warp $@TierraBG2_id2,"bat_a02",42,16; } @@ -191,7 +191,7 @@ OnMyMobDead: bat_a02,15,17,3 script OBJ#bat_a02_b CLEAR_NPC,{ OnEnable: - bg_monster $@TierraBG2_id2,"bat_a02",167,50,"Food Depot",1910,"OBJ#bat_a02_b::OnMyMobDead"; + bg_monster($@TierraBG2_id2, "bat_a02", 167, 50, _("Food Depot"), 1910, "OBJ#bat_a02_b::OnMyMobDead"); end; OnKill: @@ -205,7 +205,7 @@ OnMyMobDead: $@TierraBG2_Victory = 1; enablenpc "Guillaume Vintenar#a02_a"; enablenpc "Croix Vintenar#a02_b"; - mapannounce "bat_a02", "Guillaume Vintenar Axl Rose : We destroyed Croix's Food Storage. We won that! Wow!",bc_map,"0xFFCE00"; + mapannounce("bat_a02", _("Guillaume Vintenar Axl Rose : We destroyed Croix's Food Storage. We won that! Wow!"), bc_map, "0xFFCE00"); bg_warp $@TierraBG2_id1,"bat_a02",50,374; bg_warp $@TierraBG2_id2,"bat_a02",42,16; } @@ -215,7 +215,7 @@ OnMyMobDead: bat_a02,15,18,3 script barricade#bat_a02_a CLEAR_NPC,{ OnEnable: for (.@i = 185; .@i < 202; ++.@i) - bg_monster $@TierraBG2_id1,"bat_a02",.@i,266,"Barricade",1906,"barricade#bat_a02_a::OnMyMobDead"; + bg_monster($@TierraBG2_id1, "bat_a02", .@i, 266, _("Barricade"), 1906, "barricade#bat_a02_a::OnMyMobDead"); setwall "bat_a02",186,266,16,6,1,"bat_a02_c1"; end; @@ -229,7 +229,7 @@ OnMyMobDead: killmonster "bat_a02","barricade#bat_a02_a::OnMyMobDead"; delwall "bat_a02_c1"; enablenpc "Guillaume Blacksmith#a02"; - mapannounce "bat_a02", "Guillaume Vintenar Axl Rose : The Barricade in the valley has been destroyed! Where's the Blacksmith? We need to rebuild the Barricade!",bc_map,"0xFFCE00"; + mapannounce("bat_a02", _("Guillaume Vintenar Axl Rose : The Barricade in the valley has been destroyed! Where's the Blacksmith? We need to rebuild the Barricade!"), bc_map, "0xFFCE00"); } end; } @@ -237,7 +237,7 @@ OnMyMobDead: bat_a02,15,19,3 script barricade#bat_a02_b CLEAR_NPC,{ OnEnable: for (.@i = 169; .@i < 186; ++.@i) - bg_monster $@TierraBG2_id2,"bat_a02",.@i,129,"Barricade",1906,"barricade#bat_a02_b::OnMyMobDead"; + bg_monster($@TierraBG2_id2, "bat_a02", .@i, 129, _("Barricade"), 1906, "barricade#bat_a02_b::OnMyMobDead"); setwall "bat_a02",170,129,16,6,1,"bat_a02_g1"; end; @@ -251,14 +251,14 @@ OnMyMobDead: killmonster "bat_a02","barricade#bat_a02_b::OnMyMobDead"; delwall "bat_a02_g1"; enablenpc "Croix Blacksmith#bat_a02"; - mapannounce "bat_a02", "Croix Vintenar Swandery : The Barricade in the valley has been destroyed! Where's the Blacksmith? We need to rebuild the Barricade!",bc_map,"0xFFCE00"; + mapannounce("bat_a02", _("Croix Vintenar Swandery : The Barricade in the valley has been destroyed! Where's the Blacksmith? We need to rebuild the Barricade!"), bc_map, "0xFFCE00"); } end; } bat_a02,15,20,3 script OBJ#bat_a02_n CLEAR_NPC,{ OnEnable: - monster "bat_a02",273,203,"Neutrality Flag",1911,1,"OBJ#bat_a02_n::OnMyMobDead"; + monster("bat_a02", 273, 203, _("Neutrality Flag"), 1911, 1, "OBJ#bat_a02_n::OnMyMobDead"); end; OnKill: @@ -267,14 +267,14 @@ OnKill: OnMyMobDead: if (mobcount("bat_a02","OBJ#bat_a02_n::OnMyMobDead") < 17) { - bg_team_setxy getcharid(4),56,212; - if (getcharid(4) == $@TierraBG2_id1) { + bg_team_setxy getcharid(CHAR_ID_BG),56,212; + if (getcharid(CHAR_ID_BG) == $@TierraBG2_id1) { donpcevent "NOBJ_mob#bat_a02_a::OnEnable"; - mapannounce "bat_a02", "Guillaume captured a Neutrality Flag, so they have an advantage.",bc_map,"0xFFCE00"; + mapannounce("bat_a02", _("Guillaume captured a Neutrality Flag, so they have an advantage."), bc_map, "0xFFCE00"); } else { donpcevent "NOBJ_mob#bat_a02_b::OnEnable"; - mapannounce "bat_a02", "Croix captured a Neutrality Flag, so they have an advantage.",bc_map,"0xFFCE00"; + mapannounce("bat_a02", _("Croix captured a Neutrality Flag, so they have an advantage."), bc_map, "0xFFCE00"); } } end; @@ -283,9 +283,9 @@ OnMyMobDead: bat_a02,15,21,3 script NOBJ_mob#bat_a02_a CLEAR_NPC,{ OnEnable: donpcevent "NOBJ_mob#bat_a02_b::OnKill"; - bg_monster $@TierraBG2_id1,"bat_a02",272,204,"Guillaume Camp Guardian",1949,"NOBJ_mob#bat_a02_a::OnMyMobDead"; - bg_monster $@TierraBG2_id1,"bat_a02",272,213,"Guillaume Camp Guardian",1949,"NOBJ_mob#bat_a02_a::OnMyMobDead"; - bg_monster $@TierraBG2_id1,"bat_a02",273,197,"Guillaume Camp Guardian",1950,"NOBJ_mob#bat_a02_a::OnMyMobDead"; + bg_monster($@TierraBG2_id1, "bat_a02", 272, 204, _("Guillaume Camp Guardian"), 1949, "NOBJ_mob#bat_a02_a::OnMyMobDead"); + bg_monster($@TierraBG2_id1, "bat_a02", 272, 213, _("Guillaume Camp Guardian"), 1949, "NOBJ_mob#bat_a02_a::OnMyMobDead"); + bg_monster($@TierraBG2_id1, "bat_a02", 273, 197, _("Guillaume Camp Guardian"), 1950, "NOBJ_mob#bat_a02_a::OnMyMobDead"); end; OnKill: @@ -299,9 +299,9 @@ OnMyMobDead: bat_a02,15,22,3 script NOBJ_mob#bat_a02_b CLEAR_NPC,{ OnEnable: donpcevent "NOBJ_mob#bat_a02_a::OnKill"; - bg_monster $@TierraBG2_id2,"bat_a02",272,204,"Croix Camp Guardian",1949,"NOBJ_mob#bat_a02_a::OnMyMobDead"; - bg_monster $@TierraBG2_id2,"bat_a02",272,213,"Croix Camp Guardian",1949,"NOBJ_mob#bat_a02_a::OnMyMobDead"; - bg_monster $@TierraBG2_id2,"bat_a02",273,197,"Croix Camp Guardian",1950,"NOBJ_mob#bat_a02_a::OnMyMobDead"; + bg_monster($@TierraBG2_id2, "bat_a02", 272, 204, _("Croix Camp Guardian"), 1949, "NOBJ_mob#bat_a02_a::OnMyMobDead"); + bg_monster($@TierraBG2_id2, "bat_a02", 272, 213, _("Croix Camp Guardian"), 1949, "NOBJ_mob#bat_a02_a::OnMyMobDead"); + bg_monster($@TierraBG2_id2, "bat_a02", 273, 197, _("Croix Camp Guardian"), 1950, "NOBJ_mob#bat_a02_a::OnMyMobDead"); end; OnKill: @@ -313,57 +313,57 @@ OnMyMobDead: } bat_a02,185,270,1 script Guillaume Blacksmith#a02 4_M_REPAIR,{ - if (getcharid(4) == $@TierraBG2_id1) { - mes "[Guillaume Blacksmith]"; - mes "We are in urgency! The Barricade has been destroyed!"; - mes "We can repair the Barricade with ^3131FF50 Stones, 3 Sinew of Bear, 500 Metal Fragments, 30 Rough Elunium and 100 Gold.^000000"; - mes "We have it all except for the 50 Stones!"; + if (getcharid(CHAR_ID_BG) == $@TierraBG2_id1) { + mes("[Guillaume Blacksmith]"); + mes("We are in urgency! The Barricade has been destroyed!"); + mes("We can repair the Barricade with ^3131FF50 Stones, 3 Sinew of Bear, 500 Metal Fragments, 30 Rough Elunium and 100 Gold.^000000"); + mes("We have it all except for the 50 Stones!"); next; - switch(select("Repair.:Leave it.")) { + switch(select("Repair.", "Leave it.")) { case 1: if (countitem(Stone) > 49) { - mes "[Guillaume Blacksmith]"; - mes "You brought enough stones! Let's go and repair."; + mes("[Guillaume Blacksmith]"); + mes("You brought enough stones! Let's go and repair."); next; - mes ".."; + mes(".."); next; - mes "...."; + mes("...."); next; - mes "......"; + mes("......"); next; - mes "........"; + mes("........"); next; - mes ".........."; + mes(".........."); next; - mes "............"; + mes("............"); next; - mes ".............."; + mes(".............."); next; - mes "[Guillaume Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage."; + mes("[Guillaume Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage."); next; - mes "[Guillaume Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade."; + mes("[Guillaume Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade."); next; - mes "[Guillaume Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger."; + mes("[Guillaume Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger."); next; - mes "[Guillaume Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Now decorate with Metal Fragments."; + mes("[Guillaume Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Now decorate with Metal Fragments."); next; - mes "[Guillaume Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Decorate with Metal Fragments, and plait stones with Sinew of Bear!"; + mes("[Guillaume Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Decorate with Metal Fragments, and plait stones with Sinew of Bear!"); next; - mes ".............."; - mes ".............."; - mes ".............."; - mes ".............."; - mes ".............."; + mes(".............."); + mes(".............."); + mes(".............."); + mes(".............."); + mes(".............."); next; specialeffect EF_REPAIRWEAPON; - mes "[Guillaume Blacksmith]"; - mes "Wow! It's done."; - mes "We are relieved."; + mes("[Guillaume Blacksmith]"); + mes("Wow! It's done."); + mes("We are relieved."); delitem Stone,50; donpcevent "barricade#bat_a02_a::OnEnable"; close2; @@ -371,23 +371,23 @@ bat_a02,185,270,1 script Guillaume Blacksmith#a02 4_M_REPAIR,{ end; } else { - mes "[Guillaume Blacksmith]"; - mes "You don't have enough Stones!"; + mes("[Guillaume Blacksmith]"); + mes("You don't have enough Stones!"); next; - mes "[Guillaume Blacksmith]"; - mes "^3131FFWe need 50 Stones.^000000"; - mes "We are busy, so please hurry."; + mes("[Guillaume Blacksmith]"); + mes("^3131FFWe need 50 Stones.^000000"); + mes("We are busy, so please hurry."); close; } case 2: - mes "[Guillaume Blacksmith]"; - mes "There are enemies coming! Let's evacuate from here!"; + mes("[Guillaume Blacksmith]"); + mes("There are enemies coming! Let's evacuate from here!"); close; } } else { - mes "[Guillaume Blacksmith]"; - mes "There the enemy is coming!"; + mes("[Guillaume Blacksmith]"); + mes("There the enemy is coming!"); close; } @@ -397,57 +397,57 @@ OnInit: } bat_a02,170,121,5 script Croix Blacksmith#bat_a02 4_M_REPAIR,{ - if (getcharid(4) == $@TierraBG2_id2) { - mes "[Croix Blacksmith]"; - mes "We are in urgency! The Barricade has been destroyed!"; - mes "We can repair the Barricade with ^3131FF50 Stones, 3 Sinew of Bear, 500 Metal Fragments, 30 Rough Elunium and 100 Gold.^000000"; - mes "We have it all except for the 50 Stones!"; + if (getcharid(CHAR_ID_BG) == $@TierraBG2_id2) { + mes("[Croix Blacksmith]"); + mes("We are in urgency! The Barricade has been destroyed!"); + mes("We can repair the Barricade with ^3131FF50 Stones, 3 Sinew of Bear, 500 Metal Fragments, 30 Rough Elunium and 100 Gold.^000000"); + mes("We have it all except for the 50 Stones!"); next; - switch(select("Repair.:Leave it.")) { + switch(select("Repair.", "Leave it.")) { case 1: if (countitem(Stone) > 49) { - mes "[Croix Blacksmith]"; - mes "You brought enough stones! Let's go and repair."; + mes("[Croix Blacksmith]"); + mes("You brought enough stones! Let's go and repair."); next; - mes ".."; + mes(".."); next; - mes "...."; + mes("...."); next; - mes "......"; + mes("......"); next; - mes "........"; + mes("........"); next; - mes ".........."; + mes(".........."); next; - mes "............"; + mes("............"); next; - mes ".............."; + mes(".............."); next; - mes "[Croix Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage."; + mes("[Croix Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage."); next; - mes "[Croix Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade."; + mes("[Croix Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade."); next; - mes "[Croix Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger."; + mes("[Croix Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger."); next; - mes "[Croix Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Now decorate with Metal Fragments."; + mes("[Croix Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Now decorate with Metal Fragments."); next; - mes "[Croix Blacksmith]"; - mes "Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Decorate with Metal Fragments, and plait stones with Sinew of Bear!"; + mes("[Croix Blacksmith]"); + mes("Combine Stones and Gold in the proper percentage and shape the Barricade, then add Rough Elunium to make it stronger. Decorate with Metal Fragments, and plait stones with Sinew of Bear!"); next; - mes ".............."; - mes ".............."; - mes ".............."; - mes ".............."; - mes ".............."; + mes(".............."); + mes(".............."); + mes(".............."); + mes(".............."); + mes(".............."); next; specialeffect EF_REPAIRWEAPON; - mes "[Croix Blacksmith]"; - mes "Wow! It's done."; - mes "We are relieved."; + mes("[Croix Blacksmith]"); + mes("Wow! It's done."); + mes("We are relieved."); delitem Stone,50; donpcevent "barricade#bat_a02_b::OnEnable"; close2; @@ -455,23 +455,23 @@ bat_a02,170,121,5 script Croix Blacksmith#bat_a02 4_M_REPAIR,{ end; } else { - mes "[Croix Blacksmith]"; - mes "You don't have enough Stones!"; + mes("[Croix Blacksmith]"); + mes("You don't have enough Stones!"); next; - mes "[Croix Blacksmith]"; - mes "^3131FFWe need 50 Stone.^000000"; - mes "We are busy, so please hurry."; + mes("[Croix Blacksmith]"); + mes("^3131FFWe need 50 Stone.^000000"); + mes("We are busy, so please hurry."); close; } case 2: - mes "[Croix Blacksmith]"; - mes "There are enemies coming! Let's evacuate from here!"; + mes("[Croix Blacksmith]"); + mes("There are enemies coming! Let's evacuate from here!"); close; } } else { - mes "[Croix Blacksmith]"; - mes "There, the enemy is coming!"; + mes("[Croix Blacksmith]"); + mes("There, the enemy is coming!"); close; } @@ -481,11 +481,11 @@ OnInit: } bat_a02,53,377,3 script Battle Therapist#a02_a 4_F_SISTER,{ - specialeffect2 EF_HEAL; - mes "[Battle Therapist]"; - mes "Just close your eyes,"; - mes "and take a deep breath."; - mes "You can be free from pain."; + specialeffect(EF_HEAL, AREA, playerattached()); + mes("[Battle Therapist]"); + mes("Just close your eyes,\r" + "and take a deep breath."); + mes("You can be free from pain."); close; end; @@ -531,11 +531,11 @@ OnTouch_: } bat_a02,45,19,3 script Battle Therapist#a02_b 4_F_SISTER,{ - specialeffect2 EF_HEAL; - mes "[Battle Therapist]"; - mes "Just close your eyes,"; - mes "and take a deep breath."; - mes "You can be free from pain."; + specialeffect(EF_HEAL, AREA, playerattached()); + mes("[Battle Therapist]"); + mes("Just close your eyes,\r" + "and take a deep breath."); + mes("You can be free from pain."); close; end; @@ -581,9 +581,9 @@ OnTouch: } bat_a02,60,216,3 script Valley Ghost#bat_a02_n 4_GHOSTRING,{ - specialeffect2 EF_HEAL; - mes "[Valley Ghost]"; - mes "Boo...Boo..."; + specialeffect(EF_HEAL, AREA, playerattached()); + mes("[Valley Ghost]"); + mes("Boo...Boo..."); close; OnInit: @@ -622,28 +622,28 @@ OnTouch: bat_a02,194,267,0 script barri_warp_up#bat_a02_a FAKE_NPC,7,0,{ OnTouch: - if (getcharid(4) == $@TierraBG2_id1) + if (getcharid(CHAR_ID_BG) == $@TierraBG2_id1) warp "bat_a02",194,261; end; } bat_a02,194,265,0 script barri_warp_down#bat_a02a FAKE_NPC,7,0,{ OnTouch: - if (getcharid(4) == $@TierraBG2_id1) + if (getcharid(CHAR_ID_BG) == $@TierraBG2_id1) warp "bat_a02",194,270; end; } bat_a02,177,130,0 script barri_warp_up#bat_a02_b FAKE_NPC,7,0,{ OnTouch: - if (getcharid(4) == $@TierraBG2_id2) + if (getcharid(CHAR_ID_BG) == $@TierraBG2_id2) warp "bat_a02",178,125; end; } bat_a02,177,128,0 script barri_warp_down#bat_a02b FAKE_NPC,7,0,{ OnTouch: - if (getcharid(4) == $@TierraBG2_id2) + if (getcharid(CHAR_ID_BG) == $@TierraBG2_id2) warp "bat_a02",178,134; end; } @@ -695,23 +695,23 @@ bat_a02,357,74,3 script Croix Camp#flag18 1_FLAG_EAGLE,{ end; } bat_a02,348,74,3 script Croix Camp#flag19 1_FLAG_EAGLE,{ end; } bat_a02,53,377,3 script Guillaume Vintenar#a02_a 4_M_KY_HEAD,{ - if (getcharid(4) == $@TierraBG2_id1) { + if (getcharid(CHAR_ID_BG) == $@TierraBG2_id1) { if ($@TierraBG2_Victory == 1) { .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Axl Rose]"; - mes "Blessed Guillaume!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Axl Rose]"); + mes("Blessed Guillaume!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge1,3; } else { - mes "[Axl Rose]"; - mes "Blessed Guillaume!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Axl Rose]"); + mes("Blessed Guillaume!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge1,.@medal_gap; } @@ -720,18 +720,18 @@ bat_a02,53,377,3 script Guillaume Vintenar#a02_a 4_M_KY_HEAD,{ .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 0) { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, and next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, and next time you will definitely win."); close2; getitem BF_Badge1,1; } else { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, and next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, and next time you will definitely win."); close2; getitem BF_Badge1,.@medal_gap; } @@ -742,18 +742,18 @@ bat_a02,53,377,3 script Guillaume Vintenar#a02_a 4_M_KY_HEAD,{ .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 0) { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, and next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, and next time you will definitely win."); close2; getitem BF_Badge1,1; } else { - mes "[Axl Rose]"; - mes "You lost, but you're dedicated to this battle."; - mes "This is a reward for your great dedication by Guillaume Marollo!"; - mes "Just take this defeat as a lesson, and next time you will definitely win."; + mes("[Axl Rose]"); + mes("You lost, but you're dedicated to this battle."); + mes("This is a reward for your great dedication by Guillaume Marollo!"); + mes("Just take this defeat as a lesson, and next time you will definitely win."); close2; getitem BF_Badge1,.@medal_gap; } @@ -762,18 +762,18 @@ bat_a02,53,377,3 script Guillaume Vintenar#a02_a 4_M_KY_HEAD,{ .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Axl Rose]"; - mes "Blessed Guillaume!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Axl Rose]"); + mes("Blessed Guillaume!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge1,3; } else { - mes "[Axl Rose]"; - mes "Blessed Guillaume!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign of victory."; + mes("[Axl Rose]"); + mes("Blessed Guillaume!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign of victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge1,.@medal_gap; } @@ -789,23 +789,23 @@ OnInit: } bat_a02,45,19,3 script Croix Vintenar#a02_b 4_M_CRU_HEAD,{ - if (getcharid(4) == $@TierraBG2_id2) { + if (getcharid(CHAR_ID_BG) == $@TierraBG2_id2) { if ($@TierraBG2_Victory == 2) { .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Swandery]"); + mes("Blessed Croix!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge1,3; } else { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Swandery]"); + mes("Blessed Croix!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge1,.@medal_gap; } @@ -814,18 +814,18 @@ bat_a02,45,19,3 script Croix Vintenar#a02_b 4_M_CRU_HEAD,{ .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 0) { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+" Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s Don't be sad.", strcharinfo(PC_NAME)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge1,1; } else { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+" Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s Don't be sad.", strcharinfo(PC_NAME)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge1,.@medal_gap; } @@ -836,18 +836,18 @@ bat_a02,45,19,3 script Croix Vintenar#a02_b 4_M_CRU_HEAD,{ .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 0) { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+" Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s Don't be sad.", strcharinfo(PC_NAME)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge1,1; } else { - mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+" Don't be sad."; - mes "Even though we didn't win, we did our best."; - mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; + mes("[Swandery]"); + mesf("Oh, %s Don't be sad.", strcharinfo(PC_NAME)); + mes("Even though we didn't win, we did our best."); + mes("This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."); close2; getitem BF_Badge1,.@medal_gap; } @@ -856,18 +856,18 @@ bat_a02,45,19,3 script Croix Vintenar#a02_b 4_M_CRU_HEAD,{ .@your_medal = countitem(BF_Badge1); .@medal_gap = 500 - .@your_medal; if (.@medal_gap > 2) { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Swandery]"); + mes("Blessed Croix!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge1,3; } else { - mes "[Swandery]"; - mes "Blessed Croix!"; - mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes("[Swandery]"); + mes("Blessed Croix!"); + mes("Let's enjoy our glorious victory!"); + mesf("%s, it's a sign reflecting victory.", strcharinfo(PC_NAME)); close2; getitem BF_Badge1,.@medal_gap; } @@ -892,31 +892,31 @@ OnStop: end; OnTimer7000: - mapannounce "bat_a02", "Guillaume Vintenar Axl Rose : Let's attack to burn down Croix's Food Depot!",bc_map,"0xFF9900"; + mapannounce("bat_a02", _("Guillaume Vintenar Axl Rose : Let's attack to burn down Croix's Food Depot!"), bc_map, "0xFF9900"); end; OnTimer8000: - mapannounce "bat_a02", "Croix Vintenar Swandery : Master of Valhalla! Let us be gifted with unfailing faith and courage!",bc_map,"0xFF99CC"; + mapannounce("bat_a02", _("Croix Vintenar Swandery : Master of Valhalla! Let us be gifted with unfailing faith and courage!"), bc_map, "0xFF99CC"); end; OnTimer1800000: - mapannounce "bat_a02", "Marollo VII : Guillaume Marollo, Croix Marollo! Marollo followers!",bc_map,"0x99CC00"; + mapannounce("bat_a02", _("Marollo VII : Guillaume Marollo, Croix Marollo! Marollo followers!"), bc_map, "0x99CC00"); end; OnTimer1803000: - mapannounce "bat_a02", "Marollo VII : Both camps are competitive, so no camp would be destroyed easily. That means the Marollo kingdoms will never be defeated!",bc_map,"0x99CC00"; + mapannounce("bat_a02", _("Marollo VII : Both camps are competitive, so no camp would be destroyed easily. That means the Marollo kingdoms will never be defeated!"), bc_map, "0x99CC00"); end; OnTimer1808000: - mapannounce "bat_a02", "Marollo VII : I think we'd better terminate the battle, and call it a draw.",bc_map,"0x99CC00"; + mapannounce("bat_a02", _("Marollo VII : I think we'd better terminate the battle, and call it a draw."), bc_map, "0x99CC00"); end; OnTimer1822000: - mapannounce "bat_a02", "Marollo VII : Hold your royalty and faith for a moment, and let's settle up the battle of Tierra Gorge.",bc_map,"0x99CC00"; + mapannounce("bat_a02", _("Marollo VII : Hold your royalty and faith for a moment, and let's settle up the battle of Tierra Gorge."), bc_map, "0x99CC00"); end; OnTimer1825000: - mapannounce "bat_a02", "Axl Rose, Swandery : Yes sir.",bc_map,"0x99CC00"; + mapannounce("bat_a02", _("Axl Rose, Swandery : Yes sir."), bc_map, "0x99CC00"); end; OnTimer1830000: @@ -927,12 +927,12 @@ OnTimer1830000: /* bat_a02,351,75,3 script Croix Camp Soldier#bat_a02_guide 4_M_RASWORD,{ - mes "Loading..."; + mes("Loading..."); close; } bat_a02,356,326,3 script Guillaume Camp Soldier#bat_a02_guide 4_M_RASWORD,{ - mes "Loading..."; + mes("Loading..."); close; } */ @@ -940,21 +940,21 @@ bat_a02,356,326,3 script Guillaume Camp Soldier#bat_a02_guide 4_M_RASWORD,{ bat_a02,1,1,3 script Release all#a02 4_DOG01,{ .@i = callfunc("F_GM_NPC",1854,0); if (.@i == -1) { - mes "Cancelled."; + mes("Cancelled."); close; } else if (.@i == 0) { end; } else { - mes "May I help you?"; + mes("May I help you?"); next; - switch(select("Release all.:Cancel.")) { + switch(select("Release all.", "Cancel.")) { case 1: - mes "Bye."; + mes("Bye."); close2; mapwarp "bat_a02","bat_room",154,150; end; case 2: - mes "Cancelled."; + mes("Cancelled."); close; } } diff --git a/npc/battleground/tierra/tierra_enter.txt b/npc/battleground/tierra/tierra_enter.txt index f742c07f8..c3a04719f 100644 --- a/npc/battleground/tierra/tierra_enter.txt +++ b/npc/battleground/tierra/tierra_enter.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) L0ne_W0lf //= //= Hercules is free software: you can redistribute it and/or modify @@ -35,59 +35,59 @@ //== First Tierra Gorge Officers - Guillaume =============== bat_room,124,178,5 script Tierra Gorge Officer#01a 4_M_KY_KNT,{ if (checkweight(Knife,1) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; + mes("- Wait a minute !! -"); + mes("- Currently you're carrying -"); + mes("- too many items with you. -"); + mes("- Please try again -"); + mes("- after you loose some weight. -"); close; } - mes "[Guillaume Army Officer]"; - mes "Let's show the power of the Guillaume Army to those stinky Croixs!"; + mes("[Guillaume Army Officer]"); + mes("Let's show the power of the Guillaume Army to those stinky Croixs!"); next; - switch(select("I want to join your army!:End Conversation")) { + switch(select("I want to join your army!", "End Conversation")) { case 1: if ((Class == Job_Novice) || (BaseClass == Job_SuperNovice)) { - mes "[Guillaume Army Officer]"; - mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + mes("[Guillaume Army Officer]"); + mes("I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."); break; } if (BaseLevel < 80) { - mes "[Guillaume Army Officer]"; - mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + mes("[Guillaume Army Officer]"); + mes("I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."); break; } .@chk_urtime = questprogress(2069,PLAYTIME); if (.@chk_urtime == 1) { - mes "[Guillaume Army Officer]"; - mes "You seem to have just returned from the battlefield."; - mes "It's too early for you to go back. Go rest, and leave the enemies to us!"; + mes("[Guillaume Army Officer]"); + mes("You seem to have just returned from the battlefield."); + mes("It's too early for you to go back. Go rest, and leave the enemies to us!"); break; } if (.@chk_urtime == 2) erasequest 2069; if (getmapusers("bat_a01") > 0) { - mes "[Guillaume Army Officer]"; - mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Croixs already."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + mes("[Guillaume Army Officer]"); + mes("I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Croixs already."); + mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."); break; } if ($@TierraBG1) { - mes "[Guillaume Army Officer]"; - mes "An elite corps is already standing by to be dispatched to the battlefield."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + mes("[Guillaume Army Officer]"); + mes("An elite corps is already standing by to be dispatched to the battlefield."); + mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."); break; } - mes "[Guillaume Army Officer]"; - mes "You definitely seem to be ready for battle!"; - mes "Go show the Croixs what fear truly means!"; - mes "Today, our cry of victory shall echo all over the battlefield!"; + mes("[Guillaume Army Officer]"); + mes("You definitely seem to be ready for battle!"); + mes("Go show the Croixs what fear truly means!"); + mes("Today, our cry of victory shall echo all over the battlefield!"); close2; warp "bat_room",57,223; end; case 2: - mes "[Guillaume Army Officer]"; - mes "Today, we shall be victorious!"; + mes("[Guillaume Army Officer]"); + mes("Today, we shall be victorious!"); break; } close; @@ -95,216 +95,216 @@ bat_room,124,178,5 script Tierra Gorge Officer#01a 4_M_KY_KNT,{ bat_room,140,178,5 script Tierra Gorge Officer#02a 4_M_KY_KNT,{ if (checkweight(Knife,1) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; + mes("- Wait a minute !! -"); + mes("- Currently you're carrying -"); + mes("- too many items with you. -"); + mes("- Please try again -"); + mes("- after you loose some weight. -"); close; } - mes "[Guillaume Army Officer]"; - mes "Let's show the power of the Guillaume Army to those stinky Croixs!"; + mes("[Guillaume Army Officer]"); + mes("Let's show the power of the Guillaume Army to those stinky Croixs!"); next; - switch(select("I want to join your army!:End Conversation")) { + switch(select("I want to join your army!", "End Conversation")) { case 1: if ((Class == Job_Novice) || (BaseClass == Job_SuperNovice)) { - mes "[Guillaume Army Officer]"; - mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + mes("[Guillaume Army Officer]"); + mes("I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."); break; } if (BaseLevel < 80) { - mes "[Guillaume Army Officer]"; - mes "I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + mes("[Guillaume Army Officer]"); + mes("I'm very pleased that you want to join us and fight the Croix Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."); break; } .@chk_urtime = questprogress(2069,PLAYTIME); if (.@chk_urtime == 1) { - mes "[Guillaume Army Officer]"; - mes "You seem to have just returned from the battlefield."; - mes "It's too early for you to go back. Go rest, and leave the enemies to us!"; + mes("[Guillaume Army Officer]"); + mes("You seem to have just returned from the battlefield."); + mes("It's too early for you to go back. Go rest, and leave the enemies to us!"); break; } if (.@chk_urtime == 2) erasequest 2069; if (getmapusers("bat_a02") > 0) { - mes "[Guillaume Army Officer]"; - mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Croixs already."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + mes("[Guillaume Army Officer]"); + mes("I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Croixs already."); + mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."); break; } if ($@TierraBG2) { - mes "[Guillaume Army Officer]"; - mes "An elite corps is already standing by to be dispatched to the battlefield."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + mes("[Guillaume Army Officer]"); + mes("An elite corps is already standing by to be dispatched to the battlefield."); + mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."); break; } - mes "[Guillaume Army Officer]"; - mes "You definitely seem to be ready for battle!"; - mes "Go show the Croixs what fear truly means!"; - mes "Today, our cry of victory shall echo all over the battlefield!"; + mes("[Guillaume Army Officer]"); + mes("You definitely seem to be ready for battle!"); + mes("Go show the Croixs what fear truly means!"); + mes("Today, our cry of victory shall echo all over the battlefield!"); close2; warp "bat_room",114,223; end; case 2: - mes "[Guillaume Army Officer]"; - mes "Today, we shall be victorious!"; + mes("[Guillaume Army Officer]"); + mes("Today, we shall be victorious!"); break; } close; } bat_room,127,178,5 script Guillaume Knight#1 4_M_KY_SOLD,{ - mes "[Guillaume Knight]"; - mes "Tierra Gorge consists of two steep sides placed vertically, and has ration depots for the Guillaume and Croix Armies at the 11 and 7 o'clock directions."; + mes("[Guillaume Knight]"); + mes("Tierra Gorge consists of two steep sides placed vertically, and has ration depots for the Guillaume and Croix Armies at the 11 and 7 o'clock directions."); next; - mes "[Guillaume Knight]"; - mes "The battle starts at your army's ship, and the goal is to advance and destroy your enemy's rations depot faster than they can destroy yours."; + mes("[Guillaume Knight]"); + mes("The battle starts at your army's ship, and the goal is to advance and destroy your enemy's rations depot faster than they can destroy yours."); next; - mes "[Guillaume Knight]"; - mes "The healer of the battlefield will resurrect soldiers once every 25 seconds so that they can rejoin the battle."; - mes "The army that captures the neutral flag in the center of the battlefield will be rewarded with extra regeneration points, meaning their soldiers will resurrect more than the other side, giving them an advantage."; + mes("[Guillaume Knight]"); + mes("The healer of the battlefield will resurrect soldiers once every 25 seconds so that they can rejoin the battle."); + mes("The army that captures the neutral flag in the center of the battlefield will be rewarded with extra regeneration points, meaning their soldiers will resurrect more than the other side, giving them an advantage."); next; - mes "[Guillaume Knight]"; - mes "Those two rations depots are connected to each other through short and narrow paths, but the gates are blocked with barricades."; - mes "Think and move as quickly as you can. The victory of your army relies on your contribution."; + mes("[Guillaume Knight]"); + mes("Those two rations depots are connected to each other through short and narrow paths, but the gates are blocked with barricades."); + mes("Think and move as quickly as you can. The victory of your army relies on your contribution."); next; - mes "[Guillaume Knight]"; - mes "Please remember: when you join a battle, you will receive a token which indicates the set duration for which you cannot participate in the same type of battle."; - mes "You may check the duration by pressing the Alt+U keys."; + mes("[Guillaume Knight]"); + mes("Please remember: when you join a battle, you will receive a token which indicates the set duration for which you cannot participate in the same type of battle."); + mes("You may check the duration by pressing the Alt+U keys."); next; - mes "[Guillaume Knight]"; - mes "Are you ready to battle? Then apply with the recruiter next to me!"; + mes("[Guillaume Knight]"); + mes("Are you ready to battle? Then apply with the recruiter next to me!"); close; } bat_room,143,178,5 script Guillaume Knight#2 4_M_KY_SOLD,{ - mes "[Guillaume Knight]"; - mes "Tierra Gorge consists of two steep sides placed vertically, and has ration depots for the Guillaume and Croix Armies at the 11 and 7 o'clock directions."; + mes("[Guillaume Knight]"); + mes("Tierra Gorge consists of two steep sides placed vertically, and has ration depots for the Guillaume and Croix Armies at the 11 and 7 o'clock directions."); next; - mes "[Guillaume Knight]"; - mes "The battle starts at your army's ship, and the goal is to advance and destroy your enemy's rations depot faster than they can destroy yours."; + mes("[Guillaume Knight]"); + mes("The battle starts at your army's ship, and the goal is to advance and destroy your enemy's rations depot faster than they can destroy yours."); next; - mes "[Guillaume Knight]"; - mes "The healer of the battlefield will resurrect soldiers once every 25 seconds so that they can rejoin the battle."; - mes "The army that captures the neutral flag in the center of the battlefield will be rewarded with extra regeneration points, meaning their soldiers will resurrect more than the other side, giving them an advantage."; + mes("[Guillaume Knight]"); + mes("The healer of the battlefield will resurrect soldiers once every 25 seconds so that they can rejoin the battle."); + mes("The army that captures the neutral flag in the center of the battlefield will be rewarded with extra regeneration points, meaning their soldiers will resurrect more than the other side, giving them an advantage."); next; - mes "[Guillaume Knight]"; - mes "Those two rations depots are connected to each other through short and narrow paths, but the gates are blocked with barricades."; - mes "Think and move as quickly as you can. The victory of your army relies on your contribution."; + mes("[Guillaume Knight]"); + mes("Those two rations depots are connected to each other through short and narrow paths, but the gates are blocked with barricades."); + mes("Think and move as quickly as you can. The victory of your army relies on your contribution."); next; - mes "[Guillaume Knight]"; - mes "Please remember: when you join a battle, you will receive a token which indicates the set duration for which you cannot participate in the same type of battle."; - mes "You may check the duration by pressing the Alt+U keys."; + mes("[Guillaume Knight]"); + mes("Please remember: when you join a battle, you will receive a token which indicates the set duration for which you cannot participate in the same type of battle."); + mes("You may check the duration by pressing the Alt+U keys."); next; - mes "[Guillaume Knight]"; - mes "Are you ready to battle? Then apply with the recruiter next to me!"; + mes("[Guillaume Knight]"); + mes("Are you ready to battle? Then apply with the recruiter next to me!"); close; } bat_room,127,121,1 script Croix Knight#1 4_M_CRU_SOLD,{ - mes "[Croix Knight]"; - mes "Tierra Gorge consists of two steep sides placed vertically, and has ration depots for the Guillaume and Croix Armies at the 11 and 7 o'clock directions."; + mes("[Croix Knight]"); + mes("Tierra Gorge consists of two steep sides placed vertically, and has ration depots for the Guillaume and Croix Armies at the 11 and 7 o'clock directions."); next; - mes "[Croix Knight]"; - mes "The battle starts at your army's ship, and the goal is to advance and destroy your enemy's rations depot faster than they can destroy yours."; + mes("[Croix Knight]"); + mes("The battle starts at your army's ship, and the goal is to advance and destroy your enemy's rations depot faster than they can destroy yours."); next; - mes "[Croix Knight]"; - mes "The healer of the battlefield will resurrect soldiers once every 25 seconds so that they can rejoin the battle."; - mes "The army that captures the neutral flag in the center of the battlefield will be rewarded with extra regeneration points, meaning their soldiers will resurrect more than the other side, giving them an advantage."; + mes("[Croix Knight]"); + mes("The healer of the battlefield will resurrect soldiers once every 25 seconds so that they can rejoin the battle."); + mes("The army that captures the neutral flag in the center of the battlefield will be rewarded with extra regeneration points, meaning their soldiers will resurrect more than the other side, giving them an advantage."); next; - mes "[Croix Knight]"; - mes "Those two rations depots are connected to each other through short and narrow paths, but the gates are blocked with barricades."; - mes "Think and move as quickly as you can. The victory of your army relies on your contribution."; + mes("[Croix Knight]"); + mes("Those two rations depots are connected to each other through short and narrow paths, but the gates are blocked with barricades."); + mes("Think and move as quickly as you can. The victory of your army relies on your contribution."); next; - mes "[Croix Knight]"; - mes "Please remember: when you join a battle, you will receive a token which indicates the set duration for which you cannot participate in the same type of battle."; - mes "You may check the duration by pressing the Alt+U keys."; + mes("[Croix Knight]"); + mes("Please remember: when you join a battle, you will receive a token which indicates the set duration for which you cannot participate in the same type of battle."); + mes("You may check the duration by pressing the Alt+U keys."); next; - mes "[Croix Knight]"; - mes "Are you ready to battle? Then apply with the recruiter next to me!"; + mes("[Croix Knight]"); + mes("Are you ready to battle? Then apply with the recruiter next to me!"); close; } bat_room,143,121,1 script Croix Knight#2 4_M_CRU_SOLD,{ - mes "[Croix Knight]"; - mes "Tierra Gorge consists of two steep sides placed vertically, and has ration depots for the Guillaume and Croix Armies at the 11 and 7 o'clock directions."; + mes("[Croix Knight]"); + mes("Tierra Gorge consists of two steep sides placed vertically, and has ration depots for the Guillaume and Croix Armies at the 11 and 7 o'clock directions."); next; - mes "[Croix Knight]"; - mes "The battle starts at your army's ship, and the goal is to advance and destroy your enemy's rations depot faster than they can destroy yours."; + mes("[Croix Knight]"); + mes("The battle starts at your army's ship, and the goal is to advance and destroy your enemy's rations depot faster than they can destroy yours."); next; - mes "[Croix Knight]"; - mes "The healer of the battlefield will resurrect soldiers once every 25 seconds so that they can rejoin the battle."; - mes "The army that captures the neutral flag in the center of the battlefield will be rewarded with extra regeneration points, meaning their soldiers will resurrect more than the other side, giving them an advantage."; + mes("[Croix Knight]"); + mes("The healer of the battlefield will resurrect soldiers once every 25 seconds so that they can rejoin the battle."); + mes("The army that captures the neutral flag in the center of the battlefield will be rewarded with extra regeneration points, meaning their soldiers will resurrect more than the other side, giving them an advantage."); next; - mes "[Croix Knight]"; - mes "Those two rations depots are connected to each other through short and narrow paths, but the gates are blocked with barricades."; - mes "Think and move as quickly as you can. The victory of your army relies on your contribution."; + mes("[Croix Knight]"); + mes("Those two rations depots are connected to each other through short and narrow paths, but the gates are blocked with barricades."); + mes("Think and move as quickly as you can. The victory of your army relies on your contribution."); next; - mes "[Croix Knight]"; - mes "Please remember: when you join a battle, you will receive a token which indicates the set duration for which you cannot participate in the same type of battle."; - mes "You may check the duration by pressing the Alt+U keys."; + mes("[Croix Knight]"); + mes("Please remember: when you join a battle, you will receive a token which indicates the set duration for which you cannot participate in the same type of battle."); + mes("You may check the duration by pressing the Alt+U keys."); next; - mes "[Croix Knight]"; - mes "Are you ready to battle? Then apply with the recruiter next to me!"; + mes("[Croix Knight]"); + mes("Are you ready to battle? Then apply with the recruiter next to me!"); close; } //== Second Tierra Gorge Officers - Croix ================== bat_room,125,121,1 script Tierra Gorge Officer#01b 4_M_CRU_KNT,{ if (checkweight(Knife,1) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; + mes("- Wait a minute !! -"); + mes("- Currently you're carrying -"); + mes("- too many items with you. -"); + mes("- Please try again -"); + mes("- after you loose some weight. -"); close; } - mes "[Croix Army Officer]"; - mes "Let's show the power of the Croix Army to those stinky Guillaumes!"; + mes("[Croix Army Officer]"); + mes("Let's show the power of the Croix Army to those stinky Guillaumes!"); next; - switch(select("I want to join your army!:End Conversation")) { + switch(select("I want to join your army!", "End Conversation")) { case 1: if ((Class == Job_Novice) || (BaseClass == Job_SuperNovice)) { - mes "[Croix Army Officer]"; - mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + mes("[Croix Army Officer]"); + mes("I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."); break; } if (BaseLevel < 80) { - mes "[Croix Army Officer]"; - mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + mes("[Croix Army Officer]"); + mes("I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."); break; } .@chk_urtime = questprogress(2069,PLAYTIME); if (.@chk_urtime == 1) { - mes "[Croix Army Officer]"; - mes "You seem to have just returned from the battlefield."; - mes "It's too early for you to go back. Go rest, and leave the enemies to us!"; + mes("[Croix Army Officer]"); + mes("You seem to have just returned from the battlefield."); + mes("It's too early for you to go back. Go rest, and leave the enemies to us!"); break; } if (.@chk_urtime == 2) erasequest 2069; if (getmapusers("bat_a02") > 0) { - mes "[Croix Army Officer]"; - mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Guillaume already."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + mes("[Croix Army Officer]"); + mes("I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Guillaume already."); + mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."); break; } if ($@TierraBG1) { - mes "[Croix Army Officer]"; - mes "An elite corps is already standing by to be dispatched to the battlefield."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + mes("[Croix Army Officer]"); + mes("An elite corps is already standing by to be dispatched to the battlefield."); + mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."); break; } - mes "[Croix Army Officer]"; - mes "You definitely seem to be ready for battle!"; - mes "Go show the Guillaumes what fear truly means!"; - mes "Today, our cry of victory shall echo all over the battlefield!"; + mes("[Croix Army Officer]"); + mes("You definitely seem to be ready for battle!"); + mes("Go show the Guillaumes what fear truly means!"); + mes("Today, our cry of victory shall echo all over the battlefield!"); close2; warp "bat_room",57,207; end; case 2: - mes "[Croix Army Officer]"; - mes "Today, we shall be victorious!"; + mes("[Croix Army Officer]"); + mes("Today, we shall be victorious!"); break; } close; @@ -312,59 +312,59 @@ bat_room,125,121,1 script Tierra Gorge Officer#01b 4_M_CRU_KNT,{ bat_room,140,121,1 script Tierra Gorge Officer#02b 4_M_CRU_KNT,{ if (checkweight(Knife,1) == 0) { - mes "- Wait a minute !! -"; - mes "- Currently you're carrying -"; - mes "- too many items with you. -"; - mes "- Please try again -"; - mes "- after you loose some weight. -"; + mes("- Wait a minute !! -"); + mes("- Currently you're carrying -"); + mes("- too many items with you. -"); + mes("- Please try again -"); + mes("- after you loose some weight. -"); close; } - mes "[Croix Army Officer]"; - mes "Let's show the power of the Croix Army to those stinky Guillaumes!"; + mes("[Croix Army Officer]"); + mes("Let's show the power of the Croix Army to those stinky Guillaumes!"); next; - switch(select("I want to join your army!:End Conversation")) { + switch(select("I want to join your army!", "End Conversation")) { case 1: if ((Class == Job_Novice) || (BaseClass == Job_SuperNovice)) { - mes "[Croix Army Officer]"; - mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + mes("[Croix Army Officer]"); + mes("I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."); break; } if (BaseLevel < 80) { - mes "[Croix Army Officer]"; - mes "I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."; + mes("[Croix Army Officer]"); + mes("I'm very pleased that you want to join us and fight the Guillaume Army, but I'm sorry: I can't send a rookie like you to die on the cruel battlefield."); break; } .@chk_urtime = questprogress(2069,PLAYTIME); if (.@chk_urtime == 1) { - mes "[Croix Army Officer]"; - mes "You seem to have just returned from the battlefield."; - mes "It's too early for you to go back. Go rest, and leave the enemies to us!"; + mes("[Croix Army Officer]"); + mes("You seem to have just returned from the battlefield."); + mes("It's too early for you to go back. Go rest, and leave the enemies to us!"); break; } if (.@chk_urtime == 2) erasequest 2069; if (getmapusers("bat_a02") > 0) { - mes "[Croix Army Officer]"; - mes "I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Guillaume already."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + mes("[Croix Army Officer]"); + mes("I've received a report informing me that an elite corps has been dispatched to the battlefield fighting the Guillaume already."); + mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."); break; } if ($@TierraBG2) { - mes "[Croix Army Officer]"; - mes "An elite corps is already standing by to be dispatched to the battlefield."; - mes "Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."; + mes("[Croix Army Officer]"); + mes("An elite corps is already standing by to be dispatched to the battlefield."); + mes("Why don't you go wait for a while? I suggest you sharpen your weapons and prepare your supplies until then."); break; } - mes "[Croix Army Officer]"; - mes "You definitely seem to be ready for battle!"; - mes "Go show the Guillaumes what fear truly means!"; - mes "Today, our cry of victory shall echo all over the battlefield!"; + mes("[Croix Army Officer]"); + mes("You definitely seem to be ready for battle!"); + mes("Go show the Guillaumes what fear truly means!"); + mes("Today, our cry of victory shall echo all over the battlefield!"); close2; warp "bat_room",114,207; end; case 2: - mes "[Croix Army Officer]"; - mes "Today, we shall be victorious!"; + mes("[Croix Army Officer]"); + mes("Today, we shall be victorious!"); break; } close; diff --git a/npc/cities/aldebaran.txt b/npc/cities/aldebaran.txt index 5dc71e04a..57d4205df 100644 --- a/npc/cities/aldebaran.txt +++ b/npc/cities/aldebaran.txt @@ -36,7 +36,7 @@ //================= Description =========================================== //= Aldebaran Town NPCs //================= Current Version ======================================= -//= 2.3 +//= 2.4 //========================================================================= //== Aldebaran ============================================= @@ -45,7 +45,7 @@ aldebaran,113,70,4 script Forger Munster#alde 1_M_02,{ mes "My family used to live in Geffen. So I guess it was natural that we studied forging and eventually became Blacksmiths. Then, we finally moved to this town,"; mes "Al De Baran."; next; - if (select("About ^3355FFItem Upgrade^000000:Quit") == 1) { + if (select("About ^3355FFItem Upgrade^000000", "Quit") == 1) { mes "[Munster]"; mes "My father was a famous blacksmith in Geffen, and he taught me a lot about forging equipment."; next; @@ -69,7 +69,7 @@ aldebaran,64,104,4 script Smithing Guy#alde 1_M_JOBTESTER,{ mes "[Quatro]"; mes "Have you heard that a famous Blacksmith moved here from Geffen?"; next; - if (select("Famous Blacksmith?:End Conversation") == 1) { + if (select("Famous Blacksmith?", "End Conversation") == 1) { mes "[Quatro]"; mes "From what I've heard, he's one of those Blacksmiths that can upgrade your weapons and armor. When you upgrade a weapon, its attack strength is increased."; next; @@ -103,7 +103,7 @@ aldebaran,81,61,4 script Shell Gathering Lady#ald 4W_F_01,{ mes "[Joanne]"; mes "I enjoy gathering shells from the sea. It's really fun and relaxing~"; next; - if (select("Shell Gathering?:End Conversation") == 1) { + if (select("Shell Gathering?", "End Conversation") == 1) { mes "[Joanne]"; mes "When you see bubbles popping up from the sand or muddy puddles, try digging into the ground a bit. You might find some shells underneath the ground!"; next; @@ -133,7 +133,7 @@ aldebaran,46,129,4 script Canal Guy#alde 4W_M_01,{ mes "[Panama]"; mes "Al De Baran is known world wide as the City of Canals. The waterways really add a sophisticated, romantic touch to our fair city."; next; - switch(select("About the Canals:End Conversation")) { + switch(select("About the Canals", "End Conversation")) { case 1: mes "[Panama]"; mes "Well, a canal is an artificial waterway used for travel,"; @@ -157,7 +157,7 @@ aldebaran,67,154,4 script Forest Guy#alde 4W_M_02,{ mes "Both of those places are tough"; mes "to travel through."; next; - switch(select("Mt.Mjolnir?:Payon Forest...?:End Conversation")) { + switch(select("Mt.Mjolnir?", "Payon Forest...?", "End Conversation")) { case 1: mes "[Isenberg]"; mes "To arrive here from Prontera or Geffen, you've got to cross the Mjolnir Mountains."; @@ -194,7 +194,7 @@ aldebaran,90,170,4 script Slot Guy#alde 1_M_01,{ mes "[Epthiel]"; mes "Some weapons or armor have Slots where you can insert Cards obtained from monsters."; next; - switch(select("About the number of Slots:Relation between Cards and Slots:End Conversation")) { + switch(select("About the number of Slots", "Relation between Cards and Slots", "End Conversation")) { case 1: mes "[Epthiel]"; mes "Items dropped by monsters possess more Slots than ordinary weapons or armor sold in NPC shops."; @@ -226,7 +226,7 @@ aldebaran,117,181,4 script Phracon Guy#alde 1_M_02,{ mes "[Joy]"; mes "Level 1 weapons, which are the lowest grade, need a metal named ^3355FFPhracon^000000 in order to be upgraded."; next; - switch(select("About Phracon:Advice about Phracon:End Conversation")) { + switch(select("About Phracon", "Advice about Phracon", "End Conversation")) { case 1: mes "[Joy]"; mes "Phracon is a pretty common metal and can be found all over the Rune-Midgard continent."; @@ -255,7 +255,7 @@ aldebaran,121,231,4 script Alchemy Guy#alde 1_M_03,{ mes "[Chemirre]"; mes "Alchemists, one of the 2nd Jobs, are able to create items out of several materials using knowledge from the ancient age of Al De Baran."; next; - switch(select("About Alchemy in Payon:Definition of Alchemy:. . . . .:End Conversation")) { + switch(select("About Alchemy in Payon", "Definition of Alchemy", ". . . . .", "End Conversation")) { case 1: mes "[Chemirre]"; mes "Most people don't know that there was an oriental form of Alchemy that developed in Payon."; @@ -327,7 +327,7 @@ aldebaran,86,228,4 script Little Kid#alde 1_M_SIZ,{ mes "A while ago I went out for a walk toward Mt. Mjolnir with my pet Savage Bebe. His name is NukNuk!"; mes "We got attacked, but luckily we weren't hurt."; next; - switch(select("Attacked?:About Mt.Mjolnir:End Conversation")) { + switch(select("Attacked?", "About Mt.Mjolnir", "End Conversation")) { case 1: mes "[Bebe]"; mes "I was walking up a narrow path, and out of the blue, a giant and ugly plant started to attack me and NukNuk!"; @@ -360,7 +360,7 @@ aldebaran,159,242,4 script Insect Guy#alde 2_M_SWORDMASTER,{ mes "[Stromme]"; mes "Even to a strong Swordman, the Insects or Mt. Mjolnir pose a considerable threat. You've got to know your enemy before engaging it in battle!"; next; - if (select("About Insects:End Conversation") == 1) { + if (select("About Insects", "End Conversation") == 1) { mes "[Stromme]"; mes "Honey Bees, Butterflies and Moths seem like simple creatures, but that doesn't mean you should underestimate them."; next; @@ -395,7 +395,7 @@ aldebaran,60,70,4 script Sylvia#alde 1_F_04,{ mes "[Sylvia]"; mes "If that wasn't bad enough, I left my Magnifiers back in Prontera, so now I have to find someone to help me with these weapons I've got to appraise!"; next; - if (select("Appraise?:That's very nice.") == 1) { + if (select("Appraise?", "That's very nice.") == 1) { mes "[Sylvia]"; mes "Equipment that is dropped by monsters can't be equipped right away."; next; @@ -419,7 +419,7 @@ aldebaran,93,80,4 script Issei#alde 1_M_02,{ mes "[Issei]"; mes "Al De Baran is such a wonderful place with its romantic canals and classic architecture. I love nothing more than to stroll through this city with my beautiful girlfriend."; next; - if (select("You have a girlfriend?:End Conversation.") == 1) { + if (select("You have a girlfriend?", "End Conversation.") == 1) { mes "[Issei]"; mes "Hey..."; mes "Is that so hard to believe?! Yeah, ask anyone! She really exists! Although, sometimes, just sometimes mind you, she gets too excited about weapons and armor."; @@ -453,7 +453,7 @@ aldebaran,180,46,4 script Joo Jahk#alde 4_M_ORIENT01,{ mes "[Joo Jahk]"; mes "Well, it's too late for me, since I already drank some. Still, I'm a little worried..."; next; - if (select("Continue.:End conversation.") == 1) { + if (select("Continue.", "End conversation.") == 1) { mes "[Joo Jahk]"; mes "On one of my travels around Rune-Midgard, I've heard from a really high level Mage that physical attacks, or magic with Neutral Property, won't damage Spiritual Property monsters."; next; @@ -477,7 +477,7 @@ aldebaran,212,122,4 script Citizen#alde 4W_M_01,{ mes "Well, that might be an exaggeration. After all, it's just me that's welcoming you."; mes "Hey there!"; next; - if (select("Now, tell me about monsters.:End conversation.") == 1) { + if (select("Now, tell me about monsters.", "End conversation.") == 1) { mes "[Gavin]"; mes "Monsters...?"; mes "Aren't we straying off topic a little bit? Ah, you must be one of those adventurers!"; @@ -505,7 +505,7 @@ aldebaran,146,124,4 script Town Girl#alde 4W_F_01,{ mes "[Nastasia]"; mes "But isn't killing illegal? And do they even collect educational tutition?"; next; - if (select("Continue conversation.:End Conversation.") == 1) { + if (select("Continue conversation.", "End Conversation.") == 1) { mes "[Nastasia]"; mes "Although Assassins benefit from being very quick and having lots of AGI, they should still have some DEX."; next; @@ -525,7 +525,7 @@ aldebaran,143,136,4 script Bell Keeper#A 4_M_ORIENT02,{ mes "[Bell Keeper]"; mes "I have been charged by the Committee of 'Heaven on Earth' to guard this entrance of the Clock Tower."; next; - if (select("About Clock Tower.:Quit.") == 1) { + if (select("About Clock Tower.", "Quit.") == 1) { mes "[Bell Keeper]"; mes "Every floor of this tower is connected to each other by a certain device we like to call 'Warp Gear.'"; next; @@ -554,7 +554,7 @@ aldeba_in,232,241,4 script RS125#alde 1_M_02,{ mes "I may have a machine heart and I may disturb you with loud noises from the heart,"; mes "that will never stop me from running for future of Al De Baran."; next; - if (select("Listen to his story.:End Conversation") == 1) { + if (select("Listen to his story.", "End Conversation") == 1) { mes "[RS125]"; mes "It's been 3 years already."; mes "My brother 996 used to be a short track athlete in the Al De Baran city field team."; @@ -597,7 +597,7 @@ aldeba_in,223,121,4 script Threatening-Looking Man 1_M_SMITH,{ mes "[Threatening-Looking Man]"; mes "Hahahaha...chill out, I was just joking."; next; - if (select("Continue:Quit") == 1) { + if (select("Continue", "Quit") == 1) { mes "[Threatening-Looking Man]"; mes "You may know this already, but"; mes "we have a system called, the mercenary system in this world."; @@ -652,13 +652,13 @@ aldeba_in,152,47,4 script Fussy Man#alde 4W_M_01,{ mes "My little chicken has left me!"; mes "Oh, my god! Oh, my god!"; next; - if (select("What do you call the chicken?:. . . . .") == 1) { + if (select("What do you call the chicken?", ". . . . .") == 1) { mes "[Fussy Man]"; mes "I used to call it 'Amazing Picky'..."; mes "*Sob* What should I do! How could this happen!"; mes "Please, please help me to find my sweet little chicken!"; next; - if (select("What? That is such a boring name!:. . . . .") == 1) { + if (select("What? That is such a boring name!", ". . . . .") == 1) { mes "[Fussy Man]"; mes "Don't be so ridiculous!"; mes "'Amazing Picky' is the most wonderful and the most unique name"; @@ -693,12 +693,12 @@ aldeba_in,156,179,4 script Master#alde 1_M_PUBMASTER,{ mes "Who's your"; mes "favorite Kafra girl?"; next; - if (Sex == 0) { + if (Sex == SEX_FEMALE) { mes "[Master]"; mes "Oh, and don't worry. I know that girls have some kind of opinion about how pretty other girls are."; next; } - if (select("Awesome!:No way, I ain't a perv.") == 1) { + if (select("Awesome!", "No way, I ain't a perv.") == 1) { mes "[Master]"; mes "Alright, here we go!"; mes "Choose your favorite Kafra Lady!"; @@ -722,7 +722,7 @@ aldeba_in,156,179,4 script Master#alde 1_M_PUBMASTER,{ mes "Pretty, cute and fresh faced. Although She looks young and immature,She's the best staff!"; mes "Candidate Number (6) ^AAAA00Curly Sue^000000 !!"; next; - switch(select("(1) Pavianne:(2) Blossom:(3) Jasmine:(4) Roxie:(5) Leilah:(6) Curly Sue")) { + switch(select("(1) Pavianne", "(2) Blossom", "(3) Jasmine", "(4) Roxie", "(5) Leilah", "(6) Curly Sue")) { case 1: mes "[Master]"; mes "Oh~"; @@ -776,8 +776,8 @@ aldeba_in,84,166,4 script Kafra Service#alde 4_F_KAFRA1,{ mes "[Kafra Pavianne]"; mes "Due to a change in customer support policy, we no longer accept Kafra Passes. However, we are offering refunds for our customers who still possess these passes."; next; - if (select("Sell Kafra Pass:Alright, bye~") == 1) { - if (countitem(Kapra's_Pass) == 0) { + if (select("Sell Kafra Pass", "Alright, bye~") == 1) { + if (countitem(Kapras_Pass) == 0) { mes "[Kafra Pavianne]"; mes "I'm sorry,"; mes "but you don't"; @@ -787,27 +787,27 @@ aldeba_in,84,166,4 script Kafra Service#alde 4_F_KAFRA1,{ end; } else { - .@kafrapassmoney = countitem(Kapra's_Pass)*2000; + .@kafrapassmoney = countitem(Kapras_Pass)*2000; mes "[Kafra Pavianne]"; mes "Let's see..."; - if (countitem(Kapra's_Pass) == 1) { + if (countitem(Kapras_Pass) == 1) { mes "You have 1 Kafra Pass."; mes "You can sell that pass to us for 2000 zeny. Would you like to sell this Kafra Pass back to the Kafra Corporation?"; } else { - mes "You have "+ countitem(Kapra's_Pass) +" Kafra Passes."; + mes "You have "+ countitem(Kapras_Pass) +" Kafra Passes."; mes "If you want to sell them to us, you will receive "+ .@kafrapassmoney +" zeny. Would you like to sell these back to the Kafra Corporation?"; } next; - if (select("Yes:No") == 1) { - if (countitem(Kapra's_Pass) == 0) { + if (select("Yes", "No") == 1) { + if (countitem(Kapras_Pass) == 0) { mes "[Kafra Pavianne]"; mes "I'm sorry, but you don't have any Kafra Passes."; close2; cutin "",255; end; } - delitem Kapra's_Pass,countitem(Kapra's_Pass); + delitem Kapras_Pass,countitem(Kapras_Pass); Zeny += .@kafrapassmoney; mes "[Kafra Pavianne]"; mes "Thank you."; @@ -836,7 +836,7 @@ aldeba_in,83,245,4 script Kafra Service#2alde 4_F_KAFRA2,{ mes "[Kafra Blossom]"; mes "We appreciate your continued use of the Kafra Service. Please feel free to ask me if you have any questions."; next; - switch(select("How does Kafra Storage work?:How do you teleport people?")) { + switch(select("How does Kafra Storage work?", "How do you teleport people?")) { case 1: mes "[Kafra Blossom]"; mes "Well, adventurers like yourself can place items into Kafra Storage, so that you don't have to carry all of your stuff around."; @@ -904,14 +904,14 @@ aldeba_in,24,245,4 script Kafra Jasmine#alde 4_F_KAFRA3,{ mes "[Kafra Jasmine]"; mes "The Kafra Service is always behind our customers with a dependable reputation that has been established over five thousand, eight hundred years..."; next; - switch(select("What?! I can't believe that!:Ahh~ Shut Up!:Your service is great!")) { + switch(select("What?! I can't believe that!", "Ahh~ Shut Up!", "Your service is great!")) { case 1: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "What?!"; mes "I can't"; mes "believe that!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "FIVE THOUSAND AND EIGHT HUNDRED YEARS?! THAT'S INSANE!"; next; mes "[Kafra Jasmine]"; @@ -967,12 +967,12 @@ aldeba_in,142,238,4 script Kafra Service#3alde 4_F_KAFRA4,{ mes "[Kafra Roxie]"; mes "I'm here to answer any of your questions regarding Kafra Corporations policies, as well as take note of any of your feedback."; next; - switch(select("Kafra Policies:I love Kafra!")) { + switch(select("Kafra Policies", "I love Kafra!")) { case 1: mes "[Kafra Roxie]"; mes "So, you'd like more details on our policies and eligibility for our services? What would you like me to explain?"; next; - switch(select("Kafra Storage:Cart Rental:Actually, never mind.")) { + switch(select("Kafra Storage", "Cart Rental", "Actually, never mind.")) { case 1: mes "[Kafra Roxie]"; mes "As you probably already know, our customers must have at least Basic Skill level 6 in order to use the Kafra Storage."; @@ -1038,7 +1038,7 @@ aldeba_in,91,244,4 script Kafra Service#4alde 4_F_KAFRA6,{ mes "[Kafra Curly Sue]"; mes "I may still need to learn more about serving our customers, but I'm always doing my best!"; next; - if (select("Where's your mommy, kid?:End conversation.") == 1) { + if (select("Where's your mommy, kid?", "End conversation.") == 1) { mes "[Kafra Curly Sue]"; mes "Waaaaaaah~!"; mes "I'm not a kid!"; @@ -1058,7 +1058,7 @@ aldeba_in,91,244,4 script Kafra Service#4alde 4_F_KAFRA6,{ aldeba_in,79,161,6 script Kafra#04 4_F_KAFRA3,{ cutin "kafra_03",2; mes "[Kafra]"; - mes "Welcome, ^6666FF" + strcharinfo(0) + "^000000. This is where you can trade in your special reserve points for useful items and cool prizes."; + mes "Welcome, ^6666FF" + strcharinfo(PC_NAME) + "^000000. This is where you can trade in your special reserve points for useful items and cool prizes."; next; mes "[Kafra]"; mes "Each Kafra will allow you to trade in reserve points of varying amounts. I can trade in reserve points starting from ^2222FF100 pts up to 3000 pts^000000."; @@ -1098,7 +1098,7 @@ aldeba_in,79,161,6 script Kafra#04 4_F_KAFRA3,{ .@list$ = ""; .@numitemchoices = 0; for (.@i = 0; .@i < getarraysize(.@choices) - 3; .@i += 3) { // Skip the last entry as it's handled separately - .@list$ += .@choices[i] + "- " + getitemname(.@choices[.@i+1]) + " " + .@choices[.@i+2] + " ea:"; + .@list$ += .@choices[.@i] + "- " + getitemname(.@choices[.@i+1]) + " " + .@choices[.@i+2] + " ea:"; ++.@numitemchoices; } .@list$ += .@choices[.@i] + "- " + .@ordinal$ + " Lottery Chance!:" + .@changepage$ +":Cancel"; @@ -1111,7 +1111,7 @@ aldeba_in,79,161,6 script Kafra#04 4_F_KAFRA3,{ continue; } RESRVPTS -= .@choices[.@chosen * 3]; - if (.@chosen < .@numitemchances) { + if (.@chosen < .@numitemchoices) { // Item mes "[Kafra]"; mes "Here you are."; @@ -1142,7 +1142,7 @@ aldeba_in,79,161,6 script Kafra#04 4_F_KAFRA3,{ aldeba_in,88,161,3 script Kafra#05 4_F_KAFRA3,{ cutin "kafra_03",2; mes "[Kafra]"; - mes "Welcome ^5577FF"+strcharinfo(0)+"^000000. We are currently having a special event for our customers."; + mes "Welcome ^5577FF"+strcharinfo(PC_NAME)+"^000000. We are currently having a special event for our customers."; mes "You can get free gifts by using your ^FF5533special reserve points^000000 in the ^3355FFSpecial Kafra Gift Event^000000!!"; next; mes "[Kafra]"; @@ -1209,13 +1209,8 @@ function script F_Lottery { mes "[Kafra]"; mes "^FF0000Lets see.... This is...!!^000000"; next; - if(@temp < 1) goto sL_Prize1; - if(@temp < 2) goto sL_Prize2; - if(@temp < 3) goto sL_Prize3; - if(@temp <= 4) goto sL_Prize4; - goto sL_Prize5; - - sL_Prize1: + switch (@temp) { + case 0: mes "[Kafra]"; mes "WOW!!!!..... You win!!! 1st Prize~! Congratulations~~ You got the 1st prize~~"; if(@Lotto == 1) getitem Wooden_Mail,1;//Items: Wooden_Mail, @@ -1227,7 +1222,7 @@ function script F_Lottery { } if(@Lotto == 5) getitem Yggdrasilberry,3;//Items: Yggdrasilberry, return; - sL_Prize2: + case 1: mes "[Kafra]"; mes "Oh! WOW! You've won the 2nd prize! Congratulations!!"; if(@Lotto == 1) getitem Shoes,1;//Items: Shoes, @@ -1239,7 +1234,7 @@ function script F_Lottery { getitem Royal_Jelly,10;//Items: Royal_Jelly, } return; - sL_Prize3: + case 2: mes "[Kafra]"; mes "Congratulations! You've won the 3rd prize."; if(@Lotto == 1) getitem Wing_Of_Butterfly,4;//Items: Butterfly_Wing, @@ -1248,7 +1243,8 @@ function script F_Lottery { if(@Lotto == 4) getitem White_Potion,15;//Items: White_Potion, if(@Lotto == 5) getitem White_Potion,30;//Items: White_Potion, return; - sL_Prize4: + case 3: + case 4: mes "[Kafra]"; mes "You've won the 4th prize."; if(@Lotto == 1) getitem Sweet_Potato,100;//Items: Sweet_Potato, @@ -1257,7 +1253,7 @@ function script F_Lottery { if(@Lotto == 4) getitem Blue_Potion,5;//Items: Blue_Potion, if(@Lotto == 5) getitem Blue_Potion,10;//Items: Blue_Potion, return; - sL_Prize5: + default: mes "[Kafra]"; mes "You've won the 5th prize."; if(@Lotto == 1) getitem Sweet_Potato,50;//Items: Sweet_Potato, @@ -1266,18 +1262,20 @@ function script F_Lottery { if(@Lotto == 4) getitem Red_Potion,250;//Items: Red_Potion, if(@Lotto == 5) getitem Red_Potion,300;//Items: Red_Potion, return; + } sF_Spin: - mes "[Lottery Machine]"; - mes "Number of spins remaining: "+@input; - next; - mes "[Lottery Machine]"; - mes "(rumble~rumble~rumble~)..."; - next; - @temp = rand(10); - --@input; - if(@input <= 0) return; - goto sF_Spin; + while (true) { + mes "[Lottery Machine]"; + mes "Number of spins remaining: "+@input; + next; + mes "[Lottery Machine]"; + mes "(rumble~rumble~rumble~)..."; + next; + @temp = rand(10); + --@input; + if(@input <= 0) return; + } } //== Inside Clock Tower ==================================== @@ -1299,7 +1297,7 @@ function script F_ClockTowerGate { mes "You can't go through from "+getarg(0)+" Floor,"; mes "Please go back."; next; - switch(select("About Clock Tower:About the "+getarg(0)+" Floor:Move to the "+getarg(0)+" Floor:End Dialogue")) { + switch(select("About Clock Tower", "About the "+getarg(0)+" Floor", "Move to the "+getarg(0)+" Floor", "End Dialogue")) { case 1: mes "[Gatekeeper Boy]"; mes "Homeland of Alchemy,Aldebaran!"; diff --git a/npc/cities/amatsu.txt b/npc/cities/amatsu.txt index 3939f28f6..fd3e66629 100644 --- a/npc/cities/amatsu.txt +++ b/npc/cities/amatsu.txt @@ -54,7 +54,7 @@ mes "are totally different countries"; mes "than the Rune-Midgard Kingdom?"; next; - switch(select("About Amatsu...:Go to Amatsu:Cancel")) { + switch(select("About Amatsu...", "Go to Amatsu", "Cancel")) { case 1: mes "[Walter Moers]"; mes "I heard that a drifting ship"; @@ -123,7 +123,7 @@ mes "Shall we go now? You didn't forget"; mes "the fare, right? Let's go."; next; - if (select("All Aboard!:Cancel") == 1) { + if (select("All Aboard!", "Cancel") == 1) { if (Zeny > 9999) { mes "[Walter Moers]"; mes "Alright, I will start the engine!"; @@ -161,7 +161,7 @@ amatsu,194,79,5 script Sea Captain#ama2 4_M_SEAMAN,{ mes "Alright, I will take you"; mes "back to Alberta."; next; - if (select("Back to Alberta:Cancel") == 1) { + if (select("Back to Alberta", "Cancel") == 1) { mes "[Walter Moers]"; mes "Let's go then. You must have"; mes "so many things to talk about,"; @@ -278,7 +278,7 @@ amatsu,185,115,3 script Drunken Man#ama 4_M_JPNOJI2,{ mes "...like a man...*Hiccup*..."; mes "I'm going to really...*Hiccup*...not go home this time...Hiccup"; next; - if (select("Stop drinking and go home:Let's drink together") == 1) { + if (select("Stop drinking and go home", "Let's drink together") == 1) { mes "[Kosake]"; mes "What?! Do you want me to get"; mes "hit by my wife's big fist?"; @@ -411,7 +411,7 @@ amatsu,243,202,3 script Drama Teacher#ama 4_F_JPNOBA2,{ mes "Also, this town is the origin of"; mes "legendary play, 'White Dryad.' "; next; - if (Sex) { + if (Sex == SEX_MALE) { mes "[Garakame sensei]"; mes "If you know a girl who is"; mes "talented in acting, please"; @@ -503,7 +503,7 @@ amatsu,274,178,7 script Veterinarian#ama 4_M_JOB_WIZARD,{ mes "There are corpses buried under..."; mes "that tree..."; next; - if (select("How horrible!:You have got to be kidding.") == 1) { + if (select("How horrible!", "You have got to be kidding.") == 1) { mes "[Sakura Seiichi]"; mes "Kuhuhu... They could be..."; mes "By the way, do you want"; @@ -559,7 +559,7 @@ amatsu,262,197,1 script Legendary Tree HIDDEN_NPC,{ mes "Nymph of cherry tree... What would"; mes "be her position in the play?^000000"; next; - if (Sex) { + if (Sex == SEX_MALE) { mes "^3355FFI would like to find"; mes "a person who is talented"; mes "in acting and help her until"; diff --git a/npc/cities/ayothaya.txt b/npc/cities/ayothaya.txt index 618a71413..79e3f8c13 100644 --- a/npc/cities/ayothaya.txt +++ b/npc/cities/ayothaya.txt @@ -47,7 +47,7 @@ mes "a land of exotic mystery,"; mes "my hometown Ayotaya!"; next; - switch(select("About Ayotaya.:Go to Ayotaya.:Cancel.")) { + switch(select("About Ayotaya.", "Go to Ayotaya.", "Cancel.")) { case 1: mes "[Aibakthing]"; mes "We Ayotayans are a pious people who value peace and sincerity. We endeavor to lead simple, yet noble, lives in harmony with nature."; @@ -72,7 +72,7 @@ mes "If you're ready, we can leave"; mes "right now~"; next; - if (select("I'm ready, let's go!:No.") == 1) { + if (select("I'm ready, let's go!", "No.") == 1) { if (Zeny > 9999) { mes "[Aibakthing]"; mes "Hoo! Hah! Hoo! Hah!"; @@ -110,7 +110,7 @@ ayothaya,152,68,1 script Aibakthing#ayo2 4_M_THAIONGBAK,{ mes "Hoo! Hah! Hmm! Hah!"; mes "So, how did you like Ayotaya? Did you get a chance to try Tom Yum Goong? When you're ready, I shall take you back home."; next; - if (select("Go back to Alberta.:Cancel.") == 1) { + if (select("Go back to Alberta.", "Cancel.") == 1) { mes "[Aibakthing]"; mes "You will be welcome to come back whenever you please. I hope that we will see each other again sometime soon. Thank you~"; close2; @@ -167,7 +167,7 @@ ayothaya,171,152,5 script Girl#Lalitha 4_F_THAIAYO,{ mes "You know, like the dresses and jewelry that ladies wear in other countries, whether or not the men are good looking, what kind of songs you have, what kind of girls that guys over there like..."; emotion e_what; next; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "........."; next; mes "[Lalitha]"; @@ -196,7 +196,7 @@ ayothaya,171,152,5 script Girl#Lalitha 4_F_THAIAYO,{ mes "my Black Knight is~"; emotion e_lv; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Don't you mean..."; mes "Knight in shining armor"; mes "riding a white horse?"; @@ -301,7 +301,7 @@ ayothaya,241,264,5 script Young Man#5ayothaya2 4_M_THAIONGBAK,{ mes "You wanna challenge"; mes "me to a match?"; next; - if (select("Sure!:Nah~") == 1) { + if (select("Sure!", "Nah~") == 1) { mes "[Eik]"; mes "Ow ow ow!"; mes "I was just"; diff --git a/npc/cities/comodo.txt b/npc/cities/comodo.txt index 8edabca8a..d60278abd 100644 --- a/npc/cities/comodo.txt +++ b/npc/cities/comodo.txt @@ -317,7 +317,7 @@ cmd_fild07,192,58,4 script Rahasu#cmd 4W_SAILOR,{ mes "Paros Lighthouse, I'll"; mes "be happy to tell you."; next; - if (select("Paros Lighthouse?:Cancel") == 1) { + if (select("Paros Lighthouse?", "Cancel") == 1) { mes "[Rahasu]"; mes "For many years, this"; mes "lighthouse guided many"; @@ -355,7 +355,7 @@ cmd_fild07,52,280,4 script Hallosu#cmd 4W_SAILOR,{ } cmd_fild07,299,83,4 script Zain#cmd 4W_SAILOR,{ - .@n$ = "["+strnpcinfo(1)+"]"; + .@n$ = "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes .@n$; mes "Would you like to"; mes "board a ship on the"; @@ -363,7 +363,7 @@ cmd_fild07,299,83,4 script Zain#cmd 4W_SAILOR,{ mes "can travel on Reudelus"; mes "to Alberta or Izlude."; next; - switch(select("Alberta - 600 Zeny:Izlude - 800 Zeny:Cancel")) { + switch(select("Alberta - 600 Zeny", "Izlude - 800 Zeny", "Cancel")) { case 1: if (Zeny < 600) break; Zeny -= 600; @@ -424,7 +424,7 @@ moc_fild12,35,303,4 script Serutero#cmd 1_M_ORIENT01,{ mes "If you really want to go there,"; mes "I'll permit you to continue, but you must beware of its dangers..."; next; - switch(select("I'm going there!:Sandaruman Fortress?:Cancel")) { + switch(select("I'm going there!", "Sandaruman Fortress?", "Cancel")) { case 1: mes "[Serutero]"; mes "So you're really going"; diff --git a/npc/cities/einbech.txt b/npc/cities/einbech.txt index 1a26d4342..33ba55ee0 100644 --- a/npc/cities/einbech.txt +++ b/npc/cities/einbech.txt @@ -46,7 +46,7 @@ einbech,172,113,4 script Nemuk#ein 4_M_EINMAN,{ mes "What do you think "; mes "of Einbech?"; next; - switch(select("It's fine.:It looks tough to live here.")) { + switch(select("It's fine.", "It looks tough to live here.")) { case 1: mes "[Nemuk]"; mes "Huh...?"; @@ -218,7 +218,7 @@ einbech,39,215,5 script Train Station Staff#ein3 4_M_EIN_SOLDIER,{ mes "200 zeny. Would"; mes "you like to ride?"; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: if (Zeny > 199) { mes "[Staff]"; @@ -469,7 +469,7 @@ ein_in01,277,95,7 script Ryan Danger#air#einbech 4_M_EINMAN,{ mes "clothes? I'll buy you whatever"; mes "you want, it's on me! C'mon~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "N-no...!"; mes "I-I-I-I..."; mes "^666666(This is the"; @@ -489,7 +489,7 @@ ein_in01,277,95,7 script Ryan Danger#air#einbech 4_M_EINMAN,{ mes "Or am I?"; mes "Bwahahahaha!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(Th-this guy"; mes "must be drunk out"; mes "of his freakin' mind!)"; @@ -520,7 +520,7 @@ einbech,46,107,6 script Shena#ein::EinMonsters 4_F_EINOLD,{ mes "but I'm surprised that elder"; mes "people would know so much~"; next; - switch(select("What are you guys talking about?:Pass on by")) { + switch(select("What are you guys talking about?", "Pass on by")) { case 1: mes "[Shena]"; mes "Oh? Well, well!"; @@ -528,7 +528,7 @@ einbech,46,107,6 script Shena#ein::EinMonsters 4_F_EINOLD,{ mes "adorable little girl?"; mes "Hello, dearie~"; next; - if (Sex) { + if (Sex == SEX_MALE) { select("Excuse me, but I'm actually a guy."); mes "[Shena]"; mes "Oh, oh are you now?"; @@ -554,7 +554,7 @@ einbech,46,107,6 script Shena#ein::EinMonsters 4_F_EINOLD,{ mes "about the monsters around"; mes "here, young lady?"; next; - if (Sex) { + if (Sex == SEX_MALE) { select("I told you, I'm a dude...!"); mes "[Shena]"; mes "Hmm. ''Dude.'' I think"; @@ -572,7 +572,7 @@ einbech,46,107,6 script Shena#ein::EinMonsters 4_F_EINOLD,{ next; } while(1) { - switch(select("Metalling:Mineral:Pit Man:Old Stove:Quit")) { + switch(select("Metalling", "Mineral", "Pit Man", "Old Stove", "Quit")) { case 1: mes "[Shena]"; mes "Well, the Metallings"; @@ -676,7 +676,7 @@ einbech,46,107,6 script Shena#ein::EinMonsters 4_F_EINOLD,{ mes "It's just an evil,"; mes "man-eating stove."; next; - switch(select("...That's it?:H-horrifying!")) { + switch(select("...That's it?", "H-horrifying!")) { case 1: mes "[Shena]"; mes "Now, you know the importance"; @@ -773,14 +773,14 @@ einbech,148,242,5 script Jung#ein 4_M_EINMAN,{ mes "the monsters in that place so"; mes "that you'll be better prepared."; next; - switch(select("Sure, why not?:No, thanks.")) { + switch(select("Sure, why not?", "No, thanks.")) { case 1: mes "[Jung]"; mes "Let's see. Ah, the monsters that are unique to the Mine Dungeon"; mes "are Noxious, Venomous, Pollcellio and Obsidian. Which one do you"; mes "want to know more about?"; next; - switch(select("Noxious and Venomous:Pollcellio:Obsidian")) { + switch(select("Noxious and Venomous", "Pollcellio", "Obsidian")) { case 1: mes "[Jung]"; mes "You know, no one seems"; @@ -905,7 +905,7 @@ einbech,148,246,5 script Franz#ein 4_M_REPAIR,{ mes "the Mine Dungeon or the fields"; mes "around here? Let's chat for a bit and maybe you'll learn something."; next; - switch(select("Okay, fine.:No, thanks.")) { + switch(select("Okay, fine.", "No, thanks.")) { case 1: mes "[Franz]"; mes "Ooh, have you heard"; @@ -915,7 +915,7 @@ einbech,148,246,5 script Franz#ein 4_M_REPAIR,{ mes "Which would you like to"; mes "know more about?"; next; - switch(select("Creature of Mine Dungeon:Town Incident")) { + switch(select("Creature of Mine Dungeon", "Town Incident")) { case 1: mes "[Franz]"; mes "The creature I'm talking about is Ungoliant, which also called the Master of the Caves around here."; diff --git a/npc/cities/einbroch.txt b/npc/cities/einbroch.txt index 8fd4c3119..c16dbfeff 100644 --- a/npc/cities/einbroch.txt +++ b/npc/cities/einbroch.txt @@ -58,7 +58,7 @@ einbroch,175,196,5 script Morei#ein 4_M_EINMAN2,{ mes "Would you like to go"; mes "back to ground level?"; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Morei]"; mes "I see."; @@ -120,7 +120,7 @@ function script EinTower { mes "Einbroch Tower admission"; mes "and an Apple to snack on."; next; - switch(select("Tower Admission Only:Apple Combo Set:Cancel")) { + switch(select("Tower Admission Only", "Apple Combo Set", "Cancel")) { case 1: if (Zeny < 10) { mes "[" + getarg(0) + "]"; @@ -203,7 +203,7 @@ einbroch,232,272,3 script Train Station Staff#ein1::EinbrochTrain 4_M_EIN_SOLDIE mes "to Einbech line is 200 zeny."; mes "Would you like to buy a ticket?"; next; - switch(select("Yes.:No.:About the Environment...")) { + switch(select("Yes.", "No.", "About the Environment...")) { case 1: if (Zeny > 199) { mes "[Staff]"; @@ -326,7 +326,7 @@ einbroch,40,116,1 script Airship Engineer#ein-1 4_M_EINMAN,{ mes "her tune-up and now she's"; mes "sleeping! J-just step away!"; next; - switch(select("Who's Burielle?:Sorry about That.")) { + switch(select("Who's Burielle?", "Sorry about That.")) { case 1: mes "[Airship Engineer]"; mes "Burielle is the prettiest"; @@ -336,9 +336,9 @@ einbroch,40,116,1 script Airship Engineer#ein-1 4_M_EINMAN,{ mes "with my healing hands, she'll"; mes "conquer the skies again!"; next; - switch(select("Ah~:Uh huh...")) { + switch(select("Ah~", "Uh huh...")) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah~"; mes "I see, so you're"; mes "working on restoring"; @@ -352,7 +352,7 @@ einbroch,40,116,1 script Airship Engineer#ein-1 4_M_EINMAN,{ mes "fixing up Burielle..."; close; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Uh huh..."; mes "Right. For a second"; mes "there, I thought you were"; @@ -360,7 +360,7 @@ einbroch,40,116,1 script Airship Engineer#ein-1 4_M_EINMAN,{ mes "then I also assumed that you"; mes "weren't, you know, a nutcase."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh, did you say,"; mes "''prettiest model?''"; mes "All Airships look the"; @@ -825,7 +825,7 @@ ein_in01,206,224,3 script Hotel Employee#ein 4_M_EINMAN,{ next; } else { - switch(select("Save:Take Rest - 5,000 zeny:Cancel")) { + switch(select("Save", "Take Rest - 5,000 zeny", "Cancel")) { case 1: mes "[Hotel Employee]"; mes "Your Respawn Point"; diff --git a/npc/cities/geffen.txt b/npc/cities/geffen.txt index 6c8ecd1be..7f299dfa2 100644 --- a/npc/cities/geffen.txt +++ b/npc/cities/geffen.txt @@ -147,7 +147,7 @@ geffen,111,48,0 script Stacey 4W_F_01,{ mes "Is that an Orc Helm you're wearing?! That's so cool! Wow..."; next; mes "[Stacey]"; - if (Sex) { + if (Sex == SEX_MALE) { mes "You look so..."; mes "Rugged and manly~"; } @@ -168,7 +168,7 @@ geffen,111,48,0 script Stacey 4W_F_01,{ mes "of Orc Hero!"; next; mes "[Stacey]"; - if (Sex) { + if (Sex == SEX_MALE) { mes "It's..."; mes "It's like you're surrounded by this incredibly masculine aura! Oooh~! You must be irresistable to all the girls!"; next; @@ -242,7 +242,7 @@ OnTouch: mes "You wanna get your hands on some great stuff? Come on over!^000000"; next; mes "[Suspicious Guy]"; - if (Sex) + if (Sex == SEX_MALE) mes "Hey there tough guy. You look smart enough to recognize a bargain when it's right in front of your eyes."; else mes "Well, well, well. Aren't you a pretty girl. Today just happens to be your lucky day!"; @@ -250,7 +250,7 @@ OnTouch: mes "[Suspicious Guy]"; mes "So just tell me what you want, and I'll cut you a deal from amongst my valuable, yet affordable, wares."; next; - switch(select("Gimme some potion so I can recover HP.:Um, you got a Knife?:Don't you have a good Manteau?:Don't you have something besides this?")) { + switch(select("Gimme some potion so I can recover HP.", "Um, you got a Knife?", "Don't you have a good Manteau?", "Don't you have something besides this?")) { case 1: mes "[Suspicious Guy]"; mes "Ah, you into Potions, eh?"; @@ -277,7 +277,7 @@ OnTouch: input .@input; if (.@input == 0) { mes "[Suspicious Guy]"; - if (Sex) + if (Sex == SEX_MALE) mes "Ah duuuuuude~ You're breakin' my heart! I mean, at these prices, I'm practically performing charity!"; else mes "W-waaaait! You didn't let me tell you the part about how Red Potions help you lose and gain weight in all the right places! Waaaaait!"; @@ -309,7 +309,7 @@ OnTouch: break; case 2: mes "[Suspicious Guy]"; - if (Sex) { + if (Sex == SEX_MALE) { mes "What would a strong guy like you want a knife for? Those will just break under the force of your incredibly powerful swings!"; next; mes "[Suspicious Guy]"; @@ -374,7 +374,7 @@ OnTouch: break; case 3: mes "[Suspicious Guy]"; - if (Sex) + if (Sex == SEX_MALE) mes "A Manteau? That's old news! You know what's the latest in protective armors?"; else mes "Now why would such a beautiful woman wear something out of style? You know what would make you look even better?"; @@ -460,7 +460,7 @@ geffen_in,22,125,1 script Crumpler 1_M_HOF,{ mes "[Crumpler]"; mes "Everyone knows Wizards are all intelligence and no strength! Come on, smart man! Show me how tough you are!"; next; - switch(select("Meteor Storm!:Lord of Vermilion!:Show Mercy.")) { + switch(select("Meteor Storm!", "Lord of Vermilion!", "Show Mercy.")) { case 1: mes "[Crumpler]"; mes "Huh?"; @@ -497,7 +497,7 @@ geffen_in,22,125,1 script Crumpler 1_M_HOF,{ mes "IT BUUUURNS!"; close; case 3: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No..."; mes "I can only use"; mes "my powers for good."; @@ -545,7 +545,7 @@ geffen_in,59,61,1 script Skyler 1_M_PUBMASTER,{ mes "You're not looking"; mes "for Eric, are you?"; next; - if (select("Eric? Who's that?:Yes. Yes, I am.") == 1) { + if (select("Eric? Who's that?", "Yes. Yes, I am.") == 1) { mes "[Skyler]"; mes "Oh, I see. He's just some guy in the room to the left of me. He's always working on some sort of project."; next; @@ -578,7 +578,7 @@ geffen_in,27,134,5 script Waitress#elen 4_F_02,{ mes "What can"; mes "I do for you?"; next; - if (select("May I have a drink?:Is there any interesting gossip?") == 1) { + if (select("May I have a drink?", "Is there any interesting gossip?") == 1) { mes "[Elenore]"; mes "Well..."; mes "If you're looking for alcohol, King Tristram III outlawed it a while ago. Now I hear they only serve it in certain places."; @@ -628,10 +628,10 @@ geffen_in,27,134,5 script Waitress#elen 4_F_02,{ mes "I hear there's this person somewhere in Rune-Midgard..."; next; mes "[Elenore]"; - if (Sex) - mes "Tell me, have you ever heard of "+strcharinfo(0)+"? He's supposed to be the suavest hero around!"; + if (Sex == SEX_MALE) + mes "Tell me, have you ever heard of "+strcharinfo(PC_NAME)+"? He's supposed to be the suavest hero around!"; else - mes "Have you ever heard of "+strcharinfo(0)+"? People say she's one of the prettiest girls in all of Rune-Midgard!"; + mes "Have you ever heard of "+strcharinfo(PC_NAME)+"? People say she's one of the prettiest girls in all of Rune-Midgard!"; break; case 4: switch(rand(1,2)) { @@ -667,8 +667,8 @@ geffen_in,27,134,5 script Waitress#elen 4_F_02,{ mes "[William's Spirit]"; mes "^990000Hey you sex crazed bastard!! Stop looking at my daughter like that before I rip out your eyes, and eat them with pasta!^000000"; next; - mes "["+strcharinfo(0)+"]"; - if (Sex) { + mes "["+strcharinfo(PC_NAME)+"]"; + if (Sex == SEX_MALE) { mes "Huh...?"; mes "C-come again?"; next; @@ -676,7 +676,7 @@ geffen_in,27,134,5 script Waitress#elen 4_F_02,{ mes "Huh...?"; mes "Oh, Dad must have possessed me again. It happens to me and my sister all the time."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No kidding?"; mes "Huh. Total bummer."; next; @@ -709,7 +709,7 @@ geffen_in,70,67,3 script Waitress#elise 4_F_01,{ mes "Can I help you"; mes "with anything?"; next; - if (select("May I ask for a drink?:Is there any interesting gossip lately?") == 1) { + if (select("May I ask for a drink?", "Is there any interesting gossip lately?") == 1) { mes "[Elisa]"; mes "A..."; mes "Drink?"; @@ -783,8 +783,8 @@ geffen_in,70,67,3 script Waitress#elise 4_F_01,{ mes "[William's Spirit]"; mes "^990000Stay away from my daughter, or I'll beat your brains out, punk! Elisa's gonna marry a doctor! Or a lawyer!^000000"; next; - mes "["+strcharinfo(0)+"]"; - if (Sex) { + mes "["+strcharinfo(PC_NAME)+"]"; + if (Sex == SEX_MALE) { mes "Y-y-y-yes, sir!"; next; mes "^3355FFThat was scary...!"; @@ -833,7 +833,7 @@ geffen_in,79,76,2 script Merchant Daven 2_M_PHARMACIST,{ mes "But now there are Mages and Wizards, and a flourishing"; mes "economy in this town!"; next; - switch(select("Mages...?:Economy?:Who are you?")) { + switch(select("Mages...?", "Economy?", "Who are you?")) { case 1: if (BaseJob == Job_Mage) { mes "[Merchant Daven]"; @@ -898,7 +898,7 @@ geffen_in,114,73,5 script Hadenheim 4_M_SEAMAN,{ mes "[Hans Hadenheim]"; mes "This Geffen sure is strange. But it was worth it to travel here all the way from the Schubaltzwald Republic."; next; - if (select("Schubaltzwald Republic?:So, why are you traveling?") == 1) { + if (select("Schubaltzwald Republic?", "So, why are you traveling?") == 1) { mes "[Hans Hadenheim]"; mes "You..."; mes "Don't know the"; @@ -943,7 +943,7 @@ geffen_in,39,127,2 script Psychic Advisor 4_M_BIBI,{ mes "Don't tell me! You've come to have your fortune told, yes? I know,"; mes "I know... I can see the future! So what kind of fortune do you want?"; next; - switch(select("Life!:Love!:Money!:Grades!:Future!:Fashion!")) { + switch(select("Life!", "Love!", "Money!", "Grades!", "Future!", "Fashion!")) { case 1: mes "[Psychic Advisor]"; switch(rand(1,5)) { @@ -1055,14 +1055,14 @@ geffen_in,39,127,2 script Psychic Advisor 4_M_BIBI,{ break; case 3: mes "Um..."; - if (Sex) + if (Sex == SEX_MALE) mes "The girl that you"; else mes "The boy that you"; mes "are currently seeing"; mes "is perfect for you!"; next; - switch(select("How did you know?:You're so wrong!:I'm single!")) { + switch(select("How did you know?", "You're so wrong!", "I'm single!")) { case 1: mes "[Psychic Advisor]"; mes "Well..."; @@ -1073,7 +1073,7 @@ geffen_in,39,127,2 script Psychic Advisor 4_M_BIBI,{ mes "You didn't let me finish my sentence. What I meant to say was..."; next; mes "[Psychic Advisor]"; - if (Sex) + if (Sex == SEX_MALE) mes "The girl that you"; else mes "The boy that you"; @@ -1092,7 +1092,7 @@ geffen_in,39,127,2 script Psychic Advisor 4_M_BIBI,{ mes "Sometimes, I get the future and the present mixed up. You know, since I'm always looking into the future...?"; next; mes "[Psychic Advisor]"; - if (Sex) { + if (Sex == SEX_MALE) { mes "What I meant to say was"; mes "^3355FFyou and the perfect woman will soon fall in love^000000. Yes, that's what I meant!"; } @@ -1358,7 +1358,7 @@ geffen_in,109,72,2 script Monster Scholar 4_F_01,{ mes "[Estheres]"; mes "Hello, I'm the resident expert of Monsterology here in Geffen. Is there anything in particular that you're curious about?"; next; - switch(select("Monsters in the Area.:Recent Monster News.:Era of Monsters:Jellopy Theory.")) { + switch(select("Monsters in the Area.", "Recent Monster News.", "Era of Monsters", "Jellopy Theory.")) { case 1: mes "[Estheres]"; mes "Well, as you may already know, since Wizards and Mages train in Geffen, monsters tend to stay away from the city. So tired adventurers are welcome to rest here."; diff --git a/npc/cities/gonryun.txt b/npc/cities/gonryun.txt index 81aebace9..a6d43deaa 100644 --- a/npc/cities/gonryun.txt +++ b/npc/cities/gonryun.txt @@ -49,7 +49,7 @@ mes "such distinguished quests from"; mes "the Rune-Midgard kingdom."; next; - switch(select("About Kunlun:Visit Kunlun:Cancel")) { + switch(select("About Kunlun", "Visit Kunlun", "Cancel")) { case 1: mes "[Wa Bai Hu]"; mes "Kunlun is a beautiful place,"; @@ -120,7 +120,7 @@ mes "[Wa Bai Hu]"; mes "Would you like to board?"; next; - if (select("To Kunlun~!:No.") == 1) { + if (select("To Kunlun~!", "No.") == 1) { if (Zeny > 9999) { mes "[Wa Bai Hu]"; mes "Thank you, let me guide you there immediately."; @@ -159,7 +159,7 @@ gon_fild01,255,79,7 script Kunlun Envoy#gon2 4_M_TWMIDMAN,{ mes "I guess it's the time for you to"; mes "go home. The ship to Rune-Midgard is ready to depart at any time."; next; - if (select("Go back to Alberta:Cancel") == 1) { + if (select("Go back to Alberta", "Cancel") == 1) { mes "[Wa Bai Hu]"; mes "Please come again."; mes "I hope you will let your friends"; @@ -195,7 +195,7 @@ gonryun,153,64,7 script Kunlun Envoy#gon4 4_M_TWMIDMAN,{ mes "be more than happy to guide you"; mes "to the ship to Alberta."; next; - if (select("Go back to the harbor:Cancel") == 1) { + if (select("Go back to the harbor", "Cancel") == 1) { mes "[Zhang Quing Long]"; mes "I hope you enjoyed your trip."; mes "Now, let me guide you back"; diff --git a/npc/cities/hugel.txt b/npc/cities/hugel.txt index b82e51863..6a02a4901 100644 --- a/npc/cities/hugel.txt +++ b/npc/cities/hugel.txt @@ -157,7 +157,7 @@ hu_in01,23,311,4 script Party Supplies Shop 4_M_HUMAN_01,{ mes "We can provide you with 5 of them"; mes "at 500 zeny."; next; - switch (select("Buy:Cancel")) { + switch (select("Buy", "Cancel")) { case 1: if (Zeny < 500) { mes "[Shopkeeper]"; diff --git a/npc/cities/izlude.txt b/npc/cities/izlude.txt index 777edaec1..7ee10f320 100644 --- a/npc/cities/izlude.txt +++ b/npc/cities/izlude.txt @@ -50,7 +50,7 @@ mes "on a fascinating Ship!"; mes "Hurry, hurry!"; next; - switch(select("Byalan Island -> 150 Zeny.:Alberta Marina -> 500 Zeny.:Cancel.")) { + switch(select("Byalan Island -> 150 Zeny.", "Alberta Marina -> 500 Zeny.", "Cancel.")) { case 1: if (Zeny < 150) { mes "[Sailor]"; @@ -194,10 +194,10 @@ mes "Well, of course, they are all very cute, but Ghostring is an EXCEPTION. It is very very dangerous."; next; mes "[Dega]"; - mes "If you are lucky enough, you might even bump into Angelring, the Poring with Angel wings."; + mes "If you are lucky enough, you might even bump into Angeling, the Poring with Angel wings."; next; while(1) { - switch(select("Ghostring?:Angelring?:End Conversation.")) { + switch(select("Ghostring?", "Angeling?", "End Conversation.")) { case 1: mes "[Dega]"; mes "Ghostring is a grayish Poring that floats around in the air like a ghost. Just like other ghosts, physical attacks can't do any damage to it."; @@ -214,7 +214,7 @@ break; case 2: mes "[Dega]"; - mes "Angelrings are immune to Magic attacks. If people who can only attack with Magic face an Angelring, then it's time for"; + mes "Angelings are immune to Magic attacks. If people who can only attack with Magic face an Angeling, then it's time for"; mes "them to run."; next; mes "[Dega]"; @@ -300,7 +300,7 @@ mes "[Red]"; mes "Which one do you think is better? The critical damage skill, ^FF2400Bash^000000, or the Splash damage skill, ^EE0000Magnum Break^000000?"; next; - if (select("Bash:Magnum Break") == 1) { + if (select("Bash", "Magnum Break") == 1) { if (BaseClass == Job_Swordman) { mes "[Red]"; mes "Hahahaha!!! I knew you'd see things my way!! You ARE a great guy!! Undoubtedly, only ^FF2400Bash^000000 suits a Swordman. Please tell that to this BONEHEAD over here~ Hahaha!"; @@ -373,7 +373,7 @@ mes "[Red]"; mes "Which one do you think is better? The critical damage skill, ^FF2400Bash^000000, or the Splash damage skill, ^EE0000Magnum Break^000000?"; next; - if (select("Bash:Magnum Break") == 1) { + if (select("Bash", "Magnum Break") == 1) { if (BaseClass == Job_Swordman) { mes "[Red]"; mes "Hahahaha!!! I knew you'd see things my way!! You ARE a great guy!! Without a doubt, only ^FF2400Bash^000000 suits a Swordman. Please tell that to FUNBOY over here!! Hahaha."; @@ -415,11 +415,11 @@ mes "Huh? Why am I so happy?"; mes "You wanna know?"; next; - if (select("Sure, why?:Not really, I don't care.") == 1) { + if (select("Sure, why?", "Not really, I don't care.") == 1) { mes "[Soldier]"; mes "Ah~~ There's not much for us to do these days. You see, Merchants buy items dropped by monsters. But you knew that, right? "; next; - if (select("Of course:Eh? Really?") == 1) { + if (select("Of course", "Eh? Really?") == 1) { mes "[Soldier]"; mes "HaHa~ In fact, that was actually part of our job. But there were more and more hunters who came to us in order to get paid and it became too much to handle."; next; @@ -492,7 +492,7 @@ izlude_in,125,164,2 script Aaron#izlude 1_M_YOUNGKNIGHT,{ mes "Hm..."; mes "Are you bored by all this talk? Or do you want me to go on?"; next; - if (select("Tell me more please.:End conversation.") == 1) { + if (select("Tell me more please.", "End conversation.") == 1) { mes "[Aaron]"; mes "Hmm..."; mes "In that case, I'll explain about the other attributes to you briefly. In order to attack and evade quickly, you've gotta pay attention to AGI. "; @@ -513,7 +513,7 @@ izlu2dun,108,27,0 script Sailor#2izlude 4W_SAILOR,{ mes "Wanna"; mes "head back?"; next; - if (select("Yeah, I'm tired to death.:Nope, I love this place!") == 1) { + if (select("Yeah, I'm tired to death.", "Nope, I love this place!") == 1) { if (RENEWAL) warp "izlude",197,210; else diff --git a/npc/cities/jawaii.txt b/npc/cities/jawaii.txt index 0c29442c6..b48b960d2 100644 --- a/npc/cities/jawaii.txt +++ b/npc/cities/jawaii.txt @@ -54,7 +54,7 @@ jawaii,239,112,7 script Mariner#toizu 4W_SAILOR,{ mes "Would you like"; mes "to go back to Izlude?"; next; - if (select("Go back.:Cancel.") == 1) { + if (select("Go back.", "Cancel.") == 1) { mes "[Mariner]"; mes "Now, let me"; mes "guide you to"; @@ -89,7 +89,7 @@ jawaii,122,263,5 script Mariner#toalbe 4W_SAILOR,{ mes "ready to go back"; mes "to Alberta?"; next; - if (select("Go back.:Cancel.") == 1) { + if (select("Go back.", "Cancel.") == 1) { mes "[Mariner]"; mes "Now, let me"; mes "take you back"; @@ -115,7 +115,7 @@ jawaii,188,218,7 script Tavern Lady#Jawaii 1_F_PUBGIRL,{ mes "You're not going"; mes "to the tavern, are you?"; next; - if (select("No, I am not.:Hell yeah~") == 1) { + if (select("No, I am not.", "Hell yeah~") == 1) { mes "[Lady]"; mes "Whew~!"; mes "Thank goodness!"; @@ -239,7 +239,7 @@ jawaii,141,200,3 script Employee#sroom 4_M_NFMAN,{ mes "[Alowa]"; mes "^333333Beat me to death...^000000"; next; - if (select("Use.:Cancel.") == 1) { + if (select("Use.", "Cancel.") == 1) { mes "[Alowa]"; if (Zeny > 999) { mes "T-Thank you ssso much!"; @@ -286,7 +286,7 @@ jawaii,108,199,5 script Employee#antroom 1_F_MERCHANT_02,{ mes "Do not hesitate to let me know when you've decided on the Antique Room. Once you've made your choice,"; mes "I will guide you there."; next; - if (select("Use.:Cancel.") == 1) { + if (select("Use.", "Cancel.") == 1) { mes "[Pine Oran]"; if (Zeny > 999) { mes "Thank you"; @@ -321,7 +321,7 @@ jawaii,107,189,5 script Employee#horoom 4_F_04,{ mes "[Sharkie Rania]"; mes "So you wanna go?"; next; - if (select("Use.:Cancel.") == 1) { + if (select("Use.", "Cancel.") == 1) { mes "[Sharkie Rania]"; if (Zeny > 999) { mes "Eh, alright."; @@ -364,7 +364,7 @@ jawaii,112,173,7 script Employee#villroom 4_F_04,{ mes "right now, if you wish. Would you"; mes "like to stay?"; next; - if (select("Use.:Cancel.") == 1) { + if (select("Use.", "Cancel.") == 1) { mes "[Larks Rania]"; if (Zeny > 999) { mes "Thank you~"; @@ -412,7 +412,7 @@ jawaii,214,168,5 script Honeymoon Helper#Jawaii 1_F_LIBRARYGIRL,{ mes "It will instantly bring you to the wedding hall with magic power!"; mes "And it only costs 50,000 zeny..."; next; - if (select("I shall buy it.:No, thanks.") == 1) { + if (select("I shall buy it.", "No, thanks.") == 1) { mes "[Helper]"; if (Zeny > 49999) { Zeny -= 50000; @@ -502,7 +502,7 @@ jawaii_in,25,98,0 script Employee#jaw3 4_F_07,{ mes "Oh~"; mes "Look at you..."; mes "You look perfect"; - if (Sex) + if (Sex == SEX_MALE) mes "for your wife~"; else mes "with your husband~"; @@ -516,7 +516,7 @@ jawaii_in,25,98,0 script Employee#jaw3 4_F_07,{ mes "Hmm...?"; mes "You don't look like"; mes "you're married, are you?"; - if (Sex) { + if (Sex == SEX_MALE) { next; mes "[Employee Buffy]"; mes "I'm pretty good"; @@ -728,14 +728,14 @@ jawaii_in,15,104,0 script Waitress#jawaii 1_F_PUBGIRL,{ mes "how can I help you?"; emotion e_kis; next; - switch(select("Give me food.:Bring me drink.:Where's the bar?")) { + switch(select("Give me food.", "Bring me drink.", "Where's the bar?")) { case 1: mes "[Waitress]"; mes "You can have"; mes "1 Meat for 1,000 zeny."; mes "Would you like one?"; next; - if (select("Yes.:Wha--! It's too expensive!") == 1) { + if (select("Yes.", "Wha--! It's too expensive!") == 1) { mes "[Waitress]"; if (Zeny > 999) { Zeny -= 1000; @@ -761,7 +761,7 @@ jawaii_in,15,104,0 script Waitress#jawaii 1_F_PUBGIRL,{ mes "at 1,000 zeny."; mes "Would you like one?"; next; - if (select("Yes.:Wha--! It's too expensive!") == 1) { + if (select("Yes.", "Wha--! It's too expensive!") == 1) { mes "[Waitress]"; if (Zeny > 999) { Zeny -= 1000; @@ -799,7 +799,7 @@ jawaii_in,15,104,0 script Waitress#jawaii 1_F_PUBGIRL,{ mes "Just have your drink"; mes "and then leave!"; next; - if (select("I'm a member of Single Army!!:...I just wanted to congratulate them...") == 1) { + if (select("I'm a member of Single Army!!", "...I just wanted to congratulate them...") == 1) { mes "[Employee]"; mes "Yeah, right."; mes "Knock it off already."; @@ -849,7 +849,7 @@ jawaii_in,28,124,0 script Bartender#jaw 1_ETC_01,{ } mes "....Hmm..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey...!"; mes "Bartender..."; mes "Gimmie one more."; @@ -859,14 +859,14 @@ jawaii_in,28,124,0 script Bartender#jaw 1_ETC_01,{ mes "It's on me."; mes "Have a drink."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Thank you."; close2; - percentheal -100,0; + unitkill getcharid(CHAR_ID_ACCOUNT); end; } while (1) { - switch(select("Follow Bartender's Recommendation.:I want a Gunslinger.:I want a Cobo.:I want a Bomb.:I want a Boogieman.")) { + switch(select("Follow Bartender's Recommendation.", "I want a Gunslinger.", "I want a Cobo.", "I want a Bomb.", "I want a Boogieman.")) { case 1: .@roof_jaw += 3; if (.@roof_jaw > 9) { @@ -876,7 +876,7 @@ jawaii_in,28,124,0 script Bartender#jaw 1_ETC_01,{ mes "had enough to drink."; mes "Are you sure you'll be okay?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Bartender,"; mes "I'm so depressed"; mes "because of..."; @@ -889,11 +889,11 @@ jawaii_in,28,124,0 script Bartender#jaw 1_ETC_01,{ mes "a ^0000FF'Special J&Z'^000000 for you."; mes "And this is on me."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Thank you..."; mes "So much..."; close2; - percentheal -100,0; + unitkill getcharid(CHAR_ID_ACCOUNT); end; } if (Zeny > 99) Zeny -= 100; @@ -921,7 +921,7 @@ jawaii_in,28,124,0 script Bartender#jaw 1_ETC_01,{ mes "throat is burning."; next; mes "^3355FFYou gulped it down.^000000"; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); percentheal -20,0; next; break; @@ -943,7 +943,7 @@ jawaii_in,28,124,0 script Bartender#jaw 1_ETC_01,{ mes "^3355FFYou drank it sip by sip,"; mes "savoring its rich,"; mes "robust flavor.^000000"; - specialeffect2 EF_FIREIVY; + specialeffect(EF_FIREIVY, AREA, playerattached()); percentheal -20,0; next; break; @@ -967,7 +967,7 @@ jawaii_in,28,124,0 script Bartender#jaw 1_ETC_01,{ mes "Lick the sugar before taking a sip. That will make it taste a little sweeter and will soften the taste."; next; mes "^3355FFYou carefully took a sip.^000000"; - specialeffect2 EF_DECAGILITY; + specialeffect(EF_DECAGILITY, AREA, playerattached()); percentheal -20,0; next; break; @@ -993,7 +993,7 @@ jawaii_in,28,124,0 script Bartender#jaw 1_ETC_01,{ next; mes "^3355FFYou gulp the delicious"; mes "Margarita down in one sip.^000000"; - specialeffect2 EF_MAGNUMBREAK; + specialeffect(EF_MAGNUMBREAK, AREA, playerattached()); percentheal -20,0; next; } @@ -1010,12 +1010,12 @@ jawaii_in,28,124,0 script Bartender#jaw 1_ETC_01,{ mes "^3355FFYou slowly drank some"; mes "of your Gunslinger drink.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yeeehaw~!"; mes "I'm a cowboy hero!"; mes "Bang Bang Bang!"; next; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); percentheal -10,0; next; break; @@ -1036,10 +1036,10 @@ jawaii_in,28,124,0 script Bartender#jaw 1_ETC_01,{ mes "with a luxurious, sweet and"; mes "sour flavor.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Aaaaaahhhhhh~!"; mes "This drink is really good!"; - specialeffect2 EF_SANCTUARY; + specialeffect(EF_SANCTUARY, AREA, playerattached()); percentheal -10,0; next; break; @@ -1059,7 +1059,7 @@ jawaii_in,28,124,0 script Bartender#jaw 1_ETC_01,{ mes "gulped it down.^000000"; next; mes "^3355FFYou feel pretty hammered.^000000"; - specialeffect2 EF_BLASTMINEBOMB; + specialeffect(EF_BLASTMINEBOMB, AREA, playerattached()); percentheal -10,0; next; break; @@ -1081,13 +1081,13 @@ jawaii_in,28,124,0 script Bartender#jaw 1_ETC_01,{ mes "^3355FFYou took a sip of it and sighed.^000000"; next; mes "^3355FFAnd promised yourself that you would never drink it ever again.^000000"; - specialeffect2 EF_HIT6; + specialeffect(EF_HIT6, AREA, playerattached()); percentheal -10,0; next; break; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Master..."; mes "One more please..."; next; @@ -1099,11 +1099,11 @@ S_KillChar: mes "[Bartender]"; mes "It's on me."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Thank you..."; mes "Mr. Bartender..."; close2; - percentheal -100,0; + unitkill getcharid(CHAR_ID_ACCOUNT); end; } if (Zeny > 99) Zeny -= 100; @@ -1148,14 +1148,15 @@ jawaii_in,43,115,0 script Customer#jaw_1 4W_M_01,{ next; mes "^3355FFHe ordered a JJ special for me.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Damn...!"; mes "Damn! I will be"; mes "the one who laughs last!"; next; mes "^3355FFYou drank to your fill.^000000"; - close; - percentheal -100,0; + close2; + unitkill getcharid(CHAR_ID_ACCOUNT); + end; } mes "[Buchi]"; mes "You look happy..."; @@ -1175,7 +1176,7 @@ jawaii_in,41,106,3 script Customer#Cage 4W_M_02,{ mes "After all, everyone knows marriage is a sham for desperate, lonely people!"; next; mes "[Cage]"; - if (Sex) { + if (Sex == SEX_MALE) { mes "I don't trust anybody!"; mes "You're a fool for chaining"; mes "yourself to some gorgeous"; @@ -1261,7 +1262,7 @@ prt_in,173,13,4 script Customer#SoloHan 4_M_04,{ mes "with some real liquor."; while (1) { next; - if (select("...One more drink.:...What kind of place is it?") == 1) { + if (select("...One more drink.", "...What kind of place is it?") == 1) { mes "[SoloHan]"; mes "Yeah~!"; mes "That's the spirit!"; @@ -1270,7 +1271,7 @@ prt_in,173,13,4 script Customer#SoloHan 4_M_04,{ next; mes "[Bachewcca]"; mes "^666666*Grunt!*^000000"; - specialeffect EF_TALK_SCREAM,AREA,"Customer#Bachewcca"; + specialeffect(EF_TALK_SCREAM, AREA, getnpcid(0, "Customer#Bachewcca")); next; mes "[SoloHan]"; mes "To..."; @@ -1290,7 +1291,7 @@ prt_in,173,13,4 script Customer#SoloHan 4_M_04,{ mes "[SoloHan]"; mes "I guess now's the perfect time to have you sign this! Don't worry, I'll send you straight to paradise!"; next; - if (select("Sign:Refuse to Sign") == 1) { + if (select("Sign", "Refuse to Sign") == 1) { mes "[SoloHan]"; mes "Alright!"; mes "Take care!"; @@ -1314,7 +1315,7 @@ prt_in,173,13,4 script Customer#SoloHan 4_M_04,{ mes "So you feel like having some"; mes "real fun? Okay, then just sign over here. Count on me, I'll send you to paradise."; next; - if (select("Sign:Refuse to Sign") == 1) { + if (select("Sign", "Refuse to Sign") == 1) { mes "[SoloHan]"; mes "Alright~!"; mes "Take care and have fun!"; @@ -1357,7 +1358,7 @@ prt_in,173,13,4 script Customer#SoloHan 4_M_04,{ mes "...Wha!?"; mes "Oh man!"; mes "Get outta my face!"; - if (Sex) { + if (Sex == SEX_MALE) { mes "You smell like,"; mes "whupped boyfriend"; mes "or something!"; @@ -1376,7 +1377,7 @@ prt_in,173,13,4 script Customer#SoloHan 4_M_04,{ next; mes "[Bachewcca]"; mes "^666666*Grrr...!*^000000"; - specialeffect EF_THROWITEM,AREA,"Customer#Bachewcca"; + specialeffect(EF_THROWITEM, AREA, getnpcid(0, "Customer#Bachewcca")); close; } mes "Oh man..."; @@ -1406,7 +1407,7 @@ prt_in,170,14,0 script Customer#Bachewcca 4_M_ORIENT02,{ mes "We invite you to Jawaii,"; mes "the honeymoon resort!"; next; - switch(select("Jawaii?:Let's go to Jawaii~!:Cancel.")) { + switch(select("Jawaii?", "Let's go to Jawaii~!", "Cancel.")) { case 1: mes "[Helper]"; mes "There is an island far, far away from the Rune-Midgard continent."; diff --git a/npc/cities/lighthalzen.txt b/npc/cities/lighthalzen.txt index f1e8996df..3cbe900c3 100644 --- a/npc/cities/lighthalzen.txt +++ b/npc/cities/lighthalzen.txt @@ -102,7 +102,7 @@ lighthalzen,261,112,3 script Ruth#zen4 4_F_LGTGIRL,{ mes "happiness. Oh, I love"; mes "you so much, Oyoung."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Whoa..."; mes "This couple is"; mes "really headed for"; @@ -126,7 +126,7 @@ lighthalzen,259,108,7 script Oyoung#zen14 4_M_LGTMAN,{ mes "they got vitamin deficiency."; mes "I better take care of that~"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Sweet Sister!"; mes "I don't know what's"; mes "more mind boggling--"; @@ -318,7 +318,7 @@ lighthalzen,230,182,4 script Klaubis#zen3 4_M_LGTGRAND,{ mes "but it can be a little too"; mes "quiet and uneventful here."; next; - switch(select("Have you lived in here long?:I agree.:Have you heard about the serial killer?")) { + switch(select("Have you lived in here long?", "I agree.", "Have you heard about the serial killer?")) { case 1: mes "[Klaubis]"; mes "Yes, our family has"; @@ -553,7 +553,7 @@ lighthalzen,182,102,3 script Lucius#zen5 4_M_LGTGRAND,{ mes "make a donation"; mes "to help the hungry?"; next; - if (select("Sure.:No, thanks.") == 1) { + if (select("Sure.", "No, thanks.") == 1) { mes "[Lucius]"; mes "Now, you can donate 1 to"; mes "30,000 zeny that will be used"; @@ -891,7 +891,7 @@ lhz_in02,283,276,4 script Customer#amano12 4_F_CHNDRESS1,{ mes "to ask me out or something?"; next; mes "[Sei]"; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "Well, if he does,"; mes "shouldn't he have"; mes "more guts? Or are "; @@ -923,7 +923,7 @@ lighthalzen,123,212,4 script Merpi#zen2 8_F_GIRL,{ mes "If you have any questions,"; mes "feel free to ask me anything."; next; - switch(select("Well, I have nothing to ask...:Any news or rumors?:I like laundry too.")) { + switch(select("Well, I have nothing to ask...", "Any news or rumors?", "I like laundry too.")) { case 1: mes "[Merpi]"; mes "Oh, really?"; @@ -1038,7 +1038,7 @@ OnTouch: mes "Would you give me"; mes "some money?"; next; - if (select("Give him some money.:Ignore him.") == 1) { + if (select("Give him some money.", "Ignore him.") == 1) { if (Zeny < 50) { mes "[Beggar]"; mes "I appreciate your"; @@ -1049,7 +1049,7 @@ OnTouch: emotion e_heh; close; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Here you go,"; mes "take this."; Zeny -= 50; @@ -1087,16 +1087,16 @@ OnTouch: mes "with reality. Like the stars that are always there, but not visible"; mes "during the day, we'll always have hope, even if we can't see it."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; emotion e_dots,1; mes ". . . . . . . . . . . ."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; emotion e_dots,1; mes ". . . . . . . . . . . ."; mes ". . . . . . . . . . . ."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; emotion e_dots,1; mes ". . . . . . . . . . . ."; mes ". . . . . . . . . . . ."; @@ -1138,16 +1138,16 @@ OnTouch: mes "you can be someone else's"; mes "miracle. Isn't that wonderful?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; emotion e_dots,1; mes ". . . . . . . . . . . ."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; emotion e_dots,1; mes ". . . . . . . . . . . ."; mes ". . . . . . . . . . . ."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; emotion e_dots,1; mes ". . . . . . . . . . . ."; mes ". . . . . . . . . . . ."; @@ -1206,16 +1206,16 @@ OnTouch: mes "you a hero. Fighting with anger"; mes "born of frustration will make you a bully. Know the difference."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; emotion e_dots,1; mes ". . . . . . . . . . . ."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; emotion e_dots,1; mes ". . . . . . . . . . . ."; mes ". . . . . . . . . . . ."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; emotion e_dots,1; mes ". . . . . . . . . . . ."; mes ". . . . . . . . . . . ."; @@ -1229,7 +1229,7 @@ OnTouch: close; } } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "..."; mes "......"; close; @@ -1401,14 +1401,14 @@ lhz_in01,124,28,3 script Ellette#tre 1_F_01,{ mes "[Ellette]"; mes "..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Excuse me."; next; mes "[Ellette]"; mes "..."; mes "......"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hello?"; next; mes "[Ellette]"; @@ -1441,7 +1441,7 @@ lhz_in01,125,40,3 script Dowbow Ryuei#ryusei 4_M_THAIONGBAK,{ mes "you like better? ''Uber-Cool''"; mes "or ''Reality?'' Pick one~"; next; - if (select("Uber-Cool:Reality") == 1) { + if (select("Uber-Cool", "Reality") == 1) { mes "[Dowbow Ryuei]"; mes "Oh yeah? Me too!"; mes "Yeah, we got the same"; @@ -1567,7 +1567,7 @@ lhz_in03,192,19,3 script Haggar#zen1 4_M_EINMAN,{ lhz_in03,193,25,2 script Bartender#12 1_M_PUBMASTER,{ mes "[Tony]"; - if (Sex) { + if (Sex == SEX_MALE) { mes "Hey man, I know this"; } else { @@ -1822,7 +1822,7 @@ lhz_in01,35,226,5 script Rekenber Guard#li01 4_M_LGTGUARD2,{ mes "area! Please show"; mes "some ID immediately!"; next; - if (select("ID?:Cancel") == 1) { + if (select("ID?", "Cancel") == 1) { mes "[Rekenber Guard]"; mes "I don't know how you"; mes "adventurers do things in"; @@ -1950,7 +1950,7 @@ OnTouch: mes "[Rekenber Guard]"; mes "......................"; next; - if (select("Nice day, huh?:Cancel") == 1) { + if (select("Nice day, huh?", "Cancel") == 1) { mes "[Rekenber Guard]"; mes "..."; emotion e_an; @@ -1975,7 +1975,7 @@ lhz_in01,25,141,4 script Regenschirm Guard 4_M_LGTGUARD,{ mes "Do you wish to"; mes "go underground?"; next; - if(select("Yes:No")==1){ + if(select("Yes", "No")==1){ if(isequipped(2657)){ warp "lhz_dun01",150,288; end; @@ -2762,7 +2762,7 @@ lhz_in02,267,22,1 script Shop Assistant#cobo 4_F_02,{ mes "membership fee that's waived when you spend a certain amount every"; mes "month in our store. If you invite your friends, you'll receive spe--"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "N-no thank you!"; mes "I'm not interested!"; close; @@ -2776,7 +2776,7 @@ lighthalzen,192,63,4 script Sergei#zen1 4_F_03,{ mes "over there. Would you"; mes "like me to tell you?"; next; - if (select("Sure.:No, thanks.") == 1) { + if (select("Sure.", "No, thanks.") == 1) { mes "[Sergei]"; mes "This previous owner of"; mes "this Weapon Shop was"; @@ -2853,7 +2853,7 @@ lighthalzen,40,107,4 script Vergil#zen4 4_M_LGTMAN,{ mes "I just want to ditch work,"; mes "run outside and work out."; next; - switch(select("Where do you want to go?:But shouldn't you go to work?:Have you heard about the serial killer?")) { + switch(select("Where do you want to go?", "But shouldn't you go to work?", "Have you heard about the serial killer?")) { case 1: mes "[Vergil]"; mes "Well, those guys in"; @@ -2978,7 +2978,7 @@ lhz_in01,139,48,7 script Leimi#mimir 1_F_MERCHANT_01,{ mes "Um, may I help you?"; emotion e_omg; if (BaseJob == Job_Assassin) { - if (Sex) { + if (Sex == SEX_MALE) { next; mes "[Leimi]"; mes "Oh, you're an Assassin!"; @@ -3001,10 +3001,10 @@ lhz_in01,139,48,7 script Leimi#mimir 1_F_MERCHANT_01,{ lhz_in01,138,47,0 script #mimir_camera FAKE_NPC,2,2,{ OnTouch: if (BaseJob == Job_Assassin) { - if (Sex) { + if (Sex == SEX_MALE) { mes "^3355FF*Click*^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What the...?"; mes "That sound. Did..."; mes "Did someone just"; @@ -3022,7 +3022,7 @@ lhz_in02,36,274,4 script Cool Event Staff#Saera 4_F_ZONDAGIRL,{ mes "of Cool Event Corporation."; mes "How may I help you today?"; next; - switch(select("Temporary headquarters?:Voting:No, thanks.")) { + switch(select("Temporary headquarters?", "Voting", "No, thanks.")) { case 1: mes "[Saera]"; mes "Our headquarters building"; diff --git a/npc/cities/louyang.txt b/npc/cities/louyang.txt index c73c6c2df..b4cfcb8ea 100644 --- a/npc/cities/louyang.txt +++ b/npc/cities/louyang.txt @@ -54,7 +54,7 @@ mes "on a picnic somewhere~"; mes "La la la la~"; next; - switch(select("About Louyang.:Go to Louyang.:Cancel.")) { + switch(select("About Louyang.", "Go to Louyang.", "Cancel.")) { case 1: mes "[Girl]"; mes "Oh, are you"; @@ -90,7 +90,7 @@ mes "[Girl]"; mes "So, are you ready?"; next; - if (select("Yes!:No.") == 1) { + if (select("Yes!", "No.") == 1) { if (Zeny > 9999) { mes "[Girl]"; mes "Okay~"; @@ -128,7 +128,7 @@ lou_fild01,190,100,7 script Girl#1lou 4_F_CHNDRESS1,{ mes "like to go back"; mes "to Alberta?"; next; - if (select("Go back to Alberta.:Cancel.") == 1) { + if (select("Go back to Alberta.", "Cancel.") == 1) { mes "[Girl]"; mes "I hope to"; mes "see you again!"; @@ -146,7 +146,7 @@ lou_fild01,190,100,7 script Girl#1lou 4_F_CHNDRESS1,{ mes "stay and enjoy the"; mes "the food and the sights!"; next; - if (Sex) { + if (Sex == SEX_MALE) { mes "[Girl]"; mes "And by sights..."; mes "I mean girls!"; @@ -162,7 +162,7 @@ lou_fild01,190,100,7 script Girl#1lou 4_F_CHNDRESS1,{ //== Generic Louyang NPCs ================================== louyang,297,167,2 script Muscular Woman#lou 4_F_CHNDRESS1,{ - if (!Sex) { + if (Sex == SEX_FEMALE) { mes "[Zhi Ching Li]"; mes "All the members of the Maiden Palace, including myself and our master, are all female."; next; @@ -294,7 +294,7 @@ lou_in01,25,23,5 script Friendly Looking Lady#lo 4_F_CHNDRESS3,{ mes "This is an elevator which leads"; mes "to the Observation Tower. We are providing you a safe and fast transfer service for an affordable fee. Would you like to use this service?"; next; - switch(select("Information.:Yes.:Maybe next time.")) { + switch(select("Information.", "Yes.", "Maybe next time.")) { case 1: mes "[Hong Miao]"; mes "After many suggestions and proposals were sent to the Louyang tourism office, the Observation Tower was built so tourists can enjoy the sights."; @@ -334,11 +334,11 @@ louyang,84,254,0 script Exit#lou HIDDEN_NPC,{ mes "of descent apparatus."; mes "Would you like to use it?^000000"; next; - if (select("Yes.:No.") == 1) { + if (select("Yes.", "No.") == 1) { if (rand(1,100) == 34) { percentheal -99,0; warp "louyang",86,269; - mapannounce "louyang",""+strnpcinfo(0)+" : Oh God, I'm faaaaaaaaaaaalling~~!!!!",bc_map; + mapannounce "louyang",""+strnpcinfo(NPC_NAME)+" : Oh God, I'm faaaaaaaaaaaalling~~!!!!",bc_map; } else { warp "lou_in01",10,18; diff --git a/npc/cities/lutie.txt b/npc/cities/lutie.txt index 4ddfe206d..9f57cc2dc 100644 --- a/npc/cities/lutie.txt +++ b/npc/cities/lutie.txt @@ -46,7 +46,7 @@ aldebaran,223,222,4 script Mr. Claus 4_M_SANTA,{ mes "I wish all of you joy"; mes "and Christmas cheer!"; next; - switch(select("Info about Lutie:Move to 'Lutie':Cancel")) { + switch(select("Info about Lutie", "Move to 'Lutie'", "Cancel")) { case 1: mes "[Mr. Claus]"; mes "^3355FFLutie^000000, the fantastic Christmas Town! Always filled with the spirit of giving, Lutie is filled with appetizing cakes, tiny toy soldiers, and all sorts of wonderful things~!"; @@ -491,7 +491,7 @@ xmas,134,112,4 script Snowman 4_M_SNOWMAN,{ mes "On the same spot..."; mes "Day after day after day after day after day after day after day after day after day after day..."; next; - switch(select("^3355FFSnowysnow?^000000:Info about the Christmas dungeon:Quit this conversation")) { + switch(select("^3355FFSnowysnow?^000000", "Info about the Christmas dungeon", "Quit this conversation")) { case 1: if (xmas_npc < 2) { cutin "rutie_snownow01.bmp",2; @@ -792,7 +792,7 @@ xmas,146,136,4 script Hashokii 4_M_PIERROT,{ mes "La La La~!"; mes "Dum di Dum di Dum!"; next; - switch(select("Yo Clown boy, what's up?:About Snowysnow:Quit conversation")) { + switch(select("Yo Clown boy, what's up?", "About Snowysnow", "Quit conversation")) { case 1: mes "[Hashokii]"; mes "La La La~!"; diff --git a/npc/cities/morocc.txt b/npc/cities/morocc.txt index a8008ffad..a79148fbf 100644 --- a/npc/cities/morocc.txt +++ b/npc/cities/morocc.txt @@ -138,7 +138,7 @@ morocc,223,102,0 script Volunteer - Morroc#06::MocVolunteer 2_M_BARD_ORIENT,{ next; mes "[Ringing Voice]"; mes "Be quiet! Can't you see what's going on?!"; - specialeffect EF_HIT2,AREA,"Volunteer - Morroc#06"; + specialeffect(EF_HIT2, AREA, getnpcid(0, "Volunteer - Morroc#06")); next; mes "[Morroc Volunteer]"; mes "Heyyy, you're being too harsh, Senyorita. Your fist may be as fragile as you are, but it sure can hurt somebody."; @@ -318,7 +318,7 @@ moc_ruins,121,116,4 script Picky Lady#moc 1_F_01,{ mes "[Syvia]"; mes "I'm so scared... I just wanna ease my mind watching over those cute little Porings..."; next; - switch(select("What about Angeling?:How about Ghostring?:Quit Conversation")) { + switch(select("What about Angeling?", "How about Ghostring?", "Quit Conversation")) { case 1: mes "[Syvia]"; mes "Ooh! Angeling is just like Poring, except it has angel wings! Of course, I don't know if they can actually fly.."; @@ -367,7 +367,7 @@ moc_ruins,155,107,4 script Ant Man#moc 1_M_01,{ mes "[Akira]"; mes "I'm really wondered how those entrances are after the horrible destruction, but I can't go out.. If you ever hear anything about it, please get me informed."; next; - switch(select("About 'Ant Hell':About Ants:End Conversation")) { + switch(select("About 'Ant Hell'", "About Ants", "End Conversation")) { case 1: mes "[Akira]"; mes "That cave is sure a dangerous hell, sticky and all... There are 2 underground levels."; @@ -413,7 +413,7 @@ moc_ruins,143,43,4 script Assassin Boy#moc 2_M_THIEFMASTER,{ mes "[Slayer Kid]"; mes "But what did they do when this destruction happened in Morroc!!!"; next; - switch(select("?????:Where I can find the Assassin clan?:End Conversation")) { + switch(select("?????", "Where I can find the Assassin clan?", "End Conversation")) { case 1: mes "[Slayer Kid]"; mes "I hear Assassins practice killing people, quietly and stealthfully.."; @@ -463,7 +463,7 @@ moc_ruins,173,141,4 script Dimitri#moc 1_M_03,{ mes "[Dimitri]"; mes "The desert of Morroc has the highest average temperature in Midgard. You might as well think twice before you sit on the sand in the middle of the desert, cause your ass will be toasted."; next; - switch(select("About the desert sands:About the remedy for Fatigue:End Conversation")) { + switch(select("About the desert sands", "About the remedy for Fatigue", "End Conversation")) { case 1: mes "[Dimitri]"; mes "......What I mean is that..."; @@ -541,7 +541,7 @@ moc_ruins,173,70,4 script Uncle Morroc#moc 1_M_02,{ mes "[Phlanette]"; mes "I have a hunch that this hot and dry climate in Morroc is because of that Satan sealed deeper underground for so long."; next; - switch(select("Tell me about the desert.:Quit Conversation")) { + switch(select("Tell me about the desert.", "Quit Conversation")) { case 1: mes "[Phlanette]"; mes "Um.. I'll briefly tell ya about the desert if you want to know."; @@ -583,7 +583,7 @@ moc_fild16,199,212,4 script Uncle Assassin#moc 1_M_JOBTESTER,{ mes "we never"; mes "look our targets in the eye."; next; - switch(select("Notion of Assassin:Quit Conversation")) { + switch(select("Notion of Assassin", "Quit Conversation")) { case 1: mes "[Hashisid]"; mes "Well, then.."; @@ -643,7 +643,7 @@ moc_fild16,211,254,4 script Assassin#07rhea_30 2_M_THIEFMASTER,{ mes "They may either wield dual daggers,"; mes "or fight with a set of Katars!"; next; - switch(select("Specialty of Katar:Specialty of Dual Daggers:Quit Conversation")) { + switch(select("Specialty of Katar", "Specialty of Dual Daggers", "Quit Conversation")) { case 1: mes "[La Conte]"; mes "A set of Katars is"; @@ -730,7 +730,7 @@ morocc_in,166,76,3 script Bartender#02 1_ETC_01,{ mes "[Bartender]"; mes "What are you going to order?"; next; - switch(select("Tropical Sograt:Vemillion the Beach:Nothing.")) { + switch(select("Tropical Sograt", "Vemillion the Beach", "Nothing.")) { case 1: if (Zeny >= 1000 ) { Zeny -= 1000; diff --git a/npc/cities/moscovia.txt b/npc/cities/moscovia.txt index f8ff35f24..c0029a91d 100644 --- a/npc/cities/moscovia.txt +++ b/npc/cities/moscovia.txt @@ -41,7 +41,7 @@ mes "Welcome to Moscovia"; mes "It's adventurous and mystic."; next; - switch(select("About Moscovia...:Go to Moscovia.:Cancel")) { + switch(select("About Moscovia...", "Go to Moscovia.", "Cancel")) { case 1: mes "[Moscovia P.R. Officer]"; mes "Moscovia is a beautiful kingdom"; @@ -77,7 +77,7 @@ mes "[Moscovia P.R. Officer]"; mes "Can we leave now?"; next; - if (select("Let's go!:Cancel") == 2) { + if (select("Let's go!", "Cancel") == 2) { mes "[Moscovia P.R. Officer]"; mes "If you're too busy now,"; mes "please tell me again whenever you want."; @@ -116,7 +116,7 @@ moscovia,166,53,4 script Moscovia P.R. Officer#2 4_F_RUSWOMAN2,{ mes "A ship is now leaving"; mes "for Rune Midgarts."; next; - if (select("Return to Alberta:Cancel") == 2) { + if (select("Return to Alberta", "Cancel") == 2) { mes "[Moscovia P.R. Officer]"; mes "If you want to see more"; mes "please take your time."; diff --git a/npc/cities/niflheim.txt b/npc/cities/niflheim.txt index 5224655c2..92e57f434 100644 --- a/npc/cities/niflheim.txt +++ b/npc/cities/niflheim.txt @@ -50,7 +50,7 @@ niflheim,52,147,3 script Keedz#nif 4_M_NFDEADSWDMAN,{ niflheim,195,211,6 script Gigantia#nif 4_M_NFDEADSWDMAN,3,3,{ if (isequipped(5038) || isequipped(2257) || isequipped(2256)) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What's up?"; next; mes "[Gigantia]"; @@ -88,7 +88,7 @@ nif_in,16,27,1 script Undead Chicken#nif 4_NFCOCK,{ mes "[Undead Chicken]"; mes "I lived a peaceful life as a normal chicken. But then came the day I was tragically killed and eaten by humans. Well... Heh heh~! Now it's my turn! *Cackles*"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ouch...!"; mes "A chicken..."; mes "It bit me!"; @@ -110,7 +110,7 @@ nif_in,16,30,4 script Undead Familiar#nif 4_NFBAT,{ mes "always tasty...! I think I'll just"; mes "take a liiittle sip."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ow! My vein!"; mes "Did you just"; mes "suck my blood?!"; @@ -130,7 +130,7 @@ nif_in,156,93,5 script Child#niflheim 4_F_NFLOSTGIRL,{ mes "Mommy, have you seen my mommy?"; mes "I wanna go home...*Sob*"; next; - switch(select("About the witch:About the curse:Cancel.")) { + switch(select("About the witch", "About the curse", "Cancel.")) { case 1: mes "[Alakina Ann]"; mes "Witch...? I've never seen a witch, but I've read about them in books. I'm not sure if they exist or not, but it would be so horrifying if they did..."; @@ -206,7 +206,7 @@ niflheim,350,258,1 script Cursed Spirit#nif 4_NFWISP,{ mes "....Whatever you do..."; mes "....Do NOT touch my books..."; next; - switch(select("Touch the first book.:Touch the second book.:Touch the third book.:Okay, I am leaving.")) { + switch(select("Touch the first book.", "Touch the second book.", "Touch the third book.", "Okay, I am leaving.")) { case 1: monster "niflheim",349,259,"Rideword",1478,1,"Cursed Spirit#nif::OnMyMobDead"; mes "[Ashe Bruce]"; @@ -248,13 +248,13 @@ niflheim,350,258,1 script Cursed Spirit#nif 4_NFWISP,{ mes "lost to the ages~!"; emotion e_gg; next; - if (select("Clover:Klaatu:Klaytos") == 2) { + if (select("Clover", "Klaatu", "Klaytos") == 2) { ++.@spell; } - if (select("Verit:Veritas:Verata") == 3) { + if (select("Verit", "Veritas", "Verata") == 3) { ++.@spell; } - if (select("Necktie:Necklace:Nero:^FFFFFFNictu!!!^000000") == 4) { + if (select("Necktie", "Necklace", "Nero", "^FFFFFFNictu!!!^000000") == 4) { ++.@spell; } if (.@spell == 3) { diff --git a/npc/cities/payon.txt b/npc/cities/payon.txt index dfabd63dd..132ce7331 100644 --- a/npc/cities/payon.txt +++ b/npc/cities/payon.txt @@ -37,7 +37,7 @@ //================= Description =========================================== //= Payon City Npcs //================= Current Version ======================================= -//= 2.1c +//= 2.1.1 //========================================================================= //== Payon ================================================= @@ -90,7 +90,7 @@ payon,134,211,4 script Young Man#payon 1_M_ORIENT01,{ close; } -payon,173,82,0 script Young Man#2payon 4_M_ORIENT01,{ +payon,176,85,0 script Young Man#2payon 4_M_ORIENT01,{ mes "[Young Man]"; mes "I remember the story my dearly departed grandfather has told me."; next; @@ -153,7 +153,7 @@ payon,249,156,1 script Woman#payon 1_F_01,{ mes " To be honest, things are getting tough because of all those monsters. ^666666*Sigh...*^000000"; next; mes "[Woman]"; - if (Sex == 1) + if (Sex == SEX_MALE) mes "Whoa~! I just noticed those arms of yours look pretty solid. You look pretty strong, guy. Just how many monsters have you killed?!"; else mes "Oooh! I didn't notice before, but you look pretty strong beneath all of that feminine charm."; @@ -164,7 +164,7 @@ payon,249,156,1 script Woman#payon 1_F_01,{ mes "[Woman]"; mes "If you're interested, just head North, pass the forest, and go towards the Northwest. You'll know you've arrived when you're in the place filled with the smell of stinky monsters."; next; - switch(select("It sounds dangerous!:I better prepare myself...!:That's a nice dress you're wearing~")) { + switch(select("It sounds dangerous!", "I better prepare myself...!", "That's a nice dress you're wearing~")) { case 1: mes "[Woman]"; mes "Oh come on, don't be a coward."; @@ -202,7 +202,7 @@ payon,246,158,5 script Woman#2payon 1_F_01,0,0,{ mes "of the people living in Payon by her behavior. She's the only loudmouth. I guess she's just too excited about what the fortune teller told her."; next; mes "[Jim's Mother]"; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "Ooh...!"; mes "You've got"; mes "such broad shoulders!"; @@ -217,7 +217,7 @@ payon,246,158,5 script Woman#2payon 1_F_01,0,0,{ mes "Or a well timed insult joke."; } next; - if (select("Fortune Teller...? :Well, see you later~") == 1) { + if (select("Fortune Teller...? ", "Well, see you later~") == 1) { mes "[Jim's Mother]"; mes "Oh yes..."; mes "There's an extraordinary fortune teller in the Central Palace of Payon. The more Zeny you pay her, the better fortune you'll get!"; @@ -264,7 +264,7 @@ payon,210,110,1 script Drunkard#payon 2_M_PHARMACIST,{ mes "Buy me a drink?!"; } next; - switch(select("Alright, but only one drink.:No thanks, pal.:Oh my God! Hell no!")) { + switch(select("Alright, but only one drink.", "No thanks, pal.", "Oh my God! Hell no!")) { case 1: Zeny = (Zeny < 100) ? 0 : (Zeny - 100); mes "[Drunkard]"; @@ -315,7 +315,7 @@ payon,132,235,3 script Monster Scholar#02 4W_M_02,{ mes "I am called Vuicokk."; mes "I am a scholar in the Monster Research organization of the Rune Midgarts Kingdom. Do you have any questions about monsters?"; next; - switch(select("Any news?:Undead Monsters?:Monster Research Organization?")) { + switch(select("Any news?", "Undead Monsters?", "Monster Research Organization?")) { case 1: mes "[Monster Scholar Vuicokk]"; mes "Payon is located deep inside the forest where it can easily be attacked by hordes of monsters. Monsters also come from the dangerous cave located near town."; @@ -397,7 +397,7 @@ payon_in01,180,7,2 script Waitress#payon 4_F_01,{ mes "And lonely..."; next; mes "[Pub Lady]"; - if (Sex == 1) + if (Sex == SEX_MALE) mes "Where I can find the right person, a hot and Sexy hunk who can take me away from here? Um, hey mister, are you listening?"; else { mes "Where I can find the right person, a cute, yet hard-bodied hunk who can take me away from here?"; @@ -419,7 +419,7 @@ payon_in01,180,7,2 script Waitress#payon 4_F_01,{ mes "So..."; mes "How may I help you? "; next; - switch(select("Have you ever heard of Zombies?:Fortune Teller...?:I needs some booze.")) { + switch(select("Have you ever heard of Zombies?", "Fortune Teller...?", "I needs some booze.")) { case 1: mes "[Pub Lady]"; mes "Of course I've"; @@ -501,7 +501,7 @@ payon_in01,66,64,5 script Archer Zakk#payon 4_M_ORIENT01,{ mes "[Archer Zakk]"; mes "Even though he's an expert at archery, no one likes his motor mouth. Even our chief is getting fed up with him!"; next; - switch(select("Your friend?:Payon has a chief?: Motor... Mouth?")) { + switch(select("Your friend?", "Payon has a chief?", " Motor... Mouth?")) { case 1: mes "[Archer Zakk]"; mes "Ah, right. This buddy of mine is the number one archer in Payon."; @@ -566,7 +566,7 @@ payon_in01,47,59,2 script Archer Wolt#payon 4_M_ORIENT01,{ mes "you tend to spend a lot of your"; mes "time in idleness?"; next; - switch(select("Oh, hell no.:Yeah. I guess...")) { + switch(select("Oh, hell no.", "Yeah. I guess...")) { case 1: mes "[Archer Wolt]"; mes "Ooh. That's good. In fact, that's great! If only all of us Archers had that kind of attitude. If you have time to just sit around, then you have the time to go out and practice!"; @@ -591,7 +591,7 @@ payon_in01,47,59,2 script Archer Wolt#payon 4_M_ORIENT01,{ mes "So we just carry out Bows wherever we go, and spend all day looking for monsters to kill. Oh, and after we find some monsters, we"; mes "kill them of course. That almost goes without saying."; next; - if (select("I guess you'd need a good Bow. :You call that 'practice?!'") == 1) { + if (select("I guess you'd need a good Bow. ", "You call that 'practice?!'") == 1) { mes "[Archer Wolt]"; mes "That's right!"; mes "An Archer depends"; @@ -636,7 +636,7 @@ payon_in01,47,59,2 script Archer Wolt#payon 4_M_ORIENT01,{ mes "[Archer Wolt]"; mes "We Archers are here to protect our territory against them, as ordered by our honorable chief!"; next; - switch(select("Cave, you say?:Chief...? :Oh man, I hate this town!")) { + switch(select("Cave, you say?", "Chief...? ", "Oh man, I hate this town!")) { case 1: mes "[Archer Wolt]"; mes "If you head North"; @@ -742,7 +742,7 @@ payon_in01,47,59,2 script Archer Wolt#payon 4_M_ORIENT01,{ mes "[Archer Wolt]"; mes "But, it turned out that no one could hear me. Luckily, our roof caved in and totally demolished our walls so that my screams could finally reach passerby. And it was in that way that I survived."; next; - switch(select("Um, what's the point of that story?:I guess I better not get lazy then. :Blah blah blah. See ya. ")) { + switch(select("Um, what's the point of that story?", "I guess I better not get lazy then. ", "Blah blah blah. See ya. ")) { case 1: mes "[Archer Wolt]"; mes "Oh..."; @@ -756,7 +756,7 @@ payon_in01,47,59,2 script Archer Wolt#payon 4_M_ORIENT01,{ mes "[Archer Wolt]"; mes "Our chief is especially annoyed by that kind of irresponsible attitude. I guess, around here, only the town drunkard subscribes to that kind of policy."; next; - switch(select("Chief?:Town Drunkard? :Man, you talk too much!")) { + switch(select("Chief?", "Town Drunkard? ", "Man, you talk too much!")) { case 1: mes "[Archer Wolt]"; mes "Our chief? Ah, he's such a swell guy. Then again, he's always scolds me for talking too much."; @@ -871,7 +871,7 @@ OnTouch: mes "such young people."; next; } - switch(select("Please tell me about Payon.:Where are the guards from?:Please tell me about the cave. :What does an Archer do?:What does a Hunter do?")) { + switch(select("Please tell me about Payon.", "Where are the guards from?", "Please tell me about the cave. ", "What does an Archer do?", "What does a Hunter do?")) { case 1: mes "[Chief]"; mes "Payon is the city of highlanders. As long as our history can relate, our city has been self-sufficient."; @@ -1013,20 +1013,20 @@ pay_arche,77,131,2 script Archer Joe#payon 4_M_ORIENT01,{ mes "Have you heard"; mes "of famous Payon?"; next; - switch(select("Yeah, of course~! :Pay...on?:...")) { + switch(select("Yeah, of course~! ", "Pay...on?", "...")) { case 1: mes "[Archer Joe]"; mes "Oh! You the man!"; mes "You know the Archers of Payon!"; mes "We never miss our target! Even from a distance, the hearts of our foes are unsafe!"; next; - if (select("So, you like this place, huh? :Hahahaha~") == 1) { + if (select("So, you like this place, huh? ", "Hahahaha~") == 1) { mes "[Archer Joe]"; mes "Yes! I love this place!"; mes "I love this city so much,"; mes "I've even been doing research on it! If there's anything you wanna know about Payon, please ask me!"; next; - switch(select("The people wear unique clothing here.:What's the building in the middle of town?:Who's that guy drinking over there? :Talk to you later.")) { + switch(select("The people wear unique clothing here.", "What's the building in the middle of town?", "Who's that guy drinking over there? ", "Talk to you later.")) { case 1: mes "[Archer Joe]"; mes "Yes, I agree."; diff --git a/npc/cities/prontera.txt b/npc/cities/prontera.txt index dbe70787a..bbe6716e7 100644 --- a/npc/cities/prontera.txt +++ b/npc/cities/prontera.txt @@ -149,7 +149,7 @@ prontera,216,70,2 script Strife#pront 1_M_02,{ mes "[Strife]"; mes "MAGNUM BREAK!"; next; - if (select("I wanna be strong too!:Um... Do you best.") == 1) { + if (select("I wanna be strong too!", "Um... Do you best.") == 1) { event_prt_nov_dreamtalk = 1; mes "[Strife]"; mes "Wow...!"; @@ -213,7 +213,7 @@ prontera,216,70,2 script Strife#pront 1_M_02,{ mes "awesomest Knight around!"; mes "It's... It's my most precious dream."; next; - if (select("Do your best.:Quit it, kid.") == 1) { + if (select("Do your best.", "Quit it, kid.") == 1) { mes "[Strife]"; mes "Yes, yes of course! Someday, I'll even be as strong as you! When that day comes, I hope that we can train together!"; close; @@ -230,7 +230,7 @@ prontera,78,150,3 script Dairenne#pront 4_F_01,{ mes "Ahh..."; mes "The streets are too crowded these days. *Cough Cough* Look at all this dust, not everything about living in the capital city is good. Anyway, may I help you?"; next; - if (select("Talk:Cancel") == 1) { + if (select("Talk", "Cancel") == 1) { mes "[Towngirl Dairenne]"; mes "I wonder if you are interested in parties or dresses. Hehehe. These days, the hot topic is definitely the colorful, extravagent, magnificent dresses you can wear."; next; @@ -321,7 +321,7 @@ prt_in,180,20,2 script Bartender#pront 1_M_PUBMASTER,{ next; .@drink = 1; while(.@drink) { - switch(select("'Cunch Crunch Sour'?:'Savory Yum Yum'?:Cancel.")) { + switch(select("'Cunch Crunch Sour'?", "'Savory Yum Yum'?", "Cancel.")) { case 1: mes "[Bartender]"; mes "The basic ingredients of my Crunch Crunch Sour are the ants roadming inside the Ant Hell in the desert."; @@ -358,7 +358,7 @@ prt_in,173,24,2 script Shevild#pront 4_M_03,{ mes "Hey, come on over and let's drink! I have lots of interesting stories to tell!"; mes "I know lots of things about Prontera. I have seen many fine views and I also have explored some monster lairs around this city."; next; - if (select("How could you enter monster lairs?:Cancel") == 1) { + if (select("How could you enter monster lairs?", "Cancel") == 1) { mes "[Shevild]"; mes "I may appear to be a drunken man but I am more than meets the eye."; mes "Well, I happened to enter the places for carrying weapons for hunters or for delivering stuffs and whatsoever."; @@ -373,7 +373,7 @@ prt_in,173,24,2 script Shevild#pront 4_M_03,{ mes "That is also a reason why I keep my job."; mes "Ah, I just recall being inside the maze and the spooky forest!"; next; - switch(select("The Maze?:The Spooky Forest?:Cancel")) { + switch(select("The Maze?", "The Spooky Forest?", "Cancel")) { case 1: mes "[Shevild]"; mes "Yes. Few days ago, I have entered a mysterious maze following a group of hunters at the north of Prontera."; @@ -386,7 +386,7 @@ prt_in,173,24,2 script Shevild#pront 4_M_03,{ mes "We were just circling around and then we decided to leave the place. That was one hell of the maze."; mes "But I made up my mind that I would successfully explore the maze one day."; next; - if (select("How can I get there?:Cancel") == 1) { + if (select("How can I get there?", "Cancel") == 1) { mes "[Shevild]"; mes "Err? Haven't you still toured the outside of Prontera?"; mes "The maze can be found inside a forest at the north of Prontera. Go check the north west side of the forest."; @@ -404,7 +404,7 @@ prt_in,173,24,2 script Shevild#pront 4_M_03,{ mes "[Shevild]"; mes "Be forewarned that the forest is not a place to go on a picnic. If you drop something on the ground, the monkeys come out from nowhere and take away all of your possessions."; next; - if (select("How can I get there?:Cancel") == 1) { + if (select("How can I get there?", "Cancel") == 1) { mes "[Shevild]"; mes "There is no road directly leads to the ruins. But if you go north and keep heading to east, you will get there."; mes "Oh, be careful on your way to the ruins because there are some weird plant things that assault passersby for no reason."; @@ -487,7 +487,7 @@ prt_in,177,18,2 script Marvin#pront 1_F_PUBGIRL,{ mes "Whether it's schmoozing with a member of the opposite sex, or battling monsters, I gotta say, it's all about ^333399skills^000000."; next; mes "[Marvin]"; - if (Sex) + if (Sex == SEX_MALE) mes "I can't help you much when it comes to the subject of talking to attractive women such as myself, but I can tell you a little more about skills that help in battle."; else mes "I don't really have any advice for skills when it comes to talking to a cute guy, but I can let you in on what I know about skills that help in battle."; @@ -515,7 +515,7 @@ prt_in,284,168,3 script Ginedin Rephere#pront 1_M_JOBTESTER,{ mes "[Tailor Ginedin Rephere]"; mes "Oh! I didn't realize I had a guest. How may I help you?"; next; - switch(select("Talk:Dye Clothing:Cancel")) { + switch(select("Talk", "Dye Clothing", "Cancel")) { case 1: mes "[Tailor Ginedin Rephere]"; mes "Life may have gotten a little better, but receiving all these orders? *Whew!* Young ladies these days must be very well off, so my services may no longer be a luxury."; @@ -566,7 +566,7 @@ prt_church,103,76,0 script Garnet#pront 1_F_02,{ next; .@SkillChat = 1; while(.@SkillChat) { - switch(select("About Heal:About Cure:About Increase AGI:About Angelus:About Blessing:About Warp Portal:End Conversation")) { + switch(select("About Heal", "About Cure", "About Increase AGI", "About Angelus", "About Blessing", "About Warp Portal", "End Conversation")) { case 1: mes "[Garnet]"; mes "You can recover your own HP with the ^6666CCHeal^000000 skill. Healing is one of the most important ways you can help your friends in battle."; @@ -640,7 +640,7 @@ prt_church,103,76,0 script Garnet#pront 1_F_02,{ next; break; case 7: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Alright, I've"; mes "heard enough."; close2; @@ -663,7 +663,7 @@ prt_church,103,71,0 script Henson#pront 2_M_PHARMACIST,{ next; .@SkillChat = 1; while(.@SkillChat) { - switch(select("About Divine Protection:About Demon Bane:About Decrease AGI:About Signum Crusis :About Pneuma:About Ruwach:About Teleport:End conversation.")) { + switch(select("About Divine Protection", "About Demon Bane", "About Decrease AGI", "About Signum Crusis ", "About Pneuma", "About Ruwach", "About Teleport", "End conversation.")) { case 1: mes "[Henson]"; mes "If you want to permanently improve your Defense against the Undead, learn ^6666CCDivine Protection^000000."; diff --git a/npc/cities/rachel.txt b/npc/cities/rachel.txt index 8f051e2d0..2fbb92f05 100644 --- a/npc/cities/rachel.txt +++ b/npc/cities/rachel.txt @@ -39,7 +39,7 @@ //== Set 1 ================================================= ice_dun04,33,166,3 script Frozen Boy 4_M_FROZEN,{ cutin "ra_sboy.bmp",2; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This boy must be the one who Ktullanux tried to protect."; next; mes "- The boy was frozen inside a giant ice pole, and he looks as if he is in sleep rather than dead. -"; @@ -52,7 +52,7 @@ ice_dun04,33,166,3 script Frozen Boy 4_M_FROZEN,{ mes "- You wondered why a young boy had to be confined within this isolated cave, -"; mes "- you instinctively knew that no mage in this world would be able to release him from the ice pole."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What happened to this boy?"; close2; cutin "",255; @@ -294,7 +294,7 @@ rachel,206,30,3 script Freya's Priest#play 4_F_TRAINEE,{ mes "Entertain me!"; emotion e_ag; next; - if (select("What? You can't tell me what to do!:You got it.") == 1) { + if (select("What? You can't tell me what to do!", "You got it.") == 1) { mes "[Freya's Priest]"; mes "Oh. That much is"; mes "true, I suppose."; @@ -305,11 +305,11 @@ rachel,206,30,3 script Freya's Priest#play 4_F_TRAINEE,{ mes "what will you be"; mes "doing to entertain me?"; next; - if (select("Here's a funny story...:I will do what you want me to do.") == 1) { + if (select("Here's a funny story...", "I will do what you want me to do.") == 1) { mes "^3355FFYou told her the first"; mes "funny story that you"; mes "could think of.^000000"; - specialeffect2 EF_TALK_FROSTJOKE; + specialeffect(EF_TALK_FROSTJOKE, AREA, playerattached()); next; mes "[Freya's Priest]"; mes "That's supposed to"; @@ -349,7 +349,7 @@ rachel,197,137,3 script Bard#aru 1_M_BARD,{ mes "Yes, I'm talking about the pope~"; mes "Pope, yeah~ Pope, yeah~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You must be off your"; mes "rocker singing that"; mes "kind of song here"; @@ -455,7 +455,7 @@ ra_fild12,283,208,3 script Apprentice Priestess 4_F_CHILD,{ mes "Welcome to Arunafeltz,"; mes "adventurer! Enjoy your stay~"; next; - if (select("Are you a guide?:Thanks, have a good day.") == 1) { + if (select("Are you a guide?", "Thanks, have a good day.") == 1) { mes "[Papaii]"; mes "Oh, actually, if you"; mes "want to speak to a guide,"; @@ -504,7 +504,7 @@ ra_fild12,283,208,3 script Apprentice Priestess 4_F_CHILD,{ mes "rest from your travels, why"; mes "don't you visit Rachel?"; next; - if (select("Are you a guide?:Tell me more about Rachel.") == 1) { + if (select("Are you a guide?", "Tell me more about Rachel.") == 1) { mes "[Papaii]"; mes "Actually, my name is"; mes "Papaii, and I'm stationed"; @@ -595,7 +595,7 @@ ra_temple,167,155,4 script Child Follower#3 4_F_CHILD,{ mes "sees you, I'm gonna"; mes "get caught, you jerk!"; next; - if (select("What are you doing?:Alright.") == 1) { + if (select("What are you doing?", "Alright.") == 1) { mes "[Lewei]"; mes "Hellooo~?"; mes "Can't you see?"; diff --git a/npc/cities/splendide.txt b/npc/cities/splendide.txt index cbd45c4c8..d49f50ada 100644 --- a/npc/cities/splendide.txt +++ b/npc/cities/splendide.txt @@ -436,7 +436,7 @@ spl_in01,281,329,3 script Splendide Guard#tre 4_M_FAIRYSOLDIER,{ } else { mes "[Splendide Guard]"; - mes "AnduVeldRe Ko VeldReFulo So LomaurDu So So "; + mes "AnduVeldRe Ko VeldReFulo So LomaurDu So So"; close; } } @@ -502,12 +502,12 @@ spl_in01,172,225,3 script Wandering Poet#ep13 1_M_BARD,{ mes "[Poet Nell]"; mes "So do you want to listen to my playing?"; next; - switch(select("Sure.:Not really.")) { + switch(select("Sure.", "Not really.")) { case 1: mes "[Poet Nell]"; mes "What song do you want??"; next; - switch(select("Poet of Bragie:Chaos in Eternity:Sunset Assassin:Ring of Nibelungen")) { + switch(select("Poet of Bragie", "Chaos in Eternity", "Sunset Assassin", "Ring of Nibelungen")) { case 1: cutin "god_nelluad02",2; mes "[Poet Nell]"; diff --git a/npc/cities/umbala.txt b/npc/cities/umbala.txt index 26c91b37e..a8127c372 100644 --- a/npc/cities/umbala.txt +++ b/npc/cities/umbala.txt @@ -93,7 +93,7 @@ comodo,171,137,1 script Haith#um 4_F_03,{ emotion e_gg; emotion e_gg,0,"La Ed#um"; next; - if (select("Pay 1,000 zeny:Refuse to pay") == 1) { + if (select("Pay 1,000 zeny", "Refuse to pay") == 1) { if (Zeny > 999) { Zeny -= 1000; mes "[Haith]"; @@ -286,7 +286,7 @@ umbala,70,106,3 script Utan Kid#um 4_F_UMGIRL,{ mes "richier than Utans! I beg you!"; emotion e_heh; next; - if (select("(Nod head):(Shake head)") == 1) { + if (select("(Nod head)", "(Shake head)") == 1) { mes "[Haatan]"; mes "Whoaaaa!!"; mes "You the man~!"; @@ -347,7 +347,7 @@ umbala,70,106,3 script Utan Kid#um 4_F_UMGIRL,{ mes "Umbahumbah umbabahumbaumhumbah! Umbah!"; emotion e_heh; next; - if (select("(Nod head):(Shake head)") == 1) { + if (select("(Nod head)", "(Shake head)") == 1) { mes "[Haatan]"; mes "Umbaumbah!!"; mes "Um~bahumbah~ Um~baumbah~"; @@ -389,7 +389,7 @@ umbala,59,243,5 script Utan Kid#1 4_M_UMKID,{ mes "....gimme a Meat."; emotion e_rock; next; - if (select("Give him Meat.:Refuse.") == 1) { + if (select("Give him Meat.", "Refuse.") == 1) { if (countitem(Meat) > 0) { mes "[Kotan]"; mes "Whoa, are you really giving me"; @@ -427,7 +427,7 @@ umbala,59,243,5 script Utan Kid#1 4_M_UMKID,{ mes "......humbah."; emotion e_rock; next; - if (select("Umbah:Umbaboo") == 1) { + if (select("Umbah", "Umbaboo") == 1) { if (countitem(Meat) > 0) { mes "[???]"; mes "Umbaumbaumbabababah."; @@ -827,7 +827,7 @@ umbala,194,104,4 script Utan Kid#2 4_M_UMKID,{ mes "Huh? You're from Rune-Midgard,"; mes "aren't you? Have you ever been bungee jumping?"; next; - if (select("Yeah:No") == 1) { + if (select("Yeah", "No") == 1) { mes "[Boorkatan]"; mes "Whoa, what a surprise! I never"; mes "would have thought someone from"; @@ -850,7 +850,7 @@ umbala,194,104,4 script Utan Kid#2 4_M_UMKID,{ mes "Umbaumbababah umhumba."; mes "Umbabaumumba umbaumbah?"; next; - if (select("Yeah:No") == 1) { + if (select("Yeah", "No") == 1) { mes "[???]"; mes "Umba, Umumbah umbabah."; mes "Umbaumbah umumbabah."; @@ -1021,16 +1021,16 @@ umbala,140,197,1 script Bungee Jump FAKE_NPC,0,0,{ OnTouch: switch(rand(1,3)) { case 1: - percentheal -100,0; - mapannounce "umbala","Bungee Jump: "+strcharinfo(0)+" : Kyaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa~~~~~~~",bc_map; + Hp = 1; + mapannounce "umbala","Bungee Jump: "+strcharinfo(PC_NAME)+" : Kyaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa~~~~~~~",bc_map; end; case 2: percentheal -50,0; - mapannounce "umbala","Bungee Jump: "+strcharinfo(0)+" : Wooooooaaaaaaaaaaaaaahhhhhhhhhhhh~~~~~~!",bc_map; + mapannounce "umbala","Bungee Jump: "+strcharinfo(PC_NAME)+" : Wooooooaaaaaaaaaaaaaahhhhhhhhhhhh~~~~~~!",bc_map; end; case 3: if (rand(1,2) == 2) { - percentheal -99,0; + Hp = 1; warp "nif_in",69,15; } end; diff --git a/npc/cities/yuno.txt b/npc/cities/yuno.txt index ccc8a91ae..944f5e9ae 100644 --- a/npc/cities/yuno.txt +++ b/npc/cities/yuno.txt @@ -86,7 +86,7 @@ yuno,337,227,4 script Juno Granny#juno 8_F_GRANDMOTHER,{ mes "Here's ^3355FF1,000 zeny^000000."; mes "Do you accept this?"; next; - if (select("Accept:Do not accept") == 1) { + if (select("Accept", "Do not accept") == 1) { mes "[Granny]"; mes "*Giggle*"; mes "There you go~"; @@ -178,7 +178,7 @@ yuno,165,111,4 script Juno Sage#juno 2_F_MAGICMASTER,,{ mes "[Le Morpheus]"; mes "Whichever one you choose, you must spend ^3355FF5,000 zeny^000000. Now, please select one."; next; - if (select("Choose ^FF3355Red Herb^000000:Choose ^3355FFBlue Herb^000000.") == 1) { + if (select("Choose ^FF3355Red Herb^000000", "Choose ^3355FFBlue Herb^000000.") == 1) { mes "[Le Morpheus]"; mes "As you have chosen, you will forget everything, and remain in this virtual reality."; Zeny -= 5000; @@ -217,7 +217,7 @@ yuno,157,205,4 script Juno Artisan#juno 1_M_JOBGUIDER,{ mes "[Artisan]"; mes "Oh, hello there. Let me introduce myself. I am an artisan who tries to succeed the rights and duties of item makers in Juno."; next; - switch(select("About Powerful Equipment:About Unique Items:About Authentic Food:End Conversation")) { + switch(select("About Powerful Equipment", "About Unique Items", "About Authentic Food", "End Conversation")) { case 1: mes "[Artisan]"; mes "Let me suggest the ^3355FFHoly Guard^000000 and ^3355FFHoly Avenger^000000 which are special items for Crusaders."; @@ -379,7 +379,7 @@ yuno,142,183,5 script Airship Representative 4W_SAILOR,{ mes "[Airship Representative]"; mes "The teleport fee is 1,800 zeny, regardless of where you want to go. Please let me know your desired destination."; next; - switch(select("Prontera:Izlude:Geffen:Morroc:Payon:Alberta:Comodo:Cancel")) { + switch(select("Prontera", "Izlude", "Geffen", "Morroc", "Payon", "Alberta", "Comodo", "Cancel")) { case 1: callsub S_Warp,"prontera",116,72; case 2: if (RENEWAL) callsub S_Warp,"izlude",128,98; else callsub S_Warp,"izlude",94,103; case 3: callsub S_Warp,"geffen",120,39; diff --git a/npc/custom/battleground/bg_common.txt b/npc/custom/battleground/bg_common.txt index 3ece8d512..7ba3eecb0 100644 --- a/npc/custom/battleground/bg_common.txt +++ b/npc/custom/battleground/bg_common.txt @@ -13,7 +13,7 @@ mes "[Maroll Battle Recruiter]"; mes "The two princes of the kingdom are now battling for the throne of Maroll, and are in need of experienced soldiers like you. How would you like to lend your power to one of the princes in the Maroll Kingdom?"; next; - if( select("Join:Don't Join") == 2 ) + if( select("Join", "Don't Join") == 2 ) { mes "[Maroll Battle Recruiter]"; mes "I'll always be stationed here for more soldiers. Feel free to come back whenever you're interested."; @@ -40,7 +40,7 @@ bat_room,148,150,4 script Teleporter#bat 4_F_TELEPORTER,{ mes "[Teleporter]"; mes "Do you wish to leave the battlefield? Use my service to return to town."; next; - if( select("Leave:Don't Leave") == 2 ) + if( select("Leave", "Don't Leave") == 2 ) { mes "[Teleporter]"; mes "I'll be here whenever you're in need of my service."; @@ -82,7 +82,7 @@ bat_room,160,159,3 script General Guillaume 4_M_KY_KIYOM,{ mes "[General Guillaume]"; mes "This is however, not just a battle between us. This battle will determine the future of this country. I pledge on my honor to prove that I'm the one who can protect this Maroll from outside threats."; next; - if( select("Yes, I want to join you.:End Conversation") == 2 ) + if( select("Yes, I want to join you.", "End Conversation") == 2 ) { mes "[General Guillaume]"; mes "I'll be the one who will capture the flag!"; @@ -117,7 +117,7 @@ bat_room,160,140,3 script Prince Croix 4_M_CRU_CRUA,{ mes "[Prince Croix]"; mes "General Guillaume may have an advantage in this battle as he is the great general of Maroll, but that doesn't automatically mean he'll win. I want to win this battle so that I can grant a better future for my people."; next; - if( select("Yes, I want to join you!:End Conversation") == 2 ) + if( select("Yes, I want to join you!", "End Conversation") == 2 ) { mes "[Prince Croix]"; mes "For Maroll!"; @@ -204,9 +204,9 @@ bat_room,156,178,5 script Tierra Valley Officer#1 4_M_KY_KNT,{ close; } - mes "Hello " + strcharinfo(0) + ", let's show the power of the Guillaume Army to those stinky Croixs!"; + mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Guillaume Army to those stinky Croixs!"; next; - if( select("I want to join your army!:End Conversation") == 2 ) + if( select("I want to join your army!", "End Conversation") == 2 ) close; mes "[Tierra Officer]"; @@ -274,9 +274,9 @@ bat_room,156,121,1 script Tierra Valley Officer#2 4_M_CRU_KNT,{ close; } - mes "Hello " + strcharinfo(0) + ", let's show the power of the Croix Army to those stinky Guillaumes!"; + mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Croix Army to those stinky Guillaumes!"; next; - if( select("I want to join your army!:End Conversation") == 2 ) + if( select("I want to join your army!", "End Conversation") == 2 ) close; mes "[Tierra Officer]"; @@ -344,9 +344,9 @@ bat_room,164,178,5 script Tierra Valley Officer#3 4_M_KY_KNT,{ close; } - mes "Hello " + strcharinfo(0) + ", let's show the power of the Guillaume Army to those stinky Croixs!"; + mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Guillaume Army to those stinky Croixs!"; next; - if( select("I want to join your army!:End Conversation") == 2 ) + if( select("I want to join your army!", "End Conversation") == 2 ) close; mes "[Tierra Officer]"; @@ -414,9 +414,9 @@ bat_room,164,121,1 script Tierra Valley Officer#4 4_M_CRU_KNT,{ close; } - mes "Hello " + strcharinfo(0) + ", let's show the power of the Croix Army to those stinky Guillaumes!"; + mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Croix Army to those stinky Guillaumes!"; next; - if( select("I want to join your army!:End Conversation") == 2 ) + if( select("I want to join your army!", "End Conversation") == 2 ) close; mes "[Tierra Officer]"; @@ -485,9 +485,9 @@ bat_room,172,178,5 script Flavius Officer#1 4_M_KY_KNT,{ close; } - mes "Hello " + strcharinfo(0) + ", let's show the power of the Guillaume Army to those stinky Croixs!"; + mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Guillaume Army to those stinky Croixs!"; next; - if( select("I want to join your army!:End Conversation") == 2 ) + if( select("I want to join your army!", "End Conversation") == 2 ) close; mes "[Flavius Officer]"; @@ -556,9 +556,9 @@ bat_room,172,121,1 script Flavius Officer#2 4_M_CRU_KNT,{ close; } - mes "Hello " + strcharinfo(0) + ", let's show the power of the Croix Army to those stinky Guillaumes!"; + mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Croix Army to those stinky Guillaumes!"; next; - if( select("I want to join your army!:End Conversation") == 2 ) + if( select("I want to join your army!", "End Conversation") == 2 ) close; mes "[Flavius Officer]"; @@ -627,9 +627,9 @@ bat_room,148,178,5 script Flavius Officer#3 4_M_KY_KNT,{ close; } - mes "Hello " + strcharinfo(0) + ", let's show the power of the Guillaume Army to those stinky Croixs!"; + mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Guillaume Army to those stinky Croixs!"; next; - if( select("I want to join your army!:End Conversation") == 2 ) + if( select("I want to join your army!", "End Conversation") == 2 ) close; mes "[Flavius Officer]"; @@ -698,9 +698,9 @@ bat_room,148,121,1 script Flavius Officer#4 4_M_CRU_KNT,{ close; } - mes "Hello " + strcharinfo(0) + ", let's show the power of the Croix Army to those stinky Guillaumes!"; + mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Croix Army to those stinky Guillaumes!"; next; - if( select("I want to join your army!:End Conversation") == 2 ) + if( select("I want to join your army!", "End Conversation") == 2 ) close; mes "[Flavius Officer]"; @@ -766,9 +766,9 @@ bat_room,140,178,5 script KVM [80-99] Officer#1 4_M_KY_KNT,{ close; } - mes "Hello " + strcharinfo(0) + ", let's show the power of the Guillaume Army to those stinky Croixs!"; + mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Guillaume Army to those stinky Croixs!"; next; - if( select("I want to join your army!:End Conversation") == 2 ) + if( select("I want to join your army!", "End Conversation") == 2 ) close; mes "[KVM Officer]"; @@ -834,9 +834,9 @@ bat_room,140,121,1 script KVM [80-99] Officer#2 4_M_CRU_KNT,{ close; } - mes "Hello " + strcharinfo(0) + ", let's show the power of the Croix Army to those stinky Guillaumes!"; + mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Croix Army to those stinky Guillaumes!"; next; - if( select("I want to join your army!:End Conversation") == 2 ) + if( select("I want to join your army!", "End Conversation") == 2 ) close; mes "[KVM Officer]"; @@ -902,9 +902,9 @@ bat_room,132,178,5 script KVM [60-79] Officer#1 4_M_KY_KNT,{ close; } - mes "Hello " + strcharinfo(0) + ", let's show the power of the Guillaume Army to those stinky Croixs!"; + mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Guillaume Army to those stinky Croixs!"; next; - if( select("I want to join your army!:End Conversation") == 2 ) + if( select("I want to join your army!", "End Conversation") == 2 ) close; mes "[KVM Officer]"; @@ -970,9 +970,9 @@ bat_room,132,121,1 script KVM [60-79] Officer#2 4_M_CRU_KNT,{ close; } - mes "Hello " + strcharinfo(0) + ", let's show the power of the Croix Army to those stinky Guillaumes!"; + mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Croix Army to those stinky Guillaumes!"; next; - if( select("I want to join your army!:End Conversation") == 2 ) + if( select("I want to join your army!", "End Conversation") == 2 ) close; mes "[KVM Officer]"; @@ -1038,9 +1038,9 @@ bat_room,124,178,5 script KVM [1-59] Officer#1 4_M_KY_KNT,{ close; } - mes "Hello " + strcharinfo(0) + ", let's show the power of the Guillaume Army to those stinky Croixs!"; + mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Guillaume Army to those stinky Croixs!"; next; - if( select("I want to join your army!:End Conversation") == 2 ) + if( select("I want to join your army!", "End Conversation") == 2 ) close; mes "[KVM Officer]"; @@ -1106,9 +1106,9 @@ bat_room,124,121,1 script KVM [1-59] Officer#2 4_M_CRU_KNT,{ close; } - mes "Hello " + strcharinfo(0) + ", let's show the power of the Croix Army to those stinky Guillaumes!"; + mes "Hello " + strcharinfo(PC_NAME) + ", let's show the power of the Croix Army to those stinky Guillaumes!"; next; - if( select("I want to join your army!:End Conversation") == 2 ) + if( select("I want to join your army!", "End Conversation") == 2 ) close; mes "[KVM Officer]"; @@ -1252,7 +1252,7 @@ bat_room,160,150,3 script Erundek 4_M_MANAGER,{ deletearray .@Item_DB[0],127; set .@Badge, 7828; - switch( select("Weapons:Garment:Footgear:Armor:Accessory") ) + switch( select("Weapons", "Garment", "Footgear", "Armor", "Accessory") ) { case 1: setarray .@Item_DB[0],13036,13411,1425,1632,1634,1543,1924,1978,1574,1824,1183,1380,13305,1279,1739,13108,13172; set .@Value, 100; break; case 2: setarray .@Item_DB[0],2538,2539,2540; set .@Value, 50; break; @@ -1270,7 +1270,7 @@ bat_room,160,150,3 script Erundek 4_M_MANAGER,{ deletearray .@Item_DB[0],127; set .@Badge, 7829; - switch( select("Weapons:Garment:Footgear:Armor:Accessory") ) + switch( select("Weapons", "Garment", "Footgear", "Armor", "Accessory") ) { case 1: setarray .@Item_DB[0],13037,13410,1633,1635,1542,1923,1977,1575,1823,1184,1482,1379,13306,1280,1738,13171,13173,13174; set .@Value, 100; break; case 2: setarray .@Item_DB[0],2538,2539,2540; set .@Value, 50; break; @@ -1306,7 +1306,7 @@ bat_room,160,150,3 script Erundek 4_M_MANAGER,{ mes "Are you sure you want this item?"; next; - if( select("Yes:No") == 2 ) + if( select("Yes", "No") == 2 ) { mes "[Erundek]"; mes "Do you need more time to check the items?"; diff --git a/npc/custom/battleground/bg_flavius_01.txt b/npc/custom/battleground/bg_flavius_01.txt index 33c662d93..73ab603c9 100644 --- a/npc/custom/battleground/bg_flavius_01.txt +++ b/npc/custom/battleground/bg_flavius_01.txt @@ -276,7 +276,7 @@ bat_b01,390,13,5 script Guillaume Vintenar#fl1 4_M_KY_HEAD,{ mes "[Swandery]"; mes "Blessed Guillaume!!"; mes "Let's enjoy our glorious victory!"; - mes "" + strcharinfo(0) + ", its a sign reflecting victory"; + mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory"; close2; set .@reward, 9; } else { @@ -305,12 +305,12 @@ bat_b01,10,293,5 script Croix Vintenar#fl1 4_M_CRU_HEAD,{ mes "[Swandery]"; mes "Blessed Croax!!"; mes "Let's enjoy our glorious victory!"; - mes "" + strcharinfo(0) + ", its a sign reflecting victory"; + mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory"; close2; set .@reward, 9; } else { mes "[Swandery]"; - mes "Oh, " + strcharinfo(0) + ". Don't be sad."; + mes "Oh, " + strcharinfo(PC_NAME) + ". Don't be sad."; mes "Even though we didn't win, we did our best."; mes "This is a Royal gift from Croix, and please don't forget this battle. We can win the next."; close2; @@ -333,7 +333,7 @@ bat_b01,390,13,5 script Therapist in battle#fl12 4_F_SISTER,{ mes "[Therapist in battle]"; mes "Just close your eyes, and take a deep breathe."; mes "You can be free from pain."; - specialeffect2 312; + specialeffect(EF_HEAL, AREA, playerattached()); close; } @@ -341,7 +341,7 @@ bat_b01,10,293,5 script Therapist in battle#fl11 4_F_SISTER,{ mes "[Therapist in battle]"; mes "Just close your eyes, and take a deep breathe."; mes "You can be free from pain."; - specialeffect2 312; + specialeffect(EF_HEAL, AREA, playerattached()); close; } @@ -360,7 +360,7 @@ OnBGStop: end; OnTimer24000: - misceffect 83; + specialeffect(EF_SANCTUARY); end; OnTimer25000: @@ -382,7 +382,7 @@ OnBGStop: end; OnTimer24000: - misceffect 83; + specialeffect(EF_SANCTUARY); end; OnTimer25000: diff --git a/npc/custom/battleground/bg_flavius_02.txt b/npc/custom/battleground/bg_flavius_02.txt index eef7cf308..e970a0711 100644 --- a/npc/custom/battleground/bg_flavius_02.txt +++ b/npc/custom/battleground/bg_flavius_02.txt @@ -276,7 +276,7 @@ bat_b02,390,13,5 script Guillaume Vintenar#fl2 4_M_KY_HEAD,{ mes "[Swandery]"; mes "Blessed Guillaume!!"; mes "Let's enjoy our glorious victory!"; - mes "" + strcharinfo(0) + ", its a sign reflecting victory"; + mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory"; close2; set .@reward, 9; } else { @@ -305,12 +305,12 @@ bat_b02,10,293,5 script Croix Vintenar#fl2 4_M_CRU_HEAD,{ mes "[Swandery]"; mes "Blessed Croax!!"; mes "Let's enjoy our glorious victory!"; - mes "" + strcharinfo(0) + ", its a sign reflecting victory"; + mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory"; close2; set .@reward, 9; } else { mes "[Swandery]"; - mes "Oh, " + strcharinfo(0) + ". Don't be sad."; + mes "Oh, " + strcharinfo(PC_NAME) + ". Don't be sad."; mes "Even though we didn't win, we did our best."; mes "This is a Royal gift from Croix, and please don't forget this battle. We can win the next."; close2; @@ -333,7 +333,7 @@ bat_b02,390,13,5 script Therapist in battle#fl22 4_F_SISTER,{ mes "[Therapist in battle]"; mes "Just close your eyes, and take a deep breathe."; mes "You can be free from pain."; - specialeffect2 312; + specialeffect(EF_HEAL, AREA, playerattached()); close; } @@ -341,7 +341,7 @@ bat_b02,10,293,5 script Therapist in battle#fl21 4_F_SISTER,{ mes "[Therapist in battle]"; mes "Just close your eyes, and take a deep breathe."; mes "You can be free from pain."; - specialeffect2 312; + specialeffect(EF_HEAL, AREA, playerattached()); close; } @@ -360,7 +360,7 @@ OnBGStop: end; OnTimer24000: - misceffect 83; + specialeffect(EF_SANCTUARY); end; OnTimer25000: @@ -382,7 +382,7 @@ OnBGStop: end; OnTimer24000: - misceffect 83; + specialeffect(EF_SANCTUARY); end; OnTimer25000: diff --git a/npc/custom/battleground/bg_kvm01.txt b/npc/custom/battleground/bg_kvm01.txt index a4bd65e43..a66e202e3 100644 --- a/npc/custom/battleground/bg_kvm01.txt +++ b/npc/custom/battleground/bg_kvm01.txt @@ -35,9 +35,9 @@ OnEnterBG: bat_c01,54,123,0 script #bat_c01a HIDDEN_NPC,{ end; -OnKvM01LightA: misceffect 54; end; -OnKvM01LightB: misceffect 55; end; -OnKvM01LightC: misceffect 56; end; +OnKvM01LightA: specialeffect(EF_BEGINSPELL2); end; +OnKvM01LightB: specialeffect(EF_BEGINSPELL3); end; +OnKvM01LightC: specialeffect(EF_BEGINSPELL4); end; } bat_c01,56,125,0 duplicate(#bat_c01a) #bat_c01b HIDDEN_NPC @@ -286,7 +286,7 @@ bat_c01,51,130,5 script Therapist in battle::TherapistKvM01a 4_F_SISTER,{ mes "[Therapist in battle]"; mes "Just close your eyes, and take a deep breathe."; mes "You can be free from pain."; - specialeffect2 312; + specialeffect(EF_HEAL, AREA, playerattached()); close; } @@ -294,7 +294,7 @@ bat_c01,148,53,1 script Therapist in battle::TherapistKvM01b 4_F_SISTER,{ mes "[Therapist in battle]"; mes "Just close your eyes, and take a deep breathe."; mes "You can be free from pain."; - specialeffect2 312; + specialeffect(EF_HEAL, AREA, playerattached()); close; } @@ -317,7 +317,7 @@ bat_c01,51,130,5 script Guillaume Vintenar::VintenarKvM01a 4_M_KY_HEAD,{ mes "[Swandery]"; mes "Blessed Guillaume!!"; mes "Let's enjoy our glorious victory!"; - mes "" + strcharinfo(0) + ", its a sign reflecting victory"; + mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory"; close2; } else { set .@reward, 1; @@ -353,12 +353,12 @@ bat_c01,148,53,1 script Croix Vintenar::VintenarKvM01b 4_M_CRU_HEAD,{ mes "[Swandery]"; mes "Blessed Croax!!"; mes "Let's enjoy our glorious victory!"; - mes "" + strcharinfo(0) + ", its a sign reflecting victory"; + mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory"; close2; } else { set .@reward, 1; mes "[Swandery]"; - mes "Oh, " + strcharinfo(0) + ". Don't be sad."; + mes "Oh, " + strcharinfo(PC_NAME) + ". Don't be sad."; mes "Even though we didn't win, we did our best."; mes "This is a Royal gift from Croix, and please don't forget this battle. We can win the next."; close2; diff --git a/npc/custom/battleground/bg_kvm02.txt b/npc/custom/battleground/bg_kvm02.txt index 833a33747..f1637069a 100644 --- a/npc/custom/battleground/bg_kvm02.txt +++ b/npc/custom/battleground/bg_kvm02.txt @@ -35,9 +35,9 @@ OnEnterBG: bat_c02,54,123,0 script #bat_c02a HIDDEN_NPC,{ end; -OnKvM02LightA: misceffect 54; end; -OnKvM02LightB: misceffect 55; end; -OnKvM02LightC: misceffect 56; end; +OnKvM02LightA: specialeffect(EF_BEGINSPELL2); end; +OnKvM02LightB: specialeffect(EF_BEGINSPELL3); end; +OnKvM02LightC: specialeffect(EF_BEGINSPELL4); end; } bat_c02,56,125,0 duplicate(#bat_c02a) #bat_c02b HIDDEN_NPC @@ -286,7 +286,7 @@ bat_c02,51,130,5 script Therapist in battle::TherapistKvM02a 4_F_SISTER,{ mes "[Therapist in battle]"; mes "Just close your eyes, and take a deep breathe."; mes "You can be free from pain."; - specialeffect2 312; + specialeffect(EF_HEAL, AREA, playerattached()); close; } @@ -294,7 +294,7 @@ bat_c02,148,53,1 script Therapist in battle::TherapistKvM02b 4_F_SISTER,{ mes "[Therapist in battle]"; mes "Just close your eyes, and take a deep breathe."; mes "You can be free from pain."; - specialeffect2 312; + specialeffect(EF_HEAL, AREA, playerattached()); close; } @@ -317,7 +317,7 @@ bat_c02,51,130,5 script Guillaume Vintenar::VintenarKvM02a 4_M_KY_HEAD,{ mes "[Swandery]"; mes "Blessed Guillaume!!"; mes "Let's enjoy our glorious victory!"; - mes "" + strcharinfo(0) + ", its a sign reflecting victory"; + mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory"; close2; } else { set .@reward, 1; @@ -353,12 +353,12 @@ bat_c02,148,53,1 script Croix Vintenar::VintenarKvM02b 4_M_CRU_HEAD,{ mes "[Swandery]"; mes "Blessed Croax!!"; mes "Let's enjoy our glorious victory!"; - mes "" + strcharinfo(0) + ", its a sign reflecting victory"; + mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory"; close2; } else { set .@reward, 1; mes "[Swandery]"; - mes "Oh, " + strcharinfo(0) + ". Don't be sad."; + mes "Oh, " + strcharinfo(PC_NAME) + ". Don't be sad."; mes "Even though we didn't win, we did our best."; mes "This is a Royal gift from Croix, and please don't forget this battle. We can win the next."; close2; diff --git a/npc/custom/battleground/bg_kvm03.txt b/npc/custom/battleground/bg_kvm03.txt index 9ca29deaf..612047dcb 100644 --- a/npc/custom/battleground/bg_kvm03.txt +++ b/npc/custom/battleground/bg_kvm03.txt @@ -35,9 +35,9 @@ OnEnterBG: bat_c03,54,123,0 script #bat_c03a HIDDEN_NPC,{ end; -OnKvM03LightA: misceffect 54; end; -OnKvM03LightB: misceffect 55; end; -OnKvM03LightC: misceffect 56; end; +OnKvM03LightA: specialeffect(EF_BEGINSPELL2); end; +OnKvM03LightB: specialeffect(EF_BEGINSPELL3); end; +OnKvM03LightC: specialeffect(EF_BEGINSPELL4); end; } bat_c03,56,125,0 duplicate(#bat_c03a) #bat_c03b HIDDEN_NPC @@ -286,7 +286,7 @@ bat_c03,51,130,5 script Therapist in battle::TherapistKvM03a 4_F_SISTER,{ mes "[Therapist in battle]"; mes "Just close your eyes, and take a deep breathe."; mes "You can be free from pain."; - specialeffect2 312; + specialeffect(EF_HEAL, AREA, playerattached()); close; } @@ -294,7 +294,7 @@ bat_c03,148,53,1 script Therapist in battle::TherapistKvM03b 4_F_SISTER,{ mes "[Therapist in battle]"; mes "Just close your eyes, and take a deep breathe."; mes "You can be free from pain."; - specialeffect2 312; + specialeffect(EF_HEAL, AREA, playerattached()); close; } @@ -317,7 +317,7 @@ bat_c03,51,130,5 script Guillaume Vintenar::VintenarKvM03a 4_M_KY_HEAD,{ mes "[Swandery]"; mes "Blessed Guillaume!!"; mes "Let's enjoy our glorious victory!"; - mes "" + strcharinfo(0) + ", its a sign reflecting victory"; + mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory"; close2; } else { set .@reward, 0; @@ -353,12 +353,12 @@ bat_c03,148,53,1 script Croix Vintenar::VintenarKvM03b 4_M_CRU_HEAD,{ mes "[Swandery]"; mes "Blessed Croax!!"; mes "Let's enjoy our glorious victory!"; - mes "" + strcharinfo(0) + ", its a sign reflecting victory"; + mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory"; close2; } else { set .@reward, 0; mes "[Swandery]"; - mes "Oh, " + strcharinfo(0) + ". Don't be sad."; + mes "Oh, " + strcharinfo(PC_NAME) + ". Don't be sad."; mes "Even though we didn't win, we did our best."; mes "Please don't forget this battle. We can win the next."; close2; diff --git a/npc/custom/battleground/bg_tierra_01.txt b/npc/custom/battleground/bg_tierra_01.txt index 05b48c63e..2640723b3 100644 --- a/npc/custom/battleground/bg_tierra_01.txt +++ b/npc/custom/battleground/bg_tierra_01.txt @@ -99,13 +99,13 @@ OnReadyCheck: end; OnNeutralBreak: - if( getcharid(4) == $@TierraBG1_id1 ) + if( getcharid(CHAR_ID_BG) == $@TierraBG1_id1 ) { mapannounce "bat_a01","Guillaume obtained a neurality banner, so they have an advantage.",1,0x0000FF; bg_team_setxy $@TierraBG1_id2,42,16; areawarp "bat_a01",52,208,61,217,"bat_a01",42,16; } - else if( getcharid(4) == $@TierraBG1_id2 ) + else if( getcharid(CHAR_ID_BG) == $@TierraBG1_id2 ) { mapannounce "bat_a01","Croix obtained a neutrality banner, so they have an advantage.",1,0xFF0000; bg_team_setxy $@TierraBG1_id1,50,374; @@ -113,7 +113,7 @@ OnNeutralBreak: } else end; - set .Neutral_Base, getcharid(4); + set .Neutral_Base, getcharid(CHAR_ID_BG); bg_team_setxy .Neutral_Base,56,212; if( .Guardian_1 == 0 ) @@ -326,12 +326,12 @@ bat_a01,45,19,3 script Croix Vintenar#tv1 4_M_CRU_HEAD,{ mes "[Swandery]"; mes "Blessed Croax!!"; mes "Let's enjoy our glorious victory!"; - mes "" + strcharinfo(0) + ", its a sign reflecting victory"; + mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory"; close2; } else { set .@reward, 1; mes "[Swandery]"; - mes "Oh, " + strcharinfo(0) + ". Don't be sad."; + mes "Oh, " + strcharinfo(PC_NAME) + ". Don't be sad."; mes "Even though we didn't win, we did our best."; mes "This is a Royal gift from Croix, and please don't forget this battle. We can win the next."; close2; @@ -355,7 +355,7 @@ bat_a01,53,377,3 script Guillaume Vintenar#tv1 4_M_KY_HEAD,{ mes "[Swandery]"; mes "Blessed Guillaume!!"; mes "Let's enjoy our glorious victory!"; - mes "" + strcharinfo(0) + ", its a sign reflecting victory"; + mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory"; close2; } else { set .@reward, 1; @@ -381,7 +381,7 @@ bat_a01,53,377,3 script Guillaume Vintenar#tv1 4_M_KY_HEAD,{ bat_a01,60,216,3 script Ghost#tv13 4_GHOSTRING,{ mes "[Ghost in valley]"; mes "Boo...Boo..."; - specialeffect2 312; + specialeffect(EF_HEAL, AREA, playerattached()); close; } @@ -389,7 +389,7 @@ bat_a01,53,377,3 script Therapist in battle#tv12 4_F_SISTER,{ mes "[Therapist in battle]"; mes "Just close your eyes, and take a deep breathe."; mes "You can be free from pain."; - specialeffect2 312; + specialeffect(EF_HEAL, AREA, playerattached()); close; } @@ -397,7 +397,7 @@ bat_a01,45,18,3 script Therapist in battle#tv11 4_F_SISTER,{ mes "[Therapist in battle]"; mes "Just close your eyes, and take a deep breathe."; mes "You can be free from pain."; - specialeffect2 312; + specialeffect(EF_HEAL, AREA, playerattached()); close; } @@ -416,7 +416,7 @@ OnBGStop: end; OnTimer19000: - misceffect 83; + specialeffect(EF_SANCTUARY); end; OnTimer20000: @@ -438,7 +438,7 @@ OnBGStop: end; OnTimer24000: - misceffect 83; + specialeffect(EF_SANCTUARY); end; OnTimer25000: @@ -460,7 +460,7 @@ OnBGStop: end; OnTimer24000: - misceffect 83; + specialeffect(EF_SANCTUARY); end; OnTimer25000: diff --git a/npc/custom/battleground/bg_tierra_02.txt b/npc/custom/battleground/bg_tierra_02.txt index b3b6cff21..98b604fd7 100644 --- a/npc/custom/battleground/bg_tierra_02.txt +++ b/npc/custom/battleground/bg_tierra_02.txt @@ -99,13 +99,13 @@ OnReadyCheck: end; OnNeutralBreak: - if( getcharid(4) == $@TierraBG2_id1 ) + if( getcharid(CHAR_ID_BG) == $@TierraBG2_id1 ) { mapannounce "bat_a02","Guillaume obtained a neurality banner, so they have an advantage.",1,0x0000FF; bg_team_setxy $@TierraBG2_id2,42,16; areawarp "bat_a02",52,208,61,217,"bat_a02",42,16; } - else if( getcharid(4) == $@TierraBG2_id2 ) + else if( getcharid(CHAR_ID_BG) == $@TierraBG2_id2 ) { mapannounce "bat_a02","Croix obtained a neutrality banner, so they have an advantage.",1,0xFF0000; bg_team_setxy $@TierraBG2_id1,50,374; @@ -113,7 +113,7 @@ OnNeutralBreak: } else end; - set .Neutral_Base, getcharid(4); + set .Neutral_Base, getcharid(CHAR_ID_BG); bg_team_setxy .Neutral_Base,56,212; if( .Guardian_1 == 0 ) @@ -326,12 +326,12 @@ bat_a02,45,19,3 script Croix Vintenar#tv2 4_M_CRU_HEAD,{ mes "[Swandery]"; mes "Blessed Croax!!"; mes "Let's enjoy our glorious victory!"; - mes "" + strcharinfo(0) + ", its a sign reflecting victory"; + mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory"; close2; } else { set .@reward, 1; mes "[Swandery]"; - mes "Oh, " + strcharinfo(0) + ". Don't be sad."; + mes "Oh, " + strcharinfo(PC_NAME) + ". Don't be sad."; mes "Even though we didn't win, we did our best."; mes "This is a Royal gift from Croix, and please don't forget this battle. We can win the next."; close2; @@ -355,7 +355,7 @@ bat_a02,53,377,3 script Guillaume Vintenar#tv2 4_M_KY_HEAD,{ mes "[Swandery]"; mes "Blessed Guillaume!!"; mes "Let's enjoy our glorious victory!"; - mes "" + strcharinfo(0) + ", its a sign reflecting victory"; + mes "" + strcharinfo(PC_NAME) + ", its a sign reflecting victory"; close2; } else { set .@reward, 1; @@ -381,7 +381,7 @@ bat_a02,53,377,3 script Guillaume Vintenar#tv2 4_M_KY_HEAD,{ bat_a02,60,216,3 script Ghost#tv23 4_GHOSTRING,{ mes "[Ghost in valley]"; mes "Boo...Boo..."; - specialeffect2 312; + specialeffect(EF_HEAL, AREA, playerattached()); close; } @@ -389,7 +389,7 @@ bat_a02,53,377,3 script Therapist in battle#tv22 4_F_SISTER,{ mes "[Therapist in battle]"; mes "Just close your eyes, and take a deep breathe."; mes "You can be free from pain."; - specialeffect2 312; + specialeffect(EF_HEAL, AREA, playerattached()); close; } @@ -397,7 +397,7 @@ bat_a02,45,18,3 script Therapist in battle#tv21 4_F_SISTER,{ mes "[Therapist in battle]"; mes "Just close your eyes, and take a deep breathe."; mes "You can be free from pain."; - specialeffect2 312; + specialeffect(EF_HEAL, AREA, playerattached()); close; } @@ -416,7 +416,7 @@ OnBGStop: end; OnTimer19000: - misceffect 83; + specialeffect(EF_SANCTUARY); end; OnTimer20000: @@ -438,7 +438,7 @@ OnBGStop: end; OnTimer24000: - misceffect 83; + specialeffect(EF_SANCTUARY); end; OnTimer25000: @@ -460,7 +460,7 @@ OnBGStop: end; OnTimer24000: - misceffect 83; + specialeffect(EF_SANCTUARY); end; OnTimer25000: diff --git a/npc/custom/bgqueue/flavius.txt b/npc/custom/bgqueue/flavius.txt index 8fac6a76b..21c79f48f 100644 --- a/npc/custom/bgqueue/flavius.txt +++ b/npc/custom/bgqueue/flavius.txt @@ -170,12 +170,12 @@ OnReset: end; OnCroixQuit: - queueremove($@Croix_QueueBG1,getcharid(3)); + queueremove($@Croix_QueueBG1,getcharid(CHAR_ID_ACCOUNT)); callsub L_OnPlayerQuit; end; OnGuillaumeQuit: - queueremove($@Guill_QueueBG1,getcharid(3)); + queueremove($@Guill_QueueBG1,getcharid(CHAR_ID_ACCOUNT)); callsub L_OnPlayerQuit; end; @@ -333,7 +333,7 @@ OnStop: } bat_b01,10,294,3 script Battle Therapist#b01_a 4_F_SISTER,{ - specialeffect2 EF_HEAL; + specialeffect(EF_HEAL, AREA, playerattached()); mes "[Battle Therapist]"; mes "Just close your eyes,"; mes "and take a deep breath."; @@ -378,7 +378,7 @@ OnTouch: } bat_b01,389,14,3 script Battle Therapist#b01_b 4_F_SISTER,{ - specialeffect2 EF_HEAL; + specialeffect(EF_HEAL, AREA, playerattached()); mes "[Battle Therapist]"; mes "Just close your eyes,"; mes "and take a deep breath."; @@ -437,7 +437,7 @@ OnTouch: } bat_b01,10,294,3 script Guillaume Vintenar#b01_a 4_M_RASWORD,{ - if ($@FlaviusBG1_id1 == getcharid(4)) { + if ($@FlaviusBG1_id1 == getcharid(CHAR_ID_BG)) { if ($@FlaviusBG1_Victory == 1) { set .@your_medal,countitem(BF_Badge2); set .@medal_gap,500 - .@your_medal; @@ -445,7 +445,7 @@ bat_b01,10,294,3 script Guillaume Vintenar#b01_a 4_M_RASWORD,{ mes "[Axl Rose]"; mes "Blessed Guillaume!"; mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes ""+strcharinfo(PC_NAME)+", it's a sign reflecting victory."; close2; getitem BF_Badge2,9; } @@ -453,7 +453,7 @@ bat_b01,10,294,3 script Guillaume Vintenar#b01_a 4_M_RASWORD,{ mes "[Axl Rose]"; mes "Blessed Guillaume!"; mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes ""+strcharinfo(PC_NAME)+", it's a sign reflecting victory."; close2; getitem BF_Badge2,.@medal_gap; } @@ -489,7 +489,7 @@ OnInit: } bat_b01,389,14,3 script Croix Vintenar#b01_b 4_M_RASWORD,{ - if ($@FlaviusBG1_id2 == getcharid(4)) { + if ($@FlaviusBG1_id2 == getcharid(CHAR_ID_BG)) { if ($@FlaviusBG1_Victory == 2) { set .@your_medal,countitem(BF_Badge2); set .@medal_gap,500 - .@your_medal; @@ -497,7 +497,7 @@ bat_b01,389,14,3 script Croix Vintenar#b01_b 4_M_RASWORD,{ mes "[Swandery]"; mes "Blessed Croix!"; mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes ""+strcharinfo(PC_NAME)+", it's a sign reflecting victory."; close2; getitem BF_Badge2,9; } @@ -505,7 +505,7 @@ bat_b01,389,14,3 script Croix Vintenar#b01_b 4_M_RASWORD,{ mes "[Swandery]"; mes "Blessed Croix!"; mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes ""+strcharinfo(PC_NAME)+", it's a sign reflecting victory."; close2; getitem BF_Badge2,.@medal_gap; } @@ -515,7 +515,7 @@ bat_b01,389,14,3 script Croix Vintenar#b01_b 4_M_RASWORD,{ set .@medal_gap,500 - .@your_medal; if (.@medal_gap > 2) { mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+". Don't be sad."; + mes "Oh, "+strcharinfo(PC_NAME)+". Don't be sad."; mes "Even though we didn't win, we did our best."; mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; close2; @@ -523,7 +523,7 @@ bat_b01,389,14,3 script Croix Vintenar#b01_b 4_M_RASWORD,{ } else { mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+". Don't be sad."; + mes "Oh, "+strcharinfo(PC_NAME)+". Don't be sad."; mes "Even though we didn't win, we did our best."; mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; close2; @@ -623,7 +623,7 @@ bat_b01,389,16,3 script Croix Camp#flag31 1_FLAG_EAGLE,{ end; } bat_b01,10,294,3 script Vintenar#bat_b01_aover 4_M_KY_HEAD,{ set .@A_B_gap,$@Guill_ScoreBG1 - $@Croix_ScoreBG1; - if ($@FlaviusBG1_id1 == getcharid(4)) { + if ($@FlaviusBG1_id1 == getcharid(CHAR_ID_BG)) { if (.@A_B_gap > 0) { set .@your_medal,countitem(BF_Badge2); set .@medal_gap,500 - .@your_medal; @@ -631,7 +631,7 @@ bat_b01,10,294,3 script Vintenar#bat_b01_aover 4_M_KY_HEAD,{ mes "[Axl Rose]"; mes "Blessed Guillaume!"; mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes ""+strcharinfo(PC_NAME)+", it's a sign reflecting victory."; close2; getitem BF_Badge2,9; } @@ -639,7 +639,7 @@ bat_b01,10,294,3 script Vintenar#bat_b01_aover 4_M_KY_HEAD,{ mes "[Axl Rose]"; mes "Blessed Guillaume!"; mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes ""+strcharinfo(PC_NAME)+", it's a sign reflecting victory."; close2; getitem BF_Badge2,.@medal_gap; } @@ -701,13 +701,13 @@ OnInit: bat_b01,389,14,3 script Vintenar#bat_b01_bover 4_M_CRU_HEAD,{ set .@A_B_gap,$@Guill_ScoreBG1 - $@Croix_ScoreBG1; - if ($@FlaviusBG1_id2 == getcharid(4)) { + if ($@FlaviusBG1_id2 == getcharid(CHAR_ID_BG)) { if (.@A_B_gap > 0) { set .@your_medal,countitem(BF_Badge2); set .@medal_gap,500 - .@your_medal; if (.@medal_gap > 2) { mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+". Don't be sad."; + mes "Oh, "+strcharinfo(PC_NAME)+". Don't be sad."; mes "Even though we didn't win, we did our best."; mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; close2; @@ -715,7 +715,7 @@ bat_b01,389,14,3 script Vintenar#bat_b01_bover 4_M_CRU_HEAD,{ } else { mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+". Don't be sad."; + mes "Oh, "+strcharinfo(PC_NAME)+". Don't be sad."; mes "Even though we didn't win, we did our best."; mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; close2; @@ -727,7 +727,7 @@ bat_b01,389,14,3 script Vintenar#bat_b01_bover 4_M_CRU_HEAD,{ set .@medal_gap,500 - .@your_medal; if (.@medal_gap > 2) { mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+". Don't be sad."; + mes "Oh, "+strcharinfo(PC_NAME)+". Don't be sad."; mes "Even though we didn't win, we did our best."; mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; close2; @@ -735,7 +735,7 @@ bat_b01,389,14,3 script Vintenar#bat_b01_bover 4_M_CRU_HEAD,{ } else { mes "[Swandery]"; - mes "Oh, "+strcharinfo(0)+". Don't be sad."; + mes "Oh, "+strcharinfo(PC_NAME)+". Don't be sad."; mes "Even though we didn't win, we did our best."; mes "This is a Royal gift from Croix, and please don't forget this battle. We will win the next one."; close2; @@ -749,7 +749,7 @@ bat_b01,389,14,3 script Vintenar#bat_b01_bover 4_M_CRU_HEAD,{ mes "[Swandery]"; mes "Blessed Croix!"; mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes ""+strcharinfo(PC_NAME)+", it's a sign reflecting victory."; close2; getitem BF_Badge2,9; } @@ -757,7 +757,7 @@ bat_b01,389,14,3 script Vintenar#bat_b01_bover 4_M_CRU_HEAD,{ mes "[Swandery]"; mes "Blessed Croix!"; mes "Let's enjoy our glorious victory!"; - mes ""+strcharinfo(0)+", it's a sign reflecting victory."; + mes ""+strcharinfo(PC_NAME)+", it's a sign reflecting victory."; close2; getitem BF_Badge2,.@medal_gap; } diff --git a/npc/custom/breeder.txt b/npc/custom/breeder.txt index db57510f7..9efb73ac6 100644 --- a/npc/custom/breeder.txt +++ b/npc/custom/breeder.txt @@ -14,27 +14,27 @@ prontera,124,201,1 script Universal Rental NPC 4_F_JOB_BLACKSMITH,{ /* TODO: This can be optimized with just setmount(), as it can auto-detect the proper mount for the class/skills. */ if (hascashmount()) { - message strcharinfo(0),"You must first remove your mount."; + message strcharinfo(PC_NAME),"You must first remove your mount."; end; - } else if ((eaclass()&EAJ_THIRDMASK) == EAJ_RANGER && !countitem(Wolf's_Flute)) { + } else if ((eaclass()&EAJ_THIRDMASK) == EAJ_RANGER && !countitem(Wolfs_Flute)) { if (!checkfalcon() && getskilllv(HT_FALCON) && !checkwug()) { - if (select(" ~ Falcon: ~ Warg") == 1) + if (select(" ~ Falcon", " ~ Warg") == 1) setfalcon; else - getitem Wolf's_Flute, 1; - specialeffect2 EF_TEIHIT3; + getitem Wolfs_Flute, 1; + specialeffect(EF_TEIHIT3, AREA, playerattached()); close; } else { - getitem Wolf's_Flute,1; + getitem Wolfs_Flute,1; } } else if ((eaclass()&EAJ_THIRDMASK) == EAJ_MECHANIC && !checkcart() && getskilllv(MC_PUSHCART)) { if (!checkmount() != MOUNT_MADO && getskilllv(NC_MADOLICENCE)) { - if (select(" ~ Cart: ~ Mado") == 1) { + if (select(" ~ Cart", " ~ Mado") == 1) { setcart; } else { setmount(MOUNT_MADO); } - specialeffect2 EF_TEIHIT3; + specialeffect(EF_TEIHIT3, AREA, playerattached()); close; } else { setcart; @@ -48,10 +48,10 @@ prontera,124,201,1 script Universal Rental NPC 4_F_JOB_BLACKSMITH,{ } else if (checkmount() != MOUNT_MADO && getskilllv(NC_MADOLICENCE)) { setmount(MOUNT_MADO); } else { - message strcharinfo(0),"You do not meet requirements to rent."; + message strcharinfo(PC_NAME),"You do not meet requirements to rent."; end; } - specialeffect2 EF_TEIHIT3; + specialeffect(EF_TEIHIT3, AREA, playerattached()); end; } diff --git a/npc/custom/card_remover.txt b/npc/custom/card_remover.txt index 902f09f91..077296ac6 100644 --- a/npc/custom/card_remover.txt +++ b/npc/custom/card_remover.txt @@ -22,7 +22,7 @@ prt_in,28,73,4 script Wise Old Woman#eAcustom 1_F_ORIENT_04,{ mes "[Wise Old Woman]"; mes "Good day, young one. I have the power to remove cards that you have compounded onto your equipment. Does this idea please you?"; next; - switch(select("Yes, it does.:What do you charge?:No thanks.")) { + switch(select("Yes, it does.", "What do you charge?", "No thanks.")) { case 1: mes "[Wise Old Woman]"; mes "Very well. Which item shall I examine for you?"; @@ -62,7 +62,7 @@ prt_in,28,73,4 script Wise Old Woman#eAcustom 1_F_ORIENT_04,{ mes "[Wise Old Woman]"; mes "This item has " + .@cardcount + " cards compounded on it. To perform my magic, I will need " + (.zenycost+(.@cardcount * .percardcost)) + " zeny, a ^0000FFStar Crumb^000000, and a ^0000FFYellow Gemstone^000000."; next; - if(select("Very well. Do it.:Nevermind.") == 2) { + if(select("Very well. Do it.", "Nevermind.") == 2) { mes "[Wise Old Woman]"; mes "Very well. Return at once if you seek my services."; close; @@ -75,7 +75,7 @@ prt_in,28,73,4 script Wise Old Woman#eAcustom 1_F_ORIENT_04,{ mes "[Wise Old Woman]"; mes "Before I begin, I must warn you--I may fail. If I do, I may destroy the cards, the item, or both. I do not give refunds. That being said, which is more important to you: The cards, or the item?"; next; - switch(select("I changed my mind about this.:The item.:The cards.")) { + switch(select("I changed my mind about this.", "The item.", "The cards.")) { case 1: mes "[Wise Old Woman]"; mes "Very well. Return at once if you seek my services."; diff --git a/npc/custom/etc/airplane.txt b/npc/custom/etc/airplane.txt index 138755f6b..2487acb1f 100644 --- a/npc/custom/etc/airplane.txt +++ b/npc/custom/etc/airplane.txt @@ -244,7 +244,7 @@ Board: L_Yes: if($destination!=getarg(0))goto Notime; warp "airplane", 105, 72; - specialeffect2 501; + specialeffect(EF_CASTSPIN, AREA, playerattached()); L_Nope: mes "^FF0000[Porter]^000000"; mes "Have a good day. Thank you for traveling with Airship."; @@ -252,8 +252,10 @@ L_Nope: Notime: mes "^FF0000[Porter]^000000"; - if(Sex==0) mes "Sorry, ma'am, but the plane currently isn't ported. However, you can view the airplane's hourly itinerary."; - if(Sex==1) mes "Sorry, sir, but the plane currently isn't ported. However, you can view the airplane's hourly itinerary."; + if (Sex == SEX_FEMALE) + mes "Sorry, ma'am, but the plane currently isn't ported. However, you can view the airplane's hourly itinerary."; + else + mes "Sorry, sir, but the plane currently isn't ported. However, you can view the airplane's hourly itinerary."; next; menu "Yes, please.",Itin,"No thanks.",L_Nope; close; @@ -291,10 +293,10 @@ glast_01,196,326,1 script Porter#07 4_M_TWBOY,{ umbala,188,98,3 script Porter#08 4_M_TWBOY,{ callfunc "F_Porter",8; } -comodo,203,75,8 script Porter#09 4_M_TWBOY,{ +comodo,203,75,0 script Porter#09 4_M_TWBOY,{ callfunc "F_Porter",9; } -amatsu,115,78,8 script Porter#10 4_M_TWBOY,{ +amatsu,115,78,0 script Porter#10 4_M_TWBOY,{ callfunc "F_Porter",10; } niflheim,132,242,5 script Porter#11 4_M_TWBOY,{ @@ -303,7 +305,7 @@ niflheim,132,242,5 script Porter#11 4_M_TWBOY,{ xmas,232,309,5 script Porter#12 4_M_TWBOY,{ callfunc "F_Porter",12; } -louyang,35,279,8 script Porter#13 4_M_TWBOY,{ +louyang,35,279,0 script Porter#13 4_M_TWBOY,{ callfunc "F_Porter",13; } gonryun,82,95,7 script Porter#14 4_M_TWBOY,{ @@ -354,7 +356,7 @@ Lyes: if($destination == 250)goto Notime; if($destination != @dockky)goto Notime; warp $locationsmap$[$destination], $locationsx[$destination], $locationsy[$destination]; - specialeffect2 501; + specialeffect(EF_CASTSPIN, AREA, playerattached()); Lnope: mes "^FF0000[Airplane Attendant]^000000"; @@ -363,8 +365,10 @@ Lnope: Notime: mes "^FF0000[Airplane Attendant]^000000"; - if(Sex==0) mes "Sorry, ma'am, but the plane currently isn't docked. Please wait."; - if(Sex==1) mes "Sorry, sir, but the plane currently isn't docked. Please wait."; + if (Sex == SEX_FEMALE) + mes "Sorry, ma'am, but the plane currently isn't docked. Please wait."; + else + mes "Sorry, sir, but the plane currently isn't docked. Please wait."; close; Nowhere: diff --git a/npc/custom/etc/bank.txt b/npc/custom/etc/bank.txt index e6e75c9f3..c5bed187b 100644 --- a/npc/custom/etc/bank.txt +++ b/npc/custom/etc/bank.txt @@ -18,7 +18,7 @@ set @cost,500; mes "[Banker]"; mes "Welcome to the First Bank of Prontera. How can I help you today?"; next; -switch(select("I'd like to make a deposit.:I'd like to make a withdrawl.:What's my current balance?:Cancel")) { +switch(select("I'd like to make a deposit.", "I'd like to make a withdrawl.", "What's my current balance?", "Cancel")) { case 1: mes "[Banker]"; mes "Very well... How much would you like to deposit? The maximum you can deposit at once is 999,999 Zeny."; @@ -72,7 +72,7 @@ switch(select("I'd like to make a deposit.:I'd like to make a withdrawl.:What's mes "[Banker]"; mes "You don't have the Zeny for the transaction fee right now. Would you like me to take the fee directly from your withdrawl?"; next; - switch(select("Yes please.:No, Thanks")){ + switch(select("Yes please.", "No, Thanks")){ case 1: mes "[Banker]"; mes "Removing " + @cost + " from your withdrawl to cover the deposit fee..."; diff --git a/npc/custom/etc/bank_kafra.txt b/npc/custom/etc/bank_kafra.txt index c4e16a9ec..375a9f611 100644 --- a/npc/custom/etc/bank_kafra.txt +++ b/npc/custom/etc/bank_kafra.txt @@ -20,7 +20,7 @@ - script Bank Clerk::bankg 4_M_ZONDAOYAJI,{ mes"[Maniss]"; - mes strcharinfo(0)+", welcome to the 2nd Bank of Prontera!"; + mes strcharinfo(PC_NAME)+", welcome to the 2nd Bank of Prontera!"; set @kb_int,(gettime(GETTIME_MONTH)*31)+gettime(GETTIME_DAYOFMONTH); //today's number set @income,0; diff --git a/npc/custom/etc/lottery.txt b/npc/custom/etc/lottery.txt index 13d60ec2f..421fccc78 100644 --- a/npc/custom/etc/lottery.txt +++ b/npc/custom/etc/lottery.txt @@ -293,7 +293,7 @@ LWinBig: mes "Jackpot!"; mes "You've won ^0000FF" + $L_Prize_Money + "z^000000."; Zeny += $L_Prize_Money; - announce "Lottery: " + strcharinfo(0) + " has won the JACKPOT of " + $L_Prize_Money + "z!",8; + announce "Lottery: " + strcharinfo(PC_NAME) + " has won the JACKPOT of " + $L_Prize_Money + "z!",8; set #LID,0; close; @@ -303,7 +303,7 @@ LWinSmall: mes "You have matched at least 4 numbers!"; mes "You've won ^0000FF" + $L_Prize_Money_Small + "z^000000."; Zeny += $L_Prize_Money_Small; - announce "Lottery: " + strcharinfo(0) + " has won a prize of " + $L_Prize_Money_Small + "z!",8; + announce "Lottery: " + strcharinfo(PC_NAME) + " has won a prize of " + $L_Prize_Money_Small + "z!",8; set #LID,0; close; diff --git a/npc/custom/etc/marriage.txt b/npc/custom/etc/marriage.txt index 1d6d21c2a..4e521ec55 100644 --- a/npc/custom/etc/marriage.txt +++ b/npc/custom/etc/marriage.txt @@ -82,11 +82,11 @@ prt_church,100,123,4 script Vomars 1_M_PASTOR,{ close; } // End official iRO dialog - if (strcharinfo(0) == $wed_groom$) { + if (strcharinfo(PC_NAME) == $wed_groom$) { SF_Groom(); end; } - if (strcharinfo(0) == $wed_bride$) { + if (strcharinfo(PC_NAME) == $wed_bride$) { SF_Bride(); end; } @@ -102,11 +102,11 @@ prt_church,100,123,4 script Vomars 1_M_PASTOR,{ mes "I am going to wed "+$wed_groom$+" and "+$wed_bride$+", do you have an objection to it?"; if (select("Sorry, please go on.","Yes, I actually do.") == 2) { //Abort - npctalk "Ladies and gentlemen, "+strcharinfo(0)+" has an objection to the wedding!"; + npctalk "Ladies and gentlemen, "+strcharinfo(PC_NAME)+" has an objection to the wedding!"; SF_wed_end(); mes "Why should they not be wed?"; input $@msg$; - npctalk strcharinfo(0)+"'s objection is: "+$@msg$; + npctalk strcharinfo(PC_NAME)+"'s objection is: "+$@msg$; emotion e_sob; mes "I see..."; } else @@ -267,10 +267,10 @@ function SF_RetrieveRingM { mes "What happened to your "+getitemname($@wed_ring)+"? You didn't lose it... did you? We need it to continue with the ceremony!"; close; } - if ($wed_bride_sex) - set @item, 2634; //Groom's wedding ring + if ($wed_bride_sex == SEX_MALE) + @item = 2634; //Groom's wedding ring else - set @item, 2635; //Bride's wedding ring + @item = 2635; //Bride's wedding ring if (getnameditem(@item,$wed_groom$) == 0) { mes "You don't seem to have enough space to carry the ring... go free up some space and come back to reclaim your partner's ring."; close; @@ -293,10 +293,10 @@ function SF_RetrieveRingF { mes "What happened to your "+getitemname($@wed_ring)+"? You didn't lose it... did you? We need it to continue with the ceremony!"; close; } - if ($wed_groom_sex) - set @item, 2634; //Groom's wedding ring + if ($wed_groom_sex == SEX_MALE) + @item = 2634; //Groom's wedding ring else - set @item, 2635; //Bride's wedding ring + @item = 2635; //Bride's wedding ring if (getnameditem(@item,$wed_bride$) == 0) { mes "You don't seem to have enough space to carry the ring... go free up some space and come back to reclaim your partner's ring."; @@ -319,7 +319,7 @@ function SF_StartCeremony { set $wed_bride_progress,5; set $wed_groom_progress,5; set $@msg$,$wed_groom$; - if (strcharinfo(0) == $wed_groom$) + if (strcharinfo(PC_NAME) == $wed_groom$) set $@msg$,$wed_bride$; if (marriage($@msg$) == 0) { next; @@ -392,19 +392,19 @@ OnTimer55000: //Subfunction: Checks that the groom/bride is still wearing their stuff. function SF_equip_check { - if (Sex && getequipid(2) != 7170) { + if (Sex == SEX_MALE && getequipid(2) != 7170) { mes "["+@name$+"]"; mes "Child, what did you do with your "+getitemname(7170)+"?"; emotion e_dots; return 0; } - if (Sex == 0 && getequipid(2) != 2338) { + if (Sex == SEX_FEMALE && getequipid(2) != 2338) { mes "["+@name$+"]"; mes "Child, you are supposed to wear a "+getitemname(2338)+" at all times during the ceremony..."; emotion e_dots; return 0; } - if (Sex == 0 && $@wed_veil && getequipid(1) != 2206) { + if (Sex == SEX_FEMALE && $@wed_veil && getequipid(1) != 2206) { mes "["+@name$+"]"; mes "Child, you can't take off your "+getitemname(2206)+" yet...."; emotion e_dots; @@ -416,9 +416,9 @@ function SF_equip_check { //Subfunction: Resets wedding variables. function SF_wed_end { set $wed_groom$,""; - set $wed_groom_sex, 0; + $wed_groom_sex = -1; set $wed_bride$,""; - set $wed_bride_sex, 0; + $wed_bride_sex = -1; set $wed_groom_progress,0; set $wed_bride_progress,0; set $wed_progress,0; @@ -487,7 +487,7 @@ function SF_Register { mes "Very well, whom would you like to register as?"; next; set @submenu, select("Groom","Bride","Cancel"); - } else if (Sex) { //Groom + } else if (Sex == SEX_MALE) { //Groom mes "["+@name$+"]"; mes "Very well, will you register as the Groom?"; next; @@ -531,7 +531,7 @@ function SF_Register { } function SF_WedProgress { - if (strcharinfo(0) == $wed_groom$) { + if (strcharinfo(PC_NAME) == $wed_groom$) { mes "["+@name$+"]"; if ($wed_bride_progress > 0) mes "The Priest will handle the rest of the ceremony."; @@ -539,7 +539,7 @@ function SF_WedProgress { mes "Tell your bride to register, what is taking so long? Time is running out."; close; } - if (strcharinfo(0) == $wed_bride$) { + if (strcharinfo(PC_NAME) == $wed_bride$) { mes "["+@name$+"]"; if ($wed_groom_progress > 0) mes "The Priest will handle the rest of the ceremony."; @@ -547,7 +547,7 @@ function SF_WedProgress { mes "Tell your groom to register, what is taking so long? Time is running out."; close; } - if (($wed_groom_progress == 0) && (Sex == 1 || $@wed_allow == 1)) { + if ($wed_groom_progress == 0 && (Sex == SEX_MALE || $@wed_allow == 1)) { mes "["+@name$+"]"; mes $wed_bride$+" is waiting for the groom to register. Are you the one who came to register as groom?"; next; @@ -569,7 +569,7 @@ function SF_WedProgress { } } - if (($wed_bride_progress == 0) && (Sex == 0 || $@wed_allow == 1)) { + if ($wed_bride_progress == 0 && (Sex == SEX_FEMALE || $@wed_allow == 1)) { mes "["+@name$+"]"; mes $wed_groom$+" is waiting for the bride to register. Are you the one who came to register as the bride?"; next; @@ -660,9 +660,9 @@ OnTimer60000: emotion e_hmm; set $wed_groom$,""; - set $wed_groom_sex, 0; + $wed_groom_sex = -1; set $wed_bride$,""; - set $wed_bride_sex, 0; + $wed_bride_sex = -1; set $wed_groom_progress,0; set $wed_bride_progress,0; set $wed_progress,0; @@ -685,7 +685,7 @@ function SF_TryRegister { emotion e_gasp; close; } - if (Sex) + if (Sex == SEX_MALE) set @item, 7170; else set @item, 2338; @@ -695,7 +695,7 @@ function SF_TryRegister { mes "You should be wearing a "+getitemname(@item)+" if you want to get married."; close; } - if (Sex == 0 && $@wed_veil && getequipid(1) != 2206) { + if (Sex == SEX_FEMALE && $@wed_veil && getequipid(1) != 2206) { mes "["+@name$+"]"; mes "Where is your "+getitemname(2206)+"? It's a necessary complement to your dress."; close; @@ -720,16 +720,16 @@ function SF_TryRegister { sc_start SC_WEDDING,3600000,1; //Start Wedding Effect (SC_WEDDING) if (@bride) { set $wed_bride_progress,1; - set $wed_bride$,strcharinfo(0); - set $wed_bride_sex, Sex; + set $wed_bride$,strcharinfo(PC_NAME); + $wed_bride_sex = Sex; if ($@wedding_effect == 1) //Store account id for effect. - set $wedding_effect_id, getcharid(3); + set $wedding_effect_id, getcharid(CHAR_ID_ACCOUNT); } else { set $wed_groom_progress,1; - set $wed_groom$,strcharinfo(0); - set $wed_groom_sex, Sex; + set $wed_groom$,strcharinfo(PC_NAME); + $wed_groom_sex = Sex; if ($@wedding_effect == 2) //Store account id for effect. - set $wedding_effect_id, getcharid(3); + set $wedding_effect_id, getcharid(CHAR_ID_ACCOUNT); } } @@ -867,7 +867,7 @@ prt_church,94,99,4 script Sister Lisa 1_F_PRIEST,{ } mes "["+@name$+"]"; set $@divorcee,getpartnerid(); - set $@divorcer$,strcharinfo(0); + set $@divorcer$,strcharinfo(PC_NAME); set $@divorce_progress,1; initnpctimer; mes "Very well, get your partner to confirm, and I will collect the fee for filing the divorce then."; @@ -877,12 +877,12 @@ prt_church,94,99,4 script Sister Lisa 1_F_PRIEST,{ end; function SF_InProgress { - if (strcharinfo(0) == $@divorcer$) { + if (strcharinfo(PC_NAME) == $@divorcer$) { mes "["+@name$+"]"; mes "...I am still waiting for your partner to confirm the divorce procedure."; close; } - if (getcharid(0) != $@divorcee) { + if (getcharid(CHAR_ID_CHAR) != $@divorcee) { mes "["+@name$+"]"; mes "I am in the progress of divorcing "+$@divorcer$+"."; mes "Do you know who the spouse is?"; @@ -912,7 +912,7 @@ function SF_InProgress { close; } Zeny -= $@wed_divorce_fee; - announce $@divorcer$+" has just divorced "+strcharinfo(0)+"...", 8; + announce $@divorcer$+" has just divorced "+strcharinfo(PC_NAME)+"...", 8; mes "["+@name$+"]"; mes "Your divorce has been filed. You are no longer wed."; emotion e_sob; diff --git a/npc/custom/etc/monster_arena.txt b/npc/custom/etc/monster_arena.txt index 3a25679aa..8420cd544 100644 --- a/npc/custom/etc/monster_arena.txt +++ b/npc/custom/etc/monster_arena.txt @@ -71,27 +71,27 @@ L_Info: // Monster Summon Function // function script monstersummon { // 1. ---Change to Add Monsters--- // - if (#monster == 10) summon strcharinfo(0) + "'s Poring",1002, "OnPoringKilled"; - if (#monster == 20) summon strcharinfo(0) + "'s Fabre",1007, "OnFaberKilled"; - if (#monster == 30) summon strcharinfo(0) + "'s Lunatic",1063, "OnLunaticKilled"; - if (#monster == 31) summon strcharinfo(0) + "'s Drops",1113, "OnDropsKilled"; - if (#monster == 32) summon strcharinfo(0) + "'s Picky",1049, "OnPickyKilled"; - if (#monster == 40) summon strcharinfo(0) + "'s ChonChon",1011, "OnChonChonKilled"; - if (#monster == 41) summon strcharinfo(0) + "'s Super Picky",1050, "OnSPickyKilled"; - if (#monster == 42) summon strcharinfo(0) + "'s Willow",1010, "OnWillowKilled"; - if (#monster == 50) summon strcharinfo(0) + "'s Roda Frog",1012, "OnRodaKilled"; - if (#monster == 51) summon strcharinfo(0) + "'s Condor",1009, "OnCondorKilled"; - if (#monster == 60) summon strcharinfo(0) + "'s Thief Bug Larva",1051, "OnThiefKilled"; - if (#monster == 70) summon strcharinfo(0) + "'s Savage Babe",1167, "OnSavageKilled"; - if (#monster == 80) summon strcharinfo(0) + "'s Familiar",1005, "OnFamiliarKilled"; - if (#monster == 81) summon strcharinfo(0) + "'s Hornet",1004, "OnHornetKilled"; - if (#monster == 90) summon strcharinfo(0) + "'s Desert Wolf Puppy",1107, "OnPuppyKilled"; - if (#monster == 91) summon strcharinfo(0) + "'s Spore",1014, "OnSporeKilled"; - if (#monster == 92) summon strcharinfo(0) + "'s Rocker",1052, "OnRockerKilled"; - if (#monster == 100) summon strcharinfo(0) + "'s Skeleton",1076, "OnSkeletonKilled"; - if (#monster == 101) summon strcharinfo(0) + "'s Plankton",1161, "OnPlanktonKilled"; - if (#monster == 102) summon strcharinfo(0) + "'s Antonio",1247, "OnAntonioKilled"; - if (#monster == 103) summon strcharinfo(0) + "'s Thief Bug Female",1053, "OnThiefFemaleKilled"; + if (#monster == 10) summon strcharinfo(PC_NAME) + "'s Poring",1002, "OnPoringKilled"; + if (#monster == 20) summon strcharinfo(PC_NAME) + "'s Fabre",1007, "OnFaberKilled"; + if (#monster == 30) summon strcharinfo(PC_NAME) + "'s Lunatic",1063, "OnLunaticKilled"; + if (#monster == 31) summon strcharinfo(PC_NAME) + "'s Drops",1113, "OnDropsKilled"; + if (#monster == 32) summon strcharinfo(PC_NAME) + "'s Picky",1049, "OnPickyKilled"; + if (#monster == 40) summon strcharinfo(PC_NAME) + "'s ChonChon",1011, "OnChonChonKilled"; + if (#monster == 41) summon strcharinfo(PC_NAME) + "'s Super Picky",1050, "OnSPickyKilled"; + if (#monster == 42) summon strcharinfo(PC_NAME) + "'s Willow",1010, "OnWillowKilled"; + if (#monster == 50) summon strcharinfo(PC_NAME) + "'s Roda Frog",1012, "OnRodaKilled"; + if (#monster == 51) summon strcharinfo(PC_NAME) + "'s Condor",1009, "OnCondorKilled"; + if (#monster == 60) summon strcharinfo(PC_NAME) + "'s Thief Bug Larva",1051, "OnThiefKilled"; + if (#monster == 70) summon strcharinfo(PC_NAME) + "'s Savage Babe",1167, "OnSavageKilled"; + if (#monster == 80) summon strcharinfo(PC_NAME) + "'s Familiar",1005, "OnFamiliarKilled"; + if (#monster == 81) summon strcharinfo(PC_NAME) + "'s Hornet",1004, "OnHornetKilled"; + if (#monster == 90) summon strcharinfo(PC_NAME) + "'s Desert Wolf Puppy",1107, "OnPuppyKilled"; + if (#monster == 91) summon strcharinfo(PC_NAME) + "'s Spore",1014, "OnSporeKilled"; + if (#monster == 92) summon strcharinfo(PC_NAME) + "'s Rocker",1052, "OnRockerKilled"; + if (#monster == 100) summon strcharinfo(PC_NAME) + "'s Skeleton",1076, "OnSkeletonKilled"; + if (#monster == 101) summon strcharinfo(PC_NAME) + "'s Plankton",1161, "OnPlanktonKilled"; + if (#monster == 102) summon strcharinfo(PC_NAME) + "'s Antonio",1247, "OnAntonioKilled"; + if (#monster == 103) summon strcharinfo(PC_NAME) + "'s Thief Bug Female",1053, "OnThiefFemaleKilled"; close; } @@ -146,46 +146,46 @@ L_Start: // Special Summons // Special1: - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; - summon strcharinfo(0) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; + summon strcharinfo(PC_NAME) + "'s Assault Team",1002, "OnPoringKilled"; close; Special2: - summon strcharinfo(0) + "'s Mastering",1090, "OnSpecialKilled"; + summon strcharinfo(PC_NAME) + "'s Mastering",1090, "OnSpecialKilled"; close; Special3: - summon strcharinfo(0) + "'s Eclipse",1093, "OnSpecialKilled"; + summon strcharinfo(PC_NAME) + "'s Eclipse",1093, "OnSpecialKilled"; close; Special4: - summon strcharinfo(0) + "'s Dragon Fly",1091, "OnSpecialKilled"; + summon strcharinfo(PC_NAME) + "'s Dragon Fly",1091, "OnSpecialKilled"; close; Special5: - summon strcharinfo(0) + "'s Toad",1089, "OnSpecialKilled"; + summon strcharinfo(PC_NAME) + "'s Toad",1089, "OnSpecialKilled"; close; L_Exit: @@ -222,7 +222,7 @@ L_High: close2; savepoint "gon_test",56,99; set @battle,1; - atcommand strcharinfo(0) + "@option 64 0 64"; + atcommand strcharinfo(PC_NAME) + "@option 64 0 64"; warp "gon_test",72,87; end; @@ -230,7 +230,7 @@ L_4to6: close2; savepoint "gon_test",56,99; set @battle,1; - atcommand strcharinfo(0) + "@option 64 0 64"; + atcommand strcharinfo(PC_NAME) + "@option 64 0 64"; warp "gon_test",57,86; end; @@ -238,7 +238,7 @@ L_1to3: close2; savepoint "gon_test",56,99; set @battle,1; - atcommand strcharinfo(0) + "@option 64 0 64"; + atcommand strcharinfo(PC_NAME) + "@option 64 0 64"; warp "gon_test",43,87; end; @@ -246,7 +246,7 @@ L_Exit: close2; savepoint "prontera",149,186; set @battle,0; - atcommand strcharinfo(0) + "@option 0 0 0"; + atcommand strcharinfo(PC_NAME) + "@option 0 0 0"; warp "prontera",149,186; end; @@ -254,7 +254,7 @@ L_Spec: close2; savepoint "gon_test",56,99; set @battle,0; - atcommand strcharinfo(0) + "@option 0 0 0"; + atcommand strcharinfo(PC_NAME) + "@option 0 0 0"; warp "gon_test",57,99; end; @@ -296,7 +296,7 @@ gon_test,52,103,6 script Monster Trainer 4_M_BARBER,{ close; L_Mon: - mes "Welcome back, " + strcharinfo(0) + "."; + mes "Welcome back, " + strcharinfo(PC_NAME) + "."; mes "Your monster has " + #monpoints + " exp points."; next; if (@fighting == 1) goto L_Heal; @@ -712,10 +712,10 @@ gon_test,56,91,6 script OnSpecialKilled FAKE_NPC,{ } function script duelkill { - if (strcharinfo(0) == $@duelist1$ || strcharinfo(0) == $@duelist2$) goto L_Heal; + if (strcharinfo(PC_NAME) == $@duelist1$ || strcharinfo(PC_NAME) == $@duelist2$) goto L_Heal; end; L_Heal: - announce strcharinfo(0) + " won the Duel",1; + announce strcharinfo(PC_NAME) + " won the Duel",1; set @fighting,0; set #heal,0; set @healing,0; @@ -723,8 +723,9 @@ L_Heal: } function script illegalkill { - announce "Illegal Kill by " + strcharinfo(0) + " Detected",1; - percentheal -100,-100; + announce "Illegal Kill by " + strcharinfo(PC_NAME) + " Detected",1; + Sp = 0; + unitkill getcharid(CHAR_ID_ACCOUNT); end; } @@ -735,7 +736,7 @@ gon_test,55,103,6 script Nurse 4_F_01,{ set @fighting,0; set #heal,0; set @healing,0; - specialeffect2 EF_VALLENTINE2; + specialeffect(EF_VALLENTINE2, AREA, playerattached()); announce "Your monster has healed.",19; end; @@ -790,10 +791,10 @@ gon_test,58,103,5 script Duel Master#01 4_F_03,{ if (#monster > 79 && #monster < 90) set $@monster1,8; if (#monster > 89 && #monster < 100) set $@monster1,9; if (#monster > 99 && #monster < 110) set $@monster1,10; - set $@duelist1$,strcharinfo(0); + set $@duelist1$,strcharinfo(PC_NAME); set @battle,1; - announce strcharinfo(0) + " [Monster Level: " + $@monster1 + "] is waiting for a duel",1; - atcommand strcharinfo(0) + "@option 64 0 64"; + announce strcharinfo(PC_NAME) + " [Monster Level: " + $@monster1 + "] is waiting for a duel",1; + atcommand strcharinfo(PC_NAME) + "@option 64 0 64"; warp "gon_test",49,5; close; @@ -818,10 +819,10 @@ L_Duel2: if (#monster > 79 && #monster < 90) set $@monster2,8; if (#monster > 89 && #monster < 100) set $@monster2,9; if (#monster > 99 && #monster < 110) set $@monster2,10; - set $@duelist2$,strcharinfo(0); + set $@duelist2$,strcharinfo(PC_NAME); set @battle,1; - announce strcharinfo(0) + " [Monster Level: " + $@monster2 + "] has joined the duel",1; - atcommand strcharinfo(0) + "@option 64 0 64"; + announce strcharinfo(PC_NAME) + " [Monster Level: " + $@monster2 + "] has joined the duel",1; + atcommand strcharinfo(PC_NAME) + "@option 64 0 64"; warp "gon_test",49,5; close; @@ -834,7 +835,7 @@ L_Dueling: L_Spec: set @battle,0; - atcommand strcharinfo(0) + "@option 64 0 64"; + atcommand strcharinfo(PC_NAME) + "@option 64 0 64"; warp "gon_test",49,5; close; @@ -863,11 +864,11 @@ gon_test,42,8,5 script Duel Master#02 4_F_03,{ close; L_Leave: - if ($@duelist1$ == strcharinfo(0)) goto L_Leave1; - if ($@duelist2$ == strcharinfo(0)) goto L_Leave2; + if ($@duelist1$ == strcharinfo(PC_NAME)) goto L_Leave1; + if ($@duelist2$ == strcharinfo(PC_NAME)) goto L_Leave2; L_Leave3: - atcommand strcharinfo(0) + "@option 0 0 0"; + atcommand strcharinfo(PC_NAME) + "@option 0 0 0"; set @battle,0; warp "gon_test",57,99; close; @@ -876,14 +877,14 @@ L_Leave1: set $@duelist1$,$@duelist2$; set $@monster1,$@monster2; set $@duel,$@duel-1; - announce strcharinfo(0) + " stopped dueling",1; + announce strcharinfo(PC_NAME) + " stopped dueling",1; goto L_Leave3; L_Leave2: set $@duelist2$,""; set $@monster2,0; set $@duel,$@duel-1; - announce strcharinfo(0) + " stopped dueling",1; + announce strcharinfo(PC_NAME) + " stopped dueling",1; goto L_Leave3; } diff --git a/npc/custom/etc/morroc_raceway.txt b/npc/custom/etc/morroc_raceway.txt index 48ee8e47e..745b1d779 100644 --- a/npc/custom/etc/morroc_raceway.txt +++ b/npc/custom/etc/morroc_raceway.txt @@ -23,11 +23,11 @@ morocc,166,105,6 script Race Girl#01 4_F_KAFRA2,{ mes "[Race Girl]"; mes "Would you like to visit ^0000FFMorroc Raceway^000000?"; next; - menu "Yes",L_Warp,"No",-; - mes "[Race Girl]"; - mes "Alright, talk to me again when you want to go."; - close; -L_Warp: + if (select("Yes", "No") != 1) { + mes "[Race Girl]"; + mes "Alright, talk to me again when you want to go."; + close; + } warp "pvp_y_1-5",165,256; close; } @@ -37,22 +37,25 @@ pvp_y_1-5,169,265,5 script Race Girl#02 4_F_KAFRA2,{ mes "[Race Girl]"; mes "Welcome to Morroc Raceway!"; next; - menu "Information",-,"Leave",L_Warp,"Cancel",L_Cancel; - mes "[Race Girl]"; - mes "Someone must click on the Starter NPC to start the race."; - next; - mes "[Race Girl]"; - mes "Once the race is started, run around Morroc anti-clockwise."; - next; - mes "[Race Girl]"; - mes "You must reach all the checkpoints - No cheating!"; - close; -L_Warp: - warp "morocc",165,101; -L_Cancel: - mes "[Race Girl]"; - mes "Come again soon!"; - close; + switch (select("Information", "Leave", "Cancel")) { + case 1: + mes "[Race Girl]"; + mes "Someone must click on the Starter NPC to start the race."; + next; + mes "[Race Girl]"; + mes "Once the race is started, run around Morroc anti-clockwise."; + next; + mes "[Race Girl]"; + mes "You must reach all the checkpoints - No cheating!"; + close; + case 2: + warp "morocc",165,101; + end; + case 3: + mes "[Race Girl]"; + mes "Come again soon!"; + close; + } } //Counts down and starts race @@ -63,16 +66,15 @@ pvp_y_1-5,145,269,5 script Starter 4_M_JOB_KNIGHT1,{ L_Menu: mes "[Race Starter]"; mes "Please stay on the Eastern side of me."; - menu "Start Race",L_Count,"Cancel",-; - close; -L_Count: + if (select("Start Race", "Cancel") != 1) + close; set $@counting,1; mes "Counting down..."; addtimer 1000, "Starter::OnCount1000"; addtimer 2000, "Starter::OnCount2000"; addtimer 3000, "Starter::OnCount3000"; addtimer 4000, "Starter::OnCount4000"; - announce strcharinfo(0) + "Started a countdown",1; + announce strcharinfo(PC_NAME) + "Started a countdown",1; announce "Get ready to race!",1; close; @@ -133,7 +135,7 @@ pvp_y_1-5,73,247,5 script Check Point 2 HIDDEN_NPC,6,6,{ OnTouch: if (@race != 1) goto L_Miss; set @race,2; - announce "[" + strcharinfo(0) +"] has reached Checkpoint [1]",1; + announce "[" + strcharinfo(PC_NAME) +"] has reached Checkpoint [1]",1; end; L_Miss: mes "You have missed a Checkpoint. Please go back."; @@ -146,7 +148,7 @@ pvp_y_1-5,77,44,5 script Check Point 3 HIDDEN_NPC,6,6,{ OnTouch: if (@race != 2) goto L_Miss; set @race,3; - announce "[" + strcharinfo(0) +"] has reached Checkpoint [2]",1; + announce "[" + strcharinfo(PC_NAME) +"] has reached Checkpoint [2]",1; end; L_Miss: mes "You have missed a Checkpoint. Please go back."; @@ -159,7 +161,7 @@ pvp_y_1-5,249,60,5 script Check Point 4 HIDDEN_NPC,6,6,{ OnTouch: if (@race != 3) goto L_Miss; set @race,4; - announce "[" + strcharinfo(0) +"] has reached Checkpoint [3]",1; + announce "[" + strcharinfo(PC_NAME) +"] has reached Checkpoint [3]",1; end; L_Miss: mes "You have missed a Checkpoint. Please go back."; @@ -172,7 +174,7 @@ pvp_y_1-5,255,256,5 script Check Point 5 HIDDEN_NPC,6,6,{ OnTouch: if (@race != 4) goto L_Miss; set @race,5; - announce "[" + strcharinfo(0) +"] has reached Checkpoint [4]",1; + announce "[" + strcharinfo(PC_NAME) +"] has reached Checkpoint [4]",1; end; L_Miss: mes "You have missed a Checkpoint. Please go back."; @@ -187,7 +189,7 @@ OnTouch: if (@race != 5) goto L_Miss; set @race,6; set $@position,$@position+1; - announce "[" + strcharinfo(0) +"] has reached The Finish line! [Position: " + $@position + "]",1; + announce "[" + strcharinfo(PC_NAME) +"] has reached The Finish line! [Position: " + $@position + "]",1; end; L_Miss: mes "You have missed a Checkpoint. Please go back."; diff --git a/npc/custom/etc/mvp_arena.txt b/npc/custom/etc/mvp_arena.txt index 3a1249274..a86e64aae 100644 --- a/npc/custom/etc/mvp_arena.txt +++ b/npc/custom/etc/mvp_arena.txt @@ -36,7 +36,7 @@ quiz_00,49,31,4 script MVP Arena Guide 4_M_TWTEAMAN,{ mes "There are eight rooms per Keeper, and sixteen MVPs in total."; close; case 2: - specialeffect2 313; + specialeffect(EF_HEAL2, AREA, playerattached()); percentheal 100,100; close; case 3: @@ -49,7 +49,7 @@ quiz_00,49,31,4 script MVP Arena Guide 4_M_TWTEAMAN,{ // Keepers function script Keeper { - mes "[ ^0065DF"+strnpcinfo(1)+"^000000 ]"; + mes "[ ^0065DF"+strnpcinfo(NPC_NAME_VISIBLE)+"^000000 ]"; mes "Which arena would you"; mes "like to enter?"; set .@menu$,""; @@ -57,7 +57,7 @@ function script Keeper { set .@menu$, .@menu$+"Arena "+.@i+" ["+getmapusers("pvp_n_"+.@i+"-"+getarg(0))+"/20]:"; set .@i, select(.@menu$); if (getmapusers("pvp_n_"+.@i+"-"+getarg(0))>19) { - mes "[ ^0065DF"+strnpcinfo(1)+"^000000 ]"; + mes "[ ^0065DF"+strnpcinfo(NPC_NAME_VISIBLE)+"^000000 ]"; mes "Sorry, this arena is full!"; close; } @@ -72,12 +72,12 @@ quiz_00,62,31,4 script Epsilon MVP 4_M_TWMIDMAN,{ callfunc "Keeper",5; } // Protectors function script Protector { mes "[ ^0065DFMVP-Protector^000000 ]"; - switch(select(""+((getarg(0)=="")?"":"Harder Monsters")+":Heal:Exit")) { + switch(select( ((getarg(0)=="")?"":"Harder Monsters"), "Heal", "Exit")) { case 1: warp getarg(0),102,102; end; case 2: - specialeffect2 313; + specialeffect(EF_HEAL2, AREA, playerattached()); percentheal 100,100; close; case 3: diff --git a/npc/custom/etc/penal_servitude.txt b/npc/custom/etc/penal_servitude.txt index 8566fb871..5d1067d05 100644 --- a/npc/custom/etc/penal_servitude.txt +++ b/npc/custom/etc/penal_servitude.txt @@ -17,11 +17,10 @@ sec_pri,36,58,1 script Chief Warder 8W_SOLDIER,{ mes "[Saddeus]"; emotion 1; - if(Sex) { + if (Sex == SEX_MALE) mes "Mr. Prisoner #"+BaseLevel+JobLevel+","; - } else { + else mes "Ms. Prisoner #"+BaseLevel+JobLevel+","; - } mes "what's the noise over there?"; next; menu "Let me free, I'll pay!",-, "Let me to work off my freedom!",M_Q1, "Nothing",M_NO_THANKS; diff --git a/npc/custom/etc/quest_warper.txt b/npc/custom/etc/quest_warper.txt index c00559c8f..35b863e9d 100644 --- a/npc/custom/etc/quest_warper.txt +++ b/npc/custom/etc/quest_warper.txt @@ -1621,7 +1621,7 @@ niflheim,197,192,3 duplicate(Warpra#0) Warpra#9 4_F_KAFRA5 pay_arche,39,135,4 duplicate(Warpra#0) Warpra#10 4_F_KAFRA5 prt_fild05,273,215,4 duplicate(Warpra#0) Warpra#11 4_F_KAFRA5 tur_dun01,148,239,4 duplicate(Warpra#0) Warpra#12 4_F_KAFRA5 -valkyrie,48,35,8 duplicate(Warpra#0) Warpra#13 4_F_KAFRA5 +valkyrie,48,35,0 duplicate(Warpra#0) Warpra#13 4_F_KAFRA5 yuno_fild03,37,135,4 duplicate(Warpra#0) Warpra#14 4_F_KAFRA5 alberta,32,240,4 script Warpra#15 4_F_KAFRA5,{ callfunc "QWS_Town_Warpra",1,"Alberta Town"; close; } diff --git a/npc/custom/etc/rpsroulette.txt b/npc/custom/etc/rpsroulette.txt index e0f8b8952..331c0f0af 100644 --- a/npc/custom/etc/rpsroulette.txt +++ b/npc/custom/etc/rpsroulette.txt @@ -96,7 +96,8 @@ cmd_in02,182,126,2 script Crazy Boris 4_M_03,{ mes "*^0000FFClick^000000* *^FF0000BANG^000000*"; mes "You're dead!"; emotion e_gg; - percentheal -100,-100; + Sp = 0; + unitkill getcharid(CHAR_ID_ACCOUNT); close; } specialeffect EF_SUI_EXPLOSION; diff --git a/npc/custom/etc/shifty_assassin.txt b/npc/custom/etc/shifty_assassin.txt index f01a328fb..4acf7c8ac 100644 --- a/npc/custom/etc/shifty_assassin.txt +++ b/npc/custom/etc/shifty_assassin.txt @@ -14,157 +14,148 @@ morocc,148,86,5 script Shifty Assassin 4_F_JOB_ASSASSIN,{ set $ninja_price,250000; - // STARTS THE MENU // -M_Start: - mes "[Shifty Assassin]"; - mes "What do you want?"; - next; - if (getgmlevel() > 90) goto M_GM; - menu "Buy Ninjas",M_Buy,"Assassinate somebody",M_Kill,"Check your Ninjas",M_Check,"Cancel",M_Exit; -M_GM: - menu "Buy Ninjas",M_Buy,"Assassinate somebody",M_Kill,"Check your Ninjas",M_Check,"Add Ninjas",M_Add,"Cancel",M_Exit; - - // GM MENU TO ADD NINJAS // -M_Add: - mes "[Shifty Assassin]"; - mes "How many ninjas do you want to make available?"; - next; - set @add,0; - input @add; - set $ninja_avail,$ninja_avail+@add; - mes @add + " ninjas added."; - close; - - // BUY NINJAS // -M_Buy: - mes "[Shifty Assassin]"; - mes "How many ninjas do you want buy?"; - mes "There are ^0000FF" + $ninja_avail + "^000000 ninjas available."; - mes "They cost ^0000FF" + $ninja_price + " zeny ^000000each."; - - set @buy,0; - input @buy; - next; - if ($ninja_avail < 1) goto NoNinjas; - if ($ninja_avail < @buy) goto NotEnoughNinjas; - set @price,@buy*$ninja_price; - if (Zeny < @price ) goto NoZeny; - - mes "[Shifty Assassin]"; - mes "That will cost you ^0000FF" + @price + " zeny^000000."; - next; - menu "Continue",-,"Cancel",M_Exit; - - Zeny -= @price; - set #ninjas,#ninjas+@buy; - set $ninja_avail,$ninja_avail-@buy; - - mes "[Shifty Assassin]"; - mes "Thank you."; - close; - - // ASSASSINATE SOMEBODY // -M_Kill: - if (agitcheck()) goto M_Busy; - mes "[Shifty Assassin]"; - mes "Enter the name of the target."; - mes "^FF0000Type the name exactly, otherwise I won't be able to find the victim.^000000"; - next; - menu "Continue",-,"Cancel",M_Exit; - set @name$,"0"; - input @name$; - next; - mes "[Shifty Assassin]"; - mes "Active Ninjas: "+#ninjas; - mes "Resting Ninjas: "+#ninjasr; - mes "How many do you want to send?"; - set @number,0; - input @number; - if (@number < 1) goto NoNinjasSent; - if (@number > #ninjas) goto NotEnoughNinjas1; - if (@number > 10) goto TooManyNinjas; - set @chance,rand (1,12); - set #ninjas,#ninjas-@number; - set #ninjas,#ninjas+#ninjasr; - set #ninjasr,0; - if (@number < @chance) goto M_Failure; - - // SUCCESSFUL ATTACK // - mes "Sending ninjas now."; - next; - mes "[Shifty Assassin]"; - set @ninjasurvived,rand (1,@number); - set #ninjasr,@number-@ninjasurvived; - mes "Your attack succeeded but only ^FF0000" + #ninjasr + "^000000 Ninjas survived."; - - atcommand strcharinfo(0) + "@kill "+@name$; - announce @name$+" has been assassinated by " + strcharinfo(0) +"'s Ninjas.",bc_npc; - close; - - // FAILED ATTACK // -M_Failure: - mes "Sending ninjas now."; - next; - mes "[Shifty Assassin]"; - set @ninjasurvived,rand (1,@number); - set #ninjasr,@number-@ninjasurvived; - mes "Your attack failed and only ^FF0000" + #ninjasr + "^000000 Ninjas survived."; - - announce @name$+" has survived " + strcharinfo(0) +"'s Ninja attack.",8; - close; - - // NINJAS BUSY FOR WOE // -M_Busy: - mes "[Shifty Assassin]"; - mes "Sorry, all my ninjas are busy doing War of Emperium."; - close; - - // CHECK YOUR NINJAS // -M_Check: - mes "[Shifty Assassin]"; - mes "You have:"; - mes "^FF0000" + #ninjas + "^000000 Active Ninjas."; - mes "^0000FF" + #ninjasr + "^000000 Resting Ninjas."; - next; - goto M_Start; - - - // LIMIT // -NoNinjasSent: - mes "[Shifty Assassin]"; - mes "You can't kill anyone without ninjas."; - next; - goto M_Start; - -TooManyNinjas: - mes "[Shifty Assassin]"; - mes "You can only send 10 ninjas max."; - next; - goto M_Start; - -NoZeny: - mes "[Shifty Assassin]"; - mes "You do not have enough zeny."; - close; - -NotEnoughNinjas: - mes "[Shifty Assassin]"; - mes "There aren't that many ninjas to buy."; - next; - goto M_Start; - -NoNinjas: - mes "[Shifty Assassin]"; - mes "There are no ninjas left to buy."; - close; - -NotEnoughNinjas1: - mes "[Shifty Assassin]"; - mes "You do not have that many ninjas."; - next; - goto M_Start; - -M_Exit: + freeloop(true); + while (true) { + mes "[Shifty Assassin]"; + mes "What do you want?"; + next; + switch (select("Buy Ninjas", "Assassinate somebody", "Check your Ninjas", getgmlevel() > 90 ? "Add Ninjas" : "", "Cancel")) { + case 1: + mes "[Shifty Assassin]"; + mes "How many ninjas do you want buy?"; + mes "There are ^0000FF" + $ninja_avail + "^000000 ninjas available."; + mes "They cost ^0000FF" + $ninja_price + " zeny ^000000each."; + + set @buy,0; + input @buy; + next; + if ($ninja_avail < 1) { + mes "[Shifty Assassin]"; + mes "There are no ninjas left to buy."; + close; + } + if ($ninja_avail < @buy) { + mes "[Shifty Assassin]"; + mes "There aren't that many ninjas to buy."; + next; + continue; + } + set @price,@buy*$ninja_price; + if (Zeny < @price ) { + mes "[Shifty Assassin]"; + mes "You do not have enough zeny."; + close; + } + + mes "[Shifty Assassin]"; + mes "That will cost you ^0000FF" + @price + " zeny^000000."; + next; + if (select("Continue", "Cancel") != 1) { + callsub(OnExit); + end; + } + Zeny -= @price; + set #ninjas,#ninjas+@buy; + set $ninja_avail,$ninja_avail-@buy; + + mes "[Shifty Assassin]"; + mes "Thank you."; + close; + case 2: + if (agitcheck()) { + // NINJAS BUSY FOR WOE // + mes "[Shifty Assassin]"; + mes "Sorry, all my ninjas are busy doing War of Emperium."; + close; + } + mes "[Shifty Assassin]"; + mes "Enter the name of the target."; + mes "^FF0000Type the name exactly, otherwise I won't be able to find the victim.^000000"; + next; + if (select("Continue", "Cancel") != 1) { + callsub(OnExit); + end; + } + set @name$,"0"; + input @name$; + next; + mes "[Shifty Assassin]"; + mes "Active Ninjas: "+#ninjas; + mes "Resting Ninjas: "+#ninjasr; + mes "How many do you want to send?"; + set @number,0; + input @number; + if (@number < 1) { + mes "[Shifty Assassin]"; + mes "You can't kill anyone without ninjas."; + next; + continue; + } + if (@number > #ninjas) { + mes "[Shifty Assassin]"; + mes "You do not have that many ninjas."; + next; + continue; + } + if (@number > 10) { + mes "[Shifty Assassin]"; + mes "You can only send 10 ninjas max."; + next; + continue; + } + set @chance,rand (1,12); + set #ninjas,#ninjas-@number; + set #ninjas,#ninjas+#ninjasr; + set #ninjasr,0; + if (@number < @chance) { + // FAILED ATTACK // + mes "Sending ninjas now."; + next; + mes "[Shifty Assassin]"; + set @ninjasurvived,rand (1,@number); + set #ninjasr,@number-@ninjasurvived; + mes "Your attack failed and only ^FF0000" + #ninjasr + "^000000 Ninjas survived."; + + announce @name$+" has survived " + strcharinfo(PC_NAME) +"'s Ninja attack.",8; + close; + } + // SUCCESSFUL ATTACK // + mes "Sending ninjas now."; + next; + mes "[Shifty Assassin]"; + set @ninjasurvived,rand (1,@number); + set #ninjasr,@number-@ninjasurvived; + mes "Your attack succeeded but only ^FF0000" + #ninjasr + "^000000 Ninjas survived."; + + atcommand strcharinfo(PC_NAME) + "@kill "+@name$; + announce @name$+" has been assassinated by " + strcharinfo(PC_NAME) +"'s Ninjas.",bc_npc; + close; + case 3: + mes "[Shifty Assassin]"; + mes "You have:"; + mes "^FF0000" + #ninjas + "^000000 Active Ninjas."; + mes "^0000FF" + #ninjasr + "^000000 Resting Ninjas."; + next; + continue; + case 4: + if (getgmlevel() <= 90) + end; + mes "[Shifty Assassin]"; + mes "How many ninjas do you want to make available?"; + next; + set @add,0; + input @add; + set $ninja_avail,$ninja_avail+@add; + mes @add + " ninjas added."; + close; + case 5: + callsub(OnExit); + end; + } + end; + } + +OnExit: mes "[Shifty Assassin]"; mes "Goodbye."; close; diff --git a/npc/custom/etc/stock_market.txt b/npc/custom/etc/stock_market.txt index 1d480d770..465840dfe 100644 --- a/npc/custom/etc/stock_market.txt +++ b/npc/custom/etc/stock_market.txt @@ -173,589 +173,588 @@ S_Fluc: prontera,140,181,5 script Stock Market::stockmarket 4_M_MANAGER,{ // Ensures no trading when default prices have not been set // set @stotal,$S1+$S2+$S3+$S4+$S5+$S6+$S7+$S8+$S9+$S10; - if (@stotal > 0) goto S_Start; - mes "[Stock Market]"; - mes "Trading is currently closed."; - if (getgmlevel() > 90) goto GM_Open; - close; - - // Begining of interface // -S_Start: - mes "[Stock Market]"; - mes "Last fluctuation: " + $S_LastUpd$; - - // Loss/Gain in price // - set @S1Update,$S1-$S1B; - set @S2Update,$S2-$S2B; - set @S3Update,$S3-$S3B; - set @S4Update,$S4-$S4B; - set @S5Update,$S5-$S5B; - set @S6Update,$S6-$S6B; - set @S7Update,$S7-$S7B; - set @S8Update,$S8-$S8B; - set @S9Update,$S9-$S9B; - set @S10Update,$S10-$S10B; - - // Makes Loss/Gain Red/Green // - if (@S1Update < 0) set @S1Update$,"^FF0000"+@S1Update+"^000000"; - if (@S1Update > 0) set @S1Update$,"^00FF00+"+@S1Update+"^000000"; - if (@S1Update == 0) set @S1Update$,@S1Update; - - if (@S2Update < 0) set @S2Update$,"^FF0000"+@S2Update+"^000000"; - if (@S2Update > 0) set @S2Update$,"^00FF00+"+@S2Update+"^000000"; - if (@S2Update == 0) set @S2Update$,@S2Update; - - if (@S3Update < 0) set @S3Update$,"^FF0000"+@S3Update+"^000000"; - if (@S3Update > 0) set @S3Update$,"^00FF00+"+@S3Update+"^000000"; - if (@S3Update == 0) set @S3Update$,@S3Update; - - if (@S4Update < 0) set @S4Update$,"^FF0000"+@S4Update+"^000000"; - if (@S4Update > 0) set @S4Update$,"^00FF00+"+@S4Update+"^000000"; - if (@S4Update == 0) set @S4Update$,@S4Update; - - if (@S5Update < 0) set @S5Update$,"^FF0000"+@S5Update+"^000000"; - if (@S5Update > 0) set @S5Update$,"^00FF00+"+@S5Update+"^000000"; - if (@S5Update == 0) set @S5Update$,@S5Update; - - if (@S6Update < 0) set @S6Update$,"^FF0000"+@S6Update+"^000000"; - if (@S6Update > 0) set @S6Update$,"^00FF00+"+@S6Update+"^000000"; - if (@S6Update == 0) set @S6Update$,@S6Update; - - if (@S7Update < 0) set @S7Update$,"^FF0000"+@S7Update+"^000000"; - if (@S7Update > 0) set @S7Update$,"^00FF00+"+@S7Update+"^000000"; - if (@S7Update == 0) set @S7Update$,@S7Update; - - if (@S8Update < 0) set @S8Update$,"^FF0000"+@S8Update+"^000000"; - if (@S8Update > 0) set @S8Update$,"^00FF00+"+@S8Update+"^000000"; - if (@S8Update == 0) set @S8Update$,@S8Update; - - if (@S9Update < 0) set @S9Update$,"^FF0000"+@S9Update+"^000000"; - if (@S9Update > 0) set @S9Update$,"^00FF00+"+@S9Update+"^000000"; - if (@S9Update == 0) set @S9Update$,@S9Update; - - if (@S10Update < 0) set @S10Update$,"^FF0000"+@S10Update+"^000000"; - if (@S10Update > 0) set @S10Update$,"^00FF00+"+@S10Update+"^000000"; - if (@S10Update == 0) set @S10Update$,@S10Update; - - // Displays shares & prices // - mes "^21698F"+$S1N$+"^000000" + " " + $S1 + "z (" + @S1Update$ + ")"; - mes "^21698F"+$S2N$+"^000000" + " " + $S2 + "z (" + @S2Update$ + ")"; - mes "^21698F"+$S3N$+"^000000" + " " + $S3 + "z (" + @S3Update$ + ")"; - mes "^21698F"+$S4N$+"^000000" + " " + $S4 + "z (" + @S4Update$ + ")"; - mes "^21698F"+$S5N$+"^000000" + " " + $S5 + "z (" + @S5Update$ + ")"; - mes "^21698F"+$S6N$+"^000000" + " " + $S6 + "z (" + @S6Update$ + ")"; - mes "^21698F"+$S7N$+"^000000" + " " + $S7 + "z (" + @S7Update$ + ")"; - mes "^21698F"+$S8N$+"^000000" + " " + $S8 + "z (" + @S8Update$ + ")"; - mes "^21698F"+$S9N$+"^000000" + " " + $S9 + "z (" + @S9Update$ + ")"; - mes "^21698F"+$S10N$+"^000000" + " " + $S10 + "z (" + @S10Update$ + ")"; - next; - - // GM Menu link // - if (getgmlevel() > 90) goto GM_subMenu; - menu "Portfolio",S_Port,"Buy Shares",S_Buy,"Sell Shares",S_Sell,"Cancel",S_Quit; - -GM_subMenu: - menu "Portfolio",S_Port,"Buy Shares",S_Buy,"Sell Shares",S_Sell,"GM Menu",GM_Menu,"Cancel",S_Quit; - - // Selling Shares // -S_Sell: - mes "[Stock Market]"; - mes "Enter the name of the share you wish to sell."; - mes "Transaction fee of ^FF0000" + $S_Trans + "z^000000 will apply."; - if (#S1 > 0) mes "^0000FF"+$S1N$+"^FF0000" + " x " + #S1 + " [" + $S1 + "z]"; - if (#S2 > 0) mes "^0000FF"+$S2N$+"^FF0000" + " x " + #S2 + " [" + $S2 + "z]"; - if (#S3 > 0) mes "^0000FF"+$S3N$+"^FF0000" + " x " + #S3 + " [" + $S3 + "z]"; - if (#S4 > 0) mes "^0000FF"+$S4N$+"^FF0000" + " x " + #S4 + " [" + $S4 + "z]"; - if (#S5 > 0) mes "^0000FF"+$S5N$+"^FF0000" + " x " + #S5 + " [" + $S5 + "z]"; - if (#S6 > 0) mes "^0000FF"+$S6N$+"^FF0000" + " x " + #S6 + " [" + $S6 + "z]"; - if (#S7 > 0) mes "^0000FF"+$S7N$+"^FF0000" + " x " + #S7 + " [" + $S7 + "z]"; - if (#S8 > 0) mes "^0000FF"+$S8N$+"^FF0000" + " x " + #S8 + " [" + $S8 + "z]"; - if (#S9 > 0) mes "^0000FF"+$S9N$+"^FF0000" + " x " + #S9 + " [" + $S9 + "z]"; - if (#S10 > 0) mes "^0000FF"+$S10N$+"^FF0000" + " x " + #S10 + " [" + $S10 + "z]"; - set @sellname$,"0"; - input @sellname$; - set @sellamount,0; - input @sellamount; - if (@sellamount < 1) goto S_SellInv; - if (Zeny < $S_Trans) goto S_NoZeny; - Zeny -= $S_Trans; - -SELLS1: - if (@sellname$ != $S1N$) goto SELLS2; - if (@sellamount > #S1) goto S_SellTooHigh; - set @price,@sellamount*$S1; - set #S1,#S1-@sellamount; - Zeny += @price; - next; - mes "Sold " + @sellamount + " " + $S1N$ + " shares."; - mes "Earned ^0000FF"+@price+"z^000000."; - next; - goto S_Start; - -SELLS2: - if (@sellname$ != $S2N$) goto SELLS3; - if (@sellamount > #S2) goto S_SellTooHigh; - set @price,@sellamount*$S2; - set #S2,#S2-@sellamount; - Zeny += @price; - next; - mes "Sold " + @sellamount + " " + $S2N$ + " shares."; - mes "Earned ^0000FF"+@price+"z^000000."; - next; - goto S_Start; - -SELLS3: - if (@sellname$ != $S3N$) goto SELLS4; - if (@sellamount > #S3) goto S_SellTooHigh; - set @price,@sellamount*$S3; - set #S3,#S3-@sellamount; - Zeny += @price; - next; - mes "Sold " + @sellamount + " " + $S3N$ + " shares."; - mes "Earned ^0000FF"+@price+"z^000000."; - next; - goto S_Start; - -SELLS4: - if (@sellname$ != $S4N$) goto SELLS5; - if (@sellamount > #S4) goto S_SellTooHigh; - set @price,@sellamount*$S4; - set #S4,#S4-@sellamount; - Zeny += @price; - next; - mes "Sold " + @sellamount + " " + $S4N$ + " shares."; - mes "Earned ^0000FF"+@price+"z^000000."; - next; - goto S_Start; - -SELLS5: - if (@sellname$ != $S5N$) goto SELLS6; - if (@sellamount > #S5) goto S_SellTooHigh; - set @price,@sellamount*$S5; - set #S5,#S5-@sellamount; - Zeny += @price; - next; - mes "Sold " + @sellamount + " " + $S5N$ + " shares."; - mes "Earned ^0000FF"+@price+"z^000000."; - next; - goto S_Start; - -SELLS6: - if (@sellname$ != $S6N$) goto SELLS7; - if (@sellamount > #S6) goto S_SellTooHigh; - set @price,@sellamount*$S6; - set #S6,#S6-@sellamount; - Zeny += @price; - next; - mes "Sold " + @sellamount + " " + $S6N$ + " shares."; - mes "Earned ^0000FF"+@price+"z^000000."; - next; - goto S_Start; - -SELLS7: - if (@sellname$ != $S7N$) goto SELLS8; - if (@sellamount > #S7) goto S_SellTooHigh; - set @price,@sellamount*$S7; - set #S7,#S7-@sellamount; - Zeny += @price; - next; - mes "Sold " + @sellamount + " " + $S7N$ + " shares."; - mes "Earned ^0000FF"+@price+"z^000000."; - next; - goto S_Start; - -SELLS8: - if (@sellname$ != $S8N$) goto SELLS9; - if (@sellamount > #S8) goto S_SellTooHigh; - set @price,@sellamount*$S8; - set #S8,#S8-@sellamount; - Zeny += @price; - next; - mes "Sold " + @sellamount + " " + $S8N$ + " shares."; - mes "Earned ^0000FF"+@price+"z^000000."; - next; - goto S_Start; - -SELLS9: - if (@sellname$ != $S9N$) goto SELLS10; - if (@sellamount > #S9) goto S_SellTooHigh; - set @price,@sellamount*$S9; - set #S9,#S9-@sellamount; - Zeny += @price; - next; - mes "Sold " + @sellamount + " " + $S9N$ + " shares."; - mes "Earned ^0000FF"+@price+"z^000000."; - next; - goto S_Start; - -SELLS10: - if (@sellname$ != $S10N$) goto SELLS11; - if (@sellamount > #S10) goto S_SellTooHigh; - set @price,@sellamount*$S10; - set #S10,#S10-@sellamount; - Zeny += @price; - next; - mes "Sold " + @sellamount + " " + $S10N$ + " shares."; - mes "Earned ^0000FF"+@price+"z^000000."; - next; - goto S_Start; - -SELLS11: - mes "^FF0000Invalid Share Name.^000000"; - next; - goto S_Start; + if (@stotal <= 0) { + mes "[Stock Market]"; + mes "Trading is currently closed."; + if (getgmlevel() > 90) + callsub(OnGMOpen); + close; + } + + freeloop(true); + while (true) { + mes "[Stock Market]"; + mes "Last fluctuation: " + $S_LastUpd$; + + // Loss/Gain in price // + set @S1Update,$S1-$S1B; + set @S2Update,$S2-$S2B; + set @S3Update,$S3-$S3B; + set @S4Update,$S4-$S4B; + set @S5Update,$S5-$S5B; + set @S6Update,$S6-$S6B; + set @S7Update,$S7-$S7B; + set @S8Update,$S8-$S8B; + set @S9Update,$S9-$S9B; + set @S10Update,$S10-$S10B; + + // Makes Loss/Gain Red/Green // + if (@S1Update < 0) set @S1Update$,"^FF0000"+@S1Update+"^000000"; + if (@S1Update > 0) set @S1Update$,"^00FF00+"+@S1Update+"^000000"; + if (@S1Update == 0) set @S1Update$,@S1Update; + + if (@S2Update < 0) set @S2Update$,"^FF0000"+@S2Update+"^000000"; + if (@S2Update > 0) set @S2Update$,"^00FF00+"+@S2Update+"^000000"; + if (@S2Update == 0) set @S2Update$,@S2Update; + + if (@S3Update < 0) set @S3Update$,"^FF0000"+@S3Update+"^000000"; + if (@S3Update > 0) set @S3Update$,"^00FF00+"+@S3Update+"^000000"; + if (@S3Update == 0) set @S3Update$,@S3Update; + + if (@S4Update < 0) set @S4Update$,"^FF0000"+@S4Update+"^000000"; + if (@S4Update > 0) set @S4Update$,"^00FF00+"+@S4Update+"^000000"; + if (@S4Update == 0) set @S4Update$,@S4Update; + + if (@S5Update < 0) set @S5Update$,"^FF0000"+@S5Update+"^000000"; + if (@S5Update > 0) set @S5Update$,"^00FF00+"+@S5Update+"^000000"; + if (@S5Update == 0) set @S5Update$,@S5Update; + + if (@S6Update < 0) set @S6Update$,"^FF0000"+@S6Update+"^000000"; + if (@S6Update > 0) set @S6Update$,"^00FF00+"+@S6Update+"^000000"; + if (@S6Update == 0) set @S6Update$,@S6Update; + + if (@S7Update < 0) set @S7Update$,"^FF0000"+@S7Update+"^000000"; + if (@S7Update > 0) set @S7Update$,"^00FF00+"+@S7Update+"^000000"; + if (@S7Update == 0) set @S7Update$,@S7Update; + + if (@S8Update < 0) set @S8Update$,"^FF0000"+@S8Update+"^000000"; + if (@S8Update > 0) set @S8Update$,"^00FF00+"+@S8Update+"^000000"; + if (@S8Update == 0) set @S8Update$,@S8Update; + + if (@S9Update < 0) set @S9Update$,"^FF0000"+@S9Update+"^000000"; + if (@S9Update > 0) set @S9Update$,"^00FF00+"+@S9Update+"^000000"; + if (@S9Update == 0) set @S9Update$,@S9Update; + + if (@S10Update < 0) set @S10Update$,"^FF0000"+@S10Update+"^000000"; + if (@S10Update > 0) set @S10Update$,"^00FF00+"+@S10Update+"^000000"; + if (@S10Update == 0) set @S10Update$,@S10Update; + + // Displays shares & prices // + mes "^21698F"+$S1N$+"^000000" + " " + $S1 + "z (" + @S1Update$ + ")"; + mes "^21698F"+$S2N$+"^000000" + " " + $S2 + "z (" + @S2Update$ + ")"; + mes "^21698F"+$S3N$+"^000000" + " " + $S3 + "z (" + @S3Update$ + ")"; + mes "^21698F"+$S4N$+"^000000" + " " + $S4 + "z (" + @S4Update$ + ")"; + mes "^21698F"+$S5N$+"^000000" + " " + $S5 + "z (" + @S5Update$ + ")"; + mes "^21698F"+$S6N$+"^000000" + " " + $S6 + "z (" + @S6Update$ + ")"; + mes "^21698F"+$S7N$+"^000000" + " " + $S7 + "z (" + @S7Update$ + ")"; + mes "^21698F"+$S8N$+"^000000" + " " + $S8 + "z (" + @S8Update$ + ")"; + mes "^21698F"+$S9N$+"^000000" + " " + $S9 + "z (" + @S9Update$ + ")"; + mes "^21698F"+$S10N$+"^000000" + " " + $S10 + "z (" + @S10Update$ + ")"; + next; + + // GM Menu link // + if (getgmlevel() > 90) { + if (select("GM Menu", "Normal Menu") == 1) + callsub(OnGMMenu); + } + switch (select("Portfolio", "Buy Shares", "Sell Shares", "Cancel")) { + case 1: + mes "[Stock Market]"; + if (#S1 >= 1) { + set @S1,#S1*$S1; + mes $S1N$ + ": " + #S1 + " x " + $S1 + "z = " + @S1 + "z"; + } + if (#S2 >= 1) { + set @S2,#S2*$S2; + mes $S2N$ + ": " + #S2 + " x " + $S2 + "z = " + @S2 + "z"; + } + if (#S3 >= 1) { + set @S3,#S3*$S3; + mes $S3N$ + ": " + #S3 + " x " + $S3 + "z = " + @S3 + "z"; + } + if (#S4 >= 1) { + set @S4,#S4*$S4; + mes $S4N$ + ": " + #S4 + " x " + $S4 + "z = " + @S4 + "z"; + } + if (#S5 >= 1) { + set @S5,#S5*$S5; + mes $S5N$ + ": " + #S5 + " x " + $S5 + "z = " + @S5 + "z"; + } + if (#S6 >= 1) { + set @S6,#S6*$S6; + mes $S6N$ + ": " + #S6 + " x " + $S6 + "z = " + @S6 + "z"; + } + if (#S7 >= 1) { + set @S7,#S7*$S7; + mes $S7N$ + ": " + #S7 + " x " + $S7 + "z = " + @S7 + "z"; + } + if (#S8 >= 1) { + set @S8,#S8*$S8; + mes $S8N$ + ": " + #S8 + " x " + $S8 + "z = " + @S8 + "z"; + } + if (#S9 >= 1) { + set @S9,#S9*$S9; + mes $S9N$ + ": " + #S9 + " x " + $S9 + "z = " + @S9 + "z"; + } + if (#S10 >= 1) { + set @S10,#S10*$S10; + mes $S10N$ + ": " + #S10 + " x " + $S10 + "z = " + @S10 + "z"; + } + set @total,@S1 + @S2 + @S3 + @S4 + @S5 + @S6 + @S7 + @S8 + @S9 + @S10; + mes "Total value: "+@total+"z"; + next; + continue; + case 2: + mes "[Stock Market]"; + mes "Available shares:"; + mes $S1N$; + mes $S2N$; + mes $S3N$; + mes $S4N$; + mes $S5N$; + mes $S6N$; + mes $S7N$; + mes $S8N$; + mes $S9N$; + mes $S10N$; + next; + if (select("Continue", "Cancel") != 1) + continue; + + mes "Enter the name of the share company"; + mes "Transaction fee of ^FF0000" + $S_Trans + "z^000000 will apply."; + set @buyname$,"0"; + input @buyname$; + + set @buyamount,0; + input @buyamount; + // Checks valid number // + if (@buyamount < $S_BuyMin) { + mes "^FF0000Minimum of " + $S_BuyMin + " shares can be bought at a time.^000000"; + next; + continue; + } + if (@buyamount > $S_BuyMax) { + mes "^FF0000Maximum number of " + $S_BuyMax + " shares can be bought at a time.^000000"; + next; + continue; + } + if (Zeny < $S_Trans) { + callsub(OnNoZeny); + continue; + } + Zeny -= $S_Trans; + + if (@buyname$ == $S1N$) { + set @price,@buyamount*$S1; + if (Zeny < @price) { + callsub(OnNoZeny); + continue; + } + set #S1,#S1+@buyamount; + set @price,@buyamount*$S1; + Zeny -= @price; + mes "Bought " + @buyamount + " " + $S1N$ + " shares."; + mes "Lost ^0000FF"+@price+"z^000000."; + next; + } else if (@buyname$ == $S2N$) { + set @price,@buyamount*$S2; + if (Zeny < @price) { + callsub(OnNoZeny); + continue; + } + set #S2,#S2+@buyamount; + Zeny -= @price; + mes "Bought " + @buyamount + " " + $S2N$ + " shares."; + mes "Lost ^0000FF"+@price+"z^000000."; + next; + } else if (@buyname$ == $S3N$) { + set @price,@buyamount*$S3; + if (Zeny < @price) { + callsub(OnNoZeny); + continue; + } + set #S3,#S3+@buyamount; + Zeny -= @price; + mes "Bought " + @buyamount + " " + $S3N$ + " shares."; + mes "Lost ^0000FF"+@price+"z^000000."; + next; + } else if (@buyname$ == $S4N$) { + set @price,@buyamount*$S4; + if (Zeny < @price) { + callsub(OnNoZeny); + continue; + } + set #S4,#S4+@buyamount; + Zeny -= @price; + mes "Bought " + @buyamount + " " + $S4N$ + " shares."; + mes "Lost ^0000FF"+@price+"z^000000."; + next; + } else if (@buyname$ == $S5N$) { + set @price,@buyamount*$S5; + if (Zeny < @price) { + callsub(OnNoZeny); + continue; + } + set #S5,#S5+@buyamount; + Zeny -= @price; + mes "Bought " + @buyamount + " " + $S5N$ + " shares."; + mes "Lost ^0000FF"+@price+"z^000000."; + next; + } else if (@buyname$ == $S6N$) { + set @price,@buyamount*$S6; + if (Zeny < @price) { + callsub(OnNoZeny); + continue; + } + set #S6,#S6+@buyamount; + Zeny -= @price; + mes "Bought " + @buyamount + " " + $S6N$ + " shares."; + mes "Lost ^0000FF"+@price+"z^000000."; + next; + } else if (@buyname$ == $S7N$) { + set @price,@buyamount*$S7; + if (Zeny < @price) { + callsub(OnNoZeny); + continue; + } + set #S7,#S7+@buyamount; + Zeny -= @price; + mes "Bought " + @buyamount + " " + $S7N$ + " shares."; + mes "Lost ^0000FF"+@price+"z^000000."; + next; + } else if (@buyname$ == $S8N$) { + set @price,@buyamount*$S8; + if (Zeny < @price) { + callsub(OnNoZeny); + continue; + } + set #S8,#S8+@buyamount; + Zeny -= @price; + mes "Bought " + @buyamount + " " + $S8N$ + " shares."; + mes "Lost ^0000FF"+@price+"z^000000."; + next; + } else if (@buyname$ == $S9N$) { + set @price,@buyamount*$S9; + if (Zeny < @price) { + callsub(OnNoZeny); + continue; + } + set #S9,#S9+@buyamount; + Zeny -= @price; + mes "Bought " + @buyamount + " " + $S9N$ + " shares."; + mes "Lost ^0000FF"+@price+"z^000000."; + next; + } else if (@buyname$ == $S10N$) { + set @price,@buyamount*$S10; + if (Zeny < @price) { + callsub(OnNoZeny); + continue; + } + set #S10,#S10+@buyamount; + Zeny -= @price; + mes "Bought " + @buyamount + " " + $S10N$ + " shares."; + mes "Lost ^0000FF"+@price+"z^000000."; + next; + } else { + mes "^FF0000Invalid share name.^000000"; + next; + continue; + } + continue; + case 3: + mes "[Stock Market]"; + mes "Enter the name of the share you wish to sell."; + mes "Transaction fee of ^FF0000" + $S_Trans + "z^000000 will apply."; + if (#S1 > 0) mes "^0000FF"+$S1N$+"^FF0000" + " x " + #S1 + " [" + $S1 + "z]"; + if (#S2 > 0) mes "^0000FF"+$S2N$+"^FF0000" + " x " + #S2 + " [" + $S2 + "z]"; + if (#S3 > 0) mes "^0000FF"+$S3N$+"^FF0000" + " x " + #S3 + " [" + $S3 + "z]"; + if (#S4 > 0) mes "^0000FF"+$S4N$+"^FF0000" + " x " + #S4 + " [" + $S4 + "z]"; + if (#S5 > 0) mes "^0000FF"+$S5N$+"^FF0000" + " x " + #S5 + " [" + $S5 + "z]"; + if (#S6 > 0) mes "^0000FF"+$S6N$+"^FF0000" + " x " + #S6 + " [" + $S6 + "z]"; + if (#S7 > 0) mes "^0000FF"+$S7N$+"^FF0000" + " x " + #S7 + " [" + $S7 + "z]"; + if (#S8 > 0) mes "^0000FF"+$S8N$+"^FF0000" + " x " + #S8 + " [" + $S8 + "z]"; + if (#S9 > 0) mes "^0000FF"+$S9N$+"^FF0000" + " x " + #S9 + " [" + $S9 + "z]"; + if (#S10 > 0) mes "^0000FF"+$S10N$+"^FF0000" + " x " + #S10 + " [" + $S10 + "z]"; + set @sellname$,"0"; + input @sellname$; + set @sellamount,0; + input @sellamount; + if (@sellamount < 1) { + mes "^FF0000Invalid integer.^000000"; + next; + continue; + } + + if (Zeny < $S_Trans) { + callsub(OnNoZeny); + continue; + } + Zeny -= $S_Trans; + if (@sellname$ == $S1N$) { + if (@sellamount > #S1) { + callsub(OnSellTooHigh); + continue; + } + set @price,@sellamount*$S1; + set #S1,#S1-@sellamount; + Zeny += @price; + next; + mes "Sold " + @sellamount + " " + $S1N$ + " shares."; + mes "Earned ^0000FF"+@price+"z^000000."; + next; + } else if (@sellname$ == $S2N$) { + if (@sellamount > #S2) { + callsub(OnSellTooHigh); + continue; + } + set @price,@sellamount*$S2; + set #S2,#S2-@sellamount; + Zeny += @price; + next; + mes "Sold " + @sellamount + " " + $S2N$ + " shares."; + mes "Earned ^0000FF"+@price+"z^000000."; + next; + } else if (@sellname$ == $S3N$) { + if (@sellamount > #S3) { + callsub(OnSellTooHigh); + continue; + } + set @price,@sellamount*$S3; + set #S3,#S3-@sellamount; + Zeny += @price; + next; + mes "Sold " + @sellamount + " " + $S3N$ + " shares."; + mes "Earned ^0000FF"+@price+"z^000000."; + next; + } else if (@sellname$ == $S4N$) { + if (@sellamount > #S4) { + callsub(OnSellTooHigh); + continue; + } + set @price,@sellamount*$S4; + set #S4,#S4-@sellamount; + Zeny += @price; + next; + mes "Sold " + @sellamount + " " + $S4N$ + " shares."; + mes "Earned ^0000FF"+@price+"z^000000."; + next; + } else if (@sellname$ == $S5N$) { + if (@sellamount > #S5) { + callsub(OnSellTooHigh); + continue; + } + set @price,@sellamount*$S5; + set #S5,#S5-@sellamount; + Zeny += @price; + next; + mes "Sold " + @sellamount + " " + $S5N$ + " shares."; + mes "Earned ^0000FF"+@price+"z^000000."; + next; + } else if (@sellname$ == $S6N$) { + if (@sellamount > #S6) { + callsub(OnSellTooHigh); + continue; + } + set @price,@sellamount*$S6; + set #S6,#S6-@sellamount; + Zeny += @price; + next; + mes "Sold " + @sellamount + " " + $S6N$ + " shares."; + mes "Earned ^0000FF"+@price+"z^000000."; + next; + } else if (@sellname$ == $S7N$) { + if (@sellamount > #S7) { + callsub(OnSellTooHigh); + continue; + } + set @price,@sellamount*$S7; + set #S7,#S7-@sellamount; + Zeny += @price; + next; + mes "Sold " + @sellamount + " " + $S7N$ + " shares."; + mes "Earned ^0000FF"+@price+"z^000000."; + next; + } else if (@sellname$ == $S8N$) { + if (@sellamount > #S8) { + callsub(OnSellTooHigh); + continue; + } + set @price,@sellamount*$S8; + set #S8,#S8-@sellamount; + Zeny += @price; + next; + mes "Sold " + @sellamount + " " + $S8N$ + " shares."; + mes "Earned ^0000FF"+@price+"z^000000."; + next; + } else if (@sellname$ == $S9N$) { + if (@sellamount > #S9) { + callsub(OnSellTooHigh); + continue; + } + set @price,@sellamount*$S9; + set #S9,#S9-@sellamount; + Zeny += @price; + next; + mes "Sold " + @sellamount + " " + $S9N$ + " shares."; + mes "Earned ^0000FF"+@price+"z^000000."; + next; + } else if (@sellname$ == $S10N$) { + if (@sellamount > #S10) { + callsub(OnSellTooHigh); + continue; + } + set @price,@sellamount*$S10; + set #S10,#S10-@sellamount; + Zeny += @price; + next; + mes "Sold " + @sellamount + " " + $S10N$ + " shares."; + mes "Earned ^0000FF"+@price+"z^000000."; + next; + } else { + mes "^FF0000Invalid Share Name.^000000"; + next; + } + continue; + case 4: + mes "[Stock Market]"; + mes "Goodbye."; + close; + } + } + end; -S_SellTooHigh: +OnSellTooHigh: mes "^FF0000You don't have that many shares.^000000"; next; - goto S_Start; + return; -S_SellInv: - mes "^FF0000Invalid integer.^000000"; - next; - goto S_Start; - - // Buying Shares // -S_Buy: - mes "[Stock Market]"; - mes "Available shares:"; - mes $S1N$; - mes $S2N$; - mes $S3N$; - mes $S4N$; - mes $S5N$; - mes $S6N$; - mes $S7N$; - mes $S8N$; - mes $S9N$; - mes $S10N$; - next; - menu "Continue",-,"Cancel",S_Start; - - mes "Enter the name of the share company"; - mes "Transaction fee of ^FF0000" + $S_Trans + "z^000000 will apply."; - set @buyname$,"0"; - input @buyname$; - - set @buyamount,0; - input @buyamount; - // Checks valid number // - if (@buyamount < $S_BuyMin) goto S_TooLow; - if (@buyamount > $S_BuyMax) goto S_TooHigh; - if (Zeny < $S_Trans) goto S_NoZeny; - Zeny -= $S_Trans; - - // Purchases the shares // - -PURS1: - if (@buyname$ != $S1N$) goto PURS2; - set @price,@buyamount*$S1; - if (Zeny < @price) goto S_NoZeny; - set #S1,#S1+@buyamount; - set @price,@buyamount*$S1; - Zeny -= @price; - mes "Bought " + @buyamount + " " + $S1N$ + " shares."; - mes "Lost ^0000FF"+@price+"z^000000."; - next; - goto S_Start; - -PURS2: - if (@buyname$ != $S2N$) goto PURS3; - set @price,@buyamount*$S2; - if (Zeny < @price) goto S_NoZeny; - set #S2,#S2+@buyamount; - Zeny -= @price; - mes "Bought " + @buyamount + " " + $S2N$ + " shares."; - mes "Lost ^0000FF"+@price+"z^000000."; - next; - goto S_Start; - -PURS3: - if (@buyname$ != $S3N$) goto PURS4; - set @price,@buyamount*$S3; - if (Zeny < @price) goto S_NoZeny; - set #S3,#S3+@buyamount; - Zeny -= @price; - mes "Bought " + @buyamount + " " + $S3N$ + " shares."; - mes "Lost ^0000FF"+@price+"z^000000."; - next; - goto S_Start; - -PURS4: - if (@buyname$ != $S4N$) goto PURS5; - set @price,@buyamount*$S4; - if (Zeny < @price) goto S_NoZeny; - set #S4,#S4+@buyamount; - Zeny -= @price; - mes "Bought " + @buyamount + " " + $S4N$ + " shares."; - mes "Lost ^0000FF"+@price+"z^000000."; - next; - goto S_Start; - -PURS5: - if (@buyname$ != $S5N$) goto PURS6; - set @price,@buyamount*$S5; - if (Zeny < @price) goto S_NoZeny; - set #S5,#S5+@buyamount; - Zeny -= @price; - mes "Bought " + @buyamount + " " + $S5N$ + " shares."; - mes "Lost ^0000FF"+@price+"z^000000."; - next; - goto S_Start; - -PURS6: - if (@buyname$ != $S6N$) goto PURS7; - set @price,@buyamount*$S6; - if (Zeny < @price) goto S_NoZeny; - set #S6,#S6+@buyamount; - Zeny -= @price; - mes "Bought " + @buyamount + " " + $S6N$ + " shares."; - mes "Lost ^0000FF"+@price+"z^000000."; - next; - goto S_Start; - -PURS7: - if (@buyname$ != $S7N$) goto PURS8; - set @price,@buyamount*$S7; - if (Zeny < @price) goto S_NoZeny; - set #S7,#S7+@buyamount; - Zeny -= @price; - mes "Bought " + @buyamount + " " + $S7N$ + " shares."; - mes "Lost ^0000FF"+@price+"z^000000."; - next; - goto S_Start; - -PURS8: - if (@buyname$ != $S8N$) goto PURS9; - set @price,@buyamount*$S8; - if (Zeny < @price) goto S_NoZeny; - set #S8,#S8+@buyamount; - Zeny -= @price; - mes "Bought " + @buyamount + " " + $S8N$ + " shares."; - mes "Lost ^0000FF"+@price+"z^000000."; - next; - goto S_Start; - -PURS9: - if (@buyname$ != $S9N$) goto PURS10; - set @price,@buyamount*$S9; - if (Zeny < @price) goto S_NoZeny; - set #S9,#S9+@buyamount; - Zeny -= @price; - mes "Bought " + @buyamount + " " + $S9N$ + " shares."; - mes "Lost ^0000FF"+@price+"z^000000."; - next; - goto S_Start; - -PURS10: - if (@buyname$ != $S10N$) goto PURS11; - set @price,@buyamount*$S10; - if (Zeny < @price) goto S_NoZeny; - set #S10,#S10+@buyamount; - Zeny -= @price; - mes "Bought " + @buyamount + " " + $S10N$ + " shares."; - mes "Lost ^0000FF"+@price+"z^000000."; - next; - goto S_Start; - -PURS11: - goto S_InvName; - - // Number too low // -S_TooLow: - mes "^FF0000Minimum of " + $S_BuyMin + " shares can be bought at a time.^000000"; - next; - goto S_Start; - - // Number too high // -S_TooHigh: - mes "^FF0000Maximum number of " + $S_BuyMax + " shares can be bought at a time.^000000"; - next; - goto S_Start; - -S_NoZeny: +OnNoZeny: mes "^FF0000You do not have enough zeny.^000000"; next; - goto S_Start; - - // Sends user to start if name invalid // -S_InvName: - mes "^FF0000Invalid share name.^000000"; - next; - goto S_Start; - - // Displays your total amount // -S_Port: - mes "[Stock Market]"; - -ACCS1: - if (#S1 < 1) goto ACCS2; - set @S1,#S1*$S1; - mes $S1N$ + ": " + #S1 + " x " + $S1 + "z = " + @S1 + "z"; - -ACCS2: - if (#S2 < 1) goto ACCS3; - set @S2,#S2*$S2; - mes $S2N$ + ": " + #S2 + " x " + $S2 + "z = " + @S2 + "z"; - -ACCS3: - if (#S3 < 1) goto ACCS4; - set @S3,#S3*$S3; - mes $S3N$ + ": " + #S3 + " x " + $S3 + "z = " + @S3 + "z"; - -ACCS4: - if (#S4 < 1) goto ACCS5; - set @S4,#S4*$S4; - mes $S4N$ + ": " + #S4 + " x " + $S4 + "z = " + @S4 + "z"; - -ACCS5: - if (#S5 < 1) goto ACCS6; - set @S5,#S5*$S5; - mes $S5N$ + ": " + #S5 + " x " + $S5 + "z = " + @S5 + "z"; - -ACCS6: - if (#S6 < 1) goto ACCS7; - set @S6,#S6*$S6; - mes $S6N$ + ": " + #S6 + " x " + $S6 + "z = " + @S6 + "z"; - -ACCS7: - if (#S7 < 1) goto ACCS8; - set @S7,#S7*$S7; - mes $S7N$ + ": " + #S7 + " x " + $S7 + "z = " + @S7 + "z"; - -ACCS8: - if (#S8 < 1) goto ACCS9; - set @S8,#S8*$S8; - mes $S8N$ + ": " + #S8 + " x " + $S8 + "z = " + @S8 + "z"; - -ACCS9: - if (#S9 < 1) goto ACCS10; - set @S9,#S9*$S9; - mes $S9N$ + ": " + #S9 + " x " + $S9 + "z = " + @S9 + "z"; - -ACCS10: - if (#S10 < 1) goto ACCS11; - set @S10,#S10*$S10; - mes $S10N$ + ": " + #S10 + " x " + $S10 + "z = " + @S10 + "z"; - - // Total // -ACCS11: - set @total,@S1 + @S2 + @S3 + @S4 + @S5 + @S6 + @S7 + @S8 + @S9 + @S10; - mes "Total value: "+@total+"z"; - next; - goto S_Start; + return; // GM MENU // -GM_Menu: - mes "[Stock Market]"; - mes "Master, do you require anything?"; - menu "Fluctuate Market",S_Fluc,"Reset Prices",GM_Open,"Nothing",S_Start; - -S_Fluc: - set $fluc,rand (-6,6); - set $S1B,$S1; - set $S1,$S1+$fluc; - if ($S1 < 25) set $S1,$S1+3; - if ($S1 < 50) set $S1,$S1+2; - if ($S1 > 150) set $S1,$S1-2; - if ($S1 > 175) set $S1,$S1-3; - if ($S1 < 1) set $S1,1; - - set $fluc,rand (-6,6); - set $S2B,$S2; - set $S2,$S2+$fluc; - if ($S2 < 25) set $S2,$S2+3; - if ($S2 < 50) set $S2,$S2+2; - if ($S2 > 150) set $S2,$S2-2; - if ($S2 > 175) set $S2,$S2-3; - if ($S2 < 2) set $S2,1; - - set $fluc,rand (-6,6); - set $S3B,$S3; - set $S3,$S3+$fluc; - if ($S3 < 25) set $S3,$S3+3; - if ($S3 < 50) set $S3,$S3+2; - if ($S3 > 150) set $S3,$S3-2; - if ($S3 > 175) set $S3,$S3-3; - if ($S3 < 1) set $S3,1; - - set $fluc,rand (-6,6); - set $S4B,$S4; - set $S4,$S4+$fluc; - if ($S4 < 25) set $S4,$S4+3; - if ($S4 < 50) set $S4,$S4+2; - if ($S4 > 150) set $S4,$S4-2; - if ($S4 > 175) set $S4,$S4-3; - if ($S4 < 1) set $S4,1; - - set $fluc,rand (-6,6); - set $S5B,$S5; - set $S5,$S5+$fluc; - if ($S5 < 25) set $S5,$S5+3; - if ($S5 < 50) set $S5,$S5+2; - if ($S5 > 150) set $S5,$S5-2; - if ($S5 > 175) set $S5,$S5-3; - if ($S5 < 1) set $S5,1; - - set $fluc,rand (-6,6); - set $S6B,$S6; - set $S6,$S6+$fluc; - if ($S6 < 25) set $S6,$S6+3; - if ($S6 < 50) set $S6,$S6+2; - if ($S6 > 150) set $S6,$S6-2; - if ($S6 > 175) set $S6,$S6-3; - if ($S6 < 1) set $S6,1; - - set $fluc,rand (-6,6); - set $S7B,$S7; - set $S7,$S7+$fluc; - if ($S7 < 25) set $S7,$S7+3; - if ($S7 < 50) set $S7,$S7+2; - if ($S7 > 150) set $S7,$S7-2; - if ($S7 > 175) set $S7,$S7-3; - if ($S7 < 1) set $S7,1; - - set $fluc,rand (-6,6); - set $S8B,$S8; - set $S8,$S8+$fluc; - if ($S8 < 25) set $S8,$S8+3; - if ($S8 < 50) set $S8,$S8+2; - if ($S8 > 150) set $S8,$S8-2; - if ($S8 > 175) set $S8,$S8-3; - if ($S8 < 1) set $S8,1; - - set $fluc,rand (-6,6); - set $S9B,$S9; - set $S9,$S9+$fluc; - if ($S9 < 25) set $S9,$S9+3; - if ($S9 < 50) set $S9,$S9+2; - if ($S9 > 150) set $S9,$S9-2; - if ($S9 > 175) set $S9,$S9-3; - if ($S9 < 1) set $S9,1; - - set $fluc,rand (-6,6); - set $S10B,$S10; - set $S10,$S10+$fluc; - if ($S10 < 25) set $S10,$S10+3; - if ($S10 < 50) set $S10,$S10+2; - if ($S10 > 150) set $S10,$S10-2; - if ($S10 > 175) set $S10,$S10-3; - if ($S10 < 1) set $S10,1; - - set $S_LastUpd$,"GM Fluctuation"; - mes "Market fluctuated."; - close; - -GM_Open: - menu "Set prices to...",GM_Set,"Cancel",-; - mes "Farewell."; - close; - -GM_Set: +OnGMMenu: + freeloop(true); + while (true) { + mes "[Stock Market]"; + mes "Master, do you require anything?"; + switch (select("Fluctuate Market", "Reset Prices", "Nothing")) { + case 1: + set $fluc,rand (-6,6); + set $S1B,$S1; + set $S1,$S1+$fluc; + if ($S1 < 25) set $S1,$S1+3; + if ($S1 < 50) set $S1,$S1+2; + if ($S1 > 150) set $S1,$S1-2; + if ($S1 > 175) set $S1,$S1-3; + if ($S1 < 1) set $S1,1; + + set $fluc,rand (-6,6); + set $S2B,$S2; + set $S2,$S2+$fluc; + if ($S2 < 25) set $S2,$S2+3; + if ($S2 < 50) set $S2,$S2+2; + if ($S2 > 150) set $S2,$S2-2; + if ($S2 > 175) set $S2,$S2-3; + if ($S2 < 2) set $S2,1; + + set $fluc,rand (-6,6); + set $S3B,$S3; + set $S3,$S3+$fluc; + if ($S3 < 25) set $S3,$S3+3; + if ($S3 < 50) set $S3,$S3+2; + if ($S3 > 150) set $S3,$S3-2; + if ($S3 > 175) set $S3,$S3-3; + if ($S3 < 1) set $S3,1; + + set $fluc,rand (-6,6); + set $S4B,$S4; + set $S4,$S4+$fluc; + if ($S4 < 25) set $S4,$S4+3; + if ($S4 < 50) set $S4,$S4+2; + if ($S4 > 150) set $S4,$S4-2; + if ($S4 > 175) set $S4,$S4-3; + if ($S4 < 1) set $S4,1; + + set $fluc,rand (-6,6); + set $S5B,$S5; + set $S5,$S5+$fluc; + if ($S5 < 25) set $S5,$S5+3; + if ($S5 < 50) set $S5,$S5+2; + if ($S5 > 150) set $S5,$S5-2; + if ($S5 > 175) set $S5,$S5-3; + if ($S5 < 1) set $S5,1; + + set $fluc,rand (-6,6); + set $S6B,$S6; + set $S6,$S6+$fluc; + if ($S6 < 25) set $S6,$S6+3; + if ($S6 < 50) set $S6,$S6+2; + if ($S6 > 150) set $S6,$S6-2; + if ($S6 > 175) set $S6,$S6-3; + if ($S6 < 1) set $S6,1; + + set $fluc,rand (-6,6); + set $S7B,$S7; + set $S7,$S7+$fluc; + if ($S7 < 25) set $S7,$S7+3; + if ($S7 < 50) set $S7,$S7+2; + if ($S7 > 150) set $S7,$S7-2; + if ($S7 > 175) set $S7,$S7-3; + if ($S7 < 1) set $S7,1; + + set $fluc,rand (-6,6); + set $S8B,$S8; + set $S8,$S8+$fluc; + if ($S8 < 25) set $S8,$S8+3; + if ($S8 < 50) set $S8,$S8+2; + if ($S8 > 150) set $S8,$S8-2; + if ($S8 > 175) set $S8,$S8-3; + if ($S8 < 1) set $S8,1; + + set $fluc,rand (-6,6); + set $S9B,$S9; + set $S9,$S9+$fluc; + if ($S9 < 25) set $S9,$S9+3; + if ($S9 < 50) set $S9,$S9+2; + if ($S9 > 150) set $S9,$S9-2; + if ($S9 > 175) set $S9,$S9-3; + if ($S9 < 1) set $S9,1; + + set $fluc,rand (-6,6); + set $S10B,$S10; + set $S10,$S10+$fluc; + if ($S10 < 25) set $S10,$S10+3; + if ($S10 < 50) set $S10,$S10+2; + if ($S10 > 150) set $S10,$S10-2; + if ($S10 > 175) set $S10,$S10-3; + if ($S10 < 1) set $S10,1; + + set $S_LastUpd$,"GM Fluctuation"; + mes "Market fluctuated."; + close; + case 2: + callsub(OnGMOpen); + continue; + case 3: + break; + } + break; + } + return; + +OnGMOpen: + if (select("Set prices to...", "Cancel") != 1) { + mes "Farewell."; + close; + } mes "Are you sure you want to reset?"; mes "^FF0000All share values will become the same.^000000"; next; - menu "Yes",-,"No",GM_Menu; + if (select("Yes", "No") != 1) + return; set @gmset,0; input @gmset; set $S1,@gmset; @@ -780,9 +779,4 @@ GM_Set: set $S10B,@gmset; mes "All prices changed to " + @gmset + "z."; close; - -S_Quit: - mes "[Stock Market]"; - mes "Goodbye."; - close; } diff --git a/npc/custom/events/cluckers.txt b/npc/custom/events/cluckers.txt index 1f32f9f25..7047ca00e 100644 --- a/npc/custom/events/cluckers.txt +++ b/npc/custom/events/cluckers.txt @@ -21,32 +21,32 @@ prontera,156,219,4 script Cluckers 4_NFCOCK,{ set .@GMAccess,80; // GM level required to access NPC if (.startcluck) { - specialeffect2 2; + specialeffect(EF_HIT3, AREA, playerattached()); switch(rand(15)) { - case 0: npctalk "CLUUUUUUCK!!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion 23; break; + case 0: npctalk "CLUUUUUUCK!!!"; unitskilluseid getcharid(CHAR_ID_ACCOUNT),"NPC_SELFDESTRUCTION",1; emotion 23; break; case 1: npctalk "Cluuuuuck!~"; break; - case 2: unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; break; + case 2: unitskilluseid getcharid(CHAR_ID_ACCOUNT),"NPC_SELFDESTRUCTION",1; break; case 3: sc_start SC_FREEZE,10000,0; break; - case 4: npctalk "CLUUUUUUUUUCK!!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion 23; break; + case 4: npctalk "CLUUUUUUUUUCK!!!"; unitskilluseid getcharid(CHAR_ID_ACCOUNT),"NPC_SELFDESTRUCTION",1; emotion 23; break; case 5: sc_start SC_SLEEP,10000,0; break; case 6: sc_start SC_STONE,10000,0; emotion 29; break; - case 7: npctalk "CLUUUUUUCK!!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion 23; break; - case 8: npctalk "Cluck! CLUUUCK!!"; unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; emotion 23; break; + case 7: npctalk "CLUUUUUUCK!!!"; unitskilluseid getcharid(CHAR_ID_ACCOUNT),"NPC_SELFDESTRUCTION",1; emotion 23; break; + case 8: npctalk "Cluck! CLUUUCK!!"; unitskilluseid getcharid(CHAR_ID_ACCOUNT),"NPC_SELFDESTRUCTION",1; emotion 23; break; case 9: sc_start SC_STUN,10000,0; break; case 10: sc_start SC_SLEEP,10000,0; emotion 29; break; case 11: npctalk "Cluck! Cluck!"; break; case 12: sc_start SC_STUN,10000,0; break; - case 13: unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; break; + case 13: unitskilluseid getcharid(CHAR_ID_ACCOUNT),"NPC_SELFDESTRUCTION",1; break; default: if (rand(50) < 4) { npctalk "WOOF!..........."; - specialeffect2 72; - announce "[Cluck! Cluck! Boom!] " + strcharinfo(0) + " squeezed out the prize! Well done!",0; + specialeffect(EF_SPHERE, AREA, playerattached()); + announce "[Cluck! Cluck! Boom!] " + strcharinfo(PC_NAME) + " squeezed out the prize! Well done!",0; getitem $cluck_item_id,$cluck_item_amount; set .startcluck,0; } else { npctalk "Cluck! CLUUUCK!!"; - unitskilluseid getcharid(3),"NPC_SELFDESTRUCTION",1; + unitskilluseid getcharid(CHAR_ID_ACCOUNT),"NPC_SELFDESTRUCTION",1; } break; } @@ -54,10 +54,10 @@ prontera,156,219,4 script Cluckers 4_NFCOCK,{ } mes "[Cluckers]"; if (getgmlevel() >= .@GMAccess) { - mes "Cluck cluck! Cluuuuuck? ^FF0000~Hi GM " + strcharinfo(0) + ", Wanna play today?~^000000"; + mes "Cluck cluck! Cluuuuuck? ^FF0000~Hi GM " + strcharinfo(PC_NAME) + ", Wanna play today?~^000000"; mes "Cluck cluck... CLUCK! ^FF0000~Just tell me what to do!~^000000"; next; - while(1) switch(select("Start Event:Check Prize:Set Prize:Not today Cluckers")) { + while(1) switch(select("Start Event", "Check Prize", "Set Prize", "Not today Cluckers")) { case 1: mes "[Cluckers]"; mes "CLUCK! ^FF0000~Sure thing!~^000000"; diff --git a/npc/custom/events/disguise.txt b/npc/custom/events/disguise.txt index ac218a2c2..b9071d162 100644 --- a/npc/custom/events/disguise.txt +++ b/npc/custom/events/disguise.txt @@ -22,7 +22,7 @@ prontera,160,155,4 script Disguise Event 4_M_NFDEADMAN,{ mes .@n$; mes "Select an option."; next; - switch(select("Turn ON/OFF Event:Event Settings")) { + switch(select("Turn ON/OFF Event", "Event Settings")) { case 1: mes .@n$; if (.EventON) { @@ -32,7 +32,7 @@ prontera,160,155,4 script Disguise Event 4_M_NFDEADMAN,{ mes "The Event is currently: [^FF0000OFF^000000]"; mes "Would you like to turn it ON?"; } - if(select("Yes:No")==2) close; + if(select("Yes", "No")==2) close; if (.EventON) { set .EventON,0; set .Timer,0; setnpctimer 0; stopnpctimer; @@ -50,7 +50,7 @@ prontera,160,155,4 script Disguise Event 4_M_NFDEADMAN,{ mes .@n$; mes "Pick a setting to modify."; next; - switch(select("Monster Display:Number of Rounds:Prize Settings")) { + switch(select("Monster Display", "Number of Rounds", "Prize Settings")) { case 1: setarray .@r$[0],"Disguise as all monsters.","Disguise as MVPs only."; mes .@n$; @@ -104,7 +104,7 @@ prontera,160,155,4 script Disguise Event 4_M_NFDEADMAN,{ mes .@n$; mes "Welcome."; mes "How may I be of assistance?"; - if(select("Information:Nothing, just passing through.")==2) close; + if(select("Information", "Nothing, just passing through.")==2) close; next; mes .@n$; mes "This event is quite simple."; @@ -178,7 +178,7 @@ OnTimer30000: set .Change,0; setnpcdisplay "Disguise Event", 4_M_NFDEADMAN; npctalk "You took too long to guess what I was. Please wait 10 seconds while I disguise again."; - specialeffect 725; + specialeffect EF_DETECT2; set $MonsterName$,""; deletepset 1; stopnpctimer; @@ -233,7 +233,7 @@ iCorrect: deletepset 1; activatepset 1; getitem .Prize,.PrizeAmt; - announce strcharinfo(0)+" is correct! I was disguised as: "+$MonsterName$+"",bc_map | bc_blue; + announce strcharinfo(PC_NAME)+" is correct! I was disguised as: "+$MonsterName$+"",bc_map | bc_blue; if (.RoundCount>=.Rounds) { setnpcdisplay "Disguise Event", 4_M_NFDEADMAN; set .RoundCount,0; set .Change,0; set .EventON,0; diff --git a/npc/custom/events/hallow06.txt b/npc/custom/events/hallow06.txt index 3045c2330..7ecfdb817 100644 --- a/npc/custom/events/hallow06.txt +++ b/npc/custom/events/hallow06.txt @@ -31,28 +31,27 @@ prontera,151,190,5 script Hallows' Eve Event 1_M_SIGNMCNT,{ mes "[Hallows' Eve Event]"; mes "Trick or treat, which do you prefer?"; next; - menu "Trick",-, "Treat",L_Treat; + if (select("Trick", "Treat") == 1) { + mes "[Hallows' Eve Event]"; + if(EVENT_HALWN06&2){ + mes "I'm sorry but you have already had a trick. Why don't you go pick a treat now."; + emotion e_sry; + close; + } + mes "Give me a min..."; + next; + set BaseExp,BaseExp+BaseLevel*1000; + set EVENT_HALWN06,EVENT_HALWN06|2; - mes "[Hallows' Eve Event]"; - if(EVENT_HALWN06&2){ - mes "I'm sorry but you have already had a trick. Why don't you go pick a treat now."; - emotion e_sry; + mes "[Hallows' Eve Event]"; + mes "Here is your treat. Your Base EXP has been slightly increased."; + next; + mes "[Hallows' Eve Event]"; + mes "I hope you enjoy your trick and Happy Halloween!"; close; } - mes "Give me a min..."; - next; - set BaseExp,BaseExp+BaseLevel*1000; - set EVENT_HALWN06,EVENT_HALWN06|2; mes "[Hallows' Eve Event]"; - mes "Here is your treat. Your Base EXP has been slightly increased."; - next; - mes "[Hallows' Eve Event]"; - mes "I hope you enjoy your trick and Happy Halloween!"; - close; - -L_Treat: - mes "[Hallows' Eve Event]"; if(EVENT_HALWN06&1){ mes "I'm sorry but you have already had a treat. Why don't you go pick a trick now."; emotion e_sry; @@ -84,39 +83,39 @@ L_Treat: } mes "Did you get the items I requested or do you need to see the list again?"; next; - menu "Got'em",-, "Don't Have",L_Dont_Have, "See List",L_List; - - mes "[Hallows' Eve Event]"; - if((countitem(Hat) < 1) || (countitem(Pumpkin) < 30) || (countitem(Piece_Of_Black_Cloth) < 20)){ - mes "You don't have enough items. Come back when you do."; - emotion e_sry; + switch (select("Got'em", "Don't Have", "See List")) { + case 1: + mes "[Hallows' Eve Event]"; + if((countitem(Hat) < 1) || (countitem(Pumpkin) < 30) || (countitem(Piece_Of_Black_Cloth) < 20)){ + mes "You don't have enough items. Come back when you do."; + emotion e_sry; + close; + } + delitem 2220,1; + delitem 535,30; + delitem 7205,20; + getitem 5134,1; + set EVENT_HALWN06,EVENT_HALWN06|1; + mes "Good job! I hope you are happy with your item."; + emotion e_grat; + next; + mes "[Hallows' Eve Event]"; + mes "Enjoy the rest of your halloween."; + emotion e_scissors,1; + close; + case 2: + mes "[Hallows' Eve Event]"; + mes "Go back out and search for them. Would you like to view the list?"; + next; + if (select("No", "Yes") == 1) + close; + // Fall through + case 3: + mes "[Hallows' Eve Event]"; + mes "I require the following items:"; + mes "1 Hat,"; + mes "30 Pumpkin, and"; + mes "20 Black Piece of Cloth."; close; } - delitem 2220,1; - delitem 535,30; - delitem 7205,20; - getitem 5134,1; - set EVENT_HALWN06,EVENT_HALWN06|1; - mes "Good job! I hope you are happy with your item."; - emotion e_grat; - next; - mes "[Hallows' Eve Event]"; - mes "Enjoy the rest of your halloween."; - emotion e_scissors,1; - close; - -L_Dont_Have: - mes "[Hallows' Eve Event]"; - mes "Go back out and search for them. Would you like to view the list?"; - next; - menu "No",-, "Yes",L_List; - close; - -L_List: - mes "[Hallows' Eve Event]"; - mes "I require the following items:"; - mes "1 Hat,"; - mes "30 Pumpkin, and"; - mes "20 Black Piece of Cloth."; - close; } diff --git a/npc/custom/events/mushroom_event.txt b/npc/custom/events/mushroom_event.txt index 29faaf979..b9c54c09e 100644 --- a/npc/custom/events/mushroom_event.txt +++ b/npc/custom/events/mushroom_event.txt @@ -23,8 +23,8 @@ prontera,142,228,6 script Find the Mushroom BLACK_MUSHROOM,{ if (.status || getgmlevel() < .GM) close; mes "Start the event?"; next; - if(select("- No:- Yes") == 1) close; - donpcevent strnpcinfo(0)+"::OnMinute10"; + if(select("- No", "- Yes") == 1) close; + donpcevent strnpcinfo(NPC_NAME)+"::OnMinute10"; mes "[ Find The Mushroom ]"; mes "Event started!"; close; @@ -42,7 +42,7 @@ OnMinute10: // Start time (every hour) set .Spawn,rand(1,10); // How many Mushrooms should spawn? set .Map$,.maps$[rand(getarraysize(.maps$))]; killmonster .Map$,"All"; - monster .Map$,0,0,"Please don't kill me!",1084,.Spawn,strnpcinfo(0)+"::OnMobKilled"; + monster .Map$,0,0,"Please don't kill me!",1084,.Spawn,strnpcinfo(NPC_NAME)+"::OnMobKilled"; announce "Find the Mushroom : Total of "+.Spawn+" Mushrooms have been spawned in "+.Map$+"!",0; sleep 2500; announce "Find the Mushroom : Every Mushroom you kill will give you "+getitemname(.Prize)+"!",0; @@ -51,7 +51,7 @@ OnMinute10: // Start time (every hour) OnMobKilled: set .Spawn, .Spawn - 1; getitem .Prize, .Amount; - if (.Spawn) announce "[ "+strcharinfo(0)+" ] has killed a Mushroom. There are now "+.Spawn+" Mushroom(s) left.",bc_map; + if (.Spawn) announce "[ "+strcharinfo(PC_NAME)+" ] has killed a Mushroom. There are now "+.Spawn+" Mushroom(s) left.",bc_map; else { announce "The Find the Mushroom Event has ended. All the Mushrooms have been killed.",0; set .status,0; diff --git a/npc/custom/events/uneasy_cemetery.txt b/npc/custom/events/uneasy_cemetery.txt index 6b1351eb4..a2e746f20 100644 --- a/npc/custom/events/uneasy_cemetery.txt +++ b/npc/custom/events/uneasy_cemetery.txt @@ -33,7 +33,7 @@ OnInit: end; OnHour06: - killmonster "Uneasy_Check::OnZombieDead"; //The Sun kills undead in the morning + killmonster "prontera", "Uneasy_Check::OnZombieDead"; //The Sun kills undead in the morning end; OnHour01: @@ -44,15 +44,17 @@ OnZombieDead: set $@UNEASY_MOB,$@UNEASY_MOB-1; if ($@UNEASY_MOB>0) end; set $UNEASY_DL,0; - set $UNEASY_H$,strcharinfo(0); - if (Sex==1) mapannounce "prontera","[Mother Mathana]: Brave "+$UNEASY_H$+" has just killed the last undead in Prontera!",0; - if (Sex==0) mapannounce "prontera","[Mother Mathana]: Lady "+$UNEASY_H$+" has just killed the last undead in Prontera!",0; + set $UNEASY_H$,strcharinfo(PC_NAME); + if (Sex == SEX_MALE) + mapannounce "prontera","[Mother Mathana]: Brave "+$UNEASY_H$+" has just killed the last undead in Prontera!",0; + else + mapannounce "prontera","[Mother Mathana]: Lady "+$UNEASY_H$+" has just killed the last undead in Prontera!",0; set JobExp,JobExp+100; set BaseExp,BaseExp+50; end; L_Start_Undead: - killmonster "Uneasy_Check::OnZombieDead"; //kills any left monsters + killmonster "prontera", "Uneasy_Check::OnZombieDead"; //kills any left monsters enablenpc "Mother Mathana"; //call some monsters in the city set $@UNEASY_MOB, 65; @@ -68,61 +70,64 @@ prontera,257,313,5 script Mother Mathana 1_F_PRIEST,{ mes "[Mother Mathana]"; if ($UNEASY_DL <= 0) goto L_Undead_Walk; mes "I'm afraid there's something wrong with our old cemetery..."; - if ($UNEASY_H$==strcharinfo(0)) mes "But thanks to you, "+$UNEASY_H$+", we'll be able to sleep " + $UNEASY_DL + " nights!"; - if ($UNEASY_H$!=strcharinfo(0)) mes "But thanks to "+$UNEASY_H$+"'s support, we've got " + $UNEASY_DL + " easy nights!"; + if ($UNEASY_H$==strcharinfo(PC_NAME)) mes "But thanks to you, "+$UNEASY_H$+", we'll be able to sleep " + $UNEASY_DL + " nights!"; + if ($UNEASY_H$!=strcharinfo(PC_NAME)) mes "But thanks to "+$UNEASY_H$+"'s support, we've got " + $UNEASY_DL + " easy nights!"; emotion 0; close; L_Undead_Walk: if ($UNEASY_DL == 0) mes "THEY could return tomorrow's night again!"; - if ($UNEASY_DL == 0 && $UNEASY_H$==strcharinfo(0)) mes "Thank you, "+$UNEASY_H$+"! Now we'll manage to rest till the next midnight!"; - if ($UNEASY_DL == 0 && $UNEASY_H$!=strcharinfo(0)) mes "But due to "+$UNEASY_H$+"'s help we'll manage to rest till the next midnight!"; + if ($UNEASY_DL == 0 && $UNEASY_H$==strcharinfo(PC_NAME)) mes "Thank you, "+$UNEASY_H$+"! Now we'll manage to rest till the next midnight!"; + if ($UNEASY_DL == 0 && $UNEASY_H$!=strcharinfo(PC_NAME)) mes "But due to "+$UNEASY_H$+"'s help we'll manage to rest till the next midnight!"; mes "To calm down the restless cemetery, we should pour all these graves with the Holy Water. But our sisters and broters have run out of it."; mes "Could you supply us with Holy Water?"; next; - menu "Yes, have all my Holy Water!",-, "Nope, I need it.",M_NO, "I don't have any.",M_DONT_HAVE; + switch (select("Yes, have all my Holy Water!", "Nope, I need it.", "I don't have any.")) { + case 1: + if (countitem(Holy_Water) < 1) + break; // Not enough + set $UNEASY_BL,$UNEASY_BL-countitem(Holy_Water); + delitem 523,countitem(Holy_Water); - if ( countitem(Holy_Water)<1 ) goto M_DONT_HAVE; - set $UNEASY_BL,$UNEASY_BL-countitem(Holy_Water); - delitem 523,countitem(Holy_Water); - - if ( $UNEASY_BL > 0 ) goto L_NEED_MORE; -//set quiet days!!! no more undead for this period! - set $UNEASY_DL,5+((0-$UNEASY_BL)/30); - set $UNEASY_H$,strcharinfo(0); - mes "[Mother Mathana]"; - mes "Thank you, "+$UNEASY_H$+"! Now we've got enough Holy Water!"; - next; - mes "[Mother Mathana]"; - mes "Upon pouring the cemetery with that water we'll get " + $UNEASY_DL + " safe nights!"; - next; - killmonster "Uneasy_Check::OnZombieDead"; //kills any left monsters - mes "[Mother Mathana]"; - mes "See, "+ $UNEASY_H$ +"? They all are gone now!"; - next; - mes "[Mother Mathana]"; - mes "Our Church is going to thank you personally..."; - next; - if (Sex==1) mapannounce "prontera","[Mother Mathana]: In the name of Odin we declare handsom "+$UNEASY_H$+" as a Prontera savior!",0; - if (Sex==0) mapannounce "prontera","[Mother Mathana]: In the name of Odin we declare beautiful "+$UNEASY_H$+" as a Prontera savior!",0; - mes "[Mother Mathana]"; - mes "In the name of Odin we bless you and decently present a modest gift just from Mareusis' wine-cellar."; - getitem Blue_Potion,1; - set JobExp,JobExp+100; - set BaseExp,BaseExp+50; - close; - -L_NEED_MORE: - mes "[Mother Mathana]"; - mes "Thank you, good "+strcharinfo(0)+", but we still need " + $UNEASY_BL + " more Holy Water bottles."; - close; - -M_NO: - mes "[Mother Mathana]"; - mes "I'm afraid the old cemetery is going out of control soon... Please, get us all the Holy Water you can get."; - close; - -M_DONT_HAVE: + if ($UNEASY_BL > 0) { + mes "[Mother Mathana]"; + mes "Thank you, good "+strcharinfo(PC_NAME)+", but we still need " + $UNEASY_BL + " more Holy Water bottles."; + close; + } + //set quiet days!!! no more undead for this period! + set $UNEASY_DL,5+((0-$UNEASY_BL)/30); + set $UNEASY_H$,strcharinfo(PC_NAME); + mes "[Mother Mathana]"; + mes "Thank you, "+$UNEASY_H$+"! Now we've got enough Holy Water!"; + next; + mes "[Mother Mathana]"; + mes "Upon pouring the cemetery with that water we'll get " + $UNEASY_DL + " safe nights!"; + next; + killmonster "prontera", "Uneasy_Check::OnZombieDead"; //kills any left monsters + mes "[Mother Mathana]"; + mes "See, "+ $UNEASY_H$ +"? They all are gone now!"; + next; + mes "[Mother Mathana]"; + mes "Our Church is going to thank you personally..."; + next; + if (Sex == SEX_MALE) + mapannounce "prontera","[Mother Mathana]: In the name of Odin we declare handsom "+$UNEASY_H$+" as a Prontera savior!",0; + else + mapannounce "prontera","[Mother Mathana]: In the name of Odin we declare beautiful "+$UNEASY_H$+" as a Prontera savior!",0; + mes "[Mother Mathana]"; + mes "In the name of Odin we bless you and decently present a modest gift just from Mareusis' wine-cellar."; + getitem Blue_Potion,1; + set JobExp,JobExp+100; + set BaseExp,BaseExp+50; + close; + case 2: + mes "[Mother Mathana]"; + mes "I'm afraid the old cemetery is going out of control soon... Please, get us all the Holy Water you can get."; + close; + case 3: + break; // Not enough + } + // Not enough mes "[Mother Mathana]"; mes "Alas! We still need " + $UNEASY_BL + " more bottles of Holy Water... Why don't you go and ask other people for some extra Holy Water?"; mes "The old cemetery is going out of control soon..."; diff --git a/npc/custom/events/valentinesdayexp.txt b/npc/custom/events/valentinesdayexp.txt index ccb66bde6..33339dcd9 100644 --- a/npc/custom/events/valentinesdayexp.txt +++ b/npc/custom/events/valentinesdayexp.txt @@ -25,22 +25,20 @@ prontera,156,172,4 script Tine 1_M_MERCHANT,{ mes "The legend says that on 14th February... on the Day of Saint Valentine..."; mes "Only in Run-Midgard kingdom..."; next; - specialeffect 417; + specialeffect EF_HITBODY; mes "[Tine]"; mes "Some married chocolate lovers almost double their experience at trainings!"; mes "But everything isn't so simply..."; next; - menu "Wow! Tell me more!",M_INFO,"Marri... what?",-; - - mes "[Tine]"; - mes "Are you a single?"; - mes "Today is a great date to ask your beloved half for marriage!"; - next; - mes "[Tine]"; - mes "The Marriage fee is ridiculous low these days!"; - close; - -M_INFO: + if (select("Wow! Tell me more!", "Marri... what?") == 2) { + mes "[Tine]"; + mes "Are you a single?"; + mes "Today is a great date to ask your beloved half for marriage!"; + next; + mes "[Tine]"; + mes "The Marriage fee is ridiculous low these days!"; + close; + } mes "[Tine]"; mes "The magic effect posesses only handmade chocolate from grand-grand-grand-whoever recipes!"; next; @@ -60,9 +58,9 @@ M_INFO: OnInit: //559,Hand-made_Chocolate - setitemscript 559,"{ itemheal 50,50; if(Sex==0 || @dsv == gettime(GETTIME_HOUR)+1 || ispartneron()==0)end; set @dsv,gettime(GETTIME_HOUR)+1; misceffect 113; }"; + setitemscript 559,"{ itemheal 50,50; if(Sex==0 || @dsv == gettime(GETTIME_HOUR)+1 || ispartneron()==0)end; set @dsv,gettime(GETTIME_HOUR)+1; specialeffect(EF_MAGNUS, AREA, playerattached()); }"; //560,Hand-made_White_Chocolate - setitemscript 560,"{ itemheal 50,50; if(Sex || @dsv == gettime(GETTIME_HOUR)+1 || ispartneron()==0)end; set @dsv,gettime(GETTIME_HOUR)+1; misceffect 113; }"; + setitemscript 560,"{ itemheal 50,50; if(Sex || @dsv == gettime(GETTIME_HOUR)+1 || ispartneron()==0)end; set @dsv,gettime(GETTIME_HOUR)+1; specialeffect(EF_MAGNUS, AREA, playerattached()); }"; //2634,Wedding_Ring_M,Wedding Ring,5,,10,0,,0,,0,127918079,7,1,136,,0,0,0,{ skill 334,1; skill 335,1; skill 336,1; } setitemscript 2634,"{ skill 334,1; skill 335,1; skill 336,1; if(@dsv == gettime(GETTIME_HOUR)+1 && ispartneron()){ bonus2 bExpAddRace,5,50; bonus2 bExpAddRace,6,50; bonus2 bExpAddRace,7,50; bonus2 bExpAddRace,8,50; bonus2 bExpAddRace,1,50; } }"; @@ -82,16 +80,14 @@ alberta,26,243,4 script Stephen#val1 1_M_MERCHANT,{ mes "That's right, don't you love chocolate.... I do."; mes "And you are in luck, because I'm selling them for only 5,000 zeny a piece!"; next; - menu "I want some chocolate!",M_CHOCO,"No thanks.",-; - - mes "[Stephen]"; - mes "You don't want any chocolate?"; - mes "I'm telling you! You'll regret it!"; - mes "You better get some now... you won't come across Chocolate like this ever again!"; - mes "Think it over and visit me again sometime."; - close; - -M_CHOCO: + if (select("I want some chocolate!", "No thanks.") != 1) { + mes "[Stephen]"; + mes "You don't want any chocolate?"; + mes "I'm telling you! You'll regret it!"; + mes "You better get some now... you won't come across Chocolate like this ever again!"; + mes "Think it over and visit me again sometime."; + close; + } mes "[Stephen]"; mes "Hah!"; mes "I knew it!"; @@ -147,14 +143,12 @@ alberta,29,243,4 script Jainie#val1 1_M_INNKEEPER,{ mes "It would be great if you bought some too..."; mes "I will be making white chocolates for a while so..."; next; - menu "I want some white chocolate!",M_CHOCO,"No thanks.",-; - - mes "[Jainie]"; - mes "You don't like white chocolate?"; - mes "Then buy some Stephen's black one!"; - close; - -M_CHOCO: + if (select("I want some white chocolate!", "No thanks.") != 1) { + mes "[Jainie]"; + mes "You don't like white chocolate?"; + mes "Then buy some Stephen's black one!"; + close; + } mes "[Jainie]"; mes "I can't sell you more then 5 at once....but, if you really need more...."; mes "you can come back again."; @@ -199,85 +193,84 @@ prt_castle,54,34,4 script Carl Orleans#val1 1_M_01,{ mes "[Carl Orleans]"; mes "Yes? What can I cook for you?"; next; - menu "Black handmade Chocolate, please",-,"I want a White handmade Chocolate...",M_WHITE,"I'm lost, sorry to bother you.",M_End; - - mes "[Carl Orleans]"; - mes "Well, I just might be able to fulfill your needs..."; - next; - if (countitem(Chocolate)<3) { + switch (select("Black handmade Chocolate, please", "I want a White handmade Chocolate...", "I'm lost, sorry to bother you.")) { + case 1: + mes "[Carl Orleans]"; + mes "Well, I just might be able to fulfill your needs..."; + next; + if (countitem(Chocolate)<3) { + mes "[Carl Orleans]"; + mes "I'm sorry you do not have enough Chocolate Bars to do this."; + if(rand(2))mes "They say Stephen from Alberta used to sell good Chocolate."; + close; + } + delitem 558,3; + mes "[Carl Orleans]"; + mes "You got 3 pieces of pure chocolate I see."; + mes "Give them to me..."; + next; + mes "[Carl Orleans]"; + mes "Ok, now I will only create my special handmade chocolates if you promise to use it wisely."; + next; mes "[Carl Orleans]"; - mes "I'm sorry you do not have enough Chocolate Bars to do this."; - if(rand(2))mes "They say Stephen from Alberta used to sell good Chocolate."; + mes "....Hmmmmmm....."; + mes "Well..."; + next; + getitem 559,1; + mes "[Carl Orleans]"; + mes "Here."; + if(rand(2))close; + mes "I hope you give it to someone special, because its a special chocolate."; + mes "As you know... only I can create this."; + next; + mes "[Carl Orleans]"; + mes "Enjoy."; close; - } - delitem 558,3; - mes "[Carl Orleans]"; - mes "You got 3 pieces of pure chocolate I see."; - mes "Give them to me..."; - next; - mes "[Carl Orleans]"; - mes "Ok, now I will only create my special handmade chocolates if you promise to use it wisely."; - next; - mes "[Carl Orleans]"; - mes "....Hmmmmmm....."; - mes "Well..."; - next; - getitem 559,1; - mes "[Carl Orleans]"; - mes "Here."; - if(rand(2))close; - mes "I hope you give it to someone special, because its a special chocolate."; - mes "As you know... only I can create this."; - next; - mes "[Carl Orleans]"; - mes "Enjoy."; - close; - -M_WHITE: - mes "[Carl Orleans]"; - mes "Well, I just might be able to fulfill your needs..."; - next; - if (countitem(White_Chocolate)<3) { + case 2: + mes "[Carl Orleans]"; + mes "Well, I just might be able to fulfill your needs..."; + next; + if (countitem(White_Chocolate)<3) { + mes "[Carl Orleans]"; + mes "I'm sorry you do not have enough White Chocolate Bars to do this."; + if(rand(2))mes "They say Jainie from Alberta used to sell good White Chocolate."; + close; + } + delitem 561,3; + mes "[Carl Orleans]"; + mes "You got 3 pieces of pure white chocolate I see."; + mes "Give them to me..."; + next; + mes "[Carl Orleans]"; + mes "Ok, now I will only create my special handmade chocolates if you promise to use it wisely."; + next; + mes "[Carl Orleans]"; + mes "....Hmmmmmm....."; + mes "Well..."; + next; + getitem 560,1; + mes "[Carl Orleans]"; + mes "Here."; + if(rand(2))close; + mes "I hope you give it to someone special, because its a special chocolate."; + mes "As you know... only I can create this."; + next; + mes "[Carl Orleans]"; + mes "Enjoy."; + close; + case 3: + mes "[Carl Orleans]"; + mes "Oh.. well, if you want me to make some of my special handmade Chocolate...."; + mes "You will need to give me at least ^0000FF 3 Chocolates^000000 or ^0000FF 3 White Chocolates^000000."; + if(rand(2))close; + next; + mes "[Carl Orleans]"; + mes "That's right, only ^0000FF 3 Chocolates^000000 or ^0000FF 3 White Chocolates^000000."; + mes "Bring them to me and you'll get what you came for."; + if(rand(2))close; + next; mes "[Carl Orleans]"; - mes "I'm sorry you do not have enough White Chocolate Bars to do this."; - if(rand(2))mes "They say Jainie from Alberta used to sell good White Chocolate."; + mes "See You."; close; } - delitem 561,3; - mes "[Carl Orleans]"; - mes "You got 3 pieces of pure white chocolate I see."; - mes "Give them to me..."; - next; - mes "[Carl Orleans]"; - mes "Ok, now I will only create my special handmade chocolates if you promise to use it wisely."; - next; - mes "[Carl Orleans]"; - mes "....Hmmmmmm....."; - mes "Well..."; - next; - getitem 560,1; - mes "[Carl Orleans]"; - mes "Here."; - if(rand(2))close; - mes "I hope you give it to someone special, because its a special chocolate."; - mes "As you know... only I can create this."; - next; - mes "[Carl Orleans]"; - mes "Enjoy."; - close; - -M_End: - mes "[Carl Orleans]"; - mes "Oh.. well, if you want me to make some of my special handmade Chocolate...."; - mes "You will need to give me at least ^0000FF 3 Chocolates^000000 or ^0000FF 3 White Chocolates^000000."; - if(rand(2))close; - next; - mes "[Carl Orleans]"; - mes "That's right, only ^0000FF 3 Chocolates^000000 or ^0000FF 3 White Chocolates^000000."; - mes "Bring them to me and you'll get what you came for."; - if(rand(2))close; - next; - mes "[Carl Orleans]"; - mes "See You."; - close; } diff --git a/npc/custom/events/xmas_rings_event.txt b/npc/custom/events/xmas_rings_event.txt index a1b8918d9..633f09cf7 100644 --- a/npc/custom/events/xmas_rings_event.txt +++ b/npc/custom/events/xmas_rings_event.txt @@ -36,52 +36,54 @@ prontera,156,174,4 script Snower 4_M_06,{ } emotion e_sob; next; - menu "Where are your sisters?",-, "What holidays?",M_PR,"What gifts?",M_WRAP,"May I help you?",M_QUEST; - - mes "[Snower]"; - mes "My younger sis Sneewy's left to some faraway land to prepare gifts for their poor children... I don't know where. You should ask my elder sis and her birdies."; - next; - mes "[Snower]"; - mes "My elder sis? Her name's Snoowy. She's sailed to some green island... She's talking about some gifts for dolphins or something..."; - close; - -M_PR: - mes "[Snower]"; - mes "The whole three holidays? Well they come one after another!"; - mes "^000080The Christmas^000000, ^FF0000Karachun^000000 and ^008000New Year Eve^000000!"; - next; - mes "[Snower]"; - mes "^FF0000Karachun^000000? Heh... This is an old pagans festival. They used to celebrate it before the appearance of HNY and XMas, you know."; - next; - goto M_QUEST; - -M_WRAP: - mes "[Snower]"; - mes "My sisters say that all the gifts should look the same way. Or else some children might fight for fancy ones!"; - next; - mes "[Snower]"; - mes "Would you like me to wrap your fancy gift boxes with a gray paper?"; - next; - menu "Wrap them, please!",-, "No, thanks.",M_QUEST; - - set @prizes, countitem(Gift_Box_1)+countitem(Gift_Box_2)+countitem(Gift_Box_3)+countitem(Gift_Box_4); - if( @prizes == 0){ + switch (select("Where are your sisters?", "What holidays?", "What gifts?", "May I help you?")) { + case 1: + mes "[Snower]"; + mes "My younger sis Sneewy's left to some faraway land to prepare gifts for their poor children... I don't know where. You should ask my elder sis and her birdies."; + next; mes "[Snower]"; - mes "I don't see any gifts in fancy boxes on you..."; - if(countitem(Gift_Box))mes "You've got only gray boxes."; + mes "My elder sis? Her name's Snoowy. She's sailed to some green island... She's talking about some gifts for dolphins or something..."; close; - } - delitem 664,countitem(Gift_Box_1); - delitem 665,countitem(Gift_Box_2); - delitem 666,countitem(Gift_Box_3); - delitem 667,countitem(Gift_Box_4); - getitem 644,@prizes; + case 2: + mes "[Snower]"; + mes "The whole three holidays? Well they come one after another!"; + mes "^000080The Christmas^000000, ^FF0000Karachun^000000 and ^008000New Year Eve^000000!"; + next; + mes "[Snower]"; + mes "^FF0000Karachun^000000? Heh... This is an old pagans festival. They used to celebrate it before the appearance of HNY and XMas, you know."; + next; + break; // Quest + case 3: + mes "[Snower]"; + mes "My sisters say that all the gifts should look the same way. Or else some children might fight for fancy ones!"; + next; + mes "[Snower]"; + mes "Would you like me to wrap your fancy gift boxes with a gray paper?"; + next; + if (select("Wrap them, please!", "No, thanks.") != 1) + break; // Quest + set @prizes, countitem(Gift_Box_1)+countitem(Gift_Box_2)+countitem(Gift_Box_3)+countitem(Gift_Box_4); + if( @prizes == 0){ + mes "[Snower]"; + mes "I don't see any gifts in fancy boxes on you..."; + if(countitem(Gift_Box))mes "You've got only gray boxes."; + close; + } + delitem 664,countitem(Gift_Box_1); + delitem 665,countitem(Gift_Box_2); + delitem 666,countitem(Gift_Box_3); + delitem 667,countitem(Gift_Box_4); + getitem 644,@prizes; - mes "[Snower]"; - mes "*shuffle* Here you go."; - next; + mes "[Snower]"; + mes "*shuffle* Here you go."; + next; + break; + case 4: + break; // Quest + } -M_QUEST: + // Quest mes "[Snower]"; mes "I wish you find my sisters ASAP... They need help."; if(Q_XMSRINGS==0) set Q_XMSRINGS,1; @@ -89,7 +91,7 @@ M_QUEST: OnInit: //Santa's Hat - setitemscript 2236,"{ bonus bMdef,1; bonus bLuk,1; if(isequipped(2636,2637)){if(@xmr == gettime(GETTIME_MINUTE))end; set @xmr,gettime(GETTIME_MINUTE); misceffect 410; end;} if(isequipped(2636)){if(@xmr == gettime(GETTIME_MINUTE))end; set @xmr,gettime(GETTIME_MINUTE); misceffect 72;} if(isequipped(2637)){if(@xmr == gettime(GETTIME_MINUTE))end; set @xmr,gettime(GETTIME_MINUTE); misceffect 338;}}"; + setitemscript 2236,"{ bonus bMdef,1; bonus bLuk,1; if(isequipped(2636,2637)){if(@xmr == gettime(GETTIME_MINUTE))end; set @xmr,gettime(GETTIME_MINUTE); specialeffect(EF_RAINBOW, AREA, playerattached()); end;} if(isequipped(2636)){if(@xmr == gettime(GETTIME_MINUTE))end; set @xmr,gettime(GETTIME_MINUTE); specialeffect(EF_SPHERE, AREA, playerattached());} if(isequipped(2637)){if(@xmr == gettime(GETTIME_MINUTE))end; set @xmr,gettime(GETTIME_MINUTE); specialeffect(EF_ANGEL2, AREA, playerattached());}}"; //Gold Xmas Ring setitemscript 2636,"{ bonus bLoseSPWhenUnequip,30; if(isequipped(2236)==0)end; if(getskilllv(\"AL_HEAL\")){skill \"TF_HIDING\",4+isequipped(2637);}else{skill \"AL_HEAL\",1+4*isequipped(2637);} }"; //Silver Xmas Ring @@ -111,7 +113,12 @@ louyang,224,249,4 script Sneewy 4_F_KID3,{ mes "[Sneewy]"; mes "Oh, hello. Has my brother Snower told you everything?"; next; - menu "Here are your 4 Gift Boxes",-, "I don't know any Snowhatevers...",M_End; + if (select("Here are your 4 Gift Boxes", "I don't know any Snowhatevers...") != 1) { + mes "[Sneewy]"; + mes "Pity... I've got a magic Santa's ring... I'd exchange it for 4 Gift Boxes..."; + emotion e_swt; + close; + } mes "[Sneewy]"; if(countitem(Gift_Box)<4){ @@ -121,7 +128,7 @@ louyang,224,249,4 script Sneewy 4_F_KID3,{ } set Q_XMSRINGS,2; delitem 644,4; - getnameditem 2637,strcharinfo(0); + getnameditem 2637,strcharinfo(PC_NAME); emotion e_kis2; mes "Thank you! Here's my li'l something for you!"; next; @@ -132,12 +139,6 @@ louyang,224,249,4 script Sneewy 4_F_KID3,{ emotion e_thx; mes "Thanks again! No children will meet the holidays without the gifts!"; close; - -M_End: - mes "[Sneewy]"; - mes "Pity... I've got a magic Santa's ring... I'd exchange it for 4 Gift Boxes..."; - emotion e_swt; - close; } izlu2dun,133,160,2 script Snoowy 4_F_06,{ @@ -163,8 +164,12 @@ izlu2dun,133,160,2 script Snoowy 4_F_06,{ mes "[Snoowy]"; mes "But I too need 3 more gifts for my marine folk friends..."; next; - menu "Have these gifts!",-, "I need a li'l something in return",M_End; - + if (select("Have these gifts!", "I need a li'l something in return") != 1) { + mes "[Snoowy]"; + mes "I'd exchange a GOLD magic ring for 3 gift boxes..."; + emotion e_swt; + close; + } mes "[Snoowy]"; if(countitem(Gift_Box)<3){ mes "Oops!! You haven't got 3 gray gift boxes on you."; @@ -173,7 +178,7 @@ izlu2dun,133,160,2 script Snoowy 4_F_06,{ } set Q_XMSRINGS,3; delitem 644,3; - getnameditem 2636,strcharinfo(0); + getnameditem 2636,strcharinfo(PC_NAME); emotion e_kis; mes "Thaank yoouu! Have this magic ring!"; close; @@ -182,10 +187,4 @@ izlu2dun,133,160,2 script Snoowy 4_F_06,{ mes "Oh... the whole marine folk send you their thanks! They love presents so much!!!"; if(rand(2))mes "Didn't you know that Santa's Hat reveals the real power of the rings?"; close; - -M_End: - mes "[Snoowy]"; - mes "I'd exchange a GOLD magic ring for 3 gift boxes..."; - emotion e_swt; - close; } diff --git a/npc/custom/healer.txt b/npc/custom/healer.txt index b05a24487..9e0d4abe4 100644 --- a/npc/custom/healer.txt +++ b/npc/custom/healer.txt @@ -20,15 +20,15 @@ if (@HD > gettimetick(2)) end; if (.@price) { - message strcharinfo(0),"Healing costs "+.@price+" Zeny."; + message strcharinfo(PC_NAME),"Healing costs "+.@price+" Zeny."; if (Zeny < .@price) end; - if(select("^0055FFHeal^000000:^777777Cancel^000000") == 2) close; + if(select("^0055FFHeal^000000", "^777777Cancel^000000") == 2) close; Zeny -= .@price; } - specialeffect2 EF_HEAL2; percentheal 100,100; + specialeffect(EF_HEAL2, AREA, playerattached()); percentheal 100,100; if (.@Buffs) { - specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI,240000,10; - specialeffect2 EF_BLESSING; sc_start SC_BLESSING,240000,10; + specialeffect(EF_INCAGILITY, AREA, playerattached()); sc_start SC_INC_AGI,240000,10; + specialeffect(EF_BLESSING, AREA, playerattached()); sc_start SC_BLESSING,240000,10; } if (.@Delay) @HD = gettimetick(2)+.@Delay; end; diff --git a/npc/custom/item_signer.txt b/npc/custom/item_signer.txt index ee03c16eb..a0097bb55 100644 --- a/npc/custom/item_signer.txt +++ b/npc/custom/item_signer.txt @@ -19,7 +19,7 @@ prt_in,24,61,7 script Perchik 1_M_01,{ mes "[Perchik]"; mes "I can ^0055FFsign your name^000000 on almost any rare item you hold."; next; - if(select("Tell me more...:Sign my items, please!") == 1) { + if(select("Tell me more...", "Sign my items, please!") == 1) { mes "[Perchik]"; mes "I can put your name on any slotless equipment or weapon."; emotion e_ic; @@ -101,7 +101,7 @@ prt_in,24,61,7 script Perchik 1_M_01,{ } mes "Shall I sign your ^0055FF"+getitemname(.@id)+"^000000?"; next; - if(select("Ok!:Leave")==2) { + if(select("Ok!", "Leave")==2) { mes "[Perchik]"; mes "See you..."; emotion e_yawn; @@ -126,7 +126,7 @@ prt_in,24,61,7 script Perchik 1_M_01,{ delitem2 .@id,1,1,.@ref,0,.@slot[0],.@slot[1],.@slot[2],.@slot[3]; mes "Done!"; emotion e_proud; - getitem2 .@id,1,1,.@ref,0,254,0,getcharid(0)&0xffff,(getcharid(0)>>16)&0xffff; + getitem2 .@id,1,1,.@ref,0,254,0,getcharid(CHAR_ID_CHAR)&0xffff,(getcharid(CHAR_ID_CHAR)>>16)&0xffff; equip .@id; close; } diff --git a/npc/custom/itembind.txt b/npc/custom/itembind.txt index efc8821ff..8c51ad24d 100644 --- a/npc/custom/itembind.txt +++ b/npc/custom/itembind.txt @@ -18,14 +18,14 @@ prontera,144,174,4 script Bound Items 4_M_JP_MID,{ mes "With this, you can rest assured your items are safe."; next; mes "What would you like to do?"; - if(select("Bind:Unbind") == 1) { + if(select("Bind", "Unbind") == 1) { if(Zeny < .bindprice) { mes "You don't have enough zeny to bind an item."; close; } mes "What kind of bind?"; - .@boundtype = 1 << (select("Account:Guild:Character")-1); - if(.@boundtype == 2 && (!getcharid(2) || getguildmaster(getcharid(2)) != strcharinfo(0))) { + .@boundtype = 1 << (select("Account", "Guild", "Character")-1); + if(.@boundtype == 2 && (!getcharid(CHAR_ID_GUILD) || getguildmaster(getcharid(CHAR_ID_GUILD)) != strcharinfo(PC_NAME))) { mes "In order for me to bind an item to a guild you must be the master of one."; close; } @@ -52,14 +52,14 @@ prontera,144,174,4 script Bound Items 4_M_JP_MID,{ .@item = .@bindlist[select(.@bindlist$)-2]; next; mes "Before I continue, I want you to know I can't tell the difference between multiple items. If you have a specific item you want bounded, please remove any duplicates from inventory."; - if(select("I understand, continue:Wait a minute") == 2) { + if(select("I understand, continue", "Wait a minute") == 2) { next; mes "I'll be here when you're ready."; close; } next; mes "Are you sure you'd like to bind your "+ getitemname(@inventorylist_id[.@item]) +" to your "+.boundtypes$[.@boundtype]+"?"; - if(select("Yes:No") == 1) { + if(select("Yes", "No") == 1) { Zeny -= .bindprice; delitem2 @inventorylist_id[.@item],@inventorylist_amount[.@item],@inventorylist_identify[.@item],@inventorylist_refine[.@item],@inventorylist_attribute[.@item],@inventorylist_card1[.@item],@inventorylist_card2[.@item],@inventorylist_card3[.@item],@inventorylist_card4[.@item]; getitembound2 @inventorylist_id[.@item],@inventorylist_amount[.@item],@inventorylist_identify[.@item],@inventorylist_refine[.@item],@inventorylist_attribute[.@item],@inventorylist_card1[.@item],@inventorylist_card2[.@item],@inventorylist_card3[.@item],@inventorylist_card4[.@item],.@boundtype; @@ -92,21 +92,21 @@ prontera,144,174,4 script Bound Items 4_M_JP_MID,{ next; for(.@i = 0; .@i < getarraysize(@bound_items); .@i++) { if(@inventorylist_id[.@item] == @bound_items[.@i] && - (!getcharid(2) || getguildmaster(getcharid(2)) != strcharinfo(0)) + (!getcharid(CHAR_ID_GUILD) || getguildmaster(getcharid(CHAR_ID_GUILD)) != strcharinfo(PC_NAME)) ) { mes "I will only unbind guild bound items that the guild master requests."; close; } } mes "Before I continue, I want you to know I can't tell the difference between multiple items. If you have a specific item you want unbounded, please remove any duplicates from inventory."; - if(select("I understand, continue:Wait a minute") == 2) { + if(select("I understand, continue", "Wait a minute") == 2) { next; mes "I'll be here when you're ready."; close; } next; mes "Are you sure you'd like to unbind your "+ getitemname(@inventorylist_id[.@item]) +"?"; - if(select("Yes:No") == 1) { + if(select("Yes", "No") == 1) { Zeny -= .unbindprice; delitem2 @inventorylist_id[.@item],@inventorylist_amount[.@item],@inventorylist_identify[.@item],@inventorylist_refine[.@item],@inventorylist_attribute[.@item],@inventorylist_card1[.@item],@inventorylist_card2[.@item],@inventorylist_card3[.@item],@inventorylist_card4[.@item]; getitem2 @inventorylist_id[.@item],@inventorylist_amount[.@item],@inventorylist_identify[.@item],@inventorylist_refine[.@item],@inventorylist_attribute[.@item],@inventorylist_card1[.@item],@inventorylist_card2[.@item],@inventorylist_card3[.@item],@inventorylist_card4[.@item]; diff --git a/npc/custom/jobmaster.txt b/npc/custom/jobmaster.txt index c497ceef3..4b56a36e5 100644 --- a/npc/custom/jobmaster.txt +++ b/npc/custom/jobmaster.txt @@ -55,7 +55,7 @@ prontera,153,193,6 script Job Master 2_F_MAGICMASTER,{ while (true) { mes "Select an option."; next; - .@choice = select(" ~ ^0055FFRebirth^000000:"+(.third_classes ? " ~ ^FF0000Third Class^000000" : "")+": ~ ^777777Cancel^000000"); + .@choice = select(" ~ ^0055FFRebirth^000000", (.third_classes ? " ~ ^FF0000Third Class^000000":""), " ~ ^777777Cancel^000000"); if (.@choice == 3) close; mes "[Job Master]"; @@ -150,7 +150,7 @@ function Job_Menu { } else { .@newjob = getarg(0); } - if (select(" ~ Change into ^0055FF"+jobname(.@newjob)+"^000000 class: ~ ^777777"+(getargcount() > 1 ? "Go back" : "Cancel")+"^000000") == 1) { + if (select(" ~ Change into ^0055FF"+ jobname(.@newjob) +"^000000 class", " ~ ^777777"+(getargcount() > 1 ? "Go back": "Cancel")+"^000000") == 1) { mes "[Job Master]"; mes "You are now "+A_An(jobname(.@newjob))+"!"; if (.@newjob == Job_Novice_High && .linear_jobchange) @@ -162,8 +162,8 @@ function Job_Menu { resetlvl(4); SkillPoint = 0; } - specialeffect2 EF_ANGEL2; - specialeffect2 EF_ELECTRIC; + specialeffect(EF_ANGEL2, AREA, playerattached()); + specialeffect(EF_ELECTRIC, AREA, playerattached()); if (.platinum) callsub Get_Platinum; close; diff --git a/npc/custom/platinum_skills.txt b/npc/custom/platinum_skills.txt index da35da389..3cd85f873 100644 --- a/npc/custom/platinum_skills.txt +++ b/npc/custom/platinum_skills.txt @@ -23,7 +23,7 @@ prontera,128,200,6 script Platinum Skill NPC 4_F_MAID,{ mes "I can give you the special skills available to your job."; mes "Would you like these skills now?"; next; - if (select("Yes Please:No") == 2) { + if (select("Yes Please", "No") == 2) { mes "[Platinum Skill NPC]"; mes "Have a nice day... >.>"; close; diff --git a/npc/custom/quests/bandit_beard.txt b/npc/custom/quests/bandit_beard.txt index fa02843e3..9f9e509f4 100644 --- a/npc/custom/quests/bandit_beard.txt +++ b/npc/custom/quests/bandit_beard.txt @@ -24,7 +24,12 @@ umbala,126,129,4 script Bearded Man#bandit 2_M_PHARMACIST,{ mes "Beards! Get your wonderful beards!"; mes "Would you like a beard?"; next; - menu "Yes, I'd like some facial hair!",-,"No thanks, thats gross!",M_NO; + if (select("Yes, I'd like some facial hair!", "No thanks, thats gross!") != 1) { + mes "[Bearded Man]"; + mes "Fine, be that way!"; + emotion 7; + close; + } mes "[Bearded Man]"; mes "HoHo~ So you want some whiskers."; @@ -54,12 +59,6 @@ L_List: mes " and one ^8080FF2 Carat Diamond^000000"; close; -M_NO: - mes "[Bearded Man]"; - mes "Fine, be that way!"; - emotion 7; - close; - L_DONE: mes "[Bearded Man]"; mes "Sorry, I can only make one per person."; @@ -71,7 +70,7 @@ L_MAKE: mes "[Bearded Man]"; mes "Let's make you your beard!"; next; - if(countitem(Flexible_String) < 1 || countitem(Animal's_Skin) < 1 || countitem(Black_Dyestuffs) < 1 || countitem(Granpa_Beard) < 1 || + if(countitem(Flexible_String) < 1 || countitem(Animals_Skin) < 1 || countitem(Black_Dyestuffs) < 1 || countitem(Granpa_Beard) < 1 || countitem(Sticky_Mucus) < 100 || countitem(Counteragent) < 1 || countitem(Crystal_Jewel_) < 1) goto L_NOITEMS; delitem 7200, 1; delitem 919, 1; @@ -126,11 +125,10 @@ aldeba_in,70,179,5 script Karfa Clerk#bandit 4_F_KAFRA5,{ next; if(BEARD_QUEST == 2 ) goto L_Delivery; - menu "What's in the boxes?",-,"Nothing.",M_NOPE; - + if (select("What's in the boxes?", "Nothing.") != 1) + close; mes "[Karfa Clerk]"; mes "They're empty."; -M_NOPE: close; L_Delivery: @@ -174,8 +172,11 @@ alberta,65,123,6 script Man#bandit 4_M_03,{ mes "Are you here to help me?"; emotion 1; next; - menu "Yes",-,"No",M_NO; - + if (select("Yes", "No") != 1) { + mes "[Thread Merchant]"; + mes "What to do..."; + close; + } mes "[Thread Merchant]"; mes "Oh thank the Gods!"; mes "If you can only just kill the bugs I would be able to make my delivery."; @@ -199,11 +200,6 @@ L_DONE: mes "Thank you again!"; emotion 15; close; - -M_NO: - mes "[Thread Merchant]"; - mes "What to do..."; - close; } //mobsummons ------- diff --git a/npc/custom/quests/berzebub.txt b/npc/custom/quests/berzebub.txt index 8a57d4f3e..5590a1911 100644 --- a/npc/custom/quests/berzebub.txt +++ b/npc/custom/quests/berzebub.txt @@ -11,7 +11,7 @@ //= 1.2 Optimized. [Euphy] //============================================================ -prontera,165,178,8 script Old Woman 8_F_GRANDMOTHER,{ +prontera,165,178,0 script Old Woman 8_F_GRANDMOTHER,{ setarray .@items[0],714,25,1061,100,1095,200,618,10,1551,2,1614,1,727,20; set .@n$,"[Old Woman]"; @@ -22,7 +22,7 @@ prontera,165,178,8 script Old Woman 8_F_GRANDMOTHER,{ close; } mes "Greeting, lad. I found a really nifty item while I was picking mushrooms near Glast Heim."; next; - if(select("Keep Talking:Leave")==2) goto M_Leave; + if(select("Keep Talking", "Leave")==2) goto M_Leave; mes .@n$; mes "I have never seen an item like this before. I am told it can be placed inside any accessory with a slot available."; @@ -30,7 +30,7 @@ prontera,165,178,8 script Old Woman 8_F_GRANDMOTHER,{ mes .@n$; mes "If you're interested in this item, I'll tell you what you need for me to make you one of your own. I can only give one of these to each player, so once you finish this quest, you may not do it again."; next; - if(select("Tell me more about it:Nah, I don't care about it")==2) goto M_Leave; + if(select("Tell me more about it", "Nah, I don't care about it")==2) goto M_Leave; mes .@n$; mes "I believe the item is called a ^FF0000Berzebub Card^000000. It makes you cast spells really fast!"; @@ -41,7 +41,7 @@ prontera,165,178,8 script Old Woman 8_F_GRANDMOTHER,{ mes " ~ "+.@items[.@i+1]+"x "+getitemname(.@items[.@i]); if (countitem(.@items[.@i]) < .@items[.@i+1]) set .@nr,1; } next; - if(select("I have all of that!:I'll get those ASAP")==2) goto M_Leave; + if(select("I have all of that!", "I'll get those ASAP")==2) goto M_Leave; mes .@n$; if (.@nr) { diff --git a/npc/custom/quests/dead_branch.txt b/npc/custom/quests/dead_branch.txt index 9b54501f7..7ae12a60c 100644 --- a/npc/custom/quests/dead_branch.txt +++ b/npc/custom/quests/dead_branch.txt @@ -25,78 +25,71 @@ niflheim,204,179,3 script Mister Mobry 2_M_MOLGENSTEIN,{ mes "[Mister Mobry]"; mes "I can create a spirited branch... That is, if you can provide me with the correct materials..."; next; - goto L_Menu; - -L_Menu: - menu "What Do I Need?",-,"Where Can I find this Crap?",M_FIND,"Make me a Dead Branch!",M_CREATE,"Forget it...",M_End; - - mes "[Mister Mobry]"; - mes "Mwehehe... I see you want to control tree spirits am I right? Ok... I need:"; - mes "^1354453 Logs^000000"; - mes "^1354451 Wooden Heart^000000"; - mes "^1354455 Trunk^000000"; - mes "^1354451 Wooden Gnarl^000000"; - next; - goto L_Menu; - -M_FIND: - mes "[Mister Mobry]"; - mes "You can find the following items from certain monsters heheh..."; - mes "^135445Logs can be found off of Tree Golems.^000000"; - mes "^135445Wooden Hearts the essence of Tree Golems.^000000"; - mes "^135445Trunks? Seriously, think wood...^000000"; - mes "^135445Wooden Gnarl... Gibbet...^000000"; - next; - goto L_Menu; - -L_NOLOG: - mes "[Mister Mobry]"; - mes "^135445Logs^000000 are the body... I need more of them."; - mes "Get me three logs and I'll make you the spirit..."; - close; - -L_NOHEART: - mes "[Mister Mobry]"; - mes "The ^135445Wooden Heart^000000 is the essence of the spirit."; - mes "Get me one wooden heart and I'll make you the spirit..."; - close; - -L_NOTRUNK: - mes "[Mister Mobry]"; - mes "What? You couldn't even find ^1354455 Trunks^000000?"; - mes "Kill Elder Willows or something... Geez... no trunks heh... pathetic."; - close; - -L_NOGNARL: - mes "[Mister Mobry]"; - mes "How can I make one without a ^135445Wooden Gnarl^000000?"; - mes "I said Gibbet... they are all around this place..."; - close; - -M_CREATE: - mes "[Mister Mobry]"; - mes "Well...let us see what you brought me..."; - next; - if(countitem(Log)<3) goto L_NOLOG; - if(countitem(Heart_Of_Tree)<1) goto L_NOHEART; - if(countitem(Wooden_Block)<5) goto L_NOTRUNK; - if(countitem(Tree_Knot)<1) goto L_NOGNARL; - delitem 7201,3; - delitem 7189,1; - delitem 1019,5; - delitem 7222,1; - mes "[Mister Mobry]"; - mes "Heh... Hope you have fun with the tree spirits... Careful now..."; - mes "Heh... careful now? What do I care if you di..... Never mind."; - if(rand(1000)==0) goto L_GIVE2; - getitem Branch_Of_Dead_Tree,1; //Dead Branch - close; -L_GIVE2: - getitem Bloody_Dead_Branch,1; //Bloody Branch - close; - -M_End: - mes "[Mister Mobry]"; - mes "No spirit for you... then go!"; - close; + while (true) { + switch (select("What Do I Need?", "Where Can I find this Crap?", "Make me a Dead Branch!", "Forget it...")) { + case 1: + mes "[Mister Mobry]"; + mes "Mwehehe... I see you want to control tree spirits am I right? Ok... I need:"; + mes "^1354453 Logs^000000"; + mes "^1354451 Wooden Heart^000000"; + mes "^1354455 Trunk^000000"; + mes "^1354451 Wooden Gnarl^000000"; + next; + continue; + case 2: + mes "[Mister Mobry]"; + mes "You can find the following items from certain monsters heheh..."; + mes "^135445Logs can be found off of Tree Golems.^000000"; + mes "^135445Wooden Hearts the essence of Tree Golems.^000000"; + mes "^135445Trunks? Seriously, think wood...^000000"; + mes "^135445Wooden Gnarl... Gibbet...^000000"; + next; + continue; + case 3: + mes "[Mister Mobry]"; + mes "Well...let us see what you brought me..."; + next; + if (countitem(Log)<3) { + mes "[Mister Mobry]"; + mes "^135445Logs^000000 are the body... I need more of them."; + mes "Get me three logs and I'll make you the spirit..."; + close; + } + if (countitem(Heart_Of_Tree)<1) { + mes "[Mister Mobry]"; + mes "The ^135445Wooden Heart^000000 is the essence of the spirit."; + mes "Get me one wooden heart and I'll make you the spirit..."; + close; + } + if (countitem(Wooden_Block)<5) { + mes "[Mister Mobry]"; + mes "What? You couldn't even find ^1354455 Trunks^000000?"; + mes "Kill Elder Willows or something... Geez... no trunks heh... pathetic."; + close; + } + if (countitem(Tree_Knot)<1) { + mes "[Mister Mobry]"; + mes "How can I make one without a ^135445Wooden Gnarl^000000?"; + mes "I said Gibbet... they are all around this place..."; + close; + } + delitem 7201,3; + delitem 7189,1; + delitem 1019,5; + delitem 7222,1; + mes "[Mister Mobry]"; + mes "Heh... Hope you have fun with the tree spirits... Careful now..."; + mes "Heh... careful now? What do I care if you di..... Never mind."; + if (rand(1000)==0) { + getitem Bloody_Dead_Branch,1; //Bloody Branch + close; + } + getitem Branch_Of_Dead_Tree,1; //Dead Branch + close; + case 4: + mes "[Mister Mobry]"; + mes "No spirit for you... then go!"; + close; + } + } } diff --git a/npc/custom/quests/elvenear.txt b/npc/custom/quests/elvenear.txt index cf468d68e..02e650e78 100644 --- a/npc/custom/quests/elvenear.txt +++ b/npc/custom/quests/elvenear.txt @@ -16,51 +16,47 @@ geffen,127,49,5 script Elven Ears Quest 4_M_02,{ mes "Hi, today's quest is...."; mes "Ah, the ^61B031Elven Ears ^000000Quest!"; next; - menu "Requirements",L_Bl, "Make Item",-,"Cancel",L_Cancel; - - mes "[Elven Ears quest]"; - mes "Good good, let me just check"; - next; - if(countitem(Cat_Hairband)<1 || countitem(Elder_Pixie's_Beard)<20 || countitem(Animal's_Skin)<20) goto L_NoMake; - delitem 2213,1; - delitem 1040,20; - delitem 919,20; - mes "[Elven Ears quest]"; - mes "Give me a second....."; - next; - getitem 2286,1; - mes "[Elven Ears Quest]"; - mes "Ok done!"; - close; - -L_NoMake: - mes "[Elven Ears Quest]"; - mes "You don't have the requirements."; - mes "Please come back another time..."; - close; - -L_Bl: - mes "[Elven Ears Quest]"; - mes "Ok all you have to do is collect:"; - mes "^362ED61 Kitty Band^000000"; - mes "^362ED620 Elder Pixie Mustaches^000000"; - mes "and ^362ED620 Animal Skin^000000"; - next; - menu "Accept",-, "Leave",L_Leave; - - mes "[Elven Ears Quest]"; - mes "When you are done, bring the items to me. Ok good luck finding those items."; - close; - -L_Leave: - mes "[Elven Ears quest]"; - mes "Maybe another time?"; - close; - -L_Cancel: - mes "[Elven Ears quest]"; - mes "Aw, what a shame"; - mes "Giving up already?"; - mes "Oh well maybe you will participate in tommorow's quest."; - close; + switch (select("Requirements", "Make Item", "Cancel")) { + case 1: + mes "[Elven Ears Quest]"; + mes "Ok all you have to do is collect:"; + mes "^362ED61 Kitty Band^000000"; + mes "^362ED620 Elder Pixie Mustaches^000000"; + mes "and ^362ED620 Animal Skin^000000"; + next; + if (select("Accept", "Leave") != 1) { + mes "[Elven Ears quest]"; + mes "Maybe another time?"; + close; + } + mes "[Elven Ears Quest]"; + mes "When you are done, bring the items to me. Ok good luck finding those items."; + close; + case 2: + mes "[Elven Ears quest]"; + mes "Good good, let me just check"; + next; + if (countitem(Cat_Hairband) < 1 || countitem(Elder_Pixies_Beard) < 20 || countitem(Animals_Skin) < 20) { + mes "[Elven Ears Quest]"; + mes "You don't have the requirements."; + mes "Please come back another time..."; + close; + } + delitem 2213,1; + delitem 1040,20; + delitem 919,20; + mes "[Elven Ears quest]"; + mes "Give me a second....."; + next; + getitem 2286,1; + mes "[Elven Ears Quest]"; + mes "Ok done!"; + close; + case 3: + mes "[Elven Ears quest]"; + mes "Aw, what a shame"; + mes "Giving up already?"; + mes "Oh well maybe you will participate in tommorow's quest."; + close; + } } diff --git a/npc/custom/quests/event_6_new_hats.txt b/npc/custom/quests/event_6_new_hats.txt index d53427f14..50110ff52 100644 --- a/npc/custom/quests/event_6_new_hats.txt +++ b/npc/custom/quests/event_6_new_hats.txt @@ -29,57 +29,62 @@ prt_in,130,66,5 script Zac 4_M_BIBI,{ mes "[Zac]"; mes "I provide 1 hat and my brothers provides the other 5."; next; - menu "Join",L1,"Information",L2,"Cancel",L3; -L1: - mes "[Zac]"; - mes "What hat do you want me to make?"; - next; - menu "Bongun Hat",L1_4; -L1_4: - mes "[Zac]"; - mes "Let me check the items you have brought here."; - next; - if(countitem(Amulet) < 10) goto L_ITEM_1c;//Items: Amulet, - if(countitem(Cobaltblue_Dyestuffs) < 1) goto L_ITEM_2c;//Items: Cobaltblue Dyestuff, - if(countitem(Munak_Turban) < 1) goto L_ITEM_3c;//Items: Munak Hat, - delitem Amulet,10;//Items: Amulet, - delitem Cobaltblue_Dyestuffs,1;//Items: Cobaltblue Dyestuff, - delitem Munak_Turban,1; //Items: Munak Hat, - mes "[Zac]"; - mes "Wow!! Well done! Finally you have gathered all items needed! We will make the Bongun Hat for you right away. Please Wait a Moment."; - next; - mes "[Zac]"; - mes "Tah Dah! ^FF0000Bongun Hat^000000...! Please Take it!"; - getitem Bongun_Hat,1;//Items: Bongun Hat, - next; - mes "[Zac]"; - mes "I liked that, I look forward to making more. Thank you."; - close; -L_ITEM_1c: - mes "[Zac]"; - mes "Oh, dear. You need 10 Amulets..."; - close; -L_ITEM_2c: - mes "[Zac]"; - mes "Oh, dear. You need 1 Cobaltblue Dyestuffs..."; - close; -L_ITEM_3c: - mes "[Zac]"; - mes "Oh, dear. You need 1 Munak Hat..."; - close; -L2: - mes "[Zac]"; - mes "Which hat materials do you wish to know?"; - next; - menu "Bongun Hat",L2_4; -L2_4: - mes "[Zac]"; - mes "You need 10 Amulets, 1 Cobaltblue Dyestuffs and 1 Munak Hat for Bongun Hat."; - close; -L3: - mes "[Zac]"; - mes "Stop by some other time with the right materials, so I can make the hats for you."; - close; + switch (select("Join", "Information", "Cancel")) { + case 1: + mes "[Zac]"; + mes "What hat do you want me to make?"; + next; + switch (select("Bongun Hat")) { + case 1: + mes "[Zac]"; + mes "Let me check the items you have brought here."; + next; + if (countitem(Amulet) < 10) { + mes "[Zac]"; + mes "Oh, dear. You need 10 Amulets..."; + close; + } + if (countitem(Cobaltblue_Dyestuffs) < 1) { + mes "[Zac]"; + mes "Oh, dear. You need 1 Cobaltblue Dyestuffs..."; + close; + } + if (countitem(Munak_Turban) < 1) { + mes "[Zac]"; + mes "Oh, dear. You need 1 Munak Hat..."; + close; + } + delitem Amulet,10;//Items: Amulet, + delitem Cobaltblue_Dyestuffs,1;//Items: Cobaltblue Dyestuff, + delitem Munak_Turban,1; //Items: Munak Hat, + mes "[Zac]"; + mes "Wow!! Well done! Finally you have gathered all items needed! We will make the Bongun Hat for you right away. Please Wait a Moment."; + next; + mes "[Zac]"; + mes "Tah Dah! ^FF0000Bongun Hat^000000...! Please Take it!"; + getitem Bongun_Hat,1;//Items: Bongun Hat, + next; + mes "[Zac]"; + mes "I liked that, I look forward to making more. Thank you."; + close; + } + break; + case 2: + mes "[Zac]"; + mes "Which hat materials do you wish to know?"; + next; + switch (select("Bongun Hat")) { + case 1: + mes "[Zac]"; + mes "You need 10 Amulets, 1 Cobaltblue Dyestuffs and 1 Munak Hat for Bongun Hat."; + close; + } + break; + case 3: + mes "[Zac]"; + mes "Stop by some other time with the right materials, so I can make the hats for you."; + close; + } } prt_in,162,131,5 script Blac 4_M_JOB_HUNTER,{ @@ -89,51 +94,56 @@ prt_in,162,131,5 script Blac 4_M_JOB_HUNTER,{ mes "[Blac]"; mes "I provide 1 hat and my brothers provides the other 5."; next; - menu "Join",L1,"Information",L2,"Cancel",L3; -L1: - mes "[Blac]"; - mes "What hat do you want me to make?"; - next; - menu "Crescent Hairpin",L1_9; -L1_9: - mes "[Blac]"; - mes "Let me check the items you have brought here."; - next; - if(countitem(Heart_Hair_Pin) < 1) goto L_ITEM_1;//Items: Heart Hairpin, - if(countitem(Steel) < 10) goto L_ITEM_2;//Items: Steel, - delitem Heart_Hair_Pin,1;//Items: Heart Hairpin, - delitem Steel,10; //Items: Steel, - mes "[Blac]"; - mes "Wow!! Well done! Finally you have gathered all items needed! We will make the Crescent Hairpin for you right away. Please Wait a Moment."; - next; - mes "[Blac]"; - mes "Tah Dah! ^FF0000Crescent Hairpin^000000...! Please Take it!"; - getitem First_Moon_Hair_Pin,1;//Items: Cresent Hairpin, - next; - mes "[Blac]"; - mes "I liked that, I look forward to making more. Thank you."; - close; -L_ITEM_1: - mes "[Blac]"; - mes "Oh, dear. You need 1 Heart Hairpin..."; - close; -L_ITEM_2: - mes "[Blac]"; - mes "Oh, dear. You need 10 Steels..."; - close; -L2: - mes "[Blac]"; - mes "Which hat materials do you wish to know?"; - next; - menu "Crescent Hairpin",L2_9; -L2_9: - mes "[Blac]"; - mes "You need 1 Heart Hairpin and 10 Steels for Crescent Hairpin."; - close; -L3: - mes "[Blac]"; - mes "Stop by some other time with the right materials, so I can make the hats for you."; - close; + switch (select("Join", "Information", "Cancel")) { + case 1: + mes "[Blac]"; + mes "What hat do you want me to make?"; + next; + switch (select("Crescent Hairpin")) { + case 1: + mes "[Blac]"; + mes "Let me check the items you have brought here."; + next; + if (countitem(Heart_Hair_Pin) < 1) { + mes "[Blac]"; + mes "Oh, dear. You need 1 Heart Hairpin..."; + close; + } + if (countitem(Steel) < 10) { + mes "[Blac]"; + mes "Oh, dear. You need 10 Steels..."; + close; + } + delitem Heart_Hair_Pin,1;//Items: Heart Hairpin, + delitem Steel,10; //Items: Steel, + mes "[Blac]"; + mes "Wow!! Well done! Finally you have gathered all items needed! We will make the Crescent Hairpin for you right away. Please Wait a Moment."; + next; + mes "[Blac]"; + mes "Tah Dah! ^FF0000Crescent Hairpin^000000...! Please Take it!"; + getitem First_Moon_Hair_Pin,1;//Items: Cresent Hairpin, + next; + mes "[Blac]"; + mes "I liked that, I look forward to making more. Thank you."; + close; + } + break; + case 2: + mes "[Blac]"; + mes "Which hat materials do you wish to know?"; + next; + switch (select("Crescent Hairpin")) { + case 1: + mes "[Blac]"; + mes "You need 1 Heart Hairpin and 10 Steels for Crescent Hairpin."; + close; + } + break; + case 3: + mes "[Blac]"; + mes "Stop by some other time with the right materials, so I can make the hats for you."; + close; + } } prt_in,53,56,5 script Jac 1_M_PAY_ELDER,{ @@ -143,81 +153,86 @@ prt_in,53,56,5 script Jac 1_M_PAY_ELDER,{ mes "[Jac]"; mes "I provide 2 hats and my brothers provides the other 4."; next; - menu "Join",L1,"Information",L2,"Cancel",L3; -L1: - mes "[Jac]"; - mes "What hat do you want me to make?"; - next; - menu "Kafra Band",L1_19,"Panda Hat",L1_24; -L1_19: - mes "[Jac]"; - mes "Let me check the items you have brought here."; - next; - if(countitem(Silk_Ribbon) < 1) goto L_ITEM_1b;//Items: Silk Ribbon, - if(countitem(Wild_Flower) < 1) goto L_ITEM_2b;//Items: Wild Flower, - delitem Silk_Ribbon,1;//Items: Silk Ribbon, - delitem Wild_Flower,1; //Items: Wild Flower, - mes "[Jac]"; - mes "Wow!! Well done! Finally you have gathered all items needed! We will make the Kafra Band for you right away. Please Wait a Moment."; - next; - mes "[Jac]"; - mes "Tah Dah! ^FF0000Kafra Band^000000...! Please Take it!"; - getitem Kafra_Band,1;//Items: Kafra's Band, - next; - mes "[Jac]"; - mes "I liked that, I look forward to making more. Thank you."; - close; -L_ITEM_1b: - mes "[Jac]"; - mes "Oh, dear. You need 1 Silk Ribbon..."; - close; -L_ITEM_2b: - mes "[Jac]"; - mes "Oh, dear. You need 1 Wild Flower..."; - close; -L1_24: - mes "[Jac]"; - mes "Let me check the items you have brought here."; - next; - if(countitem(Steel) < 10) goto L_ITEM_1g;//Items: Steel, - if(countitem(Bear's_Foot) < 200) goto L_ITEM_2g;//Items: Bears Footskin, - delitem Steel,10;//Items: Steel, - delitem Bear's_Foot,200; //Items: Bears Footskin, - mes "[Jac]"; - mes "Wow!! Well done! Finally you have gathered all items needed! We will make the Panda Hat for you right away. Please Wait a Moment."; - next; - mes "[Jac]"; - mes "Tah Dah! ^FF0000Panda Hat^000000...! Please Take it!"; - getitem Panda_Cap,1;//Items: Panda Hat, - next; - mes "[Jac]"; - mes "I liked that, I look forward to making more. Thank you."; - close; -L_ITEM_1g: - mes "[Jac]"; - mes "Oh, dear. You need 10 Steels..."; - close; -L_ITEM_2g: - mes "[Jac]"; - mes "Oh, dear. You need 200 Bear Footskins..."; - close; -L2: - mes "[Jac]"; - mes "Which hat materials do you wish to know?"; - next; - menu "Kafra Band",L2_19,"Panda Hat",L2_24; -L2_19: - mes "[Jac]"; - mes "You need 1 Silk Ribbon and 1 Wild Flower for Kafra Band."; - close; -L2_24: - mes "[Jac]"; - mes "You need 10 Steels and 200 Bear Footskins for Panda Hat."; - close; -L3: - mes "[Jac]"; - mes "Stop by some other time with the right materials, so I can make the hats for you."; - close; + switch (select("Join", "Information", "Cancel")) { + case 1: + mes "[Jac]"; + mes "What hat do you want me to make?"; + next; + switch (select("Kafra Band", "Panda Hat")) { + case 1: + mes "[Jac]"; + mes "Let me check the items you have brought here."; + next; + if (countitem(Silk_Ribbon) < 1) { + mes "[Jac]"; + mes "Oh, dear. You need 1 Silk Ribbon..."; + close; + } + if (countitem(Wild_Flower) < 1) { + mes "[Jac]"; + mes "Oh, dear. You need 1 Wild Flower..."; + close; + } + delitem Silk_Ribbon,1;//Items: Silk Ribbon, + delitem Wild_Flower,1; //Items: Wild Flower, + mes "[Jac]"; + mes "Wow!! Well done! Finally you have gathered all items needed! We will make the Kafra Band for you right away. Please Wait a Moment."; + next; + mes "[Jac]"; + mes "Tah Dah! ^FF0000Kafra Band^000000...! Please Take it!"; + getitem Kafra_Band,1;//Items: Kafra's Band, + next; + mes "[Jac]"; + mes "I liked that, I look forward to making more. Thank you."; + close; + case 2: + mes "[Jac]"; + mes "Let me check the items you have brought here."; + next; + if (countitem(Steel) < 10) { + mes "[Jac]"; + mes "Oh, dear. You need 10 Steels..."; + close; + } + if (countitem(Bears_Foot) < 200) { + mes "[Jac]"; + mes "Oh, dear. You need 200 Bear Footskins..."; + close; + } + delitem Steel,10;//Items: Steel, + delitem Bears_Foot,200; //Items: Bears Footskin, + mes "[Jac]"; + mes "Wow!! Well done! Finally you have gathered all items needed! We will make the Panda Hat for you right away. Please Wait a Moment."; + next; + mes "[Jac]"; + mes "Tah Dah! ^FF0000Panda Hat^000000...! Please Take it!"; + getitem Panda_Cap,1;//Items: Panda Hat, + next; + mes "[Jac]"; + mes "I liked that, I look forward to making more. Thank you."; + close; + } + break; + case 2: + mes "[Jac]"; + mes "Which hat materials do you wish to know?"; + next; + switch (select("Kafra Band", "Panda Hat")) { + case 1: + mes "[Jac]"; + mes "You need 1 Silk Ribbon and 1 Wild Flower for Kafra Band."; + close; + case 2: + mes "[Jac]"; + mes "You need 10 Steels and 200 Bear Footskins for Panda Hat."; + close; + } + break; + case 3: + mes "[Jac]"; + mes "Stop by some other time with the right materials, so I can make the hats for you."; + close; + } } prt_in,45,113,5 script Pac 4_M_GEF_SOLDIER,{ @@ -227,99 +242,104 @@ prt_in,45,113,5 script Pac 4_M_GEF_SOLDIER,{ mes "[Pac]"; mes "I provide 2 hats and my brothers provides the other 4."; next; - menu "Join",L1,"Information",L2,"Cancel",L3; -L1: - mes "[Pac]"; - mes "What hat do you want me to make?"; - next; - menu "Poring Hat",L1_26,"Sphinx Hat",L1_29; -L1_26: - mes "[Pac]"; - mes "Let me check the items you have brought here."; - next; - if(countitem(Poring_Doll) < 1) goto L_ITEM_1a;//Items: Poring Doll, - if(countitem(Jellopy) < 300) goto L_ITEM_2a;//Items: Jellopy, - delitem Poring_Doll,1;//Items: Poring Doll, - delitem Jellopy,300;//Items: Jellopy, - mes "[Pac]"; - mes "Wow!! Well done! Finally you have gathered all items needed! We will make the Poring Hat for you right away. Please Wait a Moment."; - next; - mes "[Pac]"; - mes "Tah Dah! ^FF0000Poring Hat^000000...! Please Take it!"; - getitem Poring_Hat,1;//Items: Poring Hat, - next; - mes "[Pac]"; - mes "I liked that, I look forward to making more. Thank you."; - close; -L_ITEM_1a: - mes "[Pac]"; - mes "Oh, dear. You need 1 Poring Doll..."; - close; -L_ITEM_2a: - mes "[Pac]"; - mes "Oh, dear. You need 300 Jellopys..."; - close; -L1_29: - mes "[Pac]"; - mes "Let me check the items you have brought here."; - next; - if(countitem(Steel) < 25) goto L_ITEM_1d;//Items: Steel, - if(countitem(Darkgreen_Dyestuffs) < 1) goto L_ITEM_2d;//Items: Darkgreen Dyestuff, - if(countitem(Lemon_Dyestuffs) < 1) goto L_ITEM_3d;//Items: Lemon Dyestuffs, - if(countitem(Transparent_Cloth) < 150) goto L_ITEM_4d;//Items: Fabric, - if(countitem(Gold) < 2) goto L_ITEM_5d;//Items: Gold, - delitem Steel,25;//Items: Steel, - delitem Darkgreen_Dyestuffs,1;//Items: Darkgreen Dyestuff, - delitem Lemon_Dyestuffs,1;//Items: Lemon Dyestuffs, - delitem Transparent_Cloth,150;//Items: Fabric, - delitem Gold,2; //Items: Gold, - mes "[Pac]"; - mes "Wow!! Well done! Finally you have gathered all items needed! We will make the Sphinx Hat for you right away. Please Wait a Moment."; - next; - mes "[Pac]"; - mes "Tah Dah! ^FF0000Sphinx Hat^000000...! Please Take it!"; - getitem Spinx_Helm,1;//Items: Sphinx Hat, - next; - mes "[Pac]"; - mes "I liked that, I look forward to making more. Thank you."; - close; -L_ITEM_1d: - mes "[Pac]"; - mes "Oh, dear. You need 25 Steels..."; - close; -L_ITEM_2d: - mes "[Pac]"; - mes "Oh, dear. You need 1 DarkGreen Dyestuffs..."; - close; -L_ITEM_3d: - mes "[Pac]"; - mes "Oh, dear. You need 1 Lemon Dyestuffs..."; - close; -L_ITEM_4d: - mes "[Pac]"; - mes "Oh, dear. You need 150 Fabric..."; - close; -L_ITEM_5d: - mes "[Pac]"; - mes "Oh, dear. You need 2 Gold Bar's..."; - close; -L2: - mes "[Pac]"; - mes "Which hat materials do you wish to know?"; - next; - menu "Poring Hat",L2_26,"Sphinx Hat",L2_29; -L2_26: - mes "[Pac]"; - mes "You need 1 Poring Doll and 300 Jellopys for Poring Hat."; - close; -L2_29: - mes "[Pac]"; - mes "You need 25 Steels, 1 DarkGreen Dyestuffs, 1 Lemon Dyestuffs, 150 Fabric and 2 Gold Bar's for Sphinx Hat."; - close; -L3: - mes "[Pac]"; - mes "Stop by some other time with the right materials, so I can make the hats for you."; - close; + switch (select("Join", "Information", "Cancel")) { + case 1: + mes "[Pac]"; + mes "What hat do you want me to make?"; + next; + switch (select("Poring Hat", "Sphinx Hat")) { + case 1: + mes "[Pac]"; + mes "Let me check the items you have brought here."; + next; + if (countitem(Poring_Doll) < 1) { + mes "[Pac]"; + mes "Oh, dear. You need 1 Poring Doll..."; + close; + } + if (countitem(Jellopy) < 300) { + mes "[Pac]"; + mes "Oh, dear. You need 300 Jellopys..."; + close; + } + delitem Poring_Doll,1;//Items: Poring Doll, + delitem Jellopy,300;//Items: Jellopy, + mes "[Pac]"; + mes "Wow!! Well done! Finally you have gathered all items needed! We will make the Poring Hat for you right away. Please Wait a Moment."; + next; + mes "[Pac]"; + mes "Tah Dah! ^FF0000Poring Hat^000000...! Please Take it!"; + getitem Poring_Hat,1;//Items: Poring Hat, + next; + mes "[Pac]"; + mes "I liked that, I look forward to making more. Thank you."; + close; + case 2: + mes "[Pac]"; + mes "Let me check the items you have brought here."; + next; + if (countitem(Steel) < 25) { + mes "[Pac]"; + mes "Oh, dear. You need 25 Steels..."; + close; + } + if (countitem(Darkgreen_Dyestuffs) < 1) { + mes "[Pac]"; + mes "Oh, dear. You need 1 DarkGreen Dyestuffs..."; + close; + } + if (countitem(Lemon_Dyestuffs) < 1) { + mes "[Pac]"; + mes "Oh, dear. You need 1 Lemon Dyestuffs..."; + close; + } + if (countitem(Transparent_Cloth) < 150) { + mes "[Pac]"; + mes "Oh, dear. You need 150 Fabric..."; + close; + } + if (countitem(Gold) < 2) { + mes "[Pac]"; + mes "Oh, dear. You need 2 Gold Bar's..."; + close; + } + delitem Steel,25;//Items: Steel, + delitem Darkgreen_Dyestuffs,1;//Items: Darkgreen Dyestuff, + delitem Lemon_Dyestuffs,1;//Items: Lemon Dyestuffs, + delitem Transparent_Cloth,150;//Items: Fabric, + delitem Gold,2; //Items: Gold, + mes "[Pac]"; + mes "Wow!! Well done! Finally you have gathered all items needed! We will make the Sphinx Hat for you right away. Please Wait a Moment."; + next; + mes "[Pac]"; + mes "Tah Dah! ^FF0000Sphinx Hat^000000...! Please Take it!"; + getitem Spinx_Helm,1;//Items: Sphinx Hat, + next; + mes "[Pac]"; + mes "I liked that, I look forward to making more. Thank you."; + close; + } + break; + case 2: + mes "[Pac]"; + mes "Which hat materials do you wish to know?"; + next; + switch (select("Poring Hat", "Sphinx Hat")) { + case 1: + mes "[Pac]"; + mes "You need 1 Poring Doll and 300 Jellopys for Poring Hat."; + close; + case 2: + mes "[Pac]"; + mes "You need 25 Steels, 1 DarkGreen Dyestuffs, 1 Lemon Dyestuffs, 150 Fabric and 2 Gold Bar's for Sphinx Hat."; + close; + } + break; + case 3: + mes "[Pac]"; + mes "Stop by some other time with the right materials, so I can make the hats for you."; + close; + } } diff --git a/npc/custom/quests/hunting_missions.txt b/npc/custom/quests/hunting_missions.txt index 372c6bffe..5ba860ed4 100644 --- a/npc/custom/quests/hunting_missions.txt +++ b/npc/custom/quests/hunting_missions.txt @@ -24,7 +24,7 @@ prontera,152,187,6 script Hunting Missions 4_F_EDEN_MASTER,{ function Chk; function Cm; mes "[Hunting Missions]"; - mes "Hello, "+strcharinfo(0)+"!"; + mes "Hello, "+strcharinfo(PC_NAME)+"!"; if (!#Mission_Delay) { next; mes "[Hunting Missions]"; @@ -50,7 +50,7 @@ function Chk; function Cm; mes "You've started a mission"; mes "on another character."; if ( !@hm_char_del_check ) { - if ( !query_sql( "SELECT 1 FROM `char_reg_num_db` WHERE `key` = 'Mission0' AND `char_id` IN ( SELECT `char_id` FROM `char` WHERE `account_id` = "+ getcharid(3) +" )", .@dummy ) ) { + if ( !query_sql( "SELECT 1 FROM `char_reg_num_db` WHERE `key` = 'Mission0' AND `char_id` IN ( SELECT `char_id` FROM `char` WHERE `account_id` = "+ getcharid(CHAR_ID_ACCOUNT) +" )", .@dummy ) ) { next; mes "[Hunting Missions]"; mes "I can't seem to find any records"; @@ -99,7 +99,7 @@ function Chk; function Cm; else if (.Reset > 0) mes "It will cost "+Cm(.Reset)+" Zeny."; next; - switch(select(" ~ Abandon...: ~ ^777777Cancel^000000")) { + switch(select(" ~ Abandon...", " ~ ^777777Cancel^000000")) { case 1: if (.Reset > 0) { if (Zeny < .Reset) { @@ -115,7 +115,7 @@ function Chk; function Cm; mes "[Hunting Missions]"; mes "Alright, I've dropped"; mes "your current mission."; - specialeffect2 EF_STORMKICK4; + specialeffect(EF_STORMKICK4, AREA, playerattached()); for(set .@i,0; .@i<.Quests; set .@i,.@i+1) { setd "Mission"+.@i,0; setd "Mission"+.@i+"_",0; @@ -185,8 +185,8 @@ Mission_Status: mes "Good work."; mes "Here's your reward."; emotion e_no1; - specialeffect2 EF_ANGEL; - specialeffect2 EF_TRUESIGHT; + specialeffect(EF_ANGEL, AREA, playerattached()); + specialeffect(EF_TRUESIGHT, AREA, playerattached()); set #Mission_Points, #Mission_Points+.@Mission_Points; set BaseExp, BaseExp+.@Base_Exp; set JobExp, JobExp+.@Job_Exp; @@ -198,8 +198,8 @@ Mission_Status: set #Mission_Count,0; if (.Delay) set #Mission_Delay, gettimetick(2)+(.Delay*3600); set Mission_Total, Mission_Total+1; - if (Mission_Total == 1) query_sql("INSERT INTO `char_reg_num_db` (`char_id`,`key`,`index`,`value`) VALUES ("+getcharid(0)+",'Mission_Total','0',1)"); - else query_sql("UPDATE `char_reg_num_db` SET `value` = "+Mission_Total+" WHERE `char_id` = "+getcharid(0)+" AND `key` = 'Mission_Total'"); + if (Mission_Total == 1) query_sql("INSERT INTO `char_reg_num_db` (`char_id`,`key`,`index`,`value`) VALUES ("+getcharid(CHAR_ID_CHAR)+",'Mission_Total','0',1)"); + else query_sql("UPDATE `char_reg_num_db` SET `value` = "+Mission_Total+" WHERE `char_id` = "+getcharid(CHAR_ID_CHAR)+" AND `key` = 'Mission_Total'"); close; Mission_Info: @@ -258,7 +258,7 @@ OnBuyItem: close; OnNPCKillEvent: - if (!getcharid(1) || !.Party) { + if (!getcharid(CHAR_ID_PARTY) || !.Party) { if (!#Mission_Count || !Mission0) end; for (set .@i, 0; .@i<.Quests; set .@i,.@i+1) { if (strmobinfo(1,killedrid) == strmobinfo(1,getd("Mission"+.@i))) { @@ -271,8 +271,8 @@ OnNPCKillEvent: } else if (.Party) { set .@mob, killedrid; getmapxy(.@map1$, .@x1, .@y1, UNITTYPE_PC); - getpartymember getcharid(1),1; - getpartymember getcharid(1),2; + getpartymember getcharid(CHAR_ID_PARTY),1; + getpartymember getcharid(CHAR_ID_PARTY),2; for(set .@i,0; .@i<$@partymembercount; set .@i,.@i+1) { if (isloggedin($@partymemberaid[.@i], $@partymembercid[.@i])) { attachrid $@partymemberaid[.@i]; diff --git a/npc/custom/quests/kaho_balmung.txt b/npc/custom/quests/kaho_balmung.txt index ff581825b..f08ece027 100644 --- a/npc/custom/quests/kaho_balmung.txt +++ b/npc/custom/quests/kaho_balmung.txt @@ -19,12 +19,12 @@ prontera,158,356,4 script Royal Messenger 8W_SOLDIER,{ mes "Welcome to Prontera."; mes "I am the messenger in charge of the Royal Quests."; next; - if(select("Listen...:Walk away")==2) close; + if(select("Listen...", "Walk away")==2) close; mes "[Royal Messenger]"; mes "There are two quests."; mes "Choose the one you like."; next; - set .@i, select("Balmung:Lord Kaho's Horns:^777777Never mind.^000000"); + set .@i, select("Balmung", "Lord Kaho's Horns", "^777777Never mind.^000000"); mes "[Royal Messenger]"; if (.@i==3) { mes "Have a nice day."; diff --git a/npc/custom/quests/kahohorn.txt b/npc/custom/quests/kahohorn.txt index 880e2aff9..4d37c9530 100644 --- a/npc/custom/quests/kahohorn.txt +++ b/npc/custom/quests/kahohorn.txt @@ -45,7 +45,7 @@ geffen,115,107,5 script Lord Kaho's Servant 1_M_PUBMASTER,{ mes .@n$; mes "Are you ready for me to make this special item?"; next; - if(select("Sure am!:These requirements are unfathomable!")==2) { + if(select("Sure am!", "These requirements are unfathomable!")==2) { mes .@n$; mes "What I had to go through was more unfathomable..."; mes "If you succeed in getting these items, you will have incredible strength!"; diff --git a/npc/custom/quests/kings_items.txt b/npc/custom/quests/kings_items.txt index 055315810..991112286 100644 --- a/npc/custom/quests/kings_items.txt +++ b/npc/custom/quests/kings_items.txt @@ -15,7 +15,7 @@ prt_castle,80,170,4 script King of Prontera 1_M_PRON_KING,{ mes "[King of Prontera]"; mes "Hello, can you help me?"; next; - if(select("Sure, what can I do?:Sorry, I'm busy.")==2) { + if(select("Sure, what can I do?", "Sorry, I'm busy.")==2) { mes "[King of Prontera]"; mes "Ok, that's fine, I'm sure someone else will help."; close; } @@ -26,7 +26,7 @@ prt_castle,80,170,4 script King of Prontera 1_M_PRON_KING,{ next; setarray .@items1[0],5007,742,30,741,50,753,20,732,1,710,20,629,20; setarray .@items2[0],1137,2254,1,2282,1,714,1; - switch(select("What do you need?:I have the items!:Forget it.")) { + switch(select("What do you need?", "I have the items!", "Forget it.")) { case 1: for(set .@i,1; .@i<3; set .@i,.@i+1) { mes "[King of Prontera]"; @@ -40,7 +40,7 @@ prt_castle,80,170,4 script King of Prontera 1_M_PRON_KING,{ mes "[King of Prontera]"; mes "What item do you want?"; next; - set .@i, select("Crown:Sword"); + set .@i, select("Crown", "Sword"); for(set .@j,1; .@j<getarraysize(getd(".@items"+.@i)); set .@j,.@j+2) if (countitem(getd(".@items"+.@i+"["+.@j+"]")) < getd(".@items"+.@i+"["+(.@j+1)+"]")) set .@nr,1; mes "[King of Prontera]"; @@ -66,7 +66,7 @@ prt_castle,84,170,4 script King's Daughter 1_M_SIZ,{ mes "[King's Daughter]"; mes "Hmph, I hate my dad right now!!"; next; - if(select("Why?:Whatever...")==2) { + if(select("Why?", "Whatever...")==2) { mes "[King's Daughter]"; mes "FINE THEN! Hmph!!"; close; } diff --git a/npc/custom/quests/may_hats.txt b/npc/custom/quests/may_hats.txt index 3a37c5c9c..d4103874f 100644 --- a/npc/custom/quests/may_hats.txt +++ b/npc/custom/quests/may_hats.txt @@ -17,151 +17,153 @@ gonryun,187,140,4 script Yakima 4_F_EINWOMAN,{ mes callfunc("F_Hi"); mes "I can make some items for you."; mes "They are quite rare novadays..."; - specialeffect 417; - next; - menu "Bird Nest",-,"Lion Mask",M_2,"Skeleton Manteau",M_3,"Fashion Hip Sack",M_4,"Sales Banner",M_5,"Leave",M_Exit; - - mes "[Yakima]"; - mes "Oh.. it's an excellent item for any beast hunter."; - emotion e_rock; - next; - mes "[Yakima]"; - mes "For the hat I'll need:"; - mes "1 Sombrero,"; - mes "920 Feathers of Birds and"; - mes "310 Bills of Birds."; - next; - mes "[Yakima]"; - mes "Do you have all the items?"; - next; - menu "Yeah.",-,"Nay.",M_Exit; - - if(countitem(Sombrero) < 1 || countitem(Feather_Of_Birds) < 920 || countitem(Bill_Of_Birds) < 310) goto l_noitem;//Items: Sombrero, Feather_of_Birds, Bill_of_Birds, - delitem Sombrero,1;//Items: Sombrero, - delitem Feather_Of_Birds,920;//Items: Feather_of_Birds, - delitem Bill_Of_Birds,310;//Items: Bill_of_Birds, - getitem Bird_Nest,1;//Items: Bird_Nest, - mes "[Yakima]"; - mes "Thank you very very much!"; - mes callfunc("F_Bye"); - close; - -M_2: - mes "[Yakima]"; - mes "Bingo! Many people are afraid of lions... to the muteness..."; - emotion e_slur; - next; - mes "[Yakima]"; - mes "For the hat I'll need:"; - mes "1 Tiger Mask,"; - mes "10 Tiger's Footskins,"; - mes "30 Tiger Skins and"; - mes "300 Tiger Panties."; - next; - mes "[Yakima]"; - mes "Do you have all the items?"; - next; - menu "Yeah.",-,"Nay.",M_Exit; - - if(countitem(Tiger_Mask) < 1 || countitem(Tiger_Footskin) < 10 || countitem(Tiger's_Skin) < 30 || countitem(Tiger_Skin_Panties) < 300) goto l_noitem;//Items: Tiger_Mask, Tiger_Skin, Tiger's_Footskin, Tiger_Panty, - delitem Tiger_Mask,1;//Items: Tiger_Mask, - delitem Tiger_Footskin,10;//Items: Tiger's_Footskin, - delitem Tiger's_Skin,30;//Items: Tiger_Skin, - delitem Tiger_Skin_Panties,300;//Items: Tiger_Panty, - getitem Lion_Mask,1;//Items: Lion_Mask, - mes "[Yakima]"; - mes "Thank you very very much!"; - mes callfunc("F_Bye"); - close; - -M_3: - mes "[Yakima]"; - mes "I wish I sold this filthy manteau faster..."; - mes "Guess it isn't so plain as it looks... Hmm."; - emotion e_wah; - next; - mes "[Yakima]"; - mes "I'm giving it almost for free:"; - mes "10 Old Manteaus,"; - mes "3 Skull Rings,"; - mes "2 Manteau[1] and"; - mes "1 Ragamuffin Manteau."; - next; + specialeffect EF_HITBODY; + next; + switch (select("Bird Nest", "Lion Mask", "Skeleton Manteau", "Fashion Hip Sack", "Sales Banner", "Leave")) { + case 1: + mes "[Yakima]"; + mes "Oh.. it's an excellent item for any beast hunter."; + emotion e_rock; + next; + mes "[Yakima]"; + mes "For the hat I'll need:"; + mes "1 Sombrero,"; + mes "920 Feathers of Birds and"; + mes "310 Bills of Birds."; + next; + mes "[Yakima]"; + mes "Do you have all the items?"; + next; + if (select("Yeah.", "Nay." != 1)) + break; + if(countitem(Sombrero) < 1 || countitem(Feather_Of_Birds) < 920 || countitem(Bill_Of_Birds) < 310) goto l_noitem;//Items: Sombrero, Feather_of_Birds, Bill_of_Birds, + delitem Sombrero,1;//Items: Sombrero, + delitem Feather_Of_Birds,920;//Items: Feather_of_Birds, + delitem Bill_Of_Birds,310;//Items: Bill_of_Birds, + getitem Bird_Nest,1;//Items: Bird_Nest, + mes "[Yakima]"; + mes "Thank you very very much!"; + mes callfunc("F_Bye"); + close; + case 2: + mes "[Yakima]"; + mes "Bingo! Many people are afraid of lions... to the muteness..."; + emotion e_slur; + next; + mes "[Yakima]"; + mes "For the hat I'll need:"; + mes "1 Tiger Mask,"; + mes "10 Tiger's Footskins,"; + mes "30 Tiger Skins and"; + mes "300 Tiger Panties."; + next; + mes "[Yakima]"; + mes "Do you have all the items?"; + next; + if (select("Yeah.", "Nay." != 1)) + break; + if(countitem(Tiger_Mask) < 1 || countitem(Tiger_Footskin) < 10 || countitem(Tigers_Skin) < 30 || countitem(Tiger_Skin_Panties) < 300) goto l_noitem;//Items: Tiger_Mask, Tiger_Skin, Tiger_Footskin, Tiger_Panty, + delitem Tiger_Mask,1;//Items: Tiger_Mask, + delitem Tiger_Footskin,10;//Items: Tiger_Footskin, + delitem Tigers_Skin,30;//Items: Tiger_Skin, + delitem Tiger_Skin_Panties,300;//Items: Tiger_Panty, + getitem Lion_Mask,1;//Items: Lion_Mask, + mes "[Yakima]"; + mes "Thank you very very much!"; + mes callfunc("F_Bye"); + close; + case 3: + mes "[Yakima]"; + mes "I wish I sold this filthy manteau faster..."; + mes "Guess it isn't so plain as it looks... Hmm."; + emotion e_wah; + next; + mes "[Yakima]"; + mes "I'm giving it almost for free:"; + mes "10 Old Manteaus,"; + mes "3 Skull Rings,"; + mes "2 Manteau[1] and"; + mes "1 Ragamuffin Manteau."; + next; + mes "[Yakima]"; + mes "Do you have all the items?"; + next; + if (select("Yeah.", "Nay." != 1)) + break; + if(countitem(Ragamuffin_Cape) < 1 || countitem(Manteau_) < 2 || countitem(Skul_Ring) < 3 || countitem(Old_Manteau) < 10) goto l_noitem;//Items: Ragamuffin_Manteau, Manteau_, Skull_Ring, Old_Manteau, + delitem Ragamuffin_Cape,1;//Items: Ragamuffin_Manteau, + delitem Manteau_,2;//Items: Manteau_, + delitem Skul_Ring,3;//Items: Skull_Ring, + delitem Old_Manteau,10;//Items: Old_Manteau, + getitem Skeletons_Cape,1;//Items: Skeleton_Manteau, + mes "[Yakima]"; + mes "Thank you very very much!"; + mes callfunc("F_Bye"); + close; + case 4: + mes "[Yakima]"; + mes "It's a fresh style! Ancessory and a bag all in one! You'd get +2 STR... It's different from that sabby nest!"; + mes "It fits to Merchant classonly."; + emotion e_heh; + next; + mes "[Yakima]"; + mes "Now my stock is full of those bags... So I'll make it from 3 flower things and a rough piece of clothes:"; + mes "3 Romantic Flowers,"; + mes "3 Fancy Flowers,"; + mes "2 Flower Rings and"; + mes "3 Pirate Bandanas."; + next; + mes "[Yakima]"; + mes "Do you have all the items?"; + next; + if (select("Yeah.", "Nay." != 1)) + break; + if(countitem(Centimental_Flower) < 3 || countitem(Fancy_Flower) < 3 || countitem(Flower_Ring) < 2 || countitem(Pirate_Bandana)<3 ) goto l_noitem;//Items: Romantic_Flower, Fancy_Flower, Flower_Ring, + delitem Centimental_Flower,3;//Items: Romantic_Flower, + delitem Fancy_Flower,3;//Items: Fancy_Flower, + delitem Flower_Ring,2;//Items: Flower_Ring, + delitem Pirate_Bandana,3;//Items: Pirate_Bandana + getitem Fashionable_Sack,1;//Items: Fashion_Hip_Sack, + mes "[Yakima]"; + mes "Thank you very very much!"; + mes callfunc("F_Bye"); + close; + case 5: + mes "[Yakima]"; + mes "Well, well, well... this sign fits any class from a certain level!"; + mes "Your foes'd be dazzled!"; + emotion e_no1; + next; + mes "[Yakima]"; + mes "Well... we construct it from some common items:"; + mes "1 Scarlet Dyestuffs,"; + mes "1 Orange Dyestuffs,"; + mes "2 Stop Posts,"; + mes "3 Clown Noses,"; + mes "180 Fig Leaves and"; + mes "20 Solid Peaches."; + next; + mes "[Yakima]"; + mes "Do you have all the items?"; + next; + if (select("Yeah.", "Nay." != 1)) + break; + if(countitem(Scarlet_Dyestuffs) < 1 || countitem(Orange_Dyestuffs) < 1 || countitem(Stop_Post) < 2 || countitem(Pierrot_Nose) < 3 || countitem(Leaf_Clothes) < 180 || countitem(Hard_Peach) < 20) goto l_noitem;//Items: Scarlet_Dyestuff, Orange_Dyestuff, Stop_Post, Clown_Nose, Fig_Leaf, Solid_Peach, + delitem Scarlet_Dyestuffs,1;//Items: Scarlet_Dyestuff, + delitem Orange_Dyestuffs,1;//Items: Orange_Dyestuff, + delitem Stop_Post,2;//Items: Stop_Post, + delitem Pierrot_Nose,3;//Items: Clown_Nose, + delitem Leaf_Clothes,180;//Items: Fig_Leaf, + delitem Hard_Peach,20;//Items: Solid_Peach, + getitem Sales_Signboard,1;//Items: Sales_Banner, + mes "[Yakima]"; + mes "Thank you very very much!"; + mes callfunc("F_Bye"); + close; + case 6: + break; + } mes "[Yakima]"; - mes "Do you have all the items?"; - next; - menu "Yeah.",-,"Nay.",M_Exit; - - if(countitem(Ragamuffin_Cape) < 1 || countitem(Manteau_) < 2 || countitem(Skul_Ring) < 3 || countitem(Old_Manteau) < 10) goto l_noitem;//Items: Ragamuffin_Manteau, Manteau_, Skull_Ring, Old_Manteau, - delitem Ragamuffin_Cape,1;//Items: Ragamuffin_Manteau, - delitem Manteau_,2;//Items: Manteau_, - delitem Skul_Ring,3;//Items: Skull_Ring, - delitem Old_Manteau,10;//Items: Old_Manteau, - getitem Skeleton's_Cape,1;//Items: Skeleton_Manteau, - mes "[Yakima]"; - mes "Thank you very very much!"; - mes callfunc("F_Bye"); - close; - -M_4: - mes "[Yakima]"; - mes "It's a fresh style! Ancessory and a bag all in one! You'd get +2 STR... It's different from that sabby nest!"; - mes "It fits to Merchant classonly."; - emotion e_heh; - next; - mes "[Yakima]"; - mes "Now my stock is full of those bags... So I'll make it from 3 flower things and a rough piece of clothes:"; - mes "3 Romantic Flowers,"; - mes "3 Fancy Flowers,"; - mes "2 Flower Rings and"; - mes "3 Pirate Bandanas."; - next; - mes "[Yakima]"; - mes "Do you have all the items?"; - next; - menu "Yeah.",-,"Nay.",M_Exit; - - if(countitem(Centimental_Flower) < 3 || countitem(Fancy_Flower) < 3 || countitem(Flower_Ring) < 2 || countitem(Pirate_Bandana)<3 ) goto l_noitem;//Items: Romantic_Flower, Fancy_Flower, Flower_Ring, - delitem Centimental_Flower,3;//Items: Romantic_Flower, - delitem Fancy_Flower,3;//Items: Fancy_Flower, - delitem Flower_Ring,2;//Items: Flower_Ring, - delitem Pirate_Bandana,3;//Items: Pirate_Bandana - getitem Fashionable_Sack,1;//Items: Fashion_Hip_Sack, - mes "[Yakima]"; - mes "Thank you very very much!"; - mes callfunc("F_Bye"); - close; - -M_5: - mes "[Yakima]"; - mes "Well, well, well... this sign fits any class from a certain level!"; - mes "Your foes'd be dazzled!"; - emotion e_no1; - next; - mes "[Yakima]"; - mes "Well... we construct it from some common items:"; - mes "1 Scarlet Dyestuffs,"; - mes "1 Orange Dyestuffs,"; - mes "2 Stop Posts,"; - mes "3 Clown Noses,"; - mes "180 Fig Leaves and"; - mes "20 Solid Peaches."; - next; - mes "[Yakima]"; - mes "Do you have all the items?"; - next; - menu "Yeah.",-,"Nay.",M_Exit; - - if(countitem(Scarlet_Dyestuffs) < 1 || countitem(Orange_Dyestuffs) < 1 || countitem(Stop_Post) < 2 || countitem(Pierrot_Nose) < 3 || countitem(Leaf_Clothes) < 180 || countitem(Hard_Peach) < 20) goto l_noitem;//Items: Scarlet_Dyestuff, Orange_Dyestuff, Stop_Post, Clown_Nose, Fig_Leaf, Solid_Peach, - delitem Scarlet_Dyestuffs,1;//Items: Scarlet_Dyestuff, - delitem Orange_Dyestuffs,1;//Items: Orange_Dyestuff, - delitem Stop_Post,2;//Items: Stop_Post, - delitem Pierrot_Nose,3;//Items: Clown_Nose, - delitem Leaf_Clothes,180;//Items: Fig_Leaf, - delitem Hard_Peach,20;//Items: Solid_Peach, - getitem Sales_Signboard,1;//Items: Sales_Banner, - mes "[Yakima]"; - mes "Thank you very very much!"; mes callfunc("F_Bye"); close; @@ -171,8 +173,4 @@ l_noitem: emotion e_sry; close; -M_Exit: - mes "[Yakima]"; - mes callfunc("F_Bye"); - close; } diff --git a/npc/custom/quests/quest_shop.txt b/npc/custom/quests/quest_shop.txt index 2d1ab33a4..6805220f7 100644 --- a/npc/custom/quests/quest_shop.txt +++ b/npc/custom/quests/quest_shop.txt @@ -96,7 +96,7 @@ OnMenu: } deletearray @i[0],getarraysize(@i); if (.Shops$[.@i] == "") { - message strcharinfo(0),"An error has occurred."; + message strcharinfo(PC_NAME),"An error has occurred."; end; } dispbottom "Select one item at a time."; @@ -110,7 +110,7 @@ OnBuyItem: copyarray .@q[3],getd(".q_"+.@q[0]+"[0]"),getarraysize(getd(".q_"+.@q[0])); set .@q[2],.@q[1]*.@q[3]; if (!.@q[2] || .@q[2] > 30000) { - message strcharinfo(0),"You can't purchase that many "+getitemname(.@q[0])+"."; + message strcharinfo(PC_NAME),"You can't purchase that many "+getitemname(.@q[0])+"."; end; } mes "[Quest Shop]"; @@ -124,9 +124,9 @@ OnBuyItem: setarray @qe[1], getiteminfo(.@q[0],5), getiteminfo(.@q[0],11); if (@qe[2] > 0 && ((@qe[1] & 1) || (@qe[1] & 256) || (@qe[1] & 512) || (@qe[1] & 1024) || (@qe[1] & 2048) || (@qe[1] & 4096) || (@qe[1] & 4) || (@qe[1] & 8192))) set .@preview,1; - addtimer 1000, strnpcinfo(0)+"::OnEnd"; + addtimer 1000, strnpcinfo(NPC_NAME)+"::OnEnd"; while(1) { - switch(select(" ~ Purchase ^0055FF"+getitemname(.@q[0])+"^000000:"+((.@preview && !@qe[7])?" ~ Preview...":"")+": ~ ^777777Cancel^000000")) { + switch(select(" ~ Purchase ^0055FF"+ getitemname(.@q[0]) +"^000000", ((.@preview && !@qe[7])?" ~ Preview...": ""), " ~ ^777777Cancel^000000")) { case 1: if (@qe[0]) { mes "[Quest Shop]"; @@ -143,8 +143,8 @@ OnBuyItem: if (.@q[6]) for(set .@i,6; .@i<getarraysize(.@q); set .@i,.@i+2) delitem .@q[.@i],.@q[.@i+1]*.@q[1]; getitem .@q[0],.@q[2]; - if (.Announce) announce strcharinfo(0)+" has created "+((.@q[2] > 1)?.@q[2]+"x "+getitemname(.@q[0]):A_An(getitemname(.@q[0])))+"!",0; - specialeffect2 EF_FLOWERLEAF; + if (.Announce) announce strcharinfo(PC_NAME)+" has created "+((.@q[2] > 1)?.@q[2]+"x "+getitemname(.@q[0]):A_An(getitemname(.@q[0])))+"!",0; + specialeffect(EF_FLOWERLEAF, AREA, playerattached()); close; case 2: setarray @qe[3], getlook(LOOK_HEAD_BOTTOM), getlook(LOOK_HEAD_TOP), getlook(LOOK_HEAD_MID), getlook(LOOK_ROBE), 1; diff --git a/npc/custom/quests/questboard.txt b/npc/custom/quests/questboard.txt index e4336a67a..ba335d2d4 100644 --- a/npc/custom/quests/questboard.txt +++ b/npc/custom/quests/questboard.txt @@ -30,7 +30,7 @@ prontera,129,215,5 script Questboard 4_BOARD3,{ mes "Base EXP: ^0000FF"+getd("." +currentquest$+"_collectionexp["+0+"]")+"^000000"; mes "Job EXP: ^0000FF"+getd("." +currentquest$+"_collectionexp["+1+"]")+"^000000"; next; - if(select("Finish:Abort") == 2){ + if(select("Finish", "Abort") == 2){ mes "[^FF7700Questboard^000000]"; mes "Quest aborted."; set currentquest$, ""; @@ -55,7 +55,7 @@ prontera,129,215,5 script Questboard 4_BOARD3,{ mes "Base EXP: ^0000FF"+getd("." +currentquest$+"_huntingexp["+0+"]")+"^000000"; mes "Job EXP: ^0000FF"+getd("." +currentquest$+"_huntingexp["+1+"]")+"^000000"; next; - if(select("Finish:Abort") == 2){ + if(select("Finish", "Abort") == 2){ mes "[^FF7700Questboard^000000]"; mes "Quest aborted."; for(set .@x, 1; .@x < getarraysize(getd("."+currentquest$+"_huntingmob")); set .@x,.@x+2){ @@ -105,7 +105,7 @@ L_questmenu: mes "Base EXP: ^0000FF"+getd("." +.@selection+"_collectionexp["+0+"]")+"^000000"; mes "Job EXP: ^0000FF"+getd("." +.@selection+"_collectionexp["+1+"]")+"^000000"; next; - if(select("Accept:Decline") == 2){ + if(select("Accept", "Decline") == 2){ close; } if(BaseLevel >= getd("." +.@selection+"_collectionmin") && BaseLevel <= getd("." +.@selection+"_collectionmax")) @@ -152,7 +152,7 @@ L_questmenu: mes "Base EXP: ^0000FF"+getd("." +.@selection+"_huntingexp["+0+"]")+"^000000"; mes "Job EXP: ^0000FF"+getd("." +.@selection+"_huntingexp["+1+"]")+"^000000"; next; - if(select("Accept:Decline") == 2){ + if(select("Accept", "Decline") == 2){ close; } if(BaseLevel >= getd("." +.@selection+"_huntingmin") && BaseLevel <= getd("." +.@selection+"_huntingmax")) diff --git a/npc/custom/quests/sphinx_mask.txt b/npc/custom/quests/sphinx_mask.txt index a32828b8b..f7e1023c4 100644 --- a/npc/custom/quests/sphinx_mask.txt +++ b/npc/custom/quests/sphinx_mask.txt @@ -37,7 +37,7 @@ L_Menu: case 2: mes "Ahh a business man are you no? Fine, how about..."; break; case 3: mes "Hmmm... you drive a hard bargain, ok... my final offer..."; break; } next; - if(select("Pay "+getarg(1)+"z:No deal")==2) return; + if(select("Pay "+getarg(1)+"z", "No deal")==2) return; mes "[Turban Thief]"; if (Zeny < getarg(2)) { mes "Are youz playin wit me? You don't have ze money!"; diff --git a/npc/custom/quests/sunglasses.txt b/npc/custom/quests/sunglasses.txt index 1b45c9036..416dcb571 100644 --- a/npc/custom/quests/sunglasses.txt +++ b/npc/custom/quests/sunglasses.txt @@ -25,14 +25,14 @@ alberta,88,193,5 script Sunglasses Trader 1_F_MERCHANT_01,{ close; } mes "Hello. What can I do for you?"; next; - if(select("I heard that you can make ^0000FFSlotted Sunglasses^000000.:Nothing, sorry to bother you.")==2) { + if(select("I heard that you can make ^0000FFSlotted Sunglasses^000000.", "Nothing, sorry to bother you.")==2) { mes "[Sunglasses Trader]"; mes "Come back to me than you are ready."; close; } mes "[Sunglasses Trader]"; mes "I do not make them, but I can tell you where to find the person who does. For a small fee..."; next; - if(select("How much?:No way, I will find her myself!")==2) { + if(select("How much?", "No way, I will find her myself!")==2) { mes "[Sunglasses Trader]"; mes "Suit yourself, the Maker will not make you ^0000FFSlotted Sunglasses^000000 unless she knows that you are coming."; mes "Only I can tell her you are coming."; @@ -46,7 +46,7 @@ alberta,88,193,5 script Sunglasses Trader 1_F_MERCHANT_01,{ mes " - ^00008850 Feathers^000000"; mes " - ^000088100000z^000000"; next; - if(select("Alright, here.:That's too much!")==2) { + if(select("Alright, here.", "That's too much!")==2) { mes "[Sunglasses Trader]"; mes "Suit yourself."; close; } @@ -75,14 +75,14 @@ moc_fild07,334,186,5 script Maseph 4_F_GON,{ mes "Hello there."; mes "You came for the ^000088Slotted Sunglasses^000000, right?"; next; - if(select("Yes:No, sorry to bother you.")==2) { + if(select("Yes", "No, sorry to bother you.")==2) { mes "[Maseph]"; mes "Off you go, then."; close; } mes "[Maseph]"; mes "To make one, I will need one pair of ^000088Sunglasses^000000 and 400000z."; next; - if(select("Here you go.:No, thanks.")==2) { + if(select("Here you go.", "No, thanks.")==2) { mes "[Maseph]"; mes "As you wish."; close; } diff --git a/npc/custom/quests/thq/THQS_ChatingNPC.txt b/npc/custom/quests/thq/THQS_ChatingNPC.txt index 8ade6d8fd..2ea65e3c9 100644 --- a/npc/custom/quests/thq/THQS_ChatingNPC.txt +++ b/npc/custom/quests/thq/THQS_ChatingNPC.txt @@ -30,15 +30,15 @@ yuno_in01,32,178,3 script Ahlma 4_F_MAID,{ mes "Welcome to The Treasure Hunter Guild."; mes "How may I help you?"; next; - menu "Save",-,"Quit",N_Quit; + if (select("Save", "Quit") != 1) { + mes "[Ahlma]"; + mes "Well if you think you are safe, good on you."; + close; + } mes "[Ahlma]"; mes "Ok, saved. Thank you ~ See you soon~"; savepoint "yuno_in01",34,176; close; -N_Quit: - mes "[Ahlma]"; - mes "Well if you think you are safe, good on you."; - close; N_Member: mes "Sorry, members only."; close; @@ -66,11 +66,11 @@ N_Member: mes "Well unless you are reading the code :)"; close; N_Chat1: - mes "Ahh welcome fellow Treasure Hunter "+strcharinfo(0)+"."; + mes "Ahh welcome fellow Treasure Hunter "+strcharinfo(PC_NAME)+"."; mes "Did you hear about that brave man that went into Glast Heim alone?! He must be crazy."; close; N_Chat2: - mes ""+strcharinfo(0)+" don't you have something better you could be doing? Like a quest."; + mes ""+strcharinfo(PC_NAME)+" don't you have something better you could be doing? Like a quest."; close; } //another usless member @@ -82,12 +82,12 @@ yuno_in01,25,162,6 script Female Wizard 2_F_MAGICMASTER,{ N_Member: set @temp,rand(2); if (@temp == 1) goto N_Chat; - mes "Ahh welcome fellow Treasure Hunter "+strcharinfo(0)+"."; + mes "Ahh welcome fellow Treasure Hunter "+strcharinfo(PC_NAME)+"."; mes "Did you hear about that goat man running around in the trees?"; mes " "; mes "Aperently his name is Baphomet and he has been runing around the Forest Maze out side of prontera for quite some time now."; close; N_Chat: - mes ""+strcharinfo(0)+" don't you have something better you could be doing? Like a quest."; + mes ""+strcharinfo(PC_NAME)+" don't you have something better you could be doing? Like a quest."; close; } diff --git a/npc/custom/quests/thq/THQS_GuildNPC.txt b/npc/custom/quests/thq/THQS_GuildNPC.txt index 326735a7a..5a7c4883b 100644 --- a/npc/custom/quests/thq/THQS_GuildNPC.txt +++ b/npc/custom/quests/thq/THQS_GuildNPC.txt @@ -15,46 +15,63 @@ yuno_in01,124,164,6 script Guild Leader 1_M_PRON_KING,{ mes "[Keegan]"; mes "What brings you here? Have something to say?"; next; - menu "I want to be a Treasure Hunter",-,"Take a New Quest.",N_NQuest,"Take me to the Official Shop.",N_OShop,"Nevermind.",N_NVM; - if(Event_THQS==1) goto N_AlreadyReg; - mes "[Keegan]"; - mes "Well "+strcharinfo(0)+" if you want to be a Treasure Hunter first you must."; - mes " "; - mes "^FF00001.^000000 You well be changed ^FF000025,000z^000000 for basic training and your proof of being a member."; - mes " "; - mes "Umm... Well that is all you need to do. Hahaha."; - next; - menu "Pay ^FF000025,000z^000000.",-,"Thats way to high!!",N_HighPrice; - if (Zeny < 25000) goto N_NoZeny; - Zeny -= 25000; - //getitem 7950, 1; - //getitem 7951, 1; - set Event_THQS,1; - mes "[Keegan]"; - mes "Congratulations!"; - emotion 46; - next; - mes "[Keegan]"; - mes "Welcome to the Guild of Treasure Hunters."; - mes "You may now take a Treasure Hunting Quest as you see fit."; - close; + switch (select("I want to be a Treasure Hunter", "Take a New Quest.", "Take me to the Official Shop.", "Nevermind.",N_NVM)) { + case 1: + if (Event_THQS==1) + goto N_AlreadyReg; + mes "[Keegan]"; + mes "Well "+strcharinfo(PC_NAME)+" if you want to be a Treasure Hunter first you must."; + mes " "; + mes "^FF00001.^000000 You well be changed ^FF000025,000z^000000 for basic training and your proof of being a member."; + mes " "; + mes "Umm... Well that is all you need to do. Hahaha."; + next; + if (select("Pay ^FF000025,000z^000000.", "Thats way to high!!") != 1) { + mes "[Keegan]"; + mes "Well if you can't afford a small ^FF000025,000z^000000 you shouldent be a Treasure Hunter yet."; + close; + } + if (Zeny < 25000) + goto N_NoZeny; + Zeny -= 25000; + //getitem 7950, 1; + //getitem 7951, 1; + Event_THQS = 1; + mes "[Keegan]"; + mes "Congratulations!"; + emotion(e_grat); + next; + mes "[Keegan]"; + mes "Welcome to the Guild of Treasure Hunters."; + mes "You may now take a Treasure Hunting Quest as you see fit."; + close; + case 2: + if (Event_THQS!=1) + goto A_NeedReg; + mes "[Keegan]"; + mes "Well "+strcharinfo(PC_NAME)+" if you wish to take a quest go talk to the fellow Treasure Hunter in the other room there."; + close; + case 3: + if (Event_THQS!=1) + goto N_NeedMem; + mes "[Keegan]"; + mes "Yes "+strcharinfo(PC_NAME)+" I will take you to our shop right away!"; + next; + warp "prt_in",166,171; + close; + case 4: + mes "[Keegan]"; + mes "Alright come back when you have the free time to spare."; + close; + } N_NoZeny: mes "[Keegan]"; - mes "Hmmm you don't seem to have ^FF000025,000z^000000 "+strcharinfo(0)+". Please come back when you do."; - close; -N_HighPrice: - mes "[Keegan]"; - mes "Well if you can't afford a small ^FF000025,000z^000000 you shouldent be a Treasure Hunter yet."; + mes "Hmmm you don't seem to have ^FF000025,000z^000000 "+strcharinfo(PC_NAME)+". Please come back when you do."; close; N_AlreadyReg: mes "[Keegan]"; mes "Ha ha ha...you are already a member."; close; -N_NQuest: - if (Event_THQS!=1) goto A_NeedReg; - mes "[Keegan]"; - mes "Well "+strcharinfo(0)+" if you wish to take a quest go talk to the fellow Treasure Hunter in the other room there."; - close; A_NeedReg: mes "[Keegan]"; mes "Sorry you must be a member of the Treasure Hunter Guild if you wish to take a quest."; @@ -65,20 +82,8 @@ A_NeedReg: mes " "; mes "You will even have access to our exclusive personal Dungeon."; close; -N_OShop: - if (Event_THQS!=1) goto N_NeedMem; - mes "[Keegan]"; - mes "Yes "+strcharinfo(0)+" I will take you to our shop right away!"; - next; - warp "prt_in",166,171; - close; - end; N_NeedMem: mes "[Keegan]"; mes "Im sorry only members may visit our private shop."; close; -N_NVM: - mes "[Keegan]"; - mes "Alright come back when you have the free time to spare."; - close; } diff --git a/npc/custom/quests/thq/THQS_QuestNPC.txt b/npc/custom/quests/thq/THQS_QuestNPC.txt index eedbcfa5d..1bbe8fd7a 100644 --- a/npc/custom/quests/thq/THQS_QuestNPC.txt +++ b/npc/custom/quests/thq/THQS_QuestNPC.txt @@ -18,18 +18,18 @@ yuno_in01,112,151,6 script Quest Manager 1_M_SIZ,{ mes "[Guy]"; - mes "Welcome to the Treasure Hunters Guild "+strcharinfo(0)+"."; + mes "Welcome to the Treasure Hunters Guild "+strcharinfo(PC_NAME)+"."; next; if (On_Quest == 0) goto N_NewQuest; mes "[Guy]"; - mes "Look " +strcharinfo(0)+ ", you can only 1 quest at a time, you should finish the quest unless you have given up."; + mes "Look " +strcharinfo(PC_NAME)+ ", you can only 1 quest at a time, you should finish the quest unless you have given up."; mes "Giving up will cost you ^FF00002500z^000000."; next; - menu "No, never would I leave a quest!",-,"Yah I'm pathetic... Pay 2500z",N_PayZeny; - mes "[Guy]"; - mes "Good well get back out there."; - close; -N_PayZeny: + if (select("No, never would I leave a quest!", "Yah I'm pathetic... Pay 2500z") == 1) { + mes("[Guy]"); + mes("Good well get back out there."); + close(); + } if (Zeny < 2500) goto N_ZenyFail; set one_qset, 0; set two_qset, 0; @@ -65,7 +65,12 @@ N_NewQuest: mes "You currently have ^FF0000"+#Treasure_Token+"^000000 treasure tokens!!!"; mes "Would you like me to asign you a Quest?"; next; - menu "Yes I would like a Quest Please.",-,"Sorry Guy no time today.",N_NoTime; + if (select("Yes I would like a Quest Please.", "Sorry Guy no time today.") == 2) { + mes("[Guy]"); + mes("Alright maybe next time."); + emotion(e_hmm); + close; + } mes "[Guy]"; mes "Ok lets see what quest we can give you today."; @@ -85,12 +90,6 @@ N_NewQuest: if(@treasure_job==10) goto N_JobList10; goto N_JobList1; //if(@treasure_job==1) -N_NoTime: - mes "[Guy]"; - mes "Alright maybe next time "+strcharinfo(0)+"."; - emotion 20; - close; - N_Signup: mes "[Guy]"; mes "I'm afraid you must sign up for the guild before you can go on a quest!"; @@ -114,439 +113,437 @@ N_JobList1: mes "[Guy]"; mes "Ok you have a couple quests that can be done here."; next; - menu "Lost Old Man.",-,"Master needs his Bow.",N_MasterBow,"The Hit List.",N_HitList,"^FF0000The Sad Widow.^000000",N_SadWidow; - mes "[Guy]"; - mes "^FF0000Lost Old Man^000000"; - mes "^FF0000------------^000000"; - mes "This is an easy and low payed quest."; - mes " "; - mes "A wife came in asking us to find his husband, she seems to come in alot asking us to find him over and over again."; - next; - mes "[Guy]"; - mes "But he always seems to be around the same place so there isn't much looking involved,check the mountains 1 west and 1 north of prontera."; - set one_qset,1; - goto L_QuestGiven; - -N_MasterBow: - mes "[Guy]"; - mes "^FF0000Master needs his Bow^000000"; - mes "^FF0000--------------------^000000"; - mes "This is just a package delivery run, no big deal or anything."; - mes " "; - mes "Take this to an archer in the Archer Village outside of Payon."; - getitem Delivery_Message,1; //Delivery_Box - set one_qset,2; - goto L_QuestGiven; - -N_HitList: - mes "[Guy]"; - mes "^FF0000The Hit List^000000"; - mes "^FF0000------------^000000"; - mes "In this quest you get to see some action."; - mes " "; - mes "There has been a farmer that keeps having all his crops eaten by ^FF0000Thief Bugs, Porings, and Lunitics^000000 here is a lost of what I need you to do. He is waiting East of Prontera."; - next; - mes "[Guy]"; - mes "Ok go to the east and bash those little bastards like there is no tommorow. When you are done with that list you have just discard it, but you will NOT get another one!."; - set one_qset,3; - goto L_QuestGiven; - -N_SadWidow: - mes "^FF0000The Sad Widow^000000"; - mes "^FF0000*************^000000"; - mes "This is just another quest with possable well pay."; - mes " "; - mes "There is an old Widow in pontera, she recently lost her husband due to a monster attack.She has requested a Guild member to come talk to her at the Pontera Graveyard."; - set one_qset,4; - goto L_QuestGiven; + switch (select("Lost Old Man.", "Master needs his Bow.", "The Hit List.", "^FF0000The Sad Widow.^000000")) { + case 1: + mes("[Guy]"); + mes("^FF0000Lost Old Man^000000"); + mes("^FF0000------------^000000"); + mes("This is an easy and low payed quest."); + mes(" "); + mes("A wife came in asking us to find his husband, she seems to come in alot asking us to find him over and over again."); + next(); + mes("[Guy]"); + mes("But he always seems to be around the same place so there isn't much looking involved,check the mountains 1 west and 1 north of prontera."); + one_qset = 1; + break; + case 2: + mes("[Guy]"); + mes("^FF0000Master needs his Bow^000000"); + mes("^FF0000--------------------^000000"); + mes("This is just a package delivery run, no big deal or anything."); + mes(" "); + mes("Take this to an archer in the Archer Village outside of Payon."); + getitem(Delivery_Message, 1); //Delivery_Box + one_qset = 2; + break; + case 3: + mes("[Guy]"); + mes("^FF0000The Hit List^000000"); + mes("^FF0000------------^000000"); + mes("In this quest you get to see some action."); + mes(" "); + mes("There has been a farmer that keeps having all his crops eaten by ^FF0000Thief Bugs, Porings, and Lunitics^000000 here is a lost of what I need you to do. He is waiting East of Prontera."); + next(); + mes("[Guy]"); + mes("Ok go to the east and bash those little bastards like there is no tommorow. When you are done with that list you have just discard it, but you will NOT get another one!."); + one_qset = 3; + break; + case 4: + mes("^FF0000The Sad Widow^000000"); + mes("^FF0000*************^000000"); + mes("This is just another quest with possable well pay."); + mes(" "); + mes("There is an old Widow in pontera, she recently lost her husband due to a monster attack.She has requested a Guild member to come talk to her at the Pontera Graveyard."); + one_qset = 4; + break; + } + goto(L_QuestGiven); ///////Job list 2/////// N_JobList2: mes "[Guy]"; mes "Ok you have a couple quests that can be done here."; next; - menu "The Strange Letter",-,"Jur for Jeramiah",N_JurJeramiah,"Bee Keepers Hunny",N_BeeHunny,"^FF0000The Wander Man^000000",N_WanderMan; - - mes "^FF0000The Strange Letter^000000"; - mes "^FF0000------------------^000000"; - mes "I do not know much about this quest."; - mes " "; - mes "A strange man came in here yesterday and asked me to deliver this ^FF0000Strange Letter^000000 to some woman in Morroc. Knowing us we do not ask questions so you must take care of this delivery."; - mes "The Woman is in located in Morroc and her name is Erika."; - getitem Delivery_Message,1; - set two_qset, 1; - goto L_QuestGiven; - -N_JurJeramiah: - mes "^FF0000Jur for Jeramiah^000000"; - mes "^FF0000----------------^000000"; - mes "Standard delivery quest."; - mes " "; - mes "Jeramiah ordered a Special Jur from our weapon shop.Your Job is to deliver it to him in the Assasin Temple."; - getitem 1998,1; - set two_qset,2; - goto L_QuestGiven; - -N_BeeHunny: - mes "^FF0000Bee Keepers Hunny^000000"; - mes "^FF0000-----------------^000000"; - mes "Strange man in the marsh need your help."; - mes " "; - mes "There is a strange man in the forest in ^FF00001 south and 1 west^000000 of Prontera, he need your help with something."; - set two_qset,3; - goto L_QuestGiven; - -N_WanderMan: - mes "^FF0000The Wander Man^000000"; - mes "^FF0000**************^000000"; - mes "There is a woman in Payon that is in desperate for aid."; - mes " "; - mes "There is a woman in Payon named Molly please get to her as soon as possable the letter she sent here sounded like someone was killing her."; - set two_qset,4; - goto L_QuestGiven; + switch (select("The Strange Letter", "Jur for Jeramiah", "Bee Keepers Hunny", "^FF0000The Wander Man^000000")) { + case 1: + mes("^FF0000The Strange Letter^000000"); + mes("^FF0000------------------^000000"); + mes("I do not know much about this quest."); + mes(" "); + mes("A strange man came in here yesterday and asked me to deliver this ^FF0000Strange Letter^000000 to some woman in Morroc. Knowing us we do not ask questions so you must take care of this delivery."); + mes("The Woman is in located in Morroc and her name is Erika."); + getitem(Delivery_Message, 1); + two_qset = 1; + break; + case 2: + mes("^FF0000Jur for Jeramiah^000000"); + mes("^FF0000----------------^000000"); + mes("Standard delivery quest."); + mes(" "); + mes("Jeramiah ordered a Special Jur from our weapon shop.Your Job is to deliver it to him in the Assasin Temple."); + getitem(1998, 1); + two_qset = 2; + break; + case 3: + mes("^FF0000Bee Keepers Hunny^000000"); + mes("^FF0000-----------------^000000"); + mes("Strange man in the marsh need your help."); + mes(" "); + mes("There is a strange man in the forest in ^FF00001 south and 1 west^000000 of Prontera, he need your help with something."); + two_qset = 3; + break; + case 4: + mes("^FF0000The Wander Man^000000"); + mes("^FF0000**************^000000"); + mes("There is a woman in Payon that is in desperate for aid."); + mes(" "); + mes("There is a woman in Payon named Molly please get to her as soon as possable the letter she sent here sounded like someone was killing her."); + two_qset = 4; + break; + } + goto(L_QuestGiven); ///////Job list 3/////// N_JobList3: mes "[Guy]"; mes "Ok you have a couple quests that can be done here."; next; - menu "Damn Pixies!",-,"Package Delivery",N_Delivery1,"Prontera Culvert",N_ProntCulvert,"^FF0000Trouble at the Coal Mine^000000",N_CoalMine; - mes "^FF0000Damn Pixies!^000000"; - mes "^FF0000------------^000000"; - mes "Have you ever been to Hell?"; - mes " "; - mes "A man outside of ^FF0000Ant Hell^000000 has requested your audiance, I suggest you hurry."; - set three_qset,1; - goto L_QuestGiven; - -N_Delivery1: - mes "^FF0000Package Delivery^000000"; - mes "^FF0000----------------^000000"; - mes "Standard drop off quest."; - mes " "; - mes "In this quest you need to deliver a mystery box to someone names ^FF0000Flank at the bridge between Aldebaran and Juno^000000."; - getitem Merchant_Box_2,1; //Delivery_Box_ - set three_qset,2; - goto L_QuestGiven; - -N_ProntCulvert: - mes "^FF0000Prontera Culvert^000000"; - mes "^FF0000----------------^000000"; - mes "The bugs,They are everywere!."; - mes " "; - mes "The ^FF0000Prontera Culvert^000000 is out of control!Sign up as a volenteer to clean out some of the culvert."; - next; - mes "I know it seems like there is no stoping them but however many you kill does makes a differance. After you have signed up, inside the Culvert there will be a Knight that will give you a quest."; - set three_qset,3; - goto L_QuestGiven; - -N_CoalMine: - mes "^FF0000Trouble at the Coal Mine^000000"; - mes "^FF0000************************^000000"; - mes "The fun...err...trouble never stops in Rune Midgar."; - mes " "; - mes "Recently there was an acident at the coal mines. There was a huge chasm that released some undead Evil Druids."; - next; - mes "The Evil Druids started to turn all the workers into the undead. We do not know why, but we do not want to find out, contact a man named Rudolfo outside the Coal Mines."; - set three_qset,4; - goto L_QuestGiven; + switch (select("Damn Pixies!", "Package Delivery", "Prontera Culvert", "^FF0000Trouble at the Coal Mine^000000")) { + case 1: + mes("^FF0000Damn Pixies!^000000"); + mes("^FF0000------------^000000"); + mes("Have you ever been to Hell?"); + mes(" "); + mes("A man outside of ^FF0000Ant Hell^000000 has requested your audiance, I suggest you hurry."); + three_qset = 1; + break; + case 2: + mes("^FF0000Package Delivery^000000"); + mes("^FF0000----------------^000000"); + mes("Standard drop off quest."); + mes(" "); + mes("In this quest you need to deliver a mystery box to someone names ^FF0000Flank at the bridge between Aldebaran and Juno^000000."); + getitem(Merchant_Box_2, 1); //Delivery_Box_ + three_qset = 2; + break; + case 3: + mes("^FF0000Prontera Culvert^000000"); + mes("^FF0000----------------^000000"); + mes("The bugs,They are everywere!."); + mes(" "); + mes("The ^FF0000Prontera Culvert^000000 is out of control!Sign up as a volenteer to clean out some of the culvert."); + next(); + mes("I know it seems like there is no stoping them but however many you kill does makes a differance. After you have signed up, inside the Culvert there will be a Knight that will give you a quest."); + three_qset = 3; + break; + case 4: + mes("^FF0000Trouble at the Coal Mine^000000"); + mes("^FF0000************************^000000"); + mes("The fun...err...trouble never stops in Rune Midgar."); + mes(" "); + mes("Recently there was an acident at the coal mines. There was a huge chasm that released some undead Evil Druids."); + next(); + mes("The Evil Druids started to turn all the workers into the undead. We do not know why, but we do not want to find out, contact a man named Rudolfo outside the Coal Mines."); + three_qset = 4; + break; + } + goto(L_QuestGiven); ///////Job list 4/////// N_JobList4: mes "[Guy]"; mes "Ok you have a couple quests that can be done here."; next; - menu "Zombie Attack",-,"Mystic Wizard",N_MWizard,"Aww shoot!",N_Shoot,"^FF0000Emperium^000000",N_Emp; - mes "^FF0000Zombie Attack^000000"; - mes "^FF0000-------------^000000"; - mes "The undead have invaded Payon Cave!"; - mes " "; - mes "I remember when Payon Cave used to be a safe place to visit, but now undead Zombies have infested the cave! Please contact ^FF0000Flora outside on Payon Cave^000000 and aid her."; - set four_qset,1; - goto L_QuestGiven; - -N_MWizard: - mes "^FF0000Mystic Wizard^000000"; - mes "^FF0000-------------^000000"; - mes "Proto-type of a Staff must be delivered to Zed the Wizard."; - mes " "; - mes "Zed the Wizard has requested to try out a new un-named proto-type staff. It will be your job to deliver this to him. Zed tend to stay within the general area of Juno."; - getitem 1999,1; - set four_qset,2; - goto L_QuestGiven; - -N_Shoot: - mes "^FF0000Aww shoot!^000000"; - mes "^FF0000----------^000000"; - mes "A little girl is in trouble."; - mes " "; - mes "There is a little girl in trouble, her name is Dassy and she is ^FF0000east of the prontera fountan^000000."; - set four_qset,3; - goto L_QuestGiven; - -N_Emp: - mes "^FF0000Emperium^000000"; - mes "^FF0000********^000000"; - mes "This is a strange quest that I know little about."; - mes " "; - mes "Someone in ^FF0000Prontera Guild Hall^000000 has requested to see one of our members, his name is Czhore."; - set four_qset,4; - goto L_QuestGiven; + switch (select("Zombie Attack", "Mystic Wizard", "Aww shoot!", "^FF0000Emperium^000000")) { + case 1: + mes("^FF0000Zombie Attack^000000"); + mes("^FF0000-------------^000000"); + mes("The undead have invaded Payon Cave!"); + mes(" "); + mes("I remember when Payon Cave used to be a safe place to visit, but now undead Zombies have infested the cave! Please contact ^FF0000Flora outside on Payon Cave^000000 and aid her."); + four_qset = 1; + break; + case 2: + mes("^FF0000Mystic Wizard^000000"); + mes("^FF0000-------------^000000"); + mes("Proto-type of a Staff must be delivered to Zed the Wizard."); + mes(" "); + mes("Zed the Wizard has requested to try out a new un-named proto-type staff. It will be your job to deliver this to him. Zed tend to stay within the general area of Juno."); + getitem(1999, 1); + four_qset = 2; + break; + case 3: + mes("^FF0000Aww shoot!^000000"); + mes("^FF0000----------^000000"); + mes("A little girl is in trouble."); + mes(" "); + mes("There is a little girl in trouble, her name is Dassy and she is ^FF0000east of the prontera fountan^000000."); + four_qset = 3; + break; + case 4: + mes("^FF0000Emperium^000000"); + mes("^FF0000********^000000"); + mes("This is a strange quest that I know little about."); + mes(" "); + mes("Someone in ^FF0000Prontera Guild Hall^000000 has requested to see one of our members, his name is Czhore."); + four_qset = 4; + break; + } + goto(L_QuestGiven); ///////Job list 5/////// N_JobList5: mes "[Guy]"; mes "Ok you have a couple quests that can be done here."; next; - menu "Savage Land",-,"Pyramid's part 1",N_PyrPRT1,"Thinking first",N_Thinkfirst,"^FF0000The not so friendly ghost^000000",N_Ghost; - mes "^FF0000Savage Land^000000"; - mes "^FF0000-----------^000000"; - mes "Easy for some very hard for others."; - mes " "; - mes "A man named Lithin wish's to give you a quest, you can find him north of prontera inside of ^FF0000The Hidden Temple^000000"; - set five_qset,1; - goto L_QuestGiven; - -N_PyrPRT1: - mes "^FF0000Pyramid's^000000"; - mes "^FF0000---------^000000"; - mes "Its funny cause no one knows how these were really made."; - mes " "; - mes "Aperently the Pyramids have are beganing to be infested with undead activity,outside the pyramids a man will be waiting for you. He did no give us his name but he asked for you to hurry."; - set five_qset,2; - goto L_QuestGiven; - -N_Thinkfirst: - mes "^FF0000Thinking first^000000"; - mes "^FF0000--------------^000000"; - mes "This sounds like another one of those ditzy girl quests..."; - mes " "; - mes "Dazzy the local blond around Geffen has asked for you to deliver her these flowers. I don't know why someone would send flowers to herself..."; - getitem Bunch_Of_Flowers,1; //Bouquet - set five_qset,3; - goto L_QuestGiven; - -N_Ghost: - mes "^FF0000The not so friendly ghost^000000"; - mes "^FF0000*************************^000000"; - mes "Well no one ever said Casper was nice behind the sceens."; - mes " "; - mes "A wizard on the 3rd floor of geffen tower want's to talk to you about the anchient ruins underneath the city."; - set five_qset,4; - goto L_QuestGiven; + switch (select("Savage Land", "Pyramid's part 1", "Thinking first", "^FF0000The not so friendly ghost^000000")) { + case 1: + mes("^FF0000Savage Land^000000"); + mes("^FF0000-----------^000000"); + mes("Easy for some very hard for others."); + mes(" "); + mes("A man named Lithin wish's to give you a quest, you can find him north of prontera inside of ^FF0000The Hidden Temple^000000"); + five_qset = 1; + break; + case 2: + mes("^FF0000Pyramid's^000000"); + mes("^FF0000---------^000000"); + mes("Its funny cause no one knows how these were really made."); + mes(" "); + mes("Aperently the Pyramids have are beganing to be infested with undead activity,outside the pyramids a man will be waiting for you. He did no give us his name but he asked for you to hurry."); + five_qset = 2; + break; + case 3: + mes("^FF0000Thinking first^000000"); + mes("^FF0000--------------^000000"); + mes("This sounds like another one of those ditzy girl quests..."); + mes(" "); + mes("Dazzy the local blond around Geffen has asked for you to deliver her these flowers. I don't know why someone would send flowers to herself..."); + getitem(Bunch_Of_Flowers, 1); //Bouquet + five_qset = 3; + break; + case 4: + mes("^FF0000The not so friendly ghost^000000"); + mes("^FF0000*************************^000000"); + mes("Well no one ever said Casper was nice behind the sceens."); + mes(" "); + mes("A wizard on the 3rd floor of geffen tower want's to talk to you about the anchient ruins underneath the city."); + five_qset = 4; + break; + } + goto(L_QuestGiven); ///////Job list 6/////// N_JobList6: mes "[Guy]"; mes "Ok you have a couple quests that can be done here."; next; - menu "Package for thiefs",-,"Pyramid's part 2",N_PyrPRT2,"Special delivery",N_Delivery2,"^FF0000Geffenia^000000",N_Gef; - mes "^FF0000Package for thiefs^000000"; - mes "^FF0000------------------^000000"; - mes "How ironic."; - mes " "; - mes "Deliver this Box to the Thiefs guild."; - getitem Merchant_Box_3,1; //Delivery_Box__ - set six_qset,1; - goto L_QuestGiven; - -N_PyrPRT2: - mes "^FF0000Pyramid's part 2^000000"; - mes "^FF0000----------------^000000"; - mes "More undead action in this triangle!"; - mes " "; - mes "Talk to a man outside the entrance of the pyramids, he seems to have another quest for you."; - set six_qset,2; - goto L_QuestGiven; - -N_Delivery2: - mes "^FF0000Special delivery^000000"; - mes "^FF0000----------------^000000"; - mes "Well most of what we do is run packages, this is no different from other's."; - mes " "; - mes "Take this box, DO NOT OPEN IT! To a little girl in Lutie named Chirach she should be around santa."; - getitem Merchant_Box_3,1; //Delivery_Box__ - set six_qset,3; - goto L_QuestGiven; - -N_Gef: - mes "^FF0000Geffenia^000000"; - mes "^FF0000********^000000"; - mes "The little children of Geffen have been haveing strange nightmares."; - mes " "; - mes "We belive that the ruins underneath geffen are causeing this problem, talk to a Wizard named Zuuzuu inside Geffen Tower for your mission."; - set six_qset,4; - goto L_QuestGiven; + switch (select("Package for thiefs", "Pyramid's part 2", "Special delivery", "^FF0000Geffenia^000000")) { + case 1: + mes("^FF0000Package for thiefs^000000"); + mes("^FF0000------------------^000000"); + mes("How ironic."); + mes(" "); + mes("Deliver this Box to the Thiefs guild."); + getitem(Merchant_Box_3, 1); //Delivery_Box__ + six_qset = 1; + break; + case 2: + mes("^FF0000Pyramid's part 2^000000"); + mes("^FF0000----------------^000000"); + mes("More undead action in this triangle!"); + mes(" "); + mes("Talk to a man outside the entrance of the pyramids, he seems to have another quest for you."); + six_qset = 2; + break; + case 3: + mes("^FF0000Special delivery^000000"); + mes("^FF0000----------------^000000"); + mes("Well most of what we do is run packages, this is no different from other's."); + mes(" "); + mes("Take this box, DO NOT OPEN IT! To a little girl in Lutie named Chirach she should be around santa."); + getitem(Merchant_Box_3, 1); //Delivery_Box__ + six_qset = 3; + break; + case 4: + mes("^FF0000Geffenia^000000"); + mes("^FF0000********^000000"); + mes("The little children of Geffen have been haveing strange nightmares."); + mes(" "); + mes("We belive that the ruins underneath geffen are causeing this problem, talk to a Wizard named Zuuzuu inside Geffen Tower for your mission."); + six_qset = 4; + break; + } + goto(L_QuestGiven); ///////Job list 7/////// N_JobList7: mes "[Guy]"; mes "Ok you have a couple quests that can be done here."; next; - menu "Apple Juice",-,"Delivery",N_Delivery3,"^FF0000Golden Thief Bug^000000",N_GTB,"^FF0000Evil Pirates^000000",N_EvilPirates; - mes "^FF0000Apple Juice^000000"; - mes "^FF0000-----------^000000"; - mes "Can't say no to some good apple juice."; - mes " "; - mes "There is a little girl up in prontera Square a bit north from the fountain, go talk to her."; - set seven_qset,1; - goto L_QuestGiven; - -N_Delivery3: - mes "^FF0000Delivery^000000"; - mes "^FF0000--------^000000"; - mes "So many packages so little time."; - mes " "; - mes "Take this box to a man in Alberta named Charles."; - getitem Merchant_Box_2,1; //Delivery_Box_ - set seven_qset,2; - goto L_QuestGiven; - -N_GTB: - mes "^FF0000Golden Thief Bug^000000"; - mes "^FF0000****************^000000"; - mes "The prontera Culvert has never been the same..."; - mes " "; - mes "Well there have been reports of a Golden Thief Bug running around the bottem on the Culvert. Talk to a Knight inside the Culvert."; - set seven_qset,3; - goto L_QuestGiven; - -N_EvilPirates: - mes "^FF0000Evil Pirates^000000"; - mes "^FF0000************^000000"; - mes "A ghost ship has washed up on shore on an island outside of Izlude."; - mes " "; - mes "A female assasin has a quest for you, she is waiting outside the Ghost Ship.There have been reports of evil undead pirates lurking around inside the ship."; - set seven_qset,4; - goto L_QuestGiven; + switch (select("Apple Juice", "Delivery", "^FF0000Golden Thief Bug^000000", "^FF0000Evil Pirates^000000")) { + case 1: + mes("^FF0000Apple Juice^000000"); + mes("^FF0000-----------^000000"); + mes("Can't say no to some good apple juice."); + mes(" "); + mes("There is a little girl up in prontera Square a bit north from the fountain, go talk to her."); + seven_qset = 1; + break; + case 2: + mes("^FF0000Delivery^000000"); + mes("^FF0000--------^000000"); + mes("So many packages so little time."); + mes(" "); + mes("Take this box to a man in Alberta named Charles."); + getitem(Merchant_Box_2, 1); //Delivery_Box_ + seven_qset = 2; + break; + case 3: + mes("^FF0000Golden Thief Bug^000000"); + mes("^FF0000****************^000000"); + mes("The prontera Culvert has never been the same..."); + mes(" "); + mes("Well there have been reports of a Golden Thief Bug running around the bottem on the Culvert. Talk to a Knight inside the Culvert."); + seven_qset = 3; + break; + case 4: + mes("^FF0000Evil Pirates^000000"); + mes("^FF0000************^000000"); + mes("A ghost ship has washed up on shore on an island outside of Izlude."); + mes(" "); + mes("A female assasin has a quest for you, she is waiting outside the Ghost Ship.There have been reports of evil undead pirates lurking around inside the ship."); + seven_qset = 4; + break; + } + goto(L_QuestGiven); ///////Job list 8/////// N_JobList8: mes "[Guy]"; mes "Ok you have a couple quests that can be done here."; next; - menu "Banana Juice",-,"Another Delivery",N_Delivery4,"My lost beeds",N_LostBeeds,"^FF0000Baphomet!^000000",N_Bapho; - mes "^FF0000Banana Juice^000000"; - mes "^FF0000------------^000000"; - mes "Sound gross to some good to others."; - mes " "; - mes "There is a little girl up in prontera Square a bit north from the fountain, go talk to her."; - set eight_qset,1; - goto L_QuestGiven; - -N_Delivery4: - mes "^FF0000Another Delivery^000000"; - mes "^FF0000----------------^000000"; - mes "Well yah box delivering is in high demand,lots of lazy people."; - mes " "; - mes "Take this package to a man in Morroc named Klye."; - getitem Merchant_Box_1,1; //Delivery_Box - set eight_qset,2; - goto L_QuestGiven; - -N_Bapho: - mes "^FF0000Baphomet!^000000"; - mes "^FF0000*********^000000"; - mes "Hidden in the Temple he watches and guards."; - mes " "; - mes "Rumor has it that a Goat Man is lurking in the Hidden Temple, There is also a man in the Hidden Temple names Zack that needs you help with this Goat Man known as Baphomet."; - set eight_qset,3; - goto L_QuestGiven; - -N_LostBeeds: - mes "^FF0000My lost Beeds^000000"; - mes "^FF0000-------------^000000"; - mes "Oh great I smell stupidity..."; - mes " "; - mes "A little girl in Payon wants to talk to you, her name is Flower, What a stupid name,Hahaha."; - set eight_qset,4; - goto L_QuestGiven; + switch (select("Banana Juice", "Another Delivery", "^FF0000Baphomet!^000000", "My lost beeds")) { + case 1: + mes("^FF0000Banana Juice^000000"); + mes("^FF0000------------^000000"); + mes("Sound gross to some good to others."); + mes(" "); + mes("There is a little girl up in prontera Square a bit north from the fountain, go talk to her."); + eight_qset = 1; + break; + case 2: + mes("^FF0000Another Delivery^000000"); + mes("^FF0000----------------^000000"); + mes("Well yah box delivering is in high demand,lots of lazy people."); + mes(" "); + mes("Take this package to a man in Morroc named Klye."); + getitem(Merchant_Box_1, 1); //Delivery_Box + eight_qset = 2; + break; + case 3: + mes("^FF0000Baphomet!^000000"); + mes("^FF0000*********^000000"); + mes("Hidden in the Temple he watches and guards."); + mes(" "); + mes("Rumor has it that a Goat Man is lurking in the Hidden Temple, There is also a man in the Hidden Temple names Zack that needs you help with this Goat Man known as Baphomet."); + eight_qset = 3; + break; + case 4: + mes("^FF0000My lost Beeds^000000"); + mes("^FF0000-------------^000000"); + mes("Oh great I smell stupidity..."); + mes(" "); + mes("A little girl in Payon wants to talk to you, her name is Flower, What a stupid name,Hahaha."); + eight_qset = 4; + break; + } + goto(L_QuestGiven); ///////Job list 9/////// N_JobList9: mes "[Guy]"; mes "Ok you have a couple quests that can be done here."; next; - menu "Smelly Box",-,"Payon Cave",N_PayonC,"^FF0000Sohee's Everywere!^000000",N_Sohee,"^FF0000Moonlight Flower^000000",N_Moonlight; - mes "^FF0000Smelly Box^000000"; - mes "^FF0000----------^000000"; - mes "Oh god please get this out of here fast."; - mes " "; - mes "Oh man smells like someone died in here.Take this to the Magic School in Geffen and hurry,ahh the smell its burning my eye's!!!"; - getitem Merchant_Box_2,1; //Delivery_Box_ - set nine_qset,1; - goto L_QuestGiven; - -N_Sohee: - mes "^FF0000Sohee's Everywere!^000000"; - mes "^FF0000******************^000000" ; - mes "Hmmm seem's a man named Jack wants to speak to you in the Archer Guild House."; - mes " "; - mes "Well what we know about Payon is that a while ago there was a freak fire that burnt down the old school."; - next; - mes "The strange thing about what happened was that the children inside did not seem to die from the flames."; - mes "Speak to the little school girl somewere in Payon."; - set nine_qset,2; - goto L_QuestGiven; - -N_Moonlight: - mes "^FF0000Moonlight Flower^000000"; - mes "^FF0000****************^000000" ; - mes "Hmmm seem's a man named Jack wants to speak to you in the Archer Guild House."; - mes " "; - mes "Well I don't know much about this, it has to do with the deepest reagions of Payon Cave, We don't know much because no one ever seems to make it back alive."; - set nine_qset,3; - goto L_QuestGiven; - -N_PayonC: - mes "^FF0000Payon Cave^000000"; - mes "^FF0000----------^000000" ; - mes "Hmmm seem's a man named Jack wants to speak to you in the Archer Guild House."; - mes " "; - mes "The farther we go into the cave the stranger it gets."; - set nine_qset,4; - goto L_QuestGiven; + switch (select("Smelly Box", "^FF0000Sohee's Everywere!^000000", "^FF0000Moonlight Flower^000000", "Payon Cave")) { + case 1: + mes("^FF0000Smelly Box^000000"); + mes("^FF0000----------^000000"); + mes("Oh god please get this out of here fast."); + mes(" "); + mes("Oh man smells like someone died in here.Take this to the Magic School in Geffen and hurry,ahh the smell its burning my eye's!!!"); + getitem(Merchant_Box_2, 1); //Delivery_Box_ + nine_qset = 1; + break; + case 2: + mes("^FF0000Sohee's Everywere!^000000"); + mes("^FF0000******************^000000" ); + mes("Hmmm seem's a man named Jack wants to speak to you in the Archer Guild House."); + mes(" "); + mes("Well what we know about Payon is that a while ago there was a freak fire that burnt down the old school."); + next; + mes("The strange thing about what happened was that the children inside did not seem to die from the flames."); + mes("Speak to the little school girl somewere in Payon."); + nine_qset = 2; + break; + case 3: + mes("^FF0000Moonlight Flower^000000"); + mes("^FF0000****************^000000" ); + mes("Hmmm seem's a man named Jack wants to speak to you in the Archer Guild House."); + mes(" "); + mes("Well I don't know much about this, it has to do with the deepest reagions of Payon Cave, We don't know much because no one ever seems to make it back alive."); + nine_qset = 3; + break; + case 4: + mes("^FF0000Payon Cave^000000"); + mes("^FF0000----------^000000" ); + mes("Hmmm seem's a man named Jack wants to speak to you in the Archer Guild House."); + mes(" "); + mes("The farther we go into the cave the stranger it gets."); + nine_qset = 4; + break; + } + goto(L_QuestGiven); ///////Job list 10/////// N_JobList10: mes "[Guy]"; mes "Ok you have a couple quests that can be done here."; next; - menu "The Blank Box",-,"^FF0000Eddga^000000",N_Eddga,"^FF0000Phreeoni^000000",N_Phreeoni,"^FF0000Maya^000000",N_Maya; - - mes "^FF0000The Blank Box^000000"; - mes "^FF0000-------------^000000"; - mes "Package to Morroc"; - mes " "; - mes "There is nothing writen on this box but a notice to deliver it to a man Kreg."; - getitem Merchant_Box_2,1; //Delivery_Box_ - set ten_qset,1; - goto L_QuestGiven; - -N_Eddga: - mes "^FF0000Eddga^000000"; - mes "^FF0000*****^000000"; - mes "Tony the Tiger is on crack and destroying the forest."; - mes " "; - mes "Talk to a man outside the 'Hidden' Hunter Guild, He needs your help."; - set ten_qset,2; - goto L_QuestGiven; - -N_Phreeoni: - mes "^FF0000Phreeoni^000000"; - mes "^FF0000********^000000"; - mes "He is big and Pink and you run and hide!"; - mes " "; - mes "This guy just poped into some hole one day, He dosent look that tough but you would be supprised. Talk to a man named Caral outside of Ant Hell."; - set ten_qset,3; - goto L_QuestGiven; - -N_Maya: - mes "^FF0000Maya^000000"; - mes "^FF0000****^000000"; - mes "Something scary!"; - mes " "; - mes "This half naked freak need an army to take down, now its your job, good luck. Meet a girl named Jeni outside of the back entrance to Ant Hell."; - set ten_qset,4; - goto L_QuestGiven; + switch (select("The Blank Box", "^FF0000Eddga^000000", "^FF0000Phreeoni^000000", "^FF0000Maya^000000")) { + case 1: + mes("^FF0000The Blank Box^000000"); + mes("^FF0000-------------^000000"); + mes("Package to Morroc"); + mes(" "); + mes("There is nothing writen on this box but a notice to deliver it to a man Kreg."); + getitem(Merchant_Box_2, 1); //Delivery_Box_ + ten_qset = 1; + break; + case 2: + mes("^FF0000Eddga^000000"); + mes("^FF0000*****^000000"); + mes("Tony the Tiger is on crack and destroying the forest."); + mes(" "); + mes("Talk to a man outside the 'Hidden' Hunter Guild, He needs your help."); + ten_qset = 2; + break; + case 3: + mes("^FF0000Phreeoni^000000"); + mes("^FF0000********^000000"); + mes("He is big and Pink and you run and hide!"); + mes(" "); + mes("This guy just poped into some hole one day, He dosent look that tough but you would be supprised. Talk to a man named Caral outside of Ant Hell."); + ten_qset = 3; + break; + case 4: + mes("^FF0000Maya^000000"); + mes("^FF0000****^000000"); + mes("Something scary!"); + mes(" "); + mes("This half naked freak need an army to take down, now its your job, good luck. Meet a girl named Jeni outside of the back entrance to Ant Hell."); + ten_qset = 4; + break; + } + goto(L_QuestGiven); } diff --git a/npc/custom/quests/thq/THQS_Quests.txt b/npc/custom/quests/thq/THQS_Quests.txt index 55037eb5c..c0eb1427a 100644 --- a/npc/custom/quests/thq/THQS_Quests.txt +++ b/npc/custom/quests/thq/THQS_Quests.txt @@ -228,7 +228,7 @@ N_QuestStart: ///////Job list 3/////// //3-1; moc_fild04,208,322,6 script Clark 1_M_YOUNGKNIGHT,{ - if (three_qset == 1 && countitem(Elder_Pixie's_Beard) > 29) goto N_QuestComp; + if (three_qset == 1 && countitem(Elder_Pixies_Beard) > 29) goto N_QuestComp; if (three_qset == 1) goto N_QuestStart; mes "[Clark]"; mes "Love to chat, but I'm waiting for someone."; @@ -433,7 +433,7 @@ N_QuestComp: mes "[Czhore]"; mes "Thank god!"; mes " "; - mes "I'm so happy to see one of these Emperiums! Thank you "+strcharinfo(0)+"."; + mes "I'm so happy to see one of these Emperiums! Thank you "+strcharinfo(PC_NAME)+"."; next; mes "[Czhore]"; mes "Here have these 2 Treasure Tokens."; @@ -456,7 +456,7 @@ N_QuestStart: ///////Job list 5/////// //5-1; prt_maze01,18,184,6 script Lithin#01 4_M_CRU_OLD,{ - if (five_qset == 1 && countitem(Wild_Boar's_Mane) > 14) goto N_QuestComp; + if (five_qset == 1 && countitem(Wild_Boars_Mane) > 14) goto N_QuestComp; if (five_qset == 1) goto N_QuestStart; mes "[Lithin]"; mes "Well hello."; @@ -668,7 +668,7 @@ prontera,123,208,6 script Little Girl#thq 4_F_KID3,{ if (seven_qset == 1) goto N_QuestStart; if (eight_qset == 1) goto N_QuestStart2; mes "[Girl]"; - mes "Hello mister "+strcharinfo(0)+"."; + mes "Hello mister "+strcharinfo(PC_NAME)+"."; close; N_QuestComp: mes "[Girl]"; @@ -694,7 +694,7 @@ alberta,101,84,6 script Charles 1_M_02,{ if (seven_qset == 2 && countitem(Merchant_Box_2) > 0) goto N_QuestComp; if (seven_qset == 2) goto N_QuestStart; mes "[Charles]"; - mes "Hello "+strcharinfo(0)+" welcome to Alberta."; + mes "Hello "+strcharinfo(PC_NAME)+" welcome to Alberta."; close; N_QuestComp: mes "[Charles]"; @@ -782,7 +782,7 @@ morocc,165,55,6 script Klye 1_M_02,{ if (eight_qset == 2 && countitem(Merchant_Box_1) > 0) goto N_QuestComp; if (eight_qset == 2) goto N_QuestStart; mes "[Klye]"; - mes "Hello "+strcharinfo(0)+"."; + mes "Hello "+strcharinfo(PC_NAME)+"."; close; N_QuestComp: mes "[Klye]"; @@ -858,7 +858,7 @@ geffen_in,168,124,6 script Mage 1_M_02,{ if (nine_qset == 1 && countitem(Merchant_Box_2) > 0) goto N_QuestComp; if (nine_qset == 1) goto N_QuestStart; mes "[Mage]"; - mes "Hello "+strcharinfo(0)+" welcome to the Mage Guild."; + mes "Hello "+strcharinfo(PC_NAME)+" welcome to the Mage Guild."; close; N_QuestComp: mes "[Mage]"; @@ -873,7 +873,7 @@ N_QuestComp: close; N_QuestStart: mes "[Mage]"; - mes "Hello "+strcharinfo(0)+", Where is my box of Toad Tounges?."; + mes "Hello "+strcharinfo(PC_NAME)+", Where is my box of Toad Tounges?."; close; } //9-2; @@ -955,7 +955,7 @@ morocc,193,51,6 script Kreg 1_M_02,{ if (ten_qset == 1 && countitem(Merchant_Box_2) > 0) goto N_QuestComp; if (ten_qset == 1) goto N_QuestStart; mes "[Kreg]"; - mes "Hello "+strcharinfo(0)+" welcome to Morroc."; + mes "Hello "+strcharinfo(PC_NAME)+" welcome to Morroc."; close; N_QuestComp: mes "[Kreg]"; @@ -975,7 +975,7 @@ N_QuestStart: } //10-2; pay_fild10,145,252,6 script Man#02 2_M_DYEINGER,{ - if (ten_qset == 2 && countitem(Tiger's_Skin) > 0) goto N_QuestComp; + if (ten_qset == 2 && countitem(Tigers_Skin) > 0) goto N_QuestComp; if (ten_qset == 2) goto N_QuestStart; mes "[Man]"; mes "Sorry I'm waiting for someone, you will have to come back later"; @@ -995,12 +995,12 @@ N_QuestStart: mes "[Man]"; mes "Tony the Tiger is on Crack! He must be stoped, KILL HIM!"; mes " "; - mes "Bring me back 1 Tiger's_Skin!"; + mes "Bring me back 1 Tiger's Skin!"; close; } //10-3; cmd_fild08,328,349,4 script Caral 2_M_SWORDMASTER,{ - if (ten_qset == 3 && countitem(Thin_N'_Long_Tongue) > 0) goto N_QuestComp; + if (ten_qset == 3 && countitem(Thin_N_Long_Tongue) > 0) goto N_QuestComp; if (ten_qset == 3) goto N_QuestStart; mes "[Caral]"; mes "Sorry I'm waiting for someone, you will have to come back later."; diff --git a/npc/custom/quests/thq/THQS_TTShop.txt b/npc/custom/quests/thq/THQS_TTShop.txt index 9883950a1..96e7346d3 100644 --- a/npc/custom/quests/thq/THQS_TTShop.txt +++ b/npc/custom/quests/thq/THQS_TTShop.txt @@ -67,11 +67,11 @@ function script thqs_trade_token { // 10^0, 10^1, 10^2 @type -= 1; - @price = pow(10, @type); + @price = (10 ** @type); // 10^3, 10^4, 10^5 @type += 3; // So we can use pow later to determine the qt of Zeny - @prize = pow(10, @type); + @prize = (10 ** @type); if( #Treasure_Token < @price ) { mes "You don't have enough tokens!"; @@ -154,7 +154,7 @@ function script ths_menu_weapons { // Main script prt_in,164,174,1 script Treasure Hunter's Shop 1_M_YOUNGKNIGHT,{ mes "[Ash]"; - mes "Ahh, "+strcharinfo(0)+"! Welcome to the Offical Treasure Hunter's Guild Shop."; + mes "Ahh, "+strcharinfo(PC_NAME)+"! Welcome to the Offical Treasure Hunter's Guild Shop."; mes "You currently have ^FF0000"+#Treasure_Token+"^000000 treasure tokens!!!"; next; switch( select("How does this place work?","What do you have in stock?","Nevermind") ) { diff --git a/npc/custom/quests/umbalian_language.txt b/npc/custom/quests/umbalian_language.txt index d0ecb2d29..ba3517879 100644 --- a/npc/custom/quests/umbalian_language.txt +++ b/npc/custom/quests/umbalian_language.txt @@ -14,67 +14,60 @@ prontera,145,290,5 script Mason 2_M_SAGE_B,{ if(umb_lang==2 || umb_mason==1) goto L_AGAIN; mes "Hey there, I came here to Prontera in search of an old lady who can remove cards from slots. Do you know where I can find her?"; - menu "Yes",-, "No",M_NO; - + if (select("Yes", "No") != 1) { + mes "Oh.. Ok.. Thanks anyways."; + close; + } mes "Oooo, could you please tell me where she's at? I'd be really appreciative."; - menu "Swordsman Association",-, "Sanctuary",M_Boo1,"Prontera Chivalry",M_Boo2,"Trading Post",M_Boo3,"Kit Shop",M_Boo4,"Inn",M_Boo5,"Armory",M_DONE,"Library",M_Boo6,"Job Agency",M_Boo7,"Prontera Castle",M_Boo8,"City Hall",M_Boo9; - - next; - mes "[Mason]"; - mes "Hmm... I dunno why she would be there... guess I'll take a look."; - close; -M_Boo1: - next; - mes "[Mason]"; - mes "Wow I never knew she was a religious person... I'll see to it thanks."; - close; -M_Boo2: - next; - mes "[Mason]"; - mes "Hmm.... are you sure about that?"; - close; -M_Boo3: - next; - mes "[Mason]"; - mes "Why would she need to go there? I think you might be mistaken."; - close; -M_Boo4: - next; - mes "[Mason]"; - mes "The only thing she'd need at a Kit shop is medicine for her rheumatism. She's probably long gone from there by now."; - close; -M_Boo5: - next; - mes "[Mason]"; - mes "I don't think she needs to be there, she LIVES here in Prontera."; - close; -M_Boo6: - next; - mes "[Mason]"; - mes "Ah I see, if she's studying then I don't want to bother her. Thanks anyways."; - close; -M_Boo7: - next; - mes "[Mason]"; - mes "Job Agency? I don't think so. Don't lead me all around Prontera please! She's already a teacher here."; - close; -M_Boo8: - next; - mes "[Mason]"; - mes "The castle eh, I don't want to step in there... just doesn't feel like my style. I don't like that noble feeling of importance type of thing."; - close; -M_Boo9: - next; - mes "[Mason]"; - mes "O wow, did she become an important part of Prontera? I'd think she's too busy for me to visit. I'll try again later."; - close; -M_DONE: next; - mes "[Mason]"; - mes "Ah, I heard that her class was somewhere around there... thanks a lot! Here's a lil something for your help."; - getitem Rent_Spell_Book,1;//Items: Torn Spell Book, - set umb_mason,1; - close; + switch (select("Swordsman Association", "Sanctuary", "Prontera Chivalry", "Trading Post", "Kit Shop", "Inn", "Armory", "Library", "Job Agency", "Prontera Castle", "City Hall")) { + case 1: + mes "[Mason]"; + mes "Hmm... I dunno why she would be there... guess I'll take a look."; + close; + case 2: + mes "[Mason]"; + mes "Wow I never knew she was a religious person... I'll see to it thanks."; + close; + case 3: + mes "[Mason]"; + mes "Hmm.... are you sure about that?"; + close; + case 4: + mes "[Mason]"; + mes "Why would she need to go there? I think you might be mistaken."; + close; + case 5: + mes "[Mason]"; + mes "The only thing she'd need at a Kit shop is medicine for her rheumatism. She's probably long gone from there by now."; + close; + case 6: + mes "[Mason]"; + mes "I don't think she needs to be there, she LIVES here in Prontera."; + close; + case 7: + mes "[Mason]"; + mes "Ah, I heard that her class was somewhere around there... thanks a lot! Here's a lil something for your help."; + getitem(Rent_Spell_Book, 1);//Items: Torn Spell Book, + umb_mason = 1; + close; + case 8: + mes "[Mason]"; + mes "Ah I see, if she's studying then I don't want to bother her. Thanks anyways."; + close; + case 9: + mes "[Mason]"; + mes "Job Agency? I don't think so. Don't lead me all around Prontera please! She's already a teacher here."; + close; + case 10: + mes "[Mason]"; + mes "The castle eh, I don't want to step in there... just doesn't feel like my style. I don't like that noble feeling of importance type of thing."; + close; + case 11: + mes "[Mason]"; + mes "O wow, did she become an important part of Prontera? I'd think she's too busy for me to visit. I'll try again later."; + close; + } L_AGAIN: emotion e_thx; @@ -84,9 +77,6 @@ L_AGAIN: L_NOT_GOT_QUEST: mes "Hi! I came here to Prontera in search of an old lady... But..."; close; -M_NO: - mes "Oh.. Ok.. Thanks anyways."; - close; } aldebaran,153,212,1 script Mojo 2_M_ALCHE,{ @@ -109,8 +99,11 @@ amatsu,267,189,4 script Marie 4_F_ALCHE,{ if(countitem(Poring_Egg)>0 && countitem(Pet_Incubator)>0) goto L_DONE;//Items: Poring Egg, Pet Incubator, mes "Hello, is there something you need?"; next; - menu "No nothing at all.",M_NO,"Your teacher sent me.",-; - + if (select("No nothing at all.", "Your teacher sent me.") != 2 ) { + mes "[Marie]"; + mes "Hrrmm okay? Cya then.."; + close; + } mes "[Marie]"; mes "What does he want from me?"; emotion e_what; @@ -124,17 +117,17 @@ L_NOT_GOT_QUEST: mes "Hi! What do you want from me?"; close; -M_NO: - mes "[Marie]"; - mes "Hrrmm okay? Cya then.."; - close; - L_DONE: mes "Heyyy there, you have a poring egg and the pet incubator to go with it! Are those for me?"; - menu "Yep!",-, "Sorry, no.",M_DOH; - + if (select("Yep!", "Sorry, no.") != 1) { + mes "Oh.. pooo... sigh..."; + close; + } mes "[Marie]"; - if(countitem(Poring_Egg)==0 && countitem(Pet_Incubator)==0) goto M_DOH;//Items: Poring Egg, Pet Incubator, + if (countitem(Poring_Egg) == 0 && countitem(Pet_Incubator) == 0) { + mes "Oh.. pooo... sigh..."; + close; + } mes "Yatta! Here's a lil something in return."; delitem Poring_Egg,1;//Items: Poring Egg, delitem Pet_Incubator,1;//Items: Pet Incubator, @@ -142,10 +135,6 @@ L_DONE: set umb_marie,1; //got Torn Scroll close; -M_DOH: - mes "Oh.. pooo... sigh..."; - close; - L_AGAIN: emotion e_thx; mes "Yay! I love Porings!"; diff --git a/npc/custom/quests/valhallen.txt b/npc/custom/quests/valhallen.txt index c70de008b..1a2b45968 100644 --- a/npc/custom/quests/valhallen.txt +++ b/npc/custom/quests/valhallen.txt @@ -17,7 +17,7 @@ prontera,147,171,5 script Lenneth 4_F_VALKYRIE,{ mes "I can transmute for you many of the Valhallen items,"; mes "although they require many rare elements to make."; next; - switch(select("Mjolnir:Sleipnir:Brisingamen:Gleipnir:Megingjard")) { + switch(select("Mjolnir", "Sleipnir", "Brisingamen", "Gleipnir", "Megingjard")) { case 1: mes "[Lenneth]"; mes "^3355FFMjolnir^000000 is the mighty Hammer of Thor."; @@ -52,7 +52,7 @@ prontera,147,171,5 script Lenneth 4_F_VALKYRIE,{ mes "[Lenneth]"; mes "Do you desire ^3355FF"+getitemname(.@items[0])+"^000000?"; next; - if(select("Yes:No")==2) { + if(select("Yes", "No")==2) { mes "[Lenneth]"; mes "Please return if you change your mind."; close; } diff --git a/npc/custom/resetnpc.txt b/npc/custom/resetnpc.txt index 1f8448111..2f34435a0 100644 --- a/npc/custom/resetnpc.txt +++ b/npc/custom/resetnpc.txt @@ -26,7 +26,7 @@ prontera,150,193,4 script Reset Girl 4_F_TELEPORTER,{ mes "Reset Both: "+ .@ResetBoth +"z"; mes "Please select the service you want:"; next; - switch(select("^FF3355Reset Skills:Reset Stats:Reset Both^000000:Cancel")) { + switch(select("^FF3355Reset Skills", "Reset Stats", "Reset Both^000000", "Cancel")) { case 1: mes "[Reset Girl]"; if (Zeny < .@ResetSkill) { diff --git a/npc/custom/stylist.txt b/npc/custom/stylist.txt index 4bbc8f8dd..0ee7d8822 100644 --- a/npc/custom/stylist.txt +++ b/npc/custom/stylist.txt @@ -14,17 +14,17 @@ prontera,170,180,1 script Stylist#custom_stylist 2_M_DYEINGER,{ setarray .@styles[1],getbattleflag("max_cloth_color"),getbattleflag("max_hair_style"),getbattleflag("max_hair_color"); setarray .@Look[1],7,1,6; - set .@s, select(" ~ Cloth color: ~ Hairstyle: ~ Hair color"); + set .@s, select(" ~ Cloth color", " ~ Hairstyle", " ~ Hair color"); set .@Revert, getlook(.@Look[.@s]); set .@style,1; while(1) { setlook .@Look[.@s], .@style; - message strcharinfo(0),"This is style #"+.@style+"."; + message strcharinfo(PC_NAME),"This is style #"+.@style+"."; set .@menu$, " ~ Next (^0055FF"+((.@style!=.@styles[.@s])?.@style+1:1)+"^000000): ~ Previous (^0055FF"+((.@style!=1)?.@style-1:.@styles[.@s])+"^000000): ~ Jump to...: ~ Revert to original (^0055FF"+.@Revert+"^000000)"; switch(select(.@menu$)) { case 1: set .@style, ((.@style!=.@styles[.@s])?.@style+1:1); break; case 2: set .@style, ((.@style!=1)?.@style-1:.@styles[.@s]); break; - case 3: message strcharinfo(0),"Choose a style between 1 - "+.@styles[.@s]+"."; + case 3: message strcharinfo(PC_NAME),"Choose a style between 1 - "+.@styles[.@s]+"."; input .@style,0,.@styles[.@s]; if (!.@style) set .@style, rand(1,.@styles[.@s]); break; diff --git a/npc/custom/warper.txt b/npc/custom/warper.txt index d240a2730..70bab9400 100644 --- a/npc/custom/warper.txt +++ b/npc/custom/warper.txt @@ -35,7 +35,7 @@ menu "Last Warp ^777777["+lastwarp$+"]^000000",-, " ~ Special Areas",Special; if (lastwarp$ == "") - message strcharinfo(0),"You haven't warped anywhere yet."; + message strcharinfo(PC_NAME),"You haven't warped anywhere yet."; else warp lastwarp$,lastwarpx,lastwarpy; end; @@ -92,7 +92,7 @@ function Pick { .@map$ = getarg(0)+((.@i<10)?"0":"")+.@i; } if (.@warp_block & (1<<.@select)) { - message strcharinfo(0),"This map is not enabled in "+(RENEWAL?"":"Pre-")+"Renewal."; + message strcharinfo(PC_NAME),"This map is not enabled in "+(RENEWAL?"":"Pre-")+"Renewal."; end; } .@x = @c[.@i*2]; @@ -107,7 +107,7 @@ function Restrict { for (.@i = 1; .@i < getargcount(); .@i++) @warp_block = @warp_block | (1<<getarg(.@i)); } else { - message strcharinfo(0),"This map is not enabled in "+(RENEWAL?"":"Pre-")+"Renewal."; + message strcharinfo(PC_NAME),"This map is not enabled in "+(RENEWAL?"":"Pre-")+"Renewal."; end; } } diff --git a/npc/custom/woe_controller.txt b/npc/custom/woe_controller.txt index fee4dfac5..5f619c1db 100644 --- a/npc/custom/woe_controller.txt +++ b/npc/custom/woe_controller.txt @@ -22,7 +22,7 @@ prontera,149,193,4 script WOE Information 2_BOARD1,{ end; OnAgitStart: while(agitcheck()) { - misceffect EF_BEGINSPELL6; + specialeffect(EF_BEGINSPELL6); sleep 425; } end; @@ -192,13 +192,13 @@ OnReward: return; OnPCLoadMapEvent: - if (!compare(strcharinfo(3),"g_cas")) end; - if (((.AutoKick && .Active[0]) || (.NoOwner && !getcastledata(strcharinfo(3),1))) && !(.Active[0]&(1<<getd("."+strcharinfo(3))))) { - if (getcharid(2) && getcastledata(strcharinfo(3),1) == getcharid(2)) end; + if (!compare(strcharinfo(PC_MAP),"g_cas")) end; + if (((.AutoKick && .Active[0]) || (.NoOwner && !getcastledata(strcharinfo(PC_MAP),1))) && !(.Active[0]&(1<<getd("."+strcharinfo(PC_MAP))))) { + if (getcharid(CHAR_ID_GUILD) && getcastledata(strcharinfo(PC_MAP),1) == getcharid(CHAR_ID_GUILD)) end; sleep2 1000; - message strcharinfo(0), getcastlename(strcharinfo(3))+" is currently inactive."; + message strcharinfo(PC_NAME), getcastlename(strcharinfo(PC_MAP))+" is currently inactive."; sleep2 5000; - if (compare(strcharinfo(3),"g_cas")) warp "SavePoint",0,0; + if (compare(strcharinfo(PC_MAP),"g_cas")) warp "SavePoint",0,0; } end; @@ -234,7 +234,7 @@ while(1) { } } next; - switch(select(""+((.CastleWarp || .Active[1])?" ~ Warp to castles...":"")+": ~ Check schedule...: ~ View castle owners...:"+((getgmlevel()<.GMAccess || !getgmlevel())?"":" ~ Manage sessions...")+": ~ ^777777Cancel^000000")) { + switch(select(((.CastleWarp || .Active[1])?" ~ Warp to castles...":""), "~ Check schedule...", " ~ View castle owners...", ((getgmlevel()<.GMAccess || !getgmlevel())?"":" ~ Manage sessions..."), " ~ ^777777Cancel^000000")) { case 1: if (.CastleWarp) set .@clr$,"^0055FF"; set .@menu$,""; @@ -287,7 +287,7 @@ while(1) { mes "There are ^0055FF"+(.Size/4)+" session(s)^000000 configured."; mes "What would you like to do?"; next; - switch(select(" ~ Add a session...: ~ Delete a session...: ~ Reload settings...:"+((agitcheck() || agitcheck2())?" ~ End WOE session...":"")+": ~ ^777777Go back^000000")) { + switch(select(" ~ Add a session...", " ~ Delete a session...", " ~ Reload settings...", ((agitcheck() || agitcheck2())?" ~ End WOE session...": ""), " ~ ^777777Go back^000000")) { case 1: mes "[New Session]"; if (.Size > 127) { @@ -344,7 +344,7 @@ while(1) { mes "[New Session]"; mes "Are you sure?"; next; - switch(select(" ~ ^0055FFAdd session...^000000: ~ Continue selecting castles...: ~ ^777777Cancel^000000")) { + switch(select(" ~ ^0055FFAdd session...^000000", " ~ Continue selecting castles...", " ~ ^777777Cancel^000000")) { case 1: for(set .@i,0; .@i<.Size; set .@i,.@i+4) if ((.@day == $WOE_CONTROL[.@i] && .@end <= $WOE_CONTROL[.@i+1]) || .@day < $WOE_CONTROL[.@i]) { @@ -386,7 +386,7 @@ while(1) { mes "Delete ^0055FF"+.Days$[$WOE_CONTROL[.@i*4]]+"'s^000000 session?"; mes "This action cannot be undone."; next; - set .@j, select(" ~ ^FF0000Delete session...^000000: ~ ^777777Cancel^000000"); + set .@j, select(" ~ ^FF0000Delete session...^000000", " ~ ^777777Cancel^000000"); mes "[Remove Session]"; if (.@j == 2) mes "Cancelled."; @@ -405,7 +405,7 @@ while(1) { mes "Be aware that this will disrupt the current WOE session."; } next; - set .@i, select(" ~ ^0055FFReload settings...^000000: ~ ^777777Cancel^000000"); + set .@i, select(" ~ ^0055FFReload settings...^000000", " ~ ^777777Cancel^000000"); mes "[Reload Settings]"; if (.@i == 2) mes "Cancelled."; else { @@ -426,7 +426,7 @@ while(1) { mes " "; mes "Kill the current WOE session?"; next; - set .@i, select(" ~ ^FF0000End session...^000000:"+((.Options&1)?" ~ ^FF0000End session without rewards...^000000":"")+": ~ ^777777Cancel^000000"); + set .@i, select(" ~ ^FF0000End session...^000000", ((.Options&1)?" ~ ^FF0000End session without rewards...^000000": ""), " ~ ^777777Cancel^000000"); mes "[Force Agit End]"; if (.@i == 3) mes "Cancelled."; diff --git a/npc/dev/test.txt b/npc/dev/test.txt index 72cf86616..b35beb8ed 100644 --- a/npc/dev/test.txt +++ b/npc/dev/test.txt @@ -268,6 +268,19 @@ function script HerculesSelfTestHelper { callsub(OnCheck, "Order of + and *", .@x, 7); + // Binary ** operator + .@x = 2 ** 3; // .@x = 8; + callsub(OnCheck, "Binary ** operator", .@x, 8); + + // Associativity of ** + .@x = 2 ** 3 ** 2; // .@x = (2 ** 3) ** 2; + callsub(OnCheck, "Associativity of **", .@x, 64); + + // Order of ** and * + .@x = 5 * 2 ** 3 * 2; // .@x = 5 * (2 ** 3) * 2; + callsub(OnCheck, "Order of ** and *", .@x, 80); + + // << and >> operators .@x = 1<<3; // .@x = 1*2*2*2; callsub(OnCheck, "Left shift << operator", .@x, 8); @@ -606,7 +619,7 @@ function script HerculesSelfTestHelper { callsub(OnCheck, "'PORING' mob ID", PORING, 1002); callsub(OnCheck, "'NV_BASIC' skill ID", NV_BASIC, 1); callsub(OnCheck, "'Red_Potion' item ID", Red_Potion, 501); - callsub(OnCheck, "'Monster's_Feed' item ID", Monster's_Feed, 528); + callsub(OnCheck, "'Monsters_Feed' item ID", Monsters_Feed, 528); // setd/getd @@ -711,6 +724,24 @@ function script HerculesSelfTestHelper { callsub(OnCheck, "Callfunc (return NPC variables from another NPC)", callfunc("F_TestVarOfAnotherNPC", "TestVarOfAnotherNPC"), 1); callsub(OnCheck, "Callfunc (return NPC variables from another NPC - local variable overwrite check)", .x, 2); + callsub(OnCheckStr, "sprintf (%%)", sprintf("'%%'"), "'%'"); + callsub(OnCheckStr, "sprintf (%d)", sprintf("'%d'", 5), "'5'"); + callsub(OnCheckStr, "sprintf (neg. %d)", sprintf("'%d'", -5), "'-5'"); + callsub(OnCheckStr, "sprintf (%u)", sprintf("'%u'", 5), "'5'"); + callsub(OnCheckStr, "sprintf (%x)", sprintf("'%x'", 10), "'a'"); + callsub(OnCheckStr, "sprintf (%X)", sprintf("'%X'", 31), "'1F'"); + callsub(OnCheckStr, "sprintf (%s)", sprintf("'%s'", "Hello World!"), "'Hello World!'"); + callsub(OnCheckStr, "sprintf (%c)", sprintf("'%c'", "Hello World!"), "'H'"); + callsub(OnCheckStr, "sprintf (%+d)", sprintf("'%+d'", 5), "'+5'"); + callsub(OnCheckStr, "sprintf (%{n}d)", sprintf("'%5d'", 5), "' 5'"); + callsub(OnCheckStr, "sprintf (%-{n}d)", sprintf("'%-5d'", 5), "'5 '"); + callsub(OnCheckStr, "sprintf (%-+{n}d)", sprintf("'%-+5d'", 5), "'+5 '"); + callsub(OnCheckStr, "sprintf (%+0{n}d)", sprintf("'%+05d'", 5), "'+0005'"); + callsub(OnCheckStr, "sprintf (%0*d)", sprintf("'%0*d'", 5, 10), "'00010'"); + callsub(OnCheckStr, "sprintf (Two args)", sprintf("'%+05d' '%x'", 5, 0x7f), "'+0005' '7f'"); + callsub(OnCheckStr, "sprintf (positional)", sprintf("'%2$+05d'", 5, 6), "'+0006'"); + callsub(OnCheckStr, "sprintf (positional)", sprintf("'%2$s' '%1$c'", "First", "Second"), "'Second' 'F'"); + if (.errors) { debugmes "Script engine self-test [ \033[0;31mFAILED\033[0m ]"; debugmes "**** The test was completed with " + .errors + " errors. ****"; diff --git a/npc/events/MemorialDay_2008.txt b/npc/events/MemorialDay_2008.txt index 341138fce..b87bba5f2 100644 --- a/npc/events/MemorialDay_2008.txt +++ b/npc/events/MemorialDay_2008.txt @@ -51,7 +51,7 @@ prontera,182,214,4 script Lauds#Memorial 1_M_MERCHANT,{ mes "[Mad Sago Lauds]"; mes "Where is your towel!?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "My what?"; next; mes "[Mad Sago Lauds]"; @@ -61,7 +61,7 @@ prontera,182,214,4 script Lauds#Memorial 1_M_MERCHANT,{ mes "If you think this is just another holiday, I'm not going to waste my breath."; mes "But if you like to pay a tribute to great soldiers, I will help you ready yourself."; next; - if (select("I guess so...:Are you crazy or something?") == 2) { + if (select("I guess so...", "Are you crazy or something?") == 2) { mes "[Mad Sago Lauds]"; mes "Fine, be unprepared!"; next; @@ -107,7 +107,7 @@ prontera,182,214,4 script Lauds#Memorial 1_M_MERCHANT,{ delitem 1059,30; delitem 914,20; getitem 6025,1; - getnameditem 6025," + strcharinfo(0) + "; + getnameditem 6025," + strcharinfo(PC_NAME) + "; Memorial08 = 2; close; } @@ -118,7 +118,7 @@ prontera,182,214,4 script Lauds#Memorial 1_M_MERCHANT,{ mes "[Mad Sago Lauds]"; mes "Say, how do you like to go on a journey to pay a tribute to Memorial Day?"; next; - if (select("Sure.:No, I'm Busy.") == 2) { + if (select("Sure.", "No, I'm Busy.") == 2) { mes "[Mad Sago Lauds]"; mes "Don't come crying to me if someone decides to build a highway through your home!"; close; @@ -200,23 +200,18 @@ prontera,182,214,4 script Lauds#Memorial 1_M_MERCHANT,{ //== Memorial Plaque ======================================= prontera,153,286,4 script Memorial Plaque#Memorial 4_BOARD3,{ if (Memorial08 < 8) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "- It's a dusty old plaque.-"; close; } else if (Memorial08 == 8) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "- It's a dusty old plaque.-"; mes "'This must be what Lauds was talking about.'"; mes "'Let's dust it off with the towel.'"; next; Memorial08 = 9; getexp 93750,43750; - goto L_CleanPlaque; - } else if (Memorial08 >= 9) { - goto L_CleanPlaque; } - -L_CleanPlaque: mes "- You see a message from the cleaned plaque.-"; next; mes "-Although no sculptured marble should rise to their memory,-"; @@ -284,10 +279,10 @@ prontera,150,270,4 script Grast#Memorial 4_M_HUMERCHANT,{ mes "If you feel too burdened to gather them all,"; mes "I can provide you all the materials."; next; - if (select("I'll gather the rest.:Give me the materials.") == 2) { - goto L_GiveUp; + if (select("I'll gather the rest.", "Give me the materials.") == 2) { + callsub L_GiveUp; } - goto L_Continue; + callsub L_Continue; } else { mes "[Grast]"; mes "Oh, you've brought the materials I asked."; @@ -312,10 +307,10 @@ prontera,150,270,4 script Grast#Memorial 4_M_HUMERCHANT,{ mes "You'll have to bring me more materials afterwards."; mes "If you feel too burdened to gather them all, I can provide you all the materials."; next; - if (select("I'll gather the rest.:Give me the materials.") == 2) { - goto L_GiveUp; + if (select("I'll gather the rest.", "Give me the materials.") == 2) { + callsub L_GiveUp; } - goto L_Continue; + callsub L_Continue; } else { mes "[Grast]"; mes "Oh, you've brought everything I asked."; @@ -339,12 +334,12 @@ prontera,150,270,4 script Grast#Memorial 4_M_HUMERCHANT,{ next; mes "[Grast]"; mes "If I provide you all materials, however, I won't have to thank you for your service."; - mes "It's your call, " + strcharinfo(0) + "."; + mes "It's your call, " + strcharinfo(PC_NAME) + "."; next; - if (select("I'll gather the rest.:Give me the materials.") == 2) { - goto L_GiveUp; + if (select("I'll gather the rest.", "Give me the materials.") == 2) { + callsub L_GiveUp; } - goto L_Continue; + callsub L_Continue; } else { mes "[Grast]"; mes "Have you brought the materials I asked?"; @@ -357,12 +352,12 @@ prontera,150,270,4 script Grast#Memorial 4_M_HUMERCHANT,{ mes "[Grast]"; mes "You see, I have two different gifts in my each hand."; mes "A best thing would be giving you both of them, but..."; - mes "How do you like to test your luck, " + strcharinfo(0) + "?"; + mes "How do you like to test your luck, " + strcharinfo(PC_NAME) + "?"; next; mes "[Grast]"; mes "Okay, which hand would you like to pick?"; next; - if (select("Left hand.:Right hand.") == 2) { + if (select("Left hand.", "Right hand.") == 2) { mes "[Grast]"; mes "You've selected my right hand."; mes "Here's the gift for you."; diff --git a/npc/events/RWC_2011.txt b/npc/events/RWC_2011.txt index dcb373c96..1fc15bba5 100644 --- a/npc/events/RWC_2011.txt +++ b/npc/events/RWC_2011.txt @@ -49,7 +49,7 @@ prontera,114,81,5 script RWC2011 Agent#2 4_M_ATEIL,{ next; .@loop = 1; while(.@loop) { - switch(select("What is RWC?:Are you a New Agent?:I don't care.")) { + switch(select("What is RWC?", "Are you a New Agent?", "I don't care.")) { case 1: mes "[New Agent]"; if (BaseLevel < 70) @@ -85,7 +85,7 @@ prontera,114,81,5 script RWC2011 Agent#2 4_M_ATEIL,{ mes "[New Agent]"; mes "Would you like to listen to my story?"; next; - if(select("Sure, let me hear it.:No, thank you.") == 2) { + if(select("Sure, let me hear it.", "No, thank you.") == 2) { mes "[New Agent]"; mes "Arrgg!! Are you ignoring me because I'm new? Usually people listen..."; next; @@ -156,7 +156,7 @@ prontera,114,81,5 script RWC2011 Agent#2 4_M_ATEIL,{ emotion e_sob; mes "- He looks at you with imploring eyes. -"; next; - if(select("Ok, I will help you!:How much money can you offer me?") == 2) { + if(select("Ok, I will help you!", "How much money can you offer me?") == 2) { mes "[New Agent]"; mes "Have you decided to help me? Well, I will prepare some gifts. I'm sure you'll like them."; next; @@ -246,7 +246,7 @@ prontera,114,81,5 script RWC2011 Agent#2 4_M_ATEIL,{ mes "You've come again~"; mes "Thanks for the last time! We still have lots of cards to find. Could you help me out?"; next; - switch(select("Ok!:I'm busy now.")) { + switch(select("Ok!", "I'm busy now.")) { case 1: mes "[RWC2011 Agent]"; mes "It's the same mission as before."; diff --git a/npc/events/RWC_2012.txt b/npc/events/RWC_2012.txt index b23ebe2d3..ae1ded057 100644 --- a/npc/events/RWC_2012.txt +++ b/npc/events/RWC_2012.txt @@ -63,7 +63,7 @@ prontera,147,61,3 script Driller#pron 4_M_BARBER,{ mes "[Driller]"; mes "You should also know that making a card slot it extremely dangerous. ^ff0000Chances to succeed are about 50%.^000000 Do you wish to proceed?"; next; - if(select("Cancel:Let's go!") == 1) { + if(select("Cancel", "Let's go!") == 1) { mes "[Driller]"; mes "See ya then."; close; @@ -89,12 +89,12 @@ prontera,147,61,3 script Driller#pron 4_M_BARBER,{ delequip .@part; if (rand(1,10) > 5) { getitem .@slotted,1; - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); mes "[Driller]"; mes "Yay! Success! Your "+.@name$+" now has a card slot. Check it out!"; close; } else { - specialeffect2 EF_LORD; + specialeffect(EF_LORD, AREA, playerattached()); mes "[Driller]"; mes "Awww... Damn weak "+.@str$+"... It broke during the procedure. I'm sorry."; close; @@ -126,7 +126,7 @@ prontera,147,59,3 script Goldberg#pron 4_M_OILMAN,{ mes "However, I can see that the accessory you are wearing is not something I can work on. Please equip a RWC Memorial accessory."; close; } - .@select = select("Sorry, not interested.:Please, empower my accessory.:Remove the Enchant.")-1; + .@select = select("Sorry, not interested.", "Please, empower my accessory.", "Remove the Enchant.")-1; if (.@select == 0) { mes "[Goldberg]"; mes "Alright, then, see you next time..."; @@ -167,25 +167,25 @@ prontera,147,59,3 script Goldberg#pron 4_M_OILMAN,{ mes "Which enchantment would you like to infuse?"; next; setarray .@enchant_select[0],1,2,3,4; - .@i = select("Cancel:Fighting Spirit:ATK (%):Max HP:HP")-2; + .@i = select("Cancel", "Fighting Spirit", "ATK (%)", "Max HP", "HP")-2; break; case 3: setarray .@enchant_select[0],5,6,7; - .@i = select("Cancel:Spell:MATK (%):SP")-2; + .@i = select("Cancel", "Spell", "MATK (%)", "SP")-2; break; case 2: mes "[Goldberg]"; mes "^ff0000Be careful! There is about a 25% chance that the enchantment will fail. If this happens, the item will be destroyed.^000000 Which enchantment would you like to infuse?"; next; setarray .@enchant_select[0],8,9,10,11,12,13,14; - .@i = select("Cancel:STR:AGI:VIT:INT:DEX:LUK:SP")-2; + .@i = select("Cancel", "STR", "AGI", "VIT", "INT", "DEX", "LUK", "SP")-2; break; case 1: mes "[Goldberg]"; mes "^ff0000There is about a 25% chance that the enchantment will fail. If this happens, the item will be destroyed.^000000 Which enchantment would you like to infuse?"; next; setarray .@enchant_select[0],8,9,10,11,12,13,15,16; - .@i = select("Cancel:STR:AGI:VIT:INT:DEX:LUK:MHP:HP")-2; + .@i = select("Cancel", "STR", "AGI", "VIT", "INT", "DEX", "LUK", "MHP", "HP")-2; break; case 0: mes "[Goldberg]"; @@ -200,7 +200,7 @@ prontera,147,59,3 script Goldberg#pron 4_M_OILMAN,{ mes "[Goldberg]"; mes "The power of the enchantment will be randomly chosen. ^ff0000Once infused, the enchantment cannot be removed.^000000 Shall we continue?"; next; - if(select("No, please stop.:Yes, please proceed.") == 1) { + if(select("No, please stop.", "Yes, please proceed.") == 1) { mes "[Goldberg]"; mes "Alright, then, see you next time..."; close; @@ -293,7 +293,7 @@ prontera,147,59,3 script Goldberg#pron 4_M_OILMAN,{ mes "[Goldberg]"; mes "Oh gosh!"; mes "The item was not strong enough to bear the enchantment and thus got destroyed. I am sorry."; - specialeffect2 EF_LORD; + specialeffect(EF_LORD, AREA, playerattached()); close; } if (.@enchant == 0) { // Should never happen. @@ -303,7 +303,7 @@ prontera,147,59,3 script Goldberg#pron 4_M_OILMAN,{ mes "[Goldberg]"; mes "Great!"; mes "The enchantment is a success! It will be applied in socket No.^990000"+(.@slot+1)+"^000000."; - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); } //GetNonSlotItemSock2 .@equip_refine .@equip_id .@equip_card[0] .@equip_card[1] .@equip_card[2] .@equip_card[3] @@ -314,7 +314,7 @@ prontera,147,59,3 script Goldberg#pron 4_M_OILMAN,{ mes "[Goldberg]"; mes "I will just initialize the enchant option without doing anything to the slotted card. You wanna continue?"; next; - if(select("I will stop.:Yep, sure, go on.") == 1) { + if(select("I will stop.", "Yep, sure, go on.") == 1) { mes "[Goldberg]"; mes "Come back if you change your mind."; close; @@ -329,7 +329,7 @@ prontera,147,59,3 script Goldberg#pron 4_M_OILMAN,{ mes "Hm... this equipment is clean. I cannot initialize it if there's nothing! Check it again."; close; } - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); mes "[Goldberg]"; mes "The enchant option in your item will be initialized."; delitem RWC_Inicializer,1; diff --git a/npc/events/StPatrick_2008.txt b/npc/events/StPatrick_2008.txt index 9b4123345..323792344 100644 --- a/npc/events/StPatrick_2008.txt +++ b/npc/events/StPatrick_2008.txt @@ -89,7 +89,7 @@ prt_fild05,170,286,4 script Anxious Leprechaun#8pday 4_M_PATRICK,{ mes "I have not even begun brewing me famous green ale on account of this mess."; mes "I will ask ye, will ya help get me treasure back?"; next; - if (select("Sure, I can help you.:I'm too busy.") == 2) { + if (select("Sure, I can help you.", "I'm too busy.") == 2) { mes "[O'Riley the Leprechaun]"; mes "Aye, I understand."; mes "Thank you for listening to me tale."; @@ -182,7 +182,7 @@ prt_fild05,170,286,4 script Anxious Leprechaun#8pday 4_M_PATRICK,{ mes "It be a fair bounty for the ill-gotten coins."; mes "So, what kind of coin have ye brought?"; next; - switch(select("Bronze Coins:Silver Coins:Gold Coins:Quit.")) { + switch(select("Bronze Coins", "Silver Coins", "Gold Coins", "Quit.")) { case 1: mes "[O'Riley the Leprechaun]"; mes "Thank you. Here's your ale~"; @@ -232,14 +232,14 @@ OnTouch: close; } else { - if (select("Use Firecrackers.:Ignore") == 2) { + if (select("Use Firecrackers.", "Ignore") == 2) { close; } mes "You buried 200 Firecrackers under the pile of rocks."; mes "You light the fuse."; next; mes "*BOOM!*"; - specialeffect2 EF_LORD; + specialeffect(EF_LORD, AREA, playerattached()); next; mes "After A cloud of dust and smoke has dissipated,"; mes "You've found a box between the rocks and soil."; diff --git a/npc/events/children_week.txt b/npc/events/children_week.txt index 5c72df97f..2cb654cd8 100644 --- a/npc/events/children_week.txt +++ b/npc/events/children_week.txt @@ -54,7 +54,7 @@ prontera,146,91,5 script Pandit chacha#child07 1_M_PUBMASTER,{ mes "I would like to give the small gift to little adventurer..."; mes "What about you? Do you want to take it?"; next; - if(select("No. I will take it later.:Sure, I want.") == 1) { + if(select("No. I will take it later.", "Sure, I want.") == 1) { mes "[Pandit chacha]"; mes "That's too bad.... hum..."; mes "I gathered some stuffs from far a way world to make it...."; @@ -76,7 +76,7 @@ prontera,146,91,5 script Pandit chacha#child07 1_M_PUBMASTER,{ mes "You did good work."; mes "Could you give me 1 Wedding Bouquet and 1 Witherless Rose? "; next; - if(select("Not yet.:Sure, take it.") == 1) { + if(select("Not yet.", "Sure, take it.") == 1) { mes "[Pandit chacha]"; mes "If you are not prepared yet, call me when you ready."; close; diff --git a/npc/events/christmas_2005.txt b/npc/events/christmas_2005.txt index d3d9841e2..cba1581e0 100644 --- a/npc/events/christmas_2005.txt +++ b/npc/events/christmas_2005.txt @@ -64,8 +64,8 @@ xmas_in,89,92,5 script Louise Kim#designer 4_F_06,{ mes ""; emotion e_lv; next; - if (countitem(Santa's_Hat) > 0) { - if (select("Here.:It's ok.") == 1) { + if (countitem(Santas_Hat) > 0) { + if (select("Here.", "It's ok.") == 1) { mes "[Designer Louise Kim]"; mes "Nice choice!!"; mes "If I do it like this ..."; @@ -73,7 +73,7 @@ xmas_in,89,92,5 script Louise Kim#designer 4_F_06,{ mes "finally it'll turn into fantastic hat."; mes "But before that,I need some materials to make with."; next; - if (select("What are the materials?:So what? I don't want to know.") == 1) { + if (select("What are the materials?", "So what? I don't want to know.") == 1) { mes "[Designer Louise Kim]"; mes "Well, nothing special."; mes "Basically, you need Santa's hat of course."; @@ -108,7 +108,7 @@ xmas_in,89,92,5 script Louise Kim#designer 4_F_06,{ mes "~With the number one designer, Louise Kim,~"; mes "~you are the most blessed soul.~"; emotion e_ho; - misceffect EF_BLESSING; + specialeffect(EF_BLESSING); next; mes "-Immediately, she puts Rosary in an-"; mes "-unknown liquid and dissolves it.-"; @@ -120,7 +120,7 @@ xmas_in,89,92,5 script Louise Kim#designer 4_F_06,{ mes "~With the number one designer, Louise Kim,~"; mes "~you are the luckiest soul.~"; emotion e_ho; - misceffect EF_GLORIA; + specialeffect(EF_GLORIA); next; mes "-She starts sewing the hat with -"; mes "-a Cactus Needle and a thread.-"; @@ -131,7 +131,7 @@ xmas_in,89,92,5 script Louise Kim#designer 4_F_06,{ mes "~The most talented disigner,~"; mes "~L_O_U_I_S_E K_I_M~"; emotion e_lv; - misceffect EF_BENEDICTIO; + specialeffect(EF_BENEDICTIO); next; mes "[Designer Louise Kim]"; mes "Here!! All done~~"; @@ -160,11 +160,11 @@ xmas_in,89,92,5 script Louise Kim#designer 4_F_06,{ mes "~Who would be happier than~"; mes "~being with Louise.~"; emotion e_ho; - delitem Santa's_Hat,1; + delitem Santas_Hat,1; delitem Cactus_Needle,1; delitem Holy_Water,10; delitem Rosary,1; - getitem Santa's_Hat_,1; + getitem Santas_Hat_,1; close; } else { @@ -228,7 +228,7 @@ prontera,155,285,3 script Enjoy#enjoy 4_M_MONK,{ mes "!!!!!!!!!!!"; mes "!!!!!!!!!!!!!"; next; - switch(select("Wow!:Hm...I'm not interested.:I have ~")){ + switch(select("Wow!", "Hm...I'm not interested.", "I have ~")){ case 1: mes "[Enjoy]"; mes "Alright~~!!!"; @@ -256,7 +256,7 @@ prontera,155,285,3 script Enjoy#enjoy 4_M_MONK,{ mes "and tell him about our plan."; mes "On a way back, bring as many phalanges as you can. "; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Alright,sir!!!"; next; mes "[Enjoy]"; @@ -272,7 +272,7 @@ prontera,155,285,3 script Enjoy#enjoy 4_M_MONK,{ mes "We are not being jealous,"; mes "It's just not right leading a loose life!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Let's punish!!!!!!!!!!!!!!!!!!!!!!!!!!!"; christ_solo05 = 1; close; @@ -299,7 +299,7 @@ prontera,155,285,3 script Enjoy#enjoy 4_M_MONK,{ mes "........................"; mes "Get lost,you devil!!!!!!"; specialeffect EF_BEGINASURA; - specialeffect2 EF_HIT2; + specialeffect(EF_HIT2, AREA, playerattached()); Hp /= 2; Hp /= 2; close2; @@ -336,7 +336,7 @@ prontera,155,285,3 script Enjoy#enjoy 4_M_MONK,{ mes "Fine!!"; mes "You are all ready!!!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Wait!!"; mes "Where's other people??"; next; @@ -352,7 +352,7 @@ prontera,155,285,3 script Enjoy#enjoy 4_M_MONK,{ donpcevent "Mas#mas02::OnCommandOn"; donpcevent "Event#event02::OnCommandOn"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Oh.. Yup!!!"; next; mes "[Enjoy]"; @@ -408,7 +408,7 @@ prontera,155,285,3 script Enjoy#enjoy 4_M_MONK,{ donpcevent "Christ#christ02::OnCommandEmotion"; donpcevent "Mas#mas02::OnCommandEmotion"; donpcevent "Event#event02::OnCommandEmotion"; - misceffect EF_HITLINE2; + specialeffect(EF_HITLINE2); delitem Branch_Of_Dead_Tree,5; //Branch_of_Dead_Tree christ_solo05 = 6; donpcevent "Happymerry#happymerry02::OnCommandOff"; @@ -416,32 +416,32 @@ prontera,155,285,3 script Enjoy#enjoy 4_M_MONK,{ donpcevent "Mas#mas02::OnCommandOff"; donpcevent "Event#event02::OnCommandOff"; close2; - mapannounce "prontera", "Single soldiers "+ strcharinfo(0) +"'s sorrow spread all over the town.",bc_map,0x66FFCC; - monster "prontera",155,300,""+ strcharinfo(0) +"'s anguish",1062,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",156,300,""+ strcharinfo(0) +"'s jealousy",1062,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",157,300,""+ strcharinfo(0) +"'s despair",1062,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",158,300,""+ strcharinfo(0) +"'s frustration",1062,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",154,300,""+ strcharinfo(0) +"'s bombing",1062,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",158,299,""+ strcharinfo(0) +"'s grudge",1246,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",157,299,""+ strcharinfo(0) +"'s curse",1246,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",156,299,""+ strcharinfo(0) +"'s anger",1246,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",155,299,""+ strcharinfo(0) +"'s grief",1246,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",154,299,""+ strcharinfo(0) +"'s hatred",1246,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",158,298,""+ strcharinfo(0) +"'s a bitter taste of solo",1245,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",157,298,""+ strcharinfo(0) +"'s couple punisher",1245,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",156,298,""+ strcharinfo(0) +"'s loneliness",1245,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",155,298,""+ strcharinfo(0) +"'s sobbing",1245,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",154,298,""+ strcharinfo(0) +"'s darkness",1245,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",158,297,""+ strcharinfo(0) +"'s depression",1244,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",157,297,""+ strcharinfo(0) +"'s estrangement",1244,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",156,297,""+ strcharinfo(0) +"'s nightmare",1244,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",155,297,""+ strcharinfo(0) +"'s wail",1244,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",154,297,""+ strcharinfo(0) +"'s whisper",1244,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",158,296,""+ strcharinfo(0) +"'s regret",1588,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",157,296,""+ strcharinfo(0) +"'s shadow",1588,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",156,296,""+ strcharinfo(0) +"'s couplebreaker",1588,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",155,296,""+ strcharinfo(0) +"'s sadness",1588,1,"Enjoy#enjoy::OnMyMobDead"; - monster "prontera",154,296,""+ strcharinfo(0) +"'s symbol of brokenheart",1588,1,"Enjoy#enjoy::OnMyMobDead"; + mapannounce "prontera", "Single soldiers "+ strcharinfo(PC_NAME) +"'s sorrow spread all over the town.",bc_map,0x66FFCC; + monster "prontera",155,300,""+ strcharinfo(PC_NAME) +"'s anguish",1062,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",156,300,""+ strcharinfo(PC_NAME) +"'s jealousy",1062,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",157,300,""+ strcharinfo(PC_NAME) +"'s despair",1062,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",158,300,""+ strcharinfo(PC_NAME) +"'s frustration",1062,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",154,300,""+ strcharinfo(PC_NAME) +"'s bombing",1062,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",158,299,""+ strcharinfo(PC_NAME) +"'s grudge",1246,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",157,299,""+ strcharinfo(PC_NAME) +"'s curse",1246,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",156,299,""+ strcharinfo(PC_NAME) +"'s anger",1246,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",155,299,""+ strcharinfo(PC_NAME) +"'s grief",1246,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",154,299,""+ strcharinfo(PC_NAME) +"'s hatred",1246,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",158,298,""+ strcharinfo(PC_NAME) +"'s a bitter taste of solo",1245,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",157,298,""+ strcharinfo(PC_NAME) +"'s couple punisher",1245,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",156,298,""+ strcharinfo(PC_NAME) +"'s loneliness",1245,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",155,298,""+ strcharinfo(PC_NAME) +"'s sobbing",1245,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",154,298,""+ strcharinfo(PC_NAME) +"'s darkness",1245,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",158,297,""+ strcharinfo(PC_NAME) +"'s depression",1244,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",157,297,""+ strcharinfo(PC_NAME) +"'s estrangement",1244,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",156,297,""+ strcharinfo(PC_NAME) +"'s nightmare",1244,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",155,297,""+ strcharinfo(PC_NAME) +"'s wail",1244,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",154,297,""+ strcharinfo(PC_NAME) +"'s whisper",1244,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",158,296,""+ strcharinfo(PC_NAME) +"'s regret",1588,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",157,296,""+ strcharinfo(PC_NAME) +"'s shadow",1588,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",156,296,""+ strcharinfo(PC_NAME) +"'s couplebreaker",1588,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",155,296,""+ strcharinfo(PC_NAME) +"'s sadness",1588,1,"Enjoy#enjoy::OnMyMobDead"; + monster "prontera",154,296,""+ strcharinfo(PC_NAME) +"'s symbol of brokenheart",1588,1,"Enjoy#enjoy::OnMyMobDead"; donpcevent "Enjoy#enjoy::OnCommandGo"; end; } @@ -607,7 +607,7 @@ prontera,188,177,4 script Happymerry#happymerry 4_M_LGTMAN,{ mes "I hate christmas~!"; emotion e_sob; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Are...you...?"; next; mes "[Happymerry]"; @@ -618,7 +618,7 @@ prontera,188,177,4 script Happymerry#happymerry 4_M_LGTMAN,{ mes "Blessing? Gloria~~?!"; mes "Couples~~duh~!!!!!!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "You seem to be the right one!!!"; mes "Enjoy is waiting for you."; mes "let's go!!!"; @@ -637,7 +637,7 @@ prontera,188,177,4 script Happymerry#happymerry 4_M_LGTMAN,{ mes "So,where is Enjoy?"; mes "Where is he?!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "He's waiting for you!"; mes "Go ahead~"; mes "I'll follow you after contacting others."; @@ -689,7 +689,7 @@ prontera,62,339,3 script Christ#christ 4_M_PECOKNIGHT,{ mes "Only thing I need is this chubby Pecopeco~!"; mes ""; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Um..."; next; mes "[Christ]"; @@ -706,14 +706,14 @@ prontera,62,339,3 script Christ#christ 4_M_PECOKNIGHT,{ mes "I'm not gonna be lonely~"; mes "No I won't!!!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Actually Enjoy told me..."; next; mes "[Christ]"; mes "Huh? What did you say?"; mes "Enjoy? You know him? Then,you must be the one whom Happymerry sent!?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Yes~ Happymerry sent me..."; next; mes "[Christ]"; @@ -783,7 +783,7 @@ prontera,163,66,7 script Mas#mas 4_M_ALCHE_A,{ mes "No time to waste~~"; mes "Let's dig herbs......."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hey~are you ok? Are you Mas?"; next; mes "[Mas]"; @@ -794,7 +794,7 @@ prontera,163,66,7 script Mas#mas 4_M_ALCHE_A,{ mes "Never mind!! What am I thinking?!!"; mes "Get away~I have dig herbs~"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Mas!!"; mes "Are you ok?!"; mes "Christ sent me."; @@ -809,7 +809,7 @@ prontera,163,66,7 script Mas#mas 4_M_ALCHE_A,{ mes "[Mas]"; mes "...Are going with me?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "No~~"; mes "I have something left to do."; mes "I have to tell others about this."; @@ -854,14 +854,14 @@ prontera,35,209,5 script Event#event 4_M_SITDOWN,{ mes "[Event]"; mes "........................"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Are... you...?"; next; mes "[Event]"; mes "...I love you too~!!!"; emotion e_omg,1; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "(Oh,my..)"; next; mes "[Event]"; @@ -875,7 +875,7 @@ prontera,35,209,5 script Event#event 4_M_SITDOWN,{ //Emotion "Event#event" ET_KIK emotion e_kis; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Mas sent me here."; mes "You know about Enjoy's plan, right?"; mes "...Are you listening?"; @@ -896,7 +896,7 @@ prontera,35,209,5 script Event#event 4_M_SITDOWN,{ mes "-and packed his stuff and bowed to Kafra.-"; mes ""; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Finally!!! Done telling everyone!!"; mes "Now I should get my ^0000FFBranch of Dead Tree^000000s packed up"; mes "and go punish singles!!!"; @@ -914,7 +914,7 @@ prontera,35,209,5 script Event#event 4_M_SITDOWN,{ mes "-He talked to his right hand-"; mes "-and packed his stuff and bowed to Kafra.-"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Finally!!! Done telling everyone!!"; mes "Now I should get my things packed up"; mes "and go punish singles!!!"; @@ -929,7 +929,7 @@ prontera,35,209,5 script Event#event 4_M_SITDOWN,{ mes "...I love you too~!!!"; emotion e_omg,1; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "(Oh.my~)"; next; mes "[Event]"; @@ -953,7 +953,7 @@ prontera,156,242,0 script Oholy#pron::OholyDup 1_F_PRIEST,{ mes "The Lord has come."; specialeffect EF_GLORIA; next; - if (Sex) { + if (Sex == SEX_MALE) { mes "[Oholy]"; mes "Merry Christmas!"; mes "Dear brother, what comes in"; @@ -967,7 +967,7 @@ prontera,156,242,0 script Oholy#pron::OholyDup 1_F_PRIEST,{ mes "your mind when you think of Christmas?"; next; } - switch(select("Santa Claus:Christmas Gifts:Christmas Carols:Santa Hat:I don't like couples")) { + switch(select("Santa Claus", "Christmas Gifts", "Christmas Carols", "Santa Hat", "I don't like couples")) { case 1: mes "[Oholy]"; mes "Santa Claus!"; @@ -1055,7 +1055,7 @@ prontera,156,242,0 script Oholy#pron::OholyDup 1_F_PRIEST,{ next; mes "[Oholy]"; mes "Well, please bring me back"; - mes "Christmas carol music book, "+ strcharinfo(0) +"."; + mes "Christmas carol music book, "+ strcharinfo(PC_NAME) +"."; mes "That little devil will be still"; mes "in the town because it only happened a few minutes ago."; next; @@ -1168,12 +1168,12 @@ prontera,156,242,0 script Oholy#pron::OholyDup 1_F_PRIEST,{ mes "-You started humming then,-"; mes "-began to sing the next phase-"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "~Soon the snowflackes will fall~"; mes "~and tomorrow you'll see~"; mes "~Every wish, one and all,~"; mes "~waiting under the tree.~"; - specialeffect2 EF_GLORIA; + specialeffect(EF_GLORIA, AREA, playerattached()); next; mes "[Oholy]"; mes "Oh, my. You have a wonderful"; @@ -1370,7 +1370,7 @@ prontera,156,242,0 script Oholy#pron::OholyDup 1_F_PRIEST,{ emotion e_heh; delitem Worn_Out_Page,1; christ_carol05 = 3; - getitem Santa's_Hat,1; + getitem Santas_Hat,1; close; } } @@ -1414,7 +1414,7 @@ function script F_carol_devi { mes "soul and be bound in a beneficial contract with me?"; emotion e_kis; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hey, you! Deviruchi!!!"; mes "What a brat!!! Gotcha!"; next; @@ -1437,7 +1437,7 @@ function script F_carol_devi { enablenpc getarg(1); disablenpc getarg(0); next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Rudolph... If... Foggy..."; mes "Sledge... Reindeer..."; mes "Hmm, I think I got what I need."; @@ -1505,7 +1505,7 @@ function script F_carol_devi { mes "soul and be bound in a beneficial contract with me?"; emotion e_omg; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hey, you! Deviruchi!!!"; mes "What a brat!!! Gotcha!"; next; @@ -1535,7 +1535,7 @@ function script F_carol_devi2 { mes "soul and be bound in a beneficial contract with me?"; emotion e_omg; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hey, you! Deviruchi!!!"; mes "What a brat!!! Gotcha!"; next; diff --git a/npc/events/christmas_2008.txt b/npc/events/christmas_2008.txt index 593a23caf..6d8621545 100644 --- a/npc/events/christmas_2008.txt +++ b/npc/events/christmas_2008.txt @@ -65,7 +65,7 @@ prontera,226,306,4 script Caroller#iROxmas08 1_F_PRIEST,{ next; mes "[Caroller]"; mes "Merry Christmas!"; - if (Sex) { + if (Sex == SEX_MALE) { mes "Hey, boy! What comes to mind when"; } else { mes "Hey, girl! What comes to mind when"; @@ -73,7 +73,7 @@ prontera,226,306,4 script Caroller#iROxmas08 1_F_PRIEST,{ mes "you think about Christmas?"; next; } - switch(select("Santa Claus:Gift Boxes:Carols:Santa Costumes:Fake Santa Antonio")) { + switch(select("Santa Claus", "Gift Boxes", "Carols", "Santa Costumes", "Fake Santa Antonio")) { case 1: mes "[Caroller]"; @@ -146,7 +146,7 @@ prontera,226,306,4 script Caroller#iROxmas08 1_F_PRIEST,{ mes "[Caroller]"; mes "I can bake you a cake, and I can carve your name on the cake, if you want!"; next; - if (select("No, thanks.:Please name it for me.") == 2) { + if (select("No, thanks.", "Please name it for me.") == 2) { mes "[Caroller]"; mes "Thank for your help!"; next; @@ -159,7 +159,7 @@ prontera,226,306,4 script Caroller#iROxmas08 1_F_PRIEST,{ next; emotion e_heh; delitem 6092,6; - getnameditem 12354,"+strcharinfo(0)+"; + getnameditem 12354,"+strcharinfo(PC_NAME)+"; mes "[Caroller]"; mes "Let's care about others around you on this Christmas season!"; close; @@ -209,11 +209,11 @@ prontera,226,306,4 script Caroller#iROxmas08 1_F_PRIEST,{ mes "[Caroller]"; mes "I am so devastated, since the Singing Crystal has been the hope of many children around the villages."; next; - if (select("There's no other way to carol?:You can hear carols in Lutie.") == 2) { + if (select("There's no other way to carol?", "You can hear carols in Lutie.") == 2) { mes "[Caroller]"; mes "And just stay there, every Christmas, for your whole life?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What? What do you mean?"; next; mes "[Caroller]"; @@ -441,7 +441,7 @@ prontera,226,306,4 script Caroller#iROxmas08 1_F_PRIEST,{ next; emotion e_ok; getitem 2784,1; - getnameditem 12354,"+strcharinfo(0)+"; + getnameditem 12354,"+strcharinfo(PC_NAME)+"; delitem 1019,10; delitem 1005,1; delitem 7312,1; @@ -463,7 +463,7 @@ prontera,226,306,4 script Caroller#iROxmas08 1_F_PRIEST,{ mes "Wow! Were you naughty or nice this year?"; mes "All right, what comes to your mind when you think about Christmas?"; next; - switch(select("Carolling:Santa Claus:Gift Boxes:Santa Costume:Not much really...")) { + switch(select("Carolling", "Santa Claus", "Gift Boxes", "Santa Costume", "Not much really...")) { case 1: mes "[Santa Claus]"; @@ -476,7 +476,7 @@ prontera,226,306,4 script Caroller#iROxmas08 1_F_PRIEST,{ case 2: mes "[Santa Claus]"; - if (Sex) { + if (Sex == SEX_MALE) { mes "Ho ho ho! What a good boy!"; } else { mes "Ho ho ho! What a good girl!"; @@ -514,7 +514,7 @@ prontera,226,306,4 script Caroller#iROxmas08 1_F_PRIEST,{ mes "[Santa Claus]"; mes "Do you want to play a game with me?"; next; - if (select("No, thanks.:Yes, I would.") == 1) { + if (select("No, thanks.", "Yes, I would.") == 1) { mes "[Santa Claus]"; mes "Aww, don't be afraid."; mes "If you've been a little naughty this year I won't stuff your stockings with coal."; @@ -575,23 +575,23 @@ prontera,226,306,4 script Caroller#iROxmas08 1_F_PRIEST,{ mes "I'm picking up only one!"; mes "Please guess what is is."; next; - switch(select("Poring:Angeling:Ghostring")) { + switch(select("Poring", "Angeling", "Ghostring")) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Um...I choose Poring!"; .@SantaCardP = 1; next; break; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Um...I choose Angeling!"; .@SantaCardP = 2; next; break; case 3: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Um...I choose Ghostring!"; .@SantaCardP = 3; next; @@ -634,7 +634,7 @@ prontera,226,306,4 script Caroller#iROxmas08 1_F_PRIEST,{ } } if (.@SantaCardWins < 3) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This is just luck."; mes "Let me try again!!"; next; @@ -709,7 +709,7 @@ prontera,226,306,4 script Caroller#iROxmas08 1_F_PRIEST,{ next; mes "[Santa Claus]"; mes "........................"; - if (Sex) { + if (Sex == SEX_MALE) { mes "Oh! Poor boy..."; } else { mes "Oh! Poor girl..."; @@ -717,7 +717,7 @@ prontera,226,306,4 script Caroller#iROxmas08 1_F_PRIEST,{ next; mes "[Santa Claus]"; mes "........................"; - if (Sex) { + if (Sex == SEX_MALE) { mes "Oh! Poor boy..."; } else { mes "Oh! Poor girl..."; @@ -763,7 +763,7 @@ xmas_in,89,92,4 script Louise Kim#iROxmas08 4_F_06,{ mes "[Louise Kim]"; mes "Are you interested?"; next; - if (select("Nope.:Yes, please.") == 1) { + if (select("Nope.", "Yes, please.") == 1) { mes "[Louise Kim]"; mes "Ah!"; mes "You're silly! You lost your big chance!"; @@ -785,7 +785,7 @@ xmas_in,89,92,4 script Louise Kim#iROxmas08 4_F_06,{ mes "[Louise Kim]"; mes "Anyway, can you bring me some stuff?"; next; - if (select("Why not? What do you need?:Sorry, no time.") == 2) { + if (select("Why not? What do you need?", "Sorry, no time.") == 2) { emotion e_heh; mes "[Louise Kim]"; mes "What?"; diff --git a/npc/events/easter_2008.txt b/npc/events/easter_2008.txt index 48417f8bd..4d914ebcb 100644 --- a/npc/events/easter_2008.txt +++ b/npc/events/easter_2008.txt @@ -46,7 +46,7 @@ prontera,111,99,5 script Egg Salesman#prt::EggVendor 4W_M_02,{ mes "Eggs that I'm selling?"; next; while(1) { - switch(select("What are you doing?:Why Chicken Eggs?:Sure, I'll buy some.:Never mind.")) { + switch(select("What are you doing?", "Why Chicken Eggs?", "Sure, I'll buy some.", "Never mind.")) { case 1: mes "[Egg Salesman]"; mes "What am I--? I'm"; @@ -238,7 +238,7 @@ prontera,230,312,3 script Nerlen#es07 1_F_PRIEST,{ mes "Would you like me to"; mes "make some for you?"; next; - switch(select("What do I need to make Holy Eggs?:I want to make Holy Eggs.:Maybe next time.")) { + switch(select("What do I need to make Holy Eggs?", "I want to make Holy Eggs.", "Maybe next time.")) { case 1: mes "[Nerlen]"; mes "For each Holy Egg"; @@ -354,7 +354,7 @@ morocc,131,26,5 script Secret Corps#egg 4_M_MASKMAN,{ mes "Why don't"; mes "you... Join us?"; next; - switch(select("What for?:Um... But you're suspicious!")) { + switch(select("What for?", "Um... But you're suspicious!")) { case 1: mes "[Corps Member]"; mes "I see I've caught your"; @@ -394,7 +394,7 @@ morocc,131,26,5 script Secret Corps#egg 4_M_MASKMAN,{ mes "I hope you brought the"; mes "10 Holy Eggs I require."; next; - switch(select("Give Holy Eggs:Don't Give Holy Eggs")) { + switch(select("Give Holy Eggs", "Don't Give Holy Eggs")) { case 1: mes "[Corps Member]"; mes "So you do wish to"; @@ -472,7 +472,7 @@ morocc,131,26,5 script Secret Corps#egg 4_M_MASKMAN,{ mes "Now, did you bring me"; mes "33 Holy Eggs for your task?"; next; - switch(select("Give Holy Eggs:Don't Give Holy Eggs")) { + switch(select("Give Holy Eggs", "Don't Give Holy Eggs")) { case 1: if (countitem(Holy_Egg) > 32) { mes "[Corps Member]"; @@ -597,7 +597,7 @@ morocc,131,26,5 script Secret Corps#egg 4_M_MASKMAN,{ mes "back with good news."; mes "So did it work?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Actually..."; mes "Nothing happened...."; next; @@ -650,7 +650,7 @@ morocc,131,26,5 script Secret Corps#egg 4_M_MASKMAN,{ pay_dun00,22,127,0 script Trace#egg1 CLEAR_NPC,{ if (easter2008 == 5) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well..."; mes "This is the place"; mes "the Corps Member"; @@ -659,21 +659,21 @@ pay_dun00,22,127,0 script Trace#egg1 CLEAR_NPC,{ mes "these Holy Eggs."; next; if (countitem(Holy_Egg) > 32) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Here we go..."; mes "Will this really bring"; mes "this ancient hero"; mes "back to life? I'm..."; mes "I'm kind of scared!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "..............................."; mes "..............................."; mes "..............................."; mes "..............................."; mes "..............................."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "^333333*Whew!*^000000 Nothing happened!"; mes "I guess I better go back to"; mes "that Corps Member and let"; @@ -684,7 +684,7 @@ pay_dun00,22,127,0 script Trace#egg1 CLEAR_NPC,{ end; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh? Where did I put"; mes "those 33 Holy Eggs"; mes "that I needed for this?"; @@ -692,7 +692,7 @@ pay_dun00,22,127,0 script Trace#egg1 CLEAR_NPC,{ } } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "There was something"; mes "here, but I can't tell"; mes "for sure what it was..."; @@ -702,7 +702,7 @@ pay_dun00,22,127,0 script Trace#egg1 CLEAR_NPC,{ iz_dun02,340,346,0 script Trace#egg CLEAR_NPC,{ if (easter2008 == 6) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well..."; mes "This is the place"; mes "the Corps Member"; @@ -711,21 +711,21 @@ iz_dun02,340,346,0 script Trace#egg CLEAR_NPC,{ mes "these Holy Eggs."; next; if (countitem(Holy_Egg) > 32) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Here we go..."; mes "Will this really bring"; mes "this ancient hero"; mes "back to life? I'm..."; mes "I'm kind of scared!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "..............................."; mes "..............................."; mes "..............................."; mes "..............................."; mes "..............................."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "^333333*Whew!*^000000 Nothing happened!"; mes "I guess I better go back to"; mes "that Corps Member and let"; @@ -736,7 +736,7 @@ iz_dun02,340,346,0 script Trace#egg CLEAR_NPC,{ end; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh? Where did I put"; mes "those 33 Holy Eggs"; mes "that I needed for this?"; @@ -744,7 +744,7 @@ iz_dun02,340,346,0 script Trace#egg CLEAR_NPC,{ } } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "There was something"; mes "here, but I can't tell"; mes "for sure what it was..."; @@ -754,7 +754,7 @@ iz_dun02,340,346,0 script Trace#egg CLEAR_NPC,{ mjo_dun03,308,256,0 script Trace#egg2 CLEAR_NPC,{ if (easter2008 == 7) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well..."; mes "This is the place"; mes "the Corps Member"; @@ -763,21 +763,21 @@ mjo_dun03,308,256,0 script Trace#egg2 CLEAR_NPC,{ mes "these Holy Eggs."; next; if (countitem(Holy_Egg) > 32) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Here we go..."; mes "Will this really bring"; mes "this ancient hero"; mes "back to life? I'm..."; mes "I'm kind of scared!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "..............................."; mes "..............................."; mes "..............................."; mes "..............................."; mes "..............................."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "^333333*Whew!*^000000 Nothing happened!"; mes "I guess I better go back to"; mes "that Corps Member and let"; @@ -788,7 +788,7 @@ mjo_dun03,308,256,0 script Trace#egg2 CLEAR_NPC,{ end; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh? Where did I put"; mes "those 33 Holy Eggs"; mes "that I needed for this?"; @@ -796,7 +796,7 @@ mjo_dun03,308,256,0 script Trace#egg2 CLEAR_NPC,{ } } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "There was something"; mes "here, but I can't tell"; mes "for sure what it was..."; @@ -806,7 +806,7 @@ mjo_dun03,308,256,0 script Trace#egg2 CLEAR_NPC,{ gl_prison,157,176,0 script Trace#egg3 CLEAR_NPC,{ if (easter2008 == 8) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well..."; mes "This is the place"; mes "the Corps Member"; @@ -815,21 +815,21 @@ gl_prison,157,176,0 script Trace#egg3 CLEAR_NPC,{ mes "these Holy Eggs."; next; if (countitem(Holy_Egg) > 32) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Here we go..."; mes "Will this really bring"; mes "this ancient hero"; mes "back to life? I'm..."; mes "I'm kind of scared!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "..............................."; mes "..............................."; mes "..............................."; mes "..............................."; mes "..............................."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "^333333*Whew!*^000000 Nothing happened!"; mes "I guess I better go back to"; mes "that Corps Member and let"; @@ -840,7 +840,7 @@ gl_prison,157,176,0 script Trace#egg3 CLEAR_NPC,{ end; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh? Where did I put"; mes "those 33 Holy Eggs"; mes "that I needed for this?"; @@ -848,7 +848,7 @@ gl_prison,157,176,0 script Trace#egg3 CLEAR_NPC,{ } } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "There was something"; mes "here, but I can't tell"; mes "for sure what it was..."; diff --git a/npc/events/easter_2010.txt b/npc/events/easter_2010.txt index 18979e744..154fb95c5 100644 --- a/npc/events/easter_2010.txt +++ b/npc/events/easter_2010.txt @@ -74,7 +74,7 @@ prontera,202,297,3 script Rina#Easter 4_F_JOB_HUNTER,{ mes "and then needs to solve"; mes "several problems instead of me."; next; - if (select("Let's help ^800080Rina^000000.:Just skip it.") == 2) { + if (select("Let's help ^800080Rina^000000.", "Just skip it.") == 2) { emotion e_sigh; mes "[Rina]"; mes "To help me,"; @@ -95,7 +95,7 @@ prontera,202,297,3 script Rina#Easter 4_F_JOB_HUNTER,{ mes " "; mes "^787878( A mysterious atmosphere hangs in the air. )^000000"; next; - specialeffect2 EF_COUPLECASTING; + specialeffect(EF_COUPLECASTING, AREA, playerattached()); next; mes "[Rina]"; mes "Blah blah blah..."; @@ -104,7 +104,7 @@ prontera,202,297,3 script Rina#Easter 4_F_JOB_HUNTER,{ mes " "; mes "^787878( ... This is a strange spell. )^000000"; next; - specialeffect2 EF_SIGNUM; + specialeffect(EF_SIGNUM, AREA, playerattached()); mes "[Rina]"; mes "Haaaaah~"; mes "^800080Oath-taking ceremony^000000 is done enough now."; @@ -119,31 +119,7 @@ prontera,202,297,3 script Rina#Easter 4_F_JOB_HUNTER,{ setquest 9117; close; } else if (.@quest1 == 1) { - L_HuntingInfo: - mes "[Rina]"; - mes "What you need to do is"; - mes "to choose one monster among"; - mes "^FF0000DEVIRUCHI,^000000 ^FF0000WRAITH DEAD,^000000"; - mes "^FF0000DULLAHAN,^000000 ^FF0000NIGHTMARE TERROR^000000"; - mes "and then kill ^0000FF50^000000 monsters"; - mes "and come back to me."; - next; - mes "[Rina]"; - mes "It must be a tough task,"; - mes "but you are the right person"; - mes "who did the oath-taking ceremony."; - mes "I hope you succeed."; - if (.@quest1 < 2) { - completequest 9117; - setquest 9118; - setquest 9119; - setquest 9120; - setquest 9121; - } - close2; - npcskill "AL_INCAGI",1,0,0; - npcskill "AL_BLESSING",1,0,0; - end; + callsub(L_HuntingInfo, .@quest1); } else if (.@quest1 == 2) { if (questprogress(9118) != 2 || questprogress(9119) != 2 || questprogress(9120) != 2 || questprogress(9121) != 2) { if (questprogress(9118,HUNTING) == 2 || questprogress(9119,HUNTING) == 2 || questprogress(9120,HUNTING) == 2 || questprogress(9121,HUNTING) == 2) { @@ -162,7 +138,7 @@ prontera,202,297,3 script Rina#Easter 4_F_JOB_HUNTER,{ completequest 9121; setquest 9122; } else - goto L_HuntingInfo; + callsub(L_HuntingInfo, .@quest1); end; } } @@ -184,7 +160,7 @@ prontera,202,297,3 script Rina#Easter 4_F_JOB_HUNTER,{ mes "^787878- whether you can listen -^000000"; mes "^787878- to the music sound. -^000000"; next; - if(select("[I'm ready to listen to the BGM.]:[I can't listen to the BGM.]") == 2) { + if(select("[I'm ready to listen to the BGM.]", "[I can't listen to the BGM.]") == 2) { mes "[Rina]"; mes "I am so shocked that"; mes "you cannot feel the music."; @@ -309,6 +285,32 @@ prontera,202,297,3 script Rina#Easter 4_F_JOB_HUNTER,{ npcskill "AL_INCAGI",1,0,0; npcskill "AL_BLESSING",1,0,0; end; + +L_HuntingInfo: + mes "[Rina]"; + mes "What you need to do is"; + mes "to choose one monster among"; + mes "^FF0000DEVIRUCHI,^000000 ^FF0000WRAITH DEAD,^000000"; + mes "^FF0000DULLAHAN,^000000 ^FF0000NIGHTMARE TERROR^000000"; + mes "and then kill ^0000FF50^000000 monsters"; + mes "and come back to me."; + next; + mes "[Rina]"; + mes "It must be a tough task,"; + mes "but you are the right person"; + mes "who did the oath-taking ceremony."; + mes "I hope you succeed."; + if (getarg(0) < 2) { + completequest 9117; + setquest 9118; + setquest 9119; + setquest 9120; + setquest 9121; + } + close2; + npcskill "AL_INCAGI",1,0,0; + npcskill "AL_BLESSING",1,0,0; + end; } geffen,207,114,4 script #Hiddne01Easter CLEAR_NPC,{ @@ -317,7 +319,7 @@ OnRelease: specialeffect EF_PATTACK; mes "- I found ^0000FFthe strange mark^000000. -"; next; - specialeffect2 EF_HOLYHIT; + specialeffect(EF_HOLYHIT, AREA, playerattached()); mes "- I can definitely feel that"; mes "- ^0000FFRina^000000 has been released"; mes "- from the curse."; @@ -366,7 +368,7 @@ prontera,204,297,3 script Rina's Little Friend 4_DRAGON_EGG,{ mes "I guess you're the trustworthy friend."; mes "Are you here to make a deal with me?"; next; - switch(select("Yes.:No.:What do you mean?")) { + switch(select("Yes.", "No.", "What do you mean?")) { case 1: if (ADVJOB == 0) { if (BaseLevel < 70) @@ -389,7 +391,7 @@ prontera,204,297,3 script Rina's Little Friend 4_DRAGON_EGG,{ mes "I will start it right now."; mes "Are you ready for it?"; next; - if(select("Yes, let's start it.:No, stop it.") == 2) { + if(select("Yes, let's start it.", "No, stop it.") == 2) { mes "[Rina's Little Friend]"; mes "Heh. It's boring."; close; @@ -491,7 +493,7 @@ prontera,204,297,3 script Rina's Little Friend 4_DRAGON_EGG,{ mes "It may be end in failure"; mes "and it can be something like Pet Egg."; next; - if(select("Ask the cost.:Stop listening because it feels like a trick.") == 2) { + if(select("Ask the cost.", "Stop listening because it feels like a trick.") == 2) { mes "[Rina's Little Friend]"; mes "Well... I don't really care."; mes "Good bye."; @@ -552,7 +554,7 @@ prontera,116,82,5 script Traveler#01Easter 4_M_03,{ mes "Hmm, I think I might"; mes "see you around here before."; next; - if(select("Listen some more.:Just ignore it.") == 2) { + if(select("Listen some more.", "Just ignore it.") == 2) { mes "[Traveler]"; mes "As I expected,"; mes "you are a silent person. Ha ha."; @@ -578,7 +580,7 @@ prontera,116,82,5 script Traveler#01Easter 4_M_03,{ mes "that new adventurer?"; mes "Or that is just your face look. Ha ha."; next; - if(select("I'm interested in it.:I don't care at all.") == 2) { + if(select("I'm interested in it.", "I don't care at all.") == 2) { mes "[Traveler]"; mes "Ah~ I see~!"; mes "Then, Good bye."; diff --git a/npc/events/event_skill_reset.txt b/npc/events/event_skill_reset.txt index 406cc1afe..0f01a3b98 100644 --- a/npc/events/event_skill_reset.txt +++ b/npc/events/event_skill_reset.txt @@ -72,7 +72,7 @@ yuno,138,187,4 script Hypnotist Teacher 4_F_TELEPORTER,{ close; } mes "Hello, I am the Skill Resetter."; - mes "Your name is ^0080FF"+strcharinfo(0)+"^000000."; + mes "Your name is ^0080FF"+strcharinfo(PC_NAME)+"^000000."; mes "How can I help you?"; next; switch (select("^009500Information about Reset skills.^000000","^00B6FFReset skills.^000000","^000088Nevermind^000000")) { @@ -96,7 +96,7 @@ yuno,138,187,4 script Hypnotist Teacher 4_F_TELEPORTER,{ mes "Before skill reset in starting."; mes "You shall have to first tell me your Base Level."; next; - mes "^D5A500[" + strcharinfo(0) + "]^000000"; + mes "^D5A500[" + strcharinfo(PC_NAME) + "]^000000"; mes "My Base level is ^AA00AALevel " + BaseLevel + "BaseLv.^000000"; next; @zeny = BaseLevel*20000; diff --git a/npc/events/gdevent_aru.txt b/npc/events/gdevent_aru.txt index be12e50f8..4e8a3c6e8 100644 --- a/npc/events/gdevent_aru.txt +++ b/npc/events/gdevent_aru.txt @@ -79,13 +79,13 @@ OnMyMobDead: } arug_dun01,199,195,5 script Dwarf#aru_gd 4_M_DWARF,{ - if (getcharid(2) == 0) { + if (getcharid(CHAR_ID_GUILD) == 0) { mes "[Dwarf]"; mes "Hey did you see an ugly Goblin come by? He stole something from me!"; close; } .@chk_urquest = questprogress(2143,PLAYTIME); - .@chk_yourgdname$ = getguildname(getcharid(2)); + .@chk_yourgdname$ = getguildname(getcharid(CHAR_ID_GUILD)); if ($@gdeventv_a1 == 0) { if ($@gdevents_a$ == "") { $@gdeventv_a1 = 1; @@ -94,7 +94,7 @@ arug_dun01,199,195,5 script Dwarf#aru_gd 4_M_DWARF,{ mes "Help me!"; mes "Please, help me!"; next; - switch(select("What happened?:Nevermind.")) { + switch(select("What happened?", "Nevermind.")) { case 1: mes "[Dwarf]"; mes "I am Morestone and I collect rare gems."; @@ -123,7 +123,7 @@ arug_dun01,199,195,5 script Dwarf#aru_gd 4_M_DWARF,{ mes "I can't live without it..."; next; if (countitem(Pickaxe) > 0) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Is this the pickaxe that you've been looking for?"; next; mes "[Morestone]"; @@ -138,7 +138,7 @@ arug_dun01,199,195,5 script Dwarf#aru_gd 4_M_DWARF,{ mes "You are great! What guild are you from?"; mes "Could it be Gravity or Mercury?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I am a member of the ^3131FF"+.@chk_yourgdname$+"^."; next; mes "[Morestone]"; @@ -160,7 +160,7 @@ arug_dun01,199,195,5 script Dwarf#aru_gd 4_M_DWARF,{ mes "If you want, I can take ^3131FFyou and your guild members^000000 to explore that area."; mes "Do you want to go there now?"; next; - switch(select("Wait! I'm not ready yet.:Let's go!")) { + switch(select("Wait! I'm not ready yet.", "Let's go!")) { case 1: $@gdeventv_a1 = 0; $@gdevents_a$ = ""; @@ -205,7 +205,7 @@ arug_dun01,199,195,5 script Dwarf#aru_gd 4_M_DWARF,{ mes "Oh, you are a member."; mes "Would you like to go to the mysterious area?"; next; - switch(select("Let's go.:No, thanks.")) { + switch(select("Let's go.", "No, thanks.")) { case 1: mes "[Morestone]"; mes "I hope you enjoy yourself, my friend."; @@ -226,7 +226,7 @@ arug_dun01,199,195,5 script Dwarf#aru_gd 4_M_DWARF,{ mes "Help me!"; mes "Please, help me!"; next; - switch(select("What happened?:Nevermind.")) { + switch(select("What happened?", "Nevermind.")) { case 1: mes "[Dwarf]"; mes "I am Morestone and I collect rare gems."; @@ -255,7 +255,7 @@ arug_dun01,199,195,5 script Dwarf#aru_gd 4_M_DWARF,{ mes "I can't live without it..."; next; if (countitem(Pickaxe) > 0) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Is this the pickaxe that you've been looking for?"; next; mes "[Morestone]"; @@ -270,7 +270,7 @@ arug_dun01,199,195,5 script Dwarf#aru_gd 4_M_DWARF,{ mes "You are great! What guild are you from?"; mes "Could it be Gravity or Mercury?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I am a member of the ^3131FF"+.@chk_yourgdname$+"^."; next; mes "[Morestone]"; @@ -292,7 +292,7 @@ arug_dun01,199,195,5 script Dwarf#aru_gd 4_M_DWARF,{ mes "If you want, I can take ^3131FFyou and your guild members^000000 to explore that area."; mes "Do you want to go there now?"; next; - switch(select("Wait! I'm not ready yet.:Let's go!")) { + switch(select("Wait! I'm not ready yet.", "Let's go!")) { case 1: $@gdeventv_a1 = 0; $@gdevents_a$ = ""; @@ -348,7 +348,7 @@ arug_dun01,199,195,5 script Dwarf#aru_gd 4_M_DWARF,{ mes "Oh, you are a member."; mes "Would you like to go to the mysterious area?"; next; - switch(select("Let's go.:No, thanks.")) { + switch(select("Let's go.", "No, thanks.")) { case 1: mes "[Morestone]"; mes "I hope you enjoy yourself, my friend."; @@ -369,7 +369,7 @@ arug_dun01,199,195,5 script Dwarf#aru_gd 4_M_DWARF,{ mes "Help me!"; mes "Please, help me!"; next; - switch(select("What happened?:Nevermind.")) { + switch(select("What happened?", "Nevermind.")) { case 1: mes "[Dwarf]"; mes "I am Morestone and I collect rare gems."; @@ -398,7 +398,7 @@ arug_dun01,199,195,5 script Dwarf#aru_gd 4_M_DWARF,{ mes "I can't live without it..."; next; if (countitem(Pickaxe) > 0) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Is this the pickaxe that you've been looking for?"; next; mes "[Morestone]"; @@ -413,7 +413,7 @@ arug_dun01,199,195,5 script Dwarf#aru_gd 4_M_DWARF,{ mes "You are great! What guild are you from?"; mes "Could it be Gravity or Mercury?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I am a member of the ^3131FF"+.@chk_yourgdname$+"^."; next; mes "[Morestone]"; @@ -435,7 +435,7 @@ arug_dun01,199,195,5 script Dwarf#aru_gd 4_M_DWARF,{ mes "If you want, I can take ^3131FFyou and your guild members^000000 to explore that area."; mes "Do you want to go there now?"; next; - switch(select("Wait! I'm not ready yet.:Let's go!")) { + switch(select("Wait! I'm not ready yet.", "Let's go!")) { case 1: $@gdeventv_a1 = 0; $@gdevents_a$ = ""; @@ -521,7 +521,7 @@ arug_que01,100,81,3 script Pierrot Pier#aru_gd 4_M_PIERROT,{ mes "- and come back later. -"; close; } - if (strcharinfo(0) == getguildmaster(getcharid(2))) { + if (strcharinfo(PC_NAME) == getguildmaster(getcharid(CHAR_ID_GUILD))) { if ($@gdeventv_a2 == 0) { .@que_2143 = questprogress(2143,PLAYTIME); if (!.@que_2143) { @@ -546,7 +546,7 @@ arug_que01,100,81,3 script Pierrot Pier#aru_gd 4_M_PIERROT,{ mes "Did you get permission from Gergath?"; mapannounce "arug_que01", "Pierrot Pier: Did you get permission from Gergath?",bc_map,"0x99CC00"; next; - switch(select("I need to check that.:No.")) { + switch(select("I need to check that.", "No.")) { case 1: mes "[Pierrot Pier]"; mes "Please give me the palm of your hand."; @@ -620,7 +620,7 @@ arug_que01,100,81,3 script Pierrot Pier#aru_gd 4_M_PIERROT,{ mes "[Pierrot Pier]"; mes "Alright, would you like to play the game Gergath has prepared for you?"; next; - switch(select("Game instructions.:Skip instructions.:Refuse game.")) { + switch(select("Game instructions.", "Skip instructions.", "Refuse game.")) { case 1: mes "[Pierrot Pier]"; mes "The game prepared by my master is very unique, yet simple and fun!"; @@ -654,7 +654,7 @@ arug_que01,100,81,3 script Pierrot Pier#aru_gd 4_M_PIERROT,{ mes "Okay, I'm ready to begin."; mes "Shall we start? Beep, beep?"; next; - switch(select("No.:Start.")) { + switch(select("No.", "Start.")) { case 1: mes "[Pierrot Pier]"; mes "Let me know when you are ready."; @@ -728,7 +728,7 @@ arug_que01,100,81,3 script Pierrot Pier#aru_gd 4_M_PIERROT,{ mes "[Pierrot Pier]"; mes "What did you think?"; next; - switch(select("It was pretty hard.:I should've been successful...")) { + switch(select("It was pretty hard.", "I should've been successful...")) { case 1: mes "[Pierrot Pier]"; mes "It's like trying to find a needle in a haystack!"; @@ -756,7 +756,7 @@ arug_que01,100,81,3 script Pierrot Pier#aru_gd 4_M_PIERROT,{ mes "Shall we start? Beep, beep?"; mapannounce "arug_que01", "Pierrot Pier: Okay, I'm ready to begin. Shall we start? Beep, beep?",bc_map,"0x99CC00"; next; - switch(select("No.:Start.")) { + switch(select("No.", "Start.")) { case 1: mes "[Pierrot Pier]"; mes "Let me know when you are ready."; @@ -884,7 +884,7 @@ arug_que01,100,81,3 script Pierrot Pier#aru_gd 4_M_PIERROT,{ mes "Did you get permission from the Gergath?"; mapannounce "arug_que01", "Pierrot Pier: Did you get permission from Gergath?",bc_map,"0x99CC00"; next; - switch(select("I need to check that.:No.")) { + switch(select("I need to check that.", "No.")) { case 1: mes "[Pierrot Pier]"; mes "Please give me the palm of your hand."; @@ -1333,7 +1333,7 @@ OnInit: disablenpc "removepp_aru_gd"; end; -OnTouch2: +OnTouch: .@paper_aru_gd = countitem(Glitering_PaperA); .@spaper_aru_gd = countitem(Glitering_PaperB); if ((.@paper_aru_gd > 0) || (.@spaper_aru_gd > 0)) { @@ -1351,33 +1351,33 @@ OnMVP: end; OnTimer1000: - specialeffect EF_MVP,AREA,"paper_sp_1_a"; - specialeffect EF_MVP,AREA,"paper_sp_3_a"; - specialeffect EF_MVP,AREA,"paper_sp_5_a"; - specialeffect EF_MVP,AREA,"paper_sp_7_a"; - specialeffect EF_MVP,AREA,"paper_sp_9_a"; + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_1_a")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_3_a")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_5_a")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_7_a")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_9_a")); end; OnTimer2000: - specialeffect EF_MVP,AREA,"paper_sp_2_a"; - specialeffect EF_MVP,AREA,"paper_sp_4_a"; - specialeffect EF_MVP,AREA,"paper_sp_6_a"; - specialeffect EF_MVP,AREA,"paper_sp_8_a"; + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_2_a")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_4_a")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_6_a")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_8_a")); end; OnTimer3000: - specialeffect EF_MVP,AREA,"paper_sp_1_a"; - specialeffect EF_MVP,AREA,"paper_sp_3_a"; - specialeffect EF_MVP,AREA,"paper_sp_5_a"; - specialeffect EF_MVP,AREA,"paper_sp_7_a"; - specialeffect EF_MVP,AREA,"paper_sp_9_a"; + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_1_a")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_3_a")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_5_a")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_7_a")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_9_a")); end; OnTimer4000: - specialeffect EF_MVP,AREA,"paper_sp_2_a"; - specialeffect EF_MVP,AREA,"paper_sp_4_a"; - specialeffect EF_MVP,AREA,"paper_sp_6_a"; - specialeffect EF_MVP,AREA,"paper_sp_8_a"; + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_2_a")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_4_a")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_6_a")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_8_a")); stopnpctimer; end; } @@ -1531,7 +1531,7 @@ arug_dun01,5,5,1 script Event controller#aru_gd 4_DOG01,{ } else { mes "How can I help you?"; next; - switch(select("Reset.:No, thanks.")) { + switch(select("Reset.", "No, thanks.")) { case 1: mes "Completed."; donpcevent "Monster Controler1#aru::OnControler1#aru_gd"; diff --git a/npc/events/gdevent_sch.txt b/npc/events/gdevent_sch.txt index e1901fe07..1b55f8492 100644 --- a/npc/events/gdevent_sch.txt +++ b/npc/events/gdevent_sch.txt @@ -79,13 +79,13 @@ OnMyMobDead: } schg_dun01,194,148,5 script Dwarf#sch_gd 4_M_DWARF,{ - if (getcharid(2) == 0) { + if (getcharid(CHAR_ID_GUILD) == 0) { mes "[Dwarf]"; mes "Hey did you see an ugly Goblin come by? He stole something from me!"; close; } .@chk_urquest = questprogress(2143,PLAYTIME); - .@chk_yourgdname$ = getguildname(getcharid(2)); + .@chk_yourgdname$ = getguildname(getcharid(CHAR_ID_GUILD)); if ($@gdeventv_s1 == 0) { if ($@gdevents_s$ == "") { $@gdeventv_s1 = 1; @@ -94,7 +94,7 @@ schg_dun01,194,148,5 script Dwarf#sch_gd 4_M_DWARF,{ mes "Help me!"; mes "Please, help me!"; next; - switch(select("What happened?:Nevermind.")) { + switch(select("What happened?", "Nevermind.")) { case 1: mes "[Dwarf]"; mes "I am Morestone and I collect rare gems."; @@ -123,7 +123,7 @@ schg_dun01,194,148,5 script Dwarf#sch_gd 4_M_DWARF,{ mes "I can't live without it..."; next; if (countitem(Pickaxe) > 0) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Is this the pickaxe that you've been looking for?"; next; mes "[Morestone]"; @@ -138,7 +138,7 @@ schg_dun01,194,148,5 script Dwarf#sch_gd 4_M_DWARF,{ mes "You are great! What guild are you from?"; mes "Could it be Gravity or Mercury?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I am a member of the ^3131FF"+.@chk_yourgdname$+"^."; next; mes "[Morestone]"; @@ -160,7 +160,7 @@ schg_dun01,194,148,5 script Dwarf#sch_gd 4_M_DWARF,{ mes "If you want, I can take ^3131FFyou and your guild members^000000 to explore that area."; mes "Do you want to go there now?"; next; - switch(select("Wait! I'm not ready yet.:Let's go!")) { + switch(select("Wait! I'm not ready yet.", "Let's go!")) { case 1: $@gdeventv_s1 = 0; $@gdevents_s$ = ""; @@ -205,7 +205,7 @@ schg_dun01,194,148,5 script Dwarf#sch_gd 4_M_DWARF,{ mes "Oh, you are a member."; mes "Would you like to go to the mysterious area?"; next; - switch(select("Let's go.:No, thanks.")) { + switch(select("Let's go.", "No, thanks.")) { case 1: mes "[Morestone]"; mes "I hope you enjoy yourself, my friend."; @@ -226,7 +226,7 @@ schg_dun01,194,148,5 script Dwarf#sch_gd 4_M_DWARF,{ mes "Help me!"; mes "Please, help me!"; next; - switch(select("What happened?:Nevermind.")) { + switch(select("What happened?", "Nevermind.")) { case 1: mes "[Dwarf]"; mes "I am Morestone and I collect rare gems."; @@ -255,7 +255,7 @@ schg_dun01,194,148,5 script Dwarf#sch_gd 4_M_DWARF,{ mes "I can't live without it..."; next; if (countitem(Pickaxe) > 0) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Is this the pickaxe that you've been looking for?"; next; mes "[Morestone]"; @@ -270,7 +270,7 @@ schg_dun01,194,148,5 script Dwarf#sch_gd 4_M_DWARF,{ mes "You are great! What guild are you from?"; mes "Could it be Gravity or Mercury?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I am a member of the ^3131FF"+.@chk_yourgdname$+"^."; next; mes "[Morestone]"; @@ -292,7 +292,7 @@ schg_dun01,194,148,5 script Dwarf#sch_gd 4_M_DWARF,{ mes "If you want, I can take ^3131FFyou and your guild members^000000 to explore that area."; mes "Do you want to go there now?"; next; - switch(select("Wait! I'm not ready yet.:Let's go!")) { + switch(select("Wait! I'm not ready yet.", "Let's go!")) { case 1: $@gdeventv_s1 = 0; $@gdevents_s$ = ""; @@ -347,7 +347,7 @@ schg_dun01,194,148,5 script Dwarf#sch_gd 4_M_DWARF,{ mes "Oh, you are a member."; mes "Would you like to go to the mysterious area?"; next; - switch(select("Let's go.:No, thanks.")) { + switch(select("Let's go.", "No, thanks.")) { case 1: mes "[Morestone]"; mes "I hope you enjoy yourself, my friend."; @@ -368,7 +368,7 @@ schg_dun01,194,148,5 script Dwarf#sch_gd 4_M_DWARF,{ mes "Help me!"; mes "Please, help me!"; next; - switch(select("What happened?:Nevermind.")) { + switch(select("What happened?", "Nevermind.")) { case 1: mes "[Dwarf]"; mes "I am Morestone and I collect rare gems."; @@ -397,7 +397,7 @@ schg_dun01,194,148,5 script Dwarf#sch_gd 4_M_DWARF,{ mes "I can't live without it..."; next; if (countitem(Pickaxe) > 0) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Is this the pickaxe that you've been looking for?"; next; mes "[Morestone]"; @@ -412,7 +412,7 @@ schg_dun01,194,148,5 script Dwarf#sch_gd 4_M_DWARF,{ mes "You are great! What guild are you from?"; mes "Could it be Gravity or Mercury?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I am a member of the ^3131FF"+.@chk_yourgdname$+"^."; next; mes "[Morestone]"; @@ -434,7 +434,7 @@ schg_dun01,194,148,5 script Dwarf#sch_gd 4_M_DWARF,{ mes "If you want, I can take ^3131FFyou and your guild members^000000 to explore that area."; mes "Do you want to go there now?"; next; - switch(select("Wait! I'm not ready yet.:Let's go!")) { + switch(select("Wait! I'm not ready yet.", "Let's go!")) { case 1: $@gdeventv_s1 = 0; $@gdevents_s$ = ""; @@ -520,7 +520,7 @@ schg_que01,100,81,3 script Pierrot Pier#sch_gd 4_M_PIERROT,{ mes "- and come back later. -"; close; } - if (strcharinfo(0) == getguildmaster(getcharid(2))) { + if (strcharinfo(PC_NAME) == getguildmaster(getcharid(CHAR_ID_GUILD))) { if ($@gdeventv_s2 == 0) { .@que_2143 = questprogress(2143,PLAYTIME); if (!.@que_2143) { @@ -545,7 +545,7 @@ schg_que01,100,81,3 script Pierrot Pier#sch_gd 4_M_PIERROT,{ mes "Did you get permission from Gergath?"; mapannounce "schg_que01", "Pierrot Pier: Did you get permission from Gergath?",bc_map,"0x99CC00"; next; - switch(select("I need to check that.:No.")) { + switch(select("I need to check that.", "No.")) { case 1: mes "[Pierrot Pier]"; mes "Please give me the palm of your hand."; @@ -619,7 +619,7 @@ schg_que01,100,81,3 script Pierrot Pier#sch_gd 4_M_PIERROT,{ mes "[Pierrot Pier]"; mes "Alright, would you like to play the game Gergath has prepared for you?"; next; - switch(select("Game instructions.:Skip instructions.:Refuse game.")) { + switch(select("Game instructions.", "Skip instructions.", "Refuse game.")) { case 1: mes "[Pierrot Pier]"; mes "The game prepared by my master is very unique, yet simple and fun!"; @@ -653,7 +653,7 @@ schg_que01,100,81,3 script Pierrot Pier#sch_gd 4_M_PIERROT,{ mes "Okay, I'm ready to begin."; mes "Shall we start? Beep, beep?"; next; - switch(select("No.:Start.")) { + switch(select("No.", "Start.")) { case 1: mes "[Pierrot Pier]"; mes "Let me know when you are ready."; @@ -727,7 +727,7 @@ schg_que01,100,81,3 script Pierrot Pier#sch_gd 4_M_PIERROT,{ mes "[Pierrot Pier]"; mes "What did you think?"; next; - switch(select("It was pretty hard.:I should've been successful...")) { + switch(select("It was pretty hard.", "I should've been successful...")) { case 1: mes "[Pierrot Pier]"; mes "It's like trying to find a needle in a haystack!"; @@ -755,7 +755,7 @@ schg_que01,100,81,3 script Pierrot Pier#sch_gd 4_M_PIERROT,{ mes "Shall we start? Beep, beep?"; mapannounce "schg_que01", "Pierrot Pier: Okay, I'm ready to begin. Shall we start? Beep, beep?",bc_map,"0x99CC00"; next; - switch(select("No.:Start.")) { + switch(select("No.", "Start.")) { case 1: mes "[Pierrot Pier]"; mes "Let me know when you are ready."; @@ -883,7 +883,7 @@ schg_que01,100,81,3 script Pierrot Pier#sch_gd 4_M_PIERROT,{ mes "Did you get permission from the Gergath?"; mapannounce "schg_que01", "Pierrot Pier: Did you get permission from Gergath?",bc_map,"0x99CC00"; next; - switch(select("I need to check that.:No.")) { + switch(select("I need to check that.", "No.")) { case 1: mes "[Pierrot Pier]"; mes "Please give me the palm of your hand."; @@ -1330,7 +1330,7 @@ OnInit: disablenpc "removepp_sch_gd"; end; -OnTouch2: +OnTouch: .@paper_sch_gd = countitem(Glitering_PaperA); .@spaper_sch_gd = countitem(Glitering_PaperB); if ((.@paper_sch_gd > 0) || (.@spaper_sch_gd > 0)) { @@ -1348,33 +1348,33 @@ OnMVP: end; OnTimer1000: - specialeffect EF_MVP,AREA,"paper_sp_1_s"; - specialeffect EF_MVP,AREA,"paper_sp_3_s"; - specialeffect EF_MVP,AREA,"paper_sp_5_s"; - specialeffect EF_MVP,AREA,"paper_sp_7_s"; - specialeffect EF_MVP,AREA,"paper_sp_9_s"; + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_1_s")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_3_s")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_5_s")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_7_s")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_9_s")); end; OnTimer2000: - specialeffect EF_MVP,AREA,"paper_sp_2_s"; - specialeffect EF_MVP,AREA,"paper_sp_4_s"; - specialeffect EF_MVP,AREA,"paper_sp_6_s"; - specialeffect EF_MVP,AREA,"paper_sp_8_s"; + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_2_s")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_4_s")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_6_s")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_8_s")); end; OnTimer3000: - specialeffect EF_MVP,AREA,"paper_sp_1_s"; - specialeffect EF_MVP,AREA,"paper_sp_3_s"; - specialeffect EF_MVP,AREA,"paper_sp_5_s"; - specialeffect EF_MVP,AREA,"paper_sp_7_s"; - specialeffect EF_MVP,AREA,"paper_sp_9_s"; + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_1_s")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_3_s")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_5_s")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_7_s")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_9_s")); end; OnTimer4000: - specialeffect EF_MVP,AREA,"paper_sp_2_s"; - specialeffect EF_MVP,AREA,"paper_sp_4_s"; - specialeffect EF_MVP,AREA,"paper_sp_6_s"; - specialeffect EF_MVP,AREA,"paper_sp_8_s"; + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_2_s")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_4_s")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_6_s")); + specialeffect(EF_MVP, AREA, getnpcid(0, "paper_sp_8_s")); stopnpctimer; end; } @@ -1528,7 +1528,7 @@ schg_dun01,5,5,1 script Event controller#sch_gd 4_DOG01,{ } else { mes "How can I help you?"; next; - switch(select("Reset.:No, thanks.")) { + switch(select("Reset.", "No, thanks.")) { case 1: mes "Completed."; donpcevent "Monster Controler1#sch::OnControler1#sch_gd"; diff --git a/npc/events/god_se_festival.txt b/npc/events/god_se_festival.txt index 455aad8bc..7c0523cf5 100644 --- a/npc/events/god_se_festival.txt +++ b/npc/events/god_se_festival.txt @@ -49,7 +49,7 @@ yuno,1,1,0 script Festival Manager#gq_fes0 4_F_HUGIRL,{ mes "[Festival Manager]"; mes "What would you like to do?"; next; - switch(select("Disable festival NPCs:Enable festival NPCs")) { + switch(select("Disable festival NPCs", "Enable festival NPCs")) { case 1: mes "[Festival Manager]"; mes "Ending festivals and disabling NPCs."; @@ -66,13 +66,13 @@ yuno,1,1,0 script Festival Manager#gq_fes0 4_F_HUGIRL,{ } yuno,118,192,5 script Rmimi Ravies#gq_fes01 4_F_HUGIRL,{ - .@GID = getcharid(2); + .@GID = getcharid(CHAR_ID_GUILD); if (countitem(Valkyrie_Gift) > 0) { mes "[Rmimi Ravies]"; mes "This is the flower."; mes "This is just a formality, but let me check your qualifications."; next; - if (strcharinfo(0) == getguildmaster(.@GID)) { + if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) { mes "[Rmimi Ravies]"; mes "Your qualification is verified as a Guild master."; next; @@ -96,7 +96,7 @@ yuno,118,192,5 script Rmimi Ravies#gq_fes01 4_F_HUGIRL,{ mes "Anyway,"; mes "Do you want to summon monsters?"; next; - switch(select("Do not summon:Summon, please")) { + switch(select("Do not summon", "Summon, please")) { case 1: mes "[Rmimi Ravies]"; mes "I don't like to be interrupted by others.."; @@ -118,7 +118,7 @@ yuno,118,192,5 script Rmimi Ravies#gq_fes01 4_F_HUGIRL,{ mes "[Rmimi Ravies]"; mes "Now, are you ready to summon monsters?"; next; - switch(select("No, I'm not ready now.:Yes! I'm ready for that.")) { + switch(select("No, I'm not ready now.", "Yes! I'm ready for that.")) { case 1: mes "[Rmimi Ravies]"; mes "If you are not ready, why did you come to me?"; @@ -141,7 +141,7 @@ yuno,118,192,5 script Rmimi Ravies#gq_fes01 4_F_HUGIRL,{ mes "[Rmimi Ravies]"; mes "Have a good time."; donpcevent "Rmimi Ravies#gq_fes01::OnStart"; - announce "["+ strcharinfo(0) +"] member of ["+ getguildname(.@GID) +"] is summoning a 'Valkyrie's Present' in 'Juno'.",bc_all,"0x70dbdb"; + announce "["+ strcharinfo(PC_NAME) +"] member of ["+ getguildname(.@GID) +"] is summoning a 'Valkyrie's Present' in 'Juno'.",bc_all,"0x70dbdb"; close; } else { @@ -425,7 +425,7 @@ rachel,1,1,0 script Festival Manager#gq_fes2 4_F_HUGIRL,{ mes "[Festival Manager]"; mes "What would you like to do?"; next; - switch(select("Disable festival NPCs:Enable festival NPCs")) { + switch(select("Disable festival NPCs", "Enable festival NPCs")) { case 1: mes "[Festival Manager]"; mes "Ending festivals and disabling NPCs."; @@ -442,13 +442,13 @@ rachel,1,1,0 script Festival Manager#gq_fes2 4_F_HUGIRL,{ } rachel,132,117,3 script Rhehe Ravies#gq_fes03 4_F_HUGIRL,{ - .@GID = getcharid(2); + .@GID = getcharid(CHAR_ID_GUILD); if (countitem(Valkyrie_Gift) > 0) { mes "[Rhehe Ravies]"; mes "A flower!!"; mes "Shall we proceed?"; next; - if (strcharinfo(0) == getguildmaster(.@GID)) { + if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) { mes "[Rhehe Ravies]"; mes "Eeeeh, so young and yet you're a guild master? Your guildsmen must be jealous."; next; @@ -474,7 +474,7 @@ rachel,132,117,3 script Rhehe Ravies#gq_fes03 4_F_HUGIRL,{ mes "... Hehehe, anyways let's move on."; mes "So do you wish to summon or not!?"; next; - switch(select("Do not summon:Summon")) { + switch(select("Do not summon", "Summon")) { case 1: mes "[Rhehe Ravies]"; mes "...*Cries*."; @@ -498,7 +498,7 @@ rachel,132,117,3 script Rhehe Ravies#gq_fes03 4_F_HUGIRL,{ mes "[Rhehe Ravies]"; mes "Are you ready to begin the summoning ritual~?"; next; - switch(select("No, not yet.:Yes! I'm ready!")) { + switch(select("No, not yet.", "Yes! I'm ready!")) { case 1: mes "[Rhehe Ravies]"; mes "You're not even ready, why bother talking to me?"; @@ -521,7 +521,7 @@ rachel,132,117,3 script Rhehe Ravies#gq_fes03 4_F_HUGIRL,{ mes "[Rhehe Ravies]"; mes "I hope you enjoy yourself!"; donpcevent "Rhehe Ravies#gq_fes03::OnStart"; - announce "["+ strcharinfo(0) +"] member of ["+ getguildname(.@GID) +"] is summoning a 'Valkyrie's Present' in 'Rachel'.",bc_all,"0x70dbdb"; + announce "["+ strcharinfo(PC_NAME) +"] member of ["+ getguildname(.@GID) +"] is summoning a 'Valkyrie's Present' in 'Rachel'.",bc_all,"0x70dbdb"; close; } else { diff --git a/npc/events/halloween_2006.txt b/npc/events/halloween_2006.txt index f6ed03906..940ffe30a 100644 --- a/npc/events/halloween_2006.txt +++ b/npc/events/halloween_2006.txt @@ -79,8 +79,8 @@ prontera,164,69,3 script Cool Devi#06_hw 4_DEVIRUCHI,{ mes "Says he..."; mes "I just can guess what he will say next. So what do you say?"; next; - if (select("What will he say?:I also know about it.") == 1) { - mes "[" + strcharinfo(0) + "]"; + if (select("What will he say?", "I also know about it.") == 1) { + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What will he say?"; next; mes "[Cool Devi]"; @@ -96,7 +96,7 @@ prontera,164,69,3 script Cool Devi#06_hw 4_DEVIRUCHI,{ mes "Why don't you give him back the 'Pumpkin Mojo'."; mes "Don't worry he will compensate you."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Compensate?With what?"; next; mes "[Cool Devi]"; @@ -121,7 +121,7 @@ prontera,164,69,3 script Cool Devi#06_hw 4_DEVIRUCHI,{ mes "[Cool Devi]"; mes "says he."; next; - if (select( "No, I'll come back later.:Oh, good. Make it now!") == 1) { + if (select( "No, I'll come back later.", "Oh, good. Make it now!") == 1) { mes "[Gloomy Jack]"; mes "Huh?"; mes " "; @@ -165,7 +165,7 @@ prontera,164,69,3 script Cool Devi#06_hw 4_DEVIRUCHI,{ mes "[Cool Devi]"; mes "says he..."; next; - if (select( "No, I'll come back later.:Oh,good. Make it now!") == 1) { + if (select( "No, I'll come back later.", "Oh,good. Make it now!") == 1) { mes "[Gloomy Jack]"; mes "Huh?"; mes " "; @@ -235,7 +235,7 @@ prontera,164,69,3 script Cool Devi#06_hw 4_DEVIRUCHI,{ mes "Why don't you give him back the 'Pumpkin Mojo'."; mes "Don't worry he will compensate you."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Compensate? With what?"; next; mes "[Cool Devi]"; @@ -275,7 +275,7 @@ geffen,145,132,3 script Hoirin#06_hw 4_F_NOVICE,{ mes "[Hoirin]"; mes "If I have that! I can make best the Pumpkin pie!!!!!"; next; - if (select( "What's that?:Ignore.") == 1) { + if (select( "What's that?", "Ignore.") == 1) { mes "[Hoirin]"; mes "What's the first image you see when you think of pumpkin?"; mes "I see Jack! I think Jack is the most evolved form of pumpkin!"; @@ -296,7 +296,7 @@ geffen,145,132,3 script Hoirin#06_hw 4_F_NOVICE,{ mes "You'll get addicted to it."; mes "Don't be surprised after trying it."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "......................"; mes "You seem to be such a passionate person."; mes "So, what's the ingredient anyway.?"; @@ -325,13 +325,13 @@ geffen,145,132,3 script Hoirin#06_hw 4_F_NOVICE,{ mes "So, did you bring all materials?"; mes "Were there anything hard to find?"; next; - switch(select( "I brought all ingredients.:How can I get eggs?:No,I'm just passing by.")) { + switch(select( "I brought all ingredients.", "How can I get eggs?", "No,I'm just passing by.")) { case 1: if ((countitem(Pumpkin_Mojo) > 0) && (countitem(Pumpkin) > 1) && (countitem(Egg) > 1)) { mes "[Hoirin]"; mes "You are right!"; mes "You brought all things right. Give it to me!!"; - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); next; specialeffect EF_PIERCESELF; mes "[Hoirin]"; @@ -368,7 +368,7 @@ geffen,145,132,3 script Hoirin#06_hw 4_F_NOVICE,{ mes "I can send you to where he is if you want."; mes "^4d4dffBut only for once^000000."; next; - if (select("Send me.:It's ok.") == 1) { + if (select("Send me.", "It's ok.") == 1) { mes "[Hoirin]"; mes "Ok, go get the eggs."; halloween = 101; @@ -432,7 +432,7 @@ nif_in,19,32,3 script Deviruchi#06_hw 4_DEVIRUCHI,{ mes "Well I'm not saying that I want it for free."; mes "Don't worry, I won't let you down."; next; - switch(select( "Give him the pumpkin pie.:Do not give him the pumpkin pie.:Huh? What pumkin pie?")) { + switch(select( "Give him the pumpkin pie.", "Do not give him the pumpkin pie.", "Huh? What pumkin pie?")) { case 1: if (countitem(Pumpkin_Pie) > 0) { mes "[Loli Ruri]"; @@ -470,7 +470,7 @@ nif_in,19,32,3 script Deviruchi#06_hw 4_DEVIRUCHI,{ mes "[Deviruchi]"; mes "Says she..Huh?!!Me?!!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Poor Devi~"; mes "You shouldn't have lied~"; mes "Wish you a luck."; @@ -520,13 +520,13 @@ nif_fild01,165,115,3 script Chicken Masta#06_hw 4_M_NFDEADMAN2,{ mes "...Are you looking for eggs?"; mes "Recently, people are asking me for eggs to make some kind of pie....are you one of them?"; next; - if (select( "Actually, yes. I came here to get some eggs.:Nope.") == 1) { + if (select( "Actually, yes. I came here to get some eggs.", "Nope.") == 1) { mes "[Chicken Masta]"; mes "Ok. But some of my chickens ran away,"; mes "so I have no eggs much left."; mes "1000 zeny for 2 eggs! how's that?"; next; - switch(select( "Ok,I'll take it.:I'll just buy one.:Whew~it's too expensive.")) { + switch(select( "Ok,I'll take it.", "I'll just buy one.", "Whew~it's too expensive.")) { case 1: if (Zeny > 1999) { mes "[Chicken Masta]"; @@ -672,14 +672,14 @@ nif_fild01,167,113,3 script Masta's chicken#06_hw01 4_NFCOCK,{ specialeffect EF_TELEPORTATION; mes "The magic spell has been casted."; halloween = 103; - disablenpc "Masta's chicken#"+strnpcinfo(1); + disablenpc "Masta's chicken#"+strnpcinfo(NPC_NAME_VISIBLE); close2; sleep 180000; - enablenpc "Masta's chicken#"+strnpcinfo(1); + enablenpc "Masta's chicken#"+strnpcinfo(NPC_NAME_VISIBLE); end; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hm...I must have misspelled."; close; } @@ -695,13 +695,13 @@ nif_fild01,167,113,3 script Masta's chicken#06_hw01 4_NFCOCK,{ if( @egg_temp == 3) { mes "As soon as you got close to the chicken and touched it, it disappeared completely."; mes "You got an 'egg' in the place where the chicken disappeared."; - disablenpc "Chicken#"+strnpcinfo(1); + disablenpc "Chicken#"+strnpcinfo(NPC_NAME_VISIBLE); getitem Egg,1; close; } else { mes "As soon as you got close to the chicken and touched it, it disappeared completely."; - disablenpc "Chicken#"+strnpcinfo(1); + disablenpc "Chicken#"+strnpcinfo(NPC_NAME_VISIBLE); close; } } @@ -711,13 +711,13 @@ nif_fild01,167,113,3 script Masta's chicken#06_hw01 4_NFCOCK,{ if( @egg_temp == 3) { mes "As soon as you got close to the chicken and touched it, it disappeared completely."; mes "You got an 'egg' in the place where the chicken disappeared."; - disablenpc "Chicken#"+strnpcinfo(1); + disablenpc "Chicken#"+strnpcinfo(NPC_NAME_VISIBLE); getitem Egg,1; close; } else { mes "As soon as you got close to the chicken and touched it, it disappeared completely."; - disablenpc "Chicken#"+strnpcinfo(1); + disablenpc "Chicken#"+strnpcinfo(NPC_NAME_VISIBLE); close; } @@ -735,7 +735,7 @@ nif_fild01,219,267,4 duplicate(HwChicken) Masta's chicken#06_hw03 4_NFCOCK nif_fild01,199,240,5 duplicate(HwChicken) Masta's chicken#06_hw04 4_NFCOCK nif_fild01,316,97,6 duplicate(HwChicken) Masta's chicken#06_hw05 4_NFCOCK nif_fild01,147,343,7 duplicate(HwChicken) Masta's chicken#06_hw06 4_NFCOCK -nif_fild01,185,325,8 duplicate(HwChicken) Masta's chicken#06_hw07 4_NFCOCK +nif_fild01,185,325,0 duplicate(HwChicken) Masta's chicken#06_hw07 4_NFCOCK nif_fild01,133,105,1 duplicate(HwChicken) Masta's chicken#06_hw08 4_NFCOCK nif_fild01,331,329,2 duplicate(HwChicken) Masta's chicken#06_hw09 4_NFCOCK @@ -1050,12 +1050,12 @@ prontera,155,285,3 script Familiar#06_hw01::HWFamiDup 4_NFBAT,{ mes "Do you have an invitation from Loli Ruri?"; mes "That's a kind of^4d4dffa special ticket to Nifflheim^000000.."; next; - if (select( "Yes, I do.:No, I don't.") == 1) { + if (select( "Yes, I do.", "No, I don't.") == 1) { mes "[Familiar]"; mes "Do you want to go to Nifflheim?"; mes "It's available during Halloween."; next; - if (select( "Yes, I do:No, I don't.") == 1) { + if (select( "Yes, I do", "No, I don't.") == 1) { if (countitem(Niflheim_Ticket) > 0) { mes "[Familiar]"; mes "I checked your ticket."; diff --git a/npc/events/halloween_2008.txt b/npc/events/halloween_2008.txt index 3c1b65db1..66fe73c33 100644 --- a/npc/events/halloween_2008.txt +++ b/npc/events/halloween_2008.txt @@ -58,7 +58,7 @@ payon,162,176,4 script Halloween Magician#iRO08 4_M_BIBI,{ mes "Do you know the rules?"; next; Hallow08Kill = 0; - if(select("Yes, I know.:No, I don't know.") == 2) { + if(select("Yes, I know.", "No, I don't know.") == 2) { callsub(S_Rules); callsub(S_MainMenu); end; @@ -218,7 +218,7 @@ S_TicketExchange: next; .@item_id = null; .@amount = 0; - switch(select("Pumpkin Pie:Pumpkin-Head:Old Blue Box:Old Purple Box:Old Card Album")) { + switch(select("Pumpkin Pie", "Pumpkin-Head", "Old Blue Box", "Old Purple Box", "Old Card Album")) { case 1: .@amount = 5; .@item_id = Pumpkin_Pie; diff --git a/npc/events/halloween_2009.txt b/npc/events/halloween_2009.txt index 6337b8606..e71abeaef 100644 --- a/npc/events/halloween_2009.txt +++ b/npc/events/halloween_2009.txt @@ -57,7 +57,7 @@ prontera,152,192,5 script Pumpkin Hat Researcher 4_M_05,{ mes "I'm a Pumpkin Hat researcher, Why don't you listen to my story?"; next; while(1) { - switch(select("Listen to the story.:Ask about Pumpkin Hat.:Get a Pumpkin Hat.:Stop the conversation.")) { + switch(select("Listen to the story.", "Ask about Pumpkin Hat.", "Get a Pumpkin Hat.", "Stop the conversation.")) { case 1: mes "[Pumpkin Hat Researcher]"; mes "I've been studying about an upgraded Pumpkin Hat."; @@ -116,13 +116,13 @@ prontera,152,192,5 script Pumpkin Hat Researcher 4_M_05,{ //== Buffs - Trick or Treaters ============================= - script Trick or Treater::09Treats 4_M_KID1,2,2,{ OnTouch: - hideoffnpc strnpcinfo(3); + hideoffnpc strnpcinfo(NPC_NAME_UNIQUE); initnpctimer; mes "[Trick or Treater]"; mes "Hooray! hooray! Hooray!"; mes "Trick or Treat?"; next; - if(select("Trick.:Treat.") == 1) { + if(select("Trick.", "Treat.") == 1) { mes "[Trick or Treater]"; mes "!!!!"; mes "Fine. I have no choice but to trick you back!"; @@ -132,7 +132,7 @@ OnTouch: mes "[Trick or Treater]"; mes "Oh yay! What kind of treat do you have?"; next; - switch(select("Candy:Candy Cane:Well-baked Cookie:Nothing")) { + switch(select("Candy", "Candy Cane", "Well-baked Cookie", "Nothing")) { case 1: if(countitem(Candy) > 0) { mes "[Trick or Treater]"; @@ -215,17 +215,17 @@ OnInit: end; OnEnableTreat: - enablenpc strnpcinfo(3); - hideonnpc strnpcinfo(3); + enablenpc strnpcinfo(NPC_NAME_UNIQUE); + hideonnpc strnpcinfo(NPC_NAME_UNIQUE); end; OnTimer15000: - hideonnpc strnpcinfo(3); - disablenpc strnpcinfo(3); + hideonnpc strnpcinfo(NPC_NAME_UNIQUE); + disablenpc strnpcinfo(NPC_NAME_UNIQUE); end; OnTimer300000: - donpcevent strnpcinfo(3)+"::OnEnableTreat"; + donpcevent strnpcinfo(NPC_NAME_UNIQUE)+"::OnEnableTreat"; stopnpctimer; end; } @@ -245,7 +245,7 @@ prontera,220,72,5 duplicate(09Treats) Trick or Treater#iRO8 4_M_KID1,2,2 mes "Do you want to play a trick on someone?"; next; while(1) { - switch(select("What trick?:Sure:No.")) { + switch(select("What trick?", "Sure", "No.")) { case 1: mes "[Halloween Wizard]"; mes "I can summon monsters in other parts of the world with just a few materials."; @@ -261,9 +261,9 @@ prontera,220,72,5 duplicate(09Treats) Trick or Treater#iRO8 4_M_KID1,2,2 mes "[Halloween Wizard]"; mes "Which town do you want to play a trick on?"; next; - getmapxy(.@mapname$, .@mapx, .@mapy, UNITTYPE_PC, strcharinfo(0)); + getmapxy(.@mapname$, .@mapx, .@mapy, UNITTYPE_PC, strcharinfo(PC_NAME)); if (.@mapname$ == "prontera") { - switch(select("Geffen:Payon:Alberta:Aldebaran")) { + switch(select("Geffen", "Payon", "Alberta", "Aldebaran")) { case 1: .@HallowTown = 3; break; @@ -279,7 +279,7 @@ prontera,220,72,5 duplicate(09Treats) Trick or Treater#iRO8 4_M_KID1,2,2 } } else if (.@mapname$ == "payon") { - switch(select("Prontera:Geffen:Alberta:Aldebaran")) { + switch(select("Prontera", "Geffen", "Alberta", "Aldebaran")) { case 1: .@HallowTown = 1; break; @@ -295,7 +295,7 @@ prontera,220,72,5 duplicate(09Treats) Trick or Treater#iRO8 4_M_KID1,2,2 } } else if (.@mapname$ == "geffen") { - switch(select("Prontera:Payon:Alberta:Aldebaran")) { + switch(select("Prontera", "Payon", "Alberta", "Aldebaran")) { case 1: .@HallowTown = 1; break; @@ -311,7 +311,7 @@ prontera,220,72,5 duplicate(09Treats) Trick or Treater#iRO8 4_M_KID1,2,2 } } else if (.@mapname$ == "alberta") { - switch(select("Prontera:Geffen:Payon:Aldebaran")) { + switch(select("Prontera", "Geffen", "Payon", "Aldebaran")) { case 1: .@HallowTown = 1; break; @@ -327,7 +327,7 @@ prontera,220,72,5 duplicate(09Treats) Trick or Treater#iRO8 4_M_KID1,2,2 } } else if (.@mapname$ == "aldebaran") { - switch(select("Prontera:Geffen:Payon:Alberta")) { + switch(select("Prontera", "Geffen", "Payon", "Alberta")) { case 1: .@HallowTown = 1; break; diff --git a/npc/events/idul_fitri.txt b/npc/events/idul_fitri.txt index a403d6b96..50996c07d 100644 --- a/npc/events/idul_fitri.txt +++ b/npc/events/idul_fitri.txt @@ -40,7 +40,7 @@ prontera,146,92,3 script Cellerb 1_M_MERCHANT,{ specialeffect EF_SANDMAN; close; } - mes "Haii......^FF8800"+strcharinfo(0)+"^000000!!"; + mes "Haii......^FF8800"+strcharinfo(PC_NAME)+"^000000!!"; mes "First day of Idul Fitri has arrived."; mes "Congratulation celebrate him."; mes "There is event special today."; diff --git a/npc/events/lunar_2008.txt b/npc/events/lunar_2008.txt index e4cde292b..7a560e58a 100644 --- a/npc/events/lunar_2008.txt +++ b/npc/events/lunar_2008.txt @@ -68,9 +68,9 @@ payon_in01,193,30,4 script Rice Mill Grandma#rat 1_F_ORIENT_04,{ mes "even have the rice. Do you"; mes "think you can help me?"; next; - if (select("Of course.:I don't even know you.") == 1) { + if (select("Of course.", "I don't even know you.") == 1) { lunar_rat = 1; - mes "[" + strcharinfo(0)+"]"; + mes "[" + strcharinfo(PC_NAME)+"]"; mes "Of course."; mes "What can I do?"; next; @@ -83,7 +83,7 @@ payon_in01,193,30,4 script Rice Mill Grandma#rat 1_F_ORIENT_04,{ mes "nasty little moles."; next; select("Not a problem."); - mes "[" + strcharinfo(0)+"]"; + mes "[" + strcharinfo(PC_NAME)+"]"; mes "Not a problem."; mes "I'll catch those animals,"; mes "and bring back any Rice"; @@ -274,7 +274,7 @@ payon,126,113,4 script Miss Lunar#rat 4_F_NACORURI,{ mes "10 Mojji for 3,000 zeny"; mes "Would you like to try some?"; next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { if (Zeny >= 3000) { Zeny -= 3000; getitem Mojji,10; // Mojji diff --git a/npc/events/nguild/nguild_dunsw.txt b/npc/events/nguild/nguild_dunsw.txt index f6d031a60..291b08db3 100644 --- a/npc/events/nguild/nguild_dunsw.txt +++ b/npc/events/nguild/nguild_dunsw.txt @@ -48,8 +48,8 @@ function script F_GldDunSw { mes "There's a small lever. Will you pull it?"; next; - if (select("Pull.:Do not.") == 1) { - if (getcharid(2) == .@GID) { + if (select("Pull.", "Do not.") == 1) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { warp "gld_dun"+getarg(1),getarg(2),getarg(3); end; } diff --git a/npc/events/nguild/nguild_ev_agit.txt b/npc/events/nguild/nguild_ev_agit.txt index cbf6aec3c..9bb76f728 100644 --- a/npc/events/nguild/nguild_ev_agit.txt +++ b/npc/events/nguild/nguild_ev_agit.txt @@ -67,7 +67,7 @@ function script F_AgitBreak { .@map$ = getarg(0); .@castle$ = getarg(1); - .@GID = getcharid(2); + .@GID = getcharid(CHAR_ID_GUILD); if (.@GID <= 0) return; .@Economy = getcastledata(.@map$,2) - 5; @@ -125,7 +125,7 @@ OnAgitStart: end; OnAgitBreak: callfunc "F_AgitBreak","nguild_alde","N01"; - goto OnAgitEliminate; + callsub OnAgitEliminate; end; OnGuildBreak: callfunc "F_GuildBreak","nguild_alde","N01"; @@ -152,7 +152,7 @@ OnAgitStart: end; OnAgitBreak: callfunc "F_AgitBreak","nguild_gef","N02"; - goto OnAgitEliminate; + callsub OnAgitEliminate; end; OnGuildBreak: callfunc "F_GuildBreak","nguild_gef","N02"; @@ -179,7 +179,7 @@ OnAgitStart: end; OnAgitBreak: callfunc "F_AgitBreak","nguild_pay","N03"; - goto OnAgitEliminate; + callsub OnAgitEliminate; end; OnGuildBreak: callfunc "F_GuildBreak","nguild_pay","N03"; @@ -206,7 +206,7 @@ OnAgitStart: end; OnAgitBreak: callfunc "F_AgitBreak","nguild_prt","N04"; - goto OnAgitEliminate; + callsub OnAgitEliminate; end; OnGuildBreak: callfunc "F_GuildBreak","nguild_prt","N04"; diff --git a/npc/events/nguild/nguild_flags.txt b/npc/events/nguild/nguild_flags.txt index ebfa2d230..999f79dca 100644 --- a/npc/events/nguild/nguild_flags.txt +++ b/npc/events/nguild/nguild_flags.txt @@ -53,12 +53,12 @@ function script F_Flags { return; } else { - if (getcharid(2) == .@GID && getarg(4) == 1) { + if (getcharid(CHAR_ID_GUILD) == .@GID && getarg(4) == 1) { mes "Brave ones..."; mes "Do you wish to return to your honorable place?"; next; - if (select("Return to the guild castle.:Quit.") == 1) { - if (getcharid(2) == getcastledata(getarg(1),1)) + if (select("Return to the guild castle.", "Quit.") == 1) { + if (getcharid(CHAR_ID_GUILD) == getcastledata(getarg(1),1)) warp getarg(1),getarg(2),getarg(3); } return; diff --git a/npc/events/nguild/nguild_kafras.txt b/npc/events/nguild/nguild_kafras.txt index 66c53ff2d..96371ec91 100644 --- a/npc/events/nguild/nguild_kafras.txt +++ b/npc/events/nguild/nguild_kafras.txt @@ -39,13 +39,12 @@ function script F_GKafra { cutin "kafra_01",2; @GID = getcastledata(getarg(0),1); - if (getcharid(2) == @GID && getgdskilllv(@GID,10001)) goto L_StartG; - - mes "[Kafra Service]"; - mes "I am contracted to provide service only for the ^ff0000" + getguildname(@GID) + "^000000 Guild. Please use another Kafra Corporation staff member around here. I am Sorry for your inconvenience."; - cutin "",255; - close; -L_StartG: + if (getcharid(CHAR_ID_GUILD) != @GID || getgdskilllv(@GID,10001) < 1) { + mes "[Kafra Service]"; + mes "I am contracted to provide service only for the ^ff0000" + getguildname(@GID) + "^000000 Guild. Please use another Kafra Corporation staff member around here. I am Sorry for your inconvenience."; + cutin "",255; + close; + } @wrpP[0] = 200; @wrpD$[0] = getarg(1); setarray @wrpC$[0], @wrpD$[0]+" ^880000"+@wrpP[0]+"^000000 z", "Cancel", "", "", "",""; diff --git a/npc/events/nguild/nguild_managers.txt b/npc/events/nguild/nguild_managers.txt index 21b1e4b86..a24a0cb15 100644 --- a/npc/events/nguild/nguild_managers.txt +++ b/npc/events/nguild/nguild_managers.txt @@ -47,12 +47,12 @@ function script F_GldManager { mes "I am waiting for my master. Brave adventurer, follow your destiny!"; return; } - if (getcharid(2) != @GID){ + if (getcharid(CHAR_ID_GUILD) != @GID){ mes "I am here to follow ^5533FF" + getguildmaster(@GID) + "^000000's command! Hey! Your not even a part of the guild!!"; mes "Where are the guardians? Destroy these intruders!"; return; } - if (strcharinfo(0) != getguildmaster(@GID)){ + if (strcharinfo(PC_NAME) != getguildmaster(@GID)){ mes "You're not ^5533FF" + getguildmaster(@GID) + "^000000! I am here to follow ^5533FF" + getguildmaster(@GID) + "^000000's command only"; return 0; } @@ -63,7 +63,34 @@ function script F_GldManager { switch (select("Kafra Staff Employment / Dismissal","Enter Treasure Room","Cancel")) { case 1: // Employment / Dismissal mes "[ "+getarg(0)+" ]"; - if (getcastledata(getarg(1),9) == 1) goto L_Dismiss; + if (getcastledata(getarg(1),9) == 1) { + mes "Would you like to dismiss the current Kafra?"; + next; + if (select("Dismissal","Cancel") != 1) { + mes "[ "+getarg(0)+" ]"; + mes "Master, I think you should keep the current Kafra Staff because she is already trying her best to serve us"; + return; + } + cutin "kafra_01",2; + mes "[ Kafra Staff ]"; + mes "Have I done anything wrong? If I did, will you please forgive me?"; + next; + if (select("Dismiss","Cancel") != 1) { + mes "[ Kafra Staff ]"; + mes "Thank you master, I'll do my best! ^^."; + cutin "kafra_01",255; + return; + } + mes "[ Kafra Staff ]"; + mes "It's unfortunate that I won't be able to serve your guild anymore...."; + next; + disablenpc "Kafra Staff#"+getarg(4); + setcastledata getarg(1),9,0; + cutin "kafra_01",255; + mes "[ "+getarg(0)+" ]"; + mes "The Kafra has been dismissed. But... we should really get a Kafra as soon as possible!"; + return; + } if (getgdskilllv(@GID,10001) == 0){ mes "Master, you don't have a contract with the Kafra Staff Company."; mes "In order to hire a Kafra, you must first learn the Guild skill ^5533FFContract With Kafra^000000."; @@ -97,33 +124,6 @@ function script F_GldManager { //mes "Your employment contract lasts ^5533FF1 month^000000. After this term is over you will have to create a new contract."; mes "I think the Kafra Staff will benefit our guild members."; return; - L_Dismiss: - mes "Would you like to dismiss the current Kafra?"; - next; - if (select("Dismissal","Cancel") != 1) { - mes "[ "+getarg(0)+" ]"; - mes "Master, I think you should keep the current Kafra Staff because she is already trying her best to serve us"; - return; - } - cutin "kafra_01",2; - mes "[ Kafra Staff ]"; - mes "Have I done anything wrong? If I did, will you please forgive me?"; - next; - if (select("Dismiss","Cancel") != 1) { - mes "[ Kafra Staff ]"; - mes "Thank you master, I'll do my best! ^^."; - cutin "kafra_01",255; - return; - } - mes "[ Kafra Staff ]"; - mes "It's unfortunate that I won't be able to serve your guild anymore...."; - next; - disablenpc "Kafra Staff#"+getarg(4); - setcastledata getarg(1),9,0; - cutin "kafra_01",255; - mes "[ "+getarg(0)+" ]"; - mes "The Kafra has been dismissed. But... we should really get a Kafra as soon as possible!"; - return; case 2: // Enter Treasure Room mes "[ "+getarg(0)+" ]"; mes "Would you to go to our Treasure Room? Only you, the Guild Master, are allowed to enter this room."; diff --git a/npc/events/nguild/nguild_treas.txt b/npc/events/nguild/nguild_treas.txt index 92cbe585a..8bfa184c5 100644 --- a/npc/events/nguild/nguild_treas.txt +++ b/npc/events/nguild/nguild_treas.txt @@ -72,7 +72,7 @@ function script F_GldTreasSw { mes "There's a small lever. Will you pull it?"; next; - if (select("Pull.:Do not.") == 1) { + if (select("Pull.", "Do not.") == 1) { warp getarg(0),getarg(1),getarg(2); return; } diff --git a/npc/events/nguild/nguild_warper.txt b/npc/events/nguild/nguild_warper.txt index 94f65e546..a2e2faed1 100644 --- a/npc/events/nguild/nguild_warper.txt +++ b/npc/events/nguild/nguild_warper.txt @@ -42,24 +42,24 @@ prontera,146,163,6 script Novice Castles 4_F_NOVICE,{ mes "[Cita]"; - if (!getcharid(2)) { + if (!getcharid(CHAR_ID_GUILD)) { mes "^FF0000You have to enter a guild to be able to hit Emperium!^000000"; - } else if (getgdskilllv(getcharid(2),10013) || - (getgdskilllv(getcharid(2),10000) + - getgdskilllv(getcharid(2),10001) + - getgdskilllv(getcharid(2),10002) + - getgdskilllv(getcharid(2),10003) + - getgdskilllv(getcharid(2),10004) + - getgdskilllv(getcharid(2),10005) + - getgdskilllv(getcharid(2),10006) + - getgdskilllv(getcharid(2),10007) + - getgdskilllv(getcharid(2),10008) + - getgdskilllv(getcharid(2),10009) + - getgdskilllv(getcharid(2),10010) + - getgdskilllv(getcharid(2),10011) + - getgdskilllv(getcharid(2),10012) + - getgdskilllv(getcharid(2),10013) + - getgdskilllv(getcharid(2),10014) > 9) + } else if (getgdskilllv(getcharid(CHAR_ID_GUILD),10013) || + (getgdskilllv(getcharid(CHAR_ID_GUILD),10000) + + getgdskilllv(getcharid(CHAR_ID_GUILD),10001) + + getgdskilllv(getcharid(CHAR_ID_GUILD),10002) + + getgdskilllv(getcharid(CHAR_ID_GUILD),10003) + + getgdskilllv(getcharid(CHAR_ID_GUILD),10004) + + getgdskilllv(getcharid(CHAR_ID_GUILD),10005) + + getgdskilllv(getcharid(CHAR_ID_GUILD),10006) + + getgdskilllv(getcharid(CHAR_ID_GUILD),10007) + + getgdskilllv(getcharid(CHAR_ID_GUILD),10008) + + getgdskilllv(getcharid(CHAR_ID_GUILD),10009) + + getgdskilllv(getcharid(CHAR_ID_GUILD),10010) + + getgdskilllv(getcharid(CHAR_ID_GUILD),10011) + + getgdskilllv(getcharid(CHAR_ID_GUILD),10012) + + getgdskilllv(getcharid(CHAR_ID_GUILD),10013) + + getgdskilllv(getcharid(CHAR_ID_GUILD),10014) > 9) ) { mes "I see... your guild has Emergency Call mastered."; mes "You cannot enter the Novice Castle area."; @@ -96,7 +96,7 @@ prontera,146,163,6 script Novice Castles 4_F_NOVICE,{ n_castle,102,107,5 script Cita 4_F_NOVICE,{ mes "[Cita]"; - mes "Hello, "+ strcharinfo(0) +". Can I help you?"; + mes "Hello, "+ strcharinfo(PC_NAME) +". Can I help you?"; next; if (select("Warp me to Prontera!","Cancel") == 1) { warp "prontera",155,177+rand(5); diff --git a/npc/events/valentinesday.txt b/npc/events/valentinesday.txt index 4f9145b46..bb64f4121 100644 --- a/npc/events/valentinesday.txt +++ b/npc/events/valentinesday.txt @@ -44,7 +44,7 @@ alberta,26,243,4 script Stephen 1_M_MERCHANT,{ mes "That's right, don't you love chocolate.... I do."; mes "And you are in luck, because I'm selling them for only 5,000 zeny a piece!"; next; - if(select("I want some chocolate!:No thanks.")==2) { + if(select("I want some chocolate!", "No thanks.")==2) { mes "[Stephen]"; mes "You don't want any chocolate?"; mes "I'm telling you! You'll regret it!"; @@ -104,7 +104,7 @@ prt_castle,54,34,4 script Carl Orleans 1_M_01,{ mes "[Carl Orleans]"; mes "Yes?"; next; - if(select("I want some hand made chocolate...:I'm lost, sorry to bother you.")==2) { + if(select("I want some hand made chocolate...", "I'm lost, sorry to bother you.")==2) { mes "[Carl Orleans]"; mes "Oh... well, if you want me to make some of my special Hand Made Chocolate...."; mes "You will need to give me at least ^0000FF 3 Chocolates^000000."; diff --git a/npc/events/valentinesday_2009.txt b/npc/events/valentinesday_2009.txt index 52f54f036..1151a08fb 100644 --- a/npc/events/valentinesday_2009.txt +++ b/npc/events/valentinesday_2009.txt @@ -53,7 +53,7 @@ prontera,164,174,4 script Trader#Val09 1_M_MERCHANT,{ mes "It's the perfect dessert and the perfect gift for loved ones."; mes "High-quality, traditional homemade chocolate only 5000z each!"; next; - switch(select("I'll take it, please!:I want to wrap the chocolate!:End trading.")) { + switch(select("I'll take it, please!", "I want to wrap the chocolate!", "End trading.")) { case 1: mes "[Marco Bassinio]"; mes "Ahaha, my dear."; @@ -161,7 +161,7 @@ prontera,164,174,4 script Trader#Val09 1_M_MERCHANT,{ delitem 7174,1; delitem 7948,1; Zeny -= 500; - getnameditem 12744,strcharinfo(0); + getnameditem 12744,strcharinfo(PC_NAME); mes "[Marco Bassinio]"; mes "Happy Valentine's Day!"; mes "Valentine's the reason I came back."; @@ -188,7 +188,7 @@ prontera,147,171,5 script Packs Trader#Val09 1_M_MERCHANT,{ mes "[Packs Trader]"; mes "Do you have something to buy?"; next; - switch(select("Packing Paper:Packing Ribbon:Box:Cancel.")) { + switch(select("Packing Paper", "Packing Ribbon", "Box", "Cancel.")) { case 1: mes "[Packs Trader]"; mes "It's 200 zeny for 1 Packing Paper."; @@ -373,7 +373,7 @@ prontera,154,185,5 script Event Ring Maker#Val09 4_F_KAFRA7,{ mes "By the way, It costs 1,000 zeny."; mes "Would you like to make one?"; next; - if(select("Hmm.. I gotta give it a second thought...:Sure.") == 1) { + if(select("Hmm.. I gotta give it a second thought...", "Sure.") == 1) { mes "[Event Ring Maker]"; mes "Alrighty!"; mes "You can't put a rush on such a thing like this."; @@ -396,10 +396,10 @@ prontera,154,185,5 script Event Ring Maker#Val09 4_F_KAFRA7,{ delitem 7948,1; Zeny -= 1000; iROval09ring = 1; - if (Sex) { - getnameditem 12742,strcharinfo(0); + if (Sex == SEX_MALE) { + getnameditem 12742,strcharinfo(PC_NAME); } else { - getnameditem 12743,strcharinfo(0); + getnameditem 12743,strcharinfo(PC_NAME); } mes "[Event Ring Maker]"; mes "Here, the most precious ring in the world!"; @@ -434,7 +434,7 @@ prontera,157,185,4 script Valentine Vote Manager#v 4_F_KAFRA5,{ mes "[Valentine Vote Manager]"; mes "So, what do you want?"; next; - switch(select("Please register my rings.:Please count my votes.:Nothing, for now.")) { + switch(select("Please register my rings.", "Please count my votes.", "Nothing, for now.")) { case 1: mes "[Valentine Vote Manager]"; mes "Please tell me how many rings you want to register."; @@ -453,7 +453,7 @@ prontera,157,185,4 script Valentine Vote Manager#v 4_F_KAFRA5,{ break; } - if (Sex) { + if (Sex == SEX_MALE) { if (countitem(Valentine_Silver_Ring) > .@input) { mes "[Valentine Vote Manager]"; mes "Seems like the value you entered is too small."; @@ -477,7 +477,7 @@ prontera,157,185,4 script Valentine Vote Manager#v 4_F_KAFRA5,{ Val09Rings += .@input; if (Val09Rings > $Val09votes_M) { $Val09votes_M = Val09Rings; - $Val09name_M$ = strcharinfo(0); + $Val09name_M$ = strcharinfo(PC_NAME); } next; break; @@ -505,7 +505,7 @@ prontera,157,185,4 script Valentine Vote Manager#v 4_F_KAFRA5,{ Val09Rings += .@input; if (Val09Rings > $Val09votes_F) { $Val09votes_F = Val09Rings; - $Val09name_F$ = strcharinfo(0); + $Val09name_F$ = strcharinfo(PC_NAME); } next; break; @@ -536,7 +536,7 @@ prontera,157,185,4 script Valentine Vote Manager#v 4_F_KAFRA5,{ //== Charles Orleans (Makes Home-Made Chocolates) ========== prt_castle,42,35,3 script Dessert Manager#Val09 1_M_01,{ - if (Sex) { + if (Sex == SEX_MALE) { mes "[Charles Orleans]"; mes "Monsieur~! What brings you to my beautiful atelier?"; mes "What is it that you want?"; @@ -555,7 +555,7 @@ prt_castle,42,35,3 script Dessert Manager#Val09 1_M_01,{ mes "This little trifling space felt like heaven the minute you walked in!"; mes "Can I help you with anything, if it's alright?"; next; - if(select("Please, make me some chocolate.:Don't bother. I'm just passing by.") == 2) { + if(select("Please, make me some chocolate.", "Don't bother. I'm just passing by.") == 2) { mes "[Charles Orleans]"; mes "Ahhh, this is so heartbreaking."; mes "How could you say that?"; diff --git a/npc/events/valentinesday_2012.txt b/npc/events/valentinesday_2012.txt index 2f969e10b..0b240180f 100644 --- a/npc/events/valentinesday_2012.txt +++ b/npc/events/valentinesday_2012.txt @@ -40,7 +40,7 @@ mosk_in,21,246,5 script Pinkamenia 1_F_LIBRARYGIRL,{ setarray .@SweetsID[0],538,558,539,573,559,560,12062,596,597,12414,12319; setarray .@SweetsCost[0],1,2,5,10,10,10,15,15,15,20,20; mes .@n$; - mes "Hello "+strcharinfo(0)+", do"; + mes "Hello "+strcharinfo(PC_NAME)+", do"; mes "you want to buy some items?"; mes "You'll have to give me Love"; mes "Flowers for them, of course!"; @@ -60,7 +60,7 @@ mosk_in,21,246,5 script Pinkamenia 1_F_LIBRARYGIRL,{ close; } mes "Are you sure you want to trade ^00aa00"+.@SweetsCost[.@choice]+"x Love Flower ^000000 for ^0055FF"+getitemname(.@SweetsID[.@choice])+"^000000?"; - if(select("No, I've changed my mind.:Yes, trade!") == 1) close; + if(select("No, I've changed my mind.", "Yes, trade!") == 1) close; .@new = .@LFlowerID - .@SweetsCost[.@choice]; if (.@new < 0) .@new = 0; delitem .@LFlowerID, .@SweetsCost[.@choice]; @@ -99,7 +99,7 @@ mosk_in,21,246,5 script Pinkamenia 1_F_LIBRARYGIRL,{ close; } else if (BaseLevel >= 45) { mes .@n$; - mes "Hello "+strcharinfo(0)+", it's"; + mes "Hello "+strcharinfo(PC_NAME)+", it's"; mes "Valentine's Day and we"; mes "love to deliver sweet"; mes "chocolates."; @@ -116,7 +116,7 @@ mosk_in,21,246,5 script Pinkamenia 1_F_LIBRARYGIRL,{ close; } mes .@n$; - mes "Hello "+strcharinfo(0)+"!"; + mes "Hello "+strcharinfo(PC_NAME)+"!"; close; OnInit: @@ -171,7 +171,7 @@ mosk_in,21,244,3 script Baker Extraordinaire 4_M_NOVELIST,{ } } else { mes .@n$; - mes "Hello, "+strcharinfo(0)+"!"; + mes "Hello, "+strcharinfo(PC_NAME)+"!"; close; } } diff --git a/npc/events/xmas.txt b/npc/events/xmas.txt index a6308b867..7419bc4bc 100644 --- a/npc/events/xmas.txt +++ b/npc/events/xmas.txt @@ -44,15 +44,14 @@ xmas_in,100,96,4 script Santa Claus::Santa2 4_M_SANTA,{ mes "[Santa Claus]"; if(xmas_npc==0) xmas_npc = 1; // For Lutie & Bard quest - if(#event_xmas > 0 && #event_xmas < 30 ) goto L_Start; - mes "Merry Christmas!"; - if(Class==0 || #event_xmas>=30 ) close; //anti exploit protection - mes "I have a gift for you! Ho Ho Ho!"; - getitem rand(664,667),1; //gives one of 4 gift boxes - ++#event_xmas; - close; - -L_Start: + if(#event_xmas <= 0 || #event_xmas >= 30 ) { + mes "Merry Christmas!"; + if(Class==0 || #event_xmas>=30 ) close; //anti exploit protection + mes "I have a gift for you! Ho Ho Ho!"; + getitem rand(664,667),1; //gives one of 4 gift boxes + ++#event_xmas; + close; + } mes "I'm having a bit of a problem..."; mes "Do you care to listen?"; next; @@ -98,7 +97,12 @@ L_Start: close; case 2: // Give proof mes "[Santa Claus]"; - if(countitem(Red_Socks_With_Holes) < 3) goto L_NotEnuf; + if(countitem(Red_Socks_With_Holes) < 3) { + mes "You don't have enough socks as proof."; + mes "Go take down those evil Santas"; + mes "and get more for me and I'll reward you."; + close; + } delitem 7034,3; mes "Seems you've been doing a"; mes "good job of taking down those"; @@ -111,12 +115,6 @@ L_Start: mes "If you get 3 more, I'll give you another."; mes "Hope you get a good item."; close; - - L_NotEnuf: - mes "You don't have enough socks as proof."; - mes "Go take down those evil Santas"; - mes "and get more for me and I'll reward you."; - close; default: // Cancel mes "[Santa Claus]"; mes "I see. Well, at the very least"; diff --git a/npc/instances/EndlessTower.txt b/npc/instances/EndlessTower.txt index b1126c0bc..f94bc177a 100644 --- a/npc/instances/EndlessTower.txt +++ b/npc/instances/EndlessTower.txt @@ -36,13 +36,6 @@ //= 2.4 //========================================================================= -1@tower mapflag src4instance -2@tower mapflag src4instance -3@tower mapflag src4instance -4@tower mapflag src4instance -5@tower mapflag src4instance -6@tower mapflag src4instance - alberta,214,77,6 script Captain Janssen 4_M_SEAMAN,{ if (checkweight(Knife,1) == 0) { mes "^008800Wait here!!"; @@ -54,7 +47,7 @@ alberta,214,77,6 script Captain Janssen 4_M_SEAMAN,{ mes "Sigh... I don't know if I can ever go back to sailing the sea..."; close; } - .@name$ = strcharinfo(0); + .@name$ = strcharinfo(PC_NAME); if (in_102tower == 1) { mes "^0000ffLooking incredibly excited, the old man ran into the marine shop hurriedly ordering goods. You don't have anything better to do, so you decide to ask him why he is in such a rush.^000000"; next; @@ -125,7 +118,7 @@ alberta,214,77,6 script Captain Janssen 4_M_SEAMAN,{ mes "[Captain Janssen]"; mes "Shall we leave now?"; next; - switch(select("Yes, let's go!:No, I'm not quite ready...")) { + switch(select("Yes, let's go!", "No, I'm not quite ready...")) { case 1: mes "[Captain Janssen]"; mes "Then pull up the anchor, first mate!"; @@ -142,7 +135,7 @@ alberta,214,77,6 script Captain Janssen 4_M_SEAMAN,{ mes "[Captain Janssen]"; mes "Well, to travel the ocean again, we need to restock on goods. If you give me 10,000 Zeny, I'll take care of the rest."; next; - switch(select("I'll come back later.:Let's go, now!")) { + switch(select("I'll come back later.", "Let's go, now!")) { case 1: mes "["+.@name$+"]"; mes "I'm sorry, but I don't have that much money. I'll come back when I save enough."; @@ -175,7 +168,7 @@ alberta,214,77,6 script Captain Janssen 4_M_SEAMAN,{ mes "[Captain Janssen]"; mes "Can you donate ^0000ff10,000 Zeny^000000 to me? It's for a cause that's important to me..."; next; - switch(select("No!:Sure thing.")) { + switch(select("No!", "Sure thing.")) { case 1: mes "["+.@name$+"]"; mes "I'm sorry, but you've got the wrong person to ask that."; @@ -209,7 +202,7 @@ alberta,214,77,6 script Captain Janssen 4_M_SEAMAN,{ e_tower,81,105,0 script Tower Protection Stone 2_MONEMUS,{ - .@party_id = getcharid(1); + .@party_id = getcharid(CHAR_ID_PARTY); .@p_name$ = getpartyname(.@party_id); .@md_name$ = "Endless Tower"; @@ -221,15 +214,15 @@ e_tower,81,105,0 script Tower Protection Stone 2_MONEMUS,{ close; } if (!.@etower_timer) { - if (getcharid(0) == getpartyleader(.@party_id,2)) { + if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2)) { mes "Confirmed the party has been made. Would you like to reserve entrance to the Endless Tower?"; next; - switch(select("Generate dungeon "+.@md_name$+":Enter the dungeon:Return to Alberta:Cancel")) { + switch(select("Generate dungeon "+.@md_name$, "Enter the dungeon", "Return to Alberta", "Cancel")) { case 1: .@instance = instance_create(.@md_name$,.@party_id); if (.@instance < 0) { mes "Party Name: "+.@p_name$; - mes "Party Leader: "+strcharinfo(0); + mes "Party Leader: "+strcharinfo(PC_NAME); mes "^0000ff"+.@md_name$+" ^000000- Reservation Failed!"; close; } @@ -256,7 +249,7 @@ e_tower,81,105,0 script Tower Protection Stone 2_MONEMUS,{ close; } } - switch(select("Enter the "+.@md_name$+":Return to Alberta:Cancel")) { + switch(select("Enter the "+.@md_name$, "Return to Alberta", "Cancel")) { case 1: callsub L_Enter,1,1,.@md_name$,.@p_name$; case 2: @@ -286,7 +279,7 @@ e_tower,81,105,0 script Tower Protection Stone 2_MONEMUS,{ } else if (.@etower_timer == 1) { mes "If you have the dungeon generated already, you can enter it. "; next; - switch(select("Enter the "+.@md_name$+":Return to Alberta:Cancel")) { + switch(select("Enter the "+.@md_name$, "Return to Alberta", "Cancel")) { case 1: callsub L_Enter,0,0,.@md_name$,.@p_name$; case 2: @@ -312,7 +305,7 @@ L_Enter: mes "The party leader did not generate the dungeon yet."; close; } else { - mapannounce "e_tower", strcharinfo(0)+" of the party, " +getarg(3)+", is entering the dungeon, Endless Tower.",bc_map,"0x00ff99",FW_NORMAL,12; + mapannounce "e_tower", strcharinfo(PC_NAME)+" of the party, " +getarg(3)+", is entering the dungeon, Endless Tower.",bc_map,"0x00ff99",FW_NORMAL,12; if (getarg(1)) { etower_timer = gettimetick(2); setquest 60200; @@ -329,7 +322,7 @@ L_Enter: e_tower,30,30,2 script Huge Vortex CLEAR_NPC,2,2,{ end; OnTouch: - mapannounce "e_tower","[ " + strcharinfo(0) + " ], seems to be engulfed by a huge vortex",bc_map,"0x00ff99",FW_NORMAL,12; + mapannounce "e_tower","[ " + strcharinfo(PC_NAME) + " ], seems to be engulfed by a huge vortex",bc_map,"0x00ff99",FW_NORMAL,12; warp "alberta",223,36; end; } @@ -341,7 +334,7 @@ e_tower,1,1,2 script #102Administrator Mode CLEAR_NPC,{ .@i = callfunc("F_GM_NPC","dmc2008",1); next; if (.@i == 1) { - switch(select("Generate Purification Stone:Remove Purification Stone:Cancel")) { + switch(select("Generate Purification Stone", "Remove Purification Stone", "Cancel")) { case 1: mes "Create the Purification Stone that stays for 30 minutes."; donpcevent "Purification Stone#et1::OnEnable"; @@ -1201,7 +1194,7 @@ function script F_Tower_Warp { setarray .@level$[1],"26th","51st","76th"; setarray .@map$[1],"2@tower","3@tower","4@tower"; - .@i = select("26th Level:51st Level:76th Level"); + .@i = select("26th Level", "51st Level", "76th Level"); if (countitem(Dark_Ashes) < .@i) { mes "-Warning-"; @@ -1209,7 +1202,7 @@ function script F_Tower_Warp { close; } delitem Dark_Ashes,.@i; - mapannounce instance_mapname("1@tower"), strcharinfo(0)+". You will be warped to the "+.@level$[.@i]+" Level.",bc_map,"0x00ff99"; + mapannounce instance_mapname("1@tower"), strcharinfo(PC_NAME)+". You will be warped to the "+.@level$[.@i]+" Level.",bc_map,"0x00ff99"; warp instance_mapname(.@map$[.@i]),52,354; close; @@ -1254,27 +1247,27 @@ OnTimer5000: end; OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnEnable: - enablenpc instance_npcname(strnpcinfo(0)); + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); callfunc "F_Tower_Monster", - atoi(replacestr(strnpcinfo(0),"FGate102tower","")) + 1, - strnpcinfo(4), - instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + atoi(replacestr(strnpcinfo(NPC_NAME),"FGate102tower","")) + 1, + strnpcinfo(NPC_MAP), + instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; end; OnTouch_: callfunc "F_Tower_Warp", - atoi(replacestr(strnpcinfo(0),"FGate102tower","")) + 1, - strnpcinfo(4); + atoi(replacestr(strnpcinfo(NPC_NAME),"FGate102tower","")) + 1, + strnpcinfo(NPC_MAP); end; OnMyMobDead: - .@map$ = strnpcinfo(4); - .@level = atoi(replacestr(strnpcinfo(0),"FGate102tower","")) + 1; - .@mob_dead_num = mobcount(.@map$,instance_npcname(strnpcinfo(0))+"::OnMyMobDead"); + .@map$ = strnpcinfo(NPC_MAP); + .@level = atoi(replacestr(strnpcinfo(NPC_NAME),"FGate102tower","")) + 1; + .@mob_dead_num = mobcount(.@map$,instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); if (.@mob_dead_num < 1) { initnpctimer; //SetItemPartyInMap in_102floor .@level @@ -1283,8 +1276,8 @@ OnMyMobDead: end; OnTimer5000: - .@level = atoi(replacestr(strnpcinfo(0),"FGate102tower","")) + 1; - mapannounce strnpcinfo(4), "All Monsters on the "+callsub(L_Display,.@level)+" Level have been defeated.",bc_map,"0xffff00"; + .@level = atoi(replacestr(strnpcinfo(NPC_NAME),"FGate102tower","")) + 1; + mapannounce strnpcinfo(NPC_MAP), "All Monsters on the "+callsub(L_Display,.@level)+" Level have been defeated.",bc_map,"0xffff00"; donpcevent instance_npcname(.@level+"FGate102tower")+"::OnEnable"; stopnpctimer; end; @@ -2141,12 +2134,12 @@ OnMyMobDead: mes "[Lost Souls]"; mes "They may appear to be one-handed swords, but I can put them together to make a two-handed one if you want. That's the only way I can repay you for freeing me."; next; - switch(select("Make a Two-Handed Sword.:No, thanks.")) { + switch(select("Make a Two-Handed Sword.", "No, thanks.")) { case 1: mes "[Lost Souls]"; mes "If it is already upgraded or has a card inside, those effects will be disappear. Is this ok with you?"; next; - switch(select("It's fine with me. Please make one.:No way!")) { + switch(select("It's fine with me. Please make one.", "No way!")) { case 1: mes "[Lost Souls]"; mes "Good, then I'll combine these to create a two-handed sword."; diff --git a/npc/instances/NydhoggsNest.txt b/npc/instances/NydhoggsNest.txt index 87f9c7bf0..19627e6a0 100644 --- a/npc/instances/NydhoggsNest.txt +++ b/npc/instances/NydhoggsNest.txt @@ -33,18 +33,15 @@ //= 1.6 //========================================================================= -1@nyd mapflag src4instance -2@nyd mapflag src4instance - 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.")) { + switch(select("Move closer to look more carefully.", "Step back.")) { case 1: - specialeffect2 EF_HOLYHIT; + specialeffect(EF_HOLYHIT, AREA, playerattached()); pushpc 3,3; if (ep13_1_edq == 14) ep13_1_edq = 15; @@ -76,7 +73,7 @@ nyd_dun02,100,201,3 script Yggdrasil Gatekeeper HIDDEN_NPC,8,8,{ 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) { - specialeffect2 EF_CHANGECOLD; + 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."; @@ -84,7 +81,7 @@ nyd_dun02,100,201,3 script Yggdrasil Gatekeeper HIDDEN_NPC,8,8,{ mes "[??????]"; mes "Wingless one... Our promised words..."; next; - switch(select("'Guardian's spell'!:Take a step back.")) { + switch(select("'Guardian's spell'!", "Take a step back.")) { case 1: mes "[??????]"; mes "Promised words... Guardian's spell... proof of their existence."; @@ -92,7 +89,7 @@ nyd_dun02,100,201,3 script Yggdrasil Gatekeeper HIDDEN_NPC,8,8,{ mes "[Yggdrasil Gatekeeper]"; mes "In the name of Yggdrasiliad, I will accept you as a servant of the Guardian."; next; - specialeffect2 EF_CHANGECOLD; + 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."; @@ -104,7 +101,7 @@ nyd_dun02,100,201,3 script Yggdrasil Gatekeeper HIDDEN_NPC,8,8,{ } } else if (ins_nyd == 131 || ins_nyd == 132 || ins_nyd > 199) { - .@party_id = getcharid(1); + .@party_id = getcharid(CHAR_ID_PARTY); .@md_name$ = "Nidhoggur's Nest"; .@ins_nyd_check = questprogress(3135,PLAYTIME); // 3 Day cooldown @@ -124,11 +121,11 @@ nyd_dun02,100,201,3 script Yggdrasil Gatekeeper HIDDEN_NPC,8,8,{ mes "And only 1 representative of you needs to talk to me, so don't annoy me..."; close; } - if (getcharid(0) == getpartyleader(.@party_id,2)) { + 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.")) { + 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) { @@ -153,7 +150,7 @@ nyd_dun02,100,201,3 script Yggdrasil Gatekeeper HIDDEN_NPC,8,8,{ mes "If you are ready, I will allow you to enter."; close; case 2: - goto L_Enter; + callsub L_Enter; case 3: close; } @@ -161,10 +158,14 @@ nyd_dun02,100,201,3 script Yggdrasil Gatekeeper HIDDEN_NPC,8,8,{ 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) + if(select("I want to go in.", "I want to leave.") == 2) close; - goto L_Enter; + callsub L_Enter; } else { + .@instance = has_instance2("1@nyd"); + if (.@instance >= 0) { + instance_attach(.@instance); + } if (.@ins_nyd_check == 1) { if ('ins_nyd2 == 3 || 'ins_nyd2 == 4) { mes "[Yggdrasil Gatekeeper]"; @@ -177,9 +178,9 @@ nyd_dun02,100,201,3 script Yggdrasil Gatekeeper HIDDEN_NPC,8,8,{ 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) + if(select("I want to go in.", "I want to leave.") == 2) close; - goto L_Enter; + callsub L_Enter; } else if (.@ins_nyd_check == 2) { if (.@ins_nyd_check2 == 1) { mes "[Yggdrasil Gatekeeper]"; @@ -204,9 +205,9 @@ nyd_dun02,100,201,3 script Yggdrasil Gatekeeper HIDDEN_NPC,8,8,{ 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.")) { + switch(select("Move closer to look more carefully.", "Step back.")) { case 1: - specialeffect2 EF_HOLYHIT; + 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; @@ -224,7 +225,7 @@ L_Enter: mes "You did not request for entrance. Please let your leader request entrance."; close; } else { - mapannounce "nyd_dun02", getpartyname(getcharid(1))+"'s party member "+strcharinfo(0)+" has entered Nidhoggur's Nest.",bc_map,"0x00ff99"; + 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; @@ -233,7 +234,7 @@ L_Enter: OnTouch_: if (ins_nyd == 0) { - specialeffect2 EF_CHANGECOLD; + specialeffect(EF_CHANGECOLD, AREA, playerattached()); specialeffect EF_CHANGECOLD; } end; @@ -307,7 +308,7 @@ mid_camp,271,299,3 script Historian Magnifier#edq 4_M_SAGE_C,3,3,{ 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.")) { + 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?"; @@ -427,7 +428,7 @@ mid_camp,271,299,3 script Historian Magnifier#edq 4_M_SAGE_C,3,3,{ prt_in,171,94,3 script Assistant Naomi#edq 4_F_HUWOMAN,3,3,{ mes "[Assistant Naomi]"; - .@name$ = strcharinfo(0); + .@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; @@ -440,7 +441,7 @@ prt_in,171,94,3 script Assistant Naomi#edq 4_F_HUWOMAN,3,3,{ 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.")) { + 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!"; @@ -540,7 +541,7 @@ prt_in,171,94,3 script Assistant Naomi#edq 4_F_HUWOMAN,3,3,{ } 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")) { + 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; @@ -617,7 +618,7 @@ splendide,198,178,3 script Grumbling Soldier#edq 4_M_FAIRYSOLDIER,3,3,{ 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."; @@ -677,7 +678,7 @@ splendide,240,164,3 script Sighing Soldier#edq 4_M_FAIRYSOLDIER2,3,3,{ 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."; @@ -749,7 +750,7 @@ spl_in01,109,60,3 script Commander Lebiordirr#edq 4_F_FAIRY,3,3,{ 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; + 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; @@ -1012,7 +1013,7 @@ spl_in01,104,56,3 script Aide Arioss#edq 4_F_FAIRYKID2,3,3,{ 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."; - specialeffect2 EF_HOLYHIT; + specialeffect(EF_HOLYHIT, AREA, playerattached()); next; mes "[Aide Arioss]"; mes "Also, remember this spell, it's needed to open the gate of the Guardian."; @@ -1122,7 +1123,7 @@ man_in01,311,57,3 script Neat Etorr#edq 4_MAN_NITT,3,3,{ 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; + 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; @@ -1334,7 +1335,7 @@ man_in01,291,62,3 script Laphine Prisoner#edq 4_F_FAIRYKID2,3,3,{ 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.")) { + 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."; @@ -1454,7 +1455,7 @@ man_in01,291,62,3 script Laphine Prisoner#edq 4_F_FAIRYKID2,3,3,{ 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."; - specialeffect2 EF_HOLYHIT; + specialeffect(EF_HOLYHIT, AREA, playerattached()); next; mes "[Laphine Prisoner]"; mes "Also, remember this spell, it's needed to open the gate of the Guardian."; @@ -1538,7 +1539,7 @@ OnTouch_: 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?")) { + 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."; @@ -1602,13 +1603,13 @@ OnTouch_: 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) + 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(0) == getpartyleader(getcharid(1),2)) { + 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]"; @@ -1849,7 +1850,7 @@ OnTimer18000: 2@nyd,199,178,0 script nyd_2f_ddr_control FAKE_NPC,6,6,{ OnTouch: - specialeffect2 EF_HOLYHIT; + 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."; @@ -1860,7 +1861,7 @@ OnTouch: 2@nyd,199,268,0 script nyd_2f_boss_enter FAKE_NPC,8,8,{ OnTouch_: - if (getcharid(0) == getpartyleader(getcharid(1),2)) { + 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; @@ -1987,7 +1988,7 @@ OnTimer180000: 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.")) { + switch(select("Please let me out.", "I want to look around for a while.")) { case 1: 'ins_nyd2 = 0; ins_nyd = 203; @@ -2013,78 +2014,78 @@ OnEnable: 2@nyd,115,278,0 script nyd_2f_red FAKE_NPC,5,5,{ OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnEnable: - enablenpc instance_npcname(strnpcinfo(0)); - donpcevent instance_npcname(strnpcinfo(0)+"_warp1")+"::OnEnable"; - donpcevent instance_npcname(strnpcinfo(0)+"_warp2")+"::OnEnable"; - donpcevent instance_npcname(strnpcinfo(0)+"_warp3")+"::OnEnable"; - donpcevent instance_npcname(strnpcinfo(0)+"_c")+"::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; end; OnDisable: - donpcevent instance_npcname(strnpcinfo(0)+"_warp1")+"::OnDisable"; - donpcevent instance_npcname(strnpcinfo(0)+"_warp2")+"::OnDisable"; - donpcevent instance_npcname(strnpcinfo(0)+"_warp3")+"::OnDisable"; - disablenpc instance_npcname(strnpcinfo(0)); + 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(0),"red")) { + if (compare(strnpcinfo(NPC_NAME),"red")) { percentheal -50,0; percentheal -30,0; sc_start SC_BLOODING,60000,0; - } else if (compare(strnpcinfo(0),"white")) { + } else if (compare(strnpcinfo(NPC_NAME),"white")) { percentheal -50,0; sc_start SC_FREEZE,20000,0; - } else if (compare(strnpcinfo(0),"yellow")) { + } 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(0),"green")) { + } else if (compare(strnpcinfo(NPC_NAME),"green")) { percentheal -50,-50; sc_start SC_POISON,60000,0; } end; OnTimer10000: - disablenpc instance_npcname(strnpcinfo(0)); + 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(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnEnable: - enablenpc instance_npcname(strnpcinfo(0)); + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); initnpctimer; .@map$ = instance_mapname("2@nyd"); - .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; - if (compare(strnpcinfo(0),"red")) { + .@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(0),"white")) { + } 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(0),"yellow")) { + } 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(0),"green")) { + } 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$,280,368,"Nidhoggur's Guardian#3",2020,1,.@label$; @@ -2095,30 +2096,30 @@ OnEnable: OnMyMobDead: .@map$ = instance_mapname("2@nyd"); - if (mobcount(.@map$,instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) { + if (mobcount(.@map$,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(0))+"::OnDisable"; + donpcevent instance_npcname(strnpcinfo(NPC_NAME))+"::OnDisable"; end; } end; /* OnReset: // Label not called. - killmonster instance_mapname("2@nyd"),instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; - donpcevent instance_npcname(strnpcinfo(0))+"::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(0))+"::OnMyMobDead"; //custom - donpcevent instance_npcname(substr(strnpcinfo(0),0,getstrlen(strnpcinfo(0))-3))+"::OnDisable"; - disablenpc instance_npcname(strnpcinfo(0)); + 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(0))+"::OnMyMobDead"; + killmonster instance_mapname("2@nyd"),instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; stopnpctimer; donpcevent instance_npcname("nyd_2f_boss_enter_call")+"::OnWarpColor"; end; @@ -2127,21 +2128,21 @@ OnTimer180000: 2@nyd,130,298,0 script nyd_2f_red_warp1 FAKE_NPC,6,6,{ OnInstanceInit: OnDisable: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnEnable: - enablenpc instance_npcname(strnpcinfo(0)); + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnTouch: - if (compare(strnpcinfo(0),"red")) + if (compare(strnpcinfo(NPC_NAME),"red")) warp instance_mapname("2@nyd"),115,278; - else if (compare(strnpcinfo(0),"white")) + else if (compare(strnpcinfo(NPC_NAME),"white")) warp instance_mapname("2@nyd"),115,373; - else if (compare(strnpcinfo(0),"yellow")) + else if (compare(strnpcinfo(NPC_NAME),"yellow")) warp instance_mapname("2@nyd"),284,278; - else if (compare(strnpcinfo(0),"green")) + else if (compare(strnpcinfo(NPC_NAME),"green")) warp instance_mapname("2@nyd"),284,374; end; } @@ -2168,27 +2169,27 @@ OnTouch: 2@nyd,1,1,0 script ins_nyd2_spawn_mobs FAKE_NPC,{ OnInstanceInit: - .@map$ = instance_mapname("2@nyd"); - areamonster .@map$,200,92,180,80,"Rhyncho",2020,40,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyRhynDead"; - areamonster .@map$,200,92,180,80,"Phylla",2021,40,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyPhyDead"; - areamonster .@map$,200,92,180,80,"Dark Shadow",2023,40,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyDarkshaDead"; - areamonster .@map$,200,92,180,80,"Dark Pinguicula",2015,40,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyPingDead"; + .@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"; end; OnMyRhynDead: - areamonster instance_mapname("2@nyd"),200,92,180,80,"Rhyncho",2020,1,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyRhynDead"; + areamonster instance_mapname("2@nyd"),14,20,382,180,"Rhyncho",2020,1,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyRhynDead"; end; OnMyPhyDead: - areamonster instance_mapname("2@nyd"),200,92,180,80,"Phylla",2021,1,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyPhyDead"; + areamonster instance_mapname("2@nyd"),14,20,382,180,"Phylla",2021,1,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyPhyDead"; end; OnMyDarkshaDead: - areamonster instance_mapname("2@nyd"),200,92,180,80,"Dark Shadow",2023,1,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyDarkshaDead"; + areamonster instance_mapname("2@nyd"),14,20,382,180,"Dark Shadow",2023,1,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyDarkshaDead"; end; OnMyPingDead: - areamonster instance_mapname("2@nyd"),200,92,180,80,"Dark Pinguicula",2015,1,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyPingDead"; + areamonster instance_mapname("2@nyd"),14,20,382,180,"Dark Pinguicula",2015,1,instance_npcname("ins_nyd2_spawn_mobs")+"::OnMyPingDead"; end; } @@ -2203,7 +2204,7 @@ sec_in02,36,167,3 script Nidhoggur Manager 4_M_FAIRYSOLDIER,1,1,{ } 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")) { + 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; @@ -2214,7 +2215,7 @@ sec_in02,36,167,3 script Nidhoggur Manager 4_M_FAIRYSOLDIER,1,1,{ case 2: mes "Which variable do you want to change?"; next; - switch(select("ins_nyd:ins_nyd2")) { + switch(select("ins_nyd", "ins_nyd2")) { case 1: .@var$ = "ins_nyd"; break; case 2: .@var$ = "ins_nyd2"; break; } @@ -2246,7 +2247,7 @@ nyd_dun02,7,7,2 script Purification Admin#nyd2 CLEAR_NPC,2,0,{ 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"; diff --git a/npc/instances/OrcsMemory.txt b/npc/instances/OrcsMemory.txt index cbf7d1a56..28cc9bbd5 100644 --- a/npc/instances/OrcsMemory.txt +++ b/npc/instances/OrcsMemory.txt @@ -33,13 +33,10 @@ //= 1.7 //========================================================================= -1@orcs mapflag src4instance -2@orcs mapflag src4instance - //== Entrance ============================================== gef_fild10,242,202,0 script Dimensional Gorge Piece 2_MONEMUS,{ - .@party_id = getcharid(1); + .@party_id = getcharid(CHAR_ID_PARTY); .@p_name$ = getpartyname(.@party_id); .@md_name$ = "Orc's Memory"; @@ -58,19 +55,19 @@ gef_fild10,242,202,0 script Dimensional Gorge Piece 2_MONEMUS,{ if (.@orctime == 1) { mes "You can enter the Dungeon if it has been generated."; next; - if(select("Enter the Dungeon "+.@md_name$+":Cancel") == 2) + if(select("Enter the Dungeon "+.@md_name$, "Cancel") == 2) close; // Fall through to access the dungeon } else { // !.@orctime - if (getcharid(0) == getpartyleader(.@party_id,2)) { + if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2)) { mes "Party status confirmed. Would you like to book entrance to the "+.@md_name$+"?"; next; - switch(select("Reserve the "+.@md_name$+":Enter the Dungeon:Cancel")) { + switch(select("Reserve the "+.@md_name$, "Enter the Dungeon", "Cancel")) { case 1: .@instance = instance_create(.@md_name$,.@party_id); if (.@instance < 0) { mes "Party Name: "+.@p_name$; - mes "Party Leader: "+strcharinfo(0); + mes "Party Leader: "+strcharinfo(PC_NAME); mes "^0000ff"+.@md_name$+" ^000000 - Reservation Failed."; close; } @@ -92,7 +89,7 @@ gef_fild10,242,202,0 script Dimensional Gorge Piece 2_MONEMUS,{ case 3: close; } - } else if (select(.@md_name$ + " Enter the Memorial Dungeon:Cancel") == 2) + } else if (select(.@md_name$ + " Enter the Memorial Dungeon", "Cancel") == 2) end; // Else access the dungeon } @@ -108,7 +105,7 @@ gef_fild10,242,202,0 script Dimensional Gorge Piece 2_MONEMUS,{ close; } - mapannounce "gef_fild10", strcharinfo(0) + " of the party, " + .@p_name$ + " is entering the "+.@md_name$+".",bc_map,"0x00ff99"; + mapannounce "gef_fild10", strcharinfo(PC_NAME) + " of the party, " + .@p_name$ + " is entering the "+.@md_name$+".",bc_map,"0x00ff99"; if (!questprogress(12059)) setquest 12059; warp "1@orcs",179,15; end; @@ -124,7 +121,7 @@ gef_fild10,238,202,6 script Mad Scientist#orc 4_LGTSCIENCE,{ mes "Haha, no Orcs are coming near me!"; mes "The power of the Dimensional Gorge is undefeatable!!"; next; - switch(select("Orcs don't attack you?:You wish!")) { + switch(select("Orcs don't attack you?", "You wish!")) { case 1: mes "[Mad Scientist]"; mes "Yeah, yeah.. I know it's hard to belive. I don't blame ya."; @@ -152,7 +149,7 @@ gef_fild10,238,202,6 script Mad Scientist#orc 4_LGTSCIENCE,{ mes "[Mad Scientist]"; mes "Chances are they'll just give you lots of instructions once they see you, so just wing it! They're always saying the same thing, to the point where I memorized them!"; next; - switch(select("Alright... What do I do?:Umm, maybe not.")) { + switch(select("Alright... What do I do?", "Umm, maybe not.")) { case 1: mes "[Mad Scientist]"; mes "Very good! Just sit in the hands of this statue! And try to act natural when you're in there!"; @@ -684,24 +681,24 @@ OnTimer23910: } 2@orcs,26,164,0 script Torch#1-1 CLEAR_NPC,{ - if(getpartyleader(getcharid(1),2) != getcharid(0)) end; + if(getpartyleader(getcharid(CHAR_ID_PARTY),2) != getcharid(CHAR_ID_CHAR)) end; progressbar "ffff00",5; - setarray .@id[0], atoi(charat(strnpcinfo(2),0)), atoi(charat(strnpcinfo(2),2)); + setarray .@id[0], atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),0)), atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),2)); if (.@id[1] == 4) donpcevent instance_npcname("#Warp2-"+.@id[0])+"::OnEnable"; else donpcevent instance_npcname("Torch#"+.@id[0]+"-"+(.@id[1]+1))+"::OnEnable"; initnpctimer; - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnInstanceInit: - if (strnpcinfo(0) != "Torch#2-1" && strnpcinfo(0) != "Torch#3-1") - disablenpc instance_npcname(strnpcinfo(0)); + if (strnpcinfo(NPC_NAME) != "Torch#2-1" && strnpcinfo(NPC_NAME) != "Torch#3-1") + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnEnable: - enablenpc instance_npcname(strnpcinfo(0)); + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnTimer100: @@ -876,9 +873,9 @@ OnTouch: if (yong_odun < 2) { mes "[Kruger]"; mes "*Coughing*"; - mes ""+strcharinfo(0)+", it's you..."; + mes ""+strcharinfo(PC_NAME)+", it's you..."; next; - mes "["+strcharinfo(0)+"] "; + mes "["+strcharinfo(PC_NAME)+"] "; mes "Don't move! You are wounded!"; next; mes "[Kruger]"; @@ -886,7 +883,7 @@ OnTouch: mes "...."; mes "The Shaman? What about the Shaman?"; next; - mes "["+strcharinfo(0)+"] "; + mes "["+strcharinfo(PC_NAME)+"] "; mes "The Shaman's dead now. Who was that Shaman really?"; next; mes "Kruger seemed to be relieved as he hears of the death of the Shaman, but you notice the bitter expression on his face."; diff --git a/npc/instances/SealedShrine.txt b/npc/instances/SealedShrine.txt index a6cf12a33..1b1022dcf 100644 --- a/npc/instances/SealedShrine.txt +++ b/npc/instances/SealedShrine.txt @@ -35,9 +35,6 @@ //= 2.3 //========================================================================= -1@cata mapflag src4instance -2@cata mapflag src4instance - //== Sealed Catacomb Entrance ============================== monk_test,309,146,3 script Friar Patrick#edq 4_M_OLDFRIAR,{ cutin "ins_cata_pri_n",2; @@ -49,10 +46,10 @@ monk_test,309,146,3 script Friar Patrick#edq 4_M_OLDFRIAR,{ next; if (countitem(Bapho_Doll) > 0) { .@doll = 1; - .@selection = select("What is this place?:I want to enter.:About the Cursed Baphomet Doll.:Cancel."); + .@selection = select("What is this place?", "I want to enter.", "About the Cursed Baphomet Doll.", "Cancel."); } else { - .@selection = select("What is this place?:I want to enter.:Cancel."); + .@selection = select("What is this place?", "I want to enter.", "Cancel."); } switch(.@selection) { case 1: @@ -65,7 +62,7 @@ monk_test,309,146,3 script Friar Patrick#edq 4_M_OLDFRIAR,{ mes "[Friar Patrick]"; mes "The very place where the great Devil who once demolished this world is sleeping."; next; - switch(select("Tell me more.:Stop talking.")) { + switch(select("Tell me more.", "Stop talking.")) { case 1: cutin "ins_cata_pri_n",2; mes "[Friar Patrick]"; @@ -105,7 +102,7 @@ monk_test,309,146,3 script Friar Patrick#edq 4_M_OLDFRIAR,{ case 2: if (BaseLevel >= 75) { - .@party_id = getcharid(1); + .@party_id = getcharid(CHAR_ID_PARTY); mes "[Friar Patrick]"; mes "Do you mean you'll go to the shrine and reseal Baphomet?"; @@ -117,10 +114,10 @@ monk_test,309,146,3 script Friar Patrick#edq 4_M_OLDFRIAR,{ //.@ins_bapho_check2 = questprogress(3045,PLAYTIME); if (!.@ins_bapho_check) { - if (getpartyleader(.@party_id,2) == getcharid(0) && instance_check_party(.@party_id,2,75)) { + if (getpartyleader(.@party_id,2) == getcharid(CHAR_ID_CHAR) && instance_check_party(.@party_id,2,75)) { mes "[Friar Patrick]"; mes "Party name is "+getpartyname(.@party_id)+"..."; - mes "Name of the leader is "+strcharinfo(0)+"..."; + mes "Name of the leader is "+strcharinfo(PC_NAME)+"..."; .@instance = instance_create("Sealed Catacomb",.@party_id); if (.@instance < 0) { mes "Umm... But it seems that there is a problem here... I'll check quickly. Please wait."; @@ -225,7 +222,7 @@ monk_test,306,151,3 script Grave of Baphomet#edq HIDDEN_NPC,{ if (countitem(Token_Of_Apostle)) delitem Token_Of_Apostle,countitem(Token_Of_Apostle); mes "This gravestone has a carving of a wicked devil with large horns. It arouses an ominous feeling."; next; - if(select("Touch the stone.:Step back.") == 2) + if(select("Touch the stone.", "Step back.") == 2) close; // 12 hour cooldown @@ -238,7 +235,7 @@ monk_test,306,151,3 script Grave of Baphomet#edq HIDDEN_NPC,{ mes "It's cold to the touch. It doesn't respond."; close; } else { - mapannounce "monk_test","[" + strcharinfo(0) + "] member of the [" + getpartyname(.@party_id) + "] party has entered the Sealed Shrine.",bc_map,"0x00ff99"; + mapannounce "monk_test","[" + strcharinfo(PC_NAME) + "] member of the [" + getpartyname(.@party_id) + "] party has entered the Sealed Shrine.",bc_map,"0x00ff99"; setquest 3040; warp "1@cata",100,224; end; @@ -254,7 +251,7 @@ monk_test,306,151,3 script Grave of Baphomet#edq HIDDEN_NPC,{ next; mes "[Friar Patrick]"; mes "Haaaaaaap... Wingardium Leviosa Expecto Patronum !!!!!"; - specialeffect2 EF_HOLYHIT; + specialeffect(EF_HOLYHIT, AREA, playerattached()); erasequest 3040; if (questprogress(3041)) erasequest 3041; if (questprogress(3045)) erasequest 3045; @@ -317,7 +314,7 @@ prt_monk,261,91,3 script Rust Blackhand#edq 4_M_DWARF,{ } } else if (!.@new_maje && countitem(Bapho_Doll) > 0) { - switch(select("About the Cursed Baphomet Doll:Stop talking.")) { + switch(select("About the Cursed Baphomet Doll", "Stop talking.")) { case 1: mes "[Rust Blackhand]"; mes "What?... Hmmm... Did you get the doll? You're pretty good, unlike your appearance..."; @@ -337,7 +334,7 @@ prt_monk,261,91,3 script Rust Blackhand#edq 4_M_DWARF,{ mes "[Rust Blackhand]"; mes "The Cursed Baphomet Doll is the most important ingredient... I'll make you if you want. What would you like to do?"; next; - switch(select("I want to make one!:I don't need one.")) { + switch(select("I want to make one!", "I don't need one.")) { case 1: mes "[Rust Blackhand]"; mes "kkk... Yes, wise men take their chances when the opportunity comes. I'll tell you the ingredients. Don't forget, and bring them all."; @@ -377,7 +374,7 @@ prt_monk,261,91,3 script Rust Blackhand#edq 4_M_DWARF,{ close; } else if (.@new_maje == 2 && countitem(Bapho_Doll)) { - switch(select("About the Cursed Baphomet Doll:Stop talking.")) { + switch(select("About the Cursed Baphomet Doll", "Stop talking.")) { case 1: mes "[Rust Blackhand]"; mes "What?... You again? What do you want this time?"; @@ -394,7 +391,7 @@ prt_monk,261,91,3 script Rust Blackhand#edq 4_M_DWARF,{ mes "[Rust Blackhand]"; mes "I'll tell you the ingredients again. So, do you want to make?"; next; - switch(select("I want.:No, I don't want.")) { + switch(select("I want.", "No, I don't want.")) { case 1: mes "[Rust Blackhand]"; mes "kkk... Yes, wise men take their chances when the opportunity comes. I'll tell you the ingredients. Don't forget, and bring them all."; @@ -491,18 +488,18 @@ OnMyMobDead: //== Soul of hero near the north grave ===================== 1@cata,141,221,0 script Gravestone# CLEAR_NPC,3,3,{ - .@party_id = getcharid(1); + .@party_id = getcharid(CHAR_ID_PARTY); if ('ins_baphomet == 0) { mes "The gravestone is trembling..."; next; mes "When touching the gravestone, I hear a voice."; next; - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); mes "[Voice of the Gravestone]"; mes "I have waited and waited for a brave adventurer like you who will come back here again..."; next; while(1) { - switch(select("Who are you?:Waited for me?:Cancel.")) { + switch(select("Who are you?", "Waited for me?", "Cancel.")) { case 1: mes "[Voice of the Gravestone]"; mes "I was one of the warriors to stop Baphomet like you. Now, I'm dead and only my soul remains..."; @@ -548,7 +545,7 @@ OnMyMobDead: mes "If your ^0000FFparty leader^000000 brings me the pendant, my soul can be substantialized. So, hurry up."; close; } - else if (('ins_baphomet == 2) && (getpartyleader(.@party_id,2) == getcharid(0))) { + else if (('ins_baphomet == 2) && (getpartyleader(.@party_id,2) == getcharid(CHAR_ID_CHAR))) { mes "[Voice of the Gravestone]"; mes "Did you find the pendant?"; next; @@ -598,7 +595,7 @@ OnInstanceInit: // Temporary fix for @reloadscript. } 1@cata,176,119,4 script Ancient Hero's Soul#1F 4_M_CHAMPSOUL,{ - .@party_id = getcharid(1); + .@party_id = getcharid(CHAR_ID_PARTY); cutin "ins_cata_champ_n",2; if ('ins_baphomet == 2) { mes "[Ancient Hero's Soul]"; @@ -615,7 +612,7 @@ OnInstanceInit: // Temporary fix for @reloadscript. next; while(1) { cutin "ins_cata_champ_n",2; - switch(select("What is Essence of Fire?:What is a Token of Apostle?:What should I do?:I am ready.")) { + switch(select("What is Essence of Fire?", "What is a Token of Apostle?", "What should I do?", "I am ready.")) { case 1: ++.@ins_baphomet_1f_1; mes "[Ancient Hero's Soul]"; @@ -660,14 +657,14 @@ OnInstanceInit: // Temporary fix for @reloadscript. break; case 3: ++.@ins_baphomet_1f_3; - if (getpartyleader(.@party_id,2) == getcharid(0)) { + if (getpartyleader(.@party_id,2) == getcharid(CHAR_ID_CHAR)) { mes "[Ancient Hero's Soul]"; mes "You look like the leader of this party. You need to go and get ^0000FF10 Essence of Fire^000000 from the torches."; next; mes "[Ancient Hero's Soul]"; mes "Now I'll carve you the symbol which shows you're a inheritor of faith. Be aware that no one in your party but you can collect the Essence of Fire."; next; - specialeffect2 EF_HOLYHIT; + specialeffect(EF_HOLYHIT, AREA, playerattached()); mes "[Ancient Hero's Soul]"; mes "You should also carry a ^0000FFToken of Apostle^000000, so find one for yourself too."; next; @@ -712,7 +709,7 @@ OnInstanceInit: // Temporary fix for @reloadscript. } if (.@exitloop) break; } - if (getpartyleader(.@party_id,2) == getcharid(0)) { + if (getpartyleader(.@party_id,2) == getcharid(CHAR_ID_CHAR)) { mes "[Ancient Hero's Soul]"; mes "To remind you again, I must be substantialized within the next hour. So everyone, finish your work within that time!"; 'ins_baphomet = 3; @@ -729,7 +726,7 @@ OnInstanceInit: // Temporary fix for @reloadscript. cutin "",255; end; } - else if (('ins_baphomet == 3) && (getpartyleader(.@party_id,2) == getcharid(0))) { + else if (('ins_baphomet == 3) && (getpartyleader(.@party_id,2) == getcharid(CHAR_ID_CHAR))) { cutin "ins_cata_champ_n",2; mes "[Ancient Hero's Soul]"; mes "Did you get 10 ^0000FFEssence of Fire^000000 and ^0000FFToken of Apostle^000000?"; @@ -766,7 +763,7 @@ OnInstanceInit: // Temporary fix for @reloadscript. cutin "",255; end; } - else if (('ins_baphomet == 4) && (getpartyleader(.@party_id,2) == getcharid(0))) { + else if (('ins_baphomet == 4) && (getpartyleader(.@party_id,2) == getcharid(CHAR_ID_CHAR))) { cutin "ins_cata_champ_n",2; mes "[Ancient Hero's Soul]"; mes "Are you ready? I opened the sealed gate. To pass the gate, you should carry a ^0000FFToken of Apostle^000000."; @@ -843,7 +840,7 @@ OnInstanceInit: 'ins_baphomet = 2; mes "A small object is shining under a leaning grave."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I think this is the pendant..."; close; } @@ -886,17 +883,17 @@ OnInstanceInit: //== Bobbing Torches ======================================= - script Bobbing Torch#SS FAKE_NPC,{ - .@party_id = getcharid(1); - if (getpartyleader(.@party_id,2) == getcharid(0)) { + .@party_id = getcharid(CHAR_ID_PARTY); + if (getpartyleader(.@party_id,2) == getcharid(CHAR_ID_CHAR)) { if (('ins_baphomet == 3) && (countitem(Essence_Of_Fire) < 11)) { mes "A huge torch appearing as if it can burn everything is bobbing up and down in front of me."; next; mes "The grand appearance and heat of the fire makes me step back... But I pluck up my courage and reach out to pick up the torch."; next; - specialeffect2 EF_HOLYHIT; + specialeffect(EF_HOLYHIT, AREA, playerattached()); getitem Essence_Of_Fire,1; mes "The symbol of inheritor shines. Then a small crystal falls into my hand from the torch."; - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); close; } else if (('ins_baphomet == 3) && (countitem(Essence_Of_Fire) > 10)) { @@ -913,13 +910,13 @@ OnInstanceInit: next; mes "[Unknown Voice]"; mes "You are not a inheritor of faith. Do not desecrate the Essence of Fire with your disrespectful hands."; - specialeffect2 EF_FIRESPLASHHIT; + specialeffect(EF_FIRESPLASHHIT, AREA, playerattached()); percentheal -50,0; close; } OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; } 1@cata,267,210,0 duplicate(Bobbing Torch#SS) Bobbing Torch#1 CLEAR_NPC @@ -1089,7 +1086,7 @@ OnTouch: - script Magical Seal#SS FAKE_NPC,{ .@seal_check = questprogress(3041,PLAYTIME); if (.@seal_check == 1) { - specialeffect2 EF_SILENCEATTACK; + specialeffect(EF_SILENCEATTACK, AREA, playerattached()); percentheal -50,0; sc_start Eff_Stone,30000,0; mes "Your SP has not recovered yet. You lost your SP on the altar, but it seems the power of the seal has returned."; @@ -1097,13 +1094,13 @@ OnTouch: } if (.@seal_check == 2) erasequest 3041; specialeffect EF_LEXDIVINA; - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); .@map$ = instance_mapname("2@cata"); - if (strnpcinfo(2) == "0") areamobuseskill .@map$,79,81,10,1929,"NPC_INVINCIBLEOFF",1,0,0,e_hlp,0; - else if (strnpcinfo(2) == "2") areamobuseskill .@map$,123,109,10,1929,"NPC_INVINCIBLEOFF",1,0,0,e_hlp,0; - else if (strnpcinfo(2) == "4") areamobuseskill .@map$,123,22,10,1929,"NPC_INVINCIBLEOFF",1,0,0,e_hlp,0; - else if (strnpcinfo(2) == "8") areamobuseskill .@map$,35,21,10,1929,"NPC_INVINCIBLEOFF",1,0,0,e_hlp,0; - else if (strnpcinfo(2) == "10") areamobuseskill .@map$,35,109,10,1929,"NPC_INVINCIBLEOFF",1,0,0,e_hlp,0; + if (strnpcinfo(NPC_NAME_HIDDEN) == "0") areamobuseskill .@map$,79,81,10,1929,"NPC_INVINCIBLEOFF",1,0,0,e_hlp,0; + else if (strnpcinfo(NPC_NAME_HIDDEN) == "2") areamobuseskill .@map$,123,109,10,1929,"NPC_INVINCIBLEOFF",1,0,0,e_hlp,0; + else if (strnpcinfo(NPC_NAME_HIDDEN) == "4") areamobuseskill .@map$,123,22,10,1929,"NPC_INVINCIBLEOFF",1,0,0,e_hlp,0; + else if (strnpcinfo(NPC_NAME_HIDDEN) == "8") areamobuseskill .@map$,35,21,10,1929,"NPC_INVINCIBLEOFF",1,0,0,e_hlp,0; + else if (strnpcinfo(NPC_NAME_HIDDEN) == "10") areamobuseskill .@map$,35,109,10,1929,"NPC_INVINCIBLEOFF",1,0,0,e_hlp,0; percentheal -50,0; sc_start Eff_Stone,20000,0; setquest 3041; @@ -1114,7 +1111,7 @@ OnTouch: close; OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; } 2@cata,79,81,0 duplicate(Magical Seal#SS) Magical Seal#0 CLEAR_NPC @@ -1124,8 +1121,8 @@ OnInstanceInit: 2@cata,35,109,0 duplicate(Magical Seal#SS) Magical Seal#10 CLEAR_NPC 2@cata,79,65,0 script The Main Altar#ss CLEAR_NPC,{ - .@party_id = getcharid(1); - if (('ins_baphomet == 5) && (getpartyleader(.@party_id,2) == getcharid(0))) { + .@party_id = getcharid(CHAR_ID_PARTY); + if (('ins_baphomet == 5) && (getpartyleader(.@party_id,2) == getcharid(CHAR_ID_CHAR))) { mes "An evil power, too terrible to describe, lies under the great altar radiating a violet color."; next; mes "Complicated Magical Rune letters blink rapidly, attempting to suppress the dreadful power within."; @@ -1134,7 +1131,7 @@ OnInstanceInit: next; specialeffect EF_METEORSTORM; specialeffect EF_METEORSTORM; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Watch out! Something... Something is coming."; 'ins_baphomet = 6; donpcevent instance_npcname("ins_2f_hero_broad")+"::OnEnable"; @@ -1163,7 +1160,7 @@ OnInstanceInit: mes "[Ancient Hero's Soul]"; mes "The struggle for peace on this world will never end. But... my role here is finally over because there are brave heroes like you."; next; - switch(select("Let me leave the shrine.:Stop talking.")) { + switch(select("Let me leave the shrine.", "Stop talking.")) { case 1: mes "[Ancient Hero's Soul]"; mes "Okay. I'll let you and your group leave here safely."; diff --git a/npc/jobs/1-1e/gunslinger.txt b/npc/jobs/1-1e/gunslinger.txt index 3f02f7808..1369a209b 100644 --- a/npc/jobs/1-1e/gunslinger.txt +++ b/npc/jobs/1-1e/gunslinger.txt @@ -71,7 +71,7 @@ que_ng,152,167,3 script Master Miller 4_M_HUOLDARMY,{ mes "Selena. Now, what do you"; mes "need? If it's not important, then I can't make the time for you."; next; - if(select("Nothing.:I want to become a Gunslinger.") == 1) { + if(select("Nothing.", "I want to become a Gunslinger.") == 1) { mes "[Master Miller]"; mes "Don't waste my time."; mes "If you do want to become"; @@ -85,7 +85,7 @@ que_ng,152,167,3 script Master Miller 4_M_HUOLDARMY,{ mes "pretty ambitious. You'll need to pass our interview and educational"; mes "course to become a Gunslinger. Do you want to apply for the job?"; next; - if(select("Give me some time to think.:Sure!") == 1) { + if(select("Give me some time to think.", "Sure!") == 1) { mes "[Master Miller]"; mes "Understandable."; mes "If you do decide that"; @@ -231,7 +231,7 @@ payon,184,65,3 script Wise Bull Horn 4_M_LGTGRAND,{ mes "What business has"; mes "brought you before me?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Mr. Miller sent me to"; mes "deliver this letter to you."; mes "Actually, I'm interested in"; diff --git a/npc/jobs/1-1e/ninja.txt b/npc/jobs/1-1e/ninja.txt index a8348a9b9..762f94b4b 100644 --- a/npc/jobs/1-1e/ninja.txt +++ b/npc/jobs/1-1e/ninja.txt @@ -48,7 +48,7 @@ alberta,30,65,3 script Akagi 4_M_JOB_ASSASSIN,{ mes "Tell me, do you seek"; mes "the path of patience?"; next; - if(select("No:Yes") == 1) { + if(select("No", "Yes") == 1) { mes "[Akagi]"; mes "I see."; mes "To each his own,"; @@ -115,7 +115,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{ close; } if (NINJ_Q == 0) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me."; mes "H-hello?"; next; @@ -123,7 +123,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{ mes "..............................."; mes "How did you do that?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Do what? I didn't"; mes "do anything, I don't think..."; next; @@ -134,7 +134,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{ mes "Ah, now I get it. Wildcat Joe"; mes "must have sent you to kill me! I won't fall for your tricks! Die!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "W-wait! I-I don't even"; mes "know who Wildcat Joe is!"; mes "Calm down, there's no"; @@ -147,7 +147,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{ mes "You've got some talent,"; mes "I'll give you that."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "..............................."; mes "I came here hoping"; mes "to change my job"; @@ -176,7 +176,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{ mes "you a few of my skills if you"; mes "really want to be a Ninja."; next; - if(select("Sure.:No, thanks.") == 2) { + if(select("Sure.", "No, thanks.") == 2) { mes "[Cougar]"; mes "Hm? Well, alright."; mes "Still, I don't see"; @@ -262,7 +262,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{ mes "Please get those"; mes "as quickly as you can!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh? That's funny,"; mes "Wildcat Joe actually"; mes "asked me to gather"; @@ -403,7 +403,7 @@ einbroch,184,194,3 script Suspicious Man#nq 4_M_SITDOWN,{ mes "buildings in my hometown"; mes "are tiny in comparison..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh, are you from"; mes "Amatsu? I'm looking"; mes "for someone named"; @@ -416,7 +416,7 @@ einbroch,184,194,3 script Suspicious Man#nq 4_M_SITDOWN,{ mes "minerals. Tell me, why are"; mes "you looking for this Wildcat Joe?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, I need to deliver"; mes "this letter to him and"; mes "get his response so that"; @@ -429,7 +429,7 @@ einbroch,184,194,3 script Suspicious Man#nq 4_M_SITDOWN,{ mes "in this town. Though, he prefers to be called ''Red Leopard Joe,''"; mes "instead of ''Wildcat Joe.''"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I really want to help you"; mes "find him, but first I need"; mes "to find the minerals that"; @@ -437,7 +437,7 @@ einbroch,184,194,3 script Suspicious Man#nq 4_M_SITDOWN,{ mes "mind, would you help me?"; mes "Then I can help you find Joe."; next; - if(select("Don't worry, I'll find him alone.:Sure, I'll help you.") == 1) { + if(select("Don't worry, I'll find him alone.", "Sure, I'll help you.") == 1) { mes "[Suspicious Man]"; mes "You sure about that...?"; mes "Red Leopard Joe is a true"; @@ -474,13 +474,13 @@ einbroch,184,194,3 script Suspicious Man#nq 4_M_SITDOWN,{ mes "help you now. Here,"; mes "let me see that letter."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "?????!!"; next; mes "[Suspicious Man]"; mes "Why? Didn't you bring Cougar's letter for me?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Are you..."; mes "Are you Wildcat Joe?"; next; @@ -506,7 +506,7 @@ einbroch,184,194,3 script Suspicious Man#nq 4_M_SITDOWN,{ mes "shadows is really our"; mes "ultimate power."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I see..."; mes "..........."; next; @@ -532,7 +532,7 @@ einbroch,184,194,3 script Suspicious Man#nq 4_M_SITDOWN,{ mes "Ninja, even if I did trick you"; mes "just earlier. Heh heh heh!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "......"; mes "........."; mes "............"; @@ -561,7 +561,7 @@ einbroch,184,194,3 script Suspicious Man#nq 4_M_SITDOWN,{ mes "Shall I directly send you"; mes "to Amatsu right now?"; next; - if(select("No, thanks.:Yes, please.") == 1) { + if(select("No, thanks.", "Yes, please.") == 1) { mes "[Red Leopard Joe]"; mes "Alright. Well, I was"; mes "just trying to save"; diff --git a/npc/jobs/1-1e/taekwon.txt b/npc/jobs/1-1e/taekwon.txt index b3d610c6d..80f3ba0ea 100644 --- a/npc/jobs/1-1e/taekwon.txt +++ b/npc/jobs/1-1e/taekwon.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) L0ne_W0lf //= Copyright (C) Kisuka //= Copyright (C) Samuray22 @@ -32,10 +32,10 @@ //================= Description =========================================== //= Official iRO TaeKwon Job Change Quest //================= Current Version ======================================= -//= 1.4 +//= 1.5 //========================================================================= -payon,157,141,5 script Phoenix#TKJobChange 4_M_MONK,{ +- script Phoenix::TKJobChange FAKE_NPC,{ if(Upper == 2) { mes "[Phoenix]"; mes "Hello, child."; @@ -196,7 +196,7 @@ payon,157,141,5 script Phoenix#TKJobChange 4_M_MONK,{ mes "great difficulty, how do"; mes "you generally respond?"; next; - switch(select( "I face it head on.:Avoid it somehow.:Regroup and analyze the problem.")) { + switch(select( "I face it head on.", "Avoid it somehow.", "Regroup and analyze the problem.")) { case 1: mes "[Phoenix]"; mes "Yes, that is the answer"; @@ -271,7 +271,7 @@ payon,157,141,5 script Phoenix#TKJobChange 4_M_MONK,{ mes "clash, causing heated conflict,"; mes "how would you respond?"; next; - switch( select("Insist that I'm right, regardless:Disregard conflicting viewpoint:Accept differences and learn from them")) { + switch( select("Insist that I'm right, regardless", "Disregard conflicting viewpoint", "Accept differences and learn from them")) { case 1: mes "[Phoenix]"; mes "It's important to have your"; @@ -400,11 +400,10 @@ payon,157,141,5 script Phoenix#TKJobChange 4_M_MONK,{ mes "You are still young, so"; mes "I assume you'll want a job"; mes "title. Mm. In that case, you"; - if(Sex == 0) { + if (Sex == SEX_FEMALE) mes "are now a ^FF0000Taekwon Girl^000000."; - } else { + else mes "are now a ^FF0000Taekwon Boy^000000."; - } mes "Yes, that sounds good. "; next; mes "[Phoenix]"; @@ -425,7 +424,7 @@ payon,157,141,5 script Phoenix#TKJobChange 4_M_MONK,{ mes "[Phoenix]"; mes "Very well. I wish you luck."; mes "I hope to see you again"; - mes "sometime, "+strcharinfo(0)+"."; + mes "sometime, "+strcharinfo(PC_NAME)+"."; close; } mes "[Phoenix]"; diff --git a/npc/jobs/2-1/assassin.txt b/npc/jobs/2-1/assassin.txt index 5011c6ea1..fcc1c4c98 100644 --- a/npc/jobs/2-1/assassin.txt +++ b/npc/jobs/2-1/assassin.txt @@ -72,7 +72,7 @@ in_moc_16,19,33,1 script Guildsman#asn 1_M_JOBTESTER,{ mes "Is it that hard to stay alive?"; mes "Why don't you try harder next time? You can't force yourself too hard to become an Assassin..."; next; - if (select("I will become an Assassin no matter what!:Oh man, I gotta take a break.") == 1) { + if (select("I will become an Assassin no matter what!", "Oh man, I gotta take a break.") == 1) { mes "[Ferocious-looking guy]"; mes "Oh..."; mes "Well then,"; @@ -220,7 +220,7 @@ in_moc_16,19,33,1 script Guildsman#asn 1_M_JOBTESTER,{ mes "Wasn't your name, umm, I remember 'cause it sounded funny to me..."; next; mes "[Assassin Expert 'Huey']"; - mes ":+:" + strcharinfo(0) + ":+:, right? No wait, just "+ strcharinfo(0) +". Yeah, how's it goin'?"; + mes ":+:" + strcharinfo(PC_NAME) + ":+:, right? No wait, just "+ strcharinfo(PC_NAME) +". Yeah, how's it goin'?"; next; mes "[Assassin Expert 'Huey']"; mes "Unfortunately, I don't have any requests for you at this time from the guild. Just keep focusing on your training. Till then, see ya."; @@ -243,7 +243,7 @@ in_moc_16,19,33,1 script Guildsman#asn 1_M_JOBTESTER,{ mes "[Ferocious-looking guy]"; mes "So how about taking the next step and becoming an Assassin?"; next; - switch(select("Yes. I've picked my last pocket.:What's the requirements?:Maybe later, I need to steal some things first.")) { + switch(select("Yes. I've picked my last pocket.", "What's the requirements?", "Maybe later, I need to steal some things first.")) { case 1: mes "[Ferocious-looking guy]"; mes "It's been a while since I've received a guest. I'm sending"; @@ -323,7 +323,7 @@ OnTouch: mes "[Assassin 'Khai']"; mes "Sorry for laughing, but this is hilarious! Hahaha~ So do you want me to give you some hints?"; next; - switch(select("I beg you, give me hints.:Don't laugh at me! Now, give me hints!:...Shut up, I don't need your help!")) { + switch(select("I beg you, give me hints.", "Don't laugh at me! Now, give me hints!", "...Shut up, I don't need your help!")) { case 1: mes "[Assassin 'Khai']"; mes "Haaahahahaha!!!"; @@ -377,7 +377,7 @@ OnTouch: close; case 2: mes "[Assassin 'Khai']"; - if (Sex) { + if (Sex == SEX_MALE) { mes "Huh. You must have a lot of self confidence to be a Thief nowadays."; next; mes "[Assassin 'Khai']"; @@ -420,7 +420,7 @@ OnTouch: mes "Along with keeping your pride,"; mes "I want that you respect the blood that may stain your Katar or Dagger."; next; - if (select("...Got you.:...I'm confused.") == 1) { + if (select("...Got you.", "...I'm confused.") == 1) { mes "[Assassin 'Khai']"; mes "Yeah, I can trust you now. Let me give you some important tips."; next; @@ -524,14 +524,14 @@ OnTouch: mes "Oh, you must be an Assassin trainee. You are here to become"; mes "an Assassin, aren't you?"; next; - if (select("Yes, I am. :...No, I'm not.") == 1) { + if (select("Yes, I am. ", "...No, I'm not.") == 1) { mes "[Assassin 'Khai']"; mes "Okay, good. Let's fill out the application form. Please sign your name and include your job level."; next; mes "[Assassin 'Khai']"; mes "Let's see."; mes "Your name is"; - mes "" + strcharinfo(0) + "..."; + mes "" + strcharinfo(PC_NAME) + "..."; mes "Job level " + JobLevel + "..."; next; if (JobLevel > 48) { @@ -589,7 +589,7 @@ OnTouch: mes "Huh...?"; mes "What, are you trying to trick me or something? Don't you wanna be an Assassin?"; next; - if (select("No.:Yes, I want to be an Assassin.") == 1) { + if (select("No.", "Yes, I want to be an Assassin.") == 1) { mes "[Assassin 'Khai']"; mes "Eh, get outta here."; mes "Stop wastin' my time..."; @@ -610,7 +610,7 @@ OnTouch: mes "Fill out the application form with your name and job level."; next; mes "[Assassin 'Khai']"; - mes "" + strcharinfo(0) + "?"; + mes "" + strcharinfo(PC_NAME) + "?"; mes "That's your name?"; mes "It sounds funny."; mes "Let's see... Job Level " + JobLevel + "..."; @@ -671,7 +671,7 @@ OnTouch: mes "[The Anonymous One]"; mes "Aren't you scared that you can't see me? I could kill you at any time and it would be so easy..."; next; - if (select("I think I crapped my pants!:You're all talk. I challenge you!") == 1) { + if (select("I think I crapped my pants!", "You're all talk. I challenge you!") == 1) { mes "[The Anonymous One]"; mes "Now I see that"; mes "you're nothing"; @@ -705,7 +705,7 @@ OnTouch: next; ASSIN_Q2 = 0; while(ASSIN_Q2 < 3) { - switch(select("...Skills?:...Stats?:Hmpf, I know it all.")) { + switch(select("...Skills?", "...Stats?", "Hmpf, I know it all.")) { case 1: mes "[The Anonymous One]"; mes "Skills...?"; @@ -810,7 +810,7 @@ OnTouch: mes "You should have"; mes "known better."; next; - if (select("Help me, how do I pass?:I challenge you again!") == 1) { + if (select("Help me, how do I pass?", "I challenge you again!") == 1) { mes "[The Anonymous One]"; mes "Well, that's a damn good question. But you're banished from the Assassin Guild, so it's no concern of mine..."; close2; @@ -838,53 +838,53 @@ OnTouch: mes "[The Anonymous One]"; mes "1. Choose skill that is not required to learn Grimtooth."; next; - if (select("Cloaking level 2:Sonic Blow level 5:Katar Mastery level 4:Right hand Mastery level 2") == 4) + if (select("Cloaking level 2", "Sonic Blow level 5", "Katar Mastery level 4", "Right hand Mastery level 2") == 4) .@assassin_t += 10; mes "[The Anonymous One]"; mes "2. What property does Enchant Poison possess?"; next; - if (select("Poison:Earth:Fire:Wind") == 1) + if (select("Poison", "Earth", "Fire", "Wind") == 1) .@assassin_t += 10; mes "[The Anonymous One]"; mes "3. How does Level 4 Right Hand Mastery work?"; next; - if (select("Recover 80% of damage decrease:Recover 90% of damage decrease:Increase 90% of damage:Increase 108% of damage") == 2) + if (select("Recover 80% of damage decrease", "Recover 90% of damage decrease", "Increase 90% of damage", "Increase 108% of damage") == 2) .@assassin_t += 10; mes "[The Anonymous One]"; mes "4. What is the item required for using Venom Dust?"; next; - if (select("Red Blood:Blue Gemstone:Yellow Gemstone:Red Gemstone") == 4) + if (select("Red Blood", "Blue Gemstone", "Yellow Gemstone", "Red Gemstone") == 4) .@assassin_t += 10; mes "[The Anonymous One]"; mes "5. Which skill can you learn when you reach Level 5 Enchant Poison?"; next; - if (select("Envenom:Sonic Blow:Venom Splasher:Venom Dust") == 4) + if (select("Envenom", "Sonic Blow", "Venom Splasher", "Venom Dust") == 4) .@assassin_t += 10; mes "[The Anonymous One]"; mes "6. Among the following skills, which allows you to walk while invisible?"; next; - if (select("Hiding:Back Slide:Cloaking:Sand Attack") == 3) + if (select("Hiding", "Back Slide", "Cloaking", "Sand Attack") == 3) .@assassin_t += 10; mes "[The Anonymous One]"; mes "7. Choose the condition that is unrelated to Venom Splasher."; next; - if (select("Poisoned target.:Red Gemstone.:Remaing HP of Target.") == 2) + if (select("Poisoned target.", "Red Gemstone.", "Remaing HP of Target.") == 2) .@assassin_t += 10; mes "[The Anonymous One]"; mes "8. Which monster is weak to a weapon with Vadon card (adds 20% damage on Fire property monster)?"; next; - if (select("Steel Chonchon:Deviruchi:Elder Willow:Baphomet") == 3) + if (select("Steel Chonchon", "Deviruchi", "Elder Willow", "Baphomet") == 3) .@assassin_t += 10; mes "[The Anonymous One]"; mes "9. How much SP does"; mes "Double Attack need?"; next; - if (select("15:It's a passive skill, so SP use is 0.:It's passive skill, so SP use is 10.:54") == 2) + if (select("15", "It's a passive skill, so SP use is 0.", "It's passive skill, so SP use is 10.", "54") == 2) .@assassin_t += 10; mes "[The Anonymous One]"; mes "10. What is the best elemental Main Gauche weapon for hunting in Izlude dungeon?"; next; - if (select("Wind Main Gauche:Ice Main Gauche:Earth Main Gauche:Fire Main Gauche") == 1) + if (select("Wind Main Gauche", "Ice Main Gauche", "Earth Main Gauche", "Fire Main Gauche") == 1) .@assassin_t += 10; break; case 2: @@ -892,102 +892,102 @@ OnTouch: mes "1. Which monster"; mes "drops a slotted Katar?"; next; - if (select("Thief Bug:Peco Peco:Desert Wolf:Hammer Cobolt") == 3) + if (select("Thief Bug", "Peco Peco", "Desert Wolf", "Hammer Cobolt") == 3) .@assassin_t += 10; mes "[The Anonymous One]"; mes "2. Which monster"; mes "drops a slotted Jur?"; next; - if (select("Martin:Desert Wolf:Marionette:Myst") == 1) + if (select("Martin", "Desert Wolf", "Marionette", "Myst") == 1) .@assassin_t += 10; mes "[The Anonymous One]"; mes "3. Which class is allowed to craft elemental weapons?"; next; - if (select("Merchant:Blacksmith:Thief:Priest") == 2) + if (select("Merchant", "Blacksmith", "Thief", "Priest") == 2) .@assassin_t += 10; mes "[The Anonymous One]"; mes "4. Choose the weapon which is not in the Katar class."; next; - if (select("Jamadhar:Jur:Katar:Gladius") == 4) + if (select("Jamadhar", "Jur", "Katar", "Gladius") == 4) .@assassin_t += 10; mes "[The Anonymous One]"; mes "5. What property do Izlude dungeon monsters posses?"; next; - if (select("Water:Fire:Wind:Earth") == 1) + if (select("Water", "Fire", "Wind", "Earth") == 1) .@assassin_t += 10; mes "[The Anonymous One]"; mes "6. Which monster"; mes "cannot be a Cute Pet?"; next; - if (select("Poporing:Roda Frog:Smokie:Poison Spore") == 2) + if (select("Poporing", "Roda Frog", "Smokie", "Poison Spore") == 2) .@assassin_t += 10; mes "[The Anonymous One]"; mes "7. Choose a monster that Fire property Daggers work the best on."; next; - if (select("Dagger Goblin:Mace Goblin:Morning Star Goblin:Hammer Goblin") == 4) + if (select("Dagger Goblin", "Mace Goblin", "Morning Star Goblin", "Hammer Goblin") == 4) .@assassin_t += 10; mes "[The Anonymous One]"; mes "8. Choose the non-elemental Katar from the following:"; next; - if (select("Katar of Raging Blaze:Katar of Dusty Thornbush:Sharpened Legbone of Ghoul:Infiltrator") == 4) + if (select("Katar of Raging Blaze", "Katar of Dusty Thornbush", "Sharpened Legbone of Ghoul", "Infiltrator") == 4) .@assassin_t += 10; mes "[The Anonymous One]"; mes "9. Which is the uncommon monster?"; next; - if (select("Poring:Mastering:Ghostring:Spore") == 3) + if (select("Poring", "Mastering", "Ghostring", "Spore") == 3) .@assassin_t += 10; mes "[The Anonymous One]"; mes "10. Choose the monster"; mes "that is not Undead."; next; - if (select("Drake:Megalodon:Spore:Khalitzburg") == 3) + if (select("Drake", "Megalodon", "Spore", "Khalitzburg") == 3) .@assassin_t += 10; break; case 3: mes "[The Anonymous One]"; mes "1. Choose the correct amount of the maximum dodge rate increase from the 'Increase Dodge' skill when at level 10."; next; - if (select("30:40:160:20") == 1) + if (select("30", "40", "160", "20") == 1) .@assassin_t += 10; mes "[The Anonymous One]"; mes "2. Choose a monster which detects hiding/cloaking Thieves and Assassins."; next; - if (select("Worm Tail:Andre:Mummy:Soldier Skeleton") == 2) + if (select("Worm Tail", "Andre", "Mummy", "Soldier Skeleton") == 2) .@assassin_t += 10; mes "[The Anonymous One]"; mes "3. Choose a group of weapons that cannot be used by an Assassin at once."; next; - if (select("Main Gaughe + Gladius:Stiletto + Main Gauche:Katar + Maingauche:Hammer + Stiletto") == 3) + if (select("Main Gaughe + Gladius", "Stiletto + Main Gauche", "Katar + Maingauche", "Hammer + Stiletto") == 3) .@assassin_t += 10; mes "[The Anonymous One]"; mes "4. Choose the town where Thieves can change their jobs."; next; - if (select("Prontera:Lutie:Alberta:Morocc") == 4) + if (select("Prontera", "Lutie", "Alberta", "Morocc") == 4) .@assassin_t += 10; mes "[The Anonymous One]"; mes "5. Choose a card that does not affect the AGI stat."; next; - if (select("Baphomet Jr. card:Whisper Card:Female Thiefbug card:Male Thiefbug card") == 2) + if (select("Baphomet Jr. card", "Whisper Card", "Female Thiefbug card", "Male Thiefbug card") == 2) .@assassin_t += 10; mes "[The Anonymous One]"; mes "6. Choose the correct specialty of the Assassin class."; next; - if (select("Excellent singing talent:Excellent reading talent:Excellent dancing talent:Excellent dodge ability") == 4) + if (select("Excellent singing talent", "Excellent reading talent", "Excellent dancing talent", "Excellent dodge ability") == 4) .@assassin_t += 10; mes "[The Anonymous One]"; mes "7. Choose the maximum AGI bonus an Assassin can get at job level 50."; next; - if (select("7:8:9:10") == 4) + if (select("7", "8", "9", "10") == 4) .@assassin_t += 10; mes "[The Anonymous One]"; mes "8. Choose the item that an Assassin cannot equip."; next; - if (select("Dagger:Helm:Boots:Brooch") == 2) + if (select("Dagger", "Helm", "Boots", "Brooch") == 2) .@assassin_t += 10; mes "[The Anonymous One]"; mes "9. Choose the job change item for Thief."; next; - switch(select("Orange Gooey Mushroom:Red Gooey Mushroom:Orange Net Mushroom:Orange Hair Mushroom")) { + switch(select("Orange Gooey Mushroom", "Red Gooey Mushroom", "Orange Net Mushroom", "Orange Hair Mushroom")) { case 1: case 3: .@assassin_t += 10; @@ -998,7 +998,7 @@ OnTouch: mes "[The Anonymous One]"; mes "10. Choose a card that would typically benefit an Assassin the least."; next; - if (select("Whisper card:Elder Willow card:Soldier Skeleton card:Cobold card") == 2) + if (select("Whisper card", "Elder Willow card", "Soldier Skeleton card", "Cobold card") == 2) .@assassin_t += 10; break; } @@ -1103,7 +1103,7 @@ OnStartArena: warpwaitingpc "in_moc_16", 66, 151; attachrid($@warpwaitingpc[0]); if (ASSIN_Q2 < 5) { - warpchar "in_moc_16",20,145,getcharid(0); + warpchar "in_moc_16",20,145,getcharid(CHAR_ID_CHAR); end; } donpcevent "Beholder#ASNTEST::OnEnable"; @@ -1130,7 +1130,7 @@ OnTouch: } if (ASSIN_Q == 1 && ASSIN_Q2 == 5) { mes "[Barcardi]"; - mes "" + strcharinfo(0) + "..."; + mes "" + strcharinfo(PC_NAME) + "..."; mes "You passed the test..?"; next; mes "[Barcardi]"; @@ -1171,7 +1171,7 @@ OnTouch: mes "[Barcardi]"; mes "Hmm, if you're exhausted, I'm willing to bring you back. Of course, if you leave, you'll have to take the job test over again. So what do you want to do?"; next; - if (select("Continue!:Quit the job change test for now.") == 1) { + if (select("Continue!", "Quit the job change test for now.") == 1) { mes "[Barcardi]"; mes "Good choice!"; mes "Remember, you"; @@ -1275,7 +1275,7 @@ OnMyMobDead: end; OnMyMobDead2: - mapannounce "in_moc_16",strcharinfo(0) + "! You made a mistake! I'm bringing you back!",bc_map; + mapannounce "in_moc_16",strcharinfo(PC_NAME) + "! You made a mistake! I'm bringing you back!",bc_map; ASSIN_Q = 2; warp "in_moc_16",19,161; donpcevent "Beholder#ASNTEST::OnReset"; @@ -1347,7 +1347,7 @@ OnTimer187000: in_moc_16,68,158,0 script 01_1::SinTrap FAKE_NPC,0,0,{ OnTouch: if (getvariableofnpc(.DisableTraps,"Beholder#ASNTEST") < 1) { - mapannounce "in_moc_16",strcharinfo(0) + ", you're trapped. You will be sent back.",bc_map; + mapannounce "in_moc_16",strcharinfo(PC_NAME) + ", you're trapped. You will be sent back.",bc_map; ASSIN_Q = 2; warp "in_moc_16",19,161; donpcevent "Beholder#ASNTEST::OnResetMob"; @@ -1501,7 +1501,7 @@ OnTouch: mes "It looks like you're having a tough time. You're either trying too hard, or not trying hard"; mes "enough, kid."; next; - switch(select("I'm gonna try it again!:I... I quit!")) { + switch(select("I'm gonna try it again!", "I... I quit!")) { case 1: mes "[Thomas]"; mes "Hmm. Well, okay."; @@ -1515,7 +1515,7 @@ OnTouch: mes "[Thomas]"; mes "Oh hey, don't forget to save your respawn point in town."; close2; - mapannounce "in_moc_16",strcharinfo(0) + " got scared and quit the test...Who's Next?!",bc_map; + mapannounce "in_moc_16",strcharinfo(PC_NAME) + " got scared and quit the test...Who's Next?!",bc_map; ASSIN_Q = 0; ASSIN_Q2 = 0; ASSIN_Q3 = 0; @@ -1600,7 +1600,7 @@ OnTouch: changequest 8005,8006; } else { - mapannounce "in_moc_16",strcharinfo(0)+" has entered 'Guildmaster's room.'",bc_map; + mapannounce "in_moc_16",strcharinfo(PC_NAME)+" has entered 'Guildmaster's room.'",bc_map; savepoint "in_moc_16",181,183; donpcevent "Guildmaster#ASN1::OnCast"; warp "in_moc_16",167,113; @@ -1649,7 +1649,7 @@ OnTouch: mes "[Guildmaster]"; mes "First off, what do you think is the priority of an Assassin?"; next; - switch(select("More power.:An Assassin's pride.:Endless practice.")) { + switch(select("More power.", "An Assassin's pride.", "Endless practice.")) { case 1: mes "[Guildmaster]"; mes "More power..."; @@ -1665,7 +1665,7 @@ OnTouch: mes "to be stronger"; mes "than you are now?"; next; - switch(select("Revenge...!:Money~:I want to travel.")) { + switch(select("Revenge...!", "Money~", "I want to travel.")) { case 1: ASSIN_Q = 8; mes "[Guildmaster]"; @@ -1719,7 +1719,7 @@ OnTouch: mes "[Guildmaster]"; mes "I can understand why their pride and dignity would be so important to them. Now, for what reason do you wish to become an Assassin?"; next; - switch(select("I like the solitude.:Making money being an Assassin.:They just look interesting.")) { + switch(select("I like the solitude.", "Making money being an Assassin.", "They just look interesting.")) { case 1: ASSIN_Q = 11; mes "[Guildmaster]"; @@ -1765,7 +1765,7 @@ OnTouch: mes "Unlike the Thief class, the Assassin job doesn't allow self-indulgence. Tell me the"; mes "reason you train endlessly."; next; - switch(select("To broaden my skills.:It's a goal of mine.:For spiritual improvement.")) { + switch(select("To broaden my skills.", "It's a goal of mine.", "For spiritual improvement.")) { case 1: ASSIN_Q = 14; mes "[Guildmaster]"; @@ -1814,13 +1814,13 @@ OnTouch: mes "[Guildmaster]"; mes "So if you could become an Assassin right now, what is the first thing you would do?"; next; - switch(select("I would go hunt right away.:There are people waiting for me.:Check how I can help as an Assassin.")) { + switch(select("I would go hunt right away.", "There are people waiting for me.", "Check how I can help as an Assassin.")) { case 1: mes "[Guildmaster]"; mes "Hunt..."; mes "Is that all...?"; next; - switch(select("I would level up fast.:I want to explore my Assassin skills.:I will go where I couldn't go as a Thief.")) { + switch(select("I would level up fast.", "I want to explore my Assassin skills.", "I will go where I couldn't go as a Thief.")) { case 1: .@assassin_sangdam += 10; mes "[Guildmaster]"; @@ -1854,7 +1854,7 @@ OnTouch: mes "Who is waiting"; mes "for you, might I ask?"; next; - switch(select("My friends.:My Guildsmen.:My lover.")) { + switch(select("My friends.", "My Guildsmen.", "My lover.")) { case 1: .@assassin_sangdam += 5; mes "[Guildmaster]"; @@ -1877,7 +1877,7 @@ OnTouch: mes "Haha, the needs of the body are sometimes hard to ignore. It's best to accept that part of human nature."; next; mes "[Guildmaster]"; - if (Sex) + if (Sex == SEX_MALE) mes "But you must never reveal to her the Assassin side of your life. No matter what it takes."; else mes "But you must never reveal to him the Assassin side of your life, no matter what it takes."; @@ -1892,7 +1892,7 @@ OnTouch: mes "[Guildmaster]"; mes "That's most admirable. Is there anything that you would like to ask me about?"; next; - switch(select("Places where Assassins can level up...:Main goals as an Assassin.:Financial consulting.")) { + switch(select("Places where Assassins can level up...", "Main goals as an Assassin.", "Financial consulting.")) { case 1: .@assassin_sangdam += 5; mes "[Guildmaster]"; @@ -1931,9 +1931,9 @@ OnTouch: mes "Please give me"; mes "one second..."; next; - mapannounce "in_moc_16","Those involved with the testing of " + strcharinfo(0) + ", please gather before me.",bc_map; + mapannounce "in_moc_16","Those involved with the testing of " + strcharinfo(PC_NAME) + ", please gather before me.",bc_map; mes "[Guildmaster]"; - mes "Those involved with the testing of " + strcharinfo(0) + ", please gather before me."; + mes "Those involved with the testing of " + strcharinfo(PC_NAME) + ", please gather before me."; next; mes "[Guildmaster]"; mes "They will"; @@ -1950,12 +1950,12 @@ OnTouch: mes "I am here."; next; mes "[Guildmaster]"; - mes "I would like to listen to your opinion of " + strcharinfo(0) + " for the job change test."; + mes "I would like to listen to your opinion of " + strcharinfo(PC_NAME) + " for the job change test."; next; mes "[The Anonymous One]"; mes "Ah yeah..."; mes "I think"; - mes ""+ strcharinfo(0) +""; + mes ""+ strcharinfo(PC_NAME) +""; mes "is decent."; next; mes "[Guildmaster]"; @@ -1976,7 +1976,7 @@ OnTouch: } else { mes "[Huey]"; - mes "Although "+ strcharinfo(0) +" looks too mellow and gentle, kind of like a pussycat, "+ strcharinfo(0) +" has the stuff."; + mes "Although "+ strcharinfo(PC_NAME) +" looks too mellow and gentle, kind of like a pussycat, "+ strcharinfo(PC_NAME) +" has the stuff."; next; mes "[Huey]"; mes "If it's alright with you, I'd like to get back to my job."; @@ -1997,7 +1997,7 @@ OnTouch: next; mes "[Guildmaster]"; mes "Hmm..."; - mes "It seems we are all in agreement. Good. I don't have any problem with "+ strcharinfo(0) +" as well..."; + mes "It seems we are all in agreement. Good. I don't have any problem with "+ strcharinfo(PC_NAME) +" as well..."; next; switch(ASSIN_Q) { case 8: @@ -2058,7 +2058,7 @@ OnTouch: mes "[Guildmaster]"; mes "You can choose a Jur, Katar, Main Gauche, or a Gladius. As a master, I love them all."; next; - switch(select("Jur:Katar:Main Gauche:Gladius")) { + switch(select("Jur", "Katar", "Main Gauche", "Gladius")) { case 1: mes "[Guildmaster]"; mes "A Jur..."; @@ -2117,7 +2117,7 @@ OnTouch: mes "Upon receiving this token, Huey will promote you to an Assassin."; next; mes "[Guildmaster]"; - mes "You, " + strcharinfo(0) + ", have chosen to live as an Assassin. May you learn our ways and be an honorable example to others."; + mes "You, " + strcharinfo(PC_NAME) + ", have chosen to live as an Assassin. May you learn our ways and be an honorable example to others."; savepoint "morocc",100,100; getitem Frozen_Heart,1; changequest 8006,8007; @@ -2239,7 +2239,7 @@ OnTouch: end; OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } in_moc_16,156,87,1 duplicate(#moc_assin_dup) [Huey] 1_M_JOBTESTER diff --git a/npc/jobs/2-1/blacksmith.txt b/npc/jobs/2-1/blacksmith.txt index 2f49a8b5a..8b1c9e9d3 100644 --- a/npc/jobs/2-1/blacksmith.txt +++ b/npc/jobs/2-1/blacksmith.txt @@ -84,7 +84,7 @@ ein_in01,18,28,4 script Guildsman#BLS 4_M_JOB_BLACKSMITH,{ close; } if (BaseClass == Job_Novice) { - if (Sex == 0) { + if (Sex == SEX_FEMALE) { mes "[Altiregen]"; mes "Oh~"; mes "what a very"; @@ -150,7 +150,7 @@ ein_in01,18,28,4 script Guildsman#BLS 4_M_JOB_BLACKSMITH,{ mes "If you're interested, fill out this application with your name"; mes "and Job Level."; next; - switch(select("Fill out Application.:What are the requirements?:Um, I need to think about it.")) { + switch(select("Fill out Application.", "What are the requirements?", "Um, I need to think about it.")) { case 1: if (SkillPoint) { mes "[Altiregen]"; @@ -227,7 +227,7 @@ ein_in01,18,28,4 script Guildsman#BLS 4_M_JOB_BLACKSMITH,{ mes "Haha, but don't worry, you are not going to travel that far."; mes "Please go talk to the guildsman inside the building for more details about your next test."; next; - if (select("I want to change my job quickly! But...oh well.:Grrr! Enough is enough!") == 1) { + if (select("I want to change my job quickly! But...oh well.", "Grrr! Enough is enough!") == 1) { BSMITH_Q = 16; changequest 2013,2014; mes "[Altiregen]"; @@ -340,7 +340,7 @@ ein_in01,201,27,3 script Guildsman#alberta 1_M_SMITH,{ mes "[Geschupenschte]"; mes "However, I want to make sure that you have some basic knowledge as a Merchant. I'd like to ask you some questions, if that's okay."; next; - .@selection = select("Yes.:Um, can I have some time to prepare?"); + .@selection = select("Yes.", "Um, can I have some time to prepare?"); } else if (BSMITH_Q == 2) { mes "[Geschupenschte]"; @@ -365,131 +365,131 @@ ein_in01,201,27,3 script Guildsman#alberta 1_M_SMITH,{ mes "1. Which one of the following regions is matched incorrectly"; mes "with its specialty item?"; next; - if (select("Morroc - Thief Clothes:Alberta - Two Hand Axe:Comodo - Berserk Potion:Alberta - Swordmace") == 4) + if (select("Morroc - Thief Clothes", "Alberta - Two Hand Axe", "Comodo - Berserk Potion", "Alberta - Swordmace") == 4) .@black_q += 10; mes "[Geschupenschte]"; mes "2. What status can"; mes "be inflicted with the"; mes "^8E6B23Hammer Fall^000000 skill?"; next; - if (select("Stun:Blind:Silence:Sleep") == 1) + if (select("Stun", "Blind", "Silence", "Sleep") == 1) .@black_q += 10; mes "[Geschupenschte]"; mes "3. Which one of the following skills cannot be performed"; mes "by a Merchant?"; next; - if (select("Vending:Discount:Overcharge:Increase AGI") == 4) + if (select("Vending", "Discount", "Overcharge", "Increase AGI") == 4) .@black_q += 10; mes "[Geschupenschte]"; mes "4. Where can you find a store"; mes "that sells Blue Gemstones?"; next; - if (select("Alberta:Morroc:Geffen:Prontera") == 3) + if (select("Alberta", "Morroc", "Geffen", "Prontera") == 3) .@black_q += 10; mes "[Geschupenschte]"; mes "5. Where is the"; mes "Tool Dealer"; mes "located in Geffen?"; next; - if (select("8 o'clock direction from the town square:11 o'clock direction from the town square:6 o'clock direction from the town square:5 o'clock direction from the town square") == 1) + if (select("8 o'clock direction from the town square", "11 o'clock direction from the town square", "6 o'clock direction from the town square", "5 o'clock direction from the town square") == 1) .@black_q += 10; mes "[Geschupenschte]"; mes "6. Which weapon"; mes "cannot be used"; mes "by a Merchant?"; next; - if (select("Stiletto:Ring Pommel Saber:Chain:Bible") == 4) + if (select("Stiletto", "Ring Pommel Saber", "Chain", "Bible") == 4) .@black_q += 10; mes "[Geschupenschte]"; mes "7. Which one of the following"; mes "has the highest defense rate?"; next; - if (select("Panties:Mink Coat:Wooden Mail:Silk Robe") == 2) + if (select("Panties", "Mink Coat", "Wooden Mail", "Silk Robe") == 2) .@black_q += 10; mes "[Geschupenschte]"; mes "8. For Level 3 weapons,"; mes "what is the ^8E6B23Safe^000000 limit"; mes "for upgrading?"; next; - if (select("up to + 3:up to + 4:up to + 5:up to + 6") == 3) + if (select("up to + 3", "up to + 4", "up to + 5", "up to + 6") == 3) .@black_q += 10; mes "9. What item"; mes "can be made using"; mes "the ^8E6B23Trunks^000000 item?"; next; - if (select("Sakkat:Ghost Bandana:Majestic Goat:Antler") == 1) + if (select("Sakkat", "Ghost Bandana", "Majestic Goat", "Antler") == 1) .@black_q += 10; mes "[Geschupenschte]"; mes "10. The most important"; mes "part of being a Merchant is...?"; next; - select("Credit:Integrity:Money:Rhetoric"); + select("Credit", "Integrity", "Money", "Rhetoric"); .@black_q += 10; } else { mes "[Geschupenschte]"; mes "1. Among the following cities, which one is not correctly matched with its specialty?"; next; - if (select("Al De Baran - Yggdrasil Leaf:Alberta - Hammer:Comodo - Berserk Potion:Al De Baran - Hammer") == 4) + if (select("Al De Baran - Yggdrasil Leaf", "Alberta - Hammer", "Comodo - Berserk Potion", "Al De Baran - Hammer") == 4) .@black_q += 10; mes "[Geschupenschte]"; mes "2. How much Zeny"; mes "is one Jellopy worth?"; next; - if (select("1 Zeny:2 Zeny:3 Zeny:4 Zeny") == 3) + if (select("1 Zeny", "2 Zeny", "3 Zeny", "4 Zeny") == 3) .@black_q += 10; mes "[Geschupenschte]"; mes "3. What is required"; mes "for a Merchant to use"; mes "the ^8E6B23Vending^000000 Skill?"; next; - if (select("Must have a Cart.:Must have items to sell.:Must be wielding a weapon.:Must be wearing armor.") == 1) + if (select("Must have a Cart.", "Must have items to sell.", "Must be wielding a weapon.", "Must be wearing armor.") == 1) .@black_q += 10; mes "[Geschupenschte]"; mes "4. Where can you"; mes "change your Job to"; mes "become a Merchant?"; next; - if (select("Alberta:Morroc:Geffen:Prontera") == 1) + if (select("Alberta", "Morroc", "Geffen", "Prontera") == 1) .@black_q += 10; mes "[Geschupenschte]"; mes "5. Where is the"; mes "Weapons Dealer"; mes "located in Morroc?"; next; - if (select("7 o'clock from the town's center:11 o'clock from the town's center:6 o'clock from the town's center:5 o'clock from the town's center") == 4) + if (select("7 o'clock from the town's center", "11 o'clock from the town's center", "6 o'clock from the town's center", "5 o'clock from the town's center") == 4) .@black_q += 10; mes "[Geschupenschte]"; mes "6. What weapon"; mes "can a Merchant"; mes "not use?"; next; - if (select("Main Gauche:Claymore:Chain:Two handed Axe") == 2) + if (select("Main Gauche", "Claymore", "Chain", "Two handed Axe") == 2) .@black_q += 10; mes "[Geschupenschte]"; mes "7. Which one of the following"; mes "has the highest defense rate?"; next; - if (select("Panties:Mink Coat:Wooden Mail:Silk Robe") == 2) + if (select("Panties", "Mink Coat", "Wooden Mail", "Silk Robe") == 2) .@black_q += 10; mes "[Geschupenschte]"; mes "8. For Level 3 weapons,"; mes "what is the ^8E6B23Safe^000000 limit"; mes "for upgrading?"; next; - if (select("up to + 3:up to + 4:up to + 5:up to + 6") == 3) + if (select("up to + 3", "up to + 4", "up to + 5", "up to + 6") == 3) .@black_q += 10; mes "[Geschupenschte]"; mes "9. What monster does"; mes "NOT drop Iron Ore?"; next; - if (select("Chon Chon:Steel Chon Chon:Zerom:Anolian") == 4) + if (select("Chon Chon", "Steel Chon Chon", "Zerom", "Anolian") == 4) .@black_q += 10; mes "[Geschupenschte]"; mes "10. What is most"; mes "important to a Merchant?"; next; - select("Rhetoric:Credit:Money:Experience"); + select("Rhetoric", "Credit", "Money", "Experience"); .@black_q += 10; } mes "[Geschupenschte]"; @@ -589,7 +589,7 @@ ein_in01,201,27,3 script Guildsman#alberta 1_M_SMITH,{ case 3: setarray .@items[0], 1003,1, 935,2, 990,2, 1119,1, 6; changequest 2002,2005; break; //Iron_Ore, Eye_Bandage, Blue_Gemstone, Arbalest case 4: setarray .@items[0], 1002,1, 2212,1, 717,2, 1713,1, 7; changequest 2002,2006; break; - //Iron, Green_Herb, Animal's_Skin, Ring_Pommel_Saber + //Iron, Green_Herb, Animals_Skin, Ring_Pommel_Saber default: setarray .@items[0], 998,1, 511,1, 919,2, 1122,1, 8; changequest 2002,2007; break; } BSMITH_Q = .@items[8]; @@ -639,7 +639,7 @@ ein_in01,201,27,3 script Guildsman#alberta 1_M_SMITH,{ mes "[Geschupenschte]"; mes "Oh, you should make sure that you are not carrying ^FF0000more than one "+getitemname(.@items[6])+"^000000, you should really only have an "+getitemname(.@items[6])+" that you bought from an NPC shop in your inventory."; next; - if (select("Oh, could you give me a second?:Oh, I brought what you asked for.") == 1) { + if (select("Oh, could you give me a second?", "Oh, I brought what you asked for.") == 1) { mes "[Geschupenschte]"; mes "Hmmm, it would be"; mes "a good idea to put the"; @@ -862,7 +862,7 @@ ein_in01,201,27,3 script Guildsman#alberta 1_M_SMITH,{ mes "the delivery?"; mes "Let's see that receipt~"; next; - if (select("Yes sir, here it is.:Receipt? I, uh, have it somewhere.") == 1) { + if (select("Yes sir, here it is.", "Receipt? I, uh, have it somewhere.") == 1) { if (countitem(Merchant_Voucher_1) > 0) { BSMITH_Q = 15; delitem Merchant_Voucher_1,1; @@ -959,7 +959,7 @@ geffen,46,164,1 script Baisulist#BLS 1_F_04,{ mes "You sure this is what I ordered, right? I mean, if it's been used,"; mes "I don't want it."; next; - if (select("Whoops, this is one of the items I use...:I'm sure! It's brand new!") == 1) { + if (select("Whoops, this is one of the items I use...", "I'm sure! It's brand new!") == 1) { mes "[Baisulist]"; mes "Well..."; mes "I guess I can"; @@ -987,7 +987,7 @@ geffen,46,164,1 script Baisulist#BLS 1_F_04,{ mes "Here it is."; mes "Thank you so much!"; mes "Oh, and good luck~"; - mapannounce "geffen","Hey, " +strcharinfo(0)+ ", thank you so much for the delivery~",bc_map; + mapannounce "geffen","Hey, " +strcharinfo(PC_NAME)+ ", thank you so much for the delivery~",bc_map; close; } else if (BSMITH_Q == 14) { @@ -1033,7 +1033,7 @@ morocc,27,112,4 script Wickebine#BLS 4_F_JOB_ASSASSIN,{ mes "This is what I ordered, right?"; mes "I don't want any used or old Gladius that you might have!"; next; - if (select("Whoops, not that one.:I guarantee you it is new.") == 1) { + if (select("Whoops, not that one.", "I guarantee you it is new.") == 1) { cutin "Job_Black_hucke03",2; mes "[Wickebine]"; mes "Oooh...!"; @@ -1080,7 +1080,7 @@ morocc,27,112,4 script Wickebine#BLS 4_F_JOB_ASSASSIN,{ mes "Here's the receipt."; mes "I think you did"; mes "a good job."; - mapannounce "morocc","Thanks for delivering, " + strcharinfo(0) + "~!",bc_map; + mapannounce "morocc","Thanks for delivering, " + strcharinfo(PC_NAME) + "~!",bc_map; close2; cutin "Job_Black_hucke02",255; end; @@ -1135,7 +1135,7 @@ lighthalzen,209,80,4 script Krongast#BLS 4_M_JOB_KNIGHT2,{ mes "So you're sure this is the item"; mes "I ordered, right? I wouldn't want it if it's been used."; next; - if (select("Whoops, this one is used!:It was just made, so it's new.") == 1) { + if (select("Whoops, this one is used!", "It was just made, so it's new.") == 1) { mes "[Krongast]"; mes "Hmmmmm!"; mes "Please deliver"; @@ -1171,7 +1171,7 @@ lighthalzen,209,80,4 script Krongast#BLS 4_M_JOB_KNIGHT2,{ mes "your receipt."; mes "Thank you for"; mes "your business!"; - mapannounce "lighthalzen",strcharinfo(0)+"... Thank you for the delivery.",bc_map; + mapannounce "lighthalzen",strcharinfo(PC_NAME)+"... Thank you for the delivery.",bc_map; close; } else if (BSMITH_Q == 14) { @@ -1211,7 +1211,7 @@ payon,214,79,4 script Talpiz#BLS 1_M_ORIENT01,{ mes "[Talpiz]"; mes "Um, this is what I ordered, right? I don't want an Arbalest that's been used before."; next; - if (select("Whoops, this is a used one.:I'm sure it's new.") == 1) { + if (select("Whoops, this is a used one.", "I'm sure it's new.") == 1) { mes "[Talpiz]"; mes "Hmmmm."; mes "Please hurry"; @@ -1246,7 +1246,7 @@ payon,214,79,4 script Talpiz#BLS 1_M_ORIENT01,{ mes "your receipt."; mes "I really appreciate"; mes "your hard work."; - mapannounce "payon","Thanks, " +strcharinfo(0)+ ", you really delivered. Everytime I look at this, I love it even more~",bc_map; + mapannounce "payon","Thanks, " +strcharinfo(PC_NAME)+ ", you really delivered. Everytime I look at this, I love it even more~",bc_map; close; } else if (BSMITH_Q == 14) { @@ -1288,7 +1288,7 @@ hugel,168,183,1 script Bismarc#BLS 2_M_THIEFMASTER,{ mes "^666666*Huuuk*^000000 This is what I ordered, right? I needed one especially"; mes "made to stop this poison..."; next; - if (select("Whoops, this is my own Ring Pommel Saber.:I'm sure this is the one.") == 1) { + if (select("Whoops, this is my own Ring Pommel Saber.", "I'm sure this is the one.") == 1) { mes "[Bismarc]"; mes "N-Nooo..."; mes "Hurry...!"; @@ -1342,7 +1342,7 @@ hugel,168,183,1 script Bismarc#BLS 2_M_THIEFMASTER,{ mes "your receipt."; mes "T-take it...!"; mes "It's yours!"; - mapannounce "hugel","Thanks, " +strcharinfo(0)+ ", for the delivery. You saved my life...",bc_map; + mapannounce "hugel","Thanks, " +strcharinfo(PC_NAME)+ ", for the delivery. You saved my life...",bc_map; close; } else if (BSMITH_Q == 14) { @@ -1383,7 +1383,7 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{ mes "[Mitehmaeeuh]"; mes "How much do you truly understand about smithing? Are you ready for me to ask you some questions?"; next; - if (select("Yes:No, not yet~") == 1) { + if (select("Yes", "No, not yet~") == 1) { mes "[Mitehmaeeuh]"; mes "Alright..."; mes "My test is simple."; @@ -1404,7 +1404,7 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{ mes "is required to learn"; mes "the ^8E6B23Discount^000000 skill?"; next; - if (select("Level 3 Push Cart:Item Appraisal:Level 10 Mammonite:Level 3 Enlarge Weight") == 4) + if (select("Level 3 Push Cart", "Item Appraisal", "Level 10 Mammonite", "Level 3 Enlarge Weight") == 4) .@blackss_te += 20; mes "[Mitehmaeeuh]"; mes "2. When you attack"; @@ -1412,7 +1412,7 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{ mes "what status effect can"; mes "you inflict on enemies?"; next; - if (select("Stun:Blindness:Chaos:Silence") == 1) + if (select("Stun", "Blindness", "Chaos", "Silence") == 1) .@blackss_te += 20; mes "[Mitehmaeeuh]"; mes "3. How much Zeny is spent"; @@ -1420,7 +1420,7 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{ mes "mastered Mammonite skill?"; mes "(Level 10 Mammonite)"; next; - if (select("900 Zeny:1000 Zeny:2000 Zeny:100,000 Zeny") == 2) + if (select("900 Zeny", "1000 Zeny", "2000 Zeny", "100,000 Zeny") == 2) .@blackss_te += 20; mes "[Mitehmaeeuh]"; mes "4. What is the"; @@ -1428,7 +1428,7 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{ mes "the ^8E6B23Discount^000000"; mes "skill is mastered?"; next; - if (select("21 % :22 % :23 % :24 % ") == 4) + if (select("21 % ", "22 % ", "23 % ", "24 % ") == 4) .@blackss_te += 20; mes "[Mitehmaeeuh]"; mes "5. What is the maximum"; @@ -1437,7 +1437,7 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{ mes "NPCs after mastering the"; mes "^8E6B23Overcharge^000000 skill?"; next; - if (select("21 % :22 % :23 % :24 % ") == 3) + if (select("21 % ", "22 % ", "23 % ", "24 % ") == 3) .@blackss_te += 20; break; case 2: @@ -1446,21 +1446,21 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{ mes "following monsters"; mes "drops Steel?"; next; - if (select("Zerom:Chon Chon:Skel Worker:Requiem") == 3) + if (select("Zerom", "Chon Chon", "Skel Worker", "Requiem") == 3) .@blackss_te += 20; mes "[Mitehmaeeuh]"; mes "2. Which of the following"; mes "stones can be made from"; mes "Red Bloods?"; next; - if (select("Flame Heart:Rough Wind:Great Nature:Mystic Frozen") == 1) + if (select("Flame Heart", "Rough Wind", "Great Nature", "Mystic Frozen") == 1) .@blackss_te += 20; mes "[Mitehmaeeuh]"; mes "3. Which of the following"; mes "stones do you have the most"; mes "of in your Kafra Storage?"; next; - select("Wind of Verdure:Red Blood:Green Live:Crystal Blue"); + select("Wind of Verdure", "Red Blood", "Green Live", "Crystal Blue"); .@blackss_te += 20; mes "[Mitehmaeeuh]"; mes "4. In general,"; @@ -1469,14 +1469,14 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{ mes "most damage from a Wind"; mes "attribute weapon?"; next; - if (select("Fire Property:Water Property:Earth Property:Wind Property") == 2) + if (select("Fire Property", "Water Property", "Earth Property", "Wind Property") == 2) .@blackss_te += 20; mes "[Mitehmaeeuh]"; mes "5. How many Iron Ore"; mes "is required to make"; mes "1 Steel?"; next; - if (select("5 Iron Ore :4 Iron Ore:3 Iron Ore:6 Iron Ore") == 1) + if (select("5 Iron Ore ", "4 Iron Ore", "3 Iron Ore", "6 Iron Ore") == 1) .@blackss_te += 20; break; case 3: @@ -1485,7 +1485,7 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{ mes "do when you meet someone"; mes "randomly on the street?"; next; - switch(select("Ask them what they need.:Have a brief conversation.:Ignore them.:Give items and run away.")) { + switch(select("Ask them what they need.", "Have a brief conversation.", "Ignore them.", "Give items and run away.")) { case 1: case 2: .@blackss_te += 20; @@ -1499,20 +1499,20 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{ mes "^8E6B23Crazy Uproar^000000 and"; mes "^8E6B23Change Cart^000000 skills?"; next; - if (select("Al De Baran:Alberta:Morroc:Izlude") == 2) + if (select("Al De Baran", "Alberta", "Morroc", "Izlude") == 2) .@blackss_te += 20; mes "[Mitehmaeeuh]"; mes "3. From the center of Einbroch,"; mes "in which direction is the Blacksmith Guild?"; next; - if (select("11 o'clock:5 o'clock:7 o'clock:12 o'clock") == 2) + if (select("11 o'clock", "5 o'clock", "7 o'clock", "12 o'clock") == 2) .@blackss_te += 20; mes "[Mitehmaeeuh]"; mes "4. In which town"; mes "can you find the"; mes "most Blacksmiths?"; next; - if (select("Prontera:Morroc:Alberta:Einbroch") == 4) + if (select("Prontera", "Morroc", "Alberta", "Einbroch") == 4) .@blackss_te += 20; mes "[Mitehmaeeuh]"; mes "5. Which of the"; @@ -1520,7 +1520,7 @@ ein_in01,24,41,5 script Blacksmith Guildsman#moc 4_F_JOB_BLACKSMITH,{ mes "affect your skill"; mes "as a Blacksmith?"; next; - if (select("STR :DEX:AGI :VIT ") == 2) + if (select("STR ", "DEX", "AGI ", "VIT ") == 2) .@blackss_te += 20; break; } @@ -1607,7 +1607,7 @@ geffen_in,109,170,3 script Blacksmith Guildsman#gef 4_F_JOB_BLACKSMITH,{ mes "I can provide you a teleport service to Izlude, where you can use the airship."; mes "Would you like to move to Izlude immediately?"; next; - switch(select("How to go to Einbroch:Yes!:No, thanks.")) { + switch(select("How to go to Einbroch", "Yes!", "No, thanks.")) { case 1: mes "[Blacksmith Guildsman]"; mes "Oops, haven't you used the airship yet?"; diff --git a/npc/jobs/2-1/hunter.txt b/npc/jobs/2-1/hunter.txt index 23d970dac..76b3c4b39 100644 --- a/npc/jobs/2-1/hunter.txt +++ b/npc/jobs/2-1/hunter.txt @@ -132,7 +132,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ } else if (BaseJob == Job_Hunter) { mes "[Hunter Sherin]"; - mes "Oh~ " + strcharinfo(0) + "!!"; + mes "Oh~ " + strcharinfo(PC_NAME) + "!!"; mes "Long time no see~ What brings you here? Did your Falcon run away or something?"; next; mes "[Hunter Sherin]"; @@ -190,7 +190,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ mes "[Hunter Guildsman]"; mes "Oh, you're an Archer! It seems as if you've trained enough as an Archer... You came here to become a Hunter, right?"; next; - switch(select("Yes. That's what I'm here for.:What are the requirements to change jobs?:....I don't want to change yet.")) { + switch(select("Yes. That's what I'm here for.", "What are the requirements to change jobs?", "....I don't want to change yet.")) { case 1: mes "[Hunter Guildsman]"; mes "Hehe~"; @@ -211,7 +211,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ mes "Well then,"; mes "shall we begin?"; next; - if (select("Yes~ Let's start now.:No, I'll be back later.") == 1) { + if (select("Yes~ Let's start now.", "No, I'll be back later.") == 1) { if (!questprogress(4000)) { setquest 4000; } @@ -253,7 +253,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ mes "[Hunter Sherin]"; mes "You are an Archer, and you don't know where you should go to hunt. What do you do?"; next; - switch(select("Scream out loud asking where you should go.:Quietly ask a person passing by.:Wander around alone and search for a place.")) { + switch(select("Scream out loud asking where you should go.", "Quietly ask a person passing by.", "Wander around alone and search for a place.")) { case 2: case 3: .@hunter_t += 10; @@ -267,7 +267,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ mes "But you are in Payon!!"; mes "How do you go to the desert?"; next; - switch(select("Ask a Priest to open a free warp portal.:Use the Kafra service.:Walk with a friend.")) { + switch(select("Ask a Priest to open a free warp portal.", "Use the Kafra service.", "Walk with a friend.")) { case 2: case 3: .@hunter_t += 10; @@ -282,7 +282,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ mes "about to make the"; mes "Zeny that you need?"; next; - switch(select("Beg here and there.:Sell items I do not need.:Hunt at a nearby field.")) { + switch(select("Beg here and there.", "Sell items I do not need.", "Hunt at a nearby field.")) { case 2: case 3: .@hunter_t += 10; @@ -297,12 +297,12 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ mes "solution to this"; mes "situation?"; next; - if (select("Attack a Hode from the top of a hill.:Go back to town.:Attack someone else's Hode.") == 2) + if (select("Attack a Hode from the top of a hill.", "Go back to town.", "Attack someone else's Hode.") == 2) .@hunter_t += 10; mes "[Hunter Sherin]"; mes "Let's say you were having too much trouble hunting Hodes and returned to town. Now you are out of HP and a Priest happens to be around. How would you ask for a Heal?"; next; - if (select("Would it be possible to get a Heal, please?:Heal, please.:Heal me.") == 1) + if (select("Would it be possible to get a Heal, please?", "Heal, please.", "Heal me.") == 1) .@hunter_t += 10; mes "[Hunter Sherin]"; mes "This time, you found a rare item while you were going through your inventory. You go out to sell the item, and there are many people with stores and chatrooms open."; @@ -312,7 +312,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ mes "best way to"; mes "sell your item?"; next; - switch(select("Scream out loud to everyone in sight.:Open a chatroom and wait.:Look to see if anyone already wants it.")) { + switch(select("Scream out loud to everyone in sight.", "Open a chatroom and wait.", "Look to see if anyone already wants it.")) { case 2: case 3: .@hunter_t += 10; @@ -322,7 +322,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ mes "[Hunter Sherin]"; mes "While you are waiting, someone is begging for items and Zeny. What should you do?"; next; - if (select("Give some of my items and Zeny.:Ignore and walk away.:Tell the person about a good place to hunt.") == 1) + if (select("Give some of my items and Zeny.", "Ignore and walk away.", "Tell the person about a good place to hunt.") == 1) .@hunter_t += 10; mes "[Hunter Sherin]"; mes "By now, you decide to go to the Maze by yourself."; @@ -332,7 +332,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ mes "into someone that is lost."; mes "What should you do?"; next; - switch(select("Tell them which way to go.:Guide them to their destination.:Ignore.")) { + switch(select("Tell them which way to go.", "Guide them to their destination.", "Ignore.")) { case 1: case 2: .@hunter_t += 10; @@ -345,7 +345,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ mes "[Hunter Sherin]"; mes "What should you do?"; next; - if (select("Watch, then attack when asked for help.:Attack and see what happens.:Just go back to town.") == 1) + if (select("Watch, then attack when asked for help.", "Attack and see what happens.", "Just go back to town.") == 1) .@hunter_t += 10; mes "[Hunter Sherin]"; mes "You are now very exhausted after your day of hunting. It's time to go back to town."; @@ -353,7 +353,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ mes "[Hunter Sherin]"; mes "But what's this!? You find an expensive item lying on the floor! What should you do with it?"; next; - switch(select("Pick it up and keep it.:Try to find the owner.:Just walk by.")) { + switch(select("Pick it up and keep it.", "Try to find the owner.", "Just walk by.")) { case 2: case 3: .@hunter_t += 10; @@ -425,7 +425,7 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ mes "Just give the item to the Demon Hunter, the guy who's all the way to the left in this area~"; next; mes "[Hunter Sherin]"; - if (Sex) + if (Sex == SEX_MALE) mes "If you decide to become a Hunter, promise to come visit me. I want to see you as a Hunter. You would look great!!"; else mes "If you decide to become a Hunter, come and visit me, okay? You're pretty, but... You'd be even prettier as a Hunter. Hehe~"; @@ -460,15 +460,15 @@ hu_in01,386,373,4 script Hunter Guildsman#hnt 4_F_JOB_HUNTER,{ hu_in01,382,382,4 script Guild Receptionist#hnt 4_M_JOB_HUNTER,{ if (HNTR_Q == 2) { mes "[Guild Receptionist]"; - mes "Greetings. They call me... ^660000The Demon Hunter^000000. I am the one in charge of processing applications. Your name is ... " + strcharinfo(0) + ", correct?"; + mes "Greetings. They call me... ^660000The Demon Hunter^000000. I am the one in charge of processing applications. Your name is ... " + strcharinfo(PC_NAME) + ", correct?"; next; - .@selection = select("Yes, that is correct.:Nope~~(heeheehee)"); + .@selection = select("Yes, that is correct.", "Nope~~(heeheehee)"); if (.@selection == 2) { mes "[Demon Hunter]"; mes "Hey, stop messing around."; - mes "Your name is " + strcharinfo(0) + ", right?"; + mes "Your name is " + strcharinfo(PC_NAME) + ", right?"; next; - if (select("Yes...:Hehehe. I keep telling you, it's not~~") == 1) { + if (select("Yes...", "Hehehe. I keep telling you, it's not~~") == 1) { mes "[Demon Hunter]"; mes "Okay, then. These are the items you need for the test. Since we provide all of the necessary arrows you'll use for the test, we need you to get the materials to make them."; next; @@ -495,13 +495,13 @@ hu_in01,382,382,4 script Guild Receptionist#hnt 4_M_JOB_HUNTER,{ case 1: setarray .@items[0], (RENEWAL?928:7030),5, 1019,5, 509,3, 3; changequest 4001,4002; break; //Bill_Of_Birds, Skel_Bone, Green_Herb case 2: setarray .@items[0], 925,3, 932,5, 511,3, 4; changequest 4001,4003; break; - //Colorful_Shell/Posionous_Canine, Animal's_Skin, Red_Herb + //Colorful_Shell/Posionous_Canine, Animals_Skin, Red_Herb case 3: setarray .@items[0], (RENEWAL?1013:937),3, 919,3, 507,5, 5; changequest 4001,4004; break; //Horn/Dokkaebi_Horn, Poison_Spore/Piece_Of_Egg_Shell, Fluff case 4: setarray .@items[0], (RENEWAL?947:1021),3, (RENEWAL?7033:7032),3, 914,10, 6; changequest 4001,4005; break; //Shell, Worm_Peelings, Yellow_Herb case 5: setarray .@items[0], 935,9, 955,9, 508,9, 7; changequest 4001,4006; break; - //Tooth_Of_Bat, Sticky_Mucus, Bear's_Foot + //Tooth_Of_Bat, Sticky_Mucus, Bears_Foot case 6: setarray .@items[0], 913,3, 938,1, 948,1, 8; changequest 4001,4007; break; //Porcupine_Spike, Yoyo_Tail, Acorn case 7: setarray .@items[0], 1027,2, 942,1, 1026,1, 9; changequest 4001,4008; break; @@ -525,13 +525,13 @@ hu_in01,382,382,4 script Guild Receptionist#hnt 4_M_JOB_HUNTER,{ case 3: setarray .@items[0], (RENEWAL?928:7030),5, 1019,5, 509,3, 10; break; //Bill_Of_Birds, Skel_Bone, Green_Herb case 4: setarray .@items[0], 925,3, 932,5, 511,3, 10; break; - //Colorful_Shell/Posionous_Canine, Animal's_Skin, Red_Herb + //Colorful_Shell/Posionous_Canine, Animals_Skin, Red_Herb case 5: setarray .@items[0], (RENEWAL?1013:937),3, 919,3, 507,5, 10; break; //Horn/Dokkaebi_Horn, Poison_Spore/Piece_Of_Egg_Shell, Fluff case 6: setarray .@items[0], (RENEWAL?947:1021),3, (RENEWAL?7033:7032),3, 914,10, 10; break; //Shell, Worm_Peelings, Yellow_Herb case 7: setarray .@items[0], 935,9, 955,9, 508,9, 11; break; - //Tooth_Of_Bat, Sticky_Mucus, Bear's_Foot + //Tooth_Of_Bat, Sticky_Mucus, Bears_Foot case 8: setarray .@items[0], 913,3, 938,1, 948,1, 11; break; //Porcupine_Spike, Yoyo_Tail, Acorn case 9: setarray .@items[0], 1027,2, 942,1, 1026,1, 11; break; @@ -604,7 +604,7 @@ payon_in03,131,7,3 script Hunter#htnGM 1_M_ORIENT01,{ mes "[Hunter Guildmaster]"; mes "Hmpf. You must be here for the Hunter job test. Let me tell you about the testing process. What would you like to know?"; next; - switch(select("What is the test?:What are the passing requirements?:Any warnings?:Begin test.")) { + switch(select("What is the test?", "What are the passing requirements?", "Any warnings?", "Begin test.")) { case 1: mes "[Hunter Guildmaster]"; mes "You have to hunt down certain monsters with a particular name. But you must avoid all the traps while you're at it."; @@ -675,7 +675,7 @@ payon_in03,131,7,3 script Hunter#htnGM 1_M_ORIENT01,{ mes "If you have any"; mes "questions, ask now."; next; - switch(select("What is the test?:What are the passing requirements?:Any warnings?:Begin test.")) { + switch(select("What is the test?", "What are the passing requirements?", "Any warnings?", "Begin test.")) { case 1: mes "[Hunter Guildmaster]"; mes "You have to hunt down certain monsters with a particular name, but you also avoid all the traps at the same time. This is to test your ability to move swiftly and locate targets in various situations."; @@ -709,7 +709,7 @@ payon_in03,131,7,3 script Hunter#htnGM 1_M_ORIENT01,{ mes "[Hunter Guildmaster]"; mes "Anyway, I believe you've prepared it yourself. Let's begin now."; next; - if (select("Okay. Let's start...:Ah, wait a sec.") == 1) { + if (select("Okay. Let's start...", "Ah, wait a sec.") == 1) { mes "[Hunter Guildmaster]"; mes "Okay!! I hope"; mes "you will pass this time!"; @@ -758,7 +758,7 @@ payon_in02,21,31,1 script Hunter#htnGM2 1_M_ORIENT01,{ mes "[Hunter Guildmaster]"; mes "Mmm. I see you're here for the Hunter job test. Let me explain the testing process. What would you like to know?"; next; - switch(select("What is the test?:What are the passing requirements?:Any warnings?:Begin test.")) { + switch(select("What is the test?", "What are the passing requirements?", "Any warnings?", "Begin test.")) { case 1: mes "[Hunter Guildmaster]"; mes "You have to hunt down certain monsters with a particular name, but you must avoid all of the traps here at the same time."; @@ -850,7 +850,7 @@ payon_in02,21,31,1 script Hunter#htnGM2 1_M_ORIENT01,{ mes "have questions,"; mes "feel free to ask."; next; - switch(select("What is the test?:What are the requirements to pass the test?:Any warnings?:Begin test.")) { + switch(select("What is the test?", "What are the requirements to pass the test?", "Any warnings?", "Begin test.")) { case 1: mes "[Hunter Guildmaster]"; mes "You have to hunt down certain monsters with a particular name, but you must avoid all of the traps here at the same time."; @@ -896,7 +896,7 @@ payon_in02,21,31,1 script Hunter#htnGM2 1_M_ORIENT01,{ mes "you're ready."; mes "Let's begin."; next; - if (select("Yes, let's start.:Ah, wait a moment.") == 1) { + if (select("Yes, let's start.", "Ah, wait a moment.") == 1) { mes "[Hunter Guildmaster]"; mes "Okay!! Now..."; mes "Pass this time!"; @@ -984,13 +984,13 @@ OnTouch: mes "[Guide]"; mes "If it's too hard, it wouldn't hurt to try again next time. Would you like to resign for now?"; next; - switch(select("Keep trying.:Resign.")) { + switch(select("Keep trying.", "Resign.")) { case 1: mes "[Guide]"; mes "Okay. Do your best and become a great Hunter. Please enter the waiting room. If someone is already taking the test, you must wait until that person is done."; close; case 2: - mapannounce "job_hunte",strcharinfo(0)+ " has resigned. Next person, please enter.",bc_map; + mapannounce "job_hunte",strcharinfo(PC_NAME)+ " has resigned. Next person, please enter.",bc_map; mes "[Guide]"; mes "Very well. I'll send you to Payon. Hope to see you next time. Don't forget to save when you leave."; // donpcevent "Waiting Room#hnt::OnStart"; @@ -1093,7 +1093,7 @@ OnMyMobDead: end; OnMyMobDead2: - mapannounce "job_hunte",strcharinfo(0)+ "!! You made a mistake...Please try again.",bc_map; + mapannounce "job_hunte",strcharinfo(PC_NAME)+ "!! You made a mistake...Please try again.",bc_map; HNTR_Q = 13; warp "job_hunte",176,22; donpcevent "Manager#hnt::OnReset"; @@ -1196,7 +1196,7 @@ OnTouch: mes "on the escape switch.^000000"; HNTR_Q = 15; next; - switch(select("Escape:Cancel:Re-test")) { + switch(select("Escape", "Cancel", "Re-test")) { case 1: mes "^3355FFThe Escape Warp Portal"; mes "has now been activated.^000000"; @@ -1254,137 +1254,137 @@ job_hunte,52,140,0 script 1-1::HntTrap FAKE_NPC,0,1,{ OnTouch: switch(rand(200)) { default: - case 1: mapannounce "job_hunte",strcharinfo(0) + ", you have fallen into a trap. You will be returned to the starting point.",bc_map; break; - case 2: mapannounce "job_hunte",strcharinfo(0) + ", yes you! Go back and start over!",bc_map; break; - case 3: mapannounce "job_hunte",strcharinfo(0) + " has failed!...well...you will if you don't start over...",bc_map; break; - case 4: mapannounce "job_hunte",strcharinfo(0) + ", has failed me! Go back to where you started!",bc_map; break; - case 5: mapannounce "job_hunte",strcharinfo(0) + ", you have blundered into a trap. I'm sorry, but for now, YOU LOSE.",bc_map; break; - case 6: mapannounce "job_hunte",strcharinfo(0) + ", what are you doing!? Go back and do it again!",bc_map; break; - case 7: mapannounce "job_hunte",strcharinfo(0) + ", come on! You can do better then this!! Try again!",bc_map; break; - case 8: mapannounce "job_hunte",strcharinfo(0) + ", has fallen into a trap...again. But don't worry, you're getting better.",bc_map; break; - case 9: mapannounce "job_hunte",strcharinfo(0) + ", fail, fail, fail... Go back to where you started!",bc_map; break; - case 10: mapannounce "job_hunte",strcharinfo(0) + "... aww~ Try again! You can do it!",bc_map; break; - case 11: mapannounce "job_hunte",strcharinfo(0) + ", @#$%#^!@ and you wanna be a what? Hunter? Get back there!",bc_map; break; - case 12: mapannounce "job_hunte",strcharinfo(0) + " was defeated by the forces of evil. Don't give up, hero!",bc_map; break; - case 13: mapannounce "job_hunte","I put a spell on you " + strcharinfo(0) + " and now you're mine! Go start over now.",bc_map; break; - case 14: mapannounce "job_hunte",strcharinfo(0) + ". G'day mate, welcome to the land down under. As a present, I'll send you to the starting point...",bc_map; break; - case 15: mapannounce "job_hunte","That's my nest " + strcharinfo(0) + "! dont step there, squawk~ Start over.",bc_map; break; - case 16: mapannounce "job_hunte",strcharinfo(0) + ", another archer down. 3 more to go!",bc_map; break; - case 17: mapannounce "job_hunte",strcharinfo(0) + ", have you got what it takes? Then try again.",bc_map; break; - case 18: mapannounce "job_hunte","Alas, " + strcharinfo(0) + ", you have fallen prey to the most feared of traps. The dreaded stink bomb! Run run run awaaaaaay!",bc_map; break; - case 19: mapannounce "job_hunte",strcharinfo(0) + " had too much prune juice to drink today. Back to the starting point~",bc_map; break; - case 20: mapannounce "job_hunte","No.... " + strcharinfo(0) + ", you have fallen into a trap. You will be returned to the starting point.",bc_map; break; - case 21: mapannounce "job_hunte","Meow *pounce* look my kitties we'll have some" + strcharinfo(0) + "stew. Back to the starting point if you don't want to become stew!",bc_map; break; - case 22: mapannounce "job_hunte","Sorry " + strcharinfo(0) + ", but you've actually found a BAD secret. You will be returned to the starting point.",bc_map; break; - case 23: mapannounce "job_hunte",strcharinfo(0) + ", silly Archer...your tenacity is touching. But it's back to the start for you...",bc_map; break; - case 24: mapannounce "job_hunte",strcharinfo(0) + ", you've fallen and you can't get up. You'll be carried back to the starting point.",bc_map; break; - case 25: mapannounce "job_hunte","Skip a turn " + strcharinfo(0) + ", go back to start.",bc_map; break; - case 26: mapannounce "job_hunte",strcharinfo(0) + ", nya nya, heh heh heh. You will be returned to the starting point.",bc_map; break; - case 27: mapannounce "job_hunte","Practice is over " + strcharinfo(0) + ". This time show me for real.",bc_map; break; - case 28: mapannounce "job_hunte",strcharinfo(0) + ", this is a Poring jellopy raid...Get out! Start from the beginning if you wish to continue.",bc_map; break; - case 29: mapannounce "job_hunte","Disconnected from server. " + strcharinfo(0) + ", you have to start over.",bc_map; break; - case 30: mapannounce "job_hunte",strcharinfo(0) + ", what does this button do...oops! I'm afraid you have to start over.",bc_map; break; - case 31: mapannounce "job_hunte",strcharinfo(0) + ", you have entered the bonus round! Aaaand, you lost. You will be returned to the starting point.",bc_map; break; - case 32: mapannounce "job_hunte","Oh, no " + strcharinfo(0) + ", you've stepped on a hive of bees. You narrowly escaped, all the way back to the beginning.",bc_map; break; - case 33: mapannounce "job_hunte",strcharinfo(0) + ", wait wait. That's a trap! Oh wait, that's dog. . . .",bc_map; break; - case 34: mapannounce "job_hunte","Stop " + strcharinfo(0) + "! For stepping on that trap, I shall punish you!",bc_map; break; - case 35: mapannounce "job_hunte",strcharinfo(0) + ", I'll be back. . . I hope you will too.",bc_map; break; - case 36: mapannounce "job_hunte",strcharinfo(0) + ", Come with me if you want to live. . to the starting point.",bc_map; break; - case 37: mapannounce "job_hunte",strcharinfo(0) + ", my... precious! Go back to the starting point.",bc_map; break; - case 38: mapannounce "job_hunte","Follow the yellow brick road... No wait, " + strcharinfo(0) + "!! Not that way...Back to the starting point it is.",bc_map; break; - case 39: mapannounce "job_hunte",strcharinfo(0) + ", you've really go to get the hang of this 'in tune with nature' thing. Now, you're lost!",bc_map; break; - case 40: mapannounce "job_hunte",strcharinfo(0) + ", it's only a story...not real. But you will be returned to the starting point.",bc_map; break; - case 41: mapannounce "job_hunte",strcharinfo(0) + ", you have fallen into a trap. And the trap...has fallen into you. Returning you to the starting point.",bc_map; break; - case 42: mapannounce "job_hunte","Fear not " + strcharinfo(0) + ", for you too, shall learn the powers of the dark side. You will now be returned to the starting point.",bc_map; break; - case 43: mapannounce "job_hunte",strcharinfo(0) + ", fell into a trap. Quite easily too, I'm afraid. But this hero won't be beaten that easily!",bc_map; break; + case 1: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you have fallen into a trap. You will be returned to the starting point.",bc_map; break; + case 2: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", yes you! Go back and start over!",bc_map; break; + case 3: mapannounce "job_hunte",strcharinfo(PC_NAME) + " has failed!...well...you will if you don't start over...",bc_map; break; + case 4: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", has failed me! Go back to where you started!",bc_map; break; + case 5: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you have blundered into a trap. I'm sorry, but for now, YOU LOSE.",bc_map; break; + case 6: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", what are you doing!? Go back and do it again!",bc_map; break; + case 7: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", come on! You can do better then this!! Try again!",bc_map; break; + case 8: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", has fallen into a trap...again. But don't worry, you're getting better.",bc_map; break; + case 9: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", fail, fail, fail... Go back to where you started!",bc_map; break; + case 10: mapannounce "job_hunte",strcharinfo(PC_NAME) + "... aww~ Try again! You can do it!",bc_map; break; + case 11: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", @#$%#^!@ and you wanna be a what? Hunter? Get back there!",bc_map; break; + case 12: mapannounce "job_hunte",strcharinfo(PC_NAME) + " was defeated by the forces of evil. Don't give up, hero!",bc_map; break; + case 13: mapannounce "job_hunte","I put a spell on you " + strcharinfo(PC_NAME) + " and now you're mine! Go start over now.",bc_map; break; + case 14: mapannounce "job_hunte",strcharinfo(PC_NAME) + ". G'day mate, welcome to the land down under. As a present, I'll send you to the starting point...",bc_map; break; + case 15: mapannounce "job_hunte","That's my nest " + strcharinfo(PC_NAME) + "! dont step there, squawk~ Start over.",bc_map; break; + case 16: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", another archer down. 3 more to go!",bc_map; break; + case 17: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", have you got what it takes? Then try again.",bc_map; break; + case 18: mapannounce "job_hunte","Alas, " + strcharinfo(PC_NAME) + ", you have fallen prey to the most feared of traps. The dreaded stink bomb! Run run run awaaaaaay!",bc_map; break; + case 19: mapannounce "job_hunte",strcharinfo(PC_NAME) + " had too much prune juice to drink today. Back to the starting point~",bc_map; break; + case 20: mapannounce "job_hunte","No.... " + strcharinfo(PC_NAME) + ", you have fallen into a trap. You will be returned to the starting point.",bc_map; break; + case 21: mapannounce "job_hunte","Meow *pounce* look my kitties we'll have some" + strcharinfo(PC_NAME) + "stew. Back to the starting point if you don't want to become stew!",bc_map; break; + case 22: mapannounce "job_hunte","Sorry " + strcharinfo(PC_NAME) + ", but you've actually found a BAD secret. You will be returned to the starting point.",bc_map; break; + case 23: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", silly Archer...your tenacity is touching. But it's back to the start for you...",bc_map; break; + case 24: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you've fallen and you can't get up. You'll be carried back to the starting point.",bc_map; break; + case 25: mapannounce "job_hunte","Skip a turn " + strcharinfo(PC_NAME) + ", go back to start.",bc_map; break; + case 26: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", nya nya, heh heh heh. You will be returned to the starting point.",bc_map; break; + case 27: mapannounce "job_hunte","Practice is over " + strcharinfo(PC_NAME) + ". This time show me for real.",bc_map; break; + case 28: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", this is a Poring jellopy raid...Get out! Start from the beginning if you wish to continue.",bc_map; break; + case 29: mapannounce "job_hunte","Disconnected from server. " + strcharinfo(PC_NAME) + ", you have to start over.",bc_map; break; + case 30: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", what does this button do...oops! I'm afraid you have to start over.",bc_map; break; + case 31: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you have entered the bonus round! Aaaand, you lost. You will be returned to the starting point.",bc_map; break; + case 32: mapannounce "job_hunte","Oh, no " + strcharinfo(PC_NAME) + ", you've stepped on a hive of bees. You narrowly escaped, all the way back to the beginning.",bc_map; break; + case 33: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", wait wait. That's a trap! Oh wait, that's dog. . . .",bc_map; break; + case 34: mapannounce "job_hunte","Stop " + strcharinfo(PC_NAME) + "! For stepping on that trap, I shall punish you!",bc_map; break; + case 35: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I'll be back. . . I hope you will too.",bc_map; break; + case 36: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", Come with me if you want to live. . to the starting point.",bc_map; break; + case 37: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", my... precious! Go back to the starting point.",bc_map; break; + case 38: mapannounce "job_hunte","Follow the yellow brick road... No wait, " + strcharinfo(PC_NAME) + "!! Not that way...Back to the starting point it is.",bc_map; break; + case 39: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you've really go to get the hang of this 'in tune with nature' thing. Now, you're lost!",bc_map; break; + case 40: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", it's only a story...not real. But you will be returned to the starting point.",bc_map; break; + case 41: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you have fallen into a trap. And the trap...has fallen into you. Returning you to the starting point.",bc_map; break; + case 42: mapannounce "job_hunte","Fear not " + strcharinfo(PC_NAME) + ", for you too, shall learn the powers of the dark side. You will now be returned to the starting point.",bc_map; break; + case 43: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", fell into a trap. Quite easily too, I'm afraid. But this hero won't be beaten that easily!",bc_map; break; case 44: mapannounce "job_hunte"," Tip of the day: Do not step on the traps. You will be returned to the starting point.",bc_map; break; - case 45: mapannounce "job_hunte",strcharinfo(0) + " fell into a trap. Once again, for clarity's sake, the name is " + strcharinfo(0) + ".",bc_map; break; - case 46: mapannounce "job_hunte","Oy oy, " + strcharinfo(0) + ".. I've seen blind Porings get further! Go back to the starting point.",bc_map; break; - case 47: mapannounce "job_hunte","MY EYES!! " + strcharinfo(0) + ", you... you.. stepped on them. Go try again...I'd cry for you if I could even shed tears...",bc_map; break; - case 48: mapannounce "job_hunte",strcharinfo(0) + ", where are you? Right...NOT at the place where'd you be if you passed the test.",bc_map; break; - case 49: mapannounce "job_hunte"," Wow, they actually paid a guy to think of these comments. " + strcharinfo(0) + ", you can go back to the starting point.",bc_map; break; - case 50: mapannounce "job_hunte"," My word, " + strcharinfo(0) + "! You've precariously fallen into a trap! You will be returned back to the start. Cheerio~!",bc_map; break; - case 51: mapannounce "job_hunte",strcharinfo(0) + ", do you have any idea where you're going? Start over *sigh*.",bc_map; break; - case 52: mapannounce "job_hunte",strcharinfo(0) + ", do you like green tea ice cream? No? Go back to the starting point...*hmph*",bc_map; break; - case 53: mapannounce "job_hunte","Oh, no.. " + strcharinfo(0) + ", are you hurt? Come now, let's go back to the starting point.",bc_map; break; - case 54: mapannounce "job_hunte","Hi " + strcharinfo(0) + ", how are you? Here's a present~ a free warp! Back to the starting point.",bc_map; break; - case 55: mapannounce "job_hunte",strcharinfo(0) + ".......... did you know that that was a trap? I hope so, otherwise, I guess you'd be pretty embarassed.",bc_map; break; - case 56: mapannounce "job_hunte",strcharinfo(0) + ", what do you think of the interior design? I worked very hard on it... and this lovely feature that sends you back to the starting point.",bc_map; break; - case 57: mapannounce "job_hunte","BOOM BAM BOOM! " + strcharinfo(0) + ", you have fallen into my trap! But I won't kill you...just...humiliate you...",bc_map; break; - case 58: mapannounce "job_hunte","Oh, " + strcharinfo(0) + ".. You can do better. Try again!",bc_map; break; - case 59: mapannounce "job_hunte","Hello, this is your local Kafra worker... " + strcharinfo(0) + ", your mommy is waiting for you at the checkout line.",bc_map; break; - case 60: mapannounce "job_hunte",strcharinfo(0) + ", if you do well. I'll have a nice present waiting for you... What is it? You'll see if you pass~ Go try again now!",bc_map; break; - case 61: mapannounce "job_hunte",strcharinfo(0) + " faaaaaaaaaaaaaaaaailed.. Hehe, just kidding. You will be returned to the starting point so try again!",bc_map; break; - case 62: mapannounce "job_hunte",strcharinfo(0) + ", you fell into a trap. You should watch your feet more. What? Invisible? That's baby talk! Now go try again!",bc_map; break; - case 63: mapannounce "job_hunte"," Sorry, " + strcharinfo(0) + ", you have fallen into a trap. But I'll be nice and send you to the starting point.",bc_map; break; - case 64: mapannounce "job_hunte",strcharinfo(0) + ", HAHAHAHAHAHA!!!! I can't believe you fell for that one!",bc_map; break; - case 65: mapannounce "job_hunte",strcharinfo(0) + ", I was just about to tell you about that one...but, I didn't? Back to start.",bc_map; break; - case 66: mapannounce "job_hunte",strcharinfo(0) + "...I'm sorry my friend, but you lose. But don't worry, its not like this message is broadcast or anything.",bc_map; break; - case 67: mapannounce "job_hunte",strcharinfo(0) + ", I'm not so sure that you qualify for this anymore... Try again and prove me wrong.",bc_map; break; - case 68: mapannounce "job_hunte",strcharinfo(0) + ", OW...now that's gotta hurt. Back to the start~",bc_map; break; - case 69: mapannounce "job_hunte",strcharinfo(0) + ", I find your lack of faith disturbing... Let's start over.",bc_map; break; - case 70: mapannounce "job_hunte",strcharinfo(0) + ", your eyes can deceive you. Don't trust them. Stretch out with your feelings. Try again now.",bc_map; break; - case 71: mapannounce "job_hunte",strcharinfo(0) + ", if you once start down the dark path, forever it will dominate your destiny. You shall be returned to the starting point.",bc_map; break; - case 72: mapannounce "job_hunte",strcharinfo(0) + ", size doesn't matter. But, the number of traps that caught you do. Try again and win this time!",bc_map; break; - case 73: mapannounce "job_hunte",strcharinfo(0) + ", try not. Do or do not. There is no try.",bc_map; break; - case 74: mapannounce "job_hunte",strcharinfo(0) + ", that is why you fail. Now try again!",bc_map; break; - case 75: mapannounce "job_hunte",strcharinfo(0) + ", look. If its made of metal and looks like it has teeth, you shouldn't put your foot in it. So simple, really...",bc_map; break; - case 76: mapannounce "job_hunte",strcharinfo(0) + ", you are beaten. It is useless to resist.",bc_map; break; - case 77: mapannounce "job_hunte",strcharinfo(0) + ", I'm looking forward to completing your training. In time you will call me Master.",bc_map; break; - case 78: mapannounce "job_hunte",strcharinfo(0) + ", your overconfidence is your weakness.",bc_map; break; - case 79: mapannounce "job_hunte",strcharinfo(0) + ", watch your step. This place can be a little rough.",bc_map; break; - case 80: mapannounce "job_hunte",strcharinfo(0) + ", oh I told you it was dangerous here.",bc_map; break; - case 81: mapannounce "job_hunte",strcharinfo(0) + ", everything is proceeding as I have foreseen.",bc_map; break; - case 82: mapannounce "job_hunte",strcharinfo(0) + ", you should have not come back.",bc_map; break; - case 83: mapannounce "job_hunte",strcharinfo(0) + ", there are alternatives to fighting. But not to losing to this test. Now try again!",bc_map; break; - case 84: mapannounce "job_hunte",strcharinfo(0) + ", now that's a name I haven't heard in a while...let's hope I don't hear it again~!",bc_map; break; - case 85: mapannounce "job_hunte",strcharinfo(0) + ", we do not train to be merciful here, mercy is for the weak!",bc_map; break; - case 86: mapannounce "job_hunte",strcharinfo(0) + ", defeat does not exist here, does it?!",bc_map; break; - case 87: mapannounce "job_hunte",strcharinfo(0) + ", concentrate. Focus your powers!",bc_map; break; - case 88: mapannounce "job_hunte",strcharinfo(0) + ", am I going mad, or did the word -think- escape your lips?",bc_map; break; - case 89: mapannounce "job_hunte",strcharinfo(0) + ", you're just stalling now.",bc_map; break; - case 90: mapannounce "job_hunte",strcharinfo(0) + ", life isn't always fair.",bc_map; break; - case 91: mapannounce "job_hunte",strcharinfo(0) + ".... Uhhh...it's not OUR fault....",bc_map; break; - case 92: mapannounce "job_hunte",strcharinfo(0) + ", survivability takes priority.",bc_map; break; - case 93: mapannounce "job_hunte",strcharinfo(0) + ", people have the strength to overcome their obstacles...everyone can.",bc_map; break; - case 94: mapannounce "job_hunte",strcharinfo(0) + ", there is happiness for those who accept their fate, and there is glory for those who resist their fate.",bc_map; break; - case 95: mapannounce "job_hunte",strcharinfo(0) + ", some things are real and some things are false. Can't you tell the difference?",bc_map; break; - case 96: mapannounce "job_hunte",strcharinfo(0) + ", we are having fun aren't we? Everyday here is like a dream. I really hope it's going to be like this forever.",bc_map; break; - case 97: mapannounce "job_hunte",strcharinfo(0) + ", I'll give you just one piece of advice... dying hurts like hell.",bc_map; break; - case 98: mapannounce "job_hunte",strcharinfo(0) + ", don't give up the ghost! Just be more careful...",bc_map; break; - case 99: mapannounce "job_hunte",strcharinfo(0) + ", death is a gift given at birth. But...these traps won't kill you, don't worry.",bc_map; break; - case 100: mapannounce "job_hunte",strcharinfo(0) + ", I was counting on you from the beginning. But I guess you're gonna make me wait longer...",bc_map; break; - case 101: mapannounce "job_hunte",strcharinfo(0) + ", always with the end comes hope and rebirth. But it's back to the beginning for you~",bc_map; break; - case 102: mapannounce "job_hunte",strcharinfo(0) + ", have I ever told you about the power held in a single tear? Its okay to shed one now, I know its hard...",bc_map; break; - case 103: mapannounce "job_hunte",strcharinfo(0) + ", happiness often sneaks in through a door you didn't know you left open. Sort of like...hidden traps!",bc_map; break; - case 104: mapannounce "job_hunte",strcharinfo(0) + ", ....Chii?",bc_map; break; - case 105: mapannounce "job_hunte",strcharinfo(0) + ", Mine! Mine! Mine! Mine!",bc_map; break; - case 106: mapannounce "job_hunte",strcharinfo(0) + ", it's time to duel!",bc_map; break; - case 107: mapannounce "job_hunte",strcharinfo(0) + ", I choose you!...wait... uagh...not you!...",bc_map; break; - case 108: mapannounce "job_hunte",strcharinfo(0) + ", this isn't the time to be complimenting it!",bc_map; break; - case 109: mapannounce "job_hunte",strcharinfo(0) + "...Oh great, what else could go wrong today?",bc_map; break; - case 110: mapannounce "job_hunte",strcharinfo(0) + ", don't worry, I always keep a spare. We're not running out of traps anytime soon...",bc_map; break; - case 111: mapannounce "job_hunte",strcharinfo(0) + ", when bad things happen, don't give up. The day will come when you will look back and laugh at them. But not today.",bc_map; break; - case 112: mapannounce "job_hunte",strcharinfo(0) + ", don't worry about it. We're good at fighting losing battles, remember?",bc_map; break; - case 113: mapannounce "job_hunte",strcharinfo(0) + ", you remember how it was like when you felt really slick? That feeling won't come back for a while...",bc_map; break; - case 114: mapannounce "job_hunte",strcharinfo(0) + ", you must forget about your past for the sake of your own happiness.",bc_map; break; - case 115: mapannounce "job_hunte",strcharinfo(0) + ", if you can fool your friends, you can fool your enemies.",bc_map; break; - case 116: mapannounce "job_hunte",strcharinfo(0) + ", this world is made up of love and peace!",bc_map; break; - case 117: mapannounce "job_hunte",strcharinfo(0) + ", if you fail, you must drink this.....*evil grin*",bc_map; break; - case 118: mapannounce "job_hunte",strcharinfo(0) + ", don't say we didn't warn you!",bc_map; break; - case 119: mapannounce "job_hunte",strcharinfo(0) + ", curiosity killed the cat. Lucky for me I'm not a cat. Oh, and um, you too of course.",bc_map; break; - case 120: mapannounce "job_hunte",strcharinfo(0) + ", STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!",bc_map; break; - case 121: mapannounce "job_hunte",strcharinfo(0) + ", how you like me now? That's right, that was MY trap!",bc_map; break; - case 122: mapannounce "job_hunte",strcharinfo(0) + "...brilliant...just absolutely...genius. Sorry, I was talking about all these crazy traps.",bc_map; break; - case 123: mapannounce "job_hunte",strcharinfo(0) + ", it's time to bust out of that trap, Houdini-style! Hey, wait...come back!",bc_map; break; - case 124: mapannounce "job_hunte",strcharinfo(0) + ", it looks like you could really be in trouble this time...no worries, just try this again!",bc_map; break; - case 125: mapannounce "job_hunte",strcharinfo(0) + "...not smooth, dude. Go for it again, one more time!",bc_map; break; - case 126: mapannounce "job_hunte",strcharinfo(0) + ",it looks like you could really be in a pickle. Back to the starting point...",bc_map; break; - case 127: mapannounce "job_hunte",strcharinfo(0) + ", just think of it as Karma. Someday, you'll be setting hundreds of traps of your own...",bc_map; break; - case 128: mapannounce "job_hunte",strcharinfo(0) + ", bad news dude...its another trap. You'll get the hang of this, I believe in you!",bc_map; break; - case 129: mapannounce "job_hunte",strcharinfo(0) + ", don't give up! The world still needs you!",bc_map; break; - case 130: mapannounce "job_hunte",strcharinfo(0) + ", it's okay to cry. Just not too loudly.",bc_map; break; - case 131: mapannounce "job_hunte",strcharinfo(0) + "...oh man. It's tiring setting up all these traps. You guys have got to stop falling into them!",bc_map; break; + case 45: mapannounce "job_hunte",strcharinfo(PC_NAME) + " fell into a trap. Once again, for clarity's sake, the name is " + strcharinfo(PC_NAME) + ".",bc_map; break; + case 46: mapannounce "job_hunte","Oy oy, " + strcharinfo(PC_NAME) + ".. I've seen blind Porings get further! Go back to the starting point.",bc_map; break; + case 47: mapannounce "job_hunte","MY EYES!! " + strcharinfo(PC_NAME) + ", you... you.. stepped on them. Go try again...I'd cry for you if I could even shed tears...",bc_map; break; + case 48: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", where are you? Right...NOT at the place where'd you be if you passed the test.",bc_map; break; + case 49: mapannounce "job_hunte"," Wow, they actually paid a guy to think of these comments. " + strcharinfo(PC_NAME) + ", you can go back to the starting point.",bc_map; break; + case 50: mapannounce "job_hunte"," My word, " + strcharinfo(PC_NAME) + "! You've precariously fallen into a trap! You will be returned back to the start. Cheerio~!",bc_map; break; + case 51: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", do you have any idea where you're going? Start over *sigh*.",bc_map; break; + case 52: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", do you like green tea ice cream? No? Go back to the starting point...*hmph*",bc_map; break; + case 53: mapannounce "job_hunte","Oh, no.. " + strcharinfo(PC_NAME) + ", are you hurt? Come now, let's go back to the starting point.",bc_map; break; + case 54: mapannounce "job_hunte","Hi " + strcharinfo(PC_NAME) + ", how are you? Here's a present~ a free warp! Back to the starting point.",bc_map; break; + case 55: mapannounce "job_hunte",strcharinfo(PC_NAME) + ".......... did you know that that was a trap? I hope so, otherwise, I guess you'd be pretty embarassed.",bc_map; break; + case 56: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", what do you think of the interior design? I worked very hard on it... and this lovely feature that sends you back to the starting point.",bc_map; break; + case 57: mapannounce "job_hunte","BOOM BAM BOOM! " + strcharinfo(PC_NAME) + ", you have fallen into my trap! But I won't kill you...just...humiliate you...",bc_map; break; + case 58: mapannounce "job_hunte","Oh, " + strcharinfo(PC_NAME) + ".. You can do better. Try again!",bc_map; break; + case 59: mapannounce "job_hunte","Hello, this is your local Kafra worker... " + strcharinfo(PC_NAME) + ", your mommy is waiting for you at the checkout line.",bc_map; break; + case 60: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", if you do well. I'll have a nice present waiting for you... What is it? You'll see if you pass~ Go try again now!",bc_map; break; + case 61: mapannounce "job_hunte",strcharinfo(PC_NAME) + " faaaaaaaaaaaaaaaaailed.. Hehe, just kidding. You will be returned to the starting point so try again!",bc_map; break; + case 62: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you fell into a trap. You should watch your feet more. What? Invisible? That's baby talk! Now go try again!",bc_map; break; + case 63: mapannounce "job_hunte"," Sorry, " + strcharinfo(PC_NAME) + ", you have fallen into a trap. But I'll be nice and send you to the starting point.",bc_map; break; + case 64: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", HAHAHAHAHAHA!!!! I can't believe you fell for that one!",bc_map; break; + case 65: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I was just about to tell you about that one...but, I didn't? Back to start.",bc_map; break; + case 66: mapannounce "job_hunte",strcharinfo(PC_NAME) + "...I'm sorry my friend, but you lose. But don't worry, its not like this message is broadcast or anything.",bc_map; break; + case 67: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I'm not so sure that you qualify for this anymore... Try again and prove me wrong.",bc_map; break; + case 68: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", OW...now that's gotta hurt. Back to the start~",bc_map; break; + case 69: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I find your lack of faith disturbing... Let's start over.",bc_map; break; + case 70: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", your eyes can deceive you. Don't trust them. Stretch out with your feelings. Try again now.",bc_map; break; + case 71: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", if you once start down the dark path, forever it will dominate your destiny. You shall be returned to the starting point.",bc_map; break; + case 72: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", size doesn't matter. But, the number of traps that caught you do. Try again and win this time!",bc_map; break; + case 73: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", try not. Do or do not. There is no try.",bc_map; break; + case 74: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", that is why you fail. Now try again!",bc_map; break; + case 75: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", look. If its made of metal and looks like it has teeth, you shouldn't put your foot in it. So simple, really...",bc_map; break; + case 76: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you are beaten. It is useless to resist.",bc_map; break; + case 77: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I'm looking forward to completing your training. In time you will call me Master.",bc_map; break; + case 78: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", your overconfidence is your weakness.",bc_map; break; + case 79: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", watch your step. This place can be a little rough.",bc_map; break; + case 80: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", oh I told you it was dangerous here.",bc_map; break; + case 81: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", everything is proceeding as I have foreseen.",bc_map; break; + case 82: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you should have not come back.",bc_map; break; + case 83: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", there are alternatives to fighting. But not to losing to this test. Now try again!",bc_map; break; + case 84: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", now that's a name I haven't heard in a while...let's hope I don't hear it again~!",bc_map; break; + case 85: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", we do not train to be merciful here, mercy is for the weak!",bc_map; break; + case 86: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", defeat does not exist here, does it?!",bc_map; break; + case 87: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", concentrate. Focus your powers!",bc_map; break; + case 88: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", am I going mad, or did the word -think- escape your lips?",bc_map; break; + case 89: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you're just stalling now.",bc_map; break; + case 90: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", life isn't always fair.",bc_map; break; + case 91: mapannounce "job_hunte",strcharinfo(PC_NAME) + ".... Uhhh...it's not OUR fault....",bc_map; break; + case 92: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", survivability takes priority.",bc_map; break; + case 93: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", people have the strength to overcome their obstacles...everyone can.",bc_map; break; + case 94: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", there is happiness for those who accept their fate, and there is glory for those who resist their fate.",bc_map; break; + case 95: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", some things are real and some things are false. Can't you tell the difference?",bc_map; break; + case 96: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", we are having fun aren't we? Everyday here is like a dream. I really hope it's going to be like this forever.",bc_map; break; + case 97: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I'll give you just one piece of advice... dying hurts like hell.",bc_map; break; + case 98: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", don't give up the ghost! Just be more careful...",bc_map; break; + case 99: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", death is a gift given at birth. But...these traps won't kill you, don't worry.",bc_map; break; + case 100: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I was counting on you from the beginning. But I guess you're gonna make me wait longer...",bc_map; break; + case 101: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", always with the end comes hope and rebirth. But it's back to the beginning for you~",bc_map; break; + case 102: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", have I ever told you about the power held in a single tear? Its okay to shed one now, I know its hard...",bc_map; break; + case 103: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", happiness often sneaks in through a door you didn't know you left open. Sort of like...hidden traps!",bc_map; break; + case 104: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", ....Chii?",bc_map; break; + case 105: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", Mine! Mine! Mine! Mine!",bc_map; break; + case 106: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", it's time to duel!",bc_map; break; + case 107: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", I choose you!...wait... uagh...not you!...",bc_map; break; + case 108: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", this isn't the time to be complimenting it!",bc_map; break; + case 109: mapannounce "job_hunte",strcharinfo(PC_NAME) + "...Oh great, what else could go wrong today?",bc_map; break; + case 110: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", don't worry, I always keep a spare. We're not running out of traps anytime soon...",bc_map; break; + case 111: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", when bad things happen, don't give up. The day will come when you will look back and laugh at them. But not today.",bc_map; break; + case 112: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", don't worry about it. We're good at fighting losing battles, remember?",bc_map; break; + case 113: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you remember how it was like when you felt really slick? That feeling won't come back for a while...",bc_map; break; + case 114: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", you must forget about your past for the sake of your own happiness.",bc_map; break; + case 115: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", if you can fool your friends, you can fool your enemies.",bc_map; break; + case 116: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", this world is made up of love and peace!",bc_map; break; + case 117: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", if you fail, you must drink this.....*evil grin*",bc_map; break; + case 118: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", don't say we didn't warn you!",bc_map; break; + case 119: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", curiosity killed the cat. Lucky for me I'm not a cat. Oh, and um, you too of course.",bc_map; break; + case 120: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!STUDY!",bc_map; break; + case 121: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", how you like me now? That's right, that was MY trap!",bc_map; break; + case 122: mapannounce "job_hunte",strcharinfo(PC_NAME) + "...brilliant...just absolutely...genius. Sorry, I was talking about all these crazy traps.",bc_map; break; + case 123: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", it's time to bust out of that trap, Houdini-style! Hey, wait...come back!",bc_map; break; + case 124: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", it looks like you could really be in trouble this time...no worries, just try this again!",bc_map; break; + case 125: mapannounce "job_hunte",strcharinfo(PC_NAME) + "...not smooth, dude. Go for it again, one more time!",bc_map; break; + case 126: mapannounce "job_hunte",strcharinfo(PC_NAME) + ",it looks like you could really be in a pickle. Back to the starting point...",bc_map; break; + case 127: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", just think of it as Karma. Someday, you'll be setting hundreds of traps of your own...",bc_map; break; + case 128: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", bad news dude...its another trap. You'll get the hang of this, I believe in you!",bc_map; break; + case 129: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", don't give up! The world still needs you!",bc_map; break; + case 130: mapannounce "job_hunte",strcharinfo(PC_NAME) + ", it's okay to cry. Just not too loudly.",bc_map; break; + case 131: mapannounce "job_hunte",strcharinfo(PC_NAME) + "...oh man. It's tiring setting up all these traps. You guys have got to stop falling into them!",bc_map; break; } HNTR_Q = 13; warp "job_hunte",176,22; @@ -1621,7 +1621,7 @@ job_hunte,65,92,0 duplicate(HntTrap) 57-3 FAKE_NPC,0,0 job_hunte,65,93,0 script 57-4::HntTrap2 FAKE_NPC,{ OnTouch: - mapannounce "job_hunte",strcharinfo(0) + ", has failed me! Go back to where you started!",bc_map; + mapannounce "job_hunte",strcharinfo(PC_NAME) + ", has failed me! Go back to where you started!",bc_map; HNTR_Q = 13; warp "job_hunte",176,22; donpcevent "Manager#hnt::OnReset"; diff --git a/npc/jobs/2-1/knight.txt b/npc/jobs/2-1/knight.txt index 462e45fc0..f75d0ea46 100644 --- a/npc/jobs/2-1/knight.txt +++ b/npc/jobs/2-1/knight.txt @@ -62,12 +62,12 @@ prt_in,88,101,4 script Chivalry Captain#knt 1_M_KNIGHTMASTER,{ mes "Prontera Chivalry."; mes "What brings you here?"; next; - switch(select("I want to change my job to Swordman.:I want to change my job to a Knight.:Just visiting.")) { + switch(select("I want to change my job to Swordman.", "I want to change my job to a Knight.", "Just visiting.")) { case 1: mes "[Captain Herman]"; mes "A-ha~"; mes "A Swordman, you say?"; - mes "I'm sorry, "+((Sex)?"lad":"lass")+", but you've"; + mes "I'm sorry, "+ (Sex == SEX_MALE ? "lad" : "lass") +", but you've"; mes "come to the wrong place!"; next; mes "[Captain Herman]"; @@ -98,10 +98,10 @@ prt_in,88,101,4 script Chivalry Captain#knt 1_M_KNIGHTMASTER,{ mes "the Prontera Chivalry."; mes "What brings you here?"; next; - if (select("I want to change my job to a Knight.:Just visiting.") == 1) { + if (select("I want to change my job to a Knight.", "Just visiting.") == 1) { mes "[Captain Herman]"; mes "Ohh..."; - mes "A young "+((Sex)?"man":"lady")+" who wishes"; + mes "A young "+ (Sex == SEX_MALE ? "man" : "lady") +" who wishes"; mes "to become a Knight!"; mes "Our Prontera Chivalry"; mes "will assist you."; @@ -119,7 +119,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 1_M_KNIGHTMASTER,{ mes "you eligible, we will begin the job change procedure. Would you"; mes "like to apply now?"; next; - if (select("Yes, I would like to apply.:I'd like to think about it please.") == 1) { + if (select("Yes, I would like to apply.", "I'd like to think about it please.") == 1) { mes "[Captain Herman]"; if (JobLevel < 40) { mes "Ah, you are not yet ready to become a Knight! Didn't I specifically mention the Job Level 40 requirement?"; @@ -138,7 +138,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 1_M_KNIGHTMASTER,{ setquest 9000; mes "Let me see..."; mes "Your name is"; - mes strcharinfo(0) + "..."; + mes strcharinfo(PC_NAME) + "..."; mes "Is that right?"; next; mes "[Captain Herman]"; @@ -180,7 +180,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 1_M_KNIGHTMASTER,{ } else if (KNIGHT_Q == 1) { mes "Mmm?"; - mes strcharinfo(0) + ","; + mes strcharinfo(PC_NAME) + ","; mes "what can I do for you?"; mes "Ah, you don't know"; mes "who to visit?"; @@ -335,7 +335,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 1_M_KNIGHTMASTER,{ mes "gathered items"; mes "that are troublesome"; mes "to obtain. I approve!"; - mes "I believe "+((Sex)?"":"s")+"he will continue to be loyal after becoming a Knight."; + mes "I believe "+ (Sex == SEX_MALE ? "he" : "she") +" will continue to be loyal after becoming a Knight."; } next; mes "[Captain Herman]"; @@ -372,7 +372,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 1_M_KNIGHTMASTER,{ mes "to Amy's opinion."; next; mes "[Lady Amy]"; - if (Sex) { + if (Sex == SEX_MALE) { mes "Mmm~ He's so polite!"; mes "He'll grow to be a wonderful Knight. And he's got such cute widdle cheeeeks~ Hee hee!"; } @@ -391,7 +391,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 1_M_KNIGHTMASTER,{ mes "your mind."; next; mes "[Sir Edmond]"; - if (Sex) { + if (Sex == SEX_MALE) { mes "He seems a little rough, but something bright shines within him. With polish and refinement, his true value will shine forth"; mes "as the sun."; } @@ -406,7 +406,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 1_M_KNIGHTMASTER,{ mes "to hear your thoughts."; next; mes "[Gray]"; - mes "A young "+((Sex)?"gentleman":"lady")+" coming here with the determination to become a Knight is enough..."; + mes "A young "+ (Sex == SEX_MALE ? "gentleman" : "lady") +" coming here with the determination to become a Knight is enough..."; next; mes "[Captain Herman]"; mes "Everyone"; @@ -450,7 +450,7 @@ prt_in,88,101,4 script Chivalry Captain#knt 1_M_KNIGHTMASTER,{ } L_Mission: mes "Mmm?"; - mes "Swordman " + strcharinfo(0) + "."; + mes "Swordman " + strcharinfo(PC_NAME) + "."; mes "How are the tests?"; if (getarg(0)) { mes "Ah~ You do not know"; @@ -523,13 +523,13 @@ prt_in,75,107,4 script Sir Andrew#knt 1_M_YOUNGKNIGHT,{ mes "May I help you"; mes "with something?"; next; - if (select("I would like to take the test.:Oh, nothing.") == 1) { + if (select("I would like to take the test.", "Oh, nothing.") == 1) { mes "[Sir Andrew]"; mes "Ah..."; mes "You wish"; mes "to become a Knight."; mes "Your name is"; - mes strcharinfo(0) + ","; + mes strcharinfo(PC_NAME) + ","; mes "correct?"; next; mes "[Sir Andrew]"; @@ -573,9 +573,9 @@ prt_in,75,107,4 script Sir Andrew#knt 1_M_YOUNGKNIGHT,{ next; mes "[Sir Andrew]"; switch(rand(1,2)) { - //Elder_Pixie's_Beard, Wing_Of_Red_Bat, Orcish_Voucher, Moth_Dust, Reptile_Tongue, Wild_Boar's_Mane + //Elder_Pixies_Beard, Wing_Of_Red_Bat, Orcish_Voucher, Moth_Dust, Reptile_Tongue, Wild_Boars_Mane case 1: setarray .@items[0], 1040,5, 7006,5, 931,5, 1057,5, 903,5, 1028,5, 2; break; - //Short_Leg, Heart_Of_Mermaid. Blossom_Of_Maneater, Flesh_Of_Clam, Old_Frying_Pan, Snail's_Shell + //Short_Leg, Heart_Of_Mermaid. Blossom_Of_Maneater, Flesh_Of_Clam, Old_Frying_Pan, Snails_Shell case 2: setarray .@items[0], 1042,5, 950,5, 1032,5, 966,5, 7031,5, 946,5, 3; break; } KNIGHT_Q = .@items[12]; @@ -610,9 +610,9 @@ prt_in,75,107,4 script Sir Andrew#knt 1_M_YOUNGKNIGHT,{ mes "Let's check and see..."; next; switch(KNIGHT_Q) { - //Elder_Pixie's_Beard, Wing_Of_Red_Bat, Orcish_Voucher, Moth_Dust, Reptile_Tongue, Wild_Boar's_Mane + //Elder_Pixies_Beard, Wing_Of_Red_Bat, Orcish_Voucher, Moth_Dust, Reptile_Tongue, Wild_Boars_Mane case 2: setarray .@items[0], 1040,5, 7006,5, 931,5, 1057,5, 903,5, 1028,5, 0; break; - //Short_Leg, Heart_Of_Mermaid. Blossom_Of_Maneater, Flesh_Of_Clam, Old_Frying_Pan, Snail's_Shell + //Short_Leg, Heart_Of_Mermaid. Blossom_Of_Maneater, Flesh_Of_Clam, Old_Frying_Pan, Snails_Shell case 3: setarray .@items[0], 1042,5, 950,5, 1032,5, 966,5, 7031,5, 946,5, 0; break; } if (countitem(.@items[0]) >= .@items[1] && countitem(.@items[2]) >= .@items[3] && countitem(.@items[4]) >= .@items[5] && countitem(.@items[6]) >= .@items[7] && countitem(.@items[8]) >= .@items[9] && countitem(.@items[10]) >= .@items[11]) { @@ -744,18 +744,18 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{ mes "something to"; mes "ask me?"; next; - if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) { + if (select("I would like to take the test to change jobs.", "Oh, nothing.") == 1) { mes "[Sir Siracuse]"; mes "Oh, to become"; mes "a Knight? Come to"; mes "think of it, aren't"; - mes "you the "+((Sex)?"guy":"girl")+" that"; + mes "you the "+ (Sex == SEX_MALE ? "guy" : "girl") +" that"; mes "just applied?"; next; mes "[Sir Siracuse]"; mes "Let's see..."; mes "Your name was"; - mes strcharinfo(0) + "."; + mes strcharinfo(PC_NAME) + "."; next; mes "[Sir Siracuse]"; mes "But, before you come to me, you must visit the others. The way"; @@ -779,7 +779,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{ mes "something to"; mes "ask me?"; next; - if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) { + if (select("I would like to take the test to change jobs.", "Oh, nothing.") == 1) { mes "[Sir Siracuse]"; mes "Hahaha~!"; mes "Aren't you supposed to be taking Andrew's test? You can't just skip that, you know! All of our tests are important."; @@ -805,7 +805,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{ mes "something to"; mes "ask me?"; next; - if (select("Sir Andrew sent me to take your test.:Oh, nothing.") == 1) { + if (select("Sir Andrew sent me to take your test.", "Oh, nothing.") == 1) { mes "[Sir Siracuse]"; mes "I see, you've passed the first test. Very well, I'll make some time for you. Let me introduce myself. My name is James Siracuse."; next; @@ -837,7 +837,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{ mes "What..."; mes "You again?"; next; - if (select("I wish to take the test again.:Oh, nothing.") == 1) { + if (select("I wish to take the test again.", "Oh, nothing.") == 1) { mes "[Sir Siracuse]"; mes "Is that right?"; mes "Are you sure you're"; @@ -862,7 +862,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{ mes "[Sir Siracuse]"; mes "A Knight must possess great strength, defense, speed, and the skill to wield a Two-Handed Sword. Which of the following weapons are not affected by the Two Hand Quicken skill?"; next; - if (select("Katana:Slayer:Broadsword:Flamberge") != 4) { + if (select("Katana", "Slayer", "Broadsword", "Flamberge") != 4) { KNIGHT_Q = 5; mes "[Sir Siracuse]"; mes "Wrong!"; @@ -876,7 +876,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{ mes "[Sir Siracuse]"; mes "Good, now let me ask about some skills. Which of the following is not necessary to learn Bowling Bash?"; next; - if (select("Two Handed Sword Mastery Lv.5:Magnum Break Lv.3:Provoke Lv.10:Bash Lv.10") != 3) { + if (select("Two Handed Sword Mastery Lv.5", "Magnum Break Lv.3", "Provoke Lv.10", "Bash Lv.10") != 3) { KNIGHT_Q = 5; mes "[Sir Siracuse]"; mes "Wrong!"; @@ -886,7 +886,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{ mes "[Sir Siracuse]"; mes "Knights can also use Spears, unlike other jobs, and have skills related to Spears as well. What skills are not necessary to learn the skill Brandish Spear?"; next; - if (select("Pierce Lv.5:Spear Stab Lv.3:Spear Boomerang Lv.3:Peco Peco Ride Lv.1") != 3) { + if (select("Pierce Lv.5", "Spear Stab Lv.3", "Spear Boomerang Lv.3", "Peco Peco Ride Lv.1") != 3) { KNIGHT_Q = 5; mes "[Sir Siracuse]"; mes "Wrong! You need to learn that to learn Brandish Spear! How can you not know about Knights if you want to become one?"; @@ -899,7 +899,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{ mes "[Sir Siracuse]"; mes "Some Spears also have magical attributes, just like spells. Of the following, which can attack a Nightmare, which has the Ghost attribute?"; next; - if (select("Zephyrus:Lance:Bill Guisarme:Crescent Scythe") != 1) { + if (select("Zephyrus", "Lance", "Bill Guisarme", "Crescent Scythe") != 1) { KNIGHT_Q = 5; mes "[Sir Siracuse]"; mes "Wrong! You'll be doing absolutely no damage with that type of Spear! Come back after you've learned more about Knights!"; @@ -914,7 +914,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{ mes "[Sir Siracuse]"; mes "But, you can counter this speed decrease as you learn the Cavalier Mastery skill. What percentage of your normal attack speed will you have after learning Level 3 Cavalier Mastery?"; next; - if (select("70 % of normal attack speed:80 % of normal attack speed:90 % of normal attack speed:100 % of normal attack speed") != 2) { + if (select("70 % of normal attack speed", "80 % of normal attack speed", "90 % of normal attack speed", "100 % of normal attack speed") != 2) { KNIGHT_Q = 5; mes "[Sir Siracuse]"; mes "Wrong!"; @@ -931,7 +931,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{ mes "[Sir Siracuse]"; mes "What should you do when you run into a Novice asking for help in town?"; next; - switch(select("Tell the Novice of a reasonable hunting area.:Let the Novice fight while you take the damage.:Give the Novice a bunch of Zeny and items.")) { + switch(select("Tell the Novice of a reasonable hunting area.", "Let the Novice fight while you take the damage.", "Give the Novice a bunch of Zeny and items.")) { case 1: mes "[Sir Siracuse]"; mes "Of course, even a Novice needs to learn how to be independent. Giving good guidance to Novices is one of the best things we can do."; @@ -954,7 +954,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{ mes "you act within"; mes "a party?"; next; - switch(select("Protect everyone in the front of the battle.:Gather monsters and destroy them at once.:Get as many items possible, at all cost.")) { + switch(select("Protect everyone in the front of the battle.", "Gather monsters and destroy them at once.", "Get as many items possible, at all cost.")) { case 1: mes "[Sir Siracuse]"; mes "That's it! Our strength and attacks are very important in a party. All Knights should engage in a battle with that mindset."; @@ -978,7 +978,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{ mes "important value"; mes "a Knight must have?"; next; - switch(select("Honor:Wealth:Status")) { + switch(select("Honor", "Wealth", "Status")) { case 1: mes "[Sir Siracuse]"; mes "Right, above all else, Knights must be honorable! We live and die for honor! Always keep that in mind."; @@ -1017,7 +1017,7 @@ prt_in,71,91,0 script Sir Siracuse#knt 1_M_YOUNGKNIGHT,{ mes "something to"; mes "ask me?"; next; - if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) { + if (select("I would like to take the test to change jobs.", "Oh, nothing.") == 1) { mes "[Sir Siracuse]"; mes "Hey..."; mes "You already took my test, didn't you? You're done here. You should go visit Sir Windsor now..."; @@ -1079,7 +1079,7 @@ prt_in,79,94,4 script Sir Windsor#knt 4_M_JOB_KNIGHT1,{ else if (KNIGHT_Q >= 1 && KNIGHT_Q <= 5) { mes "...What?"; next; - if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) { + if (select("I would like to take the test to change jobs.", "Oh, nothing.") == 1) { mes "[Sir Windsor]"; mes "..."; next; @@ -1160,7 +1160,7 @@ job_knt,89,106,4 script Knight Windsor#knt 4_M_JOB_KNIGHT1,{ mes "[Sir Windsor]"; mes "...Question?"; next; - .@i = select("What kind of test is this?:How do I take the test?:I'd like to leave.:No."); + .@i = select("What kind of test is this?", "How do I take the test?", "I'd like to leave.", "No."); mes "[Sir Windsor]"; mes "..."; if (.@i == 4) close; @@ -1509,7 +1509,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ mes "Why did you"; mes "come to Amy?"; next; - if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) { + if (select("I would like to take the test to change jobs.", "Oh, nothing.") == 1) { mes "[Lady Amy]"; mes "Mmm~"; mes "You applied to change jobs! Okay! You'll soon be a Knight with that kind of determination!"; @@ -1538,7 +1538,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ mes "Why did you"; mes "come to Amy?"; next; - if (select("Sir Windsor told me to--:Oh, nothing.") == 1) { + if (select("Sir Windsor told me to--", "Oh, nothing.") == 1) { if (!questprogress(9008)) changequest 9007,9008; mes "[Lady Amy]"; @@ -1578,7 +1578,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ mes "Why did you"; mes "come to Amy?"; next; - if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) { + if (select("I would like to take the test to change jobs.", "Oh, nothing.") == 1) { mes "[Lady Amy]"; mes "Mmm~?"; mes "Have you learned"; @@ -1609,7 +1609,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ mes "You are a Knight and you are looking for a party in Morroc."; mes "How would you go about doing so?"; next; - if (select("Shout out that you are looking for a party.:Open a chat room and wait.:Look for people seeking Knights.") != 1) + if (select("Shout out that you are looking for a party.", "Open a chat room and wait.", "Look for people seeking Knights.") != 1) .@knight_t += 10; mes "[Lady Amy]"; mes "You have formed a party with equal leveled players. There's a Priest, a Wizard, a Hunter, an Assassin, and a Blacksmith..."; @@ -1623,12 +1623,12 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ mes "with your party."; mes "What should you do?"; next; - if (select("Check out the area and plan ahead.:Gather monsters for your party members.:Lead the party slowly at the front.") != 2) + if (select("Check out the area and plan ahead.", "Gather monsters for your party members.", "Lead the party slowly at the front.") != 2) .@knight_t += 10; mes "[Lady Amy]"; mes "But some rude players came with a group of monsters and disappeared! What should you do?"; next; - if (select("Keep the monsters from reaching the party.:Defend while the party retreats.:Run away on your Peco Peco.") == 2) + if (select("Keep the monsters from reaching the party.", "Defend while the party retreats.", "Run away on your Peco Peco.") == 2) .@knight_t += 10; mes "[Lady Amy]"; mes "Luckily, you all lived through the crisis. But as you walk, you find a person, who is not in your party, collapsed on the ground."; @@ -1636,7 +1636,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ mes "[Lady Amy]"; mes "The person is asking politely for help. What should you do?"; next; - if (select("Ask your party's Priest to help.:Say you will help for Zeny.:Ignore and move on.") == 1) + if (select("Ask your party's Priest to help.", "Say you will help for Zeny.", "Ignore and move on.") == 1) .@knight_t += 10; mes "[Lady Amy]"; mes "You must bid farewell to your party members because you must go somewhere else."; @@ -1647,7 +1647,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ mes "the battle. What"; mes "should you do?"; next; - if(select("Give it to who deserves it the most.:Pretend like nothing happened and keep it.:Decide with party who gets it.") != 2) + if(select("Give it to who deserves it the most.", "Pretend like nothing happened and keep it.", "Decide with party who gets it.") != 2) .@knight_t += 10; mes "[Lady Amy]"; mes "You end up with the item and you go to Prontera to sell it. There are many people with shops and chat rooms opened selling items."; @@ -1656,7 +1656,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ mes "What should you"; mes "do to sell your item?"; next; - if (select("Shout out loud to everyone.:Open a chat room and wait.:Inquire if there is anyone that is interested.") == 3) + if (select("Shout out loud to everyone.", "Open a chat room and wait.", "Inquire if there is anyone that is interested.") == 3) .@knight_t += 10; mes "[Lady Amy]"; mes "While you are waiting,"; @@ -1664,7 +1664,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ mes "for items and zeny."; mes "What do you do?"; next; - if (select("Give them some Zeny and items.:Simply ignore them.:Give suggestions for a place to hunt.") == 3) + if (select("Give them some Zeny and items.", "Simply ignore them.", "Give suggestions for a place to hunt.") == 3) .@knight_t += 10; mes "[Lady Amy]"; mes "Now you decide to go to the Hidden Temple by yourself. You happily ride on your Peco Peco."; @@ -1674,7 +1674,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ mes "someone that is lost."; mes "What should you do?"; next; - if(select("Tell the person how to reach the exit.:Lead the person to the exit.:Give a Butterfly Wing.") != 3) + if(select("Tell the person how to reach the exit.", "Lead the person to the exit.", "Give a Butterfly Wing.") != 3) .@knight_t += 10; mes "[Lady Amy]"; mes "You've been hunting for a while, and now you're low on HP!"; @@ -1686,7 +1686,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ mes "How would you ask"; mes "the Priest for a Heal?"; next; - if (select("Would it be possible to get a heal please?:Can I have a heal?:Heal plz!!") == 1) + if (select("Would it be possible to get a heal please?", "Can I have a heal?", "Heal plz!!") == 1) .@knight_t += 10; mes "[Lady Amy]"; mes "You are now very"; @@ -1700,7 +1700,7 @@ prt_in,69,107,6 script Lady Amy#knt 4_F_JOB_KNIGHT,{ mes "What should"; mes "you do?"; next; - if (select("Pick it up and keep it.:Ask around to find the owner.:Simply walk by.") != 1) + if (select("Pick it up and keep it.", "Ask around to find the owner.", "Simply walk by.") != 1) .@knight_t += 10; mes "[Lady Amy]"; mes "Okay,"; @@ -1822,7 +1822,7 @@ prt_in,70,99,6 script Sir Edmond#knt 4_M_JOB_KNIGHT2,{ mes "What is it..."; mes "Wandering Swordman?"; next; - if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) { + if (select("I would like to take the test to change jobs.", "Oh, nothing.") == 1) { mes "[Sir Edmond]"; mes "A seed must first be nestled"; mes "in the earth before the seed may sprout. Then, the sprout must grow leaves before its buds blossom into flowers..."; @@ -1851,7 +1851,7 @@ prt_in,70,99,6 script Sir Edmond#knt 4_M_JOB_KNIGHT2,{ mes "What is it..."; mes "Wandering Swordman."; next; - if (select("Lady Amy sent me.:Oh, nothing.") == 1) { + if (select("Lady Amy sent me.", "Oh, nothing.") == 1) { mes "[Sir Edmond]"; mes "It is now time to take my test. Please do your best, as you have done on the other tests."; next; @@ -1892,7 +1892,7 @@ prt_in,70,99,6 script Sir Edmond#knt 4_M_JOB_KNIGHT2,{ mes "What is it..."; mes "Wandering Swordman?"; next; - if (select("I'm sorry, I didn't mean to...:Oh, nothing.") == 1) { + if (select("I'm sorry, I didn't mean to...", "Oh, nothing.") == 1) { mes "[Sir Edmond]"; mes "You were too careless in the last test. A Knight's sword exists to protect others, not to torment weaker monsters."; next; @@ -2007,7 +2007,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{ mes "Every Knight"; mes "would want one!"; next; - switch(select("About ^3355FFClaymore^000000:Buy Claymore:End Conversation")) { + switch(select("About ^3355FFClaymore^000000", "Buy Claymore", "End Conversation")) { case 1: mes "[Sir Gray]"; mes "Claymore, one of the best among the famous swords you can attain in Rune-Midgarts's Prontera!! Its value is priceless when considered by a Knight."; @@ -2115,7 +2115,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{ mes "Yes, what can"; mes "I do for you?"; next; - if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) { + if (select("I would like to take the test to change jobs.", "Oh, nothing.") == 1) { mes "[Sir Gray]"; mes "Hoho, I see."; mes "So you took"; @@ -2151,7 +2151,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{ mes "What brings you"; mes "to me?"; next; - if (select("I've been thinking a lot.:Oh, nothing.") == 1) { + if (select("I've been thinking a lot.", "Oh, nothing.") == 1) { mes "[Sir Gray]"; mes "Is that so..."; mes "I wonder if you"; @@ -2178,7 +2178,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{ close; } } - switch(select("To become stronger...:To help my guild...:Because I'm unsatisfied with myself right now...")) { + switch(select("To become stronger...", "To help my guild...", "Because I'm unsatisfied with myself right now...")) { case 1: mes "[Sir Gray]"; mes "To become stronger, you say?"; @@ -2188,7 +2188,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{ mes "[Sir Gray]"; mes "Is it to show off to others? To attain fame? Or do you have a diferent reason? What do you think is so good about gaining strength as a Knight?"; next; - switch(select("Gain wealth and fame.:I can protect myself.:I can protect others.")) { + switch(select("Gain wealth and fame.", "I can protect myself.", "I can protect others.")) { case 1: .@knight_t += 10; mes "[Sir Gray]"; @@ -2222,7 +2222,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{ mes "think you can"; mes "help your guild?"; next; - switch(select("My guild needs me.:I can help gather funds for my guild.:I can protect my guild members.")) { + switch(select("My guild needs me.", "I can help gather funds for my guild.", "I can protect my guild members.")) { case 1: mes "[Sir Gray]"; mes "Anyone, anywhere in this world,"; @@ -2264,7 +2264,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{ mes "are you not satisfied"; mes "with right now?"; next; - switch(select("Skills.:Goal.:Appearance.")) { + switch(select("Skills.", "Goal.", "Appearance.")) { case 1: .@knight_t += 5; mes "[Sir Gray]"; @@ -2302,13 +2302,13 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{ mes "[Sir Gray]"; mes "If you become a Knight right away, what are you going to do first?"; next; - switch(select("I am going to go straight to battle.:There are those waiting for me.:I will learn more about Knights.")) { + switch(select("I am going to go straight to battle.", "There are those waiting for me.", "I will learn more about Knights.")) { case 1: mes "[Sir Gray]"; mes "Battle...?"; mes "And then?"; next; - switch(select("I will grow within a short period of time.:I would like to test my ability as a Knight.:I would like to go to more challenging places.")) { + switch(select("I will grow within a short period of time.", "I would like to test my ability as a Knight.", "I would like to go to more challenging places.")) { case 1: .@knight_t += 10; mes "[Sir Gray]"; @@ -2334,7 +2334,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{ mes "Who is"; mes "waiting for you?"; next; - switch(select("My friends.:My Guild members.:My Lover.")) { + switch(select("My friends.", "My Guild members.", "My Lover.")) { case 1: mes "[Sir Gray]"; mes "I see, they would share in the joy of your achievements. Don't ever lose your kind heart, and always give help to your friends."; @@ -2350,7 +2350,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{ mes "Oh, youth!"; mes "Becoming a Knight"; mes "for your beloved!"; - mes "Always protect "+((Sex)?"her":"him")+"..."; + mes "Always protect "+ (Sex == SEX_MALE ? "her" : "him") +"..."; mes "Even at the sacrifice"; mes "of your own life!"; next; @@ -2369,7 +2369,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{ mes "What do you plan"; mes "on learning?"; next; - switch(select("Comfortable places for Knights to go...:The different paths of a Knight...:Ways to get more money as a Knight...")) { + switch(select("Comfortable places for Knights to go...", "The different paths of a Knight...", "Ways to get more money as a Knight...")) { case 1: .@knight_t += 5; mes "[Sir Gray]"; @@ -2474,7 +2474,7 @@ prt_in,87,92,4 script Sir Gray#knt 2_M_SWORDMASTER,{ mes "A young Swordman."; mes "What can I do for you?"; next; - if (select("I would like to take the test to change jobs.:Oh, nothing.") == 1) { + if (select("I would like to take the test to change jobs.", "Oh, nothing.") == 1) { mes "[Sir Gray]"; mes "Hoho~"; mes "There are many"; diff --git a/npc/jobs/2-1/priest.txt b/npc/jobs/2-1/priest.txt index de36e2791..fa33215d6 100644 --- a/npc/jobs/2-1/priest.txt +++ b/npc/jobs/2-1/priest.txt @@ -62,15 +62,15 @@ prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{ if (BaseJob == Job_Priest) { mes "[Bishop Paul]"; mes "Ah..."; - if (Sex) - mes "It is good to see you again, Brother " + strcharinfo(0) + ". Once again, God's grace has caused our paths to cross."; + if (Sex == SEX_MALE) + mes "It is good to see you again, Brother " + strcharinfo(PC_NAME) + ". Once again, God's grace has caused our paths to cross."; else - mes "It is good to see you once again, Sister " + strcharinfo(0) + ". The grace of God has brought you once more before me."; + mes "It is good to see you once again, Sister " + strcharinfo(PC_NAME) + ". The grace of God has brought you once more before me."; next; mes "[Bishop Paul]"; mes "I'm pleased to see that you are continuing to lead the children of God on the right path. Is there anything I can help you with today?"; next; - switch(select("How is your health?:I want to help this Acolyte.:Father, I need your help.")) { + switch(select("How is your health?", "I want to help this Acolyte.", "Father, I need your help.")) { case 1: mes "[Bishop Paul]"; mes "Thank you for your concern. I'm doing fine and am in good health. Please give my regards to your brothers and sisters."; @@ -94,7 +94,7 @@ prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{ mes "[Bishop Paul]"; mes "Do you wish to help him out during the spiritual training?"; next; - if (select("Yes, I do.:Give me a second.") == 1) { + if (select("Yes, I do.", "Give me a second.") == 1) { if (countitem(Rosary) > 0) { mes "[Bishop Paul]"; mes "I will now send you to the training place for Acolytes. Please send my regards to Brother Peter..."; @@ -129,7 +129,7 @@ prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{ else if (BaseClass == Job_Novice) { mes "[Bishop Paul]"; mes "May God be"; - if (Sex) + if (Sex == SEX_MALE) mes "with you, brother."; else mes "with you, sister."; @@ -139,7 +139,7 @@ prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{ mes "the Sanctuary."; mes "What brings you here?"; next; - switch(select("I want to be an Acolyte.:I want to be a Priest.:Nothing, really.")) { + switch(select("I want to be an Acolyte.", "I want to be a Priest.", "Nothing, really.")) { case 1: mes "[Bishop Paul]"; mes "Oh I see..."; @@ -162,7 +162,7 @@ prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{ else { mes "[Bishop Paul]"; mes "May God be"; - if (Sex) + if (Sex == SEX_MALE) mes "with you, brother."; else mes "with you, sister."; @@ -171,7 +171,7 @@ prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{ mes "What brings you here"; mes "to Prontera Sanctuary?"; next; - switch(select("Information about Priests.:Nothing.")) { + switch(select("Information about Priests.", "Nothing.")) { case 1: mes "[Bishop Paul]"; mes "Priests have the authority to perform and administer religious rites."; @@ -217,14 +217,14 @@ prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{ if (PRIEST_Q == 0) { mes "[Bishop Paul]"; mes "May God bless"; - if (Sex) + if (Sex == SEX_MALE) mes "you, Brother."; else mes "you, Sister."; mes "What brings"; mes "you to me?"; next; - switch(select("I want to be a Priest.:How are you, Father?")) { + switch(select("I want to be a Priest.", "How are you, Father?")) { case 1: mes "[Bishop Paul]"; mes "I see. So you wish to be a Priest. God will be delighted by your decision and will bless you."; @@ -239,7 +239,7 @@ prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{ mes "[Bishop Paul]"; mes "If you satisfy the requirements, I suggest that you apply for the Priest job first. Do you wish to apply now?"; next; - if (select("Yes, I do.:I need some time to think about it...") == 1) { + if (select("Yes, I do.", "I need some time to think about it...") == 1) { if (JobLevel < 40) { mes "[Bishop Paul]"; mes "You are not yet qualified to be a Priest. Please go out into the world and broaden your experiences."; @@ -257,10 +257,10 @@ prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{ PRIEST_Q = 1; setquest 8009; mes "[Bishop Paul]"; - if (Sex) - mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Brother " + strcharinfo(0) + "."; + if (Sex == SEX_MALE) + mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Brother " + strcharinfo(PC_NAME) + "."; else - mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Sister " + strcharinfo(0) + "."; + mes "Now I will explain the Three Trials of Priesthood. These tribulations will bring you much suffering, but I hope you can complete them, Sister " + strcharinfo(PC_NAME) + "."; next; mes "[Bishop Paul]"; mes "For the First Trial, you will make a pilgrimage, and visit three acscetic Priests in a specific order."; @@ -289,7 +289,7 @@ prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{ mes "[Bishop Paul]"; mes "Well, are you ready for the Spiritual Training?"; next; - if (select("I am ready.:Give me a minute.") == 1) { + if (select("I am ready.", "Give me a minute.") == 1) { mes "[Bishop Paul]"; mes "Good. I will send you to the training ground. When you get there, please speak to Brother Peter who is in charge of the training."; next; @@ -342,7 +342,7 @@ prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{ mes "Thank you for asking."; next; mes "[Bishop Paul]"; - if (Sex) + if (Sex == SEX_MALE) mes "I hope you will continue to go on your mission as God's servant, brother."; else mes "I hope you will continue to go on your mission as God's servant, sister."; @@ -358,7 +358,7 @@ prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{ mes "[Bishop Paul]"; mes "May I ask you the reason you're still here? You didn't forget your pilgrimage, did you?"; next; - if (select("Sorry father, I need to check the order.:No no no, not at all.") == 1) { + if (select("Sorry father, I need to check the order.", "No no no, not at all.") == 1) { mes "[Bishop Paul]"; mes "Ah, I see. I will let you know the order of pilgrimage again, and hope that you will have a safe journey."; next; @@ -422,7 +422,7 @@ prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{ mes "Well, are you ready for"; mes "the spiritual training?"; next; - if (select("I'm ready.:Give me a minute.") == 1) { + if (select("I'm ready.", "Give me a minute.") == 1) { mes "[Bishop Paul]"; mes "Good. I will send you to the training ground. When you get there, please speak to Brother Peter who is in charge of the training."; next; @@ -441,7 +441,7 @@ prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{ mes "[Bishop Paul]"; mes "You seem confident about the spiritual training. Shall we begin?"; next; - if (select("I'm ready.:Give me a minute.") == 1) { + if (select("I'm ready.", "Give me a minute.") == 1) { mes "[Bishop Paul]"; mes "Good. I will send you to the training ground. When you get there, please speak to Brother Peter who is in charge of the training."; next; @@ -463,7 +463,7 @@ prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{ mes "[Bishop Paul]"; mes "Please endure these trials for the sake of your dream. Why don't you challenge the spiritual training again?"; next; - if (select("I'll try again.:Give me a minute.") == 1) { + if (select("I'll try again.", "Give me a minute.") == 1) { mes "[Bishop Paul]"; mes "Good. I will send you to the training ground. Please ask for help from Brother Peter."; next; @@ -514,7 +514,7 @@ prt_church,16,41,4 script High Bishop#prst 1_M_PASTOR,{ mes "[Bishop Paul]"; mes "God, grant your power to your servant standing before you."; changequest 8015,8016; - if (Sex) + if (Sex == SEX_MALE) mes "Let him send your message throughout the ends of the earth."; else mes "Let her send your message throughout the ends of the earth."; @@ -549,9 +549,9 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{ mes "[Sister Cecilia]"; if (BaseJob != Job_Acolyte) { if (BaseJob == Job_Priest) { - mes "May god bless you, "+ (Sex ? "brother":"sister") +". It brings my heart joy to see that you working hard to carry out the will of God."; + mes "May god bless you, "+ (Sex == SEX_MALE ? "brother":"sister") +". It brings my heart joy to see that you working hard to carry out the will of God."; } else if (Class == Job_Novice) { - mes "May god bless you, "+ (Sex ? "brother":"sister") +"."; + mes "May god bless you, "+ (Sex == SEX_MALE ? "brother":"sister") +"."; mes "Prontera parish welcomes you."; next; mes "[Sister Cecilia]"; @@ -570,10 +570,10 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{ mes "But please..."; mes "Take your time, and decide what job will be the best for you."; } else { - mes "May god bless you, "+ (Sex ? "brother":"sister") +"."; + mes "May god bless you, "+ (Sex == SEX_MALE ? "brother":"sister") +"."; mes "Welcome to Prontera parish. How may I help you?"; next; - if (select("Tell me more about Priests.:Nothing.") == 1) { + if (select("Tell me more about Priests.", "Nothing.") == 1) { mes "[Sister Cecilia]"; mes "Messengers of God are usually known as Priests. After becoming an Acolyte, you can train with the goal of becoming a Priest."; next; @@ -590,13 +590,13 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{ close; } if (PRIEST_Q == 0) { - if (Sex) + if (Sex == SEX_MALE) mes "May God bless you, brother."; else mes "May God bless you, sister."; mes "May I ask what brings you here?"; next; - switch(select("I wish to become a Priest.:Nothing.")) { + switch(select("I wish to become a Priest.", "Nothing.")) { case 1: mes "[Sister Cecilia]"; mes "I see. You've devoted yourself to God. Many Acolytes wish to become Priests to continue on their personal journey towards holiness."; @@ -671,10 +671,10 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{ mes "Welcome. You demonstrated great effort to accomplish your first trial. Now, speak to Bishop Paul so that you can begin your next trial on your path to Priesthood."; next; mes "[Sister Cecilia]"; - if (Sex) - mes "Brother "+ strcharinfo(0) +"..."; + if (Sex == SEX_MALE) + mes "Brother "+ strcharinfo(PC_NAME) +"..."; else - mes "Sister "+ strcharinfo(0) +"..."; + mes "Sister "+ strcharinfo(PC_NAME) +"..."; mes "The spiritual training is much more difficult than the pilgrimage, but I believe in you."; next; mes "[Sister Cecilia]"; @@ -717,21 +717,21 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{ } next; mes "[Sister Cecilia]"; - if (Sex) - mes "Brother "+ strcharinfo(0) +"..."; + if (Sex == SEX_MALE) + mes "Brother "+ strcharinfo(PC_NAME) +"..."; else - mes "Sister "+ strcharinfo(0) +"..."; + mes "Sister "+ strcharinfo(PC_NAME) +"..."; mes "We will now begin your formal oath for the Priesthood. Make yourself comfortable, and just answer with your heart."; next; mes "[Sister Cecilia]"; - if (Sex) - mes "Brother "+ strcharinfo(0) +","; + if (Sex == SEX_MALE) + mes "Brother "+ strcharinfo(PC_NAME) +","; else - mes "Sister "+ strcharinfo(0) +","; + mes "Sister "+ strcharinfo(PC_NAME) +","; mes "Are you willing"; mes "to give your life to God?"; next; - if (select("Yes.:No!") == 2) { + if (select("Yes.", "No!") == 2) { mes "[Sister Cecilia]"; mes "Aw...? How could you give me that kind of answer? I assume you're not ready to be a Priest yet..."; next; @@ -743,7 +743,7 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{ mes "[Sister Cecilia]"; mes "Will you take advantage of the holy abilities given by God for selfish, destructive or greedy ends?"; next; - if (select("Yes.:No.") == 1) { + if (select("Yes.", "No.") == 1) { mes "[Sister Cecilia]"; mes "Aw...? God won't grant you the power of holiness if your goals aren't just and pure. Meditate on your motivations for a while, and then come back to me."; next; @@ -755,7 +755,7 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{ mes "[Sister Cecilia]"; mes "Will you help aid others, even complete strangers, in battles by easing their suffering?"; next; - if (select("Yes.:No.") == 2) { + if (select("Yes.", "No.") == 2) { mes "[Sister Cecilia]"; mes "No, no. You've got the wrong idea. God authorizes us to use his power to support his children. You must help people in danger: it is your obligation."; next; @@ -767,7 +767,7 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{ mes "[Sister Cecilia]"; mes "Are you willing to sacrifice yourself for the sake of others?"; next; - if (select("Yes.:No.") == 2) { + if (select("Yes.", "No.") == 2) { mes "[Sister Cecilia]"; mes "How can you say no...? That's one of the basic principles of Priesthood. You must value the welfare of others over your own safety."; next; @@ -779,7 +779,7 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{ mes "[Sister Cecilia]"; mes "Will you repeatly say the same phrase in public in order to send God's message to his children?"; next; - if (select("Yes.:No.") == 1) { + if (select("Yes.", "No.") == 1) { mes "[Sister Cecilia]"; mes "No no no... You've got it wrong. Even though your purpose is to spread God's message, no one will eagerly accept what you say when you spam text."; next; @@ -793,7 +793,7 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{ mes "[Sister Cecilia]"; mes "Will you lure many monsters to help your party members level up?"; next; - if (select("Yes.:No.") == 1) { + if (select("Yes.", "No.") == 1) { mes "[Sister Cecilia]"; mes "No, you won't. Luring many monsters does more harm than good. There is no exception. That behavior is totally unacceptable."; next; @@ -805,7 +805,7 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{ mes "[Sister Cecilia]"; mes "Will you follow God, no matter what it takes, even if he demands you to kill yourself?"; next; - if (select("Yes.:No.") == 2) { + if (select("Yes.", "No.") == 2) { mes "[Sister Cecilia]"; mes "With that spirit, you can't be a Priest. If it is God's will to sacrifice yourself for a good purpose, you must carry out God's will as his servant."; next; @@ -815,13 +815,13 @@ prt_church,27,24,1 script Sister Cecilia 1_F_PRIEST,{ close; } mes "[Sister Cecilia]"; - if (Sex) - mes "Brother "+ strcharinfo(0) +"..."; + if (Sex == SEX_MALE) + mes "Brother "+ strcharinfo(PC_NAME) +"..."; else - mes "Sister "+ strcharinfo(0) +"..."; + mes "Sister "+ strcharinfo(PC_NAME) +"..."; mes "You have demonstrated your devotion to God. Will you swear to adhere to his teachings for the rest of your days?"; next; - if (select("I do.:No.") == 1) { + if (select("I do.", "No.") == 1) { PRIEST_Q = 9; changequest 8014,8015; mes "[Sister Cecilia]"; @@ -860,10 +860,10 @@ job_prist,24,187,4 script Peter S. Alberto 4_M_MINISTER,{ mes "[Father Peter]"; if (BaseJob == Job_Priest) { mes "Welcome!"; - if (Sex) - mes "Brother "+ strcharinfo(0) +"!"; + if (Sex == SEX_MALE) + mes "Brother "+ strcharinfo(PC_NAME) +"!"; else - mes "Sister "+ strcharinfo(0) +"!"; + mes "Sister "+ strcharinfo(PC_NAME) +"!"; mes "So good to see you again!"; next; mes "[Father Peter]"; @@ -879,7 +879,7 @@ job_prist,24,187,4 script Peter S. Alberto 4_M_MINISTER,{ mes "So..."; mes "Are you gonna help him right now?"; next; - switch(select("Yes, I am.:Give me a minute.:I changed my mind.")) { + switch(select("Yes, I am.", "Give me a minute.", "I changed my mind.")) { case 1: mes "[Father Peter]"; mes "Go for it! As your Acolyte enters, the test will begin. Now, I will send you to the testing area."; @@ -921,7 +921,7 @@ job_prist,24,187,4 script Peter S. Alberto 4_M_MINISTER,{ mes "[Father Peter]"; mes "Anyway, let me give you a brief explanation of the spiritual training. Are you familiar with what the spiritual training is for Priests?"; next; - switch(select("Yes, I do.:Sorry...")) { + switch(select("Yes, I do.", "Sorry...")) { case 1: mes "[Father Peter]"; mes "Haha, I like you! But it never hurts to have too much information. The more well informed you are, the more easily you'll pass the test!"; @@ -949,7 +949,7 @@ job_prist,24,187,4 script Peter S. Alberto 4_M_MINISTER,{ mes "[Father Peter]"; mes "If you are close to a Priest, you'd better ask him to assist you during this trial. Now, are you ready?"; next; - switch(select("I'm ready.:Please hold on.:I want to go back.")) { + switch(select("I'm ready.", "Please hold on.", "I want to go back.")) { case 1: mes "[Father Peter]"; mes "Now, let the spiritual training begin. It's simple. Just kill them all. Show no mercy to the creatures of darkness!"; @@ -992,7 +992,7 @@ job_prist,24,187,4 script Peter S. Alberto 4_M_MINISTER,{ mes "[Father Peter]"; mes "Are you ready then?"; next; - switch(select("I'm ready.:Please hold on.:I want to go back.")) { + switch(select("I'm ready.", "Please hold on.", "I want to go back.")) { case 1: mes "[Father Peter]"; mes "Now, let the spiritual training begin. For the glory of God, for peace on earth, and goodwill towards all men..."; @@ -1048,10 +1048,10 @@ job_prist,23,187,1 script Peter S. Alberto#2 4_M_MINISTER,{ mes "[Father Peter]"; if (BaseJob == Job_Priest) { mes "Welcome!"; - if (Sex) - mes "Brother "+ strcharinfo(0) +"!"; + if (Sex == SEX_MALE) + mes "Brother "+ strcharinfo(PC_NAME) +"!"; else - mes "Sister "+ strcharinfo(0) +"!"; + mes "Sister "+ strcharinfo(PC_NAME) +"!"; mes "So good to see you!"; next; mes "[Father Peter]"; @@ -1357,7 +1357,7 @@ OnTouch: mes "[Deviruchi]"; mes "Wouldn't life be so much easier if you weren't a Priest? And it'd be so easy. All you'd have to do is quit right now..."; next; - if (select("You're right, I quit!:Out of my sight, demon!") == 1) { + if (select("You're right, I quit!", "Out of my sight, demon!") == 1) { mes "[Deviruchi]"; mes "^660000YES~!^000000 I mean..."; mes "Good for you!"; @@ -1387,7 +1387,7 @@ OnTouch: mes "[Deviruchi]"; mes "Isn't it everyone's dream to have one of these? Think about it, being a Priest can only bring you suffering..."; next; - if (select("You're right, I'll take it!:Silence!") == 1) { + if (select("You're right, I'll take it!", "Silence!") == 1) { mes "[Deviruchi]"; mes "Good choice!"; mes "This card can"; @@ -1443,7 +1443,7 @@ OnTouch: mes "[Doppelganger]"; mes "Of course, I'll let you redistribute your stat points by your base level. Now, isn't that a sweet deal...?"; next; - if (select("Deal, Deal!:No deal... Doppelganger.") == 1) { + if (select("Deal, Deal!", "No deal... Doppelganger.") == 1) { mes "[Doppelganger]"; mes "Good choice~"; mes "I shall return your"; @@ -1464,7 +1464,7 @@ OnTouch: mes "[Doppelganger]"; mes "Just don't become a Priest. I won't ask you more than once. Then you can choose a better job... perhaps a Swordman like me."; next; - if (select("I don't want to be a Priest!:I'll never listen to you!") == 1) { + if (select("I don't want to be a Priest!", "I'll never listen to you!") == 1) { mes "[Doppelganger]"; mes "Excellent choice. Now, never return to this place. I shall return your job to Novice as you wish."; next; @@ -1513,7 +1513,7 @@ OnTouch: mes "^330033It would be so easy for me to snap your fragile body in twain and grind your bones to dust."; mes "Now, go back mortal!^000000"; next; - if (select("I'm so sorry. Spare me!:God will protect me.") == 1) { + if (select("I'm so sorry. Spare me!", "God will protect me.") == 1) { mes "[Dark Lord]"; mes "^330033Don't ever come back!^000000"; close2; @@ -1526,7 +1526,7 @@ OnTouch: mes "[Dark Lord]"; mes "^330033With just a wave of my hand, you will cease to exist. And no one will remember you. Tremble before the might of my infinite magic!^000000"; next; - if (select("I beg you, don't...!:Begone, vile fiend!") == 1) { + if (select("I beg you, don't...!", "Begone, vile fiend!") == 1) { mes "[Dark Lord]"; mes "^330033Don't ever come back!^000000"; close2; @@ -1562,7 +1562,7 @@ OnTouch: mes "Greetings."; next; mes "[Baphomet]"; - mes "..."+ strcharinfo(0) +"."; + mes "..."+ strcharinfo(PC_NAME) +"."; next; mes "[Baphomet]"; mes "Yes, human,"; @@ -1585,7 +1585,7 @@ OnTouch: mes "[Baphomet]"; mes "Cease this foolishness of pursuing the Priesthood. Make a contract with me. The entire world is yours for the taking."; next; - if (select("Deal.:No, Baphomet. You lose.") == 1) { + if (select("Deal.", "No, Baphomet. You lose.") == 1) { mes "[Baphomet]"; mes "Then we shall form a contract. You won't ever regret this moment..."; next; diff --git a/npc/jobs/2-1/wizard.txt b/npc/jobs/2-1/wizard.txt index 86f87249c..08f2177d4 100644 --- a/npc/jobs/2-1/wizard.txt +++ b/npc/jobs/2-1/wizard.txt @@ -61,7 +61,7 @@ gef_tower,111,37,4 script Wizard Guildsman 1_F_GYPSY,{ mes "Now, excuse me."; next; mes "[Catherine]"; - if (Sex) + if (Sex == SEX_MALE) mes "Well, If you intended to ask me on a date... I appreciate it...hohoho."; else mes "Well, if you fix me up with a cute guy... I'd appreciate it...hohoho!."; @@ -92,7 +92,7 @@ gef_tower,111,37,4 script Wizard Guildsman 1_F_GYPSY,{ mes "Huh? What are you doing way up here...?"; mes "So what brings you here?"; next; - if (select("I want to become a Wizard.:...nothing.") == 1) { + if (select("I want to become a Wizard.", "...nothing.") == 1) { mes "[Wizard Guildsman]"; mes "I see... Well, of course you want to become a Wizard, otherwise you wouldn't have walked up all those stairs right?"; mes "Anyways, I would like to welcome you. I will assist you in becoming a Wizard."; @@ -113,7 +113,7 @@ gef_tower,111,37,4 script Wizard Guildsman 1_F_GYPSY,{ mes "Well, I will give you more information when you apply for the job."; mes "So! Do you want to apply now?"; next; - if (select("Yes, I do.:On second thought, Let me think about it.") == 1) { + if (select("Yes, I do.", "On second thought, Let me think about it.") == 1) { if (JobLevel < 40) { mes "[Catherine]"; mes "Hey hey, weren't you listening to me?"; @@ -132,7 +132,7 @@ gef_tower,111,37,4 script Wizard Guildsman 1_F_GYPSY,{ } mes "[Catherine]"; mes "Very well then, I accept your application."; - mes "Your name is..." + strcharinfo(0) + ", isn't it? I am not sure if I pronounced it correctly?"; + mes "Your name is..." + strcharinfo(PC_NAME) + ", isn't it? I am not sure if I pronounced it correctly?"; next; mes "[Catherine]"; mes "The Wizard job change quest is divided into 3 parts."; @@ -300,7 +300,7 @@ gef_tower,111,37,4 script Wizard Guildsman 1_F_GYPSY,{ mes "Let's see... Should I give you some hints as your senior?"; mes "But I'm a bit thirsty, so give me 1 Apple Juice, and we got a deal. ~Hehehe"; next; - switch(select("Give me some hints, please.:I want to try again on my own!")) { + switch(select("Give me some hints, please.", "I want to try again on my own!")) { case 1: if (countitem(Apple_Juice) > 0) { delitem Apple_Juice,1; @@ -389,7 +389,7 @@ gef_tower,111,37,4 script Wizard Guildsman 1_F_GYPSY,{ mes "You...*sigh*...I didn't think you would do such a dishonorable thing."; next; mes "[Catherine]"; - if (Sex) { + if (Sex == SEX_MALE) { mes "Granted you're a mage, but how could a guy be so weak?!"; mes "Well, at least your alive still. Go back and try harder this time. ~tehehehe"; } @@ -471,7 +471,7 @@ gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{ next; mes "[Raulel]"; mes "Don't live dishonestly, or impolitely, or else one day you'll be caught in a spell you can't control, and BOOM, your dead!"; - if (Sex) { + if (Sex == SEX_MALE) { mes "If you don't want that to happen, then learn how to use spells properly!"; next; mes "[Raulel]"; @@ -542,7 +542,7 @@ gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{ mes "[Raulel]"; mes "Hahahaha~ You don't know how dangerous it is...to deal with Greater Magic."; next; - if (select("I want to live as a normal Mage.:I would like to continue with the tests.") == 1) { + if (select("I want to live as a normal Mage.", "I would like to continue with the tests.") == 1) { mes "[Raulel]"; mes "Hahaha~ *sneeze* Good choice...*cough* *cough*~"; mes "Best not to even dream about life as a Wizard. Graa...Greaa...*sneeze* Greater Magic wasn't meant for humans to use!"; @@ -580,7 +580,7 @@ gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{ mes "[Raulel]"; mes "If you miss one single question, then just give up. You wouldn't have any talent in being a Wizard! ~Hahahahaha"; next; - if (select("Because of you, I want to live as a normal Mage now.:I would like to continue with the tests.") == 1) { + if (select("Because of you, I want to live as a normal Mage now.", "I would like to continue with the tests.") == 1) { mes "[Raulel]"; mes "Hahahaha~ Surprising, comming from you, that's a very wise choice...*cough* *cough*"; mes "If i were you, i would never, ever dream of becoming a Wizard again. Gre...Greaa...*sneeze* Greater Magic wasn't meant for humans to use."; @@ -603,156 +603,156 @@ gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{ mes "[Raulel]"; mes "1. Which of the following is not necessary to learn Fire Wall?"; next; - if (select("Fire Bolt Lv 4:Fire Ball Lv 5:Sight Lv 1:Napalm Beat Lv 4") == 4) + if (select("Fire Bolt Lv 4", "Fire Ball Lv 5", "Sight Lv 1", "Napalm Beat Lv 4") == 4) .@wizard_t += 10; mes "[Raulel]"; mes "2. Regaurdless of it's previous attribute, What does the monster's attribute change to when you cast Frost Diver on it?"; next; - if (select("Water:Earth:Fire:Wind") == 1) + if (select("Water", "Earth", "Fire", "Wind") == 1) .@wizard_t += 10; mes "[Raulel]"; mes "3. When you completely master Napalm Beat, what is the ratio of the increased MATK using that spell?"; next; - if (select("1.6 times:1.7 times:2 times:20 times") == 2) + if (select("1.6 times", "1.7 times", "2 times", "20 times") == 2) .@wizard_t += 10; mes "[Raulel]"; mes "4. What item do you need when casting Stone Curse?"; next; - if (select("Red Blood:Blue Gemstone:Yellow Gemstone:Red Gemstone") == 4) + if (select("Red Blood", "Blue Gemstone", "Yellow Gemstone", "Red Gemstone") == 4) .@wizard_t += 10; mes "[Raulel]"; mes "5. Which of the following is not required to master Safety Wall?"; next; - if (select("Napalm Beat Lv 4:Soul Strike Lv 5:Increase SP Recovery Lv 6:Safety Wall Lv 7") == 3) + if (select("Napalm Beat Lv 4", "Soul Strike Lv 5", "Increase SP Recovery Lv 6", "Safety Wall Lv 7") == 3) .@wizard_t += 10; mes "[Raulel]"; mes "6. Without the INT bonus, what amount of SP is recovered every 10 seconds when you have learned Increase SP Recovery Lv 7?"; next; - if (select("14:21:28:35") == 2) + if (select("14", "21", "28", "35") == 2) .@wizard_t += 10; mes "[Raulel]"; mes "7. Using Energy Coat, when you have 50% of your SP remaining, how much SP is used when hit, and what percentage is damage reduced by?"; next; - if (select("Damage 18% SP1.5%:Damage 18% SP2%:Damage 24% SP1.5%:Damage 24% SP2%") == 2) + if (select("Damage 18% SP1.5%", "Damage 18% SP2%", "Damage 24% SP1.5%", "Damage 24% SP2%") == 2) .@wizard_t += 10; mes "[Raulel]"; mes "8. How much SP is consumed and how many times can you avoid attacks when using Safety Wall Lv 6?"; next; - if (select("SP 40, 6 times:SP 35, 6 times:SP 40, 7 times:SP 35, 7 times") == 3) + if (select("SP 40, 6 times", "SP 35, 6 times", "SP 40, 7 times", "SP 35, 7 times") == 3) .@wizard_t += 10; mes "[Raulel]"; mes "9. How much SP is needed when using Lv 10 Thunderstorm?"; next; - if (select("84:74:64:54") == 2) + if (select("84", "74", "64", "54") == 2) .@wizard_t += 10; mes "[Raulel]"; mes "10. Which skill is most useful training in the Byalan Dungeon?"; next; - if (select("Lightning Bolt:Fire Bolt:Cold Bolt:Sight") == 1) + if (select("Lightning Bolt", "Fire Bolt", "Cold Bolt", "Sight") == 1) .@wizard_t += 10; break; case 2: mes "[Raulel]"; mes "1. Which monster can you obtain a slotted Guard from?"; next; - if (select("Thief Bug:PecoPeco:Pupa:Kobold (Hammer)") == 3) + if (select("Thief Bug", "PecoPeco", "Pupa", "Kobold (Hammer)") == 3) .@wizard_t += 10; mes "[Raulel]"; mes "2. Which of the following is the easiest monster for a low level Mage to hunt?"; next; - if (select("Flora:Giearth:Golem:Myst") == 1) + if (select("Flora", "Giearth", "Golem", "Myst") == 1) .@wizard_t += 10; mes "[Raulel]"; mes "3. Which monster will not be affected by Stone Curse?"; next; - if (select("Elder Willow:Evil Druid:Magnolia:Marc") == 2) + if (select("Elder Willow", "Evil Druid", "Magnolia", "Marc") == 2) .@wizard_t += 10; mes "[Raulel]"; mes "4. When attacking a Lv 3 water attribute monster with a wind attribute weapon, what is the damage percentage?"; next; - if (select("125%:150%:175%:200%") == 4) + if (select("125%", "150%", "175%", "200%") == 4) .@wizard_t += 10; mes "[Raulel]"; mes "5. If a Baby Desert Wolf and a Familiar fought, which one would win?"; next; - if (select("Baby Desert Wolf:Familiar:Neither:I don't know") == 1) + if (select("Baby Desert Wolf", "Familiar", "Neither", "I don't know") == 1) .@wizard_t += 10; mes "[Raulel]"; mes "6. Which of the following cannot be a Cute Pet?"; next; - if (select("Poporing:Roda Frog:Smokie:Poison Spore") == 2) + if (select("Poporing", "Roda Frog", "Smokie", "Poison Spore") == 2) .@wizard_t += 10; mes "[Raulel]"; mes "7. Choose the monster that is weak against a fire attribute attack."; next; - if (select("Dagger Goblin:Mace Goblin:Morningstar Goblin:Hammer Goblin") == 4) + if (select("Dagger Goblin", "Mace Goblin", "Morningstar Goblin", "Hammer Goblin") == 4) .@wizard_t += 10; mes "[Raulel]"; mes "8. Which of the following has the highest defense?"; next; - if (select("Horn:Chonchon:Andre:Caramel") == 4) + if (select("Horn", "Chonchon", "Andre", "Caramel") == 4) .@wizard_t += 10; mes "[Raulel]"; mes "9. Choose the monster that's of a different species."; next; - if (select("Poring:Mastering:Ghostring:Spore") == 3) + if (select("Poring", "Mastering", "Ghostring", "Spore") == 3) .@wizard_t += 10; mes "[Raulel]"; mes "10. Which of the following is not an Undead monster?"; next; - if (select("Drake:Megalodon:Deviace:Khalitzburg") == 3) + if (select("Drake", "Megalodon", "Deviace", "Khalitzburg") == 3) .@wizard_t += 10; break; case 3: mes "[Raulel]"; mes "1. Which stat is the most important for a Mage?"; next; - if (select("INT:AGI:DEX:VIT") == 1) + if (select("INT", "AGI", "DEX", "VIT") == 1) .@wizard_t += 10; mes "[Raulel]"; mes "2. Which attribute does not have a 'Bolt' type attack?"; next; - if (select("Water:Earth:Fire:Wind") == 2) + if (select("Water", "Earth", "Fire", "Wind") == 2) .@wizard_t += 10; mes "[Raulel]"; mes "3. Choose the one that does not relate to a Mage."; next; - if (select("Weak physical strength.:Attacks at a distance.:Good at selling stuff.:Magic Defense is high.") == 3) + if (select("Weak physical strength.", "Attacks at a distance.", "Good at selling stuff.", "Magic Defense is high.") == 3) .@wizard_t += 10; mes "[Raulel]"; mes "4. Which town is the home of Mages?"; next; - if (select("Prontera:Morroc:Alberta:Geffen") == 4) + if (select("Prontera", "Morroc", "Alberta", "Geffen") == 4) .@wizard_t += 10; mes "[Raulel]"; mes "5. Which of the following cards has nothing to do with INT?"; next; - if (select("Andre Egg Card:Soldier Andre Card:Baby Desert Wolf Card:Elder Willow Card") == 2) + if (select("Andre Egg Card", "Soldier Andre Card", "Baby Desert Wolf Card", "Elder Willow Card") == 2) .@wizard_t += 10; mes "[Raulel]"; mes "6. What is the Mage good at compared to other job classes?"; next; - if (select("Exceptional Vocal Ability:Exceptional Acting Ability:Exceptional Dance Skills:Exceptional Magic Skills") == 4) + if (select("Exceptional Vocal Ability", "Exceptional Acting Ability", "Exceptional Dance Skills", "Exceptional Magic Skills") == 4) .@wizard_t += 10; mes "[Raulel]"; mes "7. What is the INT bonus at Job Lv 40 for a Mage?"; next; - if (select("8:7:6:5") == 4) + if (select("8", "7", "6", "5") == 4) .@wizard_t += 10; mes "[Raulel]"; mes "8. Which item can a Mage not equip?"; next; - if (select("Knife:Boys Cap:Sandle:Eye of Dullahan") == 2) + if (select("Knife", "Boys Cap", "Sandle", "Eye of Dullahan") == 2) .@wizard_t += 10; mes "[Raulel]"; mes "9. Which of the following is the catalyst when making the Mage test solution 3?"; next; - if (select("Blue Gemstone:Red Gemstone:Yellow Gemstone:Red Blood") == 1) + if (select("Blue Gemstone", "Red Gemstone", "Yellow Gemstone", "Red Blood") == 1) .@wizard_t += 10; mes "[Raulel]"; mes "10. Which card is irrelevant to magic?"; next; - if (select("Marduk Card:Magnolia Card:Willow Card:Maya Card") == 2) + if (select("Marduk Card", "Magnolia Card", "Willow Card", "Maya Card") == 2) .@wizard_t += 10; } mes "[Raulel]"; @@ -845,7 +845,7 @@ gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{ mes "[Raulel]"; mes "Should I explain a little about this final test? It is difficult, I will not hide that from you..."; next; - if (select("No, it's ok, I'm ready.:I would like to listen.") == 1) { + if (select("No, it's ok, I'm ready.", "I would like to listen.") == 1) { mes "[Raulel]"; mes "What a rash person. Your the type that rushes into battle without thinking, what in the world are you doing here instead of with the Prontera Chivalry? Heck, go for it! *cough* Not my fault if you end up dying."; mes "Just consider yourself a glass cannon...because the monsters are going to break you into pieces. Hahahahahahahahaha~"; @@ -883,7 +883,7 @@ gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{ mes "Hahaha~ You look frightened. You know, it's not too late to turn back and live an easy life."; mes "If you want, I can send you back to town right now... What do you want to do?"; next; - if (select("Continue testing.:I want to go back because I have butterflies in my stomach.") == 1) { + if (select("Continue testing.", "I want to go back because I have butterflies in my stomach.") == 1) { WIZ_Q = 6; savepoint "geffen",120,107; mes "[Raulel]"; @@ -924,7 +924,7 @@ gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{ mes "Oh! So you're back? Hahahahaha~"; mes "*Cough* Cough* Do you want to take the test again? Or did you bring the ^3355FFWorn Out Scroll^000000?"; next; - if (select("Continue the test.:Worn Out Scroll...") == 1) { + if (select("Continue the test.", "Worn Out Scroll...") == 1) { savepoint "geffen",120,107; mes "[Raulel]"; mes "Hahaha~ Ok, at least you have some spirit."; @@ -961,27 +961,27 @@ gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{ mes "[Raulel]"; mes "1. Choose the monster with a different attribute than the others."; next; - if (select("Mantis:Cornutus:Giearth:Caramel") == 2) + if (select("Mantis", "Cornutus", "Giearth", "Caramel") == 2) .@wizard_t += 20; mes "[Raulel]"; mes "2. Choose the monster that is not a looting one."; next; - if (select("Yoyo:Magnolia:Metaller:Zerom") == 4) + if (select("Yoyo", "Magnolia", "Metaller", "Zerom") == 4) .@wizard_t += 20; mes "[Raulel]"; mes "3. Which of these monsters does not recognize casting?"; next; - if (select("Marina:Vitata:Scorpion:Giearth") == 1) + if (select("Marina", "Vitata", "Scorpion", "Giearth") == 1) .@wizard_t += 20; mes "[Raulel]"; mes "4. Choose the spell that would be efficient against a Marine Sphere."; next; - if (select("Cold Bolt:Fire Bolt:Lightning Bolt:Stone Curse") == 3) + if (select("Cold Bolt", "Fire Bolt", "Lightning Bolt", "Stone Curse") == 3) .@wizard_t += 20; mes "[Raulel]"; mes "5. Choose the monster that can move."; next; - if (select("Hydra:Madragora:Greatest General:Frilldora") == 4) + if (select("Hydra", "Madragora", "Greatest General", "Frilldora") == 4) .@wizard_t += 20; mes "[Raulel]"; mes "*pfft* Do it right, so I don't have to ask again."; @@ -1004,7 +1004,7 @@ gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{ mes "You lack something...*sneez*...like intelligence. That's why you keep on failing. Hahahahahahahaha~"; close; } - if (select("Begin the test please.:Can I get another explanation?") == 1) { + if (select("Begin the test please.", "Can I get another explanation?") == 1) { mes "[Raulel]"; mes "Nobody is going to help you become a Wizard. Hahahahahahahaha~"; mes "*Cough* *cough* No point in crying after dying..."; @@ -1041,7 +1041,7 @@ gef_tower,102,24,2 script Gloomy Wizard 4_M_JOB_WIZARD,{ mes "Hahahahaha~ You look frightened. It's not too late you know."; mes "*Cough* *cough* You can give up and go back to town! Just forget about the Greater Magic and live a normal life. What do yah say?"; next; - if (select("Continue with the test.:I'm too scared, I would like to quit.") == 1) { + if (select("Continue with the test.", "I'm too scared, I would like to quit.") == 1) { percentheal 100,100; mes "[Raulel]"; mes "This time when you die, don't come back crying. Hahahahahahahahah~ *Cough *cough*"; @@ -1132,7 +1132,7 @@ OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { ++WIZ_Q2; - mapannounce "job_wiz",strcharinfo(0)+" has succeeded in eliminating the monsters.",bc_map; + mapannounce "job_wiz",strcharinfo(PC_NAME)+" has succeeded in eliminating the monsters.",bc_map; donpcevent "Room of Water#Door::OnEnable"; stopnpctimer; } @@ -1219,7 +1219,7 @@ OnDisable: OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { - mapannounce "job_wiz",strcharinfo(0)+" has succeeded in eliminating the monsters.",bc_map; + mapannounce "job_wiz",strcharinfo(PC_NAME)+" has succeeded in eliminating the monsters.",bc_map; percentheal 100,100; warp "job_wiz",116,97; donpcevent "Room of Water#Door::OnDisable"; @@ -1266,7 +1266,7 @@ OnInit: end; OnTouch: - mapannounce "job_wiz",strcharinfo(0)+" has not succeeded.",bc_map; + mapannounce "job_wiz",strcharinfo(PC_NAME)+" has not succeeded.",bc_map; warp "geffen",120,110; end; } @@ -1304,7 +1304,7 @@ OnDisable: OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { - mapannounce "job_wiz",strcharinfo(0) + " has succeeded in eliminating the monsters.",bc_map; + mapannounce "job_wiz",strcharinfo(PC_NAME) + " has succeeded in eliminating the monsters.",bc_map; donpcevent "Room of Earth#Door::OnEnable"; stopnpctimer; } @@ -1396,7 +1396,7 @@ OnDisable: OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { - mapannounce "job_wiz",strcharinfo(0) + " has succeeded in eliminating the monster.",bc_map; + mapannounce "job_wiz",strcharinfo(PC_NAME) + " has succeeded in eliminating the monster.",bc_map; percentheal 100,100; warp "job_wiz",46,99; donpcevent "Room of Earth#Door::OnDisable"; @@ -1423,7 +1423,7 @@ OnTimer60000: end; OnTimer61000: - donpcevent "Room of Earth#Failed::OnEnable"; + enablenpc "Room of Earth#Failed"; end; OnTimer62000: @@ -1443,7 +1443,7 @@ OnInit: end; OnTouch: - mapannounce "job_wiz",strcharinfo(0) + " has not succeeded.",bc_map; + mapannounce "job_wiz",strcharinfo(PC_NAME) + " has not succeeded.",bc_map; warp "geffen",120,110; end; } @@ -1479,7 +1479,7 @@ OnDisable: OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { - mapannounce "job_wiz",strcharinfo(0) + " has succeeded in eliminating the monsters.",bc_map; + mapannounce "job_wiz",strcharinfo(PC_NAME) + " has succeeded in eliminating the monsters.",bc_map; donpcevent "Room of Fire#Door::OnEnable"; stopnpctimer; } @@ -1527,7 +1527,7 @@ OnTimer183000: end; OnTimer184000: - donpcevent "Room of Fire#Failed::OnEnable"; + enablenpc "Room of Fire#Failed"; end; OnTimer185000: @@ -1569,7 +1569,7 @@ OnDisable: OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { - mapannounce "job_wiz","Congratulations, " + strcharinfo(0) + ". You have passed the job change test.",bc_map; + mapannounce "job_wiz","Congratulations, " + strcharinfo(PC_NAME) + ". You have passed the job change test.",bc_map; WIZ_Q = 7; changequest 9017,9018; donpcevent "Room of Fire#Door::OnDisable"; @@ -1707,7 +1707,7 @@ gef_tower,107,36,4 script White Dog#wiz 4_DOG01,{ mes "[Dog]"; mes "Also, if you would like to know anything about the job change process, I can explain."; next; - switch(select(".......:A Dog is talking to me...")) { + switch(select(".......", "A Dog is talking to me...")) { case 1: mes "[Dog]"; mes "...*bark*...? What is it?? Why are you looking at me like that?!"; @@ -1768,7 +1768,7 @@ gef_tower,107,36,4 script White Dog#wiz 4_DOG01,{ mes "I can tell you more about the job change process, but I can't hold back a busy person now can I?"; mes "What do you think? Should I explain some about whats in store for Mages that wish to become Wizards?"; next; - switch(select("Yes, please! I would like that.:No, it's ok.:A talking dog...")) { + switch(select("Yes, please! I would like that.", "No, it's ok.", "A talking dog...")) { case 1: cutin "job_wizard_maria01",2; mes "[Maria]"; @@ -1805,7 +1805,6 @@ gef_tower,107,36,4 script White Dog#wiz 4_DOG01,{ mes "It's better to just try it yourself than to listen to my descriptions."; close2; cutin "job_wizard_maria01",255; - warp "gef_dun00",116,102; end; case 2: mes "[Maria]"; diff --git a/npc/jobs/2-1a/AssassinCross.txt b/npc/jobs/2-1a/AssassinCross.txt index 78200cb3f..deb940dd2 100644 --- a/npc/jobs/2-1a/AssassinCross.txt +++ b/npc/jobs/2-1a/AssassinCross.txt @@ -75,7 +75,7 @@ valkyrie,44,58,5 script Assassin Cross#Valkyrie 4_F_JOB_ASSASSIN,{ mes "Will you become"; mes "an Assassin Cross?"; next; - if (select("No.:Yes.") == 1) { + if (select("No.", "Yes.") == 1) { mes "[Assassin Cross]"; mes "When you are"; mes "ready, come back."; diff --git a/npc/jobs/2-1a/HighPriest.txt b/npc/jobs/2-1a/HighPriest.txt index c2d137610..1b53a8732 100644 --- a/npc/jobs/2-1a/HighPriest.txt +++ b/npc/jobs/2-1a/HighPriest.txt @@ -64,7 +64,7 @@ valkyrie,44,42,5 script High Priest#Valkyrie 1_M_PASTOR,{ mes "Would you like"; mes "to become a High Priest?"; next; - if (select("No.:Yes.") == 1) { + if (select("No.", "Yes.") == 1) { mes "[High Priest]"; mes "When you're ready,"; mes "feel free to come back."; diff --git a/npc/jobs/2-1a/HighWizard.txt b/npc/jobs/2-1a/HighWizard.txt index 92e9a9f78..511d620f4 100644 --- a/npc/jobs/2-1a/HighWizard.txt +++ b/npc/jobs/2-1a/HighWizard.txt @@ -68,7 +68,7 @@ valkyrie,44,47,5 script High Wizard#Valkyrie 4_M_JOB_WIZARD,{ mes "Would you like to"; mes "become a High Wizard?"; next; - if (select("No.:Yes.") == 1) { + if (select("No.", "Yes.") == 1) { mes "[High Wizard]"; mes "When you're ready,"; mes "feel free to come back."; diff --git a/npc/jobs/2-1a/LordKnight.txt b/npc/jobs/2-1a/LordKnight.txt index cece48304..da60caa92 100644 --- a/npc/jobs/2-1a/LordKnight.txt +++ b/npc/jobs/2-1a/LordKnight.txt @@ -66,7 +66,7 @@ valkyrie,44,39,5 script Lord Knight#Valkyrie 1_M_KNIGHTMASTER,{ mes "Would you like"; mes "to become a Lord Knight?"; next; - if (select("No.:Yes.") == 1) { + if (select("No.", "Yes.") == 1) { mes "[Lord Knight]"; mes "When you're ready,"; mes "feel free to come back."; diff --git a/npc/jobs/2-1a/Sniper.txt b/npc/jobs/2-1a/Sniper.txt index eae7bde35..f026ad30f 100644 --- a/npc/jobs/2-1a/Sniper.txt +++ b/npc/jobs/2-1a/Sniper.txt @@ -64,7 +64,7 @@ valkyrie,44,55,5 script Sniper#Valkyrie 4_F_JOB_HUNTER,{ mes "take the next step and"; mes "become a Sniper?"; next; - if (select("No.:Yes.") == 1) { + if (select("No.", "Yes.") == 1) { mes "[Sniper]"; mes "When you're ready,"; mes "feel free to come back."; diff --git a/npc/jobs/2-1a/WhiteSmith.txt b/npc/jobs/2-1a/WhiteSmith.txt index 3d9c84c95..d8166cbab 100644 --- a/npc/jobs/2-1a/WhiteSmith.txt +++ b/npc/jobs/2-1a/WhiteSmith.txt @@ -70,7 +70,7 @@ valkyrie,44,50,5 script MasterSmith#Valkyrie 4_M_JOB_BLACKSMITH,{ mes "Would you like to"; mes "become a MasterSmith?"; next; - if (select("No.:Yes.") == 1) { + if (select("No.", "Yes.") == 1) { mes "[MasterSmith]"; mes "When you're ready,"; mes "feel free to come back."; diff --git a/npc/jobs/2-1e/StarGladiator.txt b/npc/jobs/2-1e/StarGladiator.txt index 189852e48..9963eaf48 100644 --- a/npc/jobs/2-1e/StarGladiator.txt +++ b/npc/jobs/2-1e/StarGladiator.txt @@ -40,7 +40,7 @@ payon,215,102,3 script Moohyun#job_star 4_M_ROGUE,3,3,{ if (Class == Job_Taekwon) { if (STGL_Q == 0) { mes "[Moohyun]"; - if (Sex) + if (Sex == SEX_MALE) mes "Hey, Taekwon Boy!"; else mes "Hey, Taekwon Girl!"; @@ -53,8 +53,8 @@ payon,215,102,3 script Moohyun#job_star 4_M_ROGUE,3,3,{ mes "Alright, kid."; mes "What's your name?"; next; - mes "[" + strcharinfo(0) + "]"; - mes "" + strcharinfo(0) + "."; + mes "[" + strcharinfo(PC_NAME) + "]"; + mes "" + strcharinfo(PC_NAME) + "."; next; mes "[Moohyun]"; mes "Geez, you're so direct."; @@ -69,7 +69,7 @@ payon,215,102,3 script Moohyun#job_star 4_M_ROGUE,3,3,{ mes "set on it, why don't you become"; mes "a ^4D4DFFwarrior of the Sun, the Moon,^FFFFFF ^4D4DFF and the Stars^000000? Just consider it."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Warrior of the wha--?"; mes "I've never heard of that"; mes "job. But I do know I can"; @@ -83,7 +83,7 @@ payon,215,102,3 script Moohyun#job_star 4_M_ROGUE,3,3,{ mes "Cool, huh? Anyway, interested"; mes "in being a Taekwon Master?"; next; - if (select("Yes, I am!:No, not so much.") == 1) { + if (select("Yes, I am!", "No, not so much.") == 1) { if (JobLevel > 39) { mes "[Moohyun]"; mes "Great, great~ I knew you'd"; @@ -187,7 +187,7 @@ payon,215,102,3 script Moohyun#job_star 4_M_ROGUE,3,3,{ mes "look worried. Are you in"; mes "some kind of trouble?"; next; - if (select("No, I'm fine.:About Beeryu's riddle...") == 1) { + if (select("No, I'm fine.", "About Beeryu's riddle...") == 1) { mes "[Moohyun]"; mes "It's alright to be independent"; mes "and solve problems on your"; @@ -221,8 +221,8 @@ payon,215,102,3 script Moohyun#job_star 4_M_ROGUE,3,3,{ mes "do you say to yourself when"; mes "your life seems hopeless?"; next; - if (select("I will not give up!:I... I don't know?") == 1) { - mes "[" + strcharinfo(0) + "]"; + if (select("I will not give up!", "I... I don't know?") == 1) { + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I will not give up!"; mes "I'll make my dreams"; mes "come true, no matter"; @@ -315,7 +315,7 @@ payon,215,102,3 script Moohyun#job_star 4_M_ROGUE,3,3,{ mes "[Moohyun]"; mes "Dude..."; mes "Whaddya want?"; - if (Sex) { + if (Sex == SEX_MALE) { mes "You wanna join up"; mes "with my martial arts"; mes "school? It's too late"; @@ -376,7 +376,7 @@ comodo,172,230,3 script Wandering Master#job_sta 4_M_JOB_ASSASSIN,{ if (Class == Job_Taekwon) { if (STGL_Q == 1) { mes "[Moogang]"; - mes ""+ strcharinfo(0) + "..."; + mes ""+ strcharinfo(PC_NAME) + "..."; mes "I have been expecting you."; mes "Moohyun has told me about"; mes "your arrival and your desire"; @@ -390,13 +390,13 @@ comodo,172,230,3 script Wandering Master#job_sta 4_M_JOB_ASSASSIN,{ mes "Are you ready for the first test, to use your fists and legs in the"; mes "service of the grand cosmos?"; next; - if (select("Yes, let me take the test!:Wait, I need to think about this!") == 1) { + if (select("Yes, let me take the test!", "Wait, I need to think about this!") == 1) { if (SkillPoint) { mes "[Moogang]"; mes "Hm? You still have Skill"; mes "Points that you haven't yet"; mes "allocated. Use them, learn"; - if (Sex == 0) + if (Sex == SEX_FEMALE) mes "and improve your Taekwon Girl"; else mes "and improve your Taekwon Boy"; @@ -531,7 +531,7 @@ comodo,172,230,3 script Wandering Master#job_sta 4_M_JOB_ASSASSIN,{ mes "a Taekwon Master? Then,"; mes "I shall guide you to the altar."; next; - if (select("Wait, I need more time!:Yes, I am ready.") == 1) { + if (select("Wait, I need more time!", "Yes, I am ready.") == 1) { mes "[Moogang]"; mes "I see. Well then, please"; mes "let me know when you"; @@ -605,7 +605,7 @@ comodo,172,230,3 script Wandering Master#job_sta 4_M_JOB_ASSASSIN,{ mes "to complete your Taekwon"; mes "Master testing and training?"; next; - if (select("Yes, please.:Maybe later.") == 1) { + if (select("Yes, please.", "Maybe later.") == 1) { mes "[Moogang]"; mes "Don't lose heart..."; mes "I expect that you will"; @@ -630,7 +630,7 @@ comodo,172,230,3 script Wandering Master#job_sta 4_M_JOB_ASSASSIN,{ mes "Would you like me to send"; mes "you to the Star Room now?"; next; - if (select("Yes, please.:Maybe later.") == 1) { + if (select("Yes, please.", "Maybe later.") == 1) { mes "[Moogang]"; mes "Don't lose heart..."; mes "I expect that you will"; @@ -656,21 +656,21 @@ comodo,172,230,3 script Wandering Master#job_sta 4_M_JOB_ASSASSIN,{ mes "Yes, I can see it in your eyes."; mes "So tell me, what did you learn?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I can feel the bond between"; mes "the Sun, the Moon and the"; mes "Stars. They all give light,"; mes "but their different shades"; mes "bestow different gifts."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "The sun gives glorious"; mes "warmth and is the wellspring"; mes "of life. Moonlight is gentle and gives comfort. The twinkling"; mes "of stars gives hope in even"; mes "the darkest of nights."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I also know the Sun's"; mes "scorching, destructive"; mes "heat, the loneliness of"; @@ -678,7 +678,7 @@ comodo,172,230,3 script Wandering Master#job_sta 4_M_JOB_ASSASSIN,{ mes "of the Stars. I now understand"; mes "the spectrum of the cosmos!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "The combined rage of the"; mes "cosmos can summon a "; mes "demon of utter darkness."; @@ -733,7 +733,7 @@ comodo,172,230,3 script Wandering Master#job_sta 4_M_JOB_ASSASSIN,{ mes "considered becoming..."; mes "Um... No. Wait. Hmmm..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh...?"; next; mes "[Moogang]"; @@ -776,7 +776,7 @@ comodo,172,230,3 script Wandering Master#job_sta 4_M_JOB_ASSASSIN,{ mes "that you wish. Would you like"; mes "to visit any of them now?"; next; - switch(select("Maybe next time.:To the Room of the Sun!:To the Moon Room!:To the Star Room!")) { + switch(select("Maybe next time.", "To the Room of the Sun!", "To the Moon Room!", "To the Star Room!")) { case 1: mes "[Moogang]"; mes "Alright. I'll always be"; @@ -784,7 +784,7 @@ comodo,172,230,3 script Wandering Master#job_sta 4_M_JOB_ASSASSIN,{ mes "feel like going to any of"; mes "those places, just come"; mes "and talk to me. Goodbye"; - mes "for now, "+strcharinfo(0)+"~"; + mes "for now, "+strcharinfo(PC_NAME)+"~"; close; case 2: mes "[Moogang]"; @@ -851,7 +851,7 @@ job_star,29,33,0 script Daru#job_star 1_M_ORIENT01,{ mes "What is it"; mes "that you see?"; next; - switch(select("The Sun.:The Moon.:The Stars.:I have no idea.")) { + switch(select("The Sun.", "The Moon.", "The Stars.", "I have no idea.")) { case 1: mes "[Daru]"; mes "Yes! It is the sun!"; @@ -890,7 +890,7 @@ job_star,29,33,0 script Daru#job_star 1_M_ORIENT01,{ mes "sun. Do you know what one"; mes "needs most from the sun?"; next; - switch(select("Warmth:Comfort:Light:Nothing")) { + switch(select("Warmth", "Comfort", "Light", "Nothing")) { case 1: mes "[Daru]"; mes "That is right."; @@ -949,7 +949,7 @@ job_star,29,33,0 script Daru#job_star 1_M_ORIENT01,{ mes "shines brightest among "; mes "them all? Think carefully..."; next; - if (select("2nd, Marsh, Knights:4th, Desert, Sand:10th, Desert, Knights:5th, Deep Cave, Wolves") == 2) + if (select("2nd, Marsh, Knights", "4th, Desert, Sand", "10th, Desert, Knights", "5th, Deep Cave, Wolves") == 2) .@sun_point += 10; mes "[Daru]"; mes "Well, that will be all."; @@ -1103,7 +1103,7 @@ job_star,29,33,0 script Daru#job_star 1_M_ORIENT01,{ mes "job change test. So, would"; mes "you like to return to town?"; next; - if (select("Return to Payon:Cancel") == 1) { + if (select("Return to Payon", "Cancel") == 1) { mes "[Daru]"; mes "I see. Let me"; mes "guide you back"; @@ -1138,7 +1138,7 @@ job_star,95,33,0 script Beeryu#job_star 1_M_MOC_LORD,{ mes "moon, and how it changes"; mes "on certain nights."; next; - switch(select("Red Moon:Blue Moon:Gold Moon:...?")) { + switch(select("Red Moon", "Blue Moon", "Gold Moon", "...?")) { case 1: mes "[Beeryu]"; mes "The Red Moon...?"; @@ -1183,7 +1183,7 @@ job_star,95,33,0 script Beeryu#job_star 1_M_MOC_LORD,{ mes "use the power of the"; mes "Lunar cosmos?"; next; - switch(select("Justice:Self Practice:Preservation of Nature:Revenge")) { + switch(select("Justice", "Self Practice", "Preservation of Nature", "Revenge")) { case 1: mes "[Beeryu]"; mes "Yes. Justice is always an"; @@ -1258,7 +1258,7 @@ job_star,95,33,0 script Beeryu#job_star 1_M_MOC_LORD,{ mes "strongly evokes the"; mes "light of the moon?"; next; - if (select("2nd, Marsh, Dark Knights:4th, the Desert, the Sand:10th, Deep Cave, Dark Knight:5th, Marsh, Wolves") == 4) + if (select("2nd, Marsh, Dark Knights", "4th, the Desert, the Sand", "10th, Deep Cave, Dark Knight", "5th, Marsh, Wolves") == 4) .@moon_point += 10; mes "[Beeryu]"; mes "Well, I've asked the"; @@ -1419,7 +1419,7 @@ job_star,95,33,0 script Beeryu#job_star 1_M_MOC_LORD,{ mes "Ah, and let me know when"; mes "you want to return to Payon."; next; - if (select("Return to Payon:Cancel") == 1) { + if (select("Return to Payon", "Cancel") == 1) { mes "[Beeryu]"; mes "Be safe!"; close2; @@ -1524,7 +1524,7 @@ job_star,161,33,0 script Cheehee#job_star 1_F_ORIENT_03,{ mes "groups shines brightest"; mes "with starlight?"; next; - if (select("5th day, Deep Cave, Sand:10th day, Desert, Sand:25th day, Deep Cave, Knights:10th day, Desert, Knights") == 3) { + if (select("5th day, Deep Cave, Sand", "10th day, Desert, Sand", "25th day, Deep Cave, Knights", "10th day, Desert, Knights") == 3) { mes "[Cheehee]"; mes "You're right. The combination"; mes "of the 25th day, a multiple of"; @@ -1595,7 +1595,7 @@ job_star,161,33,0 script Cheehee#job_star 1_F_ORIENT_03,{ mes "Do you wish to"; mes "leave the Star Room?"; next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { mes "[Cheehee]"; mes "Then, I shall guide"; mes "you to Payon, the closest"; @@ -1616,7 +1616,7 @@ job_star,161,33,0 script Cheehee#job_star 1_F_ORIENT_03,{ mes "they? Would you like"; mes "to return to Payon now?"; next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { mes "[Cheehee]"; mes "I see."; mes "Let me guide"; @@ -1637,7 +1637,7 @@ job_star,161,33,0 script Cheehee#job_star 1_F_ORIENT_03,{ mes "they? Would you like"; mes "to return to Payon now?"; next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { mes "[Cheehee]"; mes "I see."; mes "Let me guide"; diff --git a/npc/jobs/2-2/alchemist.txt b/npc/jobs/2-2/alchemist.txt index 58a0a687b..634e0753b 100644 --- a/npc/jobs/2-2/alchemist.txt +++ b/npc/jobs/2-2/alchemist.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Kisuka //= Copyright (C) L0ne_W0lf //= Copyright (C) Vicious @@ -41,218 +41,239 @@ alde_alche,27,185,5 script Alchemist Guildsman#am 4_F_ALCHE,{ mes "[Parmy Gianino]"; if (Upper == 1) { - mes "Welcome to the"; - mes "Alchemist Unio--"; - mes "I-Impossible! How c-can"; - mes "something like this happen?"; + mes "Welcome to the\r" + "Alchemist Unio--"; + mes "I-Impossible! How c-can\r" + "something like this happen?"; next; mes "[Parmy Gianino]"; mes "Wait, wait..."; - mes "I'm sorry. I was confused,"; - mes "that's all. You look just like"; - mes "someone I used to know. "; - mes "Still, I get this weird"; - mes "feeling about you..."; + mes "I'm sorry. I was confused,\r" + "that's all. You look just like\r" + "someone I used to know."; + mes "Still, I get this weird\r" + "feeling about you..."; close; } if (BaseJob != Job_Merchant) { if (BaseJob == Job_Alchemist) { - mes "Welcome, " + strcharinfo(0) + "."; - mes "The Alchemist Union"; - mes "is busy today, like always."; + mesf("Welcome, %s.", strcharinfo(PC_NAME)); + mes "The Alchemist Union\r" + "is busy today, like always."; next; mes "[Parmy Gianino]"; - mes "Everyone is busy with their"; - mes "own research, but recently, some headway has been made in the field of biotechnology."; + mes "Everyone is busy with their\r" + "own research, but recently, some headway has been made in the field of biotechnology."; next; mes "[Parmy Gianino]"; - mes "Everyone is hoping that the biotechnological studies will yield positive results. Speaking of which, I wonder how the Alchemists working on artificial life are doing..."; + mes "Everyone is hoping that the biotechnological studies will yield positive results. " + "Speaking of which, I wonder how the Alchemists working on artificial life are " + "doing..."; close; } else if (BaseClass == Job_Novice) { - mes "Welcome to the"; - mes "Alchemist Union."; - mes "We are recruiting"; - mes "talented people"; - mes "with novel ideas."; + mes "Welcome to the\r" + "Alchemist Union."; + mes "We are recruiting\r" + "talented people\r" + "with novel ideas."; next; mes "[Parmy Gianino]"; - mes "If you're interested in working with chemistry, visit us later when you become more knowledgable."; + mes "If you're interested in working with chemistry, visit us later when you become more " + "knowledgable."; next; mes "[Parmy Gianino]"; - mes "Just one thing:"; - mes "You've got to have"; - mes "knowledge of items"; - mes "as a Merchant first."; + mes "Just one thing:\r" + "You've got to have\r" + "knowledge of items\r" + "as a Merchant first."; close; } - mes "Welcome to the"; - mes "Alchemist Union."; - mes "We are recruiting"; - mes "talented people"; - mes "with novel ideas."; + mes "Welcome to the\r" + "Alchemist Union."; + mes "We are recruiting\r" + "talented people\r" + "with novel ideas."; next; mes "[Parmy Gianino]"; - mes "If you know any exceptional Merchants, by all means, please refer them to us. Those types of people tend to have a talent for Alchemy and experimentation~"; + mes "If you know any exceptional Merchants, by all means, please refer them to us. Those types of " + "people tend to have a talent for Alchemy and experimentation~"; close; } if (ALCH_Q == 0) { - mes "Welcome to the"; - mes "Alchemist Union."; + mes "Welcome to the\r" + "Alchemist Union."; mes "How may I help you?"; next; - switch(select("I would like to learn about Alchemists.:I want to become an Alchemist.:Nothing.")) { + switch (select("I would like to learn about Alchemists.", + "I want to become an Alchemist.", + "Nothing.")) { case 1: mes "[Parmy Gianino]"; - mes "Alchemists study and create new substances and items out of existing materials. Our knowledge allows us to change the properties of chemicals at the atomic level."; + mes "Alchemists study and create new substances and items out of existing materials. Our " + "knowledge allows us to change the properties of chemicals at the atomic level."; next; mes "[Parmy Gianino]"; - mes "Most people think our final goal"; - mes "is to create gold, but that's not the entire truth. We also want to create things like medicines"; - mes "and new materials."; + mes "Most people think our final goal\r" + "is to create gold, but that's not the entire truth. We also want to create things " + "like medicines\r" + "and new materials."; next; mes "[Parmy Gianino]"; - mes "A few of us research the"; - mes "creation of life, although many of us consider that god's territory. That field is so complex, most of us deal with slightly less complicated projects anyway."; + mes "A few of us research the\r" + "creation of life, although many of us consider that god's territory. That field is so " + "complex, most of us deal with slightly less complicated projects anyway."; next; mes "[Parmy Gianino]"; - mes "If you are interested in becoming an Alchemist, I recommend that you first get a lot of experience as a Merchant. Being a Merchant is a great opportunity to learn about materials as you deal with them."; + mes "If you are interested in becoming an Alchemist, I recommend that you first get a lot of " + "experience as a Merchant. Being a Merchant is a great opportunity to learn about " + "materials as you deal with them."; next; mes "[Parmy Gianino]"; - mes "Whether or not you try to become"; - mes "an Alchemist is your decision. The road to becoming an Alchemist is very challenging, and you'll need to focus on experimentation and research, instead of commerce."; + mes "Whether or not you try to become an Alchemist is your decision. The road to becoming an " + "Alchemist is very challenging, and you'll need to focus on experimentation and " + "research, instead of commerce."; close; case 2: mes "[Parmy Gianino]"; mes "Is that so?"; mes "Nice to meet you."; - mes "My name is Parmy Gianino"; - mes "of the Alchemist Union."; + mes "My name is Parmy Gianino\r" + "of the Alchemist Union."; next; mes "[Parmy Gianino]"; - mes "If you join our Union and"; - mes "complete the training, you"; - mes "will be officially recognized"; - mes "as an Alchemist and be able"; - mes "to contribute to our research."; + mes "If you join our Union and\r" + "complete the training, you\r" + "will be officially recognized\r" + "as an Alchemist and be able\r" + "to contribute to our research."; next; mes "[Parmy Gianino]"; mes "But we don't accept everyone."; - mes "You must have a lot of tenacity"; - mes "and sincere devotion in exploring"; - mes "the various fields of science."; + mes "You must have a lot of tenacity\r" + "and sincere devotion in exploring\r" + "the various fields of science."; next; mes "[Parmy Gianino]"; - mes "There are a couple"; - mes "of requirements to join"; - mes "the Alchemist Union, but"; - mes "we'll discuss that"; - mes "after you apply."; + mes "There are a couple\r" + "of requirements to join\r" + "the Alchemist Union, but\r" + "we'll discuss that\r" + "after you apply."; next; mes "[Parmy Gianino]"; - mes "Well then, would"; - mes "you like to apply"; - mes "for registration?"; + mes "Well then, would\r" + "you like to apply\r" + "for registration?"; next; - if (select("I would like to apply.:I'll do it later.") == 1) { + if (select("I would like to apply.", "I'll do it later.") == 1) { if (JobLevel < 40) { mes "[Parmy Gianino]"; mes "Hmmm..."; mes "Just a moment."; - mes "I'm sorry to say that"; - mes "you're not experienced"; - mes "enough as a Merchant to"; - mes "join us right now."; + mes "I'm sorry to say that\r" + "you're not experienced\r" + "enough as a Merchant to\r" + "join us right now."; next; mes "[Parmy Gianino]"; - mes "You must be at least"; - mes "^551A8BJob Level 40^000000 to become"; - mes "an Alchemist. Come back"; - mes "later when you meet the"; - mes "Job Level requirement, okay?"; + mes "You must be at least\r" + "^551A8BJob Level 40^000000 to become\r" + "an Alchemist. Come back\r" + "later when you meet the\r" + "Job Level requirement, okay?"; close; } mes "[Parmy Gianino]"; - mes "Alright, your application has been accepted. Now, you must pay the 50,000 Zeny application fee and bring some items before you can begin your formal training."; + mes "Alright, your application has been accepted. Now, you must pay the 50,000 Zeny " + "application fee and bring some items before you can begin your formal " + "training."; next; mes "[Parmy Gianino]"; - mes "But if you bring an ^551A8BOld Magic Book^000000 and ^551A8BHammer of Blacksmith^000000,"; - mes "we will accept that as a substitute for the item requirement."; + mesf("But if you bring an ^551A8B%s^000000 and ^551A8B%s^000000,\r" + "we will accept that as a substitute for the item requirement.", + getitemname(Old_Magic_Book), getitemname(Hammer_Of_Blacksmith)); next; mes "[Parmy Gianino]"; mes "Now..."; - mes "Please sign"; - mes "the application."; + mes "Please sign\r" + "the application."; next; - select(strcharinfo(0)); + select(strcharinfo(PC_NAME)); mes "[Parmy Gianino]"; - mes "Good, good. Now, if you have"; - mes "the Zeny for your application fee ready, I will tell you which items you will need to bring. Now, pay attention."; + mes "Good, good. Now, if you have\r" + "the Zeny for your application fee ready, I will tell you which items you will " + "need to bring. Now, pay attention."; next; if (Zeny < 50000) { mes "[Parmy Gianino]"; - mes "Uh oh. You don't"; - mes "seem to have enough Zeny."; - mes "Come back to me when you have 50,000 Zeny, otherwise we can't process your application."; + mes "Uh oh. You don't\r" + "seem to have enough Zeny.\r" + "Come back to me when you have 50,000 Zeny, otherwise we can't process " + "your application."; close; } Zeny -= 50000; mes "[Parmy Gianino]"; mes "Let's see."; - mes "" + strcharinfo(0); - mes "needs to bring..."; + mesf("%s\r" + "needs to bring...", + strcharinfo(PC_NAME)); switch(rand(1,3)) { case 1: ALCH_Q = 1; setquest 2028; - mes "^551A8B7 Berserk Potions^000000."; + mesf("^551A8B7 %s^000000.", getitemname(Berserk_Potion)); break; case 2: ALCH_Q = 2; setquest 2029; - mes "^551A8B100 Mini Furnaces^000000."; + mesf("^551A8B100 %s^000000.", getitemname(Portable_Furnace)); break; case 3: ALCH_Q = 3; setquest 2030; - mes "^551A8B7,500 Fire Arrows^000000."; + mesf("^551A8B7,500 %s^000000.", getitemname(Fire_Arrow)); } next; mes "[Parmy Gianino]"; - mes "Once you've gathered"; - mes "those items, come back"; - mes "to me and your training"; - mes "as an Alchemist will begin."; + mes "Once you've gathered\r" + "those items, come back\r" + "to me and your training\r" + "as an Alchemist will begin."; mes "See you soon~"; close; } mes "[Parmy Gianino]"; - mes "Talented Merchants"; - mes "are always welcome here."; + mes "Talented Merchants\r" + "are always welcome here."; mes "Please come back soon."; close; case 3: mes "[Parmy Gianino]"; mes "Umm..."; - mes "Please let me know"; - mes "if you need anything."; + mes "Please let me know\r" + "if you need anything."; close; } } else if (ALCH_Q >= 1 && ALCH_Q <= 3) { if (countitem(Old_Magic_Book) > 0 && countitem(Hammer_Of_Blacksmith) > 0) { mes "Well now~!"; - mes "You've brought an"; - mes "Old Magic Book and"; - mes "a Hammer of Blacksmith."; - mes "We'll put these items"; - mes "to good use."; + mesf("You've brought an\r" + "%s and\r" + "a %s.", + getitemname(Old_Magic_Book), + getitemname(Hammer_Of_Blacksmith)); + mes "We'll put these items\r" + "to good use."; next; delitem Old_Magic_Book,1; delitem Hammer_Of_Blacksmith,1; mes "[Parmy Gianino]"; - mes "Okay, now you need to learn"; - mes "the basics to being an Alchemist and learn the procedures for mixing chemicals and medicines."; + mes "Okay, now you need to learn\r" + "the basics to being an Alchemist and learn the procedures for mixing chemicals and " + "medicines."; ALCH_Q = 4; if (questprogress(2028)) { changequest 2028,2031; @@ -265,10 +286,12 @@ alde_alche,27,185,5 script Alchemist Guildsman#am 4_F_ALCHE,{ } next; mes "[Parmy Gianino]"; - mes "But before all of that, you need to speak to Raspuchin. I'm not really sure what you'll be talking about with him..."; + mes "But before all of that, you need to speak to Raspuchin. I'm not really sure what you'll " + "be talking about with him..."; next; mes "[Parmy Gianino]"; - mes "It shouldn't be anything extraordinary, but you're still required to speak to Raspuchin, since apparently he's a part of the Alchemist selection process."; + mes "It shouldn't be anything extraordinary, but you're still required to speak to Raspuchin, " + "since apparently he's a part of the Alchemist selection process."; close; } switch(ALCH_Q) { @@ -277,15 +300,16 @@ alde_alche,27,185,5 script Alchemist Guildsman#am 4_F_ALCHE,{ case 3: setarray .@items[0],1752,7500; break; } if (countitem(.@items[0]) >= .@items[1]) { - mes "Seems like"; - mes "you're all ready."; - mes "The Union will put"; - mes "these items to good use."; + mes "Seems like\r" + "you're all ready."; + mes "The Union will put\r" + "these items to good use."; next; delitem .@items[0],.@items[1]; mes "[Parmy Gianino]"; - mes "Okay, now you need to learn"; - mes "the basics to being an Alchemist and learn the procedures for mixing chemicals and medicines."; + mes "Okay, now you need to learn\r" + "the basics to being an Alchemist and learn the procedures for mixing chemicals and " + "medicines."; ALCH_Q = 4; if (questprogress(2028)) { changequest 2028,2031; @@ -298,45 +322,49 @@ alde_alche,27,185,5 script Alchemist Guildsman#am 4_F_ALCHE,{ } next; mes "[Parmy Gianino]"; - mes "But before all of that, you need to speak to Raspuchin. I'm not really sure what you'll be talking about with him..."; + mes "But before all of that, you need to speak to Raspuchin. I'm not really sure what you'll " + "be talking about with him..."; next; mes "[Parmy Gianino]"; - mes "It shouldn't be anything extraordinary, but you're still required to speak to Raspuchin, since apparently he's a part of the Alchemist selection process."; + mes "It shouldn't be anything extraordinary, but you're still required to speak to Raspuchin, " + "since apparently he's a part of the Alchemist selection process."; close; } mes "Aren't you ready?"; - mes "Like I said before,"; - mes "you must bring"; - mes "^551A8B"+.@items[1]+" "+getitemname(.@items[0])+"s^000000."; + mesf("Like I said before,\r" + "you must bring\r" + "^551A8B%d %s^000000.", + .@items[1], + getitemname(.@items[0])); next; mes "[Parmy Gianino]"; - mes "Come back when you"; - mes "have prepared the"; - mes "required items."; + mes "Come back when you\r" + "have prepared the\r" + "required items."; close; } else if (ALCH_Q == 4) { - mes "Go and talk to"; - mes "Mr. Raspuchin."; - mes "He's involved in the"; - mes "Alchemist selection process, whatever that might mean."; + mes "Go and talk to\r" + "Mr. Raspuchin."; + mes "He's involved in the\r" + "Alchemist selection process, whatever that might mean."; next; mes "[Parmy Gianino]"; - mes "Hopefully, it"; - mes "won't be too much of"; - mes "a problem. I guess he'll just interview you, and ask you"; - mes "some simple questions."; + mes "Hopefully, it\r" + "won't be too much of\r" + "a problem. I guess he'll just interview you, and ask you\r" + "some simple questions."; close; } else { - mes "Ah, I'm sorry, but"; - mes "I'm busy right now~"; + mes "Ah, I'm sorry, but\r" + "I'm busy right now~"; next; mes "[Parmy Gianino]"; - mes "Why don't you ask"; - mes "someone else if you're"; - mes "not sure who to visit"; - mes "next? Good luck~"; + mes "Why don't you ask\r" + "someone else if you're\r" + "not sure who to visit\r" + "next? Good luck~"; close; } } @@ -345,67 +373,68 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{ mes "[Raspuchin Gregory]"; if (BaseJob != Job_Merchant) { if (BaseJob == Job_Alchemist) { - mes "Heeheehee"; - mes "keheheh~!"; + mes "Heeheehee\r" + "keheheh~!"; mes "Eh? What do you want?!"; next; mes "[Raspuchin Gregory]"; - mes "You're not here to steal my experimental results or plagiarize my work, are you? How dare you consider intellectual theft!"; + mes "You're not here to steal my experimental results or plagiarize my work, are you? How dare " + "you consider intellectual theft!"; next; mes "[Raspuchin Gregory]"; mes "You're not, are you?"; - mes "Well, as a colleague,"; - mes "let me just warn you"; - mes "that such tricks aren't"; - mes "tolerated here in the"; - mes "Alchemist Union!"; + mes "Well, as a colleague,\r" + "let me just warn you\r" + "that such tricks aren't\r" + "tolerated here in the\r" + "Alchemist Union!"; close; } else if (BaseClass == Job_Novice) { - mes "Heeheehee"; - mes "keheheh~!"; - mes "How cute, you've come"; - mes "all this way just to play..."; + mes "Heeheehee\r" + "keheheh~!"; + mes "How cute, you've come\r" + "all this way just to play..."; next; mes "[Raspuchin Gregory]"; - mes "I'll let you"; - mes "go this time..."; - mes "But next time, don't"; - mes "expect to leave so easily..."; + mes "I'll let you\r" + "go this time..."; + mes "But next time, don't\r" + "expect to leave so easily..."; close; } else { mes "What is it?!"; - mes "You're curious as"; - mes "to what I'm doing?"; + mes "You're curious as\r" + "to what I'm doing?"; next; mes "[Raspuchin Gregory]"; - mes "Heehee"; - mes "keheheh~!"; - mes "Why, I'm busy"; - mes "researching,"; - mes "of course!"; + mes "Heehee\r" + "keheheh~!"; + mes "Why, I'm busy\r" + "researching,\r" + "of course!"; next; mes "[Raspuchin Gregory]"; - mes "Once this"; - mes "potion is complete..."; - mes "You can use it to take"; - mes "over an entire nation!"; + mes "Once this\r" + "potion is complete..."; + mes "You can use it to take\r" + "over an entire nation!"; next; mes "[Raspuchin Gregory]"; mes "Hee hee hee!"; - mes "Something this"; - mes "dangerous has to"; - mes "be kept a secret!"; + mes "Something this\r" + "dangerous has to\r" + "be kept a secret!"; mes "Understand?"; close; } } if (ALCH_Q == 0) { - mes "Heeheehee"; - mes "keheheh~!"; - mes "What do you"; - mes "want, kid?"; + mes "Heeheehee\r" + "keheheh~!"; + mes "What do you\r" + "want, kid?"; next; mes "[Raspuchin Gregory]"; mes "A Merchant should go and set up shop and vend items. Why are you wandering in a place like this?"; @@ -413,32 +442,32 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{ mes "[Raspuchin Gregory]"; mes "Heheheh~!"; mes "Go vend somwhere else!"; - mes "And leave me to my"; - mes "dark enterprise!"; + mes "And leave me to my\r" + "dark enterprise!"; close; - } - else if (ALCH_Q >= 1 && ALCH_Q <= 3) { - mes "Heeheehee"; - mes "keheheh~!"; - mes "What do you"; - mes "want, kid?"; + } else if (ALCH_Q >= 1 && ALCH_Q <= 3) { + mes "Heeheehee\r" + "keheheh~!"; + mes "What do you\r" + "want, kid?"; next; mes "[Raspuchin Gregory]"; mes "What...?"; mes "Learn Alchemy?!"; - mes "Don't even speak"; - mes "such nonsense!"; + mes "Don't even speak\r" + "such nonsense!"; next; mes "[Raspuchin Gregory]"; - mes "Even if you tried studying for a thousand years, maybe even more, it'd be useless to you! Forget about it and just worry about your store!"; + mes "Even if you tried studying for a thousand years, maybe even more, it'd be useless to you! Forget " + "about it and just worry about your store!"; close; } else if ((ALCH_Q == 4) || (ALCH_Q == 5)) { if (ALCH_Q == 4) { mes "Heeheehee"; mes "keheheh~!"; - mes "What do you"; - mes "want, kid?"; + mes "What do you\r" + "want, kid?"; next; mes "[Raspuchin Gregory]"; mes "What...?"; @@ -447,44 +476,48 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{ mes "I just don't...!"; next; mes "[Raspuchin Gregory]"; - mes "Nowadays, anyone thinks they can"; - mes "be Alchemists just by knowing how to mix a few herbs. That's why my interview is necessary."; + mes "Nowadays, anyone thinks they can\r" + "be Alchemists just by knowing how to mix a few herbs. That's why my interview is " + "necessary."; next; mes "[Raspuchin Gregory]"; - mes "Heeheehee"; - mes "keheheh~!"; - mes "I plan on weeding out all the dumb and incompetent, and chase them"; - mes "all away! We don't need morons!"; + mes "Heeheehee\r" + "keheheh~!"; + mes "I plan on weeding out all the dumb and incompetent, and chase them\r" + "all away! We don't need morons!"; next; if (JobLevel == 50) { mes "[Raspuchin Gregory]"; mes "Wait..."; - mes "Maybe I've"; - mes "misjudged you."; - if (Sex) { - mes "You might be a pretty boy,"; - mes "but I can tell you're smart"; - mes "from your eyes."; + mes "Maybe I've\r" + "misjudged you."; + if (Sex == SEX_MALE) { + mes "You might be a pretty boy,\r" + "but I can tell you're smart\r" + "from your eyes."; } else { - mes "Huh. You're a cutie alright,"; - mes "but I can tell you've got brains."; + mes "Huh. You're a cutie alright,\r" + "but I can tell you've got brains."; } next; mes "[Raspuchin Gregory]"; mes "You're not just some stupid kid."; - mes "I can tell youve gone through some rough times as a Merchant. Excellent. Keh heh heh~"; + mes "I can tell youve gone through some rough times as a Merchant. Excellent. Keh heh " + "heh~"; next; mes "[Raspuchin Gregory]"; - mes "Fine, just so we don't insult each other's intelligence, I'll just let you pass the interview."; + mes "Fine, just so we don't insult each other's intelligence, I'll just let you pass " + "the interview."; next; mes "[Raspuchin Gregory]"; - mes "So hurry up, become an Alchemist, do some good research, and you might turn out to be of some help to me. Hahahahahaha~!"; + mes "So hurry up, become an Alchemist, do some good research, and you might turn out " + "to be of some help to me. Hahahahahaha~!"; next; mes "[Raspuchin Gregory]"; mes "Now go to Darwin!"; - mes "He'll teach you how to do the experiments. Just tell him that"; - mes "I sent you."; + mes "He'll teach you how to do the experiments. Just tell him that\r" + "I sent you."; ALCH_Q = 6; changequest 2031,2032; close; @@ -492,25 +525,25 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{ else { mes "[Raspuchin Gregory]"; mes "Surprised, are you?"; - mes "Keheheh~ If you thought"; - mes "becoming an Alchemist was"; - mes "just a matter of changing"; - mes "your clothes, then you're"; - mes "sadly mistaken."; + mes "Keheheh~ If you thought\r" + "becoming an Alchemist was\r" + "just a matter of changing\r" + "your clothes, then you're\r" + "sadly mistaken."; next; mes "[Raspuchin Gregory]"; - mes "Now, try solving"; - mes "all these problems."; - mes "Let's see how smart"; - mes "really are."; + mes "Now, try solving\r" + "all these problems."; + mes "Let's see how smart\r" + "really are."; } } else if (ALCH_Q == 5) { mes "What...?!"; - mes "You want to take"; - mes "the test again?!"; - mes "I thought I told"; - mes "you to leave!"; + mes "You want to take\r" + "the test again?!"; + mes "I thought I told\r" + "you to leave!"; next; mes "[Raspuchin Gregory]"; mes "I don't like it..."; @@ -518,15 +551,15 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{ next; mes "[Raspuchin Gregory]"; mes "Fine..."; - mes "I'll try to overlook your pitiful performance last time and give"; - mes "you another chance. Don't screw"; - mes "up again, got it?"; + mes "I'll try to overlook your pitiful performance last time and give\r" + "you another chance. Don't screw\r" + "up again, got it?"; next; mes "[Raspuchin Gregory]"; - mes "Now then,"; - mes "give me all the"; - mes "^551A8Bright^000000 answers"; - mes "this time."; + mes "Now then,\r" + "give me all the\r" + "^551A8Bright^000000 answers\r" + "this time."; } next; switch(rand(1,3)) { @@ -562,38 +595,52 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{ input .@input; if (.@input != 742) .@w_point += 1; mes "[Raspuchin Gregory]"; - mes "How much do"; - mes "12 Red Potions,"; - mes "1 Butterfly Wing"; - mes "and 5 Fly Wings cost"; - mes "after a 24 % discount?"; + mesf("How much do\r" + "12 %s,\r" + "1 %s\r" + "and 5 %s cost\r" + "after a 24%% discount?", + getitemname(Red_Potion), + getitemname(Wing_Of_Butterfly), + getitemname(Wing_Of_Fly)); next; input .@input; if (.@input != 909) .@w_point += 1; mes "[Raspuchin Gregory]"; - mes "What is the"; - mes "total weight of"; - mes "3 Scimiters, 2 Helms"; - mes "and 1 Long Coat?"; + mesf("What is the\r" + "total weight of\r" + "3 %s, 2 %s\r" + "and 1 %s?", + getitemname(Scimiter), + getitemname(Helm), + getitemname(Coat)); next; input .@input; if (.@input != 450) .@w_point += 1; mes "[Raspuchin Gregory]"; - mes "What is the"; - mes "total defense of"; - mes "a Biretta, Mantle,"; - mes "Opera Mask, Ribbon,"; - mes "Muffler, Boots, and"; - mes "Ear Muffs?"; + mesf("What is the\r" + "total defense of\r" + "a %s, %s,\r" + "%s, %s,\r" + "%s, %s, and\r" + "%s?", + getitemname(Biretta), + getitemname(Mantle), + getitemname(Phantom_Of_Opera), + getitemname(Ribbon), + getitemname(Muffler), + getitemname(Boots), + getitemname(Ear_Mufs)); next; input .@input; if (.@input != 20) .@w_point += 1; mes "[Raspuchin Gregory]"; - mes "If you buy 5 Helms"; - mes "with a 24 % discount"; - mes "and sell it at 20"; - mes "how much profit"; - mes "do you earn?"; + mesf("If you buy 5 %s\r" + "with a 24%% discount\r" + "and sell it at 20\r" + "how much profit\r" + "do you earn?", + getitemname(Helm)); next; input .@input; if (.@input != 8800) .@w_point += 1; @@ -635,39 +682,53 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{ input .@input; if (.@input != 742) .@w_point += 1; mes "[Raspuchin Gregory]"; - mes "What is the"; - mes "total price of"; - mes "15 Green Potions,"; - mes "6 Magnifiers and"; - mes "4 Traps after"; - mes "a 24 % discount?"; + mesf("What is the\r" + "total price of\r" + "15 %s,\r" + "6 %s and\r" + "4 %s after\r" + "a 24%% discount?", + getitemname(Green_Potion), + getitemname(Spectacles), + getitemname(Booby_Trap)); next; input .@input; if (.@input != 934) .@w_point += 1; mes "[Raspuchin Gregory]"; - mes "What is the"; - mes "total weight of"; - mes "3 Ring Pommel Sabers,"; - mes "4 Caps, and 2 Boots?"; + mesf("What is the\r" + "total weight of\r" + "3 %s,\r" + "4 %s, and 2 %s?", + getitemname(Ring_Pommel_Saber), + getitemname(Cap), + getitemname(Boots)); next; input .@input; if (.@input != 550) .@w_point += 1; mes "[Raspuchin Gregory]"; - mes "What is the"; - mes "total defense of"; - mes "a Buckler, Long Coat,"; - mes "Gas Mask, Big Ribbon,"; - mes "Cute Ribbon, Sakkat,"; - mes "and Glasses?"; + mesf("What is the\r" + "total defense of\r" + "a %s, %s,\r" + "%s, %s.\r" + "%s, %s,\r" + "and %s?", + getitemname(Buckler), + getitemname(Coat), + getitemname(Gas_Mask), + getitemname(Big_Sis_Ribbon), + getitemname(Fillet), + getitemname(Sahkkat), + getitemname(Glasses)); next; input .@input; if (.@input != 16) .@w_point += 1; mes "[Raspuchin Gregory]"; - mes "How much profit do you"; - mes "make if you buy Tights"; - mes "at a 24 % discount and"; - mes "sell it at 20 % of"; - mes "the normal price?"; + mesf("How much profit do you\r" + "make if you buy %s\r" + "at a 24%% discount and\r" + "sell it at 20%% of\r" + "the normal price?", + getitemname(Tights)); next; input .@input; if (.@input != 8520) .@w_point += 1; @@ -704,36 +765,50 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{ input .@input; if (.@input != 742) .@w_point += 1; mes "[Raspuchin Gregory]"; - mes "What is the"; - mes "total cost of"; - mes "6 Red Potions,"; - mes "7 Green Potions,"; - mes "and 8 Fly Wings"; - mes "after a 24 % discount?"; + mesf("What is the\r" + "total cost of\r" + "6 %s,\r" + "7 %s,\r" + "and 8 %s\r" + "after a 24%% discount?", + getitemname(Red_Potion), + getitemname(Green_Potion), + getitemname(Wing_Of_Fly)); next; input .@input; if (.@input != 798) .@w_point += 1; mes "[Raspuchin Gregory]"; - mes "What is the"; - mes "total weight of"; - mes "2 Ring Pommel Sabers,"; - mes "3 Caps, and 3 boots?"; + mesf("What is the\r" + "total weight of\r" + "2 %s,\r" + "3 %s, and 3 %s?", + getitemname(Ring_Pommel_Saber), + getitemname(Cap), + getitemname(Boots)); next; input .@input; if (.@input != 480) .@w_point += 1; mes "[Raspuchin Gregory]"; - mes "What is the"; - mes "total defense of"; - mes "a Mirror Shield, Mr. Smile, Leather Jacket, Silk Robe, Wedding Veil, Muffler, and Eye Patch?"; + mesf("What is the\r" + "total defense of\r" + "a %s, %s, %s, %s, %s, %s, and %s?", + getitemname(Mirror_Shield), + getitemname(Mr_Smile), + getitemname(Leather_Jacket), + getitemname(Silk_Robe), + getitemname(Wedding_Veil), + getitemname(Muffler), + getitemname(Eye_Bandage)); next; input .@input; if (.@input != 12) .@w_point += 1; mes "[Raspuchin Gregory]"; - mes "If you buy 4 Padded Armors"; - mes "at a 24% discount and sell"; - mes "them at 20% of the original"; - mes "price, how much profit would"; - mes "you make from this sale?"; + mesf("If you buy 4 Padded Armors\r" + "at a 24%% discount and sell\r" + "them at 20%% of the original\r" + "price, how much profit would\r" + "you make from this sale?", + getitemname(Padded_Armor)); next; input .@input; if (.@input != 7680) .@w_point += 1; @@ -755,44 +830,45 @@ alde_alche,175,107,3 script Fastidious Alchemist#am 4_M_ALCHE_B,{ } else if (.@w_point == 2 && ALCH_Q == 5) { mes "[Raspuchin Gregory]"; - mes "You've got serious"; - mes "weaknesses in math,"; - mes "but I'll let you go this time..."; + mes "You've got serious\r" + "weaknesses in math,\r" + "but I'll let you go this time..."; next; } else { ALCH_Q = 5; mes "[Raspuchin Gregory]"; mes "Keheheh! Idiot!"; - mes "Just listening to your"; - mes "answers is making me feel"; - mes "stupider! You might as well"; - mes "have got them all wrong!"; + mes "Just listening to your\r" + "answers is making me feel\r" + "stupider! You might as well\r" + "have got them all wrong!"; next; mes "[Raspuchin Gregory]"; - mes "How can a person that"; - mes "can't even answer all of"; - mes "these simple questions think"; - mes "of becoming an Alchemist?!"; + mes "How can a person that\r" + "can't even answer all of\r" + "these simple questions think\r" + "of becoming an Alchemist?!"; next; mes "[Raspuchin Gregory]"; mes "Hm...?"; - mes "Did you get"; - mes "any right?"; + mes "Did you get\r" + "any right?"; next; mes "[Raspuchin Gregory]"; - mes "Fool! Even if you make one little mistake, everything goes wrong"; - mes "in Alchemy! Now get out of here!"; + mes "Fool! Even if you make one little mistake, everything goes wrong\r" + "in Alchemy! Now get out of here!"; mes "You make me sick!"; close; } mes "[Raspuchin Gregory]"; - mes "So hurry up, become an Alchemist, do some good research, and you might turn out to be of some help to me. Hahahahahaha~!"; + mes "So hurry up, become an Alchemist, do some good research, and you might turn out to be of some " + "help to me. Hahahahahaha~!"; next; mes "[Raspuchin Gregory]"; mes "Now go to Darwin!"; - mes "He'll teach you how to do the experiments. Just tell him that"; - mes "I sent you."; + mes "He'll teach you how to do the experiments. Just tell him that\r" + "I sent you."; ALCH_Q = 6; changequest 2031,2032; close; @@ -825,16 +901,16 @@ alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{ if (BaseJob == Job_Alchemist) { mes "Ah..."; mes "You..."; - mes "You've become"; - mes "an Alchemist."; + mes "You've become\r" + "an Alchemist."; next; mes "[Darwin]"; mes "Remember..."; - mes "In your quest"; - mes "to make your"; - mes "dreams come true,"; - mes "do not lose what"; - mes "you cherish."; + mes "In your quest\r" + "to make your\r" + "dreams come true,\r" + "do not lose what\r" + "you cherish."; next; mes "[Darwin]"; mes "Ah..."; @@ -843,23 +919,23 @@ alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{ close; } else { - mes "When you have"; - mes "your dreams, you"; - mes "have everything."; - mes "Without them, you have"; - mes "nothing more to lose."; + mes "When you have\r" + "your dreams, you\r" + "have everything."; + mes "Without them, you have\r" + "nothing more to lose."; next; mes "[Darwin]"; mes "These cursed eyes..."; - mes "They've lost sight of"; - mes "my dreams a long time ago."; + mes "They've lost sight of\r" + "my dreams a long time ago."; mes "Ha ha ha ha..."; next; mes "[Darwin]"; - mes "Does paradise"; - mes "really exist...?"; - mes "Not without my love..."; - mes "Not without Harmona..."; + mes "Does paradise\r" + "really exist...?"; + mes "Not without my love...\r" + "Not without Harmona..."; close; } } @@ -875,99 +951,99 @@ alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{ mes "......"; mes "Who is it...?"; next; - monster "alde_alche",13,15,"Wolf",1013,1; + monster("alde_alche", 13, 15, getmonsterinfo(WOLF, MOB_NAME), WOLF, 1); killmonsterall "alde_alche"; mes "[Darwin]"; mes "A wolf?"; mes "Or a human?"; - mes "You must be seeking"; - mes "something, are you not?"; + mes "You must be seeking\r" + "something, are you not?"; next; mes "[Darwin]"; mes "After all..."; - mes "Everyone has desires"; - mes "to fulfill. Be be careful."; - mes "Do not be like the wild"; - mes "wolf drawn to the flowers."; + mes "Everyone has desires\r" + "to fulfill. Be be careful."; + mes "Do not be like the wild\r" + "wolf drawn to the flowers."; next; mes "[Darwin]"; mes "In your efforts to gain something else, you may end up sacrificing something precious to you."; next; mes "[Darwin]"; - mes "Cultivating joy and happiness"; - mes "is much like cultivating flowers."; - mes "If something is missing, the"; - mes "flower will wilt away..."; + mes "Cultivating joy and happiness\r" + "is much like cultivating flowers."; + mes "If something is missing, the\r" + "flower will wilt away..."; next; mes "[Darwin]"; - mes "What brings you"; - mes "to this kind of place?"; + mes "What brings you\r" + "to this kind of place?"; next; - switch(select("I want to learn how to experiment.:Tell me more about flowers.:Nothing.")) { + switch (select("I want to learn how to experiment.", "Tell me more about flowers.", "Nothing.")) { case 1: mes "[Darwin]"; - mes "You wish to"; - mes "learn Alchemy?"; - mes "Everything I know,"; - mes "I've learned for the"; - mes "sake of making my"; - mes "dream come true..."; + mes "You wish to\r" + "learn Alchemy?"; + mes "Everything I know,\r" + "I've learned for the\r" + "sake of making my\r" + "dream come true..."; next; mes "[Darwin]"; - mes "I'll teach"; - mes "you the basics..."; - mes "But everything you"; - mes "learn afterwards must"; - mes "be directed through"; - mes "your own motivations."; + mes "I'll teach\r" + "you the basics..."; + mes "But everything you\r" + "learn afterwards must\r" + "be directed through\r" + "your own motivations."; next; mes "[Darwin]"; - mes "I will teach you"; - mes "how to make simple"; - mes "medicine. So please"; - mes "bring the following"; - mes "materials right away."; + mes "I will teach you\r" + "how to make simple\r" + "medicine. So please\r" + "bring the following\r" + "materials right away."; next; mes "[Darwin]"; - mes "^551A8B3 Medicine Bowls^000000,"; - mes "^551A8B3 Empty Bottles^000000,"; - mes "^551A8B1 Red Herb^000000,"; - mes "^551A8B1 Yellow Herb^000000 and"; - mes "^551A8B1 White Herb^000000."; + mesf("^551A8B3 %s^000000,", getitemname(Medicine_Bowl)); + mesf("^551A8B3 %s^000000,", getitemname(Empty_Bottle)); + mesf("^551A8B1 %s^000000,", getitemname(Red_Herb)); + mesf("^551A8B1 %s^000000 and", getitemname(Yellow_Herb)); + mesf("^551A8B1 %s^000000.", getitemname(White_Herb)); ALCH_Q = 7; changequest 2032,2033; next; mes "[Darwin]"; - mes "Once you have"; - mes "prepared everything,"; - mes "return to me."; + mes "Once you have\r" + "prepared everything,\r" + "return to me."; close; case 2: mes "[Darwin]"; mes "Flowers...?"; - mes "In the darkest"; - mes "recesses of my mind,"; - mes "there is a blossum"; - mes "that I faintly remember..."; + mes "In the darkest\r" + "recesses of my mind,\r" + "there is a blossum\r" + "that I faintly remember..."; next; mes "[Darwin]"; - mes "For the one that"; - mes "I love, I put all"; - mes "of my efforts into"; - mes "researching that one thing."; + mes "For the one that\r" + "I love, I put all\r" + "of my efforts into\r" + "researching that one thing."; next; mes "[Darwin]"; - mes "I won't tell you the details,"; - mes "but I was basically researching"; - mes "the relationship between"; - mes "wolves and flowers."; + mes "I won't tell you the details,\r" + "but I was basically researching\r" + "the relationship between\r" + "wolves and flowers."; next; mes "[Darwin]"; mes "But yes..."; mes "It was a flower."; - mes "With its shine, it was said"; - mes "to let you see paradise."; - mes "The ^551A8BIllusion Flower^000000..."; + mes "With its shine, it was said\r" + "to let you see paradise."; + mesf("The ^551A8B%s^000000...", getitemname(Illusion_Flower)); next; mes "[Darwin]"; mes "I even made"; @@ -1006,54 +1082,55 @@ alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{ next; mes "[Darwin]"; mes "Ah..."; - mes "You are the one who"; - mes "wishes to learn Alchemy."; + mes "You are the one who\r" + "wishes to learn Alchemy."; mes "Have you prepared everything?"; next; if (countitem(Illusion_Flower) > 0) { mes "[Darwin]"; mes "Wait."; - mes "That Illusion Flower."; + mesf("That %s.", getitemname(Illusion_Flower)); mes "How did you get that?"; next; mes "[Darwin]"; mes "Where did you find it?!"; - mes "The flower that slowly"; - mes "blooms under the"; - mes "moonlight?"; + mes "The flower that slowly\r" + "blooms under the\r" + "moonlight?"; mes "It's beautiful...!"; next; mes "[Darwin]"; mes "Th-That flower..."; mes "Please let me see it."; - mes "The Illusion Flower!"; + mesf("The %s!", getitemname(Illusion_Flower)); mes "Uwaaaaaaah!!"; next; mes "[Darwin]"; - mes "Would you be so kind"; - mes "as to let me have this flower?"; + mes "Would you be so kind\r" + "as to let me have this flower?"; mes "I'm sure that this is the Moonlight Flower that I've been seeking!"; next; - if (select("Sorry, I can't give it to you.:I brought it to give to you.") == 1) { + if (select("Sorry, I can't give it to you.", "I brought it to give to you.") == 1) { mes "[Darwin]"; mes "I understand."; - mes "You can't give"; - mes "such a precious"; - mes "flower to just anyone."; + mes "You can't give\r" + "such a precious\r" + "flower to just anyone."; mes "Well... It's okay."; next; mes "[Darwin]"; - mes "It just brought back old memories. I shouldn't have asked in the first place. In any case, please bring what is needed for the experiment."; + mes "It just brought back old memories. I shouldn't have asked in the first place. In " + "any case, please bring what is needed for the experiment."; next; mes "[Darwin]"; - mes "Please leave that flower"; - mes "somewhere else. It brings"; - mes "back too many memories..."; + mes "Please leave that flower\r" + "somewhere else. It brings\r" + "back too many memories..."; close; } mes "[Darwin]"; - mes "Are you"; - mes "serious?!"; + mes "Are you\r" + "serious?!"; mes "Thank you!"; mes "Such a precious flower."; mes "Ah, Harmona, my love..."; @@ -1064,72 +1141,76 @@ alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{ mes "I shall plant all of my knowledge of Alchemy directly into your mind..."; next; mes "[Darwin]"; - mes "Open your eyes wide,"; - mes "and look into my eyes!!"; + mes "Open your eyes wide,\r" + "and look into my eyes!!"; mes "Don't stop until the end!!"; next; mes "Lorem ipsum dolor sit amet,"; next; - mes "Lorem ipsum dolor sit amet,"; - mes "consectetuer adipiscing elit."; + mes "Lorem ipsum dolor sit amet,\r" + "consectetuer adipiscing elit."; next; - mes "Lorem ipsum dolor sit amet,"; - mes "consectetuer adipiscing elit."; + mes "Lorem ipsum dolor sit amet,\r" + "consectetuer adipiscing elit."; mes "Aenean fermentum ullamcorper."; next; - mes "Lorem ipsum dolor sit amet,"; - mes "consectetuer adipiscing elit."; + mes "Lorem ipsum dolor sit amet,\r" + "consectetuer adipiscing elit."; mes "Aenean fermentum ullamcorper."; mes "Vestibulum ante ipsum primis in"; next; - mes "Lorem ipsum dolor sit amet,"; - mes "consectetuer adipiscing elit."; + mes "Lorem ipsum dolor sit amet,\r" + "consectetuer adipiscing elit."; mes "Aenean fermentum ullamcorper."; - mes "Vestibulum ante ipsum primis in"; - mes "faucibus orci luctus et ultrices"; + mes "Vestibulum ante ipsum primis in\r" + "faucibus orci luctus et ultrices"; next; - mes "Lorem ipsum dolor sit amet,"; - mes "consectetuer adipiscing elit."; + mes "Lorem ipsum dolor sit amet,\r" + "consectetuer adipiscing elit."; mes "Aenean fermentum ullamcorper."; - mes "Vestibulum ante ipsum primis in"; - mes "faucibus orci luctus et ultrices"; - mes "posuere cubilia Curae; Morbi"; + mes "Vestibulum ante ipsum primis in\r" + "faucibus orci luctus et ultrices\r" + "posuere cubilia Curae; Morbi"; next; - mes "Lorem ipsum dolor sit amet,"; - mes "consectetuer adipiscing elit."; + mes "Lorem ipsum dolor sit amet,\r" + "consectetuer adipiscing elit."; mes "Aenean fermentum ullamcorper."; - mes "Vestibulum ante ipsum primis in"; - mes "faucibus orci luctus et ultrices"; - mes "posuere cubilia Curae; Morbi"; - mes "massa, fermentum vitae..."; + mes "Vestibulum ante ipsum primis in\r" + "faucibus orci luctus et ultrices\r" + "posuere cubilia Curae; Morbi\r" + "massa, fermentum vitae..."; next; delitem Illusion_Flower,1; mes "[Darwin]"; mes "^666666*Gasp...*^000000"; - mes "You are now"; - mes "an Alchemist!!"; - mes "Go to the Union"; - mes "and cast away the last"; - mes "vestiges of Merchant life!!"; + mes "You are now\r" + "an Alchemist!!"; + mes "Go to the Union\r" + "and cast away the last\r" + "vestiges of Merchant life!!"; ALCH_Q = 40; changequest 2033,2034; close; } else if (countitem(Medicine_Bowl) > 2 && countitem(Empty_Bottle) > 2 && countitem(Red_Herb) > 0 && countitem(Yellow_Herb) > 0 && countitem(White_Herb) > 0) { mes "[Darwin]"; - mes "Seems like you have everything ready. As promised, I will teach you how to make simple medicine."; + mes "Seems like you have everything ready. As promised, I will teach you how to make simple " + "medicine."; next; mes "[Darwin]"; - mes "First, prepare the Medicine Bowl. Then, you put the Herbs inside, like this, and slowly crush them."; + mesf("First, prepare the %s. Then, you put the Herbs inside, like this, and slowly " + "crush them.", + getitemname(Medicine_Bowl)); next; mes "[Darwin]"; - mes "Pour small amounts"; - mes "of clean water and stir"; - mes "the mixture until it thickens."; + mes "Pour small amounts\r" + "of clean water and stir\r" + "the mixture until it thickens."; mes "Afterwards, add some more Herbs."; next; mes "[Darwin]"; - mes "That's how you make it. If you think you have enough, gently pour the mixture into an empty bottle."; + mes "That's how you make it. If you think you have enough, gently pour the mixture into an " + "empty bottle."; delitem Medicine_Bowl,3; delitem Empty_Bottle,3; delitem Red_Herb,1; @@ -1137,14 +1218,16 @@ alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{ delitem White_Herb,1; next; mes "[Darwin]"; - mes "There you go,"; - mes "it's complete."; - mes "Now, make some medicine"; - mes "using the simple procedure"; - mes "I just explained to you."; + mes "There you go,\r" + "it's complete."; + mes "Now, make some medicine\r" + "using the simple procedure\r" + "I just explained to you."; .@w_point = 0; next; - switch(select("Prepare the Medicine Bowl.:Put the Medicine Bowl on your head.:Kick the Medicine Bowl.")) { + switch (select(sprintf(_$("Prepare the %s."), getitemname(Medicine_Bowl)), + sprintf(_$("Put the %s on your head."), getitemname(Medicine_Bowl)), + sprintf(_$("Kick the %s."), getitemname(Medicine_Bowl)))) { case 1: break; case 2: @@ -1160,13 +1243,15 @@ alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{ next; break; } - switch(select("Put some dirt in the Medicine Bowl.:Put some Herbs in the Medicine Bowl.:Put a Harp in the Medicine Bowl.")) { + switch (select(sprintf(_$("Put some dirt in the %s."), getitemname(Medicine_Bowl)), + sprintf(_$("Put some Herbs in the %s."), getitemname(Medicine_Bowl)), + sprintf(_$("Put a Harp in the %s."), getitemname(Medicine_Bowl)))) { case 1: ++.@w_point; mes "[Darwin]"; mes "...Eh!?"; - mes "That's not"; - mes "medicine!"; + mes "That's not\r" + "medicine!"; next; break; case 2: @@ -1175,32 +1260,36 @@ alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{ ++.@w_point; mes "[Darwin]"; mes "A Harp?"; - mes "And how would"; - mes "you do that?"; + mes "And how would\r" + "you do that?"; next; break; } - switch(select("Crush the Herbs.:Crush the Medicine Bowl.:Crush Darwin's foot.")) { + switch (select("Crush the Herbs.", + sprintf(_$("Crush the %s."), getitemname(Medicine_Bowl)), + "Crush Darwin's foot.")) { case 1: break; case 2: ++.@w_point; mes "[Darwin]"; - mes "Wh-What are"; - mes "you doing!?"; + mes "Wh-What are\r" + "you doing!?"; next; break; case 3: ++.@w_point; mes "[Darwin]"; mes "Agh...!"; - mes "What do you"; - mes "think you're"; - mes "doing?!"; + mes "What do you\r" + "think you're\r" + "doing?!"; next; break; } - switch(select("Spray clean water.:Drink clean water.:Pour clean water.")) { + switch (select("Spray clean water.", + "Drink clean water.", + "Pour clean water.")) { case 1: ++.@w_point; mes "[Darwin]"; @@ -1212,41 +1301,45 @@ alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{ ++.@w_point; mes "[Darwin]"; mes "W-wait..."; - mes "Are you"; - mes "taking a break?"; + mes "Are you\r" + "taking a break?"; next; break; case 3: break; } - switch(select("Continue crushing the Herbs.:Continue eating the Herbs.:Continue dancing and singing.")) { + switch (select("Continue crushing the Herbs.", + "Continue eating the Herbs.", + "Continue dancing and singing.")) { case 1: break; case 2: ++.@w_point; mes "[Darwin]"; mes "Eat the Herbs?"; - mes "I think you need"; - mes "to focus on the"; - mes "task at hand..."; + mes "I think you need\r" + "to focus on the\r" + "task at hand..."; next; break; case 3: ++.@w_point; mes "[Darwin]"; - mes "Singing and"; - mes "dancing? Alchemists"; - mes "don't do that, have"; - mes "you gone crazy?"; + mes "Singing and\r" + "dancing? Alchemists\r" + "don't do that, have\r" + "you gone crazy?"; next; break; } - switch(select("Put noodles in and fry it.:Pour it in an empty bottle.:Hold the Medicine Bowl and drink it.")) { + switch (select("Put noodles in and fry it.", + "Pour it in an empty bottle.", + sprintf(_$("Hold the %s and drink it."), getitemname(Medicine_Bowl)))) { case 1: ++.@w_point; mes "[Darwin]"; - mes "We're Alchemists,"; - mes "not restaurant chefs."; + mes "We're Alchemists,\r" + "not restaurant chefs."; next; break; case 2: @@ -1265,9 +1358,9 @@ alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{ mes "......"; next; mes "[Darwin]"; - mes "You messed up the mixture"; - mes "since you didn't follow the procedure! Get some more ingredients so you can try it"; - mes "again until you get it right."; + mes "You messed up the mixture\r" + "since you didn't follow the procedure! Get some more ingredients so you can " + "try it again until you get it right."; close; } getitem Red_Potion,1; @@ -1275,81 +1368,82 @@ alde_alche,13,15,7 script Studying Man#am 4_M_ALCHE_C,{ getitem White_Potion,1; mes "[Darwin]"; mes "Good job."; - mes "It came out pretty well considering it's your first time. Go ahead and keep the medicines that you've just made."; + mes "It came out pretty well considering it's your first time. Go ahead and keep the medicines " + "that you've just made."; ALCH_Q = 8; changequest 2033,2035; next; mes "[Darwin]"; - mes "Now, go into the next room"; - mes "and speak to Van Helmont to"; - mes "continue your training."; + mes "Now, go into the next room\r" + "and speak to Van Helmont to\r" + "continue your training."; next; mes "[Darwin]"; mes "Never forget..."; - mes "You must always protect"; - mes "what is most precious to you."; + mes "You must always protect\r" + "what is most precious to you."; close; } else { mes "[Darwin]"; - mes "Have you forgotten"; - mes "what you need to bring?"; - mes "Let me remind you once"; - mes "again. You must come"; - mes "back with..."; + mes "Have you forgotten\r" + "what you need to bring?"; + mes "Let me remind you once\r" + "again. You must come\r" + "back with..."; next; mes "[Darwin]"; - mes "^551A8B3 Medicine Bowls^000000,"; - mes "^551A8B3 Empty Bottle^000000,"; - mes "^551A8B1 Red Herb^000000,"; - mes "^551A8B1 Yellow Herb^000000 and"; - mes "^551A8B1 White Herb^000000."; + mesf("^551A8B3 %s^000000,", getitemname(Medicine_Bowl)); + mesf("^551A8B3 %s^000000,", getitemname(Empty_Bottle)); + mesf("^551A8B1 %s^000000,", getitemname(Red_Herb)); + mesf("^551A8B1 %s^000000 and", getitemname(Yellow_Herb)); + mesf("^551A8B1 %s^000000.", getitemname(White_Herb)); next; mes "[Darwin]"; - mes "Come back"; - mes "when you are"; - mes "ready..."; + mes "Come back\r" + "when you are\r" + "ready..."; close; } } else if (ALCH_Q == 8) { - mes "I said to go"; - mes "to Van Helmont."; - mes "I'd like to teach you"; - mes "more, but I can't."; + mes "I said to go\r" + "to Van Helmont."; + mes "I'd like to teach you\r" + "more, but I can't."; next; mes "[Darwin]"; mes "Aah..."; mes "Harmona, my love."; - mes "I can't even see the flower anymore. My soul quietly"; - mes "withers as well.."; + mes "I can't even see the flower anymore. My soul quietly\r" + "withers as well.."; close; } else if (ALCH_Q == 40) { - mes "I have already given you all of my knowledge and have nothing more"; - mes "to teach you."; + mes "I have already given you all of my knowledge and have nothing more\r" + "to teach you."; next; mes "[Darwin]"; - mes "Go to the second floor and talk to speak to our Union Leader. Once"; - mes "you do that, your life as an Alchemist will begin."; + mes "Go to the second floor and talk to speak to our Union Leader. Once\r" + "you do that, your life as an Alchemist will begin."; close; } else { mes "When you have"; - mes "your dreams, you"; - mes "have everything."; - mes "Without them, you have"; - mes "nothing more to lose."; + mes "your dreams, you\r" + "have everything."; + mes "Without them, you have\r" + "nothing more to lose."; next; mes "[Darwin]"; mes "These cursed eyes..."; - mes "They've lost sight of"; - mes "my dreams a long time ago."; + mes "They've lost sight of\r" + "my dreams a long time ago."; mes "Ha ha ha ha..."; next; mes "[Darwin]"; - mes "Does paradise"; - mes "really exist...?"; + mes "Does paradise\r" + "really exist...?"; mes "Not without my love..."; mes "Not without Harmona..."; close; @@ -1361,51 +1455,54 @@ alde_alche,79,19,5 script Experiment Expert#am 4_M_ALCHE_A,{ if (BaseJob != Job_Merchant) { if (BaseJob == Job_Alchemist) { mes "What do you want?"; - mes "I'm busy!! Don't"; - mes "bother me and get"; - mes "on your way."; + mes "I'm busy!! Don't\r" + "bother me and get\r" + "on your way."; next; mes "[Van Helmont]"; mes "Now, come on..."; - mes "You'll never get"; - mes "any research completed if you just slack off. Go out and learn all that you can."; + mes "You'll never get\r" + "any research completed if you just slack off. Go out and learn all that you can."; next; mes "[Van Helmont]"; - mes "Reading science journals and performing experiments. That's what Alchemy is all about. Now, let me get back to work!"; + mes "Reading science journals and performing experiments. That's what Alchemy is all about. " + "Now, let me get back to work!"; close; } else { mes "Just a little..."; mes "A little bit more..."; - mes "Nooo! Just a little"; - mes "bit more and it"; - mes "would've been done!"; + mes "Nooo! Just a little\r" + "bit more and it\r" + "would've been done!"; next; mes "[Van Helmont]"; mes "Why...?!"; mes "Why, another failure?!"; - mes "My calculations were"; - mes "all correct! W-Wait...!"; + mes "My calculations were\r" + "all correct! W-Wait...!"; next; mes "[Van Helmont]"; - mes "Perhaps, if I capacitated the thermal flux by using the neutronic gradient, it just might work...!"; + mes "Perhaps, if I capacitated the thermal flux by using the neutronic gradient, it just might " + "work...!"; close; } } if (ALCH_Q == 8) { mes "Arrrrgh...!"; - mes "Why isn't this formula working? What's wrong? In theory, it's all correct, but there must be an error in the formula somewhere..."; + mes "Why isn't this formula working? What's wrong? In theory, it's all correct, but there must be an " + "error in the formula somewhere..."; next; mes "[Van Helmont]"; - mes "I pour it in here, and it should stop. Wait, this is the wrong solution! How could I make such"; - mes "a dumb mistake?! When did these"; - mes "get switched?!"; + mes "I pour it in here, and it should stop. Wait, this is the wrong solution! How could I make such\r" + "a dumb mistake?! When did these\r" + "get switched?!"; next; mes "[Van Helmont]"; mes "Okay, okay..."; mes "I just need to fix this part."; - mes "No need to start over. I just"; - mes "need to fix it... But wait. Wait..."; + mes "No need to start over. I just\r" + "need to fix it... But wait. Wait..."; next; mes "[Van Helmont]"; mes "................."; @@ -1414,13 +1511,15 @@ alde_alche,79,19,5 script Experiment Expert#am 4_M_ALCHE_A,{ mes "Um..."; mes "Who are you?"; next; - if (select("I want to become an Alchemist.:.......") == 2) { + if (select("I want to become an Alchemist.", ".......") == 2) { mes "[Van Helmont]"; mes "Hmm...?"; - mes "What, did you just want to watch? Fine, fine, but do it quietly and leave right when you're done."; + mes "What, did you just want to watch? Fine, fine, but do it quietly and leave right when " + "you're done."; next; mes "[Van Helmont]"; - mes "Stay out of my way and don't go around touching stuff. There might be some volatile materials, so it'd be dangerous to have any accidents."; + mes "Stay out of my way and don't go around touching stuff. There might be some volatile " + "materials, so it'd be dangerous to have any accidents."; close; } mes "[Van Helmont]"; @@ -1429,35 +1528,38 @@ alde_alche,79,19,5 script Experiment Expert#am 4_M_ALCHE_A,{ mes "What a funny Merchant."; next; mes "[Van Helmont]"; - mes "Well, that's nice, but I have very urgent experiments that require"; - mes "my attention, so don't get"; - mes "in the way."; + mes "Well, that's nice, but I have very urgent experiments that require\r" + "my attention, so don't get\r" + "in the way."; next; - if (select("Teach me something.:...") == 1) { + if (select("Teach me something.", "...") == 1) { mes "[Van Helmont]"; mes "Argh...!"; mes "Didn't I just tell you not to bother me? What's so hard to understand about that?"; next; mes "[Van Helmont]"; - mes "Fine, fine. I'll give you an assignment. Learn something"; - mes "new and come back. Let's see."; + mes "Fine, fine. I'll give you an assignment. Learn something\r" + "new and come back. Let's see."; mes "What would be good..."; next; mes "[Van Helmont]"; mes "Okay, I got it."; - mes "Go learn how to make"; - mes "a Counteragent and Mixture"; - mes "from Molgenstein."; + mesf("Go learn how to make\r" + "a %s and %s\r" + "from Molgenstein.", + getitemname(Counteragent), + getitemname(Mixture)); next; mes "[Van Helmont]"; - mes "You don't need to bring anything. Just go watch him at work and have him tell you how he makes those solutions. Got it?"; + mes "You don't need to bring anything. Just go watch him at work and have him tell you how he " + "makes those solutions. Got it?"; next; mes "[Van Helmont]"; ALCH_Q = 9; changequest 2035,2036; mes "Well then, see you later."; - mes "You'd better get going as"; - mes "soon as you can."; + mes "You'd better get going as\r" + "soon as you can."; close; } mes "[Van Helmont]"; @@ -1472,24 +1574,32 @@ alde_alche,79,19,5 script Experiment Expert#am 4_M_ALCHE_A,{ mes "......"; next; mes "[Van Helmont]"; - mes "So if I recalibrate the combustion rate of this compound, that should negate any cohesive tendencies in this particle flux..."; + mes "So if I recalibrate the combustion rate of this compound, that should negate any cohesive " + "tendencies in this particle flux..."; next; mes "[Van Helmont]"; - mes "But what am I going to do"; - mes "about all of this spontaneous"; - mes "crystallization?! I can't very well remove this matrix, I need it for the catalyst to reach the triple point."; + mes "But what am I going to do\r" + "about all of this spontaneous\r" + "crystallization?! I can't very well remove this matrix, I need it for the catalyst to reach " + "the triple point."; next; mes "[Van Helmont]"; mes "Damn!"; - mes "What am"; - mes "I going to do?!"; + mes "What am\r" + "I going to do?!"; close; } else if (ALCH_Q == 9) { - mes "Alright, if I make an incision here in the Tentacle, and add a Jellopy and Sticky Mucus solution into the... Where the hell did my Medicine Bowl go?"; + mesf("Alright, if I make an incision here in the %s, and add a %s and %s solution into the... " + "Where the hell did my %s go?", + getitemname(Tentacle), + getitemname(Jellopy), + getitemname(Sticky_Mucus), + getitemname(Medicine_Bowl)); next; mes "[Van Helmont]"; - mes "Did I use them all at a time like this?! I wonder if Nicholas has any left. Ugh, what a pain. Wait. Wait a minute..."; + mes "Did I use them all at a time like this?! I wonder if Nicholas has any left. Ugh, what a pain. " + "Wait. Wait a minute..."; next; mes "[Van Helmont]"; mes "..."; @@ -1499,111 +1609,126 @@ alde_alche,79,19,5 script Experiment Expert#am 4_M_ALCHE_A,{ mes "......"; mes "Who are you?"; next; - if (select("I want to become an Alchemist?:.......") == 2) { + if (select("I want to become an Alchemist?", ".......") == 2) { mes "[Van Helmont]"; mes "Hmm...?"; - mes "What, did you just want to watch? Fine, fine, but do it quietly and leave right when you're done."; + mes "What, did you just want to watch? Fine, fine, but do it quietly and leave right when " + "you're done."; next; mes "[Van Helmont]"; - mes "Stay out of my way and don't go around touching stuff. There might be some volatile materials, so it'd be dangerous to have any accidents."; + mes "Stay out of my way and don't go around touching stuff. There might be some volatile " + "materials, so it'd be dangerous to have any accidents."; close; } mes "[Van Helmont]"; - mes "Ah, of course. The Merchant from before. So what did you learn from Molgenstein? I didn't just send you there for fun, you know."; + mes "Ah, of course. The Merchant from before. So what did you learn from Molgenstein? I didn't just " + "send you there for fun, you know."; next; mes "[Van Helmont]"; - mes "Let me ask you"; - mes "some questions to"; - mes "check what you've"; - mes "learned."; + mes "Let me ask you\r" + "some questions to\r" + "check what you've\r" + "learned."; next; if(MISC_QUEST & 4) { mes "[Van Helmont]"; - mes "Which item is not"; - mes "necessary to make"; - mes "a Counteragent?"; + mesf("Which item is not\r" + "necessary to make\r" + "a %s?", + getitemname(Counteragent)); next; - if (select("Karvodailnirol:Detrimindexta:Alcohol") != 1) .@w_point += 1; + if (select(getitemname(Karvodailnirol), getitemname(Detrimindexta), getitemname(Alchol)) != 1) + .@w_point += 1; mes "[Van Helmont]"; - mes "What item is not"; - mes "necessary to make"; - mes "a Mixture?"; + mesf("What item is not\r" + "necessary to make\r" + "a %s?", + getitemname(Mixture)); next; - if (select("Karvodailnirol:Detrimindexta:Alcohol") != 2) .@w_point += 1; + if (select(getitemname(Karvodailnirol), getitemname(Detrimindexta), getitemname(Alchol)) != 2) + .@w_point += 1; if (.@w_point > 0) { mes "[Van Helmont]"; - mes "Weren't you listening to Molgenstein at all? Maybe you"; - mes "have to watch him make it again."; + mes "Weren't you listening to Molgenstein at all? Maybe you\r" + "have to watch him make it again."; next; mes "[Van Helmont]"; - mes "If you can't tell the exact items that you need in an experiment,"; - mes "you might end up hurting yourself!"; + mes "If you can't tell the exact items that you need in an experiment,\r" + "you might end up hurting yourself!"; close; } mes "[Van Helmont]"; mes "Good, you've learned well."; - mes "Okay, now you know something about experimentation. You're done here, so now I can continue with my experiments."; + mes "Okay, now you know something about experimentation. You're done here, so now I can " + "continue with my experiments."; next; mes "[Van Helmont]"; - mes "Go out and find the room next"; - mes "to this one and talk to Nicholas. He'll continue your training."; + mes "Go out and find the room next\r" + "to this one and talk to Nicholas. He'll continue your training."; next; ALCH_Q = 20; changequest 2036,2037; mes "[Van Helmont]"; - mes "What are you"; - mes "still doing here?"; - mes "Go! We both have"; - mes "more important"; - mes "things to do!"; + mes "What are you\r" + "still doing here?"; + mes "Go! We both have\r" + "more important\r" + "things to do!"; close; } else { mes "[Van Helmont]"; - mes "What item do"; - mes "you need to make"; - mes "a Counteragent?"; + mesf("What item do\r" + "you need to make\r" + "a %s?", + getitemname(Counteragent)); next; - select("Feather:Sticky Mucus:Animal Gore"); + select(getitemname(Feather), getitemname(Sticky_Mucus), getitemname(Animal_Blood)); mes "[Van Helmont]"; - mes "What item do"; - mes "you need to make"; - mes "a Mixture?"; - next; - select("Monster Feed:Ancient Lips:Rotten Bandage"); + mesf("What item do\r" + "you need to make\r" + "a %s?", + getitemname(Mixture)); + next; + select(getitemname(Monsters_Feed), + getitemname(Lip_Of_Ancient_Fish), + getitemname(Rotten_Bandage)); mes "[Van Helmont]"; - mes "Be honest. You don't know, do you?! Didn't I say to go to Molgenstein and have him teach you?!"; + mes "Be honest. You don't know, do you?! Didn't I say to go to Molgenstein and have him teach " + "you?!"; next; mes "[Van Helmont]"; - mes "Don't even think about coming back until you talk to him! Now stop bothering me and get out of here!"; + mes "Don't even think about coming back until you talk to him! Now stop bothering me and get " + "out of here!"; close; } } else if (ALCH_Q == 20) { mes "What...?"; - mes "I thought I told you to"; - mes "talk to Nicholas next door?"; + mes "I thought I told you to\r" + "talk to Nicholas next door?"; next; mes "[Van Helmont]"; - mes "I need to continue my research,"; - mes "and you need to finish becoming an Alchemist. Come on, get moving!"; + mes "I need to continue my research,\r" + "and you need to finish becoming an Alchemist. Come on, get moving!"; close; } else { mes "Just a little..."; mes "A little bit more..."; - mes "Nooo! Just a little"; - mes "bit more and it"; - mes "would've been done!"; + mes "Nooo! Just a little\r" + "bit more and it\r" + "would've been done!"; next; mes "[Van Helmont]"; mes "Why...?!"; mes "Why, another failure?!"; - mes "My calculations were"; - mes "all correct! Wait..."; + mes "My calculations were\r" + "all correct! Wait..."; next; mes "[Van Helmont]"; - mes "Perhaps, if I capacitated the thermal flux by using the neutronic gradient, it just might work..."; + mes "Perhaps, if I capacitated the thermal flux by using the neutronic gradient, it just might " + "work..."; close; } } @@ -1625,38 +1750,40 @@ alde_alche,101,184,4 script Master Alchemist#am 2_M_DYEINGER,{ if (BaseJob != Job_Merchant) { if (BaseJob == Job_Alchemist) { mes "Welcome!"; - mes "So how is your"; - mes "research coming along?"; + mes "So how is your\r" + "research coming along?"; next; mes "[Vincent Carsciallo]"; - mes "At times you get results that are unexpected from an experiment. Although these may be setbacks in your research, such results can also lead to new discoveries."; + mes "At times you get results that are unexpected from an experiment. Although these may be " + "setbacks in your research, such results can also lead to new discoveries."; next; mes "[Vincent Carsciallo]"; - mes "If you discover something new,"; - mes "come and tell us. Don't forget that we are all working together to unlock the mysteries of science!"; + mes "If you discover something new,\r" + "come and tell us. Don't forget that we are all working together to unlock the " + "mysteries of science!"; } else if (BaseClass == Job_Novice) { mes "Hm..."; mes "A Novice?"; - mes "You shouldn't be"; - mes "playing in a place"; - mes "like this."; + mes "You shouldn't be\r" + "playing in a place\r" + "like this."; next; mes "[Vincent Carsciallo]"; - mes "There are a lot of volatile chemicals and dangerous"; - mes "materials in this building. It'd be a lot better if you just played outside."; + mes "There are a lot of volatile chemicals and dangerous\r" + "materials in this building. It'd be a lot better if you just played outside."; } else { mes "Hmm...?"; - mes "What's an adventurer"; - mes "doing here in the"; - mes "Alchemist Union?"; + mes "What's an adventurer\r" + "doing here in the\r" + "Alchemist Union?"; next; mes "[Vincent Carsciallo]"; - mes "I'm afraid there's"; - mes "not much we can offer"; - mes "you here if you're not"; - mes "a member of our Union."; + mes "I'm afraid there's\r" + "not much we can offer\r" + "you here if you're not\r" + "a member of our Union."; } close2; cutin "",255; @@ -1665,19 +1792,21 @@ alde_alche,101,184,4 script Master Alchemist#am 2_M_DYEINGER,{ if (ALCH_Q == 0) { mes "Hmm...?"; mes "A Merchant?"; - mes "Are you interested"; - mes "in learning Alchemy?"; + mes "Are you interested\r" + "in learning Alchemy?"; next; mes "[Vincent Carsciallo]"; mes "This is the Alchemist Union."; - mes "We research and experiment with many different substances in order to create new materials without using magic."; + mes "We research and experiment with many different substances in order to create new materials " + "without using magic."; next; mes "[Vincent Carsciallo]"; - mes "Someday, we hope to unlock"; - mes "the secret of life, as well as the other mysteries of science."; + mes "Someday, we hope to unlock\r" + "the secret of life, as well as the other mysteries of science."; next; mes "[Vincent Carsciallo]"; - mes "After being traveling as a Merchant for a long time, you must have developed some scientific curiosity. If you'd like to learn Alchemy, why don't you try joining the Alchemist Union?"; + mes "After being traveling as a Merchant for a long time, you must have developed some scientific " + "curiosity. If you'd like to learn Alchemy, why don't you try joining the Alchemist Union?"; close2; cutin "",255; end; @@ -1692,17 +1821,17 @@ alde_alche,101,184,4 script Master Alchemist#am 2_M_DYEINGER,{ end; } if (SkillPoint) { - mes "Ah, you're almost"; - mes "ready to become an"; - mes "Alchemist, but you must"; - mes "first allocate your unused"; - mes "Skill Points."; + mes "Ah, you're almost\r" + "ready to become an\r" + "Alchemist, but you must\r" + "first allocate your unused\r" + "Skill Points."; next; mes "[Vincent Carsciallo]"; - mes "Talk to me again"; - mes "once you have spent"; - mes "all of your extra"; - mes "Skill Points."; + mes "Talk to me again\r" + "once you have spent\r" + "all of your extra\r" + "Skill Points."; close2; cutin "",255; end; @@ -1714,9 +1843,9 @@ alde_alche,101,184,4 script Master Alchemist#am 2_M_DYEINGER,{ changequest 2034,2040; } mes "Ah, well done."; - mes "I can see that you"; - mes "have learned all of"; - mes "the basics of Alchemy."; + mes "I can see that you\r" + "have learned all of" + "the basics of Alchemy."; next; ALCH_Q = 0; completequest 2040; @@ -1724,19 +1853,19 @@ alde_alche,101,184,4 script Master Alchemist#am 2_M_DYEINGER,{ callfunc "Job_Change",Job_Alchemist; callfunc "F_ClearJobVar"; mes "[Vincent Carsciallo]"; - mes "Henceforth, you are"; - mes "now a member of our"; - mes "illustrious Union."; + mes "Henceforth, you are\r" + "now a member of our\r" + "illustrious Union."; mes "I hope you learn a lot..."; next; if (.@jlevel == 50) { getitem Slim_Potion_Create_Book,1; mes "[Vincent Carsciallo]"; - mes "Let me give you"; - mes "something special."; - mes "You can use this to"; - mes "begin your life"; - mes "of research."; + mes "Let me give you\r" + "something special."; + mes "You can use this to" + "begin your life" + "of research."; } else { switch(rand(1,6)) { @@ -1760,32 +1889,32 @@ alde_alche,101,184,4 script Master Alchemist#am 2_M_DYEINGER,{ } mes "[Vincent Carsciallo]"; mes "And..."; - mes "Here's a little"; - mes "something to help"; - mes "you begin your"; - mes "research."; + mes "Here's a little\r" + "something to help\r" + "you begin your\r" + "research."; } next; mes "[Vincent Carsciallo]"; - mes "I'll see"; - mes "you later then..."; - mes "Remember to carry"; - mes "yourself with pride"; - mes "as an Alchemist!"; + mes "I'll see\r" + "you later then..."; + mes "Remember to carry\r" + "yourself with pride\r" + "as an Alchemist!"; close2; cutin "",255; end; } else { mes "Ah..."; - mes "I believe you've"; - mes "already registered"; - mes "for training to become"; - mes "an Alchemist."; + mes "I believe you've\r" + "already registered\r" + "for training to become\r" + "an Alchemist."; next; mes "[Vincent Carsciallo]"; - mes "Please listen to the"; - mes "other Alchemists and follow their instructions carefully. You will learn much from them."; + mes "Please listen to the\r" + "other Alchemists and follow their instructions carefully. You will learn much from them."; close2; cutin "",255; end; @@ -1805,72 +1934,95 @@ alde_alche,145,19,1 script Chief Researcher#am 1_M_LIBRARYMASTER,{ if (ALCH_Q == 20) { mes "[Nicholas Flamel]"; mes "Ooh..."; - mes "You're the upstart"; - mes "Merchant that wants"; - mes "to become an Alchemist?"; + mes "You're the upstart\r" + "Merchant that wants\r" + "to become an Alchemist?"; next; mes "[Nicholas Flamel]"; - mes "Not just anyone can become an Alchemist, you know. You've got to have motivation and clear goals and a strong sense of focus."; + mes "Not just anyone can become an Alchemist, you know. You've got to have motivation and " + "clear goals and a strong sense of focus."; next; mes "[Nicholas Flamel]"; - mes "Alchemists must memorize many chemical equations, scientific laws and a lot of other information. It's actually pretty tough."; + mes "Alchemists must memorize many chemical equations, scientific laws and a lot of other " + "information. It's actually pretty tough."; next; mes "[Nicholas Flamel]"; - mes "If you can't focus, you'll be confused later when you look at Alchemy charts. My test will judge your ability to do just that."; + mes "If you can't focus, you'll be confused later when you look at Alchemy charts. My test " + "will judge your ability to do just that."; next; } mes "[Nicholas Flamel]"; - mes "Find the words scrambled"; - mes "in the group of letters I give you. They can be made by using some"; - mes "or all of the letters."; + mes "Find the words scrambled\r" + "in the group of letters I give you. They can be made by using some\r" + "or all of the letters."; next; mes "[Nicholas Flamel]"; - mes "You pass if you"; - mes "choose the word"; - mes "that is ^551A8BIN^000000 the puzzle."; + mes "You pass if you\r" + "choose the word\r" + "that is ^551A8BIN^000000 the puzzle."; next; switch(rand(1,3)) { case 1: mes "t m y a n y e o b n e g p r i"; next; - if (select("Brake:Brass:Bug:Broken:Brigan?") == 5) .@alch_t += 10; + if (select("Brake", "Brass", "Bug", "Broken", "Brigan?") == 5) + .@alch_t += 10; mes "o n c u t a p j l e r s v m u"; next; - if (select("vendor:storage:weapon:simple:streetshop") == 1) .@alch_t += 10; + if (select("vendor", "storage", "weapon", "simple", "streetshop") == 1) + .@alch_t += 10; mes "t v a r m e g p h e u b o y l"; next; - if (select("molasses:party:leader:sweets:treacle") == 2) .@alch_t += 10; + if (select("molasses", "party", "leader", "sweets", "treacle") == 2) + .@alch_t += 10; mes "q z a h n a i n b r d p t n c"; next; - if (select("partisan:partizan:pato:paros:pack") == 2) .@alch_t += 10; + if (select("partisan", "partizan", "pato", "paros", "pack") == 2) + .@alch_t += 10; break; case 2: mes "m p d i c f a r o g n k w a s"; next; - if (select("packman:sunshine:ragnarok:wonderland:frost") == 1) .@alch_t += 10; + if (select("packman", "sunshine", "ragnarok", "wonderland", "frost") == 1) + .@alch_t += 10; mes "g b n o p r e f a r e t a s k"; next; - if (select("purple:smoker:ragnarok:bolt:burnt wood") == 3) .@alch_t += 10; + if (select("purple", "smoker", "ragnarok", "bolt", "burnt wood") == 3) + .@alch_t += 10; mes "u g n i s j e k c e o g n d p"; next; - if (select("scab:kinship:donate:source:opening") == 5) .@alch_t += 10; + if (select("scab", "kinship", "donate", "source", "opening") == 5) + .@alch_t += 10; mes "r o e h n r o m c a i n p t t"; next; - if (select("forgemerchant:potionmerchant:dcmerchant:vendingmerchant:battlemerchant") == 2) .@alch_t += 10; + if (select("forgemerchant", + "potionmerchant", + "dcmerchant", + "vendingmerchant", + "battlemerchant") == 2) + .@alch_t += 10; break; case 3: mes "s m i e x b w u n e t a g l r"; next; - if (select("tiger:wolf:pumpkin:tripped:tore") == 1) .@alch_t += 10; + if (select("tiger", "wolf", "pumpkin", "tripped", "tore") == 1) + .@alch_t += 10; mes "n i e g b o p d s o a u w r v"; next; - if (select("bash:provoke:endure:stun:abracadabra") == 3) .@alch_t += 10; + if (select("bash", "provoke", "endure", "stun", "abracadabra") == 3) + .@alch_t += 10; mes "l r m g r e x t a v i n e d e"; next; - if (select("alberta:latifoliate:crimson:maple:evergreen") == 5) .@alch_t += 10; + if (select("alberta", "latifoliate", "crimson", "maple", "evergreen") == 5) + .@alch_t += 10; mes "r o e h n r o m c a i n p t t"; next; - if (select("forgemerchant:potionmerchant:dcmerchant:vendingmerchant:battlemerchant") == 2) .@alch_t += 10; + if (select("forgemerchant", + "potionmerchant", + "dcmerchant", + "vendingmerchant", + "battlemerchant") == 2) + .@alch_t += 10; break; } mes "[Nicholas Flamel]"; @@ -1881,17 +2033,18 @@ alde_alche,145,19,1 script Chief Researcher#am 1_M_LIBRARYMASTER,{ mes "Excellent job!"; next; mes "[Nicholas Flamel]"; - mes "Great, you found all of those hidden words. With that kind of concentration, you should have no problem memorizing information."; + mes "Great, you found all of those hidden words. With that kind of concentration, you should " + "have no problem memorizing information."; next; mes "[Nicholas Flamel]"; - mes "Come back in a little bit while"; - mes "I prepare the next assignment"; - mes "for your training."; + mes "Come back in a little bit while\r" + "I prepare the next assignment\r" + "for your training."; next; mes "[Nicholas Flamel]"; - mes "Oh, and before you talk to"; - mes "me again, make sure you have"; - mes "^551A8Bplenty of room in your inventory^000000."; + mes "Oh, and before you talk to\r" + "me again, make sure you have\r" + "^551A8Bplenty of room in your inventory^000000."; close; } else { @@ -1902,12 +2055,13 @@ alde_alche,145,19,1 script Chief Researcher#am 1_M_LIBRARYMASTER,{ mes "Judging from these results, you obviously have a problem with concentrating."; next; mes "[Nicholas Flamel]"; - mes "If you can't even solve these easy word puzzles, how can you keep track of your experiments and research?"; + mes "If you can't even solve these easy word puzzles, how can you keep track of your " + "experiments and research?"; next; mes "[Nicholas Flamel]"; - mes "Why don't you relax"; - mes "and rest a bit before"; - mes "you take the test again?"; + mes "Why don't you relax\r" + "and rest a bit before\r" + "you take the test again?"; close; } @@ -1921,26 +2075,27 @@ alde_alche,145,19,1 script Chief Researcher#am 1_M_LIBRARYMASTER,{ } mes "[Nicholas Flamel]"; mes "Alright..."; - mes "For your next"; - mes "assignment, you'll"; - mes "need to travel to ^551A8BJuno^000000."; + mes "For your next\r" + "assignment, you'll\r" + "need to travel to ^551A8BJuno^000000."; next; mes "[Nicholas Flamel]"; - mes "There, you'll need to talk to ^551A8BBain^000000 and ^551A8BBajin^000000. Those two are doing Alchemy research with the Sages"; - mes "in Juno. You'll learn something by assisting them with their project."; + mes "There, you'll need to talk to ^551A8BBain^000000 and ^551A8BBajin^000000. Those two are doing " + "Alchemy research with the Sages\r" + "in Juno. You'll learn something by assisting them with their project."; next; mes "[Nicholas Flamel]"; - mes "Come back here to me after you"; - mes "help them out. They'll need all of these items to continue their experiments."; + mes "Come back here to me after you\r" + "help them out. They'll need all of these items to continue their experiments."; next; ALCH_Q = 23; changequest 2037,2038; mes "[Nicholas Flamel]"; - mes "1 Mixture,"; - mes "5 Burnt Tree,"; - mes "5 Fine Sand,"; - mes "3 Rough Oridecon"; - mes "and 3 Rough Elunium."; + mesf("1 %s,", getitemname(Mixture)); + mesf("5 %s,", getitemname(Burn_Tree)); + mesf("5 %s,", getitemname(Fine_Sand)); + mesf("3 %s", getitemname(Oridecon_Stone)); + mesf("and 3 %s.", getitemname(Elunium_Stone)); getitem Mixture,1; getitem Burn_Tree,5; getitem Fine_Sand,5; @@ -1949,17 +2104,17 @@ alde_alche,145,19,1 script Chief Researcher#am 1_M_LIBRARYMASTER,{ next; mes "[Nicholas Flamel]"; mes "Alright."; - mes "Have a safe trip"; - mes "and come back in"; - mes "one piece."; + mes "Have a safe trip\r" + "and come back in\r" + "one piece."; close; } else if (ALCH_Q == 23) { mes "[Nicholas Flamel]"; - mes "Didn't I say to"; - mes "go to Juno and help"; - mes "Bain and Bajin with"; - mes "their Alchemy research?"; + mes "Didn't I say to\r" + "go to Juno and help\r" + "Bain and Bajin with\r" + "their Alchemy research?"; close; } else if (ALCH_Q == 24) { @@ -1967,36 +2122,38 @@ alde_alche,145,19,1 script Chief Researcher#am 1_M_LIBRARYMASTER,{ changequest 2038,2039; mes "[Nicholas Flamel]"; mes "Ah, you're back!"; - mes "I just got a message from Bain"; - mes "and Bajin. They let me know that they were very happy with your assistance."; + mes "I just got a message from Bain\r" + "and Bajin. They let me know that they were very happy with your assistance."; next; mes "[Nicholas Flamel]"; - mes "If you were good enough"; - mes "to help out those brothers,"; - mes "you definitely qualify to be"; - mes "an Alchemist."; + mes "If you were good enough\r" + "to help out those brothers,\r" + "you definitely qualify to be\r" + "an Alchemist."; next; mes "[Nicholas Flamel]"; mes "Good work!"; - mes "All you have to do now is speak to the Union Leader on the 2nd floor! Congratulations, you'll become an Alchemist very soon!"; + mes "All you have to do now is speak to the Union Leader on the 2nd floor! Congratulations, you'll " + "become an Alchemist very soon!"; close; } else if (ALCH_Q == 40 && BaseJob == Job_Merchant) { mes "[Nicholas Flamel]"; - mes "All you have to do now is speak to the Union Leader on the 2nd floor! Congratulations, you'll become an Alchemist very soon!"; + mes "All you have to do now is speak to the Union Leader on the 2nd floor! Congratulations, you'll " + "become an Alchemist very soon!"; close; } else { mes "[Nicholas Flamel]"; - mes "Lorem ipsum dolor sit amet,"; - mes "consectetuer adipiscing elit."; - mes "Vivamus sem. Sed metus"; - mes "lacus, viverra id, rutrum eget,"; - mes "rhoncus sit amet, lectus."; + mes "Lorem ipsum dolor sit amet,\r" + "consectetuer adipiscing elit.\r" + "Vivamus sem. Sed metus\r" + "lacus, viverra id, rutrum eget,\r" + "rhoncus sit amet, lectus."; next; mes "[Nicholas Flamel]"; - mes "Suspendisse sit amet urna in"; - mes "nisl fringilla faucibus. Nulla scelerisque eros..."; + mes "Suspendisse sit amet urna in\r" + "nisl fringilla faucibus. Nulla scelerisque eros..."; mes "^666666*Mumble Mumble*^000000"; close; } diff --git a/npc/jobs/2-2/bard.txt b/npc/jobs/2-2/bard.txt index 1839e9fb4..e44299193 100644 --- a/npc/jobs/2-2/bard.txt +++ b/npc/jobs/2-2/bard.txt @@ -93,7 +93,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{ mes "Always full of happy moments~"; next; mes "[Lalo]"; - if (Sex) { + if (Sex == SEX_MALE) { mes "Forget about your worries~"; mes "And enjoy everything~"; } @@ -107,11 +107,13 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{ else if(BARD_Q == 0) { cutin "job_bard_aiolo01",2; mes "[Lalo]"; - if (Sex) mes "Hi! Delightful Archer."; - else mes "Hello! Beautiful Archer Lady."; + if (Sex == SEX_MALE) + mes "Hi! Delightful Archer."; + else + mes "Hello! Beautiful Archer Lady."; mes "How can a wanderer like me help you?"; next; - switch(select("You have a nice voice.:Could you sing for me, please?:Nothing.")) { + switch(select("You have a nice voice.", "Could you sing for me, please?", "Nothing.")) { case 1: mes "[Lalo]"; mes "Hahaha! Of course!"; @@ -156,11 +158,11 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{ mes "Hmm... that's always a good song to sing."; mes "How was it? Don't you think it's a nice song?"; next; - if (select("Yes, it was very nice.:No, not really...") == 1) { + if (select("Yes, it was very nice.", "No, not really...") == 1) { mes "[Lalo]"; mes "Thanks! if you enjoyed my song, it makes me happy, too."; next; - if (Sex == 1 && JobLevel > 39) { + if (Sex == SEX_MALE && JobLevel > 39) { mes "[Lalo]"; mes "It would be nice if more people went around and sang..."; mes "Well, it's quite ok as it is now... hmmhmm."; @@ -203,13 +205,13 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{ mes "Hey there Archer fellow."; mes "How can a wanderer like me help you?"; next; - switch(select("You have a nice voice.:Could you sing for me, please?:Nothing.")) { + switch(select("You have a nice voice.", "Could you sing for me, please?", "Nothing.")) { case 1: mes "[Lalo]"; mes "Hoho, your voice is rather nice as well?"; mes "Ever think about singing?"; next; - if (select("Of course!:I can't quite possibly...") == 1) { + if (select("Of course!", "I can't quite possibly...") == 1) { mes "[Lalo]"; mes "Haha, nice attitude. You have to be like that to become a Bard."; mes "I'll help you become a Bard then."; @@ -854,7 +856,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{ mes "Do you want to just change jobs now?"; mes "Or do you want a present."; next; - .@selection = select("Just change my job please.:I'd be thankful for a present."); + .@selection = select("Just change my job please.", "I'd be thankful for a present."); } if ((.@selection == 1) || (BARD_Q == 5)) { if(SkillPoint) { @@ -886,7 +888,7 @@ comodo,226,123,5 script Wandering Bard 2_M_BARD_ORIENT,{ mes "Mmm? Seems like you haven't prepared all trunks the yet? "; mes "Do you want to just change jobs anyways?"; next; - if (select("Yes, just change my job already.:No, I'll go prepare them.") == 2) + if (select("Yes, just change my job already.", "No, I'll go prepare them.") == 2) break; default: completequest 3003; diff --git a/npc/jobs/2-2/crusader.txt b/npc/jobs/2-2/crusader.txt index 6097e65cd..b806d12c3 100644 --- a/npc/jobs/2-2/crusader.txt +++ b/npc/jobs/2-2/crusader.txt @@ -78,26 +78,12 @@ prt_castle,45,169,5 script Senior Crusader 4_M_CRU_OLD,{ mes "As it happened one thousand years ago, evil forces will one day attack in droves in an attempt to take over the world once again."; close; } - else if(CRUS_Q <= 3 && countitem(Patriotism_Marks) && countitem(Sacred_Marks)) { - mes "Ah..."; - mes "I see that you have been called to become a Crusader. We are assured of your will, but now we must test your capabilities."; - next; - mes "[Michael Halig]"; - mes "Meet with Moorenak Miyol who is training in the underground dungeon of the Prontera Castle. Go, and speak with him first."; - next; - delitem 1004, 1; - delitem 1009, 1; - CRUS_Q = 4; - mes "[Michael Halig]"; - mes "Moorenak and others like him will test the limits of your capabilities and help you find your path. Return to me after you have completed their tests..."; - close; - } else if(CRUS_Q == 0) { mes "We are Crusaders, warriors preparing for the Holy War."; mes "What brings you"; mes "to this place?"; next; - if (select("I want to prepare for the Holy War!:Nothing in particular.") == 1) { + if (select("I want to prepare for the Holy War!", "Nothing in particular.") == 1) { mes "[Michael Halig]"; mes "You wish to become"; mes "a Crusader...?"; @@ -121,7 +107,7 @@ prt_castle,45,169,5 script Senior Crusader 4_M_CRU_OLD,{ mes "I don't know what type of person you are right now though. But"; mes "I shall test you if you desire. Are you willing to endure these tests in preparation for the Holy War?"; next; - if (select("Yes, I do.:I'd like to think about it.") == 1) { + if (select("Yes, I do.", "I'd like to think about it.") == 1) { if(JobLevel < 40) { mes "[Michael Halig]"; mes "Wait..."; @@ -145,7 +131,7 @@ prt_castle,45,169,5 script Senior Crusader 4_M_CRU_OLD,{ next; mes "[Michael Halig]"; mes "Your name is"; - mes "" + strcharinfo(0) + "...?"; + mes "" + strcharinfo(PC_NAME) + "...?"; mes "Let's see..."; next; if (countitem(Patriotism_Marks) && countitem(Sacred_Marks)) { @@ -214,13 +200,37 @@ prt_castle,45,169,5 script Senior Crusader 4_M_CRU_OLD,{ close; } mes "[Michael Halig]"; - if (Sex) mes "If you, too, are a man of the sword, constantly train and prepare yourself. No one knows when the Holy War may begin."; - else mes "As a woman of the sword, you must train diligently and constantly. Prepare yourself, for no one knows when the Holy War may be coming."; + if (Sex == SEX_MALE) + mes "If you, too, are a man of the sword, constantly train and prepare yourself. No one knows when the Holy War may begin."; + else + mes "As a woman of the sword, you must train diligently and constantly. Prepare yourself, for no one knows when the Holy War may be coming."; close; } else if(CRUS_Q >= 1 && CRUS_Q <= 3) { mes "Have you proven your determination with the task I have given you, or do you possess the items proving that you have received your calling?"; next; + if (countitem(Patriotism_Marks) >= 1 && countitem(Sacred_Marks) >= 1) { + mes "[Michael Halig]"; + mes "Ah..."; + mes "I see that you have been called to become a Crusader. We are assured of your will, but now we must test your capabilities."; + next; + mes "[Michael Halig]"; + mes "Meet with Moorenak Miyol who is training in the underground dungeon of the Prontera Castle. Go, and speak with him first."; + next; + delitem Patriotism_Marks, 1; + delitem Sacred_Marks, 1; + CRUS_Q = 4; + if (questprogress(3006)) { + changequest 3006,3009; + } else if (questprogress(3007)) { + changequest 3007,3009; + } else { + changequest 3008,3009; + } + mes "[Michael Halig]"; + mes "Moorenak and others like him will test the limits of your capabilities and help you find your path. Return to me after you have completed their tests..."; + close; + } switch(CRUS_Q) { case 1: .@item1 = 957; @@ -302,8 +312,10 @@ prt_castle,45,169,5 script Senior Crusader 4_M_CRU_OLD,{ mes "[Michael Halig]"; mes "Now you are"; mes "one of us!"; - if (Sex) mes "...Brother."; - else mes "...Comrade."; + if (Sex == SEX_MALE) + mes "...Brother."; + else + mes "...Comrade."; next; if(.@Joblevel != 50) getitem 504, 6; else getitem 504, 12; @@ -353,16 +365,18 @@ prt_castle,164,32,1 script Man in Anguish 4_M_JOB_KNIGHT1,{ else if(CRUS_Q == 4) { mes "What is it...?"; mes "Do you have business"; - if (Sex) mes "with me, man of the sword?"; - else mes "with me, woman of the sword?"; + if (Sex == SEX_MALE) + mes "with me, man of the sword?"; + else + mes "with me, woman of the sword?"; next; - if (select("I'd like to take the Crusader test.:Nothing.") == 1) { + if (select("I'd like to take the Crusader test.", "Nothing.") == 1) { mes "[Murnak Mijoul]"; mes "You wish to become a Crusader...? Hm, fighting in the Holy War is an admirable goal we may both share."; next; mes "[Murnak Mijoul]"; mes "Your name is"; - mes "" + strcharinfo(0) + "...?"; + mes "" + strcharinfo(PC_NAME) + "...?"; mes "Let me take"; mes "a look at your face."; next; @@ -402,7 +416,7 @@ prt_castle,164,32,1 script Man in Anguish 4_M_JOB_KNIGHT1,{ mes "What is it...?"; mes "You're the Swordman from before. What happened, did you fail?"; next; - if (select("Let me retake the test.:What kind of test was that?!") == 1) { + if (select("Let me retake the test.", "What kind of test was that?!") == 1) { mes "[Murnak Mijoul]"; mes "I'll let you retake the test as much as you like. But if you continuously fail, there's an inherent problem with your"; mes "state of mind."; @@ -538,185 +552,185 @@ prt_church,95,127,3 script Crusader 4_F_CRU,{ mes "[Gabriel Valentine]"; mes "1. Which attribute is the most effective in atttacking the Undead?"; next; - if (select("Neutral:Earth:Undead:Holy") == 4) + if (select("Neutral", "Earth", "Undead", "Holy") == 4) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "2. If the monster is a Level 2 Undead, how much more damage does a Holy attack do compared to Fire?"; next; - if (select("25 %:50 %:75 %:100 %") == 1) + if (select("25 %", "50 %", "75 %", "100 %") == 1) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "3. What item can you not get from an Evil Druid?"; next; - if (select("Monk Hat:Yggdrasil leaf:White Herb:Amulet ") == 1) + if (select("Monk Hat", "Yggdrasil leaf", "White Herb", "Amulet ") == 1) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "4. Which Undead monster"; mes "has the highest HP?"; next; - if (select("Ghoul:Skeleton Prisoner:Wraith:Zombie Prisoner") == 4) + if (select("Ghoul", "Skeleton Prisoner", "Wraith", "Zombie Prisoner") == 4) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "5. Which of the following monsters is a different size than the others?"; next; - if (select("Wraith:Khalitzburg:Drake:Evil Druid") == 3) + if (select("Wraith", "Khalitzburg", "Drake", "Evil Druid") == 3) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "6. Which card grants you tolerance to Undead property attacks?"; next; - if (select("Orc Skeleton Card:Orc Zombie Card:Ghoul Card:Skel Worker Card") == 2) + if (select("Orc Skeleton Card", "Orc Zombie Card", "Ghoul Card", "Skel Worker Card") == 2) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "7. What was the relationship between Munak and Bongun before they passed away?"; next; - if (select("Big Brother and Little Sister:Childhood friends in the same village:Stepbrother and sister:Complete strangers") == 2) + if (select("Big Brother and Little Sister", "Childhood friends in the same village", "Stepbrother and sister", "Complete strangers") == 2) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "8. Which of the following monsters is not aggressive?"; next; - if (select("Soldier Skeleton:Orc Skeleton:Skeleton:Skel Worker") == 3) + if (select("Soldier Skeleton", "Orc Skeleton", "Skeleton", "Skel Worker") == 3) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "9. What is the name of the shield in which a Munak Card has been inserted?"; next; - if (select("Atomic Shield:Amulet Shield:Hypnotic Shield:Homeroth Shield") == 2) + if (select("Atomic Shield", "Amulet Shield", "Hypnotic Shield", "Homeroth Shield") == 2) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "10. Which of the following monsters does not drop Memento?"; next; - if (select("Munak:Ghoul:Mummy:Soldier Skeleton") == 1) + if (select("Munak", "Ghoul", "Mummy", "Soldier Skeleton") == 1) .@cru_t += 10; } else if (.@cru_m == 2) { mes "[Gabriel Valentine]"; mes "1. Which of the following monsters is a different attribute than the others?"; next; - if (select("Carat:Wind Ghost:Isis:Wanderer") == 3) + if (select("Carat", "Wind Ghost", "Isis", "Wanderer") == 3) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "2. Which sword is effective in attacking Demon monsters?"; next; - if (select("Decussate Tsurugi:Hollowed Tsurugi:Damned Tsurugi:Drowsy Tsurugi") == 1) + if (select("Decussate Tsurugi", "Hollowed Tsurugi", "Damned Tsurugi", "Drowsy Tsurugi") == 1) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "3. Which item is NOT dropped by Dokebi?"; next; - if (select("Rough Elunium:Golden Hammer:Sword Mace:Mighty Staff") == 2) + if (select("Rough Elunium", "Golden Hammer", "Sword Mace", "Mighty Staff") == 2) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "4. Which Demon monster has the most HP?"; next; - if (select("Giearth:Magnolia:Dokebi:Marionette") == 4) + if (select("Giearth", "Magnolia", "Dokebi", "Marionette") == 4) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "5. Which Demon monster is a different size than the others?"; next; - if (select("Ghostring:Whisper:Deviruchi:Baphomet Junior") == 1) + if (select("Ghostring", "Whisper", "Deviruchi", "Baphomet Junior") == 1) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "6. Which shield reduces damage inflicted by Demon monsters?"; next; - if (select("Satanic Shield:Shield from Hell:Amulet Shield:Excellent Shield") == 2) + if (select("Satanic Shield", "Shield from Hell", "Amulet Shield", "Excellent Shield") == 2) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "7. Which attribute is the most effective on the Wind Ghost?"; next; - if (select("Water:Earth:Fire:Wind") == 2) + if (select("Water", "Earth", "Fire", "Wind") == 2) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "8. Which monster is different from the other Demon monsters?"; next; - if (select("Sohee:Isis:Dokebi:Whisper") == 4) + if (select("Sohee", "Isis", "Dokebi", "Whisper") == 4) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "9. What effect does the Marionette Card have?"; next; - if (select("Increase defense against Shadow attacks by 30 %:Increase defense against poison attacks by 30 %:Increase defense against Ghost attacks by 30 %:Increase defense against Neutral attacks by 30 %") == 3) + if (select("Increase defense against Shadow attacks by 30 %", "Increase defense against poison attacks by 30 %", "Increase defense against Ghost attacks by 30 %", "Increase defense against Neutral attacks by 30 %") == 3) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "10. Which of the following is an effective way to react when encountering a demon monster?"; next; - if (select("Scream, 'Evil one, go away!':Offer your soul and get a deal.:Put Holy Water on a weapon and attack.:Put on a Deviruchi hat.") == 3) + if (select("Scream, 'Evil one, go away!'", "Offer your soul and get a deal.", "Put Holy Water on a weapon and attack.", "Put on a Deviruchi hat.") == 3) .@cru_t += 10; } else { mes "[Gabriel Valentine]"; mes "1. What level of 'Divine Protection' do you need to learn 'Demon Bane?'"; next; - if (select("Level 1:Level 2:Level 3:Level 4") == 3) + if (select("Level 1", "Level 2", "Level 3", "Level 4") == 3) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "2. If your INT is 30, including INT bonuses from quipment, at level 55, how much HP does Level 5 Heal recover?"; next; - if (select("396:440:484:528") == 2) + if (select("396", "440", "484", "528") == 2) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "3. With Level 7 Divine Protection, by how much is your defense against the Undead increased?"; next; - if (select("21:22:23:24") == 1) + if (select("21", "22", "23", "24") == 1) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "4. Which of the following spears can attack Nightmare, which is endowed with the Ghost attribute?"; next; - if (select("Lance:Bill Guisarme:Cresent scythe:Zephyrus") == 4) + if (select("Lance", "Bill Guisarme", "Cresent scythe", "Zephyrus") == 4) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "5. What level of 'Heal' do you need to learn 'Cure?'"; next; - if (select("Level 1:Level 2:Level 3:Level 4") == 2) + if (select("Level 1", "Level 2", "Level 3", "Level 4") == 2) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "6. What is the attack speed when Level 3 Cavalier Mastery is learned?"; next; - if (select("70 % of normal speed:80 % of normal speed:90 % of normal speed:100 % of normal speed") == 2) + if (select("70 % of normal speed", "80 % of normal speed", "90 % of normal speed", "100 % of normal speed") == 2) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "7. Which of the following is not correct of the Demon Bane skill?"; next; - if (select("Increase attack on Undead:Only Acolytes can learn the skill:When mastered, + 30 increase:Passive Skill") == 2) + if (select("Increase attack on Undead", "Only Acolytes can learn the skill", "When mastered, + 30 increase", "Passive Skill") == 2) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "8. How much SP does Level 7 Heal use?"; next; - if (select("30:31:33:35") == 2) + if (select("30", "31", "33", "35") == 2) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "9. What status cannot be"; mes "cured with the Cure skill?"; next; - if (select("Curse:Silence:Chaos:Blind") == 1) + if (select("Curse", "Silence", "Chaos", "Blind") == 1) .@cru_t += 10; mes "[Gabriel Valentine]"; mes "10. What best describes a Crusader?"; next; - if (select("One preparing for matrimony.:One preparing for the Holy War.:One preparing consummation.:One preparing potions.") == 2) + if (select("One preparing for matrimony.", "One preparing for the Holy War.", "One preparing consummation.", "One preparing potions.") == 2) .@cru_t += 10; } @@ -726,7 +740,7 @@ prt_church,95,127,3 script Crusader 4_F_CRU,{ mes "look at your results."; next; mes "[Gabriel Valentine]"; - mes " " + strcharinfo(0) + "'s score"; + mes " " + strcharinfo(PC_NAME) + "'s score"; mes "is " + .@cru_t + " points..."; if(.@cru_t == 100) { CRUS_Q = 8; @@ -891,7 +905,7 @@ prt_castle,35,151,5 script Patron Knight 4_M_CRU,{ mes "Would you like to begin now, or do you still need time to make preparations?"; } next; - if (select("I would like to begin.:Give me some time to prepare.") == 1) { + if (select("I would like to begin.", "Give me some time to prepare.") == 1) { if(getequipid(7) != 2608 && getequipid(8) != 2608) { mes "[Bliant Piyord]"; mes "Just a second, you do not have a Rosary equipped. As a Crusader, you must always have a Rosary on your person."; @@ -1378,7 +1392,7 @@ OnInit: end; OnTouch: - monster "job_cru",168,150,strcharinfo(0),1036,1,"Monster Summon#cr4-a::OnDead"; + monster "job_cru",168,150,strcharinfo(PC_NAME),1036,1,"Monster Summon#cr4-a::OnDead"; donpcevent "Monster Summon#cr4::OnEnd"; end; diff --git a/npc/jobs/2-2/dancer.txt b/npc/jobs/2-2/dancer.txt index 2957071bd..f0ff55d94 100644 --- a/npc/jobs/2-2/dancer.txt +++ b/npc/jobs/2-2/dancer.txt @@ -80,7 +80,7 @@ comodo,193,151,4 script Bor Robin#1 4_M_04,{ mes "to go, too?"; mes "It's a good opportunity to watch the Dancer job change test."; next; - if (select("Go to the Job Change Area:Cancel") == 1) { + if (select("Go to the Job Change Area", "Cancel") == 1) { mes "[Bor Robin]"; mes "Yaay~~"; mes "Let's go!"; @@ -153,7 +153,7 @@ job_duncer,43,93,4 script Aile#da 4_F_07,{ cutin "",255; end; } - if (DANC_Q == 0 && Sex == 0 && BaseJob == Job_Archer) { + if (DANC_Q == 0 && Sex == SEX_FEMALE && BaseJob == Job_Archer) { cutin "job_dancer_eir01",2; mes "[Aile]"; mes "Welcome~!"; @@ -177,7 +177,7 @@ job_duncer,43,93,4 script Aile#da 4_F_07,{ mes "So what do"; mes "you want to do~?"; next; - if (select("Fill out the application.:I'll pass.") == 1) { + if (select("Fill out the application.", "I'll pass.") == 1) { if (JobLevel > 39) { cutin "job_dancer_eir02",2; mes "[Aile]"; @@ -194,7 +194,7 @@ job_duncer,43,93,4 script Aile#da 4_F_07,{ cutin "job_dancer_eir01",2; mes "[Aile]"; mes "Your name is"; - mes "" + strcharinfo(0) + "?"; + mes "" + strcharinfo(PC_NAME) + "?"; mes "Wow! What a pretty name! Just a moment, I have to show this to the director, so come back in a little bit, okay?"; close2; cutin "",255; @@ -228,8 +228,7 @@ job_duncer,43,93,4 script Aile#da 4_F_07,{ close2; cutin "",255; end; - } - else if (Sex == 1) { + } else if (Sex == SEX_MALE) { cutin "job_dancer_eir03",2; mes "[Aile]"; mes "Welco--Mmm?"; @@ -525,14 +524,14 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ mes "1. The Dancer's dance, ^CD6889Lady Luck^000000,"; mes "increases which of the following?"; next; - if (select("Intelligence (INT):Dexterity (DEX):Vitality (VIT):Critical Attack Rate") == 4) + if (select("Intelligence (INT)", "Dexterity (DEX)", "Vitality (VIT)", "Critical Attack Rate") == 4) .@da_score += 10; mes "[Bijou]"; mes "2. Of the following,"; mes "which can you not consider"; mes "to be a dance?"; next; - switch(select("Tango:Tap Dance:HIP-HOP:Hip Shaker:Lightning Bolt")) { + switch(select("Tango", "Tap Dance", "HIP-HOP", "Hip Shaker", "Lightning Bolt")) { default: .@da_score -= 10; break; @@ -544,24 +543,24 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ mes "3. Which of the following"; mes "best describes a Dancer?"; next; - if (select("Person who yells.:A loud person.:A person who dances.:A person who sings.") == 3) + if (select("Person who yells.", "A loud person.", "A person who dances.", "A person who sings.") == 3) .@da_score += 10; mes "[Bijou]"; mes "4. Which of the following"; mes "cannot be associated with Comodo?"; next; - if (select("Beach city.:Dancer Job Change.:Always dark like the night.:Dungeons in 3 directions.:A lot of Thieves.") == 5) + if (select("Beach city.", "Dancer Job Change.", "Always dark like the night.", "Dungeons in 3 directions.", "A lot of Thieves.") == 5) .@da_score += 10; mes "[Bijou]"; mes "5. Before Comodo, what is the region name of the region NorthEast of Pharoah's Lighthouse Island?"; next; - if (select("Elmeth Plateau:Comuko Beach:Comodo Beach:Ginai Swamp") == 3) + if (select("Elmeth Plateau", "Comuko Beach", "Comodo Beach", "Ginai Swamp") == 3) .@da_score += 10; mes "[Bijou]"; mes "6. Who is the most"; mes "beautiful dancer?"; next; - switch(select("" + strcharinfo(0) + ":Bijou:Aile:Bonjour")) { + switch(select(strcharinfo(PC_NAME), "Bijou", "Aile", "Bonjour")) { case 1: mes "[Bijou]"; mes "..."; @@ -584,26 +583,26 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ mes "who can perform together"; mes "with a Dancer?"; next; - if (select("Assassin:Bard:Alchemist:Sage") == 2) + if (select("Assassin", "Bard", "Alchemist", "Sage") == 2) .@da_score += 10; mes "[Bijou]"; mes "8. Which of the following"; mes "is not a specialty of Comodo?"; next; - if (select("Berserk Potion:Clam Shell:Crab Shell:Shining Stone") == 4) + if (select("Berserk Potion", "Clam Shell", "Crab Shell", "Shining Stone") == 4) .@da_score += 10; mes "[Bijou]"; mes "9. Who is the manager"; mes "of the Comodo Casino?"; next; - if (select("Yoo:Moo:Hoon:Roul") == 2) + if (select("Yoo", "Moo", "Hoon", "Roul") == 2) .@da_score += 10; mes "[Bijou]"; mes "10. Who accepts the"; mes "Dancer job change"; mes "applications?"; next; - if (select("Bijou:Aile:Athena:Sonotora") == 2) + if (select("Bijou", "Aile", "Athena", "Sonotora") == 2) .@da_score += 10; break; case 2: @@ -612,14 +611,14 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ mes "of the combined skill,"; mes "^CD6889Mental Sensing^000000?"; next; - if (select("Instant monster death.:Doubles damage.:Increases experience.:Increases attack speed.") == 3) + if (select("Instant monster death.", "Doubles damage.", "Increases experience.", "Increases attack speed.") == 3) .@da_score += 10; mes "[Bijou]"; mes "2. Which is considered"; mes "bad etiquette on the dance"; mes "floor after a dance?"; next; - if (select("Thank your partner.:Praise your partner's dance.:Ask to dance a different dance.:Criticize your partner.") == 4) + if (select("Thank your partner.", "Praise your partner's dance.", "Ask to dance a different dance.", "Criticize your partner.") == 4) .@da_score += 10; mes "[Bijou]"; mes "3. Which is not an"; @@ -628,33 +627,33 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ mes "a mistake while you"; mes "are dancing together?"; next; - if (select("Smile at each other and continue dancing.:Point out the mistake.:Ignore it if the dancer does not realize it.:Give them a smile.") == 2) + if (select("Smile at each other and continue dancing.", "Point out the mistake.", "Ignore it if the dancer does not realize it.", "Give them a smile.") == 2) .@da_score += 10; mes "[Bijou]"; mes "4. In which town"; mes "can you change jobs"; mes "to a Dancer?"; next; - if (select("Cocomo:Sandarman:Comudo:Comodo") == 4) + if (select("Cocomo", "Sandarman", "Comudo", "Comodo") == 4) .@da_score += 10; mes "[Bijou]"; mes "5. How many dungeons"; mes "are directly connected"; mes "to Comodo?"; next; - if (select("1:2:3:4") == 3) + if (select("1", "2", "3", "4") == 3) .@da_score += 10; mes "[Bijou]"; mes "6. Which of the following"; mes "is not a Cute Pet monster?"; next; - if (select("Isis:Argiope:Dokebi:Deviruchi") == 2) + if (select("Isis", "Argiope", "Dokebi", "Deviruchi") == 2) .@da_score += 10; mes "[Bijou]"; mes "7. Who is the most"; mes "graceful dancer?"; next; - switch(select("" + strcharinfo(0) + ":Bijou:Isis:Mercy Bokou")) { + switch(select(strcharinfo(PC_NAME), "Bijou", "Isis", "Mercy Bokou")) { case 1: mes "[Bijou]"; mes "..."; @@ -677,18 +676,18 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ mes "exact name of the"; mes "Kafra in Comodo?"; next; - if (select("Kafra Headquarters:Kafra West Headquarters:Kafra Service:Kafra Headquarters: Western Branch") == 4) + if (select("Kafra Headquarters", "Kafra West Headquarters", "Kafra Service", "Kafra Headquarters", " Western Branch") == 4) .@da_score += 10; mes "[......]"; mes "9. What is my name?"; next; - if (select("Borjuis:Bourgeois:Bijou:Beruberu") == 3) + if (select("Borjuis", "Bourgeois", "Bijou", "Beruberu") == 3) .@da_score += 10; mes "[Bijou]"; mes "10. What is the"; mes "effect of ^CD6889Lullaby^000000?"; next; - if (select("Casts the Blind effect in the area.:Casts the Sleep effect on the area.:Puts a night effect on the area.:Freezes the area.") == 2) + if (select("Casts the Blind effect in the area.", "Casts the Sleep effect on the area.", "Puts a night effect on the area.", "Freezes the area.") == 2) .@da_score += 10; break; case 3: @@ -696,7 +695,7 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ mes "1. What is the effect"; mes "of the skill ^CD6889Dance Lessons^000000?"; next; - switch(select("Increases INT:Increases the effect of dancing skills:Increase damage of Whip weapons.:Inflict Stun on a certain area around the caster.")) { + switch(select("Increases INT", "Increases the effect of dancing skills", "Increase damage of Whip weapons.", "Inflict Stun on a certain area around the caster.")) { default: break; case 2: @@ -711,25 +710,25 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ mes "their feet and taps the"; mes "ground to create a rhythm?"; next; - if (select("Tap Dance:Improve Concentration:Tango:Double Strafing") == 1) + if (select("Tap Dance", "Improve Concentration", "Tango", "Double Strafing") == 1) .@da_score += 10; mes "[Bijou]"; mes "3. Which of the following"; mes "is not a characteristic of a Dancer?"; next; - if (select("Uses Dance skills. :Attacks from a distance.:Uses Whips.:Uses Two-handed swords.") == 4) + if (select("Uses Dance skills. ", "Attacks from a distance.", "Uses Whips.", "Uses Two-handed swords.") == 4) .@da_score += 10; mes "[Bijou]"; mes "4. Which town has"; mes "the most Dancers?"; next; - if (select("Al De Baran:Juno:Morroc:Comodo") == 4) + if (select("Al De Baran", "Juno", "Morroc", "Comodo") == 4) .@da_score += 10; mes "[Bijou]"; mes "5. Of the following,"; mes "who dances most beautifully?"; next; - switch(select("" + strcharinfo(0) + ":Bijou:Isis:Guton Tak")) { + switch(select(strcharinfo(PC_NAME), "Bijou", "Isis", "Guton Tak")) { case 1: mes "[Bijou]"; mes "..."; @@ -752,32 +751,32 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ mes "better at than the other"; mes "job classes?"; next; - if (select("Health:Acting :Dancing :Magic ") == 3) + if (select("Health", "Acting ", "Dancing ", "Magic ") == 3) .@da_score += 10; mes "[Bijou]"; mes "7. Who is the manager"; mes "of the Comodo Casino?"; next; - if (select("Ryu:Moo:Roul:Hoon") == 2) + if (select("Ryu", "Moo", "Roul", "Hoon") == 2) .@da_score += 10; mes "[Bijou]"; mes "8. What item cannot"; mes "be equipped by a Dancer?"; next; - if (select("Kitty Band :Two-handed Sword:Sandals:Earring") == 2) + if (select("Kitty Band ", "Two-handed Sword", "Sandals", "Earring") == 2) .@da_score += 10; mes "[Bijou]"; mes "9. Do you think you"; mes "can say this quiz is"; mes "frustrating and annoying?"; next; - select("Yes:No"); + select("Yes", "No"); .@da_score += 10; mes "[Bijou]"; mes "10. Which of the following"; mes "is not a Jazz musician?"; next; - if (select("Art Blakey:Billie Holiday :Louis Armstrong :Bud Powell :Elder Willow ") == 5) + if (select("Art Blakey", "Billie Holiday ", "Louis Armstrong ", "Bud Powell ", "Elder Willow ") == 5) .@da_score += 10; } mes "[Bijou]"; @@ -826,7 +825,7 @@ job_duncer,95,93,4 script Bijou#da 4W_F_01,{ mes "If you like, I can"; mes "explain the instructions."; next; - if (select("Listen to instructions.:Go to the testing area.") == 1) { + if (select("Listen to instructions.", "Go to the testing area.") == 1) { mes "[Bijou]"; mes "First of all, each person gets ^CD68891 minute^000000 for the test, and everyone dances ^CD6889one at a time^000000. Don't worry if you've never danced before~"; next; @@ -1310,7 +1309,7 @@ OnEnable: - script dancestep::StepTrigger FAKE_NPC,1,1,{ OnTouch: donpcevent "Backdancer#1::OnOmg"; - mapannounce "job_duncer"," " + strcharinfo(0) + ", you lack rhythm... Your timing was too late!",bc_map; + mapannounce "job_duncer"," " + strcharinfo(PC_NAME) + ", you lack rhythm... Your timing was too late!",bc_map; DANC_Q = 8; donpcevent "Bijou#dance_timer::OnDisable"; donpcevent "Waiting Room#dance::OnEnable"; diff --git a/npc/jobs/2-2/monk.txt b/npc/jobs/2-2/monk.txt index 02bc712e9..631da5f7d 100644 --- a/npc/jobs/2-2/monk.txt +++ b/npc/jobs/2-2/monk.txt @@ -69,7 +69,7 @@ prt_monk,59,247,1 script Guarding Monk#mk 2_M_PHARMACIST,6,2,{ mes "[Tohobu]"; mes "Now, please tell me your name and job level."; next; - if (select("Ignore him.:Tell him.") == 1) { + if (select("Ignore him.", "Tell him.") == 1) { mes "[Tohobu]"; mes "To ignore another is disrespectful, get out!"; close2; @@ -77,15 +77,15 @@ prt_monk,59,247,1 script Guarding Monk#mk 2_M_PHARMACIST,6,2,{ end; } mes "[Tohobu]"; - mes "Hmm... " + strcharinfo(0) + " is your name?"; + mes "Hmm... " + strcharinfo(PC_NAME) + " is your name?"; mes "...did I say it right?"; mes "Okay, and your job level is " + JobLevel + " correct?"; next; mes "[Tohobu]"; mes "Very well... why have you come here"; - mes "" + strcharinfo(0) + "?"; + mes "" + strcharinfo(PC_NAME) + "?"; next; - switch(select("To visit and learn about monks.:I wish to become a monk...:I'm tired and need to rest...")) { + switch(select("To visit and learn about monks.", "I wish to become a monk...", "I'm tired and need to rest...")) { case 1: mes "[Tohobu]"; mes "I see..."; @@ -148,7 +148,7 @@ prt_monk,59,247,1 script Guarding Monk#mk 2_M_PHARMACIST,6,2,{ mes "[Tohobu]"; mes "What do you think? Did your visit reveal anything to your spirit?"; next; - switch(select("No...:I wish to become a monk.:I need to rest...")) { + switch(select("No...", "I wish to become a monk.", "I need to rest...")) { case 1: mes "[Tohobu]"; mes "I see, there is no shame in that."; @@ -215,7 +215,7 @@ prt_monk,59,247,1 script Guarding Monk#mk 2_M_PHARMACIST,6,2,{ mes "[Tohobu]"; mes "Now, please tell me your name as well as your job level!"; next; - if (select("Ignore.:Tell him.") == 1) { + if (select("Ignore.", "Tell him.") == 1) { mes "[Tohobu]"; mes "To ignore another is disrespectful, get out!"; close2; @@ -223,15 +223,15 @@ prt_monk,59,247,1 script Guarding Monk#mk 2_M_PHARMACIST,6,2,{ end; } mes "[Tohobu]"; - mes "Hmm... " + strcharinfo(0) + " is your name?"; + mes "Hmm... " + strcharinfo(PC_NAME) + " is your name?"; mes "...did I say it right?"; mes "Okay, and your job level is " + JobLevel + " correct?"; next; mes "[Tohobu]"; mes "Okay, Now, why have you come here"; - mes "" + strcharinfo(0) + "?"; + mes "" + strcharinfo(PC_NAME) + "?"; next; - switch(select("To visit and learn about monks.:I wish to become a monk...:I'm tired and need to rest...")) { + switch(select("To visit and learn about monks.", "I wish to become a monk...", "I'm tired and need to rest...")) { case 1: mes "[Tohobu]"; mes "I see..."; @@ -361,7 +361,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{ mes "[Sensei Moohae]"; mes "I sense a fighting spirit, do you wish to become a monk? "; next; - if (select("Yes.:No.") == 2) { + if (select("Yes.", "No.") == 2) { mes "[Sensei Moohae]"; mes "My apologies... It has been some time since"; mes "I have sensed someone with your strength."; @@ -370,7 +370,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{ } mes "[Sensei Moohae]"; mes "There are still those who wish to follow the old ways."; - if (Sex) + if (Sex == SEX_MALE) mes "A strong young man. I am pleased of your will to join us."; else mes "Such a delicate flower. I am pleased to see your will to join us."; @@ -594,14 +594,14 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{ mes "[Sensei Moohae]"; mes "Hmm?"; next; - if (countitem(Tooth_Of_Bat) > 9 && countitem(Bear's_Foot) > 4 && countitem(Poison_Spore) > 19) { + if (countitem(Tooth_Of_Bat) > 9 && countitem(Bears_Foot) > 4 && countitem(Poison_Spore) > 19) { mes "[Sensei Moohae]"; mes "Excellent, all the items I asked for."; mes "I will tell this to the elders."; MONK_Q = 10; changequest 3022,3024; delitem Tooth_Of_Bat,10; - delitem Bear's_Foot,5; + delitem Bears_Foot,5; delitem Poison_Spore,20; next; mes "[Sensei Moohae]"; @@ -696,7 +696,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{ mes "But first, answer me these questions."; mes "Do you dedicate the remainder of your life to the pursuit of purity?"; next; - if (select("Yes.:No.") == 2) { + if (select("Yes.", "No.") == 2) { mes "[Sensei Moohae]"; mes "....with that kind of reply..."; mes "Have you not enough heart to become a monk?"; @@ -710,7 +710,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{ mes "[Sensei Moohae]"; mes "Will you take advantage of the abilities gained through our training to use for personal benefit?"; next; - if (select("Yes.:No.") == 1) { + if (select("Yes.", "No.") == 1) { mes "[Sensei Moohae]"; mes "...then we cannot accept you as a monk. We, monks do not practice for personal benefit."; mes "We lead our lives honorably and as holy executioners to the damned."; @@ -724,7 +724,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{ mes "Will you punishing those who are against"; mes "veritas and aequitas? ^CCCCCC(Truth and Justice)^000000"; next; - if (select("Yes.:No.") == 2) { + if (select("Yes.", "No.") == 2) { mes "[Sensei Moohae]"; mes "Who do you think we, the monks are for!"; mes "Any creature that is against the will of such spawns from the dregs of the world!"; @@ -738,7 +738,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{ mes "[Sensei Moohae]"; mes "Will you cooperate with others who have the same goal as yours and sacrifice yourself as a means to an end?"; next; - if (select("Yes.:No.") == 2) { + if (select("Yes.", "No.") == 2) { mes "[Sensei Moohae]"; mes "Did you say no...? This is unacceptable..."; mes "If you can help your comrades by sacrificing yourself that is a true display of purity."; @@ -751,7 +751,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{ mes "[Sensei Moohae]"; mes "Will you assist your comrades by gathering monsters to follow you?"; next; - if (select("Yes.:No.") == 1) { + if (select("Yes.", "No.") == 1) { mes "[Sensei Moohae]"; mes "That is not acceptable. Purposely taunting monsters to follow you can be very dangerous and harmful to others. This is not the way of a monk."; mes "... that behavior is regarded as careless and is not tolerated."; @@ -767,7 +767,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{ mes "[Sensei Moohae]"; mes "Will you yell and shout the same things over and over again in towns or in fields?"; next; - if (select("Yes.:No.") == 1) { + if (select("Yes.", "No.") == 1) { mes "[Sensei Moohae]"; mes "You are not allowed to do so. This doesn't apply only to monks but to everyone."; mes "Nobody wants their peace disturbed!"; @@ -777,7 +777,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{ mes "[Sensei Moohae]"; mes "Are you willing to die for others on your monk's path of being a holy executioner?"; next; - if (select("Yes.:No.") == 2) { + if (select("Yes.", "No.") == 2) { mes "[Sensei Moohae]"; mes "You cannot become a monk with such an attitude!!!"; mes "If we can eliminate at least one more enemy of ours by sacrificing ourselves, that's what is expected of you as a holy executioner in whom we are trained to be."; @@ -790,13 +790,13 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{ } mes "Lastly, make your oath that you will keep these vows."; next; - if (select(" I vow to keep these oaths.:...eh...no...") == 2) { + if (select(" I vow to keep these oaths.", "...eh...no...") == 2) { mes "[Sensei Moohae]"; mes ".............."; next; mes "[Sensei Moohae]"; mes "Then your training isn't completed."; - if (Sex) + if (Sex == SEX_MALE) mes "You will not be accepted as a monk my boy."; else mes "You will not be accepted as a monk little girl."; @@ -808,7 +808,7 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{ mes "Come back later when you're ready..."; next; mes "[Sensei Moohae]"; - if (Sex) + if (Sex == SEX_MALE) mes "I hope that you are able to realize what you are to become soon my boy..."; else mes "I hope that you are able to realize what you are to become soon my girl..."; @@ -817,13 +817,13 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{ mes "[Sensei Moohae]"; mes "Then your training is complete..."; mes "Please come closer."; - if (Sex) + if (Sex == SEX_MALE) mes "We welcome you brother, in our holy battle against evil!"; else mes "We welcome you sister, in our holy battle against evil!"; next; mes "[Sensei Moohae]"; - if (Sex) + if (Sex == SEX_MALE) mes "My brother, your oath has been heard by all around us."; else mes "My sister, your oath has been heard by all around us."; @@ -840,10 +840,10 @@ monk_in,99,58,1 script Sensei Moohae#mk 1_M_PASTOR,{ mes "[Sensei Moohae]"; mes "And relax your body......."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "^00CCCC- You breathe in deeply -^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "^CC0000- You feel fingers poking you all over your body with swiftness -^000000"; next; mes "[Sensei Moohae]"; @@ -949,7 +949,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ mes "Calm your mind."; mes "Relax your body...are you ready?"; next; - if (select("Yes.:No.") == 2) { + if (select("Yes.", "No.") == 2) { mes "[Touha]"; mes "Please come back when you're ready."; close; @@ -1066,54 +1066,54 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ if (MONK_Q == 10) { mes "[Touha]"; mes "Ok, that is all. Now repeat what I have spoken."; - mes "" + strcharinfo(0) + ", your turn."; + mes "" + strcharinfo(PC_NAME) + ", your turn."; next; } if (MONK_Q == 11) { - switch(select("shall hold true:We monks:and will help protect others:through the teachings:In nomine Patris, et Filii:to what we believe:I seek the path:we learn through our lives.:et Spiritus Sancti.:of enlightenment.")) { + switch(select("shall hold true", "We monks", "and will help protect others", "through the teachings", "In nomine Patris, et Filii", "to what we believe", "I seek the path", "we learn through our lives.", "et Spiritus Sancti.", "of enlightenment.")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "shall hold true"; break; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "We monks"; break; case 3: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "and will help protect others"; break; case 4: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "through the teachings"; break; case 5: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "In nomine Patris, et Filii"; break; case 6: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "to what we believe"; break; case 7: .@monk_t += 10; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I seek the path"; break; case 8: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "we learn through our lives."; break; case 9: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "et Spiritus Sancti."; break; case 10: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "of enlightenment."; break; } - switch(select("We monks:In nomine Patris, et Filii:I seek the path:shall hold true:of enlightenment.:and will help protect others:we learn through our lives.:through the teachings:to what we believe:et Spiritus Sancti.")) { + switch(select("We monks", "In nomine Patris, et Filii", "I seek the path", "shall hold true", "of enlightenment.", "and will help protect others", "we learn through our lives.", "through the teachings", "to what we believe", "et Spiritus Sancti.")) { case 1: mes "We monks"; break; case 2: mes "In nomine Patris, et Filii"; break; case 3: mes "I seek the path"; break; @@ -1128,7 +1128,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ case 9: mes "to what we believe"; break; case 10: mes "et Spiritus Sancti."; break; } - switch(select("to what we believe:We monks:I seek the path:shall hold true:of enlightenment.:we learn through our lives.:In nomine Patris, et Filii:and will help protect others:through the teachings:et Spiritus Sancti.")) { + switch(select("to what we believe", "We monks", "I seek the path", "shall hold true", "of enlightenment.", "we learn through our lives.", "In nomine Patris, et Filii", "and will help protect others", "through the teachings", "et Spiritus Sancti.")) { case 1: mes "to what we believe"; break; case 2: .@monk_t += 10; @@ -1143,7 +1143,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ case 9: mes "through the teachings"; break; case 10: mes "et Spiritus Sancti."; break; } - switch(select("shall hold true:I seek the path:We monks:In nomine Patris, et Filii:of enlightenment.:et Spiritus Sancti.:to what we believe:we learn through our lives.:and will help protect others:through the teachings")) { + switch(select("shall hold true", "I seek the path", "We monks", "In nomine Patris, et Filii", "of enlightenment.", "et Spiritus Sancti.", "to what we believe", "we learn through our lives.", "and will help protect others", "through the teachings")) { case 1: .@monk_t += 10; mes "shall hold true"; @@ -1159,7 +1159,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ case 9: mes "and will help protect others"; break; case 10: mes "through the teachings"; break; } - switch(select("of enlightenment.:I seek the path:We monks:shall hold true:and will help protect others:through the teachings:we learn through our lives.:In nomine Patris, et Filii:to what we believe:et Spiritus Sancti.")) { + switch(select("of enlightenment.", "I seek the path", "We monks", "shall hold true", "and will help protect others", "through the teachings", "we learn through our lives.", "In nomine Patris, et Filii", "to what we believe", "et Spiritus Sancti.")) { case 1: mes "of enlightenment."; break; case 2: mes "I seek the path"; break; case 3: mes "We monks"; break; @@ -1174,7 +1174,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ break; case 10: mes "et Spiritus Sancti."; break; } - switch(select("I seek the path:through the teachings:and will help protect others:of enlightenment.:shall hold true:et Spiritus Sancti.:In nomine Patris, et Filii:to what we believe:We monks:we learn through our lives.")) { + switch(select("I seek the path", "through the teachings", "and will help protect others", "of enlightenment.", "shall hold true", "et Spiritus Sancti.", "In nomine Patris, et Filii", "to what we believe", "We monks", "we learn through our lives.")) { case 1: mes "I seek the path"; break; case 2: mes "through the teachings"; break; case 3: @@ -1189,7 +1189,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ case 9: mes "We monks"; break; case 10: mes "we learn through our lives."; break; } - switch(select("we learn through our lives.:In nomine Patris, et Filii:et Spiritus Sancti.:I seek the path:of enlightenment.:to what we believe:We monks:shall hold true:and will help protect others:through the teachings")) { + switch(select("we learn through our lives.", "In nomine Patris, et Filii", "et Spiritus Sancti.", "I seek the path", "of enlightenment.", "to what we believe", "We monks", "shall hold true", "and will help protect others", "through the teachings")) { case 1: mes "we learn through our lives."; break; case 2: mes "In nomine Patris, et Filii"; break; case 3: mes "et Spiritus Sancti."; break; @@ -1204,7 +1204,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ mes "through the teachings"; break; } - switch(select("we learn through our lives.:In nomine Patris, et Filii:through the teachings:I seek the path:We monks:shall hold true:to what we believe:and will help protect others:of enlightenment.:et Spiritus Sancti.")) { + switch(select("we learn through our lives.", "In nomine Patris, et Filii", "through the teachings", "I seek the path", "We monks", "shall hold true", "to what we believe", "and will help protect others", "of enlightenment.", "et Spiritus Sancti.")) { case 1: .@monk_t += 10; mes "we learn through our lives."; @@ -1219,7 +1219,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ case 9: mes "of enlightenment."; break; case 10: mes "et Spiritus Sancti."; break; } - switch(select("I seek the path:of enlightenment.:We monks:shall hold true:to what we believe:et Spiritus Sancti.:and will help protect others:through the teachings:we learn through our lives.:In nomine Patris, et Filii")) { + switch(select("I seek the path", "of enlightenment.", "We monks", "shall hold true", "to what we believe", "et Spiritus Sancti.", "and will help protect others", "through the teachings", "we learn through our lives.", "In nomine Patris, et Filii")) { case 1: mes "I seek the path"; break; case 2: mes "of enlightenment."; break; case 3: mes "We monks"; break; @@ -1234,7 +1234,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ mes "In nomine Patris, et Filii"; break; } - switch(select("I seek the path:of enlightenment.:We monks:shall hold true:to what we believe:and will help protect others:through the teachings:we learn through our lives.:In nomine Patris, et Filii:et Spiritus Sancti.")) { + switch(select("I seek the path", "of enlightenment.", "We monks", "shall hold true", "to what we believe", "and will help protect others", "through the teachings", "we learn through our lives.", "In nomine Patris, et Filii", "et Spiritus Sancti.")) { case 1: mes "I seek the path"; break; case 2: mes "of enlightenment."; break; case 3: mes "We monks"; break; @@ -1251,50 +1251,50 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ } } else if (MONK_Q == 12) { - switch(select("I will follow my path:veritas and aequitas.:to enlightenment and purity.:I commit myself to:I will protect my:victorious while I breathe.:brothers with my life.:Evil shall never be:In nomine Patris, et Filii:et Spiritus Sancti.")) { + switch(select("I will follow my path", "veritas and aequitas.", "to enlightenment and purity.", "I commit myself to", "I will protect my", "victorious while I breathe.", "brothers with my life.", "Evil shall never be", "In nomine Patris, et Filii", "et Spiritus Sancti.")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I will follow my path"; break; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "veritas and aequitas."; break; case 3: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "to enlightenment and purity."; break; case 4: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; .@monk_t += 10; mes "I commit myself to"; break; case 5: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I will protect my"; break; case 6: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "victorious while I breathe."; break; case 7: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "brothers with my life."; break; case 8: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Evil shall never be"; break; case 9: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "In nomine Patris, et Filii"; break; case 10: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "et Spiritus Sancti."; break; } - switch(select("I will follow my path:I will protect my:brothers with my life.:to enlightenment and purity.:Evil shall never be:victorious while I breathe.:et Spiritus Sancti.:I commit myself to:veritas and aequitas.:In nomine Patris, et Filii")) { + switch(select("I will follow my path", "I will protect my", "brothers with my life.", "to enlightenment and purity.", "Evil shall never be", "victorious while I breathe.", "et Spiritus Sancti.", "I commit myself to", "veritas and aequitas.", "In nomine Patris, et Filii")) { case 1: mes "I will follow my path"; break; case 2: mes "I will protect my"; break; case 3: mes "brothers with my life."; break; @@ -1309,7 +1309,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ break; case 10: mes "In nomine Patris, et Filii"; break; } - switch(select("I will follow my path:veritas and aequitas.:I commit myself to:et Spiritus Sancti.:Evil shall never be:to enlightenment and purity.:In nomine Patris, et Filii:I will protect my:brothers with my life.:victorious while I breathe.")) { + switch(select("I will follow my path", "veritas and aequitas.", "I commit myself to", "et Spiritus Sancti.", "Evil shall never be", "to enlightenment and purity.", "In nomine Patris, et Filii", "I will protect my", "brothers with my life.", "victorious while I breathe.")) { case 1: .@monk_t += 10; mes "I will follow my path"; @@ -1324,7 +1324,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ case 9: mes "brothers with my life."; break; case 10: mes "victorious while I breathe."; break; } - switch(select("veritas and aequitas.:Evil shall never be:I will follow my path:I will protect my:victorious while I breathe.:to enlightenment and purity.:brothers with my life.:In nomine Patris, et Filii:et Spiritus Sancti.:I commit myself to")) { + switch(select("veritas and aequitas.", "Evil shall never be", "I will follow my path", "I will protect my", "victorious while I breathe.", "to enlightenment and purity.", "brothers with my life.", "In nomine Patris, et Filii", "et Spiritus Sancti.", "I commit myself to")) { case 1: mes "veritas and aequitas."; break; case 2: mes "Evil shall never be"; break; case 3: mes "I will follow my path"; break; @@ -1339,7 +1339,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ case 9: mes "et Spiritus Sancti."; break; case 10: mes "I commit myself to"; break; } - switch(select("victorious while I breathe.:I commit myself to:to enlightenment and purity.:brothers with my life.:Evil shall never be:In nomine Patris, et Filii:et Spiritus Sancti.:I will follow my path:veritas and aequitas.:I will protect my")) { + switch(select("victorious while I breathe.", "I commit myself to", "to enlightenment and purity.", "brothers with my life.", "Evil shall never be", "In nomine Patris, et Filii", "et Spiritus Sancti.", "I will follow my path", "veritas and aequitas.", "I will protect my")) { case 1: mes "victorious while I breathe."; break; case 2: mes "I commit myself to"; break; case 3: mes "to enlightenment and purity."; break; @@ -1354,7 +1354,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ mes "I will protect my"; break; } - switch(select("to enlightenment and purity.:I will follow my path:veritas and aequitas.:I commit myself to:brothers with my life.:I will protect my:victorious while I breathe.:Evil shall never be:et Spiritus Sancti.:In nomine Patris, et Filii")) { + switch(select("to enlightenment and purity.", "I will follow my path", "veritas and aequitas.", "I commit myself to", "brothers with my life.", "I will protect my", "victorious while I breathe.", "Evil shall never be", "et Spiritus Sancti.", "In nomine Patris, et Filii")) { case 1: mes "to enlightenment and purity."; break; case 2: mes "I will follow my path"; break; case 3: mes "veritas and aequitas."; break; @@ -1369,7 +1369,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ case 9: mes "et Spiritus Sancti."; break; case 10: mes "In nomine Patris, et Filii"; break; } - switch(select("veritas and aequitas.:Evil shall never be:brothers with my life.:victorious while I breathe.:I will follow my path:to enlightenment and purity.:I will protect my:In nomine Patris, et Filii:et Spiritus Sancti.:I commit myself to")) { + switch(select("veritas and aequitas.", "Evil shall never be", "brothers with my life.", "victorious while I breathe.", "I will follow my path", "to enlightenment and purity.", "I will protect my", "In nomine Patris, et Filii", "et Spiritus Sancti.", "I commit myself to")) { case 1: mes "veritas and aequitas."; break; case 2: .@monk_t += 10; @@ -1384,7 +1384,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ case 9: mes "et Spiritus Sancti."; break; case 10: mes "I commit myself to"; break; } - switch(select("victorious while I breathe.:to enlightenment and purity.:I will protect my:veritas and aequitas.:brothers with my life.:I will follow my path:Evil shall never be:In nomine Patris, et Filii:I commit myself to:et Spiritus Sancti.")) { + switch(select("victorious while I breathe.", "to enlightenment and purity.", "I will protect my", "veritas and aequitas.", "brothers with my life.", "I will follow my path", "Evil shall never be", "In nomine Patris, et Filii", "I commit myself to", "et Spiritus Sancti.")) { case 1: .@monk_t += 10; mes "victorious while I breathe."; @@ -1399,7 +1399,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ case 9: mes "I commit myself to"; break; case 10: mes "et Spiritus Sancti."; break; } - switch(select("I commit myself to:I will follow my path:veritas and aequitas.:I will protect my:to enlightenment and purity.:brothers with my life.:Evil shall never be:In nomine Patris, et Filii:victorious while I breathe.:et Spiritus Sancti.")) { + switch(select("I commit myself to", "I will follow my path", "veritas and aequitas.", "I will protect my", "to enlightenment and purity.", "brothers with my life.", "Evil shall never be", "In nomine Patris, et Filii", "victorious while I breathe.", "et Spiritus Sancti.")) { case 1: mes "I commit myself to"; break; case 2: mes "I will follow my path"; break; case 3: mes "veritas and aequitas."; break; @@ -1414,7 +1414,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ case 9: mes "victorious while I breathe."; break; case 10: mes "et Spiritus Sancti."; break; } - switch(select("I commit myself to:veritas and aequitas.:I will follow my path:to enlightenment and purity.:I will protect my:brothers with my life.:Evil shall never be:victorious while I breathe.:In nomine Patris, et Filii:et Spiritus Sancti.")) { + switch(select("I commit myself to", "veritas and aequitas.", "I will follow my path", "to enlightenment and purity.", "I will protect my", "brothers with my life.", "Evil shall never be", "victorious while I breathe.", "In nomine Patris, et Filii", "et Spiritus Sancti.")) { case 1: mes "I commit myself to"; break; case 2: mes "veritas and aequitas."; break; case 3: mes "I will follow my path"; break; @@ -1431,50 +1431,50 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ } } else if (MONK_Q == 13) { - switch(select("for thee my lord for thee.:And shepherds we shall be,:Power hath descended forth:out thy command. And we shall:from the hand:flow a river forth to thee and:so our feet may swiftly carry:teeming with souls shall it ever be:et Spiritus Sancti.:In nomine Patris, et Filii")) { + switch(select("for thee my lord for thee.", "And shepherds we shall be,", "Power hath descended forth", "out thy command. And we shall", "from the hand", "flow a river forth to thee and", "so our feet may swiftly carry", "teeming with souls shall it ever be", "et Spiritus Sancti.", "In nomine Patris, et Filii")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "for thee my lord for thee."; break; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; .@monk_t += 10; mes "And shepherds we shall be,"; break; case 3: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Power hath descended forth"; break; case 4: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "out thy command. And we shall"; break; case 5: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "from the hand"; break; case 6: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "flow a river forth to thee and"; break; case 7: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "so our feet may swiftly carry"; break; case 8: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "teeming with souls shall it ever be"; break; case 9: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "et Spiritus Sancti."; break; case 10: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "In nomine Patris, et Filii"; break; } - switch(select("teeming with souls shall it ever be:flow a river forth to thee and:so our feet may swiftly carry:In nomine Patris, et Filii:et Spiritus Sancti.:Power hath descended forth:And shepherds we shall be,:for thee my lord for thee.:from the hand:out thy command. And we shall")) { + switch(select("teeming with souls shall it ever be", "flow a river forth to thee and", "so our feet may swiftly carry", "In nomine Patris, et Filii", "et Spiritus Sancti.", "Power hath descended forth", "And shepherds we shall be,", "for thee my lord for thee.", "from the hand", "out thy command. And we shall")) { case 1: mes "teeming with souls shall it ever be"; break; case 2: mes "flow a river forth to thee and"; break; case 3: mes "so our feet may swiftly carry"; break; @@ -1489,7 +1489,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ case 9: mes "from the hand"; break; case 10: mes "out thy command. And we shall"; break; } - switch(select("And shepherds we shall be,:for thee my lord for thee.:Power hath descended forth:from the hand:teeming with souls shall it ever be:et Spiritus Sancti.:In nomine Patris, et Filii:so our feet may swiftly carry:out thy command. And we shall:flow a river forth to thee and")) { + switch(select("And shepherds we shall be,", "for thee my lord for thee.", "Power hath descended forth", "from the hand", "teeming with souls shall it ever be", "et Spiritus Sancti.", "In nomine Patris, et Filii", "so our feet may swiftly carry", "out thy command. And we shall", "flow a river forth to thee and")) { case 1: mes "And shepherds we shall be,"; break; case 2: mes "for thee my lord for thee."; break; case 3: @@ -1504,7 +1504,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ case 9: mes "out thy command. And we shall"; break; case 10: mes "flow a river forth to thee and"; break; } - switch(select("for thee my lord for thee.:And shepherds we shall be,:Power hath descended forth:so our feet may swiftly carry:from the hand:flow a river forth to thee and:out thy command. And we shall:In nomine Patris, et Filii:teeming with souls shall it ever be:et Spiritus Sancti.")) { + switch(select("for thee my lord for thee.", "And shepherds we shall be,", "Power hath descended forth", "so our feet may swiftly carry", "from the hand", "flow a river forth to thee and", "out thy command. And we shall", "In nomine Patris, et Filii", "teeming with souls shall it ever be", "et Spiritus Sancti.")) { case 1: mes "for thee my lord for thee."; break; case 2: mes "And shepherds we shall be,"; break; case 3: mes "Power hath descended forth"; break; @@ -1519,7 +1519,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ case 9: mes "teeming with souls shall it ever be"; break; case 10: mes "et Spiritus Sancti."; break; } - switch(select("And shepherds we shall be,:for thee my lord for thee.:Power hath descended forth:so our feet may swiftly carry:from the hand:so our feet may swiftly carry:flow a river forth to thee and:In nomine Patris, et Filii:teeming with souls shall it ever be:et Spiritus Sancti.")) { + switch(select("And shepherds we shall be,", "for thee my lord for thee.", "Power hath descended forth", "so our feet may swiftly carry", "from the hand", "so our feet may swiftly carry", "flow a river forth to thee and", "In nomine Patris, et Filii", "teeming with souls shall it ever be", "et Spiritus Sancti.")) { case 1: mes "And shepherds we shall be,"; break; case 2: mes "for thee my lord for thee."; break; case 3: mes "Power hath descended forth"; break; @@ -1534,7 +1534,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ case 9: mes "teeming with souls shall it ever be"; break; case 10: mes "et Spiritus Sancti."; break; } - switch(select("for thee my lord for thee.:Power hath descended forth:And shepherds we shall be,:from the hand:so our feet may swiftly carry:flow a river forth to thee and:out thy command. And we shall:teeming with souls shall it ever be:In nomine Patris, et Filii:et Spiritus Sancti.")) { + switch(select("for thee my lord for thee.", "Power hath descended forth", "And shepherds we shall be,", "from the hand", "so our feet may swiftly carry", "flow a river forth to thee and", "out thy command. And we shall", "teeming with souls shall it ever be", "In nomine Patris, et Filii", "et Spiritus Sancti.")) { case 1: mes "for thee my lord for thee."; break; case 2: mes "Power hath descended forth"; break; case 3: mes "And shepherds we shall be,"; break; @@ -1549,7 +1549,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ case 9: mes "In nomine Patris, et Filii"; break; case 10: mes "et Spiritus Sancti."; break; } - switch(select("for thee my lord for thee.:teeming with souls shall it ever be:flow a river forth to thee and:In nomine Patris, et Filii:et Spiritus Sancti.:Power hath descended forth:And shepherds we shall be,:so our feet may swiftly carry:from the hand:out thy command. And we shall")) { + switch(select("for thee my lord for thee.", "teeming with souls shall it ever be", "flow a river forth to thee and", "In nomine Patris, et Filii", "et Spiritus Sancti.", "Power hath descended forth", "And shepherds we shall be,", "so our feet may swiftly carry", "from the hand", "out thy command. And we shall")) { case 1: mes "for thee my lord for thee."; break; case 2: mes "teeming with souls shall it ever be"; break; case 3: @@ -1564,7 +1564,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ case 9: mes "from the hand"; break; case 10: mes "out thy command. And we shall"; break; } - switch(select("teeming with souls shall it ever be:In nomine Patris, et Filii:And shepherds we shall be,:for thee my lord for thee.:Power hath descended forth:from the hand:so our feet may swiftly carry:out thy command. And we shall:flow a river forth to thee and:et Spiritus Sancti.")) { + switch(select("teeming with souls shall it ever be", "In nomine Patris, et Filii", "And shepherds we shall be,", "for thee my lord for thee.", "Power hath descended forth", "from the hand", "so our feet may swiftly carry", "out thy command. And we shall", "flow a river forth to thee and", "et Spiritus Sancti.")) { case 1: .@monk_t += 10; mes "teeming with souls shall it ever be"; @@ -1579,7 +1579,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ case 9: mes "flow a river forth to thee and"; break; case 10: mes "et Spiritus Sancti."; break; } - switch(select("Power hath descended forth:for thee my lord for thee.:And shepherds we shall be,:In nomine Patris, et Filii:so our feet may swiftly carry:from the hand:teeming with souls shall it ever be:flow a river forth to thee and:out thy command. And we shall:et Spiritus Sancti.")) { + switch(select("Power hath descended forth", "for thee my lord for thee.", "And shepherds we shall be,", "In nomine Patris, et Filii", "so our feet may swiftly carry", "from the hand", "teeming with souls shall it ever be", "flow a river forth to thee and", "out thy command. And we shall", "et Spiritus Sancti.")) { case 1: mes "Power hath descended forth"; break; case 2: mes "for thee my lord for thee."; break; case 3: mes "And shepherds we shall be,"; break; @@ -1594,7 +1594,7 @@ prt_monk,251,255,1 script Touha#mk 1_F_PRIEST,{ case 9: mes "out thy command. And we shall"; break; case 10: mes "et Spiritus Sancti."; break; } - switch(select("And shepherds we shall be,:for thee my lord for thee.:Power hath descended forth:from the hand:out thy command. And we shall:so our feet may swiftly carry:flow a river forth to thee and:teeming with souls shall it ever be:In nomine Patris, et Filii:et Spiritus Sancti.")) { + switch(select("And shepherds we shall be,", "for thee my lord for thee.", "Power hath descended forth", "from the hand", "out thy command. And we shall", "so our feet may swiftly carry", "flow a river forth to thee and", "teeming with souls shall it ever be", "In nomine Patris, et Filii", "et Spiritus Sancti.")) { case 1: mes "And shepherds we shall be,"; break; case 2: mes "for thee my lord for thee."; break; case 3: mes "Power hath descended forth"; break; @@ -1734,7 +1734,7 @@ prt_monk,57,179,1 script Boohae#mk 4_M_MINISTER,{ mes "[Boohae]"; mes "Well, start explaining... or you'll be crawling soon..."; next; - if (select("Touha sent me.:Sorry, nothing.") == 2) { + if (select("Touha sent me.", "Sorry, nothing.") == 2) { mes "[Boohae]"; mes "........"; mes "...you must have a death wish to have interrupted me intentionally..."; @@ -1751,7 +1751,7 @@ prt_monk,57,179,1 script Boohae#mk 4_M_MINISTER,{ mes "[Boohae]"; mes "What did you do with Touha?"; next; - switch(select("Umm... well...ah..:We recited a holy pledge.:He diagnosed my physical status.")) { + switch(select("Umm... well...ah..", "We recited a holy pledge.", "He diagnosed my physical status.")) { case 1: mes "[Boohae]"; mes "You are not ready if you"; @@ -1763,7 +1763,7 @@ prt_monk,57,179,1 script Boohae#mk 4_M_MINISTER,{ mes "... I see..."; mes "Didn't he do anything for you?"; next; - switch(select("Umm... well...ah..:He diagnosed my physical status.:He taught me about being a monk.:He modified my body.")) { + switch(select("Umm... well...ah..", "He diagnosed my physical status.", "He taught me about being a monk.", "He modified my body.")) { case 1: mes "[Boohae]"; mes "You are not ready if you"; @@ -1798,7 +1798,7 @@ prt_monk,57,179,1 script Boohae#mk 4_M_MINISTER,{ mes "Alright... well we have two tests..."; mes "Choose which one you want to do..."; next; - if (select("Gathering mushrooms:Marathon") == 1) { + if (select("Gathering mushrooms", "Marathon") == 1) { MONK_Q = 15; changequest 3026,3027; mes "[Boohae]"; @@ -1886,9 +1886,9 @@ prt_monk,199,169,3 script Door Keeper#mk 4_F_MONK,{ } else if (MONK_Q > 14 && MONK_Q < 25) { mes "[Keeper Chorip]"; - mes "Is your name " + strcharinfo(0) + "?"; + mes "Is your name " + strcharinfo(PC_NAME) + "?"; next; - if (select("Yes.:No.") == 1) { + if (select("Yes.", "No.") == 1) { mes "[Keeper Chorip]"; mes "Alright you're cool... go on in. Your test is waiting for you. Good luck."; close; @@ -1929,7 +1929,7 @@ monk_test,329,61,3 script Bashu#mk 4_M_MONK,{ next; } next; - if (select("Tolerance - Gathering Mushrooms:Self-Control - Marathon") == 1) { + if (select("Tolerance - Gathering Mushrooms", "Self-Control - Marathon") == 1) { mes "You have decided to take the test of tolerance by ^FF0000gathering mushrooms^000000."; close2; warp "job_monk",226,175; @@ -1974,10 +1974,10 @@ monk_test,386,388,4 script Apprentice Monk#mk 4_M_MINISTER,{ mes "[Monk Apprentice]"; mes "Ar...are...you...sure you are.. aren't... going to quit?"; next; - if (select("Quit.:Keep running.") == 1) { + if (select("Quit.", "Keep running.") == 1) { mes "[Monk Apprentice]"; - mes "" + strcharinfo(0) + "...q.q..q. .quit! ...the marathon!! Y...you do not have what it takes to be a m... monk!"; - mapannounce "monk_test","" + strcharinfo(0) + "...q.q..q. .quit! ...the marathon!! Y...you do not have what it takes to be a m... monk!",bc_map; + mes "" + strcharinfo(PC_NAME) + "...q.q..q. .quit! ...the marathon!! Y...you do not have what it takes to be a m... monk!"; + mapannounce "monk_test","" + strcharinfo(PC_NAME) + "...q.q..q. .quit! ...the marathon!! Y...you do not have what it takes to be a m... monk!",bc_map; close2; MONK_Q = 15; changequest 3028,3027; @@ -2008,7 +2008,7 @@ OnTouch: mes "[Supervisor]"; mes "Now...you may go visit Tomoon."; mes "Tomoon is in the deepest room inside a building near this abbey."; - mapannounce "monk_test","Congratulations!" + strcharinfo(0) +"!! You completed the marathon!",bc_map; + mapannounce "monk_test","Congratulations!" + strcharinfo(PC_NAME) +"!! You completed the marathon!",bc_map; close2; warp "prt_monk",194,168; end; @@ -2017,7 +2017,7 @@ OnTouch: monk_test,82,384,0 script Trap#t_monk1_1::MonkTrap FAKE_NPC,{ OnTouch: - mapannounce "monk_test",""+ strcharinfo(0) + ", you're trapped. You will be returned.",bc_map; + mapannounce "monk_test",""+ strcharinfo(PC_NAME) + ", you're trapped. You will be returned.",bc_map; warp "monk_test",387,387; end; } @@ -2056,14 +2056,14 @@ job_monk,225,180,1 script Hyunmoo#mk 4_M_ORIENT02,{ mes "[Hyunmoo]"; mes "Or is it you want to quit... do you want to quit?"; next; - switch(select("No.:Yes.") == 1) { + switch(select("No.", "Yes.") == 1) { mes "[Hyunmoo]"; mes "Then move!"; close; } mes "[Hyunmoo]"; mes ".....I figured as much....you don't have a spirit."; - mapannounce "job_monk","" + strcharinfo(0) + ", has quit his testing to become a monk.",bc_map; + mapannounce "job_monk","" + strcharinfo(PC_NAME) + ", has quit his testing to become a monk.",bc_map; close2; MONK_Q = 16; changequest 3027,3028; @@ -2099,18 +2099,18 @@ job_monk,225,180,1 script Hyunmoo#mk 4_M_ORIENT02,{ mes "[Hyunmoo]"; mes "...or do you want to quit?"; next; - if (select("No.:Yes.") == 1) { + if (select("No.", "Yes.") == 1) { mes "[Hyunmoo]"; mes "Alright then, keep going."; close; } mes "[Hyunmoo]"; mes ".....yeah I thought as much....you don't have the spirit needed to become a monk."; - mapannounce "job_monk","" + strcharinfo(0) + ", has quit his testing to become a monk.",bc_map; + mapannounce "job_monk","" + strcharinfo(PC_NAME) + ", has quit his testing to become a monk.",bc_map; delitem Mushroom_Of_Thief_1,countitem(Mushroom_Of_Thief_1); delitem Mushroom_Of_Thief_2,countitem(Mushroom_Of_Thief_2); close2; - mapannounce "job_monk","" + strcharinfo(0) + ", has quit his training to become a monk.",bc_map; + mapannounce "job_monk","" + strcharinfo(PC_NAME) + ", has quit his training to become a monk.",bc_map; warp "prt_monk",194,168; MONK_Q = 16; changequest 3027,3028; @@ -2256,7 +2256,7 @@ monk_test,82,85,1 script Proctor#mk 4_F_SISTER,{ mes "[Proctor]"; mes "So, are you ready to undergo the spiritual training?"; next; - switch(select("Yes!:No.:What do I have to do?")) { + switch(select("Yes!", "No.", "What do I have to do?")) { case 1: mes "[Proctor]"; mes "Alright! I wish you luck. If you get lost and can't find a way out, simply log out and log back in."; @@ -2363,7 +2363,7 @@ monk_test,88,91,1 script Proctor#mk2 1_M_HOF,{ mes "[Proctor]"; mes "So, are you ready to undergo this spiritual training?"; next; - switch(select("Yes!:No.:Check the caution for the test.")) { + switch(select("Yes!", "No.", "Check the caution for the test.")) { case 1: mes "[Proctor]"; mes "Alright! I wish you luck. If you get lost and can't find a way out, simply log out and log back in."; @@ -2470,7 +2470,7 @@ monk_test,95,85,1 script Proctor#btl#3 1_F_PRIEST,{ mes "[Proctor]"; mes "So, are you ready to undergo this spiritual training?"; next; - switch(select("Yes!:No.:Check the caution for the test.")) { + switch(select("Yes!", "No.", "Check the caution for the test.")) { case 1: mes "[Proctor]"; mes "Alright! I wish you luck. If you get lost and can't find a way out, simply log out and log back in."; diff --git a/npc/jobs/2-2/rogue.txt b/npc/jobs/2-2/rogue.txt index deee51ab5..311915097 100644 --- a/npc/jobs/2-2/rogue.txt +++ b/npc/jobs/2-2/rogue.txt @@ -53,7 +53,7 @@ moc_ruins,86,103,1 script Thug#rg 2_M_THIEFMASTER,{ mes "What the hell"; mes "are you lookin' at?"; next; - if (select("Me? N-nothing!':........") == 1) { + if (select("Me? N-nothing!'", "........") == 1) { mes "[Thug]"; mes "Then get the"; mes "hell out of my face!"; @@ -101,7 +101,7 @@ in_rogue,363,122,4 script Rogue Guildsman#rg 4_F_ROGUE,{ mes "[Rogue Guildsman]"; mes "So what's a kid"; mes "like you doin' here?"; - if (Sex) { + if (Sex == SEX_MALE) { mes "Oh, I get it now..."; mes "The widdle boy wants"; } @@ -115,7 +115,7 @@ in_rogue,363,122,4 script Rogue Guildsman#rg 4_F_ROGUE,{ mes "Eh, nice meetin' you, I guess. I'm Markie, and I do work for the Rogue Guild, a philanthro-- *ahem* a ^800000feelanthropist^000000 group, as you can see. So what's your name?"; next; mes "[Markie]"; - mes "..." + strcharinfo(0) + "?"; + mes "..." + strcharinfo(PC_NAME) + "?"; mes "Heh heh! Cool name."; mes "If it was dorky, we'd"; mes "make you change it,"; @@ -208,7 +208,7 @@ in_rogue,363,122,4 script Rogue Guildsman#rg 4_F_ROGUE,{ } end; } - if (select("I'm ready.:Hold on, I need to get ready!") == 2) { + if (select("I'm ready.", "Hold on, I need to get ready!") == 2) { mes "[Markie]"; mes "Get ready...?"; mes "Fine, fine."; @@ -230,116 +230,116 @@ in_rogue,363,122,4 script Rogue Guildsman#rg 4_F_ROGUE,{ mes "[Markie]"; mes "1. Choose the skill necessary for learning ^880000Stalk^000000."; next; - if (select("^880000Hiding^000000:^880000Steal^000000:^880000Improve Dodge^000000:^880000Bash^000000") == 1) + if (select("^880000Hiding^000000", "^880000Steal^000000", "^880000Improve Dodge^000000", "^880000Bash^000000") == 1) .@assassin_t += 10; mes "[Markie]"; mes "2. In comparison to the Merchant's Level 10 ^880000Discount^000000 skill, how much more of a discount, in terms of percent, can a Rogue get with Level 10 ^880000Haggle^000000 skill?"; next; - if (select("3 %:2 %:1 %:0 %") == 3) + if (select("3 %", "2 %", "1 %", "0 %") == 3) .@assassin_t += 10; mes "[Markie]"; mes "3. What is the correct description for the skill, ^880000Mug^000000?"; next; - if (select("Steal items from players:Steal items from monsters:Steal Zeny from monsters:Steal Zeny from players") == 3) + if (select("Steal items from players", "Steal items from monsters", "Steal Zeny from monsters", "Steal Zeny from players") == 3) .@assassin_t += 10; mes "[Markie]"; mes "4. How many Rogues does it require to activate the skill, ^880000Slyness^000000?"; next; - if (select("1 Rogues + 2 Assassin:1 Thief + 2 Rogue:4 Thieves:2 Rogues") == 4) + if (select("1 Rogues + 2 Assassin", "1 Thief + 2 Rogue", "4 Thieves", "2 Rogues") == 4) .@assassin_t += 10; mes "[Markie]"; mes "5. Choose the skill that you can learn at Level 5 ^880000Divest Helm^000000."; next; - if (select("^880000Envenom^000000:^880000Strip Tease^000000:^880000Venom Splasher^000000:^880000Divest Shield^000000") == 4) + if (select("^880000Envenom^000000", "^880000Strip Tease^000000", "^880000Venom Splasher^000000", "^880000Divest Shield^000000") == 4) .@assassin_t += 10; mes "[Markie]"; mes "6. Choose the skill which allows its user to move while hiding."; next; - if (select("^880000Hiding^000000:^880000Back Slide^000000:^880000Stalk^000000:^880000Sand Attack^000000") == 3) + if (select("^880000Hiding^000000", "^880000Back Slide^000000", "^880000Stalk^000000", "^880000Sand Attack^000000") == 3) .@assassin_t += 10; mes "[Markie]"; mes "7. Choose the card that increases the accuracy rate of its owner."; next; - if (select("Andre Card.:Familiar Card.:Mummy Card.:Marina Card.") == 3) + if (select("Andre Card.", "Familiar Card.", "Mummy Card.", "Marina Card.") == 3) .@assassin_t += 10; mes "[Markie]"; mes "8. Choose the monster that receives more damage when it's attacked by a weapon with the Vadon card (20 % more damage on Fire property)."; next; - if (select("Vadon:Deviruchi:Elder Willow:Baphomet") == 3) + if (select("Vadon", "Deviruchi", "Elder Willow", "Baphomet") == 3) .@assassin_t += 10; mes "[Markie]"; mes "9. How much SP does the skill ^880000Double Attack^000000 require when used with a Dagger?"; next; - if (select("15:Passive skill, no SP required.:Passive skill, 10 SP:54") == 2) + if (select("15", "Passive skill, no SP required.", "Passive skill, 10 SP", "54") == 2) .@assassin_t += 10; mes "[Markie]"; mes "10. Choose the most efficient dagger to use in the Byalan Dungeon."; next; - if (select("Wind Main-Gauche:Ice Main-Gauche:Earth Main-Gauche:Fire Main-Gauche") == 1) + if (select("Wind Main-Gauche", "Ice Main-Gauche", "Earth Main-Gauche", "Fire Main-Gauche") == 1) .@assassin_t += 10; break; case 2: mes "[Markie]"; mes "1. Which monster drops a slotted Gladius?"; next; - if (select("Thief Bug:Peco Peco:Desert Wolf:Kobold") == 4) + if (select("Thief Bug", "Peco Peco", "Desert Wolf", "Kobold") == 4) .@assassin_t += 10; mes "[Markie]"; mes "2. Which monster drops a slotted Main-Gauche?"; next; - if (select("Hornet:Desert Wolf:Marionette:Myst") == 1) + if (select("Hornet", "Desert Wolf", "Marionette", "Myst") == 1) .@assassin_t += 10; mes "[Markie]"; mes "3. Choose the class that is able to create unique potions."; next; - if (select("Merchant:Alchemist:Blacksmith:Priest") == 2) + if (select("Merchant", "Alchemist", "Blacksmith", "Priest") == 2) .@assassin_t += 10; mes "[Markie]"; mes "4. Choose the weapon that Rogues aren't allowed to use."; next; - if (select("Gakkung:Crossbow:Gladius:Katar") == 4) + if (select("Gakkung", "Crossbow", "Gladius", "Katar") == 4) .@assassin_t += 10; mes "[Markie]"; mes "5. Choose the property that the monster Hode possesses."; next; - if (select("Water:Fire:Wind:Earth") == 4) + if (select("Water", "Fire", "Wind", "Earth") == 4) .@assassin_t += 10; mes "[Markie]"; mes "6. Choose the monster that is unable to be tamed for as a Cute Pet."; next; - if (select("Poporing:Creamy:Orc:Poison Spore") == 2) + if (select("Poporing", "Creamy", "Orc", "Poison Spore") == 2) .@assassin_t += 10; mes "[Markie]"; mes "7. Choose the monster that receives more damage from a Dagger with the Fire property."; next; - if (select("Dagger Goblin:Mace Goblin:Morning Star Goblin:Hammer Goblin") == 4) + if (select("Dagger Goblin", "Mace Goblin", "Morning Star Goblin", "Hammer Goblin") == 4) .@assassin_t += 10; mes "[Markie]"; mes "8. Choose the town that doesn't have any guild castles."; next; - if (select("Prontera:Al De Baran:Alberta:Payon") == 3) + if (select("Prontera", "Al De Baran", "Alberta", "Payon") == 3) .@assassin_t += 10; mes "[Markie]"; mes "9. Choose the plant that drops Blue Herbs."; next; - switch(select("Green Plant:Yellow Plant:Blue Plant:Shining Plant")) { + switch(select("Green Plant", "Yellow Plant", "Blue Plant", "Shining Plant")) { default: break; case 3: @@ -352,50 +352,50 @@ in_rogue,363,122,4 script Rogue Guildsman#rg 4_F_ROGUE,{ mes "[Markie]"; mes "10. Choose the monster that does not have the Undead property."; next; - if (select("Zombie:Megalodon:Familiar:Khalitzburg") == 3) + if (select("Zombie", "Megalodon", "Familiar", "Khalitzburg") == 3) .@assassin_t += 10; break; case 3: mes "[Markie]"; mes "1. By what percentage is the flee rate increased when a Thief masters the ^880000Improve Dodge^000000?"; next; - if (select("30:40:160:20") == 1) + if (select("30", "40", "160", "20") == 1) .@assassin_t += 10; mes "[Markie]"; mes "2. Choose the monster that detects a characters using the Hiding or Cloaking skill."; next; - if (select("Worm Tail:Argos:Mummy:Soldier Skeleton") == 2) + if (select("Worm Tail", "Argos", "Mummy", "Soldier Skeleton") == 2) .@assassin_t += 10; mes "[Markie]"; mes "3. Choose the location where Thieves can change their jobs to Rogues."; next; - if (select("Comodo:Kokomo Beach:Paros Lighthouse:Morroc") == 3) + if (select("Comodo", "Kokomo Beach", "Paros Lighthouse", "Morroc") == 3) .@assassin_t += 10; mes "[Markie]"; mes "4. In which town can Novices change their jobs to Thieves?"; next; - if (select("Comodo:Lutie:Alberta:Morroc") == 4) + if (select("Comodo", "Lutie", "Alberta", "Morroc") == 4) .@assassin_t += 10; mes "[Markie]"; mes "5. Choose the card that does not affect the DEX stat."; next; - if (select("Rocker Card:Mummy Card:Zerom Card:Drops Card") == 2) + if (select("Rocker Card", "Mummy Card", "Zerom Card", "Drops Card") == 2) .@assassin_t += 10; mes "[Markie]"; mes "6. So what's cool about being a Rogue?"; next; - select("Being totally badass.:The clothes, the style.:Getting to call other people, 'foo'':Excellent attack strength"); + select("Being totally badass.", "The clothes, the style.", "Getting to call other people, 'foo''", "Excellent attack strength"); .@assassin_t += 10; mes "[Markie]"; mes "7. When is it possible to change jobs from Thief to Rogue?"; next; - switch(select("At job Level 30:At job Level 35:At Job Level 40:At Job Level 50")) { + switch(select("At job Level 30", "At job Level 35", "At Job Level 40", "At Job Level 50")) { default: break; case 3: @@ -408,13 +408,13 @@ in_rogue,363,122,4 script Rogue Guildsman#rg 4_F_ROGUE,{ mes "[Markie]"; mes "8. You want to dye your hair blue. What town do you go to, and in which direction, with 12 o' clock being North."; next; - if (select("Morroc, 7 o'clock:Prontera, 7 o'clock:Morroc, 5 o'clock:Prontera, 1 o'clock") == 2) + if (select("Morroc, 7 o'clock", "Prontera, 7 o'clock", "Morroc, 5 o'clock", "Prontera, 1 o'clock") == 2) .@assassin_t += 10; mes "[Markie]"; mes "9. Choose the mushroom that is required on the Thief job change quest."; next; - switch(select("Orange Gooey Mushroom:Red Hairy Mushroom:Orange Net Mushroom:Orange Sticky Mushroom")) { + switch(select("Orange Gooey Mushroom", "Red Hairy Mushroom", "Orange Net Mushroom", "Orange Sticky Mushroom")) { default: break; case 1: @@ -425,7 +425,7 @@ in_rogue,363,122,4 script Rogue Guildsman#rg 4_F_ROGUE,{ mes "[Markie]"; mes "10. Choose the card that least benefits the Rogue class."; next; - if (select("Whisper Card:Elder Willow Card:Zerom Card:Matyr Card") == 2) + if (select("Whisper Card", "Elder Willow Card", "Zerom Card", "Matyr Card") == 2) .@assassin_t += 10; } mes "[Markie]"; @@ -585,10 +585,10 @@ in_rogue,376,23,1 script Mr. Smith#rg 1_M_LIBRARYMASTER,{ mapannounce "in_rogue","What the--?! What's with this chat filter?! Stop #*!@$ing me! you stupid F#$%*! Let me talk!!!",bc_map; next; mes "[Mr. Smith]"; - mes "What the f#@k you looking at...? " + strcharinfo(0) + "? That's your name!?"; - mapannounce "in_rogue","What the f#@k you looking at...? " + strcharinfo(0) + "? That's your name!?",bc_map; + mes "What the f#@k you looking at...? " + strcharinfo(PC_NAME) + "? That's your name!?"; + mapannounce "in_rogue","What the f#@k you looking at...? " + strcharinfo(PC_NAME) + "? That's your name!?",bc_map; mes " "; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Umm..."; mes "Sir...?"; mes "I didn't mean to make you upset. I just came here to so I could become a Rogue."; @@ -674,8 +674,8 @@ in_rogue,376,23,1 script Mr. Smith#rg 1_M_LIBRARYMASTER,{ else if (ROGUE_Q == 5) callsub S_CheckItems,508,10,948,10,935,10,940,10; else if (ROGUE_Q == 6) { if (Zeny > 9999 && countitem(Chrysalis) > 4 && countitem(Empty_Bottle) > 4 && countitem(Iron_Ore) > 4 && - countitem(Stone_Heart) > 4 && countitem(Red_Herb) > 4 && countitem(Animal's_Skin) > 4 && countitem(Yellow_Gemstone) > 4 && - countitem(Tooth_Of_Bat) > 4 && countitem(Scorpion's_Tail) > 4 && countitem(Yoyo_Tail) > 4 && countitem(Monster's_Feed) > 4 && + countitem(Stone_Heart) > 4 && countitem(Red_Herb) > 4 && countitem(Animals_Skin) > 4 && countitem(Yellow_Gemstone) > 4 && + countitem(Tooth_Of_Bat) > 4 && countitem(Scorpions_Tail) > 4 && countitem(Yoyo_Tail) > 4 && countitem(Monsters_Feed) > 4 && countitem(Fluff) > 4 && countitem(Clover) > 4 && countitem(Feather_Of_Birds) > 4 && countitem(Talon) > 4 && countitem(Spawn) > 4 && countitem(Raccoon_Leaf) > 4) { mes "[Mr. Smith]"; @@ -686,12 +686,12 @@ in_rogue,376,23,1 script Mr. Smith#rg 1_M_LIBRARYMASTER,{ delitem Iron_Ore,5; delitem Stone_Heart,5; delitem Red_Herb,5; - delitem Animal's_Skin,5; + delitem Animals_Skin,5; delitem Yellow_Gemstone,5; delitem Tooth_Of_Bat,5; - delitem Scorpion's_Tail,5; + delitem Scorpions_Tail,5; delitem Yoyo_Tail,5; - delitem Monster's_Feed,5; + delitem Monsters_Feed,5; delitem Fluff,5; delitem Clover,5; delitem Feather_Of_Birds,5; @@ -1035,26 +1035,26 @@ OnTouch: mes "Who would dare"; mes "intrude my territory?"; next; - switch(select("My father:Aragham:Aragon:Legolas")) { + switch(select("My father", "Aragham", "Aragon", "Legolas")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "My father"; break; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Aragham"; .@rogue_t += 10; break; case 3: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Aragon"; break; case 4: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Legolas"; break; } - switch(select("did not:didn't:never:ever")) { + switch(select("did not", "didn't", "never", "ever")) { case 1: mes "did not"; break; case 2: mes "didn't"; break; case 3: @@ -1063,7 +1063,7 @@ OnTouch: break; case 4: mes "ever"; break; } - switch(select("hoard:hoarded:hide:took:take")) { + switch(select("hoard", "hoarded", "hide", "took", "take")) { case 1: mes "hoard"; break; case 2: mes "hoarded"; @@ -1073,7 +1073,7 @@ OnTouch: case 4: mes "took"; break; case 5: mes "take"; break; } - switch(select("upgrade items.:forging items.:refining item.:upgrade item.")) { + switch(select("upgrade items.", "forging items.", "refining item.", "upgrade item.")) { case 1: mes "upgrade items."; .@rogue_t += 10; @@ -1105,26 +1105,26 @@ OnTouch: mes "Who would dare"; mes "intrude my territory?"; next; - switch(select("My father:Aragham:Aragon:Legolas")) { + switch(select("My father", "Aragham", "Aragon", "Legolas")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "My father"; .@rogue_t += 10; break; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Aragham"; break; case 3: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Aragon"; break; case 4: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Legolas"; break; } - switch(select("did not:didn't:never:ever")) { + switch(select("did not", "didn't", "never", "ever")) { case 1: mes "did not"; break; case 2: mes "didn't"; break; case 3: @@ -1133,7 +1133,7 @@ OnTouch: break; case 4: mes "ever"; break; } - switch(select("hoard:takes:hide:took:hoarded")) { + switch(select("hoard", "takes", "hide", "took", "hoarded")) { case 1: mes "hoard"; break; case 2: mes "takes"; break; case 3: mes "hide"; break; @@ -1143,7 +1143,7 @@ OnTouch: .@rogue_t += 10; break; } - switch(select("upgrade items.:forging items.:refining item.:upgrade item.")) { + switch(select("upgrade items.", "forging items.", "refining item.", "upgrade item.")) { case 1: mes "upgrade items."; .@rogue_t += 10; @@ -1175,26 +1175,26 @@ OnTouch: mes "Who would dare"; mes "intrude my territory?"; next; - switch(select("Anntonio:Aragham:Antonio:Hollgrehenn")) { + switch(select("Anntonio", "Aragham", "Antonio", "Hollgrehenn")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Anntonio"; break; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Aragham"; break; case 3: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Antonio"; .@rogue_t += 10; break; case 4: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hollgrehenn"; break; } - switch(select("enjoys:doesn't enjoy:likes:doesn't like")) { + switch(select("enjoys", "doesn't enjoy", "likes", "doesn't like")) { case 1: mes "enjoys"; break; case 2: mes "doesn't enjoy"; @@ -1203,7 +1203,7 @@ OnTouch: case 3: mes "likes"; break; case 4: mes "doesn't like"; break; } - switch(select("damaging:destroying:fixing:forging")) { + switch(select("damaging", "destroying", "fixing", "forging")) { case 1: mes "damaging"; break; case 2: mes "destroying"; @@ -1212,7 +1212,7 @@ OnTouch: case 3: mes "fixing"; break; case 4: mes "forging"; break; } - switch(select("forging item.:refining items.:upgrade items.:refined items.:upgraded items.:forged items.")) { + switch(select("forging item.", "refining items.", "upgrade items.", "refined items.", "upgraded items.", "forged items.")) { case 1: mes "forging item."; break; case 2: mes "refining items."; break; case 3: @@ -1436,7 +1436,7 @@ in_rogue,244,39,1 script Aragham Junior#rg 4W_M_03,{ mes "[Aragham Jr.]"; mes "There will be a few monsters, but don't worry. I know you're strong. Alright, are you ready to go or what?"; next; - if (select("Yes, let's go.:Nah~") == 1) { + if (select("Yes, let's go.", "Nah~") == 1) { mes "[Aragham Jr.]"; mes "Alright..."; mes "Good luck, then."; @@ -1458,7 +1458,7 @@ in_rogue,244,39,1 script Aragham Junior#rg 4W_M_03,{ mes "Oh, you're back."; mes "I think you'll do well this time. Another motto Rogues have is '^0000FFFailure teaches success^000000.' Well, then again..."; next; - if (select("Re-Test:Cancel") == 1) { + if (select("Re-Test", "Cancel") == 1) { mes "[Aragham Jr.]"; mes "Good luck."; close2; @@ -1518,7 +1518,7 @@ in_rogue,160,34,1 script Hollgrehenn junior#rg 4_M_03,{ mes "[Hollgrehenn Jr.]"; mes "There are some monsters there, but that'll be part of your training. Now, are you ready to go or not?"; next; - if (select("Yes, I am.:Nah~") == 1) { + if (select("Yes, I am.", "Nah~") == 1) { mes "[Hollgrehenn Jr.]"; mes "Good luck."; close2; @@ -1539,7 +1539,7 @@ in_rogue,160,34,1 script Hollgrehenn junior#rg 4_M_03,{ mes "You failed."; mes "Gonna try again?"; next; - if (select("Re-Test:Cancel.") == 1) { + if (select("Re-Test", "Cancel.") == 1) { mes "[Hollgrehenn Jr.]"; mes "Good luck."; close2; @@ -1602,7 +1602,7 @@ in_rogue,177,109,1 script Antonio junior#rg 4_M_ORIENT01,{ mes "[Antonio Jr.]"; mes "There are monsters there, but if you avoid the strong and be malicious to the weak, you'll be fine."; next; - if (select("Let's go!:W-wait~") == 1) { + if (select("Let's go!", "W-wait~") == 1) { mes "[Antonio Jr.]"; mes "I hope you do"; mes "not fail this test"; @@ -1629,7 +1629,7 @@ in_rogue,177,109,1 script Antonio junior#rg 4_M_ORIENT01,{ mes "Are you gonna try"; mes "again or what?"; next; - if (select("Re-test:Cancel") == 1) { + if (select("Re-test", "Cancel") == 1) { mes "[Antonio Jr.]"; mes "Remember, I'm doing"; mes "you a favor here..."; diff --git a/npc/jobs/2-2/sage.txt b/npc/jobs/2-2/sage.txt index 32c4d172e..49245e1ed 100644 --- a/npc/jobs/2-2/sage.txt +++ b/npc/jobs/2-2/sage.txt @@ -88,7 +88,7 @@ yuno_in02,38,61,5 script Dean of the Academy#sa 2_M_SAGE_OLD,{ mes "Welcome, young one. I can see that you're intrigued by the wonders of magic."; mes "So what kind of business brings you to me?"; next; - switch(select("I would like to be a Sage.:Let me know about the Sage job change.:Nothing.")) { + switch(select("I would like to be a Sage.", "Let me know about the Sage job change.", "Nothing.")) { case 1: mes "[Kayron Grik]"; mes "Hm? Do you wish to become a Sage?"; @@ -267,7 +267,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 2_M_SAGE_B,{ mes "Welcome to the Schweicherbil Magic Academy."; mes "Oh, You're a Mage. How may I assist you?"; next; - switch(select("Let me know about the Sage job change.:I want to enroll in the school.:Nothing.")) { + switch(select("Let me know about the Sage job change.", "I want to enroll in the school.", "Nothing.")) { case 1: mes "[Metheus Sylphe]"; mes "I see. Do you wish to become a Sage?"; @@ -312,7 +312,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 2_M_SAGE_B,{ mes "[Metheus Sylphe]"; mes "So, do you wish to apply immediately?"; next; - switch(select("Yes, I do.:The fee is much too expensive.:I will come back later.")) { + switch(select("Yes, I do.", "The fee is much too expensive.", "I will come back later.")) { case 1: if (JobLevel < 40) { mes "[Metheus Sylphe]"; @@ -330,9 +330,9 @@ yuno_in03,154,35,4 script Staff of the Academy#a 2_M_SAGE_B,{ mes "Very well. Let's complete your application form."; mes "Please put your signature here."; next; - select(strcharinfo(0)); + select(strcharinfo(PC_NAME)); mes "[Metheus Sylphe]"; - mes "Your name is ... " + strcharinfo(0) + ". It's a very nice name."; + mes "Your name is ... " + strcharinfo(PC_NAME) + ". It's a very nice name."; next; if (JobLevel == 50) { mes "[Metheus Sylphe]"; @@ -354,7 +354,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 2_M_SAGE_B,{ mes "Will you pay the registration fee with 70,000 zeny?"; mes "Or will you give me ^3355FFOld Magicbook^000000 and ^3355FFNecklace of Wisdom^000000?"; next; - if (select("Pay 70,000 zeny.:Give him Old Magicbook and Necklace of Wisdom.") == 1) { + if (select("Pay 70,000 zeny.", "Give him Old Magicbook and Necklace of Wisdom.") == 1) { if (Zeny > 69999) { Zeny -= 70000; mes "[Metheus Sylphe]"; @@ -411,9 +411,9 @@ yuno_in03,154,35,4 script Staff of the Academy#a 2_M_SAGE_B,{ mes "Okay, let's complete the application form."; mes "Please put your signature here."; next; - select(strcharinfo(0)); + select(strcharinfo(PC_NAME)); mes "[Metheus Sylphe]"; - mes "Your name is ... " + strcharinfo(0) + ". It's a very nice name."; + mes "Your name is ... " + strcharinfo(PC_NAME) + ". It's a very nice name."; next; mes "[Metheus Sylphe]"; mes "Yes, everything's ready."; @@ -444,7 +444,7 @@ yuno_in03,154,35,4 script Staff of the Academy#a 2_M_SAGE_B,{ mes "Oh, I guess you don't have enough money?"; mes "Under the existing provisions, you must pay 70,000 zeny for the application..."; next; - if (select("Please...is there any way?:Ok, I will come back later.") == 1) { + if (select("Please...is there any way?", "Ok, I will come back later.") == 1) { mes "[Metheus Sylphe]"; mes "Hmmm...then I shall offer a special option!"; mes "You will pay 30,000 zeny and bring some items as compensation for the tuition discount."; @@ -596,12 +596,12 @@ yuno_in03,154,35,4 script Staff of the Academy#a 2_M_SAGE_B,{ mes "Let's complete the application form."; mes "Please put your signature here."; next; - select(strcharinfo(0)); + select(strcharinfo(PC_NAME)); mes "[Metheus Sylphe]"; switch (.@SAGE_Q_T) { - case 1: mes "Your name is ... " + strcharinfo(0) + ". It's a very nice name."; break; - case 2: mes "Your name is ... " + strcharinfo(0) + ". It sounds very sagacious."; break; - case 3: mes "Your name is ... " + strcharinfo(0) + ". Interesting name."; break; + case 1: mes "Your name is ... " + strcharinfo(PC_NAME) + ". It's a very nice name."; break; + case 2: mes "Your name is ... " + strcharinfo(PC_NAME) + ". It sounds very sagacious."; break; + case 3: mes "Your name is ... " + strcharinfo(PC_NAME) + ". Interesting name."; break; } next; mes "[Metheus Sylphe]"; @@ -705,268 +705,282 @@ yuno_in03,105,177,5 script Written Test Professor#s 4_M_SAGE_A,{ mes "Come again when you finish the application."; close; } - else if (SAGE_Q == 4) { - mes "Welcome to the Schweicherbil Magic Academy."; - mes "You applied for this test already, didn't you?"; - next; - mes "[Claytos Verdo]"; - mes "Let's see, your name is " + strcharinfo(0) + "..."; - mes "Okay, let's get started!"; - next; - mes "[Claytos Verdo]"; - mes "The test that I am going to give you will test your knowledge on all of the academic subjects in the world."; - mes "I will give you 20 questions, with each question being worth 5 points. When you earn a grade of 80 points, you will pass the test."; - next; - mes "[Claytos Verdo]"; - mes "Okay, there's no need to wait. Let's start right away"; - mes "Oh, and if you don't answer immediately, the test will be cancelled."; -L_AskQuestions: + else if (SAGE_Q == 4 || SAGE_Q == 5) { + if (SAGE_Q == 4) { + mes "Welcome to the Schweicherbil Magic Academy."; + mes "You applied for this test already, didn't you?"; + next; + mes "[Claytos Verdo]"; + mes "Let's see, your name is " + strcharinfo(PC_NAME) + "..."; + mes "Okay, let's get started!"; + next; + mes "[Claytos Verdo]"; + mes "The test that I am going to give you will test your knowledge on all of the academic subjects in the world."; + mes "I will give you 20 questions, with each question being worth 5 points. When you earn a grade of 80 points, you will pass the test."; + next; + mes "[Claytos Verdo]"; + mes "Okay, there's no need to wait. Let's start right away"; + mes "Oh, and if you don't answer immediately, the test will be cancelled."; + } else if (SAGE_Q == 5) { + mes "Welcome back."; + mes "So, did you study harder this time?"; + next; + mes "[Claytos Verdo]"; + mes "You will take the written test under the same conditions as the test you took before. I'll give you 20 questions."; + mes "Each correct answer will give you 5 points. When your score reaches 80 points, you pass the test."; + next; + sage_m2 = rand(1,3); + mes "[Claytos Verdo]"; + mes "Okay, there's no need to wait."; + mes "Answer immediately, or I'll fail you again."; + SAGE_Q = 5; + } next; switch(rand(1,3)) { case 1: mes "1. Choose an item that the Gift merchant in Prontera does not sell."; next; - if (select("China:Red Frame:Bouquet:Glass Bead") == 3) + if (select("China", "Red Frame", "Bouquet", "Glass Bead") == 3) .@sage_t += 5; mes "2. Choose a city where you cannot purchase a Stiletto."; next; - if (select("Prontera:Morroc:Geffen:Lutie") == 1) + if (select("Prontera", "Morroc", "Geffen", "Lutie") == 1) .@sage_t += 5; mes "3. Choose the closest city to Turtle Island."; next; - if (select("Al De Baran:Alberta:Comodo:Izlude") == 2) + if (select("Al De Baran", "Alberta", "Comodo", "Izlude") == 2) .@sage_t += 5; mes "4. Choose the monster that is a different type than the others."; next; - if (select("Raggler:Pest:Frilldora:Aster") == 4) + if (select("Raggler", "Pest", "Frilldora", "Aster") == 4) .@sage_t += 5; mes "5. Choose the monster that has a different attribute than the others."; next; - if (select("Mantis:Metaller:Rocker:Horn") == 2) + if (select("Mantis", "Metaller", "Rocker", "Horn") == 2) .@sage_t += 5; mes "6. Choose the monster that is different sized than the others."; next; - if (select("Raydric:Raydric Archer:Wanderer:Dark Frame") == 1) + if (select("Raydric", "Raydric Archer", "Wanderer", "Dark Frame") == 1) .@sage_t += 5; mes "7. Choose the monster which doesn't drop 'Alcohol'."; next; - if (select("Horong:Plankton:Poison Spore:Toad") == 3) + if (select("Horong", "Plankton", "Poison Spore", "Toad") == 3) .@sage_t += 5; mes "8. Choose the NPC that is irrelevant to the Knight job change quest."; next; - if (select("Sir Siracuse:Thomas Servantes:Sir Windsor:Lady Amy") == 2) + if (select("Sir Siracuse", "Thomas Servantes", "Sir Windsor", "Lady Amy") == 2) .@sage_t += 5; mes "9. Choose the NPC that is not a citizen of Prontera."; next; - if (select("Tono:Pina:YuPi:Hollgrehenn") == 2) + if (select("Tono", "Pina", "YuPi", "Hollgrehenn") == 2) .@sage_t += 5; mes "10. Choose the right name for the Kafra lady who wears glasses."; next; - if (select("Pavianne:Roxie:Leilah:Curly Sue") == 3) + if (select("Pavianne", "Roxie", "Leilah", "Curly Sue") == 3) .@sage_t += 5; mes "11. How much SP is spent to use lvl 7 Thunderstorm?"; next; - if (select("49:59:69:74") == 2) + if (select("49", "59", "69", "74") == 2) .@sage_t += 5; mes "12. Choose the right amount of damage reduction and SP consumption of the Energy Coat skill when the caster's remaining SP is 50%."; next; - if (select("Damage -24% SP1.5%:Damage -24% SP2%:Damage -18% SP1.5%:Damage -18% SP2%") == 4) + if (select("Damage -24% SP1.5%", "Damage -24% SP2%", "Damage -18% SP1.5%", "Damage -18% SP2%") == 4) .@sage_t += 5; mes "13. Choose the property that is irrelevant to 'Bolt' type skills for the Mage class."; next; - if (select("Water:Earth:Fire:Wind") == 2) + if (select("Water", "Earth", "Fire", "Wind") == 2) .@sage_t += 5; mes "14. Choose the right chance and attack strength for lvl 7 Double Attack, the Thief skill."; next; - if (select("35% / 120%:35% / 140%:40% / 120%:40% / 140%") == 2) + if (select("35% / 120%", "35% / 140%", "40% / 120%", "40% / 140%") == 2) .@sage_t += 5; mes "15. Choose the skill that is irrelevant to learning Magnus Exorcismus, the Priest skill."; next; - if (select("Divine Protection:Heal:Ruwach:Aqua Benedicta") == 1) + if (select("Divine Protection", "Heal", "Ruwach", "Aqua Benedicta") == 1) .@sage_t += 5; mes "16. Choose the correct defense and ability of the Bunny Band."; next; - if (select("1 / LUK +2:1 / LUK +5:2 / LUK +2:2 / LUK +5") == 3) + if (select("1 / LUK +2", "1 / LUK +5", "2 / LUK +2", "2 / LUK +5") == 3) .@sage_t += 5; mes "17. Choose the class that cannot equip Padded Armor."; next; - if (select("Swordman:Merchant:Thief:Archer") == 4) + if (select("Swordman", "Merchant", "Thief", "Archer") == 4) .@sage_t += 5; mes "18. Choose the item that cures all abnormal status and restores full HP and SP at the same time."; next; - if (select("Royal Jelly:Yggdrasil Seed:Yggdrasilberry:Mastella Fruit") == 3) + if (select("Royal Jelly", "Yggdrasil Seed", "Yggdrasilberry", "Mastella Fruit") == 3) .@sage_t += 5; mes "19. Who rules the Rune-Midgarts kingdom right now?"; next; - if (select("Tristun the 3rd:Tristram the 3rd:Tristar the 3rd:Trast the 3rd") == 2) + if (select("Tristun the 3rd", "Tristram the 3rd", "Tristar the 3rd", "Trast the 3rd") == 2) .@sage_t += 5; mes "20. Choose the god of Crusaders."; next; - if (select("Odin:Loki:Thor:Venadin") == 1) + if (select("Odin", "Loki", "Thor", "Venadin") == 1) .@sage_t += 5; break; case 2: mes "1. Choose the jewel that the Morroc Jewel Merchant does not sell."; next; - if (select("Topaz:Garnet:Diamond:Sapphire") == 2) + if (select("Topaz", "Garnet", "Diamond", "Sapphire") == 2) .@sage_t += 5; mes "2. Choose the city where users cannot purchase Monster's Feed from an NPC."; next; - if (select("Prontera:Morroc:Al De Baran:Alberta") == 3) + if (select("Prontera", "Morroc", "Al De Baran", "Alberta") == 3) .@sage_t += 5; mes "3. Choose the closest city to the Maze."; next; - if (select("Prontera:Morroc:Geffen:Payon") == 1) + if (select("Prontera", "Morroc", "Geffen", "Payon") == 1) .@sage_t += 5; mes "4. Choose the monster that is a different type than the others."; next; - if (select("Muka:Drops:Plankton:Penomena") == 4) + if (select("Muka", "Drops", "Plankton", "Penomena") == 4) .@sage_t += 5; mes "5. Choose the monster with the different attribute."; next; - if (select("Dokebi:Isis:Giearth:Deviruchi") == 3) + if (select("Dokebi", "Isis", "Giearth", "Deviruchi") == 3) .@sage_t += 5; mes "6. Choose the monster that is different in size."; next; - if (select("Thiefbug (Aggressive):Horn:Metaller:Argos") == 4) + if (select("Thiefbug (Aggressive)", "Horn", "Metaller", "Argos") == 4) .@sage_t += 5; mes "7. Choose the monster which does not drop 'Yggdrasil Leaf'."; next; - if (select("Marduk:Baphomet Jr.:Angeling:Wanderer") == 1) + if (select("Marduk", "Baphomet Jr.", "Angeling", "Wanderer") == 1) .@sage_t += 5; mes "8. Choose the NPC that is irrelevant to the Priest job change quest."; next; - if (select("Paul:Sir Windsor:Peter S. Alberto:Cecilia") == 2) + if (select("Paul", "Sir Windsor", "Peter S. Alberto", "Cecilia") == 2) .@sage_t += 5; mes "9. Choose the NPC that is not a citizen of Morroc."; next; - if (select("Syvia:Akira:Antonio:Dmitrii") == 3) + if (select("Syvia", "Akira", "Antonio", "Dmitrii") == 3) .@sage_t += 5; mes "10. Choose the Kafra lady who has gorgeous blue hair."; next; - if (select("Pavianne:Roxie:Leilah:Curly Sue") == 1) + if (select("Pavianne", "Roxie", "Leilah", "Curly Sue") == 1) .@sage_t += 5; mes "11. Choose the skill that is irrelevant to learning Fire Wall, the Mage skill."; next; - if (select("lvl 4 Fire Bolt:lvl 4 Napalm Beat:lvl 5 Fire Ball:lvl 1 Sight") == 2) + if (select("lvl 4 Fire Bolt", "lvl 4 Napalm Beat", "lvl 5 Fire Ball", "lvl 1 Sight") == 2) .@sage_t += 5; mes "12. How much SP can be restored when learning SP recovery at lvl 6 (without being affected by INT)?"; next; - if (select("14:16:18:21") == 3) + if (select("14", "16", "18", "21") == 3) .@sage_t += 5; mes "13. How many INT points does a Mage receive as a bonus at job lvl 33?"; next; - if (select("7:6:5:4") == 4) + if (select("7", "6", "5", "4") == 4) .@sage_t += 5; mes "14. Choose the correct SP consumption and the skill duration for Improve Concentration lvl 5 (Archer skill)."; next; - if (select("45 / 80 sec:50 / 80 sec:45 / 90 sec:50 / 90 sec") == 1) + if (select("45 / 80 sec", "50 / 80 sec", "45 / 90 sec", "50 / 90 sec") == 1) .@sage_t += 5; mes "15. Choose the skill that is irrelevant to learning Maximize Power, the Blacksmith skill."; next; - if (select("Hilt Binding:Skin Tempering:Hammer Fall:Weapon Perfection") == 2) + if (select("Hilt Binding", "Skin Tempering", "Hammer Fall", "Weapon Perfection") == 2) .@sage_t += 5; mes "16. What is the correct defense rate and ability of Cute Ribbon?"; next; - if (select("0 / SP +20:0 / SP +30:1 / SP +20:1 / SP +30") == 3) + if (select("0 / SP +20", "0 / SP +30", "1 / SP +20", "1 / SP +30") == 3) .@sage_t += 5; mes "17. Choose the class that cannot equip Saint Robe."; next; - if (select("Swordman:Merchant:Thief:Acolyte") == 3) + if (select("Swordman", "Merchant", "Thief", "Acolyte") == 3) .@sage_t += 5; mes "18. Choose the abnormal status that cannot be cured by Green Potion."; next; - if (select("Silence:Chaos:Blind:Curse") == 4) + if (select("Silence", "Chaos", "Blind", "Curse") == 4) .@sage_t += 5; mes "19. Choose the correct name for the ancient kingdom that disappeared somewhere in Geffen."; next; - if (select("Geffayon:Geffenia:Gefenn:Jaffen") == 2) + if (select("Geffayon", "Geffenia", "Gefenn", "Jaffen") == 2) .@sage_t += 5; mes "20. Choose the correct name for the tree that has become the root of this world."; next; - if (select("Yggdrasil:Iggdrassil:Mastella:Dead Branch") == 1) + if (select("Yggdrasil", "Iggdrassil", "Mastella", "Dead Branch") == 1) .@sage_t += 5; break; case 3: mes "1. Choose the item that the Magical Tool merchant in Geffen does not sell."; next; - if (select("Mantle:Wand:Circlet:Silver Robe") == 1) + if (select("Mantle", "Wand", "Circlet", "Silver Robe") == 1) .@sage_t += 5; mes "2. Choose the city where users cannot purchase Blade from an NPC."; next; - if (select("Prontera:Izlude:Al De Baran:Payon") == 3) + if (select("Prontera", "Izlude", "Al De Baran", "Payon") == 3) .@sage_t += 5; mes "3. Choose the closest city to Glast Heim."; next; - if (select("Prontera:Geffen:Morroc:Payon") == 2) + if (select("Prontera", "Geffen", "Morroc", "Payon") == 2) .@sage_t += 5; mes "4. Choose the monster that is a different type than the others."; next; - if (select("Aster:Marc:Marse:Marin") == 4) + if (select("Aster", "Marc", "Marse", "Marin") == 4) .@sage_t += 5; mes "5. Choose the monster that has a different attribute."; next; - if (select("Baby Desert Wolf:Smokie:Picky:Choco") == 2) + if (select("Baby Desert Wolf", "Smokie", "Picky", "Choco") == 2) .@sage_t += 5; mes "6. Choose the monster that is different sized."; next; - if (select("Drake:Wraith:Evil Druid:Khalitzburg") == 1) + if (select("Drake", "Wraith", "Evil Druid", "Khalitzburg") == 1) .@sage_t += 5; mes "7. Choose the monster that does not drop 'Phracon'."; next; - if (select("Pupa:Peco Peco Egg:Savage Bebe:Baby Desert Wolf") == 2) + if (select("Pupa", "Peco Peco Egg", "Savage Bebe", "Baby Desert Wolf") == 2) .@sage_t += 5; mes "8. Choose the NPC that is irrelevant to the Blacksmith job change quest."; next; - if (select("Altiregen:Geschupenschte:Barcadi:Baisulist") == 3) + if (select("Altiregen", "Geschupenschte", "Barcadi", "Baisulist") == 3) .@sage_t += 5; mes "9. Choose the NPC that is not a citizen of Al De Baran."; next; - if (select("RS125:GOD-POING:Stromme:Chemirre") == 2) + if (select("RS125", "GOD-POING", "Stromme", "Chemirre") == 2) .@sage_t += 5; mes "10. Choose the Kafra lady who is the youngest among the staff."; next; - if (select("Pavianne:Roxie:Leilah:Curly Sue") == 4) + if (select("Pavianne", "Roxie", "Leilah", "Curly Sue") == 4) .@sage_t += 5; mes "11. Choose the correct SP consumption and the number of evasions when using Safety Wall lvl 6."; next; - if (select("SP 40, 6 times:SP 35, 6 times:SP 40, 7 times:SP 35, 7 times") == 3) + if (select("SP 40, 6 times", "SP 35, 6 times", "SP 40, 7 times", "SP 35, 7 times") == 3) .@sage_t += 5; mes "12. Choose the correct amount of magic attack for Napalm Beat lvl 6."; next; - if (select("MATK * 1.2:MATK * 1.3:MATK * 1.4:MATK * 1.5") == 2) + if (select("MATK * 1.2", "MATK * 1.3", "MATK * 1.4", "MATK * 1.5") == 2) .@sage_t += 5; mes "13. Choose the catalyst stone for Mage Solution no. 4 that is used for the Mage job change quest."; next; - if (select("Blue Gemstone:Red Gemstone:Yellow Gemstone:1 carat Diamond") == 4) + if (select("Blue Gemstone", "Red Gemstone", "Yellow Gemstone", "1 carat Diamond") == 4) .@sage_t += 5; mes "14. Choose the correct attack strength and SP consumption for Bash lvl 6, the Swordman skill."; next; - if (select("250% / 8:280% / 8:280% / 15:310% / 15") == 3) + if (select("250% / 8", "280% / 8", "280% / 15", "310% / 15") == 3) .@sage_t += 5; mes "15. Choose the skill that is irrelevant to learning Claymore Trap, the Hunter skill."; next; - if (select("Remove Trap:Land Mine:Ankle Snare:Flasher") == 1) + if (select("Remove Trap", "Land Mine", "Ankle Snare", "Flasher") == 1) .@sage_t += 5; mes "16. Choose the correct defense and ability of Wedding Veil."; next; - if (select("0 / MDEF +3:0 / MDEF +5:1 / MDEF +3:1 / MDEF +5") == 2) + if (select("0 / MDEF +3", "0 / MDEF +5", "1 / MDEF +3", "1 / MDEF +5") == 2) .@sage_t += 5; mes "17. Choose the class that cannot equip Coat."; next; - if (select("Swordman:Merchant:Thief:Novice") == 4) + if (select("Swordman", "Merchant", "Thief", "Novice") == 4) .@sage_t += 5; mes "18. Choose the item that is not an ingredient for Blue Dyestuffs."; next; - if (select("Alcohol:Detrimindexta:Karvodailnirol:Blue Herb") == 3) + if (select("Alcohol", "Detrimindexta", "Karvodailnirol", "Blue Herb") == 3) .@sage_t += 5; mes "19. When the world was created by the god Odin, what did he use for the material?"; next; - if (select("The heart of Ymir:The nail of Ymir:The tooth of Ymir:The memento of Ymir") == 1) + if (select("The heart of Ymir", "The nail of Ymir", "The tooth of Ymir", "The memento of Ymir") == 1) .@sage_t += 5; mes "20. Choose the metal that has rumored to bring fortune and fame to a person with the destiny."; next; - if (select("Empelium Gold:Emperium:Emperor:Phracon") == 2) + if (select("Empelium Gold", "Emperium", "Emperor", "Phracon") == 2) .@sage_t += 5; } mes "[Claytos Verdo]"; @@ -1025,22 +1039,6 @@ L_AskQuestions: } close; } - else if (SAGE_Q == 5) { - mes "Welcome back."; - mes "So, did you study harder this time?"; - next; - mes "[Claytos Verdo]"; - mes "You will take the written test under the same conditions as the test you took before. I'll give you 20 questions."; - mes "Each correct answer will give you 5 points. When your score reaches 80 points, you pass the test."; - next; - sage_m2 = rand(1,3); - mes "[Claytos Verdo]"; - mes "Okay, there's no need to wait."; - mes "Answer immediately, or I'll fail you again."; - SAGE_Q = 5; - goto L_AskQuestions; - end; - } else if (SAGE_Q == 6) { mes "What else do you want?! Do you want to take this test again?"; mes "You've already passed!"; @@ -1139,7 +1137,7 @@ yuno_in03,169,180,3 script Practical Examination P 4_M_SAGE_C,{ mes "It's better to experience this for yourself, rather than be told about this test 100 times."; mes "How about it? Are you ready to take this test?"; next; - if (select("Yes, I am.:Sorry, give me some time.") == 1) { + if (select("Yes, I am.", "Sorry, give me some time.") == 1) { SAGE_Q = 7; mes "[Hermes Tris]"; mes "Good, let's start immediately."; @@ -1160,7 +1158,7 @@ yuno_in03,169,180,3 script Practical Examination P 4_M_SAGE_C,{ mes "[Hermes Tris]"; mes "Are you ready?"; next; - if (select("Yes, I am.:Sorry, give me some time.") == 1) { + if (select("Yes, I am.", "Sorry, give me some time.") == 1) { mes "[Hermes Tris]"; mes "Good, let's start immediately."; mes "Do your best and come back safely!"; @@ -1309,23 +1307,23 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{ } if (SAGE_Q == 9) { if (SAGE_Q2 == 0) { - mes "Welcome, " + strcharinfo(0) + ". I am glad to meet you."; + mes "Welcome, " + strcharinfo(PC_NAME) + ". I am glad to meet you."; mes "My name is Saphien Layless, I will be in charge of your class for a while."; next; mes "[Saphien Layless]"; mes "The subject you're studying is Yggdrasil."; mes "So...do you even know what Yggdrasil is?"; next; - switch(select("Yes, I know very well.:No, I don't.")) { + switch(select("Yes, I know very well.", "No, I don't.")) { case 1: mes "[Saphien Layless]"; mes "Okay then, what is Yggdrasil?"; mes "Please answer me."; next; - switch(select("It's a name of a health item.:It's the source of life in the world.:Suckah, I lied.")) { + switch(select("It's a name of a health item.", "It's the source of life in the world.", "Suckah, I lied.")) { case 1: mes "[Saphien Layless]"; - mes "Wrong. " + strcharinfo(0) + ", you got - 10 points."; + mes "Wrong. " + strcharinfo(PC_NAME) + ", you got - 10 points."; mes "That's just one of the gifts from Yggdrasil."; next; mes "[Saphien Layless]"; @@ -1339,7 +1337,7 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{ case 3: mes "[Saphien Layless]"; mes "Great Schott...If you don't know, just say so."; - mes "By the way, " + strcharinfo(0) + ", you just got - 10 points for lying and for being wrong."; + mes "By the way, " + strcharinfo(PC_NAME) + ", you just got - 10 points for lying and for being wrong."; break; } next; @@ -1394,7 +1392,7 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{ next; mes "[Saphien Layless]"; mes "You can purchase this item from the town of Al De Baran! You didn't show any effort."; - mes "So, I must give you - 10 points, " + strcharinfo(0) + "."; + mes "So, I must give you - 10 points, " + strcharinfo(PC_NAME) + "."; next; mes "[Saphien Layless]"; mes "Okay, now I am starting the class."; @@ -1494,9 +1492,9 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{ } } else if (SAGE_Q == 10) { - if (countitem(Feather_Of_Birds) > 0 && countitem(Animal's_Skin) > 0 && countitem(Wooden_Block) > 0 && countitem(Chinese_Ink) > 0 && countitem(Empty_Bottle) > 0) { + if (countitem(Feather_Of_Birds) > 0 && countitem(Animals_Skin) > 0 && countitem(Wooden_Block) > 0 && countitem(Chinese_Ink) > 0 && countitem(Empty_Bottle) > 0) { delitem Feather_Of_Birds,1; - delitem Animal's_Skin,1; + delitem Animals_Skin,1; delitem Wooden_Block,1; delitem Chinese_Ink,1; delitem Empty_Bottle,1; @@ -1511,7 +1509,7 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{ next; mes ".....There is a ocean around the continent,"; mes "The ocean is coiled up by"; - switch(select("A giant ash tree.:A giant snake Yormungandr.:A giant turtle and elephants.:A giant dragon.")) { + switch(select("A giant ash tree.", "A giant snake Yormungandr.", "A giant turtle and elephants.", "A giant dragon.")) { case 1: .@w_point += 1; mes "A giant ash tree."; @@ -1529,7 +1527,7 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{ break; } mes "The continent consists of three places such as,"; - switch(select("Mt.Mjolnir, where spiders live,:Uranos, where titans live,:Utgard, where titans live,:Lutie, the winter land,")) { + switch(select("Mt.Mjolnir, where spiders live,", "Uranos, where titans live,", "Utgard, where titans live,", "Lutie, the winter land,")) { case 1: .@w_point += 1; mes "Mt.Mjolnir where spiders live,"; @@ -1546,7 +1544,7 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{ mes "Lutie, the winter land,"; break; } - switch(select("Midgard, where humans live,:Rune-Midgarts where humans live,:Tritonia, where mermaids live,:Morroc, the desert city,")) { + switch(select("Midgard, where humans live,", "Rune-Midgarts where humans live,", "Tritonia, where mermaids live,", "Morroc, the desert city,")) { case 1: mes "Midgard, where humans live in,"; break; @@ -1563,7 +1561,7 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{ mes "Morroc, the desert city,"; break; } - switch(select("Abguard, where gods live.:Asgard, where gods live.:Schwarzwald, where citizens live.:Prontera, the capital of Rune-Midgarts.")) { + switch(select("Abguard, where gods live.", "Asgard, where gods live.", "Schwarzwald, where citizens live.", "Prontera, the capital of Rune-Midgarts.")) { case 1: .@w_point += 1; mes "Abguard where gods live."; @@ -1584,7 +1582,7 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{ next; if (.@w_point > 0) { mes "[Saphien Layless]"; - mes "..." + strcharinfo(0) + ", have you lost your mind?"; + mes "..." + strcharinfo(PC_NAME) + ", have you lost your mind?"; mes "Your work is too poor to be considered as a thesis!"; next; mes "[Saphien Layless]"; @@ -1594,7 +1592,7 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{ } mes ".....as we studied from the last class,"; mes "Yggdrasil is..."; - switch(select("A giant ash tree.:A fabulous Mastella tree.:A giant willow.:A giant dead branch.")) { + switch(select("A giant ash tree.", "A fabulous Mastella tree.", "A giant willow.", "A giant dead branch.")) { case 1: mes "A giant ash tree."; break; @@ -1612,7 +1610,7 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{ break; } mes "The root of Yggdrasil is divided into 3 parts. Those parts reach to 3 places..."; - switch(select("Schwarzwald, Jotunnheim, Niflheim.:Midgard, Jotunnheim, Naffleheim.:Asgard, Jotunnheim, Naffleheim.:Asgard, Jotunnheim, Niflheim.")) { + switch(select("Schwarzwald, Jotunnheim, Niflheim.", "Midgard, Jotunnheim, Naffleheim.", "Asgard, Jotunnheim, Naffleheim.", "Asgard, Jotunnheim, Niflheim.")) { case 1: .@w_point += 1; mes "Schwarzwald, Jotunnheim, Niflheim."; @@ -1630,7 +1628,7 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{ break; } mes "One who has a Seed of Yggdrasil,"; - switch(select("can be cured from all the abnormal statuses.:can restore full HP and SP at once.:can restore half of total HP and SP.:can be cured from Silence, Curse and Chaos.")) { + switch(select("can be cured from all the abnormal statuses.", "can restore full HP and SP at once.", "can restore half of total HP and SP.", "can be cured from Silence, Curse and Chaos.")) { case 1: .@w_point += 1; mes "can be cured from all the abnormal statuses."; @@ -1650,7 +1648,7 @@ yuno_in03,62,176,2 script History Professor#sa 4_M_MANAGER,{ next; if (.@w_point > 0) { mes "[Saphien Layless]"; - mes "..." + strcharinfo(0) + ", have you lost your mind?"; + mes "..." + strcharinfo(PC_NAME) + ", have you lost your mind?"; mes "Your work is too poor to be considered as a thesis!"; next; mes "[Saphien Layless]"; @@ -1753,7 +1751,7 @@ yuno_in03,32,102,1 script Biology Professor#sa 4_M_SAGE_C,{ mes "Huh...how rude of you! You're expected to introduce yourself to me as soon as I greet you!"; mes "What is your name, young one?"; next; - select(strcharinfo(0)); + select(strcharinfo(PC_NAME)); mes "[Lucius Celsus]"; mes "A fine name. It's nice to meet you."; mes "So, are you aware of the subject you're studying?"; @@ -1762,7 +1760,7 @@ yuno_in03,32,102,1 script Biology Professor#sa 4_M_SAGE_C,{ mes "As you know, your topic of study is monsters."; mes "How many times have you fought with monsters?"; next; - if (select("Well, I can't even count.:A few times, I guess...") == 1) { + if (select("Well, I can't even count.", "A few times, I guess...") == 1) { mes "[Lucius Celsus]"; mes "Oh shut up, you brat. Don't be so sure about yourself."; mes "Even if you have much experience with monsters, you will have a hard time comprehending my lecture."; @@ -1825,7 +1823,7 @@ yuno_in03,32,102,1 script Biology Professor#sa 4_M_SAGE_C,{ mes "Somehow the monsters that drop those items have something in common."; mes "Can you tell me what that similarity is?"; next; - switch(select("They possess water property.:They are fishes.:They are aggressive.:Um...they monsters.")) { + switch(select("They possess water property.", "They are fishes.", "They are aggressive.", "Um...they monsters.")) { case 1: mes "[Lucius Celsus]"; mes "Yes, they possess water property and at the same time they are fishes."; @@ -1858,7 +1856,7 @@ yuno_in03,32,102,1 script Biology Professor#sa 4_M_SAGE_C,{ mes "Not all fish class monsters possess water property, but most of them do."; mes "So which kind of magic would work best on most fish class monsters?"; next; - switch(select("Lightening Bolt.:Fire Bolt.:Thunder Storm.:Frost Diver.")) { + switch(select("Lightening Bolt.", "Fire Bolt.", "Thunder Storm.", "Frost Diver.")) { case 1: mes "[Lucius Celsus]"; mes "That's right, Lightening Bolt, which possesses the wind property, works best on water property monsters."; @@ -2045,9 +2043,9 @@ yuno_in03,32,102,1 script Biology Professor#sa 4_M_SAGE_C,{ close; } else if (SAGE_Q == 12) { - if (countitem(Feather_Of_Birds) > 0 && countitem(Animal's_Skin) > 0 && countitem(Wooden_Block) > 0 && countitem(Chinese_Ink) > 0 && countitem(Empty_Bottle) > 0) { + if (countitem(Feather_Of_Birds) > 0 && countitem(Animals_Skin) > 0 && countitem(Wooden_Block) > 0 && countitem(Chinese_Ink) > 0 && countitem(Empty_Bottle) > 0) { delitem Feather_Of_Birds,1; - delitem Animal's_Skin,1; + delitem Animals_Skin,1; delitem Wooden_Block,1; delitem Chinese_Ink,1; delitem Empty_Bottle,1; @@ -2368,9 +2366,9 @@ yuno_in03,244,31,3 script Physics Professor#sa 2_M_PHARMACIST,{ } } else if (SAGE_Q == 14) { - if (countitem(Feather_Of_Birds) > 0 && countitem(Animal's_Skin) > 0 && countitem(Wooden_Block) > 0 && countitem(Chinese_Ink) > 0 && countitem(Empty_Bottle) > 0) { + if (countitem(Feather_Of_Birds) > 0 && countitem(Animals_Skin) > 0 && countitem(Wooden_Block) > 0 && countitem(Chinese_Ink) > 0 && countitem(Empty_Bottle) > 0) { delitem Feather_Of_Birds,1; - delitem Animal's_Skin,1; + delitem Animals_Skin,1; delitem Wooden_Block,1; delitem Chinese_Ink,1; delitem Empty_Bottle,1; @@ -2384,7 +2382,7 @@ yuno_in03,244,31,3 script Physics Professor#sa 2_M_PHARMACIST,{ mes "................................."; next; mes ".....Magic spells are varied into 4 elements such as"; - switch(select("Water, Earth, Fire and Wind.:Earth, Water, Fire and Wind.:Water, Wind, Earth and Fire.")) { + switch(select("Water, Earth, Fire and Wind.", "Earth, Water, Fire and Wind.", "Water, Wind, Earth and Fire.")) { case 1: mes "Water, Earth, Fire and Wind."; break; @@ -2396,7 +2394,7 @@ yuno_in03,244,31,3 script Physics Professor#sa 2_M_PHARMACIST,{ break; } mes "Each property has an opposing property,"; - switch(select("Magic with wind property is strong against water:Magic with water property is strong against fire:Magic with fire property is strong against earth")) { + switch(select("Magic with wind property is strong against water", "Magic with water property is strong against fire", "Magic with fire property is strong against earth")) { case 1: mes "Magic with wind property is strong against water"; break; @@ -2408,7 +2406,7 @@ yuno_in03,244,31,3 script Physics Professor#sa 2_M_PHARMACIST,{ break; } mes "Magic with earth property is strong against wind."; - switch(select("However, that does not work on the opposite case :This theory works the same for earth property weapons:Elemental properties are varied by monster types")) { + switch(select("However, that does not work on the opposite case ", "This theory works the same for earth property weapons", "Elemental properties are varied by monster types")) { case 1: mes "However, that does not work on the opposite case "; break; @@ -2419,7 +2417,7 @@ yuno_in03,244,31,3 script Physics Professor#sa 2_M_PHARMACIST,{ mes "Elemental properties are varied by monster types"; break; } - switch(select("You must be aware of the limit of your ability.:You must apply different types of property by the situation or place.:Red Potion is rumored to taste like strawberries.")) { + switch(select("You must be aware of the limit of your ability.", "You must apply different types of property by the situation or place.", "Red Potion is rumored to taste like strawberries.")) { case 1: mes "You must be aware of the limit of your ability."; break; @@ -2431,7 +2429,7 @@ yuno_in03,244,31,3 script Physics Professor#sa 2_M_PHARMACIST,{ break; } next; - switch(select("The most adorable NPC is YuPi in Prontera:Red Potion is rumored to be made out of Porings:You never know the limits of magic")) { + switch(select("The most adorable NPC is YuPi in Prontera", "Red Potion is rumored to be made out of Porings", "You never know the limits of magic")) { case 1: mes "The most adorable NPC is YuPi in Prontera"; break; @@ -2442,7 +2440,7 @@ yuno_in03,244,31,3 script Physics Professor#sa 2_M_PHARMACIST,{ mes "You never know the limits of magic"; break; } - switch(select("Merchant Lady in Morroc is also as cute as YuPi.:Nobody knows why Red Potion tastes like strawberries.:It is not suggested to be too addicted to magic spells.")) { + switch(select("Merchant Lady in Morroc is also as cute as YuPi.", "Nobody knows why Red Potion tastes like strawberries.", "It is not suggested to be too addicted to magic spells.")) { case 1: mes "Merchant Lady in Morroc is also as cute as YuPi."; break; @@ -2453,7 +2451,7 @@ yuno_in03,244,31,3 script Physics Professor#sa 2_M_PHARMACIST,{ mes "It is not suggested to be too addicted to magic spells."; break; } - switch(select("If I had a Bunny Band,:If so, what about the taste of White Potion?:Only pertinent uses of magic, as well as rest")) { + switch(select("If I had a Bunny Band,", "If so, what about the taste of White Potion?", "Only pertinent uses of magic, as well as rest")) { case 1: mes "If I had a Bunny Band,"; break; @@ -2464,7 +2462,7 @@ yuno_in03,244,31,3 script Physics Professor#sa 2_M_PHARMACIST,{ mes "Only pertinent uses of magic, as well as rest"; break; } - switch(select("I would want to give it to her as a present.:I can't even imagine the taste.:will guarantee you a safe battle.")) { + switch(select("I would want to give it to her as a present.", "I can't even imagine the taste.", "will guarantee you a safe battle.")) { case 1: mes "I would want to give it to her as a present."; break; @@ -2475,7 +2473,7 @@ yuno_in03,244,31,3 script Physics Professor#sa 2_M_PHARMACIST,{ mes "will guarantee you a safe battle."; break; } - switch(select("Although the Bunny Band best fits the Acolyte class:I love this thrilling feeling:Forming a party with people of different classes")) { + switch(select("Although the Bunny Band best fits the Acolyte class", "I love this thrilling feeling", "Forming a party with people of different classes")) { case 1: mes "Although the Bunny Band best fits the Acolyte class"; break; @@ -2486,7 +2484,7 @@ yuno_in03,244,31,3 script Physics Professor#sa 2_M_PHARMACIST,{ mes "Forming a party with people of different classes"; break; } - switch(select("I still wonder if the Bunny Band would be perfect for GOD-POING.:I won't be able to drink it even if my HP is less than 1.:is considered the best way to ready for battle.")) { + switch(select("I still wonder if the Bunny Band would be perfect for GOD-POING.", "I won't be able to drink it even if my HP is less than 1.", "is considered the best way to ready for battle.")) { case 1: mes "I still wonder if the Bunny Band would be perfect for GOD-POING."; break; @@ -2624,7 +2622,7 @@ OnReset: OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { - mapannounce "job_sage"," " + strcharinfo(0) + ", successfully defeat all the monsters.",bc_map; + mapannounce "job_sage"," " + strcharinfo(PC_NAME) + ", successfully defeat all the monsters.",bc_map; donpcevent "Arena#2::OnEnable"; stopnpctimer; } @@ -2730,7 +2728,7 @@ OnReset: OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { - mapannounce "job_sage"," " + strcharinfo(0) + ", successfully defeat all the monsters.",bc_map; + mapannounce "job_sage"," " + strcharinfo(PC_NAME) + ", successfully defeat all the monsters.",bc_map; donpcevent "Arena#Doorkeeper::OnEnable"; donpcevent "Arena#3::OnEnable"; stopnpctimer; @@ -2815,7 +2813,7 @@ OnDisable: OnMyMobDead: --.MyMobs; if (.MyMobs < 1) { - mapannounce "job_sage","Congratulations, " + strcharinfo(0) + ". You passed the test.",bc_map; + mapannounce "job_sage","Congratulations, " + strcharinfo(PC_NAME) + ". You passed the test.",bc_map; SAGE_Q = 8; donpcevent "Test Helper#sg::OnEnable"; disablenpc "Arena#Doorkeeper"; diff --git a/npc/jobs/2-2a/Champion.txt b/npc/jobs/2-2a/Champion.txt index 723bcfed1..ef543c8bc 100644 --- a/npc/jobs/2-2a/Champion.txt +++ b/npc/jobs/2-2a/Champion.txt @@ -69,7 +69,7 @@ valkyrie,53,42,3 script Champion#Valkyrie 1_M_HOF,{ mes "Would you like"; mes "to become a Champion?"; next; - if (select("No.:Yes.") == 1) { + if (select("No.", "Yes.") == 1) { mes "[Champion]"; mes "When you're ready,"; mes "feel free to come back."; diff --git a/npc/jobs/2-2a/Clown.txt b/npc/jobs/2-2a/Clown.txt index 2b10a7bc4..b8f8f2ce0 100644 --- a/npc/jobs/2-2a/Clown.txt +++ b/npc/jobs/2-2a/Clown.txt @@ -64,7 +64,7 @@ valkyrie,53,54,3 script Minstrel#Valkyrie 2_M_BARD_ORIENT,{ mes "for Rune-Midgard..."; mes "As a Minstrel?"; next; - if (select("No.:Yes.") == 1) { + if (select("No.", "Yes.") == 1) { mes "[Minstrel]"; mes "When you're ready,"; mes "feel free to come back."; diff --git a/npc/jobs/2-2a/Creator.txt b/npc/jobs/2-2a/Creator.txt index fc2408e12..97e571bf4 100644 --- a/npc/jobs/2-2a/Creator.txt +++ b/npc/jobs/2-2a/Creator.txt @@ -70,7 +70,7 @@ valkyrie,53,50,3 script Biochemist#Valkyrie 2_M_DYEINGER,{ mes "Would you like to"; mes "become a Biochemist?"; next; - if (select("No.:Yes.") == 1) { + if (select("No.", "Yes.") == 1) { mes "[Biochemist]"; mes "When you're ready,"; mes "feel free to come back."; @@ -101,7 +101,7 @@ valkyrie,53,50,3 script Biochemist#Valkyrie 2_M_DYEINGER,{ mes "secrets of life that"; mes "were once yours..."; next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { mes "[Biochemist]"; mes "Close your eyes and"; mes "put your mind at rest."; diff --git a/npc/jobs/2-2a/Gypsy.txt b/npc/jobs/2-2a/Gypsy.txt index 7d93e2fe8..fc4a42166 100644 --- a/npc/jobs/2-2a/Gypsy.txt +++ b/npc/jobs/2-2a/Gypsy.txt @@ -65,7 +65,7 @@ valkyrie,53,56,3 script Gypsy#Valkyrie 4W_F_01,{ mes "to take up this role,"; mes "and become a Gypsy?"; next; - if (select("No.:Yes.") == 1) { + if (select("No.", "Yes.") == 1) { mes "[Gypsy]"; mes "When you're ready,"; mes "feel free to come back."; diff --git a/npc/jobs/2-2a/Paladin.txt b/npc/jobs/2-2a/Paladin.txt index 56db7bea4..2d208ed65 100644 --- a/npc/jobs/2-2a/Paladin.txt +++ b/npc/jobs/2-2a/Paladin.txt @@ -66,7 +66,7 @@ valkyrie,53,39,3 script Paladin#Valkyrie 4_M_CRU_OLD,{ mes "the side of righteousness"; mes "as a Paladin?"; next; - if (select("No.:Yes.") == 1) { + if (select("No.", "Yes.") == 1) { mes "[Paladin]"; mes "When you're ready,"; mes "feel free to come back."; diff --git a/npc/jobs/2-2a/Professor.txt b/npc/jobs/2-2a/Professor.txt index f799c01c0..009b2d80d 100644 --- a/npc/jobs/2-2a/Professor.txt +++ b/npc/jobs/2-2a/Professor.txt @@ -73,7 +73,7 @@ valkyrie,53,47,3 script Scholar#Valkyrie 2_M_SAGE_OLD,{ mes "Will you serve Rune-Midgard"; mes "as a Scholar?"; next; - if (select("No.:Yes.") == 1) { + if (select("No.", "Yes.") == 1) { mes "[Scholar]"; mes "When you're ready,"; mes "feel free to come back."; diff --git a/npc/jobs/2-2a/Stalker.txt b/npc/jobs/2-2a/Stalker.txt index 67a4c23af..511d26435 100644 --- a/npc/jobs/2-2a/Stalker.txt +++ b/npc/jobs/2-2a/Stalker.txt @@ -74,7 +74,7 @@ valkyrie,53,58,3 script Stalker#Valkyrie 4_F_ROGUE,{ mes "warriors? Are you ready"; mes "to become a Stalker?"; next; - if (select("No.:Yes.") == 1) { + if (select("No.", "Yes.") == 1) { mes "[Stalker]"; mes "When you're ready,"; mes "feel free to come back."; diff --git a/npc/jobs/2-2e/SoulLinker.txt b/npc/jobs/2-2e/SoulLinker.txt index bc5c3c96c..db916fc35 100644 --- a/npc/jobs/2-2e/SoulLinker.txt +++ b/npc/jobs/2-2e/SoulLinker.txt @@ -52,7 +52,7 @@ morocc_in,174,30,6 script Kid#link1 4_M_KID2,{ } if (Class == Job_Star_Gladiator) { mes "[Kid]"; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "Aren't you a warrior"; mes "of the sun? I'm familiar"; } @@ -91,7 +91,7 @@ morocc_in,174,30,6 script Kid#link1 4_M_KID2,{ mes "..."; mes "Hey you."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Did you call me?"; next; mes "[Kid]"; @@ -100,7 +100,7 @@ morocc_in,174,30,6 script Kid#link1 4_M_KID2,{ mes "raise my voice, and"; mes "just get over here."; next; - if (select("You're awfully rude for a kid!:Ignore him.") == 1) { + if (select("You're awfully rude for a kid!", "Ignore him.") == 1) { mes "[Kid]"; mes "You're lucky I'm"; mes "taking an interest"; @@ -126,7 +126,7 @@ morocc_in,174,30,6 script Kid#link1 4_M_KID2,{ mes "wanna see wasted. Why don't"; mes "you become a ''Soul-Linker?''"; next; - if (select("Ha! Silly little boy~:Soul Linker?") == 1) { + if (select("Ha! Silly little boy~", "Soul Linker?") == 1) { mes "[Kid]"; mes "You... You d-don't"; mes "believe me? I'm being"; @@ -165,7 +165,7 @@ morocc_in,174,30,6 script Kid#link1 4_M_KID2,{ mes "but I know it'll be possible"; mes "for you. So what do you say?"; next; - if (select("No. At least, not now...:Alright. What do I have to do?") == 1) { + if (select("No. At least, not now...", "Alright. What do I have to do?") == 1) { mes "[Kid]"; mes "Ah, alright. Well,"; mes "if you ever decide to"; @@ -210,7 +210,7 @@ morocc_in,174,30,6 script Kid#link1 4_M_KID2,{ mes "^0000FF1 Witherless Rose^000000."; mes "like I asked you to?"; next; - if (select("There you are.:No, not yet...") == 1) { + if (select("There you are.", "No, not yet...") == 1) { if (countitem(Crystal_Jewel__) > 0 && countitem(Immortal_Heart) > 0 && countitem(Witherless_Rose) > 0) { delitem Crystal_Jewel__,1; delitem Immortal_Heart,1; @@ -312,7 +312,7 @@ morocc_in,174,30,6 script Kid#link1 4_M_KID2,{ mes "enter the depths"; mes "of your mind again?"; next; - if (select("No:Yes") == 1) { + if (select("No", "Yes") == 1) { mes "[Maia]"; mes "Well then, come"; mes "back to me when you"; @@ -406,7 +406,7 @@ OnTouch: mes "speak with the spirits"; mes "if that is what you wish."; next; - if (select("Converse more with the spirits:Become a Soul Linker") == 1) { + if (select("Converse more with the spirits", "Become a Soul Linker") == 1) { mes "[Maia]"; mes "Alright. Try to hurry"; mes "since we can remain in"; @@ -434,7 +434,7 @@ OnTouch: mes "[Maia]"; mes "This Witherless Rose will"; mes "wither away instead of you..."; - specialeffect EF_MAPPILLAR2,AREA,"Maia#link2"; + specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, "Maia#link2")); next; mes "[Maia]"; mes "This Witherless Rose will"; @@ -701,7 +701,7 @@ sec_in02,35,153,0 script Soul Linker Var 4_M_OPERATION,{ mes "reset the Soul Linker"; mes "Global Variable?"; next; - switch(select("Reset:Cancel")) { + switch(select("Reset", "Cancel")) { case 1: mes "[Soul Linker Var]"; mes "The Soul Linker"; diff --git a/npc/jobs/novice/supernovice.txt b/npc/jobs/novice/supernovice.txt index 19ed21325..ebe4ef8e2 100644 --- a/npc/jobs/novice/supernovice.txt +++ b/npc/jobs/novice/supernovice.txt @@ -70,7 +70,7 @@ aldeba_in,223,167,3 script Tzerero#sn 4_M_SEAMAN,{ mes "^3355FFSuper Novi--^000000Huh?"; mes "What's that behind you?"; next; - select("Huh?:What is that?"); + select("Huh?", "What is that?"); mes "^3355FFYou look behind you, but..."; mes "There's nothing's there."; mes "Something fishy is going on here!^000000"; @@ -159,7 +159,7 @@ aldeba_in,223,167,3 script Tzerero#sn 4_M_SEAMAN,{ mes "[Tzerero]"; mes "...a ^CE6300Super Novice^000000."; next; - switch(select("Accept his offer.:Reject his offer.:Listen more carefully.")) { + switch(select("Accept his offer.", "Reject his offer.", "Listen more carefully.")) { case 1: if (getskilllv("NV_BASIC") < 9) { mes "[Tzerero]"; @@ -406,7 +406,7 @@ aldeba_in,216,169,5 script Esseray#sn 4_M_04,{ aldebaran,54,238,5 script Kafra Employee#sn 4_F_KAFRA1,{ if (BaseJob == Job_SuperNovice) { mes "[Kafra Employee]"; - if (Sex ) + if (Sex == SEX_MALE) mes "Hello, Mister Super Novice~"; else mes "Hello, Super Novice, Ma'am."; @@ -431,7 +431,7 @@ aldebaran,54,238,5 script Kafra Employee#sn 4_F_KAFRA1,{ mes "[Kafra Employee]"; mes "Anyway, would you like to rent a cart? The service fee is 1,900 zeny."; next; - if (select("Rent a Cart.:Cancel.") == 1) { + if (select("Rent a Cart.", "Cancel.") == 1) { mes "[Kafra Employee]"; mes "Oh, here's the thing..."; mes "Have you learned the 'Push Cart'"; @@ -444,7 +444,7 @@ aldebaran,54,238,5 script Kafra Employee#sn 4_F_KAFRA1,{ mes "So make sure that you have"; mes "the 'Push Cart' skill already."; next; - if (select("Rent a Cart.:Cancel.") == 1) { + if (select("Rent a Cart.", "Cancel.") == 1) { if (checkcart()) { mes "[Kafra Employee]"; mes "Oh, you've already equipped a cart."; diff --git a/npc/jobs/valkyrie.txt b/npc/jobs/valkyrie.txt index 483c67346..d4f1d3982 100644 --- a/npc/jobs/valkyrie.txt +++ b/npc/jobs/valkyrie.txt @@ -89,7 +89,7 @@ valkyrie,48,86,4 script Valkyrie# 4_F_VALKYRIE,{ mes "I see you've already"; mes "released yourself from"; mes "all worldy attachments,"; - mes ""+ strcharinfo(0) +"."; + mes ""+ strcharinfo(PC_NAME) +"."; next; mes "[Valkyrie]"; mes "That's an admirable attitude for an adventurer such as yourself. Honor comes when you abandon all personal desires for the sake of mankind."; @@ -230,7 +230,7 @@ yuno_in02,88,164,5 script Metheus Sylphe#Library 2_M_SAGE_B,{ mes "donation amount is"; mes "1,285,000 zeny."; next; - if (select("Donate.:Cancel.") == 1) { + if (select("Donate.", "Cancel.") == 1) { if (Zeny >= 1285000) { Zeny -= 1285000; valkyrie_Q = 1; @@ -266,7 +266,7 @@ yuno_in02,93,207,1 script Book of Ymir HIDDEN_NPC,{ mes "[The Book of Ymir]"; mes "In the Hall of Honor, everything is prepared for heroes. It is rumored that any wish that cannot be fulfilled in our reality can be realized in the Hall of Honor."; next; - if (select("Stop reading.:Continue reading.") == 1) { + if (select("Stop reading.", "Continue reading.") == 1) { mes "[The Book of Ymir]"; mes "....."; close; @@ -372,7 +372,7 @@ valkyrie,44,33,5 script Teleporter 4_F_TELEPORTER,{ mes "Honorable one,"; mes "which place do you wish to go?"; next; - switch(select("Prontera:Morroc:Payon:Geffen:Alberta:Izlude:Al De Baran:Comodo:Juno")) { + switch(select("Prontera", "Morroc", "Payon", "Geffen", "Alberta", "Izlude", "Al De Baran", "Comodo", "Juno")) { case 1: callsub S_Warpchar,"prontera",116,72; case 2: callsub S_Warpchar,"morocc",156,46; case 3: callsub S_Warpchar,"payon",69,100; diff --git a/npc/kafras/dts_warper.txt b/npc/kafras/dts_warper.txt index 74c2c910c..a482652ed 100644 --- a/npc/kafras/dts_warper.txt +++ b/npc/kafras/dts_warper.txt @@ -314,7 +314,7 @@ function script F_VoteKafra { mes "provide the Dungeon Teleport"; mes "Service. How may I help you?"; next; - switch(select("Reason for Election:Cast a Vote:Use Teleport Service:Cancel")) { + switch(select("Reason for Election", "Cast a Vote", "Use Teleport Service", "Cancel")) { case 1: mes "[Kafra Voting Staff]"; mes "Cool Event Corp and the"; @@ -391,7 +391,7 @@ function script F_VoteKafra { mes "us. Would you like to vote"; mes "for the Kafra Corporation?"; next; - switch(select("No:Yes")) { + switch(select("No", "Yes")) { case 1: mes "[Kafra Voting Staff]"; mes "I understand. But if you"; @@ -460,7 +460,7 @@ function script F_VoteKafra { mes "us. Would you like to vote"; mes "for the Kafra Corporation?"; next; - switch(select("No:Yes")) { + switch(select("No", "Yes")) { case 1: mes "[Kafra Voting Staff]"; mes "I understand. But if you"; @@ -526,7 +526,7 @@ function script F_VoteKafra { mes "apply in this special service."; next; if ($DTS_KafraWins == 0) { - switch(select("Toy Factory, Level 2 -> 4,000 z:Cancel")) { + switch(select("Toy Factory, Level 2 -> 4,000 z", "Cancel")) { case 1: if (Zeny >= 4000) { cutin "",255; @@ -551,7 +551,7 @@ function script F_VoteKafra { } } else if ($DTS_KafraWins == 1) { - switch(select("Toy Factory, Level 2 -> 4,000 z:Clock Tower, Level 3 -> 4,000 z:Cancel")) { + switch(select("Toy Factory, Level 2 -> 4,000 z", "Clock Tower, Level 3 -> 4,000 z", "Cancel")) { case 1: if (Zeny >= 4000) { Zeny -= 4000; @@ -592,7 +592,7 @@ function script F_VoteKafra { } } else { - switch(select("Toy Factory, Level 2 -> 4,000 z:Clock Tower, Level 3 -> 4,000 z:Lava Dungeon, Level 2 -> 4,000 z:Cancel")) { + switch(select("Toy Factory, Level 2 -> 4,000 z", "Clock Tower, Level 3 -> 4,000 z", "Lava Dungeon, Level 2 -> 4,000 z", "Cancel")) { case 1: if (Zeny >= 4000) { Zeny -= 4000; @@ -713,7 +713,7 @@ lighthalzen,163,60,4 script Kafra Voting Staff#lght 4_F_KAFRA9,{ mes "between Cool Event Corp. and"; mes "Kafra Corporation for control of the Dungeon Teleport Service!"; next; - switch(select("Reason for Election:Cast a Vote:Use Teleport Service:Cancel")) { + switch(select("Reason for Election", "Cast a Vote", "Use Teleport Service", "Cancel")) { case 1: mes "[Cool Event Corp. Voting Staff]"; mes "Cool Event Corp. has been"; @@ -796,7 +796,7 @@ lighthalzen,163,60,4 script Kafra Voting Staff#lght 4_F_KAFRA9,{ mes "Would you like to vote"; mes "for Cool Event Corp.?"; next; - switch(select("No:Yes")) { + switch(select("No", "Yes")) { case 1: mes "[Cool Event Corp. Voting Staff]"; mes "Ah, I see... Well, if you"; @@ -868,7 +868,7 @@ lighthalzen,163,60,4 script Kafra Voting Staff#lght 4_F_KAFRA9,{ mes "Would you like to vote"; mes "for Cool Event Corp.?"; next; - switch(select("No:Yes")) { + switch(select("No", "Yes")) { case 1: mes "[Cool Event Corp. Voting Staff]"; mes "Ah, I see... Well, if you"; @@ -926,7 +926,7 @@ lighthalzen,163,60,4 script Kafra Voting Staff#lght 4_F_KAFRA9,{ mes "choose your destination."; next; if ($DTS_JondaWins == 0) { - switch(select("Byalan Dungeon, Level 3 -> 4,000 z:Cancel")) { + switch(select("Byalan Dungeon, Level 3 -> 4,000 z", "Cancel")) { case 1: if (Zeny >= 4000) { Zeny -= 4000; @@ -954,7 +954,7 @@ lighthalzen,163,60,4 script Kafra Voting Staff#lght 4_F_KAFRA9,{ } } else if ($DTS_JondaWins == 1) { - switch(select("Byalan Dungeon, Level 3 -> 4,000 z:Clock Tower, 3rd Floor -> 4,000 z:Cancel")) { + switch(select("Byalan Dungeon, Level 3 -> 4,000 z", "Clock Tower, 3rd Floor -> 4,000 z", "Cancel")) { case 1: if (Zeny >= 4000) { Zeny -= 4000; @@ -1004,7 +1004,7 @@ lighthalzen,163,60,4 script Kafra Voting Staff#lght 4_F_KAFRA9,{ mes "for this service. Now, please"; mes "choose your destination."; next; - switch(select("Byalan Dungeon, Level 3 -> 4,000 z:Clock Tower, 3rd Floor -> 4,000 z:Glast Heim Entrance -> 4,000 z:Cancel")) { + switch(select("Byalan Dungeon, Level 3 -> 4,000 z", "Clock Tower, 3rd Floor -> 4,000 z", "Glast Heim Entrance -> 4,000 z", "Cancel")) { case 1: if (Zeny >= 4000) { Zeny -= 4000; @@ -1180,7 +1180,7 @@ sec_in02,17,160,4 script Vote Globalvar Girl#yuno 4_F_OPERATION,{ mes "[Christy's Maid]"; mes "I am Lady Christy's Maid."; next; - switch(select("Globalvar Check:Setitem Zero:Change Glbalvar")) { + switch(select("Globalvar Check", "Setitem Zero", "Change Glbalvar")) { case 1: mes "Current GlobalVar are"; next; @@ -1204,7 +1204,7 @@ sec_in02,17,160,4 script Vote Globalvar Girl#yuno 4_F_OPERATION,{ mes "[Christy's Maid]"; mes "Which Globalvar value would you like to change?"; next; - switch(select("1 - Voting Time:2 - Cool Event Corp. Vote Numbers:3 - Kafra Vote Numbers:4 - Winner:5 - Teleport Service Period:6 - Kafra Warp Number:7 - Cool Event Corp. Warp Number:8 - Setitem Value")) { + switch(select("1 - Voting Time", "2 - Cool Event Corp. Vote Numbers", "3 - Kafra Vote Numbers", "4 - Winner", "5 - Teleport Service Period", "6 - Kafra Warp Number", "7 - Cool Event Corp. Warp Number", "8 - Setitem Value")) { case 1: mes "[Christy's Maid]"; mes "Please enter a number among 0 and 1000."; diff --git a/npc/kafras/functions_kafras.txt b/npc/kafras/functions_kafras.txt index e50264c9d..e1e547174 100644 --- a/npc/kafras/functions_kafras.txt +++ b/npc/kafras/functions_kafras.txt @@ -10,6 +10,7 @@ //= http://herc.ws - http://github.com/HerculesWS/Hercules //= //= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) Dastgir //= Copyright (C) Haru //= Copyright (C) rAthena Dev Team //= Copyright (C) Euphy @@ -47,7 +48,7 @@ //= These functions handle save, storage, cart rental, teleport, and Free //= Teleport/Warp/Rent Cart options for all Kafra NPCs. //================= Current Version ======================================= -//= 6.8 +//= 6.9 //========================================================================= //== Main Function ========================================= @@ -80,7 +81,7 @@ function script F_Kafra { break; case 2: // Guild Castle Kafra message - @GID = getcharid(2); + @GID = getcharid(CHAR_ID_GUILD); mes "[Kafra Employee]"; mes "Welcome. ^ff0000" + getguildname(@GID) + "^000000 Member."; mes "The Kafra Coporation will stay with you wherever you go."; @@ -210,7 +211,7 @@ function script F_KafStor { close; } // Unable to access Normal Storage (Insufficient Basic Skills) - if (basicskillcheck() && getskilllv(NV_BASIC) < 6) { + if (basicskillcheck() && getskilllv(NV_BASIC) < 6 && getskilllv(SU_BASIC_SKILL) == 0) { mes getarg(3); // Niflheim Specific Message if (getarg(2) == 1) { @@ -388,7 +389,7 @@ function script F_KafCart { mes "fee is "+getarg(1)+" zeny. Would"; mes "you like to rent a Pushcart?"; next; - if (select("Rent a Pushcart.:Cancel") == 2) + if (select("Rent a Pushcart.", "Cancel") == 2) return 0; if (Zeny < getarg(1)) { mes getarg(2); @@ -418,7 +419,7 @@ function script F_KafInfo { if (.@m$[.@j] == "Check Special Reserve Points.") { mes "[Kafra Employee]"; mes "Let's see..."; - mes strcharinfo(0) + "..."; + mes strcharinfo(PC_NAME) + "..."; mes "Ah, you have a total of"; mes RESRVPTS+ " Special Reserve Points."; next; @@ -501,7 +502,7 @@ function script F_SetKafCode { if (#kafra_code) { mes "Your storage is protected with a password. What would you do now?"; next; - switch (select("Change old password -> 5000z:Remove storage password -> 1000z:Cancel")) { + switch (select("Change old password -> 5000z", "Remove storage password -> 1000z", "Cancel")) { case 1: mes getarg(0); mes "At first, please enter your ^0000FFold password^000000."; @@ -549,7 +550,7 @@ function script F_SetKafCode { mes getarg(1)+" proudly presents you a new service:"; mes "Additional storage protection with a password."; next; - switch (select("Set new password -> 5000z:Cancel")) { + switch (select("Set new password -> 5000z", "Cancel")) { case 1: callsub S_SET,getarg(0),getarg(1); break; case 2: break; } @@ -609,56 +610,56 @@ function script F_KafSet { deletearray @wrpP$; deletearray @viewpX; deletearray @viewpY; - if (strnpcinfo(4) == "prontera") { + if (strnpcinfo(NPC_MAP) == "prontera") { setarray @wrpD$, "Izlude", "Geffen", "Payon", "Morroc", "Orc Dungeon", "Alberta"; setarray @wrpP, 600, 1200, 1200, 1200, 1200, 1800; setarray @viewpX, 151, 29, 282, 152; setarray @viewpY, 29, 207, 200, 326; - } else if (strnpcinfo(4) == "alberta") { + } else if (strnpcinfo(NPC_MAP) == "alberta") { setarray @wrpP, 1200, 1800, 1800; setarray @wrpD$, "Payon", "Morroc", "Prontera"; setarray @viewpX, 28, 113, 0, 0; setarray @viewpY, 229, 60, 0, 0; - } else if (strnpcinfo(4) == "aldebaran") { + } else if (strnpcinfo(NPC_MAP) == "aldebaran") { setarray @wrpP, 1200, 1200, 1800, 1700; setarray @wrpD$, "Geffen", "Juno" , "Izlude", "Mjolnir Dead Pit"; - } else if (strnpcinfo(4) == "comodo" ) { + } else if (strnpcinfo(NPC_MAP) == "comodo" ) { setarray @wrpD$, "Morroc", "Comodo Pharos Beacon", "Umbala"; setarray @wrpP, 1800, 1200, 1800; - } else if (strnpcinfo(4) == "cmd_fild07") { + } else if (strnpcinfo(NPC_MAP) == "cmd_fild07") { setarray @wrpD$, "Comodo", "Morroc"; setarray @wrpP, 1200, 1200; - } else if (strnpcinfo(4) == "geffen") { + } else if (strnpcinfo(NPC_MAP) == "geffen") { setarray @wrpD$, "Prontera", "Al De Baran", "Orc Dungeon", "Mjolnir Dead Pit"; setarray @wrpP, 1200, 1200, 1200, 1700; setarray @viewpX, 120, 203; setarray @viewpY, 62, 123; - } else if (strnpcinfo(4) == "izlude") { + } else if (strnpcinfo(NPC_MAP) == "izlude") { setarray @wrpD$, "Geffen", "Payon", "Morroc", "Al De Baran"; setarray @wrpP, 1200, 1200, 1200, 1800; - } else if (strnpcinfo(4) == "morocc") { + } else if (strnpcinfo(NPC_MAP) == "morocc") { setarray @wrpD$, "Prontera", "Payon", "Alberta", "Comodo", "Comodo Pharos Beacon"; setarray @wrpP, 1200, 1200, 1800, 1800, 1200; setarray @viewpX, 156, 163, 28, 292; setarray @viewpY, 97, 260, 167, 211; - } else if (strnpcinfo(4) == "umbala") { + } else if (strnpcinfo(NPC_MAP) == "umbala") { setarray @wrpD$, "Comodo"; setarray @wrpP, 1800; - } else if (strnpcinfo(4) == "payon") { + } else if (strnpcinfo(NPC_MAP) == "payon") { setarray @wrpD$, "Prontera", "Alberta", "Morroc"; setarray @wrpP, 1200, 1200, 1200; - } else if (strnpcinfo(4) == "yuno") { + } else if (strnpcinfo(NPC_MAP) == "yuno") { setarray @wrpD$, "Al De Baran"; setarray @wrpP, 1200; setarray @viewpX, 328, 278, 153, 0; setarray @viewpY, 108, 221, 187, 0; - } else if (strnpcinfo(4) == "job3_rune01") { + } else if (strnpcinfo(NPC_MAP) == "job3_rune01") { setarray @wrpD$, "Izlude", "Geffen", "Payon", "Morroc", "Alberta"; setarray @wrpP, 600, 1200, 1200, 1200, 1800; - } else if (strnpcinfo(4) == "rachel") { + } else if (strnpcinfo(NPC_MAP) == "rachel") { setarray @wrpD$, "Veins"; setarray @wrpP, 2200; - } else if (strnpcinfo(4) == "veins") { + } else if (strnpcinfo(NPC_MAP) == "veins") { setarray @wrpD$, "Rachel"; setarray @wrpP, 2200; } diff --git a/npc/kafras/kafras.txt b/npc/kafras/kafras.txt index adffbfb8e..29b1b02da 100644 --- a/npc/kafras/kafras.txt +++ b/npc/kafras/kafras.txt @@ -49,7 +49,7 @@ aldeba_in,96,181,4 script Kafra Service 4_F_KAFRA5,{ mes "Headquarters. Did you"; mes "need something?"; next; - switch(select("Save:Use Storage:Rent a Pushcart:Cancel")) { + switch(select("Save", "Use Storage", "Rent a Pushcart", "Cancel")) { case 1: mes "[Kafra Leilah]"; mes "Your Respawn Point has"; @@ -421,7 +421,7 @@ cmd_fild07,136,134,4 script Kafra Employee::kaf_cmd_fild07 4_F_KAFRA7,{ mes "How may I assist you?"; callfunc "F_Kafra",5,0,1,40,820; if (RENEWAL) - savepoint strnpcinfo(4),129,97; + savepoint strnpcinfo(NPC_MAP),129,97; else savepoint "izlude",94,103; callfunc "F_KafEnd",0,1,"in the city of Izlude"; diff --git a/npc/mapflag/gvg.txt b/npc/mapflag/gvg.txt index 18b644615..b30ff1340 100644 --- a/npc/mapflag/gvg.txt +++ b/npc/mapflag/gvg.txt @@ -120,9 +120,5 @@ nguild_prt mapflag gvg_castle //nguild_prt mapflag monster_noteleport // Guild Dungeons ========= -gld_dun01 mapflag gvg_dungeon -gld_dun02 mapflag gvg_dungeon -gld_dun03 mapflag gvg_dungeon -gld_dun04 mapflag gvg_dungeon arug_dun01 mapflag gvg_dungeon schg_dun01 mapflag gvg_dungeon diff --git a/npc/mapflag/nobranch.txt b/npc/mapflag/nobranch.txt index 8e69367b2..4ad59ad67 100644 --- a/npc/mapflag/nobranch.txt +++ b/npc/mapflag/nobranch.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) rAthena Dev Team //= Copyright (C) eAthena Dev Team //= Copyright (C) L0ne_W0lf @@ -31,7 +31,7 @@ //========================================================================= //= Mapflag: Disable Dead Branch use. //================= Current Version ======================================= -//= 1.8 +//= 1.8.1 //================= Description =========================================== //= Disables the following items: //= Dead Branch (604), Bloody Branch (12103), @@ -306,15 +306,7 @@ que_qaru04 mapflag nobranch que_qaru05 mapflag nobranch // Episode 12 =========== -1@cata mapflag nobranch -2@cata mapflag nobranch e_tower mapflag nobranch -1@tower mapflag nobranch -2@tower mapflag nobranch -3@tower mapflag nobranch -4@tower mapflag nobranch -5@tower mapflag nobranch -6@tower mapflag nobranch // Episode 13.1 =========== mid_camp mapflag nobranch @@ -325,8 +317,6 @@ que_dan01 mapflag nobranch que_dan02 mapflag nobranch schg_que01 mapflag nobranch arug_que01 mapflag nobranch -1@orcs mapflag nobranch -2@orcs mapflag nobranch // Battle Grounds ============== bat_c01 mapflag nobranch @@ -339,8 +329,6 @@ bat_a01 mapflag nobranch bat_a02 mapflag nobranch // Episode 13.2 =========== -1@nyd mapflag nobranch -2@nyd mapflag nobranch manuk mapflag nobranch man_fild02 mapflag nobranch man_in01 mapflag nobranch @@ -377,7 +365,6 @@ s_atelier mapflag nobranch // Episode 14.1 & Dewata =========== mora mapflag nobranch -1@mist mapflag nobranch dewata mapflag nobranch dew_in01 mapflag nobranch @@ -385,16 +372,9 @@ dew_in01 mapflag nobranch malangdo mapflag nobranch mal_in01 mapflag nobranch mal_in02 mapflag nobranch -1@cash mapflag nobranch -1@pump mapflag nobranch -2@pump mapflag nobranch -1@lhz mapflag nobranch malaya mapflag nobranch ma_scene01 mapflag nobranch ma_in01 mapflag nobranch -1@ma_h mapflag nobranch -1@ma_c mapflag nobranch -1@ma_b mapflag nobranch // Episode 14.2 =========== eclage mapflag nobranch @@ -402,9 +382,14 @@ ecl_in01 mapflag nobranch ecl_in02 mapflag nobranch ecl_in03 mapflag nobranch ecl_in04 mapflag nobranch -1@ecl mapflag nobranch ecl_hub01 mapflag nobranch +// Episode 14.3 =========== +c_tower2_ mapflag nobranch +c_tower3_ mapflag nobranch +gl_chyard_ mapflag nobranch +gl_cas02_ mapflag nobranch + //evt_zombie mapflag nobranch // Poring War ================== diff --git a/npc/mapflag/noicewall.txt b/npc/mapflag/noicewall.txt index 3c5c55dbc..195bec2bb 100644 --- a/npc/mapflag/noicewall.txt +++ b/npc/mapflag/noicewall.txt @@ -159,47 +159,6 @@ nguild_gef mapflag noicewall nguild_pay mapflag noicewall nguild_prt mapflag noicewall -//Endless Tower ================== -1@tower mapflag noicewall -2@tower mapflag noicewall -3@tower mapflag noicewall -4@tower mapflag noicewall -5@tower mapflag noicewall -6@tower mapflag noicewall - -// Orc's Memory =================== -1@orcs mapflag noicewall -2@orcs mapflag noicewall - -// Nidhoggr's Instance =========== -1@nyd mapflag noicewall -2@nyd mapflag noicewall - -// Misty Forest Labyrinth =========== -1@mist mapflag noicewall - -// Octopus Cave =========== -1@cash mapflag noicewall - -// Drain =========== -1@pump mapflag noicewall -2@pump mapflag noicewall - -// Somatology Laboratory =========== -1@lhz mapflag noicewall - -// Bangungot Hospital F2 =========== -1@ma_h mapflag noicewall - -// Buwaya Cave =========== -1@ma_c mapflag noicewall - -// Bakonawa Hideout =========== -1@ma_b mapflag noicewall - -// Inside Eclage =========== -1@ecl mapflag noicewall - // Poring War ==================== poring_w01 mapflag noicewall poring_w02 mapflag noicewall diff --git a/npc/mapflag/nomemo.txt b/npc/mapflag/nomemo.txt index 89222153d..662bf4c05 100644 --- a/npc/mapflag/nomemo.txt +++ b/npc/mapflag/nomemo.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Epoque //= Copyright (C) eAthena Dev Team //= Copyright (C) Gepard @@ -17,6 +17,7 @@ //= Copyright (C) L0ne_W0lf //= Copyright (C) Samuray22 //= Copyright (C) Lupus +//= Copyright (C) Nova //= //= Hercules is free software: you can redistribute it and/or modify //= it under the terms of the GNU General Public License as published by @@ -33,7 +34,7 @@ //========================================================================= //= Mapflag: Disable Warp Portal memory. //================= Current Version ======================================= -//= 1.8b +//= 1.8.3 //================= Description =========================================== //= Prevents players from using /memo on a map. //= Also disables marriage warp skills. @@ -655,18 +656,8 @@ que_qaru03 mapflag nomemo que_qaru04 mapflag nomemo que_qaru05 mapflag nomemo -//Sealed Shrine ================== -1@cata mapflag nomemo -2@cata mapflag nomemo - //Endless Tower ================== e_tower mapflag nomemo -1@tower mapflag nomemo -2@tower mapflag nomemo -3@tower mapflag nomemo -4@tower mapflag nomemo -5@tower mapflag nomemo -6@tower mapflag nomemo // Battle Grounds ================ bat_c01 mapflag nomemo @@ -730,7 +721,6 @@ dic_dun02 mapflag nomemo // Episode 14 ==================== bif_fild01 mapflag nomemo bif_fild02 mapflag nomemo -1@mist mapflag nomemo mora mapflag nomemo dew_dun01 mapflag nomemo dew_dun02 mapflag nomemo @@ -739,13 +729,9 @@ dic_dun03 mapflag nomemo mal_in01 mapflag nomemo mal_in02 mapflag nomemo mal_dun01 mapflag nomemo -1@cash mapflag nomemo -1@pump mapflag nomemo -2@pump mapflag nomemo iz_dun05 mapflag nomemo lhz_dun04 mapflag nomemo que_lhz mapflag nomemo -1@lhz mapflag nomemo gld_dun01_2 mapflag nomemo gld_dun02_2 mapflag nomemo gld_dun03_2 mapflag nomemo @@ -757,9 +743,6 @@ gld2_prt mapflag nomemo ma_scene01 mapflag nomemo ma_in01 mapflag nomemo ma_dun01 mapflag nomemo -1@ma_h mapflag nomemo -1@ma_c mapflag nomemo -1@ma_b mapflag nomemo ma_zif01 mapflag nomemo ma_zif02 mapflag nomemo ma_zif03 mapflag nomemo @@ -775,7 +758,6 @@ ecl_in01 mapflag nomemo ecl_in02 mapflag nomemo ecl_in03 mapflag nomemo ecl_in04 mapflag nomemo -1@ecl mapflag nomemo ecl_tdun01 mapflag nomemo ecl_tdun02 mapflag nomemo ecl_tdun03 mapflag nomemo @@ -783,14 +765,12 @@ ecl_tdun04 mapflag nomemo ecl_hub01 mapflag nomemo moc_prydn1 mapflag nomemo moc_prydn2 mapflag nomemo - -//Orc's Memory =================== -1@orcs mapflag nomemo -2@orcs mapflag nomemo - -// Nidhoggr's Instance =========== -1@nyd mapflag nomemo -2@nyd mapflag nomemo +dali mapflag nomemo +dali02 mapflag nomemo +c_tower2_ mapflag nomemo +c_tower3_ mapflag nomemo +gl_chyard_ mapflag nomemo +gl_cas02_ mapflag nomemo //evt_zombie mapflag nomemo diff --git a/npc/mapflag/nopvp.txt b/npc/mapflag/nopvp.txt index f69039b06..41127332b 100644 --- a/npc/mapflag/nopvp.txt +++ b/npc/mapflag/nopvp.txt @@ -32,28 +32,6 @@ //= Prevents PvP mode on a map. //========================================================================= -1@cata mapflag pvp off -2@cata mapflag pvp off -1@nyd mapflag pvp off -2@nyd mapflag pvp off -1@orcs mapflag pvp off -2@orcs mapflag pvp off -1@tower mapflag pvp off -2@tower mapflag pvp off -3@tower mapflag pvp off -4@tower mapflag pvp off -5@tower mapflag pvp off -6@tower mapflag pvp off -1@mist mapflag pvp off -1@cash mapflag pvp off -1@pump mapflag pvp off -2@pump mapflag pvp off -1@lhz mapflag pvp off -1@ma_h mapflag pvp off -1@ma_c mapflag pvp off -1@ma_b mapflag pvp off -1@ecl mapflag pvp off - bat_a01 mapflag pvp off bat_a02 mapflag pvp off bat_b01 mapflag pvp off diff --git a/npc/mapflag/nosave.txt b/npc/mapflag/nosave.txt index ece12d7bd..8137e500b 100644 --- a/npc/mapflag/nosave.txt +++ b/npc/mapflag/nosave.txt @@ -281,18 +281,8 @@ que_qaru03 mapflag nosave SavePoint que_qaru04 mapflag nosave SavePoint que_qaru05 mapflag nosave SavePoint -// Sealed Shrine ================== -1@cata mapflag nosave SavePoint -2@cata mapflag nosave SavePoint - // Endless Tower ================== e_tower mapflag nosave SavePoint -1@tower mapflag nosave SavePoint -2@tower mapflag nosave SavePoint -3@tower mapflag nosave SavePoint -4@tower mapflag nosave SavePoint -5@tower mapflag nosave SavePoint -6@tower mapflag nosave SavePoint // Battle Grounds ============== bat_c01 mapflag nosave SavePoint @@ -312,39 +302,8 @@ schg_dun01 mapflag nosave SavePoint arug_que01 mapflag nosave SavePoint arug_dun01 mapflag nosave SavePoint -// Orc's Memory =================== -1@orcs mapflag nosave SavePoint -2@orcs mapflag nosave SavePoint - -// Nidhoggr's Instance =========== -1@nyd mapflag nosave SavePoint -2@nyd mapflag nosave SavePoint - -// Misty Forest Labyrinth =========== -1@mist mapflag nosave SavePoint - -// Octopus Cave =========== -1@cash mapflag nosave SavePoint - -// Drain =========== -1@pump mapflag nosave SavePoint -2@pump mapflag nosave SavePoint - // Somatology Laboratory =========== que_lhz mapflag nosave SavePoint -1@lhz mapflag nosave SavePoint - -// Bangungot Hospital F2 =========== -1@ma_h mapflag nosave SavePoint - -// Buwaya Cave =========== -1@ma_c mapflag nosave SavePoint - -// Bakonawa Hideout =========== -1@ma_b mapflag nosave SavePoint - -// Inside Eclage =========== -1@ecl mapflag nosave SavePoint //evt_zombie mapflag nosave SavePoint diff --git a/npc/mapflag/noteleport.txt b/npc/mapflag/noteleport.txt index 93e8d2e24..700964da4 100644 --- a/npc/mapflag/noteleport.txt +++ b/npc/mapflag/noteleport.txt @@ -13,6 +13,7 @@ //= Copyright (C) rAthena Dev Team //= Copyright (C) eAthena Dev Team //= Copyright (C) Lupus +//= Copyright (C) Nova //= //= Hercules is free software: you can redistribute it and/or modify //= it under the terms of the GNU General Public License as published by @@ -29,7 +30,7 @@ //========================================================================= //= Mapflag: Disable teleportation. //================= Current Version ======================================= -//= 1.6a +//= 1.6.2 //================= Description =========================================== //= Disables all means of teleportation within a map. //= Script commands 'warp', 'areawarp', 'warpchar', @@ -367,26 +368,8 @@ que_qaru04 mapflag monster_noteleport que_qaru05 mapflag noteleport que_qaru05 mapflag monster_noteleport -//Sealed Shrine ================== -1@cata mapflag noteleport -1@cata mapflag monster_noteleport -2@cata mapflag noteleport -2@cata mapflag monster_noteleport - //Endless Tower ================== e_tower mapflag noteleport -1@tower mapflag noteleport -1@tower mapflag monster_noteleport -2@tower mapflag noteleport -2@tower mapflag monster_noteleport -3@tower mapflag noteleport -3@tower mapflag monster_noteleport -4@tower mapflag noteleport -4@tower mapflag monster_noteleport -5@tower mapflag noteleport -5@tower mapflag monster_noteleport -6@tower mapflag noteleport -6@tower mapflag monster_noteleport // Battle Grounds ============== bat_c01 mapflag noteleport @@ -412,29 +395,13 @@ bra_in01 mapflag noteleport dic_in01 mapflag noteleport // Episode 14 ==================== -1@mist mapflag noteleport -1@mist mapflag monster_noteleport dew_in01 mapflag noteleport mal_in01 mapflag noteleport mal_in02 mapflag noteleport -1@cash mapflag noteleport -1@cash mapflag monster_noteleport -1@pump mapflag noteleport -1@pump mapflag monster_noteleport -2@pump mapflag noteleport -2@pump mapflag monster_noteleport que_lhz mapflag noteleport que_lhz mapflag monster_noteleport -1@lhz mapflag noteleport -1@lhz mapflag monster_noteleport ma_scene01 mapflag noteleport ma_in01 mapflag noteleport -1@ma_h mapflag noteleport -1@ma_h mapflag monster_noteleport -1@ma_c mapflag noteleport -1@ma_c mapflag monster_noteleport -1@ma_b mapflag noteleport -1@ma_b mapflag monster_noteleport ma_zif01 mapflag noteleport ma_zif02 mapflag noteleport ma_zif03 mapflag noteleport @@ -448,25 +415,13 @@ ecl_in01 mapflag noteleport ecl_in02 mapflag noteleport ecl_in03 mapflag noteleport ecl_in04 mapflag noteleport -1@ecl mapflag noteleport -1@ecl mapflag monster_noteleport ecl_hub01 mapflag noteleport - -//Orc's Memory =================== -1@orcs mapflag noteleport -1@orcs mapflag monster_noteleport -2@orcs mapflag noteleport -2@orcs mapflag monster_noteleport +dali mapflag noteleport +dali02 mapflag noteleport // Yggdrasil Dungeon ============= nyd_dun02 mapflag noteleport -// Nidhoggr's Instance =========== -1@nyd mapflag noteleport -1@nyd mapflag monster_noteleport -2@nyd mapflag noteleport -2@nyd mapflag monster_noteleport - //evt_zombie mapflag noteleport // Poring War ==================== diff --git a/npc/mapflag/nowarpto.txt b/npc/mapflag/nowarpto.txt index 596dabbd0..783dc8cc9 100644 --- a/npc/mapflag/nowarpto.txt +++ b/npc/mapflag/nowarpto.txt @@ -115,18 +115,8 @@ que_qaru03 mapflag nowarpto que_qaru04 mapflag nowarpto que_qaru05 mapflag nowarpto -//Sealed Shrine ================== -1@cata mapflag nowarpto -2@cata mapflag nowarpto - //Endless Tower ================== e_tower mapflag nowarpto -1@tower mapflag nowarpto -2@tower mapflag nowarpto -3@tower mapflag nowarpto -4@tower mapflag nowarpto -5@tower mapflag nowarpto -6@tower mapflag nowarpto // Battle Grounds ============== bat_c01 mapflag nowarpto @@ -160,14 +150,6 @@ splendide mapflag nowarpto spl_fild01 mapflag nowarpto spl_in01 mapflag nowarpto -//Orc's Memory =================== -1@orcs mapflag nowarpto -2@orcs mapflag nowarpto - -// Nidhoggr's Instance =========== -1@nyd mapflag nowarpto -2@nyd mapflag nowarpto - // Poring War ==================== poring_w01 mapflag nowarpto poring_w02 mapflag nowarpto diff --git a/npc/mapflag/partylock.txt b/npc/mapflag/partylock.txt index 2cb06eefa..1aa9d4991 100644 --- a/npc/mapflag/partylock.txt +++ b/npc/mapflag/partylock.txt @@ -33,48 +33,3 @@ //= Blocks all party modifications on a map: //= /organize, /leave, /invite, @changeleader //========================================================================= - -// Sealed Shrine ================== -1@cata mapflag partylock -2@cata mapflag partylock - -// Endless Tower ================== -1@tower mapflag partylock -2@tower mapflag partylock -3@tower mapflag partylock -4@tower mapflag partylock -5@tower mapflag partylock -6@tower mapflag partylock - -// Orc's Memory =================== -1@orcs mapflag partylock -2@orcs mapflag partylock - -// Nidhoggr's Instance =========== -1@nyd mapflag partylock -2@nyd mapflag partylock - -// Misty Forest Labyrinth =========== -1@mist mapflag partylock - -// Octopus Cave =========== -1@cash mapflag partylock - -// Drain =========== -1@pump mapflag partylock -2@pump mapflag partylock - -// Somatology Laboratory =========== -1@lhz mapflag partylock - -// Bangungot Hospital F2 =========== -1@ma_h mapflag partylock - -// Buwaya Cave =========== -1@ma_c mapflag partylock - -// Bakonawa Hideout =========== -1@ma_b mapflag partylock - -// Inside Eclage =========== -1@ecl mapflag partylock diff --git a/npc/mapflag/zone.txt b/npc/mapflag/zone.txt index a405934a2..b90116911 100644 --- a/npc/mapflag/zone.txt +++ b/npc/mapflag/zone.txt @@ -75,31 +75,6 @@ prt_are_in mapflag zone Izlude Battle Arena 1@nyd mapflag zone Memorial Dungeon 2@nyd mapflag zone Memorial Dungeon -// Misty Forest Labyrinth =========== -1@mist mapflag zone Memorial Dungeon - -// Octopus Cave =========== -1@cash mapflag zone Memorial Dungeon - -// Drain =========== -1@pump mapflag zone Memorial Dungeon -2@pump mapflag zone Memorial Dungeon - -// Somatology Laboratory =========== -1@lhz mapflag zone Memorial Dungeon - -// Bangungot Hospital F2 =========== -1@ma_h mapflag zone Memorial Dungeon - -// Buwaya Cave =========== -1@ma_c mapflag zone Memorial Dungeon - -// Bakonawa Hideout =========== -1@ma_b mapflag zone Memorial Dungeon - -// Inside Eclage =========== -1@ecl mapflag zone Memorial Dungeon - //Towns alberta mapflag zone Towns aldebaran mapflag zone Towns @@ -131,3 +106,15 @@ umbala mapflag zone Towns veins mapflag zone Towns xmas mapflag zone Towns yuno mapflag zone Towns + +// WoE SE +arug_cas01 mapflag zone GvG2 +arug_cas02 mapflag zone GvG2 +arug_cas03 mapflag zone GvG2 +arug_cas04 mapflag zone GvG2 +arug_cas05 mapflag zone GvG2 +schg_cas01 mapflag zone GvG2 +schg_cas02 mapflag zone GvG2 +schg_cas03 mapflag zone GvG2 +schg_cas04 mapflag zone GvG2 +schg_cas05 mapflag zone GvG2 diff --git a/npc/merchants/advanced_refiner.txt b/npc/merchants/advanced_refiner.txt index fe69a8a3a..9632f95f7 100644 --- a/npc/merchants/advanced_refiner.txt +++ b/npc/merchants/advanced_refiner.txt @@ -93,7 +93,7 @@ payon,157,146,6 script Suhnbi#cash 4_M_03,{ mes "[Suhnbi]"; mes "Clang! Clang! Clang!"; - if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) { + if (getequippercentrefinery(.@part, REFINE_CHANCE_TYPE_ENRICHED) > rand(100)) { successrefitem .@part; next; emotion e_no1; @@ -122,8 +122,8 @@ S_RefineValidate: mes "To refine that, you'll need to have one ^ff9999" + getitemname(getarg(1)) + "^000000 and " + getarg(2) + " zeny."; mes "Would you like to continue?"; next; - if(select("Yes:No") == 1) { - if (getequippercentrefinery(getarg(3)) < 100) { + if(select("Yes", "No") == 1) { + if (getequippercentrefinery(getarg(3), REFINE_CHANCE_TYPE_ENRICHED) < 100) { if (getarg(0)) { mes "[Suhnbi]"; mes "Wow!!"; @@ -139,7 +139,7 @@ S_RefineValidate: mes "^ff0000Besides, the equipment will break!^000000"; mes "Are you sure you still want to continue?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Suhnbi]"; mes "Good."; mes "Because if the weapon breaks from unreasonable refining, then I get a bad mood, too."; @@ -155,7 +155,7 @@ S_RefineValidate: //mes "Everything will disappear. As in... GONE!"; mes "Do you really wish to continue?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Suhnbi]"; mes "What nonsense. You waste my precious time."; mes "Get lost, punk."; diff --git a/npc/merchants/alchemist.txt b/npc/merchants/alchemist.txt index 16ccccd65..ea926ae6b 100644 --- a/npc/merchants/alchemist.txt +++ b/npc/merchants/alchemist.txt @@ -53,12 +53,12 @@ alde_alche,24,188,3 script Guild Dealer 2_M_ALCHE,{ mes "Alchemist Union."; mes "How can I assist you today?"; next; - switch (select("Purchase materials.:Purchase a production manual.:Quit.")) { + switch (select("Purchase materials.", "Purchase a production manual.", "Quit.")) { case 1: mes "[Gever Al Sharp]"; mes "What would you like?"; next; - if (select("Medicine Bowl - " + (RENEWAL ? "250z" : "8 Zeny") +":Cancel.") == 1) { + if (select("Medicine Bowl - " + (RENEWAL ? "250z" : "8 Zeny"), "Cancel.") == 1) { mes "[Gever Al Sharp]"; mes "How many do you want?"; mes "Enter '0' if you want to quit."; @@ -122,7 +122,7 @@ alde_alche,24,188,3 script Guild Dealer 2_M_ALCHE,{ mes "What do you need?"; mes "Manuals are generally 100,000 zeny. But there are a couple of special manuals that will cost more."; next; - switch (select("Potion Creation Guide:Alcohol Creation Guide:Bottle Grenade Creation Guide:Acid Bottle Creation Guide:Plant Bottle Creation Guide:Marine Sphere Bottle Creation Guide:Glistening Coat Creation Guide:Condensed Potion Creation Guide:Cancel Deal.")) { + switch (select("Potion Creation Guide", "Alcohol Creation Guide", "Bottle Grenade Creation Guide", "Acid Bottle Creation Guide", "Plant Bottle Creation Guide", "Marine Sphere Bottle Creation Guide", "Glistening Coat Creation Guide", "Condensed Potion Creation Guide", "Cancel Deal.")) { case 1: callsub S_SellManual, Normal_Potion_Book, 100000; break; @@ -175,7 +175,7 @@ S_SellManual: mes ""+ getitemname(getarg(0)) +"?"; mes "That'll be "+ getarg(1) +" zeny."; next; - if (select("Purchase.:Quit.") == 1) { + if (select("Purchase.", "Quit.") == 1) { Zeny -= getarg(1); getitem getarg(0),1; mes "[Gever Al Sharp]"; diff --git a/npc/merchants/ammo_boxes.txt b/npc/merchants/ammo_boxes.txt index 392c8be1f..69310388f 100644 --- a/npc/merchants/ammo_boxes.txt +++ b/npc/merchants/ammo_boxes.txt @@ -48,7 +48,7 @@ alberta,118,157,3 script Magazine Dealer Kenny::mdk 4_M_01,{ mes "easily when they're in Magazines. Now, can I interest you in"; mes "anything in particular?"; next; - switch(select("Wind Sphere Pack:Shadow Sphere Pack:Poison Sphere Pack:Water Sphere Pack:Fire Sphere Pack:Cartridge:Blood Cartridge:Silver Cartridge:Cancel")) { + switch(select("Wind Sphere Pack", "Shadow Sphere Pack", "Poison Sphere Pack", "Water Sphere Pack", "Fire Sphere Pack", "Cartridge", "Blood Cartridge", "Silver Cartridge", "Cancel")) { case 1: callfunc "Func_Casing",13204,12144; break; case 2: callfunc "Func_Casing",13206,12145; break; case 3: callfunc "Func_Casing",13205,12146; break; diff --git a/npc/merchants/ammo_dealer.txt b/npc/merchants/ammo_dealer.txt index 0c85a19bb..490be66ba 100644 --- a/npc/merchants/ammo_dealer.txt +++ b/npc/merchants/ammo_dealer.txt @@ -47,7 +47,7 @@ alberta,118,160,3 script Bullet Dealer Tony#alb::bdt 4_M_04,{ mes "the materials, and I'll make"; mes "you the bullets you need."; next; - switch(select("Poison Sphere:Flare Sphere:Lighting Sphere:Blind Sphere:Freezing Sphere:Cancel")) { + switch(select("Poison Sphere", "Flare Sphere", "Lighting Sphere", "Blind Sphere", "Freezing Sphere", "Cancel")) { case 1: callfunc "Bullet_Trade",937,10,13205; break; case 2: callfunc "Bullet_Trade",7097,2,13203; break; case 3: callfunc "Bullet_Trade",7053,3,13204; break; diff --git a/npc/merchants/buying_shops.txt b/npc/merchants/buying_shops.txt index ca32bb287..eaf62bbe1 100644 --- a/npc/merchants/buying_shops.txt +++ b/npc/merchants/buying_shops.txt @@ -51,7 +51,7 @@ que_job01,68,84,1 script Black Marketeer#Buying 4_M_SITDOWN,{ mes "You must need something badly to come to find me."; mes "What do you want?"; next; - switch(select("Bulk Buyer Shop License:Who are you?:Nothing, nothing!")) { + switch(select("Bulk Buyer Shop License", "Who are you?", "Nothing, nothing!")) { case 1: mes "[Mr. Jass]"; mes "I knew it!"; @@ -128,7 +128,7 @@ alberta_in,58,52,4 script Purchasing Team#Buying 1_M_ORIENT01,{ mes "I'm Hugh from the Purchasing Team."; mes "How may I help you today?"; next; - if(select("Purchase Bulk Buyer Shop License:Quit") == 2) { + if(select("Purchase Bulk Buyer Shop License", "Quit") == 2) { mes "[Mr. Hugh]"; mes "Please feel free to ask me if you need any Bulk Buyer Shop Licenses."; mes "Come again~"; @@ -203,7 +203,7 @@ alberta_in,58,52,4 script Purchasing Team#Buying 1_M_ORIENT01,{ mes "That's the point of my proposal!"; mes "Our president was so happy to hear that we're going to make big bucks!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Please get to the point already!"; next; mes "[Mr. Hugh]"; @@ -218,7 +218,7 @@ alberta_in,58,52,4 script Purchasing Team#Buying 1_M_ORIENT01,{ mes "Say, would you like to register now?"; mes "If you do, I'll teach you how to open the Bulk Buyer Shop."; next; - if(select("Learn how to open Bulk Buyer Shop:Cancel") == 2) { + if(select("Learn how to open Bulk Buyer Shop", "Cancel") == 2) { mes "[Mr. Hugh]"; mes "Man, that's disappointing!"; mes "Using this bulk buyer option can benefit your business in many ways, but it's your call."; diff --git a/npc/merchants/cash_hair.txt b/npc/merchants/cash_hair.txt index 4f92a4135..eecdc985b 100644 --- a/npc/merchants/cash_hair.txt +++ b/npc/merchants/cash_hair.txt @@ -41,7 +41,7 @@ itemmall,19,74,5 script Stylist#cash 4_F_02,{ mes "Give me a ^FF0000New Style Coupon^000000,"; mes "and I'll change your hair~"; next; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "[Kaniki]"; mes "I have two special"; mes "hairstyles for men, the"; @@ -93,7 +93,7 @@ itemmall,19,74,5 script Stylist#cash 4_F_02,{ mes "if you'd like me to"; mes "change your hairstyle?"; next; - if(select("Change Hairstyle:Don't Change") == 1) { + if(select("Change Hairstyle", "Don't Change") == 1) { if (countitem(New_Style_Coupon) > 0) { mes "[Kaniki]"; mes "Great, you brought"; @@ -101,8 +101,8 @@ itemmall,19,74,5 script Stylist#cash 4_F_02,{ mes "Alright, which hairstyle"; mes "did you want to have?"; next; - if (Sex == 1) { - if(select("Emergency Heal Perm:Aura Blade Cut") == 1) { + if (Sex == SEX_MALE) { + if(select("Emergency Heal Perm", "Aura Blade Cut") == 1) { delitem New_Style_Coupon,1; // New_Style_Coupon setlook 1,24; }else{ @@ -110,7 +110,7 @@ itemmall,19,74,5 script Stylist#cash 4_F_02,{ setlook 1,25; } }else{ - if(select("Assumptio Perm:Soul Changer Cut") == 1) { + if(select("Assumptio Perm", "Soul Changer Cut") == 1) { delitem New_Style_Coupon,1; // New_Style_Coupon setlook 1,24; }else{ diff --git a/npc/merchants/cashheadgear_dye.txt b/npc/merchants/cashheadgear_dye.txt index 9df88ab2a..63d0e2bc0 100644 --- a/npc/merchants/cashheadgear_dye.txt +++ b/npc/merchants/cashheadgear_dye.txt @@ -102,7 +102,7 @@ prt_in,253,168,4 script Alora 4_F_LGTGIRL,{ mes "[Alora]"; mes "Any upgrades and cards will be dissolved by the mysterious dye, so be sure you are ok with having a ^0000FF+0 "+ getitemname(.@dyHG) +" without any cards.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ok, thanks for the warning, I think I'll give you my"; next; .@menu$ = "Nevermind"; diff --git a/npc/merchants/clothes_dyer.txt b/npc/merchants/clothes_dyer.txt index 34c7fb7b2..4204f600f 100644 --- a/npc/merchants/clothes_dyer.txt +++ b/npc/merchants/clothes_dyer.txt @@ -50,7 +50,7 @@ function Dyes; mes .n$; mes "How may I assist you?"; next; - switch(select("- Talk:- Dye Clothing:- Price List:- ^777777Cancel^000000")) { + switch(select("- Talk", "- Dye Clothing", "- Price List", "- ^777777Cancel^000000")) { case 1: mes .n$; mes "Life may have gotten a bit better, but when I look at all of the orders I've received... Whew!"; @@ -89,40 +89,40 @@ function Dyes; // Colors: [1]Orange, [2]Violet, [3]Red, [4]Black, [5]Green, [6]Blue, [7]White, [8]Yellow switch(BaseJob) { case Job_Novice: - if (Sex) Dyes(4,1,6,2,5,3); else Dyes(6,1,3,2,5,3,4,4); + if (Sex == SEX_MALE) Dyes(4,1,6,2,5,3); else Dyes(6,1,3,2,5,3,4,4); case Job_Swordman: - if (Sex) Dyes(4,1,6,2,5,3); else Dyes(3,1,5,3,4,4); + if (Sex == SEX_MALE) Dyes(4,1,6,2,5,3); else Dyes(3,1,5,3,4,4); case Job_Mage: - if (Sex) Dyes(3,1,2,2,1,3,7,4); else Dyes(3,1,2,2,7,3,4,4); + if (Sex == SEX_MALE) Dyes(3,1,2,2,1,3,7,4); else Dyes(3,1,2,2,7,3,4,4); case Job_Archer: - if (Sex) Dyes(4,1,2,2,5,3); else Dyes(3,1,5,2,7,3,4,4); + if (Sex == SEX_MALE) Dyes(4,1,2,2,5,3); else Dyes(3,1,5,2,7,3,4,4); case Job_Acolyte: - if (Sex) Dyes(6,1,3,2,7,3,4,4); else Dyes(3,1,5,3,4,4); + if (Sex == SEX_MALE) Dyes(6,1,3,2,7,3,4,4); else Dyes(3,1,5,3,4,4); case Job_Merchant: - if (Sex) Dyes(4,1,6,2,5,3); else Dyes(2,1,5,3,4,4); + if (Sex == SEX_MALE) Dyes(4,1,6,2,5,3); else Dyes(2,1,5,3,4,4); case Job_Thief: - if (Sex) Dyes(5,1,3,2,7,4); else Dyes(3,1,7,3,4,4); + if (Sex == SEX_MALE) Dyes(5,1,3,2,7,4); else Dyes(3,1,7,3,4,4); case Job_Knight: case Job_Crusader: - if (Sex) Dyes(2,1,3,3,4,4); else Dyes(6,1,7,3,4,4); + if (Sex == SEX_MALE) Dyes(2,1,3,3,4,4); else Dyes(6,1,7,3,4,4); case Job_Priest: case Job_Monk: - if (Sex) Dyes(6,1,5,2,3,3,7,4); else Dyes(3,1,5,2,7,3,4,4); + if (Sex == SEX_MALE) Dyes(6,1,5,2,3,3,7,4); else Dyes(3,1,5,2,7,3,4,4); case Job_Wizard: case Job_Sage: - if (Sex) Dyes(6,1,5,3,4,4); else Dyes(3,1,6,2,7,3,5,4); + if (Sex == SEX_MALE) Dyes(6,1,5,3,4,4); else Dyes(3,1,6,2,7,3,5,4); case Job_Blacksmith: case Job_Alchemist: - if (Sex) Dyes(4,4,5,2,7,3); else Dyes(3,1,5,2,2,3,4,4); + if (Sex == SEX_MALE) Dyes(4,4,5,2,7,3); else Dyes(3,1,5,2,2,3,4,4); case Job_Hunter: case Job_Bard: case Job_Dancer: - if (Sex) Dyes(4,1,6,2,5,3); else Dyes(6,1,5,3,2,4); + if (Sex == SEX_MALE) Dyes(4,1,6,2,5,3); else Dyes(6,1,5,3,2,4); case Job_Assassin: case Job_Rogue: - if (Sex) Dyes(6,1); else Dyes(4,1,8,2,7,3); + if (Sex == SEX_MALE) Dyes(6,1); else Dyes(4,1,8,2,7,3); case Job_SuperNovice: - if (Sex) Dyes(2,1,6,2,5,3,4,4); else Dyes(6,1,3,2,5,3,4,4); + if (Sex == SEX_MALE) Dyes(2,1,6,2,5,3,4,4); else Dyes(6,1,3,2,5,3,4,4); default: mes "Wow, I've never seen clothes like that before! I'm sorry, but I don't think I can paint it."; close; @@ -141,7 +141,7 @@ function Dyes; mes " - White: White Dyestuffs"; break; case 4: - goto L_End; + callsub L_End; } } @@ -158,21 +158,21 @@ function Dyes { .@menu$ += "- "+.@DyeName$[getarg(.@i)]+":"; .@menu$ += "- ^777777Cancel^000000"; .@s = select(.@menu$)-1; - if (.@s == (getargcount()/2)+1) goto L_End; + if (.@s == (getargcount()/2)+1) callsub L_End; mes .n$; if (.@s == 0) { mes "I can change your dye to"; mes "the default for free."; mes "Are you sure?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes .n$; setlook 7,0; mes "Your clothes have been dyed "+.@DyeName$[0]+"."; close; case 2: - goto L_End; + callsub L_End; } } if (!countitem(.@DyeItems[getarg((.@s-1)*2)])) { diff --git a/npc/merchants/coin_exchange.txt b/npc/merchants/coin_exchange.txt index 392a18c0b..e0f72ca57 100644 --- a/npc/merchants/coin_exchange.txt +++ b/npc/merchants/coin_exchange.txt @@ -37,7 +37,7 @@ //== Manuk & Splendide ===================================== - script ::merchant_13_2 FAKE_NPC,{ - .@n$ = "["+strnpcinfo(1)+"]"; + .@n$ = "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes .@n$; if (isequipped(2782) && ep13_2_rhea == 100) { if (!checkweight(Knife,1)) { @@ -48,17 +48,17 @@ mes "Hello."; mes "What are you looking for?"; next; - if (strnpcinfo(1) == "Merchant of Manuk") { + if (strnpcinfo(NPC_NAME_VISIBLE) == "Merchant of Manuk") { setarray .@items[2],12342,12343,12348; .@Book = 11019; //Manuk_Selling_Item .@coin = 6080; //Manuk_Coin - .@i = select("View item description:Manuk's Opportunity:Manuk's Courage:Manuk's Faith:Cancel"); + .@i = select("View item description", "Manuk's Opportunity", "Manuk's Courage", "Manuk's Faith", "Cancel"); } else { setarray .@items[2],12344,12345,12349; .@Book = 11018; //Splendide_Selling_Item .@coin = 6081; //Splendide_Coin - .@i = select("View item description:Buy Pinguicula's Fruit Jam:Buy Luciola's Honey Jam:Buy Cornus' Tears:Do nothing"); + .@i = select("View item description", "Buy Pinguicula's Fruit Jam", "Buy Luciola's Honey Jam", "Buy Cornus' Tears", "Do nothing"); } mes .@n$; if (.@i == 1) { @@ -70,7 +70,7 @@ else if (.@i < 5) { mes "I can sell you 3 "+getitemname(.@items[.@i])+" for ^3131FF1 coin^000000."; next; - switch(select("Purchase:Do not purchase")) { + switch(select("Purchase", "Do not purchase")) { case 1: if (countitem(.@coin)) { mes .@n$; @@ -93,7 +93,7 @@ close; } else { - if (strnpcinfo(1) == "Merchant of Manuk") { + if (strnpcinfo(NPC_NAME_VISIBLE) == "Merchant of Manuk") { mes "Rtt od d"; mes "Qwo hd is d irr"; } diff --git a/npc/merchants/dye_maker.txt b/npc/merchants/dye_maker.txt index a99fbd9e0..260a7c852 100644 --- a/npc/merchants/dye_maker.txt +++ b/npc/merchants/dye_maker.txt @@ -50,12 +50,12 @@ morocc_in,146,99,3 script Java Dullihan 1_M_MERCHANT,{ mes "Wow..."; mes "Such a nice day. Days like this are perfect to make dyes."; next; - switch(select("Talk:Make Dyestuffs:Cancel")) { + switch(select("Talk", "Make Dyestuffs", "Cancel")) { case 1: mes "[Dye Maker Java Dullihan]"; mes "Erm, I don't really have much to say to you. But, if you would like me to tell you about my life, I can do that. It's a little long and boring, but would you like to listen?"; next; - if (select("Listen:Don't Listen") == 1) { + if (select("Listen", "Don't Listen") == 1) { mes "[Dye Maker Java Dullihan]"; mes "As long as I can remember, my father has been making dyes. He used to spend countless hours making dyes of different colors. Even when my mother passed away, he never stopped."; next; @@ -97,7 +97,7 @@ morocc_in,146,99,3 script Java Dullihan 1_M_MERCHANT,{ mes "[Dye Maker Java Dullihan]"; mes "The color of the dye is special, made with all my heart and soul."; next; - switch(select("Scarlet Dyestuffs:Lemon Dyestuffs:Cobaltblue Dyestuffs:Darkgreen Dyestuffs:Orange Dyestuffs:Violet Dyestuffs:White Dyestuffs:Black Dyestuffs:Cancel")) { + switch(select("Scarlet Dyestuffs", "Lemon Dyestuffs", "Cobaltblue Dyestuffs", "Darkgreen Dyestuffs", "Orange Dyestuffs", "Violet Dyestuffs", "White Dyestuffs", "Black Dyestuffs", "Cancel")) { case 1: callsub S_MakeDye,1,1; break; case 2: callsub S_MakeDye,2,1; break; case 3: callsub S_MakeDye,3,2; break; @@ -187,7 +187,7 @@ S_MakeDye: case 4: mes "Okay! I believe you would have everything prepared. Would you like to start the process?"; break; } next; - if (select("Make Dyestuffs:Cancel") == 1) { + if (select("Make Dyestuffs", "Cancel") == 1) { .@size = getarraysize(.@item); // check requirements for (.@i = 0; .@i < .@size; ++.@i) diff --git a/npc/merchants/elemental_trader.txt b/npc/merchants/elemental_trader.txt index 928782255..bad49b4b2 100644 --- a/npc/merchants/elemental_trader.txt +++ b/npc/merchants/elemental_trader.txt @@ -61,7 +61,7 @@ ama_in02,61,27,7 script Alchemist#ama 4_M_ALCHE_B,{ mes "Keekeekee... Or else,"; mes "I will let you taste my acid bottle...!"; next; - if (select("Please, excuse me:Do you need help?") == 1) { + if (select("Please, excuse me", "Do you need help?") == 1) { mes "[Laspuchin Gregory]"; mes "Keheheh... Did you hear"; mes "what I said? It would be"; @@ -81,7 +81,7 @@ ama_in02,61,27,7 script Alchemist#ama 4_M_ALCHE_B,{ mes "I will use it efficiently..."; mes "Do you have them now?"; next; - if (select("Nope:I got some") == 1) { + if (select("Nope", "I got some") == 1) { mes "[Laspuchin Gregory]"; mes "Then, find 8 stones of one kind."; mes "If you bring 8 of one kind of"; @@ -104,7 +104,7 @@ ama_in02,61,27,7 script Alchemist#ama 4_M_ALCHE_B,{ mes "Uh-huh, what did you bring?"; next; setarray .@items[1],995,997,994,996; - .@i = .@items[select("Mystic Frozen:Great Nature:Flame Heart:Rough Wind")]; + .@i = .@items[select("Mystic Frozen", "Great Nature", "Flame Heart", "Rough Wind")]; mes "[Laspuchin Gregory]"; if (countitem(.@i) > 7) { mes "I will take 8 of them and"; diff --git a/npc/merchants/enchan_arm.txt b/npc/merchants/enchan_arm.txt index 3e7a723b6..434fabdb5 100644 --- a/npc/merchants/enchan_arm.txt +++ b/npc/merchants/enchan_arm.txt @@ -52,7 +52,7 @@ prontera,165,60,2 script Apprentice Craftsman 1_F_MERCHANT_01,{ mes "[Apprentice Craftsman]"; mes "I'm not responsible for what would happen if you have more than one of the same kind in your inventory."; next; - switch(select("Non Slotted Armor.:Slotted Armor.:High Grade Armor.:Maybe next time.")) { + switch(select("Non Slotted Armor.", "Slotted Armor.", "High Grade Armor.", "Maybe next time.")) { case 1: setarray .@items[0],2307,2309,2314,2316,2321,2325,2327,2328,2330,2332,2334,2335,2341,2344,2346,2348,2350,2337,2386,2394,2395,2396; .@j = 50; @@ -96,7 +96,7 @@ S_EnchantArmor: mes "and Cards will be GONE.^000000"; mes "Do you still want to try an Enchant?"; next; - if(select("Hmm... Let me think it over.:Go ahead.") == 1) { + if(select("Hmm... Let me think it over.", "Go ahead.") == 1) { mes "[Apprentice Craftsman]"; mes "Well, I can't blame you. Safety first, eh?"; mes "Now you have a nice day."; @@ -105,7 +105,7 @@ S_EnchantArmor: mes "[Apprentice Craftsman]"; mes "Quite of an adventurer huh? Well, shall we?"; close2; - specialeffect2 EF_MAPPILLAR; + specialeffect(EF_MAPPILLAR, AREA, playerattached()); if (Zeny < 400000) { mes "[Apprentice Craftsman]"; mes "Sorry, but you don't have enough zeny."; @@ -152,7 +152,7 @@ S_EnchantArmor: case 35: case 36: .@addpart = 4750;break; default: - specialeffect2 EF_PHARMACY_FAIL; + specialeffect(EF_PHARMACY_FAIL, AREA, playerattached()); mes "[Apprentice Craftsman]"; mes "Well that's too bad."; mes "The requested equipment has failed to enchant."; diff --git a/npc/merchants/gemstone.txt b/npc/merchants/gemstone.txt index b114344a1..6028d9ddb 100644 --- a/npc/merchants/gemstone.txt +++ b/npc/merchants/gemstone.txt @@ -45,7 +45,7 @@ payon,173,238,5 script Jade#pay 4_M_SAGE_A,{ mes "change them to Gemstones"; mes "of a different color."; next; - switch(select("Blue Gemstones into Red ones!:Red Gemstones into Yellow ones!:Yellow Gemstones into Blue ones!")) { + switch(select("Blue Gemstones into Red ones!", "Red Gemstones into Yellow ones!", "Yellow Gemstones into Blue ones!")) { case 1: callsub S_TradeGems,717,716; case 2: callsub S_TradeGems,716,715; case 3: callsub S_TradeGems,715,717; @@ -71,7 +71,7 @@ S_TradeGems: mes "that you currently have."; mes "What do you want to do?"; next; - switch(select("Give me as many as you can.:I want to set the amount.:I quit.")) { + switch(select("Give me as many as you can.", "I want to set the amount.", "I quit.")) { case 1: delitem getarg(0),.@gems * 2; getitem getarg(1),.@gems; diff --git a/npc/merchants/hair_dyer.txt b/npc/merchants/hair_dyer.txt index 1a786b415..bd07727fb 100644 --- a/npc/merchants/hair_dyer.txt +++ b/npc/merchants/hair_dyer.txt @@ -41,19 +41,19 @@ prt_in,243,168,4 script Jovovich 4_F_02,{ mes "How may I help you?"; next; mes "[Hairdresser Jovovich]"; - if (Sex) mes "Oh, no! Your hair is damaged. It seems as if you may need professional treatment. Come sit over here, please. Come."; - else { - if (rand(20) > 11) { - mes "Eh!? Oh my! Oh no no no no! Your hair is sooo damaged! It's not good if you leave your hair like this."; - next; - mes "[Hairdresser Jovovich]"; - mes "Would you let me treat your hair? Please?"; - } - else mes "Wow! Your hair would be perfect once it's dyed~ How about dying your hair for a change?"; + if (Sex == SEX_MALE) { + mes "Oh, no! Your hair is damaged. It seems as if you may need professional treatment. Come sit over here, please. Come."; + } else if (rand(20) > 11) { + mes "Eh!? Oh my! Oh no no no no! Your hair is sooo damaged! It's not good if you leave your hair like this."; + next; + mes "[Hairdresser Jovovich]"; + mes "Would you let me treat your hair? Please?"; + } else { + mes "Wow! Your hair would be perfect once it's dyed~ How about dying your hair for a change?"; } next; while(1) { - switch(select("Dye Hair:Tips and Information:Cancel")) { + switch(select("Dye Hair", "Tips and Information", "Cancel")) { case 1: mes "[Hairdresser Jovovich]"; mes "Yes yes, good choice~"; @@ -64,7 +64,7 @@ prt_in,243,168,4 script Jovovich 4_F_02,{ mes "[Hairdresser Jovovich]"; mes "What do you think? Did you want a different color?"; next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { mes "[Hairdresser Jovovich]"; mes "Okay! Choose the color that you would like."; next; @@ -77,7 +77,7 @@ prt_in,243,168,4 script Jovovich 4_F_02,{ } while(1) { - switch(select("Red, please.:Yellow, please.:Violet, please.:Orange, please.:Green, please.:Blue, please.:White, please.:Black, please.:Actually, I like my hair as it is.")) { + switch(select("Red, please.", "Yellow, please.", "Violet, please.", "Orange, please.", "Green, please.", "Blue, please.", "White, please.", "Black, please.", "Actually, I like my hair as it is.")) { case 1: .@headpalette = 8; break; case 2: .@headpalette = 1; break; case 3: .@headpalette = 2; break; @@ -176,7 +176,7 @@ S_NoDye: //== Lighthalzen =========================================== lhz_in02,100,134,3 script Hair Dyer#lich 4_F_EINWOMAN,{ mes "[Rossa]"; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "Welcome, come in~"; mes "Oh, I see that you take"; mes "much better care of your"; @@ -194,7 +194,7 @@ lhz_in02,100,134,3 script Hair Dyer#lich 4_F_EINWOMAN,{ } while (.@choose_success != 2) { next; - switch(select("Dye Hair:Coloring Information:Cancel")) { + switch(select("Dye Hair", "Coloring Information", "Cancel")) { case 1: mes "[Rossa]"; mes "Ho ho ho ho~"; @@ -209,7 +209,7 @@ lhz_in02,100,134,3 script Hair Dyer#lich 4_F_EINWOMAN,{ mes "But would you like to"; mes "try a different one?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Rossa]"; mes "Please select"; @@ -228,7 +228,7 @@ lhz_in02,100,134,3 script Hair Dyer#lich 4_F_EINWOMAN,{ } } while (.@choose_success != 2) { - switch(select("Red, please.:Yellow, please.:Purple, please.:Orange, please.:Green, please.:Blue, please.:White, please.:Dark Brown, please.:I like my hair color.")) { + switch(select("Red, please.", "Yellow, please.", "Purple, please.", "Orange, please.", "Green, please.", "Blue, please.", "White, please.", "Dark Brown, please.", "I like my hair color.")) { case 1: .@headpalette = 8; break; diff --git a/npc/merchants/hair_style.txt b/npc/merchants/hair_style.txt index 2d61d02db..f940a5982 100644 --- a/npc/merchants/hair_style.txt +++ b/npc/merchants/hair_style.txt @@ -43,7 +43,7 @@ alberta_in,55,142,7 script Hair Dresser 4_F_02,{ mes "Welcome to Veronica's hair salon."; mes "How can I help you?"; next; - switch(select("See available hair styles.:Change hair style.:End conversation.")) { + switch(select("See available hair styles.", "Change hair style.", "End conversation.")) { case 1: mes "[Veronica]"; mes "We have a total of 19 styles, available from no.1 to no.19."; @@ -73,7 +73,7 @@ alberta_in,55,142,7 script Hair Dresser 4_F_02,{ mes "[Veronica]"; switch(.@style) { case 1: - if(Sex == 1) { + if (Sex == SEX_MALE) { mes "Oh, that's 'Play Dead' style!"; mes "It's a nice, basic haircut."; mes "I notice that usually the"; @@ -89,7 +89,7 @@ alberta_in,55,142,7 script Hair Dresser 4_F_02,{ mes "choice for Novices."; close2; cutin "",255; end; case 2: - if(Sex == 1) { + if (Sex == SEX_MALE) { mes "Oh, that's the 'Two Handed Sword"; mes "Mastery' style! It's perfect for"; mes "for Swordmen who might muss their"; @@ -105,7 +105,7 @@ alberta_in,55,142,7 script Hair Dresser 4_F_02,{ mes "while wildly flailing a sword."; close2; cutin "",255; end; case 3: - if(Sex == 1) { + if (Sex == SEX_MALE) { mes "Oh, that's 'Napalm Beat' style!"; mes "It's a unique look with a hint"; mes "of eccentricity that's offset"; @@ -119,7 +119,7 @@ alberta_in,55,142,7 script Hair Dresser 4_F_02,{ mes "off the boys with their spells."; close2; cutin "",255; end; case 4: - if(Sex == 1) { + if (Sex == SEX_MALE) { mes "Oh, that's the 'Double Strafe'"; mes "style! The arrangement of the"; mes "hair conducts ambient static"; @@ -136,7 +136,7 @@ alberta_in,55,142,7 script Hair Dresser 4_F_02,{ mes "granny-style hairbuns."; close2; cutin "",255; end; case 5: - if(Sex == 1) { + if (Sex == SEX_MALE) { mes "Oh, that's 'Angelus' style!"; mes "It's for calm and devout people,"; mes "as well as those bashful,"; @@ -151,7 +151,7 @@ alberta_in,55,142,7 script Hair Dresser 4_F_02,{ mes "is also practical in battle."; close2; cutin "",255; end; case 6: - if(Sex == 1) { + if (Sex == SEX_MALE) { mes "Oh, that's 'Push Cart' style!"; mes "It was based on the design of a"; mes "cart...at least, that's what"; @@ -164,7 +164,7 @@ alberta_in,55,142,7 script Hair Dresser 4_F_02,{ mes "it's also economical."; close2; cutin "",255; end; case 7: - if(Sex == 1) { + if (Sex == SEX_MALE) { mes "Ooh, that's 'Envenom' style!"; mes "It looks great on Thieves and"; mes "and Assassins when they're"; @@ -180,7 +180,7 @@ alberta_in,55,142,7 script Hair Dresser 4_F_02,{ mes "some cute guy."; close2; cutin "",255; end; case 8: - if(Sex == 1) { + if (Sex == SEX_MALE) { mes "Oh, that's 'Bowling Bash' style!"; mes "A popular style for Knights, its"; mes "manly, rugged look tends to"; @@ -197,7 +197,7 @@ alberta_in,55,142,7 script Hair Dresser 4_F_02,{ mes "to fighting with their hands."; close2; cutin "",255; end; case 9: - if(Sex == 1) { + if (Sex == SEX_MALE) { mes "Oh, that's 'Venom Dust' style!"; mes "Definitely a look for rebels,"; mes "the sweeping, yet decidedly"; @@ -213,7 +213,7 @@ alberta_in,55,142,7 script Hair Dresser 4_F_02,{ mes "...Although, it acutally doesn't."; close2; cutin "",255; end; case 10: - if(Sex == 1) { + if (Sex == SEX_MALE) { mes "Oh, that's 'Turn Undead' style!"; mes "This is popular among Priests"; mes "that want a serious, yet a bit"; @@ -229,7 +229,7 @@ alberta_in,55,142,7 script Hair Dresser 4_F_02,{ mes "make their hair to stick out anyway."; close2; cutin "",255; end; case 11: - if(Sex == 1) { + if (Sex == SEX_MALE) { mes "Oh, that's 'Dragonology' style!"; mes "It's neat and clean cut, perfect"; mes "for studious people and looks"; @@ -246,7 +246,7 @@ alberta_in,55,142,7 script Hair Dresser 4_F_02,{ mes "religious services."; close2; cutin "",255; end; case 12: - if(Sex == 1) { + if (Sex == SEX_MALE) { mes "Oh, that's 'Mace Mastery' style!"; mes "A lot of care goes into making"; mes "that tussled hair say, 'I don't"; @@ -261,7 +261,7 @@ alberta_in,55,142,7 script Hair Dresser 4_F_02,{ mes "stockings..."; close2; cutin "",255; end; case 13: - if(Sex == 1) { + if (Sex == SEX_MALE) { mes "Oh, that's 'Thunder Storm' style!"; mes "This hot, flamboyant hairstyle"; mes "flares out wildly like thunder."; @@ -276,7 +276,7 @@ alberta_in,55,142,7 script Hair Dresser 4_F_02,{ mes "that it can't be cute."; close2; cutin "",255; end; case 14: - if(Sex == 1) { + if (Sex == SEX_MALE) { mes "Oh, that's 'Encore' style!"; mes "The elegant, flowing locks"; mes "fit well with Bards, or men who"; @@ -291,7 +291,7 @@ alberta_in,55,142,7 script Hair Dresser 4_F_02,{ mes "with glasses."; close2; cutin "",255; end; case 15: - if(Sex == 1) { + if (Sex == SEX_MALE) { mes "Oh, that's 'Grimtooth' style!"; mes "Spiky and unkempt, this style"; mes "is a popular counterculture"; @@ -308,7 +308,7 @@ alberta_in,55,142,7 script Hair Dresser 4_F_02,{ mes "foreheads and cheekbones."; close2; cutin "",255; end; case 16: - if(Sex == 1) { + if (Sex == SEX_MALE) { mes "Oh, that's 'Blitz Beat' style!"; mes "A funky and lively fashion,"; mes "this style was developed for a"; @@ -325,7 +325,7 @@ alberta_in,55,142,7 script Hair Dresser 4_F_02,{ mes "lets their hair get trapped?"; close2; cutin "",255; end; case 17: - if(Sex == 1) { + if (Sex == SEX_MALE) { mes "Oh, that's 'Find Ore' style!"; mes "It's a practical, economical look"; mes "that is popular among Blacksmiths."; @@ -342,7 +342,7 @@ alberta_in,55,142,7 script Hair Dresser 4_F_02,{ mes "Blacksmith favorite."; close2; cutin "",255; end; case 18: - if(Sex == 1) { + if (Sex == SEX_MALE) { mes "Oh, that's 'Fire Pillar' style!"; mes "It's a trendy look, in which"; mes "you cover one eye for that"; @@ -359,7 +359,7 @@ alberta_in,55,142,7 script Hair Dresser 4_F_02,{ mes "looks great with Mage Hats."; close2; cutin "",255; end; case 19: - if(Sex == 1) { + if (Sex == SEX_MALE) { mes "Oh, that's 'Guillotine Fist'"; mes "style! The smooth, slicked back"; mes "pompadour shows that you're"; @@ -437,7 +437,7 @@ alberta_in,55,142,7 script Hair Dresser 4_F_02,{ mes "I shall proceed with your request."; mes "Would you mind?"; next; - if(select("No, I don't mind.:Yes, let me choose another one.") == 1) { + if(select("No, I don't mind.", "Yes, let me choose another one.") == 1) { if(getlook(6) == 0) { mes "[Veronica]"; mes "Oh, my, you haven't dyed your hair"; @@ -446,7 +446,7 @@ alberta_in,55,142,7 script Hair Dresser 4_F_02,{ mes "Oh well, I will do it for free."; mes "So what kind of color would you like?"; next; - switch(select("Red.:Yellow.:Purple.:Orange.:Green.:Blue.:White.:Dark Brown.:Cancel.")) { + switch(select("Red.", "Yellow.", "Purple.", "Orange.", "Green.", "Blue.", "White.", "Dark Brown.", "Cancel.")) { case 1: .@pallete = 8; break; @@ -529,7 +529,7 @@ alberta_in,55,142,7 script Hair Dresser 4_F_02,{ } L_cutin: - if(Sex == 1) { + if (Sex == SEX_MALE) { if(getarg(0) < 10) cutin "hair_m_0"+getarg(0),4; else @@ -558,7 +558,7 @@ alberta,33,141,7 script Roving Hair Dresser 4_M_BARBER,{ mes "waiting to be transformed into"; mes "works of magnificent art~!"; next; - switch(select("What are you?:Do my hair, please!:.....")) { + switch(select("What are you?", "Do my hair, please!", ".....")) { case 1: mes "[Rui Vishop]"; mes "Do you not know that I, Rui"; @@ -658,7 +658,7 @@ alberta,33,141,7 script Roving Hair Dresser 4_M_BARBER,{ mes "stupid hair dresser to"; mes "do her clumsy work on you..."; next; - if(select("No, please do my hair.:Umm, I changed my mind.") ==1 ) { + if(select("No, please do my hair.", "Umm, I changed my mind.") ==1 ) { mes "[Rui Vishop]"; mes "O~k~a~y!"; mes "Now, let us begin~!"; @@ -713,7 +713,7 @@ lhz_in02,100,143,3 script Hair Dresser#li 2_M_DYEINGER,{ mes "shy, tell me exactly how you"; mes "want me to make you glamorous~"; next; - switch(select("Check all hairstyles:Change hairstyle:Cancel")) { + switch(select("Check all hairstyles", "Change hairstyle", "Cancel")) { case 1: mes "[Prince Shammi]"; mes "Oh, would you like to"; @@ -723,10 +723,10 @@ lhz_in02,100,143,3 script Hair Dresser#li 2_M_DYEINGER,{ mes "[Prince Shammi]"; mes "Please, oh please, choose from the following styles and I will show you a preview."; next; - switch(select("Old Hairstyles:New Hairstyles")) { + switch(select("Old Hairstyles", "New Hairstyles")) { case 1: - if (Sex == 1) { - switch(select("Petite Style:Executioner Style:Prince Style:Deviace Style:Cancel")) { + if (Sex == SEX_MALE) { + switch(select("Petite Style", "Executioner Style", "Prince Style", "Deviace Style", "Cancel")) { case 1: cutin "hair_m_20",4; mes "[Prince Shammi]"; @@ -777,7 +777,7 @@ lhz_in02,100,143,3 script Hair Dresser#li 2_M_DYEINGER,{ } } else { - switch(select("Spring Rabbit Style:Harpy Style:Medusa Style:Isis Style:Cancel")) { + switch(select("Spring Rabbit Style", "Harpy Style", "Medusa Style", "Isis Style", "Cancel")) { case 1: cutin "hair_f_20",4; mes "[Prince Shammi]"; @@ -830,8 +830,8 @@ lhz_in02,100,143,3 script Hair Dresser#li 2_M_DYEINGER,{ } break; case 2: - if (Sex == 1) { - switch(select("Emergency Heal Perm:Aura Blade Cut:Power Swing:Renovatio Cut:Cancel")) { + if (Sex == SEX_MALE) { + switch(select("Emergency Heal Perm", "Aura Blade Cut", "Power Swing", "Renovatio Cut", "Cancel")) { case 1: cutin "hair_m_24",4; mes "[Prince Shammi]"; @@ -870,7 +870,7 @@ lhz_in02,100,143,3 script Hair Dresser#li 2_M_DYEINGER,{ } } else { - switch(select("Assumptio Perm:Soul Changer Cut:X Tornado Cut:Oratio Cut:Cancel")) { + switch(select("Assumptio Perm", "Soul Changer Cut", "X Tornado Cut", "Oratio Cut", "Cancel")) { case 1: cutin "hair_f_24",4; mes "[Prince Shammi]"; @@ -955,7 +955,7 @@ lhz_in02,100,143,3 script Hair Dresser#li 2_M_DYEINGER,{ mes "Here's a list of the style names just in case you need them~"; next; mes "[Prince Shammi]"; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "No. 20: Petite Style"; mes "No. 21: Executioner Style"; mes "No. 22: Prince Style"; @@ -1006,7 +1006,7 @@ lhz_in02,100,143,3 script Hair Dresser#li 2_M_DYEINGER,{ close; } else { - if (Sex == 1) + if (Sex == SEX_MALE) cutin "hair_m_"+.@input+".BMP",4; else cutin "hair_f_"+.@input+".BMP",4; @@ -1015,7 +1015,7 @@ lhz_in02,100,143,3 script Hair Dresser#li 2_M_DYEINGER,{ mes "hairstyle that you wanted?"; mes "This is No. "+.@input+", by the way."; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: if (getlook(LOOK_HAIR_COLOR) == 0) { mes "[Prince Shammi]"; @@ -1026,7 +1026,7 @@ lhz_in02,100,143,3 script Hair Dresser#li 2_M_DYEINGER,{ mes "a part of my service, so"; mes "please choose a color~"; next; - switch(select("Red:Yellow:Purple:Orange:Green:Blue:White:Dark Brown")) { + switch(select("Red", "Yellow", "Purple", "Orange", "Green", "Blue", "White", "Dark Brown")) { case 1: .@headpalette = 8; break; @@ -1079,7 +1079,7 @@ lhz_in02,100,143,3 script Hair Dresser#li 2_M_DYEINGER,{ mes "And my, oh my, you look even"; mes "more fabulous that I thought"; mes "you would! Oh, I can't believe"; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "how tough and elegant you are~"; mes "So ruggedly manly and handsome!"; } @@ -1130,7 +1130,7 @@ lhz_in02,91,155,5 script Assistant Beautician#li 4_F_LGTGIRL,{ mes "H-h-h-h-h-hello! Can"; mes "I help you with anything?"; next; - switch(select("What do you do?:Please change my hairstyle.:Who is Prince Shammi?")) { + switch(select("What do you do?", "Please change my hairstyle.", "Who is Prince Shammi?")) { case 1: mes "[Assistant Beautician]"; mes "Oh! Me...? I'm"; @@ -1191,7 +1191,7 @@ lhz_in02,91,155,5 script Assistant Beautician#li 4_F_LGTGIRL,{ mes "up for the material expenses."; mes "Is that okay with you?"; next; - switch(select("Of course~:On second thought...")) { + switch(select("Of course~", "On second thought...")) { case 1: mes "[Assistant Beautician]"; mes "Great! Now, please"; @@ -1221,7 +1221,7 @@ lhz_in02,91,155,5 script Assistant Beautician#li 4_F_LGTGIRL,{ mes "So this is the"; mes "style you want me"; mes "to try to do for you?"; - if (Sex == 1) { + if (Sex == SEX_MALE) { if (.@input < 10) cutin "hair_m_0"+.@input+".BMP",4; else @@ -1234,7 +1234,7 @@ lhz_in02,91,155,5 script Assistant Beautician#li 4_F_LGTGIRL,{ cutin "hair_f_"+.@input+".BMP",4; } next; - switch(select("Yes, let's try it~:Cancel.")) { + switch(select("Yes, let's try it~", "Cancel.")) { case 1: break; case 2: diff --git a/npc/merchants/hd_refine.txt b/npc/merchants/hd_refine.txt index e1a9bae7e..a7fc5e922 100644 --- a/npc/merchants/hd_refine.txt +++ b/npc/merchants/hd_refine.txt @@ -120,7 +120,7 @@ mes "In order to refine the gear you selected you need ^ff9999"+getitemname(.@material)+"^000000 and 20,000 zeny as a fee."; mes "Do you have them ready?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Blacksmith Mighty Hammer]"; mes "I will wait until you are ready."; close; @@ -131,7 +131,7 @@ mes "Well, even if it fails, it only decreases by 1 refine level."; mes "Would you like to continue refining?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Blacksmith Mighty Hammer]"; mes "Only those who overcome fear of failure will obtain a masterpiece."; close; @@ -266,7 +266,7 @@ lhz_in02,280,19,3 duplicate(MightyHammer) Mighty Hammer#lhz 4_M_DWARF mes "To refine this equipment, I need 1 ^ff9999"+getitemname(.@material)+"^000000 and 100,000 zeny as a fee."; mes "Do you really want to refine this?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Basta]"; mes "Okay. If that's what you want..."; close; @@ -285,7 +285,7 @@ lhz_in02,280,19,3 duplicate(MightyHammer) Mighty Hammer#lhz 4_M_DWARF mes "Compared to other blacksmiths, the risk is smaller."; mes "I've given all precautions. Do you want to try it?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Basta]"; mes "Well~"; mes "Not challenging at all could also be a kind of wisdom in life."; diff --git a/npc/merchants/icecream.txt b/npc/merchants/icecream.txt index f1ad519d9..14f83b2a0 100644 --- a/npc/merchants/icecream.txt +++ b/npc/merchants/icecream.txt @@ -42,7 +42,7 @@ mes "^3355FF100 Zeny^000000 Ice Cream,"; mes "Ice Cream!"; next; - if(select("Gimme Ice Cream!:Cancel Trade") == 2) { + if(select("Gimme Ice Cream!", "Cancel Trade") == 2) { mes "Are you sure you don't want any?"; mes "I won't be selling it for long,"; mes "and once I run out,"; diff --git a/npc/merchants/inn.txt b/npc/merchants/inn.txt index a3da896cf..07ccf5358 100644 --- a/npc/merchants/inn.txt +++ b/npc/merchants/inn.txt @@ -115,7 +115,7 @@ lhz_in02,230,284,4 script Hotel Employee#01 4_M_04,{ mes "finest accomodations"; mes "and the best service."; next; - switch(select("Save Point:Rest - 5,000 zeny:Cancel")) { + switch(select("Save Point", "Rest - 5,000 zeny", "Cancel")) { case 1: savepoint "lhz_in02",209,275; mes "[Hotel Employee]"; @@ -166,7 +166,7 @@ ve_in,157,219,5 script Inn Master#Receptionist 4_M_SEAMAN,{ mes "most comfortable"; mes "inn here in Veins~"; next; - switch(select("Save:Take a Rest -> 5000 zeny:Quit")) { + switch(select("Save", "Take a Rest -> 5000 zeny", "Quit")) { case 1: mes "[Inn Master]"; mes "Your Respawn Point"; @@ -209,7 +209,7 @@ function script F_InnMaid { mes getarg(1) + "."; mes "How may I help you?"; next; - switch(select("Save:Take a Rest -> 5000 zeny:Cancel")) { + switch(select("Save", "Take a Rest -> 5000 zeny", "Cancel")) { case 1: mes getarg(0); mes "Your respawn point"; diff --git a/npc/merchants/kunai_maker.txt b/npc/merchants/kunai_maker.txt index 5be824f85..06a2f8bdb 100644 --- a/npc/merchants/kunai_maker.txt +++ b/npc/merchants/kunai_maker.txt @@ -47,7 +47,7 @@ que_ng,72,29,3 script Kunai Merchant Kashin 4_M_01,{ mes "know if you're interested"; mes "in any of my wares."; next; - switch(select("10 Fell Poison Kunai:10 Icicle Kunai:10 High Wind Kunai:10 Black Earth Kunai:10 Heat Wave Kunai:Cancel")) { + switch(select("10 Fell Poison Kunai", "10 Icicle Kunai", "10 High Wind Kunai", "10 Black Earth Kunai", "10 Heat Wave Kunai", "Cancel")) { case 1: callfunc "Kunai_Trade",13250,20,7524,1,13259; break; case 2: callfunc "Kunai_Trade",13251,8,7522,2,13255; break; case 3: callfunc "Kunai_Trade",13252,4,7523,2,13257; break; diff --git a/npc/merchants/milk_trader.txt b/npc/merchants/milk_trader.txt index d4f48fe4d..ff87c68d5 100644 --- a/npc/merchants/milk_trader.txt +++ b/npc/merchants/milk_trader.txt @@ -52,7 +52,7 @@ prontera,73,140,0 script Milk Vendor 4_M_04,{ mes "them for 1 Milk. How"; mes "does that sound?"; next; - if (select("Exchange all empty bottles.:Cancel") == 1) { + if (select("Exchange all empty bottles.", "Cancel") == 1) { if (countitem(Empty_Bottle) <= 0) { mes "[Milk Vendor]"; mes "Hey..."; diff --git a/npc/merchants/novice_exchange.txt b/npc/merchants/novice_exchange.txt index d23961554..c27fc6570 100644 --- a/npc/merchants/novice_exchange.txt +++ b/npc/merchants/novice_exchange.txt @@ -58,14 +58,14 @@ prontera,123,102,5 script Merchant#pron 4_M_03,{ mes "to give me that stuff for free. What about if I trade a Red Potion for 5 Shells, 10 Fluff,"; mes "or 10 Jellopies?"; next; - switch(select("Sure!:I think it's a rip-off!:No, thanks.")) { + switch(select("Sure!", "I think it's a rip-off!", "No, thanks.")) { case 1: mes "[Merchant]"; mes "So which item do"; mes "you want to bring me?"; mes "Shells, Fluffs, or Jellopies?"; next; - switch(select("Shells:Jellopies:Fluff:Cancel")) { + switch(select("Shells", "Jellopies", "Fluff", "Cancel")) { case 1: callfunc "F_PotExchange",935,5; case 2: callfunc "F_PotExchange",909,10; case 3: callfunc "F_PotExchange",914,10; @@ -114,7 +114,7 @@ morocc,180,259,3 script Merchant#morroc 4_M_03,{ mes "to give me that stuff for free. What about if I trade a Red Potion for 5 Shells, 7 Feathers of Bird"; mes "or 10 Jellopies?"; next; - switch(select("Sure!:I think it's a rip-off!:No, thanks.")) { + switch(select("Sure!", "I think it's a rip-off!", "No, thanks.")) { case 1: mes "[Merchant]"; mes "So which item do"; @@ -122,7 +122,7 @@ morocc,180,259,3 script Merchant#morroc 4_M_03,{ mes "Shells, Feathers of Birds,"; mes "or Jellopies?"; next; - switch(select("Shells:Feathers of Birds:Jellopies:Cancel")) { + switch(select("Shells", "Feathers of Birds", "Jellopies", "Cancel")) { case 1: callfunc "F_PotExchange",935,5; case 2: callfunc "F_PotExchange",916,7; case 3: callfunc "F_PotExchange",909,10; @@ -170,14 +170,14 @@ payon,200,134,5 script Merchant#pay 4_M_03,{ mes "Of course, I won't ask you"; mes "to give me that stuff for free. What about if I trade a Red Potion for 6 Tree Roots or 10 Jellopies?"; next; - switch(select("Sure!:I think it's a rip-off!:No, thanks.")) { + switch(select("Sure!", "I think it's a rip-off!", "No, thanks.")) { case 1: mes "[Merchant]"; mes "So which item do"; mes "you want to bring me?"; mes "Tree Roots, or Jellopies?"; next; - switch(select("Tree Roots:Jellopies:Cancel")) { + switch(select("Tree Roots", "Jellopies", "Cancel")) { case 1: callfunc "F_PotExchange",902,6; case 2: callfunc "F_PotExchange",909,10; case 3: @@ -224,7 +224,7 @@ aldebaran,152,63,5 script Merchant#alde 4_M_03,{ mes "Of course, I won't ask you"; mes "to give me that stuff for free. What about if I trade a Red Potion for 1 Worm Peeling, 7 Feather of Birds, or 10 Jellopies?"; next; - switch(select("Sure!:I think it's a rip-off!:No, thanks.")) { + switch(select("Sure!", "I think it's a rip-off!", "No, thanks.")) { case 1: mes "[Merchant]"; mes "So which item do"; @@ -233,7 +233,7 @@ aldebaran,152,63,5 script Merchant#alde 4_M_03,{ mes "Worm Peelings?"; mes "Or Jellopies?"; next; - switch(select("Worm Peelings:Feathers of Birds:Jellopies:Cancel")) { + switch(select("Worm Peelings", "Feathers of Birds", "Jellopies", "Cancel")) { case 1: callfunc "F_PotExchange",955,1; case 2: callfunc "F_PotExchange",916,7; case 3: callfunc "F_PotExchange",909,10; @@ -281,14 +281,14 @@ geffen,173,88,5 script Merchant#geff 4_M_03,{ mes "Of course, I won't ask you"; mes "to give me that stuff for free. What about if I trade a Red Potion for 5 Shells or 6 Chrysalises, or 10 Jellopies?"; next; - switch(select("Sure!:I think it's a rip-off!:No, thanks.")) { + switch(select("Sure!", "I think it's a rip-off!", "No, thanks.")) { case 1: mes "[Merchant]"; mes "So which item do"; mes "you want to bring me?"; mes "Shells, Chrysalises, or Jellopies?"; next; - switch(select("Shells:Chrysalises:Jellopies:Cancel")) { + switch(select("Shells", "Chrysalises", "Jellopies", "Cancel")) { case 1: callfunc "F_PotExchange",935,5; case 2: callfunc "F_PotExchange",915,6; case 3: callfunc "F_PotExchange",909,10; @@ -340,7 +340,7 @@ function script F_PotExchange { mes "What do you say?"; mes "Do we have a deal?"; next; - if (select("Deal.:No deal.") == 1) { + if (select("Deal.", "No deal.") == 1) { mes "[Merchant]"; mes "You know the exact"; mes "number of Red Potions"; diff --git a/npc/merchants/old_pharmacist.txt b/npc/merchants/old_pharmacist.txt index 37069f166..0cbbeda6d 100644 --- a/npc/merchants/old_pharmacist.txt +++ b/npc/merchants/old_pharmacist.txt @@ -47,7 +47,7 @@ alberta_in,16,28,4 script Pharmacist 1_M_PUBMASTER,{ mes "[Old Pharmacist]"; mes "Ummmm..."; mes "What brings you here...?"; - switch(select("Make Potion:Talk.:Mixing Information:Cancel")) { + switch(select("Make Potion", "Talk.", "Mixing Information", "Cancel")) { case 1: next; if (MaxWeight - Weight < 5000) { @@ -62,7 +62,7 @@ alberta_in,16,28,4 script Pharmacist 1_M_PUBMASTER,{ } else { mes "[Old Pharmacist]"; mes "You have all the stuff ready, right? Which one would you like?"; - switch(select("Red Potion.:Orange Potion.:Yellow Potion.:White Potion.:Blue Potion.:Green Potion.:Actually, I don't want anything.")) { + switch(select("Red Potion.", "Orange Potion.", "Yellow Potion.", "White Potion.", "Blue Potion.", "Green Potion.", "Actually, I don't want anything.")) { case 1: callsub L_Making,507,3,501; case 2: @@ -88,7 +88,7 @@ alberta_in,16,28,4 script Pharmacist 1_M_PUBMASTER,{ close; } mes "How many?"; - switch(select("Make as many as I can.:I want to choose an amount.:Actually, I don't want anything.")) { + switch(select("Make as many as I can.", "I want to choose an amount.", "Actually, I don't want anything.")) { case 1: next; if ((countitem(Red_Herb) < .@max) || (countitem(Yellow_Herb) < .@max) || (countitem(Empty_Bottle) < .@max) || (Zeny < .@max*3)) { @@ -218,7 +218,7 @@ L_Making: close; } mes "How many?"; - switch(select("Make as many as I can.:I want to choose an amount.:Actually, I don't want anything.")) { + switch(select("Make as many as I can.", "I want to choose an amount.", "Actually, I don't want anything.")) { case 1: next; if ((countitem(getarg(0)) < .@max*2) || (countitem(Empty_Bottle) < .@max) || (Zeny < .@max*getarg(1))) { diff --git a/npc/merchants/quivers.txt b/npc/merchants/quivers.txt index 98b35b08f..bf9de37a6 100644 --- a/npc/merchants/quivers.txt +++ b/npc/merchants/quivers.txt @@ -61,7 +61,7 @@ payon_in01,5,134,5 script Inventor Jaax 4_M_ORIENT02,{ mes "[Inventor Jaax]"; mes "Would you like to try using one of my arrow quivers? I have no doubt that someone like you can appreciate my genius!"; next; - switch(select("Quiver:Iron Arrow Quiver:Steel Arrow Quiver:Oridecon Arrow Quiver:Fire Arrow Quiver:Silver Arrow Quiver:Wind Arrow Quiver:Stone Arrow Quiver:Crystal Arrow Quiver:Shadow Arrow Quiver:Immaterial Arrow Quiver:Rusty Arrow Quiver")) { + switch(select("Quiver", "Iron Arrow Quiver", "Steel Arrow Quiver", "Oridecon Arrow Quiver", "Fire Arrow Quiver", "Silver Arrow Quiver", "Wind Arrow Quiver", "Stone Arrow Quiver", "Crystal Arrow Quiver", "Shadow Arrow Quiver", "Immaterial Arrow Quiver", "Rusty Arrow Quiver")) { case 1: callsub S_BuyQuiver,1750,500,500,12004; case 2: callsub S_BuyQuiver,1770,500,500,12005; case 3: callsub S_BuyQuiver,1753,500,500,12006; @@ -92,7 +92,7 @@ S_BuyQuiver: mes "Excellent!"; mes "Are you carrying any Arrows with you? I'll provide you with a quiver that can carry "+getarg(1)+" of your "+getitemname(getarg(0))+"s for only ^FF3131"+getarg(2)+" Zeny^000000."; next; - switch(select("Store as many Arrows in quivers as possible:Purchase 1 quiver:Cancel")) { + switch(select("Store as many Arrows in quivers as possible", "Purchase 1 quiver", "Cancel")) { case 1: .@arrows = countitem(getarg(0)); .@quiver = .@arrows / getarg(1); @@ -111,7 +111,7 @@ S_BuyQuiver: mes "as you can for the Arrows"; mes "you are currently carrying?"; next; - if (select("Yes:Cancel") == 1) { + if (select("Yes", "Cancel") == 1) { if (.@arrow_zeny01 < Zeny) { mes "[Inventor Jaax]"; mes "There you go!"; diff --git a/npc/merchants/refine.txt b/npc/merchants/refine.txt index 36574b2b5..7f1b4d9a3 100644 --- a/npc/merchants/refine.txt +++ b/npc/merchants/refine.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Euphy //= Copyright (C) Masao //= Copyright (C) Xantara @@ -50,7 +50,7 @@ //================= Description =========================================== //= Refining NPCs and Metal Salesmen. //================= Current Version ======================================= -//= 3.3 +//= 3.3.2 //========================================================================= //== Christopher: Geffen Blacksmith ======================== @@ -59,12 +59,12 @@ geffen_in,110,172,0 script Christopher#1 1_M_SMITH,{ mes "Welcome to Christopher's Workshop. Ye can get all yer stuff for forging here. What business"; mes "brings ye to me?"; next; - switch(select("Purchase Anvil:Purchase Forging Item:Purchase Metal:Purify Rough Ores:Cancel")) { + switch(select("Purchase Anvil", "Purchase Forging Item", "Purchase Metal", "Purify Rough Ores", "Cancel")) { case 1: mes "[Christopher Guillenrow]"; mes "A better Anvil gives ye a greeeater chance to make better weapons, ye know? But they'll cost ye more zeny. Just get it off yer chest and buy what fits your purposes best, laddy."; next; - switch(select("Anvil - 30,000 zeny:Oridecon Anvil - 120,000 zeny:Golden Anvil - 300,000 zeny:Better Anvil than the others.:Cancel.")) { + switch(select("Anvil - 30,000 zeny", "Oridecon Anvil - 120,000 zeny", "Golden Anvil - 300,000 zeny", "Better Anvil than the others.", "Cancel.")) { case 1: if (Zeny < 30000) { mes "[Christopher Guillenrow]"; @@ -114,7 +114,7 @@ geffen_in,110,172,0 script Christopher#1 1_M_SMITH,{ mes "[Christopher Guillenrow]"; mes "A respectable blacksmith uses fine tools. Ye can become one o'those with me Stuff. Choose anything ye want."; next; - switch(select("Mini-Furnace - 150 zeny:Iron Hammer - 1000 zeny:Golden Hammer - 3000 zeny:Oridecon Hammer - 5000 zeny:Cancel.")) { + switch(select("Mini-Furnace - 150 zeny", "Iron Hammer - 1000 zeny", "Golden Hammer - 3000 zeny", "Oridecon Hammer - 5000 zeny", "Cancel.")) { case 1: mes "[Christopher Guillenrow]"; mes "It's a much needed tool fer refining metal! So, How many do ye wish to buy? If ye want to quit, just type the number '0.'"; @@ -193,7 +193,7 @@ geffen_in,110,172,0 script Christopher#1 1_M_SMITH,{ mes "[Christopher Guillenrow]"; mes "I prepare every Metal, and only the high quality ones o'course. Now then, which one do ye need?"; next; - switch(select("Phracon - 200z.:Emveretarcon - 1000z.:Cancel.")) { + switch(select("Phracon - 200z.", "Emveretarcon - 1000z.", "Cancel.")) { case 1: mes "[Christopher Guillenrow]"; mes "So, How many do ye wish to buy? If ye dont want anything, just type the number as '0.'"; @@ -279,7 +279,7 @@ geffen_in,110,172,0 script Christopher#1 1_M_SMITH,{ mes "[Christopher Guillenrow]"; mes "I can purify yer Oridecon and Elunium. I make a refined Ore out of 5 o'each rough ones. Well... Which one do ye want to make?"; next; - switch(select("Make Oridecon:Make Elunium:Cancel.")) { + switch(select("Make Oridecon", "Make Elunium", "Cancel.")) { case 1: if (countitem(Oridecon_Stone) < 5) { mes "[Christopher Guillenrow]"; @@ -333,13 +333,13 @@ ein_in01,38,29,0 script Paul Spanner 1_M_SMITH,{ mes "In my shop, you will find everything that you need in forging."; mes "Tell me what you need."; next; - switch(select("Purchase Anvil.:Purchase Forging Items.:Purchase Metal.:Process Ores.:Quit.")) { + switch(select("Purchase Anvil.", "Purchase Forging Items.", "Purchase Metal.", "Process Ores.", "Quit.")) { case 1: mes "[Paul Spanner]"; mes "Anvil is the most necessary item for Blacksmiths."; mes "Since you will use an Anvil more than once, you'd better buy a nice one."; next; - switch(select("Anvil - 30,000z.:Oridecon Anvil - 120,000z.:Golden Anvil - 300,000z.:I need a better anvil.:Cancel.")) { + switch(select("Anvil - 30,000z.", "Oridecon Anvil - 120,000z.", "Golden Anvil - 300,000z.", "I need a better anvil.", "Cancel.")) { case 1: if (Zeny < 30000) { mes "[Paul Spanner]"; @@ -391,7 +391,7 @@ ein_in01,38,29,0 script Paul Spanner 1_M_SMITH,{ mes "You need various materials to process ores and to forge weapons."; mes "I have everything that you need. Take a look."; next; - switch(select("Mini Furnace - 150z.:Iron Hammer - 1,000z.:Golden Hammer - 3,000z.:Oridecon Hammer - 5,000z.:Cancel.")) { + switch(select("Mini Furnace - 150z.", "Iron Hammer - 1,000z.", "Golden Hammer - 3,000z.", "Oridecon Hammer - 5,000z.", "Cancel.")) { case 1: .@item = 612; .@item_cost = 150; @@ -460,7 +460,7 @@ ein_in01,38,29,0 script Paul Spanner 1_M_SMITH,{ mes "I have high quality metal."; mes "So, which metal would you like to buy?"; next; - switch(select("Phracon - 200z.:Emveretarcon - 1,000z.:Quit.")) { + switch(select("Phracon - 200z.", "Emveretarcon - 1,000z.", "Quit.")) { case 1: .@item = 1010; .@item_price = 200; @@ -514,7 +514,7 @@ ein_in01,38,29,0 script Paul Spanner 1_M_SMITH,{ mes "I can process Oridecon and Elunium for you."; mes "You need 5 ores to process them into one Oridecon or Elunium."; mes "So, which one do you want to process?"; - switch(select("Oridecon:Elunium:Quit.")) { + switch(select("Oridecon", "Elunium", "Quit.")) { case 1: if (countitem(Oridecon_Stone) < 5) { mes "[Paul Spanner]"; @@ -677,7 +677,7 @@ function script refinemain { mes "a service fee of " + .@price + " Zeny."; mes "Do you really wish to continue?"; next; - if(select("Yes:No") == 2){ + if(select("Yes", "No") == 2){ mes "[" + getarg(0) + "]"; mes "Yeah..."; mes "There's no need to"; @@ -706,7 +706,7 @@ function script refinemain { mes "^FF0000lose this weapon^000000 forever."; mes "Do you still want to refine?"; next; - if(select("Yes:No") == 2){ + if(select("Yes", "No") == 2){ mes "[" + getarg(0) + "]"; mes "I completely agree..."; mes "I might be a great refiner, but sometimes even I make mistakes."; @@ -928,7 +928,7 @@ function script phramain { mes "Weapons, and ^007777Emveretarcon^000000"; mes "for Level 2 Weapons."; next; - switch(select("Phracon - 200 Zeny:Emveretarcon - 1000 Zeny:Ask about other Metals")) { + switch(select("Phracon - 200 Zeny", "Emveretarcon - 1000 Zeny", "Ask about other Metals")) { case 1: .@material = 1010; .@price = 200; @@ -1039,7 +1039,7 @@ function script orimain { mes "5 Rough Stones to make"; mes "1 pure one for you."; next; - switch(select("Make Oridecon:Make Elunium:Ask about Enchanted Stones")) { + switch(select("Make Oridecon", "Make Elunium", "Ask about Enchanted Stones")) { case 1: if (countitem(Oridecon_Stone) > 4) { delitem Oridecon_Stone,5; @@ -1101,7 +1101,7 @@ moc_ruins,107,94,4 script Repairman#moc 4W_M_03,{ end; } -payon,143,165,4 script Repairman#pay 4_M_ORIENT01,{ +payon,143,165,0 script Repairman#pay 4_M_ORIENT01,{ callfunc "repairmain","Repairman"; end; } @@ -1116,7 +1116,7 @@ yuno_in01,175,28,3 script Repairman#juno 4_M_04,{ end; } -geffen_in,34,166,3 script Repairman#gef 4W_M_03,{ +geffen_in,34,166,3 script Repairman#gef 4_M_04,{ callfunc "repairmain","Repairman"; end; } @@ -1171,7 +1171,7 @@ function script repairmain { mes "You can count on me"; mes "for item repairs!"; next; - switch(select("Actually, I do have some items...:None at the moment.")) { + switch(select("Actually, I do have some items...", "None at the moment.")) { case 1: .@checkitem = 1; while (1) { @@ -1201,7 +1201,7 @@ function script repairmain { mes "["+getarg(0)+"]"; mes "Each repair costs " + .@repairprice + " Zeny. So to repair all your damaged items would cost " + .@totalcost + " Zeny! Would you like to repair the items?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: if (Zeny < .@totalcost) { mes "["+getarg(0)+"]"; diff --git a/npc/merchants/renters.txt b/npc/merchants/renters.txt index d3447b2b1..93e8b2661 100644 --- a/npc/merchants/renters.txt +++ b/npc/merchants/renters.txt @@ -54,7 +54,7 @@ prontera,55,350,5 script Peco Peco Breeder#knt 8W_SOLDIER,{ mes "a Peco Peco? The rental"; mes "fee is "+.@price+" zeny."; next; - switch(select("Rent Peco Peco:Cancel")) { + switch(select("Rent Peco Peco", "Cancel")) { case 1: if (Zeny < .@price) { mes "[Peco Peco Breeder]"; @@ -117,7 +117,7 @@ prontera,232,318,3 script Peco Peco Breeder#cru 8W_SOLDIER,{ mes "for you. To rent one"; mes "will cost "+.@price+" zeny."; next; - switch(select("Rent a PecoPeco:Quit")) { + switch(select("Rent a PecoPeco", "Quit")) { case 1: if (Zeny < .@price) { mes "[Peco Peco Breeder]"; @@ -182,7 +182,7 @@ hu_in01,381,304,5 script Falcon Breeder#hnt 8W_SOLDIER,{ mes "trusty bird of prey for a"; mes "fee of just "+.@price+" zeny~"; next; - switch(select("Rent Falcon:Cancel")) { + switch(select("Rent Falcon", "Cancel")) { case 1: if (checkoption(Option_Wug) || checkoption(Option_Wugrider)) { mes "[Falcon Breeder]"; diff --git a/npc/merchants/shops.txt b/npc/merchants/shops.txt index d2745217d..b215bd6d8 100644 --- a/npc/merchants/shops.txt +++ b/npc/merchants/shops.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Yommy //= Copyright (C) Streusel //= Copyright (C) Euphy @@ -46,44 +46,14 @@ //================= Description =========================================== //= Town shop NPCs. //================= Current Version ======================================= -//= 3.6 +//= 3.9 //========================================================================= //== Alberta =============================================== -alb2trea,87,65,5 trader Tool Dealer#alb 4_M_01,{ -OnInit: - sellitem Arrow; - sellitem Silver_Arrow; - sellitem Fire_Arrow; - sellitem Red_Potion; - sellitem Orange_Potion; - sellitem Yellow_Potion; - sellitem White_Potion; - sellitem Green_Potion; - sellitem Center_Potion; - sellitem Awakening_Potion; -} - alberta_in,165,96,0 trader Item Collector#alb 1_F_MERCHANT_02,{ OnInit: sellitem Scell; - sellitem Monster's_Feed; -} - -alberta_in,182,97,0 trader Tool Dealer#alb2 1_F_MERCHANT_01,{ -OnInit: - sellitem Arrow; - sellitem Spectacles; - sellitem Red_Potion; - sellitem Orange_Potion; - sellitem Yellow_Potion; - sellitem White_Potion; - sellitem Green_Potion; - sellitem Center_Potion; - sellitem Awakening_Potion; - sellitem Wing_Of_Fly; - sellitem Wing_Of_Butterfly; - sellitem Spinning_Eyes; + sellitem Monsters_Feed; } alberta_in,180,15,0 trader Armor Dealer#alb 4W_F_01,{ @@ -98,7 +68,7 @@ OnInit: sellitem Manteau; sellitem Glasses; sellitem Sunglasses; - sellitem Diver's_Goggles; + sellitem Divers_Goggles; sellitem Cap; sellitem Cotton_Shirt; sellitem Leather_Jacket; @@ -138,21 +108,6 @@ OnInit: sellitem Cinquedea; } -alberta_in,176,81,3 trader Trading Merchant#alb 4_M_HUMERCHANT,{ -OnInit: - sellitem Bullet; - sellitem Silver_Bullet; - sellitem Shell_Of_Blood; - sellitem Branch; - sellitem Crimson_Bolt; - sellitem The_Cyclone; - sellitem Rolling_Stone; - sellitem Black_Rose; - sellitem Long_Barrel; - sellitem Jungle_Carbine; - sellitem Thunder_P; -} - //== Aldebaran ============================================= aldeba_in,20,60,0 trader Armor Dealer#alde 4W_F_01,{ OnInit: @@ -552,7 +507,7 @@ ein_in01,119,26,4 trader Weapon Dealer#ein 4_M_EINMAN,{ OnInit: sellitem Kindling_Dagger; sellitem Obsidian_Dagger; - sellitem Fisherman's_Dagger; + sellitem Fishermans_Dagger; sellitem Jujube_Dagger; } @@ -655,22 +610,6 @@ OnInit: sellitem Zargon; } -geffen_in,77,167,0 trader Tool Dealer#gef 1_F_03,{ -OnInit: - sellitem Arrow; - sellitem Spectacles; - sellitem Red_Potion; - sellitem Orange_Potion; - sellitem Yellow_Potion; - sellitem White_Potion; - sellitem Green_Potion; - sellitem Center_Potion; - sellitem Awakening_Potion; - sellitem Wing_Of_Fly; - sellitem Wing_Of_Butterfly; - sellitem Granpa_Beard; -} - geffen_in,77,173,0 trader Magical Item Seller#gef 1_M_WIZARD,{ OnInit: sellitem Blue_Gemstone; @@ -683,24 +622,6 @@ OnInit: sellitem Silver_Robe; } -geffen_in,171,123,4 trader Tool Dealer#gef2 1_M_WIZARD,{ -OnInit: - sellitem Empty_Cylinder; - sellitem Empty_Potion; -} - -geffen,193,152,4 trader Pet Groomer#gef 4_F_TELEPORTER,{ -OnInit: - sellitem Pet_Food; - sellitem Pet_Incubator; - sellitem Backpack; - sellitem Rocker_Glasses; - sellitem Mojji; - sellitem Vital_Flower_; - sellitem Flame_Gemstone; - sellitem Bun_; -} - //== Kunlun ================================================ gonryun,147,84,5 trader Tool Dealer#gon 4_M_TWOLDMAN,{ OnInit: @@ -786,7 +707,7 @@ OnInit: sellitem Blue_Gemstone; sellitem Sunglasses; sellitem Garlet; - sellitem Monster's_Feed; + sellitem Monsters_Feed; } hu_in01,100,390,3 trader Bow Dealer#hu 4_M_04,{ @@ -1182,7 +1103,7 @@ OnInit: sellitem Scell; sellitem Garlet; sellitem Zargon; - sellitem Monster's_Feed; + sellitem Monsters_Feed; } //== Louyang =============================================== @@ -1295,16 +1216,16 @@ OnInit: moc_ruins,93,53,2 trader Item Collector#moc1 4_M_03,{ OnInit: sellitem Scell; - sellitem Monster's_Feed; - sellitem Animal's_Skin; + sellitem Monsters_Feed; + sellitem Animals_Skin; sellitem Bill_Of_Birds; } moc_ruins,81,113,0 trader Item Collector#moc2 4_M_03,{ OnInit: sellitem Scell; - sellitem Monster's_Feed; - sellitem Animal's_Skin; + sellitem Monsters_Feed; + sellitem Animals_Skin; sellitem Bill_Of_Birds; } @@ -1487,7 +1408,7 @@ OnInit: sellitem Pumpkin; sellitem Pumpkin_Head; sellitem Tree_Root; - sellitem Goat's_Horn; + sellitem Goats_Horn; sellitem Pet_Food; sellitem Poison_Powder; sellitem Single_Cell; @@ -1544,72 +1465,6 @@ OnInit: sellitem Novice_Armlet; } -payon_in01,5,49,7 trader Tool Dealer#pay 4_M_ORIENT01,{ -OnInit: - sellitem Arrow; - sellitem Spectacles; - sellitem Red_Potion; - sellitem Orange_Potion; - sellitem Yellow_Potion; - sellitem White_Potion; - sellitem Green_Potion; - sellitem Center_Potion; - sellitem Awakening_Potion; - sellitem Wing_Of_Fly; - sellitem Wing_Of_Butterfly; - sellitem Booby_Trap; -} - -payon_in02,87,34,0 trader Tool Dealer#pay2 1_F_ORIENT_01,{ -OnInit: - sellitem Arrow; - sellitem Silver_Arrow; - sellitem Spectacles; - sellitem Red_Potion; - sellitem Orange_Potion; - sellitem Yellow_Potion; - sellitem White_Potion; - sellitem Green_Potion; - sellitem Center_Potion; - sellitem Awakening_Potion; - sellitem Wing_Of_Fly; - sellitem Wing_Of_Butterfly; - sellitem Booby_Trap; -} - -payon,159,96,4 trader Tool Dealer#pay3 4_M_ORIENT01,{ -OnInit: - sellitem Arrow; - sellitem Red_Potion; - sellitem Center_Potion; - sellitem Wing_Of_Fly; - sellitem Wing_Of_Butterfly; -} - -payon,177,131,4 trader Pet Groomer#pay 4_F_TELEPORTER,{ -OnInit: - sellitem Pet_Food; - sellitem Pet_Incubator; - sellitem Backpack; - sellitem Rocker_Glasses; - sellitem Mojji; - sellitem Flame_Gemstone; - sellitem Vital_Flower_; - sellitem Vital_Flower; - sellitem Bun_; - sellitem Damp_Darkness; - sellitem Small_Snow_Flower; - sellitem Fresh_Plant; - sellitem Big_Cell; - sellitem Apple_Pudding; - sellitem Mystic_Stone; - sellitem Flavored_Alcohol; - sellitem Grilled_Rice_Cake; - sellitem Fish_With_Blue_Back; - sellitem Pumpkin_Pie_; - sellitem Traditional_Cookie; -} - //== Prontera ============================================== prontera,73,134,0 trader Vendor from Milk Ranch#p 4_F_01,{ OnInit: @@ -1625,7 +1480,7 @@ OnInit: prontera,64,125,0 trader Butcher#prt 4_M_BARBER,{ OnInit: sellitem Meat; - sellitem Monster's_Feed; + sellitem Monsters_Feed; } prontera,58,182,0 trader Flower Girl#prt 4W_KID,{ @@ -1846,7 +1701,7 @@ OnInit: sellitem Sweet_Potato; sellitem Banana; sellitem Meat; - sellitem Monster's_Feed; + sellitem Monsters_Feed; sellitem Pet_Food; sellitem Wing_Of_Fly; sellitem Wing_Of_Butterfly; @@ -1938,21 +1793,6 @@ OnInit: } //== Cooking Addition ====================================== -payon,206,119,5 trader Chef Assistant#pay 4_M_ORIENT02,{ -OnInit: - sellitem Hot_Sauce; -} - -geffen,196,111,3 trader Chef Assistant#gef 4_M_03,{ -OnInit: - sellitem Pot; -} - -alberta,167,135,5 trader Chef Assistant#alb 4_M_05,{ -OnInit: - sellitem Delicious_Fish; -} - aldebaran,165,107,2 trader Chef Assistant#alde 4W_M_01,{ OnInit: sellitem Red_Spice; diff --git a/npc/merchants/socket_enchant.txt b/npc/merchants/socket_enchant.txt index 8b2a3275b..db8b69feb 100644 --- a/npc/merchants/socket_enchant.txt +++ b/npc/merchants/socket_enchant.txt @@ -61,7 +61,7 @@ mes "Adding Slots may seem simple, but it's far more complicated than it looks."; mes "If you're interested in my service, let me know."; next; - switch(select("Add Slot to Weapon:Add Slot to Armor:Slot Attempt Info:Cancel")) + switch(select("Add Slot to Weapon", "Add Slot to Armor", "Slot Attempt Info", "Cancel")) { case 1: mes "[Seiyablem]"; @@ -69,14 +69,14 @@ mes "I categorize weapons by their difficulty in adding a Slot, C Class being easiest and S Class the most difficult."; mes "Which class would you like to try?"; next; - switch(select("C Class:B Class:A Class:S Class")) + switch(select("C Class", "B Class", "A Class", "S Class")) { case 1: mes "[Seiyablem]"; mes "C Class, eh?"; mes "Now, I can only upgrade certain equipment in that class, so please choose one of the following items, so we can try to add a Slot to it."; next; - switch(select("Trident:Rope:Violin")) + switch(select("Trident", "Rope", "Violin")) { case 1: callfunc "Func_Socket",1460,1461,40,66,200,1010,10; case 2: callfunc "Func_Socket",1950,1951,40,66,200,1010,10; @@ -88,7 +88,7 @@ mes "Alright, this is the average equipment category."; mes "Please choose the weapon to which you'd like me to try to add a Slot."; next; - switch(select("Chain:Gladius:Gakkung Bow:Pike:Haedonggum:Lute:Wire:Waghnakh:Arbalest Bow")) + switch(select("Chain", "Gladius", "Gakkung Bow", "Pike", "Haedonggum", "Lute", "Wire", "Waghnakh", "Arbalest Bow")) { case 1: callfunc "Func_Socket",1519,1520,40,61,300,1010,10; case 2: callfunc "Func_Socket",1219,1220,40,61,300, 984, 1,999,5; @@ -106,7 +106,7 @@ mes "This is some high risk territory!"; mes "Alright, which weapon would you like me to try adding a Slot?"; next; - switch(select("Hunter Bow:Survivor's Rod(INT):Zweihander:Flamberge:Infiltrator:Ballista:Stunner:Berserk:Claymore")) + switch(select("Hunter Bow", "Survivor's Rod(INT)", "Zweihander", "Flamberge", "Infiltrator", "Ballista", "Stunner", "Berserk", "Claymore")) { case 1: callfunc "Func_Socket",1718,1726,40,61,500,984,2,999,10; case 2: callfunc "Func_Socket",1619,1620,40,61,500,984,5,999,10; @@ -125,7 +125,7 @@ mes "It'd be a near miracle if I can actually pull this off."; mes "Okay... Which weapon shall we try adding a Slot to?"; next; - switch(select("Gungnir:Poison Knife:Ice Pick:Sucsamad:Ginnungagap:Cutlas:Crescent Scythe:Survivor's Rod(DEX)")) + switch(select("Gungnir", "Poison Knife", "Ice Pick", "Sucsamad", "Ginnungagap", "Cutlas", "Crescent Scythe", "Survivor's Rod(DEX)")) { case 1: callfunc "Func_Socket", 1413, 1418,40,51,1000,984,5,999,10; case 2: callfunc "Func_Socket", 1239,13016,40,51,1000,984,5,999,10; @@ -145,7 +145,7 @@ mes "C Class is the easiest one, and S Class he hardest one."; mes "Which class would you like to try?"; next; - switch(select("C Class:B Class:A Class:S Class")) + switch(select("C Class", "B Class", "A Class", "S Class")) { case 1: mes "[Seiyablem]"; @@ -153,7 +153,7 @@ mes "Sounds reasonable."; mes "Which armor would you like to try adding a Slot?"; next; - switch(select("Mantle:Coat:Circlet:Biretta")) + switch(select("Mantle", "Coat", "Circlet", "Biretta")) { case 1: callfunc "Func_Socket",2307,2308,40,66,200,999,3; case 2: callfunc "Func_Socket",2309,2310,40,66,200,999,3; @@ -165,7 +165,7 @@ mes "You have chosen average B Class."; mes "So, what kind of armor do you have?"; next; - switch(select("Mirror Shield:Chain Mail:Saint Robe:Silk Robe:Boots:Shoes:Muffler:Guard:Buckler:Shield:Bongun Hat")) + switch(select("Mirror Shield", "Chain Mail", "Saint Robe", "Silk Robe", "Boots", "Shoes", "Muffler", "Guard", "Buckler", "Shield", "Bongun Hat")) { case 1: callfunc "Func_Socket",2107,2108,40,61,250,999,5; case 2: callfunc "Func_Socket",2314,2315,40,61,250,999,5; @@ -185,7 +185,7 @@ mes "This is some high risk territory!"; mes "Alright, which armor would you like me to try adding a Slot?"; next; - switch(select("Gemmed Sallet:Bucket Hat:Memory Book:Tights:Legion Plate Armor:Full Plate:Thief Clothes:Greaves:Coif:Manteau:Helm:Ninja Suit:Orc Helm:Ancient Cape:Monk Hat:Golden Gear:Brooch:Munak Hat")) + switch(select("Gemmed Sallet", "Bucket Hat", "Memory Book", "Tights", "Legion Plate Armor", "Full Plate", "Thief Clothes", "Greaves", "Coif", "Manteau", "Helm", "Ninja Suit", "Orc Helm", "Ancient Cape", "Monk Hat", "Golden Gear", "Brooch", "Munak Hat")) { case 1: callfunc "Func_Socket",2230,2231,40,61,400,985,1; case 2: callfunc "Func_Socket",5114,5120,40,61,400,985,1; @@ -212,7 +212,7 @@ mes "You sure about this?"; mes "Alright... Let me know the Armor to which you'd like to add a Slot, and I'll tell what I need to try it."; next; - switch(select("Majestic Goat:Spiky Band:Bone Helm:Corsair:Crown:Tiara:Sphinx Hat:Robe of Cast:Earring:Ring:Bow Thimble")) + switch(select("Majestic Goat", "Spiky Band", "Bone Helm", "Corsair", "Crown", "Tiara", "Sphinx Hat", "Robe of Cast", "Earring", "Ring", "Bow Thimble")) { case 1: callfunc "Func_Socket",2256,5160,40,51,2000,985,2; case 2: callfunc "Func_Socket",2258,5161,40,51,2000,985,2; @@ -287,7 +287,7 @@ function script Func_Socket { } mes "Do you still want to try to add a Slot?"; next; - switch(select("Attempt Slot Addition:Cancel")) + switch(select("Attempt Slot Addition", "Cancel")) { case 1: if ((Zeny >= getarg(4)*1000) && (countitem(getarg(5)) >= getarg(6)) && (countitem(getarg(7,512)) >= getarg(8,0)) && (countitem(getarg(0)) > 0)) // if there's no getarg(7) and getarg(8) provided, check itemcount against 0 (we still need a valid item ID though) diff --git a/npc/merchants/socket_enchant2.txt b/npc/merchants/socket_enchant2.txt index fc2c2d636..98d33b01c 100644 --- a/npc/merchants/socket_enchant2.txt +++ b/npc/merchants/socket_enchant2.txt @@ -83,7 +83,7 @@ mes "and the success chance all depend on"; mes "the specific item I'm working on."; next; - switch(select("Weapon:Armor:About that thing you skipped:More information:Quit")) + switch(select("Weapon", "Armor", "About that thing you skipped", "More information", "Quit")) { case 1: mes "[Leablem]"; @@ -93,14 +93,14 @@ mes "C class is the easiest one, and S class is the hardest one."; mes "Which class would you like to try?"; next; - switch(select("C:B:A:S")) + switch(select("C", "B", "A", "S")) { case 1: mes "[Leablem]"; mes "C class, I see."; mes "So, what kind of weapon do you have?"; next; - switch(select("Book of Mother Earth:Book of Billows:Book of Gust of Wind:Book of the Blazing Sun")) + switch(select("Book of Mother Earth", "Book of Billows", "Book of Gust of Wind", "Book of the Blazing Sun")) { case 1: callfunc "Func_Socket2",1554,1569,40,66,200,1010,10; case 2: callfunc "Func_Socket2",1553,1568,40,66,200,1010,10; @@ -112,7 +112,7 @@ mes "You have chosen average B class."; mes "So, what kind of weapon do you have?"; next; - switch(select("Orcish Axe:Scimiter:Spike")) + switch(select("Orcish Axe", "Scimiter", "Spike")) { case 1: callfunc "Func_Socket2",1304,1309,40,66,200,984,1; case 2: callfunc "Func_Socket2",1113,1114,40,66,200,984,1; @@ -123,7 +123,7 @@ mes "A class? You seem to want little too much. But, no problem."; mes "So, what kind of weapon do you have?"; next; - switch(select("Dragon Killer:Katar of Quaking:Katar of Raging Blaze:Katar of Frozen Icicle:Katar of Piercing Wind:Golden Mace:Oriental Lute:Queen's Whip:Spectral Spear:Gae Bolg:Schweizersabel")) + switch(select("Dragon Killer", "Katar of Quaking", "Katar of Raging Blaze", "Katar of Frozen Icicle", "Katar of Piercing Wind", "Golden Mace", "Oriental Lute", "Queen's Whip", "Spectral Spear", "Gae Bolg", "Schweizersabel")) { case 1: callfunc "Func_Socket2",13001,13030,40,61,500,984,2; case 2: callfunc "Func_Socket2", 1257, 1276,40,66,500,984,2; @@ -142,7 +142,7 @@ mes "Huh, S Class?! Oh my god, are you serious?*Tremble*"; mes "So...which S class weapon would you like to make a slot?!"; next; - switch(select("Zephyrus:Mailbreaker:Dragon Slayer:Swordbreaker:Assasin Dagger:Grand Cross:Executioner")) + switch(select("Zephyrus", "Mailbreaker", "Dragon Slayer", "Swordbreaker", "Assasin Dagger", "Grand Cross", "Executioner")) { case 1: callfunc "Func_Socket2",1468, 1481,40,51,1000,984,5,999,10; case 2: callfunc "Func_Socket2",1225,13032,40,51,1000,984,5,999,10; @@ -161,14 +161,14 @@ mes "C class is the easiest one, and S class is the hardest one."; mes "Which class would you like to try?"; next; - switch(select("C:B:A:S")) + switch(select("C", "B", "A", "S")) { case 1: mes "[Leablem]"; mes "C class, I see."; mes "So, what kind of armor do you have?"; next; - switch(select("Sunflower:Ph.D Hat:Big Ribbon:Boys Cap")) + switch(select("Sunflower", "Ph.D Hat", "Big Ribbon", "Boys Cap")) { case 1: callfunc "Func_Socket2",2253,5351,40,66,100,999,3; case 2: callfunc "Func_Socket2",5012,5347,40,66,100,999,3; @@ -180,7 +180,7 @@ mes "You have chosen average B class."; mes "So, what kind of armor do you have?"; next; - switch(select("Skull Ring:High Heels")) + switch(select("Skull Ring", "High Heels")) { case 1: callfunc "Func_Socket2",2609,2715,40,61,300,999,5; case 2: callfunc "Func_Socket2",2409,2432,40,61,300,999,5; @@ -190,7 +190,7 @@ mes "A class? You seem to want little too much. But, no problem."; mes "So, what kind of armor do you have?"; next; - switch (select("Pirate Bandana:Black Leather Boots"+(RENEWAL?":Special Ninja Suit":""))) { + switch (select("Pirate Bandana", "Black Leather Boots", (RENEWAL?"Special Ninja Suit": ""))) { case 1: callfunc "Func_Socket2",2287,5350,50,61,500,985,1; // 50,61 - it's not a typo case 2: callfunc "Func_Socket2",2425,2434,40,51,500,985,1; case 3: callfunc "Func_Socket2",15053,15056,50,61,500,985,1; @@ -200,7 +200,7 @@ mes "Huh, S Class?! Oh my god, are you serious?*Tremble*"; mes "So...which S class armor would you like to make a slot?!"; next; - switch(select("Mage Coat:Holy Robe:Sacred Mission:Undershirt:Pantie")) + switch(select("Mage Coat", "Holy Robe", "Sacred Mission", "Undershirt", "Pantie")) { case 1: callfunc "Func_Socket2",2334,2372,40,51,1000,985,1; // Mage Coat has 10% success chance case 2: callfunc "Func_Socket2",2327,2373,45,51,1000,985,1; // the rest has 5% @@ -429,7 +429,7 @@ function script Func_Socket2 { mes "Also remember, if the " + (getiteminfo(getarg(0),5)&2 ? "weapon" : "armor") + " has been upgraded, and has been inserted with a card,"; mes "you will lose them even if you succeed in creating a slot."; next; - switch(select("Ask for slot creation.:Try next time.")) + switch(select("Ask for slot creation.", "Try next time.")) { case 1: if ((Zeny >= getarg(4)*1000) && (countitem(getarg(5)) >= getarg(6)) && (countitem(getarg(7,512)) >= getarg(8,0)) && (countitem(getarg(0)) > 0)) // if there's no getarg(7) and getarg(8) provided, check itemcount against 0 (we still need a valid item ID though) diff --git a/npc/merchants/wander_pet_food.txt b/npc/merchants/wander_pet_food.txt index 7db9f285a..598430932 100644 --- a/npc/merchants/wander_pet_food.txt +++ b/npc/merchants/wander_pet_food.txt @@ -49,7 +49,7 @@ prontera,218,218,3 script Pet Enthusiast 4W_KID,{ mes "[Pet Enthusiast Jenny]"; mes "Do you have any food that you are looking for?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: if ((countitem(Broken_Wine_Vessel) > 19) && (countitem(Alchol) > 0)) { mes "[Pet Enthusiast Jenny]"; @@ -57,7 +57,7 @@ prontera,218,218,3 script Pet Enthusiast 4W_KID,{ mes "Do you want to exchange them for"; mes "^ff000020 Spirit Liquor^000000 for your Wanderer pet?"; next; - switch(select("Yes, please!:No thank you.")) { + switch(select("Yes, please!", "No thank you.")) { case 1: mes "[Pet Enthusiast Jenny]"; mes "Ok here you go then."; diff --git a/npc/other/CashShop_Functions.txt b/npc/other/CashShop_Functions.txt index 17ce48173..92fe841e1 100644 --- a/npc/other/CashShop_Functions.txt +++ b/npc/other/CashShop_Functions.txt @@ -56,10 +56,14 @@ function script F_CashStore { // - Summons Party members on party leader map to that location. // - No arguments. function script F_CashPartyCall { - warp "Random",0,0; - if (getpartyleader(getcharid(1),2) == getcharid(0)) { - getmapxy(.@mapl$, .@xl, .@yl, UNITTYPE_PC); - warpparty .@mapl$, .@xl, .@yl, getcharid(1), .@mapl$; + warp "Random", 0, 0; + if (getpartyleader(getcharid(CHAR_ID_PARTY), 2) == getcharid(CHAR_ID_CHAR)) { + getmapxy(.@map$, .@x, .@y, UNITTYPE_PC); + do { + .@x2 = .@x + rand(-2, 2); + .@y2 = .@y + rand(-2, 2); + } while (checkcell(.@map$, .@x2, .@y2, cell_chknopass)); + warpparty(.@map$, .@x2, .@y2, getcharid(CHAR_ID_PARTY), .@map$, false); } return; } @@ -83,7 +87,7 @@ function script F_CashReset { function script F_CashDungeon { switch(getarg(0)) { case 1: - switch(select("Nogg Road:Mjolnir Dead Pit:"+(RENEWAL?"":"Umbala Dungeon")+":Einbroch Mine Dungeon:Payon Dungeon:Toy Dungeon:Glast Heim Underprison:Louyang Dungeon:Hermit's Checkers:Izlude Dungeon:Turtle Island Dungeon:Clock Tower B3f:Clock Tower 3f:Glast Heim Culvert 2f:Sphinx Dungeon 4f:Inside Pyramid 4f:Prontera Culvert 3f:Amatsu Dungeon 1f (Tatami Maze):Somatology Laboratory 1st floor:Ayothya Ancient Shrine 2nd floor")) { + switch(select("Nogg Road", "Mjolnir Dead Pit", (RENEWAL?"": "Umbala Dungeon"), "Einbroch Mine Dungeon", "Payon Dungeon", "Toy Dungeon", "Glast Heim Underprison", "Louyang Dungeon", "Hermit's Checkers", "Izlude Dungeon", "Turtle Island Dungeon", "Clock Tower B3f", "Clock Tower 3f", "Glast Heim Culvert 2f", "Sphinx Dungeon 4f", "Inside Pyramid 4f", "Prontera Culvert 3f", "Amatsu Dungeon 1f (Tatami Maze)", "Somatology Laboratory 1st floor", "Ayothya Ancient Shrine 2nd floor")) { case 1: warp "mag_dun01",125,71; end; // Nogg Road case 2: warp "mjo_dun02",80,297; end; // Mjolnir Dead Pit case 3: warp "um_dun02",125,122; end; // Umbala Dungeon (Pre-Renewal only) @@ -106,7 +110,7 @@ function script F_CashDungeon { case 20: warp "ayo_dun02",70,240; end; // Ayotaya Dungeon 2F } case 2: // Menu names are not official. - switch(select("Thor Volcano 2f:Ice Dungeon Entrance:Nameless Island Entrance:Niflheim:Labyrinth Forest 2f:Ruins of Juperos Entrance:Ant Hell 2f:Kiel Hyre's Academy Entrance:Thanatos Tower Entrance:Abyss Lake Entrance:Rachel Sanctuary Entrance:Odin Temple 2f")) { + switch(select("Thor Volcano 2f", "Ice Dungeon Entrance", "Nameless Island Entrance", "Niflheim", "Labyrinth Forest 2f", "Ruins of Juperos Entrance", "Ant Hell 2f", "Kiel Hyre's Academy Entrance", "Thanatos Tower Entrance", "Abyss Lake Entrance", "Rachel Sanctuary Entrance", "Odin Temple 2f")) { case 1: warp "thor_v02",77,208; end; // Thor Volcano 2F case 2: warp "ra_fild01",237,333; end; // Ice Dungeon case 3: warp "ve_fild07",127,131; end; // Nameless Island @@ -121,7 +125,7 @@ function script F_CashDungeon { case 12: warp "odin_tem02",257,374; end; // Odin Temple F2 } case 3: - switch(select("Bio Lab (2nd Floor):Ice Dungeon (3rd Floor):Odin Temple (3rd Floor):Thor Volcano (3rd Floor):Abyss Lake (3rd Floor):Juperos Ruins (2nd Floor)")) { + switch(select("Bio Lab (2nd Floor)", "Ice Dungeon (3rd Floor)", "Odin Temple (3rd Floor)", "Thor Volcano (3rd Floor)", "Abyss Lake (3rd Floor)", "Juperos Ruins (2nd Floor)")) { case 1: warp "lhz_dun02",145,149; end; // Somatology Laboratory 2F case 2: warp "ice_dun03",150,176; end; // Ice Dungeon 3F case 3: warp "odin_tem03",278,235; end; // Odin Temple 3F @@ -140,7 +144,7 @@ function script F_CashDungeon { function script F_CashCity { switch(getarg(0)) { case 1: // Yellow - Rune-Midgart - switch(select("Prontera:Izlude:Geffen:Payon:Morroc:Alberta:Al de Baran")) { + switch(select("Prontera", "Izlude", "Geffen", "Payon", "Morroc", "Alberta", "Al de Baran")) { case 1: warp "prontera",122,87; end; case 2: if (RENEWAL) warp "izlude",130,90; else warp "izlude",91,105; end; case 3: warp "geffen",128,48; end; @@ -150,7 +154,7 @@ function script F_CashCity { case 7: warp "aldebaran",140,110; end; } case 2: // Green - Schwartzvalt - switch(select("Juno:Lighthalzen:Einbroch:Einbech:Hugel")) { + switch(select("Juno", "Lighthalzen", "Einbroch", "Einbech", "Hugel")) { case 1: warp "yuno",160,170; end; case 2: warp "lighthalzen",190,310; end; case 3: warp "einbroch",230,190; end; @@ -158,19 +162,19 @@ function script F_CashCity { case 5: warp "hugel",92,165; end; } case 3: // Red - Arunafeltz - switch(select("Rachel:Veins")) { + switch(select("Rachel", "Veins")) { case 1: warp "rachel",120,125; end; case 2: warp "veins",215,105; end; } case 4: // Blue - Islands - switch(select("Amatsu:Kunlun:Ayotaya:Louyang")) { + switch(select("Amatsu", "Kunlun", "Ayotaya", "Louyang")) { case 1: warp "amatsu",110,140; end; case 2: warp "gonryun",160,115; end; case 3: warp "ayothaya",220,170; end; case 4: warp "louyang",217,95; end; } case 5: // Blue - Islands (Renewal) - switch(select("Amatsu:Kunlun:Ayotaya:Louyang:Moscovia:Dewata:Brasilis")) { + switch(select("Amatsu", "Kunlun", "Ayotaya", "Louyang", "Moscovia", "Dewata", "Brasilis")) { case 1: warp "amatsu",110,140; end; case 2: warp "gonryun",160,115; end; case 3: warp "ayothaya",220,170; end; @@ -190,7 +194,7 @@ function script F_CashCity { function script F_CashTele { switch(getarg(0)) { case 1: - switch(select("Prontera:Geffen:Al de Baran:Izlude:Savepoint")) { + switch(select("Prontera", "Geffen", "Al de Baran", "Izlude", "Savepoint")) { case 1: warp "prontera",119,77; end; case 2: warp "geffen",119,39; end; case 3: warp "aldebaran",165,107; end; @@ -198,7 +202,7 @@ function script F_CashTele { case 5: warp "SavePoint",0,0; end; } case 2: - switch(select("Payon:Alberta:Morroc:Comodo:Savepoint")) { + switch(select("Payon", "Alberta", "Morroc", "Comodo", "Savepoint")) { case 1: warp "payon",158,55; end; case 2: warp "alberta",115,57; end; case 3: warp "morocc",158,48; end; @@ -206,7 +210,7 @@ function script F_CashTele { case 5: warp "SavePoint",0,0; end; } case 3: - switch(select("Louyang:Amatsu:Kunlun Field:Ayothaya:Savepoint")) { + switch(select("Louyang", "Amatsu", "Kunlun Field", "Ayothaya", "Savepoint")) { case 1: warp "louyang",214,101; end; case 2: warp "amatsu",112,145; end; case 3: warp "gonryun",160,118; end; @@ -214,14 +218,14 @@ function script F_CashTele { case 5: warp "SavePoint",0,0; end; } case 4: - switch(select("Lutie Field:Umbala:Niflheim:Savepoint")) { + switch(select("Lutie Field", "Umbala", "Niflheim", "Savepoint")) { case 1: warp "xmas",148,131; end; case 2: warp "umbala",93,154; end; case 3: warp "niflheim",187,189; end; case 4: warp "SavePoint",0,0; end; } case 5: - switch(select("Juno:Einbroch:Lighthalzen:Hugel:Savepoint")) { + switch(select("Juno", "Einbroch", "Lighthalzen", "Hugel", "Savepoint")) { case 1: warp "yuno",157,124; end; case 2: warp "einbroch",230,192; end; case 3: warp "lighthalzen",158,94; end; @@ -229,7 +233,7 @@ function script F_CashTele { case 5: warp "SavePoint",0,0; end; } case 6: - switch(select("Rachel:Veins:Savepoint")) { + switch(select("Rachel", "Veins", "Savepoint")) { case 1: warp "rachel",118,132; end; case 2: warp "veins",214,125; end; case 3: warp "SavePoint",0,0; end; @@ -242,7 +246,7 @@ function script F_CashTele { // - Warps player to selected guild castle. // - No arguments. function script F_CashSiegeTele { - switch(select("Neuschwanstein (aldeg_cas01):Hohenschwangau (aldeg_cas02):Nuernberg (aldeg_cas03):Wuerzburg (aldeg_cas04):Rothenburg (aldeg_cas05):Repherion (gefg_cas01):Eeyorbriggar (gefg_cas02):Yesnelph (gefg_cas03):Bergel (gefg_cas04):Mersetzdeitz (gefg_cas05):Bright Arbor (payg_cas01):Sacred Altar (payg_cas02):Holy Shadow (payg_cas03):Scarlet Palace (payg_cas04):Bamboo Grove Hill (payg_cas05):Kriemhild (prtg_cas01):Swanhild (prtg_cas02):Fadhgridh (prtg_cas03):Skoegul (prtg_cas04):Gondul (prtg_cas05)")) { + switch(select("Neuschwanstein (aldeg_cas01)", "Hohenschwangau (aldeg_cas02)", "Nuernberg (aldeg_cas03)", "Wuerzburg (aldeg_cas04)", "Rothenburg (aldeg_cas05)", "Repherion (gefg_cas01)", "Eeyorbriggar (gefg_cas02)", "Yesnelph (gefg_cas03)", "Bergel (gefg_cas04)", "Mersetzdeitz (gefg_cas05)", "Bright Arbor (payg_cas01)", "Sacred Altar (payg_cas02)", "Holy Shadow (payg_cas03)", "Scarlet Palace (payg_cas04)", "Bamboo Grove Hill (payg_cas05)", "Kriemhild (prtg_cas01)", "Swanhild (prtg_cas02)", "Fadhgridh (prtg_cas03)", "Skoegul (prtg_cas04)", "Gondul (prtg_cas05)")) { case 1: warp "alde_gld",48,91; end; case 2: warp "alde_gld",103,245; end; case 3: warp "alde_gld",142,87; end; @@ -274,7 +278,7 @@ function script F_Snowball { cutin "rutie_snownow03",2; mes "[Snowman]"; mes "Merry Christmas!"; - switch(select("Restore Some HP/SP:Strengthen My Body!:Restore My SP Fully.:Return to Savepoint")) { + switch(select("Restore Some HP/SP", "Strengthen My Body!", "Restore My SP Fully.", "Return to Savepoint")) { case 1: mes "Aha!"; mes "Quiet night~"; @@ -285,7 +289,7 @@ function script F_Snowball { case 2: mes "Blessings."; mes "Holy night~"; - unitskilluseid getcharid(3),"SM_ENDURE",10; + unitskilluseid getcharid(CHAR_ID_ACCOUNT),"SM_ENDURE",10; close2; cutin "",255; break; diff --git a/npc/other/Global_Functions.txt b/npc/other/Global_Functions.txt index 8f7899555..bc19ff048 100644 --- a/npc/other/Global_Functions.txt +++ b/npc/other/Global_Functions.txt @@ -144,7 +144,7 @@ function script F_ClearGarbage { // Used in REBIRTH scripts function script Job_Change { jobchange getarg(0),Upper; //Jobchange based on Upper - logmes "CLASS CHANGE: " +strcharinfo(0)+ " become a "+jobname(Class); + logmes "CLASS CHANGE: " +strcharinfo(PC_NAME)+ " become a "+jobname(Class); return; } @@ -156,13 +156,6 @@ function script F_Rand { return getarg(rand(getargcount())); } -//== Function F_Sex ======================================== -// Returns 1st argument if female, 2nd argument otherwise -// Example: mes callfunc("F_Sex","What a beautiful lady!","What a handsome man!"); -function script F_SexMes { - return getarg(Sex); -} - //== Function F_Hi ========================================= // Returns random HELLO message function script F_Hi { @@ -210,11 +203,11 @@ function script F_SaveQuestSkills { ADV_QSK = 0; ADV_QSK2 = 0; //1st classes quest skills for (.@i = 0; .@i < 14; ++.@i) { - if(getskilllv(144+.@i)) ADV_QSK |= pow(2,.@i); + if(getskilllv(144+.@i)) ADV_QSK |= (2 ** .@i); } //2nd classes quest skills for (.@i = 0; .@i < 19; ++.@i) { - if(getskilllv(1001+.@i)) ADV_QSK2 |= pow(2,.@i); + if(getskilllv(1001+.@i)) ADV_QSK2 |= (2 ** .@i); } return; } @@ -224,7 +217,7 @@ function script F_SaveQuestSkills { function script F_Load1Skills { //1st classes quest skills for(.@i = 0; .@i < 14; ++.@i) { - if(ADV_QSK|pow(2,.@i) == ADV_QSK) skill 144+.@i,1,0; + if(ADV_QSK|(2 ** .@i) == ADV_QSK) skill 144+.@i,1,0; } ADV_QSK = 0; //Clear var return; @@ -235,7 +228,7 @@ function script F_Load1Skills { function script F_Load2Skills { //2nd classes quest skills for (.@i = 0; .@i < 19; ++.@i) { - if(ADV_QSK2|pow(2,.@i) == ADV_QSK2) skill 1001+.@i,1,0; + if(ADV_QSK2|(2 ** .@i) == ADV_QSK2) skill 1001+.@i,1,0; } ADV_QSK2 = 0; //Clear var return; diff --git a/npc/other/acolyte_warp.txt b/npc/other/acolyte_warp.txt index da37d3b3d..256c2d802 100644 --- a/npc/other/acolyte_warp.txt +++ b/npc/other/acolyte_warp.txt @@ -50,7 +50,7 @@ prontera,98,121,4 script Acolyte#Prtclear 4_F_01,{ mes "I am willing to warp you to the many locations that I have memorized for a small fee."; mes "Would you like to use this service?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Keiki]"; mes "Where would you like to go to?"; @@ -75,9 +75,9 @@ prontera,98,121,4 script Acolyte#Prtclear 4_F_01,{ mes "to "+.@towns$[.@i]+" is "+.@cost[.@i]+" zeny."; close; } - specialeffect2 EF_READYPORTAL; - specialeffect2 EF_TELEPORTATION; - specialeffect2 EF_PORTAL; + specialeffect(EF_READYPORTAL, AREA, playerattached()); + specialeffect(EF_TELEPORTATION, AREA, playerattached()); + specialeffect(EF_PORTAL, AREA, playerattached()); next; Zeny -= .@cost[.@i]; switch(.@i) { @@ -113,7 +113,7 @@ yuno,142,184,6 script Acolyte#Junoclear 4_F_01,{ mes "I am willing to warp you to the many locations that I have memorized for a small fee."; mes "Would you like to use this service?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Isalei]"; mes "Where would you like to go to?"; @@ -138,9 +138,9 @@ yuno,142,184,6 script Acolyte#Junoclear 4_F_01,{ mes "to "+.@towns$[.@i]+" is "+.@cost[.@i]+" zeny."; close; } - specialeffect2 EF_READYPORTAL; - specialeffect2 EF_TELEPORTATION; - specialeffect2 EF_PORTAL; + specialeffect(EF_READYPORTAL, AREA, playerattached()); + specialeffect(EF_TELEPORTATION, AREA, playerattached()); + specialeffect(EF_PORTAL, AREA, playerattached()); next; Zeny -= .@cost[.@i]; switch(.@i) { diff --git a/npc/other/arena/arena_aco.txt b/npc/other/arena/arena_aco.txt index ebbfb975e..99971eecd 100644 --- a/npc/other/arena/arena_aco.txt +++ b/npc/other/arena/arena_aco.txt @@ -1089,7 +1089,7 @@ prt_are_in,181,83,3 script Staff#aco-1 1_F_02,{ mes "I hope you enjoyed"; mes "your battle in the area~"; close2; - specialeffect2 EF_EXIT; + specialeffect(EF_EXIT, AREA, playerattached()); warp "arena_room",100,75; end; } @@ -1135,7 +1135,7 @@ prt_are_in,25,31,3 script Staff#aco-2 1_F_02,{ mes "this, especially if you"; mes "broke some record, but"; mes "all I can do is restore your"; - mes "HP and SP for you, "+strcharinfo(0)+"."; + mes "HP and SP for you, "+strcharinfo(PC_NAME)+"."; percentheal 100,100; next; mes "[Staff]"; @@ -1184,7 +1184,7 @@ prt_are_in,25,31,3 script Staff#aco-2 1_F_02,{ .@topchoaco = .@acotop_t % 60; .@gapaco = .@acotop_t - .@record_timeaco; mes "[Staff]"; - mes "^3131FF"+strcharinfo(0)+"^000000, right?"; + mes "^3131FF"+strcharinfo(PC_NAME)+"^000000, right?"; mes "Hey, you did great! You"; mes "completed this Arena Battle"; mes "in "+.@record_minaco+" min and "+.@record_secaco+" seconds!"; @@ -1216,25 +1216,25 @@ prt_are_in,25,31,3 script Staff#aco-2 1_F_02,{ mes "Arena - Acolyte Class Record!"; if (BaseJob == Job_Acolyte) { $arn_acotop = .@record_timeaco; - $arn_acotopn$ = strcharinfo(0); + $arn_acotopn$ = strcharinfo(PC_NAME); donpcevent "Vendigos::OnLineRec_aco"; } else { if (BaseLevel < 70) { $arn_pritop60 = .@record_timeaco; - $arn_pritopn60$ = strcharinfo(0); + $arn_pritopn60$ = strcharinfo(PC_NAME); } else if (BaseLevel < 80) { $arn_pritop70 = .@record_timeaco; - $arn_pritopn70$ = strcharinfo(0); + $arn_pritopn70$ = strcharinfo(PC_NAME); } else if (BaseLevel < 90) { $arn_pritop80 = .@record_timeaco; - $arn_pritopn80$ = strcharinfo(0); + $arn_pritopn80$ = strcharinfo(PC_NAME); } else { $arn_pritop90 = .@record_timeaco; - $arn_pritopn90$ = strcharinfo(0); + $arn_pritopn90$ = strcharinfo(PC_NAME); } donpcevent "Vendigos::OnLineRec_pri"; } @@ -1289,7 +1289,7 @@ prt_are_in,25,31,3 script Staff#aco-2 1_F_02,{ close2; arena_point += 50; } - specialeffect2 EF_EXIT; + specialeffect(EF_EXIT, AREA, playerattached()); warp "arena_room",100,75; donpcevent "#arn_timer_aco::OnStop"; donpcevent "allkill#aco::OnEnable"; @@ -1353,7 +1353,7 @@ prt_are_in,25,31,3 script Staff#aco-2 1_F_02,{ close2; arena_point += 20; } - specialeffect2 EF_EXIT; + specialeffect(EF_EXIT, AREA, playerattached()); warp "arena_room",100,75; donpcevent "#arn_timer_aco::OnStop"; donpcevent "allkill#aco::OnEnable"; @@ -1368,35 +1368,35 @@ prt_are_in,25,31,3 script Staff#aco-2 1_F_02,{ next; mes "[Staff]"; mes "Oooh... A brand new"; - mes "record. ^3131FF"+ strcharinfo(0)+"^000000, your"; + mes "record. ^3131FF"+ strcharinfo(PC_NAME)+"^000000, your"; mes "name will now be listed in"; mes "the Time Force Battle Arena"; mes "Acolyte Class Records."; mes "Congratulations~"; if (BaseJob == Job_Acolyte) { $arn_acotop = .@record_timeaco; - $arn_acotopn$ = strcharinfo(0); + $arn_acotopn$ = strcharinfo(PC_NAME); donpcevent "#Vendigos::OnLineRec_aco"; } else { if (BaseLevel < 70) { $arn_pritop60 = .@record_timeaco; - $arn_pritopn60$ = strcharinfo(0); + $arn_pritopn60$ = strcharinfo(PC_NAME); donpcevent "#Vendigos::OnLineRec_pri60"; } else if (BaseLevel < 80) { $arn_pritop70 = .@record_timeaco; - $arn_pritopn70$ = strcharinfo(0); + $arn_pritopn70$ = strcharinfo(PC_NAME); donpcevent "#Vendigos::OnLineRec_pri70"; } else if (BaseLevel < 90) { $arn_pritop80 = .@record_timeaco; - $arn_pritopn80$ = strcharinfo(0); + $arn_pritopn80$ = strcharinfo(PC_NAME); donpcevent "#Vendigos::OnLineRec_pri80"; } else { $arn_pritop90 = .@record_timeaco; - $arn_pritopn90$ = strcharinfo(0); + $arn_pritopn90$ = strcharinfo(PC_NAME); donpcevent "#Vendigos::OnLineRec_pri90"; } } @@ -1451,7 +1451,7 @@ prt_are_in,25,31,3 script Staff#aco-2 1_F_02,{ close2; arena_point += 20; } - specialeffect2 EF_EXIT; + specialeffect(EF_EXIT, AREA, playerattached()); warp "arena_room",100,75; donpcevent "#arn_timer_aco::OnStop"; donpcevent "allkill#aco::OnEnable"; @@ -1587,7 +1587,7 @@ arena_room,94,82,7 script Arena Record Staff#aco 1_F_PRIEST,{ mes "Class Arena Challenges?"; mes "Please choose from the menu."; next; - switch(select("Acolyte Mode:Priest - Level 70 or lower:Priest - Level 80 or lower:Priest - Level 90 or lower:Priest - Level 91 ~ "+(RENEWAL?"160":"99"))) { + switch(select("Acolyte Mode", "Priest - Level 70 or lower", "Priest - Level 80 or lower", "Priest - Level 90 or lower", "Priest - Level 91 ~ "+(RENEWAL?"160":"99"))) { case 1: .@acotop_t = $arn_acotop; .@acotop_n$ = $arn_acotopn$; @@ -1741,7 +1741,7 @@ arena_room,195,5,3 script log-on-aco#arena 4_NFWISP,{ mes "particular mode in the"; mes "Arena Acolyte Class Mode.^000000"; next; - switch(select("Cancel:Acolyte:~level 70:~level 80:~level 90:~level "+(RENEWAL?"160":"99"))) { + switch(select("Cancel", "Acolyte", "~level 70", "~level 80", "~level 90", "~level "+(RENEWAL?"160":"99"))) { case 1: mes "^3355FFCommand has"; mes "been canceled.^000000"; @@ -1786,7 +1786,7 @@ arena_room,195,10,3 script acolink#arena 4_NFWISP,{ mes "Class Mode. Choose"; mes "an option from the menu."; next; - switch(select("Cancel:Warp ON:Warp OFF")) { + switch(select("Cancel", "Warp ON", "Warp OFF")) { case 1: mes "Command has"; mes "been canceled."; diff --git a/npc/other/arena/arena_lvl50.txt b/npc/other/arena/arena_lvl50.txt index 482e3fd58..32bd12178 100644 --- a/npc/other/arena/arena_lvl50.txt +++ b/npc/other/arena/arena_lvl50.txt @@ -818,7 +818,7 @@ prt_are_in,129,188,3 script Staff#50-1 1_F_02,{ mes "[Staff]"; mes "Let me guide you outside. I hope you had a good time."; close2; - specialeffect2 EF_EXIT; + specialeffect(EF_EXIT, AREA, playerattached()); warp "arena_room",100,75; end; } @@ -844,8 +844,8 @@ prt_are_in,25,188,3 script Staff#50-2 1_F_02,{ @gap50 = (60 * $top_50min + $top_50sec) - (60 * @record_min50 + @record_sec50); mes "[Staff]"; mes "Wow, you did a good job~ "; - mes "Your name is...^3131FF" + strcharinfo(0) +"^000000, isn't it?"; - mes "^3131FF"+ strcharinfo(0) +"^000000, total time you spent to pass the battle.."; + mes "Your name is...^3131FF" + strcharinfo(PC_NAME) +"^000000, isn't it?"; + mes "^3131FF"+ strcharinfo(PC_NAME) +"^000000, total time you spent to pass the battle.."; next; mes "[Staff]"; mes "is "+@record_min50+"minutes "+@record_sec50+"seconds."; @@ -884,7 +884,7 @@ prt_are_in,25,188,3 script Staff#50-2 1_F_02,{ mes "See you later~"; close2; } - specialeffect2 EF_EXIT; + specialeffect(EF_EXIT, AREA, playerattached()); donpcevent "cast#50::OnNomal1"; warp "arena_room",100,75; donpcevent "#arn_timer_50::OnStop"; @@ -898,10 +898,10 @@ prt_are_in,25,188,3 script Staff#50-2 1_F_02,{ mes "What a great job!"; next; mes "[Staff]"; - mes "You have been recorded as the fastest player among people who cleared ^FF0000Arena Time Force Battle lvl 50s^000000, ^3131FF"+strcharinfo(0)+"^000000."; + mes "You have been recorded as the fastest player among people who cleared ^FF0000Arena Time Force Battle lvl 50s^000000, ^3131FF"+strcharinfo(PC_NAME)+"^000000."; $top_50min = @record_min50; $top_50sec = @record_sec50; - $arena_50topn$ = strcharinfo(0); + $arena_50topn$ = strcharinfo(PC_NAME); donpcevent "Vendigos::OnLineRec_50"; next; if (arena_point > 29950) { @@ -931,7 +931,7 @@ prt_are_in,25,188,3 script Staff#50-2 1_F_02,{ mes "See you later~"; close2; } - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); donpcevent "cast#50::OnNomal2"; warp "arena_room",100,75; donpcevent "#arn_timer_50::OnStop"; diff --git a/npc/other/arena/arena_lvl60.txt b/npc/other/arena/arena_lvl60.txt index 41c444388..30734f043 100644 --- a/npc/other/arena/arena_lvl60.txt +++ b/npc/other/arena/arena_lvl60.txt @@ -828,7 +828,7 @@ prt_are_in,129,135,3 script Staff#60-1 1_F_02,{ mes "[Staff]"; mes "Let me guide you outside. I hope you had a good time."; close2; - specialeffect2 EF_EXIT; + specialeffect(EF_EXIT, AREA, playerattached()); warp "arena_room",100,75; end; } @@ -854,8 +854,8 @@ prt_are_in,25,135,3 script Staff#60-2 1_F_02,{ @gap60 = (60 * $top_60min + $top_60sec) - (60 * @record_min60 + @record_sec60); mes "[Staff]"; mes "Wow, you did a good job~ "; - mes "Your name is...^3131FF" + strcharinfo(0) +"^000000, isn't it?"; - mes "^3131FF"+ strcharinfo(0) +"^000000, total time you spent to pass the battle.."; + mes "Your name is...^3131FF" + strcharinfo(PC_NAME) +"^000000, isn't it?"; + mes "^3131FF"+ strcharinfo(PC_NAME) +"^000000, total time you spent to pass the battle.."; next; mes "[Staff]"; mes "is "+@record_min60+"minutes "+@record_sec60+"seconds."; @@ -894,7 +894,7 @@ prt_are_in,25,135,3 script Staff#60-2 1_F_02,{ mes "See you later~"; close2; } - specialeffect2 EF_EXIT; + specialeffect(EF_EXIT, AREA, playerattached()); donpcevent "cast#60::OnNomal1"; warp "arena_room",100,75; donpcevent "#arn_timer_60::OnStop"; @@ -908,10 +908,10 @@ prt_are_in,25,135,3 script Staff#60-2 1_F_02,{ mes "What a great job!"; next; mes "[Staff]"; - mes "You have been recorded as the fastest player among people who cleared ^FF0000Arena Time Force Battle lvl 60s^000000, ^3131FF"+strcharinfo(0)+"^000000."; + mes "You have been recorded as the fastest player among people who cleared ^FF0000Arena Time Force Battle lvl 60s^000000, ^3131FF"+strcharinfo(PC_NAME)+"^000000."; $top_60min = @record_min60; $top_60sec = @record_sec60; - $arena_60topn$ = strcharinfo(0); + $arena_60topn$ = strcharinfo(PC_NAME); donpcevent "Vendigos::OnLineRec_60"; next; if (arena_point > 29950) { @@ -941,7 +941,7 @@ prt_are_in,25,135,3 script Staff#60-2 1_F_02,{ mes "See you later~"; close2; } - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); donpcevent "cast#60::OnNomal2"; warp "arena_room",100,75; donpcevent "#arn_timer_60::OnStop"; diff --git a/npc/other/arena/arena_lvl70.txt b/npc/other/arena/arena_lvl70.txt index 90bc1aa69..9a0c26aa3 100644 --- a/npc/other/arena/arena_lvl70.txt +++ b/npc/other/arena/arena_lvl70.txt @@ -793,7 +793,7 @@ prt_are_in,129,83,3 script Staff#70-1 1_F_02,{ mes "[Staff]"; mes "Let me guide you outside. I hope you had a good time."; close2; - specialeffect2 EF_EXIT; + specialeffect(EF_EXIT, AREA, playerattached()); warp "arena_room",100,75; end; } @@ -819,8 +819,8 @@ prt_are_in,25,84,3 script Staff#70-2 1_F_02,{ @gap70 = (60 * $top_70min + $top_70sec) - (60 * @record_min70 + @record_sec70); mes "[Staff]"; mes "Wow, you did a good job~ "; - mes "Your name is...^3131FF" + strcharinfo(0) +"^000000, isn't it?"; - mes "^3131FF"+ strcharinfo(0) +"^000000, total time you spent to pass the battle.."; + mes "Your name is...^3131FF" + strcharinfo(PC_NAME) +"^000000, isn't it?"; + mes "^3131FF"+ strcharinfo(PC_NAME) +"^000000, total time you spent to pass the battle.."; next; mes "[Staff]"; mes "is "+@record_min70+"minutes "+@record_sec70+"seconds."; @@ -859,7 +859,7 @@ prt_are_in,25,84,3 script Staff#70-2 1_F_02,{ mes "See you later~"; close2; } - specialeffect2 EF_EXIT; + specialeffect(EF_EXIT, AREA, playerattached()); donpcevent "cast#70::OnNomal1"; warp "arena_room",100,75; donpcevent "#arn_timer_70::OnStop"; @@ -873,10 +873,10 @@ prt_are_in,25,84,3 script Staff#70-2 1_F_02,{ mes "What a great job!"; next; mes "[Staff]"; - mes "You have been recorded as the fastest player among people who cleared ^FF0000Arena Time Force Battle lvl 70s^000000, ^3131FF"+strcharinfo(0)+"^000000."; + mes "You have been recorded as the fastest player among people who cleared ^FF0000Arena Time Force Battle lvl 70s^000000, ^3131FF"+strcharinfo(PC_NAME)+"^000000."; $top_70min = @record_min70; $top_70sec = @record_sec70; - $arena_70topn$ = strcharinfo(0); + $arena_70topn$ = strcharinfo(PC_NAME); donpcevent "Vendigos::OnLineRec_70"; next; if (arena_point > 29970) { @@ -906,7 +906,7 @@ prt_are_in,25,84,3 script Staff#70-2 1_F_02,{ mes "See you later~"; close2; } - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); donpcevent "cast#70::OnNomal2"; warp "arena_room",100,75; donpcevent "#arn_timer_70::OnStop"; diff --git a/npc/other/arena/arena_lvl80.txt b/npc/other/arena/arena_lvl80.txt index 7bab16f4a..3bb1cf43a 100644 --- a/npc/other/arena/arena_lvl80.txt +++ b/npc/other/arena/arena_lvl80.txt @@ -774,7 +774,7 @@ prt_are_in,181,188,3 script Staff#80-1 1_F_02,{ mes "[Staff]"; mes "Let me guide you outside. I hope you had a good time."; close2; - specialeffect2 EF_EXIT; + specialeffect(EF_EXIT, AREA, playerattached()); warp "arena_room",100,75; end; } @@ -800,8 +800,8 @@ prt_are_in,77,187,3 script Staff#80-2 1_F_02,{ @gap80 = (60 * $top_80min + $top_80sec) - (60 * @record_min80 + @record_sec80); mes "[Staff]"; mes "Wow, you did a good job~ "; - mes "Your name is...^3131FF" + strcharinfo(0) +"^000000, isn't it?"; - mes "^3131FF"+ strcharinfo(0) +"^000000, total time you spent to pass the battle.."; + mes "Your name is...^3131FF" + strcharinfo(PC_NAME) +"^000000, isn't it?"; + mes "^3131FF"+ strcharinfo(PC_NAME) +"^000000, total time you spent to pass the battle.."; next; mes "[Staff]"; mes "is "+@record_min80+"minutes "+@record_sec80+"seconds."; @@ -840,7 +840,7 @@ prt_are_in,77,187,3 script Staff#80-2 1_F_02,{ mes "See you later~"; close2; } - specialeffect2 EF_EXIT; + specialeffect(EF_EXIT, AREA, playerattached()); donpcevent "cast#80::OnNomal1"; warp "arena_room",100,75; donpcevent "#arn_timer_80::OnStop"; @@ -854,10 +854,10 @@ prt_are_in,77,187,3 script Staff#80-2 1_F_02,{ mes "What a great job!"; next; mes "[Staff]"; - mes "You have been recorded as the fastest player among people who cleared ^FF0000Arena Time Force Battle lvl 80s^000000, ^3131FF"+strcharinfo(0)+"^000000."; + mes "You have been recorded as the fastest player among people who cleared ^FF0000Arena Time Force Battle lvl 80s^000000, ^3131FF"+strcharinfo(PC_NAME)+"^000000."; $top_80min = @record_min80; $top_80sec = @record_sec80; - $arena_80topn$ = strcharinfo(0); + $arena_80topn$ = strcharinfo(PC_NAME); donpcevent "Vendigos::OnLineRec_80"; next; if (arena_point > 29980) { @@ -887,7 +887,7 @@ prt_are_in,77,187,3 script Staff#80-2 1_F_02,{ mes "See you later~"; close2; } - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); donpcevent "cast#80::OnNomal2"; warp "arena_room",100,75; donpcevent "#arn_timer_80::OnStop"; diff --git a/npc/other/arena/arena_party.txt b/npc/other/arena/arena_party.txt index b3fb751e6..c3133af30 100644 --- a/npc/other/arena/arena_party.txt +++ b/npc/other/arena/arena_party.txt @@ -986,7 +986,7 @@ prt_are_in,181,135,3 script Staff#party-1 1_F_02,{ mes "[Staff]"; mes "Let me guide you outside. I hope you had a good time."; close2; - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); warp "arena_room",100,75; end; } @@ -1012,8 +1012,8 @@ prt_are_in,77,135,3 script Staff#party-2 1_F_02,{ @gappt = (60 * $top_ptmin + $top_ptsec) - (60 * @record_minpt + @record_secpt); mes "[Staff]"; mes "Wow, you did a good job~ "; - mes "Your name is...^3131FF" + strcharinfo(0) +"^000000, isn't it?"; - mes "^3131FF"+ strcharinfo(0) +"^000000, total time you spent to pass the battle.."; + mes "Your name is...^3131FF" + strcharinfo(PC_NAME) +"^000000, isn't it?"; + mes "^3131FF"+ strcharinfo(PC_NAME) +"^000000, total time you spent to pass the battle.."; next; mes "[Staff]"; mes "is "+@record_minpt+"minutes "+@record_secpt+"seconds."; @@ -1025,7 +1025,7 @@ prt_are_in,77,135,3 script Staff#party-2 1_F_02,{ mes "[Staff]"; mes "^3131FF"+$arena_pttopn$+"^000000's running time was ^3131FF"+$top_ptmin+"^000000minutes ^3131FF"+$top_ptsec+"^000000seconds."; next; - .arn_party = getcharid(1); + .arn_party = getcharid(CHAR_ID_PARTY); if (@gappt < 0) { mes "[Staff]"; mes "Although you failed to make a new record, I hope you will succeed next time."; @@ -1053,12 +1053,12 @@ prt_are_in,77,135,3 script Staff#party-2 1_F_02,{ mes "See you later~"; close2; } - if(getpartyleader(.arn_party,2) == getcharid(0)) { + if(getpartyleader(.arn_party,2) == getcharid(CHAR_ID_CHAR)) { donpcevent "#arn_timer_pt::OnStop"; donpcevent "alloff#pt::OnEnable"; donpcevent "Ponox::OnStart"; } - specialeffect2 EH_HIT5; + specialeffect(EH_HIT5, AREA, playerattached()); donpcevent "cast#pt::OnNomal1"; warp "arena_room",100,75; end; @@ -1068,7 +1068,7 @@ prt_are_in,77,135,3 script Staff#party-2 1_F_02,{ mes "Wow! You have renewed the record!"; mes "What a great job!"; next; - if(getpartyleader(.arn_party,2) == getcharid(0)) { + if(getpartyleader(.arn_party,2) == getcharid(CHAR_ID_CHAR)) { mes "[Staff]"; mes "You can record you and your party members on ^FF0000the hall of Arena Time Force Battle party ^000000."; mes "When you enter a name, the name will be remained on the top unless someone make a new record."; @@ -1131,12 +1131,12 @@ prt_are_in,77,135,3 script Staff#party-2 1_F_02,{ mes "See you later~"; close2; } - if(getpartyleader(.arn_party,2) == getcharid(0)) { + if(getpartyleader(.arn_party,2) == getcharid(CHAR_ID_CHAR)) { donpcevent "#arn_timer_pt::OnStop"; donpcevent "alloff#pt::OnEnable"; donpcevent "Ponox::OnStart"; } - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); warp "arena_room",100,75; end; } diff --git a/npc/other/arena/arena_point.txt b/npc/other/arena/arena_point.txt index befe71d23..5292ebab3 100644 --- a/npc/other/arena/arena_point.txt +++ b/npc/other/arena/arena_point.txt @@ -40,17 +40,17 @@ prt_are_in,103,11,3 script Arena Point Manager 4_M_JOB_HUNTER,{ mes "Al De Baran's Turbo Track, I can,"; mes "convert them into Arena Points."; next; - switch(select("Point Check:Convert Points:^660000Conversion Info^000000")) { + switch(select("Point Check", "Convert Points", "^660000Conversion Info^000000")) { case 1: mes "[Arena Point Manager]"; - mes "" + strcharinfo(0) + ","; + mes "" + strcharinfo(PC_NAME) + ","; mes "you currently have"; mes "" + arena_point + " Arena Points"; mes "and " + tt_point + " Turbo Track Points."; close; case 2: mes "[Arena Point Manager]"; - mes "" + strcharinfo(0) + ","; + mes "" + strcharinfo(PC_NAME) + ","; mes "you currently have"; mes "" + arena_point + " Arena Points"; mes "and " + tt_point + " Turbo Track Points."; @@ -62,7 +62,7 @@ prt_are_in,103,11,3 script Arena Point Manager 4_M_JOB_HUNTER,{ mes "when you convert more than 10"; mes "Track Points at one time, you can only convert in ^4D4DFFmultiples of 10^000000."; next; - switch(select("2 TP -> 1 AP:4 TP -> 2 AP:6 TP -> 3 AP:8 TP -> 4 AP:10 TP and more:Cancel")) { + switch(select("2 TP -> 1 AP", "4 TP -> 2 AP", "6 TP -> 3 AP", "8 TP -> 4 AP", "10 TP and more", "Cancel")) { case 1: callsub S_ExchangePoints,28999,2,1; case 2: @@ -136,7 +136,7 @@ prt_are_in,103,11,3 script Arena Point Manager 4_M_JOB_HUNTER,{ arena_point += .@want_point; next; mes "[Arena Point Manager]"; - mes "" + strcharinfo(0) + ","; + mes "" + strcharinfo(PC_NAME) + ","; mes "you now have"; mes "^4682B4" + arena_point + "^000000 Arena Points"; mes "and ^00688B" + tt_point + "^000000 Turbo Track Points."; @@ -176,14 +176,14 @@ S_ExchangePoints: } if (tt_point >= getarg(1)) { mes "[Arena Point Manager]"; - mes "" + strcharinfo(0) + ","; + mes "" + strcharinfo(PC_NAME) + ","; mes "you've converted "+getarg(1)+" Track"; mes "Points into "+getarg(2)+" Arena Point."; tt_point -= getarg(1); arena_point += getarg(2); next; mes "[Arena Point Manager]"; - mes "" + strcharinfo(0) + ","; + mes "" + strcharinfo(PC_NAME) + ","; mes "you now have"; mes "^4682B4" + arena_point + "^000000 Arena Points"; mes "and ^00688B" + tt_point + "^000000 Turbo Track Points."; diff --git a/npc/other/arena/arena_room.txt b/npc/other/arena/arena_room.txt index 4857b5ec5..b8806e112 100644 --- a/npc/other/arena/arena_room.txt +++ b/npc/other/arena/arena_room.txt @@ -43,7 +43,7 @@ arena_room,94,93,5 script Vendigos 4W_M_01,{ mes "If you have any questions, feel free to ask me."; next; while(1) { - switch(select("How to challenge:About Arena Points:My Current Arena Points:Cancel")) { + switch(select("How to challenge", "About Arena Points", "My Current Arena Points", "Cancel")) { case 1: mes "[Vendigos]"; mes "There are two different kinds of arena mode such as ^3131FFPlayer Mode^000000 and ^3131FFParty Mode^000000."; @@ -73,10 +73,10 @@ arena_room,94,93,5 script Vendigos 4W_M_01,{ break; case 3: mes "[Vendigos]"; - mes "Let me check "+strcharinfo(0)+"'s current arena points."; + mes "Let me check "+strcharinfo(PC_NAME)+"'s current arena points."; next; mes "[Vendigos]"; - mes ""+strcharinfo(0)+" has total ^3131FF"+arena_point+"^000000 points."; + mes ""+strcharinfo(PC_NAME)+" has total ^3131FF"+arena_point+"^000000 points."; next; mes "[Vendigos]"; mes "If you wish to know how to use arena points, please refer to the 2nd menu ^3131FF'About Arena Points'^000000."; @@ -129,7 +129,7 @@ arena_room,105,82,5 script Arena Record Staff 1_M_LIBRARYMASTER,{ mes "Would you like to check the top record players in each stage?"; mes "If so, please choose a menu below."; next; - switch(select("Lv 50 Stage:Lv 60 Stage:Lv 70 Stage:Lv 80 Stage:Party Stage")) { + switch(select("Lv 50 Stage", "Lv 60 Stage", "Lv 70 Stage", "Lv 80 Stage", "Party Stage")) { case 1: mes "[Owen Kheuv]"; mes "Currently the top player of the arena Lv 50 stage is ^3131FF "+$arena_50topn$+"^000000, the top record is ^3131FF"+$top_50min+"^000000 minutes ^3131FF"+$top_50sec+"^000000 seconds."; @@ -423,9 +423,9 @@ sec_in02,72,180,3 script Arena Manager#arena 4_NFWISP,{ mes "[Arena Manager]"; mes "Select an option."; next; - switch(select("Restart arena:Rearrange the Ranking Time")) { + switch(select("Restart arena", "Rearrange the Ranking Time")) { case 1: - switch(select("Lv 50:Lv 60:Lv 70:Lv 80:Party Mode")) { + switch(select("Lv 50", "Lv 60", "Lv 70", "Lv 80", "Party Mode")) { case 1: .@arena = 50; break; @@ -444,7 +444,7 @@ sec_in02,72,180,3 script Arena Manager#arena 4_NFWISP,{ mes "You have chosen to restart party arena stage."; mes "Do you wish to proceed?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: donpcevent "Ponox::OnStart"; mes "[Arena Manager]"; @@ -462,7 +462,7 @@ sec_in02,72,180,3 script Arena Manager#arena 4_NFWISP,{ mes "You have chosen to restart Lv "+.@arena+" arena stage."; mes "Do you wish to proceed?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: donpcevent "Lv"+.@arena+" Waiting Room::OnStart"; mes "[Arena Manager]"; @@ -481,13 +481,13 @@ sec_in02,72,180,3 script Arena Manager#arena 4_NFWISP,{ mes "[Arena Manager]"; mes "Are you sure you want to rearrange the ranking time?"; next; - switch(select("No:Yes")) { + switch(select("No", "Yes")) { case 1: mes "[Arena Manager]"; mes "Phew~ :)"; close; case 2: - switch(select("Lv 50:Lv 60:Lv 70:Lv 80:Party Mode")) { + switch(select("Lv 50", "Lv 60", "Lv 70", "Lv 80", "Party Mode")) { case 1: .@min$ = "$top50min"; .@sec$ = "$top50sec"; @@ -546,7 +546,7 @@ sec_in02,79,171,3 script Reward Manager#arena 4_NFWISP,{ mes "[Reward Manager]"; mes "You have chosen to hide the teleporter NPC."; next; - switch(select("Cancel:Yes:Turn on")) { + switch(select("Cancel", "Yes", "Turn on")) { case 1: mes "[Reward Manager]"; mes "You have canceled the command."; @@ -570,7 +570,7 @@ arena_room,105,93,5 script Teleporter#arena 1_M_JOBTESTER,{ mes "I can move you to the reward arena!"; mes "Would you like to go there?"; next; - switch(select("Yes:No.")) { + switch(select("Yes", "No.")) { case 1: mes "[Teleporter]"; mes "Let me guide you."; @@ -601,12 +601,12 @@ prt_are_in,98,14,3 script Givu#arena 4_F_JOB_KNIGHT,{ mes "You can exchange your arena points with various stuffs."; mes "Please choose a menu below."; next; - switch(select("Exchange with Consumable items:Exchange with EXP points:Take a Souvenir Picture:Check Current Arena Points")) { + switch(select("Exchange with Consumable items", "Exchange with EXP points", "Take a Souvenir Picture", "Check Current Arena Points")) { case 1: mes "[Givu]"; mes "What consumable item do you wish to exchange?"; next; - switch(select("Honey:Royal Jelly:Mastela Fruit:Condensed White Potion:Anodyne:Yggdrasil Seed:Yggdrasilberry:Old Blue Box:Old Purple Box:Old Card Album")) { + switch(select("Honey", "Royal Jelly", "Mastela Fruit", "Condensed White Potion", "Anodyne", "Yggdrasil Seed", "Yggdrasilberry", "Old Blue Box", "Old Purple Box", "Old Card Album")) { case 1: callfunc "Func_Are_Rew",518,5,20; case 2: callfunc "Func_Are_Rew",526,5,30; case 3: callfunc "Func_Are_Rew",522,5,30; @@ -623,7 +623,7 @@ prt_are_in,98,14,3 script Givu#arena 4_F_JOB_KNIGHT,{ mes "Would you like to exchange your arena points with experience points?"; mes "It requires 40 arena points."; next; - switch(select("Cancel:Yes")) { + switch(select("Cancel", "Yes")) { case 1: mes "[Givu]"; mes "You have canceled your request."; @@ -655,7 +655,7 @@ prt_are_in,98,14,3 script Givu#arena 4_F_JOB_KNIGHT,{ mes "[Givu]"; mes "You have chosen a souvenir picture services."; next; - switch(select("About souvenir Picture Services:Take a picture")) { + switch(select("About souvenir Picture Services", "Take a picture")) { case 1: mes "[Givu]"; mes "Do you see stairs at the right side of me?"; @@ -679,7 +679,7 @@ prt_are_in,98,14,3 script Givu#arena 4_F_JOB_KNIGHT,{ mes "Please choose an NPC at below."; mes "The NPC will appear for 1 minute and this service requires 10 arena points."; next; - switch(select("Baphomet:Dark Lord:Doppelganger:Eddga:Dracula:Samurai:Stormy Knight:Phreeoni:Girl:Valkyrie")) { + switch(select("Baphomet", "Dark Lord", "Doppelganger", "Eddga", "Dracula", "Samurai", "Stormy Knight", "Phreeoni", "Girl", "Valkyrie")) { case 1: $@arena_picture_id = 1039; break; case 2: $@arena_picture_id = 1272; break; case 3: $@arena_picture_id = 1046; break; @@ -705,7 +705,7 @@ prt_are_in,98,14,3 script Givu#arena 4_F_JOB_KNIGHT,{ else mes "Would you like to take a picture with a "+getmonsterinfo($@arena_picture_id,0)+"?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: arena_point -= 10; $@arena_picture = 1; @@ -728,10 +728,10 @@ prt_are_in,98,14,3 script Givu#arena 4_F_JOB_KNIGHT,{ } case 4: mes "[Givu]"; - mes "Let me check "+strcharinfo(0)+"'s current arena points."; + mes "Let me check "+strcharinfo(PC_NAME)+"'s current arena points."; next; mes "[Givu]"; - mes ""+strcharinfo(0)+" has total ^3131FF"+arena_point+"^000000 points."; + mes ""+strcharinfo(PC_NAME)+" has total ^3131FF"+arena_point+"^000000 points."; close; } } @@ -979,7 +979,7 @@ sec_in02,72,171,3 script Picture Manager#arena 4_NFWISP,{ mes "[Picture Manager]"; mes "Would you like to reset Picture Reward variable to 0?"; next; - switch(select("Cancel:Yes")) { + switch(select("Cancel", "Yes")) { case 1: mes "[Picture Manager]"; mes "You have canceled your request."; diff --git a/npc/other/auction.txt b/npc/other/auction.txt index f4b9c41e1..76e1a6042 100644 --- a/npc/other/auction.txt +++ b/npc/other/auction.txt @@ -56,7 +56,7 @@ function script F_AuctionWarper { mes "like to enter the"; mes "Auction Hall?"; next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { if (getarg(0) == 1 || getarg(0) == 4) { mes "[Auction Hall Guide]"; mes "Great! Well then,"; @@ -111,9 +111,9 @@ auction_02,43,17,0 warp auction_enterance_lhz 1,1,lighthalzen,209,169 mes "Welcome to the Auction Hall."; mes "Would you like to view the goods?"; next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { mes "[Auction Broker]"; - if ( getbattleflag( "feature.auction" ) ) { + if (getbattleflag("features/auction")) { mes "Very well."; mes "Please take"; mes "a look, and see"; diff --git a/npc/other/books.txt b/npc/other/books.txt index 3a510d94c..919da1ca8 100644 --- a/npc/other/books.txt +++ b/npc/other/books.txt @@ -41,10 +41,10 @@ prt_in,168,56,4 script Monster Encyclopedia#prt HIDDEN_NPC,{ .@loop1 = 1; while(.@loop1) { .@loop2 = 1; - switch(select("Water Property Monsters:Wind Property Monsters:Spritual Property Monsters:Cancel")) { + switch(select("Water Property Monsters", "Wind Property Monsters", "Spritual Property Monsters", "Cancel")) { case 1: while(.@loop2) { - switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) { + switch(select("Small Sized Monsters", "Medium Sized Monsters", "Great Sized Monsters", "Cancel")) { case 1: mes "^FF0000[Vol. 1: Small Water Monsters]^000000"; mes "1. Plankton"; @@ -240,7 +240,7 @@ prt_in,168,56,4 script Monster Encyclopedia#prt HIDDEN_NPC,{ case 2: while(.@loop2) { - switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) { + switch(select("Small Sized Monsters", "Medium Sized Monsters", "Great Sized Monsters", "Cancel")) { case 1: mes "^FF0000[Vol. 4: Small Wind Monsters]^000000"; mes "1. Chonchon"; @@ -352,7 +352,7 @@ prt_in,168,56,4 script Monster Encyclopedia#prt HIDDEN_NPC,{ case 3: while(.@loop2) { - switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) { + switch(select("Small Sized Monsters", "Medium Sized Monsters", "Great Sized Monsters", "Cancel")) { case 1: mes "^FF0000[Vol. 7: Small Ghost Monsters]^000000"; mes "1. Whisper"; @@ -422,10 +422,10 @@ prt_in,159,56,4 script Monster Encyclopedia#2pr HIDDEN_NPC,{ .@loop1 = 1; while(.@loop1) { .@loop2 = 1; - switch(select("Earth Property Monsters:Fire Property Monsters:Neutral Property Monsters:Cancel")) { + switch(select("Earth Property Monsters", "Fire Property Monsters", "Neutral Property Monsters", "Cancel")) { case 1: while(.@loop2) { - switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) { + switch(select("Small Sized Monsters", "Medium Sized Monsters", "Great Sized Monsters", "Cancel")) { case 1: mes "^FF0000[Vol. 10: Small Earth Monsters]^000000"; mes "1. Fabre"; @@ -675,7 +675,7 @@ prt_in,159,56,4 script Monster Encyclopedia#2pr HIDDEN_NPC,{ case 2: while(.@loop2) { - switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) { + switch(select("Small Sized Monsters", "Medium Sized Monsters", "Great Sized Monsters", "Cancel")) { case 1: mes "^FF0000[Vol. 13: Small Fire Monsters]^000000"; mes "1. Picky"; @@ -810,7 +810,7 @@ prt_in,159,56,4 script Monster Encyclopedia#2pr HIDDEN_NPC,{ case 3: while(.@loop2) { - switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) { + switch(select("Small Sized Monsters", "Medium Sized Monsters", "Great Sized Monsters", "Cancel")) { case 1: mes "^FF0000[Vol. 16: Small Neutral Monsters]^000000"; mes "1. Lunatic"; @@ -900,10 +900,10 @@ prt_in,161,50,4 script Monster Encyclopedia#3pr HIDDEN_NPC,{ .@loop1 = 1; while(.@loop1) { .@loop2 = 1; - switch(select("Dark Property Monsters:Poison Property Monsters:Undead Property Monsters:Cancel")) { + switch(select("Dark Property Monsters", "Poison Property Monsters", "Undead Property Monsters", "Cancel")) { case 1: while(.@loop2) { - switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) { + switch(select("Small Sized Monsters", "Medium Sized Monsters", "Great Sized Monsters", "Cancel")) { case 1: mes "^FF0000[Vol. 19: Small Dark Monsters]^000000"; mes "1. Thief Bug Egg"; @@ -1037,7 +1037,7 @@ prt_in,161,50,4 script Monster Encyclopedia#3pr HIDDEN_NPC,{ } case 2: while(.@loop2) { - switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) { + switch(select("Small Sized Monsters", "Medium Sized Monsters", "Great Sized Monsters", "Cancel")) { case 1: mes "^FF0000[Vol. 22: Small Poison Monsters]^000000"; mes "^0099FF...^000000"; @@ -1126,7 +1126,7 @@ prt_in,161,50,4 script Monster Encyclopedia#3pr HIDDEN_NPC,{ case 3: while(.@loop2) { - switch(select("Small Sized Monsters:Medium Sized Monsters:Great Sized Monsters:Cancel")) { + switch(select("Small Sized Monsters", "Medium Sized Monsters", "Great Sized Monsters", "Cancel")) { case 1: mes "^FF0000[Vol. 25: Small Undead Monsters]^000000"; mes "^0099FF...^000000"; @@ -1265,10 +1265,10 @@ prt_in,172,96,4 script Monster Encyclopedia#4pr HIDDEN_NPC,{ mes "monsters living in Dungeons."; next; .@loop1 = 1; - switch(select("Ant Hell:Geffen Tower:Sphinx:Cancel")) { + switch(select("Ant Hell", "Geffen Tower", "Sphinx", "Cancel")) { case 1: while(.@loop1) { - switch(select("1F:2F:Cancel")) { + switch(select("1F", "2F", "Cancel")) { case 1: mes "^FF0000[Ant Hell 1F Monsters]^000000"; mes "1. Ant Egg"; @@ -1377,7 +1377,7 @@ prt_in,172,96,4 script Monster Encyclopedia#4pr HIDDEN_NPC,{ case 2: while(.@loop1) { - switch(select("1F:2F:3F:4F:Cancel")) { + switch(select("1F", "2F", "3F", "4F", "Cancel")) { case 1: mes "^FF0000[Geffen Dungeon 1F Monsters]^000000"; mes "1. Familiar"; @@ -1574,7 +1574,7 @@ prt_in,172,96,4 script Monster Encyclopedia#4pr HIDDEN_NPC,{ case 3: while(.@loop1) { - switch(select("1F:2F:3F:4F:5F:Cancel")) { + switch(select("1F", "2F", "3F", "4F", "5F", "Cancel")) { case 1: mes "^FF0000[Sphinx 1F Monsters]^000000"; mes "1. Familiar"; @@ -1746,10 +1746,10 @@ prt_in,164,96,4 script Monster Encyclopedia#5pr HIDDEN_NPC,{ mes "Monsters living in Dungeons."; next; .@loop1 = 1; - switch(select("Orc Dungeon:Byalan Cave near Izlude:Prontera Culvert")){ + switch(select("Orc Dungeon", "Byalan Cave near Izlude", "Prontera Culvert")){ case 1: while(.@loop1) { - switch(select("1F:2F:Cancel")) { + switch(select("1F", "2F", "Cancel")) { case 1: mes "^FF0000[Orc Dungeon 1F Monsters]^000000"; mes "1. Chonchon"; @@ -1829,7 +1829,7 @@ prt_in,164,96,4 script Monster Encyclopedia#5pr HIDDEN_NPC,{ case 2: while(.@loop1) { - switch(select("1F:2F:3F:4F:5F:Cancel")) { + switch(select("1F", "2F", "3F", "4F", "5F", "Cancel")) { case 1: mes "^FF0000[Byalan Cave 1F Monsters]^000000"; mes "1. Plankton"; @@ -2091,7 +2091,7 @@ prt_in,164,96,4 script Monster Encyclopedia#5pr HIDDEN_NPC,{ case 3: while(.@loop1) { - switch(select("1F.:2F.:3F.:4F.:Cancel.")) { + switch(select("1F.", "2F.", "3F.", "4F.", "Cancel.")) { case 1: mes "^FF0000[Prontera Culvert 1F Monsters]^000000"; mes "1. Thief Bug Egg"; @@ -2324,10 +2324,10 @@ prt_in,172,102,4 script Monster Encyclopedia#6pr HIDDEN_NPC,{ mes "Monsters living in Dungeons."; next; .@loop1 = 1; - switch(select("Mjolnir Dead Pit:Payon Cave:Pyramid")) { + switch(select("Mjolnir Dead Pit", "Payon Cave", "Pyramid")) { case 1: while(.@loop1) { - switch(select("1F:2F:3F:Cancel")) { + switch(select("1F", "2F", "3F", "Cancel")) { case 1: mes "^FF0000[Dead Pit 1F Monsters]^000000"; mes "1. Familiar"; @@ -2431,7 +2431,7 @@ prt_in,172,102,4 script Monster Encyclopedia#6pr HIDDEN_NPC,{ case 2: while(.@loop1) { - switch(select("1F:2F:3F:4F:5F:Cancel")) { + switch(select("1F", "2F", "3F", "4F", "5F", "Cancel")) { case 1: mes "^FF0000[Payon Cave 1F Monsters]^000000"; mes "1. Familiar"; @@ -2609,7 +2609,7 @@ prt_in,172,102,4 script Monster Encyclopedia#6pr HIDDEN_NPC,{ case 3: while(.@loop1) { - switch(select("1F:2F:3F:4F:5F:6F:Cancel")) { + switch(select("1F", "2F", "3F", "4F", "5F", "6F", "Cancel")) { case 1: mes "^FF0000[Pyramid 1F Monsters]^000000"; mes "1. Familiar"; @@ -2832,10 +2832,10 @@ prt_in,164,102,4 script Monster Encyclopedia#7pr HIDDEN_NPC,{ mes "Monsters living in Dungeons."; next; .@loop1 = 1; - switch(select("Sunken Ship near Alberta:Prontera Maze")) { + switch(select("Sunken Ship near Alberta", "Prontera Maze")) { case 1: while(.@loop1) { - switch(select("1F:2F:Cancel")) { + switch(select("1F", "2F", "Cancel")) { case 1: mes "^FF0000[Sunken Ship 1F Monsters]^000000"; mes "1. Plankton"; @@ -2973,7 +2973,7 @@ prt_in,164,102,4 script Monster Encyclopedia#7pr HIDDEN_NPC,{ case 2: while(.@loop1) { - switch(select("1F:3F:Cancel")) { + switch(select("1F", "3F", "Cancel")) { case 1: mes "^FF0000[Prontera Maze 1F Monsters]^000000"; mes "1. Poring"; @@ -3477,7 +3477,7 @@ prt_in,162,68,4 script Vending Guide#pront HIDDEN_NPC,{ mes "so that you can sell items to other"; mes "players and make zeny?"; next; - if (select("Yes, I do!:Close the book.") == 1) { + if (select("Yes, I do!", "Close the book.") == 1) { mes "^FF0000[Vending Guide for Dummies]^000000"; mes "First, only certain job classes can"; mes "open vending shops. As a Merchant,"; @@ -3575,7 +3575,7 @@ prt_in,168,68,4 script Blacksmith Guide#pront HIDDEN_NPC,{ mes "Weapon Crafting for Blacksmith job"; mes "class characters."; next; - switch(select("Ore Refining.:Weapon Craft:Cancel.")) { + switch(select("Ore Refining.", "Weapon Craft", "Cancel.")) { case 1: mes "^FF0000[Ore Refining for Dummies]^000000"; mes "Rough ores, like Iron Ore, and"; diff --git a/npc/other/comodo_gambling.txt b/npc/other/comodo_gambling.txt index 07e48365f..89a2b0e8a 100644 --- a/npc/other/comodo_gambling.txt +++ b/npc/other/comodo_gambling.txt @@ -445,7 +445,7 @@ comodo,210,154,2 script Suspicious Guy#cmd 2_M_THIEFMASTER,{ mes "[Cain]"; mes "The buzz that's been going around is that she's got a cache of rare equipment and weapons too! So whaddya say? Wanna be partners in crime and rob her house?"; next; - switch(select("No, thanks.:Sweet, I'm in!")){ + switch(select("No, thanks.", "Sweet, I'm in!")){ case 1: mes "[Cain]"; mes "Wha...?"; @@ -473,7 +473,7 @@ comodo,210,154,2 script Suspicious Guy#cmd 2_M_THIEFMASTER,{ mes "and trust me, it's worth it."; mes "So whaddya say...?"; next; - switch(select("Alright.:No, thanks.")){ + switch(select("Alright.", "No, thanks.")){ case 1: if (Zeny > 499){ mes "[Cain]"; @@ -524,7 +524,7 @@ mjolnir_02,85,362,3 script Blacksmith Miner 4_F_JOB_BLACKSMITH,{ mes "I'm rich!"; emotion e_heh; next; - switch(select("I want to buy some.:Congratulations.")){ + switch(select("I want to buy some.", "Congratulations.")){ case 1: mes "[Dwayne]"; mes "Ah, you have an"; diff --git a/npc/other/divorce.txt b/npc/other/divorce.txt index 690182c0a..f490df2f9 100644 --- a/npc/other/divorce.txt +++ b/npc/other/divorce.txt @@ -58,7 +58,7 @@ nif_in,190,112,5 script Deviruchi#divorce 4_DEVIRUCHI,{ if (!getpartnerid()) { mes "Bwah hah hah~!"; mes "That look in your eyes~!"; - if (Sex) { + if (Sex == SEX_MALE) { mes "Those are definitely the eyes"; mes "of a lonely male bachelor."; mes "I'm almost 100 percent sure"; @@ -90,7 +90,7 @@ nif_in,190,112,5 script Deviruchi#divorce 4_DEVIRUCHI,{ mes "I sense that you carry a"; mes "tiresome burden..."; mes "If I'm not wrong, you're"; - if (Sex) + if (Sex == SEX_MALE) mes "a married man, aren't you?"; else mes "a married woman, aren't you?"; @@ -113,7 +113,7 @@ nif_in,190,112,5 script Deviruchi#divorce 4_DEVIRUCHI,{ mes "At the end of the day, you and"; mes "your partner fight, and you feel"; mes "totally totally miserable."; - if (Sex) + if (Sex == SEX_MALE) mes "...all because of HER."; else mes "...all because of HIM."; @@ -137,7 +137,7 @@ nif_in,190,112,5 script Deviruchi#divorce 4_DEVIRUCHI,{ mes "[Deviruchi]"; mes "*whispers*"; mes "^555555It's not like you're breaking^000000"; - if (Sex) { + if (Sex == SEX_MALE) { mes "^555555any promises, and it's not"; mes "like your wife will care if she"; mes "doesn't know... Don't you"; @@ -157,7 +157,7 @@ nif_in,190,112,5 script Deviruchi#divorce 4_DEVIRUCHI,{ mes "I can help you if you want..."; mes "I can make all of this happen!"; next; - if (select("No thanks, I am happy.:Yes, please do.") == 1) { + if (select("No thanks, I am happy.", "Yes, please do.") == 1) { mes "[Deviruchi]"; mes "Hmpf~! You must still be"; mes "fascinated with the silly"; @@ -181,11 +181,11 @@ nif_in,190,112,5 script Deviruchi#divorce 4_DEVIRUCHI,{ mes "single's life. All you have to"; mes "do is say the word..."; next; - if (select("...Give me some time to think.:Any price will do, give me a divorce right now!") == 1) { + if (select("...Give me some time to think.", "Any price will do, give me a divorce right now!") == 1) { mes "[Deviruchi]"; mes "I understand. But if you think"; mes "about anything, think about"; - if (Sex) { + if (Sex == SEX_MALE) { mes "your wife's nagging, and"; mes "how great it would be to"; mes "finally free yourself of the"; @@ -208,10 +208,11 @@ nif_in,190,112,5 script Deviruchi#divorce 4_DEVIRUCHI,{ mes "^FF0000for the rest of your life.^000000"; next; specialeffect EF_MAGICROD; - specialeffect2 EF_DEVIL; + specialeffect(EF_DEVIL, AREA, playerattached()); wedding_sign = 0; Zeny -= 2500000; - percentheal -100,-100; + Sp = 0; + Hp = 1; divorce; mes "[Deviruchi]"; mes "Bwahhahahaha~!"; diff --git a/npc/other/fortune.txt b/npc/other/fortune.txt index fe2708adf..23d65e88f 100644 --- a/npc/other/fortune.txt +++ b/npc/other/fortune.txt @@ -40,9 +40,9 @@ payon_in03,117,128,5 script Fortune Teller 4_M_BIBI,{ mes "[Lhimetorra]"; - mes "You're an adventurer of this world... " +strcharinfo(0)+ ", right? So, what can an old person like me do for you?"; + mes "You're an adventurer of this world... " +strcharinfo(PC_NAME)+ ", right? So, what can an old person like me do for you?"; next; - switch(select("I would like a tarot card reading.:What's a tarot card reading?")) { + switch(select("I would like a tarot card reading.", "What's a tarot card reading?")) { case 1: mes "[Lhimetorra]"; mes "Is that so...?"; @@ -51,7 +51,7 @@ payon_in03,117,128,5 script Fortune Teller 4_M_BIBI,{ mes "[Lhimetorra]"; mes "So, would you like a monster card reading? "; next; - switch(select("Yes.:I would like to think it over once more.")) { + switch(select("Yes.", "I would like to think it over once more.")) { case 1: mes "[Lhimetorra]"; mes "Then..."; @@ -86,7 +86,7 @@ payon_in03,117,128,5 script Fortune Teller 4_M_BIBI,{ mes "..."; mes "Once you have emptied your mind, think of the thing you most wish to know."; next; - switch(select(" (I would like to know my love fortune.) : (How rich will I be?) : (I need advice about my future.) : (Can I get a warning of any dangers awaiting?) ")) { + switch(select(" (I would like to know my love fortune.) ", " (How rich will I be?) ", " (I need advice about my future.) ", " (Can I get a warning of any dangers awaiting?) ")) { case 1: mes "[Lhimetorra]"; mes " I see it... I see a sign of love... "; @@ -2760,17 +2760,17 @@ payon_in03,117,128,5 script Fortune Teller 4_M_BIBI,{ payon_in03,75,129,5 script Poring Fortune Teller 4_M_BIBI,{ mes "[Chocarle]"; - mes " Welcome, welcome~!! " +strcharinfo(0)+ "~!"; + mes " Welcome, welcome~!! " +strcharinfo(PC_NAME)+ "~!"; mes " What brings you here today!? "; next; - switch(select(" I would like a Poring card reading. : What is a Poring card reading? ")) { + switch(select(" I would like a Poring card reading. ", " What is a Poring card reading? ")) { case 1: mes "[Chocarle]"; mes " Ah~ is that so! "; mes " Solving the wonders of the future with these cute and adorable Poring cards! "; mes " It is 1000z for each fortune! Shall we begin? "; next; - switch(select(" Yes. : I would like to think about it once more. ")) { + switch(select(" Yes. ", " I would like to think about it once more. ")) { //=================================================================Fortune Teller === case 1: if (Zeny < 1000) { @@ -2788,7 +2788,7 @@ payon_in03,75,129,5 script Poring Fortune Teller 4_M_BIBI,{ mes "[Chocarle]"; mes " Then~ gently think of your wish! "; next; - switch(select(" (I'm curious about love!) : (I would like to do well in school!) : (Will my friendship be intact?) : (I want to know about my future self!) : (Will I make a lot of money?) ")) { + switch(select(" (I'm curious about love!) ", " (I would like to do well in school!) ", " (Will my friendship be intact?) ", " (I want to know about my future self!) ", " (Will I make a lot of money?) ")) { //=================================================================Love === case 1: mes "[Chocarle]"; diff --git a/npc/other/gm_npcs.txt b/npc/other/gm_npcs.txt index 54e37a2bd..d86535104 100644 --- a/npc/other/gm_npcs.txt +++ b/npc/other/gm_npcs.txt @@ -42,7 +42,7 @@ function script F_GM_NPC { if (getgmlevel() < 99) {/* TODO: perhaps better to just add a group permission? [Ind] */ // Log the event. getmapxy(.@map$, .@x, .@y, UNITTYPE_NPC); - logmes strcharinfo(0)+" attempted to access GM NPC "+strnpcinfo(0)+" ("+.@map$+","+.@x+","+.@y+")."; + logmes strcharinfo(PC_NAME)+" attempted to access GM NPC "+strnpcinfo(NPC_NAME)+" ("+.@map$+","+.@x+","+.@y+")."; end; } diff --git a/npc/other/guildpvp.txt b/npc/other/guildpvp.txt index c5d4dcf1d..5eda61387 100644 --- a/npc/other/guildpvp.txt +++ b/npc/other/guildpvp.txt @@ -46,21 +46,21 @@ pvp_y_room,77,85,4 script Guild Battle Guide 8W_SOLDIER,{ mes "Let me know to which map"; mes "you want me to move you."; next; - .@i = select("Map 1:Map 2:Map 3:Map 4:Map 5"); + .@i = select("Map 1", "Map 2", "Map 3", "Map 4", "Map 5"); mes "[Guild Battle Guide]"; mes "You've chosen Map "+.@i+"."; mes "Now, which team are"; mes "you on? You can choose"; mes "either Team 1 or Team 2."; next; - .@j = select("Team 1:Team 2"); + .@j = select("Team 1", "Team 2"); mes "[Guild Battle Guide]"; mes "Alright, I'll move you"; mes "to Map "+.@i+" as a member"; mes "of Team "+.@j+". Are you ready"; mes "to be transported there now?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Guild Battle Guide]"; mes "Alright, I hope to"; mes "see you again on"; diff --git a/npc/other/gympass.txt b/npc/other/gympass.txt index 249012b2a..50f7b18f7 100644 --- a/npc/other/gympass.txt +++ b/npc/other/gympass.txt @@ -67,7 +67,7 @@ payon,173,141,4 script Ripped Cabus#GymPass 4_M_HUMAN_02,{ mes "item carrying capacity ^FF000010 times^000000."; mes "So... Are you ready to sweat?"; next; - switch(select("Yes:No:Um, my workouts wore off.")) { + switch(select("Yes", "No", "Um, my workouts wore off.")) { case 1: if (gympassmemory < 10) { .@add_carry = gympassmemory + 1; @@ -80,13 +80,13 @@ payon,173,141,4 script Ripped Cabus#GymPass 4_M_HUMAN_02,{ mes "and try to feel the burn."; mes "Ready? Let's do this."; next; - specialeffect2 EF_EARTHSPIKE; + specialeffect(EF_EARTHSPIKE, AREA, playerattached()); next; - specialeffect2 EF_DEVIL; + specialeffect(EF_DEVIL, AREA, playerattached()); next; - specialeffect2 EF_COIN; + specialeffect(EF_COIN, AREA, playerattached()); next; - specialeffect2 EF_SIGHTRASHER; + specialeffect(EF_SIGHTRASHER, AREA, playerattached()); next; mes "[Ripped]"; mes "There, you should be able"; @@ -139,13 +139,13 @@ payon,173,141,4 script Ripped Cabus#GymPass 4_M_HUMAN_02,{ mes "as muscle memory. It's won't take"; mes "as long to build 'em back up..."; next; - specialeffect2 EF_EARTHSPIKE; + specialeffect(EF_EARTHSPIKE, AREA, playerattached()); next; - specialeffect2 EF_DEVIL; + specialeffect(EF_DEVIL, AREA, playerattached()); next; - specialeffect2 EF_COIN; + specialeffect(EF_COIN, AREA, playerattached()); next; - specialeffect2 EF_SIGHTRASHER; + specialeffect(EF_SIGHTRASHER, AREA, playerattached()); next; mes "[Ripped]"; mes "How about that?"; diff --git a/npc/other/hugel_bingo.txt b/npc/other/hugel_bingo.txt index 4713698cd..9c7b87ee4 100644 --- a/npc/other/hugel_bingo.txt +++ b/npc/other/hugel_bingo.txt @@ -96,26 +96,25 @@ OnTouch: @bingo_e4$ = 0; @bingo_e5$ = 0; @bingo_case = 1; -L_Fill: - @bingo_fill = callfunc("Func_Bingo",@bingo_case); - if (!@bingo_fill) { - mes "The numbers you have entered"; - mes "exceed the limit, or you have"; - mes "already entered these numbers."; - mes "Please enter your numbers again."; - next; - } else if (@bingo_fill) { - if(@bingoplate[25] < 10) @bingo_e5$ = "0"+@bingoplate[25]+""; else @bingo_e5$ = @bingoplate[25]; - donpcevent "start#bingo::OnEnter"; - mes "["+@bingo_a1$+"] ["+@bingo_a2$+"] ["+@bingo_a3$+"] ["+@bingo_a4$+"] ["+@bingo_a5$+"]"; - mes "["+@bingo_b1$+"] ["+@bingo_b2$+"] ["+@bingo_b3$+"] ["+@bingo_b4$+"] ["+@bingo_b5$+"]"; - mes "["+@bingo_c1$+"] ["+@bingo_c2$+"] ["+@bingo_c3$+"] ["+@bingo_c4$+"] ["+@bingo_c5$+"]"; - mes "["+@bingo_d1$+"] ["+@bingo_d2$+"] ["+@bingo_d3$+"] ["+@bingo_d4$+"] ["+@bingo_d5$+"]"; - mes "["+@bingo_e1$+"] ["+@bingo_e2$+"] ["+@bingo_e3$+"] ["+@bingo_e4$+"] ["+@bingo_e5$+"]"; - close; - + while (true) { + @bingo_fill = callfunc("Func_Bingo",@bingo_case); + if (!@bingo_fill) { + mes "The numbers you have entered"; + mes "exceed the limit, or you have"; + mes "already entered these numbers."; + mes "Please enter your numbers again."; + next; + } else if (@bingo_fill) { + if(@bingoplate[25] < 10) @bingo_e5$ = "0"+@bingoplate[25]+""; else @bingo_e5$ = @bingoplate[25]; + donpcevent "start#bingo::OnEnter"; + mes "["+@bingo_a1$+"] ["+@bingo_a2$+"] ["+@bingo_a3$+"] ["+@bingo_a4$+"] ["+@bingo_a5$+"]"; + mes "["+@bingo_b1$+"] ["+@bingo_b2$+"] ["+@bingo_b3$+"] ["+@bingo_b4$+"] ["+@bingo_b5$+"]"; + mes "["+@bingo_c1$+"] ["+@bingo_c2$+"] ["+@bingo_c3$+"] ["+@bingo_c4$+"] ["+@bingo_c5$+"]"; + mes "["+@bingo_d1$+"] ["+@bingo_d2$+"] ["+@bingo_d3$+"] ["+@bingo_d4$+"] ["+@bingo_d5$+"]"; + mes "["+@bingo_e1$+"] ["+@bingo_e2$+"] ["+@bingo_e3$+"] ["+@bingo_e4$+"] ["+@bingo_e5$+"]"; + close; + } } - goto L_Fill; } que_bingo,53,121,0 duplicate(plate1#bingo) plate2#bingo HIDDEN_WARP_NPC,1,1 @@ -487,7 +486,7 @@ OnTouch: if ($@hu_bingoa == 5) { $@hu_bingoa = 6; donpcevent "start2#bingo::OnStop"; - $@bingowinner$ = strcharinfo(0); + $@bingowinner$ = strcharinfo(PC_NAME); donpcevent "win1a#bingo::OnWin"; close; @@ -669,7 +668,7 @@ OnInit: end; OnTouch: - if ($@bingowinner$ != strcharinfo(0)) end; + if ($@bingowinner$ != strcharinfo(PC_NAME)) end; specialeffect EF_SUI_EXPLOSION; soundeffect "tming_success.wav",1; if ($@bingoresult == 16) getitem 7515,50; @@ -905,7 +904,7 @@ que_bingo,54,17,5 script Arcade Owner 4_M_05,{ mes "bingo? If you have any"; mes "questions, feel free to ask."; next; - switch(select("Rules for Bingo:Bingo Room:Marvelous Medals")) { + switch(select("Rules for Bingo", "Bingo Room", "Marvelous Medals")) { case 1: mes "[Arcade Owner]"; mes "The rules for playing bingo"; diff --git a/npc/other/item_merge.txt b/npc/other/item_merge.txt index 35038b621..6f7a9f0e5 100644 --- a/npc/other/item_merge.txt +++ b/npc/other/item_merge.txt @@ -45,7 +45,7 @@ prontera,146,95,3 script Mergician#pron 1_M_WIZARD,{ mes "Do you believe in the miracle of Merge god?? If so, repeat my spell loudly as I pronunce it!!!"; mes "Merge Merge, Merrrrge!!!"; next; - switch(select("What is the miracle of Merge?:Merrrrge!!!!:Abandon...")) { + switch(select("What is the miracle of Merge?", "Merrrrge!!!!", "Abandon...")) { case 1: mes "[Mergician]"; mes "There is an order which rules the world and keeps the world to go well."; @@ -71,7 +71,7 @@ prontera,146,95,3 script Mergician#pron 1_M_WIZARD,{ mes "[Mergician]"; mes "And if you eagerly want to be blessed by Merge, be humble and shout out loud! Merge Merge, Merrrrge!!!"; next; - switch(select("Merrrrge!:Don't follow what he says.")) { + switch(select("Merrrrge!", "Don't follow what he says.")) { case 1: mes "[Mergician]"; mes "Merge just heard your wish and let it be realised!"; diff --git a/npc/other/mail.txt b/npc/other/mail.txt index 54067319e..63b53bf24 100644 --- a/npc/other/mail.txt +++ b/npc/other/mail.txt @@ -43,7 +43,7 @@ mes "you are required to pay 130 zeny."; mes "Would you like to use the service?"; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Mailbox]"; if (Zeny < 130) { diff --git a/npc/other/marriage.txt b/npc/other/marriage.txt index 6fa8e63eb..0f640af2a 100644 --- a/npc/other/marriage.txt +++ b/npc/other/marriage.txt @@ -50,7 +50,7 @@ prt_church,97,100,4 script Wedding Staff#w 1_F_LIBRARYGIRL,{ mes "marriage. Now, did you"; mes "have any questions?"; next; - if (select("I want to get married.:I don't need your help!") == 1) { + if (select("I want to get married.", "I don't need your help!") == 1) { mes "[Marry Happy]"; mes "Oh, I'm sorry, but"; mes "adopted characters"; @@ -58,7 +58,7 @@ prt_church,97,100,4 script Wedding Staff#w 1_F_LIBRARYGIRL,{ mes "married. For now, why"; mes "don't you enjoy the simple"; mes "pleasures of childhood?"; - goto L_End; + callsub L_End; } mes "[Marry Happy]"; mes "Oh, of course you"; @@ -67,7 +67,7 @@ prt_church,97,100,4 script Wedding Staff#w 1_F_LIBRARYGIRL,{ mes "are too many laws against"; mes "that~ Aren't you the most"; mes "adorable little thing?"; - goto L_End; + callsub L_End; } mes "[Marry Happy]"; mes "Marriage is the beautiful"; @@ -77,7 +77,7 @@ prt_church,97,100,4 script Wedding Staff#w 1_F_LIBRARYGIRL,{ mes "Is there a special someone"; mes "like that in your life?"; next; - switch(select("Ask about Wedding Ceremony:Ask about Procedure:Apply for Wedding:We are the Invincible Single Army!")) { + switch(select("Ask about Wedding Ceremony", "Ask about Procedure", "Apply for Wedding", "We are the Invincible Single Army!")) { case 1: mes "[Marry Happy]"; mes "Wise and benevolent"; @@ -130,7 +130,7 @@ prt_church,97,100,4 script Wedding Staff#w 1_F_LIBRARYGIRL,{ mes "speak to the Bishop and tell"; mes "him the name of her groom."; mes "If these names are correctly"; - mes "told to the Biship, they will"; + mes "told to the Bishop, they will"; mes "be able to exchange rings."; next; mes "[Marry Happy]"; @@ -158,7 +158,7 @@ prt_church,97,100,4 script Wedding Staff#w 1_F_LIBRARYGIRL,{ mes "Vomars after their grooms"; mes "have finished speaking to him."; next; - if (select("Thanks, that helps a lot!:Easiest way to say my partner's name?") == 1) { + if (select("Thanks, that helps a lot!", "Easiest way to say my partner's name?") == 1) { mes "[Marry Happy]"; mes "Well, I'm here to help"; mes "weddings proceed as"; @@ -166,7 +166,7 @@ prt_church,97,100,4 script Wedding Staff#w 1_F_LIBRARYGIRL,{ mes "If there was something"; mes "you didn't understand,"; mes "feel free to ask me again."; - goto L_End; + callsub L_End; } mes "[Marry Happy]"; mes "The easiest way to write"; @@ -199,7 +199,7 @@ prt_church,97,100,4 script Wedding Staff#w 1_F_LIBRARYGIRL,{ case 3: cutin "wedding_marry02",2; - if (Sex) { + if (Sex == SEX_MALE) { mes "[Marry Happy]"; mes "So you'd like to get married?"; mes "As a groom, you need to prepare"; @@ -232,7 +232,7 @@ prt_church,97,100,4 script Wedding Staff#w 1_F_LIBRARYGIRL,{ mes "Now, would you like to"; mes "apply for marriage?"; next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { if (getpartnerid()) { cutin "wedding_marry02",2; mes "[Marry Happy]"; @@ -262,7 +262,7 @@ prt_church,97,100,4 script Wedding Staff#w 1_F_LIBRARYGIRL,{ mes "you can consider marriage."; mes "After you grow stronger,"; mes "come and talk to me again."; - goto L_End; + callsub L_End; } else if (countitem(Diamond_Ring) < 1) { mes "[Marry Happy]"; @@ -272,9 +272,8 @@ prt_church,97,100,4 script Wedding Staff#w 1_F_LIBRARYGIRL,{ mes "during the wedding ceremony?"; mes "Look for it carefully and come"; mes "back after you find it, okay?"; - goto L_End; - } - else if (Sex) { + callsub L_End; + } else if (Sex == SEX_MALE) { if (Zeny < 1300000) { mes "[Marry Happy]"; mes "I'm sorry, but you don't"; @@ -282,7 +281,7 @@ prt_church,97,100,4 script Wedding Staff#w 1_F_LIBRARYGIRL,{ mes "that all grooms must pay"; mes "for the wedding ceremony."; mes "Did you misplace your money?"; - goto L_End; + callsub L_End; } else if (countitem(Tuxedo) < 1) { mes "[Marry Happy]"; @@ -292,10 +291,9 @@ prt_church,97,100,4 script Wedding Staff#w 1_F_LIBRARYGIRL,{ mes "ceremony! Find it, bring it"; mes "to me, and then we can finally"; mes "begin the wedding, okay?"; - goto L_End; + callsub L_End; } - } - else if (Sex == 0) { + } else if (Sex == SEX_FEMALE) { if (Zeny < 1200000) { mes "[Marry Happy]"; mes "I'm sorry, but all brides"; @@ -304,7 +302,7 @@ prt_church,97,100,4 script Wedding Staff#w 1_F_LIBRARYGIRL,{ mes "wedding ceremony. Perhaps"; mes "you could ask your partner"; mes "to help you with the funds?"; - goto L_End; + callsub L_End; } else if (countitem(Wedding_Dress) < 1) { mes "[Marry Happy]"; @@ -314,7 +312,7 @@ prt_church,97,100,4 script Wedding Staff#w 1_F_LIBRARYGIRL,{ mes "bring it to me-- you"; mes "absolutely need it"; mes "for the wedding!"; - goto L_End; + callsub L_End; } } mes "[Marry Happy]"; @@ -332,7 +330,7 @@ prt_church,97,100,4 script Wedding Staff#w 1_F_LIBRARYGIRL,{ next; while(1) { input .@name$; - if (.@name$ == strcharinfo(0)) + if (.@name$ == strcharinfo(PC_NAME)) break; mes "[Marry Happy]"; mes "Hmmm, you have to write"; @@ -359,7 +357,7 @@ prt_church,97,100,4 script Wedding Staff#w 1_F_LIBRARYGIRL,{ emotion e_lv; next; mes "[Marry Happy]"; - if (Sex) { + if (Sex == SEX_MALE) { mes "Since you're the groom,"; mes "you need to speak to the"; mes "Bishop first. When you're"; @@ -381,7 +379,7 @@ prt_church,97,100,4 script Wedding Staff#w 1_F_LIBRARYGIRL,{ } delitem Diamond_Ring,1; wedding_sign = 1; - goto L_End; + callsub L_End; } mes "[Marry Happy]"; mes "No...?"; @@ -579,10 +577,10 @@ prt_church,100,128,4 script Bishop#w 1_M_PASTOR,{ if (!getpartnerid()) { if (!$@wedding) { if (wedding_sign == 1) { - getpartymember(getcharid(1)); + getpartymember(getcharid(CHAR_ID_PARTY)); .@partymembercount = $@partymembercount; if (.@partymembercount == 2) { - if (Sex) { + if (Sex == SEX_MALE) { $@wedding = 1; initnpctimer; mes "[Vomars]"; @@ -592,7 +590,7 @@ prt_church,100,128,4 script Bishop#w 1_M_PASTOR,{ mes "and joy. May the love you share"; mes "grow with each passing day."; next; - mapannounce "prt_church","It's the marriage proposal from the groom, Mr. " + strcharinfo(0) + "...",bc_map; + mapannounce "prt_church","It's the marriage proposal from the groom, Mr. " + strcharinfo(PC_NAME) + "...",bc_map; mes "[Vomars]"; mes "Until the end of the"; mes "world, may you stand"; @@ -603,21 +601,21 @@ prt_church,100,128,4 script Bishop#w 1_M_PASTOR,{ next; input $@wed_bride$; mes "[Vomars]"; - mes "Mr. " + strcharinfo(0) + "..."; + mes "Mr. " + strcharinfo(PC_NAME) + "..."; mes "Do you swear on your life"; mes "that you will forever cherish"; mes "and care for your bride,"; mes "Miss " + $@wed_bride$ + "?"; next; select("I do."); - $@wed_groom$ = strcharinfo(0); + $@wed_groom$ = strcharinfo(PC_NAME); mes "[Vomars]"; mes "Now, it is time for"; mes "your bride to make"; mes "her wedding vows."; mes "If she will come forward..."; close2; - mapannounce "prt_church","The groom, Mr. " + strcharinfo(0) + ", has made his vows to Miss " + $@wed_bride$ + "...",bc_map; + mapannounce "prt_church","The groom, Mr. " + strcharinfo(PC_NAME) + ", has made his vows to Miss " + $@wed_bride$ + "...",bc_map; cutin "",255; end; } @@ -628,7 +626,7 @@ prt_church,100,128,4 script Bishop#w 1_M_PASTOR,{ mes "It's old fashioned protocol,"; mes "but I'll admit that it does"; mes "keep things running smoothly."; - goto L_End; + callsub L_End; } mes "[Vomars]"; mes "Before you can be"; @@ -637,7 +635,7 @@ prt_church,100,128,4 script Bishop#w 1_M_PASTOR,{ mes "two with your partner."; mes "Then, we can proceed"; mes "with the ceremony."; - goto L_End; + callsub L_End; } mes "[Vomars]"; mes "You must apply for"; @@ -646,15 +644,15 @@ prt_church,100,128,4 script Bishop#w 1_M_PASTOR,{ mes "Happy Marry will let you know"; mes "what else you'll need to do"; mes "to prepare for marriage."; - goto L_End; + callsub L_End; } else if ($@wedding == 1) { if (wedding_sign == 1) { - getpartymember(getcharid(1)); + getpartymember(getcharid(CHAR_ID_PARTY)); .@partymembercount = $@partymembercount; if (.@partymembercount == 2) { - if (Sex == 0) { - if (strcharinfo(0) == $@wed_bride$) { + if (Sex == SEX_FEMALE) { + if (strcharinfo(PC_NAME) == $@wed_bride$) { mes "[Vomars]"; mes "Young lovers, please"; mes "remember this moment for"; @@ -670,7 +668,7 @@ prt_church,100,128,4 script Bishop#w 1_M_PASTOR,{ mes "to be by his side, no matter"; mes "what the dangers may be?"; next; - if (select("^FF0000No.^000000:I do.") == 1) { + if (select("^FF0000No.^000000", "I do.") == 1) { cutin "wedding_bomars03",2; mapannounce "prt_church","Next couple, please proceed...",bc_map; mes "[Vomars]"; @@ -690,8 +688,8 @@ prt_church,100,128,4 script Bishop#w 1_M_PASTOR,{ mes "fidelity and patience?"; mes "Will you marry "+$@wed_groom$+"?"; next; - if (select("Yes, I do.:^FF0000No.^000000") == 1) { - if (isloggedin(getcharid(3,$@wed_groom$))) { + if (select("Yes, I do.", "^FF0000No.^000000") == 1) { + if (isloggedin(getcharid(CHAR_ID_ACCOUNT,$@wed_groom$))) { if (marriage($@wed_groom$)) { //Call Wedding effect wedding; @@ -699,12 +697,12 @@ prt_church,100,128,4 script Bishop#w 1_M_PASTOR,{ sc_start SC_WEDDING,3600000,1; getitem Bride_Ring,1; //Give ring to Groom, and change to wedding sprite. - attachrid(getcharid(3,$@wed_groom$)); + attachrid(getcharid(CHAR_ID_ACCOUNT,$@wed_groom$)); sc_start SC_WEDDING,3600000,1; getitem Bridegroom_Ring,1; detachrid; //Switch Script progression back to Bride - attachrid(getcharid(3,$@wed_bride$)); + attachrid(getcharid(CHAR_ID_ACCOUNT,$@wed_bride$)); cutin "wedding_bomars02",2; mapannounce "prt_church","I now pronounce you, "+$@wed_groom$+" and "+$@wed_bride$+", husband and wife.",bc_map; mes "[Vomars]"; @@ -736,7 +734,7 @@ prt_church,100,128,4 script Bishop#w 1_M_PASTOR,{ mes "the ceremony has finished"; mes "Please try again once he's"; mes "returned."; - goto L_End; + callsub L_End; } else { cutin "wedding_bomars03",2; @@ -763,7 +761,7 @@ prt_church,100,128,4 script Bishop#w 1_M_PASTOR,{ } callsub S_Busy; } - if (strcharinfo(0) == $@wed_bride$) { + if (strcharinfo(PC_NAME) == $@wed_bride$) { mes "[Vomars]"; mes "Hm? It appears that"; mes "Happy Marry still hasn't"; @@ -771,7 +769,7 @@ prt_church,100,128,4 script Bishop#w 1_M_PASTOR,{ mes "application. Please speak"; mes "to her so that we can begin"; mes "the wedding ceremony."; - goto L_End; + callsub L_End; } callsub S_Busy; } @@ -798,14 +796,14 @@ S_Busy: mes "Mister "+ $@wed_groom$; mes "is currently in progress."; mes "Please keep your voice down."; - goto L_End; + callsub L_End; } mes "[Vomars]"; mes "I'm conducting a wedding"; mes "for another couple now, so"; mes "please wait patiently for your"; mes "turn. Thanks for understanding... "; - goto L_End; + callsub L_End; OnStop: stopnpctimer; @@ -847,7 +845,7 @@ prt_church,28,178,4 script The King of Midgart 1_M_PRON_KING,{ mes "I can reset the Bishop"; mes "Vomars NPC if you like."; next; - switch(select("No, thanks:RESET")) { + switch(select("No, thanks", "RESET")) { case 1: mes "[Wedding Switch]"; mes "Alright, then."; @@ -891,9 +889,9 @@ prt_church,20,179,4 script Divorce Staff 1_F_LIBRARYGIRL,{ mes "Wedding Ring in your"; mes "inventory?"; next; - switch(select("Drop 1 Wedding Ring.:Keep it.")) { + switch(select("Drop 1 Wedding Ring.", "Keep it.")) { case 1: - .@ring = (Sex)?2634:2635; //Bridegroom_Ring, Bride_Ring + .@ring = (Sex == SEX_MALE) ? 2634 : 2635; //Bridegroom_Ring, Bride_Ring if (countitem(.@ring)) { delitem .@ring,1; mes "[Bad Ending]"; @@ -946,9 +944,9 @@ prt_church,22,179,4 script Remarry Staff 1_F_LIBRARYGIRL,{ mes "lost your Wedding Ring,"; mes "I can make you a new one."; next; - switch(select("Make new Wedding Ring.:Cancel.")) { + switch(select("Make new Wedding Ring.", "Cancel.")) { case 1: - .@ring = (Sex)?2634:2635; //Bridegroom_Ring, Bride_Ring + .@ring = (Sex == SEX_MALE) ? 2634 : 2635; //Bridegroom_Ring, Bride_Ring if (countitem(.@ring) || isequipped(.@ring)) { mes "[Wedding Again]"; mes "Wait, wait..."; diff --git a/npc/other/mercenary_rent.txt b/npc/other/mercenary_rent.txt index fe982564d..4b0878e79 100644 --- a/npc/other/mercenary_rent.txt +++ b/npc/other/mercenary_rent.txt @@ -39,7 +39,7 @@ setarray .@name$, "Spear", "Sword", "Bow"; setarray .@faith$, "SPEAR_MERC_GUILD", "SWORD_MERC_GUILD", "ARCH_MERC_GUILD"; setarray .@item, 12182, 12172, 12162; - .@npc$ = strnpcinfo(2); + .@npc$ = strnpcinfo(NPC_NAME_HIDDEN); .@size = getarraysize(.@name$); for (.@i = 0; .@i < .@size; ++.@i) if (.@npc$ == .@name$[.@i]) .@type = .@i; @@ -49,7 +49,7 @@ mes .@npc$ + " Mercenary Guild."; mes "What can I do for you?"; next; - switch(select("Hire Mercenary:Mercenary Info:Nothing:10th Grade Mercenaries")) { + switch(select("Hire Mercenary", "Mercenary Info", "Nothing", "10th Grade Mercenaries")) { case 1: mes "[Mercenary Manager]"; mes "You want to hire a"; @@ -73,7 +73,7 @@ mes "Base Level " + .@BaseLevel + " or higher, and"; mes "must pay the " + .@ZenyCost + ",000 zeny fee."; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Mercenary Manager]"; mes "Oh, really? Well, now"; mes "might not be a good time"; @@ -187,7 +187,7 @@ mes "Are you still interested in"; mes "forming this contract?"; next; - if (select("Yes:No") == 2) { + if (select("Yes", "No") == 2) { mes "[Mercenary Manager]"; mes "I understand... It takes"; mes "hard work and sacrifice to"; diff --git a/npc/other/monster_museum.txt b/npc/other/monster_museum.txt index 4254fd055..0788289c2 100644 --- a/npc/other/monster_museum.txt +++ b/npc/other/monster_museum.txt @@ -42,7 +42,7 @@ yuno_in03,32,15,3 script Museum Guide 1_F_02,{ mes "[Cenia]"; mes "Welcome to the Monster Museum."; next; - switch(select("Monster Museum?:Tips")) { + switch(select("Monster Museum?", "Tips")) { case 1: mes "[Cenia]"; mes "The Monster Museum was founded by"; diff --git a/npc/other/monster_race.txt b/npc/other/monster_race.txt index e5827c5a1..9ddafeef5 100644 --- a/npc/other/monster_race.txt +++ b/npc/other/monster_race.txt @@ -240,15 +240,15 @@ OnInit: OnEnable: emotion e_gasp; - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); getmapxy(.@m$, .@x, .@y, UNITTYPE_NPC); setarray .@mob[1], R_PORING,R_LUNATIC,R_SAVAGE_BABE,R_DESERT_WOLF_B,R_DEVIRUCHI,R_BAPHOMET_; - monster "p_track01",58,.@y,"The "+ F_Ord() +" Racer", .@mob[F_Num()],1,strnpcinfo(0)+"::OnMyMobDead"; + monster "p_track01",58,.@y,"The "+ F_Ord() +" Racer", .@mob[F_Num()],1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; end; OnDisable: - disablenpc strnpcinfo(0); - killmonster "p_track01",strnpcinfo(0)+"::OnMyMobDead"; + disablenpc strnpcinfo(NPC_NAME); + killmonster "p_track01",strnpcinfo(NPC_NAME)+"::OnMyMobDead"; end; OnTouchNPC: @@ -268,12 +268,12 @@ OnTouchNPC: mapannounce "p_track01","Please remember that we can distribute Prize Medals for only 5 minutes after each race.",bc_map,"0x33FF66"; sleep 1000; donpcevent "Medal Distributor#single::OnEnable"; - donpcevent strnpcinfo(0)+"::OnDisable"; - killmonster "p_track01",strnpcinfo(0)+"::OnMyMobDead"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; + killmonster "p_track01",strnpcinfo(NPC_NAME)+"::OnMyMobDead"; end; function F_Num { - return atoi(strnpcinfo(2)); + return atoi(strnpcinfo(NPC_NAME_HIDDEN)); } function F_Ord { @@ -288,8 +288,8 @@ OnTouchNPC: } OnInit: - if (strnpcinfo(2) != "" ) - disablenpc strnpcinfo(0); + if (strnpcinfo(NPC_NAME_HIDDEN) != "" ) + disablenpc strnpcinfo(NPC_NAME); end; } p_track01,30,38,0 duplicate(Runner_main) Runner No. 1#1 FAKE_NPC,1,0 @@ -334,7 +334,7 @@ p_track01,67,45,5 script Medal Distributor#single 4_F_RACING,{ mes "would you like to exchange your"; mes "Racing Ticket for Prize Medals?"; next; - if (select("Yes, please.:No, thanks.") == 2) { + if (select("Yes, please.", "No, thanks.") == 2) { mes "[Medal Distributor]"; mes "Um, are you sure? You "; mes "can only exchange a winning"; @@ -349,10 +349,10 @@ p_track01,67,45,5 script Medal Distributor#single 4_F_RACING,{ mes "won! May I have your name?"; next; input .@input$; - if (.@input$ == strcharinfo(0)) { + if (.@input$ == strcharinfo(PC_NAME)) { .@insa = rand(1,1000); mes "[Medal Distributor]"; - mes "Ah, "+strcharinfo(0)+"."; + mes "Ah, "+strcharinfo(PC_NAME)+"."; mes "You can exchange this"; mes "ticket for a Prize Medal by"; mes "entering your ticket exchange"; @@ -508,7 +508,7 @@ p_track01,76,36,1 script Exit Guide#single 4_M_NFMAN,{ mes "you outside. Would you like"; mes "to leave the arena right now?"; next; - if (select("Yes:No") == 2) { + if (select("Yes", "No") == 2) { mes "[Exit Guide]"; mes "Alright, then."; mes "Just let me know"; @@ -545,7 +545,7 @@ hugel,58,72,6 script Eckar Ellebird#single 4_M_NFMAN,{ mes "Monster Race Arena."; mes "How may I help you today?"; next; - if (select("Monster Race Info:Enter Monster Race") == 1) { + if (select("Monster Race Info", "Enter Monster Race") == 1) { mes "[Eckar Ellebird]"; mes "Monster Races originated from"; mes "simple children's games in which"; @@ -599,7 +599,7 @@ hugel,58,72,6 script Eckar Ellebird#single 4_M_NFMAN,{ mes "Would you like wager on"; mes "a Single Monster Race?"; next; - if (select("Yes, please.:No, thanks.") == 2) { + if (select("Yes, please.", "No, thanks.") == 2) { mes "[Eckar Ellebird]"; mes "Very well. I hope that"; mes "you enjoy your time here"; @@ -687,7 +687,7 @@ hugel,58,72,6 script Eckar Ellebird#single 4_M_NFMAN,{ mes "to watch, the fee is 500 zeny"; mes "for spectators. Would you like to enter the Monster Race Arena?"; next; - if (select("Enter:Cancel") == 2) { + if (select("Enter", "Cancel") == 2) { mes "[Eckar Ellebird]"; mes "Alright, then. If you'd like"; mes "to wager on a monster"; @@ -736,7 +736,7 @@ p_track01,39,49,3 script Game Guide#single 4_F_RACING,{ mes "Monster Race Arena."; mes "How can I help you?"; next; - switch(select("Monster Race Info:Wager Info:Ticket Redemption Info")) { + switch(select("Monster Race Info", "Wager Info", "Ticket Redemption Info")) { case 1: mes "[Game Guide]"; mes "Monster Races originated from"; @@ -845,7 +845,7 @@ OnTouchNPC: end; OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } @@ -861,7 +861,7 @@ OnTouchNPC: end; OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } @@ -876,7 +876,7 @@ OnTouchNPC: end; OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } @@ -891,7 +891,7 @@ OnTouchNPC: end; OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } @@ -1139,7 +1139,7 @@ hugel,62,69,1 script Eckar Erenes#double 4_M_NFMAN,{ mes "the village of Hugel!"; mes "How may I help you?"; next; - if (select("Monster Race Info:Enter Monster Race") == 1) { + if (select("Monster Race Info", "Enter Monster Race") == 1) { mes "[Eckar Erenes]"; mes "Monster Races originated from"; mes "simple children's games in which"; @@ -1193,7 +1193,7 @@ hugel,62,69,1 script Eckar Erenes#double 4_M_NFMAN,{ mes "Would you like to wager"; mes "on a Dual Monster Race?"; next; - if (select("Yes, please.:No, thanks.") == 2) { + if (select("Yes, please.", "No, thanks.") == 2) { mes "[Eckar Erenes]"; mes "Very well. I hope that"; mes "you enjoy your time here"; @@ -1279,7 +1279,7 @@ hugel,62,69,1 script Eckar Erenes#double 4_M_NFMAN,{ mes "to watch, the fee is 500 zeny"; mes "for spectators. Would you like to enter the Monster Race Arena?"; next; - if (select("Enter:Cancel") == 2) { + if (select("Enter", "Cancel") == 2) { mes "[Eckar Erenes]"; mes "Alright, then. If you'd like"; mes "to wager on a monster"; @@ -1350,7 +1350,7 @@ p_track02,73,22,1 script Ticket Helper#2 4_M_HUMAN_02,{ mes "got any questions, or if you"; mes "want to place your wager."; next; - switch(select("Check Monster Status:Wager on Race:Monster Race?:Cancel")) { + switch(select("Check Monster Status", "Wager on Race", "Monster Race?", "Cancel")) { case 1: for (.@i = 1; .@i <= 6; ++.@i) mes "Monster "+.@i+" [^CC6600Luck^000000: " + $@mon_r02_luk[.@i] + "] [^EE0000HP^000000: " + $@mon_r02_tire[.@i] + "]"; @@ -1390,7 +1390,7 @@ p_track02,73,22,1 script Ticket Helper#2 4_M_HUMAN_02,{ mes "Are you sure you want"; mes "to choose this monster?"; next; - if (select("Yes:No") == 2) { + if (select("Yes", "No") == 2) { mes "[Ticket Helper]"; mes "You have canceled"; mes "your wager. Okay,"; @@ -1515,7 +1515,7 @@ p_track02,39,49,3 script Game Guide#double 4_F_RACING,{ mes "Monster Race Arena."; mes "How can I help you?"; next; - switch(select("Monster Race Info:Wager Info:Ticket Redemption Info")) { + switch(select("Monster Race Info", "Wager Info", "Ticket Redemption Info")) { case 1: mes "[Game Guide]"; mes "Monster Races originated from"; @@ -1651,7 +1651,7 @@ p_track02,67,45,5 script Medal Distributor#medal 4_F_RACING,{ mes "like to exchange your winning"; mes "Racing Ticket for Prize Medals?"; next; - if (select("Yes, please.:No, thanks.") == 1) { + if (select("Yes, please.", "No, thanks.") == 1) { mes "[Medal Distributor]"; mes "Okay, everything looks good,"; mes "so here's your Prize Medals~"; @@ -1714,7 +1714,7 @@ p_track02,76,38,1 script Exit Guide#double 4_M_NFMAN,{ mes "you outside. Would you like"; mes "to leave the arena right now?"; next; - if (select("Yes:No") == 2) { + if (select("Yes", "No") == 2) { mes "[Exit Guide]"; mes "Alright, then."; mes "Just let me know"; @@ -1748,11 +1748,11 @@ p_track02,76,38,1 script Exit Guide#double 4_M_NFMAN,{ - script mob1#main FAKE_NPC,{ function MN; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); setarray .@mob[1], R_PORING,R_LUNATIC,R_SAVAGE_BABE,R_DESERT_WOLF_B,R_DEVIRUCHI,R_BAPHOMET_; getmapxy(.@m$, .@x, .@y, UNITTYPE_NPC); .@num = MN(); - monster "p_track02",58,.@y,"Monster "+.@num,.@mob[.@num],1,strnpcinfo(0)+"::OnMyMobDead"; + monster "p_track02",58,.@y,"Monster "+.@num,.@mob[.@num],1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; end; OnTouchNPC: @@ -1762,7 +1762,7 @@ OnTouchNPC: specialeffect EF_MVP; mapannounce "p_track02","Monster "+.@i+" has reached the Finish Line!",bc_map,"0x66FFCC"; $@mon_race_2_1 = .@i; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; } else { emotion e_lv; specialeffect EF_MVP; @@ -1784,19 +1784,19 @@ OnMyMobDead: end; OnDisable: - killmonster "p_track02",strnpcinfo(0)+"::OnMyMobDead"; - disablenpc strnpcinfo(0); + killmonster "p_track02",strnpcinfo(NPC_NAME)+"::OnMyMobDead"; + disablenpc strnpcinfo(NPC_NAME); end; OnInit: - if (strnpcinfo(2) != "main") - disablenpc strnpcinfo(0); + if (strnpcinfo(NPC_NAME_HIDDEN) != "main") + disablenpc strnpcinfo(NPC_NAME); end; function MN { setarray .@n$[1], "poring","lunatic","savagebebe","desertwolf","deviruchi","baphomet"; for (.@i = 1; .@i <= getarraysize(.@n$); ++.@i) { - if (compare(strnpcinfo(0),.@n$[.@i])) + if (compare(strnpcinfo(NPC_NAME),.@n$[.@i])) break; } return .@i; @@ -1894,14 +1894,14 @@ OnTouchNPC: OnDisable: for(.@i = 1; .@i < 7; ++.@i) { - disablenpc "Luk#"+strnpcinfo(2)+"_"+.@i; - disablenpc "Tire#"+strnpcinfo(2)+"_"+.@i; + disablenpc "Luk#"+strnpcinfo(NPC_NAME_HIDDEN)+"_"+.@i; + disablenpc "Tire#"+strnpcinfo(NPC_NAME_HIDDEN)+"_"+.@i; } - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } @@ -2023,7 +2023,7 @@ ein_in01,85,208,5 script Ei'felle#repay01 4_M_EINMAN2,{ mes "been able to get any medals..."; next; if (countitem(Marvelous_Medal)) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Oh! Are you talking"; mes "about the medals that"; mes "they give as rewards in"; @@ -2106,7 +2106,7 @@ ein_in01,85,208,5 script Ei'felle#repay01 4_M_EINMAN2,{ mes "receive this Glittering Jacket"; mes "as my way of repaying you?"; next; - if (select("Accept:Wait for Further Development") == 1) { + if (select("Accept", "Wait for Further Development") == 1) { callsub S_BonusReward,500,Glittering_Clothes; end; } @@ -2134,7 +2134,7 @@ ein_in01,85,208,5 script Ei'felle#repay01 4_M_EINMAN2,{ mes "medals until I can develop"; mes "something else for you."; next; - switch(select("Accept Armor:Can I have something else?:Wait for Further Development")) { + switch(select("Accept Armor", "Can I have something else?", "Wait for Further Development")) { case 1: mes "[Ei'felle]"; mes "I can manufacture one set of"; @@ -2143,7 +2143,7 @@ ein_in01,85,208,5 script Ei'felle#repay01 4_M_EINMAN2,{ mes "property. Which property would"; mes "you like your armor to have?"; next; - switch(select("Fire Property:Earth Property:Wind Property:Water Property")) { + switch(select("Fire Property", "Earth Property", "Wind Property", "Water Property")) { case 1: callsub S_BonusReward,1000,Flame_Sprits_Armor_; end; case 2: callsub S_BonusReward,1000,Earth_Sprits_Armor_; end; case 3: callsub S_BonusReward,1000,Wind_Sprits_Armor_; end; @@ -2207,7 +2207,7 @@ ein_in01,85,208,5 script Ei'felle#repay01 4_M_EINMAN2,{ mes "as my way of repaying you for"; mes "your help. What do you think?"; next; - if (select("Yes, I want a Level 4 Weapon.:Can I have something else?") == 2) { + if (select("Yes, I want a Level 4 Weapon.", "Can I have something else?") == 2) { mes "[Ei'felle]"; mes "Something else?"; mes "Oh, alright then, would"; @@ -2216,7 +2216,7 @@ ein_in01,85,208,5 script Ei'felle#repay01 4_M_EINMAN2,{ mes "elemental Armor? Please go"; mes "ahead and make your choice~"; next; - switch (select("Glittering Jacket:Fire Property Armor:Earth Property Armor:Wind Property Armor:Water Property Armor:Cancel")) { + switch (select("Glittering Jacket", "Fire Property Armor", "Earth Property Armor", "Wind Property Armor", "Water Property Armor", "Cancel")) { case 1: callsub S_BonusReward,500,2319; end; case 2: callsub S_BonusReward,1000,2345; end; case 3: callsub S_BonusReward,1000,2351; end; @@ -2294,7 +2294,7 @@ ein_in01,85,208,5 script Ei'felle#repay01 4_M_EINMAN2,{ } S_Reward: - if (select("Sure:No") == 2) { + if (select("Sure", "No") == 2) { mes "[Ei'felle]"; mes "Oh, alright..."; mes "Still, I really need"; @@ -2312,7 +2312,7 @@ S_Reward: mes "shall I repay you for giving me"; mes "some of your Prize Medals?"; next; - switch(select("Base Experience:Job Experience:No, I'm just glad to help.:How's your research progressing?")) { + switch(select("Base Experience", "Job Experience", "No, I'm just glad to help.", "How's your research progressing?")) { case 1: mes "[Ei'felle]"; mes "You just want to improve"; @@ -2489,7 +2489,7 @@ S_Reward: mes "you anything in return, so..."; mes "Think of something. Quick."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Er, just use the medals"; mes "to further your manufacturing"; mes "research, and then you can"; @@ -2512,7 +2512,7 @@ S_Reward: mes "medals do you think you"; mes "can give me right now?"; next; - switch(select("Take them all.:How about this much?:No, I changed my mind.")) { + switch(select("Take them all.", "How about this much?", "No, I changed my mind.")) { case 1: mes "[Ei'felle]"; mes "Th-thank you!"; @@ -2627,8 +2627,8 @@ S_BonusReward: mes "to me. Shall we proceed?"; } next; - if (select("Decline:Accept") == 1) { - mes "["+ strcharinfo(0) +"]"; + if (select("Decline", "Accept") == 1) { + mes "["+ strcharinfo(PC_NAME) +"]"; mes "W-wait, I changed my"; mes "mind. Would it be fine"; mes "if I asked you to give"; @@ -2703,7 +2703,7 @@ hugel,71,83,4 script Wayne 4_M_HUMERCHANT,{ mes "now, with me. As always, the"; mes "choice is really up to you."; next; - if (select("Prize Medal Exchange:Cancel") == 2) { + if (select("Prize Medal Exchange", "Cancel") == 2) { mes "[Wayne]"; mes "Well, just keep in mind"; mes "that you can always come"; @@ -2873,7 +2873,7 @@ p_track02,32,45,5 script Eccentric Scholar#double 4_M_SAGE_C,{ mes "Ah, right, 7, to account for x,"; mes "a value representing--"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Excuse me, but"; mes "what are you doing?"; next; @@ -2949,7 +2949,7 @@ p_track01,27,47,5 script Drunkard#single 4_M_YURI,{ mes "Hey, you! Which number is"; mes "your lucky number? Huh?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I, er..."; next; mes "[Familiar Drunkard]"; @@ -3012,7 +3012,7 @@ hugel,5,5,3 script Monster Race Manager 4_M_LGTGUARD,{ mes "Entry NPCs for the Single"; mes "and Dual Monster Races."; next; - .@select = select("Single Race Entry - ON:Dual Race Entry - ON:Single Race Entry - OFF:Dual Race Entry - OFF"); + .@select = select("Single Race Entry - ON", "Dual Race Entry - ON", "Single Race Entry - OFF", "Dual Race Entry - OFF"); mes "[Monster Race Manager]"; mes "Please enter"; mes "the password."; diff --git a/npc/other/poring_war.txt b/npc/other/poring_war.txt index 571be1955..d89bb3fed 100644 --- a/npc/other/poring_war.txt +++ b/npc/other/poring_war.txt @@ -54,7 +54,7 @@ prt_fild08,159,371,3 script Poring War Recruiter#wop 4_PORING,{ mes "I.. I've got some interesting work for ya.. Would you be interested?"; mes "We.. we porings need lots and lots of brave human worriers, ring~."; next; - switch(select("Alright, I'm with you!:What's that?:Ignore")) { + switch(select("Alright, I'm with you!", "What's that?", "Ignore")) { case 1: if (Zeny > 499) { mes "[Poring]"; @@ -93,12 +93,12 @@ poring_w01,100,97,3 script Poring Vending Machine#w 4_PORING,{ } mes "It's a vending machine. You can use Poring Coints to purchase."; next; - if(select("Purchase.:Read the descriptions of goods.") == 1) { + if(select("Purchase.", "Read the descriptions of goods.") == 1) { mes "You need Poring Coins to purchase items."; mes "You cannot use any zeny."; mes "Item name - Price Poring Coin(P.Co)"; next; - switch(select("Marvelous Medal - 4 P.Co:Union of Tribe - 20 P.Co:Poring Box - 30 P.Co:Next")) { + switch(select("Marvelous Medal - 4 P.Co", "Union of Tribe - 20 P.Co", "Poring Box - 30 P.Co", "Next")) { case 1: callsub S_PoringVending,Marvelous_Medal,4; case 2: @@ -109,7 +109,7 @@ poring_w01,100,97,3 script Poring Vending Machine#w 4_PORING,{ mes "This is a special item."; mes "Item name - Poring Coin(P.Co)"; next; - switch(select("Wild Rose - 15 P.Co:Doppelganger - 20 P.Co:Egnigem Cenia - 20 P.Co:Collection Item")) { + switch(select("Wild Rose - 15 P.Co", "Doppelganger - 20 P.Co", "Egnigem Cenia - 20 P.Co", "Collection Item")) { case 1: callsub S_PoringVending,Wild_Rose_Scroll,15; case 2: @@ -122,7 +122,7 @@ poring_w01,100,97,3 script Poring Vending Machine#w 4_PORING,{ mes "Please be aware before you make a purchase~"; mes "Item name - Poring Coin(P.Co)"; next; - switch(select("Novice Figure - 50 P.Co:Swordman Figure - 100 P.Co:Thief Figure - 100 P.Co:Merchant Figure - 100 P.Co:Acolyte Figure - 100 P.Co:Mage Figure - 100 P.Co:Archer Figure - 100 P.Co:Random Draw - 50 P.Co:Cancel")) { + switch(select("Novice Figure - 50 P.Co", "Swordman Figure - 100 P.Co", "Thief Figure - 100 P.Co", "Merchant Figure - 100 P.Co", "Acolyte Figure - 100 P.Co", "Mage Figure - 100 P.Co", "Archer Figure - 100 P.Co", "Random Draw - 50 P.Co", "Cancel")) { case 1: callsub S_PoringVending,Novice_Figure,50; case 2: @@ -141,7 +141,7 @@ poring_w01,100,97,3 script Poring Vending Machine#w 4_PORING,{ mes "You have chosen Random Draw."; mes "1 of 7 diffeent kinds of figures will be selected."; next; - if(select("Draw:Cancel") == 1) { + if(select("Draw", "Cancel") == 1) { if (countitem(Poring_Coin) >= 50) { mes "Insert the Poring coin and pull the lever."; mes "Click~ The item came out of the mouth of the Poring with a rumbling sound."; @@ -165,11 +165,11 @@ poring_w01,100,97,3 script Poring Vending Machine#w 4_PORING,{ close; } } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "... Maybe next time..."; close; case 9: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "... Maybe next time..."; close; } @@ -262,7 +262,7 @@ poring_w01,96,97,3 script Sweet Devi#wop 4_DEVIRUCHI,{ mes "Hehehee, I feel kinda shy now."; mes "Anyway, human. Do you want to join our Poring War?"; next; - switch(select("Am I qualified to join?:How do I join the war?:Cancel:Let me out of here, please!")) { + switch(select("Am I qualified to join?", "How do I join the war?", "Cancel", "Let me out of here, please!")) { case 1: mes "[Deviruchi]"; mes "No racial discrimination! Anyone can join if they're willing to fight."; @@ -299,7 +299,7 @@ poring_w01,96,97,3 script Sweet Devi#wop 4_DEVIRUCHI,{ mes "And you need to make sure you know who's in which party."; close; case 3: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "hmm, I see."; close; case 4: @@ -644,14 +644,14 @@ poring_w02,26,181,3 script Mr. Doppel#wop_team_a 8_DOPPEL,{ close; } .@a_tname$ = getpartyname($@wop_team_a); - .@pname$ = getpartyname(getcharid(1)); - if ($@wop_team_a != 0 && $@wop_team_a == getcharid(1)) { + .@pname$ = getpartyname(getcharid(CHAR_ID_PARTY)); + if ($@wop_team_a != 0 && $@wop_team_a == getcharid(CHAR_ID_PARTY)) { mes "[Mr. Doppel]"; mes "So, everyone joined the party?"; mes "The name of the party is... " + .@pname$ + ", right?"; mes "I'll transfer you to the battle staging area."; next; - switch(select("No! Wait!:Go to the staging area.")) { + switch(select("No! Wait!", "Go to the staging area.")) { case 1: mes "[Mr. Doppel]"; mes "What is it now?"; @@ -662,11 +662,11 @@ poring_w02,26,181,3 script Mr. Doppel#wop_team_a 8_DOPPEL,{ mes "If you don't get there in time, you won't make it to the battle."; close; case 2: - if ((getpartyleader(getcharid(1),2) == getcharid(0))) { + if ((getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR))) { mes "[Mr. Doppel]"; mes "So, you are the leader. Before going to the battlefield, you should check all your members."; next; - switch(select("Very well. I'll be the last.:I am the last. Send me to the battlefield.")) { + switch(select("Very well. I'll be the last.", "I am the last. Send me to the battlefield.")) { case 1: mes "[Mr. Doppel]"; mes "First, make sure all the members are in your party."; @@ -694,7 +694,7 @@ poring_w02,26,181,3 script Mr. Doppel#wop_team_a 8_DOPPEL,{ } } else { - if ((getpartyleader(getcharid(1),2) == getcharid(0))) { + if ((getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR))) { if ($@wop_team_a == 0) { mes "[Mr. Doppel]"; mes "So, you are the party leader of Angeling Team."; @@ -708,7 +708,7 @@ poring_w02,26,181,3 script Mr. Doppel#wop_team_a 8_DOPPEL,{ mes " "; mes "Right? That is the name you wish?"; next; - switch(select("No! You're wrong.:Yes. I would like to register that name.:Cancel")) { + switch(select("No! You're wrong.", "Yes. I would like to register that name.", "Cancel")) { case 1: mes "[Mr. Doppel]"; mes "Hey, I don't have all day! Make your mind and register as fast as you can."; @@ -719,7 +719,7 @@ poring_w02,26,181,3 script Mr. Doppel#wop_team_a 8_DOPPEL,{ mes "So, I'll register your party name as - " +.@pname$ + " -."; mes "Now, Tell your ^4d4dffmembers to confirm your party^000000."; mes "I'll send you to the battlefield as soon as I confirm your party."; - $@wop_team_a = getcharid(1); + $@wop_team_a = getcharid(CHAR_ID_PARTY); mapannounce "poring_w02","The registration of the Angeling Team has been confirmed. The party members must confirm their team with Mr. Doppel.",0,0x33FF66; close; case 3: @@ -775,14 +775,14 @@ poring_w02,170,181,3 script Mr. Doppel#wop_team_d 8_DOPPEL,{ close; } .@d_tname$ = getpartyname($@wop_team_d); - .@pname$ = getpartyname(getcharid(1)); - if ($@wop_team_d != 0 && $@wop_team_d == getcharid(1)) { + .@pname$ = getpartyname(getcharid(CHAR_ID_PARTY)); + if ($@wop_team_d != 0 && $@wop_team_d == getcharid(CHAR_ID_PARTY)) { mes "[Mr. Doppel]"; mes "So, everyone joined the party?"; mes "The name of the party is... " + .@pname$ + ", right?"; mes "I'll transfer you to the battle staging area."; next; - switch(select("No! Wait!:Go to the staging area.")) { + switch(select("No! Wait!", "Go to the staging area.")) { case 1: mes "[Mr. Doppel]"; mes "What is it now?"; @@ -793,11 +793,11 @@ poring_w02,170,181,3 script Mr. Doppel#wop_team_d 8_DOPPEL,{ mes "If you don't get there in time, you won't make it to the battle."; close; case 2: - if ((getpartyleader(getcharid(1),2) == getcharid(0))) { + if ((getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR))) { mes "[Mr. Doppel]"; mes "So, you are the leader. Before going to the battlefield, you should check all your members."; next; - switch(select("Very well. I'll be the last.:I am the last. Send me to the battlefield.")) { + switch(select("Very well. I'll be the last.", "I am the last. Send me to the battlefield.")) { case 1: mes "[Mr. Doppel]"; mes "First, make sure all the members are in your party."; @@ -823,7 +823,7 @@ poring_w02,170,181,3 script Mr. Doppel#wop_team_d 8_DOPPEL,{ } } } else { - if ((getpartyleader(getcharid(1),2) == getcharid(0))) { + if ((getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR))) { if ($@wop_team_d == 0) { mes "[Mr. Doppel]"; mes "So, you are the party leader of Deviling Team."; @@ -837,7 +837,7 @@ poring_w02,170,181,3 script Mr. Doppel#wop_team_d 8_DOPPEL,{ mes " "; mes "Right? That is the name you wish?"; next; - switch(select("No! You're wrong.:Yes. I would like to register that name.:Cancel")) { + switch(select("No! You're wrong.", "Yes. I would like to register that name.", "Cancel")) { case 1: mes "[Mr. Doppel]"; mes "Hey, I don't have all day! Make your mind and register as fast as you can."; @@ -848,7 +848,7 @@ poring_w02,170,181,3 script Mr. Doppel#wop_team_d 8_DOPPEL,{ mes "So, I'll register your party name as - " + .@pname$ + " -."; mes "Now, Tell your ^4d4dffmembers to confirm your party^000000."; mes "I'll send you to the battlefield as soon as I confirm your party."; - $@wop_team_d = getcharid(1); + $@wop_team_d = getcharid(CHAR_ID_PARTY); mapannounce "poring_w02","The registration of the Deviling Team has been confirmed. The party members must confirm their team with Mr. Doppel.",0,0x33FF66; close; case 3: @@ -1052,7 +1052,7 @@ OnInit: OnEnable: enablenpc "#wop_warp_a"; - specialeffect EF_MAPPILLAR2,AREA,"#wop_warp_a"; + specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, "#wop_warp_a")); end; OnDisable: @@ -1074,7 +1074,7 @@ OnInit: OnEnable: enablenpc "#wop_warp_d"; - specialeffect EF_MAPPILLAR2,AREA,"#wop_warp_d"; + specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, "#wop_warp_d")); end; OnDisable: @@ -1238,7 +1238,7 @@ poring_w02,99,201,3 script Deviruchi#wop_endmaster 4_DEVIRUCHI,{ } .@a_point = $@wop_deadcount_a; .@d_point = $@wop_deadcount_d; - if (getcharid(1) == $@wop_team_a) { + if (getcharid(CHAR_ID_PARTY) == $@wop_team_a) { if (.@a_point < .@d_point) { mes "[Devi]"; mes "Good work!"; @@ -1319,7 +1319,7 @@ poring_w02,99,201,3 script Deviruchi#wop_endmaster 4_DEVIRUCHI,{ } } } - else if (getcharid(1) == $@wop_team_d) { + else if (getcharid(CHAR_ID_PARTY) == $@wop_team_d) { if (.@a_point > .@d_point) { mes "[Devi]"; mes "Good work!"; @@ -1468,7 +1468,7 @@ poring_w02,99,52,0 script Angeling Guardian#wop_da HIDDEN_NPC,{ mes "There is a device to equip the War Badges."; mes "I can see the empty slots to equip the Badges."; next; - switch(select("Equip War Badge.:Cancel.")) { + switch(select("Equip War Badge.", "Cancel.")) { case 1: if (countitem(War_Badge)) { if ($@wop_doorcount_a < 4) { @@ -1565,7 +1565,7 @@ poring_w02,98,113,0 script Deviling Guardian#wop_dd HIDDEN_NPC,{ mes "There is a device to equip the War Badges."; mes "I can see the empty slots to equip the Badges."; next; - switch(select("Equip War Badge.:Cancel.")) { + switch(select("Equip War Badge.", "Cancel.")) { case 1: if (countitem(War_Badge)) { if ($@wop_doorcount_d < 4) { diff --git a/npc/other/powernpc.txt b/npc/other/powernpc.txt index b1bdc8345..b784507e6 100644 --- a/npc/other/powernpc.txt +++ b/npc/other/powernpc.txt @@ -56,7 +56,7 @@ gonryun,180,118,4 script Iron man#gnp 4_M_03,{ mes "Oh~ you look strong!"; mes "Wanna try?"; next; - switch(select("Why not?:?????:No thanks.")){ + switch(select("Why not?", "?????", "No thanks.")){ case 1: mes "[Songmoodoo]"; mes "Haha~ I knew you would try."; @@ -88,7 +88,7 @@ gonryun,180,118,4 script Iron man#gnp 4_M_03,{ mes "Good to see you again!"; mes "Wanna go??"; next; - if (select("Sure:Maybe next time") == 1) { + if (select("Sure", "Maybe next time") == 1) { mes "[Songmoodoo]"; mes "Good! Haha."; mes "I like your confidence."; @@ -151,7 +151,7 @@ gon_test,50,14,4 script Administrator#gnp 8_M_TWSOLDIER,{ mes "Remember, you have to pay"; mes "500z to fight."; next; - if (select("Yes, let me fight!:One moment, please.") == 2) { + if (select("Yes, let me fight!", "One moment, please.") == 2) { mes "[Administrator]"; mes "Ok, see you later."; close; @@ -185,7 +185,7 @@ gon_test,42,89,4 script Summoner#gnp 4_M_TWBOY,{ mes "Welcome."; mes "Which monster will you recall?"; next; - .@gnpGroup = select("Group 1:Group 2:Group 3:Group 4:Group 5:Group 6:Group 7:Group 8:Group 9:Group 10:Group 11"); + .@gnpGroup = select("Group 1", "Group 2", "Group 3", "Group 4", "Group 5", "Group 6", "Group 7", "Group 8", "Group 9", "Group 10", "Group 11"); .@gnpGroupMob$ = .gnpMobsName$[(.@gnpGroup-1)*6]; for (.@i = 1; .@i < 6; ++.@i) .@gnpGroupMob$ += ":" + .gnpMobsName$[(.@gnpGroup-1)*6 + .@i]; @@ -254,7 +254,7 @@ gon_test,46,14,3 script Guide of field of fight 4_F_TWGIRL,{ mes "This is a field of fight."; mes "Got any questions?"; next; - switch(select("A field of fight?:You got a minute lady?:Get in.:Out.:Nope.")){ + switch(select("A field of fight?", "You got a minute lady?", "Get in.", "Out.", "Nope.")){ case 1: mes "[SongHeeYeon]"; mes "Just like the name of this place,"; @@ -300,7 +300,7 @@ gon_test,70,103,3 script ChowAnAn#gnp 4_F_TWMIDWOMAN,{ mes "[ChowAnAn]"; mes "Want to go back?"; next; - if (select("Yes.:No.") == 1) { + if (select("Yes.", "No.") == 1) { mes "[ChowAnAn]"; mes "Thank you."; mes "Please come again."; diff --git a/npc/other/pvp.txt b/npc/other/pvp.txt index 1820bfc5c..6978d49d2 100644 --- a/npc/other/pvp.txt +++ b/npc/other/pvp.txt @@ -45,7 +45,7 @@ mes "explaining the PVP Modes."; mes "I am the PVP Narrator!"; next; - switch(select("What is PVP?:What are the PVP Modes?:What are the rules for PVP?:Save Position.:End Dialog.")) { + switch(select("What is PVP?", "What are the PVP Modes?", "What are the rules for PVP?", "Save Position.", "End Dialog.")) { case 1: mes "[PVP Narrator]"; mes "In short, PVP means"; @@ -166,11 +166,11 @@ mes "Position successfully saved..."; mes "Thank you very much!"; mes "We will see you again soon."; - if(strnpcinfo(4) == "morocc_in") { savepoint "morocc_in",141,139; } - if(strnpcinfo(4) == "alberta_in") { savepoint "alberta_in",22,148; } - if(strnpcinfo(4) == "prt_in") { savepoint "prt_in",54,137; } - if(strnpcinfo(4) == "geffen_in") { savepoint "geffen_in",70,59; } - if(strnpcinfo(4) == "payon_in01") { savepoint "payon_in01",142,46; } + if(strnpcinfo(NPC_MAP) == "morocc_in") { savepoint "morocc_in",141,139; } + if(strnpcinfo(NPC_MAP) == "alberta_in") { savepoint "alberta_in",22,148; } + if(strnpcinfo(NPC_MAP) == "prt_in") { savepoint "prt_in",54,137; } + if(strnpcinfo(NPC_MAP) == "geffen_in") { savepoint "geffen_in",70,59; } + if(strnpcinfo(NPC_MAP) == "payon_in01") { savepoint "payon_in01",142,46; } break; case 5: mes "[PVP Narrator]"; @@ -201,7 +201,7 @@ geffen_in,67,63,4 duplicate(pvpe) PVP Narrator#pe6 4_M_02 mes "modes or rules, Please ask"; mes "the Narrator..."; next; - switch(select("^FF5533' PvP Nightmare Mode'^000000:^3355FF' PvP Yoyo Mode'^000000:^3355FF' PvP Event Mode'^000000:Quit")) { + switch(select("^FF5533' PvP Nightmare Mode'^000000", "^3355FF' PvP Yoyo Mode'^000000", "^3355FF' PvP Event Mode'^000000", "Quit")) { case 1: mes "[Gate Keeper]"; mes "I am sorry, but currently the Nightmare mode service is not available."; @@ -214,7 +214,7 @@ geffen_in,67,63,4 duplicate(pvpe) PVP Narrator#pe6 4_M_02 mes "to the Yoyo Mode"; mes "fight square?"; next; - switch(select("Move:Cancel")) { + switch(select("Move", "Cancel")) { case 1: if ((Zeny > 499) && (BaseLevel > 30)) { Zeny -= 500; @@ -307,8 +307,8 @@ function script F_PVP_FSRS { close; } } - if (strnpcinfo(4) == "pvp_y_room") { - .@base$ = "pvp_y_"+strnpcinfo(2); + if (strnpcinfo(NPC_MAP) == "pvp_y_room") { + .@base$ = "pvp_y_"+strnpcinfo(NPC_NAME_HIDDEN); setarray .@maps$[0], .@base$+"-1", .@base$+"-2", .@base$+"-3", .@base$+"-4", .@base$+"-5"; setarray .@name$[0], "Prontera", "Izlude", "Payon", "Alberta", "Morroc"; setarray .@Limit[0], 128, 128, 128, 128, 128; @@ -345,12 +345,12 @@ pvp_room,54,85,4 script Registration Staff#1 8W_SOLDIER,{ setarray .warp_x,40,59,20,40; setarray .warp_y,59,40,40,20; } - if (select("Combat Square one:Cancel") == 1) { + if (select("Combat Square one", "Cancel") == 1) { mes "[PVP Combat Square Register Staff]"; - mes "'"+ strcharinfo(0) +"'"; + mes "'"+ strcharinfo(PC_NAME) +"'"; mes "Are you ready?!"; next; - if (select("Yes!:No!") == 1) { + if (select("Yes!", "No!") == 1) { mes "[PVP Combat Square Register Staff]"; mes "OK! I will send you inside"; mes "Good luck!"; @@ -381,7 +381,7 @@ OnInit: mes "For details about players entrance please proceed to the Register Staff on your left."; close; } - if (select("Compete Square one:Cancel") == 1) { + if (select("Compete Square one", "Cancel") == 1) { mes "[PVP Combat Square Register Staff]"; mes "You got it, thanks for participating. Have fun!"; close2; @@ -409,7 +409,7 @@ pvp_room,86,85,4 duplicate(PVPSpectator) Spectator's Entrance#4 8W_SOLDIER OnTouch: mes "[Combat Square Staff]"; mes "May I help you?"; - if (select("To the center viewer seat.:Leave Combat Square.") == 1) { + if (select("To the center viewer seat.", "Leave Combat Square.") == 1) { warp "pvp_2vs2",38,38; end; } @@ -424,7 +424,7 @@ pvp_2vs2,74,5,0 duplicate(PVPSpecWarp) Combat Square Staff#4 WARPNPC,1,1 pvp_2vs2,40,40,0 script Combat Square Staff#5 WARPNPC,1,1,{ mes "[Combat Square Staff]"; mes "May I help you?"; - switch(select("To the side viewer seat.:Leave Combat Square.")) { + switch(select("To the side viewer seat.", "Leave Combat Square.")) { case 1: switch(rand(1,4)) { case 1: warp "pvp_2vs2",39,7; end; @@ -445,7 +445,7 @@ OnTouch: mes "Did you have fun in Combat Square?"; mes "May I ask where you want to go?"; next; - switch(select("Prontera.:Morocc.:Geffen.:Payon.:Alberta.:Cancel.")) { + switch(select("Prontera.", "Morocc.", "Geffen.", "Payon.", "Alberta.", "Cancel.")) { case 1: warp "prontera",107,60; end; case 2: warp "morocc",157,96; end; case 3: warp "geffen",120,36; end; diff --git a/npc/other/turbo_track.txt b/npc/other/turbo_track.txt index a6c2727fa..f70c97427 100644 --- a/npc/other/turbo_track.txt +++ b/npc/other/turbo_track.txt @@ -40,8 +40,8 @@ //========================================================================= function script F_tt { - if (compare(strnpcinfo(2),"main")) end; - .@w$ = (charat(strnpcinfo(4),6))+((getstrlen(strnpcinfo(4)) > 9)?(substr(strnpcinfo(4),8,9)):(charat(strnpcinfo(4),getstrlen(strnpcinfo(4))-1))); + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"main")) end; + .@w$ = (charat(strnpcinfo(NPC_MAP),6))+((getstrlen(strnpcinfo(NPC_MAP)) > 9)?(substr(strnpcinfo(NPC_MAP),8,9)):(charat(strnpcinfo(NPC_MAP),getstrlen(strnpcinfo(NPC_MAP))-1))); return .@w$; } @@ -49,36 +49,36 @@ function script F_tt { end; OnEnable: - enablenpc strnpcinfo(0); - enablewaitingroomevent strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); + enablewaitingroomevent strnpcinfo(NPC_NAME); end; OnStartArena: - if (compare(strnpcinfo(2),"n1")) { + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"n1")) { .@in$ = "n"; .@in = 1; } else { - .@in$ = (compare(strnpcinfo(1),"Expert"))?"e":"n"; - if (compare(strnpcinfo(1),"4")) .@in = 4; - if (compare(strnpcinfo(1),"8")) .@in = 8; - if (compare(strnpcinfo(1),"16")) .@in = 16; + .@in$ = (compare(strnpcinfo(NPC_NAME_VISIBLE),"Expert"))?"e":"n"; + if (compare(strnpcinfo(NPC_NAME_VISIBLE),"4")) .@in = 4; + if (compare(strnpcinfo(NPC_NAME_VISIBLE),"8")) .@in = 8; + if (compare(strnpcinfo(NPC_NAME_VISIBLE),"16")) .@in = 16; } warpwaitingpc "turbo_"+.@in$+"_"+.@in,298,161; donpcevent "Broadcast#"+.@in$+.@in+"::OnEnable"; - disablewaitingroomevent strnpcinfo(0); + disablewaitingroomevent strnpcinfo(NPC_NAME); end; OnInit: - if (compare(strnpcinfo(0),"main")) end; - if (compare(strnpcinfo(2),"n1")) { + if (compare(strnpcinfo(NPC_NAME),"main")) end; + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"n1")) { waitingroom "Solo Mode",60,"Solo Mode#n1::OnStartArena",1; } else { - if (compare(strnpcinfo(1),"4")) .@in = 4; - if (compare(strnpcinfo(1),"8")) .@in = 8; - if (compare(strnpcinfo(1),"16")) .@in = 16; - waitingroom strnpcinfo(1),60,strnpcinfo(0)+"::OnStartArena",.@in,1000,10,99; + if (compare(strnpcinfo(NPC_NAME_VISIBLE),"4")) .@in = 4; + if (compare(strnpcinfo(NPC_NAME_VISIBLE),"8")) .@in = 8; + if (compare(strnpcinfo(NPC_NAME_VISIBLE),"16")) .@in = 16; + waitingroom strnpcinfo(NPC_NAME_VISIBLE),60,strnpcinfo(NPC_NAME)+"::OnStartArena",.@in,1000,10,99; } - enablewaitingroomevent strnpcinfo(0); + enablewaitingroomevent strnpcinfo(NPC_NAME); end; } turbo_room,110,135,3 duplicate(entrance#tt_main) Expert mode - 4 person 4_F_TELEPORTER @@ -113,10 +113,10 @@ turbo_e_4,298,167,0 script Point#tt_main FAKE_NPC,15,15,{ OnTouch: if (tt_point < 28999) { tt_point += 2; - warp strnpcinfo(4),59,364; + warp strnpcinfo(NPC_MAP),59,364; } else - warp strnpcinfo(4),59,364; + warp strnpcinfo(NPC_MAP),59,364; end; OnInit: @@ -140,55 +140,55 @@ OnEnable: end; OnTimer2000: - mapannounce strnpcinfo(4),"You are now in the Waiting Room where you can check your items and prepare for the race.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You are now in the Waiting Room where you can check your items and prepare for the race.",bc_map,"0x33FF66"; end; OnTimer7000: - mapannounce strnpcinfo(4),"You will have 30 seconds before you are transported to the Starting Line.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You will have 30 seconds before you are transported to the Starting Line.",bc_map,"0x33FF66"; end; OnTimer10000: - mapannounce strnpcinfo(4),"Please make sure that you have suitable equipment and items with you.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"Please make sure that you have suitable equipment and items with you.",bc_map,"0x33FF66"; end; OnTimer15000: - mapannounce strnpcinfo(4),"The 30 second countdown will begin shortly.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"The 30 second countdown will begin shortly.",bc_map,"0x33FF66"; end; OnTimer17000: - mapannounce strnpcinfo(4),"30 seconds remaining.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"30 seconds remaining.",bc_map,"0x33FF66"; end; OnTimer27000: - mapannounce strnpcinfo(4),"20 seconds remaining.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"20 seconds remaining.",bc_map,"0x33FF66"; end; OnTimer37000: - mapannounce strnpcinfo(4),"10 seconds remaining.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"10 seconds remaining.",bc_map,"0x33FF66"; end; OnTimer42000: - mapannounce strnpcinfo(4),"5 seconds remaining.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"5 seconds remaining.",bc_map,"0x33FF66"; end; OnTimer43000: - mapannounce strnpcinfo(4),"4 seconds remaining.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"4 seconds remaining.",bc_map,"0x33FF66"; end; OnTimer44000: - mapannounce strnpcinfo(4),"3 seconds remaining.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"3 seconds remaining.",bc_map,"0x33FF66"; end; OnTimer45000: - mapannounce strnpcinfo(4),"2 seconds remaining.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"2 seconds remaining.",bc_map,"0x33FF66"; end; OnTimer46000: - mapannounce strnpcinfo(4),"1 second remaining.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"1 second remaining.",bc_map,"0x33FF66"; end; OnTimer47000: - mapannounce strnpcinfo(4),"You will be transported to the Starting Line shortly.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You will be transported to the Starting Line shortly.",bc_map,"0x33FF66"; end; OnTimer49000: @@ -201,7 +201,7 @@ OnTimer50000: .@w$ = callfunc("F_tt"); donpcevent "snake#"+.@w$+"::OnEnable"; donpcevent "hunting#"+.@w$+"::OnEnable"; - if (strnpcinfo(4) != "turbo_n_1") enablenpc "bing#"+.@w$; + if (strnpcinfo(NPC_MAP) != "turbo_n_1") enablenpc "bing#"+.@w$; end; OnTimer57000: @@ -237,164 +237,164 @@ OnDisable: end; OnTimer7000: - mapannounce strnpcinfo(4),"Welcome to the Turbo Track.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"Welcome to the Turbo Track.",bc_map,"0x33FF66"; end; OnTimer9000: - mapannounce strnpcinfo(4),"The game will be hosted for 15 minutes and at least one person must complete the entire course.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"The game will be hosted for 15 minutes and at least one person must complete the entire course.",bc_map,"0x33FF66"; end; OnTimer11000: - mapannounce strnpcinfo(4),"We hope you will do your best.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"We hope you will do your best.",bc_map,"0x33FF66"; end; OnTimer13000: - mapannounce strnpcinfo(4),"The game will begin after a 5 second countdown. Everyone, please take your positions behind the Starting Line.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"The game will begin after a 5 second countdown. Everyone, please take your positions behind the Starting Line.",bc_map,"0x33FF66"; end; OnTimer15000: - mapannounce strnpcinfo(4),"The countdown will commence shortly.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"The countdown will commence shortly.",bc_map,"0x33FF66"; end; OnTimer17000: - mapannounce strnpcinfo(4),"- 5 -",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"- 5 -",bc_map,"0x33FF66"; end; OnTimer18000: - mapannounce strnpcinfo(4),"- 4 -",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"- 4 -",bc_map,"0x33FF66"; end; OnTimer19000: - mapannounce strnpcinfo(4),"- 3 -",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"- 3 -",bc_map,"0x33FF66"; end; OnTimer20000: - mapannounce strnpcinfo(4),"- 2 -",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"- 2 -",bc_map,"0x33FF66"; end; OnTimer21000: - mapannounce strnpcinfo(4),"- 1 -",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"- 1 -",bc_map,"0x33FF66"; end; OnTimer22000: - mapannounce strnpcinfo(4),"- 0 -",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"- 0 -",bc_map,"0x33FF66"; end; OnTimer23000: .@w$ = callfunc("F_tt"); - mapannounce strnpcinfo(4),"Now! The race has begun! Go Go Go!!",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"Now! The race has begun! Go Go Go!!",bc_map,"0x33FF66"; disablenpc "No_Unfair_Start#"+.@w$+"-1"; disablenpc "No_Unfair_Start#"+.@w$+"-2"; - if (strnpcinfo(4) == "turbo_n_1") $@start_time = gettimetick(0); + if (strnpcinfo(NPC_MAP) == "turbo_n_1") $@start_time = gettimetick(0); end; OnTimer30000: - mapannounce strnpcinfo(4),"Remember that this is a 15 minute race. After 15 minutes, everyone will be transported out of the race track.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"Remember that this is a 15 minute race. After 15 minutes, everyone will be transported out of the race track.",bc_map,"0x33FF66"; end; OnTimer83000: - mapannounce strnpcinfo(4),"You have 14 minutes left.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You have 14 minutes left.",bc_map,"0x33FF66"; end; OnTimer143000: - mapannounce strnpcinfo(4),"You have 13 minutes left.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You have 13 minutes left.",bc_map,"0x33FF66"; end; OnTimer203000: - mapannounce strnpcinfo(4),"You have 12 minutes left.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You have 12 minutes left.",bc_map,"0x33FF66"; end; OnTimer263000: - mapannounce strnpcinfo(4),"You have 11 minutes left.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You have 11 minutes left.",bc_map,"0x33FF66"; end; OnTimer323000: - mapannounce strnpcinfo(4),"You have 10 minutes left.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You have 10 minutes left.",bc_map,"0x33FF66"; end; OnTimer383000: - mapannounce strnpcinfo(4),"You have 9 minutes left.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You have 9 minutes left.",bc_map,"0x33FF66"; end; OnTimer443000: - mapannounce strnpcinfo(4),"You have 8 minutes left.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You have 8 minutes left.",bc_map,"0x33FF66"; end; OnTimer503000: - mapannounce strnpcinfo(4),"You have 7 minutes left.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You have 7 minutes left.",bc_map,"0x33FF66"; end; OnTimer563000: - mapannounce strnpcinfo(4),"You have 6 minutes left.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You have 6 minutes left.",bc_map,"0x33FF66"; end; OnTimer623000: - mapannounce strnpcinfo(4),"You have 5 minutes left.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You have 5 minutes left.",bc_map,"0x33FF66"; end; OnTimer683000: - mapannounce strnpcinfo(4),"You have 4 minutes left.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You have 4 minutes left.",bc_map,"0x33FF66"; end; OnTimer743000: - mapannounce strnpcinfo(4),"You have 3 minutes left.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You have 3 minutes left.",bc_map,"0x33FF66"; end; OnTimer803000: - mapannounce strnpcinfo(4),"You have 2 minutes left.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You have 2 minutes left.",bc_map,"0x33FF66"; end; OnTimer863000: - mapannounce strnpcinfo(4),"You have 1 minute left.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You have 1 minute left.",bc_map,"0x33FF66"; end; OnTimer893000: - mapannounce strnpcinfo(4),"You have 30 seconds left.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You have 30 seconds left.",bc_map,"0x33FF66"; end; OnTimer903000: - mapannounce strnpcinfo(4),"You have 20 seconds left.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You have 20 seconds left.",bc_map,"0x33FF66"; end; OnTimer913000: - mapannounce strnpcinfo(4),"You have 10 seconds left.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You have 10 seconds left.",bc_map,"0x33FF66"; end; OnTimer918000: - mapannounce strnpcinfo(4),"You have 5 seconds left.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You have 5 seconds left.",bc_map,"0x33FF66"; end; OnTimer919000: - mapannounce strnpcinfo(4),"You have 4 seconds left.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You have 4 seconds left.",bc_map,"0x33FF66"; end; OnTimer920000: - mapannounce strnpcinfo(4),"You have 3 seconds left.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You have 3 seconds left.",bc_map,"0x33FF66"; end; OnTimer921000: - mapannounce strnpcinfo(4),"You have 2 seconds left.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You have 2 seconds left.",bc_map,"0x33FF66"; end; OnTimer922000: - mapannounce strnpcinfo(4),"You have 1 second left.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"You have 1 second left.",bc_map,"0x33FF66"; end; OnTimer923000: - mapannounce strnpcinfo(4),"Time's up!",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"Time's up!",bc_map,"0x33FF66"; end; OnTimer925000: - mapannounce strnpcinfo(4),"The race is over.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"The race is over.",bc_map,"0x33FF66"; end; OnTimer927000: .@w$ = callfunc("F_tt"); - mapannounce strnpcinfo(4),"[Everyone will be transported to a Waiting Room.]",bc_map,"0x33FF66"; - mapwarp strnpcinfo(4),"turbo_room",71,89; + mapannounce strnpcinfo(NPC_MAP),"[Everyone will be transported to a Waiting Room.]",bc_map,"0x33FF66"; + mapwarp strnpcinfo(NPC_MAP),"turbo_room",71,89; disablenpc "Broadcast#"+.@w$; donpcevent "Master#"+.@w$+"::OnDisable"; - if (strnpcinfo(4) == "turbo_n_1") { + if (strnpcinfo(NPC_MAP) == "turbo_n_1") { donpcevent "Solo Mode#n1::OnEnable"; } else { donpcevent RName(.@w$)+"::OnEnable"; @@ -421,7 +421,7 @@ OnInit: function RName { .@s = (getstrlen(getarg(0)) > 2)?(substr(getarg(0),1,2)):(charat(getarg(0),getstrlen(getarg(0))-1)); - .@rn$ = ((compare(strnpcinfo(4),"_e_"+.@s))?"Expert mode":"Normal mode")+" - "+.@s+" person"; + .@rn$ = ((compare(strnpcinfo(NPC_MAP),"_e_"+.@s))?"Expert mode":"Normal mode")+" - "+.@s+" person"; return .@rn$; } } @@ -435,7 +435,7 @@ turbo_n_1,167,3,0 duplicate(Master#tt_main) Master#n1 FAKE_NPC - script NoUnfair#tt_main FAKE_NPC,{ OnTouch: - warp strnpcinfo(4),59,364; + warp strnpcinfo(NPC_MAP),59,364; end; } turbo_e_4,62,379,0 duplicate(NoUnfair#tt_main) No_Unfair_Start#e4-1 FAKE_NPC,0,31 @@ -456,9 +456,9 @@ turbo_n_1,68,379,5 duplicate(NoUnfair#tt_main) No_Unfair_Start#n1-2 FAKE_NPC,5,3 - script LogTrap#tt_main FAKE_NPC,{ OnTouch: switch (rand(1,3)) { - case 1: warp strnpcinfo(4),72,372; end; - case 2: warp strnpcinfo(4),72,365; end; - case 3: warp strnpcinfo(4),72,357; end; + case 1: warp strnpcinfo(NPC_MAP),72,372; end; + case 2: warp strnpcinfo(NPC_MAP),72,365; end; + case 3: warp strnpcinfo(NPC_MAP),72,357; end; } } turbo_e_4,118,377,0 duplicate(LogTrap#tt_main) trap_a#e4-1 FAKE_NPC,44,1 @@ -1632,10 +1632,10 @@ turbo_n_1,236,3,0 duplicate(WaterTrap#tt_main) flasher#n1-48b FAKE_NPC,3,0 - script snake01#tt_main FAKE_NPC,{ OnTouch: .@turbo2 = rand(1,7); - if (.@turbo2 < 3) warp strnpcinfo(4),370,292; - if (.@turbo2 < 5) warp strnpcinfo(4),295,293; - if (.@turbo2 < 7) warp strnpcinfo(4),355,292; - if (.@turbo2 < 8) warp strnpcinfo(4),279,292; + if (.@turbo2 < 3) warp strnpcinfo(NPC_MAP),370,292; + if (.@turbo2 < 5) warp strnpcinfo(NPC_MAP),295,293; + if (.@turbo2 < 7) warp strnpcinfo(NPC_MAP),355,292; + if (.@turbo2 < 8) warp strnpcinfo(NPC_MAP),279,292; end; } turbo_e_4,324,279,0 duplicate(snake01#tt_main) snake01#e4 WARPNPC,1,1 @@ -1649,10 +1649,10 @@ turbo_n_1,324,279,0 duplicate(snake01#tt_main) snake01#n1 WARPNPC,1,1 - script snake02#tt_main FAKE_NPC,{ OnTouch: .@turbo2 = rand(1,8); - if (.@turbo2 < 3) warp strnpcinfo(4),287,256; - if (.@turbo2 < 5) warp strnpcinfo(4),303,256; - if (.@turbo2 < 7) warp strnpcinfo(4),347,256; - if (.@turbo2 < 9) warp strnpcinfo(4),363,256; + if (.@turbo2 < 3) warp strnpcinfo(NPC_MAP),287,256; + if (.@turbo2 < 5) warp strnpcinfo(NPC_MAP),303,256; + if (.@turbo2 < 7) warp strnpcinfo(NPC_MAP),347,256; + if (.@turbo2 < 9) warp strnpcinfo(NPC_MAP),363,256; end; } turbo_e_4,332,279,0 duplicate(snake02#tt_main) snake02#e4 WARPNPC,1,1 @@ -1666,10 +1666,10 @@ turbo_n_1,332,279,0 duplicate(snake02#tt_main) snake02#n1 WARPNPC,1,1 - script snake03#tt_main WARPNPC,1,1,{ OnTouch: .@turbo2 = rand(1,8); - if (.@turbo2 < 3) warp strnpcinfo(4),279,292; - if (.@turbo2 < 5) warp strnpcinfo(4),311,292; - if (.@turbo2 < 7) warp strnpcinfo(4),347,256; - if (.@turbo2 < 9) warp strnpcinfo(4),370,292; + if (.@turbo2 < 3) warp strnpcinfo(NPC_MAP),279,292; + if (.@turbo2 < 5) warp strnpcinfo(NPC_MAP),311,292; + if (.@turbo2 < 7) warp strnpcinfo(NPC_MAP),347,256; + if (.@turbo2 < 9) warp strnpcinfo(NPC_MAP),370,292; end; } turbo_e_4,324,270,0 duplicate(snake03#tt_main) snake03#e4 WARPNPC,1,1 @@ -1683,10 +1683,10 @@ turbo_n_1,324,270,0 duplicate(snake03#tt_main) snake03#n1 WARPNPC,1,1 - script snake04#tt_main WARPNPC,1,1,{ OnTouch: .@turbo2 = rand(1,7); - if (.@turbo2 < 3) warp strnpcinfo(4),363,256; - if (.@turbo2 < 5) warp strnpcinfo(4),295,293; - if (.@turbo2 < 7) warp strnpcinfo(4),355,292; - if (.@turbo2 < 8) warp strnpcinfo(4),287,256; + if (.@turbo2 < 3) warp strnpcinfo(NPC_MAP),363,256; + if (.@turbo2 < 5) warp strnpcinfo(NPC_MAP),295,293; + if (.@turbo2 < 7) warp strnpcinfo(NPC_MAP),355,292; + if (.@turbo2 < 8) warp strnpcinfo(NPC_MAP),287,256; end; } turbo_e_4,332,270,0 duplicate(snake04#tt_main) snake04#e4 WARPNPC,1,1 @@ -1701,14 +1701,14 @@ turbo_n_1,332,270,0 duplicate(snake04#tt_main) snake04#n1 WARPNPC,1,1 end; OnReset: - killmonsterall strnpcinfo(4); + killmonsterall strnpcinfo(NPC_MAP); end; OnEnable: - if (compare(strnpcinfo(2),"snake")) { + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"snake")) { setarray .@n, 279,284,279,268,279,260,287,288,287,280,287,264,295,284,295,268,295,260,303,288,303,280,303,264,311,284,311,268,311,260,347,288,347,280,347,264,355,284,355,268,355,260,363,288,363,280,363,264,371,284,371,268,371,260,379,288,379,280,379,264; for (.@i = 0; .@i < getarraysize(.@n); .@i += 2) - monster strnpcinfo(4),.@n[.@i],.@n[.@i+1],"Archer Skeleton",1420,1; + monster strnpcinfo(NPC_MAP),.@n[.@i],.@n[.@i+1],"Archer Skeleton",1420,1; } else { setarray .@n_1$, "Munak","1610"; setarray .@n_1, 47,87,47,87,24,74,24,74,67,42,67,42,60,70,60,70,32,51,32,51,30,25,30,25,62,20,62,20,216,378,218,360,223,361,243,342,247,364; @@ -1718,7 +1718,7 @@ OnEnable: setarray .@n_3, 68,56,26,46; while (.@c < 3) { for (.@i = 0; .@i < getarraysize(getd(".@n_"+.@c)); .@i += 2) - monster strnpcinfo(4),getd(".@n_"+.@c+"["+.@i+"]"),getd(".@n_"+.@c+"["+(.@i+1)+"]"),getd(".@n_"+.@c+"$[0]"),atoi(getd(".@n_"+.@c+"$[1]")),1; + monster strnpcinfo(NPC_MAP),getd(".@n_"+.@c+"["+.@i+"]"),getd(".@n_"+.@c+"["+(.@i+1)+"]"),getd(".@n_"+.@c+"$[0]"),atoi(getd(".@n_"+.@c+"$[1]")),1; ++.@c; } } @@ -1738,41 +1738,41 @@ turbo_n_1,90,46,0 duplicate(SnakeHunt#tt_main) hunting#n1 HIDDEN_NPC - script cos#tt_main FAKE_NPC,{ OnTouch: - .@n = charat(strnpcinfo(2),getstrlen(strnpcinfo(2))-1); + .@n = charat(strnpcinfo(NPC_NAME_HIDDEN),getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1); switch (.@n) { case 1: - mapannounce strnpcinfo(4),strcharinfo(0) +" has just passed the Log Bridge course!",bc_map,"0x70DBDB"; + mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" has just passed the Log Bridge course!",bc_map,"0x70DBDB"; switch (rand(1,3)) { - case 1: warp strnpcinfo(4),210,369; end; - case 2: warp strnpcinfo(4),210,361; end; - case 3: warp strnpcinfo(4),210,354; end; + case 1: warp strnpcinfo(NPC_MAP),210,369; end; + case 2: warp strnpcinfo(NPC_MAP),210,361; end; + case 3: warp strnpcinfo(NPC_MAP),210,354; end; } case 2: - mapannounce strnpcinfo(4),strcharinfo(0) +" has just passed the Cube Hills course!",bc_map,"0x70DBDB"; - warp strnpcinfo(4),316,365; + mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" has just passed the Cube Hills course!",bc_map,"0x70DBDB"; + warp strnpcinfo(NPC_MAP),316,365; end; case 3: - mapannounce strnpcinfo(4),strcharinfo(0) +" has just passed the Cursed Desert!",bc_map,"0x70DBDB"; + mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" has just passed the Cursed Desert!",bc_map,"0x70DBDB"; switch (rand(1,4)) { - case 1: warp strnpcinfo(4),46,254; end; - case 2: warp strnpcinfo(4),76,227; end; - case 3: warp strnpcinfo(4),42,197; end; - case 4: warp strnpcinfo(4),86,220; end; + case 1: warp strnpcinfo(NPC_MAP),46,254; end; + case 2: warp strnpcinfo(NPC_MAP),76,227; end; + case 3: warp strnpcinfo(NPC_MAP),42,197; end; + case 4: warp strnpcinfo(NPC_MAP),86,220; end; } case 5: - mapannounce strnpcinfo(4),strcharinfo(0) +" has just passed the Single Snail course!",bc_map,"0x70DBDB"; - warp strnpcinfo(4),268,275; + mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" has just passed the Single Snail course!",bc_map,"0x70DBDB"; + warp strnpcinfo(NPC_MAP),268,275; end; case 6: - mapannounce strnpcinfo(4),strcharinfo(0) +" has just passed the Snake Dice course!",bc_map,"0x70DBDB"; - warp strnpcinfo(4),5,91; + mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" has just passed the Snake Dice course!",bc_map,"0x70DBDB"; + warp strnpcinfo(NPC_MAP),5,91; end; case 7: - mapannounce strnpcinfo(4),strcharinfo(0) +" has just passed the Small Cave course! Hurry, you're almost at the finish!",bc_map,"0x70DBDB"; + mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" has just passed the Small Cave course! Hurry, you're almost at the finish!",bc_map,"0x70DBDB"; switch(rand(1,3)) { - case 1: warp strnpcinfo(4),307,52; end; - case 2: warp strnpcinfo(4),307,46; end; - case 3: warp strnpcinfo(4),307,40; end; + case 1: warp strnpcinfo(NPC_MAP),307,52; end; + case 2: warp strnpcinfo(NPC_MAP),307,46; end; + case 3: warp strnpcinfo(NPC_MAP),307,40; end; } } } @@ -1943,12 +1943,12 @@ turbo_n_1,222,65,0 duplicate(TurboHint_4#tt_main) #n1NoWayOut7 FAKE_NPC,1,1 OnTouch: .@w$ = callfunc("F_tt"); if (.@w$ == "n1") $@end_time = gettimetick(0); - mapannounce strnpcinfo(4),strcharinfo(0) +" has just arrived at the Finish Line! Congratulations!",bc_map,"0xFFFF00"; + mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" has just arrived at the Finish Line! Congratulations!",bc_map,"0xFFFF00"; if (.@w$ != "n1") { - setd "$ttnames$["+GetNumber(.@w$)+"]",strcharinfo(0); + setd "$ttnames$["+GetNumber(.@w$)+"]",strcharinfo(PC_NAME); donpcevent "Turbo Track Guide::OnWin_"+.@w$; } - warp strnpcinfo(4),384,161; + warp strnpcinfo(NPC_MAP),384,161; if (.@w$ == "e4" || .@w$ == "n4" || .@w$ == "n1") { if (.@w$ == "e4") { donpcevent "Winner Helper#TBT_"+.@w$+"::OnEnable"; @@ -1961,7 +1961,7 @@ OnTouch: if (.@w$ == "e8" || .@w$ == "n8") setarray .@pts, 28951,50; if (.@w$ == "e16" || .@w$ == "n16") setarray .@pts, 28941,60; if (tt_point < .@pts[0]) tt_point += .@pts[1]; - warp strnpcinfo(4),384,161; + warp strnpcinfo(NPC_MAP),384,161; enablenpc "Winner Helper#TBT_"+.@w$; enablenpc "#cos_"+.@w$+"_end2"; } @@ -1992,7 +1992,7 @@ turbo_n_1,371,47,0 duplicate(cos_end#tt_main) #cos_n1_end WARPNPC,1,1 - script cos_end2#tt_main WARPNPC,1,1,{ OnTouch: .@w$ = callfunc("F_tt"); - mapannounce strnpcinfo(4),strcharinfo(0) +" is second to reach the Finish Line! Congratulations!",bc_map,"0xFFFF00"; + mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" is second to reach the Finish Line! Congratulations!",bc_map,"0xFFFF00"; if (.@w$ == "e8" || .@w$ == "n8") setarray .@pts, 28961,40; if (.@w$ == "e16" || .@w$ == "n16") setarray .@pts, 28951,50; if (tt_points < .@pts[0]) tt_point += .@pts[1]; @@ -2014,7 +2014,7 @@ turbo_n_16,371,51,0 duplicate(cos_end2#tt_main) #cos_n16_end2 WARPNPC,1,1 - script cos_end3#tt_main FAKE_NPC,{ OnTouch: .@w$ = callfunc("F_tt"); - mapannounce strnpcinfo(4),"" + strcharinfo(0) +" is third to reach the Finish Line! Congratulations!",bc_map,"0xFFFF00"; + mapannounce strnpcinfo(NPC_MAP),"" + strcharinfo(PC_NAME) +" is third to reach the Finish Line! Congratulations!",bc_map,"0xFFFF00"; if (.@w$ == "e8" || .@w$ == "n8") setarray .@pts, 28971,30; if (.@w$ == "e16" || .@w$ == "n16") setarray .@pts, 28951,50; if (tt_point < .@pts[0]) tt_point += .@pts[1]; @@ -2055,13 +2055,13 @@ turbo_n_1,316,365,0 duplicate(DSwitch#tt_main) Disposable_Switch#n1 FAKE_NPC,1,1 - script Flasher#tt_main FAKE_NPC,{ OnTouch: - mapannounce strnpcinfo(4),strcharinfo(0) +" has just passed the Flasher Maze!",bc_map,"0x70DBDB"; - warp strnpcinfo(4),185,227; + mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" has just passed the Flasher Maze!",bc_map,"0x70DBDB"; + warp strnpcinfo(NPC_MAP),185,227; end; OnInit: .@w$ = callfunc("F_tt"); - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } turbo_e_4,11,266,0 duplicate(Flasher#tt_main) Flasher_Exit_1#e4 WARPNPC,1,1 @@ -2093,17 +2093,17 @@ turbo_n_1,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#n1 WARPNPC,1,1 my_point = tt_point; mes "You now have a total of"; mes tt_point + " Turbo Track points,"; - mes strcharinfo(0) +"."; + mes strcharinfo(PC_NAME) +"."; } mes "Unfortunately, I can't give"; mes "you any Turbo Track Points"; mes "since you would exceed the"; mes "maximum limit. Sorry,"; - mes strcharinfo(0) +"..."; + mes strcharinfo(PC_NAME) +"..."; } else { mes "As the winner, your reward"; mes "is "+((compare(.@w$,"8"))?"50":"40")+" Turbo Track Points,"; - mes strcharinfo(0) +"~"; + mes strcharinfo(PC_NAME) +"~"; next; mes "[Guide]"; mes "However, you cannot receive"; @@ -2114,7 +2114,7 @@ turbo_n_1,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#n1 WARPNPC,1,1 next; if (tt_rank > $ttranks[1]) { setarray $ttranks[0],$ttranks[0],tt_rank,$ttranks[1],$ttranks[2],$ttranks[3],$ttranks[4]; - setarray $ttnames$[9],strcharinfo(0); + setarray $ttnames$[9],strcharinfo(PC_NAME); mes "[Guide]"; mes "Congratulations!"; mes "You are ranked as"; @@ -2123,22 +2123,22 @@ turbo_n_1,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#n1 WARPNPC,1,1 donpcevent "Turbo Track Guide::OnNew_Top1"; if (tt_rank == 29999) { if ($ttnames$[7] == "Breezy Havana") { - $ttnames$[7] = strcharinfo(0); + $ttnames$[7] = strcharinfo(PC_NAME); mes "You've secured your place in"; mes "the Turbo Track Hall of Honor!"; - announce strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000"; + announce strcharinfo(PC_NAME) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000"; } else if ($ttnames$[8] == "RS125") { - $ttnames$[8] = strcharinfo(0); + $ttnames$[8] = strcharinfo(PC_NAME); mes "You've secured your place in"; mes "the Turbo Track Hall of Honor!"; - if (compare(.@w$,"4")) announce strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000"; + if (compare(.@w$,"4")) announce strcharinfo(PC_NAME) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000"; } } } else if (tt_rank > $ttranks[2]) { setarray $ttranks[0],$ttranks[0],$ttranks[1],tt_rank,$ttranks[3],$ttranks[4],$ttranks[5]; - setarray $ttnames$[10],strcharinfo(0); + setarray $ttnames$[10],strcharinfo(PC_NAME); mes "[Guide]"; mes "Congratulations!"; mes "You've ranked Second"; @@ -2147,22 +2147,22 @@ turbo_n_1,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#n1 WARPNPC,1,1 donpcevent "Turbo Track Guide::OnNew_Top2"; if (tt_rank == 29999) { if ($ttnames$[7] == "Breezy Havana") { - $ttnames$[7] = strcharinfo(0); + $ttnames$[7] = strcharinfo(PC_NAME); mes "You've secured your place in"; mes "the Turbo Track Hall of Honor!"; - announce strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000"; + announce strcharinfo(PC_NAME) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000"; } else if ($ttnames$[8] == "RS125") { - $ttnames$[8] = strcharinfo(0); + $ttnames$[8] = strcharinfo(PC_NAME); mes "You've secured your place in"; mes "the Turbo Track Hall of Honor!"; - announce strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000"; + announce strcharinfo(PC_NAME) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000"; } } } else if (tt_rank > $ttranks[3]) { setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],tt_rank,$ttranks[4],$ttranks[5]; - setarray $ttnames$[11],strcharinfo(0); + setarray $ttnames$[11],strcharinfo(PC_NAME); mes "[Guide]"; mes "Congratulations!"; mes "You've ranked Third"; @@ -2171,22 +2171,22 @@ turbo_n_1,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#n1 WARPNPC,1,1 donpcevent "Turbo Track Guide::OnNew_Top3"; if (tt_rank == 29999) { if ($ttnames$[7] == "Breezy Havana") { - $ttnames$[7] = strcharinfo(0); + $ttnames$[7] = strcharinfo(PC_NAME); mes "You've secured your place in"; mes "the Turbo Track Hall of Honor!"; - announce strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000"; + announce strcharinfo(PC_NAME) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000"; } else if ($ttnames$[8] == "RS125") { - $ttnames$[8] = strcharinfo(0); + $ttnames$[8] = strcharinfo(PC_NAME); mes "You've secured your place in"; mes "the Turbo Track Hall of Honor!"; - announce strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000"; + announce strcharinfo(PC_NAME) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000"; } } } else if (tt_rank > $ttranks[4]) { setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],$ttranks[3],tt_rank,$ttranks[5]; - setarray $ttnames$[12],strcharinfo(0); + setarray $ttnames$[12],strcharinfo(PC_NAME); mes "[Guide]"; mes "Congratulations!"; mes "You've ranked Fourth"; @@ -2195,22 +2195,22 @@ turbo_n_1,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#n1 WARPNPC,1,1 donpcevent "Turbo Track Guide::OnNew_Top4"; if (tt_rank == 29999) { if ($ttnames$[7] == "Breezy Havana") { - $ttnames$[7] = strcharinfo(0); + $ttnames$[7] = strcharinfo(PC_NAME); mes "You've secured your place in"; mes "the Turbo Track Hall of Honor!"; - announce strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000"; + announce strcharinfo(PC_NAME) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000"; } else if ($ttnames$[8] == "RS125") { - $ttnames$[8] = strcharinfo(0); + $ttnames$[8] = strcharinfo(PC_NAME); mes "You've secured your place in"; mes "the Turbo Track Hall of Honor!"; - announce strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000"; + announce strcharinfo(PC_NAME) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000"; } } } else if (tt_rank > $ttranks[5]) { setarray $ttranks[0],$ttranks[0],$ttranks[1],$ttranks[2],$ttranks[3],$ttranks[4],tt_rank; - setarray $ttnames$[13],strcharinfo(0); + setarray $ttnames$[13],strcharinfo(PC_NAME); mes "[Guide]"; mes "Congratulations!"; mes "You've ranked Fifth"; @@ -2219,16 +2219,16 @@ turbo_n_1,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#n1 WARPNPC,1,1 donpcevent "Turbo Track Guide::OnNew_Top5"; if (tt_rank == 29999) { if ($ttnames$[7] == "Breezy Havana") { - $ttnames$[7] = strcharinfo(0); + $ttnames$[7] = strcharinfo(PC_NAME); mes "You've secured your place in"; mes "the Turbo Track Hall of Honor!"; - announce "" + strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000"; + announce "" + strcharinfo(PC_NAME) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000"; } else if ($ttnames$[8] == "RS125") { - $ttnames$[8] = strcharinfo(0); + $ttnames$[8] = strcharinfo(PC_NAME); mes "You've secured your place in"; mes "the Turbo Track Hall of Honor!"; - announce strcharinfo(0) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000"; + announce strcharinfo(PC_NAME) + " has joined the Turbo Track Hall of Honor!",bc_all,"FF0000"; } } } @@ -2241,7 +2241,7 @@ turbo_n_1,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#n1 WARPNPC,1,1 next; mes "[Guide]"; mes "What do you"; - mes "think, " + strcharinfo(0) +"?"; + mes "think, " + strcharinfo(PC_NAME) +"?"; mes "Glory can be yours if"; mes "you can achieve victory!"; } @@ -2257,7 +2257,7 @@ turbo_n_1,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#n1 WARPNPC,1,1 end; } else { - if ($ttnames$[7] == strcharinfo(0)) { + if ($ttnames$[7] == strcharinfo(PC_NAME)) { if (compare(.@w$,"4")) { mes "[Guide]"; mes "Oh wow!"; @@ -2279,14 +2279,14 @@ turbo_n_1,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#n1 WARPNPC,1,1 mes "you any Turbo Track Points"; mes "since you would exceed the"; mes "maximum limit. Sorry,"; - mes strcharinfo(0) +"..."; + mes strcharinfo(PC_NAME) +"..."; } } else { mes "Oh, I'm sorry! You're"; mes "here so that I can tell you"; mes "how many Turbo Track Points"; my_point = tt_point; - mes "you have, right? You've got a total of " + my_point + " Turbo Track Points, "+ strcharinfo(0) +"."; + mes "you have, right? You've got a total of " + my_point + " Turbo Track Points, "+ strcharinfo(PC_NAME) +"."; } next; mes "[Guide]"; @@ -2298,7 +2298,7 @@ turbo_n_1,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#n1 WARPNPC,1,1 warp "turbo_room",72,89; end; } - else if ($ttnames$[8] == strcharinfo(0)) { + else if ($ttnames$[8] == strcharinfo(PC_NAME)) { mes "[Guide]"; mes "Hey, aren't you"; mes "in our Hall of Honor?"; @@ -2327,7 +2327,7 @@ turbo_n_1,114,190,0 duplicate(Flasher#tt_main) Flasher_Exit_2#n1 WARPNPC,1,1 mes "Turbo Track Point total!"; mes "You've got a total of"; mes my_point + " Turbo Track points,"; - mes strcharinfo(0) + "."; + mes strcharinfo(PC_NAME) + "."; } next; mes "[Guide]"; @@ -2390,105 +2390,105 @@ OnEnable: OnTimer4000: .@w$ = callfunc("F_tt"); - mapannounce strnpcinfo(4),"This is the ending broadcast for Turbo Track "+RName(.@w$)+".",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"This is the ending broadcast for Turbo Track "+RName(.@w$)+".",bc_map,"0x33FF66"; end; OnTimer8000: - mapannounce strnpcinfo(4),"For smooth game play, the game will end in approximately 1 minute.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"For smooth game play, the game will end in approximately 1 minute.",bc_map,"0x33FF66"; end; OnTimer12000: - mapannounce strnpcinfo(4),"At that time, a Warp portal will open.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"At that time, a Warp portal will open.",bc_map,"0x33FF66"; end; OnTimer16000: .@w$ = callfunc("F_tt"); - if (compare(.@w$,"4")) mapannounce strnpcinfo(4),"Players in the arena must be ready to leave through the Warp Portal.",bc_map,"0x33FF66"; + if (compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"Players in the arena must be ready to leave through the Warp Portal.",bc_map,"0x33FF66"; end; OnTimer20000: .@w$ = callfunc("F_tt"); if (compare(.@w$,"4")) - mapannounce strnpcinfo(4),"In the meantime, winners must proceed to receive their rewards as soon as possible.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"In the meantime, winners must proceed to receive their rewards as soon as possible.",bc_map,"0x33FF66"; else - mapannounce strnpcinfo(4),"Players within the arena must be in ready to enter the warp.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"Players within the arena must be in ready to enter the warp.",bc_map,"0x33FF66"; end; OnTimer24000: .@w$ = callfunc("F_tt"); - if (compare(.@w$,"4")) mapannounce strnpcinfo(4),"Thank you for visiting Al De Baran Turbo Track.",bc_map,"0x33FF66"; + if (compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"Thank you for visiting Al De Baran Turbo Track.",bc_map,"0x33FF66"; end; OnTimer25000: .@w$ = callfunc("F_tt"); - if (!compare(.@w$,"4")) mapannounce strnpcinfo(4),"In the meantime, winners must procceed to receive their rewards as soon as possible.",bc_map,"0x33FF66"; + if (!compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"In the meantime, winners must procceed to receive their rewards as soon as possible.",bc_map,"0x33FF66"; end; OnTimer28000: .@w$ = callfunc("F_tt"); - if (compare(.@w$,"4")) mapannounce strnpcinfo(4),"Al De Baran Turbo Track is brought to you by...",bc_map,"0x33FF66"; + if (compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"Al De Baran Turbo Track is brought to you by...",bc_map,"0x33FF66"; end; OnTimer30000: .@w$ = callfunc("F_tt"); - if (!compare(.@w$,"4")) mapannounce strnpcinfo(4),"Thank you for visiting Al De Baran Turbo Track.",bc_map,"0x33FF66"; + if (!compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"Thank you for visiting Al De Baran Turbo Track.",bc_map,"0x33FF66"; OnTimer32000: .@w$ = callfunc("F_tt"); - if (compare(.@w$,"4")) mapannounce strnpcinfo(4),"[Al De Baran Kafra Corporation Headquarters]",bc_map,"0x33FF66"; + if (compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"[Al De Baran Kafra Corporation Headquarters]",bc_map,"0x33FF66"; end; OnTimer35000: .@w$ = callfunc("F_tt"); - if (!compare(.@w$,"4")) mapannounce strnpcinfo(4),"Al De Baran Turbo Track is brought to you by...",bc_map,"0x33FF66"; + if (!compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"Al De Baran Turbo Track is brought to you by...",bc_map,"0x33FF66"; end; OnTimer36000: .@w$ = callfunc("F_tt"); - if (compare(.@w$,"4")) mapannounce strnpcinfo(4),"[Al De Baran Guild Castle Management Luina]",bc_map,"0x33FF66"; + if (compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"[Al De Baran Guild Castle Management Luina]",bc_map,"0x33FF66"; end; OnTimer40000: .@w$ = callfunc("F_tt"); if (compare(.@w$,"4")) - mapannounce strnpcinfo(4),"[Blacksmith Union]",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"[Blacksmith Union]",bc_map,"0x33FF66"; else - mapannounce strnpcinfo(4),"[Al De Baran Kafra Corporation Headquarters]",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"[Al De Baran Kafra Corporation Headquarters]",bc_map,"0x33FF66"; end; OnTimer44000: .@w$ = callfunc("F_tt"); - if (compare(.@w$,"4")) mapannounce strnpcinfo(4),"And [Comodo Casino].",bc_map,"0x33FF66"; + if (compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"And [Comodo Casino].",bc_map,"0x33FF66"; end; OnTimer45000: .@w$ = callfunc("F_tt"); - if (!compare(.@w$,"4")) mapannounce strnpcinfo(4),"[Al De Baran Guild Castle Management Luina]",bc_map,"0x33FF66"; + if (!compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"[Al De Baran Guild Castle Management Luina]",bc_map,"0x33FF66"; end; OnTimer48000: .@w$ = callfunc("F_tt"); - if (compare(.@w$,"4")) mapannounce strnpcinfo(4),"Once again, we'd like to thank our sponsors.",bc_map,"0x33FF66"; + if (compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"Once again, we'd like to thank our sponsors.",bc_map,"0x33FF66"; end; OnTimer50000: .@w$ = callfunc("F_tt"); - if (!compare(.@w$,"4")) mapannounce strnpcinfo(4),"[Blacksmith Union]",bc_map,"0x33FF66"; + if (!compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"[Blacksmith Union]",bc_map,"0x33FF66"; end; OnTimer52000: .@w$ = callfunc("F_tt"); - if (compare(.@w$,"4")) mapannounce strnpcinfo(4),"Have a good day.",bc_map,"0x33FF66"; + if (compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"Have a good day.",bc_map,"0x33FF66"; end; OnTimer55000: .@w$ = callfunc("F_tt"); - if (!compare(.@w$,"4")) mapannounce strnpcinfo(4),"And [Comodo Casino].",bc_map,"0x33FF66"; + if (!compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"And [Comodo Casino].",bc_map,"0x33FF66"; end; OnTimer58000: .@w$ = callfunc("F_tt"); - if (compare(.@w$,"4")) mapwarp strnpcinfo(4),"turbo_room",72,89; + if (compare(.@w$,"4")) mapwarp strnpcinfo(NPC_MAP),"turbo_room",72,89; end; OnTimer60000: @@ -2509,18 +2509,18 @@ OnTimer60000: enablenpc "#cos_"+.@w$+"_end"; stopnpctimer; } else { - mapannounce strnpcinfo(4),"Once again, we'd like to thank our sponsors.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"Once again, we'd like to thank our sponsors.",bc_map,"0x33FF66"; } end; OnTimer65000: .@w$ = callfunc("F_tt"); - if (!compare(.@w$,"4")) mapannounce strnpcinfo(4),"Have a good day.",bc_map,"0x33FF66"; + if (!compare(.@w$,"4")) mapannounce strnpcinfo(NPC_MAP),"Have a good day.",bc_map,"0x33FF66"; end; OnTimer70000: .@w$ = callfunc("F_tt"); - if (!compare(.@w$,"4")) mapwarp strnpcinfo(4),"turbo_room",72,89; + if (!compare(.@w$,"4")) mapwarp strnpcinfo(NPC_MAP),"turbo_room",72,89; end; OnTimer71000: @@ -2548,7 +2548,7 @@ OnTimer71000: function RName { .@s = (getstrlen(getarg(0)) > 2)?(substr(getarg(0),1,2)):(charat(getarg(0),getstrlen(getarg(0))-1)); - .@rn$ = ((compare(strnpcinfo(4),"_e_"+.@s))?"Expert mode":"Normal mode")+" - "+.@s+" person"; + .@rn$ = ((compare(strnpcinfo(NPC_MAP),"_e_"+.@s))?"Expert mode":"Normal mode")+" - "+.@s+" person"; return .@rn$; } @@ -2600,7 +2600,7 @@ turbo_n_1,384,167,1 script Guide#TBT_n1 1_M_01,{ mes "you any Turbo Track Points"; mes "since you would exceed the"; mes "maximum limit. Sorry,"; - mes strcharinfo(0) +"..."; + mes strcharinfo(PC_NAME) +"..."; } next; mes "[Guide]"; @@ -2639,7 +2639,7 @@ turbo_n_1,384,167,1 script Guide#TBT_n1 1_M_01,{ mes "you any Turbo Track Points"; mes "since you would exceed the"; mes "maximum limit. Sorry,"; - mes strcharinfo(0) +"..."; + mes strcharinfo(PC_NAME) +"..."; } next; mes "[Guide]"; @@ -2658,9 +2658,9 @@ turbo_n_1,384,167,1 script Guide#TBT_n1 1_M_01,{ mes "You ranked as the"; mes "top player in Solo Mode!"; mes "Your name will be entered"; - mes "into our records, "+ strcharinfo(0) +"~"; + mes "into our records, "+ strcharinfo(PC_NAME) +"~"; setarray $ttranks[0],.@record_time; - setarray $ttnames$[0],strcharinfo(0); + setarray $ttnames$[0],strcharinfo(PC_NAME); next; if (tt_point < 28961) { mes "[Guide]"; @@ -2678,7 +2678,7 @@ turbo_n_1,384,167,1 script Guide#TBT_n1 1_M_01,{ mes "you any Turbo Track Points"; mes "since you would exceed the"; mes "maximum limit. Sorry,"; - mes strcharinfo(0) +"..."; + mes strcharinfo(PC_NAME) +"..."; } next; mes "[Guide]"; @@ -2700,59 +2700,59 @@ OnEnable: end; OnTimer4000: - mapannounce strnpcinfo(4),"This is the ending broadcast of Turbo Track Solo Mode.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"This is the ending broadcast of Turbo Track Solo Mode.",bc_map,"0x33FF66"; end; OnTimer8000: - mapannounce strnpcinfo(4),"For smooth game play, the game will end in approximately 1 minute from now.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"For smooth game play, the game will end in approximately 1 minute from now.",bc_map,"0x33FF66"; end; OnTimer12000: - mapannounce strnpcinfo(4),"At this time, the warp portal will open.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"At this time, the warp portal will open.",bc_map,"0x33FF66"; end; OnTimer16000: - mapannounce strnpcinfo(4),"Players within the arena must be ready for this.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"Players within the arena must be ready for this.",bc_map,"0x33FF66"; end; OnTimer20000: - mapannounce strnpcinfo(4),"In the meantime, the winner must procceed to receive rewards as soon as possible.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"In the meantime, the winner must procceed to receive rewards as soon as possible.",bc_map,"0x33FF66"; end; OnTimer24000: - mapannounce strnpcinfo(4),"Thank you for visiting Al De Baran Turbo Track.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"Thank you for visiting Al De Baran Turbo Track.",bc_map,"0x33FF66"; end; OnTimer28000: - mapannounce strnpcinfo(4),"Al De Baran Turbo Track is brought to you by...",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"Al De Baran Turbo Track is brought to you by...",bc_map,"0x33FF66"; end; OnTimer32000: - mapannounce strnpcinfo(4),"[Al De Baran Kafra Corporation Headquarters]",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"[Al De Baran Kafra Corporation Headquarters]",bc_map,"0x33FF66"; end; OnTimer36000: - mapannounce strnpcinfo(4),"[Al De Baran Guild Castle Management Luina]",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"[Al De Baran Guild Castle Management Luina]",bc_map,"0x33FF66"; end; OnTimer40000: - mapannounce strnpcinfo(4),"[Blacksmith Union]",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"[Blacksmith Union]",bc_map,"0x33FF66"; end; OnTimer44000: - mapannounce strnpcinfo(4),"And [Comodo Casino].",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"And [Comodo Casino].",bc_map,"0x33FF66"; end; OnTimer48000: - mapannounce strnpcinfo(4),"Once again, we'd like to thank our sponsors.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"Once again, we'd like to thank our sponsors.",bc_map,"0x33FF66"; end; OnTimer52000: - mapannounce strnpcinfo(4),"Have a good day.",bc_map,"0x33FF66"; + mapannounce strnpcinfo(NPC_MAP),"Have a good day.",bc_map,"0x33FF66"; end; OnTimer56000: - mapwarp strnpcinfo(4),"turbo_room",72,89; + mapwarp strnpcinfo(NPC_MAP),"turbo_room",72,89; end; OnTimer60000: @@ -2782,7 +2782,7 @@ OnInit: - script NMaker1#tt_main FAKE_NPC,{ OnTouch: .@w$ = callfunc("F_tt"); - mapannounce strnpcinfo(4),strcharinfo(0) +" is now entering the Small Cave! " + strcharinfo(0) +" is now in the lead!",bc_map,"0xFFFF00"; + mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" is now entering the Small Cave! " + strcharinfo(PC_NAME) +" is now in the lead!",bc_map,"0xFFFF00"; donpcevent "Turbo Track Guide::OnEnd_"+.@w$; disablenpc "Notice_Maker1#TBT_"+.@w$; end; @@ -2803,7 +2803,7 @@ turbo_n_1,11,91,0 duplicate(NMaker1#tt_main) Notice_Maker1#TBT_n1 FAKE_NPC,3,3 - script NMaker3#tt_main FAKE_NPC,{ OnTouch: .@w$ = callfunc("F_tt"); - mapannounce strnpcinfo(4),strcharinfo(0) +" is now entering the Single Snail! " + strcharinfo(0) +" is now in the lead!",bc_map,"0xFFFF00"; + mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" is now entering the Single Snail! " + strcharinfo(PC_NAME) +" is now in the lead!",bc_map,"0xFFFF00"; disablenpc "Notice_Maker3#TBT_"+.@w$; end; @@ -2823,7 +2823,7 @@ turbo_n_1,234,223,0 duplicate(NMaker3#tt_main) Notice_Maker3#TBT_n1 FAKE_NPC,3,3 - script NMaker4#tt_main FAKE_NPC,{ OnTouch: .@w$ = callfunc("F_tt"); - mapannounce strnpcinfo(4),strcharinfo(0) +" is currently in First Place!",bc_map,"0xFFFF00"; + mapannounce strnpcinfo(NPC_MAP),strcharinfo(PC_NAME) +" is currently in First Place!",bc_map,"0xFFFF00"; disablenpc "Notice_Maker4#TBT_"+.@w$; end; @@ -2844,11 +2844,11 @@ turbo_n_1,226,15,0 duplicate(NMaker4#tt_main) Notice_Maker4#TBT_n1 FAKE_NPC,3,3 - script warp#tt_main FAKE_NPC,{ OnTouch: switch (rand(1,20)) { - case 1: warp strnpcinfo(4),216,378; break; - case 2: warp strnpcinfo(4),218,360; break; - case 3: warp strnpcinfo(4),223,361; break; - case 4: warp strnpcinfo(4),243,342; break; - case 5: warp strnpcinfo(4),247,364; break; + case 1: warp strnpcinfo(NPC_MAP),216,378; break; + case 2: warp strnpcinfo(NPC_MAP),218,360; break; + case 3: warp strnpcinfo(NPC_MAP),223,361; break; + case 4: warp strnpcinfo(NPC_MAP),243,342; break; + case 5: warp strnpcinfo(NPC_MAP),247,364; break; default: break; } end; @@ -3612,15 +3612,15 @@ OnTouch: .@w$ = callfunc("F_tt"); .@bing1 = rand(1,10); if (.@bing1 > 0 && .@bing1 < 4) - warp strnpcinfo(4),217,232; + warp strnpcinfo(NPC_MAP),217,232; else if (.@bing1 == 6) - warp strnpcinfo(4),233,207; + warp strnpcinfo(NPC_MAP),233,207; else if (.@bing1 == 7) - warp strnpcinfo(4),208,219; + warp strnpcinfo(NPC_MAP),208,219; else if (.@bing1 == 8) - warp strnpcinfo(4),219,202; + warp strnpcinfo(NPC_MAP),219,202; else if (.@bing1 == 9) - warp strnpcinfo(4),218,228; + warp strnpcinfo(NPC_MAP),218,228; disablenpc "bing#"+.@w$; enablenpc "bing2#"+.@w$; end; @@ -3636,12 +3636,12 @@ turbo_n_16,217,214,0 duplicate(bing_1#tt_main) bing#n16 WARPNPC,3,3 end; OnTouch: switch (rand(1,10)) { - case 1: warp strnpcinfo(4),217,232; break; - case 2: warp strnpcinfo(4),233,207; break; - case 3: warp strnpcinfo(4),208,219; break; - case 4: warp strnpcinfo(4),219,202; break; - case 5: warp strnpcinfo(4),218,228; break; - case 6: warp strnpcinfo(4),220,195; break; + case 1: warp strnpcinfo(NPC_MAP),217,232; break; + case 2: warp strnpcinfo(NPC_MAP),233,207; break; + case 3: warp strnpcinfo(NPC_MAP),208,219; break; + case 4: warp strnpcinfo(NPC_MAP),219,202; break; + case 5: warp strnpcinfo(NPC_MAP),218,228; break; + case 6: warp strnpcinfo(NPC_MAP),220,195; break; default: break; } end; @@ -3688,7 +3688,7 @@ turbo_room,99,120,4 script Turbo Track Guide 4_F_TELEPORTER,{ mes "any questions."; next; while(1) { - switch(select("Race Rules:Game Courses:Game Modes:Prohibited Items and Skills:Cancel")) { + switch(select("Race Rules", "Game Courses", "Game Modes", "Prohibited Items and Skills", "Cancel")) { case 1: mes "[Turbo Track Guide]"; mes "The rules for all the races"; @@ -3757,7 +3757,7 @@ turbo_room,99,120,4 script Turbo Track Guide 4_F_TELEPORTER,{ next; .@exitloop = 1; while (.@exitloop) { - switch(select("Log Bridge and Cube Hills:Cursed Desert and Flasher Maze:Single Snail and Invisible Maze:Snake Dice and Small Cave:No, thanks.")) { + switch(select("Log Bridge and Cube Hills", "Cursed Desert and Flasher Maze", "Single Snail and Invisible Maze", "Snake Dice and Small Cave", "No, thanks.")) { case 1: mes "[Turbo Track Guide]"; mes "In the Log Bridge"; @@ -4063,7 +4063,7 @@ turbo_room,93,117,5 script Point Exchange Helper 4_M_TELEPORTER,{ if (tt_point < 10) { mes "[Item Exchange Helper]"; mes "Good day,"; - mes "" + strcharinfo(0) + "."; + mes "" + strcharinfo(PC_NAME) + "."; mes "You've got a total of"; mes "" + tt_point + " Turbo Track Points."; next; @@ -4075,7 +4075,7 @@ turbo_room,93,117,5 script Point Exchange Helper 4_M_TELEPORTER,{ mes "you like to see the Turbo"; mes "Track Point exchange list?"; next; - if (select("Yes.:Cancel.") == 1) { + if (select("Yes.", "Cancel.") == 1) { mes "[Item Exchange Helper]"; mes "^3355FF10 TTP^000000: 1 Free Ticket"; mes "for Kafra Transportation"; @@ -4103,20 +4103,20 @@ turbo_room,93,117,5 script Point Exchange Helper 4_M_TELEPORTER,{ else { mes "[Item Exchange Helper]"; mes "Good day,"; - mes "" + strcharinfo(0) + "."; + mes "" + strcharinfo(PC_NAME) + "."; mes "You've got a total of"; mes "" + tt_point + " Turbo Track Points."; mes "Would you like to exchange"; mes "these points for items?"; next; - switch(select("Exchange.:Cancel.")) { + switch(select("Exchange.", "Cancel.")) { case 1: mes "[Item Exchange Helper]"; mes "Please choose the item for"; mes "which you'd like to exchange"; mes "your Turbo Track Points."; next; - switch(select("Free Ticket for Kafra Transportation:Level 5 Magic Scroll:Experience Points:3 Carat Diamond:Gift Box:Speed Potion:Cancel.")) { + switch(select("Free Ticket for Kafra Transportation", "Level 5 Magic Scroll", "Experience Points", "3 Carat Diamond", "Gift Box", "Speed Potion", "Cancel.")) { case 1: mes "[Item Exchange Helper]"; mes "Each Free Ticket for"; @@ -4170,7 +4170,7 @@ turbo_room,93,117,5 script Point Exchange Helper 4_M_TELEPORTER,{ mes "12 Turbo Track Points. Please"; mes "select the Magic Scroll you would like to receive. Each scroll enables a one time use of a Level 5 spell or skill."; next; - switch(select("Earth Spike:Cold Bolt:Fire Bolt:Lightning Bolt:Soul Strike:Fire Ball:Fire Wall:Frost Diver:Heal")) { + switch(select("Earth Spike", "Cold Bolt", "Fire Bolt", "Lightning Bolt", "Soul Strike", "Fire Ball", "Fire Wall", "Frost Diver", "Heal")) { case 1: .@scroll = 687; //Earth_Scroll_1_5 .@name$ = "Earth Spike"; @@ -4261,7 +4261,7 @@ turbo_room,93,117,5 script Point Exchange Helper 4_M_TELEPORTER,{ mes "like to exchange your Turbo"; mes "Track Points for Experience?"; next; - if (select("No:Yes") == 2) { + if (select("No", "Yes") == 2) { if (tt_point < 40) { mes "[Item Exchange Helper]"; mes "I'm sorry, but you do"; @@ -4471,17 +4471,17 @@ turbo_room,106,117,3 script Point Manager#tt 4_M_ZONDAOYAJI,{ mes "How may I be of"; mes "assistance?"; next; - switch(select("Check Points:Convert Points:^660000Conversion Info^000000")) { + switch(select("Check Points", "Convert Points", "^660000Conversion Info^000000")) { case 1: mes "[Turbo Track Point Manager]"; - mes "" + strcharinfo(0) + ","; + mes "" + strcharinfo(PC_NAME) + ","; mes "you currently have"; mes "" + tt_point + " Turbo Track Points"; mes "and " + arena_point + " Arena Points."; close; case 2: mes "[Turbo Track Point Manager]"; - mes "" + strcharinfo(0) + ","; + mes "" + strcharinfo(PC_NAME) + ","; mes "you currently have"; mes "" + tt_point + " Turbo Track Points"; mes "and " + arena_point + " Arena Points."; @@ -4492,7 +4492,7 @@ turbo_room,106,117,3 script Point Manager#tt 4_M_ZONDAOYAJI,{ mes "can only convert Arena Points"; mes "in ^4D4DFFmultiples of 10^000000."; next; - switch(select("2 AP -> 1 TTP:4 AP -> 2 TTP:6 AP -> 3 TTP:8 AP -> 4 TTP:10 AP or more:Cancel")) { + switch(select("2 AP -> 1 TTP", "4 AP -> 2 TTP", "6 AP -> 3 TTP", "8 AP -> 4 TTP", "10 AP or more", "Cancel")) { case 1: callsub S_ExchangePoints,28999,2,1; case 2: @@ -4552,7 +4552,7 @@ turbo_room,106,117,3 script Point Manager#tt 4_M_ZONDAOYAJI,{ tt_point = .@my_turbo_all; next; mes "[Turbo Track Point Manager]"; - mes "" + strcharinfo(0) + ","; + mes "" + strcharinfo(PC_NAME) + ","; mes "you now have"; mes "^00688B" + tt_point + "^000000 Turbo Track Points"; mes "and ^4682B4" + arena_point + "^000000 Arena Points."; @@ -4592,7 +4592,7 @@ S_ExchangePoints: tt_point += getarg(2); next; mes "[Turbo Track Point Manager]"; - mes "" + strcharinfo(0) + ","; + mes "" + strcharinfo(PC_NAME) + ","; mes "you now have"; mes "^00688B" + tt_point + "^000000 Turbo Track Points"; mes "and ^4682B4" + arena_point + "^000000 Arena Points."; @@ -4703,7 +4703,7 @@ alde_gld,186,199,3 script Turbo Track Guide#Entran 4_F_RACING,{ } - script ::MountManager_turbo FAKE_NPC,{ - .@n$ = "["+strnpcinfo(1)+"]"; + .@n$ = "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes .@n$; if (hascashmount()) { mes "Please get off of that creature you're riding on."; @@ -4749,7 +4749,7 @@ alde_gld,186,199,3 script Turbo Track Guide#Entran 4_F_RACING,{ mes "of "+.@zeny$+" zeny."; } next; - switch(select("Yes:Cancel")) { + switch(select("Yes", "Cancel")) { case 1: if (getskilllv(.@skill) == 0) { mes .@n$; diff --git a/npc/pre-re/guides/guides_alberta.txt b/npc/pre-re/guides/guides_alberta.txt index 8511de33c..c3cac4750 100644 --- a/npc/pre-re/guides/guides_alberta.txt +++ b/npc/pre-re/guides/guides_alberta.txt @@ -49,7 +49,7 @@ alberta,23,238,4 script Guide#alb::AlbGuide 8W_SOLDIER,{ .@loop1 = 1; while (.@loop1) { next; - switch(select("City Guide:Remove Marks from Mini-Map:Notice:Cancel")) { + switch(select("City Guide", "Remove Marks from Mini-Map", "Notice", "Cancel")) { case 1: mes "[Alberta Guide]"; mes "Please select"; @@ -60,14 +60,14 @@ alberta,23,238,4 script Guide#alb::AlbGuide 8W_SOLDIER,{ mes "to mark locations"; mes "on your Mini-Map?"; next; - if (select("Yes:No") == 1) .@compass_check = 1; + if (select("Yes", "No") == 1) .@compass_check = 1; } .@loop2 = 1; while (.@loop2) { if (.@wait_button_chk == 0) .@wait_button_chk = 1; else next; - switch(select("^FF0000Merchant Guild^000000:Weapon Shop:Tool Shop:Inn:Forge:Cancel")) { + switch(select("^FF0000Merchant Guild^000000", "Weapon Shop", "Tool Shop", "Inn", "Forge", "Cancel")) { case 1: mes "[Alberta Guide]"; mes "The Merchant Guild"; diff --git a/npc/pre-re/guides/guides_aldebaran.txt b/npc/pre-re/guides/guides_aldebaran.txt index b82ad9348..d5cdde68e 100644 --- a/npc/pre-re/guides/guides_aldebaran.txt +++ b/npc/pre-re/guides/guides_aldebaran.txt @@ -49,7 +49,7 @@ aldebaran,139,63,4 script Soldier#alde 8W_SOLDIER,{ mes "I am in charge of the Service Guides from the Al De Baran Garrison. Let me guide you"; mes "through our town!"; next; - if (select("Get Location Guide.:End conversation.") == 1) { + if (select("Get Location Guide.", "End conversation.") == 1) { viewpoint 1,61,229,0,0xFF6633; viewpoint 1,72,197,1,0x0000FF; viewpoint 1,223,222,2,0x00FFFF; @@ -88,7 +88,7 @@ aldebaran,133,108,4 script Soldier#2alde 8W_SOLDIER,{ mes "populace, I'm here giving directions to adventurers"; mes "like yourself."; next; - switch(select("Kafra Main Office :Weapon Shop :Sorcerer Guild :Pub :Item Shop :Alchemist Guild :End Conversation ")) { + switch(select("Kafra Main Office ", "Weapon Shop ", "Sorcerer Guild ", "Pub ", "Item Shop ", "Alchemist Guild ", "End Conversation ")) { case 1: viewpoint 1,61,229,0,0xFF6633; mes "^FF6633+^000000 -> Kafra Main Office "; diff --git a/npc/pre-re/guides/guides_amatsu.txt b/npc/pre-re/guides/guides_amatsu.txt index b8ffe19bf..3409b71ae 100644 --- a/npc/pre-re/guides/guides_amatsu.txt +++ b/npc/pre-re/guides/guides_amatsu.txt @@ -48,7 +48,7 @@ amatsu,207,89,3 script Amatsu Guide#ama 4_F_JPN,{ mes "Please tell me"; mes "if you want to know something."; next; - switch(select("Palace:Tool Shop:Weapon Shop:Bar")) { + switch(select("Palace", "Tool Shop", "Weapon Shop", "Bar")) { case 1: viewpoint 1,85,235,0,0xFF3355; mes "[Amachang]"; @@ -97,7 +97,7 @@ amatsu,251,283,4 script Guide Man#2ama 8_M_JPNSOLDIER,{ mes "[Guide Man]"; mes "What are you looking for?"; next; - switch(select("Palace:Tool Shop:Weapon Shop:Bar")) { + switch(select("Palace", "Tool Shop", "Weapon Shop", "Bar")) { case 1: viewpoint 1,85,235,0,0xFF3355; mes "[Guide Man]"; diff --git a/npc/pre-re/guides/guides_ayothaya.txt b/npc/pre-re/guides/guides_ayothaya.txt index 9c497dd50..ed9656f7e 100644 --- a/npc/pre-re/guides/guides_ayothaya.txt +++ b/npc/pre-re/guides/guides_ayothaya.txt @@ -47,13 +47,13 @@ ayothaya,203,169,3 script Noi#ayo 4_F_THAIGIRL,{ mes "Please feel free"; mes "to take a look around."; next; - switch(select("Building Locations.:Remove marks from mini-map.:Cancel.")) { + switch(select("Building Locations.", "Remove marks from mini-map.", "Cancel.")) { case 1: mes "[Noi]"; mes "Where would"; mes "you like to visit?"; next; - switch(select("Weapon Shop:Tool Shop:Tavern:Shrine:Fishing Spot:Cancel")) { + switch(select("Weapon Shop", "Tool Shop", "Tavern", "Shrine", "Fishing Spot", "Cancel")) { case 1: mes "[Noi]"; mes "At our Weapon Shop,"; diff --git a/npc/pre-re/guides/guides_comodo.txt b/npc/pre-re/guides/guides_comodo.txt index 2ddc75f27..a53f8ec72 100644 --- a/npc/pre-re/guides/guides_comodo.txt +++ b/npc/pre-re/guides/guides_comodo.txt @@ -56,7 +56,7 @@ function script F_CmdGuide { mes "so let me know if you need"; mes "directions anywhere here."; next; - switch(select("Casino:Hula Dance Stage ^3355FF(Dancer Job Change)^000000:Weapon and Armor Shop:Tool Shop:Tourist Shop:Kafra Co. Western Branch:Chief's House:Pub:Campground:End Conversation")) { + switch(select("Casino", "Hula Dance Stage ^3355FF(Dancer Job Change)^000000", "Weapon and Armor Shop", "Tool Shop", "Tourist Shop", "Kafra Co. Western Branch", "Chief's House", "Pub", "Campground", "End Conversation")) { case 1: viewpoint 1,140,98,0,0xFF6633; mes "Please refer to the cross mark,"; diff --git a/npc/pre-re/guides/guides_einbroch.txt b/npc/pre-re/guides/guides_einbroch.txt index 1b390a982..1f9f1f3fc 100644 --- a/npc/pre-re/guides/guides_einbroch.txt +++ b/npc/pre-re/guides/guides_einbroch.txt @@ -47,7 +47,7 @@ einbroch,72,202,4 script Guide#ein::EinGuide 4_M_EIN_SOLDIER,{ .@loop1 = 1; while (.@loop1) { next; - switch(select("City Guide.:Remove Marks from Mini-Map.:Notice.:Cancel.")) { + switch(select("City Guide.", "Remove Marks from Mini-Map.", "Notice.", "Cancel.")) { case 1: mes "[Einbroch Guide]"; mes "Please select"; @@ -58,13 +58,13 @@ einbroch,72,202,4 script Guide#ein::EinGuide 4_M_EIN_SOLDIER,{ mes "to mark locations"; mes "on your Mini-Map?"; next; - if (select("Yes.:No.") == 1) .@compass_check = 1; + if (select("Yes.", "No.") == 1) .@compass_check = 1; } .@loop2 = 1; while(.@loop2) { if (.@wait_button_chk == 0) .@wait_button_chk = 1; else next; - switch(select("^FF0000Airport^000000:Train Station:Factory:Plaza:Hotel:Weapon Shop:Laboratory:Blacksmith Guild:Einbroch Tower:Cancel")) { + switch(select("^FF0000Airport^000000", "Train Station", "Factory", "Plaza", "Hotel", "Weapon Shop", "Laboratory", "Blacksmith Guild", "Einbroch Tower", "Cancel")) { case 1: mes "[Einbroch Guide]"; mes "The ^FF0000Airport^000000 is located"; @@ -235,7 +235,7 @@ einbech,67,37,4 script Guide#4ein::EinGuide2 4_M_EIN_SOLDIER,{ .@loop1 = 1; while (.@loop1) { next; - switch(select("City Guide.:Remove Marks from Mini-Map.:Notice.:Cancel.")) { + switch(select("City Guide.", "Remove Marks from Mini-Map.", "Notice.", "Cancel.")) { case 1: mes "[Einbech Guide]"; mes "Please select"; @@ -246,13 +246,13 @@ einbech,67,37,4 script Guide#4ein::EinGuide2 4_M_EIN_SOLDIER,{ mes "to mark locations"; mes "on your Mini-Map?"; next; - if (select("Yes.:No.") == 1) .@compass_check = 1; + if (select("Yes.", "No.") == 1) .@compass_check = 1; } .@loop2 = 1; while (.@loop2) { if (.@wait_button_chk == 0) .@wait_button_chk = 1; else next; - switch(select("Train Station:Tavern:Tool Shop:Swordman Guild:Mine:Cancel")) { + switch(select("Train Station", "Tavern", "Tool Shop", "Swordman Guild", "Mine", "Cancel")) { case 1: mes "[Einbech Guide]"; mes "The Train Stations are"; diff --git a/npc/pre-re/guides/guides_geffen.txt b/npc/pre-re/guides/guides_geffen.txt index e7f5cd2f8..5558eeca2 100644 --- a/npc/pre-re/guides/guides_geffen.txt +++ b/npc/pre-re/guides/guides_geffen.txt @@ -48,7 +48,7 @@ geffen,203,116,0 script Guide#gef::GefGuide 4_M_GEF_SOLDIER,{ .@loop1 = 1; while (.@loop1) { next; - switch(select("City Guide:Remove Marks from Mini-Map:Notice.:Cancel")) { + switch(select("City Guide", "Remove Marks from Mini-Map", "Notice.", "Cancel")) { case 1: mes "[Geffen Guide]"; mes "Please select"; @@ -59,14 +59,14 @@ geffen,203,116,0 script Guide#gef::GefGuide 4_M_GEF_SOLDIER,{ mes "to mark locations"; mes "on your Mini-Map?"; next; - if (select("Yes:No") == 1) .@compass_check = 1; + if (select("Yes", "No") == 1) .@compass_check = 1; } .@loop2 = 1; while (.@loop2) { if (.@wait_button_chk == 0) .@wait_button_chk = 1; else next; // next; - switch(select("^FF0000Magic Acedemy^000000:Forge Shop:Weapon Shop:Tool Shop:Pub:Inn:Geffen Tower:Cancel")) { + switch(select("^FF0000Magic Acedemy^000000", "Forge Shop", "Weapon Shop", "Tool Shop", "Pub", "Inn", "Geffen Tower", "Cancel")) { case 1: mes "[Geffen Guide]"; mes "The Magic Academy in"; diff --git a/npc/pre-re/guides/guides_gonryun.txt b/npc/pre-re/guides/guides_gonryun.txt index 2ac45187d..c6f3ff863 100644 --- a/npc/pre-re/guides/guides_gonryun.txt +++ b/npc/pre-re/guides/guides_gonryun.txt @@ -46,7 +46,7 @@ gonryun,163,60,4 script Kunlun Guide#gon 8_M_TWSOLDIER,{ mes "with any questions you may have."; mes "Please feel free to ask me anything."; next; - switch(select("Residence of the Chief:Tool Dealer:Weapon Dealer:Armor Dealer:Wine Maker")) { + switch(select("Residence of the Chief", "Tool Dealer", "Weapon Dealer", "Armor Dealer", "Wine Maker")) { case 1: viewpoint 1,109,131,0,0xFF3355; mes "[He Yuen Zhe]"; diff --git a/npc/pre-re/guides/guides_hugel.txt b/npc/pre-re/guides/guides_hugel.txt index a7ce8f80d..262a21483 100644 --- a/npc/pre-re/guides/guides_hugel.txt +++ b/npc/pre-re/guides/guides_hugel.txt @@ -41,7 +41,7 @@ hugel,98,56,3 script Hugel Guide Granny#huge 4_F_LGTGRAND,0,0,{ mes "If this is the first time for you to use the guide services, why don't you check the ''Notice'' menu first?"; while(1) { next; - switch(select("Village Guide:Remove Marks from Mini-Map:Notice:Cancel")) { + switch(select("Village Guide", "Remove Marks from Mini-Map", "Notice", "Cancel")) { case 1: mes "[Hugel Guide Granny]"; mes "I can tell you any building location as long as it is in Hugel."; @@ -51,13 +51,13 @@ hugel,98,56,3 script Hugel Guide Granny#huge 4_F_LGTGRAND,0,0,{ mes "to mark locations"; mes "on your Mini-Map?"; next; - if (select("Yes.:No.") == 1) .@compass_check = 1; + if (select("Yes.", "No.") == 1) .@compass_check = 1; } .@loop = 1; while(.@loop) { if (.@wait_button_chk == 0) .@wait_button_chk = 1; else next; - switch(select("Church:Inn:Pub:Airport:Weapon Shop:Tool Shop:Party Supplies Shop:^3131FFHunter Job Change Place^000000:^3131FFShrine Expedition's Place^000000:Monster Race Arena:Bingo Game Room:Cancel")) { + switch(select("Church", "Inn", "Pub", "Airport", "Weapon Shop", "Tool Shop", "Party Supplies Shop", "^3131FFHunter Job Change Place^000000", "^3131FFShrine Expedition's Place^000000", "Monster Race Arena", "Bingo Game Room", "Cancel")) { case 1: mes "[Hugel Guide Granny]"; mes "Well, to me, this Church is rather like a place for old folks like me, you know..."; diff --git a/npc/pre-re/guides/guides_izlude.txt b/npc/pre-re/guides/guides_izlude.txt index dd0643be6..3087210aa 100644 --- a/npc/pre-re/guides/guides_izlude.txt +++ b/npc/pre-re/guides/guides_izlude.txt @@ -48,7 +48,7 @@ izlude,121,87,6 script Guide#iz 8W_SOLDIER,{ .@loop1 = 1; while(.@loop1) { next; - switch(select("City Guide:Remove Marks from Mini-Map:Notice.:Cancel")) { + switch(select("City Guide", "Remove Marks from Mini-Map", "Notice.", "Cancel")) { case 1: mes "[Izlude Guide]"; mes "Please select"; @@ -59,14 +59,14 @@ izlude,121,87,6 script Guide#iz 8W_SOLDIER,{ mes "to mark locations"; mes "on your Mini-Map?"; next; - if (select("Yes:No") == 1) .@compass_check = 1; + if (select("Yes", "No") == 1) .@compass_check = 1; } .@loop2 = 1; while(.@loop2) { if (.@wait_button_chk == 0) .@wait_button_chk = 1; else next; - switch(select("^FF0000Swordman Association^000000:Swordman Hall:Arena:Izlude Marina:Weapon Shop:Tool Shop:Cancel")) { + switch(select("^FF0000Swordman Association^000000", "Swordman Hall", "Arena", "Izlude Marina", "Weapon Shop", "Tool Shop", "Cancel")) { case 1: mes "[Izlude Guide]"; mes "The Swordman Association"; diff --git a/npc/pre-re/guides/guides_juno.txt b/npc/pre-re/guides/guides_juno.txt index c7e2a983a..f39511ed9 100644 --- a/npc/pre-re/guides/guides_juno.txt +++ b/npc/pre-re/guides/guides_juno.txt @@ -43,7 +43,7 @@ yuno,153,47,4 script Juno Guide#yuno 8_F_GIRL,{ mes "A place that takes the vision of the future, and gives it form in the present. Welcome to"; mes "the city of Juno!"; next; - switch(select("Armory:Tool Shop:Sage Castle (Sage Job Change Place):Street of Book Stores:Juphero Plaza:Library of the Republic:Schweicherbil Magic Academy:Monster Museum:Forge:Airport:End Conversation")) { + switch(select("Armory", "Tool Shop", "Sage Castle (Sage Job Change Place)", "Street of Book Stores", "Juphero Plaza", "Library of the Republic", "Schweicherbil Magic Academy", "Monster Museum", "Forge", "Airport", "End Conversation")) { case 1: viewpoint 1,120,138,0,0xFF3355; mes "[Ms. Yoon]"; diff --git a/npc/pre-re/guides/guides_lighthalzen.txt b/npc/pre-re/guides/guides_lighthalzen.txt index c0602a9d3..25ea062be 100644 --- a/npc/pre-re/guides/guides_lighthalzen.txt +++ b/npc/pre-re/guides/guides_lighthalzen.txt @@ -46,7 +46,7 @@ lighthalzen,207,310,5 script Guide#lhz::LhzGuide 4_M_EIN_SOLDIER,{ .@loop1 = 1; while (.@loop1) { next; - switch(select("City Guide:Remove Marks from Mini-Map:Notice.:Cancel")) { + switch(select("City Guide", "Remove Marks from Mini-Map", "Notice.", "Cancel")) { case 1: mes "[Lighthalzen Guide]"; mes "Please be aware that I'm"; @@ -63,13 +63,13 @@ lighthalzen,207,310,5 script Guide#lhz::LhzGuide 4_M_EIN_SOLDIER,{ mes "to mark locations"; mes "on your Mini-Map?"; next; - if (select("Yes.:No.") == 1) .@compass_check = 1; + if (select("Yes.", "No.") == 1) .@compass_check = 1; } .@loop2 = 1; while(.@loop2) { if (.@wait_button_chk == 0) .@wait_button_chk = 1; else next; - switch(select("^FF0000Rekenber Corporation^000000:Train Station:Police Station:Bank:Hotel:Airport:Merchant Guild:Jewelry Shop:Weapon Shop:Departement Store:Cancel")) { + switch(select("^FF0000Rekenber Corporation^000000", "Train Station", "Police Station", "Bank", "Hotel", "Airport", "Merchant Guild", "Jewelry Shop", "Weapon Shop", "Departement Store", "Cancel")) { case 1: mes "[Lighthalzen Guide]"; mes "Rekenber Corporation,"; diff --git a/npc/pre-re/guides/guides_louyang.txt b/npc/pre-re/guides/guides_louyang.txt index 8a977982c..855e44498 100644 --- a/npc/pre-re/guides/guides_louyang.txt +++ b/npc/pre-re/guides/guides_louyang.txt @@ -54,12 +54,12 @@ louyang,213,213,3 script Soldier#BA::LouGuide 4_M_CHNSOLDIER,{ mes "and we invite you to enjoy"; mes "your trip here in Louyang."; next; - switch(select("Ask Building Locations.:Remove all marks from mini-map.:Cancel.")) { + switch(select("Ask Building Locations.", "Remove all marks from mini-map.", "Cancel.")) { case 1: mes "[Soldier]"; mes "Where would you like to go?"; next; - switch(select("Dragon Castle:Doctor's Office:City Hall:Weapon Shop:Tool Shop:Tavern:Cancel")) { + switch(select("Dragon Castle", "Doctor's Office", "City Hall", "Weapon Shop", "Tool Shop", "Tavern", "Cancel")) { case 1: mes "[Soldier]"; mes "The Dragon Castle is located at ^FF3355+^000000. It is where all the nobles reside, including our lord."; @@ -160,13 +160,13 @@ louyang,224,104,3 script Representative#lou 4_F_CHNWOMAN,{ mes "Louyang is famous for"; mes "its elaborate history, as well as specialties that are unique to this nation. Please take your time and enjoy your stay."; next; - switch(select("Ask Building Locations.:Remove all marks from mini-map.:Cancel.")) { + switch(select("Ask Building Locations.", "Remove all marks from mini-map.", "Cancel.")) { case 1: .@compass_check = 1; mes "[Representative]"; mes "Where would you like to go?"; next; - switch(select("Dragon Castle:Doctor's Office:City Hall:Weapon Shop:Tool Shop:Tavern:Cancel")) { + switch(select("Dragon Castle", "Doctor's Office", "City Hall", "Weapon Shop", "Tool Shop", "Tavern", "Cancel")) { case 1: mes "[Representative]"; mes "The Dragon Castle is located at ^FF3355+^000000. It is where all the nobles reside, including our lord."; diff --git a/npc/pre-re/guides/guides_morroc.txt b/npc/pre-re/guides/guides_morroc.txt index cdadb92c8..6ea77bcc5 100644 --- a/npc/pre-re/guides/guides_morroc.txt +++ b/npc/pre-re/guides/guides_morroc.txt @@ -48,7 +48,7 @@ morocc,153,286,6 script Guide#moc::MocGuide 4_M_MOC_SOLDIER,{ .@loop1 = 1; while (.@loop1) { next; - switch(select("City Guide:Remove Marks from Mini-Map:Notice:Cancel")) { + switch(select("City Guide", "Remove Marks from Mini-Map", "Notice", "Cancel")) { case 1: mes "[Morroc Guide]"; mes "Please select"; @@ -59,14 +59,14 @@ morocc,153,286,6 script Guide#moc::MocGuide 4_M_MOC_SOLDIER,{ mes "to mark locations"; mes "on your Mini-Map?"; next; - if (select("Yes.:No.") == 1) .@compass_check = 1; + if (select("Yes.", "No.") == 1) .@compass_check = 1; } .@loop2 = 1; while(.@loop2) { if (.@wait_button_chk == 0) .@wait_button_chk = 1; else next; - switch(select("^FF0000Thief Guild^000000:Weapon Shop:Inn:Pub:Mercenary Guild:Forge:Cancel")) { + switch(select("^FF0000Thief Guild^000000", "Weapon Shop", "Inn", "Pub", "Mercenary Guild", "Forge", "Cancel")) { case 1: mes "[Morroc Guide]"; mes "The Thief Guild is"; diff --git a/npc/pre-re/guides/guides_moscovia.txt b/npc/pre-re/guides/guides_moscovia.txt index 1324f5310..f7c9d2c05 100644 --- a/npc/pre-re/guides/guides_moscovia.txt +++ b/npc/pre-re/guides/guides_moscovia.txt @@ -46,12 +46,12 @@ moscovia,161,76,4 script Moscovia Guide#mosk 4_F_RUSWOMAN1,{ mes "information on this town."; mes "If you have some questions, please ask me."; next; - switch(select("Ask where you can go.:Delete all the marks on the mini-map.:Cancel.")) { + switch(select("Ask where you can go.", "Delete all the marks on the mini-map.", "Cancel.")) { case 1: mes "[Moscovia Guide]"; mes "Where would you like to go?"; next; - switch(select("The Palace:Armor Shop:Tool Shop:An Inn:Cancel")) { + switch(select("The Palace", "Armor Shop", "Tool Shop", "An Inn", "Cancel")) { case 1: mes "[Moscovia Guide]"; mes "The Palace can be found ^ff0000+^000000 at the"; diff --git a/npc/pre-re/guides/guides_niflheim.txt b/npc/pre-re/guides/guides_niflheim.txt index 6b4525a4a..5b0548800 100644 --- a/npc/pre-re/guides/guides_niflheim.txt +++ b/npc/pre-re/guides/guides_niflheim.txt @@ -51,12 +51,12 @@ niflheim,107,156,6 script Roaming Man#nif 4_M_NFMAN,{ mes "layout might help you escape"; mes "if it weren't so futile."; next; - switch(select("Ask building locations.:Remove marks on the mini-map.:Cancel.")) { + switch(select("Ask building locations.", "Remove marks on the mini-map.", "Cancel.")) { case 1: mes "[Ricael]"; mes "So, um, which place do you want to know about?"; next; - switch(select("Witch's castle:Tool shop:Weapon shop:Pub:Cancel")) { + switch(select("Witch's castle", "Tool shop", "Weapon shop", "Pub", "Cancel")) { case 1: mes "[Ricael]"; mes "There. I made a ^FF3355+^000000 mark"; diff --git a/npc/pre-re/guides/guides_payon.txt b/npc/pre-re/guides/guides_payon.txt index 7a359709e..955497cf8 100644 --- a/npc/pre-re/guides/guides_payon.txt +++ b/npc/pre-re/guides/guides_payon.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Silent //= Copyright (C) erKURITA //= Copyright (C) MasterOfMuppets @@ -35,10 +35,10 @@ //================= Description =========================================== //= Guides for the City of Payon //================= Current Version ======================================= -//= 1.6 +//= 1.6.1 //========================================================================= -payon,162,67,4 script Guide#pay 4_M_PAY_SOLDIER,{ +payon,160,67,4 script Guide#pay 4_M_PAY_SOLDIER,{ cutin "pay_soldier",2; mes "[Payon Guide]"; mes "Welcome to the"; @@ -49,7 +49,7 @@ payon,162,67,4 script Guide#pay 4_M_PAY_SOLDIER,{ .@loop1 = 1; while (.@loop1) { next; - switch(select("City Guide:Remove Marks from Mini-Map:Notice.:Cancel")) { + switch(select("City Guide", "Remove Marks from Mini-Map", "Notice.", "Cancel")) { case 1: mes "[Payon Guide]"; mes "Please select"; @@ -60,13 +60,13 @@ payon,162,67,4 script Guide#pay 4_M_PAY_SOLDIER,{ mes "to mark locations"; mes "on your Mini-Map?"; next; - if (select("Yes.:No.") == 1) .@compass_check = 1; + if (select("Yes.", "No.") == 1) .@compass_check = 1; } .@loop2 = 1; while(.@loop2) { if (.@wait_button_chk == 0) .@wait_button_chk = 1; else next; - switch(select("^FF0000Archer Guild^000000:Weapon Shop:Tool Shop:Pub:Central Palace:The Empress:Palace Annex:Royal Kitchen:Forge:Cancel")) { + switch(select("^FF0000Archer Guild^000000", "Weapon Shop", "Tool Shop", "Pub", "Central Palace", "The Empress", "Palace Annex", "Royal Kitchen", "Forge", "Cancel")) { case 1: mes "[Payon Guide]"; mes "The Archer Guild handles"; @@ -218,20 +218,20 @@ pay_arche,85,30,2 script Guide#2pay 4_M_PAY_SOLDIER,{ .@loop1 = 1; while (.@loop1) { next; - switch(select("City Guide:Remove Marks from Mini-Map:Notice:Cancel")) { + switch(select("City Guide", "Remove Marks from Mini-Map", "Notice", "Cancel")) { case 1: mes "[Payon Guide]"; mes "Please, select a menu."; if (.@compass_check == 0) { mes "Would you like to leave indicators on the mini-map?"; next; - if (select("Yes.:No.") == 1) .@compass_check = 1; + if (select("Yes.", "No.") == 1) .@compass_check = 1; } .@loop2 = 1; while(.@loop2) { if (.@wait_button_chk == 0) .@wait_button_chk = 1; else next; - switch(select("^FF0000Archer Guild^000000:Tool Shop:Payon Dungeon:Cancel")) { + switch(select("^FF0000Archer Guild^000000", "Tool Shop", "Payon Dungeon", "Cancel")) { case 1: mes "[Payon Guide]"; mes "The Archer Guild,"; diff --git a/npc/pre-re/guides/guides_prontera.txt b/npc/pre-re/guides/guides_prontera.txt index 5336f4d36..a4d1d2e1f 100644 --- a/npc/pre-re/guides/guides_prontera.txt +++ b/npc/pre-re/guides/guides_prontera.txt @@ -48,7 +48,7 @@ prontera,154,187,4 script Guide#prt::PrtGuide 8W_SOLDIER,{ .@loop1 = 1; while (.@loop1) { next; - switch(select("City Guide.:Remove Marks from Mini-Map:Notice:Cancel")) { + switch(select("City Guide.", "Remove Marks from Mini-Map", "Notice", "Cancel")) { case 1: mes "[Prontera Guide]"; mes "Please select"; @@ -59,14 +59,14 @@ prontera,154,187,4 script Guide#prt::PrtGuide 8W_SOLDIER,{ mes "to mark locations"; mes "on your Mini-Map?"; next; - if (select("Yes:No") == 1) .@compass_check = 1; + if (select("Yes", "No") == 1) .@compass_check = 1; } .@loop2 = 1; while (.@loop2) { if (.@wait_button_chk == 0) .@wait_button_chk = 1; else next; - switch(select("Swordman Association:^0000FFSanctuary^000000:Prontera Chivalry:Weapon Shop:Tool Shop:Inn:Trading Post:Pub:Library:Job Agency:Prontera Castle:City Hall:Cancel")) { + switch(select("Swordman Association", "^0000FFSanctuary^000000", "Prontera Chivalry", "Weapon Shop", "Tool Shop", "Inn", "Trading Post", "Pub", "Library", "Job Agency", "Prontera Castle", "City Hall", "Cancel")) { case 1: mes "[Prontera Guide]"; mes "The Swordman Association,"; diff --git a/npc/pre-re/guides/guides_rachel.txt b/npc/pre-re/guides/guides_rachel.txt index d2702058c..08b7ca1bb 100644 --- a/npc/pre-re/guides/guides_rachel.txt +++ b/npc/pre-re/guides/guides_rachel.txt @@ -44,7 +44,7 @@ rachel,138,146,5 script Rachel Guide 4_M_RASWORD,{ .@loop1 = 1; while(.@loop1) { next; - switch(select("Village Guide:Remove Marks from Mini-Map:Notice:Cancel")) { + switch(select("Village Guide", "Remove Marks from Mini-Map", "Notice", "Cancel")) { case 1: mes "[Rachel Guide]"; mes "I can tell you any building location as long as it is in Rachel."; @@ -54,14 +54,14 @@ rachel,138,146,5 script Rachel Guide 4_M_RASWORD,{ mes "to mark locations"; mes "on your Mini-Map?"; next; - if (select("Yes:No") == 1) .@compass_check = 1; + if (select("Yes", "No") == 1) .@compass_check = 1; } .@loop2 = 1; while(.@loop2) { if (.@wait_button_chk == 0) .@wait_button_chk = 1; else next; - switch(select("Cheshrumnir:Inn:Weapon Shop:Tool Shop:Airport:Cancel")) { + switch(select("Cheshrumnir", "Inn", "Weapon Shop", "Tool Shop", "Airport", "Cancel")) { case 1: mes "[Rachel Guide]"; mes "Cheshrumnir is a holy ground where pope, the incarnation of goddess Freya stays."; diff --git a/npc/pre-re/guides/guides_umbala.txt b/npc/pre-re/guides/guides_umbala.txt index 1b909473f..c2b6c509c 100644 --- a/npc/pre-re/guides/guides_umbala.txt +++ b/npc/pre-re/guides/guides_umbala.txt @@ -50,12 +50,12 @@ umbala,128,94,4 script Adventurer#um 4_F_GON,{ mes "You're welcome to ask me about the"; mes "locations of buildings."; next; - switch(select("Locations of buildings.:Remove marks on the mini map.:Quit.")) { + switch(select("Locations of buildings.", "Remove marks on the mini map.", "Quit.")) { case 1: mes "[Adventurer]"; mes "So, which one do you want to check?"; next; - switch(select("Chief's House:Shaman's House:Weapon Shop:Tool Shop:Bungee Jump Place:Cancel")) { + switch(select("Chief's House", "Shaman's House", "Weapon Shop", "Tool Shop", "Bungee Jump Place", "Cancel")) { case 1: mes "[Adventurer]"; mes "I have made a ^FF3355+^000000 mark"; diff --git a/npc/pre-re/guides/guides_veins.txt b/npc/pre-re/guides/guides_veins.txt index bd62f8b06..aa0f712ae 100644 --- a/npc/pre-re/guides/guides_veins.txt +++ b/npc/pre-re/guides/guides_veins.txt @@ -39,7 +39,7 @@ veins,210,345,5 script Veins Guide#1::ve_guide 4_M_RASWORD,{ .@loop1 = 1; while(.@loop1) { next; - switch(select("Village Guide:Remove Marks from Mini-Map:Notice:Cancel")) { + switch(select("Village Guide", "Remove Marks from Mini-Map", "Notice", "Cancel")) { case 1: mes "[Veins Guide]"; mes "I can tell you any building location as long as it is in Veins."; @@ -49,14 +49,14 @@ veins,210,345,5 script Veins Guide#1::ve_guide 4_M_RASWORD,{ mes "to mark locations"; mes "on your Mini-Map?"; next; - if (select("Yes:No") == 1) .@compass_check = 1; + if (select("Yes", "No") == 1) .@compass_check = 1; } .@loop2 = 1; while(.@loop2) { if (.@wait_button_chk == 0) .@wait_button_chk = 1; else next; - switch(select("Temple:Inn:Weapon Shop:Tool Shop:Airship:Tavern:Geological Research Institute:Cancel")) { + switch(select("Temple", "Inn", "Weapon Shop", "Tool Shop", "Airship", "Tavern", "Geological Research Institute", "Cancel")) { case 1: mes "[Veins Guide]"; mes "Our temple is located north,"; diff --git a/npc/pre-re/jobs/1-1/acolyte.txt b/npc/pre-re/jobs/1-1/acolyte.txt index 9f4ab27d4..e6ad187e5 100644 --- a/npc/pre-re/jobs/1-1/acolyte.txt +++ b/npc/pre-re/jobs/1-1/acolyte.txt @@ -88,7 +88,7 @@ prt_church,184,41,4 script Cleric#aco 1_M_PASTOR,{ mes "[Father Mareusis]"; mes "What is it that you seek?"; next; - switch(select("Father, I want to be a Acolyte.:Acolyte Requirements.:Just looking around.")) { + switch(select("Father, I want to be a Acolyte.", "Acolyte Requirements.", "Just looking around.")) { case 1: mes "[Father Mareusis]"; if (BaseJob == Job_Acolyte) { @@ -104,9 +104,9 @@ prt_church,184,41,4 script Cleric#aco 1_M_PASTOR,{ mes "wish to become"; mes "a servant of God?"; next; - if (select("Yes Father, I do.:Nope, I lied.") == 1) { + if (select("Yes Father, I do.", "Nope, I lied.") == 1) { mes "[Father Mareusis]"; - mes "Good. I accept " + strcharinfo(0) + "'s will to become an Acolyte. You understand that you must do penance before you can become a servant of God, right?"; + mes "Good. I accept " + strcharinfo(PC_NAME) + "'s will to become an Acolyte. You understand that you must do penance before you can become a servant of God, right?"; next; mes "[Father Mareusis]"; mes "Well, I will"; @@ -269,7 +269,7 @@ prt_fild03,365,255,2 script Ascetic#aco 4_M_ORIENT02,{ mes "Oh...? You must be the one who aspires to become an Acolyte. I've already received news from the Sanctuary that you might be coming."; next; mes "[Father Rubalkabara]"; - mes "Now, your name was " + strcharinfo(0) + ", right? Excellent, thank you for visiting me."; + mes "Now, your name was " + strcharinfo(PC_NAME) + ", right? Excellent, thank you for visiting me."; next; mes "[Father Rubalkabara]"; mes "I believe you've been told much about Acolytes from Friar Mareusis. Plus, there's plenty of helpful people in the Prontera Sanctuary."; @@ -297,7 +297,7 @@ prt_fild03,365,255,2 script Ascetic#aco 4_M_ORIENT02,{ mes "Let's see..."; next; mes "[Father Rubalkabara]"; - mes "Your name is " + strcharinfo(0) + "?"; + mes "Your name is " + strcharinfo(PC_NAME) + "?"; mes "I don't think your name"; mes "is on my list. Hmmm..."; next; @@ -346,10 +346,10 @@ moc_fild07,41,355,4 script Ascetic#2aco 4_F_SISTER,{ mes "Ah, you must be one of the Acolyte applicants. I sincerely welcome you."; next; mes "[Mother Mathilda]"; - mes "What is your name? " + strcharinfo(0) + "? Let's see... Ah, you're on my list."; + mes "What is your name? " + strcharinfo(PC_NAME) + "? Let's see... Ah, you're on my list."; next; mes "[Mother Mathilda]"; - mes "I will send a message to the Sanctuary confirming that you, " + strcharinfo(0) + " visited me and completed your penance."; + mes "I will send a message to the Sanctuary confirming that you, " + strcharinfo(PC_NAME) + " visited me and completed your penance."; next; mes "[Mother Mathilda]"; mes "Please return to the Prontera Sanctuary and speak to the Priest in charge."; @@ -366,7 +366,7 @@ moc_fild07,41,355,4 script Ascetic#2aco 4_F_SISTER,{ next; mes "[Mother Mathilda]"; mes "Now, what is your name?"; - mes "" + strcharinfo(0) + "? Let's see..."; + mes "" + strcharinfo(PC_NAME) + "? Let's see..."; next; mes "[Mother Mathilda]"; mes "Hmm..."; @@ -423,10 +423,10 @@ prt_fild00,208,218,6 script Ascetic#3aco 4W_M_02,{ mes "So what's your name?"; next; mes "[Father Yosuke]"; - mes "" + strcharinfo(0) + ", huh?"; + mes "" + strcharinfo(PC_NAME) + ", huh?"; next; mes "[Father Yosuke]"; - mes "Okay. I'll send a message to the Sanctuary that you, " + strcharinfo(0) + ", came to visit me."; + mes "Okay. I'll send a message to the Sanctuary that you, " + strcharinfo(PC_NAME) + ", came to visit me."; next; mes "[Father Yosuke]"; mes "Now go back to the Santuary and finish becoming an Acolyte, kid."; @@ -443,7 +443,7 @@ prt_fild00,208,218,6 script Ascetic#3aco 4W_M_02,{ mes "Not bad at all, you've made it all the way here from Prontera. So what's your name, kid?"; next; mes "[Father Yosuke]"; - mes "" + strcharinfo(0) + ", huh? Why isn't your name on my list?"; + mes "" + strcharinfo(PC_NAME) + ", huh? Why isn't your name on my list?"; next; mes "[Father Yosuke]"; mes "You probably made a mistake. Go back to the Santuary, and check with the Bishop."; diff --git a/npc/pre-re/jobs/1-1/archer.txt b/npc/pre-re/jobs/1-1/archer.txt index 946638d64..fc8bf42c4 100644 --- a/npc/pre-re/jobs/1-1/archer.txt +++ b/npc/pre-re/jobs/1-1/archer.txt @@ -86,7 +86,7 @@ payon_in02,64,71,4 script Archer Guildsman#archer 4_M_03,{ mes "[Archer Guildsman]"; mes "Good day. How may I help you?"; next; - switch(select("I want to be an Archer.:I need the requirements, please.:Nothing, thanks.")) { + switch(select("I want to be an Archer.", "I need the requirements, please.", "Nothing, thanks.")) { case 1: if (BaseJob == Job_Archer) { mes "[Archer Guildsman]"; @@ -107,7 +107,7 @@ payon_in02,64,71,4 script Archer Guildsman#archer 4_M_03,{ mes "Do you want to be an Archer?"; mes "If so, you need to fill out this application form."; next; - if (select("Apply.:Cancel") == 1) { + if (select("Apply.", "Cancel") == 1) { job_archer_q = 1; setquest 1004; mes "[Archer Guildsman]"; @@ -117,7 +117,7 @@ payon_in02,64,71,4 script Archer Guildsman#archer 4_M_03,{ mes "If you think you've met them already, we can check that now."; mes "Are you ready?"; next; - if (select("Yes, I am.:No, not yet.") == 1) { + if (select("Yes, I am.", "No, not yet.") == 1) { mes "[Archer Guildsman]"; mes "Alright, let me check."; next; @@ -134,7 +134,7 @@ payon_in02,64,71,4 script Archer Guildsman#archer 4_M_03,{ close; } mes "[Archer Guildsman]"; - mes "Are you..." + strcharinfo(0) + "?"; + mes "Are you..." + strcharinfo(PC_NAME) + "?"; next; if (getskilllv("NV_BASIC") < 9) { mes "[Archer Guildsman]"; diff --git a/npc/pre-re/jobs/1-1/mage.txt b/npc/pre-re/jobs/1-1/mage.txt index 4836258c4..47ae792fe 100644 --- a/npc/pre-re/jobs/1-1/mage.txt +++ b/npc/pre-re/jobs/1-1/mage.txt @@ -84,7 +84,7 @@ geffen_in,164,124,4 script Mage Guildsman 2_F_MAGICMASTER,{ mes "[Mage Guildsman]"; mes "Yo. What's up?"; next; - switch(select("I want to be a Mage.:Tell me the Requirements.:Pretty much nothing.")) { + switch(select("I want to be a Mage.", "Tell me the Requirements.", "Pretty much nothing.")) { case 1: mes "[Mage Guildsman]"; if (BaseJob == Job_Mage) { @@ -100,7 +100,7 @@ geffen_in,164,124,4 script Mage Guildsman 2_F_MAGICMASTER,{ } if (job_magician_q == 0) { mes "Wanna be a Mage, eh...?"; - if (Sex) + if (Sex == SEX_MALE) mes "Hey, look at you! You're kinda cute~! Not my type though..."; else { mes "Oooh, you're such a hot babe~!"; @@ -110,14 +110,14 @@ geffen_in,164,124,4 script Mage Guildsman 2_F_MAGICMASTER,{ mes "[Mage Guildsman]"; mes "Right, you said that you wanna be a Mage? Alright then, please sign the Mage Application."; next; - if (select("Sign Up.:Quit.") == 1) { + if (select("Sign Up.", "Quit.") == 1) { mes "[Mage Guildsman]"; - mes "Okay. Sign right there. Oh, you're very good at spelling. Alright. So your name is... " + strcharinfo(0) + "."; + mes "Okay. Sign right there. Oh, you're very good at spelling. Alright. So your name is... " + strcharinfo(PC_NAME) + "."; next; mes "[Mage Guildsman]"; mes "Now it's time for"; mes "me to give you the test."; - switch(rand(3)) { + switch(rand(0,3)) { case 1: mes "Make me a ^3355FFMixed Solution No. 1^000000"; mes "and bring it back to me."; @@ -159,7 +159,7 @@ geffen_in,164,124,4 script Mage Guildsman 2_F_MAGICMASTER,{ mes "Go back and reach Novice Job level 9 first. Don't forget that you also have to learn all of the Basic Skills before you come back."; close; } - mes "" + strcharinfo(0) + "'s test was..."; + mes "" + strcharinfo(PC_NAME) + "'s test was..."; if (job_magician_q == 1) mes "Making Mixed Solution No. 1."; else if (job_magician_q == 2) @@ -220,9 +220,6 @@ geffen_in,164,124,4 script Mage Guildsman 2_F_MAGICMASTER,{ mes "Congratulations!"; mes "You are now a Mage!"; next; - callfunc "Job_Change",Job_Mage; - callfunc "F_ClearJobVar"; - Zeny += 50; if (questprogress(1005)) { completequest 1005; } @@ -235,6 +232,9 @@ geffen_in,164,124,4 script Mage Guildsman 2_F_MAGICMASTER,{ else { completequest 1008; } + callfunc "Job_Change",Job_Mage; + callfunc "F_ClearJobVar"; + Zeny += 50; mes "[Mage Guildsman]"; mes "'Welcome to My World~'"; mes "Heh heh, I just wanted to say that. You know, it's a quote from a well-known movie~"; @@ -245,7 +245,7 @@ geffen_in,164,124,4 script Mage Guildsman 2_F_MAGICMASTER,{ case 2: mes "[Mage Guildsman]"; mes "Wanna be a Mage, eh?"; - if (Sex) + if (Sex == SEX_MALE) mes "For a cutie like you, I'd be happy to explain the requirements!"; else mes "I'd be happy to explain the requirements for a pretty girl like you!"; @@ -304,13 +304,13 @@ geffen_in,164,112,4 script Mixing Machine HIDDEN_NPC,{ mes "[Mixing Machine]"; mes "This machine is the property of the Geffen Mage Guild and is used only for mixing solutions for magic purposes."; next; - if (select("Use Machine.:Cancel.") == 1) { + if (select("Use Machine.", "Cancel.") == 1) { mes "[Mixing Machine]"; mes "Choose the"; mes "Solvent for"; mes "the Solution."; next; - switch(select("Payon Solution.:Morroc Solution.:No Solvent.")) { + switch(select("Payon Solution.", "Morroc Solution.", "No Solvent.")) { case 1: if (countitem(Payon_Potion) == 0) { mes "[Mixing Machine]"; @@ -350,7 +350,7 @@ geffen_in,164,112,4 script Mixing Machine HIDDEN_NPC,{ mes "[Mixing Machine]"; mes "Please choose if you wish to begin mixing, or to re-enter the number of items to be mixed."; next; - switch(select("Begin Mixing.:Re-Enter Number of Items.:Reset.")) { + switch(select("Begin Mixing.", "Re-Enter Number of Items.", "Reset.")) { case 1: mes "[Mixing Machine]"; mes "Please place the items into the Mixing Receptacle. Make sure the item amounts are correct."; @@ -361,7 +361,7 @@ geffen_in,164,112,4 script Mixing Machine HIDDEN_NPC,{ mes "[Mixing Machine]"; mes "If everything is correct, press the 'Mix' button when you are ready. Otherwise, press the 'Cancel' button."; next; - if (select("Press 'Mix' Button.:Press 'Cancel' Button.") == 1) { + if (select("Press 'Mix' Button.", "Press 'Cancel' Button.") == 1) { mes "[Mixing Machine]"; mes "Place items into the Mixing Receptacle now. Please wait."; next; @@ -417,7 +417,7 @@ geffen_in,164,112,4 script Mixing Machine HIDDEN_NPC,{ mes "Reset Complete."; mes "Initiate again?"; next; - if (select("Yes.:No.") == 1) + if (select("Yes.", "No.") == 1) break; mes "[Mixing Machine]"; mes "Process Halted."; @@ -434,7 +434,7 @@ geffen_in,164,112,4 script Mixing Machine HIDDEN_NPC,{ mes "[Mixing Machine]"; mes "Select items to mix."; while(1) { - switch(select("Jellopy.:Fluff.:Milk.:Ready to Mix.")) { + switch(select("Jellopy.", "Fluff.", "Milk.", "Ready to Mix.")) { case 1: while(1) { input .@input; @@ -505,7 +505,7 @@ geffen_in,164,112,4 script Mixing Machine HIDDEN_NPC,{ if (.@input == 0) { mes "Do you want to skip this Menu?"; next; - if (select("Yes.:No.") == 1) { + if (select("Yes.", "No.") == 1) { break; } } @@ -519,7 +519,7 @@ geffen_in,164,112,4 script Mixing Machine HIDDEN_NPC,{ mes "[Mixing Machine]"; mes "The Serial Number is #" + .@input + ", correct?"; next; - if (select("Confirm.:Cancel.") == 1) { + if (select("Confirm.", "Cancel.") == 1) { if (.@input == 8472) .@magic_powder = 1; else if (.@input == 3735) @@ -538,7 +538,7 @@ geffen_in,164,112,4 script Mixing Machine HIDDEN_NPC,{ mes "Choose a"; mes "Catalyst Stone."; next; - switch(select("Yellow Gemstone.:Red Gemstone.:Blue Gemstone.:1carat Diamond.:Skip.")) { + switch(select("Yellow Gemstone.", "Red Gemstone.", "Blue Gemstone.", "1carat Diamond.", "Skip.")) { case 1: .@mixitem3 = 1; break; case 2: .@mixitem3 = 2; break; case 3: .@mixitem3 = 3; break; @@ -621,7 +621,7 @@ geffen_in,177,112,4 script Bookshelf HIDDEN_NPC,{ mes "[Guide Book]"; mes "This Guide Book is the property of the Geffen Mage Association. Please handle with care."; next; - switch(select("Solution No. 1.:Solution No. 2.:Solution No. 3.:Solution No. 4.:Close.")) { + switch(select("Solution No. 1.", "Solution No. 2.", "Solution No. 3.", "Solution No. 4.", "Close.")) { case 1: mes "[Mage Test Solution No. 1]"; mes "* Ingredients List *"; diff --git a/npc/pre-re/jobs/1-1/merchant.txt b/npc/pre-re/jobs/1-1/merchant.txt index 8ba33489d..1acad9ea3 100644 --- a/npc/pre-re/jobs/1-1/merchant.txt +++ b/npc/pre-re/jobs/1-1/merchant.txt @@ -106,7 +106,7 @@ alberta_in,53,43,6 script Merchant#mer 4_M_04,{ else if (job_merchant_q == 9) { mes "[Chief Mahnsoo]"; mes "Hello there,"; - mes ""+ strcharinfo(0) +"."; + mes ""+ strcharinfo(PC_NAME) +"."; job_merchant_q = 0; job_merchant_q2 = 0; quest_alb_01 = 0; @@ -119,7 +119,7 @@ alberta_in,53,43,6 script Merchant#mer 4_M_04,{ else if (job_merchant_q == 8 || job_merchant_q == 7) { mes "[Chief Mahnsoo]"; mes "Hello there,"; - mes ""+ strcharinfo(0) +"."; + mes ""+ strcharinfo(PC_NAME) +"."; mes "I'm pleased to tell you"; mes "that I have good news!"; next; @@ -131,7 +131,7 @@ alberta_in,53,43,6 script Merchant#mer 4_M_04,{ mes "The only thing to take care of is your Membership Fee."; mes "Are you ready?"; next; - switch(select("Pay the rest of the 500 Zeny:Quit")) { + switch(select("Pay the rest of the 500 Zeny", "Quit")) { case 1: mes "[Chief Mahnsoo]"; if (Zeny < 500) { @@ -295,7 +295,7 @@ alberta_in,53,43,6 script Merchant#mer 4_M_04,{ mes "Is there anything"; mes "I can help you with?"; next; - switch(select("I want to be a Merchant.:Tell me about Merchants.:Tell me the requirements.:Nope.")) { + switch(select("I want to be a Merchant.", "Tell me about Merchants.", "Tell me the requirements.", "Nope.")) { case 1: mes "[Chief Mahnsoo]"; mes "Do you want to"; @@ -327,7 +327,7 @@ alberta_in,53,43,6 script Merchant#mer 4_M_04,{ mes "So what do you think?"; mes "Are you ready to join now?"; next; - if (select("Yes, I will.:Ummm, maybe later...") ==1 ) { + if (select("Yes, I will.", "Ummm, maybe later...") ==1 ) { mes "[Chief Mahnsoo]"; mes "Let me check if you"; mes "filled out everything"; @@ -335,7 +335,7 @@ alberta_in,53,43,6 script Merchant#mer 4_M_04,{ next; mes "[Chief Mahnsoo]"; mes "Hmm... "; - mes "" + strcharinfo(0) + "..."; + mes "" + strcharinfo(PC_NAME) + "..."; mes "That's a nice name."; next; mes "[Chief Mahnsoo]"; @@ -345,7 +345,7 @@ alberta_in,53,43,6 script Merchant#mer 4_M_04,{ mes "How do you wish to"; mes "handle the fee?"; next; - switch(select("Pay all 1,000 Zeny now!:Two payments of 500 Zeny.:Quit")) { + switch(select("Pay all 1,000 Zeny now!", "Two payments of 500 Zeny.", "Quit")) { case 1: mes "[Chief Mahnsoo]"; if (Zeny >= 1000) { @@ -543,7 +543,7 @@ alberta_in,28,29,2 script Merchant Guildsman#mer 4_M_01,{ } else if (job_merchant_q == 6 || job_merchant_q == 5) { mes " [Union Staff Kay] "; - mes "Oh, yeah? Okay, lemme check. Your name is " + strcharinfo(0) + "? Alright, your destination was..."; + mes "Oh, yeah? Okay, lemme check. Your name is " + strcharinfo(PC_NAME) + "? Alright, your destination was..."; next; mes "[Union Staff Kay]"; if (job_merchant_q2 == 1 || job_merchant_q2 == 2) @@ -600,7 +600,7 @@ alberta_in,28,29,2 script Merchant Guildsman#mer 4_M_01,{ mes "So how did"; mes "the delivery go?"; next; - if (select("*Sob* I lost the package.:Fine.") == 1) { + if (select("*Sob* I lost the package.", "Fine.") == 1) { job_merchant_q = 9; mes "[Union Staff Kay]"; mes "Are you kidding me? You'll fail the test if you lose the package!"; @@ -618,7 +618,7 @@ alberta_in,28,29,2 script Merchant Guildsman#mer 4_M_01,{ mes "[Union Staff Kay]"; mes "Hey, what are you still doing here? Shouldn't you be on your way already?"; next; - if (select("I need a new package.:Oh, yeah. You're right!") == 1) { + if (select("I need a new package.", "Oh, yeah. You're right!") == 1) { if (countitem(Merchant_Box_1) == 0 && countitem(Merchant_Box_2) == 0 && countitem(Merchant_Box_3) == 0 && countitem(Merchant_Box_Etc) == 0) { mes "[Union Staff Kay]"; mes "Wha--?"; @@ -626,7 +626,7 @@ alberta_in,28,29,2 script Merchant Guildsman#mer 4_M_01,{ mes "the package go?"; mes "Where is it?!"; next; - if (select("*Sob* I lost it!:I have it right here.") == 1) { + if (select("*Sob* I lost it!", "I have it right here.") == 1) { job_merchant_q = 9; mes "[Union Staff Kay]"; mes "You..."; @@ -673,14 +673,14 @@ alberta_in,28,29,2 script Merchant Guildsman#mer 4_M_01,{ mes "what brings"; mes "you here?"; next; - switch(select("My Merchant License test.:I'm looking for part time work.:Nothing.")) { + switch(select("My Merchant License test.", "I'm looking for part time work.", "Nothing.")) { case 1: mes "[Union Staff Kay]"; mes "I see."; mes "Alright."; mes "So what's"; mes "your name?"; - mes "" + strcharinfo(0) + "...?"; + mes "" + strcharinfo(PC_NAME) + "...?"; next; if (job_merchant_q == 0) { mes "[Union Staff Kay]"; @@ -694,7 +694,7 @@ alberta_in,28,29,2 script Merchant Guildsman#mer 4_M_01,{ mes "[Union Staff Kay]"; mes "Alright, there you go. Lemme give you the package. Now, choose the destination of the delivery."; next; - switch(select("Prontera.:Geffen.:Morocc.:Byalan Island.")) { + switch(select("Prontera.", "Geffen.", "Morocc.", "Byalan Island.")) { case 1: .@where_village = 1; break; case 2: .@where_village = 2; break; case 3: .@where_village = 3; break; @@ -709,7 +709,7 @@ alberta_in,28,29,2 script Merchant Guildsman#mer 4_M_01,{ if (.@input == 0) { mes "[Union Staff Kay]"; mes "Are you sure that you wanna cancel?"; - if (select("Yes.:Let me try again.") == 1) { + if (select("Yes.", "Let me try again.") == 1) { mes "Alright, we'll cancel for now."; close; } @@ -733,7 +733,7 @@ alberta_in,28,29,2 script Merchant Guildsman#mer 4_M_01,{ else mes "Lucky you! Your destination is Byalan Island. The Serial Number is " + .@input + ". Are you positive?"; next; - if (select("Positive.:Whoops! Wrong number!") == 1) { + if (select("Positive.", "Whoops! Wrong number!") == 1) { break; } } @@ -1057,7 +1057,7 @@ prontera,248,42,0 script Kafra Employee#mer 4_F_KAFRA2,{ mes "Currently, we offer a Teleport"; mes "Service to Izlude for 600 zeny."; next; - if (select("Use:Cancel") == 1) { + if (select("Use", "Cancel") == 1) { if (Zeny < 600) { mes "[Kafra Employee]"; mes "I'm sorry, but you"; diff --git a/npc/pre-re/jobs/1-1/swordman.txt b/npc/pre-re/jobs/1-1/swordman.txt index 45da68fa8..bedd7b622 100644 --- a/npc/pre-re/jobs/1-1/swordman.txt +++ b/npc/pre-re/jobs/1-1/swordman.txt @@ -102,7 +102,7 @@ izlude_in,74,172,4 script Swordman#swd_1 2_M_SWORDMASTER,{ mes "What business"; mes "brings you to us?"; next; - switch(select("Job Change:About Swordman.:About the Job requirements.:Cancel.")) { + switch(select("Job Change", "About Swordman.", "About the Job requirements.", "Cancel.")) { case 1: if (BaseJob == Job_Swordman) { mes "[Swordman]"; @@ -118,7 +118,7 @@ izlude_in,74,172,4 script Swordman#swd_1 2_M_SWORDMASTER,{ mes "[Swordman]"; mes "So you wish to become a proud Swordman? By all means, please sign up!"; next; - if (select("Sign up.:Cancel.") == 1) { + if (select("Sign up.", "Cancel.") == 1) { savepoint "izlude_in",65,165; job_sword_q = 1; setquest 1014; @@ -128,7 +128,7 @@ izlude_in,74,172,4 script Swordman#swd_1 2_M_SWORDMASTER,{ mes "[Swordman]"; mes "If you have already met the requirements, you can take an interview right now. Would you like to?"; next; - if (select("Yes.:No.") == 1) { + if (select("Yes.", "No.") == 1) { mes "[Swordman]"; mes "Good, good."; mes "Now, let's see..."; @@ -319,7 +319,7 @@ job_sword1,230,204,2 script Test Hall Staff#2swd_3 8W_SOLDIER,{ callfunc "F_JobSwdStaff",1; } job_sword1,223,167,2 script Mae#swd_1_success 4_F_03,{ - mapannounce "job_sword1","Applicant " + strcharinfo(0) + ". You successfully passed the test.",bc_map; + mapannounce "job_sword1","Applicant " + strcharinfo(PC_NAME) + ". You successfully passed the test.",bc_map; job_sword_q = 4; mes "[Mae]"; mes "I sencerely congratulate you for passing the test!"; @@ -341,8 +341,8 @@ function script F_JobSwdStaff { mes "[Test Hall Staff]"; mes "Do you surrender?"; next; - if (select("Yes.:No.") == 1) { - mapannounce "job_sword1","Applicant " + strcharinfo(0) + " quit the test.",bc_map; + if (select("Yes.", "No.") == 1) { + mapannounce "job_sword1","Applicant " + strcharinfo(PC_NAME) + " quit the test.",bc_map; warp "izlude_in",65,165; end; } @@ -354,10 +354,10 @@ function script F_JobSwdStaff { function script F_JobSwdTestStaff { OnTouch: mes "[Test Hall Staff]"; - mes "Applicant " + strcharinfo(0) + ". Do you surrender??"; + mes "Applicant " + strcharinfo(PC_NAME) + ". Do you surrender??"; next; - if (select("Yes.:No.") == 1) { - mapannounce "job_sword1","Applicant " + strcharinfo(0) + " quit the test..",bc_map; + if (select("Yes.", "No.") == 1) { + mapannounce "job_sword1","Applicant " + strcharinfo(PC_NAME) + " quit the test..",bc_map; warp "izlude_in",65,165; end; } @@ -367,7 +367,7 @@ OnTouch: function script F_JobSwdTestStaff2 { OnTouch: - mapannounce "job_sword1","Applicant " + strcharinfo(0) + ". Pass the "+getarg(0)+" course.",bc_map; + mapannounce "job_sword1","Applicant " + strcharinfo(PC_NAME) + ". Pass the "+getarg(0)+" course.",bc_map; warp "job_sword1",getarg(1),getarg(2); end; } diff --git a/npc/pre-re/jobs/1-1/thief.txt b/npc/pre-re/jobs/1-1/thief.txt index 32f2f0d75..a99c4700f 100644 --- a/npc/pre-re/jobs/1-1/thief.txt +++ b/npc/pre-re/jobs/1-1/thief.txt @@ -66,7 +66,7 @@ moc_prydb1,39,129,2 script Thief Guide 1_F_04,{ } else { mes "[Thief Guide]"; - if (Sex) + if (Sex == SEX_MALE) mes "Hey, dude."; else mes "Hey, baby~"; @@ -75,7 +75,7 @@ moc_prydb1,39,129,2 script Thief Guide 1_F_04,{ } else { mes "[Thief Guide]"; - if (Sex) + if (Sex == SEX_MALE) mes "Hey, dude."; else mes "Hey, baby."; @@ -167,7 +167,7 @@ moc_prydb1,39,129,2 script Thief Guide 1_F_04,{ mes "Mushroom Farm?"; mes "Have any fun?"; next; - if (select("Yeah, kinda Cool.:It was horrible.") == 1) { + if (select("Yeah, kinda Cool.", "It was horrible.") == 1) { mes "[Thief Guide]"; mes "Heh heh! That's a good attitude. In our line of work, you gotta enjoy getting your hands dirty, one way or another."; close; @@ -180,7 +180,7 @@ moc_prydb1,39,129,2 script Thief Guide 1_F_04,{ mes "[Thief Guide]"; mes "Hey, whaddya doin' here? Aren't you supposed to be gathering Mushrooms? Or did you need it explained to you again?"; next; - if (select("Yes.:No, that's okay.") == 1) { + if (select("Yes.", "No, that's okay.") == 1) { mes "[Thief Guide]"; mes "*Sigh* Well, there's always one in the bunch. Alright, listen carefully."; next; @@ -225,7 +225,7 @@ moc_prydb1,39,129,2 script Thief Guide 1_F_04,{ mes "ready to try again?"; } next; - if (select("Hey, I came here to be a Thief!:Nah, I'm just looking around.") == 1) { + if (select("Hey, I came here to be a Thief!", "Nah, I'm just looking around.") == 1) { if (job_thief_q == 0) { mes "[Thief Guide]"; mes "Heh, I like your confidence. Still, you know being a Thief isn't all what it's cracked up to be."; @@ -236,7 +236,7 @@ moc_prydb1,39,129,2 script Thief Guide 1_F_04,{ mes "want to be"; mes "a Thief?"; next; - switch(select("Yeah.:No, just wasting your time.:Why did you become a Thief?")) { + switch(select("Yeah.", "No, just wasting your time.", "Why did you become a Thief?")) { case 1: mes "[Thief Guide]"; mes "Really..."; @@ -258,21 +258,21 @@ moc_prydb1,39,129,2 script Thief Guide 1_F_04,{ mes "apply to become"; mes "a Thief or not?"; next; - switch(select("Yes, I will.:I'm too scared to be a Thief!")) { + switch(select("Yes, I will.", "I'm too scared to be a Thief!")) { case 1: mes "[Thief Guide]"; mes "Alright, tell"; mes "me your name."; next; mes "[Thief Guide]"; - mes "" + strcharinfo(0) + "?"; - mes "What kind of name is " + strcharinfo(0) + "? Anyway, give me a second."; + mes "" + strcharinfo(PC_NAME) + "?"; + mes "What kind of name is " + strcharinfo(PC_NAME) + "? Anyway, give me a second."; job_thief_q = 1; next; mes "[Thief Guide]"; mes "Alright, your registration has been processed. Okay, you can begin your test if you're ready."; next; - switch(select("Yeah, I'm ready.:No, I'm not ready yet.")) { + switch(select("Yeah, I'm ready.", "No, I'm not ready yet.")) { case 1: break; case 2: @@ -301,7 +301,7 @@ moc_prydb1,39,129,2 script Thief Guide 1_F_04,{ } mes "[Thief Guide]"; mes "Your name is..."; - mes strcharinfo(0) + "? Um, where is it? Ah, here it is. Let's see..."; + mes strcharinfo(PC_NAME) + "? Um, where is it? Ah, here it is. Let's see..."; next; mes "[Thief Guide]"; if (getskilllv("NV_BASIC") < 9) { @@ -318,7 +318,7 @@ moc_prydb1,39,129,2 script Thief Guide 1_F_04,{ mes "[Thief Guide]"; mes "Now, your actual abilities will need to be tested. Do you know anything about the test?"; next; - switch(select("Yes, I do.:Sorry, I don't.")) { + switch(select("Yes, I do.", "Sorry, I don't.")) { case 1: mes "[Thief Guide]"; mes "Oh yeah? Well, this makes things a lot easier."; @@ -440,7 +440,7 @@ moc_prydb1,42,133,2 script Comrade 2_M_THIEFMASTER,{ } next; mes "[Comrade]"; - mes strcharinfo(0) + "..."; + mes strcharinfo(PC_NAME) + "..."; mes "You have passed the official Thief Test. You are now one of us."; if (countitem(Mushroom_Of_Thief_1) != 0) delitem Mushroom_Of_Thief_1,countitem(Mushroom_Of_Thief_1); if (countitem(Mushroom_Of_Thief_2) != 0) delitem Mushroom_Of_Thief_2,countitem(Mushroom_Of_Thief_2); @@ -517,7 +517,7 @@ moc_ruins,141,125,3 script Mr. Irrelevant 4_M_01,{ mes "You've come to take the test, right? I can see in your eyes that you know something."; next; mes "[Mr. Irrelevant]"; - mes "Your name is " + strcharinfo(0) + "? Ah, it's on the list. Alright, I'll let you into the Mushroom Farm , but I can't guarantee your safety..."; + mes "Your name is " + strcharinfo(PC_NAME) + "? Ah, it's on the list. Alright, I'll let you into the Mushroom Farm , but I can't guarantee your safety..."; close2; job_thief_q = 3; switch(rand(5)) { diff --git a/npc/pre-re/jobs/1-1e/taekwon.txt b/npc/pre-re/jobs/1-1e/taekwon.txt new file mode 100644 index 000000000..e97cb204d --- /dev/null +++ b/npc/pre-re/jobs/1-1e/taekwon.txt @@ -0,0 +1,34 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2012-2016 Hercules Dev Team +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Taekwon Job Quest (Pre-Renewal) +//================= Description =========================================== +//= Official TaeKwon Job Change Quest +//================= Current Version ======================================= +//= 1.0.1 +//========================================================================= + +payon,157,141,5 duplicate(TKJobChange) Phoenix#TKJobChangePRE 4_M_MONK diff --git a/npc/pre-re/jobs/novice/novice.txt b/npc/pre-re/jobs/novice/novice.txt index 16efb4a59..ab7714c41 100644 --- a/npc/pre-re/jobs/novice/novice.txt +++ b/npc/pre-re/jobs/novice/novice.txt @@ -83,7 +83,7 @@ new_1-2,100,29,4 script Receptionist#nv1 4_M_04,{ mes "What is your name?"; next; input .@charname$; - if (.@charname$!=strcharinfo(0)) { + if (.@charname$!=strcharinfo(PC_NAME)) { mes "[Training Grounds Receptionist]"; mes "Sorry, but I don't think I heard"; mes "you correctly"; @@ -102,7 +102,7 @@ new_1-2,100,29,4 script Receptionist#nv1 4_M_04,{ mes "menu for more information."; next; while (1) { - switch(select("Apply for training.:Direct access to Ragnarok Online.:^3355FFTraining Grounds Introduction.^000000:I need a moment to think.")) { + switch(select("Apply for training.", "Direct access to Ragnarok Online.", "^3355FFTraining Grounds Introduction.^000000", "I need a moment to think.")) { case 1: mes "[Training Grounds Receptionist]"; mes "Thank you for applying for Novice training. For detailed information of each training course, please inquire the Guides for assistance."; @@ -287,7 +287,7 @@ new_1-1,53,114,4 script Shion#nv1 4_F_JOB_HUNTER,{ mes "[Shion]"; mes "Let's see."; mes "Your name is..."; - mes "" + strcharinfo(0) + "."; + mes "" + strcharinfo(PC_NAME) + "."; next; mes "[Shion]"; mes "My name is Shion."; @@ -297,7 +297,7 @@ new_1-1,53,114,4 script Shion#nv1 4_F_JOB_HUNTER,{ mes "Now that we've met, is there anything I can help you with?"; mes "I'm here for your questions~"; next; - switch(select("Where should I go?:About Basic Interfaces.:Who the crap are you?")) { + switch(select("Where should I go?", "About Basic Interfaces.", "Who the crap are you?")) { case 1: mes "[Shion]"; mes "Do you see the bridge to your"; @@ -371,7 +371,7 @@ new_1-2,99,105,3 script Interfaces Tutor#nv1 4_M_CRU,{ mes "[Kris]"; mes "You've completed all the essential courses. Have you spoken to the assistant tutors already? The field combat training will be your next course. Would you like to proceed?"; next; - switch(select("Sure!:No, I'll come back later.:Send me to a town!")) { + switch(select("Sure!", "No, I'll come back later.", "Send me to a town!")) { case 1: mes "[Kris]"; mes "Your next course is Field Combat training. Please listen carefully to your next trainer, and I hope you pass the course. Godspeed."; @@ -404,7 +404,7 @@ new_1-2,99,105,3 script Interfaces Tutor#nv1 4_M_CRU,{ next; if (NEW_MES_FLAG0) { mes "[Kris]"; - mes "Ah, " + strcharinfo(0) + ", you've applied for an old training course that we no longer provide for our trainees. Let me issue a new proof of registration for you."; + mes "Ah, " + strcharinfo(PC_NAME) + ", you've applied for an old training course that we no longer provide for our trainees. Let me issue a new proof of registration for you."; NEW_MES_FLAG0 = 0; NEW_MES_FLAG1 = 0; NEW_MES_FLAG2 = 0; @@ -424,12 +424,12 @@ new_1-2,99,105,3 script Interfaces Tutor#nv1 4_M_CRU,{ mes "interfaces."; next; mes "[Kris]"; - mes strcharinfo(0)+"."; + mes strcharinfo(PC_NAME)+"."; mes "would you like to learn"; mes "more about interface"; mes "fundamentals?"; next; - switch(select("Yes.:Nah, I'm a pro~:Cancel.")) { + switch(select("Yes.", "Nah, I'm a pro~", "Cancel.")) { case 1: mes "[Kris]"; mes "First, it's possible to move every interface window on your screen by dragging the window. Just click on the window, hold down the mouse button and move your mouse."; @@ -566,7 +566,7 @@ new_1-2,99,105,3 script Interfaces Tutor#nv1 4_M_CRU,{ mes "[Kris]"; mes "It seems that you haven't attended the Skill Information class yet. Please talk to a tutor to the very left of this room to attend his class."; next; - switch(select("Thank you!:I'm tired of classes~:Cancel")) { + switch(select("Thank you!", "I'm tired of classes~", "Cancel")) { case 1: mes "[Kris]"; mes "When you attend the Skill Information class, you'll gain a better understanding of the use of skills."; @@ -580,7 +580,7 @@ new_1-2,99,105,3 script Interfaces Tutor#nv1 4_M_CRU,{ mes "[Kris]"; mes "I see. In that case, you must be ready for the Field Combat Training Course. Shall I send you there right away?"; next; - if (select("No! W-wait!:Please do~!") == 1) { + if (select("No! W-wait!", "Please do~!") == 1) { mes "[Kris]"; mes "...?!"; mes "O...kay then."; @@ -609,7 +609,7 @@ new_1-2,99,105,3 script Interfaces Tutor#nv1 4_M_CRU,{ mes "[Kris]"; mes "It looks like you still haven't attended the Item Information class yet. Please speak to the tutor to the very right of this room to attend her class."; next; - switch(select("Thank you.:I'm tired of classes~:Cancel")) { + switch(select("Thank you.", "I'm tired of classes~", "Cancel")) { case 1: mes "[Kris]"; mes "The Item Information class is very useful for you to learn how to use your Hot keys and Hot key bars. Come, let me guide you there."; @@ -620,7 +620,7 @@ new_1-2,99,105,3 script Interfaces Tutor#nv1 4_M_CRU,{ mes "[Kris]"; mes "I see. In that case, you must be ready for the Field Combat Training Course. Shall I send you there right away?"; next; - if (select("No! W-wait!:Please do~!") == 1) { + if (select("No! W-wait!", "Please do~!") == 1) { mes "[Kris]"; mes "...?!"; mes "O...kay then."; @@ -650,7 +650,7 @@ new_1-2,83,111,3 script Skill Tutor#nv 4_M_MONK,{ mes "Did you need more help?"; mes "I see that you've completed all the essential courses. Did you speak to the assistant tutors too?"; next; - switch(select("Send me to the next course!:Assistant tutors?:Take me to a town!")) { + switch(select("Send me to the next course!", "Assistant tutors?", "Take me to a town!")) { case 1: mes "[Cecil]"; mes "Ah! Right, right."; @@ -696,7 +696,7 @@ new_1-2,83,111,3 script Skill Tutor#nv 4_M_MONK,{ } if (nov_get_item03 < 10) { mes "[Cecil]"; - mes ""+strcharinfo(0)+""; + mes ""+strcharinfo(PC_NAME)+""; mes "Heh, I like your name!"; if (NEW_MES_FLAG0) { mes "By the way, your proof of registration has expired, so let me give you a new one."; @@ -713,7 +713,7 @@ new_1-2,83,111,3 script Skill Tutor#nv 4_M_MONK,{ } mes "Then, shall we begin the class?"; next; - switch(select("What do you teach?:I want Field Combat Training now!:Cancel")) { + switch(select("What do you teach?", "I want Field Combat Training now!", "Cancel")) { case 1: mes "[Cecil]"; mes "I live for power"; @@ -821,7 +821,7 @@ new_1-2,83,111,3 script Skill Tutor#nv 4_M_MONK,{ mes "[Cecil]"; mes "Well, that's it for the essential fundamentals. If you want a more comprehensive lesson, you gotta speak to the assistant tutors."; next; - switch(select("Okay.:Send me to Field Combat Training, now!:Cancel")) { + switch(select("Okay.", "Send me to Field Combat Training, now!", "Cancel")) { case 1: mes "[Cecil]"; mes "Everyone in the"; @@ -858,7 +858,7 @@ new_1-2,83,111,3 script Skill Tutor#nv 4_M_MONK,{ mes "I help you?"; mes "Whoa, you haven't attended the Basic Interface class yet? Oh well, I know that class is kinda boring~"; next; - switch(select("Oh, I better take that class.:Send me to Field Combat Training.:Cancel")) { + switch(select("Oh, I better take that class.", "Send me to Field Combat Training.", "Cancel")) { case 1: mes "[Cecil]"; mes "Yeah, that's a good idea. After all, you'll gain experience and items while you take that class. Alright then, the Interfaces Tutor is in the center of this room. Go for it~"; @@ -881,7 +881,7 @@ new_1-2,83,111,3 script Skill Tutor#nv 4_M_MONK,{ mes "I help you?"; mes "Whoa, you haven't attended the Item Information class yet? Oh well, I know that class is kinda boring~"; next; - switch(select("Oh, I better take that class.:Send me to Field Combat Training.:Cancel")) { + switch(select("Oh, I better take that class.", "Send me to Field Combat Training.", "Cancel")) { case 1: mes "[Cecil]"; mes "Yeah, that's a good idea. After all, you'll gain experience and items while you take that class. Alright then, the Item Tutor is on the far right side of this room. Go for it~"; @@ -906,14 +906,14 @@ new_1-2,115,111,3 script Item Tutor#nv 4_F_JOB_BLACKSMITH,{ mes "Huh...?"; mes "Do you need help looking for someone? You seem to have completed all of the essential courses. Where do you need to go?"; next; - switch(select("I'm not sure~!:Send me to a town.:Cancel")) { + switch(select("I'm not sure~!", "Send me to a town.", "Cancel")) { case 1: mes "[Alice]"; mes "Hmm..."; mes "You've learned everything else,"; mes "so I guess the only thing left is Field Combat Training. Did you want to attend that class now?"; next; - switch(select("Yes.:Oh, w-wait.")) { + switch(select("Yes.", "Oh, w-wait.")) { case 1: mes "[Alice]"; mes "Make sure you keep the items I've given you handy, and that you equip all of your armor, alright? Now, take care."; @@ -958,7 +958,7 @@ new_1-2,115,111,3 script Item Tutor#nv 4_F_JOB_BLACKSMITH,{ mes "So, have you come to attend"; mes "my Item Information class?"; next; - switch(select("Yes!:No, thanks.:How do I get to a town?")) { + switch(select("Yes!", "No, thanks.", "How do I get to a town?")) { case 1: mes "[Alice]"; mes "Don't worry, it'll be short."; @@ -1114,7 +1114,7 @@ new_1-2,115,111,3 script Item Tutor#nv 4_F_JOB_BLACKSMITH,{ mes "I was gonna give you some job experience points, but I think you have enough job experience for now."; } next; - switch(select("Now what?:Send me to the actual fighting class!:Cancel")) { + switch(select("Now what?", "Send me to the actual fighting class!", "Cancel")) { case 1: mes "[Alice]"; mes "Why don't you walk around"; @@ -1147,7 +1147,7 @@ new_1-2,115,111,3 script Item Tutor#nv 4_F_JOB_BLACKSMITH,{ mes "[Alice]"; mes "Are you sure you really want to go into Field Combat Training? Have you spoken to every tutor? You better do that beforehand."; next; - switch(select("No, no! Send me to the actual fight class!:Oh, wait!")) { + switch(select("No, no! Send me to the actual fight class!", "Oh, wait!")) { case 1: mes "[Alice]"; mes "What an enthusiastic Novice you are! Okay, I'll send you to the folks in charge of Field Combat Training. Make sure that you listen carefully to the trainers."; @@ -1175,7 +1175,7 @@ new_1-2,115,111,3 script Item Tutor#nv 4_F_JOB_BLACKSMITH,{ mes "I help you?"; mes "Hmm, it seems that you haven't attended the Basic Interfaces class yet. Would you like to attend that class first?"; next; - switch(select("I am going to attend that class.:Send me to Field Combat Training.:Cancel")) { + switch(select("I am going to attend that class.", "Send me to Field Combat Training.", "Cancel")) { case 1: mes "[Cecil]"; mes "Excellent~"; @@ -1185,7 +1185,7 @@ new_1-2,115,111,3 script Item Tutor#nv 4_F_JOB_BLACKSMITH,{ mes "[Alice]"; mes "Are you sure you really want to go into Field Combat Training? Have you spoken to every tutor? You better do that beforehand."; next; - switch(select("I want Field Combat Training~!:Oh, wait!")) { + switch(select("I want Field Combat Training~!", "Oh, wait!")) { case 1: mes "[Alice]"; mes "What an enthusiastic Novice you are! Okay, I'll send you to the folks in charge of Field Combat Training. Make sure that you listen carefully to the trainers."; @@ -1213,7 +1213,7 @@ new_1-2,115,111,3 script Item Tutor#nv 4_F_JOB_BLACKSMITH,{ mes "I help you?"; mes "It looks like you still haven't attended the ^4d4dffthe Skill information class^000000 yet. Would you like to attend that class first?"; next; - switch(select("I'll attend that class.:Send me to Field Combat Training.:Cancel")) { + switch(select("I'll attend that class.", "Send me to Field Combat Training.", "Cancel")) { case 1: mes "[Alice]"; mes "Now, that's a good idea. Please talk to Cecil, the tutor at the far left side of this room, okay?"; @@ -1224,7 +1224,7 @@ new_1-2,115,111,3 script Item Tutor#nv 4_F_JOB_BLACKSMITH,{ mes "[Alice]"; mes "Are you sure you really want to go into Field Combat Training? Have you spoken to every tutor? You better do that beforehand."; next; - switch(select("I want Field Combat Training~!:Oh, wait!")) { + switch(select("I want Field Combat Training~!", "Oh, wait!")) { case 1: mes "[Alice]"; mes "What an enthusiastic Novice you are! Okay, I'll send you to the folks in charge of Field Combat Training. Make sure that you listen carefully to the trainers."; @@ -1298,7 +1298,7 @@ new_1-2,118,108,3 script Kafra Employee#nv1 4_F_KAFRA1,{ mes "Please choose"; mes "your destination."; next; - switch(select("Prontera:Morroc:Payon:Alberta:Geffen")) { + switch(select("Prontera", "Morroc", "Payon", "Alberta", "Geffen")) { case 1: .@dest$ = "Prontera"; .@mapn$ = "prontera"; @@ -1361,7 +1361,7 @@ new_1-2,118,108,3 script Kafra Employee#nv1 4_F_KAFRA1,{ end; } else { - switch(select("Field Combat Course:Prontera:Morroc:Payon:Alberta:Geffen")) { + switch(select("Field Combat Course", "Prontera", "Morroc", "Payon", "Alberta", "Geffen")) { case 1: mes "[Kafra Employee]"; mes "Thank you, let"; @@ -1433,7 +1433,7 @@ new_1-2,118,108,3 script Kafra Employee#nv1 4_F_KAFRA1,{ mes "learn more about."; next; while(1) { - switch(select("Save service:Storage service:Teleport service:Cart rental service:Cancel")) { + switch(select("Save service", "Storage service", "Teleport service", "Cart rental service", "Cancel")) { case 1: mes "[Kafra Employee]"; mes "When you talk to a Kafra Employee and ask for the Save Service, the location of where you will revive, after being defeated in battle, will be changed."; @@ -1555,7 +1555,7 @@ new_1-2,161,182,5 script Instructor#nv 4_F_03,{ mes ""; next; while(1) { - switch(select("Basic Info Window:Party Window:Item Window:Option Window:Equipment Window:Cancel")) { + switch(select("Basic Info Window", "Party Window", "Item Window", "Option Window", "Equipment Window", "Cancel")) { case 1: mes "[Edwin]"; mes "Let's take a look at"; @@ -1739,7 +1739,7 @@ new_1-2,182,182,3 script Somatology Instructor 4_M_SAGE_A,{ mes "according to your personal needs, so ask about the Status you wish to better understand. First, open your Status Window by using the '^3355FFAlt^000000 + ^3355FFA^000000' keys."; next; while(1) { - switch(select("Strength and Agility:Vitality and Intelligence:Dexterity and Luck:I do not wish to continue.")) { + switch(select("Strength and Agility", "Vitality and Intelligence", "Dexterity and Luck", "I do not wish to continue.")) { case 1: mes "[Jare Riotte]"; mes "Let me explain Strength first."; @@ -1919,7 +1919,7 @@ new_1-2,184,172,1 script Understandings of Skills 1_M_01,{ emotion e_kis; next; while(1) { - switch(select("Passive and Active skills:Basic Skills:Use of Emoticons:Cancel.")) { + switch(select("Passive and Active skills", "Basic Skills", "Use of Emoticons", "Cancel.")) { case 1: mes "[Leo Handerson]"; mes "First, let me explain"; @@ -1982,7 +1982,7 @@ new_1-2,184,172,1 script Understandings of Skills 1_M_01,{ mes "your better understanding."; next; while(1) { - switch(select("Trade and Exchange:Organizing & Joining party:Opening Chat Room:Storage Use:No thanks, I know this already.")) { + switch(select("Trade and Exchange", "Organizing & Joining party", "Opening Chat Room", "Storage Use", "No thanks, I know this already.")) { case 1: mes "[Leo Handerson]"; mes "When you go visit our official website at ^0000FFiro.ragnarokonline.com^000000, you can find a full explanation about trading, illustrated with pictures."; @@ -2193,7 +2193,7 @@ new_1-2,17,182,5 script Helper#nv 4_M_02,{ mes "Please check your"; mes "equipment before you engaging in battle. Are you sure you've equipped all of your equipment, your weapons and armor?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Elmeen]"; mes "First, you place the cursor on a monster. When you left click, you will hit the monster once."; @@ -2266,7 +2266,7 @@ new_1-2,17,182,5 script Helper#nv 4_M_02,{ mes "first for you?"; next; while(1) { - switch(select("Monsters:Experience:Items:Quit.")) { + switch(select("Monsters", "Experience", "Items", "Quit.")) { case 1: mes "[Elmeen]"; mes "There are many aggressive monsters that will attack you first before you even approach them. "; @@ -2371,7 +2371,7 @@ new_1-2,17,182,5 script Helper#nv 4_M_02,{ mes "shall I expain?"; next; while(1) { - switch(select("Monsters:Experience:Items:Quit.")) { + switch(select("Monsters", "Experience", "Items", "Quit.")) { case 1: mes "[Elmeen]"; mes "There are many aggressive monsters that will attack you first before you even approach them. "; @@ -2490,7 +2490,7 @@ new_1-2,38,182,3 script Entrance Guard#nv 4_F_03,{ mes "to take the test"; mes "right away?"; next; - switch(select("Yes:I need more time.")) { + switch(select("Yes", "I need more time.")) { case 1: mes "[Muriel]"; mes "Please make sure you"; @@ -2553,7 +2553,7 @@ new_1-2,38,182,3 script Entrance Guard#nv 4_F_03,{ mes "Do you wish"; mes "to try again?"; next; - switch(select("Yes.:Can I have more time?")) { + switch(select("Yes.", "Can I have more time?")) { case 1: mes "[Muriel]"; mes "I will give you"; @@ -2614,7 +2614,7 @@ new_1-2,38,182,3 script Entrance Guard#nv 4_F_03,{ mes "[Muriel]"; mes "Do you wish to try again?"; next; - switch(select("Yes:Can I have more time?")) { + switch(select("Yes", "Can I have more time?")) { case 1: mes "[Muriel]"; mes "I will restore"; @@ -2655,13 +2655,13 @@ new_1-3,95,30,4 script Trainer#nv1::NovHoffman 4_M_02,{ mes "Novices. So would you"; mes "like to try?"; next; - switch(select("I do want more of a challenge~:I wanna fight tough monsters!:Cancel")) { + switch(select("I do want more of a challenge~", "I wanna fight tough monsters!", "Cancel")) { case 1: mes "[Hoffman]"; mes "I see, then let me guide"; mes "you to a training ground that has stronger monsters. May God be with you..."; next; - if (strnpcinfo(2) == "nv1") { + if (strnpcinfo(NPC_NAME_HIDDEN) == "nv1") { if (rand(2)) { warp "new_2-3",96,21; } @@ -2681,7 +2681,7 @@ new_1-3,95,30,4 script Trainer#nv1::NovHoffman 4_M_02,{ mes "be careful, it can get"; mes "pretty difficult..."; next; - if (strnpcinfo(2) == "nv1" || strnpcinfo(2) == "nv2" || strnpcinfo(2) == "nv3") { + if (strnpcinfo(NPC_NAME_HIDDEN) == "nv1" || strnpcinfo(NPC_NAME_HIDDEN) == "nv2" || strnpcinfo(NPC_NAME_HIDDEN) == "nv3") { if (rand(2)) { warp "new_4-3",96,21; } @@ -2720,7 +2720,7 @@ new_1-3,96,174,3 script Test Examiner#nv1::NovKeyman 4_M_03,{ mes "Would you like to move"; mes "to the next course?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Keyman]"; mes "I hope you will be"; @@ -2755,7 +2755,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ if (nov_3_swordman == 20) { mes "[Hanson]"; mes "Good day,"; - mes "^A62A2A" + strcharinfo(0) + "'^000000."; + mes "^A62A2A" + strcharinfo(PC_NAME) + "'^000000."; mes "You've made quite"; mes "an effort to come here."; next; @@ -2778,7 +2778,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "[Hanson]"; mes "Do you wish to start Ragnarok Online immediately, or take this personality test course first?"; next; - switch(select("I'll take the course.:Let me start Ragnarok Online please.")) { + switch(select("I'll take the course.", "Let me start Ragnarok Online please.")) { case 1: mes "[Hanson]"; mes "Excellent choice!"; @@ -2796,7 +2796,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "that best matches you from"; mes "among the following."; next; - switch(select("Study:Exercise:Public service:Violence")) { + switch(select("Study", "Exercise", "Public service", "Violence")) { case 1: ++.@magician_p; break; @@ -2811,7 +2811,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ ++.@thief_p; break; } - switch(select("Change:Conserve")) { + switch(select("Change", "Conserve")) { case 1: ++.@magician_p; break; @@ -2819,7 +2819,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ ++.@acolyte_p; break; } - switch(select("Consumer:Seller:Producer")) { + switch(select("Consumer", "Seller", "Producer")) { case 1: ++.@swordman_p; ++.@thief_p; @@ -2832,7 +2832,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ ++.@magician_p; break; } - switch(select("Celebrity:Prudence")) { + switch(select("Celebrity", "Prudence")) { case 1: ++.@thief_p; break; @@ -2840,7 +2840,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ ++.@archer_p; break; } - switch(select("Theory:Experience")) { + switch(select("Theory", "Experience")) { case 1: ++.@magician_p; break; @@ -2848,7 +2848,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ ++.@swordman_p; break; } - switch(select("The Past:Reality:The Future")) { + switch(select("The Past", "Reality", "The Future")) { case 1: ++.@archer_p; break; @@ -2869,7 +2869,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "I'd rather die"; mes "than live submissively."; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: ++.@swordman_p; break; @@ -2883,7 +2883,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "to see someone better"; mes "than you."; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: ++.@merchant_p; break; @@ -2896,7 +2896,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "exploring dangerous"; mes "places."; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: ++.@swordman_p; break; @@ -2909,7 +2909,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "a leader-type"; mes "person."; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: ++.@swordman_p; break; @@ -2930,7 +2930,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "to the urge to push"; mes "this button?"; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: ++.@thief_p; break; @@ -2942,7 +2942,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "You often see"; mes "things that don't exist."; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: ++.@acolyte_p; break; @@ -2955,7 +2955,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "a cliff, you'd feel"; mes "like you were flying."; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: ++.@acolyte_p; break; @@ -2966,7 +2966,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "[Hanson]"; mes "Money talks."; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: ++.@merchant_p; break; @@ -2981,7 +2981,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "As you check"; mes "your tight schedule...."; next; - switch(select("You feel like a robot.:You are proud and satisfied.:Schedule? What schedule?")) { + switch(select("You feel like a robot.", "You are proud and satisfied.", "Schedule? What schedule?")) { case 1: ++.@swordman_p; ++.@thief_p; @@ -3001,7 +3001,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "a purchase, the first thing"; mes "you do is..."; next; - switch(select("Consider if you need it.:Check the price.:Don't think twice, just buy it!")) { + switch(select("Consider if you need it.", "Check the price.", "Don't think twice, just buy it!")) { case 1: ++.@archer_p; break; @@ -3018,7 +3018,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "competing with other people..."; mes ""; next; - switch(select("don't mind...:don't like...:don't care about...")) { + switch(select("don't mind...", "don't like...", "don't care about...")) { case 1: ++.@merchant_p; break; @@ -3036,7 +3036,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "[Hanson]"; mes "But if you cooperate with others, it will be simple and an enjoyable task. You would... "; next; - switch(select("Handle it myself, even if it's hard.:Ask friends to help.")) { + switch(select("Handle it myself, even if it's hard.", "Ask friends to help.")) { case 1: ++.@magician_p; break; @@ -3050,7 +3050,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "fainted on the street."; mes "What would you do?"; next; - switch(select("Carry her to a hospital.:Assess the situation before taking action.:Just ignore it.")) { + switch(select("Carry her to a hospital.", "Assess the situation before taking action.", "Just ignore it.")) { case 1: ++.@acolyte_p; break; @@ -3069,7 +3069,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "pick up 'Clothing.'"; mes "What would you do?"; next; - switch(select("Check the brand.:Wonder who lost it.:Finder's keepers!:Leave it where it was.")) { + switch(select("Check the brand.", "Wonder who lost it.", "Finder's keepers!", "Leave it where it was.")) { case 1: ++.@merchant_p; break; @@ -3087,7 +3087,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "[Hanson]"; mes "You happened to accidentally slip your tongue in the middle of a conversation. How do you cope with this situation?"; next; - switch(select("Pretend it's a joke.:Change the subject.:Analyze it.:Apologize honestly.")) { + switch(select("Pretend it's a joke.", "Change the subject.", "Analyze it.", "Apologize honestly.")) { case 1: ++.@thief_p; break; @@ -3104,7 +3104,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "[Hanson]"; mes "You're on a trip with your beloved. Your significant other then asks you to buy a souvenir that's not particularly good. What do you do?"; next; - switch(select("Buy the item for her/him.:Say 'no.':Promise it for next time.")) { + switch(select("Buy the item for her/him.", "Say 'no.'", "Promise it for next time.")) { case 1: ++.@swordman_p; break; @@ -3253,7 +3253,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "[Hanson]"; mes "So would you like to accept our recommendation, or would you like to choose a job on your own?"; next; - switch(select("Swordman!:My own choice!")) { + switch(select("Swordman!", "My own choice!")) { case 1: mes "[Hanson]"; mes "That's a great choice!"; @@ -3291,7 +3291,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "You will now"; mes "be teleported."; mes "Good luck,"; - mes "^A62A2A" + strcharinfo(0) + "^000000"; + mes "^A62A2A" + strcharinfo(PC_NAME) + "^000000"; mes "and farewell."; close2; nov_1st_cos = 0; @@ -3320,7 +3320,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "[Hanson]"; mes "So, would you like to accept our recommendation or would you like to choose a job on your own?"; next; - switch(select("Mage!:My own choice!")) { + switch(select("Mage!", "My own choice!")) { case 1: mes "[Hanson]"; mes "That's a great choice!"; @@ -3365,7 +3365,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ next; mes "[Hanson]"; mes "You'll now be teleported."; - mes "Good luck, ^A62A2A" + strcharinfo(0) + "^000000 and farewell."; + mes "Good luck, ^A62A2A" + strcharinfo(PC_NAME) + "^000000 and farewell."; close2; nov_1st_cos = 0; nov_2nd_cos = 0; @@ -3393,7 +3393,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "[Hanson]"; mes "So, would you like to accept our recommendation or would you like to choose a job on your own?"; next; - switch(select("Merchant!:My own choice!")) { + switch(select("Merchant!", "My own choice!")) { case 1: mes "[Hanson]"; mes "That's a great choice!"; @@ -3435,7 +3435,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "You will now"; mes "be teleported."; mes "Good luck,"; - mes "^A62A2A" + strcharinfo(0) + "^000000"; + mes "^A62A2A" + strcharinfo(PC_NAME) + "^000000"; mes "and farewell."; close2; nov_1st_cos = 0; @@ -3471,7 +3471,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "[Hanson]"; mes "So, would you like to accept our recommendation or would you like to choose a job on your own?"; next; - switch(select("Thief!:My own choice!")) { + switch(select("Thief!", "My own choice!")) { case 1: mes "[Hanson]"; mes "That's a great choice!"; @@ -3511,7 +3511,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "You will now"; mes "be teleported."; mes "Good luck,"; - mes "^A62A2A" + strcharinfo(0) + "^000000"; + mes "^A62A2A" + strcharinfo(PC_NAME) + "^000000"; mes "and farewell."; close2; savepoint "morocc",150,99; @@ -3532,7 +3532,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "[Hanson]"; mes "So, would you like to accept our recommendation or would you like to choose a job on your own?"; next; - switch(select("Archer!:My own choice!")) { + switch(select("Archer!", "My own choice!")) { case 1: mes "[Hanson]"; mes "That's a great choice!"; @@ -3572,7 +3572,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "You will now"; mes "be teleported."; mes "Good luck,"; - mes "^A62A2A" + strcharinfo(0) + "^000000"; + mes "^A62A2A" + strcharinfo(PC_NAME) + "^000000"; mes "and farewell."; close2; nov_1st_cos = 0; @@ -3604,7 +3604,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "[Hanson]"; mes "So, would you like to accept our recommendation or would you like to choose a job on your own?"; next; - switch(select("Acolyte!:My own choice!")) { + switch(select("Acolyte!", "My own choice!")) { case 1: mes "[Hanson]"; mes "That's a great choice!"; @@ -3644,7 +3644,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "You will now"; mes "be teleported."; mes "Good luck,"; - mes "^A62A2A" + strcharinfo(0) + "^000000"; + mes "^A62A2A" + strcharinfo(PC_NAME) + "^000000"; mes "and farewell."; close2; nov_1st_cos = 0; @@ -3678,7 +3678,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ mes "Lastly..."; mes "I hope you will"; mes "become a nice player,"; - mes ""+ strcharinfo(0) +"."; + mes ""+ strcharinfo(PC_NAME) +"."; mes "Fare well."; next; nov_3_swordman = 40; @@ -3771,7 +3771,7 @@ new_1-4,100,29,1 script Hanson#nv 1_ETC_01,{ else { mes "[Hanson]"; mes "Hello, you"; - mes "must be "+ strcharinfo(0) +"."; + mes "must be "+ strcharinfo(PC_NAME) +"."; next; mes "[Hanson]"; mes "I am Hanson,"; @@ -3793,7 +3793,7 @@ S_UserJobchoice: mes "I see. It's your choice."; mes "There is no obligation to change to the job we recommend. Please choose the job you wish to become."; next; - select( "Swordsman:Mage:Merchant:Thief:Archer:Acolyte" ); + select( "Swordsman", "Mage", "Merchant", "Thief", "Archer", "Acolyte" ); // @menu is already set by Core. setarray .@Jobs$[1],"Swordsman","Mage","Merchant","Thief","Archer","Acolyte"; @@ -3878,7 +3878,7 @@ S_UserJobchoice: mes "You will now"; mes "be teleported."; mes "Good luck,"; - mes "^A62A2A" + strcharinfo(0) + "^000000"; + mes "^A62A2A" + strcharinfo(PC_NAME) + "^000000"; mes "and farewell."; next; nov_1st_cos = 0; @@ -3928,7 +3928,7 @@ new_1-4,91,22,4 script Bruce#nv 1_M_LIBRARYMASTER,{ mes "have in mind?"; next; while(1) { - switch(select("Swordman:Mage:Archer:Merchant:Thief:Acolyte:End conversation.")) { + switch(select("Swordman", "Mage", "Archer", "Merchant", "Thief", "Acolyte", "End conversation.")) { case 1: mes "[Bruce]"; mes "As the name implies, the"; @@ -4067,7 +4067,7 @@ new_1-4,91,22,4 script Bruce#nv 1_M_LIBRARYMASTER,{ next; mes "[Bruce]"; mes "Hello there,"; - mes "^A62A2A" + strcharinfo(0) + "'^000000,"; + mes "^A62A2A" + strcharinfo(PC_NAME) + "'^000000,"; mes "pleased to meet you."; mes "I am Bruce of the"; mes "Rune-Midgarts Kingdom."; @@ -4085,7 +4085,7 @@ new_1-4,91,22,4 script Bruce#nv 1_M_LIBRARYMASTER,{ mes "you have in mind?"; next; while(1) { - switch(select("Swordman:Mage:Archer:Merchant:Thief:Acolyte:End conversation.")) { + switch(select("Swordman", "Mage", "Archer", "Merchant", "Thief", "Acolyte", "End conversation.")) { case 1: mes "[Bruce]"; mes "As the name implies, the"; diff --git a/npc/pre-re/mapflag/gvg.txt b/npc/pre-re/mapflag/gvg.txt new file mode 100644 index 000000000..39be0ee7b --- /dev/null +++ b/npc/pre-re/mapflag/gvg.txt @@ -0,0 +1,41 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2017 Hercules Dev Team +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Mapflag: Guild versus Guild mode. +//================= Current Version ======================================= +//= 1.0 +//================= Description =========================================== +//= Players can attack other guilds, and will have their guild +//= icons shown. WoE damage reductions will also take place. +//= gvg: Turns on GvG mode +//= gvg_castle: Describes castle maps for WoE. +//========================================================================= + +// Guild Dungeons ========= +gld_dun01 mapflag gvg_dungeon +gld_dun02 mapflag gvg_dungeon +gld_dun03 mapflag gvg_dungeon +gld_dun04 mapflag gvg_dungeon diff --git a/npc/pre-re/merchants/shops.txt b/npc/pre-re/merchants/shops.txt index 4abe887a6..f5dd954f8 100644 --- a/npc/pre-re/merchants/shops.txt +++ b/npc/pre-re/merchants/shops.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Frost //= Copyright (C) Streusel //= Copyright (C) Daegaladh @@ -31,7 +31,7 @@ //================= Description =========================================== //= Pre-renewal-specific town shop NPCs. //================= Current Version ======================================= -//= 1.4 +//= 1.7 //========================================================================= //== Prontera ============================================== @@ -195,6 +195,154 @@ OnInit: sellitem Bun_; } +//== Geffen ================================================ +geffen_in,77,167,0 trader Tool Dealer#gef 1_F_03,{ +OnInit: + sellitem Arrow; + sellitem Spectacles; + sellitem Red_Potion; + sellitem Orange_Potion; + sellitem Yellow_Potion; + sellitem White_Potion; + sellitem Green_Potion; + sellitem Center_Potion; + sellitem Awakening_Potion; + sellitem Wing_Of_Fly; + sellitem Wing_Of_Butterfly; + sellitem Granpa_Beard; +} + +geffen,193,152,4 trader Pet Groomer#gef 4_F_TELEPORTER,{ +OnInit: + sellitem Pet_Food; + sellitem Pet_Incubator; + sellitem Backpack; + sellitem Rocker_Glasses; + sellitem Mojji; + sellitem Vital_Flower_; + sellitem Flame_Gemstone; + sellitem Bun_; +} + +geffen_in,171,123,4 trader Tool Dealer#gef2 1_M_WIZARD,{ +OnInit: + sellitem Empty_Cylinder; + sellitem Empty_Potion; +} + +//== Payon ================================================= +payon_in01,5,49,7 trader Tool Dealer#pay 4_M_ORIENT01,{ +OnInit: + sellitem Arrow; + sellitem Spectacles; + sellitem Red_Potion; + sellitem Orange_Potion; + sellitem Yellow_Potion; + sellitem White_Potion; + sellitem Green_Potion; + sellitem Center_Potion; + sellitem Awakening_Potion; + sellitem Wing_Of_Fly; + sellitem Wing_Of_Butterfly; + sellitem Booby_Trap; +} + +payon_in02,87,34,0 trader Tool Dealer#pay2 1_F_ORIENT_01,{ +OnInit: + sellitem Arrow; + sellitem Silver_Arrow; + sellitem Spectacles; + sellitem Red_Potion; + sellitem Orange_Potion; + sellitem Yellow_Potion; + sellitem White_Potion; + sellitem Green_Potion; + sellitem Center_Potion; + sellitem Awakening_Potion; + sellitem Wing_Of_Fly; + sellitem Wing_Of_Butterfly; + sellitem Booby_Trap; +} + +payon,159,96,4 trader Tool Dealer#pay3 4_M_ORIENT01,{ +OnInit: + sellitem Arrow; + sellitem Red_Potion; + sellitem Center_Potion; + sellitem Wing_Of_Fly; + sellitem Wing_Of_Butterfly; +} + +payon,177,131,4 trader Pet Groomer#pay 4_F_TELEPORTER,{ +OnInit: + sellitem Pet_Food; + sellitem Pet_Incubator; + sellitem Backpack; + sellitem Rocker_Glasses; + sellitem Mojji; + sellitem Flame_Gemstone; + sellitem Vital_Flower_; + sellitem Vital_Flower; + sellitem Bun_; + sellitem Damp_Darkness; + sellitem Small_Snow_Flower; + sellitem Fresh_Plant; + sellitem Big_Cell; + sellitem Apple_Pudding; + sellitem Mystic_Stone; + sellitem Flavored_Alcohol; + sellitem Grilled_Rice_Cake; + sellitem Fish_With_Blue_Back; + sellitem Pumpkin_Pie_; + sellitem Traditional_Cookie; +} + +//== Alberta =============================================== +alb2trea,87,65,5 trader Tool Dealer#alb 4_M_01,{ +OnInit: + sellitem Arrow; + sellitem Silver_Arrow; + sellitem Fire_Arrow; + sellitem Red_Potion; + sellitem Orange_Potion; + sellitem Yellow_Potion; + sellitem White_Potion; + sellitem Green_Potion; + sellitem Center_Potion; + sellitem Awakening_Potion; +} + +alberta_in,182,97,0 trader Tool Dealer#alb2 1_F_MERCHANT_01,{ +OnInit: + sellitem Arrow; + sellitem Spectacles; + sellitem Red_Potion; + sellitem Orange_Potion; + sellitem Yellow_Potion; + sellitem White_Potion; + sellitem Green_Potion; + sellitem Center_Potion; + sellitem Awakening_Potion; + sellitem Wing_Of_Fly; + sellitem Wing_Of_Butterfly; + sellitem Spinning_Eyes; +} + +alberta_in,176,81,3 trader Trading Merchant#alb 4_M_HUMERCHANT,{ +OnInit: + sellitem Bullet; + sellitem Silver_Bullet; + sellitem Shell_Of_Blood; + sellitem Branch; + sellitem Crimson_Bolt; + sellitem The_Cyclone; + sellitem Rolling_Stone; + sellitem Black_Rose; + sellitem Long_Barrel; + sellitem Jungle_Carbine; + sellitem Thunder_P; +} + //== Cooking Addition ====================================== prontera,156,212,1 trader Chef Assistant#prt 8_F_GIRL,{ OnInit: @@ -212,3 +360,18 @@ OnInit: sellitem Red_Spice; sellitem Yellow_Spice; } + +geffen,196,111,3 trader Chef Assistant#gef 4_M_03,{ +OnInit: + sellitem Pot; +} + +alberta,167,135,5 trader Chef Assistant#alb 4_M_05,{ +OnInit: + sellitem Delicious_Fish; +} + +payon,206,119,5 trader Chef Assistant#pay 4_M_ORIENT02,{ +OnInit: + sellitem Hot_Sauce; +} diff --git a/npc/pre-re/mobs/dungeons/gefenia.txt b/npc/pre-re/mobs/dungeons/gefenia.txt index c3ce88a09..c6ec26d13 100644 --- a/npc/pre-re/mobs/dungeons/gefenia.txt +++ b/npc/pre-re/mobs/dungeons/gefenia.txt @@ -88,7 +88,7 @@ gefenia04,0,0,0,0 monster Ogretooth 1204,1,18000000,14400000,0 //- gefenia01 - Geffenia (Old) - //gefenia01,0,0,0,0 monster Mini Demon 1292,6,300000,0,0 -//gefenia01,0,0,0,0 monster Apolcalips 1365,4,300000,0,0 +//gefenia01,0,0,0,0 monster Apocalypse 1365,4,300000,0,0 //gefenia01,0,0,0,0 monster Elder 1377,10,300000,0,1 //gefenia01,0,0,0,0 monster Abyssmal Knight 1219,3,1800000,900000,1 //gefenia01,0,0,0,0 monster Bloody Knight 1268,2,300000,0,0 @@ -101,7 +101,7 @@ gefenia04,0,0,0,0 monster Ogretooth 1204,1,18000000,14400000,0 //gefenia02,0,0,0,0 monster Succubus 1370,6,0,0,0 //gefenia02,0,0,0,0 monster Incubus 1374,6,0,0,0 //gefenia02,0,0,0,0 monster Mini Demon 1292,10,300000,0,0 -//gefenia02,0,0,0,0 monster Apolcalips 1365,8,300000,0,0 +//gefenia02,0,0,0,0 monster Apocalypse 1365,8,300000,0,0 //gefenia02,0,0,0,0 monster Abyssmal Knight 1219,2,1800000,900000,1 //gefenia02,0,0,0,0 monster Bloody Knight 1268,5,300000,0,0 //gefenia02,0,0,0,0 monster Poring 1502,1,0,0,0 @@ -113,7 +113,7 @@ gefenia04,0,0,0,0 monster Ogretooth 1204,1,18000000,14400000,0 //gefenia03,0,0,0,0 monster Succubus 1370,5,0,0,0 //gefenia03,0,0,0,0 monster Incubus 1374,5,0,0,0 //gefenia03,0,0,0,0 monster Mini Demon 1292,10,300000,0,0 -//gefenia03,0,0,0,0 monster Apolcalips 1365,6,300000,0,0 +//gefenia03,0,0,0,0 monster Apocalypse 1365,6,300000,0,0 //gefenia03,0,0,0,0 monster Elder 1377,10,300000,0,1 //gefenia03,0,0,0,0 monster Abyssmal Knight 1219,3,1800000,900000,1 //gefenia03,0,0,0,0 monster Bloody Knight 1268,2,300000,0,0 @@ -125,7 +125,7 @@ gefenia04,0,0,0,0 monster Ogretooth 1204,1,18000000,14400000,0 //gefenia04,0,0,0,0 monster Fake Angel 1371,10,0,0,0 //gefenia04,0,0,0,0 monster Succubus 1370,5,0,0,0 //gefenia04,0,0,0,0 monster Incubus 1374,3,0,0,0 -//gefenia04,0,0,0,0 monster Apolcalips 1365,4,300000,0,0 +//gefenia04,0,0,0,0 monster Apocalypse 1365,4,300000,0,0 //gefenia04,0,0,0,0 monster Abyssmal Knight 1219,5,1800000,900000,1 //gefenia04,0,0,0,0 monster Bloody Knight 1268,2,300000,0,0 //gefenia04,0,0,0,0 monster Poring 1502,1,0,0,0 diff --git a/npc/pre-re/other/resetskill.txt b/npc/pre-re/other/resetskill.txt index 591eb3377..46e35e541 100644 --- a/npc/pre-re/other/resetskill.txt +++ b/npc/pre-re/other/resetskill.txt @@ -57,7 +57,7 @@ prontera,146,232,4 script Hypnotist#2 4_F_TELEPORTER,{ mes "Job character to qualify."; mes "Now, do you have any questions?"; next; - switch(select("Skill Reset?:I want a Skill Reset:Nothing")) { + switch(select("Skill Reset?", "I want a Skill Reset", "Nothing")) { case 1: mes "[Hypnotist]"; @@ -88,7 +88,7 @@ prontera,146,232,4 script Hypnotist#2 4_F_TELEPORTER,{ mes "want to proceed with"; mes "my ^FF0000Skill Reset^000000 service?"; next; - if (select("Yes:Cancel") == 1) { + if (select("Yes", "Cancel") == 1) { if (BaseLevel > 40) { mes "[Hypnotist]"; mes "I'm sorry, but characters"; diff --git a/npc/pre-re/quests/collection/quest_alligator.txt b/npc/pre-re/quests/collection/quest_alligator.txt index 84f1d4730..428eb21ad 100644 --- a/npc/pre-re/quests/collection/quest_alligator.txt +++ b/npc/pre-re/quests/collection/quest_alligator.txt @@ -38,7 +38,7 @@ cmd_fild01,362,256,3 script Cuir#Gator_Hunt 1_M_MOC_LORD,{ mes "[Cuir]"; mes "Have you finished hunting the 50 Alligators?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Cuir]"; mes "Hmm, I don't think you've hunted 50 yet..."; @@ -52,7 +52,7 @@ cmd_fild01,362,256,3 script Cuir#Gator_Hunt 1_M_MOC_LORD,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Cuir]"; mes "Ok then, well come back here if you change your mind."; @@ -78,7 +78,7 @@ cmd_fild01,362,256,3 script Cuir#Gator_Hunt 1_M_MOC_LORD,{ mes "[Cuir]"; mes "Have you finished hunting the 50 Alligators?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Cuir]"; mes "Hmm, I don't think you've hunted 100 yet..."; @@ -92,7 +92,7 @@ cmd_fild01,362,256,3 script Cuir#Gator_Hunt 1_M_MOC_LORD,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Cuir]"; mes "Ok then, well come back here if you change your mind."; @@ -119,7 +119,7 @@ cmd_fild01,362,256,3 script Cuir#Gator_Hunt 1_M_MOC_LORD,{ mes "[Cuir]"; mes "Have you finished hunting the 150 Alligators?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Cuir]"; mes "Hmm, I don't think you've hunted 150 yet..."; @@ -133,7 +133,7 @@ cmd_fild01,362,256,3 script Cuir#Gator_Hunt 1_M_MOC_LORD,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Cuir]"; mes "Ok then, well come back here if you change your mind."; @@ -167,19 +167,19 @@ cmd_fild01,362,256,3 script Cuir#Gator_Hunt 1_M_MOC_LORD,{ mes "I was sent here to minimize the Alligator population but the task is proving to be quite difficult for just me to complete."; mes "How'd you like to help me out?"; next; - switch(select("Sure:No")) { + switch(select("Sure", "No")) { case 1: mes "[Cuir]"; mes "You can help me out by either hunting Alligators or by gathering items for me."; mes "Which would you like to do?"; next; - switch(select("Gather Items:Hunt Alligators:Cancel")) { + switch(select("Gather Items", "Hunt Alligators", "Cancel")) { case 1: // Item turn in mes "[Cuir]"; mes "If you can bring me ^00CC0020 Anolian Skins^000000. I'll help you get stronger."; next; - switch(select("I have the Anolian Skins:Gators bite!")) { + switch(select("I have the Anolian Skins", "Gators bite!")) { case 1: /* if (checkweight(Yellow_Potion,10) == 0) { @@ -216,7 +216,7 @@ cmd_fild01,362,256,3 script Cuir#Gator_Hunt 1_M_MOC_LORD,{ mes "Ah, ok I think you can help me out by hunting some Alligators."; mes "How many would you like to hunt?"; next; - switch(select("50 Alligators:100 Alligators:150 Alligators")) { + switch(select("50 Alligators", "100 Alligators", "150 Alligators")) { case 1: mes "[Cuir]"; mes "Come back when you've finished your task and I will give you a small reward."; diff --git a/npc/pre-re/quests/collection/quest_caramel.txt b/npc/pre-re/quests/collection/quest_caramel.txt index 97d5b50ec..675b6afc1 100644 --- a/npc/pre-re/quests/collection/quest_caramel.txt +++ b/npc/pre-re/quests/collection/quest_caramel.txt @@ -38,7 +38,7 @@ mjolnir_01,296,29,6 script Yullo#Caramel_Hunt 4_F_SISTER,{ mes "[Yullo]"; mes "Have you finished hunting the 50 Caramels?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Yullo]"; mes "Hmm, I don't think you've hunted 50 yet..."; @@ -52,7 +52,7 @@ mjolnir_01,296,29,6 script Yullo#Caramel_Hunt 4_F_SISTER,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Yullo]"; mes "Ok then, well come back here if you change your mind."; @@ -78,7 +78,7 @@ mjolnir_01,296,29,6 script Yullo#Caramel_Hunt 4_F_SISTER,{ mes "[Yullo]"; mes "Have you finished hunting the 50 Caramels?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Yullo]"; mes "Hmm, I don't think you've hunted 100 yet..."; @@ -92,7 +92,7 @@ mjolnir_01,296,29,6 script Yullo#Caramel_Hunt 4_F_SISTER,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Yullo]"; mes "Ok then, well come back here if you change your mind."; @@ -119,7 +119,7 @@ mjolnir_01,296,29,6 script Yullo#Caramel_Hunt 4_F_SISTER,{ mes "[Yullo]"; mes "Have you finished hunting the 150 Caramels?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Yullo]"; mes "Hmm, I don't think you've hunted 150 yet..."; @@ -133,7 +133,7 @@ mjolnir_01,296,29,6 script Yullo#Caramel_Hunt 4_F_SISTER,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Yullo]"; mes "Ok then, well come back here if you change your mind."; @@ -164,13 +164,13 @@ mjolnir_01,296,29,6 script Yullo#Caramel_Hunt 4_F_SISTER,{ mes "I can't, no more and I mean it."; mes "Look at me I am serious I can't kill any more of these things."; next; - switch(select("What things?:Ignore.")) { + switch(select("What things?", "Ignore.")) { case 1: mes "[Yullo]"; mes "You know what, here is an idea."; mes "You can gather them and I can give you a reward for your efforts!"; next; - switch(select("Gather Items:Hunt Caramels:Cancel")) { + switch(select("Gather Items", "Hunt Caramels", "Cancel")) { case 1: // Item turn in mes "[Yullo]"; @@ -179,7 +179,7 @@ mjolnir_01,296,29,6 script Yullo#Caramel_Hunt 4_F_SISTER,{ mes "Please tell me you have some or can"; mes "help me"; next; - switch(select("I have Porcupine Quills:Well I don't think I can help.")) { + switch(select("I have Porcupine Quills", "Well I don't think I can help.")) { case 1: /* if (checkweight(Red_Potion,10) == 0) { @@ -216,7 +216,7 @@ mjolnir_01,296,29,6 script Yullo#Caramel_Hunt 4_F_SISTER,{ mes "Ah, ok I think you can help me out by hunting some Caramels."; mes "How many would you like to hunt?"; next; - switch(select("50 Caramels:100 Caramels:150 Caramels")) { + switch(select("50 Caramels", "100 Caramels", "150 Caramels")) { case 1: mes "[Yullo]"; mes "Come back when you've finished your task and I will give you a small reward."; diff --git a/npc/pre-re/quests/collection/quest_coco.txt b/npc/pre-re/quests/collection/quest_coco.txt index 358726e1a..2ed6f7087 100644 --- a/npc/pre-re/quests/collection/quest_coco.txt +++ b/npc/pre-re/quests/collection/quest_coco.txt @@ -38,7 +38,7 @@ mjolnir_01,293,20,3 script Nutters#Coco_Hunt 4_M_YOYOROGUE,{ mes "[Nutters]"; mes "Have you finished hunting the 50 Cocos?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Nutters]"; mes "Hmm, I don't think you've hunted 50 yet..."; @@ -52,7 +52,7 @@ mjolnir_01,293,20,3 script Nutters#Coco_Hunt 4_M_YOYOROGUE,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Nutters]"; mes "Ok then, well come back here if you change your mind."; @@ -78,7 +78,7 @@ mjolnir_01,293,20,3 script Nutters#Coco_Hunt 4_M_YOYOROGUE,{ mes "[Nutters]"; mes "Have you finished hunting the 50 Cocos?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Nutters]"; mes "Hmm, I don't think you've hunted 100 yet..."; @@ -92,7 +92,7 @@ mjolnir_01,293,20,3 script Nutters#Coco_Hunt 4_M_YOYOROGUE,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Nutters]"; mes "Ok then, well come back here if you change your mind."; @@ -119,7 +119,7 @@ mjolnir_01,293,20,3 script Nutters#Coco_Hunt 4_M_YOYOROGUE,{ mes "[Nutters]"; mes "Have you finished hunting the 150 Cocos?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Nutters]"; mes "Hmm, I don't think you've hunted 150 yet..."; @@ -133,7 +133,7 @@ mjolnir_01,293,20,3 script Nutters#Coco_Hunt 4_M_YOYOROGUE,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Nutters]"; mes "Ok then, well come back here if you change your mind."; @@ -165,19 +165,19 @@ mjolnir_01,293,20,3 script Nutters#Coco_Hunt 4_M_YOYOROGUE,{ mes "Pesky Coco's have hidden all the Acorns."; mes "Do you think you could help me?"; next; - switch(select("Sure:No")) { + switch(select("Sure", "No")) { case 1: mes "[Nutters]"; mes "Oh, that's great! I knew I could count on you, just from looking at you!"; next; - switch(select("Gather Items:Hunt Cocos:Cancel")) { + switch(select("Gather Items", "Hunt Cocos", "Cancel")) { case 1: // Item turn in mes "[Nutters]"; mes "Can you help me find ^00CE0025 Acorns^000000."; mes "I will reward you with much if you can."; next; - switch(select("I have 25 Acorns:Please come again?")) { + switch(select("I have 25 Acorns", "Please come again?")) { case 1: /* if (checkweight(Orange_Potion,5) == 0) { @@ -218,7 +218,7 @@ mjolnir_01,293,20,3 script Nutters#Coco_Hunt 4_M_YOYOROGUE,{ mes "Ah, ok I think you can help me out by hunting some Cocos."; mes "How many would you like to hunt?"; next; - switch(select("50 Cocos:100 Cocos:150 Cocos")) { + switch(select("50 Cocos", "100 Cocos", "150 Cocos")) { case 1: mes "[Nutters]"; mes "Come back when you've finished your task and I will give you a small reward."; diff --git a/npc/pre-re/quests/collection/quest_creamy.txt b/npc/pre-re/quests/collection/quest_creamy.txt index e768e1c2c..41c9f26ca 100644 --- a/npc/pre-re/quests/collection/quest_creamy.txt +++ b/npc/pre-re/quests/collection/quest_creamy.txt @@ -38,7 +38,7 @@ prt_fild04,356,148,3 script Laertes#Creamy_Hunt 4_M_NFMAN,{ mes "[Laertes]"; mes "Have you finished hunting the 50 Creamys?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Laertes]"; mes "Hmm, I don't think you've hunted 50 yet..."; @@ -52,7 +52,7 @@ prt_fild04,356,148,3 script Laertes#Creamy_Hunt 4_M_NFMAN,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Laertes]"; mes "Ok then, well come back here if you change your mind."; @@ -78,7 +78,7 @@ prt_fild04,356,148,3 script Laertes#Creamy_Hunt 4_M_NFMAN,{ mes "[Laertes]"; mes "Have you finished hunting the 50 Creamys?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Laertes]"; mes "Hmm, I don't think you've hunted 100 yet..."; @@ -92,7 +92,7 @@ prt_fild04,356,148,3 script Laertes#Creamy_Hunt 4_M_NFMAN,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Laertes]"; mes "Ok then, well come back here if you change your mind."; @@ -119,7 +119,7 @@ prt_fild04,356,148,3 script Laertes#Creamy_Hunt 4_M_NFMAN,{ mes "[Laertes]"; mes "Have you finished hunting the 150 Creamys?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Laertes]"; mes "Hmm, I don't think you've hunted 150 yet..."; @@ -133,7 +133,7 @@ prt_fild04,356,148,3 script Laertes#Creamy_Hunt 4_M_NFMAN,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Laertes]"; mes "Ok then, well come back here if you change your mind."; @@ -164,19 +164,19 @@ prt_fild04,356,148,3 script Laertes#Creamy_Hunt 4_M_NFMAN,{ mes "Good Morning!"; mes "Perhaps you could help me?"; next; - switch(select("Sure:No")) { + switch(select("Sure", "No")) { case 1: mes "[Laertes]"; mes "I work for an apothecary in Prontera."; mes "I come here to collect materials for medicine."; next; - switch(select("Gather Items:Hunt Creamys:Cancel")) { + switch(select("Gather Items", "Hunt Creamys", "Cancel")) { case 1: // Item turn in mes "[Laertes]"; mes "I need to have a good supply of ^FF0000Powder of Butterfly^000000"; next; - switch(select("I have Powder of Butterfly:What did you need?")) { + switch(select("I have Powder of Butterfly", "What did you need?")) { case 1: /* if (checkweight(Orange_Potion,5) == 0) { @@ -217,7 +217,7 @@ prt_fild04,356,148,3 script Laertes#Creamy_Hunt 4_M_NFMAN,{ mes "Ah, ok I think you can help me out by hunting some Creamys."; mes "How many would you like to hunt?"; next; - switch(select("50 Creamys:100 Creamys:150 Creamys")) { + switch(select("50 Creamys", "100 Creamys", "150 Creamys")) { case 1: mes "[Laertes]"; mes "Come back when you've finished your task and I will give you a small reward."; diff --git a/npc/pre-re/quests/collection/quest_demonpungus.txt b/npc/pre-re/quests/collection/quest_demonpungus.txt index f3785b932..f3218c317 100644 --- a/npc/pre-re/quests/collection/quest_demonpungus.txt +++ b/npc/pre-re/quests/collection/quest_demonpungus.txt @@ -38,7 +38,7 @@ ein_fild01,43,249,0 script Local Villager#hunt 4_M_HUMAN_01,{ mes "[Local Villager]"; mes "Have you finished hunting the 50 Demon Pungus?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Local Villager]"; mes "Hmm, I don't think you've hunted 50 yet..."; @@ -52,7 +52,7 @@ ein_fild01,43,249,0 script Local Villager#hunt 4_M_HUMAN_01,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Local Villager]"; mes "Ok then, well come back here if you change your mind."; @@ -78,7 +78,7 @@ ein_fild01,43,249,0 script Local Villager#hunt 4_M_HUMAN_01,{ mes "[Local Villager]"; mes "Have you finished hunting the 50 Demon Pungus?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Local Villager]"; mes "Hmm, I don't think you've hunted 100 yet..."; @@ -92,7 +92,7 @@ ein_fild01,43,249,0 script Local Villager#hunt 4_M_HUMAN_01,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Local Villager]"; mes "Ok then, well come back here if you change your mind."; @@ -119,7 +119,7 @@ ein_fild01,43,249,0 script Local Villager#hunt 4_M_HUMAN_01,{ mes "[Local Villager]"; mes "Have you finished hunting the 150 Demon Pungus?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Local Villager]"; mes "Hmm, I don't think you've hunted 150 yet..."; @@ -133,7 +133,7 @@ ein_fild01,43,249,0 script Local Villager#hunt 4_M_HUMAN_01,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Local Villager]"; mes "Ok then, well come back here if you change your mind."; @@ -164,19 +164,19 @@ ein_fild01,43,249,0 script Local Villager#hunt 4_M_HUMAN_01,{ mes "Hey, you there. Yeah you!"; mes "Do you think you can help me with something?"; next; - switch(select("Sure:No")) { + switch(select("Sure", "No")) { case 1: mes "[Local Villager]"; mes "I am trying to make my way through but I can't seem to get past these Demon Pungus."; next; - switch(select("Gather Items:Hunt Demon Pungus:Cancel")) { + switch(select("Gather Items", "Hunt Demon Pungus", "Cancel")) { case 1: // Item turn in mes "[Local Villager]"; mes "Can you help by collecting ^FF0000Bacillus^000000?"; mes "I will reward you for helping clear this out for me."; next; - switch(select("I have Bacillus:What did you need?")) { + switch(select("I have Bacillus", "What did you need?")) { case 1: /* if (checkweight(White_Potion,10) == 0) { @@ -214,7 +214,7 @@ ein_fild01,43,249,0 script Local Villager#hunt 4_M_HUMAN_01,{ mes "Ah, ok I think you can help me out by hunting some Demon Pungus."; mes "How many would you like to hunt?"; next; - switch(select("50 Demon Pungus:100 Demon Pungus:150 Demon Pungus")) { + switch(select("50 Demon Pungus", "100 Demon Pungus", "150 Demon Pungus")) { case 1: mes "[Local Villager]"; mes "Come back when you've finished your task and I will give you a small reward."; diff --git a/npc/pre-re/quests/collection/quest_disguiseloliruri.txt b/npc/pre-re/quests/collection/quest_disguiseloliruri.txt index 0630ac5e7..7a09ee06c 100644 --- a/npc/pre-re/quests/collection/quest_disguiseloliruri.txt +++ b/npc/pre-re/quests/collection/quest_disguiseloliruri.txt @@ -39,7 +39,7 @@ nif_fild01,332,327,4 script Deadman 4_M_NFDEADMAN,{ mes "[Deadman]"; mes "Have you finished hunting the 50 Disguise?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Deadman]"; mes "Hmm, I don't think you've hunted 50 yet."; @@ -53,7 +53,7 @@ nif_fild01,332,327,4 script Deadman 4_M_NFDEADMAN,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Deadman]"; mes "Ok then, well come back here if you change your mind."; @@ -77,7 +77,7 @@ nif_fild01,332,327,4 script Deadman 4_M_NFDEADMAN,{ mes "[Deadman]"; mes "Have you finished hunting the 50 Loli Ruri?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Deadman]"; mes "Hmm, I don't think you've hunted 50 yet."; @@ -91,7 +91,7 @@ nif_fild01,332,327,4 script Deadman 4_M_NFDEADMAN,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Deadman]"; mes "Ok then, well come back here if you change your mind."; @@ -116,7 +116,7 @@ nif_fild01,332,327,4 script Deadman 4_M_NFDEADMAN,{ mes "You are here to help me right?"; mes "If not, i don't know what to do with the Monsters in this Place!"; next; - switch(select("Sure:No")) { + switch(select("Sure", "No")) { case 1: mes "[Deadman]"; mes "Great! I knew the moment i saw you that i can count on you!"; @@ -126,7 +126,7 @@ nif_fild01,332,327,4 script Deadman 4_M_NFDEADMAN,{ mes "[Deadman]"; mes "So, which of those Monsters would you like to hunt for me?"; next; - switch(select("Disguise:Loli Ruri:Cancel")) { + switch(select("Disguise", "Loli Ruri", "Cancel")) { case 1: if (BaseLevel > 90) { mes "[Deadman]"; diff --git a/npc/pre-re/quests/collection/quest_dokebi.txt b/npc/pre-re/quests/collection/quest_dokebi.txt index 5226cca51..ebfb9b2eb 100644 --- a/npc/pre-re/quests/collection/quest_dokebi.txt +++ b/npc/pre-re/quests/collection/quest_dokebi.txt @@ -38,7 +38,7 @@ pay_fild10,108,357,5 script Li#Dokebi_Hunt 4_F_01,{ mes "[Li]"; mes "Have you finished hunting the 50 Dokebis?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Li]"; mes "Hmm, I don't think you've hunted 50 yet..."; @@ -52,7 +52,7 @@ pay_fild10,108,357,5 script Li#Dokebi_Hunt 4_F_01,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Li]"; mes "Ok then, well come back here if you change your mind."; @@ -78,7 +78,7 @@ pay_fild10,108,357,5 script Li#Dokebi_Hunt 4_F_01,{ mes "[Li]"; mes "Have you finished hunting the 50 Dokebis?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Li]"; mes "Hmm, I don't think you've hunted 100 yet..."; @@ -92,7 +92,7 @@ pay_fild10,108,357,5 script Li#Dokebi_Hunt 4_F_01,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Li]"; mes "Ok then, well come back here if you change your mind."; @@ -119,7 +119,7 @@ pay_fild10,108,357,5 script Li#Dokebi_Hunt 4_F_01,{ mes "[Li]"; mes "Have you finished hunting the 150 Dokebis?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Li]"; mes "Hmm, I don't think you've hunted 150 yet..."; @@ -133,7 +133,7 @@ pay_fild10,108,357,5 script Li#Dokebi_Hunt 4_F_01,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Li]"; mes "Ok then, well come back here if you change your mind."; @@ -163,18 +163,18 @@ pay_fild10,108,357,5 script Li#Dokebi_Hunt 4_F_01,{ mes "[Li]"; mes "Hello. DO you think you could help me?"; next; - switch(select("Sure:No")) { + switch(select("Sure", "No")) { case 1: mes "[Li]"; mes "There are so many Dokebis here...I just don't feel safe."; next; - switch(select("Gather Items:Hunt Dokebis:Cancel")) { + switch(select("Gather Items", "Hunt Dokebis", "Cancel")) { case 1: // Item turn in mes "[Li]"; mes "My fortune teller business needs a good supply of ^FF0000Dokebi Horns^000000 to give my customers good luck."; next; - switch(select("I have some Dokebi Horns:What did you need?")) { + switch(select("I have some Dokebi Horns", "What did you need?")) { case 1: if (countitem(Dokkaebi_Horn) > 49) { mes "[Li]"; @@ -204,7 +204,7 @@ pay_fild10,108,357,5 script Li#Dokebi_Hunt 4_F_01,{ mes "Ah, ok I think you can help me out by hunting some Dokebis."; mes "How many would you like to hunt?"; next; - switch(select("50 Dokebis:100 Dokebis:150 Dokebis")) { + switch(select("50 Dokebis", "100 Dokebis", "150 Dokebis")) { case 1: mes "[Li]"; mes "Come back when you've finished your task and I will give you a small reward."; diff --git a/npc/pre-re/quests/collection/quest_dryad.txt b/npc/pre-re/quests/collection/quest_dryad.txt index 339f49761..0466c9693 100644 --- a/npc/pre-re/quests/collection/quest_dryad.txt +++ b/npc/pre-re/quests/collection/quest_dryad.txt @@ -38,7 +38,7 @@ um_fild01,34,281,5 script Lilla#Dryad_Hunt 4_F_07,{ mes "[Lilla]"; mes "Have you finished hunting the 50 Dryads?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Lilla]"; mes "Hmm, I don't think you've hunted 50 yet..."; @@ -52,7 +52,7 @@ um_fild01,34,281,5 script Lilla#Dryad_Hunt 4_F_07,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Lilla]"; mes "Ok then, well come back here if you change your mind."; @@ -78,7 +78,7 @@ um_fild01,34,281,5 script Lilla#Dryad_Hunt 4_F_07,{ mes "[Lilla]"; mes "Have you finished hunting the 50 Dryads?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Lilla]"; mes "Hmm, I don't think you've hunted 100 yet..."; @@ -92,7 +92,7 @@ um_fild01,34,281,5 script Lilla#Dryad_Hunt 4_F_07,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Lilla]"; mes "Ok then, well come back here if you change your mind."; @@ -119,7 +119,7 @@ um_fild01,34,281,5 script Lilla#Dryad_Hunt 4_F_07,{ mes "[Lilla]"; mes "Have you finished hunting the 150 Dryads?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Lilla]"; mes "Hmm, I don't think you've hunted 150 yet..."; @@ -133,7 +133,7 @@ um_fild01,34,281,5 script Lilla#Dryad_Hunt 4_F_07,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Lilla]"; mes "Ok then, well come back here if you change your mind."; @@ -164,20 +164,20 @@ um_fild01,34,281,5 script Lilla#Dryad_Hunt 4_F_07,{ mes "Why hello!"; mes "You look like someone who is willing to help a lil thing like myself out."; next; - switch(select("Sure:No")) { + switch(select("Sure", "No")) { case 1: mes "[Lilla]"; mes "Really?!"; mes "That's great!"; next; - switch(select("Gather Items:Hunt Dryads:Cancel")) { + switch(select("Gather Items", "Hunt Dryads", "Cancel")) { case 1: // Item turn in mes "[Lilla]"; mes "I really need to gather ^00CE0050 Sharp Leafs^000000 for my garden tea party."; mes "Do you have any?"; next; - switch(select("I have some Sharp Leafs:What did you need?")) { + switch(select("I have some Sharp Leafs", "What did you need?")) { case 1: /* if (checkweight(White_Potion,10) == 0) { @@ -217,7 +217,7 @@ um_fild01,34,281,5 script Lilla#Dryad_Hunt 4_F_07,{ mes "Ah, ok I think you can help me out by hunting some Dryads."; mes "How many would you like to hunt?"; next; - switch(select("50 Dryads:100 Dryads:150 Dryads")) { + switch(select("50 Dryads", "100 Dryads", "150 Dryads")) { case 1: mes "[Lilla]"; mes "Come back when you've finished your task and I will give you a small reward."; diff --git a/npc/pre-re/quests/collection/quest_fabre.txt b/npc/pre-re/quests/collection/quest_fabre.txt index ec36e1510..0a6f614ea 100644 --- a/npc/pre-re/quests/collection/quest_fabre.txt +++ b/npc/pre-re/quests/collection/quest_fabre.txt @@ -38,7 +38,7 @@ gef_fild07,321,193,4 script Langry#Fabre_Hunt 4_M_SAGE_A,{ mes "[Langry]"; mes "Have you finished hunting the 50 Fabres?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Langry]"; mes "Hmm, I don't think you've hunted 50 yet..."; @@ -52,7 +52,7 @@ gef_fild07,321,193,4 script Langry#Fabre_Hunt 4_M_SAGE_A,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Langry]"; mes "Ok then, well come back here if you change your mind."; @@ -78,7 +78,7 @@ gef_fild07,321,193,4 script Langry#Fabre_Hunt 4_M_SAGE_A,{ mes "[Langry]"; mes "Have you finished hunting the 50 Fabres?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Langry]"; mes "Hmm, I don't think you've hunted 100 yet..."; @@ -92,7 +92,7 @@ gef_fild07,321,193,4 script Langry#Fabre_Hunt 4_M_SAGE_A,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Langry]"; mes "Ok then, well come back here if you change your mind."; @@ -119,7 +119,7 @@ gef_fild07,321,193,4 script Langry#Fabre_Hunt 4_M_SAGE_A,{ mes "[Langry]"; mes "Have you finished hunting the 150 Fabres?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Langry]"; mes "Hmm, I don't think you've hunted 150 yet..."; @@ -133,7 +133,7 @@ gef_fild07,321,193,4 script Langry#Fabre_Hunt 4_M_SAGE_A,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Langry]"; mes "Ok then, well come back here if you change your mind."; @@ -164,13 +164,13 @@ gef_fild07,321,193,4 script Langry#Fabre_Hunt 4_M_SAGE_A,{ mes "Do you think you can help me?"; mes "Please?"; next; - switch(select("Sure:No")) { + switch(select("Sure", "No")) { case 1: mes "[Langry]"; mes "Really?!"; mes "That's great!"; next; - switch(select("Gather Items:Hunt Fabres:Cancel")) { + switch(select("Gather Items", "Hunt Fabres", "Cancel")) { case 1: // Item turn in mes "[Langry]"; @@ -178,7 +178,7 @@ gef_fild07,321,193,4 script Langry#Fabre_Hunt 4_M_SAGE_A,{ mes "complete this community service project."; mes "You know what? I can even reward you a little for helping me."; next; - switch(select("I have some Fluff:What was that again?")) { + switch(select("I have some Fluff", "What was that again?")) { case 1: if (countitem(Fluff) > 24) { mes "[Langry]"; @@ -204,7 +204,7 @@ gef_fild07,321,193,4 script Langry#Fabre_Hunt 4_M_SAGE_A,{ mes "Ah, ok I think you can help me out by hunting some Fabres."; mes "How many would you like to hunt?"; next; - switch(select("50 Fabres:100 Fabres:150 Fabres")) { + switch(select("50 Fabres", "100 Fabres", "150 Fabres")) { case 1: mes "[Langry]"; mes "Come back when you've finished your task and I will give you a small reward."; diff --git a/npc/pre-re/quests/collection/quest_frilldora.txt b/npc/pre-re/quests/collection/quest_frilldora.txt index 876101cca..77958ee96 100644 --- a/npc/pre-re/quests/collection/quest_frilldora.txt +++ b/npc/pre-re/quests/collection/quest_frilldora.txt @@ -38,7 +38,7 @@ moc_fild17,66,273,5 script Lemly#Frilldora_Hunt 4_F_JOB_ASSASSIN,{ mes "[Lemly]"; mes "Have you finished hunting the 50 Frilldora?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Lemly]"; mes "Hmm, I don't think you've hunted 50 yet..."; @@ -52,7 +52,7 @@ moc_fild17,66,273,5 script Lemly#Frilldora_Hunt 4_F_JOB_ASSASSIN,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Lemly]"; mes "Ok then, well come back here if you change your mind."; @@ -78,7 +78,7 @@ moc_fild17,66,273,5 script Lemly#Frilldora_Hunt 4_F_JOB_ASSASSIN,{ mes "[Lemly]"; mes "Have you finished hunting the 50 Frilldora?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Lemly]"; mes "Hmm, I don't think you've hunted 100 yet..."; @@ -92,7 +92,7 @@ moc_fild17,66,273,5 script Lemly#Frilldora_Hunt 4_F_JOB_ASSASSIN,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Lemly]"; mes "Ok then, well come back here if you change your mind."; @@ -119,7 +119,7 @@ moc_fild17,66,273,5 script Lemly#Frilldora_Hunt 4_F_JOB_ASSASSIN,{ mes "[Lemly]"; mes "Have you finished hunting the 150 Frilldora?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Lemly]"; mes "Hmm, I don't think you've hunted 150 yet..."; @@ -133,7 +133,7 @@ moc_fild17,66,273,5 script Lemly#Frilldora_Hunt 4_F_JOB_ASSASSIN,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Lemly]"; mes "Ok then, well come back here if you change your mind."; @@ -166,7 +166,7 @@ moc_fild17,66,273,5 script Lemly#Frilldora_Hunt 4_F_JOB_ASSASSIN,{ mes "[Lemly]"; mes "Think you could take some time to give me a hand?"; next; - switch(select("Sure:No")) { + switch(select("Sure", "No")) { case 1: mes "[Lemly]"; mes "I am looking for lizard ^FF0000Frills^000000."; @@ -174,10 +174,10 @@ moc_fild17,66,273,5 script Lemly#Frilldora_Hunt 4_F_JOB_ASSASSIN,{ mes "[Lemly]"; mes "The lizards around here have a natural stealth, a property that the Assassin's Guild wants to study."; next; - switch(select("Gather Items:Hunt Frilldora:Cancel")) { + switch(select("Gather Items", "Hunt Frilldora", "Cancel")) { case 1: // Item turn in - switch(select("I have some Frills:What did you need?")) { + switch(select("I have some Frills", "What did you need?")) { case 1: if (countitem(Lizard_Scruff) > 24) { mes "[Lemly]"; @@ -207,7 +207,7 @@ moc_fild17,66,273,5 script Lemly#Frilldora_Hunt 4_F_JOB_ASSASSIN,{ mes "Ah, ok I think you can help me out by hunting some Frilldora."; mes "How many would you like to hunt?"; next; - switch(select("50 Frilldora:100 Frilldora:150 Frilldora")) { + switch(select("50 Frilldora", "100 Frilldora", "150 Frilldora")) { case 1: mes "[Lemly]"; mes "Come back when you've finished your task and I will give you a small reward."; diff --git a/npc/pre-re/quests/collection/quest_goat.txt b/npc/pre-re/quests/collection/quest_goat.txt index 6c7a9ea88..e09fd90c0 100644 --- a/npc/pre-re/quests/collection/quest_goat.txt +++ b/npc/pre-re/quests/collection/quest_goat.txt @@ -38,7 +38,7 @@ ein_fild06,82,171,0 script Vegetable Farmer#Goat 4_F_SHABBY,{ mes "[Vegetable Farmer]"; mes "Have you finished hunting the 50 Goats?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Vegetable Farmer]"; mes "Hmm, I don't think you've hunted 50 yet."; @@ -52,7 +52,7 @@ ein_fild06,82,171,0 script Vegetable Farmer#Goat 4_F_SHABBY,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Vegetable Farmer]"; mes "Ok then, well come back here if you change your mind."; @@ -78,7 +78,7 @@ ein_fild06,82,171,0 script Vegetable Farmer#Goat 4_F_SHABBY,{ mes "[Vegetable Farmer]"; mes "Have you finished hunting the 100 Goats?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Vegetable Farmer]"; mes "Hmm, I don't think you've hunted 100 yet."; @@ -92,7 +92,7 @@ ein_fild06,82,171,0 script Vegetable Farmer#Goat 4_F_SHABBY,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Vegetable Farmer]"; mes "Ok then, well come back here if you change your mind."; @@ -119,7 +119,7 @@ ein_fild06,82,171,0 script Vegetable Farmer#Goat 4_F_SHABBY,{ mes "[Vegetable Farmer]"; mes "Have you finished hunting the 150 Goats?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Vegetable Farmer]"; mes "Hmm, I don't think you've hunted 150 yet."; @@ -133,7 +133,7 @@ ein_fild06,82,171,0 script Vegetable Farmer#Goat 4_F_SHABBY,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Vegetable Farmer]"; mes "Ok then, well come back here if you change your mind."; @@ -165,19 +165,19 @@ ein_fild06,82,171,0 script Vegetable Farmer#Goat 4_F_SHABBY,{ mes "You are here to help me right?"; mes "If not, then I am in a world of hurt."; next; - switch(select("Sure:No")) { + switch(select("Sure", "No")) { case 1: mes "[Vegetable Farmer]"; mes "These Goats keep eating my vegetables."; mes "Can you do what you can to help me?"; next; - switch(select("Gather Items:Hunt Goats:Cancel")) { + switch(select("Gather Items", "Hunt Goats", "Cancel")) { case 1: // Item turn in mes "[Vegetable Farmer]"; mes "I need ^FF0000Antelope Horns^000000 to show for your hard work, and I will reward you."; next; - switch(select("I have Antelope Horns:What did you need?")) { + switch(select("I have Antelope Horns", "What did you need?")) { case 1: /* if (checkweight(White_Potion,10) == 0) { @@ -188,11 +188,11 @@ ein_fild06,82,171,0 script Vegetable Farmer#Goat 4_F_SHABBY,{ close; } */ - if (countitem(Goat's_Horn) > 49) { + if (countitem(Goats_Horn) > 49) { mes "[Vegetable Farmer]"; mes "Amazing, you did that with speed."; mes "I am truly grateful."; - delitem Goat's_Horn,50; + delitem Goats_Horn,50; getexp 258489,155155; //getitem White_Potion,10; close; @@ -216,7 +216,7 @@ ein_fild06,82,171,0 script Vegetable Farmer#Goat 4_F_SHABBY,{ mes "Thank you."; mes "How many Goats would you like to hunt?"; next; - switch(select("50 Goats:100 Goats:150 Goats")) { + switch(select("50 Goats", "100 Goats", "150 Goats")) { case 1: mes "[Vegetable Farmer]"; mes "Kill 50 of those Goats and let me know when you're done. I will reward you for your efforts."; diff --git a/npc/pre-re/quests/collection/quest_golem.txt b/npc/pre-re/quests/collection/quest_golem.txt index 2ab40efc2..461a26a8a 100644 --- a/npc/pre-re/quests/collection/quest_golem.txt +++ b/npc/pre-re/quests/collection/quest_golem.txt @@ -38,7 +38,7 @@ moc_fild11,57,138,0 script Private Jeremy#hunt 4_M_MOC_SOLDIER,{ mes "[Private Jeremy]"; mes "Have you finished hunting the 50 Golems?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Private Jeremy]"; mes "Hmm, I don't think you've hunted 50 yet..."; @@ -52,7 +52,7 @@ moc_fild11,57,138,0 script Private Jeremy#hunt 4_M_MOC_SOLDIER,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Private Jeremy]"; mes "Ok then, well come back here if you change your mind."; @@ -78,7 +78,7 @@ moc_fild11,57,138,0 script Private Jeremy#hunt 4_M_MOC_SOLDIER,{ mes "[Private Jeremy]"; mes "Have you finished hunting the 50 Golems?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Private Jeremy]"; mes "Hmm, I don't think you've hunted 100 yet..."; @@ -92,7 +92,7 @@ moc_fild11,57,138,0 script Private Jeremy#hunt 4_M_MOC_SOLDIER,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Private Jeremy]"; mes "Ok then, well come back here if you change your mind."; @@ -119,7 +119,7 @@ moc_fild11,57,138,0 script Private Jeremy#hunt 4_M_MOC_SOLDIER,{ mes "[Private Jeremy]"; mes "Have you finished hunting the 150 Golems?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Private Jeremy]"; mes "Hmm, I don't think you've hunted 150 yet..."; @@ -133,7 +133,7 @@ moc_fild11,57,138,0 script Private Jeremy#hunt 4_M_MOC_SOLDIER,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Private Jeremy]"; mes "Ok then, well come back here if you change your mind."; @@ -164,18 +164,18 @@ moc_fild11,57,138,0 script Private Jeremy#hunt 4_M_MOC_SOLDIER,{ mes "Greetings citizen!"; mes "Say, how would you like to help me?"; next; - switch(select("Sure:No")) { + switch(select("Sure", "No")) { case 1: mes "[Private Jeremy]"; mes "Thanks! I really appreciate it."; next; - switch(select("Gather Items:Hunt Golems:Cancel")) { + switch(select("Gather Items", "Hunt Golems", "Cancel")) { case 1: // Item turn in mes "[Private Jeremy]"; mes "The Morroc Guard needs ^FF0000Stone Hearts^000000 for our training regimen."; next; - switch(select("I have Stone Hearts:What did you need?")) { + switch(select("I have Stone Hearts", "What did you need?")) { case 1: if (countitem(Stone_Heart) > 24) { mes "[Private Jeremy]"; @@ -203,7 +203,7 @@ moc_fild11,57,138,0 script Private Jeremy#hunt 4_M_MOC_SOLDIER,{ mes "Ah, ok I think you can help me out by hunting some Golems."; mes "How many would you like to hunt?"; next; - switch(select("50 Golems:100 Golems:150 Golems")) { + switch(select("50 Golems", "100 Golems", "150 Golems")) { case 1: mes "[Private Jeremy]"; mes "Come back when you've finished your task and I will give you a small reward."; diff --git a/npc/pre-re/quests/collection/quest_hode.txt b/npc/pre-re/quests/collection/quest_hode.txt index 16cbf69aa..1e62fb4a5 100644 --- a/npc/pre-re/quests/collection/quest_hode.txt +++ b/npc/pre-re/quests/collection/quest_hode.txt @@ -38,7 +38,7 @@ moc_fild17,208,346,5 script Shone#Hode_Hunt 4_M_MOC_SOLDIER,{ mes "[Shone]"; mes "Have you finished hunting the 50 Hodes?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Shone]"; mes "Hmm, I don't think you've hunted 50 yet..."; @@ -52,7 +52,7 @@ moc_fild17,208,346,5 script Shone#Hode_Hunt 4_M_MOC_SOLDIER,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Shone]"; mes "Ok then, well come back here if you change your mind."; @@ -78,7 +78,7 @@ moc_fild17,208,346,5 script Shone#Hode_Hunt 4_M_MOC_SOLDIER,{ mes "[Shone]"; mes "Have you finished hunting the 50 Hodes?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Shone]"; mes "Hmm, I don't think you've hunted 100 yet..."; @@ -92,7 +92,7 @@ moc_fild17,208,346,5 script Shone#Hode_Hunt 4_M_MOC_SOLDIER,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Shone]"; mes "Ok then, well come back here if you change your mind."; @@ -119,7 +119,7 @@ moc_fild17,208,346,5 script Shone#Hode_Hunt 4_M_MOC_SOLDIER,{ mes "[Shone]"; mes "Have you finished hunting the 150 Hodes?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Shone]"; mes "Hmm, I don't think you've hunted 150 yet..."; @@ -133,7 +133,7 @@ moc_fild17,208,346,5 script Shone#Hode_Hunt 4_M_MOC_SOLDIER,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Shone]"; mes "Ok then, well come back here if you change your mind."; @@ -167,19 +167,19 @@ moc_fild17,208,346,5 script Shone#Hode_Hunt 4_M_MOC_SOLDIER,{ mes "[Shone]"; mes "Hey do you think you can help me?"; next; - switch(select("Sure:No")) { + switch(select("Sure", "No")) { case 1: mes "[Shone]"; mes "Thanks a lot, pal!"; next; - switch(select("Gather Items:Hunt Hodes:Cancel")) { + switch(select("Gather Items", "Hunt Hodes", "Cancel")) { case 1: // Item turn in mes "[Shone]"; mes "I am trying to collect ^00CE0025 Earthworm Peelings^000000."; mes "I will reward you if you help."; next; - switch(select("I have 25 Earthworm Peelings:What was it again?")) { + switch(select("I have 25 Earthworm Peelings", "What was it again?")) { case 1: /* if (checkweight(Orange_Potion,10) == 0) { @@ -216,7 +216,7 @@ moc_fild17,208,346,5 script Shone#Hode_Hunt 4_M_MOC_SOLDIER,{ mes "Ah, ok I think you can help me out by hunting some Hodes."; mes "How many would you like to hunt?"; next; - switch(select("50 Hodes:100 Hodes:150 Hodes")) { + switch(select("50 Hodes", "100 Hodes", "150 Hodes")) { case 1: mes "[Shone]"; mes "Come back when you've finished your task and I will give you a small reward."; diff --git a/npc/pre-re/quests/collection/quest_leafcat.txt b/npc/pre-re/quests/collection/quest_leafcat.txt index c980926e5..bcea61337 100644 --- a/npc/pre-re/quests/collection/quest_leafcat.txt +++ b/npc/pre-re/quests/collection/quest_leafcat.txt @@ -38,7 +38,7 @@ ayo_fild01,44,241,5 script Lella#LeafCat_Hunt 4_F_YUNYANG,{ mes "[Lella]"; mes "Have you finished hunting the 50 Leaf Cats?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Lella]"; mes "Hmm, I don't think you've hunted 50 yet..."; @@ -52,7 +52,7 @@ ayo_fild01,44,241,5 script Lella#LeafCat_Hunt 4_F_YUNYANG,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Lella]"; mes "Ok then, well come back here if you change your mind."; @@ -78,7 +78,7 @@ ayo_fild01,44,241,5 script Lella#LeafCat_Hunt 4_F_YUNYANG,{ mes "[Lella]"; mes "Have you finished hunting the 50 Leaf Cats?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Lella]"; mes "Hmm, I don't think you've hunted 100 yet..."; @@ -92,7 +92,7 @@ ayo_fild01,44,241,5 script Lella#LeafCat_Hunt 4_F_YUNYANG,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Lella]"; mes "Ok then, well come back here if you change your mind."; @@ -119,7 +119,7 @@ ayo_fild01,44,241,5 script Lella#LeafCat_Hunt 4_F_YUNYANG,{ mes "[Lella]"; mes "Have you finished hunting the 150 Leaf Cats?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Lella]"; mes "Hmm, I don't think you've hunted 150 yet..."; @@ -133,7 +133,7 @@ ayo_fild01,44,241,5 script Lella#LeafCat_Hunt 4_F_YUNYANG,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Lella]"; mes "Ok then, well come back here if you change your mind."; @@ -165,18 +165,18 @@ ayo_fild01,44,241,5 script Lella#LeafCat_Hunt 4_F_YUNYANG,{ mes "You look like someone who is willing to help someone who is slowly going mad."; next; mes "[Lella]"; - switch(select("Sure:No")) { + switch(select("Sure", "No")) { case 1: mes "[Lella]"; mes "Thanks! You're a life saver!"; next; - switch(select("Gather Items:Hunt Leaf Cats:Cancel")) { + switch(select("Gather Items", "Hunt Leaf Cats", "Cancel")) { case 1: // Item turn in mes "I really need to gather ^00CE0050 Huge Leafs^000000 for my sanity."; mes "Do you have any?"; next; - switch(select("I have 50 Huge Leafs:What, sorry I was day dreaming")) { + switch(select("I have 50 Huge Leafs", "What, sorry I was day dreaming")) { case 1: /* if (checkweight(Yellow_Potion,10) == 0) { @@ -215,7 +215,7 @@ ayo_fild01,44,241,5 script Lella#LeafCat_Hunt 4_F_YUNYANG,{ mes "Ah, ok I think you can help me out by hunting some Leaf Cats."; mes "How many would you like to hunt?"; next; - switch(select("50 Leaf Cats:100 Leaf Cats:150 Leaf Cats")) { + switch(select("50 Leaf Cats", "100 Leaf Cats", "150 Leaf Cats")) { case 1: mes "[Lella]"; mes "Come back when you've finished your task and I will give you a small reward."; diff --git a/npc/pre-re/quests/collection/quest_mantis.txt b/npc/pre-re/quests/collection/quest_mantis.txt index 07f16c874..f1a27a10a 100644 --- a/npc/pre-re/quests/collection/quest_mantis.txt +++ b/npc/pre-re/quests/collection/quest_mantis.txt @@ -39,7 +39,7 @@ lou_fild01,240,354,4 script Mantis Researcher 4_M_OILMAN,{ mes "[Mantis Researcher]"; mes "Have you finished hunting the 50 Mantis?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Mantis Researcher]"; mes "Hmm, I don't think you've hunted 50 yet."; @@ -53,7 +53,7 @@ lou_fild01,240,354,4 script Mantis Researcher 4_M_OILMAN,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Mantis Researcher]"; mes "Ok then, well come back here if you change your mind."; @@ -78,7 +78,7 @@ lou_fild01,240,354,4 script Mantis Researcher 4_M_OILMAN,{ mes "You are here to help me right?"; mes "If not, i don't know what to do with the Monsters in this Place!"; next; - switch(select("Sure:No")) { + switch(select("Sure", "No")) { case 1: mes "[Mantis Researcher]"; mes "Great! I knew the moment i saw you that i can count on you!"; @@ -88,7 +88,7 @@ lou_fild01,240,354,4 script Mantis Researcher 4_M_OILMAN,{ mes "[Mantis Researcher]"; mes "So, would you still like to help me?"; next; - switch(select("Sure:Cancel")) { + switch(select("Sure", "Cancel")) { case 1: if (BaseLevel > 70) { mes "[Mantis Researcher]"; diff --git a/npc/pre-re/quests/collection/quest_pecopeco.txt b/npc/pre-re/quests/collection/quest_pecopeco.txt index 32c595c92..feebff009 100644 --- a/npc/pre-re/quests/collection/quest_pecopeco.txt +++ b/npc/pre-re/quests/collection/quest_pecopeco.txt @@ -38,7 +38,7 @@ moc_fild02,74,329,3 script Gregor#PecoPeco_Hunt 4W_M_01,{ mes "[Gregor]"; mes "Have you finished hunting the 50 Peco Pecos?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Gregor]"; mes "Hmm, I don't think you've hunted 50 yet..."; @@ -52,7 +52,7 @@ moc_fild02,74,329,3 script Gregor#PecoPeco_Hunt 4W_M_01,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Gregor]"; mes "Ok then, well come back here if you change your mind."; @@ -79,7 +79,7 @@ moc_fild02,74,329,3 script Gregor#PecoPeco_Hunt 4W_M_01,{ mes "[Gregor]"; mes "Have you finished hunting the 50 Peco Pecos?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Gregor]"; mes "Hmm, I don't think you've hunted 100 yet..."; @@ -93,7 +93,7 @@ moc_fild02,74,329,3 script Gregor#PecoPeco_Hunt 4W_M_01,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Gregor]"; mes "Ok then, well come back here if you change your mind."; @@ -121,7 +121,7 @@ moc_fild02,74,329,3 script Gregor#PecoPeco_Hunt 4W_M_01,{ mes "[Gregor]"; mes "Have you finished hunting the 150 Peco Pecos?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Gregor]"; mes "Hmm, I don't think you've hunted 150 yet..."; @@ -135,7 +135,7 @@ moc_fild02,74,329,3 script Gregor#PecoPeco_Hunt 4W_M_01,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Gregor]"; mes "Ok then, well come back here if you change your mind."; @@ -177,7 +177,7 @@ moc_fild02,74,329,3 script Gregor#PecoPeco_Hunt 4W_M_01,{ mes "[Gregor]"; mes "Can you do me a favor please?"; next; - switch(select("What kind of favor?:No")) { + switch(select("What kind of favor?", "No")) { case 1: mes "[Gregor]"; mes "I am so afraid that these Peco Pecos will hurt me for my, uh, researching activities."; @@ -187,13 +187,13 @@ moc_fild02,74,329,3 script Gregor#PecoPeco_Hunt 4W_M_01,{ mes "I think I'll feel safer..."; mes "Please..."; next; - switch(select("Gather Items:Hunt Peco Pecos:Cancel")) { + switch(select("Gather Items", "Hunt Peco Pecos", "Cancel")) { case 1: // Item turn in mes "[Gregor]"; mes "I need some ^FF0000Bill of Birds^000000 for my, uh, research..."; next; - switch(select("I have some Bill of Birds:What did you need?")) { + switch(select("I have some Bill of Birds", "What did you need?")) { case 1: if (countitem(Bill_Of_Birds) > 24) { mes "[Gregor]"; @@ -224,7 +224,7 @@ moc_fild02,74,329,3 script Gregor#PecoPeco_Hunt 4W_M_01,{ mes "Ah, ok I think you can help me out by hunting some Peco Pecos."; mes "How many would you like to hunt?"; next; - switch(select("50 Peco Pecos:100 Peco Pecos:150 Peco Pecos")) { + switch(select("50 Peco Pecos", "100 Peco Pecos", "150 Peco Pecos")) { case 1: mes "[Gregor]"; mes "Come back when you've finished your task and I will give you a small reward."; diff --git a/npc/pre-re/quests/collection/quest_pupa.txt b/npc/pre-re/quests/collection/quest_pupa.txt index 5868fae84..28b4ff67a 100644 --- a/npc/pre-re/quests/collection/quest_pupa.txt +++ b/npc/pre-re/quests/collection/quest_pupa.txt @@ -38,7 +38,7 @@ gef_fild04,191,54,3 script Halgus#Pupa_Hunt 2_F_MAGICMASTER,{ mes "[Halgus]"; mes "Have you gotten rid of the Pupa?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Halgus]"; mes "Hmm, I don't think you've gotten rid of 50 Pupa yet..."; @@ -52,7 +52,7 @@ gef_fild04,191,54,3 script Halgus#Pupa_Hunt 2_F_MAGICMASTER,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Halgus]"; mes "Ok then, well come back here if you change your mind."; @@ -79,7 +79,7 @@ gef_fild04,191,54,3 script Halgus#Pupa_Hunt 2_F_MAGICMASTER,{ mes "[Halgus]"; mes "Have you gotten rid of the Pupa?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Halgus]"; mes "Hmm, I don't think you've gotten rid of 100 Pupa yet..."; @@ -93,7 +93,7 @@ gef_fild04,191,54,3 script Halgus#Pupa_Hunt 2_F_MAGICMASTER,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Halgus]"; mes "Ok then, well come back here if you change your mind."; @@ -121,7 +121,7 @@ gef_fild04,191,54,3 script Halgus#Pupa_Hunt 2_F_MAGICMASTER,{ mes "[Halgus]"; mes "Have you gotten rid of the Pupa?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Halgus]"; mes "Hmm, I don't think you've gotten rid of 150 Pupa yet..."; @@ -135,7 +135,7 @@ gef_fild04,191,54,3 script Halgus#Pupa_Hunt 2_F_MAGICMASTER,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Halgus]"; mes "Ok then, well come back here if you change your mind."; @@ -172,18 +172,18 @@ gef_fild04,191,54,3 script Halgus#Pupa_Hunt 2_F_MAGICMASTER,{ mes "None-the-less my daughter thought it would be fun to gather pupa around this field and it's becoming unsightly."; mes "Do you mind helping me get rid of some Pupa to clear out this field?"; next; - switch(select("Sure, I don't mind:No")) { + switch(select("Sure, I don't mind", "No")) { case 1: mes "[Halgus]"; mes "Really? What would you like to do to help?"; next; - switch(select("Gather Items:Get rid of Pupa:Cancel")) { + switch(select("Gather Items", "Get rid of Pupa", "Cancel")) { case 1: // Item turn in mes "[Halgus]"; mes "Can you collect ^00CE0025 Chrysalis^000000 and return them to me, I promise to reward you well."; next; - switch(select("I have Chrysalis:What did you need?")) { + switch(select("I have Chrysalis", "What did you need?")) { case 1: if (countitem(Chrysalis) > 24) { mes "[Halgus]"; @@ -209,7 +209,7 @@ gef_fild04,191,54,3 script Halgus#Pupa_Hunt 2_F_MAGICMASTER,{ mes "Thank you so much!"; mes "How many would you like to get rid of?"; next; - switch(select("50 Pupa:100 Pupa:150 Pupa")) { + switch(select("50 Pupa", "100 Pupa", "150 Pupa")) { case 1: mes "[Halgus]"; mes "If you can get rid of 50 of those Pupa from the field I will be grateful."; diff --git a/npc/pre-re/quests/collection/quest_zhupolong.txt b/npc/pre-re/quests/collection/quest_zhupolong.txt index 02a2366aa..87c1fc337 100644 --- a/npc/pre-re/quests/collection/quest_zhupolong.txt +++ b/npc/pre-re/quests/collection/quest_zhupolong.txt @@ -39,7 +39,7 @@ lou_dun02,161,264,4 script Dragon Hunter 4_M_JOB_HUNTER,{ mes "[Dragon Hunter]"; mes "Have you finished hunting the 50 Zhu Po Long?"; next; - switch(select("Yes:No:I want to quit")) { + switch(select("Yes", "No", "I want to quit")) { case 1: mes "[Dragon Hunter]"; mes "Hmm, I don't think you've hunted 50 yet."; @@ -53,7 +53,7 @@ lou_dun02,161,264,4 script Dragon Hunter 4_M_JOB_HUNTER,{ mes "Are you sure that you want to stop hunting?"; mes "Any progress that you've made will be erased"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Dragon Hunter]"; mes "Ok then, well come back here if you change your mind."; @@ -78,7 +78,7 @@ lou_dun02,161,264,4 script Dragon Hunter 4_M_JOB_HUNTER,{ mes "You are here to help me right?"; mes "If not, i don't know what to do with the Monsters in this Place!"; next; - switch(select("Sure:No")) { + switch(select("Sure", "No")) { case 1: mes "[Dragon Hunter]"; mes "Great! I knew the moment i saw you that i can count on you!"; @@ -88,7 +88,7 @@ lou_dun02,161,264,4 script Dragon Hunter 4_M_JOB_HUNTER,{ mes "[Dragon Hunter]"; mes "So, would you still like to help me?"; next; - switch(select("Sure:Cancel")) { + switch(select("Sure", "Cancel")) { case 1: if (BaseLevel > 90) { mes "[Dragon Hunter]"; diff --git a/npc/pre-re/quests/quests_13_1.txt b/npc/pre-re/quests/quests_13_1.txt index bf94ab760..d1b90d0d6 100644 --- a/npc/pre-re/quests/quests_13_1.txt +++ b/npc/pre-re/quests/quests_13_1.txt @@ -32,4 +32,4 @@ //= 1.0 //========================================================================= -izlude,101,173,6 duplicate(PromotionalStaff_izlude) Promotional Staff#iz 4W_SAILOR +izlude,99,136,5 duplicate(PromotionalStaff_izlude) Promotional Staff#iz 4W_SAILOR diff --git a/npc/pre-re/quests/skills/novice_skills.txt b/npc/pre-re/quests/skills/novice_skills.txt index a22a8c5e5..7a4f85396 100644 --- a/npc/pre-re/quests/skills/novice_skills.txt +++ b/npc/pre-re/quests/skills/novice_skills.txt @@ -46,7 +46,7 @@ prt_in,234,133,4 script Nami 1_F_01,{ mes "Actually, I'm really good."; mes "Do you want me to try on you? ? ? . ."; next; - switch (select("Continue conversation:Slowly slink away. . . .")) { + switch (select("Continue conversation", "Slowly slink away. . . .")) { case 1: if ((skill_nov >= 0) && (skill_nov <= 2)) { switch (skill_nov) { diff --git a/npc/pre-re/scripts.conf b/npc/pre-re/scripts.conf index ad6407503..d00d6ffba 100644 --- a/npc/pre-re/scripts.conf +++ b/npc/pre-re/scripts.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -29,84 +29,84 @@ //========================================================================= //================= Airport =============================================== -npc: npc/pre-re/airports/izlude.txt +"npc/pre-re/airports/izlude.txt", //================= Cities ================================================ -npc: npc/pre-re/cities/alberta.txt -npc: npc/pre-re/cities/izlude.txt -npc: npc/pre-re/cities/jawaii.txt -npc: npc/pre-re/cities/yuno.txt +"npc/pre-re/cities/alberta.txt", +"npc/pre-re/cities/izlude.txt", +"npc/pre-re/cities/jawaii.txt", +"npc/pre-re/cities/yuno.txt", //================= Guides ================================================ -npc: npc/pre-re/guides/guides_alberta.txt -npc: npc/pre-re/guides/guides_aldebaran.txt -npc: npc/pre-re/guides/guides_amatsu.txt -npc: npc/pre-re/guides/guides_ayothaya.txt -npc: npc/pre-re/guides/guides_comodo.txt -npc: npc/pre-re/guides/guides_einbroch.txt -npc: npc/pre-re/guides/guides_geffen.txt -npc: npc/pre-re/guides/guides_gonryun.txt -npc: npc/pre-re/guides/guides_hugel.txt -npc: npc/pre-re/guides/guides_izlude.txt -npc: npc/pre-re/guides/guides_juno.txt -npc: npc/pre-re/guides/guides_lighthalzen.txt -npc: npc/pre-re/guides/guides_louyang.txt -npc: npc/pre-re/guides/guides_morroc.txt -npc: npc/pre-re/guides/guides_moscovia.txt -npc: npc/pre-re/guides/guides_niflheim.txt -npc: npc/pre-re/guides/guides_payon.txt -npc: npc/pre-re/guides/guides_prontera.txt -npc: npc/pre-re/guides/guides_rachel.txt -npc: npc/pre-re/guides/guides_umbala.txt -npc: npc/pre-re/guides/guides_veins.txt +"npc/pre-re/guides/guides_alberta.txt", +"npc/pre-re/guides/guides_aldebaran.txt", +"npc/pre-re/guides/guides_amatsu.txt", +"npc/pre-re/guides/guides_ayothaya.txt", +"npc/pre-re/guides/guides_comodo.txt", +"npc/pre-re/guides/guides_einbroch.txt", +"npc/pre-re/guides/guides_geffen.txt", +"npc/pre-re/guides/guides_gonryun.txt", +"npc/pre-re/guides/guides_hugel.txt", +"npc/pre-re/guides/guides_izlude.txt", +"npc/pre-re/guides/guides_juno.txt", +"npc/pre-re/guides/guides_lighthalzen.txt", +"npc/pre-re/guides/guides_louyang.txt", +"npc/pre-re/guides/guides_morroc.txt", +"npc/pre-re/guides/guides_moscovia.txt", +"npc/pre-re/guides/guides_niflheim.txt", +"npc/pre-re/guides/guides_payon.txt", +"npc/pre-re/guides/guides_prontera.txt", +"npc/pre-re/guides/guides_rachel.txt", +"npc/pre-re/guides/guides_umbala.txt", +"npc/pre-re/guides/guides_veins.txt", //================= Kafras & Cool Event Corp. ============================= -npc: npc/pre-re/kafras/kafras.txt +"npc/pre-re/kafras/kafras.txt", //================= Merchants ============================================= -npc: npc/pre-re/merchants/ammo_boxes.txt -npc: npc/pre-re/merchants/ammo_dealer.txt -npc: npc/pre-re/merchants/shops.txt +"npc/pre-re/merchants/ammo_boxes.txt", +"npc/pre-re/merchants/ammo_dealer.txt", +"npc/pre-re/merchants/shops.txt", //================= Others ================================================ -npc: npc/pre-re/other/bulletin_boards.txt -npc: npc/pre-re/other/mercenary_rent.txt -npc: npc/pre-re/other/pvp.txt -npc: npc/pre-re/other/msg_boards.txt -npc: npc/pre-re/other/resetskill.txt -npc: npc/pre-re/other/turbo_track.txt +"npc/pre-re/other/bulletin_boards.txt", +"npc/pre-re/other/mercenary_rent.txt", +"npc/pre-re/other/pvp.txt", +"npc/pre-re/other/msg_boards.txt", +"npc/pre-re/other/resetskill.txt", +"npc/pre-re/other/turbo_track.txt", //================= Quests ================================================ // - Repeatable EXP Quests (iRO) -------------------------------- -//npc: npc/pre-re/quests/collection/quest_alligator.txt -//npc: npc/pre-re/quests/collection/quest_caramel.txt +//"npc/pre-re/quests/collection/quest_alligator.txt", +//"npc/pre-re/quests/collection/quest_caramel.txt", // - Exploitable due to vendor selling Acorns in Moscovia -//npc: npc/pre-re/quests/collection/quest_coco.txt -//npc: npc/pre-re/quests/collection/quest_creamy.txt -//npc: npc/pre-re/quests/collection/quest_demonpungus.txt -//npc: npc/pre-re/quests/collection/quest_disguiseloliruri.txt -//npc: npc/pre-re/quests/collection/quest_dokebi.txt -//npc: npc/pre-re/quests/collection/quest_dryad.txt -//npc: npc/pre-re/quests/collection/quest_fabre.txt -//npc: npc/pre-re/quests/collection/quest_frilldora.txt +//"npc/pre-re/quests/collection/quest_coco.txt", +//"npc/pre-re/quests/collection/quest_creamy.txt", +//"npc/pre-re/quests/collection/quest_demonpungus.txt", +//"npc/pre-re/quests/collection/quest_disguiseloliruri.txt", +//"npc/pre-re/quests/collection/quest_dokebi.txt", +//"npc/pre-re/quests/collection/quest_dryad.txt", +//"npc/pre-re/quests/collection/quest_fabre.txt", +//"npc/pre-re/quests/collection/quest_frilldora.txt", // - Exploitable due to vendor selling Antelope Horns in Niflheim -//npc: npc/pre-re/quests/collection/quest_goat.txt -//npc: npc/pre-re/quests/collection/quest_golem.txt -//npc: npc/pre-re/quests/collection/quest_hode.txt -//npc: npc/pre-re/quests/collection/quest_leafcat.txt -//npc: npc/pre-re/quests/collection/quest_mantis.txt +//"npc/pre-re/quests/collection/quest_goat.txt", +//"npc/pre-re/quests/collection/quest_golem.txt", +//"npc/pre-re/quests/collection/quest_hode.txt", +//"npc/pre-re/quests/collection/quest_leafcat.txt", +//"npc/pre-re/quests/collection/quest_mantis.txt", // - Exploitable due to vendor selling Bill of Birds in Morroc -//npc: npc/pre-re/quests/collection/quest_pecopeco.txt -//npc: npc/pre-re/quests/collection/quest_pupa.txt -//npc: npc/pre-re/quests/collection/quest_zhupolong.txt +//"npc/pre-re/quests/collection/quest_pecopeco.txt", +//"npc/pre-re/quests/collection/quest_pupa.txt", +//"npc/pre-re/quests/collection/quest_zhupolong.txt", // -------------------------------------------------------------- // - Quests-Tutorials for basic classes (1st class quests) ------ -npc: npc/pre-re/quests/first_class/tu_archer.txt +"npc/pre-re/quests/first_class/tu_archer.txt", // -------------------------------------------------------------- -npc: npc/pre-re/quests/monstertamers.txt -npc: npc/pre-re/quests/mrsmile.txt -npc: npc/pre-re/quests/quests_13_1.txt -npc: npc/pre-re/quests/quests_izlude.txt -npc: npc/pre-re/quests/quests_lighthalzen.txt -npc: npc/pre-re/quests/quests_nameless.txt -npc: npc/pre-re/quests/quests_veins.txt +"npc/pre-re/quests/monstertamers.txt", +"npc/pre-re/quests/mrsmile.txt", +"npc/pre-re/quests/quests_13_1.txt", +"npc/pre-re/quests/quests_izlude.txt", +"npc/pre-re/quests/quests_lighthalzen.txt", +"npc/pre-re/quests/quests_nameless.txt", +"npc/pre-re/quests/quests_veins.txt", diff --git a/npc/pre-re/scripts_jobs.conf b/npc/pre-re/scripts_jobs.conf index bf0f46c28..14dc97eee 100644 --- a/npc/pre-re/scripts_jobs.conf +++ b/npc/pre-re/scripts_jobs.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -30,15 +30,17 @@ //================= Job Quests ============================================ // - 1-1 -npc: npc/pre-re/jobs/1-1/acolyte.txt -npc: npc/pre-re/jobs/1-1/archer.txt -npc: npc/pre-re/jobs/1-1/mage.txt -npc: npc/pre-re/jobs/1-1/merchant.txt -npc: npc/pre-re/jobs/1-1/swordman.txt -npc: npc/pre-re/jobs/1-1/thief.txt +"npc/pre-re/jobs/1-1/acolyte.txt", +"npc/pre-re/jobs/1-1/archer.txt", +"npc/pre-re/jobs/1-1/mage.txt", +"npc/pre-re/jobs/1-1/merchant.txt", +"npc/pre-re/jobs/1-1/swordman.txt", +"npc/pre-re/jobs/1-1/thief.txt", +// - 1-1 Expanded +"npc/pre-re/jobs/1-1e/taekwon.txt", // - Novice -npc: npc/pre-re/jobs/novice/novice.txt +"npc/pre-re/jobs/novice/novice.txt", //================= Skill Quests ========================================== // - Novice -npc: npc/pre-re/quests/skills/novice_skills.txt +"npc/pre-re/quests/skills/novice_skills.txt", diff --git a/npc/pre-re/scripts_main.conf b/npc/pre-re/scripts_main.conf index 356aa7c12..dda475310 100644 --- a/npc/pre-re/scripts_main.conf +++ b/npc/pre-re/scripts_main.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -27,46 +27,50 @@ //========================================================================= //= Hercules Pre-Renewal Primary Scripts File //========================================================================= -// The idea of this new system is to make scripts more organized -// since the old system was rather messy with all the NPCs in one -// file. Now scripts are organized in to files arraged by type. -// Custom scripts are now in scripts_custom.conf, all other -// scripts are deemed as 'official'. You should place your NPCs -// in to scripts_custom.conf to follow the trend. -// -// Thanks, -// Ancyker and the rest of the Hercules Team -// -// Note: "Comments" are all text on the right side of a double slash "//" -// Whatever text is commented will not be parsed by the servers, and serves -// only as information/reference. +// The idea of this new system is to make scripts more organized since the old +// system was rather messy with all the NPCs in one file. Now scripts are +// organized in to files arraged by type. Custom scripts are now in +// scripts_custom.conf, all other scripts are deemed as 'official'. You should +// place your NPCs in to scripts_custom.conf to follow the trend. //========================================================================= -//================= Global Scripts Functions ============================== +//================= Disabled Scripts ====================================== +// All NPCs that you wish to remove from your loading list should be put in +// this file +@include "npc/scripts_removed.conf" + +//================= Global NPC list ======================================= +// Only files that are included here will be read by the server +npc_global_list: ( + +//- Global Scripts Functions - // Utilitarian functions used by many scripts. -npc: npc/other/Global_Functions.txt +"npc/other/Global_Functions.txt", -//================= Cash Shop Functions =================================== +//- Cash Shop Functions - // Used by cash shop items in the Item Database. -npc: npc/other/CashShop_Functions.txt +"npc/other/CashShop_Functions.txt", + +//- Common Script Files - +@include "npc/scripts.conf" +@include "npc/scripts_woe.conf" +@include "npc/scripts_jobs.conf" +@include "npc/scripts_mapflags.conf" +@include "npc/scripts_monsters.conf" +@include "npc/scripts_warps.conf" -//================= Common Script Files =================================== -import: npc/scripts.conf -import: npc/scripts_woe.conf -import: npc/scripts_jobs.conf -import: npc/scripts_mapflags.conf -import: npc/scripts_monsters.conf -import: npc/scripts_warps.conf +//- Pre-Renewal Script Files - +@include "npc/pre-re/scripts.conf" +@include "npc/pre-re/scripts_jobs.conf" +@include "npc/pre-re/scripts_mapflags.conf" +@include "npc/pre-re/scripts_monsters.conf" +@include "npc/pre-re/scripts_warps.conf" -//================= Pre-Renewal Script Files ============================== -import: npc/pre-re/scripts.conf -import: npc/pre-re/scripts_jobs.conf -import: npc/pre-re/scripts_monsters.conf -import: npc/pre-re/scripts_warps.conf +//- Development / Testing Script Files - +@include "npc/scripts_dev.conf" -//================= Development / Testing Script Files ==================== -import: npc/scripts_dev.conf +//- Custom Script Files - +// Your NPCs go in this file! +@include "npc/scripts_custom.conf" -//================= Custom Script Files =================================== -// - Your NPCs go in this file! -import: npc/scripts_custom.conf +) // npc_global_list diff --git a/npc/pre-re/scripts_mapflags.conf b/npc/pre-re/scripts_mapflags.conf new file mode 100644 index 000000000..03c798aa6 --- /dev/null +++ b/npc/pre-re/scripts_mapflags.conf @@ -0,0 +1,30 @@ +//================= Hercules Configuration ================================ +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2017 Hercules Dev Team +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Map Flags +//========================================================================= + +"npc/pre-re/mapflag/gvg.txt", diff --git a/npc/pre-re/scripts_monsters.conf b/npc/pre-re/scripts_monsters.conf index 8d726e8bc..83ec3cc64 100644 --- a/npc/pre-re/scripts_monsters.conf +++ b/npc/pre-re/scripts_monsters.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -29,70 +29,70 @@ //========================================================================= //================= Misc Spawns =========================================== -npc: npc/pre-re/mobs/citycleaners.txt +"npc/pre-re/mobs/citycleaners.txt", //================= Dungeons ============================================== -npc: npc/pre-re/mobs/dungeons/abbey.txt -npc: npc/pre-re/mobs/dungeons/abyss.txt -npc: npc/pre-re/mobs/dungeons/alde_dun.txt -npc: npc/pre-re/mobs/dungeons/ama_dun.txt -npc: npc/pre-re/mobs/dungeons/anthell.txt -npc: npc/pre-re/mobs/dungeons/ayo_dun.txt -npc: npc/pre-re/mobs/dungeons/beach_dun.txt -npc: npc/pre-re/mobs/dungeons/c_tower.txt -npc: npc/pre-re/mobs/dungeons/ein_dun.txt -npc: npc/pre-re/mobs/dungeons/gef_dun.txt -npc: npc/pre-re/mobs/dungeons/gefenia.txt -npc: npc/pre-re/mobs/dungeons/glastheim.txt -npc: npc/pre-re/mobs/dungeons/gld_dun.txt -npc: npc/pre-re/mobs/dungeons/gld_dunSE.txt -npc: npc/pre-re/mobs/dungeons/gon_dun.txt -npc: npc/pre-re/mobs/dungeons/ice_dun.txt -npc: npc/pre-re/mobs/dungeons/in_sphinx.txt -npc: npc/pre-re/mobs/dungeons/iz_dun.txt -npc: npc/pre-re/mobs/dungeons/juperos.txt -npc: npc/pre-re/mobs/dungeons/kh_dun.txt -npc: npc/pre-re/mobs/dungeons/lhz_dun.txt -npc: npc/pre-re/mobs/dungeons/lou_dun.txt -npc: npc/pre-re/mobs/dungeons/mag_dun.txt -npc: npc/pre-re/mobs/dungeons/mjo_dun.txt -npc: npc/pre-re/mobs/dungeons/moc_pryd.txt -npc: npc/pre-re/mobs/dungeons/mosk_dun.txt -npc: npc/pre-re/mobs/dungeons/nyd_dun.txt -npc: npc/pre-re/mobs/dungeons/odin.txt -npc: npc/pre-re/mobs/dungeons/orcsdun.txt -npc: npc/pre-re/mobs/dungeons/pay_dun.txt -npc: npc/pre-re/mobs/dungeons/prt_maze.txt -npc: npc/pre-re/mobs/dungeons/prt_sew.txt -npc: npc/pre-re/mobs/dungeons/ra_san.txt -npc: npc/pre-re/mobs/dungeons/tha_t.txt -npc: npc/pre-re/mobs/dungeons/thor_v.txt -npc: npc/pre-re/mobs/dungeons/treasure.txt -npc: npc/pre-re/mobs/dungeons/tur_dun.txt -npc: npc/pre-re/mobs/dungeons/um_dun.txt -npc: npc/pre-re/mobs/dungeons/xmas_dun.txt -npc: npc/pre-re/mobs/dungeons/yggdrasil.txt +"npc/pre-re/mobs/dungeons/abbey.txt", +"npc/pre-re/mobs/dungeons/abyss.txt", +"npc/pre-re/mobs/dungeons/alde_dun.txt", +"npc/pre-re/mobs/dungeons/ama_dun.txt", +"npc/pre-re/mobs/dungeons/anthell.txt", +"npc/pre-re/mobs/dungeons/ayo_dun.txt", +"npc/pre-re/mobs/dungeons/beach_dun.txt", +"npc/pre-re/mobs/dungeons/c_tower.txt", +"npc/pre-re/mobs/dungeons/ein_dun.txt", +"npc/pre-re/mobs/dungeons/gef_dun.txt", +"npc/pre-re/mobs/dungeons/gefenia.txt", +"npc/pre-re/mobs/dungeons/glastheim.txt", +"npc/pre-re/mobs/dungeons/gld_dun.txt", +"npc/pre-re/mobs/dungeons/gld_dunSE.txt", +"npc/pre-re/mobs/dungeons/gon_dun.txt", +"npc/pre-re/mobs/dungeons/ice_dun.txt", +"npc/pre-re/mobs/dungeons/in_sphinx.txt", +"npc/pre-re/mobs/dungeons/iz_dun.txt", +"npc/pre-re/mobs/dungeons/juperos.txt", +"npc/pre-re/mobs/dungeons/kh_dun.txt", +"npc/pre-re/mobs/dungeons/lhz_dun.txt", +"npc/pre-re/mobs/dungeons/lou_dun.txt", +"npc/pre-re/mobs/dungeons/mag_dun.txt", +"npc/pre-re/mobs/dungeons/mjo_dun.txt", +"npc/pre-re/mobs/dungeons/moc_pryd.txt", +"npc/pre-re/mobs/dungeons/mosk_dun.txt", +"npc/pre-re/mobs/dungeons/nyd_dun.txt", +"npc/pre-re/mobs/dungeons/odin.txt", +"npc/pre-re/mobs/dungeons/orcsdun.txt", +"npc/pre-re/mobs/dungeons/pay_dun.txt", +"npc/pre-re/mobs/dungeons/prt_maze.txt", +"npc/pre-re/mobs/dungeons/prt_sew.txt", +"npc/pre-re/mobs/dungeons/ra_san.txt", +"npc/pre-re/mobs/dungeons/tha_t.txt", +"npc/pre-re/mobs/dungeons/thor_v.txt", +"npc/pre-re/mobs/dungeons/treasure.txt", +"npc/pre-re/mobs/dungeons/tur_dun.txt", +"npc/pre-re/mobs/dungeons/um_dun.txt", +"npc/pre-re/mobs/dungeons/xmas_dun.txt", +"npc/pre-re/mobs/dungeons/yggdrasil.txt", //================= Fields ================================================ -npc: npc/pre-re/mobs/fields/amatsu.txt -npc: npc/pre-re/mobs/fields/ayothaya.txt -npc: npc/pre-re/mobs/fields/comodo.txt -npc: npc/pre-re/mobs/fields/einbroch.txt -npc: npc/pre-re/mobs/fields/geffen.txt -npc: npc/pre-re/mobs/fields/gonryun.txt -npc: npc/pre-re/mobs/fields/hugel.txt -npc: npc/pre-re/mobs/fields/lighthalzen.txt -npc: npc/pre-re/mobs/fields/louyang.txt -npc: npc/pre-re/mobs/fields/lutie.txt -npc: npc/pre-re/mobs/fields/manuk.txt -npc: npc/pre-re/mobs/fields/mjolnir.txt -npc: npc/pre-re/mobs/fields/morocc.txt -npc: npc/pre-re/mobs/fields/moscovia.txt -npc: npc/pre-re/mobs/fields/niflheim.txt -npc: npc/pre-re/mobs/fields/payon.txt -npc: npc/pre-re/mobs/fields/prontera.txt -npc: npc/pre-re/mobs/fields/rachel.txt -npc: npc/pre-re/mobs/fields/splendide.txt -npc: npc/pre-re/mobs/fields/umbala.txt -npc: npc/pre-re/mobs/fields/veins.txt -npc: npc/pre-re/mobs/fields/yuno.txt +"npc/pre-re/mobs/fields/amatsu.txt", +"npc/pre-re/mobs/fields/ayothaya.txt", +"npc/pre-re/mobs/fields/comodo.txt", +"npc/pre-re/mobs/fields/einbroch.txt", +"npc/pre-re/mobs/fields/geffen.txt", +"npc/pre-re/mobs/fields/gonryun.txt", +"npc/pre-re/mobs/fields/hugel.txt", +"npc/pre-re/mobs/fields/lighthalzen.txt", +"npc/pre-re/mobs/fields/louyang.txt", +"npc/pre-re/mobs/fields/lutie.txt", +"npc/pre-re/mobs/fields/manuk.txt", +"npc/pre-re/mobs/fields/mjolnir.txt", +"npc/pre-re/mobs/fields/morocc.txt", +"npc/pre-re/mobs/fields/moscovia.txt", +"npc/pre-re/mobs/fields/niflheim.txt", +"npc/pre-re/mobs/fields/payon.txt", +"npc/pre-re/mobs/fields/prontera.txt", +"npc/pre-re/mobs/fields/rachel.txt", +"npc/pre-re/mobs/fields/splendide.txt", +"npc/pre-re/mobs/fields/umbala.txt", +"npc/pre-re/mobs/fields/veins.txt", +"npc/pre-re/mobs/fields/yuno.txt", diff --git a/npc/pre-re/scripts_warps.conf b/npc/pre-re/scripts_warps.conf index 472a0e6da..2e4c65027 100644 --- a/npc/pre-re/scripts_warps.conf +++ b/npc/pre-re/scripts_warps.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -29,21 +29,21 @@ //========================================================================= //================= Cities ================================================ -npc: npc/pre-re/warps/cities/izlude.txt -npc: npc/pre-re/warps/cities/rachel.txt -npc: npc/pre-re/warps/cities/yggdrasil.txt +"npc/pre-re/warps/cities/izlude.txt", +"npc/pre-re/warps/cities/rachel.txt", +"npc/pre-re/warps/cities/yggdrasil.txt", //================= Fields ================================================ -npc: npc/pre-re/warps/fields/com_fild.txt -npc: npc/pre-re/warps/fields/geffen_fild.txt -npc: npc/pre-re/warps/fields/hugel_fild.txt -npc: npc/pre-re/warps/fields/morroc_fild.txt -npc: npc/pre-re/warps/fields/payon_fild.txt -npc: npc/pre-re/warps/fields/prontera_fild.txt -npc: npc/pre-re/warps/fields/rachel_fild.txt -npc: npc/pre-re/warps/fields/veins_fild.txt -npc: npc/pre-re/warps/fields/yuno_fild.txt +"npc/pre-re/warps/fields/com_fild.txt", +"npc/pre-re/warps/fields/geffen_fild.txt", +"npc/pre-re/warps/fields/hugel_fild.txt", +"npc/pre-re/warps/fields/morroc_fild.txt", +"npc/pre-re/warps/fields/payon_fild.txt", +"npc/pre-re/warps/fields/prontera_fild.txt", +"npc/pre-re/warps/fields/rachel_fild.txt", +"npc/pre-re/warps/fields/veins_fild.txt", +"npc/pre-re/warps/fields/yuno_fild.txt", //================= Others ================================================ -npc: npc/pre-re/warps/other/arena.txt -npc: npc/pre-re/warps/other/sign.txt +"npc/pre-re/warps/other/arena.txt", +"npc/pre-re/warps/other/sign.txt", diff --git a/npc/quests/bard_quest.txt b/npc/quests/bard_quest.txt index 814a4ec6e..173efeca8 100644 --- a/npc/quests/bard_quest.txt +++ b/npc/quests/bard_quest.txt @@ -40,7 +40,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ if (BARD_Q > 5) gef_bard_q = BARD_Q; - @name$ = strcharinfo(0); + @name$ = strcharinfo(PC_NAME); if (gef_bard_q > 29) { cutin "bard_eland02",2; mes "[Errende]"; @@ -92,7 +92,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "Goddess, Idun."; mes "Keeper of the apples of youth"; mes "Goddess of immortality.^000000"; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); next; mes "^483D8BEvery god never grows old."; mes "Idun, the wife of Bragi,"; @@ -114,7 +114,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "Loki was careless once,"; mes "and made her lost to the gods."; mes "He was forced to get her back.^000000"; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); next; mes "^483D8BMy goddess stands"; mes "In the field of Asgard"; @@ -132,7 +132,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "You will be blessed"; mes "By every god...^000000"; next; - specialeffect2 EF_RESURRECTION; + specialeffect(EF_RESURRECTION, AREA, playerattached()); mes "^3355FFWhile listening to his song, you feel at ease, and your thoughts become clearer. You believe that you see the vision of an angel, and you gain some experience points.^000000"; gef_bard_q += 16; //30,31 if (RENEWAL_EXP) { @@ -166,19 +166,19 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ next; mes "[Errende]"; mes "I hope that you'll always remain honest and respectful towards other people, and that you continue to ignore greed for fortune or power."; - goto L_End; + callsub L_End; } else if (gef_bard_q > 11 && gef_bard_q < 14) { cutin "bard_eland02",2; mes "[Errende]"; mes "It seems you haven't found it yet. Well, take your time, I can wait as long as you want. It doesn't really bore me, since waiting seems to be a part of my profession."; - goto L_End; + callsub L_End; } else if (gef_bard_q == 11) { cutin "bard_eland01",2; mes "[Errende]"; mes "Mr. Skezti has a small book store on the book street at the right side of Mineta in Juno. If you show him the seal, he'll help you out."; - goto L_End; + callsub L_End; } else if (gef_bard_q == 10) { cutin "bard_eland01",2; @@ -200,7 +200,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "Now, let me cast a spell..."; mes "*Mumble mumble...*"; next; - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); mes "^3355FFOn your left wrist, a crescent shaped mark glowing with a silver light appeared. It's only noticeable when you concentrate on finding it, but it might clearly appear under the moonlight.^000000"; next; mes "[Errende]"; @@ -208,7 +208,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "show him the Seal of Friendship."; mes "Good luck, now~"; gef_bard_q = 11; - goto L_End; + callsub L_End; } else if (gef_bard_q == 20) { cutin "bard_eland03",2; @@ -236,7 +236,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "Why, hello there. Oh, have you come to listen to my song and forget your worries?"; next; - if(select("Who are you?:Ignore him.")==1) { + if(select("Who are you?", "Ignore him.")==1) { cutin "bard_eland04",2; mes "[" + @name$ + "]"; mes "You seem to be"; @@ -258,7 +258,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "[Errende]"; mes "Waaah, wah~"; mes "You can't just ignore me like that! Where's your sense of merriment, your sense of romance?"; - goto L_End; + callsub L_End; } } else if (gef_bard_q == 27) { @@ -271,7 +271,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "me alone."; next; - if(select("No problem~:Is there any way I can help you?")==1) { + if(select("No problem~", "Is there any way I can help you?")==1) { cutin "bard_eland04",2; mes "[Errende]"; mes "Waaaah~! You're so mean!"; @@ -304,7 +304,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "I beseech you, if you meet him, please ask him of the 8th love and inform me of that lyric immediately~"; gef_bard_q = 22; } - goto L_End; + callsub L_End; } else if (gef_bard_q == 26) { cutin "bard_eland01",2; @@ -340,7 +340,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it..."; next; - if(select("No, thanks.:I can, so stop crying.")==1) { + if(select("No, thanks.", "I can, so stop crying.")==1) { mes "[Errende]"; mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way."; gef_bard_q = 25; @@ -358,17 +358,17 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "in advance~"; gef_bard_q = 24; } - goto L_End; + callsub L_End; } else if (.@inputstr$ == "Gunther") { mes "[Errende]"; mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; - goto L_End; + callsub L_End; } else if (.@inputstr$ == "Gunther Doubleharmony") { mes "[Errende]"; mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; - goto L_End; + callsub L_End; } else if (.@inputstr$ == "Errende") { cutin "bard_eland04",2; @@ -377,7 +377,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "If I did, why would"; mes "I not know what"; mes "this song is about?"; - goto L_End; + callsub L_End; } else { mes "[Errende]"; @@ -390,7 +390,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "How could I forget"; mes "the 8th love?"; gef_bard_q = 26; - goto L_End; + callsub L_End; } } else if (gef_bard_q == 25) { @@ -418,7 +418,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "^3355FFErrende continues to sing about his personal despair. He seems to be disappointed in your refusal to help him. Of course, you begin to feel sorry for him.^000000"; next; - if(select("Well, I should help him then...:Ignore him anyway.")==1) { + if(select("Well, I should help him then...", "Ignore him anyway.")==1) { mes "[" + @name$ + "]"; mes "Hey. Hey, Errende. Stop singing this song. It's embarassing, okay? Alright, I'll go find the original song for you."; next; @@ -436,7 +436,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "heart wrenching song."; mes "But at what cost to your soul?^000000"; } - goto L_End; + callsub L_End; } else { cutin "bard_eland01",2; @@ -447,7 +447,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "Noboooody looooves meee"; mes "Friends foooooor never..."; mes "Ooooooooh wah!^000000"; - goto L_End; + callsub L_End; } } else if (gef_bard_q == 24) { @@ -473,7 +473,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "Once again,"; mes "thank you so much"; mes "for your help."; - goto L_End; + callsub L_End; } else if (gef_bard_q == 22) { mes "[Errende]"; @@ -489,7 +489,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ next; mes "[Errende]"; mes "Please ask ^483D8BGunther^000000 about the ^483D8B8th love^000000 in ^483D8BAt One, I Fall in Love^000000. Thank you in advance."; - goto L_End; + callsub L_End; } else if (gef_bard_q == 23) { cutin "bard_eland02",2; @@ -524,7 +524,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "At Nine, love is reborn."; mes "At Ten, my Love is gone."; mes "At Eleven I find out why."; - if (Sex) + if (Sex == SEX_MALE) mes "At Twelve I see his new girlfriend?"; else mes "At Twelve I see her new boyfriend?"; @@ -562,7 +562,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it..."; next; - if(select("No, thanks.:I can, so stop crying.")==1) { + if(select("No, thanks.", "I can, so stop crying.")==1) { mes "[Errende]"; mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way."; gef_bard_q = 25; @@ -579,19 +579,19 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "in advance~"; gef_bard_q = 24; } - goto L_End; + callsub L_End; } else if (.@inputstr$ == "Gunther") { mes "[Errende]"; mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; gef_bard_q = 26; - goto L_End; + callsub L_End; } else if (.@inputstr$ == "Gunther Doubleharmony") { mes "[Errende]"; mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; gef_bard_q = 26; - goto L_End; + callsub L_End; } else if (.@inputstr$ == "Errende") { cutin "bard_eland04",2; @@ -601,7 +601,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "I not know what this"; mes "song is about?"; gef_bard_q = 26; - goto L_End; + callsub L_End; } else { mes "[Errende]"; @@ -614,7 +614,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "How could I forget"; mes "the 8th love?"; gef_bard_q = 26; - goto L_End; + callsub L_End; } } else if (gef_bard_q == 21) { @@ -635,7 +635,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "I'm worthless as a Bard~! Please... Just... Please just leave me alone."; next; - if(select("No problem.:Is there any way I can help you?")==1){ + if(select("No problem.", "Is there any way I can help you?")==1){ mes "[Errende]"; mes "Waaaah~! You're so mean!"; mes "You're supposed to say, 'Errende, what's wrong? Maybe I can help?'"; @@ -664,7 +664,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "I beseech you, if you meet him, please ask him of the 8th love and inform me of that lyric immediately~"; gef_bard_q = 2; } - goto L_End; + callsub L_End; } else if (gef_bard_q == 6) { cutin "bard_eland04",2; @@ -696,7 +696,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "Ummm..."; mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it..."; next; - if(select("No, thanks.:I can, so stop crying.")==1) { + if(select("No, thanks.", "I can, so stop crying.")==1) { mes "[Errende]"; mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way."; gef_bard_q = 5; @@ -708,23 +708,23 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "I'll pay you back somehow! Thank you for your trouble in advance~"; gef_bard_q = 4; } - goto L_End; + callsub L_End; } else if (.@inputstr$ == "Gunther") { mes "[Errende]"; mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; - goto L_End; + callsub L_End; } else if (.@inputstr$ == "Gunther Doubleharmony") { mes "[Errende]"; mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; - goto L_End; + callsub L_End; } else if (.@inputstr$ == "Errende") { cutin "bard_eland04",2; mes "[Errende]"; mes "Surely you jest! If I did, why would I not know what this song is about?"; - goto L_End; + callsub L_End; } else { mes "[Errende]"; @@ -736,7 +736,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "How could I forget"; mes "the 8th love?"; gef_bard_q = 6; - goto L_End; + callsub L_End; } } else if (gef_bard_q == 5) { @@ -757,7 +757,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "^3355FFErrende continues to sing about his personal despair. He seems to be disappointed in your refusal to help him. Of course, you begin to feel sorry for him.^000000"; next; - if(select("Well, I should help him then...:Ignore him anyway.")==1) { + if(select("Well, I should help him then...", "Ignore him anyway.")==1) { mes "[" + @name$ + "]"; mes "Hey. Hey, Errende. Stop singing this song. It's embarassing, okay? Alright, I'll go find the original song for you."; next; @@ -773,7 +773,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "heart wrenching song."; mes "But at what cost to your soul?^000000"; } - goto L_End; + callsub L_End; } else { cutin "bard_eland01",2; @@ -784,7 +784,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "Noboooody looooves meee"; mes "Friends foooooor never..."; mes "Ooooooooooh wah!^000000"; - goto L_End; + callsub L_End; } } else if (gef_bard_q == 4) { @@ -809,7 +809,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "Once again,"; mes "thank you so much"; mes "for your help."; - goto L_End; + callsub L_End; } else if (gef_bard_q == 2) { cutin "bard_eland04",2; @@ -822,7 +822,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ next; mes "[Errende]"; mes "Please ask ^483D8BGunther^000000 about the ^483D8B8th love^000000 in ^483D8BAt One, I Fall in Love^000000. Thank you in advance."; - goto L_End; + callsub L_End; } else if (gef_bard_q == 3) { cutin "bard_eland02",2; @@ -858,7 +858,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "At Nine, love is reborn."; mes "At Ten, my Love is gone."; mes "At Eleven I find out why."; - if (Sex) + if (Sex == SEX_MALE) mes "At Twelve I see her new boyfriend?"; else mes "At Twelve I see his new girlfriend?"; @@ -895,7 +895,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "I'm sorry to ask a favor of you again, but in your travels, do you think you could find the original lyrics for this song? I can wait for it..."; next; - if(select("No, thanks.:I can, so stop crying.")==1) { + if(select("No, thanks.", "I can, so stop crying.")==1) { mes "[Errende]"; mes "Ah, I guess it was too much to ask of you. My apologies. Don't worry about it, I'll find out some other way."; gef_bard_q = 5; @@ -907,27 +907,27 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "I'll pay you back somehow! Thank you for your trouble in advance~"; gef_bard_q = 4; } - goto L_End; + callsub L_End; } else if (.@inputstr$ == "Gunther") { mes "[Errende]"; mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; gef_bard_q = 6; - goto L_End; + callsub L_End; } else if (.@inputstr$ == "Gunther Doubleharmony") { mes "[Errende]"; mes "Gunther? I don't think he would do this. He always puts lines in his songs like 'doubleharmony for you.' Plus, he's too silly for that."; gef_bard_q = 6; - goto L_End; + callsub L_End; } else if (.@inputstr$ == "Errende") { cutin "bard_eland04",2; mes "[Errende]"; mes "Surely you jest! If I did, why would I not know what this song is about?"; gef_bard_q = 6; - goto L_End; + callsub L_End; } else { mes "[Errende]"; @@ -939,7 +939,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "How could I forget"; mes "the 8th love?"; gef_bard_q = 6; - goto L_End; + callsub L_End; } } else if (gef_bard_q == 1) { @@ -978,7 +978,7 @@ geffen,132,38,3 script Bard#2 1_M_BARD,{ mes "Why, hello there. Oh, have you come to listen to my song and forget your worries?"; next; - if(select("Who are you?:Ignore him.")==1) { + if(select("Who are you?", "Ignore him.")==1) { cutin "bard_eland04",2; mes "[" + @name$ + "]"; mes "You seem to be"; @@ -1011,13 +1011,13 @@ L_End: // SubRoutine for 5 similiar dialogues of the quest S_StorySong: next; - switch(select("Tell me a story.:Would you play a song?:Eh, maybe later.")) { + switch(select("Tell me a story.", "Would you play a song?", "Eh, maybe later.")) { case 1: mes "[Errende]"; mes "You like stories, huh? What kind of story would you like me to tell? I'll you whatever I know... Just for you, of course. *Grins*"; next; - if(select("News and rumors~:Cancel.")==1) { + if(select("News and rumors~", "Cancel.")==1) { cutin "bard_eland01",2; mes "[Errende]"; .@random = rand(1,3); @@ -1122,7 +1122,7 @@ S_StorySong: mes "[Errende]"; mes "Oh, how disappointing. But promise me that you will drop by later, so that we can share stories and merriment."; } - goto L_End; + callsub L_End; case 2: mes "[Errende]"; @@ -1132,7 +1132,7 @@ S_StorySong: mes "At last, I've met someone who recognizes my talent! You deserve to listen to my songs! Now, what would you like to hear? I can play anything you want, you know."; next; - switch(select("Hmm, any song will do.:Play an upbeat song~!:Never mind...")) { + switch(select("Hmm, any song will do.", "Play an upbeat song~!", "Never mind...")) { case 1: mes "[Errende]"; @@ -1156,7 +1156,7 @@ S_StorySong: mes "My apologies,"; mes "But I cannot offer my services for free. Even a Bard needs zeny to live, wouldn't you agree?"; } - goto L_End; + callsub L_End; case 2: cutin "bard_eland03",2; @@ -1225,7 +1225,7 @@ S_StorySong: mes "may never know"; mes "with certainty."; } - goto L_End; + callsub L_End; } else if (.@random == 2) { @@ -1261,7 +1261,7 @@ S_StorySong: // For 3 and 4 cases we set more chance earlier on .@random if(getarg(0) == 3 || getarg(0) == 4){ mes "[Errende]"; - if (Sex) + if (Sex == SEX_MALE) mes "Heroic warrior,"; else mes "My fair lady,"; @@ -1303,7 +1303,7 @@ S_StorySong: mes "but I have a favor to ask...!"; next; - if(select("Sure, no problem.:I ain't gonna help you.")==1) { + if(select("Sure, no problem.", "I ain't gonna help you.")==1) { cutin "bard_eland01",2; mes "[Errende]"; mes "Thank you, so much!"; @@ -1328,7 +1328,7 @@ S_StorySong: if(gef_bard_q==1) gef_bard_q = 7; if(gef_bard_q==21) gef_bard_q = 27; } - goto L_End; + callsub L_End; } mes "^483D8BA good Bard sings"; @@ -1352,7 +1352,7 @@ S_StorySong: mes "[Errende]"; mes "H-how can you say such a thing, "+ @name$ +"? Have you ever been a Bard before? It's difficult to come up with fresh, original melodies!"; } - goto L_End; + callsub L_End; case 3: cutin "bard_eland01",2; @@ -1362,7 +1362,7 @@ S_StorySong: mes "enjoyed when you"; mes "are in the mood for it."; mes "Please come again."; - goto L_End; + callsub L_End; } @@ -1371,12 +1371,12 @@ S_StorySong: mes "[Errende]"; mes "Hmm~?"; mes "Well, alright. Though, listening to a good story or cheerful song can really do you some good. Alright then, see you later."; - goto L_End; + callsub L_End; } } morocc,134,111,3 script Bard#3 2_M_BARD_ORIENT,{ - @name$ = strcharinfo(0); + @name$ = strcharinfo(PC_NAME); if (gef_bard_q == 31) { mes "[Kino Kitty]"; mes "Everything will be"; @@ -1390,7 +1390,7 @@ morocc,134,111,3 script Bard#3 2_M_BARD_ORIENT,{ mes "you want from me?"; next; - switch(select("Tell me a story...:Your voice is...:No thanks, I appreciate it though.")) { + switch(select("Tell me a story...", "Your voice is...", "No thanks, I appreciate it though.")) { case 1: .@random = rand(1,3); if (.@random == 1) { @@ -1458,8 +1458,8 @@ morocc,134,111,3 script Bard#3 2_M_BARD_ORIENT,{ next; mes "^3355FFKino Kitty coughed a few times, wiping his mouth with his sleeve. As he adjusts the guitar strings, you notice small stains of blood on his sleeve. Then, he began to sing.^000000"; next; - mes "^D43D1ABrave hero Siegfried "; - mes "Vanquished a mighty dragon "; + mes "^D43D1ABrave hero Siegfried"; + mes "Vanquished a mighty dragon"; mes "Its blood coated his skin"; mes "Making it impenetrable"; mes "Save for one tender spot"; @@ -1537,7 +1537,7 @@ morocc,134,111,3 script Bard#3 2_M_BARD_ORIENT,{ mes "you want from me?"; next; - switch(select("Tell me a story, or sing something~:Your voice is...:No thanks. I appreciate it, though.")) { + switch(select("Tell me a story, or sing something~", "Your voice is...", "No thanks. I appreciate it, though.")) { case 1: .@random = rand(1,3); if (.@random == 1) { @@ -1677,7 +1677,7 @@ morocc,134,111,3 script Bard#3 2_M_BARD_ORIENT,{ mes "By the way, why do you have that look on your face? Didn't find what you were looking for? Haha, would you show me your left hand?"; next; - if(select("Here you go.:Um... No!")==1) { + if(select("Here you go.", "Um... No!")==1) { mes "[Kino Kitty]"; mes "Well, while you were gone,"; mes "I remembered the original lyrics to the song. I guess they really are important."; @@ -1686,7 +1686,7 @@ morocc,134,111,3 script Bard#3 2_M_BARD_ORIENT,{ mes "Here, let me give you a letter with the lyrics to Errende. I should also give you my seal so that Errende will know it's me. You don't mind, do you?"; next; - switch(select("Yes, I mind!:No, I don't mind.")) { + switch(select("Yes, I mind!", "No, I don't mind.")) { case 1: mes "[Kino Kitty]"; @@ -1721,7 +1721,7 @@ morocc,134,111,3 script Bard#3 2_M_BARD_ORIENT,{ mes "Are one. 12 petals, our"; mes "Love finally blossoms.^000000"; next; - specialeffect2 EF_POISONREACT2; + specialeffect(EF_POISONREACT2, AREA, playerattached()); mes "^3355FFAfter the song, Kino smiles at you. You feel a sharp pain on your wrist. On the spot where the silver crescent was, you see a tiny black cross.^000000"; next; mes "[Kino Kitty]"; @@ -1832,7 +1832,7 @@ morocc,134,111,3 script Bard#3 2_M_BARD_ORIENT,{ gef_bard_q = 10; close; } else { - switch(select("Tell me a story.:Sing a song.:Nothing.")) { + switch(select("Tell me a story.", "Sing a song.", "Nothing.")) { case 1: mes "[Kino Kitty]"; mes "A story? Mmmm..."; @@ -1897,7 +1897,7 @@ morocc,134,111,3 script Bard#3 2_M_BARD_ORIENT,{ mes "princess."; next; - if(select("Um, was that a love song?:I'm sorry for interrupting you.")==1) { + if(select("Um, was that a love song?", "I'm sorry for interrupting you.")==1) { mes "[Mysterious Bard]"; mes "A..."; mes "Love song?!"; @@ -1971,7 +1971,7 @@ morocc,134,111,3 script Bard#3 2_M_BARD_ORIENT,{ mes "Now that I think about it, are you look for anything, or is there a reason you wish to speak to me?"; next; - if(select("I'm looking for Kino Kitty...:Nothing, really.")==1) { + if(select("I'm looking for Kino Kitty...", "Nothing, really.")==1) { mes "[Kino Kitty]"; mes "How do you"; mes "know my name?"; @@ -2037,7 +2037,7 @@ morocc,134,111,3 script Bard#3 2_M_BARD_ORIENT,{ } } else { - if (Sex) { + if (Sex == SEX_MALE) { mes "[Kino Kitty]"; mes "You're such a nice young man. I will remember your name. I would much appreciate it if you would also remember mine."; next; @@ -2155,7 +2155,7 @@ yuno_in01,172,100,3 script Old Man#bq1 4_M_05,{ mes "However, I cannot show these fragile books to just anybody. For the sake of preservation, I can only show these works to preferred customers."; next; - if(select("Show him your left hand.:Show him your right hand.")==1) { + if(select("Show him your left hand.", "Show him your right hand.")==1) { mes "[Sketzi Bundin]"; mes "Ah~! You must be the friend of a high ranking Bard! I see, I see. You must be a friend of Minty Errende."; next; @@ -2192,7 +2192,7 @@ yuno_in01,172,100,3 script Old Man#bq1 4_M_05,{ } yuno_in01,163,101,0 script Old Book#bq HIDDEN_NPC,{ - @name$ = strcharinfo(0); + @name$ = strcharinfo(PC_NAME); if ((gef_bard_q > 11) && (gef_bard_q < 14)) { if (!rand(5)) { mes "^3355FFYou opened the book. There's a crisp brittleness to the pages, and the letters are faded and barely readable. You can't even identify the author's name.^000000"; @@ -2255,7 +2255,7 @@ yuno_in01,173,96,0 script Luke's Songs Vol.1 HIDDEN_NPC,{ mes "Contents"; next; - switch(select("Wedding Song:Life is a Water Mill:We")) { + switch(select("Wedding Song", "Life is a Water Mill", "We")) { case 1: mes "[Wedding Song]"; @@ -2462,7 +2462,7 @@ yuno_in01,173,92,0 script Apple of Idun HIDDEN_NPC,{ } payon,181,172,3 script Bard#4 1_M_BARD,{ - @name$ = strcharinfo(0); + @name$ = strcharinfo(PC_NAME); if (gef_bard_q == 2 || gef_bard_q == 22) { mes "[Gunther Doubleharmony]"; mes "Hahaha~!"; @@ -2546,13 +2546,13 @@ payon,181,172,3 script Bard#4 1_M_BARD,{ mes "Right, right?"; next; - if(select("Show some interest.:Ignore him.")==1) { + if(select("Show some interest.", "Ignore him.")==1) { mes "[Gunther Doubleharmony]"; mes "Yay~! I knew it!"; mes "So you wanna hear"; mes "a song or a story?"; next; - switch(select("A song:A story:Maybe some other time")) { + switch(select("A song", "A story", "Maybe some other time")) { case 1: switch(rand(1,3)) { case 1: @@ -2897,7 +2897,7 @@ yuno_in04,33,119,3 script Adventurer#1 4_M_ROGUE,{ mes "Err...?"; mes "What is it?"; next; - if (!Sex) { + if (Sex == SEX_FEMALE) { emotion e_heh; mes "[Energetic Young Man]"; mes "Oh...!"; @@ -2908,7 +2908,7 @@ yuno_in04,33,119,3 script Adventurer#1 4_M_ROGUE,{ mes "Hello there~"; mes "My name is Pane."; mes "May I ask yours?"; - @name$ = strcharinfo(0); + @name$ = strcharinfo(PC_NAME); input .@inputstr$; next; mes "[Energetic Young Man]"; diff --git a/npc/quests/bunnyband.txt b/npc/quests/bunnyband.txt index 37bd45714..9b3537312 100644 --- a/npc/quests/bunnyband.txt +++ b/npc/quests/bunnyband.txt @@ -45,7 +45,7 @@ alberta,26,229,0 script Kafra Employee#bunny 4_M_01,{ mes "Corporation's special"; mes "^529DFFBunny Band Event^000000?"; next; - switch(select("Sure, I brought the items.:Event Information:Cancel")) { + switch(select("Sure, I brought the items.", "Event Information", "Cancel")) { case 1: mes "[Kafra Employee]"; mes "Alrighty~"; @@ -101,43 +101,43 @@ alberta,26,229,0 script Kafra Employee#bunny 4_M_01,{ mes "of the Kafra Services~"; close; case 2: - goto L_Info; + break; case 3: close; } - } - mes "[Kafra Employee]"; - mes "Hi there~! Would you like"; - mes "to join our special ^529DFFBunny"; - mes "Band Event^000000 hosted by the Kafra"; - mes "Corporation and sponsored by"; - mes "the Alberta Merchant Guild?"; - next; - switch(select("Join the Event:Event Information:Cancel")) { - case 1: - BUNYBND = 1; + } else { mes "[Kafra Employee]"; - mes "Great! Thanks for"; - mes "participating! If you"; - mes "haven't already heard,"; - mes "you need to collect these"; - mes "items if you want me put a"; - mes "Bunny Band together for you..."; + mes "Hi there~! Would you like"; + mes "to join our special ^529DFFBunny"; + mes "Band Event^000000 hosted by the Kafra"; + mes "Corporation and sponsored by"; + mes "the Alberta Merchant Guild?"; next; - mes "[Kafra Employee]"; - mes "100 Feathers,"; - mes "1 Four-Leaf Clover,"; - mes "1 Kitty Band and"; - mes "1 Pearl. That's it!"; - mes "Good luck and I'll be"; - mes "waiting for you here~"; - close; - case 2: - break; - case 3: - close; + switch(select("Join the Event", "Event Information", "Cancel")) { + case 1: + BUNYBND = 1; + mes "[Kafra Employee]"; + mes "Great! Thanks for"; + mes "participating! If you"; + mes "haven't already heard,"; + mes "you need to collect these"; + mes "items if you want me put a"; + mes "Bunny Band together for you..."; + next; + mes "[Kafra Employee]"; + mes "100 Feathers,"; + mes "1 Four-Leaf Clover,"; + mes "1 Kitty Band and"; + mes "1 Pearl. That's it!"; + mes "Good luck and I'll be"; + mes "waiting for you here~"; + close; + case 2: + break; + case 3: + close; + } } -L_Info: mes "[Kafra Employee]"; mes "To thank our valued"; mes "customers, Kafra Corporation"; diff --git a/npc/quests/cooking_quest.txt b/npc/quests/cooking_quest.txt index aa8239f79..ad0306b2c 100644 --- a/npc/quests/cooking_quest.txt +++ b/npc/quests/cooking_quest.txt @@ -51,7 +51,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ end; } if (BaseJob == Job_Novice) { - if (Sex) { + if (Sex == SEX_MALE) { cutin "orleans_5",0; mes "[Charles Orleans]"; mes "Excuse me, monsieur?"; @@ -85,10 +85,10 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "be careful and watch your"; mes "step when you climb up"; mes "the stairs for me, alright?"; - goto L_End; + callsub L_End; } else if (getequipid(1) != 5026) { - if (Sex) { + if (Sex == SEX_MALE) { cutin "orleans_5",0; emotion e_an; mes "[Charles Orleans]"; @@ -123,7 +123,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "But I do find that you"; mes "adventurers do have"; mes "your strong points..."; - goto L_End; + callsub L_End; } cutin "orleans_1",0; mes "[Charles Orleans]"; @@ -143,7 +143,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "but I am emboldened by"; mes "my, shall we say, curiosity."; next; - switch(select("......?:She is my sister:Actually, I don't know her.")) { + switch(select("......?", "She is my sister", "Actually, I don't know her.")) { case 1: cutin "nyuang_3",2; emotion e_ho,0,"Child with Cat#cook"; @@ -236,7 +236,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "treats that only I can offer."; mes "Until that day comes, I shall"; mes "reluctantly bid you adieu."; - goto L_End; + callsub L_End; } else if (cooking_q == 0) { cutin "orleans_5",0; @@ -249,7 +249,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "I think teaching is a waste"; mes "of my time! ^333333*Sigh*^000000 However..."; next; - switch(select("Um, are you talking to me?:Wait, don't you remember me?:Sir Orleans?")) { + switch(select("Um, are you talking to me?", "Wait, don't you remember me?", "Sir Orleans?")) { case 1: cutin "orleans_7",0; mes "[Charles Orleans]"; @@ -342,7 +342,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "^4D4DFF1 Cooking Oil^000000, and"; mes "^4D4DFF1 Old Frying Pan^000000."; mes "Then, we can begin."; - goto L_End; + callsub L_End; } else if (.@cook_m1 == 2) { cooking_q = 2; @@ -359,7 +359,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "^4D4DFF2 Red Potions^000000"; mes "so that we can"; mes "begin the lesson~"; - goto L_End; + callsub L_End; } else if (.@cook_m1 == 3) { cooking_q = 3; @@ -375,7 +375,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "^4D4DFF1 Honey^000000,"; mes "^4D4DFF2 Grapes^000000, and"; mes "^4D4DFF1 Red Potion^000000."; - goto L_End; + callsub L_End; } else if (.@cook_m1 == 4) { cooking_q = 4; @@ -393,7 +393,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "^4D4DFF1 Bag of Grain^000000,"; mes "^4D4DFF10 Spawns^000000, and"; mes "^4D4DFF1 Squid Ink^000000."; - goto L_End; + callsub L_End; } else if (.@cook_m1 == 5) { cooking_q = 5; @@ -410,7 +410,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "^4D4DFF10 Green Herbs^000000,"; mes "^4D4DFF10 Nippers^000000, and"; mes "^4D4DFF1 Yellow Potion^000000."; - goto L_End; + callsub L_End; } cooking_q = 6; mes "[Charles Orleans]"; @@ -426,10 +426,10 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "^4D4DFF1 Frying Pan^000000,"; mes "^4D4DFF5 Yoyo Tails^000000, and"; mes "^4D4DFF1 Cooking Oil^000000."; - goto L_End; + callsub L_End; } else if (cooking_q == 1) { - if (countitem(Grasshopper's_Leg) > 4 && countitem(Old_Frying_Pan) > 0 && countitem(Cooking_Oil) > 0) { + if (countitem(Grasshoppers_Leg) > 4 && countitem(Old_Frying_Pan) > 0 && countitem(Cooking_Oil) > 0) { cutin "orleans_4",0; emotion e_an; mes "[Charles Orleans]"; @@ -462,12 +462,12 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "know this recipe now. That's"; mes "all for today, so please go"; mes "and practice on your own now."; - delitem Grasshopper's_Leg,5; + delitem Grasshoppers_Leg,5; delitem Old_Frying_Pan,1; delitem Cooking_Oil,1; cooking_q = 7; getitem Str_Dish01,1; - goto L_End; + callsub L_End; } cutin "orleans_6",0; .@talk_j = rand(1,2); @@ -479,14 +479,14 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "If a restaurant patron had"; mes "ordered this, then you'd"; mes "already be making him wait!"; - goto L_End; + callsub L_End; } mes "[Charles Orleans]"; mes "Just go and ambush those"; mes "happy-go-lucky grasshoppers"; mes "just playing in the fields. Hurry and smash them, then rip their"; mes "legs off--but be humane about it! "; - goto L_End; + callsub L_End; } else if (cooking_q == 2) { if (countitem(Grape) > 2 && countitem(Red_Potion) > 1) { @@ -524,7 +524,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ delitem Red_Potion,2; cooking_q = 7; getitem Int_Dish01,1; - goto L_End; + callsub L_End; } cutin "orleans_6",0; .@talk_j = rand(1,2); @@ -535,7 +535,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "ingredients for Grape Juice"; mes "Herbal Tea! At a real restaurant, you'd never be able to take your"; mes "time like this! Quickly, now!"; - goto L_End; + callsub L_End; } mes "[Charles Orleans]"; mes "Having trouble finding"; @@ -543,7 +543,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "those cute little Poporings..."; mes "Of course, you should try to"; mes "be humane when you hunt them..."; - goto L_End; + callsub L_End; } else if (cooking_q == 3) { if (countitem(Honey) > 0 && countitem(Grape) > 1 && countitem(Red_Potion) > 0) { @@ -585,7 +585,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ delitem Red_Potion,1; cooking_q = 7; getitem Dex_Dish01,1; - goto L_End; + callsub L_End; } cutin "orleans_6",0; .@talk_j = rand(1,2); @@ -596,7 +596,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "brought me the ingredients"; mes "to make Honey Grape Juice"; mes "a while ago. Hurry it up!"; - goto L_End; + callsub L_End; } mes "[Charles Orleans]"; mes "You're having trouble"; @@ -605,7 +605,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "Just go and hunt some bears,"; mes "they're always carrying some"; mes "of that Honey around."; - goto L_End; + callsub L_End; } else if (cooking_q == 4) { if (countitem(Grain) > 0 && countitem(Spawn) > 9 && countitem(Chinese_Ink) > 0) { @@ -646,7 +646,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ delitem Chinese_Ink,1; //Chinese_ink cooking_q = 7; getitem Agi_Dish01,1; - goto L_End; + callsub L_End; } cutin "orleans_6",0; .@talk_j = rand(1,2); @@ -657,7 +657,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "preparing ingredients"; mes "for Frog Egg and Squid"; mes "Ink Soup right now!"; - goto L_End; + callsub L_End; } mes "[Charles Orleans]"; mes "You have to be careful"; @@ -665,7 +665,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "Eggs. If you feed them raw to"; mes "somebody, well, their flavor is"; mes "decidely less than magnifique."; - goto L_End; + callsub L_End; } else if (cooking_q == 5) { if (countitem(Nipper) > 9 && countitem(Green_Herb) > 9 && countitem(Yellow_Potion) > 0) { @@ -706,7 +706,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ delitem Yellow_Potion,1; cooking_q = 7; getitem Vit_Dish01,1; - goto L_End; + callsub L_End; } cutin "orleans_6",0; .@talk_j = rand(1,2); @@ -718,7 +718,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "Crab Nippers? You need"; mes "to work quickly for those"; mes "hungry restaurant patrons!"; - goto L_End; + callsub L_End; } mes "[Charles Orleans]"; mes "It shouldn't be too hard"; @@ -726,7 +726,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "find some Vadons and crush"; mes "them, making sure to rip off"; mes "their Nippers. That sounds strange, I know, but just do it."; - goto L_End; + callsub L_End; } else if (cooking_q == 6) { if (countitem(Yoyo_Tail) > 4 && countitem(Old_Frying_Pan) > 0 && countitem(Cooking_Oil) > 0) { @@ -767,7 +767,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ delitem Cooking_Oil,1; cooking_q = 7; getitem Luk_Dish01,1; - goto L_End; + callsub L_End; } cutin "orleans_6",0; .@talk_j = rand(1,2); @@ -779,7 +779,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "you can. In a real restaurant,"; mes "you'd never able to take your"; mes "time like this. Toute allure!"; - goto L_End; + callsub L_End; } mes "[Charles Orleans]"; mes "You need more tails?"; @@ -788,7 +788,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "and then slice off their tails."; mes "You're a beginner, but I won't"; mes "allow you to be inhumane!"; - goto L_End; + callsub L_End; } else if (cooking_q == 7) { cutin "orleans_7",0; @@ -808,7 +808,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "teaching until one of you can"; mes "become a worthy successor."; mes "It will take some time..."; - goto L_End; + callsub L_End; } else if (cooking_q == 8) { cutin "orleans_5",0; @@ -834,7 +834,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "...Nyaaa?"; mes "...Meow?"; next; - switch(select("What's your name, kid?:Do you want to eat something?:Here, kitty~:Get out!")) { + switch(select("What's your name, kid?", "Do you want to eat something?", "Here, kitty~", "Get out!")) { case 1: emotion e_ok,0,"Child with Cat#cook"; mes "[Child with Cat]"; @@ -847,7 +847,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes ".....Who told you"; mes "to ask her name?"; mes "You don't even understand what she is saying."; - goto L_End; + callsub L_End; case 2: cutin "nyuang_2",2; emotion e_pif,0,"Child with Cat#cook"; @@ -863,7 +863,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "the child won't talk to us..."; mes "Still, we need to get those"; mes "two out of the kitchen."; - goto L_End; + callsub L_End; case 3: cutin "nyuang_3",2; emotion e_heh,0,"Child with Cat#cook"; @@ -876,7 +876,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "[Charles Orleans]"; mes "...Are you playing with that kid...?"; mes "...Then I don't need you to be here."; - goto L_End; + callsub L_End; case 4: emotion e_dots,0,"Child with Cat#cook"; mes "[Child with Cat]"; @@ -885,7 +885,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ next; cutin "nyuang_4",2; emotion e_an,0,"Child with Cat#cook"; - specialeffect2 EF_HIT2; + specialeffect(EF_HIT2, AREA, playerattached()); percentheal -10,0; mes "[Child with Cat]"; mes "Grrrrrrr!"; @@ -897,7 +897,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "You should have"; mes "been more careful"; mes "handling that cat..."; - goto L_End; + callsub L_End; } } else if (cooking_q == 9) { @@ -1029,7 +1029,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "Ah..."; mes "There goes a true"; mes "lady... Madam Wickebine..."; - goto L_End; + callsub L_End; } else if (cooking_q == 10) { cutin "orleans_5",0; @@ -1071,7 +1071,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "Praise the glories of the"; mes "Rune-Midgarts Kingdom!"; mes "Long live King Tristram III!"; - goto L_End; + callsub L_End; } else if (cooking_q == 11) { cutin "orleans_5",0; @@ -1083,7 +1083,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "important to ask of me,"; mes "please let me take a break~"; next; - switch(select("I want to learn more recipes.:For whom do you cook?:I'm sorry to bother you...")) { + switch(select("I want to learn more recipes.", "For whom do you cook?", "I'm sorry to bother you...")) { case 1: cutin "orleans_7",0; mes "[Charles Orleans]"; @@ -1112,7 +1112,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "1 to 5. Those are the"; mes "only cookbooks that I will"; mes "lend out to my students."; - goto L_End; + callsub L_End; } else if (.@new_book == 0) { cutin "orleans_5",0; @@ -1122,7 +1122,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "study the recipes that you"; mes "have right now before trying"; mes "something new, I suppose."; - goto L_End; + callsub L_End; } mes "[Charles Orleans]"; mes "So you wanted to borrow a"; @@ -1140,7 +1140,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "levels 1 to 5. Hmm, well, ask"; mes "me again when you remember"; mes "which cookbook you have, okay?"; - goto L_End; + callsub L_End; } else if (.@old_book == 0) { cutin "orleans_5",0; @@ -1150,7 +1150,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "study the recipes that you"; mes "have right now before trying"; mes "something new, I suppose."; - goto L_End; + callsub L_End; } else if (.@old_book == .@new_book) { cutin "orleans_4",0; @@ -1161,7 +1161,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "cookbook that you already"; mes "have? I guess you made"; mes "some sort of mistake?"; - goto L_End; + callsub L_End; } else { if (countitem(7471+.@old_book) < 1) { @@ -1172,7 +1172,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "that you'd return to me?"; mes "Find it first, and then I can"; mes "lend another cookbook to you."; - goto L_End; + callsub L_End; } cutin "orleans_2",0; mes "[Charles Orleans]"; @@ -1249,7 +1249,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "my Level 1 Cookbooks."; if (countitem(Pumpkin) > 9) { next; - if (select("Give 10 Pumpkins and Current Cookbook:Cancel") == 1) { + if (select("Give 10 Pumpkins and Current Cookbook", "Cancel") == 1) { cutin "orleans_6",0; mes "[Charles Orleans]"; mes "Perfect, you've brought"; @@ -1264,10 +1264,10 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "Oh, how I miss the"; mes "taste of Pumpkins!"; mes "Ahhh, how nostalgic~"; - goto L_End; + callsub L_End; } } - else goto L_End; + else callsub L_End; } else if (.@new_book== 2) { cutin "orleans_7",0; @@ -1280,7 +1280,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "to borrow my Level 2 Cookbook."; if (countitem(Well_Baked_Cookie) > 4) { next; - if (select("Give Cookies and Current Cookbook:Cancel") == 1) { + if (select("Give Cookies and Current Cookbook", "Cancel") == 1) { cutin "orleans_6",0; mes "[Charles Orleans]"; mes "Oh, you brought these"; @@ -1298,10 +1298,10 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "soon... But the experience"; mes "isn't complete without any"; mes "Well-Baked Cookies to munch~"; - goto L_End; + callsub L_End; } } - else goto L_End; + else callsub L_End; } else if (.@new_book== 3) { cutin "orleans_7",0; @@ -1314,7 +1314,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "Level 3 Cookbook, okay?"; if (countitem(Shusi) > 4) { next; - if (select("Give Sushi and Current Cookbook:Cancel")) { + if (select("Give Sushi and Current Cookbook", "Cancel")) { cutin "orleans_6",0; mes "[Charles Orleans]"; mes "Ooh, these look so fresh!"; @@ -1330,10 +1330,10 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "things I don't know"; mes "how to make extremely"; mes "well. Can you believe that?"; - goto L_End; + callsub L_End; } } - else goto L_End; + else callsub L_End; } else if (.@new_book== 4) { cutin "orleans_7",0; @@ -1346,7 +1346,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "borrow my Level 4 Cookbook."; if (countitem(Bun) > 4) { next; - if (select("Give Bao and Current Cookbook:Cancel") == 1) { + if (select("Give Bao and Current Cookbook", "Cancel") == 1) { cutin "orleans_6",0; mes "[Charles Orleans]"; mes "Great, you actually"; @@ -1364,10 +1364,10 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "of that delicious Bao."; mes "I'd cook it myself, but"; mes "I don't know the secret!"; - goto L_End; + callsub L_End; } } - else goto L_End; + else callsub L_End; } else if (.@new_book== 5) { cutin "orleans_7",0; @@ -1380,7 +1380,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "borrow a Level 5 Cookbook."; if (countitem(Shoot) > 9) { next; - if (select("Give Shoots and Current Cookbook:Quit") == 1) { + if (select("Give Shoots and Current Cookbook", "Quit") == 1) { cutin "orleans_6",0; mes "[Charles Orleans]"; mes "Goodness, these are"; @@ -1396,10 +1396,10 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "cook with those Shoots"; mes "soon, so I'd appreciate it"; mes "if you'd do this little favor~"; - goto L_End; + callsub L_End; } } - else goto L_End; + else callsub L_End; } if (.@old_book == 1) delitem Cookbook01,1; @@ -1434,7 +1434,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "good care of it--don't sell"; mes "it or lose it or anything like"; mes "that. Good luck cooking now~"; - goto L_End; + callsub L_End; case 2: cutin "orleans_3",0; @@ -1462,7 +1462,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "why my spirit to create"; mes "culinary masterpieces has"; mes "been reinvigorated lately..."; - goto L_End; + callsub L_End; case 3: cutin "orleans_5",0; @@ -1470,7 +1470,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "Please, do not worry"; mes "yourself about it. Just"; mes "let me rest for now~"; - goto L_End; + callsub L_End; } } @@ -1479,7 +1479,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 4_M_OILMAN,{ mes "Mon dieu!"; mes "An error has"; mes "occurred!"; - goto L_End; + callsub L_End; } L_End: @@ -1508,7 +1508,7 @@ prt_castle,45,35,5 script Madeleine Chu#cook 4_COOK,{ mes "Sir Charles. May I help"; mes "you with anything today?"; next; - switch(select("What do you do as a chef?:Which foods can you make?:I want to learn cooking too!")) { + switch(select("What do you do as a chef?", "Which foods can you make?", "I want to learn cooking too!")) { case 1: mes "[Madeleine Chu]"; mes "What do I do as a chef?"; @@ -1607,7 +1607,7 @@ prt_castle,45,35,5 script Madeleine Chu#cook 4_COOK,{ mes "you of the ingredients you need"; mes "if you've forgotten them~"; next; - switch(select("Fried Grasshopper Legs:Grape Juice Herbal Tea:Honey Grape Juice:Frog Egg and Squid Ink Soup:Steamed Crab Nippers:Fried Monkey Tails")) { + switch(select("Fried Grasshopper Legs", "Grape Juice Herbal Tea", "Honey Grape Juice", "Frog Egg and Squid Ink Soup", "Steamed Crab Nippers", "Fried Monkey Tails")) { case 1: mes "[Madeleine Chu]"; mes "Oh! You'll need"; @@ -1719,14 +1719,14 @@ prt_castle,45,35,5 script Madeleine Chu#cook 4_COOK,{ mes "your culinary skills. Now,"; mes "can I help you with anything?"; next; - switch(select("I need some Cooking Kits.:Will you try the food I cooked?:How does the food I cooked look?")) { + switch(select("I need some Cooking Kits.", "Will you try the food I cooked?", "How does the food I cooked look?")) { case 1: mes "[Madeleine Chu]"; mes "Sure, which kind"; mes "of Cooking Kits"; mes "did you need?"; next; - switch(select("Outdoor Cooking Kit - 500z:Home Cooking Kit - 1,000z:Quit")) { + switch(select("Outdoor Cooking Kit - 500z", "Home Cooking Kit - 1,000z", "Quit")) { case 1: callsub S_SellSets,12125; close; @@ -1858,7 +1858,7 @@ prt_castle,45,35,5 script Madeleine Chu#cook 4_COOK,{ mes "I'd be disappointed if"; mes "you lost it or sold it..."; next; - if (select("I did!:I lost the Bundle of Food!") == 1) { + if (select("I did!", "I lost the Bundle of Food!") == 1) { mes "[Madeleine Chu]"; mes "Hahaha, I suppose you"; mes "did. But even if you didn't"; @@ -1935,14 +1935,14 @@ prt_castle,45,35,5 script Madeleine Chu#cook 4_COOK,{ mes "Now, can I help you with"; mes "anything in particular?"; next; - switch(select("I need some Cooking Kits.:How is Sir Charles?:Um, who's that kid?")) { + switch(select("I need some Cooking Kits.", "How is Sir Charles?", "Um, who's that kid?")) { case 1: mes "[Madeleine Chu]"; mes "Sure, which kind"; mes "of Cooking Kits"; mes "did you need?"; next; - switch(select("Outdoor Cooking Kit - 500z:Home Cooking Kit - 1,000z:Show me a different kit.:Quit")) { + switch(select("Outdoor Cooking Kit - 500z", "Home Cooking Kit - 1,000z", "Show me a different kit.", "Quit")) { case 1: callsub S_SellSets,12125; close; @@ -2195,7 +2195,7 @@ payon,209,127,3 script Servant 4_M_ORIENT01,{ mes "It's only 200 zeny, but"; mes "it's oh-so-delicious~"; next; - switch(select("Sure, I'll buy one!:No, thanks.:Actually, Madeleine sent me...")) { + switch(select("Sure, I'll buy one!", "No, thanks.", "Actually, Madeleine sent me...")) { case 1: if (Zeny < 200) { mes "[Chulsoo]"; @@ -2226,7 +2226,7 @@ payon,209,127,3 script Servant 4_M_ORIENT01,{ case 3: if (countitem(Food_Package) > 0) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Actually, Madeleine"; mes "sent me here to find"; mes "you. She said that you'd"; @@ -2308,14 +2308,14 @@ payon,209,127,3 script Servant 4_M_ORIENT01,{ mes "I should apologize to Sir Charles. "; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Actually, Madeleine"; mes "sent me here to find"; mes "you. She said that you'd"; mes "be willing to taste test"; mes "the food in this bundle..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait, wait..."; mes "I don't have it!"; mes "Where did I put"; @@ -2367,7 +2367,7 @@ payon,209,127,3 script Servant 4_M_ORIENT01,{ mes "It's only 200 zeny, but"; mes "it's oh-so-delicious~"; next; - if (select("Sure, I'll buy one!:No, thanks.") == 1) { + if (select("Sure, I'll buy one!", "No, thanks.") == 1) { if (Zeny < 200) { mes "[Chulsoo]"; mes "Oh, I'm sorry, but"; diff --git a/npc/quests/counteragent_mixture.txt b/npc/quests/counteragent_mixture.txt index 21be15563..cde1bda95 100644 --- a/npc/quests/counteragent_mixture.txt +++ b/npc/quests/counteragent_mixture.txt @@ -45,7 +45,7 @@ alberta_in,133,55,3 script Louitz#cm 4_M_02,{ mes "that nutcase scientist"; mes "who lives over in Geffen?"; next; - if (select("Talk About Molgenstein:Cancel") == 1) { + if (select("Talk About Molgenstein", "Cancel") == 1) { mes "[Merchant Louitz]"; mes "You know where he lives"; mes "but didn't check it out? Hey,"; @@ -75,7 +75,7 @@ alberta_in,133,55,3 script Louitz#cm 4_M_02,{ mes "What's up?"; next; if (countitem(Detrimindexta) > 0 && countitem(Karvodailnirol) > 0) { - switch(select("Talk:Talk about the solutions.:Cancel")) { + switch(select("Talk", "Talk about the solutions.", "Cancel")) { case 1: mes "[Merchant Louitz]"; mes "When I was in Geffen"; @@ -145,7 +145,7 @@ alberta_in,133,55,3 script Louitz#cm 4_M_02,{ } } if (countitem(Karvodailnirol) > 0) { - switch(select("Talk:Talk about Karvodailnirol:Cancel")) { + switch(select("Talk", "Talk about Karvodailnirol", "Cancel")) { case 1: mes "[Merchant Louitz]"; mes "When I was in Geffen"; @@ -215,7 +215,7 @@ alberta_in,133,55,3 script Louitz#cm 4_M_02,{ } } if (countitem(Detrimindexta) > 0) { - switch(select("Talk:Talk about Detrimindexta:Cancel")) { + switch(select("Talk", "Talk about Detrimindexta", "Cancel")) { case 1: mes "[Merchant Louitz]"; mes "When I was in Geffen"; @@ -284,7 +284,7 @@ alberta_in,133,55,3 script Louitz#cm 4_M_02,{ close; } } - if (select("Talk:Cancel") == 1) { + if (select("Talk", "Cancel") == 1) { mes "[Merchant Louitz]"; mes "When I was in Geffen"; mes "looking for magic items,"; @@ -334,7 +334,7 @@ geffen,181,114,3 script Aure Dupon#cm 4_KID01,{ mes "Coincidence? It's more"; mes "than that. This is ^0000FFfate^000000."; next; - if (select("Talk About Molgenstein:Cancel") == 1) { + if (select("Talk About Molgenstein", "Cancel") == 1) { mes "[Aure Dupon]"; mes "Have you not met"; mes "Molgenstein yet? He"; @@ -360,7 +360,7 @@ geffen,181,114,3 script Aure Dupon#cm 4_KID01,{ mes "mote in the grand scheme."; next; if (molgenstain > 0) { - switch(select("Talk:Ask About Molgenstein:Cancel")) { + switch(select("Talk", "Ask About Molgenstein", "Cancel")) { case 1: mes "[Aure Dupon]"; mes "To have goals and focus"; @@ -397,7 +397,7 @@ geffen,181,114,3 script Aure Dupon#cm 4_KID01,{ close; } } - if (select("Talk:Cancel") == 1) { + if (select("Talk", "Cancel") == 1) { mes "[Aure Dupon]"; mes "To have goals and focus"; mes "is good, but to be obsessive"; @@ -431,7 +431,7 @@ geffen_in,141,140,3 script Molgenstein#cm 2_M_MOLGENSTEIN,{ mes "Hehehehe...."; mes "Heeheeheeheehee...."; next; - switch(select("Ask about his research:Ask him to make a new solution.:Cancel")) { + switch(select("Ask about his research", "Ask him to make a new solution.", "Cancel")) { case 1: mes "[Chemist Molgenstein]"; mes "Heeheeheeheee..."; @@ -460,7 +460,7 @@ geffen_in,141,140,3 script Molgenstein#cm 2_M_MOLGENSTEIN,{ mes "So..."; mes "You want me to make something totally new, huh? Hehhehheh! I love your sense of scientific adventure!"; next; - switch(select("Counteragent:Mixture")) { + switch(select("Counteragent", "Mixture")) { case 1: mes "[Chemist Molgenstein]"; mes "Ooh...!"; @@ -473,7 +473,7 @@ geffen_in,141,140,3 script Molgenstein#cm 2_M_MOLGENSTEIN,{ mes "Bwahahahah!"; mes "Oh, I just can't wait to make this! Are you ready to begin?"; next; - if (select("Make:Cancel") == 1) { + if (select("Make", "Cancel") == 1) { if (countitem(Alchol) == 0 || countitem(Detrimindexta) == 0 || countitem(Empty_Bottle) == 0 || Zeny < 3000) { mes "[Chemist Molgenstein]"; mes "Heuheuheuheuh.... not enough... not enough.. Haah...Haah... Go..... get the rest of the materials!"; @@ -517,7 +517,7 @@ geffen_in,141,140,3 script Molgenstein#cm 2_M_MOLGENSTEIN,{ mes "Bwahahahah!"; mes "Oh, I just can't wait to make this! Are you ready to begin?"; next; - if (select("Make:Cancel") == 1) { + if (select("Make", "Cancel") == 1) { if (countitem(Alchol) == 0 || countitem(Karvodailnirol) == 0 || countitem(Empty_Bottle) == 0 || Zeny < 4000) { mes "[Chemist Molgenstein]"; mes "Hohohoho.... not enough... not enough... haah...haah... go..... go get the rest of the materials!!"; @@ -568,7 +568,7 @@ geffen_in,141,140,3 script Molgenstein#cm 2_M_MOLGENSTEIN,{ mes "Ah...?!"; mes "So sorry if I weirded you out. It's just... I haven't seen a living person in soooo long. So, er, what can I do for you??"; next; - if (select("Ask about his research.:Cancel.") == 1) { + if (select("Ask about his research.", "Cancel.") == 1) { mes "[Chemist Molgenstein]"; mes "Heeheeheeheee..."; mes "You must have heard the rumors about my research. Yes! But since you probably know already, I'll tell you without hiding, I mean, there's nothing to hide."; diff --git a/npc/quests/dandelion_request.txt b/npc/quests/dandelion_request.txt index 20ccb9332..2f73cf769 100644 --- a/npc/quests/dandelion_request.txt +++ b/npc/quests/dandelion_request.txt @@ -67,7 +67,7 @@ izlude,103,106,3 script Guildsman#1 1_M_02,3,3,{ if ((BaseJob == Job_Novice) || (BaseJob == Job_SuperNovice)) { mes "[Guildsman]"; - mes "Excuse me? "+strcharinfo(0)+"?"; + mes "Excuse me? "+strcharinfo(PC_NAME)+"?"; mes "Hi there, I've been waiting for"; mes "you to wander past me for such"; mes "a long time, you know that?"; @@ -102,7 +102,7 @@ izlude,103,106,3 script Guildsman#1 1_M_02,3,3,{ else if((BaseJob == Job_Swordman) || (BaseJob == Job_Swordman_High)) { mes "[Guildsman]"; - mes "Hey, " + strcharinfo(0) + "!"; + mes "Hey, " + strcharinfo(PC_NAME) + "!"; mes "Great, I knew you'd"; mes "show up sooner or later."; mes "Listen, I'm working here"; @@ -116,7 +116,7 @@ izlude,103,106,3 script Guildsman#1 1_M_02,3,3,{ mes "Swordman Association has ever"; mes "been involved in. Pack your bags and head to Morroc right now!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "All the way to Morroc...?"; mes "Why, what's going on?"; next; @@ -141,18 +141,18 @@ izlude,103,106,3 script Guildsman#1 1_M_02,3,3,{ else if((Class == Job_Knight) || (Class == Job_Lord_Knight)) { mes "[Guildsman]"; - mes "" + strcharinfo(0) +"...?"; + mes "" + strcharinfo(PC_NAME) +"...?"; mes "I knew you'd show up if"; mes "Listen, I have a notice for"; mes "you from the Prontera Chivalry."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "For me? That sounds"; mes "strange, but would you"; mes "please read it to me?"; next; mes "[Guildsman]"; - mes "''RE: "+ strcharinfo(0) +""; + mes "''RE: "+ strcharinfo(PC_NAME) +""; mes "As leader of the Prontera"; mes "Chivalry, I formally request"; mes "you to represent the Knights of"; @@ -182,13 +182,13 @@ izlude,103,106,3 script Guildsman#1 1_M_02,3,3,{ { mes "[Guildsman]"; mes "Excuse me...?"; - mes ""+strcharinfo(0)+"...?"; + mes ""+strcharinfo(PC_NAME)+"...?"; mes "I'm sorry to bother you, but"; mes "I've got an urgent communique"; mes "for you from Sir Michael Halig"; mes "of the Crusaders..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "They usually don't"; mes "send messages. I guess"; mes "whatever he has to say"; @@ -315,7 +315,7 @@ OnTouch: if ((BaseJob == Job_Novice) || (BaseJob == Job_SuperNovice)) { mes "[Guildsman]"; - mes "Excuse me? "+strcharinfo(0)+"?"; + mes "Excuse me? "+strcharinfo(PC_NAME)+"?"; mes "Hi there, I've been waiting for"; mes "you to wander past me for such"; mes "a long time, you know that?"; @@ -350,7 +350,7 @@ OnTouch: else if((BaseJob == Job_Swordman) || (BaseJob == Job_Swordman_High)) { mes "[Guildsman]"; - mes "Hey, " + strcharinfo(0) + "!"; + mes "Hey, " + strcharinfo(PC_NAME) + "!"; mes "Great, I knew you'd"; mes "show up sooner or later."; mes "Listen, I'm working here"; @@ -364,7 +364,7 @@ OnTouch: mes "Swordman Association has ever"; mes "been involved in. Pack your bags and head to Morroc right now!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "All the way to Morroc...?"; mes "Why, what's going on?"; next; @@ -389,18 +389,18 @@ OnTouch: else if((Class == Job_Knight) || (Class == Job_Lord_Knight)) { mes "[Guildsman]"; - mes "" + strcharinfo(0) +"...?"; + mes "" + strcharinfo(PC_NAME) +"...?"; mes "I knew you'd show up if"; mes "Listen, I have a notice for"; mes "you from the Prontera Chivalry."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "For me? That sounds"; mes "strange, but would you"; mes "please read it to me?"; next; mes "[Guildsman]"; - mes "''RE: "+ strcharinfo(0) +""; + mes "''RE: "+ strcharinfo(PC_NAME) +""; mes "As leader of the Prontera"; mes "Chivalry, I formally request"; mes "you to represent the Knights of"; @@ -430,13 +430,13 @@ OnTouch: { mes "[Guildsman]"; mes "Excuse me...?"; - mes ""+strcharinfo(0)+"...?"; + mes ""+strcharinfo(PC_NAME)+"...?"; mes "I'm sorry to bother you, but"; mes "I've got an urgent communique"; mes "for you from Sir Michael Halig"; mes "of the Crusaders..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "They usually don't"; mes "send messages. I guess"; mes "whatever he has to say"; @@ -507,7 +507,7 @@ prontera,237,313,3 script Nun#moc 1_F_PRIEST,3,3,{ if(!mao_request) { mes "[Nun]"; - mes "Oh, " + strcharinfo(0) + "!"; + mes "Oh, " + strcharinfo(PC_NAME) + "!"; mes "It must be an act of"; mes "divine providence that"; mes "we finally meet. Actually,"; @@ -613,7 +613,7 @@ OnTouch: if(BaseClass == Job_Acolyte) { mes "[Nun]"; - mes "Oh, " + strcharinfo(0) + "!"; + mes "Oh, " + strcharinfo(PC_NAME) + "!"; mes "It must be an act of"; mes "divine providence that"; mes "we finally meet. Actually,"; @@ -707,7 +707,7 @@ alberta,129,59,3 script Guildsman#2 1_M_03,3,3,{ mes "my freaking body! Look,"; mes "just gimme a little control!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I... I can sense two"; mes "different souls within"; mes "your body. I don't mind"; @@ -761,7 +761,7 @@ alberta,129,59,3 script Guildsman#2 1_M_03,3,3,{ { mes "[Guildsman]"; mes "Well, if it isn't"; - mes ""+ strcharinfo(0) +". Hey,"; + mes ""+ strcharinfo(PC_NAME) +". Hey,"; mes "would you wait a minute?"; mes "I've got a message for you"; mes "from the Merchant Guild."; @@ -788,7 +788,7 @@ alberta,129,59,3 script Guildsman#2 1_M_03,3,3,{ else if((Class == Job_Blacksmith) || (Class == Job_Whitesmith)) { mes "[Guildsman]"; - mes "Oh, "+ strcharinfo(0) +"...!"; + mes "Oh, "+ strcharinfo(PC_NAME) +"...!"; mes "I'm so glad that I finally"; mes "ran into you. I know this is"; mes "sudden, but the Blacksmith"; @@ -816,7 +816,7 @@ alberta,129,59,3 script Guildsman#2 1_M_03,3,3,{ else if((Class == Job_Alchemist) || (Class == Job_Creator)) { mes "[Guildsman]"; - mes "Hey, " + strcharinfo(0) + "?"; + mes "Hey, " + strcharinfo(PC_NAME) + "?"; mes "I've got a message for"; mes "you from the Alchemist"; mes "Guild. Well, they're more"; @@ -1047,7 +1047,7 @@ OnTouch: mes "my freaking body! Look,"; mes "just gimme a little control!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I... I can sense two"; mes "different souls within"; mes "your body. I don't mind"; @@ -1101,7 +1101,7 @@ OnTouch: { mes "[Guildsman]"; mes "Well, if it isn't"; - mes ""+ strcharinfo(0) +". Hey,"; + mes ""+ strcharinfo(PC_NAME) +". Hey,"; mes "would you wait a minute?"; mes "I've got a message for you"; mes "from the Merchant Guild."; @@ -1128,7 +1128,7 @@ OnTouch: else if((Class == Job_Blacksmith) || (Class == Job_Whitesmith)) { mes "[Guildsman]"; - mes "Oh, "+ strcharinfo(0) +"...!"; + mes "Oh, "+ strcharinfo(PC_NAME) +"...!"; mes "I'm so glad that I finally"; mes "ran into you. I know this is"; mes "sudden, but the Blacksmith"; @@ -1156,7 +1156,7 @@ OnTouch: else if((Class == Job_Alchemist) || (Class == Job_Creator)) { mes "[Guildsman]"; - mes "Hey, " + strcharinfo(0) + "?"; + mes "Hey, " + strcharinfo(PC_NAME) + "?"; mes "I've got a message for"; mes "you from the Alchemist"; mes "Guild. Well, they're more"; @@ -1239,7 +1239,7 @@ geffen,123,109,3 script Academy Staff 2_M_SAGE_B,3,3,{ mes "involving missing children..."; next; mes "[Academy Staff]"; - mes "" + strcharinfo(0) + "..."; + mes "" + strcharinfo(PC_NAME) + "..."; mes "I'd like you to represent"; mes "the magic community by"; mes "assisting the Assassins"; @@ -1331,7 +1331,7 @@ OnTouch: mes "involving missing children..."; next; mes "[Academy Staff]"; - mes "" + strcharinfo(0) + "..."; + mes "" + strcharinfo(PC_NAME) + "..."; mes "I'd like you to represent"; mes "the magic community by"; mes "assisting the Assassins"; @@ -1405,7 +1405,7 @@ morocc,155,56,3 script Miya 4_F_04,3,3,{ mes "He wrote this letter for you."; next; mes "[Miya]"; - mes "Listen, "+ strcharinfo(0) +"..."; + mes "Listen, "+ strcharinfo(PC_NAME) +"..."; mes "He's asking you to help"; mes "the Assassin Guild on a"; mes "special mission. I think"; @@ -1425,7 +1425,7 @@ morocc,155,56,3 script Miya 4_F_04,3,3,{ else if((BaseJob == Job_Thief) || (BaseJob == Job_Thief_High) || (Class == Job_Rogue) || (Class == Job_Stalker)) { mes "[Miya]"; - mes "Hey, " + strcharinfo(0) + ","; + mes "Hey, " + strcharinfo(PC_NAME) + ","; mes "I've got some important"; mes "work for you. The Assassin"; mes "Guild actually asked the Thief"; @@ -1445,12 +1445,12 @@ morocc,155,56,3 script Miya 4_F_04,3,3,{ else if((Class == Job_Assassin) || (Class == Job_Assassin_Cross)) { mes "[Miya]"; - mes "" + strcharinfo(0) + "!"; + mes "" + strcharinfo(PC_NAME) + "!"; mes "The Assassin Guild Master"; mes "wants you right away. Do you"; mes "know where the secret pub is?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ah, h-hi, Miya,"; mes "it's been a while."; mes "What secret pub?"; @@ -1570,7 +1570,7 @@ OnTouch: mes "He wrote this letter for you."; next; mes "[Miya]"; - mes "Listen, "+ strcharinfo(0) +"..."; + mes "Listen, "+ strcharinfo(PC_NAME) +"..."; mes "He's asking you to help"; mes "the Assassin Guild on a"; mes "special mission. I think"; @@ -1590,7 +1590,7 @@ OnTouch: else if((BaseJob == Job_Thief) || (BaseJob == Job_Thief_High) || (Class == Job_Rogue) || (Class == Job_Stalker)) { mes "[Miya]"; - mes "Hey, " + strcharinfo(0) + ","; + mes "Hey, " + strcharinfo(PC_NAME) + ","; mes "I've got some important"; mes "work for you. The Assassin"; mes "Guild actually asked the Thief"; @@ -1610,12 +1610,12 @@ OnTouch: else if((Class == Job_Assassin) || (Class == Job_Assassin_Cross)) { mes "[Miya]"; - mes "" + strcharinfo(0) + "!"; + mes "" + strcharinfo(PC_NAME) + "!"; mes "The Assassin Guild Master"; mes "wants you right away. Do you"; mes "know where the secret pub is?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ah, h-hi, Miya,"; mes "it's been a while."; mes "What secret pub?"; @@ -1684,7 +1684,7 @@ payon,231,323,3 script Guildsman#3 1_M_ORIENT01,3,3,{ mes "Another practitioner"; mes "of Taekwon Do! You're..."; mes "Let's see... You must"; - mes "be " + strcharinfo(0) + ", yes?"; + mes "be " + strcharinfo(PC_NAME) + ", yes?"; next; mes "[Guildsman]"; mes "Mr. Phoenix has charged"; @@ -1713,7 +1713,7 @@ payon,231,323,3 script Guildsman#3 1_M_ORIENT01,3,3,{ else if((BaseJob == Job_Archer) || (BaseJob == Job_Archer_High) || (Class == Job_Hunter) || (Class == Job_Sniper)) { mes "[Guildsman]"; - mes "" + strcharinfo(0) + "...?"; + mes "" + strcharinfo(PC_NAME) + "...?"; mes "Oh, wow, I'm so lucky to"; mes "have finally found you!"; mes "Listen, I've got a message"; @@ -1741,13 +1741,13 @@ payon,231,323,3 script Guildsman#3 1_M_ORIENT01,3,3,{ else if((Class == Job_Bard) || (Class == Job_Clown)) { mes "[Guildsman]"; - mes "Hey, " + strcharinfo(0) + "!"; + mes "Hey, " + strcharinfo(PC_NAME) + "!"; mes "I've been looking all over"; mes "for you! I've got a message"; mes "for you from Lalo. You..."; mes "You remember him, right?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Sure, I do! I owe"; mes "Lalo so much... If it"; mes "weren't for him, I'd never"; @@ -1778,11 +1778,11 @@ payon,231,323,3 script Guildsman#3 1_M_ORIENT01,3,3,{ mes "[Guildsman]"; mes "Hey... Th-That face!"; mes "Just like Aile described!"; - mes "You're " + strcharinfo(0) + ", right?"; + mes "You're " + strcharinfo(PC_NAME) + ", right?"; mes "This is great, I've been"; mes "looking all over for you!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Aile? Oh, that's right,"; mes "she was there during my"; mes "job change test and helped"; @@ -1957,7 +1957,7 @@ OnTouch: mes "Another practitioner"; mes "of Taekwon Do! You're..."; mes "Let's see... You must"; - mes "be " + strcharinfo(0) + ", yes?"; + mes "be " + strcharinfo(PC_NAME) + ", yes?"; next; mes "[Guildsman]"; mes "Mr. Phoenix has charged"; @@ -1986,7 +1986,7 @@ OnTouch: else if((BaseJob == Job_Archer) || (BaseJob == Job_Archer_High) || (Class == Job_Hunter) || (Class == Job_Sniper)) { mes "[Guildsman]"; - mes "" + strcharinfo(0) + "...?"; + mes "" + strcharinfo(PC_NAME) + "...?"; mes "Oh, wow, I'm so lucky to"; mes "have finally found you!"; mes "Listen, I've got a message"; @@ -2014,13 +2014,13 @@ OnTouch: else if((Class == Job_Bard) || (Class == Job_Clown)) { mes "[Guildsman]"; - mes "Hey, " + strcharinfo(0) + "!"; + mes "Hey, " + strcharinfo(PC_NAME) + "!"; mes "I've been looking all over"; mes "for you! I've got a message"; mes "for you from Lalo. You..."; mes "You remember him, right?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Sure, I do! I owe"; mes "Lalo so much... If it"; mes "weren't for him, I'd never"; @@ -2051,11 +2051,11 @@ OnTouch: mes "[Guildsman]"; mes "Hey... Th-That face!"; mes "Just like Aile described!"; - mes "You're " + strcharinfo(0) + ", right?"; + mes "You're " + strcharinfo(PC_NAME) + ", right?"; mes "This is great, I've been"; mes "looking all over for you!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Aile? Oh, that's right,"; mes "she was there during my"; mes "job change test and helped"; @@ -2283,7 +2283,7 @@ OnTouch: next; if(prt_curse == 24) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I, um, I'm looking"; mes "for somebody named"; mes "Marjana? I learned"; @@ -2860,7 +2860,7 @@ OnTouch: { if(mao_request == 121) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I can't go back to"; mes "Lin yet... I still need"; mes "to fully investigate"; @@ -2897,7 +2897,7 @@ OnTouch: if(mao_request > 102 && mao_request < 122) { next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hey, R! It's me!"; mes "Would you please"; mes "open the door?"; @@ -3213,7 +3213,7 @@ que_job01,16,21,5 script Valdes#1 1_M_JOBTESTER,{ mes "Considering all the unknowns,"; mes "we did surprisingly well."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "W-wait; a minute..."; mes "Are you saying we stopped"; mes "Satan Morroc's revival, but"; @@ -3226,7 +3226,7 @@ que_job01,16,21,5 script Valdes#1 1_M_JOBTESTER,{ mes "that confusion."; cutin "mocseal_rin01.bmp",2; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "L-Lin...?"; next; mes "[Lin]"; @@ -3262,7 +3262,7 @@ que_job01,16,21,5 script Valdes#1 1_M_JOBTESTER,{ next; cutin "mocseal_rin01.bmp",255; donpcevent "Lin#1::OnInit"; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "She seems upset...."; next; mes "[Valdes]"; @@ -3368,7 +3368,7 @@ que_job01,16,21,5 script Valdes#1 1_M_JOBTESTER,{ mes "I should have caught him,"; mes "but he had help. I failed you."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Lin..."; next; mes "[Kidd]"; @@ -3440,7 +3440,7 @@ que_job01,16,21,5 script Valdes#1 1_M_JOBTESTER,{ mes "[Lin]"; mes "Valdes..."; mes "I'm leaving now."; - mes "Wish me luck, "+ strcharinfo(0) +"."; + mes "Wish me luck, "+ strcharinfo(PC_NAME) +"."; next; cutin "mocseal_rin01.bmp",255; donpcevent "Lin#1::OnInit"; @@ -3585,7 +3585,7 @@ que_job01,19,18,3 script Lin#1 4_F_ACROSS,{ mes "I hear that"; mes "Kidd saved you."; mes "..............................."; - mes "Sorry, "+ strcharinfo(0) +"..."; + mes "Sorry, "+ strcharinfo(PC_NAME) +"..."; mes "I l-let you down..."; next; mes "^3355FFLin seems extremely"; @@ -3634,16 +3634,18 @@ que_job01,84,17,3 script Lin#2-1 4_F_ACROSS,{ mes "for the Juno Library..."; cutin "mocseal_dan01.bmp",0; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Excuse me, but"; mes "what are you guys"; mes "talking about...?"; next; mes "[Lin]"; - mes "Ah, this is "+ strcharinfo(0) +","; + mes "Ah, this is "+ strcharinfo(PC_NAME) +","; mes "my partner for this assignment."; - if(Sex == 1) mes "Don't worry, you can trust him."; - else mes "Don't worry, you can trust her."; + if (Sex == SEX_MALE) + mes "Don't worry, you can trust him."; + else + mes "Don't worry, you can trust her."; next; mes "[R.]"; mes "Ah, I see. Please,"; @@ -3662,7 +3664,7 @@ que_job01,84,17,3 script Lin#2-1 4_F_ACROSS,{ } else if(mao_request == 104) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Um..."; mes "What was that?"; mes "Mr. R just took out"; @@ -3707,7 +3709,7 @@ que_job01,84,17,3 script Lin#2-1 4_F_ACROSS,{ switch( select( "Wait!","Won't they attack again?" ) ) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Wait! It's too risky!"; mes "What if Mr. R is attacked"; mes "again? I mean, isn't that"; @@ -3723,7 +3725,7 @@ que_job01,84,17,3 script Lin#2-1 4_F_ACROSS,{ mes "find his research documents."; break; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Won't they attack"; mes "again? Shouldn't both"; mes "of us guard Mr. R here?"; @@ -3736,7 +3738,7 @@ que_job01,84,17,3 script Lin#2-1 4_F_ACROSS,{ mes "doing all that we can to save"; mes "those missing children."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I think you're right."; mes "But I think we should"; mes "see if that's alright"; @@ -3766,7 +3768,7 @@ que_job01,84,17,3 script Lin#2-1 4_F_ACROSS,{ mes "you. This place is also shielded"; mes "with security magic, so you'll"; mes "be just fine. Now, as for you,"; - mes ""+ strcharinfo(0) +"..."; + mes ""+ strcharinfo(PC_NAME) +"..."; next; mes "[Lin]"; mes "Your priority is to go"; @@ -3819,7 +3821,7 @@ que_job01,84,17,3 script Lin#2-1 4_F_ACROSS,{ mes "find Yunia? Wait a sec,"; mes "did you bring the documents?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Uh oh..."; mes "I guess I better"; mes "go back and talk"; @@ -3930,16 +3932,18 @@ que_job01,84,17,3 script Lin#2-1 4_F_ACROSS,{ next; cutin "mocseal_dan01.bmp",0; mes "[R. Moore]"; - mes "Say, " + strcharinfo(0) + ","; + mes "Say, " + strcharinfo(PC_NAME) + ","; mes "were you about to leave?"; mes "I had another reques--"; next; cutin "mocseal_rin01.bmp",2; mes "[Lin]"; - mes "I'm sending "+ strcharinfo(0) +""; + mes "I'm sending "+ strcharinfo(PC_NAME) +""; mes "on a snack errand and it won't"; - if(Sex == 1) mes "take too long. Did you want him"; - else mes "take too long. Did you want her"; + if (Sex == SEX_MALE) + mes "take too long. Did you want him"; + else + mes "take too long. Did you want her"; mes "to bring you back anything?"; next; cutin "mocseal_dan01.bmp",0; @@ -3951,7 +3955,7 @@ que_job01,84,17,3 script Lin#2-1 4_F_ACROSS,{ next; cutin "mocseal_rin01.bmp",2; mes "[Lin]"; - mes "Well, "+ strcharinfo(0) +","; + mes "Well, "+ strcharinfo(PC_NAME) +","; mes "you heard the ^A9A9A9GO^000000 man."; mes "^A9A9A9TO^000000 Come back ^A9A9A9THE^000000 as soon"; mes "as ^A9A9A9HISTORIAN^000000 can, ^A9A9A9NOW^000000 alright?"; @@ -3982,7 +3986,7 @@ que_job01,84,17,3 script Lin#2-1 4_F_ACROSS,{ } else if(mao_request == 117) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well, I'm back..."; next; cutin "mocseal_rin01.bmp",2; @@ -3994,7 +3998,7 @@ que_job01,84,17,3 script Lin#2-1 4_F_ACROSS,{ mes "^A9A9A9THE^000000 get me a glass of, um..."; mes "^A9A9A9STAIRS^000000 Vermilion on the Beach?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Snack? Um... That's"; mes "more of a drink, isn't it?"; mes "But if that's what you want,"; @@ -4178,16 +4182,18 @@ que_job01,79,15,1 script R 4_M_MASKMAN,{ mes "for the Juno Library..."; cutin "mocseal_dan01.bmp",0; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Excuse me, but"; mes "what are you guys"; mes "talking about...?"; next; mes "[Lin]"; - mes "Ah, this is "+ strcharinfo(0) +","; + mes "Ah, this is "+ strcharinfo(PC_NAME) +","; mes "my partner for this assignment."; - if(Sex == 1) mes "Don't worry, you can trust him."; - else mes "Don't worry, you can trust her."; + if (Sex == SEX_MALE) + mes "Don't worry, you can trust him."; + else + mes "Don't worry, you can trust her."; next; mes "[R.]"; mes "Ah, I see. Please, for"; @@ -4255,7 +4261,7 @@ que_job01,79,15,1 script R 4_M_MASKMAN,{ } else if(mao_request == 107) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "These are the documents"; mes "that I received from Yunia."; mes "Is this what you needed?"; @@ -4415,7 +4421,7 @@ que_job01,79,15,1 script R 4_M_MASKMAN,{ mes "true, I suppose..."; next; cutin "mocseal_dan01.bmp",255; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well, I guess I'll go out"; mes "and try to activate those"; mes "other elemental crests"; @@ -4439,7 +4445,7 @@ que_job01,79,15,1 script R 4_M_MASKMAN,{ next; mes "[R. Moore]"; mes "Oh nothing..."; - mes "Just giving " + strcharinfo(0) + ""; + mes "Just giving " + strcharinfo(PC_NAME) + ""; mes "due credit. That's all."; close2; } @@ -4459,7 +4465,7 @@ que_job01,79,15,1 script R 4_M_MASKMAN,{ mes "talk to you alone. It's"; mes "a very urgent issue that"; mes "I need to discuss here"; - mes "with "+ strcharinfo(0) +"."; + mes "with "+ strcharinfo(PC_NAME) +"."; next; cutin "mocseal_dan01.bmp",0; mes "[R. Moore]"; @@ -4498,7 +4504,7 @@ que_job01,79,15,1 script R 4_M_MASKMAN,{ mes "^A9A9A9THE^000000 get me a glass of, um..."; mes "^A9A9A9STAIRS^000000 Vermilion on the Beach?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Snack? Um... That's"; mes "more of a drink, isn't it?"; mes "But if that's what you want,"; @@ -4799,7 +4805,7 @@ que_job01,91,83,3 script Kidd#hall 4_M_ACROSS,{ } else if(mao_request == 4) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(^333333Kidd? What..."; mes "What is he doing"; mes "with that pendant?^000000)"; @@ -4899,7 +4905,7 @@ que_job01,91,83,3 script Kidd#hall 4_M_ACROSS,{ } else if(mao_request == 9) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "So..."; mes "How should we go"; mes "about investigating the"; @@ -4952,7 +4958,7 @@ que_job01,91,83,3 script Kidd#hall 4_M_ACROSS,{ mes "the south part of Morroc."; mes "It was full of Earth magic..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Really? I actually found the"; mes "Wind elemental crest west"; mes "of Morroc. Do you think this"; @@ -5051,7 +5057,7 @@ que_job01,91,83,3 script Kidd#hall 4_M_ACROSS,{ mes "Well, you know."; mes "In my usual way..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I just came back"; mes "from stabilizing those"; mes "elemental crests. Wait,"; @@ -5078,7 +5084,7 @@ que_job01,91,83,3 script Kidd#hall 4_M_ACROSS,{ mes "visit our historian?"; mes "He, um, refused to see me..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What...?!"; mes "Why would he do"; mes "something like that?"; @@ -5093,7 +5099,7 @@ que_job01,91,83,3 script Kidd#hall 4_M_ACROSS,{ next; if (Class == Job_Assassin || Class == Job_Assassin_Cross) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Wait a second."; mes "I'm an Assassin too!"; next; @@ -5104,7 +5110,7 @@ que_job01,91,83,3 script Kidd#hall 4_M_ACROSS,{ mes "You know, wear one of"; mes "those cute hats or whatever."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Alright, alright."; mes "I'll try talking"; mes "to him for you..."; @@ -5113,7 +5119,7 @@ que_job01,91,83,3 script Kidd#hall 4_M_ACROSS,{ } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Alright, alright."; mes "I'll try talking"; mes "to him for you..."; @@ -5147,7 +5153,7 @@ que_job01,91,83,3 script Kidd#hall 4_M_ACROSS,{ mes "So were you able to"; mes "talk to the historian?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Say, what's that"; mes "you're drinking?"; next; @@ -5186,7 +5192,7 @@ que_job01,91,83,3 script Kidd#hall 4_M_ACROSS,{ mes "did you figure out why"; mes "he didn't wanna talk to me?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Oh, that? I never got to"; mes "speak to the historian, but"; mes "I did talk to his assistant."; @@ -5202,14 +5208,14 @@ que_job01,91,83,3 script Kidd#hall 4_M_ACROSS,{ mes "hardcore, huh? Damn babies..."; mes "So what else did you learn?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well, those elemental crests"; mes "are supposed to protect some"; mes "seal beneath Morroc Castle"; mes "that keeps this monster, Satan"; mes "Morroc, from invading our world. It might be just a legend, but..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "The assistant told me that"; mes "Thanatos Tower was actually"; mes "a place originally used by"; @@ -5223,7 +5229,7 @@ que_job01,91,83,3 script Kidd#hall 4_M_ACROSS,{ mes "this have to do with"; mes "the missing children?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well... Let's say that"; mes "Raiyan Moore's goal is to"; mes "revive Satan Morroc, if it"; @@ -5298,14 +5304,14 @@ que_job01,91,83,3 script Kidd#hall 4_M_ACROSS,{ case 1: if(thana_quest > 1) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well, I found some old log"; mes "entries about Satan Morroc."; mes "They pretty much confirm that"; mes "Satan Morroc is real, and that"; mes "it's sealed under Morroc Castle. "; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "The Rekenber Corporation"; mes "is also responsible for the"; mes "tower's reconstruction, and"; @@ -5375,7 +5381,7 @@ que_job01,91,83,3 script Kidd#hall 4_M_ACROSS,{ mes "you find any trace of Raiyan"; mes "Moore over at Thanatos Tower?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Not at all. I've been"; mes "asking around, but haven't"; mes "been able to get any clue as"; @@ -5424,7 +5430,7 @@ que_job01,91,83,3 script Kidd#hall 4_M_ACROSS,{ cutin "mocseal_kid01.bmp",2; mes "[Kidd]"; mes "What, Lin's client?!"; - mes "Wait, "+ strcharinfo(0) +", do you recall"; + mes "Wait, "+ strcharinfo(PC_NAME) +", do you recall"; mes "what Lin's assignent was?"; next; switch( select( "Well, um...","Bodyguard, right?" ) ) @@ -5790,7 +5796,7 @@ que_job01,89,85,5 script Dandelion Member 4_M_MASKMAN,{ mes "Well, you know."; mes "In my usual way..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I just came back"; mes "from stabilizing those"; mes "elemental crests. Wait,"; @@ -5848,7 +5854,7 @@ que_job01,89,85,5 script Dandelion Member 4_M_MASKMAN,{ mes "were gone, I've been helping"; mes "myself to some of these drinks~"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Say, what's that"; mes "you're drinking?"; next; @@ -6039,7 +6045,7 @@ yuno_in04,180,106,3 script Reading Girl 1_F_MERCHANT_01,{ if (mao_request == 5) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Excuse me, but may I ask"; mes "you a question? I'm hoping"; mes "that you might be able to"; @@ -6070,7 +6076,7 @@ yuno_in04,180,106,3 script Reading Girl 1_F_MERCHANT_01,{ mes "heads or tails out of whatever"; mes "he's been studying, though..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Great, when was the"; mes "last time you've seen"; mes "him? You see, we're"; @@ -6133,7 +6139,7 @@ yuno_in04,180,106,3 script Reading Girl 1_F_MERCHANT_01,{ } else if(mao_request == 6) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I was wondering if"; mes "I could look through"; mes "that Mr. Moore was studying..."; @@ -6152,7 +6158,7 @@ yuno_in04,180,106,3 script Reading Girl 1_F_MERCHANT_01,{ mes "she quickly vanished before"; mes "I could ask her for her name or Mr. Moore's contact information."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Damn! That information"; mes "would have been really"; mes "helpful! (^333333I better not let"; @@ -6181,7 +6187,7 @@ yuno_in04,180,106,3 script Reading Girl 1_F_MERCHANT_01,{ } else if(mao_request == 105) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Excuse me, but I'm"; mes "looking for a Ms. Yunia?"; next; @@ -6200,7 +6206,7 @@ yuno_in04,180,106,3 script Reading Girl 1_F_MERCHANT_01,{ mes "strange men attacked him"; mes "right here in Juno Library!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Oh, he's perfectly safe."; mes "We've got a professional to"; mes "ensure nothing happens to him."; @@ -6257,7 +6263,7 @@ yuno_in04,180,106,3 script Reading Girl 1_F_MERCHANT_01,{ mes "quickly to make sure that"; mes "I gave you the right ones."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see here..."; mes "Some of these sentences"; mes "are underlined... Ah, and here"; @@ -6271,7 +6277,7 @@ yuno_in04,180,106,3 script Reading Girl 1_F_MERCHANT_01,{ mes "monster was sealed, and a"; mes "castle and town was built over^FFFFFF ^4d4dff its prison. This place is Morroc."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Whoa, that's actually"; mes "pretty interesting. But"; mes "I need to do my job first."; @@ -6289,7 +6295,7 @@ yuno_in04,180,106,3 script Reading Girl 1_F_MERCHANT_01,{ } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Excuse me..."; mes "But what are"; mes "you reading?"; @@ -6333,7 +6339,7 @@ yuno_in04,175,129,0 script Workbook#mao HIDDEN_NPC,{ mes "Apparently, this was ripped"; mes "from Moore's journal.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Nuts..."; mes "I came all the"; mes "way to Juno to look"; @@ -6349,7 +6355,7 @@ yuno_in04,175,129,0 script Workbook#mao HIDDEN_NPC,{ mes "look! Don't throw it away yet!"; donpcevent "Kidd#book::OnEnter"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Holy--!"; mes "You just came"; mes "out of nowhere!"; @@ -6361,7 +6367,7 @@ yuno_in04,175,129,0 script Workbook#mao HIDDEN_NPC,{ mes "both take a careful look at"; mes "this paper from Moore's desk."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "...Morroc..."; mes "Were summoned..."; mes "Through the tower...?"; @@ -6483,7 +6489,7 @@ que_job01,8,77,1 script #linstairs HIDDEN_WARP_NPC,3,3,{ mes "about this assignment."; donpcevent "Lin#stairs::OnEnter"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Waaa-!"; mes "You came out"; mes "of nowhere!"; @@ -6542,7 +6548,7 @@ que_job01,8,77,1 script #linstairs HIDDEN_WARP_NPC,3,3,{ mes "We need to know how they're"; mes "linked to the missing kids."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I guess since he hasn't"; mes "met me yet, maybe he'll"; mes "talk to me. Alright, I'll do it. "; @@ -6561,7 +6567,7 @@ que_job01,8,77,1 script #linstairs HIDDEN_WARP_NPC,3,3,{ else if(mao_request == 117) { cutin "mocseal_rin01.bmp",2; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "L-Lin...?"; mes "You there?"; donpcevent "Lin#stairs::OnEnter"; @@ -6572,14 +6578,14 @@ que_job01,8,77,1 script #linstairs HIDDEN_WARP_NPC,3,3,{ mes "to find that historian?"; mes "What exactly did you learn?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well, I was only able to"; mes "speak to the historian's"; mes "asssistant. Let's see..."; mes "I found out about the"; mes "origin of this city's name..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Thanatos Tower was used"; mes "by Morroc Satan to summon"; mes "his own monsters into our"; @@ -6595,7 +6601,7 @@ que_job01,8,77,1 script #linstairs HIDDEN_WARP_NPC,3,3,{ mes "some reason. Hm. What else"; mes "did you manage to learn?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well, Satan Morroc, if it"; mes "exists, might be able to"; mes "come back into our world"; @@ -6631,14 +6637,14 @@ que_job01,8,77,1 script #linstairs HIDDEN_WARP_NPC,3,3,{ mes "about Thanatos Tower?"; donpcevent "Lin#stairs::OnEnter"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well, I found some old log"; mes "entries about Satan Morroc."; mes "They pretty much confirm that"; mes "Satan Morroc is real, and that"; mes "it's sealed under Morroc Castle. "; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "The Rekenber Corporation"; mes "is also responsible for the"; mes "tower's reconstruction, and"; @@ -6714,7 +6720,7 @@ moc_fild10,281,148,1 script Upturned Spot#water HIDDEN_NPC,{ delitem 996,1; mao_request = 15; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Alright..."; mes "Now I should look for"; mes "the crest hidden in the"; @@ -6759,7 +6765,7 @@ moc_fild10,281,148,1 script Upturned Spot#water HIDDEN_NPC,{ delitem 995,1; mao_request = 114; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Alright..."; mes "Now I should look for"; mes "the crest hidden in the"; @@ -6797,7 +6803,7 @@ moc_fild19,21,33,1 script Unturned Spot#wind HIDDEN_NPC,{ mes "you can feel the wind blowing"; mes "strongly against your skin.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "This must be what"; mes "Raiyan Moore is so"; mes "interested in. Well,"; @@ -6815,7 +6821,7 @@ moc_fild19,21,33,1 script Unturned Spot#wind HIDDEN_NPC,{ mes "you can feel the wind blowing"; mes "strongly against your skin.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Great, now that I found"; mes "this, I really need to tell"; mes "Kidd about it. Hopefully, he"; @@ -6833,7 +6839,7 @@ moc_fild19,21,33,1 script Unturned Spot#wind HIDDEN_NPC,{ mes "you can feel the wind blowing"; mes "strongly against your skin.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Okay, the power of the"; mes "Earth counteracts the "; mes "Wind. I'll just pull out this"; @@ -6854,7 +6860,7 @@ moc_fild19,21,33,1 script Unturned Spot#wind HIDDEN_NPC,{ delitem 997,1; mao_request = 13; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Great, now that I'm done"; mes "with this crest, I need to"; mes "find the next one. Let's see,"; @@ -6871,7 +6877,7 @@ moc_fild19,21,33,1 script Unturned Spot#wind HIDDEN_NPC,{ mes "you can feel the wind blowing"; mes "strongly against your skin.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Wind, wind, wind..."; mes "What do I use to counteract"; mes "the Wind property? It was..."; @@ -6879,7 +6885,7 @@ moc_fild19,21,33,1 script Unturned Spot#wind HIDDEN_NPC,{ switch( select( "Fire","Ice","Wind","Earth" ) ) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Fire...? No, that's..."; mes "Wind and Fire sort of"; mes "go together, don't they?"; @@ -6887,7 +6893,7 @@ moc_fild19,21,33,1 script Unturned Spot#wind HIDDEN_NPC,{ break; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ice...? No..."; mes "The power of Wind, of"; mes "lightning, supercedes"; @@ -6896,7 +6902,7 @@ moc_fild19,21,33,1 script Unturned Spot#wind HIDDEN_NPC,{ break; case 3: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I got it...!"; mes "I'll fight Wind"; mes "with Wind! No..."; @@ -6905,7 +6911,7 @@ moc_fild19,21,33,1 script Unturned Spot#wind HIDDEN_NPC,{ break; case 4: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Earth...?"; mes "That's it! I need a"; mes "Great Nature to use"; @@ -6933,7 +6939,7 @@ moc_fild19,21,33,1 script Unturned Spot#wind HIDDEN_NPC,{ mes "the Wind. However, the air"; mes "flow around it seems weak.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "This must be what I'm looking"; mes "for. It looks like an artifact of the Wind element, but the wind"; mes "around here isn't as strong as it should be. I think I might need"; @@ -6946,7 +6952,7 @@ moc_fild19,21,33,1 script Unturned Spot#wind HIDDEN_NPC,{ if (countitem(Rough_Wind)) { cutin "mocseal_wind02.bmp",2; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see..."; mes "Hopefully this"; mes "Rough Wind will do"; @@ -6963,7 +6969,7 @@ moc_fild19,21,33,1 script Unturned Spot#wind HIDDEN_NPC,{ mao_request = 112; next; cutin "mocseal_wind01.bmp",2; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well, I guess that's that."; mes "Now I need to talk to Lin"; mes "and figure out if there are"; @@ -7006,7 +7012,7 @@ moc_fild12,280,36,1 script Unturned Spot#earth HIDDEN_NPC,{ mes "the power of the Earth.^000000"; cutin "mocseal_earth01.bmp",2; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see..."; mes "I should use this"; mes "Flame Heart to"; @@ -7030,7 +7036,7 @@ moc_fild12,280,36,1 script Unturned Spot#earth HIDDEN_NPC,{ delitem 994,1; mao_request = 14; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "That was simple."; mes "Alright, now I should"; mes "try to find the crest"; @@ -7081,7 +7087,7 @@ moc_fild12,280,36,1 script Unturned Spot#earth HIDDEN_NPC,{ delitem 997,1; mao_request = 113; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Great, I think that actually"; mes "worked! Now, I should try"; mes "to find the crest hidden to"; @@ -7091,7 +7097,7 @@ moc_fild12,280,36,1 script Unturned Spot#earth HIDDEN_NPC,{ } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "The next time that"; mes "I come here, I better"; mes "have a Great Nature ready..."; @@ -7120,7 +7126,7 @@ moc_fild07,192,166,1 script Unturned Spot#fire HIDDEN_NPC,{ mes "crest that symbolizes Fire.^000000"; cutin "mocseal_fire01.bmp",2; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "This crest must be"; mes "imbued with the Fire"; mes "element. I better see"; @@ -7144,7 +7150,7 @@ moc_fild07,192,166,1 script Unturned Spot#fire HIDDEN_NPC,{ delitem 995,1; mao_request = 16; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "It looks like my work"; mes "here is done. Now, I better"; mes "go back and report to Kidd."; @@ -7188,7 +7194,7 @@ moc_fild07,192,166,1 script Unturned Spot#fire HIDDEN_NPC,{ delitem 994,1; mao_request = 115; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well, that's the"; mes "last elemental crest."; mes "Now I better go back"; @@ -7541,7 +7547,7 @@ OnTouch: mes "This is getting"; mes "too serious. Valdes,"; mes "wait, I'm coming with you!"; - mes ""+ strcharinfo(0) +", come on, quickly!"; + mes ""+ strcharinfo(PC_NAME) +", come on, quickly!"; mao_request = 25; close2; donpcevent "Kidd#2::OnInit"; @@ -7579,7 +7585,7 @@ OnTouch: mes "Raiyan Moore... It's too"; mes "much of a coincidence..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Lin! I'm sorry to"; mes "interrupt, but Mr. R"; mes "is missing... I don't"; @@ -7597,7 +7603,7 @@ OnTouch: mes "This is what"; mes "I feared the most..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What's..."; mes "What's going on?"; mapannounce "que_job01","...We... need... blood... of... innocence...",1,0x7B68EE; @@ -7652,7 +7658,7 @@ OnTouch: mes "^333333...........No........"; mes "This.........can't...^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh?! That sounds"; mes "like Lin's voice..."; mes "Where are they?"; @@ -7699,7 +7705,7 @@ OnTouch: mes "My head feels like"; mes "it's gonna split open!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What..."; mes "What's happening?"; mapannounce "que_job01","...We... need... holier... blood... the ritual...",1,0x7B68EE; @@ -7711,7 +7717,7 @@ OnTouch: mes "Lin?! What happened to her?"; next; mes "[Valdes]"; - mes ""+ strcharinfo(0) +", I'm going"; + mes ""+ strcharinfo(PC_NAME) +", I'm going"; mes "to call every member of the"; mes "Assassin Guild. You and Kidd"; mes "go try to find the source of"; @@ -7893,7 +7899,7 @@ OnTouch: mes "echoes in your head as you"; mes "wake up in some strage place.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Where am I...?"; mes "What is this place?"; mes "Arrgh, my head hurts,"; @@ -7901,7 +7907,7 @@ OnTouch: mes "Satan Morroc's revival..."; mapannounce "que_job02","...Blood... is the currency... of the soul...",1,0x7B68EE; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "There's that voice"; mes "again! Kidd? Valdes?"; mes "Are any of you here?"; @@ -7947,7 +7953,7 @@ OnTouch: mes "........."; mes "............"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "What's going on?"; mes "Who's there? Kidd?"; mes "Valdes? Anybody?"; @@ -8001,7 +8007,7 @@ OnTouch: mes "........."; mes "............"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...I keep hearing"; mes "things! Where the hell"; mes "is it all coming from?!"; @@ -8055,7 +8061,7 @@ OnTouch: mes "............"; mapannounce "que_job02","...Moooore... Give me... more blood...",1,0xDDA0DD; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "These voices..."; mes "They're like past"; mes "memories of something"; @@ -8165,7 +8171,7 @@ OnTouch: mes "............"; mapannounce "que_job02","...Morroc Satan... needs... fresher blood...",1,0x7B68EE; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I can't..."; mes "I can't endure"; mes "listening to this"; @@ -8219,7 +8225,7 @@ OnTouch: mes "........."; mes "............"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Where is that voice"; mes "coming from? Wait..."; mes "That's... That's happening"; @@ -8334,7 +8340,7 @@ que_job02,66,85,5 script Dandelion Member#1_bt 4_M_MASKMAN,{ mes "Hey... Are"; mes "you alright?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Thanks..."; mes "I think you just"; mes "saved my life. What's"; @@ -8348,7 +8354,7 @@ que_job02,66,85,5 script Dandelion Member#1_bt 4_M_MASKMAN,{ mes "surprised if Satan Morroc was"; mes "almost unsealed by now..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Wait..."; mes "What about Kidd?"; mes "Where did he go?"; @@ -8432,7 +8438,7 @@ OnEnter: OnTouch: donpcevent "#maogate1_setting::OnStop"; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hey, what's going"; mes "on here? Kidd! Lin?"; mes "A-and who's that guy?"; @@ -8441,7 +8447,7 @@ OnTouch: next; cutin "mocseal_kid01.bmp",0; mes "[Kidd]"; - mes ""+ strcharinfo(0) +"..."; + mes ""+ strcharinfo(PC_NAME) +"..."; mes "Stay back and don't come"; mes "near me! Lin, why are you"; mes "doing this! Give up your"; @@ -8507,7 +8513,7 @@ OnTouch: donpcevent "Lin#maogate1_2::OnEnter"; donpcevent "#maogate1_end2::OnSpell"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Kidd! Lin!"; next; mes "[Lin]"; @@ -8540,7 +8546,7 @@ OnTouch: monster "que_job02",135,105,"Mummy",1041,1,"#maogate1_end::OnMyMobDead"; monster "que_job02",132,105,"Mummy",1041,1,"#maogate1_end::OnMyMobDead"; monster "que_job02",128,105,"Mummy",1041,1,"#maogate1_end::OnMyMobDead"; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Bastard, what"; mes "are you doing?"; mes "Holy crap, m-monsters!"; @@ -8745,7 +8751,7 @@ OnTouch: { cutin "mocseal_kid01.bmp",2; mes "[Kidd]"; - mes "" + strcharinfo(0) + "!"; + mes "" + strcharinfo(PC_NAME) + "!"; mes "Hey, you alright?"; mes "Come on, let's head"; mes "back, the other members"; @@ -8876,7 +8882,7 @@ OnTouch: mes "echoes in your head as you"; mes "wake up in some strage place.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Where am I...?"; mes "What is this place?"; mes "Arrgh, my head hurts,"; @@ -8884,7 +8890,7 @@ OnTouch: mes "Satan Morroc's revival..."; mapannounce "que_job03","...Blood... is the currency... of the soul...",1,0x7B68EE; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "There's that voice"; mes "again! Kidd? Valdes?"; mes "Are any of you here?"; @@ -8930,7 +8936,7 @@ OnTouch: mes "........."; mes "............"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "What's going on?"; mes "Who's there? Kidd?"; mes "Valdes? Anybody?"; @@ -8984,7 +8990,7 @@ OnTouch: mes "........."; mes "............"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...I keep hearing"; mes "things! Where the hell"; mes "is it all coming from?!"; @@ -9038,7 +9044,7 @@ OnTouch: mes "............"; mapannounce "que_job03","...Moooore... Give me... more blood...",1,0xDDA0DD; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "These voices..."; mes "They're like past"; mes "memories of something"; @@ -9148,7 +9154,7 @@ OnTouch: mes "............"; mapannounce "que_job03","...Morroc Satan... needs... fresher blood...",1,0x7B68EE; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I can't..."; mes "I can't endure"; mes "listening to this"; @@ -9202,7 +9208,7 @@ OnTouch: mes "........."; mes "............"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Where is that voice"; mes "coming from? Wait..."; mes "That's... That's happening"; @@ -9318,7 +9324,7 @@ que_job03,66,85,5 script Dandelion Member#2_bt 4_M_MASKMAN,{ mes "That was a pretty huge"; mes "explosion just now!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Mr. R...?"; mes "Oh. You're not him."; mes "Thanks, I think you"; @@ -9341,7 +9347,7 @@ que_job03,66,85,5 script Dandelion Member#2_bt 4_M_MASKMAN,{ mes "him. It turns out that we were"; mes "right about Moore: he's really planning to revive Satan Morroc."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh? What are you"; mes "talking about? Wait,"; mes "Raiyan Moore? Do you"; @@ -9360,7 +9366,7 @@ que_job03,66,85,5 script Dandelion Member#2_bt 4_M_MASKMAN,{ mes "This is all insane!"; emotion e_gasp,0; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "That's... That's Lin's"; mes "voice! I better walk"; mes "through this darkness"; @@ -9425,7 +9431,7 @@ OnEnter: OnTouch: donpcevent "#maogate2_setting::OnStop"; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hey, what's going"; mes "on here? Kidd! Lin?"; mes "A-and who's that guy?"; @@ -9434,7 +9440,7 @@ OnTouch: next; cutin "mocseal_kid01.bmp",0; mes "[Kidd]"; - mes ""+ strcharinfo(0) +"..."; + mes ""+ strcharinfo(PC_NAME) +"..."; mes "Stay back and don't come"; mes "near me! Lin, why are you"; mes "doing this! Give up your"; @@ -9500,7 +9506,7 @@ OnTouch: donpcevent "Lin#maogate2_2::OnEnter"; donpcevent "#maogate2_end2::OnSpell"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Kidd! Lin!"; next; mes "[Lin]"; @@ -9533,7 +9539,7 @@ OnTouch: monster "que_job03",135,105,"Mummy",1041,1,"#maogate2_end::OnMyMobDead"; monster "que_job03",132,105,"Mummy",1041,1,"#maogate2_end::OnMyMobDead"; monster "que_job03",128,105,"Mummy",1041,1,"#maogate2_end::OnMyMobDead"; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Bastard, what"; mes "are you doing?"; mes "Holy crap, m-monsters!"; @@ -9739,7 +9745,7 @@ OnTouch: { cutin "mocseal_kid01.bmp",2; mes "[Kidd]"; - mes "" + strcharinfo(0) + "...!"; + mes "" + strcharinfo(PC_NAME) + "...!"; mes "Can you hear me? Oh man..."; mes "You don't look so hot. Come"; mes "on, we gotta get you back"; @@ -9798,7 +9804,7 @@ morocc,30,29,5 script Member#mao1 4_M_MASKMAN,10,15,{ mes "save for tomorrow's"; mes "meeting. I'll see you then."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Is this some"; mes "sort of volunteer"; mes "service group?"; @@ -9881,7 +9887,7 @@ morocc,29,26,0 script Member#mao2 4_M_MASKMAN,{ mes "save for tomorrow's"; mes "meeting. I'll see you then."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Is this some"; mes "sort of volunteer"; mes "service group?"; @@ -9918,7 +9924,7 @@ morocc,33,27,1 script Member#mao3 4_M_MASKMAN,{ mes "save for tomorrow's"; mes "meeting. I'll see you then."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Is this some"; mes "sort of volunteer"; mes "service group?"; @@ -9955,7 +9961,7 @@ morocc,34,30,3 script Member#mao4 4_M_MASKMAN,{ mes "save for tomorrow's"; mes "meeting. I'll see you then."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Is this some"; mes "sort of volunteer"; mes "service group?"; @@ -10212,7 +10218,7 @@ que_job01,68,88,5 script Simon#mao 4_M_SITDOWN,{ mes "Shut up! Shut up!"; mes "Come back to us!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I have no idea what's"; mes "going on, but it seems"; mes "pretty bad. Sometimes it's"; diff --git a/npc/quests/doomed_swords.txt b/npc/quests/doomed_swords.txt index 692a0dd90..7b0911f37 100644 --- a/npc/quests/doomed_swords.txt +++ b/npc/quests/doomed_swords.txt @@ -290,7 +290,7 @@ pay_fild08,218,283,2 script Mysterious Man#magum 4_M_ORIENT02,{ mes "What the hell"; mes "are you looking at?"; next; - if (select("Have you heard of the Doomed Swords?:I... I...") == 1) { + if (select("Have you heard of the Doomed Swords?", "I... I...") == 1) { mes "[Mysterious Man]"; mes "...!"; mes "How the hell would"; @@ -315,7 +315,7 @@ pay_fild08,218,283,2 script Mysterious Man#magum 4_M_ORIENT02,{ mes "What the hell"; mes "are you looking at?"; next; - if (select("Um, er...:Nothing, sir.") == 1) { + if (select("Um, er...", "Nothing, sir.") == 1) { mes "[Mysterious Man]"; mes "What...?!"; next; @@ -338,7 +338,7 @@ pay_fild08,218,283,2 script Mysterious Man#magum 4_M_ORIENT02,{ mes "What the hell"; mes "are you looking at?"; next; - if (select("Do you happen to be a blacksmith?:No-Nothing!") == 1) { + if (select("Do you happen to be a blacksmith?", "No-Nothing!") == 1) { mes "[Mysterious Blacksmith]"; mes "Hmpf. So you're not"; mes "a total fool after all. Yes,"; @@ -362,7 +362,7 @@ pay_fild08,218,283,2 script Mysterious Man#magum 4_M_ORIENT02,{ mes "What the hell"; mes "are you looking at?"; next; - if (select("I want you to make me a Doomed Sword.:Er, nothing!") == 1) { + if (select("I want you to make me a Doomed Sword.", "Er, nothing!") == 1) { mes "[Mysterious Blacksmith]"; mes "Hm. I don't know where"; mes "the hell you may have heard"; @@ -371,7 +371,7 @@ pay_fild08,218,283,2 script Mysterious Man#magum 4_M_ORIENT02,{ mes "enough. Now, which doomed"; mes "sword did you wish to possess?"; next; - switch(select("Mysteltainn.:Grimtooth.:Executioner.:I ch-changed my mind!")) { + switch(select("Mysteltainn.", "Grimtooth.", "Executioner.", "I ch-changed my mind!")) { case 1: if (dmdswrd_Q2 & 1) { mes "[Mysterious Blacksmith]"; @@ -628,14 +628,14 @@ pay_fild08,218,283,2 script Mysterious Man#magum 4_M_ORIENT02,{ mes "Or did you forget what"; mes "you needed to bring to me?"; next; - switch(select("Er, what were the items again?:Yes, I brought all the required items.:Oh! Um, never mind!")) { + switch(select("Er, what were the items again?", "Yes, I brought all the required items.", "Oh! Um, never mind!")) { case 1: mes "[Mysterious Blacksmith]"; mes "Hmpf. I thought so."; mes "Now, which sword did"; mes "you want me to forge?"; next; - switch(select("Mysteltainn.:Grimtooth.:Executioner.:Wait! I just remembered!")) { + switch(select("Mysteltainn.", "Grimtooth.", "Executioner.", "Wait! I just remembered!")) { case 1: if (dmdswrd_Q2 & 1 || dmdswrd_Q2 & 8) { mes "[Mysterious Blacksmith]"; @@ -704,7 +704,7 @@ pay_fild08,218,283,2 script Mysterious Man#magum 4_M_ORIENT02,{ mes "ready. Now, which sword"; mes "did you want me to craft?"; next; - switch(select("Mysteltainn:Grimtooth:Executioner:I ch-changed my mind!")) { + switch(select("Mysteltainn", "Grimtooth", "Executioner", "I ch-changed my mind!")) { case 1: if (dmdswrd_Q2 & 8) { mes "[Mysterious Blacksmith]"; @@ -723,7 +723,7 @@ pay_fild08,218,283,2 script Mysterious Man#magum 4_M_ORIENT02,{ mes "Mysteltainn twig used to kill Baldur. Hurry and bring it..."; close; } - if (countitem(Loki's_Whispers) < 1) { + if (countitem(Lokis_Whispers) < 1) { mes "[Mysterious Blacksmith]"; mes "Hm. You forgot to bring"; mes "^0099FF1 Loki's Whispers^000000. We need"; @@ -732,7 +732,7 @@ pay_fild08,218,283,2 script Mysterious Man#magum 4_M_ORIENT02,{ mes "find that as quickly as you can! "; close; } - if (countitem(Mother's_Nightmare) < 1) { + if (countitem(Mothers_Nightmare) < 1) { mes "[Mysterious Blacksmith]"; mes "Hm, you still need to"; mes "bring ^0099FF1 Mother's Nightmare^000000"; @@ -758,7 +758,7 @@ pay_fild08,218,283,2 script Mysterious Man#magum 4_M_ORIENT02,{ mes "of wielding it. Bring ^0099FF1 Emperium^000000 and I will recognize your worth."; close; } - if (countitem(Young_Twig) > 0 && countitem(Loki's_Whispers) > 0 && countitem(Mother's_Nightmare) > 0 && countitem(Foolishness_Of_Blind) > 0 && countitem(Emperium) > 0) { + if (countitem(Young_Twig) > 0 && countitem(Lokis_Whispers) > 0 && countitem(Mothers_Nightmare) > 0 && countitem(Foolishness_Of_Blind) > 0 && countitem(Emperium) > 0) { mes "[Mysterious Blacksmith]"; mes "Well done, adventurer."; mes "All seems to be in readiness."; @@ -773,8 +773,8 @@ pay_fild08,218,283,2 script Mysterious Man#magum 4_M_ORIENT02,{ mes "quickly! I d-don't want"; mes "to touch it if I can avoid it."; delitem Young_Twig,1; - delitem Loki's_Whispers,1; - delitem Mother's_Nightmare,1; + delitem Lokis_Whispers,1; + delitem Mothers_Nightmare,1; delitem Foolishness_Of_Blind,1; delitem Emperium,1; getitem Mysteltainn_,1; @@ -1058,7 +1058,7 @@ pay_fild08,218,283,2 script Mysterious Man#magum 4_M_ORIENT02,{ mes "prepared to wield that blade"; mes "with your own two hands..."; next; - if (countitem(Executioner's_Mitten) < 2) { + if (countitem(Executioners_Mitten) < 2) { mes "[Mysterious Blacksmith]"; mes "Hm. In order for me"; mes "to forge the Executioner,"; @@ -1105,7 +1105,7 @@ pay_fild08,218,283,2 script Mysterious Man#magum 4_M_ORIENT02,{ mes "if you bring ^0099FF1 Emperium^000000."; close; } - if (countitem(Executioner's_Mitten) > 1 && countitem(Bloody_Edge) > 9 && countitem(Frozen_Heart) > 2 && countitem(Amulet) > 49 && countitem(Emperium) > 0) { + if (countitem(Executioners_Mitten) > 1 && countitem(Bloody_Edge) > 9 && countitem(Frozen_Heart) > 2 && countitem(Amulet) > 49 && countitem(Emperium) > 0) { mes "[Mysterious Blacksmith]"; mes "Great, I see that you've"; mes "prepared everything that"; @@ -1120,7 +1120,7 @@ pay_fild08,218,283,2 script Mysterious Man#magum 4_M_ORIENT02,{ mes "terrifying sword. Now"; mes "take it! Be wary, and don't"; mes "let its bloodlust consume you!"; - delitem Executioner's_Mitten,2; + delitem Executioners_Mitten,2; delitem Bloody_Edge,10; delitem Frozen_Heart,3; delitem Amulet,50; diff --git a/npc/quests/doomed_swords_quest.txt b/npc/quests/doomed_swords_quest.txt index 38611acd8..2f8ac43c1 100644 --- a/npc/quests/doomed_swords_quest.txt +++ b/npc/quests/doomed_swords_quest.txt @@ -49,7 +49,7 @@ mjolnir_02,186,193,4 script Middle-Aged Man#magum1 1_M_LIBRARYMASTER,{ mes "receive visitors. Why don't"; mes "you relax and chat for a while?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What are you doing out"; mes "here in this secluded"; mes "area? You don't have"; @@ -85,7 +85,7 @@ mjolnir_02,186,193,4 script Middle-Aged Man#magum1 1_M_LIBRARYMASTER,{ mes "the land, or are you"; mes "hunting monsters, or...?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Actually, um,"; mes "I was led here by"; mes "this thing. It's called"; @@ -375,7 +375,7 @@ payon,248,159,1 script Old Man#magum1 2_M_PHARMACIST,{ mes "Lemme alone so I can"; mes "drink in peace! ^333333*Urp*^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Um, excuse me, but are"; mes "you Morf? I'm been sent"; mes "by your brother, Walker,"; @@ -390,7 +390,7 @@ payon,248,159,1 script Old Man#magum1 2_M_PHARMACIST,{ mes "A-and that's really the Seal"; mes "of Muriel you have there?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh, the Seal!"; mes "Here, take a look"; mes "if you want. If it's"; @@ -426,7 +426,7 @@ payon,248,159,1 script Old Man#magum1 2_M_PHARMACIST,{ mes "people call sobriety. Ugh..."; mes "I can think clearly... Damn!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "......"; mes "........."; mes "............"; @@ -519,7 +519,7 @@ payon,248,159,1 script Old Man#magum1 2_M_PHARMACIST,{ mes "*Rub-Rub-Rub-Rub*"; mes "*Rub Rub Rub Rub*^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me..."; mes "But is it almost done?"; next; @@ -552,7 +552,7 @@ payon,248,159,1 script Old Man#magum1 2_M_PHARMACIST,{ mes "*Rub-Rub-Rub-Rub*"; mes "*Rub Rub Rub Rub*^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "H-hey, when is this"; mes "thing going to be finished?"; mes "Isn't it about time already?"; @@ -822,7 +822,7 @@ morocc,248,159,4 script Young Man#magum1 4_M_04,{ mes "look like you have"; mes "a question for me."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Actually, I'm looking for"; mes "somebody named Huey."; mes "I hear he's the only one"; @@ -838,7 +838,7 @@ morocc,248,159,4 script Young Man#magum1 4_M_04,{ mes "of my brothers? I haven't heard"; mes "from them in quite a while."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Actually, I'm trying to"; mes "obtain a doomed sword."; mes "To do that, I've already"; @@ -854,7 +854,7 @@ morocc,248,159,4 script Young Man#magum1 4_M_04,{ mes "let me see the pentagram? Oh,"; mes "my brothers did such good work!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah, yes. Here."; next; mes "[Huey]"; @@ -896,7 +896,7 @@ morocc,248,159,4 script Young Man#magum1 4_M_04,{ close; } else if (dmdswrd_Q == 40) { - if (countitem(Bloody_Edge) == 9 && countitem(Blade_Lost_In_Darkness) == 6 && countitem(Cardinal_Jewel) == 9 && countitem(Loki's_Whispers) == 1) { + if (countitem(Bloody_Edge) == 9 && countitem(Blade_Lost_In_Darkness) == 6 && countitem(Cardinal_Jewel) == 9 && countitem(Lokis_Whispers) == 1) { mes "[Huey]"; mes "Oh, you're back. Did"; mes "you bring everything"; @@ -914,7 +914,7 @@ morocc,248,159,4 script Young Man#magum1 4_M_04,{ delitem Bloody_Edge,9; delitem Blade_Lost_In_Darkness,6; delitem Cardinal_Jewel,9; - delitem Loki's_Whispers,1; + delitem Lokis_Whispers,1; dmdswrd_Q = 41; close; } diff --git a/npc/quests/eye_of_hellion.txt b/npc/quests/eye_of_hellion.txt index 1b3c18595..a070bf8df 100644 --- a/npc/quests/eye_of_hellion.txt +++ b/npc/quests/eye_of_hellion.txt @@ -55,7 +55,7 @@ morocc_in,116,101,3 script Old Scholar Tyus#hellion 4_M_JOB_WIZARD,3,3,{ mes "Rune-Midgard and I've come"; mes "to see and know a lot of things. Power, jealously, hardship..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "So what exactly"; mes "brings you here to"; mes "the middle of Morroc?"; @@ -75,7 +75,7 @@ morocc_in,116,101,3 script Old Scholar Tyus#hellion 4_M_JOB_WIZARD,3,3,{ mes "I must have the help of one"; mes "who is truly pure of heart..."; next; - if (select("What are you looking for?:Pure of heart? Hah! Good luck!") == 1) { + if (select("What are you looking for?", "Pure of heart? Hah! Good luck!") == 1) { if (BaseLevel < 60 ) { mes "[Sir Chilias'Tyus]"; mes "Heh heh~ I see your eyes"; @@ -206,7 +206,7 @@ morocc_in,116,101,3 script Old Scholar Tyus#hellion 4_M_JOB_WIZARD,3,3,{ mes "you help an old man for the"; mes "sake of all that is good?"; next; - if (select("Of course, I will.:I'm sorry, but I can't.") == 1) { + if (select("Of course, I will.", "I'm sorry, but I can't.") == 1) { mes "[Sir Chilias'Tyus]"; mes "Good, good, but first"; mes "I must test to see if you"; @@ -260,7 +260,7 @@ morocc_in,116,101,3 script Old Scholar Tyus#hellion 4_M_JOB_WIZARD,3,3,{ mes "help me in sealing away the"; mes "Hellion gem's evil forever."; next; - if (select("I will help you.:...Sorry about that.") == 1) { + if (select("I will help you.", "...Sorry about that.") == 1) { mes "[Sir Chilias'Tyus]"; mes "Good, good, but first"; mes "I must test to see if you"; @@ -358,7 +358,7 @@ morocc_in,116,101,3 script Old Scholar Tyus#hellion 4_M_JOB_WIZARD,3,3,{ mes "this piece I found here in"; mes "Morroc, and the pieces you"; mes "found in Prontera and Payon. There's one more left in Geffen."; - specialeffect2 EF_HEAL2; + specialeffect(EF_HEAL2, AREA, playerattached()); specialeffect EF_HEAL2; next; mes "[Sir Chilias'Tyus]"; @@ -395,7 +395,7 @@ morocc_in,116,101,3 script Old Scholar Tyus#hellion 4_M_JOB_WIZARD,3,3,{ mes "you now before you are"; mes "consumed by its darkness!"; close2; - percentheal -100,0; + unitkill getcharid(CHAR_ID_ACCOUNT); end; } else if (HELLIONQ > 57 && HELLIONQ < 66) { @@ -434,8 +434,8 @@ morocc_in,116,101,3 script Old Scholar Tyus#hellion 4_M_JOB_WIZARD,3,3,{ mes "for yourself?! I must smite"; mes "you now before you are"; mes "consumed by its darkness!"; - close; - percentheal -100,0; + close2; + unitkill getcharid(CHAR_ID_ACCOUNT); end; } else if (HELLIONQ == 67) { @@ -465,7 +465,7 @@ morocc_in,116,101,3 script Old Scholar Tyus#hellion 4_M_JOB_WIZARD,3,3,{ mes "sort of pain from them."; mes "Did something happen?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I learned the secret of"; mes "the Hellion's gem. It..."; mes "It turns people into"; @@ -477,7 +477,7 @@ morocc_in,116,101,3 script Old Scholar Tyus#hellion 4_M_JOB_WIZARD,3,3,{ mes "What..."; mes "What did you just say?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "The tablet had a map that"; mes "let me to the chamber where"; mes "your grandfather locked himself"; @@ -485,7 +485,7 @@ morocc_in,116,101,3 script Old Scholar Tyus#hellion 4_M_JOB_WIZARD,3,3,{ mes "into the Hellion Revenant."; mes "It was horrible..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "At the entrance, he"; mes "left a message that said"; mes "that he wanted to be killed."; @@ -501,7 +501,7 @@ morocc_in,116,101,3 script Old Scholar Tyus#hellion 4_M_JOB_WIZARD,3,3,{ mes "Thank you for finally freeing"; mes "his soul and giving him peace."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Here, I think you"; mes "should have this Eye"; mes "of Hellion, in case you"; @@ -679,7 +679,7 @@ morocc_in,116,101,3 script Old Scholar Tyus#hellion 4_M_JOB_WIZARD,3,3,{ OnTouch: if (HELLIONQ == 57 && countitem(Piece_Of_Slate_2) > 0) { - specialeffect2 EF_HEAL2; + specialeffect(EF_HEAL2, AREA, playerattached()); specialeffect EF_HEAL2; mes "^3355FFOne of the Tablet Pieces"; mes "that you have is beginning to"; @@ -706,7 +706,7 @@ prontera,269,326,3 script Clanux Heffron#hellion 1_M_04,{ close; } else if (HELLIONQ == 36) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Excuse me, but are"; mes "you Clanux Heffron?"; next; @@ -717,7 +717,7 @@ prontera,269,326,3 script Clanux Heffron#hellion 1_M_04,{ mes "Sent by Chilias, eh?"; mes "What does he want?"; next; - if (select("He wants me to help you.:He wants you to help me.") == 1) { + if (select("He wants me to help you.", "He wants you to help me.") == 1) { mes "[Clanux Heffron]"; mes "So he sent me an"; mes "assistant, huh? Well..."; @@ -741,7 +741,7 @@ prontera,269,326,3 script Clanux Heffron#hellion 1_M_04,{ mes "Did the old man give you"; mes "any hints to help me out?"; next; - if (select("Where did you find these?:No, I'm sorry.") == 1) { + if (select("Where did you find these?", "No, I'm sorry.") == 1) { mes "[Clanux Heffron]"; mes "Oh, these I found in Prontera."; mes "That old coot hid these real"; @@ -796,7 +796,7 @@ prontera,269,326,3 script Clanux Heffron#hellion 1_M_04,{ mes "Hellion's gem on your own,"; mes "jerkface! Now getouttahere!"; next; - if (select("W-wait! Let's work together!:Fine. I don't need your help!") == 1) { + if (select("W-wait! Let's work together!", "Fine. I don't need your help!") == 1) { mes "[Clanux Heffron]"; mes "Work together, eh? You"; mes "know, normally I'd tell you"; @@ -814,7 +814,7 @@ prontera,269,326,3 script Clanux Heffron#hellion 1_M_04,{ HELLIONQ = 39; close; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Fine."; mes "I don't need"; mes "your help!"; @@ -841,15 +841,15 @@ prontera,269,326,3 script Clanux Heffron#hellion 1_M_04,{ mes "searching? Were you"; mes "able to find anything?"; next; - if (select("Nothing...:In fact, I found this.") == 1) { - mes "[" + strcharinfo(0) + "]"; + if (select("Nothing...", "In fact, I found this.") == 1) { + mes "[" + strcharinfo(PC_NAME) + "]"; mes "^333333(This guy's a real punk!"; mes "I better not share any new"; mes "information I've found, just"; mes "in case he doesn't already"; mes "know about it.)^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I... I wasn't able to"; mes "find anything that looked"; mes "like a clue. I'm sorry, but"; @@ -962,8 +962,8 @@ prontera,269,326,3 script Clanux Heffron#hellion 1_M_04,{ mes "Didja find anything"; mes "new in the Tool Shop?"; next; - if (select("Pretend that nothing happened.:Share what you learned.") == 1) { - mes "[" + strcharinfo(0) + "]"; + if (select("Pretend that nothing happened.", "Share what you learned.") == 1) { + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Nope..."; mes "I couldn't find any"; mes "new leads. I guess"; @@ -978,7 +978,7 @@ prontera,269,326,3 script Clanux Heffron#hellion 1_M_04,{ mes "are you anyway, huh?"; close; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well, I put that cogwheel"; mes "into that weird machine in"; mes "the Tool Shop and some kind"; @@ -1000,14 +1000,14 @@ prontera,269,326,3 script Clanux Heffron#hellion 1_M_04,{ mes "anything from that weird"; mes "machine in the Tool Shop?"; next; - if (select("Tell him just a little bit.:Don't tell him.") == 1) { - mes "[" + strcharinfo(0) + "]"; + if (select("Tell him just a little bit.", "Don't tell him.") == 1) { + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well, I put that cogwheel"; mes "into that weird machine in"; mes "the Tool Shop and some kind"; mes "of number pad came out. Then..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "^333333(Wait, I can't trust this"; mes "guy!)^000000 I put in every single"; mes "password that I could think"; @@ -1062,7 +1062,7 @@ prontera,223,82,0 script #prt_key-1 HIDDEN_NPC,{ mes "that looks like it was made"; mes "by the thrust of a sharp sword.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Didn't Clanux mention that he"; mes "found a broken sword around"; mes "here? Maybe this was exactly"; @@ -1075,7 +1075,7 @@ prontera,223,82,0 script #prt_key-1 HIDDEN_NPC,{ mes "^4d4dff''Veggie Lady N9 W3 BINGO.''^000000"; HELLIONQ = 40; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What the heck does this"; mes "even mean? A Veggie Lady?"; mes "Does Clanux know anything"; @@ -1093,7 +1093,7 @@ prontera,223,82,0 script #prt_key-1 HIDDEN_NPC,{ prontera,45,67,0 script #prt_key-1-1 HIDDEN_NPC,1,1,{ OnTouch: if (HELLIONQ == 40 || HELLIONQ == 41) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well, according to the"; mes "message in that old training"; mes "dummy, this is where I'm"; @@ -1101,7 +1101,7 @@ OnTouch: mes "north, 3 steps west. And now..."; mes "Veggie Lady. Okay, okay..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh. That's creepy."; mes "There's one right there"; mes "staring at me. But after"; @@ -1111,7 +1111,7 @@ OnTouch: next; input .@input$; if (.@input$ == "BINGO") { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Of course!"; mes "''BINGO!'' But"; mes "I don't see a hall"; @@ -1126,7 +1126,7 @@ OnTouch: mes "password. Okay, here's"; mes "the code number you want..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "C-code number?"; mes "Wait, wh-what...?"; next; @@ -1138,7 +1138,7 @@ OnTouch: mes "didn't get it:^4D4DFF 3847147298^000000."; mes "Don't forget it, adventurer."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Wait... What does"; mes "this all mean? Won't"; mes "you tell me more?"; @@ -1154,14 +1154,14 @@ OnTouch: else if (HELLIONQ == 41) HELLIONQ = 43; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Holy cow..."; mes "This is all"; mes "really cloak and"; mes "dagger type stuff!"; close; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes ""+ .@input$ + "!"; mes "Hmmm. No, no that couldn't"; mes "be it. What in the world was that word and why can't I remember it"; @@ -1186,8 +1186,8 @@ prt_in,128,79,0 script Unknown Machine#prt_key HIDDEN_NPC,{ mes "would fit perfectly in it...^000000"; next; if (countitem(Wheel) > 0) { - if (select("Insert Cogwheel.:Ignore it.") == 1) { - mes "[" + strcharinfo(0) + "]"; + if (select("Insert Cogwheel.", "Ignore it.") == 1) { + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I just know this"; mes "cogwheel will fit"; mes "into this machine!"; @@ -1204,7 +1204,7 @@ prt_in,128,79,0 script Unknown Machine#prt_key HIDDEN_NPC,{ delitem Wheel,1; HELLIONQ = 44; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I guess that I've got"; mes "to input some kind of"; mes "numeric password..."; @@ -1244,12 +1244,12 @@ prt_in,128,79,0 script Unknown Machine#prt_key HIDDEN_NPC,{ mes "machine shuts down. You'll have to try entering the password again."; close; } - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Eh..."; mes "Forget it."; close; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Uh oh..."; mes "Where did I put"; mes "the cogwheel that"; @@ -1257,7 +1257,7 @@ prt_in,128,79,0 script Unknown Machine#prt_key HIDDEN_NPC,{ close; } else if (HELLIONQ == 44) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Okay, let me see"; mes "if I can enter the"; mes "right number this time..."; @@ -1289,7 +1289,7 @@ prt_in,128,79,0 script Unknown Machine#prt_key HIDDEN_NPC,{ getitem Piece_Of_Slate_1,1; close; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "The machine responds to"; mes "the password with an abrupt,"; mes "screeching beep and the entire"; @@ -1327,7 +1327,7 @@ payon,182,132,3 script Grout'he Tuccok#hellion 1_M_02,{ mes "and staring at me like"; mes "this is your turf?!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I'm sorry, but well..."; mes "Chilias'Tyus told me that"; mes "you might know something"; @@ -1354,7 +1354,7 @@ payon,182,132,3 script Grout'he Tuccok#hellion 1_M_02,{ mes "we might as well kill"; mes "two birds with one stone..."; next; - if (select("Alright, I'll buy your clues.:Why the hell should I pay you?!") == 1) { + if (select("Alright, I'll buy your clues.", "Why the hell should I pay you?!") == 1) { mes "[Grout'he]"; mes "Oh man, thanks a lot."; mes "Alright, all I'm asking"; @@ -1490,7 +1490,7 @@ payon,182,132,3 script Grout'he Tuccok#hellion 1_M_02,{ mes "you in making sense of"; mes "this weird riddle?"; next; - if (select("Yes, please!:No, thanks~") == 1) { + if (select("Yes, please!", "No, thanks~") == 1) { mes "[Grout'he]"; mes "Alright now. All those"; mes "messages said stuff about"; @@ -1498,7 +1498,7 @@ payon,182,132,3 script Grout'he Tuccok#hellion 1_M_02,{ mes "fish and green herbs, wine..."; mes "Huh. It doesn't make sense."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What...?"; mes "I could have"; mes "told you that!"; @@ -1622,7 +1622,7 @@ payon,182,132,3 script Grout'he Tuccok#hellion 1_M_02,{ payon,101,190,0 script #paypuzz1 FAKE_NPC,1,1,{ OnTouch: if (HELLIONQ == 48) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well, this is where"; mes "Grout'he told me to look."; mes "Ooh, there's something"; @@ -1630,7 +1630,7 @@ OnTouch: mes "let's see... ''This garment"; mes "is one size fits all.''"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "That's it...?"; mes "Hopefully this will"; mes "make more sense once"; @@ -1643,13 +1643,13 @@ OnTouch: payon,82,109,3 script Pile of Stone#paypuzz2 HIDDEN_NPC,{ if (HELLIONQ == 49) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well, this is the place"; mes "that Grout'he told me about."; mes "Let's see, there's an engraving"; mes "here that says, ''I used to pray for peaceful days here.'' Okay."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Man..."; mes "This better not be"; mes "one of those puzzles"; @@ -1663,7 +1663,7 @@ payon,82,109,3 script Pile of Stone#paypuzz2 HIDDEN_NPC,{ payon,239,56,3 script Dried Fish#paypuzz3 HIDDEN_NPC,{ if (HELLIONQ == 50) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "So... Dried fish all"; mes "around me. This is getting"; mes "to be nonsense. Let's see,"; @@ -1671,7 +1671,7 @@ payon,239,56,3 script Dried Fish#paypuzz3 HIDDEN_NPC,{ mes "Herbs are very useful for"; mes "getting rid of fish smells.''"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I got it...!"; mes "Whoever made up"; mes "these clues must be"; @@ -1684,7 +1684,7 @@ payon,239,56,3 script Dried Fish#paypuzz3 HIDDEN_NPC,{ payon,240,160,3 script Vat#paypuzz4 HIDDEN_NPC,{ if (HELLIONQ == 51) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Alright, the last"; mes "place I have to check."; mes "It's a big old vat with a"; @@ -1692,14 +1692,14 @@ payon,240,160,3 script Vat#paypuzz4 HIDDEN_NPC,{ mes "let me see, there should"; mes "be a message here too. Ah--!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "This says, ''What will it be?"; mes "Wine or Grape Juice? Oh,"; mes "but I much prefer wine.'' Okay,"; mes "what does this have to do with"; mes "that Hellion's gem? Weird..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Am I missing something?"; mes "I think I really need help in"; mes "figuring this out. Hmm..."; @@ -1710,13 +1710,13 @@ payon,240,160,3 script Vat#paypuzz4 HIDDEN_NPC,{ payon,159,129,3 script Wooden Floor#paypuzz5 HIDDEN_NPC,{ if (HELLIONQ == 53) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hey, the floor around"; mes "here doesn't seem very"; mes "solid. Maybe there's"; mes "something underneath?"; next; - if (select("Just check the floor.:Dig through the dust.") == 1) { + if (select("Just check the floor.", "Dig through the dust.") == 1) { mes "^3355FFYou examine the floor,"; mes "but are unable to find"; mes "anything that resembles"; @@ -1725,21 +1725,21 @@ payon,159,129,3 script Wooden Floor#paypuzz5 HIDDEN_NPC,{ mes "or a tablet piece.^000000"; close; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Oh man, there's"; mes "so much dust! What"; mes "can I do about all of"; mes "this nasty dirt in the air?"; next; if (countitem(Stone_Heart) > 0 && countitem(Grape_Juice) > 0 && countitem(Green_Herb) > 0 && countitem(Skirt_Of_Virgin) > 0) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well, there are all these"; mes "clues Grout'he found. It sucks,"; mes "but I'll use this Grape Juice"; mes "to sort of keep this dust from"; mes "kicking up. And if I put my morals^FFFFFFa^000000 on hold, I'll cover my face..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...With this Skirt of Virgin."; mes "Oh, and I can use this Stone"; mes "Heart to prop any floor boards"; @@ -1747,7 +1747,7 @@ payon,159,129,3 script Wooden Floor#paypuzz5 HIDDEN_NPC,{ mes "this floor. Oh hey! I found it!"; mes "It's... It's another clue!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Wait, wait..."; mes "I can't read the"; mes "engraving on this"; @@ -1776,7 +1776,7 @@ payon,159,129,3 script Wooden Floor#paypuzz5 HIDDEN_NPC,{ HELLIONQ = 55; close; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Where did I leave"; mes "all that stuff I got from"; mes "Grout'he? Let's see,"; @@ -1815,7 +1815,7 @@ pay_arche,142,28,0 script Buddha Statue#paypuzz6 HIDDEN_NPC,5,5,{ close; } if (HELLIONQ == 56) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hey, here's a huge"; mes "stone statue. This"; mes "must be what Grout'he"; @@ -1825,7 +1825,7 @@ pay_arche,142,28,0 script Buddha Statue#paypuzz6 HIDDEN_NPC,5,5,{ mes "^4d4dffYou must..."; mes "You must be...^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What the--?"; mes "There's a voice"; mes "inside my head!"; @@ -1846,14 +1846,14 @@ pay_arche,142,28,0 script Buddha Statue#paypuzz6 HIDDEN_NPC,5,5,{ mes "surely save yourself. So..."; mes "What do you do?"; next; - switch(select("I will kill to survive.:I have no choice, but to die.:I won't kill, but I'll find a way to live!:I'll ask that person if it's okay to kill him.")) { + switch(select("I will kill to survive.", "I have no choice, but to die.", "I won't kill, but I'll find a way to live!", "I'll ask that person if it's okay to kill him.")) { case 1: mes "[Echoing Voice]"; mes "There is a primal truth"; mes "to your answer. However..."; mes "You have chosen poorly."; close2; - percentheal -100,0; + unitkill getcharid(CHAR_ID_ACCOUNT); end; case 2: mes "[Echoing Voice]"; @@ -1863,7 +1863,7 @@ pay_arche,142,28,0 script Buddha Statue#paypuzz6 HIDDEN_NPC,5,5,{ mes "where is the respect for your"; mes "own life? If you are that willing to throw it away, you are no hero."; close2; - percentheal -100,0; + unitkill getcharid(CHAR_ID_ACCOUNT); end; case 3: mes "[Echoing Voice]"; @@ -1889,14 +1889,14 @@ pay_arche,142,28,0 script Buddha Statue#paypuzz6 HIDDEN_NPC,5,5,{ mes "your own cowardice. You have"; mes "chosen extremely poorly..."; close2; - percentheal -100,0; + unitkill getcharid(CHAR_ID_ACCOUNT); end; } } OnTouch: if (HELLIONQ == 56 && countitem(Piece_Of_Slate_1) > 0) { - specialeffect2 EF_HEAL2; + specialeffect(EF_HEAL2, AREA, playerattached()); specialeffect EF_HEAL2; mes "^3355FFThe piece of tablet"; mes "that you have is shining"; @@ -1924,7 +1924,7 @@ geffen,110,200,3 script Sage Welshyun#hellion 4_M_SAGE_A,3,3,{ close; } else if (HELLIONQ == 58) { - specialeffect2 EF_HEAL2; + specialeffect(EF_HEAL2, AREA, playerattached()); specialeffect EF_HEAL2; mes "[Welshyun]"; mes "That..."; @@ -1943,7 +1943,7 @@ geffen,110,200,3 script Sage Welshyun#hellion 4_M_SAGE_A,3,3,{ mes "to seek my help in finding"; mes "the final piece, am I correct?"; next; - if (select("Shut up, I know you have it, so give it!:Yes, please help me.") == 1) { + if (select("Shut up, I know you have it, so give it!", "Yes, please help me.") == 1) { mes "[Welshyun]"; mes "Such insolence!"; mes "Huh. I suppose Chilias"; @@ -2216,7 +2216,7 @@ geffen,110,200,3 script Sage Welshyun#hellion 4_M_SAGE_A,3,3,{ mes "it was the wish of this tablet's creator for someone to defeat"; mes "the Hellion Revenant..."; next; - if (select("Alright, I'll do it!:I better get this tablet to Chilias...") == 1) { + if (select("Alright, I'll do it!", "I better get this tablet to Chilias...") == 1) { mes "[Welshyun]"; mes "Well, I'm almost certain"; mes "this map will lead you to"; @@ -2265,7 +2265,7 @@ geffen,110,200,3 script Sage Welshyun#hellion 4_M_SAGE_A,3,3,{ OnTouch: if (HELLIONQ == 58 && countitem(Piece_Of_Slate_3) > 0) { - specialeffect2 EF_HEAL2; + specialeffect(EF_HEAL2, AREA, playerattached()); specialeffect EF_HEAL2; mes "^3355FFThe piece of tablet"; mes "that you have is shining"; @@ -2284,7 +2284,7 @@ gef_tower,116,37,0 script Enoz#hellion 4_M_ALCHE_A,{ mes "Oh man, who could have"; mes "taken it? Wait, was it... You?!"; next; - if (select("Actually, Welshyun sent me.:No way man, don't go nuts.") == 1) { + if (select("Actually, Welshyun sent me.", "No way man, don't go nuts.") == 1) { mes "[Enoz]"; mes "My mentor, Welshyun?"; mes "Huh. Is there a report"; @@ -2395,7 +2395,7 @@ gef_fild09,296,59,0 script Hidden Cave#hellion HIDDEN_NPC,3,3,{ mes "come closer, you can see a"; mes "groove on the rock's surface.^000000"; next; - if (select("Insert the Tablet.:Ignore.") == 1) { + if (select("Insert the Tablet.", "Ignore.") == 1) { mes "^3355FFYou insert the tablet into"; mes "the rock's groove and the"; mes "Hellion's gem begins to hum"; @@ -2444,7 +2444,7 @@ gef_fild09,296,59,0 script Hidden Cave#hellion HIDDEN_NPC,3,3,{ OnTouch: if (HELLIONQ == 68 && countitem(Slate) > 0) { - specialeffect2 EF_HEAL2; + specialeffect(EF_HEAL2, AREA, playerattached()); specialeffect EF_HEAL2; mes "^3355FFThe tablet in your"; mes "hands begins to shine"; diff --git a/npc/quests/first_class/tu_acolyte.txt b/npc/quests/first_class/tu_acolyte.txt index a819942d1..69cfb3cbf 100644 --- a/npc/quests/first_class/tu_acolyte.txt +++ b/npc/quests/first_class/tu_acolyte.txt @@ -44,7 +44,7 @@ prt_church,179,15,1 script Priest Praupin 4_M_MINISTER,{ if(BaseJob != Job_Acolyte){ if(tu_acolyte01 == 25){ mes "Oh...!"; - mes "You're "+strcharinfo(0)+" !"; + mes "You're "+strcharinfo(PC_NAME)+" !"; mes "You've grown so much!"; mes "I'm truly proud of you."; } else { @@ -65,7 +65,7 @@ prt_church,179,15,1 script Priest Praupin 4_M_MINISTER,{ mes "you may not know what to do"; mes "as an Acolyte from here on..."; next; - switch(select("I'm not worried.:What should I do?")){ + switch(select("I'm not worried.", "What should I do?")){ case 1: mes "[Priest Praupin]"; mes "Seeing your eyes filled with such determination assures me. But if you run into any trouble, feel free to ask me for help. Good bye for now, blessed child."; @@ -81,7 +81,7 @@ prt_church,179,15,1 script Priest Praupin 4_M_MINISTER,{ mes "become a better Acolyte after learning from Sister Asthe's instructions. If you like, I can send you to the convent."; tu_acolyte01 = 1; next; - if(select("Go to the convent.:Do not go.")==1){ + if(select("Go to the convent.", "Do not go.")==1){ mes "[Priest Praupin]"; mes "Please say hello"; mes "to Sister Asthe for me."; @@ -133,7 +133,7 @@ prt_church,179,15,1 script Priest Praupin 4_M_MINISTER,{ mes "I know I'm not offering much,"; mes "but they were quite helpful to me when I was a young Acolyte like yourself."; next; - switch(select("Wand:Flail")) { + switch(select("Wand", "Flail")) { case 1: delitem Receipt_01,1; tu_acolyte01 = 23; @@ -169,7 +169,7 @@ prt_church,179,15,1 script Priest Praupin 4_M_MINISTER,{ mes "[Priest Praupin]"; mes "Would you like me to send you to the convent so that you can learn from this wonderful teacher?"; next; - if(select("Yes, please.:No thanks.")==1){ + if(select("Yes, please.", "No thanks.")==1){ mes "[Priest Praupin]"; mes "Please say hello"; mes "to Sister Asthe for me."; @@ -199,7 +199,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{ mes "manage to reach"; mes "this remote place?"; next; - if(select("I came for fun.:Priest Praupin suggested I come here.")==1){ + if(select("I came for fun.", "Priest Praupin suggested I come here.")==1){ mes "[Asthe]"; mes "This convent is always quiet and peaceful. Sitting on the benches and feeling the almighty presense all around you is such a relaxing, meditative experience."; close; @@ -230,10 +230,10 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{ mes "the lessons?"; next; mes "[Asthe]"; - mes ""+strcharinfo(0)+","; + mes ""+strcharinfo(PC_NAME)+","; mes "have you thought about what kind of Acolyte you would like to become? It's very important that you plan for the future that you want."; next; - if(select("One that supports others.:One that punishes evil.")==1){ + if(select("One that supports others.", "One that punishes evil.")==1){ mes "[Asthe]"; mes "Ah, you have such"; mes "a generous heart!"; @@ -257,12 +257,12 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{ next; mes "[Asthe]"; mes "Now,"; - mes ""+strcharinfo(0)+"..."; + mes ""+strcharinfo(PC_NAME)+"..."; mes "What do you think"; mes "is the most necessary"; mes "skill for an Acolyte?"; next; - switch(select("Heal:Aqua Benedicta:Teleport")){ + switch(select("Heal", "Aqua Benedicta", "Teleport")){ case 1: mes "[Asthe]"; mes "Ah, yes."; @@ -310,7 +310,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{ tu_acolyte01 = 3; if(getskilllv("AL_HEAL") == 0){ getexp 0,100; - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); } close; case 3: @@ -385,7 +385,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{ mes "[Asthe]"; mes "Would you like me to take the mace away from your inventory now?"; next; - if(select("Sure.:Let me check again.") == 2) { + if(select("Sure.", "Let me check again.") == 2) { mes "[Asthe]"; mes "Okay, no problem."; mes "Please make sure that you do not carry any ^FF0000Mace with an elemental Property^000000."; @@ -399,11 +399,11 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{ delitem Mace, 1; if(Class == Job_Acolyte_High) { getexp 2000,1000; - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); close; } else { getexp 1000,500; - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); close; } } else { @@ -451,7 +451,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{ tu_acolyte01 = 6; close; case 6: - mes ""+strcharinfo(0)+","; + mes ""+strcharinfo(PC_NAME)+","; mes "I just received this letter, but it seems to have been a mistake."; mes "It's actually addressed"; mes "to Priest Gardron."; @@ -654,7 +654,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{ mes "[Asthe]"; mes "Pneuma shields characters"; mes "within a 3*3 block, or a 9 cell area, from ^FF0000long range attacks^000000. If you party with Archers or other Bow users, be careful since you might accidentally block their attacks."; - specialeffect2 EF_PNEUMA; + specialeffect(EF_PNEUMA, AREA, playerattached()); next; mes "[Asthe]"; mes "There are some Undead monsters"; @@ -664,7 +664,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{ mes "Now, we've covered some"; mes "pretty complicated material in this lesson. Would you like to hear this again?"; next; - if(select("Listen again.:Move to the next topic.")==1){ + if(select("Listen again.", "Move to the next topic.")==1){ mes "[Asthe]"; mes "Alright,"; mes "give me a moment"; @@ -795,7 +795,7 @@ prt_monk,230,106,3 script Asthe#tu 1_F_PRIEST,{ getexp 1000,1000; else getexp 5000,3000; - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); close; } mes "If you get into an"; @@ -873,7 +873,7 @@ monk_in,18,38,6 script Priest Gardron#tu 4_M_MINISTER,{ getexp 1000,1000; else getexp 2000,2000; - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); //getitem Blue_Potion,1; close; } else { @@ -893,7 +893,7 @@ monk_in,18,38,6 script Priest Gardron#tu 4_M_MINISTER,{ emotion e_gasp; next; mes "[Priest Gardron]"; - mes "May I entrust you, acolyte "+strcharinfo(0)+","; + mes "May I entrust you, acolyte "+strcharinfo(PC_NAME)+","; mes "this urgent matter?"; mes "Please dispose of Hornets"; mes "which are causing trouble on ^FF0000the western field of Prontera^000000."; @@ -906,7 +906,7 @@ monk_in,18,38,6 script Priest Gardron#tu 4_M_MINISTER,{ mes "[Priest Gardron]"; mes "Will you go to Prontera?"; next; - if(select("Let's go to Prontera!:I'll be back after doing some preparation.") == 1) { + if(select("Let's go to Prontera!", "I'll be back after doing some preparation.") == 1) { mes "[Priest Gardron]"; mes "Okay, I will send you to Prontera."; mes "Please dispose of Hornets and bring me 5 Bee Stings for confirmation."; @@ -927,7 +927,7 @@ monk_in,18,38,6 script Priest Gardron#tu 4_M_MINISTER,{ emotion e_gasp; next; mes "[Priest Gardron]"; - mes ""+strcharinfo(0)+","; + mes ""+strcharinfo(PC_NAME)+","; mes "may I ask"; mes "you to take care"; mes "of this task? Exterminate the Skeletons and Zombies in the"; @@ -942,7 +942,7 @@ monk_in,18,38,6 script Priest Gardron#tu 4_M_MINISTER,{ mes "Now then..."; mes "Will you go to Payon?"; next; - if(select("Let's go to Payon!:Um, let me get ready first.")==1) { + if(select("Let's go to Payon!", "Um, let me get ready first.")==1) { mes "[Priest Gardron]"; mes "Good, good."; mes "I shall send you"; @@ -972,7 +972,7 @@ prt_monk,235,245,5 script Dog#tu 4_DOG01,{ next; if(tu_acolyte01 == 10){ while(1) { - switch(select("Give a treat.:Pet the dog.:End actions.")){ + switch(select("Give a treat.", "Pet the dog.", "End actions.")){ case 1: ++.@dog_food; if(.@dog_food > 4){ @@ -1005,7 +1005,7 @@ prt_monk,235,245,5 script Dog#tu 4_DOG01,{ } } } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So cute~!"; close; } @@ -1080,20 +1080,20 @@ prt_monk,226,257,6 script Ill Girl#tu 4_F_04,{ mes "should take a better look"; mes "and see what's wrong.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Are you alright?"; mes "................"; next; specialeffect EF_CURSEATTACK; soundeffectall "_curse.wav",0; emotion e_omg; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This is....!"; mes "A cursed spirit"; mes "is tormenting this"; mes "poor young girl!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'll cure you..."; mes "For sure."; tu_acolyte01 = 11; @@ -1111,9 +1111,9 @@ prt_monk,226,257,6 script Ill Girl#tu 4_F_04,{ mes "on her back and perform"; mes "a holy spell...^000000"; next; - switch(select("Heal!:Blessing!:Cure!:Recovery!:Signum Crucis!:B.S Sacramenti!")){ + switch(select("Heal!", "Blessing!", "Cure!", "Recovery!", "Signum Crucis!", "B.S Sacramenti!")){ case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "H..."; mes "Heal !!"; specialeffect EF_HEAL; @@ -1125,13 +1125,13 @@ prt_monk,226,257,6 script Ill Girl#tu 4_F_04,{ break; case 2: if(getskilllv("AL_BLESSING") > 0){ - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "B..."; mes "Blessing!"; next; if(rand(100) < getskilllv("AL_BLESSING")*10){ specialeffect EF_BLESSING; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I..."; mes "I did it!!"; next; @@ -1145,11 +1145,11 @@ prt_monk,226,257,6 script Ill Girl#tu 4_F_04,{ getexp 0,500; else getexp 0,1000; - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); next; break; } else { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh...?"; mes "It's not working..."; mes "Maybe it's because"; @@ -1165,7 +1165,7 @@ prt_monk,226,257,6 script Ill Girl#tu 4_F_04,{ break; case 3: if(getskilllv("AL_CURE") > 0){ - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "C-Cure...!"; specialeffect EF_CURE; next; @@ -1185,7 +1185,7 @@ prt_monk,226,257,6 script Ill Girl#tu 4_F_04,{ close; case 5: if(getskilllv("AL_CRUCIS") > 0){ - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "S-Signum..."; mes "Signum Crucis!"; specialeffect EF_SIGNUM; @@ -1394,7 +1394,7 @@ prt_monk,219,164,3 script Gloria#tu 4_F_SISTER,{ mes "send you to Prontera."; mes "Just let me know, okay?"; next; - switch(select("I'm okay for now.:Send me to Prontera.")){ + switch(select("I'm okay for now.", "Send me to Prontera.")){ case 1: mes "[Gloria]"; mes "In order to use"; @@ -1786,7 +1786,7 @@ sec_in02,17,156,3 script 1st Job Quest Reset 4_F_JOB_BLACKSMITH,{ mes "[1st Job Quest]"; mes "Which would you like to reset?"; next; - switch(select("Swordsman:Merchant:Archer:Acolyte:Thief:Mage")) { + switch(select("Swordsman", "Merchant", "Archer", "Acolyte", "Thief", "Mage")) { case 1: tu_swordman = 0; break; diff --git a/npc/quests/first_class/tu_archer.txt b/npc/quests/first_class/tu_archer.txt index 144bdfb2f..834323086 100644 --- a/npc/quests/first_class/tu_archer.txt +++ b/npc/quests/first_class/tu_archer.txt @@ -76,9 +76,9 @@ payon_in02,67,65,3 script Bard Jet#tu 1_M_BARD,{ mes "up a joke~!"; emotion e_gg; next; - if (Sex == 1) { + if (Sex == SEX_MALE) { select("A joke, eh?"); - specialeffect2 EF_TALK_FROSTJOKE; + specialeffect(EF_TALK_FROSTJOKE, AREA, playerattached()); mes "[Jet]"; mes "Oh..."; mes "My..."; @@ -92,7 +92,7 @@ payon_in02,67,65,3 script Bard Jet#tu 1_M_BARD,{ mes "just have to become a Bard!"; } else { select("Scream!"); - specialeffect2 EF_TALK_SCREAM; + specialeffect(EF_TALK_SCREAM, AREA, playerattached()); mes "[Jet]"; mes "W-Wow..."; mes "I don't know why, but that was truly amazing. You must have"; @@ -118,7 +118,7 @@ payon_in02,67,65,3 script Bard Jet#tu 1_M_BARD,{ mes "Ooh...!"; mes "You're...!"; next; - specialeffect2 EF_TALK_FROSTJOKE; + specialeffect(EF_TALK_FROSTJOKE, AREA, playerattached()); //specialeffect EF_TALK_FROSTJOKE,"Bard Jet#tu"; emotion e_no1; mes "[Jet]"; @@ -189,7 +189,7 @@ payon_in02,54,13,3 script Master Kavaruk 1_M_JOBTESTER,{ mes "of the Icarus Archer Guild."; mes "I bid you welcome."; next; - switch(select("Ask about 'Icarus.':Ask about recent news.:Talk about Archers.")) { + switch(select("Ask about 'Icarus.'", "Ask about recent news.", "Talk about Archers.")) { case 1: mes "[Master Kavaruk]"; mes "Have you ever"; @@ -258,7 +258,7 @@ payon_in02,54,13,3 script Master Kavaruk 1_M_JOBTESTER,{ if(Class == Job_Archer || Class == Job_Baby_Archer || Class == Job_Archer_High){ if(tu_archer02 == 0){ mes "Oh, it's a good thing"; - mes "you're here, "+strcharinfo(0)+"."; + mes "you're here, "+strcharinfo(PC_NAME)+"."; mes "I've just received request for support from the Alchemist"; mes "Guild in Al De Baran."; next; @@ -366,7 +366,7 @@ payon_in02,54,13,3 script Master Kavaruk 1_M_JOBTESTER,{ mes "some specialized instruction to learn more about the Archer job?"; } next; - switch(select("Yes:No")){ + switch(select("Yes", "No")){ case 1: tu_archer01 = 1; mes "[Master Kavaruk]"; @@ -401,7 +401,7 @@ payon_in02,54,13,3 script Master Kavaruk 1_M_JOBTESTER,{ close; } else if(tu_archer01 == 3){ - mes "So "+strcharinfo(0)+","; + mes "So "+strcharinfo(PC_NAME)+","; mes "Did you have a good experience? Learning theory alone is never too enjoyable, but it is necessary."; next; mes "[Master Kavaruk]"; @@ -442,7 +442,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{ mes "Can I help you"; mes "with something?"; next; - switch(select("Tell me about skills.:Er, not really...")) { + switch(select("Tell me about skills.", "Er, not really...")) { case 1: mes "[Reidin Corse]"; mes "Huh. So Master"; @@ -470,7 +470,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{ mes "call me ^3131FFChief^000000, got it? Stick with me and you'll become the second best archer in the world! How"; mes "about it, kid?"; next; - switch(select("You got it, Chief!:Ugh, no thanks~!")) { + switch(select("You got it, Chief!", "Ugh, no thanks~!")) { case 1: mes "[Reidin Corse]"; mes "Ho ho!"; @@ -529,7 +529,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{ mes "If you don't like it, you can just quit! No reason to stick around"; mes "if you can't keep up with the Chief, anyway."; next; - switch(select("Please teach me... Chief!:I want to quit.")) { + switch(select("Please teach me... Chief!", "I want to quit.")) { case 1: mes "[Reidin Corse]"; mes "That's what I'm talkin' about! Yeah! Just trust me and you'll learn almost everything about Archer skills! Let's get started!"; @@ -566,7 +566,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{ mes "else if you want, but if you don't know any training areas, then"; mes "just follow my great advice."; next; - switch(select("I'll follow your advice, Chief!:I'll hunt somewhere else...")) { + switch(select("I'll follow your advice, Chief!", "I'll hunt somewhere else...")) { case 1: mes "[Reidin Corse]"; if (RENEWAL) { @@ -584,7 +584,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{ mes "and then ^3131FFwest^000000."; } next; - switch(select("Leave right away~:W-wait, let me get ready!")) { + switch(select("Leave right away~", "W-wait, let me get ready!")) { case 1: mes "[Reidin Corse]"; mes "When you struggle"; @@ -657,7 +657,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{ mes "[Reidin Corse]"; mes "Ah, but your eyes look a lot sharper than they used to be."; mes "Here, this is a small, special reward for you."; - specialeffect2 EF_WIND; + specialeffect(EF_WIND, AREA, playerattached()); tu_archer01 = 7; getexp 500,0; next; @@ -695,7 +695,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{ mes "about vultures, what"; mes "exactly comes to mind?"; next; - switch(select("Sharp, precise eyes.:You, Chief.")) { + switch(select("Sharp, precise eyes.", "You, Chief.")) { case 1: mes "[Reidin Corse]"; mes "Exactly!"; @@ -766,7 +766,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{ mes "Alright~"; mes "Ready to go?"; next; - switch(select("Let's go!:W-wait a minute!")) { + switch(select("Let's go!", "W-wait a minute!")) { case 1: mes "[Reidin Corse]"; mes "Alright...!"; @@ -810,7 +810,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{ mes "Are you"; mes "ready to go?"; next; - switch(select("Go.:Wait a moment.")) { + switch(select("Go.", "Wait a moment.")) { case 1: mes "[Reidin Corse]"; mes "Alright...!"; @@ -855,7 +855,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{ next; .@eagle = getskilllv("AC_DOUBLE"); if(.@eagle > 2){ - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I..."; mes "I already know"; mes "about Double Strafe."; @@ -884,7 +884,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{ mes "enough and you'll get used to it!"; next; if(.@eagle == 0){ - specialeffect2 EF_WIND; + specialeffect(EF_WIND, AREA, playerattached()); tu_archer01 = 10; getexp 0,500; } @@ -915,7 +915,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{ mes "Bring all of that and you pass~"; next; mes "[Reidin Corse]"; - mes "It's easier to find them if you pass by the southern gate of Prontera and then head west. Alright, off you go, " + strcharinfo(0) + "~"; + mes "It's easier to find them if you pass by the southern gate of Prontera and then head west. Alright, off you go, " + strcharinfo(PC_NAME) + "~"; } else { mes "Now, I've taught you a lot of stuff and I wanna make sure you retain all of it. That's why I want you to take this midterm. Your mission: ^FF0000Attack the Rockers^000000!"; emotion e_no1; @@ -933,12 +933,12 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{ mes "Bring all of that and you pass~"; next; mes "[Reidin Corse]"; - mes "It's easier to find Izlude if you pass by Prontera, so head towards the fields near Prontera. Alright, off you go, " + strcharinfo(0) + "~"; + mes "It's easier to find Izlude if you pass by Prontera, so head towards the fields near Prontera. Alright, off you go, " + strcharinfo(PC_NAME) + "~"; } tu_archer01 = 11; close; } else if(tu_archer01 == 11){ - if (RENEWAL && countitem(Grasshopper's_Leg) < 10) { + if (RENEWAL && countitem(Grasshoppers_Leg) < 10) { mes "Hey..."; mes "You gotta bring"; mes "^3131FF10 Grasshopper's Leg^000000 to pass my midterm! Go back to the southwest area of Prontera and get them!"; @@ -962,10 +962,10 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{ mes "[Reidin Corse]"; mes "Good! You pass."; mes "Don't forget that you gotta keep training and improve your skills. Before you know it, you'll be an expert almost as good as me!"; - specialeffect2 EF_WIND; + specialeffect(EF_WIND, AREA, playerattached()); tu_archer01 = 12; if (RENEWAL) - delitem Grasshopper's_Leg,10; + delitem Grasshoppers_Leg,10; getexp 1000,1000; getitem Great_Bow,1; close; @@ -1061,7 +1061,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{ mes "From Prontera, you'd get to Mt. Mjolnir by traveling ^3131FFnorth^000000, ^3131FFnorth^000000 and then ^3131FFeast^000000. But if you want,"; mes "I can just send you there."; next; - switch(select("Go!:W-Wait!")) { + switch(select("Go!", "W-Wait!")) { case 1: mes "[Reidin Corse]"; mes "Alright!"; @@ -1095,7 +1095,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{ mes "you that you've passed"; mes "my final exam! Here, take"; mes "this little reward!"; - specialeffect2 EF_WIND; + specialeffect(EF_WIND, AREA, playerattached()); tu_archer01 = 16; if (RENEWAL_EXP) getexp 1000,1000; @@ -1114,7 +1114,7 @@ pay_arche,103,165,5 script Reidin Corse#tu 4_M_REIDIN_KURS,{ emotion e_pif; next; mes "[Reidin Corse]"; - mes "Well, "+ strcharinfo(0) +","; + mes "Well, "+ strcharinfo(PC_NAME) +","; mes "It'd make me really happy if you get to the point where you develop a true love for the art of archery. I'll see you sometime, okay?"; emotion e_no1; close; @@ -1224,7 +1224,7 @@ pay_arche,84,139,3 script Seisner 4_F_JOB_HUNTER,{ mes "about Archers and Archery? Alright, what would you like to know more about?"; next; while(1){ - switch(select("About Archers.:Stats for Archers:End Conversation.")){ + switch(select("About Archers.", "Stats for Archers", "End Conversation.")){ case 1: mes "[Seisner]"; mes "Archers specialize"; @@ -1259,7 +1259,7 @@ pay_arche,84,139,3 script Seisner 4_F_JOB_HUNTER,{ mes "and how they affect Archer abilities? I'll do my best to explain."; next; while(1) { - switch(select("STR:^3131FFAGI^000000:VIT:^FF9900INT^000000:^FF3131DEX^000000:LUK:End Conversation.")) { + switch(select("STR", "^3131FFAGI^000000", "VIT", "^FF9900INT^000000", "^FF3131DEX^000000", "LUK", "End Conversation.")) { case 1: mes "[Seisner]"; mes "STR typically increases the damage of attacks. However, Archer class characters use weapons that rely on ^FF3131DEX^000000 to increase their damage."; @@ -1383,7 +1383,7 @@ pay_arche,84,139,3 script Seisner 4_F_JOB_HUNTER,{ mes "[Seisner]"; mes "If you feel comfortable enough with the knowledge I've taught you, you should go back to Master Kavaruk. But if you still have questions, you can always come and ask me."; close2; - specialeffect2 EF_WIND; + specialeffect(EF_WIND, AREA, playerattached()); tu_archer01 = 3; if(JobLevel == 1){ getexp 0,30; @@ -1429,7 +1429,7 @@ pay_arche,76,135,3 script #Target HIDDEN_NPC,{ end; } mes "Let's h-help each other train!"; mes "Um, is that okay?"; next; - switch(select("Sure.:No thanks.:Reidin Corse is mine!")) { + switch(select("Sure.", "No thanks.", "Reidin Corse is mine!")) { case 1: mes "[Acolyte]"; mes "Wow!"; @@ -1455,7 +1455,7 @@ pay_arche,76,135,3 script #Target HIDDEN_NPC,{ end; } mes "he already has a girlfriend..."; next; mes "[Acolyte]"; - if(Sex){ + if (Sex == SEX_MALE) { mes "W-wait!"; mes "Y-you're a man!"; mes "D-d-d-don't tease me"; @@ -1574,7 +1574,7 @@ pay_arche,130,113,3 script Alchemist Guildmember#tu 2_M_ALCHE,{ mes "each Stem for ^3131FF30 Zeny^000000 and each"; mes "Maneater Blossom for ^3131FF130 Zeny^000000."; next; - switch(select("Sell all Stems and Maneater Blossoms:Don't sell anything.")) { + switch(select("Sell all Stems and Maneater Blossoms", "Don't sell anything.")) { case 1: mes "[Alchemist Guildmember]"; mes "Thank you very much!"; @@ -1734,7 +1734,7 @@ prontera,126,335,5 script Arthail 1_M_BARD,{ mes "^3355FFArthail of the Wind"; mes "has fallen fast asleep.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah..."; mes "So peaceful~"; next; @@ -1745,7 +1745,7 @@ prontera,126,335,5 script Arthail 1_M_BARD,{ mes "..."; soundeffectall "se_littlewaves02.wav",0; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh?"; mes "What was"; mes "that noise?"; @@ -1755,7 +1755,7 @@ prontera,126,335,5 script Arthail 1_M_BARD,{ emotion e_omg; soundeffectall "se_scream_w01.wav",0; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What the--?!"; mes "That sounds like"; mes "screams coming from"; @@ -1765,7 +1765,7 @@ prontera,126,335,5 script Arthail 1_M_BARD,{ mes "but he's deeply asleep"; mes "and won't budge at all.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I can't help it then."; mes "I'd better go check"; mes "this out on my own."; @@ -1866,7 +1866,7 @@ prt_castle,76,165,6 script Minister#tu 1_M_JOBTESTER,{ mes "our nation's administration."; if(tu_archer02 == 5){ next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I heard screams"; mes "from outside! Did"; mes "something happen?"; @@ -1887,7 +1887,7 @@ prt_castle,76,165,6 script Minister#tu 1_M_JOBTESTER,{ close; } else if(tu_acolyte01 == 25){ next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Um..."; mes "I hear that"; mes "the royal family"; @@ -1944,7 +1944,7 @@ monk_in,19,43,1 script Bishop Maugins 1_M_PASTOR,{ mes "charge of that area. So"; mes "how may I help you?"; next; - switch(select("Has something happened to the Kingdom?:Nothing.")) { + switch(select("Has something happened to the Kingdom?", "Nothing.")) { case 1: mes "[Bishop Maugins]"; mes "...!!"; diff --git a/npc/quests/first_class/tu_ma_th01.txt b/npc/quests/first_class/tu_ma_th01.txt index 787d64498..40137b74a 100644 --- a/npc/quests/first_class/tu_ma_th01.txt +++ b/npc/quests/first_class/tu_ma_th01.txt @@ -308,22 +308,22 @@ moc_fild11,205,52,0 script Trace of Battle#5 CLEAR_NPC,{ mes "poison by using one"; mes "of your Green Potions.^000000"; next; - switch(select("Use Green Potion.:Don't use it.")){ + switch(select("Use Green Potion.", "Don't use it.")){ case 1: mes "^3355FFThe poison weakens"; mes "and some of it evaporates,"; mes "revealing a piece of cloth that"; mes "was hidden in that puddle.^000000"; next; - switch(select("Don't investigate.:Investigate.")){ + switch(select("Don't investigate.", "Investigate.")){ case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "A piece of cloth"; mes "is nothing to be"; mes "concerned about."; close; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey... There's"; mes "blood on this cloth"; mes "and some writing on"; @@ -338,7 +338,7 @@ moc_fild11,205,52,0 script Trace of Battle#5 CLEAR_NPC,{ close; } case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm..."; mes "It'll probably be"; mes "faster if I follow this"; @@ -377,22 +377,22 @@ moc_fild11,205,52,0 script Trace of Battle#5 CLEAR_NPC,{ mes "poison by using one"; mes "of your Green Potions.^000000"; next; - switch(select("Use Green Potion.:Don't use it.")){ + switch(select("Use Green Potion.", "Don't use it.")){ case 1: mes "^3355FFThe poison weakens"; mes "and some of it evaporates,"; mes "revealing a piece of cloth that"; mes "was hidden in that puddle.^000000"; next; - switch(select("Don't investigate.:Investigate.")){ + switch(select("Don't investigate.", "Investigate.")){ case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "A piece of cloth"; mes "is nothing to be"; mes "concerned about."; close; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey... There's"; mes "blood on this cloth"; mes "and some writing on"; @@ -407,7 +407,7 @@ moc_fild11,205,52,0 script Trace of Battle#5 CLEAR_NPC,{ close; } case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm..."; mes "It'll probably be"; mes "faster if I follow this"; @@ -949,7 +949,7 @@ moc_fild18,109,197,0 script Trace of Battle#15 CLEAR_NPC,{ mes "traces of poison strewn"; mes "all over the ground.^000000"; next; - switch(select("Continue following the traces.:Further investigate the area.")){ + switch(select("Continue following the traces.", "Further investigate the area.")){ case 1: mes "^3355FFYou examine the"; mes "trail, but can't really"; @@ -977,7 +977,7 @@ moc_fild18,109,197,0 script Trace of Battle#15 CLEAR_NPC,{ mes "Green Potion on it to"; mes "neutralize it first.^000000"; next; - switch(select("Pour Green Potion.:Don't use Green Potion.")){ + switch(select("Pour Green Potion.", "Don't use Green Potion.")){ case 1: if(countitem(Green_Potion) < 1){ mes "^3355FFUnfortunately, you"; @@ -996,7 +996,7 @@ moc_fild18,109,197,0 script Trace of Battle#15 CLEAR_NPC,{ close; } case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I guess..."; mes "I'll try investigating"; mes "this area a little more?"; @@ -1103,7 +1103,7 @@ moc_fild18,109,197,0 script Trace of Battle#15 CLEAR_NPC,{ mes "traces of poison strewn"; mes "all over the ground.^000000"; next; - switch(select("Continue following the traces.:Further investigate the area.")){ + switch(select("Continue following the traces.", "Further investigate the area.")){ case 1: mes "^3355FFYou examine the"; mes "trail, but can't really"; @@ -1131,7 +1131,7 @@ moc_fild18,109,197,0 script Trace of Battle#15 CLEAR_NPC,{ mes "Green Potion on it to"; mes "neutralize it first.^000000"; next; - switch(select("Pour Green Potion.:Don't use Green Potion.")){ + switch(select("Pour Green Potion.", "Don't use Green Potion.")){ case 1: if(countitem(Green_Potion) < 1){ mes "^3355FFUnfortunately, you"; @@ -1150,7 +1150,7 @@ moc_fild18,109,197,0 script Trace of Battle#15 CLEAR_NPC,{ close; } case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I guess..."; mes "I'll try investigating"; mes "this area a little more?"; diff --git a/npc/quests/first_class/tu_magician01.txt b/npc/quests/first_class/tu_magician01.txt index 22c1c4b43..198913b83 100644 --- a/npc/quests/first_class/tu_magician01.txt +++ b/npc/quests/first_class/tu_magician01.txt @@ -89,7 +89,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{ mes "you want to learn more on"; mes "the basics of the Mage job."; next; - switch(select("Will you teach me?:Perhaps later...")) { + switch(select("Will you teach me?", "Perhaps later...")) { case 1: mes "[Mana]"; mes "Of course!"; @@ -155,7 +155,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{ getexp BaseLevel*3,BaseLevel*2; else getexp BaseLevel*30,BaseLevel*15; - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); close; case 1: mes "Are you ready"; @@ -383,13 +383,13 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{ mes "ready, we'll cover some new"; mes "material for you to learn."; next; - if(select("W-wait, not yet!:I'm ready to go on.") == 2) { + if(select("W-wait, not yet!", "I'm ready to go on.") == 2) { mes "[Mana]"; mes "Alrighty, we'll"; mes "move on to the next"; mes "subject then. Ho ho ho~!"; tu_magician01 = 2; - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); if(.@eread_1) getexp 150,70; if(.@eread_2) getexp 150,70; if(.@eread_3) getexp 150,70; @@ -415,7 +415,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{ mes "Napalm Beat. Learning these"; mes "enables Mages to learn their"; mes "more advanced skills."; - specialeffect2 EF_NAPALMBEAT; + specialeffect(EF_NAPALMBEAT, AREA, playerattached()); next; mes "[Mana]"; mes "Increasing the levels of"; @@ -423,7 +423,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{ mes "access to other spells, but"; mes "the damage of those basic"; mes "attack skills is also increased."; - specialeffect2 EF_LIGHTBOLT; + specialeffect(EF_LIGHTBOLT, AREA, playerattached()); next; mes "[Mana]"; mes "Other skills that are"; @@ -432,7 +432,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{ mes "Increase SP Recovery. They're"; mes "not really attack spells, but are useful in certain situations."; next; - specialeffect2 EF_SIGHT; + specialeffect(EF_SIGHT, AREA, playerattached()); mes "[Mana]"; mes "Sight is used to"; mes "reveal enemies that"; @@ -440,7 +440,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{ mes "mind that this skill's"; mes "range doesn't go too far."; next; - specialeffect2 EF_STONECURSE; + specialeffect(EF_STONECURSE, AREA, playerattached()); mes "[Mana]"; mes "Stone Curse has the chance"; mes "to curse a target, temporarily"; @@ -477,7 +477,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{ mes "Then bring them to me, okay?"; tu_magician01 = 3; getexp 400,200; - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); close; case 3: mes "Ah, you're back?"; @@ -505,7 +505,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{ mes "Anyway, let me know when you're ready for the next lesson, okay?"; tu_magician01 = 5; getexp 400,200; - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); close; } case 4: @@ -533,7 +533,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{ mes "Anyway, let me know when you're ready for the next lesson, okay?"; tu_magician01 = 5; getexp 400,200; - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); close; } case 5: @@ -544,7 +544,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{ mes "you like me to explain?"; next; while(1){ - switch(select("Soul Strike:Safety Wall:Fire Ball:Frost Diver:Thunderstorm:Fire Wall:Energy Coat:Quit.")) { + switch(select("Soul Strike", "Safety Wall", "Fire Ball", "Frost Diver", "Thunderstorm", "Fire Wall", "Energy Coat", "Quit.")) { case 1: mes "[Mana]"; mes "Soul Strike is a ^CFB53BGhost^000000"; @@ -554,7 +554,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{ mes "a certain level. It attacks"; mes "with ancient spiritual power~"; next; - specialeffect2 EF_SOULSTRIKE; + specialeffect(EF_SOULSTRIKE, AREA, playerattached()); next; mes "[Mana]"; mes "As you train in the use"; @@ -572,7 +572,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{ mes "Safety Wall protects against"; mes "most close range attacks."; next; - specialeffect2 EF_GLASSWALL; + specialeffect(EF_GLASSWALL, AREA, playerattached()); next; mes "[Mana]"; mes "However, Safety Wall"; @@ -591,7 +591,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{ mes "can learn after training"; mes "in the use of Fire Bolt."; next; - specialeffect2 EF_FIREBALL; + specialeffect(EF_FIREBALL, AREA, playerattached()); next; mes "[Mana]"; mes "Fire Ball can actually"; @@ -610,9 +610,9 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{ mes "learned after increasing"; mes "the Cold Bolt skill to"; mes "a certain level."; - specialeffect2 EF_FROSTDIVER; + specialeffect(EF_FROSTDIVER, AREA, playerattached()); next; - specialeffect2 EF_FROSTDIVER2; + specialeffect(EF_FROSTDIVER2, AREA, playerattached()); mes "[Mana]"; mes "Frost Diver will damage"; mes "enemies and has the chance"; @@ -638,7 +638,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{ mes "increasing the Lightning"; mes "Bolt skill to a certain level."; next; - specialeffect2 EF_THUNDERSTORM; + specialeffect(EF_THUNDERSTORM, AREA, playerattached()); mes "[Mana]"; mes "Thunderstorm is similar"; mes "to Fire Ball in that it can"; @@ -658,7 +658,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{ mes "Sight. Unlike other skills,"; mes "Fire Wall targets an area."; next; - specialeffect2 EF_FIREWALL; + specialeffect(EF_FIREWALL, AREA, playerattached()); mes "[Mana]"; mes "So you can place"; mes "a Fire Wall in locations"; @@ -669,7 +669,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{ next; mes "[Mana]"; mes "So if you can use"; - mes "Fire Well strategically"; + mes "Fire Wall strategically"; mes "and effectively, it can"; mes "be a very powerful skill~"; .@skill_e6 = 1; @@ -684,7 +684,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{ mes "inside the Mage Guild to"; mes "teach you how to use it."; next; - specialeffect2 EF_ENERGYCOAT; + specialeffect(EF_ENERGYCOAT, AREA, playerattached()); next; mes "[Mana]"; mes "If you do decide to"; @@ -711,7 +711,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{ mes "in handy when fighting..."; tu_magician01 = 6; getitem Wand,1; - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); if(.@skill_e1) getexp 300,100; if(.@skill_e2) getexp 300,100; if(.@skill_e3) getexp 300,100; @@ -741,7 +741,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{ mes "give you some support."; mes "So what do you think?"; next; - switch(select("I'll do it.:Sorry, but...")) { + switch(select("I'll do it.", "Sorry, but...")) { case 1: mes "[Mana]"; mes "Great! Alright,"; @@ -781,7 +781,7 @@ geffen,67,180,4 script New Mage Manager#M 8_F,{ mes "a message, saying that"; mes "you've done a great job in"; mes "completing your mission."; - mes "Very nice work, "+PcName+"~"; + mes "Very nice work, "+strcharinfo(PC_NAME)+"~"; next; mes "[Mana]"; mes "It seems like there are"; diff --git a/npc/quests/first_class/tu_merchant.txt b/npc/quests/first_class/tu_merchant.txt index ecb900535..56bfb7390 100644 --- a/npc/quests/first_class/tu_merchant.txt +++ b/npc/quests/first_class/tu_merchant.txt @@ -597,16 +597,15 @@ alberta_in,70,51,5 script Guarnien 4W_M_02,{ mes "You've just started out as a Merchant, haven't you? How would you like to learn the fundamentals of business from an experienced colleague?"; next; - if(select("Sure!:I'll make it on my own!")==1){ + if(select("Sure!", "I'll make it on my own!")==1){ tu_merchant = 1; if(getskilllv(MC_INCCARRY) < 4){ setquest 8229; mes "[Guarnien]"; - if(Sex == 1){ + if (Sex == SEX_MALE) mes "Atta boy~!"; - } else { + else mes "Atta girl~!"; - } mes "But first things first!"; mes "You better learn the"; mes "^871F78Increase Weight Limit^000000 skill!"; @@ -686,7 +685,7 @@ prontera,66,111,3 script Sagle 4_KID01,{ mes "[Sagle]"; mes "I will sell you 10 Red Potions for ^871F78420 zeny^000000. You'd better get them now while they're still here!"; next; - switch(select("Buy:Cancel")){ + switch(select("Buy", "Cancel")){ case 1: mes "[Sagle]"; mes "Excellent!"; @@ -733,7 +732,7 @@ prontera,66,111,3 script Sagle 4_KID01,{ mes "[Sagle]"; mes "I will sell you 10 Red Potions for ^871F78410 zeny^000000. You'd better get them now while they're still here!"; next; - switch(select("Buy:Cancel")){ + switch(select("Buy", "Cancel")){ case 1: mes "[Sagle]"; mes "Excellent!"; @@ -781,7 +780,7 @@ prontera,66,111,3 script Sagle 4_KID01,{ mes "[Sagle]"; mes "I will sell you 10 Red Potions for ^871F78390 zeny^000000. You'd better get them now while they're still here!"; next; - switch(select("Buy:Cancel")){ + switch(select("Buy", "Cancel")){ case 1: mes "[Sagle]"; mes "Excellent!"; @@ -840,7 +839,7 @@ prontera,93,330,3 script Kellion 4W_M_01,{ mes "10 Red Potions for 340 Zeny."; mes "Would you like some?"; next; - switch(select("Buy:Cancel")){ + switch(select("Buy", "Cancel")){ case 1: mes "[Kellion]"; mes "Good choice~"; @@ -879,7 +878,7 @@ prontera,93,330,3 script Kellion 4W_M_01,{ mes "10 Red Potions for 390 Zeny."; mes "Would you like some?"; next; - switch(select("Buy:Cancel")){ + switch(select("Buy", "Cancel")){ case 1: mes "[Kellion]"; mes "Good choice~"; @@ -918,7 +917,7 @@ prontera,93,330,3 script Kellion 4W_M_01,{ mes "10 Red Potions for 400 Zeny."; mes "Would you like some?"; next; - switch(select("Buy:Cancel")){ + switch(select("Buy", "Cancel")){ case 1: mes "[Kellion]"; mes "Good choice~"; @@ -977,7 +976,7 @@ prt_in,169,11,3 script Aigie 4_F_03,{ mes "to buy 10 Red Potions"; mes "for 390 Zeny, kind adventurer?"; next; - switch(select("Buy:Cancel")){ + switch(select("Buy", "Cancel")){ case 1: mes "[Aigie]"; mes "Thank you so much."; @@ -1022,7 +1021,7 @@ prt_in,169,11,3 script Aigie 4_F_03,{ mes "to buy 10 Red Potions"; mes "for 420 Zeny, kind adventurer?"; next; - switch(select("Buy:Cancel")){ + switch(select("Buy", "Cancel")){ case 1: mes "[Aigie]"; mes "Thank you so much."; @@ -1067,7 +1066,7 @@ prt_in,169,11,3 script Aigie 4_F_03,{ mes "to buy 10 Red Potions"; mes "for 340 Zeny, kind adventurer?"; next; - switch(select("Buy:Cancel")){ + switch(select("Buy", "Cancel")){ case 1: mes "[Aigie]"; mes "Thank you so much."; @@ -1116,7 +1115,7 @@ prontera,247,129,3 script Jayon 4_M_03,{ mes "[Jayon]"; mes "If you've checked out the market for Red Potions, you know that my price is the best. I'm offering 10 Red Potions for only 410 Zeny!"; next; - switch(select("Buy:Cancel")){ + switch(select("Buy", "Cancel")){ case 1: mes "[Jayon]"; mes "Heh heh...!"; @@ -1162,7 +1161,7 @@ prontera,247,129,3 script Jayon 4_M_03,{ mes "[Jayon]"; mes "If you've checked out the market for Red Potions, you know that my price is the best. I'm offering 10 Red Potions for only 400 Zeny!"; next; - switch(select("Buy:Cancel")){ + switch(select("Buy", "Cancel")){ case 1: mes "[Jayon]"; mes "Heh heh...!"; @@ -1209,7 +1208,7 @@ prontera,247,129,3 script Jayon 4_M_03,{ mes "[Jayon]"; mes "If you've checked out the market for Red Potions, you know that my price is the best. I'm offering 10 Red Potions for only 410 Zeny!"; next; - switch(select("Buy:Cancel")){ + switch(select("Buy", "Cancel")){ case 1: mes "[Jayon]"; mes "Heh heh...!"; @@ -1271,7 +1270,7 @@ prt_in,251,129,3 script Maos 4_M_SEAMAN,{ mes "I'll sell them to you"; mes "for the low price of 420 Zeny~"; next; - switch(select("Buy:Cancel")){ + switch(select("Buy", "Cancel")){ case 1: mes "[Maos]"; mes "Excellent choice!"; @@ -1307,7 +1306,7 @@ prt_in,251,129,3 script Maos 4_M_SEAMAN,{ mes "I'll sell them to you"; mes "for the low price of 340 Zeny~"; next; - switch(select("Buy:Cancel")){ + switch(select("Buy", "Cancel")){ case 1: mes "[Maos]"; mes "Excellent choice!"; @@ -1342,7 +1341,7 @@ prt_in,251,129,3 script Maos 4_M_SEAMAN,{ mes "I'll sell them to you"; mes "for the low price of 400 Zeny~"; next; - switch(select("Buy:Cancel")){ + switch(select("Buy", "Cancel")){ case 1: mes "[Maos]"; mes "Excellent choice!"; diff --git a/npc/quests/first_class/tu_sword.txt b/npc/quests/first_class/tu_sword.txt index a735ae219..fa4c0defb 100644 --- a/npc/quests/first_class/tu_sword.txt +++ b/npc/quests/first_class/tu_sword.txt @@ -63,7 +63,7 @@ izlude_in,82,163,3 script Shurank 4_M_JOB_KNIGHT1,{ if(BaseClass == Job_Swordman && eaclass()&(EAJL_2|EAJL_UPPER|EAJL_THIRD)){ mes "From your raiment,"; mes "I see that you are"; - if(Sex) + if (Sex == SEX_MALE) mes "a man of the sword."; else mes "a woman of the sword."; @@ -1125,7 +1125,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ mes "This is a complex transposition cipher in which we remove one person's code from the rest of them. So who do you think is"; mes "the murderer?"; next; - switch(select("Hans:Bankley:Geil:Muetro")) { + switch(select("Hans", "Bankley", "Geil", "Muetro")) { case 1: mes "[Dequ'ee]"; mes "Hans...?"; @@ -1185,7 +1185,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ mes "[Dequ'ee]"; mes "Hm, you guess the order and I'll try to formulate a cryptanalysis based on your guess."; next; - switch(select("Muetro:Hans:Geil:Bankley")) { + switch(select("Muetro", "Hans", "Geil", "Bankley")) { case 1: mes "[Dequ'ee]"; mes "Okay, Muetro's"; @@ -1194,7 +1194,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ mes "code do you think"; mes "should go second?"; next; - switch(select("Hans:Geil:Bankley")) { + switch(select("Hans", "Geil", "Bankley")) { case 1: mes "[Dequ'ee]"; mes "Hans...?"; @@ -1203,7 +1203,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ mes "the third code"; mes "would be...?"; next; - switch(select("Geil:Bankley")) { + switch(select("Geil", "Bankley")) { case 1: mes "[Dequ'ee]"; mes "Muetro, Hans,"; @@ -1255,7 +1255,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ mes "the third code"; mes "would be...?"; next; - switch(select("Hans:Bankley")) { + switch(select("Hans", "Bankley")) { case 1: mes "[Dequ'ee]"; mes "Muetro, Geil,"; @@ -1307,7 +1307,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ mes "the third code"; mes "would be...?"; next; - switch(select("Hans:Geil")) { + switch(select("Hans", "Geil")) { case 1: mes "[Dequ'ee]"; mes "Muetro, Bankley,"; @@ -1361,7 +1361,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ mes "code do you think"; mes "should go second?"; next; - switch(select("Muetro:Geil:Bankley")) { + switch(select("Muetro", "Geil", "Bankley")) { case 1: mes "[Dequ'ee]"; mes "Muestro's...?"; @@ -1370,7 +1370,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ mes "the third code"; mes "would be...?"; next; - switch(select("Geil:Bankley")) { + switch(select("Geil", "Bankley")) { case 1: mes "[Dequ'ee]"; mes "Hans, Muetro,"; @@ -1422,7 +1422,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ mes "the third code"; mes "would be...?"; next; - switch(select("Muetro:Bankley")) { + switch(select("Muetro", "Bankley")) { case 1: mes "[Dequ'ee]"; mes "Hans, Geil,"; @@ -1474,7 +1474,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ mes "the third code"; mes "would be...?"; next; - switch(select("Muetro:Geil")) { + switch(select("Muetro", "Geil")) { case 1: mes "[Dequ'ee]"; mes "Hans, Bankley,"; @@ -1528,7 +1528,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ mes "code do you think"; mes "should go second?"; next; - switch(select("Muetro:Hans:Bankley")) { + switch(select("Muetro", "Hans", "Bankley")) { case 1: mes "[Dequ'ee]"; mes "Muestro's...?"; @@ -1537,7 +1537,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ mes "the third code"; mes "would be...?"; next; - switch(select("Hans:Bankley")) { + switch(select("Hans", "Bankley")) { case 1: mes "[Dequ'ee]"; mes "Geil, Muetro,"; @@ -1596,7 +1596,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ mes "the third code"; mes "would be...?"; next; - switch(select("Muetro:Bankley")) { + switch(select("Muetro", "Bankley")) { case 1: mes "[Dequ'ee]"; mes "Geil, Hans,"; @@ -1648,7 +1648,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ mes "the third code"; mes "would be...?"; next; - switch(select("Muetro:Hans")) { + switch(select("Muetro", "Hans")) { case 1: mes "[Dequ'ee]"; mes "Geil, Bankley,"; @@ -1702,7 +1702,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ mes "code do you think"; mes "should go second?"; next; - switch(select("Muetro:Hans:Geil")) { + switch(select("Muetro", "Hans", "Geil")) { case 1: mes "[Dequ'ee]"; mes "Muestro's...?"; @@ -1711,7 +1711,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ mes "the third code"; mes "would be...?"; next; - switch(select("Hans:Geil")) { + switch(select("Hans", "Geil")) { case 1: mes "[Dequ'ee]"; mes "Bankley, Muetro,"; @@ -1763,7 +1763,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ mes "the third code"; mes "would be...?"; next; - switch(select("Muetro:Geil")) { + switch(select("Muetro", "Geil")) { case 1: mes "[Dequ'ee]"; mes "Bankley, Hans,"; @@ -1813,7 +1813,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ mes "the third code"; mes "would be...?"; next; - switch(select("Muetro:Hans")) { + switch(select("Muetro", "Hans")) { case 1: mes "[Dequ'ee]"; mes "Bankley, Geil,"; @@ -2045,22 +2045,22 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ mes "What message does"; mes "Shurank have for me?"; next; - switch(select("Killer...:Murderer...")) { + switch(select("Killer...", "Murderer...")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What happened"; mes "to the killer?"; next; - switch(select("Who he is...:Who is behind...")) { + switch(select("Who he is...", "Who is behind...")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Did you find"; mes "out who he is?"; mes "If you did..."; next; - switch(select("Why are we...:What are we...")) { + switch(select("Why are we...", "What are we...")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Why are sitting"; mes "around, doing nothing?!"; next; @@ -2076,7 +2076,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ mes "a response..."; close; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What are we"; mes "supposed to do now?"; next; @@ -2093,14 +2093,14 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ close; } case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Did you figure out"; mes "who's behind all this?"; mes "If you did..."; next; - switch(select("Why are we...:What are we...")) { + switch(select("Why are we...", "What are we...")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Why are sitting"; mes "around, doing nothing?!"; next; @@ -2116,7 +2116,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ mes "a response..."; close; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What are we"; mes "supposed to do now?"; next; @@ -2135,20 +2135,20 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ } break; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What happened"; mes "to the murderer?"; next; - switch(select("Who he is...:Who is behind...")) { + switch(select("Who he is...", "Who is behind...")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Did you find"; mes "out who he is?"; mes "If you did..."; next; - switch(select("Why are we...:What are we...")) { + switch(select("Why are we...", "What are we...")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Why are sitting"; mes "around, doing nothing?!"; next; @@ -2167,7 +2167,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ mes "a response..."; close; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What are we"; mes "supposed to do now?"; next; @@ -2213,14 +2213,14 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ close; } case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Did you figure out"; mes "who's behind all this?"; mes "If you did..."; next; - switch(select("Why are we...:What are we...")) { + switch(select("Why are we...", "What are we...")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Why are sitting"; mes "around, doing nothing?!"; next; @@ -2238,7 +2238,7 @@ geffen,154,143,3 script Dequ'ee 4_M_JOB_KNIGHT2,{ mes "a response..."; close; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What are we"; mes "supposed to do now?"; next; diff --git a/npc/quests/first_class/tu_thief01.txt b/npc/quests/first_class/tu_thief01.txt index b446458b8..58e654122 100644 --- a/npc/quests/first_class/tu_thief01.txt +++ b/npc/quests/first_class/tu_thief01.txt @@ -76,7 +76,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{ mes "the guy in charge"; mes "of training new Thieves."; next; - switch(select("Training?:Training? Right now?")){ + switch(select("Training?", "Training? Right now?")){ case 1: mes "[Yierhan]"; mes "Yeah, training. I mean, this kind of stuff is second nature to some people, but other guys need a little more help. So this is one of those 'just in case' things."; @@ -96,7 +96,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{ mes "So for melee attacks, which stat increases your damage? Come on"; mes "now, you should know this if you didn't skip the Novice Training Grounds."; next; - switch(select("^6B8E23INT^000000:^2F4F2FSTR^000000:^23238EDEX^000000")){ + switch(select("^6B8E23INT^000000", "^2F4F2FSTR^000000", "^23238EDEX^000000")){ case 1: mes "[Yierhan]"; mes "Say whaaat? ^6B8E23INT^000000 affects magic damage, magic defense and some skills. Thieves don't even work with magic!"; @@ -108,7 +108,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{ mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you."; tu_thief01 = 1; getexp 200,100; - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); close; case 2: mes "[Yierhan]"; @@ -124,7 +124,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{ mes "also increase your attack damage, but they're insignificant compared to STR. I repeat: ^660000insignificant^000000."; tu_thief01 = 1; getexp 400,200; - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); close; case 3: mes "[Yierhan]"; @@ -139,7 +139,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{ mes "So if you're feeling like the damage you're making is pretty weak, you might want more stat points in ^2F4F2FSTR^000000. How high your raise your own STR is really up to you."; tu_thief01 = 1; getexp 200,100; - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); close; } } else if(tu_thief01 == 1){ @@ -249,7 +249,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{ mes "I can explain real quick."; tu_thief01 = 3; getexp BaseLevel*30,BaseLevel*15; - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); close; } else if(tu_thief01 == 3){ mes "So..."; @@ -260,7 +260,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{ mes "already know?"; next; while(1){ - switch(select("Double Attack:Increase Dodge:Steal:Hiding:Envenom:Detoxify:I know enough.")) { + switch(select("Double Attack", "Increase Dodge", "Steal", "Hiding", "Envenom", "Detoxify", "I know enough.")) { case 1: mes "[Yierhan]"; mes "Just like its name,"; @@ -291,7 +291,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{ mes "Steal is an Active Skill that has the chance of nabbing you some"; mes "free items! You can't use it against other people, though."; next; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); mes "[Yierhan]"; mes "But you can use Steal to take items from monsters! If you're lucky, you can get some good items that way. Oh, and Steal doesn't affect monster drop rates."; .@read_s = 1; @@ -334,7 +334,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{ mes "after you learn the Envenom skill. Detoxify allows you to counteract the effects of poison on a target."; .@read_r = 1; next; - specialeffect2 EF_DETOXICATION; + specialeffect(EF_DETOXICATION, AREA, playerattached()); next; break; case 7: @@ -346,7 +346,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{ mes "[Yierhan]"; mes "Now that you're such an expert on skills, I want you to level up your skills and come back, got it?"; tu_thief01 = 4; - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); if(.@read_d) getexp 300,100; if(.@read_f) getexp 300,100; if(.@read_s) getexp 300,100; @@ -370,7 +370,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{ savepoint "moc_ruins",80,164; getitem Wing_Of_Butterfly,1; getexp 100,50; - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); close2; warp "moc_fild12",158,373; end; @@ -394,7 +394,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{ mes "and do you have any questions?"; next; if(tu_thief01 == 6){ - switch(select("About those traces...:Nope.")) { + switch(select("About those traces...", "Nope.")) { case 1: mes "[Yierhan]"; mes "You found out, eh?"; @@ -428,7 +428,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{ tu_thief01 = 8; getitem Main_Gauche,1; getexp 1000,500; - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); close; case 2: mes "[Yierhan]"; @@ -438,11 +438,11 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{ tu_thief01 = 7; getitem Main_Gauche,1; getexp 500,200; - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); close; } } else { - switch(select("It was nice to meet you.:Nope.")) { + switch(select("It was nice to meet you.", "Nope.")) { case 1: mes "[Yierhan]"; mes "Yeah, it was pretty cool just hanging out. Keep fighting"; @@ -465,7 +465,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{ tu_thief01 = 7; getitem Main_Gauche,1; getexp 500,200; - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); close; } } @@ -508,7 +508,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{ mes "other there, okay?"; tu_thief01 = 8; getexp 200,100; - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); close; } else if(tu_thief01 == 8){ mes "Heya pal."; @@ -543,7 +543,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{ mes "complete your mission?"; mes "I know, I know, the thing you've gotta do is pretty rough."; next; - switch(select("I'm still investigating.:Not yet.:Yes, I did.")) { + switch(select("I'm still investigating.", "Not yet.", "Yes, I did.")) { case 1: mes "[Yierhan]"; mes "Ah, gotcha. Well, that's understandable. I mean, these things take time, you know?"; @@ -667,7 +667,7 @@ moc_ruins,66,164,4 script Thief Trainer#T 4_M_02,{ mes "I couldn't focus"; mes "on it at all..."; next; - switch(select("I'm still investigating.:I'm not done yet...:Oh, I finished~")) { + switch(select("I'm still investigating.", "I'm not done yet...", "Oh, I finished~")) { case 1: mes "[Yierhan]"; mes "Ah, gotcha. Well, that's understandable. I mean, these things take time, you know?"; diff --git a/npc/quests/guildrelay.txt b/npc/quests/guildrelay.txt index 0968c9ae0..87c72ef16 100644 --- a/npc/quests/guildrelay.txt +++ b/npc/quests/guildrelay.txt @@ -38,30 +38,30 @@ //== Floating NPCs to duplicate from. ====================== - script RelayDummy1::GuildRelay1 4_M_SAGE_A,{ - .@name$ = strnpcinfo(1); + .@name$ = strnpcinfo(NPC_NAME_VISIBLE); if (.@name$ == "Buzz") { .@name2$ = "Lenya"; .@name3$ = "Gealuve"; .@name4$ = "Pariz"; - .@GID = getcastledata("aldeg_cas"+strnpcinfo(2),1); + .@GID = getcastledata("aldeg_cas"+strnpcinfo(NPC_NAME_HIDDEN),1); } else if (.@name$ == "Jody") { .@name2$ = "Ron Haware"; .@name3$ = "Vers"; .@name4$ = "Gen Garish"; - .@GID = getcastledata("gefg_cas"+strnpcinfo(2),1); + .@GID = getcastledata("gefg_cas"+strnpcinfo(NPC_NAME_HIDDEN),1); } else if (.@name$ == "Chungye") { .@name2$ = "Dosuhlji"; .@name3$ = "Yayula"; .@name4$ = "Ashin"; - .@GID = getcastledata("payg_cas"+strnpcinfo(2),1); + .@GID = getcastledata("payg_cas"+strnpcinfo(NPC_NAME_HIDDEN),1); } else if (.@name$ == "Hermod") { .@name2$ = "Atila"; .@name3$ = "Cecil"; .@name4$ = "Diligo"; - .@GID = getcastledata("prtg_cas"+strnpcinfo(2),1); + .@GID = getcastledata("prtg_cas"+strnpcinfo(NPC_NAME_HIDDEN),1); } if (checkweight(Spawn,630) == 0) { mes "^3355FFWait a minute! You're"; @@ -85,8 +85,8 @@ mes "head on your way.^000000"; close; } - if (getcharid(2) == .@GID) { - if (strcharinfo(0) == getguildmaster(.@GID)) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { + if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) { if (guildrelay_q == 100) { if (guildtime > 22) { if (gettime(GETTIME_HOUR) > 1 && gettime(GETTIME_HOUR) < guildtime) { @@ -371,7 +371,7 @@ mes "You look as though"; mes "something is on your mind."; next; - switch(select("N-no, nothing.:I want to take a lesson.")) { + switch(select("N-no, nothing.", "I want to take a lesson.")) { case 1: mes "[" + .@name$ + "]"; mes "Hm? That's strange."; @@ -619,7 +619,7 @@ getitem Old_Violet_Box,1; } else if ((.@incen_item > 90) && (.@incen_item < 101)) { - getitem Ear_Of_Angel's_Wing,1; + getitem Ear_Of_Angels_Wing,1; } next; mes "[" + .@name$ + "]"; @@ -675,7 +675,7 @@ mes "so that you will be better"; mes "able to protect the weak."; next; - switch(select("I want to take the test.:Let me think about it.")) { + switch(select("I want to take the test.", "Let me think about it.")) { case 1: mes "[" + .@name$ + "]"; mes "Is that so? In this test,"; @@ -732,7 +732,7 @@ if (countitem(Soul_Of_Guild) > 0) { if (BaseJob == Job_Knight) { mes "[" + .@name$ + "]"; - mes "Hello," + strcharinfo(0) + "."; + mes "Hello," + strcharinfo(PC_NAME) + "."; mes "So you were the one chosen"; mes "by your guild master? I see."; mes "You should deliver that Spirit"; @@ -753,7 +753,7 @@ else if (countitem(Soul_Of_Courage) > 0) { if ((guildrelay_q == 88) && (BaseJob == Job_Knight)) { mes "[" + .@name$ + "]"; - mes "Ah," + strcharinfo(0) + ""; + mes "Ah," + strcharinfo(PC_NAME) + ""; mes "Congratulations. It looks"; mes "like you did a good job."; mes "Please give the Spirit of"; @@ -769,7 +769,7 @@ } else if (BaseJob == Job_Blacksmith) { mes "[" + .@name$ + "]"; - mes "Hello," + strcharinfo(0) + "."; + mes "Hello," + strcharinfo(PC_NAME) + "."; mes "Ah, I see that you have"; mes "the Spirit of Charge."; mes "Heh heh, it's always exciting"; @@ -791,7 +791,7 @@ else if (countitem(Soul_Of_Partnership) > 0) { if ((guildrelay_q == 87) && (BaseJob == Job_Blacksmith)) { mes "[" + .@name$ + "]"; - mes "Hello," + strcharinfo(0) + "."; + mes "Hello," + strcharinfo(PC_NAME) + "."; mes "I commend you on your work."; mes "Please give that spirit to"; mes "the next person so that the"; @@ -806,7 +806,7 @@ } else if (BaseJob == Job_Alchemist) { mes "[" + .@name$ + "]"; - mes "Hello, " + strcharinfo(0) + "."; + mes "Hello, " + strcharinfo(PC_NAME) + "."; mes "I see that you posess"; mes "the Spirit of Association."; mes "Good luck with your test."; @@ -826,7 +826,7 @@ else if (countitem(Soul_Of_Correspondence) > 0) { if ((guildrelay_q == 86) && (BaseJob == Job_Alchemist)) { mes "[" + .@name$ + "]"; - mes "Hello," + strcharinfo(0) + "."; + mes "Hello," + strcharinfo(PC_NAME) + "."; mes "I commend you on your work."; mes "Please give that spirit to"; mes "the next person so that the"; @@ -841,7 +841,7 @@ } else if (BaseJob == Job_Hunter) { mes "[" + .@name$ + "]"; - mes "Hello, " + strcharinfo(0) + "."; + mes "Hello, " + strcharinfo(PC_NAME) + "."; mes "I see that you posess"; mes "the Spirit of Coordination."; mes "Good luck on your test."; @@ -861,7 +861,7 @@ else if (countitem(Soul_Of_Proceeding) > 0) { if ((guildrelay_q == 85) && (BaseJob == Job_Hunter)) { mes "[" + .@name$ + "]"; - mes "Hello, " + strcharinfo(0) + "."; + mes "Hello, " + strcharinfo(PC_NAME) + "."; mes "Congratulations, it looks"; mes "like you finished the test."; mes "You may now give the Spirit of"; @@ -882,7 +882,7 @@ else if (countitem(Soul_Of_Confidence) > 0) { if (BaseJob == Job_Sage) { mes "[" + .@name$ + "]"; - mes "Hello, " + strcharinfo(0) + "."; + mes "Hello, " + strcharinfo(PC_NAME) + "."; mes "I see that you possess"; mes "the Spirit of Trust."; mes "Good luck, and do not"; @@ -904,7 +904,7 @@ else if (countitem(Soul_Of_Agreement) > 0) { if ((guildrelay_q == 71) && (BaseJob == Job_Sage)) { mes "[" + .@name$ + "]"; - mes "Hello," + strcharinfo(0) + "."; + mes "Hello," + strcharinfo(PC_NAME) + "."; mes "I commend you on your work."; mes "Please give that spirit to"; mes "the next person so that the"; @@ -920,7 +920,7 @@ } else if ((BaseJob == Job_Bard) || (BaseJob == Job_Dancer)) { mes "[" + .@name$ + "]"; - mes "Ah, " + strcharinfo(0) + ","; + mes "Ah, " + strcharinfo(PC_NAME) + ","; mes "I see that you have the"; mes "Spirit of Union. Always keep"; mes "in mind that the strength of"; @@ -942,7 +942,7 @@ else if (countitem(Soul_Of_Harmony) > 0) { if ((guildrelay_q == 72) && ((BaseJob == Job_Bard) || (BaseJob == Job_Dancer))) { mes "[" + .@name$ + "]"; - mes "Hello," + strcharinfo(0) + "."; + mes "Hello," + strcharinfo(PC_NAME) + "."; mes "I commend you on your work."; mes "Please give that spirit to"; mes "the next person so that the"; @@ -958,7 +958,7 @@ } else if (BaseJob == Job_Assassin) { mes "[" + .@name$ + "]"; - mes "Ah, " + strcharinfo(0) + ","; + mes "Ah, " + strcharinfo(PC_NAME) + ","; mes "I see that you have the Spirit"; mes "of Combination. Remember that"; mes "working in tandem, combining"; @@ -980,7 +980,7 @@ else if (countitem(Soul_Of_Unity) > 0) { if ((guildrelay_q == 74) && (BaseJob == Job_Assassin)) { mes "[" + .@name$ + "]"; - mes "Greetings, " + strcharinfo(0) + ","; + mes "Greetings, " + strcharinfo(PC_NAME) + ","; mes "did you rest well? Please"; mes "give that spirit to the next"; mes "person so that the testing"; @@ -996,7 +996,7 @@ } else if (BaseJob == Job_Wizard) { mes "[" + .@name$ + "]"; - mes "Hello, " + strcharinfo(0) + ","; + mes "Hello, " + strcharinfo(PC_NAME) + ","; mes "I see that you've been"; mes "entrusted with the Spirit"; mes "of Solidarity. Do your best"; @@ -1018,7 +1018,7 @@ else if (countitem(Soul_Of_Friendship) > 0) { if ((guildrelay_q == 75) && (BaseJob == Job_Wizard)) { mes "[" + .@name$ + "]"; - mes "Ah, " + strcharinfo(0) + ","; + mes "Ah, " + strcharinfo(PC_NAME) + ","; mes "congratulations on a job"; mes "well done. Please give the"; mes "Spirit of Friendship to your"; @@ -1040,7 +1040,7 @@ else if (countitem(Soul_Of_Peace) > 0) { if (BaseJob == Job_Rogue) { mes "[" + .@name$ + "]"; - mes "Ah, " + strcharinfo(0) + ","; + mes "Ah, " + strcharinfo(PC_NAME) + ","; mes "I see that you have the"; mes "Spirit of Peace. Please"; mes "do your best for the sake"; @@ -1062,7 +1062,7 @@ else if (countitem(Soul_Of_Spirit) > 0) { if ((guildrelay_q == 95) && (BaseJob == Job_Priest)) { mes "[" + .@name$ + "]"; - mes "Hello," + strcharinfo(0) + "."; + mes "Hello," + strcharinfo(PC_NAME) + "."; mes "I commend you on your work."; mes "Please give that spirit to"; mes "the next person so that the"; @@ -1078,7 +1078,7 @@ } else if (BaseJob == Job_Priest) { mes "[" + .@name$ + "]"; - mes "Ah, " + strcharinfo(0) + ","; + mes "Ah, " + strcharinfo(PC_NAME) + ","; mes "please take good care of"; mes "that Spirit of Determination."; close; @@ -1097,7 +1097,7 @@ else if (countitem(Soul_Of_Service) > 0) { if ((guildrelay_q == 98) && (BaseJob == Job_Priest)) { mes "[" + .@name$ + "]"; - mes "Hello," + strcharinfo(0) + "."; + mes "Hello," + strcharinfo(PC_NAME) + "."; mes "I commend you on your work."; mes "Please give that spirit to"; mes "the next person so that the"; @@ -1113,7 +1113,7 @@ } else if (BaseJob == Job_Crusader) { mes "[" + .@name$ + "]"; - mes "Ah, " + strcharinfo(0) + ","; + mes "Ah, " + strcharinfo(PC_NAME) + ","; mes "please take good care"; mes "of that Spirit of Service."; close; @@ -1132,7 +1132,7 @@ else if (countitem(Soul_Of_Glory) > 0) { if ((guildrelay_q == 96) && (BaseJob == Job_Crusader)) { mes "[" + .@name$ + "]"; - mes "Hello," + strcharinfo(0) + "."; + mes "Hello," + strcharinfo(PC_NAME) + "."; mes "I commend you on your work."; mes "Please give that spirit to"; mes "the next person so that the"; @@ -1148,7 +1148,7 @@ } else if (BaseJob == Job_Monk) { mes "[" + .@name$ + "]"; - mes "Ah, " + strcharinfo(0) + ","; + mes "Ah, " + strcharinfo(PC_NAME) + ","; mes "please take good care"; mes "of that Spirit of Glory."; close; @@ -1167,7 +1167,7 @@ else if (countitem(Soul_Of_Victory) > 0) { if ((guildrelay_q == 97) && (Class == Job_Monk)) { mes "[" + .@name$ + "]"; - mes "Ah, " + strcharinfo(0) + ","; + mes "Ah, " + strcharinfo(PC_NAME) + ","; mes "congratulations on a job"; mes "well done. Please give"; mes "the Spirit of Victory to your"; @@ -1197,7 +1197,7 @@ } } else { - if (getcharid(2) == 0) { + if (getcharid(CHAR_ID_GUILD) == 0) { mes "[" + .@name$ + "]"; mes "You haven't joined"; mes "a guild yet? Why don't"; @@ -1214,7 +1214,7 @@ mes "Have you come here"; mes "as an invited guest?"; next; - switch(select("No, not really...:I was invited by the guild master.")) { + switch(select("No, not really...", "I was invited by the guild master.")) { case 1: mes "[" + .@name$ + "]"; mes "Oh, really?"; @@ -1229,7 +1229,7 @@ case 2: mes "[" + .@name$ + "]"; mes "Oh, really? Ah, now"; - mes "I recognize you, ^4d4dff" + strcharinfo(0) + "^000000."; + mes "I recognize you, ^4d4dff" + strcharinfo(PC_NAME) + "^000000."; mes "Please come in, and make"; mes "yourself comfortable."; close; @@ -1239,7 +1239,7 @@ } - script RelayDummy2::GuildRelay2 4_M_SAGE_A,{ - .@name$ = strnpcinfo(1); + .@name$ = strnpcinfo(NPC_NAME_VISIBLE); getmapxy(.@m$, .@x, .@x, UNITTYPE_NPC); .@GID = getcastledata(.@m$,1); if (checkweight(Knife,1) == 0) { @@ -1264,8 +1264,8 @@ mes "head on your way.^000000"; close; } - if (getcharid(2) == .@GID) { - if (strcharinfo(0) == getguildmaster(.@GID)) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { + if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) { if (countitem(Soul_Of_Guild) > 0) { mes "[" + .@name$ + "]"; mes "Hm. You can't just keep"; @@ -1330,7 +1330,7 @@ close; } } - if ((countitem(Thin_N'_Long_Tongue) > 29) && (countitem(Shoulder_Protection) > 29) && (countitem(Black_Mask) > 29) && (guildrelay_q == 2)) { + if ((countitem(Thin_N_Long_Tongue) > 29) && (countitem(Shoulder_Protection) > 29) && (countitem(Black_Mask) > 29) && (guildrelay_q == 2)) { mes "[" + .@name$ + "]"; mes "Huh. I didn't actually"; mes "expect that you'd collect"; @@ -1338,7 +1338,7 @@ mes "Now, take this and give it to"; mes "a Blacksmith or Mastersmith."; mes "Your guild's pretty good..."; - delitem Thin_N'_Long_Tongue,30; + delitem Thin_N_Long_Tongue,30; delitem Shoulder_Protection,30; delitem Black_Mask,30; guildrelay_q = 88; @@ -1380,7 +1380,7 @@ mes "Don't forget this time."; close; } - if ((countitem(Fright_Paper_Blade) > 29) && (countitem(Lizard_Scruff) > 29) && (countitem(Elder_Pixie's_Beard) > 29) && (guildrelay_q == 89)) { + if ((countitem(Fright_Paper_Blade) > 29) && (countitem(Lizard_Scruff) > 29) && (countitem(Elder_Pixies_Beard) > 29) && (guildrelay_q == 89)) { mes "[" + .@name$ + "]"; mes "Huh. I didn't actually"; mes "expect that you'd collect"; @@ -1390,7 +1390,7 @@ mes "Your guild's pretty good..."; delitem Fright_Paper_Blade,30; delitem Lizard_Scruff,30; - delitem Elder_Pixie's_Beard,30; + delitem Elder_Pixies_Beard,30; guildrelay_q = 88; getitem Soul_Of_Courage,1; close; @@ -1604,7 +1604,7 @@ mes "your Falcon for the"; mes "sake of your guild."; next; - switch(select("Donate Falcon:No way!")) { + switch(select("Donate Falcon", "No way!")) { case 1: if (checkfalcon()) { mes "[" + .@name$ + "]"; @@ -1728,7 +1728,7 @@ } } else { - if (strcharinfo(0) == getguildmaster(.@GID)) { + if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) { mes "[" + .@name$ + "]"; mes "Hm? What brings you"; mes "here? Feel free to take"; @@ -1748,7 +1748,7 @@ } - script RelayDummy3::GuildRelay3 4_M_SAGE_A,{ - .@name$ = strnpcinfo(1); + .@name$ = strnpcinfo(NPC_NAME_VISIBLE); getmapxy(.@m$, .@x, .@x, UNITTYPE_NPC); .@GID = getcastledata(.@m$,1); if (checkweight(Knife,1) == 0) { @@ -1768,8 +1768,8 @@ mes "there's no reason to be here.^000000"; close; } - if (getcharid(2) == .@GID) { - if (strcharinfo(0) == getguildmaster(.@GID)) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { + if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) { if (countitem(Soul_Of_Confidence) > 0) { mes "[" + .@name$ + "]"; mes "Hm? What are you doing?"; @@ -2019,7 +2019,7 @@ getitem Soul_Of_Harmony,1; close; } - else if ((countitem(Heart_Of_Tree) > 29) && (countitem(Soft_Leaf) > 29) && (countitem(Poison_Toad's_Skin) > 29) && (guildrelay_q == 11)) { + else if ((countitem(Heart_Of_Tree) > 29) && (countitem(Soft_Leaf) > 29) && (countitem(Poison_Toads_Skin) > 29) && (guildrelay_q == 11)) { mes "[" + .@name$ + "]"; mes "Oh, perfect! You brought"; mes "all the items. Well then,"; @@ -2029,7 +2029,7 @@ mes "^42426FAssassin Cross^000000. Thank you."; delitem Heart_Of_Tree,30; delitem Soft_Leaf,30; - delitem Poison_Toad's_Skin,30; + delitem Poison_Toads_Skin,30; if (BaseJob == Job_Dancer) { guildrelay_q = 72; } @@ -2039,7 +2039,7 @@ getitem Soul_Of_Harmony,1; close; } - else if ((countitem(Goat's_Horn) > 29) && (countitem(Honey_Jar) > 29) && (countitem(Porcupine_Spike) > 29) && (guildrelay_q == 80)) { + else if ((countitem(Goats_Horn) > 29) && (countitem(Honey_Jar) > 29) && (countitem(Porcupine_Spike) > 29) && (guildrelay_q == 80)) { mes "[" + .@name$ + "]"; mes "Oh, perfect! You brought"; mes "all the items. Well then,"; @@ -2047,7 +2047,7 @@ mes "take this spirit now. Please"; mes "give it to an ^42426FAssassin^000000 or an"; mes "^42426FAssassin Cross^000000. Thank you."; - delitem Goat's_Horn,30; + delitem Goats_Horn,30; delitem Honey_Jar,30; delitem Porcupine_Spike,30; if (BaseJob == Job_Dancer) { @@ -2132,7 +2132,7 @@ mes "and defeat. Remember that."; next; mes "[" + .@name$ + "]"; - mes "Hey," + strcharinfo(0) + ","; + mes "Hey," + strcharinfo(PC_NAME) + ","; mes "if you really want to become"; mes "strong enough to protect your"; mes "guild, then you must level up."; @@ -2283,7 +2283,7 @@ } } else { - if (strcharinfo(0) == getguildmaster(.@GID)) { + if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) { mes "[" + .@name$ + "]"; mes "Hm. You're the master"; mes "of another guild, aren't"; @@ -2432,7 +2432,7 @@ } - script GuildDummy4::GuildRelay4 4_M_SAGE_A,{ - .@name$ = strnpcinfo(1); + .@name$ = strnpcinfo(NPC_NAME_VISIBLE); getmapxy(.@m$, .@x, .@x, UNITTYPE_NPC); .@GID = getcastledata(.@m$,1); if (checkweight(Knife,1) == 0) { @@ -2452,8 +2452,8 @@ mes "there's no reason to be here.^000000"; close; } - if (getcharid(2) == .@GID) { - if (strcharinfo(0) == getguildmaster(.@GID)) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { + if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) { if (countitem(Soul_Of_Peace) > 0) { mes "[" + .@name$ + "]"; mes "Hm? That spirit that"; @@ -2527,9 +2527,9 @@ close; } } - getpartymember(getcharid(1)); + getpartymember(getcharid(CHAR_ID_PARTY)); .@partymembercount = $@partymembercount; - .@partyleader = getpartyleader(getcharid(1),2); + .@partyleader = getpartyleader(getcharid(CHAR_ID_PARTY),2); if (guildrelay_q == 91) { if (.@partymembercount == 6) { mes "[" + .@name$ + "]"; @@ -3076,7 +3076,7 @@ } } else { - if (strcharinfo(0) == getguildmaster(.@GID)) { + if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) { mes "[" + .@name$ + "]"; mes "You might be the master"; mes "of a guild, but you and I"; diff --git a/npc/quests/gunslinger_quests.txt b/npc/quests/gunslinger_quests.txt index 8b1dcda5e..0c6886526 100644 --- a/npc/quests/gunslinger_quests.txt +++ b/npc/quests/gunslinger_quests.txt @@ -90,7 +90,7 @@ que_ng,182,85,3 script Garrison 4_M_MANAGER,{ mes "Hmm~ You look like you're wandering around without a mission."; mes "If you've got the time, will you do me a favor?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What is it?"; next; mes "[Garrison]"; @@ -159,17 +159,17 @@ que_ng,182,85,3 script Garrison 4_M_MANAGER,{ mes "[Garrison]"; mes "While you are on delivery, I will make preparations to slot your Garrison, as promised."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "-Hmm, I don't want to do it, but I'll do it anyway.-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok."; next; mes "[Garrison]"; mes "Oh, thanks a lot."; mes "Then deliver this to a person called Ravey. He lives in the slums of Lighthalzen."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You receive the delivery goods from Garrison."; mes "Let's deliver them to a person named Ravey, who lives in the slums of Lighthalzen."; delitem 999,10; @@ -181,7 +181,7 @@ que_ng,182,85,3 script Garrison 4_M_MANAGER,{ close; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You receive the delivery goods from Garrison."; mes "Let's deliver them to a person named Ravey, who lives in the slums of Lighthalzen."; close; @@ -190,7 +190,7 @@ que_ng,182,85,3 script Garrison 4_M_MANAGER,{ mes "[Garrison]"; mes "Oh~ How was your trip?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Gyah~"; mes "I nearly died!!!"; mes "That man tried to attack me when he saw me. I barely escaped death!"; @@ -398,7 +398,7 @@ lighthalzen,322,247,6 script Ravey 4_M_04,{ if(gun_gs == 2) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me. Hello."; mes "I'm here to give you replacement parts for defective Gunslin..."; next; @@ -410,22 +410,22 @@ lighthalzen,322,247,6 script Ravey 4_M_04,{ percentheal 100,0; percentheal -90,0; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "- The man called Ravey suddenly attacks, as if he was waiting for the word Gunslinger...-"; mes "You nearly died.-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You run away without looking back."; mes "Let's hurry back to Garrison.-"; close; } if(gun_gs == 3) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "- The man called Ravey suddenly attacks, as if he was waiting for the word Gunslinger...-"; mes "You nearly died.-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Let's hurry back to Garrison.-"; close; } @@ -476,7 +476,7 @@ que_ng,187,163,3 script Ingrid 4_F_ALCHE,{ mes "It's a weapon worthy of being called the ultimate weapon for any Gunslinger."; mes "huff huff..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You know quite a lot about it"; mes "....."; next; @@ -484,7 +484,7 @@ que_ng,187,163,3 script Ingrid 4_F_ALCHE,{ mes "Ah. Of course~"; mes "I am the person who designed this weapon.."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wooow~ That's incredible~"; next; mes "[Ingrid]"; @@ -508,7 +508,7 @@ que_ng,187,163,3 script Ingrid 4_F_ALCHE,{ mes "Haha~ Look at me telling you all these things when you didn't even ask."; mes "Sorry."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No, it's ok."; mes "You may not have become a Gunslinger, but I think you've become a great person."; next; @@ -645,7 +645,7 @@ que_ng,185,180,3 script Vanessa 4_F_JOB_BLACKSMITH,{ mes "my exercises and me"; mes "standing beside me?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It's just watching exercise"; mes "looks good..."; mes "............."; @@ -655,7 +655,7 @@ que_ng,185,180,3 script Vanessa 4_F_JOB_BLACKSMITH,{ mes "Come here~ I'll lock"; mes "you in an arm-bar~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "N~ No thanks~"; mes "it's okay~"; next; @@ -664,7 +664,7 @@ que_ng,185,180,3 script Vanessa 4_F_JOB_BLACKSMITH,{ mes "Come here~!"; mes "-Bam!Bam!-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Aah~Ugh~ Don't do that~"; mes "Aa..Aaaahhhh~~!!"; mes "Argh~"; @@ -676,7 +676,7 @@ que_ng,185,180,3 script Vanessa 4_F_JOB_BLACKSMITH,{ mes "Hmm...Did I do it too strong."; mes "Mm~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well obviously!"; mes "Idiot!Idiot!!"; mes "*sobs*~"; @@ -687,19 +687,19 @@ que_ng,185,180,3 script Vanessa 4_F_JOB_BLACKSMITH,{ mes "Okay, okay,"; mes "Don't cry."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "*sob*~"; next; mes "[Vanessa]"; mes "Okay~ okay.."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "*sob*~"; next; mes "[Vanessa]"; mes "Stop! Arrgh!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "........"; next; mes "[Vanessa]"; @@ -727,7 +727,7 @@ que_ng,185,180,3 script Vanessa 4_F_JOB_BLACKSMITH,{ mes "Hehe~"; mes "Take this~!Destroyer~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "*sob*~ Please~Stop~"; next; mes "[Vanessa]"; @@ -950,7 +950,7 @@ que_ng,149,178,4 script Lab Director 4_F_ALCHE,{ mes "If you think it's too difficult,"; mes "you can choose to give up."; next; - if(select("I'm not giving up!:I give up...") == 1){ + if(select("I'm not giving up!", "I give up...") == 1){ mes "[N. A]"; mes "Alright, I trust you."; mes "Good luck."; @@ -977,7 +977,7 @@ que_ng,149,178,4 script Lab Director 4_F_ALCHE,{ mes "you've paid me 100000 zeny."; mes "Do you want to pay now?"; next; - if(select("Nope.:Yeah.") == 1){ + if(select("Nope.", "Yeah.") == 1){ mes "[N. A]"; mes "Alright. I await you to return"; mes "with the money."; @@ -1054,7 +1054,7 @@ que_ng,149,178,4 script Lab Director 4_F_ALCHE,{ mes "If you don't want it anymore,"; mes "you can cancel the request."; next; - if(select("Don't cancel.:Cancel it.") == 1){ + if(select("Don't cancel.", "Cancel it.") == 1){ mes "[N. A]"; mes "Well, please come back with the"; mes "materials. I'll be waiting."; @@ -1164,7 +1164,7 @@ que_ng,149,178,4 script Lab Director 4_F_ALCHE,{ mes "Find me 30 of each Element."; mes "Did you find them?"; next; - switch(select("Nope.:I found 30 Poison Spheres.:I found 30 Flare Spheres.:I found 30 Lightning Spheres.:I found 30 Blind Spheres.:I found 30 Freezing Spheres.")){ + switch(select("Nope.", "I found 30 Poison Spheres.", "I found 30 Flare Spheres.", "I found 30 Lightning Spheres.", "I found 30 Blind Spheres.", "I found 30 Freezing Spheres.")){ case 1: mes "[N. A]"; mes "Just bring me whatever type"; @@ -1262,7 +1262,7 @@ que_ng,149,178,4 script Lab Director 4_F_ALCHE,{ mes "disturb me."; close; } - switch(select(((BaseLevel > 67)?"Ask about 'Butcher'.":"")+":Ask about the 'Drifter'.:Cancel")) { + switch(select(((BaseLevel > 67)?"Ask about 'Butcher'.":""), "Ask about the 'Drifter'.", "Cancel")) { case 1: mes "[N. A]"; mes "Ah, you heard the news"; @@ -1291,7 +1291,7 @@ que_ng,149,178,4 script Lab Director 4_F_ALCHE,{ mes "[N. A]"; mes "Do you think you can handle it?"; next; - if(select("I'm not sure...:Of course I can!!") == 1){ + if(select("I'm not sure...", "Of course I can!!") == 1){ mes "[N. A]"; mes "The ^ff0000Butcher^000000 is a weapon that you"; mes "can't handle without a strong"; @@ -1347,7 +1347,7 @@ que_ng,149,178,4 script Lab Director 4_F_ALCHE,{ mes "[N. A]"; mes "Do you want to try using the ^ff0000Drifter^000000?"; next; - if(select("Um, no.:Yeah!") == 1){ + if(select("Um, no.", "Yeah!") == 1){ mes "[N. A]"; mes "If you want to try it out"; mes "some time, come back here."; @@ -1573,7 +1573,7 @@ lighthalzen,205,284,6 script F. Harrison 4_M_03,{ mes "I'm bored out of my mind here!"; mes "Pleeeeeeeeeeeease~?"; next; - if(select("No way.:Here...") == 1){ + if(select("No way.", "Here...") == 1){ mes "[F. Harrison]"; mes "Hah! You think you're the only"; mes "one with a cool weapon!? Well"; diff --git a/npc/quests/juice_maker.txt b/npc/quests/juice_maker.txt index 514526e66..4c5d34b3c 100644 --- a/npc/quests/juice_maker.txt +++ b/npc/quests/juice_maker.txt @@ -55,7 +55,7 @@ prt_in,49,172,3 script Marianne#juice 1_M_INNKEEPER,{ mes "[Housewife Marianne]"; mes "Morrison!! Eat some fruits!! You don't want to become a slobby fat pig when you grow up, do you?"; next; - if (select("Talk:Cancel") == 1) { + if (select("Talk", "Cancel") == 1) { mes "[Housewife Marianne]"; mes "Hm? ...You!"; mes "You're the one who gave, my little Morrison that Meat?! Did you come here thinking I wouldn't know about it?!"; @@ -85,7 +85,7 @@ prt_in,49,172,3 script Marianne#juice 1_M_INNKEEPER,{ mes "[Housewife Marinaa]"; mes "Sigh~!! Like father, like son..."; next; - switch(select("Talk:Cancel")) { + switch(select("Talk", "Cancel")) { mes "[Housewife Marianne]"; mes "*Sigh*... This is Morrison..."; mes "My one and only son."; @@ -131,7 +131,7 @@ prt_in,47,173,3 script Morrison#juice 4W_M_01,{ mes "No, don't make me eat it! I can't bear to taste fruits!"; next; if (countitem(Meat) > 0) { - switch(select("Talk:Show the Meat:Cancel")) { + switch(select("Talk", "Show the Meat", "Cancel")) { case 1: mes "[Little Morrison]"; mes "Aaaagh!! Once or twice is enough!! I refuse to eat any more fruits! You have to peel them and there's so much juice that it makes you feel icky..."; @@ -147,7 +147,7 @@ prt_in,47,173,3 script Morrison#juice 4W_M_01,{ mes "Excuse me..."; mes "C-can I please have one?"; next; - if (select("Give Meat:Don't Give Meat") == 1) { + if (select("Give Meat", "Don't Give Meat") == 1) { delitem Meat,1; ++morison_meat; mes "[Little Morrison]"; @@ -171,7 +171,7 @@ prt_in,47,173,3 script Morrison#juice 4W_M_01,{ close; } } - if (select("Talk:Cancel") == 1) { + if (select("Talk", "Cancel") == 1) { mes "[Little Morrison]"; mes "Aaah!! I can't eat any more fruits!"; next; @@ -204,12 +204,12 @@ payon_in03,188,146,5 script Marx Hansen#juice 4_M_04,{ mes "Did you come to"; mes "process fruits as well?"; next; - switch(select("Make Juice.:Talk and get information about fruit processing.:Cancel.")) { + switch(select("Make Juice.", "Talk and get information about fruit processing.", "Cancel.")) { case 1: mes "[Merchant Marx Hansen]"; mes "What kind of fruit juice would you like to make?"; next; - switch(select("Apple Juice:Banana Juice:Carrot Juice:Grape Juice:Cancel")) { + switch(select("Apple Juice", "Banana Juice", "Carrot Juice", "Grape Juice", "Cancel")) { case 1: .@fruit = 512; .@juice = 531; @@ -245,7 +245,7 @@ payon_in03,188,146,5 script Marx Hansen#juice 4_M_04,{ mes "[Merchant Marx Hansen]"; mes "How many would you like?"; next; - switch(select("As many as I can.:I want a certain amount.:Cancel.")) { + switch(select("As many as I can.", "I want a certain amount.", "Cancel.")) { case 1: .@make = countitem(.@fruit); if (countitem(Empty_Bottle) < .@make) .@make = countitem(Empty_Bottle); @@ -337,7 +337,7 @@ payon_in03,188,146,5 script Marx Hansen#juice 4_M_04,{ mes "Welcome."; mes "How may I help you?"; next; - if (select("Talk:Cancel") == 1) { + if (select("Talk", "Cancel") == 1) { mes "[Merchant Marx Hansen]"; mes "Before humans were able to develop such vast societies, they gathered fruit from trees to survive. Fruits may have been nature's blessing that allowed us to exist in the world."; next; diff --git a/npc/quests/kiel_hyre_quest.txt b/npc/quests/kiel_hyre_quest.txt index 756da22a7..4fe113d57 100644 --- a/npc/quests/kiel_hyre_quest.txt +++ b/npc/quests/kiel_hyre_quest.txt @@ -109,7 +109,7 @@ yuno_in01,35,179,4 script Pub Master#kh 1_ETC_01,5,5,{ mes "^3355FF*Gulp gulp gulp*^000000"; percentheal 5,-5; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ahhh, it's really"; mes "good! That really"; mes "hits the spot!"; @@ -144,7 +144,7 @@ yuno_in01,35,179,4 script Pub Master#kh 1_ETC_01,5,5,{ mes "to my pub. So what"; mes "would you like to have?"; next; - switch(select("Beer, please:A cocktail, please:Soju, please.:You look worried, what's up?:Cancel")) { + switch(select("Beer, please", "A cocktail, please", "Soju, please.", "You look worried, what's up?", "Cancel")) { case 1: mes "[Vandt]"; mes "Alright, let me get"; @@ -155,7 +155,7 @@ yuno_in01,35,179,4 script Pub Master#kh 1_ETC_01,5,5,{ mes "^3355FF*Gulp gulp gulp*^000000"; percentheal 5,-5; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ahhh, it's really"; mes "good! That really"; mes "hits the spot!"; @@ -192,7 +192,7 @@ yuno_in01,35,179,4 script Pub Master#kh 1_ETC_01,5,5,{ mes "that's available for this"; mes "kind of temporary job."; next; - switch(select("I'm sorry to hear that:Do you want me to help you?")) { + switch(select("I'm sorry to hear that", "Do you want me to help you?")) { case 1: mes "[Vandt]"; mes "Well, I'm sure that I'll"; @@ -210,7 +210,7 @@ yuno_in01,35,179,4 script Pub Master#kh 1_ETC_01,5,5,{ mes "I expect you to complete the"; mes "delivery, no matter what."; next; - switch(select("Sure I'll do it:Wait, let me think about it...")) { + switch(select("Sure I'll do it", "Wait, let me think about it...")) { case 1: mes "[Vandt]"; mes "I'm glad to hear that."; @@ -302,7 +302,6 @@ yuno_in01,35,179,4 script Pub Master#kh 1_ETC_01,5,5,{ close; } -//OnTouch2: OnTouch: if (KielHyreQuest < 1) { mes "[Vandt]"; @@ -332,7 +331,7 @@ yuno,217,114,6 script Little Kid#kh 4W_KID,{ mes "Oh! Hi hi~ Did you want"; mes "to buy some yummy toast?"; next; - switch(select("I'm here for Elly:No, thanks")) { + switch(select("I'm here for Elly", "No, thanks")) { case 1: mes "[Cezu]"; mes "Oh, I see. Elly must have"; @@ -433,7 +432,7 @@ lighthalzen,366,299,4 script Windmill Owner#kh 1_ETC_01,{ mes "you'd better spit it out quick"; mes "before things get hectic again."; next; - switch(select("I'm here for Cezu:......")) { + switch(select("I'm here for Cezu", "......")) { case 1: mes "[Mills]"; mes "Oh, Cezu from the"; @@ -557,7 +556,7 @@ yuno_fild08,158,194,6 script Security Guard#1::KHAGuard 4_M_EIN_SOLDIER,{ mes "Please leave if you don't have"; mes "an appointment with the staff."; next; - switch(select("I'm here for a delivery.:......")) { + switch(select("I'm here for a delivery.", "......")) { case 1: mes "[Security Guard]"; mes "You're here to deliver"; @@ -713,7 +712,7 @@ kh_school,176,60,4 script Lady#kh 4W_F_01,{ mes "security guard called and"; mes "mentioned you were coming."; next; - switch(select("Yes, that's right!:Er, s-sorry!")) { + switch(select("Yes, that's right!", "Er, s-sorry!")) { case 1: mes "[Mrs. Lecollane]"; mes "Well, you've come a little"; @@ -804,7 +803,7 @@ kh_school,179,39,0 script Cute Student#kh 4_F_KHELLY,{ mes "I do? ^333333*Sob*^000000 Wh-what"; mes "am I going to do? ^333333*Sniff*^000000"; next; - switch(select("What happened?:......")) { + switch(select("What happened?", "......")) { case 1: mes "[Elly]"; mes "I... I have to finish baking"; @@ -814,7 +813,7 @@ kh_school,179,39,0 script Cute Student#kh 4_F_KHELLY,{ mes "floor. I don't know how I can"; mes "bake those cookies now..."; next; - switch(select("What can I do to help you?:Oh, I'm so sorry.")) { + switch(select("What can I do to help you?", "Oh, I'm so sorry.")) { case 1: cutin "kh_elly02",2; mes "[Elly]"; @@ -838,7 +837,7 @@ kh_school,179,39,0 script Cute Student#kh 4_F_KHELLY,{ mes "you can help me with this"; mes "huge problem that I have?"; next; - switch(select("Accept:Decline")) { + switch(select("Accept", "Decline")) { case 1: cutin "kh_elly02",2; mes "How Wonderful!"; @@ -850,7 +849,7 @@ kh_school,179,39,0 script Cute Student#kh 4_F_KHELLY,{ next; break; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm outta here."; next; cutin "kh_elly04",2; @@ -986,13 +985,13 @@ kh_school,179,39,0 script Cute Student#kh 4_F_KHELLY,{ mes "^FF0000Ellyja^000000, but everybody calls me,"; mes "''Elly.'' What's your name?"; next; - mes "["+strcharinfo(0)+"]"; - mes "^3355FF"+strcharinfo(0)+"^000000."; - mes "It's ^3355FF"+strcharinfo(0)+"^000000."; + mes "["+strcharinfo(PC_NAME)+"]"; + mes "^3355FF"+strcharinfo(PC_NAME)+"^000000."; + mes "It's ^3355FF"+strcharinfo(PC_NAME)+"^000000."; next; cutin "kh_elly02",2; mes "[Elly]"; - mes ""+strcharinfo(0)+"?"; + mes ""+strcharinfo(PC_NAME)+"?"; mes "...that name! It's wonderful!"; getitem Well_Baked_Cookie,5; KielHyreQuest = 10; @@ -1006,7 +1005,7 @@ kh_school,179,39,0 script Cute Student#kh 4_F_KHELLY,{ mes "you won't have to hurry as"; mes "quickly as you did last time."; next; - switch(select("What do you need?:Sorry, but I'm pretty busy...")) { + switch(select("What do you need?", "Sorry, but I'm pretty busy...")) { case 1: mes "[Elly]"; mes "You know how you helped"; @@ -1024,11 +1023,11 @@ kh_school,179,39,0 script Cute Student#kh 4_F_KHELLY,{ mes "campus. Would you deliver these"; mes "cookies to my grandfather for me?"; next; - switch(select("Sure:I'm busy.")) { + switch(select("Sure", "I'm busy.")) { case 1: cutin "kh_elly02",2; mes "[Elly]"; - mes "Oh, "+strcharinfo(0)+"!"; + mes "Oh, "+strcharinfo(PC_NAME)+"!"; mes "Thank you so much, I knew"; mes "you'd understand! Would you"; mes "please bring the cookies to"; @@ -1150,7 +1149,7 @@ kh_school,179,39,0 script Cute Student#kh 4_F_KHELLY,{ mes "........."; mes "............"; next; - switch(select("About your grandpa:Tell me about Kiehl:What's with this academy?")) { + switch(select("About your grandpa", "Tell me about Kiehl", "What's with this academy?")) { case 1: mes "[Elly]"; mes "Oh! My grandfather is"; @@ -1226,9 +1225,9 @@ kh_school,179,39,0 script Cute Student#kh 4_F_KHELLY,{ mes "But I'll be okay!"; mes "You'll be there to"; mes "rescue me from danger,"; - mes "right, "+strcharinfo(0)+"?"; + mes "right, "+strcharinfo(PC_NAME)+"?"; next; - switch(select("Who is Ms. Allysia?:Strange incidents?")) { + switch(select("Who is Ms. Allysia?", "Strange incidents?")) { case 1: mes "[Elly]"; mes "Oh, Ms. Allysia is"; @@ -1240,7 +1239,7 @@ kh_school,179,39,0 script Cute Student#kh 4_F_KHELLY,{ case 2: cutin "kh_elly04",2; mes "[Elly]"; - mes "Well, "+strcharinfo(0)+"..."; + mes "Well, "+strcharinfo(PC_NAME)+"..."; mes "I'm not supposed to tell"; mes "anyone outside of the school,"; mes "but I can trust you! You see..."; @@ -1283,7 +1282,7 @@ kh_school,179,39,0 script Cute Student#kh 4_F_KHELLY,{ mes "Mrs. Lecollane now."; next; mes "[Elly]"; - mes "Say, "+strcharinfo(0)+","; + mes "Say, "+strcharinfo(PC_NAME)+","; mes "if it's okay, would you"; mes "please go find what my"; mes "grandpa left for me in"; @@ -1350,7 +1349,7 @@ yuno_fild08,69,185,0 script Window#kh HIDDEN_NPC,{ mes "find one. You might be able"; mes "to climb up that water pipe...^000000"; next; - switch(select("Climb Water Pipe:Find Another Way")) { + switch(select("Climb Water Pipe", "Find Another Way")) { case 1: if (rand(1,3) == 2) { mes "^3355FFYou climbed up the"; @@ -1425,14 +1424,14 @@ kh_school,178,180,4 script Elly 4_F_KHELLY,{ mes "lifeless. You've got to"; mes "try something, but what?^000000"; next; - switch(select("Wake her up by shaking.:Wake her up by yelling.:Ignore")) { + switch(select("Wake her up by shaking.", "Wake her up by yelling.", "Ignore")) { case 1: mes "^3355FFYou grab Elly by the"; mes "shoulders, and try to get"; mes "her to respond by violently"; mes "shaking her entire body.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Elly? Elly! No!"; mes "Come back to us!"; next; @@ -1576,9 +1575,9 @@ kh_school,175,176,0 script Cookie Basket#kh HIDDEN_NPC,{ mes "a folded note wedged"; mes "between the cookies.^000000"; next; - switch(select("Read Note:Ignore")) { + switch(select("Read Note", "Ignore")) { case 1: - mes ""+strcharinfo(0)+", help!"; + mes ""+strcharinfo(PC_NAME)+", help!"; mes "There's this guy dressed in"; mes "black who's walking around,"; mes "and casting this weird spell!"; @@ -1618,7 +1617,7 @@ kh_school,175,176,0 script Cookie Basket#kh HIDDEN_NPC,{ mes "It was probably written"; mes "by Elly for you to read.^000000"; next; - mes "^333333Dearest "+strcharinfo(0)+","; + mes "^333333Dearest "+strcharinfo(PC_NAME)+","; mes " "; mes "My teachers usually yell at me"; mes "since I make so many mistakes,"; @@ -1649,7 +1648,7 @@ kh_school,175,176,0 script Cookie Basket#kh HIDDEN_NPC,{ KielHyreQuest = 109; next; input .@input$; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes ""+.@input$+""; mes "It's time to go back. I can't"; mes "stay here much longer."; @@ -1746,7 +1745,7 @@ yuno_fild08,71,170,0 script Grave#kh HIDDEN_NPC,{ mes "^3355FFThe door to the"; mes "factory is wide open.^000000"; next; - switch(select("Enter:Cancel")) { + switch(select("Enter", "Cancel")) { case 1: warp "kh_dun01",3,230; end; @@ -1769,13 +1768,13 @@ yuno_fild08,71,170,0 script Grave#kh HIDDEN_NPC,{ mes "grave, it begins to"; mes "emit flashes of light.^000000"; next; - switch(select("Use the ^0000FFLuxurious Keycard^000000:Ignore")) { + switch(select("Use the ^0000FFLuxurious Keycard^000000", "Ignore")) { case 1: mes "Once you use the"; mes "Luxurious Keycard,"; mes "a secret path opens^000000"; next; - switch(select("Enter:cancel")) { + switch(select("Enter", "cancel")) { case 1: warp "kh_dun01",3,230; end; @@ -1812,7 +1811,7 @@ yuno_fild02,93,210,4 script Cottage Keeper#kh 4_M_03,{ mes "so please do not enter this"; mes "area unless you're authorized."; next; - switch(select("I have an appointment with Kiel Hyre.:Alright.")) { + switch(select("I have an appointment with Kiel Hyre.", "Alright.")) { case 1: mes "[Cottage Keeper]"; mes "You have an"; @@ -1820,7 +1819,7 @@ yuno_fild02,93,210,4 script Cottage Keeper#kh 4_M_03,{ mes "Master Kiel Hyre?"; mes "Um, are you sure?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Cottage Keeper]"; mes "There must be some sort"; @@ -1861,7 +1860,7 @@ yuno_fild02,75,218,0 script Door#kh2 HIDDEN_NPC,{ mes "open it for you, then you'll"; mes "need the right key to unlock it."; next; - switch(select("Unlock:Cancel")) { + switch(select("Unlock", "Cancel")) { case 1: mes "^3355FFYou unlock the door with the"; mes "key that Elly gave you, and"; @@ -1888,7 +1887,7 @@ yuno_fild02,75,218,0 script Door#kh2 HIDDEN_NPC,{ else { mes "^3355FFThe door is open.^000000"; next; - switch(select("Enter:Cancel")) { + switch(select("Enter", "Cancel")) { case 1: warp "kh_vila",188,18; end; @@ -1913,7 +1912,7 @@ yuno_fild02,109,218,0 script Door#kh1 HIDDEN_NPC,{ mes "open it for you, then you'll"; mes "need the right key to unlock it."; next; - switch(select("Open:Cancel")) { + switch(select("Open", "Cancel")) { case 1: mes "^3355FFYou don't have"; mes "the key that can"; @@ -1941,7 +1940,7 @@ kh_vila,191,14,0 script Wall#kh HIDDEN_WARP_NPC,1,1,{ mes "open, revealing"; mes "a secret path.^000000"; next; - switch(select("Enter:Cancel")) { + switch(select("Enter", "Cancel")) { case 1: warp "kh_vila",17,177; end; @@ -1968,7 +1967,7 @@ kh_vila,184,20,0 script Book#kh1::BookKHQ1 HIDDEN_NPC,{ mes "wall slides opens open"; mes "to reveal a secret path.^000000"; KielHyreQuest = 28; - specialeffect EF_READYPORTAL2,AREA,"Wall#kh"; + specialeffect(EF_READYPORTAL2, AREA, getnpcid(0, "Wall#kh")); close; } else { @@ -1987,7 +1986,6 @@ kh_vila,175,19,0 duplicate(BookKHQ1) Book#kh4 HIDDEN_NPC //- Store room interior; Letter to Elly on the floor. - kh_vila,179,11,0 script Letter#kh FAKE_NPC,1,1,{ -//OnTouch2: OnTouch: if (KielHyreQuest == 18) { if (checkweight(Kyll_Hire_Letter,1) == 0) { @@ -2024,7 +2022,7 @@ kh_vila,16,175,0 script Box#khp1 HIDDEN_NPC,{ mes "^FFFFFF_^000000"; mes "Price: 1,100 zeny (cheap!)"; next; - switch(select("Buy!:Cancel")) { + switch(select("Buy!", "Cancel")) { case 1: if (Zeny < 1100) { mes "^3355FFUnfortunately, you"; @@ -2063,7 +2061,7 @@ kh_vila,30,184,0 script Apple Box#khp1 HIDDEN_NPC,{ mes "^3355FFYou find a box filled with"; mes "ripe, delicious apples.^000000"; next; - switch(select("Take the box:Leave it")) { + switch(select("Take the box", "Leave it")) { case 1: mes "^3355FFNo...! Wait!"; mes "Something's wrong!"; @@ -2097,7 +2095,7 @@ kh_vila,44,126,0 script Map#khp1 HIDDEN_NPC,{ mes "world map more closely,"; mes "you find that something has"; mes "been hidden underneath it.^000000"; - switch(select("Ignore:Examine")) { + switch(select("Ignore", "Examine")) { case 1: mes "^3355FFWhatever might be"; mes "hidden beneath this"; @@ -2163,7 +2161,7 @@ kh_vila,44,126,0 script Map#khp1 HIDDEN_NPC,{ mes "refresh your memory and"; mes "read that poem again.^000000"; next; - switch(select("Read:Cancel")) { + switch(select("Read", "Cancel")) { case 1: mes "^0000FFShe will be in a place"; mes "as cold as the poles."; @@ -2211,7 +2209,7 @@ kh_vila,33,184,0 script Pot#khp1 HIDDEN_NPC,{ mes "use to loosen the glue on"; mes "the map... You're a genius!^000000"; next; - switch(select("Try it.:That? That won't work!")) { + switch(select("Try it.", "That? That won't work!")) { case 1: mes "^3355FFYou picked up the"; mes "boiling pot, but"; @@ -2253,7 +2251,7 @@ kh_vila,14,55,0 script Calabash#khp1 HIDDEN_NPC,{ mes "words, a ''gourd.''"; mes "Would do you do?^000000"; next; - switch(select("Break Open Calabash:Look Inside Calabash:Ignore")) { + switch(select("Break Open Calabash", "Look Inside Calabash", "Ignore")) { case 1: mes "^3355FFYou can't break"; mes "open that calabash..."; @@ -2300,12 +2298,12 @@ kh_vila,39,41,0 script Pool#khp1 HIDDEN_NPC,{ mes "along with a conscpicuous"; mes "lion statue with two handles.^000000"; next; - switch(select("Pull Handles:Cancel")) { + switch(select("Pull Handles", "Cancel")) { case 1: mes "Which handle would"; mes "you like to pull first?"; next; - switch(select("Right Handle:Left Handle")) { + switch(select("Right Handle", "Left Handle")) { case 1: mes "^3355FFYou pull the right"; mes "handle, causing water"; @@ -2320,7 +2318,7 @@ kh_vila,39,41,0 script Pool#khp1 HIDDEN_NPC,{ mes "see a layer of green moss"; mes "covering the pool's bottom.^000000"; next; - switch(select("Ignore:Investigate")) { + switch(select("Ignore", "Investigate")) { case 1: mes "^3355FFYou decide that"; mes "a pool is little more"; @@ -2334,7 +2332,7 @@ kh_vila,39,41,0 script Pool#khp1 HIDDEN_NPC,{ mes "you stumble upon a"; mes "small, peculiar button.^000000"; next; - switch(select("Press button:Don't Press Button")) { + switch(select("Press button", "Don't Press Button")) { case 1: mes "^3355FFYou press the button,"; mes "which seems to trigger"; @@ -2369,7 +2367,6 @@ kh_vila,39,41,0 script Pool#khp1 HIDDEN_NPC,{ //- Cottage interior, upstairs; Vicious Dog - kh_vila,181,178,4 script Vicious Dog#khp1 4_DOG01,7,3,{ -//OnTouch2: OnTouch: mes "*Grrr~*"; next; @@ -2379,7 +2376,7 @@ OnTouch: mes "pass by this creature"; mes "without getting hurt?^000000"; next; - switch(select("March forward:Run away")) { + switch(select("March forward", "Run away")) { case 1: if (countitem(Pet_Food) >= 1) { mes "^3355FFWait! Perhaps you can"; @@ -2388,7 +2385,7 @@ OnTouch: mes "you feed it some of your Pet"; mes "Food and see what happens?^000000"; next; - switch(select("Give Pet Food:It won't work!")) { + switch(select("Give Pet Food", "It won't work!")) { case 1: mes "^3355FFYou gingerly throw the"; mes "Pet Food towards the dog."; @@ -2449,7 +2446,7 @@ kh_vila,115,186,0 script Drawer#khp1 HIDDEN_NPC,{ mes "^inside. Or could it be"; mes "^empty. Who knows?^000000"; next; - switch(select("Open Drawer:Ignore")) { + switch(select("Open Drawer", "Ignore")) { case 1: mes "^3355FFYou obtain a Yellow"; mes "Keycard from inside the"; @@ -2489,7 +2486,7 @@ kh_vila,107,126,0 script Box#khp2 HIDDEN_NPC,{ mes "Perhaps you can use your"; mes "Old Bronze Key to unlock it.^000000"; next; - switch(select("Use Old Bronze Key:No, it'll never work.")) { + switch(select("Use Old Bronze Key", "No, it'll never work.")) { case 1: mes "^3355FFYour hunch paid off!"; mes "The Old Bronze Key really"; @@ -2526,7 +2523,7 @@ kh_vila,181,138,0 script Bookshelf#khp1 HIDDEN_NPC,{ mes "''To Elly.'' It must have been"; mes "left behind by her grandfather.^000000"; next; - switch(select("Examine Book:Ignore")) { + switch(select("Examine Book", "Ignore")) { case 1: mes "^3355FFYou skim through the"; mes "book's pages, and don't"; @@ -2535,7 +2532,7 @@ kh_vila,181,138,0 script Bookshelf#khp1 HIDDEN_NPC,{ mes "notice a steel surface behind the"; mes "shelf as you place the book back.^000000"; next; - switch(select("Examine the steel surface:Ignore")) { + switch(select("Examine the steel surface", "Ignore")) { case 1: mes "^3355FFYou remove more of the"; mes "shelf's books to reveal"; @@ -2544,22 +2541,22 @@ kh_vila,181,138,0 script Bookshelf#khp1 HIDDEN_NPC,{ mes "the bookshelf. There are two"; mes "keyholes on the steel safe.^000000"; next; - switch(select("Try all your keys:Cancel")) { + switch(select("Try all your keys", "Cancel")) { case 1: mes "^3355FFWhich key will"; mes "you insert into"; mes "the first keyhole?^000000"; next; if (countitem(Old_Copper_Key) >= 1) { - select("Old Bronze Key:Cottage Key"); + select("Old Bronze Key", "Cottage Key"); mes "^3355FFWhich key will"; mes "you insert into"; mes "the second keyhole?^000000"; next; - select("Old Bronze Key:Cottage Key"); + select("Old Bronze Key", "Cottage Key"); } else if (countitem(Green_Key_Card) >= 1) { - switch(select("Green Keycard:Cottage Key")) { + switch(select("Green Keycard", "Cottage Key")) { case 1: .@KHFirstKeyhole = 1; break; @@ -2571,7 +2568,7 @@ kh_vila,181,138,0 script Bookshelf#khp1 HIDDEN_NPC,{ mes "you insert into"; mes "the second keyhole?^000000"; next; - switch(select("Green Keycard:Cottage Key")) { + switch(select("Green Keycard", "Cottage Key")) { case 1: .@KHSecondKeyhole = 1; break; @@ -2687,14 +2684,14 @@ kh_vila,123,170,0 script Medicine Chest#khp1 HIDDEN_NPC,{ mes "reveal any invisible ink"; mes "written on this document!^000000"; next; - switch(select("What? That's crazy!:Of course! Let's try it!")) { + switch(select("What? That's crazy!", "Of course! Let's try it!")) { case 1: mes "^3355FFSorry."; mes "I thought it"; mes "was a good idea...^000000"; close; case 2: - switch(select("Try Red Liquid:Try Blue Liquid:Try Yellow Liquid:Try Green Liquid:Cancel")) { + switch(select("Try Red Liquid", "Try Blue Liquid", "Try Yellow Liquid", "Try Green Liquid", "Cancel")) { case 1: .@KHPotionColor$ = "red"; break; @@ -2766,7 +2763,7 @@ kh_vila,123,170,0 script Medicine Chest#khp1 HIDDEN_NPC,{ mes "with the Kiel Hyre Foundation"; mes "seal. Would you like read it?^000000"; next; - switch(select("No time!:Read")) { + switch(select("No time!", "Read")) { case 1: mes "^3355FFYou're running out of"; mes "time! For now, it would"; @@ -2819,7 +2816,7 @@ kh_vila,136,68,0 script Sword Hilt#kh HIDDEN_NPC,{ mes "Perhaps they're related to"; mes "that poem you read earlier..."; next; - switch(select("No way!:Of course!")) { + switch(select("No way!", "Of course!")) { case 1: mes "^3355FFImpossible..."; mes "It must be some"; @@ -2833,7 +2830,7 @@ kh_vila,136,68,0 script Sword Hilt#kh HIDDEN_NPC,{ mes "big enough to insert each of"; mes "the ornamental swords nearby...^000000"; next; - switch(select("Ignore:Insert Ornamental Swords")) { + switch(select("Ignore", "Insert Ornamental Swords")) { case 1: mes "^3355FFImposible...^000000"; mes "^3355FFIt must be some^000000"; @@ -2856,7 +2853,7 @@ kh_vila,136,68,0 script Sword Hilt#kh HIDDEN_NPC,{ mes "snake in which you will"; mes "insert the first sword.^000000"; next; - switch(select("First Snake:Second Snake:Third Snake:Fourth Snake")) { + switch(select("First Snake", "Second Snake", "Third Snake", "Fourth Snake")) { default: break; case 2: @@ -2868,7 +2865,7 @@ kh_vila,136,68,0 script Sword Hilt#kh HIDDEN_NPC,{ mes "the snake in which you"; mes "will insert the second sword.^000000"; next; - switch(select("First Snake:Second Snake:Third Snake:Fourth Snake")) { + switch(select("First Snake", "Second Snake", "Third Snake", "Fourth Snake")) { default: break; case 4: @@ -2880,7 +2877,7 @@ kh_vila,136,68,0 script Sword Hilt#kh HIDDEN_NPC,{ mes "the snake in which you"; mes "will insert the third sword.^000000"; next; - switch(select("First Snake:Second Snake:Third Snake:Fourth Snake")) { + switch(select("First Snake", "Second Snake", "Third Snake", "Fourth Snake")) { case 1: ++.@KHSwords; break; @@ -2892,7 +2889,7 @@ kh_vila,136,68,0 script Sword Hilt#kh HIDDEN_NPC,{ mes "the snake in which you"; mes "will insert the fourth sword.^000000"; next; - switch(select("First Snake:Second Snake:Third Snake:Fourth Snake")) { + switch(select("First Snake", "Second Snake", "Third Snake", "Fourth Snake")) { default: break; case 3: @@ -2931,7 +2928,7 @@ kh_vila,136,68,0 script Sword Hilt#kh HIDDEN_NPC,{ mes "path that leads to"; mes "the secret laboratory.^000000"; next; - switch(select("Enter:Cancel")) { + switch(select("Enter", "Cancel")) { case 1: warp "kh_vila",178,72; end; @@ -2967,7 +2964,7 @@ kh_vila,185,68,0 script Test Tube::TestTubeKHQ2 HIDDEN_NPC,{ mes "There is a small red button"; mes "right underneath the test tube.^000000"; next; - switch(select("Press Button:Investigate Further")) { + switch(select("Press Button", "Investigate Further")) { case 1: mes "[???]"; mes "H-hello...? C-can you"; @@ -3042,7 +3039,7 @@ kh_dun01,235,48,0 script Heavy Door#kh1::HeavyDoorKHQ1 HIDDEN_NPC,{ mes "^3355FFThere is a large, heavy"; mes "door infront of you.^000000"; next; - switch(select("Open Door:Cancel")) { + switch(select("Open Door", "Cancel")) { case 1: input .@KHInput$; mes "^3355FFYou try to push the"; @@ -3062,7 +3059,7 @@ kh_dun01,235,48,0 script Heavy Door#kh1::HeavyDoorKHQ1 HIDDEN_NPC,{ mes "^3355FFThere is a large, heavy"; mes "door in front of you.^000000"; next; - switch(select("Open Door:Cancel")) { + switch(select("Open Door", "Cancel")) { case 1: input .@KHInput$; if (.@KHInput$ == "Blue Keycard") { @@ -3102,7 +3099,7 @@ kh_dun01,76,233,0 script Heavy Door::HeavyDoorKHQ2 HIDDEN_NPC,{ mes "^3355FFThere is a large, heavy"; mes "door infront of you.^000000"; next; - switch(select("Open Door:Cancel")) { + switch(select("Open Door", "Cancel")) { case 1: input .@KHInput$; mes "^3355FFYou try to push the"; @@ -3160,7 +3157,7 @@ kh_school,119,149,4 script Beautiful Lady#kh1::BeatifulLadyKHQ1 4_F_KHELLISIA,{ mes "Is there anything that you"; mes "can present to me as proof?"; next; - switch(select("Yellow Keycard:Blue Keycard:Golden Key:Carved Button:...?")) { + switch(select("Yellow Keycard", "Blue Keycard", "Golden Key", "Carved Button", "...?")) { default: break; case 3: @@ -3257,7 +3254,7 @@ kh_school,122,186,4 script Beautiful Lady#kh6 4_F_KHELLISIA,{ mes "and rescue him as soon"; mes "as you possibly can!"; next; - switch(select("What is this factory?:What happened to ^FF0000Kiel Hyre^000000?")) { + switch(select("What is this factory?", "What happened to ^FF0000Kiel Hyre^000000?")) { case 1: mes "[Allysia]"; mes "This factory is part of"; @@ -3456,7 +3453,6 @@ kh_dun01,162,206,0 duplicate(KHKeyardReader) Mechanical Device HIDDEN_NPC //- Kiel Hyre - OnTouch - kh_dun01,224,233,0 script Factory B Area Door FAKE_NPC,5,5,{ -//OnTouch2: OnTouch: if (KielHyreQuest == 40) { if (checkweight(Steel_Piece,1) == 0) { @@ -3476,7 +3472,7 @@ OnTouch: mes "^333333...Kiehl..."; mes "...How dare you...!^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Mister Kiel Hyre?"; mes "Is that you in there?"; next; @@ -3484,7 +3480,7 @@ OnTouch: mes "Wh-who's there?"; mes "Identify yourself!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm... I'm..."; next; mes "^3355FFYou explain your story"; @@ -3550,7 +3546,7 @@ kh_dun01,44,203,0 script Entrance Device#khd2::KHAccess HIDDEN_NPC,{ mes "to reveal a long flight"; mes "of descending stairs.^000000"; next; - switch(select("Descend Stairs:Cancel")) { + switch(select("Descend Stairs", "Cancel")) { case 1: warp "kh_dun02",41,198; end; @@ -3593,10 +3589,10 @@ kh_mansion,78,55,5 script Steward#kh 4_M_MANAGER,{ mes "by the master of"; mes "this mansion?"; next; - switch(select("Present Golden Key:????")) { + switch(select("Present Golden Key", "????")) { case 1: mes "[Steward]"; - mes "Ah, Master "+strcharinfo(0)+"."; + mes "Ah, Master "+strcharinfo(PC_NAME)+"."; mes "I've been expecting your"; mes "arrival. Please, this way."; close2; @@ -3616,13 +3612,13 @@ kh_mansion,78,55,5 script Steward#kh 4_M_MANAGER,{ } if ((KielHyreQuest >= 50) && (KielHyreQuest < 64) || (KielHyreQuest >= 70)) { mes "[Steward]"; - mes "Ah, Master "+strcharinfo(0)+"."; + mes "Ah, Master "+strcharinfo(PC_NAME)+"."; mes "It is a pleasure to"; mes "receive your company"; mes "once again. Would you"; mes "like to see my master?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Steward]"; mes "Very well."; @@ -3640,13 +3636,13 @@ kh_mansion,78,55,5 script Steward#kh 4_M_MANAGER,{ } if ((KielHyreQuest == 52) || (KielHyreQuest == 54) || (KielHyreQuest >= 64) && (KielHyreQuest <= 70)) { mes "[Steward]"; - mes "Ah, Master "+strcharinfo(0)+"."; + mes "Ah, Master "+strcharinfo(PC_NAME)+"."; mes "It is a pleasure to"; mes "receive your company"; mes "once again. Would you"; mes "like to see my master, or...?"; next; - switch(select("^FF0000Kiel Hyre^000000:^3355FFMitchell^000000")) { + switch(select("^FF0000Kiel Hyre^000000", "^3355FFMitchell^000000")) { case 1: mes "[Steward]"; mes "Very well."; @@ -3702,14 +3698,14 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{ else if (KielHyreQuest == 46) { cutin "kh_kyel01",2; mes "[Kiel Hyre]"; - mes "Ah, you must be "+strcharinfo(0)+"."; + mes "Ah, you must be "+strcharinfo(PC_NAME)+"."; mes "I'd like to thank you for saving"; mes "my life. You must have many"; mes "questions to ask me, so I'll"; mes "do my best to give you answers."; next; while(1) { - switch(select("Robots?:^3355FFKiehl^000000?:^FF0000Elly^000000's button?")) { + switch(select("Robots?", "^3355FFKiehl^000000?", "^FF0000Elly^000000's button?")) { case 1: mes "[Kiel Hyre]"; mes "I've been researching"; @@ -3825,7 +3821,7 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{ mes "that you wanted"; mes "to ask me?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I don't have enough"; mes "concrete evidence yet,"; mes "but I might have some"; @@ -3834,12 +3830,12 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{ else if (KielHyreQuest == 68) { cutin "kh_kyel02",2; mes "[Kiel Hyre]"; - mes "Ah, "+strcharinfo(0)+"."; + mes "Ah, "+strcharinfo(PC_NAME)+"."; mes "It's you. So how can"; mes "I help you today?"; next; select("About ^3355FFAllysia^000000..."); - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You know, I was looking"; mes "through this deserted house"; mes "in Juno, and discovered"; @@ -3861,7 +3857,7 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{ mes "not so strange to find"; mes "look-a-likes for other people..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I don't think it's just"; mes "a coincidence. The woman"; mes "in that thirty year old portrait"; @@ -3876,7 +3872,7 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{ mes "............"; next; cutin "kh_kyel01",2; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Then I thought that this"; mes "Allysia must have been the"; mes "woman that you loved, and"; @@ -3888,7 +3884,7 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{ mes "............"; next; cutin "kh_kyel01",2; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I think this is what happened:"; mes "when you were a young, poor"; mes "man, you fell in love with"; @@ -3896,14 +3892,14 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{ mes "in love with Rosimier, who"; mes "was rich and powerful."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "However, Rosimier was"; mes "betrothed to some other"; mes "woman, and he ended up"; mes "marrying his fiancee, thus"; mes "breaking Allysia's heart."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Feeling betrayed, her"; mes "heart broken, Allysia jumped"; mes "into a river. Then, you decided"; @@ -3935,7 +3931,7 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{ mes "How did..."; mes "Where did you...?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Kiel Hyre, I found this"; mes "portrait of you as a young"; mes "man from the house of the"; @@ -3943,7 +3939,7 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{ mes "I even spoke to the fisherman"; mes "that discovered Allysia's body."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You paid an awful lot"; mes "of money to buy Allysia's"; mes "ring. How can you not tell"; @@ -3974,12 +3970,12 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{ mes "capability to cause it..."; next; cutin "kh_kyel02",2; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm afraid that the"; mes "evidence shows otherwise."; next; select("Reveal Portrait of Rosimiers"); - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Take a good look"; mes "at this portrait that"; mes "I found at the Rosimiers'"; @@ -3994,7 +3990,7 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{ mes "anything wrong with"; mes "this picture at all."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Take a good look"; mes "at the pocketwatch"; mes "in the portrait. That's"; @@ -4005,7 +4001,7 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{ mes "[Kiel Hyre]"; mes "...!!!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You might not have caused"; mes "the downfall of the Rosimiers"; mes "yourself, but with the aid of"; @@ -4021,7 +4017,7 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{ mes "her, if only he didn't drive"; mes "her to commit suicide..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That's where you're wrong!"; mes "Allysia was killed, she didn't"; mes "commit suicide. Take a good"; @@ -4039,7 +4035,7 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{ mes "She's dead, nothing I can do"; mes "will bring her back to me!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I never said James didn't"; mes "betray her. Look at the date"; mes "on the note. James made plans"; @@ -4047,7 +4043,7 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{ mes "20th. However, her body was"; mes "found on the same day."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ergo, Allysia must have"; mes "died on August 19th. If she"; mes "was planning to run away with"; @@ -4061,14 +4057,14 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{ mes "realized she was nothing"; mes "but another toy to him!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh yeah? I say she jumped"; mes "into the river because you"; mes "met her on that day. Now,"; mes "take a good look at this!"; next; select("Show K.H.'s note"); - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This note was written by"; mes "a man with your initials,"; mes "K.H. These initials were also"; @@ -4076,7 +4072,7 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{ mes "must have written this note:"; mes "there's too many coincidences!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "According to this note,"; mes "you told Allysia that you"; mes "wanted to see her again"; @@ -4084,7 +4080,7 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{ mes "I think you did see her again..."; mes "on August 19th, the day she died!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm assuming the place you"; mes "two first met was near the"; mes "river. No more of your lies:"; @@ -4205,7 +4201,7 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{ mes "My death? Everything...?"; next; cutin "kh_kyel01",2; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Actually, I just want"; mes "to ask about the nature"; mes "of your professional"; @@ -4291,7 +4287,7 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{ mes "my actions once everything"; mes "has been resolved."; next; - select("Accept:Okay:Nod"); + select("Accept", "Okay", "Nod"); mes "[Kiel Hyre]"; mes "Thank you so much!"; mes "You can find Kiehl"; @@ -4351,7 +4347,7 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{ mes "to confront"; mes "Kiehl now?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Kiel Hyre]"; mes "There... the secret"; @@ -4418,7 +4414,7 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{ getitem Fancy_Key_Card,1; KielHyreQuest = 108; next; - if (Sex == 0) { + if (Sex == SEX_FEMALE) { if (getpartnerid() == 0) .@KHTitle$ = "Miss"; else .@KHSTitle$ = "Mrs"; } @@ -4429,7 +4425,7 @@ kh_mansion,22,28,4 script Kiel Hyre#kh 4_M_KHKYEL,{ mes "be, I've got to stop him! Oh,"; mes "and here, please take this"; mes "with my thanks for all of"; - mes "your help, "+.@KHTitle$+" "+strcharinfo(0)+"."; + mes "your help, "+.@KHTitle$+" "+strcharinfo(PC_NAME)+"."; getitem Old_Card_Album,1; //Old Card Album delitem Elysia_Ring,1; getexp RENEWAL_EXP?100000:1000000,0; @@ -4463,7 +4459,7 @@ kh_mansion,18,30,4 script Allysia 4_F_KHELLISIA,{ mes "would be easier to understand"; mes "if I explained about robots?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Allysia]"; mes "The robots you've been"; @@ -4481,7 +4477,7 @@ kh_mansion,18,30,4 script Allysia 4_F_KHELLISIA,{ mes "generations of robots, the first,"; mes "second, and third generations."; next; - switch(select("First Generation:Second Generation:Third Generation")) { + switch(select("First Generation", "Second Generation", "Third Generation")) { case 1: mes "[Allysia]"; mes "I am a good example of one"; @@ -4612,7 +4608,6 @@ kh_mansion,18,30,4 script Allysia 4_F_KHELLISIA,{ //- Abduction triggering NPC - lighthalzen,188,200,0 script Abduction_trigger FAKE_NPC,3,1,{ -//OnTouch2: OnTouch: if (KielHyreQuest == 50) { mes "^3355FFAs you walked out of"; @@ -4630,7 +4625,6 @@ OnTouch: //- Mysterious Woman "Mitchell Layla" - kh_mansion,25,79,4 script Mysterious Woman#kh 4_F_JOB_HUNTER,3,3,{ -//OnTouch2: OnTouch: if (KielHyreQuest == 50) { mes "^3355FFYou awaken with your"; @@ -4662,7 +4656,7 @@ OnTouch: mes "Now tell me the truth. How"; mes "do you know Kiel Hyre?"; next; - switch(select("I'll tell you everything!:I don't know nuthin'!")) { + switch(select("I'll tell you everything!", "I don't know nuthin'!")) { case 2: mes "[??????]"; mes "Don't...know...nuthin'?"; @@ -4672,7 +4666,7 @@ OnTouch: mes "must have some connection"; mes "to him. I'm right, aren't it?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "......"; mes "........."; mes "............"; @@ -4787,14 +4781,14 @@ OnTouch: mes "case, I want your help"; mes "in our investigation."; next; - switch(select("Okay:......")) { + switch(select("Okay", "......")) { case 2: mes "[??????]"; mes "If you don't cooperate,"; mes "then I can't guarantee"; mes "your safety, adventurer"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh? What...?"; mes "What does that mean?"; mes "Are you threatening me?"; @@ -4853,7 +4847,7 @@ OnTouch: mes "you can get to Juno, and"; mes "finish your mission quickly."; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Mitchell]"; mes "Good luck. Once you"; @@ -4951,7 +4945,7 @@ yuno,257,140,4 script Odd Grandma 4_F_EINOLD,{ mes "Hush little baby..."; mes "Go to sleeeeep~"; next; - switch(select("What are you doing?:Um, I don't see a baby...")) { + switch(select("What are you doing?", "Um, I don't see a baby...")) { case 1: mes "[Grandma]"; mes "Oh? My baby won't stop"; @@ -5043,7 +5037,7 @@ yuno,250,132,0 script Old Lady#kh 4_F_05,{ mes "of how old I've gotten!"; mes "It chills my bones, it does!"; next; - switch(select("......:Do you know that grandma?")) { + switch(select("......", "Do you know that grandma?")) { case 1: mes "[Old Lady]"; mes "Damn it! If only I didn't"; @@ -5266,12 +5260,12 @@ kh_rossi,92,40,0 script Shelf#khr HIDDEN_NPC,{ mes "mansions's Master Key, you"; mes "might be able to open them.^000000"; next; - switch(select("Use Key:Pass")) { + switch(select("Use Key", "Pass")) { case 1: mes "^3355FFWhich box do you"; mes "want to try to open?^000000"; next; - switch(select("First Box:Second Box")) { + switch(select("First Box", "Second Box")) { case 1: mes "^3355FFYou use the Master Key to"; mes "unlock the box, and obtain"; @@ -5332,7 +5326,7 @@ kh_rossi,144,286,0 script Desk#khr3 HIDDEN_NPC,{ mes "^3355FFThe desk has"; mes "three drawers.^000000"; next; - switch(select("First Drawer:Second Drawer:Third Drawer:Cancel")) { + switch(select("First Drawer", "Second Drawer", "Third Drawer", "Cancel")) { case 1: mes "^3355FFThe first drawer is locked.^000000"; close; @@ -5433,7 +5427,7 @@ kh_rossi,154,286,0 script Bed#khr HIDDEN_NPC,{ mes "a thick layer of dust"; mes "after years of disuse.^000000"; next; - switch(select("Check Bedsheets:Check Under Bed")) { + switch(select("Check Bedsheets", "Check Under Bed")) { case 1: mes "^3355FFYou brush the bed's"; mes "surface with your hand,"; @@ -5653,7 +5647,7 @@ kh_kiehl01,13,40,0 script Flower Vase#kh1 HIDDEN_NPC,{ mes "^3355FFYou found"; mes "a flower vase.^000000"; next; - switch(select("Pick Up Vase:Break Vase:Turn Vase Upside-down")) { + switch(select("Pick Up Vase", "Break Vase", "Turn Vase Upside-down")) { case 1: mes "^3355FFThe vase is empty.^000000"; close; @@ -6030,7 +6024,7 @@ kh_kiehl01,166,187,0 script Big Door#BigDoorKHQ5 HIDDEN_NPC,{ mes "you can hear the door"; mes "hinges slightly squeak.^000000"; next; - select("Push Door:Kick Door:Shake Door:Pull Door:Lift Door"); + select("Push Door", "Kick Door", "Shake Door", "Pull Door", "Lift Door"); mes "^3355FFA group of monsters"; mes "suddenly appeared as"; mes "soon as you applied"; @@ -6061,7 +6055,7 @@ kh_kiehl01,166,187,0 script Big Door#BigDoorKHQ5 HIDDEN_NPC,{ mes "fully leveraged it, then you"; mes "should be able to open it.^000000"; next; - switch(select("Steel:Rusty Iron Piece:Solid Iron Piece:Iron Piece:Screw:Cancel")) { + switch(select("Steel", "Rusty Iron Piece", "Solid Iron Piece", "Iron Piece", "Screw", "Cancel")) { case 1: .@KHPryingItem$ = "Steel"; break; @@ -6125,7 +6119,7 @@ kh_kiehl01,166,187,0 script Big Door#BigDoorKHQ5 HIDDEN_NPC,{ mes "is wide open, and."; mes "you may now enter.^000000"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: close2; donpcevent "Big_Door_5_Warp::OnEnable"; @@ -6286,7 +6280,7 @@ kh_kiehl02,50,52,4 script Kiehl#Original 4_M_KHKIEL,{ mes "you. So has he sent"; mes "you to kill me?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Kiel Hyre sent me to ask"; mes "you to stop turning all of"; mes "the Third Generation robots"; @@ -6325,7 +6319,7 @@ kh_kiehl02,50,52,4 script Kiehl#Original 4_M_KHKIEL,{ mes "how far a human could go for his own selfinishness by destroying a family."; mes "And therefore I don't think that he could create better robots than mine."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Humankind may not be"; mes "perfect, but think about"; mes "who you're working with!"; @@ -6399,11 +6393,11 @@ kh_kiehl02,50,52,4 script Kiehl#Original 4_M_KHKIEL,{ next; mes "[Mitchell]"; mes "Nooooo!"; - specialeffect PF_FOGWALL,AREA,"Mitchell#KiehlRoom"; - specialeffect PF_FOGWALL,AREA,"Agent#KHAgent1"; - specialeffect PF_FOGWALL,AREA,"Agent#KHAgent2"; - specialeffect PF_FOGWALL,AREA,"Agent#KHAgent3"; - specialeffect PF_FOGWALL,AREA,"Agent#KHAgent4"; + specialeffect(PF_FOGWALL, AREA, getnpcid(0, "Mitchell#KiehlRoom")); + specialeffect(PF_FOGWALL, AREA, getnpcid(0, "Agent#KHAgent1")); + specialeffect(PF_FOGWALL, AREA, getnpcid(0, "Agent#KHAgent2")); + specialeffect(PF_FOGWALL, AREA, getnpcid(0, "Agent#KHAgent3")); + specialeffect(PF_FOGWALL, AREA, getnpcid(0, "Agent#KHAgent4")); next; cutin "kh_kiel03",2; mes "[Kiehl]"; @@ -6446,7 +6440,7 @@ kh_kiehl02,50,52,4 script Kiehl#Original 4_M_KHKIEL,{ mes "everything down~"; next; mes "[Mitchell]"; - mes "Quick, "+strcharinfo(0)+","; + mes "Quick, "+strcharinfo(PC_NAME)+","; mes "use Kiel Hyre's power"; mes "device, the one that's"; mes "supposed to mess with"; @@ -6768,7 +6762,7 @@ OnReset: kh_kiehl02,49,55,6 script Mitchell#KiehlRoom 4_F_JOB_HUNTER,{ end; OnInit: - hideonnpc strnpcinfo(0); + hideonnpc strnpcinfo(NPC_NAME); end; } kh_kiehl02,53,52,4 duplicate(Mitchell#KiehlRoom) Agent#KHAgent1 4_M_MASKMAN diff --git a/npc/quests/lvl4_weapon_quest.txt b/npc/quests/lvl4_weapon_quest.txt index f61c2122c..977071343 100644 --- a/npc/quests/lvl4_weapon_quest.txt +++ b/npc/quests/lvl4_weapon_quest.txt @@ -66,7 +66,7 @@ umbala,117,285,3 script Bazo#lv4 4_M_03,{ mes "[Bazo]"; mes "If you like, I'd be willing to show you my skills. Now how does that sound?"; next; - switch(select("Sounds good~:No, thanks.")) { + switch(select("Sounds good~", "No, thanks.")) { case 1: if (BaseLevel < 70) { mes "[Bazo]"; @@ -214,7 +214,7 @@ umbala,117,285,3 script Bazo#lv4 4_M_03,{ mes "thinking about right now."; } next; - .@answer = select("Poring:Hode:Obeaune:Minorous"); + .@answer = select("Poring", "Hode", "Obeaune", "Minorous"); if (.@answer == .@mons[.@i]) { ++.@dap; } @@ -286,7 +286,7 @@ umbala,117,285,3 script Bazo#lv4 4_M_03,{ mes "bring one kind of ore, not all of them. So which one would you"; mes "like to use?"; next; - switch(select("Citrin:Turquoise:Agate")) { + switch(select("Citrin", "Turquoise", "Agate")) { case 1: .@itemreq = 7295; // Citrine break; @@ -303,7 +303,7 @@ umbala,117,285,3 script Bazo#lv4 4_M_03,{ mes "bring one kind of ore, not"; mes "two. So which one would"; mes "you like to use?"; - switch(select("Citrin:Turquoise")) { + switch(select("Citrin", "Turquoise")) { case 1: .@itemreq = 7295; // Citrine break; @@ -317,7 +317,7 @@ umbala,117,285,3 script Bazo#lv4 4_M_03,{ mes "bring one kind of ore, not"; mes "two. So which one would"; mes "you like to use?"; - switch(select("Citrin:Agate")) { + switch(select("Citrin", "Agate")) { case 1: .@itemreq = 7295; // Citrine break; @@ -331,7 +331,7 @@ umbala,117,285,3 script Bazo#lv4 4_M_03,{ mes "bring one kind of ore, not"; mes "two. So which one would"; mes "you like to use?"; - switch(select("Turquoise:Agate")) { + switch(select("Turquoise", "Agate")) { case 1: .@itemreq = 7294; //Turqoise break; @@ -435,7 +435,7 @@ umbala,117,285,3 script Bazo#lv4 4_M_03,{ mes "[Bazo]"; mes "If you like, I'd be willing to show you my skills. Now how does that sound?"; next; - switch(select("Sounds good~:No, thanks.")) { + switch(select("Sounds good~", "No, thanks.")) { case 1: if (BaseLevel < 70) { mes "[Bazo]"; @@ -517,7 +517,7 @@ umbala,163,257,3 script Hibilaithan#lv4 4_M_UMDANCEKID2,{ mes "inspired and oft imitated"; mes "handiwork or not?"; next; - switch(select("Yes. Yes, I do.:Sorry, I don't need it!")) { + switch(select("Yes. Yes, I do.", "Sorry, I don't need it!")) { case 1: if (BaseLevel < 70) { mes "[Hibilaithan]"; @@ -659,7 +659,7 @@ umbala,163,257,3 script Hibilaithan#lv4 4_M_UMDANCEKID2,{ mes "am I thinking of?"; } next; - .@answer = select("Zealotus:Alice:Munak:Isis"); + .@answer = select("Zealotus", "Alice", "Munak", "Isis"); if (.@answer == .@mons[.@i]) { ++.@dap; } @@ -737,7 +737,7 @@ umbala,163,257,3 script Hibilaithan#lv4 4_M_UMDANCEKID2,{ mes "[Hibilaithan]"; mes "Whoa, you brought all three kinds of those ores I asked for? Haha, we can only use one of them, so go ahead and choose."; next; - switch(select("Muscovite:Biotite:Pyroxene")) { + switch(select("Muscovite", "Biotite", "Pyroxene")) { case 1: .@itemreq = 7292; //Muscovite break; @@ -753,7 +753,7 @@ umbala,163,257,3 script Hibilaithan#lv4 4_M_UMDANCEKID2,{ mes "[Hibilaithan]"; mes "Hahaha, you only needed to bring one kind of ore, not two. Now, which ore would you like to use?"; next; - switch(select("Muscovite:Biotite")) { + switch(select("Muscovite", "Biotite")) { case 1: .@itemreq = 7292; //Muscovite break; @@ -766,7 +766,7 @@ umbala,163,257,3 script Hibilaithan#lv4 4_M_UMDANCEKID2,{ mes "[Hibilaithan]"; mes "Hahaha, you only needed to bring one kind of ore, not two. Now, which ore would you like to use?"; next; - switch(select("Muscovite:Pyroxene")) { + switch(select("Muscovite", "Pyroxene")) { case 1: .@itemreq = 7292; //Muscovite break; @@ -779,7 +779,7 @@ umbala,163,257,3 script Hibilaithan#lv4 4_M_UMDANCEKID2,{ mes "[Hibilaithan]"; mes "Hahaha, you only needed to bring one kind of ore, not two. Now, which ore would you like to use?"; next; - switch(select("Biotite:Pyroxene")) { + switch(select("Biotite", "Pyroxene")) { case 1: .@itemreq = 7297; // Biotite break; @@ -891,7 +891,7 @@ umbala,163,257,3 script Hibilaithan#lv4 4_M_UMDANCEKID2,{ mes "inspired and oft imitated"; mes "handiwork or not?"; next; - switch(select("Yes. Yes, I do.:Sorry, I don't need it!")) { + switch(select("Yes. Yes, I do.", "Sorry, I don't need it!")) { case 1: if (BaseLevel < 70) { mes "[Hibilaithan]"; @@ -972,7 +972,7 @@ um_in,156,77,5 script Tabezthan#lv4 4_M_UMOLDMAN,{ mes "In any case, do have any use"; mes "for my skills? If so, please bring me the materials that I need so that I may be of service to you."; next; - switch(select("Yes, please.:No, thank you.")) { + switch(select("Yes, please.", "No, thank you.")) { case 1: if (BaseLevel < 70) { mes "[Tabezthan]"; @@ -1113,7 +1113,7 @@ um_in,156,77,5 script Tabezthan#lv4 4_M_UMOLDMAN,{ mes "monster I'm thinking of."; } next; - .@answer = select("Baphomet:Dark Lord:Bloody Knight:Stormy Knight"); + .@answer = select("Baphomet", "Dark Lord", "Bloody Knight", "Stormy Knight"); if (.@answer == .@mons[.@i]) { ++.@dap; } @@ -1179,7 +1179,7 @@ um_in,156,77,5 script Tabezthan#lv4 4_M_UMOLDMAN,{ mes "[Tabezthan]"; mes "Ah, you've brought all three. However, we can only use one kind of ore at a time, so please choose just one."; next; - switch(select("Phlogopite:Peridot:Rose Quartz")) { + switch(select("Phlogopite", "Peridot", "Rose Quartz")) { case 1: .@itemreq = 7290; //Phlogopite break; @@ -1198,7 +1198,7 @@ um_in,156,77,5 script Tabezthan#lv4 4_M_UMOLDMAN,{ mes "of ore. Now, which one would"; mes "you like to use?"; next; - switch(select("Phlogopite:Peridot")) { + switch(select("Phlogopite", "Peridot")) { case 1: .@itemreq = 7290; //Phlogopite break; @@ -1214,7 +1214,7 @@ um_in,156,77,5 script Tabezthan#lv4 4_M_UMOLDMAN,{ mes "of ore. Now, which one would"; mes "you like to use?"; next; - switch(select("Phlogopite:Rose Quartz")) { + switch(select("Phlogopite", "Rose Quartz")) { case 1: .@itemreq = 7290; //Phlogopite break; @@ -1230,7 +1230,7 @@ um_in,156,77,5 script Tabezthan#lv4 4_M_UMOLDMAN,{ mes "of ore. Now, which one would"; mes "you like to use?"; next; - switch(select("Peridot:Rose Quartz")) { + switch(select("Peridot", "Rose Quartz")) { case 1: .@itemreq = 7289; //Olivine break; @@ -1323,7 +1323,7 @@ um_in,156,77,5 script Tabezthan#lv4 4_M_UMOLDMAN,{ mes "In any case, do have any use"; mes "for my skills? If so, please bring me the materials that I need so that I may be of service to you."; next; - switch(select("Yes, please.:No, thank you.")) { + switch(select("Yes, please.", "No, thank you.")) { case 1: if (BaseLevel < 70) { mes "[Tabezthan]"; @@ -1730,7 +1730,7 @@ niflheim,240,193,3 script Kayron#lv4 4_M_NFDEADMAN2,{ mes "the dead. Without a body, I feel"; mes "so useless."; next; - switch(select("Show interest.:Ignore him.")) { + switch(select("Show interest.", "Ignore him.")) { case 1: mes "[Kayron]"; mes "Huh...?"; @@ -1778,7 +1778,7 @@ niflheim,240,193,3 script Kayron#lv4 4_M_NFDEADMAN2,{ } else { mes "this... Longinus's Spear!"; - getitem Longinus's_Spear,1; + getitem Longinuss_Spear,1; } lv4_weapon = 0; next; @@ -1847,7 +1847,7 @@ niflheim,240,193,3 script Kayron#lv4 4_M_NFDEADMAN2,{ mes "You'll write 'Rock,' 'Paper,' or 'Scissors,' and I'll do the same. Then we'll compare our results and see what happens. Alright, let's do the first match!"; next; .@npchand1 = rand(1,3); - .@myhand1 = select("Scissors:Rock:Paper"); + .@myhand1 = select("Scissors", "Rock", "Paper"); if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) { ++.@shobu; } @@ -1857,7 +1857,7 @@ niflheim,240,193,3 script Kayron#lv4 4_M_NFDEADMAN2,{ mes "the second match~"; next; .@npchand2 = rand(1,3); - .@myhand2 = select("Scissors:Rock:Paper"); + .@myhand2 = select("Scissors", "Rock", "Paper"); if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) { ++.@shobu; } @@ -1868,7 +1868,7 @@ niflheim,240,193,3 script Kayron#lv4 4_M_NFDEADMAN2,{ mes "'Paper' or 'Scissors.'"; next; .@npchand3 = rand(1,3); - .@myhand3 = select("Scissors:Rock:Paper"); + .@myhand3 = select("Scissors", "Rock", "Paper"); if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) { ++.@shobu; } @@ -2139,7 +2139,7 @@ niflheim,240,193,3 script Kayron#lv4 4_M_NFDEADMAN2,{ mes "the dead. Without a body, I feel"; mes "so useless."; next; - switch(select("Show interest.:Ignore him.")) { + switch(select("Show interest.", "Ignore him.")) { case 1: mes "[Kayron]"; mes "Huh...?"; @@ -2183,7 +2183,7 @@ niflheim,99,268,5 script Reyghema#lv4 4_M_NFDEADMAN2,{ mes "something like that,"; mes "but there was more to it..."; next; - switch(select("Show interest.:Ignore him.")) { + switch(select("Show interest.", "Ignore him.")) { case 1: mes "[Reyghema]"; mes "Enjoy your youth..."; @@ -2297,7 +2297,7 @@ niflheim,99,268,5 script Reyghema#lv4 4_M_NFDEADMAN2,{ mes "Alright, here's a piece of paper. When I say so, you write down 'Rock,' 'Paper' or 'Scissors.' Alright? Let's start."; next; .@npchand1 = rand(1,3); - .@myhand1 = select("Scissors:Rock:Paper"); + .@myhand1 = select("Scissors", "Rock", "Paper"); if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) { ++.@shobu; } @@ -2306,7 +2306,7 @@ niflheim,99,268,5 script Reyghema#lv4 4_M_NFDEADMAN2,{ mes "try this again."; next; .@npchand2 = rand(1,3); - .@myhand2 = select("Scissors:Rock:Paper"); + .@myhand2 = select("Scissors", "Rock", "Paper"); if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) { ++.@shobu; } @@ -2316,7 +2316,7 @@ niflheim,99,268,5 script Reyghema#lv4 4_M_NFDEADMAN2,{ mes "'Paper' or 'Scissors.'"; next; .@npchand3 = rand(1,3); - .@myhand3 = select("Scissors:Rock:Paper"); + .@myhand3 = select("Scissors", "Rock", "Paper"); if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) { ++.@shobu; } @@ -2612,7 +2612,7 @@ niflheim,99,268,5 script Reyghema#lv4 4_M_NFDEADMAN2,{ mes "something like that,"; mes "but there was more to it..."; next; - switch(select("Show interest.:Ignore him.")) { + switch(select("Show interest.", "Ignore him.")) { case 1: mes "[Reyghema]"; mes "Enjoy your youth..."; @@ -2648,7 +2648,7 @@ niflheim,187,280,3 script Hein#lv4 4_M_NFDEADMAN,{ mes "Back during those days,"; mes "I never accepted money for my work. Father always used to say, 'Never accept payment to forge a good weapon. It... It...'"; next; - switch(select("Show interest.:Ignore him.")) { + switch(select("Show interest.", "Ignore him.")) { case 1: mes "[Hein]"; mes "What was the rest of it?"; @@ -2758,7 +2758,7 @@ niflheim,187,280,3 script Hein#lv4 4_M_NFDEADMAN,{ mes "When I tell you to, write down 'Rock,' 'Paper' or 'Scissors.' I'll do the same thing, and we'll compare our results at the end, okay? Let's begin!"; next; .@npchand1 = rand(1,3); - .@myhand1 = select("Scissors:Rock:Paper"); + .@myhand1 = select("Scissors", "Rock", "Paper"); if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) { ++.@shobu; } @@ -2767,7 +2767,7 @@ niflheim,187,280,3 script Hein#lv4 4_M_NFDEADMAN,{ mes "the second round!"; next; .@npchand2 = rand(1,3); - .@myhand2 = select("Scissors:Rock:Paper"); + .@myhand2 = select("Scissors", "Rock", "Paper"); if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) { ++.@shobu; } @@ -2778,7 +2778,7 @@ niflheim,187,280,3 script Hein#lv4 4_M_NFDEADMAN,{ mes "compare our results."; next; .@npchand3 = rand(1,3); - .@myhand3 = select("Scissors:Rock:Paper"); + .@myhand3 = select("Scissors", "Rock", "Paper"); .@aekddam = rand(1,3); if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) { ++.@shobu; @@ -3054,7 +3054,7 @@ niflheim,187,280,3 script Hein#lv4 4_M_NFDEADMAN,{ mes "Back during those days,"; mes "I never accepted money for my work. Father always used to say, 'Never accept payment to forge a good weapon. It... It...'"; next; - switch(select("Show interest.:Ignore him.")) { + switch(select("Show interest.", "Ignore him.")) { case 1: mes "[Hein]"; mes "What was the rest of it?"; @@ -3101,7 +3101,7 @@ niflheim,331,72,3 script Waltboughst#lv4 4_M_NFDEADMAN,{ mes "[Waltboughst]"; mes "It's funny, you know. My father always used to say, 'Trying your best won't always result in success...' Um, that's ... Huh? There was more, I think."; next; - switch(select("Show interest.:Ignore him.")) { + switch(select("Show interest.", "Ignore him.")) { case 1: mes "[Waltboughst]"; mes "Let me try it again."; @@ -3223,7 +3223,7 @@ niflheim,331,72,3 script Waltboughst#lv4 4_M_NFDEADMAN,{ mes "Now, when I tell you to, write down 'Rock,' 'Paper' or 'Scissors.' Let's begin...!"; next; .@npchand1 = rand(1,3); - .@myhand1 = select("Scissors:Rock:Paper"); + .@myhand1 = select("Scissors", "Rock", "Paper"); if (((.@myhand1 == 1) && (.@npchand1 == 3)) || ((.@myhand1 == 2) && (.@npchand1 == 1)) || ((.@myhand1 == 3) && (.@npchand1 == 2))) { ++.@shobu; } @@ -3233,7 +3233,7 @@ niflheim,331,72,3 script Waltboughst#lv4 4_M_NFDEADMAN,{ mes "a second time."; next; .@npchand2 = rand(1,3); - .@myhand2 = select("Scissors:Rock:Paper"); + .@myhand2 = select("Scissors", "Rock", "Paper"); if (((.@myhand2 == 1) && (.@npchand2 == 3)) || ((.@myhand2 == 2) && (.@npchand2 == 1)) || ((.@myhand2 == 3) && (.@npchand2 == 2))) { ++.@shobu; } @@ -3244,7 +3244,7 @@ niflheim,331,72,3 script Waltboughst#lv4 4_M_NFDEADMAN,{ mes "and check your luck."; next; .@npchand3 = rand(1,3); - .@myhand3 = select("Scissors:Rock:Paper"); + .@myhand3 = select("Scissors", "Rock", "Paper"); if (((.@myhand3 == 1) && (.@npchand3 == 3)) || ((.@myhand3 == 2) && (.@npchand3 == 1)) || ((.@myhand3 == 3) && (.@npchand3 == 2))) { ++.@shobu; } @@ -3498,7 +3498,7 @@ niflheim,331,72,3 script Waltboughst#lv4 4_M_NFDEADMAN,{ mes "[Waltboughst]"; mes "It's funny, you know. My father always used to say, 'Trying your best won't always result in success...' Um, that's ... Huh? There was more, I think."; next; - switch(select("Show interest.:Ignore him.")) { + switch(select("Show interest.", "Ignore him.")) { case 1: mes "[Waltboughst]"; mes "Let me try it again."; diff --git a/npc/quests/mage_solution.txt b/npc/quests/mage_solution.txt index fad23dba1..7fdb2d1d8 100644 --- a/npc/quests/mage_solution.txt +++ b/npc/quests/mage_solution.txt @@ -39,7 +39,7 @@ pay_arche,122,100,0 script Dollshoi 4_M_ORIENT01,{ mes "[Mage Guildsman]"; mes "You want a Solution? Hmm, give me 50 Zeny and at least 1 Empty Test Tube."; next; - if (select("Alright, Deal.:Nah, forget it.") == 1) { + if (select("Alright, Deal.", "Nah, forget it.") == 1) { mes "[Mage Guildsman]"; if (Zeny < 50) { mes "Hey! You don't have enough money to cover my 50 Zeny charge."; @@ -60,7 +60,7 @@ moc_ruins,91,150,0 script Ponka-Hontas 4_F_04,{ mes "[Mage Guildsman]"; mes "Would you like a Solution? Then please give me 50 Zeny and at least 1 Empty Test Tube."; next; - if (select("Alright, Deal.:Nah, forget it.") == 1) { + if (select("Alright, Deal.", "Nah, forget it.") == 1) { mes "[Mage Guildsman]"; if (Zeny < 50) { mes "I'm sorry, but you don't have enough money to cover the 50 Zeny fee."; diff --git a/npc/quests/monstertamers.txt b/npc/quests/monstertamers.txt index 5e8884b17..8e55e54a3 100644 --- a/npc/quests/monstertamers.txt +++ b/npc/quests/monstertamers.txt @@ -42,7 +42,7 @@ alberta_in,173,76,4 script Monster Tamer#alb 4_M_TELEPORTER,{ mes "[Iwado]"; mes "This is the height of the era of Monster Taming! Don't you feel the need to gather monster items to be able to connect and to communicate with the Cute Monsters!?"; next; - switch(select("^3355FF' Monster Taming '^000000 ?:Order ^3355FF' Monster Juice '^000000:Order ^3355FF' Singing Flower '^000000:Order ^3355FF' Wild Flower '^000000:Cancel")) { + switch(select("^3355FF' Monster Taming '^000000 ?", "Order ^3355FF' Monster Juice '^000000", "Order ^3355FF' Singing Flower '^000000", "Order ^3355FF' Wild Flower '^000000", "Cancel")) { case 1: mes "[Iwado]"; mes "These monster items, necessary to communicate with monsters, are a must have! We, the members of the Monster Tamer Guild, have a very reasonable offer."; @@ -214,7 +214,7 @@ aldeba_in,168,175,4 script Monster Tamer#alde 4_M_TELEPORTER,{ mes "I can make all sorts of neat things for your Cute Pet monster."; mes "Just ask~"; next; - switch(select("^3355FF' Monster Taming '^000000?:Order ^3355FF' Skull Helm '^000000:Order ^3355FF' Monster Oxygen Mask '^000000:Order ^3355FF' Silk Ribbon '^000000:Order ^3355FF' Stellar Hairpin '^000000:Order ^3355FF' Tiny Egg Shell '^000000:Order ^3355FF' Rocker Glasses '^000000:Cancel")) { + switch(select("^3355FF' Monster Taming '^000000?", "Order ^3355FF' Skull Helm '^000000", "Order ^3355FF' Monster Oxygen Mask '^000000", "Order ^3355FF' Silk Ribbon '^000000", "Order ^3355FF' Stellar Hairpin '^000000", "Order ^3355FF' Tiny Egg Shell '^000000", "Order ^3355FF' Rocker Glasses '^000000", "Cancel")) { case 1: mes "[YuU]"; mes "The monster items that are"; @@ -492,7 +492,7 @@ aldeba_in,168,175,4 script Monster Tamer#alde 4_M_TELEPORTER,{ mes "We will gather items"; mes "for your Cute Pets."; next; - switch(select("^3355FF' Monster Taming '^000000?:Order ^3355FF' Book of Devil '^000000:Order ^3355FF' No Recipient '^000000:Order ^3355FF' Orc Trophy '^000000:Cancel")) { + switch(select("^3355FF' Monster Taming '^000000?", "Order ^3355FF' Book of Devil '^000000", "Order ^3355FF' No Recipient '^000000", "Order ^3355FF' Orc Trophy '^000000", "Cancel")) { case 1: mes "[Shogo]"; mes "The monster taming items are necessary to communicate with the monster of your choice! We Monster Tamer guild members have a very reasonable offer..."; @@ -593,7 +593,7 @@ aldeba_in,168,175,4 script Monster Tamer#alde 4_M_TELEPORTER,{ mes "Its name?"; mes "^3355FFOrc Trophy^000000!"; next; - if ((countitem(Patriotism_Marks) > 0) && (countitem(Scorpion's_Tail) > 0)) { + if ((countitem(Patriotism_Marks) > 0) && (countitem(Scorpions_Tail) > 0)) { mes "[Shogo]"; mes "Oh! You have all the items necessary to make an Orc Trophy! Good, good! With all my pride as a monster tamer, let me make one for you right away!"; next; @@ -610,7 +610,7 @@ aldeba_in,168,175,4 script Monster Tamer#alde 4_M_TELEPORTER,{ mes "the cute monster"; mes "you are raising..."; mes "Orc Trophy!"; - delitem Scorpion's_Tail,1; + delitem Scorpions_Tail,1; delitem Patriotism_Marks,1; getitem Horror_Of_Tribe,1; // Horror_Of_Tribe close; @@ -641,11 +641,11 @@ aldeba_in,168,175,4 script Monster Tamer#alde 4_M_TELEPORTER,{ } comodo,112,182,0 script Munak's Grandma 8_F_GRANDMOTHER,{ - if (countitem(Girl's_Diary) > 0) { + if (countitem(Girls_Diary) > 0) { mes "[Munak's grandma]"; mes "Oh my..."; mes "Have you seen my granddaughter,"; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "boy? My poor granddaughter"; } else { @@ -681,7 +681,7 @@ comodo,112,182,0 script Munak's Grandma 8_F_GRANDMOTHER,{ mes "leave my misery behind and came"; mes "here to Comodo..."; next; - switch(select("Oh come on! Cheer up!:Um, is this diary...?")) { + switch(select("Oh come on! Cheer up!", "Um, is this diary...?")) { case 1: mes "[Munak's Grandma]"; mes "It seems my granddaughter haunts my"; @@ -697,7 +697,7 @@ comodo,112,182,0 script Munak's Grandma 8_F_GRANDMOTHER,{ mes "Th-This is her writing! Oh my...!"; next; mes "[Munak's Grandma]"; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "Young man... I'll read this to you if"; } else { @@ -707,11 +707,11 @@ comodo,112,182,0 script Munak's Grandma 8_F_GRANDMOTHER,{ mes "please. I no longer have anything"; mes "that belonged to her now..."; next; - switch(select("No way.:Ok, I will.")) { + switch(select("No way.", "Ok, I will.")) { case 1: mes "[Munak's Grandma]"; mes "Oh...?"; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "Alright, young man."; mes "Thank you anyway."; } @@ -729,7 +729,7 @@ comodo,112,182,0 script Munak's Grandma 8_F_GRANDMOTHER,{ delitem 1558,1; delitem 901,1; mes "[Munak's Grandma]"; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "Oh!"; mes "Thank you,"; mes "young man~!"; diff --git a/npc/quests/mrsmile.txt b/npc/quests/mrsmile.txt index b1ef57b59..a6c11b355 100644 --- a/npc/quests/mrsmile.txt +++ b/npc/quests/mrsmile.txt @@ -42,7 +42,7 @@ mes "This is Smile Assistance."; mes "How may I help you ?"; next; - switch(select("^3355FFMr. Smile^000000 ?:Construct ^3355FFMr. Smile^000000 :Quit")) { + switch(select("^3355FFMr. Smile^000000 ?", "Construct ^3355FFMr. Smile^000000 ", "Quit")) { case 1: mes "[Smile Girl]"; mes "National Event held by the command of ^5577FFHis majesty Tristram the 3rd^000000,"; diff --git a/npc/quests/newgears/2004_headgears.txt b/npc/quests/newgears/2004_headgears.txt index 6ad398d23..eb07fb029 100644 --- a/npc/quests/newgears/2004_headgears.txt +++ b/npc/quests/newgears/2004_headgears.txt @@ -134,11 +134,11 @@ geffen,129,148,3 script Argen#1 4_M_YOYOROGUE,{ mes "Am I bored~!"; mes "If I only knew more tricks with this yo-yo. Then I could really impress the ladies."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Impress the ladies...?"; next; emotion e_gasp; - if (Sex) { + if (Sex == SEX_MALE) { mes "[Argen]"; mes "Yeah dude. There are two things chicks dig. Small, adorable presents. And suave dudes."; next; @@ -167,7 +167,7 @@ geffen,129,148,3 script Argen#1 4_M_YOYOROGUE,{ } next; emotion e_heh; - switch(select("^3131FFX Hairpin^000000:^3131FFBand Aid^000000:^3131FFFlower Hairpin^000000:No thanks.")) { + switch(select("^3131FFX Hairpin^000000", "^3131FFBand Aid^000000", "^3131FFFlower Hairpin^000000", "No thanks.")) { case 1: if (countitem(Star_Dust) > 0 && countitem(Ectoplasm) > 399) { mes "[Argen]"; @@ -180,7 +180,7 @@ geffen,129,148,3 script Argen#1 4_M_YOYOROGUE,{ mes "About the Stellar..."; mes "^CE3100If you use an upgraded Stellar to make this item, any upgrades will be lost. That okay with you?^000000"; next; - switch(select("I don't mind.:I will come back later.")) { + switch(select("I don't mind.", "I will come back later.")) { case 1: mes "[Argen]"; mes "Alright, let's get to work."; @@ -351,7 +351,7 @@ yuno,300,188,5 script Zhenbolt#1 4_M_MONK,{ mes "I..."; mes "am called ^FF0000Zhenbolt^000000!!"; next; - if (select("THE Zhenbolt!?:Oh my gosh, it's Zhenbolt!") == 1) { + if (select("THE Zhenbolt!?", "Oh my gosh, it's Zhenbolt!") == 1) { mes "[Zhenbolt]"; mes "Yes, it is I, the man who has pummelled over a trillion foes and rising. Raging Hurricane Hero of Justice: Zhenbolt!"; next; @@ -414,7 +414,7 @@ prontera,165,232,3 script Nephia#1 4_F_ALCHE,{ mes "- you put some items into Kafra Storage. -"; close; } - if (countitem(Big_Sis'_Ribbon) > 0 && countitem(Ribbon_) > 0 && countitem(Silk_Ribbon) > 0) { + if (countitem(Big_Sis_Ribbon) > 0 && countitem(Ribbon_) > 0 && countitem(Silk_Ribbon) > 0) { mes "[Nephia]"; mes "Oh..."; mes "You've brought all these ribbons! I can't wait to tie you a new ribbon to put on your ^FF66CCbeautiful hair!^000000"; @@ -430,7 +430,7 @@ prontera,165,232,3 script Nephia#1 4_F_ALCHE,{ next; mes "[Nephia]"; mes "That's it~! We're done! Oh, I just know you're going to look precious wearing this."; - delitem Big_Sis'_Ribbon,1; + delitem Big_Sis_Ribbon,1; delitem Ribbon_,1; delitem Silk_Ribbon,1; getitem Red_Tailed_Ribbon,1; @@ -446,23 +446,23 @@ prontera,165,232,3 script Nephia#1 4_F_ALCHE,{ mes "[Nephia]"; mes "Ooh~! You know what would make your hair so much cuter? I think if you tied it back with a big, red ribbon, you would look sooo ^FF66CCadorable^000000!"; next; - if (Sex) { - if (select("Um, lady, I'm a dude.:^FF66CCOoh~! You're right!^000000") == 1) { - mes "["+ strcharinfo(0) +"]"; + if (Sex == SEX_MALE) { + if (select("Um, lady, I'm a dude.", "^FF66CCOoh~! You're right!^000000") == 1) { + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Woman, can't you that I'm a man?"; next; mes "[Nephia]"; mes "Awww..."; mes "But you would look so ^FF66CCpretty~!^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "That..."; mes "Was the worst"; mes "compliment anyone"; mes "has ever given me."; close; } - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Oooh~!"; mes "That sounds great!"; next; @@ -484,8 +484,8 @@ prontera,165,232,3 script Nephia#1 4_F_ALCHE,{ close; } else { - if (select("No thanks.:^FF66CCOoh~! You're right!^000000") == 1) { - mes "["+ strcharinfo(0) +"]"; + if (select("No thanks.", "^FF66CCOoh~! You're right!^000000") == 1) { + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Er..."; mes "No thanks."; next; @@ -494,7 +494,7 @@ prontera,165,232,3 script Nephia#1 4_F_ALCHE,{ mes "But you're just the cutest little thing. I just know you would look so preeeetty!"; close; } - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Oooh~!"; mes "That sounds great!"; next; @@ -678,7 +678,7 @@ yuno,241,52,3 script Old Blacksmith#hgear 2_M_OLDBLSMITH,{ mes "How does that sound?"; mes "Oh, and don't you worry about my skill! I'm pretty well known among Blacksmiths for my talent, and my knack of making great things out of junk."; next; - switch(select("Umm, let me think.:Okay, make it for me then.:Can you make it with an Evil Wing..?")) { + switch(select("Umm, let me think.", "Okay, make it for me then.", "Can you make it with an Evil Wing..?")) { case 1: mes "[Hatbyr Mhore]"; mes "Huh. What's to think about?! I was gonna use all of my skill to create something special for you. Ah well..."; @@ -698,7 +698,7 @@ yuno,241,52,3 script Old Blacksmith#hgear 2_M_OLDBLSMITH,{ mes "[Hatbyr Mhore]"; mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item.^000000 I can't mess up my artwork because of some mistake you might make."; next; - if (select("I am ready.:Okay, let me go store my other items first.") == 1) { + if (select("I am ready.", "Okay, let me go store my other items first.") == 1) { if (MaxWeight - Weight < 2000) { mes "[Hatbyr Mhore]"; mes "Ouch...!"; @@ -719,7 +719,7 @@ yuno,241,52,3 script Old Blacksmith#hgear 2_M_OLDBLSMITH,{ delitem Angelic_Chain,1; delitem Elven_Ears,1; Zeny -= 20000; - getitem Ear_Of_Angel's_Wing,1; + getitem Ear_Of_Angels_Wing,1; next; mes "[Hatbyr Mhore]"; mes "There's no doubt that you'll be the talk of the town sporting these fashionable things."; @@ -756,7 +756,7 @@ yuno,241,52,3 script Old Blacksmith#hgear 2_M_OLDBLSMITH,{ mes "[Hatbyr Mhore]"; mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item.^000000 I can't mess up my artwork because of some mistake you might make."; next; - if (select("I am ready.:Okay, let me go store my other items first.") == 1) { + if (select("I am ready.", "Okay, let me go store my other items first.") == 1) { if (MaxWeight - Weight < 2000) { mes "[Hatbyr Mhore]"; mes "Ouch...!"; @@ -774,7 +774,7 @@ yuno,241,52,3 script Old Blacksmith#hgear 2_M_OLDBLSMITH,{ delitem Satanic_Chain,1; delitem Elven_Ears,1; Zeny -= 20000; - getitem Ear_Of_Devil's_Wing,1; + getitem Ear_Of_Devils_Wing,1; next; mes "[Hatbyr Mhore]"; mes "You'll be wowing everyone on the streets with your fashionable new look that says 'It feels so good to be so bad.' Glad to be of service~!"; @@ -803,7 +803,7 @@ yuno,241,52,3 script Old Blacksmith#hgear 2_M_OLDBLSMITH,{ mes "How does that sound?"; mes "Oh, and don't you worry about my skill! I'm pretty well known among Blacksmiths for my talent, and my knack of making great things out of junk."; next; - switch(select("Umm, let me think.:Okay, make it for me then.:Can you make it with an Angel Wing..?")) { + switch(select("Umm, let me think.", "Okay, make it for me then.", "Can you make it with an Angel Wing..?")) { case 1: mes "[Hatbyr Mhore]"; mes "Huh. What's to think about?! I was gonna use all of my skill to create something special for you. Ah well..."; @@ -823,7 +823,7 @@ yuno,241,52,3 script Old Blacksmith#hgear 2_M_OLDBLSMITH,{ mes "[Hatbyr Mhore]"; mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item. I can't mess up my artwork because of some mistake you might make. ^000000"; next; - if (select("I am ready.:Okay, let me go store my other items first.") == 1) { + if (select("I am ready.", "Okay, let me go store my other items first.") == 1) { if (MaxWeight - Weight < 2000) { mes "[Hatbyr Mhore]"; mes "Ouch, why are you carrying"; @@ -844,7 +844,7 @@ yuno,241,52,3 script Old Blacksmith#hgear 2_M_OLDBLSMITH,{ delitem Satanic_Chain,1; delitem Elven_Ears,1; Zeny -= 20000; - getitem Ear_Of_Devil's_Wing,1; + getitem Ear_Of_Devils_Wing,1; next; mes "[Hatbyr Mhore]"; mes "You'll be wowing everyone on the streets with your fashionable new look that says 'It feels so good to be so bad.' Glad to be of service~!"; @@ -878,7 +878,7 @@ yuno,241,52,3 script Old Blacksmith#hgear 2_M_OLDBLSMITH,{ mes "[Hatbyr Mhore]"; mes "I don't care how many times you've upgraded the items you brought, but please ^4d4dff carry only items that you need to create this item.^000000 I can't mess up my artwork because of some mistake you might make."; next; - if (select("I am ready.:Okay, let me go store my other items first.") == 1) { + if (select("I am ready.", "Okay, let me go store my other items first.") == 1) { if (MaxWeight - Weight < 2000) { mes "[Hatbyr Mhore]"; mes "Ouch, why are you carrying"; @@ -898,7 +898,7 @@ yuno,241,52,3 script Old Blacksmith#hgear 2_M_OLDBLSMITH,{ delitem Angelic_Chain,1; delitem Elven_Ears,1; Zeny -= 20000; - getitem Ear_Of_Angel's_Wing,1; + getitem Ear_Of_Angels_Wing,1; next; mes "[Hatbyr Mhore]"; mes "There's no doubt that you'll be the talk of the town sporting these fashionable things."; @@ -940,7 +940,7 @@ yuno,241,52,3 script Old Blacksmith#hgear 2_M_OLDBLSMITH,{ mes "Elven Ears are great..."; mes "And everyone loves Angel Wing or Devil Wing. Wouldn't it be totally fab if I could combine the Elven Ears with one of the wings?!"; next; - if (select("Give me more information.:Yeah, I will think about it.") == 1) { + if (select("Give me more information.", "Yeah, I will think about it.") == 1) { mes "[Hatbyr Mhore]"; mes "Oh, right."; mes "Let me tell"; @@ -1016,7 +1016,7 @@ xmas,183,267,3 script Pretty Lindsay#1 4_F_NFLOSTGIRL,{ mes "I made this hat with all my heart, so you gotta promise me you will take care of this, okay?"; close; } - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "[Pretty Lindsay]"; mes "Hello, there?"; mes "Mister...?"; @@ -1032,7 +1032,7 @@ xmas,183,267,3 script Pretty Lindsay#1 4_F_NFLOSTGIRL,{ mes "[Pretty Lindsay]"; mes "I have to put together ^0000FF1 Raccoon Hat^000000 and ^0000FF1 Smokie Leaf^000000 to make a ^4D4DFFSea-Otter Hat^000000 for you, though."; next; - if (select("Okay, I will come back with the stuff.:Um... How come you need a Raccoon Hat?") == 1) { + if (select("Okay, I will come back with the stuff.", "Um... How come you need a Raccoon Hat?") == 1) { emotion e_heh; mes "[Pretty Lindsay]"; mes "Cool~! Come back soon as you can~!"; @@ -1044,11 +1044,11 @@ xmas,183,267,3 script Pretty Lindsay#1 4_F_NFLOSTGIRL,{ mes "[Pretty Lindsay]"; mes "It's the bestest magic ever because it comes from my heart!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "That..."; mes "That still doesn't explain anything!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Alright..."; mes "Yeah..."; mes "I'll come back later, kid."; @@ -1065,7 +1065,7 @@ xmas,183,267,3 script Pretty Lindsay#1 4_F_NFLOSTGIRL,{ mes "[Pretty Lindsay]"; mes "I need ^0000FF1 Raccoon Hat^000000 and ^0000FF1 Smokie Leaf^000000 so I can make a ^4D4DFFSea-Otter Hat^000000 for you."; next; - if (select("Okay, I will come back with the stuff.:Um, why do you want to make hats so much?") == 1) { + if (select("Okay, I will come back with the stuff.", "Um, why do you want to make hats so much?") == 1) { emotion e_heh; mes "[Pretty Lindsay]"; mes "Cool~!"; @@ -1094,7 +1094,7 @@ xmas,175,156,3 script Fuzzy Fuzz#1 4_M_05,{ mes "- you put some items into Kafra Storage. -"; close; } - if (countitem(Panda_Cap) > 0 && countitem(Needle_Pouch) > 99 && countitem(Spool) > 99 && countitem(Black_Bear's_Skin) > 299) { + if (countitem(Panda_Cap) > 0 && countitem(Needle_Pouch) > 99 && countitem(Spool) > 99 && countitem(Black_Bears_Skin) > 299) { if ((MaxWeight-Weight) < 2000) { mes "[Fuzzy Fuzz]"; mes "You brought every material I need, but unfortunately you don't have enough space in your inventory. Try and place some of your items into Kafra Storage first."; @@ -1120,7 +1120,7 @@ xmas,175,156,3 script Fuzzy Fuzz#1 4_M_05,{ delitem Panda_Cap,1; delitem Needle_Pouch,100; delitem Spool,100; - delitem Black_Bear's_Skin,300; + delitem Black_Bears_Skin,300; getitem Brown_Bear_Cap,1; close; } @@ -1136,7 +1136,7 @@ xmas,175,156,3 script Fuzzy Fuzz#1 4_M_05,{ mes "My specialty is the 'Teddybear Hat.' When it's worn, it makes you as cute as a teddy bear, and your hugs twice as warm and cuddly."; next; mes "[Fuzzy Fuzz]"; - if (Sex) { + if (Sex == SEX_MALE) { mes "The 'Teddybear Hat' can't be worn by just anyone, since it's cuddling powers are easily abused."; next; mes "[Fuzzy Fuzz]"; @@ -1199,7 +1199,7 @@ payon_in03,8,193,4 script Nanhyang#1 1_F_ORIENT_03,{ mes "[Nanhyang]"; mes "If you give me ^0000FF1 'Model Training Hat'^000000 and ^0000FF1 'Arrow'^000000, I give you ^8C17171 'Apple of Archer'^000000 and ^8C17171 'Book'^000000. So, would you like to disassemble the items?"; next; - if (select("Disassemble:Cancel") == 1) { + if (select("Disassemble", "Cancel") == 1) { mes "[Nanhyang]"; mes "Thank you."; mes "It will not take that much time to make this hat, so please wait a moment."; @@ -1245,7 +1245,7 @@ payon_in03,8,193,4 script Nanhyang#1 1_F_ORIENT_03,{ mes "[Hanhyang]"; mes "So would you like to create the Model Training Hat right now?"; next; - if (select("Create:Cancel") == 1) { + if (select("Create", "Cancel") == 1) { mes "[Nanhyang]"; emotion e_ok; mes "Thank you."; @@ -1297,7 +1297,7 @@ payon_in03,8,193,4 script Nanhyang#1 1_F_ORIENT_03,{ mes "Hello~"; mes "Welcome to the Handsome Charm Modeling School. May I help you?"; next; - if (select("I want to be a model~!:Cancel") == 1) { + if (select("I want to be a model~!", "Cancel") == 1) { mes "[Nanhyang]"; mes "I see~"; mes "Although it's clear that you've got '^3355FFthe look^000000,' we can't accept any students at the moment."; @@ -1360,7 +1360,7 @@ geffen,83,189,5 script Seth#1 4_M_KID2,{ mes "pwease pwease?"; emotion e_swt2; next; - switch(select("Alright!:No thanks kid.:Boys aren't supposed to make flowers.")) { + switch(select("Alright!", "No thanks kid.", "Boys aren't supposed to make flowers.")) { case 1: emotion e_heh; mes "[Seth]"; @@ -1407,10 +1407,10 @@ geffen,83,189,5 script Seth#1 4_M_KID2,{ emotion e_sob; close; case 3: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hey."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Boys aren't supposed to make flowers."; next; mes "[Seth]"; @@ -1429,7 +1429,7 @@ geffen,83,189,5 script Seth#1 4_M_KID2,{ mes "Uh oh..."; mes "But I don't have anything to make paper flowers out of."; next; - if (select("I'll get what you need.:Too bad!") == 1) { + if (select("I'll get what you need.", "Too bad!") == 1) { mes "[Seth]"; mes "Okay okay..."; mes "I neeeeed..."; @@ -1469,9 +1469,9 @@ xmas_in,35,30,3 script Hat Merchant#zero 4_M_NFLOSTMAN,{ mes "[Mad Hatter]"; mes "You wanna take a look at the trendy, stylish hats I can make for you?"; next; - switch(select("Party Hat:Straw Hat:Cowboy Hat:Sombrero:Beanie")) { + switch(select("Party Hat", "Straw Hat", "Cowboy Hat", "Sombrero", "Beanie")) { case 1: - if (countitem(Santa's_Hat) > 0 && countitem(Oil_Paper) > 99 && countitem(Smooth_Paper) > 99) { + if (countitem(Santas_Hat) > 0 && countitem(Oil_Paper) > 99 && countitem(Smooth_Paper) > 99) { mes "[Mad Hatter]"; mes "Party Hat! It's a Santa Hat I've remade by adding colorful paper for a festive look. Celebrate good times with a Party Hat! Come on!"; next; @@ -1484,7 +1484,7 @@ xmas_in,35,30,3 script Hat Merchant#zero 4_M_NFLOSTMAN,{ mes "[Mad Hatter]"; mes "It seems to me that you have everything. Alright! Shall I make you a Party Hat?"; next; - if (select("No thanks.:Yes.") == 1) { + if (select("No thanks.", "Yes.") == 1) { mes "[Mad Hatter]"; mes "Umm, okay..."; mes "I guess being the life of the party is a bit too much for you, eh? Hmpf. Well, I know a good library in Juno where you can hang out..."; @@ -1494,7 +1494,7 @@ xmas_in,35,30,3 script Hat Merchant#zero 4_M_NFLOSTMAN,{ mes "^3355FF*Squick Squick Grind Grind*^000000"; mes "^3355FF*Swish Swish Rustle Rustle*^000000"; next; - delitem Santa's_Hat,1; + delitem Santas_Hat,1; delitem Oil_Paper,100; delitem Smooth_Paper,100; mes "[Mad Hatter]"; @@ -1540,7 +1540,7 @@ xmas_in,35,30,3 script Hat Merchant#zero 4_M_NFLOSTMAN,{ mes "[Mad Hatter]"; mes "Ah! I see you brought everything. Alright! Do you want me to make you a Straw Hat now?"; next; - if (select("No thanks.:Yes.") == 1) { + if (select("No thanks.", "Yes.") == 1) { mes "[Mad Hatter]"; mes "Man..."; mes "I think you need this hat more than I thought. You have got to learn to just chill and relax~!"; @@ -1592,7 +1592,7 @@ xmas_in,35,30,3 script Hat Merchant#zero 4_M_NFLOSTMAN,{ mes "[Mad Hatter]"; mes "Ah! You brought everything already. Excellent. Do you want me to make a Cowboy Hat now?"; next; - if (select("No thanks.:Yes.") == 1) { + if (select("No thanks.", "Yes.") == 1) { mes "[Mad Hatter]"; mes "Well, I see."; mes "I guess you just don't appreciate the value of cowboy heroes, do you?"; @@ -1644,7 +1644,7 @@ xmas_in,35,30,3 script Hat Merchant#zero 4_M_NFLOSTMAN,{ mes "[Mad Hatter]"; mes "Ah! You brought everything already. Alright! Do you want me to make you a Sombrero right away?"; next; - if (select("No thanks.:Yes.") == 1) { + if (select("No thanks.", "Yes.") == 1) { mes "[Mad Hatter]"; mes "Fine, fine."; mes "But think of all the sex appeal you're missing out on. Come on, you know you need a Sombrero."; @@ -1696,7 +1696,7 @@ xmas_in,35,30,3 script Hat Merchant#zero 4_M_NFLOSTMAN,{ mes "[Mad Hatter]"; mes "Ah! You brought everything already. Alright! How about I make you that Beanie right now?"; next; - if (select("No thanks.:Yes.") == 1) { + if (select("No thanks.", "Yes.") == 1) { mes "[Mad Hatter]"; mes "Okay..."; mes "Dork. Come back When you decide to join the cool guys, word?"; @@ -1766,7 +1766,7 @@ yuno_in03,20,18,6 script Nehris#1 4_F_JOB_BLACKSMITH,{ mes "accessory you are"; mes "interested in."; next; - switch(select("Decorative Golden Bell:Crown of Ancient Queen:Crown of Mistress")) { + switch(select("Decorative Golden Bell", "Crown of Ancient Queen", "Crown of Mistress")) { case 1: mes "[Nehris]"; mes "This Golden Bell is fashioned after the one worn by the 'Sohee' monster. It's a cute accessory I personally recommend for us ladies. A little oversized, but I believe you'll like it a lot."; @@ -1809,7 +1809,7 @@ yuno_in03,20,18,6 script Nehris#1 4_F_JOB_BLACKSMITH,{ mes "[Nehris]"; mes "This crown is inspired by the the one worn by the 'Isis' monster. It has a elegant look fitting for ancient royalty."; next; - if (countitem(Queen's_Hair_Ornament) > 0 && countitem(Emperium) > 0 && countitem(Gold) > 2 && Zeny > 19999) { + if (countitem(Queens_Hair_Ornament) > 0 && countitem(Emperium) > 0 && countitem(Gold) > 2 && Zeny > 19999) { mes "[Nehris]"; mes "Thank you for"; mes "bringing everything."; @@ -1817,7 +1817,7 @@ yuno_in03,20,18,6 script Nehris#1 4_F_JOB_BLACKSMITH,{ next; mes "^3355FF* Clang Clang! Scrape Scrape! Jingle Jingle! *^000000"; next; - delitem Queen's_Hair_Ornament,1; + delitem Queens_Hair_Ornament,1; delitem Emperium,1; delitem Gold,3; Zeny -= 20000; @@ -1861,7 +1861,7 @@ yuno_in03,20,18,6 script Nehris#1 4_F_JOB_BLACKSMITH,{ mes "[Nehris]"; mes "Are you sure you want to create the Crown of Mistress?"; next; - if (select("Yes:Wait a minute...!") == 1) { + if (select("Yes", "Wait a minute...!") == 1) { mes "[Nehris]"; mes "Please wait one moment."; next; @@ -1927,13 +1927,13 @@ alde_alche,88,180,0 script Muscle Man#Alarm Mask 4_M_ALCHE_A,{ enablenpc " #Alarm Mask Man2"; enablenpc " #Alarm Mask Man3"; enablenpc " #Alarm Mask Man4"; - specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man1"; - specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man2"; - specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man3"; - specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man4"; + specialeffect(EF_CLAYMORE, AREA, getnpcid(0, " #Alarm Mask Man1")); + specialeffect(EF_CLAYMORE, AREA, getnpcid(0, " #Alarm Mask Man2")); + specialeffect(EF_CLAYMORE, AREA, getnpcid(0, " #Alarm Mask Man3")); + specialeffect(EF_CLAYMORE, AREA, getnpcid(0, " #Alarm Mask Man4")); initnpctimer; if (countitem(Needle_Of_Alarm) > 2999 && countitem(Mr_Scream) > 0) { - if (select("Give him items:Cancel") == 1) { + if (select("Give him items", "Cancel") == 1) { mes "[Muscle Man]"; mes "Ooh... Finally!"; mes "You brought them!"; @@ -1996,7 +1996,7 @@ alde_alche,88,180,0 script Muscle Man#Alarm Mask 4_M_ALCHE_A,{ mes "Please adventurer..."; mes "Help me give muscles to the world."; next; - if (select("Alright.:.........") == 1) { + if (select("Alright.", ".........") == 1) { mes "[Muscle Man]"; mes "Oh~~! You know how I feel about Alarm's beautiful mechanic muscle! I am glad to have met someone who shares my good sense of taste."; next; @@ -2042,10 +2042,10 @@ OnTimer4000: disablenpc " #Alarm Mask Man2"; disablenpc " #Alarm Mask Man3"; disablenpc " #Alarm Mask Man4"; - specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man1"; - specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man2"; - specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man3"; - specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man4"; + specialeffect(EF_CLAYMORE, AREA, getnpcid(0, " #Alarm Mask Man1")); + specialeffect(EF_CLAYMORE, AREA, getnpcid(0, " #Alarm Mask Man2")); + specialeffect(EF_CLAYMORE, AREA, getnpcid(0, " #Alarm Mask Man3")); + specialeffect(EF_CLAYMORE, AREA, getnpcid(0, " #Alarm Mask Man4")); stopnpctimer; end; } @@ -2106,7 +2106,7 @@ morocc,273,79,4 script Educated Traveller 4W_M_03,{ mes "Just remember..."; mes "If you give me any equipment compounded with cards or with upgrades, ^ff0000any upgraded abilities and cards in those items will be lost after I make something out of them.^000000 So, please keep that in mind."; next; - switch(select("Drooping Cat:Smokie Leaf:Lazy Smokie:Blue Fish:That's... okay.")) { + switch(select("Drooping Cat", "Smokie Leaf", "Lazy Smokie", "Blue Fish", "That's... okay.")) { case 1: if (countitem(Circlet_) > 0 && countitem(Black_Dyestuffs) > 0 && countitem(Black_Kitty_Doll) > 299) { mes "[Lee Hester]"; @@ -2467,7 +2467,7 @@ OnTouch: mes "Yelp! Yelp yelp!"; mes "Yelp! Yelp yelp!"; next; - if (select("Shake head:Nod head") == 1) { + if (select("Shake head", "Nod head") == 1) { mes "[Nine Tails]"; mes "Yelp! Yelp yelp!"; close2; @@ -2525,7 +2525,7 @@ pay_dun03,48,84,4 script Nine Tails#Kitsune Man 4_M_JPN2,{ mes "[Nine Tails]"; mes "Oh! You finally brought what I've asked, human. Okay, now I can bring her back to life!"; next; - if (select("Give items:Cancel") == 1) { + if (select("Give items", "Cancel") == 1) { delitem Fox_Tail,999; getitem Mask_Of_Fox,1; mes "[Nine Tails]"; @@ -2661,7 +2661,7 @@ OnTouch: mes "I'm too tired to kill you today, but keep silent! If you're wounded, you can bleed quietly on the floor and die with some honor I suppose."; if (rand(1,5) == 5 && BaseLevel >= 55) { next; - if (select(".....:Come on, let's talk.") == 1) { + if (select(".....", "Come on, let's talk.") == 1) { close; } mes "[Orc Warrior]"; @@ -2675,7 +2675,7 @@ OnTouch: mes "You can bleed in my house, but I will only talk with you if..."; mes "You bring ^FF00001000 Jellopy^000000!"; next; - if (select("I challenge you to a duel, Orc!:1000 Jellopies it is.") == 1) { + if (select("I challenge you to a duel, Orc!", "1000 Jellopies it is.") == 1) { mes "[Orc Warrior]"; mes "Humans... such annoying bastards!"; mes "If you want to fight, go outside!"; @@ -3210,7 +3210,7 @@ OnTouch: mes "[Orc Warrior]"; mes "You only achieve honor by winning battles. Even among Orcs, I'm sure you can prove your battle prowess by defeating 10,000 Orc Warriors."; next; - if (select("I don't think that is necessary.:I will win 10,000 battles!") == 1) { + if (select("I don't think that is necessary.", "I will win 10,000 battles!") == 1) { mes "[Orc Warrior]"; mes "I see. I will not force you to choose what I wish to see you do. I respect your decision."; next; @@ -3264,7 +3264,7 @@ OnTouch: mes "record your current"; mes "victory with me?"; next; - if (select("Yes, I do.:I will do it later.") == 1) { + if (select("Yes, I do.", "I will do it later.") == 1) { .@total_vouchers = orcs_hero_hat2+countitem(Orcish_Voucher); if (.@total_vouchers < 10000) { delitem Orcish_Voucher,countitem(Orcish_Voucher); @@ -3300,7 +3300,7 @@ OnTouch: next; mes "[Orc Warrior]"; mes "You are now..."; - if (Sex) + if (Sex == SEX_MALE) mes "an Orc Warrior!!"; else mes "an Orc Lady!!"; @@ -3373,7 +3373,7 @@ OnTouch: mes "[Orc Warrior]"; mes "But, since you're an exceptional case, it might be possible for you to accomplish..."; next; - if (select("I am already satisfied.:...I will take this challenge.") == 1) { + if (select("I am already satisfied.", "...I will take this challenge.") == 1) { mes "[Orc Warrior]"; mes "Yes, that's a good"; mes "attitude. Sometimes,"; @@ -3425,7 +3425,7 @@ OnTouch: mes "you want to do"; mes "with the vouchers?"; next; - switch(select("I want to keep them.:I shall return them to the Orc Heroes.")) { + switch(select("I want to keep them.", "I shall return them to the Orc Heroes.")) { case 1: mes "[Orc Warrior]"; mes "Yes, that's"; @@ -3561,7 +3561,7 @@ OnTouch: mes "[Orc Hero]"; mes "Would you mind giving the item back to its owner, my human Orc Hero?"; next; - if (select("Yes, I mind.:No, I don't mind.") == 1) { + if (select("Yes, I mind.", "No, I don't mind.") == 1) { mes "[Orc Hero]"; mes "Wow, you're so stubborn! Just treat the helm with care, and wear it with respect. Recognize that it has a long history..."; close; @@ -3579,7 +3579,7 @@ OnTouch: next; delitem Viking_Helm,1; orcs_hero_hat = 17; - getnameditem 5094,strcharinfo(0); //Orc_Hero_Helm + getnameditem 5094,strcharinfo(PC_NAME); //Orc_Hero_Helm mes "[Orc Hero]"; mes "There you go. I marked a small indication on it. So wear this helm from now on. Do you understand? My human Orc Hero."; close; diff --git a/npc/quests/newgears/2005_headgears.txt b/npc/quests/newgears/2005_headgears.txt index 63283f33a..80cea9f6a 100644 --- a/npc/quests/newgears/2005_headgears.txt +++ b/npc/quests/newgears/2005_headgears.txt @@ -768,7 +768,7 @@ lighthalzen,143,68,0 script Strange Guy#LhzHat 1_M_01,{ lighthalzen,360,313,3 script Kid#LhzHat 4_M_KID1,{ mes "[Kid]"; - if(Sex) + if (Sex == SEX_MALE) mes "Hello, mister!"; else mes "Hello, ma'am!"; @@ -1136,8 +1136,8 @@ lighthalzen,182,89,0 script Relaxed-Looking Lady 4_F_02,{ mes "That is, if you don't"; mes "mind me asking you."; next; - mes "[" + strcharinfo(0) + "]"; - mes "My name is " + strcharinfo(0) + ""; + mes "[" + strcharinfo(PC_NAME) + "]"; + mes "My name is " + strcharinfo(PC_NAME) + ""; mes "and I'm an adventurer~"; next; mes "[Achiha]"; @@ -1553,11 +1553,11 @@ gl_prison1,137,138,5 script Zealotus#LhzHat ZHERLTHSH,{ mes "Forbidden Red Candle."; next; mes "[Zealotus]"; - mes "" + strcharinfo(0) + " will"; + mes "" + strcharinfo(PC_NAME) + " will"; mes "forever have a share"; mes "in my power. Those that"; mes "bow to me must also bow"; - mes "to " + strcharinfo(0) + ". It shall be done."; + mes "to " + strcharinfo(PC_NAME) + ". It shall be done."; specialeffect EF_DEVIL; specialeffect EF_POISONHIT; next; @@ -1571,7 +1571,7 @@ gl_prison1,137,138,5 script Zealotus#LhzHat ZHERLTHSH,{ delitem 7263,1; delitem 660,1; delitem 7099,30; - getnameditem 5121,strcharinfo(0); + getnameditem 5121,strcharinfo(PC_NAME); ZLMASKQ = 8; close; } @@ -1650,13 +1650,13 @@ gl_prison1,97,104,1 script Phendark#LhzHat PHENDARK,{ countitem(Tail_) || countitem(Whip) || countitem(Whip_) || countitem(Lariat) || countitem(Rapture_Rose) || countitem(Chemeti) || countitem(Whip_Of_Red_Flame) || countitem(Whip_Of_Ice_Piece) || countitem(Whip_Of_Earth) || - countitem(Jump_Rope) || countitem(Bladed_Whip) || countitem(Queen's_Whip) || + countitem(Jump_Rope) || countitem(Bladed_Whip) || countitem(Queens_Whip) || countitem(Electric_Wire) )) close; // no whip equipped or in inventory next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "You're pathetic!"; mes "Aren't you supposed"; mes "to be a monster? You know"; @@ -1671,7 +1671,7 @@ gl_prison1,97,104,1 script Phendark#LhzHat PHENDARK,{ mes "^3355FFYou nonchalantly^000000"; mes "^3355FFbrandish your Whip.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "That's right."; next; mes "^3355FF*Snap!*"; @@ -1751,7 +1751,7 @@ gl_prison1,97,104,1 script Phendark#LhzHat PHENDARK,{ delitem 7315,369; close; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "So what happens"; mes "if I don't decide not"; mes "to hurt you? Whatcha"; @@ -1793,7 +1793,7 @@ gl_prison1,97,104,1 script Phendark#LhzHat PHENDARK,{ mes "me or make me eat those"; mes "weird crystals again, are you?"; next; - mes "^3131FF[" + strcharinfo(0) + "]^000000"; + mes "^3131FF[" + strcharinfo(PC_NAME) + "]^000000"; switch( select( "Rybio", "Injustice", "Zealotus" ) ) { case 1: @@ -1886,7 +1886,7 @@ gl_prison1,97,104,1 script Phendark#LhzHat PHENDARK,{ switch( select( "Insult him.", "Apologize." ) ) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "First of all,"; mes "what exactly sets"; mes "you apart from all the"; @@ -1901,7 +1901,7 @@ gl_prison1,97,104,1 script Phendark#LhzHat PHENDARK,{ switch( select( "Break his pride.", "Tell him you were joking." ) ) { case 1: - mes "^3131FF[" + strcharinfo(0) + "]^000000"; + mes "^3131FF[" + strcharinfo(PC_NAME) + "]^000000"; mes "I mean, there are guys"; mes "like Bloody Murderer out"; mes "there who are more evil"; @@ -1911,7 +1911,7 @@ gl_prison1,97,104,1 script Phendark#LhzHat PHENDARK,{ switch( select( "Go for the low blow.", "Try to salvage his confidence." ) ) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "You know, me and Zealotus"; mes "were actually talking about"; mes "you recently. She told me that"; @@ -1919,7 +1919,7 @@ gl_prison1,97,104,1 script Phendark#LhzHat PHENDARK,{ mes "feel sick! I mean, what kind"; mes "of monster is afraid of humans?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Now you've reached the"; mes "point where even Injustice"; mes "is manlier than you now,"; @@ -1956,7 +1956,7 @@ gl_prison1,97,104,1 script Phendark#LhzHat PHENDARK,{ emotion e_an; close; case 2: - mes "^3131FF[" + strcharinfo(0) + "]^000000"; + mes "^3131FF[" + strcharinfo(PC_NAME) + "]^000000"; mes "But know that I think"; mes "about it, maybe you look"; mes "much tougher than that"; @@ -1969,12 +1969,12 @@ gl_prison1,97,104,1 script Phendark#LhzHat PHENDARK,{ mes "..."; mes "......"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "...Yeeeeeah."; close; } case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "But now that I think"; mes "about it, you actually"; mes "are much better than all"; @@ -1989,7 +1989,7 @@ gl_prison1,97,104,1 script Phendark#LhzHat PHENDARK,{ close; } case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I..."; mes "I was just kidding!"; mes "How could she hate"; diff --git a/npc/quests/newgears/2006_headgears.txt b/npc/quests/newgears/2006_headgears.txt index 28be564f0..0a90d3a0b 100644 --- a/npc/quests/newgears/2006_headgears.txt +++ b/npc/quests/newgears/2006_headgears.txt @@ -184,7 +184,7 @@ rachel,152,131,3 script Sakjul 4_M_MIDDLE1,{ mes "Young men in nowadays are too weak and tender."; mes "Don't you agree with me, young adventurer?"; next; - if (select("Yes, sir!:No.") == 1) { + if (select("Yes, sir!", "No.") == 1) { mes "[Sakjul]"; mes "Ah! I like your answer!"; mes "Lately, I found it very hard to see a diciplined young man like you."; @@ -313,7 +313,7 @@ hugel,147,103,3 script Ghenirhemin 4_M_HUGRANFA,{ mes "I am pretty sure that they will start"; mes "being fused into the helm with their own mysterious powers."; next; - if (select("Give him the items.:Don't give him the items.") == 1) { + if (select("Give him the items.", "Don't give him the items.") == 1) { mes "[Ghenirhemin]"; mes "Excellent. Now, all we have to do"; mes "is just waiting until they finish being fused into one."; @@ -407,7 +407,7 @@ hugel,147,103,3 script Ghenirhemin 4_M_HUGRANFA,{ mes "I feel that you will be able to fully recreate this Valkyre's Helm"; mes "as well as use it to its full potential."; next; - if (select("Sure.:No, thanks.") == 1) { + if (select("Sure.", "No, thanks.") == 1) { mes "[Ghenirhemin]"; mes "You are an ambitious young man as I expected."; mes "It is surely a great advantage."; @@ -488,7 +488,7 @@ hugel,147,103,3 script Ghenirhemin 4_M_HUGRANFA,{ mes "It may or may not be interesting to you,"; mes "but I gurantee that it will never bore you in either way."; next; - if (select("Listen.:Don't listen.") == 1) { + if (select("Listen.", "Don't listen.") == 1) { mes "[Ghenirhemin]"; mes "Good, let me introduce myself."; mes "My name is Ghenirhemin."; @@ -577,8 +577,8 @@ hugel,147,103,3 script Ghenirhemin 4_M_HUGRANFA,{ //== Hahoe Mask / Mythical Lion Mask / Bride Mask ========== payon,135,320,3 script Chungwolmang 4W_M_01,{ if (moza_tal == 2) { - if (countitem(Bookclip_In_Memory) > 19 && countitem(Cactus_Needle) > 99 && countitem(Wild_Boar's_Mane) > 99) { - //Hahoe_Mask: Bookclip_In_Memory, Cactus_Needle, Wild_Boar's_Mane + if (countitem(Bookclip_In_Memory) > 19 && countitem(Cactus_Needle) > 99 && countitem(Wild_Boars_Mane) > 99) { + //Hahoe_Mask: Bookclip_In_Memory, Cactus_Needle, Wild_Boars_Mane callsub S_MakeMask,5176,7015,20,952,100,1028,100,0,0; } if (countitem(Slender_Snake) > 499 && countitem(Tooth_Of_Ancient_Fish) > 1 && countitem(Orange_Dyestuffs) > 0) { @@ -594,7 +594,7 @@ payon,135,320,3 script Chungwolmang 4W_M_01,{ mes "You'd better hurry because I can't wait so long!"; mes "Wait, what mask did you ask me to make anyways?"; next; - switch(select("Hahoe Mask:Bride Mask:Mythical Lion Mask")) { + switch(select("Hahoe Mask", "Bride Mask", "Mythical Lion Mask")) { case 1: mes "[Chungwolmang]"; mes "Oh, yes, you want Hahoe Mask."; @@ -652,7 +652,7 @@ payon,135,320,3 script Chungwolmang 4W_M_01,{ mes "Hahoe Mask, Bride Mask and Mythical Lion Mask."; mes "Which one whould you like to have? Pick one."; next; - switch(select("Hahoe Mask:Bride Mask:Mythical Lion Mask")) { + switch(select("Hahoe Mask", "Bride Mask", "Mythical Lion Mask")) { case 1: mes "[Chungwolmang]"; mes "Great, you want Hahoe Mask, eh? That's easy!"; @@ -720,7 +720,7 @@ payon,135,320,3 script Chungwolmang 4W_M_01,{ mes "I will be able to pay back your favor sooner or later."; mes "So, can I take it?"; next; - if (select("Sure.:No, you can't.") == 1) { + if (select("Sure.", "No, you can't.") == 1) { mes "[Chungwolmang]"; mes "Oh! Thank you so much!"; mes "Muhahahahahaha! Now I will become a lucky guy!"; @@ -774,7 +774,7 @@ S_MakeMask: mes "to make a "+getitemname(getarg(0))+". Excellent."; mes "Please give me the materials. I will make the mask right away."; next; - if (select("Give him the items.:Don't give him the items.") == 1) { + if (select("Give him the items.", "Don't give him the items.") == 1) { mes "[Chungwolmang]"; mes "Great, I like your unhesitating attitude!"; mes "Alright then, I will make the mask as quickly as I can!"; @@ -829,7 +829,7 @@ payon_in03,139,124,3 script Han Garam 4_M_ORIENT01,{ mes "Okay then, I will make the hat as quickly as I can."; mes "Now, hand me all the materials."; next; - if (select("Give him the items.:Don't give him the items.") == 1) { + if (select("Give him the items.", "Don't give him the items.") == 1) { mes "[Han Garam]"; mes "Excellent! I don't have to be mediumized"; mes "by the Dragon God for this work"; @@ -891,7 +891,7 @@ payon_in03,139,124,3 script Han Garam 4_M_ORIENT01,{ mes "Okay then, I will make the hat as quickly as I can."; mes "Now, hand me all the materials."; next; - if (select("Give him the items.:Don't give him the items.") == 1) { + if (select("Give him the items.", "Don't give him the items.") == 1) { mes "[Han Garam]"; mes "Excellent! I don't have to be mediumized"; mes "by the Dragon God for this work"; @@ -1072,7 +1072,7 @@ payon_in03,139,124,3 script Han Garam 4_M_ORIENT01,{ mes "[Han Garam]"; mes "Please? I assure you that I can make traditional hats."; next; - if (select("Give him the items.:Don't give him the items.") == 1) { + if (select("Give him the items.", "Don't give him the items.") == 1) { mes "[Han Garam]"; mes "Wow, wow, thank you so much!"; mes "As I promised, I will make you a hat in return."; diff --git a/npc/quests/newgears/2008_headgears.txt b/npc/quests/newgears/2008_headgears.txt index 7e0946066..4fdd378cf 100644 --- a/npc/quests/newgears/2008_headgears.txt +++ b/npc/quests/newgears/2008_headgears.txt @@ -67,7 +67,7 @@ gef_fild05,80,149,3 script Myu#08_hat 4_F_YUNYANG,{ mes "[Myu]"; mes "If you manage to do that, I will give you something precious which I really adore."; next; - switch(select("That sounds troublesome..:What should I do?")){ + switch(select("That sounds troublesome..", "What should I do?")){ case 1: mes "[Myu]"; mes "Hmph, yeah, it was kinda funny huh."; @@ -77,7 +77,7 @@ gef_fild05,80,149,3 script Myu#08_hat 4_F_YUNYANG,{ mes "[Myu]"; mes "...It was a fruitless effort Meow..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes " (Meow again...What a weirdo.)"; close; case 2: @@ -102,7 +102,7 @@ gef_fild05,80,149,3 script Myu#08_hat 4_F_YUNYANG,{ next; mes "As she says that, Myu slides her neck mocking like she's slitting her throat."; next; - switch(select("Isn't that too much?:That's easy")){ + switch(select("Isn't that too much?", "That's easy")){ case 1: mes "[Myu]"; mes "..But they won't give up if we dont really teach them a lesson."; @@ -168,7 +168,7 @@ gef_fild05,80,149,3 script Myu#08_hat 4_F_YUNYANG,{ mes "ONE THOUSAND TIMES! -chuckles-"; mes "(Meow Meow Meow~)"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(What a weirdo.. Anyways..what's with that meow meow sound?)"; mes "Just keep your promises."; mes "after the work is done...Ok?"; @@ -193,7 +193,7 @@ gef_fild05,80,149,3 script Myu#08_hat 4_F_YUNYANG,{ mes "Her mouth looks like it's saying."; mes " 'O.N.E. T.H.O.U.S.A.N.D.' "; next; - switch(select("NO!:Sure.")) { + switch(select("NO!", "Sure.")) { case 1: mes "[Myu]"; mes "...!..."; @@ -224,7 +224,7 @@ morocc_in,137,102,5 script Trainee#2008hat01 4_KID01,{ mes "Please talk to our teacher if you are here to make a dyes."; mes "And talk to my friend next to me if it is about the delivery."; next; - switch(select("And just what are you doing?:I see.")){ + switch(select("And just what are you doing?", "I see.")){ case 1: mes "[Elgo]"; mes "Well, I dye clothes."; @@ -246,24 +246,24 @@ morocc_in,137,102,5 script Trainee#2008hat01 4_KID01,{ mes "I want to challenge my skills!!"; next; if (countitem(Fillet) > 0 || countitem(Fillet_White) > 0 || countitem(Fillet_Red) > 0 || countitem(Fillet_Blue) > 0 || countitem(Fillet_Green) > 0) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(I have a Cute Ribbon...what should I do..?)"; next; - switch(select("Ask Elgo to dye it.:Leave it alone.")){ + switch(select("Ask Elgo to dye it.", "Leave it alone.")){ case 1: mes "[Elgo]"; mes "Oh, So you want to dye your Cute Ribbon, aren't you?"; mes "What colour is your Cute Ribbon?"; mes "Which one is the one you want to be dyed?"; next; - switch(select("Yellow one..:White one..:Blue one..:Red one..:Green one..:Never mind.")){ + switch(select("Yellow one..", "White one..", "Blue one..", "Red one..", "Green one..", "Never mind.")){ case 1: if(countitem(Fillet) > 0) { mes "[Elgo]"; mes "Ok Ok, Yellow Cute Ribbon, huh?"; mes "What color do you want it to be dyed?"; next; - switch(select("White:Blue:Red:Green")){ + switch(select("White", "Blue", "Red", "Green")){ case 1: if(countitem(White_Dyestuffs) > 0) { mes "[Elgo]"; @@ -360,7 +360,7 @@ morocc_in,137,102,5 script Trainee#2008hat01 4_KID01,{ mes "Ok Ok, This white Cute Ribbon, huh?"; mes "What color do you want it to be dyed?"; next; - switch(select("Yellow:Blue:Red:Green")) { + switch(select("Yellow", "Blue", "Red", "Green")) { case 1: if(countitem(Lemon_Dyestuffs) > 0) { mes "[Elgo]"; @@ -457,7 +457,7 @@ morocc_in,137,102,5 script Trainee#2008hat01 4_KID01,{ mes "Ok Ok, This blue Cute Ribbon, huh?"; mes "What color do you want it to be dyed?"; next; - switch(select("White:Yellow:Red:Green")) { + switch(select("White", "Yellow", "Red", "Green")) { case 1: if(countitem(White_Dyestuffs) > 0) { mes "[Elgo]"; @@ -554,7 +554,7 @@ morocc_in,137,102,5 script Trainee#2008hat01 4_KID01,{ mes "Ok Ok, This Red Cute Ribbon, huh?"; mes "What color do you want it to be dyed?"; next; - switch(select("White:Blue:Yellow:Green")){ + switch(select("White", "Blue", "Yellow", "Green")){ case 1: if (countitem(White_Dyestuffs) > 0){ mes "[Elgo]"; @@ -651,7 +651,7 @@ morocc_in,137,102,5 script Trainee#2008hat01 4_KID01,{ mes "Ok Ok, This Green Cute Ribbon, huh?"; mes "What color do you want it to be dyed?"; next; - switch(select("White:Blue:Red:Yellow")) { + switch(select("White", "Blue", "Red", "Yellow")) { case 1: if(countitem(White_Dyestuffs) > 0) { mes "[Elgo]"; @@ -743,7 +743,7 @@ morocc_in,137,102,5 script Trainee#2008hat01 4_KID01,{ mes "But you don't even have one."; close; case 6: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah, I'm not sure this time. I will come back next time."; mes "Take Care."; next; @@ -752,7 +752,7 @@ morocc_in,137,102,5 script Trainee#2008hat01 4_KID01,{ close; } case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm, I will bring you one next time."; mes "Take Care."; next; @@ -772,17 +772,17 @@ morocc_in,137,102,5 script Trainee#2008hat01 4_KID01,{ in_orcs01,119,106,3 script Orc Lady#2008hat03 ORC_LADY,2,2,{ OnTouch: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This Orc Lady is absorbed in something."; mes "I don't know what she's making...but she wouldn't notice me even I walk up on her."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Should I talk to her?...Uh..Do we even understand eachother?"; next; mes "THe Orc Lady suddenly turns around looking surprised."; mes "A Maneater Blossom fell on the ground out of her hands."; next; - switch(select("Pick up the flowers for Orc Lady.:Run away!")) { + switch(select("Pick up the flowers for Orc Lady.", "Run away!")) { case 1: mes "[Orc Lady]"; mes ".. ..."; @@ -790,11 +790,11 @@ OnTouch: mes "You weirdo."; mes "My name is Aite-Nah-Zir-Be."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Surprisingly the Orc Lady introduced herself to me."; mes "How should I react?"; next; - switch(select("Ask her what she was up to.:Say good bye.")){ + switch(select("Ask her what she was up to.", "Say good bye.")){ case 1: mes "[Aite]"; mes "I'm making a Corolla."; @@ -821,18 +821,18 @@ OnTouch: mes "1,000 Maneater Blossoms.."; mes "Bring me...."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(^4d4dff Silk Ribbon and 1,000 Maneater Blossoms^000000, huh..)"; mes "Got it. I will go and bring back the materials."; close; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I nodded goodbye to her with a smile on my face saying nothing."; mes "She nodded back to be as if she understood that was my good bye."; close; } case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Let's run away while she's still in shock."; close2; warp "gef_fild10",223,203; diff --git a/npc/quests/newgears/2010_headgears.txt b/npc/quests/newgears/2010_headgears.txt index f9ef2662d..16d76d5e6 100644 --- a/npc/quests/newgears/2010_headgears.txt +++ b/npc/quests/newgears/2010_headgears.txt @@ -44,7 +44,7 @@ gonryun,149,189,0 script Yotang#Flower_Of_Fairy 1_M_04,{ mes "Of course, I am the master of the fan club."; mes "How about joining the fairy fan club?"; next; - if (select("I'm not that interested!!:I'll join it right away!!") == 1) { + if (select("I'm not that interested!!", "I'll join it right away!!") == 1) { mes "[Yotang]"; mes "What! I'm going to tell on you!"; close; @@ -63,7 +63,7 @@ gonryun,149,189,0 script Yotang#Flower_Of_Fairy 1_M_04,{ mes "^FF0000the refinement on the matereials will all disapper^000000"; mes "^FF0000if you once combine those.^000000"; next; - if (select("No, next time.:Make it right now!!") == 1) { + if (select("No, next time.", "Make it right now!!") == 1) { mes "[Yotang]"; mes "You'll regret it!"; close; @@ -151,7 +151,7 @@ gonryun,149,189,0 script Yotang#Flower_Of_Fairy 1_M_04,{ mes "^FF0000the refinement on the matereials will all disapper^000000"; mes "^FF0000if you once combine those.^000000"; next; - if (select("I won't do it.:Here, I have the materials!")==1) { + if (select("I won't do it.", "Here, I have the materials!")==1) { mes "[Yotang]"; mes "You'll regret it!"; close; @@ -174,7 +174,7 @@ lhz_in02,276,281,1 script Drunken Man#Necktie 4_M_ALCHE_A,{ next; mes "He seems to be drunken badly. What should I do?"; next; - if (select("Just ignore him.:Fight!") == 1) { + if (select("Just ignore him.", "Fight!") == 1) { mes "[Drunken Man]"; mes "Why are you ignoring me?"; mes "Are you afraid of me?"; @@ -195,15 +195,15 @@ lhz_in02,276,281,1 script Drunken Man#Necktie 4_M_ALCHE_A,{ mes "[Drunken Man]"; mes "Once I wear the Necktie on my head,"; mes "I will be no match for you!"; - mes "You must be nervous¡¦"; - mes "Hmm¡¦ where is the Necktie?"; + mes "You must be nervous..."; + mes "Hmm... where is the Necktie?"; next; // If having the materials if ((countitem(Cobaltblue_Dyestuffs) > 0) && (countitem(Oil_Paper) > 29) && (countitem(Transparent_Cloth) > 99) && (countitem(Spool) > 19)) { mes "[Drunken Man]"; mes "Oh, you're having the materials for Necktie! give them to me!!"; next; - if (select("No way!:Here you are.")==1) { + if (select("No way!", "Here you are.")==1) { mes "[Drunken Man]"; mes "Ohh, you are scared!"; mes "I won again!!"; @@ -257,7 +257,7 @@ lhz_in02,276,281,1 script Drunken Man#Necktie 4_M_ALCHE_A,{ mes "[Drunken Man]"; mes "I will beat you off wearing the legendary Necktie!"; next; - if (select("I won't.:Let's go and get them.") == 1) { + if (select("I won't.", "Let's go and get them.") == 1) { mes "[Drunken Man]"; mes "Are you dropping out?"; mes "Did I win again?"; @@ -280,7 +280,7 @@ comodo,236,164,0 script Hat Girl#Hair_Brush 1_F_04,{ mes "Isn't the unique hat much better"; mes "than the common hairbands?"; next; - if (select("I still prefer hairbands!:Hat is the best!") == 1) { + if (select("I still prefer hairbands!", "Hat is the best!") == 1) { mes "[Hat Girl]"; mes "Wear your boring hairband for the whole lifetime!"; emotion e_pif; @@ -301,7 +301,7 @@ comodo,236,164,0 script Hat Girl#Hair_Brush 1_F_04,{ mes "Oh! you're bringing ^0000FFthe materials for Hair Brush^000000."; mes "Do you want me to make it now?"; next; - if (select("I think the hairband is better...:Yes, please make it!") == 1) { + if (select("I think the hairband is better...", "Yes, please make it!") == 1) { mes "[Hat Girl]"; mes "Wear your boring hairband for the whole lifetime!"; emotion e_pif; @@ -310,7 +310,7 @@ comodo,236,164,0 script Hat Girl#Hair_Brush 1_F_04,{ mes "[Hat Girl]"; mes "Okay, I'll do it right away!"; next; - mes "Ch ch ch... combining...ch ch¡¦"; + mes "Ch ch ch... combining...ch ch..."; emotion e_swt2,1; next; mes "[Hat Girl]"; @@ -334,7 +334,7 @@ comodo,236,164,0 script Hat Girl#Hair_Brush 1_F_04,{ mes "- after emptying some of it. -"; close; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I got the Hair Brush."; mes "...but it makes me sad."; delitem Mixture,1; //Mixture @@ -368,8 +368,8 @@ comodo,236,164,0 script Hat Girl#Hair_Brush 1_F_04,{ //== 4. Making the new headgear Statue Of Baby Angel(5443) = alberta,151,78,0 script Bebete#Baby_Angel_Status 4W_KID,{ - // Check if wearing Ear_Of_Angel's_Wing, Angelic_Chain, Flying_Angel - if (!isequipped(Ear_Of_Angel's_Wing) && !isequipped(Angelic_Chain) && !isequipped(Flying_Angel)) { + // Check if wearing Ear_Of_Angels_Wing, Angelic_Chain, Flying_Angel + if (!isequipped(Ear_Of_Angels_Wing) && !isequipped(Angelic_Chain) && !isequipped(Flying_Angel)) { mes "[Bebete]"; mes "A fake angel? Go away!!"; next; @@ -407,7 +407,7 @@ alberta,151,78,0 script Bebete#Baby_Angel_Status 4W_KID,{ mes "Did you lose it?"; mes "Do you want me to make it for you?"; next; - if (select("No, thanks.:Yes, I want it now.") == 1) { + if (select("No, thanks.", "Yes, I want it now.") == 1) { mes "[Bebete]"; mes "Oh... it's not easy to make a living!"; close; @@ -450,11 +450,11 @@ alberta,151,78,0 script Bebete#Baby_Angel_Status 4W_KID,{ mes "See you again, my angel~!"; emotion e_thx; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "... ..."; next; - mes "[" + strcharinfo(0) + "]"; - mes "Hmm... I guess I was fooled by that little kid."; + mes "[" + strcharinfo(PC_NAME) + "]"; + mes "Hmm... I guess I was fooled by that little kid."; close; } mes "[Bebete]"; @@ -473,11 +473,11 @@ alberta,151,78,0 script Bebete#Baby_Angel_Status 4W_KID,{ mes "[Bebete]"; mes "Are you a real angel? Have you been to heaven?"; next; - if (select("What a bullshit!:Let's keep the childhood innocence!") == 1) { - mes "[" + strcharinfo(0) + "]"; + if (select("What a bullshit!", "Let's keep the childhood innocence!") == 1) { + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Angel and heaven? It's all made up! "; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "There's nothing. Everything is lie!"; emotion e_gg,1; next; @@ -486,7 +486,7 @@ alberta,151,78,0 script Bebete#Baby_Angel_Status 4W_KID,{ emotion e_sigh; close; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Of course. I used to dance with the dragon and zebra"; mes "on the vanilla-taste clouds."; next; @@ -522,7 +522,7 @@ gef_fild07,108,161,4 script Roda Frog#Frog_Cap RODA_FROG,1,1,{ mes "Hmm..Hm.."; mes "It seems my transformation into the child's appearance is succeessful."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "... ... ... ..."; next; mes "[???]"; @@ -549,11 +549,11 @@ gef_fild07,108,161,4 script Roda Frog#Frog_Cap RODA_FROG,1,1,{ mes "I am the great king, Froggie Vll.."; mes "I need your help!"; next; - if (select("Just ignore it.:Let's help him.") == 1) { - mes "[" + strcharinfo(0) + "]"; + if (select("Just ignore it.", "Let's help him.") == 1) { + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Talking frog..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Now I've seen everything."; next; mes "[King Froggie Vll]"; @@ -562,7 +562,7 @@ gef_fild07,108,161,4 script Roda Frog#Frog_Cap RODA_FROG,1,1,{ donpcevent "Roda Frog#Frog_Cap::OnDisable"; end; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What can I help you?"; next; mes "[King Froggie Vll]"; @@ -570,7 +570,7 @@ gef_fild07,108,161,4 script Roda Frog#Frog_Cap RODA_FROG,1,1,{ setquest 5000; 2009_hat = 1; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Sure, I will."; next; mes "[King Froggie Vll]"; @@ -592,7 +592,7 @@ gef_fild07,108,161,4 script Roda Frog#Frog_Cap RODA_FROG,1,1,{ mes "Oh, you brought all of them!"; next; mes "[King Froggie Vll]"; - mes "Thank you so much, " + strcharinfo(0) + "."; + mes "Thank you so much, " + strcharinfo(PC_NAME) + "."; emotion e_thx; next; mes "[King Froggie Vll]"; @@ -601,7 +601,7 @@ gef_fild07,108,161,4 script Roda Frog#Frog_Cap RODA_FROG,1,1,{ mes "[King Froggie Vll]"; mes "Frogs are healthy food to the snakes."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I know well."; next; mes "[King Froggie Vll]"; @@ -630,7 +630,7 @@ gef_fild07,108,161,4 script Roda Frog#Frog_Cap RODA_FROG,1,1,{ end; } else if (questprogress(5001,HUNTING) == 2) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I'm back."; next; mes "[King Froggie Vll]"; @@ -648,7 +648,7 @@ gef_fild07,108,161,4 script Roda Frog#Frog_Cap RODA_FROG,1,1,{ changequest 5001,5002; 2009_hat = 3; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I'm happy to be added in the history book. I'll go and get them."; next; mes "[King Froggie Vll]"; @@ -671,7 +671,7 @@ gef_fild07,108,161,4 script Roda Frog#Frog_Cap RODA_FROG,1,1,{ mes "[King Froggie Vll]"; mes "Oh, you brought Poisonous Canines! Now, I'm able to put you in the frog history book officially."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "That's good for me."; next; mes "[King Froggie Vll]"; @@ -711,7 +711,7 @@ gef_fild07,108,161,4 script Roda Frog#Frog_Cap RODA_FROG,1,1,{ mes "[King Froggie Vll]"; mes "You are already the hero for our frogs! If I have a child, I would marry you up with my child."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ah.. No, thanks."; mes "^FF0000(Are you telling me to marry with A Frog???)^000000"; next; @@ -765,7 +765,7 @@ gef_fild07,108,161,4 script Roda Frog#Frog_Cap RODA_FROG,1,1,{ } mes "[King Froggie Vll]"; mes "Frogs, do you have any objection"; - mes "to give our hero, " + strcharinfo(0) + ""; + mes "to give our hero, " + strcharinfo(PC_NAME) + ""; mes "a Frog Hat which is one of our precious treasures?"; next; mes "[Sounds from somewhere]"; @@ -777,9 +777,9 @@ gef_fild07,108,161,4 script Roda Frog#Frog_Cap RODA_FROG,1,1,{ mes "Hmm, there is no objection."; next; mes "[King Froggie Vll]"; - mes "I hearby give " + strcharinfo(0) + ", our hero, this Frog Hat."; - specialeffect2 EF_MAPPILLAR2; - specialeffect2 EF_BLESSING; + mes "I hearby give " + strcharinfo(PC_NAME) + ", our hero, this Frog Hat."; + specialeffect(EF_MAPPILLAR2, AREA, playerattached()); + specialeffect(EF_BLESSING, AREA, playerattached()); erasequest 5004; 2009_hat = 6; getitem Frog_Cap,1; //Frog_Cap @@ -794,7 +794,7 @@ gef_fild07,108,161,4 script Roda Frog#Frog_Cap RODA_FROG,1,1,{ } else if (2009_hat == 6) { mes "[King Froggie Vll]"; - mes "All the frogs in the world, praise " + strcharinfo(0) + ", our eternal hero!"; + mes "All the frogs in the world, praise " + strcharinfo(PC_NAME) + ", our eternal hero!"; emotion e_thx; close2; donpcevent "Roda Frog#Frog_Cap::OnDisable"; @@ -828,7 +828,7 @@ OnTimer2000: OnTouch: mes "There is a frog. What should I do?"; next; - if (select("Throw it a stone.:Have a conversation.") == 1) { + if (select("Throw it a stone.", "Have a conversation.") == 1) { donpcevent "Roda Frog#Frog_Cap::OnDisable"; mes "Ouch~"; close; @@ -836,13 +836,13 @@ OnTouch: donpcevent "Roda Frog#Frog_Cap::OnEnable"; if (2009_hat > 0) { emotion e_dots,1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "It's so amazing to see"; mes "the frog which transforms itself."; close; } emotion e_omg,1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Oh my.. the frog transformed into a child..."; close; } @@ -859,7 +859,7 @@ alberta,120,206,3 script Alonie#Solo_Play_Box 4_M_UMKID,{ mes "I can feel your admiration for me."; mes "Wanna be my student?"; next; - if (select("You're out of your mind!:Please let me be your disciple!") == 1) { + if (select("You're out of your mind!", "Please let me be your disciple!") == 1) { mes "[Alonie]"; mes "Yes, I'm out of my mind."; mes "Huhu, Yapyap!"; @@ -877,7 +877,7 @@ alberta,120,206,3 script Alonie#Solo_Play_Box 4_M_UMKID,{ mes "^FF000020 Zeroms, 20 Requiems^000000!"; mes "Hurry!"; next; - if (select("What a bullshit!:Let's go!") == 1) { + if (select("What a bullshit!", "Let's go!") == 1) { mes "[Alonie]"; mes "Of course, I don't care."; mes "Huhu, Yapyap!"; @@ -907,7 +907,7 @@ alberta,120,206,3 script Alonie#Solo_Play_Box 4_M_UMKID,{ mes "Get around and kill"; mes "^FF000040 Arclouses and 30 High Orcs^000000"; next; - if (select("What a bullshit!:Let's go!") == 1) { + if (select("What a bullshit!", "Let's go!") == 1) { mes "[Alonie]"; mes "Of course, I don't care."; mes "Huhu, Yapyap!"; @@ -943,9 +943,9 @@ alberta,120,206,3 script Alonie#Solo_Play_Box 4_M_UMKID,{ mes "For make it"; mes "the fruitful training,"; mes "Get around and kill"; - mes "^FF000020 Chung E and 50 Civil Servant^000000!"; + mes "^FF000020 Chung E and 50 Civil Servant^000000!"; next; - if (select("What a bullshit!:Let's go!") == 1) { + if (select("What a bullshit!", "Let's go!") == 1) { mes "[Alonie]"; mes "Of course, I don't care."; mes "Huhu, Yapyap!"; @@ -983,7 +983,7 @@ alberta,120,206,3 script Alonie#Solo_Play_Box 4_M_UMKID,{ mes "Get around and kill"; mes "^FF000020 The Papers and 40 Antique Firelocks^000000!"; next; - if (select("What a bullshit!:Let's go!") == 1) { + if (select("What a bullshit!", "Let's go!") == 1) { mes "[Alonie]"; mes "Of course, I don't care."; mes "huhu, Yapyap!"; @@ -1013,7 +1013,7 @@ alberta,120,206,3 script Alonie#Solo_Play_Box 4_M_UMKID,{ mes "Get around and kill"; mes "^FF000020 The Papers and 40 Antique Firelocks^000000!"; next; - if (select("What a bullshit!:Let's go!") == 1) { + if (select("What a bullshit!", "Let's go!") == 1) { mes "[Alonie]"; mes "Of course, I don't care."; mes "huhu, Yapyap!"; @@ -1033,7 +1033,7 @@ alberta,120,206,3 script Alonie#Solo_Play_Box 4_M_UMKID,{ mes "Hmm, It's not enough."; mes "Playing alone is not that easy!"; mes "Go and kill"; - mes "^FF000020 Chung E and 50 Civil Servant^000000!"; + mes "^FF000020 Chung E and 50 Civil Servant^000000!"; if (questprogress(1104,HUNTING) == 1) { erasequest 1104; setquest 1108; diff --git a/npc/quests/ninja_quests.txt b/npc/quests/ninja_quests.txt index 004e373f2..78f21d38b 100644 --- a/npc/quests/ninja_quests.txt +++ b/npc/quests/ninja_quests.txt @@ -102,7 +102,7 @@ que_ng,28,50,3 script Boshuu 4_M_SEAMAN,{ mes "I'm not sure what I'll do, but I get the feeling I'll feel inspired once I see that armor."; mes "How 'bout it~ Will you find me a ^ff0000Guard[1]^000000?"; next; - if(select("Hmm.. I don't feel like it.:Very well.") == 1){ + if(select("Hmm.. I don't feel like it.", "Very well.") == 1){ mes "[Boshuu]"; mes "Ah~ What a shame.."; mes "You're missing out on an opportunity to get your hands on something made by a genius craftsman like myself..."; @@ -134,7 +134,7 @@ que_ng,28,50,3 script Boshuu 4_M_SEAMAN,{ mes "[Boshuu]"; mes "How 'bout it? Want to try?"; next; - if(select("No thanks.:Ok, sounds good.") == 1){ + if(select("No thanks.", "Ok, sounds good.") == 1){ mes "[Boshuu]"; mes "Hmm, Ok."; mes "I'm so grateful that I was able to see such a rare thing from overseas."; @@ -180,7 +180,7 @@ que_ng,28,50,3 script Boshuu 4_M_SEAMAN,{ mes "But before I start, I must ask you one more time."; mes "Do you want to give me the materials you've brought and receive a Slotted Arm Guard instead?"; next; - if(select("No:Yes") == 1){ + if(select("No", "Yes") == 1){ mes "[Boshuu]"; mes "Ok"; mes "Well, if you make up your mind again, come and see me."; @@ -214,7 +214,7 @@ que_ng,28,50,3 script Boshuu 4_M_SEAMAN,{ mes "Oh~ I see you've come back."; mes "Is it because you need another slotted Arm Guard?"; next; - if(select("Nope, not really.:Yes, make me another one.") == 1){ + if(select("Nope, not really.", "Yes, make me another one.") == 1){ mes "[Boshuu]"; mes "Hmmph~ You sure a weird one."; mes "Well, I'll see you later~"; @@ -245,7 +245,7 @@ que_ng,28,50,3 script Boshuu 4_M_SEAMAN,{ mes "Before I begin, let me ask one final time..."; mes "Will you give me the materials you've gathered, and in turn, receive a slotted Arm Guard?"; next; - if(select("No:Yes") == 1){ + if(select("No", "Yes") == 1){ mes "[Boshuu]"; mes "Ok"; mes "If you ever make up your mind"; @@ -312,7 +312,7 @@ que_ng,28,50,3 script Boshuu 4_M_SEAMAN,{ mes "I you want to, bring me an Arm Guard, a Slotted Guard, and 10,000 Zeny, and I'll make you a Slotted Arm Guard."; mes "How 'bout it? Would you like to obtain a Slotted Arm Guard?"; next; - if(select("No, I'd rather not.:Yes~!! Please make it for me!") == 1){ + if(select("No, I'd rather not.", "Yes~!! Please make it for me!") == 1){ mes "[Boshuu]"; mes "Hmm, is that so?"; mes "What a shame..."; @@ -349,7 +349,7 @@ que_ng,28,50,3 script Boshuu 4_M_SEAMAN,{ mes "Will you give me the materials you've gathered,"; mes "and in turn, receive a Slotted Arm Guard?"; next; - if(select("No:Yes") == 1){ + if(select("No", "Yes") == 1){ mes "[Boshuu]"; mes "Ok"; mes "If you ever make up your mind"; @@ -425,7 +425,7 @@ que_ng,28,45,3 script Basshu 4_M_04,{ mes "It'd help me greatly if I could see that shield up close."; mes "Can you help me?"; next; - if(select("Hmm...I don't feel like it.:Very well.") == 1){ + if(select("Hmm...I don't feel like it.", "Very well.") == 1){ mes "[Basshu]"; mes "Ah~ I guess it was an impossible request."; mes "I'm sorry."; @@ -460,7 +460,7 @@ que_ng,28,45,3 script Basshu 4_M_04,{ mes "[Basshu]"; mes "How about it? Would you like that?"; next; - if(select("No, I wouldn't.:Yes, I would.") == 1){ + if(select("No, I wouldn't.", "Yes, I would.") == 1){ mes "[Basshu]"; mes "Hmm, Very Well."; mes "I'm so grateful you showed me that rare shield from overseas."; @@ -518,7 +518,7 @@ que_ng,28,45,3 script Basshu 4_M_04,{ mes "Will you give me the materials you've gathered"; mes "and in trade, receive an Improved Arm Guard?"; next; - if(select("No:Yes") == 1){ + if(select("No", "Yes") == 1){ mes "[Basshu]"; mes "Very Well."; mes "If you ever make up your mind"; @@ -554,7 +554,7 @@ que_ng,28,45,3 script Basshu 4_M_04,{ mes "Oh~ I see you've come back."; mes "Are you here because you need an Improved Arm Guard?"; next; - if(select("Nope, not really.:Yes, make me another one.") == 1){ + if(select("Nope, not really.", "Yes, make me another one.") == 1){ mes "[Basshu]"; mes "Aha~ I see~."; mes "Come back and talk to me anytime."; @@ -589,7 +589,7 @@ que_ng,28,45,3 script Basshu 4_M_04,{ mes "[Basshu]"; mes "Will you give me the materials you've gathered to receive an Improved Arm Guard?"; next; - if(select("No:Yes") == 1){ + if(select("No", "Yes") == 1){ mes "[Basshu]"; mes "Very Well."; mes "If you make up your mind"; @@ -661,7 +661,7 @@ que_ng,28,45,3 script Basshu 4_M_04,{ mes "If you want, I will make you an Improved Arm Guard if you bring me 1 Arm Guard, 1 Mirror Shield, And 20,000 Zeny."; mes "Would you like to try using one?"; next; - if(select("No, I don't wanna!:Yeah~!! Hurry and make it for me!") == 1){ + if(select("No, I don't wanna!", "Yeah~!! Hurry and make it for me!") == 1){ mes "[Basshu]"; mes "Hmm, is that so."; mes "What a shame."; @@ -699,7 +699,7 @@ que_ng,28,45,3 script Basshu 4_M_04,{ mes "Will you give me the materials you've gathered"; mes "to receive an Improved Arm Guard?"; next; - if(select("No:Yes") == 1){ + if(select("No", "Yes") == 1){ mes "[Basshu]"; mes "Very Well."; mes "If you ever make up your mind"; @@ -763,7 +763,7 @@ que_ng,27,18,3 script Toshu 4_M_SEAMAN,{ mes "By the way, I'm sorry to say this, but there's a chance I might break your materials and fail slotting the Improved Arm Guard, so you might want to think about it."; mes "How 'bout it? Do we have a deal?"; next; - if(select("No. I don't want to do this.:Yes! Let's do this!") == 1){ + if(select("No. I don't want to do this.", "Yes! Let's do this!") == 1){ mes "[Toshu]"; mes "Ok."; mes "Of course, the shields are important to you."; @@ -801,7 +801,7 @@ que_ng,27,18,3 script Toshu 4_M_SEAMAN,{ mes "[Toshu]"; mes "Do you want me to produce your gear, even if there's a chance I may fail?"; next; - if(select("I think I better back off. Sob..:Yes! Let's try anyway!") == 1){ + if(select("I think I better back off. Sob..", "Yes! Let's try anyway!") == 1){ mes "[Toshu]"; mes "Ok."; mes "Well, come back later when you've got the guts to try."; @@ -879,7 +879,7 @@ que_ng,72,34,3 script Craftsman Kaibara 4_M_EINOLD,{ mes "You look like a Ninja."; mes "If you're interested, take a look at my goods while you decide what you want."; next; - switch(select("Gokurin:Jitte:Ashura[3]:Murasame:Hakujin:Cancel")){ + switch(select("Gokurin", "Jitte", "Ashura[3]", "Murasame", "Hakujin", "Cancel")){ case 1: mes "[Kaibara]"; mes "Hmm~ I see you've picked the Gokurin."; @@ -891,13 +891,13 @@ que_ng,72,34,3 script Craftsman Kaibara 4_M_EINOLD,{ mes "and 200,000 Zeny."; mes "Do you want me to create this item for you?"; next; - if(select("No thanks. It's too expensive.:Yes! I want one!") == 1){ + if(select("No thanks. It's too expensive.", "Yes! I want one!") == 1){ mes "[Kaibara]"; mes "Hrm. I understand. These are materials that are difficult to attain..."; mes "If you ever happen to gather all these materials one day, feel free to come back."; close; }else{ - if(countitem(Dragon_Scale) < 400 || countitem(Oridecon) < 5 || countitem(Dragon's_Skin) < 30){ + if(countitem(Dragon_Scale) < 400 || countitem(Oridecon) < 5 || countitem(Dragons_Skin) < 30){ mes "[Kaibara]"; mes "It looks like there are not enough ingredients for me to make you a Gokurin."; next; @@ -943,7 +943,7 @@ que_ng,72,34,3 script Craftsman Kaibara 4_M_EINOLD,{ mes "and 20,000 Zeny."; mes "Do you want me to create this item for you?"; next; - if(select("No thanks. It's too expensive.:Yes! I want one!") == 1){ + if(select("No thanks. It's too expensive.", "Yes! I want one!") == 1){ mes "[Kaibara]"; mes "Hrm. I understand. These are materials that are difficult to attain..."; mes "If you ever happen to gather all these materials one day, feel free to come back."; @@ -992,7 +992,7 @@ que_ng,72,34,3 script Craftsman Kaibara 4_M_EINOLD,{ mes "And 32,000 Zeny."; mes "Do you want me to create this item for you?"; next; - if(select("No thanks. It's too expensive.:Yes! I want one!") == 1){ + if(select("No thanks. It's too expensive.", "Yes! I want one!") == 1){ mes "[Kaibara]"; mes "Hrm. I understand. These are materials that are difficult to attain..."; mes "If you ever happen to gather all these materials one day, feel free to come back."; @@ -1040,7 +1040,7 @@ que_ng,72,34,3 script Craftsman Kaibara 4_M_EINOLD,{ mes "And 48,000 Zeny."; mes "Do you want me to create this item for you?"; next; - if(select("No thanks. It's too expensive.:Yes! I want one!") == 1){ + if(select("No thanks. It's too expensive.", "Yes! I want one!") == 1){ mes "[Kaibara]"; mes "Hrm. I understand. These are materials that are difficult to attain..."; mes "If you ever happen to gather all these materials one day, feel free to come back."; @@ -1090,7 +1090,7 @@ que_ng,72,34,3 script Craftsman Kaibara 4_M_EINOLD,{ mes "and 120,000 Zeny."; mes "Do you want me to create this item for you?"; next; - if(select("No thanks. It's too expensive.:Yes! I want one!") == 1){ + if(select("No thanks. It's too expensive.", "Yes! I want one!") == 1){ mes "[Kaibara]"; mes "Hrm. I understand. These are materials that are difficult to attain..."; mes "If you ever happen to gather all these materials one day, feel free to come back."; @@ -1180,7 +1180,7 @@ que_ng,22,62,3 script Tetsu 4_M_SEAMAN,{ break; } - if(countitem(Steel)<50 || countitem(Harpy's_Feather)<20 || countitem(Oridecon)<5){ + if (countitem(Steel) < 50 || countitem(Harpys_Feather) < 20 || countitem(Oridecon) < 5) { mes "[Tetsu]"; mes "It looks like you haven't brought me enough materials to make you a Fuuma Shuriken Beneki."; next; diff --git a/npc/quests/obb_quest.txt b/npc/quests/obb_quest.txt index c8bcfd0fe..504e5ff70 100644 --- a/npc/quests/obb_quest.txt +++ b/npc/quests/obb_quest.txt @@ -99,7 +99,7 @@ alberta,43,244,0 script Tourist#thai 4W_M_03,{ mes "[Tourist]"; mes ".........."; next; - switch(select("So do you have business in Lutie?:You don't want to go to Lutie for a tour.:What made you come over here?")) { + switch(select("So do you have business in Lutie?", "You don't want to go to Lutie for a tour.", "What made you come over here?")) { case 1: mes "[Tourist]"; mes "Yes."; @@ -122,7 +122,7 @@ alberta,43,244,0 script Tourist#thai 4W_M_03,{ mes "Now I'm running out of money and"; mes "food...I can't stay here much longer..."; next; - if (select("Do you want me to help you?:Well, good luck with everything.") == 1) { + if (select("Do you want me to help you?", "Well, good luck with everything.") == 1) { thai_head = 3; mes "[Tourist]"; mes "Thank god! Thank you so much."; @@ -173,7 +173,7 @@ alberta,43,244,0 script Tourist#thai 4W_M_03,{ mes "Now I'm running out of money and"; mes "food...I can't stay here much longer..."; next; - if (select("Do you want me to help you?:Well, good luck with everything.") == 1) { + if (select("Do you want me to help you?", "Well, good luck with everything.") == 1) { thai_head = 3; mes "[Tourist]"; mes "Thank god! Thank you so much."; @@ -580,7 +580,7 @@ alberta,43,244,0 script Tourist#thai 4W_M_03,{ mes "*Sob*...I guess I got lost..."; mes "Hey, where is this!?"; next; - switch(select("Ignore him.:This is Alberta.:This is Al De Baran.")) { + switch(select("Ignore him.", "This is Alberta.", "This is Al De Baran.")) { case 1: mes "[Tourist]"; mes ".........."; @@ -614,7 +614,7 @@ alberta,43,244,0 script Tourist#thai 4W_M_03,{ mes "I was told that I can see a ^FF0000Clock Tower^000000 in Al De Baran."; mes "Can you tell me where I can find the ^FF0000Clock Tower^000000?"; next; - if (select("It's in the center of the town.:Eh, I think I gave you the wrong town name.") == 1) { + if (select("It's in the center of the town.", "Eh, I think I gave you the wrong town name.") == 1) { mes "[Tourist]"; mes ".............."; mes "You know, I'm beginning"; @@ -674,14 +674,14 @@ moc_ruins,105,62,4 script Jacob#thai 1_M_04,{ next; input .@input$; if (.@input$ != "Pandger Mayer introduced you") { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes ""+.@input$+""; next; mes "[Jacob]"; mes "....Sorry, what did you say? I have no idea what you're talking about."; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Pandger Mayer introduced you."; next; mes "[Jacob]"; @@ -757,12 +757,12 @@ moc_ruins,105,62,4 script Jacob#thai 1_M_04,{ mes "to lie to nowadays...^000000"; next; mes "[Tommy]"; - if (Sex) + if (Sex == SEX_MALE) mes "So, mister, do you think my Daddy can catch a Munak with this?"; else mes "So, lady, do you think my Daddy can catch a Munak with this?"; next; - switch(select("Yes.:...not sure.:No, ^FF0000never^000000.")) { + switch(select("Yes.", "...not sure.", "No, ^FF0000never^000000.")) { case 1: mes "[Tommy]"; mes "Heh!! I knew my Daddy"; @@ -774,7 +774,7 @@ moc_ruins,105,62,4 script Jacob#thai 1_M_04,{ close; case 2: mes "[Tommy]"; - if (Sex) + if (Sex == SEX_MALE) mes "So tell me, mister. Did he lie to me, then?"; else mes "So tell me, lady. Did he lie to me, then?"; @@ -787,7 +787,7 @@ moc_ruins,105,62,4 script Jacob#thai 1_M_04,{ mes "Can we catch a Munak with this or"; mes "not, huh? Tell meeeeehhhh~~~!"; next; - switch(select("Yes, we can.:No, we can't.")) { + switch(select("Yes, we can.", "No, we can't.")) { case 1: mes "[Tommy]"; mes "Heh heh! I knew it!"; @@ -973,7 +973,7 @@ moc_ruins,105,62,4 script Jacob#thai 1_M_04,{ mes "to behave in front of other people?!"; next; mes "[Jacob]"; - if (Sex) + if (Sex == SEX_MALE) mes "Say you're sorry to him!"; else mes "Say you're sorry to her!"; @@ -1021,7 +1021,7 @@ moc_ruins,105,62,4 script Jacob#thai 1_M_04,{ mes "Respect your parents when they're"; mes "still alive. It's too late to be sorry after you've lost them."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(Hmmm...I just know that there's more that this guy can tell me...)"; close; } @@ -1036,7 +1036,7 @@ moc_ruins,105,62,4 script Jacob#thai 1_M_04,{ mes "'^0000FFTry to be in someone else's shoes before judging that person.^000000'"; mes "Do you understand?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(There's more this guy can tell me, I just know it...)"; close; } @@ -1107,7 +1107,7 @@ comodo,68,195,0 script Old Man#thai 2_M_PHARMACIST,{ mes "[Elder Creek]"; mes "Answer me, adventurer!"; next; - switch(select("I seek fortune!:I seek...wisdom.:I want to finish what I've started.")) { + switch(select("I seek fortune!", "I seek...wisdom.", "I want to finish what I've started.")) { case 1: mes "[Elder Creek]"; mes "You're honest...!"; @@ -1120,7 +1120,7 @@ comodo,68,195,0 script Old Man#thai 2_M_PHARMACIST,{ mes "I will give you what you want if"; mes "you answer the way I expect you to."; next; - switch(select("It's necessary to have a lot!:Too dumb to see the future.:Too much of a good thing can be bad.:Cringe to the powerful.")) { + switch(select("It's necessary to have a lot!", "Too dumb to see the future.", "Too much of a good thing can be bad.", "Cringe to the powerful.")) { case 1: mes "[Elder Creek]"; mes "..."; @@ -1177,7 +1177,7 @@ comodo,68,195,0 script Old Man#thai 2_M_PHARMACIST,{ mes "[Elder Creek]"; mes "Now, tell me what is bothering right now."; next; - switch(select("Boy/girlfriend issue.:Financial problem.:Bored to death.:Career issue.:I want money.:Give me items, old man.")) { + switch(select("Boy/girlfriend issue.", "Financial problem.", "Bored to death.", "Career issue.", "I want money.", "Give me items, old man.")) { case 1: mes "[Elder Creek]"; mes "I'm envious of you! Still, young"; @@ -1492,11 +1492,11 @@ comodo,68,195,0 script Old Man#thai 2_M_PHARMACIST,{ mes "[Elder Creek]"; mes "Do you wish for me to give you advice, adventurer?"; next; - if (select("Yes.:No.") == 1) { + if (select("Yes.", "No.") == 1) { mes "[Elder Creek]"; mes "Now, tell me what bothers you at the moment."; next; - switch(select("Boy/girlfriend issue.:Financial problem.:Bored to death.:Career issue.:Give me items, old man.")) { + switch(select("Boy/girlfriend issue.", "Financial problem.", "Bored to death.", "Career issue.", "Give me items, old man.")) { case 1: mes "[Elder Creek]"; mes "I'm envious of you! Still, young"; @@ -1685,7 +1685,7 @@ comodo,68,195,0 script Old Man#thai 2_M_PHARMACIST,{ mes "[Elder Creek]"; mes "Now tell me, what bothers you right now?"; next; - switch(select("Boy/girlfriend issue.:Financial problem.:Bored to death.:Career issue.:Give me items, old man.")) { + switch(select("Boy/girlfriend issue.", "Financial problem.", "Bored to death.", "Career issue.", "Give me items, old man.")) { case 1: mes "[Elder Creek]"; mes "I'm envious of you! Still, young"; diff --git a/npc/quests/okolnir.txt b/npc/quests/okolnir.txt index 67582267e..bdf763bd5 100644 --- a/npc/quests/okolnir.txt +++ b/npc/quests/okolnir.txt @@ -36,21 +36,21 @@ //========================================================================= function script F_Okolnir { - if (compare(strnpcinfo(0),"main")) end; - .@sub$ = (compare(strnpcinfo(4),"cas"))?(substr(strnpcinfo(4),0,2))+(substr(strnpcinfo(4),8,9)):substr(strnpcinfo(4),5,9); + if (compare(strnpcinfo(NPC_NAME),"main")) end; + .@sub$ = (compare(strnpcinfo(NPC_MAP),"cas"))?(substr(strnpcinfo(NPC_MAP),0,2))+(substr(strnpcinfo(NPC_MAP),8,9)):substr(strnpcinfo(NPC_MAP),5,9); return .@sub$; } - script Guide#gq_main FAKE_NPC,{ .@sub$ = callfunc("F_Okolnir"); - .@GID = getcastledata(strnpcinfo(4),1); - if (getcharid(2) == .@GID) { + .@GID = getcastledata(strnpcinfo(NPC_MAP),1); + if (getcharid(CHAR_ID_GUILD) == .@GID) { if (getd("$siz_"+.@sub$+"_on") == 0) { mes "[Guide]"; mes "This castle has a hidden secret."; mes "That is the ^4d4dff'Okolnir'^000000."; next; - switch(select("About Okolnir.:Go to Okolnir.:Cancel.")) { + switch(select("About Okolnir.", "Go to Okolnir.", "Cancel.")) { case 1: mes "[Guide]"; mes "Okolnir is a kind of virtual realm..."; @@ -80,15 +80,15 @@ function script F_Okolnir { mes "Would you like to try to enter here?"; close; case 2: - .@defence = getcastledata(strnpcinfo(4),3); - .@Economy = getcastledata(strnpcinfo(4),2); + .@defence = getcastledata(strnpcinfo(NPC_MAP),3); + .@Economy = getcastledata(strnpcinfo(NPC_MAP),2); if ((.@Economy > 64) && (.@defence > 29)) { mes "[Guide]"; mes "Great! Economy and Defense are OK."; mes "You can enter Okolnir now...."; mes "Do you want to go there?"; next; - switch(select("Sure let's go there.:No.")) { + switch(select("Sure let's go there.", "No.")) { case 1: if (countitem(Crystal_Key)) delitem Crystal_Key,countitem(Crystal_Key); mes "[Guide]"; @@ -119,7 +119,7 @@ function script F_Okolnir { mes "... OK..."; mes "Good luck."; next; - switch(select("Enter now.:No.")) { + switch(select("Enter now.", "No.")) { case 1: if (countitem(Crystal_Key) > 0) { delitem Crystal_Key,countitem(Crystal_Key); @@ -190,11 +190,11 @@ que_qsch05,345,23,0 warp Gate02#gq_sch05 1,1,schg_cas05,369,306 - script Wish Maiden#gq_main FAKE_NPC,{ .@sub$ = callfunc("F_Okolnir"); - .@t$ = ((compare(strnpcinfo(4),"aru"))?"arug_cas0":"schg_cas0")+(charat(strnpcinfo(4),getstrlen(strnpcinfo(4))-1)); + .@t$ = ((compare(strnpcinfo(NPC_MAP),"aru"))?"arug_cas0":"schg_cas0")+(charat(strnpcinfo(NPC_MAP),getstrlen(strnpcinfo(NPC_MAP))-1)); .@GID = getcastledata(.@t$,1); - if (getcharid(2) == .@GID) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { cutin "wish_maiden31",1; - if (strcharinfo(0) == getguildmaster(.@GID)) { + if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) { mes "[Wish Maiden]"; mes "I am... Wish maiden."; mes "Mourning in this virtual realm, Okolnir."; @@ -214,7 +214,7 @@ que_qsch05,345,23,0 warp Gate02#gq_sch05 1,1,schg_cas05,369,306 mes "[Wish Maiden]"; mes "Are you ready to endure the trials to get the Goddess' glory?"; next; - switch(select("Yes, I am:Sorry, I'll try later")) { + switch(select("Yes, I am", "Sorry, I'll try later")) { case 1: cutin "wish_maiden12",1; mes "[Wish Maiden]"; @@ -239,7 +239,7 @@ que_qsch05,345,23,0 warp Gate02#gq_sch05 1,1,schg_cas05,369,306 mes "[Wish Maiden]"; mes "I will open the gate of Okolnir if your members are ready."; next; - switch(select("We are ready.:We need more time.")) { + switch(select("We are ready.", "We need more time.")) { case 1: .@saram = getmapusers("que_q"+.@sub$); if (((.@saram > 15) && (.@saram < 21))) { @@ -258,7 +258,7 @@ que_qsch05,345,23,0 warp Gate02#gq_sch05 1,1,schg_cas05,369,306 donpcevent "#okolnir_"+.@sub$+"::OnEnable"; disablenpc "Wish Maiden#gq_"+.@sub$; cutin "wish_maiden11",255; - announce "["+ strcharinfo(0) +"], of the guild ["+ getguildname(.@GID) +"] has opened the gates to the realm of Okolnir.",bc_all,"0x70dbdb"; + announce "["+ strcharinfo(PC_NAME) +"], of the guild ["+ getguildname(.@GID) +"] has opened the gates to the realm of Okolnir.",bc_all,"0x70dbdb"; end; } else { @@ -358,7 +358,7 @@ que_qsch05,345,23,0 warp Gate02#gq_sch05 1,1,schg_cas05,369,306 mes "[Wish Maiden]"; mes "...You are not qualified."; close2; - percentheal -100,0; + unitkill getcharid(CHAR_ID_ACCOUNT); cutin "wish_maiden11",255; end; } @@ -447,7 +447,7 @@ OnTouch: case 6: .@m = 1659; break; default: .@m = 1652; break; } - monster "que_q"+getarg(0),getarg(1),getarg(2),strcharinfo(0),.@m,1,"#Gate_manager_"+getarg(0)+"::OnMyMobDead"; + monster "que_q"+getarg(0),getarg(1),getarg(2),strcharinfo(PC_NAME),.@m,1,"#Gate_manager_"+getarg(0)+"::OnMyMobDead"; return; } @@ -735,7 +735,7 @@ OnTimer3610000: setd "$@gqse_"+.@sub$+"_pcc",0; setd "$@gqse_"+.@sub$+"_gd",0; setd "$@gqse_"+.@sub$+"_nm",0; - mapwarp "que_q"+.@sub$,strnpcinfo(4),157,369; + mapwarp "que_q"+.@sub$,strnpcinfo(NPC_MAP),157,369; end; OnTimer3611000: @@ -1283,14 +1283,14 @@ que_qsch05,1,4,0 duplicate(#piamette_main) #piamette_sch05 CLEAR_NPC OnEnable: .@sub$ = callfunc("F_Okolnir"); - .@c = charat(strnpcinfo(2),9); + .@c = charat(strnpcinfo(NPC_NAME_HIDDEN),9); enablenpc "#getspell0"+.@c+"_"+.@sub$; specialeffect EF_LOCKON; end; OnDisable: .@sub$ = callfunc("F_Okolnir"); - .@c = charat(strnpcinfo(2),9); + .@c = charat(strnpcinfo(NPC_NAME_HIDDEN),9); disablenpc "#getspell0"+.@c+"_"+.@sub$; end; @@ -1533,7 +1533,7 @@ que_qsch05,1,8,0 duplicate(#gd_main_mobctrl) #gd_sch05_mobctrl CLEAR_NPC OnTouch: .@sub$ = callfunc("F_Okolnir"); - if (compare(strnpcinfo(0),"windpath03")) { + if (compare(strnpcinfo(NPC_NAME),"windpath03")) { warp "que_q"+.@sub$,119,103; } else { warp "que_q"+.@sub$,146,109; @@ -1904,7 +1904,7 @@ que_qsch05,2,10,0 duplicate(#main_stone03) #sch05_stone03 CLEAR_NPC end; OnTouch: .@sub$ = callfunc("F_Okolnir"); - .@in = charat(strnpcinfo(2),getstrlen(strnpcinfo(2))-1); + .@in = charat(strnpcinfo(NPC_NAME_HIDDEN),getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1); disablenpc "Guard of Shadow#"+.@sub$+"_0"+.@in; switch (.@in) { case 1: setarray .@n, 234,284,235,285,236,286; break; @@ -1918,7 +1918,7 @@ OnTouch: OnDisable: .@sub$ = callfunc("F_Okolnir"); - .@in = charat(strnpcinfo(2),getstrlen(strnpcinfo(2))-1); + .@in = charat(strnpcinfo(NPC_NAME_HIDDEN),getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1); killmonster "que_q"+.@sub$,"Guard of Shadow#"+.@sub$+"_0"+.@in+"::OnMyMobDead"; disablenpc "Guard of Shadow#"+.@sub$+"_0"+.@in; end; @@ -1978,7 +1978,7 @@ que_qsch05,225,303,5 duplicate(Guard of Shadow#main_all) Guard of Shadow#sch05_0 OnTouch: .@sub$ = callfunc("F_Okolnir"); - .@in = charat(strnpcinfo(2),getstrlen(strnpcinfo(2))-1); + .@in = charat(strnpcinfo(NPC_NAME_HIDDEN),getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1); disablenpc "Bloody Hunter#"+.@sub$+"_ac0"+.@in; switch (.@in) { case 1: setarray .@n, 265,297,266,296,267,295; @@ -1992,7 +1992,7 @@ OnTouch: OnDisable: .@sub$ = callfunc("F_Okolnir"); - .@in = charat(strnpcinfo(2),getstrlen(strnpcinfo(2))-1); + .@in = charat(strnpcinfo(NPC_NAME_HIDDEN),getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1); killmonster "que_q"+.@sub$,"Bloody Hunter#"+.@sub$+"_ac0"+.@in+"::OnMyMobDead"; disablenpc "Bloody Hunter#"+.@sub$+"_ac0"+.@in; end; @@ -2052,7 +2052,7 @@ que_qsch05,279,300,3 duplicate(Bloody Hunter#main_all) Bloody Hunter#sch05_ac04 OnTouch: .@sub$ = callfunc("F_Okolnir"); - .@in = charat(strnpcinfo(2),getstrlen(strnpcinfo(2))-1); + .@in = charat(strnpcinfo(NPC_NAME_HIDDEN),getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1); disablenpc "Temple Keeper#"+.@sub$+"_ac0"+.@in; switch (.@in) { case 1: setarray .@n, 246,330,247,330,248,330; break; @@ -2064,7 +2064,7 @@ OnTouch: OnDisable: .@sub$ = callfunc("F_Okolnir"); - .@in = charat(strnpcinfo(2),getstrlen(strnpcinfo(2))-1); + .@in = charat(strnpcinfo(NPC_NAME_HIDDEN),getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1); killmonster "que_q"+.@sub$,"Temple Keeper#"+.@sub$+"_ac0"+.@in+"::OnMyMobDead"; disablenpc "Temple Keeper#"+.@sub$+"_ac0"+.@in; end; @@ -2159,10 +2159,10 @@ que_qsch05,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#sch05_boss WIS - script Wish Maiden#main_gift FAKE_NPC,{ .@sub$ = callfunc("F_Okolnir"); - .@t$ = ((compare(strnpcinfo(4),"aru"))?"arug_cas0":"schg_cas0")+(charat(strnpcinfo(4),getstrlen(strnpcinfo(4))-1)); + .@t$ = ((compare(strnpcinfo(NPC_MAP),"aru"))?"arug_cas0":"schg_cas0")+(charat(strnpcinfo(NPC_MAP),getstrlen(strnpcinfo(NPC_MAP))-1)); .@GID = getcastledata(.@t$,1); - if (getcharid(2) == .@GID) { - if (strcharinfo(0) == getguildmaster(.@GID)) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { + if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) { if (compare(.@sub$,"aru")) { setarray .@n, 7835,1,7836,1,7837,1,7838,1,2513,1,7291,10,7293,10,7063,100,985,20; .@rwd = 2541; //Asprika @@ -2198,7 +2198,7 @@ que_qsch05,251,255,3 duplicate(Wish Maiden#main_boss) Wish Maiden#sch05_boss WIS delitem .@n[.@i],.@n[.@i+1]; getitem .@rwd,1; getitem Valkyrie_Gift,1; - announce "["+ strcharinfo(0) +"], of guild ["+ getguildname(.@GID) +"] has brought a "+getitemname(.@rwd)+" into this world.",bc_all,"0x70dbdb"; + announce "["+ strcharinfo(PC_NAME) +"], of guild ["+ getguildname(.@GID) +"] has brought a "+getitemname(.@rwd)+" into this world.",bc_all,"0x70dbdb"; close2; cutin "wish_maiden11",255; disablenpc "Wish Maiden#"+.@sub$+"_gift"; @@ -2290,7 +2290,7 @@ que_qsch05,252,340,3 duplicate(Wish Maiden#main_gift) Wish Maiden#sch05_gift 4_F end; OnTouch: - .@t$ = ((compare(strnpcinfo(4),"aru"))?"arug_cas0":"schg_cas0")+(charat(strnpcinfo(4),getstrlen(strnpcinfo(4))-1)); + .@t$ = ((compare(strnpcinfo(NPC_MAP),"aru"))?"arug_cas0":"schg_cas0")+(charat(strnpcinfo(NPC_MAP),getstrlen(strnpcinfo(NPC_MAP))-1)); warp .@t$,157,369; end; diff --git a/npc/quests/partyrelay.txt b/npc/quests/partyrelay.txt index da3fe5d0a..c9d4e48f9 100644 --- a/npc/quests/partyrelay.txt +++ b/npc/quests/partyrelay.txt @@ -34,9 +34,9 @@ //========================================================================= payon,103,113,3 script Ledrion#payon::RelayLedrion 4_M_MANAGER,{ - getpartymember(getcharid(1)); + getpartymember(getcharid(CHAR_ID_PARTY)); .@partymembercount = $@partymembercount; - .@partyleader = getpartyleader(getcharid(1),2); + .@partyleader = getpartyleader(getcharid(CHAR_ID_PARTY),2); if (checkweight(Resin,300) == 0) { mes "^3355FFWait a minute! You're"; mes "carrying too many items"; @@ -54,7 +54,7 @@ payon,103,113,3 script Ledrion#payon::RelayLedrion 4_M_MANAGER,{ mes "of your group members with you."; close; } - if ((countitem(Mission_Certificate12) > 0) && (.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5)) { + if ((countitem(Mission_Certificate12) > 0) && (.@partyleader == getcharid(CHAR_ID_CHAR)) && (getcharid(CHAR_ID_GUILD) > 0) && (.@partymembercount > 5)) { mes "[Ledrion]"; mes "Ah, you've brought the"; mes "last ticket from Rospii."; @@ -129,7 +129,7 @@ payon,103,113,3 script Ledrion#payon::RelayLedrion 4_M_MANAGER,{ mes "over to Gatan right now?"; close; } - if ((countitem(Mission_Certificate8) > 0) && (.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5)) { + if ((countitem(Mission_Certificate8) > 0) && (.@partyleader == getcharid(CHAR_ID_CHAR)) && (getcharid(CHAR_ID_GUILD) > 0) && (.@partymembercount > 5)) { mes "[Ledrion]"; mes "Great, you've brought"; mes "me the eighth ticket from"; @@ -178,7 +178,7 @@ payon,103,113,3 script Ledrion#payon::RelayLedrion 4_M_MANAGER,{ mes "a ticket to Gatan?"; close; } - if ((countitem(Mission_Certificate4) > 0) && (.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5)) { + if ((countitem(Mission_Certificate4) > 0) && (.@partyleader == getcharid(CHAR_ID_CHAR)) && (getcharid(CHAR_ID_GUILD) > 0) && (.@partymembercount > 5)) { mes "[Ledrion]"; mes "I see that you've brought"; mes "me the fourth ticket from"; @@ -219,7 +219,7 @@ payon,103,113,3 script Ledrion#payon::RelayLedrion 4_M_MANAGER,{ mes "come to me, not yet."; close; } - if ((BaseLevel > 39) && (.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5) && (party_relay == 1)) { + if ((BaseLevel > 39) && (.@partyleader == getcharid(CHAR_ID_CHAR)) && (getcharid(CHAR_ID_GUILD) > 0) && (.@partymembercount > 5) && (party_relay == 1)) { mes "[Ledrion]"; mes "As I mentioned earlier,"; mes "I'm challenging guild"; @@ -271,7 +271,7 @@ payon,103,113,3 script Ledrion#payon::RelayLedrion 4_M_MANAGER,{ mes "once the time is right."; close; } - if ((.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5) && (party_relay > 0)) { + if ((.@partyleader == getcharid(CHAR_ID_CHAR)) && (getcharid(CHAR_ID_GUILD) > 0) && (.@partymembercount > 5) && (party_relay > 0)) { mes "[Ledrion]"; mes "As leader of your"; mes "Party, you should"; @@ -280,7 +280,7 @@ payon,103,113,3 script Ledrion#payon::RelayLedrion 4_M_MANAGER,{ mes "of your partners."; close; } - if ((.@partyleader != getcharid(0)) && (getcharid(2) > 0)) { + if ((.@partyleader != getcharid(CHAR_ID_CHAR)) && (getcharid(CHAR_ID_GUILD) > 0)) { mes "[Ledrion]"; mes "I'm sorry, but there's"; mes "nothing I can really offer"; @@ -361,9 +361,9 @@ payon,103,113,3 script Ledrion#payon::RelayLedrion 4_M_MANAGER,{ mes "incentive for your group."; mes "Would you like to participate?"; next; - switch(select("Sure!:No.")) { + switch(select("Sure!", "No.")) { case 1: - if ((BaseLevel > 39) && (.@partyleader == getcharid(0)) && (getcharid(2) > 0) && (.@partymembercount > 5)) { + if ((BaseLevel > 39) && (.@partyleader == getcharid(CHAR_ID_CHAR)) && (getcharid(CHAR_ID_GUILD) > 0) && (.@partymembercount > 5)) { mes "[Ledrion]"; mes "Great! Let's see..."; mes "Well, you meet all the"; @@ -402,9 +402,9 @@ payon,103,113,3 script Ledrion#payon::RelayLedrion 4_M_MANAGER,{ } payon,83,327,3 script Gatan#payon::RelayGatan 4_M_04,{ - getpartymember(getcharid(1)); + getpartymember(getcharid(CHAR_ID_PARTY)); .@partymembercount = $@partymembercount; - .@partyleader = getpartyleader(getcharid(1),2); + .@partyleader = getpartyleader(getcharid(CHAR_ID_PARTY),2); if (checkweight(Resin,300) == 0) { mes "^3355FFWait a minute! You're"; mes "carrying too many items"; @@ -1837,9 +1837,9 @@ payon,83,327,3 script Gatan#payon::RelayGatan 4_M_04,{ } payon,204,221,3 script Bafhail#payon::RelayBafhail 4_M_JOB_BLACKSMITH,{ - getpartymember(getcharid(1)); + getpartymember(getcharid(CHAR_ID_PARTY)); .@partymembercount = $@partymembercount; - .@partyleader = getpartyleader(getcharid(1),2); + .@partyleader = getpartyleader(getcharid(CHAR_ID_PARTY),2); if (checkweight(Resin,300) == 0) { mes "^3355FFWait a minute! You're"; mes "carrying too many items"; @@ -2015,7 +2015,7 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 4_M_JOB_BLACKSMITH,{ mes "you've already forgotten."; close; } - if ((party_relay == 19) && (.@relaytime >= 14) && (.@relaytime < 17) && (countitem(Thin_N'_Long_Tongue) > 9) && (countitem(Leopard_Talon) > 9) && (countitem(Poison_Toad's_Skin) > 9)) { + if ((party_relay == 19) && (.@relaytime >= 14) && (.@relaytime < 17) && (countitem(Thin_N_Long_Tongue) > 9) && (countitem(Leopard_Talon) > 9) && (countitem(Poison_Toads_Skin) > 9)) { mes "[Bafhail]"; mes "Well, it looks like you came"; mes "at the right time and brought"; @@ -2023,9 +2023,9 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 4_M_JOB_BLACKSMITH,{ mes "Please take your next ticket"; mes "and this small reward for you."; next; - delitem Thin_N'_Long_Tongue,10; + delitem Thin_N_Long_Tongue,10; delitem Leopard_Talon,10; - delitem Poison_Toad's_Skin,10; + delitem Poison_Toads_Skin,10; party_relay = 20; getitem Mission_Certificate7,1; getitem Leaf_Of_Yggdrasil,2; @@ -2039,7 +2039,7 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 4_M_JOB_BLACKSMITH,{ mes "I'll see you later, then."; close; } - else if ((party_relay == 19) && (.@relaytime >= 18) && (.@relaytime < 21) && (countitem(Thin_N'_Long_Tongue) > 9) && (countitem(Leopard_Talon) > 9) && (countitem(Poison_Toad's_Skin) > 9)) { + else if ((party_relay == 19) && (.@relaytime >= 18) && (.@relaytime < 21) && (countitem(Thin_N_Long_Tongue) > 9) && (countitem(Leopard_Talon) > 9) && (countitem(Poison_Toads_Skin) > 9)) { mes "[Bafhail]"; mes "Well, it looks like you came"; mes "at the right time and brought"; @@ -2047,9 +2047,9 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 4_M_JOB_BLACKSMITH,{ mes "Please take your next ticket"; mes "and this small reward for you."; next; - delitem Thin_N'_Long_Tongue,10; + delitem Thin_N_Long_Tongue,10; delitem Leopard_Talon,10; - delitem Poison_Toad's_Skin,10; + delitem Poison_Toads_Skin,10; party_relay = 20; getitem Mission_Certificate7,1; getitem Leaf_Of_Yggdrasil,2; @@ -2310,7 +2310,7 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 4_M_JOB_BLACKSMITH,{ mes "Standard Time. Don't forget!"; close; } - if ((party_relay == 7) && ((.@relaytime >= 8) && (.@relaytime < 11)) && (countitem(Porcupine_Spike) > 9) && (countitem(Elder_Pixie's_Beard) > 9) && (countitem(Fish_Tail) > 9)) { + if ((party_relay == 7) && ((.@relaytime >= 8) && (.@relaytime < 11)) && (countitem(Porcupine_Spike) > 9) && (countitem(Elder_Pixies_Beard) > 9) && (countitem(Fish_Tail) > 9)) { mes "[Bafhail]"; mes "Well, it looks like you came"; mes "at the right time and brought"; @@ -2319,7 +2319,7 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 4_M_JOB_BLACKSMITH,{ mes "and this small reward for you."; next; delitem Porcupine_Spike,10; - delitem Elder_Pixie's_Beard,10; + delitem Elder_Pixies_Beard,10; delitem Fish_Tail,10; party_relay = 9; getitem Mission_Certificate3,1; @@ -2332,7 +2332,7 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 4_M_JOB_BLACKSMITH,{ mes "Good luck on your travels~"; close; } - else if ((party_relay == 7) && ((.@relaytime >= 21) && (countitem(Porcupine_Spike) > 9) && (countitem(Elder_Pixie's_Beard) > 9) && (countitem(Fish_Tail) > 9))) { + else if ((party_relay == 7) && ((.@relaytime >= 21) && (countitem(Porcupine_Spike) > 9) && (countitem(Elder_Pixies_Beard) > 9) && (countitem(Fish_Tail) > 9))) { mes "[Bafhail]"; mes "Well, it looks like you came"; mes "at the right time and brought"; @@ -2341,7 +2341,7 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 4_M_JOB_BLACKSMITH,{ mes "and this small reward for you."; next; delitem Porcupine_Spike,10; - delitem Elder_Pixie's_Beard,10; + delitem Elder_Pixies_Beard,10; delitem Fish_Tail,10; party_relay = 9; getitem Mission_Certificate3,1; @@ -2470,9 +2470,9 @@ payon,204,221,3 script Bafhail#payon::RelayBafhail 4_M_JOB_BLACKSMITH,{ } payon,168,314,3 script Lospii#payon::RelayLospii 4_M_KID1,{ - getpartymember(getcharid(1)); + getpartymember(getcharid(CHAR_ID_PARTY)); .@partymembercount = $@partymembercount; - .@partyleader = getpartyleader(getcharid(1),2); + .@partyleader = getpartyleader(getcharid(CHAR_ID_PARTY),2); if (checkweight(Resin,300) == 0) { mes "^3355FFWait a minute! You're"; mes "carrying too many items"; @@ -2492,7 +2492,7 @@ payon,168,314,3 script Lospii#payon::RelayLospii 4_M_KID1,{ close; } .@relaytime = gettime(GETTIME_HOUR); - getmapxy(.@m$, .@x, .@y, UNITTYPE_NPC, strnpcinfo(3)); + getmapxy(.@m$, .@x, .@y, UNITTYPE_NPC, strnpcinfo(NPC_NAME_UNIQUE)); .@juwi = getareausers(.@m$,.@x-8,.@y-8,.@x+8,.@y+8); if (party_relay == 32) { mes "[Lospii]"; diff --git a/npc/quests/quests_13_1.txt b/npc/quests/quests_13_1.txt index 07bc2ff6b..17cacaff6 100644 --- a/npc/quests/quests_13_1.txt +++ b/npc/quests/quests_13_1.txt @@ -57,7 +57,7 @@ function script Promotional_Staff { mes "[Promotional Staff]"; mes "Hey, you're a knowledgeable person, right? Are you interested in my story?"; next; - switch(select("Yes.:No, thanks.")) { + switch(select("Yes.", "No, thanks.")) { case 1: mes "[Promotional Staff]"; mes "You're a real adventurer."; @@ -319,7 +319,7 @@ prt_castle,83,67,5 script Recruiter for the Brave 4_M_MANAGER,{ mes "I know, you're super curious."; mes "Just try whatever you want."; next; - switch(select("Yes, I am interested.:No, thanks.")) { + switch(select("Yes, I am interested.", "No, thanks.")) { case 1: mes "[Recruiter]"; mes "Oh! Yes! You're quite curious!"; @@ -762,7 +762,7 @@ lhz_in01,136,260,5 script Munkenro#1 4_M_RUSMAN1,{ next; mes ".................."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "There's no avoiding it."; mes "Ok, I need to try."; close; @@ -825,7 +825,7 @@ lhz_in01,132,259,5 script Sikaiz#1 4_M_LGTGUARD,{ mes "I already accept you. Just write down your name here. Go ahead."; next; input .@input$; - if (.@input$ != strcharinfo(0)) { + if (.@input$ != strcharinfo(PC_NAME)) { mes "[Sikaiz]"; mes "Don't you know your own name?"; mes "Write it again."; @@ -833,7 +833,7 @@ lhz_in01,132,259,5 script Sikaiz#1 4_M_LGTGUARD,{ } else { mes "[Sikaiz]"; - mes "Ok. I got your name, " + strcharinfo(0) + ". Great name! Registration is done!"; + mes "Ok. I got your name, " + strcharinfo(PC_NAME) + ". Great name! Registration is done!"; mes "You've become a member of the three kingdoms!"; next; mes "[Sikaiz]"; @@ -1193,7 +1193,7 @@ lhz_in01,130,232,5 script Guard#ep13_1-9 4_M_HUMAN_02,{ mes "If you want,"; mes "I can send you to the Time-Gap of Dimension."; next; - switch(select("Send me there.:I will go there myself.")) { + switch(select("Send me there.", "I will go there myself.")) { case 1: mes "[Guard]"; mes "Ok, I will send you to the dimensional rift. Once you get there, just find the head of the alliance."; @@ -1620,7 +1620,7 @@ moc_fild20,349,179,3 script Rift Guard#1 4_M_MOC_SOLDIER,{ mes "Then you will pass."; mes "Are you ready?"; next; - switch(select("Yes, sure.:Please wait.")) { + switch(select("Yes, sure.", "Please wait.")) { case 1: mes "[Guard]"; mes "Good luck."; @@ -1650,7 +1650,7 @@ moc_fild22b,37,196,5 script Rift Guard#2 4_M_MOC_SOLDIER,{ mes "[Guard]"; mes "If you want to run away from here, just let me know, I will guide you."; next; - switch(select("Escape.:Nah.")) { + switch(select("Escape.", "Nah.")) { case 1: mes "[Guard]"; mes "Ok."; @@ -1682,7 +1682,7 @@ moc_fild22b,230,197,5 script Munkenro#2 4_M_RUSMAN1,{ mes "[Munkenro]"; mes "Are you ready to discover Ash-Vacuum?"; next; - switch(select("Yes, of course!:Please, wait...")) { + switch(select("Yes, of course!", "Please, wait...")) { case 1: mes "[Munkenro]"; mes "I wish you good luck!"; @@ -1709,7 +1709,7 @@ moc_fild22b,230,197,5 script Munkenro#2 4_M_RUSMAN1,{ mes "[Munkenro]"; mes "Um. You're the one that"; mes "did some favors before..."; - mes "Your name is " + strcharinfo(0) + "?"; + mes "Your name is " + strcharinfo(PC_NAME) + "?"; mes "I remember you."; next; mes "[Munkenro]"; @@ -1742,7 +1742,7 @@ moc_fild22b,230,197,5 script Munkenro#2 4_M_RUSMAN1,{ mes "Are you ready??"; mes "Let's start!"; next; - switch(select("Ready!!:Please, wait...")) { + switch(select("Ready!!", "Please, wait...")) { case 1: mes "[Munkenro]"; mes "Ok, just have a good adventure."; @@ -1864,7 +1864,7 @@ mid_camp,213,286,3 script Rift Guard#4 4_M_MOC_SOLDIER,{ mes "[Guard]"; mes "If you want to run away from here, just let me know, I will guide you."; next; - switch(select("Escape.:Nah.")) { + switch(select("Escape.", "Nah.")) { case 1: mes "[Guard]"; mes "Ok."; @@ -1909,7 +1909,7 @@ moc_ruins,137,89,5 script Time-Space Gap Guard 4_M_MOC_SOLDIER,{ mes "[Guard]"; mes "Then, do you want to go through the Time-Space Gap now??"; next; - switch(select("Yes.:No, thanks.")) { + switch(select("Yes.", "No, thanks.")) { case 1: mes "[Guard]"; mes "Ok, then I will send you there. As I already said, don't tell anybody about me. Anyway... good luck!!"; @@ -1962,7 +1962,7 @@ moc_fild22b,370,370,3 script Allied Manager#gm 4W_SAILOR,{ mes "[Manager]"; mes "What would you like to do?"; next; - switch(select("Reset the Allied Attacks.:Nothing.")) { + switch(select("Reset the Allied Attacks.", "Nothing.")) { case 1: mes "[Manager]"; mes "Resetting the allied attacks."; @@ -1991,7 +1991,7 @@ mid_camp,222,283,4 script Marian#ep13bs 4_F_JOB_HUNTER,{ mes "You must be a stranger here."; mes "Is this your first visit here?"; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Marian]"; mes "As expected~"; @@ -2061,7 +2061,7 @@ mid_camp,222,283,4 script Marian#ep13bs 4_F_JOB_HUNTER,{ mes "What brings you here?"; emotion e_lv; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "The instructor sent me."; mes "He told me to get supplies from the motherland."; next; @@ -2147,14 +2147,14 @@ mid_camp,261,284,4 script Instructor#ep13bs 4_M_YOUNGKNIGHT,{ mes "Huuu, no time to rest."; mes "When re-enforcements come."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Excuse me."; next; mes "[Instructor Lugen]"; mes "Hi!"; mes "What brings you here?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Marian sent me to here."; next; mes "[Instructor Lugen]"; @@ -2179,7 +2179,7 @@ mid_camp,261,284,4 script Instructor#ep13bs 4_M_YOUNGKNIGHT,{ mes "[Instructor Lugen]"; mes "Will you join the survey team?"; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Instructor Lugen]"; mes "Registration is simple."; @@ -2211,9 +2211,9 @@ mid_camp,261,284,4 script Instructor#ep13bs 4_M_YOUNGKNIGHT,{ mes "[Instructor Lugen]"; mes "Will ou join the survey team?"; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I will register..."; next; mes "[Instructor Lugen]"; @@ -2285,7 +2285,7 @@ mid_camp,261,284,4 script Instructor#ep13bs 4_M_YOUNGKNIGHT,{ mes "and try not to catch a cold."; next; mes "[Instructor Lugen]"; - mes "And I have a request of you, "+ strcharinfo(0) +"."; + mes "And I have a request of you, "+ strcharinfo(PC_NAME) +"."; next; mes "[Instructor Lugen]"; mes "It is to distribute supplies"; @@ -2464,7 +2464,7 @@ mid_camp,261,284,4 script Instructor#ep13bs 4_M_YOUNGKNIGHT,{ if (ep13_newbs == 20) { mes "[Instructor Lugen]"; mes "It was really good to request"; - mes "you, "+ strcharinfo(0) +"."; + mes "you, "+ strcharinfo(PC_NAME) +"."; mes "Your work has been"; mes "a great help to us."; mes "I really appreciate it."; @@ -2487,14 +2487,14 @@ mid_camp,261,284,4 script Instructor#ep13bs 4_M_YOUNGKNIGHT,{ mes "Huu...~"; emotion e_pif; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "What is wrong with you?"; next; mes "[Instructor Lugen]"; mes "Ah, nothing..."; mes "I'm just talking to myself."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I've never seen you sigh."; mes "If you have something"; mes "to say please tell me."; @@ -2502,7 +2502,7 @@ mid_camp,261,284,4 script Instructor#ep13bs 4_M_YOUNGKNIGHT,{ mes "[Instructor Lugen]"; mes "It's just a personal thing..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Tell me."; mes "I think I can help you."; next; @@ -2525,15 +2525,15 @@ mid_camp,261,284,4 script Instructor#ep13bs 4_M_YOUNGKNIGHT,{ mes "and it makes me..."; mes "*sigh*"; next; - switch(select("Help.:Just listen.")) { + switch(select("Help.", "Just listen.")) { case 1: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I will help with your problem!"; next; mes "[Instructor Lugen]"; mes "No, it is ok."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Don't say no!"; mes "It's not a problem at all!"; mes "So, I'll go to him for you"; @@ -2542,7 +2542,7 @@ mid_camp,261,284,4 script Instructor#ep13bs 4_M_YOUNGKNIGHT,{ mes "[Instructor Lugen]"; mes "......"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hey, I really want to help~"; next; mes "[Instructor Lugen]"; @@ -2551,7 +2551,7 @@ mid_camp,261,284,4 script Instructor#ep13bs 4_M_YOUNGKNIGHT,{ mes "If so, can you please"; mes "deliver this letter to him?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "You can count on me!!"; next; mes "[Instructor Lugen]"; @@ -2563,7 +2563,7 @@ mid_camp,261,284,4 script Instructor#ep13bs 4_M_YOUNGKNIGHT,{ setquest 11099; close; case 2: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ah, ya work is tough."; next; mes "[Instructor Lugen]"; @@ -2589,15 +2589,15 @@ mid_camp,261,284,4 script Instructor#ep13bs 4_M_YOUNGKNIGHT,{ mes "Huu...~"; emotion e_pif; next; - switch(select("Help him.:Just pass.")) { + switch(select("Help him.", "Just pass.")) { case 1: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "May I help you?"; next; mes "[Instructor Lugen]"; mes "No, it's ok."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Don't say no!"; mes "It is not difficult at all!"; mes "So, I'm supposed to go to him and see if he's ok, right?"; @@ -2605,7 +2605,7 @@ mid_camp,261,284,4 script Instructor#ep13bs 4_M_YOUNGKNIGHT,{ mes "[Instructor Lugen]"; mes "......"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hey, I really want to help~"; next; mes "[Instructor Lugen]"; @@ -2613,7 +2613,7 @@ mid_camp,261,284,4 script Instructor#ep13bs 4_M_YOUNGKNIGHT,{ mes "I really appreciate that."; mes "If so, can you please deliver this letter to him?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "You believe me!!"; next; mes "[Instructor Lugen]"; @@ -2624,7 +2624,7 @@ mid_camp,261,284,4 script Instructor#ep13bs 4_M_YOUNGKNIGHT,{ setquest 11099; close; case 2: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hmm..."; close; } @@ -2647,7 +2647,7 @@ mid_camp,261,284,4 script Instructor#ep13bs 4_M_YOUNGKNIGHT,{ } } if (ep13_newbs == 24) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Instructor! I met Otto!"; mes "He is doing very well~"; next; @@ -2657,11 +2657,11 @@ mid_camp,261,284,4 script Instructor#ep13bs 4_M_YOUNGKNIGHT,{ mes "being sick and far away"; mes "from his homeland."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I have a letter from him, too."; next; if (countitem(Letter_From_Otto) < 1) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Huh, ehh..?!?!"; next; mes "[Instructor Lugen]"; @@ -2677,7 +2677,7 @@ mid_camp,261,284,4 script Instructor#ep13bs 4_M_YOUNGKNIGHT,{ mes "[Instructor Lugen]"; mes "I don't know how to thank you."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hehe, don't mention it."; mes "And Otto said that he"; mes "would come to see you."; @@ -2710,7 +2710,7 @@ mid_camp,261,284,4 script Instructor#ep13bs 4_M_YOUNGKNIGHT,{ next; mes "[Instructor Lugen]"; mes "It is good to see you,"; - mes ""+ strcharinfo(0) +","; + mes ""+ strcharinfo(PC_NAME) +","; mes "enjoy yourself here."; mes "If you have any troubles,"; mes "come to see me."; @@ -2718,7 +2718,7 @@ mid_camp,261,284,4 script Instructor#ep13bs 4_M_YOUNGKNIGHT,{ mes "[Instructor Lugen]"; mes "I so happy that I've"; mes "met a person like"; - mes "you, "+ strcharinfo(0) +"."; + mes "you, "+ strcharinfo(PC_NAME) +"."; close; } else { @@ -2738,13 +2738,13 @@ mid_camp,123,290,4 script Otto#ep13bs 4_M_RUSMAN1,{ close; } if (ep13_newbs == 23) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Mr. Otto?!"; next; mes "[Otto]"; mes "Hmm, how can I help you?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Instructor Lugen sent me!"; mes "He is worrying about you getting worse."; next; @@ -2754,12 +2754,12 @@ mid_camp,123,290,4 script Otto#ep13bs 4_M_RUSMAN1,{ mes "It was nothing."; mes "He's still overprotective.."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "That's good to hear."; mes "Ah, and he wrote this letter for you."; next; if (countitem(Letter_From_Lugen) < 1) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Eh, where is it..."; next; mes "[Otto]"; @@ -2863,7 +2863,7 @@ mid_campin,106,122,4 script Receptionist Brink#ep13b 4_M_ORIENT02,{ mes "...register..."; mes "I mean..."; next; - switch(select("I am here to register.:Just stand.")) { + switch(select("I am here to register.", "Just stand.")) { case 1: mes "[Brink]"; mes "Ah... I mean..."; @@ -2872,12 +2872,12 @@ mid_campin,106,122,4 script Receptionist Brink#ep13b 4_M_ORIENT02,{ mes "What...your name..."; emotion e_swt2; next; - mes "["+ strcharinfo(0) +"]"; - mes "My name is "+ strcharinfo(0) +"."; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "My name is "+ strcharinfo(PC_NAME) +"."; next; mes "[Brink]"; mes "...Ah..."; - mes ""+ strcharinfo(0) +"..."; + mes ""+ strcharinfo(PC_NAME) +"..."; mes "You..."; mes "...registered...Hmm..."; mes "..."; @@ -2894,7 +2894,7 @@ mid_campin,106,122,4 script Receptionist Brink#ep13b 4_M_ORIENT02,{ mes "I mean..."; emotion e_swt2; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Is it finished?"; next; mes "[Brink]"; @@ -2949,13 +2949,13 @@ mid_camp,264,263,4 script Diego#ep13bs 4_M_RACHMAN1,{ mes "Hey, you there, adventurer. Please help me."; emotion e_sob; next; - switch(select("Help him.:Don't help.")) { + switch(select("Help him.", "Don't help.")) { case 1: mes "[Diego]"; mes "Thanks."; emotion e_thx; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "What do you need?"; next; mes "[Diego]"; @@ -2971,9 +2971,9 @@ mid_camp,264,263,4 script Diego#ep13bs 4_M_RACHMAN1,{ mes "[Diego]"; mes "Well, let me see..."; mes "I'm really lucky to see you,"; - mes "passing by here, "+ strcharinfo(0) +"."; + mes "passing by here, "+ strcharinfo(PC_NAME) +"."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hah!! How did you know my name?!"; emotion e_omg,1; next; @@ -3074,7 +3074,7 @@ mid_camp,264,263,4 script Diego#ep13bs 4_M_RACHMAN1,{ mes "you came along."; mes "It's got to be fate."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "No, I just..."; mes "I was assigned to stay"; mes "in these barracks."; @@ -3122,7 +3122,7 @@ OnTouch: close; } if (ep13_newbs == 10) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Haaaam~~~~~"; mes "what a good night!!"; next; @@ -3160,7 +3160,7 @@ mid_campin,295,128,4 script Lucas#ep13bs 4_M_ACROSS,{ mes "send us people using the"; mes "dangerous way."; next; - switch(select("Dangerous way?:Disregard it.")) { + switch(select("Dangerous way?", "Disregard it.")) { case 1: mes "[Lucas]"; mes "......"; @@ -3215,7 +3215,7 @@ mid_camp,160,298,4 script Jan#ep13bs 4_LGTSCIENCE,{ mes "Wawa, what is this~"; mes "Hey, is that for me?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Yes..."; emotion e_swt,1; next; @@ -3249,7 +3249,7 @@ mid_camp,160,298,4 script Jan#ep13bs 4_LGTSCIENCE,{ mes "I really wanted it."; mes "I really love it~~"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "What is... it~~?"; next; mes "[Jan]"; @@ -3276,14 +3276,14 @@ mid_camp,160,298,4 script Jan#ep13bs 4_LGTSCIENCE,{ mid_camp,30,168,4 script Gerard#ep13bs 4_DST_SOLDIER,{ if (ep13_newbs == 17) { if (countitem(Supply_Box) > 0) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Are you Gerard?"; next; mes "[Gerard]"; mes "Yes, I am."; mes "What brings you here?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Instructor Lugen sent"; mes "me for an errand."; next; @@ -3298,7 +3298,7 @@ mid_camp,30,168,4 script Gerard#ep13bs 4_DST_SOLDIER,{ mes "I really appreciate this."; emotion e_rice; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "..."; mes "You ran out of supplies, but"; mes "you didn't go back to the camp?"; @@ -3355,7 +3355,7 @@ man_fild01,80,248,4 script Alberto#ep13bs 4_M_RASWORD,{ mes "[Alberto]"; mes "Hhh, I am cold..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Mr. Alberto, take this."; mes "The Instructor sent"; mes "me on an errand."; @@ -3381,7 +3381,7 @@ man_fild01,80,248,4 script Alberto#ep13bs 4_M_RASWORD,{ mes "- else's stuff makes -"; mes "- me feel strange. -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Here it is."; mes "Hopefully it'll warm you up."; next; @@ -3482,7 +3482,7 @@ spl_fild02,348,76,0 script Tree#ep13bs1::ep13tree HIDDEN_NPC,{ mes "- Bomb, bomb~~ -"; mes "- This branch is decayed. -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "This is useless."; mes "I need to find others..."; close; @@ -3521,7 +3521,7 @@ mid_camp,267,263,0 script Post#ep13bs1 HIDDEN_NPC,{ mes "- the barracks will collapse. -"; next; while(1) { - switch(select("Attach the tree bar.:Tie it with the vines.")) { + switch(select("Attach the tree bar.", "Tie it with the vines.")) { case 1: mes "- You attach the tree bar -"; mes "- to the broken post -"; @@ -3537,7 +3537,7 @@ mid_camp,267,263,0 script Post#ep13bs1 HIDDEN_NPC,{ mes "Oh! Now you need to"; mes "knot it and finish it."; next; - switch(select("Knot it.:Leave it.")) { + switch(select("Knot it.", "Leave it.")) { case 1: mes "- You tie a perfect knot -"; next; @@ -3605,7 +3605,7 @@ mid_camp,267,258,0 script Post#ep13bs2 HIDDEN_NPC,{ mes "- the barracks will collapse. -"; next; while(1) { - switch(select("Attach the tree bar.:Tie it with the vines.")) { + switch(select("Attach the tree bar.", "Tie it with the vines.")) { case 1: mes "- You attach the tree bar -"; mes "- to the broken post -"; @@ -3621,7 +3621,7 @@ mid_camp,267,258,0 script Post#ep13bs2 HIDDEN_NPC,{ mes "Oh! Now you need to knot it and"; mes "finish it."; next; - switch(select("Knot it.:Leave it.")) { + switch(select("Knot it.", "Leave it.")) { case 1: mes "- You tie a perfect knot -"; next; @@ -3866,9 +3866,9 @@ mid_camp,188,254,3 script Monster Scholar#ep13 4_M_ALCHE_D,{ mes "...This is why I didn't want"; mes "to leave my lab..."; next; - switch(select("Show loot from Nepentheses.:Scold him.:Comfort him.")) { + switch(select("Show loot from Nepentheses.", "Scold him.", "Comfort him.")) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey, take a look here..."; mes "These Nepentheses aren't"; mes "any more brutal or grotesque"; @@ -3879,7 +3879,7 @@ mid_camp,188,254,3 script Monster Scholar#ep13 4_M_ALCHE_D,{ mes "Isn't this from"; mes "the Nepentheses?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That's right!"; mes "I took care of them."; mes "It was easy, haha!"; @@ -3891,7 +3891,7 @@ mid_camp,188,254,3 script Monster Scholar#ep13 4_M_ALCHE_D,{ mes "Are you a soldier?"; mes "Captain? Or agent?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No, I'm just a wandering"; mes "adventurer. I've come here"; mes "to challenge this new place"; @@ -3959,7 +3959,7 @@ mid_camp,188,254,3 script Monster Scholar#ep13 4_M_ALCHE_D,{ changequest 2147,2148; close; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You call yourself a monster"; mes "scholar, and yet you're afraid"; mes "of practicing your expertise."; @@ -3970,7 +3970,7 @@ mid_camp,188,254,3 script Monster Scholar#ep13 4_M_ALCHE_D,{ mes "but I can't hide my true feelings."; close; case 3: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Come on, you're a respected"; mes "monster scholar. You'll find"; mes "that the monsters in this world"; @@ -4104,7 +4104,7 @@ mid_camp,188,254,3 script Monster Scholar#ep13 4_M_ALCHE_D,{ mes "Can you escort me while I'm studying that species?"; mes "Please, I'm begging you!"; next; - switch(select("Okay.:No.")) { + switch(select("Okay.", "No.")) { case 1: mes "[Rumis Block]"; mes "Wow, thanks!"; @@ -4167,11 +4167,11 @@ mid_camp,188,254,3 script Monster Scholar#ep13 4_M_ALCHE_D,{ mes "[Rumis Block]"; mes "Welcome back. Did you find out about them?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, let's see..."; next; while(1) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The owner of the tricorn hat"; mes "is a monster called..."; input .@input$; @@ -4182,23 +4182,23 @@ mid_camp,188,254,3 script Monster Scholar#ep13 4_M_ALCHE_D,{ } else { next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes ""+.@input$+"...? I don't think that was the name..."; next; } } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The size of Tatacho is about..."; input .@input$; mes "^3131FF"+.@input$+"^000000, I guess..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Tatachos are usually sitting on the ground, but they roll around if their body temperature goes down too low because of the cold weather."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "About that tricorn hat, I've concluded, based on my opinion about their appearance and their movement patterns, that it is not active or productive at all:"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "They are not intelligent enough to produce a sophisticated hat like that."; next; mes "[Rumis Block]"; @@ -4218,7 +4218,7 @@ mid_camp,188,254,3 script Monster Scholar#ep13 4_M_ALCHE_D,{ mes "I shall go back home faster than anyone else in this camp. I'm tired of this world..."; next; mes "[Rumis Block]"; - mes "..."+strcharinfo(0)+", I thank you so much for helping me despite my self-centered behavior."; + mes "..."+strcharinfo(PC_NAME)+", I thank you so much for helping me despite my self-centered behavior."; mes "I really appreciate it"; next; mes "[Rumis Block]"; @@ -4237,14 +4237,14 @@ mid_camp,188,254,3 script Monster Scholar#ep13 4_M_ALCHE_D,{ } else if (ep13_animal == 15) { if (countitem(Horn_Of_Tendrilion) > 0) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Mr. Rumis! Take a look at this!"; next; mes "[Rumis Block]"; mes "...Oh, hello."; mes "I'm extremely frustrated. I feel helpless because I wasn't able to go back home last time..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I've found this horn from a monster in the Splendide Area."; mes "That monster was very mysterious, and its body was covered with grass."; next; @@ -4272,14 +4272,14 @@ mid_camp,188,254,3 script Monster Scholar#ep13 4_M_ALCHE_D,{ mes "I wonder if they're related,"; mes "or if this is an evolved Hillsrion."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah, and there's the possibility of mutation caused by the environment."; next; mes "[Rumis Block]"; mes "...What do you mean?"; mes "Are you saying the monster has been mutated by environmental causes?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, that's possible, isn't it? Haha!"; next; mes "- You told Rumis what you've heard from Botanist Terris: some plants are already showing signs of mutation. -"; @@ -4291,7 +4291,7 @@ mid_camp,188,254,3 script Monster Scholar#ep13 4_M_ALCHE_D,{ mes "[Rumis Block]"; mes "By the way, who came up with the idea of that device?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I have no idea. Haha!"; next; mes "[Rumis Block]"; @@ -4382,9 +4382,9 @@ mid_camp,240,270,3 script Botanist#ep13 4_M_ALCHE_C,{ mes "Oh, okay... Ah-hah!"; mes "This is how it goes..."; next; - switch(select("Express your displeasure.:Agree with him.")) { + switch(select("Express your displeasure.", "Agree with him.")) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Your excitement agitates me."; next; mes "[Botanist]"; @@ -4395,7 +4395,7 @@ mid_camp,240,270,3 script Botanist#ep13 4_M_ALCHE_C,{ break; case 2: emotion e_lv2,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I agree. There's so much to see around here!"; next; mes "[Botanist]"; @@ -4405,7 +4405,7 @@ mid_camp,240,270,3 script Botanist#ep13 4_M_ALCHE_C,{ next; break; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Your brother wanted me to send this to you. Maybe it'll help with your study."; next; mes "- You have given the Nepenthes Specimen to the botanist. -"; @@ -4431,7 +4431,7 @@ mid_camp,240,270,3 script Botanist#ep13 4_M_ALCHE_C,{ mes "Either way, I don't care."; mes "I'm just happy that he cares about me..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Why do you think that?"; mes "Can't you just thank him for trying to help you?"; next; @@ -4447,7 +4447,7 @@ mid_camp,240,270,3 script Botanist#ep13 4_M_ALCHE_C,{ mes "Let me see what Rumis is doing right now... Oh, he's picking his nose with his left hand and eating a slice of bread with his right."; mes "God, how disgusting!"; next; - switch(select("Go check Rumis if it's true.:Do not trust his word.")) { + switch(select("Go check Rumis if it's true.", "Do not trust his word.")) { case 1: emotion e_heh; mes "[Botanist]"; @@ -4634,13 +4634,13 @@ mid_camp,336,171,1 script Camp Guard#man1 4_M_EIN_SOLDIER,{ if (ep13_ryu < 100 && ep13_start < 100) close; next; - switch(select("I want to enter the next area.:I want to stay.")) { + switch(select("I want to enter the next area.", "I want to stay.")) { case 1: mes "[Camp Guard]"; mes "Please be careful out there."; mes "If you encounter any threats or strange phenomenon, then please don't hesitate to report to us at the garrison."; close2; - switch(atoi(charat(strnpcinfo(2),3))) { + switch(atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),3))) { case 1: if (ep13_animal == 1) ep13_animal = 2; @@ -4698,7 +4698,7 @@ mid_camp,45,148,7 script Botanist#ep13_1 4_M_ALCHE_C,{ close; } else if (ep13_animal == 9) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It's sprouted! That shoot looks healthy!"; next; mes "[Botanist]"; @@ -4767,7 +4767,7 @@ OnTouch: man_fild01,92,230,3 script Frozen Tree#evt_lumis HIDDEN_NPC,1,1,{ if (ep13_animal == 11) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Knock, knock. Are you here?"; next; mes "- Something is making loud noise near the top of the tree. -"; @@ -4787,7 +4787,7 @@ man_fild01,92,230,3 script Frozen Tree#evt_lumis HIDDEN_NPC,1,1,{ mes "...Oh, sorry.. I was just talking to myself."; next; mes "[Rumis Block]"; - mes "I'll be watching the Hillsrions from this tree. "+strcharinfo(0)+", can you please go collect ^3131FFHillsrion Horns^000000 for me?"; + mes "I'll be watching the Hillsrions from this tree. "+strcharinfo(PC_NAME)+", can you please go collect ^3131FFHillsrion Horns^000000 for me?"; next; mes "[Rumis Block]"; mes "Their horns might possess a special power. And I want to have them for further research."; @@ -4941,7 +4941,7 @@ mid_camp,212,237,5 script Camp Guard Captain#man1 4_M_EIN_SOLDIER,{ mes "How may I help you?"; next; if (questprogress(2158) == 2 && questprogress(2159) == 2) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh, nothing."; mes "Sorry to bother you."; close; @@ -4962,7 +4962,7 @@ mid_camp,212,237,5 script Camp Guard Captain#man1 4_M_EIN_SOLDIER,{ close; } else if (!questprogress(2158)) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh, nothing."; mes "Sorry to bother you."; close; @@ -4983,7 +4983,7 @@ mid_camp,212,237,5 script Camp Guard Captain#man1 4_M_EIN_SOLDIER,{ close; } else { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh, nothing."; mes "Sorry to bother you."; close; @@ -5029,7 +5029,7 @@ OnTouch: mes "- eyes as if he were -"; mes "- demanding for help! -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "................."; mes "................."; next; @@ -5290,7 +5290,7 @@ OnTouch: mes "Hmm, are you talking about Dusty?"; mes "He was expelled right after the incident and his job was taken away! I told you several times already!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ugh... You guys, I think you should calm down... This is ridiculous."; next; mes "[Hansenne]"; @@ -5299,7 +5299,7 @@ OnTouch: mes "[Hansenne]"; mes "Sorry, I was just too shocked by that thief bug and accidentally touched your cake with my finger!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Huh? No. Wait..."; next; mes "[Ryosen]"; @@ -5333,7 +5333,7 @@ OnTouch: close; } else if (ep13_1_rhea == 21) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ah..."; next; mes "[United Research Official]"; @@ -5343,16 +5343,16 @@ OnTouch: mes "[United Research Official]"; mes "Can you think of any idea how to get those people to get along??"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "... Actually... Hansenne is not the one who ruined that cake."; next; mes "[United Research Official]"; mes "Eh? What did you say?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "But... I don't understand why Hansenne would take the blame..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "... Well, I should go now."; next; mes "[United Research Official]"; @@ -5362,16 +5362,16 @@ OnTouch: close; } else if ((ep13_1_rhea > 21) && (ep13_1_rhea < 26)) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "... Actually... Hansenne is not the one who ruined that cake."; next; mes "[United Research Official]"; mes "Eh? What did you say?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "But... I don't understand why Hansenne would take the blame..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "... Well, I should go now."; next; mes "[United Research Official]"; @@ -5401,7 +5401,7 @@ OnTouch: mes "This is a really special drink I preserved. Please, drink it while it's nice and hot."; next; mes "- You feel so refreshed and light, as you drink the tea that the Official offered. -"; - specialeffect2 EF_ABSORBSPIRITS; + specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); ep13_1_rhea = 100; if (RENEWAL_EXP) getexp 80000,3000; @@ -5598,7 +5598,7 @@ mid_camp,165,245,0 script Ryosen#ep131_rhea01 4_M_ALCHE_A,{ mes "[Ryosen]"; mes "Whatever... Could you deliver this document to the Schwartzvalt and Arunafeltz researchers?"; next; - if(select("Why me?:Alright.") == 1) { + if(select("Why me?", "Alright.") == 1) { mes "[Ryosen]"; mes "... Eh? Didn't you come to help us?"; close; @@ -5870,7 +5870,7 @@ mid_camp,165,245,0 script Ryosen#ep131_rhea01 4_M_ALCHE_A,{ mes "[Ryosen]"; mes "Krrrrrrrr! Ugh...!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Uhhhh..."; next; mes "[Ryosen]"; @@ -5883,7 +5883,7 @@ mid_camp,165,245,0 script Ryosen#ep131_rhea01 4_M_ALCHE_A,{ mes "Oh, what have I done?"; mes "I should go an apologize."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Wait! Hue wanted me to bring this to you."; next; if (countitem(Neat_Report) > 0) { @@ -5964,7 +5964,7 @@ mid_camp,165,245,0 script Ryosen#ep131_rhea01 4_M_ALCHE_A,{ mes "[Ryosen]"; mes "Or... do you have any ^0000ffMystic Horns^000000 with you? Of course, I'm not saying that I want it for free. If you'd give me 5 ^0000ff5 Mystic Horns^000000, I'd give you my Rune-Midgart's Strawberry Cake."; next; - switch(select("I haven't seen such a thing.:Oh, ok, I'll give you!")) { + switch(select("I haven't seen such a thing.", "Oh, ok, I'll give you!")) { case 1: mes "[Ryosen]"; mes "Mmmmmmm~"; @@ -5997,7 +5997,7 @@ mid_camp,165,245,0 script Ryosen#ep131_rhea01 4_M_ALCHE_A,{ mes "[Ryosen]"; mes "Are you really, honestly, positively sure you want to exchange them for my cake?"; next; - if(select("No way.:Yeah... I'll exchange.") == 1) { + if(select("No way.", "Yeah... I'll exchange.") == 1) { mes "[Ryosen]"; mes "Ahhh..."; next; @@ -6068,7 +6068,7 @@ mid_camp,247,255,1 script Hue#ep131_rhea02 4_M_LGTGUARD,{ mes "[Hue]"; mes "You can't just come and go around as you please here. This is a restricted area."; next; - if(select("Sorry...:I came to show you this.") == 1) { + if(select("Sorry...", "I came to show you this.") == 1) { mes "[Hue]"; mes "You're just helpless, aren't you?"; close; @@ -6128,7 +6128,7 @@ mid_camp,247,255,1 script Hue#ep131_rhea02 4_M_LGTGUARD,{ mes "[Hue]"; mes "Well, thank you for entertaining me. You should tell Ryosen that."; next; - if(select("Ok, I will.:Please sign the invitation.") == 1) { + if(select("Ok, I will.", "Please sign the invitation.") == 1) { mes "[Hue]"; mes "Well, you should also tell him that I think he's very talented in settin up comedy. Hahaha."; close; @@ -6361,7 +6361,7 @@ mid_camp,247,255,1 script Hue#ep131_rhea02 4_M_LGTGUARD,{ mes "Could you bring ^0000ffFur^000000 if you get some? I'm not asking it for free."; mes "I'll give you my Pineapple Jubilee from Schwartzvalt, if you bring me ^0000ff5 Furs^000000."; next; - switch(select("I don't have any, right now.:Oh, I'll give you Fur.")) { + switch(select("I don't have any, right now.", "Oh, I'll give you Fur.")) { case 1: mes "[Hue]"; mes "Alright, you don't have any."; @@ -6393,7 +6393,7 @@ mid_camp,247,255,1 script Hue#ep131_rhea02 4_M_LGTGUARD,{ mes "[Hue]"; mes "Are you sure you want to exchange this for my Pineapple Jubilee?"; next; - if(select("No way.:Sure.") == 1) { + if(select("No way.", "Sure.") == 1) { mes "[Hue]"; mes "Ahhhhh..."; next; @@ -6466,7 +6466,7 @@ mid_camp,222,218,3 script Hansenne#ep131_rhea03 4_M_RACHMAN1,{ mes "[Hansenne]"; mes "Haha, hahaha, hahahahahahahahaha."; next; - switch(select("......:Come and look at this.")) { + switch(select("......", "Come and look at this.")) { case 1: mes "[Hansenne]"; mes "What are you looking at?"; @@ -6558,7 +6558,7 @@ mid_camp,222,218,3 script Hansenne#ep131_rhea03 4_M_RACHMAN1,{ mes "Ehhhhh? And what's this? Having some time to get to know each other??? ...Pffthahahahaha..."; mes "Aaahahahahaha."; next; - switch(select("What's so funny?!:Hey, just sign this thing.")) { + switch(select("What's so funny?!", "Hey, just sign this thing.")) { case 1: mes "[Hansenne]"; mes "Haha...get to know each other..."; @@ -6621,7 +6621,7 @@ mid_camp,222,218,3 script Hansenne#ep131_rhea03 4_M_RACHMAN1,{ mes "[Hansenne]"; mes "What are you doing here?"; next; - switch(select("I missed you.:I came to pick up the requested document.")) { + switch(select("I missed you.", "I came to pick up the requested document.")) { case 1: mes "[Hansenne]"; mes "You what?"; @@ -6745,14 +6745,14 @@ mid_camp,222,218,3 script Hansenne#ep131_rhea03 4_M_RACHMAN1,{ mes "[Hansenne]"; mes "Huh? You again?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Why did you do that?"; next; mes "[Hansenne]"; mes "Hehhhhh??? What are you talking about? If you wanna blame me for anything, tell me the reason first~"; mes "Haha, hahaha, hahahahahahahahaha."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I know you're not the one who ruined the cake. I saw it. It was Hue! I saw him clearly when he pressed his hand on the cake when the Thief Bug came out."; next; mes "[Hansenne]"; @@ -6762,7 +6762,7 @@ mid_camp,222,218,3 script Hansenne#ep131_rhea03 4_M_RACHMAN1,{ mes "[Hansenne]"; mes "Hmmmmm... or... I don't know. Maybe I'm thanlful that he restored my garbage looking file... ?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "But... You were blamed for it."; mes "Aren't you feeling bad? It's unfair!"; next; @@ -6824,7 +6824,7 @@ mid_camp,222,218,3 script Hansenne#ep131_rhea03 4_M_RACHMAN1,{ mes "Can you give me a ^0000ffPeaked Hat^000000 if you have any? I'm not asking for free."; mes "For ^0000ff5 Peaked Hats^000000, I'll give you my special dessert!"; next; - switch(select("No way.:Sure.")) { + switch(select("No way.", "Sure.")) { case 1: mes "[Hansenne]"; mes "No way?"; @@ -6858,7 +6858,7 @@ mid_camp,222,218,3 script Hansenne#ep131_rhea03 4_M_RACHMAN1,{ mes "[Hansenne]"; mes "Are you sure you want to give these to me?"; next; - switch(select("No way.:Sure.")) { + switch(select("No way.", "Sure.")) { case 1: mes "[Hansenne]"; mes "No way. Yes way. This way. That way."; @@ -6978,7 +6978,7 @@ mid_camp,1,1,0 script #timer_alba01 CLEAR_NPC,{ mes "Recruited " + $@PartTimeSlots + " part-timers."; mes "What do you want to do?"; next; - switch(select("Reset the recruiting.:Cancel.")) { + switch(select("Reset the recruiting.", "Cancel.")) { case 1: mes "Recruiting has been reset."; mes "Timer has stopped!"; @@ -7038,7 +7038,7 @@ mid_camp,143,306,5 script Breeder Taab#ep13_alba 4_M_DST_MASTER,{ mes "[Taab]"; mes "How may I help you?"; next; - switch(select("What is this place?:I'm here for a job.:No, thanks.")) { + switch(select("What is this place?", "I'm here for a job.", "No, thanks.")) { case 1: mes "[Taab]"; mes "This is where we keep creatures"; @@ -7289,7 +7289,7 @@ mid_camp,143,306,5 script Breeder Taab#ep13_alba 4_M_DST_MASTER,{ } } else if (ep13_alba == 3) { - if ((countitem(Monster's_Feed) > 19) && (countitem(Pet_Food) > 29)) { + if ((countitem(Monsters_Feed) > 19) && (countitem(Pet_Food) > 29)) { mes "[Taab]"; mes "Oh, thanks!"; mes "You brought them their"; @@ -7305,7 +7305,7 @@ mid_camp,143,306,5 script Breeder Taab#ep13_alba 4_M_DST_MASTER,{ mes "material to give you."; mes "How about a spiritual reward?"; next; - delitem Monster's_Feed,20; + delitem Monsters_Feed,20; delitem Pet_Food,30; ep13_alba = 6; if (RENEWAL_EXP) { @@ -7431,7 +7431,7 @@ mid_camp,143,306,5 script Breeder Taab#ep13_alba 4_M_DST_MASTER,{ mes "[Taab]"; mes "I don't think I need"; mes "any assistance for now..."; - mes "" + strcharinfo(0) + ","; + mes "" + strcharinfo(PC_NAME) + ","; mes "why don't you go rest?"; close; } @@ -7470,7 +7470,6 @@ OnDisable: disablenpc "Hillsrion#alba01"; end; -//OnTouch2: OnTouch: mes "It is hissing in a low voice."; mes "Sometimes it purrs, too."; @@ -7487,7 +7486,6 @@ OnDisable: disablenpc "Tatacho#alba02"; end; -//OnTouch2: OnTouch: mes "[Taab]"; mes "Oh, please don't disturb"; @@ -7508,7 +7506,6 @@ OnDisable: disablenpc "Cornus#alba03"; end; -//OnTouch2: OnTouch: mes "[Taab]"; mes "Oh, please don't get"; @@ -7583,7 +7580,7 @@ function Catwarp; mes "conveniences during your"; mes "stay at this expedition camp?"; next; - switch(select("Tell me more about your services.:No. thanks")) { + switch(select("Tell me more about your services.", "No. thanks")) { case 1: mes "[Cat Hand Agent]"; mes "Before making a contract with us, youll have to go through a few steps to satisfy our terms and conditions."; @@ -7619,7 +7616,7 @@ function Catwarp; mes "Would you like to save your location?"; ep13_yong1 = 3; next; - switch(select("Save your location:Cancel")) { + switch(select("Save your location", "Cancel")) { case 1: savepoint "mid_camp",56,139; mes "[Cat Hand Agent]"; @@ -7638,7 +7635,7 @@ function Catwarp; mes "Cat Trading's available services are as followed."; mes "For additional services, please consult Agent Gyaruk."; next; - switch(select("Save your location:Cancel")) { + switch(select("Save your location", "Cancel")) { case 1: savepoint "mid_camp",56,139; mes "[Cat Hand Agent]"; @@ -7657,7 +7654,7 @@ function Catwarp; mes "Cat Trading's available services are as followed."; mes "For additional services, please consult Agent Gyaruk."; next; - switch(select("Save your location:Use Storage:Cancel")) { + switch(select("Save your location", "Use Storage", "Cancel")) { case 1: savepoint "mid_camp",56,139; mes "[Cat Hand Agent]"; @@ -7704,7 +7701,7 @@ function Catwarp; mes "Cat Trading's available services are as followed."; mes "For additional services, please consult Agent Gyaruk."; next; - switch(select("Save your location:Use Storage:Use Cat Warp (Midgard):Cancel")) { + switch(select("Save your location", "Use Storage", "Use Cat Warp (Midgard)", "Cancel")) { case 1: savepoint "mid_camp",56,139; mes "[Cat Hand Agent]"; @@ -7748,20 +7745,20 @@ function Catwarp; mes "Please remember, you can't come back easily once you move to Midgard."; next; if ((ep13_yong1 > 39) && (ep13_yong1 <= 49)) { - switch(select("Prontera -> 5500z:Cancel")) { + switch(select("Prontera -> 5500z", "Cancel")) { case 1: Catwarp(5500,2); case 2: break; } } else if ((ep13_yong1 > 49) && (ep13_yong1 < 60)) { - switch(select("Alberta -> 5500z:Prontera -> 5500z:Cancel")) { + switch(select("Alberta -> 5500z", "Prontera -> 5500z", "Cancel")) { case 1: Catwarp(5500,1); case 2: Catwarp(5500,2); case 3: break; } } else if ((ep13_yong1 > 59) && (ep13_yong1 < 70)) { - switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Cancel")) { + switch(select("Alberta -> 5025z", "Prontera -> 5025z", "Izlude -> 5025z", "Cancel")) { case 1: Catwarp(5025,1); case 2: Catwarp(5025,2); case 3: Catwarp(5025,3); @@ -7769,7 +7766,7 @@ function Catwarp; } } else if ((ep13_yong1 > 69) && (ep13_yong1 < 80)) { - switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Geffen -> 5025z:Cancel")) { + switch(select("Alberta -> 5025z", "Prontera -> 5025z", "Izlude -> 5025z", "Geffen -> 5025z", "Cancel")) { case 1: Catwarp(5025,1); case 2: Catwarp(5025,2); case 3: Catwarp(5025,3); @@ -7778,7 +7775,7 @@ function Catwarp; } } else if ((ep13_yong1 > 79) && (ep13_yong1 < 90)) { - switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Cancel")) { + switch(select("Alberta -> 4765z", "Prontera -> 4765z", "Izlude -> 4765z", "Geffen -> 4765z", "Payon -> 4765z", "Cancel")) { case 1: Catwarp(4765,1); case 2: Catwarp(4765,2); case 3: Catwarp(4765,3); @@ -7788,7 +7785,7 @@ function Catwarp; } } else if ((ep13_yong1 > 89) && (ep13_yong1 < 100)) { - switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Morroc -> 4765z:Cancel")) { + switch(select("Alberta -> 4765z", "Prontera -> 4765z", "Izlude -> 4765z", "Geffen -> 4765z", "Payon -> 4765z", "Morroc -> 4765z", "Cancel")) { case 1: Catwarp(4765,1); case 2: Catwarp(4765,2); case 3: Catwarp(4765,3); @@ -7799,7 +7796,7 @@ function Catwarp; } } else if (ep13_yong1 > 99) { - switch(select("Alberta -> 4590z:Prontera -> 4590z:Izlude -> 4590z:Geffen -> 4590z:Payon -> 4590z:Morroc -> 4590z:Al De Baran -> 4590z:Cancel")) { + switch(select("Alberta -> 4590z", "Prontera -> 4590z", "Izlude -> 4590z", "Geffen -> 4590z", "Payon -> 4590z", "Morroc -> 4590z", "Al De Baran -> 4590z", "Cancel")) { case 1: Catwarp(4590,1); case 2: Catwarp(4590,2); case 3: Catwarp(4590,3); @@ -7826,7 +7823,7 @@ function Catwarp; mes "Cat Trading's available services are as followed."; mes "For additional services, please consult Agent Gyaruk."; next; - switch(select("Save your location:Use Storage:Use Cat Warp (Midgard):Use Cat Warp (Jottunheim):Cancel")) { + switch(select("Save your location", "Use Storage", "Use Cat Warp (Midgard)", "Use Cat Warp (Jottunheim)", "Cancel")) { case 1: savepoint "mid_camp",56,139; mes "[Cat Hand Agent]"; @@ -7870,7 +7867,7 @@ function Catwarp; mes "Please remember, you can't come back easily once you move to Midgard."; next; if ((ep13_yong1 > 99) && (ep13_yong1 < 200)) { - switch(select("Alberta -> 4590z:Prontera -> 4590z:Izlude -> 4590z:Geffen -> 4590z:Payon -> 4590z:Morroc -> 4590z:Al De Baran -> 4590z:Cancel")) { + switch(select("Alberta -> 4590z", "Prontera -> 4590z", "Izlude -> 4590z", "Geffen -> 4590z", "Payon -> 4590z", "Morroc -> 4590z", "Al De Baran -> 4590z", "Cancel")) { case 1: Catwarp(4590,1); case 2: Catwarp(4590,2); case 3: Catwarp(4590,3); @@ -7882,7 +7879,7 @@ function Catwarp; } } else if ((ep13_yong1 > 199) && (ep13_yong1 < 250)) { - switch(select("Alberta -> 4170z:Prontera -> 4170z:Izlude -> 4170z:Geffen -> 4170z:Payon -> 4170z:Morroc -> 4170z:Al De Baran -> 4170z:Juno -> 4170z:Cancel")) { + switch(select("Alberta -> 4170z", "Prontera -> 4170z", "Izlude -> 4170z", "Geffen -> 4170z", "Payon -> 4170z", "Morroc -> 4170z", "Al De Baran -> 4170z", "Juno -> 4170z", "Cancel")) { case 1: Catwarp(4170,1); case 2: Catwarp(4170,2); case 3: Catwarp(4170,3); @@ -7895,7 +7892,7 @@ function Catwarp; } } else if ((ep13_yong1 > 249) && (ep13_yong1 < 300)) { - switch(select("Alberta -> 4025z:Prontera -> 4025z:Izlude -> 4025z:Geffen -> 4025z:Payon -> 4025z:Morroc -> 4025z:Al De Baran -> 4025z:Juno -> 4025z:Einbroch -> 4025z:Cancel")) { + switch(select("Alberta -> 4025z", "Prontera -> 4025z", "Izlude -> 4025z", "Geffen -> 4025z", "Payon -> 4025z", "Morroc -> 4025z", "Al De Baran -> 4025z", "Juno -> 4025z", "Einbroch -> 4025z", "Cancel")) { case 1: Catwarp(4025,1); case 2: Catwarp(4025,2); case 3: Catwarp(4025,3); @@ -7909,7 +7906,7 @@ function Catwarp; } } else if (ep13_yong1 > 299) { - switch(select("Alberta -> 3970z:Prontera -> 3970z:Izlude -> 3970z:Geffen -> 3970z:Payon -> 3970z:Morroc -> 3970z:Al De Baran -> 3970z:Juno -> 3970z:Einbroch -> 3970z:Lighthalzen -> 3970z:Cancel")) { + switch(select("Alberta -> 3970z", "Prontera -> 3970z", "Izlude -> 3970z", "Geffen -> 3970z", "Payon -> 3970z", "Morroc -> 3970z", "Al De Baran -> 3970z", "Juno -> 3970z", "Einbroch -> 3970z", "Lighthalzen -> 3970z", "Cancel")) { case 1: Catwarp(3970,1); case 2: Catwarp(3970,2); case 3: Catwarp(3970,3); @@ -7929,7 +7926,7 @@ function Catwarp; } close; case 4: - switch(select("Splendide Camp -> 5500z:Manuk Camp -> 5500z:Cancel")) { + switch(select("Splendide Camp -> 5500z", "Manuk Camp -> 5500z", "Cancel")) { case 1: Catwarp(5500,11); case 2: Catwarp(5500,12); case 3: @@ -8026,7 +8023,7 @@ mid_camp,72,94,4 script Fluffy Gyaruk 4_M_BOSSCAT,{ mes "The more credits you earn, the more services you can use. You can also apply for special events."; mes "Say, how'd you like to make a membership contract with us?"; next; - switch(select("Sure.:I need to think it over.")) { + switch(select("Sure.", "I need to think it over.")) { case 1: mes "[Fluffy Gyaruk]"; mes "Excellent! Thank you for joining the Cat Trading membership service."; @@ -8063,7 +8060,7 @@ mid_camp,72,94,4 script Fluffy Gyaruk 4_M_BOSSCAT,{ mes "Doesn't that sound like a win-win situation?"; mes "Would you like to start now?"; next; - switch(select("Sure.:I need to go prepare first.")) { + switch(select("Sure.", "I need to go prepare first.")) { case 1: mes "[Fluffy Gyaruk]"; mes "Excellent."; @@ -8086,7 +8083,7 @@ mid_camp,72,94,4 script Fluffy Gyaruk 4_M_BOSSCAT,{ mes "[Fluffy Gyaruk]"; mes "Your current credit points with us are ^0000FF" + ep13_yong1 + "^000000."; next; - switch(select("How can I increase my points?:I'm not interested.")) { + switch(select("How can I increase my points?", "I'm not interested.")) { case 1: mes "[Cat Hand Agent]"; mes "You can increase them daily by fishing and mining, you need to submit caught Pieces of Fish to Gorurung and minerals to the Mining Agent."; @@ -8267,10 +8264,10 @@ mid_camp,69,144,0 script Ferocious Gorurug 4_M_BOSSCAT,{ spl_fild02,314,165,0 script School of Fish#1::Fishinghole CLEAR_NPC,{ if (!questprogress(12060,PLAYTIME) && countitem(Piece_Of_Fish) < 20) { - specialeffect2 EF_BUBBLE; - specialeffect2 EF_INVENOM; + specialeffect(EF_BUBBLE, AREA, playerattached()); + specialeffect(EF_INVENOM, AREA, playerattached()); .@fcast = 15; - if (isequipped(2550)) //Fisher's_Muffler + if (isequipped(2550)) //Fishers_Muffler .@fcast -= 2; if (isequipped(2443)) //Fish_Shoes .@fcast -= 2; @@ -8288,7 +8285,7 @@ spl_fild02,314,165,0 script School of Fish#1::Fishinghole CLEAR_NPC,{ getitem Rough_File,1; ep13_1_rhea = 14; specialeffect EF_BUBBLE; - mapannounce strcharinfo(3),strcharinfo(0) + " has caught a Messy File!!",bc_map,"0xff77ff"; + mapannounce strcharinfo(PC_MAP),strcharinfo(PC_NAME) + " has caught a Messy File!!",bc_map,"0xff77ff"; } } .@rhea_ran = rand(1,70); @@ -8309,15 +8306,15 @@ spl_fild02,314,165,0 script School of Fish#1::Fishinghole CLEAR_NPC,{ } if (rand(1,200) == 3) { getitem Gift_Box,1; - mapannounce strcharinfo(3),strcharinfo(0) + " has caught a Gift Box!!",bc_map,"0x00ffff"; + mapannounce strcharinfo(PC_MAP),strcharinfo(PC_NAME) + " has caught a Gift Box!!",bc_map,"0x00ffff"; } if (rand(1,500) == 3) { getitem Old_Blue_Box,1; - mapannounce strcharinfo(3),strcharinfo(0) + " has caught an Old Blue Box!!",bc_map,"0x00ffff"; + mapannounce strcharinfo(PC_MAP),strcharinfo(PC_NAME) + " has caught an Old Blue Box!!",bc_map,"0x00ffff"; } if (rand(1,3000) == 3) { getitem Old_Violet_Box,1; - mapannounce strcharinfo(3),strcharinfo(0) + " has caught an Old Purple Box!!",bc_map,"0x44ff44"; + mapannounce strcharinfo(PC_MAP),strcharinfo(PC_NAME) + " has caught an Old Purple Box!!",bc_map,"0x44ff44"; } end; } @@ -8342,7 +8339,7 @@ mid_camp,66,122,7 script Henry Clifford 4_M_05,{ mes "but I guarantee the authenticity of these points."; mes "Are you interested?"; next; - switch(select("Yes.:No, thanks.")) { + switch(select("Yes.", "No, thanks.")) { case 1: delitem Marlin,1; ep13_yong1 += 2; @@ -8434,7 +8431,7 @@ mid_camp,88,100,7 script Cat Hand Mining Agent 4_CAT,{ - script Mysterious Rock#0::manukrock FAKE_NPC,{ if (countitem(Unidentified_Mineral) < 3 && !questprogress(12062,PLAYTIME)) { - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); progressbar "ffff00",10; .@rhea_ran = rand(1,20); if (.@rhea_ran < 13) getitem Stone,1; @@ -8444,7 +8441,7 @@ mid_camp,88,100,7 script Cat Hand Mining Agent 4_CAT,{ else if (.@rhea_ran == 16) getitem Yellow_Live,1; else getitem Unidentified_Mineral,1; initnpctimer; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } else { @@ -8455,7 +8452,7 @@ mid_camp,88,100,7 script Cat Hand Mining Agent 4_CAT,{ end; OnTimer120000: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); stopnpctimer; end; } @@ -8523,7 +8520,7 @@ mid_campin,90,121,5 script Hibba Agip 4_M_REDSWORD,{ mes "What is it?"; next; mes "[Staff Officer Abidal]"; - mes "Err? Hey, aren't you that famous adventurer," + strcharinfo(0) + "? I've heard many good things about you."; + mes "Err? Hey, aren't you that famous adventurer," + strcharinfo(PC_NAME) + "? I've heard many good things about you."; next; mes "[Instructor Igrid]"; mes "I don't know what you're talking about. Boss, do you know this adventurer?"; @@ -8532,7 +8529,7 @@ mid_campin,90,121,5 script Hibba Agip 4_M_REDSWORD,{ mes "Stop calling me boss! Call me Commander, alright? Hey Abidal, is this adventurer really famous?"; next; mes "[Staff Officer Abidal]"; - mes "Commander, haven't you read the report? The adventurer who helped the expedition solve the XX case was" + strcharinfo(0)+ "."; + mes "Commander, haven't you read the report? The adventurer who helped the expedition solve the XX case was" + strcharinfo(PC_NAME)+ "."; next; mes "[Hibba Agip]"; mes "*Ahem Ahem* I see. I've been too busy to read all the reports. So what brings you here? A reward?"; @@ -8544,7 +8541,7 @@ mid_campin,90,121,5 script Hibba Agip 4_M_REDSWORD,{ mes "Hey Abidal, he's here to see me, not you. Remember?"; next; mes "[Staff Officer Abidal]"; - mes "Commander, please let me talk. " + strcharinfo(0) + "I'd like to talk to you privately. Can you come back later?"; + mes "Commander, please let me talk. " + strcharinfo(PC_NAME) + "I'd like to talk to you privately. Can you come back later?"; next; mes "[Hibba Agip]"; mes "Why do you want to talk privately?"; @@ -8565,7 +8562,7 @@ mid_campin,90,121,5 script Hibba Agip 4_M_REDSWORD,{ } else if (ep13_1_edq == 2) { mes "[Hibba Agip]"; - mes "Oh yes, right... You're " + strcharinfo(0) + ", right? Abidal has told me good things about you."; + mes "Oh yes, right... You're " + strcharinfo(PC_NAME) + ", right? Abidal has told me good things about you."; next; mes "[Hibba Agip]"; mes "We're lucky to have you, my friend... I hope you're as good as the stories play you up to be."; @@ -8934,7 +8931,7 @@ mid_campin,90,121,5 script Hibba Agip 4_M_REDSWORD,{ mes "[Hibba Agip]"; mes "What brings you here again? You seem to have something to say to me."; next; - switch(select("I just want to say hello.:I found a weird portal below the mine cave.")) { + switch(select("I just want to say hello.", "I found a weird portal below the mine cave.")) { case 1: mes "[Hibba Agip]"; mes "Well hello then..."; @@ -9065,7 +9062,7 @@ mid_campin,90,121,5 script Hibba Agip 4_M_REDSWORD,{ mes "That's called that Kuhotanrangjigea from east. I didn't make that by myself."; next; mes "[Hibba Agip]"; - mes "Whatever.. Hey, you there... your name is " + strcharinfo(0) + " right? Do you know what to do?"; + mes "Whatever.. Hey, you there... your name is " + strcharinfo(PC_NAME) + " right? Do you know what to do?"; next; mes "[Hibba Agip]"; mes "Go to one of the tribes and ask for help officially. I'll send someone to the other tribe."; @@ -9073,7 +9070,7 @@ mid_campin,90,121,5 script Hibba Agip 4_M_REDSWORD,{ mes "[Hibba Agip]"; mes "I'm going to give you a choice. Which tribe do you want to go to?"; next; - switch(select("Laphine:Sapha")) { + switch(select("Laphine", "Sapha")) { case 1: mes "[Hibba Agip]"; mes "Okay, then I place responsibility on you. from now on you focus on acquiring a good reputation with the Laphine."; @@ -9087,7 +9084,7 @@ mid_campin,90,121,5 script Hibba Agip 4_M_REDSWORD,{ mes "[Hibba Agip]"; mes "Will you choose the Laphine?"; next; - switch(select("Choose Laphine.:Think again.")) { + switch(select("Choose Laphine.", "Think again.")) { case 1: mes "[Hibba Agip]"; mes "Good. You are now responsible with building our relationship with the Laphine tribe."; @@ -9120,7 +9117,7 @@ mid_campin,90,121,5 script Hibba Agip 4_M_REDSWORD,{ mes "[Hibba Agip]"; mes "Will you choose the Sapha?"; next; - switch(select("Choose Sapha.:Think again.")) { + switch(select("Choose Sapha.", "Think again.")) { case 1: mes "[Hibba Agip]"; mes "Good. You are now responsible with building our relationship with the Sapha tribe."; @@ -9256,7 +9253,7 @@ mid_campin,94,118,3 script Staff Officer Abidal 4_M_SAGE_C,{ mes "[Staff Officer Abidal]"; mes "I'm Staff Officer Abidal of the Midgard Expedition. How may I help you?"; next; - switch(select("Midgard Expedition Introduction:Midgard Expedition's Achievement:Situation in the Ash-Vacuum:Quit")) { + switch(select("Midgard Expedition Introduction", "Midgard Expedition's Achievement", "Situation in the Ash-Vacuum", "Quit")) { case 1: mes "[Staff Officer Abidal]"; mes "The Midgard Expedition is conducted by a group of explorers from the three countries of Rune Midgard and the Mercenary Association. We're here to explore the Ash-Vacuum."; @@ -9319,7 +9316,7 @@ mid_campin,94,118,3 script Staff Officer Abidal 4_M_SAGE_C,{ mes "[Staff Officer Abidal]"; mes "On behalf of the expedition, I'd like to give you a mission. Would you like to accept it?"; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Staff Officer Abidal]"; mes "Thank you so much. I had a good feeling about you, and I was so sure that you'd be willing to help."; @@ -9416,7 +9413,7 @@ mid_campin,94,118,3 script Staff Officer Abidal 4_M_SAGE_C,{ mes "How have you been doing with finding the report's lost pages?"; mes "Feel free to tell me whenever you're ready."; next; - switch(select("Submit found pages.:Check the report's resoration status.:Quit.")) { + switch(select("Submit found pages.", "Check the report's resoration status.", "Quit.")) { case 1: if ((countitem(Expedition_Report_Vol1) > 0) && (countitem(Expedition_Report_Vol2) > 0) && (countitem(Expedition_Report_Vol3) > 0) && (countitem(Expedition_Report_Vol4) > 0)) { mes "[Staff Officer Abidal]"; @@ -9820,7 +9817,7 @@ mid_camp,206,286,3 script Expedition Messenger 4_M_MOCASS1,{ if ((ep13_1_edq == 3) && (countitem(Expedition_Report) > 0)) { mes "[Expedition Messenger]"; mes "Welcome, I've been waiting for you."; - mes "You must be " + strcharinfo(0) + ". Nice to meet you."; + mes "You must be " + strcharinfo(PC_NAME) + ". Nice to meet you."; next; mes "[Expedition Messenger]"; mes "Let me check something quicly. You received the report directly from the commander, didn't you? May I see it?"; @@ -9830,7 +9827,7 @@ mid_camp,206,286,3 script Expedition Messenger 4_M_MOCASS1,{ mes "........."; next; mes "[Expedition Messenger]"; - mes "Excellent. Thank you. Then we'll go back to the mainland and let the leaders know that you, "+ strcharinfo(0) + ", have departed."; + mes "Excellent. Thank you. Then we'll go back to the mainland and let the leaders know that you, "+ strcharinfo(PC_NAME) + ", have departed."; next; mes "[Expedition Messenger]"; mes "Guys, it's time to go."; @@ -9847,7 +9844,7 @@ mid_camp,206,286,3 script Expedition Messenger 4_M_MOCASS1,{ next; mes "[Expedition Messenger]"; mes "What's up? Why haven't you left...?"; - specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger"; + specialeffect(EF_SOULBREAKER, AREA, getnpcid(0, "Expedition Messenger")); next; mes "[Expedition Messenger]"; mes "Argh... Why are you doing this?!"; @@ -9859,7 +9856,7 @@ mid_camp,206,286,3 script Expedition Messenger 4_M_MOCASS1,{ mes "[???]"; mes "Give me the report."; next; - switch(select("Give the report.:Protect the report.")) { + switch(select("Give the report.", "Protect the report.")) { case 1: mes "[Expedition Messenger]"; mes "Wha... What are you doing? You can't give up the report..."; @@ -9874,21 +9871,21 @@ mid_camp,206,286,3 script Expedition Messenger 4_M_MOCASS1,{ mes "[???]"; mes "Argh..."; next; - specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3"; - specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3"; + specialeffect(EF_SOULBREAKER, AREA, getnpcid(0, "Expedition Messenger#3")); + specialeffect(EF_SOULBREAKER, AREA, getnpcid(0, "Expedition Messenger#3")); mes "[???]"; mes "Argh... You..."; next; mes "[Expedition Messenger]"; - mes "*Cough* Oh, thank god! " + strcharinfo(0) + ", please take the report and run!"; + mes "*Cough* Oh, thank god! " + strcharinfo(PC_NAME) + ", please take the report and run!"; next; mes "[???]"; mes "No... Noooo!"; next; - specialeffect2 EF_SOULBREAKER; - specialeffect2 EF_SONICBLOWHIT; + specialeffect(EF_SOULBREAKER, AREA, playerattached()); + specialeffect(EF_SONICBLOWHIT, AREA, playerattached()); mes "[Expedition Messenger]"; - mes "Argh... " + strcharinfo(0) + ", are you alright? The report... The report..."; + mes "Argh... " + strcharinfo(PC_NAME) + ", are you alright? The report... The report..."; next; delitem Expedition_Report,1; ep13_1_edq = 4; @@ -9912,7 +9909,7 @@ mid_camp,206,286,3 script Expedition Messenger 4_M_MOCASS1,{ next; mes "[Expedition Messenger]"; mes "We must report this to the commander before anything else."; - mes ""+ strcharinfo(0) + ", please report to the commander immidiatly. Let us take care of the rest."; + mes ""+ strcharinfo(PC_NAME) + ", please report to the commander immidiatly. Let us take care of the rest."; donpcevent "Expedition Messenger#2::OnDisable"; next; mes "[Expedition Agent]"; @@ -9927,21 +9924,21 @@ mid_camp,206,286,3 script Expedition Messenger 4_M_MOCASS1,{ mes "[???]"; mes "Argh!"; next; - specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3"; - specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3"; + specialeffect(EF_SOULBREAKER, AREA, getnpcid(0, "Expedition Messenger#3")); + specialeffect(EF_SOULBREAKER, AREA, getnpcid(0, "Expedition Messenger#3")); mes "[???]"; mes "Argh... You..."; next; mes "[Expedition Messenger]"; - mes "*Cough* Oh, thank god! " + strcharinfo(0) + ", please take the report and run!"; + mes "*Cough* Oh, thank god! " + strcharinfo(PC_NAME) + ", please take the report and run!"; next; mes "[???]"; mes "No... Noooo!"; next; - specialeffect2 EF_SOULBREAKER; - specialeffect2 EF_SONICBLOWHIT; + specialeffect(EF_SOULBREAKER, AREA, playerattached()); + specialeffect(EF_SONICBLOWHIT, AREA, playerattached()); mes "[Expedition Messenger]"; - mes "Argh... " + strcharinfo(0) + ", are you alright? The report... The report..."; + mes "Argh... " + strcharinfo(PC_NAME) + ", are you alright? The report... The report..."; next; mes "[Expedition Agent]"; mes "We lost the report. The pages are blowing away!"; @@ -9965,7 +9962,7 @@ mid_camp,206,286,3 script Expedition Messenger 4_M_MOCASS1,{ next; mes "[Expedition Messenger]"; mes "We must report this to the commander before anything else."; - mes ""+ strcharinfo(0) + ", please report to the commander immidiatly. Let us take care of the rest."; + mes ""+ strcharinfo(PC_NAME) + ", please report to the commander immidiatly. Let us take care of the rest."; ep13_1_edq = 5; next; mes "[Expedition Agent]"; @@ -10077,11 +10074,11 @@ man_fild01,315,95,3 script Expedition Scout#1 4_M_MOC_SOLDIER,{ mes "I've been ordered by Instructor Igrid to conduct a search for something."; .@playtime = questprogress(3091,PLAYTIME); next; - switch(select("Ask about search results.:Chitchat.:Quit.")) { + switch(select("Ask about search results.", "Chitchat.", "Quit.")) { case 1: if (ep13_1_edq == 71 || ep13_1_edq == 72) { mes "[Expedition Scout]"; - mes "Oh, you must be"+strcharinfo(0)+". I heard that you'll be delivering the report."; + mes "Oh, you must be"+strcharinfo(PC_NAME)+". I heard that you'll be delivering the report."; next; if (.@playtime == 1) { mes "[Expedition Scout]"; @@ -10250,7 +10247,7 @@ ra_temple,122,174,3 script Nuria 4_F_RACHOLD,{ lhz_in01,110,174,5 script Gerhart 4_M_KHKYEL,{ mes "[Gerhart]"; if (ep13_1_edq == 9 || ep13_1_edq == 101 || ep13_1_edq == 111 || ep13_1_edq == 102 || ep13_1_edq == 112) { - mes "Welcome, " + strcharinfo(0) + ". What took you so long?"; + mes "Welcome, " + strcharinfo(PC_NAME) + ". What took you so long?"; next; mes "[Gerhart]"; mes "Oh, who am I? Let's say... That you can make ends meet because of me."; @@ -10463,21 +10460,21 @@ mid_campin,68,185,3 script Pursuit Party Leader#1 1_F_SIGNZISK,{ mes "By the way, adventurer,"; mes "What's your name?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "......"; mes "......"; - mes "" + strcharinfo(0) + "..."; + mes "" + strcharinfo(PC_NAME) + "..."; mes "......"; next; mes "[Echinacea]"; mes "Ah, you are"; - mes "" + strcharinfo(0) + "."; - mes "Well, " + strcharinfo(0) + ", I've just assigned you as Mr. Kidd's assistant."; + mes "" + strcharinfo(PC_NAME) + "."; + mes "Well, " + strcharinfo(PC_NAME) + ", I've just assigned you as Mr. Kidd's assistant."; mes "Good, everything's done on this end. I just needed to get your name on record."; next; mes "[Echinacea]"; mes "What are you still doing here?"; - mes "" + strcharinfo(0) + ", your job is to assist Mr. Kidd."; + mes "" + strcharinfo(PC_NAME) + ", your job is to assist Mr. Kidd."; mes "Please go help him, will you?"; mao_morocc2 = 1; setquest 7012; @@ -10705,7 +10702,7 @@ mid_campin,68,185,3 script Pursuit Party Leader#1 1_F_SIGNZISK,{ mes "What?! What do you want?"; mes "Why do you keep giving me that dirty look?!"; next; - switch(select("Nothing.:Something is bothering me...")) { + switch(select("Nothing.", "Something is bothering me...")) { case 1: mes "[Echinacea]"; mes "Argh...!"; @@ -10723,7 +10720,7 @@ mid_campin,68,185,3 script Pursuit Party Leader#1 1_F_SIGNZISK,{ next; mes "[Echinacea]"; mes "So, tell me, what is it?"; - mes strcharinfo(0)+", you've done a great job helping us..."; + mes strcharinfo(PC_NAME)+", you've done a great job helping us..."; mes "Oh, you must have questions about that last case, is that right?"; next; mes "[Echinacea]"; @@ -10799,7 +10796,7 @@ mid_campin,68,185,3 script Pursuit Party Leader#1 1_F_SIGNZISK,{ close; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Err? I don't have two Nice Sweet Potatoes.."; mes "Where can I get those?"; close; @@ -10902,14 +10899,14 @@ mid_camp,199,311,7 script Mr. Kidd#ep13_dan01 4_M_ACROSS,{ mes "[Mr. Kidd]"; mes "......Do you have any business here?"; next; - switch(select("Echinacea...:No.")) { + switch(select("Echinacea...", "No.")) { case 1: mes "[Mr. Kidd]"; mes "An assistant? I don't think I need one, but..."; mes "I guess I should give you something to do."; mes "Do you mind if I entrust you with a chore?"; next; - switch(select("Yes.:No, I don't mind at all.")) { + switch(select("Yes.", "No, I don't mind at all.")) { case 1: mes "[Mr. Kidd]"; mes "Then why did you come all this way?"; @@ -11034,15 +11031,15 @@ mid_camp,199,311,7 script Mr. Kidd#ep13_dan01 4_M_ACROSS,{ mes "I mean Rin. How is she?"; mes "Is she seriously wounded?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "She needs to spend some time in bed,"; mes "but she's conscious and still in one piece."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "She seems to have no problem taking care of herself,"; mes "but I'm worried because sometimes she looks extremely exhausted. She mentioned that her vision blurs when she's very tired.."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Don't worry; I don't think it's serious because she still had the strength to yell while writing that journal."; next; cutin "moc2_kid03",2; @@ -11071,7 +11068,7 @@ mid_camp,199,311,7 script Mr. Kidd#ep13_dan01 4_M_ACROSS,{ close2; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(I was supposed to give him the 'Morroc Pursuit Journal' and a 'Bloody Crystal of the Darkness'..."; mes "Err? Where have they gone? I need to find them.)"; close2; @@ -11093,7 +11090,7 @@ mid_camp,199,311,7 script Mr. Kidd#ep13_dan01 4_M_ACROSS,{ end; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "No, nothing."; mes "I'm sorry if I bothered you while you were writing your report."; next; @@ -11108,7 +11105,7 @@ mid_camp,199,311,7 script Mr. Kidd#ep13_dan01 4_M_ACROSS,{ mes "What just happened?"; next; select("Err.. Huh?!"); - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "..Err?"; mes "..Kidd? Someone was calling my name..."; mes "Rin! Where's Rin? What about Rayan?"; @@ -11118,13 +11115,13 @@ mid_camp,199,311,7 script Mr. Kidd#ep13_dan01 4_M_ACROSS,{ mes "What are you talking about?"; mes "Where the hell have you been?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What do you mean.."; mes "Where I've been?"; mes "..Oh yeah, I saw Rin fighting Rayan."; mes "She was defeated by magic, and then disappeared..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ah?! Ah! Right!"; mes "I heard your voice once I found a strange scroll."; mes "The scroll!"; @@ -11230,7 +11227,7 @@ mid_camp,199,311,7 script Mr. Kidd#ep13_dan01 4_M_ACROSS,{ mes "[Mr. Kidd]"; mes "You're my assistant, aren't you?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes ".... ....."; mes "......"; next; @@ -11261,7 +11258,7 @@ mid_camp,199,311,7 script Mr. Kidd#ep13_dan01 4_M_ACROSS,{ mes "[Mr. Kidd]"; mes "Where's the scroll? Did you use it?"; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Mr. Kidd]"; mes "That scroll contains a teleportation spell."; @@ -11364,14 +11361,14 @@ mid_camp,199,311,7 script Mr. Kidd#ep13_dan01 4_M_ACROSS,{ mes "[Mr. Kidd]"; mes "..Do you have any questions?"; next; - switch(select("Is this an exchange journal?:Why should I carry the crystal?:What is this last assignment?")) { + switch(select("Is this an exchange journal?", "Why should I carry the crystal?", "What is this last assignment?")) { case 1: cutin "moc2_kid04",2; mes "[Mr. Kidd]"; mes "..No, not at all."; mes "We're just using one journal to record each other's work."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Why can't you use separate journals and then combine them later?"; next; cutin "mocseal_kid01",2; @@ -11454,7 +11451,7 @@ mid_camp,199,311,7 script Mr. Kidd#ep13_dan01 4_M_ACROSS,{ mes "What's up?"; mes "I told you that I won't have any more work available for you. Well, for a good while, anyway.."; next; - select("Want a snack?:Mr. Defaria has sent me."); + select("Want a snack?", "Mr. Defaria has sent me."); cutin "moc2_kid05",2; mes "[Mr. Kidd]"; mes "..I guess he's finally made a fire, huh?"; @@ -11462,7 +11459,7 @@ mid_camp,199,311,7 script Mr. Kidd#ep13_dan01 4_M_ACROSS,{ delitem Nice_Sweet_Potato,2; mao_morocc2 = 105; next; - switch(select("Ask about Dandelion.:Ask about Arunafeltz.")) { + switch(select("Ask about Dandelion.", "Ask about Arunafeltz.")) { case 1: cutin "moc2_kid03",2; mes "[Mr. Kidd]"; @@ -11498,7 +11495,7 @@ mid_camp,199,311,7 script Mr. Kidd#ep13_dan01 4_M_ACROSS,{ } } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Err? I don't have two Nice Sweet Potatoes.."; mes "Where can I get those?"; close2; @@ -11528,11 +11525,10 @@ OnInit: } mid_camp,205,312,0 script #moc2_talkevent01 FAKE_NPC,1,1,{ -//OnTouch2: OnTouch: if (mao_morocc2 == 11) { mes "[Mr. Kidd]"; - mes "" + strcharinfo(0) + "? " + strcharinfo(0) + "?!"; + mes "" + strcharinfo(PC_NAME) + "? " + strcharinfo(PC_NAME) + "?!"; mes "Wake up!"; mao_morocc2 = 12; close; @@ -11552,7 +11548,7 @@ mid_camp,256,272,3 script Defaria#moc2 4_M_HUGRANFA,{ specialeffect EF_BEGINSPELL2; next; mes "- The fire sparked, but then it immediatly blew out. -"; - specialeffect EF_FIREARROW,AREA,"Wet Firewood#moc2"; + specialeffect(EF_FIREARROW, AREA, getnpcid(0, "Wet Firewood#moc2")); next; mes "[Defaria]"; mes "..............."; @@ -11571,7 +11567,7 @@ mid_camp,256,272,3 script Defaria#moc2 4_M_HUGRANFA,{ specialeffect EF_BEGINSPELL2; next; mes "- The fire sparked, but then it immediately blew out.-"; - specialeffect EF_FIREARROW,AREA,"Wet Firewood#moc2"; + specialeffect(EF_FIREARROW, AREA, getnpcid(0, "Wet Firewood#moc2")); next; mes "[Defaria]"; mes "..............."; @@ -11608,7 +11604,7 @@ mid_camp,256,272,3 script Defaria#moc2 4_M_HUGRANFA,{ mes "[Defaria]"; mes "But remember; I'm not doing this officially. Please don't make me disgrace my country by helping you. Do you understand what I'm saying?"; next; - switch(select("Got it.:No.")) { + switch(select("Got it.", "No.")) { case 1: mes "[Defaria]"; mes "Good. Then I expect you to help me by gathering the items I need to unseal the scroll:"; @@ -11675,7 +11671,7 @@ mid_camp,256,272,3 script Defaria#moc2 4_M_HUGRANFA,{ mes "You'll be the one using this scroll. Am I right?"; mes "Here, please take this."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "'To gather members...?'"; mes "...Right! I remember"; mes "Rayan mentioned a gathering somewhere!"; @@ -11704,7 +11700,7 @@ mid_camp,256,272,3 script Defaria#moc2 4_M_HUGRANFA,{ close; } else if (mao_morocc2 == 101) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "...."; next; mes "[Defaria]"; @@ -11716,7 +11712,7 @@ mid_camp,256,272,3 script Defaria#moc2 4_M_HUGRANFA,{ mes "..I know they're involved in this case, but"; mes "we shouldn't talk about them."; next; - switch(select("Just tell me what you know.:Alright..:")) { + switch(select("Just tell me what you know.", "Alright..", "")) { case 1: mes "[Defaria]"; mes "Why should I go through all that trouble?"; @@ -11728,19 +11724,19 @@ mid_camp,256,272,3 script Defaria#moc2 4_M_HUGRANFA,{ mes "Anything?"; mes "Are you serious?"; next; - switch(select("Haha, got you!:Yes!")) { + switch(select("Haha, got you!", "Yes!")) { case 1: mes "[Defaria]"; mes "What th--! How dare you fool an old man!"; mes "You little punk!"; - specialeffect2 EF_HIT2; + specialeffect(EF_HIT2, AREA, playerattached()); percentheal -10,0; next; mes "[Defaria]"; mes "I may be old,"; mes "but I'm a representative of great Arunafeltz's scholars!"; mes "It's a mistake to trifle with me like that!"; - specialeffect2 EF_HIT2; + specialeffect(EF_HIT2, AREA, playerattached()); percentheal -10,0; next; mes "[Defaria]"; @@ -11808,8 +11804,8 @@ mid_camp,256,272,3 script Defaria#moc2 4_M_HUGRANFA,{ mes "Hopefully I can make a fire with your nice logs...."; specialeffect EF_BEGINSPELL2; next; - specialeffect EF_FIREWALL,AREA,"Wet Firewood#moc2"; - specialeffect EF_TORCH,AREA,"Wet Firewood#moc2"; + specialeffect(EF_FIREWALL, AREA, getnpcid(0, "Wet Firewood#moc2")); + specialeffect(EF_TORCH, AREA, getnpcid(0, "Wet Firewood#moc2")); mes "[Defaria]"; mes "Oh, this is as great as I'd hoped!"; mes "I guess my magic hasn't gotten that rusty after all.."; @@ -11832,7 +11828,7 @@ mid_camp,256,272,3 script Defaria#moc2 4_M_HUGRANFA,{ mes "[Defaria]"; mes "What..?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Didn't you forget something?"; mes "... Dandelion? I wanted you to tell me what you knew."; mes "I was hoping you'd remember something about Dandelion."; @@ -12030,14 +12026,14 @@ que_job01,82,95,3 script Bar Master#moc2_01 1_ETC_01,{ mes "What would you like to drink?"; } next; - switch(select("Order a Drink:About the mission:Quit")) { + switch(select("Order a Drink", "About the mission", "Quit")) { case 1: mes "[Karred]"; mes "We have Tropical Sograt"; mes "and Vermillion on the Beach."; mes "Which one would you like to drink?"; next; - switch(select("Tropical Sograt:Vermilion on the Beach:How about a free drink?")) { + switch(select("Tropical Sograt", "Vermilion on the Beach", "How about a free drink?")) { case 1: if (checkweight(Knife,1) == 0) { mes "[Karred]"; @@ -12225,7 +12221,7 @@ OnTouch: mes "Hey Master, is it okay to let this guy in?"; next; if (prt_curse == 24) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I, um, I'm looking"; mes "for somebody named"; mes "Marjana? I learned"; @@ -12260,7 +12256,7 @@ OnTouch: mes "a drink. Besides, you can't risk making trouble here: this place"; mes "is full of deadly Assassins."; next; - switch(select("Sure:Why should I?!")) { + switch(select("Sure", "Why should I?!")) { case 1: mes "[Litheron]"; if (Zeny > 999) { @@ -12340,7 +12336,7 @@ que_job01,49,49,5 script Tao#dan_09 4_F_YUNYANG,{ mes "Say, how's it like outside? Meow?"; next; if (prt_curse == 24) { - switch(select("Is Marjana in?:I'm here to see you, Tao.")) { + switch(select("Is Marjana in?", "I'm here to see you, Tao.")) { case 1: mes "[Tao]"; mes "She's in the room on your left, meow~"; @@ -12374,7 +12370,7 @@ que_job01,49,49,5 script Tao#dan_09 4_F_YUNYANG,{ else { mes "Why are you here, meow?"; next; - switch(select("Hey kid, are you alone?:What are you, meow?!:Why do you keep meowing?!")) { + switch(select("Hey kid, are you alone?", "What are you, meow?!", "Why do you keep meowing?!")) { case 1: mes "[Tao]"; mes "Who are you calling a kid?"; @@ -12746,7 +12742,7 @@ que_job01,84,17,3 script Rin#moc_room2_1 4_F_ACROSS,{ if (mao_morocc2 == 5) { if (mao_request > 103) { mes "[Rin]"; - mes "..." + strcharinfo(0) + "...?"; + mes "..." + strcharinfo(PC_NAME) + "...?"; mes "It's been a long time. What's going on?"; cutin "moc2_rin02",2; } @@ -12756,7 +12752,7 @@ que_job01,84,17,3 script Rin#moc_room2_1 4_F_ACROSS,{ cutin "moc2_rin01",2; } next; - switch(select("Mr. Kidd sent me.:Just passing by.")) { + switch(select("Mr. Kidd sent me.", "Just passing by.")) { case 1: cutin "moc2_rin02",2; mes "[Rin]"; @@ -12828,7 +12824,7 @@ que_job01,84,17,3 script Rin#moc_room2_1 4_F_ACROSS,{ mes "I really want to know how the space gap is linked to Satan Morocc..."; mes "*Pant Pant*... ..."; next; - switch(select("And then what?:Don't strain yourself.")) { + switch(select("And then what?", "Don't strain yourself.")) { case 1: cutin "moc2_rin01",2; mes "[Rin]"; @@ -12981,7 +12977,7 @@ que_job01,84,17,3 script Rin#moc_room2_1 4_F_ACROSS,{ mes "..A bloody Crystal of the Darkness?"; mes "Can you show it to me?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Oh, I don't have it with me. I'll go bring it right away."; mes "^4d4dff(Wait, what did I do with it? I didn't sell it or anything, did I?)^000000"; close2; @@ -13045,7 +13041,7 @@ que_job01,144,54,3 script Rin#moc_room2_2 4_F_ACROSS,{ mes "- Rayan is shivering in fear."; mes "He still hasn't gotten over the fact that he killed all of his comrades.-"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What is going on?"; mes "He doesn't look like the Rayan I know."; next; @@ -13098,19 +13094,19 @@ que_job01,144,54,3 script Rin#moc_room2_2 4_F_ACROSS,{ mes "It seems as if he is trying to resist the evil personality within him. -"; next; cutin "moc2_dan02",255; - switch(select("Smack his head.:Punch his stomach.:Slap his face.")) { + switch(select("Smack his head.", "Punch his stomach.", "Slap his face.")) { case 1: - specialeffect EF_HIT2,AREA,"Rayan#moc_room2_2"; + specialeffect(EF_HIT2, AREA, getnpcid(0, "Rayan#moc_room2_2")); mes "- Wanting to stop Rayan from going berserk, you smacked the back of his head with the journal. Rayan staggered and then fell to the ground. Nice job! -"; next; break; case 2: - specialeffect EF_HIT4,AREA,"Rayan#moc_room2_2"; + specialeffect(EF_HIT4, AREA, getnpcid(0, "Rayan#moc_room2_2")); mes "- Wanting to stop Rayan from going berserk, you sucker punched him in the 'ole bread basket. Rayan staggered and then fell to the ground...! -"; next; break; case 3: - specialeffect EF_HIT1,AREA,"Rayan#moc_room2_2"; + specialeffect(EF_HIT1, AREA, getnpcid(0, "Rayan#moc_room2_2")); mes "- Wanting to stop Rayan from going berserk, you slapped his face with the journal. Rayan staggered and then fell onto the ground. Wah! -"; next; break; @@ -13121,13 +13117,13 @@ que_job01,144,54,3 script Rin#moc_room2_2 4_F_ACROSS,{ mes "[Rayan]"; mes "Ahh...."; mes "....? Isn't.. Isn't this?!...."; - specialeffect EF_POISON,AREA,"Rayan#moc_room2_2"; + specialeffect(EF_POISON, AREA, getnpcid(0, "Rayan#moc_room2_2")); next; mes "[Rin]"; mes "Wah! What's going on?"; mes "Why is it suddenly..?!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Is this a time-space phenomenon?!"; mes "Why..? There's no gap here..?"; next; @@ -13163,7 +13159,7 @@ que_job01,144,54,3 script Rin#moc_room2_2 4_F_ACROSS,{ mes "You're Rin, right?"; mes "This is the last time you'll ever see me."; mes "Haha... Muhahahahaha!!"; - specialeffect EF_ENTRY,AREA,"Rayan#moc_room2_2"; + specialeffect(EF_ENTRY, AREA, getnpcid(0, "Rayan#moc_room2_2")); donpcevent "Rayan#moc_room2_2::OnDisable"; next; cutin "moc2_rin03",2; @@ -13172,7 +13168,7 @@ que_job01,144,54,3 script Rin#moc_room2_2 4_F_ACROSS,{ mes "....Huh...?"; mes "What just happened?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "...I don't know..."; mes "...I think he's gone...?"; delitem Morocc_Tracing_Log,1; @@ -13186,14 +13182,14 @@ que_job01,144,54,3 script Rin#moc_room2_2 4_F_ACROSS,{ mes "What's up?"; mes "I'm kind of busy right now."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "..I've brought back the journal and something else.."; mes "..Er, sorry. I forgot to bring the journal! I'll be right back."; close2; } } else if (mao_morocc2 == 22) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What should we do now?"; mes "You know, that voice.. Do you think it was Satan Morocc...?"; next; @@ -13357,14 +13353,14 @@ hu_fild04,235,103,0 script Heap of Earth#mao2_01 CLEAR_NPC,4,4,{ mes "There are some broken branches to the side of a set of footprints that look like they're skidding backwards..."; mes "Somebody must have been fallen down on the ground, or..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I've been having a strange feeling around this area..."; mes "It feels like faint mana.. ?!... Yes, I can barely see an aura."; mes "...What is this?"; next; - switch(select("Ignore it.:Take a careful look.")) { + switch(select("Ignore it.", "Take a careful look.")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmm.. This place must be where Rin fought with Rayan's gang."; mes "I don't see anything that looks important."; close; @@ -13374,7 +13370,7 @@ hu_fild04,235,103,0 script Heap of Earth#mao2_01 CLEAR_NPC,4,4,{ next; mes "^4d4dffYou have found a 'Bloody Crystal of Darkness'.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I don't think I'll find anything else here..."; mes "I should go back now."; mes "I hope Rin will understand."; @@ -13394,7 +13390,6 @@ hu_fild04,235,103,0 script Heap of Earth#mao2_01 CLEAR_NPC,4,4,{ close; } -//OnTouch2: OnTouch: if (mao_morocc2 == 7) { specialeffect EF_LEVEL99_4; @@ -13506,18 +13501,18 @@ OnTouch: mes "you feel your body being pulled into the space gap."; mes "You remember Kidd's confused voice, screaming your name."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "By the way, where am I?"; mes "Argh.. My head hurts..."; mapannounce "que_dan01", "Female Voice: Checkmate! You can't run away any longer!",bc_map,"0x7b68ee"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes ".. ? Wh... What's going on?"; mes "I can't see things.. I'm getting dizzy..."; mes "What just happened?"; mapannounce "que_dan01", "Male Voice: *Giggle Giggle* If you thought I was alone, you're mistaken! Argh!",bc_map,"0xA8A8A8"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh? Are they fighting?"; mes "I can hear a crowd of people coming..."; mes "Argh! It's too dark to see...!"; @@ -13532,14 +13527,14 @@ OnTouch: next; soundeffect "wander_man_move.wav",1; sc_end SC_BLIND; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "... !!!!"; mes "Rin!!!!"; mes "Why? Why is Rin here? Wait, where am I?"; mes "Argh.. I can't move at all..."; next; - specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_1"; - specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_2"; + specialeffect(EF_BEGINSPELL2, AREA, getnpcid(0, "Dandelion Member#moc2_1")); + specialeffect(EF_BEGINSPELL2, AREA, getnpcid(0, "Dandelion Member#moc2_2")); emotion e_gasp,"Rin#moc2_bt_rin01"; emotion e_gasp,1; mes "[Rin]"; @@ -13548,8 +13543,8 @@ OnTouch: next; donpcevent "Rin#moc2_bt_rin01::OnDisable"; donpcevent "Rin#moc2_bt_rin02::OnEnable"; - specialeffect EF_ICECRASH,AREA,"Rin#moc2_bt_rin01"; - specialeffect EF_METEORSTORM,AREA,"Rin#moc2_bt_rin01"; + specialeffect(EF_ICECRASH, AREA, getnpcid(0, "Rin#moc2_bt_rin01")); + specialeffect(EF_METEORSTORM, AREA, getnpcid(0, "Rin#moc2_bt_rin01")); mes "[Rayan]"; mes "Hah, how impressive! You run like a rabbit!"; mes "I should have you killed you when I had the chance."; @@ -13566,26 +13561,26 @@ OnTouch: donpcevent "Dandelion Member#moc2_4::OnEnable"; donpcevent "Dandelion Member#moc2_5::OnEnable"; next; - specialeffect EF_FREEZED,AREA,"Rin#moc2_bt_rin02"; + specialeffect(EF_FREEZED, AREA, getnpcid(0, "Rin#moc2_bt_rin02")); emotion e_gasp; mapannounce "que_dan01", "Rin: When.. When did you...!?!",bc_map,"0x7b68ee"; mes "[Rayan]"; mes "I'm sorry that I have to do this."; mes "..."; mes "Kill her."; - specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_3"; - specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_4"; - specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_5"; + specialeffect(EF_BEGINSPELL2, AREA, getnpcid(0, "Dandelion Member#moc2_3")); + specialeffect(EF_BEGINSPELL2, AREA, getnpcid(0, "Dandelion Member#moc2_4")); + specialeffect(EF_BEGINSPELL2, AREA, getnpcid(0, "Dandelion Member#moc2_5")); next; mapannounce "que_dan01", "Rayan: Follow me as soon as you take care of her. Our next meeting place is the usual place. I'm leaving.",bc_map,"0xA8A8A8"; donpcevent "Rayan#moc2_bt_r01::OnDisable"; donpcevent "Dandelion Member#moc2_1::OnDisable"; donpcevent "Dandelion Member#moc2_2::OnDisable"; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Rin-!!!"; - specialeffect EF_LIGHTBOLT,AREA,"Rin#moc2_bt_rin02"; - specialeffect EF_FIREPILLARBOMB,AREA,"Rin#moc2_bt_rin02"; - specialeffect EF_METEORSTORM,AREA,"Rin#moc2_bt_rin02"; + specialeffect(EF_LIGHTBOLT, AREA, getnpcid(0, "Rin#moc2_bt_rin02")); + specialeffect(EF_FIREPILLARBOMB, AREA, getnpcid(0, "Rin#moc2_bt_rin02")); + specialeffect(EF_METEORSTORM, AREA, getnpcid(0, "Rin#moc2_bt_rin02")); donpcevent "Rin#moc2_bt_rin02::OnDisable"; next; mes "You feel helpless: you can do nothing but watch her slowly get overpowered.."; @@ -13611,7 +13606,7 @@ que_dan01,49,36,5 script Corpse#moc2_dead01 4_M_DSTMANDEAD,{ mes "You have found a laceration on the dead body;"; mes "he must have been killed by Rin."; next; - switch(select("Check his pockets.:Shake the corpse.")) { + switch(select("Check his pockets.", "Shake the corpse.")) { case 1: mes "It's creepy to touch a corpse, but you have decided to check his pockets for any clues."; next; @@ -13710,11 +13705,11 @@ OnTimer11000: OnInit: OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; } @@ -13731,7 +13726,6 @@ yuno_fild09,234,133,0 warp #moc2_fild09-que_dan02 1,1,que_dan02,13,10 que_dan02,13,6,0 warp #moc_que_dan02-fild09 1,1,yuno_fild09,234,129 que_dan02,21,37,0 script #moc2_b1_gate FAKE_NPC,1,1,{ -//OnTouch2: OnTouch: if (mao_morocc2 == 17) { mes "- You find a side door that leads to the basement."; @@ -13793,7 +13787,7 @@ OnTouch: mes "- You hear loud thuds and thumping in the midst of their yelling and screaming."; mes "It sounds like they're having a serious dispute.-"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "...Rayan? ...Morroc? ...Resurrect...?"; mes "I have no idea what they're talking about. Why are they fighting?"; next; @@ -13803,7 +13797,7 @@ OnTouch: mes "...Oh, right. I completely forgot about 'it.' It's time to take it back."; mes "What do you say? *Giggle Giggle*"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What the?! Does he know I'm here?!"; mes "I'd better run!"; next; @@ -13818,7 +13812,7 @@ OnTouch: mes "- The side to the basement is open."; mes "You can enter if you want. -"; next; - switch(select("Enter.:Do not enter.")) { + switch(select("Enter.", "Do not enter.")) { case 1: warp "que_dan02",91,11; end; @@ -13847,7 +13841,7 @@ que_dan02,115,53,3 script Man#moc2_crazyR01 4_M_DSTMAN,{ mes "He looks kind of.. He's insane, isn't he?"; cutin "mocseal_kid01",0; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Woah! Where did you come from?"; next; mes "[Mr. Kidd]"; @@ -13864,7 +13858,7 @@ que_dan02,115,53,3 script Man#moc2_crazyR01 4_M_DSTMAN,{ mes "Hehehe, I just followed the will of my master."; mes "Muhahahahaha!!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "No... No way!"; next; select("Rayan?!"); @@ -13912,7 +13906,7 @@ que_dan02,115,53,3 script Man#moc2_crazyR01 4_M_DSTMAN,{ mes "Are you his enemy?"; mes "DIE!"; close2; - percentheal -100,0; + unitkill getcharid(CHAR_ID_ACCOUNT); end; } cutin "mocseal_kid01",255; @@ -13973,7 +13967,7 @@ prontera,161,192,5 script Ash-Vacuum Warper 4_M_MOC_SOLDIER,{ mes "[Warp Soldier]"; mes "Do you want to go to Ash-Vacuum right now?"; next; - switch(select("Yes, please:Not yet")) { + switch(select("Yes, please", "Not yet")) { case 1: mes "[Warp Soldier]"; mes "Ok. I hope you"; diff --git a/npc/quests/quests_13_2.txt b/npc/quests/quests_13_2.txt index 5a7df3b27..e64e1c84a 100644 --- a/npc/quests/quests_13_2.txt +++ b/npc/quests/quests_13_2.txt @@ -65,9 +65,9 @@ spl_fild02,25,211,4 script Cat Hand Agent#spl 4_M_BOSSCAT,{ mes "Cat Trading's available services are as followed."; mes "For additional services, please consult Agent Gyaruk."; next; - switch(select("Save your location:Cancel")) { + switch(select("Save your location", "Cancel")) { case 1: - if (strnpcinfo(2) == "spl") savepoint "spl_fild02",32,225; + if (strnpcinfo(NPC_NAME_HIDDEN) == "spl") savepoint "spl_fild02",32,225; else savepoint "man_fild02",129,61; mes "[Cat Hand Agent]"; mes "Thank you."; @@ -85,9 +85,9 @@ spl_fild02,25,211,4 script Cat Hand Agent#spl 4_M_BOSSCAT,{ mes "Cat Trading's available services are as followed."; mes "For additional services, please consult Agent Gyaruk."; next; - switch(select("Save your location:Use Storage:Cancel")) { + switch(select("Save your location", "Use Storage", "Cancel")) { case 1: - if (strnpcinfo(2) == "spl") savepoint "spl_fild02",32,225; + if (strnpcinfo(NPC_NAME_HIDDEN) == "spl") savepoint "spl_fild02",32,225; else savepoint "man_fild02",129,61; mes "[Cat Hand Agent]"; mes "Thank you."; @@ -132,9 +132,9 @@ spl_fild02,25,211,4 script Cat Hand Agent#spl 4_M_BOSSCAT,{ mes "Cat Trading's available services are as followed."; mes "For additional services, please consult Agent Gyaruk."; next; - switch(select("Save your location:Use Storage:Use Cat Warp (Midgard):Cancel")) { + switch(select("Save your location", "Use Storage", "Use Cat Warp (Midgard)", "Cancel")) { case 1: - if (strnpcinfo(2) == "spl") savepoint "spl_fild02",32,225; + if (strnpcinfo(NPC_NAME_HIDDEN) == "spl") savepoint "spl_fild02",32,225; else savepoint "man_fild02",129,61; mes "[Cat Hand Agent]"; mes "Thank you."; @@ -174,20 +174,20 @@ spl_fild02,25,211,4 script Cat Hand Agent#spl 4_M_BOSSCAT,{ mes "With " + ep13_yong1 + " credit points, we offer the following warp services. Please remember, you can't come back easily once you move to Midgard."; next; if ((ep13_yong1 > 39) && (ep13_yong1 < 50)) { - switch(select("Prontera -> 5500z:Cancel")) { + switch(select("Prontera -> 5500z", "Cancel")) { case 1: Catwarp(5500,2); case 2: close; } } else if ((ep13_yong1 > 49) && (ep13_yong1 < 60)) { - switch(select("Alberta -> 5500z:Prontera -> 5500z:Cancel")) { + switch(select("Alberta -> 5500z", "Prontera -> 5500z", "Cancel")) { case 1: Catwarp(5500,1); case 2: Catwarp(5500,2); case 3: close; } } else if ((ep13_yong1 > 59) && (ep13_yong1 < 70)) { - switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Cancel")) { + switch(select("Alberta -> 5025z", "Prontera -> 5025z", "Izlude -> 5025z", "Cancel")) { case 1: Catwarp(5025,1); case 2: Catwarp(5025,2); case 3: Catwarp(5025,3); @@ -195,7 +195,7 @@ spl_fild02,25,211,4 script Cat Hand Agent#spl 4_M_BOSSCAT,{ } } else if ((ep13_yong1 > 69) && (ep13_yong1 < 80)) { - switch(select("Alberta -> 5025z:Prontera -> 5025z:Izlude -> 5025z:Geffen -> 5025z:Cancel")) { + switch(select("Alberta -> 5025z", "Prontera -> 5025z", "Izlude -> 5025z", "Geffen -> 5025z", "Cancel")) { case 1: Catwarp(5025,1); case 2: Catwarp(5025,2); case 3: Catwarp(5025,3); @@ -204,7 +204,7 @@ spl_fild02,25,211,4 script Cat Hand Agent#spl 4_M_BOSSCAT,{ } } else if ((ep13_yong1 > 79) && (ep13_yong1 < 90)) { - switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Cancel")) { + switch(select("Alberta -> 4765z", "Prontera -> 4765z", "Izlude -> 4765z", "Geffen -> 4765z", "Payon -> 4765z", "Cancel")) { case 1: Catwarp(4765,1); case 2: Catwarp(4765,2); case 3: Catwarp(4765,3); @@ -214,7 +214,7 @@ spl_fild02,25,211,4 script Cat Hand Agent#spl 4_M_BOSSCAT,{ } } else if ((ep13_yong1 > 89) && (ep13_yong1 < 100)) { - switch(select("Alberta -> 4765z:Prontera -> 4765z:Izlude -> 4765z:Geffen -> 4765z:Payon -> 4765z:Morroc -> 4765z:Cancel")) { + switch(select("Alberta -> 4765z", "Prontera -> 4765z", "Izlude -> 4765z", "Geffen -> 4765z", "Payon -> 4765z", "Morroc -> 4765z", "Cancel")) { case 1: Catwarp(4765,1); case 2: Catwarp(4765,2); case 3: Catwarp(4765,3); @@ -225,7 +225,7 @@ spl_fild02,25,211,4 script Cat Hand Agent#spl 4_M_BOSSCAT,{ } } else if (ep13_yong1 > 99) { - switch(select("Alberta -> 4590z:Prontera -> 4590z:Izlude -> 4590z:Geffen -> 4590z:Payon -> 4590z:Morroc -> 4590z:Al De Baran -> 4590z:Cancel")) { + switch(select("Alberta -> 4590z", "Prontera -> 4590z", "Izlude -> 4590z", "Geffen -> 4590z", "Payon -> 4590z", "Morroc -> 4590z", "Al De Baran -> 4590z", "Cancel")) { case 1: Catwarp(4590,1); case 2: Catwarp(4590,2); case 3: Catwarp(4590,3); @@ -253,9 +253,9 @@ spl_fild02,25,211,4 script Cat Hand Agent#spl 4_M_BOSSCAT,{ mes "Cat Trading's available services are as followed."; mes "For additional services, please consult Agent Gyaruk."; next; - switch(select("Save your location:Use Storage:Use Cat Warp (Midgard):Use Cat Warp (Jottunheim):Cancel")) { + switch(select("Save your location", "Use Storage", "Use Cat Warp (Midgard)", "Use Cat Warp (Jottunheim)", "Cancel")) { case 1: - if (strnpcinfo(2) == "spl") savepoint "spl_fild02",32,225; + if (strnpcinfo(NPC_NAME_HIDDEN) == "spl") savepoint "spl_fild02",32,225; else savepoint "man_fild02",129,61; mes "[Cat Hand Agent]"; mes "Thank you."; @@ -295,7 +295,7 @@ spl_fild02,25,211,4 script Cat Hand Agent#spl 4_M_BOSSCAT,{ mes "With " + ep13_yong1 + " credit points, we offer the following warp services. Please remember, you can't come back easily once you move to Midgard."; next; if ((ep13_yong1 > 99) && (ep13_yong1 < 200)) { - switch(select("Alberta -> 4590z:Prontera -> 4590z:Izlude -> 4590z:Geffen -> 4590z:Payon -> 4590z:Morroc -> 4590z:Al De Baran -> 4590z:Cancel")) { + switch(select("Alberta -> 4590z", "Prontera -> 4590z", "Izlude -> 4590z", "Geffen -> 4590z", "Payon -> 4590z", "Morroc -> 4590z", "Al De Baran -> 4590z", "Cancel")) { case 1: Catwarp(4590,1); case 2: Catwarp(4590,2); case 3: Catwarp(4590,3); @@ -307,7 +307,7 @@ spl_fild02,25,211,4 script Cat Hand Agent#spl 4_M_BOSSCAT,{ } } else if ((ep13_yong1 > 199) && (ep13_yong1 < 250)) { - switch(select("Alberta -> 4170z:Prontera -> 4170z:Izlude -> 4170z:Geffen -> 4170z:Payon -> 4170z:Morroc -> 4170z:Al De Baran -> 4170z:Juno -> 4170z:Cancel")) { + switch(select("Alberta -> 4170z", "Prontera -> 4170z", "Izlude -> 4170z", "Geffen -> 4170z", "Payon -> 4170z", "Morroc -> 4170z", "Al De Baran -> 4170z", "Juno -> 4170z", "Cancel")) { case 1: Catwarp(4170,1); case 2: Catwarp(4170,2); case 3: Catwarp(4170,3); @@ -321,7 +321,7 @@ spl_fild02,25,211,4 script Cat Hand Agent#spl 4_M_BOSSCAT,{ close; } else if ((ep13_yong1 > 249) && (ep13_yong1 < 300)) { - switch(select("Alberta -> 4025z:Prontera -> 4025z:Izlude -> 4025z:Geffen -> 4025z:Payon -> 4025z:Morroc -> 4025z:Al De Baran -> 4025z:Juno -> 4025z:Einbroch -> 4025z:Cancel")) { + switch(select("Alberta -> 4025z", "Prontera -> 4025z", "Izlude -> 4025z", "Geffen -> 4025z", "Payon -> 4025z", "Morroc -> 4025z", "Al De Baran -> 4025z", "Juno -> 4025z", "Einbroch -> 4025z", "Cancel")) { case 1: Catwarp(4025,1); case 2: Catwarp(4025,2); case 3: Catwarp(4025,3); @@ -336,7 +336,7 @@ spl_fild02,25,211,4 script Cat Hand Agent#spl 4_M_BOSSCAT,{ close; } else if (ep13_yong1 > 299) { - switch(select("Alberta -> 3970z:Prontera -> 3970z:Izlude -> 3970z:Geffen -> 3970z:Payon -> 3970z:Morroc -> 3970z:Al De Baran -> 3970z:Juno -> 3970z:Einbroch -> 3970z:Lighthalzen -> 3970z:Cancel")) { + switch(select("Alberta -> 3970z", "Prontera -> 3970z", "Izlude -> 3970z", "Geffen -> 3970z", "Payon -> 3970z", "Morroc -> 3970z", "Al De Baran -> 3970z", "Juno -> 3970z", "Einbroch -> 3970z", "Lighthalzen -> 3970z", "Cancel")) { case 1: Catwarp(3970,1); case 2: Catwarp(3970,2); case 3: Catwarp(3970,3); @@ -358,7 +358,7 @@ spl_fild02,25,211,4 script Cat Hand Agent#spl 4_M_BOSSCAT,{ close; } case 4: - if (strnpcinfo(2) == "spl") switch(select("Alliance Forces Post -> 5500z:Manuk Camp -> 7500z:Cancel")) { + if (strnpcinfo(NPC_NAME_HIDDEN) == "spl") switch(select("Alliance Forces Post -> 5500z", "Manuk Camp -> 7500z", "Cancel")) { case 1: Catwarp(5500,13); case 2: Catwarp(5500,12); case 3: @@ -366,7 +366,7 @@ spl_fild02,25,211,4 script Cat Hand Agent#spl 4_M_BOSSCAT,{ mes "Thank you for using our service."; close; } - else switch(select("Alliance Forces Post -> 5500z:Splendide Camp -> 7500z:Cancel")) { + else switch(select("Alliance Forces Post -> 5500z", "Splendide Camp -> 7500z", "Cancel")) { case 1: Catwarp(5500,13); case 2: Catwarp(5500,11); case 3: @@ -415,7 +415,7 @@ man_fild02,132,47,4 duplicate(Cat Hand Agent#spl) Cat Hand Agent#man 4_M_BOSSCAT - script Mysterious Rock#30::manukrock2 FAKE_NPC,{ if (countitem(Unidentified_Mineral) < 3 && !questprogress(12062,PLAYTIME)) { - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); progressbar "ffff00",10; .@rhea_ran = rand(1,20); if (.@rhea_ran < 13) getitem Stone,1; @@ -426,7 +426,7 @@ man_fild02,132,47,4 duplicate(Cat Hand Agent#spl) Cat Hand Agent#man 4_M_BOSSCAT else if (.@rhea_ran == 17) getitem Manuk_Coin,1; else getitem Unidentified_Mineral,1; initnpctimer; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } else { @@ -437,7 +437,7 @@ man_fild02,132,47,4 duplicate(Cat Hand Agent#spl) Cat Hand Agent#man 4_M_BOSSCAT end; OnTimer120000: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); stopnpctimer; end; } @@ -455,10 +455,10 @@ man_fild02,241,227,0 duplicate(manukrock2) Mysterious Rock#40 CLEAR_NPC spl_fild03,226,151,0 script School of Fish#5::FishingHole_spl3 CLEAR_NPC,{ if (!questprogress(12060,PLAYTIME) && countitem(Piece_Of_Fish) < 20) { - specialeffect2 EF_BUBBLE; - specialeffect2 EF_INVENOM; + specialeffect(EF_BUBBLE, AREA, playerattached()); + specialeffect(EF_INVENOM, AREA, playerattached()); .@fcast = 15; - if (isequipped(2550)) //Fisher's_Muffler + if (isequipped(2550)) //Fishers_Muffler .@fcast -= 2; if (isequipped(2443)) //Fish_Shoes .@fcast -= 2; @@ -475,8 +475,8 @@ spl_fild03,226,151,0 script School of Fish#5::FishingHole_spl3 CLEAR_NPC,{ if (rand(1,20) == 2) { getitem Rough_File,1; ep13_1_rhea = 14; - specialeffect2 EF_BUBBLE; - mapannounce strcharinfo(3),strcharinfo(0) + " has caught a Loose File.",bc_map,"0xff77ff"; + specialeffect(EF_BUBBLE, AREA, playerattached()); + mapannounce strcharinfo(PC_MAP),strcharinfo(PC_NAME) + " has caught a Loose File.",bc_map,"0xff77ff"; } } .@rhea_ran = rand(1,70); @@ -498,17 +498,17 @@ spl_fild03,226,151,0 script School of Fish#5::FishingHole_spl3 CLEAR_NPC,{ .@rhea_ran5 = rand(1,200); if (.@rhea_ran5 == 3) { getitem Gift_Box,1; - mapannounce strcharinfo(3),strcharinfo(0) + " has caught a Gift Box.",bc_map,"0x00ffff"; + mapannounce strcharinfo(PC_MAP),strcharinfo(PC_NAME) + " has caught a Gift Box.",bc_map,"0x00ffff"; } .@rhea_ran3 = rand(1,500); if (.@rhea_ran3 == 3) { getitem Old_Blue_Box,1; - mapannounce strcharinfo(3),strcharinfo(0) + " has caught an Old Blue Box.",bc_map,"0x00ffff"; + mapannounce strcharinfo(PC_MAP),strcharinfo(PC_NAME) + " has caught an Old Blue Box.",bc_map,"0x00ffff"; } .@rhea_ran4 = rand(1,3000); if (.@rhea_ran4 == 3) { getitem Old_Violet_Box,1; - mapannounce strcharinfo(3),strcharinfo(0) + " has caught an Old Purple Box.",bc_map,"0x44ff44"; + mapannounce strcharinfo(PC_MAP),strcharinfo(PC_NAME) + " has caught an Old Purple Box.",bc_map,"0x44ff44"; } } else { @@ -550,7 +550,7 @@ spl_in01,32,306,3 script Splendide Guard#ep13md01 4_M_FAIRYSOLDIER,2,2,{ mes "My name is Arc."; mes "By the way, hmm... Can you understand what I'm saying?"; next; - switch(select("Yes.:Shake my head")) { + switch(select("Yes.", "Shake my head")) { case 1: mes "[Arc]"; mes "What? Did you just say 'Yes'?"; @@ -587,16 +587,16 @@ spl_in01,32,306,3 script Splendide Guard#ep13md01 4_M_FAIRYSOLDIER,2,2,{ mes "No, never mind..."; mes "What is your name?"; next; - select("" + strcharinfo(0) + ""); + select("" + strcharinfo(PC_NAME) + ""); mes "[Arc]"; - mes "Ah, right. " + strcharinfo(0) +"!"; + mes "Ah, right. " + strcharinfo(PC_NAME) +"!"; mes "That's a strange pronunciation."; mes "I might mispronunce it, so please understand..."; next; mes "[Arc]"; mes "Anyways, I have a favor to ask you. Is it okay?"; next; - switch(select("What favor?:Not now.")) { + switch(select("What favor?", "Not now.")) { case 1: mes "[Arc]"; mes "Um...Ah..It's..."; @@ -627,7 +627,7 @@ spl_in01,32,306,3 script Splendide Guard#ep13md01 4_M_FAIRYSOLDIER,2,2,{ mes "[Arc]"; mes "The Manuk giants might misunderstand this as provoking them...Couldn't they?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "So...the point is, you want me to look for your friend. Right?"; mes "Because you can't do it yourself from all these complicated situations?"; next; @@ -635,9 +635,9 @@ spl_in01,32,306,3 script Splendide Guard#ep13md01 4_M_FAIRYSOLDIER,2,2,{ mes "Exactly!"; mes "You're quite observant."; next; - switch(select("Sure, I will do it.:Sorry, can't help you.")) { + switch(select("Sure, I will do it.", "Sorry, can't help you.")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "But, I'm going to need more information if I'm going to look for her."; next; mes "[Arc]"; @@ -656,7 +656,7 @@ spl_in01,32,306,3 script Splendide Guard#ep13md01 4_M_FAIRYSOLDIER,2,2,{ mes "Ah, and please keep this a secret from the other Laphines."; next; mes "[Arc]"; - mes "Remember " + strcharinfo(0) + "... you must keep this to yourself..."; + mes "Remember " + strcharinfo(PC_NAME) + "... you must keep this to yourself..."; mes "Please, find her."; ep13_mdrama = 2; setquest 7056; @@ -681,7 +681,7 @@ spl_in01,32,306,3 script Splendide Guard#ep13md01 4_M_FAIRYSOLDIER,2,2,{ mes "Keep that in mind when searching for her. And don't tell any other Laphine's about her missing."; next; mes "[Arc]"; - mes "You " + strcharinfo(0) + " are the only one I could ask for help..."; + mes "You " + strcharinfo(PC_NAME) + " are the only one I could ask for help..."; mes "Do me this favor please."; close; } @@ -723,7 +723,7 @@ spl_in01,32,306,3 script Splendide Guard#ep13md01 4_M_FAIRYSOLDIER,2,2,{ mes "It happened all of a sudden."; next; mes "[Arc]"; - mes "" + strcharinfo(0) + "!"; + mes "" + strcharinfo(PC_NAME) + "!"; mes "What shoud I do now?"; mes "What do I have to do?"; mes "Terra left again and she was hurt..."; @@ -771,12 +771,12 @@ spl_in01,32,306,3 script Splendide Guard#ep13md01 4_M_FAIRYSOLDIER,2,2,{ mes "...No...."; mes "Shit, then what should I do!!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I will go. I'm the one who knows exactly where that cave is."; mes "I will go and bring her back."; mes "If Terra headed for that cave, I should be able to find her."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's hear rest of the story from Terra."; mes "It is important for you to guard this place, isn't it?"; mes "If Terra really took the Bradium without any permission..."; @@ -800,18 +800,18 @@ spl_in01,32,306,3 script Splendide Guard#ep13md01 4_M_FAIRYSOLDIER,2,2,{ mes "What? A wounded Laphine in the Sapha's village?"; mes "Was it Terra?! Was she captured by those Sapha bastards?!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Calm down. I couldn't check out exactly who the captured Laphine was."; mes "And they seem to have no intention of harming the Laphine."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Also, they were looking for something that can cure a wounded Laphine..."; mes "If we bring some medicine to them, we might have a chance to see who the Laphine is."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I understand how anxious you feel.. but that is the only way I can think of finding out who it is."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I will take some things to treat the wounds with me and if it turns out that the captured Laphine is Terra, I will bring her back."; next; mes "[Arc]"; @@ -867,7 +867,7 @@ spl_in01,32,306,3 script Splendide Guard#ep13md01 4_M_FAIRYSOLDIER,2,2,{ } else if (ep13_mdrama == 25) { mes "[Arc]"; - mes "" + strcharinfo(0) + "!!"; + mes "" + strcharinfo(PC_NAME) + "!!"; mes "Terra's back!!!"; mes "She is back in one piece!"; mes "...She hasn't been saying a single word since her return, I told her to rest in Yai..."; @@ -1058,7 +1058,7 @@ OnTouch: next; mes "A cold breeze is blowing out from deep inside the tree."; next; - switch(select("Follow the trace.:Looks dangerous... head back.")) { + switch(select("Follow the trace.", "Looks dangerous... head back.")) { case 1: mes "You take a one step forward carefully through the muddy roots and slip."; ep13_mdrama = 6; @@ -1075,7 +1075,7 @@ OnTouch: else if (ep13_mdrama > 5) { mes "Between huge roots, there is a hole leads to the underground cave."; next; - switch(select("Go inside.:I'm not going in there.")) { + switch(select("Go inside.", "I'm not going in there.")) { case 1: mes "Again, you slip through the muddy roots."; close2; @@ -1108,41 +1108,41 @@ nyd_dun01,58,223,0 script Petrified Sapha#ep13md03 CLEAR_NPC,{ next; mes "Looking up I see the roots of the tree and stems digging up a mud-plastered wall, so the sunlight could shine through....2.j...There is a statue of Giant on the ground."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "A statue in a place like this..."; mes "Interesting."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hm, This resembles... that giant tribe in Manuk..."; mes "Huh? It's wearing a muffler..."; mes "...It can't be!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "It has a lot of scars on it... as if it had been in a severe fight..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "And it appears like it's holding something in its arms..."; mes "Just what happened here?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I can't imagine what happened here, but I don't see Terra's marks anymore..."; mes "and this cave looks unsafe... I'd better go back to Arc for now."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Could it be... Terra was fighting this Giant?"; ep13_mdrama = 7; changequest 7057,7058; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Anyways... How do I get out of here?"; mes "That hole I came in is too slippery to climb back out..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Light is coming in from the ceiling above... Maybe I should just climb a stem around here..."; close; } else if ((ep13_mdrama == 7) || (ep13_mdrama == 8)) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I'm done with this place."; mes "I should go back to Arc..."; mes "Let's find an exit."; @@ -1152,12 +1152,12 @@ nyd_dun01,58,223,0 script Petrified Sapha#ep13md03 CLEAR_NPC,{ mes "I came back here, but there's no trace of Terra..."; mes "There's only one thing different from the last time..Small particles of an ore are sprinkled around the Sapha's dead body."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "So...Terra was here....."; mes "Powdered Bradium..."; mes "What was she trying to do with this Sapha?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I can't just go back to Arc without anything... he'd be so disappointed..."; mes "Hmm, Should I go to the Sapha's village?"; ep13_mdrama = 10; @@ -1165,11 +1165,11 @@ nyd_dun01,58,223,0 script Petrified Sapha#ep13md03 CLEAR_NPC,{ close; } else if (ep13_mdrama == 10) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I can't find any traces of Terra anymore."; mes "One thing that bugs me is...These particles of an ore."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I should go back to Arc and ask about it, or go to Sapha's Village and investigate some more."; close; } @@ -1182,7 +1182,7 @@ nyd_dun01,58,223,0 script Petrified Sapha#ep13md03 CLEAR_NPC,{ mes "I need to bring back some evidence of this giant in the cave."; mes "What should I bring with me?"; next; - switch(select("Hair:Muffler:Pants:Fragment of Bradium")) { + switch(select("Hair", "Muffler", "Pants", "Fragment of Bradium")) { case 1: mes "It won't come off. It's as if it is a tree rooted on a rock."; close; @@ -1192,7 +1192,7 @@ nyd_dun01,58,223,0 script Petrified Sapha#ep13md03 CLEAR_NPC,{ next; mes "And...what else should I take?"; next; - switch(select("Hair:Pants:Fragment of Bradium")) { + switch(select("Hair", "Pants", "Fragment of Bradium")) { case 1: mes "It won't come off. It's as if it is a tree rooted on a rock."; close; @@ -1216,7 +1216,7 @@ nyd_dun01,58,223,0 script Petrified Sapha#ep13md03 CLEAR_NPC,{ mes "This will prove Terra's effort..."; mes "And what else?"; next; - switch(select("Hair:Muffler:Pants")) { + switch(select("Hair", "Muffler", "Pants")) { case 1: mes "It won't come off. It's as if it is a tree rooted on a rock."; close; @@ -1261,7 +1261,7 @@ nyd_dun01,58,223,0 script Petrified Sapha#ep13md03 CLEAR_NPC,{ mes "He did his best 'til the last..."; next; mes "[Snorren]"; - mes "Look at this, " + strcharinfo(0) + "..."; + mes "Look at this, " + strcharinfo(PC_NAME) + "..."; mes "His petrifyied body..."; mes "protected Terra...like this."; next; @@ -1276,7 +1276,7 @@ nyd_dun01,58,223,0 script Petrified Sapha#ep13md03 CLEAR_NPC,{ next; mes "- All I could do was to keep tapping his shoulder... as he quietly sobbed... -"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's.. go back..."; mes "Ogen wouldn't want you to be so sad and depressed."; next; @@ -1297,7 +1297,7 @@ nyd_dun01,58,223,0 script Petrified Sapha#ep13md03 CLEAR_NPC,{ close; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Whoa, I almost forgot the ring."; close; } @@ -1337,7 +1337,7 @@ OnTouch: mes "It's the trunk of a Tree stretched out toward a hole in the ceiling."; mes "Big thorns can be used as footholds."; next; - switch(select("Climb up.:Never mind.")) { + switch(select("Climb up.", "Never mind.")) { case 1: warp "spl_fild01",376,65; end; @@ -1366,13 +1366,13 @@ manuk,278,177,5 script Villager#ep13_11 4_MAN_PIOM,{ mes "That Fairy came here by her own accord."; mes "How impudent. She was horribly wounded when she got here."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(Hmm? a Fairy? Wounded?"; mes "Are they talking about Terra..?!)"; next; - switch(select("Break into their conversation.:Keep quiet and listen.")) { + switch(select("Break into their conversation.", "Keep quiet and listen.")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Excuse me for interrupting your conversation."; mes "You were talking about a Fairy, would you be kind to tell me the details?"; next; @@ -1464,13 +1464,13 @@ manuk,281,177,3 script Villager#ep13_12 4_MAN_BENKUNI,{ mes "That Fairy came here by her own accord."; mes "How impudent. She was horribly wounded when she got here."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(Hmm? a Fairy? Wounded?"; mes "Are they talking about Terra..?!)"; next; - switch(select("Break into their conversation.:Keep quiet and listen.")) { + switch(select("Break into their conversation.", "Keep quiet and listen.")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Excuse me for interrupting your conversation."; mes "You were talking about a Fairy, would you be kind to tell me the details?"; next; @@ -1567,7 +1567,7 @@ man_in01,175,59,5 script Snorren#ep13_13 4_MAN_PIOM,{ mes "Who are you?!"; mes "How could an outsider be here...?"; next; - switch(select("About the Captured Fairy.:What is this place?")) { + switch(select("About the Captured Fairy.", "What is this place?")) { case 1: mes "[Snorren]"; mes "How does an outsider like you know that?"; @@ -1592,7 +1592,7 @@ man_in01,175,59,5 script Snorren#ep13_13 4_MAN_PIOM,{ mes "Frankly, I want to have a word with that Fairy."; mes "But I don't understand their language."; next; - switch(select("Why do you want to talk to her?:Do you need an interpreter?")) { + switch(select("Why do you want to talk to her?", "Do you need an interpreter?")) { case 1: break; case 2: @@ -1627,7 +1627,7 @@ man_in01,175,59,5 script Snorren#ep13_13 4_MAN_PIOM,{ mes "They just try to make accesories out of the ore which is our source of life."; mes "They collect anything that possesses magical power."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "You should calm down a bit... Tell me about that captured Laphine."; next; mes "[Snorren]"; @@ -1642,9 +1642,9 @@ man_in01,175,59,5 script Snorren#ep13_13 4_MAN_PIOM,{ mes "That fairy attacked Ogen as he was trying to peek on your camp."; mes "And she was drawn by Ogen's bradium and came all the way here to find more bradium!"; next; - switch(select("That could be right...:I don't see it that way...")) { + switch(select("That could be right...", "I don't see it that way...")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "But does that Ore called bradium really possess an overwhelming magical power?"; mes "It didn't seem like that..."; next; @@ -1652,7 +1652,7 @@ man_in01,175,59,5 script Snorren#ep13_13 4_MAN_PIOM,{ mes "Really? But, we Sapha can't live without bradium."; mes "This war with the Laphine... is to protect the bradium from them..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I see..."; mes "Your people and their people are fighting over the bradium..."; next; @@ -1662,13 +1662,13 @@ man_in01,175,59,5 script Snorren#ep13_13 4_MAN_PIOM,{ mes "Is... Is that so?"; mes "Then how do you see this situation?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "It just occurred to me..."; mes "It's like some kind of forbidden area..."; next; break; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Anyhow, You are going to ask that fairy about Ogen, right?"; mes "If that's the case, I could interpret between you two..."; next; @@ -1724,7 +1724,7 @@ man_in01,175,59,5 script Snorren#ep13_13 4_MAN_PIOM,{ mes "[Snorren]"; mes "Do you have anything on your mind?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "She's a Laphine, right? Then we should ask a Laphine about it..."; mes "Like what we need to treat her..."; mes "I can take care of it."; @@ -1734,7 +1734,7 @@ man_in01,175,59,5 script Snorren#ep13_13 4_MAN_PIOM,{ mes "Then hurry up and bring something back..."; mes "We will wait."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(I think I have no choice but to go back and ask Arc....)"; ep13_mdrama = 13; changequest 7061,7062; @@ -1764,14 +1764,14 @@ man_in01,175,59,5 script Snorren#ep13_13 4_MAN_PIOM,{ close; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmm...this won't be enough...."; mes "I would need at least 6~7 of these..."; next; mes "[Snorren]"; mes "Is something wrong?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh? Ah, I think we would need more than what I've brought here... I'll be back."; close; } @@ -1903,7 +1903,7 @@ man_in01,22,126,3 script Captured Laphine#ep13md 4_F_FAIRYKID6,{ next; mes "[Luik]"; mes "Finally she's coming to."; - mes "Ok, "+ strcharinfo(0) + ", it's up to you now."; + mes "Ok, "+ strcharinfo(PC_NAME) + ", it's up to you now."; mes "And you better not fake any of the words she's saying."; next; mes "- I nod to Luik and began talking to the Laphine. -"; @@ -1918,7 +1918,7 @@ man_in01,22,126,3 script Captured Laphine#ep13md 4_F_FAIRYKID6,{ mes "[Wounded Laphine]"; mes "If I don't go back to him quickly, he... he is going to die!!"; next; - switch(select("Who is HE?:Is your name Terra?")) { + switch(select("Who is HE?", "Is your name Terra?")) { case 1: mes "[Wounded Laphine]"; mes "A giant... a giant in a cave..."; @@ -1940,11 +1940,11 @@ man_in01,22,126,3 script Captured Laphine#ep13md 4_F_FAIRYKID6,{ mes "How...How do you know my name?"; mes "Who are you?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Arc asked me to find you. So I came here."; mes "By the way.. You were saying about a giant, do you mean a Sapha?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "The Sapha in the cave..."; mes "His body was already petrified when I got there."; next; @@ -1968,7 +1968,7 @@ man_in01,22,126,3 script Captured Laphine#ep13md 4_F_FAIRYKID6,{ mes "How...How do you know my name?"; mes "Who are you?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I came looking for you on behalf of Arc."; mes "Just how did you end up here?"; next; @@ -1991,7 +1991,7 @@ man_in01,22,126,3 script Captured Laphine#ep13md 4_F_FAIRYKID6,{ mes "Give me some bradium. Hurry!"; mes "I can't be late!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "The Sapha in the cave..."; mes "His body was already petrified when I got there."; next; @@ -2071,10 +2071,10 @@ man_in01,17,128,5 script Snorren#ep13md_15 4_MAN_PIOM,{ mes "[Snorren]"; mes "Uh.. and your name was..?"; next; - select("" + strcharinfo(0) + ""); + select("" + strcharinfo(PC_NAME) + ""); mes "[Snorren]"; mes "Yeah, Right."; - mes "" + strcharinfo(0) + ", you should try talking to that Laphine..."; + mes "" + strcharinfo(PC_NAME) + ", you should try talking to that Laphine..."; mes "Let's hear her story."; ep13_mdrama = 19; changequest 7064,7065; @@ -2134,7 +2134,7 @@ man_in01,17,128,5 script Snorren#ep13md_15 4_MAN_PIOM,{ mes "Save him."; next; mes "[Luik]"; - mes "" + strcharinfo(0) + "...eh?..."; + mes "" + strcharinfo(PC_NAME) + "...eh?..."; mes "Please look after Snorren...and Ogen."; mes "This Laphine, I mean Terra..."; mes "She truly wanted to save Ogen..."; @@ -2213,7 +2213,7 @@ man_in01,19,126,3 script Luik#ep13md16 4_MAN_GALTUN,{ mes "Wait..."; mes "Why would a Laphine give a bradium to our ally?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "They fought in the cave and your friend got hurt and began to petrify."; mes "So she came here to get a bradium to try to save his life..."; next; @@ -2250,16 +2250,16 @@ man_in01,19,126,3 script Luik#ep13md16 4_MAN_GALTUN,{ mes "[Luik]"; mes "And talking about some cave that doesn't even exist."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "That cave really exists, I swear!"; mes "I.. yeah. I saw a petrified Sapha in that cave."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I will bring back something that will make you believe."; mes "I'm not sure if that Sapha is this Ogen you are looking for..."; mes "But I'll come back..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Don't you dare...try to do any harm to Terra."; ep13_mdrama = 21; changequest 7065,7066; @@ -2304,7 +2304,7 @@ man_in01,19,126,3 script Luik#ep13md16 4_MAN_GALTUN,{ mes "Save him."; next; mes "[Luik]"; - mes "" + strcharinfo(0) + "...eh?..."; + mes "" + strcharinfo(PC_NAME) + "...eh?..."; mes "Please look after Snorren...and Ogen."; mes "This Laphine, I mean Terra..."; mes "She truly wanted to save Ogen..."; @@ -2382,7 +2382,7 @@ spl_in02,236,92,5 script Arc#ep13md_l02 4_M_FAIRYSOLDIER,{ mes "[Arc]"; mes "Ah, finally. I've been speaking with Terra while we waited for you."; mes "Terra. This is who saved you..."; - mes "You should thank "+((Sex)?"him.":"her."); + mes "You should thank "+ (Sex == SEX_MALE ? "him." : "her."); next; mes "[Terra]"; mes "Thank you..."; @@ -2412,7 +2412,7 @@ spl_in02,236,92,5 script Arc#ep13md_l02 4_M_FAIRYSOLDIER,{ mes "........."; next; select("So that's what happened."); - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "You were outnumbered and at the last moment Ogen sacrificed himself to protect you."; next; mes "[Terra]"; @@ -2444,7 +2444,7 @@ spl_in02,236,92,5 script Arc#ep13md_l02 4_M_FAIRYSOLDIER,{ mes "[Arc]"; mes "Get some rest."; mes "I will put in a good word to the superiors..."; - mes "And " + strcharinfo(0) + "..."; + mes "And " + strcharinfo(PC_NAME) + "..."; mes "Thank you."; next; mes "[Arc]"; @@ -2463,7 +2463,7 @@ spl_in02,236,92,5 script Arc#ep13md_l02 4_M_FAIRYSOLDIER,{ close; } else if (ep13_mdrama == 27) { - if (strnpcinfo(1) == "Arc") { + if (strnpcinfo(NPC_NAME_VISIBLE) == "Arc") { mes "[Arc]"; mes "Terra. Get some rest..."; mes "Rest easy..."; @@ -2475,18 +2475,18 @@ spl_in02,236,92,5 script Arc#ep13md_l02 4_M_FAIRYSOLDIER,{ mes "I'm sorry... And. You..."; } next; - mes "["+strnpcinfo(1)+"]"; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "Originally... we Laphine were extremely reluctant to have others in our area."; - mes strcharinfo(0) + ", you will be a special exception."; + mes strcharinfo(PC_NAME) + ", you will be a special exception."; next; - mes "["+strnpcinfo(1)+"]"; - if (strnpcinfo(1) == "Arc") mes "That's what Terra wants too."; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; + if (strnpcinfo(NPC_NAME_VISIBLE) == "Arc") mes "That's what Terra wants too."; mes "It might be cramped, but you are always welcome to visit us."; ep13_mdrama = 28; close; } else if (ep13_mdrama > 27) { - if (strnpcinfo(1) == "Arc") { + if (strnpcinfo(NPC_NAME_VISIBLE) == "Arc") { mes "[Arc]"; mes "How are you adapting to Splendide?"; mes "Terra's still not fully recovered yet, so keep that in mind."; @@ -2500,7 +2500,7 @@ spl_in02,236,92,5 script Arc#ep13md_l02 4_M_FAIRYSOLDIER,{ } else { // custom translation - if (strnpcinfo(1) == "Arc") { + if (strnpcinfo(NPC_NAME_VISIBLE) == "Arc") { mes "[Arc]"; mes "The back of the right ... "; mes "......"; @@ -2514,7 +2514,7 @@ spl_in02,236,92,5 script Arc#ep13md_l02 4_M_FAIRYSOLDIER,{ } } else { - if (strnpcinfo(1) == "Arc") { + if (strnpcinfo(NPC_NAME_VISIBLE) == "Arc") { mes "[Arc]"; mes "HirWosWeh. Yee DiebVilFar U manTalVil."; mes "LarsNeiser...??"; @@ -2661,7 +2661,7 @@ spl_fild01,329,29,0 script ???#ep13mdf03 CLEAR_NPC,{ getitem Fruit_Of_Mastela,1; changequest 7063,7064; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Arc gave me three Yggdrasilberries and..."; mes "I've found... three. Six of them should be enough."; mes "Let's go back to Snorren."; @@ -2725,13 +2725,13 @@ manuk,252,116,3 script Manuk Galtun#ep13_2day 4_MAN_GALTUN,{ mes "[Strom]"; mes "Your language seems gentle, but it seems like you are here to create more tension."; next; - switch(select("Keep the peace.:...")) { + switch(select("Keep the peace.", "...")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Yes, we humans are smaller than you... but..."; mes "we have been training ourselves to be strong."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Now let me show you that"; mes "we can match your strength!"; next; @@ -2757,7 +2757,7 @@ manuk,252,116,3 script Manuk Galtun#ep13_2day 4_MAN_GALTUN,{ close; } case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Yes, but human beings can be stronger when they all work together."; close; } @@ -2863,7 +2863,7 @@ man_in01,378,276,3 script Manuk Engineer#ep13_2 4_MAN_NITT,{ mes "Hello."; mes "This is where we refine stones."; next; - switch(select("About collecting stones.:About the usage of stones.")) { + switch(select("About collecting stones.", "About the usage of stones.")) { case 1: mes "[Manuk Engineer]"; mes "To prevent our bodies from becoming numb, we need Bradium."; @@ -2877,7 +2877,7 @@ man_in01,378,276,3 script Manuk Engineer#ep13_2 4_MAN_NITT,{ mes "I've already heard that you guys are good soldiers."; mes "Would you mind terminating the Bradium Golem, and bringing back some Bradium for me?"; next; - switch(select("Sure, I don't mind.:Nope, I can't.")) { + switch(select("Sure, I don't mind.", "Nope, I can't.")) { case 1: mes "[Manuk Engineer]"; mes "Then take this mission."; @@ -2965,7 +2965,7 @@ spl_in01,97,313,3 script Laphine Craftsman#ep13 4_M_FAIRYKID5,{ mes "What's up??"; mes "I need to make more decorations for the Yai."; next; - if (select("May I help you?:What's a Yai?") == 1) { + if (select("May I help you?", "What's a Yai?") == 1) { mes "[Laphine craftsman]"; mes "You want to help?"; mes "This place is being used for battle but it is also our home."; @@ -2986,7 +2986,7 @@ spl_in01,97,313,3 script Laphine Craftsman#ep13 4_M_FAIRYKID5,{ mes "I heard that a water ghost has been appearing in the cave."; mes "Can you bring me 15 Crystallized Teardrop and 15 Fluorescent Liquid?"; next; - if (select("Yes.:Sorry.") == 1) { + if (select("Yes.", "Sorry.") == 1) { mes "[Laphine craftsman]"; mes "Please take my request."; mes "Can you bring me 15 Crystallized Teardrop and 15 Fluorescent Liquid?"; @@ -3087,7 +3087,7 @@ mid_camp,146,306,3 script Pet Breeder#ep13_eden01 4_F_SCIENCE,{ mes "Ah, Taab isn't flexible at all."; mes "Hey there! What's up??"; next; - if (select("Notice for criminal report:Cute pet investigation.") == 1) { + if (select("Notice for criminal report", "Cute pet investigation.") == 1) { if (ep13_2_wanted == 1) { if (questprogress(7076,HUNTING) == 2) { mes "[Pinedel]"; @@ -3112,7 +3112,7 @@ mid_camp,146,306,3 script Pet Breeder#ep13_eden01 4_F_SCIENCE,{ mes "[Pinedel]"; mes "I will forward everything to Rin."; mes "She'll love it."; - mes "Just tell her your name " + strcharinfo(0) + "."; + mes "Just tell her your name " + strcharinfo(PC_NAME) + "."; next; mes "[Pinedel]"; mes "I can remember that I've heard about you from Rin."; @@ -3176,7 +3176,7 @@ mid_camp,146,306,3 script Pet Breeder#ep13_eden01 4_F_SCIENCE,{ mes "Do you want to help me gather more Dragon eggs today?"; mes "I want to try many things with those eggs."; next; - if (select("Sure.:Sorry, I can't.") == 1) { + if (select("Sure.", "Sorry, I can't.") == 1) { mes "[Pinedel]"; mes "Please collect 10 Draco Eggs."; ep13_2_dayegg = 1; @@ -3196,7 +3196,7 @@ mid_camp,146,306,3 script Pet Breeder#ep13_eden01 4_F_SCIENCE,{ mes "The objective is one Dragon egg!"; mes "Can you bring me a Dragon Egg?"; next; - if (select("Yes.:Nope.") == 1) { + if (select("Yes.", "Nope.") == 1) { mes "[Pinedel]"; mes "There would be Dragon nest in the cave you found out."; mes "There should be nice Dragon Eggs."; @@ -3246,7 +3246,7 @@ mid_camp,192,239,4 script Wanted Sign#ep13_2ect01 4_BOARD3,{ next; if (ep13_2_wanted == 0) { mes "Do you accept Rin's request?"; - if (select("I accept that request.:No, I can't.") == 1) { + if (select("I accept that request.", "No, I can't.") == 1) { mes "I accepted Rin's request."; ep13_2_wanted = 1; setquest 7076; @@ -3270,23 +3270,23 @@ mid_camp,192,239,4 script Wanted Sign#ep13_2ect01 4_BOARD3,{ if ((ep13_2_dayegg == 1) && (countitem(Egg_Of_Draco) < 10)) { mes "We just got fresh eggs from the dragon nest."; getitem Egg_Of_Draco,1; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); initnpctimer; close; } end; OnTimer420000: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); stopnpctimer; end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } @@ -3305,23 +3305,23 @@ nyd_dun02,68,256,0 script Dragon Egg#ep13_degg_1 4_DRAGON_EGG,{ if ((ep13_2_dayegg == 1) && (countitem(Egg_Of_Draco) < 10)) { mes "We just got fresh eggs from the dragon nest."; getitem Egg_Of_Draco,1; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); initnpctimer; close; } end; OnTimer240000: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); stopnpctimer; end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } nyd_dun02,68,256,0 duplicate(Dragon Egg#ep13_degg_1) Dragon Egg#ep13_degg11 4_DRAGON_EGG @@ -3336,23 +3336,23 @@ nyd_dun02,201,166,0 script Dragon Egg#ep13_degg_2 4_DRAGON_EGG,{ if ((ep13_2_dayegg == 1) && (countitem(Egg_Of_Draco) < 10)) { mes "We just got fresh eggs from the dragon nest."; getitem Egg_Of_Draco,1; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); initnpctimer; close; } end; OnTimer120000: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); stopnpctimer; end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } nyd_dun02,201,166,0 duplicate(Dragon Egg#ep13_degg_2) Dragon Egg#ep13_degg16 4_DRAGON_EGG @@ -3631,7 +3631,7 @@ mid_camp,197,237,3 script Schwartzvalt Mechanic#1 4_M_LGTMAN,{ mes "- Dorance is walking here and there -"; mes "- in a dither. -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Is something wrong?!"; next; mes "[Mechanic Engineer Dorance]"; @@ -3656,7 +3656,7 @@ mid_camp,197,237,3 script Schwartzvalt Mechanic#1 4_M_LGTMAN,{ mes "[Mechanic Engineer Dorance]"; mes "With all these marvelous features, it's just 39,900 zeny....!!!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Just what are you trying to imitate..."; next; mes "[Mechanic Engineer Dorance]"; @@ -3767,7 +3767,7 @@ mid_campin,168,82,3 script Arunafeltz Linguist#1 4_M_TRAINEE,{ mes "That Socially implied promise, if we could grasp the meaning of a system and structure, we will be able to understand other intellectual life form's language..."; mes "...................................And just who might you be?"; next; - switch(select("I am Me!:I don't have a name to tell you!")) { + switch(select("I am Me!", "I don't have a name to tell you!")) { case 1: break; case 2: @@ -3779,7 +3779,7 @@ mid_campin,168,82,3 script Arunafeltz Linguist#1 4_M_TRAINEE,{ mes "[Linguist Dictionary]"; mes "Ah~ I've heard from our Commander about you. You've done much for the Midgard Alliance Camp. Anyways, what brings you here?"; next; - switch(select("I thought I had confused you a bit...:What were you doing?")) { + switch(select("I thought I had confused you a bit...", "What were you doing?")) { case 1: mes "[Linguist Dictionary]"; mes "Confusion is a feeling that comes from distraction of one's mind when something that couldn't be predicted happens. I'm not a person who easily gets confused."; @@ -4030,7 +4030,7 @@ mid_campin,168,82,3 script Arunafeltz Linguist#1 4_M_TRAINEE,{ next; mes "- Dictionary stared at the paper intently. -"; next; - switch(select("He looks serious, Let's leave him alone:Talk to him")) { + switch(select("He looks serious, Let's leave him alone", "Talk to him")) { case 1: mes "[Linguist Dictionary]"; mes "............................"; @@ -4053,7 +4053,7 @@ mid_campin,168,82,3 script Arunafeltz Linguist#1 4_M_TRAINEE,{ mes "Hmph!"; mes "Yes?"; next; - switch(select("He looks serious. Let's leave him alone.:Ask him what's going on.")) { + switch(select("He looks serious. Let's leave him alone.", "Ask him what's going on.")) { case 1: mes "[Linguist Dictionary]"; mes "............................"; @@ -4191,12 +4191,12 @@ mid_camp,147,256,3 script Rune Midgarts Magician#1 4_M_JOB_WIZARD,{ mes "[Magician Whisper]"; mes "Without someone do us a favor and retrieve those gems, there's no way I could give you the sample."; next; - switch(select("Then should I come back later?:What if I go and retrieve them?")) { + switch(select("Then should I come back later?", "What if I go and retrieve them?")) { case 1: mes "[Magician Whisper]"; mes ".............Sure, you could wait for 100 years..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "What?"; next; mes "[Magician Whisper]"; @@ -4459,14 +4459,19 @@ function script jewel_13_2 { mes "- there's a "+getarg(0)+" Gem -"; mes "- half-buried. -"; next; - if(select("Dig out the Gem:Leave it alone")==2) { + if(select("Dig out the Gem", "Leave it alone")==2) { mes "- You overspread some earth over the Gem -"; mes "- and left the Gem as it was. -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...What the heck am I doing now..."; close; } + if (checkweight(Knife, 1) == 0) { // Custom check + mes "- It looks like you're carrying too many things. -"; + mes "- Why not put some of your items in storage and come back? -"; + close; + } if (rand(1,4) == 2) { mes "- You dug up a pile of earth -"; mes "- and pulled out the "+getarg(0)+" Gem -"; @@ -4479,7 +4484,7 @@ function script jewel_13_2 { mes "- a Thief Bug attacks you! -"; donpcevent "Half-buried Gem#"+getarg(1)+"::OnDisable"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "What the heck is this?!?!?!"; close; } @@ -4582,7 +4587,7 @@ mid_camp,7,3,0 script Translator Preparation#1 4_M_PAY_SOLDIER,{ next; mes "What would you like to do?"; next; - switch(select("Receive EP13.1 Quest:Receive Quest Window - Meeting with Fairy and Giant")) { + switch(select("Receive EP13.1 Quest", "Receive Quest Window - Meeting with Fairy and Giant")) { case 1: mes "[EP 13 Translator Quest Preparation]"; mes "Episode 13.1 - The Report Quest Reward Item Received."; @@ -4591,7 +4596,7 @@ mid_camp,7,3,0 script Translator Preparation#1 4_M_PAY_SOLDIER,{ mes "Currently the Report Quest's Set Item is "+ep13_1_edq+"."; mes "Do you want to proceed?"; next; - if(select("No:Yes") == 1) { + if(select("No", "Yes") == 1) { mes "[EP 13 Translator Quest Preparation]"; mes "Cancelled"; close; @@ -4607,7 +4612,7 @@ mid_camp,7,3,0 script Translator Preparation#1 4_M_PAY_SOLDIER,{ mes "[EP 13 Translator Quest Preparation]"; mes "Do you want to proceed?"; next; - if(select("No:Yes") == 1) { + if(select("No", "Yes") == 1) { mes "[EP 13 Translator Quest Preparation]"; mes "Cancelled"; close; @@ -4637,7 +4642,7 @@ man_in01,372,221,5 script Scientist#lifeguard 4_MAN_BENKUNI,{ mes "[Dr. Lifeguard]"; mes "Huu... You see, we are afraid of such things... What a hard life."; next; - select("A chronic disease?:Bradium?"); + select("A chronic disease?", "Bradium?"); mes "[Dr. Lifeguard]"; mes "We Sapha, who are descendants of Hwergelmir, survived and rebuilt the Giant tribe in the flood of the blood of Ymir."; next; @@ -4805,7 +4810,7 @@ function script find_13_2 { if (ep13_2_tre != .@check[0] || countitem(Portable_Toolbox) != 1 || countitem(Rough_Mineral) >= .@check[1]) end; mes "- Just arrived at "+.@str$+". I think I can find the mineral by using the Mineral Detector in the Portable Toolbox. -"; next; - switch(select("Check current location.:Do nothing.")) { + switch(select("Check current location.", "Do nothing.")) { case 1: mes "- You pressed the button of the detector. -"; next; @@ -4858,7 +4863,7 @@ mjolnir_12,220,37,0 duplicate(mjo_no_find) #mj12_find_3 FAKE_NPC,5,5 if (countitem(Rough_Mineral) < 10) { mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -"; next; - switch(select("Mine minerals.:Do nothing.")) { + switch(select("Mine minerals.", "Do nothing.")) { case 1: mes "Clang! Clang! Clang! Clang!"; close2; @@ -4876,8 +4881,8 @@ mjolnir_12,220,37,0 duplicate(mjo_no_find) #mj12_find_3 FAKE_NPC,5,5 else if (.@stst == 1) getitem Rough_Mineral,1; else getitem Rough_Mineral,2; close2; - donpcevent strnpcinfo(0)+"_t::OnEnable"; - disablenpc strnpcinfo(0); + donpcevent strnpcinfo(NPC_NAME)+"_t::OnEnable"; + disablenpc strnpcinfo(NPC_NAME); end; } case 2: @@ -4893,7 +4898,7 @@ mjolnir_12,220,37,0 duplicate(mjo_no_find) #mj12_find_3 FAKE_NPC,5,5 end; OnInit: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; OnTouch: @@ -5209,7 +5214,7 @@ OnTouch: if (countitem(Rough_Mineral) < 5) { mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -"; next; - switch(select("Mine minerals.:Do nothing.")) { + switch(select("Mine minerals.", "Do nothing.")) { case 1: mes "Clang! Clang! Clang! Clang!"; close2; @@ -5226,8 +5231,8 @@ OnTouch: if (.@stst == 5) getitem Rough_Mineral,5; else if (.@stst == 1) getitem Rough_Mineral,2; else getitem Rough_Mineral,1; - donpcevent strnpcinfo(0)+"_t::OnEnable"; - disablenpc strnpcinfo(0); + donpcevent strnpcinfo(NPC_NAME)+"_t::OnEnable"; + disablenpc strnpcinfo(NPC_NAME); close; } case 2: @@ -5243,7 +5248,7 @@ OnTouch: end; OnInit: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; OnTouch: @@ -5342,7 +5347,7 @@ OnTouch: if (countitem(Rough_Mineral) < 5) { mes "- I can see some different colored minerals where the detector pointed to. This must be the mineral that Mr. Lifeguard told me about. -"; next; - switch(select("Mine minerals.:Do nothing.")) { + switch(select("Mine minerals.", "Do nothing.")) { case 1: mes "Clang! Clang! Clang! Clang!"; close2; @@ -5359,8 +5364,8 @@ OnTouch: if (.@stst == 5) getitem Rough_Mineral,5; else if (.@stst == 1) getitem Rough_Mineral,2; else getitem Rough_Mineral,1; - donpcevent strnpcinfo(0)+"_t::OnEnable"; - disablenpc strnpcinfo(0); + donpcevent strnpcinfo(NPC_NAME)+"_t::OnEnable"; + disablenpc strnpcinfo(NPC_NAME); close; } case 2: @@ -5376,7 +5381,7 @@ OnTouch: end; OnInit: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; OnTouch: @@ -5620,7 +5625,7 @@ spl_in01,30,324,3 script High Laphine#grenouille 4_M_FAIRYKID5,{ mes "[Grenouille]"; mes "Oh! How's the reaction of the soldiers?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Yes, they seemed to be happy."; mes "But, it still made someone cry because he probably misses Alfheim."; next; @@ -5752,7 +5757,7 @@ spl_in02,139,65,3 script Middle-Ranked Laphine#la 4_F_FAIRYKID3,{ mes "as Grenouille told you. -"; next; mes "- Booowoong -"; - specialeffect2 EF_HEALSP; + specialeffect(EF_HEALSP, AREA, playerattached()); next; mes "- When the lights gone,"; mes "a big flower of Alfheim was lied"; @@ -5763,7 +5768,7 @@ spl_in02,139,65,3 script Middle-Ranked Laphine#la 4_F_FAIRYKID3,{ close; } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Where are the seeds?"; close; } @@ -5785,7 +5790,7 @@ splendide,205,139,5 script Exhausted Soldier#1 4_M_FAIRYSOLDIER,{ mes "[Exhausted Soldier]"; mes "Oh my hometown..."; next; - switch(select("Use perfume.:Don't use perfume.")) { + switch(select("Use perfume.", "Don't use perfume.")) { case 1: mes "(Spray-)"; specialeffect EF_SANCTUARY; @@ -5845,7 +5850,7 @@ splendide,181,135,5 script Exhausted Soldier#2 4_M_FAIRYSOLDIER,{ mes "[Exhausted Soldier]"; mes "Want to take a rest..."; next; - switch(select("Use perfume.:Don't use perfume.")) { + switch(select("Use perfume.", "Don't use perfume.")) { case 1: mes "(Spray-)"; specialeffect EF_SANCTUARY; @@ -5902,7 +5907,7 @@ splendide,139,178,5 script Exhausted Soldier#3 4_M_FAIRYSOLDIER,{ mes "[Exhausted Soldier]"; mes "My hometown Alfheim..."; next; - switch(select("Use perfume.:Don't use perfume.")) { + switch(select("Use perfume.", "Don't use perfume.")) { case 1: mes "(Spray-)"; specialeffect EF_SANCTUARY; @@ -5962,7 +5967,7 @@ splendide,164,188,5 script Exhausted Soldier#4 4_M_FAIRYSOLDIER,{ mes "[Exhausted Soldier]"; mes "Huu..."; next; - switch(select("Use perfume.:Don't use perfume.")) { + switch(select("Use perfume.", "Don't use perfume.")) { case 1: mes "(Spray-)"; specialeffect EF_SANCTUARY; @@ -6022,7 +6027,7 @@ splendide,177,257,5 script Exhausted Soldier#5 4_M_FAIRYSOLDIER,{ mes "[Exhausted Soldier]"; mes "Oh my hometown..."; next; - switch(select("Use perfume.:Don't use perfume.")) { + switch(select("Use perfume.", "Don't use perfume.")) { case 1: mes "(Spray-)"; specialeffect EF_SANCTUARY; @@ -6082,7 +6087,7 @@ splendide,124,212,5 script Exhausted Soldier#6 4_M_FAIRYSOLDIER,{ mes "[Exhausted Soldier]"; mes "Huu..."; next; - switch(select("Use perfume.:Don't use perfume.")) { + switch(select("Use perfume.", "Don't use perfume.")) { case 1: mes "(Spray-)"; specialeffect EF_SANCTUARY; @@ -6142,7 +6147,7 @@ splendide,196,153,5 script Exhausted Soldier#7 4_M_FAIRYSOLDIER,{ mes "[Exhausted Soldier]"; mes "Oh my hometown..."; next; - switch(select("Use perfume.:Don't use perfume.")) { + switch(select("Use perfume.", "Don't use perfume.")) { case 1: mes "(Spray-)"; specialeffect EF_SANCTUARY; @@ -6249,11 +6254,11 @@ mid_camp,283,198,5 script Bazett Teablack#ep13bs 4_M_ALCHE_D,{ mes "How long have you been standing there?"; emotion e_omg,"Bazett Teablack#ep13bs"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Uh, I'm just passing by."; mes "You look like you're busy with something."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "See you~!!"; emotion e_swt2,1; next; @@ -6271,7 +6276,7 @@ mid_camp,283,198,5 script Bazett Teablack#ep13bs 4_M_ALCHE_D,{ mes "My research is not going so well. The god of fate must have sent you to me. I'm sure of it!!"; emotion e_no1,"Bazett Teablack#ep13bs"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "......"; mes "......What?!"; emotion e_omg,1; @@ -6279,7 +6284,7 @@ mid_camp,283,198,5 script Bazett Teablack#ep13bs 4_M_ALCHE_D,{ mes "[Industrious Man]"; mes "Would you like to help me with my search?"; next; - switch(select("What kind of search?:Sure.:Borrrring.")) { + switch(select("What kind of search?", "Sure.", "Borrrring.")) { case 1: mes "[Industrious Man]"; mes "To put it simply, I'm searching for fairies and giants that live around here."; @@ -6292,7 +6297,7 @@ mid_camp,283,198,5 script Bazett Teablack#ep13bs 4_M_ALCHE_D,{ mes "What about it?"; mes "Are you interested?"; next; - switch(select("Sure.:Not really.")) { + switch(select("Sure.", "Not really.")) { case 1: mes "[Industrious Man]"; mes "Haha... I just know that I'm right!"; @@ -6302,12 +6307,12 @@ mid_camp,283,198,5 script Bazett Teablack#ep13bs 4_M_ALCHE_D,{ mes "So let's work together from this point on. Let me introduce myself."; mes "As you can see from my name tag, my name is ^0000FFBazett Teablack^000000."; next; - mes "["+strcharinfo(0)+"]"; - mes "I am "+strcharinfo(0)+"."; + mes "["+strcharinfo(PC_NAME)+"]"; + mes "I am "+strcharinfo(PC_NAME)+"."; next; select("OK, so what can I do for you?"); mes "[Bazett]"; - mes ""+strcharinfo(0)+" let's see..!!"; + mes ""+strcharinfo(PC_NAME)+" let's see..!!"; mes "Search Manuk and Splendide fields everyday for signs of the fairies or giants."; next; mes "[Bazett]"; @@ -6343,12 +6348,12 @@ mid_camp,283,198,5 script Bazett Teablack#ep13bs 4_M_ALCHE_D,{ mes "So let's work together from this point on. Let me introduce myself."; mes "As you can see from my name tag, my name is ^0000FFBazett Teablack^000000."; next; - mes "["+strcharinfo(0)+"]"; - mes "I am "+strcharinfo(0)+"."; + mes "["+strcharinfo(PC_NAME)+"]"; + mes "I am "+strcharinfo(PC_NAME)+"."; next; select("OK, so what can I do for you?"); mes "[Bazett]"; - mes ""+strcharinfo(0)+" let's see..!!"; + mes ""+strcharinfo(PC_NAME)+" let's see..!!"; mes "Search Manuk and Splendide fields everyday for signs of the fairies or giants."; next; mes "[Bazett]"; @@ -6399,7 +6404,7 @@ mid_camp,283,198,5 script Bazett Teablack#ep13bs 4_M_ALCHE_D,{ mes "Gthgh sdsWryi"; mes "Apeu hjsu opuer "; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "?????"; mes "What'd you say?"; next; @@ -6419,7 +6424,7 @@ mid_camp,283,198,5 script Bazett Teablack#ep13bs 4_M_ALCHE_D,{ mes "TalDathMush Di nahDeh"; mes "ReAnduDu So sehr"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "?????"; mes "Huh?"; next; @@ -6441,7 +6446,7 @@ mid_camp,283,198,5 script Bazett Teablack#ep13bs 4_M_ALCHE_D,{ mes "Ah! You've returned!"; mes "Now are you interested in my research?"; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Industrious Man]"; mes "Haha... I just know that I'm right!"; @@ -6451,12 +6456,12 @@ mid_camp,283,198,5 script Bazett Teablack#ep13bs 4_M_ALCHE_D,{ mes "So let's work together from this point on. Let me introduce myself."; mes "As you can see from my name tag, my name is ^0000FFBazett Teablack^000000."; next; - mes "["+strcharinfo(0)+"]"; - mes "I am "+strcharinfo(0)+"."; + mes "["+strcharinfo(PC_NAME)+"]"; + mes "I am "+strcharinfo(PC_NAME)+"."; next; select("OK, so what can I do for you?"); mes "[Bazett]"; - mes ""+strcharinfo(0)+" let's see..!!"; + mes ""+strcharinfo(PC_NAME)+" let's see..!!"; mes "Search Manuk and Splendide fields everyday for signs of the fairies or giants."; next; mes "[Bazett]"; @@ -6495,7 +6500,7 @@ mid_camp,283,198,5 script Bazett Teablack#ep13bs 4_M_ALCHE_D,{ ep13_2_bs2 = 1; ep13_2_bs3 = 1; ep13_2_bs4 = 1; - getitem Bazett's_Order,1; + getitem Bazetts_Order,1; changequest 11101,11102; close; } @@ -6503,7 +6508,7 @@ mid_camp,283,198,5 script Bazett Teablack#ep13bs 4_M_ALCHE_D,{ mes "[Bazett]"; mes "How's the search going?"; next; - if (countitem(Bazett's_Order) < 1) { + if (countitem(Bazetts_Order) < 1) { mes "[Bazett]"; mes "!!!!!!!"; mes "You lost the notes!!?"; @@ -6512,7 +6517,7 @@ mid_camp,283,198,5 script Bazett Teablack#ep13bs 4_M_ALCHE_D,{ mes "[Bazett]"; mes "What's done has been done."; mes "I'll give you a new one."; - getitem Bazett's_Order,1; + getitem Bazetts_Order,1; close; } else { @@ -6525,9 +6530,9 @@ mid_camp,283,198,5 script Bazett Teablack#ep13bs 4_M_ALCHE_D,{ mes "[Bazett]"; mes "Oh! You're done with the investigation?"; next; - switch(select("Yes.:Not yet...")) { + switch(select("Yes.", "Not yet...")) { case 1: - if (countitem(Bazett's_Order) < 1) { + if (countitem(Bazetts_Order) < 1) { mes "[Bazett]"; mes "!!!!!!!"; mes "You lost the notes!!?"; @@ -6561,7 +6566,7 @@ mid_camp,283,198,5 script Bazett Teablack#ep13bs 4_M_ALCHE_D,{ next; mes "[Bazett]"; mes "Even though the content is simple, it's well organized and interesting."; - mes "As expected of "+strcharinfo(0)+"!!"; + mes "As expected of "+strcharinfo(PC_NAME)+"!!"; next; mes "[Bazett]"; mes "You've done well."; @@ -6570,7 +6575,7 @@ mid_camp,283,198,5 script Bazett Teablack#ep13bs 4_M_ALCHE_D,{ mes "[Bazett]"; mes "Ah... this isn't much, but it's a coin that the giants use."; mes "Maybe you can buy something from them with this."; - delitem Bazett's_Order,1; + delitem Bazetts_Order,1; ep13_2_busut = 7; if (ep13_2_bs1 == 3) getitem Manuk_Coin,1; if (ep13_2_bs2 == 3) getitem Manuk_Coin,1; @@ -6603,7 +6608,7 @@ manuk,193,135,0 script Worker#ep13bs 4_MAN_PIOM,{ mes "Oops, it's dangerous, almost broken."; mes "I should hurry to change it...otherwise."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What's the matter?"; next; mes "[Worker]"; @@ -6613,7 +6618,7 @@ manuk,193,135,0 script Worker#ep13bs 4_MAN_PIOM,{ mes "Nothing!!"; emotion e_omg,"Worker#ep13bs"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What's up?"; next; mes "[Worker]"; @@ -6621,7 +6626,7 @@ manuk,193,135,0 script Worker#ep13bs 4_MAN_PIOM,{ mes "......"; mes "I was suprised by your voice."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes, sorry to startle you."; emotion e_heh,1; next; @@ -6632,13 +6637,13 @@ manuk,193,135,0 script Worker#ep13bs 4_MAN_PIOM,{ mes "[Worker]"; mes "You speak our language pretty good."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah...anyway..you look like you're having some trouble. What happened?"; next; mes "[Worker]"; mes "Nothing!!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Are you sure? Fate has to have brought us together for a reason."; mes "Tell me~"; next; @@ -6652,13 +6657,13 @@ manuk,193,135,0 script Worker#ep13bs 4_MAN_PIOM,{ mes "[Worker]"; mes "I can't leave so I'm just waiting for my friend to pass by to help me."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Can I help you?"; next; mes "[Worker]"; mes "No~that's alright. We just met so I can't ask you for a favor."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That's ok! We can help each other!"; next; mes "- Suddenly there is a screeching sound as the screw breaks -"; @@ -6690,7 +6695,7 @@ manuk,193,135,0 script Worker#ep13bs 4_MAN_PIOM,{ next; mes "[Gill]"; mes "It's all because of you, we are able to prevent anything disastrous."; - mes "^0000FFEven though you're also an alien race, but compared to the vile fairies^000000, I'm glad to have met someone like "+strcharinfo(0)+"."; + mes "^0000FFEven though you're also an alien race, but compared to the vile fairies^000000, I'm glad to have met someone like "+strcharinfo(PC_NAME)+"."; delitem Horn_Of_Hilsrion,30; ep13_2_bs1 = 3; ep13_2_busut = 4; @@ -6706,7 +6711,7 @@ manuk,193,135,0 script Worker#ep13bs 4_MAN_PIOM,{ else if (ep13_2_bs1 == 3) { mes "[Gill]"; mes "Thank you for helping me."; - mes "^0000FFEven though you're also an alien race, but compared to the vile fairies^000000, I'm glad to have met someone like "+strcharinfo(0)+"."; + mes "^0000FFEven though you're also an alien race, but compared to the vile fairies^000000, I'm glad to have met someone like "+strcharinfo(PC_NAME)+"."; close; } else { @@ -6722,7 +6727,7 @@ manuk,193,135,0 script Worker#ep13bs 4_MAN_PIOM,{ mes "This is too dangerous, it's become too loose..."; mes "It must be replaced soon..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Is something wrong?"; next; mes "[Worker]"; @@ -6732,7 +6737,7 @@ manuk,193,135,0 script Worker#ep13bs 4_MAN_PIOM,{ mes "Nevermind. Nothing."; emotion e_omg,"Worker#ep13bs"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You don't have to be like this."; next; mes "[Worker]"; @@ -6740,7 +6745,7 @@ manuk,193,135,0 script Worker#ep13bs 4_MAN_PIOM,{ mes "......"; mes "To suddenly hear you speak our language gave me a bit of a shock."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Since I'm travelling here, so I thought I'd need it..."; emotion e_heh,1," ET_SMILE"; next; @@ -6751,13 +6756,13 @@ manuk,193,135,0 script Worker#ep13bs 4_MAN_PIOM,{ mes "[Worker]"; mes "And to think you can speak our language. Interesting."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah...but just a moment ago, you were having a hard time with something. Is something wrong?"; next; mes "[Worker]"; mes "It's nothing."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah~ It must be fate that we met~"; mes "You can just tell me."; next; @@ -6772,13 +6777,13 @@ manuk,193,135,0 script Worker#ep13bs 4_MAN_PIOM,{ mes "But I can't leave this place, so I was waiting for someone to pass by."; mes "And you just happened to talk to me. I thought you were someone from our tribe."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I can help you."; next; mes "[Worker]"; mes "No, it's alright. We just met, so I don't want to trouble you."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Don't worry about it! Life is all about helping eachother, don't you think so?"; next; mes " - While the disagreement is taking place, - "; @@ -6812,7 +6817,7 @@ manuk,193,135,0 script Worker#ep13bs 4_MAN_PIOM,{ next; mes "[Gill]"; mes "It's all because of you, we are able to prevent anything disastrous."; - mes "^0000FFEven though you're also an alien race, but compared to the vile fairies^000000, I'm glad to have met someone like "+strcharinfo(0)+"."; + mes "^0000FFEven though you're also an alien race, but compared to the vile fairies^000000, I'm glad to have met someone like "+strcharinfo(PC_NAME)+"."; delitem Horn_Of_Hilsrion,30; ep13_2_bs1 = 3; completequest 11105; @@ -6827,7 +6832,7 @@ manuk,193,135,0 script Worker#ep13bs 4_MAN_PIOM,{ else if (ep13_2_bs1 == 3) { mes "[Gill]"; mes "Thank you for helping me."; - mes "^0000FFEven though you're also an alien race, but compared to the vile Fairies^000000, I'm glad to have met someone like "+strcharinfo(0)+"."; + mes "^0000FFEven though you're also an alien race, but compared to the vile Fairies^000000, I'm glad to have met someone like "+strcharinfo(PC_NAME)+"."; close; } else { @@ -6865,7 +6870,7 @@ nyd_dun02,178,255,0 script Strange Device#ep13_out CLEAR_NPC,3,3,{ mes "There's something strange here."; mes "Maybe that device can be controlled from here."; next; - switch(select("Try to control.:Don't try to control it.")) { + switch(select("Try to control.", "Don't try to control it.")) { case 1: mes "You press the device buttons and it suddenly becomes dark."; close2; @@ -6892,7 +6897,7 @@ nyd_dun02,139,274,0 script Strange Device#ep13_in CLEAR_NPC,3,3,{ mes "There's a controllable device here."; mes "You might be able to control that device from here."; next; - switch(select("Control.:Quit.")) { + switch(select("Control.", "Quit.")) { case 1: if ($@08_ep13nydun02_in == 1) { mes "Seems to have been started."; @@ -6940,7 +6945,7 @@ OnTouch: - script ep13_warp_s_0 FAKE_NPC,{ OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); initnpctimer; OnTimer2000: OnTimer4000: @@ -6954,18 +6959,18 @@ OnTimer8000: OnTimer10000: specialeffect EF_STEAL; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnDisable: specialeffect EF_WIND; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } - script ep13_warp_s_1 FAKE_NPC,{ OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); initnpctimer; OnTimer2000: OnTimer4000: @@ -6980,18 +6985,18 @@ OnTimer10000: OnTimer12000: specialeffect EF_STEAL; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnDisable: specialeffect EF_WIND; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } - script ep13_warp_s_2 FAKE_NPC,{ OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); initnpctimer; OnTimer2000: OnTimer4000: @@ -7007,12 +7012,12 @@ OnTimer12000: OnTimer15000: specialeffect EF_STEAL; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnDisable: specialeffect EF_WIND; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } @@ -7276,7 +7281,7 @@ nyd_dun02,1,1,0 script ep13_nd2f_mng CLEAR_NPC,{ if (callfunc("F_GM_NPC",1854,0) == 1) { mes "Reset Control devices?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: donpcevent "ep13_nd2f_mng::OnReset"; $@08_ep13nydun02_in = 0; diff --git a/npc/quests/quests_airship.txt b/npc/quests/quests_airship.txt index 1b4e90357..0f9616a35 100644 --- a/npc/quests/quests_airship.txt +++ b/npc/quests/quests_airship.txt @@ -70,7 +70,7 @@ airplane,47,61,7 script Crewman 4_M_ZONDAOYAJI,{ mes "Welcome to the Airship. If you have any questions or need any assistnace, please don't hesisitate to let me or one of the other crewman know."; next; if (kain_ticket == 0) { - switch(select("About the Airship...:Leave a Comment")) { + switch(select("About the Airship...", "Leave a Comment")) { case 1: kain_ticket = 1; mes "[Kain Himere]"; @@ -85,7 +85,7 @@ airplane,47,61,7 script Crewman 4_M_ZONDAOYAJI,{ mes "[Kain Himere]"; mes "It's powered through just a little piece from the Heart of Ymir. This flying ship is a source of pride and joy for our nation."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Is there any other transportation?"; next; mes "[Kain Himere]"; @@ -114,7 +114,7 @@ airplane,47,61,7 script Crewman 4_M_ZONDAOYAJI,{ mes "have any helpful criticism about our service, feel free to leave me with your comments at any time."; close; } else { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes .@comment$+"."; next; mes "[Kain Himere]"; @@ -128,7 +128,7 @@ airplane,47,61,7 script Crewman 4_M_ZONDAOYAJI,{ } } } else if (kain_ticket == 1) { - switch(select("About the Airship...:Make a remark")) { + switch(select("About the Airship...", "Make a remark")) { case 1: kain_ticket = 2; mes "[Kain Himere]"; @@ -164,7 +164,7 @@ airplane,47,61,7 script Crewman 4_M_ZONDAOYAJI,{ mes "have any helpful criticism about our service, feel free to leave me with your comments at any time."; close; } else { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes .@comment$+"."; next; mes "[Kain Himere]"; @@ -178,7 +178,7 @@ airplane,47,61,7 script Crewman 4_M_ZONDAOYAJI,{ } } } else if (kain_ticket == 2) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "About the Airship..."; next; mes "[Kain Himere]"; @@ -192,7 +192,7 @@ airplane,47,61,7 script Crewman 4_M_ZONDAOYAJI,{ mes "E-excuse me..."; mes "^666666*Sniff*^000000"; next; - switch(select("What the hell...?:What's wrong?")) { + switch(select("What the hell...?", "What's wrong?")) { case 1: mes "[Kain Himere]"; mes "Oh, no there's no"; @@ -231,7 +231,7 @@ airplane,47,61,7 script Crewman 4_M_ZONDAOYAJI,{ mes "[Kain Himere]"; mes "But then, the accident happened and I couldn't use my right arm the way I used to. So I had to quit my job as a miner..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm sorry to hear that."; next; mes "[Kain Himere]"; @@ -260,7 +260,7 @@ airplane,47,61,7 script Crewman 4_M_ZONDAOYAJI,{ mes "[Kain Himere]"; mes "Finally, I became a crewman on this Airship. It's been twenty years... I can't even remember my daughter's name."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Where is she by now?"; next; mes "[Kain Himere]"; @@ -275,10 +275,10 @@ airplane,47,61,7 script Crewman 4_M_ZONDAOYAJI,{ mes "[Kain Himere]"; mes "By the way, where are you heading to?"; next; - switch(select("Einbroch:Juno")) { + switch(select("Einbroch", "Juno")) { case 1: kain_ticket = 4; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm heading"; mes "to Einbroch."; next; @@ -289,7 +289,7 @@ airplane,47,61,7 script Crewman 4_M_ZONDAOYAJI,{ close; case 2: kain_ticket = 3; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm heading"; mes "to Juno."; next; @@ -305,10 +305,10 @@ airplane,47,61,7 script Crewman 4_M_ZONDAOYAJI,{ mes "Oh, how are you?"; mes "Right, there's a favor I have to ask of you. Where are you heading?"; next; - switch(select("Einbroch:Juno")) { + switch(select("Einbroch", "Juno")) { case 1: kain_ticket = 4; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm heading"; mes "to Einbroch."; next; @@ -318,7 +318,7 @@ airplane,47,61,7 script Crewman 4_M_ZONDAOYAJI,{ mes "that thing. Hold on..."; close; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I am heading to Juno."; next; mes "[Kain Himere]"; @@ -338,14 +338,14 @@ airplane,47,61,7 script Crewman 4_M_ZONDAOYAJI,{ mes "[Kain Himere]"; mes "Welcome back to the Airship. So did you deliver that little box safely?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No, unfortunately. He was away when I got there. Let me give this box back to you."; next; mes "[Kain Himere]"; mes "Oh..."; mes "What should I do now? Oh well, sorry for putting you through so much trouble."; next; - switch(select("Do you know 'Miner's Song?':Do you remember 'Tarsha?'")) { + switch(select("Do you know 'Miner's Song?'", "Do you remember 'Tarsha?'")) { case 1: mes "[Kain Himere]"; mes "'Miner's Song...'"; @@ -360,7 +360,7 @@ airplane,47,61,7 script Crewman 4_M_ZONDAOYAJI,{ mes "Why is that name"; mes "so familiar...?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I met a little girl in Einbroch who was singing 'Miner's Song.' Apparently, her mother, Tarsha, taught it to her."; next; mes "[Kain Himere]"; @@ -370,7 +370,7 @@ airplane,47,61,7 script Crewman 4_M_ZONDAOYAJI,{ mes "song. What does this"; mes "have to do with me?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, Tarsha remembers her father singing her song, so it's possible that ^000066he^000000 was a miner. And since her father disappeared years ago..."; next; mes "[Kain Himere]"; @@ -384,7 +384,7 @@ airplane,47,61,7 script Crewman 4_M_ZONDAOYAJI,{ mes "Sweet Christ..."; mes "The miner who taught Tarsha that song might have been ^0000FFme^000000."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I guess we can't be too sure for now. Do you have anything that might prove you're Tarsha's father?"; next; mes "[Kain Himere]"; @@ -458,17 +458,17 @@ ein_in01,227,279,3 script #door_ein FAKE_NPC,5,5,{ OnTouch: if (kain_ticket == 5) { kain_ticket = 6; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me...?"; next; mes "^3355FFNo one's here!^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This must be the room..."; mes "But where the hell is he?"; mes "I can't just leave this stuff here if he won't come back."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh well..."; mes "I guess I can"; mes "just give this"; @@ -487,7 +487,7 @@ OnTouch: mes "can stop us, lads~!"; if (kain_ticket == 6) { next; - switch(select("Hello!:What are you singing?")) { + switch(select("Hello!", "What are you singing?")) { case 1: mes "[Elle Cherno]"; mes "Let's get to work"; @@ -607,7 +607,7 @@ ein_in01,125,99,3 script Tarsha Cherno 4_F_EINWOMAN,{ mes "Although these contraptions aren't worth showing off, we've put a lot of work into inventing these machines."; close; } else if (kain_ticket == 9) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ma'am, you have a scar on your shoulder. Is that from an accident?"; next; mes "[Tarsha Cherno]"; @@ -629,7 +629,7 @@ ein_in01,125,99,3 script Tarsha Cherno 4_F_EINWOMAN,{ mes "[Tarsha Cherno]"; mes "In the end, I left home and studied mechanics. That's how I met my husband. Meeting him is the greating thing that's ever happened to me!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "By the way,"; mes "I heard your"; mes "daughter singing"; @@ -650,14 +650,14 @@ ein_in01,125,99,3 script Tarsha Cherno 4_F_EINWOMAN,{ mes "[Tarsha Cherno]"; mes "I barely recall that he used to sing it while cleaning our old house. Yes, I don't remember what he looked like, but he must have been a miner."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "A miner...?"; mes "(Wait, that crewman, Kain Himere! He's a miner who lost his daughter!)"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes " !!!!!!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Tarsha..."; mes "Your father"; mes "may still be"; @@ -666,13 +666,13 @@ ein_in01,125,99,3 script Tarsha Cherno 4_F_EINWOMAN,{ mes "[Tarsha Cherno]"; mes "...What?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I've got to go check something now, but hopefully I'll be back soon with good news!"; changequest 2080,2081; kain_ticket = 10; close; } else if (kain_ticket == 10 || kain_ticket == 11) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I know someone who might be your father! Just wait for me, hopefully I'll bering good news soon!"; close; } else if (kain_ticket == 12) { @@ -681,10 +681,10 @@ ein_in01,125,99,3 script Tarsha Cherno 4_F_EINWOMAN,{ mes "So did you bring"; mes "good news...?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes, speaking of which, allow me to... Check something."; next; - switch(select("Check her neck.:Check her hands.:Check her legs.:Check her forehead.")) { + switch(select("Check her neck.", "Check her hands.", "Check her legs.", "Check her forehead.")) { case 1: mes "^3355FFUh oh..."; mes "Nothing's there!^000000"; @@ -694,7 +694,7 @@ ein_in01,125,99,3 script Tarsha Cherno 4_F_EINWOMAN,{ mes "Touching another"; mes "man's wife...?!"; next; - specialeffect2 EF_PIERCE; + specialeffect(EF_PIERCE, AREA, playerattached()); percentheal -30,0; close; case 2: @@ -702,10 +702,10 @@ ein_in01,125,99,3 script Tarsha Cherno 4_F_EINWOMAN,{ mes "a burn mark on"; mes "her hand.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That's it! Tarsha, your father's name is Kain. He's working for the Airship as a crewman."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "He misses you"; mes "a lot and hopes"; mes "that you can forgive"; @@ -748,7 +748,7 @@ ein_in01,125,99,3 script Tarsha Cherno 4_F_EINWOMAN,{ mes "Touching another"; mes "man's wife...?!"; next; - specialeffect2 EF_PIERCE; + specialeffect(EF_PIERCE, AREA, playerattached()); percentheal -20,0; close; case 4: @@ -760,7 +760,7 @@ ein_in01,125,99,3 script Tarsha Cherno 4_F_EINWOMAN,{ mes "Touching another"; mes "man's wife...?!"; next; - specialeffect2 EF_PIERCE; + specialeffect(EF_PIERCE, AREA, playerattached()); percentheal -10,0; close; } @@ -784,16 +784,16 @@ ein_in01,125,99,3 script Tarsha Cherno 4_F_EINWOMAN,{ ein_in01,127,94,3 script #exp_ein HIDDEN_NPC,{ end; } function script F_Cherno { - specialeffect EF_COMBOATTACK1,AREA,"#exp_ein"; + specialeffect(EF_COMBOATTACK1, AREA, getnpcid(0, "#exp_ein")); mes "^33355F*Bang*^000000"; next; - specialeffect EF_COMBOATTACK2,AREA,"#exp_ein"; + specialeffect(EF_COMBOATTACK2, AREA, getnpcid(0, "#exp_ein")); mes "^33355F*Bang*^000000"; next; - specialeffect EF_COMBOATTACK3,AREA,"#exp_ein"; + specialeffect(EF_COMBOATTACK3, AREA, getnpcid(0, "#exp_ein")); mes "^33355F*Bang*^000000"; next; - specialeffect EF_POISONATTACK,AREA,"#exp_ein"; + specialeffect(EF_POISONATTACK, AREA, getnpcid(0, "#exp_ein")); mes "^33355F*Crash!*^000000"; mes "....."; emotion e_swt,0,"Theo Cherno"; @@ -820,7 +820,7 @@ function script F_Cherno { mes "Oh, I didn't know we had"; mes "a guest? Hello, how are you?"; next; - switch(select("Nothing.:Your daughter asked me to visit you.")) { + switch(select("Nothing.", "Your daughter asked me to visit you.")) { case 1: mes "[Theo Cherno]"; mes "As you see, my wife and I are pretty"; @@ -835,7 +835,7 @@ function script F_Cherno { mes "Excuse me?"; mes "What did she say?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, uh..."; mes "She wanted to me"; mes "to check if her mom"; @@ -860,12 +860,12 @@ function script F_Cherno { mes "Kind adventurer,"; mes "May I ask your name?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I am called,"; - mes strcharinfo(0)+"."; + mes strcharinfo(PC_NAME)+"."; next; mes "[Tarsha Cherno]"; - mes strcharinfo(0)+","; + mes strcharinfo(PC_NAME)+","; mes "I appreciate your concerns~ Would you please stay for a cup of tea?"; next; mes "[Tarsha Cherno]"; @@ -874,7 +874,7 @@ function script F_Cherno { mes "[Tarsha Cherno]"; mes "If we could create a machine that could reduce the risk of mining ores, we could really help them. But we're pretty far from reaching that goal."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah..."; mes "So that's why"; mes "there's so many"; @@ -906,17 +906,17 @@ ein_in01,121,99,3 script Mirror#ein HIDDEN_NPC,{ mes "first thing you'll"; mes "see is yourself."; next; - if (Sex) { + if (Sex == SEX_MALE) { switch(rand(1,5)) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Man..."; mes "I didn't know"; mes "I was so good"; mes "looking! Ooh yah~"; break; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Whoa..."; mes "So that's why the"; mes "ladies keep looking"; @@ -924,7 +924,7 @@ ein_in01,121,99,3 script Mirror#ein HIDDEN_NPC,{ mes "free gun show!"; break; case 3: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It's a shame I can't job"; mes "change to Male Model."; mes "Clearly, I'd be like, Job"; @@ -932,7 +932,7 @@ ein_in01,121,99,3 script Mirror#ein HIDDEN_NPC,{ mes "Man, I'm beautiful..."; break; case 4: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This is my reflection?!"; mes "No one can be this good"; mes "looking, not without special"; @@ -940,7 +940,7 @@ ein_in01,121,99,3 script Mirror#ein HIDDEN_NPC,{ mes "fair to everyone else..."; break; case 5: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh wow..."; mes "I look pretty good."; mes "No wait. Really, really"; @@ -952,7 +952,7 @@ ein_in01,121,99,3 script Mirror#ein HIDDEN_NPC,{ } else { switch(rand(1,5)) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh. Wow."; mes "I never realized..."; mes "Everything is in"; @@ -961,7 +961,7 @@ ein_in01,121,99,3 script Mirror#ein HIDDEN_NPC,{ mes "want to party with me~"; break; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh my gosh~"; mes "How can I look this"; mes "good without any makeup?"; @@ -969,7 +969,7 @@ ein_in01,121,99,3 script Mirror#ein HIDDEN_NPC,{ mes "girls... Wow, is this really me?"; break; case 3: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Am I going crazy?"; mes "Is that girl in the"; mes "mirror really me...?"; @@ -977,7 +977,7 @@ ein_in01,121,99,3 script Mirror#ein HIDDEN_NPC,{ mes "how gorgeous I look?"; break; case 4: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So..."; mes "What did you do with"; mes "this mirror? Because I'm"; @@ -992,7 +992,7 @@ ein_in01,121,99,3 script Mirror#ein HIDDEN_NPC,{ mes "of our inventions."; mes "It's just a normal mirror..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well now...!"; mes "Are you sure?"; mes "Because my face looks"; @@ -1000,7 +1000,7 @@ ein_in01,121,99,3 script Mirror#ein HIDDEN_NPC,{ mes "it's like, I'm almost too sexy!"; break; case 5: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh wow..."; mes "I look pretty good."; mes "No wait. Really, really"; @@ -1139,7 +1139,7 @@ einbech,53,94,5 duplicate(Tree) Tree#t1-4 HIDDEN_NPC //- Expert Repairman - ein_in01,117,80,5 script Unidentified Machine#as HIDDEN_NPC,{ if (kain_ticket > 12) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This is the"; mes "^FF0000Expert Repairman^000000?!"; mes "It looks like it"; @@ -1160,7 +1160,7 @@ ein_in01,117,80,5 script Unidentified Machine#as HIDDEN_NPC,{ mes "You're gonna repair " + getitemname(getbrokenid(.@choice)) + "."; mes "Continue?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: repair(.@choice); next; @@ -1294,65 +1294,65 @@ OnTimer68000: end; OnTimer73000: mapannounce "airplane_01", "*Kzzz...Drrrr...Boom! CRASH!*",bc_map,0x00FF00; - specialeffect EF_SUI_EXPLOSION,AREA,"boom6#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom6#airplane")); end; OnTimer73500: - specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom7#airplane")); end; OnTimer74000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom8#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom8#airplane")); end; OnTimer74500: - specialeffect EF_SUI_EXPLOSION,AREA,"boom9#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom9#airplane")); end; OnTimer75000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom10#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom10#airplane")); end; OnTimer75500: - specialeffect EF_SUI_EXPLOSION,AREA,"boom6#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom6#airplane")); end; OnTimer76000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom7#airplane")); end; OnTimer76500: - specialeffect EF_SUI_EXPLOSION,AREA,"boom8#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom8#airplane")); end; OnTimer77000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom9#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom9#airplane")); end; OnTimer77500: - specialeffect EF_SUI_EXPLOSION,AREA,"boom10#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom10#airplane")); end; OnTimer78000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom6#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom6#airplane")); mapannounce "airplane_01", "Engineer: Oh no! We've got a problem with the Number One Rear Engine!",bc_map,0x00FF00; end; OnTimer79000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom7#airplane")); end; OnTimer80000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom8#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom8#airplane")); end; OnTimer81000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom9#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom9#airplane")); end; OnTimer82000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom10#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom10#airplane")); end; OnTimer83000: mapannounce "airplane_01", "Pilot: Hurry! Get the women, old people and children somewhere safe first! Hurry!",bc_map,0x00FF00; end; OnTimer84000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom6#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom6#airplane")); end; OnTimer85000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom7#airplane")); end; OnTimer86000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom8#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom8#airplane")); end; OnTimer87000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom7#airplane")); end; OnTimer88000: emotion e_ag,0,"Airship Captain#02"; @@ -1368,46 +1368,46 @@ OnTimer98000: end; OnTimer103000: mapannounce "airplane_01", "*Bang! Bang Bang! Bang Bang! Bang Bang Bang!*",bc_map,0x00FF00; - specialeffect EF_HIT5,AREA,"Airship Captain#02"; + specialeffect(EF_HIT5, AREA, getnpcid(0, "Airship Captain#02")); end; OnTimer103500: - specialeffect EF_SUI_EXPLOSION,AREA,"boom1#airplane"; - specialeffect EF_HIT5,AREA,"Airship Captain#02"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom1#airplane")); + specialeffect(EF_HIT5, AREA, getnpcid(0, "Airship Captain#02")); end; OnTimer104000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom2#airplane"; - specialeffect EF_HIT5,AREA,"Airship Captain#02"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom2#airplane")); + specialeffect(EF_HIT5, AREA, getnpcid(0, "Airship Captain#02")); end; OnTimer104500: - specialeffect EF_SUI_EXPLOSION,AREA,"boom3#airplane"; - specialeffect EF_HIT5,AREA,"Airship Captain#02"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom3#airplane")); + specialeffect(EF_HIT5, AREA, getnpcid(0, "Airship Captain#02")); end; OnTimer105000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom4#airplane"; - specialeffect EF_HIT5,AREA,"Airship Captain#02"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom4#airplane")); + specialeffect(EF_HIT5, AREA, getnpcid(0, "Airship Captain#02")); end; OnTimer105500: - specialeffect EF_SUI_EXPLOSION,AREA,"boom5#airplane"; - specialeffect EF_HIT5,AREA,"Airship Captain#02"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom5#airplane")); + specialeffect(EF_HIT5, AREA, getnpcid(0, "Airship Captain#02")); end; OnTimer106000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom0#airplane"; - specialeffect EF_HIT5,AREA,"Airship Captain#02"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom0#airplane")); + specialeffect(EF_HIT5, AREA, getnpcid(0, "Airship Captain#02")); end; OnTimer106500: - specialeffect EF_SUI_EXPLOSION,AREA,"boom1#airplane"; - specialeffect EF_HIT5,AREA,"Airship Captain#02"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom1#airplane")); + specialeffect(EF_HIT5, AREA, getnpcid(0, "Airship Captain#02")); end; OnTimer107000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom2#airplane"; - specialeffect EF_HIT5,AREA,"Airship Captain#02"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom2#airplane")); + specialeffect(EF_HIT5, AREA, getnpcid(0, "Airship Captain#02")); end; OnTimer107500: - specialeffect EF_SUI_EXPLOSION,AREA,"boom4#airplane"; - specialeffect EF_HIT5,AREA,"Airship Captain#02"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom4#airplane")); + specialeffect(EF_HIT5, AREA, getnpcid(0, "Airship Captain#02")); end; OnTimer108000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom5#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom5#airplane")); killmonster "airplane_01","Airship#airplane02::OnCaptainMobDead"; end; OnTimer113000: @@ -1416,59 +1416,59 @@ OnTimer113000: end; OnTimer118000: mapannounce "airplane_01", "*Bang! Bang Bang! Bang Bang! Bang Bang Bang!*",bc_map,0x00FF00; - specialeffect EF_HIT5,AREA,"Airship Captain#02"; + specialeffect(EF_HIT5, AREA, getnpcid(0, "Airship Captain#02")); end; OnTimer118500: - specialeffect EF_SUI_EXPLOSION,AREA,"boom6#airplane"; - specialeffect EF_HIT5,AREA,"Airship Captain#02"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom6#airplane")); + specialeffect(EF_HIT5, AREA, getnpcid(0, "Airship Captain#02")); end; OnTimer119000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane"; - specialeffect EF_HIT5,AREA,"Airship Captain#02"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom7#airplane")); + specialeffect(EF_HIT5, AREA, getnpcid(0, "Airship Captain#02")); end; OnTimer119500: - specialeffect EF_SUI_EXPLOSION,AREA,"boom8#airplane"; - specialeffect EF_HIT5,AREA,"Airship Captain#02"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom8#airplane")); + specialeffect(EF_HIT5, AREA, getnpcid(0, "Airship Captain#02")); end; OnTimer120000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom9#airplane"; - specialeffect EF_HIT5,AREA,"Airship Captain#02"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom9#airplane")); + specialeffect(EF_HIT5, AREA, getnpcid(0, "Airship Captain#02")); end; OnTimer120500: - specialeffect EF_SUI_EXPLOSION,AREA,"boom10#airplane"; - specialeffect EF_HIT5,AREA,"Airship Captain#02"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom10#airplane")); + specialeffect(EF_HIT5, AREA, getnpcid(0, "Airship Captain#02")); end; OnTimer121000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom6#airplane"; - specialeffect EF_HIT5,AREA,"Airship Captain#02"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom6#airplane")); + specialeffect(EF_HIT5, AREA, getnpcid(0, "Airship Captain#02")); end; OnTimer121500: - specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane"; - specialeffect EF_HIT5,AREA,"Airship Captain#02"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom7#airplane")); + specialeffect(EF_HIT5, AREA, getnpcid(0, "Airship Captain#02")); end; OnTimer122000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom8#airplane"; - specialeffect EF_HIT5,AREA,"Airship Captain#02"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom8#airplane")); + specialeffect(EF_HIT5, AREA, getnpcid(0, "Airship Captain#02")); end; OnTimer122500: - specialeffect EF_SUI_EXPLOSION,AREA,"boom9#airplane"; - specialeffect EF_HIT5,AREA,"Airship Captain#02"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom9#airplane")); + specialeffect(EF_HIT5, AREA, getnpcid(0, "Airship Captain#02")); end; OnTimer123000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom8#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom8#airplane")); mapannounce "airplane_01", "*Boom! Boom Boom! Boom Boom! Boom!*",bc_map,0x00FF00; end; OnTimer124000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom9#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom9#airplane")); end; OnTimer125000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom10#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom10#airplane")); end; OnTimer126000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom6#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom6#airplane")); end; OnTimer127000: - specialeffect EF_SUI_EXPLOSION,AREA,"boom7#airplane"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "boom7#airplane")); end; OnTimer128000: emotion e_an,0,"Airship Captain#02"; @@ -1648,7 +1648,7 @@ airplane_01,238,154,3 script Airship Captain#01 4_M_REINDEER,{ mes "before? Are you just curious"; mes "or did you really want to know?"; next; - switch (select("No, not really...:Yes, I really want to know!")) { + switch (select("No, not really...", "Yes, I really want to know!")) { case 1: mes "[Tarlock]"; mes "Hahahaha~"; @@ -1676,7 +1676,7 @@ airplane_01,238,154,3 script Airship Captain#01 4_M_REINDEER,{ mes "you that classified info if you"; mes "do a little favor for me first."; next; - switch (select("Let me think about it.:Sure.")) { + switch (select("Let me think about it.", "Sure.")) { case 1: mes "[Tarlock]"; mes "Alright. But don't"; @@ -1814,7 +1814,7 @@ airplane_01,238,154,3 script Airship Captain#01 4_M_REINDEER,{ mes "exaggeration."; mes "It has really a strong power."; next; - specialeffect2 EF_MAPPILLAR; + specialeffect(EF_MAPPILLAR, AREA, playerattached()); mes "[Tarlock]"; mes "Did you understand?"; mes "I'll rest a little."; @@ -1952,7 +1952,7 @@ airplane,236,163,5 script Airship Captain#03 4_M_REINDEER,{ mes "merely curious, or did you"; mes "have some special reason?"; next; - switch(select("Just curious...:Well, there's someone I need to help...")) { + switch(select("Just curious...", "Well, there's someone I need to help...")) { case 1: mes "[Ferlock]"; mes "Just curious...?"; @@ -2062,7 +2062,7 @@ airplane,236,163,5 script Airship Captain#03 4_M_REINDEER,{ } } else if (lght_air == 7 && lhz_heart == 12) { mes "[Ferlock]"; - mes "Now, "+strcharinfo(0)+","; + mes "Now, "+strcharinfo(PC_NAME)+","; mes "you must be wondering"; mes "why I'm telling you all"; mes "this. I believe that some"; @@ -2137,7 +2137,7 @@ airplane,236,163,5 script Airship Captain#03 4_M_REINDEER,{ mes "Rune Stones? Hmm. Well, this"; mes "is goodbye for now, adventurer."; close2; - specialeffect2 EF_ABSORBSPIRITS; + specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); completequest 8043; lhz_heart = 13; if (RENEWAL_EXP) @@ -2333,7 +2333,7 @@ airplane,236,63,4 script Hallen 4_M_KID1,{ mes "Howdy, howdy~"; mes "Welcome to the Airship."; next; - switch(select("I'm not a passenger.:Hey kid, what are you doing?")) { + switch(select("I'm not a passenger.", "Hey kid, what are you doing?")) { case 1: emotion e_what,0; mes "[Hallen]"; @@ -2408,7 +2408,7 @@ airplane,236,63,4 script Hallen 4_M_KID1,{ mes "me a favor since I can't"; mes "really leave this joint?"; next; - switch(select("Sorry, but I'm busy...:What is it?")) { + switch(select("Sorry, but I'm busy...", "What is it?")) { case 1: mes "[Hallen]"; mes "Eh, alright. I guess"; @@ -2487,7 +2487,7 @@ airplane,236,63,4 script Hallen 4_M_KID1,{ mes "help each other in"; mes "times of crisis?"; next; - switch(select("Not at all. Every man for himself!:Yes, I do.")) { + switch(select("Not at all. Every man for himself!", "Yes, I do.")) { case 1: mes "[Hallen]"; mes "Wh-what...?"; @@ -2677,7 +2677,7 @@ airplane,236,63,4 script Hallen 4_M_KID1,{ mes "game for Apples!"; next; if (Shinokas_Quest > 9) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(^333333Wait, I met that guy when"; mes "I was helping Shinokas. He"; mes "was one of the directors of"; @@ -2831,88 +2831,90 @@ airplane,33,69,4 script Kaci 1_F_MERCHANT_01,{ mes "do it himself. Reading that"; mes "letter really made my day~"; next; -L_Ask: - switch(select("Ask about Hallen:Ask about Mawong:Ask about the Airship")) { - case 1: - .@mesa = 1; - mes "[Kaci]"; - mes "Hallen? Well, he and I are"; - mes "pretty close. Did you know"; - mes "that we're cousins? In fact,"; - mes "his dad, my uncle, brought"; - mes "me as a child after my father"; - mes "passed away 20 years ago."; - next; - mes "[Kaci]"; - mes "There was some kind of"; - mes "mine explosion accident in"; - mes "Einbech. I don't remember."; - mes "Anyway, me and Hallen are"; - mes "like sister and brother, and"; - mes "we always stick together."; - next; - mes "[Kaci]"; - mes "When Captain Ferlock saw me"; - mes "host a Dice game by coincidence"; - mes "and then hired me to work on his Airship, Hallen insisted on coming"; - mes "along. He's stubborn like that,"; - mes "but he's also very sweet."; - next; - break; - case 2: - .@mesb = 1; - mes "[Kaci]"; - mes "Mr. Mawong? Oh, don't get"; - mes "the wrong idea! He's my"; - mes "mentor, the one who taught"; - mes "me how to play all of these"; - mes "wonderful games. He's pretty"; - mes "famous around Juno, you know."; - next; - mes "[Kaci]"; - mes "I used to be so depressed,"; - mes "not caring about the world"; - mes "at all, after my father died."; - mes "Then, I ran into Mr. Mawong,"; - mes "and he taught me how to find"; - mes "the joy in life once again."; - next; - mes "[Kaci]"; - mes "Because of him, I decided"; - mes "to learn his games and to"; - mes "help people forget their"; - mes "worries and just enjoy"; - mes "themselves, even if it's"; - mes "just for a little while."; - next; - break; - case 3: - .@mesc = 1; - mes "[Kaci]"; - mes "The Airship? It's so"; - mes "huge and beautiful, and"; - mes "I'm always amazed that it"; - mes "can fly so gracefully through"; - mes "the air. I've always wanted to live someplace close to the sky..."; - next; + while (true) { + switch (select("Ask about Hallen", "Ask about Mawong", "Ask about the Airship")) { + case 1: + .@mesa = 1; + mes "[Kaci]"; + mes "Hallen? Well, he and I are"; + mes "pretty close. Did you know"; + mes "that we're cousins? In fact,"; + mes "his dad, my uncle, brought"; + mes "me as a child after my father"; + mes "passed away 20 years ago."; + next; + mes "[Kaci]"; + mes "There was some kind of"; + mes "mine explosion accident in"; + mes "Einbech. I don't remember."; + mes "Anyway, me and Hallen are"; + mes "like sister and brother, and"; + mes "we always stick together."; + next; + mes "[Kaci]"; + mes "When Captain Ferlock saw me"; + mes "host a Dice game by coincidence"; + mes "and then hired me to work on his Airship, Hallen insisted on coming"; + mes "along. He's stubborn like that,"; + mes "but he's also very sweet."; + next; + break; + case 2: + .@mesb = 1; + mes "[Kaci]"; + mes "Mr. Mawong? Oh, don't get"; + mes "the wrong idea! He's my"; + mes "mentor, the one who taught"; + mes "me how to play all of these"; + mes "wonderful games. He's pretty"; + mes "famous around Juno, you know."; + next; + mes "[Kaci]"; + mes "I used to be so depressed,"; + mes "not caring about the world"; + mes "at all, after my father died."; + mes "Then, I ran into Mr. Mawong,"; + mes "and he taught me how to find"; + mes "the joy in life once again."; + next; + mes "[Kaci]"; + mes "Because of him, I decided"; + mes "to learn his games and to"; + mes "help people forget their"; + mes "worries and just enjoy"; + mes "themselves, even if it's"; + mes "just for a little while."; + next; + break; + case 3: + .@mesc = 1; + mes "[Kaci]"; + mes "The Airship? It's so"; + mes "huge and beautiful, and"; + mes "I'm always amazed that it"; + mes "can fly so gracefully through"; + mes "the air. I've always wanted to live someplace close to the sky..."; + next; + mes "[Kaci]"; + mes "A place where I can see"; + mes "the clouds and bask in the"; + mes "sun. So, when Captain Ferlock"; + mes "invited me to work here, it was"; + mes "like a dream come true~"; + next; + break; + } mes "[Kaci]"; - mes "A place where I can see"; - mes "the clouds and bask in the"; - mes "sun. So, when Captain Ferlock"; - mes "invited me to work here, it was"; - mes "like a dream come true~"; + mes "Please don't hesitate"; + mes "to ask me anything if"; + mes "you need a small favor,"; + mes "or if you're just curious"; + mes "about me in general~"; next; - break; + if (.@mesa && .@mesb && .@mesc) + break; } mes "[Kaci]"; - mes "Please don't hesitate"; - mes "to ask me anything if"; - mes "you need a small favor,"; - mes "or if you're just curious"; - mes "about me in general~"; - next; - if (!.@mesa || !.@mesb || !.@mesc) goto L_Ask; - mes "[Kaci]"; mes "By the way, if Hallen"; mes "bothers you with another"; mes "request, please refuse to"; @@ -2930,7 +2932,7 @@ L_Ask: close; } else if (lhz_heart == 8) { mes "[Kaci]"; - mes "Hello, "+strcharinfo(0)+"."; + mes "Hello, "+strcharinfo(PC_NAME)+"."; mes "It's nice to see you again."; mes "So is there anything I can"; mes "help you with today?"; @@ -2958,7 +2960,7 @@ L_Ask: mes "he's drunk, and a poor gambler,"; mes "I don't know much about him."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(^333333Einbroch Laboratory..."; mes "It's so suspicious. That"; mes "director knows about Ymir's"; @@ -2966,7 +2968,7 @@ L_Ask: mes "keeping something really"; mes "important over there.^000000)"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(^333333I better investigate"; mes "that laboratory in Einbroch"; mes "as soon as I can, even if it's"; @@ -2990,7 +2992,7 @@ ein_in01,279,25,0 script #lab01_heart HIDDEN_WARP_NPC,1,1,{ OnTouch: if (lhz_heart == 9) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(^333333I've... I've just"; mes "got to investigate"; mes "that laboratory and"; @@ -3005,7 +3007,7 @@ ein_in01,264,17,0 script #lab02_heart HIDDEN_WARP_NPC,1,1,{ OnTouch: if (lhz_heart == 9) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What the..."; mes "It's some sort of"; mes "weird device. The label"; @@ -3077,7 +3079,6 @@ OnTouch: } while (1) { while (1) { -L_Retry: next; input @input; if (@input < 100 || @input > 999) { @@ -3107,7 +3108,7 @@ L_Retry: } ++@retry; mes "[Security System]"; - mes "^ff0000"+strcharinfo(0)+"^000000"; + mes "^ff0000"+strcharinfo(PC_NAME)+"^000000"; mes "has entered the following:"; mes "^0000ff"+@input100+"^000000 - ^0000ff"+@input10+"^000000 - ^0000ff"+@input1+"^000000."; mes "Please wait for authorization to complete."; @@ -3218,7 +3219,6 @@ L_Retry: case 3: mes "Initialing 4th attempt...^000000"; break; case 4: mes "Initialing final attempt...^000000"; break; } - goto L_Retry; } } end; diff --git a/npc/quests/quests_alberta.txt b/npc/quests/quests_alberta.txt index a735a19f6..c2f726023 100644 --- a/npc/quests/quests_alberta.txt +++ b/npc/quests/quests_alberta.txt @@ -52,7 +52,7 @@ alberta,117,135,0 script Elin 4W_KID,{ close; } mes "[Elin]"; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "Hello~!"; mes "Heh heh, you're a boy, so you probably don't like dolls, right? Well, I like dolls very very much!"; } else { @@ -62,7 +62,7 @@ alberta,117,135,0 script Elin 4W_KID,{ mes "[Elin]"; mes "You know, I really really want a new doll! I hope my daddy will give me one on my birthday...!"; next; - switch(select("Um, I hope your daddy gives you one too.:How about I give you one now?")) { + switch(select("Um, I hope your daddy gives you one too.", "How about I give you one now?")) { case 1: mes "[Elin]"; mes "Yeah, I'm hoping"; @@ -72,7 +72,7 @@ alberta,117,135,0 script Elin 4W_KID,{ case 2: if (MaxWeight - Weight < 1000) { mes "[Elin]"; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "Maybe you should put some of your stuff away first, you look like you're carrying too much, hee hee~"; } else { mes "Do you always carry so much with you? Put some of your things away first, okay?"; @@ -80,7 +80,7 @@ alberta,117,135,0 script Elin 4W_KID,{ close; } mes "[Elin]"; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "Oh my goodness!"; mes "Really? You're"; mes "such a sweetie~!"; @@ -93,7 +93,7 @@ alberta,117,135,0 script Elin 4W_KID,{ mes "[Elin]"; mes "What kind of doll are you going to give me? Are you really gonna give me one?"; next; - switch(select("Poring Doll:Chonchon Doll:Puppet:Rocker Doll:Spore Doll:Osiris Doll:Baphomet Doll:Raccoon Doll:Yoyo Doll:I'm as adorable as a doll.")) { + switch(select("Poring Doll", "Chonchon Doll", "Puppet", "Rocker Doll", "Spore Doll", "Osiris Doll", "Baphomet Doll", "Raccoon Doll", "Yoyo Doll", "I'm as adorable as a doll.")) { case 1: if (countitem(Poring_Doll) >= 1) { delitem Poring_Doll,1; @@ -103,7 +103,7 @@ alberta,117,135,0 script Elin 4W_KID,{ mes "of Poring dolls..."; next; mes "[Elin]"; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "But since a cute boy is giving it to me, I'll happily take it! Hee hee, soft and fluffy Poring doll~"; } else { mes "But since a nice girl is giving it to me, I'll take it! Hee he, soft and fluffy Poring doll~"; @@ -114,7 +114,7 @@ alberta,117,135,0 script Elin 4W_KID,{ next; getitem Candy,1; mes "[Elin]"; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "I don't know if you're too old to like candy, but I guess it's okay."; } else { mes "So, try not to eat too much, okay? Otherwise, you might get in trouble!"; @@ -127,7 +127,7 @@ alberta,117,135,0 script Elin 4W_KID,{ close; } else { mes "[Elin]"; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "Aww...?"; mes "Were you only teasing me?"; } else { @@ -147,7 +147,7 @@ alberta,117,135,0 script Elin 4W_KID,{ mes "A Ch-Ch, Chonchon doll?!"; next; mes "[Elin]"; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "But since... You're... Such a nice guy... I better take it...!"; } else { mes "But since... Since it's a gift... I guess I'll take it..."; @@ -283,7 +283,7 @@ alberta,117,135,0 script Elin 4W_KID,{ getitem Fruit_Of_Mastela,2; mes "[Elin]"; mes "I found it when I secretly went to the forest. I took it because it has pretty colors!"; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "Since there's two, you can share it with your girlfriend. Hee hee~!"; } else { mes "Since there's two, you can share it with your boyfriend. Hee hee~!"; @@ -381,7 +381,7 @@ alberta,117,135,0 script Elin 4W_KID,{ close; } case 10: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm as adorable as a doll..."; next; mes "[Elin]"; @@ -407,7 +407,7 @@ alberta_in,28,145,4 script Grampa 2_M_PHARMACIST,{ mes "But my soul still burns with youthful vigor! It's just... This old body can't keep up anymore... *Hack! Wheeeeze~*"; next; if (countitem(Tiger_Footskin) > 9) { - switch(select("Show him Tiger's Footskin.:Exchange it with Boys Cap.:Cancel")) { + switch(select("Show him Tiger's Footskin.", "Exchange it with Boys Cap.", "Cancel")) { case 1: mes "[Grampa]"; mes "Ohhh~ !!"; @@ -424,7 +424,7 @@ alberta_in,28,145,4 script Grampa 2_M_PHARMACIST,{ close; case 2: delitem Tiger_Footskin,10; - getitem Boy's_Cap,1; + getitem Boys_Cap,1; mes "[Grampa]"; mes "T... Thank you !!"; mes "With this I can revive my youthful splendor!! I must eat this thing right away !"; @@ -440,7 +440,7 @@ alberta_in,28,145,4 script Grampa 2_M_PHARMACIST,{ close; } } else { - switch(select("Talk:Cancel")) { + switch(select("Talk", "Cancel")) { case 1: mes "[Grampa]"; mes "Listen well..."; @@ -490,7 +490,7 @@ alberta_in,122,53,4 script Cherokee 1_M_01,{ mes "Do you have ^FF3355Evil Horn^000000?"; mes "If you offer me 20 Evil Horns, I will give you an ^3355FFAntler^000000 from my precious collection. So, deal?"; next; - switch(select("Okay, let's deal.:Shut up, Dumbo.")) { + switch(select("Okay, let's deal.", "Shut up, Dumbo.")) { case 1: if (countitem(Evil_Horn) > 19) { delitem Evil_Horn,20; @@ -603,7 +603,7 @@ alberta,120,53,1 script Stylish Merchant#new30 1_M_BARD,{ mes "[Zic]"; mes "Let me know what item you're interested in, and maybe I'll make it for you..."; next; - switch(select("Bao Bao:Cresent Hairpin:Fashionable Glasses:Heart Hairpin")) { + switch(select("Bao Bao", "Cresent Hairpin", "Fashionable Glasses", "Heart Hairpin")) { case 1: mes "[Zic]"; mes "Sooo..."; @@ -659,7 +659,7 @@ alberta,136,79,1 script Hat store girl#new30 1_F_LIBRARYGIRL,{ mes "[Tempestra]"; mes "Oh, I'm sooo thirsty! A nice, chilled Yellow Potion would be perfect right about now~"; next; - switch(select("Let me treat you to a Yellow Potion.:What, you expect me to give you one?!")) { + switch(select("Let me treat you to a Yellow Potion.", "What, you expect me to give you one?!")) { case 1: if (countitem(Yellow_Potion) > 0){ mes "[Tempestra]"; @@ -672,7 +672,7 @@ alberta,136,79,1 script Hat store girl#new30 1_F_LIBRARYGIRL,{ mes "Hyaaaaaa~~!!!"; mes "It's so cold!! Thank you~~~"; next; - switch(select("It's really hot, isn't it~?:You should wear your hat...")) { + switch(select("It's really hot, isn't it~?", "You should wear your hat...")) { case 1: mes "[Tempestra]"; mes "Yeah~ it's really hot...."; @@ -686,7 +686,7 @@ alberta,136,79,1 script Hat store girl#new30 1_F_LIBRARYGIRL,{ mes "[Tempestra]"; mes "I brought these hats so I can sell them and use the money for my vacation here, but now it looks like I have to wear one~"; next; - switch(select("Sunday Hat!!?:Mage Hat?!?:Magician Hat??!??")) { + switch(select("Sunday Hat!!?", "Mage Hat?!?", "Magician Hat??!??")) { case 1: mes "[Tempestra]"; mes "Oh? Didn't you know? I'm a hat merchant. Didn't I tell you that before?"; @@ -708,7 +708,7 @@ alberta,136,79,1 script Hat store girl#new30 1_F_LIBRARYGIRL,{ next; mes "[Tempestra]"; mes "I just want to make something for the Yellow Potion, so I won't charge you any zeny for my hat making service."; - switch(select("Oh, please do.:No thanks.")) { + switch(select("Oh, please do.", "No thanks.")) { case 1: next; mes "[Tempestra]"; @@ -772,7 +772,7 @@ alberta,136,79,1 script Hat store girl#new30 1_F_LIBRARYGIRL,{ next; mes "[Tempestra]"; mes "I just want to make something nice for you, so I won't charge you any zeny for my hat making service."; - switch(select("Oh, please do.:No thanks.")) { + switch(select("Oh, please do.", "No thanks.")) { case 1: next; mes "[Tempestra]"; @@ -837,7 +837,7 @@ alberta,136,79,1 script Hat store girl#new30 1_F_LIBRARYGIRL,{ next; mes "[Tempestra]"; mes "I just want to make something nice for you, so I won't charge you any zeny for my hat making service."; - switch(select("Please do:No thanks")) { + switch(select("Please do", "No thanks")) { case 1: next; mes "[Tempestra]"; @@ -959,7 +959,7 @@ alberta,91,70,4 script Kinsey#tur 4_M_ORIENT02,{ mes "[Kinsey]"; mes "In fact, this old man is always there, telling stories about Turtle Island! But we're not sure if he's been there, or if he's just that drunk."; next; - if (select("^3333FF*ting!*^000000:Sounds fun~") == 1) { + if (select("^3333FF*ting!*^000000", "Sounds fun~") == 1) { mes "[Kinsey]"; mes "Whoa..."; mes "Hey, your eyes just lit up right when I said 'Turtle Island!' Hmm, let me try that again."; @@ -969,7 +969,7 @@ alberta,91,70,4 script Kinsey#tur 4_M_ORIENT02,{ mes "'Tur-tle"; mes "Is-land.'"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "^3333FF*ting!*^000000"; next; mes "[Kinsey]"; @@ -1002,7 +1002,7 @@ alberta_in,23,104,4 script Grandpa Turtle#tur 2_M_PHARMACIST,{ mes "[Grandpa Turtle]"; mes "There isn't one decent drinking establishment in all of Alberta! But then again, why did I drink so much? Hmm..."; next; - switch(select("Tell me about Turtle Island:How can I get there?:Stop talking")) { + switch(select("Tell me about Turtle Island", "How can I get there?", "Stop talking")) { case 1: mes "[Grandpa Turtle]"; mes "Eh...?"; @@ -1020,11 +1020,11 @@ alberta_in,23,104,4 script Grandpa Turtle#tur 2_M_PHARMACIST,{ mes "[Grandpa Turtle]"; mes "But only someone with a good heart that's eager for adventure should be able to go to that kind of place."; next; - switch(select("^3333FF*ting!*^000000:Tell me more, old man!")) { + switch(select("^3333FF*ting!*^000000", "Tell me more, old man!")) { case 1: mes "[Grandpa Turtle]"; mes "Ha ha ha~!"; - if (Sex) + if (Sex == SEX_MALE) mes "I like the shine in your eye, my boy! I can see a little bit of myself in those eyes. Yes..."; else mes "No use hiding the glint in your eyes, my dear! It's adventure you wish for, that much I can tell..."; @@ -1113,7 +1113,7 @@ alberta_in,23,104,4 script Grandpa Turtle#tur 2_M_PHARMACIST,{ mes "Your eyes..."; mes "I can tell you're curious about Turtle Island. I guess you must have been talking to that drunken old man!"; next; - switch(select("Do you know about Turtle Island?:How can I get there?:Stop talking.")) { + switch(select("Do you know about Turtle Island?", "How can I get there?", "Stop talking.")) { case 1: mes "[Gotanblue]"; mes "Turtle Island...?"; @@ -1193,7 +1193,7 @@ alberta_in,23,104,4 script Grandpa Turtle#tur 2_M_PHARMACIST,{ mes "[Gotanblue]"; mes "If you wish for me to guide you there, I will charge you 10,000 zeny. I'm the only navigator that can guide you there and back safely."; next; - if (select("Turtle island -> 10000 zeny:Cancel") == 1) { + if (select("Turtle island -> 10000 zeny", "Cancel") == 1) { if (Zeny > 9999) { mes "[Gotanblue]"; mes "Alright!!"; @@ -1234,7 +1234,7 @@ tur_dun01,165,29,4 script Sailor#tur2 4_M_SEAMAN,{ mes "to return"; mes "to Alberta?"; next; - if (select("Go to Alberta:Stop talking") == 1) { + if (select("Go to Alberta", "Stop talking") == 1) { mes "[Gotanblue]"; mes "Heh heh..."; mes "I certainly hope you've found what you were looking for. Alright, I guess there's always a time for an adventurer to return home..."; @@ -1263,7 +1263,7 @@ tur_dun01,165,29,4 script Sailor#tur2 4_M_SEAMAN,{ mes "time on Turtle Island."; mes "Hah Hah Hah~"; next; - switch(select("About Turtle island:You're Jornadan Niliria?!:Stop talking")) { + switch(select("About Turtle island", "You're Jornadan Niliria?!", "Stop talking")) { case 1: mes "[Jornadan Niliria]"; mes "Turtle..."; @@ -2004,7 +2004,7 @@ tur_dun03,105,76,4 script Knight Leader#tur 4_M_MINISTER,5,5,{ mes "Finally, another person."; mes "Tell me who you are!"; next; - switch(select("Who are you to ask?:"+ strcharinfo(0) +"!:What are you doing here?:First, tell me who you are.")) { + switch(select("Who are you to ask?", ""+ strcharinfo(PC_NAME) +"!", "What are you doing here?", "First, tell me who you are.")) { case 1: mes "[Takuyaka]"; mes "How dare you speak to me in that tone! Don't you know who I am?! I'm Takuyaka, leader of the Security Knights of Alberta! Kobolds and Porings quiver in fear when they hear my name..."; @@ -2014,7 +2014,7 @@ tur_dun03,105,76,4 script Knight Leader#tur 4_M_MINISTER,5,5,{ close; case 2: mes "[Takuyaka]"; - mes "" + strcharinfo(0) + "?"; + mes "" + strcharinfo(PC_NAME) + "?"; mes "Well, your name sounds better than mine. And you have more hair on your head as well. Hmmm..."; next; mes "[Takuyaka]"; @@ -2107,7 +2107,7 @@ tur_dun01,190,115,4 script Knight#tur 8W_SOLDIER,{ mes "Where are they?"; mes "Oh hey! You're an adventurer, aren't you? Do you know where my comrades are?"; next; - switch(select("Who are you?:Sorry, I don't.:Why did you come here?:How did you get here?")) { + switch(select("Who are you?", "Sorry, I don't.", "Why did you come here?", "How did you get here?")) { case 1: mes "[Passats]"; mes "My name is Passats, a proud Security Knight of Alberta. We've obtained some information that some people came here to seek treasure."; @@ -2168,7 +2168,7 @@ tur_dun03,189,126,4 script Knight#tur2 8W_SOLDIER,{ mes "[Jayprocat]"; mes "Oh? Are you a civilian? Nice to meet you. I'm a mighty Security Knight of Alberta, Jayprocat."; next; - if (select("What is that, exactly?:I'm not impressed.") == 1) { + if (select("What is that, exactly?", "I'm not impressed.") == 1) { mes "[Jayprocat]"; mes "Well..."; mes "We're supposed to protect the people of Alberta. That's our job as proud Security Knights."; @@ -2192,7 +2192,7 @@ tur_dun03,189,126,4 script Knight#tur2 8W_SOLDIER,{ mes "*Sniff*"; mes "Why did we have to be attacked by so many monsters on my first mission? I'm... I'm just a new recruit..."; next; - if (select("Why did you run away?:I don't care.") == 1) { + if (select("Why did you run away?", "I don't care.") == 1) { mes "[Jayprocat]"; mes "No, I didn't just run away! The monsters were too stong and there were so many of them! Plus, it's our damn leader's fault."; next; @@ -2216,7 +2216,7 @@ tur_dun03,104,171,4 script Knight#tur3 8W_SOLDIER,{ mes "[Squall]"; mes "Am I the only one left? Where are all my comrades?! I... I'm about to go crazy!"; next; - if(select("Maybe they ran away?:What happened?") == 1) { + if(select("Maybe they ran away?", "What happened?") == 1) { mes "[Squall]"; mes "No, we would never run away from the face of danger."; next; @@ -2280,7 +2280,7 @@ tur_dun03,67,130,4 script Knight#tur4 8W_SOLDIER,{ mes "[Nysurea]"; mes "Even though you're pretty strong, sooner or later you might need a reprieve. I can send you back to Alberta right now if you want."; next; - if (select("Yes, Help me.:No, thanks.") == 1) { + if (select("Yes, Help me.", "No, thanks.") == 1) { mes "[Nysurea]"; mes "Okay then, let me activate this teleport thingee donated to us by Kafra Corporation..."; close2; @@ -2342,7 +2342,7 @@ alberta_in,131,95,5 script Iromo#ep3_2 4_M_KID1,{ next; mes "-Silent pause-"; next; - mes "-"+strcharinfo(0)+" starts to speak-"; + mes "-"+strcharinfo(PC_NAME)+" starts to speak-"; mes "-And tells him of the journeys-"; mes "-Adventures, joy, sorrow, and loss-"; mes "-One by one to the boy-"; @@ -2423,7 +2423,7 @@ alberta_in,131,95,5 script Iromo#ep3_2 4_M_KID1,{ mes "...Thank you for telling me..."; mes "They are great friends..."; next; - if (Sex == 0) { + if (Sex == SEX_FEMALE) { mes "[Iromo]"; mes "...And? ...What do you..."; mes "Want to say to me this time..."; @@ -2593,7 +2593,7 @@ alberta_in,131,95,5 script Iromo#ep3_2 4_M_KID1,{ mes "It is frustrating. But..."; mes "Why do you care about me so much?"; next; - if (Sex == 0) { + if (Sex == SEX_FEMALE) { mes "[Iromo]"; mes "Really, its not that bad..."; mes "I wish I could have a sister like you."; @@ -2650,7 +2650,7 @@ alberta_in,131,95,5 script Iromo#ep3_2 4_M_KID1,{ mes "I should stay at home."; close; } - if ((ep13_2_hiki == 6) && (countitem(Monster's_Feed) > 0) && (countitem(Red_Potion) > 0)) { + if ((ep13_2_hiki == 6) && (countitem(Monsters_Feed) > 0) && (countitem(Red_Potion) > 0)) { mes "[Iromo]"; mes "...Huh? This smell..."; mes "This is the one I like the most."; @@ -2687,7 +2687,7 @@ alberta_in,131,95,5 script Iromo#ep3_2 4_M_KID1,{ mes "I like cats so I approached him."; mes "Then suddenly he scratched and bit me."; next; - delitem Monster's_Feed,1; + delitem Monsters_Feed,1; delitem Red_Potion,1; ep13_2_hiki = 7; changequest 10083,10084; @@ -2736,7 +2736,7 @@ alberta_in,131,95,5 script Iromo#ep3_2 4_M_KID1,{ } alberta_in,120,93,3 script Iromo's Mother#ep3_2 1_M_INNKEEPER,{ - if (ep13_2_hiki == 8) { + if (ep13_2_hiki >= 8) { mes "[Mother]"; mes "Thank you for helping my son."; mes "But I think we can't do anything"; diff --git a/npc/quests/quests_aldebaran.txt b/npc/quests/quests_aldebaran.txt index ae088e720..e276622e9 100644 --- a/npc/quests/quests_aldebaran.txt +++ b/npc/quests/quests_aldebaran.txt @@ -56,7 +56,7 @@ aldeba_in,152,166,4 script Trader#01 4_M_04,{ mes " (4) ^3355FFSakkat^000000:"; mes "120 Trunks + 10000 Zeny "; next; - switch(select(" Doctor Band : Feather Bonnet : Phantom of Opera : Sakkat ")) { + switch(select(" Doctor Band ", " Feather Bonnet ", " Phantom of Opera ", " Sakkat ")) { case 1: if ((countitem(Red_Bandana) > 0) && (countitem(Iron) > 49) && (countitem(Crystal_Jewel___) > 0) && (Zeny > 3499)) { delitem Red_Bandana,1; @@ -79,8 +79,8 @@ aldeba_in,152,166,4 script Trader#01 4_M_04,{ close; } case 2: - if ((countitem(Oldman's_Romance) > 0) && (countitem(Feather_Of_Birds) > 299) && (Zeny > 499)) { - delitem Oldman's_Romance,1; + if ((countitem(Oldmans_Romance) > 0) && (countitem(Feather_Of_Birds) > 299) && (Zeny > 499)) { + delitem Oldmans_Romance,1; delitem Feather_Of_Birds,300; Zeny -= 500; mes "[Trader]"; diff --git a/npc/quests/quests_amatsu.txt b/npc/quests/quests_amatsu.txt index 71fad6aa9..31ebb517a 100644 --- a/npc/quests/quests_amatsu.txt +++ b/npc/quests/quests_amatsu.txt @@ -69,7 +69,7 @@ amatsu,223,236,3 script Publisher#ama 4_M_JPN,{ mes "Dokebis, just like in the story!"; mes "There will also be rewards."; next; - switch(select("What is Momotaro Story?:I want to try!:I'm busy right now...")) { + switch(select("What is Momotaro Story?", "I want to try!", "I'm busy right now...")) { case 1: mes "[Publisher]"; mes "Eh~!? How can you not know about"; @@ -262,7 +262,7 @@ ama_test,52,44,3 script Assistant#ama 4_M_MANAGER,{ mes "First of all...Did you hear"; mes "about the story from the publisher?"; next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { mes "[Satoshi]"; mes "Hehe...Good."; mes "Momotaro Story is our"; @@ -331,7 +331,7 @@ ama_test,52,44,3 script Assistant#ama 4_M_MANAGER,{ mes "Now what are you going to do?"; mes "Do you want to go in again?"; next; - if (select("Yes:No, I want to go back") == 1) { + if (select("Yes", "No, I want to go back") == 1) { mes "[Satoshi]"; mes "The more effort you put into this, the sweeter victory will taste."; mes "Good luck in fighting!"; @@ -597,7 +597,7 @@ ama_test,50,100,3 script Coach#ama 4_M_JPN2,15,15,{ mes "Momotaro in the story!"; mes "Hohohoho..."; next; - switch(select("Well, well. It is nothing~:It was boring.")) { + switch(select("Well, well. It is nothing~", "It was boring.")) { case 1: mes "[Coach]"; mes "...Hohoho.."; @@ -646,7 +646,7 @@ ama_test,50,100,3 script Coach#ama 4_M_JPN2,15,15,{ mes "^3163FFyou can't take this challenge.^000000"; mes "Also, this mission will be pretty hard."; next; - if (select("Nah.. I'm good.:Bring it on, foo'!") == 1) { + if (select("Nah.. I'm good.", "Bring it on, foo'!") == 1) { erasequest 8129; mes "[Coach]"; mes "Hoho~I understand..."; @@ -1134,7 +1134,7 @@ ama_in01,162,17,1 script Sushi Master#ama 4_M_JPNOJI2,{ mes "highly values the freshness of"; mes "fish slices. What brings you down here...?"; next; - switch(select("I would like to buy Sushi:I would like to buy fish slice:Do you need assistance?:Keep up the good work")) { + switch(select("I would like to buy Sushi", "I would like to buy fish slice", "Do you need assistance?", "Keep up the good work")) { case 1: mes "[Magumagu]"; mes "Alright...! How many?"; @@ -1142,7 +1142,7 @@ ama_in01,162,17,1 script Sushi Master#ama 4_M_JPNOJI2,{ mes "want just 1 Sushi. It is 74z."; mes "If you want more, tell me."; next; - switch(select("700z A set!:74z A piece!:I will try it later")) { + switch(select("700z A set!", "74z A piece!", "I will try it later")) { case 1: if (Zeny < 700) { mes "[Magumagu]"; @@ -1183,7 +1183,7 @@ ama_in01,162,17,1 script Sushi Master#ama 4_M_JPNOJI2,{ mes "1 fish slice is 37z."; mes "If you want more, tell me."; next; - switch(select("350z A set!:37z A piece!:I will try it later")) { + switch(select("350z A set!", "37z A piece!", "I will try it later")) { case 1: if (Zeny < 350) { mes "[Magumagu]"; @@ -1481,10 +1481,10 @@ ama_in02,170,62,4 script Soldier#ama2 8_M_JPNSOLDIER,{ mes "I'm Jiro, the administrator"; mes "of this Palace. What can I do for you?"; next; - switch(select("Issue me a Transit Permit:I want to live in Amatsu:Nothing")) { + switch(select("Issue me a Transit Permit", "I want to live in Amatsu", "Nothing")) { case 1: if (event_amatsu == 6) { - if (countitem(Lord's_Passable_Ticket) > 0) { + if (countitem(Lords_Passable_Ticket) > 0) { mes "[Jiro]"; mes "You already have one..."; mes "You don't need to have two of them."; @@ -1495,9 +1495,9 @@ ama_in02,170,62,4 script Soldier#ama2 8_M_JPNSOLDIER,{ mes "You need to pay 10,000 zeny as a tax"; mes "to issue another Transit Permit."; next; - if (select("Issue one:Talk to you later") == 1) { + if (select("Issue one", "Talk to you later") == 1) { Zeny -= 10000; - getitem Lord's_Passable_Ticket,1; + getitem Lords_Passable_Ticket,1; mes "[Jiro]"; mes "There you go."; mes "Don't lose it this time."; @@ -1672,18 +1672,18 @@ ama_in02,115,177,7 script Soldier#ama10 8_M_JPNSOLDIER,{ mes "What are you doing in here?"; mes "There is nothing interesting here."; next; - if (select("That is true:Open the gate") == 1) { + if (select("That is true", "Open the gate") == 1) { mes "[Jyuro]"; mes "There are much better things to enjoy in town. Have a good time..."; close; } if (event_amatsu == 6) { - if (countitem(Lord's_Passable_Ticket) > 0) { + if (countitem(Lords_Passable_Ticket) > 0) { mes "[Jyuro]"; mes "You have the ticket..."; mes "Do you want me to send you now, or do you need a little instruction?"; next; - if (select("I will go in:Instruction, please") == 1) { + if (select("I will go in", "Instruction, please") == 1) { mes "[Jyuro]"; mes "I will open the gate."; mes "Take care of yourself..."; @@ -1734,15 +1734,15 @@ ama_in02,115,177,7 script Soldier#ama10 8_M_JPNSOLDIER,{ mes "A gate? On the top floor of the building??? Surely, you must been be mistaken."; emotion e_swt; next; - if (countitem(Lord's_Passable_Ticket) > 0) { - if (select("Show him the ticket:Cancel") == 1) { + if (countitem(Lords_Passable_Ticket) > 0) { + if (select("Show him the ticket", "Cancel") == 1) { mes "[Jyuro]"; mes "What? That pass is...?"; mes "That Transit Permit is from"; mes "the lord but I guess it has"; mes "been issued to the wrong person."; next; - delitem Lord's_Passable_Ticket,1; + delitem Lords_Passable_Ticket,1; mes "[Jyuro]"; mes "I will keep this ticket because"; mes "it was issued without permission."; @@ -1763,7 +1763,7 @@ ama_dun01,229,7,0 script Soldier#ama11 8_M_JPNSOLDIER,{ mes "[Jyuro]"; mes "Do you want to go back?"; next; - if (select("Yes, I do:I will stay here") == 1) { + if (select("Yes, I do", "I will stay here") == 1) { mes "[Jyuro]"; mes "Take care of yourself."; close2; @@ -1794,7 +1794,7 @@ ama_in02,200,176,4 script Lord of Palace#ama 8_M_JPNMASTER,{ mes "you here? If it is not urgent,"; mes "come to me another time...!"; next; - switch(select("I heard about your mother...:Your last name is nice:Who are you?")) { + switch(select("I heard about your mother...", "Your last name is nice", "Who are you?")) { case 1: mes "[Ishida Yoshinaga]"; mes "Oh...So you know about her disease?"; @@ -1885,7 +1885,7 @@ ama_in02,200,176,4 script Lord of Palace#ama 8_M_JPNMASTER,{ event_amatsu = 6; completequest 8135; delitem Fox_Tail,1; - getitem Lord's_Passable_Ticket,1; + getitem Lords_Passable_Ticket,1; mes "[Ishida Yoshinaga]"; mes "This isn't a big reward but"; mes "someday it will be useful for you."; @@ -1943,7 +1943,7 @@ ama_in01,22,111,0 script Grandma#ama2 4_F_JPNOBA,{ mes "it won't harm me!! Yelp!^000000"; next; select("Taaaah!!"); - if ((BaseJob == Job_Priest || BaseJob != Job_Acolyte && BaseJob != Job_Monk) || (countitem(Holy_Water) < 1 || countitem(Bear's_Foot) < 1 || countitem(Tiger's_Skin) < 1)) { + if ((BaseJob == Job_Priest || BaseJob != Job_Acolyte && BaseJob != Job_Monk) || (countitem(Holy_Water) < 1 || countitem(Bears_Foot) < 1 || countitem(Tigers_Skin) < 1)) { if (rand(1,4) == 1) .@fox_kill = 0; else diff --git a/npc/quests/quests_ayothaya.txt b/npc/quests/quests_ayothaya.txt index b79ee5022..dba9c5d14 100644 --- a/npc/quests/quests_ayothaya.txt +++ b/npc/quests/quests_ayothaya.txt @@ -113,7 +113,7 @@ ayothaya,233,105,3 script Powerful-Looking Woman 4_F_THAIAYO,2,2,{ mes "^3355FFShuda gazes directly"; mes "at you with a puppy eyed look.^000000"; next; - switch(select("D-Don't look at me that way!:Alright, alright.")) { + switch(select("D-Don't look at me that way!", "Alright, alright.")) { case 1: mes "[Shuda]"; mes "Oh come on, you know everything that happened, and I know you're gonna continue adventuring"; @@ -127,12 +127,12 @@ ayothaya,233,105,3 script Powerful-Looking Woman 4_F_THAIAYO,2,2,{ emotion e_heh; next; emotion e_dots,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(She's so scary!"; mes "Making me do stuff"; mes "for her again...)"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(Why am I always"; mes "doing things for other"; mes "people anyway?!)"; @@ -208,7 +208,7 @@ ayothaya,233,105,3 script Powerful-Looking Woman 4_F_THAIAYO,2,2,{ mes "my fiancee hadn't"; mes "thrown it..."; next; - switch(select("What...?:Lies~!")) { + switch(select("What...?", "Lies~!")) { case 1: mes "[Powerful-Looking Woman]"; mes "What 'what?'"; @@ -217,7 +217,7 @@ ayothaya,233,105,3 script Powerful-Looking Woman 4_F_THAIAYO,2,2,{ mes "own amusement or something?!"; next; emotion e_gg,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No no no no..."; mes "I meant, I can't"; mes "believe that you're"; @@ -234,7 +234,7 @@ ayothaya,233,105,3 script Powerful-Looking Woman 4_F_THAIAYO,2,2,{ mes "I'm not gonna put up with crap"; mes "if you're gonna say something like 'I can't believe you're engaged to someone!'"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Whoa whoa whoa~"; mes "Calm down, lady."; mes "Hear me out first."; @@ -265,12 +265,12 @@ ayothaya,233,105,3 script Powerful-Looking Woman 4_F_THAIAYO,2,2,{ mes "Why are you staring at me?"; mes "Don't you have anything to do?"; next; - switch(select("No.:No~ and you are an interesting girl.")) { + switch(select("No.", "No~ and you are an interesting girl.")) { case 1: mes "[Powerful-Looking Woman]"; mes "I see. Hmmm..."; mes "You're kind of my type."; - if (Sex) { + if (Sex == SEX_MALE) { mes "No no, that doesn't mean I'm interested in you. Plus I'm"; mes "already engaged."; } else @@ -297,7 +297,7 @@ ayothaya,233,105,3 script Powerful-Looking Woman 4_F_THAIAYO,2,2,{ mes "I never saw him after that."; mes "So what I want to ask is..."; next; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "You want me"; mes "to find your"; mes "ring, don't you?"; @@ -321,7 +321,7 @@ ayothaya,233,105,3 script Powerful-Looking Woman 4_F_THAIAYO,2,2,{ mes "^666666*Grinds teeth*^000000"; next; emotion e_gasp,1; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "(...H-Horrifying!)"; next; mes "[Shuda]"; @@ -359,7 +359,7 @@ ayothaya,233,105,3 script Powerful-Looking Woman 4_F_THAIAYO,2,2,{ mes "would be known as"; mes "the hero of Ayotaya."; next; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes " ...Say what?!"; next; mes "[Shuda]"; @@ -370,7 +370,7 @@ ayothaya,233,105,3 script Powerful-Looking Woman 4_F_THAIAYO,2,2,{ mes "Sure, Annon, he's my fiancee, is spineless and disappears whenever"; mes "I say something a little too harsh. What a little girl! Can't he see I'm trying to make him a better man?!"; next; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "He ran away"; mes "from you, didn't he?"; next; @@ -378,7 +378,7 @@ ayothaya,233,105,3 script Powerful-Looking Woman 4_F_THAIAYO,2,2,{ mes "Eh...?"; mes "What was that?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^666666*Ahem*^000000"; mes "You're way"; mes "too good for him."; @@ -443,7 +443,7 @@ OnTouch: ayo_dun02,91,263,0 script #Annonblood HIDDEN_NPC,2,3,{ if (!$@annonactive) { if (thai_find == 13) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "A blood stain?"; mes "What's going on?"; mes "I should take a look..."; @@ -457,13 +457,13 @@ if (!$@annonactive) { mes "that the trail of blood continues, almost as if a bleeding animal struggled to find refuge within"; mes "the bushes.^000000"; next; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "Hmmm...."; next; - switch(select("Scatter the bushes.:Dig up the bushes.")) { + switch(select("Scatter the bushes.", "Dig up the bushes.")) { case 1: if (!rand(0,2)) { - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "^666666*Cough cough*^000000"; mes "It's so dusty!"; next; @@ -472,7 +472,7 @@ if (!$@annonactive) { mes "Oh... Oh God...!"; next; emotion e_gasp,1; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "Huh...?"; mes "I heard something"; mes "from below! Let's"; @@ -492,9 +492,9 @@ if (!$@annonactive) { mes "stay back, or I'll kill myself!"; emotion e_omg,1; next; - switch(select("What are you doing here?:I'm not Shuda!")) { + switch(select("What are you doing here?", "I'm not Shuda!")) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey..."; mes "What are you doi--"; next; @@ -515,7 +515,7 @@ if (!$@annonactive) { mes "^3355FFYou dig up the bushes, stirring"; mes "up a large, choking cloud of dust.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^666666*Cough cough!*^000000"; mes "What a large,"; mes "choking cloud"; @@ -534,7 +534,7 @@ if (!$@annonactive) { mes "...M-my legs!"; close; } else { - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "Hmmm...?"; mes "What was that noise?"; mes "Ugh, it's awfully dusty."; @@ -555,19 +555,19 @@ OnTouch: if (thai_find == 12) { if (!rand(0,2)) { emotion e_gasp,1; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "Huh...?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That looks"; mes "like blood!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm..."; mes "Yes..."; mes "That's definitely blood."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Strange to see"; mes "a blood stain in"; mes "this kind of place..."; @@ -593,13 +593,13 @@ ayo_dun02,91,264,3 script Haggard Man 4_M_THAIAYO,{ mes "Oh, how did this happen?"; mes "My spiritual training wasn't supposed to go like this...!"; next; - switch(select("Treat his wound first.:Is that you, Annon?")) { + switch(select("Treat his wound first.", "Is that you, Annon?")) { case 1: - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "Anyway, I think you need to be treated. Let me check if I have some potions."; next; if (countitem(White_Potion)) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah..."; mes "Here we are,"; mes "a White Potion."; @@ -623,7 +623,7 @@ ayo_dun02,91,264,3 script Haggard Man 4_M_THAIAYO,{ mes "Shuda sent you?! Oh well..."; mes "I thank you for curing me. Now, it's time for me to resume my training."; next; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; specialeffect EF_CLOAKING; mes "Wait, I can't let you go! You don't know how hard it was for me to find you! You can't just leave!"; next; @@ -651,9 +651,9 @@ ayo_dun02,91,264,3 script Haggard Man 4_M_THAIAYO,{ mes "It looks like you wish to know more. If you promise me that you will not mention my whereabouts"; mes "to Shuda, then I'll explain."; next; - switch(select("You think the world revolves around you?:What do you want me to do?")) { + switch(select("You think the world revolves around you?", "What do you want me to do?")) { case 1: - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "You think the world"; mes "revolves around you?"; mes "You can't just run away!"; @@ -702,7 +702,7 @@ ayo_dun02,91,264,3 script Haggard Man 4_M_THAIAYO,{ mes "arm this way, and"; mes "apply pressure here..."; next; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "Wahhh~!"; mes "What the hell"; mes "are you doing!"; @@ -744,7 +744,7 @@ ayo_dun02,91,264,3 script Haggard Man 4_M_THAIAYO,{ else getexp 406786,0; } next; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "Whoa...?"; mes "That felt was so great~"; mes "It even feels like my mind"; @@ -765,7 +765,7 @@ ayo_dun02,91,264,3 script Haggard Man 4_M_THAIAYO,{ disablenpc "Haggard Man"; end; } else { - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "No way, no way."; mes "He's too seriously"; mes "wounded to be cured"; @@ -773,7 +773,7 @@ ayo_dun02,91,264,3 script Haggard Man 4_M_THAIAYO,{ mes "that I have. I'll need"; mes "a stronger potion..."; next; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "Okay, you stay"; mes "here for a while."; mes "I'll bring you some"; @@ -789,7 +789,7 @@ ayo_dun02,91,264,3 script Haggard Man 4_M_THAIAYO,{ next; $@annonactive = 0; disablenpc "Haggard Man"; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "Okay, it's time"; mes "for me to play doctor!"; mes "I don't have much time!"; @@ -807,7 +807,7 @@ ayo_dun02,91,264,3 script Haggard Man 4_M_THAIAYO,{ mes "I don't know him, okay!"; mes "Stop disturbing my training!"; next; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "Uh..."; mes "Hmm, it doesn't seem like you should be yelling with that kind of wound. You sure you're not Annon?"; next; @@ -857,9 +857,9 @@ ayothaya,253,99,3 script Fisherman 4_M_THAIONGBAK,{ mes "Would you"; mes "like to try?"; next; - switch(select("Yes.:No, thanks.")) { + switch(select("Yes.", "No, thanks.")) { case 1: - if (countitem(Monster's_Feed) && Zeny > 49) { + if (countitem(Monsters_Feed) && Zeny > 49) { mes "^3355FFYou cast your"; mes "fishing line"; mes "into the water.^000000"; @@ -871,7 +871,7 @@ ayothaya,253,99,3 script Fisherman 4_M_THAIONGBAK,{ next; mes "^3355FFYou've hooked a Phen!^000000"; next; - delitem Monster's_Feed,1; + delitem Monsters_Feed,1; Zeny -= 50; .@randfish = rand(1,100); if (.@randfish > 0 && .@randfish < 40) { @@ -1058,19 +1058,19 @@ OnTouch: mes "^3355FFHmm...?"; mes "There's something here...^000000"; next; - switch(select("Ignore.:^5C3317Investigate.^000000")) { + switch(select("Ignore.", "^5C3317Investigate.^000000")) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, it's probably nothing. But which way should I go now?"; thai_find = 10; close; case 2: .@randayo = rand(1,10); if (.@randayo < 2) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Why, this is a pack of White Potions. Whoever owned these must have dropped these by accident. Hmm, I could use these for later..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait..."; mes "There are more"; mes "footprints heading"; @@ -1081,10 +1081,10 @@ OnTouch: getitem White_Potion,10; close; } else if (.@randayo > 2 && .@randayo < 5) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Why, this is a pack of Yellow Potions. Whoever owned these must have dropped these by accident. Hmm, I could use these for later..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait..."; mes "There are more"; mes "footprints heading"; @@ -1100,7 +1100,7 @@ OnTouch: mes "^FF0000Squeak Squeak!^000000"; emotion e_omg,1; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^8C1717Wah^000000!"; mes "What was that?!"; next; @@ -1243,7 +1243,7 @@ ayothaya,83,132,0 script Dusit#thai 4_M_THAIONGBAK,{ mes "You must be a traveller."; mes "I have a tale you may wish to hear if you're interested in listening."; next; - if (select("What is it?:I know what the story is.") == 1) { + if (select("What is it?", "I know what the story is.") == 1) { mes "[Dusit]"; mes "Ayothaya has a long history. Perhaps it looks calm and peaceful now, but in the past our village was terrorized by a terrible creature."; next; @@ -1281,7 +1281,7 @@ ayothaya,83,132,0 script Dusit#thai 4_M_THAIONGBAK,{ mes "in the existance"; mes "of man-eating tigers?"; next; - if (select("Well, not really.:Yes, I do and I think they're scary!") == 1) { + if (select("Well, not really.", "Yes, I do and I think they're scary!") == 1) { mes "[Dusit]"; mes "Umm..."; mes "Oh well. My late grandfather told me about the Sa-mhing Tiger when"; @@ -1409,7 +1409,7 @@ ayo_in01,181,193,4 script Shaman#thai 4_F_THAISHAMAN,{ mes "[Boonthom]"; mes "I don't think we need to worry about it though. It is locked up and there it shall remain."; next; - switch(select("I want to explore the ancient ruins.:Locked up! Good! I'm not afraid!")) { + switch(select("I want to explore the ancient ruins.", "Locked up! Good! I'm not afraid!")) { case 1: mes "[Boonthom]"; mes "You..."; @@ -1424,7 +1424,7 @@ ayo_in01,181,193,4 script Shaman#thai 4_F_THAISHAMAN,{ mes "I can give you some useful tips."; mes "Would you like to listen?"; next; - if (select("If it's that dangerous, I'd rather not try.:Sure!") == 1) { + if (select("If it's that dangerous, I'd rather not try.", "Sure!") == 1) { mes "[Boonthom]"; mes "You made a good decision."; mes "You'd better be careful if"; @@ -1515,6 +1515,7 @@ ayo_in01,181,193,4 script Shaman#thai 4_F_THAISHAMAN,{ mes "[Boonthom]"; mes "The ancient building consists"; mes "of 2 levels. Before you enter the 2nd underground level, please return to me so that I can tell you how to enter that place."; + close; } mes "[Boonthom]"; mes "Did you forget what materials"; @@ -1580,7 +1581,7 @@ ayo_in01,181,193,4 script Shaman#thai 4_F_THAISHAMAN,{ mes "me for help at anytime."; close; } else if (ayodunquest == 9) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I copied down this"; mes "message while exploring"; mes "the dungeon. Would you"; @@ -1730,7 +1731,7 @@ ayo_in01,181,193,4 script Shaman#thai 4_F_THAISHAMAN,{ mes "You must have seen something."; mes "I can tell by the gloomy look on your face, and the shadow looming over your soul."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I found"; mes "this old letter"; mes "in the ruins."; @@ -1839,7 +1840,7 @@ ayo_fild01,129,197,0 script Puraim#thai1 4_M_THAIOLD,{ mes "explore the area,"; mes "adventurer?"; next; - if (select("Yes.:No! I'm too afraid of the ruins now.") == 1) { + if (select("Yes.", "No! I'm too afraid of the ruins now.") == 1) { mes "[Puraim]"; mes "Hmmm..."; mes "It seems you adventurers are tempted by the thrill of danger,"; @@ -1901,7 +1902,7 @@ ayo_fild02,25,154,0 script Aik#thai 4_M_THAIONGBAK,{ mes "So, would you"; mes "like to go back?"; next; - if (select("Yes.:No, I need to look around more...") == 1) { + if (select("Yes.", "No, I need to look around more...") == 1) { mes "[Aik]"; mes "Alright then..."; mes "Here we go..."; @@ -1946,7 +1947,7 @@ ayo_dun01,272,26,0 duplicate(AyoTrap1) #th_dun1_1_4 HIDDEN_NPC ayo_dun01,26,27,0 script #th_dun1_1::AyoTrap2 FAKE_NPC,1,1,{ OnTouch: - percentheal -100,0; + unitkill getcharid(CHAR_ID_ACCOUNT); end; } @@ -2125,7 +2126,7 @@ ayothaya,196,265,3 script Einon#ayo 4_M_THAIOLD,{ mes "want to try this at least once in his lifetime. So, would you like"; mes "to try some?"; next; - if (select("Sure thing.:No, thanks. I hate spicy food.") == 1) { + if (select("Sure thing.", "No, thanks. I hate spicy food.") == 1) { mes "[Einon]"; mes "Okay...!"; mes "Now who would be"; @@ -2205,7 +2206,7 @@ ayo_in01,145,163,3 script Cook#ayo 4_F_THAIGIRL,{ mes "busy ever since I opened this restaurant. If you really wish to taste my Tom Yum Goong, would"; mes "you do something for me?"; next; - if (select("Sure!:Eh... I dunno.") == 1) { + if (select("Sure!", "Eh... I dunno.") == 1) { mes "[Mali the Spicy]"; mes "First, would you get"; mes "the ingredients to make"; @@ -2288,7 +2289,7 @@ ayo_in01,145,163,3 script Cook#ayo 4_F_THAIGIRL,{ mes "Now, I want you to bring"; mes "me some ^CE0000Lemons^000000."; next; - if (select("Where can I find Lemons?:I hate sour food. I'd better quit!") == 1) { + if (select("Where can I find Lemons?", "I hate sour food. I'd better quit!") == 1) { tomyumgoong = 4; changequest 8124,8125; mes "[Mali the Spicy]"; @@ -2368,7 +2369,7 @@ ayo_in01,145,163,3 script Cook#ayo 4_F_THAIGIRL,{ mes "in the Market, they"; mes "will know what you want."; next; - if (select("Okay, I'll be right back.:Ah, I'm tired now. Let me take a rest first...") == 1) { + if (select("Okay, I'll be right back.", "Ah, I'm tired now. Let me take a rest first...") == 1) { delitem Lemon,10; tomyumgoong = 6; changequest 8125,8126; @@ -2539,7 +2540,7 @@ ayothaya,153,86,5 script Thongpool#ayo 4_M_THAIONGBAK,{ mes "aren't you? How many Shrimp"; mes "do you need? Twenty? Forty?"; next; - if (select("I need Shrimp for Tom Yum Goong.:Err, they look expensive.") == 1) { + if (select("I need Shrimp for Tom Yum Goong.", "Err, they look expensive.") == 1) { mes "[Thongpool]"; mes "Ah! I guess Ms. Mali the Spicy recommended me to you. I guess"; mes "that also means you want to buy them in bulk?"; @@ -2556,7 +2557,7 @@ ayothaya,153,86,5 script Thongpool#ayo 4_M_THAIONGBAK,{ mes "11,000 zeny for 20 shrimps."; mes "What do you say?"; next; - if (select("I will take them.:I could get 100 Jellopies for that much!") == 1) { + if (select("I will take them.", "I could get 100 Jellopies for that much!") == 1) { if (Zeny > 10999) { if (MaxWeight - Weight > 3999) { Zeny -= 11000; @@ -2600,7 +2601,7 @@ ayothaya,153,86,5 script Thongpool#ayo 4_M_THAIONGBAK,{ mes "Would you like"; mes "to buy more?"; next; - if (select("Yes!:No, thanks.") == 1) { + if (select("Yes!", "No, thanks.") == 1) { if (Zeny > 10999) { if (MaxWeight - Weight > 3999) { Zeny -= 11000; @@ -2649,7 +2650,7 @@ ayothaya,121,240,7 script Mr. Jun#ayo 4_M_THAIOLD,1,1,{ mes "more Lemons"; mes "again, do you?"; next; - switch(select("No.:Give me Lemons, old man!:Can I have some more Lemons, please?")) { + switch(select("No.", "Give me Lemons, old man!", "Can I have some more Lemons, please?")) { case 1: emotion e_ho; mes "[Mr. Jun]"; @@ -2696,7 +2697,7 @@ OnTouch: mes "some help...?"; emotion e_hmm; next; - if (select("I need some Lemons.:No, thanks.") == 1) { + if (select("I need some Lemons.", "No, thanks.") == 1) { mes "[Mr. Jun]"; mes "Umm..."; mes "Lemons?"; @@ -2704,7 +2705,7 @@ OnTouch: mes "of Lemons on my tree."; mes "Do you really need some?"; next; - if (select("Yes, I will pay you.:No, thanks.") == 1) { + if (select("Yes, I will pay you.", "No, thanks.") == 1) { mes "[Mr. Jun]"; mes "I started growing this Lemon tree as a hobby, but I didn't expect to have such a good harvest of sweet,"; mes "succulent Lemons."; @@ -2729,7 +2730,7 @@ OnTouch: mes "What do you say?"; mes "Would you like to try?"; next; - if (select("Sure, why not!:No, thanks.") == 1) { + if (select("Sure, why not!", "No, thanks.") == 1) { mes "[Mr. Jun]"; mes "Good!"; mes "The game I want us"; @@ -2771,7 +2772,7 @@ OnTouch: } else { .@jun_mark = rand(1,3); - switch(select("Scissors:Rock:Paper")) { + switch(select("Scissors", "Rock", "Paper")) { case 1: if (.@jun_mark == 1) { emotion e_scissors; @@ -2950,7 +2951,7 @@ ayothaya,213,94,7 script Merchant#ayo 4_M_THAIAYO,{ mes "you'll need. I'll sell"; mes "it all to you for 2,000 zeny."; next; - if (select("Thanks, I'll take it.:It's a rip-off, man!") == 1) { + if (select("Thanks, I'll take it.", "It's a rip-off, man!") == 1) { emotion e_thx; if (Zeny > 1999) { if (MaxWeight - Weight > 1199) { @@ -3003,7 +3004,7 @@ ayothaya,213,94,7 script Merchant#ayo 4_M_THAIAYO,{ mes "Would you like to"; mes "buy some more Chilis?"; next; - if (select("No, thanks.:Yes, please.") == 1) { + if (select("No, thanks.", "Yes, please.") == 1) { mes "[Merchant Thongdum]"; mes "Fare well~"; close; diff --git a/npc/quests/quests_comodo.txt b/npc/quests/quests_comodo.txt index 30ca0a57b..d67d998a4 100644 --- a/npc/quests/quests_comodo.txt +++ b/npc/quests/quests_comodo.txt @@ -51,7 +51,7 @@ // Cross Hat, Bulb Hairband, Striped Hairband, Blue Hairband comodo,228,159,3 script Hair Ornament Girl 8_F_GIRL,{ mes "[Hair Ornament Girl]"; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "Oh, hello!"; mes "Would you like to order a hairband? They're great presents to give to your girlfriend, and show that you're thinking of her."; } @@ -63,7 +63,7 @@ comodo,228,159,3 script Hair Ornament Girl 8_F_GIRL,{ mes "[Hair Ornament Girl]"; mes "If you give me a few simple items then I can make a gorgeous Hair Band. If you have any questions, go ahead and have a look."; next; - switch(select("Cross Hat:Bulb Band:Stripe Hairband:Blue Hairband")) { + switch(select("Cross Hat", "Bulb Band", "Stripe Hairband", "Blue Hairband")) { case 1: if ((countitem(Rosary) > 0) && (countitem(Broken_Armor_Piece) > 499)) { mes "[Hair Ornament Girl]"; @@ -77,7 +77,7 @@ comodo,228,159,3 script Hair Ornament Girl 8_F_GIRL,{ mes "[Hair Ornament Girl]"; mes "It's better to bring just to keep the requested items in your inventory. Did you check? Then let's make it, okay?"; next; - switch(select("No.:Yes.")) { + switch(select("No.", "Yes.")) { case 1: mes "[Hair Ornament Girl]"; mes "Ah, alright. I guess you should put all your other things into Kafra Storage first. Okay then, see you soon."; @@ -123,7 +123,7 @@ comodo,228,159,3 script Hair Ornament Girl 8_F_GIRL,{ mes "[Hair Ornament Girl]"; mes "It's better to bring just to keep the requested items in your inventory. Did you check? Then let's make it, okay?"; next; - switch(select("No.:Yes.")) { + switch(select("No.", "Yes.")) { case 1: mes "[Hair Ornament Girl]"; mes "Ah, alright. I guess you should put all your other things into Kafra Storage first. Okay then, see you soon."; @@ -164,7 +164,7 @@ comodo,228,159,3 script Hair Ornament Girl 8_F_GIRL,{ mes "[Hair Ornament Girl]"; mes "You want me to make it now?"; next; - switch(select("No.:Yes.")) { + switch(select("No.", "Yes.")) { case 1: mes "[Hair Ornament Girl]"; mes "See you later then~"; @@ -206,7 +206,7 @@ comodo,228,159,3 script Hair Ornament Girl 8_F_GIRL,{ mes "[Hair Ornament Girl]"; mes "It's better to bring just to keep the requested items in your inventory. Did you check? Then let's make it, okay?"; next; - switch(select("No.:Yes.")) { + switch(select("No.", "Yes.")) { case 1: mes "[Hair Ornament Girl]"; mes "Ah, alright. I guess you should put all your other things into Kafra Storage first. Okay then, see you soon."; @@ -252,7 +252,7 @@ comodo,273,137,4 script Traveler#head 4_F_GON,{ mes "[Isac Mari]"; mes "I know how to make all sorts of worldly hats. But right now, I can't make these since I don't have the right items."; next; - switch(select("Mine Helmet:Parcel Hat:Grief for Greed:Opera Phantom Mask")) { + switch(select("Mine Helmet", "Parcel Hat", "Grief for Greed", "Opera Phantom Mask")) { case 1: if ((countitem(Safety_Helmet) > 0) && (countitem(Candle) > 0) && (countitem(Steel) > 24) && (countitem(Crystal_Mirror) > 0)) { mes "[Isac Mari]"; @@ -264,7 +264,7 @@ comodo,273,137,4 script Traveler#head 4_F_GON,{ mes "[Isac Mari]"; mes "It's better to keep only the items used to make the Mine Hat in your inventory. Did you check? If so, let's get started."; next; - switch(select("Give me a minute~!:Let's make the Mine Hat.")) { + switch(select("Give me a minute~!", "Let's make the Mine Hat.")) { case 1: mes "[Isac Mari]"; mes "Alright. Please check your items again. It's much better to be safe than sorry."; @@ -317,7 +317,7 @@ comodo,273,137,4 script Traveler#head 4_F_GON,{ mes "[Isac Mari]"; mes "It's better to keep only the items used to make the Parcel Hat in your inventory. Did you check? If so, let's get started."; next; - switch(select("Give me a minute~!:Let's make the Parcel Hat.")) { + switch(select("Give me a minute~!", "Let's make the Parcel Hat.")) { case 1: mes "[Isac Mari]"; mes "Alright. Please check your items again. It's much better to be safe than sorry."; @@ -374,7 +374,7 @@ comodo,273,137,4 script Traveler#head 4_F_GON,{ mes "[Isac Mari]"; mes "It's better to keep only the items used to make the Grief for Greed in your inventory. Did you check? If so, let's get started."; next; - switch(select("Give me a minute~!:Let's make the Grief for Greed.")) { + switch(select("Give me a minute~!", "Let's make the Grief for Greed.")) { case 1: mes "[Isac Mari]"; mes "Alright. Please check your items again. It's much better to be safe than sorry."; @@ -435,7 +435,7 @@ comodo,273,137,4 script Traveler#head 4_F_GON,{ mes "[Isac Mari]"; mes "It's better to keep only the items used to make the Opera Mask in your inventory. Did you check? If so, let's get started."; next; - switch(select("Give me a minute~!:Let's make the Opera Masque.")) { + switch(select("Give me a minute~!", "Let's make the Opera Masque.")) { case 1: mes "[Isac Mari]"; mes "Alright. Please check your items again. It's much better to be safe than sorry."; @@ -498,7 +498,7 @@ comodo,206,310,4 script Campground Boy#cmd 4_M_BIBI,{ mes "BBQ camping in Comodo is"; mes "heaven to a meat lover like me~"; next; - if (select("BBQ Camping...?:Cancel") == 1) { + if (select("BBQ Camping...?", "Cancel") == 1) { mes "[Rochito]"; mes "Yeah man... You can eat"; mes "Komodoru meat all day when"; @@ -659,7 +659,7 @@ comodo,204,310,4 script Camping Youth#cmd 1_M_YOUNGKNIGHT,{ mes "together for this barbeque"; mes "for such a long time~"; next; - if(select("Buddies...?:Cancel") == 1) { + if(select("Buddies...?", "Cancel") == 1) { mes "[Rockha]"; mes "Yeah, some of us know"; mes "each other when we fought"; @@ -761,7 +761,7 @@ comodo,209,305,4 script Camping Maiden#cmd 1_F_LIBRARYGIRL,{ mes "Having a good time, all of us"; mes "together in a time of peace~"; next; - if (select("War of the Witch?:Cancel") == 1) { + if (select("War of the Witch?", "Cancel") == 1) { mes "[Emralhandas]"; mes "Before I tell you about the"; mes "War of the Witch, I guess"; @@ -1022,7 +1022,7 @@ cmd_in02,32,140,4 script Chief#cmd 1_M_03,{ mes "Comodo, a city famous for its beauty and nightlife. I hope you"; mes "enjoy your stay, whether you are seeking excitement or relaxation~"; next; - switch(select("About Casino:About Banished Witch:Cancel")) { + switch(select("About Casino", "About Banished Witch", "Cancel")) { case 1: mes "[Tausupa]"; mes "Ah yes, Comodo is world"; @@ -1116,7 +1116,7 @@ comodo,88,97,4 script Toruna#cmd 4_M_MANAGER,{ mes "you believe this entire city"; mes "is built inside a natural cave?"; next; - switch(select("This cave is huge!:This place sure is strange...:Cancel")) { + switch(select("This cave is huge!", "This place sure is strange...", "Cancel")) { case 1: mes "[Toruna]"; mes "Oh, this is a huge cave,"; @@ -1404,7 +1404,7 @@ comodo,163,280,4 script Magatu#cmd 1_M_JOBTESTER,{ cmd_in02,189,99,4 script Manzi#cmd 4_M_03,{ switch (dmdswrd_Q) { case 9: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse, but I'm"; mes "looking for someone"; mes "named Manzi. Do you"; @@ -1498,7 +1498,7 @@ comodo,187,153,4 script Hullaris#cmd 4_F_GODEMOM,{ mes "Love togther, love together,"; mes "we've living on the floor~"; next; - if (select("Present Muzi's Coin:Um... Comodo Cheese?") == 1) { + if (select("Present Muzi's Coin", "Um... Comodo Cheese?") == 1) { mes "^3355FFYou present Muzi's lucky"; mes "coin to the old woman.^000000"; next; @@ -1526,7 +1526,7 @@ comodo,187,153,4 script Hullaris#cmd 4_F_GODEMOM,{ mes "oldest elders, I know more"; mes "about this village than most..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Actually, I was hoping"; mes "you can tell me about"; mes "Comodo Cheese. If it really"; @@ -1593,7 +1593,7 @@ comodo,187,153,4 script Hullaris#cmd 4_F_GODEMOM,{ mes "Love together~"; mes "Love! Love!"; mes "Love togeth-hm?"; - if (Sex) { + if (Sex == SEX_MALE) { mes "Boy, you're ruining"; mes "my groove! Now beat it!"; } diff --git a/npc/quests/quests_ein.txt b/npc/quests/quests_ein.txt index 90b32fb70..f5b2e14a6 100644 --- a/npc/quests/quests_ein.txt +++ b/npc/quests/quests_ein.txt @@ -78,7 +78,7 @@ einbech,97,167,5 script Cavitar 4_M_EINOLD,{ mes "everything that"; mes "I've asked you?"; next; - switch(select("Yes.:No, not yet.")) { + switch(select("Yes.", "No, not yet.")) { case 1: if ((countitem(Emveretarcon) > 9) && (countitem(Coal) > 2) && (countitem(Zargon) > 9) && (countitem(Large_Jellopy) > 39)) { mes "[Cavitar]"; @@ -221,7 +221,7 @@ einbech,97,167,5 script Cavitar 4_M_EINOLD,{ mes "I'm sorry, but I need"; mes "to be alone right now..."; next; - switch(select("I can help you.:Okay...:An accident?")) { + switch(select("I can help you.", "Okay...", "An accident?")) { case 1: mes "[Cavitar]"; mes "Are you serious?!"; @@ -243,7 +243,7 @@ einbech,97,167,5 script Cavitar 4_M_EINOLD,{ mes "her medical expenses and"; mes "food for just one day."; next; - switch(select("Help Him.:Quit.")) { + switch(select("Help Him.", "Quit.")) { case 1: if (checkweight(Spawn,10) == 0) { mes "[Cavitar]"; @@ -331,7 +331,7 @@ einbech,97,167,5 script Cavitar 4_M_EINOLD,{ mes "3 Coal and"; mes "10 Zargon?"; next; - switch(select("Sure~!:No, thanks.")) { + switch(select("Sure~!", "No, thanks.")) { case 1: Zeny -= 1000; ein_gear1 = 1; @@ -384,7 +384,7 @@ einbech,97,167,5 script Cavitar 4_M_EINOLD,{ mes "3 Coal and"; mes "10 Zargon?"; next; - switch(select("Sure~!:No, thanks.")) { + switch(select("Sure~!", "No, thanks.")) { case 1: Zeny -= 1000; ++$ein_amano; @@ -474,20 +474,479 @@ einbech,97,167,5 script Cavitar 4_M_EINOLD,{ //== Uwe Kleine :: ein_anoz ================================ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ + function F_AboutEinbroch { + mes "[Uwe]"; + mes "Einbroch was originally"; + mes "built to support Einbech's"; + mes "mining efforts. Because it's"; + mes "small and crowded with people,"; + mes "there's no room to build the ore refining factories over there."; + next; + mes "[Uwe]"; + mes "Since Einbroch used to be"; + mes "an empty lot, it was perfect"; + mes "for building factories. That's"; + mes "what my grandfather told me a"; + mes "long time ago. Anyway, Einbroch quickly grew into a major city."; + next; + mes "[Uwe]"; + mes "Now people think that this"; + mes "city was never planned to be"; + mes "just an extension of Einbech."; + mes "See that rampart over there?"; + mes "It doesn't connect to Einbech at all! No protection for them..."; + next; + mes "[Uwe]"; + mes "It's like the government"; + mes "lost all interest in Einbech."; + mes "Even the miners there have"; + mes "been moving here to work in "; + mes "the factories. But more people hasn't made this city more lively."; + next; + mes "[Uwe]"; + mes "Einbroch may look modern"; + mes "and exciting now, but soon"; + mes "you'll see that there's no sign"; + mes "of warmth or life. So... Just don't live here in your old age."; + next; + .@choice2$ = "I won't. Thanks for the advice."; + if (BaseClass == Job_Blacksmith) + .@choice2$ = "But I like the city life~"; + switch (select("Then why are you here?", .@choice2$)) { + case 1: + if (BaseClass == Job_Blacksmith) { + mes "[Uwe]"; + mes "Well, sugar honey,"; + mes "I've been waiting for"; + mes "someone. But... It looks"; + mes "like that person won't be"; + mes "coming back anyway."; + next; + mes "[Uwe]"; + mes "Oooh, but let's not talk"; + mes "about that. Next time you"; + mes "drop by, we'll talk about"; + mes "something more fun, 'kay?"; + close; + } + mes "[Uwe]"; + mes "Well, I have some"; + mes "precious memories of"; + mes "this place. Once, there was"; + mes "a man who lived here who"; + mes "was just like a father to me."; + next; + mes "[Uwe]"; + mes "Oh, but I'm sure that"; + mes "you don't want to hear"; + mes "about that. Next time you"; + mes "drop by, we'll talk about"; + mes "something more fun, 'kay?"; + mes "Buhbye for now, cutie~"; + close; + case 2: + if (BaseClass != Job_Blacksmith) { + mes "[Uwe]"; + mes "Oh, that is such"; + mes "a good decision,"; + mes "sugar honey! Oh, you"; + mes "cutie adventurers are"; + mes "so precious, so lovable."; + mes "^333333*Tee hee hee~*^000000"; + next; + mes "[Uwe]"; + mes "Well, that was"; + mes "a fun talk. Come"; + mes "back and visit, 'kay?"; + mes "I'll miss you until"; + mes "the next time~"; + close; + } + mes "[Uwe]"; + mes "Big cities can be nice,"; + mes "but you never get to enjoy"; + mes "the sensation of stepping"; + mes "barefoot through the grass,"; + mes "or the magnificent sight of"; + mes "the shining stars at night."; + next; + mes "[Uwe]"; + mes "And the people who live"; + mes "in the cities can be so"; + mes "uptight! I've known more"; + mes "than a few who look down"; + mes "on people from smaller towns."; + next; + mes "[Uwe]"; + mes "It's sad to see some"; + mes "people will always be"; + mes "that ignorant. I... I just"; + mes "can't believe those people"; + mes "can be sooo close minded!"; + next; + mes "[Uwe]"; + mes "Oh...!"; + mes "I'm sorry, I guess"; + mes "I went a little overboard."; + mes "^666666*Titter*^000000 Next time you drop"; + mes "by, we'll talk about something"; + mes "more fun, 'kay? Buhbye~"; + close; + } + } + + function F_ForgeWeapon { + mes "[Uwe]"; + mes "Well..."; + mes "I actually just"; + mes "do smithing work"; + mes "to create my own"; + mes "cooking tools."; + next; + mes "[Uwe]"; + mes "Oh, I understand"; + mes "that somebody needs"; + mes "to fight the monsters,"; + mes "but I'm the wrong person"; + mes "to ask for forging weapons."; + mes "I... am a strict pacifist~"; + next; + mes "[Uwe]"; + mes "Just go look"; + mes "around for a little"; + mes "bit, I'm sure you'll"; + mes "find a Blacksmith"; + mes "who's willing to forge"; + mes "you a good weapon~"; + close; + } + + function F_Cancel { + mes "[Uwe]"; + mes "Oh...?"; + mes "Well, feel"; + mes "free to visit"; + mes "me whenever"; + mes "you want, 'kay?"; + close; + } + + function F_RandCloseMsg { + switch (rand(1, 3)) { + case 1: + mes "...Ho ho~"; + close; + case 2: + mes "...*Tee Hee~*"; + close; + case 3: + mes "...Behbie~"; + close; + } + } + + function F_Ingredients { + mes "[Uwe]"; + mes "Now for beginners,"; + mes "learning to select"; + mes "and use ingredients"; + mes "is one of the most"; + mes "important fundamentals."; + next; + mes "[Uwe]"; + mes "Cooking is like forging"; + mes "since specific ingredients"; + mes "are needed to make specialty"; + mes "items or dishes. You can't just"; + mes "skip them if you really need"; + mes "them, right? Right!"; + next; + mes "[Uwe]"; + mes "Once you make up your"; + mes "mind to do something,"; + mes "focus on finishing it, 'kay?"; + mes "Never cut corners and always"; + mes "dedicate yourself to make the"; + mes "very best finished product~"; + if (ein_cook == 7 && BaseClass == Job_Blacksmith) + ein_cook += 10; + next; + mes "[Uwe]"; + mes "Well, that was"; + mes "a fun talk. Come"; + mes "back and visit, 'kay?"; + mes "I'll miss you until"; + mes "the next time~"; + F_RandCloseMsg(); + } + + function F_Cooking { + mes "[Uwe]"; + mes "Mm...?"; + mes "Did you just"; + mes "say that you"; + mes "want to learn"; + mes "the art of cooking?"; + next; + mes "[Uwe]"; + mes "I'm sorry, but I can't"; + mes "really give culinary"; + mes "lessons. But I will"; + mes "give good advice for"; + mes "hopeful beginners."; + next; + mes "[Uwe]"; + mes "Now..."; + mes "For your tuition"; + mes "I'll need-- Gosh,"; + mes "there's just so many"; + mes "things. Get some paper,"; + mes "and a pen for this list..."; + next; + ein_cook += 100; + mes "[Uwe]"; + mes "Just kidding!"; + mes "^333333*Titter~*^000000 I don't need"; + mes "much to make some"; + mes "cooking utensils. Bring"; + mes "6 ^0000FFLarge Jellopy^000000. That's it!"; + next; + mes "[Uwe]"; + mes "In return, I will give you"; + mes "1 Coal and some useful"; + mes "cooking advice for novices."; + mes "I give this advice for free to"; + mes "my smithing colleages, though..."; + next; + mes "[Uwe]"; + mes "Why ^EEA9B8don't^000000 you"; + mes "become a Blacksmith?"; + mes "I'm much more confident"; + mes "in that field. ^333333*Tee hee~*^000000"; + next; + mes "[Uwe]"; + mes "Well, I'll be"; + mes "waiting right"; + mes "here until you"; + mes "come back."; + F_RandCloseMsg(); + } + + function F_Heart { + mes "[Uwe]"; + mes "Ah, heart. Just like forging,"; + mes "you need passion and desire"; + mes "to create something special."; + mes "Every smith and cook knows that"; + mes "you can do anything if you have"; + mes "the will and the commitment."; + next; + mes "[Uwe]"; + mes "Well, that's all"; + mes "I really have to"; + mes "say about that. But"; + mes "come back and chat"; + mes "whenever you please."; + F_RandCloseMsg(); + } + + function F_Skills { + mes "[Uwe]"; + mes "When you're beginning to learn"; + mes "skills, you can't let yourself be discouraged! Practice makes"; + mes "perfect, you know? But never"; + mes "use your lack of skills as an"; + mes "excuse if you happen to fail..."; + next; + mes "[Uwe]"; + mes "Effort is also an essential"; + mes "in forging and cooking! Now,"; + mes "on the other hand, if you put"; + mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!"; + next; + mes "[Uwe]"; + mes "The key is to always"; + mes "give 100% effort and work"; + mes "on improving your skills."; + mes "Before you know it, you'll"; + mes "be a respected master!"; + next; + mes "[Uwe]"; + mes "Well, that was"; + mes "a fun talk. Come"; + mes "back and visit, 'kay?"; + mes "I'll miss you until"; + mes "the next time~"; + F_RandCloseMsg(); + } + + function F_Tools { + mes "[Uwe]"; + mes "Cooking is a little"; + mes "easier if you have"; + mes "nicer tools to use,"; + mes "but that's it. Tools by"; + mes "themselves can't make"; + mes "just anybody a master."; + next; + mes "[Uwe]"; + mes "In the end, the best"; + mes "tools are the ones you're"; + mes "most comfortable with using."; + mes "In fact, I still use the old knife I used back when I was just"; + mes "a little novice chef~"; + next; + mes "[Uwe]"; + mes "Oh, while we're on"; + mes "the subject of tools,"; + mes "I just received some"; + mes "new hammers today."; + mes "Would you like a couple?"; + next; + if (checkweight(Spawn, 50) == 0) { + mes "[Uwe]"; + mes "Mmmm...?"; + mes "You're holding too many"; + mes "things. I can't give you any"; + mes "hammers if you don't have"; + mes "room. Hurry, put your extra"; + mes "stuff in your Kafra Storage~"; + close; + } + ein_cook += 10; + getitem Golden_Hammer, 1; + getitem Iron_Hammer, 1; + next; + mes "[Uwe]"; + mes "Well, I hope"; + mes "you like them~"; + F_RandCloseMsg(); + } + + function F_ToolsWithoutReward { + mes "[Uwe]"; + mes "Cooking is a little"; + mes "easier if you have"; + mes "nicer tools to use,"; + mes "but that's it. Tools by"; + mes "themselves can't make"; + mes "just anybody a master."; + next; + mes "[Uwe]"; + mes "In the end, the best"; + mes "tools are the ones you're"; + mes "most comfortable with using."; + mes "In fact, I still use the old knife I used back when I was just"; + mes "a little novice chef~"; + next; + mes "[Uwe]"; + mes "Well, that was"; + mes "a fun talk. Come"; + mes "back and visit, 'kay?"; + mes "I'll miss you until"; + mes "the next time~"; + F_RandCloseMsg(); + } + + function F_OverWeight { + mes "[Uwe]"; + mes "Oh, I was going to give"; + mes "you a little something,"; + mes "but you've carrying too"; + mes "many things. Why don't"; + mes "you put some of it away"; + mes "in your Kafra Storage?"; + close; + } + + function F_LargeJellopyForCoal { + if (countitem(Large_Jellopy) > 5) { + if (checkweight(Spawn, 199) == 0) + F_OverWeight(); + mes "[Uwe]"; + mes "Thank you ^EEA9B8so^000000 much!"; + mes "Here's the Coal I promised~"; + mes "Oh, and take these Mini Furnaces. They were just lying around, so you know, I thought, well, why don't you take them? *Tee hee hee~*"; + delitem Large_Jellopy, 6; + ein_cook = 219; + getitem Coal, 1; + getitem Portable_Furnace, 10; + next; + mes "[Uwe]"; + mes "I hope you enjoy!"; + mes "Personally, I think the"; + mes "best part of smithing"; + mes "is standing over the flaming"; + mes "heat and getting all ^EEA9B8hot and"; + mes "sweaty^000000. Ooh, how exciting~!"; + close; + } else if (countitem(Large_Jellopy) > 0) { + mes "[Uwe]"; + mes "Ooh, you're missing"; + mes "some. I guess you can"; + mes "still give them to me, but"; + mes "you'd get less of a reward"; + if (Sex == SEX_MALE) { + mes "...you ^EEA9B8naughty boy^000000."; + } else { + mes "...you ^EEA9B8naughty girl^000000."; + } + next; + .@choice = select("Give him all.", "Cancel."); + if (.@choice == 1) { + mes "[Uwe]"; + mes "Just kidding~"; + mes "Don't be so nervous, I don't really need those anymore. But since I know you're hard working, I'll throw in a little something extra..."; + next; + mes "[Uwe]"; + mesf("I usually give you cutie %ss 10 Mini Furnaces, but you can have ^EEA9B811^000000." /* TODO: HULD Plural Table for jobname() */ + "There's the little something extra I was talking about.", jobname(Class)); + } else { + mes "[Uwe]"; + mes "Well... Then... Anyway,"; + mes "Congratulation to becoming"; + mesf("a %s!!", jobname(Class)); + mes "This is my present for it."; + if (Sex == SEX_MALE) { + mes "...you ^EEA9B8naughty boy^000000."; + } else { + mes "...you ^EEA9B8naughty girl^000000."; + } + } + if (checkweight(Knife, 1) == 0 || + checkweight(Spawn, (.@choice == 1 ? 220 : 200)) == 0) + F_OverWeight(); + ein_cook = 219; + getitem Portable_Furnace, (.@choice == 1 ? 11 : 10); + next; + mes "[Uwe]"; + mes "I know it's not very extravagant, but these will come in handy next time you're smithing. So make the best use of them, 'kay?"; + close; + } else { + mes "[Uwe]"; + mes "^666666You didn't bring"; + mes "any Large Jellopy...?^000000."; + ein_cook = 219; + next; + mes "[Uwe]"; + mes "It's fine! It's not like I feel ^EEA9B8betrayed^000000 or anything, but I don't need them anymore! Since we're both in the business of smithing, I just hope that you remember to follow through on your favors, 'kay? Buhbye~"; + close; + } + } + EinUwe = 0; if (BaseClass == Job_Blacksmith) { if (ein_cook > 999) { - .@ccc = ein_cook-1000; - if (.@ccc > 199) { + if (ein_cook > 1199) { mes "[Uwe]"; mes "Oh hello hello~"; mes "It's been a long"; mes "time since we've talked,"; mes "you cutie adventurer~"; next; - switch(select("So... You're a chef.:Yes, I tried my best.")) { + switch (select("So... You're a chef.", "Yes, I tried my best.")) { case 1: - mes "["+ strcharinfo(0) +"]"; + mesf("[%s]", strcharinfo(PC_NAME)); mes "So..."; mes "You're a chef."; next; @@ -505,18 +964,10 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ next; break; } - if (checkweight(Spawn,200) == 0) { - mes "[Uwe]"; - mes "Oh, I was going to give"; - mes "you a little something,"; - mes "but you've carrying too"; - mes "many things. Why don't"; - mes "you put some of it away"; - mes "in your Kafra Storage?"; - close; - } + if (checkweight(Spawn, 200) == 0) + F_OverWeight(); ein_cook = 219; - getitem Portable_Furnace,10; + getitem Portable_Furnace, 10; mes "[Uwe]"; mes "I had these lying"; mes "around, so why don't"; @@ -529,13 +980,8 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ mes "Alright then~"; mes "Hope you enjoy"; mes "your Mini Furances"; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } - } - else if (.@ccc > 99) { + F_RandCloseMsg(); + } else if (ein_cook > 1099) { //6 Large Jellopy for Coal Part mes "[Uwe]"; mes "Oh hello hello~"; mes "It's been a long"; @@ -550,155 +996,12 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ mes "Did you already forget"; mes "the 6 Large Jellopy?"; next; - switch(select("There you go.:I want to quit.:Can I do it later?")) { + switch (select("There you go.", "I want to quit.", "Can I do it later?")) { case 1: - if (countitem(Large_Jellopy) > 5) { - if (checkweight(Spawn,199) == 0) { - mes "[Uwe]"; - mes "Oh, I was going to give"; - mes "you a little something,"; - mes "but you've carrying too"; - mes "many things. Why don't"; - mes "you put some of it away"; - mes "in your Kafra Storage?"; - close; - } - mes "[Uwe]"; - mes "Thank you ^EEA9B8so^000000 much!"; - mes "Here's the Coal I promised~"; - mes "Oh, and take these Mini Furnaces. They were just lying around, so you know, I thought, well, why don't you take them? *Tee hee hee~*"; - delitem Large_Jellopy,6; - ein_cook = 219; - getitem Coal,1; - getitem Portable_Furnace,10; - next; - mes "[Uwe]"; - mes "I hope you enjoy!"; - mes "Personally, I think the"; - mes "best part of smithing"; - mes "is standing over the flaming"; - mes "heat and getting all ^EEA9B8hot and"; - mes "sweaty^000000. Ooh, how exciting~!"; - close; - } - else if (countitem(Large_Jellopy) > 0) { - mes "[Uwe]"; - mes "Ooh, you're missing"; - mes "some. I guess you can"; - mes "still give them to me, but"; - mes "you'd get less of a reward"; - if (Sex) { - mes "...you ^EEA9B8naughty boy^000000."; - } - else { - mes "...you ^EEA9B8naughty girl^000000."; - } - switch(select("Give him all.:Cancel.")) { - case 1: - if (checkweight(Knife,1) == 0) { - mes "[Uwe]"; - mes "Oh, I was going to give"; - mes "you a little something,"; - mes "but you've carrying too"; - mes "many things. Why don't"; - mes "you put some of it away"; - mes "in your Kafra Storage?"; - close; - } - mes "[Uwe]"; - mes "Just kidding~"; - mes "Don't be so nervous, I don't really need those anymore. But since I know you're hard working, I'll throw in a little something extra..."; - next; - if (checkweight(Spawn,220) == 0) { - mes "[Uwe]"; - mes "Oh, I was going to give"; - mes "you a little something,"; - mes "but you've carrying too"; - mes "many things. Why don't"; - mes "you put some of it away"; - mes "in your Kafra Storage?"; - close; - } - mes "[Uwe]"; - if (Class == Job_Whitesmith) { - mes "I usually give you cutie MasterSmiths 10 Mini Furnaces, but you can have ^EEA9B811^000000. There's the little something extra I was talking about."; - } - else { - mes "I usually give you cutie Blacksmiths 10 Mini Furnaces, but you can have ^EEA9B811^000000. There's the little something extra I was talking about."; - } - ein_cook = 219; - getitem Portable_Furnace,11; - next; - mes "[Uwe]"; - mes "I know it's not very extravagant, but these will come in handy next time you're smithing. So make the best use of them, 'kay?"; - close; - case 2: - if (checkweight(Knife,1) == 0) { - mes "[Uwe]"; - mes "Oh, I was going to give"; - mes "you a little something,"; - mes "but you've carrying too"; - mes "many things. Why don't"; - mes "you put some of it away"; - mes "in your Kafra Storage?"; - close; - } - mes "[Uwe]"; - mes "Well... Then... Anyway,"; - mes "Congratulation to became"; - if (Class == Job_Whitesmith) { - mes "a Master Smith!!"; - } - else { - mes "a Black Smith!!"; - } - mes "This is my present for it."; - if (Sex) { - mes "...you ^EEA9B8naughty boy^000000."; - } - else { - mes "...you ^EEA9B8naughty girl^000000."; - } - break; - } - if (checkweight(Spawn,100) == 0) { - next; - mes "Oh, I was going to give"; - mes "you a little something,"; - mes "but you've carrying too"; - mes "many things. Why don't"; - mes "you put some of it away"; - mes "in your Kafra Storage?"; - close; - } - ein_cook = 219; - getitem Portable_Furnace,5; - next; - mes "[Uwe]"; - mes "I know it's not very extravagant, but these will come in handy next time you're smithing. So make the best use of them, 'kay?"; - close; - } - else { - mes "[Uwe]"; - mes "^666666You didn't bring"; - mes "any Large Jellopy...?^000000."; - ein_cook = 219; - next; - mes "[Uwe]"; - mes "It's fine! It's not like I feel ^EEA9B8betrayed^000000 or anything, but I don't need them anymore! Since we're both in the business of smithing, I just hope that you remember to follow through on your favors, 'kay? Buhbye~"; - close; - } + F_LargeJellopyForCoal(); case 2: - if (checkweight(Spawn,200) == 0) { - mes "[Uwe]"; - mes "Oh, I was going to give"; - mes "you a little something,"; - mes "but you've carrying too"; - mes "many things. Why don't"; - mes "you put some of it away"; - mes "in your Kafra Storage?"; - close; - } + if (checkweight(Spawn, 200) == 0) + F_OverWeight(); mes "[Uwe]"; mes "Quit...?"; mes "Oh well, at least you're honest. But let me give you a little something, since we're both fellow smiths."; @@ -708,14 +1011,13 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ mes "That doesn't change"; mes "the fact that you've"; mes "been very, very bad."; - if (Sex) { + if (Sex == SEX_MALE) { mes "...You ^EEA9B8naughty boy^000000."; - } - else { + } else { mes "...You ^EEA9B8naughty girl^000000."; } ein_cook = 219; - getitem Portable_Furnace,10; + getitem Portable_Furnace, 10; next; mes "[Uwe]"; mes "I know it's not very extravagant, but these will come in handy next time you're smithing. So make the best use of them, 'kay?"; @@ -724,144 +1026,26 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ mes "[Uwe]"; mes "Oooh, you came back later than I thought, so I don't need really need them anymore. Then again, just holding onto them doesn't sound right either..."; next; - switch(select("Here you go~:I want to quit.")) { + switch (select("Here you go~", "I want to quit.")) { case 1: - if (checkweight(Spawn,199) == 0) { - mes "[Uwe]"; - mes "Oh, I was going to give"; - mes "you a little something,"; - mes "but you've carrying too"; - mes "many things. Why don't"; - mes "you put some of it away"; - mes "in your Kafra Storage?"; - close; - } - if (countitem(Large_Jellopy) > 5) { - mes "[Uwe]"; - mes "Thank you ^EEA9B8so^000000 much!"; - mes "Here's the Coal I promised~"; - mes "Oh, and take these Mini Furnaces. They were just lying around, so you know, I thought, well, why don't you take them? *Tee hee hee~*"; - delitem Large_Jellopy,6; - ein_cook = 219; - getitem Coal,1; - getitem Portable_Furnace,10; - close; - } - else if (countitem(Large_Jellopy) > 0) { - mes "[Uwe]"; - mes "Ooh, you're missing"; - mes "some. I guess you can"; - mes "still give them to me, but"; - mes "you'd get less of a reward"; - if (Sex) { - mes "...You ^EEA9B8naughty boy^000000."; - } - else { - mes "...You ^EEA9B8naughty girl^000000."; - } - switch(select("Give them all.:Cancel.")) { - case 1: - if (checkweight(Spawn,220) == 0) { - mes "[Uwe]"; - mes "Oh, I was going to give"; - mes "you a little something,"; - mes "but you've carrying too"; - mes "many things. Why don't"; - mes "you put some of it away"; - mes "in your Kafra Storage?"; - close; - } - mes "[Uwe]"; - mes "Just kidding~"; - mes "Don't be so nervous, I don't really need those anymore. But since I know you're hard working, I'll throw in a little something extra..."; - next; - mes "[Uwe]"; - if (Class == Job_Whitesmith) { - mes "I usually give you cutie MasterSmiths 10 Mini Furnaces, but you can have ^EEA9B811^000000. There's the little something extra I was talking about."; - } - else { - mes "I usually give you cutie Blacksmiths 10 Mini Furnaces, but you can have ^EEA9B811^000000. There's the little something extra I was talking about."; - } - ein_cook = 219; - getitem Portable_Furnace,11; - next; - mes "[Uwe]"; - mes "I know it's not very extravagant, but these will come in handy next time you're smithing. So make the best use of them, 'kay?"; - close; - case 2: - if (checkweight(Spawn,200) == 0) { - mes "[Uwe]"; - mes "Oh, I was going to give"; - mes "you a little something,"; - mes "but you've carrying too"; - mes "many things. Why don't"; - mes "you put some of it away"; - mes "in your Kafra Storage?"; - close; - } - mes "[Uwe]"; - mes "Okay."; - mes "Anyway~!"; - mes "When you do get all"; - mes "that Large Jellopy,"; - mes "just come back to me."; - if (Sex) { - mes "...you ^EEA9B8naughty boy^000000."; - } - else { - mes "...you ^EEA9B8naughty girl^000000."; - } - ein_cook = 219; - getitem Portable_Furnace,10; - next; - mes "[Uwe]"; - mes "This Portable Furnace is not expensive"; - mes "but very important item for smiths, right?"; - mes "Use it!"; - mes "And visit me someday again. Huhuhu.."; - close; - } - } - else { - mes "[Uwe]"; - mes "^666666You didn't bring"; - mes "any Large Jellopy...?^000000."; - ein_cook = 219; - next; - mes "[Uwe]"; - mes "It's fine! It's not like I feel ^EEA9B8betrayed^000000 or anything, but I don't need them anymore! Since we're both in the business of smithing, I just hope that you remember to follow through on your favors, 'kay? Buhbye~"; - close; - } + F_LargeJellopyForCoal(); case 2: - if (checkweight(Spawn,200) == 0) { - mes "[Uwe]"; - mes "Oh, I was going to give"; - mes "you a little something,"; - mes "but you've carrying too"; - mes "many things. Why don't"; - mes "you put some of it away"; - mes "in your Kafra Storage?"; - close; - } + if (checkweight(Spawn, 200) == 0) + F_OverWeight(); mes "[Uwe]"; mes "Well... Then... Anyway,"; - mes "Congratulation to became"; - if (Class == Job_Whitesmith) { - mes "a Master Smith!!"; + mes "Congratulation to becoming"; + mesf("a %s!!", jobname(Class)); mes "This is my present for it. Huhuhu."; - } - else { - mes "a Black Smith!!"; - mes "This is my present for it. Huhuhu."; - if (Sex) { + if (Class != Job_Whitesmith) { + if (Sex == SEX_MALE) { mes "...You ^EEA9B8naughty boy^000000."; - } - else { + } else { mes "...You ^EEA9B8naughty girl^000000."; } } ein_cook = 219; - getitem Portable_Furnace,10; + getitem Portable_Furnace, 10; next; mes "[Uwe]"; mes "I know it's not very extravagant, but these will come in handy next time you're smithing. So make the best use of them, 'kay?"; @@ -875,7 +1059,7 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ mes "Cooking is such a joy~!"; mes "The scents, the flavors, the sensation of sheer ^EEA9B8satiation^000000..."; next; - switch(select("Um, isn't this a forge?:Ignore him.")) { + switch (select("Um, isn't this a forge?", "Ignore him.")) { case 1: mes "[Uwe]"; mes "Is this a forge?"; @@ -896,14 +1080,13 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ mes "a craftsman can enjoy. Ooh,"; mes "what do you think is the most"; mes "important factor in cooking,"; - if (Sex) { + if (Sex == SEX_MALE) { mes "you ^EEA9B8naughty little man^000000?"; - } - else { + } else { mes "you ^EEA9B8naughty, naughty girl^000000?"; } next; - switch(select("Heart.:Ingredients.:Skills.:Tools.")) { + switch (select("Heart.", "Ingredients.", "Skills.", "Tools.")) { case 1: mes "[Uwe]"; mes "..."; @@ -935,7 +1118,7 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ mes "so please have one, 'kay?"; mes "Welcome to Einbroch, cutie~"; ein_cook = 1; - getitem Emveretarcon,1; + getitem Emveretarcon, 1; break; case 2: mes "[Uwe]"; @@ -959,7 +1142,7 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ mes "Steel. Why don't you have 2 of"; mes "them as my little way of saying, ''Welcome to Einbroch, cutie~!''"; ein_cook = 3; - getitem Iron,2; + getitem Iron, 2; break; case 3: mes "[Uwe]"; @@ -996,7 +1179,7 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ mes "so please have one, 'kay?"; mes "Welcome to Einbroch, cutie~"; ein_cook = 5; - getitem Emveretarcon,1; + getitem Emveretarcon, 1; break; case 4: mes "[Uwe]"; @@ -1025,7 +1208,7 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ mes "my way of saying ''Welcome"; mes "to Einbroch, sugar honey~''"; ein_cook = 7; - getitem Iron_Hammer,1; + getitem Iron_Hammer, 1; break; } next; @@ -1035,11 +1218,7 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ mes "come and see me"; mes "anytime, alright?"; mes "So don't be shy"; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } + F_RandCloseMsg(); case 2: mes "[Uwe]"; mes "Hmmm...?"; @@ -1049,438 +1228,62 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ mes "and people to see. Ah well~"; close; } - } - else if (ein_cook < 10) { + } else if (ein_cook < 10) { mes "[Uwe]"; mes "Oh! Hello again,"; mes "you cutie adventurer."; mes "So tell me, what brings"; - mes "you here, "+strcharinfo(0)+"?"; + mesf("you here, %s?", strcharinfo(PC_NAME)); next; - switch(select("Ask about Cooking.:Ask about Einbroch.:Cancel.")) { + switch (select("Ask about Cooking.", "Ask about Einbroch.", "Cancel.")) { case 1: + if (ein_cook % 2 == 0) + close; //Yes, there's really nothing defined for this in the Aegis Script + mes "[Uwe]"; + mes "Ooh, cooking!"; + mes "So what did you"; + mes "want to ask me...?"; + next; if (ein_cook == 1) { - mes "[Uwe]"; - mes "Ooh, cooking!"; - mes "So what did you"; - mes "want to ask me...?"; - next; - switch(select("Ingredients:Skills:Tools:Cancel")) { + switch (select("Ingredients", "Skills", "Tools", "Cancel")) { case 1: - mes "[Uwe]"; - mes "Now for beginners,"; - mes "learning to select"; - mes "and use ingredients"; - mes "is one of the most"; - mes "important fundamentals."; - next; - mes "[Uwe]"; - mes "Cooking is like forging"; - mes "since specific ingredients"; - mes "are needed to make specialty"; - mes "items or dishes. You can't just"; - mes "skip them if you really need"; - mes "them, right? Right!"; - next; - mes "[Uwe]"; - mes "Once you make up your"; - mes "mind to do something,"; - mes "focus on finishing it, 'kay?"; - mes "Never cut corners and always"; - mes "dedicate yourself to make the"; - mes "very best finished product~"; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } + F_Ingredients(); case 2: - mes "[Uwe]"; - mes "When you're beginning to learn"; - mes "skills, you can't let yourself be discouraged! Practice makes"; - mes "perfect, you know? But never"; - mes "use your lack of skills as an"; - mes "excuse if you happen to fail..."; - next; - mes "[Uwe]"; - mes "Effort is also an essential"; - mes "in forging and cooking! Now,"; - mes "on the other hand, if you put"; - mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!"; - next; - mes "[Uwe]"; - mes "The key is to always"; - mes "give 100% effort and work"; - mes "on improving your skills."; - mes "Before you know it, you'll"; - mes "be a respected master!"; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - switch(rand(1,3)) { - case 1: mes "Hohohohoho."; close; - case 2: mes "Umhohohoho.*"; close; - case 3: mes "Umho."; close; - } + F_Skills(); case 3: - mes "[Uwe]"; - mes "Cooking is a little"; - mes "easier if you have"; - mes "nicer tools to use,"; - mes "but that's it. Tools by"; - mes "themselves can't make"; - mes "just anybody a master."; - next; - mes "[Uwe]"; - mes "In the end, the best"; - mes "tools are the ones you're"; - mes "most comfortable with using."; - mes "In fact, I still use the old knife I used back when I was just"; - mes "a little novice chef~"; - next; - mes "[Uwe]"; - mes "Oh, while we're on"; - mes "the subject of tools,"; - mes "I just received some"; - mes "new hammers today."; - mes "Would you like a couple?"; - next; - if (checkweight(Spawn,50) == 0) { - mes "[Uwe]"; - mes "Mmmm...?"; - mes "You're holding too many"; - mes "things. I can't give you any"; - mes "hammers if you don't have"; - mes "room. Hurry, put your extra"; - mes "stuff in your Kafra Storage~"; - close; - } - ein_cook = 11; - getitem Golden_Hammer,1; - getitem Iron_Hammer,1; - mes "[Uwe]"; - mes "Well, I hope"; - mes "you like them~"; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } + F_Tools(); case 4: - mes "[Uwe]"; - mes "Oh...?"; - mes "Well, feel"; - mes "free to visit"; - mes "me whenever"; - mes "you want, 'kay?"; - close; + F_Cancel(); } - } - else if (ein_cook == 3) { - mes "[Uwe]"; - mes "Ooh, cooking!"; - mes "So what did you"; - mes "want to ask me...?"; - next; - switch(select("Heart:Skills:Tools:Cancel.")) { + } else if (ein_cook == 3) { + switch (select("Heart", "Skills", "Tools", "Cancel.")) { case 1: - mes "[Uwe]"; - mes "Ah, heart. Just like forging,"; - mes "you need passion and desire"; - mes "to create something special."; - mes "Every smith and cook knows that"; - mes "you can do anything if you have"; - mes "the will and the commitment."; - next; - mes "[Uwe]"; - mes "Well, that's all"; - mes "I really have to"; - mes "say about that. But"; - mes "come back and chat"; - mes "whenever you please."; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } + F_Heart(); case 2: - mes "[Uwe]"; - mes "When you're beginning to learn"; - mes "skills, you can't let yourself be discouraged! Practice makes"; - mes "perfect, you know? But never"; - mes "use your lack of skills as an"; - mes "excuse if you happen to fail..."; - next; - mes "[Uwe]"; - mes "Effort is also an essential"; - mes "in forging and cooking! Now,"; - mes "on the other hand, if you put"; - mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!"; - next; - mes "[Uwe]"; - mes "The key is to always"; - mes "give 100% effort and work"; - mes "on improving your skills."; - mes "Before you know it, you'll"; - mes "be a respected master!"; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - switch(rand(1,3)) { - case 1: mes "Hohohohoho."; close; - case 2: mes "Umhohohoho.*"; close; - case 3: mes "Umho."; close; - } + F_Skills(); case 3: - mes "[Uwe]"; - mes "Cooking is a little"; - mes "easier if you have"; - mes "nicer tools to use,"; - mes "but that's it. Tools by"; - mes "themselves can't make"; - mes "just anybody a master."; - next; - mes "[Uwe]"; - mes "In the end, the best"; - mes "tools are the ones you're"; - mes "most comfortable with using."; - mes "In fact, I still use the old knife I used back when I was just"; - mes "a little novice chef~"; - next; - mes "[Uwe]"; - mes "Oh, while we're on"; - mes "the subject of tools,"; - mes "I just received some"; - mes "new hammers today."; - mes "Would you like a couple?"; - next; - if (checkweight(Spawn,50) == 0) { - mes "[Uwe]"; - mes "Mmmm...?"; - mes "You're holding too many"; - mes "things. I can't give you any"; - mes "hammers if you don't have"; - mes "room. Hurry, put your extra"; - mes "stuff in your Kafra Storage~"; - close; - } - ein_cook = 13; - getitem Golden_Hammer,1; - getitem Iron_Hammer,1; - mes "[Uwe]"; - mes "Well, I hope"; - mes "you like them~"; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } + F_Tools(); case 4: - mes "[Uwe]"; - mes "Oh...?"; - mes "Well, feel"; - mes "free to visit"; - mes "me whenever"; - mes "you want, 'kay?"; - close; + F_Cancel(); } - } - else if (ein_cook == 5) { - mes "[Uwe]"; - mes "Ooh, cooking!"; - mes "So what did you"; - mes "want to ask me...?"; - next; - switch(select("Heart:Ingredients:Tools:Cancel")) { + } else if (ein_cook == 5) { + switch (select("Heart", "Ingredients", "Tools", "Cancel")) { case 1: - mes "[Uwe]"; - mes "Ah, heart. Just like forging,"; - mes "you need passion and desire"; - mes "to create something special."; - mes "Every smith and cook knows that"; - mes "you can do anything if you have"; - mes "the will and the commitment."; - next; - mes "[Uwe]"; - mes "Well, that's all"; - mes "I really have to"; - mes "say about that. But"; - mes "come back and chat"; - mes "whenever you please."; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } + F_Heart(); case 2: - mes "[Uwe]"; - mes "Now for beginners,"; - mes "learning to select"; - mes "and use ingredients"; - mes "is one of the most"; - mes "important fundamentals."; - next; - mes "[Uwe]"; - mes "Cooking is like forging"; - mes "since specific ingredients"; - mes "are needed to make specialty"; - mes "items or dishes. You can't just"; - mes "skip them if you really need"; - mes "them, right? Right!"; - next; - mes "[Uwe]"; - mes "Once you make up your"; - mes "mind to do something,"; - mes "focus on finishing it, 'kay?"; - mes "Never cut corners and always"; - mes "dedicate yourself to make the"; - mes "very best finished product~"; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } + F_Ingredients(); case 3: - mes "[Uwe]"; - mes "Cooking is a little"; - mes "easier if you have"; - mes "nicer tools to use,"; - mes "but that's it. Tools by"; - mes "themselves can't make"; - mes "just anybody a master."; - next; - mes "[Uwe]"; - mes "In the end, the best"; - mes "tools are the ones you're"; - mes "most comfortable with using."; - mes "In fact, I still use the old knife I used back when I was just"; - mes "a little novice chef~"; - next; - mes "[Uwe]"; - mes "Oh, while we're on"; - mes "the subject of tools,"; - mes "I just received some"; - mes "new hammers today."; - mes "Would you like a couple?"; - next; - if (checkweight(Spawn,50) == 0) { - mes "[Uwe]"; - mes "Mmmm...?"; - mes "You're holding too many"; - mes "things. I can't give you any"; - mes "hammers if you don't have"; - mes "room. Hurry, put your extra"; - mes "stuff in your Kafra Storage~"; - close; - } - ein_cook = 15; - getitem Golden_Hammer,1; - getitem Iron_Hammer,1; - next; - mes "[Uwe]"; - mes "Well, I hope"; - mes "you like them~"; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } + F_Tools(); case 4: - mes "[Uwe]"; - mes "Oh...?"; - mes "Well, feel"; - mes "free to visit"; - mes "me whenever"; - mes "you want, 'kay?"; - close; + F_Cancel(); } - } - else if (ein_cook == 7) { - mes "[Uwe]"; - mes "Ooh, cooking!"; - mes "So what did you"; - mes "want to ask me...?"; - next; - switch(select("Heart:Ingredients:Skills:Cancel.")) { + } else if (ein_cook == 7) { + switch (select("Heart", "Ingredients", "Skills", "Cancel.")) { case 1: - mes "[Uwe]"; - mes "Ah, heart. Just like forging,"; - mes "you need passion and desire"; - mes "to create something special."; - mes "Every smith and cook knows that"; - mes "you can do anything if you have"; - mes "the will and the commitment."; - next; - mes "[Uwe]"; - mes "Well, that's all"; - mes "I really have to"; - mes "say about that. But"; - mes "come back and chat"; - mes "whenever you please."; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } + F_Heart(); case 2: - mes "[Uwe]"; - mes "Now for beginners,"; - mes "learning to select"; - mes "and use ingredients"; - mes "is one of the most"; - mes "important fundamentals."; - next; - mes "[Uwe]"; - mes "Cooking is like forging"; - mes "since specific ingredients"; - mes "are needed to make specialty"; - mes "items or dishes. You can't just"; - mes "skip them if you really need"; - mes "them, right? Right!"; - next; - mes "[Uwe]"; - mes "Once you make up your"; - mes "mind to do something,"; - mes "focus on finishing it, 'kay?"; - mes "Never cut corners and always"; - mes "dedicate yourself to make the"; - mes "very best finished product~"; - ein_cook = 17; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } - case 3: + F_Ingredients(); + case 3: //Yes, the part is suddenly different here in the Aegis Script as well. mes "[Uwe]"; mes "'I couldn't do it cuz"; mes "I'm not skillful with it.'"; @@ -1518,458 +1321,56 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ mes "[Uwe]"; mes "Well, I hope"; mes "you like them~"; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } + F_RandCloseMsg(); case 4: - mes "[Uwe]"; - mes "Oh...?"; - mes "Well, feel"; - mes "free to visit"; - mes "me whenever"; - mes "you want, 'kay?"; - close; + F_Cancel(); } - } - else if (ein_cook == 9) { - mes "[Uwe]"; - mes "Ooh, cooking!"; - mes "So what did you"; - mes "want to ask me...?"; - next; - switch(select("Heart:Ingredients:Skills:Tools:Cancel.")) { + } else if (ein_cook == 9) { + switch (select("Heart", "Ingredients", "Skills", "Tools", "Cancel.")) { case 1: - mes "[Uwe]"; - mes "Ah, heart. Just like forging,"; - mes "you need passion and desire"; - mes "to create something special."; - mes "Every smith and cook knows that"; - mes "you can do anything if you have"; - mes "the will and the commitment."; - next; - mes "[Uwe]"; - mes "Well, that's all"; - mes "I really have to"; - mes "say about that. But"; - mes "come back and chat"; - mes "whenever you please."; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } + F_Heart(); case 2: - mes "[Uwe]"; - mes "Now for beginners,"; - mes "learning to select"; - mes "and use ingredients"; - mes "is one of the most"; - mes "important fundamentals."; - next; - mes "[Uwe]"; - mes "Cooking is like forging"; - mes "since specific ingredients"; - mes "are needed to make specialty"; - mes "items or dishes. You can't just"; - mes "skip them if you really need"; - mes "them, right? Right!"; - next; - mes "[Uwe]"; - mes "Once you make up your"; - mes "mind to do something,"; - mes "focus on finishing it, 'kay?"; - mes "Never cut corners and always"; - mes "dedicate yourself to make the"; - mes "very best finished product~"; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } + F_Ingredients(); case 3: - mes "[Uwe]"; - mes "When you're beginning to learn"; - mes "skills, you can't let yourself be discouraged! Practice makes"; - mes "perfect, you know? But never"; - mes "use your lack of skills as an"; - mes "excuse if you happen to fail..."; - next; - mes "[Uwe]"; - mes "Effort is also an essential"; - mes "in forging and cooking! Now,"; - mes "on the other hand, if you put"; - mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!"; - next; - mes "[Uwe]"; - mes "The key is to always"; - mes "give 100% effort and work"; - mes "on improving your skills."; - mes "Before you know it, you'll"; - mes "be a respected master!"; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - switch(rand(1,3)) { - case 1: mes "Hohohohoho."; close; - case 2: mes "Umhohohoho.*"; close; - case 3: mes "Umho."; close; - } + F_Skills(); case 4: - mes "[Uwe]"; - mes "Cooking is a little"; - mes "easier if you have"; - mes "nicer tools to use,"; - mes "but that's it. Tools by"; - mes "themselves can't make"; - mes "just anybody a master."; - next; - mes "[Uwe]"; - mes "In the end, the best"; - mes "tools are the ones you're"; - mes "most comfortable with using."; - mes "In fact, I still use the old knife I used back when I was just"; - mes "a little novice chef~"; - next; - mes "[Uwe]"; - mes "Oh, while we're on"; - mes "the subject of tools,"; - mes "I just received some"; - mes "new hammers today."; - mes "Would you like a couple?"; - next; - if (checkweight(Spawn,50) == 0) { - mes "[Uwe]"; - mes "Mmmm...?"; - mes "You're holding too many"; - mes "things. I can't give you any"; - mes "hammers if you don't have"; - mes "room. Hurry, put your extra"; - mes "stuff in your Kafra Storage~"; - close; - } - ein_cook = 19; - getitem Golden_Hammer,1; - getitem Iron_Hammer,1; - next; - mes "[Uwe]"; - mes "Well, I hope"; - mes "you like them~"; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } + F_Tools(); case 5: - mes "[Uwe]"; - mes "Oh...?"; - mes "Well, feel"; - mes "free to visit"; - mes "me whenever"; - mes "you want, 'kay?"; - close; + F_Cancel(); } } case 2: - mes "[Uwe]"; - mes "Einbroch was originally"; - mes "built to support Einbech's"; - mes "mining efforts. Because it's"; - mes "small and crowded with people,"; - mes "there's no room to build the ore refining factories over there."; - next; - mes "[Uwe]"; - mes "Since Einbroch used to be"; - mes "an empty lot, it was perfect"; - mes "for building factories. That's"; - mes "what my grandfather told me a"; - mes "long time ago. Anyway, Einbroch quickly grew into a major city."; - next; - mes "[Uwe]"; - mes "Now people think that this"; - mes "city was never planned to be"; - mes "just an extension of Einbech."; - mes "See that rampart over there?"; - mes "It doesn't connect to Einbech at all! No protection for them..."; - next; - mes "[Uwe]"; - mes "It's like the government"; - mes "lost all interest in Einbech."; - mes "Even the miners there have"; - mes "been moving here to work in "; - mes "the factories. But more people hasn't made this city more lively."; - next; - mes "[Uwe]"; - mes "Einbroch may look modern"; - mes "and exciting now, but soon"; - mes "you'll see that there's no sign"; - mes "of warmth or life. So... Just don't live here in your old age."; - next; - switch(select("Then why are you here?:But I like the city life~")) { - case 1: - mes "[Uwe]"; - mes "Well, sugar honey,"; - mes "I've been waiting for"; - mes "someone. But... It looks"; - mes "like that person won't be"; - mes "coming back anyway."; - next; - mes "[Uwe]"; - mes "Oooh, but let's not talk"; - mes "about that. Next time you"; - mes "drop by, we'll talk about"; - mes "something more fun, 'kay?"; - close; - case 2: - mes "[Uwe]"; - mes "Big cities can be nice,"; - mes "but you never get to enjoy"; - mes "the sensation of stepping"; - mes "barefoot through the grass,"; - mes "or the magnificent sight of"; - mes "the shining stars at night."; - next; - mes "[Uwe]"; - mes "And the people who live"; - mes "in the cities can be so"; - mes "uptight! I've known more"; - mes "than a few who look down"; - mes "on people from smaller towns."; - next; - mes "[Uwe]"; - mes "It's sad to see some"; - mes "people will always be"; - mes "that ignorant. I... I just"; - mes "can't believe those people"; - mes "can be sooo close minded!"; - next; - mes "[Uwe]"; - mes "Oh...!"; - mes "I'm sorry, I guess"; - mes "I went a little overboard."; - mes "^666666*Titter*^000000 Next time you drop"; - mes "by, we'll talk about something"; - mes "more fun, 'kay? Buhbye~"; - close; - } + F_AboutEinbroch(); case 3: - mes "[Uwe]"; - mes "Oh...?"; - mes "Well, feel"; - mes "free to visit"; - mes "me whenever"; - mes "you want, 'kay?"; - close; + F_Cancel(); } - } - else if ((ein_cook < 20) || (ein_cook == 219)) { + } else if (ein_cook < 20 || ein_cook == 219) { mes "[Uwe]"; mes "Oh, welcome back."; mes "So how's the weapon"; mes "forging coming along?"; next; - switch(select("Talk about Cooking:Talk about Einbroch:Talk about Cooking Utensils:Cancel")) { + switch (select("Talk about Cooking", "Talk about Einbroch", "Talk about Cooking Utensils", "Cancel")) { case 1: mes "[Uwe]"; mes "Ooh, cooking!"; mes "So what did you"; mes "want to ask me...?"; next; - switch(select("Heart:Ingredients:Skills:Tools:Cancel.")) { + switch (select("Heart", "Ingredients", "Skills", "Tools", "Cancel.")) { case 1: - mes "[Uwe]"; - mes "Ah, heart. Just like forging,"; - mes "you need passion and desire"; - mes "to create something special."; - mes "Every smith and cook knows that"; - mes "you can do anything if you have"; - mes "the will and the commitment."; - next; - mes "[Uwe]"; - mes "Well, that's all"; - mes "I really have to"; - mes "say about that. But"; - mes "come back and chat"; - mes "whenever you please."; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } + F_Heart(); case 2: - mes "[Uwe]"; - mes "Now for beginners,"; - mes "learning to select"; - mes "and use ingredients"; - mes "is one of the most"; - mes "important fundamentals."; - next; - mes "[Uwe]"; - mes "Cooking is like forging"; - mes "since specific ingredients"; - mes "are needed to make specialty"; - mes "items or dishes. You can't just"; - mes "skip them if you really need"; - mes "them, right? Right!"; - next; - mes "[Uwe]"; - mes "Once you make up your"; - mes "mind to do something,"; - mes "focus on finishing it, 'kay?"; - mes "Never cut corners and always"; - mes "dedicate yourself to make the"; - mes "very best finished product~"; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } + F_Ingredients(); case 3: - mes "[Uwe]"; - mes "When you're beginning to learn"; - mes "skills, you can't let yourself be discouraged! Practice makes"; - mes "perfect, you know? But never"; - mes "use your lack of skills as an"; - mes "excuse if you happen to fail..."; - next; - mes "[Uwe]"; - mes "Effort is also an essential"; - mes "in forging and cooking! Now,"; - mes "on the other hand, if you put"; - mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!"; - next; - mes "[Uwe]"; - mes "The key is to always"; - mes "give 100% effort and work"; - mes "on improving your skills."; - mes "Before you know it, you'll"; - mes "be a respected master!"; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } + F_Skills(); case 4: - mes "[Uwe]"; - mes "Cooking is a little"; - mes "easier if you have"; - mes "nicer tools to use,"; - mes "but that's it. Tools by"; - mes "themselves can't make"; - mes "just anybody a master."; - next; - mes "[Uwe]"; - mes "In the end, the best"; - mes "tools are the ones you're"; - mes "most comfortable with using."; - mes "In fact, I still use the old knife I used back when I was just"; - mes "a little novice chef~"; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } + F_ToolsWithoutReward(); case 5: - mes "[Uwe]"; - mes "Oh...?"; - mes "Well, feel"; - mes "free to visit"; - mes "me whenever"; - mes "you want, 'kay?"; - close; + F_Cancel(); } case 2: - mes "[Uwe]"; - mes "Einbroch was originally"; - mes "built to support Einbech's"; - mes "mining efforts. Because it's"; - mes "small and crowded with people,"; - mes "there's no room to build the ore refining factories over there."; - next; - mes "[Uwe]"; - mes "Since Einbroch used to be"; - mes "an empty lot, it was perfect"; - mes "for building factories. That's"; - mes "what my grandfather told me a"; - mes "long time ago. Anyway, Einbroch quickly grew into a major city."; - next; - mes "[Uwe]"; - mes "Now people think that this"; - mes "city was never planned to be"; - mes "just an extension of Einbech."; - mes "See that rampart over there?"; - mes "It doesn't connect to Einbech at all! No protection for them..."; - next; - mes "[Uwe]"; - mes "It's like the government"; - mes "lost all interest in Einbech."; - mes "Even the miners there have"; - mes "been moving here to work in "; - mes "the factories. But more people hasn't made this city more lively."; - next; - mes "[Uwe]"; - mes "Einbroch may look modern"; - mes "and exciting now, but soon"; - mes "you'll see that there's no sign"; - mes "of warmth or life. So... Just don't live here in your old age."; - next; - switch(select("Then why are you here?:But I like the city life~")) { - case 1: - mes "[Uwe]"; - mes "Well, sugar honey,"; - mes "I've been waiting for someone. But... It looks like that person won't be coming back anyway."; - next; - mes "[Uwe]"; - mes "Oooh, but let's not talk about that. Next time you drop by, we'll talk about something more fun, 'kay? Buhbye~"; - close; - case 2: - mes "[Uwe]"; - mes "Well, big cities are nice, but you never get to enjoy the sensation of stepping barefoot through the grass, or the clear sight of the stars at night."; - next; - mes "[Uwe]"; - mes "And the people who live in cities can be so uptight! I've known more than a few who look down on people who live in smaller towns."; - next; - mes "[Uwe]"; - mes "It's sad to see some people will always be that ignorant. I... I just can't believe people can be sooo close minded!"; - next; - mes "[Uwe]"; - mes "Oh...!"; - mes "I'm sorry, I guess I went a little overboard. ^666666*Titter*^000000 Next time you drop by, we'll talk about something more fun, 'kay? Buhbye~"; - close; - } + F_AboutEinbroch(); case 3: mes "[Uwe]"; mes "Cooking utensils?"; @@ -1995,19 +1396,18 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ mes "30 ^0000FFJubilee^000000 and 4 ^0000FFLarge Jellopy^000000."; mes "Then, I'll trade you 1 Coal for all of those. How does it sound?"; next; - switch(select("Sure.:No, thanks.")) { + switch (select("Sure.", "No, thanks.")) { case 1: - if ((countitem(Jubilee) > 29) && (countitem(Large_Jellopy) > 3)) { - delitem Jubilee,30; - delitem Large_Jellopy,4; - getitem Coal,1; + if (countitem(Jubilee) > 29 && countitem(Large_Jellopy) > 3) { + delitem Jubilee, 30; + delitem Large_Jellopy, 4; + getitem Coal, 1; mes "[Uwe]"; mes "Hooray!"; mes "Thank you"; mes "^EEA9B8soooo^000000 much!"; close; - } - else { + } else { mes "[Uwe]"; mes "Hmmm...?"; mes "You don't have"; @@ -2031,22 +1431,15 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ close; } case 4: - mes "[Uwe]"; - mes "Oh...?"; - mes "Well, feel"; - mes "free to visit"; - mes "me whenever"; - mes "you want, 'kay?"; - close; + F_Cancel(); } - } - else if (ein_cook > 299) { + } else if (ein_cook > 299) { if (Class == Job_Whitesmith) { mes "[Uwe]"; mes "Oooh...!"; mes "Congratulations!"; mes "You finally became"; - mes "a cutie MasterSmith!"; + mesf("a cutie %s!", jobname(Class)); next; mes "[Uwe]"; mes "Mmmm..."; @@ -2057,14 +1450,13 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ mes "cookies I just baked~"; next; ein_cook = 9; - getitem Well_Baked_Cookie,5; + getitem Well_Baked_Cookie, 5; mes "[Uwe]"; mes "Okay, enjoy!"; mes "I hope you have"; mes "a good time smithing!"; close; - } - else { + } else { mes "[Uwe]"; mes "Hmmm?"; mes "Oh, it's you~"; @@ -2082,489 +1474,97 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ close; } } - } - else { - .@aaa = ein_cook % 2; - if (.@aaa == 1) { - .@bbb = ein_cook; - if (.@bbb > 99) { - .@bbb -= 100; - if (.@bbb > 99) { - .@bbb -= 100; - if (.@bbb > 99) { - .@ccc = 3; - } - else { - .@ccc = 2; - } - } - else { - .@ccc = 1; - } - } - else { - .@ccc = 0; - } - if (.@ccc < 3) { + } else { + if (ein_cook % 2 == 1) { + if (ein_cook >= 300) { + mes "[Uwe]"; + mes "Ah, hello again,"; + mes "cutie adventurer."; + mes "How can I help you?"; + next; + } else { mes "[Uwe]"; mes "Hm...?"; mes "I never forget a face,"; mes "but somehow I feel like"; mes "we've met somewhere before..."; next; - if (.@ccc == 0) { + if (ein_cook < 100) { ein_cook += 300; - } - else if (.@ccc == 2) { + } else if (ein_cook < 300) { ein_cook += 100; } mes "[Uwe]"; mes "Ah...!"; mes "I have it!"; - mes "" + strcharinfo(0) + "!"; + mes "" + strcharinfo(PC_NAME) + "!"; mes "Yes, now I remember you."; mes "Decided to transcend, eh?"; next; mes "[Uwe]"; mes "What brings to"; - if (Sex) { + if (Sex == SEX_MALE) { mes "me, you ^EEA9B8naughty boy^000000?"; - } - else { + } else { mes "me, you ^EEA9B8naughty girl^000000?"; } next; } - else if (.@ccc == 3) { - mes "[Uwe]"; - mes "Ah, hello again,"; - mes "cutie adventurer."; - mes "How can I help you?"; - next; - } - switch(select("Ask about Einbroch.:Ask about Cooking.:Cancel.")) { + switch (select("Ask about Einbroch.", "Ask about Cooking.", "Cancel.")) { case 1: - mes "[Uwe]"; - mes "Einbroch was originally"; - mes "built to support Einbech's"; - mes "mining efforts. Because it's"; - mes "small and crowded with people,"; - mes "there's no room to build the ore refining factories over there."; - next; - mes "[Uwe]"; - mes "Since Einbroch used to be"; - mes "an empty lot, it was perfect"; - mes "for building factories. That's"; - mes "what my grandfather told me a"; - mes "long time ago. Anyway, Einbroch quickly grew into a major city."; - next; - mes "[Uwe]"; - mes "Now people think that this"; - mes "city was never planned to be"; - mes "just an extension of Einbech."; - mes "See that rampart over there?"; - mes "It doesn't connect to Einbech at all! No protection for them..."; - next; - mes "[Uwe]"; - mes "It's like the government"; - mes "lost all interest in Einbech."; - mes "Even the miners there have"; - mes "been moving here to work in "; - mes "the factories. But more people hasn't made this city more lively."; - next; - mes "[Uwe]"; - mes "Einbroch may look modern"; - mes "and exciting now, but soon"; - mes "you'll see that there's no sign"; - mes "of warmth or life. So... Just don't live here in your old age."; - next; - switch(select("Then why are you here?:I won't. Thanks for the advice.")) { - case 1: - mes "[Uwe]"; - mes "Well, I have some"; - mes "precious memories of"; - mes "this place. Once, there was"; - mes "a man who lived here who"; - mes "was just like a father to me."; - next; - mes "[Uwe]"; - mes "Oh, but I'm sure that"; - mes "you don't want to hear"; - mes "about that. Next time you"; - mes "drop by, we'll talk about"; - mes "something more fun, 'kay?"; - mes "Buhbye for now, cutie~"; - close; - case 2: - mes "[Uwe]"; - mes "Oh, that is such"; - mes "a good decision,"; - mes "sugar honey! Oh, you"; - mes "cutie adventurers are"; - mes "so precious, so lovable."; - mes "^333333*Tee hee hee~*^000000"; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - close; - } + F_AboutEinbroch(); case 2: mes "[Uwe]"; mes "Ooh, cooking!"; mes "So what did you"; mes "want to ask me...?"; next; - switch(select("Heart:Ingredients:Skills:Tools:Cancel.")) { + switch (select("Heart", "Ingredients", "Skills", "Tools", "Cancel.")) { case 1: - mes "[Uwe]"; - mes "Ah, heart. Just like forging,"; - mes "you need passion and desire"; - mes "to create something special."; - mes "Every smith and cook knows that"; - mes "you can do anything if you have"; - mes "the will and the commitment."; - next; - mes "[Uwe]"; - mes "Well, that's all"; - mes "I really have to"; - mes "say about that. But"; - mes "come back and chat"; - mes "whenever you please."; - break; + F_Heart(); case 2: - mes "[Uwe]"; - mes "Now for beginners,"; - mes "learning to select"; - mes "and use ingredients"; - mes "is one of the most"; - mes "important fundamentals."; - next; - mes "[Uwe]"; - mes "Cooking is like forging"; - mes "since specific ingredients"; - mes "are needed to make specialty"; - mes "items or dishes. You can't just"; - mes "skip them if you really need"; - mes "them, right? Right!"; - next; - mes "[Uwe]"; - mes "Once you make up your"; - mes "mind to do something,"; - mes "focus on finishing it, 'kay?"; - mes "Never cut corners and always"; - mes "dedicate yourself to make the"; - mes "very best finished product~"; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - break; + F_Ingredients(); case 3: - mes "[Uwe]"; - mes "When you're beginning to learn"; - mes "skills, you can't let yourself be discouraged! Practice makes"; - mes "perfect, you know? But never"; - mes "use your lack of skills as an"; - mes "excuse if you happen to fail..."; - next; - mes "[Uwe]"; - mes "Effort is also an essential"; - mes "in forging and cooking! Now,"; - mes "on the other hand, if you put"; - mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!"; - next; - mes "[Uwe]"; - mes "The key is to always"; - mes "give 100% effort and work"; - mes "on improving your skills."; - mes "Before you know it, you'll"; - mes "be a respected master!"; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - break; + F_Skills(); case 4: - mes "[Uwe]"; - mes "Cooking is a little"; - mes "easier if you have"; - mes "nicer tools to use,"; - mes "but that's it. Tools by"; - mes "themselves can't make"; - mes "just anybody a master."; - next; - mes "[Uwe]"; - mes "In the end, the best"; - mes "tools are the ones you're"; - mes "most comfortable with using."; - mes "In fact, I still use the old knife I used back when I was just"; - mes "a little novice chef~"; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - break; + F_ToolsWithoutReward(); case 5: - mes "[Uwe]"; - mes "Oh...?"; - mes "Well, feel"; - mes "free to visit"; - mes "me whenever"; - mes "you want, 'kay?"; - close; - } - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; break; - case 2: mes "...*Tee Hee~*"; break; - case 3: mes "...Behbie~"; + F_Cancel(); } - close; - case 3: - mes "[Uwe]"; - mes "Oh...?"; - mes "Well, feel"; - mes "free to visit"; - mes "me whenever"; - mes "you want, 'kay?"; - close; + F_Cancel(); } } if (ein_cook > 999) { - .@eee = ein_cook-1000; - if (.@eee > 199) { + if (ein_cook > 1199) { mes "[Uwe]"; mes "Ah, hello again,"; mes "cutie adventurer."; mes "How can I help you?"; next; - switch(select("Talk about Einbroch.:Ask him to forge a Weapon.:Talk about Cooking.:Cancel.")) { + switch (select("Talk about Einbroch.", "Ask him to forge a Weapon.", "Talk about Cooking.", "Cancel.")) { case 1: - mes "[Uwe]"; - mes "Einbroch was originally"; - mes "built to support Einbech's"; - mes "mining efforts. Because it's"; - mes "small and crowded with people,"; - mes "there's no room to build the ore refining factories over there."; - next; - mes "[Uwe]"; - mes "Since Einbroch used to be"; - mes "an empty lot, it was perfect"; - mes "for building factories. That's"; - mes "what my grandfather told me a"; - mes "long time ago. Anyway, Einbroch quickly grew into a major city."; - next; - mes "[Uwe]"; - mes "Now people think that this"; - mes "city was never planned to be"; - mes "just an extension of Einbech."; - mes "See that rampart over there?"; - mes "It doesn't connect to Einbech at all! No protection for them..."; - next; - mes "[Uwe]"; - mes "It's like the government"; - mes "lost all interest in Einbech."; - mes "Even the miners there have"; - mes "been moving here to work in "; - mes "the factories. But more people hasn't made this city more lively."; - next; - mes "[Uwe]"; - mes "Einbroch may look modern"; - mes "and exciting now, but soon"; - mes "you'll see that there's no sign"; - mes "of warmth or life. So... Just don't live here in your old age."; - next; - switch(select("Then why are you here?:I won't. Thanks for the advice.")) { - case 1: - mes "[Uwe]"; - mes "Well, I have some"; - mes "precious memories of"; - mes "this place. Once, there was"; - mes "a man who lived here who"; - mes "was just like a father to me."; - next; - mes "[Uwe]"; - mes "Oh, but I'm sure that"; - mes "you don't want to hear"; - mes "about that. Next time you"; - mes "drop by, we'll talk about"; - mes "something more fun, 'kay?"; - mes "Buhbye for now, cutie~"; - close; - case 2: - mes "[Uwe]"; - mes "Oh, that is such"; - mes "a good decision,"; - mes "sugar honey! Oh, you"; - mes "cutie adventurers are"; - mes "so precious, so lovable."; - mes "^333333*Tee hee hee~*^000000"; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - close; - } + F_AboutEinbroch(); case 2: - mes "[Uwe]"; - mes "Well..."; - mes "I actually just"; - mes "do smithing work"; - mes "to create my own"; - mes "cooking tools."; - next; - mes "[Uwe]"; - mes "Oh, I understand"; - mes "that somebody needs"; - mes "to fight the monsters,"; - mes "but I'm the wrong person"; - mes "to ask for forging weapons."; - mes "I... am a strict pacifist~"; - next; - mes "[Uwe]"; - mes "Just go look"; - mes "around for a little"; - mes "bit, I'm sure you'll"; - mes "find a Blacksmith"; - mes "who's willing to forge"; - mes "you a good weapon~"; - close; + F_ForgeWeapon(); case 3: mes "[Uwe]"; mes "Ooh, cooking!"; mes "So what did you"; mes "want to ask me...?"; next; - switch(select("Heart:Ingredients:Skills:Tools:Cancel.")) { + switch (select("Heart", "Ingredients", "Skills", "Tools", "Cancel.")) { case 1: - mes "[Uwe]"; - mes "Ah, heart. Just like forging,"; - mes "you need passion and desire"; - mes "to create something special."; - mes "Every smith and cook knows that"; - mes "you can do anything if you have"; - mes "the will and the commitment."; - next; - mes "[Uwe]"; - mes "Well, that's all"; - mes "I really have to"; - mes "say about that. But"; - mes "come back and chat"; - mes "whenever you please."; - break; + F_Heart(); case 2: - mes "[Uwe]"; - mes "Now for beginners,"; - mes "learning to select"; - mes "and use ingredients"; - mes "is one of the most"; - mes "important fundamentals."; - next; - mes "[Uwe]"; - mes "Cooking is like forging"; - mes "since specific ingredients"; - mes "are needed to make specialty"; - mes "items or dishes. You can't just"; - mes "skip them if you really need"; - mes "them, right? Right!"; - next; - mes "[Uwe]"; - mes "Once you make up your"; - mes "mind to do something,"; - mes "focus on finishing it, 'kay?"; - mes "Never cut corners and always"; - mes "dedicate yourself to make the"; - mes "very best finished product~"; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - break; + F_Ingredients(); case 3: - mes "[Uwe]"; - mes "When you're beginning to learn"; - mes "skills, you can't let yourself be discouraged! Practice makes"; - mes "perfect, you know? But never"; - mes "use your lack of skills as an"; - mes "excuse if you happen to fail..."; - next; - mes "[Uwe]"; - mes "Effort is also an essential"; - mes "in forging and cooking! Now,"; - mes "on the other hand, if you put"; - mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!"; - next; - mes "[Uwe]"; - mes "The key is to always"; - mes "give 100% effort and work"; - mes "on improving your skills."; - mes "Before you know it, you'll"; - mes "be a respected master!"; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - break; + F_Skills(); case 4: - mes "[Uwe]"; - mes "Cooking is a little"; - mes "easier if you have"; - mes "nicer tools to use,"; - mes "but that's it. Tools by"; - mes "themselves can't make"; - mes "just anybody a master."; - next; - mes "[Uwe]"; - mes "In the end, the best"; - mes "tools are the ones you're"; - mes "most comfortable with using."; - mes "In fact, I still use the old knife I used back when I was just"; - mes "a little novice chef~"; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - break; + F_ToolsWithoutReward(); case 5: - mes "[Uwe]"; - mes "Oh...?"; - mes "Well, feel"; - mes "free to visit"; - mes "me whenever"; - mes "you want, 'kay?"; - close; - } - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; + F_Cancel(); } - case 4: mes "[Uwe]"; mes "Alright then,"; @@ -2573,8 +1573,7 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ mes "Hohohohoho~"; close; } - } - else if (.@eee > 99) { + } else if (ein_cook > 1099) { mes "[Uwe]"; mes "Oh hello hello~"; mes "It's been a long"; @@ -2589,118 +1588,27 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ mes "Did you already forget"; mes "the 6 Large Jellopy?"; next; - switch(select("Talk about Einbroch.:Ask him to forge a Weapon.:Give him the Materials.:Cancel.")) { + switch (select("Talk about Einbroch.", "Ask him to forge a Weapon.", "Give him the Materials.", "Cancel.")) { case 1: - mes "[Uwe]"; - mes "Einbroch was originally"; - mes "built to support Einbech's"; - mes "mining efforts. Because it's"; - mes "small and crowded with people,"; - mes "there's no room to build the ore refining factories over there."; - next; - mes "[Uwe]"; - mes "Since Einbroch used to be"; - mes "an empty lot, it was perfect"; - mes "for building factories. That's"; - mes "what my grandfather told me a"; - mes "long time ago. Anyway, Einbroch quickly grew into a major city."; - next; - mes "[Uwe]"; - mes "Now people think that this"; - mes "city was never planned to be"; - mes "just an extension of Einbech."; - mes "See that rampart over there?"; - mes "It doesn't connect to Einbech at all! No protection for them..."; - next; - mes "[Uwe]"; - mes "It's like the government"; - mes "lost all interest in Einbech."; - mes "Even the miners there have"; - mes "been moving here to work in "; - mes "the factories. But more people hasn't made this city more lively."; - next; - mes "[Uwe]"; - mes "Einbroch may look modern"; - mes "and exciting now, but soon"; - mes "you'll see that there's no sign"; - mes "of warmth or life. So... Just don't live here in your old age."; - next; - switch(select("Then why are you here?:I won't. Thanks for the advice.")) { - case 1: - mes "[Uwe]"; - mes "Well, I have some"; - mes "precious memories of"; - mes "this place. Once, there was"; - mes "a man who lived here who"; - mes "was just like a father to me."; - next; - mes "[Uwe]"; - mes "Oh, but I'm sure that"; - mes "you don't want to hear"; - mes "about that. Next time you"; - mes "drop by, we'll talk about"; - mes "something more fun, 'kay?"; - mes "Buhbye for now, cutie~"; - close; - case 2: - mes "[Uwe]"; - mes "Oh, that is such"; - mes "a good decision,"; - mes "sugar honey! Oh, you"; - mes "cutie adventurers are"; - mes "so precious, so lovable."; - mes "^333333*Tee hee hee~*^000000"; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - close; - } + F_AboutEinbroch(); case 2: - mes "[Uwe]"; - mes "Well..."; - mes "I actually just"; - mes "do smithing work"; - mes "to create my own"; - mes "cooking tools."; - next; - mes "[Uwe]"; - mes "Oh, I understand"; - mes "that somebody needs"; - mes "to fight the monsters,"; - mes "but I'm the wrong person"; - mes "to ask for forging weapons."; - mes "I... am a strict pacifist~"; - next; - mes "[Uwe]"; - mes "Just go look"; - mes "around for a little"; - mes "bit, I'm sure you'll"; - mes "find a Blacksmith"; - mes "who's willing to forge"; - mes "you a good weapon~"; - close; + F_ForgeWeapon(); case 3: if (countitem(Large_Jellopy) > 5) { mes "[Uwe]"; mes "Thank you ^EEA9B8so^000000 much!"; mes "Here's the Coal I promised~"; - delitem Large_Jellopy,6; + delitem Large_Jellopy, 6; ein_cook += 100; - getitem Coal,1; + getitem Coal, 1; next; - } - else { + } else { mes "[Uwe]"; mes "Huh...?"; if (countitem(Large_Jellopy) == 0) { mes "You brought"; mes "none at all...?"; - } - else { + } else { mes "This isn't enough"; mes "Large Jellopy...!"; } @@ -2715,121 +1623,15 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ mes "honey. Now what would you like"; mes "to hear more about? Hmm...?"; next; - switch(select("Heart:Materials:Skills:Tools:Cancel.")) { + switch (select("Heart", "Materials", "Skills", "Tools", "Cancel.")) { case 1: - mes "[Uwe]"; - mes "Ah, heart. Just like forging,"; - mes "you need passion and desire"; - mes "to create something special."; - mes "Every smith and cook knows that"; - mes "you can do anything if you have"; - mes "the will and the commitment."; - next; - mes "[Uwe]"; - mes "Well, that's all"; - mes "I really have to"; - mes "say about that. But"; - mes "come back and chat"; - mes "whenever you please."; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } + F_Heart(); case 2: - mes "[Uwe]"; - mes "Now for beginners,"; - mes "learning to select"; - mes "and use ingredients"; - mes "is one of the most"; - mes "important fundamentals."; - next; - mes "[Uwe]"; - mes "Cooking is like forging"; - mes "since specific ingredients"; - mes "are needed to make specialty"; - mes "items or dishes. You can't just"; - mes "skip them if you really need"; - mes "them, right? Right!"; - next; - mes "[Uwe]"; - mes "Once you make up your"; - mes "mind to do something,"; - mes "focus on finishing it, 'kay?"; - mes "Never cut corners and always"; - mes "dedicate yourself to make the"; - mes "very best finished product~"; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } + F_Ingredients(); case 3: - mes "[Uwe]"; - mes "When you're beginning to learn"; - mes "skills, you can't let yourself be discouraged! Practice makes"; - mes "perfect, you know? But never"; - mes "use your lack of skills as an"; - mes "excuse if you happen to fail..."; - next; - mes "[Uwe]"; - mes "Effort is also an essential"; - mes "in forging and cooking! Now,"; - mes "on the other hand, if you put"; - mes "in all the effort but didn't learn any of the skills, you'll still get nowhere fast, right? Right!"; - next; - mes "[Uwe]"; - mes "The key is to always"; - mes "give 100% effort and work"; - mes "on improving your skills."; - mes "Before you know it, you'll"; - mes "be a respected master!"; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - switch(rand(1,3)) { - case 1: mes "Hohohohoho."; close; - case 2: mes "Umhohohoho.*"; close; - case 3: mes "Umho."; close; - } + F_Skills(); case 4: - mes "[Uwe]"; - mes "Cooking is a little"; - mes "easier if you have"; - mes "nicer tools to use,"; - mes "but that's it. Tools by"; - mes "themselves can't make"; - mes "just anybody a master."; - next; - mes "[Uwe]"; - mes "In the end, the best"; - mes "tools are the ones you're"; - mes "most comfortable with using."; - mes "In fact, I still use the old knife I used back when I was just"; - mes "a little novice chef~"; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } + F_ToolsWithoutReward(); case 5: mes "[Uwe]"; mes "Alright then,"; @@ -2847,160 +1649,18 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ mes "Hohohohoho~"; close; } - } - else { + } else { mes "[Uwe]"; mes "Hello, cutie~"; mes "How can I help you?"; next; - switch(select("Talk about Einbroch.:Ask him to forge a Weapon.:Master, I want to learn cooking.:Cancel.")) { + switch (select("Talk about Einbroch.", "Ask him to forge a Weapon.", "Master, I want to learn cooking.", "Cancel.")) { case 1: - mes "[Uwe]"; - mes "Einbroch was originally"; - mes "built to support Einbech's"; - mes "mining efforts. Because it's"; - mes "small and crowded with people,"; - mes "there's no room to build the ore refining factories over there."; - next; - mes "[Uwe]"; - mes "Since Einbroch used to be"; - mes "an empty lot, it was perfect"; - mes "for building factories. That's"; - mes "what my grandfather told me a"; - mes "long time ago. Anyway, Einbroch quickly grew into a major city."; - next; - mes "[Uwe]"; - mes "Now people think that this"; - mes "city was never planned to be"; - mes "just an extension of Einbech."; - mes "See that rampart over there?"; - mes "It doesn't connect to Einbech at all! No protection for them..."; - next; - mes "[Uwe]"; - mes "It's like the government"; - mes "lost all interest in Einbech."; - mes "Even the miners there have"; - mes "been moving here to work in "; - mes "the factories. But more people hasn't made this city more lively."; - next; - mes "[Uwe]"; - mes "Einbroch may look modern"; - mes "and exciting now, but soon"; - mes "you'll see that there's no sign"; - mes "of warmth or life. So... Just don't live here in your old age."; - next; - switch(select("Then why are you here?:I won't. Thanks for the advice.")) { - case 1: - mes "[Uwe]"; - mes "Well, I have some"; - mes "precious memories of"; - mes "this place. Once, there was"; - mes "a man who lived here who"; - mes "was just like a father to me."; - next; - mes "[Uwe]"; - mes "Oh, but I'm sure that"; - mes "you don't want to hear"; - mes "about that. Next time you"; - mes "drop by, we'll talk about"; - mes "something more fun, 'kay?"; - mes "Buhbye for now, cutie~"; - close; - case 2: - mes "[Uwe]"; - mes "Oh, that is such"; - mes "a good decision,"; - mes "sugar honey! Oh, you"; - mes "cutie adventurers are"; - mes "so precious, so lovable."; - mes "^333333*Tee hee hee~*^000000"; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - close; - } + F_AboutEinbroch(); case 2: - mes "[Uwe]"; - mes "Well..."; - mes "I actually just"; - mes "do smithing work"; - mes "to create my own"; - mes "cooking tools."; - next; - mes "[Uwe]"; - mes "Oh, I understand"; - mes "that somebody needs"; - mes "to fight the monsters,"; - mes "but I'm the wrong person"; - mes "to ask for forging weapons."; - mes "I... am a strict pacifist~"; - next; - mes "[Uwe]"; - mes "Just go look"; - mes "around for a little"; - mes "bit, I'm sure you'll"; - mes "find a Blacksmith"; - mes "who's willing to forge"; - mes "you a good weapon~"; - close; + F_ForgeWeapon(); case 3: - mes "[Uwe]"; - mes "Mm...?"; - mes "Did you just"; - mes "say that you"; - mes "want to learn"; - mes "the art of cooking?"; - next; - mes "[Uwe]"; - mes "I'm sorry, but I can't"; - mes "really give culinary"; - mes "lessons. But I will"; - mes "give good advice for"; - mes "hopeful beginners."; - next; - mes "[Uwe]"; - mes "Now..."; - mes "For your tuition"; - mes "I'll need-- Gosh,"; - mes "there's just so many"; - mes "things. Get some paper,"; - mes "and a pen for this list..."; - next; - ein_cook += 100; - mes "[Uwe]"; - mes "Just kidding!"; - mes "^333333*Titter~*^000000 I don't need"; - mes "much to make some"; - mes "cooking utensils. Bring"; - mes "6 ^0000FFLarge Jellopy^000000. That's it!"; - next; - mes "[Uwe]"; - mes "In return, I will give you"; - mes "1 Coal and some useful"; - mes "cooking advice for novices."; - mes "I give this advice for free to"; - mes "my smithing colleages, though..."; - next; - mes "[Uwe]"; - mes "Why ^EEA9B8don't^000000 you"; - mes "become a Blacksmith?"; - mes "I'm much more confident"; - mes "in that field. ^333333*Tee hee~*^000000"; - next; - mes "[Uwe]"; - mes "Well, I'll be"; - mes "waiting right"; - mes "here until you"; - mes "come back."; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } + F_Cooking(); case 4: mes "[Uwe]"; mes "Take care,"; @@ -3009,13 +1669,12 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ close; } } - } - else if (ein_cook == 0) { + } else if (ein_cook == 0) { mes "[Uwe]"; mes "Cooking is such a joy~!"; mes "The scents, the flavors, the sensation of sheer ^EEA9B8satiation^000000..."; next; - switch(select("Um, isn't this a forge?:Ignore him.")) { + switch (select("Um, isn't this a forge?", "Ignore him.")) { case 1: mes "[Uwe]"; ein_cook = 1000; @@ -3035,161 +1694,19 @@ einbroch,215,180,6 script Uwe Kleine#ein 4_M_03,{ mes "So, how can"; mes "I help you, you"; mes "adooooooooorable"; - if (Sex) { + if (Sex == SEX_MALE) { mes "hunk of a man?"; - } - else { + } else { mes "womanly woman?"; } next; - switch(select("Talk about Einbroch.:Ask him to forge a Weapon.:Master, I want to learn cooking.:Cancel.")) { + switch (select("Talk about Einbroch.", "Ask him to forge a Weapon.", "Master, I want to learn cooking.", "Cancel.")) { case 1: - mes "[Uwe]"; - mes "Einbroch was originally"; - mes "built to support Einbech's"; - mes "mining efforts. Because it's"; - mes "small and crowded with people,"; - mes "there's no room to build the ore refining factories over there."; - next; - mes "[Uwe]"; - mes "Since Einbroch used to be"; - mes "an empty lot, it was perfect"; - mes "for building factories. That's"; - mes "what my grandfather told me a"; - mes "long time ago. Anyway, Einbroch quickly grew into a major city."; - next; - mes "[Uwe]"; - mes "Now people think that this"; - mes "city was never planned to be"; - mes "just an extension of Einbech."; - mes "See that rampart over there?"; - mes "It doesn't connect to Einbech at all! No protection for them..."; - next; - mes "[Uwe]"; - mes "It's like the government"; - mes "lost all interest in Einbech."; - mes "Even the miners there have"; - mes "been moving here to work in "; - mes "the factories. But more people hasn't made this city more lively."; - next; - mes "[Uwe]"; - mes "Einbroch may look modern"; - mes "and exciting now, but soon"; - mes "you'll see that there's no sign"; - mes "of warmth or life. So... Just don't live here in your old age."; - next; - switch(select("Then why are you here?:I won't. Thanks for the advice.")) { - case 1: - mes "[Uwe]"; - mes "Well, I have some"; - mes "precious memories of"; - mes "this place. Once, there was"; - mes "a man who lived here who"; - mes "was just like a father to me."; - next; - mes "[Uwe]"; - mes "Oh, but I'm sure that"; - mes "you don't want to hear"; - mes "about that. Next time you"; - mes "drop by, we'll talk about"; - mes "something more fun, 'kay?"; - mes "Buhbye for now, cutie~"; - close; - case 2: - mes "[Uwe]"; - mes "Oh, that is such"; - mes "a good decision,"; - mes "sugar honey! Oh, you"; - mes "cutie adventurers are"; - mes "so precious, so lovable."; - mes "^333333*Tee hee hee~*^000000"; - next; - mes "[Uwe]"; - mes "Well, that was"; - mes "a fun talk. Come"; - mes "back and visit, 'kay?"; - mes "I'll miss you until"; - mes "the next time~"; - close; - } + F_AboutEinbroch(); case 2: - mes "[Uwe]"; - mes "Well..."; - mes "I actually just"; - mes "do smithing work"; - mes "to create my own"; - mes "cooking tools."; - next; - mes "[Uwe]"; - mes "Oh, I understand"; - mes "that somebody needs"; - mes "to fight the monsters,"; - mes "but I'm the wrong person"; - mes "to ask for forging weapons."; - mes "I... am a strict pacifist~"; - next; - mes "[Uwe]"; - mes "Just go look"; - mes "around for a little"; - mes "bit, I'm sure you'll"; - mes "find a Blacksmith"; - mes "who's willing to forge"; - mes "you a good weapon~"; - close; + F_ForgeWeapon(); case 3: - mes "[Uwe]"; - mes "Mm...?"; - mes "Did you just"; - mes "say that you"; - mes "want to learn"; - mes "the art of cooking?"; - next; - mes "[Uwe]"; - mes "I'm sorry, but I can't"; - mes "really give culinary"; - mes "lessons. But I will"; - mes "give good advice for"; - mes "hopeful beginners."; - next; - mes "[Uwe]"; - mes "Now..."; - mes "For your tuition"; - mes "I'll need-- Gosh,"; - mes "there's just so many"; - mes "things. Get some paper,"; - mes "and a pen for this list..."; - next; - ein_cook += 100; - mes "[Uwe]"; - mes "Just kidding!"; - mes "^333333*Titter~*^000000 I don't need"; - mes "much to make some"; - mes "cooking utensils. Bring"; - mes "6 ^0000FFLarge Jellopy^000000. That's it!"; - next; - mes "[Uwe]"; - mes "In return, I will give you"; - mes "1 Coal and some useful"; - mes "cooking advice for novices."; - mes "I give this advice for free to"; - mes "my smithing colleages, though..."; - next; - mes "[Uwe]"; - mes "Why ^EEA9B8don't^000000 you"; - mes "become a Blacksmith?"; - mes "I'm much more confident"; - mes "in that field. ^333333*Tee hee~*^000000"; - next; - mes "[Uwe]"; - mes "Well, I'll be"; - mes "waiting right"; - mes "here until you"; - mes "come back."; - switch(rand(1,3)) { - case 1: mes "...Ho ho~"; close; - case 2: mes "...*Tee Hee~*"; close; - case 3: mes "...Behbie~"; close; - } + F_Cooking(); case 4: mes "[Uwe]"; mes "Take care,"; @@ -3216,7 +1733,7 @@ einbroch,1,1,0 script Einbroch Smog Alert FAKE_NPC,{ OnEnable: $@AlrdEinPoll = 1; - mapannounce "einbroch","This is a state of emercency! Harmful smog is reaching high levels of saturation. Residents of Einbroch must find shelter immediately.",bc_map; + mapannounce "einbroch","This is a state of emergency! Harmful smog is reaching high levels of saturation. Residents of Einbroch must find shelter immediately.",bc_map; enablenpc "Einbroch Smog Alert"; hideonnpc "Centzu#ein"; hideonnpc "Khowropher#ein"; @@ -3504,7 +2021,7 @@ ein_in01,67,242,3 script Zelmeto 4_M_REPAIR,{ mes "a point in you coming to"; mes "visit this place anymore."; next; - switch(select("Give him materials.:Huh.")) { + switch(select("Give him materials.", "Huh.")) { case 1: mes "[Zelmeto]"; mes "...Hm?"; @@ -3576,7 +2093,7 @@ ein_in01,67,242,3 script Zelmeto 4_M_REPAIR,{ mes "[Zelmeto]"; mes "^333333*Whew*^000000"; mes "I haven't given that much"; - mes "inspriration in a while, but"; + mes "inspiration in a while, but"; mes "your help was well worth it."; mes "I'm going to start the repairs, but once again, I'd like to thank you."; close; @@ -3616,7 +2133,7 @@ ein_in01,67,242,3 script Zelmeto 4_M_REPAIR,{ mes "^333333*Sigh*^000000"; mes "My proposal was rejected"; mes "by our superintendant. But"; - mes "maintainance and repairs"; + mes "maintenance and repairs"; mes "are crucial for peak operating"; mes "efficiency and worker safety!"; next; @@ -3791,7 +2308,7 @@ ein_in01,67,242,3 script Zelmeto 4_M_REPAIR,{ mes "[Zelmeto]"; mes "Now, the pipe I want"; mes "you to inspect is located"; - mes "near those large caultrons"; + mes "near those large cauldrons"; mes "of molten metal. You should"; mes "be able to find it pretty easily."; next; @@ -4000,7 +2517,7 @@ ein_in01,67,242,3 script Zelmeto 4_M_REPAIR,{ mes "Ah, I'm sorry, I've spoken too"; mes "freely about my own problems..."; next; - switch(select("You're understaffed?:No, it's okay.")) { + switch(select("You're understaffed?", "No, it's okay.")) { case 1: mes "[Zelmeto]"; mes "Yes, we are!"; @@ -4017,7 +2534,7 @@ ein_in01,67,242,3 script Zelmeto 4_M_REPAIR,{ mes "and managing the workforce,"; mes "I don't have enough time..."; next; - switch(select("I can help you.:Keep up the good job.")) { + switch(select("I can help you.", "Keep up the good job.")) { case 1: mes "[Zelmeto]"; mes "You can help me?"; @@ -4192,7 +2709,7 @@ sec_in02,127,86,3 script Factory Quest Test 4_M_REPAIR,{ mes "is... ^3355FF" + z + "^000000."; mes "You wanna change?"; next; - switch(select("0:10:Invade")) { + switch(select("0", "10", "Invade")) { case 1: mes "[Test1]"; mes "Okay...!"; @@ -4256,11 +2773,11 @@ einbech,165,105,7 script Buender Hikeman#ein 4_M_EINOLD,{ mes "You've taken everything"; mes "away from me!!"; next; - switch(select("'What are you talking about?':Ignore Him.")) { + switch(select("'What are you talking about?'", "Ignore Him.")) { case 1: mes "[Buender Hikeman]"; mes "How dare you..."; - mes "How dare you treat "; + mes "How dare you treat me"; mes "after destroying all the"; mes "happiness in my life!"; next; @@ -4345,7 +2862,7 @@ einbech,165,105,7 script Buender Hikeman#ein 4_M_EINOLD,{ mes "you dug up, you know"; mes "what we found...?!"; next; - switch(select("Ungoliant?:A mysterious ore, right?:Nothing...?")) { + switch(select("Ungoliant?", "A mysterious ore, right?", "Nothing...?")) { case 1: mes "[Buender Hikeman]"; mes "Don't you remember"; @@ -4403,7 +2920,7 @@ einbech,165,105,7 script Buender Hikeman#ein 4_M_EINOLD,{ mes "I'm sick of"; mes "your lies!"; next; - switch(select("I'm not who you think!:How did you survive the accident?")) { + switch(select("I'm not who you think!", "How did you survive the accident?")) { case 1: mes "[Buender Hikeman]"; mes "Ha...!"; @@ -4457,7 +2974,7 @@ einbech,165,105,7 script Buender Hikeman#ein 4_M_EINOLD,{ mes "me? What more can"; mes "you possibly take away?!"; next; - switch(select("I'm not who you think I am!:I'd like to apologize.")) { + switch(select("I'm not who you think I am!", "I'd like to apologize.")) { case 1: mes "[Buender Hikeman]"; mes "Quit lying!"; @@ -4492,7 +3009,7 @@ einbech,165,105,7 script Buender Hikeman#ein 4_M_EINOLD,{ mes "Noooo! N-not now..."; mes "^333333*Cough! Cough!*^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "..."; mes "I better"; mes "get away"; @@ -4524,7 +3041,7 @@ einbech,165,105,7 script Buender Hikeman#ein 4_M_EINOLD,{ mes "on his face, he seems to be"; mes "having a nightmare."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me..."; next; mes "[Buender Hikeman]"; @@ -4535,7 +3052,7 @@ einbech,165,105,7 script Buender Hikeman#ein 4_M_EINOLD,{ mes "your beating,"; mes "eh, Shinokas?!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Look...!"; mes "I'm not Shinokas,"; mes "okay? How can you"; @@ -4556,8 +3073,8 @@ einbech,165,105,7 script Buender Hikeman#ein 4_M_EINOLD,{ mes "[Buender Hikeman]"; mes "Huh."; next; - if (Sex == 0) { - mes "["+strcharinfo(0)+"]"; + if (Sex == SEX_FEMALE) { + mes "["+strcharinfo(PC_NAME)+"]"; mes "And..."; mes "I'm a cute girl!"; mes "Shinokas is male"; @@ -4567,7 +3084,7 @@ einbech,165,105,7 script Buender Hikeman#ein 4_M_EINOLD,{ mes "What...?"; mes "IMPOSSIBLE!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "..."; mes "......"; next; @@ -4591,13 +3108,13 @@ einbech,165,105,7 script Buender Hikeman#ein 4_M_EINOLD,{ mes "Did you come just to clear"; mes "up this misunderstanding?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Um..."; mes "Actually..."; next; - switch(select("Tell Hikeman about Shinokas's death.:Don't notify Hikeman.")) { + switch(select("Tell Hikeman about Shinokas's death.", "Don't notify Hikeman.")) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Shinokas died"; mes "a while ago in"; mes "Einbroch."; @@ -4605,7 +3122,7 @@ einbech,165,105,7 script Buender Hikeman#ein 4_M_EINOLD,{ mes "[Buender Hikeman]"; mes "Wh-what...?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Shinokas was killed by"; mes "some men. He thinks they"; mes "may have been the ones"; @@ -4616,7 +3133,7 @@ einbech,165,105,7 script Buender Hikeman#ein 4_M_EINOLD,{ mes "I..."; mes "I see..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Shinokas may have"; mes "gotten some money,"; mes "but he spent the rest"; @@ -4636,16 +3153,16 @@ einbech,165,105,7 script Buender Hikeman#ein 4_M_EINOLD,{ mes "wherever you came"; mes "from. Leave me alone..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^333333Did Hikeman really want"; mes "revenge on Shinokas or did"; mes "he want to hear him out since"; mes "they used to be close friends?^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^333333If I mention that"; mes "what they found was"; mes "the Ymir Heart Piece,"; @@ -4653,7 +3170,7 @@ einbech,165,105,7 script Buender Hikeman#ein 4_M_EINOLD,{ mes "getting hunted down, so"; mes "I better not say anything.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^333333Why are those men"; mes "so obsessed with that"; mes "Ymir Heart Piece? Is it"; @@ -4677,7 +3194,7 @@ einbech,165,105,7 script Buender Hikeman#ein 4_M_EINOLD,{ } end; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yeah..."; mes "That' right."; mes "I wanted to clear up"; @@ -4741,7 +3258,6 @@ ein_in01,231,163,7 script Sick Old Man#ein 4_M_DIEMAN,{ close; } else if (Shinokas_Quest == 2) { - einbech = 0; mes "[Sick Old Man]"; mes "...!"; next; @@ -4753,7 +3269,7 @@ ein_in01,231,163,7 script Sick Old Man#ein 4_M_DIEMAN,{ mes "come back from"; mes "the factory...?!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Shi..."; mes "Shinokas?"; next; @@ -4763,20 +3279,20 @@ ein_in01,231,163,7 script Sick Old Man#ein 4_M_DIEMAN,{ mes "Shinotarous. Y-you've"; mes "got the wrong person!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^333333This has to be the"; mes "Shinokas that Hikeman"; mes "was talking about in Einbech."; mes "Hmmm, but how can I get"; mes "him to admit it?^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^333333*Ahem!*^000000"; mes "Excuse me..."; next; while(1) { if (.@einbech > 6) { - if (select("Have you ever heard of ^3131FFHikeman^000000 before?:Weren't you living in ^3131FFEinbech^000000?") == 1) { + if (select("Have you ever heard of ^3131FFHikeman^000000 before?", "Weren't you living in ^3131FFEinbech^000000?") == 1) { break; } mes "[Sick Old Man]"; @@ -4787,11 +3303,11 @@ ein_in01,231,163,7 script Sick Old Man#ein 4_M_DIEMAN,{ mes "^3355FFIt doesn't seem"; mes "like this old man"; mes "is telling the truth...^000000"; - einbech = 0; + .@einbech = 0; next; } else { - switch(select("Remember the mine tunnel collapse?:Didn't you used to be a miner?:Have you lived in Einbroch all your life?")) { + switch(select("Remember the mine tunnel collapse?", "Didn't you used to be a miner?", "Have you lived in Einbroch all your life?")) { case 1: mes "[Sick Old Man]"; mes "Noooo!"; @@ -4829,7 +3345,7 @@ ein_in01,231,163,7 script Sick Old Man#ein 4_M_DIEMAN,{ } } } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Are you sure"; mes "that you don't"; mes "know anything"; @@ -4846,7 +3362,7 @@ ein_in01,231,163,7 script Sick Old Man#ein 4_M_DIEMAN,{ mes "......."; emotion e_swt2; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I was right."; mes "You're Shinokas!"; emotion e_gg,1; @@ -4871,7 +3387,7 @@ ein_in01,231,163,7 script Sick Old Man#ein 4_M_DIEMAN,{ mes "Get on with it."; mes "I'm ready now..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Tell me everything"; mes "you know related to"; mes "that incident where"; @@ -4886,7 +3402,7 @@ ein_in01,231,163,7 script Sick Old Man#ein 4_M_DIEMAN,{ mes "here to kill me?"; emotion e_what; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No...!"; mes "I'm here to find"; mes "out the truth!"; @@ -4924,7 +3440,7 @@ ein_in01,231,163,7 script Sick Old Man#ein 4_M_DIEMAN,{ next; mes "[Shinokas]"; mes "After I destroyed the tunnel,"; - mes "they targeted me and I ended"; + mes "they targeted me and I ended up"; mes "spending the rest of my life being pursued and running from place to place. What the hell was that ^3131FFore^000000 and why was it so important?"; next; mes "[Shinokas]"; @@ -4996,7 +3512,7 @@ ein_in01,231,163,7 script Sick Old Man#ein 4_M_DIEMAN,{ mes "anything from the"; mes "Kapellthaines?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, Mr. Kapellthaine"; mes "is kind of violent, but"; mes "I didn't find anything"; @@ -5035,7 +3551,7 @@ ein_in01,231,163,7 script Sick Old Man#ein 4_M_DIEMAN,{ mes "anything new"; mes "in the Factory?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well..."; mes "There's a lot of"; mes "suspicious business"; @@ -5050,7 +3566,7 @@ ein_in01,231,163,7 script Sick Old Man#ein 4_M_DIEMAN,{ mes "do you think that"; mes "ore might be?"; next; - switch(select("Airport:Factory:Train Station:Airship Repairshop:Laboratory")) { + switch(select("Airport", "Factory", "Train Station", "Airship Repairshop", "Laboratory")) { case 1: mes "[Shinokas]"; mes "No..."; @@ -5121,7 +3637,7 @@ ein_in01,231,163,7 script Sick Old Man#ein 4_M_DIEMAN,{ } } else if (Shinokas_Quest == 9) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Shinokas,"; mes "I found something!"; next; @@ -5137,7 +3653,7 @@ ein_in01,231,163,7 script Sick Old Man#ein 4_M_DIEMAN,{ mes "your hands have been"; mes "stained with his blood.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Blood...?!"; mes "Shinokas!"; mes "Who did this to you?"; @@ -5165,11 +3681,11 @@ ein_in01,231,163,7 script Sick Old Man#ein 4_M_DIEMAN,{ mes "that ore? W-what"; mes "is it... Really?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It was..."; next; input .@input$; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It was"; mes "^3131FF"+.@input$+"^000000!"; next; @@ -5212,7 +3728,7 @@ ein_in01,231,163,7 script Sick Old Man#ein 4_M_DIEMAN,{ mes "^333333*Cough cough!*^000000"; next; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No...!"; mes "Tell me who"; mes "did this to you!"; @@ -5228,7 +3744,7 @@ ein_in01,231,163,7 script Sick Old Man#ein 4_M_DIEMAN,{ mes "..."; mes "......"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No!"; mes "Shinokas!"; mes "Why, God?"; @@ -5293,7 +3809,7 @@ ein_in01,254,35,1 script Scientist#ein 4_M_ALCHE_B,{ mes "How did you"; mes "get in here?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh! Ah...."; mes "I'm the new..."; mes "Guard. Nice"; @@ -5306,7 +3822,7 @@ ein_in01,254,35,1 script Scientist#ein 4_M_ALCHE_B,{ mes "^333333*Grumble grumble*^000000"; if (Shinokas_Quest == 7) { next; - switch(select("What's wrong?:Catch you later.")) { + switch(select("What's wrong?", "Catch you later.")) { case 1: mes "[Scientist]"; mes "What's wrong...?!"; @@ -5396,7 +3912,7 @@ airplane,31,77,5 script Drunken Man#ein 4_M_YURI,{ mes "on my side! GO!"; emotion e_go; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh...?"; mes "What did he just say?"; mes "It seemed important!"; @@ -5420,7 +3936,7 @@ airplane,31,77,5 script Drunken Man#ein 4_M_YURI,{ } else if ((countitem(Apple) > 10) && (countitem(Apple) < 100)) { next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Do you want"; mes "some of mine?"; next; @@ -5435,7 +3951,7 @@ airplane,31,77,5 script Drunken Man#ein 4_M_YURI,{ else { delitem Apple,countitem(Apple); next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Do you want"; mes "some of mine?"; next; @@ -5499,7 +4015,7 @@ airplane,31,77,5 script Drunken Man#ein 4_M_YURI,{ mes "Hahaha! Th-thank you~"; mes "^333333*Hic-hic-hiccup!*^000000"; next; - switch(select("So what was that about Ymir's Heart?:Hehe, you're welcome.")) { + switch(select("So what was that about Ymir's Heart?", "Hehe, you're welcome.")) { case 1: mes "[Drunken Man]"; mes "What...?"; @@ -5507,7 +4023,7 @@ airplane,31,77,5 script Drunken Man#ein 4_M_YURI,{ mes "How do you know"; mes "about that? ^333333*Hiccup*^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Y-you...!"; mes "You were just yelling,"; mes "''Ymir's Heart is on my"; @@ -5563,7 +4079,7 @@ airplane,31,77,5 script Drunken Man#ein 4_M_YURI,{ mes "win me Dice games!"; mes "Bwahaha--^333333*Hiccup!*^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^333333(That thing I saw"; mes "hooked up to all those"; mes "wires in the Laboratory"; @@ -5607,7 +4123,7 @@ airplane,31,77,5 script Drunken Man#ein 4_M_YURI,{ mes "on my side! GO!"; emotion e_go; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh...?"; mes "What did he just say?"; mes "It seemed important!"; @@ -5682,7 +4198,7 @@ OnTouch: mes "Please identify yourself"; mes "through the system."; next; - switch(select("Identify.:Information:Cancel")) { + switch(select("Identify.", "Information", "Cancel")) { case 1: mes "[Security System]"; mes "Enter the following"; @@ -5925,7 +4441,7 @@ ein_in01,31,138,3 script Calla#ein 4_F_01,{ mes "*Crack Crack Crrrrrrack*"; mes "*Rub Crrraaaaaaaaaack*^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ooooooooh..."; mes "I feel sooo"; mes "sore and yet"; @@ -5957,7 +4473,7 @@ ein_in01,31,138,3 script Calla#ein 4_F_01,{ mes "[Calla]"; mes "Once again,"; mes "thank you so"; - mes "much, "+ strcharinfo(0) +"."; + mes "much, "+ strcharinfo(PC_NAME) +"."; mes "I'll always pray for"; mes "your safety on your"; mes "your adventures~"; @@ -5987,9 +4503,9 @@ ein_in01,31,138,3 script Calla#ein 4_F_01,{ mes "tell me your name?"; next; input .@input$; - if (.@input$ == strcharinfo(0)) { + if (.@input$ == strcharinfo(PC_NAME)) { mes "[Calla]"; - mes "Ah, " + strcharinfo(0) + "!"; + mes "Ah, " + strcharinfo(PC_NAME) + "!"; mes "Such a lovely name~"; mes "I promise that I won't ever"; mes "forget it. Oh, and if you pass by Einbech, would you thank Klitzer for the flower for me please?"; @@ -6139,14 +4655,14 @@ ein_in01,200,101,5 script Klitzer#ein 4_M_EINMAN2,{ mes "anything like that before!"; next; mes "[Klitzer]"; - mes "Wait, " + strcharinfo(0) + "."; + mes "Wait, " + strcharinfo(PC_NAME) + "."; mes "What's that you've got"; mes "there? I've seen something"; mes "like that before. It's called"; mes "a Tuxedo, right? Something"; mes "like that would be perfect!"; next; - switch(select("Give it to him.:Ignore Him.")) { + switch(select("Give it to him.", "Ignore Him.")) { case 1: mes "[Klitzer]"; mes "I can have this?"; @@ -6194,7 +4710,7 @@ ein_in01,200,101,5 script Klitzer#ein 4_M_EINMAN2,{ } next; mes "[Klitzer]"; - mes "" + strcharinfo(0) + ","; + mes "" + strcharinfo(PC_NAME) + ","; mes "you've really opened"; mes "my eyes. From now on,"; mes "I'll do my best to earn the"; @@ -6307,9 +4823,9 @@ ein_in01,200,101,5 script Klitzer#ein 4_M_EINMAN2,{ mes "What's your name?"; next; input .@input$; - if (.@input$ == strcharinfo(0)) { + if (.@input$ == strcharinfo(PC_NAME)) { mes "[Klitzer]"; - mes "" + strcharinfo(0) + "..."; + mes "" + strcharinfo(PC_NAME) + "..."; mes "That's very nice. Thank you,"; mes "I'm really grateful for your help. Although I can't see Calla in"; mes "person, I can at least send"; @@ -6402,7 +4918,7 @@ ein_in01,200,101,5 script Klitzer#ein 4_M_EINMAN2,{ mes "*Press Press Press*"; mes "*C-c-c-c-c-c-crack!*"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Oh--"; mes "Hell yeah!"; mes "That's the stuff!"; @@ -7131,7 +5647,7 @@ ein_in01,191,102,5 script Kaijeta#ein 4_F_EINOLD,{ mes "[Kaijeta]"; mes "I can't bear to see the"; mes "petty hatred between our"; - mes "two towns stop my son from"; + mes "two towns stopping my son from"; mes "seeing the woman he loves..."; changequest 8081,8082; close; diff --git a/npc/quests/quests_geffen.txt b/npc/quests/quests_geffen.txt index 1a9ce31e8..a582bfa8e 100644 --- a/npc/quests/quests_geffen.txt +++ b/npc/quests/quests_geffen.txt @@ -46,7 +46,7 @@ geffen_in,144,166,4 script Blacksmith 1_M_SMITH,{ mes "But..."; mes "I am growing older and my prowess begins to fade with age. So I've invented something for young, hot, upcoming Blacksmiths, in hopes that they too will master my craft..."; next; - switch(select("What is it?:...")) { + switch(select("What is it?", "...")) { case 1: mes "[Blacksmith]"; mes "We Blacksmiths must always manipulate steel under extreme heat, and the hot air and melted metals are more than most people can stand."; @@ -63,7 +63,7 @@ geffen_in,144,166,4 script Blacksmith 1_M_SMITH,{ mes "[Blacksmith]"; mes "So how about it ? If you give me ^2244FF50 Steel^000000 and ^4422FFonly 2000 Zeny^000000, I will make it for you right away~!!"; next; - switch(select("Hm... Not bad. Alright.:How does it work again?")) { + switch(select("Hm... Not bad. Alright.", "How does it work again?")) { case 1: if ((countitem(Steel) > 49) && (Zeny > 1999)){ mes "[Blacksmith]"; @@ -110,7 +110,7 @@ geffen_in,30,71,4 script Eric 4_M_01,{ mes "of my blessed"; mes "grandfather."; next; - switch(select("Talk:Ask about Items needed:Manufacture:Quit")) { + switch(select("Talk", "Ask about Items needed", "Manufacture", "Quit")) { case 1: mes "[Eric]"; mes "My Grandfather, who passed away a few years ago, was special to me. He always stayed with me, and took care of me. He was much better than my old man, who was always busy working."; @@ -191,7 +191,7 @@ geffen,122,77,4 script Nia#yagu 8_F_GIRL,{ mes "how would you like to play a"; mes "Number Match game with me?"; next; - switch(select("Number Match Game?:Practice Number Match:Play Number Match:Record Holder:Cancel")) { + switch(select("Number Match Game?", "Practice Number Match", "Play Number Match", "Record Holder", "Cancel")) { case 1: mes "[Nia]"; mes "Ah, well, the objective of"; @@ -330,7 +330,7 @@ geffen,122,77,4 script Nia#yagu 8_F_GIRL,{ .@retry = .@retry+1; mes "[Nia]"; - mes "^ff0000"+strcharinfo(0)+"^000000,"; + mes "^ff0000"+strcharinfo(PC_NAME)+"^000000,"; mes "your guess is ^0000ff"+.@input+"^000000."; mes "Give me a moment to"; mes "come up with your results."; @@ -381,7 +381,7 @@ geffen,122,77,4 script Nia#yagu 8_F_GIRL,{ .@score_sec = .@score_record % 60; if (.@score_record >= .@total_time || !.@score_record) { //custom (second condition) - $050908_minus1_yagu$ = strcharinfo(0); + $050908_minus1_yagu$ = strcharinfo(PC_NAME); $050908_minus1_yagu = .@total_time; mes "[Nia]"; mes "Great! You guessed"; diff --git a/npc/quests/quests_gonryun.txt b/npc/quests/quests_gonryun.txt index 0a1310369..ff0044737 100644 --- a/npc/quests/quests_gonryun.txt +++ b/npc/quests/quests_gonryun.txt @@ -96,7 +96,7 @@ gon_in,17,93,5 script Chief#gon 4_M_TWMASKMAN,{ mes "As you've probably noticed,"; mes "the village isn't that peaceful, huh?"; next; - if (select("It's alright.:I heard that something was stolen...") == 1) { + if (select("It's alright.", "I heard that something was stolen...") == 1) { mes "[Shi Yan Wen]"; mes "Well, I'm glad you don't mind."; mes "Just watch out for robbers,"; @@ -110,7 +110,7 @@ gon_in,17,93,5 script Chief#gon 4_M_TWMASKMAN,{ mes "robbery occurred. The rumors"; mes "are true. Sadly, there are lots of thieves out there in the village..."; next; - switch(select("......:What was stolen?:Was anyone hurt?")) { + switch(select("......", "What was stolen?", "Was anyone hurt?")) { case 1: mes "[Shi Yan Wen]"; mes "I can't believe it really"; @@ -136,7 +136,7 @@ gon_in,17,93,5 script Chief#gon 4_M_TWMASKMAN,{ mes "You know how busy it is to be the"; mes "chief of a village. This is very troubling...*Sigh*"; next; - if (select("Hope you find it soon.:Can I find it for you?") == 1) { + if (select("Hope you find it soon.", "Can I find it for you?") == 1) { mes "[Shi Yan Wen]"; mes "um..Thank you."; mes "If you somehow come across it,"; @@ -173,7 +173,7 @@ gon_in,17,93,5 script Chief#gon 4_M_TWMASKMAN,{ mes "You know how busy it is to be the"; mes "chief of a village. This is very troubling...*Sigh*"; next; - if (select("Hope you find it soon.:Can I find it for you?") == 1) { + if (select("Hope you find it soon.", "Can I find it for you?") == 1) { mes "[Shi Yan Wen]"; mes "Um..Thank you."; mes "If you somehow come across it,"; @@ -252,7 +252,7 @@ gon_in,17,93,5 script Chief#gon 4_M_TWMASKMAN,{ mes "would you repair my sword for me?"; mes "I'll repay you for your help."; next; - if (select("No way.:Alright.") == 1) { + if (select("No way.", "Alright.") == 1) { mes "[Shi Yan Wen]"; mes "Well, I see...you've been such a"; mes "nice person. I truly appreciate"; @@ -445,7 +445,7 @@ gon_in,152,35,4 script Hostess#gon 4_F_GON,{ mes "Oh, what am I saying..."; mes "Want some wine?"; next; - if (select("Yes, please:No, it's okay.") == 1) { + if (select("Yes, please", "No, it's okay.") == 1) { mes "[Mei Yen Fang]"; mes "Oooops~! Oh no..."; mes "A lot of customers came by earlier,"; @@ -558,13 +558,13 @@ gon_in,165,16,4 script Man in hangover#gon 4_M_ALCHE_A,{ mes "of your ^00FF00Green_Potion^000000s?"; mes "I think I'm going to barf..."; next; - switch(select("No.:Here, drink this!")) { + switch(select("No.", "Here, drink this!")) { case 1: mes "[Xue Bong]"; mes "Uhh..."; mes "Are you sure?"; next; - switch(select("Sorry, I don't have any.:Here, you can have it!")) { + switch(select("Sorry, I don't have any.", "Here, you can have it!")) { case 1: mes "[Xue Bong]"; mes "C'mon, man..."; @@ -580,7 +580,7 @@ gon_in,165,16,4 script Man in hangover#gon 4_M_ALCHE_A,{ mes "I feel much better now."; mes "So...uh, what brings you here?"; next; - if (select("Heard about the thief?:Nothing.") == 1) { + if (select("Heard about the thief?", "Nothing.") == 1) { mes "[Xue Bong]"; mes "Ah, a thief~"; mes "Hmm...let me see.."; @@ -625,7 +625,7 @@ gon_in,165,16,4 script Man in hangover#gon 4_M_ALCHE_A,{ mes "Hmm...you seem new around here."; mes "Anything you wanna know?"; next; - switch(select("About a thief...:How much have you been drinking?:Nothing~")) { + switch(select("About a thief...", "How much have you been drinking?", "Nothing~")) { case 1: mes "[Xue Bong]"; mes "Ah, a thief, eh? Let's see..."; @@ -642,7 +642,7 @@ gon_in,165,16,4 script Man in hangover#gon 4_M_ALCHE_A,{ mes "So I kept watching it and,"; mes "all of a sudden, I saw something moving on the rooftops..."; next; - if (select("Where to?:Probably a Wild Rose.") == 1) { + if (select("Where to?", "Probably a Wild Rose.") == 1) { mes "[Xue Bong]"; mes "Umm?"; mes "Well..let me see.."; @@ -665,7 +665,7 @@ gon_in,165,16,4 script Man in hangover#gon 4_M_ALCHE_A,{ mes "Anything else I can help you with?"; mes "I appreciate the potion."; next; - switch(select("Thanks for the information.:Stop drinking so much.:Okay, bye")) { + switch(select("Thanks for the information.", "Stop drinking so much.", "Okay, bye")) { case 1: mes "[Xue Bong]"; mes "I'll see you later then."; @@ -719,7 +719,7 @@ gon_in,165,16,4 script Man in hangover#gon 4_M_ALCHE_A,{ mes "What are you up to?"; mes "Got any questions for me?"; next; - switch(select("About a thief last night...:Nope, just passing by..")) { + switch(select("About a thief last night...", "Nope, just passing by..")) { case 1: mes "[Xue Bong]"; mes "Ah~ a thief...?"; @@ -2085,12 +2085,12 @@ gon_in,18,27,5 script Madam#gnbs 4_F_TWGRANDMOM,{ mes "A visitor from out of town~"; mes "Welcome!"; next; - if (select("Hello, Madam~:Where's the chief?") == 1) { + if (select("Hello, Madam~", "Where's the chief?") == 1) { mes "[Shang Hua Yen]"; mes "Hello, darling~"; close; } - if (Sex == 0) { + if (Sex == SEX_FEMALE) { mes "[Shang Hua Yen]"; mes "Hoho~ he's upstairs."; mes "My, are you such a pretty lady~"; @@ -2118,7 +2118,7 @@ gon_dun03,62,222,0 script Strange dead body#gnbs HIDDEN_NPC,{ mes "of the corpse."; mes "Take a look?"; next; - if (select("Yes.:Eew, no!") == 1) { + if (select("Yes.", "Eew, no!") == 1) { mes "^3355FFThe paper is old and fading,"; mes "but there are words on it."; mes "It's written in blood."; @@ -2135,7 +2135,7 @@ gon_dun03,62,222,0 script Strange dead body#gnbs HIDDEN_NPC,{ mes "He probably couldn't take it any longer...^000000"; close; } - mes "[ ^6699FF" + strcharinfo(0) + "^000000 ]"; + mes "[ ^6699FF" + strcharinfo(PC_NAME) + "^000000 ]"; mes "Eew, no!"; mes " "; mes "Yucky yucky YUCKY!"; @@ -2174,17 +2174,17 @@ gonryun,139,142,7 script Girl##gnbs1 4_F_TWMASKGIRL,{ mes "village now. But most of all,"; mes "Someone found my father's heirloom~"; next; - if (select("I'm glad you're relieved.:That would be me!") == 1) { + if (select("I'm glad you're relieved.", "That would be me!") == 1) { mes "[Shi Ying Xiao]"; mes "Yes, the mood of the entire"; mes "village seems to have calmed..."; mes "I'm sure whoever found my father's sword is a great person."; close; } - mes "[ ^6699FF" + strcharinfo(0) + "^000000 ]"; + mes "[ ^6699FF" + strcharinfo(PC_NAME) + "^000000 ]"; mes "That would be me!"; next; - mes "[ ^6699FF" + strcharinfo(0) + "^000000 ]"; + mes "[ ^6699FF" + strcharinfo(PC_NAME) + "^000000 ]"; mes "I AM YOUR HERO!"; next; emotion e_heh; @@ -2212,14 +2212,14 @@ gonryun,100,241,0 script Stranger#gnbs 4_M_JOB_KNIGHT1,{ mes "What do you want?"; mes "I don't like to be bothered."; next; - if (select("Ask about the blacksmith.:Why are you being so mean?") == 1) { + if (select("Ask about the blacksmith.", "Why are you being so mean?") == 1) { mes "[Zuo Hei]"; mes "Ahh.."; mes "So you're the one who found"; mes "the sword, eh?"; mes "Did you also get asked to repair it?"; next; - if (select("Exactly.:No..I'm just...") == 1) { + if (select("Exactly.", "No..I'm just...") == 1) { mes "[Zuo Hei]"; mes "Hmm..."; mes "If you want some information from"; @@ -2276,13 +2276,13 @@ gonryun,100,241,0 script Stranger#gnbs 4_M_JOB_KNIGHT1,{ mes "Hmm..."; mes "What do you want??"; next; - if (select("Ask about the blacksmith.:Why are you being so mean?") == 1) { + if (select("Ask about the blacksmith.", "Why are you being so mean?") == 1) { mes "[Zuo Hei]"; mes "Ahh..."; mes "So you are the one who found"; mes "the sword, eh? I assume you were also asked to repair it..."; next; - if (select("Exactly.:No...I'm just...") == 1) { + if (select("Exactly.", "No...I'm just...") == 1) { mes "[Zuo Hei]"; mes "Hmm..."; mes "Since it's been shattered,"; @@ -2358,14 +2358,14 @@ gonryun,100,241,0 script Stranger#gnbs 4_M_JOB_KNIGHT1,{ mes "Hmm......"; mes "What do you want?"; next; - if (select("Ask about the blacksmith.:Why are you being so mean?") == 1) { + if (select("Ask about the blacksmith.", "Why are you being so mean?") == 1) { mes "[Zuo Hei]"; mes "Ahh..."; mes "So you are the one who found"; mes "the sword eh?"; mes "Did you also get asked to repair it?"; next; - if (select("Exactly.:No, i'm just...") == 1) { + if (select("Exactly.", "No, i'm just...") == 1) { mes "[Zuo Hei]"; mes "Hmm..."; mes "Since it's been shattered,"; @@ -2445,13 +2445,13 @@ geffen_in,71,112,2 script Blacksmith#SaYumMoon 4_M_JOB_BLACKSMITH,{ mes "My poor baby Lyroo.."; mes "*Sniff*..."; next; - if (select("Sir...?:...........") == 1) { + if (select("Sir...?", "...........") == 1) { mes "[Aumgarl]"; mes "Hmm...Who are you?"; mes "Do you need something?"; mes "If not, please leave..."; next; - if (select("I came to repair this sword.:I heard you are a famous blacksmith...") == 1) { + if (select("I came to repair this sword.", "I heard you are a famous blacksmith...") == 1) { mes "[Aumgarl]"; mes "Umm..."; mes "I'm sorry, but we're closed."; @@ -2487,7 +2487,7 @@ geffen_in,71,112,2 script Blacksmith#SaYumMoon 4_M_JOB_BLACKSMITH,{ mes "You're a persistent one!!"; mes "What is it that you want?"; next; - switch(select("I want to marry your granddaughter.:Your granddaughter is such a pretty girl.:I came to repair the sword.")) { + switch(select("I want to marry your granddaughter.", "Your granddaughter is such a pretty girl.", "I came to repair the sword.")) { case 1: mes "[Aumgarl]"; mes "....."; @@ -2511,7 +2511,7 @@ geffen_in,71,112,2 script Blacksmith#SaYumMoon 4_M_JOB_BLACKSMITH,{ mes "Hahaha...ah....hah..."; mes ".....*Sob, sob*...."; next; - switch(select("I want to marry her...:I came to repair the sword.:Anything wrong?")) { + switch(select("I want to marry her...", "I came to repair the sword.", "Anything wrong?")) { case 1: mes "[Aumgarl]"; mes "....."; @@ -2580,7 +2580,7 @@ geffen_in,71,112,2 script Blacksmith#SaYumMoon 4_M_JOB_BLACKSMITH,{ mes "But not one of them could"; mes "diagnose her sickness..."; next; - switch(select("I am sorry to hear that.:I'll make her happy.:I want to cure her.")) { + switch(select("I am sorry to hear that.", "I'll make her happy.", "I want to cure her.")) { case 1: mes "[Aumgarl]"; mes "*Sigh*..."; @@ -2598,7 +2598,7 @@ geffen_in,71,112,2 script Blacksmith#SaYumMoon 4_M_JOB_BLACKSMITH,{ mes "You're not making any sense..."; mes "I'm confused..."; next; - switch(select("I'll make her happy all the time.:I want to take her with me.:I will cure her.")) { + switch(select("I'll make her happy all the time.", "I want to take her with me.", "I will cure her.")) { case 1: mes "[Aumgarl]"; mes "..."; @@ -2618,7 +2618,7 @@ geffen_in,71,112,2 script Blacksmith#SaYumMoon 4_M_JOB_BLACKSMITH,{ mes "You want to take her to where?"; mes "What are you gonna do?"; next; - if (select("I will cure her.:I am sorry.") == 1) { + if (select("I will cure her.", "I am sorry.") == 1) { mes "[Aumgarl]"; mes "It's useless talking about"; mes "it any longer. I don't think"; @@ -2632,14 +2632,14 @@ geffen_in,71,112,2 script Blacksmith#SaYumMoon 4_M_JOB_BLACKSMITH,{ mes "It's not your fault anyway."; mes "...*Sigh*..."; next; - if (select("Well...:I'll pray for her recovery.") == 1) { + if (select("Well...", "I'll pray for her recovery.") == 1) { mes "[Aumgarl]"; mes "Err.."; mes "I am sorry to ask you this..."; mes "But would you do me a favor?"; mes "Umm..."; next; - if (select("No.:Sure.") == 1) { + if (select("No.", "Sure.") == 1) { mes "[Aumgarl]"; mes "Err..."; mes "Alright, I won't bother you.."; @@ -2685,7 +2685,7 @@ geffen_in,71,112,2 script Blacksmith#SaYumMoon 4_M_JOB_BLACKSMITH,{ mes "You don't look like"; mes "a doctor to me."; next; - switch(select("I am a doctor.:I know a famous doctor.:I'll cure her no matter what.")) { + switch(select("I am a doctor.", "I know a famous doctor.", "I'll cure her no matter what.")) { case 1: mes "[Aumgarl]"; mes "Ehm..."; @@ -2782,7 +2782,7 @@ geffen_in,71,112,2 script Blacksmith#SaYumMoon 4_M_JOB_BLACKSMITH,{ mes "do for you? I want to"; mes "return your favor somehow."; next; - switch(select("No...I don't need anything.:Would you repair the sword for me?")) { + switch(select("No...I don't need anything.", "Would you repair the sword for me?")) { case 1: mes "[Aumgarl]"; mes "Hmm..."; @@ -2827,7 +2827,7 @@ geffen_in,71,112,2 script Blacksmith#SaYumMoon 4_M_JOB_BLACKSMITH,{ mes "I am sorry I am asking"; mes "you to do this, as well."; next; - if (select("Umm...let's do it next time.:Alright, I'll go get them.") == 1) { + if (select("Umm...let's do it next time.", "Alright, I'll go get them.") == 1) { mes "[Aumgarl]"; mes "Umm....."; mes "I am sorry I can't"; @@ -2867,7 +2867,7 @@ geffen_in,71,112,2 script Blacksmith#SaYumMoon 4_M_JOB_BLACKSMITH,{ mes "I'll do my best"; mes "to help you."; next; - switch(select("Maybe next time...:Please repair this sword for me.")) { + switch(select("Maybe next time...", "Please repair this sword for me.")) { case 1: mes "[Aumgarl]"; mes "Well..."; @@ -2911,7 +2911,7 @@ geffen_in,71,112,2 script Blacksmith#SaYumMoon 4_M_JOB_BLACKSMITH,{ mes "I am sorry I am asking"; mes "you to do this, as well."; next; - if (select("Umm..let's do it next time.:Alright, I'll go get them.") == 1) { + if (select("Umm..let's do it next time.", "Alright, I'll go get them.") == 1) { mes "[Aumgarl]"; mes "Umm....."; mes "I am sorry I can't"; @@ -3044,13 +3044,13 @@ geffen_in,106,106,7 script Girl#gnbs2 4_M_KID2,{ else if (b_sword == 24 || b_sword == 25 || b_sword == 26) { mes "[Lyroo]"; mes "Ahh...ahh...."; - if (Sex == 0) + if (Sex == SEX_FEMALE) mes "It's ..you.. pretty...sister.."; else mes "It's ..you.. handsome...brother.."; mes "Ahh...heh heh..."; next; - if (select("Ask about her health condition.:Talk to her for a while.") == 1) { + if (select("Ask about her health condition.", "Talk to her for a while.") == 1) { if (rand(1,4) == 3) { mes "[Lyroo]"; mes "Uh....umm...?"; @@ -3092,13 +3092,13 @@ geffen_in,106,106,7 script Girl#gnbs2 4_M_KID2,{ else if (b_sword == 27) { mes "[Lyroo]"; mes "uh...umm?"; - if (Sex == 0) + if (Sex == SEX_FEMALE) mes "Ah....It's you, pretty sister..."; else mes "Ah....It's you, handsome brother..."; mes "Uhm? what is that you have?"; next; - if (select("It's nothing.:It's your medicine.") == 1) { + if (select("It's nothing.", "It's your medicine.") == 1) { mes "[Lyroo]"; mes "Oh..."; mes "Alright..."; @@ -3122,7 +3122,7 @@ geffen_in,106,106,7 script Girl#gnbs2 4_M_KID2,{ } mes "[Lyroo]"; mes "Heehehe..."; - if (Sex == 0) + if (Sex == SEX_FEMALE) mes "Thank you my pretty sister."; else mes "Thank you handsome brother~"; @@ -3236,7 +3236,7 @@ yuno_in01,99,101,4 script Doctor#gnbs 4_F_ALCHE,{ mes "Hmm...you look like you"; mes "want to ask me something?"; next; - if (select("You're so beautiful.:Do you like traveling?") == 1) { + if (select("You're so beautiful.", "Do you like traveling?") == 1) { if (rand(1,4) == 4) { mes "[Cylrnel]"; mes "...excuse me?"; @@ -3245,7 +3245,7 @@ yuno_in01,99,101,4 script Doctor#gnbs 4_F_ALCHE,{ mes "Trying to hit on me?"; mes "Ah ha ha ha."; next; - if (select("Yes, I fell in love at first sight.:I have a favor to ask.") == 1) { + if (select("Yes, I fell in love at first sight.", "I have a favor to ask.") == 1) { if (rand(1,3) == 3) { mes "[Cylrnel]"; mes "HAHAHAHHAHAHAHAH!"; @@ -3369,7 +3369,7 @@ yuno_in01,99,101,4 script Doctor#gnbs 4_F_ALCHE,{ mes "I wanted to go with you, but"; mes "I've been really busy."; next; - if (select("Not yet...:Yes, Here.") == 1) { + if (select("Not yet...", "Yes, Here.") == 1) { mes "[Cylrnel]"; mes "What! Why not!?"; mes "Hurry to her house!"; @@ -3388,7 +3388,7 @@ yuno_in01,99,101,4 script Doctor#gnbs 4_F_ALCHE,{ mes "First, how was her body temperature?"; sick = 0; next; - switch(select("Very hot.:Very cold.:Normal.:Turns hot and cold repeatedly.")) { + switch(select("Very hot.", "Very cold.", "Normal.", "Turns hot and cold repeatedly.")) { case 1: .@sick1$ = "Very hot."; break; @@ -3407,7 +3407,7 @@ yuno_in01,99,101,4 script Doctor#gnbs 4_F_ALCHE,{ mes "Okay..."; mes "Now, about physiological condition."; next; - switch(select("No sweating at all.:Sweating all over the body.:Runny nose.:No tears, sweats at all.")) { + switch(select("No sweating at all.", "Sweating all over the body.", "Runny nose.", "No tears, sweats at all.")) { case 1: .@sick2$ = "No sweating at all."; ++.@sick; @@ -3426,7 +3426,7 @@ yuno_in01,99,101,4 script Doctor#gnbs 4_F_ALCHE,{ mes "Next, tell me about"; mes "her physical condition."; next; - switch(select("Nothing in particular.:Becomes paralyzed often.:Muscles became soft.:Muscles became hard.")) { + switch(select("Nothing in particular.", "Becomes paralyzed often.", "Muscles became soft.", "Muscles became hard.")) { case 1: .@sick3$ = "Nothing in particular."; break; @@ -3444,7 +3444,7 @@ yuno_in01,99,101,4 script Doctor#gnbs 4_F_ALCHE,{ mes "[Cylrnel]"; mes "How about internal organs?"; next; - switch(select("Stomach hurts like it's been stabbed by a knife.:Head hurts like it's been smashed by a hammer.:Heart beats irregularly.:Has difficulty in breathing.")) { + switch(select("Stomach hurts like it's been stabbed by a knife.", "Head hurts like it's been smashed by a hammer.", "Heart beats irregularly.", "Has difficulty in breathing.")) { case 1: .@sick4$ = "Stomach hurts like it's been stabbed by a knife."; break; @@ -3472,7 +3472,7 @@ yuno_in01,99,101,4 script Doctor#gnbs 4_F_ALCHE,{ mes ""+.@sick4$+"^000000"; mes "right?"; next; - if (select("No..not exactly..:Yes, I am sure.") == 1) { + if (select("No..not exactly..", "Yes, I am sure.") == 1) { mes "[Cylrnel]"; mes "Then go back to her and"; mes "find the exact symptoms"; @@ -3484,7 +3484,7 @@ yuno_in01,99,101,4 script Doctor#gnbs 4_F_ALCHE,{ mes "If they're the wrong symptoms,"; mes "I can't be responsible."; next; - if (select("Err..let me go and double check.:I'm sure.") == 1) { + if (select("Err..let me go and double check.", "I'm sure.") == 1) { mes "[Cylrnel]"; mes "Then, go back to her and"; mes "find the exact symptoms"; @@ -3771,7 +3771,7 @@ gonryun,237,226,3 script Han Ran Jiao#gon 4_M_TWMIDMAN,{ mes "Would you please return that"; mes "knife to me?"; next; - if (select("Return the knife.:Refuse.") == 1) { + if (select("Return the knife.", "Refuse.") == 1) { nakha = 3; delitem Knife,1; mes "[Han Ran Jiao]"; diff --git a/npc/quests/quests_hugel.txt b/npc/quests/quests_hugel.txt index 1ef4c0db6..3479261f5 100644 --- a/npc/quests/quests_hugel.txt +++ b/npc/quests/quests_hugel.txt @@ -70,7 +70,7 @@ hu_in01,387,245,0 script Allen Schuwell 4_M_DIEMAN,2,2,{ mes "find my son Postell and to"; mes "tell him to bring my medicine!"; next; - switch(select("Sure.:No, I'm sorry.")) { + switch(select("Sure.", "No, I'm sorry.")) { case 1: mes "[Allen]"; mes "Th-thank you so much!"; @@ -115,7 +115,7 @@ hu_in01,387,245,0 script Allen Schuwell 4_M_DIEMAN,2,2,{ mes "discipline my degenerate son."; mes "Will you help me once more?"; next; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "Wait, wait..."; mes "Lighthalzen?"; mes "Did you used to"; @@ -129,7 +129,7 @@ hu_in01,387,245,0 script Allen Schuwell 4_M_DIEMAN,2,2,{ mes "My ^333333*Hack!*^000000 pancreas! Or liver!"; mes "I'm having another attack!"; next; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "......"; mes "........."; mes "............"; @@ -142,7 +142,7 @@ hu_in01,387,245,0 script Allen Schuwell 4_M_DIEMAN,2,2,{ mes "would you please let me"; mes "have a White P-Potion?"; next; - switch(select("Give White Potion:Ignore")) { + switch(select("Give White Potion", "Ignore")) { case 1: if (!countitem(White_Potion)) { mes "[Allen]"; @@ -161,7 +161,7 @@ hu_in01,387,245,0 script Allen Schuwell 4_M_DIEMAN,2,2,{ mes "A White Potion just has"; mes "to help. I-It has to work!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "......"; mes "........."; mes "............"; @@ -183,7 +183,7 @@ hu_in01,387,245,0 script Allen Schuwell 4_M_DIEMAN,2,2,{ next; hg_herb = 3; changequest 8054,8055; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "......"; mes "........."; mes "............"; @@ -272,7 +272,7 @@ hu_in01,387,245,0 script Allen Schuwell 4_M_DIEMAN,2,2,{ mes "arrives. You wouldn't abandon"; mes "this sick man now, would you?"; next; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "(^333333Your son Postell"; mes "better get here soon!^000000)"; hg_herb = 7; @@ -297,7 +297,7 @@ hu_in01,387,245,0 script Allen Schuwell 4_M_DIEMAN,2,2,{ mes "medicine you're"; mes "supposed to"; mes "need so badly."; - specialeffect EF_CHANGECOLD,AREA,"Postell Schuwell#D"; + specialeffect(EF_CHANGECOLD, AREA, getnpcid(0, "Postell Schuwell#D")); next; mes "[Allen]"; mes "Thank goodness..."; @@ -322,7 +322,7 @@ hu_in01,387,245,0 script Allen Schuwell 4_M_DIEMAN,2,2,{ mes "trick me, Postell?!"; mes "I told you get Bunkoll A!"; next; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "(^333333Wait, wait..."; mes "Allen did say that"; mes "he wanted Kolbun A...^000000)"; @@ -467,7 +467,7 @@ hu_fild06,34,123,3 script Postell Schuwell 4W_M_01,{ mes "all the medicines he's taking"; mes "are habit forming, you know?"; next; - switch(select("But your father needs you!:Habit forming?")) { + switch(select("But your father needs you!", "Habit forming?")) { case 1: mes "[Allen's Voice]"; mes "Yeah, I guess you're right."; @@ -553,7 +553,7 @@ OnTouch: mes "........."; mes "............"; next; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "(^333333I guess Allen used"; mes "to live in Lighthalzen."; mes "I guess that's why he'd"; @@ -567,7 +567,7 @@ OnTouch: mes "It's difficult to read since"; mes "the pages are old and worn.^000000"; next; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "Let's see, let's see..."; mes "Rekenber Corporation..."; mes "Something about the Slums...."; @@ -576,7 +576,7 @@ OnTouch: mes "Dr. Morriphen... Side effects?"; close; } else { - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "Wh-what...?"; mes "Do you really"; mes "need that medicine?!"; @@ -604,7 +604,7 @@ OnTouch: mes "........."; mes "............"; next; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "(^333333I guess Allen used"; mes "to live in Lighthalzen."; mes "I guess that's why he'd"; @@ -618,7 +618,7 @@ OnTouch: mes "It's difficult to read since"; mes "the pages are old and worn.^000000"; next; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "Let's see, let's see..."; mes "Rekenber Corporation..."; mes "Something about the Slums...."; @@ -627,7 +627,7 @@ OnTouch: mes "Dr. Morriphen... Side effects?"; close; } else { - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "Wh-what...?"; mes "Do you really"; mes "need that medicine?!"; @@ -657,7 +657,7 @@ OnTouch: mes "........."; mes "............"; next; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "(^333333I guess Allen used"; mes "to live in Lighthalzen."; mes "I guess that's why he'd"; @@ -671,7 +671,7 @@ OnTouch: mes "It's difficult to read since"; mes "the pages are old and worn.^000000"; next; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "Let's see, let's see..."; mes "Rekenber Corporation..."; mes "Something about the Slums...."; @@ -745,7 +745,7 @@ ein_in01,16,36,3 script Morriphen 4_M_04,{ mes "^333333*Cough Cough*"; mes "*Cough Cough*^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Holy--! Are you alright?"; mes "Y-you're coughing up blood!"; mes "Relax, I was just passing by!"; @@ -756,7 +756,7 @@ ein_in01,16,36,3 script Morriphen 4_M_04,{ mes "then. I guess I'm just a little"; mes "jumpy is all. ^333333*Cough, cough~*^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey... You don't sound"; mes "too good. Do you want me"; mes "to bring you to a hospital?"; @@ -772,13 +772,13 @@ ein_in01,16,36,3 script Morriphen 4_M_04,{ mes "refilled, that's all. ^333333*Haaak*"; mes "*Cough-cough-cooooooough!*^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm..."; mes "What should I do?"; next; - switch(select("Leave him:Help him")) { + switch(select("Leave him", "Help him")) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You know, I'm a little"; mes "worried about your coughing,"; mes "but I don't think there's any"; @@ -791,7 +791,7 @@ ein_in01,16,36,3 script Morriphen 4_M_04,{ mes "of yourself, you hear?"; close; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey..."; mes "Are you sure that"; mes "you'll be alright?"; @@ -803,7 +803,7 @@ ein_in01,16,36,3 script Morriphen 4_M_04,{ mes "of yourself, you hear?"; mes "^333333*Haaaak* *Reeetch*^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "..."; mes "......"; mes "........."; @@ -814,7 +814,7 @@ ein_in01,16,36,3 script Morriphen 4_M_04,{ mes "*Hhhh, Hhhhh, Hhhh*"; mes "*Haaaaack* *Retch*^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Please, mister."; mes "Let me help you."; mes "I can't just leave"; @@ -843,7 +843,7 @@ ein_in01,16,36,3 script Morriphen 4_M_04,{ mes "get stressed. Please just tell"; mes "her that I ran out of medicine."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Alright."; mes "I'll come back here"; mes "as soon as I can."; @@ -872,7 +872,7 @@ ein_in01,16,36,3 script Morriphen 4_M_04,{ mes "^333333*Haaaaack* *Hhh, haaaack*^000000"; close; } else if (hg_bio == 2) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh no... Morriphen"; mes "doesn't look good at all!"; mes "I better hurry and bring"; @@ -880,7 +880,7 @@ ein_in01,16,36,3 script Morriphen 4_M_04,{ mes "in Hugel as soon as I can!"; close; } else if (hg_bio == 3) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh no... Morriphen"; mes "doesn't look good at all!"; mes "I better hurry and bring"; @@ -888,7 +888,7 @@ ein_in01,16,36,3 script Morriphen 4_M_04,{ mes "in Hugel as soon as I can!"; close; } else if (hg_bio == 4) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh no... Morriphen"; mes "doesn't look good at all!"; mes "I better hurry and bring"; @@ -896,7 +896,7 @@ ein_in01,16,36,3 script Morriphen 4_M_04,{ mes "in Hugel as soon as I can!"; close; } else if (hg_bio == 5) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh no... Morriphen"; mes "doesn't look good at all!"; mes "I better hurry and bring"; @@ -917,7 +917,7 @@ ein_in01,16,36,3 script Morriphen 4_M_04,{ mes "right to trust you. So did my"; mes "wife give you my medicine?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Actually, Siria also ran"; mes "out of your medicine when"; mes "I arrived at your house, so"; @@ -939,7 +939,7 @@ ein_in01,16,36,3 script Morriphen 4_M_04,{ mes "Please take this medicine"; mes "to her as soon as you can!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Don't worry, I'm on my"; mes "way. I'll hurry as fast as"; mes "I can back to Hugel to"; @@ -948,7 +948,7 @@ ein_in01,16,36,3 script Morriphen 4_M_04,{ changequest 11014,11015; close; } else if (hg_bio == 7) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What am I doing...?"; mes "I need to return to"; mes "Hugel and deliver this"; @@ -978,7 +978,7 @@ ein_in01,16,36,3 script Morriphen 4_M_04,{ mes "is just so overwhelming right"; mes "now. ^333333*Sob*^000000 Please, please..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Siria is fine."; mes "Now are you satisfied?"; mes "If you're that worried about"; @@ -993,7 +993,7 @@ ein_in01,16,36,3 script Morriphen 4_M_04,{ mes "struggling here to make ends"; mes "meet. Thank you so much!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Don't sweat it."; mes "It was just the right"; mes "thing to do, that's all."; @@ -1004,7 +1004,7 @@ ein_in01,16,36,3 script Morriphen 4_M_04,{ mes "life. I'll do anything you ask me to do to repay you! Consider me"; mes "your humble servant from now on. What is your command, oh master?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That's..."; mes "That's going too far."; mes "Becoming my servant for"; @@ -1017,7 +1017,7 @@ ein_in01,16,36,3 script Morriphen 4_M_04,{ mes "you have any enemies! I'll go"; mes "out and kill someone for you!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "...That's fine."; mes "Actually, I'm more interested"; mes "in hearing how you, Siria, and"; @@ -1025,7 +1025,7 @@ ein_in01,16,36,3 script Morriphen 4_M_04,{ mes "I spoke to Siria, she told me"; mes "that you two weren't married..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Siria did mention"; mes "that she's greatly"; mes "indebted to you for"; @@ -1193,7 +1193,7 @@ ein_in01,16,36,3 script Morriphen 4_M_04,{ mes "I'm sure that he must hate me"; mes "deep down inside."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Don't think like that."; mes "I'm sure Dono still thinks"; mes "of you as his friend. He's"; @@ -1201,7 +1201,7 @@ ein_in01,16,36,3 script Morriphen 4_M_04,{ mes "but he won't abandon you."; mes "Why don't you go see him?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Besides, you have an"; mes "excuse to go see him now,"; mes "your medicine, right? I'm"; @@ -1217,7 +1217,7 @@ ein_in01,16,36,3 script Morriphen 4_M_04,{ mes "by and see me. You've really"; mes "helped me and Seria so much."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Don't worry about it."; mes "Just get better so that"; mes "I won't have to worry"; @@ -1271,7 +1271,7 @@ hu_in01,326,307,3 script Siria 4_F_01,{ mes "^3355FFHow can a woman this"; mes "young be Morriphen's wife?^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes, um, Morriphen sent"; mes "me here so that I can bring"; mes "him his medicine. I was wo--"; @@ -1282,11 +1282,11 @@ hu_in01,326,307,3 script Siria 4_F_01,{ mes "let him be dead! No! D-did"; mes "anything bad happen to him?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(She is being panicky, and doesn't seem to know what she should do."; mes "She absent-mindedly steps forward and then stumbles on the floor.)"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Are you okay?!"; mes "(Her eyes look blank. She seems to have a hard time to see things.)"; next; @@ -1295,7 +1295,7 @@ hu_in01,326,307,3 script Siria 4_F_01,{ mes "I am just...I am just having a vision problem."; mes "So...what happened to him?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "He's just not feeling"; mes "well, that's all. All he"; mes "told me was that he ran"; @@ -1319,7 +1319,7 @@ hu_in01,326,307,3 script Siria 4_F_01,{ mes "pale, and she starts"; mes "to sweat profusely.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Um..."; mes "Are you feeling"; mes "alright? You're not"; @@ -1333,7 +1333,7 @@ hu_in01,326,307,3 script Siria 4_F_01,{ mes "to me. I owe him everything,"; mes "I have to go see Dono, I hav--"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You know what? You better"; mes "relax and rest here, and I'll"; mes "go visit this Dono person in"; @@ -1395,7 +1395,7 @@ hu_in01,326,307,3 script Siria 4_F_01,{ mes "the medicine to Siria, who"; mes "slow regained consciousness.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey, are you alright?"; mes "How are you feeling?"; mes "Morriphen asked me to"; @@ -1453,7 +1453,7 @@ lighthalzen,88,79,7 script Dono 4_M_03,{ mes "Spit it out, I don't"; mes "have all day."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me, but"; mes "I'm looking for a"; mes "man named Dono."; @@ -1463,7 +1463,7 @@ lighthalzen,88,79,7 script Dono 4_M_03,{ mes "but who the heck"; mes "are you, anyway?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh, I'm just here"; mes "to get some medicine"; mes "for Morriphen. Um, his"; @@ -1493,7 +1493,7 @@ lighthalzen,88,79,7 script Dono 4_M_03,{ mes "Now, listen carefully, these"; mes "are the ingredients I need..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait, wait, I thought I was"; mes "only getting medicine for"; mes "Morriphen. Are you saying"; @@ -1652,7 +1652,7 @@ lighthalzen,88,79,7 script Dono 4_M_03,{ mes "he's got a big mouth, so did"; mes "he tell you anything stupid?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Er, he did mention that"; mes "both you and Morriphen used"; mes "to work together for Rekenber."; @@ -1665,7 +1665,7 @@ lighthalzen,88,79,7 script Dono 4_M_03,{ mes "of my life. Afterwards, it"; mes "pretty much went downhill."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What do you mean?"; mes "Did something happen?"; next; @@ -1745,7 +1745,7 @@ lhz_in03,193,28,3 script Makkie 4_M_01,{ mes "Hello, how may"; mes "I help you today?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hi, I'm here to get"; mes "some Red Plant Stem"; mes "Powder for Dono. It's"; @@ -1822,7 +1822,7 @@ lhz_in03,193,28,3 script Makkie 4_M_01,{ hg_bio = 5; changequest 11012,11013; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh! Thanks so much"; mes "for the powder. Now,"; mes "I better hurry and give"; @@ -1916,7 +1916,7 @@ hugel,70,137,5 script Shede 4_F_CAPEGIRL,{ mes "At the same time, I have so many customers to serve..."; mes "In fact, I don't even have a time to cht-chat, hohoho."; next; - switch(select("Do you want me to help you?:I will leave you alone")) { + switch(select("Do you want me to help you?", "I will leave you alone")) { case 1: mes "[Shede]"; mes "Oh~ how kind of you! Thank you so much~"; @@ -2004,7 +2004,7 @@ hugel,70,137,5 script Shede 4_F_CAPEGIRL,{ mes "So, I decided to bake special cookies called..."; mes "...... ^3131FFDevil's Cookies^000000!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Devil's Cookies?"; next; cutin "siide1.bmp",2; @@ -2027,7 +2027,7 @@ hugel,70,137,5 script Shede 4_F_CAPEGIRL,{ mes "[Shede]"; mes "Would you please help me to bake the cookies? I need 5 Moks Bug Shells~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "'......I am confused...Does she love him or hate him?'"; emotion e_dots,1; hg_tre = 30; @@ -2091,7 +2091,7 @@ hugel,70,137,5 script Shede 4_F_CAPEGIRL,{ mes "Thank you so much."; emotion e_heh; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(If he knew what ingredients she used for the cookies,)"; mes "(I am pretty sure that at least he will remember her face to avoid next time...)'"; emotion e_dots,1; @@ -2154,21 +2154,21 @@ hu_in01,256,40,3 script Herico 4_M_HUGRANFA,{ mes "[Herico]"; mes "The weather is beautiful today. *Sigh* But my body aches too badly to go out..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hello!"; next; mes "[Herico]"; mes "Shede?"; next; - mes "["+strcharinfo(0)+"]"; - mes "Oh, hello. Ms. Shede asked me to drop you by. Nice to meet you, I am ^3131FF"+strcharinfo(0)+"^000000."; + mes "["+strcharinfo(PC_NAME)+"]"; + mes "Oh, hello. Ms. Shede asked me to drop you by. Nice to meet you, I am ^3131FF"+strcharinfo(PC_NAME)+"^000000."; next; mes "[Herico]"; mes "Ah, hello. I heard that recently an airport was built in this town. So, are you from a different city?"; mes "I like to see new things...although I don't like this chilly wind."; mes "How do you like Hugel?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It is a peaceful and beautiful village, although I can tell that it is experiencing a change."; mes "Everyone looks happy, and they feel very different than people in the other areas."; mes "So I feel like that I am in a different land."; @@ -2179,7 +2179,7 @@ hu_in01,256,40,3 script Herico 4_M_HUGRANFA,{ mes "and have figured out many things on your own."; mes "Am I right?"; next; - switch(select("Yes, you are right.:I am not so sure.:No.")) { + switch(select("Yes, you are right.", "I am not so sure.", "No.")) { case 1: cutin "heri2.bmp",2; mes "[Herico]"; @@ -2227,11 +2227,11 @@ hu_in01,256,40,3 script Herico 4_M_HUGRANFA,{ mes "[Herico]"; mes "Hmm...can you tell me your name once again?"; next; - mes "["+strcharinfo(0)+"]"; - mes "Yes, my name is ^3131FF"+strcharinfo(0)+"^000000."; + mes "["+strcharinfo(PC_NAME)+"]"; + mes "Yes, my name is ^3131FF"+strcharinfo(PC_NAME)+"^000000."; next; mes "[Herico]"; - mes "^3131FF"+strcharinfo(0)+"^000000, I have many interesting stories for you."; + mes "^3131FF"+strcharinfo(PC_NAME)+"^000000, I have many interesting stories for you."; mes "However, before I tell you my stories, I would like to ask you something. Do you mind?"; next; mes "[Herico]"; @@ -2266,7 +2266,7 @@ hu_in01,256,40,3 script Herico 4_M_HUGRANFA,{ mes "Rekenber...So, they have expanded"; mes "their power even to this small village, Hugel."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Do you know about them?"; next; mes "[Herico]"; @@ -2310,7 +2310,7 @@ hu_in01,256,40,3 script Herico 4_M_HUGRANFA,{ mes "Have you ever thought about how the people in old times"; mes "would protect their important facilities without guardians?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Perhaps, they hired many men to do that?"; next; mes "[Herico]"; @@ -2345,7 +2345,7 @@ hu_in01,256,40,3 script Herico 4_M_HUGRANFA,{ mes "So the house was completely destroyed by the battle, and"; mes "since then, no one knows where Sage Varmunt is."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sage Varmunt.....!"; next; cutin "heri1.bmp",2; @@ -2385,7 +2385,7 @@ hu_in01,256,40,3 script Herico 4_M_HUGRANFA,{ mes "How couldn't I think about this earlier?"; next; mes "[Herico]"; - mes ""+strcharinfo(0)+", can you see what I want to tell you now?"; + mes ""+strcharinfo(PC_NAME)+", can you see what I want to tell you now?"; mes "I have to take a long time to remember everything"; mes "about the incident, but you must understand"; mes "that this is an extremely important matter."; @@ -2424,17 +2424,17 @@ hu_in01,256,40,3 script Herico 4_M_HUGRANFA,{ mes "Did you find Sage Varmunt's research documents?"; next; cutin "",255; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, about the documents..."; next; - switch(select("I ate them.:Rekenber has taken them into their possession.")) { + switch(select("I ate them.", "Rekenber has taken them into their possession.")) { case 1: mes "I ate them."; next; mes "[Herico]"; mes "Hahaha! That's funny!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No, it is not funny."; next; mes "[Herico]"; @@ -2443,19 +2443,19 @@ hu_in01,256,40,3 script Herico 4_M_HUGRANFA,{ mes "[Herico]"; mes "Then...SPIT THEM OUT!"; percentheal -5,0; - specialeffect2 EF_HIT4; + specialeffect(EF_HIT4, AREA, playerattached()); next; mes "[Herico]"; mes "SPIT THEM OUT!"; percentheal -5,0; - specialeffect2 EF_HIT4; + specialeffect(EF_HIT4, AREA, playerattached()); next; mes "[Herico]"; mes "I SAID, SPIT THEM OUUUUUT!"; percentheal -5,0; - specialeffect2 EF_HIT4; + specialeffect(EF_HIT4, AREA, playerattached()); next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Err...I was just kidding..."; next; cutin "heri2.bmp",2; @@ -2468,7 +2468,7 @@ hu_in01,256,40,3 script Herico 4_M_HUGRANFA,{ mes "[Herico]"; mes "So, tell me, where are all of his research documents?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Rekenber has taken them into their possession."; next; break; @@ -2485,7 +2485,7 @@ hu_in01,256,40,3 script Herico 4_M_HUGRANFA,{ mes "[Herico]"; mes "It was expected."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What do you have in mind?"; next; mes "[Herico]"; @@ -2500,7 +2500,7 @@ hu_in01,256,40,3 script Herico 4_M_HUGRANFA,{ mes "You look very surprised."; next; cutin "heri1.bmp",2; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Does it mean that you are the one"; mes "who created the Ymir's Heart imitation?"; next; @@ -2532,7 +2532,7 @@ hu_in01,256,40,3 script Herico 4_M_HUGRANFA,{ mes "We were so happy for the fact that we"; mes "finally made our dream come true."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "But, Sage Varmunt was against the idea of using guardians"; mes "for militant purposes, and I heard that he also participated"; mes "in the Mercenary Rebellion."; @@ -2576,7 +2576,7 @@ hu_in01,256,40,3 script Herico 4_M_HUGRANFA,{ mes "Rekenber will do anything to achieve their goals."; mes "They have become too powerful to just be considered a big corporation."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That was why they founded the \"Bio Lab\""; mes "in order to continue with their research without Sage Varmunt."; next; @@ -2621,7 +2621,7 @@ hu_in01,256,40,3 script Herico 4_M_HUGRANFA,{ mes "Let me hear your opinion."; mes "Will you join me in destroying Regenschirm?"; next; - switch(select("Sorry, I won't:Yes, I will.")) { + switch(select("Sorry, I won't", "Yes, I will.")) { case 1: mes "[Herico]"; mes "I respect your decision since this is not something"; @@ -2680,7 +2680,7 @@ hu_in01,256,40,3 script Herico 4_M_HUGRANFA,{ mes "[Herico]"; mes "Ah, you are back."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I had a little bit of trouble because I was caught by a guard."; mes "But I took care of it."; next; @@ -2747,7 +2747,7 @@ hu_in01,256,40,3 script Herico 4_M_HUGRANFA,{ cutin "",255; end; } else if (hg_tre == 55) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The machine was blown up."; next; cutin "heri2.bmp",2; @@ -2781,13 +2781,13 @@ hu_in01,256,40,3 script Herico 4_M_HUGRANFA,{ next; input .@inputstr$; if (.@inputstr$ == "President Karl" || .@inputstr$ == "President Weierstrass" || .@inputstr$ == "President" || .@inputstr$ == "Karl Weierstrass") { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I think that I know one..."; next; mes "[Herico]"; mes "Okay, tell me who he is."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Mr. President.....!"; mes "Mr. President must be the one who can help us."; next; @@ -2796,7 +2796,7 @@ hu_in01,256,40,3 script Herico 4_M_HUGRANFA,{ mes "I may well say that Rekenber owns this country."; mes "I don't think that he has not been influenced by them."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No, Mr. President, who I know,"; mes "has been trying to free this country from Rekenber."; mes "Even if he was frustrated by a ridiculous reason at the last time,"; @@ -2815,7 +2815,7 @@ hu_in01,256,40,3 script Herico 4_M_HUGRANFA,{ cutin "",255; end; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Umm...no, I don't think that I know anyone."; next; mes "[Herico]"; @@ -2840,12 +2840,12 @@ hu_in01,256,40,3 script Herico 4_M_HUGRANFA,{ mes "[Herico]"; mes "Hey, welcome back."; next; - switch(select("I brought Handcuffs:Regarding Sage Varmunt's documents")) { + switch(select("I brought Handcuffs", "Regarding Sage Varmunt's documents")) { case 1: mes "[Herico]"; mes "I am willing to exchange 1 of level 4 food with 100 Handcuffs."; next; - if(select("Exchange:Cancel.") == 1) { + if(select("Exchange", "Cancel.") == 1) { if (countitem(Armlet_Of_Prisoner) > 99) { mes "[Herico]"; mes "There you go, thank you for your trouble."; @@ -2918,7 +2918,7 @@ lhz_in03,39,44,3 script Enquro Carson 4W_M_01,{ mes "especially when people are astonished by the news"; mes "which I am delivering to them."; next; - switch(select("Mercenary Rebellion:News reporter job")) { + switch(select("Mercenary Rebellion", "News reporter job")) { case 1: mes "[Enquro Carson]"; mes "Hmm...Mercenary Rebellion...?"; @@ -2928,7 +2928,7 @@ lhz_in03,39,44,3 script Enquro Carson 4W_M_01,{ mes "And they insisted their social security"; mes "through a violent method, so the government had to stop them with force."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Do you know any survivor of Mercenary Rebellion?"; next; mes "[Enquro Carson]"; @@ -2953,7 +2953,7 @@ lhz_in03,39,44,3 script Enquro Carson 4W_M_01,{ mes "contact with the rebellion survivors"; mes "after the rebellion ended in failure."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Can you tell me the survivors' locations?"; next; mes "[Enquro Carson]"; @@ -2962,7 +2962,7 @@ lhz_in03,39,44,3 script Enquro Carson 4W_M_01,{ mes "Hmm...but it happened a long time ago, and"; mes "I don't know if they are still alive or not..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Thank you so much!"; next; mes "[Enquro Carson]"; @@ -3025,7 +3025,7 @@ lhz_in03,39,44,3 script Enquro Carson 4W_M_01,{ mes "^FF0000Hugel^000000. Wait, Hugel?"; mes "Isn't that the small country at the corner of Schwaltzvalt Republic?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What? Hugel?"; next; mes "[Enquro Carson]"; @@ -3079,33 +3079,33 @@ hu_in01,310,380,5 script Girl#hugel 4_F_HUGIRL,{ mes "Hehe...are you from another city?"; mes "Heheh."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey, little lady?"; mes "By any chance, do you know a man named \"Wintzil Trony\"?"; next; mes "[Girl]"; mes "There is no man named Wintzil Trony."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh?"; next; mes "[Girl]"; mes "I am the Wintzil Trony."; mes "I am a girl, not a man."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "..............................................................................................................."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(^3131FFOh dear Odin, am I on a test?"; mes "Or are you trying to make sure that I still have a good memory?"; mes "How could...how could...how could this little child"; mes "is the last mercenary soldier?! This is absurd!)"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well...lady,"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Are you sure that you are the last mer....no, no."; mes "Then do you have any family member who shares the same name as yours?"; mes "Like your father, for instance."; @@ -3115,23 +3115,23 @@ hu_in01,310,380,5 script Girl#hugel 4_F_HUGIRL,{ mes "And I don't have a father."; mes "My mom is out of Hugel to sell Hugel's principal products."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Did...did your father pass away?"; next; mes "[Wintzil Trony]"; mes "I can't help it. He was too old."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well...do you remember what your father"; mes "used to do when he was alive?"; next; mes "[Wintzil Trony]"; mes "My father sowed seeds."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(^3131FFGosh, she is not helping! This is not good!^000000)"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, lady, I think that people usually"; mes "say \"cultivate a field\" instead of saying \"sowing seeds\"."; mes "Did you know that?"; @@ -3143,10 +3143,10 @@ hu_in01,310,380,5 script Girl#hugel 4_F_HUGIRL,{ mes "I cultivated fields with my mom and my father."; mes "Do you want to know how strong I am? Look at this! Yap!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes ".................!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Umm...lady, can you show me your father's picture"; mes "or something that used to belong to him?"; next; @@ -3155,7 +3155,7 @@ hu_in01,310,380,5 script Girl#hugel 4_F_HUGIRL,{ mes "He kept asking me things over and over again,"; mes "then he became upset and left."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(He might be the news reporter from the Light News.)"; next; mes "[Wintzil Trony]"; @@ -3166,7 +3166,7 @@ hu_in01,310,380,5 script Girl#hugel 4_F_HUGIRL,{ mes "I am living in a house that is pretty empty."; mes "All my father left to us is the shelf at the upstairs."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Do you mind if I take a look at your father's shelf?"; next; mes "[Wintzil Trony]"; @@ -3194,14 +3194,14 @@ hu_in01,317,312,0 script Book HIDDEN_NPC,{ mes "- You opened the book and found out -"; mes "- that there were a small book hidden behind.-"; next; - switch(select("Read the small book.:Leave it alone.")) { + switch(select("Read the small book.", "Leave it alone.")) { case 1: mes "- You picked up the small book. -"; mes "- The book owner must want to -"; mes "- keep it secret. -"; next; while(1) { - switch(select("Page 1:Page 2:Page 3:Page 4:Page 5:Page 6:Page 7:Page 8:Page 9:Stop Reading.")) { + switch(select("Page 1", "Page 2", "Page 3", "Page 4", "Page 5", "Page 6", "Page 7", "Page 8", "Page 9", "Stop Reading.")) { case 1: mes "- You started reading the 1st page of the book. -"; next; @@ -3327,7 +3327,7 @@ hu_in01,317,312,0 script Book HIDDEN_NPC,{ next; mes "- You found a folded note between the pages that you were reading. -"; next; - if(select("Check the note.:Read the next page.") == 1) { + if(select("Check the note.", "Read the next page.") == 1) { mes "^3131FF.........................^000000"; next; mes "^3131FF...I am so sorry for hearing such devastating news and for your loss."; @@ -3442,7 +3442,7 @@ einbech,208,124,3 script Bomb Maker 4_M_REPAIR,{ mes "I am a professional Marine Sphere Bottle maker."; mes "You can call me Boomer."; next; - switch(select("Buy Marine Sphere Bottle.:End conversation.")) { + switch(select("Buy Marine Sphere Bottle.", "End conversation.")) { case 1: mes "[Boomer]"; mes "Heh, you want my Marine Sphere Bottles, huh?"; @@ -3456,7 +3456,7 @@ einbech,208,124,3 script Bomb Maker 4_M_REPAIR,{ mes "considering its amazing performance!"; mes "You will regret if you miss this chance. Hahaha!"; next; - switch(select("Buy.:Cancel.")) { + switch(select("Buy.", "Cancel.")) { case 1: if (Zeny < 3000) { mes "[Boomer]"; @@ -3492,7 +3492,7 @@ hu_fild06,168,359,3 script Moks Mushrooms#Mush1 HIDDEN_NPC,{ if (hg_tre > 9 && hg_tre < 15) { mes "- You found mushrooms that are as big as your palm. -"; next; - switch(select("Gather them.:Pass.")) { + switch(select("Gather them.", "Pass.")) { case 1: mes "- You decided to gather the mushrooms. -"; next; @@ -3504,15 +3504,15 @@ hu_fild06,168,359,3 script Moks Mushrooms#Mush1 HIDDEN_NPC,{ mes "- *Snip Snip* -"; mes "- *Snip Snip* -"; mes "- *Snip Snip* -"; - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); next; if (rand(1,5) > 4) { mes "- You were being clumsy and broke the mushrooms. You have failed in gathering the mushrooms. -"; - specialeffect2 EF_STUNATTACK; + specialeffect(EF_STUNATTACK, AREA, playerattached()); close; } mes "- You have successfully gathered mushrooms. -"; - specialeffect2 EF_VALLENTINE2; + specialeffect(EF_VALLENTINE2, AREA, playerattached()); ++hg_tre; if (hg_tre == 11) mes "Collected Moks Mushroom Solution: 1ea "; @@ -3532,7 +3532,7 @@ hu_fild06,168,359,3 script Moks Mushrooms#Mush1 HIDDEN_NPC,{ close; } } else if (hg_tre == 15) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I think that this will do."; close; } @@ -3547,7 +3547,7 @@ hu_fild06,194,341,3 script Moks Mushrooms#Mush2 HIDDEN_NPC,{ if (hg_tre > 9 && hg_tre < 15) { mes "- You found mushrooms that are as big as your palm. -"; next; - switch(select("Gather them.:Pass.")) { + switch(select("Gather them.", "Pass.")) { case 1: mes "- You decided to gather the mushrooms. -"; next; @@ -3559,15 +3559,15 @@ hu_fild06,194,341,3 script Moks Mushrooms#Mush2 HIDDEN_NPC,{ mes "- *Snip Snip* -"; mes "- *Snip Snip* -"; mes "- *Snip Snip* -"; - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); next; if (rand(1,5) > 4) { mes "- You were being clumsy and broke the mushrooms. You have failed in gathering the mushrooms. -"; - specialeffect2 EF_STUNATTACK; + specialeffect(EF_STUNATTACK, AREA, playerattached()); close; } mes "- You have successfully gathered mushrooms. -"; - specialeffect2 EF_VALLENTINE2; + specialeffect(EF_VALLENTINE2, AREA, playerattached()); ++hg_tre; if (hg_tre == 11) mes "Collected Moks Mushroom Solution: 1ea "; @@ -3587,7 +3587,7 @@ hu_fild06,194,341,3 script Moks Mushrooms#Mush2 HIDDEN_NPC,{ close; } } else if (hg_tre == 15) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I think that this will do."; close; } @@ -3602,7 +3602,7 @@ hu_fild06,198,339,3 script Moks Mushrooms#Mush3 HIDDEN_NPC,{ if (hg_tre > 9 && hg_tre < 15) { mes "- You found mushrooms that are as big as your palm. -"; next; - switch(select("Gather them.:Pass.")) { + switch(select("Gather them.", "Pass.")) { case 1: mes "- You decided to gather the mushrooms. -"; next; @@ -3614,15 +3614,15 @@ hu_fild06,198,339,3 script Moks Mushrooms#Mush3 HIDDEN_NPC,{ mes "- *Snip Snip* -"; mes "- *Snip Snip* -"; mes "- *Snip Snip* -"; - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); next; if (rand(1,5) > 4) { mes "- You were being clumsy and broke the mushrooms. You have failed in gathering the mushrooms. -"; - specialeffect2 EF_STUNATTACK; + specialeffect(EF_STUNATTACK, AREA, playerattached()); close; } mes "- You have successfully gathered mushrooms. -"; - specialeffect2 EF_VALLENTINE2; + specialeffect(EF_VALLENTINE2, AREA, playerattached()); ++hg_tre; if (hg_tre == 11) mes "Collected Moks Mushroom Solution: 1ea "; @@ -3642,7 +3642,7 @@ hu_fild06,198,339,3 script Moks Mushrooms#Mush3 HIDDEN_NPC,{ close; } } else if (hg_tre == 15) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I think that this will do."; close; } @@ -3657,7 +3657,7 @@ hugel,209,163,3 script Clam#C1 HIDDEN_NPC,{ if (hg_tre > 19 && hg_tre < 25) { mes "- You found very fresh clams whose shells are shining under the sunlight. -"; next; - switch(select("Gather them.:Pass.")) { + switch(select("Gather them.", "Pass.")) { case 1: mes "- You started opening clam shells to gather Clam Flesh.-"; next; @@ -3669,15 +3669,15 @@ hugel,209,163,3 script Clam#C1 HIDDEN_NPC,{ mes "- *Snip Snip* -"; mes "- *Snip Snip* -"; mes "- *Snip Snip* -"; - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); next; if (rand(1,5) > 4) { mes "- Clams are too strong to open. You have failed in gathering Clam Flesh. -"; - specialeffect2 EF_STUNATTACK; + specialeffect(EF_STUNATTACK, AREA, playerattached()); close; } mes "- You have successfully gathered Clam Flesh. -"; - specialeffect2 EF_VALLENTINE2; + specialeffect(EF_VALLENTINE2, AREA, playerattached()); ++hg_tre; if (hg_tre == 21) mes "Collected Clam Flesh: 1ea "; @@ -3697,7 +3697,7 @@ hugel,209,163,3 script Clam#C1 HIDDEN_NPC,{ close; } } else if (hg_tre == 25) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I think that this will do."; close; } @@ -3712,7 +3712,7 @@ hugel,203,166,3 script Clam#C2 HIDDEN_NPC,{ if (hg_tre > 19 && hg_tre < 25) { mes "- You found very fresh clams whose shells are shining under the sunlight. -"; next; - switch(select("Gather them.:Pass.")) { + switch(select("Gather them.", "Pass.")) { case 1: mes "- You started opening clam shells to gather Clam Flesh.-"; next; @@ -3724,7 +3724,7 @@ hugel,203,166,3 script Clam#C2 HIDDEN_NPC,{ mes "- *Snip Snip* -"; mes "- *Snip Snip* -"; mes "- *Snip Snip* -"; - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); next; if (rand(1,5) > 4) { mes "- Clams are too strong to open. You have failed in gathering Clam Flesh. -"; @@ -3732,7 +3732,7 @@ hugel,203,166,3 script Clam#C2 HIDDEN_NPC,{ close; } mes "- You have successfully gathered Clam Flesh. -"; - specialeffect2 EF_VALLENTINE2; + specialeffect(EF_VALLENTINE2, AREA, playerattached()); ++hg_tre; if (hg_tre == 21) mes "Collected Clam Flesh: 1ea "; @@ -3752,7 +3752,7 @@ hugel,203,166,3 script Clam#C2 HIDDEN_NPC,{ close; } } else if (hg_tre == 25) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I think that this will do."; close; } @@ -3767,7 +3767,7 @@ hugel,217,158,3 script Clam#C3 HIDDEN_NPC,{ if (hg_tre > 19 && hg_tre < 25) { mes "- You found very fresh clams whose shells are shining under the sunlight. -"; next; - switch(select("Gather them.:Pass.")) { + switch(select("Gather them.", "Pass.")) { case 1: mes "- You started opening clam shells to gather Clam Flesh.-"; next; @@ -3779,15 +3779,15 @@ hugel,217,158,3 script Clam#C3 HIDDEN_NPC,{ mes "- *Snip Snip* -"; mes "- *Snip Snip* -"; mes "- *Snip Snip* -"; - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); next; if (rand(1,5) > 4) { mes "- Clams are too strong to open. You have failed in gathering Clam Flesh. -"; - specialeffect2 EF_STUNATTACK; + specialeffect(EF_STUNATTACK, AREA, playerattached()); close; } mes "- You have successfully gathered Clam Flesh. -"; - specialeffect2 EF_VALLENTINE2; + specialeffect(EF_VALLENTINE2, AREA, playerattached()); ++hg_tre; if (hg_tre == 21) mes "Collected Clam Flesh: 1ea "; @@ -3807,7 +3807,7 @@ hugel,217,158,3 script Clam#C3 HIDDEN_NPC,{ close; } } else if (hg_tre == 25) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I think that this will do."; close; } @@ -3822,7 +3822,7 @@ hugel,204,150,3 script Clam#C4 HIDDEN_NPC,{ if (hg_tre > 19 && hg_tre < 25) { mes "- You found very fresh clams whose shells are shining under the sunlight. -"; next; - switch(select("Gather them.:Pass.")) { + switch(select("Gather them.", "Pass.")) { case 1: mes "- You started opening clam shells to gather Clam Flesh.-"; next; @@ -3834,15 +3834,15 @@ hugel,204,150,3 script Clam#C4 HIDDEN_NPC,{ mes "- *Snip Snip* -"; mes "- *Snip Snip* -"; mes "- *Snip Snip* -"; - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); next; if (rand(1,5) > 4) { mes "- Clams are too strong to open. You have failed in gathering Clam Flesh. -"; - specialeffect2 EF_STUNATTACK; + specialeffect(EF_STUNATTACK, AREA, playerattached()); close; } mes "- You have successfully gathered Clam Flesh. -"; - specialeffect2 EF_VALLENTINE2; + specialeffect(EF_VALLENTINE2, AREA, playerattached()); ++hg_tre; if (hg_tre == 21) mes "Collected Clam Flesh: 1ea "; @@ -3862,7 +3862,7 @@ hugel,204,150,3 script Clam#C4 HIDDEN_NPC,{ close; } } else if (hg_tre == 25) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I think that this will do."; close; } @@ -3877,7 +3877,7 @@ hu_fild06,155,309,1 script Moks Bugs#Bug1 THIEF_BUG_,{ if (hg_tre > 29 && hg_tre < 35) { mes "- You found big brown Moks Bugs in the bushes. -"; next; - switch(select("Catch them.:Pass.")) { + switch(select("Catch them.", "Pass.")) { case 1: mes "- You nervously stretched your hands toward Moks Bugs.-"; next; @@ -3889,15 +3889,15 @@ hu_fild06,155,309,1 script Moks Bugs#Bug1 THIEF_BUG_,{ mes "- *Whizz Whizz Bzzzz* -"; mes "- *Whizz Whizz*-"; mes "- *Whizz Whizz*-"; - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); next; if (rand(1,5) > 4) { mes "- The bugs quickly ran away. You have failed to gather their shells. -"; - specialeffect2 EF_STUNATTACK; + specialeffect(EF_STUNATTACK, AREA, playerattached()); close; } mes "- You have successfully gathered Moks Bugs Shells. -"; - specialeffect2 EF_VALLENTINE2; + specialeffect(EF_VALLENTINE2, AREA, playerattached()); ++hg_tre; if (hg_tre == 31) mes "Collected Moks Bugs Shells: 1ea "; @@ -3917,7 +3917,7 @@ hu_fild06,155,309,1 script Moks Bugs#Bug1 THIEF_BUG_,{ close; } } else if (hg_tre == 35) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Aww...I don't want to touch dirty things like bugs!"; close; } @@ -3932,7 +3932,7 @@ hu_fild06,218,320,1 script Moks Bugs#Bug2 THIEF_BUG_,{ if (hg_tre > 29 && hg_tre < 35) { mes "- You found big brown Moks Bugs in the bushes. -"; next; - switch(select("Catch them:Pass.")) { + switch(select("Catch them", "Pass.")) { case 1: mes "- You nervously stretched your hands toward Moks Bugs.-"; next; @@ -3944,15 +3944,15 @@ hu_fild06,218,320,1 script Moks Bugs#Bug2 THIEF_BUG_,{ mes "- *Whizz Whizz Bzzzz* -"; mes "- *Whizz Whizz*-"; mes "- *Whizz Whizz*-"; - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); next; if (rand(1,5) > 4) { mes "- The bugs quickly ran away. You have failed to gather their shells. -"; - specialeffect2 EF_STUNATTACK; + specialeffect(EF_STUNATTACK, AREA, playerattached()); close; } mes "- You have successfully gathered Moks Bugs Shells. -"; - specialeffect2 EF_VALLENTINE2; + specialeffect(EF_VALLENTINE2, AREA, playerattached()); ++hg_tre; if (hg_tre == 31) mes "Collected Moks Bugs Shells: 1ea "; @@ -3972,7 +3972,7 @@ hu_fild06,218,320,1 script Moks Bugs#Bug2 THIEF_BUG_,{ close; } } else if (hg_tre == 35) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Aww...I don't want to touch dirty things like bugs!"; close; } @@ -3987,7 +3987,7 @@ hu_fild06,249,329,1 script Moks Bugs#Bug3 THIEF_BUG_,{ if (hg_tre > 29 && hg_tre < 35) { mes "- You found big brown Moks Bugs in the bushes. -"; next; - switch(select("Catch them:Pass.")) { + switch(select("Catch them", "Pass.")) { case 1: mes "- You nervously stretched your hands toward Moks Bugs.-"; next; @@ -3999,15 +3999,15 @@ hu_fild06,249,329,1 script Moks Bugs#Bug3 THIEF_BUG_,{ mes "- *Whizz Whizz Bzzzz* -"; mes "- *Whizz Whizz*-"; mes "- *Whizz Whizz*-"; - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); next; if (rand(1,5) > 4) { mes "- The bugs quickly ran away. You have failed to gather their shells. -"; - specialeffect2 EF_STUNATTACK; + specialeffect(EF_STUNATTACK, AREA, playerattached()); close; } mes "- You have successfully gathered Moks Bugs Shells. -"; - specialeffect2 EF_VALLENTINE2; + specialeffect(EF_VALLENTINE2, AREA, playerattached()); ++hg_tre; if (hg_tre == 31) mes "Collected Moks Bugs Shells: 1ea "; @@ -4027,7 +4027,7 @@ hu_fild06,249,329,1 script Moks Bugs#Bug3 THIEF_BUG_,{ close; } } else if (hg_tre == 35) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Aww...I don't want to touch dirty things like bugs!"; close; } @@ -4042,7 +4042,7 @@ hu_fild06,218,373,1 script Moks Bugs#Bug4 THIEF_BUG_,{ if (hg_tre > 29 && hg_tre < 35) { mes "- You found big brown Moks Bugs in the bushes. -"; next; - switch(select("Catch them.:Pass.")) { + switch(select("Catch them.", "Pass.")) { case 1: mes "- You nervously stretched your hands toward Moks Bugs.-"; next; @@ -4054,15 +4054,15 @@ hu_fild06,218,373,1 script Moks Bugs#Bug4 THIEF_BUG_,{ mes "- *Whizz Whizz Bzzzz* -"; mes "- *Whizz Whizz*-"; mes "- *Whizz Whizz*-"; - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); next; if (rand(1,5) > 4) { mes "- The bugs quickly ran away. You have failed to gather their shells. -"; - specialeffect2 EF_STUNATTACK; + specialeffect(EF_STUNATTACK, AREA, playerattached()); close; } mes "- You have successfully gathered Moks Bugs Shells. -"; - specialeffect2 EF_VALLENTINE2; + specialeffect(EF_VALLENTINE2, AREA, playerattached()); ++hg_tre; if (hg_tre == 31) mes "Collected Moks Bugs Shells: 1ea "; @@ -4082,7 +4082,7 @@ hu_fild06,218,373,1 script Moks Bugs#Bug4 THIEF_BUG_,{ close; } } else if (hg_tre == 35) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Aww...I don't want to touch dirty things like bugs!"; close; } @@ -4099,7 +4099,7 @@ lhz_in01,214,129,0 script A Pile of Paper HIDDEN_NPC,{ mes "On the very top paper, a period and a title saying 'Report of the **th Research'"; mes "were written."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Good, I must take this with me."; hg_tre = 53; getitem File01,1; //File folder @@ -4132,7 +4132,7 @@ OnMonsterDead: lhz_dun02,244,226,0 script Unethical Machine HIDDEN_NPC,{ if (hg_tre == 54) { if (countitem(Mini_Bottle)) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This must be it...whoa, it looks very spooky."; mes "Today, I am going to destroy you"; mes "for making innocent people's lives miserable!"; @@ -4140,7 +4140,7 @@ lhz_dun02,244,226,0 script Unethical Machine HIDDEN_NPC,{ mes "- You threw a Marine Sphere Bottle toward the machine. -"; next; mes "BOOM!"; - specialeffect2 EF_SUI_EXPLOSION; + specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); enablenpc "HiddenExplosion"; mapannounce "lhz_dun02","Beep------------------ ",1,0x99CCFF; delitem Mini_Bottle,1; //Marine sphere bottle @@ -4202,7 +4202,7 @@ hugel,198,169,0 script #HugelTree HIDDEN_WARP_NPC,2,2,{ mes "of overwhelming comfort.^000000"; close; } else if (hg_memory == 6) { - specialeffect2 EF_BEGINSPELL5; + specialeffect(EF_BEGINSPELL5, AREA, playerattached()); mes "^3355FFWhat's this strange"; mes "feeling of dread?"; mes "This peculiar chill..."; @@ -4858,7 +4858,7 @@ hugel,196,164,3 script El Schatt 1_M_04,{ mes "It's... I'm Manainne..."; mes "^333333*Sniff*^000000 She had to go back..."; next; - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); hg_memory = 12; getexp RENEWAL_EXP?8000:50000,0; completequest 8063; @@ -4899,7 +4899,7 @@ hugel,107,67,3 script Torpy 4_M_KID1,{ mes "Daddy where"; mes "are you?! Wah~!"; next; - switch(select("What's wrong?:Ignore")) { + switch(select("What's wrong?", "Ignore")) { case 1: mes "[Torpy]"; mes "My Daddy hasn't"; @@ -4908,7 +4908,7 @@ hugel,107,67,3 script Torpy 4_M_KID1,{ mes "something must have"; mes "happened to him. *Sniff*"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Your Dad is missing?"; mes "Why don't you tell me"; mes "about the last time"; @@ -4921,7 +4921,7 @@ hugel,107,67,3 script Torpy 4_M_KID1,{ mes "and then, a-and then..."; mes "I never found him!"; next; - switch(select("Really? Tell me more...:What, is that all...?")) { + switch(select("Really? Tell me more...", "What, is that all...?")) { case 1: mes "[Torpy]"; mes "Th-then my Mom got"; @@ -4932,7 +4932,7 @@ hugel,107,67,3 script Torpy 4_M_KID1,{ mes "alone now! Waaaaaah~!"; next; emotion e_dots,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Don't worry, I'll look"; mes "for your parents. I'm"; mes "sure that I can find at"; @@ -4942,7 +4942,7 @@ hugel,107,67,3 script Torpy 4_M_KID1,{ setquest 12044; close; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Don't worry, your"; mes "Dad will probably"; mes "show up sooner"; @@ -5153,7 +5153,7 @@ hu_fild06,190,367,3 script Torpy's Mom 4_F_GODEMOM,{ mes "it's not much, but I hope"; mes "you accept this as our thanks."; mes "Goodbye for now, adventurer~"; - specialeffect2 (hg_ubu01 == 6)?EF_CONE:EF_MVP; + specialeffect((hg_ubu01 == 6)?EF_CONE:EF_MVP, AREA, playerattached()); hg_ubu01 = 8; completequest 12048; getitem Dex_Dish05,3; //Green Salad @@ -5203,7 +5203,7 @@ hugel,100,176,3 script Suspicious Barrel HIDDEN_NPC,{ mes "this barrel wants"; mes "Steamed Crab Nippers.^000000"; next; - switch(select("I'll bring you Steamed Crab Nippers:Ignore")) { + switch(select("I'll bring you Steamed Crab Nippers", "Ignore")) { case 1: mes "[Strange Man]"; mes "Please... cook me..."; @@ -5214,7 +5214,7 @@ hugel,100,176,3 script Suspicious Barrel HIDDEN_NPC,{ mes "c-cook th-them. Ugh..."; next; emotion e_dots,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hold on,"; mes "I have to cook"; mes "them for you?!"; @@ -5235,7 +5235,7 @@ hugel,100,176,3 script Suspicious Barrel HIDDEN_NPC,{ mes "It c-can't be... d-denied!"; next; emotion e_dots,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Weirdo! Why don't you"; mes "get out of that barrel,"; mes "and get your Steamed"; @@ -5278,7 +5278,7 @@ hugel,100,176,3 script Suspicious Barrel HIDDEN_NPC,{ mes "c-cook th-them. Ugh..."; next; emotion e_dots,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hold on,"; mes "I have to cook"; mes "them for you?!"; @@ -5326,7 +5326,7 @@ hugel,100,176,3 script Suspicious Barrel HIDDEN_NPC,{ mes "c-cook th-them. Ugh..."; next; emotion e_dots,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hold on,"; mes "I have to cook"; mes "them for you?!"; @@ -5379,7 +5379,7 @@ hugel,100,174,3 script Strange Man#Hugel 4_M_HUMAN_01,{ mes "inside that barrel. See"; mes "ya round, adventurer~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hold it!"; mes "Why are you hiding"; mes "inside that barrel?!"; @@ -5389,7 +5389,7 @@ hugel,100,174,3 script Strange Man#Hugel 4_M_HUMAN_01,{ mes "playing Hide-and-Seek"; mes "with my son, that's all."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "But you haven't"; mes "eaten in days! Wait,"; mes "hold on, you wouldn't"; @@ -5402,7 +5402,7 @@ hugel,100,174,3 script Strange Man#Hugel 4_M_HUMAN_01,{ mes "little wager yet? Because"; mes "I'd really hate to lose..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Um, your wife and son"; mes "are really worried about"; mes "you. Shouldn't you be going"; @@ -5498,7 +5498,7 @@ hu_in01,15,372,3 script Cellette Lavit 1_F_MERCHANT_02,{ mes "But if you're not interested,"; mes "you can just buy some now~"; next; - switch(select("Sure, I'll work for you!:I want to buy Fish Cake Soup.:See ya.")) { + switch(select("Sure, I'll work for you!", "I want to buy Fish Cake Soup.", "See ya.")) { case 1: mes "[Cellette]"; mes "Oh, thank you so much!"; @@ -5561,7 +5561,7 @@ hu_in01,15,372,3 script Cellette Lavit 1_F_MERCHANT_02,{ mes "its delicious, hearty flavor~"; mes "Each order costs 100 zeny."; next; - switch(select("Order a Fish Cake Soup:Cancel")) { + switch(select("Order a Fish Cake Soup", "Cancel")) { case 1: if (Zeny > 99) { mes "[Cellette]"; @@ -5818,7 +5818,7 @@ hugel,76,134,3 script Neha 4W_F_01,{ mes "this soup isn't good if it"; mes "isn't steaming hot?"; next; - if (Sex) { + if (Sex == SEX_MALE) { mes "[Neha]"; mes "But... You're a handsome"; mes "fellow, so I'll forgive you..."; @@ -5836,7 +5836,7 @@ hugel,76,134,3 script Neha 4W_F_01,{ mes "for your impertinence, girl!"; } for (.@i = 8064; .@i <= 8067; ++.@i) { - if (questprogress(.@i) && questprogress(.@i) != 2) + if (questprogress(.@i) == 1) completequest .@i; } setquest 8068; @@ -6151,7 +6151,7 @@ yuno,111,156,3 script Euslan 4_F_01,{ mes "*Haaaaaaack*"; mes "*C-cough* *Sob*^000000"; next; - switch(select("Ignore:Speak to Euslan")) { + switch(select("Ignore", "Speak to Euslan")) { case 1: mes "[Euslan]"; mes "^333333*Sniff*"; @@ -6177,7 +6177,7 @@ yuno,111,156,3 script Euslan 4_F_01,{ mes "*Cough Cough*"; mes "*Sob* *Sniff*^000000"; next; - switch(select("Ignore:Speak to Euslan")) { + switch(select("Ignore", "Speak to Euslan")) { case 1: mes "[Euslan]"; mes "^333333*Sniff*"; @@ -6198,7 +6198,7 @@ yuno,111,156,3 script Euslan 4_F_01,{ next; break; } - switch(select("Nothing!:Are you alright?")) { + switch(select("Nothing!", "Are you alright?")) { case 1: mes "[Euslan]"; mes "Oh, I'm s-sorry..."; @@ -6230,7 +6230,7 @@ yuno,111,156,3 script Euslan 4_F_01,{ next; break; } - switch(select("Leave her alone:Offer to find Thierry")) { + switch(select("Leave her alone", "Offer to find Thierry")) { case 1: mes "[Euslan]"; mes "Thierry... ^333333*Sob*^000000"; @@ -6278,7 +6278,7 @@ yuno,111,156,3 script Euslan 4_F_01,{ mes "gone, then please let me"; mes "know as soon as you can,"; mes "okay? Thanks for cheering"; - mes "me up, "+strcharinfo(0)+"."; + mes "me up, "+strcharinfo(PC_NAME)+"."; hg_ma1 = 3; setquest 8044; close; @@ -6300,7 +6300,7 @@ yuno,111,156,3 script Euslan 4_F_01,{ mes "is he? ^333333*Sniff*^000000 Where's my"; mes "Thierry? I want to see him..."; next; - switch(select("Leave her alone:Offer to find Thierry")) { + switch(select("Leave her alone", "Offer to find Thierry")) { case 1: mes "[Euslan]"; mes "Thierry... ^333333*Sob*^000000"; @@ -6347,7 +6347,7 @@ yuno,111,156,3 script Euslan 4_F_01,{ mes "gone, then please let me"; mes "know as soon as you can,"; mes "okay? Thanks for cheering"; - mes "me up, "+strcharinfo(0)+"."; + mes "me up, "+strcharinfo(PC_NAME)+"."; hg_ma1 = 3; setquest 8044; close; @@ -6454,7 +6454,7 @@ yuno,111,156,3 script Euslan 4_F_01,{ mes "best to get better. ^333333*Cough*^000000"; next; mes "[Euslan]"; - mes ""+strcharinfo(0)+"..."; + mes ""+strcharinfo(PC_NAME)+"..."; mes "I'll never forget what"; mes "you've done for Thierry and"; mes "me. I'll always be praying for"; @@ -6904,7 +6904,7 @@ hugel,56,104,3 script Kurupe 4_M_SEAMAN,3,3,{ mes "Burupu for me, I'll be sure"; mes "to pay you for your effort."; next; - switch(select("Sure.:Sorry, I'm busy.")) { + switch(select("Sure.", "Sorry, I'm busy.")) { case 1: mes "[Kurupe]"; mes "Thank you, you're a"; @@ -6982,7 +6982,7 @@ hugel,56,104,3 script Kurupe 4_M_SEAMAN,3,3,{ close; } hg_milk = 9; - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); getexp RENEWAL_EXP?10000:100000,0; getitem 12063,3; erasequest 12043; @@ -7002,7 +7002,7 @@ hugel,56,104,3 script Kurupe 4_M_SEAMAN,3,3,{ mes "cow? I can always use a"; mes "dependable person like you."; next; - switch(select("Sure, I'll milk Booboo.:What'll pay me this time?:Nah, just dropping by.")) { + switch(select("Sure, I'll milk Booboo.", "What'll pay me this time?", "Nah, just dropping by.")) { case 1: mes "[Kurupe]"; mes "Great, great! If you want"; @@ -7252,7 +7252,7 @@ hu_fild06,217,270,3 script Burupu 4_M_HUBOY,3,3,{ mes "equipment. Let's see... Why not"; mes "give me 1 Rapier with 2 Slots? That's not too much to ask, right?"; next; - switch(select("Alright.:Whoa, that's too much!")) { + switch(select("Alright.", "Whoa, that's too much!")) { case 1: mes "[Burupu]"; mes "I'm glad you agree~"; @@ -7382,7 +7382,7 @@ hugel,72,101,0 script Burupu's Instructions HIDDEN_NPC,{ mes "Chapter 2: How to Treat Booboo"; mes "Chapter 3: Before You Begin"; next; - switch(select("Chapter 1:Chapter 2:Chapter 3")) { + switch(select("Chapter 1", "Chapter 2", "Chapter 3")) { case 1: mes "[Chapter 1]"; mes "Booboo is a very emotionally"; @@ -7407,7 +7407,7 @@ hugel,72,101,0 script Burupu's Instructions HIDDEN_NPC,{ mes "Booboo the Cow's Feelings"; mes "Part 2: Booboo's Songs"; next; - switch(select("Part 1:Part 2")) { + switch(select("Part 1", "Part 2")) { case 1: mes "[Chapter 2, Part 1]"; mes "Booboo the Cow usually"; @@ -7510,7 +7510,7 @@ hugel,68,99,3 script Booboo the Cow 4_BULL,{ mes "has something that"; mes "she wants to tell you.^000000"; next; - switch(select("Attempt to Milk Booboo:It's not the right time!")) { + switch(select("Attempt to Milk Booboo", "It's not the right time!")) { case 1: if (countitem(Center_Potion) > 2) { switch(rand(1,5)) { @@ -7703,7 +7703,7 @@ hu_in01,19,161,0 script Alex 1_F_SIGNZISK,{ mes "Huh...?"; mes "What do you want?"; next; - switch(select("Excuse me...:I saw the recruitment notice and...")) { + switch(select("Excuse me...", "I saw the recruitment notice and...")) { case 1: mes "[Alex]"; mes "Whatever you're"; @@ -7788,7 +7788,7 @@ hu_in01,19,161,0 script Alex 1_F_SIGNZISK,{ mes "already. So will you help"; mes "us in our expedition?"; next; - switch(select("Who are the people in the next room?:Well...:Yes, I do.")) { + switch(select("Who are the people in the next room?", "Well...", "Yes, I do.")) { case 1: cutin "hu_alex02.bmp",2; mes "[Alex]"; @@ -7858,7 +7858,7 @@ hu_in01,19,161,0 script Alex 1_F_SIGNZISK,{ mes "you be headed to the"; mes "shrine already?"; next; - switch(select("What was I supposed to gather?:I'm leaving, I'm leaving!")) { + switch(select("What was I supposed to gather?", "I'm leaving, I'm leaving!")) { case 1: cutin "hu_alex03.bmp",2; mes "[Alex]"; @@ -7890,7 +7890,7 @@ hu_in01,19,161,0 script Alex 1_F_SIGNZISK,{ mes "So did you bring me"; mes "^3355FF5 Runes of the Darkness^000000?"; next; - switch(select("Er, not yet...:There you go!")) { + switch(select("Er, not yet...", "There you go!")) { case 1: cutin "hu_alex02.bmp",2; mes "[Alex]"; @@ -8159,7 +8159,7 @@ hu_in01,14,11,4 script Laura 1_F_GYPSY,{ mes "when the gods showed"; mes "themselves to humans!"; next; - switch(select("Nah, forget it.:Yes, I'll do it!")) { + switch(select("Nah, forget it.", "Yes, I'll do it!")) { case 1: cutin "hu_laura01.bmp",2; mes "[Laura]"; @@ -8170,7 +8170,7 @@ hu_in01,14,11,4 script Laura 1_F_GYPSY,{ mes "We need to work together to"; mes "build a better future, right?"; next; - if(select("But you can't pay me.:Alright, I'll do it.") == 1) { + if(select("But you can't pay me.", "Alright, I'll do it.") == 1) { cutin "hu_laura04.bmp",2; mes "[Laura]"; mes "You're right."; @@ -8216,7 +8216,7 @@ hu_in01,14,11,4 script Laura 1_F_GYPSY,{ end; } } else if (hg_odin > 1 && hg_odin < 6) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me, but"; mes "what are you guys"; mes "doing over here?"; @@ -8230,10 +8230,10 @@ hu_in01,14,11,4 script Laura 1_F_GYPSY,{ mes "in the Odin Shrine on behalf"; mes "of the Rune-Midgarts Kingdom."; next; - switch(select("About Alex and Julian:Alright, now I understand.")) { + switch(select("About Alex and Julian", "Alright, now I understand.")) { case 1: cutin "hu_laura01.bmp",2; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "These people in the other"; mes "room, Alex and Julian, are"; mes "they also working in this same"; @@ -8323,7 +8323,7 @@ hu_in01,14,11,4 script Laura 1_F_GYPSY,{ mes "[Laura]"; mes "RIGHT?!"; next; - select("Yeah, yeah, whatever.:Sure thing.:I s-s-s-suppose...!:Yes, Ma'am!"); + select("Yeah, yeah, whatever.", "Sure thing.", "I s-s-s-suppose...!", "Yes, Ma'am!"); hg_odin = 17; cutin "hu_laura04.bmp",2; mes "[Laura]"; @@ -8352,14 +8352,14 @@ hu_in01,14,11,4 script Laura 1_F_GYPSY,{ mes "need to finish our research"; mes "for the good of mankind."; next; - select("Yeah, yeah, whatever.:I see.:You're right, Ma'am."); + select("Yeah, yeah, whatever.", "I see.", "You're right, Ma'am."); mes "[Laura]"; mes "Well, then."; mes "Did you happen to"; mes "find anything while"; mes "you were there?"; next; - switch(select("Jellopies.:No.")) { + switch(select("Jellopies.", "No.")) { case 1: cutin "hu_laura01.bmp",2; mes "[Laura]"; @@ -8388,7 +8388,7 @@ hu_in01,14,11,4 script Laura 1_F_GYPSY,{ mes "be fair, I can offer you something from my special collection."; mes "How does that sound?"; next; - switch(select("Who are the guys in the other room?:Well...:Yes!")) { + switch(select("Who are the guys in the other room?", "Well...", "Yes!")) { case 1: cutin "hu_laura01.bmp",2; mes "[Laura]"; @@ -8456,7 +8456,7 @@ hu_in01,14,11,4 script Laura 1_F_GYPSY,{ mes "to do, don't you? What"; mes "are you still doing here?"; next; - switch(select("What was I supposed to gather?:Don't worry, I'm leaving.")) { + switch(select("What was I supposed to gather?", "Don't worry, I'm leaving.")) { case 1: mes "[Laura]"; mes "You're supposed"; @@ -8485,7 +8485,7 @@ hu_in01,14,11,4 script Laura 1_F_GYPSY,{ mes "So where are the Runes"; mes "of the Darkness you brought?"; next; - switch(select("Er, I don't have them yet...:Right here!")) { + switch(select("Er, I don't have them yet...", "Right here!")) { case 1: cutin "hu_laura03.bmp",2; mes "[Laura]"; @@ -8668,13 +8668,13 @@ hu_in01,14,11,4 script Laura 1_F_GYPSY,{ mes "[Laura]"; mes "...Hey, you."; next; - if ( select( "...:...Me?" ) == 1) + if ( select( "...", "...Me?" ) == 1) { mes "[Laura]"; mes "Hey, hey!"; mes "Hey hey hey!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "...Me?"; next; } @@ -8703,10 +8703,10 @@ hu_in01,14,11,4 script Laura 1_F_GYPSY,{ mes "[Laura]"; mes "RIGHT?!"; next; - select("Yeah, yeah, whatever.:Sure thing.:I s-s-s-suppose...!:Yes, Ma'am!"); + select("Yeah, yeah, whatever.", "Sure thing.", "I s-s-s-suppose...!", "Yes, Ma'am!"); hg_odin = 17; for(.@i = 11002; .@i <= 11005; ++.@i) { - if (questprogress(.@i) && questprogress(.@i) != 2) + if (questprogress(.@i) == 1) completequest .@i; } setquest 11006; @@ -8737,10 +8737,10 @@ hu_in01,14,11,4 script Laura 1_F_GYPSY,{ mes "learned about the Schwaltzvalt"; mes "Republic Research Team."; next; - switch(select("Giantes:Ymir's Heart:Nothing")) { + switch(select("Giantes", "Ymir's Heart", "Nothing")) { case 1: cutin "hu_laura04.bmp",2; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm guessing that you're"; mes "already familiar with the"; mes "creature known as Giantes"; @@ -8756,7 +8756,7 @@ hu_in01,14,11,4 script Laura 1_F_GYPSY,{ mes "What else did you learn?"; next; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, have you"; mes "ever heard of Ymir's..."; next; @@ -8770,30 +8770,30 @@ hu_in01,14,11,4 script Laura 1_F_GYPSY,{ mes "this? What exactly"; mes "is Ymir's Heart?"; next; - switch(select("It's candy.:It's a book.:It's a place.:Ymir was a giant...")) + switch(select("It's candy.", "It's a book.", "It's a place.", "Ymir was a giant...")) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It's this..."; mes "Um, really..."; next; break; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Er, you see..."; mes "A lot of people know"; mes "about Ymir's Heart..."; next; break; case 3: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You know the expression,"; mes "''Home is where the heart"; mes "is?'' Er, well, Ymir's Heart..."; next; break; case 4: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The truth is,"; mes "Ymir was this giant..."; next; @@ -9384,7 +9384,7 @@ OnTouch: mes "followed. Hold on a sec"; mes "while I take care of him."; next; - specialeffect EF_SONICBLOWHIT,AREA,"Hit"; + specialeffect(EF_SONICBLOWHIT, AREA, getnpcid(0, "Hit")); mes "[???]"; mes "Ha!"; next; @@ -9407,7 +9407,7 @@ OnTouch: mes "I leave, have you got any"; mes "questions? Otherwise, I'll go."; next; - switch(select("Who's Ashe?:What happened to Laura?")) { + switch(select("Who's Ashe?", "What happened to Laura?")) { case 1: mes "[???]"; mes "You'll never see her"; @@ -9476,7 +9476,7 @@ hugel,209,109,2 script Boatman#hugel 4_M_SEAMAN,{ mes "fare for 1 passenger is"; mes "800 zeny. Shall we board?"; next; - switch(select("No, thanks.:Sure!")) { + switch(select("No, thanks.", "Sure!")) { case 1: mes "[Boatman]"; mes "Ah, alright."; @@ -9519,7 +9519,7 @@ odin_tem01,93,146,4 script Boatman 4_M_SEAMAN,{ mes "Hugel now, or did you"; mes "want to explore a bit more?"; next; - switch(select("I still need to look around...:Yes, take me back to Hugel.")) { + switch(select("I still need to look around...", "Yes, take me back to Hugel.")) { case 1: mes "[Boatman]"; mes "Well, alright."; @@ -9742,11 +9742,11 @@ OnTouch: mes "ground, but it still looks"; mes "fairly stable and durable.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "......"; mes "........."; next; - switch(select("Pass:Explore")) { + switch(select("Pass", "Explore")) { case 1: mes "^3355FFYou decided to pass"; mes "by the shrine's remnants.^000000"; @@ -9757,7 +9757,7 @@ OnTouch: mes "shimmer among the"; mes "remnants of the shrine.^000000"; next; - switch(select("Ignore:Pick it up")) { + switch(select("Ignore", "Pick it up")) { case 1: mes "^3355FFYou decide to continue"; mes "searching through the"; @@ -9770,7 +9770,7 @@ OnTouch: next; mes "^FF0000Thud!^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What...?"; mes "What was"; mes "that noise?!"; @@ -9778,7 +9778,7 @@ OnTouch: specialeffect EF_LORD; specialeffect EF_LORD; specialeffect EF_LORD; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wa...waaaahhhh!"; close2; hg_odin = 22; @@ -9809,11 +9809,11 @@ OnTouch: que_hugel,163,178,0 script object#3 HIDDEN_WARP_NPC,3,3,{ OnTouch: if (hg_odin == 22) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh?"; mes "What's happening?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Waaaaahhhh!"; close2; hg_odin = 23; @@ -9846,7 +9846,7 @@ OnTouch: mes "it up. Plus, I'm still worried"; mes "about the ''Shinokas'' issue..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "...Shinokas?"; next; mes "[Alex]"; diff --git a/npc/quests/quests_izlude.txt b/npc/quests/quests_izlude.txt index b17354cb4..1115e075b 100644 --- a/npc/quests/quests_izlude.txt +++ b/npc/quests/quests_izlude.txt @@ -43,7 +43,7 @@ mes "So are you heading to Alberta again? Let me give you the same discount and only charge 250 Zeny, just like the last time."; mes "How's that sound?"; next; - if (select("Alrighty~!:Why are you being so nice to me?!") == 1) { + if (select("Alrighty~!", "Why are you being so nice to me?!") == 1) { if (Zeny < 250) { mes "[Edgar]"; mes "Um..."; @@ -73,11 +73,11 @@ mes "[Edgar]"; mes "Lately, people in Alberta say that he is really trying to help folks and that his demand for Jellopies is just a coverup. Well, you should take a look at what he has to offer."; next; - if (select("Can you tell me how to get to Alberta?:End Conversation") == 1) { + if (select("Can you tell me how to get to Alberta?", "End Conversation") == 1) { mes "[Edgar]"; mes "Huh? Well, you can use your feet and just walk. But if you have money, I'd like to suggest that you take a ship."; next; - if (select("Okay, gotcha.:But I'm sick of walking and I'm broke!") == 1) { + if (select("Okay, gotcha.", "But I'm sick of walking and I'm broke!") == 1) { mes "[Edgar]"; mes "Alrighty, take care~"; close; @@ -89,7 +89,7 @@ mes "[Edgar]"; mes "Fine fine. Me, being the captain of a ship, can afford to bring you there at a lower price. How does 250 Zeny sound?"; next; - if (select("Alrighty~!:Bah, what a rip off!!") == 1) { + if (select("Alrighty~!", "Bah, what a rip off!!") == 1) { MISC_QUEST |= 16; if (Zeny < 250) { mes "[Edgar]"; diff --git a/npc/quests/quests_juperos.txt b/npc/quests/quests_juperos.txt index c9e931be3..2f2bb0956 100644 --- a/npc/quests/quests_juperos.txt +++ b/npc/quests/quests_juperos.txt @@ -9,12 +9,13 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2017 Hercules Dev Team //= Copyright (C) Euphy //= Copyright (C) Zephyrus //= Copyright (C) L0ne_W0lf //= Copyright (C) SinSloth //= Copyright (C) MasterOfMuppets +//= Copyright (C) Capuche //= //= Hercules is free software: you can redistribute it and/or modify //= it under the terms of the GNU General Public License as published by @@ -33,11 +34,11 @@ //================= Description =========================================== //= Juperos Ruins related Quests/Events //================= Current Version ======================================= -//= 1.9 +//= 2.0 //========================================================================= yuno_in04,190,125,4 script Scholar 8_F_GIRL,{ - switch(yuno_hist) { + switch (yuno_book) { case 0: mes "[Scholar]"; mes "...Mm? "; @@ -48,7 +49,7 @@ yuno_in04,190,125,4 script Scholar 8_F_GIRL,{ mes "......"; mes "May I help you?"; next; - switch(select("Oh! N-Nothing!:Excuse me...")) { + switch(select("Oh! N-Nothing!", "Excuse me...")) { case 1: mes "[Scholar]"; mes "..."; @@ -72,7 +73,7 @@ yuno_in04,190,125,4 script Scholar 8_F_GIRL,{ mes "content you couldn't possibly"; mes "fathom. The popular novels and picture books are someplace else."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "..."; mes "......"; next; @@ -84,7 +85,7 @@ yuno_in04,190,125,4 script Scholar 8_F_GIRL,{ mes "interest. Well, depending on"; mes "your actual attention span..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(What's her damage?!"; mes "Does she have an attitude problem or is she just stuck-up?)"; close; @@ -99,7 +100,7 @@ yuno_in04,190,125,4 script Scholar 8_F_GIRL,{ mes "......"; mes "May I help you?"; next; - switch(select("Oh! N-Nothing!:By any chance...")) { + switch(select("Oh! N-Nothing!", "By any chance...")) { case 1: mes "[Scholar]"; mes "..."; @@ -109,7 +110,7 @@ yuno_in04,190,125,4 script Scholar 8_F_GIRL,{ mes "Hmpf."; close; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "By any chance..."; mes "Are you conducting"; mes "research about Juperos?"; @@ -120,7 +121,7 @@ yuno_in04,190,125,4 script Scholar 8_F_GIRL,{ mes "you come to learn about"; mes "my current research project?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh, I managed to read"; mes "a thesis paper entitled,"; mes "''The Fall of Juperos,'' and"; @@ -133,7 +134,7 @@ yuno_in04,190,125,4 script Scholar 8_F_GIRL,{ mes "thesis? So what did"; mes "you think about it?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So far, it's alright, but"; mes "quite frankly it's incomplete."; mes "I mean, you don't have much in"; @@ -149,16 +150,17 @@ yuno_in04,190,125,4 script Scholar 8_F_GIRL,{ mes "Fayruz Khrhiyha. May I ask"; mes "what your name might be?"; next; - mes "["+strcharinfo(0)+"]"; - mes "I'm "+strcharinfo(0)+","; + mes "["+strcharinfo(PC_NAME)+"]"; + mes "I'm "+strcharinfo(PC_NAME)+","; mes "a brave adventurer in the"; mes "service of his royal majesty,"; mes "the wise and benevolent"; mes "King Tristram III."; - yuno_hist = 2; + yuno_book = 2; + setquest(11017); next; mes "[Fayruz]"; - mes "Well, "+strcharinfo(0)+","; + mes "Well, "+strcharinfo(PC_NAME)+","; mes "I understand that my thesis"; mes "still requires more evidence."; mes "But I'd need some ancient"; @@ -217,9 +219,9 @@ yuno_in04,190,125,4 script Scholar 8_F_GIRL,{ mes "happened to put that"; mes "expression on your face?"; next; - switch(select("I found something in Juperos.:Nothing much.")) { + switch(select("I found something in Juperos.", "Nothing much.")) { case 1: - mes "[" +strcharinfo(0)+"]"; + mes "[" +strcharinfo(PC_NAME)+"]"; mes "I went to Juperos like"; mes "you asked and found that"; mes "stone statue you were talking"; @@ -258,7 +260,8 @@ yuno_in04,190,125,4 script Scholar 8_F_GIRL,{ mes "''You will see him, the one"; mes "who was vain and extravagant,"; mes "with your own eyes at the place where the light passes through."; - yuno_hist = 4; + yuno_book = 4; + changequest(11018, 11019); next; mes "[Fayruz]"; mes "Ah, usually, descriptions"; @@ -288,11 +291,11 @@ yuno_in04,190,125,4 script Scholar 8_F_GIRL,{ } case 4: mes "[Fayruz]"; - mes "Oh hello, "+strcharinfo(0)+"."; + mes "Oh hello, "+strcharinfo(PC_NAME)+"."; mes "So what brings you to"; mes "the Juno Library today?"; next; - switch(select("Nice weather today, isn't it?:I found something in Juperos.:Nothing much.")) { + switch(select("Nice weather today, isn't it?", "I found something in Juperos.", "Nothing much.")) { case 1: mes "[Fayruz]"; mes "Well, I wouldn't know."; @@ -323,7 +326,7 @@ yuno_in04,190,125,4 script Scholar 8_F_GIRL,{ mes "tell you some tales about"; mes "Juperos that I've learned."; next; - switch(select("Please, be my guest.:No way, you can't have it.")) { + switch(select("Please, be my guest.", "No way, you can't have it.")) { case 1: if (countitem(Transparent_Plate01)) callfunc "Func_JupHist",7352,1; else if (countitem(Transparent_Plate02)) callfunc "Func_JupHist",7353,2; @@ -378,16 +381,16 @@ yuno_in04,190,125,4 script Scholar 8_F_GIRL,{ } case 5: mes "[Fayruz]"; - mes "Oh, "+strcharinfo(0)+"!"; + mes "Oh, "+strcharinfo(PC_NAME)+"!"; mes "Have you come back with"; mes "something from Juperos?"; mes "I've been hoping you'd come"; mes "back with something that'd"; mes "help me in my research!"; next; - switch(select("Take a look at this.:Oh, I'm sorry...")) { + switch(select("Take a look at this.", "Oh, I'm sorry...")) { case 1: - switch(jupe_hist) { + switch (jupe_book) { case 1: callfunc "Func_JupHist",7353,7354,7355,7352; case 2: callfunc "Func_JupHist",7352,7354,7355,7353; case 4: callfunc "Func_JupHist",7352,7353,7355,7354; @@ -413,13 +416,13 @@ yuno_in04,190,125,4 script Scholar 8_F_GIRL,{ } case 6: mes "[Fayruz]"; - mes "Oh, "+strcharinfo(0)+"!"; + mes "Oh, "+strcharinfo(PC_NAME)+"!"; mes "The Transparent Plate"; mes "that you brought for me"; mes "last time is really helping me"; mes "in my research. If you get the"; mes "chance, please bring me more!"; - yuno_hist = 7; + yuno_book = 7; next; mes "[Fayruz]"; mes "This new data is adding"; @@ -431,14 +434,14 @@ yuno_in04,190,125,4 script Scholar 8_F_GIRL,{ close; case 7: mes "[Fayruz]"; - mes "Hello, "+strcharinfo(0)+"~"; + mes "Hello, "+strcharinfo(PC_NAME)+"~"; mes "Oh, were you able to look"; mes "in Juperos for anything that"; mes "might help me in my research?"; next; - switch(select("Yeah, take a look at this.:No, I'm sorry...")) { + switch(select("Yeah, take a look at this.", "No, I'm sorry...")) { case 1: - switch(jupe_hist) { + switch (jupe_book) { case 3: callfunc "Func_JupHist",7354,7355,7352,7353; case 5: callfunc "Func_JupHist",7353,7355,7352,7354; case 6: callfunc "Func_JupHist",7352,7355,7353,7354; @@ -458,7 +461,7 @@ yuno_in04,190,125,4 script Scholar 8_F_GIRL,{ } case 8: mes "[Fayruz]"; - mes ""+strcharinfo(0)+"..."; + mes ""+strcharinfo(PC_NAME)+"..."; mes "I'm having great difficulty in"; mes "translating that Transparent"; mes "Plate you brought for me that"; @@ -470,7 +473,7 @@ yuno_in04,190,125,4 script Scholar 8_F_GIRL,{ mes "Alright. Okay. Yes."; mes "Yes! Of course, how"; mes "could I not see it before!"; - yuno_hist = 9; + yuno_book = 9; next; mes "[Fayruz]"; mes "I'll be with you"; @@ -481,13 +484,13 @@ yuno_in04,190,125,4 script Scholar 8_F_GIRL,{ case 9: mes "[Fayruz]"; mes "Ah, I've been"; - mes "expecting you, "+strcharinfo(0)+"."; + mes "expecting you, "+strcharinfo(PC_NAME)+"."; mes "So did you have been to Juperos again? I'm really hoping that you"; mes "were able to find something new that would help in my research..."; next; - switch(select("Actually, I did find this...:I'm sorry, I haven't...")) { + switch(select("Actually, I did find this...", "I'm sorry, I haven't...")) { case 1: - switch(jupe_hist) { + switch (jupe_book) { case 7: callfunc "Func_JupHist",7355,7352,7353,7354; case 11: callfunc "Func_JupHist",7354,7352,7353,7355; case 13: callfunc "Func_JupHist",7353,7352,7354,7355; @@ -513,11 +516,11 @@ yuno_in04,190,125,4 script Scholar 8_F_GIRL,{ } case 10: mes "[Fayruz]"; - mes "Oh hello, "+strcharinfo(0)+"..."; + mes "Oh hello, "+strcharinfo(PC_NAME)+"..."; mes "So what exactly brings you"; mes "to the Juno Library this time?"; next; - switch(select("I found another Transparent Plate.:Just visiting, really.")) { + switch(select("I found another Transparent Plate.", "Just visiting, really.")) { case 1: if ((countitem(Transparent_Plate01)) || (countitem(Transparent_Plate02)) || (countitem(Transparent_Plate03)) || (countitem(Transparent_Plate04))) { mes "[Fayruz]"; @@ -534,7 +537,7 @@ yuno_in04,190,125,4 script Scholar 8_F_GIRL,{ mes "to help me. Please, would"; mes "you take this as my way"; mes "saying ''Thanks?'' You've been"; - mes "great, "+strcharinfo(0)+"..."; + mes "great, "+strcharinfo(PC_NAME)+"..."; if (countitem(Transparent_Plate01)) delitem 7352,1; else if (countitem(Transparent_Plate02)) delitem 7353,1; else if (countitem(Transparent_Plate03)) delitem 7354,1; @@ -564,7 +567,7 @@ yuno_in04,190,125,4 script Scholar 8_F_GIRL,{ } function script Func_JupHist { - switch(yuno_hist) { + switch (yuno_book) { case 4: mes "[Fayruz]"; mes "Thank you so much,"; @@ -588,8 +591,9 @@ function script Func_JupHist { mes "and you awaken from the trance,"; mes "gently brought back to reality.^000000"; delitem getarg(0),1; - yuno_hist = 5; - jupe_hist = getarg(1); + yuno_book = 5; + jupe_book = getarg(1); + changequest(11019, 11020); getexp RENEWAL_EXP?10000:100000,0; next; mes "[Fayruz]"; @@ -652,20 +656,21 @@ function script Func_JupHist { mes "mankind that can't be ignored."; if (countitem(getarg(0))) { delitem getarg(0),1; - if (getarg(0) == 7352) jupe_hist += 1; - else jupe_hist += 2; + if (getarg(0) == 7352) jupe_book += 1; + else jupe_book += 2; } else if (countitem(getarg(1))) { delitem getarg(1),1; - if (getarg(1) == 7353) jupe_hist += 2; - else jupe_hist += 4; + if (getarg(1) == 7353) jupe_book += 2; + else jupe_book += 4; } else { delitem getarg(2),1; - if (getarg(2) == 7354) jupe_hist += 4; - else jupe_hist += 8; + if (getarg(2) == 7354) jupe_book += 4; + else jupe_book += 8; } - yuno_hist = 6; + yuno_book = 6; + changequest(11020, 11021); getexp RENEWAL_EXP?10000:100000,0; next; mes "[Fayruz]"; @@ -681,7 +686,7 @@ function script Func_JupHist { mes "these Transparent"; mes "Plates in Juperos, I'd be"; mes "very happy to share another"; - mes "story with you, "+strcharinfo(0)+"."; + mes "story with you, "+strcharinfo(PC_NAME)+"."; close; } else if (countitem(getarg(3))) { @@ -707,7 +712,7 @@ function script Func_JupHist { mes "me, I need to go back"; mes "to compiling my research..."; mes "Thank you so much for"; - mes "your help, "+strcharinfo(0)+"."; + mes "your help, "+strcharinfo(PC_NAME)+"."; close; } else { @@ -779,17 +784,18 @@ function script Func_JupHist { mes "like the strange and grotesque."; if (countitem(getarg(0))) { delitem getarg(0),1; - if (getarg(0) == 7352) jupe_hist += 1; - else if (getarg(0) == 7353) jupe_hist += 2; - else jupe_hist += 4; + if (getarg(0) == 7352) jupe_book += 1; + else if (getarg(0) == 7353) jupe_book += 2; + else jupe_book += 4; } else if (countitem(getarg(1))) { delitem getarg(1),1; - if (getarg(1) == 7353) jupe_hist += 2; - else if (getarg(1) == 7354) jupe_hist += 4; - else jupe_hist += 8; + if (getarg(1) == 7353) jupe_book += 2; + else if (getarg(1) == 7354) jupe_book += 4; + else jupe_book += 8; } - yuno_hist = 8; + yuno_book = 8; + changequest(11021, 11022); getexp RENEWAL_EXP?10000:100000,0; next; mes "[Fayruz]"; @@ -822,7 +828,7 @@ function script Func_JupHist { mes "me, I need to go back"; mes "to compiling my research..."; mes "Thank you so much for"; - mes "your help, "+strcharinfo(0)+"."; + mes "your help, "+strcharinfo(PC_NAME)+"."; if (countitem(getarg(2))) delitem getarg(2),1; else if (countitem(getarg(3))) delitem getarg(3),1; getitem 644,1; @@ -881,12 +887,13 @@ function script Func_JupHist { mes "feeling of indefatigable"; mes "hope and inspiration..."; mes "You can make it if you try!^000000"; - if (getarg(0) == 7352) jupe_hist += 1; - else if (getarg(0) == 7353) jupe_hist += 2; - else if (getarg(0) == 7354) jupe_hist += 4; - else jupe_hist += 8; - yuno_hist = 10; - delitem getarg(0),1; + delitem(getarg(0), 1); + if (getarg(0) == 7352) jupe_book += 1; + else if (getarg(0) == 7353) jupe_book += 2; + else if (getarg(0) == 7354) jupe_book += 4; + else jupe_book += 8; + yuno_book = 10; + completequest(11022); getexp RENEWAL_EXP?10000:100000,0; next; mes "[Fayruz]"; @@ -939,14 +946,14 @@ yuno_in04,186,125,4 script Bundle of Files HIDDEN_NPC,{ mes "By Fayruz Khrhiyha"; mes "Sage Castle Researcher^000000"; next; - switch(select("Table of Contents.:Leave it alone.")) { + switch(select("Table of Contents.", "Leave it alone.")) { case 1: - if (yuno_hist > 4) { + if (yuno_book > 4) { mes "^8B6914 1. Preface"; mes " 2. Juperos Background"; mes " 3. Theory Behind Its Fall^000000"; next; - switch(select("Preface:Juperos Background:Theory Behind Its Fall:Leave it alone.")) { + switch(select("Preface", "Juperos Background", "Theory Behind Its Fall", "Leave it alone.")) { case 1: mes "^8B6914Scholars are certain"; mes "that the Juperos civilization"; @@ -954,7 +961,7 @@ yuno_in04,186,125,4 script Bundle of Files HIDDEN_NPC,{ mes "ground, but it is now buried"; mes "beneath the El Mes Plateau."; mes "The reasons for the city's"; - if (yuno_hist < 9) { + if (yuno_book < 9) { mes "ruin are still nebulous...^000000"; next; mes "^8B6914There is much speculation"; @@ -971,9 +978,9 @@ yuno_in04,186,125,4 script Bundle of Files HIDDEN_NPC,{ mes "may be able to learn much"; mes "from that ancient city's ruins."; mes "..................^000000"; - if (yuno_hist < 7) { + if (yuno_book < 7) { next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmmm..."; mes "A whole chapter"; mes "dedicated to saying,"; @@ -991,19 +998,19 @@ yuno_in04,186,125,4 script Bundle of Files HIDDEN_NPC,{ mes "us to make a few conclusions.^000000"; close; case 2: - if (yuno_hist < 9) { + if (yuno_book < 9) { mes "^8B6914..."; mes "......"; mes "..........^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This is all just idle"; mes "conjecture! This paper"; mes "isn't developed enough"; mes "yet to be a real thesis..."; close; } - else if (yuno_hist == 9) { + else if (yuno_book == 9) { mes "^8B6914Juperos was built over"; mes "a thousand years ago in"; mes "an era of peace just after"; @@ -1020,7 +1027,7 @@ yuno_in04,186,125,4 script Bundle of Files HIDDEN_NPC,{ mes "the destruction of any existing"; mes "documentation from that era.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes... Of course!"; mes "It all makes sense now!"; close; @@ -1041,12 +1048,12 @@ yuno_in04,186,125,4 script Bundle of Files HIDDEN_NPC,{ mes "life. Science was reponsible for Juperos's rise and downfall."; close; case 3: - if (yuno_hist < 10) { + if (yuno_book < 10) { mes "^8B6914..."; mes "......"; mes "..........^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh. This writer keeps"; mes "talking about theories,"; mes "but the more I read, the"; @@ -1114,7 +1121,7 @@ yuno_in04,186,125,4 script Bundle of Files HIDDEN_NPC,{ mes "the once great city of Juperos.^000000"; close; case 4: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ugh... My head hurts"; mes "too much from reading"; mes "a book for smarty people."; @@ -1122,7 +1129,7 @@ yuno_in04,186,125,4 script Bundle of Files HIDDEN_NPC,{ close; } } - switch(select("Preface:Close the file.")) { + switch(select("Preface", "Close the file.")) { case 1: mes "^8B6914Scholars are certain"; mes "that the Juperos civilization"; @@ -1146,9 +1153,9 @@ yuno_in04,186,125,4 script Bundle of Files HIDDEN_NPC,{ mes "may be able to learn much"; mes "from that ancient city's ruins."; mes "..................^000000"; - if (!yuno_hist) yuno_hist = 1; + if (!yuno_book) yuno_book = 1; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This..."; mes "This is supposed to"; mes "be a research thesis?"; @@ -1156,7 +1163,7 @@ yuno_in04,186,125,4 script Bundle of Files HIDDEN_NPC,{ mes "research in it..."; close; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm..."; mes "This isn't heavy"; mes "enough to be a real"; @@ -1165,34 +1172,34 @@ yuno_in04,186,125,4 script Bundle of Files HIDDEN_NPC,{ close; } case 2: - if (yuno_hist < 5) { - mes "["+strcharinfo(0)+"]"; + if (yuno_book < 5) { + mes "["+strcharinfo(PC_NAME)+"]"; mes "Nah..."; mes "I'm tired of reading."; mes "Ironically enough."; close; } - else if (yuno_hist < 7) { - mes "["+strcharinfo(0)+"]"; + else if (yuno_book < 7) { + mes "["+strcharinfo(PC_NAME)+"]"; mes "I don't feel like"; mes "reading this. Not"; mes "enough pictures..."; close; } - else if (yuno_hist < 9) { - mes "["+strcharinfo(0)+"]"; + else if (yuno_book < 9) { + mes "["+strcharinfo(PC_NAME)+"]"; mes "It looks very sophisticated..."; close; } - else if (yuno_hist < 10) { - mes "["+strcharinfo(0)+"]"; + else if (yuno_book < 10) { + mes "["+strcharinfo(PC_NAME)+"]"; mes "I know this book..."; mes "But I don't feel like"; mes "reading it right now."; close; } else { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This thesis is"; mes "looking pretty good~"; mes "Of course, I did have"; @@ -1203,7 +1210,7 @@ yuno_in04,186,125,4 script Bundle of Files HIDDEN_NPC,{ } yuno_in04,188,118,4 script Book#juperos HIDDEN_NPC,{ - if (yuno_hist > 7) { + if (yuno_book > 7) { mes "^8B6914*Self-Honesty*"; mes "*'Benefits Fo' Life!'*"; mes "By Stephen Oyoung"; @@ -1212,14 +1219,14 @@ yuno_in04,188,118,4 script Book#juperos HIDDEN_NPC,{ mes "Publisher:"; mes "Wushu Publishing, Co.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "W-whoa!"; mes "This book wasn't"; mes "here before! It looks"; mes "pretty interesting..."; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You know what?"; mes "I think I'll just flip"; mes "through some pages"; @@ -1250,7 +1257,7 @@ yuno_in04,188,118,4 script Book#juperos HIDDEN_NPC,{ mes "''Really?! We better hurry:"; mes "Earth doesn't have much time!''^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "..."; mes "......"; mes "Whoa. I really"; @@ -1262,7 +1269,7 @@ yuno_in04,188,118,4 script Book#juperos HIDDEN_NPC,{ //- Bronze Statue - juperos_01 99 112 juperos_01,99,112,4 script Bronze Statue#1 CLEAR_NPC,{ - if (yuno_hist > 3) { + if (yuno_book > 3) { mes "^3355FF''Do you wish to see"; mes "the end of the madness?"; mes "He is waiting where the three"; @@ -1270,8 +1277,8 @@ juperos_01,99,112,4 script Bronze Statue#1 CLEAR_NPC,{ mes "two hundred illusions wander.''^000000"; close; } - else if (yuno_hist == 3) { - mes "["+strcharinfo(0)+"]"; + else if (yuno_book == 3) { + mes "["+strcharinfo(PC_NAME)+"]"; mes "I better go and"; mes "see Fayruz in the"; mes "Juno Library and tell"; @@ -1283,7 +1290,7 @@ juperos_01,99,112,4 script Bronze Statue#1 CLEAR_NPC,{ mes "engraving on the"; mes "Bronze Statue's rod.^000000"; next; - switch(select("Investigate:Ignore it")) { + switch(select("Investigate", "Ignore it")) { case 1: mes "^3355FFIt's an inscription that's"; mes "written in an old language"; @@ -1292,7 +1299,7 @@ juperos_01,99,112,4 script Bronze Statue#1 CLEAR_NPC,{ mes "and making out the sounds"; mes "for some weird reason.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This is creepy!"; mes "I know that I'm not"; mes "supposed to be able"; @@ -1300,17 +1307,18 @@ juperos_01,99,112,4 script Bronze Statue#1 CLEAR_NPC,{ mes "I am. I know what sounds"; mes "all of these letters make..."; next; - if (yuno_hist == 2) { - mes "["+strcharinfo(0)+"]"; + if (yuno_book == 2) { + mes "["+strcharinfo(PC_NAME)+"]"; mes "Then again, Fayruz did"; mes "say this was enchanted."; mes "Okay, I guess I'll go back"; mes "to the Juno Library and"; mes "tell her what I found."; - yuno_hist = 3; + yuno_book = 3; + changequest(11017, 11018); close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh. Only a scholar,"; mes "maybe someone even in"; mes "Juno, could make sense"; @@ -1340,7 +1348,7 @@ yuno_in04,169,109,1 script Ambitious Hollgrehenn HIDDEN_NPC,{ mes "could discern which weapons"; mes "were the most powerful..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "That's strange..."; mes "The next page"; mes "has been torn out."; @@ -1356,7 +1364,7 @@ yuno_in04,174,111,1 script Penniless Hollgrehenn HIDDEN_NPC,{ mes "Publisher:"; mes "Muha Books, Co.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This book looks"; mes "like a total piece of"; mes "crap. I'd have more"; @@ -1375,7 +1383,7 @@ yuno_in04,102,106,1 script Popular Feasts HIDDEN_NPC,{ mes "Publisher:"; mes "Muha Books, Co.^000000"; next; - switch(select(" 1. Fried Yoyo Tails: 14. Poring Salad: 252. Beak Soup")) { + switch(select(" 1. Fried Yoyo Tails", " 14. Poring Salad", " 252. Beak Soup")) { case 1: mes "^8B6914..."; mes "If possible, try"; @@ -1383,12 +1391,12 @@ yuno_in04,102,106,1 script Popular Feasts HIDDEN_NPC,{ mes "from live Yoyos."; mes "Now, as for skinning...^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Um..."; mes "Barf?"; close; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey, this page is gone!"; mes "I guess Poring Salad is"; mes "the most popular feast"; @@ -1401,7 +1409,7 @@ yuno_in04,102,106,1 script Popular Feasts HIDDEN_NPC,{ mes "crisp. Then, pour the"; mes "feathers into a blender...^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm..."; mes "Sounds a little"; mes "too gourmet for my"; @@ -1412,7 +1420,7 @@ yuno_in04,102,106,1 script Popular Feasts HIDDEN_NPC,{ } yuno_in04,111,108,1 script Hamerun, Rat Hunter HIDDEN_NPC,{ - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I can't..."; mes "reach it...!"; close; @@ -1422,7 +1430,7 @@ yuno_in04,167,127,1 script Red Book HIDDEN_NPC,{ mes "^3355FFYou find a book"; mes "with red binding.^000000"; next; - switch(select("Read.:Leave it alone.")) { + switch(select("Read.", "Leave it alone.")) { case 1: mes "^8B6914...^000000"; next; @@ -1438,25 +1446,25 @@ yuno_in04,167,127,1 script Red Book HIDDEN_NPC,{ mes "........."; mes "............^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This is..."; mes "A compilation of"; mes "Shakespeare in "; mes "coloring book format?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait..."; mes "Why would fans of"; mes "Shakespeare even"; mes "want a coloring book?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm... Well..."; mes "I suppose little kids who"; mes "read Shakespeare would"; mes "appreciate something like that."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hold on..."; mes "Do little kids who"; mes "are able to read the"; @@ -1464,7 +1472,7 @@ yuno_in04,167,127,1 script Red Book HIDDEN_NPC,{ mes "even exist? I hope not..."; close; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What a strange"; mes "and mysterious book."; mes "I'll never know what's"; @@ -1481,7 +1489,7 @@ yuno_in04,121,109,1 script Scroll HIDDEN_NPC,{ mes "that's collected a"; mes "layer of fine dust.^000000"; next; - switch(select("Peruse:Leave it alone")) { + switch(select("Peruse", "Leave it alone")) { case 1: mes "^8B6914Item Upgrade Introduction"; mes " "; @@ -1505,7 +1513,7 @@ yuno_in04,121,109,1 script Scroll HIDDEN_NPC,{ mes " "; mes " "; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait, wait..."; mes "This thing IS old."; mes "I mean, it's obviously"; @@ -1513,12 +1521,12 @@ yuno_in04,121,109,1 script Scroll HIDDEN_NPC,{ mes "standpoint that promotes"; mes "bipartisan gender roles."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm..."; mes "I'm so offended."; close; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This scroll is far too"; mes "primitive. There's been"; mes "all sorts of technological"; @@ -1533,9 +1541,9 @@ yuno_in04,118,116,4 script Paper HIDDEN_NPC,{ mes "paper that looks"; mes "like a personal letter.^000000"; next; - switch(select("Read it.:Leave it alone.")) { + switch(select("Read it.", "Leave it alone.")) { case 1: - if (yuno_hist > 7) { + if (yuno_book > 7) { mes "^8B6914P.S."; mes "Please..."; mes "Come back to me."; @@ -1561,18 +1569,18 @@ yuno_in04,118,116,4 script Paper HIDDEN_NPC,{ mes "- Love, Fayruz^000000"; next; if (getpartnerid()) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ahhhhhh~"; mes "Love sure is nice!"; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What th--?!"; mes "Booooooooo!"; mes "Love stinks!"; close; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I guess I better"; mes "not look at this."; mes "I mean, I might"; @@ -1582,7 +1590,7 @@ yuno_in04,118,116,4 script Paper HIDDEN_NPC,{ } juperos_01,123,92,4 script Stone Statue CLEAR_NPC,{ - if (yuno_hist) { + if (yuno_book) { mes "^3355FFIt's a stone statue"; mes "that looks exactly like"; mes "the one in the Juno Library."; @@ -1636,25 +1644,25 @@ juperos_01,100,91,0 script jupe_goto#1 FAKE_NPC,2,2,{ OnTouch: initnpctimer "jupe_goto#1",1; - mes "^777777["+ strcharinfo(0) +"]^000000"; + mes "^777777["+ strcharinfo(PC_NAME) +"]^000000"; mes "This light..."; mes "It feels like..."; mes "Its warmth is..."; mes "Wrapping all over me..."; next; - switch(select("Ah, it's so nice...:No! This is wrong!")) { + switch(select("Ah, it's so nice...", "No! This is wrong!")) { case 1: - mes "^777777["+ strcharinfo(0) +"]^000000"; + mes "^777777["+ strcharinfo(PC_NAME) +"]^000000"; mes "Ahhhh..."; mes "It feels like"; mes "I'm floating..."; - specialeffect2 EF_LIGHTSPHERE; + specialeffect(EF_LIGHTSPHERE, AREA, playerattached()); close2; stopnpctimer; warp "juperos_02",128,278; break; case 2: - mes "^777777["+ strcharinfo(0) +"]^000000"; + mes "^777777["+ strcharinfo(PC_NAME) +"]^000000"; mes "N-No! This is"; mes "wrong! Something"; mes "weird's happening!"; @@ -1725,7 +1733,7 @@ OnMyMobDead: mapannounce "juperos_02","Have you come seeking Juperos?! It no longer exists...",bc_map,"0xFF0000"; else if (.MyMobs == 0) { mapannounce "juperos_02","Have you come to see me? Fine! Find me first!",bc_map,"0xFF0000"; - specialeffect2 563; + specialeffect(EF_SCREEN_QUAKE, AREA, playerattached()); soundeffectall "earth_quake.wav",0; disablenpc "3F Gate Switch#jupe"; donpcevent "Restricted Area#jupe::OnEnable"; @@ -1840,7 +1848,7 @@ jupe_area1,88,224,0 script #hole#1-1 CLEAR_NPC,{ mes "probably need to insert"; mes "some kind of object...^000000"; next; - switch(select("Insert a Crest Piece.:Cancel.")) { + switch(select("Insert a Crest Piece.", "Cancel.")) { case 1: if (countitem(Piece_Of_Crest1) > 0) { mes "^3355FFYou take out your"; @@ -1890,7 +1898,7 @@ jupe_area1,88,224,0 script #hole#1-1 CLEAR_NPC,{ end; } case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmmm..."; mes "Do I have anything"; mes "that might make this"; @@ -2130,7 +2138,7 @@ jupe_area1,25,238,0 script #hole#1-2 CLEAR_NPC,{ mes "probably need to insert"; mes "some kind of object...^000000"; next; - switch(select("Insert a Crest Piece.:Cancel.")) { + switch(select("Insert a Crest Piece.", "Cancel.")) { case 1: if (countitem(Piece_Of_Crest2) > 0) { mes "^3355FFYou take out your"; @@ -2181,7 +2189,7 @@ jupe_area1,25,238,0 script #hole#1-2 CLEAR_NPC,{ } break; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmmm..."; mes "Do I have anything"; mes "that might make this"; @@ -2417,7 +2425,7 @@ jupe_area1,36,146,0 script #hole#1-3 CLEAR_NPC,{ mes "probably need to insert"; mes "some kind of object...^000000"; next; - switch(select("Insert a Crest Piece.:Cancel.")) { + switch(select("Insert a Crest Piece.", "Cancel.")) { case 1: if (countitem(Piece_Of_Crest3) > 0) { mes "^3355FFYou take out your"; @@ -2467,7 +2475,7 @@ jupe_area1,36,146,0 script #hole#1-3 CLEAR_NPC,{ end; } case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmmm..."; mes "Do I have anything"; mes "that might make this"; @@ -2703,7 +2711,7 @@ jupe_area1,50,49,0 script #hole#1-4 CLEAR_NPC,{ mes "probably need to insert"; mes "some kind of object...^000000"; next; - switch(select("Insert a Crest Piece.:Cancel.")) { + switch(select("Insert a Crest Piece.", "Cancel.")) { case 1: if (countitem(Piece_Of_Crest4) > 0) { mes "^3355FFYou take out your"; @@ -2754,7 +2762,7 @@ jupe_area1,50,49,0 script #hole#1-4 CLEAR_NPC,{ } break; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmmm..."; mes "Do I have anything"; mes "that might make this"; @@ -2971,7 +2979,7 @@ jupe_area1,112,162,0 script Lever#ufe CLEAR_NPC,{ mes "whose function"; mes "is not known to you.^000000"; next; - switch(select("Pull.:Cancel.")) { + switch(select("Pull.", "Cancel.")) { case 1: if ($@JupreArea1InUse == 1) close; initnpctimer; @@ -2979,7 +2987,7 @@ jupe_area1,112,162,0 script Lever#ufe CLEAR_NPC,{ disablenpc "Lever#ufe"; close; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Pull this lever?"; mes "I don't even know"; mes "what will happen..."; @@ -3039,7 +3047,7 @@ jupe_area2,74,224,0 script #hole#2-1 CLEAR_NPC,{ mes "probably need to insert"; mes "some kind of object...^000000"; next; - switch(select("Insert a Crest Piece.:Cancel.")) { + switch(select("Insert a Crest Piece.", "Cancel.")) { case 1: if (countitem(Piece_Of_Crest1) > 0) { mes "^3355FFYou take out your"; @@ -3089,7 +3097,7 @@ jupe_area2,74,224,0 script #hole#2-1 CLEAR_NPC,{ end; } case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmmm..."; mes "Do I have anything"; mes "that might make this"; @@ -3329,7 +3337,7 @@ jupe_area2,138,238,0 script #hole#2-2 CLEAR_NPC,{ mes "probably need to insert"; mes "some kind of object...^000000"; next; - switch(select("Insert a Crest Piece.:Cancel.")) { + switch(select("Insert a Crest Piece.", "Cancel.")) { case 1: if (countitem(Piece_Of_Crest2) > 0) { mes "^3355FFYou take out your"; @@ -3380,7 +3388,7 @@ jupe_area2,138,238,0 script #hole#2-2 CLEAR_NPC,{ } break; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmmm..."; mes "Do I have anything"; mes "that might make this"; @@ -3616,7 +3624,7 @@ jupe_area2,127,146,0 script #hole#2-3 CLEAR_NPC,{ mes "probably need to insert"; mes "some kind of object...^000000"; next; - switch(select("Insert a Crest Piece.:Cancel.")) { + switch(select("Insert a Crest Piece.", "Cancel.")) { case 1: if (countitem(Piece_Of_Crest3) > 0) { mes "^3355FFYou take out your"; @@ -3666,7 +3674,7 @@ jupe_area2,127,146,0 script #hole#2-3 CLEAR_NPC,{ end; } case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmmm..."; mes "Do I have anything"; mes "that might make this"; @@ -3904,7 +3912,7 @@ jupe_area2,113,49,0 script #hole#2-4 CLEAR_NPC,{ mes "probably need to insert"; mes "some kind of object...^000000"; next; - switch(select("Insert a Crest Piece.:Cancel.")) { + switch(select("Insert a Crest Piece.", "Cancel.")) { case 1: if (countitem(Piece_Of_Crest4) > 0) { mes "^3355FFYou take out your"; @@ -3955,7 +3963,7 @@ jupe_area2,113,49,0 script #hole#2-4 CLEAR_NPC,{ } break; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmmm..."; mes "Do I have anything"; mes "that might make this"; @@ -4174,7 +4182,7 @@ jupe_area2,51,162,0 script Lever#ufe2 CLEAR_NPC,{ mes "whose function"; mes "is not known to you.^000000"; next; - switch(select("Pull.:Cancel.")) { + switch(select("Pull.", "Cancel.")) { case 1: if ($@JupreArea2InUse == 1) close; initnpctimer; @@ -4182,7 +4190,7 @@ jupe_area2,51,162,0 script Lever#ufe2 CLEAR_NPC,{ disablenpc "Lever#ufe2"; close; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Pull this lever?"; mes "I don't even know"; mes "what will happen..."; @@ -4233,7 +4241,7 @@ jupe_ele_r,51,98,0 script Switch#ufe CLEAR_NPC,{ mes "lever that's located"; mes "next to four empty slots.^000000"; next; - switch(select("Pull the lever.:Leave it alone.")) { + switch(select("Pull the lever.", "Leave it alone.")) { case 1: mes "^3355FF*Snap Snap*^000000"; next; @@ -4260,7 +4268,7 @@ jupe_ele_r,51,98,0 script Switch#ufe CLEAR_NPC,{ delitem Piece_Of_Crest2,1; delitem Piece_Of_Crest3,1; next; - switch(select("Pull out the Crest Pieces.:Pull the lever.")) { + switch(select("Pull out the Crest Pieces.", "Pull the lever.")) { case 1: cutin "5",2; mes "^3355FFYou pull out all"; @@ -4295,7 +4303,7 @@ jupe_ele_r,51,98,0 script Switch#ufe CLEAR_NPC,{ disablenpc "Switch#ufe"; enablenpc "Switch On#ufe"; initnpctimer; - specialeffect2 563; + specialeffect(EF_SCREEN_QUAKE, AREA, playerattached()); soundeffectall "earth_quake.wav",0; close2; cutin "5-1",255; @@ -4902,15 +4910,15 @@ OnTouch: mes "that will teleport you"; mes "to the previous floor.^000000"; next; - switch(select("Use it.:Ignore it.")) { + switch(select("Use it.", "Ignore it.")) { case 1: - specialeffect2 EF_LIGHTSPHERE; + specialeffect(EF_LIGHTSPHERE, AREA, playerattached()); close2; stopnpctimer; warp "juperos_02",130,142; break; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Not now!"; mes "I can't leave yet!"; close2; @@ -4977,7 +4985,7 @@ sec_in02,39,167,0 script Juperos Manager 4_F_OPERATION,{ mes "you'll cancel their progress"; mes "through the quest."; next; - switch(select("jupe_Area1:jupe_Area2:jupe_ele_r:jupe_ele")) { + switch(select("jupe_Area1", "jupe_Area2", "jupe_ele_r", "jupe_ele")) { case 1: .@loc$ = "jupe_Area1"; .@var$ = "$@JupreArea1InUse"; @@ -5000,7 +5008,7 @@ sec_in02,39,167,0 script Juperos Manager 4_F_OPERATION,{ mes "to reset "+.@loc$+"."; mes "Shall we proceed?"; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Juperos Manager]"; mes "The global variable in"; diff --git a/npc/quests/quests_lighthalzen.txt b/npc/quests/quests_lighthalzen.txt index 7cb0c1c0e..8709629b0 100644 --- a/npc/quests/quests_lighthalzen.txt +++ b/npc/quests/quests_lighthalzen.txt @@ -252,7 +252,7 @@ lighthalzen,341,224,3 script Fishbone 4_M_LGTGUARD,{ mes "on my nerves! What could"; mes "you possibly want from me?!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Nothing really."; mes "I just feel like"; mes "watching you work."; @@ -265,7 +265,7 @@ lighthalzen,341,224,3 script Fishbone 4_M_LGTGUARD,{ mes "be so uptight about you looking"; mes "at what I'm doing, now would I?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Nah..."; mes "I just think"; mes "you're uptight"; @@ -286,7 +286,7 @@ lighthalzen,341,224,3 script Fishbone 4_M_LGTGUARD,{ mes "ticking me off! Why"; mes "don't you go away?!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, I was also"; mes "wondering why you're"; mes "working in a place that's"; @@ -308,7 +308,7 @@ lighthalzen,341,224,3 script Fishbone 4_M_LGTGUARD,{ mes "Hell, I could even get you"; mes "into that Laboratory..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "W-wait!"; mes "Laboratory?!"; mes "Are you serious?"; @@ -323,7 +323,7 @@ lighthalzen,341,224,3 script Fishbone 4_M_LGTGUARD,{ mes "stubborn, kid. But I don't trust"; mes "or serve strangers, period."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "But isn't there"; mes "anything I can do"; mes "so you can help me"; @@ -340,7 +340,7 @@ lighthalzen,341,224,3 script Fishbone 4_M_LGTGUARD,{ close; } else if (lhz_sincube == 3) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Please..."; mes "Please tell me"; mes "how I can get inside"; @@ -356,7 +356,7 @@ lighthalzen,341,224,3 script Fishbone 4_M_LGTGUARD,{ close; } else if (lhz_sincube == 4) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Why won't you"; mes "heeeeelp meee?"; mes "Pleeeeeeeease~"; @@ -370,7 +370,7 @@ lighthalzen,341,224,3 script Fishbone 4_M_LGTGUARD,{ mes "final. How many times do"; mes "you gotta make me spell it out?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "But there's gotta"; mes "be something I can"; mes "do so you'll help me?"; @@ -393,7 +393,7 @@ lighthalzen,341,224,3 script Fishbone 4_M_LGTGUARD,{ mes "you need. Alright, good luck"; mes "to you, brave adventurer."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You're joking right?!"; mes "There's no way I can ever"; mes "get that much zeny! I'd..."; @@ -418,7 +418,7 @@ lighthalzen,341,224,3 script Fishbone 4_M_LGTGUARD,{ mes "It's like I'm"; mes "doing this for free..."; next; - if (select("Okay.:No! It's impossible!") == 1) { + if (select("Okay.", "No! It's impossible!") == 1) { mes "[Fishbone]"; mes "Alright, then"; mes "bring me back a"; @@ -445,7 +445,7 @@ lighthalzen,341,224,3 script Fishbone 4_M_LGTGUARD,{ mes "Did you bring"; mes "the stuff?"; next; - switch(select("I'm still working on it.:Here you go!:Um... Stuff?")) { + switch(select("I'm still working on it.", "Here you go!", "Um... Stuff?")) { case 1: mes "[Fishbone]"; mes "Still working on it?"; @@ -518,7 +518,7 @@ lighthalzen,341,224,3 script Fishbone 4_M_LGTGUARD,{ mes "can find the Lab entrance."; } next; - switch(select("Not yet.:Yes.")) { + switch(select("Not yet.", "Yes.")) { case 1: mes "[Fishbone]"; mes "Eh...?"; @@ -555,7 +555,7 @@ lighthalzen,341,224,3 script Fishbone 4_M_LGTGUARD,{ mes "you want me to send"; mes "you there again?"; next; - if (select("No.:Yes.") == 1) { + if (select("No.", "Yes.") == 1) { mes "[Fishbone]"; mes "Geez, you must have"; mes "really had a hard time"; @@ -590,7 +590,7 @@ lighthalzen,341,224,3 script Fishbone 4_M_LGTGUARD,{ mes "you wanted over there?"; completequest 12014; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yeah..."; mes "I hope so,"; mes "anyway."; @@ -618,7 +618,7 @@ lighthalzen,341,224,3 script Fishbone 4_M_LGTGUARD,{ mes "send you back there. So"; mes "what do you say?"; next; - if (select("Sure:No thanks~") == 1) { + if (select("Sure", "No thanks~") == 1) { mes "[Fishbone]"; mes "Okay then, here"; mes "we go! Good luck"; @@ -681,7 +681,7 @@ lhz_cube,237,198,0 script Bundle of Files#cube HIDDEN_NPC,{ mes "sorts of information,"; mes "but they're all mixed up.^000000"; next; - if (select("Rummage through the files.:Cancel") == 1) { + if (select("Rummage through the files.", "Cancel") == 1) { mes "^3355FFWhile you are"; mes "rummaging through"; mes "the files, a Red Key"; @@ -714,7 +714,7 @@ lhz_cube,234,202,0 script Picture#cube HIDDEN_NPC,{ mes "your attention for some"; mes "inexplicably strange reason.^000000"; next; - if (select("Look behind picture.:Cancel") == 1) { + if (select("Look behind picture.", "Cancel") == 1) { mes "^3355FFYou push and pull"; mes "with all your strength,"; mes "but the picture won't"; @@ -730,7 +730,7 @@ lhz_cube,234,202,0 script Picture#cube HIDDEN_NPC,{ mes "your attention for some"; mes "inexplicably strange reason.^000000"; next; - if (select("Look behind picture.:Cancel") == 1) { + if (select("Look behind picture.", "Cancel") == 1) { mes "^3355FFYou push and pull"; mes "with all your strength,"; mes "but this picture is too"; @@ -794,7 +794,7 @@ lhz_cube,234,202,0 script Picture#cube HIDDEN_NPC,{ mes "^3355FFThere is a picture"; mes "hanging on the wall.^000000"; next; - if (select("Look beneath picture.:Cancel") == 1) { + if (select("Look beneath picture.", "Cancel") == 1) { mes "^3355FFThere are some"; mes "numbers behind the"; mes "picture, but now there is"; @@ -858,7 +858,7 @@ lhz_cube,248,179,0 script Chest#cube HIDDEN_NPC,{ mes "there is a utility Axe"; mes "laid on top of it.^000000"; next; - if (select("Take the utility Axe.:Cancel") == 1) { + if (select("Take the utility Axe.", "Cancel") == 1) { mes "^3355FFWithout shame or"; mes "an ounce of guilt, you"; mes "pick up the utility ^000000Axe^3355FF"; @@ -1041,7 +1041,7 @@ lhz_cube,244,201,0 script Status Light#cube HIDDEN_NPC,{ mes "is now off and the"; mes "bulb has cooled down."; next; - if (select("Smash the light bulb.:Cancel") == 1) { + if (select("Smash the light bulb.", "Cancel") == 1) { mes "^3355FFYou smash the"; mes "Status Light's bulb"; mes "and discover another key."; @@ -1061,7 +1061,7 @@ lhz_cube,234,200,0 script Desk#cube HIDDEN_NPC,{ mes "a completely"; mes "cluttered desk.^000000"; next; - switch(select("On the desk:Under the desk:Desk drawer")) { + switch(select("On the desk", "Under the desk", "Desk drawer")) { case 1: mes "^3355FFVarious documents,"; mes "books and lab equipment"; @@ -1104,14 +1104,14 @@ lhz_cube,234,200,0 script Desk#cube HIDDEN_NPC,{ mes "who has someone else"; mes "do his desk tidying for him.^000000"; next; - switch(select("On the desk:Under the desk:Desk drawer")) { + switch(select("On the desk", "Under the desk", "Desk drawer")) { case 1: mes "^3355FFAlas, no matter how much"; mes "you rummage through it,"; mes "the clutter on the desk"; mes "proves to be useless to you.^000000"; next; - if (Sex) { + if (Sex == SEX_MALE) { mes "^3355FFAn issue of the"; mes "Dancer magazine,"; mes "''Harmonic Lick'' catches"; @@ -1159,7 +1159,7 @@ lhz_cube,234,200,0 script Desk#cube HIDDEN_NPC,{ mes "objects, but such is its"; mes "destiny as office equipment.^000000"; next; - switch(select("On the desk:Under the desk:Desk drawer")) { + switch(select("On the desk", "Under the desk", "Desk drawer")) { case 1: mes "^3355FFAlas, no matter how much"; mes "you rummage through it,"; @@ -1198,7 +1198,7 @@ lhz_cube,247,198,0 script Bed#cube HIDDEN_NPC,{ mes "in which the sheets"; mes "are slovenly arranged.^000000"; next; - if (select("On the bed:Under the bed") == 1) { + if (select("On the bed", "Under the bed") == 1) { mes "^3355FFNo one's in the bed"; mes "and if you climbed in,"; mes "you'd just be alone. For"; @@ -1221,7 +1221,7 @@ lhz_cube,247,198,0 script Bed#cube HIDDEN_NPC,{ mes "in which the sheets"; mes "are slovenly arranged.^000000"; next; - if (select("On the bed:Under the bed") == 1) { + if (select("On the bed", "Under the bed") == 1) { mes "^3355FFNo one's in the bed"; mes "and if you climbed in,"; mes "you'd just be alone. For"; @@ -1250,7 +1250,7 @@ lhz_cube,247,198,0 script Bed#cube HIDDEN_NPC,{ mes "in which the sheets"; mes "are slovenly arranged.^000000"; next; - if (select("On the bed:Under the bed") == 1) { + if (select("On the bed", "Under the bed") == 1) { mes "^3355FFNo one's in the bed"; mes "and if you climbed in,"; mes "you'd just be alone. For"; @@ -1288,7 +1288,7 @@ lhz_cube,247,198,0 script Bed#cube HIDDEN_NPC,{ mes "bed that may be more"; mes "than meets the eye.^000000"; next; - if (select("On the bed:Under the bed") == 1) { + if (select("On the bed", "Under the bed") == 1) { mes "^3355FFNo one's in the bed"; mes "and if you climbed in,"; mes "you'd just be alone. For"; @@ -1326,7 +1326,7 @@ lhz_cube,247,198,0 script Bed#cube HIDDEN_NPC,{ mes "in which the sheets"; mes "are slovenly arranged.^000000"; next; - if (select("On the bed:Under the bed") == 1) { + if (select("On the bed", "Under the bed") == 1) { mes "^3355FFNo one's in the bed"; mes "and if you climbed in,"; mes "you'd just be alone. For"; @@ -1348,7 +1348,7 @@ lhz_cube,229,184,0 script Goblet#cube HIDDEN_NPC,{ mes "It looks like you"; mes "missed the party.^000000"; next; - if (select("Examine the goblet.:Cancel") == 1) { + if (select("Examine the goblet.", "Cancel") == 1) { mes "^3355FFInside the goblet,"; mes "you find a ^000000Rusty Key^3355FF"; mes "which you decide to keep."; @@ -1424,7 +1424,7 @@ lhz_cube,249,191,0 script Cabinet#cube HIDDEN_NPC,{ mes "many drawers. Perhaps"; mes "something useful is inside?"; next; - if (select("Open:Cancel") == 1) { + if (select("Open", "Cancel") == 1) { input .@input$; mes "^3355FFUnfortunately, the"; mes "cabinet has been locked."; @@ -1534,7 +1534,7 @@ lhz_cube,224,197,0 script Experiment Tube#cube HIDDEN_NPC,{ mes "ground splits open, revealing"; mes "an underground staircase.^000000"; next; - if (select("Go downstairs:Cancel") == 1) { + if (select("Go downstairs", "Cancel") == 1) { mes "^3355FFYou walk down"; mes "the long flight"; mes "of winding stairs...^000000"; @@ -1574,7 +1574,7 @@ lhz_cube,248,193,0 script Box#cube1 HIDDEN_NPC,{ mes "three distinctively"; mes "shaped holes.^000000"; next; - select("Oval Hole:Cubic Hole:Polygon Hole"); + select("Oval Hole", "Cubic Hole", "Polygon Hole"); input .@input$; mes "^3355FFNothing happened.^000000"; close; @@ -1584,7 +1584,7 @@ lhz_cube,248,193,0 script Box#cube1 HIDDEN_NPC,{ mes "three distinctively"; mes "shaped holes.^000000"; next; - switch(select("Oval Hole:Cube Hole:Polygon Hole")) { + switch(select("Oval Hole", "Cube Hole", "Polygon Hole")) { case 1: if (lhz_secret01 == 9) { next; @@ -1674,7 +1674,7 @@ lhz_cube,248,193,0 script Box#cube1 HIDDEN_NPC,{ mes "are now filled with the"; mes "objects you've inserted.^000000"; next; - if (select("Open the box.:Cancel") == 1) { + if (select("Open the box.", "Cancel") == 1) { mes "^3355FFYou open the box"; mes "and find that there's"; mes "a small card labeled"; @@ -1701,7 +1701,7 @@ lhz_cube,250,184,0 script Door#cube HIDDEN_NPC,{ mes "^3355FFYou've come upon a"; mes "door that leads outside.^000000"; next; - if (select("Exit:Cancel") == 1) { + if (select("Exit", "Cancel") == 1) { warp "lighthalzen",310,302; end; } @@ -1734,7 +1734,7 @@ OnTouch: Zeny -= 100; } next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh...?"; mes "I sense something..."; mes "No. It might just"; @@ -1750,7 +1750,7 @@ OnTouch: Zeny -= 200; } next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh...?"; mes "I could have sworn"; mes "that these pockets full"; @@ -1767,7 +1767,7 @@ OnTouch: Zeny -= 10; } next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh...?"; mes "What the?!"; mes "That guy, did he just...?"; @@ -1807,7 +1807,7 @@ OnTouch: Zeny -= 100; } next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh...?"; mes "I sense something..."; mes "No. It might just"; @@ -1823,7 +1823,7 @@ OnTouch: Zeny -= 200; } next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh...?"; mes "I could have sworn"; mes "that these pockets full"; @@ -1840,7 +1840,7 @@ OnTouch: Zeny -= 10; } next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh...?"; mes "What the?!"; mes "That guy, did he just...?"; @@ -1880,7 +1880,7 @@ OnTouch: Zeny -= 100; } next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh...?"; mes "I sense something..."; mes "No. It might just"; @@ -1897,7 +1897,7 @@ OnTouch: Zeny -= 200; } next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh...?"; mes "I could have sworn"; mes "that these pockets full"; @@ -1914,7 +1914,7 @@ OnTouch: Zeny -= 10; } next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh...?"; mes "What the?!"; mes "That guy, did he just...?"; @@ -1926,7 +1926,7 @@ OnTouch: mes "Gotta scram!"; mes "Eat my dust, good gu--!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Oh no, you don't!"; mes "I'm turning you in,"; mes "you pickpocket!"; @@ -1938,7 +1938,7 @@ OnTouch: mes "let me go! Crap!"; emotion e_sob; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Alright, fine,"; mes "but you better quit"; mes "this life of crime!"; @@ -1959,7 +1959,7 @@ OnTouch: mes "cost 15,000 zeny. So"; mes "what do you say?"; next; - switch(select("Give me 1.:Give me 2.:Give me 3.:No, I'm fine.")) { + switch(select("Give me 1.", "Give me 2.", "Give me 3.", "No, I'm fine.")) { case 1: .@number = 1; .@price = 15000*1; break; case 2: .@number = 2; .@price = 15000*2; break; case 3: .@number = 3; .@price = 15000*3; break; @@ -2078,7 +2078,7 @@ lhz_in02,201,210,5 script Digotz 4_M_LGTMAN,{ mes "by a knife that is still"; mes "embedded in his belly.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Digotz...?"; mes "Oh no, let me"; mes "get you some help!"; @@ -2148,7 +2148,7 @@ lhz_in02,201,210,5 script Digotz 4_M_LGTMAN,{ mes "my fashionable street clothes?"; close; } - if ((friendship == 12 && countitem(Friend's_Diary) > 0)) { + if ((friendship == 12 && countitem(Friends_Diary) > 0)) { mes "[Digotz]"; mes "Even if Benkaistein"; mes "did come back, I don't"; @@ -2156,7 +2156,7 @@ lhz_in02,201,210,5 script Digotz 4_M_LGTMAN,{ mes "In fact, you know what?"; mes "I think I'd even be madder!"; next; - if (select("Show Benkaistein's Journal.:Don't show Benkaistein's Journal.") == 1) { + if (select("Show Benkaistein's Journal.", "Don't show Benkaistein's Journal.") == 1) { mes "[Digotz]"; mes "Why am I so ticked off?"; mes "^3355FF*Sigh*^000000 You have something"; @@ -2303,7 +2303,7 @@ lhz_in02,201,210,5 script Digotz 4_M_LGTMAN,{ mes "to Maku? Now when I think"; mes "about it, I was kind of--"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I delivered your message"; mes "word for word, and Maku"; mes "got angry, called you names"; @@ -2379,7 +2379,7 @@ lhz_in02,201,210,5 script Digotz 4_M_LGTMAN,{ mes "you visited the poor district?"; next; select("Yes, I did already..."); - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Yes, I did already..."; mes "And I met someone"; mes "named Maku there."; @@ -2555,7 +2555,7 @@ lighthalzen,337,232,3 script Maku 4_M_LGTPOOR,{ cutin "lhz_macu05",255; end; } - if (friendship == 13 && countitem(Friend's_Diary) > 0) { + if (friendship == 13 && countitem(Friends_Diary) > 0) { cutin "lhz_macu06",2; mes "[Maku]"; mes "Hey, what is that? You want"; @@ -2680,7 +2680,7 @@ lighthalzen,337,232,3 script Maku 4_M_LGTPOOR,{ mes "Well, if he apologizes first,"; mes "I guess I better forgive him."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Good..."; mes "Because Digotz said"; mes "that he'll be coming"; @@ -2703,7 +2703,7 @@ lighthalzen,337,232,3 script Maku 4_M_LGTPOOR,{ mes "that I'm grateful or anything."; cutin "lhz_macu07",255; next; - delitem Friend's_Diary,1; + delitem Friends_Diary,1; friendship = 14; if (RENEWAL_EXP) { if (BaseLevel > 90) getexp 70000,0; @@ -2816,7 +2816,7 @@ lighthalzen,337,232,3 script Maku 4_M_LGTPOOR,{ mes "totally prickish Digotz."; next; select("Speaking of which..."); - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Speaking of which..."; mes "I spoke to Digotz again."; mes "He told me to give you a"; @@ -3175,7 +3175,7 @@ yuno_in04,96,106,5 script Passionate Student 4_M_SAGE_A,{ mes "sure to let you know~"; close; } - if ((friendship == 11 && countitem(Friend's_Diary) > 0)) { + if ((friendship == 11 && countitem(Friends_Diary) > 0)) { mes "[Benkaistein]"; mes "Aw nuts, this is"; mes "taking much longer"; @@ -3284,7 +3284,7 @@ yuno_in04,96,106,5 script Passionate Student 4_M_SAGE_A,{ mes "mentioned by Maku and Digotz!^000000"; next; select("Excuse me..."); - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Excuse me..."; mes "Benkaistein?"; next; @@ -3297,7 +3297,7 @@ yuno_in04,96,106,5 script Passionate Student 4_M_SAGE_A,{ mes "Hmm, this here might help..."; next; select("Hey..."); - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hey..."; mes "Over here."; mes "Benkaistein!"; @@ -3311,7 +3311,7 @@ yuno_in04,96,106,5 script Passionate Student 4_M_SAGE_A,{ mes "would look much more solid..."; next; select("HEY YOU...!"); - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "HEY YOU...!"; mes "BENKAISTEIN~!"; next; @@ -3351,7 +3351,7 @@ yuno_in04,168,117,3 script Book#lhz HIDDEN_NPC,{ } if (friendship == 10) { friendship = 11; - getitem Friend's_Diary,1; + getitem Friends_Diary,1; mes "^3355FFThis book is labeled,"; mes "''Benkaistein's Journal"; mes "Vol. 6.'' This is probably"; @@ -3524,7 +3524,7 @@ OnTouch_: mes "............"; next; emotion e_what,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Those voices weren't"; mes "just in my head, were they?"; mes "Hello...? Anybody there...?"; @@ -3602,7 +3602,7 @@ OnTouch_: mes "............"; next; emotion e_what,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm hearing things"; mes "again! Where are all of"; mes "these voices coming from?"; @@ -3648,7 +3648,7 @@ OnTouch_: next; mes "............"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This is..."; mes "This is insane!"; mes "I must be hallucinating!"; @@ -3709,7 +3709,7 @@ OnTouch_: next; mes "............"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "............"; close2; soundeffect "tao_gunka_stand.wav",0; @@ -4342,7 +4342,7 @@ lighthalzen,346,263,3 script Elder#lhz 4_F_EINOLD,{ mes "of the burden that"; mes "you are carrying."; next; - switch(select("Um, burden...?:Crazy old woman!")) { + switch(select("Um, burden...?", "Crazy old woman!")) { case 1: mes "[Elder]"; mes "Ah yes, they may not"; @@ -4395,7 +4395,7 @@ lighthalzen,346,263,3 script Elder#lhz 4_F_EINOLD,{ mes "clothes. Tell me, have you"; mes "wronged anyone recently?!"; next; - select("I don't... think so.:I can't remember every bad thing I've done!"); + select("I don't... think so.", "I can't remember every bad thing I've done!"); mes "[Elder]"; mes "Well, you better do"; mes "something soon, before"; @@ -4428,13 +4428,13 @@ lighthalzen,346,263,3 script Elder#lhz 4_F_EINOLD,{ mes "You must remember the"; mes "locations that I am about"; mes "to show you. Get ready..."; - specialeffect2 EF_SIGHT; + specialeffect(EF_SIGHT, AREA, playerattached()); next; mes "[Elder]"; mes "Yaaaaappp ---!"; - specialeffect2 EF_SIGHTRASHER; - specialeffect2 EF_VOLCANO; - specialeffect2 EF_MAPPILLAR; + specialeffect(EF_SIGHTRASHER, AREA, playerattached()); + specialeffect(EF_VOLCANO, AREA, playerattached()); + specialeffect(EF_MAPPILLAR, AREA, playerattached()); next; mes "[Elder]"; mes "There! The locations"; @@ -4483,7 +4483,7 @@ lighthalzen,346,263,3 script Elder#lhz 4_F_EINOLD,{ mes "the remains of the spirits"; mes "that still cling to this plane?"; next; - switch(select("Show him the Pendant.:Cancel")) { + switch(select("Show him the Pendant.", "Cancel")) { case 1: mes "[Elder]"; mes "Oh my... There are some"; @@ -4546,11 +4546,11 @@ lighthalzen,346,263,3 script Elder#lhz 4_F_EINOLD,{ mes "......"; mes "........."; mes "Hooooooo..."; - specialeffect2 EF_BENEDICTIO; + specialeffect(EF_BENEDICTIO, AREA, playerattached()); next; mes "[Elder]"; mes "Yaaaaapp ---!"; - specialeffect2 EF_ASPERSIO; + specialeffect(EF_ASPERSIO, AREA, playerattached()); next; mes "[Elder]"; mes "Whew! I've managed"; @@ -4596,7 +4596,7 @@ lighthalzen,346,263,3 script Elder#lhz 4_F_EINOLD,{ mes "You look innocent enough"; mes "to become a victim in the city."; next; - switch(select("About Lighthalzen:About the Slum:????")) { + switch(select("About Lighthalzen", "About the Slum", "????")) { case 1: mes "[Elder]"; mes "Lighthalzen might seem"; @@ -4667,7 +4667,7 @@ lighthalzen,346,263,3 script Elder#lhz 4_F_EINOLD,{ mes "You look innocent enough"; mes "to become a victim in the city."; next; - switch(select("About Lighthalzen:About the Slum:????")) { + switch(select("About Lighthalzen", "About the Slum", "????")) { case 1: mes "[Elder]"; mes "Lighthalzen might seem"; @@ -4736,7 +4736,7 @@ lighthalzen,346,263,3 script Elder#lhz 4_F_EINOLD,{ mes "You look innocent enough"; mes "to become a victim in the city."; next; - switch(select("About Lighthalzen:About the Slum:????")) { + switch(select("About Lighthalzen", "About the Slum", "????")) { case 1: mes "[Elder]"; mes "Lighthalzen might seem"; @@ -4803,7 +4803,7 @@ lighthalzen,346,263,3 script Elder#lhz 4_F_EINOLD,{ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ if (lhz_curse == 23) { if (countitem(Worn_Out_Pendant) > 0) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey there, are"; mes "you feeling alright?"; next; @@ -4812,7 +4812,7 @@ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ mes "I'm fine. But..."; mes "Have we met before?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yeah, we did."; mes "You should know who"; mes "I am by now. Hey, you"; @@ -4826,7 +4826,7 @@ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ mes "everything that's happened"; mes "in the past few weeks..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh... Oh. I'm so"; mes "sorry. But maybe this"; mes "is for the best? Here,"; @@ -4837,14 +4837,14 @@ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ mes "old pendant"; mes "into her hands.^000000"; next; - specialeffect2 EF_FORESTLIGHT4; + specialeffect(EF_FORESTLIGHT4, AREA, playerattached()); mes "..............."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "..."; mes "......"; next; - mes "[Possessed "+strcharinfo(0)+"]"; + mes "[Possessed "+strcharinfo(PC_NAME)+"]"; mes "^3131FFSetsu, please remember"; mes "that I'd never do anything"; mes "to hurt you. Forgive me for"; @@ -4852,7 +4852,7 @@ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ mes "that one day we'll meet"; mes "again, little princess.^000000"; next; - mes "[Possessed "+strcharinfo(0)+"]"; + mes "[Possessed "+strcharinfo(PC_NAME)+"]"; mes "^3131FFUntil then, I want"; mes "you to be happy, okay?"; mes "Your brother's always"; @@ -4864,7 +4864,7 @@ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ mes "That's my brother's"; mes "voice! Brother!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Eh? What? Whoa..."; mes "What came over me?"; mes "The last thing I reme--"; @@ -4873,7 +4873,7 @@ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ mes "..."; mes "......"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well..."; mes "This is awkward."; delitem Worn_Out_Pendant,1; @@ -4881,7 +4881,7 @@ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ close; } else { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey there, are"; mes "you feeling alright?"; next; @@ -4890,7 +4890,7 @@ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ mes "I'm fine. But..."; mes "Have we met before?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yeah, we did."; mes "You should know who"; mes "I am by now. Hey, you"; @@ -4936,7 +4936,7 @@ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ mes "somebody, that's all."; if (lhz_curse == 19) { next; - switch(select("Show her the Pendant.:Okay, have a good day.")) { + switch(select("Show her the Pendant.", "Okay, have a good day.")) { case 1: break; case 2: @@ -4945,7 +4945,7 @@ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ mes "bye-bye..."; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Um, would you have"; mes "any idea who might"; mes "have owned this pendant?"; @@ -4963,16 +4963,16 @@ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ mes "sort of business trip. You must"; mes "be his friend, is that right?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Actually, um,"; mes "you know what...?"; next; - switch(select("Brutal Truth:Break it to her gently")) { + switch(select("Brutal Truth", "Break it to her gently")) { case 1: mes "..."; mes "......"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "...So basically, your"; mes "brother's @lhz_ghost, oh right,"; mes "did I mention he was dead?"; @@ -4992,7 +4992,7 @@ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ mes "and the-- Leave me alone!"; mes "Oh god, get the hell away!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "..."; mes "......"; mes "Sheesh."; @@ -5015,10 +5015,10 @@ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ mes "nothing could happen"; mes "to him."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Um... yes. So..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sure, your big brother must be happy."; mes "He'll come back sometime."; mes "You should sleep to be healthy"; @@ -5033,13 +5033,13 @@ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ mes "old pendant"; mes "into her hands.^000000"; next; - specialeffect2 EF_FORESTLIGHT4; + specialeffect(EF_FORESTLIGHT4, AREA, playerattached()); mes "......"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "..............."; next; - mes "[Possessed "+strcharinfo(0)+"]"; + mes "[Possessed "+strcharinfo(PC_NAME)+"]"; mes "^3131FFSetsu, please remember"; mes "that I'd never do anything"; mes "to hurt you. Forgive me for"; @@ -5047,7 +5047,7 @@ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ mes "that one day we'll meet"; mes "again, little princess.^000000"; next; - mes "[Possessed "+strcharinfo(0)+"]"; + mes "[Possessed "+strcharinfo(PC_NAME)+"]"; mes "^3131FFUntil then, I want"; mes "you to be happy, okay?"; mes "Your brother's always"; @@ -5059,7 +5059,7 @@ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ mes "That's my brother's"; mes "voice! Brother!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Eh? What? Whoa..."; mes "What came over me?"; mes "The last thing I reme--"; @@ -5067,9 +5067,9 @@ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ mes "^FF0000Tears fall from the"; mes "girl's face, then you...^000000"; next; - switch(select("Distract her:Comfort her")) { + switch(select("Distract her", "Comfort her")) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh, all of this was a play..."; mes "Y-yes a play, I was practising."; mes "Ha ha~ Is it okay, isn't it?"; @@ -5079,7 +5079,7 @@ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ mes "Even though I didn't think"; mes "it was really my brother, you know?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me..."; next; mes "[Setsu]"; @@ -5088,13 +5088,13 @@ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ mes "He'll be very proud of me."; mes "Heh heh~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes, I'm sure of that."; delitem Worn_Out_Pendant,1; lhz_curse = 25; close; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Crying have no use!"; mes "You're a very pretty"; mes "girl to be ruining your"; @@ -5103,7 +5103,7 @@ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ mes "[Setsu]"; mes "............"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You should do your best"; mes "to be healthy for the time"; mes "your big brother return."; @@ -5111,7 +5111,7 @@ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ mes "[Setsu]"; mes "Yes..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Listen, when your brother"; mes "return you'll celebrate in"; mes "a beautiful place."; @@ -5120,7 +5120,7 @@ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ mes "Really?"; mes "It's a promise then! Heh heh~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I hope it'll be soon!"; mes "When I return I want you to be"; mes "able to walk. See you soon, then!"; @@ -5144,10 +5144,10 @@ lhz_in03,32,162,3 script Crippled Girl#li_tre 1_M_INNKEEPER,{ mes "nothing could happen"; mes "to him."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Um... yes. So..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sure, your big brother must be happy."; mes "He'll come back sometime."; mes "You should sleep to be healthy"; @@ -5203,7 +5203,7 @@ OnTouch_: mes "............."; next; mes "*Shhhzzzzzzz!*"; - specialeffect2 EF_MAPPILLAR; + specialeffect(EF_MAPPILLAR, AREA, playerattached()); next; mes "[????]"; mes "..........."; @@ -5213,14 +5213,14 @@ OnTouch_: mes "......I appreciate"; mes "that you.............^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "H-huh?!"; mes "What was that?"; mes "That can't be the"; mes "wind, I must be"; mes "hearing things again..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait. I thought I was"; mes "rid of those thoughts"; mes "or spirits, whatever was"; @@ -5228,7 +5228,7 @@ OnTouch_: mes "they still want me to do"; mes "something for them. Hmmm..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I get the feeling that"; mes "all of their suffering"; mes "is tied to the ^FF0000Rekenber"; @@ -5259,7 +5259,7 @@ lhz_in01,114,181,5 script Representative#li_01 1_F_LIBRARYGIRL,{ mes "to the Rekenber Corporation."; mes "How may I be of service today?"; next; - switch(select("Building Information:Corporation History")) { + switch(select("Building Information", "Corporation History")) { case 1: mes "[Representative]"; mes "Please tell me"; @@ -5267,7 +5267,7 @@ lhz_in01,114,181,5 script Representative#li_01 1_F_LIBRARYGIRL,{ mes "to know more about."; next; while (1) { - switch(select("1F:2F:B1:Cancel")) { + switch(select("1F", "2F", "B1", "Cancel")) { case 1: mes "[Representative]"; mes "The ^3131FFRekenber Library^000000 can"; @@ -5353,7 +5353,7 @@ lhz_in01,114,181,5 script Representative#li_01 1_F_LIBRARYGIRL,{ mes "to know more about."; next; while (1) { - switch(select("1F:2F:B1:Cancel")) { + switch(select("1F", "2F", "B1", "Cancel")) { case 1: mes "[Representative]"; mes "The ^3131FFRekenber Library^000000 can"; @@ -5418,7 +5418,7 @@ lhz_in01,27,247,5 script Representative#li_02 1_F_LIBRARYGIRL,{ mes "Rekenber Corporation."; mes "How may I help you?"; next; - switch(select("Corporation History:Rekenber's Businesses")) { + switch(select("Corporation History", "Rekenber's Businesses")) { case 1: mes "[Representative]"; mes "Rekenber was established"; @@ -5495,7 +5495,7 @@ lhz_in01,27,247,5 script Representative#li_02 1_F_LIBRARYGIRL,{ mes "to know more about."; next; while (1) { - switch(select("1F:2F:B1:Cancel")) { + switch(select("1F", "2F", "B1", "Cancel")) { case 1: mes "[Representative]"; mes "The ^3131FFRekenber Library^000000 can"; @@ -5598,7 +5598,7 @@ lhz_in01,273,121,1 script Mad Scientist#li 4_LGTSCIENCE,{ mes "dare, I'll simply..."; mes "Eat you. Eat you alive."; next; - switch(select("No... N-no!:Do you need any help?")) { + switch(select("No... N-no!", "Do you need any help?")) { case 1: mes "[Wolfchev]"; mes "Out of my sight,"; @@ -5623,7 +5623,7 @@ lhz_in01,273,121,1 script Mad Scientist#li 4_LGTSCIENCE,{ mes "you want from me?!"; emotion e_ag,"Mad Scientist#li"; next; - switch(select("Let me speak with you.:Sorry for bothering you.")) { + switch(select("Let me speak with you.", "Sorry for bothering you.")) { case 1: mes "[Wolfchev]"; mes "I don't have time to"; @@ -5684,9 +5684,9 @@ lhz_in01,273,121,1 script Mad Scientist#li 4_LGTSCIENCE,{ mes "what is it you want to know?!"; next; while (1) { - switch(select("Ask about hobbies:Ask about work")) { + switch(select("Ask about hobbies", "Ask about work")) { case 1: - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "[Wolfchev]"; mes "Hyuu~ I think you're"; mes "just a little too innocent"; @@ -5798,7 +5798,7 @@ lhz_in01,286,226,3 script Secretary Slierre#li 4_F_ZONDAGIRL,{ mes "direct you to someone qualified"; mes "to give you an answer."; next; - switch(select("About the Slums:About Secretary Slierre")) { + switch(select("About the Slums", "About Secretary Slierre")) { case 1: mes "[Sueii Slierre]"; mes "The slums? All I know"; @@ -5826,7 +5826,7 @@ lhz_in01,286,226,3 script Secretary Slierre#li 4_F_ZONDAGIRL,{ mes "tell you who to contact for"; mes "more specific inquiries."; next; - switch(select("About the Laboratory:About the Corporation")) { + switch(select("About the Laboratory", "About the Corporation")) { case 1: mes "[Sueii Slierre]"; mes "Rekenber is perhaps the"; @@ -5871,7 +5871,7 @@ lhz_in01,286,226,3 script Secretary Slierre#li 4_F_ZONDAGIRL,{ mes "Wolfchev? Are you an"; mes "acquaintance of his or...?"; next; - switch(select("I'm a friend of his.:Oh, we're family, you know...:I've heard about him before, so...")) { + switch(select("I'm a friend of his.", "Oh, we're family, you know...", "I've heard about him before, so...")) { case 1: mes "[Sueii Slierre]"; mes "Well, Wolfchev is not"; @@ -5905,7 +5905,7 @@ lhz_in01,286,226,3 script Secretary Slierre#li 4_F_ZONDAGIRL,{ mes "so please visit our Help Desk"; mes "if you have further inquiries."; next; - switch(select("W-Wait!:Alright, I understand.")) { + switch(select("W-Wait!", "Alright, I understand.")) { case 1: mes "[Sueii Slierre]"; mes "..."; @@ -5938,7 +5938,7 @@ lhz_in01,286,226,3 script Secretary Slierre#li 4_F_ZONDAGIRL,{ mes "Well, if you have something"; mes "to ask, be quick about it."; next; - switch(select("Wolfchev's Past:Wolfchev's Test Subjects")) { + switch(select("Wolfchev's Past", "Wolfchev's Test Subjects")) { case 1: mes "[Sueii Slierre]"; mes "I remember hearing that he"; @@ -5965,7 +5965,7 @@ lhz_in01,286,226,3 script Secretary Slierre#li 4_F_ZONDAGIRL,{ mes "methods depending on the"; mes "experiment. And of course, he should only be testing on animals."; next; - switch(select("Wolfchev's research is great!:His experiments are suspicious...")) { + switch(select("Wolfchev's research is great!", "His experiments are suspicious...")) { case 1: mes "[Sueii Slierre]"; mes "Yes, yes, I'd agree if"; @@ -5984,7 +5984,7 @@ lhz_in01,286,226,3 script Secretary Slierre#li 4_F_ZONDAGIRL,{ mes "to illustrate your claim for us"; mes "to be on the same page..."; next; - switch(select("Show Evidence:Cancel")) { + switch(select("Show Evidence", "Cancel")) { case 1: if (countitem(Armlet_Of_Prisoner) > 0) { mes "^3355FFYou reveal the Handcuffs"; @@ -5997,7 +5997,7 @@ lhz_in01,286,226,3 script Secretary Slierre#li 4_F_ZONDAGIRL,{ mes "..."; mes "......"; next; - select("What's Regenschirm up to?:What's Wolfchev up to?"); + select("What's Regenschirm up to?", "What's Wolfchev up to?"); mes "[Sueii Slierre]"; mes "..."; mes "......"; @@ -6009,7 +6009,7 @@ lhz_in01,286,226,3 script Secretary Slierre#li 4_F_ZONDAGIRL,{ mes "Wolfchev's research in"; mes "the Regenschirm Laboratory?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: break; case 2: @@ -6020,7 +6020,7 @@ lhz_in01,286,226,3 script Secretary Slierre#li 4_F_ZONDAGIRL,{ mes "party do you feel is most"; mes "at fault in this situation?"; next; - switch(select("Regenschirm:Mr. Wolfchev")) { + switch(select("Regenschirm", "Mr. Wolfchev")) { case 1: mes "[Sueii Slierre]"; mes "Let me assure you that"; @@ -6105,7 +6105,7 @@ lhz_in01,286,226,3 script Secretary Slierre#li 4_F_ZONDAGIRL,{ mes "..."; mes "......"; next; - select("What's Regenschirm up to?:What's Wolfchev up to?"); + select("What's Regenschirm up to?", "What's Wolfchev up to?"); mes "[Sueii Slierre]"; mes "..."; mes "......"; @@ -6117,7 +6117,7 @@ lhz_in01,286,226,3 script Secretary Slierre#li 4_F_ZONDAGIRL,{ mes "Wolfchev's research in"; mes "the Regenschirm Laboratory?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: break; case 2: @@ -6128,7 +6128,7 @@ lhz_in01,286,226,3 script Secretary Slierre#li 4_F_ZONDAGIRL,{ mes "party do you feel is most"; mes "at fault in this situation?"; next; - switch(select("Regenschirm:Mr. Wolfchev")) { + switch(select("Regenschirm", "Mr. Wolfchev")) { case 1: mes "[Sueii Slierre]"; mes "Let me assure you that"; @@ -6483,7 +6483,7 @@ lighthalzen,179,170,4 script Ordinary Man 4W_M_02,{ switch( select( "Yes, I'm sure of it!","Well..." ) ) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes, I'm sure of it!"; mes "That was definitely you!"; mes "Your voice, your way of"; @@ -6505,7 +6505,7 @@ lighthalzen,179,170,4 script Ordinary Man 4W_M_02,{ switch( select( "I'm not interrogating...","Sorry about that." ) ) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm not interrogating"; mes "you. No, not at all."; mes "It's, um, it's just..."; @@ -6513,7 +6513,7 @@ lighthalzen,179,170,4 script Ordinary Man 4W_M_02,{ switch( select( "Who are you dealing with?","I was just curious." ) ) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Who are you dealing"; mes "with? I heard something"; mes "about some organization"; @@ -6521,7 +6521,7 @@ lighthalzen,179,170,4 script Ordinary Man 4W_M_02,{ mes "powerful and I'm starting"; mes "to get really concerned."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I don't think I can"; mes "ignore hearing about"; mes "any kind of dangerous"; @@ -6562,7 +6562,7 @@ lighthalzen,179,170,4 script Ordinary Man 4W_M_02,{ close; } case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sorry about that."; mes "I didn't mean to"; mes "stick my nose into"; @@ -6579,7 +6579,7 @@ lighthalzen,179,170,4 script Ordinary Man 4W_M_02,{ } case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well..."; mes "Now I don't know."; mes "I suppose I could"; @@ -6622,7 +6622,7 @@ lighthalzen,179,170,4 script Ordinary Man 4W_M_02,{ case 1: break; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "How can I cooperate?"; mes "Um, what exactly is it"; mes "that you want me to do?"; @@ -6787,8 +6787,10 @@ lighthalzen,179,170,4 script Ordinary Man 4W_M_02,{ next; mes "[??????]"; mes "^666666Now...^000000"; - if(Sex == 1) mes "^666666Make him^000000"; - else mes "^666666Make her^000000"; + if (Sex == SEX_MALE) + mes "^666666Make him^000000"; + else + mes "^666666Make her^000000"; mes "^666666swallow this pill.^000000"; next; mes "^3355FFYou're forced to swallow"; @@ -7047,7 +7049,7 @@ OnTouch: mes "^333333Hurry up, before"; mes "the others see you...^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(Wait a second..."; mes "That voice is"; mes "awfully familiar.)"; @@ -7055,13 +7057,13 @@ OnTouch: switch( select( "Ignore it.","Keep listening." ) ) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(That voice is"; mes "awfully familiar..."; mes "But what do I care?)"; close; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(This is too weird."; mes "I guess I better keep"; mes "listening to see what"; @@ -7333,13 +7335,13 @@ yuno_pre,69,20,4 script Secretary#1 4_F_LGTGIRL,{ mes "name so that I can look"; mes "it up in today's schedule?"; next; - switch( select( ""+strcharinfo(0)+"" ) ) + switch( select( ""+strcharinfo(PC_NAME)+"" ) ) { case 1: break; } mes "[Hes O'Neil]"; - mes ""+strcharinfo(0)+"?"; + mes ""+strcharinfo(PC_NAME)+"?"; mes "I'm sorry, but I can't find"; mes "your name on the list. You"; mes "can only visit the president"; @@ -7425,13 +7427,13 @@ yuno_pre,69,20,4 script Secretary#1 4_F_LGTGIRL,{ mes "name so that I can look"; mes "it up in today's schedule?"; next; - switch( select( ""+strcharinfo(0)+"" ) ) + switch( select( ""+strcharinfo(PC_NAME)+"" ) ) { case 1: break; } mes "[Hes O'Neil]"; - mes ""+strcharinfo(0)+"?"; + mes ""+strcharinfo(PC_NAME)+"?"; mes "I'm sorry, but I can't find"; mes "your name on the list. You"; mes "can only visit the president"; @@ -7506,8 +7508,10 @@ yuno_pre,69,20,4 script Secretary#1 4_F_LGTGIRL,{ mes "Oh, the president"; mes "is expecting you."; mes "Please, go right"; - if(Sex == 1) mes "on ahead, sir."; - else mes "on ahead, ma'am."; + if (Sex == SEX_MALE) + mes "on ahead, sir."; + else + mes "on ahead, ma'am."; close2; warp "yuno_pre",113,53; end; @@ -7518,14 +7522,14 @@ yuno_pre,69,20,4 script Secretary#1 4_F_LGTGIRL,{ mes "The President has given the order that "; mes "nobody is allowed to enter this place."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "However, you will change your mind after listening to my explanation."; next; mes "[Hes O'Neil]"; mes "..............."; mes "Is it something very important?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It is the most important thing."; next; mes "[Hes O'Neil]"; @@ -7597,13 +7601,15 @@ yuno_pre,95,71,5 script Guard 4_M_EIN_SOLDIER,{ mes "Yes, it's about time"; mes "for me to depart. Ah,"; mes "and may I ask who this"; - if(Sex == 1) mes "young gentleman here is?"; - else mes "lovely young lady is?"; + if (Sex == SEX_MALE) + mes "young gentleman here is?"; + else + mes "lovely young lady is?"; next; mes "[Guard]"; mes "Mr. Keshnaar,"; - mes "I present "+strcharinfo(0)+"."; - mes ""+strcharinfo(0)+", allow me"; + mes "I present "+strcharinfo(PC_NAME)+"."; + mes ""+strcharinfo(PC_NAME)+", allow me"; mes "to introduce Eridan Keshnaar."; next; mes "[Keshnaar]"; @@ -7639,12 +7645,12 @@ yuno_pre,95,71,5 script Guard 4_M_EIN_SOLDIER,{ switch( select( "Thank you.","Who was that gentleman...?" ) ) { case 1: - if(Sex == 1) mes "A Mister "+strcharinfo(0)+""; + if (Sex == SEX_MALE) + mes "A Mister " + strcharinfo(PC_NAME); + else if (getpartnerid()) + mes "A Missis " + strcharinfo(PC_NAME); else - { - if(getpartnerid()) mes "A Missis "+strcharinfo(0)+""; - else mes "A Miss "+strcharinfo(0)+""; - } + mes "A Miss " + strcharinfo(PC_NAME); mes "has arrived to see you now."; next; mes "....."; @@ -7731,136 +7737,138 @@ yuno_pre,69,79,4 script Mr. President 4_M_PRESIDENT,{ mes "Now, I'm sure that you must"; mes "have some questions for me..."; next; -L_Mission: - switch( select( "Secret Wing's Background","Rekenber's Purpose","Secret Wing's Goal","Details about my mission","I'm ready for my mission." ) ) - { - case 1: - mes "[Karl]"; - mes "Rekenber has been"; - mes "unopposed for a very long"; - mes "time. Our nation is unhappy"; - mes "with their rule, but since our"; - mes "country lacks solidarity, the"; - mes "people can do nothing."; - next; - mes "[Karl]"; - mes "But one day, I was contacted"; - mes "by some people who claimed to"; - mes "share my sentiments against"; - mes "the Rekenber Corporation."; - mes "Later, I learned that they were"; - mes "from the Kafra Corporation."; - next; - mes "[Karl]"; - mes "Apparently, they were"; - mes "facing some aggressive"; - mes "competition from Cool"; - mes "Event Corp, which is"; - mes "actually backed by the"; - mes "Rekenber Corporation."; - next; - mes "[Karl]"; - mes "We decided to pool our"; - mes "resources to deal with what"; - mes "we perceived as a common"; - mes "enemy. Before long, we gathered"; - mes "more devotees to our cause and"; - mes "formed the ''Secret Wing.''"; - next; - mes "[Karl]"; - mes "It may be helpful for"; - mes "you to know that our"; - mes "direct contact to the"; - mes "Kafra Corporation is the"; - mes "^FF00003rd Security Team^000000. Oh, did"; - mes "you have any other questions?"; - next; - goto L_Mission; + while (true) { + switch( select( "Secret Wing's Background","Rekenber's Purpose","Secret Wing's Goal","Details about my mission","I'm ready for my mission." ) ) + { + case 1: + mes "[Karl]"; + mes "Rekenber has been"; + mes "unopposed for a very long"; + mes "time. Our nation is unhappy"; + mes "with their rule, but since our"; + mes "country lacks solidarity, the"; + mes "people can do nothing."; + next; + mes "[Karl]"; + mes "But one day, I was contacted"; + mes "by some people who claimed to"; + mes "share my sentiments against"; + mes "the Rekenber Corporation."; + mes "Later, I learned that they were"; + mes "from the Kafra Corporation."; + next; + mes "[Karl]"; + mes "Apparently, they were"; + mes "facing some aggressive"; + mes "competition from Cool"; + mes "Event Corp, which is"; + mes "actually backed by the"; + mes "Rekenber Corporation."; + next; + mes "[Karl]"; + mes "We decided to pool our"; + mes "resources to deal with what"; + mes "we perceived as a common"; + mes "enemy. Before long, we gathered"; + mes "more devotees to our cause and"; + mes "formed the ''Secret Wing.''"; + next; + mes "[Karl]"; + mes "It may be helpful for"; + mes "you to know that our"; + mes "direct contact to the"; + mes "Kafra Corporation is the"; + mes "^FF00003rd Security Team^000000. Oh, did"; + mes "you have any other questions?"; + next; + break; - case 2: - mes "[Karl]"; - mes "It's true that companies"; - mes "exist to create money, but"; - mes "the Rekenber Corporation"; - mes "is much more nefarious."; - mes "They actually want to dominate the entire Rune-Midgard continent."; - next; - mes "[Karl]"; - mes "In fact, the chairman of"; - mes "that company is shrouded"; - mes "in mystery. Although I'm"; - mes "the president, I go through"; - mes "many difficulties just to"; - mes "send a message to him."; - next; - mes "[Karl]"; - mes "It's disheartening,"; - mes "but we really have no"; - mes "idea what their true goals"; - mes "and plans might be. Now, did"; - mes "you have any other questions?"; - next; - goto L_Mission; + case 2: + mes "[Karl]"; + mes "It's true that companies"; + mes "exist to create money, but"; + mes "the Rekenber Corporation"; + mes "is much more nefarious."; + mes "They actually want to dominate the entire Rune-Midgard continent."; + next; + mes "[Karl]"; + mes "In fact, the chairman of"; + mes "that company is shrouded"; + mes "in mystery. Although I'm"; + mes "the president, I go through"; + mes "many difficulties just to"; + mes "send a message to him."; + next; + mes "[Karl]"; + mes "It's disheartening,"; + mes "but we really have no"; + mes "idea what their true goals"; + mes "and plans might be. Now, did"; + mes "you have any other questions?"; + next; + break; - case 3: - mes "[Karl]"; - mes "''Secret Wing's'' only"; - mes "goal is to destroy the"; - mes "Rekenber Corporation in"; - mes "order to break the Schwaltzvalt Republic free from its oppression."; - next; - mes "[Karl]"; - mes "Of course, we realize"; - mes "that it will take time and"; - mes "a lot of sacrifice to make"; - mes "this a reality. Now, do you"; - mes "have anything else to ask?"; - next; - goto L_Mission; + case 3: + mes "[Karl]"; + mes "''Secret Wing's'' only"; + mes "goal is to destroy the"; + mes "Rekenber Corporation in"; + mes "order to break the Schwaltzvalt Republic free from its oppression."; + next; + mes "[Karl]"; + mes "Of course, we realize"; + mes "that it will take time and"; + mes "a lot of sacrifice to make"; + mes "this a reality. Now, do you"; + mes "have anything else to ask?"; + next; + break; - case 4: - mes "[Karl]"; - mes "Ah, your next mission."; - mes "I'm ready to give you"; - mes "some of the details if"; - mes "you no longer have any"; - mes "questions to ask. Let me"; - mes "know when you are ready."; - next; - goto L_Mission; + case 4: + mes "[Karl]"; + mes "Ah, your next mission."; + mes "I'm ready to give you"; + mes "some of the details if"; + mes "you no longer have any"; + mes "questions to ask. Let me"; + mes "know when you are ready."; + next; + break; - case 5: - mes "[Karl]"; - mes "Very well, then."; - mes "Your mission will not"; - mes "be too difficult, but it does"; - mes "have great urgency so you"; - mes "must accomplish it as soon"; - mes "as you can. Understood?"; - next; - switch( select( "Wait, I have one more question!","Yes sir, Mr. President." ) ) - { - case 1: - mes "[Karl]"; - mes "Hm? I thought you"; - mes "didn't have any more"; - mes "questions. However, I still"; - mes "have the luxury to give you"; - mes "any answers that I can provide."; - next; - goto L_Mission; + case 5: + mes "[Karl]"; + mes "Very well, then."; + mes "Your mission will not"; + mes "be too difficult, but it does"; + mes "have great urgency so you"; + mes "must accomplish it as soon"; + mes "as you can. Understood?"; + next; + switch( select( "Wait, I have one more question!","Yes sir, Mr. President." ) ) + { + case 1: + mes "[Karl]"; + mes "Hm? I thought you"; + mes "didn't have any more"; + mes "questions. However, I still"; + mes "have the luxury to give you"; + mes "any answers that I can provide."; + next; + break; - case 2: - mes "[Karl]"; - mes "I'm glad to hear that."; - mes "Alright, give me a second"; - mes "to search for this file before"; - mes "I explain the mission."; - lhz_boss = 15; - close2; - cutin "",255; - end; - } + case 2: + mes "[Karl]"; + mes "I'm glad to hear that."; + mes "Alright, give me a second"; + mes "to search for this file before"; + mes "I explain the mission."; + lhz_boss = 15; + close2; + cutin "",255; + end; + } + break; + } } } else if(lhz_boss == 15) @@ -8079,7 +8087,7 @@ L_Mission: mes "must find Shinokas and"; mes "see what you can learn!"; mes "Your efforts will not go"; - mes "unrecognized, "+strcharinfo(0)+"."; + mes "unrecognized, "+strcharinfo(PC_NAME)+"."; close2; cutin "",255; end; @@ -8497,7 +8505,7 @@ L_Mission: mes "........."; mes "............"; for (.@i = 12015; .@i <= 12028; ++.@i) { - if (questprogress(.@i) && questprogress(.@i) != 2) + if (questprogress(.@i) == 1) completequest .@i; } close; @@ -8506,7 +8514,7 @@ L_Mission: { if(!countitem(File01)) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah, where did I put the record?"; close; } @@ -8514,7 +8522,7 @@ L_Mission: mes "It's you.....!"; mes "It's really been a long time."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So, are you still having the idea to go against Rekenber?"; next; mes "[Karl]"; @@ -8524,7 +8532,7 @@ L_Mission: mes "I'm not sure."; mes "The Secret Wing has been disbanded and I am just another puppet they have, just like the previous presidents."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Not long ago, the scientists of Regenschrim have stolen the research record and destroyed the machines that they used for research purposes."; next; emotion e_gasp,0; @@ -8539,7 +8547,7 @@ L_Mission: mes "Oh! Can you give me the record?"; mes "It will be a big trouble to them."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "If you insist to go against them, I will give you the record."; next; mes "[Karl]"; @@ -8550,7 +8558,7 @@ L_Mission: mes "You remind me of the day I made up my mind to rebuild this country."; mes "How could I forgot such important responsibilities of mine."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That's great."; mes "Here's the record."; mes "I hope you will make good use of it. "; @@ -8561,7 +8569,7 @@ L_Mission: mes "[Karl]"; mes "Oh! That's some interesting information."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I have another good news. The Secret Wing has not given up yet. They are still working on the project and I hope that you won't be giving up on it too."; next; mes "[Karl]"; @@ -9034,7 +9042,7 @@ lhz_fild02,228,214,0 script Wounded Man 4_M_DIEMAN,{ next; mes "^3355FFIt's a wounded man...!^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "H-hey...!"; mes "Are you hurt?"; mes "Do you need any he--"; @@ -9684,68 +9692,68 @@ OnTouch: mes "You need to input the correct"; mes "password to open the door.^000000"; next; -L_Enter: - input @sneakpass; - if(@sneakpass == 738495) - { - mes "^3355FF*Beep~*"; - mes "You hear a pleasant"; - mes "sounding electronic chirp,"; - mes "signaling that you have input"; - mes "the correct password. The door"; - mes "automatically slides open."; + while (true) { + input @sneakpass; + if(@sneakpass == 738495) + { + mes "^3355FF*Beep~*"; + mes "You hear a pleasant"; + mes "sounding electronic chirp,"; + mes "signaling that you have input"; + mes "the correct password. The door"; + mes "automatically slides open."; + next; + switch( select( "Enter","Retreat" ) ) + { + case 1: + mes "[Security System]"; + mes "You have 3 minutes to"; + mes "search the Information Archive."; + mes "When this time elapses, you"; + mes "will be automatically sent"; + mes "outside for security reasons."; + close2; + lhz_boss = 29; + donpcevent "Timer_Sneak::OnEnter"; + warp "lhz_in01",177,35; + end; + + case 2: + mes "^3355FFPerhaps now would"; + mes "not be the best time to"; + mes "enter the Secret Archive."; + mes "Or at least, that's what"; + mes "you've decided for yourself.^000000"; + close; + } + } + mes "^3355FF*Eeeeeee*"; + mes "The door emits an"; + mes "unnerving, high pitched"; + mes "screech after you input"; + mes "the password. You really"; + mes "should try to input it again.^000000"; + ++@sneakerror; next; - switch( select( "Enter","Retreat" ) ) + if(@sneakerror > 2) { - case 1: mes "[Security System]"; - mes "You have 3 minutes to"; - mes "search the Information Archive."; - mes "When this time elapses, you"; - mes "will be automatically sent"; - mes "outside for security reasons."; + mes "*Gzzzzz*"; + mes "You have entered the"; + mes "password incorrectly"; + mes "3 times. Please stand by"; + mes "for managerial assistance."; + next; + mes "^3355FFUh oh!"; + mes "You better get"; + mes "out of here before"; + mes "you get caught!^000000"; close2; - lhz_boss = 29; - donpcevent "Timer_Sneak::OnEnter"; - warp "lhz_in01",177,35; + warp "lhz_in01",191,49; end; - - case 2: - mes "^3355FFPerhaps now would"; - mes "not be the best time to"; - mes "enter the Secret Archive."; - mes "Or at least, that's what"; - mes "you've decided for yourself.^000000"; - close; } - } - mes "^3355FF*Eeeeeee*"; - mes "The door emits an"; - mes "unnerving, high pitched"; - mes "screech after you input"; - mes "the password. You really"; - mes "should try to input it again.^000000"; - ++@sneakerror; - next; - if(@sneakerror > 2) - { - mes "[Security System]"; - mes "*Gzzzzz*"; - mes "You have entered the"; - mes "password incorrectly"; - mes "3 times. Please stand by"; - mes "for managerial assistance."; - next; - mes "^3355FFUh oh!"; - mes "You better get"; - mes "out of here before"; - mes "you get caught!^000000"; - close2; - warp "lhz_in01",191,49; - end; - } - goto L_Enter; + } case 2: mes "^3355FFPerhaps now would"; @@ -9806,113 +9814,114 @@ lhz_in01,182,35,0 script File Search Engine HIDDEN_NPC,{ mes "keywords to in order to find"; mes "specific file locations."; next; -L_Search: - switch( select( "Search Engine.","Cancel." ) ) - { - case 1: - mes "^663300- Search Engine Initiated -"; - mes "- Please enter a keyword -"; - mes " "; - mes "*Search Engine"; - mes "is case sensitve."; - mes "Please do not use"; - mes "capital letters.^000000"; - next; - input @sneaksearch$; - if((@sneaksearch$ == "kafra") || (@sneaksearch$ == "cool event")) - { - mes "^663300[Search Result]"; - mes "Documents regarding"; - mes "Kafra Corporation and"; - mes "Cool Event Corp are"; - mes "located in Arena 3-2.^000000"; - lhz_boss = 30; - close; - } - else if(@sneaksearch$ == "shinokas") - { - mes "^663300[Search Result]"; - mes "Documents regarding"; - mes "Shinokas are located"; - mes "in Arena 1-5.^000000"; - lhz_boss = 31; - close; - } - else if((@sneaksearch$ == "stein") || (@sneaksearch$ == "STEIN") || (@sneaksearch$ == "S.T.E.I.N")) - { - mes "^663300[Search Result]"; - mes "Documents regarding"; - mes "S.T.E.I.N are considered"; - mes "highly classified and"; - mes "cannot be accessed"; - mes "through this system.^000000"; - close; - } - else if(@sneaksearch$ == "ymir") - { - mes "^663300[Search Result]"; - mes "Documents regarding"; - mes "Ymir's Heart are ranked"; - mes "as highly classified and"; - mes "cannot be accessed"; - mes "through this system.^000000"; - close; - } - else if((@sneaksearch$ == "president") || (@sneaksearch$ == "karl") || (@sneaksearch$ == "weierstrass")) - { - mes "^663300[Search Result]"; - mes "2nd Class documents on"; - mes "President Karl Weierstrass"; - mes "are located in Area 1-7. For"; - mes "more highly classified files"; - mes "on Weierstrass, please use"; - mes "a higher security archive.^000000"; - lhz_boss = 32; - close; - } - else if(@sneaksearch$ == "einbroch") - { - mes "^663300[Search Result]"; - mes "Documents regarding"; - mes "Einbroch are stored"; - mes "in Area 6-1.^000000"; - lhz_boss = 33; - close; - } - else if(@sneaksearch$ == "lighthalzen") - { - mes "^663300[Search Result]" ; - mes "Documents regarding"; - mes "Lighthalzen are stored"; - mes "in Area 3-3.^000000"; - lhz_boss = 34; - close; - } - else if(@sneaksearch$ == "rekenber") - { - mes "^663300[Search Result]"; - mes "Documents regarding"; - mes "Rekenber are highly classified and cannot be accessed by this system.^000000"; + while (true) { + switch( select( "Search Engine.","Cancel." ) ) + { + case 1: + mes "^663300- Search Engine Initiated -"; + mes "- Please enter a keyword -"; + mes " "; + mes "*Search Engine"; + mes "is case sensitve."; + mes "Please do not use"; + mes "capital letters.^000000"; next; - goto L_Search; - } - else - { - mes "^663300[Search Result]"; - mes "Keyword not found."; - mes "Please search another"; - mes "archive or increase"; - mes "access permissions.^000000"; - close; - } + input @sneaksearch$; + if((@sneaksearch$ == "kafra") || (@sneaksearch$ == "cool event")) + { + mes "^663300[Search Result]"; + mes "Documents regarding"; + mes "Kafra Corporation and"; + mes "Cool Event Corp are"; + mes "located in Arena 3-2.^000000"; + lhz_boss = 30; + close; + } + else if(@sneaksearch$ == "shinokas") + { + mes "^663300[Search Result]"; + mes "Documents regarding"; + mes "Shinokas are located"; + mes "in Arena 1-5.^000000"; + lhz_boss = 31; + close; + } + else if((@sneaksearch$ == "stein") || (@sneaksearch$ == "STEIN") || (@sneaksearch$ == "S.T.E.I.N")) + { + mes "^663300[Search Result]"; + mes "Documents regarding"; + mes "S.T.E.I.N are considered"; + mes "highly classified and"; + mes "cannot be accessed"; + mes "through this system.^000000"; + close; + } + else if(@sneaksearch$ == "ymir") + { + mes "^663300[Search Result]"; + mes "Documents regarding"; + mes "Ymir's Heart are ranked"; + mes "as highly classified and"; + mes "cannot be accessed"; + mes "through this system.^000000"; + close; + } + else if((@sneaksearch$ == "president") || (@sneaksearch$ == "karl") || (@sneaksearch$ == "weierstrass")) + { + mes "^663300[Search Result]"; + mes "2nd Class documents on"; + mes "President Karl Weierstrass"; + mes "are located in Area 1-7. For"; + mes "more highly classified files"; + mes "on Weierstrass, please use"; + mes "a higher security archive.^000000"; + lhz_boss = 32; + close; + } + else if(@sneaksearch$ == "einbroch") + { + mes "^663300[Search Result]"; + mes "Documents regarding"; + mes "Einbroch are stored"; + mes "in Area 6-1.^000000"; + lhz_boss = 33; + close; + } + else if(@sneaksearch$ == "lighthalzen") + { + mes "^663300[Search Result]" ; + mes "Documents regarding"; + mes "Lighthalzen are stored"; + mes "in Area 3-3.^000000"; + lhz_boss = 34; + close; + } + else if(@sneaksearch$ == "rekenber") + { + mes "^663300[Search Result]"; + mes "Documents regarding"; + mes "Rekenber are highly classified and cannot be accessed by this system.^000000"; + next; + break; + } + else + { + mes "^663300[Search Result]"; + mes "Keyword not found."; + mes "Please search another"; + mes "archive or increase"; + mes "access permissions.^000000"; + close; + } - case 2: - mes "^663300[Search Engine Close]"; - mes "File search has been"; - mes "canceled. Please be aware"; - mes "that sudden shutdown may"; - mes "cause system errors.^000000"; - close; + case 2: + mes "^663300[Search Engine Close]"; + mes "File search has been"; + mes "canceled. Please be aware"; + mes "that sudden shutdown may"; + mes "cause system errors.^000000"; + close; + } } } mes "^3355FFThis machine can be"; @@ -10318,7 +10327,7 @@ sec_in02,17,170,4 script boss::lght_boss_admin 1_M_SIGNMONK,{ mes "[Patch]"; mes "Tell me what you want."; next; - switch(select("Current Variables:How Many:Shinokas - Quest Complete")) { + switch(select("Current Variables", "How Many", "Shinokas - Quest Complete")) { case 1: break; case 2: @@ -10379,7 +10388,7 @@ lhz_in01,174,258,3 script Young Man#reken 4_M_LGTGUARD,{ mes "into those thugs again?"; mes "Why don't you take a rest?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Kazien..."; mes "While I was fighting"; mes "those thugs, one of the"; @@ -10395,7 +10404,7 @@ lhz_in01,174,258,3 script Young Man#reken 4_M_LGTGUARD,{ mes "............"; cutin "lhz_kaz08",2; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Wh-why are you supplying"; mes "those things? If we let those"; mes "packages get imported by"; @@ -10409,7 +10418,7 @@ lhz_in01,174,258,3 script Young Man#reken 4_M_LGTGUARD,{ mes "I don't want to"; mes "hear anymore."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hold it, I deserve an"; mes "answer! How can you turn"; mes "a blind eye and provide just"; @@ -10417,7 +10426,7 @@ lhz_in01,174,258,3 script Young Man#reken 4_M_LGTGUARD,{ mes "and guardians^000000? It's like you're"; mes "promoting war and violence!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "And what about your little"; mes "brother Lyozien? He has"; mes "no idea what he's doing!"; @@ -10434,7 +10443,7 @@ lhz_in01,174,258,3 script Young Man#reken 4_M_LGTGUARD,{ mes "You don't know what it's like"; mes "to live in Lighthalzen's slums!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "................."; next; cutin "lhz_kaz04",2; @@ -10471,7 +10480,7 @@ lhz_in01,174,258,3 script Young Man#reken 4_M_LGTGUARD,{ mes "of this job, even if I'm dirtying my hands, making money"; mes "off of other people's deaths."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "But that still isn't right."; mes "You're selling weapons so"; mes "that people can kill each other! Even if it's for the sake of"; @@ -10552,7 +10561,7 @@ lhz_in01,174,258,3 script Young Man#reken 4_M_LGTGUARD,{ mes "that. Lyozien's waiting for"; mes "you, so get to it, okay?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "W-wait! During the last"; mes "delivery, I was attacked"; mes "by a group of thugs that"; @@ -10568,7 +10577,7 @@ lhz_in01,174,258,3 script Young Man#reken 4_M_LGTGUARD,{ mes "more for this job since"; mes "you're risking your life?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I understand that the"; mes "customer's confidentiality"; mes "is important, but I'd feel a"; @@ -10621,7 +10630,7 @@ lhz_in01,174,258,3 script Young Man#reken 4_M_LGTGUARD,{ mes "you like working with Lyozien?"; mes "He's one of my best men."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Wait, aren't you and"; mes "Lyozien supposed"; mes "to be brothers?"; @@ -10643,7 +10652,7 @@ lhz_in01,174,258,3 script Young Man#reken 4_M_LGTGUARD,{ mes "Luckily, I got another"; mes "delivery for you to work on..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Actually, Kazien..."; mes "I was curious. What"; mes "exactly are we delivering?"; @@ -10801,7 +10810,7 @@ lhz_in01,174,258,3 script Young Man#reken 4_M_LGTGUARD,{ mes "contact Garins? Or did"; mes "you encounter any problems?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well, I came back to"; mes "let you know that I haven't"; mes "been able to find a way inside"; @@ -10817,7 +10826,7 @@ lhz_in01,174,258,3 script Young Man#reken 4_M_LGTGUARD,{ mes "told him that you had"; mes "to talk to Garins, right?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "But..."; mes "I thought you said"; mes "I'm not supposed to"; @@ -10832,7 +10841,7 @@ lhz_in01,174,258,3 script Young Man#reken 4_M_LGTGUARD,{ mes "Great! I'm happy to say,"; mes "buddy, you passed the test!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "H-huh? But I never"; mes "even got to see Garins..."; mes "I didn't finish the task"; @@ -10847,7 +10856,7 @@ lhz_in01,174,258,3 script Young Man#reken 4_M_LGTGUARD,{ mes "trustworthiness, is all."; mes "Now do you understand?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I... I guess."; mes "Still, you just tricked"; mes "me! How am I supposed"; @@ -10872,7 +10881,7 @@ lhz_in01,174,258,3 script Young Man#reken 4_M_LGTGUARD,{ mes "contact Garins? Or did"; mes "you encounter any problems?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well, I wasn't able to"; mes "find him. In fact, I don't"; mes "think that Garins even works"; @@ -10885,7 +10894,7 @@ lhz_in01,174,258,3 script Young Man#reken 4_M_LGTGUARD,{ mes "Well, how'd you"; mes "find that out?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I happened to ask the"; mes "Laboratory Guard, but"; mes "he wouldn't even let me in."; @@ -10899,7 +10908,7 @@ lhz_in01,174,258,3 script Young Man#reken 4_M_LGTGUARD,{ mes "I'm sorry, pal, but"; mes "you failed the test."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "H-huh? What?"; mes "What do you mean?"; next; @@ -11003,7 +11012,7 @@ lhz_in01,174,258,3 script Young Man#reken 4_M_LGTGUARD,{ mes "back? It's just that you're"; mes "blocking my view is all."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Wait, did you just say"; mes "that you need help?"; mes "I'd like to help solve"; @@ -11143,7 +11152,7 @@ einbroch,55,52,3 script Laboratory Guard#reken 4_M_EIN_SOLDIER,{ switch( select( "I need to see Mr. Garins...","I'll... come back later." ) ) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I need to see Mr. Garins"; mes "and confirm that he received"; mes "a package that was sent to him."; @@ -11168,7 +11177,7 @@ einbroch,55,52,3 script Laboratory Guard#reken 4_M_EIN_SOLDIER,{ close; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I'll... come back later."; mes "(^333333I better speak to Kazien"; mes "and let him know I'm having"; @@ -11180,7 +11189,7 @@ einbroch,55,52,3 script Laboratory Guard#reken 4_M_EIN_SOLDIER,{ close; } case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Whoa, I'm leaving!"; mes "(^333333I better speak to Kazien"; mes "and let him know I'm having"; @@ -11260,7 +11269,7 @@ airplane_01,96,48,3 script Man#Lyozien 4_M_LGTGUARD,{ mes "dispatched them. Great job!"; next; cutin "lhz_ryo01",2; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Thanks, but..."; mes "Now I'm really worried"; mes "about what could be in"; @@ -11498,7 +11507,7 @@ airplane_01,96,48,3 script Man#Lyozien 4_M_LGTGUARD,{ mes "ready for another job, just"; mes "ask to my brother Kazien, okay?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Lyozien, do you know"; mes "what kinds of things"; mes "we're delivering?"; @@ -11559,7 +11568,7 @@ airplane_01,96,48,3 script Man#Lyozien 4_M_LGTGUARD,{ mes "these are all pretty fragile."; mes "Thanks, I appreciate it."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Excuse me, but"; mes "are you Lyozien?"; next; @@ -11573,7 +11582,7 @@ airplane_01,96,48,3 script Man#Lyozien 4_M_LGTGUARD,{ mes "all of these packages here."; next; cutin "lhz_ryo14",2; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Wait, Kazien is"; mes "your brother? That's"; mes "weird, you figure he"; @@ -11708,7 +11717,7 @@ OnStop: mes "my packages have arrived"; mes "safely. Is that right?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Yes, that's right."; mes "Actually, this time we "; mes "were attacked by a group"; @@ -11763,7 +11772,7 @@ OnStop: mes "you agree? Still, I kind of"; mes "enjoy sitting around here."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Excuse me, but do"; mes "you know where I can"; mes "find a man named Ahman?"; @@ -11775,7 +11784,7 @@ OnStop: mes "tell me that my packages"; mes "have arrived. Am I correct?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Y-yes. That's right."; mes "Your packages have"; mes "arrived and they're"; @@ -11789,7 +11798,7 @@ OnStop: mes "I don't believe I've seen you"; mes "around before. Have they finally started hiring part timers?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Yes, that's right."; mes "Actually, I'm working for"; mes "them part time. I heard"; @@ -11928,7 +11937,7 @@ OnTouch: mes "that is covering one"; mes "of the packages.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Oh... my God!"; mes "These are... These are"; mes "weapons of mass destruction."; @@ -11963,7 +11972,7 @@ OnTouch: next; lhz_rekenber = 23; cutin "",255; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes ".............Damn it."; close; } @@ -11999,7 +12008,7 @@ OnTouch: next; lhz_rekenber = 23; cutin "",255; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "......"; mes "........."; mes "Damn it!"; @@ -12031,7 +12040,7 @@ airplane_01,10,10,3 script #LyozienSwitch HIDDEN_NPC,{ mes "turn the Lyozien"; mes "NPC ON or OFF?"; next; - switch(select("On:OFF")) { + switch(select("On", "OFF")) { case 1: .@str$ = "activated"; donpcevent "Man#Lyozien::OnEnable"; diff --git a/npc/quests/quests_louyang.txt b/npc/quests/quests_louyang.txt index c62c5524b..61888cab4 100644 --- a/npc/quests/quests_louyang.txt +++ b/npc/quests/quests_louyang.txt @@ -466,7 +466,7 @@ lou_fild01,195,177,5 script Jiu Lian Bu#1-1 4_M_CHN8GUEK,{ mes "Speaking of which, there's even"; mes "a place in Louyang that's just like that. Man, I hate that restaurant!"; next; - if (select("What restaurant?:Ignore him.") == 1) { + if (select("What restaurant?", "Ignore him.") == 1) { mes "[Jiu Lian Bu]"; mes "West of Louyang, there's"; mes "a restaurant built on a pond. It's been around for a long time, selling food for ridiculous prices!"; @@ -503,7 +503,7 @@ lou_fild01,195,177,5 script Jiu Lian Bu#1-1 4_M_CHN8GUEK,{ mes "[Jiu Lian Bu]"; mes "If you can steal some of the broth, I'll pay you back. So whaddya say?"; next; - if (select("I'll do it!:No, stealing is wrong.") == 1) { + if (select("I'll do it!", "No, stealing is wrong.") == 1) { mes "[Jiu Lian Bu]"; mes "Grrrrreat!"; mes "I knew you'd"; @@ -586,7 +586,7 @@ lou_fild01,195,177,5 script Jiu Lian Bu#1-1 4_M_CHN8GUEK,{ mes "Hey~"; mes "So how ya been, ya smooth criminal? You wanna visit that place again?"; next; - if (select("Sure, let's go~:Nah, maybe next time.") == 1) { + if (select("Sure, let's go~", "Nah, maybe next time.") == 1) { mes "[Jiu Lian Bu]"; mes "Alright~"; mes "Let's get"; @@ -659,9 +659,9 @@ lou_fild01,175,173,3 script Jiu Lian Bu#1-2 4_M_CHN8GUEK,{ mes "Say it out loud!"; next; input .@input$; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes .@input$; - mapannounce "lou_fild01","'"+strcharinfo(0)+"' shouts : "+.@input$,bc_map,"0x9CFF00"; + mapannounce "lou_fild01","'"+strcharinfo(PC_NAME)+"' shouts : "+.@input$,bc_map,"0x9CFF00"; next; mes "[Jiu Lian Bu]"; mes "So, how do you feel?"; @@ -678,15 +678,15 @@ lou_fild01,175,173,3 script Jiu Lian Bu#1-2 4_M_CHN8GUEK,{ mes "So..."; mes "Whaddya wanna do?"; next; - if (select("Shout.:Leave.") == 1) { + if (select("Shout.", "Leave.") == 1) { mes "[Jiu Lian Bu]"; mes "Alright~!"; mes "Say it out loud!"; next; input .@input$; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes .@input$; - mapannounce "lou_fild01","'"+strcharinfo(0)+"' shouts : "+.@input$,bc_map,"0x9CFF00"; + mapannounce "lou_fild01","'"+strcharinfo(PC_NAME)+"' shouts : "+.@input$,bc_map,"0x9CFF00"; next; mes "[Jiu Lian Bu]"; mes "So, how do you feel? Don't you feel better now?"; @@ -718,7 +718,7 @@ lou_in02,50,185,5 script Pot#1 HIDDEN_NPC,{ mes "you find a large pot filled with dark, red liquid. What do you"; mes "want to do?^000000 "; next; - if (select("Take the pot.:Look for another pot.") == 1) { + if (select("Take the pot.", "Look for another pot.") == 1) { mes "^3131FFYou take a careful look around."; mes "It wouldn't be wise to steal this now if anyone is watching.^000000"; next; @@ -788,7 +788,7 @@ lou_in02,49,185,5 script Pot#2 HIDDEN_NPC,{ mes "you find a large pot filled with dark, red liquid. What do you"; mes "want to do?^000000"; next; - if (select("Take the pot.:Look for another pot.") == 1) { + if (select("Take the pot.", "Look for another pot.") == 1) { mes "^3131FFYou take a careful look around."; mes "It wouldn't be wise to steal this now if anyone is watching.^000000"; next; @@ -1140,7 +1140,7 @@ lou_in02,265,69,5 script Doctor#lyang 4_F_CHNDOCTOR,{ mes "I can't leave the office..."; emotion e_swt2; next; - if (select("I can help you.:What a shame!") == 1) { + if (select("I can help you.", "What a shame!") == 1) { mes "[Hua Tuo]"; mes "Huh...?"; mes "Are..."; @@ -1149,7 +1149,7 @@ lou_in02,265,69,5 script Doctor#lyang 4_F_CHNDOCTOR,{ mes "[Hua Tuo]"; mes "This won't take much effort, but it may be too much to ask this of you, especially since we have just met."; next; - if (select("If you feel burdened...:I don't mind, I'd be glad to help.") == 1) { + if (select("If you feel burdened...", "I don't mind, I'd be glad to help.") == 1) { mes "[Hua Tuo]"; mes "Thank you so"; mes "much for saying that."; @@ -1266,7 +1266,7 @@ lou_in02,265,69,5 script Doctor#lyang 4_F_CHNDOCTOR,{ mes "I am asking you once more"; mes "as now I see that you are trustworthy. Of course, I will compensate you for your trouble."; next; - if (select("I'm sorry, I can't help you.:No problem.") == 1) { + if (select("I'm sorry, I can't help you.", "No problem.") == 1) { mes "[Hua Tuo]"; mes "Alright...."; mes "I understand."; @@ -1385,7 +1385,7 @@ lou_in02,265,69,5 script Doctor#lyang 4_F_CHNDOCTOR,{ mes "but may I ask you another favor?"; mes "I am asking for your help once more, since I know I can depend on you. Of course, I will compensate you for your trouble."; next; - if (select("I'm sorry...:No problem.") == 1) { + if (select("I'm sorry...", "No problem.") == 1) { mes "[Hua Tuo]"; mes "Alright...."; mes "I understand."; @@ -1429,10 +1429,11 @@ lou_in02,265,69,5 script Doctor#lyang 4_F_CHNDOCTOR,{ mes "^3355FF10 Sprout^000000 and"; mes "^3355FF5 Honey Pot^000000."; ch_par = 17; + changequest 11056,11057; close; } else if (ch_par == 17) { - if (countitem(Leopard_Talon) > 1 && countitem(Hard_Peach) > 9 && countitem(Poison_Toad's_Skin) > 4 && countitem(Browny_Root) > 19 && countitem(Germinating_Sprout) > 9 && countitem(Honey_Jar) > 4) { + if (countitem(Leopard_Talon) > 1 && countitem(Hard_Peach) > 9 && countitem(Poison_Toads_Skin) > 4 && countitem(Browny_Root) > 19 && countitem(Germinating_Sprout) > 9 && countitem(Honey_Jar) > 4) { mes "[Hua Tuo]"; mes "Hm? Ah, you have returned."; mes "Sorry, I was taking care of my other patients. Have you already gathered the medicines I'll need?"; @@ -1447,7 +1448,7 @@ lou_in02,265,69,5 script Doctor#lyang 4_F_CHNDOCTOR,{ mes "Please take this as a token of my appreciation. It's not much, but this medicine is an old family secret. I hope it will be helpful to you in dangerous situations."; delitem Leopard_Talon,2; delitem Hard_Peach,10; - delitem Poison_Toad's_Skin,5; + delitem Poison_Toads_Skin,5; delitem Browny_Root,20; delitem Germinating_Sprout,10; delitem Honey_Jar,5; @@ -1539,7 +1540,7 @@ lou_in02,248,166,2 script Tool Shop Master#lou 4_M_CHNOLD,{ mes "you with anything?"; emotion e_what; next; - if (select("I'm here to get something for the doctor...:I agree, the weather really is bad.") == 1) { + if (select("I'm here to get something for the doctor...", "I agree, the weather really is bad.") == 1) { mes "[Wang Chuiyi]"; mes "Huh?"; mes "An errand for the doctor?"; @@ -1603,7 +1604,7 @@ lou_in02,201,166,4 script Storage Keeper#lou 4_M_CHN8GUEK,{ mes "What, what are you doing here?"; mes "If you don't need anything, you better get a move on."; next; - switch(select("Sorry about that.:It's hot, isn't it?:I'm on an errand for the doctor.")) { + switch(select("Sorry about that.", "It's hot, isn't it?", "I'm on an errand for the doctor.")) { case 1: mes "[Jiang Xiayou]"; mes "That's right!"; @@ -1632,7 +1633,7 @@ lou_in02,201,166,4 script Storage Keeper#lou 4_M_CHN8GUEK,{ mes "out first? Don't worry, it's not so hard but it's pretty important for me. Once you help me out, I'll"; mes "get you what you need."; next; - if (select("Um, what is it?:Sorry, I'm busy.") == 1) { + if (select("Um, what is it?", "Sorry, I'm busy.") == 1) { mes "[Jiang Xiayou]"; mes "Cool, thanks. I have to go get"; mes "some official documents from"; @@ -1839,7 +1840,7 @@ lou_in02,210,47,0 script City Hall Officer#lou 4_M_CHNSOLDIER,{ mes "Hm? A Rune-Midgardian?"; mes "Now, how may I help you?"; next; - if (select("I need a document.:I just dropped by.") == 1) { + if (select("I need a document.", "I just dropped by.") == 1) { mes "[Jin Chiyuan]"; mes "Ah, you do?"; mes "Unfortunately, there are many people waiting in line to procure government forms, so it will take"; @@ -1849,7 +1850,7 @@ lou_in02,210,47,0 script City Hall Officer#lou 4_M_CHNSOLDIER,{ mes "^333333*Whispers*"; mes "Well, there is a way that you can, shall we say, expediate our processing of your request...^000000"; next; - if (select("Huh? Come again?:A little zeny to cut the red tape, eh?") == 1) { + if (select("Huh? Come again?", "A little zeny to cut the red tape, eh?") == 1) { mes "[Jin Chiyuan]"; mes "^666666*Ahem!*^000000 Nothing."; mes "Nothing of importance. Now, I'm very busy, so if you would go fill the application over there..."; @@ -1988,7 +1989,7 @@ lou_in02,156,38,0 script Studying Officer#lou 4_M_CHNMAN,{ mes "some documents and takes"; mes "no notice of you.^000000"; next; - if (select("Excuse me.:Pass him.") == 1) { + if (select("Excuse me.", "Pass him.") == 1) { mes "[Huang Zhishu]"; mes "Hmmm...?"; mes "Well..."; @@ -2051,7 +2052,7 @@ lou_in02,156,38,0 script Studying Officer#lou 4_M_CHNMAN,{ next; mes "^3355FF*Rummage rummage...*^000000"; next; - if (select("Sorry about that.:I came to pick up my documents.") == 1) { + if (select("Sorry about that.", "I came to pick up my documents.") == 1) { mes "[Huang Zhishu]"; mes "Apology accepted."; mes "Hmmm...."; @@ -2122,7 +2123,7 @@ lou_in02,156,38,0 script Studying Officer#lou 4_M_CHNMAN,{ mes "so I was able to find it again pretty easily. I hope it's useful to you."; ch_par = 15; for (.@i = 11051; .@i <= 11054; ++.@i) { - if (questprogress(.@i) && questprogress(.@i) != 2) + if (questprogress(.@i) == 1) completequest .@i; } setquest 11055; @@ -2452,7 +2453,7 @@ lou_in02,123,39,4 script Poison King#lou 4_M_CHNOLD,{ mes "feeling homesick."; next; if ((countitem(Green_Potion) > 0 || countitem(Green_Herb) > 0 || countitem(Red_Gemstone) > 0) && (ch_poison > 0 && rand(1,300) > 99)) { - switch(select("Ask about the poem.:Ask about his hometown.:Ask about use of Poison.:Ask about his situation.")) { + switch(select("Ask about the poem.", "Ask about his hometown.", "Ask about use of Poison.", "Ask about his situation.")) { case 1: mes "[Nagash Arses]"; mes "Ah, have you"; @@ -2472,12 +2473,12 @@ lou_in02,123,39,4 script Poison King#lou 4_M_CHNOLD,{ mes "[Nagash Arses]"; mes "'^3355FFAs I lay^000000 ^3355FFlooking up at the moonlight^000000.' In this first line, what word should be in [ ]?"; next; - if (select("on the ground:with you:in bed:in the stars") == 3) + if (select("on the ground", "with you", "in bed", "in the stars") == 3) .@answer_poet += 10; mes "[Nagash Arses]"; mes "'^3355FFIt looks like the^000000 ^3355FFon the ground^000000.' In the second line, which word should be in [ ]?"; next; - if (select("frost:dew:pebbles:snow") == 1) + if (select("frost", "dew", "pebbles", "snow") == 1) .@answer_poet += 10; mes "[Nagash Arses]"; mes "Now to see if you see really understand the poem. It's no use to just know the words. They must be a part of you as well."; @@ -2485,25 +2486,25 @@ lou_in02,123,39,4 script Poison King#lou 4_M_CHNOLD,{ mes "[Nagash Arses]"; mes "How would you describe the overall mood and tone of the speaker of this poem?"; next; - if (select("Romantic:Wistful:Regretful:Passionate") == 2) + if (select("Romantic", "Wistful", "Regretful", "Passionate") == 2) .@answer_poet += 10; mes "[Nagash Arses]"; mes "What do you think is the"; mes "major theme of this poem?"; next; - if (select("Tragedy:Separation:Love:Revenge:Buddy Cop Film") == 2) + if (select("Tragedy", "Separation", "Love", "Revenge", "Buddy Cop Film") == 2) .@answer_poet += 10; next; mes "[Nagash Arses]"; mes "Ha ha ha! You understand this poem well! Now, would you repeat the first line for me again?"; next; if (.@answer_poet > 30) { - if (select("When I lay in bed looking up at the moon light:When I lay in bed thinking of the moon light:As I lay in bed looking up at the moonlight:As I lay in bed thinking of the moonlight") == 3) { + if (select("When I lay in bed looking up at the moon light", "When I lay in bed thinking of the moon light", "As I lay in bed looking up at the moonlight", "As I lay in bed thinking of the moonlight") == 3) { ch_poison = 2; } } else { - select("When I lay in bed looking up at the moon light:When I lay in bed thinking of the moon light:As I lay in bed looking up at the moonlight:As I lay in bed thinking of the moon light"); + select("When I lay in bed looking up at the moon light", "When I lay in bed thinking of the moon light", "As I lay in bed looking up at the moonlight", "As I lay in bed thinking of the moon light"); } mes "[Nagash Arses]"; mes "Thank you for your time,"; @@ -2517,12 +2518,12 @@ lou_in02,123,39,4 script Poison King#lou 4_M_CHNOLD,{ mes "[Nagash Arses]"; mes "'^3355FFIt looks like the^000000 ^3355FFon the ground^000000.' In the second line, which word should be in [ ]?"; next; - if (select("frost:dew:pebbles:snow") == 1) + if (select("frost", "dew", "pebbles", "snow") == 1) .@answer_poet += 10; mes "[Nagash Arses]"; mes "'^3355FFI lower my head feeling^000000 [ ].' Which word should be in [ ]?"; next; - if (select("homesick.:drowsy:loneliness.:heartbroken.") == 1) + if (select("homesick.", "drowsy", "loneliness.", "heartbroken.") == 1) .@answer_poet += 10; next; mes "[Nagash Arses]"; @@ -2534,24 +2535,24 @@ lou_in02,123,39,4 script Poison King#lou 4_M_CHNOLD,{ mes "of the speaker as he is"; mes "gazing at the moon?"; next; - if (select("In his hometown.:In jail.:In the depths of the cosmos.:In bed.") == 4) + if (select("In his hometown.", "In jail.", "In the depths of the cosmos.", "In bed.") == 4) .@answer_poet += 10; mes "[Nagash Arses]"; mes "Although this poem is only four lines long, its structure can be easily classified. How would you describe this poem's structure?"; next; - if (select("Why, it's a sonnet.:It's prose with erratic caesuras.:It's a quatrain, of course.:Iambic pentameter?") == 3) + if (select("Why, it's a sonnet.", "It's prose with erratic caesuras.", "It's a quatrain, of course.", "Iambic pentameter?") == 3) .@answer_poet += 10; next; mes "[Nagash Arses]"; mes "Ha ha ha! You understand this poem well! Now, would you repeat the first line for me again?"; next; if (.@answer_poet > 30) { - if (select("It looks like the frost on the ground:It looks like an icicle on the ground:It looks as though shining:It looks like the frost in the sky") == 1) { + if (select("It looks like the frost on the ground", "It looks like an icicle on the ground", "It looks as though shining", "It looks like the frost in the sky") == 1) { ch_poison = 2; } } else { - select("It looks like the frost on the ground:It looks like an icicle on the ground:It looks as though shining:It looks like the frost in the sky"); + select("It looks like the frost on the ground", "It looks like an icicle on the ground", "It looks as though shining", "It looks like the frost in the sky"); } mes "[Nagash Arses]"; mes "Thank you for your time,"; @@ -2565,13 +2566,13 @@ lou_in02,123,39,4 script Poison King#lou 4_M_CHNOLD,{ mes "[Nagash Arses]"; mes "'^3355FFIt looks like the^000000 ^3355FFon the ground^000000.' In the second line, which word should be in [ ]?"; next; - if (select("frost:dew:pebbles:snow") == 1) + if (select("frost", "dew", "pebbles", "snow") == 1) .@answer_poet += 10; next; mes "[Nagash Arses]"; mes "'^3355FFI lower my head feeling^000000 [ ].' Which word should be in [ ]?"; next; - if (select("homesick.:drowsy:loneliness.:heartbroken.") == 1) + if (select("homesick.", "drowsy", "loneliness.", "heartbroken.") == 1) .@answer_poet += 10; next; mes "[Nagash Arses]"; @@ -2580,24 +2581,24 @@ lou_in02,123,39,4 script Poison King#lou 4_M_CHNOLD,{ mes "[Nagash Arses]"; mes "In the first two lines, what two images are being linked by the poet?"; next; - if (select("Bed and ground:Frost and hometown:Gloomy:Smokey:Moonlight and frost") == 5) + if (select("Bed and ground", "Frost and hometown", "Gloomy", "Smokey", "Moonlight and frost") == 5) .@answer_poet += 10; mes "[Nagash Arses]"; mes "In this land, the image of the moon often appears in poems expressing separation, longing and homesickness. Why would gazing at the moon offer comfort?"; next; - if (select("The rabbit on the moon grants wishes.:Its sheer beauty eases any anxiety.:Because it wanes and waxes.:All places and peoples share the same moon.") == 4) + if (select("The rabbit on the moon grants wishes.", "Its sheer beauty eases any anxiety.", "Because it wanes and waxes.", "All places and peoples share the same moon.") == 4) .@answer_poet += 10; next; mes "[Nagash Arses]"; mes "Ha ha ha! You understand this poem well! Now, would you repeat the third line for me again?"; next; if (.@answer_poet > 30) { - if (select("I look up at the bright moon:I lift my head to look at the bright moon:I turn my head to look at the bright moon:I face the bright moon") == 2) { + if (select("I look up at the bright moon", "I lift my head to look at the bright moon", "I turn my head to look at the bright moon", "I face the bright moon") == 2) { ch_poison = 2; } } else { - select("I look up at the bright moon:I lift my head to look at the bright moon:I turn my head to look at the bright moon:I face the bright moon"); + select("I look up at the bright moon", "I lift my head to look at the bright moon", "I turn my head to look at the bright moon", "I face the bright moon"); } mes "[Nagash Arses]"; mes "Thank you for your time,"; @@ -2612,13 +2613,13 @@ lou_in02,123,39,4 script Poison King#lou 4_M_CHNOLD,{ mes "'^3355FFIt looks like the^000000 ^3355FFon the ground^000000.' In the second line,"; mes "which word should be in [ ]?"; next; - if (select("frost:dew:pebbles:snow") == 1) + if (select("frost", "dew", "pebbles", "snow") == 1) .@answer_poet += 10; next; mes "[Nagash Arses]"; mes "'^3355FFI lift my^000000 ^3355FFto look at the bright moon^000000.' In the third line, which word should be in [ ]?"; next; - if (select("eyes:head:gaze:sights") == 2) + if (select("eyes", "head", "gaze", "sights") == 2) .@answer_poet += 10; next; mes "[Nagash Arses]"; @@ -2628,25 +2629,25 @@ lou_in02,123,39,4 script Poison King#lou 4_M_CHNOLD,{ mes "[Nagash Arses]"; mes "What do you think is the major theme of this poem?"; next; - if (select("Tragedy:Separation:Love:Revenge:Buddy Cop Film") == 2) + if (select("Tragedy", "Separation", "Love", "Revenge", "Buddy Cop Film") == 2) .@answer_poet += 10; next; mes "[Nagash Arses]"; mes "Why might be one reason why the bright moonlight looks like frost on the ground to the poet?"; next; - if (select("He's looking through a frosty window.:A bright moon glimmers like icicles.:He's homesick, so the moonlight looks cold:It's called 'poetic license.'") == 3) + if (select("He's looking through a frosty window.", "A bright moon glimmers like icicles.", "He's homesick, so the moonlight looks cold", "It's called 'poetic license.'") == 3) .@answer_poet += 10; next; mes "[Nagash Arses]"; mes "Ha ha ha! You understand this poem well! Now, would you repeat the last line for me again?"; next; if (.@answer_poet > 30) { - if (select("I cry for my home town.:I lower my head feeling homesick.:I miss my home town.:I sob feeling homesick.") == 2) { + if (select("I cry for my home town.", "I lower my head feeling homesick.", "I miss my home town.", "I sob feeling homesick.") == 2) { ch_poison = 2; } } else { - select("I cry for my home town.:I lower my head feeling homesick.:I miss my home town.:I sob feeling homesick."); + select("I cry for my home town.", "I lower my head feeling homesick.", "I miss my home town.", "I sob feeling homesick."); } mes "[Nagash Arses]"; mes "Thank you for your time,"; @@ -2678,15 +2679,15 @@ lou_in02,123,39,4 script Poison King#lou 4_M_CHNOLD,{ mes "Ah~ I miss Morroc, my hometown."; mes "I used to be a member of the Assassin organization known as the 'Canine of Desert.' Long ago, I was their poison expert."; next; - switch(select("Tell him news of Morroc.:Info about 'Canine of Desert'.:Just listen.")) { + switch(select("Tell him news of Morroc.", "Info about 'Canine of Desert'.", "Just listen.")) { case 1: mes "[Nagash Arses]"; mes "Hm? Do you have recent news of Morroc?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yeah, I've got some news you might be interested in."; input .@input$; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes ""+.@input$+""; next; if (rand(1,50) > 25) { @@ -2833,17 +2834,17 @@ lou_in02,123,39,4 script Poison King#lou 4_M_CHNOLD,{ mes "I wish I could see"; mes "Morroc just once before I die."; next; - if (select("Tell him news of Morroc.:Ask about 'Canine of Desert.'") == 1) { + if (select("Tell him news of Morroc.", "Ask about 'Canine of Desert.'") == 1) { mes "[Nagash Arses]"; mes "Hm...?"; mes "Is there anything"; mes "you want to say?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I have news"; mes "of Morroc..."; input .@input$; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes ""+.@input$+""; next; if (rand(1,50) > 30) { @@ -2947,7 +2948,7 @@ lou_in02,123,39,4 script Poison King#lou 4_M_CHNOLD,{ mes "[Nagash Arses]"; mes "As I studied with them, together we started to clear the town of the remaining monsters. Can you guess the results of our efforts to clean up the city?"; next; - switch(select("...??:It must have been good.:I guess it was okay?:I don't know, but how did it go?")) { + switch(select("...??", "It must have been good.", "I guess it was okay?", "I don't know, but how did it go?")) { case 1: mes "[Nagash Arses]"; mes "Did you even listen to me? It's no use talking to you if you don't even care about what I have to say."; @@ -3013,7 +3014,7 @@ lou_in02,123,39,4 script Poison King#lou 4_M_CHNOLD,{ } } else { - switch(select("Grin at him.:Lament for his grief.:Reprove him.:Listen to the poem again.:Show him a sad look.")) { + switch(select("Grin at him.", "Lament for his grief.", "Reprove him.", "Listen to the poem again.", "Show him a sad look.")) { case 1: mes "[Nagash Arses]"; mes "Yeah, I don't blame you."; @@ -3139,7 +3140,7 @@ lou_in02,123,39,4 script Poison King#lou 4_M_CHNOLD,{ mes "You look pale..."; mes "Did something happen?"; next; - switch(select("Nothing.:I want to talk about your diciple.:I don't feel good.")) { + switch(select("Nothing.", "I want to talk about your diciple.", "I don't feel good.")) { case 1: mes "[Nagash Arses]"; mes "Oh..."; @@ -3156,7 +3157,7 @@ lou_in02,123,39,4 script Poison King#lou 4_M_CHNOLD,{ mes "I've been worried since he hasn't come to visit me since you last came to speak with me."; next; if (countitem(Poison_Bottle) > 1) { - if (select("Give him Poison Bottle.:Cancel and go to 'Song Zhi Du.") == 1) { + if (select("Give him Poison Bottle.", "Cancel and go to 'Song Zhi Du.") == 1) { delitem Poison_Bottle,1; mes "[Nagash Arses]"; mes "Huh!?"; @@ -3167,7 +3168,7 @@ lou_in02,123,39,4 script Poison King#lou 4_M_CHNOLD,{ mes "a poison of such potency!"; mes "W-where did you find this?"; next; - if (select("It's common nowadays.:Explain to him what happened.") == 1) { + if (select("It's common nowadays.", "Explain to him what happened.") == 1) { mes "[Nagash Arses]"; mes "Really...?"; mes "Then someone"; @@ -3196,7 +3197,7 @@ lou_in02,123,39,4 script Poison King#lou 4_M_CHNOLD,{ changequest 11077,11078; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "...Nothing much."; next; mes "[Nagash Arses]"; @@ -3288,7 +3289,7 @@ lou_in02,123,39,4 script Poison King#lou 4_M_CHNOLD,{ mes "What..."; mes "What happened?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I made it."; next; mes "[Nagash Arses]"; @@ -3429,7 +3430,7 @@ lou_in02,253,45,0 script Employee#poison 4_M_CHNMAN,{ mes "[Song Zhi Du]"; mes "I feel like you're looking at me. Is there something that you want?"; next; - switch(select("......:Ask him about his master.:Ask about Poison Organization.:Ask why he's working here.")) { + switch(select("......", "Ask him about his master.", "Ask about Poison Organization.", "Ask why he's working here.")) { case 1: mes "[Song Zhi Du]"; mes "I guess there's nothing you really need from me. Well then, if you'll excuse me..."; @@ -3482,7 +3483,7 @@ lou_in02,253,45,0 script Employee#poison 4_M_CHNMAN,{ mes "[Song Zhi Du]"; mes "I suppose I underestimated you. By the way, do you know anything about poison?"; next; - if (select("Yes, I am kind of interested in it.:No, not at all.") == 1) { + if (select("Yes, I am kind of interested in it.", "No, not at all.") == 1) { mes "[Song Zhi Du]"; mes "Oh, I see. Well, if you have some time, why don't you go visit my old master in the slums?"; next; @@ -3566,7 +3567,7 @@ lou_in02,253,45,0 script Employee#poison 4_M_CHNMAN,{ mes "Do you understand"; mes "why I'm furious!?"; next; - if (select("But revenge isn't good.:Yes, I fully understand.") == 1) { + if (select("But revenge isn't good.", "Yes, I fully understand.") == 1) { mes "[Song Zhi Du]"; mes "Hmm..."; mes "I see."; @@ -3617,7 +3618,7 @@ lou_in02,253,45,0 script Employee#poison 4_M_CHNMAN,{ mes "How could you not"; mes "understand me?!"; next; - if (select("I'm sorry for last time.:No matter what, revenge isn't good.") == 1) { + if (select("I'm sorry for last time.", "No matter what, revenge isn't good.") == 1) { mes "[Song Zhi Du]"; mes "If you really"; mes "feel sorry for me,"; @@ -3656,7 +3657,7 @@ lou_in02,253,45,0 script Employee#poison 4_M_CHNMAN,{ mes "gather everything"; mes "I asked of you?"; next; - if (select("Yes.:What do you need again?") == 1) { + if (select("Yes.", "What do you need again?") == 1) { if (countitem(Bee_Sting) > 3 && countitem(Posionous_Canine) > 9 && countitem(Empty_Potion) > 9 && countitem(Green_Potion) > 29) { delitem Bee_Sting,4; delitem Posionous_Canine,10; @@ -4114,14 +4115,14 @@ lou_fild01,224,348,0 script Lady#delivery 4_F_CHNDRESS3,{ mes "for its various firecrackers."; mes "Would you like to see one?"; next; - if (select("Sure!:No thanks~") == 1) { + if (select("Sure!", "No thanks~") == 1) { mes "[Lady]"; mes "Alright, there you go!"; if (Zeny > 99) { Zeny -= 100; } close2; - specialeffect EF_BLASTMINEBOMB,AREA," #fire"; + specialeffect(EF_BLASTMINEBOMB, AREA, getnpcid(0, " #fire")); end; } mes "[Lady]"; @@ -4135,7 +4136,7 @@ lou_fild01,224,348,0 script Lady#delivery 4_F_CHNDRESS3,{ mes "like to see some"; mes "firecrackers?"; next; - if (select("Sure!:No thanks~") == 1) { + if (select("Sure!", "No thanks~") == 1) { mes "[Lady]"; mes "Alright,"; mes "there you go!"; @@ -4151,7 +4152,7 @@ lou_fild01,224,348,0 script Lady#delivery 4_F_CHNDRESS3,{ mes "then you must want something"; mes "else. Did someone send you?"; next; - if (select("Yes.:No.") == 1) { + if (select("Yes.", "No.") == 1) { mes "[Lady]"; mes "Who was it?"; mes "Please tell me"; @@ -4223,7 +4224,7 @@ lou_fild01,224,348,0 script Lady#delivery 4_F_CHNDRESS3,{ mes "for its various firecrackers."; mes "Would you like to see one?"; next; - if (select("Sure!:No thanks~") == 1) { + if (select("Sure!", "No thanks~") == 1) { mes "[Lady]"; mes "Alright~"; mes "There you go!"; @@ -4321,7 +4322,7 @@ OnTouch: louyang,217,278,0 script #lou_path HIDDEN_NPC,{ if (ch_poison == 12 || ch_poison == 16) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What's this?"; mes "A crack in the wall?"; next; @@ -4600,7 +4601,7 @@ lou_in02,77,37,7 script Hermit 4_M_CHNOLD,{ mes "is Sun Mao."; mes "This invitation may be sudden, but I am a man of action. I see in your face that you too despise injustice."; next; - switch(select("What am I supposed to do?:I will join you!:Well, I'm just another tourist...")) { + switch(select("What am I supposed to do?", "I will join you!", "Well, I'm just another tourist...")) { case 1: mes "[Sun Mao]"; mes "For now, we must recruit as many members as we can. When we're ready, we'll start a movement that will change Louyang, and even the world!"; @@ -4622,7 +4623,7 @@ lou_in02,77,37,7 script Hermit 4_M_CHNOLD,{ mes "I shall then engrave your name"; mes "on this bloody pledge board. But before I do so, I shall ask once more. Do you truly wish to join us, through pain and bloodshed?"; next; - switch(select("No, wait!:I am 100% sure.")) { + switch(select("No, wait!", "I am 100% sure.")) { case 1: mes "[Sun Mao]"; mes "I understand if you need time to decide. If you do decide to join us, please return. Time is on our side, after all."; @@ -4630,12 +4631,12 @@ lou_in02,77,37,7 script Hermit 4_M_CHNOLD,{ case 2: QL_REVOL = 1; mes "[Sun Mao]"; - mes strcharinfo(0)+ "...!"; + mes strcharinfo(PC_NAME)+ "...!"; mes "Your name is now engraved on this bloody pledge board. We will fight together to the death for Louyang's future!"; next; - getpartymember(getcharid(1)); + getpartymember(getcharid(CHAR_ID_PARTY)); @partymember = $@partymembercount; - if (getpartyleader(getcharid(1),1) == getcharid(0) || !@partymember) { + if (getpartyleader(getcharid(CHAR_ID_PARTY),1) == getcharid(CHAR_ID_CHAR) || !@partymember) { mes "[Sun Mao]"; mes "Now, the most important thing for our cause is to gather more recruits and increase our numbers. Please find others who will join us in our fight."; next; @@ -4658,7 +4659,7 @@ lou_in02,77,37,7 script Hermit 4_M_CHNOLD,{ mes "If you're a real tourist, you do not want to get involved in our business, one way or another."; close; } - } else if (getpartyleader(getcharid(1),2) == getcharid(0)) { + } else if (getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR)) { if (QL_REVOL == 9) { mes "[Sun Mao]"; mes "Once again,"; @@ -4667,7 +4668,7 @@ lou_in02,77,37,7 script Hermit 4_M_CHNOLD,{ mes "Go back safe."; close; } - getpartymember(getcharid(1)); + getpartymember(getcharid(CHAR_ID_PARTY)); @partymember = $@partymembercount; if (QL_REVOL < 8) { if (@partymember == QL_REVOL +1) { @@ -4859,7 +4860,7 @@ lou_in02,77,37,7 script Hermit 4_M_CHNOLD,{ lou_in01,43,147,3 script Gunpowder Expert 4_M_ALCHE_C,{ if (ch_make == 0) { - getpartymember(getcharid(1)); + getpartymember(getcharid(CHAR_ID_PARTY)); @partymember = $@partymembercount; if (!QL_REVOL) { mes "[Hao Chenryu]"; @@ -4894,7 +4895,7 @@ lou_in01,43,147,3 script Gunpowder Expert 4_M_ALCHE_C,{ mes "I may quickly make"; mes "the gunpowder."; next; - switch(select("Make Gunpowder.:Cancel.")) { + switch(select("Make Gunpowder.", "Cancel.")) { case 1: delitem Burn_Tree,1; delitem Cold_Magma,1; diff --git a/npc/quests/quests_lutie.txt b/npc/quests/quests_lutie.txt index dafc377f9..4a1143c8f 100644 --- a/npc/quests/quests_lutie.txt +++ b/npc/quests/quests_lutie.txt @@ -41,7 +41,7 @@ xmas,117,295,4 script Vending Machine Man 4_M_BIBI,{ mes "Hmm...?"; mes "I, Titicupe, esteemed manager of the Toy Factory and genius inventor, has done it again! I've just created the world's most sophisticated vending machine!"; next; - switch(select("Talk to him about the Vending Machine:Items in the Vending Machine:Stop talking")) { + switch(select("Talk to him about the Vending Machine", "Items in the Vending Machine", "Stop talking")) { case 1: mes "[Titicupe]"; mes "Can you see the little snowman to the left side of me? Can you? If you look at his mouth closely, you'll see that it's been built quite largely. You might say, a bit too large for normal purposes..."; @@ -70,7 +70,7 @@ xmas,117,295,4 script Vending Machine Man 4_M_BIBI,{ mes "Oh right! You need to know what kind of items to put into the Vending Machine to get what you want, yes? Go ahead... Ask me~"; emotion e_ic; next; - switch(select("Raccoon Hat:Spore Hat:Wonder Nutshell:Ranbow Eggshell:Blush:Chef Hat:Candle:Cake Hat:End Conversation")) { + switch(select("Raccoon Hat", "Spore Hat", "Wonder Nutshell", "Ranbow Eggshell", "Blush", "Chef Hat", "Candle", "Cake Hat", "End Conversation")) { case 1: mes "[Titicupe]"; mes "Raccoon Hat?"; @@ -162,7 +162,7 @@ xmas,115,297,4 script Vending Machine HIDDEN_NPC,{ mes "[Audi]"; mes "^555555Exciting item vending machine. Invented by great Titicupe. Select the desired item and place required items into snowmouth receptacle.^000000"; next; - switch(select("^FF3355Notice (Must Read)^000000:Raccoon Hat:Spore Hat:Wonder Nutshell:Rainbow Eggshell:Blush:Chef Hat:Candle:Cake Hat:Cancel")) { + switch(select("^FF3355Notice (Must Read)^000000", "Raccoon Hat", "Spore Hat", "Wonder Nutshell", "Rainbow Eggshell", "Blush", "Chef Hat", "Candle", "Cake Hat", "Cancel")) { case 1: mes "[Audi]"; mes "Hi~ !"; @@ -204,12 +204,12 @@ xmas,115,297,4 script Vending Machine HIDDEN_NPC,{ } break; case 3: - if ((countitem(Poison_Spore) > 849) && (countitem(Burn_Tree) > 299) && (countitem(Thin_N'_Long_Tongue) > 0)) { + if ((countitem(Poison_Spore) > 849) && (countitem(Burn_Tree) > 299) && (countitem(Thin_N_Long_Tongue) > 0)) { mes "^3355FFYou gingerly place the items into the snowman's mouth.^000000"; next; delitem Poison_Spore,850; delitem Burn_Tree,300; - delitem Thin_N'_Long_Tongue,1; + delitem Thin_N_Long_Tongue,1; emotion e_oh; mes "^3355FF*Vroooooom~~*"; mes "*Bzzzzzt*"; @@ -268,10 +268,10 @@ xmas,115,297,4 script Vending Machine HIDDEN_NPC,{ } break; case 6: - if (countitem(Alice's_Apron) > 99) { + if (countitem(Alices_Apron) > 99) { mes "^3355FFYou gingerly place all 100 Aprons into the snowman's mouth.^000000"; next; - delitem Alice's_Apron,100; + delitem(Alices_Apron, 100); emotion e_oh; mes "^3355FF*Vroooooom~~*"; mes "*Bzzzzzt*"; diff --git a/npc/quests/quests_morocc.txt b/npc/quests/quests_morocc.txt index 757125618..e786e3580 100644 --- a/npc/quests/quests_morocc.txt +++ b/npc/quests/quests_morocc.txt @@ -52,7 +52,7 @@ moc_ruins,113,181,4 script William 4_M_ORIENT02,{ mes "[William]"; mes "My family, the MacMillan Clan, has been producing Professional Traffic Signal Posts for more than 250 years. Nowadays, we are booking Special Orders for our unique ornament, ^3355FFStop Post^000000."; next; - switch(select("Could I order one ^3355FFStop Post^000000?:Nah...")) { + switch(select("Could I order one ^3355FFStop Post^000000?", "Nah...")) { case 1: mes "[William]"; mes "This unique ornament, ^3355FFStop Post^000000, is a traffic signal on the road, and doubles as a hair ornament! This, we solemnly promise on the strength of a 100-year guarantee."; @@ -93,7 +93,7 @@ moc_ruins,118,176,4 script Alchemist 1_M_WIZARD,{ mes "Howdy, new customer!!"; mes "I know what you're gonna talk about. You want the Magic Glasses from me, riiiiight?"; next; - switch(select("What is that?:Manufacture:Ignore him")) { + switch(select("What is that?", "Manufacture", "Ignore him")) { case 1: mes "[Marius]"; mes "Hmm~!"; @@ -228,7 +228,7 @@ OnTouch: mes "know this guy?"; next; if (prt_curse == 24) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I don't care what you say, I'm coming in!!!"; next; mes "[Litheron]"; @@ -246,7 +246,7 @@ OnTouch: mes "Besides, you can't risk making trouble here: this place"; mes "is full of deadly Assassins."; next; - switch(select("Sure:Why should I?!")) { + switch(select("Sure", "Why should I?!")) { case 1: if (Zeny > 999) { mes "[Litheron]"; @@ -348,7 +348,7 @@ que_job01,82,95,3 script Bar Master#moc_main01 1_ETC_01,{ mes "......Huh. How did a ruffian like you get in here?"; mes "Well, I guess Jack's not doing his job."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hey,master, don't be so harsh. We know each other, don't we?"; mes "You don't wanna hurt your old friend's feeling~"; next; @@ -362,14 +362,14 @@ que_job01,82,95,3 script Bar Master#moc_main01 1_ETC_01,{ mes "What do you wanna drink?"; } next; - switch(select("Order a Drink:Ask About Mission:Cancel")) { + switch(select("Order a Drink", "Ask About Mission", "Cancel")) { case 1: mes "[Master]"; mes "In this place, I only serve two drinks."; mes "You want a Tropical Sograt or"; mes "a Vermilion on the Beach?"; next; - switch(select("Tropical Sograt:Vermilion on the Beach:Do you offer any free drinks?")) { + switch(select("Tropical Sograt", "Vermilion on the Beach", "Do you offer any free drinks?")) { case 1: if (checkweight(Spawn,200) == 0) { mes "[Master]"; @@ -583,7 +583,7 @@ que_job01,49,49,5 script Tao#dan_09 4_F_YUNYANG,{ mes "How's out, meow?"; next; if (prt_curse == 24) { - switch(select("Is Marjana in?:I'm here to see you,Tao.")) { + switch(select("Is Marjana in?", "I'm here to see you,Tao.")) { case 1: mes "[Tao]"; mes "She's in the room on your left, meow~"; @@ -616,7 +616,7 @@ que_job01,49,49,5 script Tao#dan_09 4_F_YUNYANG,{ mes "[Tao]"; mes "What's up, meow!"; next; - switch(select("So, it's just you, little brat?:What has gotten into you?!:Hey, stop meowing?!")) { + switch(select("So, it's just you, little brat?", "What has gotten into you?!", "Hey, stop meowing?!")) { case 1: mes "[Tao]"; mes "What are you talking about, meow!"; @@ -830,7 +830,7 @@ OnDisable: */ yuno_in04,180,106,3 script Reading Girl#moc_girl1 1_F_MERCHANT_01,{ - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Excuse me, but may I ask"; mes "you a question?"; next; @@ -849,7 +849,7 @@ yuno_in04,180,106,3 script Reading Girl#moc_girl1 1_F_MERCHANT_01,{ mes "Oh.. I can't wait to see Hoein Special.."; mes "And this, you could have a look if you want to."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Oh, now, I shouldn't."; mes "Looks like the cover's rounded with a red strap,"; mes "which..I really think is for adults only."; @@ -874,7 +874,7 @@ que_job01,70,84,1 script Girl#moc_ex002 4_F_SITDOWN,{ mes "Nothing seems to be working now.."; emotion e_sob; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "....Tsk..tsk..."; mes "Good heavens.. I can't believe this young girl's drinking with sadness...."; close; @@ -887,7 +887,7 @@ moc_fild20,354,183,3 script Continental Guard#01::MocConGuard 4_M_MOC_SOLDIER,3, mes "No commoners are allowed in the area beyond this point."; mes "This place is extremely dangerous so you are restricted from entering."; next; - switch(select("Cancel Conversation:Ask What Happened")) { + switch(select("Cancel Conversation", "Ask What Happened")) { case 1: close; case 2: @@ -903,7 +903,7 @@ moc_fild20,354,183,3 script Continental Guard#01::MocConGuard 4_M_MOC_SOLDIER,3, mes "[Continental Guard]"; mes "If you'd like to know more information, I suggest that you speak to the Continental Guard in charge of the accident site in Morroc Village."; next; - switch(select("End Conversation:Ask About Guard's Location")) { + switch(select("End Conversation", "Ask About Guard's Location")) { case 1: close; case 2: @@ -913,7 +913,7 @@ moc_fild20,354,183,3 script Continental Guard#01::MocConGuard 4_M_MOC_SOLDIER,3, mes "[Continental Guard]"; mes "If you'd like, I can send you there directly."; next; - switch(select("No, thanks.:Please do.")) { + switch(select("No, thanks.", "Please do.")) { case 1: mes "[Continental Guard]"; mes "I see. Well then, for your safety, please leave this dangerous area as soon as possible."; @@ -933,17 +933,17 @@ moc_fild20,354,183,3 script Continental Guard#01::MocConGuard 4_M_MOC_SOLDIER,3, mes "No commoners are allowed in the area beyond this point."; mes "This place is extremely dangerous so you are restricted from entering."; next; - switch(select("Cancel Conversation:Enter the Field to Investigate:Move to Morroc's Accident Site")) { + switch(select("Cancel Conversation", "Enter the Field to Investigate", "Move to Morroc's Accident Site")) { case 1: close; case 2: if ($@re_moc < 3) { - getpartymember(getcharid(1)); + getpartymember(getcharid(CHAR_ID_PARTY)); .@partymembercount = $@partymembercount; copyarray .@partymembername$[0],$@partymembername$[0],.@partymembercount; while (.@partymembercount >= 0) { .@name$ = .@partymembername$[.@partymembercount]; - if (isloggedin(getcharid(3,.@name$))) { + if (isloggedin(getcharid(CHAR_ID_ACCOUNT,.@name$))) { ++.@onlinemembers; } --.@partymembercount; @@ -1001,17 +1001,17 @@ moc_fild20,354,183,3 script Continental Guard#01::MocConGuard 4_M_MOC_SOLDIER,3, mes "[Continental Guard]"; mes "Ah, you're an adventurer working for the Continental Guard. Nice to meet you. Feel free to ask me if you need my assistance."; next; - getpartymember(getcharid(1)); + getpartymember(getcharid(CHAR_ID_PARTY)); .@partymembercount = $@partymembercount; copyarray .@partymembername$[0],$@partymembername$[0],.@partymembercount; while (.@partymembercount >= 0) { .@name$ = .@partymembername$[.@partymembercount]; - if (isloggedin(getcharid(3,.@name$))) { + if (isloggedin(getcharid(CHAR_ID_ACCOUNT,.@name$))) { ++.@onlinemembers; } --.@partymembercount; } - switch(select("Enter the First Field to Investigate:Enter the Second Field to Investigate:Return to Morroc's Accident Site:Cancel Conversation")) { + switch(select("Enter the First Field to Investigate", "Enter the Second Field to Investigate", "Return to Morroc's Accident Site", "Cancel Conversation")) { case 1: if ((.@onlinemembers > 1) && (countitem(Continental_Guard_Paper) > 0)) { mes "[Continental Guard]"; @@ -1092,7 +1092,6 @@ moc_fild20,354,183,3 script Continental Guard#01::MocConGuard 4_M_MOC_SOLDIER,3, end; } -//OnTouch2: OnTouch: mes "[Continental Guard]"; mes "No commoners are allowed in the area beyond this point."; @@ -1110,7 +1109,7 @@ moc_fild20,203,336,5 duplicate(MocConGuard) Continental Guard#07 4_M_MOC_SOLDIER moc_fild20,215,336,3 duplicate(MocConGuard) Continental Guard#08 4_M_MOC_SOLDIER,3,3 - script Continental Messenger#00::ConMessenger 4_M_MOCASS1,3,3,{ - .@area$ = strnpcinfo(2); + .@area$ = strnpcinfo(NPC_NAME_HIDDEN); if (.@area$ == "01") { .@area$ = "Prontera"; } else if (.@area$ == "02") { .@area$ = "Geffen"; } else if (.@area$ == "03") { .@area$ = "Payon"; } @@ -1118,10 +1117,10 @@ moc_fild20,215,336,3 duplicate(MocConGuard) Continental Guard#08 4_M_MOC_SOLDIER else if (.@area$ == "05") { .@area$ = "Al De Baran"; } if (BaseLevel > 79) { mes "[Continental Guard Messenger]"; - mes "Good day, "+ strcharinfo(0) +". We don't have the luxury of time in this dire situation so I'll try to make this quick."; + mes "Good day, "+ strcharinfo(PC_NAME) +". We don't have the luxury of time in this dire situation so I'll try to make this quick."; next; mes "[Continental Guard Messenger]"; - mes "I'm a messenger dispatched here to " + .@area$ + " from the Morroc Continental Guard Headquarters. My duty is to deliver this important message to as many renowned adventurers as I can. I'm glad that I was finally able to find you, "+ strcharinfo(0) +"."; + mes "I'm a messenger dispatched here to " + .@area$ + " from the Morroc Continental Guard Headquarters. My duty is to deliver this important message to as many renowned adventurers as I can. I'm glad that I was finally able to find you, "+ strcharinfo(PC_NAME) +"."; next; select("Morroc Continental Guard Headquarters?"); mes "[Continental Guard Messenger]"; @@ -1140,10 +1139,10 @@ moc_fild20,215,336,3 duplicate(MocConGuard) Continental Guard#08 4_M_MOC_SOLDIER mes "The Morroc Continental Guard was immediately organized to fight Satan Morroc and bring relief to this dire situation. I'm here to inform everyone in the Rune-Midgarts Kingdom about this catastrophe."; next; mes "[Continental Guard Messenger]"; - mes "We need your help, "+ strcharinfo(0) +". We need reputable adventurers like you to seal away Satan Morroc once again."; + mes "We need your help, "+ strcharinfo(PC_NAME) +". We need reputable adventurers like you to seal away Satan Morroc once again."; next; mes "[Continental Guard Messenger]"; - mes "For more information, please speak to the captain of the Morroc Continental Guard. He is waiting for you, "+ strcharinfo(0) +"."; + mes "For more information, please speak to the captain of the Morroc Continental Guard. He is waiting for you, "+ strcharinfo(PC_NAME) +"."; next; mes "[Continental Guard Messenger]"; mes "The Continental Guard Headquarters is located near the center palace of Morroc, so please go speak to the chief as soon as you can."; @@ -1184,7 +1183,7 @@ moc_fild20,215,336,3 duplicate(MocConGuard) Continental Guard#08 4_M_MOC_SOLDIER OnTouch: if (BaseLevel > 79) { mes "[Continental Guard Messenger]"; - mes "Are you... "+ strcharinfo(0) +"?"; + mes "Are you... "+ strcharinfo(PC_NAME) +"?"; mes "Ah, very well. I have an extremely important message for you."; next; mes "[Continental Guard Messenger]"; @@ -1216,7 +1215,7 @@ morocc,176,103,3 script Continental Official 4_M_SAGE_A,{ mes "[Continental Guard Official]"; mes "Welcome to the Morroc Subjugation Information Center. How may I help you?"; next; - switch(select("What is this place for?:I'm here to volunteer.:Tell me about the village situation.")) { + switch(select("What is this place for?", "I'm here to volunteer.", "Tell me about the village situation.")) { case 1: mes "[Continental Guard Official]"; mes "I'm stationed here to assist adventurers who wish to volunteer and help the Continental Guard fight Satan Morroc."; @@ -1233,7 +1232,7 @@ morocc,176,103,3 script Continental Official 4_M_SAGE_A,{ case 2: if (BaseLevel > 79) { mes "[Continental Guard Official]"; - mes "Welcome, " + strcharinfo(0) + ". I've been waiting for you. I assume our messenger informed you of our situation."; + mes "Welcome, " + strcharinfo(PC_NAME) + ". I've been waiting for you. I assume our messenger informed you of our situation."; next; mes "[Continental Guard Official]"; mes "Let me process your application immediately. Please wait."; @@ -1293,7 +1292,7 @@ morocc,159,113,3 script Chief Balrog 4_M_CRU_OLD,{ mes "[Chief Balrog]"; mes "It looks like you have business with me. Please make it brief since I don't have a lot of time on my hands. There's lots of things I need to take care of..."; next; - switch(select("Ask about Continental Guards:I want to join the Continental Guard.:End Conversation")) { + switch(select("Ask about Continental Guards", "I want to join the Continental Guard.", "End Conversation")) { case 1: mes "[Chief Balrog]"; mes "The damage that Satan Morroc's resurrection has caused is obvious just by taking a look around this area."; @@ -1317,7 +1316,7 @@ morocc,159,113,3 script Chief Balrog 4_M_CRU_OLD,{ next; if (BaseLevel > 79) { mes "[Chief Balrog]"; - mes "What was your name? " + strcharinfo(0) + "? Oh yes, I've heard of you."; + mes "What was your name? " + strcharinfo(PC_NAME) + "? Oh yes, I've heard of you."; next; mes "[Chief Balrog]"; mes "Hmm, it occurs to me that you don't understand the danger involved in all this. Do you have any idea how powerful Satan Morroc is?"; @@ -1331,7 +1330,7 @@ morocc,159,113,3 script Chief Balrog 4_M_CRU_OLD,{ mes "[Chief Balrog]"; mes "I'm sorry, but inexperienced adventurers would just get in our way. I hope you understand. If you really want to help us, then please focus on your training for now."; next; - switch(select("End Conversation:Ask Again")) { + switch(select("End Conversation", "Ask Again")) { case 1: close; case 2: @@ -1344,7 +1343,7 @@ morocc,159,113,3 script Chief Balrog 4_M_CRU_OLD,{ mes "[Chief Balrog]"; mes "Please understand that this is for your own good. Fight some Porings or whatever else might be a good match for your level."; next; - switch(select("End Conversation:You've just got to let me join!")) { + switch(select("End Conversation", "You've just got to let me join!")) { case 1: close; case 2: @@ -1357,14 +1356,14 @@ morocc,159,113,3 script Chief Balrog 4_M_CRU_OLD,{ mes "[Chief Balrog]"; mes "Stop bothering me. You'd be nothing but a burden."; next; - switch(select("Give Up:Give me a chance to prove myself!")) { + switch(select("Give Up", "Give me a chance to prove myself!")) { case 1: close; case 2: mes "[Chief Balrog]"; mes "Huh? You want a chance to prove yourself?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Yes, I'll do whatever it takes to join the Continental Guard!"; next; mes "[Chief Balrog]"; @@ -1382,7 +1381,7 @@ morocc,159,113,3 script Chief Balrog 4_M_CRU_OLD,{ mes "[Chief Balrog]"; mes "I happened to hear that the monsters in the Lava Dungeon have everlasting flame which would solve our bonfire problems. I want you to gather those flames for us."; next; - switch(select("That's too hard! Let me think about it!:No problem.")) { + switch(select("That's too hard! Let me think about it!", "No problem.")) { case 1: mes "[Chief Balrog]"; mes "Hmpf, I was right. I knew you wouldn't be able to handle such a simple task. I shouldn't have wasted my time with you."; @@ -1430,7 +1429,7 @@ morocc,159,113,3 script Chief Balrog 4_M_CRU_OLD,{ mes "[Chief Balrog]"; mes "Anyways, thank you for bringing the Live Coals. I guess you're stronger than I thought."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Now will you let me join the Continental Guard?"; next; mes "[Chief Balrog]"; @@ -1439,7 +1438,7 @@ morocc,159,113,3 script Chief Balrog 4_M_CRU_OLD,{ mes "[Chief Balrog]"; mes "I'm still not convinced that you're good enough to join us. Let me think... Hmm..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I didn't think you would accept me so easily. I'm ready. Ask me whatever you want."; next; mes "[Chief Balrog]"; @@ -1448,13 +1447,13 @@ morocc,159,113,3 script Chief Balrog 4_M_CRU_OLD,{ mes "[Chief Balrog]"; mes "These mercenaries have never seen the desert, and they're having trouble carrying out operations in the heat, dry air, and sandstorms. It's not their fault, but they could use a little help since they're out of their element."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(This guy seems threatening, but he seems to have a good heart.)"; next; mes "[Chief Balrog]"; mes "Now, I remember hearing that the monsters in the Ice Cave to the north have frozen hearts. Those hearts might be able to relieve those soldiers from the heat."; next; - switch(select("That's too hard!:No problem. How many do you want?")) { + switch(select("That's too hard!", "No problem. How many do you want?")) { case 1: mes "[Chief Balrog]"; mes "I knew that'd be too tough for you. I'm glad you finally realized your limits before it was too late. It takes wisdom to recognize your weakness."; @@ -1501,7 +1500,7 @@ morocc,159,113,3 script Chief Balrog 4_M_CRU_OLD,{ rebirth_moc_edq = 4; changequest 3052,3053; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What's this?"; next; mes "[Chief Balrog]"; @@ -1533,7 +1532,7 @@ morocc,159,113,3 script Chief Balrog 4_M_CRU_OLD,{ mes "[Chief Balrog]"; mes "I guess you'd benefit from a full situational briefing. Shall I brief you now?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Chief Balrog]"; mes "I'm going to tell you some basic information about fighting Satan Morroc as a member of the Continental Guard."; @@ -1615,7 +1614,7 @@ morocc,159,113,3 script Chief Balrog 4_M_CRU_OLD,{ mes "[Chief Balrog]"; mes "I've prepared a few things to give as a reward for you. Let's see... I have three items. Which one do you like to receive?"; next; - switch(select("1. Seal of Continental Guard:2. Morroc Charm Stone:3. Morroc Ring")) { + switch(select("1. Seal of Continental Guard", "2. Morroc Charm Stone", "3. Morroc Ring")) { case 1: mes "[Chief Balrog]"; mes "The Seal of Continental Guard is an extremely valuable reward given directly from the kingdom court. It is a symbol of strength."; @@ -1626,7 +1625,7 @@ morocc,159,113,3 script Chief Balrog 4_M_CRU_OLD,{ mes "[Chief Balrog]"; mes "Do you really want the Seal of Continental Guard?"; next; - switch(select("1. Yes.:2. No.")) { + switch(select("1. Yes.", "2. No.")) { case 1: mes "[Chief Balrog]"; mes "Great, then I'll reward you with the Seal of Continental Guard. Congratulations."; @@ -1658,7 +1657,7 @@ morocc,159,113,3 script Chief Balrog 4_M_CRU_OLD,{ mes "[Chief Balrog]"; mes "Do you really want a Morroc Charm Stone?"; next; - switch(select("1. Yes.:2. No.")) { + switch(select("1. Yes.", "2. No.")) { case 1: mes "[Chief Balrog]"; mes "Great, then I'll reward you with a Morroc Charm Stone. Congratulations."; @@ -1690,7 +1689,7 @@ morocc,159,113,3 script Chief Balrog 4_M_CRU_OLD,{ mes "[Chief Balrog]"; mes "Do you really want a Morroc Ring?"; next; - switch(select("1. Yes.:2. No.")) { + switch(select("1. Yes.", "2. No.")) { case 1: mes "[Chief Balrog]"; mes "Great, then I'll reward you with a Morroc Ring. Congratulations."; @@ -1727,7 +1726,7 @@ morocc,159,113,3 script Chief Balrog 4_M_CRU_OLD,{ mes "[Chief Balrog]"; mes "I've prepared a few things to give as a reward for you. Let's see... I have three items. Which one do you like to receive?"; next; - switch(select("1. Seal of Continental Guard:2. Morroc Charm Stone:3. Morroc Ring")) { + switch(select("1. Seal of Continental Guard", "2. Morroc Charm Stone", "3. Morroc Ring")) { case 1: mes "[Chief Balrog]"; mes "The Seal of Continental Guard is an extremely valuable reward given directly from the kingdom court. It is a symbol of strength."; @@ -1738,7 +1737,7 @@ morocc,159,113,3 script Chief Balrog 4_M_CRU_OLD,{ mes "[Chief Balrog]"; mes "Do you really want the Seal of Continental Guard?"; next; - switch(select("1. Yes.:2. No.")) { + switch(select("1. Yes.", "2. No.")) { case 1: mes "[Chief Balrog]"; mes "Great, then I'll reward you with the Seal of Continental Guard. Congratulations."; @@ -1770,7 +1769,7 @@ morocc,159,113,3 script Chief Balrog 4_M_CRU_OLD,{ mes "[Chief Balrog]"; mes "Do you really want a Morroc Charm Stone?"; next; - switch(select("1. Yes.:2. No.")) { + switch(select("1. Yes.", "2. No.")) { case 1: mes "[Chief Balrog]"; mes "Great, then I'll reward you with a Morroc Charm Stone. Congratulations."; @@ -1802,7 +1801,7 @@ morocc,159,113,3 script Chief Balrog 4_M_CRU_OLD,{ mes "[Chief Balrog]"; mes "Do you really want a Morroc Ring?"; next; - switch(select("1. Yes.:2. No.")) { + switch(select("1. Yes.", "2. No.")) { case 1: mes "[Chief Balrog]"; mes "Great, then I'll reward you with a Morroc Ring. Congratulations."; @@ -1898,7 +1897,7 @@ moc_fild21,178,239,0 script Group of Evil#edq CLEAR_NPC,1,1,{ next; mes "You can feel the power of the darkness rise from the gap where light and darkness are mingled."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Wah...!"; close2; if($@re_moc == 1) { @@ -2068,13 +2067,13 @@ sec_in02,14,43,5 script Morroc GlobalVar Admin::MorrocAdmin_sec 4_F_RUSGREEN,{ mes "[Helper]"; mes "What do you want?"; next; - switch(select("Cancel.:Reset")) { + switch(select("Cancel.", "Reset")) { case 1: mes "[Helper]"; mes "Alright."; close; case 2: - if (strnpcinfo(4) == "sec_in02") + if (strnpcinfo(NPC_MAP) == "sec_in02") mes "You can reset at moc_fild21 5 5."; else { mes "Reset starts."; @@ -2123,9 +2122,9 @@ moc_ruins,137,70,3 script Book-Touching Man#garas 1_M_02,{ next; mes "^660000You wave your hand close to his face to get his attention. He seems, however, to be in his own dreams, completely oblivious of your presense.^000000"; next; - switch(select("Speak:Pass Him By")) { + switch(select("Speak", "Pass Him By")) { case 1: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Are you talking to yourself?"; next; emotion e_omg; @@ -2136,7 +2135,7 @@ moc_ruins,137,70,3 script Book-Touching Man#garas 1_M_02,{ mes "^660000Surprised by your voice, he yelled at you, which seemed bizarre."; mes "You wonder what he meant by feeling her when he was just watching and touching a book.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Who's Mammi?"; next; emotion e_omg; @@ -2190,7 +2189,7 @@ moc_ruins,137,70,3 script Book-Touching Man#garas 1_M_02,{ mes "[Benjamin]"; mes "....Ye... Yes, you!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Huh?"; emotion e_swt2,1; next; @@ -2204,7 +2203,7 @@ moc_ruins,137,70,3 script Book-Touching Man#garas 1_M_02,{ mes "All I'm asking is to check out a book from Prontera Library for me. It sounds easy, doesn't it?"; mes "Well, you don't look like someone who loves reading, but I hope you at least know how to check out a book from a library."; next; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "[Benjamin]"; mes "If you help me, I'll show you a limited picture book edition of Mammi... Once. Hehehehe."; mes "What do you say? You do want to help me, right?"; @@ -2219,7 +2218,7 @@ moc_ruins,137,70,3 script Book-Touching Man#garas 1_M_02,{ } mes "^660000What do you want to do?^000000"; next; - switch(select("Help him:Don't help him")) { + switch(select("Help him", "Don't help him")) { case 1: mes "[Benjamin]"; mes "Wow, are you really going to help me?"; @@ -2264,9 +2263,9 @@ moc_ruins,137,70,3 script Book-Touching Man#garas 1_M_02,{ mes "Who dares interrupt me from feeling Mammi? Do you want a piece of me... Err?"; mes "Gosh, it's you. What took you so long? Wasn't Prontera Library, like, five minutes away?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ahchoo! Thanks to you, I couldn't find it from the library. So I travelled all the way up to Schwaltzvalt... Ahchoo!"; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); next; mes "^660000Feeling angry at him, you exaggerated a fit of sneezing which you have had for quite a while.^000000"; next; @@ -2278,7 +2277,7 @@ moc_ruins,137,70,3 script Book-Touching Man#garas 1_M_02,{ mes "...No, I can do anything as long as it's for Mammi. Heh heh, you're a kind adventurer. Thanks."; mes "Was it cold up there? I guess it is since Schwaltzvalt is located up north from here."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ".................."; next; mes "[Benjamin]"; @@ -2305,7 +2304,7 @@ moc_ruins,137,70,3 script Book-Touching Man#garas 1_M_02,{ mes "How could no one shed a tear after watching this sad picture of her?! Argh, Mammi! I'm coming to make you the happiest woman in the world!"; next; cutin "mami02",4; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "'She looks different than I thought with these glasses and pony tails... She really looks like someone who loves literature."; mes "Wait, when did people start calling Comodo the City of Lovers? Hmm... This guy really thinks weird things!'"; next; @@ -2314,13 +2313,13 @@ moc_ruins,137,70,3 script Book-Touching Man#garas 1_M_02,{ next; mes "^660000He is staring at you arrogantly. Obviously, he doesn't care if you like the book or not.^000000"; next; - switch(select("I'll take it.:No, thanks.")) { + switch(select("I'll take it.", "No, thanks.")) { case 1: mes "'^660000Well, if it's for free, and there's no harm keeping it.'^000000"; next; break; case 2: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "No, thanks. I'm not interested in her as much as you."; next; mes "...^660000Was what you were about to say, but you could not refuse his offer. Looking at his fanatical eyes, burning with love for her, even Odin could not refuse...^000000"; @@ -2346,7 +2345,7 @@ moc_ruins,137,70,3 script Book-Touching Man#garas 1_M_02,{ mes "^660000The Trace of the Fate, huh?"; mes "Well, I don't have anything else to do. I might want to read the book...^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Wait, does it mean that I have to go back to Juno Library?"; next; mes "^660000Thinking of travelling back to Juno made you sigh in frustration.^000000"; @@ -2361,7 +2360,7 @@ moc_ruins,137,70,3 script Book-Touching Man#garas 1_M_02,{ } else if (barmunt_crow == 15) { if ((countitem(Author_Memo) == 1) && (countitem(Author_Autograph) == 1)) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hey, Benjamin!"; mes "I've got the perfect thing to help you appeal to Mammi. Do you want to see?"; next; @@ -2376,10 +2375,10 @@ moc_ruins,137,70,3 script Book-Touching Man#garas 1_M_02,{ mes "These will surely help me get closer to Mammi!"; mes "Give them to me!"; next; - switch(select("Give:Don't Give")) { + switch(select("Give", "Don't Give")) { case 1: mes "[Benjamin]"; - mes "Oh, "+ strcharinfo(0) +"!"; + mes "Oh, "+ strcharinfo(PC_NAME) +"!"; mes "You are the best! Thanks!"; next; mes "[Benjamin]"; @@ -2433,14 +2432,14 @@ prt_in,179,92,3 script Library Curator#garas 1_M_LIBRARYMASTER,{ mes "Our library's Monster Encyclopedia has every monster in the Rune-Midgart Kingdom categorized by dungeon, to help our readers find them easily."; mes "We also have many essential books for adventurers. Why don't you take a look?"; next; - switch(select("Search books.:Look around the library.")) { + switch(select("Search books.", "Look around the library.")) { case 1: mes "[Curator Guys]"; mes "Do you have a specific book in mind?"; mes "No problem, I'm here to assist you."; mes "What kind of book are you looking for?"; next; - switch(select("Say the title.:Say the author.:Search by keyword.")) { + switch(select("Say the title.", "Say the author.", "Search by keyword.")) { case 1: mes "[Curator Guys]"; mes "Oh, do you know the title?"; @@ -2504,7 +2503,7 @@ prt_in,179,92,3 script Library Curator#garas 1_M_LIBRARYMASTER,{ mes "^3131FFOliver Hilpert's"; mes "<The Crow of the Fate>^000000!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "That's right! That's what I'm looking for!"; next; mes "[Curator Guys]"; @@ -2561,7 +2560,7 @@ yuno,333,210,5 script Library Master#garas 1_M_LIBRARYMASTER,{ next; mes "^660000A man is also yelling at the front of the library.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "What's happening here?"; next; mes "[Library Master]"; @@ -2601,7 +2600,7 @@ yuno,333,210,5 script Library Master#garas 1_M_LIBRARYMASTER,{ next; mes "^660000You looked down on the ground, and then found a couple of feathers dropped from the crow when it was hit by the pebble.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Wow, look at the size of these feathers. I guess such a huge crow needs big feathers to fly."; next; mes "[Library Master]"; @@ -2614,15 +2613,15 @@ yuno,333,210,5 script Library Master#garas 1_M_LIBRARYMASTER,{ mes "You know the old saying, 'you can memorize Edda after 3 years of working at a library.'"; mes "Why don't you keep one of the feathers? Who knows? It may bring you good luck."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I guess so."; next; mes "^660000You picked up one of the big dark feathers from the ground."; mes "Looking at the lustrous feather somehow made you feel so happy, as if you had obtained treasure.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Ahchoo!"; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); next; mes "[Library Master]"; mes "God bless you. Oh, did you catch cold?"; @@ -2647,7 +2646,6 @@ yuno,333,210,5 script Library Master#garas 1_M_LIBRARYMASTER,{ } yuno,336,203,0 script #garas_catch HIDDEN_WARP_NPC,3,3,{ -//OnTouch2: OnTouch: if (barmunt_crow == 2) { mes "[Dog]"; @@ -2661,7 +2659,7 @@ OnTouch: next; mes "^660000A man is also yelling at the front of the library.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "What's happening here?"; next; mes "[Library Master]"; @@ -2701,7 +2699,7 @@ OnTouch: next; mes "^660000You looked down on the ground, and then found a couple of feathers dropped from the crow when it was hit by the pebble.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Wow, look at the size of these feathers. I guess such a huge crow needs big feathers to fly."; next; mes "[Library Master]"; @@ -2714,15 +2712,15 @@ OnTouch: mes "You know the old saying, 'you can memorize Edda after 3 years of working at a library.'"; mes "Why don't you keep one of the feathers? Who knows? It may bring you good luck."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I guess so."; next; mes "^660000You picked up one of the big dark feathers from the ground."; mes "Looking at the lustrous feather somehow made you feel so happy, as if you had obtained treasure.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Ahchoo!"; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); next; mes "[Library Master]"; mes "God bless you. Oh, did you catch cold?"; @@ -2761,16 +2759,16 @@ yuno_in04,111,57,3 script Library Part-Timer#garas 4_F_LGTGIRL,{ mes "[Library Part-Timer]"; mes "...Now how may I help you?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I'm looking for a book called <The Crow of the Fate> written by Oliver Hilpert... Ahchoo!"; emotion e_wah,1; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); next; mes "[Library Part-Timer]"; mes "Ah, I remember that one... It's the one most frequently left in the cart."; mes "Please enter the room on the ^3131FFright side^000000. You can find it in the Bestseller corner."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Thanks."; close; } @@ -2778,17 +2776,17 @@ yuno_in04,111,57,3 script Library Part-Timer#garas 4_F_LGTGIRL,{ mes "[Library Part-Timer]"; mes "How may I help you?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Yes, umm... ahchoo! Where can I find old news articles...? Ahchoo!"; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); next; mes "[Library Part-Timer]"; mes "Oh, you can find them in a corner of the right room."; mes "Please be careful when you handle them since most of them are pretty ancient."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Thanks... Ahchoo!"; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); close; } else if (barmunt_crow == 11) { @@ -2799,15 +2797,15 @@ yuno_in04,111,57,3 script Library Part-Timer#garas 4_F_LGTGIRL,{ mes "[Library Part-Timer]"; mes "...How may I help you?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Cough... I'm looking for a book called <The Crow of the Fate> written by Oliver Hilpert."; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); next; mes "[Library Part-Timer]"; mes "Ah, I remember that one... It's the one most frequently left in the cart."; mes "Go ^3131FFupstairs^000000, and check the left shelf."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Thanks."; next; mes "[Library Part-Timer]"; @@ -2819,7 +2817,7 @@ yuno_in04,111,57,3 script Library Part-Timer#garas 4_F_LGTGIRL,{ next; mes "[Library Part-Timer]"; mes "Right! When the hero was meeting his end in the burning mansion... ^FF0000-- BEEP --^000000"; - specialeffect2 EF_BASH3D2; + specialeffect(EF_BASH3D2, AREA, playerattached()); close2; warp "que_ba",264,186; end; @@ -2846,11 +2844,11 @@ yuno_in04,100,5,3 script Hot Bestseller Corner HIDDEN_NPC,{ mes "^660000It was not that difficult to find 'The Crow of the Fate'"; mes "because it was the only book leaning against the wall of an empty shelf.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ah, luckily there's one... Ahchoo!"; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Sniff... So now all I have to do is just check this out and deliver it to that Mammi fanatic."; next; mes "^FF0000-- BEEP --^000000"; @@ -2858,7 +2856,7 @@ yuno_in04,100,5,3 script Hot Bestseller Corner HIDDEN_NPC,{ mes "^660000You were about to pull out the book, complaining and grumbling, when suddenly it felt as if your brain exploded. You black out...^000000"; barmunt_crow = 4; close2; - specialeffect2 EF_BASH3D2; + specialeffect(EF_BASH3D2, AREA, playerattached()); warp "que_ba",247,33; end; } @@ -2870,18 +2868,18 @@ yuno_in04,100,5,3 script Hot Bestseller Corner HIDDEN_NPC,{ mes "^660000It was not that difficult to find 'The Crow of the Fate'"; mes "because it was the only book leaning against the wall of an empty shelf.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ah, luckily there's one... Ahchoo!"; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Sniff... So now all I have to do is just check this out and deliver it to that Mammi fanatic."; next; mes "^FF0000-- BEEP --^000000"; next; mes "^660000You were about to pull out the book, complaining and grumbling, when suddenly it felt as if your brain exploded. You black out...^000000"; close2; - specialeffect2 EF_BASH3D2; + specialeffect(EF_BASH3D2, AREA, playerattached()); warp "que_ba",247,33; end; } @@ -2893,18 +2891,18 @@ yuno_in04,100,5,3 script Hot Bestseller Corner HIDDEN_NPC,{ mes "^660000It was not that difficult to find 'The Crow of the Fate'"; mes "because it was the only book leaning against the wall of an empty shelf.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ah, luckily there's one... Ahchoo!"; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Sniff... So now all I have to do is just check this out and deliver it to that Mammi fanatic."; next; mes "^FF0000-- BEEP --^000000"; next; mes "^660000You were about to pull out the book, complaining and grumbling, when suddenly it felt as if your brain exploded. You black out...^000000"; close2; - specialeffect2 EF_BASH3D2; + specialeffect(EF_BASH3D2, AREA, playerattached()); warp "que_ba",247,33; end; } @@ -2912,8 +2910,7 @@ yuno_in04,100,5,3 script Hot Bestseller Corner HIDDEN_NPC,{ } yuno_in04,100,3,0 script #garas_path HIDDEN_WARP_NPC,1,1,{ -//OnTouch2: -OnTouch2: +OnTouch: if (barmunt_crow == 6) { mes "..................................."; next; @@ -2929,9 +2926,9 @@ OnTouch2: next; mes "^660000You turned your head toward the bookshelf, and found the bookshelf with the empty shelf.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Phew... I guess I had a dream or something... Ahchoo!"; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); next; mes "^660000It was an indescribable dream: a burning laboratory in an unknown place in Schwaltzvalt."; mes "You tried to think hard, but could not figure out what the dream meant.^000000"; @@ -2950,7 +2947,7 @@ OnTouch2: next; mes "^660000The books was telling the exact scene that you have seen in your dream.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Deja Vu? Am I having Deja Vu?"; next; mes "^660000Of course, it was just a dream, but still was a very mysterious experience.^000000"; @@ -2966,7 +2963,7 @@ OnTouch2: close; } else if (barmunt_crow == 7) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "If I want to read news articles about fires, which section should I go to?"; close; } @@ -3046,7 +3043,7 @@ yuno_in04,117,102,3 script Old News Scrapbook CLEAR_NPC,{ mes "righteous punishment for trifling with his creations."; mes " "; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "..........................."; mes "..........................."; mes "This is the place I've seen in my dream!"; @@ -3061,7 +3058,7 @@ yuno_in04,117,102,3 script Old News Scrapbook CLEAR_NPC,{ mes "You feel your heart beating faster with excitement."; mes "You are now convinced this was not just your dream or illusion. You had a vision of what really happened in the past."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I can't believe this is happening!"; mes "Think hard... It was ^FF0000an area connected to a northern cave^000000."; barmunt_crow = 8; @@ -3120,7 +3117,7 @@ yuno_in04,169,123,3 script Suspicious Man#oliver_h 4_M_ATEIL,{ if (barmunt_crow > 14) { mes "^660000The writer was writing in the notebook at an extremely fast pace.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Let's not disturb him, especially when he is full of creative ideas. That doesn't happen very often."; close; } @@ -3136,7 +3133,7 @@ yuno_in04,169,123,3 script Suspicious Man#oliver_h 4_M_ATEIL,{ mes "[Oliver Hilpert]"; mes "Did you change your mind about selling Lady Mammi's picture book to me?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: cutin "oliver_smile",2; mes "[Oliver Hilpert]"; @@ -3157,11 +3154,11 @@ yuno_in04,169,123,3 script Suspicious Man#oliver_h 4_M_ATEIL,{ mes "[Oliver Hilpert]"; mes "I haven't had a chance to open it, but my publisher said it has something very rare inside. I hope that it's enough to pay you for your book."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Haha, thanks."; mes "You know, in Morroc... Ahchoo! ...There's someone who's as big a fan of Mammi's as you... Ahchoo! So why don't you go meet him?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I got that book from him as a gift. He may have more rare books of her... Ahchoo!"; next; mes "[Oliver Hilpert]"; @@ -3185,7 +3182,7 @@ yuno_in04,169,123,3 script Suspicious Man#oliver_h 4_M_ATEIL,{ mes "^3131FFSeclusion - A female disciple's letter^000000"; mes "^3131FFThe stepmother = Lover from a past life?!^000000"; close2; - specialeffect2 EF_ENHANCE; + specialeffect(EF_ENHANCE, AREA, playerattached()); delitem Mami_Photo_Album,1; barmunt_crow = 14; getitem Author_Autograph,1; @@ -3195,11 +3192,11 @@ yuno_in04,169,123,3 script Suspicious Man#oliver_h 4_M_ATEIL,{ end; } else if (barmunt_crow == 14) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "This dream seems pretty meaningful somehow."; mes "I'd better give him this note back."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Excuse me, Mr. Hilpert."; next; cutin "oliver_think",2; @@ -3211,14 +3208,14 @@ yuno_in04,169,123,3 script Suspicious Man#oliver_h 4_M_ATEIL,{ cutin "oliver_think",255; mes "You felt sorry for interrupting him from writing."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I think you've dropped this."; next; mes "^660000You rummaged your pocket to find the memo, and then happened to drop the crow feather which you picked up outside the library. Then suddenly...^000000"; next; mes "(WHACK)"; specialeffect EF_VENOMDUST; - specialeffect2 EF_DETOXICATION; + specialeffect(EF_DETOXICATION, AREA, playerattached()); next; mes "^660000Oliver picked up the feather more quickly than you could, and then tore it into pieces before you could even say anything.^000000"; next; @@ -3241,14 +3238,14 @@ yuno_in04,169,123,3 script Suspicious Man#oliver_h 4_M_ATEIL,{ mes "I... I don't know how to apologize..."; mes "It's just that... I became so angry that I--! Argh, I'm sorry!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Well, it's okay. I happened to pick it up from the street. You don't have to apologize."; next; mes "[Oliver Hilpert]"; mes "If you say so, thank you for your understanding."; mes "Phew, I felt so guilty..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Here, take your memo back."; next; mes "[Oliver Hilpert]"; @@ -3262,56 +3259,56 @@ yuno_in04,169,123,3 script Suspicious Man#oliver_h 4_M_ATEIL,{ cutin "oliver_pre",255; mes "^660000As soon as he talked to you, he went back to his writing and became completely absorbed in his work.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "He has such amazing concentration."; mes "I guess not everyone can make bestselling books, huh?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Wait, I'm not sneezing anymore..."; mes "The headache and the heavy feeling in my chest is gone too!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "What if it was all caused by that crow feather? What if...?"; next; - switch(select("It was cursed by the pebble.:The crow has something to do with Oliver.")) { + switch(select("It was cursed by the pebble.", "The crow has something to do with Oliver.")) { case 1: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ah, I see."; mes "I think when the crow was hit by the pebble, its wisdom must have turned into disaster."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Argh, that was all because of the library master!"; mes "Luckily the feather is gone, so hopefuly I won't suffer any more disaster."; next; break; case 2: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I remember Mr. Zid saying Eva had left a black feather behind her."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Also, the female assistant turned into a crow flying away, and then the crow feather made me sneeze and cough."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ".................."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Yes, Mr. Hilpert's soul is cursed by the Crow!"; mes "I wonder if he threw rocks at crows like the library master..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ".................."; mes "I guess it's a stupid idea."; next; break; } - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Oh well, whatever."; mes "What matters is that I'm cured!"; mes "If I have another dream, I'll deal with it then~"; next; mes "^660000As you left the library, you thought that thinking Mr. Oliver is your half would be a better idea.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "That was pretty fun, but also pretty tiring. Where should I head for my next adventure?"; barmunt_crow = 15; completequest 2068; @@ -3386,7 +3383,7 @@ yuno_in04,167,120,3 script Worn-out Book#garas HIDDEN_NPC,{ mes "Hey, you're reading <The Trace of the Fate>!"; mes "Hahaha, nice to meet you. I'm the author of that book. I've come by to check how well my new book, <The Crow of the Fate>, is doing, and it's a great honor to meet a fan of mine! I feel embarrassed, but thanks! Hehe."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Cough, no, I'm not a fa..."; next; mes "[Oliver Hilpert]"; @@ -3402,7 +3399,7 @@ yuno_in04,167,120,3 script Worn-out Book#garas HIDDEN_NPC,{ mes "[Oliver Hilpert]"; mes "You know, I just wrote what I saw in my dream; I didn't know people would love my stories so much! It's very surprising to me."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Dream?"; next; cutin "oliver_think",2; @@ -3413,7 +3410,7 @@ yuno_in04,167,120,3 script Worn-out Book#garas HIDDEN_NPC,{ mes "You felt something uncomfortable about this so-called dream. You wanted to understand the meaning of what you've seen while reading the book."; mes "If Oliver was dreaming exactly the same things as you, that might mean he and you are sharing dreams. Then again, you've discovered the cave village in the book actually exists."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "The hero Al was having dreams..."; next; cutin "oliver_pre",2; @@ -3422,14 +3419,14 @@ yuno_in04,167,120,3 script Worn-out Book#garas HIDDEN_NPC,{ mes "Isn't that over there?!"; emotion e_omg; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Huh?"; next; mes "^660000You quickly turned your head following his eyes. There was nothing but your bag.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ah... Ahchoo! Mr. Hilpert, are you interested in my bag? It's just a simple bag I got from the Novice Training Grounds..."; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); next; mes "[Oliver Hilpert]"; mes "No, no!"; @@ -3447,9 +3444,9 @@ yuno_in04,167,120,3 script Worn-out Book#garas HIDDEN_NPC,{ mes "^660000Yes, it was the picture book of Mammi, an idol whom Benjamin of Morroc insists to be one of the three greatest idols in the Rune-Midgart Kingdom. That must be why Oliver is squealing in delight.^000000"; emotion e_dots,1; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ahchoo! Are you also a Mammi fan?"; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); next; mes "[Oliver Hilpert]"; mes "Are you kidding?! Of course!"; @@ -3481,9 +3478,9 @@ yuno_in04,167,120,3 script Worn-out Book#garas HIDDEN_NPC,{ mes "Ah... This is why I'm in love with Lady Mammi."; mes "Adventurer, you must be an enthusiastic fan of her as well. Where did you find this rare picture book?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "No, I got it as a gift from someone... Ahchoo!"; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); next; mes "[Oliver Hilpert]"; mes "What? Now I'm shocked!"; @@ -3493,7 +3490,7 @@ yuno_in04,167,120,3 script Worn-out Book#garas HIDDEN_NPC,{ mes "I flew over to the Rune-Midgart Kingdom on the earliest airship"; mes "to get this book on the day it was released, but the books were sold out. The person right in front of me got the last one!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "..............."; mes "I... I see..."; emotion e_swt,1; @@ -3506,7 +3503,7 @@ yuno_in04,167,120,3 script Worn-out Book#garas HIDDEN_NPC,{ mes "As I told you earlier, it's something I'm willing to cross continents to get. Please?"; mes "I really want to buy your book!"; next; - switch(select("Sell:Don't Sell")) { + switch(select("Sell", "Don't Sell")) { case 1: mes "[Oliver Hilpert]"; mes "Wow, thanks!"; @@ -3527,11 +3524,11 @@ yuno_in04,167,120,3 script Worn-out Book#garas HIDDEN_NPC,{ mes "[Oliver Hilpert]"; mes "I haven't had a chance to open it, but my publisher said it has something very rare inside. I hope that it's enough to pay you for your book."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Haha, thanks."; mes "You know, in Morroc... Ahchoo! ...There's someone who's as big a fan of Mammi's as you... Ahchoo! So why don't you go meet him?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I got that book from him as a gift. He may have more rare books of her... Ahchoo!"; next; mes "[Oliver Hilpert]"; @@ -3555,7 +3552,7 @@ yuno_in04,167,120,3 script Worn-out Book#garas HIDDEN_NPC,{ mes "^3131FFSeclusion - A female disciple's letter^000000"; mes "^3131FFThe stepmother = Lover from a past life?!^000000"; close2; - specialeffect2 EF_ENHANCE; + specialeffect(EF_ENHANCE, AREA, playerattached()); delitem Mami_Photo_Album,1; barmunt_crow = 14; getitem Author_Autograph,1; @@ -3572,7 +3569,6 @@ yuno_in04,167,120,3 script Worn-out Book#garas HIDDEN_NPC,{ } que_ba,247,33,0 script #bpast_1_1 FAKE_NPC,1,1,{ -//OnTouch2: OnTouch: if (barmunt_crow < 4) { warp "ama_dun03",119,110; @@ -3598,17 +3594,17 @@ que_ba,257,39,3 script Female Researcher#bpast 4_F_ALCHE,{ else if (barmunt_crow == 4) { mes "^660000While trying to remember what happened, you encounter a woman who passes by you. You instinctively reach for her shoulder to get her attention.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ahchoo! Ahchoo! Gosh..."; mes "Hey, where am I...?"; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); next; mes "- Pzzzz -"; specialeffect EF_CLOAKING; next; mes "^660000Surprisingly, your arm passed through her body.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Where the hell am I?"; close; } @@ -3640,7 +3636,6 @@ que_ba,183,25,0 warp #bpast_2to3_1 1,1,que_ba,72,25 que_ba,183,52,0 warp #bpast_2to3_2 1,1,que_ba,72,51 que_ba,102,56,0 script #3room_barmunt FAKE_NPC,3,3,{ -//OnTouch2: OnTouch: if (barmunt_crow < 4) { warp "yuno_in04",100,3; @@ -3712,7 +3707,6 @@ que_ba,99,51,7 script Grotesque Man#zid1 4_M_MUT1,{ } que_ba,53,232,0 script #garas_f_yume HIDDEN_WARP_NPC,1,1,{ -//OnTouch2: OnTouch: if (barmunt_crow == 5) { //GetHEALTHSTATE VAR_HEALTHSTATENORMAL 0 @@ -3720,7 +3714,7 @@ OnTouch: next; mes "^660000And you aren't alone: you can now clearly see the man and woman that escaped the laboratory.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Umm..."; next; mes "[Grotesque Man]"; @@ -3736,7 +3730,7 @@ OnTouch: next; mes "^660000You were looking at their backs as they left, and then noticed that you were holding the book you were reading in your hands. Then....^000000"; barmunt_crow = 6; - specialeffect2 EF_FLASHER; + specialeffect(EF_FLASHER, AREA, playerattached()); close2; warp "yuno_in04",100,3; } @@ -3757,7 +3751,6 @@ que_ba,48,227,7 script Grotesque Man#zid2 4_M_MUT1,{ } que_ba,264,186,0 script #barmut_room1 HIDDEN_WARP_NPC,2,2,{ -//OnTouch2: OnTouch: if (barmunt_crow == 11) { mes "^660000You wake up, and look around you. Somehow, you've now ended up in a huge mansion.^000000"; @@ -3797,7 +3790,6 @@ que_ba,270,181,3 script #barmunt_fire 4_M_SAGE_C,{ } que_ba,270,270,0 script #barmunt_living HIDDEN_WARP_NPC,1,1,{ -//OnTouch2: OnTouch: mes ".................."; mes ".................."; @@ -3822,7 +3814,7 @@ OnTouch: next; mes "^660000He mumbled to himself, and brushed back his sweaty hair with a trembling hand.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "A dream again."; mes "I guess he won't be able to see or hear me, just like the others."; next; @@ -3832,7 +3824,7 @@ OnTouch: mes "[Mysterious Man]"; mes "How the hell did you find me?!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Wah! He can see me! He can see me!"; next; enablenpc "#barmut_onna"; @@ -3891,7 +3883,7 @@ cave,82,97,3 script Cave Settler#g1 4_M_CAVE1,3,3,{ mes "[Cave Settler]"; mes "No outsiders are allowed beyond this point."; next; - switch(select("Step back.:No, listen to me!")) { + switch(select("Step back.", "No, listen to me!")) { case 1: mes "[Cave Settler]"; mes "Hah, I knew you would be scared of me!"; @@ -3899,15 +3891,15 @@ cave,82,97,3 script Cave Settler#g1 4_M_CAVE1,3,3,{ warp "cave",81,92; end; case 2: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ah... Ahchoo!"; mes "'I'm not like other outsiders... Ahchoo!"; mes "I have a goal to achieve in here... Ahchoo!"; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); next; mes "^660000Although you a bit intimidated by this guard, and your sneezing definitely not helping, you continue.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I'm here to find somebody!"; input .@input$; mes "Her name is ^FF0000"+.@input$+"^000000!"; @@ -3974,13 +3966,12 @@ cave,82,97,3 script Cave Settler#g1 4_M_CAVE1,3,3,{ close; } -//OnTouch2: OnTouch: if (barmunt_crow == 8) { mes "[Cave Settler]"; mes "No outsiders are allowed beyond this point."; next; - switch(select("Step back.:No, listen to me!")) { + switch(select("Step back.", "No, listen to me!")) { case 1: mes "[Cave Settler]"; mes "Hah, I knew you would be scared of me!"; @@ -3988,15 +3979,15 @@ OnTouch: warp "cave",81,92; end; case 2: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ah... Ahchoo!"; mes "'I'm not like other outsiders... Ahchoo!"; mes "I have a goal to achieve in here... Ahchoo!"; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); next; mes "^660000Although you're a bit intimidated by this guard, and your sneezing definitely not helping, you continue.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I'm here to find somebody!"; input .@input$; mes "Her name is ^FF0000"+.@input$+"^000000!"; @@ -4077,7 +4068,7 @@ cave,22,186,3 script Monsterous Man#zid 4_M_MUT1,{ next; mes "(WHIZZ)"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Argh..."; next; mes "^660000The pain in your chest suddenly hits you..."; @@ -4095,11 +4086,11 @@ cave,22,186,3 script Monsterous Man#zid 4_M_MUT1,{ next; mes "^660000He sounded weak, as if he did not have enough energy to talk.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Umm... Ahchoo!"; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Do you know a man by the name of Oliver Hilpert?"; next; mes "[Monsterous Man]"; @@ -4126,7 +4117,7 @@ cave,22,186,3 script Monsterous Man#zid 4_M_MUT1,{ mes "[Zid]"; mes "My name is Zid. Tell me what you want from me. I want to know more about this book."; next; - switch(select("About the Cave Village:About Himself:About Eva:End Conversation")) { + switch(select("About the Cave Village", "About Himself", "About Eva", "End Conversation")) { case 1: mes "[Zid]"; mes "Did you notice that our villagers look different?"; @@ -4333,7 +4324,7 @@ prontera,153,353,4 script Messenger#prince1 8W_SOLDIER,{ mes "[Messenger]"; mes "Oh, I don't want you to panic too much... Hmm... what I want to say is, Tristan the third, the ruler of Rune Midgarts..."; next; - switch(select("Passed away?:Came for a celebration again?")) { + switch(select("Passed away?", "Came for a celebration again?")) { case 1: emotion e_gasp; mes "[Messenger]"; @@ -4488,7 +4479,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "What's wrong with you?"; mes "This is not an open area!"; next; - switch(select("Alright, Alright.:The Messenger directed me here.")) { + switch(select("Alright, Alright.", "The Messenger directed me here.")) { case 1: mes "[Inspector]"; mes "If you know it, why are you here? Get out of here!"; @@ -4538,7 +4529,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "most important thing to consider"; mes "as a leader of a hunt party?"; next; - switch(select("Strength and characteristics of the monster.:Efficiency of the hunt.:What we can get from the hunt.")) { + switch(select("Strength and characteristics of the monster.", "Efficiency of the hunt.", "What we can get from the hunt.")) { case 1: .@int += 10; break; @@ -4553,7 +4544,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "What if we lose a party member"; mes "during battle?"; next; - switch(select("Keep fighting until we can do it.:Find a new place and try differently.:Stop hunting and replenish.")) { + switch(select("Keep fighting until we can do it.", "Find a new place and try differently.", "Stop hunting and replenish.")) { case 1: .@brave += 10; break; @@ -4567,7 +4558,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "[Inspector]"; mes "What you get as a result of the hunt..."; next; - switch(select("Share it as agreed prior.:I don't want to care for sharing.:Give it to the member that needs it.")) { + switch(select("Share it as agreed prior.", "I don't want to care for sharing.", "Give it to the member that needs it.")) { case 1: .@int += 10; break; @@ -4582,7 +4573,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "What type of job class member"; mes "has to be cured while the enemy still lives?"; next; - switch(select("Priest, healer class.:Hunter, damage dealer.:Lord Knight, tanker.")) { + switch(select("Priest, healer class.", "Hunter, damage dealer.", "Lord Knight, tanker.")) { case 1: .@int += 10; break; @@ -4596,7 +4587,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "[Inspector]"; mes "Whom do you want to befriend the most?"; next; - switch(select("A strong person.:An experienced person.:A kind person.")) { + switch(select("A strong person.", "An experienced person.", "A kind person.")) { case 1: .@brave += 10; break; @@ -4611,7 +4602,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "What was your ability that helped"; mes "you the most during your training?"; next; - switch(select("Relationships with people.:Plenty of information gathering.:Discernment and driving force.")) { + switch(select("Relationships with people.", "Plenty of information gathering.", "Discernment and driving force.")) { case 1: .@solid += 10; break; @@ -4625,7 +4616,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "[Inspector]"; mes "How do you give encouragement to others, usually?"; next; - switch(select("Refer to a past failure.:Hesitating is the worst thing.:You are not alone.")) { + switch(select("Refer to a past failure.", "Hesitating is the worst thing.", "You are not alone.")) { case 1: .@int += 10; break; @@ -4640,7 +4631,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "What is an ultimate virtue"; mes "in your life?"; next; - switch(select("Growth of oneself.:World peace.:The pursuit of truth.")) { + switch(select("Growth of oneself.", "World peace.", "The pursuit of truth.")) { case 1: .@brave += 10; break; @@ -4656,7 +4647,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "the most if you were on a "; mes "deserted island?"; next; - switch(select("Map:Flint:Weapon")) { + switch(select("Map", "Flint", "Weapon")) { case 1: .@int += 10; break; @@ -4670,7 +4661,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "[Inspector]"; mes "What type of story do you like the most?"; next; - switch(select("Love story.:Heroic epic.:Religious tale.")) { + switch(select("Love story.", "Heroic epic.", "Religious tale.")) { case 1: .@solid += 10; break; @@ -4686,7 +4677,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "new monster in a new area."; mes "What do you do?"; next; - switch(select("Attack first.:Observe from a distance.:Flee away.")) { + switch(select("Attack first.", "Observe from a distance.", "Flee away.")) { case 1: .@brave += 10; break; @@ -4701,7 +4692,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "What has to be done first when"; mes "ruling the Rune Midgarts kingdom?"; next; - switch(select("Dominate countries by reinforcing militia.:Advancement of economy and technology.:Keep public security firm.")) { + switch(select("Dominate countries by reinforcing militia.", "Advancement of economy and technology.", "Keep public security firm.")) { case 1: .@brave += 10; break; @@ -4876,7 +4867,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "most important thing to consider"; mes "as a leader of a hunt party?"; next; - switch(select("Strength and characteristics of the monster.:Efficiency of the hunt.:What we can get from the hunt.")) { + switch(select("Strength and characteristics of the monster.", "Efficiency of the hunt.", "What we can get from the hunt.")) { case 1: .@int += 10; break; @@ -4891,7 +4882,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "What if we lose a party member"; mes "during battle?"; next; - switch(select("Keep fighting until we can do it.:Find a new place and try differently.:Stop hunting and replenish.")) { + switch(select("Keep fighting until we can do it.", "Find a new place and try differently.", "Stop hunting and replenish.")) { case 1: .@brave += 10; break; @@ -4905,7 +4896,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "[Inspector]"; mes "What you get as a result of the hunt..."; next; - switch(select("Share it as agreed prior.:I don't want to care for sharing.:Give it to the member that needs it.")) { + switch(select("Share it as agreed prior.", "I don't want to care for sharing.", "Give it to the member that needs it.")) { case 1: .@int += 10; break; @@ -4920,7 +4911,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "What type of job class member"; mes "has to be cured while the enemy still lives?"; next; - switch(select("Priest, healer class.:Hunter, damage dealer.:Lord Knight, tanker.")) { + switch(select("Priest, healer class.", "Hunter, damage dealer.", "Lord Knight, tanker.")) { case 1: .@int += 10; break; @@ -4934,7 +4925,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "[Inspector]"; mes "Whom do you want to befriend the most?"; next; - switch(select("A strong person.:An experienced person.:A kind person.")) { + switch(select("A strong person.", "An experienced person.", "A kind person.")) { case 1: .@brave += 10; break; @@ -4949,7 +4940,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "What was your ability that helped"; mes "you the most during your training?"; next; - switch(select("Relationships with people.:Plenty of information gathering.:Discernment and driving force.")) { + switch(select("Relationships with people.", "Plenty of information gathering.", "Discernment and driving force.")) { case 1: .@solid += 10; break; @@ -4963,7 +4954,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "[Inspector]"; mes "How do you give encouragement to others, usually?"; next; - switch(select("Refer to a past failure.:Hesitating is the worst thing.:You are not alone.")) { + switch(select("Refer to a past failure.", "Hesitating is the worst thing.", "You are not alone.")) { case 1: .@int += 10; break; @@ -4978,7 +4969,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "What is an ultimate virtue"; mes "in your life?"; next; - switch(select("Growth of oneself.:World peace.:The pursuit of truth.")) { + switch(select("Growth of oneself.", "World peace.", "The pursuit of truth.")) { case 1: .@brave += 10; break; @@ -4994,7 +4985,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "the most if you were on a "; mes "deserted island?"; next; - switch(select("Map:Flint:Weapon")) { + switch(select("Map", "Flint", "Weapon")) { case 1: .@int += 10; break; @@ -5008,7 +4999,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "[Inspector]"; mes "What type of story do you like the most?"; next; - switch(select("Love story.:Heroic epic.:Religious tale.")) { + switch(select("Love story.", "Heroic epic.", "Religious tale.")) { case 1: .@solid += 10; break; @@ -5024,7 +5015,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "new monster in a new area."; mes "What do you do?"; next; - switch(select("Attack first.:Observe from a distance.:Flee away.")) { + switch(select("Attack first.", "Observe from a distance.", "Flee away.")) { case 1: .@brave += 10; break; @@ -5039,7 +5030,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "What has to be done first when"; mes "ruling the Rune Midgarts kingdom?"; next; - switch(select("Dominate countries by reinforcing militia.:Advancement of economy and technology.:Keep public security firm.")) { + switch(select("Dominate countries by reinforcing militia.", "Advancement of economy and technology.", "Keep public security firm.")) { case 1: .@brave += 10; break; @@ -5147,7 +5138,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "I will answer your questions first."; next; while(1) { - switch(select("What should I do, exactly?:The King died because of his illness?:Is my mission confidential??:I have no more questions.")) { + switch(select("What should I do, exactly?", "The King died because of his illness?", "Is my mission confidential??", "I have no more questions.")) { case 1: mes "[Inspector]"; mes "We have seven candidates from seven families. One per each family. The candidates are all in the same place, where I will introduce them to you."; @@ -5250,7 +5241,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ mes "adventurer appraiser fully."; mes "I really appreciate your assistance thus far. Due to your help, the future of the kingdom is indebted to you."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(He doesn't seem to be suprised too much.. Could there be a reason? Now I am suspicious...)"; next; mes "[Inspector]"; @@ -5297,7 +5288,7 @@ prt_castle,117,163,5 script Inspector#prince 4_M_SAGE_C,{ if (nkprince_eisen != 10) close; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2 && questprogress(10009) == 2 && questprogress(10010) == 2 && questprogress(10011) == 2) { @@ -5413,7 +5404,7 @@ prt_castle,274,372,4 script Servant#hans 1_M_02,{ mes "[Hans]"; mes "What can I do for you?"; next; - switch(select("Prince Erich told me to meet you.:Nothing much.")) { + switch(select("Prince Erich told me to meet you.", "Nothing much.")) { case 1: mes "[Hans]"; mes "Did Prince Erich...?"; @@ -5453,7 +5444,7 @@ prt_castle,274,372,4 script Servant#hans 1_M_02,{ mes "...Hmm he cannot even hear..."; mes "Oooooh..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "......"; close; case 2: @@ -5520,7 +5511,7 @@ prt_castle,339,202,3 script Prince#urgen 4_M_4THPRIN1,{ mes "unforgettable, clear and beautiful voice."; next; while(1) { - switch(select("I want to know your background.:Let me know your view of the nation.:What are your hobbies or tastes?:Let me leave.")) { + switch(select("I want to know your background.", "Let me know your view of the nation.", "What are your hobbies or tastes?", "Let me leave.")) { case 1: mes "[Urugen]"; mes "My dashing face from"; @@ -5600,7 +5591,7 @@ prt_castle,289,201,3 script Prince#helmut 4_M_5THPRIN1,{ next; mes "-What subject should I start with?-"; next; - switch(select("Your background...:Your ambition...:Your view of the nation...:I want to meet others first.")) { + switch(select("Your background...", "Your ambition...", "Your view of the nation...", "I want to meet others first.")) { case 1: mes "[Helmut]"; mes "I don't know how others react but, I feel very uptight with your question. I shouldn't, but, I don't have a different view!"; @@ -5608,7 +5599,7 @@ prt_castle,289,201,3 script Prince#helmut 4_M_5THPRIN1,{ mes "[Helmut]"; mes "I am the prince; if you grumble, you become prince! I feel tiresome with this kind of questioning."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "............"; mes "Yes, I understand. Go ahead..."; next; @@ -5632,7 +5623,7 @@ prt_castle,289,201,3 script Prince#helmut 4_M_5THPRIN1,{ mes "[Helmut]"; mes "Why are you still standing there? I have nothing else to say to you! Stand back!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "......"; completequest 10010; if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2 @@ -5647,7 +5638,7 @@ prt_castle,289,201,3 script Prince#helmut 4_M_5THPRIN1,{ mes "[Helmut]"; mes "I am the prince; if you grumble, you become prince! I feel tiresome with this kind of questioning."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "............"; mes "Yes, I understand. Go ahead..."; next; @@ -5671,7 +5662,7 @@ prt_castle,289,201,3 script Prince#helmut 4_M_5THPRIN1,{ mes "[Helmut]"; mes "Why are you still standing there? I have nothing else to say to you! Stand back!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "......"; completequest 10010; if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2 @@ -5686,7 +5677,7 @@ prt_castle,289,201,3 script Prince#helmut 4_M_5THPRIN1,{ mes "[Helmut]"; mes "I am the prince; if you grumble, you become prince! I feel tiresome with this kind of questioning."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "............"; mes "Yes, I understand. Go ahead..."; next; @@ -5710,7 +5701,7 @@ prt_castle,289,201,3 script Prince#helmut 4_M_5THPRIN1,{ mes "[Helmut]"; mes "Why are you still standing there? I have nothing else to say to you! Stand back!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "......"; completequest 10010; if (questprogress(10005) == 2 && questprogress(10006) == 2 && questprogress(10007) == 2 && questprogress(10008) == 2 @@ -5719,7 +5710,7 @@ prt_castle,289,201,3 script Prince#helmut 4_M_5THPRIN1,{ } close; case 4: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "No, Prince,"; mes "I will be back later."; next; @@ -5806,7 +5797,7 @@ prt_castle,391,205,3 script Prince#poe 4_M_6THPRIN1,{ mes "from higher and lower."; mes "Just one."; next; - switch(select("Higher:Lower")) { + switch(select("Higher", "Lower")) { case 1: mes "[Poe]"; mes "Hmm... higher?..."; @@ -5889,7 +5880,7 @@ prt_castle,391,205,3 script Prince#poe 4_M_6THPRIN1,{ mes "So... What do you want to know?!"; next; while(1) { - switch(select("Your background story...:Your view of the nation...:Hobbies and interests...:I will come by later.")) { + switch(select("Your background story...", "Your view of the nation...", "Hobbies and interests...", "I will come by later.")) { case 1: mes "[Poe]"; mes "My background..."; @@ -5973,7 +5964,7 @@ prt_castle,364,375,4 script Prince#peter 4_M_3RDPRIN1,{ mes "Appraiser."; mes "Have you met the little girl in Aldebaran?"; next; - switch(select("Yes, I saw her for you.:No, I don't want to.")) { + switch(select("Yes, I saw her for you.", "No, I don't want to.")) { case 1: if (questprogress(10014) == 1) { mes "[Peter]"; @@ -6058,7 +6049,7 @@ prt_castle,364,375,4 script Prince#peter 4_M_3RDPRIN1,{ mes "Now, where shall we start?"; next; while(1) { - switch(select("Your background story...:Your view of the nation...:Hobbies and interests...:I will come by later.")) { + switch(select("Your background story...", "Your view of the nation...", "Hobbies and interests...", "I will come by later.")) { case 1: mes "[Peter]"; mes "My family was not that influential. My childhood was not that abundant; I had to seek jobs and make money from part-time jobs."; @@ -6108,7 +6099,7 @@ prt_castle,364,375,4 script Prince#peter 4_M_3RDPRIN1,{ mes "Would you take these flowers and give thanks to that girl somewhere in Al de Baran?"; completequest 10008; next; - switch(select("Okay, no problem.:Please ask it of another.")) { + switch(select("Okay, no problem.", "Please ask it of another.")) { case 1: mes "[Peter]"; mes "Yeah, thank you very much."; @@ -6274,16 +6265,16 @@ prt_castle,314,373,4 script Prince#eisen 4_M_1STPRIN1,{ mes "You come here so often."; mes "I know you are a faithful person, engaged in a very important issue for the kingdom, but you come here more than is necessary..."; next; - switch(select("I have something...:Is that so? Then, see you later.")) { + switch(select("I have something...", "Is that so? Then, see you later.")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I saw a person from the Walter family."; next; mes "[Ahrum]"; mes "Oh! really?"; mes "why didn't he come to me?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "-I tell Ahrum the story.-"; next; mes "[Ahrum]"; @@ -6428,14 +6419,14 @@ prt_castle,314,373,4 script Prince#eisen 4_M_1STPRIN1,{ mes "[Ahrum]"; mes "If you react wrongfully to this incident, my death will be worthless...kuk... Do you understand?"; next; - switch(select("... Okay I will follow your will...:......")) { + switch(select("... Okay I will follow your will...", "......")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "... Okay, I will follow your will. Don't worry..."; next; break; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "......"; next; mes "[Ahrum]"; @@ -6496,10 +6487,10 @@ prt_castle,314,373,4 script Prince#eisen 4_M_1STPRIN1,{ while(1) { mes "-What shall I ask...-"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I'd like to ask about..."; next; - switch(select("Your background story...:Your view of the nation...:Your hobbies or interests...:Never mind, I'll come by later.")) { + switch(select("Your background story...", "Your view of the nation...", "Your hobbies or interests...", "Never mind, I'll come by later.")) { case 1: mes "[Ahrum]"; mes "You aren't just trying to dissolve your curiosity about the king's family, are you?"; @@ -6729,13 +6720,13 @@ prt_castle,368,312,4 script Prince#ern 4_M_2NDPRIN1,{ mes "[Ernst]"; mes "Well, thank you."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(He seems to have a polite personality as a candidate for King)"; next; while(1) { mes "-Well, what questions.-"; next; - switch(select("backgroud first.:I want to know your spirit of nationalism.: Your habbit and tastes.:I will be back.")) { + switch(select("backgroud first.", "I want to know your spirit of nationalism.", " Your habbit and tastes.", "I will be back.")) { case 1: mes "[Ernst]"; mes "Since I was young, I have grown up with a royal education. I haven't quarreled with others seriously, but I was not very polite either."; @@ -6810,7 +6801,6 @@ prt_castle,368,312,4 script Prince#ern 4_M_2NDPRIN1,{ } prt_castle,163,319,0 script #twonoble FAKE_NPC,3,3,{ -//OnTouch2: OnTouch: if (nkprince_eisen == 7) { donpcevent "Young Noble#valter::OnEnable"; @@ -6872,11 +6862,11 @@ OnTouch: donpcevent "YoungNoble#valter::OnDisable"; donpcevent "Aged Noble#rihart::OnDisable"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(Walter is the name of Ahrum."; mes "Richard is the name of Poe.)"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(Is this the conspiracy of two families? What the hell..)"; changequest 10016,10017; nkprince_eisen = 8; @@ -7115,14 +7105,14 @@ prt_castle,314,372,0 script Prince#another_ern1 4_M_2NDPRIN1,{ mes "[Ahrum]"; mes "If you react wrongfully to this incident, my death will be worthless...kuk... Do you understand?"; next; - switch(select("... Okay I will follow your will...:......")) { + switch(select("... Okay I will follow your will...", "......")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "... Okay, I will follow your will. Don't worry..."; next; break; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "......"; next; mes "[Ahrum]"; @@ -7562,7 +7552,7 @@ OnTouch: mes "[Ahrum]"; mes "What's the capacity of a king? And what is clean politics...? Ahhhhhhhhhhh!!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "......"; close2; } @@ -7581,7 +7571,7 @@ OnTouch: mes "[Ahrum]"; mes "I cannot... cover it anymore... Ern... I hope even you..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "......"; close2; } @@ -7600,7 +7590,7 @@ OnTouch: mes "[Ahrum]"; mes "My ancestor ^FF0000Schmidt^000000... What shall you do with this situation? No...were you just used like me... by others?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "......"; close2; } @@ -7615,7 +7605,7 @@ OnTouch: mes "[Ahrum]"; mes "For the real king's appearance... I am going tonight.... to darkness for you. ...Ahhhhhhhh!!!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "......"; close2; } @@ -7723,54 +7713,52 @@ prt_castle,176,170,5 script Guard#princein 8W_SOLDIER,{ } prt_castle,121,168,0 script #arm HIDDEN_NPC,4,4,{ -//OnTouch2: OnTouch: if (nk_prince == 8) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes ".............."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Milk is all spilt."; mes "Just forget about it."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Who is going to have the throne instead of him?"; next; nk_prince = 9; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Oh no..."; close; } } prt_castle,316,313,0 script #arm1 HIDDEN_NPC,3,3,{ -//OnTouch2: OnTouch: if (nkprince_eisen > 14) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes ".............."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What thoughts did he have, and how did he decide to become King in this room?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What situation..."; mes "pulled him back to an irreparable place?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I can't ask him anymore, and there are no clues left. Just what's left is..."; next; mes "[Ahrum]"; mes "~~If you react wrongfully to this incident, my death will be worthless...kuk... Do you understand?~~"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes ".............."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "...Keeping silent for him."; mes "Taking the burden that he left... all throughout my life."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "...Rest in peace."; close; } diff --git a/npc/quests/quests_moscovia.txt b/npc/quests/quests_moscovia.txt index 5142d7e41..8632e160c 100644 --- a/npc/quests/quests_moscovia.txt +++ b/npc/quests/quests_moscovia.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2017 Hercules Dev Team //= Copyright (C) Lemongrass //= Copyright (C) Euphy //= Copyright (C) Joseph @@ -17,6 +17,7 @@ //= Copyright (C) Gepard //= Copyright (C) brianluau //= Copyright (C) Kisuka +//= Copyright (C) Asheraf //= //= Hercules is free software: you can redistribute it and/or modify //= it under the terms of the GNU General Public License as published by @@ -43,7 +44,7 @@ //= The Moving Island, Help Mikhail, Acorn Exchange, Banish Winter, Shafka //= Hat, Koshei the Immortal. //================= Current Version ======================================= -//= 2.3 +//= 2.4 //========================================================================= //== The Moving Island :: mos_whale_edq ==================== @@ -65,13 +66,14 @@ moscovia,171,71,3 script Berbayeff#npc 4_M_RUSMAN2,{ mes "seen many marvelous things"; mes "from near and far."; next; + setquest(18100); mes "[Berbayeff]"; mes "I'm sure you'll probably"; mes "be interested in my story."; mes "All the villagers are blockheads,"; mes "so they treat me like an idiot."; next; - if(select("I'm not interested in any story.:Tell me.") == 1) { + if(select("I'm not interested in any story.", "Tell me.") == 1) { mes "[Berbayeff]"; mes "Indeed... You are not interested..."; mes "That's ok."; @@ -189,6 +191,7 @@ moscovia,171,71,3 script Berbayeff#npc 4_M_RUSMAN2,{ mes "I'll definitely go up to that"; mes "island... and verify it with my own eyes!"; mos_whale_edq = 1; + changequest(18100, 18101); close; } else if (mos_whale_edq == 1) { .@speak = rand(1,5); @@ -235,6 +238,7 @@ moscovia,171,71,3 script Berbayeff#npc 4_M_RUSMAN2,{ mes "If you want to find the island"; mes "by ship, go to Mr. Ibanoff"; mes "and ask for a favor."; + changequest(18101, 18102); close; } else if (mos_whale_edq > 12 && mos_whale_edq < 42) { emotion e_omg; @@ -290,14 +294,16 @@ moscovia,135,49,5 script Mr. Ibanoff#npc 4_M_RUSBALD,{ mes "Uf...I just want to be 20 years younger, so I can travel here and there with invigorating youth such as you... Time is an enemy. Hahahahaha!"; close; } else if (mos_whale_edq == 1 || mos_whale_edq == 2) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hello. Are you Mr. Ibanoff?"; next; mes "[Mr. Ibanoff]"; mes "Yes. I am Mr. Ibanoff."; mes "What's up?"; next; - if(select("Tell me an adventure story.:Lend me your ship.") == 1) { + if(select("Tell me an adventure story.", "Lend me your ship.") == 1) { + completequest(18101, 18102); + setquest(18103); mes "[Mr. Ibanoff]"; mes "You are an adventurer, right?"; mes "You come from a strange land?"; @@ -322,7 +328,7 @@ moscovia,135,49,5 script Mr. Ibanoff#npc 4_M_RUSBALD,{ mes "Right, I'll talk about that time I"; mes "fought against a huge flock of Porings..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hahaha..."; next; mes "[Mr. Ibanoff]"; @@ -352,7 +358,7 @@ moscovia,135,49,5 script Mr. Ibanoff#npc 4_M_RUSBALD,{ mes "Next... Let's talk about"; mes "the haunting of a Goblin mob...!"; next; - if(select("I'll listen next time...:Interesting. Keep talking.") == 1) { + if(select("I'll listen next time...", "Interesting. Keep talking.") == 1) { mes "[Mr. Ibanoff]"; mes "If not...Ooo, I can just"; mes "keep going and going..."; @@ -399,6 +405,7 @@ moscovia,135,49,5 script Mr. Ibanoff#npc 4_M_RUSBALD,{ mes "If you ever need anything,"; mes "come talk to me whenever, hahaha!"; mos_whale_edq = 2; + changequest(18103, 18104); close; } if (mos_whale_edq == 2) { @@ -407,7 +414,7 @@ moscovia,135,49,5 script Mr. Ibanoff#npc 4_M_RUSBALD,{ mes "What will you do if you"; mes "borrow my ship? I wonder..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm going to adventure out"; mes "to sea, to find a moving"; mes "island which has brought"; @@ -452,6 +459,7 @@ moscovia,135,49,5 script Mr. Ibanoff#npc 4_M_RUSBALD,{ mes "materials, bring them to me. I'll"; mes "repair the ship."; mos_whale_edq = 3; + changequest(18104, 18105); close; } emotion e_ag; @@ -483,6 +491,7 @@ moscovia,135,49,5 script Mr. Ibanoff#npc 4_M_RUSBALD,{ delitem Tube,5; delitem Jubilee,10; mos_whale_edq = 4; + changequest(18105, 18106); mes "[Mr. Ibanoff]"; mes "Okay, we are at the ready."; mes "When would you like to depart?"; @@ -537,7 +546,7 @@ moscovia,135,49,5 script Mr. Ibanoff#npc 4_M_RUSBALD,{ mes "[Mr. Ibanoff]"; mes "Will you depart?"; next; - if(select("I'm not ready.:Let's go.") == 1) { + if(select("I'm not ready.", "Let's go.") == 1) { mes "[Mr. Ibanoff]"; mes "When you are ready to depart, tell me."; close; @@ -603,6 +612,7 @@ moscovia,135,49,5 script Mr. Ibanoff#npc 4_M_RUSBALD,{ mes "back to the island, I want to go"; mes "together with you! Eh? Hahaha!"; mos_whale_edq = 16; + changequest(18111, 18112); close; } else if (mos_whale_edq < 18) { mes "[Mr. Ibanoff]"; @@ -632,7 +642,7 @@ moscovia,135,49,5 script Mr. Ibanoff#npc 4_M_RUSBALD,{ mes "once more, and I will gladly help"; mes "you find Whale Island!"; next; - if(select("Try again to find Whale Island.:Give up.") == 1) { + if(select("Try again to find Whale Island.", "Give up.") == 1) { mes "[Mr. Ibanoff]"; mes "That does it! I expected it."; mes "I knew you weren't the type to give up an adventure!"; @@ -640,6 +650,7 @@ moscovia,135,49,5 script Mr. Ibanoff#npc 4_M_RUSBALD,{ mes "[Mr. Ibanoff]"; mes "Again, let's get the ship ready and sail before the sun sets!"; mos_whale_edq = 19; + changequest(18113, 18114); close; } mes "[Mr. Ibanoff]"; @@ -659,7 +670,7 @@ moscovia,135,49,5 script Mr. Ibanoff#npc 4_M_RUSBALD,{ mes "[Mr. Ibanoff]"; mes "Oh! Are you ready to depart?"; next; - if(select("I'm not ready.:Let's go.") == 1) { + if(select("I'm not ready.", "Let's go.") == 1) { mes "[Mr. Ibanoff]"; mes "When you are ready to depart, tell me."; close; @@ -676,6 +687,7 @@ moscovia,135,49,5 script Mr. Ibanoff#npc 4_M_RUSBALD,{ mes "been, it's very good to see you"; mes "again."; mos_whale_edq = 19; + changequest(18113, 18114); next; mes "[Mr. Ibanoff]"; mes "I can guess you'd like to go to"; @@ -711,7 +723,7 @@ moscovia,135,49,5 script Mr. Ibanoff#npc 4_M_RUSBALD,{ mes "[Mr. Ibanoff]"; mes "If so, do you want to go now?"; next; - if(select("Not yet.:Let's go.") == 1) { + if(select("Not yet.", "Let's go.") == 1) { mes "[Mr. Ibanoff]"; mes "I see. I will wait."; close; @@ -797,7 +809,7 @@ mosk_ship,98,110,3 script Mr. Ibanoff#npc2 4_M_RUSBALD,{ mes "What a time for sailing!"; mes "The wind of the sea is so cool."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You didn't have to accompany me"; mes "through this dangerous sailing..."; next; @@ -821,6 +833,7 @@ mosk_ship,98,110,3 script Mr. Ibanoff#npc2 4_M_RUSBALD,{ mes "At first, hold the rudder to go"; mes "forward, to the east."; mos_whale_edq = 5; + changequest(18106, 18107); close; } else if (mos_whale_edq == 5) { mes "[Mr. Ibanoff]"; @@ -874,6 +887,7 @@ mosk_ship,98,110,3 script Mr. Ibanoff#npc2 4_M_RUSBALD,{ mes "Go around the deck to look more"; mes "carefully! Go!"; mos_whale_edq = 12; + changequest(18107, 18108); donpcevent "#findship::OnEnable"; close; } else if (mos_whale_edq == 12) { @@ -904,6 +918,7 @@ mosk_ship,98,110,3 script Mr. Ibanoff#npc2 4_M_RUSBALD,{ mes "At first, hold the rudder to go"; mes "forward, to the east."; mos_whale_edq = 20; + changequest(18114, 18115); close; } else if (mos_whale_edq == 20) { mes "[Mr. Ibanoff]"; @@ -921,6 +936,7 @@ mosk_ship,98,110,3 script Mr. Ibanoff#npc2 4_M_RUSBALD,{ mes "There is a moving island!"; mes "We have done well!"; next; + changequest(18115, 18116); mes "[Mr. Ibanoff]"; mes "Oh...my..."; mes "It really is there..."; @@ -1134,7 +1150,7 @@ S_Rud1: mes "Which way?"; next; setarray .@d$[1],"East","West","South","North"; - .@j = select(implode(.@d$,":")) - 1; + .@j = select(implode(.@d$, ":")) - 1; if (.@j == getarg(0)) { mes "[Mr. Ibanoff]"; mes "Good. Firstly, we should"; @@ -1191,7 +1207,7 @@ mosk_fild01,86,104,3 script Aged Stranger#npc 4_M_GUSLIMAN,{ mes "Oh, your awake."; mes "How do you feel? Are you ok??"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hm... where..is..."; mes "Eck! What happened...?"; next; @@ -1202,7 +1218,7 @@ mosk_fild01,86,104,3 script Aged Stranger#npc 4_M_GUSLIMAN,{ mes "with a person who lives on dry"; mes "land."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Where am I?"; mes "Who are you old man?"; next; @@ -1219,7 +1235,7 @@ mosk_fild01,86,104,3 script Aged Stranger#npc 4_M_GUSLIMAN,{ mes "I call it..."; mes "Whale Island."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This place is very famously known"; mes "as The Moving Island! But... This"; mes "island is... Maybe..."; @@ -1230,7 +1246,8 @@ mosk_fild01,86,104,3 script Aged Stranger#npc 4_M_GUSLIMAN,{ mes "the back of a gigantic whale!"; mes "That's why I call it Whale Island!"; next; - mes "["+strcharinfo(0)+"]"; + changequest(18109, 18110); + mes "["+strcharinfo(PC_NAME)+"]"; mes "How...? How is it possible"; mes "that the water flows in streams"; mes "here? And trees grow! On the"; @@ -1241,7 +1258,7 @@ mosk_fild01,86,104,3 script Aged Stranger#npc 4_M_GUSLIMAN,{ mes "of legend. Right now you are"; mes "experiencing greatness! Hahahaha!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Are you a real person?"; next; mes "[Aged Stranger]"; @@ -1269,6 +1286,7 @@ mosk_fild01,86,104,3 script Aged Stranger#npc 4_M_GUSLIMAN,{ next; callsub S_AS_3; mos_whale_edq = 14; + changequest(18110, 18111); close2; sleep2 20000; mos_whale_edq = 15; @@ -1283,7 +1301,7 @@ mosk_fild01,86,104,3 script Aged Stranger#npc 4_M_GUSLIMAN,{ mes "Young man, you will arrive back on"; mes "the mainland in a few minutes. Go carefully."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Old man, if I want to come back"; mes "here again, how can I do it?"; next; @@ -1342,7 +1360,7 @@ mosk_fild01,86,104,3 script Aged Stranger#npc 4_M_GUSLIMAN,{ mes "Anyway, are you troubled?"; mes "What are you going to do?"; next; - if(select("Think more.:Don't you have a way?") == 1) { + if(select("Think more.", "Don't you have a way?") == 1) { mes "[Aged Stranger]"; mes "Do that. Think carefully, the"; mes "answer is to be found..."; @@ -1363,7 +1381,7 @@ mosk_fild01,86,104,3 script Aged Stranger#npc 4_M_GUSLIMAN,{ mes "starts to play his instrument, as"; mes "he falls in thought.-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Old man, could you make one of"; mes "those instruments for me? That is a"; mes "marvelous thing that I've seen only"; @@ -1378,7 +1396,7 @@ mosk_fild01,86,104,3 script Aged Stranger#npc 4_M_GUSLIMAN,{ mes "Hm... If you grant my request, I"; mes "will make this instrument for you."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What is your request?"; next; mes "[Aged Stranger]"; @@ -1411,12 +1429,13 @@ mosk_fild01,86,104,3 script Aged Stranger#npc 4_M_GUSLIMAN,{ mes "I'll send you back to the"; mes "mainland."; mos_whale_edq = 31; + changequest(18116, 18117); close; } else if (mos_whale_edq == 31) { mes "[Aged Stranger]"; mes "Okay, are you ready to go back to the mainland?"; next; - if(select("What are the materials?:I am ready.") == 1) { + if(select("What are the materials?", "I am ready.") == 1) { mes "[Aged Stranger]"; mes "You should bring these materials:"; next; @@ -1438,7 +1457,7 @@ mosk_fild01,86,104,3 script Aged Stranger#npc 4_M_GUSLIMAN,{ mes "Oh... Did you get all the"; mes "materials?"; next; - if (countitem(Log) > 29 && countitem(Tough_Vines) > 19 && countitem(Goat's_Horn) > 19 && countitem(Sea_Otter_Leather) > 9) { + if (countitem(Log) > 29 && countitem(Tough_Vines) > 19 && countitem(Goats_Horn) > 19 && countitem(Sea_Otter_Leather) > 9) { mes "[Aged Stranger]"; mes "You found the right materials."; mes "Okay, I will start to make the"; @@ -1446,9 +1465,10 @@ mosk_fild01,86,104,3 script Aged Stranger#npc 4_M_GUSLIMAN,{ next; delitem Log,30; delitem Tough_Vines,20; - delitem Goat's_Horn,20; + delitem Goats_Horn,20; delitem Sea_Otter_Leather,10; mos_whale_edq = 34; + changequest(18117, 18118); mes "[Aged Stranger]"; mes "Wait for a moment until I make the"; mes "instrument successfully."; @@ -1463,7 +1483,7 @@ mosk_fild01,86,104,3 script Aged Stranger#npc 4_M_GUSLIMAN,{ mes "to the mainland to find the"; mes "materials?"; next; - if(select("What are the materials?:I am ready.") == 1) { + if(select("What are the materials?", "I am ready.") == 1) { mes "[Aged Stranger]"; mes "You should bring these materials:"; next; @@ -1495,6 +1515,7 @@ mosk_fild01,86,104,3 script Aged Stranger#npc 4_M_GUSLIMAN,{ mes "the ancestors of Moscovia."; getitem GUSLI, 1; mos_whale_edq = 35; + changequest(18118, 18119); next; mes "[Aged Stranger]"; mes "I am the last person who has"; @@ -1599,7 +1620,7 @@ mosk_fild01,86,104,3 script Aged Stranger#npc 4_M_GUSLIMAN,{ mes "If you want, I can send you back"; mes "to the mainland. What'll it be?"; next; - switch(select("Look around.:Go back to the mainland.:Venture into the unknown.")) { + switch(select("Look around.", "Go back to the mainland.", "Venture into the unknown.")) { case 1: mes "[Aged Stranger]"; mes "Well, well... Do as you please."; @@ -1628,7 +1649,7 @@ mosk_fild01,86,104,3 script Aged Stranger#npc 4_M_GUSLIMAN,{ mes "[Aged Stranger]"; mes "If you want, I'll send you there. What do you think of that?"; next; - if(select("Consider it.:Ok, please send me there.") == 1) { + if(select("Consider it.", "Ok, please send me there.") == 1) { mes "[Aged Stranger]"; mes "Well, well... Do as you please."; mes "If so, I will take a rest."; @@ -1652,7 +1673,7 @@ mosk_fild01,86,104,3 script Aged Stranger#npc 4_M_GUSLIMAN,{ mes "Or if you want, I can send you back"; mes "to the mainland. What'll it be?"; next; - if(select("Look around.:Go back to the mainland.") == 1) { + if(select("Look around.", "Go back to the mainland.") == 1) { mes "[Aged Stranger]"; mes "Well, well... Do as you please."; mes "If so, I will take a rest."; @@ -1677,7 +1698,7 @@ S_AS_1: if (rand(1,3) == 2) { soundeffect "mos_gusli1.wav",0; emotion e_no1; - specialeffect2 EF_EXIT; + specialeffect(EF_EXIT, AREA, playerattached()); mes "[Aged Stranger]"; mes "Oh! You are good at playing the"; mes "Gusli! In such a short time... you"; @@ -1696,6 +1717,7 @@ S_AS_1: mes "With your ability to play, surely"; mes "you can win the admiration of all."; mos_whale_edq = 38; + changequest(18119, 18120); close; } mes "[Aged Stranger]"; @@ -1716,7 +1738,7 @@ S_AS_2: mes "[Aged Stranger]"; mes "So, what will you do now?"; next; - switch (select("How would I get back here?:"+((getarg(0))?"I want to learn the Gusli":"")+":Go back to the mainland.")) { + switch (select("How would I get back here?", ((getarg(0))?"I want to learn the Gusli":""), "Go back to the mainland.")) { case 1: mes "[Aged Stranger]"; mes "You are my friend now,"; @@ -1864,12 +1886,12 @@ mosk_in,131,92,3 script Csar Alexsay III#npc 4_M_RUSKING,{ mes "sure no one ever doubts you."; next; if (countitem(Yaga_Pestle) > 39) { - if(select("Show the Yaga's Pestles.:Do nothing.") == 1) { - mes "[" + strcharinfo(0) + "]"; + if(select("Show the Yaga's Pestles.", "Do nothing.") == 1) { + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Yes, Here you are."; next; mes "-Offered the Yaga's Pestles.-"; - delitem 7762,40; + delitem Yaga_Pestle,40; next; mes "[Csar Alexsay III]"; mes "Hm.. You do have them."; @@ -1891,6 +1913,7 @@ mosk_in,131,92,3 script Csar Alexsay III#npc 4_M_RUSKING,{ mes "banishing winter with magic,"; mes "announce that to me immediately."; mos_nowinter = 14; + changequest(18076, 18077); close; } } @@ -1905,9 +1928,9 @@ mosk_in,131,92,3 script Csar Alexsay III#npc 4_M_RUSKING,{ mes "Did you bring some evidence to"; mes "resolve your issue of doubt, traveler?"; next; - if(select("Yes, I did.:I am confused.") == 1) { + if(select("Yes, I did.", "I am confused.") == 1) { if (countitem(Yaga_Pestle) > 39) { - delitem 7762,40; + delitem Yaga_Pestle,40; mes "[Csar Alexsay III]"; mes "Good,"; mes "I won't doubt you anymore."; @@ -1934,6 +1957,7 @@ mosk_in,131,92,3 script Csar Alexsay III#npc 4_M_RUSKING,{ mes "If you do that, I will arrest you immediately!"; mes "So take care of yourself."; mos_nowinter = 14; + changequest(18076, 18077); close; } mes "[Csar Alexsay III]"; @@ -2004,7 +2028,8 @@ mosk_in,131,92,3 script Csar Alexsay III#npc 4_M_RUSKING,{ mes "I give it as an atonement"; mes "to make my people happy."; mos_nowinter = 21; - getitem 603,1; + completequest(18079); + getitem Old_Blue_Box,1; next; mes "[Csar Alexsay III]"; mes "Stay here as long as you want, and"; @@ -2111,6 +2136,7 @@ mosk_in,131,92,3 script Csar Alexsay III#npc 4_M_RUSKING,{ mes "You have a heavy responsibility."; mes "Bring evidence of this whale island to me, to provide me with some relief. Now go."; mos_whale_edq = 18; + changequest(18112, 18113); close; } else if (mos_whale_edq > 17 && mos_whale_edq < 35) { mes "[Csar Alexsay III]"; @@ -2154,7 +2180,7 @@ mosk_in,131,92,3 script Csar Alexsay III#npc 4_M_RUSKING,{ mes "instrument. So mysterious... Hey!"; mes "Can you play it?"; next; - if(select("I can play.:I can't play it.") == 1) { + if(select("I can play.", "I can't play it.") == 1) { mes "[Csar Alexsay III]"; mes "You can play it!"; mes "Good, play it right away!"; @@ -2263,7 +2289,7 @@ mosk_in,131,92,3 script Csar Alexsay III#npc 4_M_RUSKING,{ mes "instrument. So mysterious... Hey!"; mes "Can you play it?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes. I learned how to play it at Whale Island."; next; mes "[Csar Alexsay III]"; @@ -2307,6 +2333,7 @@ mosk_in,131,92,3 script Csar Alexsay III#npc 4_M_RUSKING,{ getitem Old_Violet_Box,1; getexp RENEWAL_EXP?100000:1200000,0; mos_whale_edq = 41; + completequest(18120); close; } mes "[Csar Alexsay III]"; @@ -2316,7 +2343,7 @@ mosk_in,131,92,3 script Csar Alexsay III#npc 4_M_RUSKING,{ mes "[Csar Alexsay III]"; mes "Don't you need to be holding the instrument, in order to play it???"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm sorry. I will be ready now, and try again to play it."; close; } else if (mos_whale_edq == 39) { @@ -2403,7 +2430,7 @@ mosk_in,127,89,3 script Prime Minister Dmitree#m 4_M_RUSMAN1,{ mes "[Prime Minister Dmitree]"; mes "Traveler, why have you come to the Csar's Palace?"; next; - if(select("Just to look around.:To see the dear Csar.") == 1) { + if(select("Just to look around.", "To see the dear Csar.") == 1) { mes "[Prime Minister Dmitree]"; mes "If so... look around with caution. Do not bother the Csar."; next; @@ -2417,7 +2444,7 @@ mosk_in,127,89,3 script Prime Minister Dmitree#m 4_M_RUSMAN1,{ mes "[Prime Minister Dmitree]"; mes "Did you come to see our dear Csar? If so, tell me your business with him in advance."; next; - if(select("I'd like to say hello.:I have an adventure story for him.") == 1) { + if(select("I'd like to say hello.", "I have an adventure story for him.") == 1) { mes "[Prime Minister Dmitree]"; mes "I will tell him directly about your business. You don't need to worry yourself with the Csar."; close; @@ -2477,10 +2504,10 @@ OnTouch: mes "it suddenly dawns upon you that you"; mes "have memories from Whale Island.-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Stop by the whale island?"; next; - if(select("Go to Whale Island.:Stay put.") == 1) { + if(select("Go to Whale Island.", "Stay put.") == 1) { if (getequipid(EQI_ACC_L) == GUSLI || getequipid(EQI_ACC_R) == GUSLI) { soundeffect "mos_gusli2.wav",0; mes "-Slowly, your hands are on the"; @@ -2500,18 +2527,18 @@ OnTouch: next; warp "mosk_fild01",95,93; } else { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh my goodness... Slipped right out"; mes "of my mind... to forget equipping the Gusli."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The aged stranger said that when I"; mes "want to go to Whale Island again, I"; mes "should play the Gusli from this place..."; close; } } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I can go some other time."; mes "I will do other work now."; close; @@ -2545,19 +2572,20 @@ OnTouch: mes "seeewaaaaaaaaaaa"; next; mes "[Mr. Ibanoff]"; - mes "Hey "+strcharinfo(0)+"! Look!"; + mes "Hey "+strcharinfo(PC_NAME)+"! Look!"; mes "It's dangerous! Hide! Hurry!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That... that is..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Something... something is rising..."; next; mes "[Mr. Ibanoff]"; - mes "Watch out! "+strcharinfo(0)+"!"; + mes "Watch out! "+strcharinfo(PC_NAME)+"!"; mes "Ah... That... That is... What..."; mos_whale_edq = 13; + changequest(18108, 18109); close2; warp "mosk_fild01",95,93; end; @@ -2569,14 +2597,14 @@ OnTimer300000: - script Baehideun#main FAKE_NPC,{ OnInit: - if (compare(strnpcinfo(0),"main")) end; - disablenpc strnpcinfo(0); + if (compare(strnpcinfo(NPC_NAME),"main")) end; + disablenpc strnpcinfo(NPC_NAME); stopnpctimer; end; OnEnable: - enablenpc strnpcinfo(0); - .@c = charat(strnpcinfo(0),9); + enablenpc strnpcinfo(NPC_NAME); + .@c = charat(strnpcinfo(NPC_NAME),9); switch (.@c) { case 1: setarray .@m, 89,112,1425,85,110,1425; break; case 2: setarray .@m, 89,112,1425,80,110,1426,83,114,1426,85,110,1425; break; @@ -2584,39 +2612,39 @@ OnEnable: case 4: setarray .@m, 85,111,1451,89,112,1543,90,106,1543; break; } for (.@i = 0; .@i < getarraysize(.@m); .@i += 3) - monster "mosk_ship",.@m[.@i],.@m[.@i+1],"Sea Monster",.@m[.@i+2],1,strnpcinfo(0)+"::OnMyMobDead"; + monster "mosk_ship",.@m[.@i],.@m[.@i+1],"Sea Monster",.@m[.@i+2],1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; initnpctimer; end; OnDisable: $@mos1_edq = 0; stopnpctimer; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnMyMobDead: - if (!mobcount("mosk_ship",strnpcinfo(0)+"::OnMyMobDead")) { + if (!mobcount("mosk_ship",strnpcinfo(NPC_NAME)+"::OnMyMobDead")) { $@mos1_edq = 0; mes "[Mr. Ibanoff]"; mes "Now that all the monsters are gone,"; mes "we can start sailing again"; mes "normally."; - .@c = charat(strnpcinfo(0),9); + .@c = charat(strnpcinfo(NPC_NAME),9); switch (.@c) { case 1: break; case 2: break; case 3: mos_whale_edq = 11; break; case 4: mos_whale_edq = 26; break; } - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; close; } end; OnTimer300000: - killmonster "mosk_ship",strnpcinfo(0)+"::OnMyMobDead"; + killmonster "mosk_ship",strnpcinfo(NPC_NAME)+"::OnMyMobDead"; $@mos1_edq = 0; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } mosk_ship,2,2,4 duplicate(Baehideun#main) Baehideun1#ship FAKE_NPC @@ -2644,12 +2672,12 @@ function script F_MOS_1 { mes "[Anna]"; mes "Oh, my................"; next; - if(select("Talk to her.:Just pass by her") == 2) { + if(select("Talk to her.", "Just pass by her") == 2) { mes "[Gallina]"; mes "I'm worried that he's making trouble somewhere..."; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hello, there?"; next; mes "[Gallina]"; @@ -2658,7 +2686,7 @@ function script F_MOS_1 { mes "You want to buy a hotcake, don't you?"; mes "I'm sorry but we're not ready to open the store.."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No, that's ok."; mes "Is there something that I can help with? What's the matter?"; next; @@ -2675,7 +2703,7 @@ function script F_MOS_1 { mes "He used to come home at this time."; mes "I'm worried that something bad has happened to him."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You look anxious. I'd like to help you to find your son."; next; mes "[Gallina]"; @@ -2687,7 +2715,7 @@ function script F_MOS_1 { mes "But it's not good that I refuse your kindness"; mes "Will you find Mikhail for me?"; next; - if(select("I was not serious.:Yes, I will!") == 1) { + if(select("I was not serious.", "Yes, I will!") == 1) { mes "[Gallina]"; mes "You meanie! I'm not in the mood for jokes."; close; @@ -2697,6 +2725,7 @@ function script F_MOS_1 { mes "Mikhail is such a timid boy. I guess he didn't leave this village."; mes "Please bring him to me, then~"; mos_swan = 1; + setquest(18060); close; } @@ -2709,7 +2738,7 @@ mosk_in,144,279,5 script Gallina#mos 4_F_RUSWOMAN1,{ mes "I'm sorry if he's shy and timid like his father."; close; } else if (mos_swan > 1 && mos_swan < 25) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Mikhail hasn't come yet?"; next; mes "[Gallina]"; @@ -2723,7 +2752,7 @@ mosk_in,144,279,5 script Gallina#mos 4_F_RUSWOMAN1,{ mes "I'm sorry that I treated the little boy badly."; mes "He did his best in his own way."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That's ok. You will be a sweet mom to your little boy. haha"; next; mes "[Gallina]"; @@ -2733,7 +2762,7 @@ mosk_in,144,279,5 script Gallina#mos 4_F_RUSWOMAN1,{ mes "[Gallina]"; mes "I appreciate your effort. You went to a dangerous place to find my son"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It often happens to me, hehe."; next; mes "[Gallina]"; @@ -2751,6 +2780,7 @@ mosk_in,144,279,5 script Gallina#mos 4_F_RUSWOMAN1,{ mes "Well, now I have to get to work!"; mes "I'll make you my hotcakes someday. Please visit me later"; mos_swan = 100; + completequest(18069); getexp RENEWAL_EXP?90000:1000000,0; close; } @@ -2775,9 +2805,9 @@ mosk_in,148,274,1 script Anna#mos 4_F_RUSCHILD,{ mes "Why are you here?"; next; while(1) { - switch(select("About where Mikhail might be hiding:About their relationship:About the situation:Ask her about other things:End the conversation")) { + switch(select("About where Mikhail might be hiding", "About their relationship", "About the situation", "Ask her about other things", "End the conversation")) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Where is Mikhail?"; mes "Do you know where he is?"; next; @@ -2786,12 +2816,12 @@ mosk_in,148,274,1 script Anna#mos 4_F_RUSCHILD,{ mes "If I had known that, I would have already found him, you fool."; next; emotion e_swt,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hahaha, you're right."; next; break; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "How's your relationship with your brother?"; next; mes "[Anna]"; @@ -2800,19 +2830,19 @@ mosk_in,148,274,1 script Anna#mos 4_F_RUSCHILD,{ mes "It annoys me."; mes "And he only wants to play with me. That's why he has no friends."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You seem very courageous."; mes "I can understand why your mother worries about him."; next; break; case 3: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What were you doing when Mikhail broke your mother's Matrushka?"; next; mes "[Anna]"; mes "I was there."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh were you?"; next; mes "[Anna]"; @@ -2833,7 +2863,7 @@ mosk_in,148,274,1 script Anna#mos 4_F_RUSCHILD,{ mes "[Anna]"; mes "And then I told him that we should glue the pieces together before Mom came back, so Mikhail went to get ^3131FFpaste^000000 but he hasn't come back yet."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Where can you get it?"; mes "Why didn't you go with him?"; next; @@ -2842,13 +2872,13 @@ mosk_in,148,274,1 script Anna#mos 4_F_RUSCHILD,{ mes "He broke it and should get the thing by himself!"; mes "And Mom said that he should do his work for himself to become a great general."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Don't you have any idea of where he might be?"; next; mes "[Anna]"; mes "No."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Is there anyone who is close to him?"; next; emotion e_pif; @@ -2861,17 +2891,20 @@ mosk_in,148,274,1 script Anna#mos 4_F_RUSCHILD,{ next; mes "- Anna sticks her tongue out. -"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It's the only clue, I guess I'll go to ^3131FFInn 'Sticky Herb Tree'^000000?"; - if (mos_swan == 2) mos_swan = 3; + if (mos_swan == 2) { + mos_swan = 3; + changequest(18060, 18061); + } next; break; case 4: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What am I going to ask her?"; next; input .@AnnaInfo$; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Anna,"; mes ""+.@AnnaInfo$+"?"; mes "Do you know what this is?"; @@ -2905,7 +2938,7 @@ mosk_in,148,274,1 script Anna#mos 4_F_RUSCHILD,{ } } } else if (mos_swan == 3) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok, I got a clue from Anna and one thing that I have to do is go to ^3131FFInn 'Sticky Herb Tree'^000000."; close; } else if (mos_swan > 3 && mos_swan < 12) { @@ -2946,7 +2979,7 @@ mosk_in,136,279,3 script Bed#mos1 HIDDEN_NPC,{ mes "- There are sheets and a pillow which seem so neat and soft that I'll probably fall asleep as soon as I lie down on them. -"; if (mos_swan != 11) close; next; - if(select("Check other things:Look it over ") == 1) { + if(select("Check other things", "Look it over ") == 1) { mes "- You'll examine the bed later -"; close; } @@ -2983,7 +3016,7 @@ mosk_in,205,268,3 script Fire pot#mos HIDDEN_NPC,{ mes "- It's a fire pot that is used when Gallina bakes hotcakes."; mes "It seems that it was used a long time ago. -"; next; - if(select("Check other things:Look it over") == 1) { + if(select("Check other things", "Look it over") == 1) { mes "- You decide to check out other things -"; close; } @@ -2997,9 +3030,9 @@ mosk_in,205,268,3 script Fire pot#mos HIDDEN_NPC,{ } mes "- As you look it over very carefully, you find some pieces of bread on the floor around the fire pot! -"; next; - switch(select("Mikhail is in the fire pot.:Mikhail is around the fire pot.:There's nothing between pieces of bread and Mikhail.")) { + switch(select("Mikhail is in the fire pot.", "Mikhail is around the fire pot.", "There's nothing between pieces of bread and Mikhail.")) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I finally found him."; next; mes "- You put your arm into the hole of the fire pot. -"; @@ -3008,36 +3041,36 @@ mosk_in,205,268,3 script Fire pot#mos HIDDEN_NPC,{ next; mes "- You call Mikhail with a low voice. -"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Mik-ha-il-."; next; mes "- .......................... -"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Mikhail."; mes "I know you're there, please come out."; next; mes "- .......................... -"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Your mom and sister are worried about you."; next; mes "[???]"; mes ".......hey."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "?????"; next; mes "[Mikhail]"; mes ".......No, I can't............"; mes "I'll.... be punished........"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No, you won't, Mikhail."; mes "Your mom is worried about you so much."; mes "Your sister, too."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You broke your mom's Matrushka by mistake, didn't you?"; mes "I'll tell her about your mistake. Please come out."; next; @@ -3045,20 +3078,20 @@ mosk_in,205,268,3 script Fire pot#mos HIDDEN_NPC,{ mes "Oh.. ma.. matrushka.."; mes "I didn't break..it.. it..wasn't.. just me!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "And?"; next; mes "[Mikhail]"; mes "Anna pushed me and bumped me......"; mes "But she told Mom that it was just me who broke it...."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh, dear! You and Anna did that but she put all the blame on you?"; next; mes "[Mikhail]"; mes "Yes....."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You should come out and tell your mom the truth! Let's go Mikhail."; next; mes "[Mikhail]"; @@ -3070,20 +3103,21 @@ mosk_in,205,268,3 script Fire pot#mos HIDDEN_NPC,{ mes "No...I'm afraid that Mom will punish me..."; mes "Because Grandma's Matrushka is broken......"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh, my. Please don't cry little boy."; mes "There's no way. I'll get a paste to bond all the pieces together. And then you can bring it back to your mom and apologize to her."; next; mes "[Mikhail]"; mes "Can you... get... a paste?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You don't believe me?"; mes "Ok, stay here. I'll be right back with the paste."; next; mes "- I need to know what's required for the paste."; mes "I'll ask that guy ^3131FFMr. Victor^000000 about them. -"; mos_swan = 12; + changequest(18064, 18065); close; break; case 2: @@ -3098,7 +3132,7 @@ mosk_in,205,268,3 script Fire pot#mos HIDDEN_NPC,{ mes "- Ok, what I have to do first is ask Mr.Victor what I need for the paste. -"; close; } else if (mos_swan == 24) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey, Mikhail. I've got the paste!."; next; mes "[Mikhail]"; @@ -3116,14 +3150,14 @@ mosk_in,205,268,3 script Fire pot#mos HIDDEN_NPC,{ mes "I've done it!!!!!!!"; mes "Thank you so much!!!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You're welcome, haha."; mes "Anyway, can you promise me one thing?"; next; mes "[Mikhail]"; mes "What?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Bring back the Matrushka to your mother, and promise me that you will be a brave general in the future."; next; mes "[Mikhail]"; @@ -3132,14 +3166,15 @@ mosk_in,205,268,3 script Fire pot#mos HIDDEN_NPC,{ mes "[Mikhail]"; mes "OK, I will!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hoohoo, you're good boy."; next; mes "[Mikhail]"; mes "Now I'm gonna give this back to Mom."; donpcevent "Mikhail#mos::OnInit"; mos_swan = 25; - delitem 7764,1; + changequest(18068, 18069); + delitem High_Strength_Adhesive,1; close; } mes "- It's a fire pot to heat the room or bake something -"; @@ -3161,7 +3196,7 @@ mosk_in,135,191,5 script Landlord#mos 4_F_RUSWOMAN3,{ mes "It is the most comfortable and calmest place in all of Moscovia."; next; if (mos_swan == 3) { - switch(select("Save:Stay the night - 5000z:Ask her about Mikhail.")) { + switch(select("Save", "Stay the night - 5000z", "Ask her about Mikhail.")) { case 1: mes "[Landlord]"; mes "Your respawn point has been saved."; @@ -3186,14 +3221,19 @@ mosk_in,135,191,5 script Landlord#mos 4_F_RUSWOMAN3,{ case 3: mes "[Landlord]"; emotion e_lv; - mes "Oh~! You look great! Look at the "+((Sex)?"solid muscle":"fair skin")+"!"; + mes "Oh~! You look great! Look at the "+ (Sex == SEX_MALE ? "solid muscle" : "fair skin") +"!"; mes "But you look tired. Is it because of a long journey?"; next; mes "[Landlord]"; - mes "We've got a room available just for you. "+((Sex)?"It's the best in town. How about staying the night?":"It's like a princess' room."); - mes (Sex)?"I'll charge you at reasonable price for you, handsome guy.":"How about staying the night? I'll mark down the price for you, beautiful lady."; + if (Sex == SEX_MALE) { + mes "We've got a room available just for you. It's the best in town. How about staying the night?"; + mes "I'll charge you at reasonable price for you, handsome guy."; + } else { + mes "We've got a room available just for you. It's like a princess' room."; + mes "How about staying the night? I'll mark down the price for you, beautiful lady."; + } next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh, I'm sorry but I didn't come to stay here."; mes "I'm looking for a kid and I've got something to ask you..."; next; @@ -3209,7 +3249,7 @@ mosk_in,135,191,5 script Landlord#mos 4_F_RUSWOMAN3,{ mes "[Landlord]"; mes "If you promise me to stay overnight, I'll tell you about what you want to know. Deal?"; next; - if(select("Refuse.:Stay overnight and get the info. - 5000z") == 1) { + if(select("Refuse.", "Stay overnight and get the info. - 5000z") == 1) { emotion e_ag; mes "[Landlord]"; mes "Well, get the info by yourself then."; @@ -3243,7 +3283,7 @@ mosk_in,135,191,5 script Landlord#mos 4_F_RUSWOMAN3,{ mes "Hohoho."; next; while(1) { - switch(select("Ask her about the inn:Ask her about Mikhail.:End the conversation")) { + switch(select("Ask her about the inn", "Ask her about Mikhail.", "End the conversation")) { case 1: mes "[Landlord]"; mes "The name of our inn came from a big apple tree which is outside of the village."; @@ -3263,7 +3303,7 @@ mosk_in,135,191,5 script Landlord#mos 4_F_RUSWOMAN3,{ mes "I felt sorry for him because he was so tense. He's such a sweet boy. I'd like to make him my son."; mes "Hohoho"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So what happened?"; mes "Did Mikhail get it?"; next; @@ -3274,7 +3314,7 @@ mosk_in,135,191,5 script Landlord#mos 4_F_RUSWOMAN3,{ mes "[Landlord]"; mes "But it's been a long time since he was out of Moscovia so I can't ask him how to make adhesives now..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "......And then?"; next; mes "[Landlord]"; @@ -3282,7 +3322,7 @@ mosk_in,135,191,5 script Landlord#mos 4_F_RUSWOMAN3,{ mes "I also told him not to drink what those guys offer to him!"; mes "Cause he's such a cute boy!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So, did he go there?"; next; mes "[Landlord]"; @@ -3290,13 +3330,14 @@ mosk_in,135,191,5 script Landlord#mos 4_F_RUSWOMAN3,{ mes "As he's a good boy, he would go there."; mes "He's really gentle."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "OK. Thank you for your answers!"; next; mes "[Landlord]"; mes "I was unkind to make you stay here but wasn't it easier for you? hoho."; mes "When it gets dark, promise me to come here again. Hoho"; mos_swan = 7; + changequest(18061, 18062); close; break; case 3: @@ -3310,7 +3351,7 @@ mosk_in,135,191,5 script Landlord#mos 4_F_RUSWOMAN3,{ } } } - if(select("Save:Stay the night - 5000z") == 1) { + if(select("Save", "Stay the night - 5000z") == 1) { mes "[Landlord]"; mes "Your respawn point has been saved."; mes "Hope we can see you again next time hoho."; @@ -3346,22 +3387,22 @@ mosk_in,141,212,3 script Pub Owner#mos 4_M_RUSBALD,{ mes "Welcome to our pub."; mes "I'm Alexandre of ^3131FF'Pub Stream'^000000. You can call me 'Sasha'."; next; - if(select("Ask him about Mikhail.:Order a drink.") == 1) { - mes "["+strcharinfo(0)+"]"; + if(select("Ask him about Mikhail.", "Order a drink.") == 1) { + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sasha, has a little boy called 'Mikhail' came here?"; next; mes "[Pub Owner]"; mes "Are you talking about the cute little boy? Yes he has came here."; mes "He looked pale and needed a high-strength adhesive ."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So what did you say ?"; next; mes "[Pub Owner]"; mes "I don't know well about that thing."; mes "However, I know a person who may know about that so I introduced him to Mikhail."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Who's that person?"; next; mes "[Pub Owner]"; @@ -3369,19 +3410,20 @@ mosk_in,141,212,3 script Pub Owner#mos 4_M_RUSBALD,{ mes "He's very careful about details so we call him ^3131FF'hedgehog Victor'^000000."; mes "No one knows about it well except him."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sasha, thanks a lot!"; next; mes "[Pub Owner]"; mes "You're welcome."; mos_swan = 8; + changequest(18062, 18063); close; } mes "[Pub Owner]"; mes "Although you may be an experienced adventurer, you look so young."; mes "I recommend you these drinks. Which one will you take?"; next; - .@j = select("Milk - 1000z:Sticky_Herb juice - 1000z:They are all expensive!") - 1; + .@j = select("Milk - 1000z", "Sticky_Herb juice - 1000z", "They are all expensive!") - 1; if (.@j == 2) { mes "[Pub Owner]"; mes "Hahaha, too much for you eh cheapskate."; @@ -3390,33 +3432,33 @@ mosk_in,141,212,3 script Pub Owner#mos 4_M_RUSBALD,{ if (Zeny > 999) { Zeny -= 1000; mos_swan = 9; - if (!.@j) getitem 519,1; else getitem 531,1; + if (!.@j) getitem Milk,1; else getitem Apple_Juice,1; mes "[Pub Owner]"; mes "Here you are. This is what you ordered."; mes "How do you like Moscovia?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes, it's beautiful and gorgeous."; mes "Sasha, most of all, can you answer one question?"; next; mes "[Pub Owner]"; mes "About what?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Has Mikhail come here?"; next; mes "[Pub Owner]"; mes "Yes he has."; mes "He looked pale and needed a high-strength adhesive."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So what happened?"; next; mes "[Pub Owner]"; mes "I don't know much about adhesives."; mes "But, I know a person who may know about them so I introduced Mikhail to him."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Who's this person?"; next; mes "[Pub Owner]"; @@ -3424,7 +3466,7 @@ mosk_in,141,212,3 script Pub Owner#mos 4_M_RUSBALD,{ mes "He's very careful about details so we call him ^3131FF'Hedgehog Victor'^000000."; mes "No one knows adhesives as well as he does."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sasha, thanks a lot!"; next; mes "[Pub Owner]"; @@ -3448,12 +3490,12 @@ mosk_in,141,212,3 script Pub Owner#mos 4_M_RUSBALD,{ mes "Well, do you have some stories for me? or you've got something to ask me."; mes "I recommend you those drinks."; next; - switch(select("Milk - 1000z:Apple juice - 1000z:They are all expensive!")) { + switch(select("Milk - 1000z", "Apple juice - 1000z", "They are all expensive!")) { case 1: if (Zeny > 999) { Zeny -= 1000; mos_swan = 9; - getitem 519,1; + getitem Milk,1; mes "[Pub Owner]"; mes "Here you are. This is what you ordered."; mes "Enjoy yourself."; @@ -3467,7 +3509,7 @@ mosk_in,141,212,3 script Pub Owner#mos 4_M_RUSBALD,{ if (Zeny > 999) { Zeny -= 1000; mos_swan = 9; - getitem 531,1; + getitem Apple_Juice,1; mes "[Pub Owner]"; mes "Here you are. This is what you ordered."; mes "Enjoy yourself."; @@ -3503,7 +3545,7 @@ mosk_in,147,202,3 script Victor#mos 4_M_RUSMAN2,{ close; } if (mos_swan == 8) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me."; mes "Could you spare a few minutes for me?"; next; @@ -3513,7 +3555,7 @@ mosk_in,147,202,3 script Victor#mos 4_M_RUSMAN2,{ mes "I'm busy appreciating wine in this glass."; close; } else if (mos_swan == 9) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me."; mes "Could you spare a few minutes for me?"; next; @@ -3529,7 +3571,7 @@ mosk_in,147,202,3 script Victor#mos 4_M_RUSMAN2,{ mes "[Victor]"; mes "Well, tell me what you have on your mind. I'm listening."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Have you seen a little boy who was looking for paste?"; next; mes "[Victor]"; @@ -3542,7 +3584,7 @@ mosk_in,147,202,3 script Victor#mos 4_M_RUSMAN2,{ mes "[Victor]"; mes "By the way, how did you know that he came to see me? Did he say anything to you?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Mikhail hasn't come back yet since he left to get the paste. He broke his mother's Matrushka.."; next; mes "[Victor]"; @@ -3550,7 +3592,7 @@ mosk_in,147,202,3 script Victor#mos 4_M_RUSMAN2,{ mes "Hmm.. Oh dear....."; mes "I doubt he went there."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "There?"; next; mes "[Victor]"; @@ -3591,6 +3633,7 @@ mosk_in,147,202,3 script Victor#mos 4_M_RUSMAN2,{ mes "[Victor]"; mes "He might've just hidden himself somewhere, haha!"; mos_swan = 10; + changequest(18062, 18063); close; } else if (mos_swan == 10 || mos_swan == 11) { mes "[Victor]"; @@ -3606,13 +3649,13 @@ mosk_in,147,202,3 script Victor#mos 4_M_RUSMAN2,{ mes "[Victor]"; mes "You came back. Hmm, are you about to make me responsible that he's gone?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No, I found him. You don't have to worry."; next; mes "[Victor]"; mes "So, what do you want with me?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I promised him I'd make the high-strength adhesive. What do I have to do for that?"; next; mes "[Victor]"; @@ -3628,6 +3671,7 @@ mosk_in,147,202,3 script Victor#mos 4_M_RUSMAN2,{ mes "[Victor]"; mes "You should bring ^3131FF'10 sticky herbs'^000000 and ^3131FF 1 medicine bowl^000000 to me."; mos_swan = 13; + changequest(18065, 18066); close; } else if (mos_swan > 12 && mos_swan < 23) { mes "[Victor]"; @@ -3656,10 +3700,11 @@ mosk_in,147,202,3 script Victor#mos 4_M_RUSMAN2,{ mes "Ok, done!"; mes "I don't want you to bother me any longer!"; mes "Please leave!"; - delitem 7763,10; - delitem 7134,1; + delitem Sticky_Herb,10; + delitem Medicine_Bowl,1; mos_swan = 24; - getitem 7764,1; + changequest(18067, 18068); + getitem High_Strength_Adhesive,1; close; } mes "[Victor]"; @@ -3698,14 +3743,14 @@ OnTouch: mes ".................."; mes ".................."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh, I got a good night's sleep. How long did I sleep?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Although I was forced to stay here, it's true that it's got great facilities."; mes "I feel refreshed."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok, I guess I will go to the landlord to get some info."; mos_swan = 5; close; @@ -3722,9 +3767,10 @@ mosk_dun03,153,90,3 script Bubbling Swamp#mos1 CLEAR_NPC,{ next; mes "- Gas bubbles are rising. The atmosphere here is pretty scary -"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I don't see any traces of Mikhail. I think I should go back and check his house one more time."; mos_swan = 11; + changequest(18063, 18064); close; } else if (mos_swan == 11 && mos_swan == 12) { mes "- You can see a small muddy swamp -"; @@ -3741,16 +3787,17 @@ mosk_dun03,153,90,3 script Bubbling Swamp#mos1 CLEAR_NPC,{ if (rand(1,10) < 6) { mes "- You have pricked your finger on a Sticky Herb. -"; if (mos_swan == 22) { - getitem 7763,1; + getitem Sticky_Herb,1; mos_swan = 23; + changequest(18066, 18067); close; } - getitem 7763,1; + getitem Sticky_Herb,1; ++mos_swan; close; } mes "- You have pricked your finger on a Green Herb. -"; - getitem 511,1; + getitem Green_Herb,1; close; } mes "- You can see a small swamp which seems very muddy. -"; @@ -3778,8 +3825,8 @@ mosk_in,211,259,5 script Larissa#mos_01 4_F_RUSWOMAN2,{ mes "Here you are. This special pancake is for you."; mes "It will be very delicious."; mos_swan = 101; - getitem 592,5; - getitem 593,5; + getitem Jam_Pancake,5; + getitem Honey_Pancake,5; next; mes "[Larissa]"; mes "Whenever you'd like to eat these pancake, you come on by."; @@ -3790,7 +3837,7 @@ mosk_in,211,259,5 script Larissa#mos_01 4_F_RUSWOMAN2,{ mes "Did the pancake taste good?"; mes "Would you like another pancake?"; next; - if(select("Yes:No") == 1) { + if(select("Yes", "No") == 1) { if (countitem(Old_Frying_Pan) && countitem(Milk) > 1 && countitem(White_Potion) > 1 && countitem(Cheese) && countitem(Wooden_Block) && countitem(Honey)) { mes "[Larissa]"; mes "Let me check if you have all the ingredients."; @@ -3805,7 +3852,7 @@ mosk_in,211,259,5 script Larissa#mos_01 4_F_RUSWOMAN2,{ mes "[Larissa]"; mes "What should I do with the wheat flour?"; next; - switch(select("Turn it down.:Pass it through a sieve.:Press it with your fist.")) { + switch(select("Turn it down.", "Pass it through a sieve.", "Press it with your fist.")) { case 1: mes "[Larissa]"; mes "Oh, my! What are you doing now?"; @@ -3829,7 +3876,7 @@ mosk_in,211,259,5 script Larissa#mos_01 4_F_RUSWOMAN2,{ mes "And then I'm adding an egg, some milk and a white potion."; mes "What next?"; next; - if(select("Stir it up with great speed.:Do the same as she said.") == 1) { + if(select("Stir it up with great speed.", "Do the same as she said.") == 1) { mes "[Larissa]"; mes "No, you don't have to do that way. It won't rise properly if you stir it too fast."; next; @@ -3846,7 +3893,7 @@ mosk_in,211,259,5 script Larissa#mos_01 4_F_RUSWOMAN2,{ mes "Cook in low temperature. It'll rise and have bubbles on it."; mes "When you see the bubbles, you can turn it over."; next; - if(select("Cook in high temperature.:Can I turn it over now?") == 1) { + if(select("Cook in high temperature.", "Can I turn it over now?") == 1) { mes "[Larissa]"; mes "No, you don't do that."; mes "You'll burn it up."; @@ -3862,7 +3909,7 @@ mosk_in,211,259,5 script Larissa#mos_01 4_F_RUSWOMAN2,{ mes "Ok, turn it over. Oh it looks delicious"; mes "What should I top it with? First I put some cheese but the rest is up to you..."; next; - switch(select("Caviar:Mushrooms:Honey:Strawberry jam:Sour cream")) { + switch(select("Caviar", "Mushrooms", "Honey", "Strawberry jam", "Sour cream")) { case 1: mes "[Larissa]"; mes "Ok. you want caviar. Fortunately, I still have a little left."; @@ -3897,9 +3944,9 @@ mosk_in,211,259,5 script Larissa#mos_01 4_F_RUSWOMAN2,{ setarray .@n, 594,1; break; } - setarray .@di,7031,1,519,2,504,2,548,1,1019,1,518,1; + setarray .@di,Old_Frying_Pan,1,Milk,2,White_Potion,2,Cheese,1,Wooden_Block,1,Honey,1; for (.@i = 0; .@i < getarraysize(.@di); .@i += 2) - delitem .@n[.@i],.@n[.@i+1]; + delitem .@di[.@i],.@di[.@i+1]; getitem .@n,.@n[1]; close; } @@ -3931,7 +3978,7 @@ moscovia,208,182,7 script Acorn Dealer#mos 4_M_RUSMAN1,{ mes "We have very fresh acorns. Everyone will like them!"; mes "You can buy one acorn for 100zeny!"; next; - if(select("Buy one.:What can I use them for?") == 2) { + if(select("Buy one.", "What can I use them for?") == 2) { mes "[Acorn Dealer]"; mes "Well uh..."; mes "You can grind them to make"; @@ -3981,13 +4028,13 @@ moscovia,208,182,7 script Acorn Dealer#mos 4_M_RUSMAN1,{ mes "Oh, thank you..."; mes "What do you think of them? They're fresh, aren't they?"; Zeny -= .@price; - getitem 1026,.@input; + getitem Acorn,.@input; close; } //- Big Squirrel - Trade Acorns for Gems - - script Squirrel#mos_main FAKE_NPC,{ - if (compare(strnpcinfo(0),"mos_sq")) end; + if (compare(strnpcinfo(NPC_NAME),"mos_sq")) end; OnTouch: if ((MaxWeight-Weight) < 2000) { mes "- Please stop here!! -"; @@ -4001,7 +4048,7 @@ OnTouch: mes "- When the animal comes across you, it starts to sniffle and purse up its lips. -"; next; if (countitem(Acorn) > 19) { - switch(select("Give acorns to it.:Ignore it.:Ask about the squirrel.")) { + switch(select("Give acorns to it.", "Ignore it.", "Ask about the squirrel.")) { case 1: mes "- You take one of acorns out and hold it out to the squirrel. -"; next; @@ -4012,58 +4059,58 @@ OnTouch: mes "- It makes a crunching sound -"; next; mes "- After eating the acorn up, the squirrel dances around wildly. Suddenly it curls its body and throws something up with a spit-spit sound -"; - delitem 1026,20; + delitem Acorn,20; .@cyworld = rand(1,1000); .@stworld = rand(1,150); - if (.@cyworld > 0 && .@cyworld < 100) getitem 733,1; + if (.@cyworld > 0 && .@cyworld < 100) getitem Crystal_Jewel___,1; else if (.@cyworld == 100) { if (.@stworld > 0 && .@stworld < 90) callsub S_BS_1,.@stworld; - else if (.@stworld > 89 && .@stworld < 100) getitem 730,1; - else getitem 7289,1; + else if (.@stworld > 89 && .@stworld < 100) getitem Crystal_Jewel,1; + else getitem Olivine,1; } else if (.@cyworld == 200) { if (.@stworld > 0 && .@stworld < 90) callsub S_BS_1,.@stworld; - else if (.@stworld > 89 && .@stworld < 100) getitem 731,1; + else if (.@stworld > 89 && .@stworld < 100) getitem Crystal_Jewel_,1; else .@stonez1 = rand(1,10); - if (.@stonez1 < 6) getitem 7290,1; - else if (.@stonez1 > 5 && .@stonez1 < 8) getitem 7297,1; - else getitem 7292,1; + if (.@stonez1 < 6) getitem Phlogopite,1; + else if (.@stonez1 > 5 && .@stonez1 < 8) getitem Biotite,1; + else getitem Muscovite,1; } else if (.@cyworld == 300) { if (.@stworld > 0 && .@stworld < 90) callsub S_BS_1,.@stworld; - else if (.@stworld > 89 && .@stworld < 100) getitem 732,1; + else if (.@stworld > 89 && .@stworld < 100) getitem Crystal_Jewel__,1; else .@stonez2 = rand(1,10); - if (.@stonez2 < 6) getitem 7291,1; - else getitem 7294,1; + if (.@stonez2 < 6) getitem Agate,1; + else getitem Turquoise,1; } else if (.@cyworld == 400) { if (.@stworld > 0 && .@stworld < 90) callsub S_BS_1,.@stworld; - else if (.@stworld > 89 && .@stworld < 100) getitem 730,1; - else getitem 7295,1; + else if (.@stworld > 89 && .@stworld < 100) getitem Crystal_Jewel,1; + else getitem Citrine,1; } else if (.@cyworld == 500) { if (.@stworld > 0 && .@stworld < 90) callsub S_BS_1,.@stworld; - else if (.@stworld > 89 && .@stworld < 100) getitem 731,1; - else getitem 7293,1; + else if (.@stworld > 89 && .@stworld < 100) getitem Crystal_Jewel_,1; + else getitem Rose_Quartz,1; } else if (.@cyworld == 600) { if (.@stworld > 0 && .@stworld < 90) callsub S_BS_1,.@stworld; - else if (.@stworld > 89 && .@stworld < 100) getitem 732,1; - else getitem 7292,1; + else if (.@stworld > 89 && .@stworld < 100) getitem Crystal_Jewel__,1; + else getitem Muscovite,1; } else if (.@cyworld == 700) { if (.@stworld > 0 && .@stworld < 90) callsub S_BS_1,.@stworld; - else if (.@stworld > 89 && .@stworld < 100) getitem 730,1; - else getitem 7290,1; + else if (.@stworld > 89 && .@stworld < 100) getitem Crystal_Jewel,1; + else getitem Phlogopite,1; } else if (.@cyworld == 800) { if (.@stworld > 0 && .@stworld < 90) callsub S_BS_1,.@stworld; - else if (.@stworld > 89 && .@stworld < 100) getitem 731,1; - else getitem 7296,1; + else if (.@stworld > 89 && .@stworld < 100) getitem Crystal_Jewel_,1; + else getitem Pyroxene,1; } else if (.@cyworld == 900) { if (.@stworld > 0 && .@stworld < 90) callsub S_BS_1,.@stworld; - else if (.@stworld > 89 && .@stworld < 100) getitem 732,1; - else getitem 7297,1; - } else if (.@cyworld == 1000) getitem 727,1; - else if (.@cyworld > 100 && .@cyworld < 500) getitem 733,1; - else if (.@cyworld > 500 && .@cyworld < 900) getitem 724,1; - else getitem 724,1; + else if (.@stworld > 89 && .@stworld < 100) getitem Crystal_Jewel__,1; + else getitem Biotite,1; + } else if (.@cyworld == 1000) getitem White_Jewel,1; + else if (.@cyworld > 100 && .@cyworld < 500) getitem Crystal_Jewel___,1; + else if (.@cyworld > 500 && .@cyworld < 900) getitem Cardinal_Jewel_,1; + else getitem Cardinal_Jewel_,1; close; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It's so cute."; close; case 3: @@ -4085,15 +4132,15 @@ OnTouch: S_BS_1: .@stworld = getarg(0); - if (.@stworld < 10) getitem 718,1; - else if (.@stworld < 20) getitem 719,1; - else if (.@stworld < 30) getitem 720,1; - else if (.@stworld < 40) getitem 721,1; - else if (.@stworld < 50) getitem 722,1; - else if (.@stworld < 60) getitem 723,1; - else if (.@stworld < 70) getitem 725,1; - else if (.@stworld < 80) getitem 728,1; - else if (.@stworld < 90) getitem 729,1; + if (.@stworld < 10) getitem Dark_Red_Jewel,1; + else if (.@stworld < 20) getitem Violet_Jewel,1; + else if (.@stworld < 30) getitem Skyblue_Jewel,1; + else if (.@stworld < 40) getitem Azure_Jewel,1; + else if (.@stworld < 50) getitem Scarlet_Jewel,1; + else if (.@stworld < 60) getitem Cardinal_Jewel,1; + else if (.@stworld < 70) getitem Red_Jewel,1; + else if (.@stworld < 80) getitem Golden_Jewel,1; + else if (.@stworld < 90) getitem Bluish_Green_Jewel,1; return; } mosk_fild01,113,108,3 duplicate(Squirrel#mos_main) Big Squirrel#mos HIDDEN_NPC @@ -4131,7 +4178,7 @@ OnTouch: mes "give them back to me!"; mos_nowinter = 1; .@getback = rand(1,20); - delitem 7762,.@getback; + delitem Yaga_Pestle,.@getback; close2; warp "mosk_dun02",53,217; end; @@ -4165,7 +4212,7 @@ OnTouch: mes "You, chicken,"; mes "I need to kick your ass more."; next; - if (Sex) { + if (Sex == SEX_MALE) { mes "[Baba Yaga, the Horrible]"; mes "I will bewitch"; mes "and enslave you."; @@ -4215,7 +4262,7 @@ mosk_in,215,46,5 script Baba Yaga, the Horrible 4_F_BABAYAGA,{ mes "Yes, if you let me live, I will compensate you"; mes "with a present, how about that?"; next; - if(select("A present?:I don't need.") == 1) { + if(select("A present?", "I don't need.") == 1) { mes "[Baba Yaga, the Horrible]"; mes "Yes, if you let me live"; mes "I will give you the Yaga Pestles"; @@ -4250,7 +4297,7 @@ mosk_in,215,46,5 script Baba Yaga, the Horrible 4_F_BABAYAGA,{ mes "interested... ya?"; mes "What do you think about that?"; next; - if(select("Good, but I think you're lying.:I am not interested.") == 1) { + if(select("Good, but I think you're lying.", "I am not interested.") == 1) { mes "[Baba Yaga, the Horrible]"; mes "Sure, you can trust me."; mes "It is so complicated that I cannot"; @@ -4270,7 +4317,7 @@ mosk_in,215,46,5 script Baba Yaga, the Horrible 4_F_BABAYAGA,{ mes "I can use the magic that"; mes "stops winter from returning. Will you help me?"; next; - if(select("Ok, I will.:No. I don't like it.") == 1) callsub S_BY_1; + if(select("Ok, I will.", "No. I don't like it.") == 1) callsub S_BY_1; mes "[Baba Yaga, the Horrible]"; mes "Heeeek,"; mes "Just, just I need a little help.. It is really little."; @@ -4302,7 +4349,7 @@ mosk_in,215,46,5 script Baba Yaga, the Horrible 4_F_BABAYAGA,{ mes "Isn't that better for you"; mes "than hurting me?"; next; - if(select("Ok, tell me the story.:Let me think...") == 1) { + if(select("Ok, tell me the story.", "Let me think...") == 1) { mes "[Baba Yaga, the Horrible]"; mes "Certainly, trust me."; mes "It is so complicated that I cannot"; @@ -4322,7 +4369,7 @@ mosk_in,215,46,5 script Baba Yaga, the Horrible 4_F_BABAYAGA,{ mes "I can use the magic that"; mes "stops winter from returning. Will you help me?"; next; - if(select("Ok, I will.:No. I don't like it.") == 1) callsub S_BY_1; + if(select("Ok, I will.", "No. I don't like it.") == 1) callsub S_BY_1; mes "[Baba Yaga, the Horrible]"; mes "Heeeeek,"; mes "Just, just I need a little help.. It is really little."; @@ -4346,7 +4393,7 @@ mosk_in,215,46,5 script Baba Yaga, the Horrible 4_F_BABAYAGA,{ mes "[Baba Yaga, the Horrible]"; mes "Well, did you change your mind?"; next; - if(select("Ok, let's try.:Let me think more...") == 1) callsub S_BY_1; + if(select("Ok, let's try.", "Let me think more...") == 1) callsub S_BY_1; mes "[Baba Yaga, the Horrible]"; mes "You think more..."; mes "What do you want from me..."; @@ -4389,7 +4436,7 @@ mosk_in,215,46,5 script Baba Yaga, the Horrible 4_F_BABAYAGA,{ mes "a glue, no, to cast a spell"; mes "10 Sticky Mucus..."; next; - if(select("...Are you sure?:A glue? You want me to kill you?!") == 1) { + if(select("...Are you sure?", "A glue? You want me to kill you?!") == 1) { mes "[Baba Yaga, the Horrible]"; mes "Yes, yes, I am certain. Why don't you trust me..."; next; @@ -4456,6 +4503,7 @@ mosk_in,215,46,5 script Baba Yaga, the Horrible 4_F_BABAYAGA,{ mes "a 1, 2, or 3 carat"; mes "^ff00001 Diamond^000000."; mos_nowinter = 6; + changequest(18070, 18071); next; } else { mes "[Baba Yaga, the Horrible]"; @@ -4476,6 +4524,7 @@ mosk_in,215,46,5 script Baba Yaga, the Horrible 4_F_BABAYAGA,{ mes "a 1, 2, or 3 carat"; mes "^ff0000Diamond^000000."; mos_nowinter = 7; + changequest(18070, 18072); next; } mes "[Baba Yaga, the Horrible]"; @@ -4491,7 +4540,7 @@ mosk_in,215,46,5 script Baba Yaga, the Horrible 4_F_BABAYAGA,{ mes "Did you get"; mes "all of the items?"; next; - setarray .@n, 940,20,908,5,7006,20,1061,10,7041,10,938,10,1051,1,990,5,7097,10; + setarray .@n, Grasshoppers_Leg,20,Spawn,5,Wing_Of_Red_Bat,20,Starsand_Of_Witch,10,Fine_Grit,10,Sticky_Mucus,10,Detonator,1,Boody_Red,5,Burning_Heart,10; for (.@i = 0; .@i < getarraysize(.@n); .@i += 2) { if (countitem(.@n[.@i]) < .@n[.@i+1]) { .@f = 1; @@ -4501,9 +4550,9 @@ mosk_in,215,46,5 script Baba Yaga, the Horrible 4_F_BABAYAGA,{ if (!.@f && (countitem(Crystal_Jewel) || countitem(Crystal_Jewel_) || countitem(Crystal_Jewel__))) { for (.@i = 0; .@i < getarraysize(.@n); .@i += 2) delitem .@n[.@i],.@n[.@i+1]; - if (countitem(Crystal_Jewel)) delitem 730,1; - else if (countitem(Crystal_Jewel_)) delitem 731,1; - else if (countitem(Crystal_Jewel__)) delitem 732,1; + if (countitem(Crystal_Jewel)) delitem Crystal_Jewel,1; + else if (countitem(Crystal_Jewel_)) delitem Crystal_Jewel_,1; + else if (countitem(Crystal_Jewel__)) delitem Crystal_Jewel__,1; mos_nowinter = 8; mes "[Baba Yaga, the Horrible]"; mes "Right, you got them all."; @@ -4536,6 +4585,7 @@ mosk_in,215,46,5 script Baba Yaga, the Horrible 4_F_BABAYAGA,{ mes "contain people's speech."; mes "I must have this."; next; + changequest(18071, 18073); mes "[Baba Yaga, the Horrible]"; mes "I don't know how strong you are,"; mes "but I would like to recommend that"; @@ -4586,7 +4636,7 @@ mosk_in,215,46,5 script Baba Yaga, the Horrible 4_F_BABAYAGA,{ mes "Did you get"; mes "all of them?"; next; - setarray .@n, 940,20,908,5,7006,20,1061,10,7041,10,1051,1,990,5,7097,10; + setarray .@n, Grasshoppers_Leg,20,Spawn,5,Wing_Of_Red_Bat,20,Starsand_Of_Witch,10,Fine_Grit,10,Detonator,1,Boody_Red,5,Burning_Heart,10; for (.@i = 0; .@i < getarraysize(.@n); .@i += 2) { if (countitem(.@n[.@i]) < .@n[.@i+1]) { .@f = 1; @@ -4596,9 +4646,9 @@ mosk_in,215,46,5 script Baba Yaga, the Horrible 4_F_BABAYAGA,{ if (!.@f && (countitem(Crystal_Jewel) || countitem(Crystal_Jewel_) || countitem(Crystal_Jewel__))) { for (.@i = 0; .@i < getarraysize(.@n); .@i += 2) delitem .@n[.@i],.@n[.@i+1]; - if (countitem(Crystal_Jewel)) delitem 730,1; - else if (countitem(Crystal_Jewel_)) delitem 731,1; - else if (countitem(Crystal_Jewel__)) delitem 732,1; + if (countitem(Crystal_Jewel)) delitem Crystal_Jewel,1; + else if (countitem(Crystal_Jewel_)) delitem Crystal_Jewel_,1; + else if (countitem(Crystal_Jewel__)) delitem Crystal_Jewel__,1; mos_nowinter = 8; mes "[Baba Yaga, the Horrible]"; mes "Right, you got them all."; @@ -4737,6 +4787,7 @@ mosk_in,215,46,5 script Baba Yaga, the Horrible 4_F_BABAYAGA,{ mes "[Baba Yaga, the Horrible]"; mes "Take care of yourself, cough, cough."; mos_nowinter = 10; + changequest(18074, 18075); close; } mes "[Baba Yaga, the Horrible]"; @@ -4793,7 +4844,7 @@ mosk_in,215,46,5 script Baba Yaga, the Horrible 4_F_BABAYAGA,{ mes "Cough, cough!"; close; } - delitem 7761,1; + delitem Magic_Gourd_Bottle,1; mes "[Baba Yaga, the Horrible]"; mes "Anyway, give me the bottle and"; mes "think about"; @@ -4883,8 +4934,9 @@ mosk_in,215,46,5 script Baba Yaga, the Horrible 4_F_BABAYAGA,{ mes "If you do this, what the villagers want"; mes "will be happening,"; mes "forever."; - getitem 7765,1; mos_nowinter = 19; + changequest(18077, 18078); + getitem(Yaga_Secret_Medicine, 1); close; } else if (mos_nowinter == 19) { mes "[Baba Yaga, the Horrible]"; @@ -4930,6 +4982,7 @@ S_BY_1: mes "where it is."; mes "Could you please come back later?"; mos_nowinter = 5; + setquest(18070); close; } @@ -4970,7 +5023,7 @@ mosk_in,217,45,0 script #book_russia HIDDEN_NPC,{ mes "to repeat the spells that are already made."; mes "This thick spell book is for that purpose."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That? That's just the preface?!"; next; mes "...The second feature is"; @@ -4992,7 +5045,7 @@ mosk_in,217,45,0 script #book_russia HIDDEN_NPC,{ mes "but, whoever understands this can"; mes "read everything in it."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It just accounts for the spell."; mes "What a long preface."; mes "I'll mark this spot."; @@ -5039,12 +5092,12 @@ mosk_in,217,45,0 script #book_russia HIDDEN_NPC,{ mes "the place where you want to affect,"; mes "the changing of the seasons."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'll mark this page so that I"; mes "know where to read next time."; close; } else if (mos_nowinter == 16) { - if(select("Read from the preface.:Read from the marked page.") == 1) { + if(select("Read from the preface.", "Read from the marked page.") == 1) { mes "...Therefore, this spell is"; mes "particularly good among our mighty ones."; mes "Usually, the magic is considered"; @@ -5192,9 +5245,9 @@ mosk_in,221,43,0 script #bowl HIDDEN_NPC,{ mes "-Something is still being boiled in the pot."; mes "What am I going to do?-"; next; - switch(select("Put the materials in it.:Pour water in it.:Stir it up.:It is over!")) { + switch(select("Put the materials in it.", "Pour water in it.", "Stir it up.", "It is over!")) { case 1: - .@m = select (implode(.@m$,":")) - 1; + .@m = select(implode(.@m$,":")) - 1; if ((!.@m && .@bat) || (.@m == 1 && .@mush) || (.@m == 2 && .@locker)) specialeffect EF_POISONHIT; else { specialeffect EF_SMOKE; @@ -5229,7 +5282,7 @@ mosk_in,221,43,0 script #bowl HIDDEN_NPC,{ break; case 4: specialeffect EF_POISONATTACK; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I will tell Baba Yaga that"; mes "the work has been done."; mos_nowinter = 17; @@ -5249,9 +5302,9 @@ mosk_in,221,43,0 script #bowl HIDDEN_NPC,{ while(1) { mes "-Well, What am I going to do?-"; next; - switch(select("Put the materials in it.:Pour water in it.:Stir it up.:It is over!")) { + switch(select("Put the materials in it.", "Pour water in it.", "Stir it up.", "It is over!")) { case 1: - .@m = select (implode(.@m$,":")) - 1; + .@m = select(implode(.@m$,":")) - 1; if (.@m >= 3) { if (.@nankai == 5 || .@nankai == 6) { if ((.@m == 3 && .@star) || (.@m == 4 && .@sand)) specialeffect EF_POISONHIT; @@ -5292,7 +5345,7 @@ mosk_in,221,43,0 script #bowl HIDDEN_NPC,{ break; case 3: if (.@nankai == 4) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok, I will stir it up this time."; mes "How many times should I..?"; next; @@ -5327,14 +5380,14 @@ mosk_in,221,43,0 script #bowl HIDDEN_NPC,{ } else { mes "-Bubble, bubble-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Something changed?"; ++.@nankai; next; } break; case 4: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I will tell Baba Yaga that"; mes "it has been done."; mos_nowinter = 17; @@ -5358,11 +5411,11 @@ mosk_in,221,43,0 script #bowl HIDDEN_NPC,{ while(1) { mes "-Well, What am I going to do?-"; next; - switch(select("Put the materials in it.:Pour water in it.:Stir it up.:It is over!")) { + switch(select("Put the materials in it.", "Pour water in it.", "Stir it up.", "It is over!")) { case 1: if (.@nankai != 11) { setarray .@m2$, "Witched Starsand","Fine Grit","Detonator","Red Blood","Burning Heart"; - .@m = select (implode(.@m2$,":")) - 1; + .@m = select(implode(.@m2$,":")) - 1; if ((.@m == 2 && .@nankai == 9) || (.@m == 3 && .@nankai == 8) || (.@m == 4 && .@nankai == 10)) { specialeffect EF_SMOKE; ++.@maho; @@ -5376,7 +5429,7 @@ mosk_in,221,43,0 script #bowl HIDDEN_NPC,{ mes (.@m <= 1)?"Its smell slightly changes.-":((.@w)?"The smell gets worse.-":"The smell has been changed a little.-"); } else { setarray .@m3$, "Witched Starsand","Fine Grit","Detonator","Red Blood","Burning Heart","Piece Of Diamond"; - .@m = select (implode(.@m3$,":")) - 1; + .@m = select(implode(.@m3$,":")) - 1; if (.@m != 5) specialeffect EF_POISONHIT; else { ++.@maho; @@ -5396,7 +5449,7 @@ mosk_in,221,43,0 script #bowl HIDDEN_NPC,{ break; case 3: if (.@nankai == 7) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok, I will stir it up this time."; mes "How many times should I...?"; next; @@ -5429,7 +5482,7 @@ mosk_in,221,43,0 script #bowl HIDDEN_NPC,{ } else { mes "-Bubble, bubble-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Something changed?"; ++.@nankai; next; @@ -5454,35 +5507,36 @@ mosk_in,221,43,0 script #bowl HIDDEN_NPC,{ moscovia,224,190,0 script #nowinterplz CLEAR_NPC,{ if (mos_nowinter != 19) end; if (countitem(Yaga_Secret_Medicine)) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This place must be"; mes "the center of town..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok, let's do it!"; next; mes "-I drop the magic bottle"; mes "containing Baba Yaga's"; mes "Secret Medicine.-"; - delitem 7765,1; + delitem Yaga_Secret_Medicine,1; specialeffect EF_BARRIER; mos_nowinter = 20; + changequest(18078, 18079); next; mes "-You feel like your"; mes "body is heating up."; mes "It's much hotter"; mes "than before.-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm sure that the season has changed"; mes "But how can I confirm this?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "First I'm going to see the Csar."; mes "He would like to hear about this."; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah, where did I place"; mes "the magic bottle that Baba Yaga gave to me..."; close; @@ -5507,7 +5561,7 @@ moscovia,252,203,5 script A Little Girl#mos1 4_F_RUSCHILD,{ mes "[Yosefina]"; mes "Yes, I like it very much~"; mes "I never want it to leave. I don't want winter to come."; - specialeffect2 EF_SUMMONSLAVE; + specialeffect(EF_SUMMONSLAVE, AREA, playerattached()); mos_kid = 1; if (mos_middle == 1 && mos_elder == 1) mos_nowinter = 11; close; @@ -5548,7 +5602,7 @@ moscovia,233,204,3 script A Young Man#mos2 4_M_RUSMAN2,{ mes "No, I don't like the cold winter."; mes "And I get angry when"; mes "seeing couples."; - specialeffect2 EF_SUMMONSLAVE; + specialeffect(EF_SUMMONSLAVE, AREA, playerattached()); mos_middle = 1; if (mos_kid == 1 && mos_elder == 1) mos_nowinter = 11; close; @@ -5589,7 +5643,7 @@ moscovia,219,229,5 script A Middle-Aged Man#mos3 4_M_RUSBALD,{ mes "Everyone will be sad"; mes "when it comes again."; mes "I don't want winter to come."; - specialeffect2 EF_SUMMONSLAVE; + specialeffect(EF_SUMMONSLAVE, AREA, playerattached()); mos_elder = 1; if (mos_kid == 1 && mos_middle == 1) mos_nowinter = 11; close; @@ -5650,7 +5704,7 @@ moscovia,255,203,3 script A Little Boy#mos4 4_M_RUSCHILD,{ mes "a long and heavy sword"; mes "some day."; next; - specialeffect2 EF_SUMMONSLAVE; + specialeffect(EF_SUMMONSLAVE, AREA, playerattached()); mes "[Vasili]"; mes "If winter is gone,"; mes "it is much easier to go on adventures."; @@ -5699,7 +5753,7 @@ moscovia,204,188,5 script A Lady#mos5 4_F_RUSWOMAN1,{ mes "The sunflower is the symbol"; mes "of this province."; next; - specialeffect2 EF_SUMMONSLAVE; + specialeffect(EF_SUMMONSLAVE, AREA, playerattached()); mes "[Katya]"; mes "I wish that winter never comes back and"; mes "I could see sunflowers everyday."; @@ -5740,7 +5794,7 @@ moscovia,167,97,3 script A Lady#mos6 4_F_RUSWOMAN3,{ mes "Yes, kids like it and"; mes "flowers are blooming."; next; - specialeffect2 EF_SUMMONSLAVE; + specialeffect(EF_SUMMONSLAVE, AREA, playerattached()); mes "[Roza]"; mes "Whoever likes the cold and dark winter?"; mes "I hope this weather last forever."; @@ -5797,7 +5851,7 @@ moscovia,202,102,3 script A Little Boy#mos7 4_M_RUSCHILD,{ mes "nobody comes out of their homes."; mes "So it's not very fun."; next; - specialeffect2 EF_SUMMONSLAVE; + specialeffect(EF_SUMMONSLAVE, AREA, playerattached()); mes "[Feliks]"; mes "If winter never comes"; mes "I can have"; @@ -5854,7 +5908,7 @@ moscovia,220,172,3 script A Young Man#mos8 4_M_RUSMAN2,{ mes "I feel an impulse to adventure"; mes "many times a day."; next; - specialeffect2 EF_SUMMONSLAVE; + specialeffect(EF_SUMMONSLAVE, AREA, playerattached()); mes "[Ilyav]"; mes "But, I don't want to in the cold winter."; mes "Hu, if the weather everday was as good as lately,"; @@ -5894,7 +5948,7 @@ moscovia,253,175,3 script A Man#mos9 4_M_RUSBALD,{ mes "There's so much snow that it makes it hard to go"; mes "around here and there."; next; - specialeffect2 EF_SUMMONSLAVE; + specialeffect(EF_SUMMONSLAVE, AREA, playerattached()); mes "[Orek]"; mes "In winter, fishing is more difficult,"; mes "anyway, it is bad for us."; @@ -5951,7 +6005,7 @@ moscovia,168,135,3 script A Lady#mos10 4_F_RUSWOMAN3,{ mes "But, you don't even know how cold it gets here in winter."; mes "You wouldn't even want to go outside."; next; - specialeffect2 EF_SUMMONSLAVE; + specialeffect(EF_SUMMONSLAVE, AREA, playerattached()); mes "[Kyra]"; mes "It is good to stay with my family, but"; mes "nobody likes the cold winter."; @@ -6003,7 +6057,7 @@ moscovia,192,80,3 script A Lady#mos11 4_F_RUSWOMAN1,{ mes "[Sabina]"; mes "If the summer continues to last,"; mes "I can see them all the time..."; - specialeffect2 EF_SUMMONSLAVE; + specialeffect(EF_SUMMONSLAVE, AREA, playerattached()); mos_middle = 1; if (mos_kid == 1 && mos_elder == 1) mos_nowinter = 11; close; @@ -6054,7 +6108,7 @@ moscovia,211,215,5 script A Young Man#mos12 4_M_RUSMAN1,{ mes "Of course."; mes "From now on, it is my golden age of opportunity!"; next; - specialeffect2 EF_SUMMONSLAVE; + specialeffect(EF_SUMMONSLAVE, AREA, playerattached()); mes "[Izlof]"; mes "If it is the summer all the time,"; mes "my life will be in an amorous mood."; @@ -6104,7 +6158,7 @@ moscovia,149,112,3 script A Man#mos13 4_M_RUSBALD,{ mes "Yes, under the warm sunlight,"; mes "I like to rest."; next; - specialeffect2 EF_SUMMONSLAVE; + specialeffect(EF_SUMMONSLAVE, AREA, playerattached()); mes "[Lev]"; mes "I hope that this warm weather"; mes "will last forever."; @@ -6156,12 +6210,15 @@ moscovia,196,71,3 script A Young Man#mos14 4_M_RUSMAN2,{ mes "sea is frozen, so it"; mes "is impossible to sail."; next; - specialeffect2 EF_SUMMONSLAVE; + specialeffect(EF_SUMMONSLAVE, AREA, playerattached()); mes "[Fredek]"; mes "I hope that winter never comes."; mes "It is my dream."; mos_middle = 1; - if (mos_kid == 1 && mos_elder == 1) mos_nowinter = 11; + if (mos_kid == 1 && mos_elder == 1) { + mos_nowinter = 11; + changequest(18075, 18076); + } close; } mes "[Fredek]"; @@ -6205,14 +6262,17 @@ moscovia,234,168,5 script A Man#mos15 4_M_RUSBALD,{ mes "If you didn't prepare,"; mes "it would be hard for you."; next; - specialeffect2 EF_SUMMONSLAVE; + specialeffect(EF_SUMMONSLAVE, AREA, playerattached()); mes "[Gavrel]"; mes "It would be a lot better"; mes "if winter never came again."; mes "But, design of coldness is"; mes "winter itself, isn't it?"; mos_elder = 1; - if (mos_kid == 1 && mos_middle == 1) mos_nowinter = 11; + if (mos_kid == 1 && mos_middle == 1) { + mos_nowinter = 11; + changequest(18075, 18076); + } close; } mes "[Gavrel]"; @@ -6255,14 +6315,17 @@ moscovia,228,80,3 script A Little Boy#mos16 4_M_RUSCHILD,{ mes "Unless the sunlight is too strong,"; mes "it is much better than the cold winter."; next; - specialeffect2 EF_SUMMONSLAVE; + specialeffect(EF_SUMMONSLAVE, AREA, playerattached()); mes "[Rurik]"; mes "By the way, what is this for?"; mes "It is natural to like the summer."; mes "Do you think"; mes "the winter should come again?"; mos_kid = 1; - if (mos_middle == 1 && mos_elder == 1) mos_nowinter = 11; + if (mos_middle == 1 && mos_elder == 1) { + mos_nowinter = 11; + changequest(18075, 18076); + } close; } mes "[Rurik]"; @@ -6307,42 +6370,44 @@ OnTouch: mes "can hold people's speech"; mes "is around here.-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This is probably the only place"; mes "where the bottle is hidden,"; mes "but there are bones all over."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Anyway, why am I here?"; mes "It would be trouble if"; mes "the dragon came back..."; next; while(1) { - if(select("Look for it.:I will try next time.") == 1) { + if(select("Look for it.", "I will try next time.") == 1) { if (BaseJob == Job_Thief) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Here it is."; mes "That was easy to find."; mos_nowinter = 9; - getitem 7761,1; + changequest(18073, 18074); + getitem Magic_Gourd_Bottle,1; close; } if (rand(1,20) > 14) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah, I got it!"; mes "I better get out of here quickly."; mos_nowinter = 9; - getitem 7761,1; + changequest(18073, 18074); + getitem Magic_Gourd_Bottle,1; close; } mes "............"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Where the hell is it?!"; mes "It has to be in here somewhere!"; next; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I will try later."; close; } @@ -6395,12 +6460,12 @@ mosk_in,131,92,3 script #Csar FAKE_NPC,7,7,{ mes "sure no one ever doubts you."; next; if (countitem(Yaga_Pestle) > 39) { - if(select("Show the Yaga's Pestles.:Do nothing.") == 1) { - mes "[" + strcharinfo(0) + "]"; + if(select("Show the Yaga's Pestles.", "Do nothing.") == 1) { + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Yes, Here you are."; next; mes "-Offered the Yaga's Pestles.-"; - delitem 7762,40; + delitem Yaga_Pestle,40; next; mes "[Csar Alexsay III]"; mes "Hm.. You do have them."; @@ -6464,7 +6529,7 @@ moscovia,211,93,3 script Irina#edq 4_F_RUSCHILD,{ mes "The Shafka has practicality and"; mes "it's spruce! Do you want one?"; next; - if(select("Learn about the Shafka.:Make a Shafka hat.") == 1) { + if(select("Learn about the Shafka.", "Make a Shafka hat.") == 1) { mes "[Irina]"; mes "When I look at you, you seem to"; mes "want to put on something of a thick"; @@ -6498,6 +6563,7 @@ moscovia,211,93,3 script Irina#edq 4_F_RUSCHILD,{ mes "Shafka still keeps you warm!"; close; } + setquest(18121); mes "[Irina]"; mes "Do you want to make a Shafka hat?"; mes "Heheh. Good idea!"; @@ -6520,6 +6586,7 @@ moscovia,211,93,3 script Irina#edq 4_F_RUSCHILD,{ delitem Sea_Otter_Leather,20; delitem Spool,1; getitem Chullos,1; + completequest(18121); mes "[Irina]"; mes "Good, I made it. So, how about it?"; mes "Do you like it?"; @@ -6563,7 +6630,7 @@ mosk_fild02,198,252,3 script Sage#rus01 4_M_SAGE_C,{ mes "[Sage]"; mes "I've heard stories of the many adventurers from your lands. But, I haven't been able to talk with them much because they were always busy."; next; - if(select("Sorry, but I'm busy.....:Ok, let's talk.") == 1) { + if(select("Sorry, but I'm busy.....", "Ok, let's talk.") == 1) { mes "[Sage]"; mes "Ah, you are..."; mes "I just wanted to hear about news from other lands..."; @@ -6576,7 +6643,7 @@ mosk_fild02,198,252,3 script Sage#rus01 4_M_SAGE_C,{ mes "I've heard that interesting creatures inhabit your lands. Could you please tell me about at least one of them?"; next; select("Show him a Poring Card"); - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "This is a card of one of the monsters that inhabit the Rune Midgard continent."; next; if (!countitem(Poring_Card)) { @@ -6584,11 +6651,11 @@ mosk_fild02,198,252,3 script Sage#rus01 4_M_SAGE_C,{ mes "...?!"; mes "What are you talking about?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I mean, this card............."; mes "..................Ehhh?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ah.. haha.. where is it?!"; mes "W, wait.. I've got one somewhere!"; close; @@ -6609,7 +6676,7 @@ mosk_fild02,198,252,3 script Sage#rus01 4_M_SAGE_C,{ mes "[Sage]"; mes "But, don't forget that you should still be careful. Lots of adventurers were lost in the forst in front of us."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Have any of the adventurers returned?"; next; mes "[Sage]"; @@ -6650,20 +6717,20 @@ mosk_dun01,169,162,0 script Mysterious Stone#rus02 HIDDEN_NPC,{ mes "- Left path -> Curse -"; mes "- Middle -> ? -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Where should I go?"; next; - switch(select("Right:Left:Middle")) { + switch(select("Right", "Left", "Middle")) { case 1: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...What about the right..."; next; mes "- You decide to go to the right -"; next; mes "- !!!!!! -"; percentheal -50,-50; - specialeffect2 EF_DARKBREATH; - specialeffect2 EF_HIT2; + specialeffect(EF_DARKBREATH, AREA, playerattached()); + specialeffect(EF_HIT2, AREA, playerattached()); emotion e_omg,1; next; mes "- An unknown force has -"; @@ -6673,7 +6740,7 @@ mosk_dun01,169,162,0 script Mysterious Stone#rus02 HIDDEN_NPC,{ end; case 2: if (checkmount() != MOUNT_PECO) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...What about the left...?"; next; mes "- You decide to go to the left -"; @@ -6688,7 +6755,7 @@ mosk_dun01,169,162,0 script Mysterious Stone#rus02 HIDDEN_NPC,{ warp "mosk_dun01",190,47; end; } - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...What about the left...?"; next; mes "- You decide to go to the left -"; @@ -6705,7 +6772,7 @@ mosk_dun01,169,162,0 script Mysterious Stone#rus02 HIDDEN_NPC,{ warp "mosk_dun01",190,47; end; case 3: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...What about the middle...?"; next; mes "- You move forward -"; @@ -6747,14 +6814,14 @@ mosk_dun01,167,160,3 script Gray Wolf#rus03 4_RUS_DWOLF,{ mes "Halt, adventurer."; mes "Why did you disregard the warnings on the stone?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Are you the reason adventurers are getting lost around this forest?"; next; mes "[Gray Wolf]"; mes "...lost around this forest."; mes "He doesn't want anyone to wander around the forest."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "He? Who is he?!"; next; mes "[Gray Wolf]"; @@ -6765,8 +6832,9 @@ mosk_dun01,167,160,3 script Gray Wolf#rus03 4_RUS_DWOLF,{ mes "I'm warning you again!"; mes "Unless you want to be killed, leave now."; rhea_rus_main = 3; + setquest(8136); emotion e_omg,1; - specialeffect2 EF_HIT2; + specialeffect(EF_HIT2, AREA, playerattached()); percentheal -50,0; next; mes "- The Gray Wolf attacks you -"; @@ -6780,11 +6848,11 @@ mosk_dun01,167,160,3 script Gray Wolf#rus03 4_RUS_DWOLF,{ mes "[Gray Wolf]"; mes "...Why did you come back?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I am afraid of nothing!"; mes "I'm not afraid of your warning 'cuz I'm not as weak as you think I am!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Your attack from before was a cheapshot! If you have something to do with the missing people around here, you won't be forgiven!"; mes "Come on!!!"; next; @@ -6795,7 +6863,7 @@ mosk_dun01,167,160,3 script Gray Wolf#rus03 4_RUS_DWOLF,{ mes "[Gray Wolf]"; mes "Stop it. You cannot beat me."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Let's see who's stronger?!"; mes "Take your position. I won't take you by surprise!!!"; next; @@ -6813,12 +6881,12 @@ mosk_dun01,167,160,3 script Gray Wolf#rus03 4_RUS_DWOLF,{ mes "[Gray Wolf]"; mes "I need brave adventurers, like you, to help me. Can you help me?"; next; - if(select("No, how can I trust you?:Ok, I'll help") == 1) { + if(select("No, how can I trust you?", "Ok, I'll help") == 1) { mes "[Gray Wolf]"; mes "Hu.. you won't. But, I ask you again. Can you help me?"; next; } - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "... Ok, ok. There's no way I can refuse this type of request."; mes "So, what do you want me to do?"; next; @@ -6857,20 +6925,20 @@ OnTimer120000: //- Wall (Maria Morebna, Gray Wolf, Koshei) - mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{ if (rhea_rus_main < 5) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...?!"; emotion e_what,1; close; } else if (rhea_rus_main == 5) { .@speak01 = rand(1,3); if (.@speak01 == 3) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...?!"; emotion e_what,1; donpcevent "Gray Wolf#rus05::OnEnable"; next; } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...?!"; emotion e_what,1; close; @@ -6885,7 +6953,7 @@ mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{ mes "[Girl's Voice]"; mes "Help me? Do you think he can stop Koshei?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ah, hold on. Who is Koshei and who is talking?"; next; mes "[Girl's Voice]"; @@ -6899,7 +6967,7 @@ mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{ mes "My name is Maria Morebna. Help me exterminate Koshei. I want to keep peace in Moscovia. Can you help me?"; next; select("Ok, I can"); - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "So, how can I help you?"; next; mes "[Gray Wolf]"; @@ -6913,6 +6981,7 @@ mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{ mes "Please don't forget about me."; donpcevent "Gray Wolf#rus05::OnDisable"; rhea_rus_main = 6; + changequest(8136, 8137); close; } else if (rhea_rus_main > 5 && rhea_rus_main < 8) { mes "[Girl's Voice]"; @@ -6926,7 +6995,7 @@ mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{ if (rhea_rus_quiz < 3) { if (getequipid(EQI_SHOES) != 2429) { if (getequipid(EQI_SHOES) != 2430) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Hmm, did I forget to wear something...?"; close; } @@ -6934,7 +7003,7 @@ mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{ mes "[Girl's Voice]"; mes "Did you get the key?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...I need golden thread. I heard that I was able to get it from Marozka. He...."; next; mes "[Girl's Voice]"; @@ -6946,7 +7015,7 @@ mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{ mes "[Girl's Voice]"; mes "What do you think? I can open a portal to the cave Do you want to go there now?"; next; - if(select("Not yet...:Open the portal!") == 1) { + if(select("Not yet...", "Open the portal!") == 1) { mes "[Girl's Voice]"; mes "... When you're ready, just tell me."; close; @@ -6959,7 +7028,7 @@ mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{ mes "[Girl's Voice]"; mes "Have you.. got the key?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Not yet... Give me a second."; next; mes "[Girl's Voice]"; @@ -6970,14 +7039,14 @@ mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{ mes "Have you.. got the key?"; next; if (rhea_rus_ring > 8 && rhea_rus_hair > 8 && rhea_rus_quiz > 29) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I collected every meterial for the key, But have not yet got the key..."; next; mes "[Girl's Voice]"; mes "Go to Moscovia and find the keymaker."; close; } - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Not yet... Give me a second."; next; mes "[Girl's Voice]"; @@ -6994,7 +7063,7 @@ mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{ mes "[Girl's Voice]"; mes "Did you get the key?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I did. So, how do I use it?"; next; mes "[Girl's Voice]"; @@ -7003,17 +7072,17 @@ mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{ next; input .@input$; if (.@input$ == "The Free wind blows and gets you wherever you want") { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "^0000ff "+ .@input$ +" !! ^000000"; next; mes "- The key begins to glow -"; mes "- wind begins to blow -"; mes "- from somewhere -"; - specialeffect2 EF_BEGINSPELL; + specialeffect(EF_BEGINSPELL, AREA, playerattached()); specialeffect EF_FREEZED; next; } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes " "+ .@input$ +" !! "; next; mes "[Girl's Voice]"; @@ -7027,19 +7096,19 @@ mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{ mes "- The wind disappears and -"; mes "- a very young girl appears -"; donpcevent "Maria Morebna#rus46::OnEnable"; - specialeffect EF_FREEZED,AREA,"Maria Morebna#rus46"; + specialeffect(EF_FREEZED, AREA, getnpcid(0, "Maria Morebna#rus46")); next; mes "[Maria Morebna]"; mes "Thank you!"; mes "I'm finally out of there! Now I can.....................aaaaak!!!...."; next; - specialeffect EF_HIT2,AREA,"Maria Morebna#rus46"; - specialeffect EF_DARKBREATH,AREA,"Maria Morebna#rus46"; - specialeffect EF_DEVIL,AREA,"Maria Morebna#rus46"; + specialeffect(EF_HIT2, AREA, getnpcid(0, "Maria Morebna#rus46")); + specialeffect(EF_DARKBREATH, AREA, getnpcid(0, "Maria Morebna#rus46")); + specialeffect(EF_DEVIL, AREA, getnpcid(0, "Maria Morebna#rus46")); mes "- Maria is attacked -"; mes "- and falls down!! -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Maria?! What happened?!"; sc_start SC_CURSE,60000,0; emotion e_omg,1; @@ -7064,7 +7133,7 @@ mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{ mes "Gray Wolf..."; mes "You think you can fight me?!"; next; - specialeffect EF_FIREHIT,AREA,"Gray Wolf#rus05"; + specialeffect(EF_FIREHIT, AREA, getnpcid(0, "Gray Wolf#rus05")); mes "- Staggering from -"; mes "- Koshei's flames, -"; mes "- Gray Wolf quickly tell me -"; @@ -7077,8 +7146,9 @@ mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{ donpcevent "Maria Morebna#rus46::OnDisable"; mes "[Koshei, the Immortal]"; mes "Stop! Where do you think you're going?!!!"; - delitem 7876,1; + delitem Gold_Key,1; rhea_rus_main = 48; + changequest(8167, 8168); monster "mosk_dun01",45,256,"Koshei, the Immortal",1890,1,"Wall#rus04::OnMyMobDead"; donpcevent "Koshei#rus47::OnEnable"; close; @@ -7086,7 +7156,7 @@ mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{ mes "[Girl's Voice]"; mes "Have you.. got the key?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Sure! Here it..."; mes "...............Errr?"; close; @@ -7100,7 +7170,7 @@ mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{ mes "I will flee with her and leave you to deal with Koshei!!"; close; } - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Maria..."; mes "I... could do nothing..."; next; @@ -7119,6 +7189,7 @@ mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{ mes "[Gray Wolf]"; mes "I can't keep her alive for much longer. You must find Baba Yaga."; rhea_rus_main = 49; + changequest(8168, 8169); close2; donpcevent "Gray Wolf#rus05::OnDisable"; end; @@ -7145,7 +7216,7 @@ mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{ mes "[Gray Wolf's voice]"; mes "Did you get the 'Life Water' and 'Death Water'?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I've got them! How's Maria?!"; donpcevent "Gray Wolf#rus05::OnEnable"; donpcevent "Maria Morebna#rus46::OnEnable"; @@ -7153,18 +7224,18 @@ mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{ mes "[Gray Wolf]"; mes "I fear that her spirit has gone. Severe wounds and curses are hindering her spirit from coming back. But we can save her with that water."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ok... First..."; next; - if(select("Death Water:Life Water") == 1) { - mes "["+ strcharinfo(0) +"]"; + if(select("Death Water", "Life Water") == 1) { + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I hope this works..."; next; mes "- I pour the Death Water -"; mes "- on Maria's stiff body -"; next; } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I hope this works..."; next; mes "- I pour the Life Water -"; @@ -7175,7 +7246,7 @@ mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{ next; mes "- Nothing changed -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Huk, was this wrong...?!"; next; mes "[Gray Wolf]"; @@ -7183,36 +7254,36 @@ mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{ next; donpcevent "Gray Wolf#rus05::OnDisable"; donpcevent "Maria Morebna#rus46::OnDisable"; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I am so sorry. But some water is left..."; close; } mes "- The wounds and -"; mes "- curses on her body -"; mes "- are removed !! -"; - specialeffect EF_ABSORBSPIRITS,AREA,"Maria Morebna#rus46"; + specialeffect(EF_ABSORBSPIRITS, AREA, getnpcid(0, "Maria Morebna#rus46")); next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ok! Next..."; next; - if(select("Death Water:Life Water") == 1) { - mes "["+ strcharinfo(0) +"]"; + if(select("Death Water", "Life Water") == 1) { + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Pour the 'Death Water' again..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...!? No, not 'Death Water'.. I should pour 'Life Water'......."; next; mes "[Gray Wolf]"; mes "............................"; mes "Can I trust you...?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hehehe, you can trust me. Next is the 'Life Water'."; next; mes "- I pour 'Life Water' on Maria -"; next; } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ok, next the 'Life Water'."; next; mes "- I pour the Life Water -"; @@ -7220,7 +7291,7 @@ mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{ next; } mes "- !! -"; - specialeffect EF_RESURRECTION,AREA,"Maria Morebna#rus46"; + specialeffect(EF_RESURRECTION, AREA, getnpcid(0, "Maria Morebna#rus46")); next; mes "[Gray Wolf]"; mes "Success!!"; @@ -7253,14 +7324,15 @@ mosk_dun01,45,259,0 script Wall#rus04 HIDDEN_NPC,{ mes "[Maria Morebna]"; mes "It's been a long time since I've felt the sunlight, fresh wind and the scent of grass. I'm so grateful."; rhea_rus_main = 52; + completequest(8171); .@rus_food = rand(1,6); switch (rand(1,6)) { - case 1: getitem 12093,1; break; - case 2: getitem 12088,1; break; - case 3: getitem 12073,1; break; - case 4: getitem 12078,1; break; - case 5: getitem 12083,1; break; - case 6: getitem 12098,1; break; + case 1: getitem Dex_Dish08,1; break; + case 2: getitem Agi_Dish08,1; break; + case 3: getitem Str_Dish08,1; break; + case 4: getitem Int_Dish08,1; break; + case 5: getitem Vit_Dish08,1; break; + case 6: getitem Luk_Dish08,1; break; } if (RENEWAL_EXP) { if (BaseLevel < 56) getexp 5700,500; @@ -7345,15 +7417,15 @@ OnDisable: end; OnTimer3000: - announce "Koshei, the Immortal : I will kill all who disturb me!! Cry in terror weak humans!!!",bc_map,0xCE3131; + mapannounce "mosk_dun01","Koshei, the Immortal : I will kill all who disturb me!! Cry in terror weak humans!!!",bc_map,0xCE3131; end; OnTimer63000: - announce "Koshei, the Immortal : You worms, you mere monsters... I will curse all who are in my way!!",bc_map,0xCE3131; + mapannounce "mosk_dun01","Koshei, the Immortal : You worms, you mere monsters... I will curse all who are in my way!!",bc_map,0xCE3131; end; OnTimer150000: - announce "Koshei, the Immortal : Mankind! Cry in terror!! Hahahahahahahhahahah!!!",bc_map,0xCE3131; + mapannounce "mosk_dun01","Koshei, the Immortal : Mankind! Cry in terror!! Hahahahahahahhahahah!!!",bc_map,0xCE3131; end; OnTimer300000: @@ -7366,23 +7438,23 @@ OnTimer300000: - script mos_rus#main FAKE_NPC,{ end; OnInit: - if (compare(strnpcinfo(0),"main")) end; - disablenpc strnpcinfo(0); + if (compare(strnpcinfo(NPC_NAME),"main")) end; + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: initnpctimer; - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; OnDisable: stopnpctimer; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnTimer120000: stopnpctimer; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } mosk_dun01,50,256,3 duplicate(mos_rus#main) Gray Wolf#rus05 4_RUS_DWOLF @@ -7415,13 +7487,13 @@ moscovia,178,127,0 script The Blacksmith#rus06 1_M_SMITH,{ mes "But, I've heard that some people have become lost in the forest on the island near this village. What's going on?"; next; select("Excuse me..."); - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Excuse me, have you heard of a keymaker who knows how to make a '^0000ffGolden Key^000000'?"; next; mes "[The Blacksmith]"; mes "Hmm, are you an adventurer? Who told you about the '^0000ffGolden Key^000000'?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ah, in fact..."; next; mes "- You tell him about -"; @@ -7432,7 +7504,7 @@ moscovia,178,127,0 script The Blacksmith#rus06 1_M_SMITH,{ mes "Well, then... The keymaker for the '^0000ffGolden Key^000000'."; mes "You are very lucky to have asked me about this."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "W, what do you mean...?"; next; mes "[The Blacksmith]"; @@ -7441,7 +7513,7 @@ moscovia,178,127,0 script The Blacksmith#rus06 1_M_SMITH,{ mes "[The Blacksmith]"; mes "I guess you think that getting the materials will be easy huh?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hey I didn't say..."; next; mes "[The Blacksmith]"; @@ -7456,20 +7528,21 @@ moscovia,178,127,0 script The Blacksmith#rus06 1_M_SMITH,{ mes "What do you think?"; mes "Would you like to try?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Of course! I have to help Maria!"; next; mes "[The Blacksmith]"; mes "Bahaha! I like you!"; mes "Ok, first, bring me ^0000ff25 Steel^000000. I'm not going anywhere so come back here when you have them."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ok so that's the first thing you need for the 'Golden Key' right?"; next; mes "[The Blacksmith]"; mes "Bahahaha~"; mes "I promise you, I'll explain when you bring the ^0000ff25 Steel^000000 to me. Please just get the Steel and come back."; rhea_rus_main = 7; + changequest(8137, 8138); close; } else if (rhea_rus_main == 7) { if (countitem(Steel) > 24) { @@ -7488,13 +7561,13 @@ moscovia,178,127,0 script The Blacksmith#rus06 1_M_SMITH,{ mes "best work, but it'll do."; mes "Here ya go!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ah?! This is?!!"; next; mes "[The Blacksmith]"; mes "Strong Steel Boots!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "The Golden!!........................."; mes "....................Eh, what?"; next; @@ -7517,9 +7590,11 @@ moscovia,178,127,0 script The Blacksmith#rus06 1_M_SMITH,{ mes "Well, you know what to do now. I will be waiting here."; mes "Bahahaha~"; mes "And don't forget to wear these!"; - delitem 999,25; + delitem Steel,25; rhea_rus_main = 8; - if (BaseClass == Job_Merchant || BaseClass == Job_Swordman || BaseClass == Job_Thief || BaseClass == Job_Archer || BaseClass == Job_Ninja || BaseClass == Job_Gunslinger) getitem 2429,1; else getitem 2430,1; close; + // if (BaseClass != Job_Thief) + changequest(8138, 8139); + if (BaseClass == Job_Merchant || BaseClass == Job_Swordman || BaseClass == Job_Thief || BaseClass == Job_Archer) getitem Iron_Boots01,1; else getitem Iron_Boots02,1; close; } mes "[The Blacksmith]"; mes "What are you doing? First, you must get me ^0000ff25 Steel^000000."; @@ -7532,7 +7607,7 @@ moscovia,178,127,0 script The Blacksmith#rus06 1_M_SMITH,{ if (rhea_rus_ring > 8 && rhea_rus_hair > 8 && rhea_rus_quiz > 29) { if (getequipid(EQI_SHOES) != 2429) { if (getequipid(EQI_SHOES) != 2430) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Hmm, did I forget to wear something...?"; close; } @@ -7541,20 +7616,20 @@ moscovia,178,127,0 script The Blacksmith#rus06 1_M_SMITH,{ mes "So, you got all the materials. I can't believe it."; mes "You did your best until your boots were worn out, didn't you?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Yes, you know, it's not very comfortable walking around in Steel boots all day!"; next; mes "[The Blacksmith]"; mes "Bahaha~ Ok, well done."; mes "Well.. While you were looking for the materials, I was searching for the keymaker who can make the key!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I thought you said that you knew how to make the key?"; next; mes "[The Blacksmith]"; mes "Hmm... Well I know the materials. And I know who makes the key. So I will tell you where to find the keymaker. Is that ok?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Of course! I have to know where this person is."; next; mes "[The Blacksmith]"; @@ -7569,7 +7644,7 @@ moscovia,178,127,0 script The Blacksmith#rus06 1_M_SMITH,{ next; mes "[The Blacksmith]"; mes "'^ff0000Spellshield Protection^000000."; - specialeffect2 EF_ABSORBSPIRITS; + specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); next; mes "[The Blacksmith]"; mes "This spell protects you from any curse the keymaker might try to use. Remember the words of the spell. It won't last very long because I am just a blacksmith."; @@ -7578,8 +7653,9 @@ moscovia,178,127,0 script The Blacksmith#rus06 1_M_SMITH,{ mes "[The Blacksmith]"; mes "The forest is dangerous. Be very careful in there!"; mes "Ah and you shouldn't be needing those Steel Boots anymore. Good luck!"; - if (countitem(Iron_Boots01)) delitem 2429,1; else delitem 2430,1; + if (countitem(Iron_Boots01)) delitem Iron_Boots01,1; else delitem Iron_Boots02,1; rhea_rus_main = 9; + changequest(8139, 8154); close; } mes "[The Blacksmith]"; @@ -7594,7 +7670,7 @@ moscovia,178,127,0 script The Blacksmith#rus06 1_M_SMITH,{ mes "[The Blacksmith]"; mes "You need ^0000ff2 Cursed Ruby, 3 Gold, 1 Red Ring, 2 Lusalka's Hair, 10 Golden Thread^000000 to make the key."; next; - switch(select("Red Ring?:Lusalka's Hair?:Golden Thread?")) { + switch(select("Red Ring?", "Lusalka's Hair?", "Golden Thread?")) { case 1: mes "[The Blacksmith]"; mes "The Red Ring has powerful enchanting powers. I had one before, but I gave it to my friend, Vassili, as a gift."; @@ -7672,7 +7748,7 @@ moscovia,206,81,0 script Vassili Grandpapa#rus07 4_M_05,{ mes "[Vassili Grandpapa]"; mes "Hmm, are you an adventurer? So, how do you like it here?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "It's not too bad."; mes "The weather here is great!"; next; @@ -7686,7 +7762,7 @@ moscovia,206,81,0 script Vassili Grandpapa#rus07 4_M_05,{ if (rhea_rus_ring < 1) { if (getequipid(EQI_SHOES) != 2429) { if (getequipid(EQI_SHOES) != 2430) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Hmm, did I forget to wear something...?"; close; } @@ -7694,7 +7770,7 @@ moscovia,206,81,0 script Vassili Grandpapa#rus07 4_M_05,{ mes "[Vassili Grandpapa]"; mes "Hmm, are you an adventurer? So, how do you like it here?"; next; - if(select("It's so-so:I have something to ask...") == 1) { + if(select("It's so-so", "I have something to ask...") == 1) { mes "[Vassili Grandpapa]"; mes "Hmm, you have traveled so much. I guess if you're tired from your trip then it's only natural, huhu."; close; @@ -7725,7 +7801,7 @@ moscovia,206,81,0 script Vassili Grandpapa#rus07 4_M_05,{ mes "daughter, Mashenka,"; mes "as a present. But... she..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Are you ok?"; next; mes "[Vassili Grandpapa]"; @@ -7748,6 +7824,7 @@ moscovia,206,81,0 script Vassili Grandpapa#rus07 4_M_05,{ mes "[Vassili Grandpapa]"; mes "She disappeared soon... after Now all I have is Ryubaba. She is also pretty and smart but nothing can relieve the sadnesss in my heart from losing Mashenka..."; rhea_rus_ring = 1; + setquest(8140); close; } else if (rhea_rus_ring && rhea_rus_ring < 8) { mes "[Vassili Grandpapa]"; @@ -7759,7 +7836,7 @@ moscovia,206,81,0 script Vassili Grandpapa#rus07 4_M_05,{ } else if (rhea_rus_ring == 8) { if (getequipid(EQI_SHOES) != 2429) { if (getequipid(EQI_SHOES) != 2430) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Hmm, did I forget to wear something...?"; close; } @@ -7767,7 +7844,7 @@ moscovia,206,81,0 script Vassili Grandpapa#rus07 4_M_05,{ mes "[Vassili Grandpapa]"; mes "Ehh? you are the adventurer that I met before. Something to tell me?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Listen to... this."; next; if (countitem(Pointed_Wooden_Flute)) { @@ -7799,7 +7876,7 @@ moscovia,206,81,0 script Vassili Grandpapa#rus07 4_M_05,{ mes "No... this isn't true?"; mes "Don't try to trick me... Why are you telling... That flute is... Mashenka..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Isn't this.. isn't this Mashenka's voice?"; next; mes "[Vassili Grandpapa]"; @@ -7826,7 +7903,7 @@ moscovia,206,81,0 script Vassili Grandpapa#rus07 4_M_05,{ mes "[Vassili Grandpapa]"; mes "............................."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Uh... I'm so sorry..."; next; mes "[Vassili Grandpapa]"; @@ -7860,7 +7937,7 @@ moscovia,206,81,0 script Vassili Grandpapa#rus07 4_M_05,{ mes "[Vassili Grandpapa]"; mes "Damn this cursed ring!!! Why did my daughters have this tragedy....? ~Sob!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "......................"; next; mes "[Vassili Grandpapa]"; @@ -7874,6 +7951,7 @@ moscovia,206,81,0 script Vassili Grandpapa#rus07 4_M_05,{ mes "...It is my fault that this tragedy between my daughters happened. I will spend the rest of my life trying to make up for it..."; delitem Pointed_Wooden_Flute,1; rhea_rus_ring = 10; + completequest(8144); getitem Red_Ring,1; if (RENEWAL_EXP) { if (BaseLevel < 56) getexp 470,0; @@ -7908,7 +7986,7 @@ moscovia,206,81,0 script Vassili Grandpapa#rus07 4_M_05,{ mes "..............................."; mes "...What did you say?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ehh?! This is weird. Where is the flute?!"; emotion e_omg,1; close; @@ -7955,7 +8033,7 @@ moscovia,213,216,3 script Ryubaba#rus08 4_F_RUSWOMAN2,{ } else if (rhea_rus_ring == 1) { if (getequipid(EQI_SHOES) != 2429) { if (getequipid(EQI_SHOES) != 2430) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Hmm, did I forget to wear something...?"; close; } @@ -7966,15 +8044,15 @@ moscovia,213,216,3 script Ryubaba#rus08 4_F_RUSWOMAN2,{ mes "[Ryubaba]"; mes "Mmm, you must be an adventurer? What would you say? Have you seen somebody more beautiful than me? I doubt it. How can you find anyone more beautiful than me?"; next; - if(select("Are you crazy!:Yes, you are right.") == 1) { - mes "["+ strcharinfo(0) +"]"; + if(select("Are you crazy!", "Yes, you are right.") == 1) { + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Are you crazy!? Don't you know how wide the world is and how many beautiful people there are? You're pretty full of it, country girl!"; next; - if (!Sex) { - mes "["+ strcharinfo(0) +"]"; + if (Sex == SEX_FEMALE) { + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Besides, if there was a most beautiful girl in the world it would be me, me, me!"; } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Have you seen dancers dancing? Have you seen beautiful and pure priests?!"; mes "And nothing is like the kind Kafra Employees!!!"; } @@ -7987,14 +8065,14 @@ moscovia,213,216,3 script Ryubaba#rus08 4_F_RUSWOMAN2,{ warp "moscovia",220,210; end; } - mes "["+ strcharinfo(0) +"]";; + mes "["+ strcharinfo(PC_NAME) +"]";; mes "Yes, you are really beautiful."; emotion e_heh,1; next; mes "[Ryubaba]"; mes "Huhu, oh you jest. You know what you're talking about. Ah, this is a Choco drink that I have made. Give it a taste, isn't it good?"; rhea_rus_ring = 4; - getitem 573,1; + getitem Chocolate_Drink,1; close; } else if (rhea_rus_ring == 2) { mes "[Ryubaba]"; @@ -8014,7 +8092,7 @@ moscovia,213,216,3 script Ryubaba#rus08 4_F_RUSWOMAN2,{ if (countitem(Witherless_Rose) || countitem(Frozen_Rose)) { mes "[Ryubaba]"; mes "Ok. Well, I forgive you."; - if (countitem(Witherless_Rose)) delitem 748,1; else delitem 749,1; + if (countitem(Witherless_Rose)) delitem Witherless_Rose,1; else delitem Frozen_Rose,1; rhea_rus_ring = 4; close; } @@ -8040,7 +8118,7 @@ moscovia,213,216,3 script Ryubaba#rus08 4_F_RUSWOMAN2,{ mes "Huhu, have you ever met anyone as beautiful as I am?"; next; select("You are..."); - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...You are the most beautiful..."; next; mes "[Ryubaba]"; @@ -8062,19 +8140,20 @@ moscovia,213,216,3 script Ryubaba#rus08 4_F_RUSWOMAN2,{ mes "Ah, that ring... Yes, my father gave it to my baby sister, Mashenka."; mes "But, she went out to take a stroll and disappeared around the marsh."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Wait, your father told me that she died!"; next; mes "[Ryubaba]"; mes "Right... Let me finish talking. We tried searching for her but we couldn't find her. She must have been wearing the ring when she disappeared around the marsh."; rhea_rus_ring = 5; + changequest(8140, 8141); close; } else if (rhea_rus_ring > 4 && rhea_rus_ring < 7) { mes "[Ryubaba]"; mes "Ah, that ring... Yes, my father gave it to my baby sister, Mashenka."; mes "But, she went out to take a stroll and disappeared around the marsh."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Wait, your father told me that she died!"; next; mes "[Ryubaba]"; @@ -8083,7 +8162,7 @@ moscovia,213,216,3 script Ryubaba#rus08 4_F_RUSWOMAN2,{ } else if (rhea_rus_ring == 7) { if (getequipid(EQI_SHOES) != 2429) { if (getequipid(EQI_SHOES) != 2430) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Hmm, did I forget to wear something...?"; close; } @@ -8091,7 +8170,7 @@ moscovia,213,216,3 script Ryubaba#rus08 4_F_RUSWOMAN2,{ mes "[Ryubaba]"; mes "Ah, you come here again. What can I do for you?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "... Listen to this song."; next; if (countitem(Pointed_Wooden_Flute) > 0) { @@ -8118,7 +8197,7 @@ moscovia,213,216,3 script Ryubaba#rus08 4_F_RUSWOMAN2,{ mes "[Ryubaba]"; mes "S, stop! You'd better stop!?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Isn't this voice Mashenka's!? What did you do to her!?"; next; mes "[Ryubaba]"; @@ -8127,7 +8206,7 @@ moscovia,213,216,3 script Ryubaba#rus08 4_F_RUSWOMAN2,{ mes "[Ryubaba]"; mes "I asked her to show me the ring. But, she wouldn't let me see it. She always got on my nerves! Stupid girl!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "She was your sister! How can you speak like that!?"; mes "Your father needs to know about all of this!"; next; @@ -8135,7 +8214,7 @@ moscovia,213,216,3 script Ryubaba#rus08 4_F_RUSWOMAN2,{ mes "No!!!"; mes "Give me that flute!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "No! Your father has to know!"; next; mes "[Ryubaba]"; @@ -8151,34 +8230,35 @@ moscovia,213,216,3 script Ryubaba#rus08 4_F_RUSWOMAN2,{ mes "[Ryubaba]"; mes "Could you please ignore this? Give me that flute... Ah... The red ring? How about exchanging it for the ring? Don't you need this?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "But..."; next; mes "[Ryubaba]"; mes "Oh, please.. This is not only for my sake, but also for my old father.... please I beg you."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Mmmm, what should I do..."; next; - if(select("Exchange:Not exchange") == 1) { - mes "["+ strcharinfo(0) +"]"; + if(select("Exchange", "Not exchange") == 1) { + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Mmmm, what should I do..."; mes "Ok, I will do it."; next; } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Mmmm, what should I do..."; mes "No, I can't do it!"; next; mes "[Ryubaba]"; mes "What!!!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I have to let your father know the truth! He has to know what you have done!"; next; mes "[Ryubaba]"; mes "W, wait!!!"; rhea_rus_ring = 8; + changequest(8143, 8144); close2; warp "moscovia",203,80; end; @@ -8190,6 +8270,7 @@ moscovia,213,216,3 script Ryubaba#rus08 4_F_RUSWOMAN2,{ mes "I have to repent for my sins and atone for them for the rest of my life."; delitem Pointed_Wooden_Flute,1; rhea_rus_ring = 9; + completequest(8143); getitem Red_Ring,1; if (RENEWAL_EXP) { if (BaseLevel < 56) getexp 470,0; @@ -8219,7 +8300,7 @@ moscovia,213,216,3 script Ryubaba#rus08 4_F_RUSWOMAN2,{ } close; } - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...!? Where is the flute!?"; emotion e_omg,1; close; @@ -8227,7 +8308,7 @@ moscovia,213,216,3 script Ryubaba#rus08 4_F_RUSWOMAN2,{ mes "[Ryubaba]"; mes "You give it back to me!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I have to let your father know the truth! He has to know what you have done!"; next; mes "[Ryubaba]"; @@ -8276,7 +8357,7 @@ moscovia,223,210,3 script Little Boy#rus09 4_M_RUSCHILD,{ mes "[Little Boy]"; mes "Ah, do you have candies or cookies?"; next; - if(select("Give some:Don't give") == 2) { + if(select("Give some", "Don't give") == 2) { mes "[Little Boy]"; mes "Hm! Hmph! Pish! !"; mes "You are the same as Sister Ryubaba!"; @@ -8292,7 +8373,7 @@ moscovia,223,210,3 script Little Boy#rus09 4_M_RUSCHILD,{ if (countitem(Candy)) { mes "[Little Boy]"; mes "Sister Ryubaba likes presents! Especially flowers such as roses. She believes that they resemble her."; - if (countitem(Candy)) delitem 529,1; else delitem 538,1; + if (countitem(Candy)) delitem Candy,1; else delitem Well_Baked_Cookie,1; rhea_rus_ring = 3; close; } @@ -8336,7 +8417,7 @@ mosk_fild02,157,233,0 script Shepherdess#rus10 1_F_04,{ } else if (rhea_rus_ring == 5) { if (getequipid(EQI_SHOES) != 2429) { if (getequipid(EQI_SHOES) != 2430) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Hmm, did I forget to wear something...?"; close; } @@ -8348,7 +8429,7 @@ mosk_fild02,157,233,0 script Shepherdess#rus10 1_F_04,{ mes "I wish that I could listen to music all the time."; next; select("Excuse me..."); - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Excuse me... Have you seen a girl named, Mashenka?"; mes "She was last seen walking towards the marsh."; next; @@ -8362,12 +8443,13 @@ mosk_fild02,157,233,0 script Shepherdess#rus10 1_F_04,{ mes "[Shepherdess]"; mes "I am an excellent flute player! If you get me enough Pointed Branches, I will make a flute from them and play beautiful music for you. Please~!"; rhea_rus_ring = 6; + changequest(8141, 8142); close; } else if (rhea_rus_ring == 6) { if (countitem(Pointed_Branch) > 24) { if (getequipid(EQI_SHOES) != 2429) { if (getequipid(EQI_SHOES) != 2430) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Hmm, did I forget to wear something...?"; close; } @@ -8414,9 +8496,10 @@ mosk_fild02,157,233,0 script Shepherdess#rus10 1_F_04,{ next; mes "- ^0000ffShepherdess gives me the^000000 -"; mes "- ^0000ff'Pointed Wooden Flute'!!^000000 -"; - delitem 7882,25; + delitem Pointed_Branch,25; rhea_rus_ring = 7; - getitem 7883,1; + changequest(8142, 8143); + getitem Pointed_Wooden_Flute,1; close; } mes "[Shepherdess]"; @@ -8450,12 +8533,12 @@ mosk_fild02,157,233,0 script Shepherdess#rus10 1_F_04,{ if (rand(1,3) == 2) { mes "- I avoid the thorns and -"; mes "- cut off a branch!! -"; - getitem 7882,1; + getitem Pointed_Branch,1; donpcevent "Pointed Tree#rus11::OnDisable"; close; } mes "- My hand is pricked by thorns! -"; - specialeffect2 EF_HIT2; + specialeffect(EF_HIT2, AREA, playerattached()); percentheal -5,0; close; } @@ -8504,7 +8587,7 @@ moscovia,166,145,1 script Worried Mother#rus19 4_F_RUSWOMAN3,{ if (rhea_rus_hair < 1) { if (getequipid(EQI_SHOES) != 2429) { if (getequipid(EQI_SHOES) != 2430) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Hmm, did I forget to wear something...?"; close; } @@ -8521,8 +8604,8 @@ moscovia,166,145,1 script Worried Mother#rus19 4_F_RUSWOMAN3,{ mes "[Worried Mother]"; mes "Did you go to the marsh in the Moscovia field? Did you see my daughter? I don't care even if she became Lusalka. I just want to know where she is."; next; - if(select("Calm her down.:I will find her.") == 1) { - mes "["+ strcharinfo(0) +"]"; + if(select("Calm her down.", "I will find her.") == 1) { + mes "["+ strcharinfo(PC_NAME) +"]"; mes "She should be ok."; mes "She will be back soon."; next; @@ -8539,6 +8622,7 @@ moscovia,166,145,1 script Worried Mother#rus19 4_F_RUSWOMAN3,{ mes "[Worried Mother]"; mes "Please, please find my daughter."; rhea_rus_hair = 1; + setquest(8145); close; } else if (rhea_rus_hair == 1) { mes "[Worried Mother]"; @@ -8562,6 +8646,7 @@ moscovia,166,145,1 script Worried Mother#rus19 4_F_RUSWOMAN3,{ mes "[Worried Mother]"; mes "I'm not sure where she would be but it has to be somewhere near water. Please, find where my daughter is. I beg of you."; rhea_rus_hair = 2; + changequest(8145, 8146); close; } else if (rhea_rus_hair > 1 && rhea_rus_hair < 9) { mes "[Worried Mother]"; @@ -8619,10 +8704,10 @@ OnTouch: mes "- You hear a splashing as -"; mes "- something gleaming -"; mes "- seems to stare at you!! -"; - next; - specialeffect2 EF_FLASHER; - percentheal -100,0; - close; + close2; + specialeffect(EF_FLASHER, AREA, playerattached()); + unitkill getcharid(CHAR_ID_ACCOUNT); + end; } } else if (rhea_rus_hair > 2 && rhea_rus_hair < 7) { mes "[Lusalka's Voice]"; @@ -8641,19 +8726,20 @@ OnTouch: close; } mes "-You seem to hear the splash but something gleaming raids on you!!-"; - specialeffect2 EF_FLASHER; - percentheal -100,0; - close; + close2; + specialeffect(EF_FLASHER, AREA, playerattached()); + unitkill getcharid(CHAR_ID_ACCOUNT); + end; } } else if (rhea_rus_hair == 8) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "What was that?!"; mes "Why am I here?"; next; mes "- After standing up, you see -"; mes "- the wet hair in front of you -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...This.. is Lusalka's hair?"; mes "Ah, right.. I came here to get her hair."; next; @@ -8663,13 +8749,13 @@ OnTouch: mes "- cool damp hair, you seem -"; mes "- the feel the sadness within -"; rhea_rus_hair = 9; - getitem 7878,2; + getitem Lusalka_Hair,2; close; } else if (rhea_rus_hair > 8) { mes "- You feel that someone -"; mes "- is watching you -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Who's there? Anybody here?"; next; mes "- The splashing sound -"; @@ -8697,7 +8783,7 @@ mosk_fild02,124,202,3 script Lusalka#rus23 4_F_RUSGREEN,{ } else if (rhea_rus_hair == 2) { if (getequipid(EQI_SHOES) != 2429) { if (getequipid(EQI_SHOES) != 2430) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Hmm, did I forget to wear something...?"; close; } @@ -8715,7 +8801,7 @@ mosk_fild02,124,202,3 script Lusalka#rus23 4_F_RUSGREEN,{ mes "...An adventurer...?"; mes "If so, you came here from another continent, not Moscovia...?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I'm from Rune Midgarts."; next; mes "[Lusalka]"; @@ -8749,17 +8835,17 @@ mosk_fild02,124,202,3 script Lusalka#rus23 4_F_RUSGREEN,{ mes "[Lusalka]"; mes "Please, find him and tell him that I am ok and to stop suffering..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Where can I find him?"; next; mes "[Lusalka]"; mes "The night when he left, he said that he would go to the capital of Rune Midgarts. I am not sure if he is still there..."; next; - if(select("Ok, I will do it:I don't think I can do it...") == 2) { - mes "["+ strcharinfo(0) +"]"; + if(select("Ok, I will do it", "I don't think I can do it...") == 2) { + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Rune Midgarts is large! I don't think I can do it."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "There's nothing we can do. Just give it up."; next; mes "[Lusalka]"; @@ -8775,6 +8861,7 @@ mosk_fild02,124,202,3 script Lusalka#rus23 4_F_RUSGREEN,{ mes "- ^0000ffgolden earrings^000000 -"; mes "- ^0000fffrom Lusalka!^000000 -"; rhea_rus_hair = 3; + changequest(8146, 8147); donpcevent "Lusalka#rus23::OnDisable"; close; } else if (rhea_rus_hair > 2 && rhea_rus_hair < 7) { @@ -8787,7 +8874,7 @@ mosk_fild02,124,202,3 script Lusalka#rus23 4_F_RUSGREEN,{ } else if (rhea_rus_hair == 7) { if (getequipid(EQI_SHOES) != 2429) { if (getequipid(EQI_SHOES) != 2430) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Hmm, did I forget to wear something...?"; close; } @@ -8795,11 +8882,11 @@ mosk_fild02,124,202,3 script Lusalka#rus23 4_F_RUSGREEN,{ mes "[Lusalka]"; mes "Have you seen him? How was he?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "This is a message from Igor."; mes "He said that he remembers every moment with you and still loves you."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "And he would come back to Moscovia until the full moon and wanted you to meet him. He told me that he will be strong enough not to make you suffer."; next; mes "[Lusalka]"; @@ -8809,20 +8896,20 @@ mosk_fild02,124,202,3 script Lusalka#rus23 4_F_RUSGREEN,{ mes "Thank you very much. I really appreciate it."; mes "How can I thank you? Let me know what I can do for you."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Can I ask a favor of you?"; next; mes "[Lusalka]"; mes "If I can, I will do it."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "If so!!"; mes "....I need some of your hair."; next; mes "[Lusalka]"; mes "...Eh, hair? Is that all?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Actually it's not all."; mes "I need 2 lockes!"; next; @@ -8838,11 +8925,11 @@ mosk_fild02,124,202,3 script Lusalka#rus23 4_F_RUSGREEN,{ mes "Here, my hair...?!"; mes "Aaaaaaaah!??!?!"; sc_start SC_CURSE,60000,0; - specialeffect2 EF_LORD; + specialeffect(EF_LORD, AREA, playerattached()); emotion e_omg,1; percentheal -30,0; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "W, what was that!?"; mes "Who's there?!"; next; @@ -8851,14 +8938,15 @@ mosk_fild02,124,202,3 script Lusalka#rus23 4_F_RUSGREEN,{ mes "You will never stop me!!!"; mes "hahahaha!!!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "W, who are you!? Ahkkk!!"; sc_start SC_BLIND,10000,0; rhea_rus_hair = 8; + completequest(8150); donpcevent "Lusalka#rus23::OnDisable"; close; } else if (rhea_rus_hair > 7) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...?! What are you? The marsh ghost?"; next; mes "[Lusalka]"; @@ -8867,7 +8955,7 @@ mosk_fild02,124,202,3 script Lusalka#rus23 4_F_RUSGREEN,{ mes "- The green thing seems to open its mouth to say something but closes it soon after and watches you with its sad eyes-"; close; } - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...?! What are you? The marsh ghost?"; next; mes "[Lusalka]"; @@ -8879,10 +8967,11 @@ mosk_fild02,124,202,3 script Lusalka#rus23 4_F_RUSGREEN,{ end; } mes "-When Lusalka watches you, you are blacked out-"; - specialeffect2 EF_FLASHER; - percentheal -100,0; + close2; + specialeffect(EF_FLASHER, AREA, playerattached()); + unitkill getcharid(CHAR_ID_ACCOUNT); donpcevent "Lusalka#rus23::OnDisable"; - close; + end; OnInit: disablenpc "Lusalka#rus23"; @@ -8924,7 +9013,7 @@ prontera,228,279,3 script Wanderer#rus24 4_M_RUSMAN2,{ } else if (rhea_rus_hair == 3) { if (getequipid(EQI_SHOES) != 2429) { if (getequipid(EQI_SHOES) != 2430) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Hmm, did I forget to wear something...?"; close; } @@ -8935,7 +9024,7 @@ prontera,228,279,3 script Wanderer#rus24 4_M_RUSMAN2,{ mes "[A Wanderer from a strange land]"; mes "In your free time, come to see me! The weather here is even more favorable than our the best summer back home."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Back home?"; mes "Excuse me for asking, but are you from Moscovia?"; next; @@ -8943,18 +9032,18 @@ prontera,228,279,3 script Wanderer#rus24 4_M_RUSMAN2,{ mes "Ho, how did you know that?"; mes "Have you been there before?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ah, yes. I have been there..."; mes "By the way, the important thing is.. are you....."; next; input .@input$; if (.@input$ == "Igor") { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ah, yes. I have been there..."; mes "By the way, the important thing is.. are you..... "+ .@input$ +"?"; next; } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ah, yes. I have been there..."; mes "By the way, the important thing is.. are you..... "+ .@input$ +"?"; next; @@ -8973,7 +9062,7 @@ prontera,228,279,3 script Wanderer#rus24 4_M_RUSMAN2,{ mes "[A Wanderer from a strange land]"; mes "We came here from Moscovia together. He called himself Igg. I came here with him but parted with him quite a while ago. He was sad because he couldn't forget about his lost lover."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ah, yes that must be Igor."; mes "I am looking for him!"; mes "Do you know where he is now?"; @@ -8985,6 +9074,7 @@ prontera,228,279,3 script Wanderer#rus24 4_M_RUSMAN2,{ mes "me that he wanted"; mes "to travel to a desert."; rhea_rus_hair = 4; + changequest(8147, 8148); close; } else if (rhea_rus_hair > 3 && rhea_rus_hair < 7) { mes "[A Wanderer from a strange land]"; @@ -9027,7 +9117,7 @@ morocc,165,82,0 script Morroc Villager#rus25 1_M_02,{ } else if (rhea_rus_hair == 4) { if (getequipid(EQI_SHOES) != 2429) { if (getequipid(EQI_SHOES) != 2430) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Hmm, did I forget to wear something...?"; close; } @@ -9044,14 +9134,14 @@ morocc,165,82,0 script Morroc Villager#rus25 1_M_02,{ mes "[Morroc Villager]"; mes "Ah, but don't get me wrong! I'm not coughing because of the Kafra Staffers. It's uhh the heat, it's getting to me... ya..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "................................"; mes "The hell you talking about..? I'm looking for someone."; next; mes "[Morroc Villager]"; mes "I see so many adventurers around here, how can I remember everybody? Got any descriptions of this someone..? Or traits..? anything to help me remember."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hmm... I don't know how he looks like but he is from a land called Moscovia."; next; mes "[Morroc Villager]"; @@ -9063,6 +9153,7 @@ morocc,165,82,0 script Morroc Villager#rus25 1_M_02,{ mes "[Morroc Villager]"; mes "Yep that's gotta be who you're looking for. I can see his gloomy face right now... that poor sad man."; rhea_rus_hair = 5; + changequest(8148, 8149); close; } else if (rhea_rus_hair > 4 && rhea_rus_hair < 7) { mes "[Morroc Villager]"; @@ -9092,7 +9183,7 @@ moc_pryd04,126,120,0 script Soldier#rus26 4_M_RUSMAN1,{ } else if (rhea_rus_hair == 4 || rhea_rus_hair == 5) { if (getequipid(EQI_SHOES) != 2429) { if (getequipid(EQI_SHOES) != 2430) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Hmm, did I forget to wear something...?"; close; } @@ -9103,25 +9194,25 @@ moc_pryd04,126,120,0 script Soldier#rus26 4_M_RUSMAN1,{ mes "[A gloomy looking soldier]"; mes "...I don't know who you are. Just get outta my face. I don't want to talk..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "It's pretty dangerous here. There are fierce monsters all over the place."; next; mes "[A gloomy looking soldier]"; mes "... Good. Let them come. I want to die here alone."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "A-Are you Igor? What're you talking about? Have you gone nuts?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Do you have any idea how much your lover is suffering?"; next; mes "[A gloomy looking soldier]"; mes "My... lover...?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I brought a message from her. She says not to suffer anymore and to just be happy..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "The more you suffer, the deeper she sinks into sadness. Don't think that you're the only one that's suffering..."; next; mes "[A gloomy looking soldier]"; @@ -9136,10 +9227,10 @@ moc_pryd04,126,120,0 script Soldier#rus26 4_M_RUSMAN1,{ mes "T, this is Svetlana's...?!"; mes "H, how did you!?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I met her by accident. She became Lusalka in the marsh of Moscovia."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "She told me that you wouldn't believe me so she gave me these earrings as proof... The present that you gave to her."; next; mes "[A gloomy looking soldier]"; @@ -9169,7 +9260,7 @@ moc_pryd04,126,120,0 script Soldier#rus26 4_M_RUSMAN1,{ } else if (rhea_rus_hair == 6) { if (getequipid(EQI_SHOES) != 2429) { if (getequipid(EQI_SHOES) != 2430) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Hmm, did I forget to wear something...?"; close; } @@ -9177,7 +9268,7 @@ moc_pryd04,126,120,0 script Soldier#rus26 4_M_RUSMAN1,{ mes "[A gloomy looking soldier]"; mes "I knew that she had become the cursed nymph Lusalka. But, I still went every night... to find her. I just wanted to see her and talk to her."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "She told me that she also wanted to see you. But, she was afraid that Lusalka's curse would kill you if you saw her."; mes "And so she hid..."; next; @@ -9185,7 +9276,7 @@ moc_pryd04,126,120,0 script Soldier#rus26 4_M_RUSMAN1,{ mes "How could she think of me..."; mes "...I, how should I.. Should I..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Don't be sad. She still loves you. Your suffering is her suffering."; next; mes "[A gloomy looking soldier]"; @@ -9201,6 +9292,7 @@ moc_pryd04,126,120,0 script Soldier#rus26 4_M_RUSMAN1,{ mes "[A gloomy looking soldier]"; mes "Before the full moon, I will be back to Moscovia and meet her. I will come back so strong and happy that when I go to see her she will not suffer anymore."; rhea_rus_hair = 7; + changequest(8149, 8150); close; } else if (rhea_rus_hair == 7) { mes "[A gloomy looking soldier]"; @@ -9258,7 +9350,7 @@ OnTouch: mes "[Voice unidentified]"; mes "Who dares to come into my cave!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Are you Marozka? Maria sent me! I need your 'Golden Thread' to make a 'Golden Key' to release her from the wall!"; next; mes "[Voice unidentified]"; @@ -9268,7 +9360,7 @@ OnTouch: mes "[Voice unidentified]"; mes "You must be fighting against 'Koshei' if you are asking about the 'Golden Key' and Maria! Do you think that you are strong enough to fight against him?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Of course I'm strong enough!"; next; mes "[Voice unidentified]"; @@ -9285,6 +9377,7 @@ OnTouch: mes "[Voice unidentified]"; mes "Show me what you can do."; rhea_rus_quiz = 1; + setquest(8151); close; } } @@ -9297,7 +9390,7 @@ mosk_que,45,131,0 script Stone Furnace#rus28 HIDDEN_NPC,{ if (rhea_rus_quiz == 1) { if (getequipid(EQI_SHOES) != 2429) { if (getequipid(EQI_SHOES) != 2430) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Hmm, did I forget to wear something...?"; close; } @@ -9320,9 +9413,9 @@ mosk_que,45,131,0 script Stone Furnace#rus28 HIDDEN_NPC,{ mes "- your hand and pick up -"; mes "- the well baked cookies! -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Oops, it's hot, hot!!!"; - specialeffect2 EF_FIREHIT; + specialeffect(EF_FIREHIT, AREA, playerattached()); emotion e_omg,1; percentheal -5,0; close; @@ -9368,7 +9461,7 @@ mosk_que,56,202,0 script Occult Apple Tree#rus29 HIDDEN_NPC,{ if (rhea_rus_quiz == 2) { if (getequipid(EQI_SHOES) != 2429) { if (getequipid(EQI_SHOES) != 2430) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Hmm, did I forget to wear something...?"; close; } @@ -9386,7 +9479,7 @@ mosk_que,56,202,0 script Occult Apple Tree#rus29 HIDDEN_NPC,{ mes "- You hit the tree firmly, -"; mes "- worms fall down! -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ahhhhhhhh!!!"; emotion e_omg,1; close; @@ -9417,7 +9510,7 @@ mosk_fild02,243,270,0 script Marozka#rus31 4_M_LGTGRAND,{ } else if (rhea_rus_quiz == 3) { if (getequipid(EQI_SHOES) != 2429) { if (getequipid(EQI_SHOES) != 2430) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Hmm, did I forget to wear something...?"; close; } @@ -9425,7 +9518,7 @@ mosk_fild02,243,270,0 script Marozka#rus31 4_M_LGTGRAND,{ mes "[Marozka]"; mes ".....................you came."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Are you Marozka? Here, I've proven to you my strength now can you make me the 'Golden Thread'?"; mes "I need it to get Maria out of that wall."; next; @@ -9463,7 +9556,7 @@ mosk_fild02,243,270,0 script Marozka#rus31 4_M_LGTGRAND,{ mes "As promised, here's the 'Golden Thread'."; mes "So, you are really going to fight Koshei the Immportal, eh?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I don't know but I promised to get Maria out of there."; next; mes "[Marozka]"; @@ -9475,18 +9568,19 @@ mosk_fild02,243,270,0 script Marozka#rus31 4_M_LGTGRAND,{ mes "[Marozka]"; mes "Do you still want the Golden Thread? Ok, I will give it to you! But, there is one more test."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "One more test?"; mes "Didn't I already prove my worth?"; next; mes "[Marozka]"; mes "That was a test of your strength. Now you must pass the test of mind and wisdom."; rhea_rus_quiz = 29; + changequest(8152, 8153); close; } else if (rhea_rus_quiz == 29) { if (getequipid(EQI_SHOES) != 2429) { if (getequipid(EQI_SHOES) != 2430) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Hmm, did I forget to wear something...?"; close; } @@ -9494,7 +9588,7 @@ mosk_fild02,243,270,0 script Marozka#rus31 4_M_LGTGRAND,{ mes "[Marozka]"; mes "...So? Have you decided?"; next; - if(select("I need more time...:I will take it!") == 1) { + if(select("I need more time...", "I will take it!") == 1) { mes "[Marozka]"; mes "Ok then. Come back when you are ready."; close; @@ -9506,27 +9600,27 @@ mosk_fild02,243,270,0 script Marozka#rus31 4_M_LGTGRAND,{ mes "[Marozka]"; mes "What is deaf, dumb, and blind and always tells the truth?"; next; - .@j = select("A Poring:A Picky:A Mirror:A Tree"); + .@j = select("A Poring", "A Picky", "A Mirror", "A Tree"); .@rus_quiz01 = (.@j==3)?.@rus_quiz01+1:.@rus_quiz01; mes "[Marozka]"; mes "If 4 cats can catch 4 mice every 4 minutes, what is the minimum number of cats needed to get 10 mice in 10 minutes?"; next; - .@j = select("4:5:6:10"); + .@j = select("4", "5", "6", "10"); .@rus_quiz01 = (.@j==1)?.@rus_quiz01+1:.@rus_quiz01; mes "[Marozka]"; mes "Which of these gets shorter during winter and longer during summer?"; next; - .@j = select("Sky:Day:Waves:Wind"); + .@j = select("Sky", "Day", "Waves", "Wind"); .@rus_quiz01 = (.@j==2)?.@rus_quiz01+1:.@rus_quiz01; mes "[Marozka]"; mes "Doris Etticoat, wears a petticoat and has a red nose; the longer she stands, the shorter she grows. What is she?"; next; - .@j = select("A Star:A Candle:A Sword:The Moon"); + .@j = select("A Star", "A Candle", "A Sword", "The Moon"); .@rus_quiz01 = (.@j==2)?.@rus_quiz01+1:.@rus_quiz01; mes "[Marozka]"; mes "My top and bottom are twins of a kind. The middle of me makes one body combined. If I stand tall and still, run faster I will. What am I?"; next; - .@j = select("A Woman:Valkyrie:The Moon:An Hourglass"); + .@j = select("A Woman", "Valkyrie", "The Moon", "An Hourglass"); .@rus_quiz01 = (.@j==4)?.@rus_quiz01+1:.@rus_quiz01; mes "[Marozka]"; mes "Now let's see how you did."; @@ -9549,7 +9643,8 @@ mosk_fild02,243,270,0 script Marozka#rus31 4_M_LGTGRAND,{ mes "[Marozka]"; mes "I hope you help Maria with your strength and kindness."; rhea_rus_quiz = 30; - getitem 7879,10; + completequest(8153); + getitem Golden_Thread,10; close; } } @@ -9574,7 +9669,7 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ mes "[Baba Yaga]"; mes "Why are you here, you yummy looking human? If you lotter around here any longer, I will make myself some tasty human soup! Hehehehehe"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I, ah, I.. Gold.. golden..."; next; mes "[Baba Yaga]"; @@ -9584,7 +9679,7 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ mes "[Baba Yaga]"; mes "'Presto Change-o!!'"; mes "'Turn into a pig!!'"; - specialeffect2 EF_BARRIER; + specialeffect(EF_BARRIER, AREA, playerattached()); emotion e_omg; next; mes "[Baba Yaga]"; @@ -9594,18 +9689,18 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ mes "[Baba Yaga]"; mes "Leave now, or I will curse you again! 'Presto...'"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Eh, eh.. I mean.. I say.. spell..."; next; input .@input$; if (.@input$ == "Spellshield Protection") { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Eh, eh.. I mean.. I say.. spell..."; mes ""+ .@input$ +" !!!"; - specialeffect2 EF_ABSORBSPIRITS; + specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); next; } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Eh, eh.. I mean.. I say.. spell..."; mes ""+ .@input$ +" !!!"; next; @@ -9619,20 +9714,20 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ mes "[Baba Yaga]"; mes "Ho, you are protected by a Protection Spell. You are no ordinary kid."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I heard that you are able to make the 'Golden Key' and that's why I am here!"; next; mes "[Baba Yaga]"; mes "'Golden Key'? Why do you need it?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I need it to release Maria Mobrena from her dark wall prison."; next; mes "[Baba Yaga]"; mes "...Maria Morebna..."; mes "Are you fighting against Koshei?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "If he gets in my way of keeping my promise to her, I guess that I will fight him."; next; mes "[Baba Yaga]"; @@ -9656,11 +9751,11 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ } mes "[Baba Yaga]"; mes "Ok, let's begin. Ah, before that... Wait here!"; - delitem 724,2; - delitem 969,3; - delitem 7877,1; - delitem 7878,2; - delitem 7879,10; + delitem Cardinal_Jewel_,2; + delitem Gold,3; + delitem Red_Ring,1; + delitem Lusalka_Hair,2; + delitem Golden_Thread,10; rhea_rus_main = 10; close; } else if (rhea_rus_main == 10) { @@ -9680,6 +9775,7 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ mes "[Baba Yaga]"; mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe."; rhea_rus_main = 11; + changequest(8154, 8155); close; } else if (BaseClass == Job_Acolyte) { mes "[Baba Yaga]"; @@ -9688,6 +9784,7 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ mes "[Baba Yaga]"; mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe."; rhea_rus_main = 16; + changequest(8154, 8157); close; } else if (BaseClass == Job_Thief) { mes "[Baba Yaga]"; @@ -9696,6 +9793,7 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ mes "[Baba Yaga]"; mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe."; rhea_rus_main = 21; + changequest(8154, 8159); close; } else if (BaseClass == Job_Mage) { mes "[Baba Yaga]"; @@ -9704,6 +9802,7 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ mes "[Baba Yaga]"; mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe."; rhea_rus_main = 26; + changequest(8154, 8161); close; } else if (BaseClass == Job_Swordman) { mes "[Baba Yaga]"; @@ -9712,6 +9811,7 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ mes "[Baba Yaga]"; mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe."; rhea_rus_main = 31; + changequest(8154, 8163); close; } mes "[Baba Yaga]"; @@ -9720,6 +9820,7 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ mes "[Baba Yaga]"; mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe."; rhea_rus_main = 36; + changequest(8154, 8165); close; } else if (rhea_rus_main > 10 && rhea_rus_main < 16) { mes "[Baba Yaga]"; @@ -9762,7 +9863,7 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ mes "Ok.. Let's do this."; mes "'Keep off the grass!!!'"; specialeffect EF_BEGINSPELL4; - delitem 7881,1; + delitem Book_Of_Magic,1; rhea_rus_main = 28; monster "mosk_dun02",52,210,"Violent Gardener",1493,1,"Baba Yaga#rus32::OnMyMobDead"; monster "mosk_dun02",53,210,"Dangerous Gardener",1500,1,"Baba Yaga#rus32::OnMyMobDead"; @@ -9777,18 +9878,18 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe."; close; } else if (rhea_rus_main == 28) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "W, what is this, suddenly?!"; next; mes "[Baba Yaga]"; mes "Ho.. this is for a beautiful garden. This is better than I expected. Ok then, let's do this."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hey, are you listening to me?"; next; mes "[Baba Yaga]"; mes "'There is an order for you to open your eyes!!!'"; - specialeffect2 EF_BEGINSPELL3; + specialeffect(EF_BEGINSPELL3, AREA, playerattached()); rhea_rus_main = 29; monster "mosk_dun02",52,210,"Alarm to 5 minutes",1193,1,"Baba Yaga#rus32::OnMyMobDead"; monster "mosk_dun02",53,210,"Alarm on time",1193,1,"Baba Yaga#rus32::OnMyMobDead"; @@ -9796,27 +9897,27 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ donpcevent "Baba Yaga#rus32::OnDisable"; close; } else if (rhea_rus_main == 29) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "What are you doing!!"; next; mes "[Baba Yaga]"; mes "Hmm, this one makes people deligent and doesn't look effective. Ok then, next is a House Ghost..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hey, I am talking..."; emotion e_sob,1; next; mes "[Baba Yaga]"; mes "'In the corner...'"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "!!!!!!!!!!!!!!!!!!!!!!!!!"; emotion e_omg; next; mes "[Baba Yaga]"; mes "What, child? Do you feel bad?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "When will you give me the key?!"; next; mes "[Baba Yaga]"; @@ -9838,7 +9939,7 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ mes "Ok! Move, move! You better be quick or I will find a way to punish you. Ehehehehehe."; close; } else if (rhea_rus_main == 41) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I have done your favor! I got the cow!"; next; mes "[Baba Yaga]"; @@ -9847,10 +9948,11 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ mes "[Baba Yaga]"; mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe."; rhea_rus_main = 47; - getitem 7876,1; + getitem Gold_Key,1; + changequest(8156, 8167); close; } else if (rhea_rus_main == 42) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I have done your favor! The coffin is now silenced!"; next; mes "[Baba Yaga]"; @@ -9862,11 +9964,12 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ mes "[Baba Yaga]"; mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe."; rhea_rus_main = 47; - getitem 7876,1; + changequest(8158, 8167); + getitem Gold_Key,1; close; } else if (rhea_rus_main == 43) { if (countitem(Babayaga_Silver_Spoon)) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I have done your favor! I found and got the silver spoons!"; next; mes "[Baba Yaga]"; @@ -9877,25 +9980,26 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ next; mes "[Baba Yaga]"; mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe."; - delitem 7880,1; + delitem Babayaga_Silver_Spoon,1; rhea_rus_main = 47; - getitem 7876,1; + changequest(8160, 8167); + getitem Gold_Key,1; close; } - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I have done your favor! I found and got the silver spoons!"; next; mes "[Baba Yaga]"; mes "Oh, yes, yes. Give them to me."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Here they.. They..?!"; next; mes "[Baba Yaga]"; mes "You fool! Where did you sell my spoons!? Get them for me right now!"; close; } else if (rhea_rus_main == 44) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I have done your favor. Give me the key!"; next; mes "[Baba Yaga]"; @@ -9904,10 +10008,11 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ mes "[Baba Yaga]"; mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe."; rhea_rus_main = 47; - getitem 7876,1; + changequest(8162, 8167); + getitem Gold_Key,1; close; } else if (rhea_rus_main == 45) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I have done your favor! The House ghost is now quiet!"; next; mes "[Baba Yaga]"; @@ -9919,10 +10024,11 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ mes "[Baba Yaga]"; mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe."; rhea_rus_main = 47; - getitem 7876,1; + changequest(8164, 8167); + getitem Gold_Key,1; close; } else if (rhea_rus_main == 46) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I have done your favor! Here, the best broom from Payon!"; next; mes "[Baba Yaga]"; @@ -9934,7 +10040,8 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ mes "[Baba Yaga]"; mes "Here, help Maria with this key and watch out for Koshei. He is very dangerous. Kehehehehehe."; rhea_rus_main = 47; - getitem 7876,1; + changequest(8166, 8167); + getitem Gold_Key,1; close; } else if (rhea_rus_main > 46 && rhea_rus_main < 49) { mes "[Baba Yaga]"; @@ -9947,7 +10054,7 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ mes "[Baba Yaga]"; mes "What are you doing here? Kehehehe."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Koshei... suddenly appeared.. and Maria.. Wolf... killed..."; next; mes "[Baba Yaga]"; @@ -9972,6 +10079,7 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ mes "[Baba Yaga]"; mes "Bring them to me quickly! Time is running out!"; rhea_rus_main = 50; + changequest(8169, 8170); close; } else if (rhea_rus_main == 50) { if (countitem(Holy_Water) && countitem(Water_Of_Darkness) && countitem(Leaf_Of_Yggdrasil) > 1 && countitem(Leaflet_Of_Hinal) > 9) { @@ -10019,11 +10127,12 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ next; mes "- ^0000ffYou get the 'Living Water'^000000 -"; mes "- ^0000ffand the 'Dead Water' !!^000000 -"; - delitem 523,1; - delitem 12020,1; - delitem 610,2; - delitem 520,10; + delitem Holy_Water,1; + delitem Water_Of_Darkness,1; + delitem Leaf_Of_Yggdrasil,2; + delitem Leaflet_Of_Hinal,10; rhea_rus_main = 51; + changequest(8170, 8171); close; } mes "[Baba Yaga]"; @@ -10081,7 +10190,7 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ mes "[Baba Yaga]"; mes "Oh, you are back. What can I do for you?"; next; - switch(select("Condensed Red Potion:Condensed Yellow Potion:Cancel")) { + switch(select("Condensed Red Potion", "Condensed Yellow Potion", "Cancel")) { case 1: if (countitem(Red_Potion) > 0 && countitem(Empty_Cylinder) > 0 && countitem(Medicine_Bowl) > 0 && countitem(Apple) > 4) { if (Zeny > 19) { @@ -10157,12 +10266,12 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ next; mes "[Baba Yaga]"; mes "Whenever you want more, come to me."; - delitem 501,.@redpotion_send; - delitem 1092,.@redtube_send; - delitem 7134,.@redcup_send; - delitem 512,.@redapple_send; + delitem Red_Potion,.@redpotion_send; + delitem Empty_Cylinder,.@redtube_send; + delitem Medicine_Bowl,.@redcup_send; + delitem Apple,.@redapple_send; Zeny -= .@redzeny_send; - getitem 545,.@total_red01; + getitem Red_Slim_Potion,.@total_red01; close; } } @@ -10244,12 +10353,12 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 4_F_BABAYAGA,{ next; mes "[Baba Yaga]"; mes "Whenever you want more, come to me."; - delitem 503,.@yellpotion_send; - delitem 1092,.@yelltube_send; - delitem 7134,.@yellcup_send; - delitem 513,.@yellbanana_send; + delitem Yellow_Potion,.@yellpotion_send; + delitem Empty_Cylinder,.@yelltube_send; + delitem Medicine_Bowl,.@yellcup_send; + delitem Banana,.@yellbanana_send; Zeny -= .@yellzeny_send; - getitem 546,.@total_yell01; + getitem Yellow_Slim_Potion,.@total_yell01; close; } } @@ -10313,13 +10422,13 @@ OnTouch: mes "[Cow]"; mes "Moo.."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hah, t, that is Baba Yaga's cow?!"; mes "Y, you..."; next; mes "- You approach to the cow carefully and hold its nape -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "You! Go home now!"; emotion e_omg; next; @@ -10330,7 +10439,7 @@ OnTouch: next; input .@input$; if (.@input$ == "Good feed is orange-flavored") { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ""+ .@input$ +" !!!"; specialeffect EF_TELEPORTATION2; next; @@ -10339,7 +10448,7 @@ OnTouch: donpcevent "Cow#rus34::OnEnable"; next; } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ""+ .@input$ +" !!!"; next; mes "[Cow]"; @@ -10357,7 +10466,7 @@ OnTouch: close; } } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Akkkk?! Eh!? The s-spell..."; next; mes "- You hesitate, the cow, seems to gibe at you, passes by you and runs to bushes !! -"; @@ -10370,12 +10479,13 @@ OnTouch: } close; } - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "What a surprise. The cow is bad like its owner."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ok, then. Let's get back to Baba Yaga..."; rhea_rus_main = 41; + changequest(8155, 8156); close; } else if (rhea_rus_main == 41) { mes "[Cow]"; @@ -10383,7 +10493,7 @@ OnTouch: next; mes "- The cow is tied around its neck and eats grass comfortably -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I must return to Baba Yaga..."; close; } @@ -10411,13 +10521,13 @@ OnTouch: mes "[Cow]"; mes "Moo.."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hah, t, that is Baba Yaga's cow?!"; mes "Y, you..."; next; mes "- You approach to the cow carefully and hold its nape -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "You! Go home now!"; emotion e_omg; next; @@ -10428,7 +10538,7 @@ OnTouch: next; input .@input$; if (.@input$ == "Good feed is orange-flavored") { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ""+ .@input$ +" !!!"; specialeffect EF_TELEPORTATION2; next; @@ -10437,7 +10547,7 @@ OnTouch: donpcevent "Cow#rus34::OnEnable"; next; } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ""+ .@input$ +" !!!"; next; mes "[Cow]"; @@ -10455,7 +10565,7 @@ OnTouch: close; } } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Akkkk?! Eh!? The s-spell..."; next; mes "- You hesitate, the cow, seems to gibe at you, passes by you and runs to bushes !! -"; @@ -10469,12 +10579,13 @@ OnTouch: } close; } - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "What a surprise. The cow is bad like its owner."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ok, then. Let's get back to Baba Yaga..."; rhea_rus_main = 41; + changequest(8155, 8156); close; } else if (rhea_rus_main == 41) { mes "[Cow]"; @@ -10482,7 +10593,7 @@ OnTouch: next; mes "- The cow is tied around its neck and eats grass comfortably -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I must return to Baba Yaga..."; close; } @@ -10510,13 +10621,13 @@ OnTouch: mes "[Cow]"; mes "Moo.."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hah, t, that is Baba Yaga's cow?!"; mes "Y, you..."; next; mes "- You approach to the cow carefully and hold its nape -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "You! Go home now!"; emotion e_omg; next; @@ -10527,7 +10638,7 @@ OnTouch: next; input .@input$; if (.@input$ == "Good feed is orange-flavored") { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ""+ .@input$ +" !!!"; specialeffect EF_TELEPORTATION2; next; @@ -10536,7 +10647,7 @@ OnTouch: donpcevent "Cow#rus35::OnEnable"; next; } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ""+ .@input$ +" !!!"; next; mes "[Cow]"; @@ -10549,7 +10660,7 @@ OnTouch: close; } } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Akkkk?! Eh!? The s-spell..."; next; mes "- You hesitate, the cow, seems to gibe at you, passes by you and runs to bushes !! -"; @@ -10557,12 +10668,13 @@ OnTouch: donpcevent "Cow#rus35::OnEnable"; close; } - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "What a surprise. The cow is bad like its owner."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ok, then. Let's get back to Baba Yaga..."; rhea_rus_main = 41; + changequest(8155, 8156); close; } else if (rhea_rus_main == 41) { mes "[Cow]"; @@ -10570,7 +10682,7 @@ OnTouch: next; mes "- The cow is tied around its neck and eats grass comfortably -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I must return to Baba Yaga..."; close; } @@ -10594,24 +10706,24 @@ mosk_dun02,65,232,0 script Noisy Coffin#rus36 4_NFCOFFIN,{ mes "[Noisy Coffin]"; mes "Don't you want to exchange lives with me? Exchange with me, exchange!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ehh, that's one noisy coffin."; next; mes "[Noisy Coffin]"; mes "I was alive! I was alive!"; mes "What is different between you and me? Why are you still alive? Why didn't you die? Why did I die?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "... How can I silence him..."; next; while(1) { - switch(select("Pray:Sing a hymn:Pour Holy Water on him:Kick him")) { + switch(select("Pray", "Sing a hymn", "Pour Holy Water on him", "Kick him")) { case 1: if (rhea_rus_main == 17) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...I'll pray."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Heaven, earth, and wind belong to God, there is no place for evil."; specialeffect EF_BLESSING; next; @@ -10620,27 +10732,27 @@ mosk_dun02,65,232,0 script Noisy Coffin#rus36 4_NFCOFFIN,{ rhea_rus_main = 18; next; } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...I'll pray."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Heaven, earth, and wind belong to God, there is no place for evil."; specialeffect EF_BLESSING; next; mes "[Noisy Coffin]"; mes "What was that? What was that for? Was it fun?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "......................................"; next; } break; case 2: if (rhea_rus_main == 18) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hmm, hmm! I'll sing a hymn. The first phrase 'Holy god against evils'!!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "- The covetous, the perverse -"; mes "- All the evils hateful -"; mes "- Will be droven off this land -"; @@ -10651,10 +10763,10 @@ mosk_dun02,65,232,0 script Noisy Coffin#rus36 4_NFCOFFIN,{ rhea_rus_main = 19; next; } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hmm, hmm! I'll sing a hymn. The first phrase 'Good looks down at us'!!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "- The covetous, the perverse -"; mes "- All the evils hateful -"; mes "- Will be droven off this land -"; @@ -10663,7 +10775,7 @@ mosk_dun02,65,232,0 script Noisy Coffin#rus36 4_NFCOFFIN,{ mes "[Noisy Coffin]"; mes "Perverse! The perverse!! Drive away!! What was that song?! Was it fun?!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "......................................"; next; } @@ -10671,7 +10783,7 @@ mosk_dun02,65,232,0 script Noisy Coffin#rus36 4_NFCOFFIN,{ case 3: if (countitem(Holy_Water)) { if (rhea_rus_main == 16) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "If you don't shut up, I will pour Holy Water on you!"; next; mes "- You open the bottle of Holy Water and pour it around the coffin carefully !! -"; @@ -10679,11 +10791,11 @@ mosk_dun02,65,232,0 script Noisy Coffin#rus36 4_NFCOFFIN,{ next; mes "[Noisy Coffin]"; mes "Heek, heeee! Heeeeeek!"; - delitem 523,1; + delitem Holy_Water,1; rhea_rus_main = 17; next; } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "If you don't shut up, I will pour Holy Water on you!"; next; mes "- You open the bottle of Holy Water and pour it around the coffin carefully !! -"; @@ -10691,27 +10803,27 @@ mosk_dun02,65,232,0 script Noisy Coffin#rus36 4_NFCOFFIN,{ next; mes "[Noisy Coffin]"; mes "Ah, cold! No, it's cool! Was it fun? Was it fun?!"; - delitem 523,1; + delitem Holy_Water,1; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "......................................"; next; } } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Yeah, where's the Holy water?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...... I don't have any..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "......................................"; next; } break; case 4: if (rhea_rus_main == 19) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...If you don't shut up..."; mes "......I will kick you!!"; next; @@ -10723,7 +10835,7 @@ mosk_dun02,65,232,0 script Noisy Coffin#rus36 4_NFCOFFIN,{ rhea_rus_main = 20; next; } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...If you don't shut up..."; mes "......I will kick you!!"; next; @@ -10733,7 +10845,7 @@ mosk_dun02,65,232,0 script Noisy Coffin#rus36 4_NFCOFFIN,{ mes "[Noisy Coffin]"; mes "Slam! Slam! I like noise! Do it more, more, more!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "......................................"; next; } @@ -10741,45 +10853,47 @@ mosk_dun02,65,232,0 script Noisy Coffin#rus36 4_NFCOFFIN,{ } } if (rhea_rus_main < 20) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "... Not effective..."; rhea_rus_main = 16; close; } - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ".............If you make noise once more, you will see more than you imagine..."; next; mes "[Noisy Coffin]"; mes "................................"; emotion e_dots; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hu, the job has been done."; mes "Let's get back to Baba Yaga."; rhea_rus_main = 42; + changequest(8157, 8158); close; } else if (rhea_rus_main == 20) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ".............If you make noise once more, you will see more than you imagine..."; next; mes "[Noisy Coffin]"; mes "................................"; emotion e_dots; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hu, the job has been done."; mes "Let's get back to Baba Yaga."; rhea_rus_main = 42; + changequest(8157, 8158); close; } else if (rhea_rus_main == 42) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ".............If you make noise once more, you will see more than you imagine..."; next; mes "[Noisy Coffin]"; mes "................................"; emotion e_dots; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hu, the job has been done."; mes "Let's get back to Baba Yaga."; close; @@ -10801,7 +10915,7 @@ treasure01,165,58,0 script Old Treasure Box#rus37 HIDDEN_NPC,{ } else if (rhea_rus_main == 25) { mes "- Around the locked box, a women having snakes on her head is engraved -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Does this work..."; next; select("Insert the key into the lock"); @@ -10810,7 +10924,7 @@ treasure01,165,58,0 script Old Treasure Box#rus37 HIDDEN_NPC,{ mes "- Her eyes are made from jewels !! -"; if (countitem(Crystal_Mirror)) { next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Arrrrrk? What is this!!"; specialeffect EF_FLASHER; next; @@ -10828,7 +10942,8 @@ treasure01,165,58,0 script Old Treasure Box#rus37 HIDDEN_NPC,{ next; mes "- ^0000ff You find Baba Yaga's spoon !!^000000 -"; rhea_rus_main = 43; - getitem 7880,1; + changequest(8159, 8160); + getitem Babayaga_Silver_Spoon,1; close; } else if (rhea_rus_main == 43) { mes "- The treasure box where you found the silver spoons -"; @@ -10878,20 +10993,20 @@ treasure01,24,39,0 script Old Bed#rus38 HIDDEN_NPC,{ if (rhea_rus_main == 21) { mes "- An old bed covered with dust and must -"; next; - switch(select("On the bed:Under the bed:Bed sheet")) { + switch(select("On the bed", "Under the bed", "Bed sheet")) { case 1: mes "- Mushrooms grow on the bed -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Life......"; close; break; case 2: mes "- You look at the under the bed -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ouch?!"; - specialeffect2 EF_HIT2; + specialeffect(EF_HIT2, AREA, playerattached()); percentheal -5,0; next; mes "- Something unidentified bites your hand !! -"; @@ -10902,7 +11017,7 @@ treasure01,24,39,0 script Old Bed#rus38 HIDDEN_NPC,{ } mes "- You raise the dirty sheet that has many holes -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...?! What is this?"; next; mes "- There is a scar on the sheet that seems to have the location !! -"; @@ -10911,7 +11026,7 @@ treasure01,24,39,0 script Old Bed#rus38 HIDDEN_NPC,{ viewpoint 1,98,118,3,0xFF0000; viewpoint 1,27,115,4,0xFF0000; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...This may be?!"; next; mes "[Voice unidentified]"; @@ -10922,7 +11037,7 @@ treasure01,24,39,0 script Old Bed#rus38 HIDDEN_NPC,{ viewpoint 2,27,115,4,0x00FF00; emotion e_omg,1; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Eek, it would be best to run away now!"; rhea_rus_main = 22; close2; @@ -10931,20 +11046,20 @@ treasure01,24,39,0 script Old Bed#rus38 HIDDEN_NPC,{ } else if (rhea_rus_main > 21 && rhea_rus_main < 26) { mes "- An old bed covered with dust and must -"; next; - switch(select("On the bed:Under the bed:Bed sheet")) { + switch(select("On the bed", "Under the bed", "Bed sheet")) { case 1: mes "- Mushrooms grow on the bed -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...Life......"; close; break; case 2: mes "- You look at the under the bed -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ouch?!"; - specialeffect2 EF_HIT2; + specialeffect(EF_HIT2, AREA, playerattached()); percentheal -5,0; next; mes "- Something unidentified bites your hand !! -"; @@ -10965,7 +11080,7 @@ treasure01,98,119,0 script Dirty Wall#rus39 HIDDEN_NPC,{ next; mes "- ^ff0000Her... careful.. Mermaid's song.. sleeping.. the eyes.. protect your.. mirror^000000 -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...What is this talking about...?"; if (rhea_rus_main == 22) rhea_rus_main = 23; close; @@ -11000,12 +11115,12 @@ treasure01,27,115,0 script Opened Treasure Chest#41 HIDDEN_NPC,{ if (rhea_rus_main == 24) { mes "- You open the box, junk is in it -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "... Should I search this...?"; next; mes "- You sigh and stretch your hand into the box -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...!? What is this?!"; next; .@russ_key02 = rand(1,7); @@ -11022,12 +11137,12 @@ treasure01,27,115,0 script Opened Treasure Chest#41 HIDDEN_NPC,{ case 7: mes "- You find a bone !! -"; break; } next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "W, what is this!?"; emotion e_omg,1; close; } - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Eh, this may be..."; next; mes "- You adjust the piece of the broken key with the its handle and they make a sound and become a key !!-"; @@ -11061,7 +11176,7 @@ amatsu,233,234,3 script Momotoro Publisher#rus42 4_F_JPN2,{ mes "[Momotoro Publisher]"; mes "Someone ordered a book but did not pick it up."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ah, I.. a magic book..."; next; mes "[Momotoro Publisher]"; @@ -11069,14 +11184,14 @@ amatsu,233,234,3 script Momotoro Publisher#rus42 4_F_JPN2,{ next; input .@input$; if (.@input$ == "Baba Yaga") { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I am "+ .@input$ +"."; next; mes "[Momotoro Publisher]"; mes ""+ .@input$ +" ... Ah, here it is."; next; } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I am "+ .@input$ +" "; next; mes "[Momotoro Publisher]"; @@ -11104,7 +11219,8 @@ amatsu,233,234,3 script Momotoro Publisher#rus42 4_F_JPN2,{ mes "Thank you for buying our books. If you need more books, contact us please."; Zeny -= 5000; rhea_rus_main = 27; - getitem 7881,1; + changequest(8161, 8162); + getitem Book_Of_Magic,1; close; } else if (rhea_rus_main > 26 && rhea_rus_main < 31) { mes "[Momotoro Publisher]"; @@ -11121,7 +11237,7 @@ amatsu,233,234,3 script Momotoro Publisher#rus42 4_F_JPN2,{ mosk_dun02,57,220,0 script House Ghost Jar#rus43 HIDDEN_NPC,{ if (rhea_rus_main == 31) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "... Is it in here..? Hey, hey..."; next; mes "- You tap the jar -"; @@ -11132,7 +11248,7 @@ mosk_dun02,57,220,0 script House Ghost Jar#rus43 HIDDEN_NPC,{ mes "- A voice laughs in the jar as -"; mes "- it shakes from right to left -"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "You! No more games! Come out of there!"; specialeffect EF_HIT2; next; @@ -11146,7 +11262,7 @@ mosk_dun02,57,220,0 script House Ghost Jar#rus43 HIDDEN_NPC,{ donpcevent "House Ghost Jar#rus43::OnDisable"; close; } else if (rhea_rus_main == 32) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ehh.. you, what are you doing!!"; next; mes "- As you plan to kick the jar -"; @@ -11166,7 +11282,7 @@ mosk_dun02,57,220,0 script House Ghost Jar#rus43 HIDDEN_NPC,{ mes "[House Ghost]"; mes "I can't even drink my favorite milk... Being a ghost is too inconvenient."; next; - if(select("Can I play with you?:So what can I do for you?") == 1) { + if(select("Can I play with you?", "So what can I do for you?") == 1) { mes "[House Ghost]"; mes "Ehhh, are you sure?"; next; @@ -11187,7 +11303,7 @@ mosk_dun02,57,220,0 script House Ghost Jar#rus43 HIDDEN_NPC,{ mes "[House Ghost]"; mes "Let's play best out of 5. So if you win 3 games, I promise to stay quiet!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ok! It will be fun. Let's do it."; next; .@rugame_turn01 = 0; @@ -11220,9 +11336,9 @@ mosk_dun02,57,220,0 script House Ghost Jar#rus43 HIDDEN_NPC,{ cutin "sorry.bmp",4; next; .@rucard_game01 = rand(1,3); - switch(select("Poring:Angeling:Ghostring")) { + switch(select("Poring", "Angeling", "Ghostring")) { case 1: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hmmm, I think it is the Poring Card!"; next; mes "[House Ghost]"; @@ -11258,7 +11374,7 @@ mosk_dun02,57,220,0 script House Ghost Jar#rus43 HIDDEN_NPC,{ } break; case 2: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hmmm, I think it is the Angeling Card!"; next; mes "[House Ghost]"; @@ -11294,7 +11410,7 @@ mosk_dun02,57,220,0 script House Ghost Jar#rus43 HIDDEN_NPC,{ } break; case 3: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hmmm, I think it is the Ghostring Card!"; next; mes "[House Ghost]"; @@ -11336,7 +11452,7 @@ mosk_dun02,57,220,0 script House Ghost Jar#rus43 HIDDEN_NPC,{ rhea_rus_main = 34; close; } - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I was not thinking correctly! Let's do it again!"; next; mes "[House Ghost]"; @@ -11349,18 +11465,18 @@ mosk_dun02,57,220,0 script House Ghost Jar#rus43 HIDDEN_NPC,{ mes "[House Ghost]"; mes "As promised, I will be quiet now. Thank you for playing with me."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Oh and by the way, I have a present for you!"; next; if (countitem(Milk)) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "You said you like milk. Here, take this."; next; } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "You said you like milk. Here, take.. Eh?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "W, where is this? Wait here. I will bring it soon!!"; close; } @@ -11374,6 +11490,7 @@ mosk_dun02,57,220,0 script House Ghost Jar#rus43 HIDDEN_NPC,{ mes "[House Ghost]"; mes "I will never forget your kindness of entertaining me."; rhea_rus_main = 45; + changequest(8163, 8164); close; } else if (rhea_rus_main == 45) { mes "[House Ghost]"; @@ -11425,7 +11542,7 @@ payon,65,119,0 script Broom Grandma#rus44 1_F_ORIENT_04,{ mes "[Broom Grandma]"; mes "It is so good that even ghosts want only a Payon broom."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I want to buy a broom."; next; mes "[Broom Grandma]"; @@ -11472,13 +11589,13 @@ pay_dun04,163,186,0 script Ghost Tree#rus45 HIDDEN_NPC,{ mes "[Ghost Tree]"; mes "Errr, a human? What are you doing here? Do you want to play with me?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Return the broom."; next; mes "[Ghost Tree]"; mes "Kuhuhuhu, if you want it, you must give me the correct answers to my questions!"; next; - if(select("Ok, ask me!:No, just give it to me!") == 2) { + if(select("Ok, ask me!", "No, just give it to me!") == 2) { mes "[Ghost Tree]"; mes "What!? You are rude to ask for what you want by doing nothing!"; next; @@ -11529,12 +11646,12 @@ pay_dun04,163,186,0 script Ghost Tree#rus45 HIDDEN_NPC,{ input .@input$; if (.@input$ == "Curly Sue") { ++.@rus_kafra01; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ""+ .@input$ +" !!"; next; } else { //.@rus_kafra01 = .@rus_kafra01; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ""+ .@input$ +"!!"; next; } @@ -11544,12 +11661,12 @@ pay_dun04,163,186,0 script Ghost Tree#rus45 HIDDEN_NPC,{ input .@input$; if (.@input$ == "Jasmine") { ++.@rus_kafra01; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ""+ .@input$ +" !!"; next; } else { //.@rus_kafra01 = .@rus_kafra01; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ""+ .@input$ +"!!"; next; } @@ -11559,12 +11676,12 @@ pay_dun04,163,186,0 script Ghost Tree#rus45 HIDDEN_NPC,{ input .@input$; if (.@input$ == "Roxie") { ++.@rus_kafra01; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ""+ .@input$ +" !!"; next; } else { //.@rus_kafra01 = .@rus_kafra01; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ""+ .@input$ +"!!"; next; } @@ -11574,12 +11691,12 @@ pay_dun04,163,186,0 script Ghost Tree#rus45 HIDDEN_NPC,{ input .@input$; if (.@input$ == "Pavianne") { ++.@rus_kafra01; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ""+ .@input$ +" !!"; next; } else { //.@rus_kafra01 = .@rus_kafra01; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ""+ .@input$ +"!!"; next; } @@ -11589,12 +11706,12 @@ pay_dun04,163,186,0 script Ghost Tree#rus45 HIDDEN_NPC,{ input .@input$; if (.@input$ == "Blossom") { ++.@rus_kafra01; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ""+ .@input$ +" !!"; next; } else { //.@rus_kafra01 = .@rus_kafra01; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ""+ .@input$ +"!!"; next; } @@ -11607,7 +11724,7 @@ pay_dun04,163,186,0 script Ghost Tree#rus45 HIDDEN_NPC,{ mes "Ah, you are wrong, wrong!"; mes "Do you really think that you can take the brooms back?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I was not thinking correctly! I will try it again!"; next; mes "[Ghost Tree]"; @@ -11624,9 +11741,9 @@ pay_dun04,163,186,0 script Ghost Tree#rus45 HIDDEN_NPC,{ mes "The second question. Listen carefully and answer!"; next; mes "[Ghost Tree]"; - mes "One day, you, "+ strcharinfo(0) +", upgraded your 'Hat of the Sun God', your ancestral treasure."; + mes "One day, you, "+ strcharinfo(PC_NAME) +", upgraded your 'Hat of the Sun God', your ancestral treasure."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Eh? I didn't..."; next; mes "[Ghost Tree]"; @@ -11653,18 +11770,18 @@ pay_dun04,163,186,0 script Ghost Tree#rus45 HIDDEN_NPC,{ next; input .@input$; if (.@input$ == "Antonio") { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ""+ .@input$ +" !!"; next; } else { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes ""+ .@input$ +"!!"; next; mes "[Ghost Tree]"; mes "You are wrong, wrong!"; mes "Look at this. In this way, it will take you a million years to take them back!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I was not thinking correctly!!!"; mes "Again, again!"; next; @@ -11689,7 +11806,7 @@ pay_dun04,163,186,0 script Ghost Tree#rus45 HIDDEN_NPC,{ mes "[Ghost Tree]"; mes "Cast 3 times if you win once, I will give you what you want."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ok! I will do it!"; next; .@rustree_turn01 = 0; @@ -11707,18 +11824,18 @@ pay_dun04,163,186,0 script Ghost Tree#rus45 HIDDEN_NPC,{ mes "I've got ^0000ffNumber "+.@tree_dice01+"^000000."; emotion .@emo[.@tree_dice01]; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ok, it is my turn?"; next; mes "-You cast a dice. The dice falls down, rotates and stops there-"; - specialeffect2 EF_STUNATTACK; + specialeffect(EF_STUNATTACK, AREA, playerattached()); next; .@rus_dice01 = rand(1,6); - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Let's see..."; next; emotion .@emo[.@rus_dice01],1; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; if (.@rus_dice01 == .@tree_dice01) { mes "Let's see... Wow, I got it! I've got ^0000ffNumber "+.@rus_dice01+"^000000!"; emotion e_gasp; @@ -11749,12 +11866,13 @@ pay_dun04,163,186,0 script Ghost Tree#rus45 HIDDEN_NPC,{ next; mes "- ^0000ff You receive the best broom from Payon !!^000000 - "; rhea_rus_main = 46; + changequest(8165, 8166); close; } mes "[Ghost Tree]"; mes "Kuhuhu, nobody is worse than you. Remember that you have to win over me to get what you want"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I was not what I am! Let's do it again!"; next; mes "[Ghost Tree]"; @@ -11802,7 +11920,7 @@ mosk_dun01,3,3,3 script Koshei GlobalVar#admin 4_F_RUSCHILD,{ mes "[Koshei GlobalVar]"; mes "What would you like to set the GlobalVar to?"; next; - switch(select("0:1:Cancel")) { + switch(select("0", "1", "Cancel")) { case 1: mes "[Koshei GlobalVar]"; mes "GlobalVar $@rus_req02 will now be set to '0'"; diff --git a/npc/quests/quests_nameless.txt b/npc/quests/quests_nameless.txt index 736cd6d78..9461461a5 100644 --- a/npc/quests/quests_nameless.txt +++ b/npc/quests/quests_nameless.txt @@ -69,7 +69,7 @@ OnTouch: if ((prt_curse == 36 || prt_curse == 45 || prt_curse == 56 || prt_curse == 61) && (aru_monas < 1)) { hideoffnpc "Agent#pc1"; mes "[????]"; - mes "Are you "+strcharinfo(0)+"?"; + mes "Are you "+strcharinfo(PC_NAME)+"?"; mes "I've been waiting for you."; mes "^6B8E23Priest Bamph^000000 is expecting"; mes "your arrival at ^6B8E23Prontera"; @@ -222,7 +222,7 @@ ra_in01,308,59,1 script Waiter#pc 4_M_RACHMAN2,{ mes "not mistaken, you're"; mes "here for something else?"; next; - if (select("I'd like to order.:Yes, I've come for another reason.") == 1) { + if (select("I'd like to order.", "Yes, I've come for another reason.") == 1) { mes "[Waiter]"; mes "Sure, no problem."; mes "Did you come alone?"; @@ -420,13 +420,13 @@ OnTouch: mes "Veins Stripe Stickleback."; mes "Please enjoy your meal."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^ff0000Veins^000000, huh? I might want"; mes "to check that place one"; mes "of these days to see if"; mes "I can find more of this fish."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Whoa, this fish tastes..."; mes "I've never tasted anything"; mes "like it! It's almost like"; @@ -489,7 +489,7 @@ ve_in,78,314,5 script Magistrate#Aru 4_M_DST_GRAND,{ mes "to come in here. Why do"; mes "you keep coming back?"; next; - if (select("I'm sorry.:I want to know about the smugglers.") == 1) { + if (select("I'm sorry.", "I want to know about the smugglers.") == 1) { mes "[Al Hamad]"; mes "It's fine. Just leave,"; mes "and don't come back"; @@ -723,7 +723,7 @@ ve_in,239,115,0 script Drunkard#Aru 4_M_DESERT,{ aru_monas = 15; changequest 17010,17011; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That's right!"; mes "Maybe I should check"; mes "on ^32CD32Kurdi's father since"; @@ -753,7 +753,7 @@ ve_in,238,120,4 script Drunkard#Aru1 4_F_DESERT,{ mes "Hohohoho~"; mes "Oh~ Hohohoho~"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "She's kind of strange..."; close; } @@ -777,9 +777,9 @@ ve_fild07,125,128,0 script Boat#Aru HIDDEN_NPC,{ next; mes "[Larjes]"; mes "Long time no see,"; - mes ""+strcharinfo(0)+"."; + mes ""+strcharinfo(PC_NAME)+"."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Larjes!"; next; mes "[Larjes]"; @@ -824,7 +824,7 @@ ve_fild07,125,128,0 script Boat#Aru HIDDEN_NPC,{ mes "a chance you might have to"; mes "sail this boat on your own if I'm not here. So, you ready to go?"; next; - switch(select("Yes, I'm ready.:Give me more time.")) { + switch(select("Yes, I'm ready.", "Give me more time.")) { case 1: mes "[Larjes]"; mes "Alright, let's go."; @@ -849,7 +849,7 @@ ve_fild07,125,128,0 script Boat#Aru HIDDEN_NPC,{ mes "can take you to the"; mes "monastery.^000000"; next; - switch(select("Go to Monastery:Cancel")) { + switch(select("Go to Monastery", "Cancel")) { case 1: mes "^3355FFYou set sail for"; mes "the monastery...^000000"; @@ -867,7 +867,7 @@ ve_fild07,125,128,0 script Boat#Aru HIDDEN_NPC,{ mes "can take you to the"; mes "monastery.^000000"; next; - switch(select("Go to Monastery:Cancel")) { + switch(select("Go to Monastery", "Cancel")) { case 1: mes "^3355FFYou set sail for"; mes "the monastery...^000000"; @@ -892,7 +892,7 @@ ve_fild07,128,130,1 script Secret Agent#Aru 4W_M_01,{ mes "there, I might not be here"; mes "when you come back."; next; - switch(select("Yes, I'm ready.:Give me more time.")) { + switch(select("Yes, I'm ready.", "Give me more time.")) { case 1: mes "[Larjes]"; mes "Alright, let's go."; @@ -979,7 +979,7 @@ nameless_i,127,207,0 script Dead Crow#Aru HIDDEN_NPC,{ mes "crow^3355FF makes you feel"; mes "uneasy for some reason.^000000"; next; - if (select("Ignore:Investigate") == 1) { + if (select("Ignore", "Investigate") == 1) { mes "^3355FFYou decide not to touch"; mes "the animal's carcass.^000000"; close; @@ -991,7 +991,7 @@ nameless_i,127,207,0 script Dead Crow#Aru HIDDEN_NPC,{ mes "are missing, revealing"; mes "scaly, snake-like skin.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait..."; mes "Did this grass...?"; next; @@ -1000,7 +1000,7 @@ nameless_i,127,207,0 script Dead Crow#Aru HIDDEN_NPC,{ mes "poison used to kill the"; mes "Gaebolg family princes.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Looks like I just hit"; mes "the jackpot. Huh?"; mes "Someone behi--"; @@ -1045,7 +1045,7 @@ OnTouch: mes "For a second there,"; mes "I thought I lost you."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Larjes...? What..."; mes "What happened?"; mes "Ugh, my head..."; @@ -1058,7 +1058,7 @@ OnTouch: mes "these strange creatures"; mes "were savagely attacking you!"; next; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "You saved me?"; mes "Thank you. Do you"; mes "happen to know what"; @@ -1077,7 +1077,7 @@ OnTouch: mes "[Larjes]"; mes "?!?!?!!!!!"; next; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "!!!!?!?!!!!!!"; mes "Isn't... Isn't that...?"; next; @@ -1087,7 +1087,7 @@ OnTouch: mes "you, but... I wonder why"; mes "he's not attacking us."; next; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "I guess you'll have to go"; mes "right up to him and ask."; aru_monas = 19; @@ -1163,7 +1163,7 @@ nameless_n,169,254,0 script Night#Aru2 FAKE_NPC,3,3,{ OnTouch: if(aru_monas == 20) { hideoffnpc "Larjes#Monastery2"; - mes "[" +strcharinfo(0)+ "]"; + mes "[" +strcharinfo(PC_NAME)+ "]"; mes "What the hell...!?"; next; mes "[Larjes]"; @@ -1175,7 +1175,7 @@ OnTouch: mes "survive long in a place"; mes "like this. I'm going to wait"; mes "for you in the boat. Learn"; - mes "what you need to learn, and then come back safe, "+strcharinfo(0)+"."; + mes "what you need to learn, and then come back safe, "+strcharinfo(PC_NAME)+"."; aru_monas = 21; changequest 17013,17014; close2; @@ -1210,7 +1210,7 @@ nameless_i,259,218,3 script Larjes#Aru 4W_M_01,{ mes "but did you want to leave"; mes "this place for a while?"; next; - if(select("Yes:No")==1) { + if(select("Yes", "No")==1) { mes "[Larjes]"; mes "Alight, let's go."; close2; @@ -1228,7 +1228,7 @@ nameless_i,259,218,3 script Larjes#Aru 4W_M_01,{ mes "Did you still want to"; mes "investigate the island?"; next; - if (select("No:Yes") == 1) { + if (select("No", "Yes") == 1) { mes "[Larjes]"; mes "Alright, let's go."; close2; @@ -1254,7 +1254,7 @@ nameless_n,259,218,3 script Larjes#Boat1 4W_M_01,{ mes "but did you want to leave"; mes "this place for a while?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Larjes]"; mes "Alright, let's go."; @@ -1299,7 +1299,7 @@ nameless_n,259,218,3 script Larjes#Boat1 4W_M_01,{ mes "Did you still want to"; mes "investigate the island?"; next; - switch(select("No:Yes")) { + switch(select("No", "Yes")) { case 1: mes "[Larjes]"; mes "Alright, let's go."; @@ -1335,7 +1335,7 @@ abbey02,224,70,0 script Books#Mona1 HIDDEN_NPC,{ mes "with blood amongst all"; mes "these old, moldy books.^000000"; next; - if(select("Examine Book:Ignore")==1) { + if(select("Examine Book", "Ignore")==1) { aru_monas = 22; changequest 17014,17015; getitem Research_Note,1; // Reasearch_Note @@ -1376,8 +1376,8 @@ abbey03,232,233,4 script Man#King 4_M_TRISTAN,{ mes "seems that he really is"; mes "still barely alive.^000000"; next; - if (select("Touch Him:Ignore Him") == 1) { - mes "["+strcharinfo(0)+"]"; + if (select("Touch Him", "Ignore Him") == 1) { + mes "["+strcharinfo(PC_NAME)+"]"; mes "This man..."; mes "He's so familiar"; mes "for some reason."; @@ -1430,7 +1430,7 @@ abbey03,232,232,4 script Dead Man#King 4_M_TRISTAN,{ mes "examine him. In his jacket,"; mes "you find a shining medal...^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This medal..."; mes "This means that"; mes "this man is...!"; @@ -1464,10 +1464,10 @@ nameless_n,145,162,0 script AideAmi#Aru HIDDEN_WARP_NPC,2,2,{ end; OnTouch: if (aru_monas == 26) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "There is a low wall here against the other wall, if I climb it I could reach the resting place of Tristan III..."; next; - switch(select("Stay here:Climb the wall")) { + switch(select("Stay here", "Climb the wall")) { case 1: warp "nameless_n",158,169; end; @@ -1487,7 +1487,7 @@ sec_in02,15,15,4 script boss::boss_aru_monas 1_M_SIGNMONK,{ mes "[Patch]"; mes "Input."; next; - switch(select("Now:How much?:P- How much?:Others")) { + switch(select("Now", "How much?", "P- How much?", "Others")) { case 1: mes " "; mes ""+aru_monas; @@ -1531,7 +1531,7 @@ ra_temple,165,57,5 script Niren#ss 4_F_MADAME,{ mes "I can spare a moment or two."; mes "What would you like to ask?"; next; - switch(select("Ask About Veins Smugglers:Ask About Zhed")) { + switch(select("Ask About Veins Smugglers", "Ask About Zhed")) { case 1: if (aru_monas == 12) { mes "[Niren]"; @@ -1552,7 +1552,7 @@ ra_temple,165,57,5 script Niren#ss 4_F_MADAME,{ mes "I'm afraid that I cannot give you information about them easily"; mes "as they mean a lot to us."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Actually, I was curious"; mes "about who they kidnapped."; next; @@ -1563,7 +1563,7 @@ ra_temple,165,57,5 script Niren#ss 4_F_MADAME,{ mes "But first, I'd like to"; mes "ask you for a favor."; next; - select("Accept:Do Not Refuse"); + select("Accept", "Do Not Refuse"); mes "[Niren]"; mes "When we realized the"; mes "kind of hostage the"; @@ -1742,7 +1742,7 @@ ra_temple,165,57,5 script Niren#ss 4_F_MADAME,{ mes "I thought I warned you"; mes "before to stay out of trouble."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm not here to discuss"; mes "that. But I happened to"; mes "hear that you're the only"; @@ -1761,7 +1761,7 @@ ra_temple,165,57,5 script Niren#ss 4_F_MADAME,{ mes "someone else. Unlike him,"; mes "I actually want a war."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Weren't you guys friends?"; mes "Besides, you don't seem as"; mes "aggressive as those other"; @@ -1811,7 +1811,7 @@ ra_temple,165,57,5 script Niren#ss 4_F_MADAME,{ mes "We were wrong all along..."; mes "This time, war is the answer."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Fine. If you're so sure"; mes "of yourself, then you won't"; mes "mind reading this letter"; @@ -1885,8 +1885,8 @@ ra_temple,165,57,5 script Niren#ss 4_F_MADAME,{ mes "Adventurer..."; mes "What was your name?"; next; - mes "["+strcharinfo(0)+"]"; - mes "My name is "+strcharinfo(0)+"."; + mes "["+strcharinfo(PC_NAME)+"]"; + mes "My name is "+strcharinfo(PC_NAME)+"."; next; mes "[High Priestess Niren]"; mes "Adventurer..."; @@ -1896,7 +1896,7 @@ ra_temple,165,57,5 script Niren#ss 4_F_MADAME,{ mes "^3311FFin private^000000. You'll definitely"; mes "need our help for that end."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Does this mean that"; mes "you've decided to work"; mes "with Zhed again?"; @@ -1927,7 +1927,7 @@ ra_temple,165,57,5 script Niren#ss 4_F_MADAME,{ mes "ears on her. We need to get"; mes "those spies away somehow..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What can we do"; mes "about them, then?"; next; @@ -1939,7 +1939,7 @@ ra_temple,165,57,5 script Niren#ss 4_F_MADAME,{ mes "try to gather information"; mes "from the priests around her."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sure thing. You"; mes "can count on me!"; emotion e_no1,1; @@ -1970,7 +1970,7 @@ ra_temple,165,57,5 script Niren#ss 4_F_MADAME,{ mes "I haven't had the chance"; mes "to meet her recently, so..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, she doesn't seem"; mes "very well, just like the"; mes "last time I saw her. I didn't"; @@ -2005,9 +2005,9 @@ ra_temple,165,57,5 script Niren#ss 4_F_MADAME,{ mes "You all need a vacation."; next; mes "[High Priestess Niren]"; - mes ""+strcharinfo(0)+"."; + mes ""+strcharinfo(PC_NAME)+"."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes?"; next; mes "[High Priestess Niren]"; @@ -2086,7 +2086,7 @@ ra_temple,165,57,5 script Niren#ss 4_F_MADAME,{ mes "know if he wrote it or not."; next; mes "[High Priestess Niren]"; - mes ""+strcharinfo(0)+"..."; + mes ""+strcharinfo(PC_NAME)+"..."; mes "I'm going to use this to"; mes "send the priests and followers"; mes "on vacation. Then me and Zhed"; @@ -2111,13 +2111,13 @@ ra_temple,165,57,5 script Niren#ss 4_F_MADAME,{ mes "Yes, ma'am!"; next; mes "[High Priestess Niren]"; - mes ""+strcharinfo(0)+","; + mes ""+strcharinfo(PC_NAME)+","; mes "please go back to Zhed,"; mes "and let him know everything"; mes "is ready. Then I want you to"; mes "meet us in the ^3131FFSky Garden^000000."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes!"; next; mes "[High Priestess Niren]"; @@ -2321,7 +2321,7 @@ moc_ruins,77,167,4 script Foreign Merchant#aru1 4_M_MASKMAN,5,5,{ mes "*Pant Pant*"; mes "*Sweat*"; next; - switch(select("Give Fruit Wine:Quietly Watch Him")) { + switch(select("Give Fruit Wine", "Quietly Watch Him")) { case 1: mes "[Foreign Merchant]"; mes "Oh, thank you! This"; @@ -2347,9 +2347,9 @@ moc_ruins,77,167,4 script Foreign Merchant#aru1 4_M_MASKMAN,5,5,{ mes "There must be some"; mes "way I can repay you."; mes "Ah, here we go. Take it."; - mes "Isn't your name, "+ strcharinfo(0) +"?"; + mes "Isn't your name, "+ strcharinfo(PC_NAME) +"?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "What th--?"; mes "How did you know?"; next; @@ -2358,7 +2358,7 @@ moc_ruins,77,167,4 script Foreign Merchant#aru1 4_M_MASKMAN,5,5,{ mes "You open the note, and"; mes "read its message.^000000"; next; - mes "^666666"+ strcharinfo(0) +"."; + mes "^666666"+ strcharinfo(PC_NAME) +"."; mes " "; mes "The time for us to act"; mes "has come once again."; @@ -2368,7 +2368,7 @@ moc_ruins,77,167,4 script Foreign Merchant#aru1 4_M_MASKMAN,5,5,{ mes " - Bekento^000000"; next; emotion e_omg,1; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "So... This means..."; mes "You're not really a"; mes "merchant, are you?"; @@ -2378,13 +2378,13 @@ moc_ruins,77,167,4 script Foreign Merchant#aru1 4_M_MASKMAN,5,5,{ mes "looks at you with a"; mes "mischievous grin.^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "So you asked me to get"; mes "you a drink as an excuse"; mes "just to talk to you?!"; emotion e_sob,1; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Oh well, thanks for"; mes "bringing me the note."; mes "But I'm not buying you"; @@ -2482,7 +2482,7 @@ OnTouch: moc_ruins,101,133,7 script Foreign Merchant#aru2 4_M_MIDDLE,{ if ((aru_em > 1) && (aru_em < 7)) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Excuse me, but I heard"; mes "that I could buy some"; mes "good drinks around here."; @@ -2497,7 +2497,7 @@ moc_ruins,101,133,7 script Foreign Merchant#aru2 4_M_MIDDLE,{ mes "I brew at home, and share"; mes "with my friends after dinner."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Well, I ran into this"; mes "merchant that really wants"; mes "to have a taste of that wine."; @@ -2508,7 +2508,7 @@ moc_ruins,101,133,7 script Foreign Merchant#aru2 4_M_MIDDLE,{ mes "Oh, I'm sorry, but I'm"; mes "all sold out for today."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Oh, no..."; emotion e_otl,1; next; @@ -2527,7 +2527,7 @@ moc_ruins,101,133,7 script Foreign Merchant#aru2 4_M_MIDDLE,{ mes "I'm flattered that your friend"; mes "is so interested in my wine."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Really? Thank you!"; mes "I'm sure that he's really"; mes "appreciate your generosity."; @@ -2584,7 +2584,7 @@ ra_temin,103,151,7 script Female Follower#em 4_F_MASK,{ mes "comfort. Take a deep breath:"; mes "smell that relaxing aroma?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Oh, you're right, that"; mes "is a nice smell! So, is"; mes "Priestess Niren away"; @@ -2596,7 +2596,7 @@ ra_temin,103,151,7 script Female Follower#em 4_F_MASK,{ mes "that wish to meet her,"; mes "even early in the morning."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Do you know where"; mes "I could find her?"; next; @@ -2608,7 +2608,7 @@ ra_temin,103,151,7 script Female Follower#em 4_F_MASK,{ mes "Garden. That garden is very"; mes "large, and quite beautiful."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "The High Priestess"; mes "must be very busy."; next; @@ -2688,10 +2688,10 @@ ra_fild03,139,355,5 script Ishmael#em 4_F_CHILD,{ mes "need from me, do you?"; emotion e_swt2; next; - switch(select("Give Her Niren's File:Leave Her Alone")) { + switch(select("Give Her Niren's File", "Leave Her Alone")) { case 1: if (countitem(File02) > 0) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "You know High Priestess"; mes "Niren, right? This is from her."; next; @@ -2756,7 +2756,7 @@ ra_fild03,139,355,5 script Ishmael#em 4_F_CHILD,{ } else if (aru_em == 18) { if (countitem(Red_Jewel) > 0) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Would you be able to forge"; mes "a copy of High Priestess"; mes "Niren's file if you had"; @@ -2782,7 +2782,7 @@ ra_fild03,139,355,5 script Ishmael#em 4_F_CHILD,{ mes "I'll be able to forge"; mes "your copy right away."; next; - switch(select("Don't Give It to Her:Give It to Her")) { + switch(select("Don't Give It to Her", "Give It to Her")) { case 1: mes "[Ishmael]"; mes "Huh? I thought you"; @@ -2862,7 +2862,6 @@ que_temsky,99,100,6 script Pope#rachel2 4_F_ARUNA_POP,{ } que_temsky,100,93,0 script #em_sky_s FAKE_NPC,5,2,{ -//OnTouch2: OnTouch: if (aru_em == 21) { mes "^3355FFHigh Priest Zhed and High"; @@ -3025,7 +3024,7 @@ OnTouch: mes "Isn't this the adventurer?"; next; mes "[Pope]"; - mes ""+ strcharinfo(0) +"..."; + mes ""+ strcharinfo(PC_NAME) +"..."; mes "I'm very glad to see you"; mes "again. Not only did you"; mes "share news of the outside"; @@ -3112,7 +3111,7 @@ OnTouch: next; cutin "ra_bishop",2; mes "[Pope]"; - mes ""+ strcharinfo(0) +"..."; + mes ""+ strcharinfo(PC_NAME) +"..."; mes "I appreciate all your work"; mes "on behalf of Arunafeltz."; mes "My influence may still be"; @@ -3130,7 +3129,7 @@ OnTouch: mes "[Pope]"; mes "May Freya bless you..."; next; - specialeffect2 EF_ENCHANTPOISON; + specialeffect(EF_ENCHANTPOISON, AREA, playerattached()); mes "^3355FFThe pope prayed in earnest"; mes "for you, and you feel a strong"; mes "aura of warmth and kindness"; @@ -3221,7 +3220,7 @@ comodo,224,187,3 script Muff 4_M_04,{ mes "scare me like that!"; mes "What is it that you want?"; next; - switch(select("You look troubled.:Nothing. Take care!")) { + switch(select("You look troubled.", "Nothing. Take care!")) { case 1: if (BaseLevel < 61) { mes "[Muff]"; @@ -3265,7 +3264,7 @@ comodo,224,187,3 script Muff 4_M_04,{ mes "the collateral I gave him"; mes "is really valuable to me."; next; - switch(select("Do you know where you lost it?:I'm sorry to hear that. Bye!")) { + switch(select("Do you know where you lost it?", "I'm sorry to hear that. Bye!")) { case 1: mes "[Muff]"; mes "If I knew where I lost"; @@ -3308,7 +3307,7 @@ comodo,224,187,3 script Muff 4_M_04,{ mes "my treasure from that"; mes "bastard, no matter what!"; next; - switch(select("I don't understand.:I'm sorry, I was just kidding...")) { + switch(select("I don't understand.", "I'm sorry, I was just kidding...")) { case 1: mes "[Muff]"; mes "You think you can"; @@ -3366,7 +3365,7 @@ comodo,224,187,3 script Muff 4_M_04,{ mes "the collateral I gave him"; mes "is really valuable to me."; next; - switch(select("Do you know where you lost it?:What was the collateral?:Bye!")) { + switch(select("Do you know where you lost it?", "What was the collateral?", "Bye!")) { case 1: mes "[Muff]"; mes "If I knew where I lost"; @@ -3428,7 +3427,7 @@ comodo,224,187,3 script Muff 4_M_04,{ close; } if (diamond_edq == 4) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Is this wet, tattered"; mes "piece of paper the bond"; mes "of debt that you need?"; @@ -3441,7 +3440,7 @@ comodo,224,187,3 script Muff 4_M_04,{ mes "on it! I need... I need"; mes "to fix this somehow!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Do you have any ideas?"; mes "I mean, if we dried the"; mes "paper, the letters would"; @@ -3463,7 +3462,7 @@ comodo,224,187,3 script Muff 4_M_04,{ mes "It's magic, right? Will you"; mes "ask Dorian to help me out?"; next; - switch(select("Accept His Request:Decline His Request")) { + switch(select("Accept His Request", "Decline His Request")) { case 1: mes "[Muff]"; mes "Thank you so much!"; @@ -3495,7 +3494,7 @@ comodo,224,187,3 script Muff 4_M_04,{ mes "too nice to just leave"; mes "me hanging like that."; next; - switch(select("Accept His Request:Decline His Request")) { + switch(select("Accept His Request", "Decline His Request")) { case 1: mes "[Muff]"; mes "Thank you so much!"; @@ -3596,9 +3595,9 @@ alberta,127,143,3 script Belder 4_M_03,{ mes "the customers by th--Oh!"; mes "Welcome to Belder Loans!"; next; - switch(select("I'll promote your loans!:Uh...")) { + switch(select("I'll promote your loans!", "Uh...")) { case 1: - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "[Belder]"; mes "You? But you're a dude!"; mes "No sweaty, stinky, sleazy"; @@ -3661,7 +3660,7 @@ alberta,127,143,3 script Belder 4_M_03,{ mes "Now that I think of it, I did"; mes "loan a Muff money once."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "......"; next; mes "[Belder]"; @@ -3702,20 +3701,20 @@ cmd_fild01,55,160,0 script Heap of Earth CLEAR_NPC,{ mes "dug a hole in the ground,"; mes "and then covered it again.^000000"; next; - switch(select("Dig Up the Spot:Cancel")) { + switch(select("Dig Up the Spot", "Cancel")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "There must be something"; mes "in the ground. I better"; mes "dig it up and check..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ergh...! Ugh!"; mes "This would be a lot"; mes "easier with a shovel!"; mes "Only a little more to go..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hm? I hit something?"; mes "Let's--Yucky! It's so"; mes "wet and--Ugh! Nasty"; @@ -3726,7 +3725,7 @@ cmd_fild01,55,160,0 script Heap of Earth CLEAR_NPC,{ diamond_edq = 2; close; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Something isn't quite"; mes "kosher about all this."; mes "Nope, this time, I'm"; @@ -3735,7 +3734,7 @@ cmd_fild01,55,160,0 script Heap of Earth CLEAR_NPC,{ } } else if (diamond_edq == 2) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Here we are... It's..."; mes "A soggy wallet? This"; mes "must be the one Muff"; @@ -3743,7 +3742,7 @@ cmd_fild01,55,160,0 script Heap of Earth CLEAR_NPC,{ mes "of debt is inside... Mm..."; mes "Ugh, it's really soaked..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well, I've done all"; mes "I can for now. I should"; mes "bring this back to Muff."; @@ -3752,13 +3751,13 @@ cmd_fild01,55,160,0 script Heap of Earth CLEAR_NPC,{ close; } if (diamond_edq > 3) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "This is the same spot"; mes "I dug up from before."; mes "It's useless to me now!"; close; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh. There's a weird"; mes "bump in the ground. Well,"; mes "I can't just go looking at"; @@ -3796,7 +3795,7 @@ cmd_fild01,55,160,0 script Heap of Earth CLEAR_NPC,{ mes "infused with art's essence~"; mes "So... How may I assist you?"; next; - switch(select("I want to use your Magic Dryer.:I want to be your student.:No, thanks.")) { + switch(select("I want to use your Magic Dryer.", "I want to be your student.", "No, thanks.")) { case 1: mes "[Dorian]"; mes "Magic Dryer? No, no, no."; @@ -3806,7 +3805,7 @@ cmd_fild01,55,160,0 script Heap of Earth CLEAR_NPC,{ mes "like that. What, pray tell,"; mes "do you need to dry?"; next; - switch(select("This Bond of Debt:My Hair:I'm just curious.")) { + switch(select("This Bond of Debt", "My Hair", "I'm just curious.")) { case 1: mes "[Dorian]"; mes "Mm? My masterpiece is far"; @@ -3856,7 +3855,7 @@ cmd_fild01,55,160,0 script Heap of Earth CLEAR_NPC,{ mes "Blah-blah--that's just"; mes "about it in a nutshell."; next; - switch(select("Zzz...:Oh, please!")) { + switch(select("Zzz...", "Oh, please!")) { case 1: mes "[Dorian]"; mes "You... You fell asleep?"; @@ -3983,7 +3982,7 @@ cmd_fild01,55,160,0 script Heap of Earth CLEAR_NPC,{ mes "Blah-blah--that's just"; mes "about it in a nutshell."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "......"; next; mes "[Dorian]"; @@ -3992,7 +3991,7 @@ cmd_fild01,55,160,0 script Heap of Earth CLEAR_NPC,{ close; } case 2: - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "[Dorian]"; mes "Ah, my apologies."; mes "Too many have asked, so"; @@ -4150,7 +4149,7 @@ cmd_fild01,55,160,0 script Heap of Earth CLEAR_NPC,{ mes "I can't blame you since"; mes "they're a bit complicated."; next; - switch(select("Instructions:Cancel")) { + switch(select("Instructions", "Cancel")) { case 1: mes "[Dorian]"; mes "First, insert a new rough"; @@ -4252,7 +4251,6 @@ cmd_fild01,55,160,0 script Heap of Earth CLEAR_NPC,{ close; } -//OnTouch2: OnTouch: if (diamond_edq < 9) { mes "[Dorian]"; @@ -4292,7 +4290,7 @@ izlude_in,113,66,0 script Strange Machine HIDDEN_NPC,{ next; while(1) { .@switch_sound = rand(1,4); - switch(select("Check the Machine:Replace the Engine:Tighten the Screw:Press a Switch")) { + switch(select("Check the Machine", "Replace the Engine", "Tighten the Screw", "Press a Switch")) { case 1: if (.@hit_status == 0) { mes "^3355FFThere's no power"; @@ -4398,7 +4396,7 @@ izlude_in,113,66,0 script Strange Machine HIDDEN_NPC,{ mes "Which switch do"; mes "you want to press?^000000"; next; - switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) { + switch(select("Red Switch", "Blue Switch", "Yellow Switch", "Green Switch")) { default: mes "^3355FF*Whiz Whiz*^000000"; mes "^3355FF*Whiz Whiz*^000000"; @@ -4450,7 +4448,7 @@ izlude_in,113,66,0 script Strange Machine HIDDEN_NPC,{ mes "Which switch will"; mes "you try now?^000000"; next; - switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) { + switch(select("Red Switch", "Blue Switch", "Yellow Switch", "Green Switch")) { default: mes "^3355FF*Whiz Whiz*^000000"; mes "^3355FF*Whiz Whiz*^000000"; @@ -4501,7 +4499,7 @@ izlude_in,113,66,0 script Strange Machine HIDDEN_NPC,{ mes "are a bit more stable now."; mes "Which switch will you try?^000000"; next; - switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) { + switch(select("Red Switch", "Blue Switch", "Yellow Switch", "Green Switch")) { default: mes "^3355FF*Whiz Whiz*^000000"; mes "^3355FF*Whiz Whiz*^000000"; @@ -4553,7 +4551,7 @@ izlude_in,113,66,0 script Strange Machine HIDDEN_NPC,{ mes "fairly strongly now. Which"; mes "switch will you try?^000000"; next; - switch(select("Red Switch:Blue Switch:Yellow Switch:Green Switch")) { + switch(select("Red Switch", "Blue Switch", "Yellow Switch", "Green Switch")) { default: mes "^3355FF*Whiz Whiz*^000000"; mes "^3355FF*Whiz Whiz*^000000"; @@ -4625,7 +4623,7 @@ izlude_in,113,66,0 script Strange Machine HIDDEN_NPC,{ mes "when the heater stops,"; mes "the slot reopens.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "So this is the original"; mes "bond of debt that Muff"; mes "lost? It looks... Perfect!"; @@ -4672,13 +4670,13 @@ moc_ruins,152,147,5 script Ibrahim 4_M_JOB_HUNTER,3,3,{ } if ((diamond_edq == 14) && (BaseLevel > 65)) { mes "[Ibrahim]"; - mes "" + strcharinfo(0) + ", right?"; + mes "" + strcharinfo(PC_NAME) + ", right?"; mes "Don't be too suprised."; mes "I've heard of you here"; mes "and there. Heh heh~!"; next; while(1) { - switch(select("How can I help you?:What'd you hear?:Bye!")) { + switch(select("How can I help you?", "What'd you hear?", "Bye!")) { case 1: mes "[Ibrahim]"; mes "I wanted to ask you about"; @@ -4688,7 +4686,7 @@ moc_ruins,152,147,5 script Ibrahim 4_M_JOB_HUNTER,3,3,{ mes "Anyway, I was able to obtain"; mes "the Diamond of Destruction!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(^666666Hmm... He might"; mes "be talking about that"; mes "jewel Muff gave to Belder"; @@ -4709,7 +4707,7 @@ moc_ruins,152,147,5 script Ibrahim 4_M_JOB_HUNTER,3,3,{ mes "it back, but I can understand"; mes "if you can't. You up for it?"; next; - switch(select("Sure, I'll help you.:No, sorry.")) { + switch(select("Sure, I'll help you.", "No, sorry.")) { case 1: mes "[Ibrahim]"; mes "Great! I knew it was"; @@ -4978,7 +4976,7 @@ moc_ruins,152,147,5 script Ibrahim 4_M_JOB_HUNTER,3,3,{ mes "Cursed Jewels. You wouldn't"; mes "mind if I look at it, do you?"; next; - switch(select("No!:Sure, why not?")) { + switch(select("No!", "Sure, why not?")) { case 1: mes "[Ibrahim]"; mes "No? Well, I'm sure you"; @@ -5014,7 +5012,7 @@ moc_ruins,152,147,5 script Ibrahim 4_M_JOB_HUNTER,3,3,{ mes "you planning to do with"; mes "the Unlucky Emerald?"; next; - switch(select("I'm going to sell it.:I'm going to study it.")) { + switch(select("I'm going to sell it.", "I'm going to study it.")) { case 1: mes "[Ibrahim]"; mes "Oh, you weren't going"; @@ -5162,12 +5160,11 @@ moc_ruins,152,147,5 script Ibrahim 4_M_JOB_HUNTER,3,3,{ mes "kept it well hidden..."; close; -//OnTouch2: OnTouch: if ((diamond_edq == 14) && (BaseLevel > 65)) { mes "[Ibrahim]"; mes "Psst, adventurer!"; - mes "You're " + strcharinfo(0) + ", right?"; + mes "You're " + strcharinfo(PC_NAME) + ", right?"; mes "There's something"; mes "I'd like to discuss"; mes "with you in private!"; @@ -5186,7 +5183,7 @@ alberta,102,80,3 script Jhonnita 4_M_04,{ mes "a jewel? We only carry"; mes "the best. Hahahaha!"; next; - switch(select("What's the most popular jewel?:Do you know Diamond of Destruction?")) { + switch(select("What's the most popular jewel?", "Do you know Diamond of Destruction?")) { case 1: mes "[Jhonnita]"; mes "Ah, take a look at this"; @@ -5240,7 +5237,7 @@ alberta,102,80,3 script Jhonnita 4_M_04,{ mes "come to spend your life"; mes "savings on my jewels?"; next; - switch(select("Show me some jewels...:I have a rare emerald to sell...")) { + switch(select("Show me some jewels...", "I have a rare emerald to sell...")) { case 1: mes "[Jhonnita]"; mes "It couldn't hurt to"; @@ -5248,7 +5245,7 @@ alberta,102,80,3 script Jhonnita 4_M_04,{ mes "I doubt you can afford them."; mes "Jewels aren't cheap, you know?"; next; - if (Sex) { + if (Sex == SEX_MALE) { mes "[Jhonnita]"; mes "Oh, I get it now. You want"; mes "to give one as a present to"; @@ -5286,7 +5283,7 @@ alberta,102,80,3 script Jhonnita 4_M_04,{ mes "this off your hands. Er,"; mes "would you be on your way?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh? But why?"; next; mes "[Jhonnita]"; @@ -5346,7 +5343,7 @@ payon,69,65,5 script Kimeunbang 4_M_ORIENT02,{ mes "Go to another jewelry shop,"; mes "I don't feel like opening up."; next; - switch(select("What's wrong?:Diamond of Destruction?")) { + switch(select("What's wrong?", "Diamond of Destruction?")) { case 1: mes "[Kimeunbang]"; mes "I'm just disappointed."; @@ -5403,7 +5400,7 @@ payon,69,65,5 script Kimeunbang 4_M_ORIENT02,{ mes "Oh, hello. Looks like"; mes "I'm back in business~"; next; - switch(select("I have a jewel to sell.:How are you?")) { + switch(select("I have a jewel to sell.", "How are you?")) { case 1: mes "[Kimeunbang]"; mes "Really? Alright, just"; @@ -5487,7 +5484,7 @@ geffen,128,153,3 script Leblo 4_M_ALCHE_D,{ mes "have to do something for"; mes "me first. We have a deal?"; next; - switch(select("Deal.:No, thanks.")) { + switch(select("Deal.", "No, thanks.")) { case 1: mes "[Leblo]"; mes "I've been suffering back"; @@ -5545,7 +5542,7 @@ geffen,128,153,3 script Leblo 4_M_ALCHE_D,{ mes "to properly apologize to"; mes "her the next time I see her."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "..............................."; mes "..............................."; mes "..............................."; @@ -5619,7 +5616,7 @@ geffen,128,153,3 script Leblo 4_M_ALCHE_D,{ mes "have any business"; mes "with me today?"; next; - switch(select("I have a jewel to sell.:No, not really.")) { + switch(select("I have a jewel to sell.", "No, not really.")) { case 1: mes "[Leblo]"; mes "Oh, yeah? Well then,"; @@ -5693,14 +5690,14 @@ payon_in03,167,149,3 script Wola 1_F_ORIENT_01,2,2,{ close; } if (diamond_edq == 18) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hello? I'm here to"; mes "see Doctor Wola."; next; mes "[Wola]"; mes "Oh... Ah... Um..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Excuse me, but do you"; mes "know where I can find her?"; next; @@ -5709,7 +5706,7 @@ payon_in03,167,149,3 script Wola 1_F_ORIENT_01,2,2,{ mes "Oh no! Wah!"; mes "See what you did?!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I... I don't know"; mes "what you're talking"; mes "about. I'm just wanted"; @@ -5722,7 +5719,7 @@ payon_in03,167,149,3 script Wola 1_F_ORIENT_01,2,2,{ mes "I was brewing! The pot"; mes "is all broken now..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh? Oh, I'm..."; mes "I'm really sorry."; next; @@ -5732,7 +5729,7 @@ payon_in03,167,149,3 script Wola 1_F_ORIENT_01,2,2,{ mes "my fault, really."; mes "Waaah~! My pot!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I'm sorry, I don't know"; mes "what's going on exactly."; mes "Was that pot expensive?"; @@ -5745,7 +5742,7 @@ payon_in03,167,149,3 script Wola 1_F_ORIENT_01,2,2,{ mes "for any cuts! If they're"; mes "hurt, I can't help anyone!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "That's, uh, that"; mes "sounds pretty serious."; mes "So how are your hands?"; @@ -5759,7 +5756,7 @@ payon_in03,167,149,3 script Wola 1_F_ORIENT_01,2,2,{ mes "medicine pot. You're partly"; mes "responsible, you know."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Okay. Just tell"; mes "me what I should do."; mes "Hold on, I came here to"; @@ -5782,7 +5779,7 @@ payon_in03,167,149,3 script Wola 1_F_ORIENT_01,2,2,{ mes "^0000FF10 Soft Blades of Grass^000000."; mes "There's no time to waste!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "You... You got it."; changequest 3111,3112; diamond_edq = 19; @@ -5842,9 +5839,9 @@ payon_in03,167,149,3 script Wola 1_F_ORIENT_01,2,2,{ changequest 3112,3113; diamond_edq = 20; next; - switch(select("Will you go out with me?:Leblo's back medicine?")) { + switch(select("Will you go out with me?", "Leblo's back medicine?")) { case 1: - if (Sex) { + if (Sex == SEX_MALE) { mes "[Wola]"; mes "^666666*Blush*^000000 But it's too"; mes "early for us to just go"; @@ -5880,7 +5877,7 @@ payon_in03,167,149,3 script Wola 1_F_ORIENT_01,2,2,{ mes "have it delivered to him"; mes "shortly. In a while, maybe?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Um, you're not mad or"; mes "anything? I gathered that"; mes "you didn't like him much..."; @@ -5893,7 +5890,7 @@ payon_in03,167,149,3 script Wola 1_F_ORIENT_01,2,2,{ mes "patients suffer longer and"; mes "more painful treatment..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(^666666She hates him!"; mes "But I guess Leblo's life"; mes "should be okay in her hands.^000000)"; @@ -5919,7 +5916,7 @@ payon_in03,167,149,3 script Wola 1_F_ORIENT_01,2,2,{ mes "^0000FF10 Soft Blades of Grass^000000."; mes "There's no time to waste!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "You... You got it."; close; } @@ -5931,9 +5928,9 @@ payon_in03,167,149,3 script Wola 1_F_ORIENT_01,2,2,{ mes "earlier. Something about"; mes "needing medicine from me?"; next; - switch(select("Will you go out with me?:Leblo's back medicine?")) { + switch(select("Will you go out with me?", "Leblo's back medicine?")) { case 1: - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "^666666*Blush*^000000 But it's too"; mes "early for us to just go"; mes "on a date. I'm sorry, it's..."; @@ -5968,7 +5965,7 @@ payon_in03,167,149,3 script Wola 1_F_ORIENT_01,2,2,{ mes "have it delivered to him"; mes "shortly. In a while, maybe?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Um, you're not mad or"; mes "anything? I gathered that"; mes "you didn't like him much..."; @@ -5981,7 +5978,7 @@ payon_in03,167,149,3 script Wola 1_F_ORIENT_01,2,2,{ mes "patients suffer longer and"; mes "more painful treatment..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(^666666She hates him!"; mes "But I guess Leblo's life"; mes "should be okay in her hands.^000000)"; @@ -6101,7 +6098,7 @@ in_rogue,366,46,3 script Rogue Investigator 4_M_ROGUE,{ mes "much, is it? We Rogues are"; mes "pretty bad... But not that bad."; next; - switch(select("Sounds good!:Never mind, I'll find it myself...")) { + switch(select("Sounds good!", "Never mind, I'll find it myself...")) { case 1: if (Zeny > 9999) { Zeny -= 10000; @@ -6179,7 +6176,7 @@ in_rogue,366,46,3 script Rogue Investigator 4_M_ROGUE,{ mes "we're together on this,"; mes "I'll just ask for 10,000 zeny."; next; - switch(select("Sounds good!:Forget it...")) { + switch(select("Sounds good!", "Forget it...")) { case 1: if (Zeny > 9999) { Zeny -= 10000; @@ -6268,7 +6265,7 @@ cmd_in02,69,188,1 script Small Safe CLEAR_NPC,{ mes "safe hidden under the"; mes "shadows of these boxes.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Looks like the Z Gang"; mes "forgot to take this with"; mes "them in their rush to escape."; @@ -6279,13 +6276,13 @@ cmd_in02,69,188,1 script Small Safe CLEAR_NPC,{ close; } if (diamond_edq == 24) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hey, the safe opened!"; mes "Those switches must have"; mes "done the trick. Now..."; mes "Let's look inside."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Awesome! It's a huge"; mes "red diamond! Is this"; mes "Ibrahim's Diamond"; @@ -6295,7 +6292,7 @@ cmd_in02,69,188,1 script Small Safe CLEAR_NPC,{ mes "[Investigator]"; mes "Zzz... Zzz..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Lucky for me, this"; mes "guy is asleep. I better"; mes "sneak out of here, and"; @@ -6306,14 +6303,14 @@ cmd_in02,69,188,1 script Small Safe CLEAR_NPC,{ close; } if ((diamond_edq < 22) && (diamond_edq > 24)) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "There was something here"; mes "fixed to the ground, but now"; mes "it looks like something yanked"; mes "it out forcefully. How weird."; close; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What is this?"; mes "Oh well, I don't"; mes "think it's important."; @@ -6326,7 +6323,7 @@ cmd_in02,69,196,0 script Odd Switch#Switch1 CLEAR_NPC,{ mes "switch on the ground"; mes "near the whiskey barrels.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Was this here before?"; mes "What happens if I press"; mes "this teeny little switch?"; @@ -6334,7 +6331,7 @@ cmd_in02,69,196,0 script Odd Switch#Switch1 CLEAR_NPC,{ hideoffnpc "Odd Switch#Switch2"; mes "^3355FF*Click Click*^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "That sound...!"; mes "Something happened,"; mes "but what could it be?"; @@ -6354,7 +6351,7 @@ cmd_in02,80,189,0 script Odd Switch#Switch2 CLEAR_NPC,{ mes "switch on the ground"; mes "under the boxes' shadows.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Was this here before?"; mes "What happens if I press"; mes "this teeny little switch?"; @@ -6363,7 +6360,7 @@ cmd_in02,80,189,0 script Odd Switch#Switch2 CLEAR_NPC,{ next; changequest 3116,3117; diamond_edq = 24; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "That sound...!"; mes "Something happened,"; mes "but what could it be?"; @@ -6520,7 +6517,7 @@ prontera,148,326,3 script Chief Officer#edq 4_M_JOB_KNIGHT2,{ mes "Hello, Rune-Midgartian."; mes "What brings you here?"; next; - switch(select("National Wanted Notice:Z Gang:What crimes did Z Gang commit?")) { + switch(select("National Wanted Notice", "Z Gang", "What crimes did Z Gang commit?")) { case 1: mes "[Chief Officer]"; mes "Ah, were you interested"; @@ -6554,7 +6551,7 @@ prontera,148,326,3 script Chief Officer#edq 4_M_JOB_KNIGHT2,{ mes "but I can divulge what"; mes "little I've heard."; next; - switch(select("Louis:Martha:Catfoii:Book of Forbidden Mystery?")) { + switch(select("Louis", "Martha", "Catfoii", "Book of Forbidden Mystery?")) { case 1: mes "[Chief Officer]"; mes "Louis Von Silokens was"; @@ -6705,7 +6702,7 @@ prt_in,168,18,1 script Valdes 1_M_YOUNGKNIGHT,2,2,{ mes "Um, commiserate"; mes "about failing life too?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Are you Valdes?"; mes "I came to ask you"; mes "for your help..."; @@ -6715,7 +6712,7 @@ prt_in,168,18,1 script Valdes 1_M_YOUNGKNIGHT,2,2,{ mes "I'm-I'm no good"; mes "to anybody anymore!"; next; - switch(select("Ask About Z Gang:The chief officer is worried about you.:Bye!")) { + switch(select("Ask About Z Gang", "The chief officer is worried about you.", "Bye!")) { case 1: mes "[Valdes]"; mes "That Z Gang..."; @@ -6777,7 +6774,7 @@ prt_in,168,18,1 script Valdes 1_M_YOUNGKNIGHT,2,2,{ mes "Just one tashte~"; mes "^666666*Gulp Gulp Gulp*^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "You just..."; mes "That was three bottles!"; next; @@ -6787,7 +6784,7 @@ prt_in,168,18,1 script Valdes 1_M_YOUNGKNIGHT,2,2,{ mes "now I feel better"; mes "able to speak now~"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(^666666Whaaaat~?^000000)"; next; mes "[Valdes]"; @@ -6861,7 +6858,6 @@ prt_in,168,18,1 script Valdes 1_M_YOUNGKNIGHT,2,2,{ mes "It's like my life is over..."; close; -//OnTouch2: OnTouch: if (zdan_edq == 2) { mes "[Valdes]"; @@ -6897,7 +6893,7 @@ in_rogue,359,116,3 script Marybell 4_F_ROGUE,{ mes "then I'll do what I can to"; mes "help. What do you need?"; next; - switch(select("Ask About Z Gang:Valdes says, ''Hi.''")) { + switch(select("Ask About Z Gang", "Valdes says, ''Hi.''")) { case 1: mes "[Marybell]"; mes "The Z Gang again?"; @@ -6949,7 +6945,7 @@ in_rogue,359,116,3 script Marybell 4_F_ROGUE,{ mes "Can't tell what"; mes "you're saying exactly."; next; - if (Sex) { + if (Sex == SEX_MALE) { mes "[Marybell]"; mes "If this is some kind"; mes "of weird come-on, you'd"; @@ -7018,7 +7014,7 @@ in_rogue,359,116,3 script Marybell 4_F_ROGUE,{ mes "What did you want to ask me?"; next; while(1) { - switch(select("Z Gang's Goal:Z Gang's Recent Movements:Z Gang's Stronghold:Thanks for the tip!")) { + switch(select("Z Gang's Goal", "Z Gang's Recent Movements", "Z Gang's Stronghold", "Thanks for the tip!")) { case 1: mes "[Marybell]"; mes "Actually, I don't know"; @@ -7155,7 +7151,7 @@ in_rogue,359,116,3 script Marybell 4_F_ROGUE,{ mes "in Payon, one of the best"; mes "decoders in this kingdom."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Gooho Ahn?"; mes "Why does it feel like"; mes "I should know that"; @@ -7284,7 +7280,7 @@ payon,244,62,3 script Moonho Ahn 4_M_HUGRANFA,{ mes "me? You're not here for what"; mes "I think you are... Are you?"; next; - switch(select("Are you the White Meteor?:I'm here to challenge you.")) { + switch(select("Are you the White Meteor?", "I'm here to challenge you.")) { case 1: mes "[Moonho Ahn]"; mes "It's been so long since"; @@ -7376,7 +7372,7 @@ payon,244,62,3 script Moonho Ahn 4_M_HUGRANFA,{ mes "Are you ready to"; mes "play Coin Shake?"; next; - switch(select("Yes, let's play!:How does this game work again?")) { + switch(select("Yes, let's play!", "How does this game work again?")) { case 1: if (Zeny > 500) { Zeny -= 500; @@ -7453,11 +7449,11 @@ payon,244,62,3 script Moonho Ahn 4_M_HUGRANFA,{ mes "and you'll shake the coins."; next; while(1) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "(^666666What should I guess?^000000)"; next; .@amuro = rand(1,2); - if (select("Odd:Even") == 1) { + if (select("Odd", "Even") == 1) { if (.@amuro == 1) { ++.@number_false_2; mes "[Moonho Ahn]"; @@ -7550,7 +7546,7 @@ payon,244,62,3 script Moonho Ahn 4_M_HUGRANFA,{ mes "onto someone more worthy..."; mes "You are the new White Meteor!"; next; - mes "[" + strcharinfo(0) +"]"; + mes "[" + strcharinfo(PC_NAME) +"]"; mes "Really? Uh, can I get"; mes "that in writing please?"; mes "It'd mean so much to me!"; @@ -7564,7 +7560,7 @@ payon,244,62,3 script Moonho Ahn 4_M_HUGRANFA,{ next; mes "^3355FF*Scribble Scribble*^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What does this"; mes "scribble on my"; mes "wrist mean?"; @@ -7576,7 +7572,7 @@ payon,244,62,3 script Moonho Ahn 4_M_HUGRANFA,{ mes "me will recognize it"; mes "and its authenticity."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Thank you so much"; mes "for the fun game!"; mes "I better get going now,"; @@ -7687,7 +7683,7 @@ payon,244,62,3 script Moonho Ahn 4_M_HUGRANFA,{ mes "onto someone more worthy..."; mes "You are the new White Meteor!"; next; - mes "[" + strcharinfo(0) +"]"; + mes "[" + strcharinfo(PC_NAME) +"]"; mes "Really? Uh, can I get"; mes "that in writing please?"; mes "It'd mean so much to me!"; @@ -7701,7 +7697,7 @@ payon,244,62,3 script Moonho Ahn 4_M_HUGRANFA,{ next; mes "^3355FF*Scribble Scribble*^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What does this"; mes "scribble on my"; mes "wrist mean?"; @@ -7713,7 +7709,7 @@ payon,244,62,3 script Moonho Ahn 4_M_HUGRANFA,{ mes "me will recognize it"; mes "and its authenticity."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Thank you so much"; mes "for the fun game!"; mes "I better get going now,"; @@ -7945,7 +7941,7 @@ payon,192,176,3 script Gooho Ahn 4_M_KHKYEL,{ mes "for one of the greatest"; mes "disasters of all time."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "..............................."; mes "So what's the letter say?"; next; @@ -7959,7 +7955,7 @@ payon,192,176,3 script Gooho Ahn 4_M_KHKYEL,{ mes "^0000ffAynoen hwo sspotp uys^000000"; mes "^0000ffwlil eb kckide on htier ssa!^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What...?"; next; mes "[Gooho Ahn] "; @@ -8043,7 +8039,7 @@ moc_ruins,90,67,3 script Suspicious Man#1 4W_M_03,2,2,{ mes "Grrrr... DIE NOW!"; specialeffect EF_STEAL; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Wh-who are you?"; next; mes "[????]"; @@ -8055,7 +8051,7 @@ moc_ruins,90,67,3 script Suspicious Man#1 4W_M_03,2,2,{ $@zdan = 0; stopnpctimer; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh? That man must"; mes "have dropped this"; mes "note in his haste"; @@ -8064,13 +8060,13 @@ moc_ruins,90,67,3 script Suspicious Man#1 4W_M_03,2,2,{ next; mes ""; mes ""; - mes "^666666Kill " + strcharinfo(0) + ", meow."; + mes "^666666Kill " + strcharinfo(PC_NAME) + ", meow."; mes "That arrogant do-gooder"; mes "is looking into us too much."; mes "Fail to kill him, and death"; mes "will be too good for you, meow.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "That must have been"; mes "an informer for the Z Gang."; mes "He can't have gotten too far:"; @@ -8085,7 +8081,7 @@ moc_ruins,90,67,3 script Suspicious Man#1 4W_M_03,2,2,{ mes "..............................."; mes "............................... "; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Something's not quite"; mes "right. I should come back"; mes "and investigate this area"; @@ -8094,7 +8090,7 @@ moc_ruins,90,67,3 script Suspicious Man#1 4W_M_03,2,2,{ close; } if ((zdan_edq == 10) && ($@zdan > 0)) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Nuts! I was supposed"; mes "to try to do this secretly!"; mes "I better try to investigate"; @@ -8108,7 +8104,7 @@ moc_ruins,90,67,3 script Suspicious Man#1 4W_M_03,2,2,{ mes "[????]"; mes "Eeek...!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Haha! Got you!"; mes "You're an informer for"; mes "the Z Gang, aren't you?"; @@ -8119,7 +8115,7 @@ moc_ruins,90,67,3 script Suspicious Man#1 4W_M_03,2,2,{ mes "talking about!"; mes "I'm innocent!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Then you're telling"; mes "me this note didn't"; mes "just fall out of your"; @@ -8130,7 +8126,7 @@ moc_ruins,90,67,3 script Suspicious Man#1 4W_M_03,2,2,{ mes "Th-that's..."; mes "I'm not--That...!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "You better confess, or"; mes "I'll drag you over to the"; mes "Prontera Knightage or the"; @@ -8145,7 +8141,7 @@ moc_ruins,90,67,3 script Suspicious Man#1 4W_M_03,2,2,{ mes "got kids to feed!"; mes "I... I can't go to jail!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Alright."; mes "Let's start by you"; mes "telling me where"; @@ -8158,7 +8154,7 @@ moc_ruins,90,67,3 script Suspicious Man#1 4W_M_03,2,2,{ mes "food chain, I just follow"; mes "their written instructions."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "You know what?"; mes "Never mind. I'm won't"; mes "take you to be jailed by"; @@ -8173,7 +8169,7 @@ moc_ruins,90,67,3 script Suspicious Man#1 4W_M_03,2,2,{ mes "enter the place without the"; mes "secret password."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Nice. Now, you better"; mes "stop running with the"; mes "Z Gang. Otherwise, I'm"; @@ -8184,7 +8180,7 @@ moc_ruins,90,67,3 script Suspicious Man#1 4W_M_03,2,2,{ mes "Anything you want!"; mes "J-just let me liiive!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I should head back to"; mes "Marybell, and see if she's"; mes "learned any new information."; @@ -8240,7 +8236,7 @@ OnTouch: mes "Grrrr... DIE NOW!"; specialeffect EF_STEAL; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Wh-who are you?"; next; mes "[????]"; @@ -8252,7 +8248,7 @@ OnTouch: $@zdan = 0; stopnpctimer; next; - mes "[" + strcharinfo(0) + "] "; + mes "[" + strcharinfo(PC_NAME) + "] "; mes "Huh? That man must"; mes "have dropped this"; mes "note in his haste"; @@ -8261,13 +8257,13 @@ OnTouch: next; mes ""; mes ""; - mes "^666666Kill " + strcharinfo(0) + ", meow."; + mes "^666666Kill " + strcharinfo(PC_NAME) + ", meow."; mes "That arrogant do-gooder"; mes "is looking into us too much."; mes "Fail to kill him, and death"; mes "will be too good for you, meow.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "That must have been"; mes "an informer for the Z Gang."; mes "He can't have gotten too far:"; @@ -8290,7 +8286,7 @@ moc_ruins,78,167,3 script Suspicious Man#2 4W_M_03,2,2,{ mes "Grrrr... DIE NOW!"; specialeffect EF_STEAL; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Wh-who are you?"; next; mes "[????]"; @@ -8302,7 +8298,7 @@ moc_ruins,78,167,3 script Suspicious Man#2 4W_M_03,2,2,{ $@zdan = 0; stopnpctimer; next; - mes "[" + strcharinfo(0) + "] "; + mes "[" + strcharinfo(PC_NAME) + "] "; mes "Huh? That man must"; mes "have dropped this"; mes "note in his haste"; @@ -8311,13 +8307,13 @@ moc_ruins,78,167,3 script Suspicious Man#2 4W_M_03,2,2,{ next; mes ""; mes ""; - mes "^666666Kill " + strcharinfo(0) + ", meow."; + mes "^666666Kill " + strcharinfo(PC_NAME) + ", meow."; mes "That arrogant do-gooder"; mes "is looking into us too much."; mes "Fail to kill him, and death"; mes "will be too good for you, meow.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "That must have been"; mes "an informer for the Z Gang."; mes "He can't have gotten too far:"; @@ -8332,7 +8328,7 @@ moc_ruins,78,167,3 script Suspicious Man#2 4W_M_03,2,2,{ mes "[????]"; mes "Eeek...!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Haha! Got you!"; mes "You're an informer for"; mes "the Z Gang, aren't you?"; @@ -8343,7 +8339,7 @@ moc_ruins,78,167,3 script Suspicious Man#2 4W_M_03,2,2,{ mes "talking about!"; mes "I'm innocent!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Then you're telling"; mes "me this note didn't"; mes "just fall out of your"; @@ -8354,7 +8350,7 @@ moc_ruins,78,167,3 script Suspicious Man#2 4W_M_03,2,2,{ mes "Th-that's..."; mes "I'm not--That...!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "You better confess, or"; mes "I'll drag you over to the"; mes "Prontera Knightage or the"; @@ -8369,7 +8365,7 @@ moc_ruins,78,167,3 script Suspicious Man#2 4W_M_03,2,2,{ mes "got kids to feed!"; mes "I... I can't go to jail!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Alright."; mes "Let's start by you"; mes "telling me where"; @@ -8382,7 +8378,7 @@ moc_ruins,78,167,3 script Suspicious Man#2 4W_M_03,2,2,{ mes "food chain, I just follow"; mes "their written instructions."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "You know what?"; mes "Never mind. I'm won't"; mes "take you to be jailed by"; @@ -8397,7 +8393,7 @@ moc_ruins,78,167,3 script Suspicious Man#2 4W_M_03,2,2,{ mes "enter the place without the"; mes "secret password."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Nice. Now, you better"; mes "stop running with the"; mes "Z Gang. Otherwise, I'm"; @@ -8408,7 +8404,7 @@ moc_ruins,78,167,3 script Suspicious Man#2 4W_M_03,2,2,{ mes "Anything you want!"; mes "J-just let me liiive!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I should head back to"; mes "Marybell, and see if she's"; mes "learned any new information."; @@ -8422,7 +8418,7 @@ moc_ruins,78,167,3 script Suspicious Man#2 4W_M_03,2,2,{ mes "[Suspicious Man]"; mes "... ..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Something's not quite"; mes "right. I should come back"; mes "and investigate this area"; @@ -8431,7 +8427,7 @@ moc_ruins,78,167,3 script Suspicious Man#2 4W_M_03,2,2,{ close; } if ((zdan_edq == 10) && ($@zdan > 0)) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Nuts! I was supposed"; mes "to try to do this secretly!"; mes "I better try to investigate"; @@ -8489,7 +8485,7 @@ OnTouch: mes "Grrrr... DIE NOW!"; specialeffect EF_STEAL; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Wh-who are you?"; next; mes "[????]"; @@ -8501,7 +8497,7 @@ OnTouch: $@zdan = 0; stopnpctimer; next; - mes "[" + strcharinfo(0) + "] "; + mes "[" + strcharinfo(PC_NAME) + "] "; mes "Huh? That man must"; mes "have dropped this"; mes "note in his haste"; @@ -8510,13 +8506,13 @@ OnTouch: next; mes ""; mes ""; - mes "^666666Kill " + strcharinfo(0) + ", meow."; + mes "^666666Kill " + strcharinfo(PC_NAME) + ", meow."; mes "That arrogant do-gooder"; mes "is looking into us too much."; mes "Fail to kill him, and death"; mes "will be too good for you, meow.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "That must have been"; mes "an informer for the Z Gang."; mes "He can't have gotten too far:"; @@ -8535,7 +8531,7 @@ moc_fild17,209,235,0 script Odd Slab HIDDEN_NPC,4,4,{ mes "Etner sspawrod.^000000"; next; emotion e_omg,1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "This slab is speaking"; mes "to me! I... I think. Now"; mes "where have I heard"; @@ -8546,7 +8542,7 @@ moc_fild17,209,235,0 script Odd Slab HIDDEN_NPC,4,4,{ mes "Etner sspawrod.^000000"; next; emotion e_ic,1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Oh, right! This is that"; mes "trashy language, Aegye,"; mes "that Gooho Ahn told me"; @@ -8558,7 +8554,7 @@ moc_fild17,209,235,0 script Odd Slab HIDDEN_NPC,4,4,{ mes "^FF0000*Creak Creak*"; mes "Etner sspawrod.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well, I guess"; mes "I should talk to it. Um..."; next; @@ -8568,7 +8564,7 @@ moc_fild17,209,235,0 script Odd Slab HIDDEN_NPC,4,4,{ mes "^FF0000*Creak Creak*"; mes "Etner n2d sspawrod.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Whoa! It's saying"; mes "something different now!"; mes "I must be doing alright."; @@ -8580,7 +8576,7 @@ moc_fild17,209,235,0 script Odd Slab HIDDEN_NPC,4,4,{ mes "^FF0000*Creak Creak*"; mes "Etner r3d sspawrod.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Heh! I'm on the right"; mes "track. Now what do I say?"; next; @@ -8590,14 +8586,14 @@ moc_fild17,209,235,0 script Odd Slab HIDDEN_NPC,4,4,{ mes "*Creak Creak*"; mes "*Creak Creak*"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Um... Now what...?"; next; if ($@door2 == 0) { $@door2 = 1; mes "Waaaah! Waaah!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What th--?! What's"; mes "happening?! I'm being"; mes "sucked away somewhere!"; @@ -8608,7 +8604,7 @@ moc_fild17,209,235,0 script Odd Slab HIDDEN_NPC,4,4,{ end; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hm? Did I do something"; mes "wrong? It just stopped"; mes "working all of a sudden."; @@ -8619,7 +8615,7 @@ moc_fild17,209,235,0 script Odd Slab HIDDEN_NPC,4,4,{ next; mes "^666666*Pzzzzz*^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I think..."; mes "I think I should"; mes "try this again."; @@ -8630,7 +8626,7 @@ moc_fild17,209,235,0 script Odd Slab HIDDEN_NPC,4,4,{ mes "[Odd Slab]"; mes "^666666*Pzzzzz*^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh? This talking slab"; mes "thing isn't working now."; mes "Hello? What happened to you?"; @@ -8643,7 +8639,7 @@ moc_fild17,209,235,0 script Odd Slab HIDDEN_NPC,4,4,{ mes "[Odd Slab]"; mes "^666666*Pzzzzz*^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh? This talking slab"; mes "thing isn't working now."; mes "Hello? What happened to you?"; @@ -8656,7 +8652,7 @@ moc_fild17,209,235,0 script Odd Slab HIDDEN_NPC,4,4,{ mes "[Odd Slab]"; mes "^666666*Pzzzzz*^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh? This talking slab"; mes "thing isn't working now."; mes "Hello? What happened to you?"; @@ -8669,7 +8665,7 @@ moc_fild17,209,235,0 script Odd Slab HIDDEN_NPC,4,4,{ mes "[Odd Slab]"; mes "*Creak Creak*"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "This slab looks pretty"; mes "strange. Is it making"; mes "noises? Hmm... Maybe this"; @@ -8679,7 +8675,7 @@ moc_fild17,209,235,0 script Odd Slab HIDDEN_NPC,4,4,{ close; } if (zdan_edq > 17) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "This used to be"; mes "where the Z Gang"; mes "would hide out."; @@ -8687,7 +8683,7 @@ moc_fild17,209,235,0 script Odd Slab HIDDEN_NPC,4,4,{ close; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "This is a peculiar"; mes "looking slab. It sounds"; mes "like... What are those"; @@ -8702,12 +8698,11 @@ OnInit: $@mosnter = 0; end; -//OnTouch2: OnTouch: if (zdan_edq == 15) { mes "^FF0000*Creak Creak*^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Did I just..."; mes "Hear something"; mes "around here?"; @@ -8732,7 +8727,7 @@ OnTouch: hideoffnpc "Catfoii"; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Where am I...?"; mes "Something has gone"; mes "terribly wrong, hasn't"; @@ -8761,7 +8756,7 @@ OnTouch: hideoffnpc "Catfoii"; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Where am I...?"; mes "Something has gone"; mes "terribly wrong, hasn't"; @@ -8872,7 +8867,7 @@ OnReset: OnMyMobDead: if (mobcount("z_agit","#ZGuard::OnMyMobDead") < 1) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "You cowardly Z Gang!"; mes "Come out and surrender!"; mes "I've defeated your monster"; @@ -8948,7 +8943,7 @@ z_agit,97,101,3 script Louis 4_M_RACHMAN1,{ mes "Argh! I should never"; mes "have trusted that fool!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "So... Z Gang..."; mes "And cat. It's time"; mes "to turn you in."; @@ -8960,7 +8955,7 @@ z_agit,97,101,3 script Louis 4_M_RACHMAN1,{ mes "Come forth, my demon"; mes "spawn minions of doom!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I don't think"; mes "they're coming."; next; @@ -8970,7 +8965,7 @@ z_agit,97,101,3 script Louis 4_M_RACHMAN1,{ mes "we were so close to"; mes "conquering the world!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Now if you'll just"; mes "hand over the Book"; mes "of Forbidden Mystery..."; @@ -8984,7 +8979,7 @@ z_agit,97,101,3 script Louis 4_M_RACHMAN1,{ mes "Louis. It looks like"; mes "the Z Gang is finished."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Anyway, the Rogue Guild"; mes "is on its way to come get"; mes "you guys. You won't be able"; @@ -9021,7 +9016,7 @@ z_agit,97,101,3 script Louis 4_M_RACHMAN1,{ close; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Where am I...?"; mes "Something has gone"; mes "terribly wrong, hasn't"; @@ -9071,7 +9066,7 @@ z_agit,99,101,3 script Martha 4W_F_01,{ mes "Argh! I should never"; mes "have trusted that fool!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "So... Z Gang..."; mes "And cat. It's time"; mes "to turn you in."; @@ -9083,7 +9078,7 @@ z_agit,99,101,3 script Martha 4W_F_01,{ mes "Come forth, my demon"; mes "spawn minions of doom!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I don't think"; mes "they're coming."; next; @@ -9093,7 +9088,7 @@ z_agit,99,101,3 script Martha 4W_F_01,{ mes "we were so close to"; mes "conquering the world!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Now if you'll just"; mes "hand over the Book"; mes "of Forbidden Mystery..."; @@ -9107,7 +9102,7 @@ z_agit,99,101,3 script Martha 4W_F_01,{ mes "Louis. It looks like"; mes "the Z Gang is finished."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Anyway, the Rogue Guild"; mes "is on its way to come get"; mes "you guys. You won't be able"; @@ -9145,7 +9140,7 @@ z_agit,99,101,3 script Martha 4W_F_01,{ close; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Where am I...?"; mes "Something has gone"; mes "terribly wrong, hasn't"; @@ -9191,7 +9186,7 @@ z_agit,95,101,3 script Catfoii 4_CAT,{ mes "Argh! I should never"; mes "have trusted that fool!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "So... Z Gang..."; mes "And cat. It's time"; mes "to turn you in."; @@ -9203,7 +9198,7 @@ z_agit,95,101,3 script Catfoii 4_CAT,{ mes "Come forth, my demon"; mes "spawn minions of doom!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I don't think"; mes "they're coming."; next; @@ -9213,7 +9208,7 @@ z_agit,95,101,3 script Catfoii 4_CAT,{ mes "we were so close to"; mes "conquering the world!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Now if you'll just"; mes "hand over the Book"; mes "of Forbidden Mystery..."; @@ -9227,7 +9222,7 @@ z_agit,95,101,3 script Catfoii 4_CAT,{ mes "Louis. It looks like"; mes "the Z Gang is finished."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Anyway, the Rogue Guild"; mes "is on its way to come get"; mes "you guys. You won't be able"; @@ -9265,7 +9260,7 @@ z_agit,95,101,3 script Catfoii 4_CAT,{ close; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Where am I...?"; mes "Something has gone"; mes "terribly wrong, hasn't"; @@ -9292,9 +9287,9 @@ morocc,143,63,3 script Ragged Man#nd 4_M_MIDDLE,{ mes "life if you would just do me"; mes "this favor. Please..."; next; - switch(select("How may I help you?:Ignore Him")) { + switch(select("How may I help you?", "Ignore Him")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Okay, what can I do to help?"; next; mes "[Ragged Man]"; @@ -9328,7 +9323,7 @@ morocc,143,63,3 script Ragged Man#nd 4_M_MIDDLE,{ mes "money, so that I can finally"; mes "go back home to Prontera?"; next; - switch(select("Why don't you just walk?:I can give you some money.")) { + switch(select("Why don't you just walk?", "I can give you some money.")) { case 1: mes "[Ragged Man]"; mes "What? You don't think that"; @@ -9430,7 +9425,7 @@ morocc,143,63,3 script Ragged Man#nd 4_M_MIDDLE,{ mes "to go back home, and I'll"; mes "tell you everything I know."; next; - switch(select("Give Money:Don't Give Money")) { + switch(select("Give Money", "Don't Give Money")) { case 1: mes "[Ragged Man]"; mes "Ah, good choice!"; @@ -9546,7 +9541,7 @@ morocc,102,298,3 script Man#zgang 4W_M_02,{ mes "been wondering when you'd"; mes "show up. Prepare to die!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Umm... Excuse me?"; mes "I've just heard that you"; mes "confirmed the location of"; @@ -9561,7 +9556,7 @@ morocc,102,298,3 script Man#zgang 4W_M_02,{ mes "the treasure? Not just"; mes "everyone knows about it."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well, I was talking to"; mes "this other treasure hunter"; mes "who's... Well, he's kind"; @@ -9583,7 +9578,7 @@ morocc,102,298,3 script Man#zgang 4W_M_02,{ mes "money, and you want to know"; mes "more, right? Let's cut a deal."; next; - switch(select("No, thanks.:What'd you have in mind?")) { + switch(select("No, thanks.", "What'd you have in mind?")) { case 1: mes "[Man]"; mes "No? Well..."; @@ -9641,7 +9636,7 @@ morocc,102,298,3 script Man#zgang 4W_M_02,{ mes "You're reconsidering that"; mes "deal I had in mind, aren't you?"; next; - switch(select("No, not really.:I guess so.")) { + switch(select("No, not really.", "I guess so.")) { case 1: mes "[Man]"; mes "You sure? No one would"; @@ -9763,7 +9758,7 @@ morocc,102,298,3 script Man#zgang 4W_M_02,{ mes "looking for the treasure?"; next; select("I already found it, but..."); - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I already found it, but..."; mes "It won't budge at all!"; mes "I think it's protected by"; @@ -9793,7 +9788,7 @@ morocc,102,298,3 script Man#zgang 4W_M_02,{ mes "my clients gave to me."; next; while (1) { - switch(select("Who was going to help you?:Your clients gave you something?")) { + switch(select("Who was going to help you?", "Your clients gave you something?")) { case 1: mes "[Man]"; mes "Oh, yeah. The guys that"; @@ -9856,7 +9851,7 @@ morocc,102,298,3 script Man#zgang 4W_M_02,{ } } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Wait, how could you not"; mes "know how to use this?"; mes "Didn't you get a chance"; @@ -9933,7 +9928,7 @@ comodo,339,224,3 script Man in Hiding#nd 4_M_SITDOWN,{ mes "Whoa, don't get so close!"; next; select("Why are you hiding here?"); - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Why are you hiding here?"; mes "Didn't the Z Gang hire you"; mes "to dig up some treasure?"; @@ -9946,7 +9941,7 @@ comodo,339,224,3 script Man in Hiding#nd 4_M_SITDOWN,{ mes "truth. Did you actually"; mes "meet the Z Gang?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I not only met the Z Gang,"; mes "I also captured them. I've"; mes "come looking for you to"; @@ -10004,7 +9999,7 @@ comodo,339,224,3 script Man in Hiding#nd 4_M_SITDOWN,{ mes "Whoa, don't get so close!"; next; select("Ask About Treasure"); - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I've come looking"; mes "for information"; mes "about the treasure."; @@ -10017,7 +10012,7 @@ comodo,339,224,3 script Man in Hiding#nd 4_M_SITDOWN,{ mes "I'm not going down"; mes "without a fight!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What? No, it's not like"; mes "that. I met this treasure"; mes "hunter in Morroc that said"; @@ -10137,7 +10132,7 @@ moc_fild18,108,116,0 script #treasure CLEAR_NPC,{ mes "here, buried just"; mes "beneath the ground.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Unngh! I-it won't...!"; next; mes "^3355FFNo matter how hard"; @@ -10174,7 +10169,7 @@ moc_fild18,108,116,0 script #treasure CLEAR_NPC,{ mes "protection to get the treasure.^000000"; next; input .@input$; - getpartymember(getcharid(1)); + getpartymember(getcharid(CHAR_ID_PARTY)); .@partymembercount = $@partymembercount; if (.@partymembercount > 1) { if (((.@input$ == "OpenSesame") && (treasure_nd == 9)) || ((.@input$ == "UnlockTreasure") && (treasure_nd == 10))) { @@ -10199,7 +10194,7 @@ moc_fild18,108,116,0 script #treasure CLEAR_NPC,{ getitem Two_Hand_Sword,1; sc_start SC_CURSE,10000,0,10000; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "N-no! What's going on?"; mes "This Emerald... It must"; mes "be cursed by evil magic!"; @@ -10270,7 +10265,7 @@ comodo,139,184,3 script Scholar#zgang 2_M_SAGE_B,{ mes "I help you today?"; next; select("Ask About Cursed Jewel"); - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I came to ask you"; mes "about a Cursed Jewel."; next; @@ -10570,7 +10565,7 @@ alberta_in,70,109,5 script Shaman 4_M_UMOLDMAN,{ mes "Hhhkkk... Arrrgh...!"; emotion e_omg; next; - mes "[" + strcharinfo(0) +"]"; + mes "[" + strcharinfo(PC_NAME) +"]"; mes ".....?"; next; mes "[Shaman]"; @@ -10692,7 +10687,7 @@ alberta_in,70,109,5 script Shaman 4_M_UMOLDMAN,{ mes "the Unlucky Emerald?"; next; select("The archaeologist said..."); - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "The archaeologist said..."; mes "Well, he said that there"; mes "is no curse on the jewel."; @@ -10842,7 +10837,7 @@ yuno_in04,38,48,3 script Archeologist 1_M_JOBTESTER,{ mes "I'm guessing you needed"; mes "my help with something?"; next; - switch(select("Ask About the Jewel's Curse:Show Off Jewel")) { + switch(select("Ask About the Jewel's Curse", "Show Off Jewel")) { case 1: emotion e_heh; mes "[Archeologist]"; @@ -11030,7 +11025,7 @@ prontera,140,304,5 script Old Soldier 4_M_HUOLDARMY,{ mes "some reason, but I'll"; mes "admit that it's kind of nice."; next; - switch(select("Ask About Past Battles:Ask About Fallen Warrior")) { + switch(select("Ask About Past Battles", "Ask About Fallen Warrior")) { case 1: mes "[Retired Soldier]"; mes "Don't get me started."; @@ -11105,7 +11100,7 @@ prontera,140,304,5 script Old Soldier 4_M_HUOLDARMY,{ mes "I'm afraid I already told"; mes "you everything I know."; next; - switch(select("Sorry...:I met the warrior's spirit.")) { + switch(select("Sorry...", "I met the warrior's spirit.")) { case 1: mes "[Retired Soldier]"; mes "It's fine."; @@ -11133,7 +11128,7 @@ prontera,140,304,5 script Old Soldier 4_M_HUOLDARMY,{ mes "this all up to a really good"; mes "learning experience."; next; - switch(select("I feel so sorry for him.:Do you believe the jewel is really cursed?")) { + switch(select("I feel so sorry for him.", "Do you believe the jewel is really cursed?")) { case 1: mes "[Retired Soldier]"; mes "Well..."; @@ -11419,7 +11414,7 @@ gef_fild08,182,185,0 script The Wanderer 8_DOPPEL,{ jewel_nd = 27; next; while(1) { - if (select("You killed your comrades!:Do you remember your last moment?") == 1) { + if (select("You killed your comrades!", "Do you remember your last moment?") == 1) { mes "[The Wanderer]"; mes "Did I...? Ha. Haha!"; mes "adventurer, but that sounds"; @@ -11477,7 +11472,7 @@ gef_fild08,182,185,0 script The Wanderer 8_DOPPEL,{ mes "stabbing, and... And slashing."; next; select("You slashed everything..."); - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "You slashed everything..."; mes "Even the comrades you"; mes "were supposed to protect."; @@ -11501,7 +11496,7 @@ gef_fild08,182,185,0 script The Wanderer 8_DOPPEL,{ mes "say to me this time?"; next; while(1) { - if (select("You killed your comrades!:Do you remember your last moment?") == 1) { + if (select("You killed your comrades!", "Do you remember your last moment?") == 1) { mes "[The Wanderer]"; mes "Did I...? Ha. Haha!"; mes "adventurer, but that sounds"; @@ -11559,7 +11554,7 @@ gef_fild08,182,185,0 script The Wanderer 8_DOPPEL,{ mes "stabbing, and... And slashing."; next; select("You slashed everything..."); - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "You slashed everything..."; mes "Even the comrades you"; mes "were supposed to protect."; @@ -11596,7 +11591,7 @@ gef_fild08,182,185,0 script The Wanderer 8_DOPPEL,{ mes "stabbing, and... And slashing."; next; select("You slashed everything..."); - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "You slashed everything..."; mes "Even the comrades you"; mes "were supposed to protect."; @@ -11647,11 +11642,10 @@ OnTimer60000: gef_fild08,182,182,0 script #CallGhost FAKE_NPC,2,2,{ end; -//OnTouch2: OnTouch: if (jewel_nd == 21) { if (countitem(Unlucky_Emerald) > 0) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "This must be the place"; mes "that shaman was talking"; mes "about. Let's see now..."; @@ -11659,7 +11653,7 @@ OnTouch: close; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "This must be the place"; mes "that shaman was talking"; mes "about. Let's see now..."; @@ -11682,7 +11676,7 @@ prontera,163,204,3 script Man from Morroc 4W_M_03,{ mes "fountain. It's much cooler"; mes "here than back in Morroc."; next; - switch(select("Nice day today, huh?:How's Morroc lately?")) { + switch(select("Nice day today, huh?", "How's Morroc lately?")) { case 1: mes "[Morroc Traveler]"; mes "Oh, yes. It's a wonderful"; @@ -11798,7 +11792,7 @@ in_rogue,355,28,5 script Rogue Agent 2_M_THIEFMASTER,{ mes "going on around the kingdom."; mes "How'd you know about that?"; next; - switch(select("I was just...:Can I help?")) { + switch(select("I was just...", "Can I help?")) { case 1: mes "[Guildsman]"; mes "Just what...?"; @@ -12153,7 +12147,7 @@ geffen,91,36,5 script Rogue Guild Agent#nd1 4_M_ROGUE,{ mes "I hope you brought"; mes "the stuff..."; next; - switch(select("Give Items:I forgot what you need.")) { + switch(select("Give Items", "I forgot what you need.")) { case 1: if ((countitem(Pumpkin_Head) > 0) && (countitem(Horseshoe) > 0) && (countitem(Petite_DiablOfs_Horn) > 0) && (countitem(Golden_Hair) > 0) && (countitem(Transparent_Cloth) > 0)) { delitem Pumpkin_Head,1; @@ -12312,7 +12306,7 @@ geffen,91,36,5 script Rogue Guild Agent#nd1 4_M_ROGUE,{ mes "locked up inside. You"; mes "bring the stuff?"; next; - switch(select("Give Items:I forgot what you need.")) { + switch(select("Give Items", "I forgot what you need.")) { case 1: if ((countitem(Pumpkin_Head) > 1) && (countitem(Horseshoe) > 2) && (countitem(Petite_DiablOfs_Horn) > 1) && (countitem(Golden_Hair) > 2) && (countitem(Transparent_Cloth) > 0)) { delitem Pumpkin_Head,2; @@ -12373,7 +12367,7 @@ geffen,91,36,5 script Rogue Guild Agent#nd1 4_M_ROGUE,{ mes "Tower are safely locked"; mes "up in there. You do that yet?"; next; - switch(select("Give Items:I forgot what you need.")) { + switch(select("Give Items", "I forgot what you need.")) { case 1: if ((countitem(Pumpkin_Head) > 1) && (countitem(Horseshoe) > 2) && (countitem(Petite_DiablOfs_Horn) > 1) && (countitem(Golden_Hair) > 2) && (countitem(Transparent_Cloth) > 0)) { delitem Pumpkin_Head,2; @@ -12457,7 +12451,7 @@ payon,209,44,5 script Rogue Guild Agent#nd2 4_M_ROGUE,{ mes "[Agent]"; mes "What? You want somethin'?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "?????????????????"; next; mes "[Agent]"; @@ -12527,11 +12521,11 @@ payon,209,44,5 script Rogue Guild Agent#nd2 4_M_ROGUE,{ mes "this note to me?"; rumour_nd = 7; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see,"; mes "the note says..."; next; - switch(select("Cooperate with this adventurer.:......")) { + switch(select("Cooperate with this adventurer.", "......")) { case 1: mes "[Agent]"; mes "So... We're partners?"; @@ -12564,11 +12558,11 @@ payon,209,44,5 script Rogue Guild Agent#nd2 4_M_ROGUE,{ mes "not run away! Now..."; mes "What's it say?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see,"; mes "the note says..."; next; - switch(select("Cooperate with this adventurer.:......")) { + switch(select("Cooperate with this adventurer.", "......")) { case 1: mes "[Agent]"; mes "So... We're partners?"; @@ -12756,7 +12750,7 @@ payon,209,44,5 script Rogue Guild Agent#nd2 4_M_ROGUE,{ mes "Yeah. Karvodailnirol."; mes "What about it?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "You need Detrimindexta"; mes "to make a Counteragent,"; mes "not Karvodailnirol."; @@ -12981,7 +12975,7 @@ comodo,233,199,5 script Rogue Guild Agent#nd3 1_M_SIGNROGUE,{ mes "acknowledge my instructions."; mes "You got that! Loud and clear!"; next; - switch(select("Yes, Sir!:...")) { + switch(select("Yes, Sir!", "...")) { case 1: emotion e_dots; mes "[Agent]"; @@ -13042,7 +13036,7 @@ comodo,233,199,5 script Rogue Guild Agent#nd3 1_M_SIGNROGUE,{ mes "the masks like"; mes "a good little soldier?"; next; - switch(select("Uh huh.:Yes, Sir!")) { + switch(select("Uh huh.", "Yes, Sir!")) { case 1: mes "[Agent]"; mes "Hey, remember our"; @@ -13105,7 +13099,7 @@ comodo,233,199,5 script Rogue Guild Agent#nd3 1_M_SIGNROGUE,{ mes "Rogue world if you would."; emotion e_sob; next; - switch(select("Yes, sir!:I won't tell anyone.")) { + switch(select("Yes, sir!", "I won't tell anyone.")) { case 1: mes "[Agent]"; mes "Whoa! Whoa!"; diff --git a/npc/quests/quests_niflheim.txt b/npc/quests/quests_niflheim.txt index 89ce0ac2d..37beaed06 100644 --- a/npc/quests/quests_niflheim.txt +++ b/npc/quests/quests_niflheim.txt @@ -56,7 +56,7 @@ niflheim,224,243,3 script Alreg#nif 4_M_NFDEADMAN,{ if (nif_esc == 0 && (MISC_QUEST & 32) == 0) { percentheal -60,0; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "NooOOoOOoOoO~!"; next; mes "[Alreg]"; @@ -71,7 +71,7 @@ niflheim,224,243,3 script Alreg#nif 4_M_NFDEADMAN,{ } percentheal -30,0; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ow~! What are you"; mes "trying to do, kill me?!"; next; @@ -197,7 +197,7 @@ OnTouch: mes "It looks very well-shaped.^000000"; next; mes "^3355FFWould you like to pick it up?^000000"; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { if (nif_esc < 10) nif_esc += 2; else if (nif_esc == 10) @@ -219,7 +219,7 @@ OnTouch: mes "It looks very well-shaped.^000000"; next; mes "^3355FFWould you like to pick it up?^000000"; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { nif_esc += 2; getitem Piano_Keyboard,1; } @@ -323,7 +323,7 @@ prt_in,161,20,3 script Erious#nif 4_F_03,{ mes "leave me this way..."; emotion e_sob; next; - if (select("Comfort him.:Neglect him.") == 1) { + if (select("Comfort him.", "Neglect him.") == 1) { mes "[Erious]"; mes "Ah, thank you for your kindness."; mes "*Sob* My wife died while I was on"; @@ -346,7 +346,7 @@ prt_in,161,20,3 script Erious#nif 4_F_03,{ mes "I cannot leave my children here"; mes "without me. *Cries*"; next; - if (select("I can deliver your message to her.:I am so sorry to hear that.") == 1) { + if (select("I can deliver your message to her.", "I am so sorry to hear that.") == 1) { mes "[Erious]"; mes "Oh, can you?"; mes "Thank you so much for your"; @@ -408,7 +408,7 @@ prt_in,161,20,3 script Erious#nif 4_F_03,{ mes "for me... Um...So in the end..."; mes "Were you able to meet my Elly?"; next; - if (select("Yes.:Sorry, I couldn't.") == 1) { + if (select("Yes.", "Sorry, I couldn't.") == 1) { if (nif_revive == 6 && countitem(Mementos) > 0) { mes "[Erious]"; mes "Are you serious? What did she say?"; @@ -535,7 +535,7 @@ umbala,215,181,3 script Billik 4_M_JOB_KNIGHT1,{ mes "It's a very dangerous place."; mes "Why would you want to go there?"; next; - if (select("I have to meet somebody there.:It's a part of my adventure.") == 1) { + if (select("I have to meet somebody there.", "It's a part of my adventure.") == 1) { mes "[Billik]"; mes "Someone you have to meet there..."; mes "Hmm... I suppose you wish to"; @@ -586,7 +586,7 @@ umbala,215,181,3 script Billik 4_M_JOB_KNIGHT1,{ niflheim,153,215,3 script Feylin 4_M_NFDEADMAN2,{ if (nif_revive == 2) { mes "[Feylin]"; - mes "Poor "+((Sex)?"guy":"girl")+"..."; + mes "Poor "+ (Sex == SEX_MALE ? "guy" : "girl") +"..."; mes "Dying at such a young age..."; mes "I am always sorry to see the"; mes "young pass away."; @@ -627,7 +627,7 @@ niflheim,153,215,3 script Feylin 4_M_NFDEADMAN2,{ mes "you are asking."; emotion e_an; next; - if (select("But...:I am sorry.") == 1) { + if (select("But...", "I am sorry.") == 1) { mes "[Feylin]"; mes "You must know something..."; mes "Otherwise, you wouldn't be"; @@ -660,7 +660,7 @@ niflheim,153,215,3 script Feylin 4_M_NFDEADMAN2,{ mes "The price that I demand may be"; mes "more that you expect..."; next; - if (select("I'm willing to do this.:I don't think I can do this.") == 1) { + if (select("I'm willing to do this.", "I don't think I can do this.") == 1) { if (BaseLevel > 79) { mes "[Feylin]"; mes "Alright, but you must promise"; @@ -676,7 +676,7 @@ niflheim,153,215,3 script Feylin 4_M_NFDEADMAN2,{ mes "10 Yggdrasil Leaf to cast this"; mes "spell. Do you wish to continue?"; next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { if (countitem(Leaf_Of_Yggdrasil) > 9) { mes "[Feylin]"; mes "I see. Then we shall begin."; diff --git a/npc/quests/quests_payon.txt b/npc/quests/quests_payon.txt index 7b43cb152..282bd2eb3 100644 --- a/npc/quests/quests_payon.txt +++ b/npc/quests/quests_payon.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) L0ne_W0lf //= Copyright (C) Samuray22 //= Copyright (C) Silent @@ -33,7 +33,7 @@ //================= Description =========================================== //= Pretend Murder, Ear Muffs, Oxygen, Derivuchi Cap, Helm of Angel Quests. //================= Current Version ======================================= -//= 1.7 +//= 1.7.1 //========================================================================= //== 'Pretend Murdered' Quest ============================== @@ -49,7 +49,7 @@ payon_in01,99,72,4 script Granny 8_F_GRANDMOTHER,{ mes "[Granny]"; mes "Oh! Would you give me your ^3355FFSkirt of Virgin^000000? I'd need four of them. Please, I'm begging you."; next; - switch(select("Alright.:No way!")) { + switch(select("Alright.", "No way!")) { case 1: delitem Skirt_Of_Virgin,4; mes "[Granny]"; @@ -100,7 +100,7 @@ payon_in01,18,10,4 script Mystic Lady 1_F_ORIENT_02,{ mes "Ear Muffs are my family's specialty, and we provide it to customers who have ^FF33551 Cursed Ruby^000000, ^3311AA1 Headset,^000000 ^3355FF 200 Feathers^000000 and ^DDDD005000 Zeny^000000."; emotion e_dots; next; - switch(select("Oh Yeah? That sounds good.:No thank you, Ma'am.")) { + switch(select("Oh Yeah? That sounds good.", "No thank you, Ma'am.")) { case 1: if ((countitem(Cardinal_Jewel_) > 0) && (countitem(Feather) > 199) && (countitem(Headset) > 0) && (Zeny > 4999)) { mes "[Mystic Lady]"; @@ -145,7 +145,7 @@ payon_in02,25,71,4 script Boy 4_M_04,{ mes "*Huk*"; mes "Now even my eyes have gone mad!! Why do these bugs suddenly seem so cute?! Nooooooo~!!!"; next; - switch(select("Show Ora Ora:Give Ora Ora:Cancel")) { + switch(select("Show Ora Ora", "Give Ora Ora", "Cancel")) { case 1: mes "[Young Man]"; mes "Oooooohhhh!!!"; @@ -196,7 +196,7 @@ payon_in02,25,71,4 script Boy 4_M_04,{ mes "I can't take it any more!"; mes "You little stinky filthy bastards!"; next; - switch(select("Continue:Cancel")) { + switch(select("Continue", "Cancel")) { case 1: mes "[Young Man]"; mes "Oh man..."; @@ -229,16 +229,16 @@ payon_in02,25,71,4 script Boy 4_M_04,{ } //== 'Helm of Angel' and 'Deviruchi Cap' Quest ============= -payon_in01,56,12,7 script Young man#12 4_M_ORIENT02,{ +payon_in01,46,21,5 script Young man#12 4_M_ORIENT02,{ mes "[Young man]"; mes "...What is it?"; next; - switch(select("Can you make me a special item?:Hey.")) { + switch(select("Can you make me a special item?", "Hey.")) { case 1: mes "[Young man]"; mes "Huh? So you already know what I specialize in, eh? I suppose there's no need for the usual secrecy. Tell me what you want."; next; - switch(select("Helm of Angel.:Deviruchi Cap.:I will come next time.")) { + switch(select("Helm of Angel.", "Deviruchi Cap.", "I will come next time.")) { case 1: mes "[Young man]"; mes "1 Helm (with slot)."; @@ -255,7 +255,7 @@ payon_in01,56,12,7 script Young man#12 4_M_ORIENT02,{ mes "[Young man]"; mes "Did you gather the items? Then hand them over."; next; - switch(select("Give him the items.:Don't give him the items.")) { + switch(select("Give him the items.", "Don't give him the items.")) { case 1: if ((countitem(Helm_) > 0) && (countitem(Angelic_Chain) > 0) && (countitem(Fang_Of_Garm) > 4)) { mes "[Young man]"; @@ -293,7 +293,7 @@ payon_in01,56,12,7 script Young man#12 4_M_ORIENT02,{ mes "[Young man]"; mes "Did you gather the items? Then hand them over."; next; - switch(select("Give him the items.:Don't give him the items.")) { + switch(select("Give him the items.", "Don't give him the items.")) { case 1: if ((countitem(Petite_DiablOfs_Horn) > 599) && (countitem(Talon_Of_Griffin) > 39)) { mes "[Young man]"; diff --git a/npc/quests/quests_prontera.txt b/npc/quests/quests_prontera.txt index 62ac92f42..03b119456 100644 --- a/npc/quests/quests_prontera.txt +++ b/npc/quests/quests_prontera.txt @@ -61,7 +61,7 @@ prt_in,88,105,2 script Recruiter 8W_SOLDIER,{ mes "[Recruiter]"; mes "Of course you're a volunteer for campaign to reclaim the Prontera Culvert. Would you let me warp you there?"; next; - if (select("Warp to Culvert Entrance.:Quit.") == 1) { + if (select("Warp to Culvert Entrance.", "Quit.") == 1) { warp "prt_fild05",274,208; end; } @@ -70,7 +70,7 @@ prt_in,88,105,2 script Recruiter 8W_SOLDIER,{ mes "[Recruiter]"; mes "Ah, let me inform you that the Capital Defense Headquarter of the Rune-Midgarts Kingdom has now decided to recruit a punitive force due to the Prontera Culvert's situation."; next; - switch(select("Volunteer.:Situation...?:Quit.")) { + switch(select("Volunteer.", "Situation...?", "Quit.")) { case 1: callsub S_Volunteer; mes "[Recruiter]"; @@ -104,7 +104,7 @@ prt_in,88,105,2 script Recruiter 8W_SOLDIER,{ mes "[Recruiter]"; mes "Warriors! Rune-Midgarts is calling you! Cleanse this land's pestilence and cast out the vermin in the Culvert! Only you... Can make a difference."; next; - if (select("Volunteer.:Quit.") == 1) { + if (select("Volunteer.", "Quit.") == 1) { callsub S_Volunteer; mes "[Recruiter]"; mes "Adventurer..."; @@ -149,7 +149,7 @@ prt_fild05,270,212,5 script Culvert Guardian 8W_SOLDIER,{ mes "Do you wish to"; mes "go inside?"; next; - if (select("Sure.:Quit.") == 1) { + if (select("Sure.", "Quit.") == 1) { warp "prt_sewb1",131,247; end; } @@ -170,7 +170,7 @@ prt_in,38,108,4 script Teacher 1_M_INNKEEPER,{ mes "Oh..."; mes "Those Flowers in your hand are..."; next; - switch(select("Show Flowers:Present Flowers:Cancel")) { + switch(select("Show Flowers", "Present Flowers", "Cancel")) { case 1: mes "[Teacher]"; mes "Ah..."; @@ -186,7 +186,7 @@ prt_in,38,108,4 script Teacher 1_M_INNKEEPER,{ delitem Hinalle,1; delitem Aloe,1; delitem Ment,1; - getitem 5012,1; //Ph.D_Hat + getitem(Ph_D_Hat, 1); mes "[Teacher]"; mes "I really really appreciate you what you've done for me. I'm truly grateful. I will give my precious item to you as promised."; next; @@ -207,7 +207,7 @@ prt_in,38,108,4 script Teacher 1_M_INNKEEPER,{ mes "Don't you think..."; mes "Flowers are pretty?"; next; - switch(select("Talk:Quit")) { + switch(select("Talk", "Quit")) { case 1: mes "[Teacher]"; mes "When I was young,"; @@ -267,8 +267,8 @@ prontera,248,212,3 script Busy Boy#prt 4_M_KID1,3,3,{ mes "books, but... I... Oh man,"; mes "I can't get scared now!"; next; - if (select("Speak with him:Ignore him") == 1) { - mes "["+strcharinfo(0)+"]"; + if (select("Speak with him", "Ignore him") == 1) { + mes "["+strcharinfo(PC_NAME)+"]"; mes "Say, what seems"; mes "to be the problem?"; next; @@ -276,7 +276,7 @@ prontera,248,212,3 script Busy Boy#prt 4_M_KID1,3,3,{ mes ".........?"; next; mes "[Busy-Looking Boy]"; - if (Sex) { + if (Sex == SEX_MALE) { mes "Ack! You're that clumsy"; mes "dude who made me drop"; } @@ -302,7 +302,7 @@ prontera,248,212,3 script Busy Boy#prt 4_M_KID1,3,3,{ next; select("Well, I, um..."); mes "[Busy-Looking Boy]"; - if (Sex) { + if (Sex == SEX_MALE) { mes "Yeah... A real"; mes "man wouldn't have"; mes "ditched back then"; @@ -334,7 +334,7 @@ prontera,248,212,3 script Busy Boy#prt 4_M_KID1,3,3,{ mes "It took me so long to"; mes "stack all of those!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh no, what a mess!"; mes "Here, let me help you"; mes "arrange these nicely"; @@ -455,7 +455,7 @@ OnTouch: mes "careful?! Geeeeez!"; emotion e_ag; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oops, I'm so sorry."; mes "Are you alright?"; next; @@ -471,7 +471,7 @@ OnTouch: mes "himself off and began to"; mes "carefully pile the books.^000000"; next; - if (select("Leave:Help him pile the books") == 1) { + if (select("Leave", "Help him pile the books") == 1) { mes "[Busy-Looking Boy]"; mes "Next time, look"; mes "where you're going,"; @@ -544,7 +544,7 @@ OnTouch: end; S_GetBooks: - if (select("Help him:Don't help him") == 1) { + if (select("Help him", "Don't help him") == 1) { mes "[Busy-Looking Boy]"; mes "Oh, thank you so much!"; mes "You don't understand how"; @@ -657,7 +657,7 @@ yuno,311,195,3 script Historian#prt01 4_M_SAGE_A,{ mes "Great, you're here!"; mes "So, where are the books?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I..."; mes "I don't have"; mes "them right now."; @@ -869,7 +869,7 @@ yuno,311,195,3 script Historian#prt01 4_M_SAGE_A,{ mes "You should be able to find"; mes "her there doing research."; next; - if (select("I will:Can I listen to that song again?") == 1) { + if (select("I will", "Can I listen to that song again?") == 1) { mes "[Historian]"; mes "Once again, thank"; mes "you for your help."; @@ -978,7 +978,7 @@ morocc_in,45,126,3 script Historian#prt02 4_F_GON,{ mes "though I'm not expecting"; mes "much if Karlomoff wrote it."; next; - if (select("Ask her about her research:End conversation") == 1) { + if (select("Ask her about her research", "End conversation") == 1) { mes "[Historian Rodafrian]"; mes "Oh, you know about the"; mes "Rekenber Historical Research"; @@ -1029,7 +1029,7 @@ morocc_in,45,126,3 script Historian#prt02 4_F_GON,{ mes "line! Actually, have you"; mes "heard this song before?"; next; - switch(select("Yes, I have.:Yes, but it is different.:No, sorry.")) { + switch(select("Yes, I have.", "Yes, but it is different.", "No, sorry.")) { case 1: mes "[Historian Rodafrian]"; mes "Oh, that's great!"; @@ -1077,7 +1077,7 @@ morocc_in,45,126,3 script Historian#prt02 4_F_GON,{ mes "and begin to sing the song"; mes "that you heard from Karlomoff.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; input .@line$; if (.@line$ == "The great serpent swallowed the sea.") { .@total += 1; @@ -1177,7 +1177,7 @@ morocc_in,45,126,3 script Historian#prt02 4_F_GON,{ mes "and figured out the lyrics of"; mes "that song I was looking for?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^FF0000*The great serpent*^000000"; mes "^FF0000*swallowed the sea.*^000000"; mes "^FF0000*The eagle of the rainbow*^000000"; @@ -1191,7 +1191,7 @@ morocc_in,45,126,3 script Historian#prt02 4_F_GON,{ mes "I remember, thank you"; mes "so much! Ah, back to work..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^333333(As a historian, Rodafrian"; mes "might be able to help me in"; mes "investigating the curse of the"; @@ -1199,7 +1199,7 @@ morocc_in,45,126,3 script Historian#prt02 4_F_GON,{ mes "not to tell anybody, though."; mes "Should I take this risk?)^000000"; next; - if (select("Tell her about Jormungand's curse:Don't tell her") == 1) { + if (select("Tell her about Jormungand's curse", "Don't tell her") == 1) { mes "^3355FFYou explain everything"; mes "that you have learned to"; mes "Rodafrian, choosing not"; @@ -1240,7 +1240,7 @@ morocc_in,45,126,3 script Historian#prt02 4_F_GON,{ mes "for now. Then, when I reveal the secret curse of the Gaebolg royal"; mes "family, I'll finally outshine that Karlomoff! Bwahahahahaha!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^333333(Drat, she didn't give me"; mes "any help... All I did was"; mes "reveal a huge secret to her"; @@ -1335,9 +1335,9 @@ morocc_in,45,126,3 script Historian#prt02 4_F_GON,{ S_GiveName: next; - select("My name is "+strcharinfo(0)+"."); + select("My name is "+strcharinfo(PC_NAME)+"."); mes "[Historian Rodafrian]"; - mes "Ah "+strcharinfo(0)+", eh?"; + mes "Ah "+strcharinfo(PC_NAME)+", eh?"; mes "Do you mind if I ask you a favor? I really need to verify the true"; mes "lyrics for this song. However,"; mes "I need to stay here in Morroc"; @@ -1382,7 +1382,7 @@ mjolnir_01,135,168,3 script Historian#prt03 4_M_SAGE_A,{ mes "please leave? I have"; mes "research to attend to..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm sorry, but Ms. Rodafrian"; mes "wanted me to ask you for the"; mes "lyrics of some song describing"; @@ -1419,7 +1419,7 @@ mjolnir_01,135,168,3 script Historian#prt03 4_M_SAGE_A,{ mes "Did you have a question"; mes "to ask me about the song?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Actually, I heard"; mes "a different version"; mes "of this song, so I was"; @@ -1513,7 +1513,7 @@ mjolnir_01,135,168,3 script Historian#prt03 4_M_SAGE_A,{ S_Song: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; input .@line$; if (.@line$ == "The great serpent swallowed the sea.") { .@total += 1; @@ -1541,7 +1541,7 @@ S_Song: if (.@total == 4) prt_curse = 10; else { next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait, wait..."; mes "I think I messed up!"; mes "(Those weren't the"; @@ -1630,7 +1630,7 @@ mjolnir_01,313,269,5 script Dazed Boy#prt 4_M_KID1,{ mes "down and began petting a"; mes "dog sitting next to him.^000000"; next; - if (select("What did you just sing?:Ignore them") == 1) { + if (select("What did you just sing?", "Ignore them") == 1) { mes "[Absent-Minded Boy]"; mes "..."; mes "......"; @@ -1667,7 +1667,7 @@ mjolnir_01,313,269,5 script Dazed Boy#prt 4_M_KID1,{ mes "more about that song? Try"; mes "not to worry about it: it's just an old children's tune."; next; - if (select("Why are you here?:May I hear the song again?") == 1) { + if (select("Why are you here?", "May I hear the song again?") == 1) { mes "[Exhausted-Looking Woman]"; mes "................."; next; @@ -1787,7 +1787,7 @@ mjolnir_01,316,268,3 script Exhausted-Looking Woman 4_F_CAPEGIRL,{ mes "down and began petting a"; mes "dog sitting next to him.^000000"; next; - if (select("What did you just sing?:Ignore them") == 1) { + if (select("What did you just sing?", "Ignore them") == 1) { mes "[Absent-Minded Boy]"; mes "..."; mes "......"; @@ -1824,7 +1824,7 @@ mjolnir_01,316,268,3 script Exhausted-Looking Woman 4_F_CAPEGIRL,{ mes "more about that song? Try"; mes "not to worry about it: it's just an old children's tune."; next; - if (select("Why are you here?:May I hear the song again?") == 1) { + if (select("Why are you here?", "May I hear the song again?") == 1) { mes "[Exhausted-Looking Woman]"; mes "................."; next; @@ -1878,7 +1878,7 @@ mjolnir_01,316,268,3 script Exhausted-Looking Woman 4_F_CAPEGIRL,{ mes "What brings you all the"; mes "way over here, I wonder?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Actually, I'm just"; mes "trying to learn the"; mes "real lyrics of that"; @@ -1934,7 +1934,7 @@ mjolnir_01,316,268,3 script Exhausted-Looking Woman 4_F_CAPEGIRL,{ mes "warmest regards. I would do it"; mes "myself, but because of what I did, I can't return to Prontera..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^333333(Alright then. I guess"; mes "I should deliver these"; mes "herbs to Prontera Church"; @@ -1960,7 +1960,7 @@ mjolnir_01,316,268,3 script Exhausted-Looking Woman 4_F_CAPEGIRL,{ mes "that pouch of herbs that"; mes "I gave you to Father Bamph?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes, I did. Actually,"; mes "Father Bamph sent me"; mes "here to ask you a few"; @@ -1975,7 +1975,7 @@ mjolnir_01,316,268,3 script Exhausted-Looking Woman 4_F_CAPEGIRL,{ mes "Those poor children"; mes "are dead because of me..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "N-no! Not at all!"; mes "I just wanted to ask if there"; mes "was a connection between"; @@ -2018,7 +2018,7 @@ mjolnir_01,316,268,3 script Exhausted-Looking Woman 4_F_CAPEGIRL,{ mes "from the Prontera Church"; mes "after my failure..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "A fragment from"; mes "a Red Gemstone?"; mes "Maybe... maybe it's"; @@ -2033,7 +2033,7 @@ mjolnir_01,316,268,3 script Exhausted-Looking Woman 4_F_CAPEGIRL,{ mes "exorcism was sabotaged,"; mes "we can't turn back time..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^333333(Hmm..."; mes "I better head back"; mes "to Prontera Church"; @@ -2085,7 +2085,7 @@ mjolnir_01,316,268,3 script Exhausted-Looking Woman 4_F_CAPEGIRL,{ mes "wounds on the bodies"; mes "from what I remember..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, um, I wouldn't know"; mes "anything about that, but"; mes "Father Bamph and Father"; @@ -2183,7 +2183,7 @@ prt_church,185,106,3 script Father Bamph 1_M_PASTOR,{ next; select("Give him the herb pouch."); if (countitem(Leather_Pouch) < 1) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ack!"; mes "Now, where did I put"; mes "that pouch with the herbs?"; @@ -2194,7 +2194,7 @@ prt_church,185,106,3 script Father Bamph 1_M_PASTOR,{ mes "Why are you giving"; mes "me this pouch of herbs?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, there was this"; mes "lady living on Mount"; mes "Mjolnir who wanted me"; @@ -2208,7 +2208,7 @@ prt_church,185,106,3 script Father Bamph 1_M_PASTOR,{ mes "I've seen her. How is"; mes "she doing, may I ask?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh..."; mes "I guess she's fine."; mes "But she seems really..."; @@ -2257,7 +2257,7 @@ prt_church,185,106,3 script Father Bamph 1_M_PASTOR,{ mes "sent this adventurer here"; mes "for a favor, it probably means"; mes "she trusts this person. Besides, we need somebody to carry out"; - if (Sex) + if (Sex == SEX_MALE) mes "this task for us. Why not him?"; else mes "this task for us. Why not her?"; @@ -2312,7 +2312,7 @@ prt_church,185,106,3 script Father Bamph 1_M_PASTOR,{ mes "the royal family's secret."; emotion e_omg,1; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What...?!"; mes "Is this really true?!"; mes "Isn't there any way to"; @@ -2339,7 +2339,7 @@ prt_church,185,106,3 script Father Bamph 1_M_PASTOR,{ mes "to remove this curse. In the end, ^3131FFBonnie Imbullea^000000 was chosen to"; mes "lead the exorcism ceremony."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait, but you mentioned"; mes "samething about an accident."; mes "Does that mean that she failed"; @@ -2361,7 +2361,7 @@ prt_church,185,106,3 script Father Bamph 1_M_PASTOR,{ mes "That is why she is in self"; mes "imposed exile from the kingdom."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What...?"; mes "That's..."; mes "That's crazy!"; @@ -2387,7 +2387,7 @@ prt_church,185,106,3 script Father Bamph 1_M_PASTOR,{ mes "were growing snake scales."; emotion e_gasp,1; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait, they grew snake"; mes "scales? That sounds just"; mes "like one of the versions of"; @@ -2410,14 +2410,14 @@ prt_church,185,106,3 script Father Bamph 1_M_PASTOR,{ mes "Then the eagle built its nest."; mes "A nest upon the swallowed sea."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm..."; mes "Well, I heard a"; mes "different version"; mes "of the same song."; mes "It goes like..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The great serpent"; mes "swallowed the sea."; mes "The eagle of the rainbow"; @@ -2431,7 +2431,7 @@ prt_church,185,106,3 script Father Bamph 1_M_PASTOR,{ mes "my father. However, your version seems to reveal the secret curse"; mes "of the Gaebolgs. Please tell me, where did you hear that song?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, I first heard this"; mes "version from a historian,"; mes "and then I found out that"; @@ -2723,7 +2723,7 @@ prt_church,185,106,3 script Father Bamph 1_M_PASTOR,{ } else if (prt_curse == 60) { mes "[Father Bamph]"; - mes "Oh, "+strcharinfo(0)+"~"; + mes "Oh, "+strcharinfo(PC_NAME)+"~"; mes "Long time, no see."; mes "Have you spoken to"; mes "Bonnie yet? Ah, and"; @@ -2771,7 +2771,7 @@ prt_church,185,106,3 script Father Bamph 1_M_PASTOR,{ mes "of the royal family, I ask that"; mes "you refrain from entering the"; mes "secret ceremonial grounds"; - mes "from now on. Thanks again for your help, "+strcharinfo(0)+"."; + mes "from now on. Thanks again for your help, "+strcharinfo(PC_NAME)+"."; prt_curse = 61; completequest 18052; close; @@ -2867,7 +2867,7 @@ prt_church,185,106,3 script Father Bamph 1_M_PASTOR,{ mes "work for us. Whether you"; mes "can help is your choice."; next; - if (select("Let me think about it.:Of course, I'll help.") == 1) { + if (select("Let me think about it.", "Of course, I'll help.") == 1) { mes "[Father Bamph]"; mes "I hope that you decide"; mes "to help us. The safety of"; @@ -3051,7 +3051,7 @@ prt_church,23,89,3 script Father Biscuss#tomb 1_M_PASTOR,{ mes "Are you ready to"; mes "head back upstairs?"; next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { mes "[Father Biscuss]"; mes "Please follow me."; next; @@ -3084,7 +3084,7 @@ prt_church,16,114,4 script Father Bamph#tomb 1_M_PASTOR,{ close; } else if (prt_curse == 20) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That weird mark looked"; mes "just like snake scales."; mes "Is... Is that the mark left"; @@ -3212,7 +3212,7 @@ prt_church,21,111,5 script #prince2 4_M_LIEMAN,{ mes "different in color, than the"; mes "marks on the first prince.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Father Bamph...!"; mes "Look, these marks are"; mes "different on the second"; @@ -3270,7 +3270,7 @@ prt_church,24,111,5 script #prince3 4_M_LIEMAN,{ mes "possibly be used to kill them?"; next; while(1) { - if (select("A weapon!:Poison!") == 1) { + if (select("A weapon!", "Poison!") == 1) { mes "[Father Bamph]"; mes "Hmm... But none of the"; mes "bodies had any wounds"; @@ -3373,8 +3373,8 @@ moc_fild16,201,295,5 script Assassin Guildsman#poiso 4_M_ACROSS,{ mes "What business"; mes "brings you here?"; next; - if (select("Poison:Nothing") == 1) { - mes "["+strcharinfo(0)+"]"; + if (select("Poison", "Nothing") == 1) { + mes "["+strcharinfo(PC_NAME)+"]"; mes "I need to talk to"; mes "a poison specialist."; mes "I'm investigating"; @@ -3429,7 +3429,7 @@ que_job01,10,16,5 script Marjana#poison 4_F_ACROSS,{ mes "you 4 minutes to speak"; mes "with me, so be direct."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I want to learn"; mes "more about poison"; mes "and confirm if it was"; @@ -3442,7 +3442,7 @@ que_job01,10,16,5 script Marjana#poison 4_F_ACROSS,{ mes "I doubt you'll find anyone"; mes "else that would. Ask away."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Is it true that an"; mes "Assassin's poison"; mes "can be so powerful,"; @@ -3457,7 +3457,7 @@ que_job01,10,16,5 script Marjana#poison 4_F_ACROSS,{ mes "normal Assassins use poisons"; mes "that are much less potent."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Alright. Can you make"; mes "a poison that leaves a"; mes "specific mark on the body?"; @@ -3485,7 +3485,7 @@ que_job01,10,16,5 script Marjana#poison 4_F_ACROSS,{ mes "of clue. What was the mark"; mes "on the victim's body?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "We're not sure if"; mes "poison was used yet,"; mes "but there are marks that"; @@ -3538,33 +3538,33 @@ OnEnable: morocc,45,103,0 script #prtcurse FAKE_NPC,2,2,{ OnTouch: if (prt_curse == 25) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hm. I'd better review"; mes "the facts I've learned so"; mes "that I can better focus on"; mes "this investigation. Let's see~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Long ago, the giant serpent"; mes "Jormungand threatened mankind."; mes "7 warriors defeated Jormungand, led by Tristram III of the Gaebolg"; mes "family, but Jormungand cursed the Gaebolg bloodline in its defeat."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ever since, the curse kills"; mes "the first born prince of the"; mes "Gaebolg family at an early age."; mes "However, all of the princes of"; mes "this generation were killed."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "According to what I've"; mes "learned from that assassin,"; mes "the first prince died from the"; mes "curse, and the other two may"; mes "have died from poisoning."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It's most likely that if"; mes "poison was used, then the"; mes "person who used it was an"; @@ -3572,14 +3572,14 @@ OnTouch: mes "Rune-Midgarts Kingdom. Yes,"; mes "that's about everything I know."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Now, that historian Rodafrian"; mes "has been waiting for me to tell"; mes "her the lyrics of that song, but Father Bamph is also waiting"; mes "for the info I've learned from the Assassin Guild. What should I do?"; next; - if (select("Go to Rodafrian:Go to Father Bamph") == 1) { - mes "["+strcharinfo(0)+"]"; + if (select("Go to Rodafrian", "Go to Father Bamph") == 1) { + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, it's easier for me"; mes "to visit Rodafrian now."; mes "She's much closer than"; @@ -3589,7 +3589,7 @@ OnTouch: changequest 18041,18042; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, it's more important"; mes "that I go see Father Bamph"; mes "and investigate the princes'"; @@ -3620,7 +3620,7 @@ prt_in,162,99,4 script Librarian#curse 1_F_02,{ mes "We don't have enough staff"; mes "to organize all these books..."; next; - if (select("Report the loss of the books:End Conversation") == 1) { + if (select("Report the loss of the books", "End Conversation") == 1) { mes "[Librarian]"; mes "Oh, you lost some books?"; mes "Please write down the book"; diff --git a/npc/quests/quests_rachel.txt b/npc/quests/quests_rachel.txt index ce2a18859..d3d392817 100644 --- a/npc/quests/quests_rachel.txt +++ b/npc/quests/quests_rachel.txt @@ -77,7 +77,7 @@ ra_in01,384,246,3 script Vincent#ra_in01 1_M_01,{ mes "ask you for your help with"; mes "a problem on his behalf."; next; - switch(select("I'm too busy.:Sure, why not?")) { + switch(select("I'm too busy.", "Sure, why not?")) { case 1: mes "[Vincent]"; mes "I understand."; @@ -146,7 +146,7 @@ ra_in01,384,246,3 script Vincent#ra_in01 1_M_01,{ mes "look on your face? Did"; mes "you happen to find Logan?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No! I actually got"; mes "stabbed by Mogan, and"; mes "then we had a talk. What's"; @@ -161,7 +161,7 @@ ra_in01,384,246,3 script Vincent#ra_in01 1_M_01,{ mes "of all, Phobe is my son, but"; mes "please don't tell anybody!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What?"; mes "Why, what's"; mes "the big deal?"; @@ -245,14 +245,14 @@ ra_in01,384,246,3 script Vincent#ra_in01 1_M_01,{ mes "to save Arunafeltz and Rachel"; mes "when the time comes."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The gem is really that"; mes "important, huh? Well, you"; mes "almost had me killed, but"; mes "since I'm still alive, I guess"; mes "I can overlook it, you know?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You won't get in trouble"; mes "if I can find the jewel and"; mes "Phobe before Sir Zhed"; @@ -265,7 +265,7 @@ ra_in01,384,246,3 script Vincent#ra_in01 1_M_01,{ mes "Even after what I've put"; mes "you through? ^333333*Sniff*^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Eh, I went through all"; mes "this trouble already, so"; mes "I might as well finish the"; @@ -285,14 +285,14 @@ ra_in01,384,246,3 script Vincent#ra_in01 1_M_01,{ mes "to save Arunafeltz and Rachel"; mes "when the time comes."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The gem is really that"; mes "important, huh? Well, you"; mes "almost had me killed, but"; mes "since I'm still alive, I guess"; mes "I can overlook it, you know?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You won't get in trouble"; mes "if I can find the jewel and"; mes "Phobe before Sir Zhed"; @@ -305,7 +305,7 @@ ra_in01,384,246,3 script Vincent#ra_in01 1_M_01,{ mes "Even after what I've put"; mes "you through? ^333333*Sniff*^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Eh, I went through all"; mes "this trouble already, so"; mes "I might as well finish the"; @@ -321,7 +321,7 @@ ra_in01,384,246,3 script Vincent#ra_in01 1_M_01,{ mes "find Phobe?! H-how"; mes "is he? Is he alright?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh? Oh yeah, he's"; mes "just fine. I found Phobe"; mes "loitering around Freya's"; @@ -329,7 +329,7 @@ ra_in01,384,246,3 script Vincent#ra_in01 1_M_01,{ mes "to come home yet, but he did"; mes "give me the gem he stole."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So... I earned my"; mes "reward now, right?"; mes "And no one has to die?"; @@ -340,7 +340,7 @@ ra_in01,384,246,3 script Vincent#ra_in01 1_M_01,{ mes "what you've done for me."; mes "Oh, my boy is alright!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "H-hey! Um, take"; mes "this jewel! You need"; mes "to return it to wherever"; @@ -354,7 +354,7 @@ ra_in01,384,246,3 script Vincent#ra_in01 1_M_01,{ mes "boy is okay? She's been"; mes "very worried about him, so..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You want me to tell"; mes "Jenny about Phobe?"; mes "Sure, sure, I'll do that."; @@ -370,14 +370,14 @@ ra_in01,384,246,3 script Vincent#ra_in01 1_M_01,{ mes "boy is okay? She's been"; mes "very worried about him, so..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You want me to tell"; mes "Jenny about Phobe?"; mes "Sure, sure, I'll do that."; close; } else if (lost_boy == 11) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I told Jenny that"; mes "about Phobe, and that"; mes "the gem was returned..."; @@ -459,7 +459,7 @@ rachel,114,232,3 script Logan#ra_in01 4_M_LGTMAN,{ close; } else if (lost_boy == 1) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me, but do"; mes "you know man named"; mes "Phobe by any chance?"; @@ -471,7 +471,7 @@ rachel,114,232,3 script Logan#ra_in01 4_M_LGTMAN,{ mes "you are? Why are"; mes "you looking for him?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, I've just been"; mes "hired to look for him,"; mes "and I was told that asking"; @@ -485,7 +485,7 @@ rachel,114,232,3 script Logan#ra_in01 4_M_LGTMAN,{ mes "the market a few days ago."; mes "I hope the kid is alright."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Er, kid? Just"; mes "how old is Phobe?"; next; @@ -540,7 +540,7 @@ ra_in01,372,200,3 script Manson#ra_in01 4_M_MIDDLE,{ close; } else if (lost_boy == 2) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me, but do you"; mes "know a man named Phobe?"; mes "He's gone missing, so I've"; @@ -636,7 +636,7 @@ rachel,48,237,3 script Jenny#ra_in01 4_F_KHELLISIA,{ close; } else if (lost_boy == 3) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me, but are"; mes "you Jenny? I've been"; mes "told by Manson to speak"; @@ -649,7 +649,7 @@ rachel,48,237,3 script Jenny#ra_in01 4_F_KHELLISIA,{ mes "news! Y-yes, I'm Jenny."; mes "What did you need to know?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Er, anything you could"; mes "tell me would be fine."; mes "Things like his favorite"; @@ -679,7 +679,7 @@ rachel,48,237,3 script Jenny#ra_in01 4_F_KHELLISIA,{ mes "Maybe they have some idea"; mes "of where he was going?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh... That's a good idea."; mes "Alright, I guess I can go"; mes "to the market and ask around."; @@ -695,7 +695,7 @@ rachel,48,237,3 script Jenny#ra_in01 4_F_KHELLISIA,{ mes "can! I can't help but worry"; mes "about that boy, you know?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'll do my best"; mes "First, I guess I should ask"; mes "around the market where"; @@ -717,14 +717,14 @@ rachel,48,237,3 script Jenny#ra_in01 4_F_KHELLISIA,{ mes "Did you find Phobe?"; next; if (lost_boy == 7) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Actually... Uh..."; mes "I have something very"; mes "important to discuss"; mes "with Vincent first."; } else if (lost_boy == 8) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Actually... Uh..."; mes "Not just yet. But I'm"; mes "following a really good"; @@ -732,7 +732,7 @@ rachel,48,237,3 script Jenny#ra_in01 4_F_KHELLISIA,{ mes "find him soon, I promise."; } else if (lost_boy == 9) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Actually... Uh..."; mes "I should report to"; mes "Vincent first and return"; @@ -741,14 +741,14 @@ rachel,48,237,3 script Jenny#ra_in01 4_F_KHELLISIA,{ mes "I promise. Se eyou later~"; } else if (lost_boy == 10) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes, he's fine, just"; mes "hanging around the south"; mes "side of town. He's safe,"; mes "but he's not willing to"; mes "come home just right now."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The jewel's been returned,"; mes "so everything should be fine"; mes "now. Also, Vincent explained"; @@ -809,7 +809,7 @@ rachel,138,73,5 script Idle Merchant#ra_in01 4_M_03,{ close; } else if (lost_boy == 4) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me?"; mes "Hello? Sir?"; next; @@ -820,7 +820,7 @@ rachel,138,73,5 script Idle Merchant#ra_in01 4_M_03,{ mes "to buy? I got all sorts of"; mes "handy little knickknacks~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sorry, not interested."; mes "I just wanted to ask if"; mes "you've seen a boy around"; @@ -836,7 +836,7 @@ rachel,138,73,5 script Idle Merchant#ra_in01 4_M_03,{ mes "few days. Though, you might"; mes "want to ask the other merchants."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Cool. Thanks a lot."; next; mes "[Idle Merchant]"; @@ -846,7 +846,7 @@ rachel,138,73,5 script Idle Merchant#ra_in01 4_M_03,{ mes "sure that you don't want"; mes "to take a look around?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Er, what exactly do"; mes "you sell here? I can't"; mes "recognize any of these"; @@ -865,7 +865,7 @@ rachel,138,73,5 script Idle Merchant#ra_in01 4_M_03,{ mes "worlds? Yeah? Yeah? Here,"; mes "why don't you try a sample?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What the?!"; mes "No way in hell am"; mes "I putting that in my"; @@ -878,7 +878,7 @@ rachel,138,73,5 script Idle Merchant#ra_in01 4_M_03,{ mes "Made completely out"; mes "of Grade A Sirloin Steak!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No no no! I've got to"; mes "go and ask those other"; mes "merchants about that"; @@ -888,7 +888,7 @@ rachel,138,73,5 script Idle Merchant#ra_in01 4_M_03,{ close; } else if (lost_boy >= 5) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(^333333I better ask the other"; mes "merchants around here if"; mes "they've seen that boy. I'm"; @@ -910,7 +910,7 @@ rachel,120,47,3 script Idle Merchant#ra_in01_2 4_M_03,{ close; } else if (lost_boy == 5) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me,"; mes "um... Hello?"; next; @@ -918,7 +918,7 @@ rachel,120,47,3 script Idle Merchant#ra_in01_2 4_M_03,{ mes "Oh! Welcome to my shop!"; mes "How can I help you today?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Actually, I'm not"; mes "here to buy anything..."; mes "I'm looking for a boy"; @@ -934,7 +934,7 @@ rachel,120,47,3 script Idle Merchant#ra_in01_2 4_M_03,{ mes "a message. Basically, he wants"; mes "you to come to the ''ice cave.''"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Who asked you to tell"; mes "me that? How did he know"; mes "that I'd come over here?"; @@ -968,7 +968,7 @@ rachel,120,47,3 script Idle Merchant#ra_in01_2 4_M_03,{ mes "a message. Basically, he wants"; mes "you to come to the ''ice cave.''"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Who asked you to tell"; mes "me that? How did he know"; mes "that I'd come over here?"; @@ -1004,7 +1004,7 @@ ra_fild01,245,325,3 script Suspicious Man#ra_in01 4_M_RASWORD,{ close; } if (lost_boy == 6) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me, but do you"; mes "know a man named"; mes "Rogan? I'm here to--"; @@ -1034,7 +1034,7 @@ ra_fild01,245,325,3 script Suspicious Man#ra_in01 4_M_RASWORD,{ mes "than when you're taken by"; mes "surprise, adventurer!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey, who the hell are"; mes "you?! Are you Rogan?"; mes "Are you the one that"; @@ -1063,7 +1063,7 @@ ra_fild01,245,325,3 script Suspicious Man#ra_in01 4_M_RASWORD,{ mes "valuable, like some"; mes "red jewel or something?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh? No! Vincent actually"; mes "sent me to look for the guy"; mes "that stole that jewel, and"; @@ -1077,7 +1077,7 @@ ra_fild01,245,325,3 script Suspicious Man#ra_in01 4_M_RASWORD,{ mes "have done it. Why would"; mes "he manipulate us like that?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I don't know..."; mes "I'm going to talk"; mes "to Vincent and make"; @@ -1095,7 +1095,7 @@ ra_fild01,245,325,3 script Suspicious Man#ra_in01 4_M_RASWORD,{ mes "have done it. Why would"; mes "he manipulate us like that?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I don't know..."; mes "I'm going to talk"; mes "to Vincent and make"; @@ -1117,7 +1117,7 @@ rachel,263,32,3 script Kid#ra_in01 4_M_RACHMAN1,{ mes "has the jewel that Vincent"; mes "wants you to retrieve.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey, you."; mes "You must be"; mes "Phobe, right?"; @@ -1126,7 +1126,7 @@ rachel,263,32,3 script Kid#ra_in01 4_M_RACHMAN1,{ mes "Yeah?"; mes "So what?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Your father sent"; mes "me here to find you."; next; @@ -1135,7 +1135,7 @@ rachel,263,32,3 script Kid#ra_in01 4_M_RACHMAN1,{ mes "I have no father!"; mes "H-he's dead to me!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, in any case, I need"; mes "to return the jewel that"; mes "you're hiding in your pocket."; @@ -1149,7 +1149,7 @@ rachel,263,32,3 script Kid#ra_in01 4_M_RACHMAN1,{ mes "by me! That's exactly"; mes "why I took this thing!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh, yeah? How do you"; mes "think Ms. Jenny will"; mes "feel? Do you think"; @@ -1177,7 +1177,7 @@ rachel,263,32,3 script Kid#ra_in01 4_M_RACHMAN1,{ mes "But let my mom know that"; mes "I'm fine and not to worry."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Alright, I'll tell your mom"; mes "But you should be getting"; mes "back to them soon. Your"; @@ -1213,7 +1213,7 @@ rachel,263,32,3 script Kid#ra_in01 4_M_RACHMAN1,{ close; } else { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You know, you should"; mes "quit making trouble and"; mes "listen to your parents."; @@ -1223,7 +1223,7 @@ rachel,263,32,3 script Kid#ra_in01 4_M_RACHMAN1,{ mes "of me! Mind your own"; mes "business! Jeez louise!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I can't mind my own"; mes "business if your actions"; mes "are causing this much trouble"; @@ -1293,7 +1293,7 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "He was a wealthy kid..."; mes "Didn't really deserve it."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "......"; mes "........."; next; @@ -1305,7 +1305,7 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "my side. But the boy's blood"; mes "wouldn't wash off my hands..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "......"; mes "........."; next; @@ -1318,7 +1318,7 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "I had to leave Lighthalzen."; rach_vice = 21; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "......"; mes "........."; next; @@ -1330,7 +1330,7 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "truth. When she heard it from"; mes "my own lips, she went mad..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "......"; mes "........."; next; @@ -1342,7 +1342,7 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "Spring. She's gone from my"; mes "life. Just like that. Forever."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "......"; mes "........."; next; @@ -1354,7 +1354,7 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "indirectly killing the woman"; mes "I love. Why God?! Why?!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "......"; mes "........."; next; @@ -1365,7 +1365,7 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "Doesn't that make me and"; mes "you feel so much better?!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "......"; mes "........."; next; @@ -1391,7 +1391,7 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "Why do you keep hounding"; mes "me with these questions?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Did... Did something"; mes "happen when Bruspetti"; mes "confronted you at Freya's"; @@ -1403,7 +1403,7 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "I... I don't have"; mes "to tell you anything!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "How can you say that?!"; mes "I just read in Bruspetti's"; mes "diary that she learned"; @@ -1420,7 +1420,7 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "I used to live, you d-don't--!"; rach_vice = 21; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh...?"; mes "Mr. Katinshuell?"; close; @@ -1432,7 +1432,7 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "Why do you keep hounding"; mes "me with these questions?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Did... Did something"; mes "happen when Bruspetti"; mes "confronted you at Freya's"; @@ -1446,14 +1446,14 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ rach_vice = 20; changequest 8120,8121; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(^333333He's still resisting"; mes "me... How can I get"; mes "him to reveal the truth?^000000)"; close; } else if (rach_vice == 18) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see..."; mes "Oh this entry looks"; mes "interesting. It's all"; @@ -1504,7 +1504,7 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "time I write in this diary..."; mes "Well, here's hoping."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well, that was"; mes "the very last page..."; mes "What happened when"; @@ -1525,7 +1525,7 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "Get away from me, and take"; mes "Bruspetti's diary with you!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What?! No way, not after"; mes "that little outburst about"; mes "killing or not killing Bruspetti!"; @@ -1544,20 +1544,20 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "wrong! Go ahead,"; mes "ask me anything!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Alright then, why"; mes "don't you explain this?"; next; - switch(select("Mr. Shendar's House:Lighthalzen:Freya's Spring:Bruspetti")) { + switch(select("Mr. Shendar's House", "Lighthalzen", "Freya's Spring", "Bruspetti")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Mr. Shendar, Bruspetti's"; mes "father, says that someone"; mes "has been sneaking into his"; mes "house for some reason."; mes "Now, why would you do that?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "You recognized"; mes "Bruspetti's diary"; mes "pretty quickly..."; @@ -1571,7 +1571,7 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "you're talking about!"; close; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "You know, I found out"; mes "that Bruspetti was planning"; mes "on going to Lighthalzen."; @@ -1583,7 +1583,7 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "No...!"; mes "She couldn't have...!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Alright. It's no use"; mes "pretending that you don't"; mes "know her. You were her"; @@ -1598,9 +1598,9 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "me alone! Get away"; mes "from me right now!"; next; - switch(select("Mr. Shendar's House:Freya's Spring:Recent Break-up")) { + switch(select("Mr. Shendar's House", "Freya's Spring", "Recent Break-up")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "So while she was away"; mes "in Lighthalzen, you snuck"; mes "in Mr. Shendar's house and--"; @@ -1612,14 +1612,14 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "she went all the way over to"; mes "Lighthalzen! Ha ha! Ha ha!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "..............................."; mes "(^333333Nuts! I think that"; mes "backfired, so I'm going"; mes "to have to try this again.)^000000"; close; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "So while she was away"; mes "in Lighthalzen, you went"; mes "to Freya's Spring, all"; @@ -1630,14 +1630,14 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "........."; mes "Um? ...Yes."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "..............................."; mes "(^333333Nuts! I think that"; mes "backfired, so I'm going"; mes "to have to try this again.)^000000"; close; case 3: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Wait a second! Your break-up"; mes "and Bruspetti's sudden need"; mes "to investigate something in"; @@ -1649,11 +1649,11 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "........."; mes "No! It's not true!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; next; - switch(select("Mr. Shendar's house:Freya's Spring")) { + switch(select("Mr. Shendar's house", "Freya's Spring")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "So while she was away"; mes "in Lighthalzen, you snuck"; mes "in Mr. Shendar's house and--"; @@ -1665,14 +1665,14 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "she went all the way over to"; mes "Lighthalzen! Ha ha! Ha ha!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "..............................."; mes "(^333333Nuts! I think that"; mes "backfired, so I'm going"; mes "to have to try this again.)^000000"; close; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmm... Why are you"; mes "always hanging out at"; mes "Freya's Spring alone?"; @@ -1684,7 +1684,7 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "What is your evidence to convict me with the crime?"; mes "I don't wish to hear you any longer."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Even after you killed Bruspetti,"; mes "you became worried about another possibility."; mes "So you were plotting to get rid of the possibility, too."; @@ -1700,7 +1700,7 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ } } case 3: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Freya's Spring."; mes "Why are you always"; mes "hanging around there"; @@ -1711,13 +1711,13 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "It's because I really"; mes "miss my ex-girlfriend."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Oh. Right."; mes "That's a pretty"; mes "good reason."; close; case 4: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "If Bruspetti is not"; mes "your girlfriend, then..."; mes "Who is?! Answer that!"; @@ -1730,7 +1730,7 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "about Bruspetti, that's all."; mes "Now will you leave me alone?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(^333333Nuts! He wasn't supposed"; mes "to cave in like that! I need"; mes "to question him again until"; @@ -1747,7 +1747,7 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "anyone. I'm still coping with"; mes "breaking up with my girlfriend."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Katinshuell... I get the"; mes "feeling that you're hiding"; mes "something. By any chance,"; @@ -1761,7 +1761,7 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "a girl like her is too good"; mes "for some guy like me?!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I don't have any real"; mes "reason to suspect you of"; mes "anything, but my gut feeling"; @@ -1774,7 +1774,7 @@ ra_in01,235,194,5 script Katinshuell 4_M_RACHMAN1,{ mes "That's Bruspetti's diary!"; mes "I-I've been looking for-- um..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hey! How would you"; mes "know about that?!"; mes "Tell me the truth!"; @@ -1970,7 +1970,7 @@ ra_in01,250,19,3 script Mr. Shendar 4_M_MIDDLE,{ mes "good idea of who was"; mes "sneaking around my house?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well, I suspect this guy"; mes "named Katinshuell because"; mes "he might have been Bruspetti's"; @@ -1994,14 +1994,14 @@ ra_in01,250,19,3 script Mr. Shendar 4_M_MIDDLE,{ mes "sneaking into my house"; mes "to prey on my daughter?!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Wha--?"; mes "No, I'm just a--"; next; percentheal -50,0; mes "^3355FF*BAM!*^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ow! What did"; mes "you do that for?"; next; @@ -2021,7 +2021,7 @@ ra_in01,250,19,3 script Mr. Shendar 4_M_MIDDLE,{ mes "house. I don't know who he,"; mes "but I'm sure it's not you..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Wait, wait..."; mes "So someone has been"; mes "sneaking around here?"; @@ -2029,7 +2029,7 @@ ra_in01,250,19,3 script Mr. Shendar 4_M_MIDDLE,{ mes "guy, the one that might"; mes "be Bruspetti's boyfriend..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Right, his name was"; mes "Katinshuell. That guy's"; mes "been acting really funny."; @@ -2483,14 +2483,14 @@ rachel,266,35,3 script Grandma#rachel 4_F_RACHOLD,{ lhz_in02,213,207,0 script #ratrace1 HIDDEN_NPC,4,4,{ OnTouch: if (rach_vice == 5) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "This..."; mes "This smell..."; mes "It smells so nice!"; mes "Like rose petals riding"; mes "on a gentle breeze..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Wait, could this be"; mes "the scent that Bruspetti's"; mes "father mentioned earlier?"; @@ -2504,7 +2504,7 @@ OnTouch: rachel,265,47,0 script #raevent1 HIDDEN_NPC,2,2,{ OnTouch: if (rach_vice == 23) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Just looking at this"; mes "spring makes me think"; mes "of Bruspetti. What really"; @@ -2512,7 +2512,7 @@ OnTouch: mes "the feeling that she"; mes "caved in to despair."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "The water's not that"; mes "cold, or very deep..."; mes "And Katinshuell mentioned"; @@ -2520,7 +2520,7 @@ OnTouch: mes "But she was still looking"; mes "at him. It's haunting..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I suppose she was torn..."; mes "She loved him, but couldn't"; mes "bear to live with his secret."; @@ -2528,7 +2528,7 @@ OnTouch: mes "tragic. Katinshuell isn't"; mes "really a bad person..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "He was forced to"; mes "commit a heinous crime,"; mes "and kept making mistakes,"; @@ -2547,7 +2547,7 @@ OnTouch: else if (BaseLevel > 75) getexp 850000,0; else getexp 450000,0; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Somehow, I wish that"; mes "Katinshuell had the"; mes "strength to face his"; @@ -2556,7 +2556,7 @@ OnTouch: close; } else if (rach_vice == 22) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "This must be where"; mes "Bruspetti drowned..."; next; @@ -2568,7 +2568,7 @@ OnTouch: mes "What if you fall into the"; mes "spring? It's dangerous."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Oh... Er, thank you."; mes "Yes, I wouldn't want"; mes "to get myself drowned."; @@ -2582,12 +2582,12 @@ OnTouch: mes "Even if you can't swim, you"; mes "can climb out, you know."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "...What?"; close; } else if (rach_vice == 8) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "That old woman told"; mes "be to be careful not to"; mes "slip and fall into the water"; @@ -2602,7 +2602,7 @@ OnTouch: mes "too close to the water."; mes "What if you slip and fall?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh?"; next; mes "[Grandma]"; @@ -2611,7 +2611,7 @@ OnTouch: mes "ground that you're standing"; mes "on is very slippery, you know."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ah, I see."; rach_vice = 8; changequest 8111,8112; @@ -2680,7 +2680,7 @@ rachel,157,183,3 script Sincere Follower Urstia 4_F_MASK1,{ mes "touching even the hearts of"; mes "foreigners, leading them here!"; next; - if (select("Freya? I'd like to know more.:That's crazy talk!") == 1) { + if (select("Freya? I'd like to know more.", "That's crazy talk!") == 1) { emotion e_ok; mes "[Urstialla]"; mes "The day is coming when"; @@ -2698,7 +2698,7 @@ rachel,157,183,3 script Sincere Follower Urstia 4_F_MASK1,{ mes "Now she rests and recovers"; mes "in a pure and sacred place."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait..."; mes "How do you"; mes "know that all of"; @@ -2719,7 +2719,7 @@ rachel,157,183,3 script Sincere Follower Urstia 4_F_MASK1,{ mes "admit that my son Egapeo"; mes "is... is guilty of sin."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sin? What did he"; mes "do, if you don't"; mes "mind me asking?"; @@ -2732,7 +2732,7 @@ rachel,157,183,3 script Sincere Follower Urstia 4_F_MASK1,{ mes "Although he may deserve it,"; mes "I'm doing my best to help him."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "...Wait. What?!"; next; mes "[Urstialla]"; @@ -2783,7 +2783,7 @@ rachel,157,183,3 script Sincere Follower Urstia 4_F_MASK1,{ mes "him to clean this necklace on"; mes "my behalf? Please, for my son..."; next; - if (select("But that's none of my business!:Alright, I'll do it.") == 1) { + if (select("But that's none of my business!", "Alright, I'll do it.") == 1) { mes "[Urstialla]"; mes "I... I see."; mes "I thought that Freya"; @@ -2845,7 +2845,7 @@ rachel,157,183,3 script Sincere Follower Urstia 4_F_MASK1,{ ice_necklace_q = 6; completequest 2113; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh, let's just say it was"; mes "a worthwhile experience"; mes "for me."; @@ -2858,7 +2858,7 @@ rachel,157,183,3 script Sincere Follower Urstia 4_F_MASK1,{ mes "that horrible joke."; } else { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh, no! The necklace has disappeared!"; } } @@ -2894,7 +2894,7 @@ ice_dun02,120,105,3 script Man Stuck in Ice#cave 4_M_FROZEN1,5,5,{ mes "ice! I need to get"; mes "out of here!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "How did you get"; mes "stuck in there?"; next; @@ -2914,11 +2914,11 @@ ice_dun02,120,105,3 script Man Stuck in Ice#cave 4_M_FROZEN1,5,5,{ mes "ice with all your might.^000000"; } next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "......"; mes "........"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I can't..."; mes "I can't even scratch it"; mes "Do you have any ideas?"; @@ -2930,7 +2930,7 @@ ice_dun02,120,105,3 script Man Stuck in Ice#cave 4_M_FROZEN1,5,5,{ mes "of our age, Maheo, stuck"; mes "in this pillar of ice."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait..."; mes "You're Maheo?"; next; @@ -2953,7 +2953,7 @@ ice_dun02,120,105,3 script Man Stuck in Ice#cave 4_M_FROZEN1,5,5,{ mes "To remind myself of"; mes "the value of humility."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So how did you get"; mes "stuck in all of this ice?"; next; @@ -2965,7 +2965,7 @@ ice_dun02,120,105,3 script Man Stuck in Ice#cave 4_M_FROZEN1,5,5,{ mes "myself, and the devastating"; mes "force of my own magic."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "...Huh?"; next; mes "[Maheo]"; @@ -2984,7 +2984,7 @@ ice_dun02,120,105,3 script Man Stuck in Ice#cave 4_M_FROZEN1,5,5,{ mes "would feel protected, and"; mes "I'd be recognized as a hero!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Okay... I suppose"; mes "that sounds normal"; mes "enough. Go on."; @@ -3014,7 +3014,7 @@ ice_dun02,120,105,3 script Man Stuck in Ice#cave 4_M_FROZEN1,5,5,{ mes "clothes to catch on fire!"; next; emotion e_flash,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You..."; mes "you set fire"; mes "to your clothes"; @@ -3038,7 +3038,7 @@ ice_dun02,120,105,3 script Man Stuck in Ice#cave 4_M_FROZEN1,5,5,{ mes "What noble pursuit brings"; mes "you to this place, adventurer?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I heard that you can"; mes "polish the gems on this"; mes "necklace with your magic,"; @@ -3058,7 +3058,7 @@ ice_dun02,120,105,3 script Man Stuck in Ice#cave 4_M_FROZEN1,5,5,{ mes "magic will be able"; mes "to melt all of this."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Then how are we"; mes "supposed to get"; mes "you out of there?"; @@ -3097,7 +3097,7 @@ ice_dun02,120,105,3 script Man Stuck in Ice#cave 4_M_FROZEN1,5,5,{ next; } else { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh, shoot! I left the necklace in the city! I will be right back!"; next; mes "[Maheo]"; @@ -3116,7 +3116,7 @@ ice_dun02,120,105,3 script Man Stuck in Ice#cave 4_M_FROZEN1,5,5,{ mes "be reading near Freya's Spring."; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, he made this"; mes "magic hammer which is"; mes "supposed to be able to"; @@ -3169,7 +3169,7 @@ ice_dun02,120,105,3 script Man Stuck in Ice#cave 4_M_FROZEN1,5,5,{ mes "use my magic to clean"; mes "that necklace of yours."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Here..."; next; mes "[Maheo]"; @@ -3262,7 +3262,7 @@ rachel,265,98,3 script Hamion#aru 4_M_RACHMAN2,{ mes "important, then I'd like to"; mes "get back to reading my book."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Um, would you know"; mes "a mage by the name"; mes "of Maheo? I'm supposed"; @@ -3340,7 +3340,7 @@ rachel,265,98,3 script Hamion#aru 4_M_RACHMAN2,{ mes "If you have more than one,"; mes "I might take the wrong Hammer."; next; - if (select("Let me check.:Don't worry, I checked.") == 1) { + if (select("Let me check.", "Don't worry, I checked.") == 1) { mes "[Hamion]"; mes "Alright, it's always"; mes "better to be safe than"; @@ -3360,7 +3360,7 @@ rachel,265,98,3 script Hamion#aru 4_M_RACHMAN2,{ mes "[Hamion]"; mes "Here we go...!"; next; - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); mes "^3355FF*Pzzzz*^000000"; next; mes "[Hamion]"; @@ -3432,7 +3432,7 @@ rachel,113,96,5 script Mohadian 4_M_MIDDLE,10,10,{ mes "benefit. We'd kill three birds"; mes "with one stone! What do you say?"; next; - if (select("No, thanks.:Sure.") == 1) { + if (select("No, thanks.", "Sure.") == 1) { mes "[Mohadian]"; mes "Aww, how disappointing."; mes "I was really sure that this"; @@ -3722,10 +3722,10 @@ OnStart: enablenpc "#ice_4f_2"; enablenpc "#ice_4f_3"; enablenpc "#ice_4f_4"; - specialeffect EF_MAPPILLAR2,AREA,"#ice_4f_1"; - specialeffect EF_MAPPILLAR2,AREA,"#ice_4f_2"; - specialeffect EF_MAPPILLAR2,AREA,"#ice_4f_3"; - specialeffect EF_MAPPILLAR2,AREA,"#ice_4f_4"; + specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, "#ice_4f_1")); + specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, "#ice_4f_2")); + specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, "#ice_4f_3")); + specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, "#ice_4f_4")); end; OnTimer60000: @@ -3787,7 +3787,7 @@ OnTouch: mes "^3355FFThe temple's"; mes "entrance is locked.^000000"; next; - select("Kick Door.:Smash Door with Weapon."); + select("Kick Door.", "Smash Door with Weapon."); emotion e_omg,0,"Nemma#ra_temple"; mes "[Priestess Nemma]"; mes "Please don't do that!"; @@ -3808,7 +3808,7 @@ ra_temple,116,174,3 script Nemma#ra_temple 4_F_TRAINEE,{ mes "May I ask what brings"; mes "you to the temple today?"; next; - if (select("Just sight-seeing.:I came to pray.") == 1) { + if (select("Just sight-seeing.", "I came to pray.") == 1) { cutin "ra_nemma01",2; mes "[Priestess Nemma]"; mes "I guess most foreigners"; @@ -3817,7 +3817,7 @@ ra_temple,116,174,3 script Nemma#ra_temple 4_F_TRAINEE,{ mes "wouldn't come here to pray..."; mes "Well, I hope you enjoy your"; mes "time here, adventurer."; - goto L_End; + callsub L_End; } mes "[Priestess Nemma]"; mes "Oh! I'm glad to see that"; @@ -3861,7 +3861,7 @@ ra_temple,116,174,3 script Nemma#ra_temple 4_F_TRAINEE,{ mes "Would you be interested"; mes "in making a donation?"; next; - if (select("No, thanks.:Sure.") == 1) { + if (select("No, thanks.", "Sure.") == 1) { cutin "ra_nemma01",2; mes "[Priestess Nemma]"; mes "I understand. Well,"; @@ -3870,7 +3870,7 @@ ra_temple,116,174,3 script Nemma#ra_temple 4_F_TRAINEE,{ mes "all your journeys. May the"; mes "grace of the goddess always"; mes "support us in all that we do~"; - goto L_End; + callsub L_End; } mes "[Priestess Nemma]"; mes "Great! How much would you"; @@ -3879,7 +3879,7 @@ ra_temple,116,174,3 script Nemma#ra_temple 4_F_TRAINEE,{ mes "of 50,000 zeny, and we can only"; mes "accept up to 150,000 zeny at once. It's a bit complicated, I know..."; next; - switch(select("50,000z - 1 Lottery Ticket:100,000z - 2 Lottery Ticket:150,000z - 3 Lottery Ticket:Cancel")) { + switch(select("50,000z - 1 Lottery Ticket", "100,000z - 2 Lottery Ticket", "150,000z - 3 Lottery Ticket", "Cancel")) { case 1: callsub S_Donate,1,"50,000"; break; @@ -3899,18 +3899,18 @@ ra_temple,116,174,3 script Nemma#ra_temple 4_F_TRAINEE,{ mes "protecting you, wherever you go~"; break; } - goto L_End; + callsub L_End; } else { cutin "ra_nemma03",2; mes "[Priestess Nemma]"; - mes "Oh, you're " + strcharinfo(0) + "!"; + mes "Oh, you're " + strcharinfo(PC_NAME) + "!"; mes "Welcome back! I remember"; mes "that you donated just a little"; mes "while ago. So what brings you"; mes "to the temple today, hmm?"; next; - switch(select("I've come to donate again.:Just sight-seeing.:I came to attend the service.:I just wanted to see you again.")) { + switch(select("I've come to donate again.", "Just sight-seeing.", "I came to attend the service.", "I just wanted to see you again.")) { case 1: mes "[Priestess Nemma]"; mes "You've come to make another"; @@ -3920,7 +3920,7 @@ ra_temple,116,174,3 script Nemma#ra_temple 4_F_TRAINEE,{ mes "accept donations in increments of"; mes "50,000 zeny up to 150,000 zeny."; next; - switch(select("50,000z - 1 Lottery Ticket:100,000z - 2 Lottery Ticket:150,000z - 3 Lottery Ticket:Cancel")) { + switch(select("50,000z - 1 Lottery Ticket", "100,000z - 2 Lottery Ticket", "150,000z - 3 Lottery Ticket", "Cancel")) { case 1: callsub S_Donate,1,"50,000"; break; @@ -3940,7 +3940,7 @@ ra_temple,116,174,3 script Nemma#ra_temple 4_F_TRAINEE,{ mes "protecting you, wherever you go~"; break; } - goto L_End; + callsub L_End; case 2: mes "[Priestess Nemma]"; mes "Oh! If you'd like some"; @@ -3969,7 +3969,7 @@ ra_temple,116,174,3 script Nemma#ra_temple 4_F_TRAINEE,{ mes "Oh, how sweet of you~"; break; } - goto L_End; + callsub L_End; } } else { @@ -3977,7 +3977,7 @@ ra_temple,116,174,3 script Nemma#ra_temple 4_F_TRAINEE,{ cutin "ra_nemma01",2; mes "[Priestess Nemma]"; mes "Welcome to our temple!"; - goto L_End; + callsub L_End; } if (ra_tem_q < 1) { mes "[Priestess Nemma]"; @@ -4010,7 +4010,7 @@ ra_temple,116,174,3 script Nemma#ra_temple 4_F_TRAINEE,{ mes "to go inside. ^333333*Sob*^000000 P-Panno!"; mes "Panno, I neeeed heeeeelp~!"; ra_tem_q = 1; - goto L_End; + callsub L_End; } else if ((ra_tem_q >= 1) && (ra_tem_q < 10)) { mes "[Priestess Nemma]"; @@ -4025,12 +4025,12 @@ ra_temple,116,174,3 script Nemma#ra_temple 4_F_TRAINEE,{ mes "Panno would know"; mes "what to do... I think."; mes "Ooh, Panno, help me!"; - goto L_End; + callsub L_End; } else if (ra_tem_q == 10) { cutin "ra_nemma04",2; mes "[Priestess Nemma]"; - mes "Oh, "+strcharinfo(0)+"!"; + mes "Oh, "+strcharinfo(PC_NAME)+"!"; mes "The gate just opened and"; mes "I was able to get inside"; mes "the temple! ^333333*Whew*^000000 I was"; @@ -4051,19 +4051,19 @@ ra_temple,116,174,3 script Nemma#ra_temple 4_F_TRAINEE,{ mes "I'm outside. What if"; mes "the gate locks up again?"; mes "Oooh, what should I do?!"; - goto L_End; + callsub L_End; } else if (ra_tem_q == 11) { emotion e_ho; cutin "ra_nemma03",2; mes "[Priestess Nemma]"; - mes "Hey, "+strcharinfo(0)+"~!"; + mes "Hey, "+strcharinfo(PC_NAME)+"~!"; mes "We reached our target!"; mes "Isn't that great? We're no"; mes "longer asking for donations,"; mes "but you can still redeem your"; mes "Lottery Tickets inside, okay?"; - goto L_End; + callsub L_End; } else if (ra_tem_q == 12) { mes "[Priestess Nemma]"; @@ -4090,14 +4090,14 @@ ra_temple,116,174,3 script Nemma#ra_temple 4_F_TRAINEE,{ mes "like, ^FF000020 of them^000000! Thank"; mes "you thank you thank you!"; ra_tem_q = 13; - goto L_End; + callsub L_End; } else if (ra_tem_q == 13) { mes "[Priestess Nemma]"; mes "Hey, did you bring me"; mes "^FF000020 Firecrackers^000000? Mmm?"; next; - if(select("Yes.:No, not yet.") == 1) { + if(select("Yes.", "No, not yet.") == 1) { cutin "ra_nemma01",2; mes "[Priestess Nemma]"; mes "Let's see..."; @@ -4125,7 +4125,7 @@ ra_temple,116,174,3 script Nemma#ra_temple 4_F_TRAINEE,{ mes "to play! Hm, maybe"; mes "our pope would like"; mes "to see these too?"; - goto L_End; + callsub L_End; } cutin "ra_nemma02",2; mes "[Priestess Nemma]"; @@ -4144,14 +4144,14 @@ ra_temple,116,174,3 script Nemma#ra_temple 4_F_TRAINEE,{ mes "have much to pay you"; mes "back with, anyway~"; } - goto L_End; + callsub L_End; } else { cutin "ra_nemma01",2; mes "[Priestess Nemma]"; mes "Welcome to our temple!"; } - goto L_End; + callsub L_End; } L_End: @@ -4162,14 +4162,14 @@ L_End: S_Donate: cutin "ra_nemma01",2; mes "[Priestess Nemma]"; - mes "So, " + strcharinfo(0) + "..."; + mes "So, " + strcharinfo(PC_NAME) + "..."; mes "I just want to make sure:"; mes "You want to donate "+getarg(1); mes "zeny, and receive "+getarg(0)+" Lottery"; if(getarg(0) == 1) mes "Ticket. Is that correct?"; else mes "Tickets. Is that correct?"; next; - if (select("No:Yes") == 1) { + if (select("No", "Yes") == 1) { mes "[Priestess Nemma]"; mes "Oh, I see. Well, if you"; mes "don't have enough zeny with"; @@ -4282,7 +4282,7 @@ rachel,243,37,3 script Kid#Candy Addict 4_M_CHILD1,{ mes "you like candy?"; if (ra_tem_q == 1) { next; - switch(select("Not at all.:Yeah.:Sure, I love the stuff~:Not much.")) { + switch(select("Not at all.", "Yeah.", "Sure, I love the stuff~", "Not much.")) { case 1: mes "[Kid]"; mes "Hmpf! Okay."; @@ -4341,7 +4341,7 @@ rachel,243,37,3 script Kid#Candy Addict 4_M_CHILD1,{ mes "tell you something"; mes "really cool, yeah?"; next; - if (select("Sure.:No.") == 1) { + if (select("Sure.", "No.") == 1) { mes "[Kid]"; mes "Yay~"; next; @@ -4434,7 +4434,7 @@ rachel,243,37,3 script Kid#Candy Addict 4_M_CHILD1,{ mes "cool secret, so promise"; mes "that you won't be mad anymore."; next; - switch(select("No, thanks.:What's that?")) { + switch(select("No, thanks.", "What's that?")) { case 1: mes "[Kid]"; mes "Please~"; @@ -4501,7 +4501,7 @@ OnTouch: mes "open window that"; mes "you can easily enter.^000000"; next; - if(select("Stay:Enter Through Window") == 2) { + if(select("Stay", "Enter Through Window") == 2) { mes "^3355FFYou pull the window,"; mes "and it smoothly opens."; mes "This is probably what"; @@ -4523,7 +4523,7 @@ OnTouch: mes "enter the temple"; mes "through this window?^000000"; next; - if(select("Enter:Cancel") == 1) { + if(select("Enter", "Cancel") == 1) { close2; warp "que_rachel",62,82; end; @@ -4539,7 +4539,7 @@ OnTouch: que_rachel,63,82,0 script Window#ra_temple HIDDEN_NPC,{ mes "^3355FFThis window is open.^000000"; next; - if(select("Stay:Exit Through Window") == 2) { + if(select("Stay", "Exit Through Window") == 2) { close2; warp "ra_temple",73,208; end; @@ -4607,7 +4607,7 @@ OnTouch: mes "ground that's darker than"; mes "the rest of the floor...^000000"; next; - if (select("Investigate:Ignore") == 1) { + if (select("Investigate", "Ignore") == 1) { mes "^3355FFIt's too dark to"; mes "really see the spot^000000"; next; @@ -4634,7 +4634,7 @@ OnTouch: mes "no matter how many"; mes "times you look at it.^000000."; next; - if (select("Investigate Again:Ignore") == 1) { + if (select("Investigate Again", "Ignore") == 1) { mes "^3355FFThe blood on the ground"; mes "hasn't dried up yet, but"; mes "it's probably cold by now.^000000"; @@ -4685,10 +4685,10 @@ OnTouch: mes "I have come to this"; mes "place to build."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Th-that's Priestess"; mes "Panno's voice! But isn't"; mes "she just outside the door?"; @@ -4707,7 +4707,7 @@ que_rachel,160,37,0 duplicate(nemma01) nemma05 FAKE_NPC,5,5 que_rachel,169,18,0 script Quest Temple Exit#ra_tem WARPNPC,2,2,{ mes "^3355FFThe gate is closed.^000000"; next; - switch(select("Push Gate:Examine Gate:Kick Gate:Smash Gate with Weapon")) { + switch(select("Push Gate", "Examine Gate", "Kick Gate", "Smash Gate with Weapon")) { case 1: mes "^3355FFYou push the gate"; mes "with all of your might..."; @@ -4831,7 +4831,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ next; select("Tell him your name."); mes "[High Priest Zhed]"; - mes ""+strcharinfo(0)+"..."; + mes ""+strcharinfo(PC_NAME)+"..."; mes "Yes, that's a fine name."; mes "It suits you well. I'll be sure"; mes "to remember that. Again, let"; @@ -4842,18 +4842,18 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ mes "I shall be praying for"; mes "Freya to guide and protect"; mes "you in your travels. Peace"; - mes "be with you, "+strcharinfo(0)+"."; + mes "be with you, "+strcharinfo(PC_NAME)+"."; close2; cutin "",255; lost_boy = 13; completequest 8099; - specialeffect2 EF_ABSORBSPIRITS; + specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); getexp RENEWAL_EXP?90000:900000,0; end; } else if ((lost_boy == 13) && (ra_tem_q < 14)) { mes "[High Priest Zhed]"; - mes "Ah, "+strcharinfo(0)+"..."; + mes "Ah, "+strcharinfo(PC_NAME)+"..."; mes "I appreciate that you've"; mes "managed to retrieve my"; mes "belongings for me. You are"; @@ -4879,7 +4879,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ mes "I explain the task, you must"; mes "accept my request."; next; - if (select("Let me think about it.:Yes, sure.") == 1) { + if (select("Let me think about it.", "Yes, sure.") == 1) { mes "[High Priest Zhed]"; mes "I understand, but if you"; mes "change your mind, please"; @@ -5272,7 +5272,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ ra_tem_q = 0; cutin "",255; completequest 8105; - specialeffect2 EF_ABSORBSPIRITS; + specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); if (RENEWAL_EXP) getexp 90000,60000; else @@ -5290,9 +5290,9 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ mes "hasn't it? You look well,"; mes "and I'm doing fine as you"; mes "can see. What can I do"; - mes "for you today, "+strcharinfo(0)+"?"; + mes "for you today, "+strcharinfo(PC_NAME)+"?"; next; - switch(select("I just wanted to say hi.:Ask About Veins Incident")) { + switch(select("I just wanted to say hi.", "Ask About Veins Incident")) { case 1: mes "[High Priest Zhed]"; mes "As you well know, I'm only"; @@ -5364,7 +5364,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ mes "peace like yourself are fairly"; mes "uncommon. I hope you know that."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh...?"; mes "Please don't flatter"; mes "me like that! Saying"; @@ -5381,7 +5381,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ mes "may I help you, my friend?"; next; select("Mysterious Building in the Volcano"); - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Actually, I was wondering"; mes "if you knew of anything about"; mes "this facility inside Thor"; @@ -5435,7 +5435,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ mes "and machines of mass destruction"; mes "hidden over there in the camp."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait, what exactly do"; mes "they hope to accomplish"; mes "by fighting? How do they"; @@ -5458,7 +5458,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ mes "Heart, resulting in an"; mes "imitation of that artifact."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "An imitation of Ymir's"; mes "Heart? I think I know of"; mes "a famous scientist from the"; @@ -5466,7 +5466,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ mes "was working on that! Let's"; mes "see, his name was..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Isn't the scientist's name..."; input .@input$; mes "^3131FF"+.@input$+"^000000?"; @@ -5546,7 +5546,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ mes "in Thor Volcano. However,"; mes "I don't know any more details."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This doesn't look good."; mes "I mean, if they're gearing"; mes "up to take the Ymir Heart"; @@ -5570,7 +5570,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ mes "Thor Volcano for the sake of"; mes "protecting international peace."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I really want to know"; mes "more about what they're"; mes "planning to do, but that"; @@ -5593,7 +5593,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ mes "[High Priest Zhed]"; mes "Hmm..."; next; - switch(select("How to Sneak into the Camp :The Moderates:The Hard-Liners")) { + switch(select("How to Sneak into the Camp ", "The Moderates", "The Hard-Liners")) { case 1: mes "[High Priest Zhed]"; mes "I still don't have any"; @@ -5653,7 +5653,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ mes "intend to wage war against any"; mes "nation with a Ymir's Heart piece."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Who is in charge of that"; mes "camp at Thor's Volcano?"; next; @@ -5681,7 +5681,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ else if (aru_vol == 5) { cutin "ra_gman",2; if (countitem(File01) > 0) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Would you please"; mes "take a look at this"; mes "file, High Priest Zhed?"; @@ -5739,7 +5739,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ mes "Don't you think it's worth"; mes "checking out for now?"; next; - if (select("Yes:No") == 2) { + if (select("Yes", "No") == 2) { mes "[High Priest Zhed]"; mes "Well, you never know"; mes "until you ask. Besides,"; @@ -5760,7 +5760,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ changequest 2115,2116; } else { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh...?"; mes "Where did I put"; mes "that File Folder?"; @@ -5800,7 +5800,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ mes "to help you sneak into"; mes "the Thor Volcano camp?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "More than that. We've"; mes "convinced the camp that the"; mes "volcano is going to explode,"; @@ -5850,7 +5850,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ } else if (aru_em == 8){ cutin "ra_gman",2; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Welcome, adventurer."; mes "I'm glad to see that you're"; mes "here. I think... I think an"; @@ -5867,7 +5867,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ mes "other priests... I can't help"; mes "but think I'm in the wrong."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Don't lose heart,"; mes "High Priest Zhed."; mes "I... I believe in you!"; @@ -5908,7 +5908,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ mes "Priests ruin our nation."; next; emotion e_omg,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Y-you're not thinking"; mes "of overthrowing the"; mes "pope are you? I-isn't"; @@ -5953,7 +5953,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ mes "her full support. Will"; mes "you help me to do this?"; next; - if (select("Yes:No") == 2) { + if (select("Yes", "No") == 2) { mes "Well... Asking for the"; mes "pope's support is the only"; mes "solution I've been able to"; @@ -5962,7 +5962,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ mes "in Arunafeltz?"; next; input .@input$; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes ""+.@input$+"?"; next; mes "[High Priest Zhed]"; @@ -6005,7 +6005,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ mes "exaggerate and... lie when"; mes "we feel it's necessary?"; next; - switch(select("Truth:Lies")) { + switch(select("Truth", "Lies")) { case 1: mes "[High Priest Zhed]"; mes "That's what I think too."; @@ -6035,7 +6035,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ mes "mind that might help us."; next; emotion e_flash,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That sounds good."; mes "Who is he?"; next; @@ -6048,7 +6048,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ mes "to be excommunicated..."; next; emotion e_no1,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Come on, it wouldn't"; mes "hurt to try! Besides,"; mes "Niren isn't a bad person."; @@ -6065,7 +6065,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ mes "she joined the hard-liners..."; next; mes "[High Priest Zhed]"; - mes ""+strcharinfo(0)+"..."; + mes ""+strcharinfo(PC_NAME)+"..."; mes "Would you please talk to"; mes "her, and just see how she's"; mes "doing? It might not be a good"; @@ -6171,7 +6171,7 @@ ra_temin,277,159,3 script High Priest Zhed#rachel 4_M_RACHOLD1,{ mes "Ah, I've been"; mes "waiting for you."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "High Priest Zhed,"; mes "everything's ready!"; mes "High Priest Niren managed"; @@ -6318,15 +6318,16 @@ ra_temin,170,46,3 script Panno#rachel 4_F_TRAINEE,{ mes "Have you come to"; mes "redeem Lottery Tickets?"; next; - if (select("Yes:No") == 1) goto L_Lottery; - if (ra_tem_q == 12) { - cutin "ra_fano01",2; - mes "[Priestess Panno]"; - mes "I already told you"; - mes "everything I know."; - mes "Remember to keep"; - mes "quiet about what I said."; - goto L_End; + if (select("Yes", "No") == 2) { + if (ra_tem_q == 12) { + cutin "ra_fano01",2; + mes "[Priestess Panno]"; + mes "I already told you"; + mes "everything I know."; + mes "Remember to keep"; + mes "quiet about what I said."; + callsub L_End; + } } } else if (ra_tem_q < 2) { @@ -6336,7 +6337,7 @@ ra_temin,170,46,3 script Panno#rachel 4_F_TRAINEE,{ mes "your days with joy."; mes "Laughter. And prosperity."; next; - switch(select("Redeem Lottery Tickets:Temple Information:Hey, what's happening?")) { + switch(select("Redeem Lottery Tickets", "Temple Information", "Hey, what's happening?")) { case 1: cutin "ra_fano03",2; mes "[Priestess Panno]"; @@ -6347,15 +6348,17 @@ ra_temin,170,46,3 script Panno#rachel 4_F_TRAINEE,{ mes "know, in case you were saving"; mes "them for some weird reason."; next; - if (select("Yes:No") == 1) goto L_Lottery; - cutin "ra_fano03",2; - mes "[Priestess Panno]"; - mes "You can redeem your"; - mes "Lottery Tickets at any"; - mes "time, so please visit"; - mes "me at your leisure."; - mes "Go with Freya."; - goto L_End; + if (select("Yes", "No") == 2) { + cutin "ra_fano03",2; + mes "[Priestess Panno]"; + mes "You can redeem your"; + mes "Lottery Tickets at any"; + mes "time, so please visit"; + mes "me at your leisure."; + mes "Go with Freya."; + callsub L_End; + } + break; case 2: cutin "ra_fano01",2; @@ -6367,7 +6370,7 @@ ra_temin,170,46,3 script Panno#rachel 4_F_TRAINEE,{ mes "there if you have special"; mes "authorization."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "......"; mes "........."; next; @@ -6376,7 +6379,7 @@ ra_temin,170,46,3 script Panno#rachel 4_F_TRAINEE,{ mes "........."; mes "......"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "...?"; next; cutin "ra_fano02",2; @@ -6394,14 +6397,14 @@ ra_temin,170,46,3 script Panno#rachel 4_F_TRAINEE,{ mes "side of the hallway. However,"; mes "you can only enter if you've"; mes "been permitted beforehand."; - goto L_End; + callsub L_End; case 3: mes "[Priestess Panno]"; mes "......................"; mes "No chit-chat"; mes "inside the temple."; - goto L_End; + callsub L_End; } } else if (ra_tem_q == 10) { @@ -6409,7 +6412,7 @@ ra_temin,170,46,3 script Panno#rachel 4_F_TRAINEE,{ mes "Good day."; next; - switch(select("Redeem Lottery Tickets:Temple Information:Hey, did you open the gate?")) { + switch(select("Redeem Lottery Tickets", "Temple Information", "Hey, did you open the gate?")) { case 1: cutin "ra_fano01",2; @@ -6429,14 +6432,16 @@ ra_temin,170,46,3 script Panno#rachel 4_F_TRAINEE,{ mes "know, in case you were saving"; mes "them for some weird reason."; next; - if (select("Yes:No") == 1) goto L_Lottery; - mes "[Priestess Panno]"; - mes "You can redeem your"; - mes "Lottery Tickets at any"; - mes "time, so please visit"; - mes "me at your leisure."; - mes "Go with Freya."; - goto L_End; + if (select("Yes", "No") == 2) { + mes "[Priestess Panno]"; + mes "You can redeem your"; + mes "Lottery Tickets at any"; + mes "time, so please visit"; + mes "me at your leisure."; + mes "Go with Freya."; + callsub L_End; + } + break; case 2: cutin "ra_fano01",2; @@ -6448,7 +6453,7 @@ ra_temin,170,46,3 script Panno#rachel 4_F_TRAINEE,{ mes "there if you have special"; mes "authorization."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "......"; mes "........."; next; @@ -6457,7 +6462,7 @@ ra_temin,170,46,3 script Panno#rachel 4_F_TRAINEE,{ mes "........."; mes "......"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "...?"; next; cutin "ra_fano02",2; @@ -6475,7 +6480,7 @@ ra_temin,170,46,3 script Panno#rachel 4_F_TRAINEE,{ mes "side of the hallway. However,"; mes "you can only enter if you've"; mes "been permitted beforehand."; - goto L_End; + callsub L_End; case 3: cutin "ra_fano02",2; @@ -6488,7 +6493,7 @@ ra_temin,170,46,3 script Panno#rachel 4_F_TRAINEE,{ mes "what you mean."; next; select("Explain"); - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I think that Priestess Nemma"; mes "has been worried about the"; mes "gate being broken, though"; @@ -6503,7 +6508,7 @@ ra_temin,170,46,3 script Panno#rachel 4_F_TRAINEE,{ mes "do a lot of that, and cry"; mes "for my help. Am I right?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It's weird"; mes "...She said that the gate"; mes "should automatically fix"; @@ -6511,7 +6516,7 @@ ra_temin,170,46,3 script Panno#rachel 4_F_TRAINEE,{ mes "doing it lately. She was"; mes "acting really funny.."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "She was talking about"; mes "the temple's history and"; mes "how the security system was"; @@ -6522,11 +6527,11 @@ ra_temin,170,46,3 script Panno#rachel 4_F_TRAINEE,{ mes "[Priestess Panno]"; mes "........."; ra_tem_q = 11; - goto L_End; + callsub L_End; } } else if (ra_tem_q == 11) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I remember now...!"; mes "I was there when the gate"; mes "closed, and I heard someone"; @@ -6657,17 +6662,17 @@ ra_temin,170,46,3 script Panno#rachel 4_F_TRAINEE,{ mes "Excuse me now, I need"; mes "to get back to work."; ra_tem_q = 12; - goto L_End; + callsub L_End; + } + else { + cutin "ra_fano02",2; + mes "[Priestess Panno]"; + mes "This is a holy place"; + mes "Behave yourself, and"; + mes "respect those who have"; + mes "come here just to worship."; + callsub L_End; } - cutin "ra_fano02",2; - mes "[Priestess Panno]"; - mes "This is a holy place"; - mes "Behave yourself, and"; - mes "respect those who have"; - mes "come here just to worship."; - goto L_End; - -L_Lottery: if(checkweight(Yggdrasilberry,1) == 0){ cutin "ra_fano02",2; mes "[Priestess Panno]"; @@ -6677,7 +6682,7 @@ L_Lottery: mes "something large, unwieldy"; mes "and heavy? Put your junk"; mes "away in Storage first."; - goto L_End; + callsub L_End; } mes "[Priestess Panno]"; mes "Here we go"; @@ -6713,7 +6718,7 @@ L_Lottery: else if (.@bonus_donate > 5 && .@bonus_donate < 11) getitem Honey,1; //Honey 5% else if (.@bonus_donate > 0 && .@bonus_donate < 6) getitem Royal_Jelly,1; //Royal Jelly 5% else getitem White_Slim_Potion,1; //Condensed White Potion 39% - goto L_End; + callsub L_End; } mes "[Priestess Panno]"; mes "You..."; @@ -6733,7 +6738,7 @@ L_Lottery: cutin "ra_fano03",2; mes "[Priestess Panno]"; mes "May Freya be with you."; - goto L_End; + callsub L_End; L_End: close2; @@ -6755,7 +6760,7 @@ ra_temin,134,128,3 script Pope's Office Guard#rac::raofficeguard 4_M_MASK1,{ mes "here. Thanks for bringing"; mes "those to me, and I'll let you"; mes "enter and see the pope"; - mes "Welcome, brave "+strcharinfo(0)+"."; + mes "Welcome, brave "+strcharinfo(PC_NAME)+"."; close2; ra_tem_q = 16; delitem Ice_Heart,40; @@ -6883,7 +6888,7 @@ ra_temsky,99,99,5 script Pope#rachel 4_F_ARUNA_POP,{ mes "are usually a little shocked"; mes "the first time they see me."; mes "So... Um... Where do you"; - mes "come from, "+strcharinfo(0)+"?"; + mes "come from, "+strcharinfo(PC_NAME)+"?"; next; input @input$; mes "[Pope]"; @@ -6951,7 +6956,7 @@ ra_temsky,99,99,5 script Pope#rachel 4_F_ARUNA_POP,{ mes "Oh, before I forget,"; mes "I needed to tell you that"; mes "High Priest Zhed wanted"; - mes "to talk to you, "+strcharinfo(0)+"."; + mes "to talk to you, "+strcharinfo(PC_NAME)+"."; next; mes "[Pope]"; mes "I really want to thank"; @@ -6989,13 +6994,13 @@ ra_temsky,99,99,5 script Pope#rachel 4_F_ARUNA_POP,{ mes "strange to me. Well, it's"; mes "good to hear it from you."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(^333333I can't just leave"; mes "now. I should try to see"; mes "if I can learn anything"; mes "useful from the pope...^000000)"; next; - switch(select("Aren't you lonely?:Do you ever take a break?")) { + switch(select("Aren't you lonely?", "Do you ever take a break?")) { case 1: mes "[Pope]"; mes "Well, there are always"; @@ -7215,7 +7220,7 @@ OnTouch: mes "to know Bekento, er, I mean,"; mes "High Priest Zhed?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(^666666Bekento?^000000)"; next; select("Explain how You Met High Priest Zhed"); @@ -7244,7 +7249,10 @@ OnTouch: mes "For now, you may as well"; mes "talk to High Priest Zhed.^000000"; ra_tem_q = 19; - changequest 8102,8103; + if (questprogress(8102) == 1) + changequest 8102,8103; + else + changequest 8101,8103; close; } end; @@ -7257,7 +7265,7 @@ OnTouch: mes "shining object laid"; mes "on the floor.^000000"; next; - if (select("Ignore:Pick It Up") == 1) { + if (select("Ignore", "Pick It Up") == 1) { mes "^3355FFYou decided to ignore"; mes "the small shining object,"; mes "no matter how important it"; @@ -7285,7 +7293,7 @@ OnTouch: mes "Ground. However, the"; mes "door in your way is locked.^000000."; next; - if (select("Quit:Use Small Key") == 2) { + if (select("Quit", "Use Small Key") == 2) { mes "^3355FFYou insert the Small"; mes "Key that you found in"; mes "High Priest Zhed's room,"; @@ -7438,17 +7446,17 @@ OnTouch: } rachel,142,167,5 script Seeking Follower#rachel 4_F_MASK1,6,6,{ +OnTouch: if ((lost_boy == 13) && (ra_tem_q == 20)) { - L_Mes: mes "[Arunafeltz Follower]"; mes "Excuse me, but"; - mes "are you "+strcharinfo(0)+"?"; + mes "are you "+strcharinfo(PC_NAME)+"?"; next; select("Yes."); mes "[Arunafeltz Follower]"; mes "High Priest Zhed"; mes "would like to see"; - mes "you right away, "+strcharinfo(0)+"."; + mes "you right away, "+strcharinfo(PC_NAME)+"."; next; select("May ask why?"); mes "[Arunafeltz Follower]"; @@ -7466,8 +7474,5 @@ rachel,142,167,5 script Seeking Follower#rachel 4_F_MASK1,6,6,{ mes "on your journeys..."; close; } - -OnTouch: - if ((lost_boy == 13) && (ra_tem_q == 20)) goto L_Mes; end; } diff --git a/npc/quests/quests_umbala.txt b/npc/quests/quests_umbala.txt index 56cddc02d..6fc89a0cf 100644 --- a/npc/quests/quests_umbala.txt +++ b/npc/quests/quests_umbala.txt @@ -143,7 +143,7 @@ um_in,39,122,5 script Utan Chief 4_M_UMCHIEF,{ mes "a problem looking around the"; mes "village, but it seems you have something to ask of me."; next; - switch(select("I want to learn Utan language.:Umbabah Umbabah?:Nothing.")) { + switch(select("I want to learn Utan language.", "Umbabah Umbabah?", "Nothing.")) { case 1: if (isequipped(2278) || isequipped(2297) || isequipped(2288) || isequipped(2292) || isequipped(5005) || isequipped(2281) || isequipped(5043)) { mes "[Karkatan]"; @@ -513,7 +513,7 @@ um_in,44,71,2 script Utan Shaman 4_F_UMOLDWOMAN,{ mes "enchanted stones and to divide a"; mes "pure enchanted stone into rough ones."; next; - switch (select("Create rough enchanted stones:Divide a pure enchanted stone:Quit.")) { + switch (select("Create rough enchanted stones", "Divide a pure enchanted stone", "Quit.")) { case 1: mes "[Puchuchartan]"; mes "Do you wish to create rough"; @@ -522,19 +522,19 @@ um_in,44,71,2 script Utan Shaman 4_F_UMOLDWOMAN,{ mes "Earth, Water, Fire, Wind..."; mes "...choose one."; next; - switch (select("Earth:Water:Fire:Wind")) { + switch (select("Earth", "Water", "Fire", "Wind")) { case 1: .@consume = 947; //Horn .@amount = 15; .@success = 993; //Yellow_Live break; case 2: - .@consume = 946; //Snail's_Shell + .@consume = 946; //Snails_Shell .@amount = 20; .@success = 991; //Crystal_Blue break; case 3: - .@consume = 904; //Scorpion's_Tail + .@consume = 904; //Scorpions_Tail .@amount = 20; .@success = 990; //Boody_Red break; @@ -686,7 +686,7 @@ um_in,44,71,2 script Utan Shaman 4_F_UMOLDWOMAN,{ mes "divide? Earth, Water, Fire, Wind... "; mes "Choose one."; next; - switch(select("Earth:Water:Fire:Wind")) { + switch(select("Earth", "Water", "Fire", "Wind")) { case 1: .@divide = 997; //Great_Nature break; @@ -845,7 +845,7 @@ umbala,221,193,1 script #Skulldoor HIDDEN_NPC,{ mes "As you peer through the keyhole,"; mes "you can see somebody moving inside the room.^000000"; next; - if (select("Examine the skull.:Quit.") == 1) { + if (select("Examine the skull.", "Quit.") == 1) { mes "^3355FFYou see that the eye sockets"; mes "of the skull are empty."; mes "How peculiar..."; @@ -856,7 +856,7 @@ umbala,221,193,1 script #Skulldoor HIDDEN_NPC,{ mes "^3355FFYou see the left eye socket of the"; mes "skull. What do you want to do?^000000"; next; - switch(select("Leave it as it is.:Insert a Blue Gemstone.:Insert a Yellow Gemstone.:Insert a Red Gemstone.")) { + switch(select("Leave it as it is.", "Insert a Blue Gemstone.", "Insert a Yellow Gemstone.", "Insert a Red Gemstone.")) { case 1: mes "^3355FFYou left the eye socket as it was.^000000"; next; @@ -898,7 +898,7 @@ umbala,221,193,1 script #Skulldoor HIDDEN_NPC,{ mes "^3355FFYou see the right eye socket of"; mes "the skull. What do you want to do?^000000"; next; - switch(select("Leave it as it is.:Insert a Blue Gemstone.:Insert a Yellow Gemstone.:Insert a Red Gemstone.")) { + switch(select("Leave it as it is.", "Insert a Blue Gemstone.", "Insert a Yellow Gemstone.", "Insert a Red Gemstone.")) { case 1: mes "^3355FFYou left the eye socket as it was.^000000"; next; @@ -1312,7 +1312,7 @@ OnTouch: mes "house, you see a leaf on the"; mes "ground near where you're standing.^000000"; next; - if (select("Take it.:Leave it.") == 1) { + if (select("Take it.", "Leave it.") == 1) { close2; um_wind = 0; MISC_QUEST |= 32768; @@ -1322,11 +1322,11 @@ OnTouch: } um_wind = 0; MISC_QUEST |= 32768; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I am not supposed to take"; mes "what may belong to other people."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Yeah, I'm a such good person."; close2; disablenpc "#unpc"; diff --git a/npc/quests/quests_veins.txt b/npc/quests/quests_veins.txt index bca78b9da..c448e32c7 100644 --- a/npc/quests/quests_veins.txt +++ b/npc/quests/quests_veins.txt @@ -68,7 +68,7 @@ mes "pick up stones all day long..."; mes "The pain... It's unbearable!"; next; - switch(select("Bend with your knees, yo.:Gosh, how bad is it?")) { + switch(select("Bend with your knees, yo.", "Gosh, how bad is it?")) { case 1: mes "[Zabaroo]"; mes "Whippersnapper!"; @@ -149,7 +149,7 @@ mes "with throbbing pain. Let's..."; mes "Let's at least give it a try."; next; - switch(select("What's with these stones?:Where's the old man?:Nothing.")) { + switch(select("What's with these stones?", "Where's the old man?", "Nothing.")) { case 1: mes "[Zabaroo]"; mes "Well, we use these dark"; @@ -321,7 +321,7 @@ ve_in,169,310,6 script Strange Old Man#ve 2_M_MOLGENSTEIN,{ mes "completion. Now, if"; mes "I just turn this here..."; next; - if (select("Excuse me...:........") == 1) { + if (select("Excuse me...", "........") == 1) { mes "[Absar]"; mes "What?! Who dares"; mes "disturb me?! N-no!"; @@ -359,7 +359,7 @@ ve_in,169,310,6 script Strange Old Man#ve 2_M_MOLGENSTEIN,{ mes "name. Hurry, can't you"; mes "see that I'm busy?"; next; - if (select("I... I'm sorry.:I'm here for Mr. Zabaroo...") == 1) { + if (select("I... I'm sorry.", "I'm here for Mr. Zabaroo...") == 1) { mes "[Absar]"; mes "If only you didn't"; mes "interrupt me! Then"; @@ -374,7 +374,7 @@ ve_in,169,310,6 script Strange Old Man#ve 2_M_MOLGENSTEIN,{ mes "me to make him. So did"; mes "you bring all the materials?"; next; - if (select("Yes:What materials...?") == 1) { + if (select("Yes", "What materials...?") == 1) { mes "[Absar]"; mes "Great, we can get"; mes "started and m--"; @@ -443,7 +443,7 @@ ve_in,169,310,6 script Strange Old Man#ve 2_M_MOLGENSTEIN,{ mes "is a Tactile Extendable"; mes "Clamp-Release Mechanism!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Tack... What...?"; next; mes "[Absar]"; @@ -490,7 +490,7 @@ ve_in02,37,28,4 script Factory Manager 4_M_HUMAN_01,{ mes "We should get one..."; mes "Anyway, get out of here."; next; - if (select("I'm sorry.:I've brought these...") == 1) { + if (select("I'm sorry.", "I've brought these...") == 1) { mes "[Mirhen]"; mes "You're sorry,"; mes "I get it. Ummm..."; @@ -651,7 +651,7 @@ prontera,202,122,0 script Kid#sch 4_F_KID2,{ mes "He's got to be around here"; mes "somewhere, I think..."; next; - select("What's wrong?:..."); + select("What's wrong?", "..."); mes "[Rooney]"; mes "Oh, it's just..."; mes "Some guy sent me on a"; @@ -667,7 +667,7 @@ prontera,202,122,0 script Kid#sch 4_F_KID2,{ mes "never get paid for doing"; mes "this delivery. ^333333*Sigh*^000000"; next; - if (select("Sounds tough. Good luck!:Do you need any help?") == 1) { + if (select("Sounds tough. Good luck!", "Do you need any help?") == 1) { mes "[Rooney]"; mes "Thanks. I think"; mes "I just might need it."; @@ -760,7 +760,7 @@ prt_church,89,108,6 script Bard#sch 2_M_BARD_ORIENT,{ mes "Ooooh... La la la-la~"; mes "Girls, girls, giiiirls..."; next; - if(select("Excuse me...:......") == 1) { + if(select("Excuse me...", "......") == 1) { mes "[Lasda]"; mes "Why, what a glorious"; mes "day! I should sing a song"; @@ -783,7 +783,7 @@ prt_church,89,108,6 script Bard#sch 2_M_BARD_ORIENT,{ mes "me blush. Did you need to"; mes "talk to me or something?."; next; - if(select("I'm sorry.:Are you ^ff0000Lasda Midar^000000?") == 1) { + if(select("I'm sorry.", "Are you ^ff0000Lasda Midar^000000?") == 1) { mes "[Lasda]"; mes "Oh, that's alright."; mes "..............................."; @@ -841,7 +841,7 @@ prt_church,89,108,6 script Bard#sch 2_M_BARD_ORIENT,{ mes "a bit? I want to ask you"; mes "for your help with something."; next; - if (select("Sure.:No.") == 1) { + if (select("Sure.", "No.") == 1) { mes "[Lasda]"; mes "You see, the letter you"; mes "brought me was from my old"; @@ -857,7 +857,7 @@ prt_church,89,108,6 script Bard#sch 2_M_BARD_ORIENT,{ mes "there isn't much I can do."; mes "Do you think you can help him?"; next; - if (select("Sure.:No.") == 1) { + if (select("Sure.", "No.") == 1) { mes "[Lasda]"; mes "Thank you so much!"; mes "I guess the best thing"; @@ -1073,7 +1073,7 @@ morocc,53,87,7 script Prison Ward#sch 4_M_MOC_SOLDIER,{ mes "[Jesse]"; mes "Do you want to enter?"; next; - if (select("Yes.:No") == 1) { + if (select("Yes.", "No") == 1) { mes "[Jesse]"; mes "Be careful when you talk"; mes "to that guy: he's a smooth"; @@ -1215,7 +1215,7 @@ ra_in01,50,387,4 script Upset Looking Bard#sch 1_M_BARD,{ mes "you. Still, did you want"; mes "to ask me something?"; next; - switch(select("Nothing.:I'm here on behalf of Mr. Lasda.")) { + switch(select("Nothing.", "I'm here on behalf of Mr. Lasda.")) { case 1: mes "[Vitre]"; mes "Well..."; @@ -1408,7 +1408,7 @@ ra_in01,58,389,0 script Guant Prisoner#sch 4_M_MIDDLE,{ mes "You couldn't outyell her"; mes "even with a Megaphone."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What...?!"; next; select("Where I can find that Megaphone?"); @@ -1472,7 +1472,7 @@ job_duncer,93,106,6 script Dance Instructor#sch 4_F_HUGRANMA,{ mes "I'd prefer it if you didn't"; mes "come to watch us practice."; next; - if (select("I want a Megaphone.:Eeek...") == 2) { + if (select("I want a Megaphone.", "Eeek...") == 2) { mes "[Hianna]"; mes "If you really want to"; mes "watch us dance, come to"; @@ -1489,7 +1489,7 @@ job_duncer,93,106,6 script Dance Instructor#sch 4_F_HUGRANMA,{ mes "it's not like you can find one"; mes "anywhere else, either."; next; - if (select("Please! I'll do anything!:Later.") == 2) { + if (select("Please! I'll do anything!", "Later.") == 2) { mes "[Hianna]"; mes "Alright, then."; mes "I'm sorry that"; @@ -1503,7 +1503,7 @@ job_duncer,93,106,6 script Dance Instructor#sch 4_F_HUGRANMA,{ mes "carefully to what I want"; mes "you to do for me."; next; - if (select("Listen:Reconsider") == 1) { + if (select("Listen", "Reconsider") == 1) { mes "[Hianna]"; mes "First, I want a little"; mes "cash. Consider it a rental"; @@ -1527,7 +1527,7 @@ job_duncer,93,106,6 script Dance Instructor#sch 4_F_HUGRANMA,{ mes "once you come back. So..."; mes "How does that sound?"; next; - if (select("Sounds good.:Like a ripoff.") == 1) { + if (select("Sounds good.", "Like a ripoff.") == 1) { mes "[Hianna]"; mes "I'm glad you agree~"; mes "Okay, the Dancers are"; @@ -1567,7 +1567,7 @@ job_duncer,93,106,6 script Dance Instructor#sch 4_F_HUGRANMA,{ mes "job escorting them. Now..."; mes "Do you have the money?"; next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { if (Zeny < 500000) { mes "[Hianna]"; mes "What's this? Hmm..."; @@ -1603,7 +1603,7 @@ job_duncer,93,106,6 script Dance Instructor#sch 4_F_HUGRANMA,{ mes "Anything I can help"; mes "you with today?"; next; - if (select("I'd like another Megaphone.:No thanks.") == 1) { + if (select("I'd like another Megaphone.", "No thanks.") == 1) { mes "[Hianna]"; mes "Well, I guess I can let"; mes "you have another one if"; @@ -1611,7 +1611,7 @@ job_duncer,93,106,6 script Dance Instructor#sch 4_F_HUGRANMA,{ mes "You sure you want to pay"; mes "the money for a Megaphone?"; next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { if (Zeny < 500000) { mes "[Hianna]"; mes "I'm sorry, but this"; @@ -1666,7 +1666,7 @@ job_duncer,85,49,0 script Young Dancer#sch1 4_F_07,{ mes "bodyguard. So are you"; mes "ready to go now?"; next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { mes "[Dancer]"; mes "Alright, then."; mes "Here we go~"; @@ -1704,7 +1704,7 @@ job_duncer,83,52,6 script Cheerful Dancer#sch1 4_F_07,{ mes "bodyguard. So are you"; mes "ready to go now?"; next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { mes "[Dancer]"; mes "Alright, then."; mes "Here we go~"; @@ -1741,7 +1741,7 @@ job_duncer,87,50,2 script Mature Looking Dancer#s1 4_F_07,{ mes "bodyguard. So are you"; mes "ready to go now?"; next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { mes "[Dancer]"; mes "Alright, then."; mes "Here we go~"; @@ -2158,7 +2158,7 @@ morocc,297,154,0 script Thin-Faced Bard#sch 1_M_BARD,{ mes "Listen, I'm a fugitive now."; mes "Do you think you can help me?"; next; - select("Sure.:I may as well..."); + select("Sure.", "I may as well..."); mes "[Vitre]"; mes "I just need you to talk"; mes "to a few people, and let"; @@ -2227,7 +2227,7 @@ morocc,297,154,0 script Thin-Faced Bard#sch 1_M_BARD,{ mes "So did you listen"; mes "to all of their songs?"; next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { mes "[Vitre]"; mes "Perfect~ Here's a little"; mes "something to show my"; @@ -2653,7 +2653,7 @@ sec_in02,10,43,4 script Extra Story Patch 1_M_SIGNMONK,{ mes "[Patch]"; mes "Yeah, you can try."; next; - if(select("Now:How many?") == 2) { + if(select("Now", "How many?") == 2) { input .@input,0,1000; que_sch = .@input; } @@ -2672,7 +2672,7 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ mes "^3355FFThis sobbing child"; mes "looks really upset...^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey, why are you"; mes "crying? Are you lost?"; mes "Where's your mommy?"; @@ -2681,11 +2681,11 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ mes "My... Mom's"; mes "at home..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "......"; mes "........."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I see. So..."; mes "Are you having"; mes "trouble finding"; @@ -2697,10 +2697,10 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ mes "even with my eyes closed!"; mes "^333333*Sniff sniff*^000000 Uuuuuuweeeh~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Can you tell me"; mes "why you're crying?"; next; @@ -2710,7 +2710,7 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ mes "Volcan.... w-w-with"; mes "my sist-- Waaaaaaah!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Poor kid... Come on,"; mes "take a deep breath so"; mes "you can tell me about what"; @@ -2749,7 +2749,7 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ mes "that I can pay you as soon"; mes "as my dad comes back!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait... I have a question."; mes "You said that someone took"; mes "away your sister at Thor"; @@ -2763,14 +2763,14 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ mes "ran away! I... I didn't"; mes "mean to leave my sister!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmmm..."; mes "Maybe your sister was"; mes "kidnapped by bandits..."; next; - switch(select("Decline Request:Accept Request")) { + switch(select("Decline Request", "Accept Request")) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sorry kid, but I've got"; mes "things to do. I'm sure"; mes "someone else will come"; @@ -2780,7 +2780,7 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ mes "Wah~"; close; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Okay, I'll see what"; mes "I can do. I'll try my best"; mes "to find your sister."; @@ -2793,7 +2793,7 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ mes "^333333*Sob*^000000 I don't know what"; mes "I'll do! Waaaaaaaah~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Alright..."; mes "Wish me luck."; mes "I'll go search Thor"; @@ -2805,7 +2805,7 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ } } else if (rachel_camel == 1) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'd better search"; mes "Thor Volcano for Curdie,"; mes "Karyn's little sister."; @@ -2818,7 +2818,7 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ mes "Is she alright?"; mes "What happened?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I found her,"; mes "she's alright but..."; next; @@ -2826,7 +2826,7 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ mes "What? Why isn't"; mes "she with you?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Curdie is... Well, she's"; mes "been shackled down. We"; mes "need to find a way to free her."; @@ -2860,7 +2860,7 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ close; } else if (rachel_camel == 5) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm... I'd better talk"; mes "to Ms. Ivory, the organic"; mes "soap maker if I want to help"; @@ -2868,13 +2868,13 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ close; } else if (rachel_camel == 6) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait... I should be"; mes "bringing Ms. Ivory all"; mes "of the soap ingredients."; mes "What were they again...?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^4D4DFF10 Milk^000000,"; mes "^4D4DFF100 Green Herbs^000000,"; mes "^4D4DFF50 Jellopies^000000, and"; @@ -2883,14 +2883,14 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ close; } else if (rachel_camel == 7) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I need to talk to"; mes "someone named Saraman"; mes "to get the soap ingredients..."; close; } else if (rachel_camel == 8) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Let's see..."; mes "I need to bring"; mes "Mr. Saruman all the"; @@ -2898,7 +2898,7 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ mes "stimulate a camel's "; mes "appetite. I need to get..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^4D4DFF1 Unripe Apple^000000,"; mes "^4D4DFF5 Monster's Feed^000000,"; mes "^4D4DFF1 Empty Bottle^000000, and"; @@ -2906,7 +2906,7 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ close; } else if (rachel_camel == 9) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I have everything I need"; mes "to stimulate a camel's"; mes "appetite. Now I need to"; @@ -2916,7 +2916,7 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ close; } else if (rachel_camel == 10) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Right now, my time"; mes "would be better spent"; mes "looking for the Silk Sand"; @@ -2924,7 +2924,7 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ close; } else if (rachel_camel == 11) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'd better find Mr. Saraman's"; mes "lost camel, feed it camel"; mes "appetite stimulants, and"; @@ -2934,7 +2934,7 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ close; } else if (rachel_camel > 11 && rachel_camel < 17) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well... I found the"; mes "camel. Now I need to get"; mes "all the soap ingredients."; @@ -2943,7 +2943,7 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ close; } else if (rachel_camel == 17) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I managed to get the soap"; mes "ingredient and 5 of those"; mes "camel dung lumps. I should"; @@ -2953,35 +2953,35 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ close; } else if (rachel_camel == 18) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Let's see..."; mes "Shouldn't I be going"; mes "to see Ms. Ivory now?"; close; } else if (rachel_camel == 19) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I have the Silk Sand Camel"; mes "Soap now, so I should go"; mes "bring it to Mr. Lockenlock."; close; } else if (rachel_camel == 20) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'd better use the soap to"; mes "make a key mold that I can"; mes "bring over to Mr. Lockenlock."; close; } else if (rachel_camel == 21) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Making the key is more"; mes "important that telling Karyn"; mes "about what's happened."; close; } else if (rachel_camel == 22) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I need to bring"; mes "1 Steel to Mr. Lockenlock"; mes "so that he can make a key"; @@ -2989,7 +2989,7 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ close; } else if (rachel_camel == 23) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I finally got the"; mes "key that I can use"; mes "to free Curdie. I'm"; @@ -3002,7 +3002,7 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ close; } else if (rachel_camel == 24) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey, Karyn! I sent"; mes "your sister back to town"; mes "with a Butterfly Wing."; @@ -3029,7 +3029,7 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ mes "Thank you for everything"; mes "that you did for us!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Umm... I see..."; mes "I'll come by later"; mes "when Curdie's released"; @@ -3040,7 +3040,7 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ mes "I promise to help you"; mes "whenever you need me!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hahahaha!"; mes "Well... I guess that's"; mes "pretty reassuring. Until then,"; @@ -3050,13 +3050,13 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ mes "[Kid Karyn]"; mes "Got it!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Good, good..."; mes "It's a promise, then."; mes "I'll see you later~"; completequest 3083; rachel_camel = 25; - specialeffect2 EF_ABSORBSPIRITS; + specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); if (RENEWAL_EXP) getexp 100000,50000; else @@ -3084,14 +3084,14 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ mes "Ah, and I've been taking care"; mes "of her, just like I promised~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Really? That's good"; mes "You should be proud~"; next; mes "[Kid Karyn]"; mes "^666666*Blush*^000000 Heh heh!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Anyway, I was wondering"; mes "if you could help me."; mes "Your dad's a fisherman,"; @@ -3120,7 +3120,7 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ mes "him you want to use it. Let's"; mes "keep it our secret, okay?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "S-sure thing!"; next; mes "[Kid Karyn]"; @@ -3131,7 +3131,7 @@ veins,327,185,3 script Kid#camelcamel 4_M_DST_CHILD,{ mes "places. Also, my dad's boat"; mes "will rust if no one uses it."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Great! Thanks so much"; mes "for your help, Karyn~"; mes "I'll be sure to take"; @@ -3179,7 +3179,7 @@ que_thor,36,66,5 script Little Curdie 4_F_DST_CHILD,{ mes "a little girl lying on the"; mes "ground unconscious.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey, kid! Wake up!"; mes "Can you hear me?"; next; @@ -3195,7 +3195,7 @@ que_thor,36,66,5 script Little Curdie 4_F_DST_CHILD,{ mes "...Ah, owwww~"; mes "W-waaaaaaaah!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sorry! I didn't mean"; mes "to make you cry! Are..."; mes "Are you alright?"; @@ -3206,7 +3206,7 @@ que_thor,36,66,5 script Little Curdie 4_F_DST_CHILD,{ mes "out of here! You'll be in"; mes "trouble if they catch you!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Are you Curdie?"; mes "Your brother Karyn"; mes "asked me to rescue you."; @@ -3221,13 +3221,13 @@ que_thor,36,66,5 script Little Curdie 4_F_DST_CHILD,{ mes "You have to leave before"; mes "those scary men come back!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What...?!"; mes "Those bastards!"; mes "Tying up a little"; mes "girl like this..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Argh! And I can't just"; mes "use brute force to shatter"; mes "these shackles! I might"; @@ -3239,7 +3239,7 @@ que_thor,36,66,5 script Little Curdie 4_F_DST_CHILD,{ mes "I... I'll be alright! Now"; mes "hurry! Someone's coming!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Okay, I'll go..."; mes "But sit tight, and"; mes "wait for me to come"; @@ -3249,7 +3249,7 @@ que_thor,36,66,5 script Little Curdie 4_F_DST_CHILD,{ mes "[Little Curdie]"; mes "^333333*Sob*^000000 R-really...?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I promise."; mes "I'm sure that someone"; mes "in town will know of a way"; @@ -3316,7 +3316,7 @@ que_thor,36,66,5 script Little Curdie 4_F_DST_CHILD,{ close; } else if (rachel_camel == 11) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'd better find Mr. Saraman's"; mes "lost camel, feed it camel"; mes "appetite stimulants, and"; @@ -3333,7 +3333,7 @@ que_thor,36,66,5 script Little Curdie 4_F_DST_CHILD,{ close; } else if (rachel_camel == 17) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I managed to get the soap"; mes "ingredients: 5 of those"; mes "camel dung lumps. I should"; @@ -3375,7 +3375,7 @@ que_thor,36,66,5 script Little Curdie 4_F_DST_CHILD,{ mes "be stuck here?"; mes "I... I want my mommy..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh... You're awake?"; mes "Don't worry, Curdie,"; mes "I'm sure that I'll be"; @@ -3405,7 +3405,7 @@ que_thor,36,66,5 script Little Curdie 4_F_DST_CHILD,{ mes "she's forced to remain"; mes "here for much longer.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Don't worry."; mes "I'll come rescue"; mes "you as soon as I make"; @@ -3426,7 +3426,7 @@ que_thor,36,66,5 script Little Curdie 4_F_DST_CHILD,{ mes "want to thank you for doing"; mes "your best to help me."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Everything will be"; mes "alright. I just have"; mes "to hurry a little bit."; @@ -3455,7 +3455,7 @@ que_thor,36,66,5 script Little Curdie 4_F_DST_CHILD,{ mes "Y-you..."; mes "Is it really you?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hang on, Curdie!"; mes "I hope this key works..."; next; @@ -3478,7 +3478,7 @@ que_thor,36,66,5 script Little Curdie 4_F_DST_CHILD,{ mes "[Little Curdie]"; mes "I can't move my legs!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, there's no other"; mes "choice. Curdie, I'm"; mes "going to send you back to"; @@ -3497,7 +3497,7 @@ que_thor,36,66,5 script Little Curdie 4_F_DST_CHILD,{ mes "arrive safely and see"; mes "her brother Karyn again.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What did she see behind"; mes "the steel door in this old"; mes "volcano? It must have been"; @@ -3525,7 +3525,7 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ } else if (rachel_camel == 4) { if (countitem(Yellow_Potion) > 0) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me...?"; next; mes "[Locksmith Lockenlock]"; @@ -3533,7 +3533,7 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ mes "My head... What"; mes "do you want?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh, I'd like"; mes "to make a key."; next; @@ -3550,7 +3550,7 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ mes "bringing me a Yellow"; mes "Potion first?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sure, I guess."; mes "I can part with just"; mes "1 Yellow Potion."; @@ -3577,7 +3577,7 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ mes "have you know that the Rachel"; mes "Army's a regular customer~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(^333333This guy made locks for"; mes "the Rachel army?! It might"; mes "not be a good idea to let him"; @@ -3585,7 +3585,7 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ mes "one of their prisoners. Who"; mes "knows if he's loyal to them?^000000)"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So what happened was..."; mes "I lost my key, but I can't"; mes "bring the lock here with me."; @@ -3600,7 +3600,7 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ mes "are going bad. So where"; mes "are we going exactly?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait!"; mes "We can't do that!"; next; @@ -3610,7 +3610,7 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ mes "open up a bank safe"; mes "or something, are you?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No, it's nothing like"; mes "that! It's just that the lock"; mes "is in a dangerous place."; @@ -3639,7 +3639,7 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ mes "need that exact type of soap:"; mes "nothing else will do."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Chamelpu Soap?"; mes "What is th--"; next; @@ -3651,7 +3651,7 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ mes "owner's a beauty, so it'll"; mes "be tough for you to miss her."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "..........."; delitem Yellow_Potion,1; changequest 3063,3064; @@ -3677,7 +3677,7 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ mes "need that exact type of soap:"; mes "nothing else will do."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Chamelpu Soap?"; mes "What is th--"; next; @@ -3691,13 +3691,13 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ close; } else if (rachel_camel == 6) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait... I should be"; mes "bringing Ms. Ivory all"; mes "of the soap ingredients."; mes "What were they again...?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^4D4DFF10 Milk^000000,"; mes "^4D4DFF100 Green Herbs^000000,"; mes "^4D4DFF50 Jellopies^000000, and"; @@ -3706,14 +3706,14 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ close; } else if (rachel_camel == 7) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I need to talk to"; mes "someone named Saraman"; mes "to get the soap ingredients..."; close; } else if (rachel_camel == 8) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Let's see..."; mes "I need to bring"; mes "Mr. Saruman all the"; @@ -3721,7 +3721,7 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ mes "stimulate a camel's "; mes "appetite. I need to get..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^4D4DFF1 Unripe Apple^000000,"; mes "^4D4DFF5 Monster's Feed^000000,"; mes "^4D4DFF1 Empty Bottle^000000, and"; @@ -3729,7 +3729,7 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ close; } else if (rachel_camel == 9) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I have everything I need"; mes "to stimulate a camel's"; mes "appetite. Now I need to"; @@ -3739,7 +3739,7 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ close; } else if (rachel_camel == 10) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Right now, my time"; mes "would be better spent"; mes "looking for the Silk Sand"; @@ -3747,7 +3747,7 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ close; } else if (rachel_camel == 11) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'd better find Mr. Saraman's"; mes "lost camel, feed it camel"; mes "appetite stimulants, and"; @@ -3757,7 +3757,7 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ close; } else if (rachel_camel == 12) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well... I found the"; mes "camel. Now I need to get"; mes "all the soap ingredients."; @@ -3773,7 +3773,7 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ close; } else if (rachel_camel == 17) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I managed to get the soap"; mes "ingredients: 5 of those"; mes "camel dung lumps. I should"; @@ -3783,7 +3783,7 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ close; } else if (rachel_camel == 18) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Let's see..."; mes "Shouldn't I be going"; mes "to see Ms. Ivory now?"; @@ -3797,7 +3797,7 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ mes "All you had to do was go"; mes "to the market and buy it."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "..............................."; mes "..............................."; mes "..............................."; @@ -3835,14 +3835,14 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ mes "sure that the key you're making"; mes "isn't for anything illegal..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Alright."; changequest 3078,3079; rachel_camel = 20; close; } else if (rachel_camel == 20) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'd better use the soap to"; mes "make a key mold that I can"; mes "bring over to Mr. Lockenlock."; @@ -3854,7 +3854,7 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ mes "So did you manage"; mes "to make the key mold?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes, I did. Would you"; mes "please hurry? This is an"; mes "emergency, and it could"; @@ -3890,7 +3890,7 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ } else if (rachel_camel == 22) { if (countitem(Steel) > 0) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Here's the Steel that"; mes "you need. Would you"; mes "please make the key now?"; @@ -3903,7 +3903,7 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ mes "Tell me right now: what"; mes "are you using this key for?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh...?"; mes "What are you...?"; next; @@ -3928,7 +3928,7 @@ veins,181,166,3 script Lockenlock 4_M_HUMERCHANT,{ mes "of them, they will hunt you"; mes "down and hold me accountable."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The truth is... I really"; mes "am trying to free somebody"; mes "the Rachel Army imprisoned..."; @@ -4083,7 +4083,7 @@ veins,227,127,5 script Ivory 4_F_DESERT,{ close; } else if (rachel_camel == 5) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me...?"; next; mes "[Organic Soap Maker Ivory]"; @@ -4094,7 +4094,7 @@ veins,227,127,5 script Ivory 4_F_DESERT,{ mes "ordered something, then you"; mes "could just come back tomorrow."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Um, this is an emergency!"; mes "Mr. Lockenlock told me to"; mes "come here to get some kind"; @@ -4110,7 +4110,7 @@ veins,227,127,5 script Ivory 4_F_DESERT,{ mes "soap. It's an artistic soap"; mes "that you can shape easily~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes, that's right!"; mes "Chamelepu Soap!"; next; @@ -4137,7 +4137,7 @@ veins,227,127,5 script Ivory 4_F_DESERT,{ mes "They might be a bit hard"; mes "to obtain, though..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That's fine. The"; mes "important thing for me"; mes "is to get this soap as"; @@ -4170,7 +4170,7 @@ veins,227,127,5 script Ivory 4_F_DESERT,{ mes "time for you to do the,"; mes "um, hard part."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "..............................."; mes "..............................."; mes "..............................."; @@ -4183,7 +4183,7 @@ veins,227,127,5 script Ivory 4_F_DESERT,{ mes "ingredients that you've"; mes "gathered for me so far."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait..."; mes "Why would I want"; mes "to see the guy that"; @@ -4199,7 +4199,7 @@ veins,227,127,5 script Ivory 4_F_DESERT,{ mes "so please come back here"; mes "as soon as possible."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Mr. Saraman...?"; mes "Okay, so I need to visit"; mes "him if I really need you"; @@ -4228,14 +4228,14 @@ veins,227,127,5 script Ivory 4_F_DESERT,{ } } else if (rachel_camel == 7) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I need to talk to"; mes "someone named Saraman"; mes "to get the soap ingredients..."; close; } else if (rachel_camel == 8) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Let's see..."; mes "I need to bring"; mes "Mr. Saruman all the"; @@ -4243,7 +4243,7 @@ veins,227,127,5 script Ivory 4_F_DESERT,{ mes "stimulate a camel's "; mes "appetite. I need to get..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^4D4DFF1 Unripe Apple^000000,"; mes "^4D4DFF5 Monster's Feed^000000,"; mes "^4D4DFF1 Empty Bottle^000000, and"; @@ -4251,7 +4251,7 @@ veins,227,127,5 script Ivory 4_F_DESERT,{ close; } else if (rachel_camel == 9) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I have everything I need"; mes "to stimulate a camel's"; mes "appetite. Now I need to"; @@ -4261,7 +4261,7 @@ veins,227,127,5 script Ivory 4_F_DESERT,{ close; } else if (rachel_camel == 10) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Right now, my time"; mes "would be better spent"; mes "looking for the Silk Sand"; @@ -4269,7 +4269,7 @@ veins,227,127,5 script Ivory 4_F_DESERT,{ close; } else if (rachel_camel == 11) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'd better find Mr. Saraman's"; mes "lost camel, feed it camel"; mes "appetite stimulants, and"; @@ -4279,7 +4279,7 @@ veins,227,127,5 script Ivory 4_F_DESERT,{ close; } else if (rachel_camel == 12) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well... I found the"; mes "camel. Now I need to get"; mes "all the soap ingredients."; @@ -4295,7 +4295,7 @@ veins,227,127,5 script Ivory 4_F_DESERT,{ close; } else if (rachel_camel == 17) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I managed to get the soap"; mes "ingredients: 5 of those"; mes "camel dung lumps. I should"; @@ -4312,7 +4312,7 @@ veins,227,127,5 script Ivory 4_F_DESERT,{ mes "you so long to get all that"; mes "camel dung over here."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It was a pretty big"; mes "hassle... But hopefully,"; mes "this will all be worth it."; @@ -4356,7 +4356,7 @@ veins,227,127,5 script Ivory 4_F_DESERT,{ mes "knew they were washing their"; mes "faces with... You know..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Don't worry, I won't"; mes "tell anyone. Thanks"; mes "for making the soap! "; @@ -4402,7 +4402,7 @@ veins,115,59,5 script Saraman 4_M_EINOLD,{ close; } else if (rachel_camel == 7) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me. Hello~"; mes "Ms. Ivory sent me"; mes "here with these soap"; @@ -4415,7 +4415,7 @@ veins,115,59,5 script Saraman 4_M_EINOLD,{ mes "You must be here to get"; mes "some fresh camel dung."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wh-what?"; mes "My God!"; mes "A-are you sure?"; @@ -4425,7 +4425,7 @@ veins,115,59,5 script Saraman 4_M_EINOLD,{ mes "Sure as sin, and"; mes "honest to God."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "..............................."; mes "..............................."; mes "..............................."; @@ -4458,7 +4458,7 @@ veins,115,59,5 script Saraman 4_M_EINOLD,{ mes "until tomorrow. Why are"; mes "you here so early anyway?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Actually, this is kind"; mes "of an emergency. You see,"; mes "I need the soap to make a"; @@ -4480,7 +4480,7 @@ veins,115,59,5 script Saraman 4_M_EINOLD,{ mes "day. Even if we put food in"; mes "front of her, she won't eat it."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What? Isn't there"; mes "something we can do?"; mes "I mean, I'm talking about"; @@ -4516,7 +4516,7 @@ veins,115,59,5 script Saraman 4_M_EINOLD,{ close; } else if (rachel_camel == 8) { - if ((countitem(Monster's_Feed) > 4) && (countitem(Yellow_Potion) > 0) && (countitem(Unripe_Apple) > 0) && (countitem(Empty_Bottle) > 0)) { + if ((countitem(Monsters_Feed) > 4) && (countitem(Yellow_Potion) > 0) && (countitem(Unripe_Apple) > 0) && (countitem(Empty_Bottle) > 0)) { mes "[Camel Farm Owner Saraman]"; mes "Oh good, you're back."; mes "Did you bring everything?"; @@ -4552,7 +4552,7 @@ veins,115,59,5 script Saraman 4_M_EINOLD,{ mes "ingredients. That's a good"; mes "amount to collect since that's"; mes "what Ms. Ivory usually orders."; - delitem Monster's_Feed,5; + delitem Monsters_Feed,5; delitem Yellow_Potion,1; delitem Unripe_Apple,1; delitem Empty_Bottle,1; @@ -4602,7 +4602,7 @@ veins,115,59,5 script Saraman 4_M_EINOLD,{ close; } else if (rachel_camel == 10) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Mr. Saraman, none"; mes "of the camels will eat"; mes "this appetite stimulant..."; @@ -4658,7 +4658,7 @@ veins,115,59,5 script Saraman 4_M_EINOLD,{ close; } else if (rachel_camel == 12) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well... I found the"; mes "camel. Now I need to get"; mes "all the soap ingredients."; @@ -4682,7 +4682,7 @@ veins,115,59,5 script Saraman 4_M_EINOLD,{ mes "Oh God, I don't know what"; mes "I'll do without that camel!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Don't worry, Mr. Saraman,"; mes "I found Soony at the outskirts"; mes "of town. She hurt her leg so"; @@ -4715,7 +4715,7 @@ veins,115,59,5 script Saraman 4_M_EINOLD,{ close; } else if (rachel_camel == 18) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Let's see..."; mes "Shouldn't I be going"; mes "to see Ms. Ivory now?"; @@ -4794,7 +4794,7 @@ ve_fild07,235,42,3 script Silk Sand Camel 4_DST_CAMEL,{ mes "more of the feed until it"; mes "was completely consumed.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This must be the"; mes "Silk Sand Camel..."; mes "I guess all I need to"; @@ -4848,7 +4848,7 @@ ve_fild07,235,42,3 script Silk Sand Camel 4_DST_CAMEL,{ mes "of steaming camel dung!"; mes "This is cause for celebration!^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; if (rachel_camel == 12) { mes "Now all I need is"; mes "just 4 more lumps"; @@ -4885,7 +4885,7 @@ ve_fild07,235,42,3 script Silk Sand Camel 4_DST_CAMEL,{ mes "5 lumps of camel dung."; mes "This is my finest moment."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Never, in all my years"; mes "of adventuring, saving the"; mes "oppressed, protecting the"; @@ -4893,13 +4893,13 @@ ve_fild07,235,42,3 script Silk Sand Camel 4_DST_CAMEL,{ mes "that I'd accomplish such"; mes "a magnificent feat."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I am so happy--nay--"; mes "^4D4DFFproud^000000 that my strength, my"; mes "valor, and my determination"; mes "was up to this task. May the"; mes "annals of history never forget"; - mes "this day! Long live "+strcharinfo(0)+"!"; + mes "this day! Long live "+strcharinfo(PC_NAME)+"!"; next; mes "^3355FFIt's time for you to"; mes "return to Mr. Saraman.^000000"; @@ -4930,7 +4930,7 @@ ve_fild07,235,42,3 script Silk Sand Camel 4_DST_CAMEL,{ } } else { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; if (rachel_camel == 12) { mes "I need to feed this camel if"; mes "I ever want to get any dung"; @@ -4946,7 +4946,7 @@ ve_fild07,235,42,3 script Silk Sand Camel 4_DST_CAMEL,{ mes "then I need to bring it..."; } next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^4D4DFF2 Milk^000000,"; mes "^4D4DFF20 Green Herbs^000000,"; mes "^4D4DFF10 Jellopies^000000, and"; @@ -4959,7 +4959,7 @@ ve_fild07,235,42,3 script Silk Sand Camel 4_DST_CAMEL,{ } } else if (rachel_camel == 17) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I managed to get the soap"; mes "ingredients: 5 of those"; mes "camel dung lumps. I should"; @@ -4987,7 +4987,7 @@ veins,221,120,5 script Young Town Native 4_M_DESERT,{ mes "to ask if you need to find"; mes "your way around here."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me, but do"; mes "you know where I can"; mes "find a locksmith?"; @@ -4999,7 +4999,7 @@ veins,221,120,5 script Young Town Native 4_M_DESERT,{ mes "all the keys and locks in Veins"; mes "and even in Rachel."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Mr. Lockenlock, eh?"; mes "So where can I find him?"; next; @@ -5016,7 +5016,7 @@ veins,221,120,5 script Young Town Native 4_M_DESERT,{ mes "A Yellow Potion! It never"; mes "fails with that guy!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I see."; mes "Thanks for"; mes "the advice."; @@ -5027,7 +5027,7 @@ veins,221,120,5 script Young Town Native 4_M_DESERT,{ mes "After all these years..."; mes "I'm finally useful to someone!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "...Ha...?"; next; mes "^3355FFFind Mr. Lockenlock"; @@ -5042,7 +5042,7 @@ veins,221,120,5 script Young Town Native 4_M_DESERT,{ mes "After all these years..."; mes "I'm finally useful to someone!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "...Ha...?"; next; mes "^3355FFFind Mr. Lockenlock"; @@ -5059,7 +5059,7 @@ veins,221,120,5 script Young Town Native 4_M_DESERT,{ mes "to ask if you need to find"; mes "your way around here."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No, thanks."; next; mes "[Native Young Man]"; @@ -5080,32 +5080,32 @@ ra_temin,87,133,1 script Rachel Guard#vol1 4_M_RASWORD,5,2,{ mes "wish to see him."; next; select("Think of a Distraction"); - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This guy's not going to"; mes "let me pass. Let's see..."; mes "Is there some way I could"; mes "get him to leave? What, or"; mes "even ^FF0000who^000000, could distract him?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait a second..."; mes "Of course! I should"; mes "talk to him about..."; next; input .@input$; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait a second..."; mes "Of course! I should"; mes "talk to him about ^FF0000"+.@input$+"^000000 !!"; next; if (.@input$ != "Lamir") { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What the...?"; mes "Where did I think of that?"; mes "That doesn't make any sense..."; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That's right! I talked"; mes "to Lamir a while ago."; mes "If she's right, then this"; @@ -5113,7 +5113,7 @@ ra_temin,87,133,1 script Rachel Guard#vol1 4_M_RASWORD,5,2,{ mes "who's totally in love with her."; mes "Hmm... I know what I'll say..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^333333*Ahem*^000000 Excuse me,"; mes "but are you Karlum?"; mes "I've got a message for you."; @@ -5125,7 +5125,7 @@ ra_temin,87,133,1 script Rachel Guard#vol1 4_M_RASWORD,5,2,{ mes "spit it out. I can't waste"; mes "too much time on the job..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You know ^3131FFLamir^000000, right?"; next; emotion e_omg; @@ -5135,14 +5135,14 @@ ra_temin,87,133,1 script Rachel Guard#vol1 4_M_RASWORD,5,2,{ mes "bad happen to her?"; mes "Quick, tell me!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No, nothing like that."; mes "She just told me that she"; mes "had something important to"; mes "tell you, and that you had to"; mes "come see her when you're free."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I tried to ask her"; mes "more, but she just kept"; mes "blushing and turning away."; @@ -5176,7 +5176,7 @@ ra_temin,87,133,1 script Rachel Guard#vol1 4_M_RASWORD,5,2,{ mes "game, huh? Do you think"; mes "I'm that easy to trick?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What? Is that what"; mes "happened? I could've"; mes "sworn th--Oooh. I get it now."; @@ -5236,7 +5236,7 @@ ra_temin,115,140,1 script Flower Vase#vol HIDDEN_NPC,{ mes "flowers that look freshly"; mes "picked from a garden.^000000"; next; - if (select("Destroy Vase:Don't Destroy Vase") == 1) { + if (select("Destroy Vase", "Don't Destroy Vase") == 1) { mes "^3355FFYou grasp the flower"; mes "vase with both hands, and"; mes "then hurl it to the ground.^000000"; @@ -5252,7 +5252,7 @@ ra_temin,115,140,1 script Flower Vase#vol HIDDEN_NPC,{ disablenpc "Flower Vase#vol"; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "A lot of loving care"; mes "was put into arranging"; mes "these flowers.. I can't"; @@ -5449,8 +5449,8 @@ ra_temin,85,118,3 script Drawer#vol3 HIDDEN_NPC,{ mes "to the high priest"; mes "inside this drawer.^000000"; next; - if (select("Check the Reports:Cancel") == 1) { - mes "["+strcharinfo(0)+"]"; + if (select("Check the Reports", "Cancel") == 1) { + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, it might not to"; mes "the most moral thing,"; mes "but I get the feeling"; @@ -5462,7 +5462,7 @@ ra_temin,85,118,3 script Drawer#vol3 HIDDEN_NPC,{ mes "glancing at a few that"; mes "catch your interest.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ooh..."; mes "This might be"; mes "what I'm looking for."; @@ -5477,7 +5477,7 @@ ra_temin,85,118,3 script Drawer#vol3 HIDDEN_NPC,{ getitem File01,1; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Forget it."; mes "I didn't get permission"; mes "to look through these files."; @@ -5485,7 +5485,7 @@ ra_temin,85,118,3 script Drawer#vol3 HIDDEN_NPC,{ } else if (aru_vol == 5) { if (countitem(File01) < 1) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh! Here's another"; mes "copy of that report"; mes "I wanted! Pretty lucky~"; @@ -5514,14 +5514,14 @@ ra_temin,88,117,3 script Goddess Statue#vol1 HIDDEN_NPC,{ ra_temin,73,126,1 script Ladder#vol1 HIDDEN_NPC,{ if (aru_vol == 5) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait, I can use this"; mes "ladder to sneak out of"; mes "here! I snuck inside so"; mes "I'd get caught if I just"; mes "passed the guards..."; next; - if (select("Climb Ladder:Cancel") == 1) { + if (select("Climb Ladder", "Cancel") == 1) { mes "^3355FFYou climbed the"; mes "ladder over the"; mes "wall and snuck out.^000000"; @@ -5557,7 +5557,7 @@ OnTouch: mes "Please submit your report"; mes "to us as soon as possible.^000000''"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Although the sender's"; mes "name isn't on this letter,"; mes "I can guess who wrote it. "; @@ -5664,7 +5664,7 @@ ve_in,233,116,3 script Drunken Man#vol 4_M_HUOLDARMY,{ mes "being a gentleman."; mes "Hahahah, that's right!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me, but are"; mes "you the executive director"; mes "of the Veins Geological Team?"; @@ -5683,7 +5683,7 @@ ve_in,233,116,3 script Drunken Man#vol 4_M_HUOLDARMY,{ mes "at the institute, really."; mes "Why, what do you want?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Uhh... There are some"; mes "official notices for you"; mes "at your office. I guess you"; @@ -5691,7 +5691,7 @@ ve_in,233,116,3 script Drunken Man#vol 4_M_HUOLDARMY,{ mes "done? They sound like"; mes "they're pretty important."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Maybe..."; mes "Maybe even ^FF0000urgent^000000."; next; @@ -5741,7 +5741,7 @@ ve_in,233,116,3 script Drunken Man#vol 4_M_HUOLDARMY,{ mes "[Drunken Man]"; mes "Hey, you."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes?"; next; emotion e_no1; @@ -5752,7 +5752,7 @@ ve_in,233,116,3 script Drunken Man#vol 4_M_HUOLDARMY,{ mes "Institute. Congratulations!"; mes "Welcome to the team, friend!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh...?"; mes "I don't understand"; mes "what you're talking about!"; @@ -5765,7 +5765,7 @@ ve_in,233,116,3 script Drunken Man#vol 4_M_HUOLDARMY,{ mes "world's greatest geologist!"; mes "(Well, maybe.)"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey, I never--"; next; mes "[Geologist Gio]"; @@ -5860,7 +5860,7 @@ ve_in,233,116,3 script Drunken Man#vol 4_M_HUOLDARMY,{ mes "nice legs, but they're"; mes "not the best pair I've see--"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm back."; next; mes "[Geologist Gio]"; @@ -5874,7 +5874,7 @@ ve_in,233,116,3 script Drunken Man#vol 4_M_HUOLDARMY,{ mes "how was the volcanic"; mes "temperature report?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, I did what you"; mes "told me. Hey, are you"; mes "sure you wanted me to"; @@ -5886,7 +5886,7 @@ ve_in,233,116,3 script Drunken Man#vol 4_M_HUOLDARMY,{ mes "the temperature. It's"; mes "supposed to go up."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What are you...?"; mes "Actually, I thought that"; mes "maybe the pryometer"; @@ -5896,7 +5896,7 @@ ve_in,233,116,3 script Drunken Man#vol 4_M_HUOLDARMY,{ mes "Heh! You're right~"; mes "I broke it on purpose."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What?!"; next; mes "[Geologist Gio]"; @@ -5923,7 +5923,7 @@ ve_in,233,116,3 script Drunken Man#vol 4_M_HUOLDARMY,{ mes "Of course, there's never"; mes "a problem to begin with..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So..."; mes "You're a con man."; next; @@ -6130,7 +6130,7 @@ thor_v01,37,234,3 script Hot Land Surface#1 HIDDEN_NPC,{ changequest 2117,2118; aru_vol = 9; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I should take a few more"; mes "temperature measurements"; mes "before I submit this report,"; @@ -6198,7 +6198,7 @@ thor_v02,170,100,3 script Hot Land Surface#3 HIDDEN_NPC,{ mes "temperature in"; mes "your report.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I've taken enough"; mes "measurements. I should"; mes "submit this report to the"; @@ -6215,7 +6215,7 @@ thor_v02,170,100,3 script Hot Land Surface#3 HIDDEN_NPC,{ close; } else if (aru_vol == 11) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I've taken enough"; mes "measurements. I should"; mes "submit this report to the"; @@ -6235,7 +6235,7 @@ que_thor,145,66,3 script Guard#vol::VeinsGuard 4_DST_SOLDIER,{ mes "personnel can enter this"; mes "area. Identify yourself!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm a research student working"; mes "under Director Gio for the"; mes "Veins Geological Research"; @@ -6263,7 +6263,7 @@ que_thor,145,66,3 script Guard#vol::VeinsGuard 4_DST_SOLDIER,{ mes "think we're expecting"; mes "any reports soon."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh, we just found out"; mes "that the instruments we"; mes "used were faulty, so we"; @@ -6305,7 +6305,7 @@ thor_camp,250,104,3 script Sahedi#vol 4_M_RASWORD,{ mes "if you don't have any"; mes "reason to be here..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm a research student working"; mes "under Director Gio for the"; mes "Veins Geological Research"; @@ -6313,7 +6313,7 @@ thor_camp,250,104,3 script Sahedi#vol 4_M_RASWORD,{ mes "stamp this temperature"; mes "report for me?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Um, Gio is sick right"; mes "now, so that's why he"; mes "had me fill out this report"; @@ -6339,7 +6339,7 @@ thor_camp,250,104,3 script Sahedi#vol 4_M_RASWORD,{ mes "Is this... How bad is this?"; next; emotion e_swt2,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh... Oh, no!"; mes "Yikes! I guess if it's"; mes "higher than normal..."; @@ -6351,7 +6351,7 @@ thor_camp,250,104,3 script Sahedi#vol 4_M_RASWORD,{ mes "the alarm? I don't..."; mes "I don't wanna die!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You might want to calm"; mes "down first. I'll take a look"; mes "around the camp, so please"; @@ -6375,7 +6375,7 @@ thor_camp,250,104,3 script Sahedi#vol 4_M_RASWORD,{ mes "like this volcano will"; mes "erupt anytime soon?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh, I'm not finished"; mes "investigating yet. Would"; mes "you please wait a bit longer?"; @@ -6395,8 +6395,8 @@ thor_camp,250,104,3 script Sahedi#vol 4_M_RASWORD,{ mes "erupt anytime soon?"; next; while(1) { - if (select("Yes:No") == 1) { - mes "["+strcharinfo(0)+"]"; + if (select("Yes", "No") == 1) { + mes "["+strcharinfo(PC_NAME)+"]"; mes "I guess I can't hide it"; mes "from you... The recent"; mes "activity of this volcano"; @@ -6430,7 +6430,7 @@ thor_camp,250,104,3 script Sahedi#vol 4_M_RASWORD,{ mes "like it happened in the past!"; next; emotion e_flash,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes, I agree. There's"; mes "a good chance of an..."; mes "explosion that'll cause"; @@ -6442,7 +6442,7 @@ thor_camp,250,104,3 script Sahedi#vol 4_M_RASWORD,{ mes "have to evacuate?"; next; emotion e_flash,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well... Uh..."; mes "According to my data..."; mes "Analysis... There's a 75%"; @@ -6501,7 +6501,7 @@ OnTouch: mes "be transporting cargo? "; mes "Attention to orders!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Are you talking to me?"; mes "No, I'm from the Veins Geo--"; next; @@ -6513,7 +6513,7 @@ OnTouch: mes "personally train you as"; mes "one of our holy knights!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "But I'm not--"; next; mes "[Colonel Vito]"; @@ -6556,7 +6556,7 @@ OnTouch: mes "be transporting cargo? "; mes "Attention to orders!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Are you talking to me?"; mes "No, I'm from the Veins Geo--"; next; @@ -6568,7 +6568,7 @@ OnTouch: mes "personally train you as"; mes "one of our holy knights!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "But I'm not--"; next; mes "[Colonel Vito]"; @@ -6624,8 +6624,8 @@ thor_camp,159,74,3 script Colonel Vito#3 4_M_DST_MASTER,{ mes "here in Thor Volcano."; mes "What's your name, soldier?"; next; - mes "["+strcharinfo(0)+"]"; - mes ""+strcharinfo(0)+", sir."; + mes "["+strcharinfo(PC_NAME)+"]"; + mes ""+strcharinfo(PC_NAME)+", sir."; next; mes "[Colonel Vito]"; mes "Hmpf! That's a weakling's"; @@ -6657,13 +6657,13 @@ thor_camp,159,74,3 script Colonel Vito#3 4_M_DST_MASTER,{ mes "Who do we fight for?"; mes "Who do we live for?"; next; - if (select("Odin:Freya:Thor") == 2) { + if (select("Odin", "Freya", "Thor") == 2) { break; } mes "[Colonel Vito]"; mes "You idiot!"; percentheal -10,0; - specialeffect2 EF_HIT2; + specialeffect(EF_HIT2, AREA, playerattached()); next; } mes "[Colonel Vito]"; @@ -6693,7 +6693,7 @@ thor_camp,159,74,3 script Colonel Vito#3 4_M_DST_MASTER,{ mes "[Colonel Vito]"; mes "DO YOU UNDERSTAND?!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes, sir!"; next; mes "[Colonel Vito]"; @@ -6713,10 +6713,10 @@ thor_camp,159,74,3 script Colonel Vito#3 4_M_DST_MASTER,{ mes "Now, repeat after me."; next; mes "[Colonel Vito]"; - mes "I, "+strcharinfo(0)+","; + mes "I, "+strcharinfo(PC_NAME)+","; next; - mes "["+strcharinfo(0)+"]"; - mes "I, "+strcharinfo(0)+","; + mes "["+strcharinfo(PC_NAME)+"]"; + mes "I, "+strcharinfo(PC_NAME)+","; next; while(1) { mes "[Colonel Vito]"; @@ -6726,7 +6726,7 @@ thor_camp,159,74,3 script Colonel Vito#3 4_M_DST_MASTER,{ input .@input$; .@answer$ = "as a devoted servant of Goddess Freya"; if (.@input$ == .@answer$) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "as a devoted servant"; mes "of Goddess Freya, the"; mes "patron saint of the"; @@ -6748,7 +6748,7 @@ thor_camp,159,74,3 script Colonel Vito#3 4_M_DST_MASTER,{ input .@input$; .@answer$ = "I pledge my honor to overthrow our mortal enemy"; if (.@input$ == .@answer$) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I pledge my honor to"; mes "overthrow our mortal enemy,"; mes "the Rune-Midgarts Kingdom."; @@ -6768,7 +6768,7 @@ thor_camp,159,74,3 script Colonel Vito#3 4_M_DST_MASTER,{ input .@input$; .@answer$ = "I will show no mercy"; if (.@input$ == .@answer$) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I will show no mercy."; mes "Nothing will stay my hand.^000000"; next; @@ -6788,7 +6788,7 @@ thor_camp,159,74,3 script Colonel Vito#3 4_M_DST_MASTER,{ input .@input$; .@answer$ = "I shall devote my entire life"; if (.@input$ == .@answer$) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I shall devote my"; mes "entire life to the"; mes "full recovery of"; @@ -6810,7 +6810,7 @@ thor_camp,159,74,3 script Colonel Vito#3 4_M_DST_MASTER,{ input .@input$; .@answer$ = "Down with the Rune-Midgarts Kingdom!"; if (.@input$ == .@answer$) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Down with the"; mes "Rune-Midgarts Kingdom!^000000"; next; @@ -6861,7 +6861,7 @@ thor_camp,159,74,3 script Colonel Vito#3 4_M_DST_MASTER,{ mes "inspected since it controls"; mes "the camp's energy resources."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes, sir!"; next; mes "[Colonel Vito]"; @@ -6874,7 +6874,7 @@ thor_camp,159,74,3 script Colonel Vito#3 4_M_DST_MASTER,{ changequest 2125,2126; aru_vol = 19; next; - if (select("Yes, sir!:What do you mean by chop?") == 1) { + if (select("Yes, sir!", "What do you mean by chop?") == 1) { mes "[Colonel Vito]"; mes "Focus your energy in"; mes "your yell when you strike!"; @@ -6904,7 +6904,7 @@ thor_camp,159,74,3 script Colonel Vito#3 4_M_DST_MASTER,{ mes "Train everyday, and don't"; mes "you ever slack off!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes, sir!"; next; mes "[Colonel Vito]"; @@ -6915,7 +6915,7 @@ thor_camp,159,74,3 script Colonel Vito#3 4_M_DST_MASTER,{ mes "outside this building."; mes "You are dismissed."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(^333333Well... I think"; mes "I will go back to"; mes "Sahedi. Hopefully,"; @@ -6973,7 +6973,7 @@ OnTouch: mes "These must contain military"; mes "supplies for the camp.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I should go back"; mes "to Sahedi now."; changequest 2127,2128; @@ -7015,7 +7015,7 @@ thor_camp,109,167,3 script Control Panel#vol HIDDEN_NPC,{ mes "run its operations smoothly"; mes "under the ground."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "All these pipes with molten"; mes "rock flowing through them..."; mes "I guess their heat is what"; @@ -7028,7 +7028,7 @@ thor_camp,109,167,3 script Control Panel#vol HIDDEN_NPC,{ mes "pretty smoothly. Everything"; mes "looks to be in working order."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No problems here."; mes "I guess I can go"; mes "back to that colonel."; @@ -7047,7 +7047,7 @@ thor_camp,150,65,3 script Dummy#1::VeinsDummy HIDDEN_NPC,{ mes "is marked with the emblem"; mes "of the Rune-Midgarts Kingdom.^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wow..."; mes "They really hate the"; mes "Rune-Midgarts Kingdom..."; @@ -7061,47 +7061,47 @@ thor_camp,150,65,3 script Dummy#1::VeinsDummy HIDDEN_NPC,{ mes "voice loud and clear!"; mes "Now... Execute attack!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes, sir!"; next; specialeffect EF_HIT2; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "One!"; next; specialeffect EF_HIT2; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Two!"; next; specialeffect EF_HIT2; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Three!!"; next; specialeffect EF_HIT2; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Four!"; next; specialeffect EF_HIT2; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Five!!"; next; specialeffect EF_HIT2; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Six!!"; next; specialeffect EF_HIT2; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Seven!!"; next; specialeffect EF_HIT2; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Eight!!"; next; specialeffect EF_HIT2; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Nine!"; next; specialeffect EF_HIT2; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ten!"; aru_vol = 20; close; @@ -7117,7 +7117,7 @@ thor_camp,150,65,3 script Dummy#1::VeinsDummy HIDDEN_NPC,{ mes "did I order you to"; mes "chop the dummy?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "10 times, sir!"; next; mes "[Colonel Vito]"; @@ -7125,7 +7125,7 @@ thor_camp,150,65,3 script Dummy#1::VeinsDummy HIDDEN_NPC,{ mes "did you actually"; mes "chop the dummy?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "11 times, sir!"; next; mes "[Colonel Vito]"; @@ -7292,7 +7292,7 @@ thor_camp,246,191,3 script Guard#goto 4_DST_SOLDIER,{ mes "What now?"; mes "Can't you see I'm busy?"; next; - if (select("Let me go out.:I'm sorry.") == 1) { + if (select("Let me go out.", "I'm sorry.") == 1) { mes "[Guard]"; mes "Hurry up, and get out!"; close2; @@ -7315,7 +7315,7 @@ OnTouch_: next; mes "^3355FFHubbie never came."; mes "Nobody messes with"; - mes ""+strcharinfo(0)+". Nobody.^000000"; + mes ""+strcharinfo(PC_NAME)+". Nobody.^000000"; close; } @@ -7335,7 +7335,7 @@ ve_in,237,131,1 script Female Customer#ve1 4_F_DESERT,{ mes "men? You know, I've been"; mes "pretty lonely lately..."; next; - if (Sex == 0) { + if (Sex == SEX_FEMALE) { mes "[Bartender]"; mes "Haha, well,"; mes "I'm not so sure.."; @@ -7358,7 +7358,7 @@ ve_in,237,131,1 script Female Customer#ve1 4_F_DESERT,{ mes "What about this nice"; mes "young adventurer here?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Meee?"; emotion e_swt2,1; next; diff --git a/npc/quests/quests_yuno.txt b/npc/quests/quests_yuno.txt index 3b08d672c..b481c2267 100644 --- a/npc/quests/quests_yuno.txt +++ b/npc/quests/quests_yuno.txt @@ -181,7 +181,7 @@ yuno_in01,17,30,5 script Wagan#juno 4_M_03,{ mes "[Wagan]"; mes "I wish there was a way that we could stop him from wrecking it for the rest of us. Some brave, daring soul should be able to do something..."; next; - if (select("Leave it to me.:I wish your village luck in doing so.") == 1) { + if (select("Leave it to me.", "I wish your village luck in doing so.") == 1) { if (Class == Job_Novice) { mes "[Wagan]"; mes "Hmm..."; @@ -202,7 +202,7 @@ yuno_in01,17,30,5 script Wagan#juno 4_M_03,{ mes "[Wagan]"; mes "But how do you plan to go about doing this? I'm guessing it's harder than it sounds..."; next; - if (select("Of course I have a plan.:I guess I need a plan.") == 1) { + if (select("Of course I have a plan.", "I guess I need a plan.") == 1) { mes "[Wagan]"; mes "I have faith in you. You should know that he believes in fate. Use that to your advantage."; next; @@ -275,7 +275,7 @@ yuno_in01,17,95,5 script Stangckle#juno 4W_M_03,{ if (metto_q == 2) { mes "What can I do for you? My colleague Metto is coming here soon, so I don't have much time. So what did you say you needed?"; next; - if (select("I'm here to stop your research.:I don't need anything.") == 1) { + if (select("I'm here to stop your research.", "I don't need anything.") == 1) { metto_q = 3; mes "[Stangckle]"; mes "..."; @@ -340,7 +340,7 @@ yuno_in01,19,183,5 script Kato#juno 1_M_JOBTESTER,{ mes "[Kato]"; mes "Of course, my research is private and confidential. But is there anything I can do for you?"; next; - if (select("I want to stop you from making a mistake.:Just saying hello.") == 1) { + if (select("I want to stop you from making a mistake.", "Just saying hello.") == 1) { metto_q = 5; mes "[Kato]"; mes "What? Metto said, my Great Z is inferior to Stangckles research?!"; @@ -391,7 +391,7 @@ yuno_in03,178,43,0 script CiCi#juno 2_M_MOLGENSTEIN,{ mes "[CiCi]"; mes "Well, I think I've bragged a little too much now, what can I do for you?"; next; - switch(select("I want to warn you.:Nothing, just saying Hi.")) { + switch(select("I want to warn you.", "Nothing, just saying Hi.")) { case 1: metto_q = 7; mes "[CiCi]"; @@ -506,7 +506,7 @@ yuno_in01,103,157,3 script Bain#juno 4W_M_02,{ mes "monsters that are much too"; mes "powerful. How will I continue my research?"; next; - if (select("I'll get them for you.:Good luck.") == 1) { + if (select("I'll get them for you.", "Good luck.") == 1) { bros_q = 1; mes "[Bain]"; mes "Really? Such benevolence is rare"; @@ -639,7 +639,7 @@ yuno_in01,100,153,7 script Bajin 1_M_01,0,0,{ mes "monsters that are much too"; mes "powerful. How will I continue my research?"; next; - if (select("I'll get them for you.:Good luck.") == 1) { + if (select("I'll get them for you.", "Good luck.") == 1) { bros_q = 1; mes "[Bajin]"; mes "Oh, you are too kind."; @@ -749,7 +749,7 @@ yuno,261,99,4 script Sage Yklah#juno 4_M_JOB_WIZARD,{ mes "[Yklah]"; mes "Who are you...? Who are you carrying this legendary item for?"; next; - switch(select("(Show him the slate):I'm a genius!:I'm a GM!")) { + switch(select("(Show him the slate)", "I'm a genius!", "I'm a GM!")) { case 1: mes "[Yklah]"; mes "...I can't believe my eyes! Only a chosen few can possess the Stamp of Muriniel..."; diff --git a/npc/quests/seals/brisingamen_seal.txt b/npc/quests/seals/brisingamen_seal.txt index d579a94f7..815459c41 100644 --- a/npc/quests/seals/brisingamen_seal.txt +++ b/npc/quests/seals/brisingamen_seal.txt @@ -50,14 +50,14 @@ prt_fild08,175,374,3 script Bard#brising 1_M_BARD,{ mes "[Nelliorde]"; mes "Right, right, let me play a song for you. Would you care to listen?"; next; - switch(select("Sure, why not~:How about some news?:No thanks.")) { + switch(select("Sure, why not~", "How about some news?", "No thanks.")) { case 1: mes "[Nelliorde]"; mes "So, which song"; mes "would you like to hear?"; mes "Go ahead, pick one~"; next; - switch(select("Bragi's Poem:Eternal Chaos:Assassin in the Sunset:Der Ring des Nibelungen")) { + switch(select("Bragi's Poem", "Eternal Chaos", "Assassin in the Sunset", "Der Ring des Nibelungen")) { case 1: cutin "god_nelluad02",2; mes "[Nelliorde]"; @@ -142,7 +142,7 @@ prt_fild08,175,374,3 script Bard#brising 1_M_BARD,{ mes "What kind of news do"; mes "you wish to hear about?"; next; - switch(select("About Prontera!:About coastal areas.:Is the desert still hot?:How about the borderlands?")) { + switch(select("About Prontera!", "About coastal areas.", "Is the desert still hot?", "How about the borderlands?")) { case 1: mes "[Nelliorde]"; mes "What?! Prontera?!"; @@ -272,7 +272,7 @@ prt_fild08,175,374,3 script Bard#brising 1_M_BARD,{ mes "After all, I especially"; mes "recommended you~"; next; - switch(select("Tell me a story.:Sing a song for me.")) { + switch(select("Tell me a story.", "Sing a song for me.")) { case 1: cutin "god_nelluad02",2; mes "[Nelliorde]"; @@ -406,7 +406,7 @@ prt_fild08,175,374,3 script Bard#brising 1_M_BARD,{ mes "[Nelliorde]"; mes "I happened to get this information from its headquarters in Juno. So how does that sound?"; next; - switch(select("Wee~ I want to hear!:Booooring~")) { + switch(select("Wee~ I want to hear!", "Booooring~")) { case 1: mes "[Nelliorde]"; mes "Well...!"; @@ -449,12 +449,12 @@ prt_fild08,175,374,3 script Bard#brising 1_M_BARD,{ mes "[Nelliorde]"; mes "So what do you think? Isn't that interesting? Of course, you'd better speak to Mr. Kaili if you wish to learn more. If you'd like, I shall write you a letter or recommendation."; next; - switch(select("Sure! Sounds good.:Sorry, I am not that interested.")) { + switch(select("Sure! Sounds good.", "Sorry, I am not that interested.")) { case 1: mes "[Nelliorde]"; mes "Excellent...!"; mes "So your name is..."; - mes "" + strcharinfo(0) + "?"; + mes "" + strcharinfo(PC_NAME) + "?"; next; mes "[Nelliorde]"; mes "Alright, I shall contact him right away! Oh, and you can find the Monster Organization west of Juno's central plaza. It shouldn't be hard to find. Good luck!"; @@ -478,7 +478,7 @@ prt_fild08,175,374,3 script Bard#brising 1_M_BARD,{ mes "that passes up a chance"; mes "for an adventure, yes?"; next; - switch(select("Tell me a story.:Sing a song for me.")) { + switch(select("Tell me a story.", "Sing a song for me.")) { case 1: cutin "god_nelluad02",2; mes "[Nelliorde]"; @@ -609,7 +609,7 @@ prt_fild08,175,374,3 script Bard#brising 1_M_BARD,{ mes "do you not?"; next; mes "[Nelliorde]"; - if (Sex) { + if (Sex == SEX_MALE) { mes "Hahahaha, forgive my rudeness,"; mes "but I fail to remember your name, although your face does seem rather familiar."; } @@ -617,14 +617,14 @@ prt_fild08,175,374,3 script Bard#brising 1_M_BARD,{ mes "Oh well well..."; mes "How could I ever"; mes "forget the lovely"; - mes ""+ strcharinfo(0) +"?"; + mes ""+ strcharinfo(PC_NAME) +"?"; } next; cutin "god_nelluad01",2; mes "[Nelliorde]"; mes "So, aren't you curious about me? Feel free to ask me whatever you like! I'm the vagabond that will wander the earth till the end of his days, your friend who loves to sing under the moonlight~"; next; - switch(select("Who are you?:What's new?:Can you sing?")) { + switch(select("Who are you?", "What's new?", "Can you sing?")) { case 1: mes "[Nelliorde]"; mes "Why, I am Nelliorde, the Bard."; @@ -672,7 +672,7 @@ prt_fild08,175,374,3 script Bard#brising 1_M_BARD,{ mes "What kind of news do"; mes "you wish to know about?"; next; - switch(select("About Prontera!:About seaside areas.:Is the desert still hot?:How about the borderlands?")) { + switch(select("About Prontera!", "About seaside areas.", "Is the desert still hot?", "How about the borderlands?")) { case 1: mes "[Nelliorde]"; mes "What?! Prontera?!"; @@ -791,7 +791,7 @@ prt_fild08,175,374,3 script Bard#brising 1_M_BARD,{ mes "Certainly, and if I may say so, pleasureably. Which song would"; mes "you care to hear?"; next; - switch(select("Bragi's Poem:Eternal Chaos:Assassin in the Sunset")) { + switch(select("Bragi's Poem", "Eternal Chaos", "Assassin in the Sunset")) { case 1: if (Zeny > 499) { cutin "god_nelluad02",2; @@ -875,7 +875,7 @@ yuno_in04,47,113,1 script Studying Scholar#1 4_M_ALCHE_B,{ if ($God2 >= $@god_check1) { if (god_brising == 50) { mes "[Enrico Kaili]"; - mes "Ah, " + strcharinfo(0) + ","; + mes "Ah, " + strcharinfo(PC_NAME) + ","; mes "you've returned."; next; mes "[Enrico Kaili]"; @@ -958,9 +958,9 @@ yuno_in04,47,113,1 script Studying Scholar#1 4_M_ALCHE_B,{ mes "So what"; mes "do you think?"; next; - switch(select("I'm not sure...:I suppose you're right.")) { + switch(select("I'm not sure...", "I suppose you're right.")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I'm not sure..."; mes "I mean, maybe"; mes "Alfrik would"; @@ -971,7 +971,7 @@ yuno_in04,47,113,1 script Studying Scholar#1 4_M_ALCHE_B,{ mes "That's a great idea! I'll wait here while you go and ask Alfrik. You're my only hope in completing this research!"; next; emotion e_hmm,1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(^333333I shouldn't have said anything...^000000)"; next; mes "[Enrico Kaili]"; @@ -982,11 +982,11 @@ yuno_in04,47,113,1 script Studying Scholar#1 4_M_ALCHE_B,{ god_brising = 48; close; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I suppose"; mes "you're right."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Still, who knows what exactly is in the Pond of Freya's Golden Tears."; next; mes "[Enrico Kaili]"; @@ -1194,7 +1194,7 @@ yuno_in04,47,113,1 script Studying Scholar#1 4_M_ALCHE_B,{ mes "I'll need your"; mes "help once again!"; next; - switch(select("Wah? It's not over?!:What is it this time?")) { + switch(select("Wah? It's not over?!", "What is it this time?")) { case 1: mes "[Enrico Kaili]"; mes "Hah...!"; @@ -1282,7 +1282,7 @@ yuno_in04,47,113,1 script Studying Scholar#1 4_M_ALCHE_B,{ mes "Work for me, and I shall"; mes "surely repay you."; next; - switch(select("No thanks.:Sure, why not.")) { + switch(select("No thanks.", "Sure, why not.")) { case 1: mes "[Enrico Kaili]"; mes "What...?!"; @@ -1331,7 +1331,7 @@ yuno_in04,47,113,1 script Studying Scholar#1 4_M_ALCHE_B,{ else if (god_brising == 1) { mes "[Enrico Kaili]"; mes "Ah, you've arrived!"; - mes "" + strcharinfo(0) + ", right?"; + mes "" + strcharinfo(PC_NAME) + ", right?"; mes "Yes, I was told by Nelliorde that you'd come. He always manages"; mes "to find me good, reliable help."; next; @@ -1339,7 +1339,7 @@ yuno_in04,47,113,1 script Studying Scholar#1 4_M_ALCHE_B,{ mes "As Nelliorde probably mentioned,"; mes "I need some help in completing my research. Since you adventurers are always traveling, I was hoping you'd help me find someone."; next; - switch(select("I'm no good at finding people.:I can do that!")) { + switch(select("I'm no good at finding people.", "I can do that!")) { case 1: mes "[Enrico Kaili]"; mes "Oh... Really?"; @@ -1565,7 +1565,7 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{ mes "want to hear my"; mes "story after all?"; next; - switch(select("Yes, I would like to.:No, thanks.")) { + switch(select("Yes, I would like to.", "No, thanks.")) { case 1: mes "[Hermite Charles]"; mes "Thank you..."; @@ -1613,7 +1613,7 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{ mes "[Hermite Charles]"; mes "It's doesn't matter how insignificant the clues may be, anything will do. I want to know everything related to her!"; next; - switch(select("Uhhhhh...:Sorry, I can't.:When was the last time you saw her?")) { + switch(select("Uhhhhh...", "Sorry, I can't.", "When was the last time you saw her?")) { case 1: mes "[Hermite Charles]"; mes "Please consider my"; @@ -1628,9 +1628,9 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{ mes "[Hermite Charles]"; mes "If you've ever dearly loved someone, then you'd know how desperate I am. Please find Lowen for me. Please..."; next; - switch(select("...Alright.:I'm sorry, I don't think I can do it.")) { + switch(select("...Alright.", "I'm sorry, I don't think I can do it.")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Alright."; mes "I'll try my best to find her. Would you tell me more about Lowen?"; next; @@ -1730,7 +1730,7 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{ mes "I quit already."; mes "Leave me alone!"; next; - switch(select("Leave him alone.:Give him Kaili's Letter.")) { + switch(select("Leave him alone.", "Give him Kaili's Letter.")) { case 1: mes "^3355FFYou're not sure why he's so upset, but it doesn't seem to be the best time to try to speak with him. Perhaps later would be better...^000000"; god_brising = 4; @@ -1754,7 +1754,7 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{ mes "Would you like to"; mes "listen to my story?"; next; - switch(select("Sure!:I'm busy, actually.")) { + switch(select("Sure!", "I'm busy, actually.")) { case 1: mes "[Hermite Charles]"; mes "Thank you..."; @@ -1802,7 +1802,7 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{ mes "[Hermite Charles]"; mes "It's doesn't matter how insignificant the clues may be, anything will do. I want to know everything related to her!"; next; - switch(select("Uhhhhh...:Sorry, I can't.:When was the last time you saw her?")) { + switch(select("Uhhhhh...", "Sorry, I can't.", "When was the last time you saw her?")) { case 1: mes "[Hermite Charles]"; mes "Please consider my"; @@ -1817,9 +1817,9 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{ mes "[Hermite Charles]"; mes "If you've ever dearly loved someone, then you'd know how desperate I am. Please find Lowen for me. Please..."; next; - switch(select("...Alright.:I'm sorry, I don't think I can do it.")) { + switch(select("...Alright.", "I'm sorry, I don't think I can do it.")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Alright."; mes "I'll try my best to find her. Would you tell me more about Lowen?"; next; @@ -1906,7 +1906,7 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{ mes "sorry, Lowen."; mes "It's all fault..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Excuse me."; mes "I am looking"; mes "for someone named..."; @@ -1918,7 +1918,7 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{ mes "But if you don't mind,"; mes "I want to be alone..."; next; - switch(select("Leave him alone.:Give him Kaili's Letter.")) { + switch(select("Leave him alone.", "Give him Kaili's Letter.")) { case 1: mes "^3355FFYou're not sure why he's so upset, but it doesn't seem to be the best time to try to speak with him. Perhaps later would be better...^000000"; god_brising = 4; @@ -1942,7 +1942,7 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{ mes "Would you like to"; mes "listen to my story?"; next; - switch(select("Sure!:I'm busy, actually.")) { + switch(select("Sure!", "I'm busy, actually.")) { case 1: mes "[Hermite Charles]"; mes "Thank you..."; @@ -1990,7 +1990,7 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{ mes "[Hermite Charles]"; mes "It's doesn't matter how insignificant the clues may be, anything will do. I want to know everything related to her!"; next; - switch(select("Uhhhhh...:Sorry, I can't.:When was the last time you saw her?")) { + switch(select("Uhhhhh...", "Sorry, I can't.", "When was the last time you saw her?")) { case 1: mes "[Hermite Charles]"; mes "Please consider my"; @@ -2005,9 +2005,9 @@ prt_church,113,103,1 script Praying Man 4_M_NFMAN,{ mes "[Hermite Charles]"; mes "If you've ever dearly loved someone, then you'd know how desperate I am. Please find Lowen for me. Please..."; next; - switch(select("...Alright.:I'm sorry, I don't think I can do it.")) { + switch(select("...Alright.", "I'm sorry, I don't think I can do it.")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Alright."; mes "I'll try my best to find her. Would you tell me more about Lowen?"; next; @@ -2111,18 +2111,18 @@ prt_castle,80,52,0 script Personnel Record#book1 HIDDEN_NPC,{ close; } if (god_brising == 26) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I should read this"; mes "from the point where"; mes "I left off..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Huh...?"; mes "What's this mark"; mes "here at the bottom?"; mes "Some kind of secret?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "No wonder the librarian"; mes "seemed to hesitate before"; mes "saying anything. Huh."; @@ -2136,10 +2136,10 @@ prt_castle,80,52,0 script Personnel Record#book1 HIDDEN_NPC,{ mes "[Personnel Record]"; mes "^663300Despite the severity of this offense, she was only discharged from the Crusaders and the holy power granted to her was forcibly removed...^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "She was forced to leave the Crusaders?! That's ridiculous!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Did they want to sentence her to death or what? That's almost too cruel. She must have been humiliated..."; next; mes "[Personnel Record]"; @@ -2151,7 +2151,7 @@ prt_castle,80,52,0 script Personnel Record#book1 HIDDEN_NPC,{ mes "^663300However, this information"; mes "is highly classified. Officially, Lowen Ellenen died during the mission.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "They thought she brought"; mes "disgrace to the Crusaders?"; mes "This sounds pretty messy."; @@ -2183,14 +2183,14 @@ prt_castle,80,52,0 script Personnel Record#book1 HIDDEN_NPC,{ else if (god_brising == 25) { mes "^3355FFYou took the book from the shelf while the librarian was dozing. According to the Crusader Personnel Records, there's only one recruit that was named Lowen Ellenen."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Lowen Ellenen..."; mes "Member of the"; mes "2nd squad..."; mes "Age 22..."; mes "Female..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Became a fugitive?"; mes "This isn't the same"; mes "information the"; @@ -2198,18 +2198,18 @@ prt_castle,80,52,0 script Personnel Record#book1 HIDDEN_NPC,{ next; .@bookrand = rand(1,3); if (.@bookrand == 1) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I should read this"; mes "from the point where"; mes "I left off..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huh...?"; mes "What's this mark"; mes "here at the bottom?"; mes "Some kind of secret?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "No wonder the librarian"; mes "seemed to hesitate before"; mes "saying anything. Huh."; @@ -2221,10 +2221,10 @@ prt_castle,80,52,0 script Personnel Record#book1 HIDDEN_NPC,{ mes "[Personnel Record]"; mes "^663300Despite the severity of this offense, she was only discharged from the Crusaders and the holy power granted to her was forcibly removed...^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "She was forced to leave the Crusaders?! That's ridiculous!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Did they want to sentence her to death or what? That's almost too cruel. She must have been humiliated..."; next; mes "[Personnel Record]"; @@ -2236,7 +2236,7 @@ prt_castle,80,52,0 script Personnel Record#book1 HIDDEN_NPC,{ mes "^663300However, this information"; mes "is highly classified. Officially, Lowen Ellenen died during the mission.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "They thought she brought"; mes "disgrace to the Crusaders?"; mes "This sounds pretty messy."; @@ -2262,7 +2262,7 @@ prt_castle,80,52,0 script Personnel Record#book1 HIDDEN_NPC,{ mes "out of here!"; god_brising = 26; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "(Nuts...!"; mes "I didn't get"; mes "to finish reading!)"; @@ -2313,9 +2313,9 @@ prt_castle,84,51,5 script Librarian#2 8W_SOLDIER,{ mes "person's name, as well"; mes "as your relationship."; next; - switch(select("Lowen, Sibling:Lowen, Spouse:Lowen, Enemy:Lowen, a Friend")) { + switch(select("Lowen, Sibling", "Lowen, Spouse", "Lowen, Enemy", "Lowen, a Friend")) { case 1: - if (Sex) { + if (Sex == SEX_MALE) { mes "[Librarian]"; mes "How dare you"; mes "lie to the royal"; @@ -2362,7 +2362,7 @@ prt_castle,84,51,5 script Librarian#2 8W_SOLDIER,{ close; } case 2: - if (Sex) { + if (Sex == SEX_MALE) { mes "[Librarian]"; mes "Spouse...?"; mes "Well, I guess you look like a husband. Heh, I've got a girlfriend myself. Well, at least I think so. Anyway..."; @@ -2404,7 +2404,7 @@ prt_castle,84,51,5 script Librarian#2 8W_SOLDIER,{ close; } case 3: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I'm looking"; mes "for Ellenen."; mes "Lowen Ellenen."; @@ -2619,7 +2619,7 @@ gef_dun01,89,192,0 script #lowentrace HIDDEN_NPC,3,3,{ mes "^3355FFWill you"; mes "summon her?^000000"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: input @lowenstring$; if (@lowenstring$ == "Lowen") { @@ -2675,7 +2675,7 @@ gef_dun01,89,192,0 script #lowentrace HIDDEN_NPC,3,3,{ mes "^6E7B8BI-It's dangerous..."; mes "Be careful...^000000"; next; - switch(select("Ignore it.:What are you talking about?")) { + switch(select("Ignore it.", "What are you talking about?")) { case 1: close; case 2: @@ -2687,7 +2687,7 @@ gef_dun01,89,192,0 script #lowentrace HIDDEN_NPC,3,3,{ mes "But if you don't mind,"; mes "may I talk to you...?^000000"; next; - switch(select("Holy...! Run!:What are you?!")) { + switch(select("Holy...! Run!", "What are you?!")) { case 1: close; case 2: @@ -2741,7 +2741,7 @@ gef_dun01,203,48,0 script #lowentrace1 HIDDEN_NPC,3,3,{ mes "Would you"; mes "like to summon her? "; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: input @lowenstring$; if (@lowenstring$ == "Lowen") { @@ -2751,7 +2751,7 @@ gef_dun01,203,48,0 script #lowentrace1 HIDDEN_NPC,3,3,{ mes "You'll be with me"; mes "...Won't you?^000000"; next; - switch(select("Of course.:Sorry, I don't think I can...")) { + switch(select("Of course.", "Sorry, I don't think I can...")) { case 1: mes "[Lowen Ellenen]"; mes "^6E7B8BThank you,"; @@ -2807,7 +2807,7 @@ gef_dun01,203,48,0 script #lowentrace1 HIDDEN_NPC,3,3,{ mes "^6E7B8BI-It's dangerous..."; mes "Be careful...^000000"; next; - switch(select("Ignore it.:What are you talking about?")) { + switch(select("Ignore it.", "What are you talking about?")) { case 1: close; case 2: @@ -2819,7 +2819,7 @@ gef_dun01,203,48,0 script #lowentrace1 HIDDEN_NPC,3,3,{ mes "But if you don't mind,"; mes "may I talk to you...?^000000"; next; - switch(select("Holy...! Run!:What are you?!")) { + switch(select("Holy...! Run!", "What are you?!")) { case 1: close; case 2: @@ -2878,9 +2878,9 @@ que_god02,48,55,3 script Lowen Ellenen 4_F_CRU,{ mes "I couldn't forgive myself for what I've done to my comrades. They"; mes "were killed because of me."; next; - switch(select("You were cursed...?:You still have something to do.")) { + switch(select("You were cursed...?", "You still have something to do.")) { case 1: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "You're saying..."; mes "The anger of your"; mes "comrades manifested"; @@ -2892,7 +2892,7 @@ que_god02,48,55,3 script Lowen Ellenen 4_F_CRU,{ mes "[Lowen Ellenen]"; mes "I have been trying my best to comfort their spirits for 2 years."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ever since you guys failed on a mission, you've spent two years here killing monsters?"; next; mes "[Lowen Ellenen]"; @@ -2930,10 +2930,10 @@ que_god02,48,55,3 script Lowen Ellenen 4_F_CRU,{ mes "help me?"; mes "How...?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "You said this is the place where the subjugation mission happened, right? I'll fight with you!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Now come on, you don't deserve to feel guilty like this. Let's think about how we're gonna fight these monsters!"; next; mes "[Lowen Ellenen]"; @@ -2941,7 +2941,7 @@ que_god02,48,55,3 script Lowen Ellenen 4_F_CRU,{ mes "Thank you."; mes "Thank you so much."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Now,"; mes "shall we go in?"; god_brising = 31; @@ -2971,7 +2971,7 @@ que_god02,54,64,4 script Soldier#1_brising 8W_SOLDIER,1,1,{ mes "[Soldier]"; mes "Have you volunteered for monster subjugation? Would you like to start the mission now?"; next; - switch(select("Yes.:I need more time.")) { + switch(select("Yes.", "I need more time.")) { case 1: mes "[Soldier]"; mes "We're you're ready,"; @@ -3172,11 +3172,11 @@ que_god02,174,49,0 script #lowenone HIDDEN_WARP_NPC,0,0,{ OnTouch: donpcevent "brisinsold2::OnSold2On"; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Where am I?"; mes "Isn't this...?!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ah, I see."; mes "This must be the place where everything happened two years ago. Good, good..."; next; @@ -3190,7 +3190,7 @@ OnTouch: mes "We've got problems now."; next; mapannounce "que_god02","D...Doppelganger!!!",0,0x9CFF00; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What...?!"; mes "Doppelganger?!"; next; @@ -3199,7 +3199,7 @@ OnTouch: donpcevent "#brisinsummon::OnKnight2On"; donpcevent "#brisinsummon::OnKnight3On"; donpcevent "#brisinsummon::OnLowenOn"; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What's going on?"; mes "Did you really fight with that creature? H-hey! Answer me!"; next; @@ -3226,7 +3226,7 @@ OnTouch: mes "Go, Lowen!"; mes "Cast Grand Cross, now!^000000"; next; - specialeffect EF_BEGINSPELL7,AREA,"#lowen"; + specialeffect(EF_BEGINSPELL7, AREA, getnpcid(0, "#lowen")); mapannounce "que_god02","Mwahaha! Mortals are such fools...",0,0xA8A8A8; donpcevent "#brisinsummon::OnDoppel1Off"; donpcevent "#brisinsummon::OnDoppel2On"; @@ -3234,10 +3234,10 @@ OnTouch: emotion e_gasp,0,"#knight2"; emotion e_gasp,0,"#knight3"; emotion e_gasp,0,"#lowen"; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes " ??!!!"; next; - specialeffect EF_BEGINSPELL7,AREA,"#doppelganger2"; + specialeffect(EF_BEGINSPELL7, AREA, getnpcid(0, "#doppelganger2")); mes "[Male Voice]"; mes "Lowen!"; mes "Noooooooooo!!!"; @@ -3256,7 +3256,7 @@ que_god02,124,59,7 script #hermite 4_M_NFMAN,{ end; } que_god02,120,52,0 script #monologue HIDDEN_WARP_NPC,0,0,{ OnTouch: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Where am I?"; mes "Isn't that..."; mes "What's Hermite"; @@ -3280,7 +3280,7 @@ OnTouch: mes "Noooooooooo!!!"; next; donpcevent "#brisinsummon::OnHermiteOff"; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Where did he go?"; mes "Was... Was that"; mes "from his mind?"; @@ -3338,7 +3338,7 @@ que_god02,21,127,3 script Lowen Ellenen#2 4_F_CRU,{ mes "[Lowen Ellenen]"; mes "Are you giving me another chance? But I no longer have a body to fight monsters anymore..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Don't worry,"; mes "I'm with you!"; mes "Let's do it!"; @@ -3360,7 +3360,7 @@ que_god02,178,127,3 script Valkyrie#1 4_F_VALKYRIE,{ mes "[Valkyrie]"; mes "Have you found the strength to release yourself from the guilt and the pain? I have been waiting for you. Will you accept my invitation to Valhalla?"; next; - switch(select("Yes, I will follow you.:Um... I'm not Lowen.")) { + switch(select("Yes, I will follow you.", "Um... I'm not Lowen.")) { case 1: mes "[Valkyrie]"; mes "Lowen Ellenen, misunderstood hero. I will now promote you"; @@ -3369,11 +3369,11 @@ que_god02,178,127,3 script Valkyrie#1 4_F_VALKYRIE,{ next; mes "[Valkyrie]"; mes "Your soul and spirit will be reborn in Valhalla as a holy warrior preparing for the holy war."; - specialeffect2 EF_BLESSING; + specialeffect(EF_BLESSING, AREA, playerattached()); next; mes "[Valkyrie]"; mes "And..."; - mes ""+ strcharinfo(0) +","; + mes ""+ strcharinfo(PC_NAME) +","; mes "Your exploits are known to me. But I am curious as to what has brought you here?"; next; mes "^3355FFYou explained what happened to the Valkyrie, starting from the Snow Crystal which never melts.^000000"; @@ -3392,7 +3392,7 @@ que_god02,178,127,3 script Valkyrie#1 4_F_VALKYRIE,{ mes "Perhaps, I was also sent to meet you. I wish that humans will use the power derived from the traces of the gods to protect justice."; next; mes "[Valkyrie]"; - mes ""+ strcharinfo(0) +"..."; + mes ""+ strcharinfo(PC_NAME) +"..."; mes "Listen. This is"; mes "what you must find."; next; @@ -3442,7 +3442,7 @@ que_god02,178,127,3 script Valkyrie#1 4_F_VALKYRIE,{ mes "made me laugh."; next; mes "[Valkyrie]"; - mes ""+ strcharinfo(0) +","; + mes ""+ strcharinfo(PC_NAME) +","; mes "I am speaking to the"; mes "spirit that rests within you, the girl to whom you lent your body so that she may learn the truth of the past."; next; @@ -3454,11 +3454,11 @@ que_god02,178,127,3 script Valkyrie#1 4_F_VALKYRIE,{ mes "[Valkyrie]"; mes "Your soul and"; mes "spirit will be reborn in Valhalla as a holy warrior preparing for the holy war."; - specialeffect2 EF_BLESSING; + specialeffect(EF_BLESSING, AREA, playerattached()); next; mes "[Valkyrie]"; mes "And..."; - mes ""+ strcharinfo(0) +","; + mes ""+ strcharinfo(PC_NAME) +","; mes "Your exploits are known to me. But I am curious as to what has brought you here?"; next; mes "^3355FFYou explained what happened to the Valkyrie, starting from the Snow Crystal which never melts.^000000"; @@ -3477,7 +3477,7 @@ que_god02,178,127,3 script Valkyrie#1 4_F_VALKYRIE,{ mes "Perhaps, I was also sent to meet you. I wish that humans will use the power derived from the traces of the gods to protect justice."; next; mes "[Valkyrie]"; - mes ""+ strcharinfo(0) +"..."; + mes ""+ strcharinfo(PC_NAME) +"..."; mes "Listen. This is"; mes "what you must find."; next; @@ -3541,41 +3541,41 @@ xmas,38,105,0 script #brisindwarf1 HIDDEN_NPC,3,3,{ next; mes "^3355FFHowever, this particular mound strikes you as curious for some reason.^000000"; next; - switch(select("Sweep the snow away with your hand.:Poke the snow with your finger.:Cancel.")) { + switch(select("Sweep the snow away with your hand.", "Poke the snow with your finger.", "Cancel.")) { case 1: mes "^3355FFAs you sweep the snow with the palm of your hand, some of the snow melts, revealing a strange puzzle cube. It's multi-faceted, but you can read that each facet is inscribed with a lyric."; next; - switch(select("Adjust the puzzle.:Quit.")) { + switch(select("Adjust the puzzle.", "Quit.")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Okay, um..."; mes "I guess I should"; mes "choose a lyric..."; next; - switch(select("Wanes in comparison:To that beautiful hair:All of our hearts:The beauty of the stars:To those dazzling eyes")) { + switch(select("Wanes in comparison", "To that beautiful hair", "All of our hearts", "The beauty of the stars", "To those dazzling eyes")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "we gave..."; break; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "To that beautiful hair"; break; case 3: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "All of our hearts in"; break; case 4: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "The beauty of the stars"; .@point += 10; break; case 5: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "To those dazzling eyes"; break; } - switch(select("We gave:Wanes in comparison.:All of our hearts in:To the steps in:To those dazzling eyes")) { + switch(select("We gave", "Wanes in comparison.", "All of our hearts in", "To the steps in", "To those dazzling eyes")) { case 1: mes "we gave.."; break; @@ -3593,7 +3593,7 @@ xmas,38,105,0 script #brisindwarf1 HIDDEN_NPC,3,3,{ mes "To those dazzling eyes"; break; } - switch(select("We gave:To that beautiful hair:All of our hearts in:To the steps in:We lost our hearts")) { + switch(select("We gave", "To that beautiful hair", "All of our hearts in", "To the steps in", "We lost our hearts")) { case 1: mes "We gave"; break; @@ -3611,7 +3611,7 @@ xmas,38,105,0 script #brisindwarf1 HIDDEN_NPC,3,3,{ .@point += 10; break; } - switch(select("To that golden hair:To that beautiful hair:All of our hearts in:To the steps in:To those dazzling eyes")) { + switch(select("To that golden hair", "To that beautiful hair", "All of our hearts in", "To the steps in", "To those dazzling eyes")) { case 1: mes "To that golden hair"; .@point += 10; @@ -3629,7 +3629,7 @@ xmas,38,105,0 script #brisindwarf1 HIDDEN_NPC,3,3,{ mes "To those dazzling eyes"; break; } - switch(select("We gave:To that beautiful hair:And those dazzling eyes.:To the steps in:To those dazzling eyes")) { + switch(select("We gave", "To that beautiful hair", "And those dazzling eyes.", "To the steps in", "To those dazzling eyes")) { case 1: mes "We gave"; break; @@ -3658,14 +3658,14 @@ xmas,38,105,0 script #brisindwarf1 HIDDEN_NPC,3,3,{ } close; case 2: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Huh...?"; mes "Nothing happened."; mes "Did I do something wrong, or is this just a completely ordinary puzzle cube?"; close; } case 2: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "This..."; mes "This better not"; mes "be just some regular"; @@ -3712,7 +3712,7 @@ xmas,36,103,4 script Alfrik#1 4_M_DWARF,{ mes "What's up, human?"; mes "All of us have awakened."; next; - switch(select("I just wanted to say hello.:What are Brisingamen's materials?")) { + switch(select("I just wanted to say hello.", "What are Brisingamen's materials?")) { case 1: mes "[Alfrik]"; mes "Your gesture is appreciated, but I'd rather hide than socialize. I don't want to be found by the crows of Odin!"; @@ -3767,13 +3767,13 @@ xmas,36,103,4 script Alfrik#1 4_M_DWARF,{ mes "Loki? Heimdall?"; mes "Or was it Freya?"; next; - switch(select("No one, it was an accident!:It was Valkyrie.")) { + switch(select("No one, it was an accident!", "It was Valkyrie.")) { case 1: mes "[Alfrik]"; mes "Don't even think of lying to me, human! There's no way you could have awoken me without knowing"; mes "the password! Now, speak!"; next; - switch(select("Valkyrie told me.:It was a coincidence!")) { + switch(select("Valkyrie told me.", "It was a coincidence!")) { case 1: mes "[Alfrik]"; mes "Valkyrie...?"; @@ -3881,7 +3881,7 @@ xmas,36,103,4 script Alfrik#1 4_M_DWARF,{ mes "Why are you still here?"; mes "I told you go wake Dvalin!"; next; - switch(select("Where is he?:Tell me more about Brisingamen.")) { + switch(select("Where is he?", "Tell me more about Brisingamen.")) { case 1: mes "[Alfrik]"; mes "Ah. Right."; @@ -4003,7 +4003,7 @@ prt_fild02,185,269,0 script #brisindwarf2 HIDDEN_NPC,3,3,{ mes "^3355FFIt's just an ordinary rock underneath the shadow of"; mes "a tree. But on closer inspection, you notice that the moss on top of the rock looks perfectly flat.^000000"; next; - switch(select("Step on it.:Sweep the surface.:Scratch the surface.:Kick it.")) { + switch(select("Step on it.", "Sweep the surface.", "Scratch the surface.", "Kick it.")) { case 1: mes "^3355FFYou gingerly place your foot on the top of the stone. The entire rock suddenly swings downward"; mes "into the ground, and you fall helplessly...^000000"; @@ -4014,14 +4014,14 @@ prt_fild02,185,269,0 script #brisindwarf2 HIDDEN_NPC,3,3,{ mes "^3355FFAs you sweep away the moss with your hand, you scratch your palm from the sharp edges of the rock.^000000"; emotion e_gasp,1; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Damn...!"; mes "I'm bleeding!"; mes "But why didn't"; mes "anything else"; mes "happen?!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "This rock had"; mes "better be one of"; mes "those secret rocks!"; @@ -4033,35 +4033,35 @@ prt_fild02,185,269,0 script #brisindwarf2 HIDDEN_NPC,3,3,{ next; mes "^3355FFAfter peeling off the moss, a series of tiles, etched with faint words, are revealed on top of the rock. These tiles could be moved around, like in a puzzle.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Another puzzle?"; mes "This was just like when I had to give Alfrik's password. Okay, let me see..."; .@point = 0; next; - switch(select("To the tear drops dripping on the way:Her lovely scent:We gave:To the seducing red lips:Our hearts in")) { + switch(select("To the tear drops dripping on the way", "Her lovely scent", "We gave", "To the seducing red lips", "Our hearts in")) { case 1: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "To the tear drops dripping on the way"; break; case 2: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Her lovely scent"; .@point += 10; break; case 3: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "We gave"; break; case 4: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "To the seducing red lips"; break; case 5: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Our hearts in"; break; } - switch(select("Still lingers in the wind.:To the scent drifted in the wind:We gave:To the seducing red lips:Our hearts in")) { + switch(select("Still lingers in the wind.", "To the scent drifted in the wind", "We gave", "To the seducing red lips", "Our hearts in")) { case 1: mes "Still lingers in the wind."; .@point += 10; @@ -4078,7 +4078,7 @@ prt_fild02,185,269,0 script #brisindwarf2 HIDDEN_NPC,3,3,{ mes "Our hearts in"; break; } - switch(select("To the tear drops dripping on the way:To the scent drifted in the wind:We gave:We surrendered our hearts:Our hearts in")) { + switch(select("To the tear drops dripping on the way", "To the scent drifted in the wind", "We gave", "We surrendered our hearts", "Our hearts in")) { case 1: mes "To the tear drops dripping on the way"; break; @@ -4095,7 +4095,7 @@ prt_fild02,185,269,0 script #brisindwarf2 HIDDEN_NPC,3,3,{ mes "Our hearts in"; break; } - switch(select("To the tear drops dripping on the way:To the scent drifted in the wind:To those tender teardrops:To the seducing red lips:Our hearts in")) { + switch(select("To the tear drops dripping on the way", "To the scent drifted in the wind", "To those tender teardrops", "To the seducing red lips", "Our hearts in")) { case 1: mes "To the tear drops dripping on the way"; break; @@ -4113,7 +4113,7 @@ prt_fild02,185,269,0 script #brisindwarf2 HIDDEN_NPC,3,3,{ mes "Our hearts in"; break; } - switch(select("To the tear drops dripping on the way:To the scent drifted in the wind:We gave:To the seducing red lips:Those seductive red lips")) { + switch(select("To the tear drops dripping on the way", "To the scent drifted in the wind", "We gave", "To the seducing red lips", "Those seductive red lips")) { case 1: mes "To the tear drops dripping on the way"; break; @@ -4142,7 +4142,7 @@ prt_fild02,185,269,0 script #brisindwarf2 HIDDEN_NPC,3,3,{ } close; case 4: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "^333333*Cough cough!*"; mes "Aaaack!"; mes "It's so dusty!"; @@ -4188,7 +4188,7 @@ prt_fild02,185,270,3 script Dvalin#1 4_M_DWARF,{ mes "Tell me right now, or I'll..."; mes "I'll kick your ass!"; next; - switch(select("Help!:Alfrik sent me to wake you up!")) { + switch(select("Help!", "Alfrik sent me to wake you up!")) { case 1: mes "[Dvalin]"; mes "I don't know"; @@ -4207,7 +4207,7 @@ prt_fild02,185,270,3 script Dvalin#1 4_M_DWARF,{ mes "Then, that means"; mes "we can meet Freya again?!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Umm..."; mes "I'm afraid not."; mes "Or, at least, that's"; @@ -4374,14 +4374,14 @@ mjolnir_09,87,129,3 script Berling#1 4_M_DWARF,{ mes "What do you want?"; mes "Wh-who are you?"; next; - switch(select("Dvalin wants you to wake up!:Tell me who you are first!")) { + switch(select("Dvalin wants you to wake up!", "Tell me who you are first!")) { case 1: mes "[Berling]"; mes "Dvalin?!"; mes "You mean my brother!"; mes "But he can only be revived if Alfrik is revived. What happened?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Umm..."; mes "Let me explain..."; next; @@ -4389,7 +4389,7 @@ mjolnir_09,87,129,3 script Berling#1 4_M_DWARF,{ mes "......"; mes "........."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...So I guess I need to wake up all four of you dwarves so that Brisingamen, which holds Freya's power, can be made again."; next; mes "[Berling]"; @@ -4443,7 +4443,7 @@ mjolnir_09,87,129,3 script Berling#1 4_M_DWARF,{ next; mes "[Berling]"; mes "Memorize all five lines of this song exactly. Now take this golden teardrop and please seek out Grer."; - specialeffect2 EF_IMPOSITIO; + specialeffect(EF_IMPOSITIO, AREA, playerattached()); god_brising = 44; close2; hideonnpc "Berling#1"; @@ -4457,7 +4457,7 @@ mjolnir_09,87,129,3 script Berling#1 4_M_DWARF,{ mes "give my name to a rude,"; mes "ill-bred human like yourself!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Wait..."; mes "Your name"; mes "is Berling?"; @@ -4502,12 +4502,12 @@ OnInit: mjo_dun02,126,36,0 script #brisindwarf4 HIDDEN_NPC,3,3,{ if ($God2 < $@god_check1) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Bah, no way out."; close; } if ($God3 >= $@god_check2) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Bah, no way out."; close; } @@ -4518,46 +4518,46 @@ mjo_dun02,126,36,0 script #brisindwarf4 HIDDEN_NPC,3,3,{ close; } else if (god_brising == 45) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see."; mes "Um, that song."; mes "What was the first line...?"; next; input @dwarfsong1$; if (@dwarfsong1$ == "No jewel in the world can compare.") @point += 1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes " " + @dwarfsong1$ + ""; mes "Then...ummm.."; mes "The second line?"; next; input @dwarfsong2$; if (@dwarfsong2$ == "Our masterpiece made from love.") @point += 1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes " " + @dwarfsong2$ + ""; mes "Now, what was"; mes "the third line...?"; next; input @dwarfsong3$; if (@dwarfsong3$ == "She wanted the dazzling necklace.") @point += 1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes " " + @dwarfsong3$ + ""; mes "Now, the fourth"; mes "line after that..."; next; input @dwarfsong4$; if (@dwarfsong4$ == "We wanted the goddess of beauty.") @point += 1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes " " + @dwarfsong4$ + ""; mes "Alright, now"; mes "for the last line..."; next; input @dwarfsong5$; if (@dwarfsong5$ == "Our happiest times were with her.") @point += 1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes " " + @dwarfsong5$ + ""; mes "Alright, let's give it a try."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "" + @dwarfsong1$ + ""; mes "" + @dwarfsong2$ + ""; mes "" + @dwarfsong3$ + ""; @@ -4591,12 +4591,12 @@ mjo_dun02,126,36,0 script #brisindwarf4 HIDDEN_NPC,3,3,{ OnTouch: if ($God2 < $@god_check1) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Beh, no way out."; close; } if ($God3 >= $@god_check2) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Beh, no way out."; close; } @@ -4608,7 +4608,7 @@ OnTouch: mes "Freya's presense on you?"; mes "Tell me who you are!"; next; - switch(select("I am sent by Berling.:Wah, you freaked me out!")) { + switch(select("I am sent by Berling.", "Wah, you freaked me out!")) { case 1: mes "[Male Voice]"; mes "Lies! Lies!"; diff --git a/npc/quests/seals/god_global.txt b/npc/quests/seals/god_global.txt index ad4aef521..7486bcc23 100644 --- a/npc/quests/seals/god_global.txt +++ b/npc/quests/seals/god_global.txt @@ -43,7 +43,7 @@ sec_in02,15,170,0 script Golbal var 4_F_CHNDRESS3,{ mes "[Check]"; mes "Please choose a menu."; next; - switch(select("Now:No.1:No.2:No.3:No.4:Reset:god_sl_1:god_eremes:god_brising:god_mjo_0:god_mjo_1:god_mjo_2:god_mjo_3:god_mjo_4")) { + switch(select("Now", "No.1", "No.2", "No.3", "No.4", "Reset", "god_sl_1", "god_eremes", "god_brising", "god_mjo_0", "god_mjo_1", "god_mjo_2", "god_mjo_3", "god_mjo_4")) { case 1: mes "^0000FF$God1^000000 = ^FF0000" + $God1 + "^000000."; mes "^0000FF$God2^000000 = ^FF0000" + $God2 + "^000000."; diff --git a/npc/quests/seals/god_weapon_creation.txt b/npc/quests/seals/god_weapon_creation.txt index 70bb2c881..3f32461fa 100644 --- a/npc/quests/seals/god_weapon_creation.txt +++ b/npc/quests/seals/god_weapon_creation.txt @@ -46,7 +46,7 @@ gld_dun01,28,85,0 script Grunburti#1::GodDwarf 4_M_DWARF,{ mes "Living in Midgard and away from"; mes "my home town is painful enough, let alone facing a whiny human. Leave me alone!"; next; - switch(select("Ask him about Dwarves.:Ask him what he is doing.:Request weapon creation.:Cancel.")) { + switch(select("Ask him about Dwarves.", "Ask him what he is doing.", "Request weapon creation.", "Cancel.")) { case 1: mes "[Dwarf Grunburti]"; mes "What's to know about Dwarves?"; @@ -89,14 +89,14 @@ gld_dun01,28,85,0 script Grunburti#1::GodDwarf 4_M_DWARF,{ mes "At least I was fortunate enough to find this cave. We Dwarves are most cozy living underground, after all."; close; case 3: - .@GID = getcharid(2); + .@GID = getcharid(CHAR_ID_GUILD); if (($God1 < $@god_check2) || ($God2 < $@god_check2) || ($God3 < $@god_check2) || ($God4 < $@god_check2)){ - if (($God1 >= $@god_check1) && ($God2 >= $@god_check1) && ($God3 >= $@god_check1) && ($God4 >= $@god_check1) && (strcharinfo(0) == getguildmaster(.@GID))) { + if (($God1 >= $@god_check1) && ($God2 >= $@god_check1) && ($God3 >= $@god_check1) && ($God4 >= $@god_check1) && (strcharinfo(PC_NAME) == getguildmaster(.@GID))) { mes "[Dwarf Grunburti]"; mes "Hmm..."; mes "I'll need some things to make a weapon for you. What exactly were you interested in having?"; next; - switch(select("Brisingamen:Megingjard:Sleipnir:Mjolnir")) { + switch(select("Brisingamen", "Megingjard", "Sleipnir", "Mjolnir")) { case 1: mes "[Dwarf Grunburti]"; mes "I will need..."; @@ -167,7 +167,7 @@ gld_dun01,28,85,0 script Grunburti#1::GodDwarf 4_M_DWARF,{ mes "Stop bothering me and get out of here! Go play with some monsters, you simple minded fool!"; close; } - if (strcharinfo(0) != getguildmaster(.@GID)) { + if (strcharinfo(PC_NAME) != getguildmaster(.@GID)) { mes "[Dwarf Grunburti]"; mes "I'll only present"; mes "my magnificent skills"; @@ -240,7 +240,7 @@ gld_dun01,28,85,0 script Grunburti#1::GodDwarf 4_M_DWARF,{ mes "[Dwarf Grunburti]"; mes "How dare you come here unprepared?! Did you forget what you needed to bring? Listen carefully this time!"; next; - switch(select("Brisingamen:Megingjard:Sleipnir:Mjolnir")) { + switch(select("Brisingamen", "Megingjard", "Sleipnir", "Mjolnir")) { case 1: mes "[Dwarf Grunburti]"; mes "I will need..."; @@ -412,8 +412,8 @@ que_god01,154,112,4 script Grunburti#god 4_M_DWARF,{ mes "pity for you~"; close; } - .@GID = getcharid(2); - if (strcharinfo(0) != getguildmaster(.@GID)) { + .@GID = getcharid(CHAR_ID_GUILD); + if (strcharinfo(PC_NAME) != getguildmaster(.@GID)) { mes "[Dwarf Grunburti]"; mes "How in the..."; mes "Get out of here!"; @@ -447,7 +447,7 @@ que_god01,154,112,4 script Grunburti#god 4_M_DWARF,{ mes "you wish for me"; mes "to create!"; next; - switch(select("Brisingamen:Megingjard:Sleipnir:Mjolnir")) { + switch(select("Brisingamen", "Megingjard", "Sleipnir", "Mjolnir")) { case 1: mes "[Dwarf Grunburti]"; mes "B-Brisingamen?!"; @@ -476,7 +476,7 @@ que_god01,154,112,4 script Grunburti#god 4_M_DWARF,{ mes "20 Gold"; mes "1 Necklace^000000"; next; - switch(select("Make Brisingamen.:Cancel.")) { + switch(select("Make Brisingamen.", "Cancel.")) { case 1: if ((countitem(Jewel_Of_Prayer) > 3) && (countitem(Silver_Fancy) > 3) && (countitem(Crystal_Of_Snow) > 2) && (countitem(Slilince_Wave) > 2) && (countitem(Air_Stream) > 2) && (countitem(Blue_Jewel) > 1) && (countitem(Scarlet_Jewel) > 2) && (countitem(White_Jewel) > 9) && (countitem(Cardinal_Jewel_) > 4) && (countitem(Gold) > 19) && (countitem(Necklace) > 0)){ //Jewel_Of_Prayer Silver_Fancy Crystal_Of_Snow Slilince_Wave Air_Stream Blue_Jewel Scarlet_Jewel White_Jewel Cardinal_Jewel_ Gold Necklace mes "[Dwarf Grunburti]"; @@ -515,7 +515,7 @@ que_god01,154,112,4 script Grunburti#god 4_M_DWARF,{ $God2 = 0; $God3 = 0; $God4 = 0; - announce "[Brisingamen] has come into the hands of [" + strcharinfo(0) + "], master of the [" + getguildname(.@GID) + "] guild.",bc_all; + announce "[Brisingamen] has come into the hands of [" + strcharinfo(PC_NAME) + "], master of the [" + getguildname(.@GID) + "] guild.",bc_all; mes "[Dwarf Grunburti]"; mes "Ah, just look at this dazzling beauty. No other piece of jewelry complemented Freya as well as Brisingamen."; close; @@ -555,7 +555,7 @@ que_god01,154,112,4 script Grunburti#god 4_M_DWARF,{ mes "10 Oridecon"; mes "1 Belt^000000..."; next; - switch(select("Make Megingjard.:Cancel.")) { + switch(select("Make Megingjard.", "Cancel.")) { case 1: if ((countitem(Gullraifnir) > 0) && (countitem(Gold) > 19) && (countitem(Blue_Jewel) > 9) && (countitem(Oridecon) > 9) && (countitem(Belt) > 0)) { mes "[Dwarf Grunburti]"; @@ -589,7 +589,7 @@ que_god01,154,112,4 script Grunburti#god 4_M_DWARF,{ $God2 = 0; $God3 = 0; $God4 = 0; - announce "[Megingjard] the godly item has been given to [" + strcharinfo(0) + "], the master of the guild [" + getguildname(.@GID) + "].",bc_all; + announce "[Megingjard] the godly item has been given to [" + strcharinfo(PC_NAME) + "], the master of the guild [" + getguildname(.@GID) + "].",bc_all; mes "[Dwarf Grunburti]"; mes "Here..."; mes "Be careful with how"; @@ -640,7 +640,7 @@ que_god01,154,112,4 script Grunburti#god 4_M_DWARF,{ mes "10 Elunium"; mes "1 Slotted Boots^000000..."; next; - switch(select("Make Sleipnir.:Cancel.")) { + switch(select("Make Sleipnir.", "Cancel.")) { case 1: if ((countitem(Mystery_Wheel) > 2) && (countitem(Feather_Of_Angel) > 4) && (countitem(Soul_Of_Fish) > 2) && (countitem(Symbol_Of_Sun) > 3) && (countitem(Breath_Of_Soul) > 2) && (countitem(Gold) > 19) && (countitem(Elunium) > 9) && (countitem(Boots_) > 0)) { mes "[Dwarf Grunburti]"; @@ -679,7 +679,7 @@ que_god01,154,112,4 script Grunburti#god 4_M_DWARF,{ $God2 = 0; $God3 = 0; $God4 = 0; - announce "[Sleipnir] the godly item has been given to [" + strcharinfo(0) + "], the master of the guild [" + getguildname(.@GID) + "].",bc_all; + announce "[Sleipnir] the godly item has been given to [" + strcharinfo(PC_NAME) + "], the master of the guild [" + getguildname(.@GID) + "].",bc_all; mes "[Dwarf Grunburti]"; mes "There..."; mes "Wear these, and"; @@ -729,7 +729,7 @@ que_god01,154,112,4 script Grunburti#god 4_M_DWARF,{ mes "40 Gold"; mes "1 Stunner^000000..."; next; - switch(select("Make Mjolnir.:Cancel.")) { + switch(select("Make Mjolnir.", "Cancel.")) { case 1: if ((countitem(Iron_Glove) > 1) && (countitem(Iron_Maiden) > 3) && (countitem(Anger_Of_Valkurye) > 4) && (countitem(Indication_Of_Tempest) > 4) && (countitem(Rough_Billows) > 4) && (countitem(Oridecon) > 19) && (countitem(Elunium) > 4) && (countitem(Gold) > 39) && (countitem(Stunner) > 0)) { mes "[Dwarf Grunburti]"; @@ -768,7 +768,7 @@ que_god01,154,112,4 script Grunburti#god 4_M_DWARF,{ $God2 = 0; $God3 = 0; $God4 = 0; - announce "[Mjolnir] has been bestowed to [" + strcharinfo(0) + "], the master of the [" + getguildname(.@GID) + "] guild.",bc_all; + announce "[Mjolnir] has been bestowed to [" + strcharinfo(PC_NAME) + "], the master of the [" + getguildname(.@GID) + "] guild.",bc_all; mes "[Dwarf Grunburti]"; mes "It's done."; mes "Take it. How does"; @@ -830,7 +830,7 @@ OnDisable: que_god01,154,67,0 script god_failwarp#1 FAKE_NPC,4,7,{ OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnTouch: warp "prontera",156,324; @@ -864,7 +864,7 @@ que_god01,293,3,0 script Godly Item Quests#god 4_F_01,{ mes "[Use in case of emergency]"; mes "What services would you like to use?"; next; - switch(select("Turn off Warps.:Reset Timer.:Reset chat room.")) { + switch(select("Turn off Warps.", "Reset Timer.", "Reset chat room.")) { case 1: mes "[Use in case of emergency]"; mes "Press the 'Next' button to turn off warps."; diff --git a/npc/quests/seals/megingard_seal.txt b/npc/quests/seals/megingard_seal.txt index b089f0dbf..96a634a4e 100644 --- a/npc/quests/seals/megingard_seal.txt +++ b/npc/quests/seals/megingard_seal.txt @@ -51,7 +51,7 @@ prt_castle,44,151,0 script Rebarev Doug 1_M_KNIGHTMASTER,{ mes "everything I need to"; mes "create Gleipnir!"; next; - switch(select("Make Gleipnir.:Cancel.")) { + switch(select("Make Gleipnir.", "Cancel.")) { case 1: mes "[Rebarev Doug]"; mes "I'm the only human on earth"; @@ -87,7 +87,7 @@ prt_castle,44,151,0 script Rebarev Doug 1_M_KNIGHTMASTER,{ mes "If you have any questions about Crusaders, feel free to ask me."; mes "I may be too old and weak for fighting, but I will spread our message as much as I can."; next; - switch(select("What is Holy Cross?:What is Grand Cross?:What is Sacrifice?:What is Gleipnir?")) { + switch(select("What is Holy Cross?", "What is Grand Cross?", "What is Sacrifice?", "What is Gleipnir?")) { case 1: mes "[Rebarev Doug]"; mes "Holy Cross is the first manifestation of a Crusader's faith. By making the sign of the cross, Crusader's can inflict a holy attack on their enemies."; @@ -202,7 +202,7 @@ prt_castle,44,151,0 script Rebarev Doug 1_M_KNIGHTMASTER,{ mes "It may be an enriching"; mes "experience for you. It's possible that you'll even have a greater appreciation for Crusaders."; next; - switch(select("What is it?:I'm sick and tired of doin' favors.")) { + switch(select("What is it?", "I'm sick and tired of doin' favors.")) { case 1: mes "[Rebarev Doug]"; mes "I want you to find the members of the 1st Squad in the 3rd Platoon of the 3rd Company. If you happen to encounter them in your travels, please ask them how they are doing."; @@ -211,7 +211,7 @@ prt_castle,44,151,0 script Rebarev Doug 1_M_KNIGHTMASTER,{ mes "It shouldn't be that difficult to do and won't be a waste of your time if you are already planning"; mes "to explore the world."; next; - switch(select("Sure, why not.:I'm sorry, but no.")) { + switch(select("Sure, why not.", "I'm sorry, but no.")) { case 1: mes "[Rebarev Doug]"; mes "Excellent!"; @@ -296,7 +296,7 @@ prt_castle,44,151,0 script Rebarev Doug 1_M_KNIGHTMASTER,{ mes "Haven't you left"; mes "to search for them yet?"; next; - switch(select("Where should I go?:I am about to leave.:What do you mean by final mission?")) { + switch(select("Where should I go?", "I am about to leave.", "What do you mean by final mission?")) { case 1: mes "[Rebarev Doug]"; mes "Well..."; @@ -359,7 +359,7 @@ prt_castle,44,151,0 script Rebarev Doug 1_M_KNIGHTMASTER,{ mes "Haven't you left"; mes "to search for them yet?"; next; - switch(select("Where should I go?:I am about to leave.")) { + switch(select("Where should I go?", "I am about to leave.")) { case 1: mes "[Rebarev Doug]"; mes "Well..."; @@ -451,7 +451,7 @@ prt_castle,44,151,0 script Rebarev Doug 1_M_KNIGHTMASTER,{ mes "What's that"; mes "strange look for?"; next; - switch(select("Confront Rebarev Doug.:Act unsuspicious.")) { + switch(select("Confront Rebarev Doug.", "Act unsuspicious.")) { case 1: mes "^3355FFYou confront Rebarev Doug about the memory problems and migraines of the 1st Squad...^000000"; next; @@ -650,7 +650,7 @@ prt_in,172,109,0 script A File#megin1 HIDDEN_NPC,{ } else if (god_eremes < 7) { mes "[Librarian Jekan]"; - mes "I'm sorry "+((Sex)?"sir":"ma'am")+","; + mes "I'm sorry "+ (Sex == SEX_MALE ? "sir" : "ma'am") +","; mes "but special authorization is required to browse that section. Otherwise, it's off limits."; close; } @@ -820,7 +820,7 @@ prt_in,172,106,0 script Librarian#megin 4_M_ZONDAOYAJI,{ mes "I can't read anything when the light is this dim! It's bad enough my eyes have gone bad..."; while(1) { next; - switch(select("You have bad eyes?:I want to read some documents.:Let me help you find those files...:What kind of files are you looking for?")) { + switch(select("You have bad eyes?", "I want to read some documents.", "Let me help you find those files...", "What kind of files are you looking for?")) { case 1: mes "[Librarian Jekan]"; mes "I've worked"; @@ -832,7 +832,7 @@ prt_in,172,106,0 script Librarian#megin 4_M_ZONDAOYAJI,{ mes "[Librarian Jekan]"; mes "Hey, that's some pretty useful stuff that you've got with you. Do you mind letting me borrow it for a while? It'll help me in finding those files..."; next; - switch(select("Yes, I mind!:No, I don't mind.")) { + switch(select("Yes, I mind!", "No, I don't mind.")) { case 1: mes "[Librarian Jekan]"; mes "^333333*Sniff*^000000"; @@ -951,7 +951,7 @@ prt_in,172,106,0 script Librarian#megin 4_M_ZONDAOYAJI,{ mes "[Librarian Jekan]"; mes "Hmm. I'm not really allowed to disclose any information related to that file. I'm sorry about that."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "But isn't"; mes "the file about..."; input @str$; @@ -985,7 +985,7 @@ prt_in,172,106,0 script Librarian#megin 4_M_ZONDAOYAJI,{ mes "[Librarian Jekan]"; mes "So what brings you here? If you're looking for something in particular, you should try another section."; next; - switch(select("I want to read some documents.:Do you have bad eyes?:Let me help you to find the files.:What kind of files are you looking for?")) { + switch(select("I want to read some documents.", "Do you have bad eyes?", "Let me help you to find the files.", "What kind of files are you looking for?")) { case 1: mes "[Librarian Jekan]"; mes "I told you already! The files in this section aren't open to the public right now! Don't make me repeat myself!"; @@ -1005,10 +1005,10 @@ prt_in,172,106,0 script Librarian#megin 4_M_ZONDAOYAJI,{ mes "[Librarian Jekan]"; mes "Hmm... I am not supposed to reveal anything related to the file."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Isn't the file..."; input @str$; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "^0000FF" + @str$ + "?"; next; mes "[Librarian Jekan]"; @@ -1145,7 +1145,7 @@ prt_in,172,106,0 script Librarian#megin 4_M_ZONDAOYAJI,{ mes "So, what do you need today?"; next; while(1) { - switch(select("Record Search.:Quit searching.:Search Help:Converse.")) { + switch(select("Record Search.", "Quit searching.", "Search Help", "Converse.")) { case 1: mes "^663300- Search Magic Initiated -"; mes "- Please enter a keyword. -"; @@ -1499,7 +1499,7 @@ prt_in,172,106,0 script Librarian#megin 4_M_ZONDAOYAJI,{ mes "[Librarian Jekan]"; mes "Ah, please do not touch any books in that section. ...I'm sure there's nothing there that could be useful to you."; next; - switch(select("Ignore him and check books.:Step back.")) { + switch(select("Ignore him and check books.", "Step back.")) { case 1: mes "[Librarian Jekan]"; mes "Hey...!"; @@ -1528,7 +1528,7 @@ prt_in,172,106,0 script Librarian#megin 4_M_ZONDAOYAJI,{ mes "nothing useful over in"; mes "that section anyway."; next; - switch(select("Ignore him and check books.:Step back.")) { + switch(select("Ignore him and check books.", "Step back.")) { case 1: mes "[Librarian Jekan]"; mes "I told you...!"; @@ -1566,7 +1566,7 @@ geffen_in,109,161,3 script Crusader#God1 4_M_CRU,{ mes "Can I help you"; mes "with anything?"; next; - switch(select("Ask him about the 1st Squad.:Ask him how he's been doing.:Ask him about the 1st Squad's last mission.")) { + switch(select("Ask him about the 1st Squad.", "Ask him how he's been doing.", "Ask him about the 1st Squad's last mission.")) { case 1: if (god_eremes == 18) { mes "[Zan.Huadoku]"; @@ -1750,7 +1750,7 @@ geffen_in,109,161,3 script Crusader#God1 4_M_CRU,{ mes "Do you know the"; mes "importance of supply?"; next; - switch(select("No.:Yes!")) { + switch(select("No.", "Yes!")) { case 1: mes "[Zan.Huadoku]"; mes "Any military force or party needs their supplies to be replenished if they are to continue battling for a prolonged period of time."; @@ -1819,7 +1819,7 @@ morocc_in,146,179,0 script Employee#megin1 1_F_01,{ next; input @str$; if (@str$ == "Cuaque Donon" || @str$ == "Cuaque" || @str$ == "Donon") { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Do you happen to know a person named " + @str$ + " ...?"; if (god_eremes == 18) { mes "[Inn Employee]"; @@ -1842,7 +1842,7 @@ morocc_in,146,179,0 script Employee#megin1 1_F_01,{ mes "Why are you so curious?!"; mes "Are you one of them?!"; next; - switch(select("Rebarev Doug sent me!:Wait, is he in hiding?:Just... curious.")) { + switch(select("Rebarev Doug sent me!", "Wait, is he in hiding?", "Just... curious.")) { case 1: if (rand(1,10) > 3) { mes "[Ms. Scary Inn Employee]"; @@ -1859,7 +1859,7 @@ morocc_in,146,179,0 script Employee#megin1 1_F_01,{ mes "^3355FFThe Inn Employee"; mes "knocks you out~^000000"; close2; - percentheal -100,0; + unitkill getcharid(CHAR_ID_ACCOUNT); end; } else { @@ -1897,7 +1897,8 @@ morocc_in,146,179,0 script Employee#megin1 1_F_01,{ mes "^3355FFThe Inn Employee"; mes "knocks you out~^000000"; close2; - percentheal -100,0; + unitkill getcharid(CHAR_ID_ACCOUNT); + end; } else { mes "[Ms. Scary Inn Employee]"; @@ -1937,7 +1938,7 @@ morocc_in,146,179,0 script Employee#megin1 1_F_01,{ mes "^3355FFThe Inn Employee"; mes "knocks you out~^000000"; close2; - percentheal -100,0; + unitkill getcharid(CHAR_ID_ACCOUNT); end; } else { @@ -2081,7 +2082,7 @@ in_rogue,243,61,0 script Suspicious Man#megin 4_M_ALCHE_A,{ mes "^3355FFChaque Donon nodded his head"; mes "and happily sucked his thumb. It saddens you to see a former Crusader reduced to this state.^000000"; next; - switch(select("Ask him about the Inn Maid.:Ask him how he's been doing.:Ask about 1st Squad's Final Mission.")) { + switch(select("Ask him about the Inn Maid.", "Ask him how he's been doing.", "Ask about 1st Squad's Final Mission.")) { case 1: mes "[Cuaque Donon]"; mes "S-she's my sister."; @@ -2183,7 +2184,7 @@ in_rogue,243,61,0 script Suspicious Man#megin 4_M_ALCHE_A,{ mes "just by looking at it!"; next; if (rand(1,10) > 4) { - switch(select("^FF0000Megingjard^000000!:^FFFFFFListen to him quietly^000000.")) { + switch(select("^FF0000Megingjard^000000!", "^FFFFFFListen to him quietly^000000.")) { case 1: mes "[Cuaque Donon]"; mes "Waaaaaaaah~!"; @@ -2289,7 +2290,7 @@ alberta,196,146,0 script Crusader#megin2 4_M_CRU,{ mes "[Jack O]"; mes "Eh...?"; next; - switch(select("Ask him about Rebarev Doug.:Ask him how he's been doing.:Ask him about the last mission of the 1st Squad.")) { + switch(select("Ask him about Rebarev Doug.", "Ask him how he's been doing.", "Ask him about the last mission of the 1st Squad.")) { case 1: mes "[Jack O]"; mes "Ah! Yeah, our old leader back in the 1st Squad. Heh. I haven't seen him since we were disbanded."; @@ -2319,7 +2320,7 @@ alberta,196,146,0 script Crusader#megin2 4_M_CRU,{ mes "[Jack O]"; mes "Eh...?"; next; - switch(select("Ask him about Rebarev Doug.:Ask him how he's been doing.:Ask about 1st Squad's final mission.")) { + switch(select("Ask him about Rebarev Doug.", "Ask him how he's been doing.", "Ask about 1st Squad's final mission.")) { case 1: if (god_megin_3 == 1) { mes "[Jack O]"; @@ -2520,7 +2521,7 @@ aldebaran,66,213,0 script Lady#megin 1_F_04,{ mes "[Emma Searth]"; mes "^333333*Sigh...*^000000"; next; - switch(select("About her past.:Why be a Kafra Lady?:About memories she can remember.")) { + switch(select("About her past.", "Why be a Kafra Lady?", "About memories she can remember.")) { case 1: if (countitem(Bookclip_In_Memory) > 0) { mes "^3355FFThe scent of your"; @@ -2731,7 +2732,7 @@ cmd_in02,190,94,3 script Man#megin 4_M_ROGUE,{ mes "I'm busy here! Awright, now"; mes "which one do I bet on...?"; next; - switch(select("Speak of Rebarev Doug.:Speak of the 1st Squad.:Talk about gambling.:Discuss hobbies.")) { + switch(select("Speak of Rebarev Doug.", "Speak of the 1st Squad.", "Talk about gambling.", "Discuss hobbies.")) { case 1: mes "[Royal Myst]"; mes "Wha--? Him again?! Tell him I'm fine! Dandy, even! Why's he gotta send all these people just to ask"; @@ -2997,7 +2998,7 @@ niflheim,109,254,0 script Egnigem 4_M_NFDEADSWDMAN,{ else { mes "[Egnigem]"; mes "Greetings..."; - mes ""+ strcharinfo(0) +"."; + mes ""+ strcharinfo(PC_NAME) +"."; mes "I've been watching you in the"; mes "world of the living. I see you've been busy looking for the truth about the 1st Squad, haven't you?"; next; @@ -3011,7 +3012,7 @@ niflheim,109,254,0 script Egnigem 4_M_NFDEADSWDMAN,{ mes "been forgotten..."; while(1) { next; - switch(select("The Mission:Fate of the 1st Squad:Why are you in Niflheim?:Thanks, I've heard enough.")) { + switch(select("The Mission", "Fate of the 1st Squad", "Why are you in Niflheim?", "Thanks, I've heard enough.")) { case 1: mes "[Egnigem]"; mes "First of all, the official record of our mission is misleading."; @@ -3185,27 +3186,27 @@ niflheim,109,254,0 script Egnigem 4_M_NFDEADSWDMAN,{ mes "imbue you with the"; mes "^666666last vestiges of my strength^000000..."; specialeffect EF_BEGINSPELL5; - specialeffect2 EF_HOLYHIT; + specialeffect(EF_HOLYHIT, AREA, playerattached()); next; mes "[Egnigem]"; mes "May the heavens"; mes "answer me as I call upon the"; mes "light of justice that empowers the defenders of truth, and threaten the enemies of peace."; specialeffect EF_BEGINSPELL6; - specialeffect2 EF_HOLYHIT; + specialeffect(EF_HOLYHIT, AREA, playerattached()); next; mes "[Egnigem]"; mes "May you always shine with"; mes "the light of truth. Let the light within you eradicate the shadows"; mes "of deception, fear and malice."; specialeffect EF_BEGINSPELL6; - specialeffect2 EF_HOLYHIT; + specialeffect(EF_HOLYHIT, AREA, playerattached()); next; mes "[Egnigem]"; mes "By the holy power"; mes "invested in me, I humbly bestow upon you my remaining strength. Fight honorably, and do not lose sight of righteousness."; specialeffect EF_LOCKON; - specialeffect2 EF_HOLYCROSS; + specialeffect(EF_HOLYCROSS, AREA, playerattached()); god_eremes = 27; if (RENEWAL_EXP) { if (BaseLevel < 56) getexp 2700,0; @@ -3243,27 +3244,27 @@ niflheim,109,254,0 script Egnigem 4_M_NFDEADSWDMAN,{ mes "imbue you with the"; mes "^666666last vestiges of my strength^000000..."; specialeffect EF_BEGINSPELL5; - specialeffect2 EF_HOLYHIT; + specialeffect(EF_HOLYHIT, AREA, playerattached()); next; mes "[Egnigem]"; mes "May the heavens"; mes "answer me as I call upon the"; mes "light of justice that empowers the defenders of truth, and threaten the enemies of peace."; specialeffect EF_BEGINSPELL6; - specialeffect2 EF_HOLYHIT; + specialeffect(EF_HOLYHIT, AREA, playerattached()); next; mes "[Egnigem]"; mes "May you always shine with"; mes "the light of truth. Let the light within you eradicate the shadows"; mes "of deception, fear and malice."; specialeffect EF_BEGINSPELL6; - specialeffect2 EF_HOLYHIT; + specialeffect(EF_HOLYHIT, AREA, playerattached()); next; mes "[Egnigem]"; mes "By the holy power"; mes "invested in me, I humbly bestow upon you my remaining strength. Fight honorably, and do not lose sight of righteousness."; specialeffect EF_LOCKON; - specialeffect2 EF_HOLYCROSS; + specialeffect(EF_HOLYCROSS, AREA, playerattached()); god_eremes = 27; if (RENEWAL_EXP) { if (BaseLevel < 56) getexp 2700,0; @@ -3297,12 +3298,12 @@ niflheim,109,254,0 script Egnigem 4_M_NFDEADSWDMAN,{ mes "to be in this realm of cold and suffering. But I can only help you escape by telling you what little"; mes "I know."; next; - switch(select("Ask him about buildings.:Remove marks on mini-map.:Cancel.")) { + switch(select("Ask him about buildings.", "Remove marks on mini-map.", "Cancel.")) { case 1: mes "[Egnigem]"; mes "I see. If you better understand Niflheim's layout, you have a greater chance of surviving and escaping."; next; - switch(select("Witch's Castle:Tool Shop:Weapon Shop:Tavern:Cancel")) { + switch(select("Witch's Castle", "Tool Shop", "Weapon Shop", "Tavern", "Cancel")) { case 1: mes "[Egnigem]"; mes "The witch of Niflheim..."; @@ -3377,12 +3378,12 @@ niflheim,109,254,0 script Egnigem 4_M_NFDEADSWDMAN,{ mes "to be in this realm of cold and suffering. But I can only help you escape by telling you what little"; mes "I know."; next; - switch(select("Ask him about buildings.:Remove marks on mini-map.:Cancel.")) { + switch(select("Ask him about buildings.", "Remove marks on mini-map.", "Cancel.")) { case 1: mes "[Egnigem]"; mes "...I see. Now, let me introduce you all buildings in Niflheim!"; next; - switch(select("Witch's Castle:Tool Shop:Weapon Shop:Tavern:Cancel")) { + switch(select("Witch's Castle", "Tool Shop", "Weapon Shop", "Tavern", "Cancel")) { case 1: mes "[Egnigem]"; mes "The witch of Niflheim..."; diff --git a/npc/quests/seals/mjolnir_seal.txt b/npc/quests/seals/mjolnir_seal.txt index f52f16050..746167f20 100644 --- a/npc/quests/seals/mjolnir_seal.txt +++ b/npc/quests/seals/mjolnir_seal.txt @@ -118,7 +118,7 @@ prontera,124,297,3 script Tialfi 4_M_KID1,{ mes "So which treasure"; mes "would you like to have?"; next; - switch(select("An item that I can use.:An item that my friend can use.")) { + switch(select("An item that I can use.", "An item that my friend can use.")) { case 1: mes "[Tialfi]"; mes "I see..."; @@ -344,7 +344,7 @@ prontera,124,297,3 script Tialfi 4_M_KID1,{ mes "[Tialfi]"; mes "If you don't mind, I'd like to ask you to explore this mountain and search for these Dwarven Blacksmiths."; next; - switch(select("No.:Okay.")) { + switch(select("No.", "Okay.")) { case 1: cutin "god_tialpi02",2; mes "[Tialfi]"; @@ -482,7 +482,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{ mes "Why have you"; mes "come to me, human?"; next; - switch(select("Nothing.:Hey, 'sup!")) { + switch(select("Nothing.", "Hey, 'sup!")) { case 1: mes "[Austri]"; mes "..."; @@ -502,7 +502,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{ mes "What has made"; mes "you come to me?"; next; - switch(select("Nothing.:Excuse me, sir.")) { + switch(select("Nothing.", "Excuse me, sir.")) { case 1: mes "[Austri]"; mes "..."; @@ -519,7 +519,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{ mes "want to ask"; mes "me about?"; next; - switch(select("...:About Mjolnir.")) { + switch(select("...", "About Mjolnir.")) { case 1: .@talk_not = 1; break; @@ -539,7 +539,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{ mes "[Austri]"; mes "The hilt of Mjolnir was forged shorter than intended. Are you still listening to me?"; next; - switch(select("...:Yes, sir!:Huh?")) { + switch(select("...", "Yes, sir!", "Huh?")) { default: .@talk_not = 1; break; @@ -555,7 +555,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{ mes "Frankly his treasures were"; mes "made by another Dwarf tribe, but we couldn't tolerate his insult. So my ancestors created three treasures of their own."; next; - switch(select("...:Boooring!:Oh, wow.")) { + switch(select("...", "Boooring!", "Oh, wow.")) { default: .@talk_not = 1; break; @@ -573,7 +573,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{ mes "[Austri]"; mes "It's very sad. Although Mjolnir is the greatest weapon ever, it was very close to being the epitome of craftsmanship."; next; - switch(select("...:Epito--what?:Yes sir, I agree.")) { + switch(select("...", "Epito--what?", "Yes sir, I agree.")) { default: .@talk_not = 1; break; @@ -591,7 +591,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{ mes "[Austri]"; mes "I must say, a Blacksmith's greatest pride comes when he creates the weapon and armor that can be considered his life's work."; next; - switch(select("...:I agree, sir!:Um, yeah.")) { + switch(select("...", "I agree, sir!", "Um, yeah.")) { default: .@talk_not = 1; break; @@ -611,7 +611,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{ mes "how powerful Mjolnir is."; mes "However, humans can never hope to see or even wield Mjolnir. Only a god can handle that kind of force."; next; - switch(select("...:Wah wah wah~!:Ah, I understand sir!")) { + switch(select("...", "Wah wah wah~!", "Ah, I understand sir!")) { default: .@talk_not = 1; break; @@ -627,7 +627,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{ mes "Yes, it's possible to create"; mes "a Mjolnir suited to humans. Still, it wouldn't be very easy."; next; - switch(select("...:Yes, sir!:Yeah, whatever.")) { + switch(select("...", "Yes, sir!", "Yeah, whatever.")) { default: .@talk_not = 1; break; @@ -648,7 +648,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{ mes "Perhaps only the gods can be"; mes "sure as to what the future will bring. In any case, we must prepare ourselves for what will happen."; next; - switch(select("...:Yes?:Yes, sir!")) { + switch(select("...", "Yes?", "Yes, sir!")) { default: .@talk_not = 1; break; @@ -693,7 +693,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{ mes "What has made"; mes "you come to me?"; next; - switch(select("Nothing.:Excuse me, sir.")) { + switch(select("Nothing.", "Excuse me, sir.")) { case 1: mes "[Austri]"; mes "..."; @@ -740,7 +740,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{ mes "[Austri]"; mes "What made you come to me?"; next; - switch(select("Nothing.:Hey, sup!")) { + switch(select("Nothing.", "Hey, sup!")) { case 1: mes "[Austri]"; mes "..."; @@ -758,7 +758,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{ mes "What has made"; mes "you come to me?"; next; - switch(select("Nothing.:Excuse me, sir.")) { + switch(select("Nothing.", "Excuse me, sir.")) { case 1: mes "[Austri]"; mes "..."; @@ -775,7 +775,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{ mes "want to ask"; mes "me about?"; next; - switch(select("...:About Mjolnir.")) { + switch(select("...", "About Mjolnir.")) { case 1: .@talk_not = 1; break; @@ -795,7 +795,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{ mes "[Austri]"; mes "The hilt of Mjolnir was forged shorter than intended. Are you still listening to me?"; next; - switch(select("...:Yes, sir!:Huh?")) { + switch(select("...", "Yes, sir!", "Huh?")) { default: .@talk_not = 1; break; @@ -811,7 +811,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{ mes "Frankly his treasures were"; mes "made by another Dwarf tribe, but we couldn't tolerate his insult. So my ancestors created three treasures of their own."; next; - switch(select("...:Boooring!:Oh, wow.")) { + switch(select("...", "Boooring!", "Oh, wow.")) { case 1: .@talk_not = 1; break; @@ -832,7 +832,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{ mes "[Austri]"; mes "It's very sad. Although Mjolnir is the greatest weapon ever, it was very close to being the epitome of craftsmanship."; next; - switch(select("...:Epito--what?:Yes sir, I agree.")) { + switch(select("...", "Epito--what?", "Yes sir, I agree.")) { default: .@talk_not = 1; break; @@ -850,7 +850,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{ mes "[Austri]"; mes "I must say, a Blacksmith's greatest pride comes when he creates the weapon and armor that can be considered his life's work."; next; - switch(select("...:I agree, sir!:Um, yeah.")) { + switch(select("...", "I agree, sir!", "Um, yeah.")) { default: .@talk_not = 1; break; @@ -870,7 +870,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{ mes "how powerful Mjolnir is."; mes "However, humans can never hope to see or even wield Mjolnir. Only a god can handle that kind of force."; next; - switch(select("...:Wah wah wah~!:Ah, I understand sir!")) { + switch(select("...", "Wah wah wah~!", "Ah, I understand sir!")) { default: .@talk_not = 1; break; @@ -886,7 +886,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{ mes "Yes, it's possible to create"; mes "a Mjolnir suited to humans. Still, it wouldn't be very easy."; next; - switch(select("...:Yes, sir!:Yeah, whatever.")) { + switch(select("...", "Yes, sir!", "Yeah, whatever.")) { default: .@talk_not = 1; break; @@ -907,7 +907,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{ mes "Perhaps only the gods can be"; mes "sure as to what the future will bring. In any case, we must prepare ourselves for what will happen."; next; - switch(select("...:Yes?:Yes, sir!")) { + switch(select("...", "Yes?", "Yes, sir!")) { default: .@talk_not = 1; break; @@ -950,7 +950,7 @@ mjolnir_11,149,247,5 script Dwarf Blacksmith#east 4_M_DWARF,{ mes "[Austri]"; mes "What made you come to me?"; next; - switch(select("Nothing.:Excuse me, sir.")) { + switch(select("Nothing.", "Excuse me, sir.")) { case 1: mes "[Austri]"; mes "..."; @@ -1052,7 +1052,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ mes "What brings"; mes "you here?"; next; - switch(select("Nothing.:Excuse me, sir.")) { + switch(select("Nothing.", "Excuse me, sir.")) { case 1: mes "[Sudri]"; mes "You have too much time on your hands. Why don't you log out and hang out with your friends instead?"; @@ -1077,13 +1077,13 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ .@p_vit = 100; while(1) { mes "Sudri : " + .@n_vit + " HP"; - mes "" + strcharinfo(0) + " : " + .@p_vit + " HP"; + mes "" + strcharinfo(PC_NAME) + " : " + .@p_vit + " HP"; mes "--------------------"; - mes "" + strcharinfo(0) + ""; + mes "" + strcharinfo(PC_NAME) + ""; mes "initiated"; mes "an attack!"; next; - switch(select("...?!:Strike Head!:Strike Chest!:Strike Legs!:Take a break.")) { + switch(select("...?!", "Strike Head!", "Strike Chest!", "Strike Legs!", "Take a break.")) { case 1: .@p_atk = 0; break; @@ -1103,23 +1103,23 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ .@n_def = rand(1,3); .@damage = rand(15,25); if (.@p_atk == 1) { - mes "" + strcharinfo(0) + ""; + mes "" + strcharinfo(PC_NAME) + ""; mes "attacks Sudri's head!"; } else if (.@p_atk == 2) { - mes "" + strcharinfo(0) + ""; + mes "" + strcharinfo(PC_NAME) + ""; mes "strikes Sudri's chest!"; } else if (.@p_atk == 3) { - mes "" + strcharinfo(0) + ""; + mes "" + strcharinfo(PC_NAME) + ""; mes "aims for Sudri's legs!"; } else if (.@p_atk == 4) { - mes "" + strcharinfo(0) + ""; + mes "" + strcharinfo(PC_NAME) + ""; mes "requests a break!"; } else { - mes "" + strcharinfo(0) + "'s"; + mes "" + strcharinfo(PC_NAME) + "'s"; mes "weak point revealed!"; } if (.@p_atk == .@n_def) { @@ -1130,7 +1130,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ mes "your attack by twisting"; mes "his small, yet svelte, body."; mes "--------------------"; - mes "" + strcharinfo(0) + " misses!"; + mes "" + strcharinfo(PC_NAME) + " misses!"; } else if (.@n_def == 2) { mes "--------------------"; @@ -1138,7 +1138,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ mes "attack by crossing"; mes "his stout arms."; mes "--------------------"; - mes "" + strcharinfo(0) + "'s attack is blocked!"; + mes "" + strcharinfo(PC_NAME) + "'s attack is blocked!"; } else if (.@n_def == 3) { mes "--------------------"; @@ -1146,14 +1146,14 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ mes "attack with a graceful"; mes "leap to the heavens."; mes "--------------------"; - mes "" + strcharinfo(0) + " misses!"; + mes "" + strcharinfo(PC_NAME) + " misses!"; } } else if (.@p_atk == 4) { - specialeffect2 EF_HEAL; + specialeffect(EF_HEAL, AREA, playerattached()); .@p_vit += 10; mes "--------------------"; - mes "" + strcharinfo(0) + ""; + mes "" + strcharinfo(PC_NAME) + ""; mes "has gained 10 HP!"; } else if (.@p_atk == 1) { @@ -1186,13 +1186,13 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ mes "lost " + .@damage + " HP!"; } else if (.@p_atk == 0) { - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); .@p_vit -= 10; mes "--------------------"; mes "You were hit by"; mes "Sudri's counter attack!"; mes "--------------------"; - mes "" + strcharinfo(0) + " has lost 10 HP!"; + mes "" + strcharinfo(PC_NAME) + " has lost 10 HP!"; if (.@p_vit < 1) { mes "Defeated..."; next; @@ -1206,17 +1206,17 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ close; } if (.@n_vit < 1) { - mes "" + strcharinfo(0) + " wins!"; + mes "" + strcharinfo(PC_NAME) + " wins!"; next; break; } next; mes "Sudri : " + .@n_vit + " HP"; - mes "" + strcharinfo(0) + " : " + .@p_vit + " HP"; + mes "" + strcharinfo(PC_NAME) + " : " + .@p_vit + " HP"; mes "--------------------"; mes "Sudri attacks...!"; next; - switch(select("...?!:Dodge!:Block!:Jump!:Counter back!")) { + switch(select("...?!", "Dodge!", "Block!", "Jump!", "Counter back!")) { case 1: .@p_def = 0; break; @@ -1245,10 +1245,10 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ mes "Sudri attacks the legs!"; } if (.@n_atk == .@p_def) { - specialeffect2 EF_GUARD; + specialeffect(EF_GUARD, AREA, playerattached()); if (.@p_def == 1) { mes "--------------------"; - mes "" + strcharinfo(0) + ""; + mes "" + strcharinfo(PC_NAME) + ""; mes "quickly dodged!"; mes "Sudri's arms were"; mes "too short and missed!"; @@ -1257,7 +1257,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ } else if (.@p_def == 2) { mes "--------------------"; - mes "" + strcharinfo(0) + ""; + mes "" + strcharinfo(PC_NAME) + ""; mes "barely blocked"; mes "Sudri's attack."; mes "--------------------"; @@ -1265,7 +1265,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ } else if (.@p_def == 3) { mes "--------------------"; - mes "" + strcharinfo(0) + " jumped,"; + mes "" + strcharinfo(PC_NAME) + " jumped,"; mes "dodged Sudri's attack at ease."; mes "--------------------"; mes "Sudri has failed to attack."; @@ -1274,10 +1274,10 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ else if (.@p_def == 4) { .@count = rand(1,4); mes "--------------------"; - mes "" + strcharinfo(0) + ""; + mes "" + strcharinfo(PC_NAME) + ""; mes "counters!"; if (.@count == 1) { - specialeffect2 EF_AUTOCOUNTER; + specialeffect(EF_AUTOCOUNTER, AREA, playerattached()); specialeffect EF_MAGNUMBREAK; .@n_vit -= 20; mes "You successfully"; @@ -1285,61 +1285,61 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ mes "--------------------"; mes "Sudri has lost 20 HP!"; if (.@n_vit < 1) { - mes "" + strcharinfo(0) + " won!"; + mes "" + strcharinfo(PC_NAME) + " won!"; next; break; } } else { - specialeffect2 EF_CRASHEARTH; + specialeffect(EF_CRASHEARTH, AREA, playerattached()); .@p_vit -= 30; mes "You've taken"; mes "critical damage"; mes "on your weak spot!"; mes "--------------------"; - mes "" + strcharinfo(0) + " has lost 30 HP!"; + mes "" + strcharinfo(PC_NAME) + " has lost 30 HP!"; } } else if (.@n_atk == 1) { - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); .@p_vit -= .@damage; mes "--------------------"; mes "Sudri successfully"; - mes "hit " + strcharinfo(0) + ""; + mes "hit " + strcharinfo(PC_NAME) + ""; mes "on the head!"; mes "--------------------"; - mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!"; + mes "" + strcharinfo(PC_NAME) + " has lost " + .@damage + " HP!"; } else if (.@n_atk == 2) { - specialeffect2 EF_HIT2; + specialeffect(EF_HIT2, AREA, playerattached()); .@p_vit -= .@damage; mes "--------------------"; mes "Sudri successfully"; - mes "hit " + strcharinfo(0) + ""; + mes "hit " + strcharinfo(PC_NAME) + ""; mes "on the chest!"; mes "--------------------"; - mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!"; + mes "" + strcharinfo(PC_NAME) + " has lost " + .@damage + " HP!"; } else if (.@n_atk == 3) { - specialeffect2 EF_HIT4; + specialeffect(EF_HIT4, AREA, playerattached()); .@p_vit -= .@damage; mes "--------------------"; mes "Sudri successfully"; - mes "hit " + strcharinfo(0) + ""; + mes "hit " + strcharinfo(PC_NAME) + ""; mes "on the legs!"; mes "--------------------"; - mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!"; + mes "" + strcharinfo(PC_NAME) + " has lost " + .@damage + " HP!"; } else if (.@n_atk == 0) { - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); .@p_vit -= .@damage; mes "--------------------"; mes "Sudri successfully"; - mes "hits "+ strcharinfo(0) +""; + mes "hits "+ strcharinfo(PC_NAME) +""; mes "during a moment of"; mes "absent-mindedness!"; mes "--------------------"; - mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!"; + mes "" + strcharinfo(PC_NAME) + " has lost " + .@damage + " HP!"; } else { mes "--------------------"; @@ -1385,7 +1385,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ mes "What brings"; mes "you here, human?"; next; - switch(select("Nothing.:Excuse me, sir.")) { + switch(select("Nothing.", "Excuse me, sir.")) { case 1: mes "[Sudri]"; mes "You have too much time on your hands. Why don't you log out and hang out with your buddies for a while?"; @@ -1406,7 +1406,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ mes "just talk to you."; mes "How about it?"; next; - switch(select("...:Yes, I accept your challenge.:No, I'm scared!")) { + switch(select("...", "Yes, I accept your challenge.", "No, I'm scared!")) { case 1: god_mjo_2 = 3; mes "[Sudri]"; @@ -1460,7 +1460,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ mes "[Sudri]"; mes "What made you come to me?"; next; - switch(select("Nothing.:Excuse me, sir.")) { + switch(select("Nothing.", "Excuse me, sir.")) { case 1: mes "[Sudri]"; mes "You have too much"; @@ -1485,13 +1485,13 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ .@p_vit = 100; while(1) { mes "Sudri : " + .@n_vit + " HP"; - mes "" + strcharinfo(0) + " : " + .@p_vit + " HP"; + mes "" + strcharinfo(PC_NAME) + " : " + .@p_vit + " HP"; mes "--------------------"; - mes "" + strcharinfo(0) + ""; + mes "" + strcharinfo(PC_NAME) + ""; mes "initiated"; mes "an attack!"; next; - switch(select("...?!:Strike Head!:Strike Chest!:Strike Legs!:Take a break.")) { + switch(select("...?!", "Strike Head!", "Strike Chest!", "Strike Legs!", "Take a break.")) { case 1: .@p_atk = 0; break; @@ -1511,23 +1511,23 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ .@n_def = rand(1,3); .@damage = rand(15,25); if (.@p_atk == 1) { - mes "" + strcharinfo(0) + ""; + mes "" + strcharinfo(PC_NAME) + ""; mes "attacks Sudri's head!"; } else if (.@p_atk == 2) { - mes "" + strcharinfo(0) + ""; + mes "" + strcharinfo(PC_NAME) + ""; mes "strikes Sudri's chest!"; } else if (.@p_atk == 3) { - mes "" + strcharinfo(0) + ""; + mes "" + strcharinfo(PC_NAME) + ""; mes "aims for Sudri's legs!"; } else if (.@p_atk == 4) { - mes "" + strcharinfo(0) + ""; + mes "" + strcharinfo(PC_NAME) + ""; mes "requests a break!"; } else { - mes "" + strcharinfo(0) + "'s"; + mes "" + strcharinfo(PC_NAME) + "'s"; mes "weak point revealed!"; } if (.@p_atk == .@n_def) { @@ -1538,7 +1538,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ mes "your attack by twisting"; mes "his small, yet svelte, body."; mes "--------------------"; - mes "" + strcharinfo(0) + " misses!"; + mes "" + strcharinfo(PC_NAME) + " misses!"; } else if (.@n_def == 2) { mes "--------------------"; @@ -1546,7 +1546,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ mes "attack by crossing"; mes "his stout arms."; mes "--------------------"; - mes "" + strcharinfo(0) + "'s attack is blocked!"; + mes "" + strcharinfo(PC_NAME) + "'s attack is blocked!"; } else if (.@n_def == 3) { mes "--------------------"; @@ -1554,14 +1554,14 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ mes "attack with a graceful"; mes "leap to the heavens."; mes "--------------------"; - mes "" + strcharinfo(0) + " misses!"; + mes "" + strcharinfo(PC_NAME) + " misses!"; } } else if (.@p_atk == 4) { - specialeffect2 EF_HEAL; + specialeffect(EF_HEAL, AREA, playerattached()); .@p_vit += 10; mes "--------------------"; - mes "" + strcharinfo(0) + ""; + mes "" + strcharinfo(PC_NAME) + ""; mes "has gained 10 HP!"; } else if (.@p_atk == 1) { @@ -1594,13 +1594,13 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ mes "lost " + .@damage + " HP!"; } else if (.@p_atk == 0) { - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); .@p_vit -= 10; mes "--------------------"; mes "You were hit by"; mes "Sudri's counter attack!"; mes "--------------------"; - mes "" + strcharinfo(0) + " has lost 10 HP!"; + mes "" + strcharinfo(PC_NAME) + " has lost 10 HP!"; if (.@p_vit < 1) { mes "Defeated..."; next; @@ -1614,17 +1614,17 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ close; } if (.@n_vit < 1) { - mes "" + strcharinfo(0) + " wins!"; + mes "" + strcharinfo(PC_NAME) + " wins!"; next; break; } next; mes "Sudri : " + .@n_vit + " HP"; - mes "" + strcharinfo(0) + " : " + .@p_vit + " HP"; + mes "" + strcharinfo(PC_NAME) + " : " + .@p_vit + " HP"; mes "--------------------"; mes "Sudri attacks...!"; next; - switch(select("...?!:Dodge!:Block!:Jump!:Counter back!")) { + switch(select("...?!", "Dodge!", "Block!", "Jump!", "Counter back!")) { case 1: .@p_def = 0; break; @@ -1653,10 +1653,10 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ mes "Sudri attacks the legs!"; } if (.@n_atk == .@p_def) { - specialeffect2 EF_GUARD; + specialeffect(EF_GUARD, AREA, playerattached()); if (.@p_def == 1) { mes "--------------------"; - mes "" + strcharinfo(0) + " quickly dodged,"; + mes "" + strcharinfo(PC_NAME) + " quickly dodged,"; mes "Sudri's arms were too"; mes "short to reach at you."; mes "--------------------"; @@ -1664,7 +1664,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ } else if (.@p_def == 2) { mes "--------------------"; - mes "" + strcharinfo(0) + ""; + mes "" + strcharinfo(PC_NAME) + ""; mes "barely blocked"; mes "Sudri's attack."; mes "--------------------"; @@ -1672,7 +1672,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ } else if (.@p_def == 3) { mes "--------------------"; - mes "" + strcharinfo(0) + " jumped,"; + mes "" + strcharinfo(PC_NAME) + " jumped,"; mes "dodged Sudri's attack at ease."; mes "--------------------"; mes "Sudri has failed to attack."; @@ -1681,10 +1681,10 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ else if (.@p_def == 4) { .@count = rand(1,4); mes "--------------------"; - mes "" + strcharinfo(0) + ""; + mes "" + strcharinfo(PC_NAME) + ""; mes "counters!"; if (.@count == 1) { - specialeffect2 EF_AUTOCOUNTER; + specialeffect(EF_AUTOCOUNTER, AREA, playerattached()); specialeffect EF_MAGNUMBREAK; .@n_vit -= 20; mes "You successfully"; @@ -1692,61 +1692,61 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ mes "--------------------"; mes "Sudri has lost 20 HP!"; if (.@n_vit < 1) { - mes "" + strcharinfo(0) + " won!"; + mes "" + strcharinfo(PC_NAME) + " won!"; next; break; } } else { - specialeffect2 EF_CRASHEARTH; + specialeffect(EF_CRASHEARTH, AREA, playerattached()); .@p_vit -= 30; mes "You've taken"; mes "critical damage"; mes "on your weak spot!"; mes "--------------------"; - mes "" + strcharinfo(0) + " has lost 30 HP!"; + mes "" + strcharinfo(PC_NAME) + " has lost 30 HP!"; } } else if (.@n_atk == 1) { - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); .@p_vit -= .@damage; mes "--------------------"; mes "Sudri successfully"; - mes "hit " + strcharinfo(0) + ""; + mes "hit " + strcharinfo(PC_NAME) + ""; mes "on the head!"; mes "--------------------"; - mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!"; + mes "" + strcharinfo(PC_NAME) + " has lost " + .@damage + " HP!"; } else if (.@n_atk == 2) { - specialeffect2 EF_HIT2; + specialeffect(EF_HIT2, AREA, playerattached()); .@p_vit -= .@damage; mes "--------------------"; mes "Sudri successfully"; - mes "hit " + strcharinfo(0) + ""; + mes "hit " + strcharinfo(PC_NAME) + ""; mes "on the chest!"; mes "--------------------"; - mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!"; + mes "" + strcharinfo(PC_NAME) + " has lost " + .@damage + " HP!"; } else if (.@n_atk == 3) { - specialeffect2 EF_HIT4; + specialeffect(EF_HIT4, AREA, playerattached()); .@p_vit -= .@damage; mes "--------------------"; mes "Sudri successfully"; - mes "hit " + strcharinfo(0) + ""; + mes "hit " + strcharinfo(PC_NAME) + ""; mes "on the legs!"; mes "--------------------"; - mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!"; + mes "" + strcharinfo(PC_NAME) + " has lost " + .@damage + " HP!"; } else if (.@n_atk == 0) { - specialeffect2 EF_HIT5; + specialeffect(EF_HIT5, AREA, playerattached()); .@p_vit -= .@damage; mes "--------------------"; mes "Sudri successfully"; - mes "hits "+ strcharinfo(0) +""; + mes "hits "+ strcharinfo(PC_NAME) +""; mes "during a moment of"; mes "absent-mindedness!"; mes "--------------------"; - mes "" + strcharinfo(0) + " has lost " + .@damage + " HP!"; + mes "" + strcharinfo(PC_NAME) + " has lost " + .@damage + " HP!"; } else { mes "--------------------"; @@ -1790,7 +1790,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ mes "[Sudri]"; mes "What made you come to me?"; next; - switch(select("Nothing.:Excuse me, sir.")) { + switch(select("Nothing.", "Excuse me, sir.")) { case 1: mes "[Sudri]"; mes "You have too much"; @@ -1813,7 +1813,7 @@ mjolnir_09,209,341,3 script Dwarf Blacksmith#south 4_M_DWARF,{ mes "just talk to you."; mes "How about it?"; next; - switch(select("...:Yes, I accept your challenge.:No, I'm scared!")) { + switch(select("...", "Yes, I accept your challenge.", "No, I'm scared!")) { case 1: god_mjo_3 = 3; mes "[Sudri]"; @@ -1934,7 +1934,7 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 4_M_DWARF,{ mes "[Vestri]"; mes "What do you want?"; next; - switch(select("Nothing.:Excuse me.")) { + switch(select("Nothing.", "Excuse me.")) { case 1: mes "[Vestri]"; mes "If you want something, you should earn it through your own efforts."; @@ -2027,7 +2027,7 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 4_M_DWARF,{ mes "If you understand,"; mes "then let's get on with it!"; next; - if(select("Sure, let's do it!:N-no, I changed my mind!") == 2) { + if(select("Sure, let's do it!", "N-no, I changed my mind!") == 2) { mes "[Vestri]"; mes "Bah...!"; mes "How do you survive"; @@ -2095,7 +2095,7 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 4_M_DWARF,{ mes "[Vestri]"; mes "What do you want?"; next; - switch(select("Nothing.:Excuse me.")) { + switch(select("Nothing.", "Excuse me.")) { case 1: mes "[Vestri]"; mes "If you want something, you should earn it through your own efforts."; @@ -2151,7 +2151,7 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 4_M_DWARF,{ mes "[Vestri]"; mes "What do you want?"; next; - switch(select("Nothing.:Excuse me.")) { + switch(select("Nothing.", "Excuse me.")) { case 1: mes "[Vestri]"; mes "If you want something, you should earn it through your own efforts."; @@ -2238,7 +2238,7 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 4_M_DWARF,{ mes "If you understand,"; mes "then let's get on with it!"; next; - if(select("Sure, let's do it!:...no, I am out.") == 2) { + if(select("Sure, let's do it!", "...no, I am out.") == 2) { mes "[Vestri]"; mes "Bah...!"; mes "How do you survive"; @@ -2305,7 +2305,7 @@ mjolnir_01,35,136,7 script Dwarf Blacksmith#west 4_M_DWARF,{ mes "[Vestri]"; mes "What do you want?"; next; - switch(select("Nothing.:Excuse me.")) { + switch(select("Nothing.", "Excuse me.")) { case 1: mes "[Vestri]"; mes "If you want something, you should earn it through your own efforts."; @@ -2415,7 +2415,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{ mes "do you have with"; mes "me, human?"; next; - switch(select("Nothing.:Excuse me.")) { + switch(select("Nothing.", "Excuse me.")) { case 1: mes "[Nordri]"; mes "Huh."; @@ -2460,7 +2460,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{ mes "In truth, Thor was tricked, and the opponent that defeated him was not"; mes "actually a giant. Illusion was used to disguise Thor's opponent, but I forget was it was. Do you know?"; next; - switch(select("Greed:Sea:Blaze:Hog")) { + switch(select("Greed", "Sea", "Blaze", "Hog")) { default: .@talk_not = 1; break; @@ -2480,7 +2480,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{ mes "Once again, illusion magic was"; mes "used to disguise the competitor. Do you know what Tialfi was really racing against?"; next; - switch(select("Language:Thoughts:Turtle:Wolf")) { + switch(select("Language", "Thoughts", "Turtle", "Wolf")) { default: .@talk_not = 1; break; @@ -2499,7 +2499,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{ mes "Once again, Thor was the victim"; mes "of illusion magic. He didn't realize he wasn't actually wrestling with an old woman. Do you know what his opponent really was?"; next; - switch(select("Curse:Earth:Heart:Old Age")) { + switch(select("Curse", "Earth", "Heart", "Old Age")) { default: .@talk_not = 1; break; @@ -2560,7 +2560,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{ mes "do you have with"; mes "me, human?"; next; - switch(select("Nothing.:Excuse me.")) { + switch(select("Nothing.", "Excuse me.")) { case 1: mes "[Nordri]"; mes "Huh."; @@ -2604,7 +2604,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{ mes "do you have with"; mes "me, human?"; next; - switch(select("Nothing.:Excuse me.")) { + switch(select("Nothing.", "Excuse me.")) { case 1: mes "[Nordri]"; mes "Huh."; @@ -2648,7 +2648,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{ mes "[Nordri]"; mes "So Thor decided to test his knowledge by asking him some questions. The first question was, 'What is the name of the ground in human terms?' Do you know the answer?"; next; - switch(select("Ymir's body:Earth:Lane:Universe")) { + switch(select("Ymir's body", "Earth", "Lane", "Universe")) { default: .@talk_not = 1; break; @@ -2663,7 +2663,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{ mes "[Nordri]"; mes "Thor then gave Alvis another question. What is the giant's term for the round shell that covers the earth?"; next; - switch(select("Ymir's Head:Sky:Cloud Factory:High House")) { + switch(select("Ymir's Head", "Sky", "Cloud Factory", "High House")) { default: .@talk_not = 1; break; @@ -2678,7 +2678,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{ mes "[Nordri]"; mes "So Thor gave him another question. What is the term for the ball that rises in the sky at night, as used by the gods?"; next; - switch(select("Circling Wheel:Moon:False Sun:Fast Stranger")) { + switch(select("Circling Wheel", "Moon", "False Sun", "Fast Stranger")) { default: .@talk_not = 1; break; @@ -2746,7 +2746,7 @@ mjolnir_12,18,18,7 script Dwarf Blacksmith#north 4_M_DWARF,{ mes "do you have with"; mes "me, human?"; next; - switch(select("Nothing.:Excuse me.")) { + switch(select("Nothing.", "Excuse me.")) { case 1: mes "[Nordri]"; mes "You're funny, leave me alone."; diff --git a/npc/quests/seals/sleipnir_seal.txt b/npc/quests/seals/sleipnir_seal.txt index 533ae88df..d3982699c 100644 --- a/npc/quests/seals/sleipnir_seal.txt +++ b/npc/quests/seals/sleipnir_seal.txt @@ -125,7 +125,7 @@ que_god01,98,98,4 script Manager#G 1_F_04,{ mes "[Cukure]"; mes "We won't experiment on you or anything, we just need you to run some simple errands. And of course, you will be rewarded."; next; - switch(select("I'm kind of busy...:Sure, why not?")) { + switch(select("I'm kind of busy...", "Sure, why not?")) { case 1: mes "[Cukure]"; mes "Oh, I see."; @@ -247,10 +247,10 @@ que_god01,98,98,4 script Manager#G 1_F_04,{ else if (.@god_treasure1 < 348) getitem Helm_,1; else if (.@god_treasure1 < 400) getitem Gemmed_Sallet_,1; else if (.@god_treasure1 < 448) getitem Circlet_,1; - else if (.@god_treasure1 < 496) getitem Santa's_Hat,1; - else if (.@god_treasure1 < 544) getitem Big_Sis'_Ribbon,1; + else if (.@god_treasure1 < 496) getitem Santas_Hat,1; + else if (.@god_treasure1 < 544) getitem Big_Sis_Ribbon,1; else if (.@god_treasure1 < 592) getitem Sweet_Gents,1; - else if (.@god_treasure1 < 640) getitem Oldman's_Romance,1; + else if (.@god_treasure1 < 640) getitem Oldmans_Romance,1; else if (.@god_treasure1 < 688) getitem Western_Grace,1; else if (.@god_treasure1 < 736) getitem Fillet,1; else if (.@god_treasure1 < 784) getitem Holy_Bonnet,1; @@ -287,7 +287,7 @@ que_god01,98,98,4 script Manager#G 1_F_04,{ else getitem Apple_Of_Archer,1; } else if (.@god_treasure < 501) { - if (.@god_treasure1 < 80) getitem Adventurere's_Suit_,1; + if (.@god_treasure1 < 80) getitem Adventureres_Suit_,1; else if (.@god_treasure1 < 160) getitem Mantle_,1; else if (.@god_treasure1 < 240) getitem Coat_,1; else if (.@god_treasure1 < 320) getitem Mink_Coat,1; @@ -325,7 +325,7 @@ que_god01,98,98,4 script Manager#G 1_F_04,{ else if (.@god_treasure1 < 660) getitem Clip,1; else if (.@god_treasure1 < 770) getitem Rosary,1; else if (.@god_treasure1 < 880) getitem Mitten_Of_Presbyter,1; - else getitem Matyr's_Flea_Guard,1; + else getitem Matyrs_Flea_Guard,1; } else { if (.@god_treasure1 < 150) getitem Mr_Scream,1; @@ -360,7 +360,7 @@ que_god01,98,98,4 script Manager#G 1_F_04,{ else if (.@god_treasure1 < 496) getitem Spinx_Helm,1; else if (.@god_treasure1 < 544) getitem Corsair,1; else if (.@god_treasure1 < 592) getitem Sweet_Gents,1; - else if (.@god_treasure1 < 640) getitem Oldman's_Romance,1; + else if (.@god_treasure1 < 640) getitem Oldmans_Romance,1; else if (.@god_treasure1 < 688) getitem Western_Grace,1; else if (.@god_treasure1 < 736) getitem Spinx_Helm_,1; else if (.@god_treasure1 < 784) getitem Holy_Bonnet_,1; @@ -849,7 +849,7 @@ que_god01,11,136,6 script Researcher#G2 2_M_SAGE_B,{ mes "you've missed some"; mes "important detail."; next; - switch(select("Well, um...:Impossible!")) { + switch(select("Well, um...", "Impossible!")) { case 1: mes "[Aadin]"; mes "Hmm."; @@ -1438,7 +1438,7 @@ payon,79,171,4 script Friar#G5 4_F_SISTER,{ mes "[Lania]"; mes "Despite the passing of time and mankind's progression, certain fundamentals of life are timeless and will never change."; next; - switch(select("Umm...:I see.")) { + switch(select("Umm...", "I see.")) { case 1: mes "[Lania]"; mes "Hmm...?"; @@ -1450,7 +1450,7 @@ payon,79,171,4 script Friar#G5 4_F_SISTER,{ mes "[Lania]"; mes "I believe that it's no use having ability or power unless you use that power for the right purposes."; next; - switch(select("Oh no, that's okay.:Sleipnir's story.")) { + switch(select("Oh no, that's okay.", "Sleipnir's story.")) { case 1: mes "[Lania]"; mes "I must have"; @@ -1516,7 +1516,7 @@ payon,79,171,4 script Friar#G5 4_F_SISTER,{ mes "finish this"; mes "story later."; next; - switch(select("Yeah, let's finish this later.:No, please go ahead.")) { + switch(select("Yeah, let's finish this later.", "No, please go ahead.")) { case 1: mes "[Lania]"; mes "I understand that my story was not that interesting. But I will try my best to entertain you next time. Please travel in safety."; @@ -1545,7 +1545,7 @@ payon,79,171,4 script Friar#G5 4_F_SISTER,{ mes "Hmmm..."; mes "I know this story is quite long. Did you want to listen some more, or did you need a break?"; next; - switch(select("Let me take down some notes first.:I need a break!:No, please go ahead.")) { + switch(select("Let me take down some notes first.", "I need a break!", "No, please go ahead.")) { case 1: mes "[Lania]"; mes "Ah...."; @@ -1630,7 +1630,7 @@ payon,79,171,4 script Friar#G5 4_F_SISTER,{ mes "Are you still listening? If you're tired, I understand and we can"; mes "stop for now."; next; - switch(select("I'm so exhausted!:No, please go ahead.")) { + switch(select("I'm so exhausted!", "No, please go ahead.")) { case 1: mes "[Lania]"; mes "I know that this story might seem too long. But if you ever want to sit down and hear it again, I'll be glad to go over it again. Thank you for listening, adventurer."; @@ -1672,7 +1672,7 @@ payon,79,171,4 script Friar#G5 4_F_SISTER,{ mes "talk about this"; mes "later you know."; next; - switch(select("I'm so bored~:No, please go ahead.")) { + switch(select("I'm so bored~", "No, please go ahead.")) { case 1: mes "[Lania]"; mes "I see. Well, stories are meant to be enjoyed and I suppose you're not in the mood to sit and listen."; @@ -1708,7 +1708,7 @@ payon,79,171,4 script Friar#G5 4_F_SISTER,{ mes "If you are, let's talk"; mes "about this later."; next; - switch(select("Let me take down some notes.:See you later.:No, please go ahead.")) { + switch(select("Let me take down some notes.", "See you later.", "No, please go ahead.")) { case 1: mes "[Lania]"; mes "Ah...."; diff --git a/npc/quests/skills/acolyte_skills.txt b/npc/quests/skills/acolyte_skills.txt index dcc0e2e90..09500b4ed 100644 --- a/npc/quests/skills/acolyte_skills.txt +++ b/npc/quests/skills/acolyte_skills.txt @@ -44,7 +44,7 @@ prt_church,173,23,4 script Cleric 1_F_PRIEST,{ mes "and tire you ?"; mes "I am here to assist you."; next; - switch (select("^3355FF' About acolyte's hidden ability '^000000 ..:^3355FF' Holy light '^000000 training:End conversation")) { + switch (select("^3355FF' About acolyte's hidden ability '^000000 ..", "^3355FF' Holy light '^000000 training", "End conversation")) { case 1: mes "[Acolyte Klift]"; mes "Our members of the clergy"; diff --git a/npc/quests/skills/alchemist_skills.txt b/npc/quests/skills/alchemist_skills.txt index 31e72b9ae..d958e9011 100644 --- a/npc/quests/skills/alchemist_skills.txt +++ b/npc/quests/skills/alchemist_skills.txt @@ -83,7 +83,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "Though, I'm afraid I can't be"; mes "of very much help to you."; next; - if (select("What are you working on?:I don't need anything, thanks.") == 1) { + if (select("What are you working on?", "I don't need anything, thanks.") == 1) { mes "[Pisruik]"; mes "Well, I'm not sure if I can"; mes "give you all of the details."; @@ -123,12 +123,12 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "on the same project for you to"; mes "benefit. So, what's your name?"; next; - mes "["+ strcharinfo(0) +"]"; - mes "I am called "+ strcharinfo(0) +"."; + mes "["+ strcharinfo(PC_NAME) +"]"; + mes "I am called "+ strcharinfo(PC_NAME) +"."; next; ALCHE_SK = 2; mes "[Pisruik]"; - mes "Ah, "+ strcharinfo(0) +"."; + mes "Ah, "+ strcharinfo(PC_NAME) +"."; mes "Would you please bring"; mes "^6600005 Yellow Gemstones^000000,"; mes "^6600004 Empty Potion Bottles^000000,"; @@ -154,7 +154,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "And... And... What else"; mes "did I ask you to get?"; next; - switch(select("5 Yellow Gemstones:5 Blue Gemstones:5 Red Gemstones")) { + switch(select("5 Yellow Gemstones", "5 Blue Gemstones", "5 Red Gemstones")) { case 1: mes "[Pisruik]"; mes "Right, right!"; @@ -163,7 +163,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "I'm sure there was more,"; mes "but what I can't recall exactly... "; next; - if (select("10 Hearts of Mermaid:10 Large Jellopies") == 1) { + if (select("10 Hearts of Mermaid", "10 Large Jellopies") == 1) { mes "[Pisruik]"; mes "Of course!"; mes "10 Hearts of Mermaid!"; @@ -171,7 +171,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "And then, the last thing"; mes "I asked you for was, um..."; next; - if (select("10 Frill:10 Moth Dust") == 1) { + if (select("10 Frill", "10 Moth Dust") == 1) { mes "[Pisruik]"; mes "No, that can't have"; mes "been it. I already have"; @@ -185,7 +185,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "So did you remember"; mes "to bring me everything?"; next; - if (select("No.:Yes!") == 1) { + if (select("No.", "Yes!") == 1) { if (rand(1,5) == 1) { mes "[Pisruik]"; mes "You didn't...?"; @@ -226,7 +226,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "I'll be making with the"; mes "materials you've brought."; next; - switch(select("Medicine?:Bomb?")) { + switch(select("Medicine?", "Bomb?")) { case 1: ALCHE_SK = 4; mes "[Pisruik]"; @@ -277,7 +277,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "could bring them to me, it'd"; mes "really help me out a lot."; next; - switch(select("Nope, I'm too busy!:Sure, I'll help you.:What's in it for me?")) { + switch(select("Nope, I'm too busy!", "Sure, I'll help you.", "What's in it for me?")) { case 1: ALCHE_SK = 5; mes "[Pisruik]"; @@ -312,7 +312,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "The doctor tells me to avoid"; mes "stress and hard work, but"; mes "researching is my life."; - if (Sex == 0) { + if (Sex == SEX_FEMALE) { next; mes "[Pisruik]"; mes "I wonder..."; @@ -339,7 +339,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "you help me, I'll give you"; mes "the results of my research."; next; - if (select("Nah, I'm too busy.:Alright, I'll help you.") == 1) { + if (select("Nah, I'm too busy.", "Alright, I'll help you.") == 1) { ALCHE_SK = 5; mes "[Pisruik]"; mes "I guess I'll have to gather"; @@ -373,7 +373,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "The doctor tells me to avoid"; mes "stress and hard work, but"; mes "researching is my life."; - if (Sex == 0) { + if (Sex == SEX_FEMALE) { next; mes "[Pisruik]"; mes "I wonder..."; @@ -469,7 +469,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "I'm developing? I mean,"; mes "that's why you came, right?"; next; - if (select("No, thanks.:Yes, please.") == 1) { + if (select("No, thanks.", "Yes, please.") == 1) { mes "[Pisruik]"; mes "Alright then."; mes "Really? Well, I'm"; @@ -517,7 +517,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "could bring them to me, it'd"; mes "really help me out a lot."; next; - switch(select("Nope, I'm too busy!:Sure, I'll help you.:What's in it for me?")) { + switch(select("Nope, I'm too busy!", "Sure, I'll help you.", "What's in it for me?")) { case 1: ALCHE_SK = 5; mes "[Pisruik]"; @@ -552,7 +552,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "The doctor tells me to avoid"; mes "stress and hard work, but"; mes "researching is my life."; - if (Sex == 0) { + if (Sex == SEX_FEMALE) { next; mes "[Pisruik]"; mes "I wonder..."; @@ -579,7 +579,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "you help me, I'll give you"; mes "the results of my research."; next; - if (select("Nah, I'm too busy.:Alright, I'll help you.") == 1) { + if (select("Nah, I'm too busy.", "Alright, I'll help you.") == 1) { ALCHE_SK = 5; mes "[Pisruik]"; mes "I guess I'll have to gather"; @@ -613,7 +613,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "The doctor tells me to avoid"; mes "stress and hard work, but"; mes "researching is my life."; - if (Sex == 0) { + if (Sex == SEX_FEMALE) { next; mes "[Pisruik]"; mes "I wonder..."; @@ -643,7 +643,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "get going and let"; mes "me do my work."; next; - if (select("Alright, sorry to bother you.:Can I still help you?") == 1) { + if (select("Alright, sorry to bother you.", "Can I still help you?") == 1) { mes "[Pisruik]"; mes "Yeah, whatever."; mes "Just hurry up and leave"; @@ -666,7 +666,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ ALCHE_SK = 6; next; mes "[Pisruik]"; - if (Sex == 0) { + if (Sex == SEX_FEMALE) { mes "I... I really"; mes "appreciate your"; mes "willingness to help"; @@ -688,7 +688,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "Thanks so much for"; mes "bringing me these"; mes "Maneater Blossoms."; - if (Sex == 0) { + if (Sex == SEX_FEMALE) { mes "You don't know how"; mes "much this means to me~"; } @@ -711,11 +711,11 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "That was a pretty"; mes "big explosion..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Your glasses..."; mes "They're broken..."; next; - if (Sex == 0) { + if (Sex == SEX_FEMALE) { mes "^3355FFThe explosion destroyed"; mes "Pisruik's glasses, revealing"; mes "the beautiful face of a"; @@ -729,7 +729,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "scientific researcher.^000000"; } next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Holy crap!"; mes "You're one"; mes "good looking guy!"; @@ -741,7 +741,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "that you're not bleeding."; mes "But are you alright?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Oh, I'm fine."; mes "But what are you"; mes "going to do about"; @@ -760,7 +760,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "almost blind without them."; mes "I can't do very much if I can't"; mes "even see. I'm really sorry"; - mes "about this, "+ strcharinfo(0) +"."; + mes "about this, "+ strcharinfo(PC_NAME) +"."; close; } else { @@ -793,7 +793,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "Now I finally have the"; mes "exact amount of Maneater"; mes "Blossoms that I'll need."; - if (Sex == 0) { + if (Sex == SEX_FEMALE) { mes "I'm really sorry for putting"; mes "your through all this trouble."; } @@ -815,11 +815,11 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "That was a pretty"; mes "big explosion..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Your glasses..."; mes "They're broken..."; next; - if (Sex == 0) { + if (Sex == SEX_FEMALE) { mes "^3355FFThe explosion destroyed"; mes "Pisruik's glasses, revealing"; mes "the beautiful face of a"; @@ -833,7 +833,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "scientific researcher.^000000"; } next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Holy crap!"; mes "You're one"; mes "good looking guy!"; @@ -845,7 +845,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "that you're not bleeding."; mes "But are you alright?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Oh, I'm fine."; mes "But what are you"; mes "going to do about"; @@ -864,7 +864,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "almost blind without them."; mes "I can't do very much if I can't"; mes "even see. I'm really sorry"; - mes "about this, "+ strcharinfo(0) +"."; + mes "about this, "+ strcharinfo(PC_NAME) +"."; close; } else { @@ -885,12 +885,12 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "even if he looks much less"; mes "dorky without them.^000000"; next; - if (select("Let him try a pair of your glasses:Don't give him anything") == 1) { + if (select("Let him try a pair of your glasses", "Don't give him anything") == 1) { if (countitem(Spinning_Eyes) > 0) { delitem Spinning_Eyes,1; ALCHE_SK = 10; //changes the quest steps by deicision. - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Here, why don't you"; mes "check I'm carrying and"; mes "see if there's a pair of"; @@ -928,9 +928,9 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "type of potion by making use of"; mes "the knowledge I can teach you."; next; - if (select("Sure!:No, thanks.") == 1) { + if (select("Sure!", "No, thanks.") == 1) { mes "[Pisruik]"; - mes "Great, "+ strcharinfo(0) +"!"; + mes "Great, "+ strcharinfo(PC_NAME) +"!"; mes "I know I can trust you"; mes "to use this research for"; mes "good and noble ends. Now,"; @@ -955,7 +955,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "thesis as a ready reference."; next; mes "[Pisruik]"; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "Hopefully, we'll"; mes "meet again sometime"; mes "in the future. Good luck on"; @@ -978,7 +978,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "Well, if you ever change"; mes "your mind, feel free to come"; mes "back for me to teach you."; - if (Sex == 0) { + if (Sex == SEX_FEMALE) { mes "And it's no trouble at all!"; mes "I really enjoy your company..."; } @@ -993,7 +993,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ close; } } - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Listen, you look so"; mes "much better when you're"; mes "not wearing glasses."; @@ -1002,22 +1002,22 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "Excuse me,"; mes "come again?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Hahahahhaha~!"; mes "No-nothing at all!"; close; } else if (ALCHE_SK == 10) { mes "[Pisruik]"; - mes "So, "+ strcharinfo(0) +","; + mes "So, "+ strcharinfo(PC_NAME) +","; mes "Would you like me to"; mes "teach you the results"; mes "of the research I've''"; mes "been conducting?"; next; - if (select("Yes!:No, thanks.") == 1) { + if (select("Yes!", "No, thanks.") == 1) { mes "[Pisruik]"; - mes "Great, "+ strcharinfo(0) +"!"; + mes "Great, "+ strcharinfo(PC_NAME) +"!"; mes "I know I can trust you"; mes "to use this research for"; mes "good and noble ends. Now,"; @@ -1042,7 +1042,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "thesis as a ready reference."; next; mes "[Pisruik]"; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "Hopefully, we'll"; mes "meet again sometime"; mes "in the future. Good luck on"; @@ -1065,7 +1065,7 @@ yuno_in04,33,108,4 script Pisruik#qsk_al 4_M_ALCHE_D,{ mes "Well, if you ever change"; mes "your mind, feel free to come"; mes "back for me to teach you."; - if (Sex == 0) { + if (Sex == SEX_FEMALE) { mes "And it's no trouble at all!"; mes "I really enjoy your company..."; } @@ -1220,15 +1220,15 @@ lhz_in01,224,140,3 script Kellasus#qsk_al 1_M_LIBRARYMASTER,{ mes "ways, would you"; mes "tell me your name?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "My name is..."; - mes "" + strcharinfo(0) + "."; + mes "" + strcharinfo(PC_NAME) + "."; next; bioeth = 13; skill "AM_BIOETHICS",1,0; mes "[Kellasus]"; mes "Ah..."; - mes "" + strcharinfo(0) + "."; + mes "" + strcharinfo(PC_NAME) + "."; mes "I'll remember that. Goodbye"; mes "for now, and I hope that you"; mes "make a great contribution to"; @@ -1252,7 +1252,7 @@ lhz_in01,224,140,3 script Kellasus#qsk_al 1_M_LIBRARYMASTER,{ mes "something that will benefit"; mes "the greater good."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Does..."; mes "Does that mean"; mes "you'll teach me?"; @@ -1299,7 +1299,7 @@ lhz_in01,224,140,3 script Kellasus#qsk_al 1_M_LIBRARYMASTER,{ mes "but I suppose that might be"; mes "how you became an Alchemist..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Well, I sort of came"; mes "here to ask about that."; mes "But first, I heard a rumor"; @@ -1330,7 +1330,7 @@ lhz_in01,224,140,3 script Kellasus#qsk_al 1_M_LIBRARYMASTER,{ mes "why are you reminding"; mes "me of something like this?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "You're right that the creation"; mes "of Homunculi brings up a moral"; mes "issue. But instead of morals,"; @@ -1343,7 +1343,7 @@ lhz_in01,224,140,3 script Kellasus#qsk_al 1_M_LIBRARYMASTER,{ mes "do you mean by"; mes "humanitarianism?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I believe that the"; mes "study of Homunculi"; mes "could help us discover"; @@ -1351,7 +1351,7 @@ lhz_in01,224,140,3 script Kellasus#qsk_al 1_M_LIBRARYMASTER,{ mes "is just too much"; mes "potential to do good to ignore."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I'm not interested in"; mes "creating new creatures or"; mes "playing God. What I do want"; @@ -1359,7 +1359,7 @@ lhz_in01,224,140,3 script Kellasus#qsk_al 1_M_LIBRARYMASTER,{ mes "regardless of the disease. No"; mes "matter how desperate it may be."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "It may be immoral to"; mes "create experimental life"; mes "forms and to sacrifice them,"; @@ -1367,7 +1367,7 @@ lhz_in01,224,140,3 script Kellasus#qsk_al 1_M_LIBRARYMASTER,{ mes "the people who may need"; mes "that cure I might discover..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "When your son was"; mes "sick, you were willing"; mes "to make sacrifices to see"; @@ -1375,7 +1375,7 @@ lhz_in01,224,140,3 script Kellasus#qsk_al 1_M_LIBRARYMASTER,{ mes "there are other people in the"; mes "world with worse ailments..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I want to study"; mes "Homunculi because"; mes "there's a chance that"; @@ -1407,7 +1407,7 @@ lhz_in01,224,140,3 script Kellasus#qsk_al 1_M_LIBRARYMASTER,{ mes "you? I'm sorry, but I can't teach you anything related to Homunculi."; mes "It especially bothers me that you know nothing at all about them..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "But while I was gone,"; mes "I spent so much time"; mes "studying about Homunculi"; @@ -1549,8 +1549,8 @@ lhz_in01,224,140,3 script Kellasus#qsk_al 1_M_LIBRARYMASTER,{ mes "field of Alchemy, I can"; mes "give you some advice if you're stumped by a particular problem..."; next; - if (select("Teach me the Homunculus Skills.:No, nothing.") == 1) { - mes "[" + strcharinfo(0) + "]"; + if (select("Teach me the Homunculus Skills.", "No, nothing.") == 1) { + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I want you to"; mes "teach me how to"; mes "create a Homunculus."; @@ -1561,7 +1561,7 @@ lhz_in01,224,140,3 script Kellasus#qsk_al 1_M_LIBRARYMASTER,{ mes "I don't think I heard"; mes "what you said quite right."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I said..."; mes "I want you to"; mes "teach me the skills"; @@ -1786,7 +1786,7 @@ lhz_in01,225,122,5 script Skrajjad#qsk_al 4_M_SAGE_A,{ mes "to ask Kellasus to teach"; mes "you Alchemy. I must say"; mes "that I admire your attitude,"; - if (Sex) + if (Sex == SEX_MALE) mes "young lad. Now, don't worry..."; else mes "young lass. Now, don't worry..."; diff --git a/npc/quests/skills/archer_skills.txt b/npc/quests/skills/archer_skills.txt index 030806877..afaa6158b 100644 --- a/npc/quests/skills/archer_skills.txt +++ b/npc/quests/skills/archer_skills.txt @@ -98,7 +98,7 @@ moc_ruins,118,99,5 script Roberto 4_M_ORIENT01,{ mes "but I was a newcomer, and the pressure... waaah~"; mes "I was very lonely~"; next; - switch (select("It must be hard. It's ok have faith.:Keep suffering.")) { + switch (select("It must be hard. It's ok have faith.", "Keep suffering.")) { case 1: mes "[Roberto]"; mes "Yes. Thank you..."; @@ -145,7 +145,7 @@ moc_ruins,118,99,5 script Roberto 4_M_ORIENT01,{ close; case 2: mes "[Roberto]"; - mes "...hey "+((Sex)?"mister":"miss")+"."; + mes "...hey "+ (Sex == SEX_MALE ? "mister" : "miss") +"."; mes "...be careful at night."; close; } @@ -193,7 +193,7 @@ payon,103,63,3 script Jason 4_M_ORIENT01,3,3,{ mes "Someone like you would definitely be"; mes "able to know how to use Arrow Repel."; next; - switch (select("What is that?:Teach me.")) { + switch (select("What is that?", "Teach me.")) { case 1: mes "[Jason]"; mes "...you're kidding, right?"; diff --git a/npc/quests/skills/assassin_skills.txt b/npc/quests/skills/assassin_skills.txt index ecea1c3d1..7e03eac2f 100644 --- a/npc/quests/skills/assassin_skills.txt +++ b/npc/quests/skills/assassin_skills.txt @@ -29,12 +29,6 @@ //= along with this program. If not, see <http://www.gnu.org/licenses/>. //========================================================================= //= Assassin Skills Quests -//================= File Encoding ========================================= -//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. -//= -If the encoding is correct, the next three lines have the same length- -//= ============ ¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä ============ -//= ============ ============================================= ============ -//= ============ ¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á ============ //================= Description =========================================== //= Quests for skills: Venom Knife, Sonic Acceleration //================= Current Version ======================================= @@ -82,7 +76,7 @@ in_moc_16,14,27,5 script Assassin#realman 4_M_ACROSS,{ mes "you forgot how to do this"; mes "skill? I suppose that all you"; mes "needed was a quick refresher."; - specialeffect2 EF_INVENOM; + specialeffect(EF_INVENOM, AREA, playerattached()); next; mes "[Killtin]"; mes "Alright, I think it's"; @@ -143,7 +137,7 @@ in_moc_16,14,27,5 script Assassin#realman 4_M_ACROSS,{ next; select("New skills?"); mes "[Killtin]"; - mes "That's right, "+ strcharinfo(0) +"."; + mes "That's right, "+ strcharinfo(PC_NAME) +"."; mes "The first skill specifically"; mes "enhances the Sonic Blow"; mes "skill, and the second skill"; @@ -158,7 +152,7 @@ in_moc_16,14,27,5 script Assassin#realman 4_M_ACROSS,{ mes "as I can about them."; next; while(1) { - switch(select("^0000FFSonic Blow Enhancement^000000:^990099Venom Knife^000000:Continue Conversation")) { + switch(select("^0000FFSonic Blow Enhancement^000000", "^990099Venom Knife^000000", "Continue Conversation")) { case 1: mes "[Killtin]"; mes "If you've been an Assassin"; @@ -225,7 +219,7 @@ in_moc_16,14,27,5 script Assassin#realman 4_M_ACROSS,{ mes "you say? You ready to learn?"; next; while(1) { - if (select("Learn Venom Knife:I d-don't wanna learn!") == 1) { + if (select("Learn Venom Knife", "I d-don't wanna learn!") == 1) { mes "[Killtin]"; mes "First, you need to equip"; mes "a Knife class weapon, and"; @@ -251,7 +245,7 @@ in_moc_16,14,27,5 script Assassin#realman 4_M_ACROSS,{ mes "bit of credit for my excellent"; mes "instruction. Ah, very nice."; next; - specialeffect2 EF_INVENOM; + specialeffect(EF_INVENOM, AREA, playerattached()); next; mes "[Killtin]"; mes "Alright, you may need"; @@ -363,7 +357,7 @@ in_moc_16,23,27,5 script Assassin#realgirl 4_F_ACROSS,{ mes "please try it so I can give"; mes "you feedback on your form."; next; - specialeffect2 EF_SONICBLOW; + specialeffect(EF_SONICBLOW, AREA, playerattached()); next; mes "[Esmille]"; mes "Hmm, you're shifting"; @@ -372,7 +366,7 @@ in_moc_16,23,27,5 script Assassin#realgirl 4_F_ACROSS,{ mes "help if your center of"; mes "gravity was like this..."; next; - specialeffect2 EF_SONICBLOW; + specialeffect(EF_SONICBLOW, AREA, playerattached()); next; mes "[Esmille]"; mes "Ah, you're so very"; @@ -384,7 +378,7 @@ in_moc_16,23,27,5 script Assassin#realgirl 4_F_ACROSS,{ mes "[Esmille]"; mes "Yes, that's it...!"; mes "Very well executed."; - mes "Good work, "+ strcharinfo(0) +"."; + mes "Good work, "+ strcharinfo(PC_NAME) +"."; skill "AS_SONICACCEL",1,0; ASSN_SK = 7; next; @@ -450,7 +444,7 @@ in_moc_16,23,27,5 script Assassin#realgirl 4_F_ACROSS,{ mes "please try it so I can give"; mes "you feedback on your form."; next; - specialeffect2 EF_SONICBLOW; + specialeffect(EF_SONICBLOW, AREA, playerattached()); next; mes "[Esmille]"; mes "Hmm, you're shifting"; @@ -459,7 +453,7 @@ in_moc_16,23,27,5 script Assassin#realgirl 4_F_ACROSS,{ mes "help if your center of"; mes "gravity was like this..."; next; - specialeffect2 EF_SONICBLOW; + specialeffect(EF_SONICBLOW, AREA, playerattached()); next; mes "[Esmille]"; mes "That's a little better."; @@ -468,7 +462,7 @@ in_moc_16,23,27,5 script Assassin#realgirl 4_F_ACROSS,{ mes "and follow through with"; mes "the stabbing motion."; next; - specialeffect2 EF_SONICBLOW; + specialeffect(EF_SONICBLOW, AREA, playerattached()); next; mes "[Esmille]"; mes "Ah, you're so very"; @@ -476,12 +470,12 @@ in_moc_16,23,27,5 script Assassin#realgirl 4_F_ACROSS,{ mes "Focus more on smoothly"; mes "transitioning from your"; mes "stance to executed action."; - specialeffect2 EF_SONICBLOW; + specialeffect(EF_SONICBLOW, AREA, playerattached()); next; mes "[Esmille]"; mes "Yes, that's it...!"; mes "Very well executed."; - mes "Good work, "+ strcharinfo(0) +"."; + mes "Good work, "+ strcharinfo(PC_NAME) +"."; skill "AS_SONICACCEL",1,0; ASSN_SK = 7; next; @@ -541,7 +535,7 @@ in_moc_16,23,27,5 script Assassin#realgirl 4_F_ACROSS,{ mes "please try it so I can give"; mes "you feedback on your form."; next; - specialeffect2 EF_SONICBLOW; + specialeffect(EF_SONICBLOW, AREA, playerattached()); next; mes "[Esmille]"; mes "Hmm, you're shifting"; @@ -550,7 +544,7 @@ in_moc_16,23,27,5 script Assassin#realgirl 4_F_ACROSS,{ mes "help if your center of"; mes "gravity was like this..."; next; - specialeffect2 EF_SONICBLOW; + specialeffect(EF_SONICBLOW, AREA, playerattached()); next; mes "[Esmille]"; mes "That's a little better."; @@ -559,12 +553,12 @@ in_moc_16,23,27,5 script Assassin#realgirl 4_F_ACROSS,{ mes "and follow through with"; mes "the stabbing motion."; next; - specialeffect2 EF_SONICBLOW; + specialeffect(EF_SONICBLOW, AREA, playerattached()); next; mes "[Esmille]"; mes "Yes, that's it...!"; mes "Very well executed."; - mes "Good work, "+ strcharinfo(0) +"."; + mes "Good work, "+ strcharinfo(PC_NAME) +"."; skill 1003,1,0; ASSN_SK = 7; next; @@ -628,7 +622,7 @@ in_moc_16,23,27,5 script Assassin#realgirl 4_F_ACROSS,{ mes "Killtin didn't fully explain."; next; while(1) { - switch(select("Please tell me more...:I want to learn Sonic Acceleration!")) { + switch(select("Please tell me more...", "I want to learn Sonic Acceleration!")) { case 1: mes "[Esmille]"; mes "Sonic Acceleration is"; @@ -774,7 +768,7 @@ OnTouch: specialeffect EF_CONE; next; while(1) { - switch(select("Put your hand inside:Inspect the coffin's opening:Lift the lid:Turn the coffin upside down:Ignore it")) { + switch(select("Put your hand inside", "Inspect the coffin's opening", "Lift the lid", "Turn the coffin upside down", "Ignore it")) { case 1: mes "^3355FFYou carefully put your"; mes "hand inside the coffin"; @@ -838,7 +832,7 @@ OnTouch: specialeffect EF_CONE; next; while(1) { - switch(select("Put your hand inside:Inspect the coffin's opening:Lift the lid:Turn the coffin upside down:Ignore it")) { + switch(select("Put your hand inside", "Inspect the coffin's opening", "Lift the lid", "Turn the coffin upside down", "Ignore it")) { case 1: mes "^3355FFYou carefully put your"; mes "hand inside the coffin"; @@ -923,7 +917,7 @@ OnTouch: mes "soft enough to dig through...^000000"; specialeffect EF_CONE; next; - if (select("Dig to retrieve the shining object:Ignore it") == 1) { + if (select("Dig to retrieve the shining object", "Ignore it") == 1) { mes "^3355FFAs your fingers dig into"; mes "the soft ground, it emits^000000"; if (rand(1,3) != 3){ @@ -958,7 +952,7 @@ OnTouch: mes "soft enough to dig through...^000000"; specialeffect EF_CONE; next; - if (select("Dig to retrieve the shining object:Ignore it") == 1) { + if (select("Dig to retrieve the shining object", "Ignore it") == 1) { mes "^3355FFAs your fingers dig into"; mes "the soft ground, it emits^000000"; if (rand(1,3) != 3) { @@ -979,9 +973,7 @@ OnTouch: } } -// FIXME[Haru]: Why do we have a Korean name here? Can anyone translate it? -// Google translate says ¡¡ (jingjing) = Whining, but it doesn't make much sense to me. -moc_pryd04,85,96,0 script ¡¡#crypt FAKE_NPC,3,3,{ +moc_pryd04,85,96,0 script Glimmer#crypt FAKE_NPC,3,3,{ OnTouch: if (ASSN_SK == 4) { specialeffect EF_CONE; @@ -989,7 +981,7 @@ OnTouch: mes "glimmering beneath"; mes "the surface of the water...^000000"; next; - if (select("Pick it up:Ignore it") == 1) { + if (select("Pick it up", "Ignore it") == 1) { mes "^3355FFAs soon as you dip your"; mes "hand into the water, the"; mes "water's freezing chill shoots"; diff --git a/npc/quests/skills/bard_skills.txt b/npc/quests/skills/bard_skills.txt index 8e44a561e..6df565fb2 100644 --- a/npc/quests/skills/bard_skills.txt +++ b/npc/quests/skills/bard_skills.txt @@ -49,7 +49,7 @@ prontera,174,328,3 script Young Man#bard_q1 4_M_ORIENT02,3,3,{ mes "D-don't come any closer!"; mes "I... I don't like you guys!"; next; - if (select("Wha--? Why the heck not?:Hey, take it easy, man.") == 1) { + if (select("Wha--? Why the heck not?", "Hey, take it easy, man.") == 1) { mes "[Timid Young Man]"; mes "N-no! Don't look at me!"; mes "I know what you're trying"; @@ -57,7 +57,7 @@ prontera,174,328,3 script Young Man#bard_q1 4_M_ORIENT02,3,3,{ mes "done anything to you!"; mes "J-just s-stay away!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Um..."; mes "I'm not really trying"; mes "to do anything. Why"; @@ -80,8 +80,8 @@ prontera,174,328,3 script Young Man#bard_q1 4_M_ORIENT02,3,3,{ mes "done anything to you!"; mes "J-just s-stay away!"; next; - if (select("Offer him a drink.:Reassure him that you're safe.") == 1) { - mes "[" + strcharinfo(0) + "]"; + if (select("Offer him a drink.", "Reassure him that you're safe.") == 1) { + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Look, I don't know what"; mes "you've got against me, but"; mes "you really need to relax."; @@ -114,7 +114,7 @@ prontera,174,328,3 script Young Man#bard_q1 4_M_ORIENT02,3,3,{ mes "w-w-weird skill, d-did you?"; mes "Wait, no. You couldn't have..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Oh, please~"; mes "You know, I think"; mes "that maybe you"; @@ -131,7 +131,7 @@ prontera,174,328,3 script Young Man#bard_q1 4_M_ORIENT02,3,3,{ mes "It tastes so good, and"; mes "now I feel sooo relaxed..."; next; - switch(select("See? I'm not dangerous at all~:So what makes someone like me so scary?")) { + switch(select("See? I'm not dangerous at all~", "So what makes someone like me so scary?")) { case 1: mes "[Timid Young Man]"; mes "Hmmm... Maybe."; @@ -184,7 +184,7 @@ prontera,174,328,3 script Young Man#bard_q1 4_M_ORIENT02,3,3,{ mes "having any control over your"; mes "body is so overwhelming!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Wait, you're saying"; mes "a Bard did this to you?"; mes "I've never heard of a song"; @@ -278,7 +278,7 @@ prontera,174,328,3 script Young Man#bard_q1 4_M_ORIENT02,3,3,{ mes "having any control over your"; mes "body is so overwhelming!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Wait, you're saying"; mes "a Bard did this to you?"; mes "I've never heard of a song"; @@ -342,7 +342,7 @@ prontera,174,328,3 script Young Man#bard_q1 4_M_ORIENT02,3,3,{ close; } } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Don't worry,"; mes "I won't hurt you."; next; @@ -414,7 +414,7 @@ morocc_in,169,72,7 script Spiteful-Looking Bard#bs 2_M_BARD_ORIENT,3,3,{ mes "no trouble for me to teach that"; mes "to you again if you'd like."; next; - if (select("No, thanks.:Thanks, I'd appreciate that.") == 1) { + if (select("No, thanks.", "Thanks, I'd appreciate that.") == 1) { mes "[Riott]"; mes "What...?"; mes "You really don't"; @@ -496,7 +496,7 @@ morocc_in,169,72,7 script Spiteful-Looking Bard#bs 2_M_BARD_ORIENT,3,3,{ mes "voices yours, is this voice"; mes "mine. Head spinning, head"; mes "spinning, head spinning...!''"; - specialeffect2 EF_TALK_FROSTJOKE; + specialeffect(EF_TALK_FROSTJOKE, AREA, playerattached()); delitem Munak_Doll,1; skill "BA_PANGVOICE",1,0; qskill_bard = 9; @@ -578,7 +578,7 @@ morocc_in,169,72,7 script Spiteful-Looking Bard#bs 2_M_BARD_ORIENT,3,3,{ mes "voices yours, is this voice"; mes "mine. Head spinning, head"; mes "spinning, head spinning...!''"; - specialeffect2 EF_TALK_FROSTJOKE; + specialeffect(EF_TALK_FROSTJOKE, AREA, playerattached()); delitem Egg,5; skill 1010,1,0; qskill_bard = 9; @@ -665,7 +665,7 @@ morocc_in,169,72,7 script Spiteful-Looking Bard#bs 2_M_BARD_ORIENT,3,3,{ mes "Eh heh heh heh!"; emotion e_gg; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Um..."; mes "What's so funny?"; next; @@ -693,7 +693,7 @@ morocc_in,169,72,7 script Spiteful-Looking Bard#bs 2_M_BARD_ORIENT,3,3,{ mes "at those two drunks"; mes "all the way over there."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Yeah, I can see them."; mes "But what's so special"; mes "about those two guys?"; @@ -741,7 +741,7 @@ morocc_in,169,72,7 script Spiteful-Looking Bard#bs 2_M_BARD_ORIENT,3,3,{ mes "to gesticulate and move"; mes "wildly without direction."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Those two..."; mes "Those two probably"; mes "had way too much to drink."; @@ -754,7 +754,7 @@ morocc_in,169,72,7 script Spiteful-Looking Bard#bs 2_M_BARD_ORIENT,3,3,{ mes "scrambles their minds."; next; if (qskill_bard == 1) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Mind scrambling?"; mes "Wait, are you the same"; mes "Bard who made someone"; @@ -769,7 +769,7 @@ morocc_in,169,72,7 script Spiteful-Looking Bard#bs 2_M_BARD_ORIENT,3,3,{ mes "hilarious at the time)"; mes "but yeah, that was me."; next; - if (select("Please teach me that skill!:Oh, alright. Just checking.") == 1) { + if (select("Please teach me that skill!", "Oh, alright. Just checking.") == 1) { mes "[Riott]"; mes "Hm? You want to learn"; mes "how to scramble minds"; @@ -811,7 +811,7 @@ morocc_in,169,72,7 script Spiteful-Looking Bard#bs 2_M_BARD_ORIENT,3,3,{ mes "seasoned adventurer like you."; close; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Wha...?"; mes "I can't believe you."; mes "Mind scrambling? That"; @@ -850,7 +850,7 @@ morocc_in,169,72,7 script Spiteful-Looking Bard#bs 2_M_BARD_ORIENT,3,3,{ mes "Eh heh heh heh!"; emotion e_gg; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Um..."; mes "What's so funny?"; next; @@ -878,7 +878,7 @@ morocc_in,169,72,7 script Spiteful-Looking Bard#bs 2_M_BARD_ORIENT,3,3,{ mes "at those two drunks"; mes "all the way over there."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Yeah, I can see"; mes "together. But what"; mes "about them?"; @@ -1181,7 +1181,7 @@ morocc_in,166,76,7 script Bartender#bard_qskill 1_ETC_01,{ mes "So what would"; mes "you like to order?"; next; - switch(select("Tropical Sograt:Vermilion on the Beach:Nothing, thanks.")) { + switch(select("Tropical Sograt", "Vermilion on the Beach", "Nothing, thanks.")) { case 1: if (MaxWeight - Weight < 2000) { mes "[Bartender]"; diff --git a/npc/quests/skills/blacksmith_skills.txt b/npc/quests/skills/blacksmith_skills.txt index 9ab4363f7..9f77fb7ea 100644 --- a/npc/quests/skills/blacksmith_skills.txt +++ b/npc/quests/skills/blacksmith_skills.txt @@ -94,7 +94,7 @@ geffen,178,72,3 script Akkie#qsk_bs 4_F_JOB_BLACKSMITH,{ mes "the amount of zeny spent to"; mes "cast Mammonite by 10%. This"; mes "Passive skill might come in"; - mes "handy for you, "+ strcharinfo(0) +"."; + mes "handy for you, "+ strcharinfo(PC_NAME) +"."; next; mes "[Akkie]"; mes "Although I'm new at"; @@ -102,8 +102,8 @@ geffen,178,72,3 script Akkie#qsk_bs 4_F_JOB_BLACKSMITH,{ mes "for me to teach you"; mes "Dubious Salesmanship?"; next; - if (select("Sure.:No, thanks.") == 1) { - mes "["+ strcharinfo(0) +"]"; + if (select("Sure.", "No, thanks.") == 1) { + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Sure. I'll try learning this"; mes "new skill. Who knows?"; mes "It might be really useful."; @@ -145,7 +145,7 @@ geffen,178,72,3 script Akkie#qsk_bs 4_F_JOB_BLACKSMITH,{ mes "L-let me start all"; mes "over again. Uh..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "............"; next; mes "[Akkie]"; @@ -156,7 +156,7 @@ geffen,178,72,3 script Akkie#qsk_bs 4_F_JOB_BLACKSMITH,{ mes "^0000FF1 Detrimindexta^000000. Would"; mes "you bring those, please?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Sure, sure."; mes "But are you actually"; mes "able to teach me this"; @@ -259,7 +259,7 @@ geffen,178,72,3 script Akkie#qsk_bs 4_F_JOB_BLACKSMITH,{ mes "Hmm. How should"; mes "I tell you this?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "..."; mes "......"; mes "........."; @@ -279,7 +279,7 @@ geffen,178,72,3 script Akkie#qsk_bs 4_F_JOB_BLACKSMITH,{ mes "Please d-don't be angry with"; mes "me, it was just an accident!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Okay, okay..."; mes "Are you sure that's"; mes "all you need me to get?"; @@ -322,10 +322,10 @@ geffen,178,72,3 script Akkie#qsk_bs 4_F_JOB_BLACKSMITH,{ mes "........."; mes "............"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "...?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Oh no..."; mes "Did... Did you..."; mes "Did something happen?"; @@ -336,7 +336,7 @@ geffen,178,72,3 script Akkie#qsk_bs 4_F_JOB_BLACKSMITH,{ mes "me! I c-can't finish forging"; mes "this without one! Waaah~"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "^333333(I guess I should"; mes "really bring her a new"; mes "^FF0000Iron Hammer^333333, or else"; @@ -451,7 +451,7 @@ geffen,178,72,3 script Akkie#qsk_bs 4_F_JOB_BLACKSMITH,{ else { mes "[Akkie]"; if (Upper == 1) { - mes "Hello, "+ strcharinfo(0) +","; + mes "Hello, "+ strcharinfo(PC_NAME) +","; mes "I'm here on behalf of the"; mes "Blacksmith Guild to teach you"; mes "a new skill. However, your Job"; @@ -474,7 +474,7 @@ geffen,178,72,3 script Akkie#qsk_bs 4_F_JOB_BLACKSMITH,{ mes "like your Job Level is too low..."; next; mes "[Akkie]"; - mes "I'm sorry, "+ strcharinfo(0) +","; + mes "I'm sorry, "+ strcharinfo(PC_NAME) +","; mes "But you'll qualify for the"; mes "skill I teach after you"; mes "raise your Job Level."; @@ -554,7 +554,7 @@ geffen,172,52,1 script Goodman#qsk_bs 4_M_DWARF,{ mes "skill right now. So what"; mes "do you say, kid?"; next; - if (select("Sounds good!:Maybe later~") == 1) { + if (select("Sounds good!", "Maybe later~") == 1) { mes "[Goodman]"; mes "Heh! Good choice. Now,"; mes "the Greed skill automatically"; diff --git a/npc/quests/skills/crusader_skills.txt b/npc/quests/skills/crusader_skills.txt index 64f63b384..eb17fe1f2 100644 --- a/npc/quests/skills/crusader_skills.txt +++ b/npc/quests/skills/crusader_skills.txt @@ -58,7 +58,7 @@ geffen,110,117,3 script Ford#11 4_M_CRU_OLD,{ mes "arrived! Quick, show me"; mes "the ^FF0000report^000000 you've brought!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Excuse me...?"; mes "Oh, you must have"; mes "mistaken me for someone"; @@ -76,12 +76,12 @@ geffen,110,117,3 script Ford#11 4_M_CRU_OLD,{ else mes "were dressed like a Crusader..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I'm sorry..."; mes "What's happening?"; mes "Is something the matter?"; mes "I'm an adventurer that"; - mes "goes by the name, "+ strcharinfo(0) +"."; + mes "goes by the name, "+ strcharinfo(PC_NAME) +"."; next; mes "[Ford]"; mes "Well, I'm Leslie Ford,"; @@ -115,7 +115,7 @@ geffen,110,117,3 script Ford#11 4_M_CRU_OLD,{ mes "I want to ask you if you would"; mes "please lend me your aid."; next; - switch(select("Sure.:I'm sorry, but I'm busy...")) { + switch(select("Sure.", "I'm sorry, but I'm busy...")) { case 1: mes "[Ford]"; mes "Great, thank you so much!"; @@ -164,7 +164,7 @@ geffen,110,117,3 script Ford#11 4_M_CRU_OLD,{ mes "So how is Sloutii?"; mes "Is everything all right?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Here, I've brought"; mes "this report as soon as"; mes "I could! You better read"; @@ -178,7 +178,7 @@ geffen,110,117,3 script Ford#11 4_M_CRU_OLD,{ mes "situation! I need to report this to Sir Arga and request for"; mes "backup immediately!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Wait, we need to do"; mes "something about Sloutii."; mes "He was wounded by the"; @@ -263,7 +263,7 @@ geffen,110,117,3 script Ford#11 4_M_CRU_OLD,{ mes "Thanks once again,"; mes "and I hope to that you"; mes "travel in safety. For now,"; - mes "this is farewell, "+ strcharinfo(0) +"."; + mes "this is farewell, "+ strcharinfo(PC_NAME) +"."; close; } else if (CRUS_SK == 10) { @@ -319,7 +319,7 @@ gef_fild13,297,242,3 script Soldier#277 4_M_CRU,{ mes "Hopefully, it's saved your"; mes "life as many times as it's"; mes "saved mine. Anyway, I'll"; - mes "see you around, "+ strcharinfo(0) +"~"; + mes "see you around, "+ strcharinfo(PC_NAME) +"~"; close; } } @@ -331,7 +331,7 @@ gef_fild13,297,242,3 script Soldier#277 4_M_CRU,{ mes "have they done"; mes "to my legs?!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Wh-what happened?"; mes "Were you attacked?"; next; @@ -343,7 +343,7 @@ gef_fild13,297,242,3 script Soldier#277 4_M_CRU,{ mes "I've got to warn my superiors!"; mes "They're going to raid Geffen!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I actually spoke to"; mes "Sir Ford! You must be"; mes "Sloutii, right? He sent me"; @@ -357,7 +357,7 @@ gef_fild13,297,242,3 script Soldier#277 4_M_CRU,{ mes "urgent request for backup."; mes "U-ugh! We don't have time!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Wait...!"; mes "But what about"; mes "you? You're hurt..."; @@ -370,7 +370,7 @@ gef_fild13,297,242,3 script Soldier#277 4_M_CRU,{ mes "Now, if I can just get that"; mes "report out of my-- OW! N-no..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "^333333(He's writhing in pain"; mes "so much that he can't even"; mes "give me his report. I better"; @@ -381,7 +381,7 @@ gef_fild13,297,242,3 script Soldier#277 4_M_CRU,{ } else if (CRUS_SK == 2) { if (countitem(Red_Potion) > 0) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Here, please take"; mes "this Red Potion."; mes "It just might help..."; @@ -418,7 +418,7 @@ gef_fild13,297,242,3 script Soldier#277 4_M_CRU,{ mes "Arrrrgh! I-I can't move!"; mes "It... It just hurts so much!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "^333333(I better bring him"; mes "a Red Potion, otherwise"; mes "I have no hope of getting"; @@ -505,7 +505,7 @@ gef_fild13,297,242,3 script Soldier#277 4_M_CRU,{ mes "saved my life! I thought"; mes "I was going to die for sure!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Well, it's a good thing"; mes "I came in time. Sir Ford"; mes "had me visit Father Arthur to"; @@ -635,7 +635,7 @@ prt_church,87,127,3 script Pastor#1011 4_M_SAGE_C,{ mes "How may I be of"; mes "service to you today?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Someone was wounded"; mes "by Goblins, and I was told"; mes "by Sir Ford that you're the"; @@ -650,7 +650,7 @@ prt_church,87,127,3 script Pastor#1011 4_M_SAGE_C,{ mes "out of Goblin Poison Antidote"; mes "and must make it from scratch."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Tell me what you"; mes "need to make it, and"; mes "I'll bring you all of the"; diff --git a/npc/quests/skills/dancer_skills.txt b/npc/quests/skills/dancer_skills.txt index 4c7107734..4da84d035 100644 --- a/npc/quests/skills/dancer_skills.txt +++ b/npc/quests/skills/dancer_skills.txt @@ -55,7 +55,7 @@ comodo,204,172,5 script Canell#qsk_dan01 4_F_07,{ mes "beauty. Now tell me, are you"; mes "confident in your dancing...?"; next; - if (select("Of course, old crone!:I... I'm not sure...") == 1) { + if (select("Of course, old crone!", "I... I'm not sure...") == 1) { mes "[Canell]"; mes "Ho-ho~ I believe you've"; mes "confused confidence with"; @@ -63,11 +63,11 @@ comodo,204,172,5 script Canell#qsk_dan01 4_F_07,{ mes "tell there's a vitally important distinction between the two."; mes "Now... Prepare for punishment!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Ow...!"; mes "Th-that whip!"; mes "I-i-it huuuurts!"; - specialeffect2 EF_HIT2; + specialeffect(EF_HIT2, AREA, playerattached()); percentheal -5,0; close; } @@ -79,11 +79,11 @@ comodo,204,172,5 script Canell#qsk_dan01 4_F_07,{ mes "your gift of dancing is..."; mes "grounds for punishment!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "What the...? Ack!"; mes "S-stop wh-whipping"; mes "me! It... It stiiings!"; - specialeffect2 EF_HIT2; + specialeffect(EF_HIT2, AREA, playerattached()); percentheal -10,0; next; mes "[Canell]"; @@ -93,7 +93,7 @@ comodo,204,172,5 script Canell#qsk_dan01 4_F_07,{ mes "your current limitations. When"; mes "I'm finished with you, angels and demons won't resist your charms~"; next; - if (select("No way, you're not teaching me!:Alright, I'll see what I can learn.") == 1) { + if (select("No way, you're not teaching me!", "Alright, I'll see what I can learn.") == 1) { mes "[Canell]"; mes "So... You still haven't"; mes "mastered the fine art of"; @@ -102,12 +102,12 @@ comodo,204,172,5 script Canell#qsk_dan01 4_F_07,{ mes "for this blatant affront to our"; mes "profession! Prepare yourself!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Nooooo--!"; mes "Not that whip"; mes "again! Arrgh, it's--"; mes "It hurts so much!"; - specialeffect2 EF_HIT2; + specialeffect(EF_HIT2, AREA, playerattached()); percentheal -10,0; close; } @@ -148,7 +148,7 @@ comodo,204,172,5 script Canell#qsk_dan01 4_F_07,{ mes "''I am beautiful..."; mes "I am irresistable...''"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I am beautiful..."; mes "I am irresistable..."; next; @@ -160,12 +160,12 @@ comodo,204,172,5 script Canell#qsk_dan01 4_F_07,{ mes "I am the most attractive"; mes "woman in the whole world!''"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "I am beautiful!"; mes "I am irresistable!"; mes "I am the most attractive"; mes "woman in the whole world!"; - specialeffect2 EF_FLASHER; + specialeffect(EF_FLASHER, AREA, playerattached()); next; mes "^3355FFYour self esteem has"; mes "sky rocketed. Fortunately,"; @@ -234,7 +234,7 @@ comodo,204,172,5 script Canell#qsk_dan01 4_F_07,{ mes "Were you able to learn"; mes "anything from her?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Actually, I only learned"; mes "about winks, but not so"; mes "much as how to do them."; @@ -251,10 +251,10 @@ comodo,204,172,5 script Canell#qsk_dan01 4_F_07,{ next; mes "[Canell]"; mes "Bam!"; - specialeffect2 EF_HIT2; + specialeffect(EF_HIT2, AREA, playerattached()); percentheal -5,0; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "?!"; mes "What the"; mes "hell was that?"; @@ -289,7 +289,7 @@ comodo,204,172,5 script Canell#qsk_dan01 4_F_07,{ mes "Now, let me see you try it."; emotion e_no1; next; - switch(select("Un deux trois~-:Un, doux trois~:Un, deux, trois~")) { + switch(select("Un deux trois~-", "Un, doux trois~", "Un, deux, trois~")) { default: mes "[Canell]"; mes "No, no!"; @@ -297,18 +297,18 @@ comodo,204,172,5 script Canell#qsk_dan01 4_F_07,{ mes "completely wrong!"; mes "Can't you do it right?!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "O-ow!"; mes "P-please...!"; mes "Not the whip again!"; - specialeffect2 EF_HIT2; + specialeffect(EF_HIT2, AREA, playerattached()); percentheal -5,0; close; case 3: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Un, deux, trois~"; emotion e_no1,1; - specialeffect2 EF_FLASHER; + specialeffect(EF_FLASHER, AREA, playerattached()); next; mes "[Canell]"; mes "Great, that's exactly"; @@ -337,7 +337,7 @@ comodo,204,172,5 script Canell#qsk_dan01 4_F_07,{ mes "^3355FFYou have finally learned"; mes "the Charming Wink skill.^000000"; DANCER_SK = 9; - specialeffect2 EF_ABSORBSPIRITS; + specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); skill "DC_WINKCHARM",1,0; close; } @@ -380,7 +380,7 @@ comodo,204,172,5 script Canell#qsk_dan01 4_F_07,{ next; mes "^3355FFYou have learned the"; mes "Charming Wink skill.^000000"; - specialeffect2 EF_ABSORBSPIRITS; + specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); skill "DC_WINKCHARM",1,0; close; } @@ -397,7 +397,7 @@ comodo,204,172,5 script Canell#qsk_dan01 4_F_07,{ } else if (BaseJob != Job_Dancer) { - if (Sex == 0) { + if (Sex == SEX_FEMALE) { mes "[Canell]"; mes "Oh, what a cute"; mes "little girl~! Such"; @@ -411,7 +411,7 @@ comodo,204,172,5 script Canell#qsk_dan01 4_F_07,{ mes "handsome~"; mes "^333333*Wink~*^000000"; emotion e_kis; - specialeffect2 EF_VALLENTINE2; + specialeffect(EF_VALLENTINE2, AREA, playerattached()); next; mes "^3355FFStrangely enough,"; mes "her wink has made"; @@ -432,7 +432,7 @@ prontera,183,333,1 script Aelle#qsk_dan02 1_F_PRIEST,{ mes "and the Dead Pit. So"; mes "you want in on this?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Actually, um, I'm here"; mes "to look for somebody."; mes "You wouldn't happen"; @@ -473,7 +473,7 @@ prontera,183,333,1 script Aelle#qsk_dan02 1_F_PRIEST,{ mes "gotta bring me a refreshing"; mes "drink before we can begin..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Oh... Okay."; mes "Alright, I guess"; mes "I can spare a potion"; @@ -563,7 +563,7 @@ prontera,183,333,1 script Aelle#qsk_dan02 1_F_PRIEST,{ mes "^333333*Wiiiiiiiiiiiiiink*^000000"; emotion e_no1; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Wh-whoa..."; mes "That was..."; mes "It's so beautiful!"; @@ -583,7 +583,7 @@ prontera,183,333,1 script Aelle#qsk_dan02 1_F_PRIEST,{ mes "her fists and laughs"; mes "maniacally to herself.^000000"; percentheal -10,0; - specialeffect2 EF_HIT2; + specialeffect(EF_HIT2, AREA, playerattached()); emotion e_dots,1; delitem Alchol,1; delitem Apple,1; @@ -613,7 +613,7 @@ prontera,183,333,1 script Aelle#qsk_dan02 1_F_PRIEST,{ } } else if (DANCER_SK == 6) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "You still haven't told"; mes "me the secret to making"; mes "a simple wink have so"; @@ -626,7 +626,7 @@ prontera,183,333,1 script Aelle#qsk_dan02 1_F_PRIEST,{ mes "I'm a geeenius, yeah..."; mes "...ZzzzZzzzZzZzzzZZZzz..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "W-wake up!"; mes "I went through"; mes "all this trouble to"; @@ -644,7 +644,7 @@ prontera,183,333,1 script Aelle#qsk_dan02 1_F_PRIEST,{ end; } else if (DANCER_SK > 6 && DANCER_SK < 8) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Aelle, I really"; mes "need you to teach"; mes "me everything else"; diff --git a/npc/quests/skills/hunter_skills.txt b/npc/quests/skills/hunter_skills.txt index dd0ff503b..488e6eaf8 100644 --- a/npc/quests/skills/hunter_skills.txt +++ b/npc/quests/skills/hunter_skills.txt @@ -102,7 +102,7 @@ pay_arche,109,169,3 script Arpesto 4_M_05,{ } } else if (qskill_hunter == 1) { - if (countitem(Cardinal_Jewel_) > 4 && countitem(Harpy's_Feather) > 4 && countitem(Pet_Food) > 29) { + if (countitem(Cardinal_Jewel_) > 4 && countitem(Harpys_Feather) > 4 && countitem(Pet_Food) > 29) { mes "[Arpesto]"; mes "Hm? You're back?"; mes "Oh, did you bring"; @@ -180,7 +180,7 @@ pay_arche,109,169,3 script Arpesto 4_M_05,{ mes "[Arpesto]"; mes "ARRRRRRRROOOOOOW~!"; specialeffect EF_FLASHER; - specialeffect2 EF_FLASHER; + specialeffect(EF_FLASHER, AREA, playerattached()); next; mes "[Arpesto]"; mes "^333333*Pant Pant*^000000"; @@ -222,7 +222,7 @@ pay_arche,109,169,3 script Arpesto 4_M_05,{ mes "sure you make good use"; mes "of that new skill. Take care~"; delitem Cardinal_Jewel_,5; - delitem Harpy's_Feather,5; + delitem Harpys_Feather,5; delitem Pet_Food,30; qskill_hunter = 100; skill "HT_PHANTASMIC",1,0; @@ -282,7 +282,7 @@ pay_arche,109,169,3 script Arpesto 4_M_05,{ mes "''^3131FFEmergency Arrow^000000.'' Would you"; mes "be interested in learning it?"; next; - switch(select("Yes, please!:Ummm...")) { + switch(select("Yes, please!", "Ummm...")) { case 1: mes "[Arpesto]"; mes "Great, great. Of course,"; diff --git a/npc/quests/skills/knight_skills.txt b/npc/quests/skills/knight_skills.txt index 164fc0155..1230ecab9 100644 --- a/npc/quests/skills/knight_skills.txt +++ b/npc/quests/skills/knight_skills.txt @@ -163,8 +163,8 @@ prt_in,85,99,3 script Knight#kabuto 4_M_JOB_KNIGHT2,{ mes "hunting alone! But Knights"; mes "these days have grown soft..."; next; - if (select("Give him Candy Canes and Witherless Roses:Cancel") == 1) { - mes "["+ strcharinfo(0) +"]"; + if (select("Give him Candy Canes and Witherless Roses", "Cancel") == 1) { + mes "["+ strcharinfo(PC_NAME) +"]"; mes "There are still Knights"; mes "out there who believe in"; mes "honorably risking our lives"; @@ -332,7 +332,6 @@ prt_in,85,99,3 script Knight#kabuto 4_M_JOB_KNIGHT2,{ } prontera,69,351,0 script #tour HIDDEN_NPC,5,5,{ -//OnTouch2: OnTouch: if (KNGT_SK > 2) end; diff --git a/npc/quests/skills/mage_skills.txt b/npc/quests/skills/mage_skills.txt index ef94b978f..2749790f8 100644 --- a/npc/quests/skills/mage_skills.txt +++ b/npc/quests/skills/mage_skills.txt @@ -45,7 +45,7 @@ geffen_in,151,119,4 script Great Wizard 1_M_WIZARD,{ mes "Look into yourself to discover"; mes "your hidden abilities !"; next; - switch (select("About mage's hidden ability :About skill ^3355FF' Energy Coat '^000000 :End conversation")) { + switch (select("About mage's hidden ability ", "About skill ^3355FF' Energy Coat '^000000 ", "End conversation")) { case 1: mes "[BLIZZARDRISS]"; mes "For many years"; diff --git a/npc/quests/skills/merchant_skills.txt b/npc/quests/skills/merchant_skills.txt index f2aa46bb6..bee16543f 100644 --- a/npc/quests/skills/merchant_skills.txt +++ b/npc/quests/skills/merchant_skills.txt @@ -36,7 +36,7 @@ //================= Description =========================================== //= Quests for skills: Crazy Uproar, Change Cart, Cart Revolution //================= Current Version ======================================= -//= 1.8 +//= 1.9 //========================================================================= alberta,83,96,5 script Necko 4W_M_02,7,7,{ @@ -65,7 +65,7 @@ alberta,83,96,5 script Necko 4W_M_02,7,7,{ mes "Ppyakikakikakakakakakakaka!!"; close; } - else if (JobLevel < 15) { + else if (BaseJob == Job_Merchant && JobLevel < 15) { mes "[Necko]"; mes "Oh, did you come because"; mes "you are infatuated with my voice?"; @@ -86,14 +86,14 @@ alberta,83,96,5 script Necko 4W_M_02,7,7,{ mes "Kyukwakakakakakakakakakaka!"; close; } - else if ((countitem(Scarlet_Jewel) > 6) && (countitem(Banana_Juice) > 0) && (countitem(Mushroom_Spore) > 49) && (JobLevel >= 15 || (BaseJob == Job_Blacksmith || BaseJob == Job_Alchemist))) { + else if ((countitem(Scarlet_Jewel) > 6) && (countitem(Banana_Juice) > 0) && (countitem(Mushroom_Spore) > 49)) { mes "[Necko]"; mes "Oh! You!"; mes "You are qualified to learn how to shout!"; mes "Learn how to shout with my help."; mes "Would you like to learn Crazy Uproar?"; next; - switch (select("Yes!!!!:No.:What is that?")) { + switch (select("Yes!!!!", "No.", "What is that?")) { case 1: mes "[Necko]"; mes "Ahahahahaha!! Good!!!"; @@ -236,9 +236,9 @@ alberta,119,221,6 script Charlron 1_M_PAY_ELDER,{ mes "seem to fit your fame."; mes "How pitiful."; next; - switch (select("That's why I came here.:What about my cart?:Two pairs is pitiful?")) { + switch (select("That's why I came here.", "What about my cart?", "Two pairs is pitiful?")) { case 1: - if ((countitem(Wooden_Block) > 49) && (countitem(Iron) > 9) && (countitem(Animal's_Skin) > 19)) { + if ((countitem(Wooden_Block) > 49) && (countitem(Iron) > 9) && (countitem(Animals_Skin) > 19)) { mes "[Charlron]"; mes "Haha! Ok, ok!"; mes "With the things you brought"; @@ -246,7 +246,7 @@ alberta,119,221,6 script Charlron 1_M_PAY_ELDER,{ next; delitem Wooden_Block,50; delitem Iron,10; - delitem Animal's_Skin,20; + delitem Animals_Skin,20; skill "MC_CHANGECART",1,0; mes "[Charlron]"; mes "Congratulations."; @@ -380,7 +380,7 @@ alberta,119,221,6 script Charlron 1_M_PAY_ELDER,{ mes "Mmm you should be able to learn"; mes "Cart Revolution!"; next; - switch (select("Hey~ that's why I came.:What's that?")) { + switch (select("Hey~ that's why I came.", "What's that?")) { case 1: .@care_random = rand(1,3); if (.@care_random == 1) { @@ -668,7 +668,7 @@ alberta,119,221,6 script Charlron 1_M_PAY_ELDER,{ mes "But none of them were able"; mes "to satisfy me."; next; - switch (select("I know, I know.:...?")) { + switch (select("I know, I know.", "...?")) { case 1: mes "[Gershaun]"; mes "...no, what I'm saying is."; @@ -713,7 +713,7 @@ alberta,119,221,6 script Charlron 1_M_PAY_ELDER,{ mes "[Gershaun]"; mes "Would you like to learn this skill?"; next; - switch (select("Yes!!:I want to learn sushi skills...")) { + switch (select("Yes!!", "I want to learn sushi skills...")) { case 1: mes "[Gershaun]"; mes "Ok!"; diff --git a/npc/quests/skills/priest_skills.txt b/npc/quests/skills/priest_skills.txt index 858eaa3d1..a463686da 100644 --- a/npc/quests/skills/priest_skills.txt +++ b/npc/quests/skills/priest_skills.txt @@ -189,7 +189,7 @@ prt_church,111,112,1 script Sister Linus 1_F_PRIEST,{ mes "always be that spunky"; mes "and joyful girl to me."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Wait, you still haven't"; mes "answered my question."; mes "Are you praying for this"; @@ -218,7 +218,7 @@ prt_church,111,112,1 script Sister Linus 1_F_PRIEST,{ mes "have somewhere to go? Well,"; mes "I'll be praying for your safety~ "; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Before I go, would you"; mes "please tell me the name"; mes "of that High Priest you were"; @@ -241,7 +241,7 @@ prt_church,111,112,1 script Sister Linus 1_F_PRIEST,{ mes "How are you"; mes "doing today?"; next; - if (select("Please teach me ^3131FFRedemptio^000000.:Cancel") == 1) { + if (select("Please teach me ^3131FFRedemptio^000000.", "Cancel") == 1) { mes "[Sister Linus]"; mes "Ooh, Redemptio would be"; mes "a good skill for you to learn~"; @@ -320,7 +320,7 @@ prt_church,111,112,1 script Sister Linus 1_F_PRIEST,{ } if (.@success) { - specialeffect2 EF_HEALSP; + specialeffect(EF_HEALSP, AREA, playerattached()); mes "[Sister Linus]"; mes "Congratulations!"; mes "You successfully"; @@ -335,7 +335,7 @@ prt_church,111,112,1 script Sister Linus 1_F_PRIEST,{ close; } else { - specialeffect2 EF_POISONHIT; + specialeffect(EF_POISONHIT, AREA, playerattached()); mes "[Sister Linus]"; mes "Oh no! I'm sorry,"; mes "but you failed to"; diff --git a/npc/quests/skills/rogue_skills.txt b/npc/quests/skills/rogue_skills.txt index b51895e47..aafa899da 100644 --- a/npc/quests/skills/rogue_skills.txt +++ b/npc/quests/skills/rogue_skills.txt @@ -73,9 +73,9 @@ OnInit: OnTouch: if (ROG_SK == 10) { - specialeffect2 EF_CHANGECOLD; + specialeffect(EF_CHANGECOLD, AREA, playerattached()); specialeffect EF_CHANGEWIND; - specialeffect2 EF_LIGHTSPHERE; + specialeffect(EF_LIGHTSPHERE, AREA, playerattached()); ROG_SK = 11; mes "[Killer]"; mes "Wh-what have"; @@ -108,14 +108,14 @@ OnTouch: for(.@lim_1 = 0; .@lim_1<10; ++.@lim_1) { .@move_1 = rand(1,3); specialeffect .@Effects[.@move_1]; - if (select("Block him to the Left:Block him to the Right:Block his Retreat") == .@move_1) { + if (select("Block him to the Left", "Block him to the Right", "Block his Retreat") == .@move_1) { mes "^3355FFThe killer remains"; mes "unable to move and looks"; mes "incredibly confused! Right"; mes "now, you're using the Close"; mes "Confine skill perfectly!^000000"; specialeffect EF_POTION1; - specialeffect2 EF_POTION7; + specialeffect(EF_POTION7, AREA, playerattached()); } else { mes "^3355FFWait--!"; @@ -157,7 +157,7 @@ in_rogue,355,179,0 script Haijara Greg#rogueguild 1_ETC_01,{ mes "resulting from transcending,"; mes "eh? Then I will teach you the"; mes "Close Confine skill once again."; - specialeffect2 EF_LIGHTSPHERE; + specialeffect(EF_LIGHTSPHERE, AREA, playerattached()); skill 1005,1,0; ROG_SK = 13; close; @@ -192,7 +192,7 @@ in_rogue,355,179,0 script Haijara Greg#rogueguild 1_ETC_01,{ mes "and how did you get"; mes "in here? Identify yourself!"; next; - if (select("I don't mean you any harm!:Give us what we want!") == 1) { + if (select("I don't mean you any harm!", "Give us what we want!") == 1) { mes "[Haijara Greg]"; mes "No...?"; mes "Then... Then"; @@ -200,7 +200,7 @@ in_rogue,355,179,0 script Haijara Greg#rogueguild 1_ETC_01,{ mes "It is no accident that"; mes "you have found me."; next; - if (select("I came to help you.:Oh, actually, I wasn't looking for you.") == 1) { + if (select("I came to help you.", "Oh, actually, I wasn't looking for you.") == 1) { mes "[Haijara Greg]"; mes "Hmm... Well, I suppose"; if (Upper == 1) @@ -212,7 +212,7 @@ in_rogue,355,179,0 script Haijara Greg#rogueguild 1_ETC_01,{ mes "Alright. Have you ever heard"; mes "the legend of Chae Takbae?"; next; - if (select("No:Yes") == 1) { + if (select("No", "Yes") == 1) { mes "[Haijara Greg]"; mes "100 years ago, Chae Takbae"; mes "was the very first person to"; @@ -250,7 +250,7 @@ in_rogue,355,179,0 script Haijara Greg#rogueguild 1_ETC_01,{ mes "Will you help me save"; mes "myself and my sons?"; next; - if (select("Sure!:Sorry, but I'm busy.") == 1) { + if (select("Sure!", "Sorry, but I'm busy.") == 1) { mes "[Haijara Greg]"; mes "Oh, thank you so much!"; mes "Listen, I can't risk being"; @@ -276,7 +276,7 @@ in_rogue,355,179,0 script Haijara Greg#rogueguild 1_ETC_01,{ mes "who will do anything to get it."; mes "Would you please help me?"; next; - if (select("Sure!:Sorry, but I'm busy.") == 1) { + if (select("Sure!", "Sorry, but I'm busy.") == 1) { mes "[Haijara Greg]"; mes "Oh, thank you so much!"; mes "Listen, I can't risk being"; @@ -309,13 +309,13 @@ in_rogue,355,179,0 script Haijara Greg#rogueguild 1_ETC_01,{ mes "that you covet so much..."; mes "^FF0000Close Confine^000000!"; specialeffect EF_CHANGECOLD; - specialeffect2 EF_CHANGEWIND; + specialeffect(EF_CHANGEWIND, AREA, playerattached()); next; mes "[Haijara Greg]"; mes "Hmpf. Now you are"; mes "helpless, allowing"; mes "me to do this: ^FF0000Back Stab^000000!"; - specialeffect2 EF_COMBOATTACK5; + specialeffect(EF_COMBOATTACK5, AREA, playerattached()); percentheal -95,0; next; mes "[Haijara Greg]"; @@ -457,7 +457,7 @@ in_rogue,355,179,0 script Haijara Greg#rogueguild 1_ETC_01,{ mes "Confine, I can tell you more"; mes "about the skill if you like."; next; - if (select("Yes, please.:No, thanks.") == 1) { + if (select("Yes, please.", "No, thanks.") == 1) { mes "[Haijara Greg]"; mes "As you must know,"; mes "Close Confine immobilizes"; @@ -512,7 +512,7 @@ in_rogue,355,179,0 script Haijara Greg#rogueguild 1_ETC_01,{ mes "practice, and that you become as great a legend as Chae Takbae."; ROG_SK = 12; skill 1005,1,0; - specialeffect2 EF_LIGHTSPHERE; + specialeffect(EF_LIGHTSPHERE, AREA, playerattached()); close; } mes "[Haijara Greg]"; @@ -524,7 +524,7 @@ in_rogue,355,179,0 script Haijara Greg#rogueguild 1_ETC_01,{ mes "thanks again for your help."; ROG_SK = 12; skill 1005,1,0; - specialeffect2 EF_LIGHTSPHERE; + specialeffect(EF_LIGHTSPHERE, AREA, playerattached()); close; } mes "[Haijara Greg]"; @@ -796,7 +796,7 @@ in_rogue,268,125,2 script Thor Greg#rogueguild 4_M_04,{ mes "ground right away so that"; mes "you can learn ^FF0000Close Confine^000000."; next; - if (select("Listen to Explanation:Go to Training Ground") == 1) { + if (select("Listen to Explanation", "Go to Training Ground") == 1) { mes "[Thor Greg]"; mes "Alright, the very first step"; mes "to learning ^FF0000Close Confine^000000"; @@ -827,7 +827,7 @@ in_rogue,268,125,2 script Thor Greg#rogueguild 4_M_04,{ mes "to the training ground in order"; mes "to learn ^FF0000Close Confine^000000?"; next; - if (select("Yes, please.:No, thanks.") == 1) { + if (select("Yes, please.", "No, thanks.") == 1) { mes "[Thor Greg]"; mes "Alright, the very first step"; mes "to learning ^FF0000Close Confine^000000"; @@ -1174,7 +1174,7 @@ OnDisable: prt_are01,149,162,0 script Kienna#1st 8_F_GIRL,1,1,{ end; OnTouch: - callfunc "F_Kienna",strnpcinfo(2); + callfunc "F_Kienna",strnpcinfo(NPC_NAME_HIDDEN); end; } prt_are01,136,150,0 duplicate(Kienna#1st) Kienna#2nd 8_F_GIRL,1,1 @@ -1199,13 +1199,13 @@ function script F_Kienna { next; for(.@lim_1 = 0; .@lim_1<10; ++.@lim_1) { .@move_1 = rand(1,3); - if (select("Block her to the Left:Block her to the Right:Block her retreat") == .@move_1) { + if (select("Block her to the Left", "Block her to the Right", "Block her retreat") == .@move_1) { mes "[Kienna]"; mes "Huh...?"; mes "You blocked me!"; mes "Very nice work~"; specialeffect EF_POTION1; - specialeffect2 EF_POTION7; + specialeffect(EF_POTION7, AREA, playerattached()); ++.@suc_1; } else { @@ -1289,7 +1289,7 @@ function script F_Kienna { mes "Would you like to try the"; mes "training exercise again?"; next; - if (select("Yes!:No, thanks.") == 1) { + if (select("Yes!", "No, thanks.") == 1) { disablenpc "Kienna#"+getarg(0); donpcevent "#1stmove::OnEnable"; ROG_SK = 6; diff --git a/npc/quests/skills/sage_skills.txt b/npc/quests/skills/sage_skills.txt index ff98e2d78..cb7dd81be 100644 --- a/npc/quests/skills/sage_skills.txt +++ b/npc/quests/skills/sage_skills.txt @@ -108,7 +108,7 @@ yuno_in03,176,24,3 script Mischna 4_M_SAGE_C,{ setarray .@skill[0],1018,1017,1019,1008; setarray .@skill$[0],"Fire","Earth","Wind","Water"; while(1) { - .@i = select("Fire Elemental Change:Earth Elemental Change:Wind Elemental Change:Water Elemental Change")-1; + .@i = select("Fire Elemental Change", "Earth Elemental Change", "Wind Elemental Change", "Water Elemental Change")-1; if(getskilllv(.@ReqSkill[.@i]) == 0) { mes "[Mishuna]"; mes "I'm sorry, but you haven't"; @@ -130,11 +130,11 @@ yuno_in03,176,24,3 script Mischna 4_M_SAGE_C,{ next; mes "[Mishuna]"; mes "%$#@!#$% Yap~~"; - specialeffect2 EF_RUWACH; + specialeffect(EF_RUWACH, AREA, playerattached()); next; mes "[Mishuna]"; mes "Yap!"; - specialeffect2 EF_BRANDISHSPEAR; + specialeffect(EF_BRANDISHSPEAR, AREA, playerattached()); next; mes "^3355FFYou've successfully"; mes "learned the "+.@skill$[.@i]+" Elemental"; @@ -159,11 +159,11 @@ yuno_in03,176,24,3 script Mischna 4_M_SAGE_C,{ next; mes "[Mishuna]"; mes "%$#@!#$% Yap~~"; - specialeffect2 EF_RUWACH; + specialeffect(EF_RUWACH, AREA, playerattached()); next; mes "[Mishuna]"; mes "Yap!"; - specialeffect2 EF_BRANDISHSPEAR; + specialeffect(EF_BRANDISHSPEAR, AREA, playerattached()); next; mes "^3355FFYou successfully recalled"; mes "the Elemental Coverter"; @@ -178,7 +178,7 @@ yuno_in03,176,24,3 script Mischna 4_M_SAGE_C,{ mes "you would. Very well then,"; mes "I hope you adeptly use these"; mes "talents for the right purposes."; - mes "Farewell for now, "+strcharinfo(0)+"."; + mes "Farewell for now, "+strcharinfo(PC_NAME)+"."; close; } else if(SAG_SK == 0) { @@ -190,7 +190,7 @@ yuno_in03,176,24,3 script Mischna 4_M_SAGE_C,{ next; select("I seek new knowledge."); mes "[Mishuna]"; - mes "Ah, you must be "+strcharinfo(0)+"."; + mes "Ah, you must be "+strcharinfo(PC_NAME)+"."; mes "I've looked forward to meeting"; mes "you. In the noble pursuit of"; mes "knowledge, might I suggest"; @@ -225,7 +225,7 @@ yuno_in03,176,24,3 script Mischna 4_M_SAGE_C,{ mes "of it. So, do you think you're"; mes "ready to learn these skills?"; next; - if(select("Maybe later.:Yes, I am.") == 1) { + if(select("Maybe later.", "Yes, I am.") == 1) { mes "[Mishuna]"; mes "Ah, you must be busy right"; mes "now. No problem, just come"; @@ -266,7 +266,7 @@ yuno_in03,176,24,3 script Mischna 4_M_SAGE_C,{ close; } else if(SAG_SK == 1) { - if (countitem(Scorpion's_Tail) < 10 || countitem(Horn) < 7 || countitem(Colorful_Shell) < 12 || countitem(Snail's_Shell) < 10 || countitem(Scroll) < 4) { + if (countitem(Scorpions_Tail) < 10 || countitem(Horn) < 7 || countitem(Colorful_Shell) < 12 || countitem(Snails_Shell) < 10 || countitem(Scroll) < 4) { mes "[Mishuna]"; mes "Hm, you still haven't"; mes "gathered all of the materials"; @@ -332,17 +332,17 @@ yuno_in03,176,24,3 script Mischna 4_M_SAGE_C,{ mes "Elemental Converter"; mes "Creation skill by reviewing"; mes "your copy of Barmundt's scroll.^000000"; - specialeffect2 EF_ABSORBSPIRITS; - delitem Scorpion's_Tail,10; // Scorpion_Tail + specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); + delitem Scorpions_Tail,10; delitem Horn,7; // Horn delitem Colorful_Shell,12; // Rainbow_Shell - delitem Snail's_Shell,10; // Snail's_Shell + delitem Snails_Shell,10; delitem Scroll,4; // Blank_Scroll SAG_SK = 2; skill "SA_CREATECON",1,0; next; mes "[Mishuna]"; - mes "Wow, "+strcharinfo(0)+"!"; + mes "Wow, "+strcharinfo(PC_NAME)+"!"; mes "You learned that skill"; mes "really quickly! No wonder"; mes "people say that you're one"; @@ -383,7 +383,7 @@ yuno_in03,176,24,3 script Mischna 4_M_SAGE_C,{ setarray .@ReqItem$[0],"Red Bloods","Green Lives","Wind of Verdure","Crystal Blues"; setarray .@skill$[0],"Fire","Earth","Wind","Water"; while(1) { - .@i = select("Fire Elemental Change:Earth Elemental Change:Wind Elemental Change:Water Elemental Change")-1; + .@i = select("Fire Elemental Change", "Earth Elemental Change", "Wind Elemental Change", "Water Elemental Change")-1; if(getskilllv(.@ReqSkill[.@i]) == 0) { mes "[Mishuna]"; mes "I'm sorry, but you have not"; @@ -455,7 +455,7 @@ yuno_in03,176,24,3 script Mischna 4_M_SAGE_C,{ mes "skill. So be aware of that."; next; mes "[Mishuna]"; - mes "Now, "+strcharinfo(0)+","; + mes "Now, "+strcharinfo(PC_NAME)+","; mes "I'm going to cast a spell"; mes "that will help you memorize"; mes "the "+.@skill$[.@i]+" Elemental Change"; @@ -466,11 +466,11 @@ yuno_in03,176,24,3 script Mischna 4_M_SAGE_C,{ mes "a soft blue glow surrounds"; mes "his body and slowly grows"; mes "brighter and more intense.^000000"; - specialeffect2 EF_RUWACH; + specialeffect(EF_RUWACH, AREA, playerattached()); next; mes "[Mishuna]"; mes "@#$%^~ Yap!"; - specialeffect2 EF_BRANDISHSPEAR; + specialeffect(EF_BRANDISHSPEAR, AREA, playerattached()); delitem .@ReqItem[.@i],20; delitem Payon_Potion,1; // Payon Potion delitem Morocc_Potion,1; // Morocc Potion @@ -478,7 +478,7 @@ yuno_in03,176,24,3 script Mischna 4_M_SAGE_C,{ skill .@skill[.@i],1,0; next; mes "[Mishuna]"; - mes strcharinfo(0)+"..."; + mes strcharinfo(PC_NAME)+"..."; mes "I'm happy to say that you've"; mes "successfully memorized the"; mes .@skill$[.@i]+" Elemental Change skill."; diff --git a/npc/quests/skills/swordman_skills.txt b/npc/quests/skills/swordman_skills.txt index ffecc8311..f8a17bee2 100644 --- a/npc/quests/skills/swordman_skills.txt +++ b/npc/quests/skills/swordman_skills.txt @@ -48,7 +48,7 @@ izlude_in,118,175,4 script Knight De Thomas 4W_M_02,{ mes "Being a swordsman must come with a lot of responsibility and sacrifice."; next; mes "[De Thomas]"; - if (Sex == 0) { + if (Sex == SEX_FEMALE) { mes "For these swordsmen and knights, there is a wonderful skill."; } else { @@ -65,7 +65,7 @@ izlude_in,118,175,4 script Knight De Thomas 4W_M_02,{ mes "but it will help a little."; mes "What do you think? Would you like to learn this skill?"; next; - switch (select("What a nice skill! I want to learn it!:No, thank you.")) { + switch (select("What a nice skill! I want to learn it!", "No, thank you.")) { case 1: mes "[De Thomas]"; mes "Very well. I will tell you what you need to learn this skill."; @@ -114,7 +114,7 @@ izlude_in,118,175,4 script Knight De Thomas 4W_M_02,{ mes "Welcome back..."; mes "are you ready to learn Body Movin'?"; next; - switch (select("Yes.:No, I'm not ready yet.")) { + switch (select("Yes.", "No, I'm not ready yet.")) { case 1: if ((JobLevel > 34 || (BaseJob == Job_Knight || BaseJob == Job_Crusader)) && (countitem(Empty_Bottle) > 199) && (countitem(Wing_Of_Moth) > 0)) { mes "[De Thomas]"; @@ -192,7 +192,7 @@ prt_in,75,88,5 script Leon Von Frich 4_M_03,3,3,{ mes "to learn Fatal Blow!"; mes "So how about it? Would you like to learn?"; next; - switch (select("Yes!:No, I don't want to.:But, what is Fatal Blow?")) { + switch (select("Yes!", "No, I don't want to.", "But, what is Fatal Blow?")) { case 1: mes "[Leon]"; mes "OK, lets begin!"; @@ -235,7 +235,7 @@ prt_in,75,88,5 script Leon Von Frich 4_M_03,3,3,{ next; select("Eh, I... just..."); mes "[Leon]"; - if (Sex == 0) { + if (Sex == SEX_FEMALE) { mes "No need to be surprised."; mes "If you use a sword, of course you ought to have a good arm!"; } @@ -249,7 +249,7 @@ prt_in,75,88,5 script Leon Von Frich 4_M_03,3,3,{ mes "[Leon]"; mes "Yes, I would like to give a present to an awesome swordsman like you."; next; - switch (select("What present?:It's ok.")) { + switch (select("What present?", "It's ok.")) { case 1: mes "[Leon]"; mes "Haha nothing special, but a skill to attack the vital point!"; @@ -277,7 +277,7 @@ prt_in,75,88,5 script Leon Von Frich 4_M_03,3,3,{ mes "and finally, I developed this wonderful new skill!"; mes "Would you like to learn this skill?"; next; - switch (select("Yes.:No.:Do you have any advice on how to eat sushi?")) { + switch (select("Yes.", "No.", "Do you have any advice on how to eat sushi?")) { case 1: mes "[Leon]"; mes "Ok. I'll tell you the requirements."; @@ -359,7 +359,7 @@ prt_in,94,57,3 script Juan 4_M_03,4,4,{ mes "You are ready to learn the"; mes "newest skill, Auto Berserk?!"; next; - switch (select("Hoho, I would like to learn it now.:What is that?")) { + switch (select("Hoho, I would like to learn it now.", "What is that?")) { case 1: mes "[Juan]"; mes "Ok. Then..."; @@ -445,7 +445,7 @@ prt_in,94,57,3 script Juan 4_M_03,4,4,{ mes "Of course you could always use the"; mes "skill we developed to overcome these limits."; next; - switch (select("Eh! What are you talking about?:Haha, there can't be such a thing.:Keuuuuuuuh!")) { + switch (select("Eh! What are you talking about?", "Haha, there can't be such a thing.", "Keuuuuuuuh!")) { case 1: mes "[Juan]"; mes "The skill is called Berserk."; diff --git a/npc/quests/skills/thief_skills.txt b/npc/quests/skills/thief_skills.txt index 6aa7e452c..35cd38998 100644 --- a/npc/quests/skills/thief_skills.txt +++ b/npc/quests/skills/thief_skills.txt @@ -49,7 +49,7 @@ moc_prydb1,154,128,4 script Alcouskou 2_M_THIEFMASTER,{ mes "as useless knowledge, but it isn't"; mes "Let me explain."; next; - switch (select("Sand Attack:Back Slide:Find Stone:Stone Fling:I will be back later.")) { + switch (select("Sand Attack", "Back Slide", "Find Stone", "Stone Fling", "I will be back later.")) { case 1: switch (skill_thief_1) { case 0: @@ -175,7 +175,7 @@ moc_prydb1,154,128,4 script Alcouskou 2_M_THIEFMASTER,{ close; } case 2: - if ((countitem(Grasshopper's_Leg) > 19) && ((JobLevel > 34) || (BaseJob == Job_Assassin || BaseJob == Job_Rogue))) { + if ((countitem(Grasshoppers_Leg) > 19) && ((JobLevel > 34) || (BaseJob == Job_Assassin || BaseJob == Job_Rogue))) { mes "[Alcouskou]"; mes "Okay! Let's practice!"; next; @@ -192,7 +192,7 @@ moc_prydb1,154,128,4 script Alcouskou 2_M_THIEFMASTER,{ mes "Great! -At this level,"; mes "I am sure you can increase"; mes "your skill on your own."; - delitem Grasshopper's_Leg,20; + delitem Grasshoppers_Leg,20; skill "TF_BACKSLIDING",1,0; close; } @@ -252,7 +252,7 @@ moc_prydb1,154,128,4 script Alcouskou 2_M_THIEFMASTER,{ mes "If not, I cannot teach you."; close; case 3: - if ((countitem(Zargon) > 0) && (countitem(Bear's_Foot) > 0) && (countitem(Spawn) > 4) && ((JobLevel > 19) || (BaseJob == Job_Assassin || BaseJob == Job_Rogue))) { + if ((countitem(Zargon) > 0) && (countitem(Bears_Foot) > 0) && (countitem(Spawn) > 4) && ((JobLevel > 19) || (BaseJob == Job_Assassin || BaseJob == Job_Rogue))) { mes "[Alcouskou]"; mes "Wow, you have already prepared?"; mes "Great, I see promise in you. -"; @@ -283,7 +283,7 @@ moc_prydb1,154,128,4 script Alcouskou 2_M_THIEFMASTER,{ mes "I hope it aids you in the future."; mes ". . . . . Hope to see you soon"; delitem Zargon,1; - delitem Bear's_Foot,1; + delitem Bears_Foot,1; delitem Spawn,5; skill "TF_PICKSTONE",1,0; close; diff --git a/npc/quests/skills/wizard_skills.txt b/npc/quests/skills/wizard_skills.txt index 30bc596a0..31a9489f0 100644 --- a/npc/quests/skills/wizard_skills.txt +++ b/npc/quests/skills/wizard_skills.txt @@ -49,7 +49,7 @@ gef_tower,115,36,4 script Meow#q_wiz 4_CAT,{ mes "Alright, here's your lesson!"; next; mes "^3355FF*BAM! BOOM! CRASH!*^000000"; - specialeffect2 EF_SUI_EXPLOSION; + specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); next; mes "[Meow]"; mes "Don't you dare get"; @@ -63,7 +63,7 @@ gef_tower,115,36,4 script Meow#q_wiz 4_CAT,{ mes "the Sight Blaster skill before"; mes "Meow can administer another"; mes "vicious beating to you."; - specialeffect2 EF_ABSORBSPIRITS; + specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); skill "WZ_SIGHTBLASTER",1,0; next; mes "[Meow]"; @@ -94,7 +94,7 @@ gef_tower,115,36,4 script Meow#q_wiz 4_CAT,{ mes "bother me if you've"; mes "got nothing to say!"; next; - if (select("A cat?:Now I'm sleepy, too...") == 1) { + if (select("A cat?", "Now I'm sleepy, too...") == 1) { mes "[Meow]"; mes "Yeah. Yeah, I'm a cat."; mes "For now, anyway. Damn that"; @@ -126,7 +126,7 @@ gef_tower,115,36,4 script Meow#q_wiz 4_CAT,{ mes "Guild. Although I don't really"; mes "want to, I pretty much don't have a choice. So what do you say?"; next; - if (select("Nah, I'm too sleepy...:Sure, I'd like to learn a new skill.") == 1) { + if (select("Nah, I'm too sleepy...", "Sure, I'd like to learn a new skill.") == 1) { mes "[Meow]"; mes "^333333*Yaaaawn*^000000"; mes "Alright. If you wanna"; @@ -287,7 +287,7 @@ gef_tower,115,36,4 script Meow#q_wiz 4_CAT,{ mes "you to cast Sight before you"; mes "can activate it. Now try it."; next; - specialeffect2 EF_SUI_EXPLOSION; + specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); mes "^3355FF*BAM! BOOM!*^000000"; next; mes "[Meow]"; @@ -311,7 +311,7 @@ gef_tower,115,36,4 script Meow#q_wiz 4_CAT,{ mes "You actually learned it!"; mes "That took way too much effort,"; mes "but at least we're done here."; - specialeffect2 EF_ABSORBSPIRITS; + specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); delitem Crystal_Blue,10; delitem Yellow_Live,10; delitem Boody_Red,10; @@ -347,7 +347,7 @@ gef_tower,115,36,4 script Meow#q_wiz 4_CAT,{ mes "bother me if you've"; mes "got nothing to say!"; next; - if (select("A cat?:Now I'm sleepy, too...") == 1) { + if (select("A cat?", "Now I'm sleepy, too...") == 1) { mes "[Meow]"; mes "Yeah. Yeah, I'm a cat."; mes "For now, anyway. Damn that"; @@ -385,7 +385,7 @@ prt_in,82,98,3 script Simon Mayace#q_wiz 1_ETC_01,{ mes "tell the difference. Ah, may"; mes "I be of service to you?"; next; - if (select("I'm fine, thank you.:I want to learn about push backs.") == 1) { + if (select("I'm fine, thank you.", "I want to learn about push backs.") == 1) { mes "[Simon]"; mes "I'm surprised that you chose"; mes "to practice magic: judging"; diff --git a/npc/quests/thana_quest.txt b/npc/quests/thana_quest.txt index 49cb0c5c7..4363a6a27 100644 --- a/npc/quests/thana_quest.txt +++ b/npc/quests/thana_quest.txt @@ -40,7 +40,7 @@ hu_fild01,140,163,5 script Tower Keeper 4_M_EIN_SOLDIER,3,3,{ mes "of this Thanatos Tower."; mes "How may I help you?"; next; - switch(select("Thanatos Tower?:Entrance Fee?:Enter the tower:Cancel")) { + switch(select("Thanatos Tower?", "Entrance Fee?", "Enter the tower", "Cancel")) { case 1: mes "[Gatei]"; mes "Yes, the tower in front"; @@ -94,17 +94,17 @@ hu_fild01,140,163,5 script Tower Keeper 4_M_EIN_SOLDIER,3,3,{ mes "enter Thanatos Tower?"; mes "The entry fee is ^FF00005,000 zeny^000000."; next; - switch(select("Enter:Maybe next time.")) { + switch(select("Enter", "Maybe next time.")) { case 1: if (thana_tower > 0) { mes "[Gatei]"; - mes "Oh, "+strcharinfo(0)+"!"; + mes "Oh, "+strcharinfo(PC_NAME)+"!"; mes "Welcome back! Since you've"; mes "got a temporary Rekenber"; mes "work contract, your entrance"; mes "fee is only 3,000 zeny."; next; - switch(select("Enter:No, thanks.")) { + switch(select("Enter", "No, thanks.")) { case 1: if (Zeny > 2999) { mes "[Gatei]"; @@ -189,7 +189,7 @@ tha_t01,149,78,4 script Guide 4_F_01,{ mes "now open to the public. So"; mes "how may I help you today?"; next; - switch(select("Tower Information:Temporary Work Contract:Cancel")) { + switch(select("Tower Information", "Temporary Work Contract", "Cancel")) { case 1: mes "[Ditze]"; mes "When this tower was built,"; @@ -226,7 +226,7 @@ tha_t01,149,78,4 script Guide 4_F_01,{ mes "the near future, bringing us"; mes "closer to our goal of opening all 12 floors of Thanatos Tower."; next; - switch(select("Tower Monsters?:Temp Contract Work?:......")) { + switch(select("Tower Monsters?", "Temp Contract Work?", "......")) { case 1: mes "[Ditze]"; mes "Yes, when we began"; @@ -265,7 +265,7 @@ tha_t01,149,78,4 script Guide 4_F_01,{ mes "to access the higher levels"; mes "here in Thanatos Tower."; next; - goto L_Contract; + break; case 3: mes "[Ditze]"; mes "To develop the floors above"; @@ -276,6 +276,7 @@ tha_t01,149,78,4 script Guide 4_F_01,{ mes "for us under a temp contract?"; close; } + break; case 2: mes "[Ditze]"; mes "You may have already heard"; @@ -291,7 +292,7 @@ tha_t01,149,78,4 script Guide 4_F_01,{ mes "to access the higher levels"; mes "here in Thanatos Tower."; next; - goto L_Contract; + break; case 3: mes "[Ditze]"; mes "Well, if you have any"; @@ -300,17 +301,16 @@ tha_t01,149,78,4 script Guide 4_F_01,{ mes "Ditze Lappa. Have a good day!"; close; } + } else { + mes "[Ditze]"; + mes "For more detailed information"; + mes "about monster exterminations,"; + mes "please ask the 2nd Floor Guide"; + mes "and the Guide next to me. Well,"; + mes "we hope you enjoy your experience working with Rekenber Corporation~"; + close; } - mes "[Ditze]"; - mes "For more detailed information"; - mes "about monster exterminations,"; - mes "please ask the 2nd Floor Guide"; - mes "and the Guide next to me. Well,"; - mes "we hope you enjoy your experience working with Rekenber Corporation~"; - close; - -L_Contract: - switch(select("Maybe next time:Sure, I'd like to work for you.")) { + switch(select("Maybe next time", "Sure, I'd like to work for you.")) { case 1: mes "[Ditze]"; mes "Well, alright."; @@ -327,7 +327,7 @@ L_Contract: mes "out this employment"; mes "agreement first? Let's"; mes "see. Your name is..."; - mes strcharinfo(0) + ", right?"; + mes strcharinfo(PC_NAME) + ", right?"; next; select("Yes"); mes "[Ditze]"; @@ -345,7 +345,7 @@ L_Contract: mes " "; mes "1. This employment agreement"; mes "is effective between Rekenber"; - mes "Corporation (''Employer'') and "+strcharinfo(0)+"(''Employee'')."; + mes "Corporation (''Employer'') and "+strcharinfo(PC_NAME)+"(''Employee'')."; mes "1-1. This employment agreement"; mes "is classified as a Mercernary"; mes "contract between both parties."; @@ -386,7 +386,7 @@ L_Contract: mes "Employer Signature____________"; mes "Employee Signature____________"; next; - switch(select("Sign:Don't Sign")) { + switch(select("Sign", "Don't Sign")) { case 1: mes "^3355FFYou sign two copies of the"; mes "Employment Agreement.^000000"; @@ -437,7 +437,7 @@ tha_t01,140,78,4 script Guide#reward 4_F_ZONDAGIRL,{ mes "Reward Department"; mes "here in Thanatos Tower."; next; - switch(select("Employee's mission reward?:Keep up the good work.")) { + switch(select("Employee's mission reward?", "Keep up the good work.")) { case 1: mes "[Liei]"; mes "Currently, Rekenber Corporation"; @@ -458,7 +458,7 @@ tha_t01,140,78,4 script Guide#reward 4_F_ZONDAGIRL,{ mes "Ah, hello~"; mes "How may I help you?"; next; - if(select("Reward:Nothing") == 2) { + if(select("Reward", "Nothing") == 2) { mes "[Liei]"; mes "Alright, then."; mes "Please do your best"; @@ -469,7 +469,7 @@ tha_t01,140,78,4 script Guide#reward 4_F_ZONDAGIRL,{ close; } mes "[Liei]"; - mes "You're "+strcharinfo(0)+", yes?"; + mes "You're "+strcharinfo(PC_NAME)+", yes?"; mes "Let me check our temp"; mes "employee records for--ah."; mes "Here it is. Alright, so would"; @@ -477,7 +477,7 @@ tha_t01,140,78,4 script Guide#reward 4_F_ZONDAGIRL,{ mes "of mission proof you brought?"; next; setarray .@items[1],7435,7440,7441,7442; - .@i = select("Golden Ornament:Red Feather:Blue Feather:Cursed Seal"); + .@i = select("Golden Ornament", "Red Feather", "Blue Feather", "Cursed Seal"); mes "[Liei]"; if (!countitem(.@items[.@i])) { mes "I'm sorry, but you are not"; @@ -508,7 +508,7 @@ tha_t01,140,78,4 script Guide#reward 4_F_ZONDAGIRL,{ mes "all of your "+getitemname(.@items[.@i])+"s"; mes "for your reward right now?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Liei]"; mes "Great! Here is your"; @@ -544,13 +544,13 @@ tha_t02,231,161,5 script Entrance Guide 4_M_ZONDAMAN,{ mes "Only the contracted staff are allowed to enter."; mes "How can I help you?"; next; - switch(select("Let me go to 3rd floor.:Tower Information.:Start a conversation.")) { + switch(select("Let me go to 3rd floor.", "Tower Information.", "Start a conversation.")) { case 1: mes "[Burled]"; mes "Oh, alright. Let me"; mes "check and see if you're"; mes "on our temp list. Hmmm..."; - mes "Ah, you're "+strcharinfo(0)+", right?"; + mes "Ah, you're "+strcharinfo(PC_NAME)+", right?"; next; mes "[Burled]"; if (getareausers("tha_t02",226,156,236,166) < 5) { @@ -633,7 +633,7 @@ tha_t02,231,161,5 script Entrance Guide 4_M_ZONDAMAN,{ mes "...?"; mes "Do you have any questions?"; next; - if(select("About the development.:The relationship of Cool Event Corporation and Rekenber Corporation.:Nope.") == 3) { + if(select("About the development.", "The relationship of Cool Event Corporation and Rekenber Corporation.", "Nope.") == 3) { mes "[Burled]"; mes "Take care."; close; @@ -643,7 +643,7 @@ tha_t02,231,161,5 script Entrance Guide 4_M_ZONDAMAN,{ mes "If you want to know more, would you do me a favor?"; mes "Since you asked for our confidential info..."; next; - if(select("Really? Don't make me afraid of it.:Just tell me about it.:I'll listen about it later.") == 3) { + if(select("Really? Don't make me afraid of it.", "Just tell me about it.", "I'll listen about it later.") == 3) { mes "[Burled]"; mes "As you wish..."; mes "Take care!"; @@ -694,7 +694,7 @@ tha_t02,231,161,5 script Entrance Guide 4_M_ZONDAMAN,{ mes "No matter what happened there, they wouldn't be hurt."; mes "Even if they don't get at the root of the accident...."; next; - switch(select("Oh...:What accident are you referring to?")) { + switch(select("Oh...", "What accident are you referring to?")) { case 1: mes "[Burled]"; mes "Yes, it's not that big of a deal. Haha...."; @@ -721,11 +721,11 @@ tha_t02,231,161,5 script Entrance Guide 4_M_ZONDAMAN,{ mes "If you promise me that"; mes "you will do me a favor..."; next; - switch(select("Ok! I will.:No, I won't.")) { + switch(select("Ok! I will.", "No, I won't.")) { case 1: callsub L_Request; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(What's the accident...?"; mes "He might let me know later...)"; close; @@ -805,13 +805,13 @@ tha_t02,231,161,5 script Entrance Guide 4_M_ZONDAMAN,{ mes "This is supposed to theirs, but..."; next; mes "[Burled]"; - mes "How would you like to keep this, "+strcharinfo(0)+"?"; + mes "How would you like to keep this, "+strcharinfo(PC_NAME)+"?"; mes "Definitely this should be a secret."; mes "...um, this is a little revenge for them."; next; mes "[Burled]"; mes "I can guess that there are several secrets in this tower through this note."; - mes "This secret should be disclosed by you, "+strcharinfo(0)+", before Rekenber does."; + mes "This secret should be disclosed by you, "+strcharinfo(PC_NAME)+", before Rekenber does."; next; mes "[Burled]"; mes "No matter how much power they obtain... they won't get to know about this tower..."; @@ -824,7 +824,7 @@ tha_t02,231,161,5 script Entrance Guide 4_M_ZONDAMAN,{ mes "This isn't much, but here's a return present."; next; mes "[Burled]"; - mes "I hope that these will be useful for you, "+strcharinfo(0)+"."; + mes "I hope that these will be useful for you, "+strcharinfo(PC_NAME)+"."; next; mes "- Burled gives you the note and an Old Violet Box. -"; mes " "; @@ -916,9 +916,9 @@ tha_t03,67,70,0 script Rune Device#tt1 HIDDEN_NPC,4,4,{ mes "its power prevents you from"; mes "approaching the machine.^000000"; next; - switch(select("Investigate it.:I don't care about it.")) { + switch(select("Investigate it.", "I don't care about it.")) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This seems mysterious..."; mes "Let me investigate."; next; @@ -930,7 +930,6 @@ tha_t03,67,70,0 script Rune Device#tt1 HIDDEN_NPC,4,4,{ mes "field fizzles out with a soft,"; mes "gentle ''pzzzzzh'' sound.^000000"; next; - goto L_Key; } else if (getequipweaponlv(4) == 4) { mes "^3355FFWith your "+getequipname(4)+" in"; @@ -939,7 +938,6 @@ tha_t03,67,70,0 script Rune Device#tt1 HIDDEN_NPC,4,4,{ mes "field fizzles out with a soft,"; mes "gentle ''pzzzzzh'' sound.^000000"; next; - goto L_Key; } else { mes "^3355FFYou smash the energy"; @@ -951,21 +949,16 @@ tha_t03,67,70,0 script Rune Device#tt1 HIDDEN_NPC,4,4,{ mes "powerful weapon...^000000"; close; } + break; case 2: mes "^3355FFYou decide to leave"; mes "the machine alone.^000000"; close; } + } else { + mes "You've acquired everything you need from this rune device."; + close; } - mes "You've acquired everything you need from this rune device."; - close; - -OnTouch: - if ((countitem(Key_Red) == 0) && (countitem(Magic_Gem_Red) == 0)) - specialeffect EF_LEVEL99_4; - end; - -L_Key: specialeffect EF_BRANDISH2; mes "After breaking the device, the exterior shatters."; mes "The energy field begins to disappear,"; @@ -977,7 +970,7 @@ L_Key: mes "^4d4dffOnce you hold the key, a shocking feeling passes through your head."; mes "You see an illusion of light...^000000"; next; - switch(select("Ignore it.:Concentrate on it.")) { + switch(select("Ignore it.", "Concentrate on it.")) { case 1: mes "^3355FFYou decide to leave"; mes "the machine alone.^000000"; @@ -1021,9 +1014,14 @@ L_Key: mes "The letters fly away in the form of a red key..."; thana_tower = 5; changequest 7048,7049; - specialeffect2 EF_COMBOATTACK1; + specialeffect(EF_COMBOATTACK1, AREA, playerattached()); close; } + +OnTouch: + if ((countitem(Key_Red) == 0) && (countitem(Magic_Gem_Red) == 0)) + specialeffect EF_LEVEL99_4; + end; } tha_t04,195,195,0 script Rune Device#tt2 HIDDEN_NPC,3,3,{ @@ -1107,7 +1105,7 @@ tha_t04,195,195,0 script Rune Device#tt2 HIDDEN_NPC,3,3,{ mes "^4d4dffA fierce feeling passes through your head."; mes "You seen an illusion of light, like when you acquired the first key.^000000"; next; - switch(select("Ignore it.:Concentrate on it.")) { + switch(select("Ignore it.", "Concentrate on it.")) { case 1: mes "You decide to ignore it."; close; @@ -1138,7 +1136,7 @@ tha_t04,195,195,0 script Rune Device#tt2 HIDDEN_NPC,3,3,{ mes "It suddenly shakes, then disappears."; thana_tower = 6; changequest 7049,7050; - specialeffect2 EF_COMBOATTACK1; + specialeffect(EF_COMBOATTACK1, AREA, playerattached()); close; } } @@ -1185,13 +1183,13 @@ tha_t05,62,179,0 script Brilliant Statue#tt3 HIDDEN_NPC,3,3,{ mes "Red light is shining on a crack in the left wing, and gold light on a crack in the right one."; mes "What will you do?"; next; - if(select("Stick the key into the crack...:Ignore it.") == 2) { + if(select("Stick the key into the crack...", "Ignore it.") == 2) { mes "^3355FFYou decide to leave"; mes "the statue alone.^000000"; close; } if ((countitem(Key_Red) > 0) && (countitem(Key_Yellow) > 0)) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'll try the left wing first."; mes "What key should I put in?"; next; @@ -1203,7 +1201,7 @@ tha_t05,62,179,0 script Brilliant Statue#tt3 HIDDEN_NPC,3,3,{ mes "The key fits and makes a click."; mes "You feel the magical power growing stronger..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Now the right side..."; next; input .@inputstr$; @@ -1221,7 +1219,7 @@ tha_t05,62,179,0 script Brilliant Statue#tt3 HIDDEN_NPC,3,3,{ mes "^4d4dffOnce you hold the key, a shocking feeling passes through your head."; mes "You see an illusion of light...^000000"; next; - switch(select("Concentrate on it.:Ignore it.")) { + switch(select("Concentrate on it.", "Ignore it.")) { case 1: mes "This part isn't as clear as before."; mes "You try to figure out what it's saying..."; @@ -1243,7 +1241,7 @@ tha_t05,62,179,0 script Brilliant Statue#tt3 HIDDEN_NPC,3,3,{ mes "The illusion shakes, then melts on the surface of the key as light."; thana_tower = 7; changequest 7050,7051; - specialeffect2 EF_COMBOATTACK1; + specialeffect(EF_COMBOATTACK1, AREA, playerattached()); close; case 2: mes "You decide to ignore it."; @@ -1271,7 +1269,7 @@ tha_t06,226,230,0 script Brilliant Statue#tt4 HIDDEN_NPC,3,3,{ mes "There're red, yellow, and blue light in a row."; mes "What will you do?"; next; - if(select("Investigate.:Ignore it.") == 2) { + if(select("Investigate.", "Ignore it.") == 2) { mes "^3355FFYou don't see the need to"; mes "investigate if nothing seems"; mes "peculiar or out of place...^000000"; @@ -1282,7 +1280,7 @@ tha_t06,226,230,0 script Brilliant Statue#tt4 HIDDEN_NPC,3,3,{ mes "and match them by corresponding color, the Stone Statue will snap open."; mes "You can see small wheels are moving inside."; next; - switch(select("Investigate the Machine Chasis:Investigate the Wheels:Cancel")) { + switch(select("Investigate the Machine Chasis", "Investigate the Wheels", "Cancel")) { case 1: mes "^3355FFThe key in your inventory"; mes "does not seem to be affecting"; @@ -1318,9 +1316,9 @@ tha_t06,226,230,0 script Brilliant Statue#tt4 HIDDEN_NPC,3,3,{ next; mes "^3355FFWhich wheel do"; mes "you want to shift?^000000"; - switch(select("1st Small Wheel:2nd Small Wheel:1st Big Wheel:2nd Big Wheel:3rd Big Wheel:Check Current Wheel Configuration:Reset Wheels to Default Configuration")) { + switch(select("1st Small Wheel", "2nd Small Wheel", "1st Big Wheel", "2nd Big Wheel", "3rd Big Wheel", "Check Current Wheel Configuration", "Reset Wheels to Default Configuration")) { case 1: - switch(select("Raise Wheel:Lower Wheel:Press Wheel")) { + switch(select("Raise Wheel", "Lower Wheel", "Press Wheel")) { case 1: mes "^EE0000*Choom*^000000"; .@small_1 = 2; @@ -1339,7 +1337,7 @@ tha_t06,226,230,0 script Brilliant Statue#tt4 HIDDEN_NPC,3,3,{ } break; case 2: - switch(select("Raise Wheel:Lower Wheel:Press Wheel")) { + switch(select("Raise Wheel", "Lower Wheel", "Press Wheel")) { case 1: mes "^5C246E*Mrreeem*^000000"; .@small_2 = 3; @@ -1358,7 +1356,7 @@ tha_t06,226,230,0 script Brilliant Statue#tt4 HIDDEN_NPC,3,3,{ } break; case 3: - switch(select("Raise Wheel:Lower Wheel:Vertically Shift Wheel")) { + switch(select("Raise Wheel", "Lower Wheel", "Vertically Shift Wheel")) { case 1: mes "^00B2EE*Sneeeep*^000000"; .@big_1 = 1; @@ -1377,7 +1375,7 @@ tha_t06,226,230,0 script Brilliant Statue#tt4 HIDDEN_NPC,3,3,{ } break; case 4: - switch(select("Raise Wheel:Lower Wheel:Vertically Shift Wheel")) { + switch(select("Raise Wheel", "Lower Wheel", "Vertically Shift Wheel")) { case 1: mes "^EE0000*Choom*^000000"; .@big_2 = 2; @@ -1396,7 +1394,7 @@ tha_t06,226,230,0 script Brilliant Statue#tt4 HIDDEN_NPC,3,3,{ } break; case 5: - switch(select("Raise Wheel:Lower Wheel:Vertically Shift Wheel")) { + switch(select("Raise Wheel", "Lower Wheel", "Vertically Shift Wheel")) { case 1: mes "^EE0000*Choom*^000000"; .@big_3 = 2; @@ -1468,7 +1466,7 @@ tha_t06,226,230,0 script Brilliant Statue#tt4 HIDDEN_NPC,3,3,{ mes "with an unknown power"; mes "and you see a hallucination with some text.^000000"; next; - switch(select("Concentrate on it.:Ignore it.")) { + switch(select("Concentrate on it.", "Ignore it.")) { case 1: mes "^b22222...You found 4 keys"; mes "and finally released 4 spells..."; @@ -1490,7 +1488,7 @@ tha_t06,226,230,0 script Brilliant Statue#tt4 HIDDEN_NPC,3,3,{ mes "but it was incomplete..."; mes "the guard of the gate was...^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It is hard to read."; next; mes "^b22222...So I changed the location"; @@ -1510,8 +1508,8 @@ tha_t06,226,230,0 script Brilliant Statue#tt4 HIDDEN_NPC,3,3,{ mes "and fades into the key."; thana_tower = 8; changequest 7051,7052; - specialeffect2 EF_BEGINSPELL6; - specialeffect2 EF_SPELLBREAKER; + specialeffect(EF_BEGINSPELL6, AREA, playerattached()); + specialeffect(EF_SPELLBREAKER, AREA, playerattached()); close; case 2: mes "It was too intense to see the hallucination, so you gave up reading."; @@ -1542,9 +1540,9 @@ tha_t06,204,181,0 script Splendid Sword#tt5 HIDDEN_NPC,3,3,{ if ((countitem(Key_Red) > 0) && (countitem(Key_Yellow) > 0) && (countitem(Key_Blue) > 0) && (countitem(Key_Green) > 0)) { mes "As you approach, the keys in your pocket"; mes "suddenly respond with a mysterious power."; - specialeffect2 EF_ABSORBSPIRITS; + specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); next; - if(select("Observe it.:Ignore it.") == 2) { + if(select("Observe it.", "Ignore it.") == 2) { mes "^3355FFYou decide to leave"; mes "the sword alone.^000000"; close; @@ -1553,11 +1551,11 @@ tha_t06,204,181,0 script Splendid Sword#tt5 HIDDEN_NPC,3,3,{ mes "Your eyes keep getting drawn to the sword's hilt."; mes "Then you lose control of your hands, and they stretch forth to grasp the handle..."; next; - switch(select("Towards the blade of the sword:Towards the hilt of the sword:Towards the table")) { + switch(select("Towards the blade of the sword", "Towards the hilt of the sword", "Towards the table")) { case 1: mes "By an unknown calling you decide to grab the blade of the sword."; mes "Your hands get wounded and begin to bleed."; - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); percentheal -20,0; close; case 2: @@ -1568,13 +1566,13 @@ tha_t06,204,181,0 script Splendid Sword#tt5 HIDDEN_NPC,3,3,{ mes "Now, you hold the sword and..."; specialeffect EF_EXIT2; next; - switch(select("Strike the table:Insert the sword into the hole:Bring the sword safely")) { + switch(select("Strike the table", "Insert the sword into the hole", "Bring the sword safely")) { case 1: mes "You strike the table with the sword."; mes "Numerous conflicting spells act upon it, and you can tell that you chose incorrectly."; mes "The sword automatically returns to the table, as it was before."; specialeffect EF_HIT1; - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); percentheal -20,0; close; case 2: @@ -1699,10 +1697,10 @@ tha_t08,90,153,0 script Shining Crystal#tt_r1 CLEAR_NPC,{ OnInit: OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; } tha_t08,90,62,0 duplicate(Shining Crystal#tt_r1) Shining Crystal#tt_r2 CLEAR_NPC @@ -1733,10 +1731,10 @@ tha_t08,49,153,0 script Shining Crystal#tt_y1 CLEAR_NPC,{ OnInit: OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; } tha_t08,90,150,0 duplicate(Shining Crystal#tt_y1) Shining Crystal#tt_y2 CLEAR_NPC @@ -1767,10 +1765,10 @@ tha_t08,49,65,0 script Shining Crystal#tt_b1 CLEAR_NPC,{ OnInit: OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; } tha_t08,49,150,0 duplicate(Shining Crystal#tt_b1) Shining Crystal#tt_b2 CLEAR_NPC @@ -1801,10 +1799,10 @@ tha_t08,90,65,0 script Shining Crystal#tt_g1 CLEAR_NPC,{ OnInit: OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; } tha_t08,49,62,0 duplicate(Shining Crystal#tt_g1) Shining Crystal#tt_g2 CLEAR_NPC @@ -1818,9 +1816,9 @@ tha_t12,161,57,0 script Gold Religious Statue#tt HIDDEN_NPC,{ mes "The sword appears to be missing a gem."; mes "As I draw closer to the statue, the Yellow Charm Stone emits a bright light."; specialeffect EF_BEGINSPELL5; - specialeffect2 EF_BEGINSPELL5; + specialeffect(EF_BEGINSPELL5, AREA, playerattached()); next; - if(select("Insert the Yellow Charm Stone.:Run away.") == 2) close; + if(select("Insert the Yellow Charm Stone.", "Run away.") == 2) close; if ($@thana_summon == 0) { mes "After inserting the Yellow Charm Stone into the sword, the statue begins to react."; specialeffect EF_BEGINSPELL5; @@ -1848,9 +1846,9 @@ tha_t12,154,17,0 script Green Wiseman Statue#tt HIDDEN_NPC,{ mes "The wiseman's wand seems to be missing a gem."; mes "As I draw closer to the statue, the Green Charm Stone emits a bright light."; specialeffect EF_BEGINSPELL4; - specialeffect2 EF_BEGINSPELL4; + specialeffect(EF_BEGINSPELL4, AREA, playerattached()); next; - if(select("Insert the Green Charm Stone.:Run away.") == 2) close; + if(select("Insert the Green Charm Stone.", "Run away.") == 2) close; if ($@thana_summon == 1) { mes "After inserting the Green Charm Stone into the wand, the statue begins to react."; specialeffect EF_BEGINSPELL4; @@ -1878,9 +1876,9 @@ tha_t12,103,17,0 script Blue Angel Statue#tt HIDDEN_NPC,{ mes "A gem seems to be missing from the statue's belt."; mes "As I draw closer to the statue, the Blue Charm Stone emits a bright light."; specialeffect EF_BEGINSPELL2; - specialeffect2 EF_BEGINSPELL2; + specialeffect(EF_BEGINSPELL2, AREA, playerattached()); next; - if(select("Insert the Blue Charm Stone.:Run away.") == 2) close; + if(select("Insert the Blue Charm Stone.", "Run away.") == 2) close; if ($@thana_summon == 2) { mes "After inserting the Blue Charm Stone into the belt, the statue begins to react."; specialeffect EF_BEGINSPELL2; @@ -1908,9 +1906,9 @@ tha_t12,96,57,0 script Bloody Knight Statue#tt HIDDEN_NPC,{ mes "A gem seems to be missing from the heart area of its armor."; mes "As I draw closer to the statue, the Red Charm Stone emits a bright light."; specialeffect EF_BEGINSPELL3; - specialeffect2 EF_BEGINSPELL3; + specialeffect(EF_BEGINSPELL3, AREA, playerattached()); next; - if(select("Insert the Red Charm Stone.:Run away.") == 2) close; + if(select("Insert the Red Charm Stone.", "Run away.") == 2) close; if ($@thana_summon == 3) { mes "After inserting the Red Charm Stone into the armor, the statue begins to react."; specialeffect EF_BEGINSPELL3; @@ -1938,9 +1936,9 @@ tha_t12,129,86,0 script Dark Devil Statue#tt HIDDEN_NPC,{ mes "The right eye seems to be missing a gem."; mes "As I draw closer to the statue, the Black Charm Stone emits a bright light."; specialeffect EF_BEGINSPELL7; - specialeffect2 EF_BEGINSPELL7; + specialeffect(EF_BEGINSPELL7, AREA, playerattached()); next; - if(select("Insert the Black Charm Stone.:Run away.") == 2) close; + if(select("Insert the Black Charm Stone.", "Run away.") == 2) close; if ($@thana_summon == 4) { mes "After inserting the Red Charm Stone into the eye socket, the statue begins to react."; specialeffect EF_BEGINSPELL7; @@ -2090,11 +2088,11 @@ OnTimer1000: OnTimer5000: .@pillar = 1; OnTimer3000: - specialeffect EF_BEGINSPELL7,AREA,"#tteffect05"; - specialeffect EF_BEGINSPELL3,AREA,"#tteffect04"; - specialeffect EF_BEGINSPELL2,AREA,"#tteffect03"; - specialeffect EF_BEGINSPELL4,AREA,"#tteffect02"; - specialeffect EF_BEGINSPELL5,AREA,"#tteffect01"; + specialeffect(EF_BEGINSPELL7, AREA, getnpcid(0, "#tteffect05")); + specialeffect(EF_BEGINSPELL3, AREA, getnpcid(0, "#tteffect04")); + specialeffect(EF_BEGINSPELL2, AREA, getnpcid(0, "#tteffect03")); + specialeffect(EF_BEGINSPELL4, AREA, getnpcid(0, "#tteffect02")); + specialeffect(EF_BEGINSPELL5, AREA, getnpcid(0, "#tteffect01")); if (.@pillar) specialeffect EF_MAPPILLAR2; end; } @@ -2102,15 +2100,15 @@ OnTimer3000: thana_boss,217,167,3 script Memory Seal#tt1 G_THA_MAERO,3,3,{ end; OnEnable: - hideoffnpc strnpcinfo(0); + hideoffnpc strnpcinfo(NPC_NAME); .hide = 0; end; OnDisable: - hideonnpc strnpcinfo(0); + hideonnpc strnpcinfo(NPC_NAME); .hide = 0; end; OnTouch: - .@seal = atoi(charat(strnpcinfo(2),2)); + .@seal = atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),2)); if (.hide & (1<<.@seal)) end; // .@i: ItemID,MobID,MapX,MapY,EffectNum @@ -2153,11 +2151,11 @@ OnTouch: mes "into the crest, causing"; mes "its glow to intensify.^000000"; close2; - hideonnpc strnpcinfo(0); + hideonnpc strnpcinfo(NPC_NAME); .hide |= (1<<.@seal); delitem .@i[0],1; specialeffect .@i[4]; - monster "thana_boss",.@i[2],.@i[3],.@j$,.@i[1],1,strnpcinfo(0)+"::OnMyMobDead"; + monster "thana_boss",.@i[2],.@i[3],.@j$,.@i[1],1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; switch($@thana_summon2) { case 0: .@str$ = "... who... released... the... Memory... of... "+.@j$+"...?"; break; case 1: .@str$ = "... why... did you... release... the... Memory... of... "+.@j$+"...?"; break; @@ -2237,8 +2235,8 @@ OnDisable: thana_boss,141,218,0 script #sommon_thanatos FAKE_NPC,{ OnEnable: - specialeffect EF_MAPPILLAR2,AREA,"#sommon_thanatos"; - specialeffect EF_SEISMICWEAPON,AREA,"#sommon_thanatos"; + specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, "#sommon_thanatos")); + specialeffect(EF_SEISMICWEAPON, AREA, getnpcid(0, "#sommon_thanatos")); monster "thana_boss",141,218,"Thanatos Phantom",1708,1,"#sommon_thanatos::OnMyMobDead"; end; OnMyMobDead: diff --git a/npc/quests/the_sign_quest.txt b/npc/quests/the_sign_quest.txt index a431a4318..3b642ef3b 100644 --- a/npc/quests/the_sign_quest.txt +++ b/npc/quests/the_sign_quest.txt @@ -100,7 +100,7 @@ prt_in,227,45,0 script Archeologist#sign 1_M_SIGN1,{ mes "Hm...?"; mes "Can I help you?"; next; - switch(select("I've been following these signs and...:I was just passing by...")) { + switch(select("I've been following these signs and...", "I was just passing by...")) { case 1: mes "[Metz]"; mes "Great...!"; @@ -121,7 +121,7 @@ prt_in,227,45,0 script Archeologist#sign 1_M_SIGN1,{ next; mes "[Metz]"; mes "Oh right, would you tell"; - mes "me your name? "+ strcharinfo(0) +"?"; + mes "me your name? "+ strcharinfo(PC_NAME) +"?"; mes "Okay then, I'll remember that."; mes "Talk to you later, alright?"; sign_q = 2; @@ -307,7 +307,7 @@ prt_in,227,45,0 script Archeologist#sign 1_M_SIGN1,{ mes "know right away. For now,"; mes "please hold on to these pieces."; sign_q = 54; - getitem Part_Of_Star's_Sob,1; + getitem Part_Of_Stars_Sob,1; } else if (sign_q == 54) { if (rand(1,5) == 4) { @@ -330,7 +330,7 @@ prt_in,227,45,0 script Archeologist#sign 1_M_SIGN1,{ mes "the information that I have"; mes "to give you for now. You'll"; mes "have to investigate this lead"; - mes "on your own, "+ strcharinfo(0) +"."; + mes "on your own, "+ strcharinfo(PC_NAME) +"."; } else { mes "Although I've made"; @@ -430,7 +430,7 @@ prt_in,227,45,0 script Archeologist#sign 1_M_SIGN1,{ mes "understand what it says..."; next; while(1) { - switch(select("Who is Frank?:Where is he?:I see.")) { + switch(select("Who is Frank?", "Where is he?", "I see.")) { case 1: mes "[Metz]"; mes "Frank Franklin has lived"; @@ -502,7 +502,7 @@ prt_in,227,45,0 script Archeologist#sign 1_M_SIGN1,{ mes "Franklin translate the"; mes "message in the Record of"; mes "Ancient Language. Keep up"; - mes "the good work, "+ strcharinfo(0) +"."; + mes "the good work, "+ strcharinfo(PC_NAME) +"."; } else if (sign_q == 82) { mes "I get it now!"; @@ -736,19 +736,19 @@ prt_in,227,45,0 script Archeologist#sign 1_M_SIGN1,{ mes "accept this as a token"; mes "of my gratitude. Good luck"; mes "on your travels, adventurer."; - if (checkweight(Star's_Sob,1) == 0) { + if (checkweight(Stars_Sob,1) == 0) { next; mes "^3355FFWait a second! Right now,"; mes "you have too many items in your inventory. Please come back after you've freed up more inventory space.^000000"; close; } - delitem Star's_Sob,1; + delitem Stars_Sob,1; sign_q = 202; getexp RENEWAL_EXP?10000:100000,0; getitem Old_Violet_Box,1; } else if (sign_q > 201) { - if (countitem(Star's_Sob) == 1) { + if (countitem(Stars_Sob) == 1) { mes "I'm sorry..."; mes "But I'm taking"; mes "back the Sobbing"; @@ -759,7 +759,7 @@ prt_in,227,45,0 script Archeologist#sign 1_M_SIGN1,{ mes "[Metz]"; mes "......"; mes "Farewell."; - delitem Star's_Sob,1; + delitem Stars_Sob,1; } else { mes "I guess I can't"; @@ -779,7 +779,7 @@ prt_in,227,45,0 script Archeologist#sign 1_M_SIGN1,{ mes "Well then..."; mes "Good luck on"; mes "your journeys,"; - mes "brave "+ strcharinfo(0) +"."; + mes "brave "+ strcharinfo(PC_NAME) +"."; } close2; cutin "mets_alpha",255; @@ -794,7 +794,7 @@ prt_in,228,26,5 script Steward#sign 1_M_JOBTESTER,{ mes "Brayde Estate. How"; mes "may I be of service?"; next; - switch(select("Nothing.:I'm here to see Metz.:Gimmie your cash!")) { + switch(select("Nothing.", "I'm here to see Metz.", "Gimmie your cash!")) { case 1: mes "[Vandez]"; mes "If you do not have"; @@ -804,7 +804,7 @@ prt_in,228,26,5 script Steward#sign 1_M_JOBTESTER,{ close; case 2: mes "[Vandez]"; - mes "Very good, "+((Sex)?"sir.":"madam."); + mes "Very good, "+ (Sex == SEX_MALE ? "sir." : "madam."); mes "Please wait a moment"; mes "while I consult with"; mes "the master in his study."; @@ -822,11 +822,11 @@ prt_in,228,26,5 script Steward#sign 1_M_JOBTESTER,{ } } else if (sign_q < 14) { - mes "Ah, Master "+ strcharinfo(0) +"."; + mes "Ah, Master "+ strcharinfo(PC_NAME) +"."; mes "Welcome. How may I be"; mes "of service today?"; next; - switch(select("Who is Arian?:What is Metz doing?:How is Elle?")) { + switch(select("Who is Arian?", "What is Metz doing?", "How is Elle?")) { case 1: mes "[Vandez]"; mes "Ah yes, Arian."; @@ -993,12 +993,12 @@ prt_in,248,23,0 script Maid#sign2 HIDDEN_NPC,{ } else if (sign_q < 14) { mes "Oh...?"; - mes ""+ strcharinfo(0) +"?"; + mes ""+ strcharinfo(PC_NAME) +"?"; mes "Is there anything that"; mes "I can help you with?"; next; - if (Sex == 1) { - switch(select("You wanna have coffee sometime?:Tell me about Metz.")) { + if (Sex == SEX_MALE) { + switch(select("You wanna have coffee sometime?", "Tell me about Metz.")) { case 1: mes "[Elle]"; mes "...?"; @@ -1013,7 +1013,7 @@ prt_in,248,23,0 script Maid#sign2 HIDDEN_NPC,{ mes "to go out with you or"; mes "not? Hm, maybe if"; mes "you're really nice"; - mes "to me, , "+ strcharinfo(0) +"."; + mes "to me, , "+ strcharinfo(PC_NAME) +"."; close; case 2: mes "[Elle]"; @@ -1032,7 +1032,7 @@ prt_in,248,23,0 script Maid#sign2 HIDDEN_NPC,{ } } else { - switch(select("You have nice skin, Miss Elle.:Tell me about Metz.")) { + switch(select("You have nice skin, Miss Elle.", "Tell me about Metz.")) { case 1: mes "[Elle]"; mes "Eh...?"; @@ -1040,7 +1040,7 @@ prt_in,248,23,0 script Maid#sign2 HIDDEN_NPC,{ mes "Maybe it's because"; mes "I don't go out too"; mes "often. You have nice"; - mes "I don't go out too, "+ strcharinfo(0) +"~"; + mes "I don't go out too, "+ strcharinfo(PC_NAME) +"~"; close; case 2: mes "[Elle]"; @@ -1168,7 +1168,7 @@ prt_in,248,23,0 script Maid#sign2 HIDDEN_NPC,{ mes "Long time no see."; mes "La la la~~"; next; - switch(select("What's up?:What happened?")) { + switch(select("What's up?", "What happened?")) { case 1: mes "[Elle]"; mes "Oh...?"; @@ -1237,7 +1237,7 @@ morocc_in,115,154,5 script Rogue#sign 1_M_SIGNROGUE,{ mes "Who the hell"; mes "are you, jerkface?"; next; - switch(select("Metz sent me here.:^0000FF"+ strcharinfo(0) +"^000000.:Who are you then?")) { + switch(select("Metz sent me here.", "^0000FF"+ strcharinfo(PC_NAME) +"^000000.", "Who are you then?")) { case 1: mes "[Arian]"; mes "Oh yeah...?"; @@ -1250,7 +1250,7 @@ morocc_in,115,154,5 script Rogue#sign 1_M_SIGNROGUE,{ case 2: mes "[Arian]"; mes "Wha...?"; - mes "^0000FF"+ strcharinfo(0) +"^000000?"; + mes "^0000FF"+ strcharinfo(PC_NAME) +"^000000?"; mes "Yeah, okay. Metz did"; mes "mention something about"; mes "about you. You're here"; @@ -1305,8 +1305,8 @@ morocc_in,115,154,5 script Rogue#sign 1_M_SIGNROGUE,{ delitem Fluff,100; if (countitem(Poison_Spore) > 49) { delitem Poison_Spore,50; - if (countitem(Scorpion's_Tail) > 29) { - delitem Scorpion's_Tail,30; + if (countitem(Scorpions_Tail) > 29) { + delitem Scorpions_Tail,30; if (countitem(Rotten_Bandage) > 19) { delitem Rotten_Bandage,20; if (countitem(Petite_DiablOfs_Horn) > 14) { @@ -1335,8 +1335,8 @@ morocc_in,115,154,5 script Rogue#sign 1_M_SIGNROGUE,{ mes "..."; if (countitem(Poison_Spore) > 49) { delitem Poison_Spore,50; - if (countitem(Scorpion's_Tail) > 29) { - delitem Scorpion's_Tail,30; + if (countitem(Scorpions_Tail) > 29) { + delitem Scorpions_Tail,30; if (countitem(Rotten_Bandage) > 19) { delitem Rotten_Bandage,20; if (countitem(Petite_DiablOfs_Horn) > 14) { @@ -1364,8 +1364,8 @@ morocc_in,115,154,5 script Rogue#sign 1_M_SIGNROGUE,{ case 6: mes "[Arian]"; mes "..."; - if (countitem(Scorpion's_Tail) > 29) { - delitem Scorpion's_Tail,30; + if (countitem(Scorpions_Tail) > 29) { + delitem Scorpions_Tail,30; if (countitem(Rotten_Bandage) > 19) { delitem Rotten_Bandage,20; if (countitem(Petite_DiablOfs_Horn) > 14) { @@ -1526,7 +1526,7 @@ morocc_in,115,154,5 script Rogue#sign 1_M_SIGNROGUE,{ else getexp 18000,0; } sign_q = 14; - getitem Part_Of_Star's_Sob,1; + getitem Part_Of_Stars_Sob,1; close; case 14: mes "[Arian]"; @@ -1585,7 +1585,7 @@ morocc_in,114,162,4 script Young Man#sign 2_M_THIEFMASTER,{ mes "island. What is the very first"; mes "thing that you should do?"; next; - switch(select("Look for fresh water.:Just wait for rescue.:Forage for food.:Explore the island.")) { + switch(select("Look for fresh water.", "Just wait for rescue.", "Forage for food.", "Explore the island.")) { case 1: .@point_s += 7; break; @@ -1606,7 +1606,7 @@ morocc_in,114,162,4 script Young Man#sign 2_M_THIEFMASTER,{ mes "collapsed building. What"; mes "do you plan to do first?"; next; - switch(select("Scream for help.:Stay quiet.:Wait for death to come.:Find a way out.")) { + switch(select("Scream for help.", "Stay quiet.", "Wait for death to come.", "Find a way out.")) { case 1: .@point_s += 3; break; @@ -1627,7 +1627,7 @@ morocc_in,114,162,4 script Young Man#sign 2_M_THIEFMASTER,{ mes "but you got lost somehow."; mes "How do you handle it?"; next; - switch(select("Try to find my friends.:Find a way out.:Stay put.:Continue exploring the dungeon.")) { + switch(select("Try to find my friends.", "Find a way out.", "Stay put.", "Continue exploring the dungeon.")) { case 1: break; case 2: @@ -1646,7 +1646,7 @@ morocc_in,114,162,4 script Young Man#sign 2_M_THIEFMASTER,{ mes "a mansion with no exit. What do"; mes "you do first when a murder happens inside the mansion?"; next; - switch(select("Wait for the case to get solved.:Try to find my friends first.:Find a way out.:Solve the murder case on my own.:Kill the others before they kill me.")) { + switch(select("Wait for the case to get solved.", "Try to find my friends first.", "Find a way out.", "Solve the murder case on my own.", "Kill the others before they kill me.")) { case 1: .@point_s += 5; break; @@ -1670,7 +1670,7 @@ morocc_in,114,162,4 script Young Man#sign 2_M_THIEFMASTER,{ mes "So what do you do during"; mes "this final week?"; next; - switch(select("Wait to see the end.:Plant an apple tree.:Look to move to a different world.:What else? Save the world.:What else? Go on a crime spree.")) { + switch(select("Wait to see the end.", "Plant an apple tree.", "Look to move to a different world.", "What else? Save the world.", "What else? Go on a crime spree.")) { case 1: .@point_s += 5; break; @@ -1737,7 +1737,7 @@ payon,154,170,3 script Hagin#sign 1_F_ORIENT_04,{ mes "face and charming figure..."; mes "I'm gonna seduce him."; next; - switch(select("Who are you talking about?:You're freaking me out!")) { + switch(select("Who are you talking about?", "You're freaking me out!")) { case 1: mes "[Hagin]"; mes "You don't know"; @@ -1754,7 +1754,7 @@ payon,154,170,3 script Hagin#sign 1_F_ORIENT_04,{ select("I'd like to meet this Daewoon."); mes "[Hagin]"; mes "Oh, I see~"; - if (Sex) { + if (Sex == SEX_MALE) { mes "You plan to ask him"; mes "to show you some fighting"; mes "pointers, do you? You men"; @@ -1901,7 +1901,7 @@ payon_in03,11,31,4 script Daewoon#sign 1_M_SIGNMONK2,{ mes "Oh, a visitor?"; mes "I'm sorry, but I believe"; mes "you're an uninvited guest~"; - if (Sex) { + if (Sex == SEX_MALE) { mes "You'll have to forgive me"; mes "if I wish to spend my time with maidens as opposed to men."; } @@ -1910,9 +1910,9 @@ payon_in03,11,31,4 script Daewoon#sign 1_M_SIGNMONK2,{ mes "Come and drink with me~"; } next; - if (countitem(Part_Of_Star's_Sob) > 0) { + if (countitem(Part_Of_Stars_Sob) > 0) { .@pay_point = 1; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Sure..."; mes "But first, would you"; mes "take a look at this?"; @@ -1942,7 +1942,7 @@ payon_in03,11,31,4 script Daewoon#sign 1_M_SIGNMONK2,{ mes "idea what that jewel"; mes "you're holding actually is?"; next; - switch(select("Kind of?:How the hell would I know?:No, but would you tell me?")) { + switch(select("Kind of?", "How the hell would I know?", "No, but would you tell me?")) { case 1: mes "[Daewoon]"; mes "Oh...!"; @@ -1951,7 +1951,7 @@ payon_in03,11,31,4 script Daewoon#sign 1_M_SIGNMONK2,{ mes "So tell me, what do you"; mes "understand about this jewel?"; next; - switch(select("It's handy.:I actually don't know...")) { + switch(select("It's handy.", "I actually don't know...")) { case 1: .@pay_point += 2; mes "[Daewoon]"; @@ -2016,7 +2016,7 @@ payon_in03,11,31,4 script Daewoon#sign 1_M_SIGNMONK2,{ mes "qualified for this task. Now,"; mes "are you ready for my test?"; next; - switch(select("I'M READY! YEEAH!:I'll do my best!:To hell with this!:Fine. Let's get it over with.")) { + switch(select("I'M READY! YEEAH!", "I'll do my best!", "To hell with this!", "Fine. Let's get it over with.")) { case 1: .@pay_point += 5; mes "[Daewoon]"; @@ -2079,7 +2079,7 @@ payon_in03,11,31,4 script Daewoon#sign 1_M_SIGNMONK2,{ mes "of friends that you can"; mes "constantly party with?"; next; - switch(select("Yes, I do.:I prefer soloing.:I am lonely.")) { + switch(select("Yes, I do.", "I prefer soloing.", "I am lonely.")) { case 1: .@pay_point += 5; emotion e_omg; @@ -2135,7 +2135,7 @@ payon_in03,11,31,4 script Daewoon#sign 1_M_SIGNMONK2,{ mes "around. I believe this is"; mes "called ''Mob Training...''"; next; - switch(select("Awesome~!:I hate people who do that.:I do it sometimes...")) { + switch(select("Awesome~!", "I hate people who do that.", "I do it sometimes...")) { case 1: emotion e_an; mes "[Daewoon]"; @@ -2230,13 +2230,13 @@ payon_in03,11,31,4 script Daewoon#sign 1_M_SIGNMONK2,{ mes "Answer me, adventurer!"; mes "Would you still destroy it?!"; next; - switch(select("Destroy it!:I can't destroy such beauty...:I'd close my eyes, then destroy it.")) { + switch(select("Destroy it!", "I can't destroy such beauty...", "I'd close my eyes, then destroy it.")) { case 1: .@pay_point += 3; mes "[Daewoon]"; mes "Hmm. You have a truly"; mes "strong will. Then again,"; - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "perhaps you lack a true"; mes "appreciation for beauty."; mes "Even in Emperium form, how"; @@ -2290,7 +2290,7 @@ payon_in03,11,31,4 script Daewoon#sign 1_M_SIGNMONK2,{ mes "would you give your enemy"; mes "the help that he needs?"; next; - switch(select("Yes, of course!:I'd pretend not to hear anything.:I'd make fun of him, then run off.")) { + switch(select("Yes, of course!", "I'd pretend not to hear anything.", "I'd make fun of him, then run off.")) { case 1: .@pay_point += 6; mes "[Daewoon]"; @@ -2332,7 +2332,7 @@ payon_in03,11,31,4 script Daewoon#sign 1_M_SIGNMONK2,{ mes "......"; mes "Do you enjoy life?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Daewoon]"; emotion e_heh; @@ -2381,7 +2381,7 @@ payon_in03,11,31,4 script Daewoon#sign 1_M_SIGNMONK2,{ } if (.@pay_point > 29) { sign_q = 15; - getitem Part_Of_Star's_Sob,1; + getitem Part_Of_Stars_Sob,1; if (RENEWAL_EXP) { if (BaseLevel < 60) getexp 300,0; else if (BaseLevel < 70) getexp 750,0; @@ -2425,7 +2425,7 @@ payon_in03,11,31,4 script Daewoon#sign 1_M_SIGNMONK2,{ } else if ((.@pay_point > 26) && (.@pay_point < 30)) { sign_q = 15; - getitem Part_Of_Star's_Sob,1; + getitem Part_Of_Stars_Sob,1; if (RENEWAL_EXP) { if (BaseLevel < 60) getexp 300,0; else if (BaseLevel < 70) getexp 750,0; @@ -2508,7 +2508,7 @@ payon_in03,11,31,4 script Daewoon#sign 1_M_SIGNMONK2,{ mes "behind the Sobbing Starlight,"; mes "do you like it?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Daewoon]"; mes "Ah, how great~!"; @@ -2586,7 +2586,7 @@ aldeba_in,155,101,3 script Sir Jore#sign 1_M_SIGNALCHE,7,7,{ callfunc "F_UpdateSignVars"; if (gettime(GETTIME_HOUR) > 16 && gettime(GETTIME_HOUR) < 22) { if (sign_q == 15) { - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Excuse me..."; next; emotion e_omg; @@ -2620,7 +2620,7 @@ aldeba_in,155,101,3 script Sir Jore#sign 1_M_SIGNALCHE,7,7,{ mes "any interruptions. So"; mes "why are you here?"; next; - switch(select("Daewoon sent me.:Oops, sorry. Later~")) { + switch(select("Daewoon sent me.", "Oops, sorry. Later~")) { case 1: emotion e_swt; mes "[Sir Jore]"; @@ -2636,7 +2636,7 @@ aldeba_in,155,101,3 script Sir Jore#sign 1_M_SIGNALCHE,7,7,{ mes "Er. Then, what..."; mes "W-what's your name?"; next; - select(strcharinfo(0) +", thanks."); + select(strcharinfo(PC_NAME) +", thanks."); mes "[Sir Jore]"; mes "N-nice to meet you."; mes "My name is Jore. Just"; @@ -2729,7 +2729,7 @@ aldeba_in,155,101,3 script Sir Jore#sign 1_M_SIGNALCHE,7,7,{ mes "Now, for your assignment."; mes "Have you ever heard about"; mes "the ^CE3131Stone of Sage^000000? Rumors about"; - mes "it have been spreading around, but no one has confirmed the truth about it, "+ strcharinfo(0) +"."; + mes "it have been spreading around, but no one has confirmed the truth about it, "+ strcharinfo(PC_NAME) +"."; next; mes "[Sir Jore]"; mes "Although I have no clue"; @@ -2801,7 +2801,7 @@ aldeba_in,155,101,3 script Sir Jore#sign 1_M_SIGNALCHE,7,7,{ mes "So, did you learn what"; mes "exactly is the Stone of Sage?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Well, I'm not sure,"; mes "but I was told that it's"; mes "red and can cure people."; @@ -2826,7 +2826,7 @@ aldeba_in,155,101,3 script Sir Jore#sign 1_M_SIGNALCHE,7,7,{ mes "relying on a rumor..."; next; sign_q = 20; - getitem Part_Of_Star's_Sob,1; + getitem Part_Of_Stars_Sob,1; mes "[Sir Jore]"; mes "Thank you very much"; mes "for helping me. Now I can"; @@ -2845,7 +2845,7 @@ aldeba_in,155,101,3 script Sir Jore#sign 1_M_SIGNALCHE,7,7,{ mes "Good luck getting"; mes "all the pieces of "; mes "Sobbing Starlight,"; - mes ""+ strcharinfo(0) +". Farewell~"; + mes ""+ strcharinfo(PC_NAME) +". Farewell~"; close; } else { @@ -2881,9 +2881,9 @@ aldeba_in,155,101,3 script Sir Jore#sign 1_M_SIGNALCHE,7,7,{ mes "of books. He seems to be in"; mes "agony for some reason."; next; - switch(select("Speak to him.:Ignore him.")) { + switch(select("Speak to him.", "Ignore him.")) { case 1: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Excuse me..."; next; mes "[Sir Jore]"; @@ -2894,9 +2894,9 @@ aldeba_in,155,101,3 script Sir Jore#sign 1_M_SIGNALCHE,7,7,{ mes "his thoughts, this strange"; mes "man is unable to hear you.^000000"; next; - switch(select("Try again.:Ignore him.")) { + switch(select("Try again.", "Ignore him.")) { case 1: - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "EXCUSE ME!"; next; mes "[Sir Jore]"; @@ -2962,7 +2962,7 @@ aldeba_in,156,118,4 script Piru Piru#sign 8_F,{ mes "*Sob* Master, can't we"; mes "just call it a day already?"; next; - switch(select("What do you do in here?:About vanished Alchemists:What is the Stone of Sage?")) { + switch(select("What do you do in here?", "About vanished Alchemists", "What is the Stone of Sage?")) { case 1: mes "[Piru Piru]"; mes "My master, Sir Jore,"; @@ -3056,7 +3056,7 @@ aldeba_in,156,118,4 script Piru Piru#sign 8_F,{ mes "....Zzz...Zzz..."; mes "Zzz....Zzz......"; next; - switch(select("Wake her up:Leave her sleep")) { + switch(select("Wake her up", "Leave her sleep")) { case 1: mes "[Piru Piru]"; mes "Wh-wha...?"; @@ -3193,7 +3193,7 @@ prt_maze02,14,183,4 script Gordon#sign 1_M_BARD,{ if (sign_q < 17) close; else if (sign_q == 17) { next; - switch(select("Roar~!:Excuse me.")) { + switch(select("Roar~!", "Excuse me.")) { case 1: sign_q = 18; donpcevent "#skill::OnEnable"; @@ -3217,7 +3217,7 @@ prt_maze02,14,183,4 script Gordon#sign 1_M_BARD,{ mes "here in the middle of"; mes "this forest?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Actually, I think"; mes "I've been looking for"; mes "you. I've been sent on"; @@ -3231,7 +3231,7 @@ prt_maze02,14,183,4 script Gordon#sign 1_M_BARD,{ mes "do no harm if you had"; mes "something to ask us..."; next; - switch(select("Ask about Stone of Sage:Ask about Alchemy:Quit")) { + switch(select("Ask about Stone of Sage", "Ask about Alchemy", "Quit")) { case 1: sign_q = 19; mes "[Gordon]"; @@ -3323,7 +3323,7 @@ prt_maze02,14,183,4 script Gordon#sign 1_M_BARD,{ mes "animal! What do you"; mes "think you were doing?"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Actually, I think"; mes "I've been looking for"; mes "you. I've been sent on"; @@ -3337,7 +3337,7 @@ prt_maze02,14,183,4 script Gordon#sign 1_M_BARD,{ mes "do no harm if you had"; mes "something to ask us..."; next; - switch(select("Ask about Stone of Sage:Ask about Alchemy:Quit")) { + switch(select("Ask about Stone of Sage", "Ask about Alchemy", "Quit")) { case 1: sign_q = 19; mes "[Gordon]"; @@ -3453,12 +3453,14 @@ geffen_in,59,74,4 script Jesqurienne#sign 1_F_SIGNZISK,{ mes "[Jesqurienne]"; mes "Ahhhhhh~"; mes "Hm? Why hello there,"; - if (Sex) mes "you fine speciman of a man~"; - else mes "you precious, adorable girl~"; + if (Sex == SEX_MALE) + mes "you fine speciman of a man~"; + else + mes "you precious, adorable girl~"; mes "I'm Jesqurienne. You've heard"; mes "of me, haven't you? Aren't you surprised to see me?"; next; - switch(select("I've never heard of you.:Oh gosh, it's Jesqurienne!")) { + switch(select("I've never heard of you.", "Oh gosh, it's Jesqurienne!")) { case 1: mes "[Jesqurienne]"; emotion e_swt; @@ -3466,7 +3468,7 @@ geffen_in,59,74,4 script Jesqurienne#sign 1_F_SIGNZISK,{ mes "Surely you"; mes "must be joking~"; next; - switch(select("You got me, you got me.:Nope. Doesn't ring a bell.")) { + switch(select("You got me, you got me.", "Nope. Doesn't ring a bell.")) { case 1: emotion e_pif; mes "[Jesqurienne]"; @@ -3535,7 +3537,7 @@ geffen_in,59,74,4 script Jesqurienne#sign 1_F_SIGNZISK,{ mes "I haven't met anyone"; mes "smarter than me~"; next; - switch(select("^333333Stuck-up chick.^000000:Take it easy on the drinks...")) { + switch(select("^333333Stuck-up chick.^000000", "Take it easy on the drinks...")) { case 1: emotion e_an; mes "[Jesqurienne]"; @@ -3555,7 +3557,7 @@ geffen_in,59,74,4 script Jesqurienne#sign 1_F_SIGNZISK,{ mes "your little insult! It's time"; mes "for a Quiz Challenge!"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "Quiz... Challenge?"; mes "Like a trivia game?"; mes "But who's going to"; @@ -3633,7 +3635,7 @@ geffen_in,59,74,4 script Jesqurienne#sign 1_F_SIGNZISK,{ mes "Bwahaha! I can't believe how"; mes "simple minded you are...!"; next; - switch(select("I can't let you win!:Darn it...")) { + switch(select("I can't let you win!", "Darn it...")) { case 1: sign_q = 22; mes "[Jesqurienne]"; @@ -3678,7 +3680,7 @@ geffen_in,59,74,4 script Jesqurienne#sign 1_F_SIGNZISK,{ next; mes "[Jesqurienne]"; sign_q = 25; - getitem Part_Of_Star's_Sob,1; + getitem Part_Of_Stars_Sob,1; mes "Here..."; mes "My old friend, Metz, told"; mes "me to give this to someone"; @@ -3762,14 +3764,14 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ mes "not relevant to the"; mes "Blacksmith Job Quest?"; next; - if (select("Baisulist:Wickebine:Barcardi:Krongast") == 3) .@user_p += 1; + if (select("Baisulist", "Wickebine", "Barcardi", "Krongast") == 3) .@user_p += 1; break; case 2: mes "1. Which item is not"; mes "relevant to the creation"; mes "of a Counteragent?"; next; - if (select("Karvodailnirol:Detrimindexta:Alcohol") != 1) .@user_p += 1; + if (select("Karvodailnirol", "Detrimindexta", "Alcohol") != 1) .@user_p += 1; break; case 3: mes "1. Choose the"; @@ -3777,7 +3779,7 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ mes "a different size"; mes "than the others."; next; - if (select("Giant Whisper:Marine:Cornutus:Kobold Archer") == 2) .@user_p += 1; + if (select("Giant Whisper", "Marine", "Cornutus", "Kobold Archer") == 2) .@user_p += 1; break; } if (rand(1,10) < 9 ) { @@ -3804,7 +3806,7 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ mes "B.S. Sacramenti from the"; mes "ones displayed in the list."; next; - if (select("Lex Divina:Gloria:Recovery:Sanctuary") == 2) .@user_p += 1; + if (select("Lex Divina", "Gloria", "Recovery", "Sanctuary") == 2) .@user_p += 1; break; case 2: mes "[Aaron]"; @@ -3812,7 +3814,7 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ mes "is not related to the creation"; mes "of a Condensed White Potion."; next; - if (select("Medicine Bowl:Witch Starsand:Empty Bottle:Empty Potion Bottle") == 3) .@user_p += 1; + if (select("Medicine Bowl", "Witch Starsand", "Empty Bottle", "Empty Potion Bottle") == 3) .@user_p += 1; break; case 3: mes "[Aaron]"; @@ -3820,7 +3822,7 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ mes "necessary for a Blacksmith"; mes "to create a Gladius."; next; - if (select("Sapphire:Zircon:Topaz:Cursed Ruby") == 1) .@user_p += 1; + if (select("Sapphire", "Zircon", "Topaz", "Cursed Ruby") == 1) .@user_p += 1; break; } if (rand(1,10) < 8 ) { @@ -3849,7 +3851,7 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ mes "unrelated to the"; mes "Mage's Bolt type skills."; next; - if (select("Water:Earth:Fire:Wind") == 2) .@user_p += 1; + if (select("Water", "Earth", "Fire", "Wind") == 2) .@user_p += 1; break; case 2: mes "[Aaron]"; @@ -3857,7 +3859,7 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ mes "Bunny Band's DEF"; mes "and its added ability?"; next; - if (select("1 / LUK +2:1 / LUK +5:2 / LUK +2:2 / LUK +5") == 3) .@user_p += 1; + if (select("1 / LUK +2", "1 / LUK +5", "2 / LUK +2", "2 / LUK +5") == 3) .@user_p += 1; break; case 3: mes "[Aaron]"; @@ -3866,7 +3868,7 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ mes "matched with its Monster"; mes "Card name."; next; - if (select("Hornet Card - Martyr:Requiem - Chaos:Wormtail - Clever:Golem - Immortal") == 4) .@user_p += 1; + if (select("Hornet Card - Martyr", "Requiem - Chaos", "Wormtail - Clever", "Golem - Immortal") == 4) .@user_p += 1; break; } if (rand(1,10) < 8 ) { @@ -3926,7 +3928,7 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ mes "name of the ruler of the"; mes "Rune-Midgarts Kingdom."; next; - if (select("Tristan lll:Tristram lll:Tristar lll:Trust lll") == 2) .@user_p += 1; + if (select("Tristan lll", "Tristram lll", "Tristar lll", "Trust lll") == 2) .@user_p += 1; break; case 2: mes "[Aaron]"; @@ -3934,7 +3936,7 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ mes "that is a different type"; mes "than the others."; next; - if (select("Penomena:Hatii:Pest:Explosion") == 1) .@user_p += 1; + if (select("Penomena", "Hatii", "Pest", "Explosion") == 1) .@user_p += 1; break; } if (rand(1,10) < 8 ) { @@ -3986,14 +3988,14 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ mes "which does not drop the"; mes "'Yggdrasil Leaf' item."; next; - if (select("Marduk:Baphomet Jr.:Angeling:Wanderer") == 1) .@user_p += 1; + if (select("Marduk", "Baphomet Jr.", "Angeling", "Wanderer") == 1) .@user_p += 1; break; case 2: mes "[Aaron]"; mes "5. Choose the job class"; mes "that cannot equip Silk Robe."; next; - if (select("Swordman:Merchant:Hunter:Mage") == 3) .@user_p += 1; + if (select("Swordman", "Merchant", "Hunter", "Mage") == 3) .@user_p += 1; break; case 3: mes "[Aaron]"; @@ -4001,7 +4003,7 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ mes "requirement for entering"; mes "the PvP Room."; next; - if (select("30:31:32:33") == 2) .@user_p += 1; + if (select("30", "31", "32", "33") == 2) .@user_p += 1; break; } zis_5 = rand(1,10); @@ -4055,7 +4057,7 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ mes "correct weight"; mes "for 1 Empty Bottle?"; next; - if (select("1:2:3") == 2) .@user_p += 1; + if (select("1", "2", "3") == 2) .@user_p += 1; break; case 2: mes "[Aaron]"; @@ -4063,7 +4065,7 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ mes "correct DEF for"; mes "the Indian Filet item."; next; - if (select("0:1:2:3") == 4) .@user_p += 1; + if (select("0", "1", "2", "3") == 4) .@user_p += 1; break; case 3: mes "[Aaron]"; @@ -4071,7 +4073,7 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ mes "city closest to"; mes "Turtle Island?"; next; - if (select("Al De Baran:Alberta:Comodo:Izlude") == 2) .@user_p += 1; + if (select("Al De Baran", "Alberta", "Comodo", "Izlude") == 2) .@user_p += 1; break; } if (rand(1,10) < 9 ) { @@ -4123,20 +4125,20 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ mes "by fifteen, divided by three,"; mes "plus five is equal to...?"; next; - if (select("250:255:260:265") == 3) .@user_p += 1; + if (select("250", "255", "260", "265") == 3) .@user_p += 1; break; case 2: mes "[Aaron]"; mes "7. Four thousand five hundred sixty divided by four, divided by two, plus three is equal to...?"; next; - if (select("573:574:575:576") == 1) .@user_p += 1; + if (select("573", "574", "575", "576") == 1) .@user_p += 1; break; case 3: mes "[Aaron]"; mes "7. Three thousand one hundred"; mes "two added to five hundred, plus four, divided by six equals..."; next; - if (select("600:601:602") == 2) .@user_p += 1; + if (select("600", "601", "602") == 2) .@user_p += 1; break; } if (rand(1,10) < 9 ) { @@ -4193,7 +4195,7 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ mes "that is the closest to the"; mes "Item Upgrade Place in Juno."; next; - if (select("Tavern:Monster Library:Tool Shop:Weapon Shop") == 4) .@user_p += 1; + if (select("Tavern", "Monster Library", "Tool Shop", "Weapon Shop") == 4) .@user_p += 1; break; case 2: mes "[Aaron]"; @@ -4201,7 +4203,7 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ mes "Trap skill which does not"; mes "inflict Property Damage."; next; - if (select("Claymore Trap:Freezing Trap:Shockwave Trap:Land Mine") == 3) .@user_p += 1; + if (select("Claymore Trap", "Freezing Trap", "Shockwave Trap", "Land Mine") == 3) .@user_p += 1; break; } if ( rand(1,10) < 9 ) { @@ -4254,7 +4256,7 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ mes "receive the most damage"; mes "from a Fire Property Dagger?"; next; - if (select("Dagger Goblin:Mace Goblin:Morning Star Goblin:Hammer Goblin") == 4) .@user_p += 1; + if (select("Dagger Goblin", "Mace Goblin", "Morning Star Goblin", "Hammer Goblin") == 4) .@user_p += 1; break; case 2: mes "[Aaron]"; @@ -4262,7 +4264,7 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ mes "on which the Mage skill,"; mes "''Stone Curse,'' is ineffective. ^FFFFFFaaaaaa aaaaaaa aaaaaa aaaaaaa aaaaaaaaa^000000"; next; - if (select("Elder Willow:Evil Druid:Magnolia:Marc") == 2) .@user_p += 1; + if (select("Elder Willow", "Evil Druid", "Magnolia", "Marc") == 2) .@user_p += 1; break; } if ( rand(1,10) < 9 ) { @@ -4312,7 +4314,7 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ mes "that looks different"; mes "than all the others."; next; - if (select("Prontera Hollgrehenn:Prontera Doll Merchant:Izlude Meat Merchant:Morroc Meat Merchant") == 3) .@user_p += 1; + if (select("Prontera Hollgrehenn", "Prontera Doll Merchant", "Izlude Meat Merchant", "Morroc Meat Merchant") == 3) .@user_p += 1; break; case 2: mes "[Aaron]"; @@ -4320,7 +4322,7 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ mes "that cannot be equipped"; mes "by Novice class characters."; next; - if (select("Funeral Hat:Shackles:Wooden Mail:Pantie") == 3) .@user_p += 1; + if (select("Funeral Hat", "Shackles", "Wooden Mail", "Pantie") == 3) .@user_p += 1; break; } if ( rand(1,10) < 9 ) { @@ -4348,7 +4350,7 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ next; mes "[Aaron]"; mes "Umm..."; - mes ""+ strcharinfo(0) +":"; + mes ""+ strcharinfo(PC_NAME) +":"; mes ""+.@user_p+" points!"; next; mes "[Aaron]"; @@ -4395,7 +4397,7 @@ geffen_in,61,72,7 script Aaron#sign 4_M_SAGE_A,{ mes "or you're the most gorgeous"; mes "woman I've seen in my life!"; next; - if (Sex == 1) { + if (Sex == SEX_MALE) { select("Um, I'm a dude..."); emotion e_sob; mes "[Aaron]"; @@ -4464,7 +4466,7 @@ cmd_in02,88,51,4 script Strange Guy#sign 1_M_SIGNART,{ mes "my lucky streak"; mes "gonna start?"; next; - switch(select("Excuse me...:Just pass by.")) { + switch(select("Excuse me...", "Just pass by.")) { case 1: mes "[Dearles]"; mes "What is it?!"; @@ -4473,7 +4475,7 @@ cmd_in02,88,51,4 script Strange Guy#sign 1_M_SIGNART,{ mes "and total strangers, so"; mes "get to the point~!"; next; - switch(select("Oh, nothing.:I'm here for Metz...?")) { + switch(select("Oh, nothing.", "I'm here for Metz...?")) { case 1: mes "[Dearles]"; mes "Wha...? You bother"; @@ -4482,9 +4484,8 @@ cmd_in02,88,51,4 script Strange Guy#sign 1_M_SIGNART,{ mes "I'll freakin' beat you to near"; mes "freakin' death! Bam bam bam!"; close2; - percentheal -100,0; soundeffect "effect\\sign_noise.wav",1; - percentheal -99,0; + Hp = 1; warp "comodo",122,100; end; case 2: @@ -4518,7 +4519,7 @@ cmd_in02,88,51,4 script Strange Guy#sign 1_M_SIGNART,{ mes "Soooooo, did you"; mes "bring the money?"; next; - switch(select("Here you are...:Not yet...")) { + switch(select("Here you are...", "Not yet...")) { case 1: mes "[Dearles]"; mes "Ummm......."; @@ -4712,7 +4713,7 @@ cmd_in02,88,51,4 script Strange Guy#sign 1_M_SIGNART,{ mes "wanna try again, you're"; mes "welcome to another chance..."; next; - switch(select("Yes.:Maybe later.")) { + switch(select("Yes.", "Maybe later.")) { case 1: mes "[Dearles]"; mes "Okay..."; @@ -4745,7 +4746,7 @@ cmd_in02,88,51,4 script Strange Guy#sign 1_M_SIGNART,{ mes "go find someone named,"; mes "um, ''Bakerlan'' in Alberta."; sign_q = 35; - getitem Part_Of_Star's_Sob,1; + getitem Part_Of_Stars_Sob,1; if (RENEWAL_EXP) { if (BaseLevel < 60) getexp 300,0; else if (BaseLevel < 70) getexp 700,0; @@ -4782,7 +4783,7 @@ cmd_in02,88,51,4 script Strange Guy#sign 1_M_SIGNART,{ mes "go find someone named,"; mes "um, ''Bakerlan'' in Alberta."; sign_q = 35; - getitem Part_Of_Star's_Sob,1; + getitem Part_Of_Stars_Sob,1; Zeny += 20000; if (RENEWAL_EXP) { if (BaseLevel < 60) getexp 300,0; @@ -4860,7 +4861,7 @@ cmd_in02,88,51,4 script Strange Guy#sign 1_M_SIGNART,{ mes "more of your cash!"; emotion e_gg; next; - switch(select("Okay.:I want to take Part Two again.")) { + switch(select("Okay.", "I want to take Part Two again.")) { case 1: mes "[Dearles]"; mes "Fine, fine."; @@ -4951,7 +4952,7 @@ cmd_in01,33,25,5 script Examiner#sign 4_F_07,{ } else if (sign_q == 32) { mes "Let's see..."; - mes "You're "+ strcharinfo(0) +"?"; + mes "You're "+ strcharinfo(PC_NAME) +"?"; mes "Oh, what a shame!"; mes "You failed this time."; mes "But don't you worry..."; @@ -4966,7 +4967,7 @@ cmd_in01,33,25,5 script Examiner#sign 4_F_07,{ } else if (sign_q == 33) { mes "Let's see..."; - mes "You're "+ strcharinfo(0) +"?"; + mes "You're "+ strcharinfo(PC_NAME) +"?"; mes "Congratulations!"; mes "You passed the test!"; next; @@ -4979,7 +4980,7 @@ cmd_in01,33,25,5 script Examiner#sign 4_F_07,{ } else if (sign_q == 34) { mes "Let's see..."; - mes "You're "+ strcharinfo(0) +"?"; + mes "You're "+ strcharinfo(PC_NAME) +"?"; mes "Congratulations!"; mes "You got a perfect"; mes "score on this test!"; @@ -5009,7 +5010,7 @@ cmd_in01,16,24,0 script Emergency Exit HIDDEN_NPC,{ mes "[Exit]"; mes "Would you like to go out?"; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Exit]"; mes "Farewell."; @@ -5164,8 +5165,8 @@ OnInit: end; OnEnable: - specialeffect EF_SUMMONSLAVE; enablenpc "s_dance#up"; + specialeffect EF_SUMMONSLAVE; end; OnDisable: @@ -5220,8 +5221,8 @@ OnInit: end; OnEnable: - specialeffect EF_SUMMONSLAVE; enablenpc "s_dance#down"; + specialeffect EF_SUMMONSLAVE; end; OnDisable: @@ -5297,8 +5298,8 @@ OnInit: OnEnable: - specialeffect EF_SUMMONSLAVE; enablenpc "s_dance#left"; + specialeffect EF_SUMMONSLAVE; end; OnDisable: @@ -5365,8 +5366,8 @@ OnInit: end; OnEnable: - specialeffect EF_SUMMONSLAVE; enablenpc "s_dance#right"; + specialeffect EF_SUMMONSLAVE; end; OnDisable: @@ -5439,8 +5440,8 @@ OnInit: end; OnEnable: - specialeffect EF_SUMMONSLAVE; enablenpc "s_dance#cen"; + specialeffect EF_SUMMONSLAVE; end; OnDisable: @@ -5534,7 +5535,7 @@ alberta_in,125,101,5 script Wealthy-looking Merchant 1_M_SIGNMCNT,{ mes "?"; mes "Who are you?"; next; - switch(select("Nothing.:Mr. Metz sent me.")) { + switch(select("Nothing.", "Mr. Metz sent me.")) { case 1: mes "[Bakerlan]"; mes "Hmm..."; @@ -5561,7 +5562,7 @@ alberta_in,125,101,5 script Wealthy-looking Merchant 1_M_SIGNMCNT,{ mes "with your pieces of the"; mes "Sobbing Starlight..."; next; - switch(select("Give me a minute...:Here...")) { + switch(select("Give me a minute...", "Here...")) { case 1: mes "[Bakerlan]"; mes "Well, you better"; @@ -5570,7 +5571,7 @@ alberta_in,125,101,5 script Wealthy-looking Merchant 1_M_SIGNMCNT,{ mes "my time is quite precious."; close; case 2: - if (countitem(Part_Of_Star's_Sob) < 5) { + if (countitem(Part_Of_Stars_Sob) < 5) { mes "[Bakerlan]"; mes "Hmm, I suppose you"; mes "still haven't completed"; @@ -5579,7 +5580,7 @@ alberta_in,125,101,5 script Wealthy-looking Merchant 1_M_SIGNMCNT,{ mes "Starlight, you know..."; close; } - else if (countitem(Part_Of_Star's_Sob) == 5) { + else if (countitem(Part_Of_Stars_Sob) == 5) { mes "[Bakerlan]"; mes "Ah, now I see that"; mes "you speak the truth."; @@ -5654,7 +5655,7 @@ alberta_in,125,101,5 script Wealthy-looking Merchant 1_M_SIGNMCNT,{ mes "Now bring all of the stone pieces to Metz."; mes "He will tell you what you need to do next."; sign_q = 53; - getitem Part_Of_Star's_Sob,1; + getitem Part_Of_Stars_Sob,1; if (RENEWAL_EXP) { if (BaseLevel < 60) getexp 500,0; else if (BaseLevel < 70) getexp 800,0; @@ -5760,7 +5761,7 @@ alberta_in,154,171,5 script Maid#s10 4_F_JPN,{ mes "What can I do"; mes "about this...?"; next; - switch(select("Ignore her.:Excuse me, but Mahatra sent me...")) { + switch(select("Ignore her.", "Excuse me, but Mahatra sent me...")) { case 1: mes "[Seylin]"; mes "Oh, it's no use"; @@ -5802,7 +5803,7 @@ alberta_in,154,171,5 script Maid#s10 4_F_JPN,{ mes "I don't know if the master"; mes "would approve of this..."; next; - switch(select("I can't do it.:Let me think about it.:Sure, why not?")) { + switch(select("I can't do it.", "Let me think about it.", "Sure, why not?")) { case 1: mes "[Seylin]"; mes "Oh, really?"; @@ -5850,7 +5851,7 @@ alberta_in,154,171,5 script Maid#s10 4_F_JPN,{ mes "I'll repay you,"; mes "of course."; next; - switch(select("No.:Yes.")) { + switch(select("No.", "Yes.")) { case 1: mes "[Seylin]"; mes "Oh really?"; @@ -5886,7 +5887,7 @@ alberta_in,154,171,5 script Maid#s10 4_F_JPN,{ mes "I'll be sure to pay"; mes "you back somehow."; next; - switch(select("Um, I'm still thinking.:Yes.")) { + switch(select("Um, I'm still thinking.", "Yes.")) { case 1: mes "[Seylin]"; mes "Oh okay."; @@ -6130,7 +6131,7 @@ prt_castle,107,58,5 script Soldier#s11 8W_SOLDIER,{ mes "again for helping"; mes "out my sister, we"; mes "really appreciate it."; - if (Sex == 1) { + if (Sex == SEX_MALE) { if (rand(1,5) == 5) { next; mes "[Maruin]"; @@ -6153,7 +6154,7 @@ alde_alche,169,162,7 script Alchemist#sign 4_M_ALCHE_B,{ mes "Stone of Sage, but in my opinion, their goals are too short sighted. There are more important studies"; mes "to be conducted in the name of science for the good of mankind..."; next; - switch(select("...:So what are you studying?")) { + switch(select("...", "So what are you studying?")) { case 1: mes "[Melkaba]"; mes "In the end, the "; @@ -6181,7 +6182,7 @@ alde_alche,169,162,7 script Alchemist#sign 4_M_ALCHE_B,{ mes "please leave my"; mes "laboratory!"; next; - switch(select("Vigorgra?:Oh, I'm sorry.")) { + switch(select("Vigorgra?", "Oh, I'm sorry.")) { case 1: mes "[Melkaba]"; mes "What?! Who told you"; @@ -6191,7 +6192,7 @@ alde_alche,169,162,7 script Alchemist#sign 4_M_ALCHE_B,{ mes "ready for you. Now tell me..."; mes "Why do you want it?"; next; - switch(select("No, I don't want it!:I need Vigorgra for... a friend.")) { + switch(select("No, I don't want it!", "I need Vigorgra for... a friend.")) { case 1: mes "[Melkaba]"; mes "You immature--!"; @@ -6255,7 +6256,7 @@ alde_alche,169,162,7 script Alchemist#sign 4_M_ALCHE_B,{ mes "you need for the"; mes "Vigorgra...?"; next; - switch(select("Not yet...:Yes.")) { + switch(select("Not yet...", "Yes.")) { case 1: mes "[Melkaba]"; mes "Well, let me"; @@ -6286,7 +6287,7 @@ alde_alche,169,162,7 script Alchemist#sign 4_M_ALCHE_B,{ mes "everything ready..."; next; mes "[Melkaba]"; - if ((countitem(Royal_Jelly) < 10) || (countitem(Honey) < 20) || (countitem(Bear's_Foot) < 30) || (countitem(Leaflet_Of_Hinal) < 1) || (countitem(Ment) < 1) || (countitem(Empty_Bottle) < 1)) { + if ((countitem(Royal_Jelly) < 10) || (countitem(Honey) < 20) || (countitem(Bears_Foot) < 30) || (countitem(Leaflet_Of_Hinal) < 1) || (countitem(Ment) < 1) || (countitem(Empty_Bottle) < 1)) { mes "Hmm, you're still"; mes "missing some of the"; mes "ingredients. Now, listen"; @@ -6357,7 +6358,7 @@ alde_alche,169,162,7 script Alchemist#sign 4_M_ALCHE_B,{ Zeny -= 10000; delitem Royal_Jelly,10; delitem Honey,20; - delitem Bear's_Foot,30; + delitem Bears_Foot,30; delitem Leaflet_Of_Hinal,1; delitem Ment,1; delitem Empty_Bottle,1; @@ -6375,7 +6376,7 @@ alde_alche,169,162,7 script Alchemist#sign 4_M_ALCHE_B,{ specialeffect EF_PHARMACY_FAIL; delitem Royal_Jelly,10; delitem Honey,20; - delitem Bear's_Foot,30; + delitem Bears_Foot,30; delitem Leaflet_Of_Hinal,1; delitem Ment,1; delitem Empty_Bottle,1; @@ -6396,7 +6397,7 @@ alde_alche,169,162,7 script Alchemist#sign 4_M_ALCHE_B,{ mes "Stone of Sage, but in my opinion, their goals are too short sighted. There are more important studies"; mes "to be conducted in the name of science for the good of mankind..."; next; - switch(select("...:So what are you studying?")) { + switch(select("...", "So what are you studying?")) { case 1: mes "[Melkaba]"; mes "In the end, the"; @@ -6422,7 +6423,7 @@ alde_alche,169,162,7 script Alchemist#sign 4_M_ALCHE_B,{ mes "Stone of Sage, but in my opinion, their goals are too short sighted. There are more important studies"; mes "to be conducted in the name of science for the good of mankind..."; next; - switch(select("...:So what are you studying?")) { + switch(select("...", "So what are you studying?")) { case 1: mes "[Melkaba]"; mes "In the end, the"; @@ -6497,7 +6498,7 @@ alberta_in,114,178,5 script Refined Steward 4_M_MANAGER,{ mes "a unique stone that has"; mes "your name attached to it.^000000"; sign_q = 38; - getnameditem 7049,strcharinfo(0); + getnameditem 7049,strcharinfo(PC_NAME); close; } else if (sign_q == 38 || (sign_q == 39 && countitem(Receipt_01) < 1)) { @@ -6533,7 +6534,7 @@ alberta_in,114,178,5 script Refined Steward 4_M_MANAGER,{ mes "you to perform another"; mes "task for him already?"; next; - switch(select("No.:You have another assignment for me.")) { + switch(select("No.", "You have another assignment for me.")) { case 1: mes "[Mahatra]"; mes "Very well."; @@ -6615,7 +6616,7 @@ alberta,98,202,5 script Guard#s10 8W_SOLDIER,{ mes "with the master, please"; mes "let me know."; next; - switch(select("I'd like to see Mr. Bakerlan.:Have a nice day.")) { + switch(select("I'd like to see Mr. Bakerlan.", "Have a nice day.")) { case 1: mes "[Hurubu]"; mes "Ah, you've"; @@ -6671,7 +6672,7 @@ alberta,43,49,5 script Poor-looking Merchant 4_M_ORIENT02,{ mes "How did the Alcheshs"; mes "become so rich so quickly?"; next; - switch(select("Alchesh family?:Do you know where Mr. Bakerlan is?")) { + switch(select("Alchesh family?", "Do you know where Mr. Bakerlan is?")) { case 1: mes "[Machen]"; mes "My family, the Tudas,"; @@ -6771,7 +6772,7 @@ yuno,330,100,4 script Knight#ss 4_M_JOB_KNIGHT2,{ mes "Trading Company? I've been"; mes "waiting for my order and they"; next; - switch(select("No, I'm not.:They must be busy.:Yes, I have your order.")) { + switch(select("No, I'm not.", "They must be busy.", "Yes, I have your order.")) { case 1: mes "[Leibech]"; mes "Oh, I'm sorry."; @@ -6796,7 +6797,7 @@ yuno,330,100,4 script Knight#ss 4_M_JOB_KNIGHT2,{ mes "item I ordered?"; mes "Where is it?"; next; - switch(select("I put it somewhere.:Sorry, I lost it.")) { + switch(select("I put it somewhere.", "Sorry, I lost it.")) { case 1: mes "[Leibech]"; mes "Oh, alright. "; @@ -6812,7 +6813,7 @@ yuno,330,100,4 script Knight#ss 4_M_JOB_KNIGHT2,{ mes "That's not funny!"; mes "You're joking, right?"; next; - switch(select("No. I'm not joking.:Okay, you got me~")) { + switch(select("No. I'm not joking.", "Okay, you got me~")) { case 1: mes "[Leibech]"; mes "I don't believe it!"; @@ -6835,7 +6836,7 @@ yuno,330,100,4 script Knight#ss 4_M_JOB_KNIGHT2,{ } } else { - .@signid = getcharid(0,strcharinfo(0)); + .@signid = getcharid(CHAR_ID_CHAR,strcharinfo(PC_NAME)); .@sign3 = .@signid & 65535; .@sign4 = .@signid >> 16; .@sign1 = 254; @@ -6943,7 +6944,7 @@ geffen_in,159,48,5 script Lonely-looking Woman 4_F_05,{ mes "enter someone's house without"; mes "being invited? Besides, I don't have the time to help strangers while I'm busy making dinner..."; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "W-wait!"; mes "I'm here to see..."; next; @@ -7072,18 +7073,18 @@ geffen_in,171,42,3 script Cute Girl 4_F_KID2,{ mes "Everyone says that daddy is the best blacksmith in the whole world! But now he lets his apprentices do"; mes "the work so he can go around the world to find a rare ore~ Isn't that amazing?"; next; - switch(select("What are you drawing by the way?:Apprentices?")) { + switch(select("What are you drawing by the way?", "Apprentices?")) { case 1: mes "[Liana]"; mes "Oh, this?"; mes "It's a letter for my daddy."; - mes "Mom said that some "+((Sex)?"guy":"lady")+" is gonna try to find my dad, so I'm making this so "+((Sex)?"":"s")+"he can take it him~"; + mes "Mom said that some "+ (Sex == SEX_MALE ? "guy" : "lady") +" is gonna try to find my dad, so I'm making this so "+ (Sex == SEX_MALE ? "he":"she")+ " can take it him~"; close; case 2: mes "[Liana]"; mes "Yeah, Uncle Hollegrehenn and Aragham come to visit sometimes and we all play. But, it's more fun to see my dad, even though he's not back yet. ^333333*Pout*^000000"; next; - switch(select("Don't you miss your dad?:He also misses you a lot.")) { + switch(select("Don't you miss your dad?", "He also misses you a lot.")) { case 1: mes "[Liana]"; mes "I miss him sooo much!"; @@ -7101,11 +7102,11 @@ geffen_in,171,42,3 script Cute Girl 4_F_KID2,{ mes "I wrote this letter!"; emotion e_dots; next; - switch(select("....:I'll bring this to him.")) { + switch(select("....", "I'll bring this to him.")) { case 1: mes "[Brenda Howard]"; mes "Liana~"; - mes "This nice "+((Sex)?"man":"lady")+" is going to look for your dad. Why don't you ask "+((Sex)?"him":"her")+" to take your letter to him for you?"; + mes "This nice "+ (Sex == SEX_MALE ? "man" : "lady") +" is going to look for your dad. Why don't you ask "+ (Sex == SEX_MALE ? "him" : "her") +" to take your letter to him for you?"; next; mes "[Liana]"; mes "You are...?"; @@ -7177,7 +7178,7 @@ mjo_dun02,88,295,4 script Flaming Spirit Man 4_M_03,{ mes "Oh great! I see that you're"; mes "carrying some Iron Ores with you. Would you be so kind as to lend me 1 Iron Ore? Please, I beg of you..."; next; - switch(select("Sure, why not?:Sorry, I can't.")) { + switch(select("Sure, why not?", "Sorry, I can't.")) { case 1: mes "[Engel]"; mes "Thank you so much!"; @@ -7223,7 +7224,7 @@ mjo_dun02,88,295,4 script Flaming Spirit Man 4_M_03,{ mes "Were you looking for me?"; mes "I'm sorry, but I'm busy at the moment. Please don't disturb me while I try to get my work done."; next; - switch(select("I need your help.:Here is a letter for you.:I am leaving, leaving.")) { + switch(select("I need your help.", "Here is a letter for you.", "I am leaving, leaving.")) { case 1: mes "[Engel]"; mes "Well, I'd like to help you,"; @@ -7278,7 +7279,7 @@ mjo_dun02,88,295,4 script Flaming Spirit Man 4_M_03,{ mes "[Engel]"; mes "Right. Let me guide you to a shortcut to the exit of these mines, just in case you don't know your way out of here. Good luck~"; delitem Picture_Letter,1; - delitem Part_Of_Star's_Sob,7; + delitem Part_Of_Stars_Sob,7; sign_q = 57; close2; warp "mjo_dun02",371,344; @@ -7385,8 +7386,8 @@ mjo_dun02,88,295,4 script Flaming Spirit Man 4_M_03,{ mes "While you were gone, I managed to restore this Sobbing Starlight. Why don't you go ahead and take a look?"; next; sign_q = 71; - getitem Star's_Sob,1; - specialeffect2 EF_YUFITELHIT; + getitem Stars_Sob,1; + specialeffect(EF_YUFITELHIT, AREA, playerattached()); next; mes "[Engel]"; mes "This was one of the most difficult jobs I've ever done. But look! It was beautiful when broken in fragments but now it's absolutely dazzling! This was really worth my effort."; @@ -7505,8 +7506,8 @@ mjo_dun02,88,295,4 script Flaming Spirit Man 4_M_03,{ if (countitem(Golden_Anvil) > 0) delitem Golden_Anvil,1; else if (countitem(Emperium_Anvil) > 0) delitem Emperium_Anvil,1; sign_q = 71; - getitem Star's_Sob,1; - specialeffect2 EF_YUFITELHIT; + getitem Stars_Sob,1; + specialeffect(EF_YUFITELHIT, AREA, playerattached()); close; } else { @@ -7785,7 +7786,7 @@ umbala,163,256,3 script Native#_s 4_F_UMGIRL,{ mes "Would you give that to me?"; mes "Pretty please...?"; next; - switch(select("Sure~:^FF0000No.^000000")) { + switch(select("Sure~", "^FF0000No.^000000")) { case 1: mes "[Laotan]"; mes "Hooooray!"; @@ -7878,7 +7879,7 @@ um_in,27,23,3 script Fastidious-Looking Guy 2_M_MOLGENSTEIN,{ mes "that you leave, right now!"; emotion e_an; next; - switch(select("I'm here for Metz Brayde.:My apologies.:Would you look at this?:...")) { + switch(select("I'm here for Metz Brayde.", "My apologies.", "Would you look at this?", "...")) { case 1: mes "[Cyon]"; mes "Huh? Brayde?"; @@ -7938,7 +7939,7 @@ um_in,27,23,3 script Fastidious-Looking Guy 2_M_MOLGENSTEIN,{ mes "Get out here right now!"; close2; percentheal -30,0; - specialeffect2 EF_MAGNUMBREAK; + specialeffect(EF_MAGNUMBREAK, AREA, playerattached()); end; } } @@ -8003,7 +8004,7 @@ um_in,27,23,3 script Fastidious-Looking Guy 2_M_MOLGENSTEIN,{ mes "make me get violent..."; next; percentheal -30,0; - specialeffect2 EF_MAGNUMBREAK; + specialeffect(EF_MAGNUMBREAK, AREA, playerattached()); next; warp "umbala",111,121; end; @@ -8058,7 +8059,7 @@ alberta,165,83,4 script Fastidious Old Man 4_M_SAGE_C,{ mes "man's got no choice but to get"; mes "some sort of seeing aid..."; next; - switch(select("Wait, I've got a pair of glasses...:Pass on by.")) { + switch(select("Wait, I've got a pair of glasses...", "Pass on by.")) { case 1: mes "[Frank]"; mes "Oh, you've brought me"; @@ -8068,7 +8069,7 @@ alberta,165,83,4 script Fastidious Old Man 4_M_SAGE_C,{ mes "I do for you in return?"; next; while(1) { - switch(select("About Geffen's Hidden Power:About Sobbing Starlight:Interpret Ancient Document")) { + switch(select("About Geffen's Hidden Power", "About Sobbing Starlight", "Interpret Ancient Document")) { case 1: mes "[Frank]"; mes "Geffen's hidden power?"; @@ -8162,10 +8163,10 @@ gef_fild07,182,241,0 script #Valkyrie Warp HIDDEN_NPC,1,1,{ OnTouch: if ((sign_q == 80) && (countitem(Resin) > 3) && (countitem(Stone_Heart) > 11) && (countitem(Coral_Reef) > 364)) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What the...?"; mes "What's happening?!"; - specialeffect2 EF_BEGINSPELL6; + specialeffect(EF_BEGINSPELL6, AREA, playerattached()); next; mes "^3355FFFor some reason, in"; mes "this particular spot, the"; @@ -8174,14 +8175,14 @@ OnTouch: mes "and Coral Reefs that you're"; mes "holding. All the objects are"; mes "violently resonating...^000000"; - specialeffect2 EF_ENHANCE; + specialeffect(EF_ENHANCE, AREA, playerattached()); next; mes "^3355FFAll of a sudden these"; mes "objects emit a bright flash"; mes "of light that envelops your"; mes "entire body, then you gently"; mes "fall into unconsciousness...^000000"; - specialeffect2 EF_FLASHER; + specialeffect(EF_FLASHER, AREA, playerattached()); next; delitem Resin,4; delitem Stone_Heart,12; @@ -8216,7 +8217,7 @@ himinn,48,86,5 script Valkyrie#sign 4_F_VALKYRIE,{ end; } else if (sign_q == 81) { - mes "Welcome, "+strcharinfo(0)+","; + mes "Welcome, "+strcharinfo(PC_NAME)+","; mes "to this realm of holiness."; mes "You have endured great difficulty and tested your courage to obtain the Sobbing Starlight, which will be the certificate for your test."; next; @@ -8324,7 +8325,7 @@ himinn,48,86,5 script Valkyrie#sign 4_F_VALKYRIE,{ next; mes "[Valkyrie Sandra]"; mes "Congratulations,"; - mes ""+ strcharinfo(0) +". Verily,"; + mes ""+ strcharinfo(PC_NAME) +". Verily,"; mes "you are an honorable"; mes "hero worthy of praise!"; sign_q = 137; @@ -8512,7 +8513,7 @@ que_sign01,196,39,4 script Serin#serin 4_F_01,{ mes "but I'm begging you. Don't get"; mes "in my way."; next; - switch(select("Alright. I'll let you go.:No, you have to be stopped.")) { + switch(select("Alright. I'll let you go.", "No, you have to be stopped.")) { case 1: mes "[Serin]"; mes "Are you really willing"; @@ -8520,7 +8521,7 @@ que_sign01,196,39,4 script Serin#serin 4_F_01,{ mes "my sake? You do understand"; mes "that you'll be failing the ordeals set before you by the gods..."; next; - switch(select("I changed my mind for Rune-Midgard.:I do, and it's alright...")) { + switch(select("I changed my mind for Rune-Midgard.", "I do, and it's alright...")) { case 1: mes "[Serin]"; mes "..."; @@ -8635,7 +8636,7 @@ que_sign01,196,39,4 script Serin#serin 4_F_01,{ .@fail_s3 = rand(1,600); .@fail_s4 = rand(1,500); .@fail_s5 = rand(1,400); - if (countitem(Serin's_Gold_Ring_) == 1) { + if (countitem(Serins_Gold_Ring_) == 1) { if (((sign_sq == 0) && (.@fail_s3 == 356)) || ((sign_sq == 1) && (.@fail_s2 == 356)) || (.@fail_s1 == 356)) { sign_q = 200; mes "[Serin]"; @@ -8794,9 +8795,9 @@ que_sign01,197,195,4 script Serin#witch 4_F_01,{ mes "pity my situation since you've"; mes "never been bound to Niflheim,"; mes "but I'm begging you. Don't get"; - mes "in my way, "+strcharinfo(0)+"."; + mes "in my way, "+strcharinfo(PC_NAME)+"."; next; - switch(select("I can't let you do this!:Okay, have it your way.")) { + switch(select("I can't let you do this!", "Okay, have it your way.")) { case 1: sign_q = 125; close; @@ -8807,7 +8808,7 @@ que_sign01,197,195,4 script Serin#witch 4_F_01,{ mes "my sake? You do understand"; mes "that you'll be failing the ordeals set before you by the gods..."; next; - switch(select("I changed my mind for Rune-Midgard.:I do, and it's alright...")) { + switch(select("I changed my mind for Rune-Midgard.", "I do, and it's alright...")) { case 1: sign_q = 125; close; @@ -8828,7 +8829,7 @@ que_sign01,197,195,4 script Serin#witch 4_F_01,{ } } else if (sign_q == 125) { - if (countitem(Serin's_Gold_Ring_) ==1) { + if (countitem(Serins_Gold_Ring_) ==1) { mes "[Serin]"; mes "If you think that"; mes "I can't summon Dark Lord"; @@ -8956,7 +8957,7 @@ que_sign01,197,195,4 script Serin#witch 4_F_01,{ mes "Farewell, now."; mes "And good luck on"; mes "your travels, my friend..."; - delitem Witch's_Potion,1; + delitem Witchs_Potion,1; sign_q = 127; close; } @@ -8976,9 +8977,9 @@ que_sign01,197,195,4 script Serin#witch 4_F_01,{ .@fail_s3 = rand(1,800); .@fail_s4 = rand(1,700); .@fail_s5 = rand(1,600); - if (countitem(Serin's_Gold_Ring_) == 1) { + if (countitem(Serins_Gold_Ring_) == 1) { if (((sign_sq == 0) && (.@fail_s3 == 356)) || ((sign_sq == 1) && (.@fail_s2 == 356)) || (.@fail_s1 == 356)) { - delitem Witch's_Potion,1; + delitem Witchs_Potion,1; sign_q = 200; mes "[Serin]"; mes "Even though you tried"; @@ -9025,7 +9026,7 @@ que_sign01,197,195,4 script Serin#witch 4_F_01,{ } else { if (((sign_sq == 0) && (.@fail_s5 == 356)) || ((sign_sq == 1) && (.@fail_s4 == 356)) || (.@fail_s3 == 356)) { - delitem Witch's_Potion,1; + delitem Witchs_Potion,1; sign_q = 200; mes "[Serin]"; mes "Even though you tried"; @@ -9114,12 +9115,10 @@ niflheim,313,70,4 script Pleasant-Featured Lady#s 4_F_01,{ mes "You're the one I'm looking"; mes "for, the one who's been on"; mes "a long journey to prove"; - if (Sex == 1) { + if (Sex == SEX_MALE) mes "his courage."; - } - else { + else mes "her courage."; - } next; mes "[Serin]"; mes "Even in the darkness of"; @@ -9128,7 +9127,7 @@ niflheim,313,70,4 script Pleasant-Featured Lady#s 4_F_01,{ mes "a star! I beg of you, please"; mes "listen to my story..."; next; - switch(select("I'm busy, sorry.:Sure, go ahead.")) { + switch(select("I'm busy, sorry.", "Sure, go ahead.")) { case 1: mes "[Serin]"; mes "I know I can't stop"; @@ -9151,7 +9150,7 @@ niflheim,313,70,4 script Pleasant-Featured Lady#s 4_F_01,{ mes "your help to get out of"; mes "here as soon as I can~"; next; - switch(select("Er, I'm busy, now that I think about it.:Sure, let's do it.")) { + switch(select("Er, I'm busy, now that I think about it.", "Sure, let's do it.")) { case 1: mes "[Serin]"; mes "I know I can't stop"; @@ -9166,7 +9165,7 @@ niflheim,313,70,4 script Pleasant-Featured Lady#s 4_F_01,{ mes "the other unfortunate souls in"; mes "this place, I'd be truly grateful. Somehow, I think solving their problems will help me get back."; next; - switch(select("Sure, why not?:Why should I help them?")) { + switch(select("Sure, why not?", "Why should I help them?")) { case 1: mes "[Serin]"; mes "I knew you'd understand!"; @@ -9220,7 +9219,7 @@ niflheim,313,70,4 script Pleasant-Featured Lady#s 4_F_01,{ mes "I want you to have this ring. It's the only way I can properly express my gratitude for your aid so far."; sign_q = 85; sign_sq = 0; - getitem Serin's_Gold_Ring,1; + getitem Serins_Gold_Ring,1; close; } else { @@ -9265,16 +9264,16 @@ niflheim,313,70,4 script Pleasant-Featured Lady#s 4_F_01,{ } else if (sign_q < 92) { mes "[Serin]"; - mes "Hello, "+strcharinfo(0)+","; + mes "Hello, "+strcharinfo(PC_NAME)+","; mes "I'm surprised that"; mes "you've managed to survive"; mes "here all this time. It's no small feat for a mortal to be able to remain alive in Niflheim..."; close; } else if (sign_q == 92) { - if (countitem(Serin's_Gold_Ring) > 0) { + if (countitem(Serins_Gold_Ring) > 0) { mes "[Serin]"; - mes "Ah, "+strcharinfo(0)+"~"; + mes "Ah, "+strcharinfo(PC_NAME)+"~"; mes "How is everything?"; mes "Once again, I want to"; mes "thank you for helping the"; @@ -9290,7 +9289,7 @@ niflheim,313,70,4 script Pleasant-Featured Lady#s 4_F_01,{ } else { mes "[Serin]"; - mes "Ah, "+strcharinfo(0)+"~"; + mes "Ah, "+strcharinfo(PC_NAME)+"~"; mes "How is everything?"; next; mes "[Serin]"; @@ -9301,7 +9300,7 @@ niflheim,313,70,4 script Pleasant-Featured Lady#s 4_F_01,{ mes "you want to ask me?"; next; } - switch(select("Nothing.:About the Queen of the Dead...")) { + switch(select("Nothing.", "About the Queen of the Dead...")) { case 1: mes "[Serin]"; mes "Well, if you ever"; @@ -9408,7 +9407,7 @@ niflheim,313,70,4 script Pleasant-Featured Lady#s 4_F_01,{ mes "the Symbol of the Nine Realms?"; mes "It's a very dangerous object that could cause a lot of trouble if it fell into the wrong hands..."; next; - switch(select("What do you mean??:Don't worry, it won't.")) { + switch(select("What do you mean??", "Don't worry, it won't.")) { case 1: mes "[Serin]"; mes "There are plenty of dead"; @@ -9416,7 +9415,7 @@ niflheim,313,70,4 script Pleasant-Featured Lady#s 4_F_01,{ mes "driven by regret and despair."; mes "The rage of being dead may result in some of them performing horrific deeds if they had the symbol."; next; - switch(select("Then what should I do?:Thanks for the concern, but I'm not worried.")) { + switch(select("Then what should I do?", "Thanks for the concern, but I'm not worried.")) { case 1: mes "[Serin]"; mes "I really think that you"; @@ -9461,7 +9460,7 @@ niflheim,313,70,4 script Pleasant-Featured Lady#s 4_F_01,{ mes "If you obtain the"; mes "Symbol of Nine Realms,"; mes "please bring it to me"; - mes "right away, "+strcharinfo(0)+"."; + mes "right away, "+strcharinfo(PC_NAME)+"."; close; } else if (sign_q == 118) { @@ -9494,7 +9493,7 @@ niflheim,313,70,4 script Pleasant-Featured Lady#s 4_F_01,{ mes "Then, there's that Metz Brayde."; mes "Do you really believe that after he completes his research, he'll just give it back to you? You can't just trust someone to hold an object of enormous power and give it back!"; next; - switch(select("W-what should I do?:I can't believe this!")) { + switch(select("W-what should I do?", "I can't believe this!")) { case 1: mes "[Serin]"; mes "Well, I can't really tell"; @@ -9531,9 +9530,9 @@ niflheim,313,70,4 script Pleasant-Featured Lady#s 4_F_01,{ mes "..."; mes "......"; mes ".........."; - if (countitem(Serin's_Gold_Ring_) == 1) { + if (countitem(Serins_Gold_Ring_) == 1) { next; - switch(select("Give Serin her ring.:Keep the ring.")) { + switch(select("Give Serin her ring.", "Keep the ring.")) { case 1: mes "[Serin]"; mes "..."; @@ -9541,7 +9540,7 @@ niflheim,313,70,4 script Pleasant-Featured Lady#s 4_F_01,{ mes "............."; next; mes "[Serin]"; - mes "...."+strcharinfo(0)+"....."; + mes "...."+strcharinfo(PC_NAME)+"....."; mes "I don't want to forget you."; mes "I can forget my obsession with"; mes "life and all my other memories,"; @@ -9564,7 +9563,7 @@ niflheim,313,70,4 script Pleasant-Featured Lady#s 4_F_01,{ mes "to forget her sadness. The tears streaked across her cheeks and"; mes "the faint smile on her lips tell you that her memories of you"; mes "will always remain in her heart.^000000"; - delitem Serin's_Gold_Ring_,1; + delitem Serins_Gold_Ring_,1; getexp RENEWAL_EXP?50000:500000,0; close; case 2: @@ -9677,7 +9676,7 @@ niflheim,313,70,4 script Pleasant-Featured Lady#s 4_F_01,{ mes "So are you"; mes "ready to leave?"; next; - switch(select("Yes:Not yet")) { + switch(select("Yes", "Not yet")) { case 1: mes "[Serin]"; mes "Okay~"; @@ -9704,7 +9703,7 @@ niflheim,313,70,4 script Pleasant-Featured Lady#s 4_F_01,{ mes "of her soul and memories that"; mes "you can still sense somehow.^000000"; next; - switch(select("Follow the trace.:Ignore it.")) { + switch(select("Follow the trace.", "Ignore it.")) { case 1: close2; sign_q = 199; @@ -9730,23 +9729,23 @@ niflheim,313,70,4 script Pleasant-Featured Lady#s 4_F_01,{ mes "of her soul and memories that"; mes "you can still sense somehow."; mes "What could have happened to her?^000000"; - if (countitem(Serin's_Gold_Ring) > 0) { + if (countitem(Serins_Gold_Ring) > 0) { next; mes "^33555FFSuddenly, Serin's"; mes "gold ring sparkled"; mes "with a soft glow and"; mes "faded away.^000000"; - delitem Serin's_Gold_Ring,1; + delitem Serins_Gold_Ring,1; close; } close; } else { - if (countitem(Serin's_Gold_Ring) > 0) { + if (countitem(Serins_Gold_Ring) > 0) { mes "[Serin]"; mes "Thank you..."; emotion e_sob; - delitem Serin's_Gold_Ring,1; + delitem Serins_Gold_Ring,1; next; mes "^3355FFYou returned"; mes "Serin's gold ring.^000000"; @@ -9776,11 +9775,11 @@ que_sign01,122,141,4 script Witch#s 4_F_NFDEADMGCIAN,{ mes "You must be here to"; mes "help your friend take"; mes "care of Serin. Are you"; - mes "ready to go, "+strcharinfo(0)+"?"; + mes "ready to go, "+strcharinfo(PC_NAME)+"?"; next; - switch(select("Yes.:Not yet...")) { + switch(select("Yes.", "Not yet...")) { case 1: - switch(select("Go directly to Serin:Path Towards Serin")) { + switch(select("Go directly to Serin", "Path Towards Serin")) { case 1: mes "[Kirkena]"; mes "Thank you"; @@ -9810,7 +9809,7 @@ que_sign01,122,141,4 script Witch#s 4_F_NFDEADMGCIAN,{ } } if (sign_q == 90) { - if (countitem(Serin's_Gold_Ring) == 1) { + if (countitem(Serins_Gold_Ring) == 1) { mes "That bastard stole"; mes "two spell books from me."; mes "You've brought one of them"; @@ -9835,7 +9834,7 @@ que_sign01,122,141,4 script Witch#s 4_F_NFDEADMGCIAN,{ } } else if (sign_q == 91) { - if (countitem(Witch's_Spell_Book) > 0) { + if (countitem(Witchs_Spell_Book) > 0) { mes "Once that fool stole my spell"; mes "books, he was cursed after he"; mes "cast those spells without my"; @@ -9913,7 +9912,7 @@ que_sign01,122,141,4 script Witch#s 4_F_NFDEADMGCIAN,{ mes "that the Queen of the Dead"; mes "is searching for her lost mother, Angrboda. Now, if you could find where Angrboda has been"; mes "sealed away..."; - delitem Witch's_Spell_Book,1; + delitem Witchs_Spell_Book,1; sign_q = 92; close; } @@ -9988,7 +9987,7 @@ que_sign01,122,141,4 script Witch#s 4_F_NFDEADMGCIAN,{ mes "hand me the symbol, I'll tell"; mes "you what we need to do next."; next; - switch(select("Give the symbol.:Don't give the symbol.")) { + switch(select("Give the symbol.", "Don't give the symbol.")) { case 1: mes "[Kirkena]"; mes "Listen carefully."; @@ -10024,12 +10023,12 @@ que_sign01,122,141,4 script Witch#s 4_F_NFDEADMGCIAN,{ } } else if (sign_q == 119) { - if (countitem(Serin's_Gold_Ring) > 0) { + if (countitem(Serins_Gold_Ring) > 0) { mes "This is Serin's gold ring?"; mes "Excellent, this has been"; mes "strongly infused with her"; mes "vibes. It's really tough to find something like this that resonates so strongly with its owner."; - delitem Serin's_Gold_Ring,1; + delitem Serins_Gold_Ring,1; sign_q = 120; close; } @@ -10077,7 +10076,7 @@ que_sign01,122,141,4 script Witch#s 4_F_NFDEADMGCIAN,{ mes "stop her before it's too late."; next; while(1) { - switch(select("What does she want?:What is she going to do?:What should I do?")) { + switch(select("What does she want?", "What is she going to do?", "What should I do?")) { case 1: mes "[Kirkena]"; mes "Make no mistake:"; @@ -10206,8 +10205,8 @@ que_sign01,122,141,4 script Witch#s 4_F_NFDEADMGCIAN,{ mes "of the vouchers I've"; mes "given you, alright?"; sign_q = 124; - getitem Witch's_Potion,1; - getitem Serin's_Gold_Ring_,1; + getitem Witchs_Potion,1; + getitem Serins_Gold_Ring_,1; getitem Seal_Of_Witch,5; close; } @@ -10242,7 +10241,7 @@ que_sign01,122,141,4 script Witch#s 4_F_NFDEADMGCIAN,{ mes "the Witch's Medals that"; mes "I've lent to you, alright?"; sign_q = 124; - getitem Witch's_Potion,1; + getitem Witchs_Potion,1; getitem Seal_Of_Witch,5; close; } @@ -10255,14 +10254,14 @@ que_sign01,122,141,4 script Witch#s 4_F_NFDEADMGCIAN,{ mes "these preparations..."; close; } - if (countitem(Serin's_Gold_Ring_) == 1) { + if (countitem(Serins_Gold_Ring_) == 1) { mes "You're finally"; mes "back. We might not"; mes "have enough time to"; mes "stop her, but we have"; mes "to try. Are you ready?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: close2; $@sign_w1 = 1; @@ -10283,12 +10282,12 @@ que_sign01,122,141,4 script Witch#s 4_F_NFDEADMGCIAN,{ mes "truly horrible. Are"; mes "you ready to go?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Kirkena]"; mes "Okay then."; mes "Good luck,"; - mes ""+strcharinfo(0)+"..."; + mes ""+strcharinfo(PC_NAME)+"..."; close2; warp "que_sign02",35,313; end; @@ -10302,7 +10301,7 @@ que_sign01,122,141,4 script Witch#s 4_F_NFDEADMGCIAN,{ } } else if ((sign_q == 127) || (sign_q == 128)) { - if (countitem(Serin's_Gold_Ring_) == 1) { + if (countitem(Serins_Gold_Ring_) == 1) { if (countitem(Seal_Of_Witch) < 5) { mes "Hmmm...?"; mes "Where are all the"; @@ -10324,7 +10323,7 @@ que_sign01,122,141,4 script Witch#s 4_F_NFDEADMGCIAN,{ mes "Once again, thank"; mes "you so much for your"; mes "help. Once you finish here,"; - mes "please visit our queen, Lady Hell. I believe she wants to see you for some reason, "+strcharinfo(0)+"..."; + mes "please visit our queen, Lady Hell. I believe she wants to see you for some reason, "+strcharinfo(PC_NAME)+"..."; delitem Seal_Of_Witch,5; sign_q = 129; getexp RENEWAL_EXP?50000:500000,0; @@ -10380,7 +10379,7 @@ que_sign01,122,141,4 script Witch#s 4_F_NFDEADMGCIAN,{ mes "you so much for your"; mes "help. Once you finish here,"; mes "please visit our queen, Lady Hell. I believe she wants to see you for some reason..."; - if (countitem(Serin's_Gold_Ring_) == 1) sign_q = 129; + if (countitem(Serins_Gold_Ring_) == 1) sign_q = 129; else sign_q = 130; getexp RENEWAL_EXP?30000:300000,0; close; @@ -10409,8 +10408,8 @@ que_sign01,122,141,4 script Witch#s 4_F_NFDEADMGCIAN,{ mes "her for that. Though, it's"; mes "ironic that you failed your"; mes "ordeals for her sake..."; - if (countitem(Serin's_Gold_Ring) > 0) delitem Serin's_Gold_Ring,1; - if (countitem(Witch's_Potion) > 0) delitem Witch's_Potion,1; + if (countitem(Serins_Gold_Ring) > 0) delitem Serins_Gold_Ring,1; + if (countitem(Witchs_Potion) > 0) delitem Witchs_Potion,1; sign_q = 201; getexp RENEWAL_EXP?20000:200000,0; close; @@ -10443,7 +10442,7 @@ OnTouch: callfunc "F_UpdateSignVars"; if (sign_q == 83) { if (sign_sq == 2) { - if (countitem(Witch's_Spell_Book) > 0) { + if (countitem(Witchs_Spell_Book) > 0) { mes "[Kirkena]"; mes "W-what's this?"; mes "Why is it that"; @@ -10462,7 +10461,7 @@ OnTouch: mes "some reason. Speak"; mes "your mind."; next; - switch(select("Send me back to my world.:There's a lost child here that I want to help...")) { + switch(select("Send me back to my world.", "There's a lost child here that I want to help...")) { case 1: mes "[Kirkena]"; mes "Understood."; @@ -10481,7 +10480,7 @@ OnTouch: mes "give you this. It will send"; mes "a living human back to one"; mes "of the towns in your realm."; - delitem Witch's_Spell_Book,1; + delitem Witchs_Spell_Book,1; sign_sq = 3; getitem Wing_Of_Crow,1; close; @@ -10588,7 +10587,7 @@ OnTouch: close; } else if (sign_q == 88) { - if (countitem(Serin's_Gold_Ring) > 0) { + if (countitem(Serins_Gold_Ring) > 0) { mes "[Kirkena]"; mes "As I expected,"; mes "there is something behind"; @@ -10631,7 +10630,7 @@ OnTouch: mes "queen's symbol. Now, please"; mes "keep this secret and tell no one that I asked you to bring the symbol to me."; next; - switch(select("Alright, I understand.:How am I supposed to get the symbol?")) { + switch(select("Alright, I understand.", "How am I supposed to get the symbol?")) { case 1: sign_q = 89; close; @@ -10662,7 +10661,7 @@ OnTouch: mes "and take the ^FF0000secret passage"; mes "through the right side of the"; mes "portrait on the second floor^000000"; - mes "of this castle, "+strcharinfo(0)+"."; + mes "of this castle, "+strcharinfo(PC_NAME)+"."; sign_q = 92; next; mes "[Kirkena]"; @@ -10680,7 +10679,7 @@ OnTouch: mes "Did you need my help?"; mes "I know that I'm one of the few in Niflheim that are sympathetic with mortals, I've got a problem of my own that I need to deal with..."; next; - switch(select("Never mind, sorry!:What happened...?")) { + switch(select("Never mind, sorry!", "What happened...?")) { case 1: mes "[Kirkena]"; mes "..."; @@ -10764,7 +10763,7 @@ que_sign01,45,227,4 script Queen of the Dead 2_F_SIGN1,{ mes "invitation? Insolent mortal!"; mes "Go back to where you belong!^000000"; close2; - percentheal -100,0; + unitkill getcharid(CHAR_ID_ACCOUNT); end; } else if (sign_q == 117) { @@ -10826,7 +10825,7 @@ que_sign01,45,227,4 script Queen of the Dead 2_F_SIGN1,{ mes "^8C1717Ah."; mes "You are the"; mes "mortal called"; - mes ""+strcharinfo(0)+", are you not?"; + mes ""+strcharinfo(PC_NAME)+", are you not?"; mes "Yes, you are known to me.^000000"; next; mes "[Lady Hell]"; @@ -10837,7 +10836,7 @@ que_sign01,45,227,4 script Queen of the Dead 2_F_SIGN1,{ mes "have something extraordinarily"; mes "special in your possession?^000000"; next; - switch(select("The Sign:Sobbing Starlight")) { + switch(select("The Sign", "Sobbing Starlight")) { case 1: mes "[Lady Hell]"; mes "^8C1717The Sign...?"; @@ -10850,7 +10849,7 @@ que_sign01,45,227,4 script Queen of the Dead 2_F_SIGN1,{ mes "^8C1717Yes, that's it!"; mes "I never expected a mortal"; mes "to have such an interesting"; - mes "artifact in "+((Sex)?"his":"her")+" possession.^000000"; + mes "artifact in "+ (Sex == SEX_MALE ? "his" : "her") +" possession.^000000"; next; mes "[Lady Hell]"; mes "^8C1717As queen of Niflheim,"; @@ -10859,14 +10858,14 @@ que_sign01,45,227,4 script Queen of the Dead 2_F_SIGN1,{ mes "not, I shall quickly return it. For a mortal, it must have"; mes "taken great pains to obtain this...^000000"; next; - switch(select("Please take it...:N-no! Don't take it!")) { + switch(select("Please take it...", "N-no! Don't take it!")) { case 1: mes "[Lady Hell]"; mes "^8C1717Thank you mortal."; mes "Now, I shall show"; mes "you something truly"; mes "interesting...^000000"; - delitem Star's_Sob,1; + delitem Stars_Sob,1; sign_q = 143; close; case 2: @@ -10914,7 +10913,7 @@ que_sign01,45,227,4 script Queen of the Dead 2_F_SIGN1,{ mes "Sobbing Starlight.^000000"; next; sign_q = 144; - getitem Lucifer's_Lament,1; + getitem Lucifers_Lament,1; mes "[Lady Hell]"; mes "^8C1717Although you may also know"; mes "this object as God's Tear Drop, keep in mind that history, as you humans know it, may actually be different than the truth.^000000"; @@ -10963,7 +10962,7 @@ niflheim,146,241,0 script Depressing Man 4_M_JOB_WIZARD,{ close; } else if (sign_q == 87) { - if (countitem(Serin's_Gold_Ring) > 1) { + if (countitem(Serins_Gold_Ring) > 1) { mes "[Gen]"; mes "You lookin' for"; mes "something? Crayu"; @@ -10976,7 +10975,7 @@ niflheim,146,241,0 script Depressing Man 4_M_JOB_WIZARD,{ mes "wanna become one"; mes "of Valkyrie's chosen?"; next; - switch(select("To prove my courage:For honor:To help people")) { + switch(select("To prove my courage", "For honor", "To help people")) { case 1: if (sign_sq > 2) sign_sq = 0; else sign_sq += 1; @@ -10988,7 +10987,7 @@ niflheim,146,241,0 script Depressing Man 4_M_JOB_WIZARD,{ mes "Now, did Crayu"; mes "tell you why I'm here?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Gen]"; mes "Good, then you"; @@ -11104,7 +11103,7 @@ niflheim,146,241,0 script Depressing Man 4_M_JOB_WIZARD,{ mes "mansion, Eljudnir,"; mes "right now?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Gen]"; mes "Remember to be"; @@ -11186,7 +11185,7 @@ niflheim,146,241,0 script Depressing Man 4_M_JOB_WIZARD,{ mes "mansion once again."; mes "Are you ready to go?"; next; - switch(select("No, thanks.:Yes.")) { + switch(select("No, thanks.", "Yes.")) { case 1: mes "[Gen]"; mes "I see."; @@ -11301,7 +11300,7 @@ niflheim,102,54,4 script Mad Man#s 8_DOPPEL,{ mes "before the gods offed me. Man,"; mes "I'd need at least 40,000 Zeny to even have a decent time..."; next; - switch(select("Pay Laichin 40,000 Zeny:Don't pay Laichin.")) { + switch(select("Pay Laichin 40,000 Zeny", "Don't pay Laichin.")) { case 1: if (Zeny < 40000) { mes "[Laichin]"; @@ -11369,7 +11368,7 @@ niflheim,102,54,4 script Mad Man#s 8_DOPPEL,{ mes "well hidden, so you gotta look around, even if you know the general location. And don't"; mes "tell anyone else about these locations or there'll be trouble."; next; - switch(select("I promise.:What do you mean by big and small?")) { + switch(select("I promise.", "What do you mean by big and small?")) { case 1: mes "[Laichin]"; mes "Alright, kid."; @@ -11394,7 +11393,7 @@ niflheim,102,54,4 script Mad Man#s 8_DOPPEL,{ mes "If you wanna know,"; mes "cough up the cash!"; next; - switch(select("Don't pay him.:Pay him.")) { + switch(select("Don't pay him.", "Pay him.")) { case 1: mes "[Laichin]"; mes "Fine, fine."; @@ -11475,7 +11474,7 @@ niflheim,102,54,4 script Mad Man#s 8_DOPPEL,{ mes "Right after you pay me,"; mes "oh, I don't know, ^FF000020,000 zeny^000000."; next; - switch(select("Pay him.:Don't pay him.")) { + switch(select("Pay him.", "Don't pay him.")) { case 1: if (Zeny < 20000) { mes "[Laichin]"; @@ -11544,7 +11543,7 @@ niflheim,102,54,4 script Mad Man#s 8_DOPPEL,{ mes "inventory and that they're"; mes "not equipped, alright?"; next; - switch(select("Thanks~!:Where am I supposed to go again?")) { + switch(select("Thanks~!", "Where am I supposed to go again?")) { case 1: mes "[Laichin]"; mes "Oh no..."; @@ -11677,7 +11676,7 @@ OnTouch: mes "....Whatever you do..."; mes "....Do NOT touch my books..."; next; - switch(select("Pick up the 1st book.:Pick up the 2nd book.:Pick up the 3rd book.:Leave immediately.")) { + switch(select("Pick up the 1st book.", "Pick up the 2nd book.", "Pick up the 3rd book.", "Leave immediately.")) { case 1: monster "niflheim",349,259,"Rideword",1478,1; mes "[Ashe Bruce]"; @@ -11711,9 +11710,9 @@ OnTouch: mes "a fighting chance and let"; mes "you cast a spell."; next; - if (select("Clover:Klaatu:Kleitos") == 2) .@spell += 1; - if (select("Verit:Veritas:Verata") == 3) .@spell += 1; - if (select("Necktie:Necklace:Nero:^FFFFFFNictu^000000") == 4) .@spell += 1; + if (select("Clover", "Klaatu", "Kleitos") == 2) .@spell += 1; + if (select("Verit", "Veritas", "Verata") == 3) .@spell += 1; + if (select("Necktie", "Necklace", "Nero", "^FFFFFFNictu^000000") == 4) .@spell += 1; if (.@spell == 3) { if (rand(1,5) == 5) { mes "[Ashe Bruce]"; @@ -11737,12 +11736,12 @@ OnTouch: if (sign_q == 83) { if(sign_sq == 0) { sign_sq = 1; - getitem Witch's_Spell_Book,1; + getitem Witchs_Spell_Book,1; } } else if (sign_q == 90) { sign_q = 91; - getitem Witch's_Spell_Book,1; + getitem Witchs_Spell_Book,1; } close; } @@ -11802,13 +11801,13 @@ OnTouch: mes "abrupt, but what do"; mes "you think of Serin?"; next; - select("She's good.:She's evil!:She could go either way."); + select("She's good.", "She's evil!", "She could go either way."); mes "[Crayu]"; mes "Hm...?"; mes "And why do"; mes "you think so?"; next; - switch(select("Just my opinion.:It's the truth!")) { + switch(select("Just my opinion.", "It's the truth!")) { case 1: if (sign_sq > 1) sign_sq = 0; else sign_sq += 1; @@ -11819,7 +11818,7 @@ OnTouch: mes "Ah, I understand."; mes "Now, how may I help you?"; next; - switch(select("What exactly is Niflheim?:How do I become one of the chosen?")) { + switch(select("What exactly is Niflheim?", "How do I become one of the chosen?")) { case 1: mes "[Crayu]"; mes "Niflheim is commonly"; @@ -11835,7 +11834,7 @@ OnTouch: mes "your point of view."; close; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What do I need"; mes "to do to become one"; mes "of the chosen warriors?"; @@ -11889,7 +11888,7 @@ OnTouch: mes "I don't know how I got here."; mes "^333333*Sniff*^000000"; next; - switch(select("What can I do?:You can't go back...")) { + switch(select("What can I do?", "You can't go back...")) { case 1: mes "[Alakina Ann]"; mes "I dunno. I-I think a "; @@ -11978,11 +11977,11 @@ function script F_SignSeal { mes "more powerful to break the seal...^000000"; close; } - if (countitem(Girl's_Diary) || countitem(Rapture_Rose)) { + if (countitem(Girls_Diary) || countitem(Rapture_Rose)) { if (getarg(0) < 980) F_SealFail; } else if (countitem(Weeder_Knife) || countitem(Combat_Knife) || countitem(Princess_Knife) || countitem(Cursed_Dagger) || countitem(Lariat) || countitem(Kaiser_Knuckle)) { if (getarg(0) < 960) F_SealFail; } - else if (countitem(Bow_Of_Roguemaster) || countitem(Nagan) || countitem(Fire_Brand) || countitem(Forturn_Sword) || countitem(Mama's_Knife) || countitem(Bazerald) || countitem(Gungnir) || countitem(Berserk) || countitem(Counter_Dagger)) { + else if (countitem(Bow_Of_Roguemaster) || countitem(Nagan) || countitem(Fire_Brand) || countitem(Forturn_Sword) || countitem(Mamas_Knife) || countitem(Bazerald) || countitem(Gungnir) || countitem(Berserk) || countitem(Counter_Dagger)) { if (getarg(0) < 940) F_SealFail; } else if (countitem(Ice_Falchon) || countitem(House_Auger) || countitem(Assasin_Dagger)) { if (getarg(0) < 920) F_SealFail; } @@ -12004,7 +12003,7 @@ function script F_SignSeal { if (getarg(0) < 760) F_SealFail; } else if (countitem(Sabbath) || countitem(Right_Epsilon) || countitem(Wizardy_Staff)) { if (getarg(0) < 740) F_SealFail; } - else if (countitem(Slaughter) || countitem(Tomahawk) || countitem(Crescent_Scythe) || countitem(Longinus's_Spear)) { + else if (countitem(Slaughter) || countitem(Tomahawk) || countitem(Crescent_Scythe) || countitem(Longinuss_Spear)) { if (getarg(0) < 720) F_SealFail; } else if (countitem(Guillotine) || countitem(Brionac)) { if (getarg(0) < 700) F_SealFail; } @@ -12198,11 +12197,11 @@ que_sign01,46,56,0 script Fountain#sign HIDDEN_NPC,{ mes "fountain looks clean"; mes "enough to drink...^000000"; next; - switch(select("Drink.:Don't Drink.")) { + switch(select("Drink.", "Don't Drink.")) { case 1: mes "..."; close2; - percentheal -100,0; + unitkill getcharid(CHAR_ID_ACCOUNT); end; case 2: mes "..."; @@ -12214,7 +12213,7 @@ que_sign01,46,56,0 script Fountain#sign HIDDEN_NPC,{ mes "fountain looks clean"; mes "enough to be bottled...^000000"; next; - switch(select("Bottle the water.:Don't bottle the water.")) { + switch(select("Bottle the water.", "Don't bottle the water.")) { case 1: if (checkweight(Knife,1) == 0) { mes "^3355FFUnfortunately, it"; @@ -12250,11 +12249,12 @@ OnInit: end; OnTouch: - geffenia_warp = rand(1,4); - if (geffenia_warp == 1) warp "gefenia01",58,169; - else if (geffenia_warp == 2) warp "gefenia02",116,115; - else if (geffenia_warp == 3) warp "gefenia03",130,206; - else if (geffenia_warp == 4) warp "gefenia04",133,88; + callfunc("F_UpdateSignVars"); + .@geffenia_warp = rand(1,4); + if (.@geffenia_warp == 1) warp "gefenia01",58,169; + else if (.@geffenia_warp == 2) warp "gefenia02",116,115; + else if (.@geffenia_warp == 3) warp "gefenia03",130,206; + else if (.@geffenia_warp == 4) warp "gefenia04",133,88; else warp "geffen",116,115; end; @@ -12284,14 +12284,14 @@ OnTimer45000: geffen,119,48,0 script Fountain#s HIDDEN_NPC,{ callfunc "F_UpdateSignVars"; - if (countitem(Lucifer's_Lament) > 0) { + if (countitem(Lucifers_Lament) > 0) { mes "^3355FFAs you approach the fountain,"; mes "a strange light begins to emit from the Lucifer's Lament in your pocket and from something deep within"; mes "the fountain's water.^000000"; specialeffect EF_LEVEL99; - specialeffect2 EF_LEVEL99; + specialeffect(EF_LEVEL99, AREA, playerattached()); next; - switch(select("Throw Lucifer's Lament into the fountain.:Ignore the light.")) { + switch(select("Throw Lucifer's Lament into the fountain.", "Ignore the light.")) { case 1: mapannounce "geffen","With a flash of light from Geffen Fountain, the door to Geffenia has opened.",bc_map,"0x9CFF00"; mes "^3355FFOnce the Lucifer's Lament"; @@ -12645,6 +12645,7 @@ function script F_UpdateSignVars { Sign_Branch2B = 0; serinring = 0; signmetzhour = 0; + geffenia_warp = 0; } return; } diff --git a/npc/re/cities/brasilis.txt b/npc/re/cities/brasilis.txt index 77e2635e3..eb30a3225 100644 --- a/npc/re/cities/brasilis.txt +++ b/npc/re/cities/brasilis.txt @@ -45,7 +45,7 @@ alberta,246,82,3 script Crewman#bra2 4W_SAILOR,{ mes "We recently found a new ocean route to get there easily."; mes "It's just 10,000 zeny for a round trip! So do you want to go?"; next; - switch(select("Take me to Brasilis!:I'll stay here.")) { + switch(select("Take me to Brasilis!", "I'll stay here.")) { case 1: if (Zeny > 9999) { mes "[Crewman]"; @@ -71,7 +71,7 @@ brasilis,316,57,3 script Crewman#bra1 4W_SAILOR,{ mes "[Crewman]"; mes "My ship is going to back to Alberta, do you want to join us?"; next; - switch(select("Go back to Alberta.:Not yet~.")) { + switch(select("Go back to Alberta.", "Not yet~.")) { case 1: mes "[Crewman]"; mes "I sure do miss home."; @@ -126,7 +126,7 @@ brasilis,137,77,5 script Ice-Cream Maker 4_M_03,{ mes "Ice Cream~"; mes "Get 'yer Ice Cream!"; next; - switch(select("Give me one!:Ice Cream?:Cancel.")) { + switch(select("Give me one!", "Ice Cream?", "Cancel.")) { case 1: mes "[Ice Cream Maker]"; mes "Since there are so many people want to get a cool ice cream you can order only 5 at a time."; diff --git a/npc/re/cities/dewata.txt b/npc/re/cities/dewata.txt index 04881fed7..064cdc461 100644 --- a/npc/re/cities/dewata.txt +++ b/npc/re/cities/dewata.txt @@ -43,7 +43,7 @@ alberta,212,202,4 script Dewata Sailor#alberta 4_M_DEWMAN,{ mes "With it's dazzling waves and charming views it's a great place to relax."; mes "The transit fee is 10,000 Zeny."; next; - switch(select("Yes!:No.")) { + switch(select("Yes!", "No.")) { case 1: if (Zeny >= 10000) { mes "[Dewata Sailor]"; @@ -71,7 +71,7 @@ dewata,229,49,6 script Alberta Sailor#dewata 4_M_DEWMAN,{ mes "[Alberta Sailor]"; mes "Do you want to go back to Alberta?"; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Alberta Sailor]"; mes "I hope you had a lot of fun on"; @@ -99,7 +99,7 @@ dewata,221,237,5 script Young Man#dew-1 4_M_DEWMAN,{ mes "[Fruit Fancier]"; mes "I may be a youngling, but no one knows more than I do about ^777700Palm fruit^000000. All right! What do you want to know?"; next; - switch(select("About the shell...:About the pulp...:About the palm kernel...:No thanks.")) { + switch(select("About the shell...", "About the pulp...", "About the palm kernel...", "No thanks.")) { case 1: mes "[Fruit Fancier]"; mes "So you want to know about Palm fruit's pulp? Let me explain."; @@ -197,7 +197,7 @@ dewata,114,243,6 script Lazy Young Man#dew 4_M_DEWMAN,1,1,{ mes "Can you give me that? I just woke"; mes "up, and my throat is parched!"; next; - switch(select("Give:Do not give")) { + switch(select("Give", "Do not give")) { case 1: mes "[Lazy Young Man]"; mes "Really? For me?? I'll give you this in return... Thanks... Hehe~"; @@ -258,7 +258,7 @@ dewata,146,109,5 script Restauranteur#dew 4_COOK,{ mes "traveler, unlike some of these"; mes "teenage punks..."; next; - switch(select("About Dewata dishes:Today's menu?:I'm okay.")) { + switch(select("About Dewata dishes", "Today's menu?", "I'm okay.")) { case 1: mes "[Restauranteur]"; mes "Need info about our foods? Well... I don't have much to talk about, but feel free to listen if you want."; @@ -294,7 +294,7 @@ dewata,146,109,5 script Restauranteur#dew 4_COOK,{ mes "[Restauranteur]"; mes "We have 2 items 'Nasi Goreng' and 'Satay'. Which one do you want?"; next; - switch(select("Nasi Goreng:Satay")) { + switch(select("Nasi Goreng", "Satay")) { case 1: mes "[Restauranteur]"; mes "This is Nasi Goreng fried with my special sauce plus egg fry on the top. It only costs ^0000FF5000^000000 Zeny."; @@ -307,7 +307,7 @@ dewata,146,109,5 script Restauranteur#dew 4_COOK,{ break; } next; - switch(select("Taste:Walk away")) { + switch(select("Taste", "Walk away")) { case 1: if (Zeny < 5000) { mes "[Restauranteur]"; @@ -483,7 +483,7 @@ dewata,62,192,0 script Monk#dew4 4_M_BUDDHIST,{ dewata,89,191,6 script Small Shrine#dew1 CLEAR_NPC,{ mes "There is a small shrine here. There are many people making wishes."; next; - switch(select("Make a donation.:Make a wish.:Walk away.")) { + switch(select("Make a donation.", "Make a wish.", "Walk away.")) { case 1: mes "Donation case says:"; mes "^FF00001,000 ~ 100,000 Zeny^000000"; @@ -543,13 +543,13 @@ dewata,89,191,6 script Small Shrine#dew1 CLEAR_NPC,{ else if (.@stat & 32 && .@bonus) consumeitem 12068; //Luk_Dish03 else if (.@stat & 64) { - specialeffect2 EF_ANGEL; + specialeffect(EF_ANGEL, AREA, playerattached()); mes "- A celestial entity gives you a blessing. -"; next; } else if (.@stat & 128) { mes "- The shrine envelops you in a loving aura. -"; - if ((Sex == 0 && compare(.@wish$,.@wishes$[26])) || (Sex == 1 && compare(.@wish$,.@wishes$[27]))) - specialeffect2 EF_LIGHTSPHERE; + if ((Sex == SEX_FEMALE && compare(.@wish$,.@wishes$[26])) || (Sex == SEX_MALE && compare(.@wish$,.@wishes$[27]))) + specialeffect(EF_LIGHTSPHERE, AREA, playerattached()); next; } mes "It feels like this wish could come true."; @@ -569,13 +569,13 @@ dewata,89,191,6 script Small Shrine#dew1 CLEAR_NPC,{ L_Wish: mes "Mysterious energy comes out from the shrine."; - specialeffect EF_FLASHER,AREA,"Small Shrine#dew1"; - specialeffect EF_FLASHER,AREA,"Small Shrine#dew2"; - specialeffect EF_FLASHER,AREA,"Small Shrine#dew3"; - specialeffect EF_FLASHER,AREA,"Small Shrine#dew4"; + specialeffect(EF_FLASHER, AREA, getnpcid(0, "Small Shrine#dew1")); + specialeffect(EF_FLASHER, AREA, getnpcid(0, "Small Shrine#dew2")); + specialeffect(EF_FLASHER, AREA, getnpcid(0, "Small Shrine#dew3")); + specialeffect(EF_FLASHER, AREA, getnpcid(0, "Small Shrine#dew4")); next; mes "You have received the shrine's blessing."; - specialeffect2 EF_BLESSING; + specialeffect(EF_BLESSING, AREA, playerattached()); next; return; } @@ -587,7 +587,7 @@ dewata,75,122,6 script Monk#dewt1 4_M_BUDDHIST,{ mes "[Monk]"; mes "You are a stranger here. What brings here to this quiet place?"; next; - switch(select("I'm sightseeing.:No reason.")) { + switch(select("I'm sightseeing.", "No reason.")) { case 1: mes "[Monk]"; mes "Oh, you are a tourist. This is the '^0000FFPagoda^000000' worshiping the great Buddha. Please be respectful of the monks praying here."; @@ -603,7 +603,7 @@ dewata,69,101,6 script Monk#dewt2 4_M_BUDDHIST,{ mes "[Monk]"; mes "We have a pagoda for the worship of Buddhas. Each temple has one of these towers, though not many people come here besides other monks."; next; - switch(select("I see...:Explain about Buddhas:Ah, okay.")) { + switch(select("I see...", "Explain about Buddhas", "Ah, okay.")) { case 1: mes "[Monk]"; mes "You must feel the compassion of our Buddha!"; @@ -749,7 +749,7 @@ OnTouch: dewata,269,208,4 script Little Kid in Town#dew 4_M_DEWBOY,2,3,{ OnTouch: mes "[Kid]"; - mes "Hey "+((Sex)?"bro":"sis")+", look at that man!"; + mes "Hey "+ (Sex == SEX_MALE ? "bro" : "sis") +", look at that man!"; next; mes "[Kid]"; mes "He's been lying there for a week doin' nothin'..."; @@ -842,7 +842,7 @@ OnTouch: emotion e_sob; emotion e_swt2; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey, kid..."; next; mes "[Ukki]"; @@ -854,7 +854,7 @@ OnTouch: emotion e_sob; emotion e_swt2; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "... ... ..."; emotion e_dots,1; close; @@ -968,7 +968,7 @@ dewata,139,114,6 script Semangat's Wife#dew 4_M_DEWOLDWOMAN,{ mes "gone off to again?"; mes "Have you seen my husband around?"; next; - switch(select("I think I saw him there..:No I haven't..")) { + switch(select("I think I saw him there..", "No I haven't..")) { case 1: mes "[Semangat's Wife]"; mes "He ran away when"; @@ -1073,7 +1073,7 @@ dewata,204,230,6 script Dieting Lady#dew 4_M_DEWWOMAN,{ mes "Is that mouth-watering"; mes "^006400Satay^000000 for me?"; next; - switch(select("Yes, want a taste?:No, it's for me!")) { + switch(select("Yes, want a taste?", "No, it's for me!")) { case 1: delitem Satay,1; mes "[Dieting Lady]"; diff --git a/npc/re/cities/dicastes.txt b/npc/re/cities/dicastes.txt index 91b1f249b..a00a549ac 100644 --- a/npc/re/cities/dicastes.txt +++ b/npc/re/cities/dicastes.txt @@ -53,11 +53,11 @@ dicastes01,194,159,5 script Excited Galten#a 4_MAN_GALTUN1,{ mes "will rule this land."; close; } - mes "¡ø¢²¢£ ¡Ð ¡ò¡ð¡ð"; - mes "¡÷¡ø¡ñ ¡ü ¡ü"; - mes "¡ù¢²¢³ ¢²"; - mes "¡ó¡õ¡ô ¢£ ¡Ð¡û¡ü ¡ò ¡ð¡ö¢£"; - mes "¢¤¡õ¡þ ¡÷ ¡ñ"; + mes sprintf("¡ø¢²¢£ ¡Ð ¡ò¡ð¡ð"); + mes sprintf("¡÷¡ø¡ñ ¡ü ¡ü"); + mes sprintf("¡ù¢²¢³ ¢²"); + mes sprintf("¡ó¡õ¡ô ¢£ ¡Ð¡û¡ü ¡ò ¡ð¡ö¢£"); + mes sprintf("¢¤¡õ¡þ ¡÷ ¡ñ"); close; } @@ -76,15 +76,15 @@ dicastes01,202,86,3 script Sentinel#a 4_MAN_GALTUN1,{ mes "Hey, you are an outsider!"; close; } - mes "¡ô¢±¢± ¡û ¡ó¡Ð¡ñ ¢£ ¢¤¡ú"; - mes "¡ø¡ó¢² ¢¤ "; - mes "¡õ¡ó¡Ð ¢³ ¡Ð¡õ¢£ ¡û ¡ú¡ï"; + mes sprintf("¡ô¢±¢± ¡û ¡ó¡Ð¡ñ ¢£ ¢¤¡ú"); + mes sprintf("¡ø¡ó¢² ¢¤ "); + mes sprintf("¡õ¡ó¡Ð ¢³ ¡Ð¡õ¢£ ¡û ¡ú¡ï"); next; mes "[Sentinel]"; - mes "¡ù"; + mes sprintf("¡ù"); next; mes "[Sentinel]"; - mes "¡ñ¡ö¡ï ¡ú ¡ó¢³¡ô"; + mes sprintf("¡ñ¡ö¡ï ¡ú ¡ó¢³¡ô"); close; } @@ -96,9 +96,9 @@ dicastes01,194,95,5 script Sentinel#b 4_MAN_GALTUN,{ mes "you won't know what hit you. Beware!"; close; } - mes "¡ø¡ô¡ü ¡ø ¡ó"; - mes "¡ø¡ï¡û ¡ó ¡û¢¤¢² ¡÷ ¢£"; - mes "¢¤¡ô¡ø ¢³ ¡÷¡û¡ö ¡õ ¡ø"; + mes sprintf("¡ø¡ô¡ü ¡ø ¡ó"); + mes sprintf("¡ø¡ï¡û ¡ó ¡û¢¤¢² ¡÷ ¢£"); + mes sprintf("¢¤¡ô¡ø ¢³ ¡÷¡û¡ö ¡õ ¡ø"); close; } @@ -109,8 +109,8 @@ dicastes01,234,158,0 script Training Galten#a 4_MAN_GALTUN,{ mes "if I keep up with my training every day."; close; } - mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"; - mes "¡ô ¡ø"; + mes sprintf("¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"); + mes sprintf("¡ô ¡ø"); next; mes "Don't know what it means."; close; @@ -123,8 +123,8 @@ dicastes01,244,166,0 script Training Galten#b 4_MAN_GALTUN,{ mes "hard I am training."; close; } - mes "¡ø¡ô¡ü ¡ø"; - mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"; + mes sprintf("¡ø¡ô¡ü ¡ø"); + mes sprintf("¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"); next; mes "Don't know what it means."; close; @@ -138,8 +138,8 @@ dicastes01,272,166,0 script Training Galten#c 4_MAN_GALTUN,{ mes "I am never lazy with my training."; close; } - mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"; - mes "¡ø¡ô¡ü ¡ø"; + mes sprintf("¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"); + mes sprintf("¡ø¡ô¡ü ¡ø"); next; mes "Don't know what it means."; close; @@ -154,8 +154,8 @@ dicastes01,248,129,0 script Training Galten#d 4_MAN_GALTUN,{ mes "for trainees like me."; close; } - mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü"; - mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"; + mes sprintf("¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü"); + mes sprintf("¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü ¡ø"); next; mes "Don't know what it means."; close; @@ -169,8 +169,8 @@ dicastes01,271,152,0 script Training Galten#e 4_MAN_GALTUN,{ mes "if I do my best, right?"; close; } - mes "¡ø¢²¡û ¡ô ¢£¢³¡ô"; - mes "¡ü¡ô"; + mes sprintf("¡ø¢²¡û ¡ô ¢£¢³¡ô"); + mes sprintf("¡ü¡ô"); close; } */ @@ -182,9 +182,9 @@ dic_in01,349,282,4 script Waiting Galten#in_1 4_MAN_GALTUN1,{ mes "We are all tensed up to be ready for action."; close; } - mes "[¢²¡Ð¡û ¡ù ¡Ð]"; - mes "¡ñ¡õ¡ü ¢£ ¡ó"; - mes "¢¤¡ó¡õ ¢£ ¢£¡ò¡ô ¡ö ¡ú¢¤¡ú ¢¤ ¡ò¡ö¡õ ¢¤ "; + mes sprintf("[¢²¡Ð¡û ¡ù ¡Ð]"); + mes sprintf("¡ñ¡õ¡ü ¢£ ¡ó"); + mes sprintf("¢¤¡ó¡õ ¢£ ¢£¡ò¡ô ¡ö ¡ú¢¤¡ú ¢¤ ¡ò¡ö¡õ ¢¤ "); close; } @@ -194,8 +194,8 @@ dic_in01,370,261,1 script Waiting Galten#in_2 4_MAN_GALTUN1,{ mes "Boring."; close; } - mes "[¢²¡Ð¡û ¡ù ¡Ð]"; - mes "¡ù¢¤¢±"; + mes sprintf("[¢²¡Ð¡û ¡ù ¡Ð]"); + mes sprintf("¡ù¢¤¢±"); close; } @@ -205,8 +205,8 @@ dic_in01,381,261,1 script Waiting Galten#in_3 4_MAN_GALTUN1,{ mes "Zzzzz..."; close; } - mes "[¢²¡Ð¡û ¡ù ¡Ð]"; - mes "¡ú¡ô"; + mes sprintf("[¢²¡Ð¡û ¡ù ¡Ð]"); + mes sprintf("¡ú¡ô"); close; } @@ -216,8 +216,8 @@ dic_in01,370,282,4 script Waiting Galten#in_4 4_MAN_GALTUN1,{ mes "El Dicastes is the most peaceful place in this world as long as I am here."; close; } - mes "[¢²¡Ð¡û ¡ù ¡Ð]"; - mes "¡ï¡ï¢³ ¡þ ¡ö¢³¢£ ¢± ¢³¡û¡õ ¡ø ¡þ¡ï¡ï ¡ø ¡û"; + mes sprintf("[¢²¡Ð¡û ¡ù ¡Ð]"); + mes sprintf("¡ï¡ï¢³ ¡þ ¡ö¢³¢£ ¢± ¢³¡û¡õ ¡ø ¡þ¡ï¡ï ¡ø ¡û"); close; } @@ -227,8 +227,8 @@ dic_in01,354,219,4 script Resting Galten#in_5 4_MAN_GALTUN1,{ mes "Resting is always so sweet."; close; } - mes "[¡õ¡ø¡ò ¡ü ¢¤]"; - mes "¡ï¡õ¡ù ¡ö ¡ò¡ð¢² ¢³ ¡ö"; + mes sprintf("[¡õ¡ø¡ò ¡ü ¢¤]"); + mes sprintf("¡ï¡õ¡ù ¡ö ¡ò¡ð¢² ¢³ ¡ö"); close; } @@ -241,9 +241,9 @@ dic_in01,365,197,1 script Resting Galten#in_6 4_MAN_GALTUN1,{ mes "You say I don't look like I'm resting? But I'm already used to this."; close; } - mes "[¡õ¡ø¡ò ¡ü ¢¤]"; - mes "¡ô¡ï¢¤ ¡ö ¡ù¡ð¡ñ ¡ü ¡ó¡û¡û"; - mes "¡ï¢£¡ó ¡ù ¢³¡ô¡ð ¢£ ¡Ð¡û¡ô ¡ô ¡Ð¡ú¡ù ¡ô ¡ó"; + mes sprintf("[¡õ¡ø¡ò ¡ü ¢¤]"); + mes sprintf("¡ô¡ï¢¤ ¡ö ¡ù¡ð¡ñ ¡ü ¡ó¡û¡û"); + mes sprintf("¡ï¢£¡ó ¡ù ¢³¡ô¡ð ¢£ ¡Ð¡û¡ô ¡ô ¡Ð¡ú¡ù ¡ô ¡ó"); close; } @@ -257,8 +257,8 @@ dic_in01,29,119,4 script Resting Piom#04 4_MAN_PIOM6,{ mes "Why is it so noisy when I'm trying to get rest?"; close; } - mes "[¢£¡ù¡ò ¢¤ ¡ù]"; - mes "¡ü¢²¡ð ¡Ð ¡ò¡ø¢² ¡ô ¢²¡õ"; + mes sprintf("[¢£¡ù¡ò ¢¤ ¡ù]"); + mes sprintf("¡ü¢²¡ð ¡Ð ¡ò¡ø¢² ¡ô ¢²¡õ"); close; } @@ -268,7 +268,7 @@ dic_in01,91,113,5 script Suspicious Piom#a 4_MAN_PIOM6,{ mes "Have you heard of the"; mes "rumor about Ahat?"; next; - if(select("Nope!:You first.") == 1) { + if(select("Nope!", "You first.") == 1) { mes "[Suspicious Piom]"; mes "Never mind."; close; @@ -279,7 +279,7 @@ dic_in01,91,113,5 script Suspicious Piom#a 4_MAN_PIOM6,{ mes "You first."; mes "You heard of the rumor, right?"; next; - if(select("Something is fishy?:If you're not going to spill it, me neither!") == 1) { + if(select("Something is fishy?", "If you're not going to spill it, me neither!") == 1) { mes "[Suspicious Piom]"; mes "I'm only a very curious"; mes "ordinary Piom."; @@ -289,10 +289,10 @@ dic_in01,91,113,5 script Suspicious Piom#a 4_MAN_PIOM6,{ mes "I am not going to say anything, either!"; close; } - mes "¡ó¢³¡ó ¡ó ¡ó¡þ¡ö"; - mes "¡õ ¢³¢²¡÷ ¡ó¡ó"; + mes sprintf("¡ó¢³¡ó ¡ó ¡ó¡þ¡ö"); + mes sprintf("¡õ ¢³¢²¡÷ ¡ó¡ó"); next; - if(select("Can't tell what it means:Is it a curse??") == 2) { + if(select("Can't tell what it means", "Is it a curse??") == 2) { mes "[Suspicious Piom]"; mes "Too bad."; close; @@ -312,10 +312,10 @@ dic_in01,168,116,5 script Tired Piom#c 4_MAN_PIOM5,{ mes "But of course you'll have to pay the price."; close; } - mes "¡þ¡õ¡ð ¢³ ¢³¡þ"; - mes "¡þ¡ø¡ð ¡ö ¡ñ¡ú¡ð ¡ò"; - mes "¡ï¡ñ¡ú ¡ô ¡ö¡ö¡ò ¡û ¡ó¢¤¡ø ¡ø ¢² ¡ø"; - mes "¢¤¢²¡ø ¡ò ¡ú¡ó¢±"; + mes sprintf("¡þ¡õ¡ð ¢³ ¢³¡þ"); + mes sprintf("¡þ¡ø¡ð ¡ö ¡ñ¡ú¡ð ¡ò"); + mes sprintf("¡ï¡ñ¡ú ¡ô ¡ö¡ö¡ò ¡û ¡ó¢¤¡ø ¡ø ¢² ¡ø"); + mes sprintf("¢¤¢²¡ø ¡ò ¡ú¡ó¢±"); close; } @@ -329,10 +329,10 @@ dic_in01,149,104,5 script Tired Piom#b 4_MAN_PIOM2,{ emotion e_what; close; } - mes "¡ð¡Ð¡ú ¡ø ¢²"; - mes "¡ö¡õ¡ó ¢¤ ¡ò¡ò¢³ ¡ô ¡ô¡ó¡ñ"; - mes "¢£¡ñ¡þ ¡ü ¢²¡û¡ó ¡ò ¡ð¡þ"; - mes "¡ö¡ú¡ñ ¢³"; + mes sprintf("¡ð¡Ð¡ú ¡ø ¢²"); + mes sprintf("¡ö¡õ¡ó ¢¤ ¡ò¡ò¢³ ¡ô ¡ô¡ó¡ñ"); + mes sprintf("¢£¡ñ¡þ ¡ü ¢²¡û¡ó ¡ò ¡ð¡þ"); + mes sprintf("¡ö¡ú¡ñ ¢³"); emotion e_what; close; } @@ -354,17 +354,17 @@ dic_in01,341,113,3 script Tired Piom#a 4_MAN_PIOM5,{ mes "I'll be rejected again, right?"; close; } - mes "¡÷¡ò¡û ¡ó ¡ó¡Ð¢±"; - mes "¡ó¡õ¡ù ¡þ ¡ò¢±¡ñ ¡õ ¢£"; - mes "¡ü¡ð¢¤ ¡ù ¡ò¡ô¡õ ¡ò ¡ñ"; - mes "¢³¡ú¢³ ¡Ð ¡ñ¡õ¡ù ¡÷ ¡÷¢±"; + mes sprintf("¡÷¡ò¡û ¡ó ¡ó¡Ð¢±"); + mes sprintf("¡ó¡õ¡ù ¡þ ¡ò¢±¡ñ ¡õ ¢£"); + mes sprintf("¡ü¡ð¢¤ ¡ù ¡ò¡ô¡õ ¡ò ¡ñ"); + mes sprintf("¢³¡ú¢³ ¡Ð ¡ñ¡õ¡ù ¡÷ ¡÷¢±"); next; mes "[Tired Piom]"; - mes "¡þ"; + mes sprintf("¡þ"); next; emotion e_swt; mes "[Tired Piom]"; - mes "¡ø¡ú¡ø ¢± ¡ö¡ò"; + mes sprintf("¡ø¡ú¡ø ¢± ¡ö¡ò"); close; } @@ -391,9 +391,9 @@ dic_in01,32,54,5 script Venknick#el_01 4_MAN_BENKUNI,{ mes "The refined Bradium was the best ever. Do you want to try some?"; close; } - mes "[¡ó¡ò¡ð]"; - mes "¡ù¡ó¢¤ ¢± ¢£"; - mes "¡õ¡þ¡ï ¢£ ¡÷¡÷¢¤ ¡ú ¡ó¡ñ¡ö ¢² ¡þ¢²¢¤ ¢² ¢£?"; + mes sprintf("[¡ó¡ò¡ð]"); + mes sprintf("¡ù¡ó¢¤ ¢± ¢£"); + mes sprintf("¡õ¡þ¡ï ¢£ ¡÷¡÷¢¤ ¡ú ¡ó¡ñ¡ö ¢² ¡þ¢²¢¤ ¢² ¢£?"); close; } @@ -413,17 +413,17 @@ dic_in01,372,116,3 script Thrilled Piom#a 4_MAN_PIOM4,{ mes "blessing?"; close; } - mes "¡ò¡õ¢³ ¡õ ¡ô"; - mes "¢£¡ó¡ø ¢² ¡ô¡÷"; - mes "¡ò¡ô¢³ ¡ù ¢±¡ó¢± ¡õ"; - mes "¡ó¡ü¡Ð ¡ø ¢²¡ü¡Ð ¡õ ¡ï"; + mes sprintf("¡ò¡õ¢³ ¡õ ¡ô"); + mes sprintf("¢£¡ó¡ø ¢² ¡ô¡÷"); + mes sprintf("¡ò¡ô¢³ ¡ù ¢±¡ó¢± ¡õ"); + mes sprintf("¡ó¡ü¡Ð ¡ø ¢²¡ü¡Ð ¡õ ¡ï"); next; mes "[Thrilled Piom]"; - mes "¢£"; + mes sprintf("¢£"); next; mes "[Thrilled Piom]"; - mes "¡Ð¢¤¡ù ¢£ ¡ó¡ó"; - mes "¡ù¡ó¡÷ ¡û ¡þ¡ô"; + mes sprintf("¡Ð¢¤¡ù ¢£ ¡ó¡ó"); + mes sprintf("¡ù¡ó¡÷ ¡û ¡þ¡ô"); close; } @@ -435,9 +435,9 @@ dic_in01,360,125,5 script Serious Venknicka 4_MAN_BENKUNI,{ mes "I will have to get more factory lines running."; close; } - mes "¡û¡õ¡ñ ¢² ¢²¢¤¡Ð ¢² ¡ü¡ñ¡õ"; - mes "¡þ¡ó¡ö ¢²"; - mes "¡ö¡÷¡û ¡ú ¡÷¡Ð¢³ ¢³"; + mes sprintf("¡û¡õ¡ñ ¢² ¢²¢¤¡Ð ¢² ¡ü¡ñ¡õ"); + mes sprintf("¡þ¡ó¡ö ¢²"); + mes sprintf("¡ö¡÷¡û ¡ú ¡÷¡Ð¢³ ¢³"); close; } @@ -467,24 +467,24 @@ dic_in01,42,250,5 script Guide#diel_1 4_MAN_PIOM6,{ mes "- The guide looks at you with an alert expression. -"; close; } - mes "[¢³¡ñ]"; - mes "¡õ¢£¡ó ¡Ð ¡õ¡ñ¡ò ¢¤ ¡ø¡ø¢£ ¢± ¢²¢³¡÷ ¢±"; - mes "¡ö¡ò¡ð ¡ó ¡ô¡ô?"; + mes sprintf("[¢³¡ñ]"); + mes sprintf("¡õ¢£¡ó ¡Ð ¡õ¡ñ¡ò ¢¤ ¡ø¡ø¢£ ¢± ¢²¢³¡÷ ¢±"); + mes sprintf("¡ö¡ò¡ð ¡ó ¡ô¡ô?"); next; - mes "[¢³¡ñ]"; - mes "¡Ð¡ù¡ó ¡ù ¡ü¢²¡Ð ¢± ¡÷¡ö¡þ"; - mes "¡ñ¡þ¢² ¡ø ¡ó¡ï¡ï ¡ù ¡ð¡ñ¡Ð ¡ù ¢³¡ò¡þ ¡ù ¡ø¡ð¡õ ¡õ ¢¤"; + mes sprintf("[¢³¡ñ]"); + mes sprintf("¡Ð¡ù¡ó ¡ù ¡ü¢²¡Ð ¢± ¡÷¡ö¡þ"); + mes sprintf("¡ñ¡þ¢² ¡ø ¡ó¡ï¡ï ¡ù ¡ð¡ñ¡Ð ¡ù ¢³¡ò¡þ ¡ù ¡ø¡ð¡õ ¡õ ¢¤"); next; - mes "[¢³¡ñ]"; - mes "¡û¡ù¡ô ¡ø ¡ð¡þ¡÷ ¢³ ¡þ¡ù¡ñ ¡ú ¡ü¢¤¡ò ¡ú ¡ô¢£"; - mes "¡÷¡ò¢¤ ¡ø ¡û¢³"; + mes sprintf("[¢³¡ñ]"); + mes sprintf("¡û¡ù¡ô ¡ø ¡ð¡þ¡÷ ¢³ ¡þ¡ù¡ñ ¡ú ¡ü¢¤¡ò ¡ú ¡ô¢£"); + mes sprintf("¡÷¡ò¢¤ ¡ø ¡û¢³"); next; - mes "[¢³¡ñ]"; - mes "¡ô¡ð¡ñ ¢¤ ¡ó¡÷¢³ ¡þ ¡ó¡õ¡÷ ¡ö ¡ó ¡ö"; + mes sprintf("[¢³¡ñ]"); + mes sprintf("¡ô¡ð¡ñ ¢¤ ¡ó¡÷¢³ ¡þ ¡ó¡õ¡÷ ¡ö ¡ó ¡ö"); next; - mes "[¢³¡ñ]"; - mes "¡ò¡ô¡ø ¡÷ ¡õ¡ø¡ð ¡ó ¢¤¡Ð¡ô ¡ø ¡ñ¡ñ¡ñ ¡ø ¡ú¡ö¡ø ¡ü"; - mes "¡ï¢³¡ð ¢¤ ¡ð¡ö¢£ ¢± ¡ô¡ø"; + mes sprintf("[¢³¡ñ]"); + mes sprintf("¡ò¡ô¡ø ¡÷ ¡õ¡ø¡ð ¡ó ¢¤¡Ð¡ô ¡ø ¡ñ¡ñ¡ñ ¡ø ¡ú¡ö¡ø ¡ü"); + mes sprintf("¡ï¢³¡ð ¢¤ ¡ð¡ö¢£ ¢± ¡ô¡ø"); close; } @@ -499,12 +499,12 @@ dic_in01,335,34,5 script Talkative Piom#a 4_MAN_PIOM4,{ mes "here too."; close; } - mes "¡ü¡ù¢± ¢³"; - mes "¡÷¡ø¡ï ¡þ ¡ó¡ó"; - mes "¡ñ¡õ¡ò ¡ó ¡÷¡ü¡ù ¡ö"; - mes "¡ñ¡ø¡ü ¡ú ¡ô"; - mes "¡þ¡ú¡ò ¢± ¡û¡ò¡ò ¡ù ¡÷"; - mes "¢³¡ò¡ò ¡ù ¢±¢£¡ò"; + mes sprintf("¡ü¡ù¢± ¢³"); + mes sprintf("¡÷¡ø¡ï ¡þ ¡ó¡ó"); + mes sprintf("¡ñ¡õ¡ò ¡ó ¡÷¡ü¡ù ¡ö"); + mes sprintf("¡ñ¡ø¡ü ¡ú ¡ô"); + mes sprintf("¡þ¡ú¡ò ¢± ¡û¡ò¡ò ¡ù ¡÷"); + mes sprintf("¢³¡ò¡ò ¡ù ¢±¢£¡ò"); close; } @@ -515,8 +515,8 @@ dic_in01,387,30,1 script Manuk Piom#a 4_MAN_PIOM,{ mes "I've come to pick up the weapon I ordered."; close; } - mes "¡ü¡ó¡þ ¡ó ¡ï¡ð¢¤ ¡ü ¡ð¢±"; - mes "¡ù¡ô¡ï ¡ú ¡ñ¡ù¢³ ¡ó ¡ò¡ö¡ó ¡ô¡ô"; + mes sprintf("¡ü¡ó¡þ ¡ó ¡ï¡ð¢¤ ¡ü ¡ð¢±"); + mes sprintf("¡ù¡ô¡ï ¡ú ¡ñ¡ù¢³ ¡ó ¡ò¡ö¡ó ¡ô¡ô"); close; } @@ -530,11 +530,11 @@ dicastes01,282,210,4 script Free Knit#a 4_MAN_NITT,{ mes "which is short."; close; } - mes "¡ñ¡þ¡ð ¡ó ¡ü¡ò¡ö ¡÷"; - mes "¢³¡ð¡ï ¢£ ¡ù¡ô¡ò ¡ô ¡ó¡þ¡ñ ¢² ¡ñ¡û¢£ ¢²"; - mes "¡ô¡ó¡ð ¡þ ¢£¡ð¢¤ ¡õ ¡û¢³¡ü"; - mes "¡ó¢³¡ò ¢± ¡ô¢£¢² ¡÷ ¡÷¡ñ"; - mes "¡ò¢²¡ï ¢£ ¡ö¡ö"; + mes sprintf("¡ñ¡þ¡ð ¡ó ¡ü¡ò¡ö ¡÷"); + mes sprintf("¢³¡ð¡ï ¢£ ¡ù¡ô¡ò ¡ô ¡ó¡þ¡ñ ¢² ¡ñ¡û¢£ ¢²"); + mes sprintf("¡ô¡ó¡ð ¡þ ¢£¡ð¢¤ ¡õ ¡û¢³¡ü"); + mes sprintf("¡ó¢³¡ò ¢± ¡ô¢£¢² ¡÷ ¡÷¡ñ"); + mes sprintf("¡ò¢²¡ï ¢£ ¡ö¡ö"); close; } @@ -554,17 +554,17 @@ dicastes01,246,210,3 script Free Venknick#a 4_MAN_BENKUNI,{ mes "but why are you interested in it?"; close; } - mes "¡ô¡ï¢£ ¢¤ ¡÷¡õ¢± ¡ü ¡ñ¡õ"; - mes "¡ü¢³"; - mes "¡ö¡ù¢¤ ¢² ¡ù¡ó¡ô"; - mes "¡ü¢£¢³ ¡ø ¡û¡ð¡ü ¡õ"; + mes sprintf("¡ô¡ï¢£ ¢¤ ¡÷¡õ¢± ¡ü ¡ñ¡õ"); + mes sprintf("¡ü¢³"); + mes sprintf("¡ö¡ù¢¤ ¢² ¡ù¡ó¡ô"); + mes sprintf("¡ü¢£¢³ ¡ø ¡û¡ð¡ü ¡õ"); next; mes "[Free Venknick]"; - mes "¡ù"; + mes sprintf("¡ù"); next; mes "[Free Venknick]"; - mes "¡þ¢¤¢£ ¢± ¡ó¡ò¢³ ¡ü ¡ñ¡ð"; - mes "¢±¡û¢£ ¡ö ¡ü¡ò¡÷ ¡û ¡õ¡ò¡÷ ¢²¢²"; + mes sprintf("¡þ¢¤¢£ ¢± ¡ó¡ò¢³ ¡ü ¡ñ¡ð"); + mes sprintf("¢±¡û¢£ ¡ö ¡ü¡ò¡÷ ¡û ¡õ¡ò¡÷ ¢²¢²"); close; } @@ -577,27 +577,27 @@ dicastes01,235,245,4 script Excited Piom#a 4_MAN_PIOM4,{ close; } mes "[Excited Piom]"; - mes "¡ú¡þ¡ó ¢³ ¡ü¢²¡ñ ¢±"; + mes sprintf("¡ú¡þ¡ó ¢³ ¡ü¢²¡ñ ¢±"); emotion e_ho; - mes "¢³¡ó¡ñ ¡õ ¡ð¡ô¡þ ¡÷ ¡ú¡ò¡õ ¡ø ¢² ¡ø"; + mes sprintf("¢³¡ó¡ñ ¡õ ¡ð¡ô¡þ ¡÷ ¡ú¡ò¡õ ¡ø ¢² ¡ø"); close; } dicastes01,284,262,3 script Favorable Knit#a 4_MAN_NITT,{ mes "[Favorable Knit]"; if (isequipped(2782)) { - mes "Unlike the Raphine, we Saphas"; + mes "Unlike the Laphine, we Saphas"; mes "are a very close community."; mes "We start by living together in common facilities after we are born."; mes "That is why all Saphas are like family."; mes "We never have any quarrels between classes."; close; } - mes "¡ô¢±¡ó ¡õ ¡ú¡÷¡Ð ¡õ"; - mes "¡ü¡ï¡Ð ¡õ ¡ô¡ó¡ü ¡ó ¢³"; - mes "¡ñ¡ô¡ü ¡þ ¢¤¡ñ¢¤ ¡ô ¡û¡ï¡ù"; - mes "¡ú¡ö¡ô ¡ó ¢£¡ú¡þ ¡ø ¡ø¡ò"; - mes "¢²¢³¡û ¢¤ ¡ú¡ñ¡ù ¡û ¢³¡ò¡ø ¡õ¡õ"; + mes sprintf("¡ô¢±¡ó ¡õ ¡ú¡÷¡Ð ¡õ"); + mes sprintf("¡ü¡ï¡Ð ¡õ ¡ô¡ó¡ü ¡ó ¢³"); + mes sprintf("¡ñ¡ô¡ü ¡þ ¢¤¡ñ¢¤ ¡ô ¡û¡ï¡ù"); + mes sprintf("¡ú¡ö¡ô ¡ó ¢£¡ú¡þ ¡ø ¡ø¡ò"); + mes sprintf("¢²¢³¡û ¢¤ ¡ú¡ñ¡ù ¡û ¢³¡ò¡ø ¡õ¡õ"); close; } @@ -612,11 +612,11 @@ dicastes01,164,180,4 script Limpy Piom#a 4_MAN_PIOM6,{ emotion e_dots; close; } - mes "¢²¡ô¡þ ¡ù ¡õ¡Ð"; - mes "¢³¡ô¡û ¡ú ¡ø"; - mes "¢³¡þ¢¤ ¡ó ¡õ¡÷¡Ð"; - mes "¡ñ¡ò¡ü ¡ü ¡ù¡þ¢±"; - mes "¢¤¡ò¡þ ¢¤ ¢£¡ñ ¢¤ ¢£¡ñ"; + mes sprintf("¢²¡ô¡þ ¡ù ¡õ¡Ð"); + mes sprintf("¢³¡ô¡û ¡ú ¡ø"); + mes sprintf("¢³¡þ¢¤ ¡ó ¡õ¡÷¡Ð"); + mes sprintf("¡ñ¡ò¡ü ¡ü ¡ù¡þ¢±"); + mes sprintf("¢¤¡ò¡þ ¢¤ ¢£¡ñ ¢¤ ¢£¡ñ"); emotion e_dots; close; } @@ -631,7 +631,7 @@ dicastes01,191,202,4 script Complaining Galten#fihs 4_MAN_GALTUN,{ mes "Have you ever talked"; mes "to him?"; next; - if(select("No:Yes") == 1) { + if(select("No", "Yes") == 1) { mes "[Complaining Galten]"; mes "Then you don't know about the legend behind the statue?"; mes "Then, I don't know what to talk about with you."; @@ -641,7 +641,7 @@ dicastes01,191,202,4 script Complaining Galten#fihs 4_MAN_GALTUN,{ mes "[Complaining Galten]"; mes "You also fell for that crazy man."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Yes"; emotion e_sob,1; next; @@ -649,13 +649,13 @@ dicastes01,191,202,4 script Complaining Galten#fihs 4_MAN_GALTUN,{ mes "Just forget about it quickly for your own good."; close; } - mes "[¡õ¢£¡ö ¡ú ]"; - mes "¡õ¡ò¡û ¡ò ¢£¡û¡÷ ¡÷ "; - mes "¡û¡ù¡û ¡÷ ¡ü¡þ¡û ¢³ ¡ó"; + mes sprintf("[¡õ¢£¡ö ¡ú ]"); + mes sprintf("¡õ¡ò¡û ¡ò ¢£¡û¡÷ ¡÷ "); + mes sprintf("¡û¡ù¡û ¡÷ ¡ü¡þ¡û ¢³ ¡ó"); next; - mes "[¡õ¢£¡ö ¡ú ]"; - mes "¡ð¢±¡ü ¡û ¡õ¡÷¢¤"; - mes "¢¤¡þ¡ø ¢² ¡÷"; + mes sprintf("[¡õ¢£¡ö ¡ú ]"); + mes sprintf("¡ð¢±¡ü ¡û ¡õ¡÷¢¤"); + mes sprintf("¢¤¡þ¡ø ¢² ¡÷"); next; mes "Don't know what it means."; close; @@ -667,7 +667,7 @@ dicastes01,202,197,4 script Crazy Venknick#fihsing1 4_MAN_BENKUNI,{ mes "At only 5000 Zeny"; mes "I will tell you the sad legend behind that statue."; next; - if(select("Give 5000 Zeny.:Don't give 5000 Zeny.") == 2) { + if(select("Give 5000 Zeny.", "Don't give 5000 Zeny.") == 2) { mes "[Crazy Venknick]"; mes "Don't come back with regrets."; close; @@ -684,27 +684,27 @@ dicastes01,202,197,4 script Crazy Venknick#fihsing1 4_MAN_BENKUNI,{ mes "Thanks."; emotion e_gg,0,"Complaining Galten#fihs"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What is the sad legend?"; next; emotion e_dots; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I asked what the sad legend is about!"; next; mes "[Crazy Venknick]"; mes "I don't believe in legends."; next; emotion e_dots,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Was I tricked?"; sc_start SC_BLIND,20000,0; next; mes "You feel outraged at being tricked."; close; } - mes "[¡ö¡ú¡ù ¢³ ]"; - mes "¢²¡û¡ó ¡ó ¡ù¢¤¡ø"; - mes "¢¤¡ð¢² ¢± ¡ñ¡ö¢² ¡ø ¡ï¡ö¡ü"; + mes sprintf("[¡ö¡ú¡ù ¢³ ]"); + mes sprintf("¢²¡û¡ó ¡ó ¡ù¢¤¡ø"); + mes sprintf("¢¤¡ð¢² ¢± ¡ñ¡ö¢² ¡ø ¡ï¡ö¡ü"); next; mes "Don't know what it means."; close; @@ -719,9 +719,9 @@ dic_in01,98,110,5 script Worried Piom#a 4_MAN_PIOM6,{ close; } mes "[Worried Piom]"; - mes "¡û¢±¡÷ ¢² ¡ï¡þ¡ò ¡ü ¡ï¡û¢²"; - mes "¡ï¡÷¢¤ ¡Ð ¡ï¡ï¡Ð ¢¤ ¢£"; - mes "¡÷¡þ¡ð ¡ó ¡ñ"; + mes sprintf("¡û¢±¡÷ ¢² ¡ï¡þ¡ò ¡ü ¡ï¡û¢²"); + mes sprintf("¡ï¡÷¢¤ ¡Ð ¡ï¡ï¡Ð ¢¤ ¢£"); + mes sprintf("¡÷¡þ¡ð ¡ó ¡ñ"); close; } @@ -734,8 +734,8 @@ dic_in01,98,96,3 script Lost Galten#a 4_MAN_GALTUN1,{ close; } mes "[Lost Galten]"; - mes "¡ó¡ô¡ï ¡û ¢³¡ú"; - mes "¡ü¡ø¡ñ ¢£ "; - mes "¡ö¡ï¢² ¡û ¡ö¡ó"; + mes sprintf("¡ó¡ô¡ï ¡û ¢³¡ú"); + mes sprintf("¡ü¡ø¡ñ ¢£ "); + mes sprintf("¡ö¡ï¢² ¡û ¡ö¡ó"); close; } diff --git a/npc/re/cities/eclage.txt b/npc/re/cities/eclage.txt index f64b2bd38..a347b9922 100644 --- a/npc/re/cities/eclage.txt +++ b/npc/re/cities/eclage.txt @@ -48,7 +48,7 @@ ecl_in02,164,56,3 script Receptionist#Laphine 4_F_FAIRYKID2,{ mes "[Receptionist}"; mes "Welcome to Eclage Clinic."; next; - switch (select("Save Location:Rest:Finish the conversation")) { + switch (select("Save Location", "Rest", "Finish the conversation")) { case 1: mes "[Receptionist}"; mes "Clinic has been set as your save point. Be careful though~"; @@ -59,7 +59,7 @@ ecl_in02,164,56,3 script Receptionist#Laphine 4_F_FAIRYKID2,{ mes "Restore your mind and body at our clinic. It's filled with Eclage's clean energy."; mes "We charge 1 Splendide Coin normally, but we offer a special discount for travelers. Your total is 5,000 zeny. "; next; - switch (select("Pay with Splendide Coin:Pay with Zeny:Forget it")) { + switch (select("Pay with Splendide Coin", "Pay with Zeny", "Forget it")) { case 1: if (!countitem(Splendide_Coin)) { mes "[Receptionist}"; diff --git a/npc/re/cities/izlude.txt b/npc/re/cities/izlude.txt index 29a1a9a72..beb7cd6d9 100644 --- a/npc/re/cities/izlude.txt +++ b/npc/re/cities/izlude.txt @@ -107,7 +107,7 @@ function script F_IzludeChannel { mes "I can send you to another copy of Izlude."; mes "Do you want to go to another copy?"; next; - .@i = select(getarg(0)+":Never mind"); + .@i = select(getarg(0)+"", "Never mind"); if (.@i < 6) { setarray .@maps$[1],"izlude","izlude_a","izlude_b","izlude_c","izlude_d"; savepoint .@maps$[.@i],128,98; diff --git a/npc/re/cities/malangdo.txt b/npc/re/cities/malangdo.txt index 43e07d7f1..2397b8c06 100644 --- a/npc/re/cities/malangdo.txt +++ b/npc/re/cities/malangdo.txt @@ -44,7 +44,7 @@ next; mes "[Dolangmal]"; .@s$ = "Why don't you go to ^A2314BMalangdo^000000?"; - switch(atoi(strnpcinfo(2))) { + switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))) { case 1: mes "How is that? The crowded city of Prontera is good, but why don't you go our heaven of the cats, ^A2314BMalangdo^000000?"; break; case 2: mes "Why don't you go to ^A2314BMalangdo^000000? That place is better than Geffen, where there are only crowds of simple honest wizards."; break; case 3: mes "The fresh air of Payon is not bad, but why don't you go better place like the heaven of the cats, ^A2314BMalangdo^000000?"; break; @@ -56,7 +56,7 @@ case 9: mes .@s$+"The smell of this sea place is better than Mora, which is full of a grassy smell."; break; } next; - if(select("No:^A2314BMalangdo^000000~ Go~ Go~") == 1) { + if(select("No", "^A2314BMalangdo^000000~ Go~ Go~") == 1) { mes "[Dolangmal]"; mes "What!? You don't want to go ^A2314BMalangdo^000000? Chet!"; next; @@ -96,7 +96,7 @@ mes "[Dolangmal]"; mes "Ok! Those are all the warnings!! They're easy and simple... right? Can you remember them?"; next; - switch(select("Remember his warnings:Can't remember")) { + switch(select("Remember his warnings", "Can't remember")) { case 1: mes "[Dolangmal]"; mes "Ok! Do not bite two mice with one mouth. ^9E1837Admiral Tomas^000000 is located at the ^A2314Bcenter of the ship in Malangdo^000000."; @@ -128,7 +128,7 @@ mes "[Dolangmal]"; mes "Uh? You must be the one from last time...? Alright. Did you visit ^A2314BMalangdo^000000?"; next; - switch(select("Take me to ^A2314BMalangdo^000000 again:I have visited")) { + switch(select("Take me to ^A2314BMalangdo^000000 again", "I have visited")) { case 1: mes "[Dolangmal]"; mes "I really want to send you there, but I can't because of the policy. It is difficult to send people who have visited ^A2314BMalangdo^000000 already."; @@ -174,9 +174,9 @@ lighthalzen,254,83,5 duplicate(Dolangmal) Dolangmal#8 4_CAT_DOWN mora,57,150,4 duplicate(Dolangmal) Dolangmal#9 4_CAT_DOWN - script ::Odgnalam FAKE_NPC,{ - mes "This cat is sleeping in the warm "+((strnpcinfo(2) == "albe")?"Alberta":"Izlude")+" sun."; + mes "This cat is sleeping in the warm "+((strnpcinfo(NPC_NAME_HIDDEN) == "albe")?"Alberta":"Izlude")+" sun."; next; - if(select("Let him sleep:Talk to him") == 1) close; + if(select("Let him sleep", "Talk to him") == 1) close; mes "[Odgnalam]"; mes "Meow? Huh?"; next; @@ -199,7 +199,7 @@ mora,57,150,4 duplicate(Dolangmal) Dolangmal#9 4_CAT_DOWN mes "[Odgnalam]"; mes "As you are a hero of the cat fleet let me send you to ^A2314BMalangdo^000000 for free."; next; - if(select("Send me to Malangdo!:Do not go.") == 1) { + if(select("Send me to Malangdo!", "Do not go.") == 1) { mes "[Odgnalam]"; mes "Have a comfortable trip... Alright let's go~"; warp "malangdo",217,85; @@ -209,7 +209,7 @@ mora,57,150,4 duplicate(Dolangmal) Dolangmal#9 4_CAT_DOWN mes "[Odgnalam]"; mes .@s1$; next; - if(select("Send me to Malangdo!:Do not go.") == 2) close; + if(select("Send me to Malangdo!", "Do not go.") == 2) close; if (Zeny < .@price) { mes "[Odgnalam]"; mes "Money? Where is the money? You can't go anywhere without the money. Shame on you."; @@ -271,7 +271,7 @@ malangdo,219,86,4 script Kong#malang 4_CAT_SAILOR2,{ mes "We can't charge the hero of our fleet. What is your destination?"; next; } - .@i = select("- Izlude destination --- "+.@s1$+":- Alberta destination --- "+.@s1$+":- Stay on Malangdo"); + .@i = select("- Izlude destination --- "+.@s1$+"", "- Alberta destination --- "+.@s1$+"", "- Stay on Malangdo"); mes "[Kong]"; if (.@i == 3) { mes .@s2$; @@ -303,18 +303,18 @@ malangdo,147,117,3 script Innkeeper#malang 4_CAT_REST,{ mes "You see a lazy cat standing on a chair."; mes "You guess that this is the Innkeeper."; next; - switch(select("Umm... Can I rest here?:Psst... Can I save here?:Leave.")) { + switch(select("Umm... Can I rest here?", "Psst... Can I save here?", "Leave.")) { case 1: mes "[Innkeeper]"; mes "Eh?"; mes "Uh, sure you can use this hammock if you give me ^FF00005 Malangdo Cans^000000."; next; - switch(select("Here you go.:Never mind.")) { + switch(select("Here you go.", "Never mind.")) { case 1: if (countitem(Malang_Sp_Can) > 4) { delitem Malang_Sp_Can,5; percentheal 100,100; - specialeffect2 EF_HEALSP; + specialeffect(EF_HEALSP, AREA, playerattached()); mes "[Innkeeper]"; mes "Now relax."; emotion e_kis; diff --git a/npc/re/cities/malaya.txt b/npc/re/cities/malaya.txt index 0c937607a..f18bbd0af 100644 --- a/npc/re/cities/malaya.txt +++ b/npc/re/cities/malaya.txt @@ -40,7 +40,7 @@ alberta,196,202,3 script Optamara Crew#alberta 4W_SAILOR,{ mes "Hey, there!"; mes "It's 10,000 Zeny to go to Port Malaya. Interested?"; next; - switch(select("About Port Malaya.:Go to Port Malaya.:Cancel.")) { + switch(select("About Port Malaya.", "Go to Port Malaya.", "Cancel.")) { case 1: mes "[Optamara Crew]"; mes "Port Malaya is a small village you could reach by sailing southwest from Alberta."; @@ -92,7 +92,7 @@ malaya,276,55,4 script Optamara Crew#malaya 4W_SAILOR,{ mes "Would you like to go back to Alberta with me?"; next; } - switch(select("Return.:Do not return.")) { + switch(select("Return.", "Do not return.")) { case 1: mes "[Optamara Crew]"; mes "Great! Let's leave now for Alberta!!"; @@ -126,7 +126,7 @@ ma_in01,30,94,4 script Inn Keeper#ma 4_F_MALAYA,{ mes "[Inn Keeper]"; mes "Come for a rest? Lodging will be 5,000 Zeny."; next; - switch(select("Store.:Lodge. - 5,000z:Cancel.")) { + switch(select("Store.", "Lodge. - 5,000z", "Cancel.")) { case 1: mes "[Inn Keeper]"; mes "Successfully stored. See you next time."; @@ -153,7 +153,7 @@ ma_in01,30,94,4 script Inn Keeper#ma 4_F_MALAYA,{ - script Unidentified Creature#i FAKE_NPC,{ end; OnInit: - switch(atoi(strnpcinfo(2))) { + switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))) { case 1: setarray .@npc$,"01","02","03","04"; break; case 5: setarray .@npc$,"05","06","07","08"; break; case 9: setarray .@npc$,"09","10","11"; break; @@ -165,13 +165,13 @@ OnInit: donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable"); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnBingx2: - switch(atoi(strnpcinfo(2))) { + switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))) { case 1: setarray .@npc$,"02","03","04"; break; case 5: setarray .@npc$,"06","07","08"; break; case 9: setarray .@npc$,"10","11"; break; @@ -180,27 +180,27 @@ OnBingx2: .@rand = rand(.@size); for(.@i = 0; .@i<.@size; ++.@i) donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable"); - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; OnTouch: - if (getcharid(1)) { - if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { - donpcevent strnpcinfo(0)+"::OnBingx2"; + if (getcharid(CHAR_ID_PARTY)) { + if ($ma_name04$ == strcharinfo(PC_NAME) || $ma_name05$ == strcharinfo(PC_NAME) || $ma_name06$ == strcharinfo(PC_NAME)) { + donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2"; mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; close; } if (rand(1,5)%2) { - switch(atoi(strnpcinfo(2))) { - case 1: $ma_name04$ = strcharinfo(0); break; - case 5: $ma_name05$ = strcharinfo(0); break; - case 9: $ma_name06$ = strcharinfo(0); break; + switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))) { + case 1: $ma_name04$ = strcharinfo(PC_NAME); break; + case 5: $ma_name05$ = strcharinfo(PC_NAME); break; + case 9: $ma_name06$ = strcharinfo(PC_NAME); break; } } - donpcevent strnpcinfo(0)+"::OnBingx2"; + donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2"; mes "The unidentified creature gets a glimpse of you and disappears."; close; } - donpcevent strnpcinfo(0)+"::OnBingx2"; + donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2"; mes "The unidentified creature looks at you and runs away."; close; } @@ -211,13 +211,13 @@ ma_scene01,195,92,4 duplicate(Unidentified Creature#i) Unidentified Creature#09 - script Unidentified Creature#j FAKE_NPC,{ end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnBingx2: - switch(atoi(strnpcinfo(2))) { + switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))) { case 2: setarray .@npc$,"01","03","04"; break; case 3: setarray .@npc$,"01","02","04"; break; case 4: setarray .@npc$,"01","02","03"; break; @@ -231,12 +231,12 @@ OnBingx2: .@rand = rand(.@size); for(.@i = 0; .@i<.@size; ++.@i) donpcevent "Unidentified Creature#"+.@npc$[.@i]+"::"+((.@i == .@rand)?"OnEnable":"OnDisable"); - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; OnTouch: - .@i = atoi(strnpcinfo(2)); + .@i = atoi(strnpcinfo(NPC_NAME_HIDDEN)); if (.@i%4 == 2) { - if (getcharid(0) == getpartyleader(getcharid(1),2)) + if (getcharid(CHAR_ID_CHAR) == getpartyleader(getcharid(CHAR_ID_PARTY),2)) .@pass = 1; } else if (.@i%4 == 3) { if (questprogress(4229,PLAYTIME) && questprogress(9223,PLAYTIME) && questprogress(12278,PLAYTIME)) @@ -246,8 +246,8 @@ OnTouch: .@pass = 1; } if (.@pass) { - if ($ma_name04$ == strcharinfo(0) || $ma_name05$ == strcharinfo(0) || $ma_name06$ == strcharinfo(0)) { - donpcevent strnpcinfo(0)+"::OnBingx2"; + if ($ma_name04$ == strcharinfo(PC_NAME) || $ma_name05$ == strcharinfo(PC_NAME) || $ma_name06$ == strcharinfo(PC_NAME)) { + donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2"; mes "The unidentified creature gets a glimpse of you, blushes and then disappears."; close; } @@ -256,24 +256,24 @@ OnTouch: case 2: case 3: case 4: - $ma_name04$ = strcharinfo(0); + $ma_name04$ = strcharinfo(PC_NAME); break; case 6: case 7: case 8: - $ma_name05$ = strcharinfo(0); + $ma_name05$ = strcharinfo(PC_NAME); break; case 10: case 11: - $ma_name06$ = strcharinfo(0); + $ma_name06$ = strcharinfo(PC_NAME); break; } } - donpcevent strnpcinfo(0)+"::OnBingx2"; + donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2"; mes "The unidentified creature gets a glimpse of you and disappears."; close; } - donpcevent strnpcinfo(0)+"::OnBingx2"; + donpcevent strnpcinfo(NPC_NAME)+"::OnBingx2"; mes "The unidentified creature looks at you and runs away."; close; } @@ -425,7 +425,7 @@ malaya,270,59,4 script Port Guard#ma03 4_MAL_SOLDIER,{ mes "[Port Guard]"; mes "Huh?! And it says here that a monster named Wokwok especially visits the village often at night and should be avoided."; next; - switch(select("I see.:Is there any way to prevent them from coming?")) { + switch(select("I see.", "Is there any way to prevent them from coming?")) { case 1: mes "[Port Guard]"; mes "Be careful at night!"; @@ -723,7 +723,7 @@ function script F_Malaya_Jeepney { mes getarg(4); next; } - switch(select("Board [Passenger " + getmapusers(.@mapname$) + "/" + .@passengers +"]:Jeepney?:Are there any other Jeepneys?:Ah... Yes...")) { + switch(select("Board [Passenger " + getmapusers(.@mapname$) + "/" + .@passengers +"]", "Jeepney?", "Are there any other Jeepneys?", "Ah... Yes...")) { case 1: if (getmapusers(.@mapname$) >= .@passengers) { mes "[Jeepney Driver]"; @@ -758,7 +758,7 @@ function script F_Malaya_Jeepney { mes "[Jeepney Driver]"; mes "Would you like to know the location of other cars?"; next; - switch (select("I'd like to know where the 12 passenger car is.:I'd like to know where the 30 passenger car is.:I'd like to know where the 60 passenger car is.")) { + switch (select("I'd like to know where the 12 passenger car is.", "I'd like to know where the 30 passenger car is.", "I'd like to know where the 60 passenger car is.")) { case 1: viewpoint 1, 237, 240, 1, 0xF7E009; viewpoint 1, 67 , 44 , 2, 0xF7E009; diff --git a/npc/re/cities/mora.txt b/npc/re/cities/mora.txt index fb51eda30..a58ee4463 100644 --- a/npc/re/cities/mora.txt +++ b/npc/re/cities/mora.txt @@ -48,7 +48,7 @@ mora,160,123,3 script Nemnem#p 4_M_RAFLE_OLD,{ mes "since the crevice appeared in Bifrost."; mes "Are you responsible for it, young one?"; next; - switch(select("Of course I am!:That's an unfair accusation!")) { + switch(select("Of course I am!", "That's an unfair accusation!")) { case 1: mes "[Nemnem]"; mes "Bra~vo!"; @@ -257,7 +257,7 @@ mora,113,185,4 script Reading Raffle#ep14_1 4_M_RAFLE_GR,{ mes "You see a Rafflesia"; mes "lost in reading."; next; - switch(select("See what he's reading.:Leave him alone.")) { + switch(select("See what he's reading.", "Leave him alone.")) { case 1: mes "Curious about what he's reading,"; mes "you quietly approach him from behind."; @@ -347,7 +347,7 @@ mora,99,65,6 script Banana Rafflesia#ep14_1 4_M_RAFLE_GR,{ mes "[Banana Rafflesia]"; mes "You want a banana?"; next; - switch(select("Yes, I do.:No, thanks.")) { + switch(select("Yes, I do.", "No, thanks.")) { case 1: mes "[Banana Rafflesia]"; mes "Take it if you can."; @@ -442,7 +442,7 @@ mora,140,186,3 script Raffle Philosopher 4_M_RAFLE_OLD,{ mes "[Raffle Philosopher]"; mes "With a little token of appreciation, I will tell you a quote that will help you in your life."; next; - if(select("Give him a token of appreciation.:Can't you just tell me?") == 2) { + if(select("Give him a token of appreciation.", "Can't you just tell me?") == 2) { mes "[Raffle Philosopher]"; mes "You don't get something for nothing."; close; @@ -481,7 +481,7 @@ mora,140,186,3 script Raffle Philosopher 4_M_RAFLE_OLD,{ mes "Okay! I think this is the one for you."; next; mes "[Raffle Philosopher]"; - mes strcharinfo(0)+", the quote I'm going to tell you is..."; + mes strcharinfo(PC_NAME)+", the quote I'm going to tell you is..."; switch(rand(1,70)) { case 1: mes "Nothing is more difficult,"; @@ -949,12 +949,12 @@ mora,140,186,3 script Raffle Philosopher 4_M_RAFLE_OLD,{ next; mes "They seem to be calling out to you."; next; - if(select("See what the matter is.:I have nothing to do with it.") == 2) { + if(select("See what the matter is.", "I have nothing to do with it.") == 2) { mes "You went on your way"; mes "leaving the travelers behind you."; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What's happening here?"; emotion e_what,1; next; @@ -981,9 +981,9 @@ mora,140,186,3 script Raffle Philosopher 4_M_RAFLE_OLD,{ mes "the answer to the question is?"; emotion e_ag,0,"Traveler#ep14_1_1"; next; - switch(select("Roseten.:Rose.:How would I know that?")) { + switch(select("Roseten.", "Rose.", "How would I know that?")) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The answer to the question is Roseten."; mes "Why are you fighting over such a trivial matter?"; next; @@ -998,7 +998,7 @@ mora,140,186,3 script Raffle Philosopher 4_M_RAFLE_OLD,{ emotion e_an,0,"Traveler#ep14_1_2"; break; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The answer to the question is Rose."; mes "You said Rose's mother had 10 sons."; mes "So even if the other sons' names are"; @@ -1018,7 +1018,7 @@ mora,140,186,3 script Raffle Philosopher 4_M_RAFLE_OLD,{ emotion e_ag,0,"Traveler#ep14_1_1"; break; case 3: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I have no idea."; mes "Try to sort it out yourselves."; next; @@ -1032,7 +1032,7 @@ mora,140,186,3 script Raffle Philosopher 4_M_RAFLE_OLD,{ mes "*thud*"; mes "You feel a sudden impact on the back of your head."; mes "Your sight is going blurry."; - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); sc_start SC_BLIND,20000,0; next; mes "You feel somebody rummaging through your pockets before you pass out."; @@ -1109,7 +1109,7 @@ mora,43,127,3 script Innkeeper#mora_inn 4_M_RAFLE_OR,{ mes "Oh~ looks like we have another adventurer."; mes "Where are you from?"; next; - switch(select("Just save the game.:I'd like to get some rest.:The place I used to live is called...:How can I use the warehouse?")) { + switch(select("Just save the game.", "I'd like to get some rest.", "The place I used to live is called...", "How can I use the warehouse?")) { case 1: mes "[Innkeeper]"; mes "Wow, what's the rush?"; @@ -1125,7 +1125,7 @@ mora,43,127,3 script Innkeeper#mora_inn 4_M_RAFLE_OR,{ mes "My my, I need some rest also."; mes "The rate is 5000 zeny. Do you want a room?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: if (Zeny < 5000) { mes "[Innkeeper]"; @@ -1147,7 +1147,7 @@ mora,43,127,3 script Innkeeper#mora_inn 4_M_RAFLE_OR,{ } case 3: input .@inputstr$; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I come from a place called "+.@inputstr$+"."; next; mes "[Innkeeper]"; @@ -1185,7 +1185,7 @@ mora,48,128,0 script Drawer#mora_warehouse HIDDEN_NPC,{ } mes "- The figure 1 0 0 is written in small letters on the vegetable-shaped drawer. -"; next; - switch(select("Insert 100 zeny.:Don't do anything.")) { + switch(select("Insert 100 zeny.", "Don't do anything.")) { case 1: if (Zeny < 100) { mes "- You don't seem to have 100 zeny with you. -"; diff --git a/npc/re/events/christmas_2013.txt b/npc/re/events/christmas_2013.txt index ae91b9a30..8ebf5879a 100644 --- a/npc/re/events/christmas_2013.txt +++ b/npc/re/events/christmas_2013.txt @@ -81,9 +81,9 @@ xmas,150,134,3 script Union Commander Cliff 4_XMAS_CAT1,{ erasequest 15057; setquest 15059; getitem Solo_Christmas_Gift,1; //Solo_Christmas_Gift - specialeffect2 EF_MAGICALATTHIT; - specialeffect2 EF_POTION2; - specialeffect2 EF_ANGEL2; + specialeffect(EF_MAGICALATTHIT, AREA, playerattached()); + specialeffect(EF_POTION2, AREA, playerattached()); + specialeffect(EF_ANGEL2, AREA, playerattached()); close; } if (questprogress(15056) == 1) { @@ -166,17 +166,17 @@ xmas,150,134,3 script Union Commander Cliff 4_XMAS_CAT1,{ mes "Let me ask you bluntly."; mes "You must be single. I've got a feeling. Right?!??"; next; - if (select("- ...maybe...?:WHAT! I'm in a relationship!!") == 2) { + if (select("- ...maybe...?", "WHAT! I'm in a relationship!!") == 2) { mes "[Union Commander Cliff]"; mes "What? ...in a relationship?!!"; mes "...Not single, but a couple..."; mes "......"; mes "Damn you! Taste the wrath of the Singles Union Army!!!"; close2; - specialeffect2 EF_MAGICALATTHIT; - specialeffect2 EF_POTION2; - specialeffect2 EF_CRASHEARTH; - specialeffect2 EF_COIN; + specialeffect(EF_MAGICALATTHIT, AREA, playerattached()); + specialeffect(EF_POTION2, AREA, playerattached()); + specialeffect(EF_CRASHEARTH, AREA, playerattached()); + specialeffect(EF_COIN, AREA, playerattached()); end; } mes "[Union Commander Cliff]"; @@ -208,7 +208,7 @@ xmas,150,134,3 script Union Commander Cliff 4_XMAS_CAT1,{ mes "[Union Commander Cliff]"; mes "What do you think? Would you join my Singles Union Army and make Christmas day for singles?"; next; - select("Count me in!:I'll help.:I can't say no, can I?"); + select("Count me in!", "I'll help.", "I can't say no, can I?"); mes "[Union Commander Cliff]"; mes "Yeah! That's it! but we need more members to stand against couples."; next; @@ -1745,5 +1745,5 @@ prt_fild08d,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0 prt_fild08d,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0 gl_chyard_,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0 gl_chyard_,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0 -gl_cas02_,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0m +gl_cas02_,0,0,0,0 monster Gift Stealing Raccoon 2380,5,5000,0,0 gl_cas02_,0,0,0,0 monster Sock Stealing Raccoon 2379,5,5000,0,0 diff --git a/npc/re/events/halloween_2013.txt b/npc/re/events/halloween_2013.txt index 92c8da7d3..acfd60f9f 100644 --- a/npc/re/events/halloween_2013.txt +++ b/npc/re/events/halloween_2013.txt @@ -37,7 +37,7 @@ prontera,154,136,5 script Suspicious Coffin#2013HE 4_NFCOFFIN,{ if (!eve_bs) { mes "- The coffin seems very suspicious -"; next; - if (select("Leave it:Knock-knock.") == 1) { + if (select("Leave it", "Knock-knock.") == 1) { mes "- You left though with doubt. -"; close; } @@ -161,7 +161,7 @@ prontera,154,136,5 script Suspicious Coffin#2013HE 4_NFCOFFIN,{ mes "Don't feel pressured."; mes "The strawberry thing will be recovered after few days of illness."; next; - if (select("Help them.:Leave it.") == 2) { + if (select("Help them.", "Leave it.") == 2) { mes "[Trick]"; mes "Ooops!"; mes "Well, then we have to go out Treat!"; @@ -219,7 +219,7 @@ prontera,154,136,5 script Suspicious Coffin#2013HE 4_NFCOFFIN,{ mes "[Trick]"; mes "Last time when I visited there, I saw piled up pumpkin cake which was taller than castle... how much should we make more?"; next; - if (select("help them:leave it.") == 1) { + if (select("help them", "leave it.") == 1) { mes "[Trick]"; mes "^ff9000Pumpkins are any of field. Please collect organic or non-organic pumpkins for 30 people and bring them to Chef Candycon at Niflheim.^000000"; next; @@ -267,7 +267,7 @@ L_Explain: niflheim,181,173,5 script Chef Candycon#2013HE 4_M_NFDEADSWDMAN,{ if (eve_bs == 1) { - if (countitem(Organic_Pumpkin) * 3 + countitem(Inorganic_Pumpkin) >= 30) { + if (countitem(ORGANIC_PUMPKIN) * 3 + countitem(INORGANIC_PUMPKIN) >= 30) { mes "[Chef Candycon]"; mes "Clang~Clang~!"; next; @@ -314,7 +314,7 @@ niflheim,181,173,5 script Chef Candycon#2013HE 4_M_NFDEADSWDMAN,{ mes "O.....ver....but...."; mes "ca...me......a...gain...."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Why don't you speak normally."; next; mes "[Chef Candycon]"; @@ -395,21 +395,21 @@ L_GivePumpkin: mes "^ff9000*****WARNING*****^000000"; mes "^ff9000You will give all of pumpkin, [ALL]!^000000"; mes "^ff9000Will you proceed?^000000"; - if (select("Give all pumpkins.:Cancel") == 2) { + if (select("Give all pumpkins.", "Cancel") == 2) { mes "[Chef Candycon]"; mes "Eeh~~ You have no use for those pumpkins~~"; close; } - if (countitem(Organic_Pumpkin) * 3 + countitem(Inorganic_Pumpkin) < 30) { + if (countitem(ORGANIC_PUMPKIN) * 3 + countitem(INORGANIC_PUMPKIN) < 30) { mes "[Chef Candycon]"; mes "Ooops where is pumpkin? escaped again?"; mes "Oh, boy...no... you should go to get them again..."; close; } - if (countitem(Inorganic_Pumpkin)) - delitem Inorganic_Pumpkin,countitem(Inorganic_Pumpkin); - if (countitem(Organic_Pumpkin)) - delitem Organic_Pumpkin,countitem(Organic_Pumpkin); + if (countitem(INORGANIC_PUMPKIN)) + delitem INORGANIC_PUMPKIN, countitem(INORGANIC_PUMPKIN); + if (countitem(ORGANIC_PUMPKIN)) + delitem ORGANIC_PUMPKIN, countitem(ORGANIC_PUMPKIN); eve_bs = 2; getitem HALLOWEEN_G_BOX,1; erasequest 11378; @@ -472,7 +472,7 @@ niflheim,179,168,5 script Kentucky#2013HE 4_NFCOCK,{ close; } -niflheim,177,166,8 script Chicken#2013HE 4_NFCOCK,{ +niflheim,177,166,0 script Chicken#2013HE 4_NFCOCK,{ mes "[Chicken]"; mes "Hey Kentucky!!"; mes "You are eating alone too much!"; diff --git a/npc/re/events/halloween_2014.txt b/npc/re/events/halloween_2014.txt index caed3f488..50786f2e9 100644 --- a/npc/re/events/halloween_2014.txt +++ b/npc/re/events/halloween_2014.txt @@ -29,12 +29,6 @@ //= along with this program. If not, see <http://www.gnu.org/licenses/>. //========================================================================= //= Halloween Event (2014) -//================= File Encoding ========================================= -//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. -//= -If the encoding is correct, the next three lines have the same length- -//= ============ ¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä ============ -//= ============ ============================================= ============ -//= ============ ¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á ============ //================= Description =========================================== //= The Official 2014 Halloween Event //= @@ -68,7 +62,7 @@ } else { if (questprogress(14450) == 2) { mes "[Mighty Priest]"; - mes ""+(Sex ? "Brother" : "Sister")+", it's good to see you again!"; + mes (Sex == SEX_MALE ? "Brother" : "Sister") +", it's good to see you again!"; mes "came here to see me because of that?"; next; mes "[Mighty Priest]"; @@ -166,7 +160,7 @@ mes "Ha... no time to rest!"; mes "My arms and legs hurt~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "If you're so tired... why don't you heal?"; next; mes "[Mighty Priest]"; @@ -176,20 +170,20 @@ mes "[Mighty Priest]"; mes "Dear Odin, show me your love!"; mes "Heal me with your love! Great!! Bam!!!!!"; - specialeffect EF_HEAL2,AREA,"Exhausted Priest#pron14hal"; + specialeffect(EF_HEAL2, AREA, getnpcid(0, "Exhausted Priest#pron14hal")); emotion e_swt, 1; next; mes "[Mighty Priest]"; mes "I feel much better now!"; - mes ""+(Sex ? "Brother" : "Sister")+", thank you so much for waking me up."; + mes (Sex == SEX_MALE ? "Brother" : "Sister") +", thank you so much for waking me up."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What made you so tired?"; next; mes "[Mighty Priest]"; - mes ""+(Sex ? "Brother" : "Sister")+", you didn't have any damage yet?"; + mes (Sex == SEX_MALE ? "Brother" : "Sister") +", you didn't have any damage yet?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What happened to you?"; next; mes "[Mighty Priest]"; @@ -213,7 +207,7 @@ mes "Could you maybe help me out?"; next; mes "[Mighty Priest]"; - mes "They would not damage you at all, "+(Sex ? "brother" : "sister")+"."; + mes "They would not damage you at all, "+ (Sex == SEX_MALE ? "brother" : "sister") +"."; mes "I would also give you a reward for the trouble."; next; mes "[Mighty Priest]"; @@ -300,7 +294,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Bolak]"; mes "Who?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I came back!"; next; mes "[Bolak]"; @@ -325,7 +319,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Nathan]"; mes "Aww~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes, I've had help from church this time as well."; mes "His body is still alive. His soul is not supposed to come here yet."; next; @@ -353,7 +347,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Bolak]"; mes "No, I said no! Anyway, maybe having hard time for good deed."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "By the way, that guy.. Richard? Why is he still here?"; next; mes "[Loru]"; @@ -409,13 +403,13 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Bolak]"; mes "Sorry to give you such a small gift, please take this as a sign of our gratitude."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "wow... I don't know what to say..."; next; mes "[Bolak]"; mes "It's nothing special, just take it!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Thank you so much, see you around."; next; mes "[Loru]"; @@ -450,7 +444,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ close; } else if (questprogress(14453) == 1) { if (countitem("Sacred_Rosary") > 0) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Will this really work...?"; next; mes "[Jack]"; @@ -485,7 +479,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Jack]"; mes "Dead men are already dead-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "W..Wait, There's a situation!!"; mes "Calm down..!"; next; @@ -498,17 +492,17 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Richard]"; mes "What is going on? what happened?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^0000cdThat man is a living man^000000!!!"; mes "Living men don't react to a halidom!"; next; mes "[Loru]"; mes "Anyway, get that thing out of my sight!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Okay."; mes "I will get that thing away from here."; - specialeffect2 EF_SPRINKLESAND; + specialeffect(EF_SPRINKLESAND, AREA, playerattached()); next; mes "[Bolak]"; mes "Much better."; @@ -540,7 +534,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "I died!! The fact that I am here is proof!"; mes "Isn't that a fake halidom?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey, calm down. Thaink clearly."; next; mes "[Richard]"; @@ -584,13 +578,13 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Jack]"; mes "There may be someone we can ask a favor from..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Why... why are you guys looking at me like that?"; next; mes "[Bolak]"; mes "I am sorry but, you should go there for us."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Why should I?"; next; mes "[Loru]"; @@ -599,7 +593,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Devi]"; mes "Totally."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hold on! I am here traveling."; mes "I'm just trying to have fun!"; next; @@ -609,7 +603,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Nathan]"; mes "Aww~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm... it seems like I have no choice. I'll go, but where am I going?"; next; mes "[Richard]"; @@ -626,7 +620,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "a cold place... snow all year long..."; mes "^0000cdWarm place... behind Lutie Santa Clause..^000000"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I will go find it."; next; mes "[Jack]"; @@ -692,7 +686,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "You could be a 'fake'!"; next; mes "[Nathan]"; - mes "Da...d¡¦?"; + mes "Da...d...?"; next; mes "[Bolak]"; mes "Nathan!! Even you doubt your own father?"; @@ -705,7 +699,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "No, I am not your mother!"; mes "I am your father!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What is all this about?"; next; mes "[Loru]"; @@ -729,7 +723,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Devi]"; mes "There is a ^0000cdliving man^000000 among us."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Who is that?"; next; mes "[Loru]"; @@ -822,7 +816,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ next; break; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm.. everyone.. please calm down."; next; mes "[Loru]"; @@ -840,7 +834,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Bolak]"; mes "Hey, you adventurer. You figure out how to distinguish ^0000cddead men with living men in living men's country^000000."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Me? why??"; next; mes "[Bolak]"; @@ -853,7 +847,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "[Devi]"; mes "What? Cathedral? It will kill us all!!!!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm, okay then I will go and figure this out."; next; mes "[Nathan]"; @@ -878,7 +872,7 @@ niflheim,195,183,1 script Nathan#14hal 4_LUDE,{ mes "Ma?"; mes "Dada!!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "How cute!!~"; next; mes "[Nathan]"; @@ -990,7 +984,7 @@ niflheim,194,189,3 script Loru#14hal 4_LOLI_RURI,{ mes "In additon, it looks more special and beautiful?"; mes "You selected beautiful ones for me? huh??"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm.. no..t.. really..."; next; mes "[Loru]"; @@ -1001,14 +995,14 @@ niflheim,194,189,3 script Loru#14hal 4_LOLI_RURI,{ mes "Anyway, thank you."; mes "Here's your reward. Then, see you ^0000cd tomorrow^000000!."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Tomorrow? again??"; next; mes "[Loru]"; mes "Ah, you didn't know. Here, we give away decoration when people leave the party."; mes "We should put new decoration everyday."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I've never heard of it.."; next; mes "[Loru]"; @@ -1044,7 +1038,7 @@ niflheim,194,189,3 script Loru#14hal 4_LOLI_RURI,{ mes "[Loru]"; mes "It's not much but hope you like it! then see you ^0000cdtomorrow^000000 again!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Tomorrow.. again??"; next; mes "[Loru]"; @@ -1085,7 +1079,7 @@ niflheim,194,189,3 script Loru#14hal 4_LOLI_RURI,{ mes "You know, everyone gets really excited because of Halloween?"; mes "And people here are just gathering around and having fun."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes."; next; if (BaseLevel < 100) { @@ -1093,14 +1087,14 @@ niflheim,194,189,3 script Loru#14hal 4_LOLI_RURI,{ mes "But people, who were supposed to have party together, have gone to living man's country."; mes "You know, party is fun when there's many people. so... Could you bring them here."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Who? and how many??"; next; mes "[Loru]"; mes "Oh, You do my favor?? ^0000cd10 Wandering Soul^000000!"; mes "Once you hunt them all, Niflheim comes along as well. get me 10 of them."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I can do that."; next; mes "[Loru]"; @@ -1113,20 +1107,20 @@ niflheim,194,189,3 script Loru#14hal 4_LOLI_RURI,{ mes "Look around. It looks so empty."; mes "Nobody would dance and have fun in a place like this?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What can I do for you?"; next; mes "[Loru]"; mes "^0000cd 10 Red Scarf and 10 Hanging Doll^000000! Could you bring me all this??"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Are you decorating with those? Your taste...seems...."; next; mes "[Loru]"; mes "What? do you have any problem with that!"; mes "You don't know nothing about latest trend. you've been living only for decades!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sorry, I made a mistake."; mes "so, 10 Red Scarf and 10 Hanging Doll, right??"; next; @@ -1192,7 +1186,7 @@ niflheim,191,188,5 script Devi#14hal 4_DEVIRUCHI,5,5,{ mes "You escape from here and bring troublemakers in living man's country."; mes "I can't go anywhere as I am too busy."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Okay. I don't want dead men create chaos in living man's country."; next; mes "[Devi]"; @@ -1209,7 +1203,7 @@ niflheim,191,188,5 script Devi#14hal 4_DEVIRUCHI,5,5,{ mes "Please catch them. they are making a chaos."; mes "I can't go anywhere as I am too busy."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Okay."; next; mes "[Devi]"; @@ -1318,7 +1312,7 @@ niflheim,191,188,5 script Devi#14hal 4_DEVIRUCHI,5,5,{ mes "You escape from here and bring troublemakers in living man's country."; mes "I can't go anywhere as I am too busy."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Okay. I don't want dead men create chaos in living man's country."; next; mes "[Devi]"; @@ -1335,7 +1329,7 @@ niflheim,191,188,5 script Devi#14hal 4_DEVIRUCHI,5,5,{ mes "Please catch them. they are making a chaos."; mes "I can't go anywhere as I am too busy."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Okay."; next; mes "[Devi]"; @@ -1379,8 +1373,8 @@ niflheim,193,186,6 script Bonfire Spirit#14hal 4_TRACE,{ OnTimer21000: OnTimer23000: OnTimer25000: - specialeffect EF_TORCH,AREA,"Bonfire Spirit#14hal"; - specialeffect EF_DRAGONSMOKE,AREA,"Bonfire Spirit#14hal"; + specialeffect(EF_TORCH, AREA, getnpcid(0, "Bonfire Spirit#14hal")); + specialeffect(EF_DRAGONSMOKE, AREA, getnpcid(0, "Bonfire Spirit#14hal")); end; OnTimer5000: @@ -1389,16 +1383,16 @@ niflheim,193,186,6 script Bonfire Spirit#14hal 4_TRACE,{ OnTimer13000: OnTimer14000: OnTimer16000: - specialeffect EF_DRAGONSMOKE,AREA,"Bonfire Spirit#14hal"; + specialeffect(EF_DRAGONSMOKE, AREA, getnpcid(0, "Bonfire Spirit#14hal")); end; OnTimer19000: npctalk "Oh, No! The fire is dying!!!! Fire!!!!!!!!!!!!"; - specialeffect EF_DRAGONSMOKE,AREA,"Bonfire Spirit#14hal"; + specialeffect(EF_DRAGONSMOKE, AREA, getnpcid(0, "Bonfire Spirit#14hal")); end; OnTimer20000: - specialeffect EF_SIGHTRASHER,AREA,"Bonfire Spirit#14hal"; + specialeffect(EF_SIGHTRASHER, AREA, getnpcid(0, "Bonfire Spirit#14hal")); end; OnTimer27000: @@ -1426,15 +1420,15 @@ prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ } else if (questprogress(14455) == 1) { mes "[Sister Haley]"; mes "I hope all is well with everyone visiting here~"; - mes "Oh! Is it you, "+(Sex ? "brother" : "sister")+"? How is it going with the thing you need to do?"; + mes "Oh! Is it you, "+ (Sex == SEX_MALE ? "brother" : "sister") +"? How is it going with the thing you need to do?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well.. I could identify the live ones."; next; mes "[Sister Haley]"; mes "I knew it! Any side effects?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "But then there was another problem."; mes "this is the reason I came here.."; next; @@ -1442,7 +1436,7 @@ prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ mes "Oh? What happen?"; mes "Tell me anything!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "There was a person who did not react on the halidom, but he insisted that he is dead."; mes "So I went the place he lived, the body is alive. Just in a comma."; next; @@ -1452,14 +1446,14 @@ prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ mes "Oh, dear, I can't believe it!!"; mes "Sometimes the soul is separated from the body if there was some big impact on the body, and ^0000cdsome spirits think they forget they are alive and move to the death's land^000000."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Is there anything I can do about?"; next; mes "[Sister Haley]"; mes "Simple! "; mes "Make them to realize that they have their living body."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So, How.."; mes "They believe they are dead, but I should talk to them to make them return?"; next; @@ -1467,21 +1461,21 @@ prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ mes "Of course not. There are secret method in this church."; mes "We have been trough lots of stuff, we have all kinds of solution."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So How.."; next; mes "[Sister Haley]"; mes "You know Leaf Of Yggdrasil is good for resurrection?"; mes "Leaf Of Yggdrasil is a leaf from Yggdrasil and has a strong power of life."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, That is like common sense, so just tell me the materials and method to do that.."; next; mes "[Sister Haley]"; mes "There is nothing else than Leaf of Yggdrasil to resurrect the character."; mes "Even our priest used Leaf Of Yggdrasil!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "so, I mean! tell me the material I need and the method!"; next; mes "[Sister Haley]"; @@ -1491,13 +1485,13 @@ prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ mes "[Sister Haley]"; mes "the material and the method is quite simple."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes, I like simple thing, so tell me briefly."; next; mes "[Sister Haley]"; mes "^0000cd1 Leaf Of Yggdrasil and 1 live Coal^000000 are what you need."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Only that?"; next; mes "[Sister Haley]"; @@ -1507,14 +1501,14 @@ prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ mes "[Sister Haley]"; mes "Once they breathe in the smoke, they will remember where their bodies are and come back to real life."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Is that all?"; next; mes "[Sister Haley]"; mes "Yes. Indeed~"; mes "One think you must remember: The longer the soul left their body, the less chance he will get to come back."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You should have told me earlier!"; next; mes "[Sister Haley]"; @@ -1549,12 +1543,12 @@ prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ mes "This is enough. I can make it soon."; mes "Odin Crystal power! with Holy light!!!!"; next; - specialeffect EF_HOLYHIT,AREA,"Spiritual Sister#14hal"; + specialeffect(EF_HOLYHIT, AREA, getnpcid(0, "Spiritual Sister#14hal")); mes "[Sister Haley]"; mes "Whoa~ It's done."; mes "Hold ^0000cd this in your pocket^000000 and go to the crowd with live and dead ones, you will see who is dead or live."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Is that it? Awesome."; mes "But.. Um.. you know.. is.. it affecting to me.. like in bad way?"; next; @@ -1566,7 +1560,7 @@ prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ mes "But, For those who are dead.. Oh! I don't mean it's deadly threat, but it will give them little bit of pain."; mes "So use it carefully not to damage the good dead people."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok."; mes "Thank you for making this!"; next; @@ -1598,18 +1592,18 @@ prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ } else if (questprogress(14451) == 1) { mes "[Sister Haley]"; mes "I hope all is well with everyone visiting here~"; - mes "What makes you come here, "+(Sex ? "brother" : "sister")+"?"; + mes "What makes you come here, "+ (Sex == SEX_MALE? "brother" : "sister") +"?"; next; mes "[I told her what happened in Nifflheim.]"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So I came here."; mes "But, I cannot tell who is dead and who is alive, is there any way ^0000cdto check that^000000?"; next; mes "[Sister Haley]"; mes "Of course, there is. Very ^0000cdgood method^000000!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Really? I was not sure if I found the right place."; mes "I think I found well!"; next; @@ -1617,20 +1611,20 @@ prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ mes "We study everything to make dead and live ones to peace."; mes "There is secret way to do that, it kept secretly in our church."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Tell me the way.."; next; mes "[Sister Haley]"; mes "That is simple! Make ^0000cdspecial halidom^000000!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "S, so how..?"; next; mes "[Sister Haley]"; mes "How you make it? Bring ^0000cd1 Rosary and 6 Holy Water^000000 to me."; mes "Then I will make it for you. It's simple"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Y, yes!!"; erasequest 14451; setquest 14452; @@ -1659,21 +1653,21 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "Dad, Dad~ Wake up! It's time to wake up!"; mes "I even made the stew for you. Wake and eat it."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Everyone, I am here."; next; mes "[Richard's Wife]"; mes "Oh, dear, Adventurer! Welcome!"; mes "Did you find the way to make him back?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes! But I need your help to do this."; next; mes "[Richard's Wife]"; mes "How can I help you?"; mes "I will do my best to do it!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Just pray hard to get him back."; next; mes "[Richard's Daughter]"; @@ -1684,20 +1678,20 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "I will pray hard!"; mes "Please!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, So I will burn.. this."; - specialeffect2 EF_TORCH; + specialeffect(EF_TORCH, AREA, playerattached()); sleep2 1000; - specialeffect2 EF_SMOKE; + specialeffect(EF_SMOKE, AREA, playerattached()); sleep2 1000; - specialeffect2 EF_SMOKE; + specialeffect(EF_SMOKE, AREA, playerattached()); sleep2 1000; - specialeffect2 EF_SMOKE; + specialeffect(EF_SMOKE, AREA, playerattached()); next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It's almost ran out.. Why not he wakes up.."; mes "Oh!!"; - specialeffect EF_RESURRECTION,AREA,"Richard#14hal02"; + specialeffect(EF_RESURRECTION, AREA, getnpcid(0, "Richard#14hal02")); next; mes "[Richard]"; mes "Uhh.. Umm.."; @@ -1732,7 +1726,7 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ next; mes "[Richard's Daughter]"; mes "Dad!!!"; - specialeffect EF_SONICBLOWHIT,AREA,"Richard#14hal02"; + specialeffect(EF_SONICBLOWHIT, AREA, getnpcid(0, "Richard#14hal02")); next; mes "[Richard]"; mes "O, Ouch!!!"; @@ -1753,7 +1747,7 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "[Richard]"; mes "I.. came back."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Thank god. Seriously."; mes "It would have been really dangerous if I was a little late."; next; @@ -1767,7 +1761,7 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "[Richard]"; mes "Yes, yes. You and your mom are the best!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You can go to Niflheim later."; mes "Why were you in a rush? You have a family."; next; @@ -1775,7 +1769,7 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "I know. How could I forget my family?"; mes "Anyway I could not even say good bye when I leave.."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I will go and send your regards."; next; mes "[Richard]"; @@ -1796,14 +1790,14 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "Dad, Dad~ Wake up! It's time to wake up!"; mes "I even made the stew for you. Wake and eat it."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Everyone, I am here."; next; mes "[Richard's Wife]"; mes "Oh, dear, Adventurer! Welcome!"; mes "Did you find a way to bring him back?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes! Oh, w.wait.."; mes "There is something missing. I will get it and come back."; close; @@ -1814,7 +1808,7 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "My sweet heart.. can he come back?"; close; } else if (questprogress(14454) == 1) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "If it's correct, it should be around here.."; next; mes "[Richard's Wife]"; @@ -1827,7 +1821,7 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "Play with me~"; emotion e_sob, "Worried Daughter#14hal"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hi, Is this Richard's house?"; mes "I think I am right.."; next; @@ -1841,7 +1835,7 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "Did you find my husband?"; mes "But he is right now.. he hasn't waken up since after the accident.."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So, he is still alive?"; mes "And.. his... arm is attached to his body?"; next; @@ -1857,7 +1851,7 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "Is there anything I can help you with..?"; mes "You seem to know my husband.. Do you know something?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I think we should find out why he is like this."; next; mes "[Richard's Wife]"; @@ -1881,7 +1875,7 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "But for some reason, he is not waking up."; mes "The doctor said it's nothing but a concussion and that he'll wake up soon.."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I see."; mes "His soul is in Niflhiem. He thinks he is dead."; next; @@ -1896,7 +1890,7 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "He wanted to be a swordsman.. He must have wanted it so deeply."; mes "He never showed it to us.."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It seems he went there even though he is not dead."; mes "Something must be wrong."; next; @@ -1904,14 +1898,14 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "Can.. can he come back?"; mes "He is still alive here.."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm.. what should I do..?"; mes "Oh, yes! I should go to ^0000cdProntera Church^000000."; next; mes "[Richard's Daughter]"; mes "Prontera?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "There is ^0000cda nun I get help from sometimes^000000, I should ask if she can help me."; next; mes "[Richard's Wife]"; diff --git a/npc/re/guides/guides_alberta.txt b/npc/re/guides/guides_alberta.txt index 7f525f692..b15c89ddd 100644 --- a/npc/re/guides/guides_alberta.txt +++ b/npc/re/guides/guides_alberta.txt @@ -43,11 +43,11 @@ alberta,23,238,4 script Guide#01alberta::AlbertaGuide 8W_SOLDIER,{ next; .@str$ = "Would you like to check any other locations?"; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:[ Destination Ports ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "[ Destination Ports ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Tool Shop ]:[ Forge ]:[ Weapon & Armor Shop ]:[ Inn ]:[ Beauty Salon ]:[ Merchant Guild ]:Previous Menu")) { + switch(select("[ Tool Shop ]", "[ Forge ]", "[ Weapon & Armor Shop ]", "[ Inn ]", "[ Beauty Salon ]", "[ Merchant Guild ]", "Previous Menu")) { case 1: mes "[Alberta Guide]"; mes "Let me mark the location of the"; @@ -111,7 +111,7 @@ alberta,23,238,4 script Guide#01alberta::AlbertaGuide 8W_SOLDIER,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Cool Event Employee ]:[ Bullet Merchant ]:[ Cooking Ingredient Merchant ]:Previous Menu")) { + switch(select("[ Eden Teleport Officer ]", "[ Kafra Employee ]", "[ Cool Event Employee ]", "[ Bullet Merchant ]", "[ Cooking Ingredient Merchant ]", "Previous Menu")) { case 1: mes "[Alberta Guide]"; mes "^B9062FEden Teleport Officers^000000 are located in "+F_Navi("south Alberta","alberta,121,68"); @@ -167,7 +167,7 @@ alberta,23,238,4 script Guide#01alberta::AlbertaGuide 8W_SOLDIER,{ case 3: .@loop = 1; while (.@loop) { - switch(select("[ Port - Northern Dock ]:[ Port - Central Dock ]:[ Port - Southern Dock ]:Previous Menu")) { + switch(select("[ Port - Northern Dock ]", "[ Port - Central Dock ]", "[ Port - Southern Dock ]", "Previous Menu")) { case 1: mes "[Alberta Guide]"; mes "You can use the "+F_Navi("Northern Dock","alberta,192,196"); diff --git a/npc/re/guides/guides_aldebaran.txt b/npc/re/guides/guides_aldebaran.txt index 07db164ec..8532c5f1f 100644 --- a/npc/re/guides/guides_aldebaran.txt +++ b/npc/re/guides/guides_aldebaran.txt @@ -43,11 +43,11 @@ aldebaran,139,63,4 script Guide#01aldebaran::GuideAldearan 8W_SOLDIER,{ next; .@str$ = "Would you like to check any other locations?"; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Kafra Headquarters ]:[ Alchemist Guild ]:[ Clock Tower ]:[ Inn & Tool Shop ]:[ Repair & Buy Equipment ]:[ Tavern ]:Previous Menu")) { + switch(select("[ Kafra Headquarters ]", "[ Alchemist Guild ]", "[ Clock Tower ]", "[ Inn & Tool Shop ]", "[ Repair & Buy Equipment ]", "[ Tavern ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Kafra Headquarters","aldebaran,61,229","^B9062F"); mes .@str$; @@ -98,7 +98,7 @@ aldebaran,139,63,4 script Guide#01aldebaran::GuideAldearan 8W_SOLDIER,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Mr. Claus ]:[ Chef Assistant ]:Previous Menu")) { + switch(select("[ Eden Teleport Officer ]", "[ Kafra Employee ]", "[ Mr. Claus ]", "[ Chef Assistant ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Eden Teleport Officer","aldebaran,133,119","^B9062F"); mes .@str$; diff --git a/npc/re/guides/guides_amatsu.txt b/npc/re/guides/guides_amatsu.txt index 5273d557e..2038e5e9d 100644 --- a/npc/re/guides/guides_amatsu.txt +++ b/npc/re/guides/guides_amatsu.txt @@ -49,7 +49,7 @@ amatsu,202,91,3 script Amatsu Guide#amatsu 4_F_JPN,{ F_Navi("[Amachang]"); while (1) { next; - switch(select("[ Kafra Employee ]:[ Bar ]:[ Weapon Dealer ]:[ Tool Dealer ]:[ Amatsu Palace ]:[ Chef Assistant ]:[ Ninja Guild Building ]:[ Sea Captain ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Kafra Employee ]", "[ Bar ]", "[ Weapon Dealer ]", "[ Tool Dealer ]", "[ Amatsu Palace ]", "[ Chef Assistant ]", "[ Ninja Guild Building ]", "[ Sea Captain ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: callsub L_Mark, "^0000FFKafra Employee^000000"; viewpoint 1,102,149,0,0x0A82FF; diff --git a/npc/re/guides/guides_ayothaya.txt b/npc/re/guides/guides_ayothaya.txt index cd77e371d..6a4ce5ad2 100644 --- a/npc/re/guides/guides_ayothaya.txt +++ b/npc/re/guides/guides_ayothaya.txt @@ -35,7 +35,7 @@ //========================================================================= ayothaya,203,169,4 script Ayothaya Guide Noi#01ay 4_F_THAIGIRL,{ - if (strnpcinfo(0) == "Ayothaya Guide Noi#01ay") + if (strnpcinfo(NPC_NAME) == "Ayothaya Guide Noi#01ay") .@n$ = "[Noi]"; else .@n$ = "[Noa]"; @@ -48,7 +48,7 @@ ayothaya,203,169,4 script Ayothaya Guide Noi#01ay 4_F_THAIGIRL,{ F_Navi(.@n$); while (1) { next; - switch(select("[ Weapon Shop ]:[ Tool Shop ]:[ Tavern ]:[ Shrine ]:[ Fishing Spot ]:[ Aibakthing ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Weapon Shop ]", "[ Tool Shop ]", "[ Tavern ]", "[ Shrine ]", "[ Fishing Spot ]", "[ Aibakthing ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: mes .@n$; mes "The "+F_Navi("Weapon Shop","ayothaya,163,90","^0000FF"); diff --git a/npc/re/guides/guides_brasilis.txt b/npc/re/guides/guides_brasilis.txt index 20b11346e..1bcf51d03 100644 --- a/npc/re/guides/guides_brasilis.txt +++ b/npc/re/guides/guides_brasilis.txt @@ -39,12 +39,12 @@ brasilis,219,97,3 script Brasilis Guide 4_F_BRZ_WOMAN,{ mes "If you have any questions, please ask me."; F_Navi("[Brasilis Guide]"); next; - switch(select("Ask about locations:Remove Marks from Mini-Map:Cancel")) { + switch(select("Ask about locations", "Remove Marks from Mini-Map", "Cancel")) { case 1: mes "[Brasilis Guide]"; mes "Where can I guide you?"; next; - switch(select("[ Hotel ]:[ Jungle Cable ]:[ Art Museum ]:[ Market ]:[ Verass Monument ]")) { + switch(select("[ Hotel ]", "[ Jungle Cable ]", "[ Art Museum ]", "[ Market ]", "[ Verass Monument ]")) { case 1: mes "[Brasilis Guide]"; mes "The "+F_Navi("Brasilis Hotel","brasilis,274,151")+" is located just above, ^FF3355+^000000."; diff --git a/npc/re/guides/guides_comodo.txt b/npc/re/guides/guides_comodo.txt index 4299444fe..6941273b3 100644 --- a/npc/re/guides/guides_comodo.txt +++ b/npc/re/guides/guides_comodo.txt @@ -41,11 +41,11 @@ comodo,322,178,4 script Comodo Guide#01comodo::GuideComodo 8_F_GIRL,{ F_Navi("[Comodo Guide]"); next; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel:About ^8B4513Comodo^000000")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel", "About ^8B4513Comodo^000000")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Tavern ]:[ Casino ]:[ Weapon & Armor Shop ]:[ Tool Shop ]:[ Campsite ]:[ Souvenir Vendor ]:[ East Cave Mao ]:[ West Cave Karu ]:[ North Cave Ruanda ]:[ Hula Dance Stage ]:[ Kafra Co. Western Branch ]:Previous Menu")) { + switch(select("[ Tavern ]", "[ Casino ]", "[ Weapon & Armor Shop ]", "[ Tool Shop ]", "[ Campsite ]", "[ Souvenir Vendor ]", "[ East Cave Mao ]", "[ West Cave Karu ]", "[ North Cave Ruanda ]", "[ Hula Dance Stage ]", "[ Kafra Co. Western Branch ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Tavern","comodo,161,315","^FF0000"); viewpoint 1,166,298,0,0xFF0000; @@ -114,7 +114,7 @@ comodo,322,178,4 script Comodo Guide#01comodo::GuideComodo 8_F_GIRL,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Chief's House ]:[ Bor Robin ]:[ Kafra Employee ]:[ Roaming Bard ]:Previous Menu")) { + switch(select("[ Chief's House ]", "[ Bor Robin ]", "[ Kafra Employee ]", "[ Roaming Bard ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Chief's House","comodo,115,290","^6495ED"); viewpoint 1,114,294,11,0x6495ED; diff --git a/npc/re/guides/guides_dewata.txt b/npc/re/guides/guides_dewata.txt index a81384d64..00df6bf24 100644 --- a/npc/re/guides/guides_dewata.txt +++ b/npc/re/guides/guides_dewata.txt @@ -45,7 +45,7 @@ dewata,202,106,4 script Dewata Guide#dewata01 4_M_DEWOLDWOMAN,{ F_Navi("[Dewata Guide]"); while (1) { next; - switch(select("[ Kafra Employee ]:[ Weapon Dealer ]:[ Armor Dealer ]:[ Tool Dealer ]:[ Restauranteur ]:[ Krakatau Gatekeeper ]:[ Alberta Sailor ]:Remove marks from Mini-Map:Cancel")) { + switch(select("[ Kafra Employee ]", "[ Weapon Dealer ]", "[ Armor Dealer ]", "[ Tool Dealer ]", "[ Restauranteur ]", "[ Krakatau Gatekeeper ]", "[ Alberta Sailor ]", "Remove marks from Mini-Map", "Cancel")) { case 1: callsub L_Mark, "^0000FFKafra Employee^000000"; viewpoint 1,202,184,0,0x000FFF; diff --git a/npc/re/guides/guides_dicastes.txt b/npc/re/guides/guides_dicastes.txt index d825ceb28..1aa4704ca 100644 --- a/npc/re/guides/guides_dicastes.txt +++ b/npc/re/guides/guides_dicastes.txt @@ -47,7 +47,7 @@ dicastes01,181,191,5 script Traveler Ichack#info 4_M_SHADOWCHASER,2,2,{ mes "What would you like to know?"; F_Navi("[Traveler Ichack]"); next; - switch(select("Dicastes Diel:Residential Area:Training Room:Factory:Pub:Cat Hand Caravan")) { + switch(select("Dicastes Diel", "Residential Area", "Training Room", "Factory", "Pub", "Cat Hand Caravan")) { case 1: mes "[Traveler Ichack]"; mes "Ah~ That's a beautiful building."; diff --git a/npc/re/guides/guides_eclage.txt b/npc/re/guides/guides_eclage.txt index 019c5c75f..861e42dcd 100644 --- a/npc/re/guides/guides_eclage.txt +++ b/npc/re/guides/guides_eclage.txt @@ -36,7 +36,7 @@ ecl_in01,48,60,5 script Eclage Guard#obb 4_M_FAIRYSOLDIER,{ mes "[Eclage Guard]"; mes "Welcome, Adventurer. This is the plaza of Eclage, a great and sacred tree. How can I help you?"; next; - switch (select("Palace:Orb:Store:Prison:Clinic:Residential Area:Finish the conversation")) { + switch (select("Palace", "Orb", "Store", "Prison", "Clinic", "Residential Area", "Finish the conversation")) { case 1: mes "[Eclage Guard]"; mes "Our great king, courageous generals, and scholars are all staying at the palace."; diff --git a/npc/re/guides/guides_einbroch.txt b/npc/re/guides/guides_einbroch.txt index 7e0a54d11..a2806ac91 100644 --- a/npc/re/guides/guides_einbroch.txt +++ b/npc/re/guides/guides_einbroch.txt @@ -44,11 +44,11 @@ einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 4_M_EIN_SOLDIER,{ F_Navi("[Einbroch Guide]"); next; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Airport ]:[ Factory ]:[ Plaza ]:[ Hotel ]:[ Train Station ]:[ Weapon Shop ]:[ Laboratory ]:[ Monument ]:[ Blacksmith Guild ]:[ Gunslinger Guild ]:Previous Menu")) { + switch(select("[ Airport ]", "[ Factory ]", "[ Plaza ]", "[ Hotel ]", "[ Train Station ]", "[ Weapon Shop ]", "[ Laboratory ]", "[ Monument ]", "[ Blacksmith Guild ]", "[ Gunslinger Guild ]", "Previous Menu")) { case 1: mes "[Einbroch Guide]"; mes "The "+F_Navi("Airport","einbroch,64,204","^FF0000")+" is located"; @@ -153,7 +153,7 @@ einbroch,72,202,4 script Einbroch Guide#ein01::GuideEinbroch 4_M_EIN_SOLDIER,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Armsmith ]:[ Kafra Employees ]:[ Eden Teleport Officer ]:Previous Menu")) { + switch(select("[ Armsmith ]", "[ Kafra Employees ]", "[ Eden Teleport Officer ]", "Previous Menu")) { case 1: mes "[Einbroch Guide]"; mes "You may go to ^FF1493Manthasman^000000,"; @@ -242,7 +242,7 @@ einbech,67,37,4 script Einbech Guide#einbech01::GuideEinbech 4_M_EIN_SOLDIER,{ F_Navi("[Einbech Guide]"); next; while (1) { - switch(select("[ Tavern ]:[ Tool Shop ]:[ Train Station ]:[ Mine ]:[ Kafra Employee ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Tavern ]", "[ Tool Shop ]", "[ Train Station ]", "[ Mine ]", "[ Kafra Employee ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: mes "[Einbech Guide]"; mes "The "+F_Navi("Tavern","einbech,157,106")+" is located"; diff --git a/npc/re/guides/guides_geffen.txt b/npc/re/guides/guides_geffen.txt index 62b888e29..50da8778d 100644 --- a/npc/re/guides/guides_geffen.txt +++ b/npc/re/guides/guides_geffen.txt @@ -42,11 +42,11 @@ geffen,203,116,4 script Guide#01geffen::GuideGeffen 4_M_GEF_SOLDIER,{ F_Navi("[Geffen Guide]"); next; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Magic Academy ]:[ Geffen Tower ]:[ Fountain ]:[ Tool Shop ]:[ Buy & Repair Equipment ]:[ Inn ]:[ Tavern ]:[ Christopher's Forge ]:Previous Menu")) { + switch(select("[ Magic Academy ]", "[ Geffen Tower ]", "[ Fountain ]", "[ Tool Shop ]", "[ Buy & Repair Equipment ]", "[ Inn ]", "[ Tavern ]", "[ Christopher's Forge ]", "Previous Menu")) { case 1: mes "[Geffen Guide]"; mes "The "+F_Navi("Magic Academy","geffen,61,180","^B9062F"); @@ -112,7 +112,7 @@ geffen,203,116,4 script Guide#01geffen::GuideGeffen 4_M_GEF_SOLDIER,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Pet Groomer ]:[ Chef Assistant ]:[ Dimensional Arcanist Guide ]:Previous Menu")) { + switch(select("[ Eden Teleport Officer ]", "[ Kafra Employee ]", "[ Pet Groomer ]", "[ Chef Assistant ]", "[ Dimensional Arcanist Guide ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Eden Teleport Officers","geffen,132,66","^B9062F"); viewpoint 1,61,180,7,0xFF0000; diff --git a/npc/re/guides/guides_gonryun.txt b/npc/re/guides/guides_gonryun.txt index e493c949c..2ee4af05f 100644 --- a/npc/re/guides/guides_gonryun.txt +++ b/npc/re/guides/guides_gonryun.txt @@ -48,7 +48,7 @@ gonryun,163,60,4 script Kunlun Guide#01gonryun 8_M_TWSOLDIER,{ F_Navi("[He Yuen Zhe]"); while (1) { next; - switch(select("[ Kafra Employee ]:[ Chief's Residence ]:[ Tool Dealer ]:[ Weapon Dealer ]:[ Armor Dealer ]:[ Wine Maker ]:[ Kunlun Envoy ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Kafra Employee ]", "[ Chief's Residence ]", "[ Tool Dealer ]", "[ Weapon Dealer ]", "[ Armor Dealer ]", "[ Wine Maker ]", "[ Kunlun Envoy ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: callsub L_Mark, "^0000FFKafra Employee^000000"; viewpoint 1,159,122,0,0x0A82FF; diff --git a/npc/re/guides/guides_hugel.txt b/npc/re/guides/guides_hugel.txt index e26e97c11..4604e9f2d 100644 --- a/npc/re/guides/guides_hugel.txt +++ b/npc/re/guides/guides_hugel.txt @@ -42,11 +42,11 @@ hugel,98,56,3 script Hugel Guide Granny#hugel 4_F_LGTGRAND,{ next; .@str$ = "Would you like to know more locations?"; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Church ]:[ Inn ]:[ Pub ]:[ Airport ]:[ Weapon Shop ]:[ Tool Shop ]:[ Bingo Game Room ]:[ ^3131FFHunter Guild^000000 ]:[ Party Supplies Shop ]:[ ^3131FFShrine Expedition^000000 ]:Previous Menu")) { + switch(select("[ Church ]", "[ Inn ]", "[ Pub ]", "[ Airport ]", "[ Weapon Shop ]", "[ Tool Shop ]", "[ Bingo Game Room ]", "[ ^3131FFHunter Guild^000000 ]", "[ Party Supplies Shop ]", "[ ^3131FFShrine Expedition^000000 ]", "Previous Menu")) { case 1: mes "[Hugel Guide Granny]"; mes "Well, to me, this "+F_Navi("Church","hugel,159,113")+" is rather like a place for old folks like me, you know..."; @@ -139,7 +139,7 @@ hugel,98,56,3 script Hugel Guide Granny#hugel 4_F_LGTGRAND,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Monster Race Arena ]:[ Cool Event Corp. Staff ]:Previous Menu")) { + switch(select("[ Monster Race Arena ]", "[ Cool Event Corp. Staff ]", "Previous Menu")) { case 1: mes "[Hugel Guide Granny]"; mes "I also like playing Monster Race games. It is pretty fun, you know?"; @@ -202,11 +202,11 @@ hugel,187,172,6 script Guide Rich King#hugel 4_M_CRU_KNT,{ F_Navi("[Rich King]"); next; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Church ]:[ Inn ]:[ Pub ]:[ Airport ]:[ Weapon Shop ]:[ Tool Shop ]:[ Bingo Game Room ]:[ Hunter Guild ]:[ Party Supplies Shop ]:[ Shrine Expedition ]:Previous Menu")) { + switch(select("[ Church ]", "[ Inn ]", "[ Pub ]", "[ Airport ]", "[ Weapon Shop ]", "[ Tool Shop ]", "[ Bingo Game Room ]", "[ Hunter Guild ]", "[ Party Supplies Shop ]", "[ Shrine Expedition ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Church","hugel,159,113","^FF0000"); viewpoint 1,159,113,0,0xFF0000; @@ -266,7 +266,7 @@ hugel,187,172,6 script Guide Rich King#hugel 4_M_CRU_KNT,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Monster Race Arena ]:[ Cool Event Corp. Staff ]:Previous Menu")) { + switch(select("[ Monster Race Arena ]", "[ Cool Event Corp. Staff ]", "Previous Menu")) { case 1: callsub L_Mark, "^FF1493Monster Race Arena^000000"; viewpoint 1,60,71,10,0xFF1493; diff --git a/npc/re/guides/guides_izlude.txt b/npc/re/guides/guides_izlude.txt index e625235bf..1bdf5a472 100644 --- a/npc/re/guides/guides_izlude.txt +++ b/npc/re/guides/guides_izlude.txt @@ -42,13 +42,13 @@ mes "Do you need help navigating the town?"; F_Navi("[Izlude Guide]"); next; - .@map$ = strnpcinfo(4); + .@map$ = strnpcinfo(NPC_MAP); while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Cryptura Academy ]:[ Marina ]:[ International Airship ]:[ Arena ]:[ Kit Shop ]:[ Swordsman Guild ]:[ Enchant Association ]:[ Forge ]:Previous Menu")) { + switch(select("[ Cryptura Academy ]", "[ Marina ]", "[ International Airship ]", "[ Arena ]", "[ Kit Shop ]", "[ Swordsman Guild ]", "[ Enchant Association ]", "[ Forge ]", "Previous Menu")) { case 1: mes "[Izlude Guide]"; mes "Novice adventurers should go to "+F_Navi("Cryptura Academy","iz_ac01,100,39")+" to receive more information and training!"; @@ -121,7 +121,7 @@ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Eden Teleport Officer ]:[ Kafra Employee ]:[ Hypnotist ]:[ Newlywed Helper ]:[ Mercenary Guildsman ]:[ Pet Groomer ]:Previous Menu")) { + switch(select("[ Eden Teleport Officer ]", "[ Kafra Employee ]", "[ Hypnotist ]", "[ Newlywed Helper ]", "[ Mercenary Guildsman ]", "[ Pet Groomer ]", "Previous Menu")) { case 1: mes "[Izlude Guide]"; mes "The "+F_Navi("Eden Teleport Officer",.@map$+",131,148","^0000FF"); diff --git a/npc/re/guides/guides_juno.txt b/npc/re/guides/guides_juno.txt index 7793e9b34..3b6bc6c9c 100644 --- a/npc/re/guides/guides_juno.txt +++ b/npc/re/guides/guides_juno.txt @@ -40,11 +40,11 @@ yuno,59,212,4 script Juno Guide#yuno01::GuideJuno 8_F_GIRL,{ F_Navi("[Juno Guide]"); next; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Tool Shop ]:[ Forge ]:[ Airport ]:[ Government Building ]:[ Street of Book Stores ]:[ Inn & Pub ]:[ Sage Castle ]:[ Monster Academy ]:[ Library of the Republic ]:[ Weapon & Armor Shop ]:[ Juphero Plaza ]:[ Monster Museum ]:[ Schweicherbil Magic Academy ]:Previous Menu")) { + switch(select("[ Tool Shop ]", "[ Forge ]", "[ Airport ]", "[ Government Building ]", "[ Street of Book Stores ]", "[ Inn & Pub ]", "[ Sage Castle ]", "[ Monster Academy ]", "[ Library of the Republic ]", "[ Weapon & Armor Shop ]", "[ Juphero Plaza ]", "[ Monster Museum ]", "[ Schweicherbil Magic Academy ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Tool Shop","yuno,194,140","^FF0000"); viewpoint 1,194,140,0,0xFF0000; @@ -123,7 +123,7 @@ yuno,59,212,4 script Juno Guide#yuno01::GuideJuno 8_F_GIRL,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Kafra Employees ]:[ Eden Teleport Officer ]:Previous Menu")) { + switch(select("[ Kafra Employees ]", "[ Eden Teleport Officer ]", "Previous Menu")) { case 1: callsub L_Mark, "^FA8072Kafra Employees^000000"; viewpoint 1,152,187,13,0xFA8072; diff --git a/npc/re/guides/guides_lighthalzen.txt b/npc/re/guides/guides_lighthalzen.txt index 01b881f10..faff34736 100644 --- a/npc/re/guides/guides_lighthalzen.txt +++ b/npc/re/guides/guides_lighthalzen.txt @@ -53,11 +53,11 @@ lighthalzen,207,310,5 script Lighthalzen Guide#lhz01::GuideLighthazlen 4_M_EIN_S F_Navi("[Lighthalzen Guide]"); next; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Hotel ]:[ Bank ]:[ Airport ]:[ Weapon Shop ]:[ Department Store ]:[ Police Station ]:[ Jewelry Store ]:[ Cool Event Corp. ]:[ Somatology Laboratory ]:[ Alchemist Association ]:Previous Menu")) { + switch(select("[ Hotel ]", "[ Bank ]", "[ Airport ]", "[ Weapon Shop ]", "[ Department Store ]", "[ Police Station ]", "[ Jewelry Store ]", "[ Cool Event Corp. ]", "[ Somatology Laboratory ]", "[ Alchemist Association ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Hotel","lighthalzen,159,133","^FF0000"); viewpoint 1,160,217,0,0xFF0000; @@ -117,7 +117,7 @@ lighthalzen,207,310,5 script Lighthalzen Guide#lhz01::GuideLighthazlen 4_M_EIN_S case 2: .@loop = 1; while (.@loop) { - switch(select("[ Armsmith ]:[ Seiayablem ]:[ Pet Groomer ]:[ Kafra Employees ]:[ Cool Event Corp. Staff ]:Previous Menu")) { + switch(select("[ Armsmith ]", "[ Seiayablem ]", "[ Pet Groomer ]", "[ Kafra Employees ]", "[ Cool Event Corp. Staff ]", "Previous Menu")) { case 1: mes "[Lighthalzen Guide]"; mes "You may go to Fulerr,"; diff --git a/npc/re/guides/guides_louyang.txt b/npc/re/guides/guides_louyang.txt index 3f37e40c5..0b773b168 100644 --- a/npc/re/guides/guides_louyang.txt +++ b/npc/re/guides/guides_louyang.txt @@ -50,7 +50,7 @@ louyang,224,104,4 script Louyang Guide#01louyang 4_F_CHNWOMAN,{ .@str$ = "Is there anything else I can do for you?"; while (1) { next; - switch(select("[ Dragon Castle ]:[ Doctor's Office ]:[ City Hall ]:[ Weapon Shop ]:[ Tool Shop ]:[ Tavern ]:[ Observatory ]:[ Return to Alberta ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Dragon Castle ]", "[ Doctor's Office ]", "[ City Hall ]", "[ Weapon Shop ]", "[ Tool Shop ]", "[ Tavern ]", "[ Observatory ]", "[ Return to Alberta ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: mes "[Representative]"; mes "The "+F_Navi("Dragon Castle","louyang,218,253")+" is located at ^0A82FF+^000000. It is where all the nobles reside, including our lord."; diff --git a/npc/re/guides/guides_lutie.txt b/npc/re/guides/guides_lutie.txt index 5667e80f4..374c36f46 100644 --- a/npc/re/guides/guides_lutie.txt +++ b/npc/re/guides/guides_lutie.txt @@ -41,7 +41,7 @@ xmas,140,137,3 script Lutie Guide#xmas 4_F_KID3,{ F_Navi("[Lutie Guide]"); while (1) { next; - switch(select("[ Gift Shop ]:[ Church ]:[ Weapon & Armor Shop ]:[ Tool Shop ]:[ Santa's House ]:[ Toy Factory ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Gift Shop ]", "[ Church ]", "[ Weapon & Armor Shop ]", "[ Tool Shop ]", "[ Santa's House ]", "[ Toy Factory ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: callsub L_Mark, F_Navi("Gift Shop","xmas,172,131","^008080"); viewpoint 1,172,131,2,0x008080; diff --git a/npc/re/guides/guides_malaya.txt b/npc/re/guides/guides_malaya.txt index 5e898a4ac..38f67778f 100644 --- a/npc/re/guides/guides_malaya.txt +++ b/npc/re/guides/guides_malaya.txt @@ -40,7 +40,7 @@ malaya,71,72,4 script Port Malaya Guide#01::GuideMalaya 4_F_BARYO_WOMAN,{ F_Navi("[Port Malaya Guide]"); while(1) { next; - switch(select("[ Kafra Employees ]:[ Inn & Tavern ]:[ Weapon & Armor Shop ]:[ Tool Shop ]:[ Hospital ]:[ Park ]:[ Harbor ]:Remove marks from Mini-Map:Cancel")) { + switch(select("[ Kafra Employees ]", "[ Inn & Tavern ]", "[ Weapon & Armor Shop ]", "[ Tool Shop ]", "[ Hospital ]", "[ Park ]", "[ Harbor ]", "Remove marks from Mini-Map", "Cancel")) { case 1: callsub L_Mark, "^0000FFKafra Employees^000000",1; viewpoint 1,71,79,0,0x0A82FF; diff --git a/npc/re/guides/guides_mora.txt b/npc/re/guides/guides_mora.txt index 8d98f3733..66a0ba86d 100644 --- a/npc/re/guides/guides_mora.txt +++ b/npc/re/guides/guides_mora.txt @@ -39,7 +39,7 @@ mora,25,158,5 script Raffle Guide#north 4_M_RAFLE_GR,{ mes "I can tell you whatever you want to know about the village~!"; F_Navi("[Raffoh]"); next; - switch(select("[ Inn ]:[ Residences ]:[ Stores ]:[ Warehouse ]:Remove markers from the mini-map:Quit")) { + switch(select("[ Inn ]", "[ Residences ]", "[ Stores ]", "[ Warehouse ]", "Remove markers from the mini-map", "Quit")) { case 1: mes "[Raffoh]"; mes "Laoh~!"; @@ -90,7 +90,7 @@ mora,167,76,3 script Raffle Guide#east 4_M_RAFLE_OR,{ mes "Uh... which place do you want to know about?"; F_Navi("[Raffuh]"); next; - switch(select("[ Inn ]:[ Residences ]:[ Stores ]:[ Warehouse ]:Remove markers from the mini-map:Quit")) { + switch(select("[ Inn ]", "[ Residences ]", "[ Stores ]", "[ Warehouse ]", "Remove markers from the mini-map", "Quit")) { case 1: mes "[Raffuh]"; mes "Uh..."; @@ -141,7 +141,7 @@ mora,115,138,5 script Raffle Guide#center 4_M_RAFLE_VI,{ mes "If you need to know anything about the village, just ask me la!"; F_Navi("[Raffla]"); next; - switch(select("[ Inn ]:[ Residences ]:[ Stores ]:[ Warehouse ]:Remove markers from the mini-map:Quit.")) { + switch(select("[ Inn ]", "[ Residences ]", "[ Stores ]", "[ Warehouse ]", "Remove markers from the mini-map", "Quit.")) { case 1: mes "[Raffla]"; mes "Lala!"; @@ -193,7 +193,7 @@ mora,72,51,3 script Raffle Guide#south 4_F_RAFLE_PK,{ mes "If you need to know anything about the village, just ask me."; F_Navi("[Raffli]"); next; - switch(select("[ Inn ]:[ Residences ]:[ Stores ]:[ Warehouse ]:Remove markers from the mini-map:Quit")) { + switch(select("[ Inn ]", "[ Residences ]", "[ Stores ]", "[ Warehouse ]", "Remove markers from the mini-map", "Quit")) { case 1: mes "[Raffli]"; mes "Lali?"; diff --git a/npc/re/guides/guides_morroc.txt b/npc/re/guides/guides_morroc.txt index a277d6593..a818624c5 100644 --- a/npc/re/guides/guides_morroc.txt +++ b/npc/re/guides/guides_morroc.txt @@ -42,11 +42,11 @@ morocc,153,286,6 script Guide#01morocc::GuideMorroc 4_M_MOC_SOLDIER,{ F_Navi("[Morroc Guide]"); next; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Thief Guild ]:[ Sphinx Dungeon ]:[ Oasis Entrance ]:[ Forge ]:[ Weapon & Armor Shop ]:[ Inn ]:[ Tavern ]:Previous Menu")) { + switch(select("[ Thief Guild ]", "[ Sphinx Dungeon ]", "[ Oasis Entrance ]", "[ Forge ]", "[ Weapon & Armor Shop ]", "[ Inn ]", "[ Tavern ]", "Previous Menu")) { case 1: mes "[Morroc Guide]"; mes "The "+F_Navi("Thief Guild","morocc,26,294","^B9062F")+" is located"; @@ -106,7 +106,7 @@ morocc,153,286,6 script Guide#01morocc::GuideMorroc 4_M_MOC_SOLDIER,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Kafra Employee ]:[ Poison Herb Salesman ]:[ Dye Maker ]:[ Seiyablem ]:Previous Menu")) { + switch(select("[ Kafra Employee ]", "[ Poison Herb Salesman ]", "[ Dye Maker ]", "[ Seiyablem ]", "Previous Menu")) { case 1: callsub L_Mark,"^0000FFKafra Employees^000000"; viewpoint 1,156,97,7,0x0A82FF; @@ -194,11 +194,11 @@ moc_ruins,159,53,3 script Guide#01ruins::GuideMocRuins 4_M_MOC_SOLDIER,{ F_Navi("[Morroc Guide]"); next; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Thief Guild ]:[ Sphinx Dungeon ]:[ Morroc Entrance ]:Previous Menu")) { + switch(select("[ Thief Guild ]", "[ Sphinx Dungeon ]", "[ Morroc Entrance ]", "Previous Menu")) { case 1: mes "[Morroc Guide]"; mes "The "+F_Navi("Thief Guild","moc_ruins,56,161","^B9062F")+" is located"; @@ -236,7 +236,7 @@ moc_ruins,159,53,3 script Guide#01ruins::GuideMocRuins 4_M_MOC_SOLDIER,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Eden Teleport Officer ]:[ Tool Dealer ]:[ Kafra Employee ]:[ Repairman ]:[ Pet Groomer ]:[ Chef Assistant ]:[ Leablem ]:Previous Menu")) { + switch(select("[ Eden Teleport Officer ]", "[ Tool Dealer ]", "[ Kafra Employee ]", "[ Repairman ]", "[ Pet Groomer ]", "[ Chef Assistant ]", "[ Leablem ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Eden Teleport Officer","moc_ruins,68,164","^006400"); viewpoint 1,68,164,3,0xAAFF00; diff --git a/npc/re/guides/guides_moscovia.txt b/npc/re/guides/guides_moscovia.txt index 057f0d1aa..08b1c9bd7 100644 --- a/npc/re/guides/guides_moscovia.txt +++ b/npc/re/guides/guides_moscovia.txt @@ -44,7 +44,7 @@ moscovia,161,76,3 script Moscovia Guide#01mosc 4_F_RUSWOMAN1,{ .@str$ = "Is there anything else I can do for you?"; while (1) { next; - switch(select("[ Kafra Employee ]:[ Palace ]:[ Chapel ]:[ Weapon Shop ]:[ Armor Shop ]:[ Tool Shop ]:[ Inn ]:[ Return to Alberta ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Kafra Employee ]", "[ Palace ]", "[ Chapel ]", "[ Weapon Shop ]", "[ Armor Shop ]", "[ Tool Shop ]", "[ Inn ]", "[ Return to Alberta ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: mes "[Moscovia Guide]"; mes "The ^0000FFKafra Employee^000000 has"; diff --git a/npc/re/guides/guides_niflheim.txt b/npc/re/guides/guides_niflheim.txt index 4882f8d83..6a5f62d22 100644 --- a/npc/re/guides/guides_niflheim.txt +++ b/npc/re/guides/guides_niflheim.txt @@ -45,7 +45,7 @@ niflheim,201,187,3 script Niflheim Guide#01nif 4_M_DIEMAN,{ } while (1) { next; - switch(select("[ Tool Shop ]:[ Pub ]:[ Weapon Shop ]:[ Witch's Castle ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Tool Shop ]", "[ Pub ]", "[ Weapon Shop ]", "[ Witch's Castle ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: callsub L_Mark, F_Navi("Tool Shop","niflheim,218,196","^0000FF"); viewpoint 1,218,196,0,0x0A82FF; diff --git a/npc/re/guides/guides_payon.txt b/npc/re/guides/guides_payon.txt index d58e2dec9..dfbdd6403 100644 --- a/npc/re/guides/guides_payon.txt +++ b/npc/re/guides/guides_payon.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Euphy //= Copyright (C) L0ne_W0lf //= @@ -30,10 +30,10 @@ //================= Description =========================================== //= Guides for the city of Payon. //================= Current Version ======================================= -//= 1.2 +//= 1.2.1 //========================================================================= -payon,163,64,3 script Guide#01payon::GuidePayon 4_M_PAY_SOLDIER,{ +payon,160,67,3 script Guide#01payon::GuidePayon 4_M_PAY_SOLDIER,{ cutin "pay_soldier",2; mes "[Payon Guide]"; mes "Welcome to ^8B4513Payon^000000,"; @@ -42,11 +42,11 @@ payon,163,64,3 script Guide#01payon::GuidePayon 4_M_PAY_SOLDIER,{ F_Navi("[Payon Guide]"); next; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Archer Village ]:[ Tool Shop ]:[ Weapon & Armor Shop ]:[ Inn & Tavern ]:[ Central Palace ]:[ Palace Court ]:[ Royal Kitchen ]:Previous Menu")) { + switch(select("[ Archer Village ]", "[ Tool Shop ]", "[ Weapon & Armor Shop ]", "[ Inn & Tavern ]", "[ Central Palace ]", "[ Palace Court ]", "[ Royal Kitchen ]", "Previous Menu")) { case 1: mes "[Payon Guide]"; mes F_Navi("Archer Village","payon,227,328","^B9062F")+" is where"; @@ -95,7 +95,7 @@ payon,163,64,3 script Guide#01payon::GuidePayon 4_M_PAY_SOLDIER,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Eden Teleport Officer ]:[ Kafra Shop ]:[ Repair / Armsmith ]:[ Kafra Employee ]:[ Trap Specialist ]:[ Seiayblem ]:[ Leablem ]:[ Jade ]:[ Pet Groomer ]:[ Chef Assistant ]:Previous Menu")) { + switch(select("[ Eden Teleport Officer ]", "[ Kafra Shop ]", "[ Repair / Armsmith ]", "[ Kafra Employee ]", "[ Trap Specialist ]", "[ Seiayblem ]", "[ Leablem ]", "[ Jade ]", "[ Pet Groomer ]", "[ Chef Assistant ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Eden Teleport Officer","payon,177,111","^0000FF"); viewpoint 1,177,111,7,0x0A82FF; @@ -225,7 +225,7 @@ pay_arche,86,33,4 script Guide#05payon 4_M_PAY_SOLDIER,{ next; .@str$ = "Would you like to check any other locations?"; while (1) { - switch(select("[ Payon Dungeon ]:[ Archer Guild ]:[ Tool Shop ]:[ Kafra Employee ]:[ Mercenary Guildsman ]:[ Alchemist Guildsman ]:[ Eden Teleport Officer ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Payon Dungeon ]", "[ Archer Guild ]", "[ Tool Shop ]", "[ Kafra Employee ]", "[ Mercenary Guildsman ]", "[ Alchemist Guildsman ]", "[ Eden Teleport Officer ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: mes "[Payon Guide]"; mes "Let me mark the entrance of"; diff --git a/npc/re/guides/guides_prontera.txt b/npc/re/guides/guides_prontera.txt index 08a7bff7f..5937809e7 100644 --- a/npc/re/guides/guides_prontera.txt +++ b/npc/re/guides/guides_prontera.txt @@ -44,11 +44,11 @@ prontera,154,187,4 script Guide#01prontera::GuideProntera 8W_SOLDIER,{ next; .@str$ = "Would you like to check any other locations?"; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Tool Shop ]:[ Weapon & Armor Shop ]:[ Forge ]:[ Sanctuary ]:[ Chivalry Office ]:[ Inn ]:[ Tavern ]:[ Library ]:[ Prontera Castle ]:[ Job Agency ]:[ City Hall ]:Previous Menu")) { + switch(select("[ Tool Shop ]", "[ Weapon & Armor Shop ]", "[ Forge ]", "[ Sanctuary ]", "[ Chivalry Office ]", "[ Inn ]", "[ Tavern ]", "[ Library ]", "[ Prontera Castle ]", "[ Job Agency ]", "[ City Hall ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Tool Shop","prontera,134,221","^B9062F"); mes .@str$; @@ -147,7 +147,7 @@ prontera,154,187,4 script Guide#01prontera::GuideProntera 8W_SOLDIER,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Eden Teleport Officer ]:[ Peco Peco Breeder ]:[ Riding Creature Master ]:[ Magic Gear Master ]:[ Peco Peco Remover ]:[ Trading Merchants ]:[ Mercenary Guildsman ]:[ Hypnotist ]:[ Kafra Employee ]:[ Leablem ]:[ Apprentice Craftsman ]:[ Pet Groomer ]:Previous Menu")) { + switch(select("[ Eden Teleport Officer ]", "[ Peco Peco Breeder ]", "[ Riding Creature Master ]", "[ Magic Gear Master ]", "[ Peco Peco Remover ]", "[ Trading Merchants ]", "[ Mercenary Guildsman ]", "[ Hypnotist ]", "[ Kafra Employee ]", "[ Leablem ]", "[ Apprentice Craftsman ]", "[ Pet Groomer ]", "Previous Menu")) { case 1: callsub L_Mark, F_Navi("Eden Teleport Officer","prontera,124,76","^800080"),1; mes .@str$; diff --git a/npc/re/guides/guides_rachel.txt b/npc/re/guides/guides_rachel.txt index b4e1c6cbf..0849a8259 100644 --- a/npc/re/guides/guides_rachel.txt +++ b/npc/re/guides/guides_rachel.txt @@ -40,11 +40,11 @@ rachel,138,146,5 script Rachel Guide#rachel 4_M_RASWORD,{ F_Navi("[Rachel Guide]"); next; while (1) { - switch(select("[ Main Facilities ]:[ Merchants & Helpers ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Main Facilities ]", "[ Merchants & Helpers ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: .@loop = 1; while (.@loop) { - switch(select("[ Inn ]:[ Weapon Shop ]:[ Tool Shop ]:[ Airport ]:[ Cheshrumnir ]:[ Priest Zed's Mansion ]:Previous Menu")) { + switch(select("[ Inn ]", "[ Weapon Shop ]", "[ Tool Shop ]", "[ Airport ]", "[ Cheshrumnir ]", "[ Priest Zed's Mansion ]", "Previous Menu")) { case 1: mes "[Rachel Guide]"; mes "You can rest your fatigue of the journey in the "+F_Navi("Inn","rachel,115,144")+". The left building next to me is the Inn of Rachel."; @@ -99,7 +99,7 @@ rachel,138,146,5 script Rachel Guide#rachel 4_M_RASWORD,{ case 2: .@loop = 1; while (.@loop) { - switch(select("[ Cool Event Corp. Staff ]:[ Eden Teleport Officer ]:Previous Menu")) { + switch(select("[ Cool Event Corp. Staff ]", "[ Eden Teleport Officer ]", "Previous Menu")) { case 1: mes "[Rachel Guide]"; mes "I will mark the location"; diff --git a/npc/re/guides/guides_umbala.txt b/npc/re/guides/guides_umbala.txt index f166978cd..e8bb6b257 100644 --- a/npc/re/guides/guides_umbala.txt +++ b/npc/re/guides/guides_umbala.txt @@ -45,7 +45,7 @@ umbala,128,94,3 script Umbala Guide#01umbala::GuideUmbala 4_F_GON,{ F_Navi("[Umbala Guide]"); while (1) { next; - switch(select("[ Kafra Employee ]:[ Chief's House ]:[ Shaman's House ]:[ Weapon Shop ]:[ Tool Shop ]:[ Bungee Jump Area ]:[ Tree of Yggdrasil ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Kafra Employee ]", "[ Chief's House ]", "[ Shaman's House ]", "[ Weapon Shop ]", "[ Tool Shop ]", "[ Bungee Jump Area ]", "[ Tree of Yggdrasil ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: mes "[Umbala Guide]"; mes "Let me mark the location of the"; diff --git a/npc/re/guides/guides_veins.txt b/npc/re/guides/guides_veins.txt index 4aebfbfbf..541db4a03 100644 --- a/npc/re/guides/guides_veins.txt +++ b/npc/re/guides/guides_veins.txt @@ -40,7 +40,7 @@ veins,210,345,5 script Veins Guide#veins01::GuideVeins 4_M_RASWORD,{ F_Navi("[Veins Guide]"); next; while (1) { - switch(select("[ Temple ]:[ Inn ]:[ Pub ]:[ Weapon Shop ]:[ Tool Shop ]:[ Airport ]:[ Geological Research Institute ]:[ Cool Event Corp. Staff ]:Remove Marks from Mini-Map:Cancel")) { + switch(select("[ Temple ]", "[ Inn ]", "[ Pub ]", "[ Weapon Shop ]", "[ Tool Shop ]", "[ Airport ]", "[ Geological Research Institute ]", "[ Cool Event Corp. Staff ]", "Remove Marks from Mini-Map", "Cancel")) { case 1: mes "[Veins Guide]"; mes "The "+F_Navi("Temple","veins,197,256")+" is always filled with praying the faithful of the incarnation of goddess Freya."; diff --git a/npc/re/instances/BakonawaLake.txt b/npc/re/instances/BakonawaLake.txt index e1937f572..2868cc589 100644 --- a/npc/re/instances/BakonawaLake.txt +++ b/npc/re/instances/BakonawaLake.txt @@ -33,8 +33,6 @@ //= 1.1 //========================================================================= -1@ma_b mapflag src4instance - ma_scene01,174,179,4 script Taho 4_M_DEWZATIMAN,{ disable_items; if (checkweight(Knife,1) == 0) { @@ -56,7 +54,7 @@ ma_scene01,174,179,4 script Taho 4_M_DEWZATIMAN,{ close; } - .@party_id = getcharid(1); + .@party_id = getcharid(CHAR_ID_PARTY); .@md_name$ = "Bakonawa Lake"; .@baku_time = questprogress(12278,PLAYTIME); @@ -69,16 +67,16 @@ ma_scene01,174,179,4 script Taho 4_M_DEWZATIMAN,{ close; } if (!.@baku_time) { - if (getcharid(0) == getpartyleader(.@party_id,2)) { + if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2)) { mes "[Taho]"; mes "Are you the leader of the Bakonawa slayers? The road is not well so we have to go down the cliff with a rope, is that OK?"; next; - .@i = select("Please weave a rope.:Now I will go down.:Cancel."); + .@i = select("Please weave a rope.", "Now I will go down.", "Cancel."); } else { mes "[Taho]"; mes "You came for slaying Bakonawa. The leader of your party has to help me weaving the rope for going down."; next; - .@i = select(":Now I will go down.:Cancel."); + .@i = select("", "Now I will go down.", "Cancel."); } switch(.@i) { case 1: @@ -104,7 +102,7 @@ ma_scene01,174,179,4 script Taho 4_M_DEWZATIMAN,{ mes "The party leader did not generate the dungeon yet."; close; } else { - mapannounce "ma_scene01","A party member, "+strcharinfo(0)+" of the party "+getpartyname(.@party_id)+" is entering the dungeon, "+.@md_name$+".",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 + mapannounce "ma_scene01","A party member, "+strcharinfo(PC_NAME)+" of the party "+getpartyname(.@party_id)+" is entering the dungeon, "+.@md_name$+".",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 setquest 12278; warp "1@ma_b",64,51; end; @@ -144,11 +142,11 @@ sec_in02,26,26,4 script Bakonawa's Rage 4_M_DEWZATIMAN,{ mes "[Taho]"; mes "Bakonawa becomes invincible at some point. When that time comes, listen to my guides carefully. Just trust me and all will be good."; next; - if (getcharid(0) == getpartyleader(getcharid(1),2)) { + if (getcharid(CHAR_ID_CHAR) == getpartyleader(getcharid(CHAR_ID_PARTY),2)) { mes "[Taho]"; mes "Now I will make Bakonawa spring out from the lake."; next; - switch(select("Hold on! I'm not ready yet!:Let's do it!")) { + switch(select("Hold on! I'm not ready yet!", "Let's do it!")) { case 1: mes "[Taho]"; mes "Oh... alright... tell me when you are ready."; @@ -528,11 +526,11 @@ OnTimer10000: mes "[Taho]"; mes "HMM. We almost got him but he is one fast creature..."; next; - if (getcharid(0) == getpartyleader(getcharid(1),2)) { + if (getcharid(CHAR_ID_CHAR) == getpartyleader(getcharid(CHAR_ID_PARTY),2)) { mes "[Taho]"; mes "Are we going to try again?"; next; - switch(select("Hold on a sec!:Of course! We cannot stand back now!")) { + switch(select("Hold on a sec!", "Of course! We cannot stand back now!")) { case 1: mes "[Taho]"; mes "AWW... I almost brought him out."; diff --git a/npc/re/instances/BangungotHospital.txt b/npc/re/instances/BangungotHospital.txt index 5b9fba3dd..9e8e836c4 100644 --- a/npc/re/instances/BangungotHospital.txt +++ b/npc/re/instances/BangungotHospital.txt @@ -33,13 +33,11 @@ //= 1.1 //========================================================================= -1@ma_h mapflag src4instance - //== Instance Creation ===================================== ma_dun01,147,10,5 script Nurse#ma_dun01 4_F_NURSE,{ if (BaseLevel < 100) end; - .@party_id = getcharid(1); + .@party_id = getcharid(CHAR_ID_PARTY); cutin "malaya_nurseB",2; if (!questprogress(9223)) { .@quest = questprogress(9222); @@ -50,7 +48,7 @@ ma_dun01,147,10,5 script Nurse#ma_dun01 4_F_NURSE,{ else if (malaya_bang == 31) callsub L_Closed,0; else - goto L_NoParty; + callsub L_NoParty; } if (questprogress(11309,HUNTING) != 2) { .@playtime = questprogress(9224,PLAYTIME); @@ -60,7 +58,7 @@ ma_dun01,147,10,5 script Nurse#ma_dun01 4_F_NURSE,{ else if (malaya_bang == 31) callsub L_Closed,0; else if (malaya_bang > 39) - callsub L_Enter,(getcharid(0) == getpartyleader(.@party_id,2))?1:0,0,0; + callsub L_Enter,(getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2))?1:0,0,0; else { mes "[Nurse Maenne]"; mes ".........."; @@ -102,9 +100,9 @@ ma_dun01,147,10,5 script Nurse#ma_dun01 4_F_NURSE,{ cutin "",255; end; } else { - //if (!.@party_id) goto L_NoParty; //unneeded + //if (!.@party_id) callsub L_NoParty; //unneeded if (malaya_bang > 39) - callsub L_Enter,(getcharid(0) == getpartyleader(.@party_id,2))?1:0,1,1; + callsub L_Enter,(getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2))?1:0,1,1; else { mes "[Nurse Maenne]"; mes "......."; @@ -124,7 +122,7 @@ ma_dun01,147,10,5 script Nurse#ma_dun01 4_F_NURSE,{ end; } } else if (.@quest == 1) { - if (!.@party_id) goto L_NoParty; + if (!.@party_id) callsub L_NoParty; if (malaya_bang > 39) { if (questprogress(9222,HUNTING) == 1) { .@playtime = questprogress(9224,PLAYTIME); @@ -134,9 +132,9 @@ ma_dun01,147,10,5 script Nurse#ma_dun01 4_F_NURSE,{ next; callsub L_Enter,0,0; } else if (.@playtime == 2) { - //if (!.@party_id) goto L_NoParty; //unneeded + //if (!.@party_id) callsub L_NoParty; //unneeded if (malaya_bang > 39) - callsub L_Enter,(getcharid(0) == getpartyleader(.@party_id,2))?1:0,1,1; + callsub L_Enter,(getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2))?1:0,1,1; else { mes "[Nurse Maenne]"; mes "......."; @@ -213,9 +211,9 @@ ma_dun01,147,10,5 script Nurse#ma_dun01 4_F_NURSE,{ cutin "",255; end; } else { - if (!.@party_id) goto L_NoParty; + if (!.@party_id) callsub L_NoParty; if (malaya_bang > 39) - callsub L_Enter,(getcharid(0) == getpartyleader(.@party_id,2))?1:0,1,1; + callsub L_Enter,(getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2))?1:0,1,1; else { mes "[Nurse Maenne]"; mes "......."; @@ -267,15 +265,15 @@ L_Enter: mes "appeared again."; next; mes "[Nurse Maenne]"; - mes strcharinfo(0) + "'s help"; + mes strcharinfo(PC_NAME) + "'s help"; mes "is needed again."; mes "Please, could you give me"; mes "one more chance?"; } next; - switch(select(((getarg(0))?"Prepare to enter the second floor.":"")+":Enter the second floor.:Do not enter.")) { + switch(select(((getarg(0))?"Prepare to enter the second floor.":""), "Enter the second floor.", "Do not enter.")) { case 1: - .@instance = instance_create(.@md_name$,getcharid(1)); + .@instance = instance_create(.@md_name$,getcharid(CHAR_ID_PARTY)); if (.@instance < 0) { mes "[Nurse Maenne]"; mes "A critical situation has happened."; @@ -312,7 +310,7 @@ L_Enter: mes "The party leader did not generate the dungeon yet."; close; } else { - mapannounce "ma_dun01", getpartyname(getcharid(1))+" party's "+strcharinfo(0)+" member entered "+.@md_name$+".",bc_map,"0x00ff99"; + mapannounce "ma_dun01", getpartyname(getcharid(CHAR_ID_PARTY))+" party's "+strcharinfo(PC_NAME)+" member entered "+.@md_name$+".",bc_map,"0x00ff99"; if (getarg(1)) { if (questprogress(9223)) { completequest 9223; @@ -362,7 +360,7 @@ sec_in02,27,30,0 script Bangungot Gate 2_MONEMUS,{ mes "Good Luck."; close; } - switch(select("Receive 9222:Receive 9223:Erase 9222:Erase 9223:Receive 9224:Erase 9224:Receive malaya_bang 30:Receive malaya_bang 40:Receive 11309:Erase 11309:Cancel")) { + switch(select("Receive 9222", "Receive 9223", "Erase 9222", "Erase 9223", "Receive 9224", "Erase 9224", "Receive malaya_bang 30", "Receive malaya_bang 40", "Receive 11309", "Erase 11309", "Cancel")) { case 1: setquest 9222; close; case 2: setquest 9223; close; case 3: erasequest 9222; close; @@ -382,7 +380,7 @@ sec_in02,27,30,0 script Bangungot Gate 2_MONEMUS,{ end; OnTouch: .@map$ = instance_mapname("1@ma_h"); - mapannounce .@map$,"Bangungot: You silly "+strcharinfo(0)+" ....",bc_map,"0xFF82FF"; + mapannounce .@map$,"Bangungot: You silly "+strcharinfo(PC_NAME)+" ....",bc_map,"0xFF82FF"; mapannounce .@map$,"Bangungot: Get out before you die...",bc_map,"0xFF82FF"; areamonster .@map$,44,156,46,158,"Bangungot's Mangkukulam",2339,1,instance_npcname("#Memorial Start")+"::OnMyMobDead"; donpcevent instance_npcname("#Memorial Start_time")+"::OnEnable"; @@ -408,7 +406,7 @@ OnInstanceInit: disablenpc instance_npcname("#Memorial Start_time"); end; OnEnable: - specialeffect EF_BAT2,AREA,instance_npcname("#Memorial Start"); + specialeffect(EF_BAT2, AREA, getnpcid(0, instance_npcname("#Memorial Start"))); initnpctimer; end; OnDisable: @@ -426,14 +424,14 @@ OnTimer10000: 1@ma_h,46,165,0 script #Ward1 Entry HIDDEN_WARP_NPC,{ //3,3 end; OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnEnable1: .@map$ = instance_mapname("1@ma_h"); - .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; - enablenpc instance_npcname(strnpcinfo(0)); + .@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); specialeffect EF_BAT2; - switch(atoi(charat(strnpcinfo(2),4))) { + switch(atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),4))) { case 1: areamonster .@map$,49,171,51,173,"Bangungot's Mangkukulam",2339,1,.@label$; areamonster .@map$,51,171,53,173,"Bangungot's Mangkukulam",2339,1,.@label$; @@ -466,19 +464,19 @@ OnEnable2: end; */ OnEnable3: - .@i = atoi(charat(strnpcinfo(2),4))+1; + .@i = atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),4))+1; donpcevent instance_npcname("#Ward"+.@i+" Entry")+"::OnEnable1"; - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnMyMobDead: initnpctimer; end; OnTimer1000: .@map$ = instance_mapname("1@ma_h"); - if (mobcount(.@map$,instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) { + if (mobcount(.@map$,instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") < 1) { specialeffect EF_BAT2; - donpcevent instance_npcname(strnpcinfo(0))+"::OnEnable3"; - switch(atoi(charat(strnpcinfo(2),4))) { + donpcevent instance_npcname(strnpcinfo(NPC_NAME))+"::OnEnable3"; + switch(atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),4))) { case 1: .@str$ = "Bangungot: I will let you see the pain and the agony actually be real....."; break; case 2: .@str$ = "Bangungot: Diseased spirits are the source of my energy, and my life..."; break; case 3: .@str$ = "Bangungot: Scream more....and more...... your pain..."; break; @@ -894,19 +892,19 @@ OnStopTimer: end; OnTimer1000: mapannounce instance_mapname("1@ma_h"),"- Bangungot's Pillar of Spirit is curing Bangungot. If you don't hunt it now, he will fully recover!! -",bc_map,"0xFF8200"; - specialeffect EF_MAPPILLAR2,AREA,instance_npcname("#Patternwarp45"); + specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, instance_npcname("#Patternwarp45"))); end; OnTimer7000: mapannounce instance_mapname("1@ma_h"),"Bangungot: I never die!!!!",bc_map,"0xFF82FF"; - specialeffect EF_MAPPILLAR2,AREA,instance_npcname("#Patternwarp45"); + specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, instance_npcname("#Patternwarp45"))); end; OnTimer14000: mapannounce instance_mapname("1@ma_h"),"Bangungot: If you dare, kill me!! I will revive soon!!!",bc_map,"0xFF82FF"; - specialeffect EF_MAPPILLAR2,AREA,instance_npcname("#Patternwarp45"); + specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, instance_npcname("#Patternwarp45"))); end; OnTimer21000: mapannounce instance_mapname("1@ma_h"),"Bangungot: I cannot die this way...!!!!",bc_map,"0xFF82FF"; - specialeffect EF_MAPPILLAR2,AREA,instance_npcname("#Patternwarp45"); + specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, instance_npcname("#Patternwarp45"))); end; OnTimer30000: donpcevent instance_npcname("#Summon Pillar")+"::OnReset"; @@ -925,7 +923,7 @@ OnTimer36000: 1@ma_h,118,171,0 script #Boss Room Entry_a HIDDEN_WARP_NPC,10,10,{ end; OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnTouch: specialeffect EF_GHOST; @@ -984,7 +982,7 @@ OnTimer30000: 1@ma_h,60,87,4 script Screaming Patient#2 4_M_PATIENT,{ end; OnEnable: - switch(atoi(strnpcinfo(2))) { + switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))) { case 2: .@str$ = "Screaming Patient: Aaaaargh!!"; break; case 3: .@str$ = "Patient in Pain: Oooooowwww!! It's killing me!!!"; break; case 4: .@str$ = "Passed Out Patient: ........"; break; diff --git a/npc/re/instances/BuwayaCave.txt b/npc/re/instances/BuwayaCave.txt index 139d3acc3..094964867 100644 --- a/npc/re/instances/BuwayaCave.txt +++ b/npc/re/instances/BuwayaCave.txt @@ -33,8 +33,6 @@ //= 1.0 //========================================================================= -1@ma_c mapflag src4instance - ma_fild02,312,317,5 script Guard#buwaya_cave 4_MAL_SOLDIER,{ if (BaseLevel < 130) { mes "[Guard]"; @@ -44,7 +42,7 @@ ma_fild02,312,317,5 script Guard#buwaya_cave 4_MAL_SOLDIER,{ close; } - .@party_id = getcharid(1); + .@party_id = getcharid(CHAR_ID_PARTY); .@md_name$ = "Buwaya Cave"; if (!.@party_id) { @@ -54,13 +52,13 @@ ma_fild02,312,317,5 script Guard#buwaya_cave 4_MAL_SOLDIER,{ mes "team with other people."; close; } - if (getcharid(0) == getpartyleader(.@party_id,2)) { + if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2)) { mes "[Guard]"; mes "This place is dangerous. Please go back."; mes "If you dont have any business here, please go back."; next; while(1) { - switch(select("Why is it so dangerous?:I'm here to hunt down Buwaya.:End conversation.")) { + switch(select("Why is it so dangerous?", "I'm here to hunt down Buwaya.", "End conversation.")) { case 1: mes "[Guard]"; mes "Recently, there has been a case"; @@ -98,7 +96,7 @@ ma_fild02,312,317,5 script Guard#buwaya_cave 4_MAL_SOLDIER,{ if (.@instance < 0) { mes "[Guard]"; mes "Party name is... "+getpartyname(.@party_id)+".";; - mes "Party leader is... "+strcharinfo(0); + mes "Party leader is... "+strcharinfo(PC_NAME); mes "^0000ff"+.@md_name$+"^000000 cannot be opened now."; mes "Please try a moment later."; close; @@ -152,14 +150,14 @@ OnTouch: erasequest 4229; // fall through } - switch(select("Enter.:Turn back.")) { + switch(select("Enter.", "Turn back.")) { case 1: if( has_instance("1@ma_c") == "" ) { mes "The memorial dungeon Buwaya Cave does not exist."; mes "The party leader did not generate the dungeon yet."; close; } else { - mapannounce "ma_fild02",getpartyname(getcharid(1))+" party's "+strcharinfo(0)+" member began hunting Buwaya in Buwaya Cave.",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 + mapannounce "ma_fild02",getpartyname(getcharid(CHAR_ID_PARTY))+" party's "+strcharinfo(PC_NAME)+" member began hunting Buwaya in Buwaya Cave.",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 setquest 4229; warp "1@ma_c",35,57; end; @@ -200,7 +198,7 @@ OnTouch: mes "and new people got caught."; mes "We will be stuck in here for the rest of our lives."; next; - switch(select("Get me outta here!!:Ca...can't escape?")) { + switch(select("Get me outta here!!", "Ca...can't escape?")) { case 1: mes "[Kidnapped Residents]"; mes "We don't have enough power to destroy it but Buwaya has a weakness."; @@ -231,7 +229,7 @@ OnEnable: mes "Ahaa! I wish I had a little more power..."; mes "I know its weakness..."; next; - switch(select("Tell me.:Do you really know?")) { + switch(select("Tell me.", "Do you really know?")) { case 1: mes "[Kidnapped Residents]"; mes "Are you sure you can do it...?"; @@ -325,7 +323,7 @@ OnTimer35000: disablenpc instance_npcname("#box_call"); end; OnTouch: - specialeffect2 EF_GUIDEDATTACK; + specialeffect(EF_GUIDEDATTACK, AREA, playerattached()); warp instance_mapname("1@ma_c"),33,112; end; OnDisable: @@ -337,7 +335,7 @@ OnDisable: 1@ma_c,97,74,0 script #yunobi1 HIDDEN_WARP_NPC,{ end; OnInstanceInit: - hideonnpc instance_npcname(strnpcinfo(0)); + hideonnpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnEnable: specialeffect EF_MAPPILLAR2; @@ -454,7 +452,7 @@ OnEnable: OnTouch: mes "Would like to go out?"; next; - if(select("Yes!:No, I will stay.") == 1) + if(select("Yes!", "No, I will stay.") == 1) warp "ma_fild02",315,315; close; } diff --git a/npc/re/instances/EclageInterior.txt b/npc/re/instances/EclageInterior.txt index bf11c8443..b8aff0a81 100644 --- a/npc/re/instances/EclageInterior.txt +++ b/npc/re/instances/EclageInterior.txt @@ -33,7 +33,7 @@ //========================================================================= ecl_hub01,132,12,3 script Chief of Staff#tl01::EclInstance 4_F_FAIRY,{ - .@party_id = getcharid(1); + .@party_id = getcharid(CHAR_ID_PARTY); .@md_name$ = "Eclage Interior"; if (!.@party_id){ mes "-! Warning !-"; @@ -42,7 +42,7 @@ ecl_hub01,132,12,3 script Chief of Staff#tl01::EclInstance 4_F_FAIRY,{ close; } - if (getpartyleader(.@party_id,2) != getcharid(0)) { + if (getpartyleader(.@party_id,2) != getcharid(CHAR_ID_CHAR)) { mes "-! Warning !-"; mes "This current quest will be held at Memorial dungeon."; mes "Only the party leader will enter. Please create your party."; @@ -53,7 +53,7 @@ ecl_hub01,132,12,3 script Chief of Staff#tl01::EclInstance 4_F_FAIRY,{ mes "This place is set up with lighting for Orb."; mes "If you favor Mayor, you should be cautious here."; next; - switch (select("Enter it.:Forget it.")) { + switch (select("Enter it.", "Forget it.")) { case 1: .@instance = instance_create(.@md_name$,.@party_id); if (.@instance < 0) { @@ -91,9 +91,9 @@ ecl_hub01,130,15,0 script It is closed shut. CLEAR_NPC,{ mes "This door connects to the plaza's ceiling."; mes "It's also a place where the lighting is set up to make Orb seem more beautiful."; next; - switch (select("Enter it.:Forget it.")) { + switch (select("Enter it.", "Forget it.")) { case 1: - .@party_id = getcharid(1); + .@party_id = getcharid(CHAR_ID_PARTY); if (has_instance("1@ecl") == "") { mes "It is closed shut."; @@ -101,7 +101,7 @@ ecl_hub01,130,15,0 script It is closed shut. CLEAR_NPC,{ } if (.@party_id) { .@md_name$ = "Eclage Interior"; - if (getpartyleader(.@party_id,2) != getcharid(0)){ + if (getpartyleader(.@party_id,2) != getcharid(CHAR_ID_CHAR)){ mes "-! Warning !-"; mes "This current quest will be held at Memorial dungeon."; mes "Only the party leader will enter. Please create your party."; @@ -114,7 +114,7 @@ ecl_hub01,130,15,0 script It is closed shut. CLEAR_NPC,{ close; } close2; - mapannounce "ecl_hub01",getpartyname(.@party_id) + " Party leader " + strcharinfo(0) + " is entering " + .@md_name$,bc_map,"0x00ff99"; + mapannounce "ecl_hub01",getpartyname(.@party_id) + " Party leader " + strcharinfo(PC_NAME) + " is entering " + .@md_name$,bc_map,"0x00ff99"; warp "1@ecl",60,50; end; } @@ -137,7 +137,7 @@ ecl_hub01,130,15,0 script It is closed shut. CLEAR_NPC,{ mes "Oh, what's going on here?"; mes "They destroyed additional troops that Mayor sent?"; next; - select("What...?:I fought monsters off!"); + select("What...?", "I fought monsters off!"); mes "[Shenime]"; mes "It doesn't matter."; mes "Your job ends here."; @@ -145,9 +145,9 @@ ecl_hub01,130,15,0 script It is closed shut. CLEAR_NPC,{ mes "Farewell, then!"; specialeffect EF_BEGINSPELL3; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "No...way!!!"; - specialeffect2 EF_LORD; + specialeffect(EF_LORD, AREA, playerattached()); percentheal -99,0; soundeffect "wander_man_move.wav",1; sc_start SC_BLIND,60000,0; @@ -156,11 +156,11 @@ ecl_hub01,130,15,0 script It is closed shut. CLEAR_NPC,{ end; OnInstanceInit: - hideonnpc instance_npcname(strnpcinfo(0)); + hideonnpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnEnable: - hideoffnpc instance_npcname(strnpcinfo(0)); + hideoffnpc instance_npcname(strnpcinfo(NPC_NAME)); end; } @@ -175,7 +175,7 @@ OnEnable: 1@ecl,42,80,5 script Suspicious Creature#5 MOROCC_2_142,{ end; OnInstanceInit: - hideonnpc instance_npcname(strnpcinfo(0)); + hideonnpc instance_npcname(strnpcinfo(NPC_NAME)); end; } @@ -188,7 +188,7 @@ OnInstanceInit: OnInstanceInit: .mob_summoned = 0; - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnEnable: @@ -228,7 +228,7 @@ OnTouch: next; mes "We couldn't communicate with them either, and one of them seemed furious after looking around and finding out that its fellows are defeated."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "They look as if they are incarnation of Morroc."; mes "Is the King of Domons after the Orb?"; mes "Or is it just a coincidence?"; @@ -310,7 +310,7 @@ OnInstanceInit: mes "There was a subtle and magical echo to it."; mes "Immidiately after that, you were thrown here."; next; - if (select("It's all because of you!:Shenime said...") == 1) { + if (select("It's all because of you!", "Shenime said...") == 1) { mes "[Avant]"; mes "I don't understand a word you're saying."; mes "Can't you organize your story? Don't you know 'five W's and one H' rule?"; @@ -368,7 +368,7 @@ OnInstanceInit: next; cutin "minuel01",4; mes "[Minuel]"; - mes "" + strcharinfo(0) + "Sir,"; + mes "" + strcharinfo(PC_NAME) + "Sir,"; mes "Although you're detained on suspicion of being responsible for the recent incident in the lighting room,"; mes "there are some witnesses to prove your innocence."; next; @@ -416,7 +416,7 @@ OnInstanceInit: cutin "",255; mes "[Loki]"; mes "It's because of this."; - mes "" + strcharinfo(0) + "It was inside the body of -"; + mes "" + strcharinfo(PC_NAME) + "It was inside the body of -"; mes "This is how powerful Shenime is."; next; mes "On Loki's palm, there rested a small, thin, and dried piece of thorn."; @@ -433,7 +433,7 @@ OnInstanceInit: mes "His power enbales him to control another person directly or mentally influence that person indirectly through a part of his body."; next; select("Now that I think about it..."); - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Right before coming here, Shenime reached his hand out to me and I felt a spark when I held his hand."; mes "I thought it was just my imagination and ignored it...maybe that's when he..."; next; @@ -456,7 +456,7 @@ OnInstanceInit: next; mes "[Nydhog]"; mes "I swear by the name of the guardian of Yggdrasil, too."; - mes "" + strcharinfo(0) + "- will by no means do such a thing."; + mes "" + strcharinfo(PC_NAME) + "- will by no means do such a thing."; next; cutin "hisie02",0; mes "[Hisie]"; @@ -479,7 +479,7 @@ OnInstanceInit: cutin "",255; mes "[Loki]"; mes "Someone has to take the responsibility here then."; - mes "In all probablility," + strcharinfo(0) + "it will be you."; + mes "In all probablility," + strcharinfo(PC_NAME) + "it will be you."; next; cutin "hisie02",0; mes "[Hisie]"; @@ -504,7 +504,7 @@ OnInstanceInit: mes "[Hisie]"; mes "Thank you for your help."; mes "We will take off now."; - mes "Let's go." + strcharinfo(0) + "."; + mes "Let's go." + strcharinfo(PC_NAME) + "."; ep14_2_mylord = 30; changequest 7450,7451; erasequest 7450; diff --git a/npc/re/instances/HazyForest.txt b/npc/re/instances/HazyForest.txt index d92934dc5..c649171f8 100644 --- a/npc/re/instances/HazyForest.txt +++ b/npc/re/instances/HazyForest.txt @@ -33,12 +33,10 @@ //= 1.1 //========================================================================= -1@mist mapflag src4instance - //== Instance Creation ===================================== bif_fild01,158,340,5 script Laphine Soldier#mist 4_M_FAIRYSOLDIER,{ - .@party_id = getcharid(1); + .@party_id = getcharid(CHAR_ID_PARTY); .@md_name$ = "Mistwood Maze"; mes "[Laphine Soldier]"; @@ -51,7 +49,7 @@ bif_fild01,158,340,5 script Laphine Soldier#mist 4_M_FAIRYSOLDIER,{ close; } .@playtime = questprogress(7211,PLAYTIME); - if (getcharid(0) == getpartyleader(.@party_id,2)) { + if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2)) { if (.@playtime == 1) { mes "[Laphine Soldier]"; mes "...Are you sure you're not doing too much?"; @@ -97,11 +95,11 @@ bif_fild01,158,340,5 script Laphine Soldier#mist 4_M_FAIRYSOLDIER,{ mes "Are you going to venture into the Hazy Forest?"; } next; - switch(select("Venture into the Hazy Forest.:Give up.")) { + switch(select("Venture into the Hazy Forest.", "Give up.")) { case 1: mes "[Laphine Soldier]"; mes "Party Name "+getpartyname(.@party_id)+"..."; - mes "Party Leader "+strcharinfo(0)+"..."; + mes "Party Leader "+strcharinfo(PC_NAME)+"..."; .@instance = instance_create(.@md_name$, .@party_id); if (.@instance < 0) { mes "Hmm..."; @@ -163,7 +161,7 @@ bif_fild01,161,355,0 script Log Tunnel CLEAR_NPC,{ mes "I see the forest through the log tunnel."; mes "It looks like I can enter the forest through the log tunnel."; next; - if(select("Enter the tunnel.:Give up.") == 2) + if(select("Enter the tunnel.", "Give up.") == 2) close; if (has_instance("1@mist") == "") { if (questprogress(7211,PLAYTIME) == 1) { @@ -177,7 +175,7 @@ bif_fild01,161,355,0 script Log Tunnel CLEAR_NPC,{ } else { if (questprogress(7211,PLAYTIME) == 2) erasequest 7211; if (!questprogress(7211,PLAYTIME)) setquest 7211; - mapannounce "bif_fild01",getpartyname(getcharid(1))+" party's "+strcharinfo(0)+" member is entering the Mistwood Maze.",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 + mapannounce "bif_fild01",getpartyname(getcharid(CHAR_ID_PARTY))+" party's "+strcharinfo(PC_NAME)+" member is entering the Mistwood Maze.",bc_map,"0x00ff99"; //FW_NORMAL 12 0 0 warp "1@mist",89,29; close; } @@ -212,16 +210,16 @@ OnTimer180000: // callfunc "F_Mora_Mist",<warp to enable>,<success message>,<fail message>{,<end flag>} function script F_Mora_Mist { .@map$ = instance_mapname("1@mist"); - if (mobcount(.@map$,instance_npcname(strnpcinfo(0))+"::OnMyMobDead") == 0) { + if (mobcount(.@map$,instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") == 0) { mes "Obviously no one is taking care of it."; mes "It seems like you can chop down the garden tree."; next; - if(select("Chop down the garden tree.:Give up.") == 2) + if(select("Chop down the garden tree.", "Give up.") == 2) close; mes "You chop down the tree, which was blocking the path of the maze, "+((getarg(3,0))?"clearing the way out of the forest.":"so now you can continue."); mapannounce .@map$,getarg(1),bc_map,"0xccffcc"; //FW_NORMAL 12 0 0 enablenpc instance_npcname(getarg(0)); - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); close; } else mapannounce .@map$,((getarg(3,0))?getarg(2):getarg(2)+"'s Cry: Huh? Who's doing bad things to my tree?!"),bc_map,"0xccffcc"; //FW_NORMAL 12 0 0 @@ -461,7 +459,7 @@ OnMyMobDead: 1@mist,73,290,0 script Mysterious Flower#1 CLEAR_NPC,{ specialeffect EF_LEVEL99_4; - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); getitem Mysterious_Seed,1; end; } @@ -581,22 +579,22 @@ OnTimer3000: mes "That's my name."; mes "And yours?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "...."; - mes "...."+strcharinfo(0)+" sir."; + mes "...."+strcharinfo(PC_NAME)+" sir."; next; mes "[Loki]"; - mes "I see. "+strcharinfo(0)+"."; + mes "I see. "+strcharinfo(PC_NAME)+"."; mes "I'm asking you again."; mes "Do you plan to pass through this forest?"; next; - switch(select("Yes, I do.:No, I don't.")) { + switch(select("Yes, I do.", "No, I don't.")) { case 1: mes "[Loki]"; mes "Then I'll ask you a question."; mes "Have you ever seen a guard... a girl with purple hair?"; next; - switch(select("No, I haven't.:Yes, I might have...")) { + switch(select("No, I haven't.", "Yes, I might have...")) { case 1: mes "[Loki]"; mes "So you haven't."; @@ -632,7 +630,7 @@ OnTimer3000: mes "It's not easy going through the forest."; mes "It may cost you your life."; next; - switch(select("Okay.:What do you want?")) { + switch(select("Okay.", "What do you want?")) { case 1: mes "- When you step back,"; mes "Loki nods slightly and then looks away. -"; @@ -642,7 +640,7 @@ OnTimer3000: mes "I'm looking for somebody."; mes "Have you ever seen a guard... a girl with purple hair?"; next; - switch(select("No, I haven't.:Yes, I might have...")) { + switch(select("No, I haven't.", "Yes, I might have...")) { case 1: mes "[Loki]"; mes "So you haven't."; @@ -706,7 +704,7 @@ OnDisable: mes "I guess I have to thank you."; mes "You've calmed her down."; next; - select("What's happening?:This girl...?"); + select("What's happening?", "This girl...?"); mes "[Loki]"; mes "You might be able to change your appearance, but you cannot change your unique, innate light."; mes "A scent strong enough to burn your nose."; @@ -888,7 +886,7 @@ mora,48,152,3 script Sharp Eyed Man 4_M_ROKI2,{ mes "Now I know. I'll destroy Morroc with my own hands."; mes "I will fulfill my duties as a guardian."; next; - switch(select("You're not alone.:Those are very important duties.")) { + switch(select("You're not alone.", "Those are very important duties.")) { case 1: mes "[Nydhogg the Guardian]"; mes "You're right."; @@ -905,7 +903,7 @@ mora,48,152,3 script Sharp Eyed Man 4_M_ROKI2,{ break; } mes "[Nydhogg the Guardian]"; - mes strcharinfo(0)+"..."; + mes strcharinfo(PC_NAME)+"..."; mes "Thanks for listening to my long story."; next; mes "[Nydhogg the Guardian]"; @@ -1015,7 +1013,7 @@ bif_fild01,38,374,0 script Mysterious Flower#ep14_1 CLEAR_NPC,{ if (countitem(Mysterious_Seed)) { mes "It's reacting to the Mysterious Flower Seeds you have with you."; next; - switch(select("Observe the reaction.:Stop the reaction.")) { + switch(select("Observe the reaction.", "Stop the reaction.")) { case 1: mes "The flower started to shake violently"; mes "and swing forward as if trying to send the seeds as far away as possible!!!"; diff --git a/npc/re/instances/MalangdoCulvert.txt b/npc/re/instances/MalangdoCulvert.txt index e72833640..e954c9b15 100644 --- a/npc/re/instances/MalangdoCulvert.txt +++ b/npc/re/instances/MalangdoCulvert.txt @@ -35,9 +35,6 @@ //= 1.1 //========================================================================= -1@pump mapflag src4instance -2@pump mapflag src4instance - //== Quest NPCs ============================================ mal_in01,172,28,2 script Albo#mal 4_CAT_SAILOR5,{ if (checkweight(Knife,1) == 0) { @@ -185,7 +182,7 @@ mal_in01,172,26,2 script Madeca#mal 4_CAT_SAILOR1,{ mes "Oh?"; mes "You're the one who took care of my big brother Albo's request. It was a hard job!"; next; - .@i = select("What are you doing here?:General Culvert Daily Service Compensation:Hard Culvert Daily Service Compensation:General Culvert Weekly Service Compensation:Hard Culvert Weekly Service Compensation")-1; + .@i = select("What are you doing here?", "General Culvert Daily Service Compensation", "Hard Culvert Daily Service Compensation", "General Culvert Weekly Service Compensation", "Hard Culvert Weekly Service Compensation")-1; if (.@i == 0) { mes "[Madeca]"; mes "I'm here to help my big brother Albo!"; @@ -203,9 +200,9 @@ mal_in01,172,26,2 script Madeca#mal 4_CAT_SAILOR1,{ mes "[Madeca]"; mes "I can't give you compensation for an expired request, so let me check if any of yours have expired."; next; - specialeffect2 EF_SPHERE; + specialeffect(EF_SPHERE, AREA, playerattached()); progressbar "0xFFFF00",3; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); switch(.@i) { case 1: // General Culvert Daily Service if (questprogress(12271,PLAYTIME) == 2) @@ -276,7 +273,7 @@ L_CheckQuest: mes "You've punished ^0000ff"+getarg(1)+"^000000!"; mes "Here's your pay!"; erasequest getarg(0); - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); getitem getarg(2),getarg(3); close; } @@ -302,7 +299,7 @@ mal_in01,160,34,4 script Missing, the Cleaner 4_CAT_SAILOR2,{ next; mes "^660066This cat looks like it's in bad shape. It is slightly trembling.^000000"; next; - if(select("Pet the cat:Are you ok?") == 1) { + if(select("Pet the cat", "Are you ok?") == 1) { mes "[Missing, the Cleaner]"; mes "Are you talking to me?!"; next; @@ -355,7 +352,7 @@ mal_in01,160,34,4 script Missing, the Cleaner 4_CAT_SAILOR2,{ mes "Sometimes I can get a lucky box,"; mes "or even better, I can get cans..."; next; - if(select("Okay, cheers!:I will help if possible...") == 1) { + if(select("Okay, cheers!", "I will help if possible...") == 1) { mes "[Missing, the Cleaner]"; mes "Thank you. I am going back to pour the water!"; close; @@ -399,7 +396,7 @@ mal_in01,160,34,4 script Missing, the Cleaner 4_CAT_SAILOR2,{ mes "You don't look like you have Seagod Protection. I can't open door at the moment!"; close; } - .@party_id = getcharid(1); + .@party_id = getcharid(CHAR_ID_PARTY); .@md_name$ = "Culvert"; if (!.@party_id) { mes "^0000ffYou have to organize a party of"; @@ -409,11 +406,11 @@ mal_in01,160,34,4 script Missing, the Cleaner 4_CAT_SAILOR2,{ } .@playtime = questprogress(12254,PLAYTIME); if (!.@playtime) { - if (getcharid(0) == getpartyleader(.@party_id,2)) { + if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2)) { mes "[Missing, the Cleaner]"; mes "Ummm? What's up? Tell me the password if you're the leader!"; next; - switch(select("No... nothing.:Aragam insulted me.:Enter the Culvert.")) { + switch(select("No... nothing.", "Aragam insulted me.", "Enter the Culvert.")) { case 1: mes "[Missing, the Cleaner]"; mes "What a rookie."; @@ -422,7 +419,7 @@ mal_in01,160,34,4 script Missing, the Cleaner 4_CAT_SAILOR2,{ .@instance = instance_create(.@md_name$,.@party_id); if (.@instance < 0) { mes "Party name: "+getpartyname(.@party_id); - mes "Party leader: "+strcharinfo(0); + mes "Party leader: "+strcharinfo(PC_NAME); mes "^0000ff"+.@md_name$+"^000000 - Reservation Failed!"; close; } @@ -442,13 +439,13 @@ mal_in01,160,34,4 script Missing, the Cleaner 4_CAT_SAILOR2,{ callsub L_Enter,0; } } - if(select("Enter Culvert:Cancel") == 2) + if(select("Enter Culvert", "Cancel") == 2) end; callsub L_Enter,1; } else if (.@playtime == 1) { mes "You can enter the Culvert if the gate is open."; next; - if(select("Enter Culvert:Cancel") == 2) + if(select("Enter Culvert", "Cancel") == 2) close; callsub L_Enter,0; } else if (.@playtime == 2) { @@ -468,7 +465,7 @@ L_Enter: mes "The party leader has not reserved entrance to the dungeon yet."; close; } - mapannounce "mal_in01", strcharinfo(0)+" of the party "+getpartyname(.@party_id)+" is entering the Culvert.",bc_map,"0x00ff99"; + mapannounce "mal_in01", strcharinfo(PC_NAME)+" of the party "+getpartyname(.@party_id)+" is entering the Culvert.",bc_map,"0x00ff99"; if (!questprogress(12254)) setquest 12254; warp "1@pump",63,98; end; @@ -476,7 +473,7 @@ L_Enter: //== Instance: Common Scripts ============================== 1@pump,63,100,4 script Missing, the Cleaner#0 4_CAT_SAILOR2,{ - if (getcharid(0) != getpartyleader(getcharid(1),2)) { + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY),2)) { mes "[Missing, the Cleaner]"; mes "I am trying to have a conversation with your leader now. Please don't disturb and wait!"; close; @@ -487,17 +484,17 @@ L_Enter: mes "[Missing, the Cleaner]"; mes "I'll open the door first. By the way, do you know how to fight?"; next; - switch(select("I'm pretty good at delivering bread.:I know how to fight.:^ffffffGive me the diamond.^000000")) { + switch(select("I'm pretty good at delivering bread.", "I know how to fight.", "^ffffffGive me the diamond.^000000")) { case 1: mes "[Missing, the Cleaner]"; mes "Ok then, I'll let you clean the culverts here as usual! I will prepare at the right-hand corner, please follow me!"; next; - if(select("Wait! I changed my mind!:As you wish~") == 1) { + if(select("Wait! I changed my mind!", "As you wish~") == 1) { mes "[Missing, the Cleaner]"; mes "Huh? Not ready yet? Talk to me again when you're ready."; close; } - 'party_id = getcharid(1); + 'party_id = getcharid(CHAR_ID_PARTY); mapannounce instance_mapname("1@pump"),"Missing: Move toward the 3 o'clock direction and wait for my next order!",bc_map,"0xff88ff",FW_NORMAL,15; disablenpc instance_npcname("Missing, the Cleaner#0"); enablenpc instance_npcname("Missing, the Cleaner#n"); @@ -514,12 +511,12 @@ L_Enter: mes "[Missing, the Cleaner]"; mes "I must tell you that it's been such a long~~ time since we've cleaned that place, so anyone under level 140 cannot even enter! Are you sure you still want to go?"; next; - if(select("Wait! I changed my mind!:Sure, I'm prepared already~") == 1) { + if(select("Wait! I changed my mind!", "Sure, I'm prepared already~") == 1) { mes "[Missing, the Cleaner]"; mes "Hmm? Talk to me again when you're ready."; close; } - 'party_id = getcharid(1); + 'party_id = getcharid(CHAR_ID_PARTY); mapannounce instance_mapname("1@pump"),"Missing: I'll go in first, so follow me! I'll open up a gate at the 3 o'clock direction!",bc_map,"0xff88ff",FW_NORMAL,15; disablenpc instance_npcname("Missing, the Cleaner#0"); enablenpc instance_npcname("Culvert Entrance#i"); @@ -549,7 +546,7 @@ function script F_mal_missing { mes "[Missing, the Cleaner]"; mes "I will tell you how to clean shortly. Can you see the culverts around you?"; next; - if(select("What culverts??:Yes, I see them.") == 1) { + if(select("What culverts??", "Yes, I see them.") == 1) { mes "[Missing, the Cleaner]"; mes "Huh? Is this your first time seeing culverts? You'll see many buried machines in the ground. You may look around and come back!"; close; @@ -566,7 +563,7 @@ function script F_mal_missing { mes "[Missing, the Cleaner]"; mes "I don't care if you get help from your friends or not. I want you to clean up all culverts! Don't forget! I will watch you and give you instructions. Just do what I said!!"; next; - if (getcharid(0) != getpartyleader(getcharid(1),2)) { + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY),2)) { mes "[Missing, the Cleaner]"; mes "Once your leader finishes preparing, it will begin, so get your hearts ready for it!!"; close; @@ -574,7 +571,7 @@ function script F_mal_missing { mes "[Missing, the Cleaner]"; mes "So, are you ready to clean now?"; next; - switch(select("Wait! Not yet!:Let's start!")) { + switch(select("Wait! Not yet!", "Let's start!")) { case 1: mes "[Missing, the Cleaner]"; mes "Huh? Not ready yet? Then talk to me when you're ready."; @@ -594,7 +591,7 @@ function script F_mal_missing { mes "[Missing, the Cleaner]"; mes "I see seaweed everywhere because you're wiggling! All the culverts will be blocked with seaweed!"; next; - if (getcharid(0) != getpartyleader(getcharid(1),2)) { + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY),2)) { mes "[Missing, the Cleaner]"; mes "Once your leader finishes preparing, settlement will be decided so get your hearts ready for it!!"; close; @@ -602,7 +599,7 @@ function script F_mal_missing { mes "[Missing, the Cleaner]"; mes "If you got some guts to challenge again, I'll give you another chance! What's your choice going to be!?"; next; - switch(select("Wait! Not yet!:Okay, let's start again!")) { + switch(select("Wait! Not yet!", "Okay, let's start again!")) { case 1: mes "[Missing, the Cleaner]"; mes "You're still slow! Talk to me again whenever your're ready."; @@ -610,18 +607,18 @@ function script F_mal_missing { case 2: mes "[Missing, the Cleaner]"; mes "Ok! Let's start now!"; - .@i$ = charat(strnpcinfo(2),0); + .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN),0); enablenpc instance_npcname("Missing, the Cleaner#"+.@i$); donpcevent instance_npcname("Missing, the Cleaner#"+.@i$)+"::OnStart"; disablenpc instance_npcname("Culvert Entrance#"+.@i$); disablenpc instance_npcname("Missing, the Cleaner#"+.@i$+"o"); donpcevent instance_npcname("Monster Hole#"+.@i$)+"::OnClear"; - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); close; } close; OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; } @@ -710,7 +707,7 @@ OnTimer520000: 1@pump,1,1,4 script Monster Hole#n FAKE_NPC,{ end; OnSpawn: - .@i$ = charat(strnpcinfo(2),0); + .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN),0); if (.@i$ == "n") .@n = 6; else if (.@i$ == "h") @@ -718,7 +715,7 @@ OnSpawn: donpcevent instance_npcname("#Culvert_"+.@i$+rand(1,.@n))+"::OnEnable"; end; OnClear: - .@i$ = charat(strnpcinfo(2),0); + .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN),0); if (.@i$ == "n") .@n = 6; else if (.@i$ == "h") @@ -731,16 +728,16 @@ OnClear: 1@pump,36,111,4 script #Culvert_n1 CLEAR_NPC,14,14,{ //temporary workaround for ALL_SAMEMAP progressbar "0xFFFF00",10; stopnpctimer; - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnEnable: - enablenpc instance_npcname(strnpcinfo(0)); - .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); + .@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; .@map$ = instance_mapname("1@pump"); - .@index = atoi(charat(strnpcinfo(2),9)); + .@index = atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),9)); switch(.@index) { case 1: setarray .@c[0],32,107,40,115; break; case 2: setarray .@c[0],64,120,72,128; break; @@ -761,7 +758,7 @@ OnEnable: copyarray .@partymemberaid[0],$@partymemberaid[0],$@partymembercount; for(.@i = 0; .@i<$@partymembercount; ++.@i) { if (attachrid(.@partymemberaid[.@i])) { - if (strcharinfo(3) == .@map$) + if (strcharinfo(PC_MAP) == .@map$) viewpoint 0,.@x,.@y,.@index,0xFFFF00; detachrid; } @@ -772,12 +769,12 @@ OnMyMobDead: end; OnClear: stopnpctimer; - killmonster instance_mapname("1@pump"),instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + killmonster instance_mapname("1@pump"),instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; end; OnTimer49500: //OnTimer50000 clashes with the timer in "Missing, the Cleaner#h". donpcevent instance_npcname("Missing, the Cleaner#n")+"::OnAddSeaweed"; - donpcevent instance_npcname(strnpcinfo(0))+"::OnClear"; - disablenpc instance_npcname(strnpcinfo(0)); + donpcevent instance_npcname(strnpcinfo(NPC_NAME))+"::OnClear"; + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnTouch: specialeffect EF_MAPPILLAR2; @@ -792,48 +789,48 @@ OnTouch: 1@pump,1,1,4 script Boss Creation#n FAKE_NPC,{ end; OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnEnable: - enablenpc instance_npcname(strnpcinfo(0)); + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); initnpctimer; end; OnTimer100: - .@i$ = charat(strnpcinfo(2),0); + .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN),0); if (.@i$ == "n") mapannounce instance_mapname("1@pump"),"Hmm! That wasn't so bad!",bc_map,"0xff88ff",FW_NORMAL,15; else if (.@i$ == "h") mapannounce instance_mapname("2@pump"),"Hmm! You guys are pretty good!!",bc_map,"0xff88ff",FW_NORMAL,15; end; OnTimer5000: - mapannounce strnpcinfo(4),"Let's pack up and go... WHAT!!?",bc_map,"0xff88ff",FW_NORMAL,15; + mapannounce strnpcinfo(NPC_MAP),"Let's pack up and go... WHAT!!?",bc_map,"0xff88ff",FW_NORMAL,15; end; OnTimer10000: - mapannounce strnpcinfo(4),"I sense something strange!! Don't loosen up-- prepare for a fight!!",bc_map,"0xff88ff",FW_NORMAL,15; + mapannounce strnpcinfo(NPC_MAP),"I sense something strange!! Don't loosen up-- prepare for a fight!!",bc_map,"0xff88ff",FW_NORMAL,15; end; OnTimer20000: stopnpctimer; - .@i$ = charat(strnpcinfo(2),0); - .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN),0); + .@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; if (rand(1,100) > 50) { if (.@i$ == "n") monster instance_mapname("1@pump"),0,0,"Weird Coelacanth",2188,1,.@label$; else if (.@i$ == "h") monster instance_mapname("2@pump"),0,0,"Mutant Coelacanth",2189,1,.@label$; - mapannounce strnpcinfo(4),"Something big inside the abyss appears with a huge noise.",bc_map,"0x00ffcc",FW_NORMAL,15; + mapannounce strnpcinfo(NPC_MAP),"Something big inside the abyss appears with a huge noise.",bc_map,"0x00ffcc",FW_NORMAL,15; } else { if (.@i$ == "n") monster instance_mapname("1@pump"),0,0,"Gloomy Coelacanth",2187,1,.@label$; else if (.@i$ == "h") monster instance_mapname("2@pump"),0,0,"Violent Coelacanth",2190,1,.@label$; - mapannounce strnpcinfo(4),"Something savage inside the abyss appears with a huge noise.",bc_map,"0x00ffcc",FW_NORMAL,15; + mapannounce strnpcinfo(NPC_MAP),"Something savage inside the abyss appears with a huge noise.",bc_map,"0x00ffcc",FW_NORMAL,15; } end; OnMyMobDead: - if (mobcount(strnpcinfo(4),instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) { - mapannounce strnpcinfo(4),"You've destroyed all monsters in the culverts. There are trophies lying on the ground, please look for them.",bc_map,"0xffff00",FW_NORMAL,15; - .@i$ = charat(strnpcinfo(2),0); - .@map$ = strnpcinfo(4); + if (mobcount(strnpcinfo(NPC_MAP),instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") < 1) { + mapannounce strnpcinfo(NPC_MAP),"You've destroyed all monsters in the culverts. There are trophies lying on the ground, please look for them.",bc_map,"0xffff00",FW_NORMAL,15; + .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN),0); + .@map$ = strnpcinfo(NPC_MAP); enablenpc instance_npcname("Culvert Entrance#"+.@i$); enablenpc instance_npcname("Missing, the Cleaner#"+.@i$+"o"); if (.@i$ == "n") { @@ -860,12 +857,12 @@ OnMyMobDead: } } } else - mapannounce strnpcinfo(4),"There are still monsters alive.",bc_map,"0x00ff99",FW_NORMAL,20; + mapannounce strnpcinfo(NPC_MAP),"There are still monsters alive.",bc_map,"0x00ff99",FW_NORMAL,20; end; } 1@pump,84,105,4 script Missing, the Cleaner#no 4_CAT_SAILOR2,{ - .@i$ = charat(strnpcinfo(2),0); + .@i$ = charat(strnpcinfo(NPC_NAME_HIDDEN),0); if (.@i$ == "n") { mes "[Missing, the Cleaner]"; mes "I was very surprised!!"; @@ -894,14 +891,14 @@ OnMyMobDead: mes "If Tomas closes this down, we will lose our jobs!"; close; OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; } 1@pump,32,100,0 script Culvert Entrance#n WARPNPC,3,3,{ end; OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnTouch: warp "mal_in01",161,32; @@ -911,7 +908,7 @@ OnTouch: //MD_Putmob "1@pump" 0 0 0 0 20 HYDRA 0 0 2 1@pump,1,1,4 script Hydra#n FAKE_NPC,{ OnInstanceInit: - monster strnpcinfo(4),0,0,"Hydra",1068,20; + monster strnpcinfo(NPC_MAP),0,0,"Hydra",1068,20; end; } @@ -998,16 +995,16 @@ OnTimer425000: 2@pump,53,114,4 script #Culvert_h1 CLEAR_NPC,14,14,{ //temporary workaround for ALL_SAMEMAP progressbar "0xFFFF00",15; stopnpctimer; - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnEnable: - enablenpc instance_npcname(strnpcinfo(0)); - .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); + .@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; .@map$ = instance_mapname("2@pump"); - .@index = atoi(substr(strnpcinfo(2),9,getstrlen(strnpcinfo(2))-1)); + .@index = atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),9,getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1)); switch(.@index) { case 1: setarray .@c[0],49,110,57,118; break; case 2: setarray .@c[0],75,105,83,113; break; @@ -1033,12 +1030,12 @@ OnMyMobDead: end; OnClear: stopnpctimer; - killmonster instance_mapname("2@pump"),instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + killmonster instance_mapname("2@pump"),instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; end; OnTimer39500: //OnTimer40000 clashes with the timer in "Missing, the Cleaner#h". donpcevent instance_npcname("Missing, the Cleaner#h")+"::OnAddSeaweed"; - donpcevent instance_npcname(strnpcinfo(0))+"::OnClear"; - disablenpc instance_npcname(strnpcinfo(0)); + donpcevent instance_npcname(strnpcinfo(NPC_NAME))+"::OnClear"; + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnTouch: specialeffect EF_MAPPILLAR2; diff --git a/npc/re/instances/OctopusCave.txt b/npc/re/instances/OctopusCave.txt deleted file mode 100644 index da0df4ac6..000000000 --- a/npc/re/instances/OctopusCave.txt +++ /dev/null @@ -1,729 +0,0 @@ -//================= Hercules Script ======================================= -//= _ _ _ -//= | | | | | | -//= | |_| | ___ _ __ ___ _ _| | ___ ___ -//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| -//= | | | | __/ | | (__| |_| | | __/\__ \ -//= \_| |_/\___|_| \___|\__,_|_|\___||___/ -//================= License =============================================== -//= This file is part of Hercules. -//= http://herc.ws - http://github.com/HerculesWS/Hercules -//= -//= Copyright (C) 2013-2015 Hercules Dev Team -//= Copyright (C) Euphy -//= Copyright (C) Muad_Dib -//= -//= Hercules is free software: you can redistribute it and/or modify -//= it under the terms of the GNU General Public License as published by -//= the Free Software Foundation, either version 3 of the License, or -//= (at your option) any later version. -//= -//= This program is distributed in the hope that it will be useful, -//= but WITHOUT ANY WARRANTY; without even the implied warranty of -//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -//= GNU General Public License for more details. -//= -//= You should have received a copy of the GNU General Public License -//= along with this program. If not, see <http://www.gnu.org/licenses/>. -//========================================================================= -//= Octopus Cave -//================= Description =========================================== -//= Defeat the Disgusting Octopus. -//================= Current Version ======================================= -//= 1.1 -//========================================================================= - -1@cash mapflag src4instance - -//== Instance Creation ===================================== -mal_dun01,151,235,5 script Starfish 4_ASTER,{ - - .@party_id = getcharid(1); - .@md_name$ = "Octopus Cave"; - - if (!.@party_id) { - mes "[Starfish]"; - mes "You alone is powerless, hehe!"; - mes "Better get someone to help you out."; - mes "Make a party, and come back later."; - close; - } - if (getcharid(0) != getpartyleader(.@party_id,2)) { - mes "[Starfish]"; - mes "Where is your leader, hehe."; - mes "I don't talk to some random people."; - mes "Bring your boss to me."; - close; - } - mes "[Starfish]"; - mes "I am guarding here, hehe!"; - mes "It is just roughly blocked for now."; - mes "But someday this cave must be sealed forever, hehe!"; - next; - while(1) { - switch(select("Ask what's going on.:Ask to open the gate.:Go to other location.")) { - case 1: - mes "[Starfish]"; - mes "Lately, our Starfish lady is"; - mes "suffering with some issues, ooh ooh."; - mes "Something bad happen in this"; - mes "peaceful place, hehe!"; - next; - mes "[Starfish]"; - mes "Weird looking limbs came out"; - mes "from the hole there,"; - mes "tried to kidnap our lady Starfish."; - mes "Ooh Ooh."; - next; - mes "[Starfish]"; - mes "It seems those limbs belong to"; - mes "that ugly octopus."; - mes "That monster should be taken care of,"; - mes "but it's hard for ourselves only to make it happen, hehe."; - next; - mes "[Starfish]"; - mes "I want to find someone special,"; - mes "and ask to punish this ugly octopus."; - mes "I hope this octopus won't ever"; - mes "harass our lady, hehe."; - next; - mes "[Starfish]"; - mes "Go catch that octopus and stick it to this pick."; - mes "If you bring back the pick, I will"; - mes "open this gate for a while."; - mes "You should challenge if you are interested, hehe."; - next; - break; - case 2: - .@playtime = questprogress(4197,PLAYTIME); - if (.@playtime == 1) { - mes "[Starfish]"; - mes "Octopus is not around now, hehe."; - mes "Please come back later."; - close; - } - if (.@playtime == 2) erasequest 4197; - if (countitem(Octopus_Hunt_Stick)) { - .@instance = instance_create(.@md_name$,.@party_id); - if (.@instance < 0) { - mes "[Starfish]"; - mes "Party name is... "+getpartyname(.@party_id)+"."; - mes "Party leader is... "+strcharinfo(0)+"."; - mes "^0000ff"+.@md_name$+"^000000, I cannot open now, hehe."; - mes "Now is not the time, please wait."; - close; - } - if (instance_attachmap("1@cash",.@instance) == "") { - mes "^0000ff"+.@md_name$+"^000000 - Reservation Failed!"; - instance_destroy(.@instance); - close; - } - instance_set_timeout 3600,300,.@instance; - instance_init(.@instance); - - mes "[Starfish]"; - mes "I will open the gate for a while to ^0000ff"+.@md_name$+"^000000."; - mes "Please catch that pervert octopus,"; - mes "and come back with it sticked to the pick, hehe."; - close; - } - mes "[Starfish]"; - mes "Prepare a pick first,"; - mes "so you can thread that octopus"; - mes "with that pick."; - mes "Then, I will let you in for a while, hehe."; - close; - case 3: - mes "[Starfish]"; - mes "This is not a good location, check someplace else."; - close; - } - } -} - -mal_dun01,153,237,5 script Weird Entrance CLEAR_NPC,{ - mes "There is a strange entrance"; - mes "blocked roughly with some boards."; - next; - switch(select("Go in.:Stop.")) { - case 1: - if (countitem(Octopus_Hunt_Stick)) { - if (has_instance("1@cash") == "") { - if (questprogress(4197,PLAYTIME) == 1) { - mes "[Starfish]"; - mes "Ah, now is not the time..."; - mes "Would you come back later? Hehe."; - close; - } - mes "[Starfish]"; - mes "Shhh... Weird aura is"; - mes "coming from that entrance."; - mes "Big trouble is waiting, if you go in now."; - close; - } - mapannounce "mal_dun01", getpartyname(getcharid(1))+" party's "+strcharinfo(0)+" member started to hunt the Octopus!",bc_map,"0x00ff99"; - if (!questprogress(4197)) setquest 4197; - warp "1@cash",199,99; - end; - } - mes "[Starfish]"; - mes "You should definitely prepare"; - mes "hunting stick if you want to"; - mes "punish the Octopus."; - mes "Or I will not let you in! Hehe."; - close; - case 2: - mes "[Starfish]"; - mes "Yes Yes, you better quit."; - close; - } -} - -//== Instance Scripts ====================================== -1@cash,199,99,0 script oct_enter HIDDEN_WARP_NPC,4,4,{ - end; -OnTouch: - donpcevent instance_npcname("oct_enter_broad")+"::OnEnable"; - specialeffect EF_BASH; - disablenpc instance_npcname("oct_enter"); - end; -} - -1@cash,1,1,0 script oct_enter_broad FAKE_NPC,{ - end; -OnInstanceInit: - donpcevent instance_npcname("oct_enter_broad")+"::OnDisable"; - end; -OnEnable: - enablenpc instance_npcname("oct_enter_broad"); - donpcevent instance_npcname("oct_foot_4")+"::OnEnable"; - donpcevent instance_npcname("oct_mob_con")+"::OnEnable"; - initnpctimer; - end; -OnDisable: - disablenpc instance_npcname("oct_enter_broad"); - end; -OnTimer1000: - mapannounce instance_mapname("1@cash"),"Pervert Octopus : How dare you to come inside of my place!",bc_map,"0xFFFF00"; - end; -OnTimer4000: - mapannounce instance_mapname("1@cash"),"Pervert Octopus : But I blocked all the cave gates!! There is nothing you can do!",bc_map,"0xFFFF00"; - end; -OnTimer7000: - mapannounce instance_mapname("1@cash"),"Pervert Octopus : My juniors~ There is your toy! Play with it~ kakaka",bc_map,"0xFFFF00"; - stopnpctimer; - donpcevent instance_npcname("oct_enter_broad")+"::OnDisable"; - end; -} - -1@cash,3,3,0 script oct_foot_4 FAKE_NPC,{ - end; -OnInstanceInit: - donpcevent instance_npcname("oct_foot_4")+"::OnDisable"; - end; -OnEnable: - enablenpc instance_npcname("oct_foot_4"); - donpcevent instance_npcname("oct_foot1")+"::OnEnable"; - donpcevent instance_npcname("oct_foot2")+"::OnEnable"; - donpcevent instance_npcname("oct_foot3")+"::OnEnable"; - donpcevent instance_npcname("oct_foot4")+"::OnEnable"; - .@map$ = instance_mapname("1@cash"); - monster .@map$,20,114,"Octopus Leg#1",2193,1,instance_npcname("oct_foot_4")+"::OnMyMobDead"; - monster .@map$,88,190,"Octopus Leg#2",2193,1,instance_npcname("oct_foot_4")+"::OnMyMobDead"; - monster .@map$,307,215,"Octopus Leg#3",2193,1,instance_npcname("oct_foot_4")+"::OnMyMobDead"; - monster .@map$,372,131,"Octopus Leg#4",2193,1,instance_npcname("oct_foot_4")+"::OnMyMobDead"; - end; -OnDisable: - disablenpc instance_npcname("oct_foot_4"); - end; -OnMyMobDead: - .@map$ = instance_mapname("1@cash"); - if (mobcount(.@map$,instance_npcname("oct_foot_4")+"::OnMyMobDead") < 1) { - donpcevent instance_npcname("oct_boss_con")+"::OnEnable"; - mapannounce .@map$,"Hey you!! I'll personally take care of you all! Let's bring it on!",bc_map,"0x00ff99"; - enablenpc instance_npcname("oct_boss_warp"); - instance_warpall .@map$,199,99; - end; - } - mapannounce .@map$,"Arrgg!! That hurts!!! I need another strategy...",bc_map,"0x00ff99"; - end; -} - -1@cash,20,114,0 script oct_foot1 HIDDEN_WARP_NPC,6,6,{ - end; -OnInstanceInit: - donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable"; - end; -OnEnable: - enablenpc instance_npcname(strnpcinfo(0)); - .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; - .@i = atoi(charat(strnpcinfo(0),8)); - .@map$ = instance_mapname("1@cash"); - switch(.@i) { - case 1: - areamonster .@map$,34,96,38,100,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,39,90,41,92,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,38,76,40,78,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,39,58,41,60,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,50,38,56,44,"Octopus's Henchman",2192,5,.@label$; - areamonster .@map$,68,32,72,36,"Octopus's Henchman",2192,5,.@label$; - areamonster .@map$,83,26,85,28,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,107,28,109,30,"Octopus's Henchman",2192,1,.@label$; - areamonster .@map$,123,28,125,30,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,134,31,138,35,"Octopus's Henchman",2192,5,.@label$; - areamonster .@map$,142,39,146,43,"Octopus's Henchman",2192,2,.@label$; - break; - case 2: - areamonster .@map$,139,113,143,117,"Octopus's Henchman",2192,5,.@label$; - areamonster .@map$,135,104,137,106,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,123,93,127,97,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,113,90,115,92,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,103,89,105,91,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,89,90,91,92,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,74,104,76,106,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,74,120,76,122,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,83,131,87,135,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,92,142,94,144,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,98,159,100,161,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,94,180,98,184,"Octopus's Henchman",2192,5,.@label$; - break; - case 3: - areamonster .@map$,299,209,303,213,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,292,203,296,207,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,291,186,293,188,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,292,166,294,168,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,293,151,295,153,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,299,137,303,141,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,300,123,304,127,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,300,104,304,108,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,279,101,281,103,"Octopus's Henchman",2192,2,.@label$; - monster .@map$,260,103,"Octopus's Henchman",2192,1,.@label$; - break; - case 4: - areamonster .@map$,363,123,367,127,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,364,108,368,112,"Octopus's Henchman",2192,5,.@label$; - areamonster .@map$,363,93,367,97,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,364,72,366,74,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,364,58,366,60,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,355,44,359,48,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,346,36,350,40,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,319,28,325,34,"Octopus's Henchman",2192,5,.@label$; - areamonster .@map$,305,27,307,29,"Octopus's Henchman",2192,2,.@label$; - areamonster .@map$,276,29,280,33,"Octopus's Henchman",2192,5,.@label$; - areamonster .@map$,258,37,262,41,"Octopus's Henchman",2192,2,.@label$; - break; - } - end; -OnDisable: - killmonster instance_mapname("1@cash"),instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; // Not in official script. - disablenpc instance_npcname(strnpcinfo(0)); - end; -OnTouch: - if (getd("."+strnpcinfo(0)+instance_id())) end; - setd "."+strnpcinfo(0)+instance_id(),1; - hideonnpc instance_npcname(strnpcinfo(0)); - mapannounce instance_mapname("1@cash"),"Come out all my babies and help me out!",bc_map,"0xFFFF00"; - initnpctimer; - end; -OnTimer5000: - .@map$ = instance_mapname("1@cash"); - mapannounce .@map$,"Let's give them a lesson!",bc_map,"0xFFFF00"; - .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; - .@i = atoi(charat(strnpcinfo(0),8)); - switch(.@i) { - case 1: - areamonster .@map$,18,112,22,116,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,18,112,22,116,"Octopus's Henchman",2192,3,.@label$; - break; - case 2: - areamonster .@map$,86,188,90,192,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,96,98,100,102,"Octopus's Henchman",2192,3,.@label$; - break; - case 3: - areamonster .@map$,305,213,309,217,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,305,213,309,217,"Octopus's Henchman",2192,3,.@label$; - break; - case 4: - areamonster .@map$,370,129,374,133,"Octopus's Henchman",2192,3,.@label$; - areamonster .@map$,370,129,374,133,"Octopus's Henchman",2192,3,.@label$; - break; - } - end; -OnTimer30000: - setd "."+strnpcinfo(0)+instance_id(),0; - stopnpctimer; - .@i = atoi(charat(strnpcinfo(0),8)); - donpcevent instance_npcname("oct_foot_exit"+.@i)+"::OnEnable"; - donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable"; - end; -OnMyMobDead: - .@map$ = instance_mapname("1@cash"); - if (mobcount(.@map$,instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) { - mapannounce .@map$,"You hurt my babies!!? You'll have to pay for this!!!",bc_map,"0x00ff99"; - setd "."+strnpcinfo(0)+instance_id(),0; - stopnpctimer; - .@i = atoi(charat(strnpcinfo(0),8)); - donpcevent instance_npcname("oct_foot_exit"+.@i)+"::OnEnable"; - donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable"; - end; - } - end; -} -1@cash,88,190,0 duplicate(oct_foot1) oct_foot2 HIDDEN_WARP_NPC,6,6 -1@cash,307,215,0 duplicate(oct_foot1) oct_foot3 HIDDEN_WARP_NPC,6,6 -1@cash,372,131,0 duplicate(oct_foot1) oct_foot4 HIDDEN_WARP_NPC,6,6 - -1@cash,16,117,0 script oct_foot_exit1 WARPNPC,2,2,{ - end; -OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); - end; -OnEnable: - enablenpc instance_npcname(strnpcinfo(0)); - end; -OnTouch: - warp instance_mapname("1@cash"),198,99; - end; -} -1@cash,77,193,0 duplicate(oct_foot_exit1) oct_foot_exit2 WARPNPC,2,2 -1@cash,312,214,0 duplicate(oct_foot_exit1) oct_foot_exit3 WARPNPC,2,2 -1@cash,370,139,0 duplicate(oct_foot_exit1) oct_foot_exit4 WARPNPC,2,2 - -1@cash,15,15,0 script oct_mob_con FAKE_NPC,{ - end; -OnInstanceInit: - donpcevent instance_npcname("oct_mob_con")+"::OnDisable"; - end; -OnEnable: - .@map$ = instance_mapname("1@cash"); - enablenpc instance_npcname("oct_mob_con"); - monster .@map$,32,94,"Hydra",1068,1; - monster .@map$,41,101,"Hydra",1068,1; - monster .@map$,35,78,"Hydra",1068,1; - monster .@map$,35,62,"Hydra",1068,1; - monster .@map$,49,54,"Hydra",1068,1; - monster .@map$,70,28,"Hydra",1068,1; - monster .@map$,83,22,"Hydra",1068,1; - monster .@map$,99,23,"Hydra",1068,1; - monster .@map$,115,23,"Hydra",1068,1; - monster .@map$,132,25,"Hydra",1068,1; - monster .@map$,100,185,"Hydra",1068,1; - monster .@map$,92,178,"Hydra",1068,1; - monster .@map$,92,162,"Hydra",1068,1; - monster .@map$,70,121,"Hydra",1068,1; - monster .@map$,70,105,"Hydra",1068,1; - monster .@map$,105,85,"Hydra",1068,1; - monster .@map$,121,84,"Hydra",1068,1; - monster .@map$,292,209,"Hydra",1068,1; - monster .@map$,303,206,"Hydra",1068,1; - monster .@map$,290,163,"Hydra",1068,1; - monster .@map$,299,150,"Hydra",1068,1; - monster .@map$,308,141,"Hydra",1068,1; - monster .@map$,308,125,"Hydra",1068,1; - monster .@map$,295,97,"Hydra",1068,1; - monster .@map$,279,97,"Hydra",1068,1; - monster .@map$,370,111,"Hydra",1068,1; - monster .@map$,370,110,"Hydra",1068,1; - monster .@map$,371,96,"Hydra",1068,1; - monster .@map$,371,80,"Hydra",1068,1; - monster .@map$,367,55,"Hydra",1068,1; - monster .@map$,343,29,"Hydra",1068,1; - monster .@map$,327,24,"Hydra",1068,1; - monster .@map$,311,22,"Hydra",1068,1; - monster .@map$,295,22,"Hydra",1068,1; - monster .@map$,279,22,"Hydra",1068,1; - areamonster .@map$,30,67,50,87,"Stapo",1784,1; - areamonster .@map$,102,19,122,39,"Stapo",1784,1; - areamonster .@map$,89,138,109,158,"Stapo",1784,1; - areamonster .@map$,112,83,132,103,"Stapo",1784,1; - areamonster .@map$,283,168,303,188,"Stapo",1784,1; - areamonster .@map$,292,97,312,117,"Stapo",1784,1; - areamonster .@map$,355,64,375,84,"Stapo",1784,1; - areamonster .@map$,317,17,337,37,"Stapo",1784,1; - donpcevent instance_npcname("oct_backattack1")+"::OnEnable"; - donpcevent instance_npcname("oct_backattack2")+"::OnEnable"; - donpcevent instance_npcname("oct_backattack3")+"::OnEnable"; - donpcevent instance_npcname("oct_backattack4")+"::OnEnable"; - donpcevent instance_npcname("oct_mob_con")+"::OnDisable"; - end; -OnDisable: - disablenpc instance_npcname("oct_mob_con"); - end; -} - -1@cash,45,53,0 script oct_backattack1 HIDDEN_WARP_NPC,3,3,{ - end; -OnInstanceInit: - disablenpc instance_npcname("oct_backattack1"); - end; -OnTouch: - .@map$ = instance_mapname("1@cash"); - monster .@map$,39,59,"Hydra",1068,1; - monster .@map$,40,59,"Hydra",1068,1; - monster .@map$,41,59,"Hydra",1068,1; - monster .@map$,47,50,"Hydra",1068,1; - monster .@map$,48,50,"Hydra",1068,1; - monster .@map$,49,50,"Hydra",1068,1; - monster .@map$,41,53,"Octopus's Henchman",2192,1; - mapannounce .@map$,"Don't let them break through, stop them!!!",bc_map,"0x00ff99"; - specialeffect EF_BASH; - disablenpc instance_npcname("oct_backattack1"); - end; -OnEnable: - enablenpc instance_npcname("oct_backattack1"); - end; -} - -1@cash,78,99,0 script oct_backattack2 HIDDEN_WARP_NPC,3,3,{ - end; -OnInstanceInit: - disablenpc instance_npcname("oct_backattack2"); - end; -OnTouch: - if (getd("."+instance_id())) end; - setd "."+instance_id(),1; - initnpctimer; - .@map$ = instance_mapname("1@cash"); - monster .@map$,71,105,"Octopus's Henchman ",2192,1; - mapannounce .@map$,"Headquarters are empty, GO!!!",bc_map,"0x00ff99"; - hideonnpc instance_npcname("oct_backattack2"); - end; -OnTimer2000: - .@map$ = instance_mapname("1@cash"); - monster .@map$,71,105,"Octopus's Henchman ",2192,1; - mapannounce .@map$,"Run, RUN! Go, GO!!!",bc_map,"0x00ff99"; - end; -OnTimer4000: - .@map$ = instance_mapname("1@cash"); - monster .@map$,71,105,"Octopus's Henchman ",2192,1; - mapannounce .@map$,"No time, come out fast!",bc_map,"0x00ff99"; - end; -OnTimer6000: - .@map$ = instance_mapname("1@cash"); - monster .@map$,71,105,"Octopus's Henchman ",2192,3; - mapannounce .@map$,"Let's take over the headquarters!!!",bc_map,"0x00ff99"; - end; -OnTimer8000: - .@map$ = instance_mapname("1@cash"); - monster .@map$,71,105,"Octopus's Henchman ",2192,1; - mapannounce .@map$,"There is no time to lose, hurry up!!!",bc_map,"0x00ff99"; - stopnpctimer; - end; -OnEnable: - enablenpc instance_npcname("oct_backattack2"); - end; -} - -1@cash,299,144,0 script oct_backattack3 HIDDEN_WARP_NPC,3,3,{ - end; -OnInstanceInit: - disablenpc instance_npcname("oct_backattack3"); - end; -OnTouch: - if (getd("."+instance_id())) end; - setd "."+instance_id(),1; - .@map$ = instance_mapname("1@cash"); - monster .@map$,293,153,"Octopus's Henchman ",2192,1; - monster .@map$,294,152,"Octopus's Henchman ",2192,1; - monster .@map$,292,153,"Octopus's Henchman ",2192,1; - monster .@map$,293,151,"Octopus's Henchman ",2192,1; - monster .@map$,293,152,"Octopus's Henchman ?",2175,1; - mapannounce .@map$,"Kakaka! Suprised??!!",bc_map,"0x00ff99"; - initnpctimer; - hideonnpc instance_npcname("oct_backattack3"); - end; -OnTimer5000: - mapannounce instance_mapname("1@cash"),"... Looks like we have a spy among us.",bc_map,"0x00ff99"; - stopnpctimer; - end; -OnEnable: - enablenpc instance_npcname("oct_backattack3"); - end; -} - -1@cash,336,36,0 script oct_backattack4 HIDDEN_WARP_NPC,3,3,{ - end; -OnInstanceInit: - disablenpc instance_npcname("oct_backattack4"); - end; -OnTouch: - if (getd("."+instance_id())) end; - setd "."+instance_id(),1; - .@map$ = instance_mapname("1@cash"); - monster .@map$,332,37,"Octopus's Henchman ",2192,1; - monster .@map$,332,36,"Octopus's Henchman ",2192,1; - monster .@map$,332,35,"Octopus's Henchman ",2192,1; - monster .@map$,332,34,"Octopus's Henchman ",2192,1; - monster .@map$,341,37,"Octopus's Henchman ",2192,1; - monster .@map$,341,36,"Octopus's Henchman ",2192,1; - monster .@map$,341,35,"Octopus's Henchman ",2192,1; - monster .@map$,341,34,"Octopus's Henchman ",2192,1; - monster .@map$,260,40,"Mercenary Squid",2175,1; - monster .@map$,260,41,"Mercenary Squid",2175,1; - monster .@map$,260,39,"Mercenary Squid",2175,1; - monster .@map$,259,40,"Mercenary Squid",2175,1; - monster .@map$,261,40,"Mercenary Squid",2175,1; - mapannounce .@map$,"What a successful pincer tactic! The enemy is strong! Let's not lose yourselves! Anyway, where are all the mercenaries??",bc_map,"0x00ff99"; - initnpctimer; - hideonnpc instance_npcname("oct_backattack4"); - end; -OnTimer5000: - mapannounce instance_mapname("1@cash"),"Mercenary Squid : eh...eh... wrong direction. No enemies are shown in this direction.",bc_map,"0x00ff99"; - end; -OnTimer7000: - mapannounce instance_mapname("1@cash"),"Pervert Octopus : Fools! Can't you read the map??!! Useless!!",bc_map,"0x00ff99"; - stopnpctimer; - end; -OnEnable: - enablenpc instance_npcname("oct_backattack4"); - end; -} - -1@cash,2,2,0 script oct_boss_con FAKE_NPC,{ - end; -OnInstanceInit: - donpcevent instance_npcname("oct_boss_con")+"::OnDisable"; - end; -OnDisable: - disablenpc instance_npcname("oct_boss_con"); - end; -OnEnable: - enablenpc instance_npcname("oct_boss_con"); - donpcevent instance_npcname("oct_boss_foot")+"::OnEnable"; - monster instance_mapname("1@cash"),199,188,"Disgusting Octopus",2194,1,instance_npcname("oct_boss_con")+"::OnMyMobDead"; - initnpctimer; - end; -OnTimer7000: - callsub OnAnnounce, - "You won't attack the one man.", - "I got fired from ink manufacturer last week.", - "Disgusting Octopus : Arghhhhh, come on!"; - end; -OnTimer14000: - callsub OnAnnounce, - "Why... why can't you know my heart!", - "Do you know how hard it is to live these days because there are not many new adventurers?", - "You.. I'll destroy you all...!"; - end; -OnTimer21000: - callsub OnAnnounce, - "What? I'm a disgusting octopus? You're sadists.", - "Let's not do this and how about we look for the best solution, huh??", - "Even if I fail here, I will keep coming back, forever!!!"; - end; -OnTimer28000: - callsub OnAnnounce, - "Instinct of mating is for males, what did I do wrong?", - "Do you really want to solve the problem between humans by violence?? Ah, I'm an octopus...", - "That's enough! Back off!"; - end; -OnTimer35000: - callsub OnAnnounce, - "Do I have to spend Christmas alone again...", - "Youth unemployment became a big issue these days... You won't get a job if you keep playing with me here.", - "This is as far as I can go!"; - end; -OnTimer42000: - callsub OnAnnounce, - "Hand on your heart and think if you come onto anyone...", - "Let's not do this here and follow the law!", - "You'll keep on doing this til the end, is that it?"; - end; -OnTimer49000: - callsub OnAnnounce, - "errrrrrrrrrrrrrrrrrrrrrrrr... Cough! Cough!", - "Disgusting Octopus : Violence cannot be justified in any case.", - "This is my place!!!"; - stopnpctimer; - initnpctimer; - end; -OnAnnounce: - mapannounce instance_mapname("1@cash"),"Disgusting Octopus : "+getarg(rand(3)),bc_map,"0xFFFF00"; - return; -OnMyMobDead: - .@map$ = instance_mapname("1@cash"); - if (mobcount(.@map$,instance_npcname("oct_boss_con")+"::OnMyMobDead") < 1) { - mapannounce .@map$,"Disgusting Octopus : That's it for the today! Next time, I will play with you badly!",bc_map,"0xFFFF00"; - enablenpc instance_npcname("oct_exit_1"); - enablenpc instance_npcname("oct_exit_2"); - donpcevent instance_npcname("oct_boss_foot")+"::OnDisable"; - stopnpctimer; - donpcevent instance_npcname("oct_boss_con")+"::OnDisable"; - end; - } - end; -} - -1@cash,4,4,0 script oct_boss_foot FAKE_NPC,{ - end; -OnInstanceInit: - donpcevent instance_npcname("oct_boss_foot")+"::OnDisable"; - end; -OnEnable: - enablenpc instance_npcname("oct_boss_foot"); - initnpctimer; - end; -OnCall: - .@map$ = instance_mapname("1@cash"); - if (mobcount(.@map$,instance_npcname("oct_boss_foot")+"::OnMyMobDead") < 100) { - switch(rand(2)) { - case 0: - mapannounce .@map$,"Disgusting Octopus : Do you know how many legs octopus have? It doesn't matter, I have unlimited legs!!",bc_map,"0xFFFF00"; - areamonster .@map$,192,181,206,195,"Octopus Leg",2193,1,instance_npcname("oct_boss_foot")+"::OnMyMobDead"; - break; - case 1: - mapannounce .@map$,"Disgusting Octopus : I...cannot..hold anymore, my babies~ please come out and fight!",bc_map,"0xFFFF00"; - areamonster .@map$,192,181,206,195,"Octopus's Henchman ",2192,5,instance_npcname("oct_boss_foot")+"::OnMyMobDead"; - break; - } - } - initnpctimer; - end; -OnTimer10000: - stopnpctimer; - donpcevent instance_npcname("oct_boss_foot")+"::OnCall"; - end; -OnDisable: - stopnpctimer; - killmonster instance_mapname("1@cash"),instance_npcname("oct_boss_foot")+"::OnMyMobDead"; // Not in official script. - disablenpc instance_npcname("oct_boss_foot"); - end; -OnMyMobDead: - end; -} - -1@cash,198,116,0 script oct_boss_warp WARPNPC,2,2,{ - end; -OnInstanceInit: - disablenpc instance_npcname("oct_boss_warp"); - end; -OnTouch: - warp instance_mapname("1@cash"),210,172; - end; -} - -1@cash,190,208,0 script oct_exit_1 WARPNPC,2,2,{ - end; -OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); - end; -OnTouch: - mes "Do you want to go out from the octopus dungeon?"; - next; - if(select("No!:Yes!") == 2) - warp "mal_dun01",153,233; - close; -} -1@cash,198,82,0 duplicate(oct_exit_1) oct_exit_2 WARPNPC,2,2 -// This is never enabled in the official script. -//1@cash,200,161,0 duplicate(oct_exit_1) oct_exit_3 WARPNPC,2,2 - -//== Warp Portals ========================================== -1@cash,193,82,0 warp oct_door1 2,2,1@cash,151,48 -1@cash,154,53,0 warp oct_door2 2,2,1@cash,197,87 -1@cash,187,99,0 warp oct_door3 2,2,1@cash,148,128 -1@cash,153,133,0 warp oct_door4 2,2,1@cash,197,99 -1@cash,209,100,0 warp oct_door5 2,2,1@cash,250,111 -1@cash,244,118,0 warp oct_door6 2,2,1@cash,199,100 -1@cash,209,83,0 warp oct_door7 2,2,1@cash,252,46 -1@cash,246,53,0 warp oct_door8 2,2,1@cash,203,83 diff --git a/npc/re/instances/OldGlastHeim.txt b/npc/re/instances/OldGlastHeim.txt index 1807efa4c..a1d6884f9 100644 --- a/npc/re/instances/OldGlastHeim.txt +++ b/npc/re/instances/OldGlastHeim.txt @@ -9,7 +9,9 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2013-2015 Hercules Dev Team +//= Copyright (C) 2013-2016 Hercules Dev Team +//= Copyright (C) Ridley +//= Copyright (C) Exneval //= Copyright (C) Euphy //= Copyright (C) Heris //= Copyright (C) Ziu @@ -32,762 +34,702 @@ //= Discover the history of events that took place in the Glast Heim castle //= and how it ended up in ruins. //================= Current Version ======================================= -//= 1.1 +//= 1.2 //========================================================================= -1@gl_k mapflag src4instance -2@gl_k mapflag src4instance - glast_01,204,273,6 script Hugin#ghinstance 4_M_SAGE_C,{ - mes "^ff0000This isn't considered a normal progression dungeon. Please note this point.^000000"; - next; - mes "[Hugin]"; - mes "Huh? You feel like you have seen me in different places? I see. What can I say?"; + if (BaseLevel < 130) { // iRO text + mes("[Hugin]"); + mes("Why don't you come back after becoming stronger Maybe, level 130."); + close; + } + if (!questprogress(12316)) { + mes("[Hugin]"); + mes("A long time ago, this castle did not look like this."); + next; + mes("[Hugin]"); + mes("Ah I'm sorry. I'm muttering in front of a stranger."); + next; + mes("[Hugin]"); + mes("My name is Hugin. I'm studying the dimensional gap between time and space."); + next; + select("There's something like that here?"); + mes("[Hugin]"); + mes("Have you ever wondered about the history of Glast Heim?"); + next; + mes("[Hugin]"); + mes("There was a King named Shumiche who was known as a tyrant in the history of the Rune-Midgarts Kingdom."); + next; + mes("[Hugin]"); + mes("Time will reveal the true answers if we look in the right places."); + next; + if (select("I don't care about history", "That is interesting. Find anything?") == 1) { + mes("[Hugin]"); + mes("Really? Hmm, please come back later when you are interested then."); + close; + } + mes("[Hugin]"); + mes("Actually, dimensional time travel is possible but I'm so afraid to go there."); + next; + mes("[Hugin]"); + mes("Yes! It might be possible for you."); + next; + mes("[Hugin]"); + mes("Do you want to time travel?"); + next; + if (select("No thanks.", "Yes, of course I do!") == 1) { + mes("[Hugin]"); + mes("Really? But, jumping gigawatts like this is such a great opportunity."); + close; + } + mes("[Hugin]"); + mes("I knew that you would understand what I said. Well, please tell what you gonna do."); + setquest(12316); + next; + } + mes("[Hugin]"); + mes("Umm? Did you see me at another place? I don't think so. What about this time?"); next; - .@ghins_time = questprogress(12317,PLAYTIME); - if (!.@ghins_time) { - - .@party_id = getcharid(1); + if (!questprogress(12317, PLAYTIME)) { + .@party_id = getcharid(CHAR_ID_PARTY); .@p_name$ = getpartyname(.@party_id); .@md_name$ = "Old Glast Heim"; - - if (!instance_check_party(.@party_id,2)) { // Custom - mes "[Hugin]"; - mes "Where are your party members?"; + if (!instance_check_party(.@party_id)) { + mes("[Hugin]"); + mes("Why don't you make a party with more than 1 person and talk to me again?"); close; } - - if (getcharid(0) == getpartyleader(.@party_id,2)) - .@menu$ = "Create the time gap.:Enter the Old Glast Heim.:Cancel."; + if (!questprogress(12318, HUNTING)) + setquest 12318; + if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id, 2)) + .@menu1$ = "Generate Time Gap"; else - .@menu$ = ":Enter the Old Glast Heim.:Cancel."; - switch(select(.@menu$)) { + .@menu1$ = ""; + switch (select(.@menu1$, "Enter Old Glast Heim", "Cancel")) { case 1: - .@instance = instance_create(.@md_name$,.@party_id); + if (getcharid(CHAR_ID_CHAR) != getpartyleader(.@party_id, 2)) + end; + .@instance = instance_create(.@md_name$, .@party_id); if (.@instance < 0) { - mes "Party Name: "+.@p_name$; - mes "Party Leader: "+strcharinfo(0); - mes "^0000ff"+.@md_name$+" ^000000- Reservation Failed!"; + mesf("Party Name: %s", .@p_name$); + mesf("Party Leader: %s", strcharinfo(PC_NAME)); + mesf("^0000ff%s^000000 - Reservation Failed!", .@md_name$); close; } - if (instance_attachmap("1@gl_k",.@instance) == "" || instance_attachmap("2@gl_k",.@instance) == "") { - mes "^0000ff"+.@md_name$+"^000000 - Reservation Failed!"; + if (instance_attachmap("1@gl_k", .@instance) == "" || instance_attachmap("2@gl_k", .@instance) == "") { + mesf("^0000FF%s^000000 - Reservation Failed!", .@md_name$); instance_destroy(.@instance); close; } - instance_set_timeout 3600,300,.@instance; + instance_set_timeout(3600, 300, .@instance); instance_init(.@instance); - mes "[Hugin]"; - mes "The time gap was created. When you're ready, talk to me again."; + mes("[Hugin]"); + mes("The time gap was created. When you're ready, talk to me again."); close; case 2: - if( has_instance("1@gl_k") == "" ) { - mes "The memorial dungeon "+.@md_name$+" does not exist."; - mes "The party leader did not generate the dungeon yet."; + if (has_instance("1@gl_k") == "" ) { + mesf("The memorial dungeon ^0000FF%s^000000 does not exist.\r" + "The party leader did not generate the dungeon yet.", .@md_name$); close; - } else { - mapannounce "glast_01",strcharinfo(0)+", member of the party "+.@p_name$+" entered the instance "+.@md_name$+".",bc_map,"0x00ff99"; - setquest 12317; - setquest 12318; - warp "1@gl_k",150,20; - end; } + mapannounce("glast_01", sprintf(_$("%s, member of the party %s entered the instance %s."), strcharinfo(PC_NAME), .@p_name$, .@md_name$), bc_map, C_SPRINGGREEN); + setquest 12317; + warp "1@gl_k", 150, 20; + end; case 3: close; } - } else if (.@ghins_time == 1) { - mes "[Hugin]"; - mes "Oh, geez."; - mes "Your body is still under the effects of time travel. In this state, you will not be able to travel again."; + } else if (questprogress(12317, PLAYTIME) == 1) { + mes("[Hugin]"); + mes("Oh, my... You still have after-effects of time travel. You can't travel in this condition."); + if (questprogress(12322) == 1) { + erasequest 12322; + } next; - mes "[Hugin]"; - mes "You should rest and come back later for more."; + mes("[Hugin]"); + mes("Staying healthy is important so please take a break and come back again later."); close; } else { - mes "^0000ffOld Glast Heim access trail has been cleared. It is now possible to talk to Hugin.^000000"; + mes("^0000FFAll trace of access to Old Glast Heim have been removed. Now you can talk with Hugin again.^000000"); erasequest 12317; - if (questprogress(12318)) erasequest 12318; - if (questprogress(12319)) erasequest 12319; + if (questprogress(12318)) + erasequest 12318; + if (questprogress(12319)) + erasequest 12319; close; } } -//== Floor 1 =============================================== -1@gl_k,149,41,6 script Varmunt#ghinstance1 4_M_BARMUND,{ - if (getcharid(0) == getpartyleader(getcharid(1),2)) { - mes "Hey ^0000ffguys^000000, were you sent here to help me?"; - npctalk "Hey guys, were you sent here to help me?"; - cutin "gl_barmund1",2; - next; - select("Oh. Well, about that..."); - mes "["+strcharinfo(0)+"]"; - mes "Oh yeah, hahaha, we were told to meet someone called Varmunt."; - unittalk getcharid(3),"Oh yeah, hahaha, we were told to meet someone called Varmunt."; - next; - mes "[Varmunt]"; - mes "We don't have time. We must tell Sir Heinrich about Himmelmez's invasion."; - npctalk "We don't have time. We must tell Sir Heinrich about Himmelmez's invasion."; - cutin "gl_barmund2",2; - next; - select("What Himmelmez..."); - mes "["+strcharinfo(0)+"]"; - mes "Himmelmez? Who the hell is she?"; - unittalk getcharid(3),"Himmelmez? Who the hell is she?"; - next; - mes "[Varmunt]"; - mes "Didn't anybody give you the basic informations?"; - npctalk "Didn't anybody give you the basic informations?"; - cutin "gl_barmund3",2; - next; - mes "[Varmunt]"; - mes "The Valkyrie of the dead. She's after the Ymir's Heart pieces hidden here."; - npctalk "The Valkyrie of the dead. She's after the Ymir's Heart pieces hidden here"; - cutin "gl_barmund2",2; - next; - mes "[Varmunt]"; - mes "She's capable of destroying the whole castle for this purpose."; - npctalk "She's capable of destroying the whole castle for this purpose."; - next; - mes "[Varmunt]"; - mes "Hurry up! Inform Sir Heinrich that Himmelmez is coming. I will briefly explore the enchantments she made to this place!"; - npctalk "Hurry up! Inform Sir Heinrich that Himmelmez is coming. I will briefly explore the enchantments she made to this place!"; - close2; - cutin "gl_barmund2",255; - donpcevent instance_npcname("Varmunt#ghinstance1")+"::OnDisable2"; - end; - } else { - mes "[Varmunt]"; - mes "Where is he? We"; - mes "need his help."; - cutin "gl_barmund2",2; +// Floor 1 +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ +1@gl_k,149,41,6 script Varmundt#ghinstance1 4_M_BARMUND,{ + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) { + cutin("gl_barmund2", 2); + mes("[Varmundt]"); + mes("Where's your leader? I need his help."); close2; - cutin "gl_barmund2",255; + cutin("gl_barmund2", 255); end; } -OnInstanceInit: - donpcevent instance_npcname("Varmunt#ghinstance1")+"::OnEnable"; - end; -OnDisable: - hideonnpc instance_npcname("Varmunt#ghinstance1"); + cutin("gl_barmund1", 2); + mes("[Varmundt]"); + mes("Are you the one ^0000FFHerico^000000 sent to help me?"); + npctalk(_("Are you the one Herico sent to help me?")); + next; + select("Oh. Well I..."); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Ah yes, I am. Herico told me to meet you."); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Ah yes, I am. Herico told me to meet you.")); + next; + cutin("gl_barmund2", 2); + mes("[Varmundt]"); + mes("We don't have much time. We must report to Sir. Heinrich about Himelmez's invasion."); + npctalk(_("We don't have much time. We must report to Sir. Heinrich about Himelmez's invasion.")); + next; + select("Himelmez..."); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Who is Himelmez?"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Who is Himelmez?")); + next; + cutin("gl_barmund3", 2); + mes("[Varmundt]"); + mes("Herico didn't tell you?"); + npctalk(_("Herico didn't tell you?")); + next; + cutin("gl_barmund2", 2); + mes("[Varmundt]"); + mes("She is the Ruler of Death, Dead man's Valkyrie. Himelmez is looking to take the heart of Ymir from us."); + npctalk(_("She is the Ruler of Death, Dead man's Valkyrie. Himelmez is looking to take the heart of Ymir from us.")); + next; + mes("[Varmundt]"); + mes("She might even destroy this whole castle if she wanted to."); + npctalk(_("She might even destroy this whole castle if she wanted to.")); + next; + mes("[Varmundt]"); + mes("Hurry! Report to Sir. Heinrich about Himelmez. I must check the defense barrier here!"); + npctalk(_("Hurry! Report to Sir. Heinrich about Himelmez. I must check the defense barrier here!")); + close2; + cutin("gl_barmund2", 255); + donpcevent(instance_npcname("Varmundt#ghinstance1")+"::OnDisable"); end; -OnDisable2: - hideonnpc instance_npcname("Varmunt#ghinstance1"); - for(.@i = 1; .@i<=20; .@i += 4) { - hideoffnpc instance_npcname("Khalitzburg Crusader#"+.@i); - hideoffnpc instance_npcname("Khalitzburg Crusader#"+(.@i+1)); - hideoffnpc instance_npcname("White Knight#"+(.@i+2)); - hideoffnpc instance_npcname("White Knight#"+(.@i+3)); - } - hideoffnpc instance_npcname("Khalitzburg Crusader#21"); - hideoffnpc instance_npcname("Khalitzburg Crusader#22"); +OnInstanceInit: + donpcevent instance_npcname("Varmundt#ghinstance1")+"::OnEnable"; + end; +OnDisable: + hideonnpc instance_npcname("Varmundt#ghinstance1"); hideoffnpc instance_npcname("Heinrich#ghinstance1"); - hideoffnpc instance_npcname("Varmunt#ghinstance2"); + hideoffnpc instance_npcname("Varmundt#ghinstance2"); end; + OnEnable: - hideoffnpc instance_npcname("Varmunt#ghinstance1"); + hideoffnpc instance_npcname("Varmundt#ghinstance1"); end; } -1@gl_k,145,54,6 script Khalitzburg Crusader#1 4_F_KHALITZBURG,{ - mes "["+strnpcinfo(1)+"]"; - switch((atoi(strnpcinfo(2)) + 1) / 2) { - case 1: mes "Would I be recruited?"; break; - case 2: mes "May I help you?"; break; - case 3: mes "..."; break; - case 4: mes "I do not like to chit-chat during work."; break; - case 5: mes "The aura of the castle has changed, don't you think? Something like a presence seemed to appear a little while ago."; break; - case 6: mes "I wonder what commandant Varmunt is doing. I heard people are running away..."; break; - case 7: mes "Quiet please."; break; - case 8: mes "A fuss seems to be near."; break; - case 9: mes "A dream last night really bothered me. My mother used to say that these dreams may come true..."; break; - case 10: mes "Is Varmunt going with you? The commandant is waiting for you."; break; - case 11: mes "Soon it's time to change shifts. I wonder what happened to the other knights."; break; +1@gl_k,145,54,6 script Khalitzburg Knight#1 4_F_KHALITZBURG,{ + mesf("[%s]", strnpcinfo(NPC_NAME_VISIBLE)); + switch ((atoi(strnpcinfo(NPC_NAME_HIDDEN)) + 1) / 2) { + case 1: mes("Is there something you need?"); break; + case 2: mes("What can I do for you?"); break; + case 3: mes("..."); break; + case 4: mes("I do not like to chat during work."); break; + case 5: mes("Doesn't this castle seem weird all of a sudden? Something's not quite right."); break; + case 6: mes("How do you know Varmundt? I heard that he's not really a friendly man..."); break; + case 7: mes("Orders please."); break; + case 8: mes("Please do not make a mess here."); break; + case 9: mes("I had a weird dream last night. My mom was in it... Wonder if she is ok..."); break; + case 10: mes("Are you wit Varmundt? Commander is waiting for you."); break; + case 11: mes("My work shift will be over soon, but the next crew is not coming."); break; } close; -OnInstanceInit: OnDisable: - hideonnpc instance_npcname(strnpcinfo(0)); + hideonnpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnEnable: - hideoffnpc instance_npcname(strnpcinfo(0)); + hideoffnpc instance_npcname(strnpcinfo(NPC_NAME)); end; } -1@gl_k,154,54,3 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#2 4_F_KHALITZBURG -1@gl_k,145,59,6 duplicate(Khalitzburg Crusader#1) White Knight#3 4_WHITEKNIGHT -1@gl_k,154,59,3 duplicate(Khalitzburg Crusader#1) White Knight#4 4_WHITEKNIGHT -1@gl_k,145,64,6 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#5 4_F_KHALITZBURG -1@gl_k,154,64,3 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#6 4_F_KHALITZBURG -1@gl_k,145,69,6 duplicate(Khalitzburg Crusader#1) White Knight#7 4_WHITEKNIGHT -1@gl_k,154,69,3 duplicate(Khalitzburg Crusader#1) White Knight#8 4_WHITEKNIGHT -1@gl_k,145,74,6 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#9 4_F_KHALITZBURG -1@gl_k,154,74,3 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#10 4_F_KHALITZBURG -1@gl_k,145,79,6 duplicate(Khalitzburg Crusader#1) White Knight#11 4_WHITEKNIGHT -1@gl_k,154,79,3 duplicate(Khalitzburg Crusader#1) White Knight#12 4_WHITEKNIGHT -1@gl_k,145,84,6 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#13 4_F_KHALITZBURG -1@gl_k,154,84,3 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#14 4_F_KHALITZBURG -1@gl_k,145,89,6 duplicate(Khalitzburg Crusader#1) White Knight#15 4_WHITEKNIGHT -1@gl_k,154,89,3 duplicate(Khalitzburg Crusader#1) White Knight#16 4_WHITEKNIGHT -1@gl_k,145,94,6 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#17 4_F_KHALITZBURG -1@gl_k,154,94,3 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#18 4_F_KHALITZBURG -1@gl_k,145,99,6 duplicate(Khalitzburg Crusader#1) White Knight#19 4_WHITEKNIGHT -1@gl_k,154,99,3 duplicate(Khalitzburg Crusader#1) White Knight#20 4_WHITEKNIGHT -1@gl_k,145,104,6 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#21 4_F_KHALITZBURG -1@gl_k,154,104,3 duplicate(Khalitzburg Crusader#1) Khalitzburg Crusader#22 4_F_KHALITZBURG + +1@gl_k,154,54,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#2 4_F_KHALITZBURG +1@gl_k,145,59,6 duplicate(Khalitzburg Knight#1) White Knight#3 4_WHITEKNIGHT +1@gl_k,154,59,3 duplicate(Khalitzburg Knight#1) White Knight#4 4_WHITEKNIGHT +1@gl_k,145,64,6 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#5 4_F_KHALITZBURG +1@gl_k,154,64,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#6 4_F_KHALITZBURG +1@gl_k,145,69,6 duplicate(Khalitzburg Knight#1) White Knight#7 4_WHITEKNIGHT +1@gl_k,154,69,3 duplicate(Khalitzburg Knight#1) White Knight#8 4_WHITEKNIGHT +1@gl_k,145,74,6 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#9 4_F_KHALITZBURG +1@gl_k,154,74,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#10 4_F_KHALITZBURG +1@gl_k,145,79,6 duplicate(Khalitzburg Knight#1) White Knight#11 4_WHITEKNIGHT +1@gl_k,154,79,3 duplicate(Khalitzburg Knight#1) White Knight#12 4_WHITEKNIGHT +1@gl_k,145,84,6 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#13 4_F_KHALITZBURG +1@gl_k,154,84,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#14 4_F_KHALITZBURG +1@gl_k,145,89,6 duplicate(Khalitzburg Knight#1) White Knight#15 4_WHITEKNIGHT +1@gl_k,154,89,3 duplicate(Khalitzburg Knight#1) White Knight#16 4_WHITEKNIGHT +1@gl_k,145,94,6 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#17 4_F_KHALITZBURG +1@gl_k,154,94,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#18 4_F_KHALITZBURG +1@gl_k,145,99,6 duplicate(Khalitzburg Knight#1) White Knight#19 4_WHITEKNIGHT +1@gl_k,154,99,3 duplicate(Khalitzburg Knight#1) White Knight#20 4_WHITEKNIGHT +1@gl_k,145,104,6 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#21 4_F_KHALITZBURG +1@gl_k,154,104,3 duplicate(Khalitzburg Knight#1) Khalitzburg Knight#22 4_F_KHALITZBURG 1@gl_k,149,100,6 script Heinrich#ghinstance1 4_M_HEINRICH,{ - if (getcharid(0) == getpartyleader(getcharid(1),2)) { - cutin "gl_heinrich2",2; - select("Heinrich, about the castle..."); - mes "["+strcharinfo(0)+"]"; - mes "Do you know what is happening now in the castle, Heinrich?"; - unittalk getcharid(3),"Do you know what is happening now in the castle, Heinrich?"; - next; - mes "[Heinrich]"; - mes "You are the adventurers who have come with Varmunt, right?"; - npctalk "You are the adventurers who have come with Varmunt, right?"; - next; - mes "[Heinrich]"; - mes "What can I do for you? Is there something wrong?"; - npctalk "What can I do for you? Is there something wrong?"; - next; - select("The Ymir's Heart. Himmelmez..."); - mes "["+strcharinfo(0)+"]"; - mes "Himmelmez, the Valkyrie of the dead is looking to get a piece of the Ymir's heart hidden in the castle!"; - unittalk getcharid(3),"Himmelmez, the Valkyrie of the dead is looking to get a piece of the Ymir's heart hidden in the castle!"; - next; - mes "[Heinrich]"; - mes "Haha. That's a nice joke. Now tell me what brings you here."; - npctalk "Haha. That's a nice joke. Now tell me what brings you here."; - cutin "gl_heinrich1",2; - next; - mes "[Varmunt]"; - mes "I am not joking Heinrich, Sir. Now, if my judgement is correct, she will be here soon."; - donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnTalk1"; - cutin "gl_barmund2",2; - next; - mes "[Varmunt]"; - mes "I trust this guy following me. The Ymir's Heart pieces must be hidden in a safe place before Himmelmez takes them!"; - donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnTalk2"; - next; - select("Even if you do not believe..."); - mes "["+strcharinfo(0)+"]"; - mes "Even if you don't believe it, do something. We do not have much time!"; - unittalk getcharid(3),"Even if you don't believe it, do something. We do not have much time!"; - cutin "gl_barmund2",255; - next; - mes "[Heinrich]"; - mes "I will be glad if you give me two minutes, please. But now the king isn't in his room."; - npctalk "I will be glad if you give me two minutes, please. But now the king isn't in his room."; - cutin "gl_heinrich1",2; - next; - mes "[Heinrich]"; - mes "But I think that with such a busy agenda, he won't be able to take care of this."; - npctalk "But I think that with such a busy agenda, he won't be able to take care of this."; - donpcevent instance_npcname("Heinrich#ghinstance1")+"::OnDisable"; - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnEnable"; - donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnEnable"; - donpcevent instance_npcname("#talkinstance1")+"::OnEnable"; - mapannounce instance_mapname("1@gl_k"), "???? Shout: Ohohohoho~!",bc_map,"0xFFFF00"; + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) { + cutin("gl_heinrich2", 2); + mes("[Heinrich]"); + mes("Where is your leader? I must talk to him."); close2; - cutin "gl_heinrich1",255; - end; - } else { - mes "[Heinrich]"; - mes "Where is your representative?"; - mes "I need to talk to him."; - cutin "gl_heinrich2",2; - close2; - cutin "gl_heinrich2",255; + cutin("gl_heinrich2", 255); end; } + cutin("gl_heinrich2", 2); + select("Sir. Heinrich. Varmundt..."); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Sir. Heinrich. Do you know what is happening in the castle now?"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Sir. Heinrich. Do you know what is happening in the castle now?")); + next; + mes("[Heinrich]"); + mes("Aren't you the adventurer that came along with Varmundt?"); + npctalk(_("Aren't you the adventurer that came along with Varmundt?")); + next; + mes("[Heinrich]"); + mes("What is it? Something wrong with the castle?"); + npctalk(_("What is it? Something wrong with the castle?")); + next; + select("Himelmez's invasion..."); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Dead man's Valkyrie, Himelmez is coming to take the Ymir's Heart piece hidden inside this castle!"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Dead man's Valkyrie, Himelmez is coming to take the Ymir's Heart piece hidden inside this castle!")); + next; + cutin("gl_heinrich1", 2); + mes("[Heinrich]"); + mes("Haha. Funny. Do you really think that is possible?"); + npctalk(_("Haha. Funny. Do you really think that is possible?")); + next; + cutin("gl_barmund2", 2); + mes("[Varmundt]"); + mes("I'm not kidding, Sir. Heinrich. If I'm correct, then she will be here very soon."); + npctalk(_("I'm not kidding, Sir. Heinrich. If I'm correct, then she will be here very soon."), instance_npcname("Varmundt#ghinstance2")); + next; + mes("[Varmundt]"); + mes("We must hide the heart piece to a safe place before Himelmez's attack starts!"); + npctalk(_("We must hide the heart piece to a safe place before Himelmez's attack starts!"), instance_npcname("Varmundt#ghinstance2")); + next; + select("Even if you don't believe me..."); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I can't make you believe me, but there's no time to argue!"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("I can't make you believe me, but there's no time to argue!")); + cutin("gl_barmund2", 255); + next; + cutin("gl_heinrich1", 2); + mes("[Heinrich]"); + mes("Thank you for the help. But, we don't even have our king with us right now."); + npctalk(_("Thank you for the help. But, we don't even have our king with us right now.")); + next; + mes("[Heinrich]"); + mes("We cannot risk moving the heart just because some stranger says so."); + npctalk(_("We cannot risk moving the heart just because some stranger says so.")); + close2; + donpcevent(instance_npcname("Heinrich#ghinstance1")+"::OnDisable"); + donpcevent(instance_npcname("Heinrich#ghinstance2")+"::OnEnable"); + donpcevent(instance_npcname("Himelmez#ghinstance1")+"::OnEnable"); + donpcevent(instance_npcname("#talkinstance1")+"::OnEnable"); + mapannounce(instance_mapname("1@gl_k"), _("????: Muahahahaha~!"), bc_map, C_YELLOW, FW_NORMAL, 18); + cutin("gl_heinrich1", 255); + end; + OnInstanceInit: OnDisable: hideonnpc instance_npcname("Heinrich#ghinstance1"); end; + OnEnable: hideoffnpc instance_npcname("Heinrich#ghinstance1"); end; } -1@gl_k,152,97,3 script Varmunt#ghinstance2 4_M_BARMUND,{ +1@gl_k,152,97,3 script Varmundt#ghinstance2 4_M_BARMUND,{ end; + OnInstanceInit: OnDisable: - hideonnpc instance_npcname("Varmunt#ghinstance2"); + hideonnpc instance_npcname("Varmundt#ghinstance2"); end; + OnEnable: - hideoffnpc instance_npcname("Varmunt#ghinstance2"); - end; -OnTalk1: - npctalk "I am not joking Heinrich, Sir. Now, if my judgement is correct, she will be here soon."; - end; -OnTalk2: - npctalk "I trust this guy following me. The Ymir's Heart pieces must be hidden in a safe place before Himmelmez takes them!"; - end; -OnTalk3: - npctalk "Himmelmez!! Through the cracks!"; - end; -OnTalk4: - npctalk "Unbelievable. My men are...This kind of thing is not possible!"; - end; -OnTalk5: - npctalk "Heinrich, Sir! I need a quick decision."; - end; -OnTalk6: - npctalk "To prevent other attacks, go chase her!"; - end; -OnTalk7: - npctalk "Now, your help is desperately needed. I hopefully ask you."; + hideoffnpc instance_npcname("Varmundt#ghinstance2"); end; } 1@gl_k,149,97,6 script Heinrich#ghinstance2 4_M_HEINRICH,{ end; + OnInstanceInit: OnDisable: hideonnpc instance_npcname("Heinrich#ghinstance2"); end; + OnEnable: hideoffnpc instance_npcname("Heinrich#ghinstance2"); end; -OnTalk1: - npctalk "Who?!"; - end; -OnTalk2: - npctalk "That who rules the dead? No doubt, a pretty story. Here, some tea will be served to entertain the ladies. Unfortunately, I do not..."; - end; -OnTalk3: - npctalk "What did you say?"; - end; -OnTalk4: - npctalk "The King responded to the invitation of the Rune Midgard's Royal Family and hasn't come back yet."; - end; -OnTalk5: - npctalk "Just leave before you get in trouble. This is the King's will!"; - end; -OnTalk6: - npctalk "Damn! She has detected the position of the Ymir's Heart pieces."; - end; -OnTalk7: - npctalk "Now, Khalitzburg Crusaders and White Knights, follow me..."; - end; -OnTalk8: - npctalk "Unbelievable. My men are...This kind of thing is not possible!"; - end; -OnTalk9: - npctalk "I'm sorry..."; - end; -OnTalk10: - npctalk "I'm sorry, my lord! Do not forgive me!"; - end; } 1@gl_k,149,100,6 script Heinrich#ghinstance3 4_M_HEINRICH,{ end; + OnInstanceInit: OnDisable: hideonnpc instance_npcname("Heinrich#ghinstance3"); end; + OnEnable: hideoffnpc instance_npcname("Heinrich#ghinstance3"); end; -OnTalk1: - npctalk "I cannot believe I killed my men with my own hands!"; - end; -OnTalk2: - npctalk "Varmunt is right about that. Now is not the time to regret."; - end; -OnTalk3: - npctalk "People, gather around and follow my orders."; - end; -OnTalk4: - npctalk "Himmelmez is turning into monsters all the people she put to sleep."; - end; -OnTalk5: - npctalk "I don't know if there are survivors around here yet."; - end; -OnTalk6: - npctalk "If there are survivors from this evil thing, please rescue them."; - end; -OnTalk7: - npctalk "With Varmunt by my side, I'm going to chase Himmelmez down."; - end; -OnTalk8: - npctalk "Hurry up Varmunt, let's chase her down."; - end; } -1@gl_k,149,89,1 script Himmelmez#ghinstance1 4_F_HIMEL,{ +1@gl_k,149,89,1 script Himelmez#ghinstance1 4_F_HIMEL,{ end; + OnInstanceInit: OnDisable: - hideonnpc instance_npcname("Himmelmez#ghinstance1"); + hideonnpc instance_npcname("Himelmez#ghinstance1"); end; + OnEnable: - hideoffnpc instance_npcname("Himmelmez#ghinstance1"); - end; -OnTalk1: - npctalk "This~ Did I interrupt your conversation? The thing is, it's been too long since the last guests saw some sadness spread..."; - end; -OnTalk2: - npctalk "My name is Lisa Kahn Himmelmez. I am called the Valkyrie of the dead, master of the Dullahan."; - end; -OnTalk3: - npctalk "There's no need to pretend to be so laid back. Don't bluff about the whereabouts of you Majesty and things will be alright."; - end; -OnTalk4: - npctalk "Hohoho, do you have any questions? You're a really mysterious man."; - end; -OnTalk5: - npctalk "Not coveting the king's throne, you're such a stupid man, only waiting for his return. Your innocence is true, I love it."; - end; -OnTalk6: - npctalk "You make me wish we hadn't met in this situation. Too bad we did."; - end; -OnTalk7: - npctalk "Well~ Today, with such a busy commandant, I won't be able to talk as much as I'd love for you to contemplate my explanation~"; - end; -OnTalk8: - npctalk "I gotta get my job done. Meanwhile why don't you meet my men? Hohoho."; + hideoffnpc instance_npcname("Himelmez#ghinstance1"); end; } -//== Control Timer ========================================= +// Control Timer +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ 1@gl_k,0,0,0 script #talkinstance1 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#talkinstance1"); end; + OnEnable: enablenpc instance_npcname("#talkinstance1"); initnpctimer; end; -OnTimer5000: - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk1"; + +OnTimer1500: + npctalk(_("Who are you?"), instance_npcname("Heinrich#ghinstance2")); end; -OnTimer10000: - donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk1"; + +OnTimer4500: + npctalk(_("Well well~ Am I interrupting you? Weren't you expecting me?"), instance_npcname("Himelmez#ghinstance1")); end; -OnTimer15000: - donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnTalk3"; + +OnTimer10000: + npctalk(_("Himelmez!! Already!"), instance_npcname("Varmundt#ghinstance2")); end; -OnTimer20000: - donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk2"; + +OnTimer17500: + npctalk(_("My name is Lisa Kahn Himelmez. Master of Dullahan, Dead man's Valkyrie, that's what they call me."), instance_npcname("Himelmez#ghinstance1")); end; -OnTimer25000: - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk2"; + +OnTimer22000: + npctalk(_("Aren't you a little too feminine to be the Ruler of death? We are not afraid of you..."), instance_npcname("Heinrich#ghinstance2")); end; -OnTimer30000: - donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk3"; + +OnTimer28500: + npctalk(_("Let's see if you can relax like that after you find out where your king is."), instance_npcname("Himelmez#ghinstance1")); end; -OnTimer35000: - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk3"; + +OnTimer36000: + npctalk(_("What?"), instance_npcname("Heinrich#ghinstance2")); end; -OnTimer45000: - donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk4"; + +OnTimer41000: + npctalk(_("Hmm, now I have your attention do I not?"), instance_npcname("Himelmez#ghinstance1")); end; -OnTimer50000: - donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk5"; + +OnTimer54000: + npctalk(_("It's a pity to meet you in a situation like this."), instance_npcname("Himelmez#ghinstance1")); end; -OnTimer55000: - donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk6"; + +OnTimer59000: + npctalk(_("My king is visiting the Rune-Midgarts royal family. He's not back yet."), instance_npcname("Heinrich#ghinstance2")); end; -OnTimer60000: - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk4"; + +OnTimer66500: + npctalk(_("And now you are trying to trick me, what has happened to him?!"), instance_npcname("Heinrich#ghinstance2")); end; -OnTimer65000: - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk5"; + +OnTimer71500: + npctalk(_("Well~ I would love to sit down and explain for you, but I'm kind of busy today~"), instance_npcname("Himelmez#ghinstance1")); end; -OnTimer70000: - donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk7"; + +OnTimer78000: + npctalk(_("I have business to take care of. My minions will treat you well enough for me~"), instance_npcname("Himelmez#ghinstance1")); end; -OnTimer75000: - donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnTalk8"; + +OnTimer84500: + npctalk(_("She probably already knows where the Ymir's heart piece is."), instance_npcname("Heinrich#ghinstance2")); + donpcevent instance_npcname("Himelmez#ghinstance1")+"::OnDisable"; end; -OnTimer80000: - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk6"; - donpcevent instance_npcname("Himmelmez#ghinstance1")+"::OnDisable"; + +OnTimer90500: + npctalk(_("All Khalitzburg and White Knights should follow me now..."), instance_npcname("Heinrich#ghinstance2")); end; -OnTimer85000: - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk7"; - hideonnpc instance_npcname("Varmunt#ghinstance1"); - for(.@i = 1; .@i<=20; .@i += 4) { - hideonnpc instance_npcname("Khalitzburg Crusader#"+.@i); - hideonnpc instance_npcname("Khalitzburg Crusader#"+(.@i+1)); +OnTimer92000: + for (.@i=1; .@i <= 20; .@i += 4) { + hideonnpc instance_npcname("Khalitzburg Knight#"+.@i); + hideonnpc instance_npcname("Khalitzburg Knight#"+(.@i+1)); hideonnpc instance_npcname("White Knight#"+(.@i+2)); hideonnpc instance_npcname("White Knight#"+(.@i+3)); } - hideonnpc instance_npcname("Khalitzburg Crusader#21"); - hideonnpc instance_npcname("Khalitzburg Crusader#22"); - - .@map$ = instance_mapname("1@gl_k"); - .@label$ = instance_npcname("#talkinstance1")+"::OnMyMobDead"; - monster .@map$,145,59,"Abyss Knight",2470,1,.@label$; - monster .@map$,154,59,"Abyss Knight",2470,1,.@label$; - monster .@map$,145,69,"Abyss Knight",2470,1,.@label$; - monster .@map$,154,69,"Abyss Knight",2470,1,.@label$; - monster .@map$,145,79,"Abyss Knight",2470,1,.@label$; - monster .@map$,154,79,"Abyss Knight",2470,1,.@label$; - monster .@map$,145,89,"Abyss Knight",2470,1,.@label$; - monster .@map$,154,89,"Abyss Knight",2470,1,.@label$; - monster .@map$,145,99,"Abyss Knight",2470,1,.@label$; - monster .@map$,154,99,"Abyss Knight",2470,1,.@label$; - - for (.@i = 1; .@i <= 22; ++.@i) - hideoffnpc instance_npcname(".#ghinstance"+.@i); - - donpcevent instance_npcname(".#ghinstance22")+"::OnTalkK"; - donpcevent instance_npcname(".#ghinstance21")+"::OnTalkK"; - donpcevent instance_npcname(".#ghinstance18")+"::OnTalkK"; - donpcevent instance_npcname(".#ghinstance17")+"::OnTalkK"; - donpcevent instance_npcname(".#ghinstance14")+"::OnTalkK"; - donpcevent instance_npcname(".#ghinstance13")+"::OnTalkK"; - donpcevent instance_npcname(".#ghinstance10")+"::OnTalkK"; - donpcevent instance_npcname(".#ghinstance9")+"::OnTalkK"; - donpcevent instance_npcname(".#ghinstance6")+"::OnTalkK"; - donpcevent instance_npcname(".#ghinstance5")+"::OnTalkK"; - donpcevent instance_npcname(".#ghinstance2")+"::OnTalkK"; - donpcevent instance_npcname(".#ghinstance1")+"::OnTalkK"; - end; -OnTimer88000: - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk8"; - - for(.@i = 1; .@i<=20; .@i += 4) { - hideonnpc instance_npcname(".#ghinstance"+.@i); - hideonnpc instance_npcname(".#ghinstance"+(.@i+1)); - disablenpc instance_npcname(".#ghinstance"+(.@i+2)); - disablenpc instance_npcname(".#ghinstance"+(.@i+3)); - } - hideonnpc instance_npcname(".#ghinstance21"); - hideonnpc instance_npcname(".#ghinstance22"); - + hideonnpc instance_npcname("Khalitzburg Knight#21"); + hideonnpc instance_npcname("Khalitzburg Knight#22"); .@map$ = instance_mapname("1@gl_k"); .@label$ = instance_npcname("#talkinstance1")+"::OnMyMobDead"; + monster .@map$,145,59,"Abysmal Knight",2470,1,.@label$; + monster .@map$,154,59,"Abysmal Knight",2470,1,.@label$; + monster .@map$,145,69,"Abysmal Knight",2470,1,.@label$; + monster .@map$,154,69,"Abysmal Knight",2470,1,.@label$; + monster .@map$,145,79,"Abysmal Knight",2470,1,.@label$; + monster .@map$,154,79,"Abysmal Knight",2470,1,.@label$; + monster .@map$,145,89,"Abysmal Knight",2470,1,.@label$; + monster .@map$,154,89,"Abysmal Knight",2470,1,.@label$; + monster .@map$,145,99,"Abysmal Knight",2470,1,.@label$; + monster .@map$,154,99,"Abysmal Knight",2470,1,.@label$; monster .@map$,145,54,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], _("Water... Someone give me water...")); monster .@map$,154,54,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], "Kkkrrrruughgh..."); monster .@map$,145,64,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], _("Sir. Heinrich. Save me...")); monster .@map$,154,64,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], _("I miss my sister...")); monster .@map$,145,74,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], _("Don't leave me alone, help me.")); monster .@map$,154,74,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], "Aaarrrrrhhhh"); monster .@map$,145,84,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], _("I am so thirsty.")); monster .@map$,154,84,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], _("Oh...No...I can't die yet...")); monster .@map$,145,94,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], _("I feel sick to my stomach urrgg")); monster .@map$,154,94,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], _("Can someone...")); monster .@map$,145,104,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], "Arrgg... My body"); monster .@map$,154,104,"Khalitzburg",2471,1,.@label$; + unittalk($@mobid[0], _("My throat is burning!")); end; -OnTimer93000: - donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnTalk4"; + +OnTimer94000: + npctalk(_("My men... This can't be happening!"), instance_npcname("Heinrich#ghinstance2")); end; -OnTimer97000: - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk9"; + +OnTimer96500: + npctalk(_("Sir. Heinrich, they're all monsters. You need to give them rest!"), instance_npcname("Varmundt#ghinstance2")); end; -OnTimer105000: - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnTalk10"; - mapannounce instance_mapname("1@gl_k"), "Heinrich's Shout: Dead men, dead men all over the place!",bc_map,"0xFFFF00"; + +OnTimer100000: + npctalk(_("I'm so sorry..."), instance_npcname("Heinrich#ghinstance2")); end; -OnTimer107000: - mapannounce instance_mapname("1@gl_k"), "Heinrich's Shout: Everybody! Go back!",bc_map,"0xFFFF00"; + +OnTimer103000: + npctalk(_("I am sorry, my knights! Forgive me!"), instance_npcname("Heinrich#ghinstance2")); end; -OnTimer110000: + +OnTimer106000: + mapannounce(instance_mapname("1@gl_k"), _("Sir. Heinrich: Death to all!"), bc_map, C_YELLOW, FW_NORMAL, 18); + end; + +OnTimer109000: + mapannounce(instance_mapname("1@gl_k"), _("Sir. Heinrich: Go back to the darkness!"), bc_map, C_YELLOW, FW_NORMAL, 18); + end; + +OnTimer109500: + enablenpc instance_npcname(".#ghinstance22"); + enablenpc instance_npcname(".#ghinstance21"); donpcevent instance_npcname(".#ghinstance22")+"::OnEffect1"; donpcevent instance_npcname(".#ghinstance21")+"::OnEffect1"; end; -OnTimer110500: + +OnTimer110000: enablenpc instance_npcname(".#ghinstance20"); enablenpc instance_npcname(".#ghinstance19"); + enablenpc instance_npcname(".#ghinstance18"); + enablenpc instance_npcname(".#ghinstance17"); donpcevent instance_npcname(".#ghinstance20")+"::OnEffect1"; donpcevent instance_npcname(".#ghinstance19")+"::OnEffect1"; - end; -OnTimer111000: donpcevent instance_npcname(".#ghinstance18")+"::OnEffect1"; donpcevent instance_npcname(".#ghinstance17")+"::OnEffect1"; end; -OnTimer111500: + +OnTimer110500: enablenpc instance_npcname(".#ghinstance16"); enablenpc instance_npcname(".#ghinstance15"); + enablenpc instance_npcname(".#ghinstance14"); + enablenpc instance_npcname(".#ghinstance13"); donpcevent instance_npcname(".#ghinstance16")+"::OnEffect1"; donpcevent instance_npcname(".#ghinstance15")+"::OnEffect1"; - end; -OnTimer112000: donpcevent instance_npcname(".#ghinstance14")+"::OnEffect1"; donpcevent instance_npcname(".#ghinstance13")+"::OnEffect1"; end; -OnTimer112500: + +OnTimer111000: enablenpc instance_npcname(".#ghinstance12"); enablenpc instance_npcname(".#ghinstance11"); + enablenpc instance_npcname(".#ghinstance10"); + enablenpc instance_npcname(".#ghinstance9"); donpcevent instance_npcname(".#ghinstance12")+"::OnEffect1"; donpcevent instance_npcname(".#ghinstance11")+"::OnEffect1"; - end; -OnTimer113000: donpcevent instance_npcname(".#ghinstance10")+"::OnEffect1"; donpcevent instance_npcname(".#ghinstance9")+"::OnEffect1"; end; -OnTimer113500: + +OnTimer111500: enablenpc instance_npcname(".#ghinstance8"); enablenpc instance_npcname(".#ghinstance7"); + enablenpc instance_npcname(".#ghinstance6"); + enablenpc instance_npcname(".#ghinstance5"); donpcevent instance_npcname(".#ghinstance8")+"::OnEffect1"; donpcevent instance_npcname(".#ghinstance7")+"::OnEffect1"; - end; -OnTimer114000: donpcevent instance_npcname(".#ghinstance6")+"::OnEffect1"; donpcevent instance_npcname(".#ghinstance5")+"::OnEffect1"; end; -OnTimer114500: + +OnTimer112000: enablenpc instance_npcname(".#ghinstance4"); enablenpc instance_npcname(".#ghinstance3"); + enablenpc instance_npcname(".#ghinstance2"); + enablenpc instance_npcname(".#ghinstance1"); donpcevent instance_npcname(".#ghinstance4")+"::OnEffect1"; donpcevent instance_npcname(".#ghinstance3")+"::OnEffect1"; - end; -OnTimer114750: //custom time - disablenpc instance_npcname(".#ghinstance3"); - disablenpc instance_npcname(".#ghinstance4"); - disablenpc instance_npcname(".#ghinstance7"); - disablenpc instance_npcname(".#ghinstance8"); - disablenpc instance_npcname(".#ghinstance11"); - disablenpc instance_npcname(".#ghinstance12"); - disablenpc instance_npcname(".#ghinstance15"); - disablenpc instance_npcname(".#ghinstance16"); - disablenpc instance_npcname(".#ghinstance19"); - disablenpc instance_npcname(".#ghinstance20"); - end; -OnTimer115000: - donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnEnable"; - donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnDisable"; - donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk1"; donpcevent instance_npcname(".#ghinstance2")+"::OnEffect1"; donpcevent instance_npcname(".#ghinstance1")+"::OnEffect1"; + donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnEnable"; + donpcevent instance_npcname("Heinrich#ghinstance2")+"::OnDisable"; + for (.@i=1; .@i <= 22; .@i++) + disablenpc instance_npcname(".#ghinstance"+.@i); killmonster instance_mapname("1@gl_k"),instance_npcname("#talkinstance1")+"::OnMyMobDead"; end; -OnTimer120000: - donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnTalk5"; + +OnTimer112500: + npctalk(_("I killed my own men..."), instance_npcname("Heinrich#ghinstance3")); end; -OnTimer125000: - donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnTalk6"; + +OnTimer115500: + npctalk(_("Sir. Heinrich! We don't have much time!"), instance_npcname("Varmundt#ghinstance2")); end; -OnTimer130000: - donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk2"; + +OnTimer118500: + npctalk(_("If you hurry now, there's a chance!"), instance_npcname("Varmundt#ghinstance2")); end; -OnTimer135000: - donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk3"; + +OnTimer121500: + npctalk(_("Varmundt is right. Now is not the time for mourning."), instance_npcname("Heinrich#ghinstance3")); end; -OnTimer140000: - donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk4"; + +OnTimer124500: + npctalk(_("I have a request to you followers."), instance_npcname("Heinrich#ghinstance3")); end; -OnTimer145000: - donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk5"; + +OnTimer127500: + npctalk(_("Himelmez can turn living beings into monsters."), instance_npcname("Heinrich#ghinstance3")); end; -OnTimer150000: - donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk6"; + +OnTimer130500: + npctalk(_("But, there might still be survivors here."), instance_npcname("Heinrich#ghinstance3")); end; -OnTimer155000: - donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk7"; + +OnTimer134500: + npctalk(_("Destroy the monsters and find any survivors."), instance_npcname("Heinrich#ghinstance3")); end; -OnTimer160000: - donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnTalk7"; + +OnTimer138500: + npctalk(_("Varmundt and I will chase Himelmez."), instance_npcname("Heinrich#ghinstance3")); end; -OnTimer165000: - donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnTalk8"; + +OnTimer143500: + npctalk(_("Very well, Varmundt. Let's find Himelmez."), instance_npcname("Heinrich#ghinstance3")); end; -OnTimer167000: + +OnTimer147500: donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnDisable"; end; -OnTimer168000: - donpcevent instance_npcname("Varmunt#ghinstance2")+"::OnDisable"; - donpcevent instance_npcname("Heinrich#ghinstance3")+"::OnDisable"; + +OnTimer148500: + donpcevent instance_npcname("Varmundt#ghinstance2")+"::OnDisable"; stopnpctimer; donpcevent instance_npcname("#ghinstancewarp1")+"::OnEnable"; donpcevent instance_npcname("#ghinstancewarp2")+"::OnEnable"; - mapannounce instance_mapname("1@gl_k"), "9 o'clock warp leading to zone 2 is now open.",bc_map,"0xFFFF00"; + mapannounce(instance_mapname("1@gl_k"), _("A portal has opened to the west."), bc_map, C_YELLOW); donpcevent instance_npcname("#talkinstance1")+"::OnDisable"; donpcevent instance_npcname("#ghmemorialmob01")+"::OnEnable"; end; + OnMyMobDead: end; } -1@gl_k,145,54,6 script .#ghinstance1 MG_KHALITZBURG,{ - end; -OnInstanceInit: -OnDisable: - hideonnpc instance_npcname(strnpcinfo(0)); - end; -OnEnable: - hideoffnpc instance_npcname(strnpcinfo(0)); - end; -OnEffect1: - specialeffect EF_GRANDCROSS; - specialeffect EF_LEXAETERNA; - end; -OnTalkK: - switch(atoi(replacestr(strnpcinfo(2),"ghinstance",""))) { - case 1: npctalk "I do not want to die."; break; - case 2: npctalk "Mom..."; break; - case 5: npctalk "Help."; break; - case 6: npctalk "My stomach hurts..."; break; - case 9: npctalk "Heinrich Sir, help!"; break; - case 10: npctalk "Ack... Ugh."; break; - case 13: npctalk "I'm thirsty."; break; - case 14: npctalk "Oh... No... I cannot die..."; break; - case 17: npctalk "This is so uncomfortable. Eww!"; break; - case 18: npctalk "Who am I..."; break; - case 21: npctalk "Uhh... My body."; break; - case 22: npctalk "I'm so thirsty!"; break; - } - end; -} -1@gl_k,154,54,3 duplicate(.#ghinstance1) .#ghinstance2 MG_KHALITZBURG -1@gl_k,145,64,6 duplicate(.#ghinstance1) .#ghinstance5 MG_KHALITZBURG -1@gl_k,154,64,3 duplicate(.#ghinstance1) .#ghinstance6 MG_KHALITZBURG -1@gl_k,145,74,6 duplicate(.#ghinstance1) .#ghinstance9 MG_KHALITZBURG -1@gl_k,154,74,3 duplicate(.#ghinstance1) .#ghinstance10 MG_KHALITZBURG -1@gl_k,145,84,6 duplicate(.#ghinstance1) .#ghinstance13 MG_KHALITZBURG -1@gl_k,154,84,3 duplicate(.#ghinstance1) .#ghinstance14 MG_KHALITZBURG -1@gl_k,145,94,6 duplicate(.#ghinstance1) .#ghinstance17 MG_KHALITZBURG -1@gl_k,154,94,3 duplicate(.#ghinstance1) .#ghinstance18 MG_KHALITZBURG -1@gl_k,145,104,6 duplicate(.#ghinstance1) .#ghinstance21 MG_KHALITZBURG -1@gl_k,154,104,3 duplicate(.#ghinstance1) .#ghinstance22 MG_KHALITZBURG - -1@gl_k,145,59,6 script .#ghinstance3 HIDDEN_NPC,{ +1@gl_k,145,54,6 script .#ghinstance1 HIDDEN_NPC,{ end; + OnInstanceInit: OnDisable: - hideonnpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; + OnEnable: - hideoffnpc instance_npcname(strnpcinfo(0)); + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; + OnEffect1: specialeffect EF_GRANDCROSS; specialeffect EF_LEXAETERNA; end; } -1@gl_k,154,59,3 duplicate(.#ghinstance3) .#ghinstance4 HIDDEN_NPC -1@gl_k,145,69,6 duplicate(.#ghinstance3) .#ghinstance7 HIDDEN_NPC -1@gl_k,154,69,3 duplicate(.#ghinstance3) .#ghinstance8 HIDDEN_NPC -1@gl_k,145,79,6 duplicate(.#ghinstance3) .#ghinstance11 HIDDEN_NPC -1@gl_k,154,79,3 duplicate(.#ghinstance3) .#ghinstance12 HIDDEN_NPC -1@gl_k,145,89,6 duplicate(.#ghinstance3) .#ghinstance15 HIDDEN_NPC -1@gl_k,154,89,3 duplicate(.#ghinstance3) .#ghinstance16 HIDDEN_NPC -1@gl_k,145,99,6 duplicate(.#ghinstance3) .#ghinstance19 HIDDEN_NPC -1@gl_k,154,99,3 duplicate(.#ghinstance3) .#ghinstance20 HIDDEN_NPC + +1@gl_k,154,54,3 duplicate(.#ghinstance1) .#ghinstance2 HIDDEN_NPC +1@gl_k,145,59,6 duplicate(.#ghinstance1) .#ghinstance3 HIDDEN_NPC +1@gl_k,154,59,3 duplicate(.#ghinstance1) .#ghinstance4 HIDDEN_NPC +1@gl_k,145,64,6 duplicate(.#ghinstance1) .#ghinstance5 HIDDEN_NPC +1@gl_k,154,64,3 duplicate(.#ghinstance1) .#ghinstance6 HIDDEN_NPC +1@gl_k,145,69,6 duplicate(.#ghinstance1) .#ghinstance7 HIDDEN_NPC +1@gl_k,154,69,3 duplicate(.#ghinstance1) .#ghinstance8 HIDDEN_NPC +1@gl_k,145,74,6 duplicate(.#ghinstance1) .#ghinstance9 HIDDEN_NPC +1@gl_k,154,74,3 duplicate(.#ghinstance1) .#ghinstance10 HIDDEN_NPC +1@gl_k,145,79,6 duplicate(.#ghinstance1) .#ghinstance11 HIDDEN_NPC +1@gl_k,154,79,3 duplicate(.#ghinstance1) .#ghinstance12 HIDDEN_NPC +1@gl_k,145,84,6 duplicate(.#ghinstance1) .#ghinstance13 HIDDEN_NPC +1@gl_k,154,84,3 duplicate(.#ghinstance1) .#ghinstance14 HIDDEN_NPC +1@gl_k,145,89,6 duplicate(.#ghinstance1) .#ghinstance15 HIDDEN_NPC +1@gl_k,154,89,3 duplicate(.#ghinstance1) .#ghinstance16 HIDDEN_NPC +1@gl_k,145,94,6 duplicate(.#ghinstance1) .#ghinstance17 HIDDEN_NPC +1@gl_k,154,94,3 duplicate(.#ghinstance1) .#ghinstance18 HIDDEN_NPC +1@gl_k,145,99,6 duplicate(.#ghinstance1) .#ghinstance19 HIDDEN_NPC +1@gl_k,154,99,3 duplicate(.#ghinstance1) .#ghinstance20 HIDDEN_NPC +1@gl_k,145,104,6 duplicate(.#ghinstance1) .#ghinstance21 HIDDEN_NPC +1@gl_k,154,104,3 duplicate(.#ghinstance1) .#ghinstance22 HIDDEN_NPC +1@gl_k,149,200,3 warp treasureroom#out 1,1,1@gl_k,269,264 1@gl_k,96,80,0 script #ghinstancewarp1 WARPNPC,1,2,{ end; + OnInstanceInit: OnDisable: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; + OnEnable: - enablenpc instance_npcname(strnpcinfo(0)); + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; + OnTouch: .@map1$ = instance_mapname("1@gl_k"); .@map2$ = instance_mapname("2@gl_k"); - switch(atoi(replacestr(strnpcinfo(2),"ghinstancewarp",""))) { + switch (atoi(replacestr(strnpcinfo(NPC_NAME_HIDDEN), "ghinstancewarp", ""))) { case 1: warp .@map1$,80,80; break; case 2: warp .@map1$,105,80; break; case 3: warp .@map1$,215,79; break; @@ -800,187 +742,216 @@ OnTouch: case 10: warp .@map2$,174,101; break; case 11: warp .@map2$,150,110; break; case 12: warp .@map2$,150,179; break; + case 13: warp .@map2$,150,160; break; + case 14: warp .@map1$,150,281; break; + case 15: warp .@map1$,48,168; break; } end; } -1@gl_k,90,80,0 duplicate(#ghinstancewarp1) #ghinstancewarp2 WARPNPC,1,2 -1@gl_k,202,79,0 duplicate(#ghinstancewarp1) #ghinstancewarp3 WARPNPC,1,2 -1@gl_k,206,79,0 duplicate(#ghinstancewarp1) #ghinstancewarp4 WARPNPC,1,2 -1@gl_k,228,216,0 duplicate(#ghinstancewarp1) #ghinstancewarp5 WARPNPC,1,2 -1@gl_k,222,216,0 duplicate(#ghinstancewarp1) #ghinstancewarp6 WARPNPC,1,2 -1@gl_k,150,284,0 duplicate(#ghinstancewarp1) #ghinstancewarp7 WARPNPC,1,2 -2@gl_k,145,123,0 duplicate(#ghinstancewarp1) #ghinstancewarp8 WARPNPC,1,2 -2@gl_k,136,122,0 duplicate(#ghinstancewarp1) #ghinstancewarp9 WARPNPC,1,2 -2@gl_k,154,101,0 duplicate(#ghinstancewarp1) #ghinstancewarp10 WARPNPC,1,2 -2@gl_k,165,101,0 duplicate(#ghinstancewarp1) #ghinstancewarp11 WARPNPC,1,2 -2@gl_k,150,163,0 duplicate(#ghinstancewarp1) #ghinstancewarp12 WARPNPC,1,2 - - -//== Sector 1 Mobs ========================================= + +1@gl_k,90,80,0 duplicate(#ghinstancewarp1) #ghinstancewarp2 WARPNPC,2,2 +1@gl_k,202,79,0 duplicate(#ghinstancewarp1) #ghinstancewarp3 WARPNPC,2,2 +1@gl_k,206,79,0 duplicate(#ghinstancewarp1) #ghinstancewarp4 WARPNPC,2,2 +1@gl_k,228,216,0 duplicate(#ghinstancewarp1) #ghinstancewarp5 WARPNPC,2,2 +1@gl_k,222,216,0 duplicate(#ghinstancewarp1) #ghinstancewarp6 WARPNPC,2,2 +1@gl_k,150,284,0 duplicate(#ghinstancewarp1) #ghinstancewarp7 WARPNPC,2,2 +2@gl_k,145,123,0 duplicate(#ghinstancewarp1) #ghinstancewarp8 WARPNPC,2,2 +2@gl_k,136,122,0 duplicate(#ghinstancewarp1) #ghinstancewarp9 WARPNPC,2,2 +2@gl_k,154,101,0 duplicate(#ghinstancewarp1) #ghinstancewarp10 WARPNPC,2,2 +2@gl_k,165,101,0 duplicate(#ghinstancewarp1) #ghinstancewarp11 WARPNPC,2,2 +2@gl_k,150,163,0 duplicate(#ghinstancewarp1) #ghinstancewarp12 WARPNPC,2,2 +2@gl_k,150,167,0 duplicate(#ghinstancewarp1) #ghinstancewarp13 WARPNPC,2,2 +2@gl_k,150,32,0 duplicate(#ghinstancewarp1) #ghinstancewarp14 WARPNPC,2,2 +1@gl_k,69,168,0 duplicate(#ghinstancewarp1) #ghinstancewarp15 WARPNPC,2,2 + +// Sector 1 Mobs +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ 1@gl_k,0,0,0 script #ghmemorialmob01 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#ghmemorialmob01"); end; + OnEnable: enablenpc instance_npcname("#ghmemorialmob01"); .@map$ = instance_mapname("1@gl_k"); .@label$ = instance_npcname("#ghmemorialmob01")+"::OnMyMobDead"; - areamonster .@map$,76,99,87,10,"Suffering Chamberlain",2466,15,.@label$; - areamonster .@map$,67,39,12,6,"Fallen Monk",2465,20,.@label$; - areamonster .@map$,67,39,12,6,"Suffering Chamberlain",2466,3,.@label$; - areamonster .@map$,32,75,51,58,"Decayed Butler",2464,6,.@label$; - areamonster .@map$,45,84,6,137,"Decayed Butler",2464,12,.@label$; + areamonster(.@map$, 76, 99, 87, 10, _("Grand Chamberlain in pain"), MG_GHOUL, 15, .@label$); + areamonster(.@map$, 67, 39, 12, 6, _("Corrupted Monk"), MG_WRAITH, 20, .@label$); + areamonster(.@map$, 67, 39, 12, 6, _("Grand Chamberlain in pain"), MG_GHOUL, 3, .@label$); + areamonster(.@map$, 32, 75, 51, 58, _("Corrupted Steward"), MG_ZOMBIE, 6, .@label$); + areamonster(.@map$, 45, 84, 6, 137, _("Corrupted Steward"), MG_ZOMBIE, 12, .@label$); end; + OnMyMobDead: .@map$ = instance_mapname("1@gl_k"); .@label$ = instance_npcname("#ghmemorialmob01")+"::OnMyMobDead"; .@mob_dead_num = 56 - mobcount(.@map$,.@label$); if (.@mob_dead_num > 35) { - mapannounce .@map$, "Seems like Himmelmez drains the dead's souls. They must be destroyed.",bc_map,"0xFFFFFF"; + mapannounce(.@map$, _("Himelmez's curse is getting weaker. Find any survivors!"), bc_map, C_WHITE); killmonster .@map$,.@label$; - donpcevent instance_npcname("Aspiring Butcher#clearGH")+"::OnEnable"; + donpcevent instance_npcname("Altar boy Domun#clearGH")+"::OnEnable"; donpcevent instance_npcname("#ghmemorialmob01")+"::OnDisable"; } end; } -1@gl_k,17,51,3 script Aspiring Butcher#clearGH 4_M_KID1,{ - if (getcharid(0) == getpartyleader(getcharid(1),2)) { - mes "[Aspiring Butcher]"; - mes "Help me! Help me!!!"; - next; - select("Hey, wake up! Are there any other survivors?"); - mes "["+strcharinfo(0)+"]"; - mes "Hey, wake up! Are you alone?"; - unittalk getcharid(3),"Hey, wake up! Are you alone?"; - next; - mes "[Aspiring Butcher]"; - mes "The Chamberlain... the Monk... They've become monsters. I couldn't do anything."; - npctalk "The Chamberlain... the Monk... They've become monsters. I couldn't do anything."; - next; - mes "[Aspiring Butcher]"; - mes "I just stood still... Nothing, I couldn't do anything..."; - npctalk "I just stood still... Nothing, I couldn't do anything..."; - next; - select("Wake up!"); - mes "["+strcharinfo(0)+"]"; - mes "Wake up kid! Go east along the central passage to the outside! The path is safe!"; - unittalk getcharid(3),"Wake up kid! Go east along the central passage to the outside! The path is safe!"; - next; - mes "[Aspiring Butcher]"; - mes "East passage? Alone? How?"; - npctalk "East passage? Alone? How?"; - next; - select("I can guide you through the path."); - mes "["+strcharinfo(0)+"]"; - mes "I will guide you, perhaps that will help. If you want to close your eyes try not to hit anything."; - unittalk getcharid(3),"I will guide you, perhaps that will help. If you want to close your eyes try not to hit anything."; - next; - mes "[Aspiring Butcher]"; - mes "Aspiring Butcher: I know, I... I'm trying to."; - npctalk "Aspiring Butcher: I know, I... I'm trying to."; - donpcevent instance_npcname("Aspiring Butcher#clearGH")+"::OnDisable"; - donpcevent instance_npcname("#ghmemorialmob02")+"::OnEnable"; - close; - } else { - mes "[Aspiring Butcher]"; - mes "Somebody help me, somebody help me, please."; +1@gl_k,17,51,3 script Altar boy Domun#clearGH 4_M_KID1,{ + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) { + mes("[Altar boy Domun]"); + mes("Save me, save me, please..."); close; } -OnInstanceInit: -OnDisable: - hideonnpc instance_npcname("Aspiring Butcher#clearGH"); - end; -OnEnable: - hideoffnpc instance_npcname("Aspiring Butcher#clearGH"); + mes("[Altar boy Domun]"); + mes("Save me! Save me!!!"); + npctalk(_("Save me! Save me!!!")); + next; + select("Hold on!Are you the only survivor?"); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Hold on!\r" + "Are you the only survivor?"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Hold on! Are you the only survivor?")); + next; + mes("[Altar boy Domun]"); + mes("Chamberlains... monks...\r" + "They all turned into monsters. I couldn't do anything."); + npctalk(_("Altar boy Domun : Chamberlains... monks... They all turned into monsters. I couldn't do anything.")); + next; + mes("[Altar boy Domun]"); + mes("All I could do was... \r" + "Just hide in here...\r" + "Nothing, nothing I could do..."); + npctalk(_("Altar boy Domun : All I could do was... Just hide in here... Nothing, nothing I could do...")); + next; + select("Pull it together!"); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Wake up kid! Go east and find the middle passage to the outside! That is safe!"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Wake up kid! Go east and find the middle passage to the outside! That is safe!")); // Displays 1st Letter of char name in small? + next; + mes("[Altar boy Domun]"); + mes("To the east passage?\r" + "Alone?\r" + "How?"); + npctalk(_("Altar boy Domun : To the east passage? Alone? How?")); + next; + select("I will give you a weapon."); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Here's a weapon. Just close your eye and swing for those monsters."); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Here's a weapon. Just close your eye and swing for those monsters.")); + next; + mes("[Altar boy Domun]"); + mes("Ok, I... I'l try."); + npctalk(_("Altar boy Domun : Ok, I... I'l try.")); + close2; + donpcevent instance_npcname("Altar boy Domun#clearGH")+"::OnDisable"; + donpcevent instance_npcname("#ghmemorialmob02")+"::OnEnable"; end; -} -//== Sector 2 Mobs ========================================= -1@gl_k,291,145,3 script Hollgrehenn Destroyer 4_F_JOB_BLACKSMITH,{ - if (getcharid(0) == getpartyleader(getcharid(1),2)) { - mes "[Hollgrehenn Destroyer]"; - mes "Yaaa!! Die!!!"; - npctalk "Yaaa!! Die!!!"; - specialeffect EF_CRASHEARTH; - next; - select("Don't worry!"); - mes "["+strcharinfo(0)+"]"; - mes "Don't worry! Mam. Are you alone? No other survivors?"; - unittalk getcharid(3),"Don't worry! Mam. Are you alone? No other survivors?"; - next; - mes "[Hollgrehenn Destroyer]"; - mes "I'm the only survivor left"; - npctalk "I'm the only survivor left"; - next; - select("This is a very dangerous place."); - mes "["+strcharinfo(0)+"]"; - mes "This is a very dangerous place. You know the central passage? Do you think you can move... and get to a safer place?"; - unittalk getcharid(3),"This is a very dangerous place. You know the central passage? Do you think you can move... and get to a safer place?"; - next; - mes "[Hollgrehenn Destroyer]"; - mes "Yes, I am able to move. I'll move for my baby's sake."; - npctalk "Yes, I am able to move. I'll move for my baby's sake."; - next; - select("Survive the road..."); - mes "["+strcharinfo(0)+"]"; - mes "You and your baby will get out of here safely. But I'm sorry I can't help you more."; - unittalk getcharid(3),"You and your baby will get out of here safely. But I'm sorry I can't help you more."; - next; - mes "[Hollgrehenn Destroyer]"; - mes "That's ok. Thank you for helping us. I'm good to go alone. Ah and good luck also."; - npctalk "That's ok. Thank you for helping us. I'm good to go alone. Ah and good luck also."; - donpcevent instance_npcname("Hollgrehenn Destroyer")+"::OnDisable"; - donpcevent instance_npcname("#ghmemorialmob03")+"::OnEnable"; - close; - } else { - mes "[Hollgrehenn Destroyer]"; - mes "Somebody help me, somebody help me, please"; - close; - } OnInstanceInit: OnDisable: - hideonnpc instance_npcname("Hollgrehenn Destroyer"); + hideonnpc instance_npcname("Altar boy Domun#clearGH"); end; + OnEnable: - hideoffnpc instance_npcname("Hollgrehenn Destroyer"); + hideoffnpc instance_npcname("Altar boy Domun#clearGH"); end; } +// Sector 2 Mobs +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ 1@gl_k,0,0,0 script #ghmemorialmob02 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#ghmemorialmob02"); end; + OnEnable: enablenpc instance_npcname("#ghmemorialmob02"); donpcevent instance_npcname("#ghinstancewarp3")+"::OnEnable"; donpcevent instance_npcname("#ghinstancewarp4")+"::OnEnable"; .@map$ = instance_mapname("1@gl_k"); .@label$ = instance_npcname("#ghmemorialmob02")+"::OnMyMobDead"; - mapannounce .@map$,"3 o'clock warp leading to zone 3 is now open.",bc_map,"0xFFFF00"; - areamonster .@map$,241,113,291,19,"Suffering Chamberlain",2466,12,.@label$; - areamonster .@map$,241,113,291,19,"Decayed Monk",2464,12,.@label$; - areamonster .@map$,227,217,291,135,"Suffering Chamberlain",2466,12,.@label$; - areamonster .@map$,227,217,291,135,"Decayed Monk",2464,12,.@label$; + mapannounce(.@map$, _("A portal has opened to the east."), bc_map, C_YELLOW); + areamonster(.@map$, 241, 113, 291, 19, _("Outraged Refiner"), MG_GHOUL, 12, .@label$); + areamonster(.@map$, 241, 113, 291, 19, _("Decomposed Blacksmith"), MG_ZOMBIE, 12, .@label$); + areamonster(.@map$, 227, 217, 291, 135, _("Outraged Refiner"), MG_GHOUL, 12, .@label$); + areamonster(.@map$, 227, 217, 291, 135, _("Decomposed Blacksmith"), MG_ZOMBIE, 12, .@label$); end; + OnMyMobDead: .@map$ = instance_mapname("1@gl_k"); .@label$ = instance_npcname("#ghmemorialmob02")+"::OnMyMobDead"; .@mob_dead_num = 48 - mobcount(.@map$,.@label$); if (.@mob_dead_num > 28) { - mapannounce .@map$, "Seems like Himmelmez drains the dead's souls. They must be destroyed.",bc_map,"0xFFFFFF"; + mapannounce(.@map$, _("Himelmez's curse is getting weaker. Find any survivors!"), bc_map, C_WHITE); killmonster .@map$,.@label$; - donpcevent instance_npcname("Hollgrehenn Destroyer")+"::OnEnable"; + donpcevent instance_npcname("Holgren the Destroyer")+"::OnEnable"; donpcevent instance_npcname("#ghmemorialmob02")+"::OnDisable"; } end; } -//== Tramp Mobs ============================================ -1@gl_k,221,82,3 script Breathless Man#GHtramp1 4_M_DIEMAN,4,4,{ +1@gl_k,291,145,3 script Holgren the Destroyer 4_F_JOB_BLACKSMITH,{ + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) { + mes("[Holgren the Destroyer]"); + mes("Are you human?"); + close; + } + mes("[Holgren the Destroyer]"); + mes("Die!! You shall die!!!"); + npctalk(_("Holgren the Destroyer : Die!! You shall die!!!")); + specialeffect EF_CRASHEARTH; + next; + select("Relax! I'm not a monster!"); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Relax! I am Human. Are you alone? Anyone else here?"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Relax! I am Human. Are you alone? Anyone else here?")); + next; + mes("[Holgren the Destroyer]"); + mes("It's only me alive."); + npctalk(_("Holgren the Destroyer : It's only me alive.")); + next; + select("It's dangerous here..."); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("It's dangerous here. You know the way to the middle passage? Can you move?"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("It's dangerous here. You know the way to the middle passage? Can you move?")); // Displays 1st Letter of char name in small? + next; + mes("[Holgren the Destroyer]"); + mes("Yes, I can move. I need to get out of here."); + npctalk(_("Holgren the Destroyer : Yes, I can move. I need to get out of here.")); + next; + select("Be safe..."); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Sorry, I can't go with you."); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Sorry, I can't go with you.")); + next; + mes("[Holgren the Destroyer]"); + mes("It's ok. You've already done enough. I can help myself. Good luck to you too."); + npctalk(_("Holgren the Destroyer : It's ok. You've already done enough. I can help myself. Good luck to you too.")); + close2; + donpcevent instance_npcname("Holgren the Destroyer")+"::OnDisable"; + donpcevent instance_npcname("#ghmemorialmob03")+"::OnEnable"; end; + +OnInstanceInit: +OnDisable: + hideonnpc instance_npcname("Holgren the Destroyer"); + end; + +OnEnable: + hideoffnpc instance_npcname("Holgren the Destroyer"); + end; +} + +// Tramp Mobs +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ +1@gl_k,221,82,3 script A dead man#GHtramp1 4_M_DIEMAN,4,4,{ + end; + OnTouch: .@i = rand(1,10); if (.@i == 1) .@mobs = 3; @@ -990,108 +961,130 @@ OnTouch: else .@mobs = 7; getmapxy(.@map$, .@x, .@y, UNITTYPE_NPC); specialeffect EF_VENOMDUST; - monster .@map$,.@x,.@y,"Muck Worm",2467,.@mobs,instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; - disablenpc instance_npcname(strnpcinfo(0)); + monster(.@map$, .@x, .@y, "Maggot", MG_ARCLOUSE, .@mobs, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; + OnMyMobDead: end; + OnInstanceInit: OnEnable: - enablenpc instance_npcname(strnpcinfo(0)); + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; + OnDisable: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; } -1@gl_k,213,63,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp2 4_M_DIEMAN,4,4 -1@gl_k,230,50,2 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp3 4_M_DIEMAN,4,4 -1@gl_k,222,39,2 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp4 4_M_DIEMAN,4,4 -1@gl_k,214,27,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp5 4_M_DIEMAN,4,4 -1@gl_k,223,17,2 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp6 4_M_DIEMAN,4,4 -1@gl_k,235,16,4 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp7 4_M_DIEMAN,4,4 -1@gl_k,251,20,5 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp8 4_M_DIEMAN,4,4 -1@gl_k,240,43,5 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp9 4_M_DIEMAN,4,4 -1@gl_k,271,19,1 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp10 4_M_DIEMAN,4,4 -1@gl_k,246,62,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp11 4_M_DIEMAN,4,4 -1@gl_k,282,48,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp12 4_M_DIEMAN,4,4 -1@gl_k,285,81,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp13 4_M_DIEMAN,4,4 -1@gl_k,241,86,5 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp14 4_M_DIEMAN,4,4 -1@gl_k,249,101,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp15 4_M_DIEMAN,4,4 -1@gl_k,276,106,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp16 4_M_DIEMAN,4,4 -1@gl_k,252,120,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp17 4_M_DIEMAN,4,4 -1@gl_k,258,150,1 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp18 4_M_DIEMAN,4,4 -1@gl_k,255,157,6 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp19 4_M_DIEMAN,4,4 -1@gl_k,261,164,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp20 4_M_DIEMAN,4,4 -1@gl_k,269,173,7 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp21 4_M_DIEMAN,4,4 -1@gl_k,280,167,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp22 4_M_DIEMAN,4,4 -1@gl_k,293,161,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp23 4_M_DIEMAN,4,4 -1@gl_k,226,96,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp24 4_M_DIEMAN,4,4 -1@gl_k,222,119,5 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp25 4_M_DIEMAN,4,4 -1@gl_k,233,123,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp26 4_M_DIEMAN,4,4 -2@gl_k,147,203,5 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp27 4_M_DIEMAN,4,4 -2@gl_k,141,222,1 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp28 4_M_DIEMAN,4,4 -2@gl_k,167,225,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp29 4_M_DIEMAN,4,4 -2@gl_k,145,236,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp30 4_M_DIEMAN,4,4 -2@gl_k,143,260,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp31 4_M_DIEMAN,4,4 -2@gl_k,173,258,3 duplicate(Breathless Man#GHtramp1) Breathless Man#GHtramp32 4_M_DIEMAN,4,4 - -//== Sector 3 Mobs ========================================= + +1@gl_k,213,63,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp2 4_M_DIEMAN,4,4 +1@gl_k,230,50,2 duplicate(A dead man#GHtramp1) A dead man#GHtramp3 4_M_DIEMAN,4,4 +1@gl_k,222,39,2 duplicate(A dead man#GHtramp1) A dead man#GHtramp4 4_M_DIEMAN,4,4 +1@gl_k,214,27,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp5 4_M_DIEMAN,4,4 +1@gl_k,223,17,2 duplicate(A dead man#GHtramp1) A dead man#GHtramp6 4_M_DIEMAN,4,4 +1@gl_k,235,16,4 duplicate(A dead man#GHtramp1) A dead man#GHtramp7 4_M_DIEMAN,4,4 +1@gl_k,251,20,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp8 4_M_DIEMAN,4,4 +1@gl_k,240,43,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp9 4_M_DIEMAN,4,4 +1@gl_k,271,19,1 duplicate(A dead man#GHtramp1) A dead man#GHtramp10 4_M_DIEMAN,4,4 +1@gl_k,246,62,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp11 4_M_DIEMAN,4,4 +1@gl_k,282,48,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp12 4_M_DIEMAN,4,4 +1@gl_k,285,81,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp13 4_M_DIEMAN,4,4 +1@gl_k,241,86,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp14 4_M_DIEMAN,4,4 +1@gl_k,249,101,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp15 4_M_DIEMAN,4,4 +1@gl_k,276,106,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp16 4_M_DIEMAN,4,4 +1@gl_k,252,120,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp17 4_M_DIEMAN,4,4 +1@gl_k,258,150,1 duplicate(A dead man#GHtramp1) A dead man#GHtramp18 4_M_DIEMAN,4,4 +1@gl_k,255,157,6 duplicate(A dead man#GHtramp1) A dead man#GHtramp19 4_M_DIEMAN,4,4 +1@gl_k,261,164,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp20 4_M_DIEMAN,4,4 +1@gl_k,269,173,7 duplicate(A dead man#GHtramp1) A dead man#GHtramp21 4_M_DIEMAN,4,4 +1@gl_k,280,167,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp22 4_M_DIEMAN,4,4 +1@gl_k,293,161,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp23 4_M_DIEMAN,4,4 +1@gl_k,226,96,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp24 4_M_DIEMAN,4,4 +1@gl_k,222,119,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp25 4_M_DIEMAN,4,4 +1@gl_k,233,123,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp26 4_M_DIEMAN,4,4 +2@gl_k,147,203,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp27 4_M_DIEMAN,4,4 +2@gl_k,141,222,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp28 4_M_DIEMAN,4,4 +2@gl_k,167,225,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp29 4_M_DIEMAN,4,4 +2@gl_k,145,236,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp30 4_M_DIEMAN,4,4 +2@gl_k,143,260,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp31 4_M_DIEMAN,4,4 +2@gl_k,170,259,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp32 4_M_DIEMAN,4,4 +2@gl_k,143,197,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp33 4_M_DIEMAN,4,4 +2@gl_k,155,195,5 duplicate(A dead man#GHtramp1) A dead man#GHtramp34 4_M_DIEMAN,4,4 +2@gl_k,154,188,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp35 4_M_DIEMAN,4,4 +2@gl_k,153,214,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp36 4_M_DIEMAN,4,4 +2@gl_k,172,233,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp37 4_M_DIEMAN,4,4 +2@gl_k,176,245,3 duplicate(A dead man#GHtramp1) A dead man#GHtramp38 4_M_DIEMAN,4,4 + +// Sector 3 Mobs +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ 1@gl_k,0,0,0 script #ghmemorialmob03 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#ghmemorialmob03"); end; + OnEnable: enablenpc instance_npcname("#ghmemorialmob03"); donpcevent instance_npcname("#ghinstancewarp5")+"::OnEnable"; donpcevent instance_npcname("#ghinstancewarp6")+"::OnEnable"; .@map$ = instance_mapname("1@gl_k"); .@label$ = instance_npcname("#ghmemorialmob03")+"::OnMyMobDead"; - mapannounce .@map$,"12 o'clock warp leading to the zone 4 was opened.",bc_map,"0xFFFF00"; - areamonster .@map$,17,259,53,180,"Decayed Guard",2468,11,.@label$; - areamonster .@map$,17,259,53,180,"Sharpshooter Ranger",2469,14,.@label$; - areamonster .@map$,62,281,73,186,"Decayed Guard",2468,11,.@label$; - areamonster .@map$,62,281,73,186,"Sharpshooter Ranger",2469,14,.@label$; - areamonster .@map$,74,251,109,224,"Decayed Guard",2468,11,.@label$; - areamonster .@map$,74,251,109,224,"Sharpshooter Ranger",2469,14,.@label$; - areamonster .@map$,108,281,231,234,"Decayed Guard",2468,11,.@label$; - areamonster .@map$,108,281,231,234,"Sharpshooter Ranger",2469,14,.@label$; + mapannounce(.@map$, _("A portal has appeared to the northwest."), bc_map, C_YELLOW); + areamonster(.@map$, 17, 259, 53, 180, _("Hungry Palace Guard"), MG_RAYDRIC, 11, .@label$); + areamonster(.@map$, 17, 259, 53, 180, _("Outraged Archer"), MG_RAYDRIC_ARCHER, 14, .@label$); + areamonster(.@map$, 62, 281, 73, 186, _("Hungry Palace Guard"), MG_RAYDRIC, 11, .@label$); + areamonster(.@map$, 62, 281, 73, 186, _("Outraged Archer"), MG_RAYDRIC_ARCHER, 14, .@label$); + areamonster(.@map$, 74, 251, 109, 224, _("Corrupted Palace Guard"), MG_RAYDRIC, 11, .@label$); + areamonster(.@map$, 74, 251, 109, 224, _("Wandering Archer"), MG_RAYDRIC_ARCHER, 14, .@label$); + areamonster(.@map$, 108, 281, 231, 234, _("Corrupted Palace Guard"), MG_RAYDRIC, 11, .@label$); + areamonster(.@map$, 108, 281, 231, 234, _("Wandering Archer"), MG_RAYDRIC_ARCHER, 14, .@label$); end; + OnMyMobDead: .@map$ = instance_mapname("1@gl_k"); .@label$ = instance_npcname("#ghmemorialmob03")+"::OnMyMobDead"; .@mob_dead_num = 100 - mobcount(.@map$,.@label$); if (.@mob_dead_num > 85) { - mapannounce .@map$,"Himmelmez: Nice parry. I thought you were going to die slowly surrounded by the dead I summoned~",bc_map,"0xFFFFFF"; + mapannounce(.@map$, _("Himelmez: Not bad. Thought you would be dead by now by my creatures~"), bc_map, C_WHITE); killmonster .@map$,.@label$; donpcevent instance_npcname("#GHMclear3")+"::OnEnable"; donpcevent instance_npcname("Heinrich#ghinstance4")+"::OnEnable"; - donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnEnable"; - donpcevent instance_npcname("Varmunt#ghinstance3")+"::OnEnable"; + donpcevent instance_npcname("Himelmez#ghinstance2")+"::OnEnable"; + donpcevent instance_npcname("Varmundt#ghinstance3")+"::OnEnable"; donpcevent instance_npcname("#ghmemorialmob03")+"::OnDisable"; } end; } -//== 1st MVP =============================================== +// 1st MVP +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ 1@gl_k,0,0,0 script #ghmemorialmob04 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#ghmemorialmob04"); end; + OnEnable: enablenpc instance_npcname("#ghmemorialmob04"); - monster instance_mapname("1@gl_k"),150,258,"Root of Corruption",2475,1,instance_npcname("#ghmemorialmob04")+"::OnMyMobDead"; + monster instance_mapname("1@gl_k"), 150, 258, _("Corrupted Soul"), MG_CORRUPTION_ROOT, 1, instance_npcname("#ghmemorialmob04")+"::OnMyMobDead"; + unittalk($@mobid[0], _("Grrrrrrhh~~~")); end; + OnMyMobDead: .@map$ = instance_mapname("1@gl_k"); if (mobcount(.@map$,instance_npcname("#ghmemorialmob04")+"::OnMyMobDead") < 1) { - mapannounce .@map$, "12 o'clock warp leading to the Chivalry's Second Floor is now open.",bc_map,"0xFFFF00"; + mapannounce(.@map$, _("Opening 2nd floor entrance towards 12 O'clock direction."), bc_map, C_YELLOW); donpcevent instance_npcname("#ghinstancewarp7")+"::OnEnable"; - donpcevent instance_npcname("Varmunt#ghinstance3")+"::OnTalk2"; + donpcevent instance_npcname("#ghinstancewarp14")+"::OnEnable"; + npctalk(_("I collected some items dropped from its body. You can take it from me."), instance_npcname("Varmundt#ghinstance3")); donpcevent instance_npcname("#effectGH01")+"::OnEnable"; donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnEnable"; - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnEnable"; + donpcevent instance_npcname("Varmundt#ghinstance4")+"::OnEnable"; donpcevent instance_npcname("#ghmemorialmob04")+"::OnDisable"; } end; @@ -1099,73 +1092,94 @@ OnMyMobDead: 1@gl_k,150,257,3 script #GHMclear3 HIDDEN_NPC,9,9,{ end; + OnTouch: donpcevent instance_npcname("#controlGH3")+"::OnEnable"; specialeffect EF_BASH; donpcevent instance_npcname("#GHMclear3")+"::OnDisable"; end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#GHMclear3"); end; + OnEnable: enablenpc instance_npcname("#GHMclear3"); initnpctimer; end; + OnTimer2000: - mapannounce instance_mapname("1@gl_k"), "Himmelmez: You got me tempted to go to the 2nd floor, come to the entrance. I'm curious about how far your luck goes.",bc_map,"0xFFFFFF"; + mapannounce(instance_mapname("1@gl_k"), _("Himelmez: I'll wait for you at the north of the castle. I want to see you how lucky you are."), bc_map, C_WHITE); stopnpctimer; end; } 1@gl_k,0,0,0 script #controlGH3 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#controlGH3"); end; + OnEnable: enablenpc instance_npcname("#controlGH3"); initnpctimer; end; + OnTimer3000: - donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnTalk1"; + npctalk(_("Guess you are either lucky or powerful, to make it this far."), instance_npcname("Himelmez#ghinstance2")); end; + OnTimer6000: - donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnTalk2"; + npctalk(_("But, it doesn't matter."), instance_npcname("Himelmez#ghinstance2")); end; + OnTimer9000: - donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnTalk3"; + npctalk(_("You will all die here."), instance_npcname("Himelmez#ghinstance2")); end; + OnTimer12000: - donpcevent instance_npcname("Heinrich#ghinstance4")+"::OnTalk1"; + npctalk(_("Himelmez! We will not let you get away from us!"), instance_npcname("Heinrich#ghinstance4")); end; + OnTimer15000: - donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnTalk4"; + npctalk(_("Ha ha ha, worry about yourself. You think I am alone here?"), instance_npcname("Himelmez#ghinstance2")); end; + OnTimer18000: - donpcevent instance_npcname("Varmunt#ghinstance3")+"::OnTalk1"; + npctalk(_("Sir. Heinrich! I sense something strange and strong coming!"), instance_npcname("Varmundt#ghinstance3")); end; + OnTimer21000: - donpcevent instance_npcname("Heinrich#ghinstance4")+"::OnTalk2"; + npctalk(_("What... These are!"), instance_npcname("Heinrich#ghinstance4")); end; + OnTimer24000: - donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnTalk5"; + npctalk(_("I will go on my way while my new toy entertains you."), instance_npcname("Himelmez#ghinstance2")); end; + OnTimer27000: - donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnTalk6"; + npctalk(_("Fare well~, hope to see you again sometime, Heinrich."), instance_npcname("Himelmez#ghinstance2")); end; + OnTimer28000: - donpcevent instance_npcname("Himmelmez#ghinstance2")+"::OnDisable"; + donpcevent instance_npcname("Himelmez#ghinstance2")+"::OnDisable"; end; + OnTimer31000: - donpcevent instance_npcname("Heinrich#ghinstance4")+"::OnTalk3"; + npctalk(_("Sir. Varmundt! Help those adventurers. I will go after Himelmez!"), instance_npcname("Heinrich#ghinstance4")); end; + OnTimer32000: donpcevent instance_npcname("Heinrich#ghinstance4")+"::OnDisable"; end; + OnTimer35000: - mapannounce instance_mapname("1@gl_k"), "An eerie echo from the depths can be heard as you get closer.",bc_map,"0xFFFFFF"; + mapannounce(instance_mapname("1@gl_k"), _("An echoing comes from deep inside of the knight's shrine."), bc_map, C_WHITE); end; + OnTimer38000: donpcevent instance_npcname("#ghmemorialmob04")+"::OnEnable"; stopnpctimer; @@ -1174,302 +1188,251 @@ OnTimer38000: } 1@gl_k,144,258,6 script Heinrich#ghinstance4 4_M_HEINRICH,{ - mes "[Heinrich]"; - mes "Himmelmez... You made my men get killed and I will never forget that."; cutin "gl_heinrich1",2; + mes("[Heinrich]"); + mes("Himelmez... I will never forget what you've done to my men."); close2; cutin "gl_heinrich1",255; end; + OnInstanceInit: OnDisable: hideonnpc instance_npcname("Heinrich#ghinstance4"); end; + OnEnable: hideoffnpc instance_npcname("Heinrich#ghinstance4"); end; -OnTalk1: - npctalk "Himmelmez! I won't let you take even a single more step here."; - end; -OnTalk2: - npctalk "What... is this?!"; - end; -OnTalk3: - npctalk "Varmunt Sir! Help the adventurers and I'll chase Himmelmez!"; - end; } -1@gl_k,150,257,3 script Himmelmez#ghinstance2 4_F_HIMEL,{ - mes "[Himmelmez]"; - mes "No need to stare at me with so insecure eyes. Soon they'll become relaxed..."; +1@gl_k,150,257,3 script Himelmez#ghinstance2 4_F_HIMEL,{ cutin "gl_himel2",2; + mes("[Himelmez]"); + mes("Don't look at me nervous like that. It will be over soon..."); close2; cutin "gl_himel2",255; end; + OnInstanceInit: OnDisable: - hideonnpc instance_npcname("Himmelmez#ghinstance2"); + hideonnpc instance_npcname("Himelmez#ghinstance2"); end; + OnEnable: - hideoffnpc instance_npcname("Himmelmez#ghinstance2"); - end; -OnTalk1: - npctalk "What an awfully lucky, I flew all the way over here and just one of them is really powerful."; - end; -OnTalk2: - npctalk "But it doesn't matter to me."; - end; -OnTalk3: - npctalk "Now, all of you will die."; - end; -OnTalk4: - npctalk "Hahaha, so you guys thought I would come alone?"; - end; -OnTalk5: - npctalk "This is my new toy to keep you at my feet. Why don't you guys play while I entertain?"; - end; -OnTalk6: - npctalk "Sincerely~, If I am given the opportunity I'd like to meet you again, Heinrich."; + hideoffnpc instance_npcname("Himelmez#ghinstance2"); end; } -1@gl_k,156,259,3 script Varmunt#ghinstance3 4_M_BARMUND,{ - if (questprogress(12318,HUNTING) == 2) { - if (!questprogress(12319,HUNTING)) { - mes "[Varmunt]"; - mes "There's something unusual about this thing's aura. Maybe someday we will be able to understand what is behind all of this."; - cutin "gl_barmund1",2; - getitem Coagulated_Spell,1; //Coagulated Spell +1@gl_k,156,259,3 script Varmundt#ghinstance3 4_M_BARMUND,{ // not disabling it so all players can get their reward + if (questprogress(12318, HUNTING) == 2) { + cutin "gl_barmund1", 2; + mes("[Varmundt]"); + mes("This item has extraordinary aura with it. Can be very useful for someone special."); + erasequest 12318; + if (!questprogress(12319, HUNTING)) setquest 12319; - close2; - cutin "gl_barmund1",255; - end; - } + setquest 12320; + erasequest 12320; + getitem Temporal_Crystal, 1; + getitem Coagulated_Spell, 1; + getexp 250000, 250000; + close2; + cutin "gl_barmund1", 255; + end; } - mes "[Varmunt]"; - mes "Even after all this time, it is impossible to prevent from the will of the Transcendent."; cutin "gl_barmund1",2; + mes("[Varmundt]"); + mes("I guess this is it. Is it impossible to stop the time traveler's will?! A portal seems to have appeared to the north."); close2; cutin "gl_barmund2",255; end; + OnInstanceInit: OnDisable: - hideonnpc instance_npcname("Varmunt#ghinstance3"); + hideonnpc instance_npcname("Varmundt#ghinstance3"); end; + OnEnable: - hideoffnpc instance_npcname("Varmunt#ghinstance3"); - end; -OnTalk1: - npctalk "Heinrich Sir! Something unknown holds an inexplicably powerful force!"; - end; -OnTalk2: - npctalk "From the monster I picked up some great stuff. People who are interested, talk to me."; + hideoffnpc instance_npcname("Varmundt#ghinstance3"); end; } -//== Floor 2 =============================================== +// Floor 2 +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ 2@gl_k,148,67,1 script Heinrich#ghinstance5 4_M_HEINRICH,{ - mes "[Heinrich]"; - mes "Himmelmez's blocking spells"; - mes "are everywhere around here..."; cutin "gl_heinrich1",2; + mes("[Heinrich]"); + mes("Himelmez's closed space covers everywhere..."); close2; cutin "gl_heinrich1",255; end; + OnInstanceInit: OnDisable: hideonnpc instance_npcname("Heinrich#ghinstance5"); end; + OnEnable: hideoffnpc instance_npcname("Heinrich#ghinstance5"); end; -OnTalk1: - npctalk "These things have never been in the castle!"; - end; -OnTalk2: - npctalk "Trying to break this power with common weapons doesn't work. I tried it."; - end; -OnTalk3: - npctalk "It is really unforgivable."; - end; -OnTalk4: - npctalk "I, who already was a subordinate of genocide. How much more in the future..."; - end; -OnTalk5: - npctalk "..."; - end; } -2@gl_k,151,71,7 script Varmunt#ghinstance4 4_M_BARMUND,{ - mes "[Varmunt]"; - mes "Why am I doing this again? Doesn't seem like the first time. I've seen this place repeatedly dozens of times in my dreams. This feeling..."; +2@gl_k,151,71,7 script Varmundt#ghinstance4 4_M_BARMUND,{ cutin "gl_barmund1",2; + mes("[Varmundt]"); + mes("How many times I do this job. In my dream, I did it over and over again..."); close2; cutin "gl_barmund1",255; end; + OnInstanceInit: OnDisable: - hideonnpc instance_npcname("Varmunt#ghinstance4"); + hideonnpc instance_npcname("Varmundt#ghinstance4"); end; + OnEnable: - hideoffnpc instance_npcname("Varmunt#ghinstance4"); - end; -OnTalk2: - npctalk "Himmelmez's enchantment has completely blocked the passage to each section."; - end; -OnTalk3: - npctalk "Get out of the way for a moment. I'll try to somehow break the spell with magical powers."; - end; -OnTalk4: - npctalk "The enchantment seems to be broken."; - end; -OnTalk5: - npctalk "I've never seen this spell before."; - end; -OnTalk6: - npctalk "Himmelmez doesn't use a seal on a person's body to turn it into an undead."; - end; -OnTalk7: - npctalk "She uses enchantment stones.This way, the spell is probably maintained."; - end; -OnTalk8: - npctalk "We should kill the people who have the enchantment stones to break the spell."; - end; -OnTalk9: - npctalk "However, we can't identify them. The purification can only be done randomly."; - end; -OnTalk10: - npctalk "Commandant..."; - end; -OnTalk11: - npctalk "Commandant, it seems too loose."; - end; -OnTalk12: - npctalk "We are related to all these people, not just a few."; - end; -OnTalk13: - npctalk "We can't deny that it's not their fault for what is going on."; - end; -OnTalk14: - npctalk "Well, let's do it then."; - end; -OnTalk15: - npctalk "You guys are of a great help. Try to follow us."; - end; -OnTalk16: - npctalk "There can be a tough fight. Hold on, and it would be nice to eat something."; - end; -OnTalk17: - npctalk "Guys. It is time to depart, Heinrich Sir."; + hideoffnpc instance_npcname("Varmundt#ghinstance4"); end; } 2@gl_k,150,67,0 script #effectGH01 HIDDEN_NPC,10,10,{ end; + OnTouch: - if (.touch) { - .touch = 0; + if ('touch) { + 'touch = 0; specialeffect EF_BASH; donpcevent instance_npcname("#controlGH4")+"::OnEnable"; } end; + OnEffect: specialeffect EF_LORD; end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#effectGH01"); end; + OnEnable: enablenpc instance_npcname("#effectGH01"); - set .touch,1; //Activates OnTouch Only Once. + 'touch = 1; // Only activate OnTouch once end; } 2@gl_k,0,0,0 script #controlGH4 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#controlGH4"); end; + OnEnable: enablenpc instance_npcname("#controlGH4"); initnpctimer; end; + OnTimer3000: - donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnTalk1"; + npctalk(_("This structure was not in the castle before!"), instance_npcname("Heinrich#ghinstance5")); donpcevent instance_npcname("#ghmemorialmob05")+"::OnEnable"; end; + OnTimer6000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk2"; + npctalk(_("This is Himelmez's closed space. We blocked each area and aisle."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer9000: - donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnTalk2"; + npctalk(_("We tried to break it down but it's really strong."), instance_npcname("Heinrich#ghinstance5")); end; + OnTimer12000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk3"; + npctalk(_("Step back. Let me try to dispel the magic."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer15000: donpcevent instance_npcname("#effectGH01")+"::OnEffect"; end; + OnTimer18000: donpcevent instance_npcname("#effectGH01")+"::OnDisable"; - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk4"; + npctalk(_("I think that part of closed space is broke down."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer21000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk5"; + npctalk(_("I have never seen this closed space."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer24000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk6"; + npctalk(_("Himelmez hides stone chains in undead people's body."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer27000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk7"; + npctalk(_("Maybe this closed space is maintained with these stone chains."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer30000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk8"; + npctalk(_("If you want to break it, you have to kill one of those who have a stone chain."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer33000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk9"; + npctalk(_("But, we can't recognize who has a stone chain so, we have to purify everything."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer36000: - donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnTalk3"; + npctalk(_("It is inexcusable behavior."), instance_npcname("Heinrich#ghinstance5")); end; + OnTimer39000: - donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnTalk4"; + npctalk(_("I already exterminated all my soldiers and maybe more..."), instance_npcname("Heinrich#ghinstance5")); end; + OnTimer42000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk10"; + npctalk(_("Commander..."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer45000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk11"; + npctalk(_("Commander! You need to be strong."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer48000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk12"; + npctalk(_("Our enemy is not human."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer51000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk13"; + npctalk(_("Even though you deny it, they'll never turn back to human."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer54000: - donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnTalk5"; + npctalk(_("..."), instance_npcname("Heinrich#ghinstance5")); end; + OnTimer57000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk14"; + npctalk(_("Well, let's go then."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer60000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk15"; + npctalk(_("And you guys, just take a break and follow us."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer63000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk16"; + npctalk(_("It could be hard fighting so, stay strong."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer66000: - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnTalk17"; + npctalk(_("Ok, it's time to begin Heinrich."), instance_npcname("Varmundt#ghinstance4")); end; + OnTimer69000: - mapannounce instance_mapname("2@gl_k"), "9 o'clock positioned warp leading to the 1st zone has been opened. Move from the central hallway. A being with an evil aura seems to be appearing in this region.",bc_map,"0xFFFF00"; + mapannounce(instance_mapname("2@gl_k"), _("A portal to the west has opened in the central hallway."), bc_map, C_YELLOW); donpcevent instance_npcname("#ghinstancewarp8")+"::OnEnable"; donpcevent instance_npcname("#ghinstancewarp9")+"::OnEnable"; donpcevent instance_npcname("#ghmemorialmob06")+"::OnEnable"; - donpcevent instance_npcname("Varmunt#ghinstance4")+"::OnDisable"; + donpcevent instance_npcname("Varmundt#ghinstance4")+"::OnDisable"; donpcevent instance_npcname("Heinrich#ghinstance5")+"::OnDisable"; end; + OnTimer70000: stopnpctimer; donpcevent instance_npcname("#controlGH4")+"::OnDisable"; @@ -1477,26 +1440,30 @@ OnTimer70000: } 2@gl_k,0,0,0 script #ghmemorialmob05 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#ghmemorialmob05"); end; + OnEnable: enablenpc instance_npcname("#ghmemorialmob05"); .@map$ = instance_mapname("2@gl_k"); .@label$ = instance_npcname("#ghmemorialmob05")+"::OnMyMobDead"; - areamonster .@map$,124,20,31,162,"Decayed Guard",2468,8,.@label$; - areamonster .@map$,124,20,31,162,"Sharpshooter Ranger",2469,8,.@label$; - areamonster .@map$,124,20,31,162,"Fallen Abyss Knight",2470,8,.@label$; - areamonster .@map$,124,20,31,162,"Suffering Khalitzburg",2471,8,.@label$; - areamonster .@map$,124,20,31,162,"Swollen Knight",2472,8,.@label$; - .MyMobs = 80; + areamonster(.@map$, 124, 20, 31, 162, _("Corrupted Palace Guard"), MG_RAYDRIC, 8, .@label$); + areamonster(.@map$, 124, 20, 31, 162, _("Archer of Death"), MG_RAYDRIC_ARCHER, 8, .@label$); + areamonster(.@map$, 124, 20, 31, 162, _("Corrupted Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 8, .@label$); + areamonster(.@map$, 124, 20, 31, 162, _("Suffered Khalitzburg"), MG_KHALITZBURG, 8, .@label$); + areamonster(.@map$, 124, 20, 31, 162, _("Bloody Knight"), MG_BLOODY_KNIGHT, 8, .@label$); + 'MyMobs = 80; end; + OnMyMobDead: .@map$ = instance_mapname("2@gl_k"); - --.MyMobs; - if (.MyMobs == 0) { - mapannounce .@map$, "A being with an evil aura seems to be appearing in this region.",bc_map,"0xFFFF00"; + 'MyMobs = 'MyMobs - 1; + if ('MyMobs == 0) { + mapannounce(.@map$, _("Evil Forces are appearing in this area."), bc_map, C_YELLOW, FW_NORMAL, 18); donpcevent instance_npcname("#ghmemorialmob06")+"::OnDisable2"; donpcevent instance_npcname("#ghmemorialmob07")+"::OnEnable"; donpcevent instance_npcname("#ghmemorialmob05")+"::OnDisable"; @@ -1504,19 +1471,19 @@ OnMyMobDead: .@label$ = instance_npcname("#ghmemorialmob05")+"::OnMyMobDead"; switch(rand(5)) { case 0: - areamonster .@map$,124,20,31,162,"Decayed Guard",2468,1,.@label$; + areamonster(.@map$, 124, 20, 31, 162, _("Corrupted Palace Guard"), 2468, 1, .@label$); break; case 1: - areamonster .@map$,124,20,31,162,"Sharpshooter Ranger",2469,1,.@label$; + areamonster(.@map$, 124, 20, 31, 162, _("Archer of Death"), 2469, 1, .@label$); break; case 2: - areamonster .@map$,124,20,31,162,"Fallen Abyss Knight",2470,1,.@label$; + areamonster(.@map$, 124, 20, 31, 162, _("Corrupted Abysmal Knight"), 2470, 1, .@label$); break; case 3: - areamonster .@map$,124,20,31,162,"Suffering Khalitzburg",2471,1,.@label$; + areamonster(.@map$, 124, 20, 31, 162, _("Suffered Khalitzburg"), 2471, 1, .@label$); break; case 4: - areamonster .@map$,124,20,31,162,"Swollen Knight",2472,1,.@label$; + areamonster(.@map$, 124, 20, 31, 162, _("Bloody Knight"), 2472, 1, .@label$); break; } } @@ -1524,21 +1491,27 @@ OnMyMobDead: } 2@gl_k,0,0,0 script #ghmemorialmob06 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#ghmemorialmob06"); end; + OnDisable2: stopnpctimer; disablenpc instance_npcname("#ghmemorialmob06"); end; + OnEnable: enablenpc instance_npcname("#ghmemorialmob06"); donpcevent instance_npcname("#ghmemorialmob06")+"::OnSpawn"; end; + OnSpawn: initnpctimer; end; + OnTimer90000: .@map$ = instance_mapname("2@gl_k"); .@label$ = instance_npcname("#ghmemorialmob05")+"::OnMyMobDead"; @@ -1550,14 +1523,15 @@ OnTimer90000: 58,83,63,78, 69,138,80,127, 34,143,39,138; - for(.@i = 0; .@i<getarraysize(.@c); .@i += 4) { - areamonster .@map$,.@c[.@i],.@c[.@i+1],.@c[.@i+2],.@c[.@i+3],"Decayed Guard",2468,1,.@label$; - areamonster .@map$,.@c[.@i],.@c[.@i+1],.@c[.@i+2],.@c[.@i+3],"Sharpshooter Ranger",2469,1,.@label$; - areamonster .@map$,.@c[.@i],.@c[.@i+1],.@c[.@i+2],.@c[.@i+3],"Fallen Abyss Knight",2470,1,.@label$; - areamonster .@map$,.@c[.@i],.@c[.@i+1],.@c[.@i+2],.@c[.@i+3],"Suffering Khalitzburg",2471,1,.@label$; - areamonster .@map$,.@c[.@i],.@c[.@i+1],.@c[.@i+2],.@c[.@i+3],"Swollen Knight",2472,1,.@label$; + for (.@i = 0; .@i < getarraysize(.@c); .@i += 4) { + areamonster(.@map$, .@c[.@i], .@c[.@i+1], .@c[.@i+2], .@c[.@i+3], _("Corrupted Palace Guard"), MG_RAYDRIC, 1, .@label$); + areamonster(.@map$, .@c[.@i], .@c[.@i+1], .@c[.@i+2], .@c[.@i+3], _("Archer of Death"), MG_RAYDRIC_ARCHER, 1, .@label$); + areamonster(.@map$, .@c[.@i], .@c[.@i+1], .@c[.@i+2], .@c[.@i+3], _("Corrupted Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 1, .@label$); + areamonster(.@map$, .@c[.@i], .@c[.@i+1], .@c[.@i+2], .@c[.@i+3], _("Suffered Khalitzburg"), MG_KHALITZBURG, 1, .@label$); + areamonster(.@map$, .@c[.@i], .@c[.@i+1], .@c[.@i+2], .@c[.@i+3], _("Bloody Knight"), MG_BLOODY_KNIGHT, 1, .@label$); } end; + OnTimer92000: stopnpctimer; donpcevent instance_npcname("#ghmemorialmob06")+"::OnSpawn"; @@ -1565,18 +1539,22 @@ OnTimer92000: } 2@gl_k,0,0,0 script #ghmemorialmob07 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#ghmemorialmob07"); end; + OnEnable: enablenpc instance_npcname("#ghmemorialmob07"); - areamonster instance_mapname("2@gl_k"),124,20,31,162,"The Destruction of the First Captain",2473,1,instance_npcname("#ghmemorialmob07")+"::OnMyMobDead"; + areamonster instance_mapname("2@gl_k"), 124, 20, 31, 162, _("1st Commander of Destruction"), MG_M_UNDEAD_KNIGHT, 1, instance_npcname("#ghmemorialmob07")+"::OnMyMobDead"; end; + OnMyMobDead: .@map$ = instance_mapname("2@gl_k"); if (mobcount(.@map$,instance_npcname("#ghmemorialmob07")+"::OnMyMobDead") < 1) { - mapannounce .@map$, "3 o'clock positioned warp leading to the 2nd zone has been opened. Use the central hallway to get there.",bc_map,"0xFFFF00"; + mapannounce(.@map$, _("A portal has opened to the east in the central hallway."), bc_map, C_YELLOW); donpcevent instance_npcname("#ghinstancewarp10")+"::OnEnable"; donpcevent instance_npcname("#ghinstancewarp11")+"::OnEnable"; donpcevent instance_npcname("#ghmemorialmob08")+"::OnEnable"; @@ -1586,45 +1564,49 @@ OnMyMobDead: } 2@gl_k,0,0,0 script #ghmemorialmob08 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#ghmemorialmob08"); end; + OnEnable: enablenpc instance_npcname("#ghmemorialmob08"); .@map$ = instance_mapname("2@gl_k"); .@label$ = instance_npcname("#ghmemorialmob08")+"::OnMyMobDead"; - areamonster .@map$,175,163,265,18,"Decayed Guard",2468,7,.@label$; - areamonster .@map$,175,163,265,18,"Sharpshooter Ranger",2469,7,.@label$; - areamonster .@map$,175,163,265,18,"Fallen Abyss Knight",2470,7,.@label$; - areamonster .@map$,175,163,265,18,"Suffering Khalitzburg",2471,7,.@label$; - areamonster .@map$,175,163,265,18,"Swollen Knight",2472,7,.@label$; - .MyMobs = 35; + areamonster .@map$, 175, 163, 265, 18, "Corrupted Palace Guard", 2468, 7, .@label$; + areamonster .@map$, 175, 163, 265, 18, "Wandering Archer", 2469, 7, .@label$; + areamonster .@map$, 175, 163, 265, 18, "Corrupted Abysmal Knight", 2470, 7, .@label$; + areamonster .@map$, 175, 163, 265, 18, "Suffered Khalitzburg", 2471, 7, .@label$; + areamonster .@map$, 175, 163, 265, 18, "Bloody Knight", 2472, 7, .@label$; + 'MyMobs = 35; end; + OnMyMobDead: .@map$ = instance_mapname("2@gl_k"); - --.MyMobs; - if (.MyMobs == 0) { - mapannounce .@map$, "A being with an evil aura seems to be appearing in this region.",bc_map,"0xFFFF00"; + 'MyMobs = 'MyMobs-1; + if ('MyMobs == 0) { + mapannounce(.@map$, _("An evil presence has teleported into this area."), bc_map, C_YELLOW, FW_NORMAL, 18); donpcevent instance_npcname("#ghmemorialmob09")+"::OnEnable"; donpcevent instance_npcname("#ghmemorialmob08")+"::OnDisable"; } else { .@label$ = instance_npcname("#ghmemorialmob08")+"::OnMyMobDead"; - switch(rand(5)) { + switch (rand(5)) { case 0: - areamonster .@map$,175,163,265,18,"Decayed Guard",2468,1,.@label$; + areamonster(.@map$, 175, 163, 265, 18, _("Corrupted Palace Guard"), MG_RAYDRIC, 1, .@label$); break; case 1: - areamonster .@map$,175,163,265,18,"Sharpshooter Ranger",2469,1,.@label$; + areamonster(.@map$, 175, 163, 265, 18, _("Wandering Archer"), MG_RAYDRIC_ARCHER, 1, .@label$); break; case 2: - areamonster .@map$,175,163,265,18,"Fallen Abyss Knight",2470,1,.@label$; + areamonster(.@map$, 175, 163, 265, 18, _("Corrupted Abysmal Knight"), MG_KNIGHT_OF_ABYSS, 1, .@label$); break; case 3: - areamonster .@map$,175,163,265,18,"Suffering Khalitzburg",2471,1,.@label$; + areamonster(.@map$, 175, 163, 265, 18, _("Suffered Khalitzburg"), MG_KHALITZBURG, 1, .@label$); break; case 4: - areamonster .@map$,175,163,265,18,"Swollen Knight",2472,1,.@label$; + areamonster(.@map$, 175, 163, 265, 18, _("Bloody Knight"), MG_BLOODY_KNIGHT, 1, .@label$); break; } } @@ -1632,19 +1614,24 @@ OnMyMobDead: } 2@gl_k,0,0,0 script #ghmemorialmob09 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#ghmemorialmob09"); end; + OnEnable: enablenpc instance_npcname("#ghmemorialmob09"); - areamonster instance_mapname("2@gl_k"),175,163,265,18,"The Destruction of the Second Captain",2474,1,instance_npcname("#ghmemorialmob09")+"::OnMyMobDead"; + areamonster(instance_mapname("2@gl_k"), 175, 163, 265, 18, _("2nd Commander of Destruction"), MG_F_UNDEAD_KNIGHT, 1, instance_npcname("#ghmemorialmob09")+"::OnMyMobDead"); end; + OnMyMobDead: .@map$ = instance_mapname("2@gl_k"); if (mobcount(.@map$,instance_npcname("#ghmemorialmob09")+"::OnMyMobDead") < 1) { - mapannounce .@map$, "12 o'clock positioned warp leading to the 3rd zone has been opened. Use the central hallway to get there.",bc_map,"0xFFFF00"; + mapannounce(.@map$, _("A new portal has appeared at the end of the central corridor."), bc_map, C_YELLOW); donpcevent instance_npcname("#ghinstancewarp12")+"::OnEnable"; + donpcevent instance_npcname("#ghinstancewarp13")+"::OnEnable"; donpcevent instance_npcname("#controlGH6")+"::OnEnable"; donpcevent instance_npcname("#ghmemorialmob08")+"::OnDisable"; donpcevent instance_npcname("#ghmemorialmob09")+"::OnDisable"; @@ -1653,282 +1640,309 @@ OnMyMobDead: } 2@gl_k,0,0,0 script #ghmemorialmob10 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#ghmemorialmob10"); end; + OnEnable: enablenpc instance_npcname("#ghmemorialmob10"); - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnDisable"; - monster instance_mapname("2@gl_k"),158,255,"Amdarias",2476,1,instance_npcname("#ghmemorialmob10")+"::OnMyMobDead"; + donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnDisable"; + monster(instance_mapname("2@gl_k"), 158, 255, _("Amdarais"), MG_AMDARAIS, 1, instance_npcname("#ghmemorialmob10")+"::OnMyMobDead"); + unittalk($@mobid[0], _("Run away... run away from me...")); + initnpctimer; + end; + +OnTimer6000: + unittalk($@mobid[0], _("I don't want... I don't want to kill anyone. Uhuuuuuh")); + end; + +OnTimer12000: + unittalk($@mobid[0], _("Please kill me! Please!")); + end; + +OnTimer18000: + unittalk($@mobid[0], _("Eeeeee...eee...die... die...")); + end; + +OnTimer24000: + unittalk($@mobid[0], _("Demolition... Death!...")); + stopnpctimer; end; + OnMyMobDead: if (mobcount(instance_mapname("2@gl_k"),instance_npcname("#ghmemorialmob10")+"::OnMyMobDead") < 1) { donpcevent instance_npcname("Hugin#ghinstance1")+"::OnEnable"; + donpcevent instance_npcname("#ghinstancewarp15")+"::OnEnable"; + for (.@i = 1; .@i <= 8; .@i++) + enablenpc instance_npcname("Strange crack#"+.@i); + stopnpctimer; donpcevent instance_npcname("#ghmemorialmob10")+"::OnDisable"; } end; } 2@gl_k,155,250,7 script Heinrich#ghinstance6 4_M_HEINRICH,{ + cutin "gl_heinrich1",2; + mes("[Heinrich]"); + mes("What are you decorating Himelmez!"); + close2; + cutin "gl_heinrich1",255; end; + OnInstanceInit: OnDisable: hideonnpc instance_npcname("Heinrich#ghinstance6"); end; + OnEnable: hideoffnpc instance_npcname("Heinrich#ghinstance6"); end; -OnTalk1: - npctalk "Gerhard!"; - end; -OnTalk2: - npctalk "What are you doing to my men, Himmelmez?!"; - end; -OnTalk3: - npctalk "Himmelmez! You don't need to make any more sacrifices!"; - end; -OnTalk4: - npctalk "Let him go! I don't want one more sacrifice!"; - end; -OnTalk5: - npctalk "I will not forgive you."; - end; -OnTalk6: - npctalk "Just leave us alone, Himmelmez!!"; - end; } -2@gl_k,162,250,1 script Varmunt#ghinstance5 4_M_BARMUND,{ - mes "[Varmunt]"; - mes "We can't escape this"; - mes "eternal confinement..."; +2@gl_k,162,250,1 script Varmundt#ghinstance5 4_M_BARMUND,{ cutin "gl_barmund2",2; + mes("[Varmundt]"); + mes("Can't take off this bridle..."); close2; cutin "gl_barmund2",255; end; + OnInstanceInit: OnDisable: - hideonnpc instance_npcname("Varmunt#ghinstance5"); + hideonnpc instance_npcname("Varmundt#ghinstance5"); end; + OnEnable: - hideoffnpc instance_npcname("Varmunt#ghinstance5"); - end; -OnTalk1: - npctalk "What? This cannot be. We must prevent Amdarias's attacks!"; + hideoffnpc instance_npcname("Varmundt#ghinstance5"); end; } -2@gl_k,158,252,3 script Himmelmez#ghinstance4 4_F_HIMEL,4,4,{ +2@gl_k,158,252,3 script Himelmez#ghinstance4 4_F_HIMEL,{ + cutin "gl_himel2",2; + mes("[Himelmez]"); + mes("That is amazing ~ you made it all the way here. May I say thank you?"); + close2; + cutin "gl_himel2",255; end; + OnInstanceInit: OnDisable: - hideonnpc instance_npcname("Himmelmez#ghinstance4"); + hideonnpc instance_npcname("Himelmez#ghinstance4"); end; + OnEnable: - hideoffnpc instance_npcname("Himmelmez#ghinstance4"); - end; -OnTalk1: - npctalk "Great~ I thought you wouldn't come near the end..."; - end; -OnTalk2: - npctalk "Huhu, I have already found a piece of Ymir's Heart, Heinrich."; - end; -OnTalk3: - npctalk "It would've been faster if there were no distractions."; - end; -OnTalk4: - npctalk "What do you think? Making it look like an accidental disease infected the king and the people around..."; - end; -OnTalk5: - npctalk "You want that?"; - end; -OnTalk6: - npctalk "This one is your final blow, Heinrich."; - end; -OnTalk7: - npctalk "It is said that stopping me requires a skillfull person."; - end; -OnTalk8: - npctalk "Seems like a perfect scenario to make my new monster, Amdarias."; - end; -OnTalk9: - npctalk "Booh~ I'm scared."; - end; -OnTalk10: - npctalk "Anyway, it was nice talking to you. Maybe we'll have the chance to meet again in the next story."; - end; -OnTalk11: - npctalk "Well, make sure you will come back again."; + hideoffnpc instance_npcname("Himelmez#ghinstance4"); end; } 2@gl_k,150,179,0 script #controlGH6 HIDDEN_NPC,2,2,{ end; + OnTouch: - mapannounce instance_mapname("2@gl_k"), "???: Do not come! There are traps everywhere here... Aaaaack!!!!",bc_map,"0xFF0000"; + mapannounce(instance_mapname("2@gl_k"), _("???: Do not come here! It's a trap... Kkkkah!!!"), bc_map, C_RED, FW_NORMAL, 18); specialeffect EF_BASH; - donpcevent instance_npcname("Himmelmez#ghinstance3")+"::OnEnable"; + donpcevent instance_npcname("Himelmez#ghinstance3")+"::OnEnable"; donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnEnable"; - donpcevent instance_npcname("Varmunt#ghinstance5")+"::OnEnable"; - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEnable"; + donpcevent instance_npcname("Varmundt#ghinstance5")+"::OnEnable"; + donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEnable"; donpcevent instance_npcname("#controlGH6")+"::OnDisable"; end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#controlGH6"); end; + OnEnable: enablenpc instance_npcname("#controlGH6"); end; } -2@gl_k,158,252,1 script Himmelmez#ghinstance3 4_F_HIMEL,7,7,{ +2@gl_k,158,252,1 script Himelmez#ghinstance3 4_F_HIMEL,7,7,{ end; + OnTouch: specialeffect EF_BASH; donpcevent instance_npcname("#controlGH5")+"::OnEnable"; - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnEnable"; - donpcevent instance_npcname("Himmelmez#ghinstance3")+"::OnDisable"; + donpcevent instance_npcname("Himelmez#ghinstance4")+"::OnEnable"; + donpcevent instance_npcname("Himelmez#ghinstance3")+"::OnDisable"; end; + OnInstanceInit: OnDisable: - disablenpc instance_npcname("Himmelmez#ghinstance3"); + disablenpc instance_npcname("Himelmez#ghinstance3"); end; + OnEnable: - enablenpc instance_npcname("Himmelmez#ghinstance3"); + enablenpc instance_npcname("Himelmez#ghinstance3"); end; } -2@gl_k,158,255,3 script Gerhard#ghinstance1 4_LEVITATEMAN,{ - end; +2@gl_k,158,255,3 script Gerhalt#ghinstance1 4_LEVITATEMAN,{ + mes("[Gerhalt]"); + mes("Uuuuu... Khhhah!\r" + "Just run away with the commander!"); + close; + OnInstanceInit: OnDisable: - hideonnpc instance_npcname("Gerhard#ghinstance1"); + hideonnpc instance_npcname("Gerhalt#ghinstance1"); end; + OnEnable: - hideoffnpc instance_npcname("Gerhard#ghinstance1"); - end; -OnTalk1: - npctalk "Damn it! Run away! I can't withstand anymore!"; - end; -OnTalk2: - npctalk "Commandant... Come on, you need to run away from here... Ugh."; + hideoffnpc instance_npcname("Gerhalt#ghinstance1"); end; -OnTalk3: - npctalk "Even if you defile my body, I won't let you take my soul, Himmelmez!"; + +OnTalk3: /*Unused*/ + npctalk(_("Gerhalt : You can make my body but you can't take my soul Himelmez!")); end; + OnEffect1: specialeffect EF_BARRIER; end; + OnEffect2: specialeffect EF_CHAINCOMBO; end; + OnEffect3: specialeffect EF_MAPPILLAR2; end; + OnEffect4: specialeffect EF_MAPPILLAR; end; + OnEffect5: specialeffect EF_LORD; end; } 2@gl_k,0,0,0 script #controlGH5 FAKE_NPC,{ + end; + OnInstanceInit: OnDisable: disablenpc instance_npcname("#controlGH5"); end; + OnEnable: enablenpc instance_npcname("#controlGH5"); initnpctimer; end; + OnTimer3000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk1"; + npctalk(_("Amazing~ I thought that you were not even close to getting here..."), instance_npcname("Himelmez#ghinstance4")); end; + OnTimer6000: - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnTalk1"; + npctalk(_("Gerhalt : Kkkkah! Run away! I can't endure anymore!"), instance_npcname("Gerhalt#ghinstance1")); end; + OnTimer9000: - donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnTalk1"; - end; -OnTimer12000: - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnTalk2"; + npctalk(_("Gerhalt!"), instance_npcname("Heinrich#ghinstance6")); end; + OnTimer15000: - donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnTalk2"; + npctalk(_("What are you doing to my soldier Himelmez!"), instance_npcname("Heinrich#ghinstance6")); end; + OnTimer18000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk2"; + npctalk(_("Hoo hoo, I already found a piece of Ymir's heart Heinrich."), instance_npcname("Himelmez#ghinstance4")); end; + OnTimer21000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk3"; + npctalk(_("If he did not bother me, it would have been faster."), instance_npcname("Himelmez#ghinstance4")); end; + OnTimer24000: - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnTalk3"; + npctalk(_("Gerhalt : Commandant... Come on, you need to run away from here... Ugh."), instance_npcname("Gerhalt#ghinstance1")); end; + OnTimer27000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk4"; + npctalk(_("Really? What makes you think so?"), instance_npcname("Himelmez#ghinstance4")); end; + OnTimer30000: - donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnTalk3"; + npctalk(_("Himelmez! You already made what you want so there is no more need for a sacrifice!"), instance_npcname("Heinrich#ghinstance6")); end; + OnTimer33000: - donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnTalk4"; + npctalk(_("Let him go! I don't need to see anyone else suffer!"), instance_npcname("Heinrich#ghinstance6")); end; + OnTimer36000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk5"; + npctalk(_("Let him go? I think... No..."), instance_npcname("Himelmez#ghinstance4")); end; + OnTimer39000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk6"; + npctalk(_("Besides, this is your last surviving soldier Heinrich."), instance_npcname("Himelmez#ghinstance4")); end; + OnTimer42000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk7"; + npctalk(_("He made life difficult for me."), instance_npcname("Himelmez#ghinstance4")); end; + OnTimer45000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk8"; + npctalk(_("He is perfectly fit for my new creation Amdarais."), instance_npcname("Himelmez#ghinstance4")); end; + OnTimer48000: - donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnTalk5"; + npctalk(_("I'll never forgive you."), instance_npcname("Heinrich#ghinstance6")); end; + OnTimer51000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk9"; + npctalk(_("Uh uh~ I'm so scared."), instance_npcname("Himelmez#ghinstance4")); end; + OnTimer54000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk10"; + npctalk(_("Anyway, we will have a chance to see because we need to talk more."), instance_npcname("Himelmez#ghinstance4")); end; + OnTimer57000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnTalk11"; + npctalk(_("So long boys."), instance_npcname("Himelmez#ghinstance4")); end; + OnTimer60000: - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEffect1"; + donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEffect1"; end; + OnTimer63000: - donpcevent instance_npcname("Himmelmez#ghinstance4")+"::OnDisable"; + donpcevent instance_npcname("Himelmez#ghinstance4")+"::OnDisable"; end; + OnTimer65000: - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEffect3"; + donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEffect3"; end; + OnTimer66000: - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEffect2"; + donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEffect2"; end; + OnTimer67000: - donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnTalk6"; - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEffect4"; + npctalk(_("I'll never let you get away Himelmez!!"), instance_npcname("Heinrich#ghinstance6")); + donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEffect4"; end; + OnTimer70000: - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEffect3"; - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEffect4"; + donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEffect3"; + donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEffect4"; donpcevent instance_npcname("Heinrich#ghinstance6")+"::OnDisable"; - donpcevent instance_npcname("Varmunt#ghinstance5")+"::OnTalk1"; + npctalk(_("We have no choice. We have to fight against Amdarais!"), instance_npcname("Varmundt#ghinstance5")); + donpcevent instance_npcname("Varmundt#ghinstance5")+"::OnDisable"; end; + OnTimer73000: - mapannounce instance_mapname("2@gl_k"), "Leads toward Gerhard's body.",bc_map,"0xFFFFFF"; + mapannounce(instance_mapname("2@gl_k"), _("Gerhalt's body changing."), bc_map, C_WHITE); end; + OnTimer76000: - donpcevent instance_npcname("Gerhard#ghinstance1")+"::OnEffect5"; + donpcevent instance_npcname("Gerhalt#ghinstance1")+"::OnEffect5"; end; + OnTimer80000: donpcevent instance_npcname("#ghmemorialmob10")+"::OnEnable"; stopnpctimer; @@ -1937,48 +1951,53 @@ OnTimer80000: } 2@gl_k,158,241,1 script Hugin#ghinstance1 4_M_SAGE_C,{ - if (questprogress(12319,HUNTING) == 2) { - mes "[Hugin]"; - mes "Well, you are pretty ridiculous. Beginners shouldn't get the loot Amdarias drops."; - erasequest 12318; + if (questprogress(12319, HUNTING) == 2) { + mes("[Hugin]"); + mes("Hm, you are very well. First of all, let me give you some loot from Amdarais."); erasequest 12319; - getitem Coagulated_Spell,1; //Coagulated Spell + setquest 12321; + setquest 12322; + erasequest 12321; + if (gh_instance == 1) { + getitem Temporal_Crystal, 1; + getitem Coagulated_Spell, 1; + } else { + getitem Temporal_Crystal, 5; + getitem Coagulated_Spell, 5; + gh_instance = 1; + } + getexp(350000, 350000); next; - mes "[Hugin]"; - mes "Varmunt, I have arbitrarily stopped time. And soon, the time gap will be gone."; - specialeffect2 EF_BLIND,AREA; + mes("[Hugin]"); + mes("Varmundt's time is stopped by me. And your time will be distorted soon."); + specialeffect(EF_BLIND,AREA, AREA, playerattached()); soundeffect "_blind.wav",0; next; - mes "[Hugin]"; - mes "Poor time travelers."; - mes "They will endlessly retry to prevent the tragedy that affected this city."; + mes("[Hugin]"); + mes("Maybe this poor time traveler will try to stop Glast Heim's tragedy from happening."); next; - mes "[Hugin]"; - mes "But the beggining of these time travels won't redempt your actions."; - mes "This will continue forever..."; + mes("[Hugin]"); + mes("However, we will never overlook his behavior now and forever..."); next; - mes "[Hugin]"; - mes "Now, I may erase your memory again. Perhaps you will have a different fate next time."; - specialeffect2 EF_FREEZE; + mes("[Hugin]"); + mes("Now, let me remove your memory. If you see me again, that will be brand new."); + specialeffect(EF_FREEZE, AREA, playerattached()); close2; getmapxy(.@map$, .@x, .@y, UNITTYPE_PC); warp .@map$,.@x,.@y; end; } else { - mes "[Hugin]"; - mes "The gap of time is almost distorted."; - mes "Done. There you go. Come!"; - mes "I have to get out!"; + mes("[Hugin]"); + mes("Oops I almost distorted the time gap. Come over here. We need to go out!"); next; - select("Bah... Soon after you..."); - mes "[Hugin]"; - mes "Soon after me? Anyways..."; - mes "Doesn't matter, soon the gap of time will be closed, I have to get out of here."; + select("You were just with me..."); + mes("[Hugin]"); + mes("What did you say just before? Anyway that is not important, The gap of time will be closed so, we need to get out of here."); next; - switch(select("Since I'm here, let's explore more.:Please, send me out.")) { + switch(select("Let me look around more:Please let me out")) { case 1: - mes "[Hugin]"; - mes ".................."; + mes("[Hugin]"); + mes("Really? This place will be broke down so, please look around quickly."); close; case 2: close2; @@ -1986,11 +2005,750 @@ OnTimer80000: end; } } + OnInstanceInit: OnDisable: disablenpc instance_npcname("Hugin#ghinstance1"); end; + OnEnable: enablenpc instance_npcname("Hugin#ghinstance1"); end; } + +// Treasure Room +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ +// TODO: Need script command makeitem2 +1@gl_k,269,267,0 script Strange crack#entrace HIDDEN_NPC,{ + if (!questprogress(12322)) { + mes("The crack looks suspicious, but nothing more to check."); + close; + } + .@map$ = instance_mapname("1@gl_k"); + warp .@map$,149,193; + end; +} + +1@gl_k,129,136,0 script Strange crack#1 HIDDEN_NPC,{ + specialeffect EF_SPELLBREAKER; + specialeffect EF_BASH; + .@random = rand(1, 4); + .@random_ = rand(1, 4); + for (.@i = 1; .@i <= .@random; .@i++) { + makeitem White_Jewel, 1, "this", 129, 138; + } + makeitem Coagulated_Spell, 1, "this", 129, 138; + if (.@random_ == 4) { + //makeitem2 Heavy_Sword, 1, "this", 129, 138, 0, 0, 0, 0, 0, 0, 0; + makeitem Heavy_Sword, 1, "this", 129, 138; + } + // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */' + +OnInstanceInit: +OnDisable: + disablenpc instance_npcname("Strange crack#1"); + end; + +OnEnable: + enablenpc instance_npcname("Strange crack#1"); + end; +} + +1@gl_k,135,136,0 script Strange crack#2 HIDDEN_NPC,{ + specialeffect EF_SPELLBREAKER; + specialeffect EF_BASH; + .@random = rand(1, 4); + .@random_ = rand(1, 4); + for (.@i=1; .@i<=.@random; .@i++) { + makeitem Blue_Jewel, 1, "this", 135, 138; + } + if (.@random_ == 4) { + //makeitem2 Staff_Of_Geffen, 1, "this", 135, 138, 0, 0, 0, 0, 0, 0, 0; + makeitem Staff_Of_Geffen, 1, "this", 135, 138; + } + makeitem Coagulated_Spell, 1, "this", 135, 138; + // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */' + +OnInstanceInit: +OnDisable: + disablenpc instance_npcname("Strange crack#2"); + end; + +OnEnable: + enablenpc instance_npcname("Strange crack#2"); + end; + +} +1@gl_k,141,136,0 script Strange crack#3 HIDDEN_NPC,{ + specialeffect EF_SPELLBREAKER; + specialeffect EF_BASH; + .@random = rand(1, 4); + .@random_ = rand(1, 4); + for (.@i=1; .@i<=.@random; .@i++) { + makeitem Red_Jewel, 1, "this", 141, 138; + } + makeitem Coagulated_Spell, 1, "this", 141, 138; + makeitem Gold_Bullion, 1, "this", 141, 138; + if (.@random_ == 4) { + //makeitem2 Ceremonial_Sword, 1, "this", 141, 138, 0, 0, 0, 0, 0, 0, 0; + makeitem Ceremonial_Sword, 1, "this", 141, 138; + } + // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */' + +OnInstanceInit: +OnDisable: + disablenpc instance_npcname("Strange crack#3"); + end; + +OnEnable: + enablenpc instance_npcname("Strange crack#3"); + end; +} + +1@gl_k,147,136,0 script Strange crack#4 HIDDEN_NPC,{ + specialeffect EF_SPELLBREAKER; + specialeffect EF_BASH; + .@random = rand(1, 4); + .@random_ = rand(1, 4); + for (.@i=1; .@i<=.@random; .@i++) { + makeitem Scarlet_Jewel, 1, "this", 147, 138; + } + if (.@random_ == 4) { + //makeitem2 Silversmith_Bracelet, 1, "this", 147, 138, 0, 0, 0, 0, 0, 0, 0; + makeitem Silversmith_Bracelet, 1, "this", 147, 138; + } + makeitem Coagulated_Spell, 1, "this", 147, 138; + makeitem Gold_Coin_Basket, 1, "this", 147, 138; + makeitem Colorful_Brooch, 1, "this", 147, 138; + // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */' + +OnInstanceInit: +OnDisable: + disablenpc instance_npcname("Strange crack#4"); + end; + +OnEnable: + enablenpc instance_npcname("Strange crack#4"); + end; +} + +1@gl_k,153,136,0 script Strange crack#5 HIDDEN_NPC,{ + specialeffect EF_SPELLBREAKER; + specialeffect EF_BASH; + .@random = rand(1, 4); + .@random_ = rand(1, 4); + for (.@i=1; .@i<=.@random; .@i++) { + makeitem Azure_Jewel, 1, "this", 153, 138; + } + makeitem Coagulated_Spell, 1, "this", 153, 138; + makeitem White_Gold_Bullion, 1, "this", 153, 138; + if (.@random_ == 4) { + //makeitem2 Goldsmithing_Dagger, 1, "this", 153, 138, 0, 0, 0, 0, 0, 0, 0; + makeitem Goldsmithing_Dagger, 1, "this", 153, 138; + } + // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */' + +OnInstanceInit: +OnDisable: + disablenpc instance_npcname("Strange crack#5"); + end; + +OnEnable: + enablenpc instance_npcname("Strange crack#5"); + end; +} + +1@gl_k,159,136,0 script Strange crack#6 HIDDEN_NPC,{ + specialeffect EF_SPELLBREAKER; + specialeffect EF_BASH; + .@random = rand(1, 4); + .@random_ = rand(1, 4); + for (.@i=1; .@i<=.@random; .@i++) { + makeitem Skyblue_Jewel, 1, "this", 159, 138; + } + makeitem Coagulated_Spell, 1, "this", 159, 138; + makeitem Silver_Bullion, 1, "this", 159, 138; + if (.@random_ == 4) { + //makeitem2 Engraved_Armor, 1, "this", 159, 138, 0, 0, 0, 0, 0, 0, 0; + makeitem Engraved_Armor, 1, "this", 159, 138; + } + // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */' + +OnInstanceInit: +OnDisable: + disablenpc instance_npcname("Strange crack#6"); + end; + +OnEnable: + enablenpc instance_npcname("Strange crack#6"); + end; +} + +1@gl_k,165,136,0 script Strange crack#7 HIDDEN_NPC,{ + specialeffect EF_SPELLBREAKER; + specialeffect EF_BASH; + .@random = rand(1, 4); + for (.@i=1; .@i<=.@random; .@i++) { + makeitem Violet_Jewel, 1, "this", 165, 138; + } + makeitem Coagulated_Spell, 1, "this", 165, 138; + // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */' + +OnInstanceInit: +OnDisable: + disablenpc instance_npcname("Strange crack#7"); + end; + +OnEnable: + enablenpc instance_npcname("Strange crack#7"); + end; +} + +1@gl_k,171,136,0 script Strange crack#8 HIDDEN_NPC,{ + specialeffect EF_SPELLBREAKER; + specialeffect EF_BASH; + .@random = rand(1, 4); + for (.@i=1; .@i<=.@random; .@i++) { + makeitem Dark_Red_Jewel, 1, "this", 171, 138; + } + makeitem Coagulated_Spell, 1, "this", 171, 138; + // FIXME[Haru]: Intention is not clear. Either add 'end;' or add '/* Fall through */' + +OnInstanceInit: +OnDisable: + disablenpc instance_npcname("Strange crack#8"); + end; + +OnEnable: + enablenpc instance_npcname("Strange crack#8"); + end; +} + +// Merchant, and Trade NPC - Get Temporal Boots --> exchange to Temporal_*_Boots +// Upon trade all refines got removed +// Uses Temporal_Crystal +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ +glast_01,210,273,5 script Hugin's Butler 1_F_04,{ + disable_items; + mes("[Hugin's Butler]"); // custom check + if (MaxWeight - Weight < 1000) { + mes("Your bag is too heavy. Reduce some weight and come back."); + close; + } + mes("I would like to thank you for helping my master Hugin. I can transmute your ^FF0000Temporal Crystals^000000 into a pair of boots that have withstood the test of time... the ^FF0000Temporal Boots^000000."); + next; + mes("[Hugin's Butler]"); + mes("What would you like me to do young adventurer?"); + next; + switch (select("Give me the Temporal Boots", "Upgrade my Temporal Boots")) { + case 1: + if (countitem(Temporal_Crystal) > 0) { + mes("[Hugin's Butler]"); + mes("Take these Temporal Boots. We can upgrade your Temporal Boots with 5 Temporal Crystals."); + delitem Temporal_Crystal, 1; + getitem Temporal_Boots, 1; + close; + } + mes("[Hugin's Butler]"); + mes("You need more Temporal Crystals. Come back when you get some more Temporal Crystals during your travel through Old Glast Heim."); + close; + case 2: + .@part = EQI_SHOES; + if (!getequipisequiped(.@part)) { + mes("[Hugin's Butler]"); + mes("Wear the ^0000FFTemporal Boots^000000 you want to upgrade, and then talk to me once again."); + close; + } + if (!isequipped(Temporal_Boots)) { // check + mes("[Hugin's Butler]"); + mes("You are not wearing the Temporal Boots. Talk to me once you're wearing them."); + close; + } + if (countitem(Temporal_Crystal) < 5) { + mes("[Hugin's Butler]"); + mes("Not enough Temporal Crystals. You need ^FF00005 Temporal Crystals^000000 to upgrade your boots."); + close; + } + mes("[Hugin's Butler]"); + mes("You can trade ^0000FF1 Temporal Boots and 5 Temporal Crystals^000000 for 1 of the following items. ^FF0000Previous refine rate will not be retained with these new ones^000000."); + next; + setarray .@type$[0], "Strength", "Intelligence", "Agility", "Vitality", "Dexterity", "Luck"; + setarray .@equip_type[0], Temporal_Str_Boots, Temporal_Int_Boots, Temporal_Agi_Boots, Temporal_Vit_Boots, Temporal_Dex_Boots, Temporal_Luk_Boots; + .@select = select("Cancel", "Str Boots", "Int Boots", "Agi Boots", "Vit Boots", "Dex Boots", "Luk Boots"); + switch (.@select) { + case 1: + mes("[Hugin's Butler]"); + mes("Come back anytime you want."); + close; + case 2: + case 3: + case 4: + case 5: + case 6: + case 7: + mes("[Hugin's Butler]"); + mesf("Are you sure about buying Temporal ^FF0000%s^000000 Boots? There is no refund.", .@type$[.@select-2]); + next; + if (select("Think again", "Yes, I am sure.") == 2) { + mes("[Hugin's Butler]"); + mes("The boots has been upgraded as you want."); + delequip .@part; + delitem Temporal_Crystal, 5; + getitem2 .@equip_type[.@select-2], 1, 1, 0, 0, 0, 0, 0, 0; // Temporal_Str_Boots, Temporal_Int_Boots, Temporal_Agi_Boots, Temporal_Vit_Boots, Temporal_Dex_Boots, Temporal_Luk_Boots + close; + } + mes("[Hugin's Butler]"); + mes("Ok, come back again when you are sure."); + close; + } + } +} + +// Enchant NPC - Coagulated Spell to enchants on 4th slot. First one to pick --> upgraded --> additional random enchant on 3rd slot +// Adding a socket on the Craftsman NPC will remove the 3rd and 4th slot enchants of the Temporal_*_Boots +// Enchanting can fail, the 3th slot random one is guaranteed +// Refine remains +// Item Used: Coagulated_Spell +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ +glast_01,212,273,4 script Hugin's Magic Master 1_F_01,{ // Custom text due to official enchant mechanics + disable_items; + if (MaxWeight - Weight < 1000) { + mes("Your bag is too heavy. Reduce some weight and come back."); + close; + } + mes("[Hugin's Magic Master]"); // Custom text + mes("So you came to enchant the Temporal Boots. Be aware that adding a socket do your boots will remove my enchants as well as it's refine. It is only possible for the boots you are wearing."); + next; + if (select("How does the enchanting work?", "Give effect to my Temporal Boots") == 1) { + mes("[Hugin's Magic Master]"); + mes("You can obtain ^0000FFCoagulated Spell^000000 through your time travels."); + next; + mes("[Hugin's Magic Master]"); + mes("I can enchant your Temporal Boots with a variing amount of that item. ^0000FFAvailable for all Temporal STAT Boots^000000."); + next; + mes("[Hugin's Magic Master]"); + mes("But, once you try to put a socket into the item, it will be resetted. So if you want a socket, you should do it first. Be sure to remember that."); + next; + mes("[Hugin's Magic Master]"); + mes("I don't give out effect randomly. You can pick which effect you want for the item."); + next; + mes("[Hugin's Magic Master]"); + mes("Of course it is for 4th slot only. You can have small effect at the start and then the effect grows stronger.\r" + "^FF0000Remember: It can fail and break your item!^000000"); + next; + mes("[Hugin's Magic Master]"); + mes("To get to the final option upgrade it will require way more Coagulated Spells. Don't forget that."); + next; + mes("[Hugin's Magic Master]"); + mes("Once the 4th slot completes the best option, you get to have a random bonus effect to the 3rd slot. With.. certain payment and a ^0000FFguaranteed success rate~^000000"); + next; + mes("[Hugin's Magic Master]"); + mes("^FF0000Again: there is a risk on failing and breaking the item^000000.\r" + "But if the enchant is applied successful, ^0000FFthe refine and everything else will be retained.^000000"); + next; + mes("[Hugin's Magic Master]"); + mes("Phew... Anyways, that's all for basic enchant information. Now you should see for yourself."); + close; + } + .@part = EQI_SHOES; + if (!getequipisequiped(.@part)) { + mes("[Hugin's Magic Master]"); + mes("Are you wearing the item?"); + close; + } + .@equip_refine = getequiprefinerycnt(.@part); + .@equip_id = getequipid(.@part); + .@equip_name$ = getequipname(.@part); + .@card0 = getequipcardid(.@part, 0); + .@card3 = getequipcardid(.@part, 3); + setarray .@enchant1st[0], Fighting_Spirit4, Expert_Archer1, Spell2, Vitality2, Attack_Delay_1, Luck3; + setarray .@enchant2nd[0], Fighting_Spirit5, Expert_Archer2, Spell3, Vitality3, Attack_Delay_2, Luck4; + setarray .@enchant3rd[0], Fighting_Spirit6, Expert_Archer3, Spell4, MHP1, Attack_Delay_3, Luck5; + setarray .@enchant4th[0], Fighting_Spirit7, Expert_Archer4, Spell5, MHP2, Attack_Delay_4, Luck6; + setarray .@enchant_cost[0], 1, 4, 15, 30, 10; // Coagulated_Spell costs + setarray .@enchant_rate[0], 90, 80, 70, 50, 100; // Enchant Success Rate in % + .@random = rand(1, 100); + switch (.@equip_id) { + case Temporal_Str_Boots: + case Temporal_Int_Boots: + case Temporal_Agi_Boots: + case Temporal_Vit_Boots: + case Temporal_Dex_Boots: + case Temporal_Luk_Boots: + case Temporal_Str_Boots_: + case Temporal_Int_Boots_: + case Temporal_Agi_Boots_: + case Temporal_Vit_Boots_: + case Temporal_Dex_Boots_: + case Temporal_Luk_Boots_: + if (.@card3 == 0) { //4th slot 1st try enchanting + .@cost = .@enchant_cost[0]; + .@scs = .@enchant_rate[0]; + .@number = 1; + mes("[Hugin's Magic Master]"); + mesf("Want to enchant ^0000FF%s^000000? For the 1st enchanting, you need ^FF0000%d^000000 ^0000FFCoagulated Spells.^000000", .@equip_name$, .@cost); + next; + .@select = select("Quit", "Fighting Spirit", "Archery", "Spell", "Vitality", "Attack Speed", "Luck"); + switch (.@select) { + case 1: + mes("[Hugin's Magic Master]"); + mes("Ok, come back when you are ready."); + close; + case 2: + .@enchant = .@enchant1st[.@select-2]; + break; + case 3: + .@enchant = .@enchant1st[.@select-2]; + break; + case 4: + .@enchant = .@enchant1st[.@select-2]; + break; + case 5: + .@enchant = .@enchant1st[.@select-2]; + break; + case 6: + .@enchant = .@enchant1st[.@select-2]; + break; + case 7: + .@enchant = .@enchant1st[.@select-2]; + break; + } + } else { + if (.@card3 == .@enchant1st[0] || .@card3 == .@enchant1st[1] || .@card3 == .@enchant1st[2] || + .@card3 == .@enchant1st[3] || .@card3 == .@enchant1st[4] || .@card3 == .@enchant1st[5]) { + .@cost = .@enchant_cost[1]; + .@scs = .@enchant_rate[1]; + .@number = 2; + } else if (.@card3 == .@enchant2nd[0] || .@card3 == .@enchant2nd[1] || .@card3 == .@enchant2nd[2] || + .@card3 == .@enchant2nd[3] || .@card3 == .@enchant2nd[4] || .@card3 == .@enchant2nd[5]) { + .@cost = .@enchant_cost[2]; + .@scs = .@enchant_rate[2]; + .@number = 3; + } else if (.@card3 == .@enchant3rd[0] || .@card3 == .@enchant3rd[1] || .@card3 == .@enchant3rd[2] || + .@card3 == .@enchant3rd[3] || .@card3 == .@enchant3rd[4] || .@card3 == .@enchant3rd[5]) { + .@cost = .@enchant_cost[3]; + .@scs = .@enchant_rate[3]; + .@number = 4; + } else if (.@card3 == .@enchant4th[0] || .@card3 == .@enchant4th[1] || .@card3 == .@enchant4th[2] || + .@card3 == .@enchant4th[3] || .@card3 == .@enchant4th[4] || .@card3 == .@enchant4th[5]) { + .@card2 = getequipcardid(.@part, 2); + .@cost = .@enchant_cost[4]; + .@scs = .@enchant_rate[4]; + if (.@card2 != 0) { + mes("[Hugin's Magic Master]"); // Custom text + mes("Your shoes have reached the maximum option to enchant."); + mes("Please bring me a new one if you want me to enchant again."); + close; + } + // 3rd slot random enchanting + switch (.@card3) { + case Fighting_Spirit7: + case Expert_Archer4: + case Spell5: + case MHP2: + case Attack_Delay_4: + case Luck6: + .@enchant = callfunc("F_Rand", Bears_Power, Runaway_Magic, Speed_Of_Light, Muscle_Fool, Hawkeye, Lucky_Day); + mes("[Hugin's Magic Master]"); // Custom text + mes("Seems you already completed the best upgrade option in your 4th slot. For that I can give a random bonus effect to your 3rd slot. And of course, with certain payment..."); + next; + mes("[Hugin's Magic Master]"); + mesf("Enchanting ^0000FF%s^000000's 3rd slot for obtaining a random bonus effect. Requires ^FF0000%d^000000 ^0000FFCoagulated Spells^000000", .@equip_name$, .@cost); + next; + if (select("Quit", "Effect Upgrade!") == 1) { + mes("[Hugin's Magic Master]"); + mes("Ok, come back when you are ready."); + close; + } + if (countitem(Coagulated_Spell) < .@cost) { + mesf("Hmm, you are missing %s Coagulated Spells. Go get more, and then we can talk about more enchants.", .@cost - countitem(Coagulated_Spell)); + close; + } + if (.@random > .@scs) { + mes("Arrggg, we failed. Better luck next time."); + specialeffect(EF_PHARMACY_FAIL, AREA, playerattached()); delitem Coagulated_Spell, .@cost; delequip .@part; + close; + } + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + delitem Coagulated_Spell, .@cost; + delequip .@part; + mes("[Hugin's Magic Master]"); + mes("This is it! This special stone is now yours Hahaha... I am really the only master of these things. Thank you for believing in me."); + getitem2 .@equip_id, 1, 1, .@equip_refine, 0, .@card0, 0, .@enchant, .@card3; + close; + } + } + // 4th slot 2nd try enchanting + if (.@card3 == .@enchant1st[0]) + .@enchant = .@enchant2nd[0]; + else if (.@card3 == .@enchant1st[1]) + .@enchant = .@enchant2nd[1]; + else if (.@card3 == .@enchant1st[2]) + .@enchant = .@enchant2nd[2]; + else if (.@card3 == .@enchant1st[3]) + .@enchant = .@enchant2nd[3]; + else if (.@card3 == .@enchant1st[4]) + .@enchant = .@enchant2nd[4]; + else if (.@card3 == .@enchant1st[5]) + .@enchant = .@enchant2nd[5]; + // 4th slot 3rd try enchanting + if (.@card3 == .@enchant2nd[0]) + .@enchant = .@enchant3rd[0]; + else if (.@card3 == .@enchant2nd[1]) + .@enchant = .@enchant3rd[1]; + else if (.@card3 == .@enchant2nd[2]) + .@enchant = .@enchant3rd[2]; + else if (.@card3 == .@enchant2nd[3]) + .@enchant = .@enchant3rd[3]; + else if (.@card3 == .@enchant2nd[4]) + .@enchant = .@enchant3rd[4]; + else if (.@card3 == .@enchant2nd[5]) + .@enchant = .@enchant3rd[5]; + // 4th slot 4th try enchanting + if (.@card3 == .@enchant3rd[0]) + .@enchant = .@enchant4th[0]; + else if (.@card3 == .@enchant3rd[1]) + .@enchant = .@enchant4th[1]; + else if (.@card3 == .@enchant3rd[2]) + .@enchant = .@enchant4th[2]; + else if (.@card3 == .@enchant3rd[3]) + .@enchant = .@enchant4th[3]; + else if (.@card3 == .@enchant3rd[4]) + .@enchant = .@enchant4th[4]; + else if (.@card3 == .@enchant3rd[5]) + .@enchant = .@enchant4th[5]; + mes("[Hugin's Magic Master]"); + mesf("Enchanting ^0000FF%s^000000's 4th slot as ^0000FF%d^000000 level effect. Requires ^FF0000%d^000000 ^0000FFCoagulated Spells.^000000", .@equip_name$, .@number, .@cost); + next; + if (select("Quit", "Effect Upgrade!") == 1) { + mes("[Hugin's Magic Master]"); + mes("Ok, come back when you are ready."); + close; + } + if (countitem(Coagulated_Spell) < .@cost) { + mesf("Hmm, you are missing %d Coagulated Spells. Go get more, and then we can talk about more enchants.", .@cost - countitem(Coagulated_Spell)); + close; + } + if (.@random > .@scs) { + mes("Arrggg, we failed. Better luck next time."); + specialeffect(EF_PHARMACY_FAIL, AREA, playerattached()); + delitem Coagulated_Spell, .@cost; + delequip .@part; + close; + } + } + break; + default: + mes("[Hugin's Magic Master]"); + mes("This is not the right item for this enchant. Remember, only those 6 types of Temporal Boots are available for enchanting."); + close; + } + mes("[Hugin's Magic Master]"); + if (countitem(Coagulated_Spell) < .@cost) { + mesf("Hmm, you are missing %d Coagulated Spells. Go get more, and then we can talk about more enchants.", .@cost - countitem(Coagulated_Spell)); + close; + } + if (.@random > .@scs) { + mes("Arrggg, we failed. Better luck next time."); + specialeffect(EF_PHARMACY_FAIL, AREA, playerattached()); + delitem Coagulated_Spell, .@cost; + delequip .@part; + close; + } + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + delitem Coagulated_Spell, .@cost; + delequip .@part; + mes("[Hugin's Magic Master]"); + mesf("Adding enchant number ^630000%d^000000.", .@number); + getitem2 .@equip_id, 1, 1, .@equip_refine, 0, .@card0, 0, 0, .@enchant; + close; +} + +// Socket NPC - Corrupted_Charm or Temporal_Crystal to add card slot +// After the boots were slotted, you can still enchant, but slotting removes any enchants and refines applied before. +// Item Used: Corrupted_Charm, Temporal_Crystal +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ +glast_01,210,270,0 script Hugin's Craftsman 4_F_JOB_BLACKSMITH,{ + disable_items; + if (MaxWeight - Weight < 1000) { + mes("Your bag is too heavy. Reduce some weight and come back."); + close; + } + mes("[Hugin's Craftsman]"); + mes("That Magic Master always says that enchanting Temporal Boots is the best. But, I think I can beat that!"); + next; + mes("[Hugin's Craftsman]"); + mes("I can try putting a slot into your boots. But there is some ^FF0000risk of failing.^000000"); + next; + mes("[Hugin's Craftsman]"); + mes("Bring me ^0000FF50 Contaminated Magic^000000 or ^0000FF10 Temporal Crystals^000000, and I will try to put a slot into your advanced Temporal Boots."); + next; + mes("[Hugin's Craftsman]"); + mes("But, it's possible to ^FF0000fail and break the item^000000. Is that ok?"); + next; + if (select("Cancel", "Take the risk and try to add a slot") == 1) { + mes("[Hugin's Craftsman]"); + mes("Ok, come back anytime you want."); + close; + } + .@part = EQI_SHOES; + if (!getequipisequiped(.@part)) { + mes("[Hugin's Craftsman]"); + mes("Are you sure you are wearing the item?"); + close; + } + .@equip_id = getequipid(.@part); + switch (.@equip_id) { + case Temporal_Str_Boots: + case Temporal_Int_Boots: + case Temporal_Agi_Boots: + case Temporal_Vit_Boots: + case Temporal_Dex_Boots: + case Temporal_Luk_Boots: + mes("[Hugin's Craftsman]"); + mes("The ^FF0000Boots and all enchants or refines will be lost if you fail this.^000000\r" + "Still want to risk it?"); + next; + if (select("Cancel", "I am ok with it!") == 1) { + mes("[Hugin's Craftsman]"); + mes("Ok, come back anytime you want."); + close; + } + mes("[Hugin's Craftsman]"); + mes("Once again, ^FF0000That Magic Master won't enchant any item with a slot.^000000\r" + "Still want to proceed?"); + next; + if (select("Cancel", "I understand. Try to slot it.") == 1) { + mes("[Hugin's Craftsman]"); + mes("Ok, come back anytime you want."); + close; + } + mes("[Hugin's Craftsman]"); + mes("Then my last question:\r" + "Which item are you gonna use to pay me?"); + next; + setarray .@slotpay[0], Temporal_Crystal, Corrupted_Charm; + setarray .@slotcost[0], 10, 50; + setarray .@slotchance[0], 80, 65; // Custom rates + .@select = select("Cancel", "Temporal Crystal", "Contaminated Magic"); + switch (.@select) { + case 1: + mes("[Hugin's Craftsman]"); + mes("Come back anytime you want."); + close; + case 2: + case 3: + .@item = .@slotpay[.@select-2]; + .@cost = .@slotcost[.@select-2]; + .@chance = .@slotchance[.@select-2]; + if (countitem(.@item) < .@cost) { + mes("[Hugin's Craftsman]"); + mesf("Requires ^FF0000%d^000000 ^0000FF%s^000000.", .@cost, getitemname(.@item)); + close; + } + } + .@random = rand(1, 100); + if (.@random > .@chance) { + mes("[Hugin's Craftsman]"); + mes("Arrggg, we failed. Better luck next time."); + specialeffect(EF_PHARMACY_FAIL, AREA, playerattached()); + delitem .@item, .@cost; + delequip .@part; + close; + } + mes("[Hugin's Craftsman]"); + mesf("Yuhuu~ we succeed. There you go... A slot has been added to your ^FF0000%s^000000. Thank you for believing in me.", getitemname(.@equip_id)); + delitem .@item, .@cost; + specialeffect(EF_PHARMACY_OK, AREA, playerattached()); + delequip .@part; + // todo: read aegis name and attach "_" to worn constant + if (.@equip_id == Temporal_Str_Boots) { + getitem2 Temporal_Str_Boots_, 1, 1, 0, 0, 0, 0, 0, 0; + } else if (.@equip_id == Temporal_Int_Boots) { + getitem2 Temporal_Int_Boots_, 1, 1, 0, 0, 0, 0, 0, 0; + } else if (.@equip_id == Temporal_Agi_Boots) { + getitem2 Temporal_Agi_Boots_, 1, 1, 0, 0, 0, 0, .0, 0; + } else if (.@equip_id == Temporal_Vit_Boots) { + getitem2 Temporal_Vit_Boots_, 1, 1, 0, 0, 0, 0, 0, 0; + } else if (.@equip_id == Temporal_Dex_Boots) { + getitem2 Temporal_Dex_Boots_, 1, 1, 0, 0, 0, 0, 0, 0; + } else if (.@equip_id == Temporal_Luk_Boots) { + getitem2 Temporal_Luk_Boots_, 1, 1, 0, 0, 0, 0, 0, 0; + } + close; + default: + mes("[Hugin's Craftsman]"); + mes("This is not it! We need ^FF0000Advanced Temporal Boots^000000! The item ^0000FFwith a stat effect and without a slot^000000!"); + close; + } +} + +// Knight Cards +// White Knight Card cost 70 red coagulated spells or 3000 blue coagulated spells +// Khalitzburg Knight Card cost 100 red coagulated spells or 5000 blue coagulated spells +/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */ +glast_01,188,273,5 script White Knight#1a 4_WHITEKNIGHT,{ + disable_items; + mes("[White Knight]"); // custom + if (MaxWeight - Weight < 1000) { + mes("Your bag is too heavy. Reduce some weight and come back."); + close; + } + mes("I exchange you a White Knight Card for ^0000FF3000 Coagulated Spell^000000 or ^FF000070 Contaminated Magic^000000."); + mes("<ITEMLINK>White Knight Card<INFO>4608</INFO></ITEMLINK>"); + next; + setarray .@item[0], Coagulated_Spell, Corrupted_Charm; + setarray .@cost[0], 3000, 70; + .@select = select("Cancel", "^0000FFUse Coagulated Spell^000000", "^FF0000Use Contaminated Magic^000000"); + switch (.@select) { + case 1: + mes("[White Knight]"); + mes("Come back any time."); + close; + case 2: + case 3: + .@item = .@item[.@select-2]; + .@cost = .@cost[.@select-2]; + if (countitem(.@item) < .@cost) { + mes("[White Knight]"); + mesf("Requires ^0000FF%d %s^000000.", .@cost, getitemname(.@item)); + close; + } + delitem .@item, .@cost; + getitem White_Knightage_Card, 1; + close; + } +} + +glast_01,192,273,3 script Khalitzburg Knight#1a 4_F_KHALITZBURG,{ + disable_items; + mes("[Khalitzburg Knight]"); // custom + if (MaxWeight - Weight < 1000) { + mes("Your bag is too heavy. Reduce some weight and come back."); + close; + } + mes("I exchange you a Khalitzburg Knight Card for ^0000FF5000 Coagulated Spell^000000 or ^FF0000100 Contaminated Magic^000000."); + mes("<ITEMLINK>Khalitzburg Knight Card<INFO>4609</INFO></ITEMLINK>"); + next; + setarray .@item[0], Coagulated_Spell, Corrupted_Charm; + setarray .@cost[0], 5000, 100; + .@select = select("Cancel", "^0000FFUse Coagulated Spell^000000", "^FF0000Use Contaminated Magic^000000"); + switch (.@select) { + case 1: + mes("[Khalitzburg Knight]"); + mes("Come back any time."); + close; + case 2: + case 3: + .@item = .@item[.@select-2]; + .@cost = .@cost[.@select-2]; + if (countitem(.@item) < .@cost) { + mes("[Khalitzburg Knight]"); + mesf("Requires ^0000FF%d %s^000000.", .@cost, getitemname(.@item)); + close; + } + delitem .@item, .@cost; + getitem Khali_Knightage_Card, 1; + close; + } +} diff --git a/npc/re/instances/WolfchevLaboratory.txt b/npc/re/instances/WolfchevLaboratory.txt index e9ae1c0af..d6c5516e5 100644 --- a/npc/re/instances/WolfchevLaboratory.txt +++ b/npc/re/instances/WolfchevLaboratory.txt @@ -27,20 +27,12 @@ //= along with this program. If not, see <http://www.gnu.org/licenses/>. //========================================================================= //= Wolfchev's Laboratory -//================= File Encoding ========================================= -//= CP-949 (EUC-KR compatible). Do NOT read/save it as UTF-8. -//= -If the encoding is correct, the next three lines have the same length- -//= ============ ¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä¡Ä ============ -//= ============ ============================================= ============ -//= ============ ¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á¡Á ============ //================= Description =========================================== //= Defeat Wolfchev's human experimentations. //================= Current Version ======================================= //= 1.0.2 //========================================================================= -1@lhz mapflag src4instance - //== Giacomo Girolam ======================================= lighthalzen,303,303,6 script Giacomo Girolamo#kiup2 4_M_KHMAN,3,3,{ if ((MaxWeight - Weight) < 1000 || !checkweight(Knife, 1)) { @@ -49,7 +41,7 @@ lighthalzen,303,303,6 script Giacomo Girolamo#kiup2 4_M_KHMAN,3,3,{ } if (lhz_boss > 30) { if (!lght_duk01) { - if (Sex) { + if (Sex == SEX_MALE) { emotion e_pif, "Giacomo Girolamo#kiup2"; mes "[Giacomo Girolamo]"; mes "....a guy....?"; @@ -192,7 +184,7 @@ lighthalzen,303,303,6 script Giacomo Girolamo#kiup2 4_M_KHMAN,3,3,{ close; } else { mes "[Giacomo Girolamo]"; - if (Sex) { + if (Sex == SEX_MALE) { emotion e_paper, "Giacomo Girolamo#kiup2"; mes "Take care yourself and don't disappear!"; } else { @@ -202,7 +194,7 @@ lighthalzen,303,303,6 script Giacomo Girolamo#kiup2 4_M_KHMAN,3,3,{ close; } } else { - if (Sex) { + if (Sex == SEX_MALE) { emotion e_ho, "Giacomo Girolamo#kiup2"; mes "[Giacomo Girolamo]"; mes "Only those beautiful ladies are the reason of my life~!"; @@ -314,7 +306,7 @@ lighthalzen,303,303,6 script Giacomo Girolamo#kiup2 4_M_KHMAN,3,3,{ OnTouch: if (!lght_duk01) - emotion (Sex ? e_pif : e_lv2), "Giacomo Girolamo#kiup2"; + emotion (Sex == SEX_MALE? e_pif : e_lv2), "Giacomo Girolamo#kiup2"; end; } @@ -592,8 +584,7 @@ lighthalzen,342,291,4 script Weird old man#Bio4Reward 4_M_EINOLD,{ break; case 4: mes "<<Ygnus Stale[1]>>"; - // FIXME[Haru]: Anyone knows what ¹ßÈ means? - mes "When doing short distance attack, cast ¹ßÈ to the player and to the enemy with a certain chance."; + mes "When doing short distance attack, Chance of inflicting o rreceiving Burn status when dealing physical damage."; mes "Two-Handed Axe / ATK 250 / Weight 190 / Fire Property / Weapon Lv 4 / Required Lv 95 / Socket 1 / for High Swordman/Merchant Classes"; callsub L_Reward, Ygnus_Stale, 50, 100, 35; break; @@ -991,9 +982,9 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ mes "[Pudding]"; mes "Before! I need to check if this equipment can accept the power."; next; - specialeffect2 EF_SPHERE; + specialeffect(EF_SPHERE, AREA, playerattached()); progressbar "ffff00", 2; - specialeffect2 EF_SUI_EXPLOSION; + specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); emotion e_sob; mes "[Pudding]"; mes "Hm.... This equipment cannot accept the power of '^F2766EWill of Warrior^000000' or '^952420Thirst for Blood^000000'."; @@ -1117,9 +1108,9 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ if (.@menu==2){ .@equip_card[3] = 0; } else { .@equip_card[2] = 0; } .@equip_item = getequipid(.@position); - specialeffect EF_BEGINSPELL2, AREA, "Sorcerer#Bio4Reward"; + specialeffect(EF_BEGINSPELL2, AREA, getnpcid(0, "Sorcerer#Bio4Reward")); progressbar "ffff00", 2; - specialeffect2 EF_FROSTWEAPON; + specialeffect(EF_FROSTWEAPON, AREA, playerattached()); delitem Goast_Chill, 10; delequip .@position; getitem2 .@equip_item, 1, 1, .@refine_count, 0, .@equip_card[0], .@equip_card[1], .@equip_card[2], .@equip_card[3]; @@ -1312,7 +1303,7 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ setarray .@equip_card[0], getequipcardid(.@position,0),getequipcardid(.@position,1),getequipcardid(.@position,2),getequipcardid(.@position,3); .@equip_card[(.@socket_type-1)] = .@enchant; .@equip_item = getequipid(.@position); - specialeffect EF_BEGINSPELL3, AREA, "Sorcerer#Bio4Reward"; + specialeffect(EF_BEGINSPELL3, AREA, getnpcid(0, "Sorcerer#Bio4Reward")); progressbar "ffff00", 2; if (.@socket_type == 3) delitem Blood_Thirst, 10; @@ -1320,7 +1311,7 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ delitem Will_Of_Warrior, 10; delequip .@position; if (.@enchant == 0) { - specialeffect2 EF_SUI_EXPLOSION; + specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); emotion e_otl; mes "[Pudding]"; mes "...Well....the equipment could not accept the power of "+((.@socket_type==3)?"'^952420Thirst for Blood^000000'":"'^F2766EWill of Warrior^000000'")+" and it got destroyed."; @@ -1328,7 +1319,7 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ enable_items; end; } else { - specialeffect2 EF_FIREHIT; + specialeffect(EF_FIREHIT, AREA, playerattached()); getitem2 .@equip_item, 1, 1, .@refine_count, 0, .@equip_card[0], .@equip_card[1], .@equip_card[2], .@equip_card[3]; emotion e_ho; mes "[Pudding]"; @@ -1617,42 +1608,42 @@ que_lhz,1,1,0 script #Eventctrl FAKE_NPC,{ end; OnTimer1000: - specialeffect EF_SUI_EXPLOSION,AREA, "#01"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#01")); specialeffect EF_BEGINASURA, "Human Guinea pig#01"; end; OnTimer2000: - specialeffect EF_SUI_EXPLOSION,AREA, "#02"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#02")); specialeffect EF_BEGINASURA, "Human Guinea pig#02"; end; OnTimer3000: - specialeffect EF_SUI_EXPLOSION,AREA, "#03"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#03")); specialeffect EF_BEGINASURA, "Human Guinea pig#03"; end; OnTimer4000: - specialeffect EF_SUI_EXPLOSION,AREA, "#04"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#04")); specialeffect EF_BEGINASURA, "Human Guinea pig#04"; end; OnTimer5000: - specialeffect EF_SUI_EXPLOSION,AREA, "#05"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#05")); specialeffect EF_BEGINASURA, "Human Guinea pig#05"; end; OnTimer6000: - specialeffect EF_SUI_EXPLOSION,AREA, "#06"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#06")); specialeffect EF_BEGINASURA, "Human Guinea pig#06"; end; OnTimer7000: - specialeffect EF_SUI_EXPLOSION,AREA, "#07"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#07")); specialeffect EF_BEGINASURA, "Human Guinea pig#07"; end; OnTimer8000: - specialeffect EF_SUI_EXPLOSION,AREA, "#08"; + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#08")); specialeffect EF_BEGINASURA, "Human Guinea pig#08"; stopnpctimer; end; @@ -1676,16 +1667,16 @@ que_lhz,140,231,1 script Human Guinea pig#01 CHEN,{ end; OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; OnDisable: specialeffect EF_FLASHER; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } @@ -1775,7 +1766,7 @@ lhz_dun04,151,276,3 script Researcher#memo 4_LGTSCIENCE,{ mes "So, please prepare your party members, and take care of those boss creatures. I'm not sure how long this place can hold."; close; } else if (lght_duk01 > 6) { - if (getcharid(1) > 0) { + if (getcharid(CHAR_ID_PARTY) > 0) { mes "[Wolfchev]"; mes "Are you all set there? I will prepare the entrance if you are the leader of that party."; next; @@ -1866,8 +1857,8 @@ lhz_dun04,151,276,3 script Researcher#memo 4_LGTSCIENCE,{ } } } - if (getpartyleader(getcharid(1),2) == getcharid(0)) { - .@instance = instance_create("Worsef", getcharid(1)); + if (getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR)) { + .@instance = instance_create("Worsef", getcharid(CHAR_ID_PARTY)); if (.@instance < 0) { mes "[Wolfchev]"; mes "Hmm.. Lab entering system is a bit weird. Would wait for me to check the system?"; @@ -1883,7 +1874,7 @@ lhz_dun04,151,276,3 script Researcher#memo 4_LGTSCIENCE,{ instance_init(.@instance); mes "[Wolfchev]"; mes "Alright! I have marked lan entering system code as"; - mes "^0000ff"+ strcharinfo(1) +"^000000 party leader's name ^0000ff"+ strcharinfo(PC_NAME) +"^000000!!."; + mes "^0000ff"+ strcharinfo(PC_PARTY) +"^000000 party leader's name ^0000ff"+ strcharinfo(PC_NAME) +"^000000!!."; next; mes "[Wolfchev]"; mes "Now, your party is free to pass the entrance."; @@ -1941,11 +1932,11 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ pushpc 0, 10; percentheal -5,0; specialeffect EF_AUTOCOUNTER; - specialeffect2 EF_BASH; + specialeffect(EF_BASH, AREA, playerattached()); mes "You have been wounded by laboratory entrance system attack."; close; } else { - mapannounce "lhz_dun04","Laboratory entrance system ["+ strcharinfo(1) +"] member ["+ strcharinfo(PC_NAME) +"] access granted..",bc_map,"0x0DF297"; + mapannounce "lhz_dun04","Laboratory entrance system ["+ strcharinfo(PC_PARTY) +"] member ["+ strcharinfo(PC_NAME) +"] access granted..",bc_map,"0x0DF297"; setquest 5112; warp "1@lhz.gat", 45, 148; close; @@ -2011,17 +2002,17 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ OnEnable: .@map$ = instance_mapname("1@lhz"); mapannounce .@map$,"[Security System] Security system Activated !! Experimental animals are released. The persons concerned have to evacuate.",bc_map,"0xff9977"; - areamonster .@map$,35,159,50,169,"Starving Lab animal",MD_DESERT_WOLF,rand(10,15),instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + areamonster .@map$,35,159,50,169,"Starving Lab animal",MD_DESERT_WOLF,rand(10,15),instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; initnpctimer; end; OnDisable: - killmonster instance_mapname("1@lhz"),instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + killmonster instance_mapname("1@lhz"),instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; end; OnTimer180000: stopnpctimer; - if(mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) { + if(mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") < 1) { donpcevent instance_npcname("Lab1#1_1")+"::OnType_02"; mapannounce instance_mapname("1@lhz"),"[Security System] The Lab No.1's security system has been stopped.",bc_map,"0xff9977"; } else { @@ -2030,7 +2021,7 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ end; OnMyMobDead: - if(mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) { + if(mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") < 1) { donpcevent instance_npcname("Lab1#1_1")+"::OnType_02"; mapannounce instance_mapname("1@lhz"),"[Security System] The Lab No.1's security system has been stopped.",bc_map,"0xff9977"; stopnpctimer; @@ -2042,7 +2033,7 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ 1@lhz,39,168,0 script Manual Sheet#1_1 CLEAR_NPC,{ mes "There are valve manual sheets littered on the floor."; next; - if (getpartyleader(getcharid(1),2) == getcharid(0)) { + if (getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR)) { mes "You the party leader, started to read the manual."; next; mes "[Emergency Access Valve Manual]"; @@ -2119,7 +2110,7 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ 1@lhz,41,172,0 script Valve#1_2 CLEAR_NPC,{ .@open_portal = 0; mes "This is the left valve for the emergency access."; - if (getpartyleader(getcharid(1),2) == getcharid(0)) { + if (getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR)) { next; mes "To which direction do you wish to turn?"; next; @@ -2181,7 +2172,7 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ 1@lhz,52,172,0 script Valve#1_3 CLEAR_NPC,{ .@open_portal = 0; mes "This is the left valve for the emergency access."; - if (getpartyleader(getcharid(1),2) == getcharid(0)) { + if (getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR)) { next; mes "To which direction do you wish to turn?"; next; @@ -2451,7 +2442,7 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ OnTimer63000: for(.@i = 1; .@i < 7; .@i++) { - specialeffect EF_SUI_EXPLOSION, AREA, instance_npcname("Valve#2_"+.@i+""); + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, instance_npcname("Valve#2_"+.@i+""))); disablenpc instance_npcname("Valve#2_"+.@i+""); } 'broken_pipes += 1; @@ -2569,11 +2560,11 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ //== The Lab No.2 Valves =================================== - script bio4FLab2Valve FAKE_NPC,{ - if (getpartyleader(getcharid(1),2) == getcharid(0)) { + if (getpartyleader(getcharid(CHAR_ID_PARTY),2) == getcharid(CHAR_ID_CHAR)) { progressbar "0xffff00", 20; stopnpctimer; donpcevent instance_npcname("Lab2#2_2")+"::OnDisableValve1"; - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; } else { mes "Let your party leader handle the valve."; @@ -2581,16 +2572,16 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ } OnInstanceInit: - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnEnable: - enablenpc instance_npcname(strnpcinfo(0)); + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); initnpctimer; end; OnTimer3000: - specialeffect EF_DRAGONSMOKE,AREA,instance_npcname(strnpcinfo(0)); + specialeffect EF_DRAGONSMOKE,AREA,instance_npcname(strnpcinfo(NPC_NAME)); stopnpctimer; initnpctimer; end; @@ -2803,7 +2794,7 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ //== The Lab No.3 >> Boss's Room Warp portal =============== 1@lhz,83,62,0 script #potal_03 WARPNPC,2,2,{ - end; + end; OnInstanceInit: disablenpc instance_npcname("#potal_03"); @@ -2855,73 +2846,73 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ OnTimer1000: mapannounce instance_mapname("1@lhz"),"Whisper: Who are you....",bc_map,"0x7DCBF0"; - specialeffect EF_SPHERE,AREA,instance_npcname("Seyren Windsor#boss01"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Seyren Windsor#boss01"))); end; OnTimer2000: - specialeffect EF_SPHERE,AREA,instance_npcname("Cecile Damon#boss02"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Cecile Damon#boss02"))); end; OnTimer3000: mapannounce instance_mapname("1@lhz"),"Whisper: Do not approach more...",bc_map,"0x7DCBF0"; - specialeffect EF_SPHERE,AREA,instance_npcname("Gertie Wie#boss03"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Gertie Wie#boss03"))); end; OnTimer4000: - specialeffect EF_SPHERE,AREA,instance_npcname("Eremes Guile#boss04"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Eremes Guile#boss04"))); end; OnTimer5000: mapannounce instance_mapname("1@lhz"),"Whisper: This is a very dangerous place..",bc_map,"0x7DCBF0"; - specialeffect EF_SPHERE,AREA,instance_npcname("Trentini#boss05"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Trentini#boss05"))); end; OnTimer6000: - specialeffect EF_SPHERE,AREA,instance_npcname("Chen Liu#boss06"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Chen Liu#boss06"))); end; OnTimer7000: mapannounce instance_mapname("1@lhz"),"Whisper: You won't go out alive....",bc_map,"0x7DCBF0"; - specialeffect EF_SPHERE,AREA,instance_npcname("Alphochio Basil#boss07"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Alphochio Basil#boss07"))); end; OnTimer8000: - specialeffect EF_SPHERE,AREA,instance_npcname("Flamel Emul#boss08"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Flamel Emul#boss08"))); end; OnTimer9000: mapannounce instance_mapname("1@lhz"),"Whisper: If you don't want to be a part of us....",bc_map,"0x7DCBF0"; - specialeffect EF_SPHERE,AREA,instance_npcname("Randel Lawrence#boss09"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Randel Lawrence#boss09"))); end; OnTimer10000: - specialeffect EF_SPHERE,AREA,instance_npcname("Celia Alde#boss10"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Celia Alde#boss10"))); end; OnTimer11000: mapannounce instance_mapname("1@lhz"),"Whisper: Leave now....",bc_map,"0x7DCBF0"; - specialeffect EF_SPHERE,AREA,instance_npcname("Kathryne Keyron#boss11"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Kathryne Keyron#boss11"))); end; OnTimer12000: - specialeffect EF_SPHERE,AREA,instance_npcname("Margaretha Sorin#boss12"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Margaretha Sorin#boss12"))); end; OnTimer13000: mapannounce instance_mapname("1@lhz"),"Whisper: Before this place is thoroughly filled with sorrow and pain....",bc_map,"0x7DCBF0"; - specialeffect EF_SPHERE,AREA,instance_npcname("Howard Alt-Eisen#boss13"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Howard Alt-Eisen#boss13"))); end; OnTimer14000: - specialeffect EF_SPHERE,AREA,instance_npcname("Type_**Gren#boss14"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Type_**Gren#boss14"))); end; OnTimer15000: - specialeffect EF_SPHERE,AREA,instance_npcname("Type_**Roke#boss15"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Type_**Roke#boss15"))); end; OnTimer16000: - specialeffect EF_SPHERE,AREA,instance_npcname("Type_**Dree#boss16"); + specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Type_**Dree#boss16"))); end; OnTimer17000: @@ -2990,90 +2981,90 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ //== Bosses ================================================ - script bio4FBoss FAKE_NPC,{ - end; + end; - OnEnable: +OnEnable: .@map$ = instance_mapname("1@lhz"); - .@label$ = instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; + .@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; specialeffect EF_SUI_EXPLOSION; - if(strnpcinfo(0) == "Seyren Windsor#boss01") { + if(strnpcinfo(NPC_NAME) == "Seyren Windsor#boss01") { monster .@map$,129,154,"Load Knight Seyren",B_SEYREN,1,.@label$; } - if(strnpcinfo(0) == "Cecile Damon#boss02") { + if(strnpcinfo(NPC_NAME) == "Cecile Damon#boss02") { monster .@map$,125,150,"Sniper Cecile",B_SHECIL,1,.@label$; } - if(strnpcinfo(0) == "Gertie Wie#boss03") { + if(strnpcinfo(NPC_NAME) == "Gertie Wie#boss03") { monster .@map$,121,146,"Stalker Gertie",B_GERTIE,1,.@label$; } - if(strnpcinfo(0) == "Eremes Guile#boss04") { + if(strnpcinfo(NPC_NAME) == "Eremes Guile#boss04") { monster .@map$,117,142,"Assassin Cross Eremes",B_EREMES,1,.@label$; } - if(strnpcinfo(0) == "Trentini#boss05") { + if(strnpcinfo(NPC_NAME) == "Trentini#boss05") { monster .@map$,117,125,"Gypsy Trentini",B_TRENTINI,1,.@label$; } - if(strnpcinfo(0) == "Chen Liu#boss06") { + if(strnpcinfo(NPC_NAME) == "Chen Liu#boss06") { monster .@map$,121,121,"Champion Chen",B_CHEN,1,.@label$; } - if(strnpcinfo(0) == "Alphochio Basil#boss07") { + if(strnpcinfo(NPC_NAME) == "Alphochio Basil#boss07") { monster .@map$,125,117,"Crown Alphochio",B_ALPHOCCIO,1,.@label$; } - if(strnpcinfo(0) == "Flamel Emul#boss08") { + if(strnpcinfo(NPC_NAME) == "Flamel Emul#boss08") { monster .@map$,129,113,"Creator Flamel",B_FLAMEL,1,.@label$; } - if(strnpcinfo(0) == "Randel Lawrence#boss09") { + if(strnpcinfo(NPC_NAME) == "Randel Lawrence#boss09") { monster .@map$,146,113,"Paladin Randel",B_RANDEL,1,.@label$; } - if(strnpcinfo(0) == "Celia Alde#boss10") { + if(strnpcinfo(NPC_NAME) == "Celia Alde#boss10") { monster .@map$,150,117,"Professor Celia",B_CELIA,1,.@label$; } - if(strnpcinfo(0) == "Kathryne Keyron#boss11") { + if(strnpcinfo(NPC_NAME) == "Kathryne Keyron#boss11") { monster .@map$,154,121,"High Wizard Kathryne",B_KATRINN,1,.@label$; } - if(strnpcinfo(0) == "Margaretha Sorin#boss12") { + if(strnpcinfo(NPC_NAME) == "Margaretha Sorin#boss12") { monster .@map$,158,125,"High Priest Margaretha",B_MAGALETA,1,.@label$; } - if(strnpcinfo(0) == "Howard Alt-Eisen#boss13") { + if(strnpcinfo(NPC_NAME) == "Howard Alt-Eisen#boss13") { monster .@map$,158,142,"White Smith Howard",B_HARWORD,1,.@label$; } - disablenpc instance_npcname(strnpcinfo(0)); + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; - OnDisable: - killmonster instance_mapname("1@lhz"),instance_npcname(strnpcinfo(0))+"::OnMyMobDead"; - disablenpc instance_npcname(strnpcinfo(0)); +OnDisable: + killmonster instance_mapname("1@lhz"),instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); end; OnMyMobDead: - if (mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(0))+"::OnMyMobDead") < 1) { + if (mobcount(instance_mapname("1@lhz"), instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") < 1) { .@map$ = instance_mapname("1@lhz"); - if(strnpcinfo(0) == "Seyren Windsor#boss01") + if(strnpcinfo(NPC_NAME) == "Seyren Windsor#boss01") mapannounce .@map$,"Awww... Where are all my fellows....",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Cecile Damon#boss02") + else if (strnpcinfo(NPC_NAME) == "Cecile Damon#boss02") mapannounce .@map$,"Any..one, please help.. please.....",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Gertie Wie#boss03") + else if (strnpcinfo(NPC_NAME) == "Gertie Wie#boss03") mapannounce .@map$,".. did I act too.. rashly...?",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Eremes Guile#boss04") + else if (strnpcinfo(NPC_NAME) == "Eremes Guile#boss04") mapannounce .@map$,"Ah..... I am absolutely defeated....",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Trentini#boss05") + else if (strnpcinfo(NPC_NAME) == "Trentini#boss05") mapannounce .@map$,"ah.. If I.. ever can ... dance and.... sing...happily....",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Chen Liu#boss06") + else if (strnpcinfo(NPC_NAME) == "Chen Liu#boss06") mapannounce .@map$,"I.... am so .. sorry....",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Alphochio Basil#boss07") + else if (strnpcinfo(NPC_NAME) == "Alphochio Basil#boss07") mapannounce .@map$,"...the new song......was ....for.....her....",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Flamel Emul#boss08") + else if (strnpcinfo(NPC_NAME) == "Flamel Emul#boss08") mapannounce .@map$,"Ha...I wanted to show.... the new potion....",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Randel Lawrence#boss09") + else if (strnpcinfo(NPC_NAME) == "Randel Lawrence#boss09") mapannounce .@map$,"Wooooo.. everyone got defeated.....??",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Celia Alde#boss10") + else if (strnpcinfo(NPC_NAME) == "Celia Alde#boss10") mapannounce .@map$,"No..... this experiment is.....dang...",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Kathryne Keyron#boss11") + else if (strnpcinfo(NPC_NAME) == "Kathryne Keyron#boss11") mapannounce .@map$,"awww.. is everyone Ok....?",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Margaretha Sorin#boss12") + else if (strnpcinfo(NPC_NAME) == "Margaretha Sorin#boss12") mapannounce .@map$,"My good boy.. Don't cry... ah.... our Great Odin.. please save us...",bc_map,"0xFD3B02"; - else if (strnpcinfo(0) == "Howard Alt-Eisen#boss13") + else if (strnpcinfo(NPC_NAME) == "Howard Alt-Eisen#boss13") mapannounce .@map$,"oh...no.... can't breath.... and my sister...?? sister!!",bc_map,"0xFD3B02"; donpcevent instance_npcname("Wolfchev#last")+"::OnEnable"; - donpcevent instance_npcname(strnpcinfo(0))+"::OnDisable"; + donpcevent instance_npcname(strnpcinfo(NPC_NAME))+"::OnDisable"; } end; } diff --git a/npc/re/instances/ghost_palace.txt b/npc/re/instances/ghost_palace.txt new file mode 100644 index 000000000..6e77db2f8 --- /dev/null +++ b/npc/re/instances/ghost_palace.txt @@ -0,0 +1,837 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2016 Hercules Dev Team +//= Copyright (C) Asheraf +//= Copyright (C) pengc2010 +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Ghost Palace +//================= Current Version ======================================= +//= 1.1 +//========================================================================= + +dali02,44,129,5 script Unpleasent Royal Guard 4_M_SAKRAYROYAL,{ + if (BaseLevel < 120) { + mes("[Unpleasent Royal Guard]"); + mes("Althought I need help with a task, you are not strong enough to assist me, noob~!"); + next; + mes("[Unpleasent Royal Guard]"); + mes("Come back after when you have done some training and are at least level 120!"); + close(); + } + if (questprogress(1261)) { + mes("[Unpleasent Royal Guard]"); + mes("The monsters that attacked the palace are wandering around the secret entrance. It would be very bad if they spotted us... Please wait until the time limit for re-entrance passed."); + close(); + } + if (questprogress(1260)) { + if (has_instance("1@spa") == "") { + mes("[Unpleasent Royal Guard]"); + mes("Did the gate close?\r" + "Please enter the gate as soon as you can next time."); + erasequest 1260; + close(); + } + mes("[Unpleasent Royal Guard]"); + mes("Please go ahead, ^0000ffThe entrance is behind me.^000000\r" + "I will be right behind you!"); + close(); + } + .@party_id = getcharid(CHAR_ID_PARTY); + if (!.@party_id) { + mes("[Unpleasent Royal Guard]"); + mes("This is a solo instance. Please form a solo party before continuing."); + close(); + } + if (getcharid(CHAR_ID_CHAR) != getpartyleader(.@party_id,2)) { + mes("[Unpleasent Royal Guard]"); + mes("I'm looking for adventurers to help me!\r" + "I want to talk to the team leader, can I?"); + close(); + } + mes("[Unpleasent Royal Guard]"); + mes("I need some help, even from the likes of you."); + next; + mes("[Unpleasent Royal Guard]"); + mes("In the middle of the battle the princess disappeared while I was guarding the palace."); + next; + mes("[Unpleasent Royal Guard]"); + mes("You run ahead and i will catch up.\r" + "We must save her."); + next; + if (select("I will help.", "This is not a good time.") == 2) { + mes("[Unpleasent Royal Guard]"); + mes("Even now all the royal guards are fighting and dying to the monsters."); + next; + mes("[Unpleasent Royal Guard]"); + mes("We must save the princess no matter how much fear grips our hearts!"); + close(); + } + .@instance = instance_create("Ghost Palace", .@party_id); + .@p_name$ = getpartyname(.@party_id); + .@md_name$ = "Ghost Palace"; + if (.@instance < 0) { + mesf("Party Name: %s", .@p_name$); + mesf("Party Leader: %s", strcharinfo(PC_NAME)); + mesf("^0000FF%s^000000 - Reservation Failed!", .@md_name$); + close(); + } + if (instance_attachmap("1@spa", .@instance) != "") { + instance_set_timeout(3600, 300, .@instance); + instance_init(.@instance); + if (!questprogress(1260)) setquest 1260; + mes("[Unpleasent Royal Guard]"); + mes("Thank You..\r" + "I will open the secret passage to ^0000FFGhost Palace.^000000\r" + "Please be ready!"); + close(); + } else { + instance_destroy(.@instance); + mesf("^0000FF%s^000000 - Reservation Failed!", .@md_name$); + close(); + } +} + +dali02,41,134,0 script Interdimensional Device::gpportal PORTAL,{ + if (BaseLevel < 120) { + mes("[Unpleasent Royal Guard]"); + mes("Althought I need help with a task, you are not strong enough to assist me, noob~!"); + next; + mes("[Unpleasent Royal Guard]"); + mes("Come back after when you have done some training and are at least level 120!"); + close(); + } + if (questprogress(1261)) { + if (questprogress(1261, PLAYTIME) == 2) { + erasequest 1261; + if (questprogress(1260)) + erasequest 1260; + end; + } + mes("[Unpleasent Royal Guard]"); + mes("The monsters that attacked the palace are wandering around the secret entrance. It would be very bad if they spotted us... Please wait until the time limit for re-entrance passed."); + close(); + } + if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id,2) && !questprogress(1260)) { + mes("[Unpleasent Royal Guard]"); + mes("I'm looking for adventurers to help me!\r" + "I want to talk to the team leader, can I?"); + close(); + } + mes("[Unpleasent Royal Guard]"); + mes("I can see the secret passage into the Palace... Are you ready to save the princess?!"); + next; + if (select("Enter", "Stop") == 2) { + mes("[Unpleasent Royal Guard]"); + mes("Even now all the royal guards are fighting and dying to the monsters."); + next; + mes("[Unpleasent Royal Guard]"); + mes("We must save the princess no matter how much fear grips our hearts!"); + close(); + } + if (has_instance("1@spa") == "") { + mes("^FF0000Inside the device you see a dark hole. If you wish to enter you may wish to talk to the Unpleasant Royal Guard first.^000000"); + close(); + } + mapannounce("dali", sprintf(_$("%s of the party, %s, is entering the Ghost Palace."), strcharinfo(PC_NAME), getpartyname(getcharid(CHAR_ID_PARTY))), bc_map, C_SPRINGGREEN); + if (!questprogress(1260)) setquest 1260; + setquest 1261; + warp("1@spa", 198, 188); + close(); +} + +1@spa,197,204,5 script King#gp1 4_M_RUSKING,{ + mes("[King]"); + mes("You are hereby appointed as the personal guard to Princess Tiara. I trust your loyalty above all else."); + npctalk(_("You are hereby appointed as the personal guard to Princess Tiara. I trust your loyalty above all else."), instance_npcname("King#gp1")); + next; + mes("[Lurid Royal Guard]"); + mes("I will protect the Princess with my life."); + npctalk(_("I will protect the Princess with my life."), instance_npcname("Lurid Royal Guard#gp1")); + next; + mes("[King]"); + mes("The marriage arrangements are going as planned. The prince is here to meet the princess."); + npctalk(_("The marriage arrangements are going as planned. The prince is here to meet the princess."), instance_npcname("King#gp1")); + next; + mes("[Lurid Royal Guard]"); + mes("...Yes, your majesty."); + npctalk(_("...Yes, your majesty."), instance_npcname("Lurid Royal Guard#gp1")); + next; + mes("[King]"); + mes("My gods, there are monsters in the castle! Get rid of them now!"); + npctalk(_("My gods, there are monsters in the castle! Get rid of them now!"), instance_npcname("King#gp1")); + close2(); + donpcevent instance_npcname("#gp1control")+"::OnStart"; + end; +} + +1@spa,1,1,1 script #gp1control HIDDEN_NPC,{ + end; +OnStart: + hideonnpc instance_npcname("Lurid Royal Guard#gp1"); + hideonnpc instance_npcname("King#gp1"); + sleep 1000; +OnSummon: + sleep 2000; + .@map$ = instance_mapname("1@spa"); + areamonster(.@map$, 182, 190, 214, 214, _("Cursed Sentinel"), CURSED_SENTINEL, 2, instance_npcname("#gp1control")+"::OnMyMobDead"); + areamonster(.@map$, 182, 190, 214, 214, _("Cursed Solider"), CURSED_SOLDIER, 2, instance_npcname("#gp1control")+"::OnMyMobDead"); + end; +OnMyMobDead: + if (mobcount(instance_mapname("1@spa"), instance_npcname("#gp1control")+"::OnMyMobDead")) + end; + if ('gp1 < 2) { + ++'gp1; + donpcevent instance_npcname("#gp1control")+"::OnSummon"; + end; + } + mapannounce(instance_mapname("1@spa"), _("The passage on 2nd floor in the palace of the ghost is open."), bc_map, C_YELLOW); + enablenpc instance_npcname("#gp1warp"); + disablenpc instance_npcname("#gp1control"); + end; +OnInstanceInit: + 'gp1 = 0; + disablenpc instance_npcname("#gp1warp"); + end; +} + +1@spa,132,122,0 script Lurid Royal Guard#gp2 4_M_SAKRAYROYAL,{ + cutin("npc-tiara", 3); + mes("[Lurid Royal Guard]"); + mes("Your Highness, the King has invited a prince from a neighboring country to be your betrothed. Be ready to meet him..."); + npctalk(_("Your Highness, the King has invited a prince from a neighboring country to be your betrothed. Be ready to meet him..."), instance_npcname("Lurid Royal Guard#gp2")); + next; + mes("[Princess Tiara]"); + mes("If...if a marriage is arranged what should I do ?"); + npctalk(_("If...if a marriage is arranged what should I do ?"), instance_npcname("Tiara Princess#gp2")); + next; + mes("[Lurid Royal Guard]"); + mes("The only thing I can do is protect you from physical harm."); + npctalk(_("The only thing I can do is protect you from physical harm."), instance_npcname("Lurid Royal Guard#gp2")); + next; + mes("[Princess Tiara]"); + mes("Then, what can I do?"); + npctalk(_("Then, what can I do?"), instance_npcname("Tiara Princess#gp2")); + next; + mes("[Lurid Royal Guard]"); + mes("......"); + mes("You must decide that for yourself your highness..."); + npctalk(_("You must decide that for yourself your highness..."), instance_npcname("Lurid Royal Guard#gp2")); + next; + mes("[Princess Tiara]"); + mes("Would it be easier for you if I were married and sent off to another country?"); + npctalk(_("Would it be easier for you if I were married and sent off to another country?"), instance_npcname("Tiara Princess#gp2")); + next; + cutin("", 255); + mes("[Lurid Royal Guard]"); + mes("I will alway stand by you and protect you forever."); + npctalk(_("I will alway stand by you and protect you forever."), instance_npcname("Lurid Royal Guard#gp2")); + next; + mes("[Princess Tiara]"); + mes("Monsters in the castle? Protect me!"); + npctalk(_("Monsters in the castle? Protect me!"), instance_npcname("Tiara Princess#gp2")); + next; + mes("[Lurid Royal Guard]"); + mes("Step back, Let's go!"); + npctalk(_("Step back, Let's go!"), instance_npcname("Lurid Royal Guard#gp2")); + close2(); + donpcevent instance_npcname("#gp2control")+"::OnStart"; + end; +} + +1@spa,1,1,1 script #gp2control HIDDEN_NPC,{ + end; +OnStart: + hideonnpc instance_npcname("Lurid Royal Guard#gp2"); + hideonnpc instance_npcname("Tiara Princess#gp2"); + sleep 1000; +OnSummon: + sleep 2000; + .@map$ = instance_mapname("1@spa"); + areamonster(.@map$, 143, 96, 94, 143, _("Broken Mind"), BROKEN_MIND, 3, instance_npcname("#gp2control")+"::OnMyMobDead"); + areamonster(.@map$, 143, 96, 94, 143, _("Floating Word"), FLOATING_WORD, 4, instance_npcname("#gp2control")+"::OnMyMobDead"); + areamonster(.@map$, 143, 96, 94, 143, _("Like Love"), LIKE_LOVE, 3, instance_npcname("#gp2control")+"::OnMyMobDead"); + end; +OnMyMobDead: + if (mobcount(instance_mapname("1@spa"), instance_npcname("#gp2control")+"::OnMyMobDead")) + end; + mapannounce(instance_mapname("1@spa"), _("The passage on the 3rd floor of the palace is open."), bc_map, C_YELLOW); + enablenpc instance_npcname("#gp2warp"); + disablenpc instance_npcname("#gp2control"); + end; +OnInstanceInit: + disablenpc instance_npcname("#gp2warp"); + end; +} + +1@spa,32,54,1 script King#gp3 4_M_RUSKING,{ + mes("[King]"); + mes("It was you who brought the monsters here, you want to get rid of me and have the princess for yourself?"); + npctalk(_("It was you who brought the monsters here, you want to get rid of me and have the princess for yourself?"), instance_npcname("King#gp3")); + next; + mes("[Lurid Royal Guard]"); + mes("It's a trap, you should trust me, your majesty!"); + npctalk(_("It's a trap, you should trust me, your majesty!"), instance_npcname("Lurid Royal Guard#gp3")); + next; + mes("[King]"); + mes("Shut up! You're betrayed me ! I trusted you... you must pay for your disgrace."); + npctalk(_("Shut up! You're betrayed me ! I trusted you... you must pay for your disgrace."), instance_npcname("King#gp3")); + next; + mes("[King]"); + mes("You will suffer for the rest of your life."); + npctalk(_("You will suffer for the rest of your life."), instance_npcname("King#gp3")); + close2(); + donpcevent instance_npcname("#gp3control")+"::OnStart"; + end; +} + +1@spa,54,28,0 script #gp3warp WARPNPC,1,1,{ + if (!'gp5) + warp("1@spa", 218, 186); + else { + if (questprogress(40024)) + completequest 40024; + mes("It is time to leave Palace of the ghost.\r" + "Everything is completed.\r" + "Everything will be vanished..."); + close2(); + if (first_time_gpmission) + getitem(Gray_Shard, 1); + if (!first_time_gpmission) { + getitem(Gray_Shard, 2); + getexp(900000, 500000); + ++first_time_gpmission; + } + warp("dali02", 49, 127); + end; + } + end; +} + +1@spa,35,56,1 script Ominous Voice#gp3 4_TRACE,{ + end; +OnStart: + initnpctimer; + end; +OnTimer3000: + npctalk(_("Oh, faithful royal guard, you are trapped.")); + end; +OnTimer6000: + npctalk(_("The conspiracy in the palace has your princess in grave danger...")); + end; +OnTimer9000: + npctalk(_("Who are you? Show yourself!"), instance_npcname("Lurid Royal Guard#gp3")); + end; +OnTimer12000: + npctalk(_("Ah... so you do hear me?")); + end; +OnTimer15000: + npctalk(_("...?"), instance_npcname("Lurid Royal Guard#gp3")); + end; +OnTimer18000: + npctalk(_("I...I..."), instance_npcname("Lurid Royal Guard#gp3")); + end; +OnTimer21000: + npctalk(_("Kukuku... What do you want boy?")); + end; +OnTimer24000: + stopnpctimer; + hideonnpc instance_npcname("Ominous Voice#gp3"); + hideonnpc instance_npcname("Lurid Royal Guard#gp3"); + donpcevent instance_npcname("#gp3control")+"::OnSummon"; + end; +} + +1@spa,1,1,1 script #gp3control HIDDEN_NPC,{ + end; +OnStart: + hideonnpc instance_npcname("King#gp3"); + hideonnpc instance_npcname("Soldier#gp3_1"); + hideonnpc instance_npcname("Soldier#gp3_2"); + hideonnpc instance_npcname("Soldier#gp3_3"); + hideonnpc instance_npcname("Captain of the Guard#gp3"); + donpcevent instance_npcname("Ominous Voice#gp3")+"::OnStart"; + end; +OnSummon: + initnpctimer; + .@map$ = instance_mapname("1@spa"); + 'talkid[0] = areamonster(.@map$, 61, 63, 24, 24, _("Cursed Memory"), CURSED_MEMORY, 2 + 'gp3, instance_npcname("#gp3control")+"::OnMyMobDead"); + 'talkid[1] = areamonster(.@map$, 61, 63, 24, 24, _("Colorless Vow"), COLORLESS_VOW, 3 + 'gp3, instance_npcname("#gp3control")+"::OnMyMobDead"); + 'talkid[2] = areamonster(.@map$, 61, 63, 24, 24, _("Old Friendship"), OLD_FRIENDSHIP, 2 + 'gp3, instance_npcname("#gp3control")+"::OnMyMobDead"); + end; +OnTimer2000: + stopnpctimer; + unittalk('talkid[0], _("Faithful Guards")); + unittalk('talkid[1], _("Run!")); + unittalk('talkid[2], _("Being framed...")); + end; +OnMyMobDead: + if (mobcount(instance_mapname("1@spa"), instance_npcname("#gp3control")+"::OnMyMobDead")) + end; + if (!'gp3) { + mapannounce instance_mapname("1@spa"), "The passage on the 4rd floor of the palace is open.", bc_map, C_YELLOW; + enablenpc instance_npcname("#gp3warp"); + donpcevent instance_npcname("#gp4control")+"::OnSummon"; + disablenpc instance_npcname("#gp1warp"); + } + ++'gp3; + if ('gp3 < 5) + donpcevent instance_npcname("#gp3control")+"::OnSummon"; + else { + stopnpctimer; + disablenpc instance_npcname("#gp3control"); + } + end; +OnInstanceInit: + disablenpc instance_npcname("#gp3warp"); + 'gp3 = 0; + end; +} + +1@spa,199,214,1 script Lurid Royal Guard#gp4 4_M_SAKRAYROYAL,{ + mes("[Lurid Royal Guard]"); + mes("Where is Princess Tiara?"); + npctalk(_("Where is Princess Tiara?"), instance_npcname("Lurid Royal Guard#gp4")); + next; + mes("[Visiting Prince]"); + mes("You are too late... but you brought what I was looking for. Thanks for your help."); + npctalk(_("You are too late... but you brought what I was looking for. Thanks for your help."), instance_npcname("Visiting Prince#gp4")); + next; + mes("[Visiting Prince]"); + mes("Cursed Thanatos Magic Trace! Are you ready to have a new master?"); + npctalk(_("Cursed Thanatos Magic Trace! Are you ready to have a new master?"), instance_npcname("Visiting Prince#gp4")); + next; + cutin("tartanos", 3); + mes("[Thanatos Magic Trace]"); + mes("How dare you!"); + npctalk(_("How dare you!"), instance_npcname("Thanatos Magic Trace#gp4")); + next; + mes("[Visiting Prince]"); + mes("Aah, aah!!!"); + npctalk(_("Aah, aah!!!"), instance_npcname("Visiting Prince#gp4")); + close2(); + cutin("", 255); + donpcevent instance_npcname("#gp4control")+"::OnBoss"; + end; +} + +1@spa,1,1,1 script #gp4control HIDDEN_NPC,{ + end; +OnStart: + end; +OnSummon: + .@map$ = instance_mapname("1@spa"); + areamonster(.@map$, 182, 217, 214, 188, _("Cursed Sentinel"), CURSED_SENTINEL, rand(2,3), instance_npcname("#gp4control")+"::OnMyMobDead"); + areamonster(.@map$, 182, 217, 214, 188, _("Sweet Slaughter"), SWEET_SLAUGHTER, rand(2,3), instance_npcname("#gp4control")+"::OnMyMobDead"); + end; +OnMyMobDead: + if (mobcount(instance_mapname("1@spa"), instance_npcname("#gp4control")+"::OnMyMobDead")) + end; + ++'gp4; + if ('gp4 > 3) + donpcevent instance_npcname("#gp4control")+"::OnStory"; + else + donpcevent instance_npcname("#gp4control")+"::OnSummon"; + end; +OnStory: + for(.@i = 1; .@i <= 4; ++.@i) + enablenpc instance_npcname("Soldier's Corpse#gp4_"+.@i); + enablenpc instance_npcname("Captain's Corpse#gp4"); + enablenpc instance_npcname("King's Corpse#gp4"); + enablenpc instance_npcname("Lurid Royal Guard#gp4"); + enablenpc instance_npcname("Thanatos Magic Trace#gp4"); + enablenpc instance_npcname("Visiting Prince#gp4"); + end; +OnBoss: + for(.@i = 1; .@i <= 4; ++.@i) + hideonnpc instance_npcname("Soldier's Corpse#gp4_"+.@i); + hideonnpc instance_npcname("Captain's Corpse#gp4"); + hideonnpc instance_npcname("King's Corpse#gp4"); + hideonnpc instance_npcname("Lurid Royal Guard#gp4"); + hideonnpc instance_npcname("Thanatos Magic Trace#gp4"); + hideonnpc instance_npcname("Visiting Prince#gp4"); + sleep 1000; + monster(instance_mapname("1@spa"), 197, 218, _("Torturous Redeemer"), TORTUROUS_REDEEMER, 1, instance_npcname("#gp4control")+"::OnBossDead"); + end; +OnBossDead: + monster(instance_mapname("1@spa"), 197, 180, _("Sweet Slaughter"), SWEET_SLAUGHTER, 1, instance_npcname("#gp4control")+"::OnMobDead"); + end; +OnMobDead: + mapannounce instance_mapname("1@spa"), "The passage on the 5th floor of the palace is open.", bc_map, C_YELLOW; + enablenpc instance_npcname("#gp4warp"); + donpcevent instance_npcname("#gp5control")+"::OnStart"; + disablenpc instance_npcname("#gp4control"); + end; +OnInstanceInit: + disablenpc instance_npcname("#gp4warp"); + for(.@i = 1; .@i <= 4; ++.@i) + disablenpc instance_npcname("Soldier's Corpse#gp4_"+.@i); + disablenpc instance_npcname("Captain's Corpse#gp4"); + disablenpc instance_npcname("King's Corpse#gp4"); + disablenpc instance_npcname("Lurid Royal Guard#gp4"); + disablenpc instance_npcname("Thanatos Magic Trace#gp4"); + disablenpc instance_npcname("Visiting Prince#gp4"); + 'gp4 = 0; + end; +} + +1@spa,57,42,0 script Lurid Royal Guard#gp5 4_M_SAKRAYROYAL,{ + mes("[Princess Tiara]"); + mes("You kept your promise."); + npctalk(_("You kept your promise."), instance_npcname("Tiara Princess#gp5")); + next; + mes("[Lurid Royal Guard]"); + mes("princess!"); + npctalk(_("princess"), instance_npcname("Lurid Royal Guard#gp5")); + next; + cutin("npc-tiara", 3); + mes("[Princess Tiara]"); + mes("Thank you..now I can rest at beside you..."); + npctalk(_("Thank you..now I can rest at beside you..."), instance_npcname("Tiara Princess#gp5")); + next; + mes("[Lurid Royal Guard]"); + mes("No..NO!!!!!!"); + npctalk(_("No..NO!!!!!!"), instance_npcname("Lurid Royal Guard#gp5")); + next; + mes("[The Voice of Princess Tiara]"); + mes("I want to be with you forever in peace...forever..."); + npctalk(_("I want to be with you forever in peace...forever..."), instance_npcname("Tiara Princess#gp5")); + next; + cutin("b-tiara", 3); + mes("[Lurid Royal Guard]"); + mes("no.....Ahh ahh ahh!!!~!"); + npctalk(_("no.....Ahh ahh ahh!!!~!"), instance_npcname("Lurid Royal Guard#gp5")); + next; + mes("[The Voice of Princess Tiara]"); + mes("I love you..."); + npctalk(_("I love you..."), instance_npcname("Tiara Princess#gp5")); + close2(); + cutin("", 255); + donpcevent instance_npcname("#gp5control")+"::OnStart2"; + end; +} + +1@spa,40,44,6 script Sakray#gp5 4_M_SAKRAY,{ + cutin("sakray", 3); + mes("[Lurid Royal Guard]"); + mes("Are you satisfied..? Thanatos Magic Trace?"); + npctalk(_("Are you satisfied..? Thanatos Magic Trace?"), instance_npcname("Sakray#gp5")); + next; + mes("[Thanatos Magic Trace]"); + mes("I need more blood..Sakray, offer me his blood."); + npctalk(_("I need more blood..Sakray, offer me his blood."), instance_npcname("Thanatos Magic Trace#gp5")); + next; + mes("[Sakray]"); + mes("Okay, that is good. A traveler.\r" + "Did you see?"); + npctalk(_("Okay, that is good. A traveler. Did you see?"), instance_npcname("Sakray#gp5")); + next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Sakray, What do you want sympathy? Or is it a trap?"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Sakray, What do you want sympathy? Or is it a trap?")); + next; + mes("[Sakray]"); + mes("Non...I did not need to make an effort to catch a novice."); + npctalk(_("Non...I did not need to make an effort to catch a novice."), instance_npcname("Sakray#gp5")); + next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("If so... then why...?"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("If so... then why...?")); + next; + cutin("cry-b", 3); + mes("[Sakray]"); + mes("I wanted to get rid of a piece of humanity inside of me through you."); + npctalk(_("I wanted to get rid of a piece of humanity inside of me through you."), instance_npcname("Sakray#gp5")); + next; + mes("[Sakray]"); + mes("I am quite satisfied with the result."); + next; + mes("[Thanatos Magic Trace]"); + mes("Sakray, offer the blood to me now!"); + npctalk(_("Sakray, offer the blood to me now!"), instance_npcname("Thanatos Magic Trace#gp5")); + next; + mes("[Sakray]"); + mes("If you were me, what would you do?"); + next; + mes("[Sakray]"); + mes("Can you set yourself free from this curse?"); + next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("..."); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("...")); + next; + mes("[Sakray]"); + mes("Heh heh... I will keep watching you until the day you grow up enough."); + next; + mes("[Sakray]"); + mes("I am willing to hunt you later for Thanatos."); + next; + cutin("", 255); + mes("[Sakray]"); + mes("Farewell then."); + close2(); + donpcevent instance_npcname("#gp5control")+"::OnEnd"; + hideonnpc instance_npcname("Sakray#gp5"); + hideonnpc instance_npcname("Thanatos Magic Trace#gp5"); + end; +} + +1@spa,1,1,1 script #gp5control HIDDEN_NPC,{ + end; +OnStart: + stopnpctimer instance_npcname("#gp3control"); + disablenpc instance_npcname("#gp3control"); + killmonster instance_mapname("1@spa"), "All"; + disablenpc instance_npcname("#gp3warp"); + enablenpc instance_npcname("Lurid Royal Guard#gp5"); + enablenpc instance_npcname("Tiara Princess#gp5"); + end; +OnStart2: + hideonnpc instance_npcname("Lurid Royal Guard#gp5"); + hideonnpc instance_npcname("Tiara Princess#gp5"); + sleep 2000; +OnSummon: + initnpctimer; + .@map$ = instance_mapname("1@spa"); + 'talkid[0] = areamonster(.@map$, 61, 63, 24, 24, _("Forgotten Name"), FORGOTTEN_NAME, rand(1,2), instance_npcname("#gp5control")+"::OnMyMobDead"); + 'talkid[1] = areamonster(.@map$, 61, 63, 24, 24, _("Colorless Vow"), COLORLESS_VOW, 2, instance_npcname("#gp5control")+"::OnMyMobDead"); + 'talkid[2] = areamonster(.@map$, 61, 63, 24, 24, _("Sweet Slaughter"), SWEET_SLAUGHTER, rand(1,2), instance_npcname("#gp5control")+"::OnMyMobDead"); + end; +OnTimer2000: + stopnpctimer; + unittalk('talkid[0], _("What is this..??")); + unittalk('talkid[1], _("Wake up! look at us... We are monsters?")); + unittalk('talkid[2], _("Sakray killed the princess!")); + end; +OnMyMobDead: + if (mobcount(instance_mapname("1@spa"), instance_npcname("#gp5control")+"::OnMyMobDead")) + end; + ++'gp5; + if ('gp5 > 2) + donpcevent instance_npcname("#gp5control")+"::OnStory"; + else + donpcevent instance_npcname("#gp5control")+"::OnSummon"; + end; +OnBossDead: + enablenpc instance_npcname("Sakray#gp5"); + enablenpc instance_npcname("Thanatos Magic Trace#gp5"); + end; +OnStory: + stopnpctimer; + 'BossID = monster(instance_mapname("1@spa"), 44, 47, _("Torturous Redeemer"), E_TORTUROUS_REDEEMER, 1, instance_npcname("#gp5control")+"::OnBossDead"); + unittalk('BossID, _("Thanatos Magic Trace! I will destroy you if I can't have you... Oh no! How could this be?")); + sleep 3000; + unitkill 'BossID; + end; +OnEnd: + hideoffnpc instance_npcname("Voice of Princess Tiara"); + hideoffnpc instance_npcname("Voice of Sakray"); + hideoffnpc instance_npcname("Thanatos Magic Trace"); + npctalk(_("What can I do for you?"), instance_npcname("Voice of Princess Tiara")); + sleep 3000; + npctalk(_("I will always stand by you. Please reset beside me."), instance_npcname("Voice of Sakray")); + sleep 3000; + npctalk(_("Your soul is mine until you find the blood that satisfies me.."), instance_npcname("Thanatos Magic Trace")); + sleep 3000; + npctalk(_("Reset in the shadow with me."), instance_npcname("Voice of Sakray")); + sleep 3000; + npctalk(_("In the dark forever..."), instance_npcname("Voice of Sakray")); + sleep 3000; + mapannounce(instance_mapname("1@spa"), _("It is time to leave the Ghost Palace."), bc_map, C_YELLOW); + enablenpc instance_npcname("King#gpend"); + enablenpc instance_npcname("#gp3warp"); + hideonnpc instance_npcname("Voice of Princess Tiara"); + hideonnpc instance_npcname("Voice of Sakray"); + hideonnpc instance_npcname("Thanatos Magic Trace"); + end; +OnInstanceInit: + disablenpc instance_npcname("Lurid Royal Guard#gp5"); + disablenpc instance_npcname("Tiara Princess#gp5"); + disablenpc instance_npcname("Thanatos Magic Trace#gp5"); + disablenpc instance_npcname("Sakray#gp5"); + disablenpc instance_npcname("King#gpend"); + hideonnpc instance_npcname("Voice of Princess Tiara"); + hideonnpc instance_npcname("Voice of Sakray"); + hideonnpc instance_npcname("Thanatos Magic Trace"); + 'gp5 = 0; + end; +} + +1@spa,48,29,1 script King#gpend 4_M_RUSKING,{ + mes("[King]"); + mes("Hey there, are you alive?\r" + "I did not expect to meet someone alive"); + next; + mes("[King]"); + mes("Do you possibly have ^009900Gray Piece^000000?\r" + "Can you give it to me?\r" + "The old memory of faithful royal guard,\r" + "the memory of everyone he loved becomes broken pieces and are contained inside of them."); + next; + mes("[King]"); + mes("Will you give ^009900Gray Piece^000000 to me?\r" + "The guilt is eating my soul.\r" + "My soul is stuck in ghost palace."); + next; + mes("[King]"); + mes("I am collecting Sakray's abandoned memories from these shards."); + next; + mes("[King]"); + mes("If you give any Gray Shards to me, I can make equipment for you."); + next; + mes("[King]"); + mes("The cursed knight...\r" + "Please help me save the soul of Sakray."); + next; + setarray(.@items_list, + Thanos_Sword, Thanos_Great_Sword, Thanos_Spear, Thanos_Long_Spear, Thanos_Staff, Thanos_Rod, Thanos_Bow, + Thanos_Dagger, Thanos_Katar, Thanos_Knuckle, Thanos_Hammer, Thanos_Axe, Thanos_Violin, Thanos_Whip, Shield_Of_Gray, + Armor_Of_Gray, Gray_Robe, Cloak_Of_Gray, Boots_Of_Gray, Gray_Helmet); + + setarray .@cost, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 200, 100, 100, 100, 100, 100, 100; + .@menulist$ = ""; + for (.@i = 0; .@i < getarraysize(.@items_list); ++.@i) + .@menulist$ += getitemname(.@items_list[.@i])+":"; + while (true) { + .@choice = select(.@menulist$, "Cancel") - 1; + if (.@choice == getarraysize(.@items_list)) { + mes("[King]"); + mes("Someday, Sakray will get out of his curse for sure.\r" + "I believe collecting Gray Shards is the only method to save him."); + close(); + } + next; + mes("[King]"); + mesf("to make a ^FF0000%s^000000 \r" + "I need %d ^009900Gray Shard^000000", getitemname(.@items_list[.@choice]), .@cost[.@choice]); + switch (select("Cancel", "hand over "+.@cost[.@choice]+" Gray Shard.")) { + case 1: + next; + mes("[King]"); + mes("Someday, Sakray will get out of curse for sure. I believe"); + next; + break; + case 2: + next; + if (countitem(Gray_Shard) < .@cost[.@choice]) { + mes("[King]"); + mes("You don't have enough Gray Shards."); + mesf("I need %d Gray Shards to make a ^FF0000%s.^000000", .@cost[.@choice], getitemname(.@items_list[.@choice])); + break; + } + mes("[King]"); + mesf("I will make a ^FF0000%s^000000 \r" + "with %d ^009900Gray Shard^000000", getitemname(.@items_list[.@choice]), .@cost[.@choice]); + next; + mes("[King]"); + mes("You see a light through the folded hands of the king and it gradually takes on a shape."); + next; + mes("[King]"); + mesf("All right, it is done.\r" + "Take this ^FF0000%s.^000000\r" + "Use it to confront Sakray and Thanatos.", getitemname(.@items_list[.@choice])); + next; + mes("[King]"); + mes("The power requires a sacrifice.\r" + "Please be careful..."); + delitem(Gray_Shard, .@cost[.@choice]); + getitem .@items_list[.@choice], 1; + close(); + } + } +} + +// 1st floor npc's +1@spa,198,201,1 script Lurid Royal Guard#gp1 4_M_SAKRAYROYAL,{ + end; +} +1@spa,197,217,0 warp #gp1warp 1,1,1@spa,114,120 + +// 2nd floor npc's +1@spa,135,125,3 script Tiara Princess#gp2 4_F_MAYSEL,{ + end; +} +1@spa,117,137,0 warp #gp2warp 1,1,1@spa,60,43 + +// 3rd floor npc's +1@spa,30,58,5 script Lurid Royal Guard#gp3 4_M_SAKRAY_TIED,{ + end; +} +1@spa,28,52,0 script Captain of the Guard#gp3 4_M_KY_KNT,{ + end; +} +1@spa,30,52,0 script Soldier#gp3_1 4_M_KY_SOLD,{ + end; +} +1@spa,34,53,1 script Soldier#gp3_2 4_M_CRU_SOLD,{ + end; +} +1@spa,25,53,0 script Soldier#gp3_3 4_M_CRU_SOLD,{ + end; +} + +// 4th floor npc's +1@spa,201,198,1 script Soldier's Corpse#gp4_1 4_M_DIEMAN,{ + end; +} +1@spa,191,207,0 script Soldier's Corpse#gp4_2 4_M_DIEMAN,{ + end; +} +1@spa,206,209,0 script Soldier's Corpse#gp4_3 4_M_DIEMAN,{ + end; +} +1@spa,189,193,0 script Soldier's Corpse#gp4_4 4_M_DIEMAN,{ + end; +} +1@spa,211,194,4 script Captain's Corpse#gp4 4_M_LIEMAN,{ + end; +} +1@spa,194,214,5 script King's Corpse#gp4 4_M_TRISTAN,{ + end; +} +1@spa,197,218,5 script Visiting Prince#gp4 4_M_KNIGHT_SILVER,{ + end; +} +1@spa,197,218,0 script Thanatos Magic Trace#gp4 HIDDEN_WARP_NPC,{ + end; +} +1@spa,178,186,0 warp #gp4warp 1,1,1@spa,30,57 + +// 5th floor npc's +1@spa,60,43,3 script Tiara Princess#gp5 4_F_MAYSEL,{ + end; +} +1@spa,40,44,0 script Thanatos Magic Trace#gp5 HIDDEN_WARP_NPC,{ + end; +} +1@spa,40,46,0 script Voice of Princess Tiara CLEAR_NPC,{ + end; +} +1@spa,42,43,0 script Voice of Sakray CLEAR_NPC,{ + end; +} +1@spa,40,41,0 script Thanatos Magic Trace CLEAR_NPC,{ + end; +} + diff --git a/npc/re/instances/octopus_cave.txt b/npc/re/instances/octopus_cave.txt new file mode 100644 index 000000000..b134742c9 --- /dev/null +++ b/npc/re/instances/octopus_cave.txt @@ -0,0 +1,699 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2013-2016 Hercules Dev Team +//= Copyright (C) Euphy +//= Copyright (C) Muad_Dib +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Octopus Cave +//================= Description =========================================== +//= Defeat the Disgusting Octopus. +//================= Current Version ======================================= +//= 1.1 +//========================================================================= + +//== Instance Creation ===================================== +mal_dun01,151,235,5 script Starfish 4_ASTER,{ + + .@party_id = getcharid(CHAR_ID_PARTY); + .@md_name$ = "Octopus Cave"; + + if (!.@party_id) { + mes("[Starfish]"); + mes("You alone is powerless, hehe! Better get someone to help you out. Make a party, and come back later."); + close; + } + if (getcharid(CHAR_ID_CHAR) != getpartyleader(.@party_id, 2)) { + mes("[Starfish]"); + mes("Where is your leader, hehe. I don't talk to some random people. Bring your boss to me."); + close; + } + mes("[Starfish]"); + mes("I am guarding here, hehe! It is just roughly blocked for now. But someday this cave must be sealed forever, hehe!"); + next; + while(1) { + switch (select("Ask what's going on.", "Ask to open the gate.", "Go to other location.")) { + case 1: + mes("[Starfish]"); + mes("Lately, our Starfish lady is suffering with some issues, ooh ooh. Something bad happen in this peaceful place, hehe!"); + next; + mes("[Starfish]"); + mes("Weird looking limbs came out from the hole there, tried to kidnap our lady Starfish. Ooh Ooh."); + next; + mes("[Starfish]"); + mes("It seems those limbs belong to that ugly octopus. That monster should be taken care of,\r" + "but it's hard for ourselves only to make it happen, hehe."); + next; + mes("[Starfish]"); + mes("I want to find someone special, and ask to punish this ugly octopus.\r" + "I hope this octopus won't ever harass our lady, hehe."); + next; + mes("[Starfish]"); + mes("Go catch that octopus and stick it to this pick. If you bring back the pick,\r" + "I will open this gate for a while. You should challenge if you are interested, hehe."); + next; + break; + case 2: + .@playtime = questprogress(4197, PLAYTIME); + if (.@playtime == 1) { + mes("[Starfish]"); + mes("Octopus is not around now, hehe. Please come back later."); + close; + } + if (.@playtime == 2) erasequest 4197; + if (countitem(Octopus_Hunt_Stick)) { + .@instance = instance_create(.@md_name$, .@party_id); + if (.@instance < 0) { + mes("[Starfish]"); + mesf("Party name is... %s.", getpartyname(.@party_id)); + mesf("Party leader is... %s.", strcharinfo(PC_NAME)); + mesf("^0000FF%s^000000, I cannot open now, hehe.", .@md_name$); + mes("Now is not the time, please wait."); + close; + } + if (instance_attachmap("1@cash", .@instance) == "") { + mesf("^0000FF%s^000000 - Reservation Failed!", .@md_name$); + instance_destroy(.@instance); + close; + } + instance_set_timeout(3600, 300, .@instance); + instance_init(.@instance); + + mes("[Starfish]"); + mesf("I will open the gate for a while to ^0000FF%s^000000.", .@md_name$); + mes("Please catch that pervert octopus, and come back with it sticked to the pick, hehe."); + close; + } + mes("[Starfish]"); + mes("Prepare a pick first, so you can thread that octopus with that pick.\r" + "Then, I will let you in for a while, hehe."); + close; + case 3: + mes("[Starfish]"); + mes("This is not a good location, check someplace else."); + close; + } + } +} + +mal_dun01,153,237,5 script Weird Entrance CLEAR_NPC,{ + mes("There is a strange entrance blocked roughly with some boards."); + next; + switch (select("Go in.", "Stop.")) { + case 1: + if (countitem(Octopus_Hunt_Stick)) { + if (has_instance("1@cash") == "") { + if (questprogress(4197, PLAYTIME) == 1) { + mes("[Starfish]"); + mes("Ah, now is not the time... Would you come back later? Hehe."); + close; + } + mes("[Starfish]"); + mes("Shhh... Weird aura is coming from that entrance. Big trouble is waiting, if you go in now."); + close; + } + + mapannounce("mal_dun01", sprintf(_$("%s party's %s member started to hunt the Octopus!"), getpartyname(getcharid(CHAR_ID_PARTY)), strcharinfo(PC_NAME)), bc_map, C_SPRINGGREEN); + if (!questprogress(4197)) setquest 4197; + warp "1@cash", 199, 99; + end; + } + mes("[Starfish]"); + mes("You should definitely prepare hunting stick if you want to punish the Octopus. Or I will not let you in! Hehe."); + close; + case 2: + mes("[Starfish]"); + mes("Yes Yes, you better quit."); + close; + } +} + +//== Instance Scripts ====================================== +1@cash,199,99,0 script oct_enter HIDDEN_WARP_NPC,4,4,{ + end; +OnTouch: + donpcevent instance_npcname("oct_enter_broad")+"::OnEnable"; + specialeffect EF_BASH; + disablenpc instance_npcname("oct_enter"); + end; +} + +1@cash,1,1,0 script oct_enter_broad FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("oct_enter_broad")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("oct_enter_broad"); + donpcevent instance_npcname("oct_foot_4")+"::OnEnable"; + donpcevent instance_npcname("oct_mob_con")+"::OnEnable"; + initnpctimer; + end; +OnDisable: + disablenpc instance_npcname("oct_enter_broad"); + end; +OnTimer1000: + mapannounce(instance_mapname("1@cash"), _("Pervert Octopus : How dare you to come inside of my place!"), bc_map, C_YELLOW); + end; +OnTimer4000: + mapannounce(instance_mapname("1@cash"), _("Pervert Octopus : But I blocked all the cave gates!! There is nothing you can do!"), bc_map, C_YELLOW); + end; +OnTimer7000: + mapannounce(instance_mapname("1@cash"), _("Pervert Octopus : My juniors~ There is your toy! Play with it~ kakaka"), bc_map, C_YELLOW); + stopnpctimer; + donpcevent instance_npcname("oct_enter_broad")+"::OnDisable"; + end; +} + +1@cash,3,3,0 script oct_foot_4 FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("oct_foot_4")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("oct_foot_4"); + donpcevent instance_npcname("oct_foot1")+"::OnEnable"; + donpcevent instance_npcname("oct_foot2")+"::OnEnable"; + donpcevent instance_npcname("oct_foot3")+"::OnEnable"; + donpcevent instance_npcname("oct_foot4")+"::OnEnable"; + .@map$ = instance_mapname("1@cash"); + monster(.@map$, 20, 114, _("Octopus Leg#1"), MD_OCTOPUS_LEG, 1, instance_npcname("oct_foot_4")+"::OnMyMobDead"); + monster(.@map$, 88, 190, _("Octopus Leg#2"), MD_OCTOPUS_LEG, 1, instance_npcname("oct_foot_4")+"::OnMyMobDead"); + monster(.@map$, 307, 215, _("Octopus Leg#3"), MD_OCTOPUS_LEG, 1, instance_npcname("oct_foot_4")+"::OnMyMobDead"); + monster(.@map$, 372, 131, _("Octopus Leg#4"), MD_OCTOPUS_LEG, 1, instance_npcname("oct_foot_4")+"::OnMyMobDead"); + end; +OnDisable: + disablenpc instance_npcname("oct_foot_4"); + end; +OnMyMobDead: + .@map$ = instance_mapname("1@cash"); + if (mobcount(.@map$,instance_npcname("oct_foot_4")+"::OnMyMobDead") < 1) { + donpcevent instance_npcname("oct_boss_con")+"::OnEnable"; + mapannounce(.@map$, _("Hey you!! I'll personally take care of you all! Let's bring it on!"), bc_map, C_SPRINGGREEN); + enablenpc instance_npcname("oct_boss_warp"); + instance_warpall .@map$, 199, 99; + end; + } + mapannounce(.@map$, _("Arrgg!! That hurts!!! I need another strategy..."), bc_map, C_SPRINGGREEN); + end; +} + +1@cash,20,114,0 script oct_foot1 HIDDEN_WARP_NPC,6,6,{ + end; +OnInstanceInit: + donpcevent instance_npcname(strnpcinfo(NPC_NAME))+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); + .@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; + .@i = atoi(charat(strnpcinfo(NPC_NAME),8)); + .@map$ = instance_mapname("1@cash"); + switch (.@i) { + case 1: + areamonster(.@map$, 34, 96, 38, 100, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 39, 90, 41, 92, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 38, 76, 40, 78, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 39, 58, 41, 60, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 50, 38, 56, 44, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$); + areamonster(.@map$, 68, 32, 72, 36, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$); + areamonster(.@map$, 83, 26, 85, 28, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 107, 28, 109, 30, _("Octopus's Henchman"), MD_OCTOPUS, 1, .@label$); + areamonster(.@map$, 123, 28, 125, 30, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 134, 31, 138, 35, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$); + areamonster(.@map$, 142, 39, 146, 43, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + break; + case 2: + areamonster(.@map$, 139, 113, 143, 117, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$); + areamonster(.@map$, 135, 104, 137, 106, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 123, 93, 127, 97, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 113, 90, 115, 92, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 103, 89, 105, 91, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 89, 90, 91,92, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 74, 104, 76, 106, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 74, 120, 76, 122, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 83, 131, 87, 135, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 92, 142, 94, 144, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 98, 159, 100, 161, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 94, 180, 98, 184, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$); + break; + case 3: + areamonster(.@map$, 299, 209, 303, 213, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 292, 203, 296, 207, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 291, 186, 293, 188, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 292, 166, 294, 168, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 293, 151, 295, 153, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 299, 137, 303, 141, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 300, 123, 304, 127, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 300, 104, 304, 108, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 279, 101, 281, 103, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + monster(.@map$, 260, 103, _("Octopus's Henchman"), MD_OCTOPUS, 1, .@label$); + break; + case 4: + areamonster(.@map$, 363, 123, 367, 127, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 364, 108, 368, 112, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$); + areamonster(.@map$, 363, 93, 367, 97, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 364, 72, 366, 74, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 364, 58, 366, 60, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 355, 44, 359, 48, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 346, 36, 350, 40, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 319, 28, 325, 34, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$); + areamonster(.@map$, 305, 27, 307, 29, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + areamonster(.@map$, 276, 29, 280, 33, _("Octopus's Henchman"), MD_OCTOPUS, 5, .@label$); + areamonster(.@map$, 258, 37, 262, 41, _("Octopus's Henchman"), MD_OCTOPUS, 2, .@label$); + break; + } + end; +OnDisable: + killmonster instance_mapname("1@cash"), instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; // Not in official script. + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); + end; +OnTouch: + if (getd("."+strnpcinfo(NPC_NAME)+instance_id())) end; + setd "."+strnpcinfo(NPC_NAME)+instance_id(),1; + hideonnpc instance_npcname(strnpcinfo(NPC_NAME)); + mapannounce(instance_mapname("1@cash"), _("Come out all my babies and help me out!"), bc_map, C_YELLOW); + initnpctimer; + end; +OnTimer5000: + .@map$ = instance_mapname("1@cash"); + mapannounce(.@map$, _("Let's give them a lesson!"), bc_map, C_YELLOW); + .@label$ = instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"; + .@i = atoi(charat(strnpcinfo(NPC_NAME),8)); + switch (.@i) { + case 1: + areamonster(.@map$, 18, 112, 22,116, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 18, 112, 22,116, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + break; + case 2: + areamonster(.@map$, 86, 188, 90,192, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 96, 98, 100,102, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + break; + case 3: + areamonster(.@map$, 305, 213, 309,217, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 305, 213, 309,217, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + break; + case 4: + areamonster(.@map$, 370, 129, 374,133, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + areamonster(.@map$, 370, 129, 374,133, _("Octopus's Henchman"), MD_OCTOPUS, 3, .@label$); + break; + } + end; +OnTimer30000: + setd "."+strnpcinfo(NPC_NAME)+instance_id(),0; + stopnpctimer; + .@i = atoi(charat(strnpcinfo(NPC_NAME),8)); + donpcevent instance_npcname("oct_foot_exit"+.@i)+"::OnEnable"; + donpcevent instance_npcname(strnpcinfo(NPC_NAME))+"::OnDisable"; + end; +OnMyMobDead: + .@map$ = instance_mapname("1@cash"); + if (mobcount(.@map$,instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead") < 1) { + mapannounce(.@map$, _("You hurt my babies!!? You'll have to pay for this!!!"), bc_map, C_SPRINGGREEN); + setd "."+strnpcinfo(NPC_NAME)+instance_id(),0; + stopnpctimer; + .@i = atoi(charat(strnpcinfo(NPC_NAME),8)); + donpcevent instance_npcname("oct_foot_exit"+.@i)+"::OnEnable"; + donpcevent instance_npcname(strnpcinfo(NPC_NAME))+"::OnDisable"; + end; + } + end; +} +1@cash,88,190,0 duplicate(oct_foot1) oct_foot2 HIDDEN_WARP_NPC,6,6 +1@cash,307,215,0 duplicate(oct_foot1) oct_foot3 HIDDEN_WARP_NPC,6,6 +1@cash,372,131,0 duplicate(oct_foot1) oct_foot4 HIDDEN_WARP_NPC,6,6 + +1@cash,16,117,0 script oct_foot_exit1 WARPNPC,2,2,{ + end; +OnInstanceInit: + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); + end; +OnEnable: + enablenpc instance_npcname(strnpcinfo(NPC_NAME)); + end; +OnTouch: + warp instance_mapname("1@cash"), 198, 99; + end; +} +1@cash,77,193,0 duplicate(oct_foot_exit1) oct_foot_exit2 WARPNPC,2,2 +1@cash,312,214,0 duplicate(oct_foot_exit1) oct_foot_exit3 WARPNPC,2,2 +1@cash,370,139,0 duplicate(oct_foot_exit1) oct_foot_exit4 WARPNPC,2,2 + +1@cash,15,15,0 script oct_mob_con FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("oct_mob_con")+"::OnDisable"; + end; +OnEnable: + .@map$ = instance_mapname("1@cash"); + enablenpc instance_npcname("oct_mob_con"); + monster(.@map$, 32, 94, _("Hydra"), HYDRA, 1); + monster(.@map$, 41, 101, _("Hydra"), HYDRA, 1); + monster(.@map$, 35, 78, _("Hydra"), HYDRA, 1); + monster(.@map$, 35, 62, _("Hydra"), HYDRA, 1); + monster(.@map$, 49, 54, _("Hydra"), HYDRA, 1); + monster(.@map$, 70, 28, _("Hydra"), HYDRA, 1); + monster(.@map$, 83, 22, _("Hydra"), HYDRA, 1); + monster(.@map$, 99, 23, _("Hydra"), HYDRA, 1); + monster(.@map$, 115, 23, _("Hydra"), HYDRA, 1); + monster(.@map$, 132, 25, _("Hydra"), HYDRA, 1); + monster(.@map$, 100, 185, _("Hydra"), HYDRA, 1); + monster(.@map$, 92, 178, _("Hydra"), HYDRA, 1); + monster(.@map$, 92, 162, _("Hydra"), HYDRA, 1); + monster(.@map$, 70, 121, _("Hydra"), HYDRA, 1); + monster(.@map$, 70, 105, _("Hydra"), HYDRA, 1); + monster(.@map$, 105, 85, _("Hydra"), HYDRA, 1); + monster(.@map$, 121, 84, _("Hydra"), HYDRA, 1); + monster(.@map$, 292, 209, _("Hydra"), HYDRA, 1); + monster(.@map$, 303, 206, _("Hydra"), HYDRA, 1); + monster(.@map$, 290, 163, _("Hydra"), HYDRA, 1); + monster(.@map$, 299, 150, _("Hydra"), HYDRA, 1); + monster(.@map$, 308, 141, _("Hydra"), HYDRA, 1); + monster(.@map$, 308, 125, _("Hydra"), HYDRA, 1); + monster(.@map$, 295, 97, _("Hydra"), HYDRA, 1); + monster(.@map$, 279, 97, _("Hydra"), HYDRA, 1); + monster(.@map$, 370, 111, _("Hydra"), HYDRA, 1); + monster(.@map$, 370, 110, _("Hydra"), HYDRA, 1); + monster(.@map$, 371, 96, _("Hydra"), HYDRA, 1); + monster(.@map$, 371, 80, _("Hydra"), HYDRA, 1); + monster(.@map$, 367, 55, _("Hydra"), HYDRA, 1); + monster(.@map$, 343, 29, _("Hydra"), HYDRA, 1); + monster(.@map$, 327, 24, _("Hydra"), HYDRA, 1); + monster(.@map$, 311, 22, _("Hydra"), HYDRA, 1); + monster(.@map$, 295, 22, _("Hydra"), HYDRA, 1); + monster(.@map$, 279, 22, _("Hydra"), HYDRA, 1); + areamonster(.@map$, 30, 67, 50, 87, _("Stapo"), STAPO, 1); + areamonster(.@map$, 102, 19, 122, 39, _("Stapo"), STAPO, 1); + areamonster(.@map$, 89, 138, 109, 158, _("Stapo"), STAPO, 1); + areamonster(.@map$, 112, 83, 132, 103, _("Stapo"), STAPO, 1); + areamonster(.@map$, 283, 168, 303, 188, _("Stapo"), STAPO, 1); + areamonster(.@map$, 292, 97, 312, 117, _("Stapo"), STAPO, 1); + areamonster(.@map$, 355, 64, 375, 84, _("Stapo"), STAPO, 1); + areamonster(.@map$, 317, 17, 337, 37, _("Stapo"), STAPO, 1); + donpcevent instance_npcname("oct_backattack1")+"::OnEnable"; + donpcevent instance_npcname("oct_backattack2")+"::OnEnable"; + donpcevent instance_npcname("oct_backattack3")+"::OnEnable"; + donpcevent instance_npcname("oct_backattack4")+"::OnEnable"; + donpcevent instance_npcname("oct_mob_con")+"::OnDisable"; + end; +OnDisable: + disablenpc instance_npcname("oct_mob_con"); + end; +} + +1@cash,45,53,0 script oct_backattack1 HIDDEN_WARP_NPC,3,3,{ + end; +OnInstanceInit: + disablenpc instance_npcname("oct_backattack1"); + end; +OnTouch: + .@map$ = instance_mapname("1@cash"); + monster(.@map$, 39, 59, _("Hydra"), HYDRA, 1); + monster(.@map$, 40, 59, _("Hydra"), HYDRA, 1); + monster(.@map$, 41, 59, _("Hydra"), HYDRA, 1); + monster(.@map$, 47, 50, _("Hydra"), HYDRA, 1); + monster(.@map$, 48, 50, _("Hydra"), HYDRA, 1); + monster(.@map$, 49, 50, _("Hydra"), HYDRA, 1); + monster(.@map$, 41, 53, _("Octopus's Henchman"), MD_OCTOPUS, 1); + mapannounce(.@map$, _("Don't let them break through, stop them!!!"), bc_map, C_SPRINGGREEN); + specialeffect EF_BASH; + disablenpc instance_npcname("oct_backattack1"); + end; +OnEnable: + enablenpc instance_npcname("oct_backattack1"); + end; +} + +1@cash,78,99,0 script oct_backattack2 HIDDEN_WARP_NPC,3,3,{ + end; +OnInstanceInit: + disablenpc instance_npcname("oct_backattack2"); + end; +OnTouch: + if (getd("."+instance_id())) end; + setd "."+instance_id(),1; + initnpctimer; + .@map$ = instance_mapname("1@cash"); + monster(.@map$, 71, 105, _("Octopus's Henchman"), MD_OCTOPUS, 1); + mapannounce(.@map$, _("Headquarters are empty, GO!!!"), bc_map, C_SPRINGGREEN); + hideonnpc instance_npcname("oct_backattack2"); + end; +OnTimer2000: + .@map$ = instance_mapname("1@cash"); + monster(.@map$, 71, 105, _("Octopus's Henchman"), MD_OCTOPUS, 1); + mapannounce(.@map$, _("Run, RUN! Go, GO!!!"), bc_map, C_SPRINGGREEN); + end; +OnTimer4000: + .@map$ = instance_mapname("1@cash"); + monster(.@map$, 71, 105, _("Octopus's Henchman"), MD_OCTOPUS, 1); + mapannounce(.@map$, _("No time, come out fast!"), bc_map, C_SPRINGGREEN); + end; +OnTimer6000: + .@map$ = instance_mapname("1@cash"); + monster(.@map$, 71, 105, _("Octopus's Henchman"), MD_OCTOPUS, 3); + mapannounce(.@map$, _("Let's take over the headquarters!!!"), bc_map, C_SPRINGGREEN); + end; +OnTimer8000: + .@map$ = instance_mapname("1@cash"); + monster(.@map$, 71, 105, _("Octopus's Henchman"), MD_OCTOPUS, 1); + mapannounce(.@map$, _("There is no time to lose, hurry up!!!"), bc_map, C_SPRINGGREEN); + stopnpctimer; + end; +OnEnable: + enablenpc instance_npcname("oct_backattack2"); + end; +} + +1@cash,299,144,0 script oct_backattack3 HIDDEN_WARP_NPC,3,3,{ + end; +OnInstanceInit: + disablenpc instance_npcname("oct_backattack3"); + end; +OnTouch: + if (getd("."+instance_id())) end; + setd "."+instance_id(),1; + .@map$ = instance_mapname("1@cash"); + monster(.@map$, 293, 153, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 294, 152, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 292, 153, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 293, 151, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 293, 152, _("Octopus's Henchman ?"), MD_MARSE, 1); + mapannounce(.@map$, _("Kakaka! Suprised??!!"), bc_map, C_SPRINGGREEN); + initnpctimer; + hideonnpc instance_npcname("oct_backattack3"); + end; +OnTimer5000: + mapannounce(instance_mapname("1@cash"), _("... Looks like we have a spy among us."), bc_map, C_SPRINGGREEN); + stopnpctimer; + end; +OnEnable: + enablenpc instance_npcname("oct_backattack3"); + end; +} + +1@cash,336,36,0 script oct_backattack4 HIDDEN_WARP_NPC,3,3,{ + end; +OnInstanceInit: + disablenpc instance_npcname("oct_backattack4"); + end; +OnTouch: + if (getd("."+instance_id())) end; + setd "."+instance_id(),1; + .@map$ = instance_mapname("1@cash"); + monster(.@map$, 332, 37, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 332, 36, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 332, 35, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 332, 34, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 341, 37, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 341, 36, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 341, 35, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 341, 34, _("Octopus's Henchman"), MD_OCTOPUS, 1); + monster(.@map$, 260, 40, _("Mercenary Squid"), MD_MARSE, 1); + monster(.@map$, 260, 41, _("Mercenary Squid"), MD_MARSE, 1); + monster(.@map$, 260, 39, _("Mercenary Squid"), MD_MARSE, 1); + monster(.@map$, 259, 40, _("Mercenary Squid"), MD_MARSE, 1); + monster(.@map$, 261, 40, _("Mercenary Squid"), MD_MARSE, 1); + mapannounce(.@map$, _("What a successful pincer tactic! The enemy is strong! Let's not lose yourselves! Anyway, where are all the mercenaries??"), bc_map, C_SPRINGGREEN); + initnpctimer; + hideonnpc instance_npcname("oct_backattack4"); + end; +OnTimer5000: + mapannounce(instance_mapname("1@cash"), _("Mercenary Squid : eh...eh... wrong direction. No enemies are shown in this direction."), bc_map, C_SPRINGGREEN); + end; +OnTimer7000: + mapannounce(instance_mapname("1@cash"), _("Pervert Octopus : Fools! Can't you read the map??!! Useless!!"), bc_map, C_SPRINGGREEN); + stopnpctimer; + end; +OnEnable: + enablenpc instance_npcname("oct_backattack4"); + end; +} + +1@cash,2,2,0 script oct_boss_con FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("oct_boss_con")+"::OnDisable"; + end; +OnDisable: + disablenpc instance_npcname("oct_boss_con"); + end; +OnEnable: + enablenpc instance_npcname("oct_boss_con"); + donpcevent instance_npcname("oct_boss_foot")+"::OnEnable"; + monster(instance_mapname("1@cash"), 199, 188, _("Disgusting Octopus"), MD_GIANT_OCTOPUS, 1, instance_npcname("oct_boss_con")+"::OnMyMobDead"); + initnpctimer; + end; +OnTimer7000: + callsub OnAnnounce, + "You won't attack the one man.", + "I got fired from ink manufacturer last week.", + "Disgusting Octopus : Arghhhhh, come on!"; + end; +OnTimer14000: + callsub OnAnnounce, + "Why... why can't you know my heart!", + "Do you know how hard it is to live these days because there are not many new adventurers?", + "You.. I'll destroy you all...!"; + end; +OnTimer21000: + callsub OnAnnounce, + "What? I'm a disgusting octopus? You're sadists.", + "Let's not do this and how about we look for the best solution, huh??", + "Even if I fail here, I will keep coming back, forever!!!"; + end; +OnTimer28000: + callsub OnAnnounce, + "Instinct of mating is for males, what did I do wrong?", + "Do you really want to solve the problem between humans by violence?? Ah, I'm an octopus...", + "That's enough! Back off!"; + end; +OnTimer35000: + callsub OnAnnounce, + "Do I have to spend Christmas alone again...", + "Youth unemployment became a big issue these days... You won't get a job if you keep playing with me here.", + "This is as far as I can go!"; + end; +OnTimer42000: + callsub OnAnnounce, + "Hand on your heart and think if you come onto anyone...", + "Let's not do this here and follow the law!", + "You'll keep on doing this til the end, is that it?"; + end; +OnTimer49000: + callsub OnAnnounce, + "errrrrrrrrrrrrrrrrrrrrrrrr... Cough! Cough!", + "Disgusting Octopus : Violence cannot be justified in any case.", + "This is my place!!!"; + stopnpctimer; + initnpctimer; + end; +OnAnnounce: + mapannounce(instance_mapname("1@cash"), sprintf(_$("Disgusting Octopus : %s"), getarg(rand(3))), bc_map, C_YELLOW); + return; +OnMyMobDead: + .@map$ = instance_mapname("1@cash"); + if (mobcount(.@map$,instance_npcname("oct_boss_con")+"::OnMyMobDead") < 1) { + mapannounce(.@map$, _("Disgusting Octopus : That's it for the today! Next time, I will play with you badly!"), bc_map, C_YELLOW); + enablenpc instance_npcname("oct_exit_1"); + enablenpc instance_npcname("oct_exit_2"); + donpcevent instance_npcname("oct_boss_foot")+"::OnDisable"; + stopnpctimer; + donpcevent instance_npcname("oct_boss_con")+"::OnDisable"; + end; + } + end; +} + +1@cash,4,4,0 script oct_boss_foot FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("oct_boss_foot")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("oct_boss_foot"); + initnpctimer; + end; +OnCall: + .@map$ = instance_mapname("1@cash"); + if (mobcount(.@map$,instance_npcname("oct_boss_foot")+"::OnMyMobDead") < 100) { + switch(rand(2)) { + case 0: + mapannounce(.@map$, _("Disgusting Octopus : Do you know how many legs octopus have? It doesn't matter, I have unlimited legs!!"), bc_map, C_YELLOW); + areamonster(.@map$, 192, 181, 206, 195, _("Octopus Leg"), MD_OCTOPUS_LEG, 1, instance_npcname("oct_boss_foot")+"::OnMyMobDead"); + break; + case 1: + mapannounce(.@map$, _("Disgusting Octopus : I...cannot..hold anymore, my babies~ please come out and fight!"), bc_map, C_YELLOW); + areamonster(.@map$, 192, 181, 206, 195, _("Octopus's Henchman"), MD_OCTOPUS, 5, instance_npcname("oct_boss_foot")+"::OnMyMobDead"); + break; + } + } + initnpctimer; + end; +OnTimer10000: + stopnpctimer; + donpcevent instance_npcname("oct_boss_foot")+"::OnCall"; + end; +OnDisable: + stopnpctimer; + killmonster instance_mapname("1@cash"), instance_npcname("oct_boss_foot")+"::OnMyMobDead"; // Not in official script. + disablenpc instance_npcname("oct_boss_foot"); + end; +OnMyMobDead: + end; +} + +1@cash,198,116,0 script oct_boss_warp WARPNPC,2,2,{ + end; +OnInstanceInit: + disablenpc instance_npcname("oct_boss_warp"); + end; +OnTouch: + warp instance_mapname("1@cash"), 210, 172; + end; +} + +1@cash,190,208,0 script oct_exit_1 WARPNPC,2,2,{ + end; +OnInstanceInit: + disablenpc instance_npcname(strnpcinfo(NPC_NAME)); + end; +OnTouch: + mes("Do you want to go out from the octopus dungeon?"); + next; + if (select("No!", "Yes!") == 2) + warp "mal_dun01", 153, 233; + close; +} +1@cash,198,82,0 duplicate(oct_exit_1) oct_exit_2 WARPNPC,2,2 +// This is never enabled in the official script. +//1@cash,200,161,0 duplicate(oct_exit_1) oct_exit_3 WARPNPC,2,2 + +//== Warp Portals ========================================== +1@cash,193,82,0 warp oct_door1 2,2,1@cash,151,48 +1@cash,154,53,0 warp oct_door2 2,2,1@cash,197,87 +1@cash,187,99,0 warp oct_door3 2,2,1@cash,148,128 +1@cash,153,133,0 warp oct_door4 2,2,1@cash,197,99 +1@cash,209,100,0 warp oct_door5 2,2,1@cash,250,111 +1@cash,244,118,0 warp oct_door6 2,2,1@cash,199,100 +1@cash,209,83,0 warp oct_door7 2,2,1@cash,252,46 +1@cash,246,53,0 warp oct_door8 2,2,1@cash,203,83 diff --git a/npc/re/instances/saras_memory.txt b/npc/re/instances/saras_memory.txt new file mode 100644 index 000000000..38b598d5b --- /dev/null +++ b/npc/re/instances/saras_memory.txt @@ -0,0 +1,1783 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2013-2016 Hercules Dev Team +//= Copyright (C) Ridley +//= Copyright (C) Ziu +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Sara's Memory +//================= Description =========================================== +//= When Sarah Irine was only 4 years old, a terrible tragedy took place +//= in her home: her mother was struck down by an assailant. The only +//= suspect was her father Lord Irine, who claims to have defeated the one +//= who attacked her mother. Too shocked and afraid by the sight of her +//= dying mother, little Sarah is not convinced and flees while Payon +//= guards chase her down. +//================= Current Version ======================================= +//= 1.1 +//========================================================================= + +dali,130,107,5 script Leon the Adventurer#Sara 4_M_DST_GRAND,{ // instance CD check only at the Dimensional Device + mes("[Leon the Adventurer]"); + if (BaseLevel < 99) { + mes("You know... this place doesn't seem to be safe for you. Please returnto me once you have achieved LV. 99"); + close; + } + if (!questprogress(15003)) { + if (!sarainstance) { // doing the instance for the 1st time + mes("Wow! I thought I was the only one who knew about this place."); + next; + mes("[Leon the Adventurer]"); + mes("Excuse my rudeness! I am Pon de Leon, the famous adventurer!"); + next; + mes("[Leon the Adventurer]"); + mes("My friend calls me Leon the Lion! For my tough appearance and attitude. Plus I have quite a bite!"); + next; + mes("[Leon the Adventurer]"); + mes("You know, this is such a strange location..."); + next; + mes("[Leon the Adventurer]"); + mes("As you explore it you start to see cracks in space and time. Each one covered by a dimensional device."); + next; + mes("[Leon the Adventurer]"); + mes("For example, I think I have caught glimpses of Payon through the dimensional device closest to us.\r" + "But it doesn't seem right. Almost like it is a little bit older then it should be."); + next; + mes("[Leon the Adventurer]"); + mes("I want to explore it, but with my old age and my knees I don't seem to be quite up to the task."); + next; + mes("[Leon the Adventurer]"); + mes("So, I would like to ask something of you."); + next; + mes("[Leon the Adventurer]"); + mes("Please venture through the dimensional device and report to me what you find within."); + next; + mes("[Leon the Adventurer]"); + mes("Though, I should warn you. It might be unstable. Make sure you enter the first chance you get."); + close2; + setquest 15003; + end; + } else { + mes("You wish to relive the past again?"); + next; + if (select("Yes","No") == 2) + close; + mes("[Leon the Adventurer]"); + mes("Please venture through the dimensional device and report to me what you find within."); + next; + mes("[Leon the Adventurer]"); + mes("Though, I should warn you. It might be unstable. Make sure you enter the first chance you get."); + setquest 15003; + close; + } + } + if (questprogress(15003) == 1) { + mes("I am not sure you have fully explored the crack in space and time yet. Perhaps you should look a bit further into it."); + next; + if (!sarainstance) + close; + switch (select("Okay", "Give up")) { + case 1: + mes("[Leon the Adventurer]"); + mes("I am glad to hear that! Maybe someday you can be as brave as old Leon the Lion!"); + close; + case 2: + mes("[Leon the Adventurer]"); + mes("Well.. I can't force you. Buf if you ever find your courage pelase talk to me again."); + erasequest 15003; + close; + } + } + if (questprogress(15003) == 2) { + if (!sarainstance) { // 1st time reward and text + mes("What did you see in there?!"); + next; + mes("[Leon the Adventurer]"); + mes("Hrumpf, Sara Irene?! She's one of the 12 Valkyries. I didn't know her story was that tragic...."); + next; + mes("[Leon the Adventurer]"); + mes("It seems that you caused a huge misunderstanding between her and her father."); + next; + mes("[Leon the Adventurer]"); + mes("I would not blame yourself for what occured. Or all the blood that was spilled. It seems that the\r" + "events that day were fated to happen no matter who was there."); + next; + mes("[Leon the Adventurer]"); + mes("Please don't tell anyone about your time traveling adventure. We can't have anyone thinking you more\r" + "important then old Leon. Plus they wouldn't believe such a story anyways."); + next; + mes("[Leon the Adventurer]"); + mes("I think that in about 20 hours after you last entered the rift will stable enough for you to transverse it again."); + sarainstance = 1; + getexp 770000, 1000000; // reward first time + } else { // 2nd time text + mes("What did you see in there?! Was there anything new?"); + next; + select("Nothing has changed from the last time."); + mes("[Leon the Adventurer]"); + mes("I am sorry to hear that... If..."); + next; + mes("[Leon the Adventurer]"); + mes("If you want to try again. I think that in about 20 hours after you last entered the rift will be stable enough\r" + "for you to transverse it again."); + next; + mes("[Leon the Adventurer]"); + mes("You should rest up. Travelling Through time would make even Leon tired!"); + getexp 550000, 550000; // reward 2nd and following + } + erasequest 15003; + close; + } +} + +dali,138,118,0 script Dimensional Device#dimen PORTAL,{ + if (!questprogress(15003)) { + mes("[Leon the Adventurer]"); + mes("Before you go playing around with that. Why don't you come over here and talk to me?"); + close; + } + .@sara_time = questprogress(15002, PLAYTIME); + if (.@sara_time == 1) { + mes("[Leon the Adventurer]"); + mes("I think that in about 20 hours after you last entered the rift will stable enough for you to\r" + "transverse it again."); + close; + } else if (.@sara_time == 2) { + erasequest 15002; + end; + } else if (!.@sara_time) { + .@party_id = getcharid(CHAR_ID_PARTY); + .@p_name$ = getpartyname(.@party_id); + .@md_name$ = "Sara's Memory"; + if (!instance_check_party(.@party_id)) { + mes("[Leon the Adventurer]"); + mes("Before you enter you need to organize a party! Don't know how? Type /organize PARTYNAMEHERE. You\r" + "can use quotes to put spaces in a party name."); + close; + } + if (getcharid(CHAR_ID_CHAR) == getpartyleader(.@party_id, 2)) + .@menu1$ = "Boot up the dimensional device"; + else + .@menu1$ = ""; + switch (select(.@menu1$, "Use the dimensional device", "Cancel")) { + case 1: + if (getcharid(CHAR_ID_CHAR) != getpartyleader(.@party_id, 2)) + end; + .@instance = instance_create(.@md_name$, .@party_id); + if (.@instance < 0) { + mesf("Party Name: %s", .@p_name$); + mesf("Party Leader: %s", strcharinfo(PC_NAME)); + mesf("^0000FF%s^000000 - Reservation Failed!", .@md_name$); + close; + } + if (instance_attachmap("1@sara", .@instance) == "") { + mesf("^0000FF%s^000000 - Reservation Failed!", .@md_name$); + instance_destroy(.@instance); + close; + } + instance_set_timeout(3600, 300, .@instance); + instance_init(.@instance); + mes("^FF0000The dimensional boots up cleanly. Use the device to enter the crack in space and time.^000000"); + close; + case 2: + if (has_instance("1@sara") == "") { + mesf("The memorial dungeon ^0000FF%s^000000 does not exist.\r" + "The party leader did not generate the dungeon yet.", .@md_name$); + close; + } + mapannounce("dali", sprintf(_$("%s, member of the party %s entered the instance %s."), strcharinfo(PC_NAME), .@p_name$, .@md_name$), bc_map, C_SPRINGGREEN); + setquest 15002; + warp "1@sara", 250, 155; + end; + break; + case 3: + close; + } + } +} + +1@sara,261,156,5 script A girl#sarains 4_F_SARAH_BABY,{ + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) + end; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Where am I?"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Where am I?")); + next; + cutin "sara_9sara1.bmp", 2; + mes("[A girl]"); + mes("Hello! This is the village of Payon. You don't seem to be from around here..."); + npctalk(_("A girl : Hello! This is the village of Payon. You don't seem to be from around here...")); + next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Are you from here? You don't seem to quite match the locals either."); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Are you from here? You don't seem to quite match to locals either.")); + next; + mes("[A girl]"); + mes("Yes! I was born here! My name is Sara. Sara Irene!"); + npctalk(_("A girl : Yes! I was born here! My name is Sara. Sara Irene!")); + next; + mes("[Sara Irene]"); + mes("My father is doyen of this village! I just take after my mother."); + npctalk(_("My father is doyen of this village! I just take after my mother."), instance_npcname("Sara Irene#saratalk")); + next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Oh! I am sorry! Uh... Why are you standing out here all alone?"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Oh! I am sorry! Uh... Why are you standing out here all alone?")); + next; + mes("[Sara Irene]"); + mes("I am waiting for my father. He said that he will be here soon."); + npctalk(_("I am waiting for my father. He said that he will be here soon."), instance_npcname("Sara Irene#saratalk")); + next; + mes("^FF0000An older man exits the house. Sara's face brightens at the sight of him.^000000"); + donpcevent instance_npcname("Doyen Irene#sarains")+"::OnEnable"; + next; + mes("[Sara Irene]"); + mes("Hi daddy!"); + npctalk(_("Hi daddy!"), instance_npcname("Sara Irene#saratalk")); + next; + cutin "sara_elder_irine1.bmp", 2; + mes("[Doyen Irene]"); + mes("Sweetheart you look so happy."); + npctalk(_("Sweetheart you look so happy."), instance_npcname("Doyen Irene#sarains")); + next; + cutin "sara_9sara1.bmp", 2; + mes("[Sara Irene]"); + mes("You said you would come back soon! I waited for you and you lied!"); + npctalk(_("You said you would come back soon! I waited for you and you lied!"), instance_npcname("Sara Irene#saratalk")); + next; + cutin "sara_elder_irine1.bmp", 2; + mes("[Doyen Irene]"); + mes("Sweetheart, I am sorry I made you wait so long. The meeting with the village elders took longer than expected."); + npctalk(_("Sweetheart, I am sorry I made you wait so long. The meeting with the village elders took longer than expected."), instance_npcname("Doyen Irene#sarains")); + next; + cutin "sara_9sara1.bmp", 2; + mes("[Sara Irene]"); + mes("I hate those old fogeys."); + npctalk(_("I hate those old fogeys."), instance_npcname("Sara Irene#saratalk")); + next; + cutin "sara_elder_irine1.bmp", 2; + mes("[Doyen Irene]"); + mes("Don't say that sweetheart... Who is this with you?"); + npctalk(_("Don't say that sweetheart... Who is this with you?"), instance_npcname("Doyen Irene#sarains")); + next; + mes("^FF0000Doyen Irene stares at you with fire in this eyes.^000000"); + dispbottom(_("Doyen Irene stares at you with fire in this eyes.")); + next; + mes("^FF0000Sara starts humming and singing softly to herself. She picks some wild flowers near by and presents\r" + "them to the Doyen.^000000"); + dispbottom(_("Sara starts humming and singing softly to herself. She picks some wild flowers near by and presents them to the Doyen.")); + next; + cutin "sara_9sara1.bmp", 2; + mes("[Sara Irene]"); + mes("Here you go daddy!"); + npctalk(_("Here you go daddy!"), instance_npcname("Sara Irene#saratalk")); + next; + cutin "sara_elder_irine1.bmp", 2; + mes("[Doyen Irene]"); + mes("Oh Sara, should I have them?"); + npctalk(_("Oh Sara, should I have them?"), instance_npcname("Doyen Irene#sarains")); + next; + cutin "sara_9sara1.bmp", 2; + mes("[Sara Irene]"); + mes("Of course silly daddy!"); + npctalk(_("Of course silly daddy!"), instance_npcname("Sara Irene#saratalk")); + next; + mes("^FF0000After being given the flowers the Doyen's mood seems to greatly improve.^000000"); + dispbottom(_("After being given the flowers the Doyen's mood seems to greatly improve.")); + next; + cutin "sara_elder_irine1.bmp", 2; + mes("[Doyen Irene]"); + mes("Alright my princess, where should we go now?"); + npctalk(_("Alright my princess, where should we go now?"), instance_npcname("Doyen Irene#sarains")); + next; + cutin "sara_9sara1.bmp", 2; + mes("[Sara Irene]"); + mes("Oh daddy! Let's go to the top of that hill over there!"); + npctalk(_("Oh daddy! Let's go to the top of that hill over there!"), instance_npcname("Sara Irene#saratalk")); + next; + cutin "sara_elder_irine1.bmp", 2; + mes("[Doyen Irene]"); + mes("Hah! Hold onto me tight!"); + npctalk(_("Hah! Hold onto me tight!"), instance_npcname("Doyen Irene#sarains")); + next; + cutin "sara_elder_irine1.bmp", 255; + mes("^FF0000As they wander off you hear strange voices from around the corner...^000000"); + donpcevent instance_npcname("Doyen Irene#sarains")+"::OnDisable"; + donpcevent instance_npcname("A girl#sarains")+"::OnDisable"; + dispbottom(_("As they wander off you hear strange voices from around the corner...")),""; + disablenpc instance_npcname("Sara Irene#saratalk"); + next; + mes("[Strange Old Man A]"); + mes("I can feel Sara's power growing. We cannot just stand by and let her achieve her full potential!"); + npctalk(_("I can feel Sara's power growing. We cannot just stand by and let her achieve her full potential!"), instance_npcname("Strange Old Man A#stalk")); + next; + mes("[Strange Old Man B]"); + mes("She was born under a bad sign and her mother isn't even one of us!"); + npctalk(_("She was born under a bad sign and her mother isn't even one of us!"), instance_npcname("Strange Old Man B#stalk")); + next; + mes("[Strange Old Man B]"); + mes("Someday she will cause blood to flow in our streets."); + npctalk(_("Someday she will cause blood to flow in our streets."), instance_npcname("Strange Old Man B#stalk")); + next; + mes("[Strange Old Man A]"); + mes("We have to do something before the Holy creatures select her. I asked HIM to take care of it."); + npctalk(_("We have to do something before the Holy creatures select her. I asked HIM to take care of it."), instance_npcname("Strange Old Man A#stalk")); + next; + mes("[Strange Old Man B]"); + mes("We will see... I look forward to hearing the bad news that has befallen her..."); + npctalk(_("We will see... I look forward to hearing the bad news that has befallen her..."), instance_npcname("Strange Old Man B#stalk")); + next; + mes("^FF0000The old man wander off it seems Sara might be in danger. We have to do something!^000000"); + dispbottom(_("The old man wander off it seems Sara might be in danger. We have to do something!")); + close2; + donpcevent instance_npcname("Strange Old Man A#stalk")+"::OnDisable"; + donpcevent instance_npcname("Strange Old Man B#stalk")+"::OnDisable"; + donpcevent instance_npcname("Sara Irene#sarains1")+"::OnEnable"; + donpcevent instance_npcname("#sarawarp1")+"::OnEnable"; + viewpoint 1, 240, 145, 1, C_GREEN; + specialeffect EF_BASH; + end; + +OnInstanceInit: + donpcevent instance_npcname("A girl#sarains")+"::OnEnable"; + end; +OnEnable: + hideoffnpc instance_npcname("A girl#sarains"); + end; +OnDisable: + hideonnpc instance_npcname("A girl#sarains"); + end; +} + +1@sara,268,158,3 script Doyen Irene#sarains 4_M_CHIEF_IRIN,{ + end; +OnInstanceInit: + donpcevent instance_npcname("Doyen Irene#sarains")+"::OnDisable"; + end; +OnEnable: + hideoffnpc instance_npcname("Doyen Irene#sarains"); + end; +OnDisable: + hideonnpc instance_npcname("Doyen Irene#sarains"); + end; +} + +1@sara,260,156,0 script Sara Irene#saratalk HIDDEN_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#saratalk")+"::OnDisable"; + end; +OnEnable: + hideoffnpc instance_npcname("Sara Irene#saratalk"); + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#saratalk"); + end; +} + + +1@sara,260,156,0 script Strange Old Man A#stalk FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("Strange Old Man A#stalk")+"::OnDisable"; + end; +OnEnable: + hideoffnpc instance_npcname("Strange Old Man A#stalk"); + end; +OnDisable: + hideonnpc instance_npcname("Strange Old Man A#stalk"); + end; +} + +1@sara,260,156,0 script Strange Old Man B#stalk FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("Strange Old Man B#stalk")+"::OnDisable"; + end; +OnEnable: + hideoffnpc instance_npcname("Strange Old Man B#stalk"); + end; +OnDisable: + hideonnpc instance_npcname("Strange Old Man B#stalk"); + end; +} + +1@sara,240,145,0 script #sarawarp1 WARPNPC,1,2,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#sarawarp1")+"::OnDisable"; + end; +OnDisable: + disablenpc instance_npcname("#sarawarp1"); + end; +OnEnable: + enablenpc instance_npcname("#sarawarp1"); + end; +OnTouch: + .@map$ = instance_mapname("1@sara"); + warp .@map$, 94, 320; + end; +} + +1@sara,209,250,0 script #sarawarp2 WARPNPC,1,2,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#sarawarp2")+"::OnDisable"; + end; +OnDisable: + disablenpc instance_npcname("#sarawarp2"); + end; +OnEnable: + enablenpc instance_npcname("#sarawarp2"); + end; +OnTouch: + .@map$ = instance_mapname("1@sara"); + warp .@map$, 230, 316; + end; +} + +1@sara,226,190,0 script #sarawarp3 WARPNPC,1,2,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#sarawarp3")+"::OnDisable"; + end; +OnDisable: + disablenpc instance_npcname("#sarawarp3"); + end; +OnEnable: + enablenpc instance_npcname("#sarawarp3"); + end; +OnTouch: + .@map$ = instance_mapname("1@sara"); + warp .@map$, 263, 94; + end; +} + +1@sara,166,67,0 script #sarawarp4 WARPNPC,1,2,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#sarawarp4")+"::OnDisable"; + end; +OnDisable: + disablenpc instance_npcname("#sarawarp4"); + end; +OnEnable: + enablenpc instance_npcname("#sarawarp4"); + end; +OnTouch: + .@map$ = instance_mapname("1@sara"); + warp .@map$, 164, 81; + end; +} + +1@sara,155,180,0 script #sarawarp5 WARPNPC,1,2,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#sarawarp5")+"::OnDisable"; + end; +OnDisable: + disablenpc instance_npcname("#sarawarp5"); + end; +OnEnable: + enablenpc instance_npcname("#sarawarp5"); + end; +OnTouch: + .@map$ = instance_mapname("1@sara"); + warp .@map$, 155, 196; + end; +} + +1@sara,88,188,0 script #sarawarp6 WARPNPC,1,2,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#sarawarp6")+"::OnDisable"; + end; +OnDisable: + disablenpc instance_npcname("#sarawarp6"); + end; +OnEnable: + enablenpc instance_npcname("#sarawarp6"); + end; +OnTouch: + .@map$ = instance_mapname("1@sara"); + warp .@map$, 89, 175; + if (getcharid(CHAR_ID_CHAR) == getpartyleader(getcharid(CHAR_ID_PARTY),2)) + viewpoint 1, 39, 142, 1, C_GREEN; + end; +} + +1@sara,19,143,0 script #sarawarp7 WARPNPC,1,2,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#sarawarp7")+"::OnDisable"; + end; +OnDisable: + disablenpc instance_npcname("#sarawarp7"); + end; +OnEnable: + enablenpc instance_npcname("#sarawarp7"); + end; +OnTouch: + completequest 15003; + warp "dali", 134, 111; + end; +} + +1@sara,107,325,5 script Sara Irene#sarains1 4_F_SARAH_BABY,{ + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) + end; + cutin "sara_9sara1.bmp", 2; + mes("[Sara Irene]"); + mes("Oh! Hello again! I remember you, what's up?"); + npctalk(_("Oh! Hello again! I remember you, what's up?")); + next; + mes("[Sara Irene]"); + mes("I am here to give flowers to my mommy!"); + npctalk(_("I am here to give flowers to my mommy!")); + next; + mes("^FF0000Sara leaps forward to open the door, flowers at the ready.^000000"); + dispbottom(_("Sara leaps forward to open the door, flowers at the ready.")); + next; + mes("[Sara Irene]"); + mes("Mom! Dad! Look what I found!"); + npctalk(_("Mom! Dad! Look what I found!")); + next; + cutin "sara_9sara1.bmp", 255; + cutin "sara_momdie.bmp", 4; + mes("^FF0000The door opens to reveal a woman laying dead on the floor and the\r" + "Doyen standing over the woman with a bloody sword.^000000"); + dispbottom(_("The door opens to reveal a woman laying dead on the floor and the Doyen standing over the woman with a bloody sword.")); + next; + mes("[Sara Irene]"); + mes("..."); + npctalk("..."); + next; + mes("[Sara Irene]"); + mes("..."); + npctalk("..."); + next; + mes("[Sara Irene]"); + mes("..."); + npctalk("..."); + mapannounce(instance_mapname("1@sara"), _("[Sara's Mother] : Sara...Ru-..away..."), bc_map, C_YELLOW); + next; + mes("[Sara Irene]"); + mes("..."); + npctalk("..."); + next; + mes("^FF0000A gem rolls from the womans hand and comes to a rest in front of\r" + "Sara. Unconsciously Sara reaches down and picks up the gem.^000000"); + dispbottom(_("A gem rolls from the womans hand and comes to a rest in front of Sara. Unconsciously Sara reaches down and picks up the gem.")); + next; + mes("^FF0000The Doyen turns around and notices Sara.^000000"); + dispbottom(_("The Doyen turns around and notices Sara.")); + next; + cutin "sara_momdie.bmp", 255; + cutin "sara_elder_irine4.bmp", 2; + mes("[Doyen Irene]"); + mes("Ahh Sara! I was just looking for you..."); + npctalk(_("Ahh Sara! I was just looking for you..."), instance_npcname("Doyen Irene#sarains1")); + next; + cutin "sara_9sara2.bmp", 2; + mes("[Sara Irene]"); + mes("..."); + npctalk("..."); + next; + select("Escape with Sara."); + mes("[Sara Irene]"); + mes("..."); + npctalk("..."); + next; + cutin "sara_elder_irine3.bmp", 2; + mes("[Doyen Irene]"); + mes("Guards! GUARDS! There is a murderer here! Catch him!"); + npctalk(_("Guards! GUARDS! There is a murderer here! Catch him!"), instance_npcname("Doyen Irene#sarains1")); + next; + mes("^FF0000The sound of many pairs of boots can be heard running outside!^000000"); + dispbottom(_("The sound of many pairs of boots can be heard running outside!")); + next; + cutin "sara_9sara3.bmp", 2; + mes("[Sara Irene]"); + mes("Mommy no!!!!!!!!!!!!!!!"); + npctalk(_("Mommy no!!!!!!!!!!!!!!!")); + next; + cutin "sara_9sara3.bmp", 255; + mes("^FF0000Sara runs aways and the sound of the guards is getting closer...^000000"); + dispbottom(_("Sara runs aways and the sound of the guards is getting closer...")); + close2; + donpcevent instance_npcname("Sara Irene#sarains1")+"::OnDisable"; + donpcevent instance_npcname("Sara Irene#sarains4")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains5")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains6")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains7")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains8")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains9")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains10")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains11")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains12")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains13")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains14")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains15")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains16")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains17")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains18")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains19")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains20")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains21")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains22")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains23")+"::OnEnable"; + donpcevent instance_npcname("#controlsara")+"::OnEnable"; + end; + +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains1")+"::OnDisable"; + end; +OnEnable: + hideoffnpc instance_npcname("Sara Irene#sarains1"); + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains1"); + end; +} + +1@sara,107,325,0 script Doyen Irene#sarains1 FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("Doyen Irene#sarains1")+"::OnDisable"; + end; +OnEnable: + hideoffnpc instance_npcname("Doyen Irene#sarains1"); + end; +OnDisable: + hideonnpc instance_npcname("Doyen Irene#sarains1"); + end; +} + +1@sara,107,327,0 script #controlsara CLEAR_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#controlsara")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("#controlsara"); + hideonnpc instance_npcname("#controlsara"); + initnpctimer; + end; +OnDisable: + disablenpc instance_npcname("#controlsara"); + end; +OnTimer2000: + mapannounce(instance_mapname("1@sara"), _("<SYSTEM> The guards must be defeated to gain access to the next area."), bc_map, C_YELLOW); + end; +OnTimer4000: + mapannounce(instance_mapname("1@sara"), _("<SYSTEM> The guards have formed groups of their own to fight you!"), bc_map, C_YELLOW); + end; +OnTimer5000: + donpcevent instance_npcname("#controlsara")+"::OnRespawn"; + stopnpctimer; + end; +OnRespawn: + .@map$ = instance_mapname("1@sara"); + + monster(.@map$, .@x, .@y, _("Maggot"), MG_ARCLOUSE, .@mobs, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 107, 325, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 115, 325, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 116, 317, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 108, 317, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 116, 311, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 108, 311, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 101, 295, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 105, 295, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 109, 295, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 113, 295, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 117, 295, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 121, 295, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 122, 227, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 122, 225, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 122, 223, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 122, 221, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 122, 219, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 122, 217, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 121, 227, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 121, 225, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 121, 223, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 121, 221, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 121, 219, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 121, 217, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 151, 231, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 153, 231, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 155, 231, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 157, 231, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 159, 231, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 161, 231, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 187, 215, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 187, 217, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 187, 219, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 187, 221, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 187, 223, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 187, 225, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 188, 215, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 188, 217, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 188, 219, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 188, 221, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 188, 223, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 188, 225, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 192, 250, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 194, 250, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 196, 250, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 198, 250, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 196, 254, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 196, 256, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 196, 258, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 199, 254, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 199, 256, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 199, 258, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 204, 246, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 204, 248, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 204, 250, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 204, 252, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 204, 254, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 206, 251, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + end; +OnMyMobDead: + .@callnum = 58; + .@map$ = instance_mapname("1@sara"); + .@a_mob_num = mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + .@mob_dead_num = .@callnum - .@a_mob_num; + if (.@mob_dead_num > 57) { + viewpoint 1, 209, 250, 1, C_GREEN; + mapannounce(instance_mapname("1@sara"), _("<SYSTEM> Sara ran away again! You think she went in the 2 O'clock direction!"), bc_map, C_YELLOW); + donpcevent instance_npcname("#controlsara")+"::OnDisable"; + donpcevent instance_npcname("#controlsara1")+"::OnEnable"; + donpcevent instance_npcname("#sarawarp2")+"::OnEnable"; + } + end; +} + +1@sara,230,316,0 script #controlsara1 CLEAR_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#controlsara1")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("#controlsara1"); + hideonnpc instance_npcname("#controlsara1"); + donpcevent instance_npcname("#controlsara1")+"::OnRespawn"; + end; +OnDisable: + disablenpc instance_npcname("#controlsara1"); + end; +OnRespawn: + .@map$ = instance_mapname("1@sara"); + monster(.@map$, 228, 312, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 227, 312, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 229, 315, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 247, 290, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 248, 290, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 249, 290, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 223, 264, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 230, 248, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 227, 248, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 238, 229, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 225, 220, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 228, 220, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 220, 212, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 223, 212, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 219, 203, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 222, 203, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + end; +OnMyMobDead: + .@callnum = 16; + .@map$ = instance_mapname("1@sara"); + .@b_mob_num = mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + .@mob_dead_num = .@callnum - .@b_mob_num; + if (.@mob_dead_num > 15) { + viewpoint 1, 226, 190, 1, C_GREEN; + mapannounce(instance_mapname("1@sara"), _("<SYSTEM> Sara ran away yet again! You think she went in the 5 O'clock direction!"), bc_map, C_YELLOW); + donpcevent instance_npcname("#controlsara1")+"::OnDisable"; + donpcevent instance_npcname("#controlsara2")+"::OnEnable"; + donpcevent instance_npcname("#sarawarp3")+"::OnEnable"; + } + end; +} + +1@sara,263,94,0 script #controlsara2 CLEAR_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#controlsara2")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("#controlsara2"); + hideonnpc instance_npcname("#controlsara2"); + donpcevent instance_npcname("#controlsara2")+"::OnRespawn"; + end; +OnDisable: + disablenpc instance_npcname("#controlsara2"); + end; +OnRespawn: + .@map$ = instance_mapname("1@sara"); + monster(.@map$, 255, 91, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 255, 92, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 255, 93, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 255, 94, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 254, 91, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 254, 92, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 254, 93, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 254, 94, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 228, 65, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 228, 64, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 228, 63, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 228, 62, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 198, 62, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 195, 56, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 195, 60, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 195, 62, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 192, 56, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 192, 60, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 192, 62, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 187, 68, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 188, 63, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 120, 39, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 121, 39, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 121, 39, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 93, 64, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 93, 68, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 93, 72, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 93, 76, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 90, 64, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 90, 68, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 90, 72, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 90, 76, _("A Gentle Guard Dog"), GUARDDOG, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 87, 67, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 87, 63, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 87, 59, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 87, 55, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 84, 67, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 84, 63, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 84, 59, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 84, 55, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 81, 67, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 81, 63, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 81, 59, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 81, 55, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 81, 51, _("A Fierce Guard Dog"), GUARDDOG2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + end; +OnMyMobDead: + .@callnum = 45; + .@map$ = instance_mapname("1@sara"); + .@c_mob_num = mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + .@mob_dead_num = .@callnum - .@c_mob_num; + if (.@mob_dead_num > 44) { + viewpoint 1, 166, 67, 1, C_GREEN; + mapannounce(instance_mapname("1@sara"), _("<SYSTEM> Sara ran away yet again! *sigh* You think she went in the 6 O'clock direction!"), bc_map, C_YELLOW); + donpcevent instance_npcname("#controlsara2")+"::OnDisable"; + donpcevent instance_npcname("#controlsara3")+"::OnEnable"; + donpcevent instance_npcname("#sarawarp4")+"::OnEnable"; + } + end; +} + +1@sara,164,81,0 script #controlsara3 CLEAR_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#controlsara3")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("#controlsara3"); + hideonnpc instance_npcname("#controlsara3"); + donpcevent instance_npcname("#controlsara3")+"::OnRespawn"; + end; +OnDisable: + disablenpc instance_npcname("#controlsara3"); + end; +OnRespawn: + .@map$ = instance_mapname("1@sara"); + monster(.@map$, 155, 97, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 157, 97, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 159, 97, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 161, 97, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 201, 113, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 204, 113, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 207, 113, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 210, 113, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 213, 113, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 201, 117, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 204, 117, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 207, 117, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 210, 117, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 213, 117, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 223, 152, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 223, 148, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 223, 144, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 221, 152, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 221, 148, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 221, 144, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 151, 174, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 153, 174, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 155, 174, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 157, 174, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 159, 174, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 151, 177, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 153, 177, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 155, 177, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 157, 177, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 159, 177, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 151, 180, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 153, 180, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 155, 180, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 157, 180, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 159, 180, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 173, 139, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 170, 139, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 167, 139, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 164, 139, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + + monster(.@map$, 173, 137, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 170, 137, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 167, 137, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + monster(.@map$, 164, 137, _("Payon Town Guard"), PAYONSOLDIER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + end; +OnMyMobDead: + .@callnum = 43; + .@map$ = instance_mapname("1@sara"); + .@d_mob_num = mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + .@mob_dead_num = .@callnum - .@d_mob_num; + if (.@mob_dead_num > 42) { + viewpoint 1, 155, 180, 1, C_GREEN; + mapannounce(instance_mapname("1@sara"), _("<SYSTEM> Sara ran away yet again! You think she went in the 12 O'clock direction!"), bc_map, C_YELLOW); + for (.@i=4; .@i<=23; .@i++) { + donpcevent instance_npcname("Sara Irene#sarains" + .@i)+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains" + .@i)+"::OnDisable"; + } + donpcevent instance_npcname("#controlsara3")+"::OnDisable"; + donpcevent instance_npcname("#sarawarp5")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains2")+"::OnEnable"; + } + end; +} + +1@sara,152,233,5 script Sara Irene#sarains2 4_F_SARAH_BABY,{ + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) + end; + cutin "sara_9sara2.bmp", 2; + mes("[Sara Irene]"); + mes("Mommy!"); + npctalk(_("Mommy!")); + next; + cutin "sara_elder_irine4.bmp", 2; + mes("[Doyen Irene]"); + mes("Sara..."); + npctalk(_("Sara..."), instance_npcname("Doyen Irene#sarains2")); + next; + cutin "sara_9sara2.bmp", 2; + mes("[Sara Irene]"); + mes("No!"); + npctalk(_("No!")); + next; + cutin "sara_elder_irine4.bmp", 2; + mes("[Doyen Irene]"); + mes("I have been looking for you Sara. Please come with daddy it is very dangerous here!"); + npctalk(_("I have been looking for you Sara. Please come with daddy it is very dangerous here!"), instance_npcname("Doyen Irene#sarains2")); + next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I won't let you take Sara!"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("I won't let you take Sara!")); + next; + cutin "sara_elder_irine3.bmp", 2; + mes("[Doyen Irene]"); + mes("The murderer is here! Guards! We will finish him once and for all!"); + npctalk(_("The murderer is here! Guards! We will finish him once and for all!"), instance_npcname("Doyen Irene#sarains2")); + next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Sara... run! Save yourself!"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Sara... run! Save yourself!")); + next; + cutin "sara_9sara2.bmp", 2; + mes("[Sara Irene]"); + mes("...okay."); + npctalk(_("...okay.")); + close2; + cutin "sara_9sara2.bmp", 255; + donpcevent instance_npcname("Sara Irene#sarains2")+"::OnDisable"; + donpcevent instance_npcname("#controlsara4")+"::OnEnable"; + end; + +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains2")+"::OnDisable"; + end; +OnEnable: + hideoffnpc instance_npcname("Sara Irene#sarains2"); + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains2"); + end; +} + +1@sara,152,233,5,0 script Doyen Irene#sarains2 FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("Doyen Irene#sarains2")+"::OnDisable"; + end; +OnEnable: + hideoffnpc instance_npcname("Doyen Irene#sarains2"); + end; +OnDisable: + hideonnpc instance_npcname("Doyen Irene#sarains2"); + end; +} + +1@sara,152,233,0 script #controlsara4 FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#controlsara4")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("#controlsara4"); + donpcevent instance_npcname("#controlsara4")+"::OnRespawn"; + end; +OnDisable: + disablenpc instance_npcname("#controlsara4"); + end; +OnRespawn: + .@map$ = instance_mapname("1@sara"); + .@mobid = monster(.@map$, 150, 232, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + unittalk(.@mobid, _("I am getting too old for this sh-")); + .@mobid = monster(.@map$, 150, 227, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + unittalk(.@mobid, _("For Payon!!")); + .@mobid = monster(.@map$, 150, 222, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + unittalk(.@mobid, _("For Payon!!")); + .@mobid = monster(.@map$, 150, 217, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + unittalk(.@mobid, _("For Payon!!")); + .@mobid = monster(.@map$, 161, 232, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + unittalk(.@mobid, _("For Payon!!")); + .@mobid = monster(.@map$, 161, 227, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + unittalk(.@mobid, _("For Payon!!")); + .@mobid = monster(.@map$, 161, 222, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + unittalk(.@mobid, _("For Payon!!")); + .@mobid = monster(.@map$, 161, 217, _("Payon Town Guard"), PAYONSOLDIER2, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + unittalk(.@mobid, _("For Payon!!")); + end; +OnMyMobDead: + .@callnum = 8; + .@map$ = instance_mapname("1@sara"); + .@f_mob_num = mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + .@mob_dead_num = .@callnum - .@f_mob_num; + if (.@mob_dead_num > 7) { + mapannounce(instance_mapname("1@sara"),_("<SYSTEM> Doyen Irene draws his blade!"), bc_map, C_YELLOW); + donpcevent instance_npcname("#controlsara4")+"::OnDisable"; + donpcevent instance_npcname("#controlsara5")+"::OnEnable"; + } + end; +} + +1@sara,155,226,0 script #controlsara5 FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("#controlsara5")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("#controlsara5"); + donpcevent instance_npcname("#controlsara5")+"::OnRespawn"; + end; +OnDisable: + disablenpc instance_npcname("#controlsara5"); + end; +OnRespawn: + .@map$ = instance_mapname("1@sara"); + .@mobid = monster(.@map$, 155, 226, _("Doyen Irene"), IRENE_ELDER, 1, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + unittalk(.@mobid, _("I will have revenge for Sara's Mom!")); + end; +OnMyMobDead: + .@callnum = 1; + .@map$ = instance_mapname("1@sara"); + .@g_mob_num = mobcount(.@map$, instance_npcname(strnpcinfo(NPC_NAME))+"::OnMyMobDead"); + .@mob_dead_num = .@callnum - .@g_mob_num; + if (.@mob_dead_num > 0) { + mapannounce(instance_mapname("1@sara"), _("<SYSTEM> Doyen Irene has fallen."), bc_map, C_YELLOW); + donpcevent instance_npcname("#controlsara5")+"::OnDisable"; + donpcevent instance_npcname("Doyen Irene#sarains3")+"::OnEnable"; + } + end; +} + +1@sara,156,236,3 script Doyen Irene#sarains3 4_M_CHIEF_IRIN,{ + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) + end; + cutin "sara_elder_irine4.bmp", 2; + mes("[Doyen Irene]"); + mes("You... were too strong for me."); + npctalk(_("You... were too strong for me.")); + next; + mes("[Doyen Irene]"); + mes("Why.. *hack* are you trying to kill my wife and daughter?"); + npctalk(_("Why.. *hack* are you trying to kill my wife and daughter?")); + next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("What are you talking about? We saw you standing over Sara's mother with your sword COVERED in blood!"); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("What are you talking about? We saw you standing over Sara's mother with your sword COVERED in blood!")); + next; + mes("[Doyen Irene]"); + mes("You.. think I killed Sara's mother?"); + npctalk(_("You.. think I killed Sara's mother?")); + next; + mes("[Doyen Irene]"); + mes("She *cough* had already been killed by an assassin. I slew him that *hack* is why my blade was covered in blood..."); + npctalk(_("She *cough* had already been killed by an assassin. I slew him that *hack* is why my blade was covered in blood...")); + next; + cutin "sara_elder_irine4.bmp", 255; + cutin "sara_momdie.bmp", 4; + mes("^FF0000Thinking back you seem to recall another body laying in the left\r" + "corner of the room. Maybe that was the assassin the Doyen is talking about.^000000"); + dispbottom(_("Thinking back you seem to recall another body laying in the left corner of the room. Maybe that was the assassin the Doyen is talking about.")); + next; + cutin "sara_momdie.bmp", 255; + cutin "sara_elder_irine4.bmp", 2; + mes("[Doyen Irene]"); + mes("If.. you are not the assassin sent to kill my wife and daughter, who are you?"); + npctalk(_("If.. you are not the assassin sent to kill my wife and daughter, who are you?")); + next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I am just an adventurer who was passing through. I heard some men plotting their deaths and needed to intervene."); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("I am just an adventurer who was passing through. I heard some men plotting their deaths and needed to intervene.")); + next; + mes("[Doyen Irene]"); + mes("If.. you are telling the truth...\r" + "forgive me. I though you were one of them."); + npctalk(_("If.. you are telling the truth... forgive me. I though you were one of them.")); + next; + mes("[Doyen Irene]"); + mes("Strange men... I bet they were some of the village elders. Ugh..."); + npctalk(_("Strange men... I bet they were some of the village elders. Ugh...")); + next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("There might be more assassins so we have to find Sara as fast as we can."); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("There might be more assassins so we have to find Sara as fast as we can.")); + next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Sara believes that you killed her mother. We need to tell her the truth."); + unittalk(getcharid(CHAR_ID_ACCOUNT), _("Sara believes that you killed her mother. We need to tell her the truth.")); + next; + mes("[Doyen Irene]"); + mes("We must do our best to find her. Let's split up and search for her.\r" + "Please help me find my daughter and explain everything to her."); + npctalk(_("We must do our best to find her. Let's split up and search for her. Please help me find my daughter and explain everything to her.")); + close2; + cutin "sara_elder_irine4.bmp", 255; + viewpoint 1, 88, 188, 1, C_GREEN; + mapannounce(instance_mapname("1@sara"), _("<SYSTEM> We must find Sara. You seem remember her running in the 8 O'clock direction."), bc_map, C_YELLOW); + donpcevent instance_npcname("Doyen Irene#sarains3")+"::OnDisable"; + donpcevent instance_npcname("#sarawarp6")+"::OnEnable"; + donpcevent instance_npcname("????-#saratalk")+"::OnEnable"; + donpcevent instance_npcname("Sara Irene#sarains3")+"::OnEnable"; + end; + +OnInstanceInit: + donpcevent instance_npcname("Doyen Irene#sarains3")+"::OnDisable"; + end; +OnEnable: + hideoffnpc instance_npcname("Doyen Irene#sarains3"); + end; +OnDisable: + hideonnpc instance_npcname("Doyen Irene#sarains3"); + end; +} + +1@sara,39,142,3 script Sara Irene#sarains3 4_F_SARAH_BABY,{ + if (getcharid(CHAR_ID_CHAR) != getpartyleader(getcharid(CHAR_ID_PARTY), 2)) + end; + mes("^FF0000As you are about to call out to Sara a sudden blow knocks you down from behind.^000000"); + dispbottom(_("As you are about to call out to Sara a sudden blow knocks you down from behind.")); + next; + cutin "sara_beholder.bmp", 2; + mes("[?????]"); + mes("The time travellers cannot interfere any longer. You cannot stop us from meeting Sara."); + npctalk(_("The time travellers cannot interfere any longer. You cannot stop us from meeting Sara."), instance_npcname("????-#saratalk")); + next; + mes("[?????]"); + mes("You should go back to the time where you belong."); + npctalk(_("You should go back to the time where you belong."), instance_npcname("????-#saratalk")); + next; + mes("^FF0000As you fall to the ground two dark figures approach Sara.^000000"); + dispbottom(_("As you fall to the ground two dark figures approach Sara.")); + next; + mes("[?????]"); + mes("A girl full of betrayal, despair, and hate. We will guide you to your ultimate fate."); + npctalk(_("A girl full of betrayal, despair, and hate. We will guide you to your ultimate fate."), instance_npcname("????-#saratalk")); + next; + cutin "sara_9sara2.bmp", 2; + mes("[Sara Irene]"); + mes("..."); + npctalk("..."); + next; + cutin "sara_beholder.bmp", 2; + mes("[?????]"); + mes("Sara Irene, he will make your dreams come true."); + npctalk(_("Sara Irene, he will make your dreams come true."), instance_npcname("????-#saratalk")); + next; + cutin "sara_beholder.bmp", 255; + mes("^FF0000One of the cloaked strangers covers Sara with their cloak and all three figures disappear.^000000"); + dispbottom(_("One of the cloaked strangers covers Sara with their cloak and all three figures disappear.")); + donpcevent instance_npcname("Sara Irene#sarains3")+"::OnDisable"; + next; + mes("^FF0000At the same time as Sara disappearing this place begin to become unstable, just like what Leon said before.^000000"); + dispbottom(_("At the same time as Sara disappearing this place begin to become unstable, just like what Leon said before.")); + next; + mes("^FF0000We need to get out from this place quickly to the left. And when we at the outside let's talk to him.^000000"); + dispbottom(_("We need to get out from this place quickly to the left. And when we at the outside let's talk to him.")); + close2; + donpcevent instance_npcname("????-#saratalk")+"::OnDisable"; + donpcevent instance_npcname("#sarawarp7")+"::OnEnable"; + end; + +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains3")+"::OnDisable"; + end; +OnEnable: + hideoffnpc instance_npcname("Sara Irene#sarains3"); + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains3"); + end; +} + +1@sara,152,233,0 script ????-#saratalk FAKE_NPC,{ + end; +OnInstanceInit: + donpcevent instance_npcname("????-#saratalk")+"::OnDisable"; + end; +OnEnable: + hideoffnpc instance_npcname("????-#saratalk"); + end; +OnDisable: + hideonnpc instance_npcname("????-#saratalk"); + end; +} + +1@sara,97,304,5 script Sara Irene#sarains4 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("Why daddy?")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains4")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains4")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains4")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains4"); + hideoffnpc instance_npcname("Sara Irene#sarains4"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains4"); + disablenpc instance_npcname("Sara Irene#sarains4"); + end; +} + +1@sara,128,296,5 script Sara Irene#sarains5 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("Not mommy!")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains5")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains5")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains5")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains5"); + hideoffnpc instance_npcname("Sara Irene#sarains5"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains5"); + disablenpc instance_npcname("Sara Irene#sarains5"); + end; +} + +1@sara,90,215,5 script Sara Irene#sarains6 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("Why did he do it?!")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains6")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains6")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains6")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains6"); + hideoffnpc instance_npcname("Sara Irene#sarains6"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains6"); + disablenpc instance_npcname("Sara Irene#sarains6"); + end; +} + +1@sara,124,230,5 script Sara Irene#sarains7 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("Why.. why?!")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains7")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains7")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains7")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains7"); + hideoffnpc instance_npcname("Sara Irene#sarains7"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains7"); + disablenpc instance_npcname("Sara Irene#sarains7"); + end; +} + +1@sara,174,226,5 script Sara Irene#sarains8 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("Noooo...")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains8")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains8")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains8")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains8"); + hideoffnpc instance_npcname("Sara Irene#sarains8"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains8"); + disablenpc instance_npcname("Sara Irene#sarains8"); + end; +} + +1@sara,203,259,5 script Sara Irene#sarains9 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk("..."); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains9")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains9")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains9")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains9"); + hideoffnpc instance_npcname("Sara Irene#sarains9"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains9"); + disablenpc instance_npcname("Sara Irene#sarains9"); + end; +} + +1@sara,225,298,5 script Sara Irene#sarains10 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("Why does it hurt so much?")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains10")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains10")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains10")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains10"); + hideoffnpc instance_npcname("Sara Irene#sarains10"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains10"); + disablenpc instance_npcname("Sara Irene#sarains10"); + end; +} + +1@sara,228,282,5 script Sara Irene#sarains11 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("........")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains11")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains11")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains11")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains11"); + hideoffnpc instance_npcname("Sara Irene#sarains11"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains11"); + disablenpc instance_npcname("Sara Irene#sarains11"); + end; +} + +1@sara,243,250,5 script Sara Irene#sarains12 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("...Mommy")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains12")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains12")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains12")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains12"); + hideoffnpc instance_npcname("Sara Irene#sarains12"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains12"); + disablenpc instance_npcname("Sara Irene#sarains12"); + end; +} + +1@sara,265,253,5 script Sara Irene#sarains13 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("What happened to you daddy?")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains13")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains13")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains13")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains13"); + hideoffnpc instance_npcname("Sara Irene#sarains13"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains13"); + disablenpc instance_npcname("Sara Irene#sarains13"); + end; +} + +1@sara,231,205,5 script Sara Irene#sarains14 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("All that blood...")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains14")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains14")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains14")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains14"); + hideoffnpc instance_npcname("Sara Irene#sarains14"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains14"); + disablenpc instance_npcname("Sara Irene#sarains14"); + end; +} + +1@sara,238,53,5 script Sara Irene#sarains15 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("Who are you?!")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains15")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains15")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains15")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains15"); + hideoffnpc instance_npcname("Sara Irene#sarains15"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains15"); + disablenpc instance_npcname("Sara Irene#sarains15"); + end; +} + +1@sara,184,67,5 script Sara Irene#sarains16 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("I want my mommy!")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains16")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains16")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains16")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains16"); + hideoffnpc instance_npcname("Sara Irene#sarains16"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains16"); + disablenpc instance_npcname("Sara Irene#sarains16"); + end; +} + +1@sara,150,60,5 script Sara Irene#sarains17 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("........")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains17")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains17")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains17")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains17"); + hideoffnpc instance_npcname("Sara Irene#sarains17"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains17"); + disablenpc instance_npcname("Sara Irene#sarains17"); + end; +} + +1@sara,105,63,5 script Sara Irene#sarains18 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("Nooooo...")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains18")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains18")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains18")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains18"); + hideoffnpc instance_npcname("Sara Irene#sarains18"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains18"); + disablenpc instance_npcname("Sara Irene#sarains18"); + end; +} + +1@sara,163,99,5 script Sara Irene#sarains19 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("Mommy!")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains19")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains19")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains19")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains19"); + hideoffnpc instance_npcname("Sara Irene#sarains19"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains19"); + disablenpc instance_npcname("Sara Irene#sarains19"); + end; +} + +1@sara,184,106,5 script Sara Irene#sarains20 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk("........"); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains20")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains20")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains20")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains20"); + hideoffnpc instance_npcname("Sara Irene#sarains20"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains20"); + disablenpc instance_npcname("Sara Irene#sarains20"); + end; +} + +1@sara,153,124,5 script Sara Irene#sarains21 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("Daddy!")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains21")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains21")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains21")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains21"); + hideoffnpc instance_npcname("Sara Irene#sarains21"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains21"); + disablenpc instance_npcname("Sara Irene#sarains21"); + end; +} + +1@sara,141,153,5 script Sara Irene#sarains22 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk("........"); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains22")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains22")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains22")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains22"); + hideoffnpc instance_npcname("Sara Irene#sarains22"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains22"); + disablenpc instance_npcname("Sara Irene#sarains22"); + end; +} + +1@sara,201,155,5 script Sara Irene#sarains23 4_F_SARAH_BABY,7,7,{ + end; +OnTouch: + npctalk(_("Why?")); + initnpctimer; + donpcevent instance_npcname("Sara Irene#sarains23")+"::OnDisable"; + end; +OnTimer60000: + donpcevent instance_npcname("Sara Irene#sarains23")+"::OnEnable"; + end; +OnInstanceInit: + donpcevent instance_npcname("Sara Irene#sarains23")+"::OnDisable"; + end; +OnEnable: + enablenpc instance_npcname("Sara Irene#sarains23"); + hideoffnpc instance_npcname("Sara Irene#sarains23"); + stopnpctimer; + end; +OnDisable: + hideonnpc instance_npcname("Sara Irene#sarains23"); + disablenpc instance_npcname("Sara Irene#sarains23"); + end; +} diff --git a/npc/re/jobs/1-1/acolyte.txt b/npc/re/jobs/1-1/acolyte.txt index 005da4c8f..dae96908b 100644 --- a/npc/re/jobs/1-1/acolyte.txt +++ b/npc/re/jobs/1-1/acolyte.txt @@ -83,7 +83,7 @@ prt_church,184,41,4 script Cleric#aco 1_M_PASTOR,{ mes "[Father Mareusis]"; mes "What is it that you seek?"; next; - switch(select("Change your job to acolyte.:Ask the requirements to be an acolyte.:Quit it.")) { + switch(select("Change your job to acolyte.", "Ask the requirements to be an acolyte.", "Quit it.")) { case 1: if(BaseJob != Job_Novice) { mes "[Father Mareusis]"; @@ -147,7 +147,7 @@ prt_fild03,365,255,2 script Ascetic#aco 4_M_ORIENT02,{ mes "Oh...? You must be the one who aspires to become an Acolyte. I've already received news from the Sanctuary that you might be coming."; next; mes "[Father Rubalkabara]"; - mes "Now, your name was " + strcharinfo(0) + ", right? Excellent, thank you for visiting me."; + mes "Now, your name was " + strcharinfo(PC_NAME) + ", right? Excellent, thank you for visiting me."; next; mes "[Father Rubalkabara]"; mes "I believe you've been told much about Acolytes from Friar Mareusis. Plus, there's plenty of helpful people in the Prontera Sanctuary."; @@ -175,7 +175,7 @@ prt_fild03,365,255,2 script Ascetic#aco 4_M_ORIENT02,{ mes "Let's see..."; next; mes "[Father Rubalkabara]"; - mes "Your name is " + strcharinfo(0) + "?"; + mes "Your name is " + strcharinfo(PC_NAME) + "?"; mes "I don't think your name"; mes "is on my list. Hmmm..."; next; @@ -224,10 +224,10 @@ moc_fild07,41,355,4 script Ascetic#2aco 4_F_SISTER,{ mes "Ah, you must be one of the Acolyte applicants. I sincerely welcome you."; next; mes "[Mother Mathilda]"; - mes "What is your name? " + strcharinfo(0) + "? Let's see... Ah, you're on my list."; + mes "What is your name? " + strcharinfo(PC_NAME) + "? Let's see... Ah, you're on my list."; next; mes "[Mother Mathilda]"; - mes "I will send a message to the Sanctuary confirming that you, " + strcharinfo(0) + " visited me and completed your penance."; + mes "I will send a message to the Sanctuary confirming that you, " + strcharinfo(PC_NAME) + " visited me and completed your penance."; next; mes "[Mother Mathilda]"; mes "Please return to the Prontera Sanctuary and speak to the Priest in charge."; @@ -244,7 +244,7 @@ moc_fild07,41,355,4 script Ascetic#2aco 4_F_SISTER,{ next; mes "[Mother Mathilda]"; mes "Now, what is your name?"; - mes "" + strcharinfo(0) + "? Let's see..."; + mes "" + strcharinfo(PC_NAME) + "? Let's see..."; next; mes "[Mother Mathilda]"; mes "Hmm..."; @@ -301,10 +301,10 @@ prt_fild00,208,218,6 script Ascetic#3aco 4W_M_02,{ mes "So what's your name?"; next; mes "[Father Yosuke]"; - mes "" + strcharinfo(0) + ", huh?"; + mes "" + strcharinfo(PC_NAME) + ", huh?"; next; mes "[Father Yosuke]"; - mes "Okay. I'll send a message to the Sanctuary that you, " + strcharinfo(0) + ", came to visit me."; + mes "Okay. I'll send a message to the Sanctuary that you, " + strcharinfo(PC_NAME) + ", came to visit me."; next; mes "[Father Yosuke]"; mes "Now go back to the Santuary and finish becoming an Acolyte, kid."; @@ -321,7 +321,7 @@ prt_fild00,208,218,6 script Ascetic#3aco 4W_M_02,{ mes "Not bad at all, you've made it all the way here from Prontera. So what's your name, kid?"; next; mes "[Father Yosuke]"; - mes "" + strcharinfo(0) + ", huh? Why isn't your name on my list?"; + mes "" + strcharinfo(PC_NAME) + ", huh? Why isn't your name on my list?"; next; mes "[Father Yosuke]"; mes "You probably made a mistake. Go back to the Santuary, and check with the Bishop."; diff --git a/npc/re/jobs/1-1/archer.txt b/npc/re/jobs/1-1/archer.txt index 32b53ed49..a7ef0ef10 100644 --- a/npc/re/jobs/1-1/archer.txt +++ b/npc/re/jobs/1-1/archer.txt @@ -84,7 +84,7 @@ payon_in02,64,71,4 script Archer Guildsman#archer 4_M_03,{ mes "[Archer Guildsman]"; mes "Nice to meet you. How may I help you?"; next; - switch(select("I want to be an Archer.:I need the requirements, please.:Nothing, thanks.")) { + switch(select("I want to be an Archer.", "I need the requirements, please.", "Nothing, thanks.")) { case 1: if(BaseJob != Job_Novice) { mes "[Archer Guildsman]"; @@ -97,7 +97,7 @@ payon_in02,64,71,4 script Archer Guildsman#archer 4_M_03,{ close; }else{ mes "[Archer Guildsman]"; - mes "You are... "+strcharinfo(0)+". right?"; + mes "You are... "+strcharinfo(PC_NAME)+". right?"; next; if (getskilllv("NV_BASIC") < 9) { mes "[Archer Guildsman]"; diff --git a/npc/re/jobs/1-1/mage.txt b/npc/re/jobs/1-1/mage.txt index 4f2ecb369..29593163b 100644 --- a/npc/re/jobs/1-1/mage.txt +++ b/npc/re/jobs/1-1/mage.txt @@ -87,13 +87,13 @@ geffen_in,164,124,4 script Mage Guildsman#mage 2_F_MAGICMASTER,{ }else{ mes "Hey?"; next; - switch(select("I want to be a Mage:What are the requirements to be a Mage?:Nothing, thanks.")) { + switch(select("I want to be a Mage", "What are the requirements to be a Mage?", "Nothing, thanks.")) { case 1: mes "[Mage Guildsman]"; mes "Wanna be a Mage? Eh..."; next; mes "[Mage Guildsman]"; - if (Sex) { + if (Sex == SEX_MALE) { mes "Hey, look at you! You're kinda cute~! Not my type though..."; }else{ mes "Oooh, you're such a hot babe~!"; @@ -101,7 +101,7 @@ geffen_in,164,124,4 script Mage Guildsman#mage 2_F_MAGICMASTER,{ } mes "Right, you said that you wanna be a Mage?"; next; - if(select("I want to be a Mage.:Nothing, thanks.") == 2) { + if(select("I want to be a Mage.", "Nothing, thanks.") == 2) { mes "[Mage Guildsman]"; mes "Whaaaaat~?! Right after you tell me that you wanna become a Mage, you change your mind?! Be a bit more decisive!"; close; @@ -113,7 +113,7 @@ geffen_in,164,124,4 script Mage Guildsman#mage 2_F_MAGICMASTER,{ close; } mes "Alright.. sign the application form.... Wow~ you have good handwriting! Ahh, okay. That's enough."; - mes "You are... "+strcharinfo(0)+"."; + mes "You are... "+strcharinfo(PC_NAME)+"."; next; mes "[Mage Guildsman]"; mes "Hmm I can see that you've tried hard in your own way. Though it seems to be a little clumsy, but well I think it's okay!"; diff --git a/npc/re/jobs/1-1/merchant.txt b/npc/re/jobs/1-1/merchant.txt index 763f7eac4..2682e545d 100644 --- a/npc/re/jobs/1-1/merchant.txt +++ b/npc/re/jobs/1-1/merchant.txt @@ -78,7 +78,7 @@ alberta_in,53,43,6 script Merchant#mer 4_M_04,{ mes "[Guildsman Mahnsoo]"; mes "Hey, why are you here?"; next; - switch(select("I want to be a merchant.:I want to know more about merchants.:Ask him the requirements to be a merchant.:Nothing.")) { + switch(select("I want to be a merchant.", "I want to know more about merchants.", "Ask him the requirements to be a merchant.", "Nothing.")) { case 1: if(BaseJob != Job_Novice) { mes "[Guildsman Mahnsoo]"; diff --git a/npc/re/jobs/1-1/swordman.txt b/npc/re/jobs/1-1/swordman.txt index 00f1086ef..8dbadbd9d 100644 --- a/npc/re/jobs/1-1/swordman.txt +++ b/npc/re/jobs/1-1/swordman.txt @@ -84,7 +84,7 @@ izlude_in,74,172,4 script Swordman#swd 2_M_SWORDMASTER,{ mes "This is the Swordman Guild."; mes "Why are you here?"; next; - switch(select("Tell me about being a Swordman.:I want to be a Swordman.:Nothing.")) { + switch(select("Tell me about being a Swordman.", "I want to be a Swordman.", "Nothing.")) { case 1: mes "[Swordman Guildsman]"; mes "So you wish to know more about the mighty Swordman? Okay!"; @@ -128,7 +128,7 @@ izlude_in,74,172,4 script Swordman#swd 2_M_SWORDMASTER,{ mes "Hmm, both your Job Level and Basic Skill Level check out."; mes "Good. Do you want to be a Swordman right away?"; next; - if(select("Yes, I do.:I'll consider it again.") == 2) { + if(select("Yes, I do.", "I'll consider it again.") == 2) { mes "[Swordman Guildsman]"; mes "Yeah. Prudent decision is needed for choosing a job."; mes "But I feel sorry... that you consider it again after overcoming all the hardships...."; diff --git a/npc/re/jobs/1-1/thief.txt b/npc/re/jobs/1-1/thief.txt index 3d3345719..393b9a13c 100644 --- a/npc/re/jobs/1-1/thief.txt +++ b/npc/re/jobs/1-1/thief.txt @@ -63,7 +63,7 @@ moc_prydb1,39,129,2 script Thief Guide#thief 1_F_04,{ close; }else{ mes "[Thief Guide]"; - if (Sex) + if (Sex == SEX_MALE) mes "Hey, dude."; else mes "Hey, baby~"; @@ -71,7 +71,7 @@ moc_prydb1,39,129,2 script Thief Guide#thief 1_F_04,{ } }else{ mes "[Thief Guide]"; - if (Sex) + if (Sex == SEX_MALE) mes "Hey, dude."; else mes "Hey, baby."; @@ -81,7 +81,7 @@ moc_prydb1,39,129,2 script Thief Guide#thief 1_F_04,{ } if(q_job_thief == 1) { mes "[Thief Guildsman]"; - mes "Ehh... Seems like a beloved "+(Sex?"son":"daughter")+" of a rich family, but why are you here in this dirty place?"; + mes "Ehh... Seems like a beloved "+ (Sex == SEX_MALE ? "son" : "daughter") +" of a rich family, but why are you here in this dirty place?"; next; mes "[Thief Guildsman]"; mes "Well, I'm not in charge of making you a Thief. I just accept applications, get it?"; @@ -96,7 +96,7 @@ moc_prydb1,39,129,2 script Thief Guide#thief 1_F_04,{ }else{ mes "[Thief Guildsman]"; mes "What the heck...?"; - if(Sex) { + if (Sex == SEX_MALE) { mes "Huh.. you are a "+jobname(Class)+" you blockhead...!"; next; mes "[Thief Guildsman]"; @@ -111,9 +111,9 @@ moc_prydb1,39,129,2 script Thief Guide#thief 1_F_04,{ } } mes "[Thief Guildsman]"; - mes "Ehh... Seems like a beloved "+(Sex?"son":"daughter")+" of a rich family, but why are you here in this dirty place?"; + mes "Ehh... Seems like a beloved "+ (Sex == SEX_MALE ? "son" : "daughter") +" of a rich family, but why are you here in this dirty place?"; next; - if(select("I want to be a Thief.:Nothing.") == 2) { + if(select("I want to be a Thief.", "Nothing.") == 2) { mes "[Thief Guildsman]"; mes "You know you cannot be a thief without an application....."; mes "What's on your mind..?"; @@ -127,7 +127,7 @@ moc_prydb1,39,129,2 script Thief Guide#thief 1_F_04,{ mes "[Thief Guildsman]"; mes "Do you want to be a thief so badly?"; next; - switch(select("Yes.:No.:How about you?")) { + switch(select("Yes.", "No.", "How about you?")) { case 1: mes "[Thief Guildsman]"; mes "Oh, do you...? Huh.. well... I do live and learn to see strange people like you."; @@ -151,14 +151,14 @@ moc_prydb1,39,129,2 script Thief Guide#thief 1_F_04,{ mes "[Thief Guildsman]"; mes "So, do you want to apply for being a Thief?"; next; - if(select("Yes, I do.:No.") == 2) { + if(select("Yes, I do.", "No.") == 2) { mes "[Thief Guildsman]"; mes "Well... do what you want to do~ Go your way~"; close; } mes "[Thief Guildsman]"; mes "Alright, tell me your name. Huh? What?"; - mes ""+strcharinfo(0)+". So "+strcharinfo(0)+", right...?"; + mes ""+strcharinfo(PC_NAME)+". So "+strcharinfo(PC_NAME)+", right...?"; next; if (getskilllv("NV_BASIC") < 9) { mes "[Thief Guildsman]"; @@ -169,7 +169,7 @@ moc_prydb1,39,129,2 script Thief Guide#thief 1_F_04,{ } mes "[Thief Guildsman]"; mes "Hmm.... I found your interesting criminal records from the data of the detective agency. Well you seem to have what it takes to be a good thief."; - mes ""+strcharinfo(0)+". I now declare that you have passed the job interview!"; + mes ""+strcharinfo(PC_NAME)+". I now declare that you have passed the job interview!"; next; mes "[Thief Guildsman]"; mes "Well, I'm not in charge of making you a Thief. I just accept applications, get it?"; @@ -186,7 +186,7 @@ moc_prydb1,42,133,2 script Thief Guildsman#thief 2_M_THIEFMASTER,{ mes "Let's begin the job-changing ceremony of our guild!"; next; mes "[Commander of Thief Guild]"; - mes "'"+strcharinfo(0)+".'"; + mes "'"+strcharinfo(PC_NAME)+".'"; mes "'For those who are ready, the moonlight shall open the way. Now you are fully ready, I now officially allow you to become a member of the Thief Guild.'"; callfunc "Job_Change",Job_Thief; q_job_thief = 0; diff --git a/npc/re/jobs/1-1e/taekwon.txt b/npc/re/jobs/1-1e/taekwon.txt new file mode 100644 index 000000000..1befa3b73 --- /dev/null +++ b/npc/re/jobs/1-1e/taekwon.txt @@ -0,0 +1,34 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2012-2016 Hercules Dev Team +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Taekwon Job Quest (Renewal) +//================= Description =========================================== +//= Official TaeKwon Job Change Quest +//================= Current Version ======================================= +//= 1.0.1 +//========================================================================= + +payon_in01,62,10,5 duplicate(TKJobChange) Phoenix#TKJobChangeRE 4_M_MONK diff --git a/npc/re/jobs/2e/kagerou_oboro.txt b/npc/re/jobs/2e/kagerou_oboro.txt index f8b7803e5..efb1faf03 100644 --- a/npc/re/jobs/2e/kagerou_oboro.txt +++ b/npc/re/jobs/2e/kagerou_oboro.txt @@ -143,7 +143,7 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ cutin "",255; end; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me..."; next; mes "^1A95E6You tried to talk to the old man but there is no response. Just when you are about to turn away...^1A95E6"; @@ -279,7 +279,7 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ mes "Sorry I am not a teacher. But!"; next; mes "[Guide Gion]"; - mes "I can help you on the path you've chosen, the ^33CC71"+((Sex)?"Kagerou":"Oboro")+"^000000 path."; + mes "I can help you on the path you've chosen, the ^33CC71"+ (Sex == SEX_MALE ? "Kagerou" : "Oboro") +"^000000 path."; next; mes "^1A95E6You hear Guide Gion's voice faintly as you slip away.^1A95E6"; next; @@ -287,14 +287,14 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ setquest 5134; set job_kagero,4; mes "[Guide Gion]"; - mes "If you are prepared to follow me, Guide Gion, on the "+((Sex)?"Kagerou":"Oboro")+" path, we will meet again."; + mes "If you are prepared to follow me, Guide Gion, on the "+ (Sex == SEX_MALE ? "Kagerou" : "Oboro") +" path, we will meet again."; close2; warp "amatsu",147,136; end; } else if (job_kagero == 4) { cutin "job_ko02",2; mes "[Guide Gion]"; - mes "I thought you were afraid of the ^33CC71path of the "+((Sex)?"Kagerou":"Oboro")+"^33CC71 and wouldn't come back."; + mes "I thought you were afraid of the ^33CC71path of the "+ (Sex == SEX_MALE ? "Kagerou" : "Oboro") +"^33CC71 and wouldn't come back."; next; mes "[Guide Gion]"; mes "But from the look of your eyes, I guess I misjudged you."; @@ -684,7 +684,7 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ mes "And if you are lucky, there will be others targeting the monster."; next; mes "[Guide Gion]"; - mes "May the blessings of '" + ((Sex)?"Kagerou, dancing sun":"Oboro, misty moonlight") + "' be with you."; + mes "May the blessings of '" + (Sex == SEX_MALE ? "Kagerou, dancing sun" : "Oboro, misty moonlight") + "' be with you."; next; setquest 5146; set job_kagero,7; @@ -786,208 +786,204 @@ job_ko,81,124,4 script Cougar#ko 4_M_JOB_ASSASSIN,{ warp "amatsu",147,136; end; } - if (job_kagero != 5) { - goto L_Kick; - } - if (MaxWeight - Weight < 1000 || checkweight("Knife",1) == 0) { - mes "[Cougar]"; - mes "This is a test of knowledge, so why did you bring so many things?"; - close; - } - set .@ko_test_01, questprogress(5136); - set .@ko_test_01_1, questprogress(5139); - if (.@ko_test_01 == 1 && .@ko_test_01_1 == 0) { - mes "[Cougar]"; - mes "It's been a while."; - next; - select("Aren't you..."); - mes "[Cougar]"; - mes "I remember you from before looking for the way of the ninja."; - next; - mes "[Cougar]"; - mes "You've grown this strong already?"; - next; - mes "[Cougar]"; - mes "Ha ha ha-"; - mes "A truly determined youth! I like that."; - next; - mes "[Cougar]"; - mes "Good! The test you are about to take is the ^339CCCTest of Knowledge^000000."; - next; - mes "[Cougar]"; - mes "I hope you haven't been lazy with your studies while focusing on getting stronger?"; - next; - switch(select("Yes", "No")) { - case 1: - setquest 5139; - mes "[Cougar]"; - mes "That's a relief. Let me know when you are ready to start the test."; - close; - case 2: - setquest 5139; + if (job_kagero == 5) { + if (MaxWeight - Weight < 1000 || checkweight("Knife",1) == 0) { mes "[Cougar]"; - mes "So you were all talk? Well, let me know when you are ready then."; + mes "This is a test of knowledge, so why did you bring so many things?"; close; } - } else if (.@ko_test_01 == 1 && .@ko_test_01_1 == 1) { - mes "[Cougar]"; - mes "I'm ready at my end. Are you ready for the test?"; - next; - if(select("Yes", "No") == 2) { + set .@ko_test_01, questprogress(5136); + set .@ko_test_01_1, questprogress(5139); + if (.@ko_test_01 == 1 && .@ko_test_01_1 == 0) { mes "[Cougar]"; - mes "Well, what can I do but wait for you."; - close; - } - mes "[Cougar]"; - mes "This isn't your first test, is it?"; - next; - mes "[Cougar]"; - mes "You only need to choose the correct answer to my questions."; - next; - mes "[Cougar]"; - mes "Let's start."; - next; - - set .@questions,10; // number of questions to ask - - // shuffle array an array of questions to be asked - freeloop(1); - setarray .@n[0], - 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25, - 26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50; - for (set .@i,getarraysize(.@n)-1; .@i>0; set .@i,.@i-1) { - set .@rand, rand(.@i); - set .@tmp, .@n[.@i]; - set .@n[.@i], .@n[.@rand]; - set .@n[.@rand], .@tmp; - } - deletearray .@n[10],getarraysize(.@n) - .@questions; - freeloop(0); - - set @job_ko_cougar,0; - for (set .@i,1; .@i<=.@questions; set .@i,.@i+1) { + mes "It's been a while."; + next; + select("Aren't you..."); mes "[Cougar]"; - mes (.@i < .@questions)?"Question number "+.@i+":":"Last question:"; - switch (.@n[.@i-1]) { - case 1: callsub L_Question,"What is the DEX + LUK total for a Job Master?",2,"8:10:12:14"; break; - case 2: callsub L_Question,"What is the highest job level for a ninja?",1,"70:50:99:100"; break; - case 3: callsub L_Question,"How many skill points do you need to master the Throw Coins skill?",3,"25:30:35:37"; break; - case 4: callsub L_Question,"Which of the following is the correct number of Evasion and effect duration for Mirror Image level 10?",4,"Up to 7 and 200 seconds:Up to 5 and 220 seconds:Up to 6 and 240 seconds:Up to 5 and 240 seconds"; break; - case 5: callsub L_Question,"How many skill points do you need to master the Cicada Skin Shed?",1,"5:3:1:4"; break; - case 6: callsub L_Question,"If Dagger Throwing Practice is at 7, how much ATK is added to Shuriken attacks?",2,"18:21:27:30"; break; - case 7: callsub L_Question,"What is the basic attack range for Throw Shuriken?",3,"7 blocks:8 blocks:9 blocks:10 blocks"; break; - case 8: callsub L_Question,"What is the maximum moving range of Shadow Leap?",4,"6 blocks:7 blocks:8 blocks:9 blocks"; break; - case 9: callsub L_Question,"How much money is used for Throw Coins level 6?",4,"2000-8000:1000-6000:3000-8000:3000-6000"; break; - case 10: callsub L_Question,"What is the most important aspect of increasing ATK for the Killing Strike skill?",2,"VIT:MAXHP:INT:MAXSP"; break; - case 11: callsub L_Question,"What is not the effect you get after reaching the STR status?",3,"Close range attack increase:Weight limit increase:Magic attack increase:Weapon attack increase"; break; - case 12: callsub L_Question,"What is not the effect you get after reaching the INT status?",4,"MAXSP increase:MATK increase:Magic damage increase:Staff attack increase"; break; - case 13: callsub L_Question,"What is not the effect you get after reaching the DEX status?",2,"Casting time decrease:Evasion increase:Accuracy increase:Long range attack increase"; break; - case 14: callsub L_Question,"What is not the effect you get after reaching the AGI status?",1,"Accuracy increase:Flee increase:Attack speed increase:Delay after attack decrease"; break; - case 15: callsub L_Question,"What is not the effect you get after reaching the VIT status?",4,"Weapon defense increase:MAXHP increase:Magic defense increase:Attack increase"; break; - case 16: callsub L_Question,"What is not the effect you get after reaching the LUK status?",3,"Accuracy increase:Complete evasion increase:Magic damage decrease:Critical rate increase"; break; - case 17: callsub L_Question,"You need to equip a card to your shoes to enhance Killing Strike attack. Which of the following is the appropriate card to equip?",2,"Gold Acidus Card:Matyr Card:Odium of Thantos Card:Eddga Card"; break; - case 18: callsub L_Question,"You need a catalyst to use ninja skills. Which of the following skills does not need a catalyst?",3,"Blaze Shield:Watery Evasion:Flaming Petals:Snow Flake Draft"; break; - case 19: callsub L_Question,"How much does STR/INT go up when Ninja Aura level 5 is used?",2,"4:5:6:7"; break; - case 20: callsub L_Question,"You are hunting the Orc Warrior. Which Kunai would you use? ",1,"Heat Wave Kunai:Icicle Kunai:Fell Poison Kunai:High Wind Kunai"; break; - case 21: callsub L_Question,"Which village is the Ninja Guild located in?",2,"Lutie:Amatsu:Dewata:Comodo"; break; - case 22: callsub L_Question,"How do Ninjas get promoted?",3,"By Val Kiwi:By Randgris:None:By Valkyrie"; break; - case 23: callsub L_Question,"What was next to me when you first met me?",4,"A cushion:A folding screen:A flowerpot:A brazier"; break; - case 24: callsub L_Question,"What is the level of Dagger Throwing Practice you have to reach to learn the Killing Strike skill?",1,"7:5:6:8"; break; - case 25: callsub L_Question,"How many hits does a Throw Kunai give to a monster?",2,"2:3:4:5"; break; - case 26: callsub L_Question,"When your First Wind is at level 4, what will go with the MATK and range?",3,"MATK400, 8 blocks:MATK500, 7 blocks:MATK500, 8 blocks:MATK400, 7 blocks"; break; - case 27: callsub L_Question,"Which of the following skills can't you learn at Dagger Throwing Practice level 7?",4,"Throw Kunai:Throw Huuma Shuriken:Killing Strike:Throw Coins"; break; - case 28: callsub L_Question,"What level do you have to be in Dagger Throwing Practice in order to learn the Throw Coins skill?",4,"4:6:8:10"; break; - case 29: callsub L_Question,"What is the attack range for the Exploding Dragon?",3,"3*3:4*4:5*5:6*6"; break; - case 30: callsub L_Question,"How long is the effect time for the Watery Evasion level 7 skill?",2,"40 seconds:45 seconds:50 seconds:55 seconds"; break; - case 31: callsub L_Question,"What is the attack effect for Haze Slasher level 4?",1,"140%:150%:160%:170%"; break; - case 32: callsub L_Question,"How much power is in the Huuma Blaze Shuriken weapon?",1,"Fireball 5 , DEX-2:Fireball 5 , DEX-3:Fireball 4 , DEX-2:Fireball 4 , DEX-3"; break; - case 33: callsub L_Question,"How much power is in the Murasame weapon?",2,"Human attack 10%:Human critical +10:Demon attack 10%:Demon critical +10"; break; - case 34: callsub L_Question,"What is the maximum hit number for Blaze Shield level 10?",3,"7:8:9:10"; break; - case 35: callsub L_Question,"What is the property of the Lightning Jolt?",4,"Fire:Water:Ground:Wind"; break; - case 36: callsub L_Question,"You are creating a weapon for small monsters. What is the best card to use?",4,"Hydra Card:Minorous Card:Skel Woker Card:Desert Wolf Card"; break; - case 37: callsub L_Question,"You are creating a weapon for mid-sized monsters. What is the best card to use?",3,"Hydra Card:Minorous Card:Skel Woker Card:Desert Wolf Card"; break; - case 38: callsub L_Question,"You are creating a weapon for huge monsters. What is the best card to use?",2,"Hydra Card:Minorous Card:Skel Woker Card:Desert Wolf Card"; break; - case 39: callsub L_Question,"Which NPC promotes you?",1,"Valkyrie:Val Kiwi:Balp Hiri:Elephant"; break; - case 40: callsub L_Question,"Which catalyst do you need to use the Blaze Shield skill?",2,"Ice Stone:Flame Stone:Wind Stone:Earth Stone"; break; - case 41: callsub L_Question,"Which of the following is not an effect of the Watery Evasion skill?",4,"Movement speed decrease:Waterball availability:Holy Water craftability:VIT decrease"; break; - case 42: callsub L_Question,"Which of the following matches are incorrect for skill and property?",3,"Flaming Petals-Fire:Snow Flake Draft-Water:Freezing Spear-Ground:Lightning Jolt-Wind"; break; - case 43: callsub L_Question,"Which of the following is the best skill to use when attacking a ground property enemy?",2,"First Wind:Exploding Dragon:Snow Flake Draft:Wind Blade"; break; - case 44: callsub L_Question,"Which Ninja Mastery skill level do you need to learn the Exploding Dragon skill?",1,"10:9:8:1"; break; - case 45: callsub L_Question,"What is the attack range when you master Flip Tatami?",3,"5:7:3:1"; break; - case 46: callsub L_Question,"What weapon cannot be made by the blacksmith Khaibara?",4,"Khukri:Murasame:Hakujin:Humma Wing Shuriken"; break; - case 47: callsub L_Question,"Which of the following correctly matches material needed to make a Icicle Kunai?",2,"4 Nimbus Shuriken, 2 Ice Stone:8 Nimbus Shuriken, 2 Ice Stone:2 Nimbus Shuriken, 1 Ice Stone:1 Nimbus Shuriken, 2 Ice Stone"; break; - case 48: callsub L_Question,"Which of the following Kunai will give the most damage to the ground property monster, Porcellio?",1,"Heat Wave Kunai:Icicle Kunai:Fell Poison Kunai:High Wind Kunai"; break; - case 49: callsub L_Question,"Which of the following blacksmiths do not create ninja items?",2,"Khaibara:Aiku:Tetsu:Toshu"; break; - case 50: callsub L_Question,"What is the name of the suspicious man you can meet during the Ninja job change quest?",3,"Red Leopard Jack:Black Leopard Jack:Red Leopard Joe:Black Leopard Joe"; break; - default: - mes "[Cougar]"; - mes "An unknown error has occurred."; - mes "Please contact customer service."; - close; - } - } - mes "[Cougar]"; - mes "You're through all 10 questions. Wasn't so bad! The important part starts now."; - next; - mes "[Cougar]"; - mes "... ... ..."; - next; - if (@job_ko_cougar < 90) { + mes "I remember you from before looking for the way of the ninja."; + next; mes "[Cougar]"; - mes "You fool!!"; - mes "You couldn't even solve these?"; + mes "You've grown this strong already?"; next; mes "[Cougar]"; - mes "Can't believe someone who is taking a new path can be so pathetic."; + mes "Ha ha ha-"; + mes "A truly determined youth! I like that."; next; mes "[Cougar]"; - mes "I'll give you another chance."; - mes "You will take the test again with new questions. Better pass it this time."; - } else { + mes "Good! The test you are about to take is the ^339CCCTest of Knowledge^000000."; + next; mes "[Cougar]"; - mes "Hmm. " + (@job_ko_cougar) + "?"; + mes "I hope you haven't been lazy with your studies while focusing on getting stronger?"; next; + switch(select("Yes", "No")) { + case 1: + setquest 5139; + mes "[Cougar]"; + mes "That's a relief. Let me know when you are ready to start the test."; + close; + case 2: + setquest 5139; + mes "[Cougar]"; + mes "So you were all talk? Well, let me know when you are ready then."; + close; + } + } else if (.@ko_test_01 == 1 && .@ko_test_01_1 == 1) { mes "[Cougar]"; - mes "Well, looks like you weren't lazy with your studies."; + mes "I'm ready at my end. Are you ready for the test?"; next; + if(select("Yes", "No") == 2) { + mes "[Cougar]"; + mes "Well, what can I do but wait for you."; + close; + } mes "[Cougar]"; - mes "What? Proud of yourself for solving these questions?"; + mes "This isn't your first test, is it?"; next; mes "[Cougar]"; - mes "You still have a long way to go and this is only a small fraction of it."; + mes "You only need to choose the correct answer to my questions."; next; mes "[Cougar]"; - mes "Well... I'm curious how far your strong will can take you through other tests."; + mes "Let's start."; next; - completequest 5136; - erasequest 5139; + + set .@questions,10; // number of questions to ask + + // shuffle array an array of questions to be asked + freeloop(1); + setarray .@n[0], + 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25, + 26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50; + for (set .@i,getarraysize(.@n)-1; .@i>0; set .@i,.@i-1) { + set .@rand, rand(.@i); + set .@tmp, .@n[.@i]; + set .@n[.@i], .@n[.@rand]; + set .@n[.@rand], .@tmp; + } + deletearray .@n[10],getarraysize(.@n) - .@questions; + freeloop(0); + + set @job_ko_cougar,0; + for (set .@i,1; .@i<=.@questions; set .@i,.@i+1) { + mes "[Cougar]"; + mes (.@i < .@questions)?"Question number "+.@i+":":"Last question:"; + switch (.@n[.@i-1]) { + case 1: callsub L_Question,"What is the DEX + LUK total for a Job Master?",2,"8:10:12:14"; break; + case 2: callsub L_Question,"What is the highest job level for a ninja?",1,"70:50:99:100"; break; + case 3: callsub L_Question,"How many skill points do you need to master the Throw Coins skill?",3,"25:30:35:37"; break; + case 4: callsub L_Question,"Which of the following is the correct number of Evasion and effect duration for Mirror Image level 10?",4,"Up to 7 and 200 seconds:Up to 5 and 220 seconds:Up to 6 and 240 seconds:Up to 5 and 240 seconds"; break; + case 5: callsub L_Question,"How many skill points do you need to master the Cicada Skin Shed?",1,"5:3:1:4"; break; + case 6: callsub L_Question,"If Dagger Throwing Practice is at 7, how much ATK is added to Shuriken attacks?",2,"18:21:27:30"; break; + case 7: callsub L_Question,"What is the basic attack range for Throw Shuriken?",3,"7 blocks:8 blocks:9 blocks:10 blocks"; break; + case 8: callsub L_Question,"What is the maximum moving range of Shadow Leap?",4,"6 blocks:7 blocks:8 blocks:9 blocks"; break; + case 9: callsub L_Question,"How much money is used for Throw Coins level 6?",4,"2000-8000:1000-6000:3000-8000:3000-6000"; break; + case 10: callsub L_Question,"What is the most important aspect of increasing ATK for the Killing Strike skill?",2,"VIT:MAXHP:INT:MAXSP"; break; + case 11: callsub L_Question,"What is not the effect you get after reaching the STR status?",3,"Close range attack increase:Weight limit increase:Magic attack increase:Weapon attack increase"; break; + case 12: callsub L_Question,"What is not the effect you get after reaching the INT status?",4,"MAXSP increase:MATK increase:Magic damage increase:Staff attack increase"; break; + case 13: callsub L_Question,"What is not the effect you get after reaching the DEX status?",2,"Casting time decrease:Evasion increase:Accuracy increase:Long range attack increase"; break; + case 14: callsub L_Question,"What is not the effect you get after reaching the AGI status?",1,"Accuracy increase:Flee increase:Attack speed increase:Delay after attack decrease"; break; + case 15: callsub L_Question,"What is not the effect you get after reaching the VIT status?",4,"Weapon defense increase:MAXHP increase:Magic defense increase:Attack increase"; break; + case 16: callsub L_Question,"What is not the effect you get after reaching the LUK status?",3,"Accuracy increase:Complete evasion increase:Magic damage decrease:Critical rate increase"; break; + case 17: callsub L_Question,"You need to equip a card to your shoes to enhance Killing Strike attack. Which of the following is the appropriate card to equip?",2,"Gold Acidus Card:Matyr Card:Odium of Thantos Card:Eddga Card"; break; + case 18: callsub L_Question,"You need a catalyst to use ninja skills. Which of the following skills does not need a catalyst?",3,"Blaze Shield:Watery Evasion:Flaming Petals:Snow Flake Draft"; break; + case 19: callsub L_Question,"How much does STR/INT go up when Ninja Aura level 5 is used?",2,"4:5:6:7"; break; + case 20: callsub L_Question,"You are hunting the Orc Warrior. Which Kunai would you use? ",1,"Heat Wave Kunai:Icicle Kunai:Fell Poison Kunai:High Wind Kunai"; break; + case 21: callsub L_Question,"Which village is the Ninja Guild located in?",2,"Lutie:Amatsu:Dewata:Comodo"; break; + case 22: callsub L_Question,"How do Ninjas get promoted?",3,"By Val Kiwi:By Randgris:None:By Valkyrie"; break; + case 23: callsub L_Question,"What was next to me when you first met me?",4,"A cushion:A folding screen:A flowerpot:A brazier"; break; + case 24: callsub L_Question,"What is the level of Dagger Throwing Practice you have to reach to learn the Killing Strike skill?",1,"7:5:6:8"; break; + case 25: callsub L_Question,"How many hits does a Throw Kunai give to a monster?",2,"2:3:4:5"; break; + case 26: callsub L_Question,"When your First Wind is at level 4, what will go with the MATK and range?",3,"MATK400, 8 blocks:MATK500, 7 blocks:MATK500, 8 blocks:MATK400, 7 blocks"; break; + case 27: callsub L_Question,"Which of the following skills can't you learn at Dagger Throwing Practice level 7?",4,"Throw Kunai:Throw Huuma Shuriken:Killing Strike:Throw Coins"; break; + case 28: callsub L_Question,"What level do you have to be in Dagger Throwing Practice in order to learn the Throw Coins skill?",4,"4:6:8:10"; break; + case 29: callsub L_Question,"What is the attack range for the Exploding Dragon?",3,"3*3:4*4:5*5:6*6"; break; + case 30: callsub L_Question,"How long is the effect time for the Watery Evasion level 7 skill?",2,"40 seconds:45 seconds:50 seconds:55 seconds"; break; + case 31: callsub L_Question,"What is the attack effect for Haze Slasher level 4?",1,"140%:150%:160%:170%"; break; + case 32: callsub L_Question,"How much power is in the Huuma Blaze Shuriken weapon?",1,"Fireball 5 , DEX-2:Fireball 5 , DEX-3:Fireball 4 , DEX-2:Fireball 4 , DEX-3"; break; + case 33: callsub L_Question,"How much power is in the Murasame weapon?",2,"Human attack 10%:Human critical +10:Demon attack 10%:Demon critical +10"; break; + case 34: callsub L_Question,"What is the maximum hit number for Blaze Shield level 10?",3,"7:8:9:10"; break; + case 35: callsub L_Question,"What is the property of the Lightning Jolt?",4,"Fire:Water:Ground:Wind"; break; + case 36: callsub L_Question,"You are creating a weapon for small monsters. What is the best card to use?",4,"Hydra Card:Minorous Card:Skel Woker Card:Desert Wolf Card"; break; + case 37: callsub L_Question,"You are creating a weapon for mid-sized monsters. What is the best card to use?",3,"Hydra Card:Minorous Card:Skel Woker Card:Desert Wolf Card"; break; + case 38: callsub L_Question,"You are creating a weapon for huge monsters. What is the best card to use?",2,"Hydra Card:Minorous Card:Skel Woker Card:Desert Wolf Card"; break; + case 39: callsub L_Question,"Which NPC promotes you?",1,"Valkyrie:Val Kiwi:Balp Hiri:Elephant"; break; + case 40: callsub L_Question,"Which catalyst do you need to use the Blaze Shield skill?",2,"Ice Stone:Flame Stone:Wind Stone:Earth Stone"; break; + case 41: callsub L_Question,"Which of the following is not an effect of the Watery Evasion skill?",4,"Movement speed decrease:Waterball availability:Holy Water craftability:VIT decrease"; break; + case 42: callsub L_Question,"Which of the following matches are incorrect for skill and property?",3,"Flaming Petals-Fire:Snow Flake Draft-Water:Freezing Spear-Ground:Lightning Jolt-Wind"; break; + case 43: callsub L_Question,"Which of the following is the best skill to use when attacking a ground property enemy?",2,"First Wind:Exploding Dragon:Snow Flake Draft:Wind Blade"; break; + case 44: callsub L_Question,"Which Ninja Mastery skill level do you need to learn the Exploding Dragon skill?",1,"10:9:8:1"; break; + case 45: callsub L_Question,"What is the attack range when you master Flip Tatami?",3,"5:7:3:1"; break; + case 46: callsub L_Question,"What weapon cannot be made by the blacksmith Khaibara?",4,"Khukri:Murasame:Hakujin:Humma Wing Shuriken"; break; + case 47: callsub L_Question,"Which of the following correctly matches material needed to make a Icicle Kunai?",2,"4 Nimbus Shuriken, 2 Ice Stone:8 Nimbus Shuriken, 2 Ice Stone:2 Nimbus Shuriken, 1 Ice Stone:1 Nimbus Shuriken, 2 Ice Stone"; break; + case 48: callsub L_Question,"Which of the following Kunai will give the most damage to the ground property monster, Porcellio?",1,"Heat Wave Kunai:Icicle Kunai:Fell Poison Kunai:High Wind Kunai"; break; + case 49: callsub L_Question,"Which of the following blacksmiths do not create ninja items?",2,"Khaibara:Aiku:Tetsu:Toshu"; break; + case 50: callsub L_Question,"What is the name of the suspicious man you can meet during the Ninja job change quest?",3,"Red Leopard Jack:Black Leopard Jack:Red Leopard Joe:Black Leopard Joe"; break; + default: + mes "[Cougar]"; + mes "An unknown error has occurred."; + mes "Please contact customer service."; + close; + } + } + mes "[Cougar]"; + mes "You're through all 10 questions. Wasn't so bad! The important part starts now."; + next; + mes "[Cougar]"; + mes "... ... ..."; + next; + if (@job_ko_cougar < 90) { + mes "[Cougar]"; + mes "You fool!!"; + mes "You couldn't even solve these?"; + next; + mes "[Cougar]"; + mes "Can't believe someone who is taking a new path can be so pathetic."; + next; + mes "[Cougar]"; + mes "I'll give you another chance."; + mes "You will take the test again with new questions. Better pass it this time."; + } else { + mes "[Cougar]"; + mes "Hmm. " + (@job_ko_cougar) + "?"; + next; + mes "[Cougar]"; + mes "Well, looks like you weren't lazy with your studies."; + next; + mes "[Cougar]"; + mes "What? Proud of yourself for solving these questions?"; + next; + mes "[Cougar]"; + mes "You still have a long way to go and this is only a small fraction of it."; + next; + mes "[Cougar]"; + mes "Well... I'm curious how far your strong will can take you through other tests."; + next; + completequest 5136; + erasequest 5139; + mes "[Cougar]"; + mes "I'll let you go now so go report back to Guide Gion with your results."; + close2; + warp "job_ko",16,113; + end; + } + set @job_ko_cougar,0; + close; + } else if (.@ko_test_01 == 2 && .@ko_test_01_1 == 0) { mes "[Cougar]"; mes "I'll let you go now so go report back to Guide Gion with your results."; close2; warp "job_ko",16,113; end; } - set @job_ko_cougar,0; - close; - } else if (.@ko_test_01 == 2 && .@ko_test_01_1 == 0) { - mes "[Cougar]"; - mes "I'll let you go now so go report back to Guide Gion with your results."; - close2; - warp "job_ko",16,113; - end; - } else { - L_Kick: - mes "[Cougar]"; - mes "How did you get here?"; - next; - mes "[Cougar]"; - mes "It's my duty to get rid of you."; - mes "^000099(He's a short, silent man.)^000000"; - mes "This will push you back!"; - close2; - warp "amatsu",147,136; - end; } + mes "[Cougar]"; + mes "How did you get here?"; + next; + mes "[Cougar]"; + mes "It's my duty to get rid of you."; + mes "^000099(He's a short, silent man.)^000000"; + mes "This will push you back!"; + close2; + warp "amatsu",147,136; end; //callsub L_Question,"<Question>",<correct answer choice>,"<Choice 1>:<Choice 2>:<Choice 3>:<Choice 4>"; @@ -1140,12 +1136,12 @@ function script F_KO_Survival_rps { //- Templates - - script Sight#ko_trap FAKE_NPC,{ - callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(2),3,4)); + callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4)); end; OnTouch: mes "There are tiny letters on the sign."; next; - switch (atoi(substr(strnpcinfo(2),3,4))) { + switch (atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4))) { case 2: set .@id,0; break; case 7: set .@id,5; break; case 11: set .@id,9; break; @@ -1161,10 +1157,10 @@ OnTouch: } - script Sight#ko_trap2 FAKE_NPC,{ - callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(2),3,4)); + callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4)); end; OnTouch: - set .@id, atoi(substr(strnpcinfo(2),3,4)); + set .@id, atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4)); switch (.@id) { case 10: set .@var$, "$20110808_vko01"; break; case 28: set .@var$, "$20110808_vko03"; break; @@ -1206,10 +1202,10 @@ OnTouch: } - script Sight#ko_heal FAKE_NPC,{ - callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(2),3,4)); + callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4)); end; OnTouch: - set .@id, atoi(substr(strnpcinfo(2),3,4)); + set .@id, atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4)); mes "There are tiny letters on the sign."; next; mes "This block is blessed."; @@ -1224,10 +1220,10 @@ OnTouch: } - script Sight#ko_curse FAKE_NPC,{ - callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(2),3,4)); + callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4)); end; OnTouch: - set .@id, atoi(substr(strnpcinfo(2),3,4)); + set .@id, atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4)); set .@playtime, questprogress(5141,PLAYTIME); if (!.@playtime) { mes "There are tiny letters on the sign."; @@ -1269,10 +1265,10 @@ OnTouch: } - script Sight#ko_gravity FAKE_NPC,{ - callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(2),3,4)); + callfunc "F_KO_Survival_mes", atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4)); end; OnTouch: - set .@id, atoi(substr(strnpcinfo(2),3,4)); + set .@id, atoi(substr(strnpcinfo(NPC_NAME_HIDDEN),3,4)); mes "There are tiny letters on the sign."; next; mes "Area cursed with 10 times the normal gravity. You will need 10 ^FD0260LP^000000 to roll the dice."; @@ -1398,8 +1394,8 @@ OnTouch: mes "< Used 5 LP >"; set job_kagero_lp, job_kagero_lp - 5; next; - set $20110808_sko01$, strcharinfo(0); - mes strcharinfo(0)+" was here."; + set $20110808_sko01$, strcharinfo(PC_NAME); + mes strcharinfo(PC_NAME)+" was here."; mes "You left your name."; next; } else { @@ -1666,7 +1662,7 @@ OnTouch: next; switch(select("Try something.", "Do nothing.")) { case 1: - specialeffect2 EF_TALK_FROSTJOKE; + specialeffect(EF_TALK_FROSTJOKE, AREA, playerattached()); mes "Tried a recent Prontera joke to do something."; next; setquest 5141; @@ -1969,7 +1965,7 @@ job_ko,127,125,4 script Red Leopard Joe#ko 4_M_JOB_ASSASSIN,{ mes "Don't like it that I'm not the first one you visited but that is not important."; next; mes "[Red Leopard Joe]"; - mes "Alright, " + strcharinfo(0) + "!"; + mes "Alright, " + strcharinfo(PC_NAME) + "!"; mes "Welcome to the workshop where weapons are created for the family."; next; mes "[Red Leopard Joe]"; @@ -1994,15 +1990,15 @@ job_ko,127,125,4 script Red Leopard Joe#ko 4_M_JOB_ASSASSIN,{ mes "[Red Leopard Joe]"; mes "Let's now create a new prototype weapon."; next; - specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_01"; + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_01")); mes "[Red Leopard Joe]"; mes "Feel free to use tools from here, and..."; next; - specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_02"; + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_02")); mes "[Red Leopard Joe]"; mes "...there..."; next; - specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_03"; + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_03")); setquest 5142; mes "[Red Leopard Joe]"; mes "...and everywhere else. Now let's begin!!"; @@ -2158,7 +2154,7 @@ job_ko,127,125,4 script Red Leopard Joe#ko 4_M_JOB_ASSASSIN,{ if (questprogress(5143) == 1) completequest 5143; if (questprogress(5144) == 1) completequest 5144; mes "[Red Leopard Joe]"; - mes "'" + strcharinfo(0) + "'"; + mes "'" + strcharinfo(PC_NAME) + "'"; mes "Passed the weapon test!!"; close2; enable_items; @@ -2187,15 +2183,15 @@ L_Weapon: next; switch(select("Crafting tools?", "I don't have enough materials.", "How do you expect me to make a weapon?" + getarg(0))) { case 1: - specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_01"; + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_01")); mes "[Red Leopard Joe]"; mes "Feel free to use tools from here, and..."; next; - specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_02"; + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_02")); mes "[Red Leopard Joe]"; mes "...there..."; next; - specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_03"; + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_03")); mes "[Red Leopard Joe]"; mes "...and everywhere else."; close; @@ -2203,7 +2199,7 @@ L_Weapon: mes "[Red Leopard Joe]"; mes "You haven't brought enough materials?"; next; - specialeffect EF_GUIDEDATTACK,AREA,"Drawer#ko"; + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Drawer#ko")); mes "[Red Leopard Joe]"; mes "Then we'll have to pay a visit to the village. Try the ^FF0000drawer^000000 over there. It'll take you to the village."; close; @@ -2351,7 +2347,7 @@ job_ko,131,124,0 script Crafting Tools#ko_01 CLEAR_NPC,{ if (.@success_pp != 44) set .@success,1; } if (.@success) { - specialeffect2 EF_PERFECTION; + specialeffect(EF_PERFECTION, AREA, playerattached()); erasequest 5142; if (.@weapon_who == 0) { setquest 5143; @@ -2365,7 +2361,7 @@ job_ko,131,124,0 script Crafting Tools#ko_01 CLEAR_NPC,{ mes "Let's take it to Red Leopard Joe."; close; } else { - specialeffect2 EF_SUI_EXPLOSION; + specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); mes "The weapon was destroyed while doing the finishing touches to it."; next; mes "There must have been something missed while creating the weapon. Very sad this happened but you'll have to start all over again."; @@ -2384,11 +2380,11 @@ L_ForgeWeapon: set .@i, select("Grind the weapon", "Temper the weapon" + getarg(0)); switch (.@i) { case 1: - specialeffect2 EF_DETOXICATION; + specialeffect(EF_DETOXICATION, AREA, playerattached()); mes "Ground the weapon."; break; case 2: - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); mes "Tempered the weapon."; break; case 3: @@ -2555,9 +2551,9 @@ job_ko,148,46,4 script Guide Gion#ko2 4_M_KAGE_OLD,{ mes "[Guide Gion]"; mes "The Test of Battle will be put off for a while. Don't worry because this does not have affect to other tests."; next; - mapannounce "job_ko","[Gion] My Friend " + strcharinfo(0) + " made it to " + ((Sex)?"Kagerou":"Oboro") + " Path. Congratulations!!",bc_map; + mapannounce "job_ko","[Gion] My Friend " + strcharinfo(PC_NAME) + " made it to " + (Sex == SEX_MALE ? "Kagerou" : "Oboro") + " Path. Congratulations!!",bc_map; mes "[Guide Gion]"; - mes "My friend " + strcharinfo(0) + " made it to " + ((Sex)?"Kagerou":"Oboro") + " Path. Congratulations!!"; + mes "My friend " + strcharinfo(PC_NAME) + " made it to " + (Sex == SEX_MALE ? "Kagerou" : "Oboro") + " Path. Congratulations!!"; next; cutin "job_ko02",2; mes "[Guide Gion]"; @@ -2570,14 +2566,14 @@ job_ko,148,46,4 script Guide Gion#ko2 4_M_KAGE_OLD,{ donpcevent "Red Leopard Joe#ko2::OnEnable"; cutin "job_ko04",2; mes "[Guide Gion]"; - mes "I'm sorry I almost forgot about you two. Do you have anything to share with " + strcharinfo(0) + "?"; + mes "I'm sorry I almost forgot about you two. Do you have anything to share with " + strcharinfo(PC_NAME) + "?"; next; cutin "",255; mes "[Cougar]"; mes "Hmm... Embarrassing... to speak so suddenly..."; next; mes "[Cougar]"; - mes strcharinfo(0) + ", you are now a proud member of our family. Always hold your head high and..."; + mes strcharinfo(PC_NAME) + ", you are now a proud member of our family. Always hold your head high and..."; next; mes "[Cougar]"; mes "^777777(Gai's voice fades out.)^000000."; @@ -2620,8 +2616,8 @@ job_ko,148,46,4 script Guide Gion#ko2 4_M_KAGE_OLD,{ for (set .@i,5131; .@i<=5146; set .@i,.@i+1) if (questprogress(.@i)) erasequest .@i; set job_kagero,9; - getnameditem .@item,strcharinfo(0); - jobchange (Sex)?Job_Kagerou:Job_Oboro; + getnameditem .@item,strcharinfo(PC_NAME); + jobchange(Sex == SEX_MALE ? Job_Kagerou : Job_Oboro); donpcevent "Summon Target#ko::OnEnable"; mes "[Guide Gion]"; mes "I hope the blessings of Kagerou, dancing sun and Oboro, misty moonlight will be with you on your journey ahead."; diff --git a/npc/re/jobs/3-1/archbishop.txt b/npc/re/jobs/3-1/archbishop.txt index a40398846..6b04533db 100644 --- a/npc/re/jobs/3-1/archbishop.txt +++ b/npc/re/jobs/3-1/archbishop.txt @@ -79,7 +79,7 @@ prt_church,103,88,3 script Praying Minister#arch 1_M_PASTOR,{ mes "All ministers of Odin should be diligent. They should never be too lazy to serve Odin."; next; mes "[Praying Minister]"; - mes (Sex?"Brother":"Sister")+", how has your life been? Have you lived it to its fullest?"; + mes (Sex == SEX_MALE ? "Brother" : "Sister") +", how has your life been? Have you lived it to its fullest?"; mes "Have you served your life in the light of Odin?"; next; mes "[Praying Minister]"; @@ -91,7 +91,7 @@ prt_church,103,88,3 script Praying Minister#arch 1_M_PASTOR,{ mes "We should not fall prey to lies and deceit."; next; mes "[Praying Minister]"; - mes (Sex?"Brother":"Sister")+"..."; + mes (Sex == SEX_MALE ? "Brother" : "Sister") +"..."; mes "Even though we serve Odin, we are normal people."; mes "We can be degraded in spite of ourselves and we must realize that."; next; @@ -115,7 +115,7 @@ prt_church,103,88,3 script Praying Minister#arch 1_M_PASTOR,{ mes "What do you think?"; mes "Would you like to do a Holy Pilgrimage?"; next; - switch(select("Yes I want to.:I'll think about it.")) { + switch(select("Yes I want to.", "I'll think about it.")) { case 1: mes "[Praying Minister]"; mes "That's the correct attitude."; @@ -212,7 +212,7 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ mes "hahahahaha."; mes "huhuhuhu. humhum."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hello. are you... Priest Dayan?"; next; mes "[Priest]"; @@ -220,19 +220,19 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ next; mes "He turns his head towards you."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Aren't you Priest Dayan?"; next; mes "[Priest]"; mes "muttering..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Priest! Da~yan! Right!?"; next; mes "[Priest Dayan]"; mes "Ah~, yes."; mes "Yes, I am."; - mes "I'm Dayan. Nice to meet you "+(Sex?"Brother.":"Sister."); + mes "I'm Dayan. Nice to meet you "+ (Sex == SEX_MALE ? "Brother." : "Sister."); next; mes "The old priest gives you an ear to ear grin. "; next; @@ -240,11 +240,11 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ mes "I forgot to wear my hearing aid. hehe."; mes "Anyway, why have you come here?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmm, I wanted to tell you..."; next; input .@inputstr$; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "" + .@inputstr$ + ""; next; if (.@inputstr$ != "I'm here for the Holy Pilgrimage") { @@ -259,7 +259,7 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ next; mes "He cups his ears towards you."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "^FF0000I'm here for the Holy Pilgrimage!^000000"; mes "^FF0000I'm here for the Holy Pilgrimage!^000000"; mes "^FF0000I'm here for the Holy Pilgrimage!^000000"; @@ -269,7 +269,7 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ mes "Eh... are you?"; mes "A pilgrimage to the Holy Land..."; mes "It has been a long time since I've seen such a devout minister."; - mes "Welcome. "+(Sex?"Brother.":"Sister."); + mes "Welcome. "+ (Sex == SEX_MALE ? "Brother." : "Sister."); next; mes "The old priest gives you a gracious smile."; next; @@ -293,7 +293,7 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ mes "Mimir's spring wells with intelligence, myth says that if Odin lets you have his eye that you will gain all of the knowledge within that spring."; next; mes "[Priest Dayan]"; - mes Sex?"Brother.":"Sister."; + mes Sex == SEX_MALE ? "Brother." : "Sister."; mes "Through the Holy Pilgrimage, we can make ourselves pious by cleansing our bodies and souls."; next; mes "[Priest Dayan]"; @@ -328,7 +328,7 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ mes "This place is the holiest place in the world, Yggdrasil."; mes "This holy ceremony will brighten your soul."; next; - switch(select("How should I pray?:Cancel.")) { + switch(select("How should I pray?", "Cancel.")) { case 1: mes "[Priest Dayan]"; mes "Through prayer, we can follow four paths."; @@ -383,7 +383,7 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ mes "I can feel that you have a fresh energy."; mes "Maybe you did pray truthfully."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I feel light-hearted. Like I was just reborn..."; next; mes "[Priest Dayan]"; @@ -391,11 +391,11 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ mes "A smile from a peaceful mind will easily rid people of their wariness."; mes "Please, inspire people with love and energy."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Thanks for your kind words."; next; mes "[Priest Dayan]"; - mes Sex?"Brother.":"Sister."; + mes Sex == SEX_MALE ? "Brother." : "Sister."; mes "Now, there is a place you should go to."; next; mes "[Priest Dayan]"; @@ -409,13 +409,13 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ mes "I think she is exhausted due to praying too much."; mes "I hope the air of Yggdrasil will be helpful to her."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Don't worry."; mes "I'll go and meet her."; next; mes "[Priest Dayan]"; mes "Thank you very much."; - mes "Feel free to visit here when you want to pray, "+(Sex?"brother.":"sister."); + mes "Feel free to visit here when you want to pray, "+ (Sex == SEX_MALE ? "brother." : "sister."); mes "A visit from a friend always makes me happy."; job_arch = 4; changequest 2188,2189; @@ -429,32 +429,32 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ yggdrasil01,220,47,0 script #arch_pilgrimage HIDDEN_WARP_NPC,5,5,{ OnTouch: if (job_arch == 2) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Is it the spring of Hvergelmir."; mes "This place is a very vivid and peaceful place."; mes "It's proper to pray."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Time to genuflect..."; mes "Time to start..."; mes "Hmm, what did that priest say to me?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmm... What is the first way?"; next; - switch(select("The way of silence.:The way of confession.:The way of meditation.")) { + switch(select("The way of silence.", "The way of confession.", "The way of meditation.")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "The way of silence...?"; mes "I don't think so."; close; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "The way of confession...?"; mes "I don't think so."; close; case 3: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "The way of meditation...?"; mes "Yes, it's the way of meditation."; next; @@ -469,7 +469,7 @@ OnTouch: mes "- You close your eyes slowly and take a deep breath. -"; next; mes "- * BLESSING! * -"; - specialeffect2 EF_BLESSING; + specialeffect(EF_BLESSING, AREA, playerattached()); next; mes "Your mind is refreshed with the blessing effect."; mes "You continue to meditate trying to rid your mind of any ill feelings."; @@ -481,17 +481,17 @@ OnTouch: mes "^3131FF[Priest Dayan]^000000"; mes "^3131FFDon't be afraid of pain. That is a necessity and will be a first step to enter a way to liquidate past wounds.^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Pain... What kind of faults have I had?"; input .@inputstr$; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I confess my guilt to the Almighty God Odin."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "^3131FF" + .@inputstr$ + ".^000000"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Oh benevolent Odin, Take mercy on me and pity me because I'm remiss in the discharge of my duties as a minister."; mes "Please, lead the way and save a foolish minister with your wisdom."; next; @@ -518,16 +518,16 @@ OnTouch: mes "^3131FFYou're drinking the Holy Water.^000000"; next; if (countitem(Holy_Water) == 0) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Oh no! I forgot to bring a Holy Water!"; close; } mes "- You bow respectfully holding up a Holy Water and put the glass to your lips. -"; next; mes "- * ASPERSIO ! * -"; - specialeffect2 EF_ASPERSIO; + specialeffect(EF_ASPERSIO, AREA, playerattached()); next; - specialeffect2 EF_RECOVERY; + specialeffect(EF_RECOVERY, AREA, playerattached()); mes "............................."; next; mes "............................."; @@ -546,29 +546,29 @@ OnTouch: next; mes "- You breath in deep and start to sing a Gloria."; mes "A chord crashes out in the spring of Hvergelmir and a waterfall sound gives you a refreshing feeling. -"; - specialeffect2 EF_GLORIA; + specialeffect(EF_GLORIA, AREA, playerattached()); next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "~Descendants of Heimdal gather under the Ash tree Yggdrasil.~"; mes "~The Curdan bird which sits on a branch brings me the wisdom of whole world.~"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "~The Curdan wolf protects me from all threats in the world.~"; - specialeffect2 EF_GLORIA; + specialeffect(EF_GLORIA, AREA, playerattached()); next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "~The host of ballascalf, rise up from your seat. The whole world shouts for joy.~"; mes "~The father of light, the poet of wisdom, sing for me.~"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "~The host of a glittering glass, give me a holy prediction.~"; - specialeffect2 EF_GLORIA; + specialeffect(EF_GLORIA, AREA, playerattached()); next; mes "- After you finish the song, you feel light and strong with abundant devotion. -"; - specialeffect2 EF_BLESSING; - specialeffect2 EF_RESURRECTION; + specialeffect(EF_BLESSING, AREA, playerattached()); + specialeffect(EF_RESURRECTION, AREA, playerattached()); next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "That was refreshing."; mes "I guess I should go back to Priest Dayan."; job_arch = 3; @@ -576,7 +576,7 @@ OnTouch: warp "umbala",138,219; end; } else if (job_arch == 3) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "The song is over. It's time to go back to Priest Dayan."; close2; warp "umbala",138,219; @@ -589,19 +589,19 @@ hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{ if (job_arch == 4) { mes "- There is a nun closing her eyes as she murmurs something which sounds like a prayer. -"; next; - if(select("Talk to her.:Stay Quiet.") == 2) { + if(select("Talk to her.", "Stay Quiet.") == 2) { mes "- You don't feel like disturbing her -"; close; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Umm, hello sister?"; next; mes "[Vinue]"; mes "Ah, Welcome."; mes "It's not time to have a service yet..."; - mes "Are you here to pray, "+(Sex?"brother":"sister")+"?"; + mes "Are you here to pray, "+ (Sex == SEX_MALE ? "brother" : "sister") +"?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I came here to say hello from Priest Dayan from Prontera."; next; mes "[Vinue]"; @@ -609,16 +609,16 @@ hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{ mes "Is he good?"; mes "He is so cute even though he's old."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "He told me that he was worried because when he saw you last time, you seemed sad."; mes "He asks you to go on a Holy Pilgrimage."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Umbala has the vital power of nature!"; next; mes "[Vinue]"; mes "Ah..."; - mes "He's very kind. As are you "+(Sex?"brother":"sister")+"."; + mes "He's very kind. As are you "+ (Sex == SEX_MALE ? "brother" : "sister") +"."; next; mes "[Vinue]"; mes "But don't worry."; @@ -628,7 +628,7 @@ hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{ mes "Evil is always watching for our souls."; mes "If you are indifferent to praying, it never misses an opportunity."; next; - if(select("A dream? What kind of dream?:Your soul should be fine.") == 2) { + if(select("A dream? What kind of dream?", "Your soul should be fine.") == 2) { mes "[Vinue]"; mes "Oh but that's where you're wrong."; mes "My soul may be the most at risk."; @@ -643,7 +643,7 @@ hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{ mes "[Vinue]"; mes "At first, it was a dream that Valkyrie was sad and in darkness."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Valkyrie?"; next; mes "[Vinue]"; @@ -657,7 +657,7 @@ hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{ mes "[Vinue]"; mes "What a cruel performance! I suddenly can't breathe properly and then I wake up."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "To have to see the death of Valkyrie, must be a tormenting dream."; next; mes "[Vinue]"; @@ -667,7 +667,7 @@ hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{ mes "[Vinue]"; mes "I've been wanting to pray at Odin's shrine to make the dream go away. But that shrine became a den of evil a long time ago."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "The shrine?"; mes "Nobody tried to subdue the evil?"; next; @@ -678,7 +678,7 @@ hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{ mes "[Vinue]"; mes "These days, there are a lot of people because of the development of the Odin shrine, but their situation is not so good."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Is the dream related with the evil in the Odin shrine?"; next; mes "[Vinue]"; @@ -686,7 +686,7 @@ hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{ mes "I don't have any way to find out."; mes "I don't have a method, so I just pray."; next; - if(select("I'll investgate for you.:I'll pray with you.") == 2) { + if(select("I'll investgate for you.", "I'll pray with you.") == 2) { mes "[Vinue]"; mes "Thank you."; mes "I'll pray that the darkness stays away."; @@ -698,7 +698,7 @@ hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{ mes "But, it'll be scary inside!"; mes "There are lots of devils inside!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "But I can't pretend to ignore a Sister who is in trouble?"; mes "I'm a minister who copes with lots of asceticism!"; mes "Entrust me."; @@ -707,13 +707,13 @@ hu_in01,205,204,7 script Praying Nun#benew 1_F_PRIEST,{ mes "Ah... I'm so worried...."; mes "I'll never forget your warm heart."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "How do I get to Odin shrine?"; next; mes "[Vinue]"; mes "There is a ferry on the right side of the church."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ok, wait for good news!"; next; mes "[Vinue]"; @@ -745,11 +745,11 @@ odin_tem02,281,275,3 script Valkyrie Illusion#arch 4_F_VALKYRIE2,{ if ((job_arch > 4) && (job_arch < 100)) { mes "You can see Valkyrie who has a despairing face."; next; - switch(select("Touch Valkyrie's Illusion.:Turn away.")) { + switch(select("Touch Valkyrie's Illusion.", "Turn away.")) { case 1: mes "You lose your consciousness while getting a closer view of Valkyrie's Illusion."; close2; - specialeffect2 EF_CLOAKING; + specialeffect(EF_CLOAKING, AREA, playerattached()); warp "job3_arch01",29,29; hideonnpc "Valkyrie Illusion#arch"; end; @@ -806,7 +806,7 @@ job3_arch01,29,34,3 script Valkyrie#arch 4_F_VALKYRIE2,{ mes "You are a descendant of Heimdal living in pain as a mortal, why are you in here?"; mes "Are you here to ridicule my grim fate?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "No way!"; mes "But it's true that I'm here for you."; next; @@ -822,7 +822,7 @@ job3_arch01,29,34,3 script Valkyrie#arch 4_F_VALKYRIE2,{ mes "I was already expelled from Asgard."; mes "My duty is protecting this small island from humans trying to take it from the Gods and even I don't have any energy to do so."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "It's not that kind of problem."; mes "But someone who perceives your painful situation has sent me here."; next; @@ -840,7 +840,7 @@ job3_arch01,29,34,3 script Valkyrie#arch 4_F_VALKYRIE2,{ mes "[Valkyrie Anguhilde]"; mes "Human, answer me. Are you here to sincerely help me?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Valkyrie Anguhilde]"; mes "I knew that I couldn't trust a human!"; close2; @@ -875,11 +875,11 @@ job3_arch01,29,34,3 script Valkyrie#arch 4_F_VALKYRIE2,{ mes "[Valkyrie Anguhilde]"; mes "Mortal one, what is your name?"; next; - mes "[" + strcharinfo(0) + "]"; - mes "My name is " + strcharinfo(0) + "."; + mes "[" + strcharinfo(PC_NAME) + "]"; + mes "My name is " + strcharinfo(PC_NAME) + "."; next; mes "[Valkyrie Anguhilde]"; - mes "" + strcharinfo(0) + ","; + mes "" + strcharinfo(PC_NAME) + ","; mes "You told me that you want to help me, right? Even though it disgraces me, I am asking for your help."; next; mes "[Valkyrie Anguhilde]"; @@ -919,7 +919,7 @@ job3_arch01,29,34,3 script Valkyrie#arch 4_F_VALKYRIE2,{ if ($@archbs == 0) { $@archbs = 1; mes "[Valkyrie Anguhilde]"; - mes "" + strcharinfo(0) + " Did you finish preparing for your way of asceticism?"; + mes "" + strcharinfo(PC_NAME) + " Did you finish preparing for your way of asceticism?"; next; if (getmapusers("job3_arch02") > 0) { mes "[Valkyrie Anguhilde]"; @@ -1007,7 +1007,7 @@ OnTouch: delitem ValkyrieA_Scroll,1; // fall through } else if (getmercinfo(1) == 2037) { - if (strnpcinfo(0) == "#arch_1_10") + if (strnpcinfo(NPC_NAME) == "#arch_1_10") viewpoint 1,113,327,1,0xFF9900; .@randht = rand(1,10); if (.@randht < 8) @@ -1262,7 +1262,7 @@ OnTouch: mes "So bright and warm...."; next; mes "- Shoooo -"; - specialeffect EF_CLOAKING,AREA,"Valkyrie Anguhilde#end"; + specialeffect(EF_CLOAKING, AREA, getnpcid(0, "Valkyrie Anguhilde#end")); hideonnpc "Valkyrie Anguhilde#end"; emotion e_omg,1; next; @@ -1666,7 +1666,7 @@ job3_arch01,1,1,1 script control#arch CLEAR_NPC,{ mes $@archbs + "."; mes "Do you want to change it?"; next; - switch(select("0:1")) { + switch(select("0", "1")) { case 1: $@archbs = 0; hideoffnpc "Valkyrie#arch"; diff --git a/npc/re/jobs/3-1/guillotine_cross.txt b/npc/re/jobs/3-1/guillotine_cross.txt index 680f6da6d..19f4ac7cf 100644 --- a/npc/re/jobs/3-1/guillotine_cross.txt +++ b/npc/re/jobs/3-1/guillotine_cross.txt @@ -35,108 +35,115 @@ //========================================================================= que_job01,75,96,3 script Guild Member#3rdgc01 4_M_MOCASS1,{ - if (job_3rd_gc == 0) { - if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) { - if (BaseLevel >= 99) { - L_Mission: - mes "[Ahcart]"; - mes "Finally, it's time..."; - mes "Hey, what's your name?"; - next; - switch(select(strcharinfo(0),".....")) { - case 1: + if (job_3rd_gc == 0 || job_3rd_gc == 1) { + if (job_3rd_gc == 0) { + if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) { + if (BaseLevel < 99) { mes "[Ahcart]"; - mes strcharinfo(0)+"?"; - mes "Got it. I'll remember your name."; - mes "A master told me that you are a person with ability."; - break; - case 2: - mes "[Ahcart]"; - mes "What? You are a distrustful person."; - mes "Hmm, whatever."; - mes "I heard that you are a person with ability."; - break; - } - next; - mes "[Ahcart]"; - mes "My duty is delivering a guild message to a capable assassin."; - mes "I think that you are suitable to perform the guild's duty."; - next; - mes "[Ahcart]"; - mes "So, would you perform this duty for us?"; - mes "Of course, I'm going to offer a reward for completing your task."; - next; - select("What is the request?"); - mes "[Ahcart]"; - mes "It's unclear."; - mes "I told you. It's a special task."; - mes "The only thing I know is the condition to bring a person with the master's ability."; - next; - mes "[Ahcart]"; - mes "First, one who has patience."; - mes "Second, one who is quiet."; - mes "Third, one who is focused."; - next; - mes "[Ahcart]"; - mes "What do you think about what I told you?"; - mes "This task means that it needs a person who can perform a task irrespective of their own will."; - next; - mes "[Ahcart]"; - mes "It's necessary to keep this request secret."; - mes "But it's also your duty not to tell anyone."; - next; - mes "[Ahcart]"; - mes "This is all your choice."; - mes "Will you help us with this request?"; - next; - switch(select("I'll do it.:Give me time to think.")) { - case 1: - mes "[Ahcart]"; - mes "Ok, to Veins."; - mes "I'll contact them."; - mes "It's your first duty to go to Veins."; + mes "Hmm, you are my peer."; + mes "I'm Ahcart. I'm from Veins."; + mes "Hmm..."; next; mes "[Ahcart]"; - mes "You should be able to find it easily."; - mes "Go now."; - job_3rd_gc = 3; - setquest 7101; - close; - case 2: - mes "[Ahcart]"; - mes "Got it."; - mes "But don't think about it for too long."; - job_3rd_gc = 2; + mes "Of course, a chapter of the assassin guild is not only in Morroc. If you have a chance to go there, visit there."; + mes "I think you might go there."; + job_3rd_gc = 1; close; } + } else { + mes "[A man of a sharp impression]"; + mes "...."; + mes "What the...?"; + mes "You are not an assassin."; + close; } + } else if (job_3rd_gc == 1) { + if (BaseLevel < 99) { + mes "[Ahcart]"; + mes "If you become stronger and more skillful, then the assassin's guild will give you a special task."; + mes "Go for it."; + close; + } + } + mes "[Ahcart]"; + mes "Finally, it's time..."; + mes "Hey, what's your name?"; + next; + switch(select(strcharinfo(PC_NAME),".....")) { + case 1: mes "[Ahcart]"; - mes "Hmm, you are my peer."; - mes "I'm Ahcart. I'm from Veins."; - mes "Hmm..."; + mes strcharinfo(PC_NAME)+"?"; + mes "Got it. I'll remember your name."; + mes "A master told me that you are a person with ability."; + break; + case 2: + mes "[Ahcart]"; + mes "What? You are a distrustful person."; + mes "Hmm, whatever."; + mes "I heard that you are a person with ability."; + break; + } + next; + mes "[Ahcart]"; + mes "My duty is delivering a guild message to a capable assassin."; + mes "I think that you are suitable to perform the guild's duty."; + next; + mes "[Ahcart]"; + mes "So, would you perform this duty for us?"; + mes "Of course, I'm going to offer a reward for completing your task."; + next; + select("What is the request?"); + mes "[Ahcart]"; + mes "It's unclear."; + mes "I told you. It's a special task."; + mes "The only thing I know is the condition to bring a person with the master's ability."; + next; + mes "[Ahcart]"; + mes "First, one who has patience."; + mes "Second, one who is quiet."; + mes "Third, one who is focused."; + next; + mes "[Ahcart]"; + mes "What do you think about what I told you?"; + mes "This task means that it needs a person who can perform a task irrespective of their own will."; + next; + mes "[Ahcart]"; + mes "It's necessary to keep this request secret."; + mes "But it's also your duty not to tell anyone."; + next; + mes "[Ahcart]"; + mes "This is all your choice."; + mes "Will you help us with this request?"; + next; + switch(select("I'll do it.", "Give me time to think.")) { + case 1: + mes "[Ahcart]"; + mes "Ok, to Veins."; + mes "I'll contact them."; + mes "It's your first duty to go to Veins."; next; mes "[Ahcart]"; - mes "Of course, a chapter of the assassin guild is not only in Morroc. If you have a chance to go there, visit there."; - mes "I think you might go there."; - job_3rd_gc = 1; + mes "You should be able to find it easily."; + mes "Go now."; + job_3rd_gc = 3; + setquest 7101; + close; + case 2: + mes "[Ahcart]"; + mes "Got it."; + mes "But don't think about it for too long."; + job_3rd_gc = 2; close; } - mes "[A man of a sharp impression]"; - mes "...."; - mes "What the...?"; - mes "You are not an assassin."; - close; - } else if (job_3rd_gc == 1) { - if (BaseLevel >= 99) goto L_Mission; - mes "[Ahcart]"; - mes "If you become stronger and more skillful, then the assassin's guild will give you a special task."; - mes "Go for it."; - close; + + + + } else if (job_3rd_gc == 2) { mes "[Ahcart]"; mes "Have you thought about it more?"; next; - switch(select("I'll do it.:I'm not ready.")) { + switch(select("I'll do it.", "I'm not ready.")) { case 1: mes "[Ahcart]"; mes "Ok, to Veins."; @@ -168,7 +175,7 @@ que_job01,75,96,3 script Guild Member#3rdgc01 4_M_MOCASS1,{ } function script func_3rdgc { - .@n$ = "["+strcharinfo(0)+"]"; + .@n$ = "["+strcharinfo(PC_NAME)+"]"; mes .@n$; mes "Let me collect all the information..."; .@i = 0; @@ -204,7 +211,7 @@ function script func_3rdgc { mes .@n$; mes "But the reason that Trovan suspects them is..."; next; - switch(select("They are unfamiliar:The residence is unclear")) { + switch(select("They are unfamiliar", "The residence is unclear")) { case 1: mes .@n$; mes "No, that's not the reason. The guard sees new adventurers every day."; @@ -227,7 +234,7 @@ function script func_3rdgc { mes "Madelle said that she witnessed a guy."; next; if (getarg(0)) { - if(select("Madelle witnessed 2...:There are more than 2...") == 1) { + if(select("Madelle witnessed 2...", "There are more than 2...") == 1) { mes .@n$; mes "Madelle said that she saw one more person in the darkness."; mes "Then is it a girl who brought the supplies?"; @@ -257,7 +264,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "[Daora]"; if (Class == Job_Assassin || Class == Job_Assassin_Cross || Class == Job_Baby_Assassin) { if (job_3rd_gc < 4) { - if (Sex) { + if (Sex == SEX_MALE) { mes "Oh~ you're good-looking!"; mes "So, what do you want?"; } else { @@ -269,7 +276,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "I'm not sure that you already know or not, but we are selling special Morroc liquor."; mes "Which one do you want?"; next; - switch(select("Tropical Sograt:Vermilion on the Beach:No thanks!:......")) { + switch(select("Tropical Sograt", "Vermilion on the Beach", "No thanks!", "......")) { case 1: mes "[Daora]"; if (Zeny > 799) { @@ -293,7 +300,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ case 3: mes "[Daora]"; mes "Don't show me your nervousness!"; - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); percentheal -30,0; close; case 4: @@ -302,8 +309,8 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "Oh? You are a person of this world."; mes "Your name is..."; next; - mes "["+strcharinfo(0)+"]"; - mes strcharinfo(0)+"."; + mes "["+strcharinfo(PC_NAME)+"]"; + mes strcharinfo(PC_NAME)+"."; next; mes "[Daora]"; if (job_3rd_gc == 3) { @@ -330,7 +337,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "[Daora]"; mes "Ah, I'm not selling liquir to someone who's started the special task."; next; - switch(select("Not selling liquor...:I need information.:Fine then punk!")) { + switch(select("Not selling liquor...", "I need information.", "Fine then punk!")) { case 1: mes "[Daora]"; mes "Hey, you are performing a task now."; @@ -348,7 +355,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "[Daora]"; mes "Don't talk to me like I'm one of your friends!"; mes "You have no right to be that way!"; - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); percentheal -30,0; close; } @@ -407,7 +414,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "What do you need?"; mes "We don't sell to anyone who has started the special task."; next; - switch(select("....:Give me 1 glass.:Then, can you give milk?")) { + switch(select("....", "Give me 1 glass.", "Then, can you give milk?")) { case 1: mes "[Daora]"; mes "Why? Are you disappointed?"; @@ -441,7 +448,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "Ok, what do you want to know?"; mes "You hope that there will be something in the glass?"; next; - switch(select("Ask for help.:Handle it by yourself.")) { + switch(select("Ask for help.", "Handle it by yourself.")) { case 1: mes "[Daora]"; mes "So, it means just killing a strange guy in the village?"; @@ -482,7 +489,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "Here, It's cold water."; mes "You think over with cold water."; next; - switch(select("Figure out based on information.:Stop the stage.")) { + switch(select("Figure out based on information.", "Stop the stage.")) { case 1: if (questprogress(7091) == 1) .@j = 1; @@ -505,12 +512,12 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "Did you solve it?"; mes "What will you do?"; next; - switch(select("Get advice.:It's a secret.")) { + switch(select("Get advice.", "It's a secret.")) { case 1: mes "[Daora]"; mes "Can you let me know about an information you collected?"; next; - if(select("You have a heart-to-heart talk with him.:That's impossible.") == 2) { + if(select("You have a heart-to-heart talk with him.", "That's impossible.") == 2) { mes "[Daora]"; mes "What, I can't support you properly?"; mes "You solve it by yourself."; @@ -573,7 +580,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ } mes "Haha... how's it going?"; next; - switch(select("Where is the blind alley?:It's okay.")) { + switch(select("Where is the blind alley?", "It's okay.")) { case 1: mes "[Daora]"; mes "The blind alley?"; @@ -625,12 +632,12 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "[Daora]"; mes "Yeah, how's it going?"; next; - switch(select("It progress satisfactorily.:Show the key.")) { + switch(select("It progress satisfactorily.", "Show the key.")) { case 1: mes "[Daora]"; mes "My glass, you don't need it?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes. I already have enough information."; mes "If that is a stuff has a long story behind it,"; mes "we have only one way."; @@ -683,7 +690,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "[Daora]"; mes "Don't pretend to be a noblewoman."; next; - switch(select("I'm going to go.:Do you know a mansion around Veins?")) { + switch(select("I'm going to go.", "Do you know a mansion around Veins?")) { case 1: mes "[Daora]"; mes "Ok."; @@ -723,7 +730,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "Our milk is expensive!"; mes "Give me 500 zeny for a cup."; next; - switch(select("It's ok. Give me a cup of milk.:You are a barefaced robber!")) { + switch(select("It's ok. Give me a cup of milk.", "You are a barefaced robber!")) { case 1: mes "[Daora]"; if (Zeny > 499) { @@ -739,7 +746,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ case 2: mes "[Daora]"; mes "An impertinent fellow!"; - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); percentheal -30,0; close; } @@ -755,7 +762,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ close; } } else if (Class == Job_Guillotine_Cross || Class == Job_Guillotine_Cross_T || Class == Job_Baby_Cross) { - if (Sex) { + if (Sex == SEX_MALE) { mes "Oh~ you're good-looking~!"; mes "It's worthwhile to open a pub~"; mes "I can feel fruitful labors whenever I see a guy like you~"; @@ -764,7 +771,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "What do you want?"; } next; - switch(select("Tropical Sograt:Vermilion on the Beach:Milk")) { + switch(select("Tropical Sograt", "Vermilion on the Beach", "Milk")) { case 1: mes "[Daora]"; if (Zeny > 799) { @@ -788,7 +795,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ close; case 3: mes "[Daora]"; - if (Sex) { + if (Sex == SEX_MALE) { mes "Uh... Umm..."; mes "It's complicated order. but I don't have any choice since you want it."; next; @@ -813,7 +820,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ } } } else { - if (Sex == 1) { + if (Sex == SEX_MALE) { mes "Oh~ you're good-looking!"; mes "So, what do you want?"; } @@ -826,7 +833,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "I'm not sure that you already know or not, but we are selling special liquor of Morroc."; mes "Which one do you want?"; next; - switch(select("Tropical Sograt:Vermilion the beach:No thanks!")) { + switch(select("Tropical Sograt", "Vermilion the beach", "No thanks!")) { case 1: mes "[Daora]"; if (Zeny > 999) { @@ -850,7 +857,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ case 3: mes "[Daora]"; mes "Don't show me your nervousness!"; - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); percentheal -30,0; close; } @@ -880,7 +887,7 @@ job3_guil01,16,20,4 script Mayshell#3rdgc03 4_F_KHELLISIA,{ mes "Your memories should disappear in shadow."; mes "Be cautious and avoid observation."; next; - select("Ok...:So the task is...?"); + select("Ok...", "So the task is...?"); mes "[Mayshell]"; mes "What does he look like?"; mes "How do you recognize him?"; @@ -903,7 +910,7 @@ job3_guil01,16,20,4 script Mayshell#3rdgc03 4_F_KHELLISIA,{ mes "We saw a stranger in this village, we are quite sure that he is the person who we are looking for your task."; next; mes "[Mayshell]"; - mes strcharinfo(0)+"."; + mes strcharinfo(PC_NAME)+"."; mes "Time is not waiting for you."; mes "Go ahead. Spill blood with the blade of a knife that stands for a stoic life."; job_3rd_gc = 5; @@ -915,7 +922,7 @@ job3_guil01,16,20,4 script Mayshell#3rdgc03 4_F_KHELLISIA,{ next; mes "[Mayshell]"; mes "It's a test to watch you."; - mes "Let me see, "+strcharinfo(0)+"..."; + mes "Let me see, "+strcharinfo(PC_NAME)+"..."; mes "Go out and think about what you have to do first."; next; mes "[Mayshell]"; @@ -1145,7 +1152,7 @@ ve_in,228,108,3 script Waitress#3rdgc04 1_F_PUBGIRL,{ next; mes "Then can we figure it out with the information you collected?-"; next; - switch(select("Do it.:Stop it.")) { + switch(select("Do it.", "Stop it.")) { case 1: callfunc "func_3rdgc",1; close; @@ -1157,7 +1164,7 @@ ve_in,228,108,3 script Waitress#3rdgc04 1_F_PUBGIRL,{ mes "Welcome."; mes "Are you ready to order?"; next; - switch(select("You are...:Your name is..?:Water, please.")) { + switch(select("You are...", "Your name is..?", "Water, please.")) { case 1: mes "[Waitress]"; mes "What's the matter?"; @@ -1205,7 +1212,7 @@ ve_in,228,108,3 script Waitress#3rdgc04 1_F_PUBGIRL,{ mes "- The information of Madelle is attached on the guest board."; mes "Then can we figure out what information you've collected? -"; next; - switch(select("Do it.:Stop it.")) { + switch(select("Do it.", "Stop it.")) { case 1: callfunc "func_3rdgc",1; close; @@ -1218,8 +1225,10 @@ ve_in,228,108,3 script Waitress#3rdgc04 1_F_PUBGIRL,{ mes "What? My name?"; mes "Are you hitting on me?"; mes "Don't do that."; - if (Sex) mes "You are not my type."; - else mes "I don't swing that way."; + if (Sex == SEX_MALE) + mes "You are not my type."; + else + mes "I don't swing that way."; close; case 3: mes "[Waitress]"; @@ -1234,7 +1243,7 @@ ve_in,228,108,3 script Waitress#3rdgc04 1_F_PUBGIRL,{ next; mes "- I wonder if I can figure it out with the information I've collected... -"; next; - switch(select("Do it.:Stop it.")) { + switch(select("Do it.", "Stop it.")) { case 1: callfunc "func_3rdgc",0; close; @@ -1246,7 +1255,7 @@ ve_in,228,108,3 script Waitress#3rdgc04 1_F_PUBGIRL,{ mes "Welcome."; mes "Are you ready to order?"; next; - switch(select("Suspicious people?:Which one is the best food?")) { + switch(select("Suspicious people?", "Which one is the best food?")) { case 1: mes "[Waitress]"; mes "A suspicious person?"; @@ -1258,14 +1267,14 @@ ve_in,228,108,3 script Waitress#3rdgc04 1_F_PUBGIRL,{ mes "If you want to have a simple dish, have a meal from our fixed menu."; mes "It's 5000 zeny, Do you want it?"; next; - switch(select("Yes, I'll try it.:......")) { + switch(select("Yes, I'll try it.", "......")) { case 1: if (Zeny > 4999) { mes "[Waitress]"; mes "Here you are, this is a meal from the fixed menu."; mes "Feel free to call me when you need."; next; - switch(select("How's your business?:Do you have lots of guests?")) { + switch(select("How's your business?", "Do you have lots of guests?")) { case 1: mes "[Waitress]"; mes "Well... not bad."; @@ -1328,7 +1337,7 @@ ve_in,228,108,3 script Waitress#3rdgc04 1_F_PUBGIRL,{ next; mes "- Madelle's information is attached to a quest board. What information have I collected? -"; next; - switch(select("Check information.:Cancel.")) { + switch(select("Check information.", "Cancel.")) { case 1: callfunc "func_3rdgc",0; close; @@ -1381,7 +1390,7 @@ ve_in,246,303,3 script Young Merchant#3rdgc05 4_M_RACHMAN2,{ next; mes "Can we figure out with the information you collected?"; next; - switch(select("Do it.:Stop it.")) { + switch(select("Do it.", "Stop it.")) { case 1: callfunc "func_3rdgc",1; close; @@ -1394,7 +1403,7 @@ ve_in,246,303,3 script Young Merchant#3rdgc05 4_M_RACHMAN2,{ mes "How about increasing potion in next time..."; mes "Um, do you have something to tell me?"; next; - switch(select("Do you know Crave?:Give me a potion.")) { + switch(select("Do you know Crave?", "Give me a potion.")) { case 1: mes "[Crave]"; mes "I'm Crave, who are you...?"; @@ -1431,7 +1440,7 @@ ve_in,246,303,3 script Young Merchant#3rdgc05 4_M_RACHMAN2,{ mes "- The information Crave gave is attached on the quest board."; mes "Then can we figure out with information you collected? -"; next; - switch(select("Do it.:Stop it.")) { + switch(select("Do it.", "Stop it.")) { case 1: callfunc "func_3rdgc",1; close; @@ -1455,7 +1464,7 @@ ve_in,246,303,3 script Young Merchant#3rdgc05 4_M_RACHMAN2,{ next; mes "Can we figure out with the information you collected?"; next; - switch(select("Do it.:Stop it.")) { + switch(select("Do it.", "Stop it.")) { case 1: callfunc "func_3rdgc",0; close; @@ -1469,7 +1478,7 @@ ve_in,246,303,3 script Young Merchant#3rdgc05 4_M_RACHMAN2,{ mes "I'm a merchant, but not a retail merchant."; mes "If you want to buy things, go to the others."; next; - switch(select("Suspicious people?:I heard that you are sharp.")) { + switch(select("Suspicious people?", "I heard that you are sharp.")) { case 1: mes "[Young Merchant]"; mes "A suspicious person?"; @@ -1487,12 +1496,12 @@ ve_in,246,303,3 script Young Merchant#3rdgc05 4_M_RACHMAN2,{ mes "I have to memorize the faces of people who do business with me so I can make a profit."; mes "Then I can make steady customers."; next; - switch(select("I'm looking for a cousin...:End conversation.")) { + switch(select("I'm looking for a cousin...", "End conversation.")) { case 1: mes "[Young Merchant]"; mes "Is she a beautiful blonde?"; next; - switch(select("No, it's a boy.:Yes, she is.")) { + switch(select("No, it's a boy.", "Yes, she is.")) { case 1: mes "[Young Merchant]"; mes "Is he?"; @@ -1509,7 +1518,7 @@ ve_in,246,303,3 script Young Merchant#3rdgc05 4_M_RACHMAN2,{ mes "I'm a man of ability."; next; select("Where did you see her?"); - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "A few days have passed already."; mes "I want to find her as soon as possible."; mes "You said you saw that child? Where did you see her?"; @@ -1533,7 +1542,7 @@ ve_in,246,303,3 script Young Merchant#3rdgc05 4_M_RACHMAN2,{ next; mes "- Crave's information is attached to the quest board. What information have I collected? -"; next; - switch(select("Check information.:Cancel.")) { + switch(select("Check information.", "Cancel.")) { case 1: callfunc "func_3rdgc",0; close; @@ -1577,7 +1586,7 @@ veins,291,215,3 script Vigilante#3rdgc06 4_DST_SOLDIER,{ next; mes "- What information have I collected? -"; next; - switch(select("Check information.:Cancel.")) { + switch(select("Check information.", "Cancel.")) { case 1: callfunc "func_3rdgc",1; close; @@ -1590,7 +1599,7 @@ veins,291,215,3 script Vigilante#3rdgc06 4_DST_SOLDIER,{ mes "Hello?"; mes "Do you need help?"; next; - switch(select("Do you know Trovan?:No thanks.")) { + switch(select("Do you know Trovan?", "No thanks.")) { case 1: mes "[Vigilante]"; mes "Eh? I'm Trovan, a member of the vigilante corps of Veins."; @@ -1634,7 +1643,7 @@ veins,291,215,3 script Vigilante#3rdgc06 4_DST_SOLDIER,{ next; mes "- Trovan's information is attached to the quest board. What information have I collected? -"; next; - switch(select("Check information.:Cancel.")) { + switch(select("Check information.", "Cancel.")) { case 1: callfunc "func_3rdgc",1; close; @@ -1658,7 +1667,7 @@ veins,291,215,3 script Vigilante#3rdgc06 4_DST_SOLDIER,{ next; mes "- Should I figure out the information collected? -"; next; - switch(select("Check the information.:Cancel.")) { + switch(select("Check the information.", "Cancel.")) { case 1: callfunc "func_3rdgc",0; close; @@ -1671,7 +1680,7 @@ veins,291,215,3 script Vigilante#3rdgc06 4_DST_SOLDIER,{ mes "I'm Trovan, a guard of Veins."; mes "What's wrong?"; next; - switch(select("Is there a wanted man?:Nothing.")) { + switch(select("Is there a wanted man?", "Nothing.")) { case 1: mes "[Trovan]"; mes "A wanted man?"; @@ -1702,7 +1711,7 @@ veins,291,215,3 script Vigilante#3rdgc06 4_DST_SOLDIER,{ next; mes "- Trovan's information is attached to the quest board. What information have I collected? -"; next; - switch(select("Check information.:Cancel.")) { + switch(select("Check information.", "Cancel.")) { case 1: callfunc "func_3rdgc",0; close; @@ -1743,7 +1752,7 @@ veins,187,143,5 script Peddler#3rdgc07 4_F_HUGRANMA,{ next; mes "- You can't get more information from the peddler. What information have I collected? -"; next; - switch(select("check information.:Cancel.")) { + switch(select("check information.", "Cancel.")) { case 1: callfunc "func_3rdgc",1; close; @@ -1755,7 +1764,7 @@ veins,187,143,5 script Peddler#3rdgc07 4_F_HUGRANMA,{ mes "Hey. Hey!"; mes "I'm talking to you!"; next; - switch(select("Ignore him.:Listen to the story.")) { + switch(select("Ignore him.", "Listen to the story.")) { case 1: mes "[Peddler]"; mes "You are too cold."; @@ -1795,11 +1804,11 @@ veins,187,143,5 script Peddler#3rdgc07 4_F_HUGRANMA,{ mes "Actually, nobody knows where she's from."; mes "You're an adventurer, so I'm asking you."; next; - select("I'll send her your message.:Hmm..."); - mes "["+strcharinfo(0)+"]"; + select("I'll send her your message.", "Hmm..."); + mes "["+strcharinfo(PC_NAME)+"]"; mes "- Even though I don't have time to spare, the girl mentioned by the peddler is suspicious. -"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "- A girl who has no clear residence and buys expensive food. I have to find out. -"; next; mes "[Peddler]"; @@ -1809,7 +1818,7 @@ veins,187,143,5 script Peddler#3rdgc07 4_F_HUGRANMA,{ next; mes "- The peddler's information is attached to the quest board. What information have I collected? -"; next; - switch(select("Check information.:Cancel.")) { + switch(select("Check information.", "Cancel.")) { case 1: callfunc "func_3rdgc",0; close; @@ -1842,7 +1851,7 @@ veins,235,126,3 script Old Man#3rdgc07 4_M_DST_GRAND,{ next; mes "- I can't get anymore information from the Old Man. What information have I collected? -"; next; - switch(select("Check information.:Cancel.")) { + switch(select("Check information.", "Cancel.")) { case 1: callfunc "func_3rdgc",0; close; @@ -1854,7 +1863,7 @@ veins,235,126,3 script Old Man#3rdgc07 4_M_DST_GRAND,{ mes "What? What's the matter?"; mes "You want to talk with me?"; next; - switch(select("Suspicious person...:You look good.")) { + switch(select("Suspicious person...", "You look good.")) { case 1: mes "[Old Man]"; mes "A suspicious person?"; @@ -1906,7 +1915,7 @@ veins,235,126,3 script Old Man#3rdgc07 4_M_DST_GRAND,{ next; mes "- The information of the Old Man is attached to the quest board. What information have I collected?"; next; - switch(select("Check information.:Cancel.")) { + switch(select("Check information.", "Cancel.")) { case 1: callfunc "func_3rdgc",0; close; @@ -1941,7 +1950,7 @@ veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{ mes "What?"; mes "Have you lost a friend?"; next; - switch(select("Do you know something?:No...")) { + switch(select("Do you know something?", "No...")) { case 1: mes "[Melissa]"; mes "I have a special gift that I've had my whole life."; @@ -1951,7 +1960,7 @@ veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{ mes "Are looking for someone?"; mes "Can you tell me about their character?"; next; - switch(select("You are joking.:Let me do it.")) { + switch(select("You are joking.", "Let me do it.")) { case 1: mes "[Melissa]"; mes "Ha! But you'll come back to me when you need to find someone."; @@ -1963,7 +1972,7 @@ veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{ mes "Ok, answer my question."; mes "Is it a boy or a girl?"; next; - switch(select("A boy:A girl")) { + switch(select("A boy", "A girl")) { case 1: mes "[Melissa]"; mes "A boy and..."; @@ -1978,7 +1987,7 @@ veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{ mes "[Melissa]"; mes "What is the hair color?"; next; - switch(select("Dark:Red:Light yellowish:White")) { + switch(select("Dark", "Red", "Light yellowish", "White")) { case 1: mes "[Melissa]"; mes "Dark hair color... hmm..."; @@ -2002,7 +2011,7 @@ veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{ mes "[Melissa]"; mes "Young or old?"; next; - switch(select("Like a child.:Young.:Middle-aged.:Very old.")) { + switch(select("Like a child.", "Young.", "Middle-aged.", "Very old.")) { case 1: mes "[Melissa]"; mes "And a child."; @@ -2025,7 +2034,7 @@ veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{ } next; mes "[Melissa]"; - mes "Hi, "+((Sex)?"brother":"sister")+"~ Let me collect all of the information you've provided..."; + mes "Hi, "+ (Sex == SEX_MALE ? "brother" : "sister")+ "~ Let me collect all of the information you've provided..."; next; mes "- She begins to murmur and gestures toward the sky. Her hair springs up as she says... -"; next; @@ -2054,7 +2063,7 @@ veins,223,180,3 script Girl#3rdgc09 4_F_DST_CHILD,{ mes "She has to be who you're looking for. I'm never wrong."; mes "Tell me I did a good job!"; next; - switch(select("Pat Melissa on the head.:Giver her a thumbs up sign.")) { + switch(select("Pat Melissa on the head.", "Giver her a thumbs up sign.")) { case 1: mes "You pat Melissa on the head."; mes "She reacts like a puppy would."; @@ -2132,7 +2141,7 @@ OnTouch: mes "Who are you?"; mes "What are you doing?"; next; - if(select("Who sent you?:Who's from Rachel?") == 2) { + if(select("Who sent you?", "Who's from Rachel?") == 2) { mes "[Estillda]"; mes "I don't know! I don't have any idea. I don't know him!"; next; @@ -2158,19 +2167,19 @@ OnTouch: mes "- Estillda is in shock because she thinks that she's in trouble. -"; next; select("Calm her down."); - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Just relax for a second."; mes "I totally understand what you're saying."; mes "You won't get into any trouble."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm looking for a guy who committed a crime and ran away."; mes "I have to catch him."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So who made you get those supplies?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "If you cooperate with me, I'm going to protect you until this is all done."; mes "The Assassin Guild will protect you."; next; @@ -2187,7 +2196,7 @@ OnTouch: mes "Ah, these are mine."; mes "I got a lot of zeny."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Then go straight this way and pretend that nothing happened."; next; mes "- I demand that she walks as usual and tell her how to get to Daora's pub. -"; @@ -2232,7 +2241,7 @@ job3_guil01,79,15,1 script Estillda#3rdgc11 4_F_SHABBY,{ if (job_3rd_gc == 11) { mes "Estillda is looking around with an anxious expression on her face."; next; - switch(select("Are you ok?:Intimidate her.")) { + switch(select("Are you ok?", "Intimidate her.")) { case 1: mes "[Estillda]"; mes "Yes? Yes..."; @@ -2246,7 +2255,7 @@ job3_guil01,79,15,1 script Estillda#3rdgc11 4_F_SHABBY,{ mes "I'm here to make zeny."; mes "I had a desolate life in Rachel."; next; - switch(select("You came here with alone?:Had a desolate life...")) { + switch(select("You came here with alone?", "Had a desolate life...")) { case 1: mes "[Estillda]"; mes "No."; @@ -2277,7 +2286,7 @@ job3_guil01,79,15,1 script Estillda#3rdgc11 4_F_SHABBY,{ mes "...I'll never do it."; mes "I want to go home. I miss my mommy."; next; - switch(select("What can you tell me?:Tell me what you know!")) { + switch(select("What can you tell me?", "Tell me what you know!")) { case 1: mes "[Estillda]"; mes "Yes. Right?"; @@ -2288,7 +2297,7 @@ job3_guil01,79,15,1 script Estillda#3rdgc11 4_F_SHABBY,{ mes "Sorry. I'm sorry."; mes "I'm going to do what you want..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Your attitude is a problem."; mes "Let's take up the main subject."; break; @@ -2317,13 +2326,13 @@ job3_guil01,79,15,1 script Estillda#3rdgc11 4_F_SHABBY,{ mes "In a couple of hours."; mes "At a warehouse underground in the south."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Thanks for your cooperation."; mes "Your house is in Rachel?"; mes "Estillda is your real name?"; mes "Yes, I'm going to draw his rations in Rachel."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "To go back home without an accident."; job_3rd_gc = 12; changequest 7106,7107; @@ -2357,7 +2366,7 @@ OnTouch: if (questprogress(7107,PLAYTIME) == 2) { mes "This must be the place Estillda told me about."; next; - switch(select("Go inside.:Observe the situation.")) { + switch(select("Go inside.", "Observe the situation.")) { case 1: if ($@3rdgc_room01 == 0) { warp "job3_guil02",34,44; @@ -2465,7 +2474,7 @@ OnTouch: mes "When did I give you a clue?!"; next; select("You lost your head..."); - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Is this the correct target?"; mes "Can you talk with me for a sec?"; next; @@ -2473,7 +2482,7 @@ OnTouch: mes "No way!!!!"; mes "You... I'll make you close your eyes forever!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What?!"; close2; donpcevent "A man with black clothes::OnDisable"; @@ -2520,7 +2529,7 @@ job3_guil02,49,43,5 script Dandelion#3rdgc12 4_M_DSTMANDEAD,{ next; mes "- He puts something in his mouth and swallows. -"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What is that?!"; mes "What do you have in your mouth...?"; mes "Why did you do that?"; @@ -2610,7 +2619,7 @@ ra_in01,175,196,3 script Oresa Rava#3rdgc13 4_M_LGTGRAND,{ mes "This pattern..."; mes "Where did you get this from?"; next; - switch(select("I just picked it up.:I have a story...")) { + switch(select("I just picked it up.", "I have a story...")) { case 1: mes "[Oresa Rava]"; mes "Umm? Did you just pick it up?"; @@ -2713,7 +2722,7 @@ ve_fild02,330,384,3 script Girl#3rdgc14 4_F_GUILLOTINE,{ mes "I'll wait for you."; } next; - switch(select("I got it.:I'll be ready.")) { + switch(select("I got it.", "I'll be ready.")) { case 1: if ($@3rdgc_room02 == 0) { erasequest ((job_3rd_gc == 17)?7110:7109); @@ -2859,7 +2868,7 @@ OnDisable: OnTouch: mes "There is space on the bottom of the old fence."; next; - if(select("Find another way.:Climb into the space.") == 2) { + if(select("Find another way.", "Climb into the space.") == 2) { mes "You climb into the narrow space."; mes "The hole is blocked with the old barbed-wire entanglements."; close2; @@ -3060,10 +3069,10 @@ OnTimer5000: end; OnInit: OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; } @@ -3384,17 +3393,17 @@ OnMyMobDead: job3_guil03,2,2,0 script #3rdgc_sunchal_kill01 CLEAR_NPC,{ end; OnEnable: - .@i = atoi(charat(strnpcinfo(0),20)); + .@i = atoi(charat(strnpcinfo(NPC_NAME),20)); setarray .@x[1],74,124,103; setarray .@y[1],63, 78, 24; - monster "job3_guil03",.@x[.@i],.@y[.@i],"Guard",1985,1,strnpcinfo(0)+"::OnMyMobDead"; + monster "job3_guil03",.@x[.@i],.@y[.@i],"Guard",1985,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; end; OnStop: mapannounce "job3_guil03","Guard : Am I imagining things? I just heard something...",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 stopnpctimer; end; OnReset: - killmonster "job3_guil03",strnpcinfo(0)+"::OnMyMobDead"; + killmonster "job3_guil03",strnpcinfo(NPC_NAME)+"::OnMyMobDead"; end; OnMyMobDead: initnpctimer; @@ -3417,32 +3426,32 @@ job3_guil03,2,4,0 duplicate(#3rdgc_sunchal_kill01) #3rdgc_sunchal_kill03 CLEAR_N job3_guil03,64,68,3 script #3rdgc_gojung_kill01 4_M_DSTMAN,7,7,{ end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnStop: mapannounce "job3_guil03","Guard : Am I imagining things? I just heard something.",bc_map,"0xA8A8A8"; //FW_NORMAL 12 0 0 stopnpctimer; end; OnReset: - killmonster "job3_guil03",strnpcinfo(0)+"::OnMyMobDead"; + killmonster "job3_guil03",strnpcinfo(NPC_NAME)+"::OnMyMobDead"; end; OnTouch: - .@i = atoi(charat(strnpcinfo(0),19)); + .@i = atoi(charat(strnpcinfo(NPC_NAME),19)); setarray .@x[1],64,86,83; setarray .@y[1],68,63,36; mapannounce "job3_guil03","Guard : Who are you?!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 - disablenpc strnpcinfo(0); - monster "job3_guil03",.@x[.@i],.@y[.@i],"Guard",1985,1,strnpcinfo(0)+"::OnMyMobDead"; + disablenpc strnpcinfo(NPC_NAME); + monster "job3_guil03",.@x[.@i],.@y[.@i],"Guard",1985,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; initnpctimer; end; OnMyMobDead: stopnpctimer; end; OnTimer5000: - if (strnpcinfo(0) == "#3rdgc_gojung_kill03") end; + if (strnpcinfo(NPC_NAME) == "#3rdgc_gojung_kill03") end; OnTimer10000: mapannounce "job3_guil03","Guard : I need support! Take caution!",bc_map,"0x7b68ee"; //FW_NORMAL 12 0 0 donpcevent "#3rdgc_guard::OnEnable"; @@ -3456,7 +3465,7 @@ job3_guil03,88,71,0 script #3rdgc_safezone01 HIDDEN_WARP_NPC,1,1,{ end; OnTouch: mes "It's a good bush to hide yourself."; - donpcevent strnpcinfo(0)+"::OnTimer"; + donpcevent strnpcinfo(NPC_NAME)+"::OnTimer"; close; OnTimer: //FIXME: This is a workaround for... @@ -3489,7 +3498,7 @@ job3_guil03,111,51,7 script Priest from Rachel 4_M_MIDDLE1,{ next; mes "[Priest from Rachel]"; mes "Because of you, you ruined everything!"; - setnpcdisplay(strnpcinfo(0), HIDEN_PRIEST); + setnpcdisplay(strnpcinfo(NPC_NAME), HIDEN_PRIEST); next; mes "[Priest from Rachel]"; mes "You want to destroy us forever!"; @@ -3622,7 +3631,7 @@ job3_guil01,148,53,3 script Bercasell#3rdgc16 4_M_GUILLOTINE,{ mes "You were sent by Mayshell?"; mes "Tell me why you came to see me."; next; - switch(select("What is a Guillotine Cross?:I want to be a Guillotine Cross.:Nothing.")) { + switch(select("What is a Guillotine Cross?", "I want to be a Guillotine Cross.", "Nothing.")) { case 1: mes "[Bercasell]"; mes "....."; @@ -3631,7 +3640,7 @@ job3_guil01,148,53,3 script Bercasell#3rdgc16 4_M_GUILLOTINE,{ mes "So you want to know about the Guillotine Cross?"; mes "Get out!"; next; - switch(select("Just tell me...:......")) { + switch(select("Just tell me...", "......")) { case 1: mes "[Bercasell]"; callsub L_Info; @@ -3645,92 +3654,94 @@ job3_guil01,148,53,3 script Bercasell#3rdgc16 4_M_GUILLOTINE,{ mes "That's good. You are qualified. What about being a Guillotine Cross?"; mes "Do you want to be a Guillotine Cross?"; next; - switch(select("Yes, change my job.:I need to think about it.")) { + switch(select("Yes, change my job.", "I need to think about it.")) { case 1: - L_JobChange: - mes "[Bercasell]"; - mes "You don't regret it?"; - callsub L_Info; - mes "[Bercasell]"; - mes "You can become a living offensive weapon."; - mes "Do you really want to become a Guillotine Cross?"; - next; - switch(select("Yes, change my job.:I need to rethink it.")) { - case 1: - mes "[Bercasell]"; - if (hascashmount()) { - mes "I cannot perform the job change."; - mes "Please remove your mount and try again."; - close; - } else if (SkillPoint != 0) { - mes "You still have unspent skill points."; - mes "Please use all your skill points and try again."; - close; - } - mes "Is your decision final?"; - mes "Good."; - next; - mes "[Bercasell]"; - mes "Now, you are an assassin, yet you are not an assassin anymore."; - mes "You are in the shadows, but it's different from the other shadows."; - next; - mes "[Bercasell]"; - mes "Your enemy is everything you can see."; - mes "Don't forget yourself."; - mes "A weight of the blood on your weapons."; - next; - mes "[Bercasell]"; - mes "Ok, change your clothes to your new uniform."; - mes "You are now a Guillotine Cross."; - next; - mes "[Bercasell]"; - mes "A sword of the shadow..."; - setlook 7,0; - jobchange roclass(eaclass()|EAJL_THIRD); - if (questprogress(7096) == 1) { - job_3rd_gc = 25; - erasequest 7096; - } else if (questprogress(7097) == 1) { - job_3rd_gc = 26; - erasequest 7097; - } else if (questprogress(7098) == 1) { - job_3rd_gc = 27; - erasequest 7098; - } else if (questprogress(7099) == 1) { - job_3rd_gc = 28; - erasequest 7099; - } - getitem Green_Apple_Ring,1; - getitem Silent_Executer,1; - next; - mes "[Bercasell]"; - mes "And... these are presents to celebrate your becoming a Guillotine Cross."; - close; - case 2: - mes "[Bercasell]"; - mes "You are prudent. That's a good thing."; - mes "I'll wait for the day that you decide to join us as a Guillotine Cross."; - close; - } + break; case 2: mes "[Bercasell]"; mes "You are prudent. That's a good thing."; mes "I'll wait for the day that you decide to join us as a Guillotine Cross."; close; } + break; } + break; case 2: - goto L_JobChange; + break; case 3: mes "[Bercasell]"; mes "Don't bother me."; close; } + mes "[Bercasell]"; + mes "You don't regret it?"; + callsub L_Info; + mes "[Bercasell]"; + mes "You can become a living offensive weapon."; + mes "Do you really want to become a Guillotine Cross?"; + next; + switch(select("Yes, change my job.", "I need to rethink it.")) { + case 1: + mes "[Bercasell]"; + if (hascashmount()) { + mes "I cannot perform the job change."; + mes "Please remove your mount and try again."; + close; + } else if (SkillPoint != 0) { + mes "You still have unspent skill points."; + mes "Please use all your skill points and try again."; + close; + } + mes "Is your decision final?"; + mes "Good."; + next; + mes "[Bercasell]"; + mes "Now, you are an assassin, yet you are not an assassin anymore."; + mes "You are in the shadows, but it's different from the other shadows."; + next; + mes "[Bercasell]"; + mes "Your enemy is everything you can see."; + mes "Don't forget yourself."; + mes "A weight of the blood on your weapons."; + next; + mes "[Bercasell]"; + mes "Ok, change your clothes to your new uniform."; + mes "You are now a Guillotine Cross."; + next; + mes "[Bercasell]"; + mes "A sword of the shadow..."; + setlook 7,0; + jobchange roclass(eaclass()|EAJL_THIRD); + if (questprogress(7096) == 1) { + job_3rd_gc = 25; + erasequest 7096; + } else if (questprogress(7097) == 1) { + job_3rd_gc = 26; + erasequest 7097; + } else if (questprogress(7098) == 1) { + job_3rd_gc = 27; + erasequest 7098; + } else if (questprogress(7099) == 1) { + job_3rd_gc = 28; + erasequest 7099; + } + getitem Green_Apple_Ring,1; + getitem Silent_Executer,1; + next; + mes "[Bercasell]"; + mes "And... these are presents to celebrate your becoming a Guillotine Cross."; + close; + case 2: + mes "[Bercasell]"; + mes "You are prudent. That's a good thing."; + mes "I'll wait for the day that you decide to join us as a Guillotine Cross."; + close; + } } mes "......"; mes "What can I do for you?"; next; - switch(select("I want to be a Guillotine.:Nothing.")) { + switch(select("I want to be a Guillotine.", "Nothing.")) { case 1: mes "[Bercasell]"; mes "Do you?"; @@ -3875,12 +3886,12 @@ job3_guil02,1,3,0 script #GMhelper01_gc CLEAR_NPC,{ mes "The battle situation of storage: "+.@room01+""; mes "1 : In progress. 0 : Standby status."; next; - switch(select("Reset a situation of storage:Stop it.")) { + switch(select("Reset a situation of storage", "Stop it.")) { case 1: mes "Do you wish to reset a situation of storage?"; mes "Check the inside that there is a person or not, please."; next; - switch(select("No.:Reset.")) { + switch(select("No.", "Reset.")) { case 1: mes "I did nothing."; close; @@ -3914,12 +3925,12 @@ job3_guil03,1,8,0 script #GMhelper02_gc CLEAR_NPC,{ mes "The battle situation of the mansion is: "+.@room02+""; mes "1 : In progress. 0 : Standby status."; next; - switch(select("Reset the mansion:Stop it.")) { + switch(select("Reset the mansion", "Stop it.")) { case 1: mes "Do you want to reset the mansion?"; mes "With completion a rest all players of inside will be expelled."; next; - switch(select("No.:Reset.")) { + switch(select("No.", "Reset.")) { case 1: mes "I don't anything."; close; diff --git a/npc/re/jobs/3-1/mechanic.txt b/npc/re/jobs/3-1/mechanic.txt index 4f74cb051..4dcc98448 100644 --- a/npc/re/jobs/3-1/mechanic.txt +++ b/npc/re/jobs/3-1/mechanic.txt @@ -95,7 +95,7 @@ yuno,129,156,3 script Chainheart 4_M_DOCTOR,{ next; job__mechanic = 12; completequest 10101; - if (Sex) + if (Sex == SEX_MALE) getitem Driver_Band,1; else getitem Driver_Band_,1; @@ -131,7 +131,7 @@ yuno,129,156,3 script Chainheart 4_M_DOCTOR,{ } else if (job__mechanic == 2) { mes "I think I've done all the explanations, is there anything else you want to know?"; next; - switch(select("I want to know more.:Nothing.")) { + switch(select("I want to know more.", "Nothing.")) { case 1: mes "[Chainheart]"; mes "Um..? You want to know more about magic machinery. Is that it?"; @@ -342,7 +342,7 @@ jupe_cave,37,55,5 script Scholar#Mechanic 4_M_ALCHE_D,{ mes "to go to the midway point"; mes "at Juperos?"; next; - switch(select("I am ready!:Not yet")) { + switch(select("I am ready!", "Not yet")) { case 1: mes "[Scholar]"; mes "Uh... you are acting so firmly that I regret a little that I haven't gone there."; @@ -454,7 +454,7 @@ jupe_core2,149,273,3 script Ghostfire#1 4_NFWISP,{ mes "If you focus on me,"; mes "you might get attacked."; next; - if(select("Well then, later.:Focus.") == 1) close; + if(select("Well then, later.", "Focus.") == 1) close; mes "[?]"; mes "I was once a human scholar."; mes "I wanted to know the limitation of science that humankind didn't know of, so I learned a lot of things, studied,"; @@ -507,7 +507,7 @@ jupe_core2,53,75,3 script Ghostfire#2 4_NFWISP,{ mes "If you focus on me,"; mes "you might get attacked."; next; - if(select("Well then, later:Focus") == 1) close; + if(select("Well then, later", "Focus") == 1) close; mes "[?]"; mes "When I had a body"; mes "I wanted to prove the"; @@ -569,7 +569,7 @@ jupe_core2,242,62,3 script Ghostfire#3 4_NFWISP,{ mes "If you focus on me,"; mes "you might get attacked."; next; - if(select("Well then, later:Focus") == 1) close; + if(select("Well then, later", "Focus") == 1) close; mes "[?]"; mes "I wasn't satisfied with my success so I came back here time and time again."; next; diff --git a/npc/re/jobs/3-1/ranger.txt b/npc/re/jobs/3-1/ranger.txt index e7c9981a2..41e5b476f 100644 --- a/npc/re/jobs/3-1/ranger.txt +++ b/npc/re/jobs/3-1/ranger.txt @@ -47,7 +47,7 @@ tur_dun01,156,36,5 script Survival Instructor#jr01 1_M_ORIENT01,{ mes "The monsters here are a"; mes "little tough so be careful."; next; - if(select("I came here to become to a Ranger.:I just came to look around.") == 2) { + if(select("I came here to become to a Ranger.", "I just came to look around.") == 2) { mes "[Survival Instructor, Rescue]"; mes "Oh ya?"; mes "The weather is really great. Shall we take a picture to commemorate it?"; @@ -94,7 +94,7 @@ tur_dun01,156,36,5 script Survival Instructor#jr01 1_M_ORIENT01,{ mes "When you change a job into a Ranger from a Hunter,"; mes "you won't get any chance to learn the skills of a Sniper, would that be okay?"; next; - switch(select("I'll think about it more.:I want to be a Ranger already.")) { + switch(select("I'll think about it more.", "I want to be a Ranger already.")) { case 1: mes "[Survival Instructor, Rescue]"; mes "Okay."; @@ -172,7 +172,7 @@ tur_dun01,156,36,5 script Survival Instructor#jr01 1_M_ORIENT01,{ if (Weight < 1) { mes "Um. That you talked to me again means that you are determined to change into a Ranger and take the survival power test."; next; - if(select("I'll think about it more:I'll take the test") == 1) { + if(select("I'll think about it more", "I'll take the test") == 1) { mes "[Survival Instructor, Rescue]"; mes "Prepare yourself very well before taking this test."; next; @@ -195,7 +195,7 @@ tur_dun01,156,36,5 script Survival Instructor#jr01 1_M_ORIENT01,{ mes "Remember that you don't have any other equipment on, so be careful of the monsters."; mes "Ready to start?"; next; - if(select("Wait a second:Yes, I'm ready") == 1) { + if(select("Wait a second", "Yes, I'm ready") == 1) { mes "[Survival Instructor, Rescue]"; mes "What kind of preparation can be so long."; next; @@ -227,7 +227,7 @@ tur_dun01,156,36,5 script Survival Instructor#jr01 1_M_ORIENT01,{ mes "Umm?"; mes "What are you waiting for?"; next; - if(select("Tell me the mission again.:I just wanted to talk.") == 1) { + if(select("Tell me the mission again.", "I just wanted to talk.") == 1) { mes "[Survival Instructor, Rescue]"; mes "Oh, ya."; mes "Is this the mind of a person who's going to take the test?"; @@ -243,7 +243,7 @@ tur_dun01,156,36,5 script Survival Instructor#jr01 1_M_ORIENT01,{ mes "As you don't have any equipment on, be careful of the monsters in the field."; mes "Well, shall we start?"; next; - if(select("Wait a minute:I will start") == 1) { + if(select("Wait a minute", "I will start") == 1) { mes "[Survival Instructor, Rescue]"; mes "What kind of preparation can be so long."; next; @@ -275,7 +275,7 @@ tur_dun01,156,36,5 script Survival Instructor#jr01 1_M_ORIENT01,{ mes "Because you've disappeared suddenly, the Ranger Master was looking for you."; mes "Do you want to go to him now?"; next; - switch(select("Don't go:Go")) { + switch(select("Don't go", "Go")) { case 1: mes "[Survival Instructor, Rescue]"; mes "Are you busy with something else?"; @@ -343,7 +343,7 @@ tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{ mes "[Test Instructor, Teardrop]"; mes "That you are coming and going bugs me so, would you please stop?!"; next; - if(select("Ranger practical test building?:I came for the test.") == 1) { + if(select("Ranger practical test building?", "I came for the test.") == 1) { mes "[Test Instructor, Teardrop]"; mes "What, what are you...?"; next; @@ -440,7 +440,7 @@ tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{ mes "Eh? What are you looking at?"; mes "You want to eat some?"; next; - switch(select("Oh, just eat up:...")) { + switch(select("Oh, just eat up", "...")) { case 1: mes "[Test Instructor, Teardrop]"; mes "Why aren't you eating?"; @@ -452,7 +452,7 @@ tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{ next; break; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No thanks... anyway..."; next; mes "[Test Instructor, Teardrop]"; @@ -499,7 +499,7 @@ tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{ mes "[Test Instructor, Teardrop]"; mes "Now, I will enter you into the practical test field, is your preparation all done?"; next; - if(select("Please wait a little:Let's go to the practical test field!") == 1) { + if(select("Please wait a little", "Let's go to the practical test field!") == 1) { mes "[Test Instructor, Teardrop]"; mes "Um? Aren't you ready?"; next; @@ -525,7 +525,7 @@ tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{ mes "[Test Instructor, Teardrop]"; mes "So what are you going to do? Try again?"; next; - switch(select("Wait a minute:Go to the practical test field!:I give up the job change.")) { + switch(select("Wait a minute", "Go to the practical test field!", "I give up the job change.")) { case 1: mes "[Test Instructor, Teardrop]"; mes "Um? Aren't you ready yet?"; @@ -545,7 +545,7 @@ tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{ mes "Think again."; mes "Do you really want to give up the job change to become a Ranger?"; next; - switch(select("No, I'll try again:I give up!")) { + switch(select("No, I'll try again", "I give up!")) { case 1: mes "[Test Instructor, Teardrop]"; mes "Hey. You were kidding after all?"; @@ -561,7 +561,7 @@ tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{ if (countitem(Bow__) > 0) { mes "[Test Instructor, Teardrop]"; mes "Okay. I'll respect your opinion."; - mes "I'll cancel the job change request from "+strcharinfo(0)+"."; + mes "I'll cancel the job change request from "+strcharinfo(PC_NAME)+"."; delitem Bow__,1; job_ranger01 = 0; for(.@i = 8254; .@i <= 8262; ++.@i) @@ -584,7 +584,7 @@ tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{ mes "Because you've disappeared suddenly, the Ranger Master was looking for you."; mes "Do you want to go to him now?"; next; - switch(select("Don't go:Go")) { + switch(select("Don't go", "Go")) { case 1: mes "[Test Instructor, Teardrop]"; mes "Are you busy with something else?"; @@ -695,7 +695,7 @@ job3_rang01,30,44,3 script Test Waiting Room#jr_03 4_M_ORIENT01,{ mes "In the order you enter, you can take the practical test one by one."; mes "There's 3 kinds of a Ranger job change practical tests, it takes a total of about 10 minutes."; next; - switch(select("Test explanation:Cancel:I give up the Ranger test")) { + switch(select("Test explanation", "Cancel", "I give up the Ranger test")) { case 1: break; case 2: @@ -710,7 +710,7 @@ job3_rang01,30,44,3 script Test Waiting Room#jr_03 4_M_ORIENT01,{ mes "Please think about it again."; mes "If you give up here, your job change request will be cancelled. Do you really want to give up the job change to a Ranger?"; next; - switch(select("No, I'll continue with the test:I give up the Ranger job change")) { + switch(select("No, I'll continue with the test", "I give up the Ranger job change")) { case 1: mes "[Staff DTS]"; mes "If you want to continue with the practical test, please enter into the chat room."; @@ -723,7 +723,7 @@ job3_rang01,30,44,3 script Test Waiting Room#jr_03 4_M_ORIENT01,{ if (countitem(Bow__) > 0) { mes "[Staff DTS]"; mes "Okay. I'll respect your opinion."; - mes "I'll cancel the job change request from "+strcharinfo(0)+"."; + mes "I'll cancel the job change request from "+strcharinfo(PC_NAME)+"."; delitem Bow__,1; job_ranger01 = 0; for(.@i = 8254; .@i <= 8262; ++.@i) @@ -747,7 +747,7 @@ job3_rang01,30,44,3 script Test Waiting Room#jr_03 4_M_ORIENT01,{ mes "I'll explain the Ranger job change practical test."; mes "Among the 1st, 2nd, and 3rd practical tests, which one's test method are you curious of?"; next; - switch(select("1st Test:2nd Test:3rd Test:Cancel")) { + switch(select("1st Test", "2nd Test", "3rd Test", "Cancel")) { case 1: mes "[Staff DTS]"; mes "For the 1st test, we test your eyesight and accuracy."; @@ -979,7 +979,7 @@ OnReset: killmonster "job3_rang02","CallCorrectAnswer#jr::OnMyMobDead"; end; OnMyMobDead: - specialeffect2 EF_POTION_CON; + specialeffect(EF_POTION_CON, AREA, playerattached()); ++$@job_rang_point01; mapannounce "job3_rang02","Test Supervisor, Notice : Correct Target! You have very good eyesight!",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0 end; @@ -1069,7 +1069,7 @@ OnReset: killmonster "job3_rang02","CallWrongAnswer#jr::OnMyMobDead"; end; OnMyMobDead: - specialeffect2 EF_DEVIL; + specialeffect(EF_DEVIL, AREA, playerattached()); --$@job_rang_point01; mapannounce "job3_rang02","Test Supervisor, Notice : Wrong Target! Pull yourself together!",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0 end; @@ -1186,7 +1186,7 @@ job3_rang02,111,56,3 script Staff Rust#jr_09 4_M_ORIENT02,{ if (job_ranger01 == 6) { if (countitem(Bombring_Box) < 1) { percentheal 100,0; - specialeffect2 EF_ABSORBSPIRITS; + specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); mes "[Staff Rust]"; mes "I'll give you the 'Bombring Capsules."; mes "The 'Bombring Capsules' can be given again only for the one who used it all, so please keep that in mind."; @@ -1269,7 +1269,7 @@ OnDisable: end; OnTouch: percentheal 10,0; - specialeffect2 EF_ABSORBSPIRITS; + specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); mapannounce "job3_rang02","Test Supervisor, Caution : You are doing well! If you come closer a little more, you should be able to see me.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 end; OnMyMobDead: @@ -1584,14 +1584,14 @@ OnTimer133000: - script Egg Bomb#0 FAKE_NPC,{ OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); initnpctimer; getmapxy(.@map$, .@x, .@y, UNITTYPE_NPC); - monster "job3_rang02",.@x,.@y,"Egg Bomb",1047,1,strnpcinfo(0)+"::OnMyMobDead"; - switch(atoi(strnpcinfo(2))%3) { + monster "job3_rang02",.@x,.@y,"Egg Bomb",1047,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; + switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))%3) { case 0: .@str$ = "Hey, I am going to explode. What are you going to do?"; break; case 1: .@str$ = "I... no, I can't stand anymore!!"; break; case 2: .@str$ = "I am almost done now... Don't stop me."; break; @@ -1600,22 +1600,22 @@ OnEnable: end; OnDisable: stopnpctimer; - killmonster "job3_rang02",strnpcinfo(0)+"::OnMyMobDead"; - disablenpc strnpcinfo(0); + killmonster "job3_rang02",strnpcinfo(NPC_NAME)+"::OnMyMobDead"; + disablenpc strnpcinfo(NPC_NAME); end; OnMyMobDead: ++$@job_rang_point03; - switch(atoi(strnpcinfo(2))%3) { + switch(atoi(strnpcinfo(NPC_NAME_HIDDEN))%3) { case 0: .@str$ = "The world is meaningless and my dream is so far away..."; break; case 1: .@str$ = "Don't be relieved. Misery always comes from carelessness."; break; case 2: .@str$ = "Alas, it was only a dream for a short time..."; break; } mapannounce "job3_rang02","Egg Bomb : "+.@str$,bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; OnTimer10000: mapannounce "job3_rang02","Egg Bomb : Ughhhhhhhhhhhhhh!!! So what did I say!!",bc_map,"0xFF9900"; //FW_NORMAL 12 0 0 - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } job3_rang02,246,42,0 duplicate(Egg Bomb#0) Egg Bomb#14 HIDDEN_WARP_NPC @@ -1673,7 +1673,7 @@ job3_rang01,90,43,3 script Ranger Master#jr_29 4_M_REIDIN_KURS,{ mes "[Ranger Master, Neveragain]"; mes "Before you do a job change ^0000ffdismiss your Falcon^000000, and check if you've used all of your ^0000ffSkill Points^000000."; next; - if(select("Wait a minute:I am ready") == 1) { + if(select("Wait a minute", "I am ready") == 1) { mes "[Ranger Master, Neveragain]"; mes "I am not running away so take your time."; close; @@ -1699,7 +1699,7 @@ job3_rang01,90,43,3 script Ranger Master#jr_29 4_M_REIDIN_KURS,{ mes "Okay, before you really change the job into a ranger, I'll ask you on more time."; mes "Do you really want to become a ranger?"; next; - if(select("No:Yes!") == 1) { + if(select("No", "Yes!") == 1) { mes "[Ranger Master, Neveragain]"; mes "...Um? That's not the answer that I was waiting for..."; next; @@ -1748,13 +1748,13 @@ job3_rang01,90,43,3 script Ranger Master#jr_29 4_M_REIDIN_KURS,{ jobchange roclass(eaclass()|EAJL_THIRD); getitem Sniper_Goggle,1; getitem Green_Apple_Ring,1; - getitem Wolf's_Flute,1; + getitem Wolfs_Flute,1; close; } mes "Hey, you look great."; mes "What are you doing here?"; next; - switch(select("I just came by:Please let me be out")) { + switch(select("I just came by", "Please let me be out")) { case 1: mes "[Ranger Master, Neveragain]"; mes "Well, there's nothing to see and you came."; @@ -1775,7 +1775,7 @@ job3_rang01,90,43,3 script Ranger Master#jr_29 4_M_REIDIN_KURS,{ job3_rang01,58,1,0 script Worker#job_ranger 4_M_ORIENT01,{ callfunc "F_GM_NPC"; - switch(select("Enable Waiting Room:Disable Waiting Room:Enable 1st Test:Disable 1st Test:Enable 2nd Test:Disable 2nd Test:Enable 3rd Test:Disable 3rd Test:Cancel")) { + switch(select("Enable Waiting Room", "Disable Waiting Room", "Enable 1st Test", "Disable 1st Test", "Enable 2nd Test", "Disable 2nd Test", "Enable 3rd Test", "Disable 3rd Test", "Cancel")) { case 1: mes "Enabled Waiting Room"; donpcevent "Test Waiting Room#jr_03::OnEnable"; diff --git a/npc/re/jobs/3-1/rune_knight.txt b/npc/re/jobs/3-1/rune_knight.txt index 288f5f340..ad8ab8f74 100644 --- a/npc/re/jobs/3-1/rune_knight.txt +++ b/npc/re/jobs/3-1/rune_knight.txt @@ -53,7 +53,7 @@ prt_in,162,24,3 script Splendid-Looking Knight 4_M_KNIGHT_SILVER,2,2,{ mes "[Rune Knight Manuel]"; mes "Anyway the drinks here are really good. Would you like to have one?"; next; - if(select("Sure, let's have a drink.:I refuse.") == 2) { + if(select("Sure, let's have a drink.", "I refuse.") == 2) { mes "[Rune Knight Manuel]"; mes "Are you sure? You don't know the true elegance of these drinks..."; close; @@ -85,7 +85,7 @@ prt_in,162,24,3 script Splendid-Looking Knight 4_M_KNIGHT_SILVER,2,2,{ mes "[Rune Knight Manuel]"; mes "If you are interested, I'll introduce you to the masters who will guide you to the way of the Rune Knight with my recommendation."; next; - switch(select("I am not ready yet.:I'm ready to be a Rune Knight.")) { + switch(select("I am not ready yet.", "I'm ready to be a Rune Knight.")) { case 1: mes "[Rune Knight Manuel]"; mes "Right. Every challenge always needs preparation. Okay, I'll wait for you."; @@ -146,7 +146,7 @@ prt_in,162,24,3 script Splendid-Looking Knight 4_M_KNIGHT_SILVER,2,2,{ glast_01,44,363,3 script Guide, Jungberg 4_M_KNIGHT_BLACK,2,2,{ mes "[Guide, Jungberg]"; if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) { - mes "Oh, you must be "+strcharinfo(0)+"."; + mes "Oh, you must be "+strcharinfo(PC_NAME)+"."; mes "Welcome."; next; mes "[Guide, Jungberg]"; @@ -155,7 +155,7 @@ glast_01,44,363,3 script Guide, Jungberg 4_M_KNIGHT_BLACK,2,2,{ mes "[Guide, Jungberg]"; mes "So, What can I help you with?"; next; - switch(select("I want to go to the gathering place.:Nothing.")) { + switch(select("I want to go to the gathering place.", "Nothing.")) { case 1: mes "[Guide, Jungberg]"; mes "Right. I'll send you right now. I'll see you soon."; @@ -180,7 +180,7 @@ glast_01,44,363,3 script Guide, Jungberg 4_M_KNIGHT_BLACK,2,2,{ mes "If you are a breathing human, then listen to me carefullly. I wouldn't risk my life here by hesitating to talk to just anyone."; next; if (job_rune_edq == 0) { - switch(select("Who are you?:What are you doing here?:Cancel.")) { + switch(select("Who are you?", "What are you doing here?", "Cancel.")) { case 1: mes "[Guide, Jungberg]"; mes "I am the only knight who's keeping the way of the Swordsman in this cursed place Glast Heim."; @@ -211,13 +211,13 @@ glast_01,44,363,3 script Guide, Jungberg 4_M_KNIGHT_BLACK,2,2,{ close; } } else if (job_rune_edq == 1) { - switch(select("I came to be a Rune Knight.:Cancel.")) { + switch(select("I came to be a Rune Knight.", "Cancel.")) { case 1: mes "[Guide, Jungberg]"; mes "Um... Are you the Rune Knight candidate that Manuel talked about?"; next; mes "[Guide, Jungberg]"; - mes "Your name is "+strcharinfo(0)+", right? I can see clearly that you are qualified to become our comrade."; + mes "Your name is "+strcharinfo(PC_NAME)+", right? I can see clearly that you are qualified to become our comrade."; next; mes "[Guide, Jungberg]"; mes "Good. I don't have to ask any more about your qualification to join our brethren....1.S... Now I'll give you your first assignment."; @@ -255,7 +255,7 @@ glast_01,44,363,3 script Guide, Jungberg 4_M_KNIGHT_BLACK,2,2,{ } mes "It seems that you are still taking the test. Do your best and pass all the tests."; next; - switch(select("I want to go to the gathering place.:Quit the conversation.")) { + switch(select("I want to go to the gathering place.", "Quit the conversation.")) { case 1: mes "[Guide, Jungberg]"; mes "All right. I'll send you right away. I'll check you later."; @@ -270,9 +270,9 @@ glast_01,44,363,3 script Guide, Jungberg 4_M_KNIGHT_BLACK,2,2,{ gl_knt02,150,55,3 script Rune Knight Staff 4_M_01,2,2,{ mes "[Rune Knight Staff]"; if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) { - mes "Welcome, "+strcharinfo(0)+". Are you going to the gathering place?"; + mes "Welcome, "+strcharinfo(PC_NAME)+". Are you going to the gathering place?"; next; - switch(select("Yes, take me there.:I'm on other business.:Cancel.")) { + switch(select("Yes, take me there.", "I'm on other business.", "Cancel.")) { case 1: mes "[Rune Knight Staff]"; mes "Okay, come in. I'll guide you."; @@ -348,7 +348,7 @@ job3_rune01,80,60,3 script Rune Knight Captain 4_M_KNIGHT_SILVER,2,2,{ job_rune_edq = 24; close; } - mes "Hey, long time no see, "+strcharinfo(0)+". I don't think you've got any important matters to discuss but make yourself comfortable."; + mes "Hey, long time no see, "+strcharinfo(PC_NAME)+". I don't think you've got any important matters to discuss but make yourself comfortable."; close; } if (BaseJob == Job_Knight) { @@ -361,7 +361,7 @@ job3_rune01,80,60,3 script Rune Knight Captain 4_M_KNIGHT_SILVER,2,2,{ mes "Hey, are you the Rune Knight candidate that Manuel recommended? I am Captain Tigris from the Rune Knights, and your name is?"; next; mes "[Captain Tigris]"; - mes "Oh, I've heard it before but I've forgotten it. Right, were you "+strcharinfo(0)+"? I truly welcome you from the heart for coming here."; + mes "Oh, I've heard it before but I've forgotten it. Right, were you "+strcharinfo(PC_NAME)+"? I truly welcome you from the heart for coming here."; next; mes "[Captain Tigris]"; mes "Let's see. How many candidates have come to this room? Hey, Lunarea, which candidate is this one here?"; @@ -520,7 +520,7 @@ job3_rune01,80,60,3 script Rune Knight Captain 4_M_KNIGHT_SILVER,2,2,{ mes "[Captain Tigris]"; mes "Well, my job is done now. Would you like to start your new life as a Rune Knight?"; next; - switch(select("Every preparation is done.:I need more time to think.")) { + switch(select("Every preparation is done.", "I need more time to think.")) { case 1: if (SkillPoint != 0 || checkmount() == MOUNT_PECO) { mes "[Captain Tigris]"; @@ -618,7 +618,7 @@ job3_rune01,90,50,3 script Rune Knight Lunarea 4_M_KNIGHT_GOLD,2,2,{ mes "[Rune Knight, Lunarea]"; mes "When you are ready to go to the test field talk to me."; next; - switch(select("Move to the test field now.:Give me time to get ready.")) { + switch(select("Move to the test field now.", "Give me time to get ready.")) { case 1: callsub L_Test,0; close; @@ -638,7 +638,7 @@ job3_rune01,90,50,3 script Rune Knight Lunarea 4_M_KNIGHT_GOLD,2,2,{ mes "[Rune Knight, Lunarea]"; mes "If you are ready to move to the test field talk to me."; next; - switch(select("Move to the test field now.:Please give me time to prepare.")) { + switch(select("Move to the test field now.", "Please give me time to prepare.")) { case 1: if (questprogress(3220,PLAYTIME) == 1) { mes "[Rune Knight, Lunarea]"; @@ -709,7 +709,7 @@ L_Test: job3_rune01,55,50,3 script Rune Knight, Renoa 4_M_KNIGHT_GOLD,2,2,{ mes "[Rune Knight, Renoa]"; if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) { - mes "Congratulations for becoming one of us. Junior Rune Knight, "+strcharinfo(0)+"."; + mes "Congratulations for becoming one of us. Junior Rune Knight, "+strcharinfo(PC_NAME)+"."; next; mes "[Rune Knight, Renoa]"; mes "Soon you'll see the way we need to go clearly."; @@ -805,7 +805,7 @@ job3_rune01,55,50,3 script Rune Knight, Renoa 4_M_KNIGHT_GOLD,2,2,{ } else if (job_rune_edq > 11 && job_rune_edq < 14) { mes "If you are ready I'll open the way to the sage, Serpeone who's in the Rune-Midgard post at Ash-Vacuum. Are you prepared?"; next; - switch(select("Yes, I am prepared.:Not yet.")) { + switch(select("Yes, I am prepared.", "Not yet.")) { case 1: mes "[Rune Knight, Renoa]"; mes "Good. Then I'll send you there now. But, there's one thing I need to tell you."; @@ -871,7 +871,7 @@ job3_rune01,55,50,3 script Rune Knight, Renoa 4_M_KNIGHT_GOLD,2,2,{ mes "[Rune Knight, Renoa]"; mes "The number of total rune stones you need to make is exactly 20. Remember that well."; next; - switch(select("Check number of made runes?:I've made all the 20 rune stones.")) { + switch(select("Check number of made runes?", "I've made all the 20 rune stones.")) { case 1: mes "[Rune Knight, Renoa]"; mes "The number of rune stones made 'til now is " + job_rune_edq2 + "."; @@ -930,7 +930,7 @@ job3_rune01,58,51,1 script Rune Furnace CLEAR_NPC,{ } else if (job_rune_edq == 15) { mes "I can see a hole under the huge Rune Stone Statue behind Renoa. Clearly this is a mass-produced rune heating furnace that I read in the book."; next; - if(select("Use the Rune Heating Furnace:Stop.") == 2) close; + if(select("Use the Rune Heating Furnace", "Stop.") == 2) close; switch(rand(24)) { case 0: setarray .@str$[0],"Ehwaz","This red hot spiral is..."; break; case 1: setarray .@str$[0],"Osilla","The rune flashing with this violet oblique line shape is..."; break; @@ -1004,7 +1004,7 @@ job3_rune01,40,54,1 script Runes and Rune Knights CLEAR_NPC,{ close; } while(1) { - switch(select("The birth of Rune Knights:Runes and Magic Energy:Stop Reading")) { + switch(select("The birth of Rune Knights", "Runes and Magic Energy", "Stop Reading")) { case 1: .@book1 = 1; mes "Rune Knights are the gathering of evolved swordmen who have achieved the harmony of sword and magic."; @@ -1063,7 +1063,7 @@ job3_rune01,43,44,1 script The Principles of Runes CLEAR_NPC,{ close; } while(1) { - switch(select("The principle use of Runes:The types of Runes:Stop Reading")) { + switch(select("The principle use of Runes", "The types of Runes", "Stop Reading")) { case 1: .@book1 = 1; mes "A rune is a kind of symbol that's been used on the Rune-Midgard continent since ancient times. Up until now it has only been used by occult circles."; @@ -1110,7 +1110,7 @@ job3_rune01,50,36,1 script Runes, Make & Use CLEAR_NPC,{ close; } while(1) { - switch(select("The Making of Rune Stones:Rune Stone Ability Details:Stop Reading")) { + switch(select("The Making of Rune Stones", "Rune Stone Ability Details", "Stop Reading")) { case 1: .@book1 = 1; mes "The making of Rune stones is achieved through a skill called rune mastery which is learned when one becomes a Rune Knight."; @@ -1128,7 +1128,7 @@ job3_rune01,50,36,1 script Runes, Make & Use CLEAR_NPC,{ break; case 2: .@book2 = 1; - switch(select("Chapter One:Chapter Two:Chapter Three:Chapter Four:Stop Reading")) { + switch(select("Chapter One", "Chapter Two", "Chapter Three", "Chapter Four", "Stop Reading")) { case 1: mes "Ehwaz - This rune means the enhancement of luck and positive power. It shapes the source in the form of a red spiral in a Rune Furnace."; next; @@ -1236,16 +1236,16 @@ mid_camp,13,138,3 script Dispatched Rune Knight#1 4_M_01,2,2,{ mes "I've been waiting for you Rune Knight candidate. I'm helping the candidates as a favor to Ms. Serpeone."; next; mes "[Dispatched Rune Knight]"; - if (strnpcinfo(0) == "Dispatched Rune Knight#1") { + if (strnpcinfo(NPC_NAME) == "Dispatched Rune Knight#1") { mes "Do you want to go out to the Splendide field?"; next; - if(select("Move to Splendide field:Cancel.") == 1) + if(select("Move to Splendide field", "Cancel.") == 1) warp "spl_fild01",355,325; close; - } else if (strnpcinfo(0) == "Dispatched Rune Knight#2") { + } else if (strnpcinfo(NPC_NAME) == "Dispatched Rune Knight#2") { mes "Do you want to go back to the expeditionary team's post?"; next; - if(select("Yes please.:Not yet.") == 1) + if(select("Yes please.", "Not yet.") == 1) warp "mid_camp",50,153; close; } @@ -1359,7 +1359,7 @@ mid_camp,235,250,3 script Sage Serpeone 4_F_FAIRY,2,2,{ } else if (job_rune_edq == 13) { mes "Are you gathering enough magical energy? Or do you have any questions?"; next; - switch(select("I've gathered enough energy.:To the gathering place.:Stop the conversation.")) { + switch(select("I've gathered enough energy.", "To the gathering place.", "Stop the conversation.")) { case 1: mes "[Sage Serpeone]"; mes "Is it so? Then let's check this out."; @@ -1397,7 +1397,7 @@ mid_camp,235,250,3 script Sage Serpeone 4_F_FAIRY,2,2,{ mes "[Sage Serpeone]"; mes "Do you want to go back the Rune Knight gathering place?"; next; - if(select("I want to go back.:I want to cancel.") == 1) + if(select("I want to go back.", "I want to cancel.") == 1) warp "job3_rune01",80,65; close; case 3: @@ -1406,7 +1406,7 @@ mid_camp,235,250,3 script Sage Serpeone 4_F_FAIRY,2,2,{ } else if (job_rune_edq == 14) { mes "Are you ready to go back to the Rune Knight gathering place?"; next; - if(select("I want to go back now.:I am not ready yet.") == 1) + if(select("I want to go back now.", "I am not ready yet.") == 1) warp "job3_rune01",80,65; close; } @@ -1418,7 +1418,7 @@ mid_camp,235,250,3 script Sage Serpeone 4_F_FAIRY,2,2,{ mes "[Sage Serpeone]"; mes "Then I'll send you to the Rune Knight gathering place where you should be."; next; - if(select("I'll go back now.:I'll stay.") == 1) + if(select("I'll go back now.", "I'll stay.") == 1) warp "job3_rune01",80,65; close; } @@ -1492,7 +1492,7 @@ job3_rune01,114,50,3 script Rune Knight Velpino 4_M_KNIGHT_BLACK,{ mes "If all of your preparations are done, I'll send you to the final test field."; job_rune_edq = 18; next; - if(select("Enter the final test field.:I'm not ready yet.") == 2) close; + if(select("Enter the final test field.", "I'm not ready yet.") == 2) close; if (getequipisequiped(EQI_HEAD_TOP) || getequipisequiped(EQI_ARMOR) || getequipisequiped(EQI_GARMENT) || getequipisequiped(EQI_SHOES) || getequipisequiped(EQI_ACC_L) || getequipisequiped(EQI_ACC_R) || getequipisequiped(EQI_HEAD_MID) || getequipisequiped(EQI_HEAD_LOW)) { mes "[Rune Knight Velpino]"; @@ -1837,7 +1837,7 @@ job3_rune02,34,46,5 script Captain Tigris#jrt1 4_M_KNIGHT_SILVER,2,2,{ break; case 3: mapannounce "job3_rune02","Captain Tigris : Evil demons! I will send you back to your graves!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - specialeffect2 EF_METEORSTORM; + specialeffect(EF_METEORSTORM, AREA, playerattached()); donpcevent "job_rune_edq#1st_tcmc::OnReset"; break; case 4: @@ -1928,7 +1928,7 @@ job3_rune02,43,34,1 script Rune Knight Renoa#jrt1 4_M_KNIGHT_GOLD,2,2,{ break; case 3: mapannounce "job3_rune02","Rune Knight Renoa : I am faster than all of them! Different then the others!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - specialeffect2 EF_PIERCESELF; + specialeffect(EF_PIERCESELF, AREA, playerattached()); donpcevent "job_rune_edq#1st_tcmc::OnReset"; break; case 4: @@ -2159,7 +2159,7 @@ sec_in02,34,167,3 script R.Knight Job Manager 4_M_KNIGHT_SILVER,1,1,{ if (callfunc("F_GM_NPC","1854",1) == 1) { mes "Rune Knight Job Change Managing Module Start"; next; - switch(select("GlobalVar check:GlobalVar Oneshot Modification")) { + switch(select("GlobalVar check", "GlobalVar Oneshot Modification")) { case 1: mes "Rune Knight Job Change GlobalVar right now is " + $@job_rune_test1 + "."; mes "The number of Rune Knight Test field right now is... " + getmapusers("job3_rune02") + "."; diff --git a/npc/re/jobs/3-1/warlock.txt b/npc/re/jobs/3-1/warlock.txt index e068a963a..13f99013b 100644 --- a/npc/re/jobs/3-1/warlock.txt +++ b/npc/re/jobs/3-1/warlock.txt @@ -40,14 +40,14 @@ OnTouch: if (job_wl > 1) { mes " - There is a strange distortion here - "; - if (strnpcinfo(0) == "#distorted_space_1" && (Class == Job_Warlock || Class == Job_Warlock_T || Class == Job_Baby_Warlock)) { + if (strnpcinfo(NPC_NAME) == "#distorted_space_1" && (Class == Job_Warlock || Class == Job_Warlock_T || Class == Job_Baby_Warlock)) { close2; if (countitem(Special_Exchange_Coupon) > 0) warp "spl_in02",79,102; end; } next; - switch(select("Extend your hand.:Ignore it.")) { + switch(select("Extend your hand.", "Ignore it.")) { case 1: mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - "; close2; @@ -58,14 +58,14 @@ OnTouch: close; } } - if (BaseLevel > 94 && (strnpcinfo(0) == "#distorted_space_2" || BaseJob == Job_Wizard)) { + if (BaseLevel > 94 && (strnpcinfo(NPC_NAME) == "#distorted_space_2" || BaseJob == Job_Wizard)) { mes " - There is a strange distortion here - "; next; - switch(select("Search the area.:Ignore it.")) { + switch(select("Search the area.", "Ignore it.")) { case 1: mes " - There appears to be nothing here. But I can definitely feel something around here... - "; next; - switch(select("Extend arm.:Leave it alone.")) { + switch(select("Extend arm.", "Leave it alone.")) { case 1: mes " - I extend my arm as a fierce sound resonates in my ear and a cool wave surrounds me - "; close2; @@ -136,7 +136,7 @@ function script F_Warlock { next; mes " - The fairy with the green hair chants a spell. - "; mes " - I feel like something special surrounds me. - "; - specialeffect2 EF_DISPELL; + specialeffect(EF_DISPELL, AREA, playerattached()); next; mes "[Master]"; mes "Oh, that's interesting."; @@ -174,7 +174,7 @@ function script F_Warlock { mes "[Master Egnoloria]"; mes "If you dare to face death, you can try to become one."; next; - switch(select("What do I need to do?:Cancel.")) { + switch(select("What do I need to do?", "Cancel.")) { case 1: mes "[Master Egnoloria]"; mes "Are you serious?"; @@ -229,7 +229,7 @@ spl_in02,77,107,5 script Assistant#Warlock1 4_M_FAIRYKID5,{ mes "Can you imagine how severely I was scolded by my master?!"; mes "If you have any business with me, just go away!"; next; - switch(select("Leave.:Stay.")) { + switch(select("Leave.", "Stay.")) { case 1: mes "[Yoop]"; mes "Leave me alone...!"; @@ -346,7 +346,7 @@ spl_in02,60,231,5 script Yoop#Warlock 4_M_FAIRYKID5,{ } else if (job_wl == 4) { mes "You're back?"; next; - switch(select("I brought the materials.:I've lost the Magical Stones.:Nothing.")) { + switch(select("I brought the materials.", "I've lost the Magical Stones.", "Nothing.")) { case 1: mes "[Yoop]"; if (countitem(Glittering_Crystal) == 0 || countitem(Peice_Of_Great_Bradium) == 0) { @@ -401,7 +401,7 @@ spl_in02,60,231,5 script Yoop#Warlock 4_M_FAIRYKID5,{ mes "[Yoop]"; mes "Please check whether you misplaced it or if you already have it equipped."; next; - switch(select("I found it.:Nah.")) { + switch(select("I found it.", "Nah.")) { case 1: mes "[Yoop]"; mes "Don't tease me!"; @@ -410,7 +410,7 @@ spl_in02,60,231,5 script Yoop#Warlock 4_M_FAIRYKID5,{ case 2: if ((isequipped(2796) == 0 && countitem(Magical_Stone) == 0) || (isequipped(2797) == 0 && countitem(Magical_Stone_) == 0)) { if (countitem(Crystal_Jewel__) > 0) { - switch(select("Give 3 carat diamond.:Just quit it.")) { + switch(select("Give 3 carat diamond.", "Just quit it.")) { case 1: mes "[Yoop]"; mes "I will overlook your fault."; @@ -570,7 +570,7 @@ spl_in02,78,110,5 script Assistant#Warlock3 4_F_FAIRYKID2,{ default: mes "Please be quiet while my master is meditating."; break; } next; - switch(select("Leave:Stay")) { + switch(select("Leave", "Stay")) { case 1: mes "[Assistant]"; mes "Then be careful."; @@ -592,7 +592,7 @@ spl_in02,80,108,5 script Guild Master#Warlock 4_F_FAIRY1,{ mes "[Master Egnoloria]"; mes "Do you have something to ask me?"; next; - switch(select("How can I be a Warlock?:Cancel.")) { + switch(select("How can I be a Warlock?", "Cancel.")) { case 1: mes "[Master Egnoloria]"; mes "Are you serious?"; @@ -741,7 +741,7 @@ job3_war01,29,25,0 script Ebein#WRR 4_F_FAIRYKID2,{ mes "[Ebein]"; mes "If there're others inside the room, you just need to wait for a while."; next; - switch(select("Go to the waiting room.:Go outside.")) { + switch(select("Go to the waiting room.", "Go outside.")) { case 1: mes "[Ebein]"; mes "Then please enter the room yourself."; @@ -801,36 +801,36 @@ OnDisable: - script The chamber of magic#2 FAKE_NPC,{ OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); - monster "job3_war02",23,32,"Magic Monster",2047,1,strnpcinfo(0)+"::OnMyMobDead"; - monster "job3_war02",23,21,"Magic Monster",2048,1,strnpcinfo(0)+"::OnMyMobDead"; - monster "job3_war02",34,32,"Magic Monster",2049,1,strnpcinfo(0)+"::OnMyMobDead"; - monster "job3_war02",34,21,"Magic Monster",2050,1,strnpcinfo(0)+"::OnMyMobDead"; - monster "job3_war02",23,32,"Magic Monster",2047,1,strnpcinfo(0)+"::OnMyMobDead"; - monster "job3_war02",23,21,"Magic Monster",2048,1,strnpcinfo(0)+"::OnMyMobDead"; - monster "job3_war02",34,32,"Magic Monster",2049,1,strnpcinfo(0)+"::OnMyMobDead"; - monster "job3_war02",34,21,"Magic Monster",2050,1,strnpcinfo(0)+"::OnMyMobDead"; + enablenpc strnpcinfo(NPC_NAME); + monster "job3_war02",23,32,"Magic Monster",2047,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; + monster "job3_war02",23,21,"Magic Monster",2048,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; + monster "job3_war02",34,32,"Magic Monster",2049,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; + monster "job3_war02",34,21,"Magic Monster",2050,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; + monster "job3_war02",23,32,"Magic Monster",2047,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; + monster "job3_war02",23,21,"Magic Monster",2048,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; + monster "job3_war02",34,32,"Magic Monster",2049,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; + monster "job3_war02",34,21,"Magic Monster",2050,1,strnpcinfo(NPC_NAME)+"::OnMyMobDead"; initnpctimer; end; OnReset: - killmonster "job3_war02",strnpcinfo(0)+"::OnMyMobDead"; + killmonster "job3_war02",strnpcinfo(NPC_NAME)+"::OnMyMobDead"; end; OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnMyMobDead: - if (mobcount("job3_war02",strnpcinfo(0)+"::OnMyMobDead") < 1) { + if (mobcount("job3_war02",strnpcinfo(NPC_NAME)+"::OnMyMobDead") < 1) { stopnpctimer; mapannounce "job3_war02","The Monster Invasion has been stopped.",bc_map; - .@str$ = "The chamber of magic#"+((strnpcinfo(0) == "The chamber of magic#2")?"3":"4"); + .@str$ = "The chamber of magic#"+((strnpcinfo(NPC_NAME) == "The chamber of magic#2")?"3":"4"); donpcevent .@str$+"::OnEnable"; } end; OnTimer3000: - if (strnpcinfo(0) != "The chamber of magic#2") end; + if (strnpcinfo(NPC_NAME) != "The chamber of magic#2") end; mapannounce "job3_war02","A Magical Power fragment has been created in the Magic Chamber Room.",bc_map; end; OnTimer4000: @@ -1072,7 +1072,7 @@ OnTimer6000: job3_war01,1,2,0 script Button Girl#wl 1_F_01,{ callfunc "F_GM_NPC"; - switch(select("Open Arena:Close Arena:Open the Chamber of Magic:Close the Chamber of Magic:Hollow Stone On:Hollow Stone Off:Cancel")) { + switch(select("Open Arena", "Close Arena", "Open the Chamber of Magic", "Close the Chamber of Magic", "Hollow Stone On", "Hollow Stone Off", "Cancel")) { case 1: mes "Opening the Arena."; donpcevent "The chamber of magic#1::OnEnable"; diff --git a/npc/re/jobs/3-2/genetic.txt b/npc/re/jobs/3-2/genetic.txt index 61d59c54a..e85819f97 100644 --- a/npc/re/jobs/3-2/genetic.txt +++ b/npc/re/jobs/3-2/genetic.txt @@ -70,7 +70,7 @@ alde_alche,35,186,5 script Alchemist Union Member 1_M_SIGNALCHE,{ mes "[Alchemist Union Member]"; mes "How's that sound? Do you want to meet a Geneticist?"; next; - switch(select("Of course, I want to meet a Geneticist.:I don't want to meet a Geneticist.")) { + switch(select("Of course, I want to meet a Geneticist.", "I don't want to meet a Geneticist.")) { case 1: mes "[Alchemist Union Member]"; mes "Wise choice!"; @@ -137,7 +137,7 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "'Cause I'm from Rune-Midgart!"; mes "Have you ever been to Rune-Midgart? Everyone in Rune-Midgart speaks like this."; next; - switch(select("Impossible?!:I'm also from Rune-Midgart.")) { + switch(select("Impossible?!", "I'm also from Rune-Midgart.")) { case 1: mes "[Devries]"; mes "Impossible?"; @@ -189,11 +189,11 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "- Zooooooooooooooooing -"; specialeffect EF_ENDURE; next; - specialeffect EF_REPAIRWEAPON,AREA,"#from1to2gen"; + specialeffect(EF_REPAIRWEAPON, AREA, getnpcid(0, "#from1to2gen")); mes "- (Screeching Sounds)!!! -"; mes "- (Screeching)!!! -"; next; - specialeffect EF_CRASHEARTH,AREA,"#from1to2gen"; + specialeffect(EF_CRASHEARTH, AREA, getnpcid(0, "#from1to2gen")); mes "- Bump! Bump! Bump! -"; next; mes "[Devries]"; @@ -258,9 +258,9 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "[Devries]"; mes "What's your name, young alchemist?"; next; - select("I'm "+strcharinfo(0)+"."); + select("I'm "+strcharinfo(PC_NAME)+"."); mes "[Devries]"; - mes "Oh, "+strcharinfo(0)+"!"; + mes "Oh, "+strcharinfo(PC_NAME)+"!"; mes "That's a very unusual name. Pleased to meet you."; next; mes "[Devries]"; @@ -273,7 +273,7 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "Popo, have you heard of my research?"; mes "You came here because of that, am I right?"; next; - switch(select("No.:Yes.")) { + switch(select("No.", "Yes.")) { case 1: mes "[Devries]"; mes "Well, it's all over your face."; @@ -297,7 +297,7 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "^FF0000If you become a Geneticist, you can't take the Alchemist's or Biochemist study course that you haven't investigated before.^000000"; mes "If that's all right for you, how about giving it a shot right now?."; next; - switch(select("I'll try later.:I want to become a Geneticist!")) { + switch(select("I'll try later.", "I want to become a Geneticist!")) { case 1: mes "[Devries]"; mes "Alright."; @@ -317,7 +317,7 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "Popo!"; mes "Are you ready to give it a shot?"; next; - switch(select("No.:Yes!")) { + switch(select("No.", "Yes!")) { case 1: mes "[Devries]"; mes "You have to do your best! There is no easy way when looking for knowledge!"; @@ -402,7 +402,7 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "[Devries]"; mes "Is there a problem?"; next; - switch(select("Nothing.:The experiment failed.")) { + switch(select("Nothing.", "The experiment failed.")) { case 1: mes "[Devries]"; mes "Better get started, or I'll start to scream!!!"; @@ -451,8 +451,8 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "Damn!"; next; if (job_gen == 60) { - specialeffect EF_FLASHER,AREA,"Super Cultivator#gen"; - specialeffect EF_PHARMACY_OK,AREA,"Super Cultivator#gen"; + specialeffect(EF_FLASHER, AREA, getnpcid(0, "Super Cultivator#gen")); + specialeffect(EF_PHARMACY_OK, AREA, getnpcid(0, "Super Cultivator#gen")); mes "[Devries]"; mes "Popo, look at that!"; mes "That's really a mysterious plant!"; @@ -485,8 +485,8 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ job_gen = 62; changequest 2215,2216; } else { - specialeffect EF_SPELLBREAKER,AREA,"Super Cultivator#gen"; - specialeffect EF_PHARMACY_FAIL,AREA,"Super Cultivator#gen"; + specialeffect(EF_SPELLBREAKER, AREA, getnpcid(0, "Super Cultivator#gen")); + specialeffect(EF_PHARMACY_FAIL, AREA, getnpcid(0, "Super Cultivator#gen")); mes "[Devries]"; mes "Uh oh! You failed, Popo."; mes "It didn't grow at all, it's withered already."; @@ -553,18 +553,18 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "<I'm sure it will be a great inspiration for other Alchemists.>"; next; mes "<Come to think of it, you've attached a paper?>"; - mes "<It was a new plant which makes plants grow super-fast, discovered by an Alchemist named, "+strcharinfo(0)+">"; + mes "<It was a new plant which makes plants grow super-fast, discovered by an Alchemist named, "+strcharinfo(PC_NAME)+">"; next; mes "<Myself and many other Alchemists from the Alchemist union are taking great interest in this.>"; next; mes "<We are looking forward to more volumes of study papers and outcomes, especially from other Geneticists who?ve heard this news.>"; next; mes "<Miss. Devries>"; - mes "<I think that "+strcharinfo(0)+" has enough ability and talent to be a Geneticist.>"; + mes "<I think that "+strcharinfo(PC_NAME)+" has enough ability and talent to be a Geneticist.>"; next; - mes "<Please tell "+strcharinfo(0)+" as soon as possible that we are expecting remarkable activities as a Geneticist from now on.>"; + mes "<Please tell "+strcharinfo(PC_NAME)+" as soon as possible that we are expecting remarkable activities as a Geneticist from now on.>"; next; - mes "<The Alchemist Union is very proud of Miss Devries, Miss Demi Calberine and "+strcharinfo(0)+" who are excellent talented people.>"; + mes "<The Alchemist Union is very proud of Miss Devries, Miss Demi Calberine and "+strcharinfo(PC_NAME)+" who are excellent talented people.>"; mes "<We hope that you yield good fruits in the future as well.>"; next; mes "[Devries]"; @@ -599,11 +599,11 @@ job3_gen01,83,72,3 script Delivery Box#generic HIDDEN_NPC,{ mes "- There's a big box. -"; if (job_gen == 2) { next; - switch(select("Open the box.:Check the address.:Do nothing.")) { + switch(select("Open the box.", "Check the address.", "Do nothing.")) { case 1: mes "- There are several cookie bags which are packed carefully in the box. -"; next; - switch(select("Take out a cookie bag.:Do nothing.")) { + switch(select("Take out a cookie bag.", "Do nothing.")) { case 1: mes "- You've taken out a cookie bag out of the box. -"; job_gen = 3; @@ -628,7 +628,7 @@ job3_gen01,12,56,3 script Plant Guide#generic HIDDEN_NPC,{ mes "<The Easiest Alchemy in the World>"; mes "Written by Bob Ross."; next; - switch(select("Animals:Plants:Minerals:Etc")) { + switch(select("Animals", "Plants", "Minerals", "Etc")) { case 1: mes "...Using animals in Alchemy can easily be practiced by anyone."; mes "You can put the animals that you want to use on the white tray, imagine the goal you want to make and then practice the alchemy."; @@ -667,7 +667,7 @@ function script Genetic_Job_Plant { if (!questprogress(getarg(0))) { mes "- "+getarg(2)+" -"; next; - switch(select("Use it as a material.:Do not use.")) { + switch(select("Use it as a material.", "Do not use.")) { case 1: if (getarg(3, 0)) .@str$ = "some of the "; mes "- You've acquired "+.@str$+getarg(1)+". -"; @@ -717,26 +717,26 @@ job3_gen01,7,50,3 script Testing Table#gen CLEAR_NPC,{ if (job_gen == 7) { mes "- This is a testing table with a lot of equipment. I think I can study the combinations here with plants. -"; next; - if(select("Conduct an experiment.:Do not conduct an experiment.") == 2) { + if(select("Conduct an experiment.", "Do not conduct an experiment.") == 2) { mes "- It's not the time to start an experiment. -"; close; } if (!questprogress(2209) && !questprogress(2210) && !questprogress(2211) && !questprogress(2212) && !questprogress(2213) && !questprogress(2213) && !questprogress(2214)) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm, I need to gather plant materials first."; close; } mes "What shall I do with these plant materials?"; next; - select("Break.:Smash into little pieces.:Crush."); + select("Break.", "Smash into little pieces.", "Crush."); while (1) { mes "What shall I do now?"; next; if (rand(2)) - select("Burn into Ashes.:Dip into distilled water.:Steam."); + select("Burn into Ashes.", "Dip into distilled water.", "Steam."); else - select("Put it into a Testing Flask and Shake.:Freeze.:Heat."); + select("Put it into a Testing Flask and Shake.", "Freeze.", "Heat."); if (!rand(7)) break; } mes "What shall I do now?"; @@ -744,10 +744,10 @@ job3_gen01,7,50,3 script Testing Table#gen CLEAR_NPC,{ select("Inject it into a testing seed."); mes "What kind of seed should I pick?"; next; - select("Testing Seed - Type A:Testing Seed - Type B:Testing Seed - Type C:Testing Seed - Type D"); + select("Testing Seed - Type A", "Testing Seed - Type B", "Testing Seed - Type C", "Testing Seed - Type D"); mes "I've put the prepared materials into the chosen testing seed."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Good. Now I can let Miss Devries take a look at this seed!"; if (!questprogress(2209) && !questprogress(2210) && !questprogress(2211)) { job_gen = 61; @@ -866,7 +866,7 @@ job3_gen01,91,48,3 script Demi Calberine#gen 4_F_SCIENCE,{ mes "Oh, by the way what made you come here?"; mes "Did you come here to order something"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm a Geneticist applicant."; mes "I heard that you were very knowledgeable about portable mini cannons and stuff."; next; @@ -874,7 +874,7 @@ job3_gen01,91,48,3 script Demi Calberine#gen 4_F_SCIENCE,{ mes "Yep, I deal with many kinds of cannons."; mes "Nowadays, there are those who want to remodel their carts, so I've been installing several additional functions such as mini cannons to their carts."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Cart remodeling?"; next; mes "[Demi Calberine]"; @@ -944,7 +944,7 @@ job3_gen01,91,48,3 script Demi Calberine#gen 4_F_SCIENCE,{ mes "Sigh, haven't you finished practicing?"; mes "Do you want to enter the spore pen?"; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Demi Calberine]"; mes "Have fun swinging your cart around~"; @@ -970,7 +970,7 @@ job3_gen01,91,48,3 script Demi Calberine#gen 4_F_SCIENCE,{ mes "- You found a little metal fragment. -"; job_gen = job_gen+1; specialeffect EF_BASH; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); initnpctimer; close; } else if (job_gen == 74) { @@ -979,7 +979,7 @@ job3_gen01,91,48,3 script Demi Calberine#gen 4_F_SCIENCE,{ } end; OnTimer7000: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); stopnpctimer; end; } @@ -996,7 +996,7 @@ job3_gen01,18,39,3 script Warning#gen 2_BULLETIN_BOARD,{ mes "If you bully my spores, I'll scream!!!"; if (job_gen < 75) close; next; - switch(select("Get out of the pen.:Stay still.")) { + switch(select("Get out of the pen.", "Stay still.")) { case 1: mes "- I'd better get out before I get caught by Miss Devries. -"; close2; diff --git a/npc/re/jobs/3-2/minstrel.txt b/npc/re/jobs/3-2/minstrel.txt index eb39e4d68..a9f30975c 100644 --- a/npc/re/jobs/3-2/minstrel.txt +++ b/npc/re/jobs/3-2/minstrel.txt @@ -59,7 +59,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "[Old Man passing by]"; mes "Eeeee~ that's not real song..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Clap."; mes "I can feel the rhythm."; mes "Can I hear one more song?"; @@ -68,7 +68,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "Hum?"; mes "Judging by your outfit I think you are good at singing, why don't you sing us a song?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "??!!"; next; mes "[Bard]"; @@ -76,7 +76,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "Just kidding."; mes "Were you serious? Haha."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "..."; next; mes "[Karian]"; @@ -95,8 +95,8 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "[Karian]"; mes "No man can survive after hearing ^f57d7dthe voice of a Siren^000000."; next; - mes "["+strcharinfo(0)+"]"; - mes "I'm "+strcharinfo(0)+"."; + mes "["+strcharinfo(PC_NAME)+"]"; + mes "I'm "+strcharinfo(PC_NAME)+"."; mes "Are you here in Alberta to travel?"; next; mes "[Karian]"; @@ -107,7 +107,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "Yes!"; mes "I'm looking for '^f57d7dMaestro Song^000000'."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^f57d7d'Maestro Song'^000000, you mean the poet of legend?"; next; mes "[Karian]"; @@ -115,7 +115,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "According to a rumor that I heard, he is a rich noble."; mes "But other than that fact, I can't get any more information."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Why can't you get any more information?"; next; mes "[Karian]"; @@ -126,8 +126,8 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "[Karian]"; mes "If you are interested, why don't help me find out where ^f57d7d'Maestro Song'^000000 is?"; next; - if(select("Ok.:No.") == 2) { - mes "["+strcharinfo(0)+"]"; + if(select("Ok.", "No.") == 2) { + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm not interested."; next; mes "[Karian]"; @@ -135,7 +135,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "See you later~"; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok, I will."; job_min = 1; setquest 11135; @@ -144,7 +144,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "It's good to travel by yourself but sometimes you feel that you want to have friends around."; next; mes "[Karian]"; - mes "Then "+strcharinfo(0)+"."; + mes "Then "+strcharinfo(PC_NAME)+"."; mes "Can you collect some ^f57d7dInformation on 'Maestro Song'^000000 in ^f57d7dProntera^000000?"; mes "Because I have something to investigate in Alberta."; next; @@ -164,7 +164,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "It's good to travel by yourself but sometimes you feel that you want to have friends around."; next; mes "[Karian]"; - mes "Then "+strcharinfo(0)+"."; + mes "Then "+strcharinfo(PC_NAME)+"."; mes "Can you collect some ^f57d7dInformation on 'Maestro Song'^000000 in ^f57d7dProntera^000000?"; mes "Because I have something to investigate in Alberta."; next; @@ -181,7 +181,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ close; } else if (job_min == 4) { mes "[Karian]"; - mes strcharinfo(0)+"! Did you already go to Prontera?"; + mes strcharinfo(PC_NAME)+"! Did you already go to Prontera?"; mes "Did you get any useful information?"; next; mes "[Karian]"; @@ -219,7 +219,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "make them feel as if they are in the land of dreams."; next; mes "[Karian]"; - mes "Ah!!! "+strcharinfo(0)+" Long time no see!"; + mes "Ah!!! "+strcharinfo(PC_NAME)+" Long time no see!"; mes "What? What am I doing here?"; next; mes "[Karian]"; @@ -230,7 +230,7 @@ alberta,196,133,4 script Bard#job_min 4_M_BARD,{ mes "Whenever you want to see me, visit me."; mes "If you have time come by and have a chat with me."; next; - switch(select("Accept.:Refuse.")) { + switch(select("Accept.", "Refuse.")) { case 1: mes "[Minstrel Song]"; mes "Did you visit somewhere fun?"; @@ -387,14 +387,14 @@ hu_in01,267,5,3 script Karian#job_min2 4_M_BARD,{ mes "Eeeeh it's so painful."; mes "I don't want to feel like this ever again."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Are you ok?"; next; mes "[Karian]"; mes "..."; mes "No..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm feeling ok."; mes "So, I'm going to find out information in town, you can take a rest."; next; @@ -402,7 +402,7 @@ hu_in01,267,5,3 script Karian#job_min2 4_M_BARD,{ mes "Sorry, blech! I still feel bad..."; mes "You can get good information from the ^f57d7dPub^000000. Owww..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You don't have to tell me everything. I can take care of it."; next; mes "[Karian]"; @@ -426,7 +426,7 @@ hu_in01,267,5,3 script Karian#job_min2 4_M_BARD,{ } else if (job_min == 9) { mes "Owww..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "How do you feel?"; next; mes "[Karian]"; @@ -437,7 +437,7 @@ hu_in01,267,5,3 script Karian#job_min2 4_M_BARD,{ mes "Did you get anything?"; mes "I'm sorry that I can't be more helpful to you."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No, it's ok."; mes "I met a man in the Pub, he said that he got a song from 'Maestro Song'."; next; @@ -447,7 +447,7 @@ hu_in01,267,5,3 script Karian#job_min2 4_M_BARD,{ mes "....."; mes "Bleech..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey! Are you sure that you are ok?"; next; mes "[Karian]"; @@ -455,28 +455,28 @@ hu_in01,267,5,3 script Karian#job_min2 4_M_BARD,{ mes "It's just bad memories."; mes "So did you hear something?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I heard a song named ^f57d7d'Metallic Sound'^000000."; next; mes "[Karian]"; mes "What?!?!?!?!!!!!"; mes "You heard that?!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Why? Do you know that song?"; next; mes "[Karian]"; mes "Ahh..."; mes "Y-yes..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm..."; next; mes "[Karian]"; mes "I met him before."; mes "He has a great voice..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes."; mes "I blacked out as I heard that song."; next; @@ -485,7 +485,7 @@ hu_in01,267,5,3 script Karian#job_min2 4_M_BARD,{ mes "And he..."; mes "What else?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah!!"; mes "^f57d7d'Maestro Song'^000000 went to ^f57d7dThanatos Tower^000000."; mes "I don't know why he went there."; @@ -521,7 +521,7 @@ hu_in01,361,103,3 script Tone-deaf person 4_M_CASMAN1,{ mes "- that such sounds could -"; mes "- be made from humans. -"; next; - if(select("You move to other side.:Keep listening.") == 1) + if(select("You move to other side.", "Keep listening.") == 1) close; mes "[Tone-deaf person]"; mes "Turuturu~"; @@ -537,18 +537,18 @@ hu_in01,361,103,3 script Tone-deaf person 4_M_CASMAN1,{ mes "Hum!! Hey you, you were listening to my song."; mes "You look like a "+((Class == Job_Clown)?"Clown":"Bard")+", how about you sing for me as rewarding my song?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What?!"; next; mes "[Tone-deaf person]"; mes "Sing for me."; mes "Come on~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok..."; mes "Hum hum..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You are standing in the middle of Asgard's field."; mes "You hand the fruit of heaven over to me~"; mes "You are loved by every god~"; @@ -587,7 +587,7 @@ hu_in01,361,103,3 script Tone-deaf person 4_M_CASMAN1,{ mes "But ^f57d7d'Maestro Song'^000000 didn't get discouraged by my song."; mes "Of course he isn't good enough to me."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Did you meet ^f57d7d'Maestro Song'^000000?"; next; mes "[Tone-deaf person]"; @@ -607,14 +607,14 @@ hu_in01,361,103,3 script Tone-deaf person 4_M_CASMAN1,{ mes "[Tone-deaf person]"; mes "He said that he will go to Thanatos."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Did you get a song?"; next; mes "[Tone-deaf person]"; mes "Yes!"; mes "He conceded my ability!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Can I hear the song?"; next; mes "[Tone-deaf person]"; @@ -666,19 +666,19 @@ hu_in01,361,103,3 script Tone-deaf person 4_M_CASMAN1,{ mes "Clap"; mes "Hey~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Eeeee..."; next; mes "[Tone-deaf person]"; mes "I think you are qualified, but you seem to need more training."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "......"; next; mes "-You're so exhausted.-"; mes "-So go back to the hotel.-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Thank you for your song."; mes "I have to go back..."; next; @@ -691,7 +691,7 @@ hu_in01,361,103,3 script Tone-deaf person 4_M_CASMAN1,{ changequest 11141,11142; close; } else if (job_min == 9) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "......"; next; mes "-I'm so exhausted.-"; @@ -731,7 +731,7 @@ OnTouch: if (job_min == 10 || (job_min == 11 && countitem(Mins_Receipt) == 0)) { mes "-There is a piece of paper on the ground.-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What is this?"; next; mes "[Karian]"; @@ -751,7 +751,7 @@ OnTouch: mes "- Directions : Around Juno's plaza."; getitem Mins_Receipt,1; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Photo exchange receipt?"; mes "How did he drop it..."; next; @@ -828,18 +828,18 @@ OnTimer300000: yuno,146,168,0 script Karian#cmd2 4_M_BARD,{ end; OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); initnpctimer; end; OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); stopnpctimer; end; OnTimer100000: - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; stopnpctimer; end; } @@ -856,7 +856,7 @@ yuno,143,170,6 script Mr. Click#job_min 4_M_ALCHE_A,{ mes "I can take a picture for you."; mes "Do you want to take a pic?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No..."; mes "Do you remember this receipt?"; next; @@ -894,7 +894,7 @@ yuno,143,170,6 script Mr. Click#job_min 4_M_ALCHE_A,{ mes "[Mr. Click]"; mes "Here, take a look."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The picture!"; mes "Let me see it!"; next; @@ -902,13 +902,13 @@ yuno,143,170,6 script Mr. Click#job_min 4_M_ALCHE_A,{ mes "Hurry."; donpcevent "Karian#cmd2::OnEnable"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "..."; next; mes "[Karian]"; mes "Oh~ Good pic, isn't it?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I expected I would see the face of 'Maestro Song', but he's wearing a mask..."; mes "He's wearing a mask?!"; mes "We came here for this?"; @@ -921,7 +921,7 @@ yuno,143,170,6 script Mr. Click#job_min 4_M_ALCHE_A,{ mes "-In front of Thanatos tower."; mes "-Maestro Song."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What does it mean?"; next; mes "[Karian]"; @@ -934,7 +934,7 @@ yuno,143,170,6 script Mr. Click#job_min 4_M_ALCHE_A,{ mes "[Karian]"; mes "We might be able to get something there."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Then why would he need 33?"; next; mes "[Karian]"; @@ -943,7 +943,7 @@ yuno,143,170,6 script Mr. Click#job_min 4_M_ALCHE_A,{ mes "[Karian]"; mes "Umm... Then I'll pass by Einbroch and go to Lighthalzen. Why don't you go to the place where Teddy Bears are?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok. Then let's meet at Lighthalzen's hotel."; mes "I'll get the 33 Teddy Bears."; donpcevent "Karian#cmd2::OnDisable"; @@ -961,7 +961,7 @@ yuno,143,170,6 script Mr. Click#job_min 4_M_ALCHE_A,{ mes "[Karian]"; mes "Then I'll pass by Einbroch and go to Lighthalzen. Why don't you go to the place where Teddy Bears are?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Then let's meet at Lighthalzen's hotel."; mes "I'll get the 33 Teddy Bears."; donpcevent "Karian#cmd2::OnDisable"; @@ -985,14 +985,14 @@ OnTouch: mes "Why do you have lots of teddy bears?"; mes "Where did you get them old man?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey, I'm not an old man."; next; mes "[Little Girl]"; mes "And my name isn't 'Hey'!"; mes "My name is 'Rion'!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sorry~ sorry~"; mes "What if I give you a teddy bear."; next; @@ -1004,7 +1004,7 @@ OnTouch: mes "[Rion]"; mes "A man who I saw before didn't give me teddy bears even though he had lots of them!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Is he the guy in this pic?"; next; mes "[Rion]"; @@ -1020,16 +1020,16 @@ OnTouch: mes "[Rion]"; mes "My mother works here."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ice Cave?"; next; mes "[Rion]"; mes "Mother said that it's freezing."; next; mes "[Karian]"; - mes "Hey~ "+strcharinfo(0)+"~"; + mes "Hey~ "+strcharinfo(PC_NAME)+"~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah, Karian. Did you just get here?"; next; mes "[Karian]"; @@ -1037,14 +1037,14 @@ OnTouch: mes "It was much farther away than I'd expected."; donpcevent "Karian#cmd3::OnEnable"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You... walked here?"; next; mes "[Karian]"; mes "..."; mes "I didn't want to take the airship again..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh... got it."; mes "Then did you get anything in Einbroch?"; next; @@ -1052,13 +1052,13 @@ OnTouch: mes "I think 'Maestro Song' went to Einbroch, but he left soon because of air."; mes "How about you? Did you find something about the teddy bears?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "'Maestro Song' might be in an Ice Cave."; next; mes "[Karian]"; mes "Might be?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This little... ah... Rion saw him."; next; mes "[Karian]"; @@ -1066,10 +1066,10 @@ OnTouch: mes "Huu... legs hurt."; mes "Ok, let's go to there."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Okay."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Thanks, Rion."; mes "I'll give you all the teddy bears I have."; next; @@ -1077,7 +1077,7 @@ OnTouch: mes "Really?!"; mes "Waaah!!!!!!!!!"; mes "I'm so happy!!!"; - mes "Thank you, "+strcharinfo(0)+"."; + mes "Thank you, "+strcharinfo(PC_NAME)+"."; job_min = 13; changequest 11145,11146; donpcevent "Karian#cmd3::OnDisable"; @@ -1245,7 +1245,7 @@ OnTouch: mes "Huu!!"; mes "Wake up!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Where am I...?"; job_min = 15; close; @@ -1259,7 +1259,7 @@ ra_in01,358,130,4 script Old Woman#job_min 4_F_CAVE1,{ mes "Huu!!"; mes "Wake up!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Where am I...?"; job_min = 15; close; @@ -1270,17 +1270,17 @@ ra_in01,358,130,4 script Old Woman#job_min 4_F_CAVE1,{ mes "[Old Woman]"; mes "You're lucky that my husband found you when he did."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sorry."; next; mes "[Old Woman]"; mes "Anyway!! Be careful!"; mes "You don't believe your youth alone will protect you."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'll be careful."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Do you know that song written on the wall of the Ice cave?"; next; mes "[Old Woman]"; @@ -1296,7 +1296,7 @@ ra_in01,358,130,4 script Old Woman#job_min 4_F_CAVE1,{ mes "[Old Woman]"; mes "And then he decided to go to Comodo."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Comodo?"; next; mes "[Old Woman]"; @@ -1313,7 +1313,7 @@ ra_in01,358,130,4 script Old Woman#job_min 4_F_CAVE1,{ mes "Eee I don't want to go on an airship again!"; donpcevent "Karian#cmd4::OnEnable"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Take it easy..."; mes "Is there another way to go there?"; next; @@ -1357,7 +1357,7 @@ function Choice; mes "Maestro Song, Go to Comodo by boat!"; mes "Be ambitious!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Will it be okay..."; next; mes "[Karian]"; @@ -1366,7 +1366,7 @@ function Choice; next; mes "-It's not easy to trust her-"; next; - if(select("I don't like this.:Take the kayak.") == 1) { + if(select("I don't like this.", "Take the kayak.") == 1) { mes "[Karian]"; mes "I never ride airships ever..."; donpcevent "Karian#cmd5::OnDisable"; @@ -1381,7 +1381,7 @@ function Choice; mes "-You should see-"; mes "-other small boats.-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm..."; mes "I didn't think that there was anyone who would cross over this sea with a boat."; mes "You sure I'll see other boats?"; @@ -1390,7 +1390,7 @@ function Choice; mes "They will be headed the other direction."; donpcevent "Karian#cmd5::OnDisable"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Where are you going?"; next; mes "[Karian]"; @@ -1405,7 +1405,7 @@ function Choice; mes "-You suddenly feel like-"; mes "-you're sitting in water.-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey! There's a water leak!!"; next; mes "[Karian]"; @@ -1492,30 +1492,30 @@ function Choice; comodo,184,108,0 script #jmComodo Almost Dead HIDDEN_WARP_NPC,2,2,{ OnTouch: if (job_min == 17) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm... I'm alive~"; next; mes "[Karian]"; mes "That was a close call."; donpcevent "Karian#cmd6::OnEnable"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You're the one that insisted that we ride on that boat. That's how we ended up like this in the first place!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "We wouldn't have suffered like this if we just took the Airship."; next; mes "[Karian]"; mes "But I told you that I don't ride airships!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I can't believe this!"; next; mes "[Karian]"; mes "Well, let's forget about the past!"; mes "Since we're in Comodo, let's just have some fun okay?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Then what should we do about looking for 'Maestro Song'??"; next; mes "[Karian]"; @@ -1601,11 +1601,11 @@ comodo,159,316,4 script Woman Roasting Meat 4_F_GODEMOM,{ moc_fild16,206,232,0 script #jmTransfer news HIDDEN_WARP_NPC,3,3,{ OnTouch: if (job_min == 20) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Um? What is this?"; mes "Something covered by sand?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah It's!!"; mes "I think 'Maestro Song' dropped it!"; next; @@ -1613,17 +1613,17 @@ OnTouch: mes "What?! How do you know?"; donpcevent "Karian#cmd7::OnEnable"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The lyrics from the man I met in Hugel on the receipt..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "and this poem written on this paper."; mes "The calligraphy style is the same."; next; mes "[Karian]"; mes "I want to see clock tower..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "But this poem can't be a clue..."; mes "..."; mes "What?"; @@ -1632,20 +1632,20 @@ OnTouch: mes "......"; mes "I want to see clock tower."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Clock tower?"; mes "What are you saying all of a sudden?"; next; mes "[Karian]"; mes "The... huge clock tower in Al De Baran."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I know but..."; next; mes "[Karian]"; mes "Will you join me?"; next; - switch(select("Refuse.:Accept.")) { + switch(select("Refuse.", "Accept.")) { case 1: mes "[Karian]"; mes "Come on~Come on~"; @@ -1658,7 +1658,7 @@ OnTouch: mes "[Karian]"; break; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok that's not a bad idea..."; next; mes "[Karian]"; @@ -1677,7 +1677,7 @@ OnTouch: aldebaran,140,130,0 script #jmAldebaran Clock Tower HIDDEN_WARP_NPC,3,3,{ OnTouch: if (job_min == 21) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Anyway why do you want to visit this place?"; next; mes "[Karian]"; @@ -1750,7 +1750,7 @@ OnTouch: mes "[Karian]"; mes "I'm so tired."; mes "I want to take a rest~"; - mes "Come here, "+strcharinfo(0)+"."; + mes "Come here, "+strcharinfo(PC_NAME)+"."; job_min = 23; close; } @@ -1824,10 +1824,10 @@ OnTouch: mes "How'd you do that?"; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "-It's a poem that you picked up in the desert.-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "-How does Karian know-"; mes "-that song's not a poem?-"; next; @@ -1878,7 +1878,7 @@ prt_in,94,172,4 script Karian#job_min3 4_M_MINSTREL1,{ mes "[Karian]"; mes "I gave it to my friend but he kept it precious..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Did you give it to him?"; mes "Wait a second!"; mes "Just who are you?"; @@ -1887,7 +1887,7 @@ prt_in,94,172,4 script Karian#job_min3 4_M_MINSTREL1,{ mes "Yes! I'm 'Maestro Song'!"; mes "Are you surprised!?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "......"; next; mes "[Maestro Song]"; @@ -1902,7 +1902,7 @@ prt_in,94,172,4 script Karian#job_min3 4_M_MINSTREL1,{ getitem Green_Apple_Ring,1; close; } else if (job_min > 99) { - switch(select("Talk.:Leave.")) { + switch(select("Talk.", "Leave.")) { case 1: mes "[Maestro Song]"; mes "The name 'Karian'?"; diff --git a/npc/re/jobs/3-2/royal_guard.txt b/npc/re/jobs/3-2/royal_guard.txt index 09618e2bb..87cf554ad 100644 --- a/npc/re/jobs/3-2/royal_guard.txt +++ b/npc/re/jobs/3-2/royal_guard.txt @@ -82,25 +82,25 @@ prt_castle,48,161,3 script Middle-aged Gentleman#rg 1_M_LIBRARYMASTER,{ mes "[Middle-aged Gentleman]"; mes "You're a curious one. Who are you? What do you want?"; next; - select("Just looking around!:This is my office!:Who am I? Who are you?"); + select("Just looking around!", "This is my office!", "Who am I? Who are you?"); mes "[Middle-aged Gentleman]"; mes "Do you want to argue with me? Do you know who I am?"; next; - if(select("Not really, who are you?:Sorry, I won't hurt your feelings.") == 2) { - mes "["+strcharinfo(0)+"]"; + if(select("Not really, who are you?", "Sorry, I won't hurt your feelings.") == 2) { + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sorry. I had to be sure. I didn't know that you are from the royal palace."; next; mes "[Middle-aged Gentleman]"; mes "That's enough. Don't make this mistake again."; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm a member here and have the authority to find out what your business is here."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You are a stranger and I'm not sure if you belong here."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "If you tell me your identity, I will apologize."; next; mes "[Middle-aged Gentleman]"; @@ -126,7 +126,7 @@ prt_castle,48,161,3 script Middle-aged Gentleman#rg 1_M_LIBRARYMASTER,{ mes "[Heinrich]"; mes "BUT!! I want to believe you..."; next; - switch(select("I want to know more.:Stop talking.")) { + switch(select("I want to know more.", "Stop talking.")) { case 1: mes "[Heinrich]"; mes "You are impetuous."; @@ -147,7 +147,6 @@ prt_castle,48,161,3 script Middle-aged Gentleman#rg 1_M_LIBRARYMASTER,{ } mes "[Heinrich]"; if (job_royal == 1) { - mes "[Heinrich]"; mes "You are persistent friend."; mes "Do you have more things to talk to me about?"; next; @@ -164,7 +163,7 @@ prt_castle,48,161,3 script Middle-aged Gentleman#rg 1_M_LIBRARYMASTER,{ mes "Really?"; mes "Good. You might have the wrong idea about what a Royal Guard is. So, in your opinion, what do you think is the key to being a Royal Guard?"; next; - select("Decision and Bravery:Calm Judgment:Sharp wisdom:Benevolent spirit"); + select("Decision and Bravery", "Calm Judgment", "Sharp wisdom", "Benevolent spirit"); mes "[Heinrich]"; mes "Good choice."; mes "Actually, the other 3 are also needed to have the Royal Guard spirit, friend."; @@ -195,7 +194,7 @@ prt_castle,48,161,3 script Middle-aged Gentleman#rg 1_M_LIBRARYMASTER,{ mes "[Heinrich]"; mes "If you want to hear more story, you have to show me your similar attitude."; next; - if(select("That's an unfair demand.:I will try.") == 1) { + if(select("That's an unfair demand.", "I will try.") == 1) { mes "[Heinrich]"; mes "Good idea, it would better to find something more worthy."; close; @@ -279,7 +278,7 @@ prt_castle,48,161,3 script Middle-aged Gentleman#rg 1_M_LIBRARYMASTER,{ mes "[Heinrich]"; mes "Now I can't tell you why the trace is there."; next; - if(select("Interesting. Can I go there?:Seems really dangerous.") == 2) { + if(select("Interesting. Can I go there?", "Seems really dangerous.") == 2) { mes "[Heinrich]"; mes "Good idea, that's useless work to explore there."; close; @@ -417,7 +416,7 @@ glast_01,240,366,5 script Memory of King Schmidtz CLEAR_NPC,{ mes "[Memory of King Schmidtz]"; mes "I'm planning to accept you as a member of the Royal Guard to continue their lost traditions. Are you ready to do it?"; next; - if(select("Sure, of course:Not yet") == 2) { + if(select("Sure, of course", "Not yet") == 2) { mes "[Memory of King Schmidtz]"; mes "Umm, maybe Heinrich had wrong judgement."; close; @@ -425,7 +424,7 @@ glast_01,240,366,5 script Memory of King Schmidtz CLEAR_NPC,{ mes "[Memory of King Schmidtz]"; mes "If so, I will proceed to making you a Royal Guard."; next; - if(select("Great.:Not yet.") == 2) { + if(select("Great.", "Not yet.") == 2) { mes "[Memory of King Schmidtz]"; mes "Perhaps Heinrich had the wrong image of you."; close; @@ -442,9 +441,9 @@ glast_01,240,366,5 script Memory of King Schmidtz CLEAR_NPC,{ mes "Congratulations! Young Royal Guard."; mes "Be a symbol of honor and continue the great tradition of your new name."; close2; - specialeffect2 EF_MAPPILLAR; + specialeffect(EF_MAPPILLAR, AREA, playerattached()); progressbar "FFFF00",7; - specialeffect2 EF_LORD; + specialeffect(EF_LORD, AREA, playerattached()); delitem King_Shield,1; erasequest 12094; jobchange roclass(eaclass()|EAJL_THIRD); @@ -465,7 +464,7 @@ gl_church,173,88,0 script Delicate trace#01 CLEAR_NPC,{ getitem Stone,1; else { mes "While investigating, the topography breaks. It would be better to dig other places for a while."; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); initnpctimer; close; } @@ -473,7 +472,7 @@ gl_church,173,88,0 script Delicate trace#01 CLEAR_NPC,{ mes "There is a trace that someone has already dug here."; close; OnTimer60000: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); stopnpctimer; OnTimer1000: OnTimer20000: @@ -500,7 +499,7 @@ gl_church,158,100,0 script #Clue of traces HIDDEN_NPC,4,4,{ end; OnTouch: if (job_royal == 4 && countitem(Saint_Cloth_Piece) == 0) { - specialeffect2 EF_FREEZE; + specialeffect(EF_FREEZE, AREA, playerattached()); mes "I can feel strong power around here. It would be better to explore around here."; viewpoint 1,173,88 ,1, 0xFFFF00; viewpoint 1,158,103,2, 0xFFFF00; @@ -519,7 +518,7 @@ OnTouch: sec_in02,12,43,3 script sorcereryal 1_M_LIBRARYMASTER,1,1,{ callfunc "F_GM_NPC"; - switch(select("Royal Guard:Rune Knight:Sorcerer")) { + switch(select("Royal Guard", "Rune Knight", "Sorcerer")) { case 1: mes "1~5"; input .@input; diff --git a/npc/re/jobs/3-2/shadow_chaser.txt b/npc/re/jobs/3-2/shadow_chaser.txt index 0a34ad1cb..9cdd3f732 100644 --- a/npc/re/jobs/3-2/shadow_chaser.txt +++ b/npc/re/jobs/3-2/shadow_chaser.txt @@ -118,7 +118,7 @@ in_rogue,376,100,5 script Guild Member#sc01 4_M_ROGUE,{ mes "[Scary man]"; mes "Hey there?"; next; - switch(select("Me?:Sorry, I am busy...")) { + switch(select("Me?", "Sorry, I am busy...")) { case 1: mes "[Scary man]"; mes "Yes! You there!"; @@ -247,7 +247,7 @@ in_rogue,379,101,3 script Scary Man#sc03 1_M_SIGNROGUE,{ mes "You want one more explanation?"; mes "Or do you just want the code?"; next; - switch(select("More explanation.:Get the code.")) { + switch(select("More explanation.", "Get the code.")) { case 1: callsub L_Code,1; mes "[Urupa]"; @@ -321,7 +321,7 @@ s_atelier,65,123,5 script Manager#sc04_prt 4_M_KHKYEL,{ mes "Damn, there're so many strangers around."; mes "Hey..."; next; - switch(select("Show the deciphered code!:...")) { + switch(select("Show the deciphered code!", "...")) { case 1: mes "[Manager]"; mes "Wow, you deciphered it?"; @@ -390,7 +390,7 @@ s_atelier,65,123,5 script Manager#sc04_prt 4_M_KHKYEL,{ mes "So I will give you the code."; mes "Please find the treasure!"; next; - switch(select("No way!:I'll give it a try!")) { + switch(select("No way!", "I'll give it a try!")) { case 1: mes "[Graham]"; mes "What the hell?"; @@ -409,7 +409,7 @@ s_atelier,65,123,5 script Manager#sc04_prt 4_M_KHKYEL,{ mes "[Graham]"; mes "Are you interested in it now?"; next; - switch(select("Not at all.:Hmm, I'll take it.")) { + switch(select("Not at all.", "Hmm, I'll take it.")) { case 1: mes "[Graham]"; mes "Damn it."; @@ -426,7 +426,7 @@ s_atelier,65,123,5 script Manager#sc04_prt 4_M_KHKYEL,{ mes "[Graham]"; mes "Did you find something?"; next; - switch(select("I need an explanation.:What's the code again?")) { + switch(select("I need an explanation.", "What's the code again?")) { case 1: mes "[Graham]"; mes "You are so powerful!"; @@ -645,7 +645,7 @@ s_atelier,168,65,5 script Manager#sc08_ra 4_M_DOCTOR,{ mes "Bleh..."; close; } - switch(select("Give me your password!:I was sent by Graham.")) { + switch(select("Give me your password!", "I was sent by Graham.")) { case 1: mes "[Manager]"; mes "You need my password?"; @@ -719,7 +719,7 @@ s_atelier,168,65,5 script Manager#sc08_ra 4_M_DOCTOR,{ mes "What do you think?"; mes "RENNND / LNNWWND means one thing."; next; - switch(select("I think I got it.:I have no clue.")) { + switch(select("I think I got it.", "I have no clue.")) { case 1: callsub L_Code,7166; close; @@ -737,7 +737,7 @@ s_atelier,168,65,5 script Manager#sc08_ra 4_M_DOCTOR,{ mes "[Paul]"; mes "So did you get what it means?"; next; - switch(select("Yes!:No, I don't think so.")) { + switch(select("Yes!", "No, I don't think so.")) { case 1: callsub L_Code,7167; close; @@ -794,7 +794,7 @@ s_atelier,168,65,5 script Manager#sc08_ra 4_M_DOCTOR,{ mes "I am dying to wait for you."; mes "So what did you find out?"; next; - select("I found the key.:Hmm..."); + select("I found the key.", "Hmm..."); mes "- You hand over the 'Illusion Key' that you found in the ice cave. -"; next; mes "[Paul]"; @@ -1072,7 +1072,7 @@ s_atelier,167,129,3 script Manager#sc06_yuno 1_M_SIGNART,{ changequest 7176,7177; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm sorry."; mes "I found one more key but I didn't bring it."; mes "I'll bring it soon."; @@ -1115,11 +1115,11 @@ s_atelier,167,129,3 script Manager#sc06_yuno 1_M_SIGNART,{ mes "An assistant sells some paint and tool."; close; L_Code: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Paul said..."; next; input .@inputstr$; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Paul said..."; mes "'"+.@inputstr$+"' ."; next; @@ -1205,7 +1205,7 @@ s_atelier,25,75,3 script Manager#sc10_lgt 4_M_HUMAN_02,{ mes "Then let's make a point!"; mes "Do you know thanatos tower?"; next; - switch(select("Sure.:The tower of death?")) { + switch(select("Sure.", "The tower of death?")) { case 1: mes "[Vicente]"; mes "You know that."; @@ -1268,7 +1268,7 @@ s_atelier,25,75,3 script Manager#sc10_lgt 4_M_HUMAN_02,{ mes "You are back?"; mes "Find anything?"; next; - switch(select("Throw the brush.:Grab him by the collar.:Drop the brush.")) { + switch(select("Throw the brush.", "Grab him by the collar.", "Drop the brush.")) { case 1: mes "[Vicente]"; mes "Hey, what are you doing?"; @@ -1435,7 +1435,7 @@ s_atelier,70,66,4 script Dumk#sc13_lgh 4_M_SHADOWCHASER,{ mes "That's it."; mes "Did you find it by yourself?"; next; - switch(select("Yes.:With my friends")) { + switch(select("Yes.", "With my friends")) { case 1: mes "[Dumk]"; mes "Hmm..."; @@ -1536,7 +1536,7 @@ s_atelier,70,66,4 script Dumk#sc13_lgh 4_M_SHADOWCHASER,{ mes "[Dumk]"; mes "So, do you want me to keep talking about Shadow Chasers?"; next; - switch(select("What is a Shadow Chaser?:Change me to Shadow Chaser.:I'll come back later.")) { + switch(select("What is a Shadow Chaser?", "Change me to Shadow Chaser.", "I'll come back later.")) { case 1: mes "[Dumk]"; mes "Most spells are exclusively for Wizards and their kind."; @@ -1698,12 +1698,12 @@ tur_dun03,38,209,1 script Blue Flame#sc_f01 4_NFWISP,{ .@dap01$ = "blue fire in turtle island third floor"; .@dap02$ = "BLUE FIRE IN TURTLE ISLAND THIRD FLOOR"; if (.@inputstr$ != .@dap01$ && .@inputstr$ != .@dap02$) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What was it?"; mes "I guess I have to make sure I don't use any capital letters."; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "^4d4dff"+.@inputstr$+"^000000"; mes "It's clearly pointing to this."; next; @@ -1846,16 +1846,16 @@ niflheim,230,276,1 script Red Flame#sc_f03 4_NFWISP,{ close; } else if (job_sha == 21) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The poem that Haled told me was pointing to Niflheim."; mes "There is a flame that looks like the one from turtle island and ice dungeon."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The end of living tree's roots."; mes "Tears of all living people."; mes "Sign of all dead people."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "They are us but also not us."; next; mes "[Someone's voice]"; @@ -1949,7 +1949,7 @@ job3_sha01,22,78,0 script ????#keybox01 CLEAR_NPC,{ mes "It's a small box made of a hard turtle's shell."; mes "The middle of it..."; next; - select("Touch the middle.:Push the middle."); + select("Touch the middle.", "Push the middle."); mes "When you touch it, something comes out!"; next; setarray .@Codes1$[1],"EFDFJWF","FGEGKXG","GHFHLYH","HIGIMZI","IJHJNAJ","JKIKOBK","KLJLPCL","LMKMQDM"; @@ -1974,7 +1974,7 @@ job3_sha01,22,78,0 script ????#keybox01 CLEAR_NPC,{ mes "And "+.@Codes1$[.@i]+"."; next; select("What does it mean?"); - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Is it also code."; mes "It must be!"; mes "Ah, something is showing up again...?"; @@ -2005,7 +2005,7 @@ job3_sha01,22,78,0 script ????#keybox01 CLEAR_NPC,{ } mes "You don't have to stay in here."; next; - if(select("Go outside.:Stay here.") == 1) + if(select("Go outside.", "Stay here.") == 1) warp "tur_dun03",40,201; close; } @@ -2030,17 +2030,17 @@ job3_sha01,25,28,0 script ????#keybox02 CLEAR_NPC,{ mes "When you touched that number, then it moved."; mes "You find the empty space."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I guess I have to put the number in the empty space..."; mes "I have two empty squares to put two numbers."; mes "What will it be good for?"; next; select("I think it's related with the word given by Paul."); - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I got "+.@Words$[.@i]+"."; mes "Now I have to convert it into a number..."; next; - switch(select("Input the answer.:I can't get it.")) { + switch(select("Input the answer.", "I can't get it.")) { case 1: input .@input; if (.@input == .@numbers[.@i]) { @@ -2049,12 +2049,12 @@ job3_sha01,25,28,0 script ????#keybox02 CLEAR_NPC,{ next; mes "You got the Key of Illusion."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It's not a treasure."; mes "The Key of Illusion? Is it related with the Shadow of Illusion?"; mes "I got the Key of Deception after I handled Deception..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Anyway, Paul will be disappointed."; mes "Key again..."; mes "How can I escape from here...?"; @@ -2071,12 +2071,12 @@ job3_sha01,25,28,0 script ????#keybox02 CLEAR_NPC,{ mes "When you enter the number, it goes back to the first."; close; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm."; mes "I can't get it..."; mes "Is it the same code as the Prontera workplace...?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "According to that method..."; mes "A means 11 and B means 12."; close; @@ -2106,10 +2106,10 @@ job3_sha01,73,80,0 script ????#keybox03 CLEAR_NPC,{ mes " 19 8 1 11 5"; mes "-----------------"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I think it's another code."; } else { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Let me think again..."; mes "20 21 18 14"; mes "1 14 4 "; @@ -2117,29 +2117,29 @@ job3_sha01,73,80,0 script ????#keybox03 CLEAR_NPC,{ mes "..."; } next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It's the same as before."; mes "There's no code, so 1 should be A."; mes "And the answer is..."; next; input .@inputstr$; if (.@inputstr$ == "turn and shake" || .@inputstr$ == "TURN AND SHAKE") { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Turn... Turn... and"; mes "Shake? Shake?"; mes "For what?"; next; while(1) { - switch(select("Turn the roof.:Turn the house.:Turn the handle.")) { + switch(select("Turn the roof.", "Turn the house.", "Turn the handle.")) { case 1: mes "You turn the roof."; next; - switch(select("Shake the roof.:Shake the house.")) { + switch(select("Shake the roof.", "Shake the house.")) { case 1: mes "Even though you shake the roof but"; mes "nothing happens."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That's not it."; mes "Hmm..."; next; @@ -2148,7 +2148,7 @@ job3_sha01,73,80,0 script ????#keybox03 CLEAR_NPC,{ mes "You tried to shake the house but"; mes "it doesn't do anything."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It's wrong."; mes "Put it back"; mes "and try it again."; @@ -2159,13 +2159,13 @@ job3_sha01,73,80,0 script ????#keybox03 CLEAR_NPC,{ case 2: mes "You grab the whole house and turn it."; next; - switch(select("Shake up and down.:Shake back and forth.:Turn 'round and 'round and shake.:Roll it upside down.")) { + switch(select("Shake up and down.", "Shake back and forth.", "Turn 'round and 'round and shake.", "Roll it upside down.")) { case 1: case 2: mes "Nothing happens."; mes "You think there is something inside, but it won't come out."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That's not it."; mes "Hmm..."; next; @@ -2175,7 +2175,7 @@ job3_sha01,73,80,0 script ????#keybox03 CLEAR_NPC,{ mes "You can hear a noise,"; mes "but nothing's coming out."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That's not it."; mes "Hmm..."; next; @@ -2189,7 +2189,7 @@ job3_sha01,73,80,0 script ????#keybox03 CLEAR_NPC,{ next; mes "- You got the Key of Pleasure. -"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What? A key again!"; mes "Haled will be disappointed."; mes "I better go back."; @@ -2203,14 +2203,14 @@ job3_sha01,73,80,0 script ????#keybox03 CLEAR_NPC,{ mes "You tried to turn the small handle"; mes "but it doesn't work."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What should I do now?"; next; break; } } } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "..."+.@inputstr$+"...?"; if (job_sha == 23) { mes "What does that mean?"; @@ -2243,7 +2243,7 @@ job3_sha01,71,27,0 script ????#keybox04 CLEAR_NPC,{ next; select("Place the key in the holes."); if (countitem(Cheat_Key) && countitem(Virtual_Key) && countitem(Mirth_Key)) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "At first, Deception..."; mes "then Illusion..."; mes "and Pleasure..."; @@ -2260,23 +2260,23 @@ job3_sha01,71,27,0 script ????#keybox04 CLEAR_NPC,{ getitem Master_Brush,1; changequest 7178,7179; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What???"; mes "A brush!!!!"; mes "This isn't treasure!!!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ahahhah!!!!"; mes "*sniff*"; mes "It's not treasure!"; next; select("Now I'm pissed off."); - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "*Sigh*"; mes "Guess I should bring this to ^4d4dffVicente^000000!"; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I didn't bring all of the keys."; mes "How could I be so stupid?"; close; @@ -2293,7 +2293,7 @@ s_atelier,29,119,3 script Max#sc05_prt 4W_M_01,{ mes "You are a member of the Rogue guild!"; mes "What can I help you with?"; next; - .@i = select("I need a make-up brush.:I need a paint brush.:Nothing."); + .@i = select("I need a make-up brush.", "I need a paint brush.", "Nothing."); mes "[Max]"; if (.@i == 1) setarray .@i[1],Makeover_Brush,1,10,100000; else if (.@i == 2) setarray .@i[1],Paint_Brush,2,30,200000; @@ -2335,7 +2335,7 @@ s_atelier,29,119,3 script Max#sc05_prt 4W_M_01,{ } mes "We sell all art related things here~"; next; - switch(select("Paint!?:Where's the manager?")) { + switch(select("Paint!?", "Where's the manager?")) { case 1: mes "[Max]"; mes "You are asking for paint?"; @@ -2358,7 +2358,7 @@ s_atelier,136,70,3 script Titika#sc09_ra 4_F_CHILD,{ mes "You are in a guild."; mes "What can I help you with?"; next; - .@i = select("Make a new make-up brush.:Make a new paint brush.:Nothing."); + .@i = select("Make a new make-up brush.", "Make a new paint brush.", "Nothing."); mes "[Titika]"; if (.@i == 1) setarray .@i[1],6121,1,10,100000; else if (.@i == 2) setarray .@i[1],6122,2,30,200000; @@ -2388,7 +2388,7 @@ s_atelier,136,70,3 script Titika#sc09_ra 4_F_CHILD,{ } mes "This is the Shadow Chaser workplace~"; next; - switch(select("Where is the paint?:Where is the manager?")) { + switch(select("Where is the paint?", "Where is the manager?")) { case 1: mes "[Titika]"; mes "You mean paint?"; @@ -2408,7 +2408,7 @@ s_atelier,124,128,3 script RimiGX#sc07_yuno 4_F_LGTGIRL,{ if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) { mes "What are you looking for?"; next; - .@i = select("Make a new blush for make-up.:Make a new blush for painting.:Nothing."); + .@i = select("Make a new blush for make-up.", "Make a new blush for painting.", "Nothing."); mes "[RimiGX]"; if (.@i == 1) setarray .@i[1],6121,1,10,100000; else if (.@i == 2) setarray .@i[1],6122,2,30,200000; @@ -2437,7 +2437,7 @@ s_atelier,124,128,3 script RimiGX#sc07_yuno 4_F_LGTGIRL,{ } mes "It's the shadow workplace~"; next; - switch(select("Where is the paint?:Where is the manager?")) { + switch(select("Where is the paint?", "Where is the manager?")) { case 1: mes "[RimiGX]"; mes "Paint?"; @@ -2457,7 +2457,7 @@ s_atelier,26,68,3 script Vito#sc11_lgt 4_M_KHMAN,{ if (Class == Job_Shadow_Chaser || Class == Job_Shadow_Chaser_T || Class == Job_Baby_Chaser) { mes "What are you looking for?"; next; - .@i = select("Make a new blush for make-up.:Make a new blush for painting.:Nothing."); + .@i = select("Make a new blush for make-up.", "Make a new blush for painting.", "Nothing."); mes "[Vito]"; if (.@i == 1) setarray .@i[1],6121,1,10,100000; else if (.@i == 2) setarray .@i[1],6122,2,30,200000; @@ -2487,7 +2487,7 @@ s_atelier,26,68,3 script Vito#sc11_lgt 4_M_KHMAN,{ } mes "It's the shadow workplace."; next; - switch(select("Where is the paint?:Where is the manager?")) { + switch(select("Where is the paint?", "Where is the manager?")) { case 1: mes "[Vito]"; mes "Paint?"; diff --git a/npc/re/jobs/3-2/sorcerer.txt b/npc/re/jobs/3-2/sorcerer.txt index 0c12d82f0..0af118a0d 100644 --- a/npc/re/jobs/3-2/sorcerer.txt +++ b/npc/re/jobs/3-2/sorcerer.txt @@ -62,7 +62,7 @@ gef_tower,102,34,5 script Merito 2_M_SAGE_B,{ mes "[Merito]"; mes "What made you want to be a sorcerer?"; next; - if(select("The spirit of fire led me here.:The spirit of water led me here.:The spirit of earth led me here:The spirit of meat led me here.") == 4) { + if(select("The spirit of fire led me here.", "The spirit of water led me here.", "The spirit of earth led me here", "The spirit of meat led me here.") == 4) { mes "[Merito]"; mes "That kind of spirit doesn't exist!"; close; @@ -74,13 +74,13 @@ gef_tower,102,34,5 script Merito 2_M_SAGE_B,{ mes "[Merito]"; mes "Hmm... Then first, can you write down your name on this list?"; next; - if(select("Write name.:I won't.") == 2) { + if(select("Write name.", "I won't.") == 2) { mes "[Merito]"; mes "Well, okay. See you again when you get a chance."; close; } mes "[Merito]"; - mes "So, you are [" + strcharinfo(0) + "]."; + mes "So, you are [" + strcharinfo(PC_NAME) + "]."; next; mes "[Merito]"; mes "Give me a second to register your name."; @@ -91,9 +91,9 @@ gef_tower,102,34,5 script Merito 2_M_SAGE_B,{ mes "Good, then I'll give you a short explanation about the Sorcerer."; next; mes "[Merito]"; - mes "[" + strcharinfo(0) + "], can you handle magic skillfully?"; + mes "[" + strcharinfo(PC_NAME) + "], can you handle magic skillfully?"; next; - if(select("Yes, I can.:No, I'm not really good at it.") == 2) { + if(select("Yes, I can.", "No, I'm not really good at it.") == 2) { mes "[Merito]"; mes "What!? You don't know how to use magic?"; mes "What are you doing here then? Get out of here. Right now!"; @@ -103,7 +103,7 @@ gef_tower,102,34,5 script Merito 2_M_SAGE_B,{ mes "Okay, that should be obvious."; mes "Of course, Sorcerers use magic, too. But, do you know the main difference Sorcerers have from other magical jobs?"; next; - switch(select("They know how to sing.:They're all old fogies.:They can deal with the spirits.")) { + switch(select("They know how to sing.", "They're all old fogies.", "They can deal with the spirits.")) { case 1: mes "[Merito]"; mes "Well maybe some but that's not the main difference."; @@ -127,7 +127,7 @@ gef_tower,102,34,5 script Merito 2_M_SAGE_B,{ mes "[Merito]"; mes "Well, it's all up to you. What are you going to do?"; next; - switch(select("I will take the test.:I'll do it later.")) { + switch(select("I will take the test.", "I'll do it later.")) { case 1: mes "[Merito]"; mes "Okay. "; @@ -188,9 +188,9 @@ gef_tower,113,161,5 script Karacas 4_M_SAGE_A,{ mes "The list... has already arrived."; next; mes "[Karacas]"; - mes "So, you are [" + strcharinfo(0) + "]... right?"; + mes "So, you are [" + strcharinfo(PC_NAME) + "]... right?"; next; - if(select("Yes, I am.:No, I'm not!") == 2) { + if(select("Yes, I am.", "No, I'm not!") == 2) { mes "[Karacas]"; mes "Oh, there must be some mistake in the list, I think. Will you come again later?"; close; @@ -307,7 +307,7 @@ gef_tower,113,161,5 script Karacas 4_M_SAGE_A,{ mes "[Karacas]"; mes "Have any questions?"; next; - if(select("No.:Please explain it again.") == 2) { + if(select("No.", "Please explain it again.") == 2) { mes "[Karacas]"; mes "Haha, then can I have a cup of water for a minute? Please come and find me again later."; next; @@ -355,14 +355,14 @@ gef_tower,113,161,5 script Karacas 4_M_SAGE_A,{ mes "Originally my teacher needs to check the Sorcerer job change but after he went out to find the spirit of fish, I can't see him. So I'll check it myself."; next; mes "[Karacas]"; - mes "Dear [" + strcharinfo(0) + "],"; + mes "Dear [" + strcharinfo(PC_NAME) + "],"; mes "you went around the rough wilds to open the door as a Sorcerer and passed all the requirements that our Academy has given."; next; mes "[Karacas]"; mes "Of course it is just a beginning, we don't know which spirit you're going to commune with or what kind of hardships await you."; next; mes "[Karacas]"; - mes "But with the ability you've shown until now, you will be capable to do anything from now on. Dear [" + strcharinfo(0) + "]"; + mes "But with the ability you've shown until now, you will be capable to do anything from now on. Dear [" + strcharinfo(PC_NAME) + "]"; next; mes "[Kalakas]"; if (BaseLevel < 99 || JobLevel < 50 || SkillPoint) { @@ -380,7 +380,7 @@ gef_tower,113,161,5 script Karacas 4_M_SAGE_A,{ mes "Moreover, I formally acknowledge that you've completed all the job transfer tests of the Sorcerer Academy."; next; mes "[Karacas]"; - mes "Congratulations, [" + strcharinfo(0) + "]"; + mes "Congratulations, [" + strcharinfo(PC_NAME) + "]"; jobchange roclass(eaclass()|EAJL_THIRD); getitem Wind_Whisper,1; getitem Green_Apple_Ring,1; @@ -392,10 +392,10 @@ gef_tower,113,161,5 script Karacas 4_M_SAGE_A,{ } - script Spirit Detecting Staff#0 FAKE_NPC,{ - if (strnpcinfo(4) == "thor_v01") setarray .@id[0],990,994,6276,6278; - else if (strnpcinfo(4) == "ice_dun01") setarray .@id[0],991,995,6278,6276; - else if (strnpcinfo(4) == "mjo_dun03") setarray .@id[0],993,997,6277,6276; - else if (strnpcinfo(4) == "gon_dun02") setarray .@id[0],992,996,6277,6278; + if (strnpcinfo(NPC_MAP) == "thor_v01") setarray .@id[0],990,994,6276,6278; + else if (strnpcinfo(NPC_MAP) == "ice_dun01") setarray .@id[0],991,995,6278,6276; + else if (strnpcinfo(NPC_MAP) == "mjo_dun03") setarray .@id[0],993,997,6277,6276; + else if (strnpcinfo(NPC_MAP) == "gon_dun02") setarray .@id[0],992,996,6277,6278; if (job_soc == 4 && countitem(.@id[0]) > 2) { progressbar "ffff00",5; diff --git a/npc/re/jobs/3-2/sura.txt b/npc/re/jobs/3-2/sura.txt index 6a56f5665..567469d46 100644 --- a/npc/re/jobs/3-2/sura.txt +++ b/npc/re/jobs/3-2/sura.txt @@ -112,7 +112,7 @@ ve_in,237,125,0 script King Crab#job_shu 1_M_PAY_ELDER,{ mes "Huh! The boss is really mad!"; mes "I can beat you up with one blow..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey! How dare you use violence against a lady!?"; next; mes "[???]"; @@ -130,8 +130,8 @@ ve_in,237,125,0 script King Crab#job_shu 1_M_PAY_ELDER,{ next; mes "[King Crab & Sludge Worm]"; mes "Aaaaaahhhhhhhhk!!!!!!!!"; - specialeffect EF_FIRESPLASHHIT,AREA,"King Crab#job_shu"; - specialeffect EF_FIRESPLASHHIT,AREA,"Sludge Worm#job_shu"; + specialeffect(EF_FIRESPLASHHIT, AREA, getnpcid(0, "King Crab#job_shu")); + specialeffect(EF_FIRESPLASHHIT, AREA, getnpcid(0, "Sludge Worm#job_shu")); next; mes "- What is that amazing power? -"; mes "- I've never seen this -"; @@ -166,7 +166,7 @@ ve_in,237,125,0 script King Crab#job_shu 1_M_PAY_ELDER,{ setquest 11155; close; } else { - if (strnpcinfo(0) == "King Crab#job_shu") { + if (strnpcinfo(NPC_NAME) == "King Crab#job_shu") { mes "[King Crab]"; mes "How come a little rookie knocked me out! Me! The great King Crab..."; } else { @@ -236,7 +236,7 @@ OnTimer600000: ve_in,97,149,0 script #Suraryokan HIDDEN_WARP_NPC,3,3,{ OnTouch: if (job_shu == 1) { - .@n$ = "["+strcharinfo(0)+"]"; + .@n$ = "["+strcharinfo(PC_NAME)+"]"; mes "[???]"; mes "Who is it?!"; next; @@ -298,7 +298,7 @@ ve_in,98,159,0 script Fighter#job_shu 4_F_SURA,{ mes "Training is so tough and I have a long way to go!"; close; } else if (job_shu == 2) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I want to know about the skill you used a while ago."; next; mes "[???]"; @@ -307,7 +307,7 @@ ve_in,98,159,0 script Fighter#job_shu 4_F_SURA,{ mes "........."; mes "............ A rookie like you doesn't need to know."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Rookie?!"; mes "I have steadily practiced martial arts."; mes "I am confident that I will never lose."; @@ -315,35 +315,35 @@ ve_in,98,159,0 script Fighter#job_shu 4_F_SURA,{ mes "[???]"; mes "So you can beat me, too?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No..."; mes "I guess that's too much..."; mes "Frankly speaking, I was quite amazed by you."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I had thought that I was strong enough but after seeing you fight, I realized that I was full of conceit."; next; mes "[???]"; mes "Huuuh~ No matter how strong you are,"; mes "you cannot avoid reaching for your true limit."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You are just the person that I expected."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I think you would know"; mes "how to overcome this limitation."; next; mes "[???]"; mes "Stop it."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What? Why?"; next; mes "[???]"; mes "Are you a human?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What?"; mes "Of course, I am a human."; next; @@ -351,7 +351,7 @@ ve_in,98,159,0 script Fighter#job_shu 4_F_SURA,{ mes "To become stronger is too hard for a mere human."; mes "If you want to, just buy better equipment."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Then, what are you?"; mes "You mean you're not a human being?"; next; @@ -360,7 +360,7 @@ ve_in,98,159,0 script Fighter#job_shu 4_F_SURA,{ mes "is impossible for a human."; mes "It's a ghost's way..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ghost?"; next; mes "[???]"; @@ -371,7 +371,7 @@ ve_in,98,159,0 script Fighter#job_shu 4_F_SURA,{ mes "You won't even have time to take a rest if you choose this way."; mes "You'll become a puppet for war..."; next; - switch(select("But I still want to know more.:Well, I quit then.")) { + switch(select("But I still want to know more.", "Well, I quit then.")) { case 1: mes "[???]"; mes "Aren't you an idiot?"; @@ -380,7 +380,7 @@ ve_in,98,159,0 script Fighter#job_shu 4_F_SURA,{ mes "[???]"; mes "You'll regret it, so just be satisfied with your present life."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, now that I've met you, I won't live my life this way anymore!"; next; mes "[???]"; @@ -468,14 +468,14 @@ yuno_fild07,254,176,7 script Buddy#job_shu 4_M_MONK,{ mes "[Buddy]"; mes "I don't know why you're here but please don't stand behind me unless you want to die."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "'Bruno' sent me here."; next; mes "[Buddy]"; mes "Ah! My colleague introduced me to you!"; mes "Anyway, why are you here to see me?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I asked Bruno about her strength, and she recommended me to you."; next; mes "[Buddy]"; @@ -497,10 +497,10 @@ yuno_fild07,254,176,7 script Buddy#job_shu 4_M_MONK,{ end; } else if (job_shu == 100) { mes "[Buddy]"; - mes "Ah, long time no see, "+strcharinfo(0)+"."; + mes "Ah, long time no see, "+strcharinfo(PC_NAME)+"."; mes "Are you here to meet my master?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Buddy]"; mes "I'll take you right away."; @@ -515,7 +515,7 @@ yuno_fild07,254,176,7 script Buddy#job_shu 4_M_MONK,{ } } mes "[Buddy]"; - mes strcharinfo(0)+", didn't you meet the master yet?"; + mes strcharinfo(PC_NAME)+", didn't you meet the master yet?"; next; mes "[Buddy]"; mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000"; @@ -550,7 +550,7 @@ sword_1-1,223,243,4 script Buddy#job_shu_Salong 4_M_MONK,{ mes "[Buddy]"; mes "My master doesn't like noise, so please ^f57d7dwait in the living room silently.^000000"; next; - switch(select("Go to the living room.:Go outside.")) { + switch(select("Go to the living room.", "Go outside.")) { case 1: mes "[Buddy]"; mes "Please wait in the living room at the upper side."; @@ -702,9 +702,9 @@ OnEnable: sword_1-1,222,169,5 script Bruno#job_shu 4_F_SURA,{ if (job_shu > 4) { mes "[Bruno]"; - mes "Hey~ "+strcharinfo(0)+", what's up?"; + mes "Hey~ "+strcharinfo(PC_NAME)+", what's up?"; next; - switch(select("Let's have conversation.:Go outside.")) { + switch(select("Let's have conversation.", "Go outside.")) { case 1: if (job_shu == 100) { mes "[Bruno]"; @@ -794,14 +794,14 @@ sword_1-1,223,167,2 script Master#job_shu 4_M_SURA,{ mes "Master! This is a wolf fur coat."; mes "Put it on when it's cold."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ahhk! That is the wolf I... caught... Uhh."; next; mes "- Whack -"; next; mes "[Bruno]"; mes "Ho ho ho~"; - mes "Do you have something to say, "+strcharinfo(0)+"?"; + mes "Do you have something to say, "+strcharinfo(PC_NAME)+"?"; mes "You became a member of our family, let's get along together ~"; next; mes "[Master]"; @@ -852,7 +852,7 @@ sword_1-1,223,167,2 script Master#job_shu 4_M_SURA,{ sword_2-1,1,2,0 script Button Girl#sura 1_F_01,{ callfunc "F_GM_NPC"; - switch(select("Turn on arena.:Turn off arena.:Turn on the living room.:Turn on Buddy.:Turn on Gara.:Turn off all.:Close")) { + switch(select("Turn on arena.", "Turn off arena.", "Turn on the living room.", "Turn on Buddy.", "Turn on Gara.", "Turn off all.", "Close")) { case 1: mes "Turn on arena."; donpcevent "Drawing Room::OnEnable"; diff --git a/npc/re/jobs/3-2/wanderer.txt b/npc/re/jobs/3-2/wanderer.txt index 105a43fd0..30449e2fa 100644 --- a/npc/re/jobs/3-2/wanderer.txt +++ b/npc/re/jobs/3-2/wanderer.txt @@ -62,7 +62,7 @@ xmas,162,209,5 script Aspiring Wanderer, Soy 4_F_06,{ mes "Many people are looking forward to meeting the best Wanderer in the world."; if (BaseJob != Job_Dancer || BaseLevel < 99) close; next; - select("Dancer Kim?:Wanderer?"); + select("Dancer Kim?", "Wanderer?"); emotion e_omg,0,"Aspiring Wanderer, Soy"; mes "[Soy]"; mes "What? You don't know the famous Wanderer, Dancer Kim?"; @@ -88,7 +88,7 @@ xmas,162,209,5 script Aspiring Wanderer, Soy 4_F_06,{ mes "[Mimi]"; mes "Just hang in there, Soy. Ha ha."; next; - switch(select("Where is the performance?:End the conversation.")) { + switch(select("Where is the performance?", "End the conversation.")) { case 1: mes "[Soy]"; mes "Right in front of the Christmas tree!"; @@ -102,7 +102,7 @@ xmas,162,209,5 script Aspiring Wanderer, Soy 4_F_06,{ close; } } else if (job_wan == 1) { - if (strnpcinfo(0) == "Aspiring Wanderer, Soy") { + if (strnpcinfo(NPC_NAME) == "Aspiring Wanderer, Soy") { mes "[Soy]"; mes "The performance will be held in front of the Christmas tree here in Lutie."; mes "I can't wait! Ah~ I'm losing my senses, Mimi."; @@ -120,7 +120,7 @@ xmas,162,209,5 script Aspiring Wanderer, Soy 4_F_06,{ mes "<Nollio> is the best!!"; close; } else { - if (strnpcinfo(0) == "Aspiring Wanderer, Soy") { + if (strnpcinfo(NPC_NAME) == "Aspiring Wanderer, Soy") { mes "[Soy]"; mes "I want to become an famous Wanderer too, Mimi."; } else { @@ -150,7 +150,7 @@ xmas,132,143,5 script Performance Manager#wnd 4_M_06,{ next; while (1) { .@loop = 0; - switch(select("Sorry, I don't care.:What's the matter?:Why are you telling me this?")) { + switch(select("Sorry, I don't care.", "What's the matter?", "Why are you telling me this?")) { case 1: mes "[Performance Manager]"; mes "That's a bit harsh don't you think?"; @@ -177,7 +177,7 @@ xmas,132,143,5 script Performance Manager#wnd 4_M_06,{ } while (1) { .@loop = 0; - switch(select("Is there a problem?:Who do you mean?:It has nothing to do with me.")) { + switch(select("Is there a problem?", "Who do you mean?", "It has nothing to do with me.")) { case 1: mes "[Performance Manager]"; mes "How could they do that?"; @@ -209,7 +209,7 @@ xmas,132,143,5 script Performance Manager#wnd 4_M_06,{ } while (1) { .@loop = 0; - switch(select("Are you afraid of people?:The performers caused trouble?:Ignore him.")) { + switch(select("Are you afraid of people?", "The performers caused trouble?", "Ignore him.")) { case 1: mes "[Performance Manager]"; mes "Wouldn't you be afraid of all the eyes of people if you were me?"; @@ -237,7 +237,7 @@ xmas,132,143,5 script Performance Manager#wnd 4_M_06,{ } if (.@loop) break; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I see that you are worried that the performance is going down the drain."; mes "You wanted to make a successful performance to meet the fan's expectations."; next; @@ -250,7 +250,7 @@ xmas,132,143,5 script Performance Manager#wnd 4_M_06,{ mes "Why is <Nollio> taking this kind of attitude towards me?"; mes "Did I make any mistakes? After making a contract with them, I did everything they demanded of me!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "It's because..."; input .@inputstr$; mes "^3131FF" + .@inputstr$ + "^000000"; @@ -267,7 +267,7 @@ xmas,132,143,5 script Performance Manager#wnd 4_M_06,{ mes "[Performance Manager]"; mes "Hey! Can you please go out and find the Maestro Guitar Song?"; next; - switch(select("Ah, okay.:Why should I do that?:I won't!")) { + switch(select("Ah, okay.", "Why should I do that?", "I won't!")) { case 1: break; case 2: @@ -331,7 +331,7 @@ comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{ mes "- You found a Maestro -"; mes "- singing a weird song. -"; next; - if(select("That's a weird song.:Ignore it.") == 2) { + if(select("That's a weird song.", "Ignore it.") == 2) { mes "- What a weird person, I better stay away. -"; close; } @@ -367,7 +367,7 @@ comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{ mes "So how about it? Isn't that a tempting offer to you?"; mes "I'm a really famous Maestro at the peak of my popularity. People are dying to work with me, but you are indifferent to me lady."; next; - select("Where is Dancer Kim?:Why'd you cancel the performance?"); + select("Where is Dancer Kim?", "Why'd you cancel the performance?"); mes "[Guitar Song]"; mes "Why are you asking me that question so suddenly?"; mes "Come on, let's just talk about a pleasant matter."; @@ -382,18 +382,18 @@ comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{ job_wan = 3; close; } else if (job_wan == 3) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(Would it be possible for me to make him tell me what happened with Nollio?)"; next; - switch(select("Use Dazzler:Use Lullaby:Use Lucky Luck")) { + switch(select("Use Dazzler", "Use Lullaby", "Use Lucky Luck")) { case 1: if (getskilllv("DC_UGLYDANCE") == 5 || rand(100) >= 80) { mes "- You get closer to Song's ear. -"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Okay-"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Oi-!!!!!"; specialeffect EF_STUNATTACK; next; @@ -402,22 +402,22 @@ comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{ mes "You almost damaged my eardrum."; emotion e_an; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hey, cheer up!!!"; next; mes "[Guitar Song]"; mes "What are you talking about?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "You should know, people are addicted to your music?"; mes "So many people are supporting you with anticipation."; mes "Would you break your promise and let people down? Not giving people any reason?"; next; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Okay-"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Aaaaahhh!!!!!"; next; mes "[Guitar Song]"; @@ -436,7 +436,7 @@ comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{ mes "- You cannot use this skill without learning it. -"; close; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Looks like I will not get answer even if I force him."; close; case 3: @@ -445,43 +445,43 @@ comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{ close; } emotion e_what,1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ah, ah my Guitar Song~"; next; mes "[Guitar Song]"; mes "What? I've got goose bumps."; next; emotion e_what,1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I've been watching <Nollio> for years."; next; mes "[Guitar Song]"; mes "I know that we are that popular! Ha ha ha!"; next; emotion e_what,1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I've seen other Maestro's performances but there was no one better then Guitar Song."; next; mes "[Guitar Song]"; mes "He he he! Yes, I know I am super great!"; next; emotion e_no1,1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Oh... When I hear Guitar Song's performance for the first time I has a crush on you immediately."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "It felt like hearing mommy's lullaby~ It was so beautiful and moving... You are the best artist of our time."; next; specialeffect EF_STEAL; mes "[Guitar Song]"; mes "Ha ha ha. I know that well, but it feels good to hear a compliment from you!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "So I was looking forward to seeing your performance in Lutie this time."; mes "But after I heard the performance got cancelled, I felt so sad."; next; emotion e_sob,1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Now I can't hear Guitar Song's melody~~"; mes "I wanted to dance to your music like a beautiful butterfly."; mes "Is there no way for my dream to be true now? Sob sob..."; @@ -490,11 +490,11 @@ comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{ mes "Huh huh! No, that is not..."; next; emotion e_sob,1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I am really happy to meet you in person, but I hope to see your performance in the beautiful snowy town, Lutie.. Sob sob..."; next; emotion e_sob,1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Why in the world don't you show us the performance, Guitar Song?"; mes "Don't you like me? Sob sob.."; next; @@ -502,7 +502,7 @@ comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{ mes "[Guitar Song]"; mes "No, it's not that kind of reason!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Then please tell me, I really love your music... but now I feel so blue..."; emotion e_what; next; @@ -522,7 +522,7 @@ comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{ mes "[Guitar Song]"; mes "Pshaw."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Why did she get mad so suddenly?"; next; emotion e_swt; @@ -531,7 +531,7 @@ comodo,140,86,5 script Cheerless Maestro 4_M_MINSTREL,{ mes "That's what she's like."; mes "She suddenly disappeared and sent me a letter telling me that the team would be disbanded."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Where is Dancer Kim now?"; next; mes "[Guitar Song]"; @@ -645,7 +645,7 @@ hu_in01,305,251,5 script Vacant Looking Lady#wnd 4_F_CAPEGIRL,{ mes "[Vacant Looking Lady]"; mes "Are you also ignoring my wounded self-respect as a woman?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "No! He is really a caring man!"; mes "But I don't think you disbanded your precious team just because of that."; next; @@ -700,7 +700,7 @@ hu_in01,305,251,5 script Vacant Looking Lady#wnd 4_F_CAPEGIRL,{ mes "I think the life of Wanderer Dancer Kim is over now."; mes "Boo hoo hoo hoo!"; next; - if(select("Hey, don't give up.:I feel sorry for you.") == 2) { + if(select("Hey, don't give up.", "I feel sorry for you.") == 2) { mes "[Dancer Kim]"; mes "My life cannot get out of abyss now......"; close; @@ -714,7 +714,7 @@ hu_in01,305,251,5 script Vacant Looking Lady#wnd 4_F_CAPEGIRL,{ mes "But in this situation..."; mes "Do I really have a way to change it?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Exercise is the best way!"; mes "If you work hard, your bossy will be lighter than before!"; next; @@ -722,7 +722,7 @@ hu_in01,305,251,5 script Vacant Looking Lady#wnd 4_F_CAPEGIRL,{ mes "But I get tired and give up easily."; mes "I think I am going to give up."; next; - if(select("Well, there's no other way.:Let's work together.") == 1) { + if(select("Well, there's no other way.", "Let's work together.") == 1) { mes "[Dancer Kim]"; mes "No dreams and no hope..."; close; @@ -779,7 +779,7 @@ hu_fild05,342,130,5 script Dancer Kim#fild 4_F_CAPEGIRL,{ mes "You need to defeat 50 Yellow Novus!"; mes "Are you ready?"; next; - if(select("No.:Yes.") == 1) { + if(select("No.", "Yes.") == 1) { mes "[Dancer Kim]"; mes "Hurry up before I lose interest!"; close; @@ -999,8 +999,8 @@ xmas,147,135,5 script Dancer Kim#xmas 4_F_WANDERER,{ mes "Introducing!"; next; mes "[Dancer Kim]"; - mapannounce "xmas","Dancer Kim: Introducing the rising Wanderer! " + strcharinfo(0) + "!",bc_map,"0xffff00"; //FW_NORMAL 12 0 0 - mes "This rising Wanderer star, " + strcharinfo(0) + "!"; + mapannounce "xmas","Dancer Kim: Introducing the rising Wanderer! " + strcharinfo(PC_NAME) + "!",bc_map,"0xffff00"; //FW_NORMAL 12 0 0 + mes "This rising Wanderer star, " + strcharinfo(PC_NAME) + "!"; jobchange roclass(eaclass()|EAJL_THIRD); job_wan = 10; getitem Green_Apple_Ring,1; @@ -1017,7 +1017,7 @@ xmas,147,135,5 script Dancer Kim#xmas 4_F_WANDERER,{ mes "The goddess must be jealous to see your beauty."; next; mes "[Dancer Kim]"; - mes "" + strcharinfo(0) + "! I hope to see your beautiful exploits in the future."; + mes "" + strcharinfo(PC_NAME) + "! I hope to see your beautiful exploits in the future."; mes "Also, I hope you to meet your precious Maestro."; mes "Let's perform together later, shall we? Ha ha."; next; @@ -1044,7 +1044,7 @@ OnInit: - script #wander_xmas FAKE_NPC,{ end; OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } xmas,149,135,3 duplicate(#wander_xmas) Guitar Song#xmas 4_M_MINSTREL diff --git a/npc/re/jobs/novice/academy.txt b/npc/re/jobs/novice/academy.txt index f98363fee..1b6576737 100644 --- a/npc/re/jobs/novice/academy.txt +++ b/npc/re/jobs/novice/academy.txt @@ -9,8 +9,9 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2015 Hercules Dev Team -//= Copyright (C) 2015 Kisuka +//= Copyright (C) 2015-2016 Hercules Dev Team +//= Copyright (C) Ridley +//= Copyright (C) Kisuka //= //= Hercules is free software: you can redistribute it and/or modify //= it under the terms of the GNU General Public License as published by @@ -36,583 +37,761 @@ //= Teaches the player about the basics. //= Also contains Novice skill quests for First Aid and Trick Dead. //================= Current Version ======================================= -//= 1.0.1 +//= 1.1 //========================================================================= -//== Captain Carocc (Ship) ================================= -iz_int,100,91,3 script Captain Carocc#iz_int 4_M_REINDEER,{ - if(Class == Job_Novice) { - cutin "fly_trock", 2; - if(!questprogress(7471)) { - mes "[Captain Carocc]"; - mes "Had a good dream?"; - mes "Soon, we will get to ^4d4fffIzlude^000000"; - next; - mes "[Captain Carocc]"; - mes "And you can talk to other people like you just talked to me."; - next; - cutin "tutorial01",3; - mes "!- Information -!"; - mes "^4d4fffLeft mouse click allows basic game controls."; - mes "Such as conversation with NPC, movement, and attacks.^000000"; - next; - cutin "fly_trock",2; - mes "[Captain Carocc]"; - mes "Many youngsters visit the ^4d4fffRune Midgard Kingdom^000000 to chase their dreams."; - mes "Izlude is a satellite city of Prontera, the capital of the Rune Midgard Kingdom."; - next; - mes "[Captain Carocc]"; - mes "Izlude always welcomes young adventurers like you who have just started their journey to the World."; - mes "You are one of them of course."; - next; - mes "[Captain Carocc]"; - mes "I would like to tell you more stories, but it's time to get ready for arrival."; - mes "There is an academy in Izlude for newcomers like yourself."; - next; - mes "[Captain Carocc]"; - mes "Let me give you more details later."; - mes "See you back at the harbor deck."; - next; - mes "[Captain Carocc]"; - mes "To get off this ship, you should enter the ^4d4fffShining Portal^000000 over there."; - mes "All transportation is made through the portals."; - setquest 7471; - completequest 7471; - close2; - cutin "", 255; - end; - } - mes "[Captain Carocc]"; - mes "Now, we are here in Izlude~"; - mes "Go through that ^4d4fffShining Portal^000000 and exit outside."; - next; - mes "[Captain Carocc]"; - mes "Let's talk more when we get off to the deck."; - mes "There are lots of things I want to teach you."; - close2; - cutin "", 255; +//== Starting Point (iz_int) ================================= +iz_int,18,26,0 script startpoint HIDDEN_WARP_NPC,1,1,{ +OnTouch: + if (!izintspawn) { + specialeffect(EF_ANGEL3, AREA, playerattached()); // On official it is some kind of Poring Angel, but I can't find it + navigateto("int_land", NAV_NONE, 1); // individual map name not required + izintspawn = 1; + } + end; +} +iz_int01,18,27,0 duplicate(startpoint) startpoint#01 HIDDEN_WARP_NPC,1,1 +iz_int02,18,27,0 duplicate(startpoint) startpoint#02 HIDDEN_WARP_NPC,1,1 +iz_int03,18,27,0 duplicate(startpoint) startpoint#03 HIDDEN_WARP_NPC,1,1 +iz_int04,18,27,0 duplicate(startpoint) startpoint#04 HIDDEN_WARP_NPC,1,1 + +//== Wounded Swordsman (iz_int) ================================= +iz_int,56,32,3 script Wounded Swordsman#izint 4_TOWER_01,8,8,{ + if (!@display) { + classchange(4_TOWER_02, 0); + npctalk(_("Ohhhhhhh....")); + @display = 1; end; } + switch(questprogress(21001)) { + case 0: + mes("[Wounded]"); + mes("Wow! Thank you a lot!"); + mes("I don't know how this happend to our ship"); + mes("but we should go to see the captain."); + next(); + mes("[Wounded]"); + mes("... ohh, it seems my body is injured too much."); + mes("Maybe you can go without me?"); + next(); + setquest(21001); + break; + case 1: + mes("[Wounded]"); + mes("Luckily the water does not occupy the ship."); + mes("I wait here, you should go and see the captain."); + next(); + mes("[Wounded]"); + mes("I'm fine! I'm fine!"); + mes("Don't worry about me, you should really go to the captain!"); + next(); + break; + case 2: + break; + } + cutin("tutorial02", 4); + mes("^4d4dff!- Information -!^000000"); + mes("NPC Quest Received."); + mes("^4d4dffQuestinfo Shortcut is Alt + U^000000 You can check your quest status there anytime."); + close2(); + cutin("", 255); + end; + +OnInit: + questinfo(21001, QTYPE_QUEST, 1, Job_Novice); + end; + +OnTouch_: + if (@cd + 15 > gettimetick(2)) + end; + @cd = gettimetick(2); + npctalk(_("Urgh... please... help me...")); + sleep(7000); + npctalk(_("In order to talk with me.. click my body..")); + end; +} + +iz_int01,56,32,3 duplicate(Wounded Swordsman#izint) Wounded Swordsman#izinta 4_TOWER_01,8,8 +iz_int02,56,32,3 duplicate(Wounded Swordsman#izint) Wounded Swordsman#izintb 4_TOWER_01,8,8 +iz_int03,56,32,3 duplicate(Wounded Swordsman#izint) Wounded Swordsman#izintc 4_TOWER_01,8,8 +iz_int04,56,32,3 duplicate(Wounded Swordsman#izint) Wounded Swordsman#izintd 4_TOWER_01,8,8 + +int_land,58,69,5 script Sailor#int_land 4W_SAILOR,{ + if (!questprogress(21002) || questprogress(21002) == 2) { + mes("[Sailor]"); + mes("The ship is heading to Izlude soon~!"); + mes("I'll let you know when we set sail~!"); + close(); + } else { + if (countitem(Wood) >= 2) { + delitem(Wood, countitem(Wood)); + completequest(21002); + mes("[Sailor]"); + mes("Unbelievable, perfect! Any chance you want to join my crew?"); + mes("Enough talking!!"); + mes("Come on, we're ready to set sails!"); + mes("Thank you so much!"); + next(); + mes("[Sailor]"); + mes("If you want to sail with us to Izlude, jump on board!"); + getexp(600, 0); + specialeffect(EF_HEAL2, AREA, playerattached()); + heal(9999, 0); + specialeffect(EF_INCAGILITY, AREA, playerattached()); + sc_start(SC_INC_AGI, 240000, 10); + specialeffect(EF_BLESSING, AREA, playerattached()); + sc_start(SC_BLESSING, 240000, 10); + next(); + mes("[Sailor]"); + mes("Oh, and take thos ^4d4dffMagnifier^000000."); + mes("When you hunt monsters you can find ^4d4dffunidentified items^000000."); + getitem(Spectacles, 5); + next(); + mes("[Sailor]"); + mes("Using a Magnifier will identify the item."); + next(); + mes("[Sailor]"); + mes("Maybe you have already some unidentified items from your fights with those porings?"); + close(); + } + mes("[Sailor]"); + mes("These Porings stole my materials to repaid the ship. Do you help me to get them back?"); + mes("There are plenty of Porings on this Island."); + next(); + mes("[Sailor]"); + mes("I really appreciate it if you help me."); + mes("Apparently I am not allowed to move or discover this island."); + mes("Thats why I ask you~"); + close(); + } + +OnInit: + questinfo(21002, QTYPE_QUEST, 1, Job_Novice); + end; } -iz_int01,100,91,3 duplicate(Captain Carocc#iz_int) Captain Carocc#iz_int01 4_M_REINDEER -iz_int02,100,91,3 duplicate(Captain Carocc#iz_int) Captain Carocc#iz_int02 4_M_REINDEER -iz_int03,100,91,3 duplicate(Captain Carocc#iz_int) Captain Carocc#iz_int03 4_M_REINDEER -iz_int04,100,91,3 duplicate(Captain Carocc#iz_int) Captain Carocc#iz_int04 4_M_REINDEER - -//== Lumin (Ship) ========================================== -iz_int,91,81,3 script Lumin#iz_int 4_M_NOV_RUMIN,{ - if(Class == Job_Novice) { - if(!questprogress(7471)) { - mes "[Lumin]"; - mes "............"; - mes "...?"; - next; - cutin "fly_trock",2; - mes "[Captain Carocc]"; - mes "Hey, you awake now?"; - mes "That fella without much talk, I rescued him from the ocean."; - next; - mes "[Captain Carocc]"; - mes "Think he lost his memory."; - mes "I gave him a new name 'Lumin'. But, just call him Lu..."; - next; - mes "[Captain Carocc]"; - mes "And you can talk to other people like you just talked to me."; - next; - cutin "tutorial01",3; - mes "!- Information -!"; - mes "^4d4fffLeft mouse click allows basic game control."; - mes "Such as conversation with NPC, movement, and attacks.^000000"; - next; - cutin "fly_trock",2; - mes "[Captain Carocc]"; - mes "Many youngsters visit the ^4d4fffRune Midgard Kingdom^000000 to chase their dreams."; - mes "Izlude is a satellite city of Prontera, the capital of the Rune Midgard Kingdom."; - next; - mes "[Captain Carocc]"; - mes "Izlude always welcomes young adventurers like you who have just started their journey to the World."; - mes "You are one of them of course."; - next; - mes "[Captain Carocc]"; - mes "I would like to tell you more stories, but it's time to get ready for arrival."; - mes "There is an academy in Izlude for newcomers like yourself."; - next; - mes "[Captain Carocc]"; - mes "Let me give you more detail later."; - mes "See you back at the harbor deck."; - next; - mes "[Captain Carocc]"; - mes "To get off this ship, you should enter the ^4d4fffShining Portal^000000 over there."; - mes "All transportation is made through those portals."; - setquest 7471; - completequest 7471; - next; - cutin "nov_lumin01",0; - mes "[Lumin]"; - mes "Yes."; - next; - cutin "fly_trock",2; - mes "[Carocc]"; - mes "Oh, boy."; - mes "What cute reaction."; - close2; - cutin "", 255; +int_land01,58,69,5 duplicate(Sailor#int_land) Sailor#int_land01 4W_SAILOR +int_land02,58,69,5 duplicate(Sailor#int_land) Sailor#int_land02 4W_SAILOR +int_land03,58,69,5 duplicate(Sailor#int_land) Sailor#int_land03 4W_SAILOR +int_land04,58,69,5 duplicate(Sailor#int_land) Sailor#int_land04 4W_SAILOR + +//== Captain Carocc (int_land) ================================= +int_land,78,103,5 script Captain Carocc#int_land 4_M_REINDEER,{ + switch(questprogress(21002)) { + case 0: + mes("[Captain Carocc]"); + mes("There are still people in the cabins?!"); + mes("At least you are save."); + mes("Are you alright?"); + next(); + if (select("Im alright, but others need help.", "I think I am the last?") == 1) { + mes("[Captain Carocc]"); + mes("There are more people left?"); + mes("I will send a rescue team to them"); + mes("Thank you for your report"); + } else { + mes("[Captain Carocc]"); + mes("Alright, thats good."); + mes("The storm came unexpected but I never thought it hit us that hard."); + } + next(); + mes("[Captain Carocc]"); + mes("At least, most people are already in safety."); + next(); + mes("[Captain Carocc]"); + mes("Look at the trees there, ^4d4dfffollow them to the southwest^000000 to find a new ship."); + mes("The Ship will take you to ^4d4dffIzlude^000000, our original destination."); + next(); + mes("[Captain Carocc]"); + mes("Ah! Speaking of it, those ^4d4dffPorings^000000 on this island drop several material we could need for reparation."); + next(); + mes("[Captain Carocc]"); + mes("^4d4dffKill the Porings and bring 2 Lumber to the southern crew^000000."); + next(); + mes("[Captain Carocc]"); + mes("It is hard, but you look tough enough for this task."); + if (questprogress(21001) == 1) + completequest(21001); + specialeffect(EF_HEAL2, AREA, playerattached()); + heal(9999, 0); + specialeffect(EF_INCAGILITY, AREA, playerattached()); + sc_start(SC_INC_AGI, 240000, 10); + specialeffect(EF_BLESSING, AREA, playerattached()); + sc_start(SC_BLESSING, 240000, 10); + getexp(600, 0); + setquest(21002); + next(); + mes("[Captain Carocc]"); + mes("Speaking of Porings, you have to equip your gears."); + mes("You should have a^4d4dffweapon and an armor^000000 equipped."); + next(); + cutin("tutorial03", 4); + mes("!- Information -!"); + mes("^4d4dffYou can equip gear or use items by simply double click them."); + mes("Item window can be opened by pressing Alt + E or using the buttons.^000000"); + next(); + mes("!- Information -!"); + mes("^4d4dffEquipped Items can be seen by pressing ALT + Q."); + mes("Either double click or drag & drop them.^000000"); + next(); + cutin("", 255); + mes("[Captain Carocc]"); + mes("Kill Porings and bring the Lumber to the crew."); + mes("Good Luck!"); + close(); + case 1: + mes("[Captain Carocc]"); + specialeffect(EF_HEAL2, AREA, playerattached()); + heal(9999, 0); + specialeffect(EF_INCAGILITY, AREA, playerattached()); + sc_start(SC_INC_AGI, 240000, 10); + specialeffect(EF_BLESSING, AREA, playerattached()); + sc_start(SC_BLESSING, 240000, 10); + mes("^4d4dffThe Ship^000000 anchored in the southwest. It will take you to Izlude."); + mes("Don't forget to ^4d4dffget some Lumber^000000 for the ship."); + next(); + mes("[Captain Carocc]"); + mes("Wear your equipment."); + mes("Your knife is more helpful than fists."); + mes("Once you have the Lumber, talk to the crew."); + close(); + case 3: + break; + } + mes("[Captain Carocc]"); + mes("Everything is ready to sail over to Izlude."); + mes("The ship is located at the south-western part of the island."); + close(); + +OnInit: + questinfo(21002, QTYPE_QUEST, 1, Job_Novice); + end; +} + +int_land01,78,103,5 duplicate(Captain Carocc#int_land) Captain Carocc#iz_int01 4_M_REINDEER +int_land02,78,103,5 duplicate(Captain Carocc#int_land) Captain Carocc#iz_int02 4_M_REINDEER +int_land03,78,103,5 duplicate(Captain Carocc#int_land) Captain Carocc#iz_int03 4_M_REINDEER +int_land04,78,103,5 duplicate(Captain Carocc#int_land) Captain Carocc#iz_int04 4_M_REINDEER + +//== Lumin (int_land) ========================================== +int_land,73,100,3 script Lumin#iz_int 4_M_NOV_RUMIN,{ + if (Class == Job_Novice) { + if (!questprogress(7471)) { + cutin("nov_lumin01", 0); + mes("[Lumin]"); + mes("............"); + mes("...?"); + next(); + cutin("fly_trock", 2); + mes("[Captain Carocc]"); + mes("Hey, you awake now?"); + mes("That fella without much talk, I rescued him from the ocean."); + next(); + mes("[Captain Carocc]"); + mes("Think he lost his memory."); + mes("I gave him a new name 'Lumin'. But, just call him Lu..."); + next(); + mes("[Captain Carocc]"); + mes("And you can talk to other people like you just talked to me."); + next(); + cutin("tutorial01", 3); + mes("!- Information -!"); + mes("^4d4fffLeft mouse click allows basic game control."); + mes("Such as conversation with NPC, movement, and attacks.^000000"); + next(); + cutin("fly_trock", 2); + mes("[Captain Carocc]"); + mes("Many youngsters visit the ^4d4fffRune Midgard Kingdom^000000 to chase their dreams."); + mes("Izlude is a satellite city of Prontera, the capital of the Rune Midgard Kingdom."); + next(); + mes("[Captain Carocc]"); + mes("Izlude always welcomes(young adventurers like you who have just started their journey to the World."); + mes("You are one of them of course."); + next(); + mes("[Captain Carocc]"); + mes("I would like to tell you more stories, but it's time to get ready for arrival."); + mes("There is an academy in Izlude for newcomers like yourself."); + next(); + mes("[Captain Carocc]"); + mes("Let me give you more detail later."); + mes("See you back at the harbor deck."); + next(); + mes("[Captain Carocc]"); + mes("To get off this Island, you should enter the ^4d4fffShining Portal^000000 on the ship."); + mes("All transportation is made through those portals."); + setquest(7471); + completequest(7471); + next(); + cutin("nov_lumin01", 0); + mes("[Lumin]"); + mes("Yes."); + next(); + classchange(HIDDEN_WARP_NPC, 0); + cutin("fly_trock", 2); + mes("[Carocc]"); + mes("Oh, boy."); + mes("What cute reaction."); + close2(); + cutin("", 255); end; } - cutin "nov_lumin01",0; - mes "[Lumin]"; - mes "....."; - next; + cutin("nov_lumin01", 0); + mes("[Lumin]"); + mes("....."); + next(); select("Should I introduce myself?", "My name is ~!"); - mes "["+strcharinfo(0)+"]"; - mes "I am "+strcharinfo(0)+"!"; - next; - mes "[Lu]"; - mes "....."; - next; - mes "[Lu]"; - mes "....."; - mes "....So?"; - next; - mes "- Lu just walked away with a cynical look on his face."; - next; - cutin "fly_trock",2; - mes "[Carocc]"; - mes "He's just shy, you know."; - mes "You will see him again in Izlude, be good to him please."; - next; - mes "[Carocc]"; - mes "From now on, I'll be driving this ship around Izlude."; - mes "Let's go, shall we?"; - close2; - cutin "", 255; + mesf("[%s]", strcharinfo(PC_NAME)); + mesf("I am %s!", strcharinfo(PC_NAME)); + next(); + mes("[Lu]"); + mes("....."); + next(); + mes("[Lu]"); + mes("....."); + mes("....So?"); + next(); + classchange(HIDDEN_WARP_NPC, 0); + mes("- Lu just walked away with a cynical look on his face."); + next(); + cutin("fly_trock", 2); + mes("[Carocc]"); + mes("He's just shy, you know."); + mes("You will see him again in Izlude, be good to him please."); + next(); + mes("[Carocc]"); + mes("From now on, I'll be driving this ship around Izlude."); + mes("Let's go, shall we?"); + close2(); + cutin("", 255); end; } +OnInit: + questinfo(7471, QTYPE_QUEST, 1, Job_Novice); + end; } -iz_int01,91,81,3 duplicate(Lumin#iz_int) Lumin#iz_int01 4_M_NOV_RUMIN -iz_int02,91,81,3 duplicate(Lumin#iz_int) Lumin#iz_int02 4_M_NOV_RUMIN -iz_int03,91,81,3 duplicate(Lumin#iz_int) Lumin#iz_int03 4_M_NOV_RUMIN -iz_int04,91,81,3 duplicate(Lumin#iz_int) Lumin#iz_int04 4_M_NOV_RUMIN +int_land01,73,100,3 duplicate(Lumin#iz_int) Lumin#iz_int01 4_M_NOV_RUMIN +int_land02,73,100,3 duplicate(Lumin#iz_int) Lumin#iz_int02 4_M_NOV_RUMIN +int_land03,73,100,3 duplicate(Lumin#iz_int) Lumin#iz_int03 4_M_NOV_RUMIN +int_land04,73,100,3 duplicate(Lumin#iz_int) Lumin#iz_int04 4_M_NOV_RUMIN //== Captain Carocc ======================================== izlude,198,213,3 script Captain Carocc#iz 4_M_REINDEER,5,5,{ - cutin "fly_trock.bmp", 2; + cutin("fly_trock", 2); if (Class == Job_Novice && BaseLevel < 15) { if (questprogress(4269) == 2) { if (questprogress(7471) == 2 || questprogress(7472) > 0) { - mes "[Carocc]"; - mes "Oh, "+strcharinfo(0)+"!"; - mes "Why are you here at the wharf?"; - mes "I guess you are doing well at the academy."; - next; - mes "[Carocc]"; - mes "I'm going to be docking and reparing the ship here for a while."; - mes "I will be taking the same route I tried before."; - next; + mes("[Carocc]"); + mesf("Oh, %s!", strcharinfo(PC_NAME)); + mes("Why are you here at the wharf?"); + mes("I guess you are doing well at the academy."); + next(); + mes("[Carocc]"); + mes("I'm going to be docking and reparing the ship here for a while."); + mes("I will be taking the same route I tried before."); + next(); } else { - mes "[Carocc]"; - mes "Hmm? You must be a student of the Criatura Academy?"; - mes "Were you on my ship?"; - mes "Hmm I can't remember."; - next; - mes "[Carocc]"; - mes "Well, anything is fine."; - mes "Shall I go easy on you since you said you were a student of the Academy?"; - mes "I am still the captain of the ship, regardless."; - next; + mes("[Carocc]"); + mes("Hmm? You must be a student of the Criatura Academy?"); + mes("Were you on my ship?"); + mes("Hmm I can't remember."); + next(); + mes("[Carocc]"); + mes("Well, anything is fine."); + mes("Shall I go easy on you since you said you were a student of the Academy?"); + mes("I am still the captain of the ship, regardless."); + next(); } - mes "[Carocc]"; - mes "I plan on taking off as soon as the repairs are complete."; - mes "The route will open with ^4d4dffPharos Lighthouse^000000 by then."; - close; + mes("[Carocc]"); + mes("I plan on taking off as soon as the repairs are complete."); + mes("The route will open with ^4d4dffPharos Lighthouse^000000 by then."); + close(); } else { if (questprogress(7471) == 2) { if (!questprogress(7472)) { - mes "[Carocc]"; - mes "This is Izlude."; - mes "The best city for you to take wings to your dreams."; - next; - mes "[Carocc]"; - mes "Although I don't have any particular feelings for you,"; - mes "I've seen a lot of young people like you, while operating the ship."; - next; - mes "[Carocc]"; - mes "There were those among them who succeeded and failed and went back after being unable to adjust."; - mes "I want you to have a successful start with this place."; - next; - mes "[Carocc]"; - mes "Did you know this?"; - mes "Izlude has a new Institute for budding adventurers like you!"; - next; + mes("[Carocc]"); + mes("This is Izlude."); + mes("The best city for you to take wings to your dreams."); + next(); + mes("[Carocc]"); + mes("Although I don't have any particular feelings for you,"); + mes("I've seen a lot of young people like you, while operating the ship."); + next(); + mes("[Carocc]"); + mes("There were those among them who succeeded and failed and went back after being unable to adjust."); + mes("I want you to have a successful start with this place."); + next(); + mes("[Carocc]"); + mes("Did you know this?"); + mes("Izlude has a new Institute for budding adventurers like you!"); + next(); select("You mean the Academy?"); - mes "[Carocc]"; - mes "Yes! It's called the ^4d4dffRoyal Criatura Academy^000000."; - mes "Founded by the Rune Midgard lineage to help out new adventurers."; - next; - mes "[Carocc]"; - mes "A friend of mine works there, so I 'll give you the introduction to him."; - mes "He could make a lot of things easier for you."; - next; - mes "[Carocc]"; - mes "He usually talks to new adventurers near the entrance of the academy."; - mes "Go and meet him there."; - next; + mes("[Carocc]"); + mes("Yes! It's called the ^4d4dffRoyal Criatura Academy^000000."); + mes("Founded by the Rune Midgard lineage to help out new adventurers."); + next(); + mes("[Carocc]"); + mes("A friend of mine works there, so I 'll give you the introduction to him."); + mes("He could make a lot of things easier for you."); + next(); + mes("[Carocc]"); + mes("He usually talks to new adventurers near the entrance of the academy."); + mes("Go and meet him there."); + next(); if (!questprogress(7473)) { - mes "[Carocc]"; - mes "His name is ^4d4dffHun^000000"; - mes "I will mark his spot on the map so go to see him."; - setquest 7472; - viewpoint 1,122,207,0,0x4d4dff; - next; - mes "!- Information -!"; - mes "The ^4d4dffMini map can be seen on the right top of the screen."; - mes "You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000"; - next; - cutin "tutorial02.bmp", 4; - mes "!- Information -!"; - mes "Received a Quest from ^4d4dff Captain Carocc."; - mes "The quest content can be checked from the quest window."; - next; - mes "!- Information -!"; - mes "Quest window can be opened by pressing ^4d4dffAlt + u^000000 keys together."; - next; - cutin "", 255; - mes "[Carocc]"; - mes "If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI>here"; - mes "Yes, the part that says 'Hun'."; - next; - mes "!- Information -!"; - mes "^4d4dffThe icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means a link to navigation directions."; - cutin "navi01.bmp", 4; - next; - mes "!- Information -!"; - mes "If you press info after selecting a task in the objectives^4d4dff,"; - mes "an arrow pointing to the location of the objective will pop up along with the navigation help."; - cutin "navi02.bmp", 4; - next; - cutin "", 255; - mes "[Carocc]"; - mes "Anyway, my friend will help you register with the academy"; - mes "I hope it can help you for your future."; - close; + mes("[Carocc]"); + mes("His name is ^4d4dffHun^000000"); + mes("I will mark his spot on the map so go to see him."); + setquest(7472); + viewpoint 1, 122, 207, 0, 0x4d4dff; + next(); + mes("!- Information -!"); + mes("The ^4d4dffMini map can be seen on the right top of the screen."); + mes("You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000"); + next(); + cutin("tutorial02", 4); + mes("!- Information -!"); + mes("Received a Quest from ^4d4dff Captain Carocc."); + mes("The quest content can be checked from the quest window."); + next(); + mes("!- Information -!"); + mes("Quest window can be opened by pressing ^4d4dffAlt + u^000000 keys together."); + next(); + cutin("", 255); + mes("[Carocc]"); + mes("If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI>here"); + mes("Yes, the part that says 'Hun'."); + next(); + mes("!- Information -!"); + mes("^4d4dffThe icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means a link to navigation directions."); + cutin("navi01", 4); + next(); + mes("!- Information -!"); + mes("If you press info after selecting a task in the objectives^4d4dff,"); + mes("an arrow pointing to the location of the objective will pop up along with the navigation help."); + cutin("navi02", 4); + next(); + cutin("", 255); + mes("[Carocc]"); + mes("Anyway, my friend will help you register with the academy"); + mes("I hope it can help you for your future."); + close(); } else { select("I know who you're talking about."); - mes "[Carocc]"; - mes "Then there's no worry."; - mes "He'll introduce you to the academy."; - next; - mes "[Carocc]"; - mes "OK. I will show you the direction. You try it again."; - mes "By the way, did I tell you his name? His name is ^4d4dffHun^000000"; - viewpoint 1,122,207,1,0x4d4dff; - next; - mes "!- Information -!"; - mes "^4d4dff Mini map can be seen on the right top of the screen."; - mes "You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000"; - next; - mes "[Carocc]"; - mes "If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> here"; - mes "Yes, the part that says [Hun]."; - next; - mes "!- Information -!"; - mes "^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means"; - mes "a link to navigation directions."; - cutin "navi01.bmp", 4; - next; - mes "!- Information -!"; - mes "If you press info after selecting a task in the objectives^4d4dff,"; - mes "an arrow pointing to the location of the objective will pop up along with navigation help"; - cutin "navi02.bmp", 4; - next; - cutin "", 255; - mes "[Carocc]"; - mes "Anyway, my friend will help you register with the academy"; - mes "I hope it will help you out in your journey"; - close; + mes("[Carocc]"); + mes("Then there's no worry."); + mes("He'll introduce you to the academy."); + next(); + mes("[Carocc]"); + mes("OK. I will show you the direction. You try it again."); + mes("By the way, did I tell you his name? His name is ^4d4dffHun^000000"); + viewpoint 1, 122, 207, 1, 0x4d4dff; + next(); + mes("!- Information -!"); + mes("^4d4dff Mini map can be seen on the right top of the screen."); + mes("You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000"); + next(); + mes("[Carocc]"); + mes("If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> here"); + mes("Yes, the part that says [Hun]."); + next(); + mes("!- Information -!"); + mes("^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means"); + mes("a link to navigation directions."); + cutin("navi01", 4); + next(); + mes("!- Information -!"); + mes("If you press info after selecting a task in the objectives^4d4dff,"); + mes("an arrow pointing to the location of the objective will pop up along with navigation help"); + cutin("navi02", 4); + next(); + cutin("", 255); + mes("[Carocc]"); + mes("Anyway, my friend will help you register with the academy"); + mes("I hope it will help you out in your journey"); + close(); } } else if (questprogress(7472) == 1) { - mes "[Carocc]"; - mes "If you want, you can step forward to the world right away."; - mes "However, I recommend you visit the Academy first."; - next; - mes "[Carocc]"; - mes "The world is a lonely place to be alone."; - mes "The Academy has people you can make as lifetime companions."; - next; - mes "[Carocc]"; - mes "My friend Hun will be around the academy entrance."; - mes "If you don't know the way I'll point it out to you again."; - viewpoint 1,122,207,0,0x4d4dff; - next; - mes "[Carocc]"; - mes "If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI>here"; - mes "Yes, the part that says ''Hun''."; - next; - mes "!- Information -!"; - mes "^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means"; - mes "a link to navigation directions."; - cutin "navi01.bmp", 4; - next; - mes "!- Information -!"; - mes "If you press info after selecting a task in the objectives^4d4dff,"; - mes "an arrow pointing to the location of the objective will pop up along with navigation help."; - cutin "navi02.bmp", 4; - next; - cutin "", 255; - mes "[Carocc]"; - mes "Anyway, my friend will help you register with the academy."; - mes "I hope it will help you out in your journey."; - close; + mes("[Carocc]"); + mes("If you want, you can step forward to the world right away."); + mes("However, I recommend you visit the Academy first."); + next(); + mes("[Carocc]"); + mes("The world is a lonely place to be alone."); + mes("The Academy has people you can make as lifetime companions."); + next(); + mes("[Carocc]"); + mes("My friend Hun will be around the academy entrance."); + mes("If you don't know the way I'll point it out to you again."); + viewpoint 1, 122, 207, 0, 0x4d4dff; + next(); + mes("[Carocc]"); + mes("If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI>here"); + mes("Yes, the part that says ''Hun''."); + next(); + mes("!- Information -!"); + mes("^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means"); + mes("a link to navigation directions."); + cutin("navi01", 4); + next(); + mes("!- Information -!"); + mes("If you press info after selecting a task in the objectives^4d4dff,"); + mes("an arrow pointing to the location of the objective will pop up along with navigation help."); + cutin("navi02", 4); + next(); + cutin("", 255); + mes("[Carocc]"); + mes("Anyway, my friend will help you register with the academy."); + mes("I hope it will help you out in your journey."); + close(); } else { - mes "[Carocc]"; - mes "Oh, " + strcharinfo(0) + "!"; - mes "Still being dilligent?"; - mes "I've been busy, also."; - mes "I was reparing the ship."; - next; - mes "[Carocc]"; - mes "I'll be taking off as soon as the repairs are complete."; - mes "At that time, the sailing route to ^4d4dffPharos lighthouse ^000000 will be opened."; - mes "Be excited for it."; - close; + mes("[Carocc]"); + mesf("Oh, %s!", strcharinfo(PC_NAME)); + mes("Still being dilligent?"); + mes("I've been busy, also."); + mes("I was reparing the ship."); + next(); + mes("[Carocc]"); + mes("I'll be taking off as soon as the repairs are complete."); + mes("At that time, the sailing route to ^4d4dffPharos lighthouse ^000000 will be opened."); + mes("Be excited for it."); + close(); } } else { if (!questprogress(7472)) { - mes "[Carocc]"; - mes "Hello?"; - mes "Is it your first time on Izlude?"; - next; + mes("[Carocc]"); + mes("Hello?"); + mes("Is it your first time on Izlude?"); + next(); switch(select("Hello?", "Let me get on the ship!", "I don't know what to do.")) { case 1: - mes "[Carocc]"; - mes "You look strong and able!"; - mes "I like able people like you!"; - mes "Always be healthy and strong as you are now."; - close; + mes("[Carocc]"); + mes("You look strong and able!"); + mes("I like able people like you!"); + mes("Always be healthy and strong as you are now."); + close(); case 2: - mes "[Carocc]"; - mes "I usually travel to ^4d4dffPharos Lighthouse^000000."; - mes "But I'm resting up due to some problems."; - next; - mes "[Carocc]"; - mes "If it's Alberta or Byalan Island, talk to the next sailor."; - close; + mes("[Carocc]"); + mes("I usually travel to ^4d4dffPharos Lighthouse^000000."); + mes("But I'm resting up due to some problems."); + next(); + mes("[Carocc]"); + mes("If it's Alberta or Byalan Island, talk to the next sailor."); + close(); case 3: - mes "[Carocc]"; - mes "Hmm? You said you didn't know what to do."; - mes "Since you're at Izlude, why don't you visit ^4d4dffCriatura Academy^000000?"; - next; - mes "[Carocc]";; - mes "Izlude has the Institute for budding adventurers like you"; - mes "A friend of mine works there, so I'll give you the introduction to him."; - next; - mes "[Carocc]"; - mes "He ususally talks to new adventurers near the entrance of an academy."; - mes "Go and meet him personally."; - next; + mes("[Carocc]"); + mes("Hmm? You said you didn't know what to do."); + mes("Since you're at Izlude, why don't you visit ^4d4dffCriatura Academy^000000?"); + next(); + mes("[Carocc]");; + mes("Izlude has the Institute for budding adventurers like you"); + mes("A friend of mine works there, so I'll give you the introduction to him."); + next(); + mes("[Carocc]"); + mes("He ususally talks to new adventurers near the entrance of an academy."); + mes("Go and meet him personally."); + next(); if (!questprogress(7473)) { - mes "[Carocc]"; - mes "His name is ^4d4dffHun^000000"; - mes "I will mark his location on the map so go to see him."; - setquest 7472; - viewpoint 1,122,207,0,0x4d4dff; - next; - mes "!- Information -!"; - mes "^4d4dff Mini map can be seen on the right top of the screen."; - mes "You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000"; - next; - mes "!- Information -!"; - mes "Received a Quest from ^4d4dffCaptain Carocc."; - mes "Contents of your Quest can be monitored on the Quest information window."; - next; - mes "!- Information -!"; - mes "Quest window can be opened by pressing the ^4d4dffAlt + u^000000 key."; - next; - mes "[Carocc]"; - mes "If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> here"; - mes "Yes, the part that says [Hun]."; - next; - mes "!- Information -!"; - mes "^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means"; - mes "a link to navigation directions."; - cutin "navi01.bmp", 4; - next; - mes "!- Information -!"; - mes "If you press info after selecting a task in the objectives^4d4dff,"; - mes "an arrow pointing to the location of the objective will pop up along with navigation help"; - cutin "navi02.bmp", 4; - next; - cutin "", 255; - mes "[Carocc]"; - mes "Anyway, my friend will help you register with the academy"; - mes "I hope it will help you out in your journey"; - close; + mes("[Carocc]"); + mes("His name is ^4d4dffHun^000000"); + mes("I will mark his location on the map so go to see him."); + setquest(7472); + viewpoint 1, 122, 207, 0, 0x4d4dff; + next(); + mes("!- Information -!"); + mes("^4d4dff Mini map can be seen on the right top of the screen."); + mes("You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000"); + next(); + mes("!- Information -!"); + mes("Received a Quest from ^4d4dffCaptain Carocc."); + mes("Contents of your Quest can be monitored on the Quest information window."); + next(); + mes("!- Information -!"); + mes("Quest window can be opened by pressing the ^4d4dffAlt + u^000000 key."); + next(); + mes("[Carocc]"); + mes("If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> here"); + mes("Yes, the part that says [Hun]."); + next(); + mes("!- Information -!"); + mes("^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means"); + mes("a link to navigation directions."); + cutin("navi01", 4); + next(); + mes("!- Information -!"); + mes("If you press info after selecting a task in the objectives^4d4dff,"); + mes("an arrow pointing to the location of the objective will pop up along with navigation help"); + cutin("navi02", 4); + next(); + cutin("", 255); + mes("[Carocc]"); + mes("Anyway, my friend will help you register with the academy"); + mes("I hope it will help you out in your journey"); + close(); } else { select("I know who you're talking about."); - mes "[Carocc]"; - mes "Then there's no worry."; - mes "He'll introduce you to the academy."; - next; - mes "[Carocc]"; - mes "OK. I will show you the direction. You try it again."; - mes "By the way, did I tell you his name? His name is ^4d4dffHun^000000"; - viewpoint 1,122,207,1,0x4d4dff; - next; - mes "!- Information -!"; - mes "^4d4dff Mini map can be seen on the right top of the screen."; - mes "You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000"; - next; - mes "[Carocc]"; - mes "If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> here"; - mes "Yes, the part that says [Hun]."; - next; - mes "!- Information -!"; - mes "^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means"; - mes "a link to navigation directions."; - cutin "navi01.bmp", 4; - next; - mes "!- Information -!"; - mes "If you press info after selecting a task in the objectives^4d4dff,"; - mes "an arrow pointing to the location of the objective will pop up along with navigation help"; - cutin "navi02.bmp", 4; - next; - cutin "", 255; - mes "[Carocc]"; - mes "Anyway, my friend will help you register with the academy"; - mes "I hope it will help you out in your journey"; - close; + mes("[Carocc]"); + mes("Then there's no worry."); + mes("He'll introduce you to the academy."); + next(); + mes("[Carocc]"); + mes("OK. I will show you the direction. You try it again."); + mes("By the way, did I tell you his name? His name is ^4d4dffHun^000000"); + viewpoint 1, 122, 207, 1, 0x4d4dff; + next(); + mes("!- Information -!"); + mes("^4d4dff Mini map can be seen on the right top of the screen."); + mes("You can zoom in with +, zoom out with -. The waypoint from the NPC will be marked on it. ^000000"); + next(); + mes("[Carocc]"); + mes("If you need more help with the map, press <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> here"); + mes("Yes, the part that says [Hun]."); + next(); + mes("!- Information -!"); + mes("^4d4dff the icon during talk <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> means"); + mes("a link to navigation directions."); + cutin("navi01", 4); + next(); + mes("!- Information -!"); + mes("If you press info after selecting a task in the objectives^4d4dff,"); + mes("an arrow pointing to the location of the objective will pop up along with navigation help"); + cutin("navi02", 4); + next(); + cutin("", 255); + mes("[Carocc]"); + mes("Anyway, my friend will help you register with the academy"); + mes("I hope it will help you out in your journey"); + close(); } } } else if (questprogress(7472) == 1) { - mes "[Carocc]"; - mes "Ah, it's you."; - mes "This guy has also decided to register at Criatura Academy."; - mes "This might be a good destiny for you. Hope you and him can be good friends."; - next; - cutin "nov_lumin01.bmp", 0; - mes "[Lumin]"; - mes "........."; - next; - cutin "", 255; - mes "[Carocc]"; - mes "If you want, you can step forward to the world right away."; - mes "However, I recommend you visit the Academy first."; - next; - mes "[Carocc]"; - mes "The world is a lonely place to be alone."; - mes "The Academy has people you could make into lifetime companions."; - next; - mes "[Carocc]"; - mes "My friend <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> will be around the academy entrance."; - mes "If you don't know the way I'll point it out to you again."; - viewpoint 1,122,207,1,0x4d4dff; - next; - mes "[Carocc]"; - mes "then, Good luck!"; - close; + mes("[Carocc]"); + mes("Ah, it's you."); + mes("This guy has also decided to register at Criatura Academy."); + mes("This might be a good destiny for you. Hope you and him can be good friends."); + next(); + cutin("nov_lumin01", 0); + mes("[Lumin]"); + mes("........."); + next(); + cutin("", 255); + mes("[Carocc]"); + mes("If you want, you can step forward to the world right away."); + mes("However, I recommend you visit the Academy first."); + next(); + mes("[Carocc]"); + mes("The world is a lonely place to be alone."); + mes("The Academy has people you could make into lifetime companions."); + next(); + mes("[Carocc]"); + mes("My friend <NAVI>[Hun]<INFO>izlude,122,207</INFO></NAVI> will be around the academy entrance."); + mes("If you don't know the way I'll point it out to you again."); + viewpoint 1, 122, 207, 1, 0x4d4dff; + next(); + mes("[Carocc]"); + mes("then, Good luck!"); + close(); } else { - mes "[Carocc]"; - mes "Oh, We meet again."; - mes "Do you by any chance need a ship?"; - mes "I usually travel to the port in Paros."; - mes "If you need to go to Paros later, come see me."; - close; + mes("[Carocc]"); + mes("Oh, We meet again."); + mes("Do you by any chance need a ship?"); + mes("I usually travel to the port in Paros."); + mes("If you need to go to Paros later, come see me."); + close(); } } } } else { if (questprogress(7471) == 2 || questprogress(7472) > 0) { - mes "[Carocc]"; - mes "It's been a while!"; - mes "Looking at your expression, you must be doing well."; - next; + mes("[Carocc]"); + mes("It's been a while!"); + mes("Looking at your expression, you must be doing well."); + next(); switch(select("Take me to Pharos Lighthouse", "To Alberta", "Talk")) { case 1: - mes "[Carocc]"; - mes "Do you want to go to Pharos Lighthouse on the southern coast of Morocc?"; - mes "The fee is 2800 zeny. I have a crew that needs payment so this fee is non-negotiable."; - next; - if(select("To Pharos Lighthouse!", "Cancel") == 1) { + mes("[Carocc]"); + mes("Do you want to go to Pharos Lighthouse on the southern coast of Morocc?"); + mes("The fee is 2800 zeny. I have a crew that needs payment so this fee is non-negotiable."); + next(); + if (select("To Pharos Lighthouse!", "Cancel") == 1) { if (Zeny > 2799) { - mes "[Carocc]"; - mes "Let us travel with the wing in our hair."; + mes("[Carocc]"); + mes("Let us travel with the wing in our hair."); Zeny -= 2800; - close2; - cutin "", 255; - warp "cmd_fild07", 92, 129; + close2(); + cutin("", 255); + warp("cmd_fild07", 92, 129); end; } else { - mes "[Carocc]"; - mes "Sorry but you are short of the boarding fee."; - mes "I need 2800z to operate."; - close; + mes("[Carocc]"); + mes("Sorry but you are short of the boarding fee."); + mes("I need 2800z to operate."); + close(); } } - mes "[Carocc]"; - mes "OK."; - mes "Do you know this, by the way?"; - mes "^4d4dffThere's a Rogue hideout at Pharos Lighthouse^000000."; - mes "You already knew this?"; - close; + mes("[Carocc]"); + mes("OK."); + mes("Do you know this, by the way?"); + mes("^4d4dffThere's a Rogue hideout at Pharos Lighthouse^000000."); + mes("You already knew this?"); + close(); case 2: - mes "[Carocc]"; - mes "I thought you knew that I only go to Pharos?"; - mes "Ask the sailor over there, he's the one that goes there frequently."; - next; - mes "[Carocc]"; - mes "There are plenty of other ships that travel to Alberta and Byalan Islands."; - close; + mes("[Carocc]"); + mes("I thought you knew that I only go to Pharos?"); + mes("Ask the sailor over there, he's the one that goes there frequently."); + next(); + mes("[Carocc]"); + mes("There are plenty of other ships that travel to Alberta and Byalan Islands."); + close(); case 3: - mes "[Carocc]"; - mes "Hmm. I'm content with the well being of you and other adventurers who passed me by."; - next; - mes "[Carocc]"; - mes "Lumin must be doing well too."; - mes "I wonder why you feel like my own child even though we've only met from the sea."; - close; + mes("[Carocc]"); + mes("Hmm. I'm content with the well being of you and other adventurers who passed me by."); + next(); + mes("[Carocc]"); + mes("Lumin must be doing well too."); + mes("I wonder why you feel like my own child even though we've only met from the sea."); + close(); } } else { - mes "[Carocc]"; - mes "I am Carocc, the caption of this ship."; - mes "Do you need a ship?"; - next; - if(select("Pharos Lighthouse - 2800z", "Don't need it.") == 1) { + mes("[Carocc]"); + mes("I am Carocc, the caption of this ship."); + mes("Do you need a ship?"); + next(); + if (select("Pharos Lighthouse - 2800z", "Don't need it.") == 1) { if (Zeny > 2799) { - mes "[Carocc]"; - mes "Let us travel with the wind in our hair."; + mes("[Carocc]"); + mes("Let us travel with the wind in our hair."); Zeny -= 2800; - close2; - cutin "", 255; - warp "cmd_fild07", 92, 129; + close2(); + cutin("", 255); + warp("cmd_fild07", 92, 129); end; } else { - mes "[Carocc]"; - mes "Sorry but you are short of the boarding fee."; - mes "I need 2800z to operate."; - close; + mes("[Carocc]"); + mes("Sorry but you are short of the boarding fee."); + mes("I need 2800z to operate."); + close(); } } - mes "[Carocc]"; - mes "Then use it next time."; - close; + mes("[Carocc]"); + mes("Then use it next time."); + close(); } } - cutin "", 255; + cutin("", 255); end; OnInit: - questinfo 7472, QTYPE_QUEST, 1, Job_Novice; - //SetQuestLevel 7472 1 14 + questinfo(7472, QTYPE_QUEST, 1, Job_Novice); + //setquestLevel 7472 1 14 //SetQuestQuest 7472 7473 0 end; OnTouch: if (Class == Job_Novice && BaseLevel < 15 && !questprogress(4269)) - emotion e_gasp; + emotion(e_gasp); else - emotion e_heh; + emotion(e_heh); end; } @@ -625,314 +804,314 @@ izlude_d,198,213,3 duplicate(Captain Carocc#iz) Captain Carocc#iz_d 4_M_REINDEER // - Teaches the player about the Inventory. izlude,122,207,3 script Criatura Academy Staff#0 4_M_KHKYEL,3,3,{ if (!checkweight(Orcish_Axe, 3)) { - mes "Quest cannot be continued due to the overfilled inventory."; - mes "Continue the quest after organizing the inventory."; - close; + mes("Quest cannot be continued due to the overfilled inventory."); + mes("Continue the quest after organizing the inventory."); + close(); } - viewpoint 2,122,207,1,0xFFFFFF; + viewpoint 2, 122, 207, 1, 0xFFFFFF; if (Class == Job_Novice && BaseLevel < 15) { if (questprogress(7472) == 1) { - mes "[Hun]"; - mes "Oh.. you must be the adventurer Carocc was talking about."; - mes "I don't know where your homeland is but Midgard is a good place to start your life's journey."; - next; - mes "[Hun]"; - mes "It's a good sight to see new adventurers start their journey."; - mes "You must be tired. Need a drink?"; - completequest 7472; - getexp 200, 0; - setquest 7473; - getitem Apple_Juice, 1; // Apple_Juice - next; - mes "[Hun]"; - mes "You can open the Item window by clicking on the 'item' icon on top left portion of the screen."; - next; - mes "[Hun]"; - mes "The items are automatically catagorized by 'consumables' 'equipment' 'etcetera' and 'personal' suitable for each use."; - mes "It will do the automatic sorting per indiviaul useage to"; - next; - mes "[Hun]"; - mes "Either ^4d4dff double click on the item^000000 you intend to use"; - mes "or drag it onto^4d4dff the equipment window and use it^000000"; - next; - cutin "tutorial03.bmp", 4; - mes "!- Information -!"; - mes "^4d4dffItems can be used or equipped with simply double-clicking."; - mes "Item window can be opened with shortcut key Alt+E"; - next; - mes "!- Information -!"; - mes "^4d4dff Equipped items can be checked with Alt+ Q"; - mes "Items can also be dragged onto the location where you wish to equip it."; - next; - cutin "", 255; - mes "[Hun]"; - mes "For detailed info on individual items^4d4dff, right click ^000000 on that item."; - mes "You can check the detailed info on the item."; - next; - cutin "tutorial04.bmp", 4; - mes "!- Information -!"; - mes "^4d4dffRight-clicking on the item icon^4d4dff brings up detailed info on the item."; - next; - mes "!- Information -!"; - mes "^4d4dffWhen you select other players, you can trade, party up with them with the community window that pops up."; - next; - cutin "", 255; - mes "[Hun]"; - mes "Ok now ^4d4dffdrink the apple juice that I gave you^000000."; - close; + mes("[Hun]"); + mes("Oh.. you must be the adventurer Carocc was talking about."); + mes("I don't know where your homeland is but Midgard is a good place to start your life's journey."); + next(); + mes("[Hun]"); + mes("It's a good sight to see new adventurers start their journey."); + mes("You must be tired. Need a drink?"); + completequest(7472); + getexp(200, 0); + setquest(7473); + getitem(Apple_Juice, 1); // Apple_Juice + next(); + mes("[Hun]"); + mes("You can open the Item window by clicking on the 'item' icon on top left portion of the screen."); + next(); + mes("[Hun]"); + mes("The items are automatically catagorized by 'consumables' 'equipment' 'etcetera' and 'personal' suitable for each use."); + mes("It will do the automatic sorting per indiviaul useage to"); + next(); + mes("[Hun]"); + mes("Either ^4d4dff double click on the item^000000 you intend to use"); + mes("or drag it onto^4d4dff the equipment window and use it^000000"); + next(); + cutin("tutorial03", 4); + mes("!- Information -!"); + mes("^4d4dffItems can be used or equipped with simply double-clicking."); + mes("Item window can be opened with shortcut key Alt+E"); + next(); + mes("!- Information -!"); + mes("^4d4dff Equipped items can be checked with Alt+ Q"); + mes("Items can also be dragged onto the location where you wish to equip it."); + next(); + cutin("", 255); + mes("[Hun]"); + mes("For detailed info on individual items^4d4dff, right click ^000000 on that item."); + mes("You can check the detailed info on the item."); + next(); + cutin("tutorial04", 4); + mes("!- Information -!"); + mes("^4d4dffRight-clicking on the item icon^4d4dff brings up detailed info on the item."); + next(); + mes("!- Information -!"); + mes("^4d4dffWhen you select other players, you can trade, party up with them with the community window that pops up."); + next(); + cutin("", 255); + mes("[Hun]"); + mes("Ok now ^4d4dffdrink the apple juice that I gave you^000000."); + close(); } else { if (!questprogress(7473)) { - mes "[Hun]"; - mes "Hey there."; - mes "Rest up for a bit."; - next; - mes "[Hun]"; - mes "It's joyous to see new adventurers starting out."; - mes "You want something to drink while you are resting?"; - setquest 7473; - getitem Apple_Juice, 1; // Apple_Juice - next; - mes "[Hun]"; - mes "Right clicking on the item icon ^4d4dffon the basic item window at the upper left corner brings up the detailed info on the item"; - next; - mes "[Hun]"; - mes "The items are automatically catagorized by 'consumables' 'equipment' 'etcetera' and 'personal' suitable for each use."; - mes "It will do the automatic sorting per indiviaul useage to"; - next; - mes "[Hun]"; - mes "Either ^4d4dffdouble click on the item^000000 you intend to use"; - mes "or drag it onto^4d4dff the equipment window and use it^000000"; - next; - mes "[Hun]"; - mes "For detailed info on individual items^4d4dff, right-click ^000000 on the item."; - mes "You can check the detailed info on the item."; - next; - cutin "tutorial04.bmp", 3; - mes "!- Information -!"; - mes "Right clicking on the item icon ^4d4dffbrings up the detailed info on the item"; - next; - mes "!- Information -!"; - mes "When you select on other players^4d4dff you can trade, party up with them with the community window that pops up."; - next; - cutin "", 255; - mes "[Hun]"; - mes "Ok now ^4d4dffdrink the apple juice that I gave you^000000."; - close; + mes("[Hun]"); + mes("Hey there."); + mes("Rest up for a bit."); + next(); + mes("[Hun]"); + mes("It's joyous to see new adventurers starting out."); + mes("You want something to drink while you are resting?"); + setquest(7473); + getitem(Apple_Juice, 1); // Apple_Juice + next(); + mes("[Hun]"); + mes("Right clicking on the item icon ^4d4dffon the basic item window at the upper left corner brings up the detailed info on the item"); + next(); + mes("[Hun]"); + mes("The items are automatically catagorized by 'consumables' 'equipment' 'etcetera' and 'personal' suitable for each use."); + mes("It will do the automatic sorting per indiviaul useage to"); + next(); + mes("[Hun]"); + mes("Either ^4d4dffdouble click on the item^000000 you intend to use"); + mes("or drag it onto^4d4dff the equipment window and use it^000000"); + next(); + mes("[Hun]"); + mes("For detailed info on individual items^4d4dff, right-click ^000000 on the item."); + mes("You can check the detailed info on the item."); + next(); + cutin("tutorial04", 3); + mes("!- Information -!"); + mes("Right clicking on the item icon ^4d4dffbrings up the detailed info on the item"); + next(); + mes("!- Information -!"); + mes("When you select on other players^4d4dff you can trade, party up with them with the community window that pops up."); + next(); + cutin("", 255); + mes("[Hun]"); + mes("Ok now ^4d4dffdrink the apple juice that I gave you^000000."); + close(); } else if (questprogress(7473) == 1) { if (countitem(Apple_Juice) > 0) { - mes "[Hun]"; - mes "Consume the apple juice that I gave you in your inventory."; - mes "Then we'll talk."; - close; + mes("[Hun]"); + mes("Consume the apple juice that I gave you in your inventory."); + mes("Then we'll talk."); + close(); } else { if (questprogress(4269) > 0) { - mes "[Hun]"; - mes "How's the taste?"; - mes "Pretty good-taste of sweet and sour, right? It might not be much but it also has healing properties."; - next; - mes "[Hun]"; - mes "I want to give you more but that was the last of it"; - mes "Anyways here's some potions. They'll come in handy when you start fighting."; - completequest 7473; - getitem Novice_Potion, 30; // Novice_Potion - getexp 200, 0; - next; - mes "[Hun]"; - mes "Criatura Academy is a good place to build up experience for the future."; - mes "And I'm not just saying this because I work here."; - next; - mes "[Hun]"; - mes "I'm for real... haha"; - close; + mes("[Hun]"); + mes("How's the taste?"); + mes("Pretty good-taste of sweet and sour, right? It might not be much but it also has healing properties."); + next(); + mes("[Hun]"); + mes("I want to give you more but that was the last of it"); + mes("Anyways here's some potions. They'll come in handy when you start fighting."); + completequest(7473); + getitem(Novice_Potion, 30); // Novice_Potion + getexp(200, 0); + next(); + mes("[Hun]"); + mes("Criatura Academy is a good place to build up experience for the future."); + mes("And I'm not just saying this because I work here."); + next(); + mes("[Hun]"); + mes("I'm for real... haha"); + close(); } else { - mes "[Hun]"; - mes "How's the taste?"; - mes "Pretty good-taste of sweet and sour, right? It might not be much but it also has healing properties."; - next; - mes "[Hun]"; - mes "I want to give you more but that was the last of it"; - mes "Anyways here's some potions. They'll come in handy when you start fighting."; - completequest 7473; - getitem Novice_Potion, 30; // Novice_Potion - getexp 200, 0; - next; - mes "[Hun]"; - mes "What do you plan to do from now on?"; - mes "Have you found a place to stay?"; - next; + mes("[Hun]"); + mes("How's the taste?"); + mes("Pretty good-taste of sweet and sour, right? It might not be much but it also has healing properties."); + next(); + mes("[Hun]"); + mes("I want to give you more but that was the last of it"); + mes("Anyways here's some potions. They'll come in handy when you start fighting."); + completequest(7473); + getitem(Novice_Potion, 30); // Novice_Potion + getexp(200, 0); + next(); + mes("[Hun]"); + mes("What do you plan to do from now on?"); + mes("Have you found a place to stay?"); + next(); switch(select("I need help with that", "Anything will do really.", "Don't worry.")) { case 1: - mes "[Hun]"; - mes "But still, though."; - mes "It's tough to be out alone in a new place."; - mes "That's why Criatura Academy is there."; - next; - mes "[Hun]"; - mes "Carocc sent you to me probably for the same reason."; - mes "Even though I'm just a work-hand here, I could show you around."; - next; - mes "[Hun]"; - mes "If you follow this road up to north, you can see"; - mes "<NAVI>[the Academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."; - mes "Anybody can enroll, so take advantage of it."; - next; - emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2); - mes "[Information Staff]"; - mes "Sorry to interrupt."; - mes "But ^4d4dff if you need location info, please ask me.^000000"; - next; - mes "[Information Staff]"; - mes "Hun's information has limits"; - close; + mes("[Hun]"); + mes("But still, though."); + mes("It's tough to be out alone in a new place."); + mes("That's why Criatura Academy is there."); + next(); + mes("[Hun]"); + mes("Carocc sent you to me probably for the same reason."); + mes("Even though I'm just a work-hand here, I could show you around."); + next(); + mes("[Hun]"); + mes("If you follow this road up to north, you can see"); + mes("<NAVI>[the Academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."); + mes("Anybody can enroll, so take advantage of it."); + next(); + emotion(e_gasp, 0, "Information Staff#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Information Staff]"); + mes("Sorry to interrupt."); + mes("But ^4d4dff if you need location info, please ask me.^000000"); + next(); + mes("[Information Staff]"); + mes("Hun's information has limits"); + close(); case 2: - mes "[Hun]"; - mes "How optimistic of you."; - mes "If you need help, feel free to visit Criatura Academy any time."; - next; - mes "[Hun]"; - mes "There's no requirement or payment to enroll so it would be a great help to you."; - mes "When you go through this way to the north, you'll find"; - mes "<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."; - next; - mes "[Hun]"; - mes "If there are more adventurers like you, the future will be brighter."; - mes "Hahahaha."; - next; - emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2); - mes "[Information Staff]"; - mes "Sorry to interrupt."; - mes "But ^4d4dff if you need location info, please ask me.^000000"; - next; - mes "[Information Staff]"; - mes "Hun's information has limits"; - close; + mes("[Hun]"); + mes("How optimistic of you."); + mes("If you need help, feel free to visit Criatura Academy any time."); + next(); + mes("[Hun]"); + mes("There's no requirement or payment to enroll so it would be a great help to you."); + mes("When you go through this way to the north, you'll find"); + mes("<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."); + next(); + mes("[Hun]"); + mes("If there are more adventurers like you, the future will be brighter."); + mes("Hahahaha."); + next(); + emotion(e_gasp, 0, "Information Staff#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Information Staff]"); + mes("Sorry to interrupt."); + mes("But ^4d4dff if you need location info, please ask me.^000000"); + next(); + mes("[Information Staff]"); + mes("Hun's information has limits"); + close(); case 3: - mes "[Hun]"; - mes "You already have a plan laid out?"; - mes "Well prepared."; - mes "But just in case, if you are curious about the Criatura Academy, make a visit."; - next; - mes "[Hun]"; - mes "When you go through this way to the north, you'll find"; - mes "<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."; - mes "What is well, is well- isn't it?"; - next; - emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2); - mes "[Information Staff]"; - mes "You are correct."; - mes "Preperation is the key."; - mes "But ^4d4dff if you need location info, please ask me.^000000"; - next; - mes "[Information Staff]"; - mes "Hun's information has limits."; - close; + mes("[Hun]"); + mes("You already have a plan laid out?"); + mes("Well prepared."); + mes("But just in case, if you are curious about the Criatura Academy, make a visit."); + next(); + mes("[Hun]"); + mes("When you go through this way to the north, you'll find"); + mes("<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."); + mes("What is well, is well- isn't it?"); + next(); + emotion(e_gasp, 0, "Information Staff#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Information Staff]"); + mes("You are correct."); + mes("Preperation is the key."); + mes("But ^4d4dff if you need location info, please ask me.^000000"); + next(); + mes("[Information Staff]"); + mes("Hun's information has limits."); + close(); } } } } else { if (!questprogress(4269)) { - mes "[Hun]"; - mes "It's you.."; - mes "What do you plan to do from now on?"; - mes "Have you found a place to stay?"; - next; + mes("[Hun]"); + mes("It's you.."); + mes("What do you plan to do from now on?"); + mes("Have you found a place to stay?"); + next(); switch(select("I need help with that", "Anything will do really.", "Don't worry.")) { case 1: - mes "[Hun]"; - mes "But still, though."; - mes "It's tough to be out alone in a new place."; - mes "That's why Criatura Academy is there."; - next; - mes "[Hun]"; - mes "Carocc sent you to me probably for the same reason."; - mes "Even though I'm just a work-hand here, I could show you around."; - next; - mes "[Hun]"; - mes "If you follow this road up to north, you can see"; - mes "<NAVI>[the Academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."; - mes "Anybody can enroll, so take advantage of it."; - next; - emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2); - mes "[Information Staff]"; - mes "Sorry to interrupt."; - mes "But ^4d4dff if you need location info, please ask me.^000000"; - next; - mes "[Information Staff]"; - mes "Hun's information has limits"; - close; + mes("[Hun]"); + mes("But still, though."); + mes("It's tough to be out alone in a new place."); + mes("That's why Criatura Academy is there."); + next(); + mes("[Hun]"); + mes("Carocc sent you to me probably for the same reason."); + mes("Even though I'm just a work-hand here, I could show you around."); + next(); + mes("[Hun]"); + mes("If you follow this road up to north, you can see"); + mes("<NAVI>[the Academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."); + mes("Anybody can enroll, so take advantage of it."); + next(); + emotion(e_gasp, 0, "Information Staff#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Information Staff]"); + mes("Sorry to interrupt."); + mes("But ^4d4dff if you need location info, please ask me.^000000"); + next(); + mes("[Information Staff]"); + mes("Hun's information has limits"); + close(); case 2: - mes "[Hun]"; - mes "How optimistic of you."; - mes "If you need help, feel free to visit Criatura Academy any time."; - next; - mes "[Hun]"; - mes "There's no requirement or payment to enroll so it would be a great help to you."; - mes "When you go through this way to the north, you'll find"; - mes "<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."; - next; - mes "[Hun]"; - mes "If there are more adventurers like you, the future will be brighter."; - mes "Hahahaha."; - next; - emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2); - mes "[Information Staff]"; - mes "Sorry to interrupt."; - mes "But ^4d4dff if you need location info, please ask me.^000000"; - next; - mes "[Information Staff]"; - mes "Hun's information has limits"; - close; + mes("[Hun]"); + mes("How optimistic of you."); + mes("If you need help, feel free to visit Criatura Academy any time."); + next(); + mes("[Hun]"); + mes("There's no requirement or payment to enroll so it would be a great help to you."); + mes("When you go through this way to the north, you'll find"); + mes("<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."); + next(); + mes("[Hun]"); + mes("If there are more adventurers like you, the future will be brighter."); + mes("Hahahaha."); + next(); + emotion(e_gasp, 0, "Information Staff#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Information Staff]"); + mes("Sorry to interrupt."); + mes("But ^4d4dff if you need location info, please ask me.^000000"); + next(); + mes("[Information Staff]"); + mes("Hun's information has limits"); + close(); case 3: - mes "[Hun]"; - mes "You already have a plan laid out?"; - mes "Well prepared."; - mes "But just in case, if you are curious about the Criatura Academy, make a visit."; - next; - mes "[Hun]"; - mes "When you go through this way to the north, you'll find"; - mes "<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."; - mes "What is well, is well- isn't it?"; - next; - emotion e_gasp, 0, "Information Staff#"+strnpcinfo(2); - mes "[Information Staff]"; - mes "You are correct."; - mes "Preperation is the key."; - mes "But ^4d4dff if you need location info, please ask me.^000000"; - next; - mes "[Information Staff]"; - mes "Hun's information has limits."; - close; + mes("[Hun]"); + mes("You already have a plan laid out?"); + mes("Well prepared."); + mes("But just in case, if you are curious about the Criatura Academy, make a visit."); + next(); + mes("[Hun]"); + mes("When you go through this way to the north, you'll find"); + mes("<NAVI>[the academy building]<INFO>iz_ac01,100,39</INFO></NAVI>."); + mes("What is well, is well- isn't it?"); + next(); + emotion(e_gasp, 0, "Information Staff#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Information Staff]"); + mes("You are correct."); + mes("Preperation is the key."); + mes("But ^4d4dff if you need location info, please ask me.^000000"); + next(); + mes("[Information Staff]"); + mes("Hun's information has limits."); + close(); } } else { - mes "[Hun]"; - mes "Criatura Academy is a good place to build up experience for the future."; - mes "I'm not saying this just because I work here."; - next; - mes "[Hun]"; - mes "For real... hahahaha"; - close; + mes("[Hun]"); + mes("Criatura Academy is a good place to build up experience for the future."); + mes("I'm not saying this just because I work here."); + next(); + mes("[Hun]"); + mes("For real... hahahaha"); + close(); } } } } else { - mes "[Hun]"; - mes "The Royal Criatura Academy was founded to help budding adventurers on their initial journey."; - next; - mes "[Hun]"; - mes "Although I'm but a work-hand here, it makes me happy to see students graduate here and become fine members of society."; - close; + mes("[Hun]"); + mes("The Royal Criatura Academy was founded to help budding adventurers on their initial journey."); + next(); + mes("[Hun]"); + mes("Although I'm but a work-hand here, it makes me happy to see students graduate here and become fine members of society."); + close(); } OnInit: - questinfo 7473, QTYPE_QUEST, 1, Job_Novice; - //SetQuestLevel 7473 1 14 + questinfo(7473, QTYPE_QUEST, 1, Job_Novice); + //setquestLevel 7473 1 14 end; OnTouch: if (!questprogress(4269)) - emotion e_gasp; + emotion(e_gasp); else - emotion e_heh; + emotion(e_heh); end; } @@ -945,142 +1124,142 @@ izlude_d,122,207,3 duplicate(Criatura Academy Staff#0) Criatura Academy Staff#d // - Teaches the player about the Mini-Map through a quick quest. izlude,120,207,4 script Information Staff#0 8W_SOLDIER,{ if (!checkweight(Orcish_Axe, 3)) { - mes "Quest cannot be continued due to the invenory being full."; - mes "Please try it again after re-organizing your items."; - close; + mes("Quest cannot be continued due to the invenory being full."); + mes("Please try it again after re-organizing your items."); + close(); } if (BaseLevel < 15 && !questprogress(7474)) { - mes "[Information Staff]"; - mes "Hi, how are you?"; - mes "I am in charge of navigation directions for Izlude's key locations"; - mes "I wish to propose a simple game along with the navigation, would that be ok?"; - next; - if(select("Sure, let's play!", "I already know them all.") == 1) { - mes "[Information Staff]"; - mes "First of all, how to check the mini-map."; - mes "You can check your location through the mini-map at the top right of the screen"; - next; - mes "[Information Staff]"; - mes "If you receive information on a town or a city, a waypoint ^4d4dff+^000000 can be marked on the map."; - next; - mes "[Information Staff]"; - mes "Press ^4d4dff [Ctrl] and [ ~ ] on your keyboard and you can see the world map^000000."; - next; - mes "[Information Staff]"; - mes "Through the ^4d4dff world map you can check the location of you, your party members and the level of monsters in the area.^000000"; - next; - mes "[Information Staff]"; - mes "This is useful info to remember."; - mes "Now then, should we play a simple game?"; - next; - mes "[Information Staff]"; - mes "I will ^4d4dff mark three specific locations on the mini-map.^000000"; - mes "Please ^4d4dffvisit those locations ^000000 using the waypoints as reference."; - next; - mes "[Information Staff]"; - mes "Think of it as a treasure hunt and go."; - mes "I've hidden some useful items there."; - viewpoint 1,179,75,1,0xCCFFFF; - viewpoint 1,45,94,2,0x00FF00; - viewpoint 1,207,167,3,0xFFEB46; - setquest 7474; - next; - mes "[Information Staff]"; - mes "Vist me again after going by all three locations."; - mes "I will check up on it."; - next; - mes "[Information Staff]"; - mes "Ah, there' somebody who started out right before you!"; - mes "If you don't hurry that person will take all the items!"; - mes "So, run!"; + mes("[Information Staff]"); + mes("Hi, how are you?"); + mes("I am in charge of navigation directions for Izlude's key locations"); + mes("I wish to propose a simple game along with the navigation, would that be ok?"); + next(); + if (select("Sure, let's play!", "I already know them all.") == 1) { + mes("[Information Staff]"); + mes("First of all, how to check the mini-map."); + mes("You can check your location through the mini-map at the top right of the screen"); + next(); + mes("[Information Staff]"); + mes("If you receive information on a town or a city, a waypoint ^4d4dff+^000000 can be marked on the map."); + next(); + mes("[Information Staff]"); + mes("Press ^4d4dff [Ctrl] and [ ~ ] on your keyboard and you can see the world map^000000."); + next(); + mes("[Information Staff]"); + mes("Through the ^4d4dff world map you can check the location of you, your party members and the level of monsters in the area.^000000"); + next(); + mes("[Information Staff]"); + mes("This is useful info to remember."); + mes("Now then, should we play a simple game?"); + next(); + mes("[Information Staff]"); + mes("I will ^4d4dff mark three specific locations on the mini-map.^000000"); + mes("Please ^4d4dffvisit those locations ^000000 using the waypoints as reference."); + next(); + mes("[Information Staff]"); + mes("Think of it as a treasure hunt and go."); + mes("I've hidden some useful items there."); + viewpoint 1, 179, 75, 1, 0xCCFFFF; + viewpoint 1, 45, 94, 2, 0x00FF00; + viewpoint 1, 207, 167, 3, 0xFFEB46; + setquest(7474); + next(); + mes("[Information Staff]"); + mes("Vist me again after going by all three locations."); + mes("I will check up on it."); + next(); + mes("[Information Staff]"); + mes("Ah, there' somebody who started out right before you!"); + mes("If you don't hurry that person will take all the items!"); + mes("So, run!"); npcskill "AL_INCAGI", 10, 10, 10; - close; + close(); } - mes "[Information Staff]"; - mes "Do you need information on all the locations of Izlude?"; - mes "By clicking on the introduced ^B9062F[base camp name]^000000, I will offer you guidance so follow the ^B9062FRed Arrows^000000."; - next; - while(1) { + mes("[Information Staff]"); + mes("Do you need information on all the locations of Izlude?"); + mes("By clicking on the introduced ^B9062F[base camp name]^000000, I will offer you guidance so follow the ^B9062FRed Arrows^000000."); + next(); + while(true) { switch(select("[ Main facilities ]", "[ Guide & Helper ]", "Mini map marking removal", "End Conversation")) { case 1: - while (1) { + while (true) { switch(select("[ Criatura Academy ]", "[ Wharf ]", "[ Airship (International) ]", "[ Arena ]", "[ Shop ]", "[ Swordman Guild ]", "[ Enchant Association ]", "[ Blacksmith's Workshop ]", "Go back to the previous menu")) { case 1: - mes "[Information Staff]"; - mes "If you are the first time adventurer,"; - mes "<NAVI>[Criatura Academy]<INFO>iz_ac01,100,39,</INFO></NAVI>"; - mes "can offer a lot of info and help."; - mes "Do you need additonal directions?"; + mes("[Information Staff]"); + mes("If you are the first time adventurer,"); + mes("<NAVI>[Criatura Academy]<INFO>iz_ac01,100,39,</INFO></NAVI>"); + mes("can offer a lot of info and help."); + mes("Do you need additonal directions?"); viewpoint 1, 128, 260, 0, 0xFFD269; - next; + next(); continue; case 2: - mes "[Information Staff]"; - mes "Through the <NAVI>[Wharf]<INFO>izlude,197,205,</INFO></NAVI> in the north east,"; - mes "^8B4513Alberta^000000 or ^8B4513the Byalan Island^000000 can be visted."; - mes "you can go."; - next; - mes "[Information Staff]"; - mes "Byalan Island is the scary place with ^8B4513 Izlude dungeon^000000 in it."; - mes ""; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("Through the <NAVI>[Wharf]<INFO>izlude,197,205,</INFO></NAVI> in the north east,"); + mes("^8B4513Alberta^000000 or ^8B4513the Byalan Island^000000 can be visted."); + mes("you can go."); + next(); + mes("[Information Staff]"); + mes("Byalan Island is the scary place with ^8B4513 Izlude dungeon^000000 in it."); + mes(""); + mes("Do you need additional directions?"); viewpoint 1, 197, 205, 1, 0xFFFF00; - next; + next(); continue; case 3: - mes "[Information Staff]"; - mes "To the southeast, the <NAVI>[Airship]<INFO>izlude,206,75,</INFO></NAVI>"; - mes "will be connected with the Capital of the republic of Schwarzwald -^8B4513 Yuno^000000, and"; - mes "The capital of the Arunapeltsdom -^8B4513 Rachel ^000000."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("To the southeast, the <NAVI>[Airship]<INFO>izlude,206,75,</INFO></NAVI>"); + mes("will be connected with the Capital of the republic of Schwarzwald -^8B4513 Yuno^000000, and"); + mes("The capital of the Arunapeltsdom -^8B4513 Rachel ^000000."); + mes("Do you need additional directions?"); viewpoint 1, 210, 73, 2, 0xFF0A82; - next; + next(); continue; case 4: - mes "[Information Staff]"; - mes "The <NAVI>[Arena]<INFO>izlude,213,161,</INFO></NAVI> located in the east"; - mes "is for testing your battle ability."; - mes "It's an excellent place."; - mes "I will mark the location on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("The <NAVI>[Arena]<INFO>izlude,213,161,</INFO></NAVI> located in the east"); + mes("is for testing your battle ability."); + mes("It's an excellent place."); + mes("I will mark the location on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 213, 161, 3, 0xFFFF54; - next; + next(); continue; case 5: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Shop]<INFO>izlude,110,182,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Shop]<INFO>izlude,110,182,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 108, 179, 4, 0xFFAAFF; - next; + next(); continue; case 6: - mes "[Information Staff]"; - mes "<NAVI>[Swordman guild]<INFO>izlude,51,172,</INFO></NAVI> is the place to manage the job transfer to a swordman."; - mes "I will mark the location of the swordman guild on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("<NAVI>[Swordman guild]<INFO>izlude,51,172,</INFO></NAVI> is the place to manage the job transfer to a swordman."); + mes("I will mark the location of the swordman guild on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 52, 172, 5, 0xFFDA70; - next; + next(); continue; case 7: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Enchant Association]<INFO>izlude,97,125,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Enchant Association]<INFO>izlude,97,125,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 97, 125, 6, 0xFFDA70; - next; + next(); continue; case 8: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Blacksmith's Workshop]<INFO>izlude,153,126,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Blacksmith's Workshop]<INFO>izlude,153,126,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 153, 126, 7, 0xFFAAFF; - next; + next(); continue; case 9: break; @@ -1089,60 +1268,60 @@ izlude,120,207,4 script Information Staff#0 8W_SOLDIER,{ } break; case 2: - while (1) { - switch(select("[ Eden Group Teleporter ]", "[ Kafra Employee ]", "[ Mesmerizer ]", "[ Wedding Secretary ]", "[ Mercenary Guild Official ]", "[ Taming Merchant ]", "Go back to the previous menu")) { + while (true) { + switch(select("[ Eden Group Teleporter ]", "[ Kafra Employee ]", "[ mesmerizer ]", "[ Wedding Secretary ]", "[ Mercenary Guild Official ]", "[ Taming Merchant ]", "Go back to the previous menu")) { case 1: - mes "[Information Staff]"; - mes "For now, I will mark the location of the"; - mes "<NAVI>[Eden Group Teleporter]<INFO>izlude,131,148,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("For now, I will mark the location of the"); + mes("<NAVI>[Eden Group Teleporter]<INFO>izlude,131,148,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 131, 148, 8, 0xFF0A82; - next; + next(); continue; case 2: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Kafra Employee]<INFO>izlude,128,148,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Kafra Employee]<INFO>izlude,128,148,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 128, 148, 9, 0xFFFF54; - next; + next(); continue; case 3: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Mesmerizer]<INFO>izlude,124,127,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Mesmerizer]<INFO>izlude,124,127,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 125, 127, 10, 0xFF0064; - next; + next(); continue; case 4: - mes "[Information Staff]"; - mes "If you want to visit ^8B4513Jawaii^000000 - the resort place for a couple,"; - mes "talk to the <NAVI>[Wedding Secretary]<INFO>izlude,180,224,</INFO></NAVI>."; - mes "Just ask the question about it."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("If you want to visit ^8B4513Jawaii^000000 - the resort place for a couple,"); + mes("talk to the <NAVI>[Wedding Secretary]<INFO>izlude,180,224,</INFO></NAVI>."); + mes("Just ask the question about it."); + mes("Do you need additional directions?"); viewpoint 1, 180, 224, 11, 0xFFFF00; - next; + next(); continue; case 5: - mes "[Information Staff]"; - mes "If you need to know about the Mercenary Guild, go west and speak to the"; - mes "<NAVI>[Mercenary Guild Official]<INFO>izlude,47,170,</INFO></NAVI>."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("If you need to know about the Mercenary Guild, go west and speak to the"); + mes("<NAVI>[Mercenary Guild Official]<INFO>izlude,47,170,</INFO></NAVI>."); + mes("Do you need additional directions?"); viewpoint 1, 47, 170, 12, 0xFFDA70; - next; + next(); continue; case 6: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Taming Merchant]<INFO>izlude,118,163,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Taming Merchant]<INFO>izlude,118,163,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 118, 163, 13, 0xFF0064; - next; + next(); continue; case 7: break; @@ -1151,9 +1330,9 @@ izlude,120,207,4 script Information Staff#0 8W_SOLDIER,{ } break; case 3: - mes "[Information Staff]"; - mes "I will erase the marks."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will erase the marks."); + mes("Do you need additional directions?"); viewpoint 2, 197, 205, 1, 0xFF0000; viewpoint 2, 210, 73, 2, 0xFF0000; viewpoint 2, 213, 161, 3, 0xFF0000; @@ -1167,187 +1346,187 @@ izlude,120,207,4 script Information Staff#0 8W_SOLDIER,{ viewpoint 2, 180, 224, 11, 0xFF0000; viewpoint 2, 47, 170, 12, 0xFF0000; viewpoint 2, 118, 163, 13, 0xFF0000; - next; + next(); break; case 4: - mes "[Information Staff]"; - mes "Have a wonderful adventure."; - mes "Good bye~~!"; - close; + mes("[Information Staff]"); + mes("Have a wonderful adventure."); + mes("Good bye~~!"); + close(); } } } else if (questprogress(7474) == 1) { if ((questprogress(7475) + questprogress(7476) + questprogress(7477)) > 2) { - mes "[Information Staff]"; - mes "What's with the long face?"; - mes "It looks like you found all the locations I marked."; - next; - mes "[Lumin]"; - mes "Turtle..."; - cutin "nov_lumin01.bmp", 2; - next; + mes("[Information Staff]"); + mes("What's with the long face?"); + mes("It looks like you found all the locations I marked."); + next(); + mes("[Lumin]"); + mes("Turtle..."); + cutin("nov_lumin01", 2); + next(); select("What'd you call me?"); - mes "[Lumin]"; - mes "Because you are too slow."; - mes "Yes, it is. I have been waiting for you for what seems like forever."; - next; - mes "[Lumin]"; - mes ".......Shall I share with you?"; - cutin "nov_lumin03.bmp", 2; - next; - if(select("I don't need your sympathy.", "!!!!!") == 1) { - mes "[Lumin]"; - mes "Is that so?"; - mes "Captain always told me to help the poor people."; - mes "But you get rid of my chance to help."; - cutin "nov_lumin02.bmp", 2; - next; - mes "[Lumin]"; - mes "Ahhh. Irritating."; - next; + mes("[Lumin]"); + mes("Because you are too slow."); + mes("Yes, it is. I have been waiting for you for what seems like forever."); + next(); + mes("[Lumin]"); + mes(".......Shall I share with you?"); + cutin("nov_lumin03", 2); + next(); + if (select("I don't need your sympathy.", "!!!!!") == 1) { + mes("[Lumin]"); + mes("Is that so?"); + mes("Captain always told me to help the poor people."); + mes("But you get rid of my chance to help."); + cutin("nov_lumin02", 2); + next(); + mes("[Lumin]"); + mes("Ahhh. Irritating."); + next(); } else { - mes "[Lumin]"; - mes "Well, now we can divide 7 to 3?"; - mes "I am OK with 6 to 4."; - cutin "nov_lumin02.bmp", 2; - next; - mes "[" + strcharinfo(0) + "]"; - mes "This guy..."; - next; + mes("[Lumin]"); + mes("Well, now we can divide 7 to 3?"); + mes("I am OK with 6 to 4."); + cutin("nov_lumin02", 2); + next(); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("This guy..."); + next(); } - cutin "", 255; - mes "[Information Staff]"; - mes "Ahhh, you two calm down."; - mes "Lumin took them all."; - mes ""+ strcharinfo(0) + " I will give you one set separately."; - next; - mes "[Information Staff]"; - mes "Think of the reason, it was my fault to leave one person's but sent both of you."; - next; - cutin "nov_lumin03.bmp", 2; - mes "[Lumin]"; - mes "Simple and fair decision."; - mes "OK. Now I am going."; - mes "See you again, my friend."; - next; - cutin "", 255; - mes "[Information Staff]"; - mes "Aren't you two friends?"; - mes "You guys both seemed friendly enough right?"; - next; - mes "[Information Staff]"; - mes "Well, this is my present for you."; - mes "Hope it will be useful."; - completequest 7474; - erasequest 7475; - erasequest 7476; - erasequest 7477; - getexp 300, 20; - getitem N_Fly_Wing, 20; // N_Fly_Wing - getitem N_Butterfly_Wing, 10; // N_Butterfly_Wing - getitem Novice_Potion, 20; // Novice_Potion - next; - mes "[Information Staff]"; - mes "Have a wonderful journey."; - close; + cutin("", 255); + mes("[Information Staff]"); + mes("Ahhh, you two calm down."); + mes("Lumin took them all."); + mesf("%s I will give you one set separately.", strcharinfo(PC_NAME)); + next(); + mes("[Information Staff]"); + mes("Think of the reason, it was my fault to leave one person's but sent both of you."); + next(); + cutin("nov_lumin03", 2); + mes("[Lumin]"); + mes("Simple and fair decision."); + mes("OK. Now I am going."); + mes("See you again, my friend."); + next(); + cutin("", 255); + mes("[Information Staff]"); + mes("Aren't you two friends?"); + mes("You guys both seemed friendly enough right?"); + next(); + mes("[Information Staff]"); + mes("Well, this is my present for you."); + mes("Hope it will be useful."); + completequest(7474); + erasequest(7475); + erasequest(7476); + erasequest(7477); + getexp(300, 20); + getitem(N_Fly_Wing, 20); // N_Fly_Wing + getitem(N_Butterfly_Wing, 10); // N_Butterfly_Wing + getitem(Novice_Potion, 20); // Novice_Potion + next(); + mes("[Information Staff]"); + mes("Have a wonderful journey."); + close(); } else { - mes "[Information Staff]"; - mes "You have not found the treasure I hid."; - mes "Here are the locations again."; - mes "Hurry up!"; - viewpoint 1,179,75,1,0xccffff; - viewpoint 1,45,94,2,0x00ff00; - viewpoint 1,207,167,3,0xFFEB46; - close; + mes("[Information Staff]"); + mes("You have not found the treasure I hid."); + mes("Here are the locations again."); + mes("Hurry up!"); + viewpoint 1, 179, 75, 1, 0xccffff; + viewpoint 1, 45, 94, 2, 0x00ff00; + viewpoint 1, 207, 167, 3, 0xFFEB46; + close(); } } else { - mes "[Information Staff]"; - mes "This is Izlude - the satellite city of Prontera."; - mes "Do you need directions?"; - next; - mes "[Information Staff]"; - mes "If you click on the ^B9062F[area name]^000000, I can ^B9062Fnavigate^000000 a path for you to follow."; - next; - while(1) { + mes("[Information Staff]"); + mes("This is Izlude - the satellite city of Prontera."); + mes("Do you need directions?"); + next(); + mes("[Information Staff]"); + mes("If you click on the ^B9062F[area name]^000000, I can ^B9062Fnavigate^000000 a path for you to follow."); + next(); + while(true) { switch(select("[ Main facilities ]", "[ Guide & Helper ]", "Mini map marking removal", "End Conversation")) { case 1: - while (1) { - switch(select("[ Criatura Academy ]:[ Wharf ]:[ Airship (International) ]:[ Arena ]:[ Shop ]:[ Swordman Guild ]:[ Enchant Association ]:[ Blacksmith's Workshop ]:Go back to the previous menu")) { + while (true) { + switch(select("[ Criatura Academy ]", "[ Wharf ]", "[ Airship (International) ]", "[ Arena ]", "[ Shop ]", "[ Swordman Guild ]", "[ Enchant Association ]", "[ Blacksmith's Workshop ]", "Go back to the previous menu")) { case 1: - mes "[Information Staff]"; - mes "If you are the first time adventurer,"; - mes "<NAVI>[Criatura Academy]<INFO>iz_ac01,100,39,</INFO></NAVI>"; - mes "can offer a lot of info and help."; - mes "Do you need additonal directions?"; + mes("[Information Staff]"); + mes("If you are the first time adventurer,"); + mes("<NAVI>[Criatura Academy]<INFO>iz_ac01,100,39,</INFO></NAVI>"); + mes("can offer a lot of info and help."); + mes("Do you need additonal directions?"); viewpoint 1, 128, 260, 0, 0xFFD269; - next; + next(); continue; case 2: - mes "[Information Staff]"; - mes "Through the <NAVI>[Wharf]<INFO>izlude,197,205,</INFO></NAVI> in the north east,"; - mes "^8B4513Alberta^000000 or ^8B4513the Byalan Island^000000 can be visted."; - mes "you can go."; - next; - mes "[Information Staff]"; - mes "Byalan Island is the scary place with ^8B4513 Izlude dungeon^000000 in it."; - mes ""; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("Through the <NAVI>[Wharf]<INFO>izlude,197,205,</INFO></NAVI> in the north east,"); + mes("^8B4513Alberta^000000 or ^8B4513the Byalan Island^000000 can be visted."); + mes("you can go."); + next(); + mes("[Information Staff]"); + mes("Byalan Island is the scary place with ^8B4513 Izlude dungeon^000000 in it."); + mes(""); + mes("Do you need additional directions?"); viewpoint 1, 197, 205, 1, 0xFFFF00; - next; + next(); continue; case 3: - mes "[Information Staff]"; - mes "To the southeast, the <NAVI>[Airship]<INFO>izlude,206,75,</INFO></NAVI>"; - mes "will be connected with the Capital of the republic of Schwarzwald -^8B4513 Yuno^000000, and"; - mes "The capital of the Arunapeltsdom -^8B4513 Rachel ^000000."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("To the southeast, the <NAVI>[Airship]<INFO>izlude,206,75,</INFO></NAVI>"); + mes("will be connected with the Capital of the republic of Schwarzwald -^8B4513 Yuno^000000, and"); + mes("The capital of the Arunapeltsdom -^8B4513 Rachel ^000000."); + mes("Do you need additional directions?"); viewpoint 1, 210, 73, 2, 0xFF0A82; - next; + next(); continue; case 4: - mes "[Information Staff]"; - mes "The <NAVI>[Arena]<INFO>izlude,213,161,</INFO></NAVI> located in the east"; - mes "is for testing your battle ability."; - mes "It's an excellent place."; - mes "I will mark the location on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("The <NAVI>[Arena]<INFO>izlude,213,161,</INFO></NAVI> located in the east"); + mes("is for testing your battle ability."); + mes("It's an excellent place."); + mes("I will mark the location on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 213, 161, 3, 0xFFFF54; - next; + next(); continue; case 5: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Shop]<INFO>izlude,110,182,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Shop]<INFO>izlude,110,182,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 108, 179, 4, 0xFFAAFF; - next; + next(); continue; case 6: - mes "[Information Staff]"; - mes "<NAVI>[Swordman guild]<INFO>izlude,51,172,</INFO></NAVI> is the place to manage the job transfer to a swordman."; - mes "I will mark the location of the swordman guild on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("<NAVI>[Swordman guild]<INFO>izlude,51,172,</INFO></NAVI> is the place to manage the job transfer to a swordman."); + mes("I will mark the location of the swordman guild on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 52, 172, 5, 0xFFDA70; - next; + next(); continue; case 7: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Enchant Association]<INFO>izlude,97,125,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Enchant Association]<INFO>izlude,97,125,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 97, 125, 6, 0xFFDA70; - next; + next(); continue; case 8: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Blacksmith's Workshop]<INFO>izlude,153,126,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Blacksmith's Workshop]<INFO>izlude,153,126,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 153, 126, 7, 0xFFAAFF; - next; + next(); continue; case 9: break; @@ -1356,60 +1535,60 @@ izlude,120,207,4 script Information Staff#0 8W_SOLDIER,{ } break; case 2: - while (1) { - switch(select("[ Eden Group Teleporter ]:[ Kafra Employee ]:[ Mesmerizer ]:[ Wedding Secretary ]:[ Mercenary Guild Official ]:[ Taming Merchant ]:Go back to the previous menu")) { + while (true) { + switch(select("[ Eden Group Teleporter ]", "[ Kafra Employee ]", "[ mesmerizer ]", "[ Wedding Secretary ]", "[ Mercenary Guild Official ]", "[ Taming Merchant ]", "Go back to the previous menu")) { case 1: - mes "[Information Staff]"; - mes "For now, I will mark the location of the"; - mes "<NAVI>[Eden Group Teleporter]<INFO>izlude,131,148,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("For now, I will mark the location of the"); + mes("<NAVI>[Eden Group Teleporter]<INFO>izlude,131,148,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 131, 148, 8, 0xFF0A82; - next; + next(); continue; case 2: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Kafra Employee]<INFO>izlude,128,148,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Kafra Employee]<INFO>izlude,128,148,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 128, 148, 9, 0xFFFF54; - next; + next(); continue; case 3: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Mesmerizer]<INFO>izlude,124,127,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Mesmerizer]<INFO>izlude,124,127,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 125, 127, 10, 0xFF0064; - next; + next(); continue; case 4: - mes "[Information Staff]"; - mes "If you want to visit ^8B4513Jawaii^000000 - the resort place for a couple,"; - mes "talk to the <NAVI>[Wedding Secretary]<INFO>izlude,180,224,</INFO></NAVI>."; - mes "Just ask the question about it."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("If you want to visit ^8B4513Jawaii^000000 - the resort place for a couple,"); + mes("talk to the <NAVI>[Wedding Secretary]<INFO>izlude,180,224,</INFO></NAVI>."); + mes("Just ask the question about it."); + mes("Do you need additional directions?"); viewpoint 1, 180, 224, 11, 0xFFFF00; - next; + next(); continue; case 5: - mes "[Information Staff]"; - mes "If you need to know about the Mercenary Guild, go west and speak to the"; - mes "<NAVI>[Mercenary Guild Official]<INFO>izlude,47,170,</INFO></NAVI>."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("If you need to know about the Mercenary Guild, go west and speak to the"); + mes("<NAVI>[Mercenary Guild Official]<INFO>izlude,47,170,</INFO></NAVI>."); + mes("Do you need additional directions?"); viewpoint 1, 47, 170, 12, 0xFFDA70; - next; + next(); continue; case 6: - mes "[Information Staff]"; - mes "I will mark the location of the"; - mes "<NAVI>[Taming Merchant]<INFO>izlude,118,163,</INFO></NAVI>"; - mes "on the mini map."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will mark the location of the"); + mes("<NAVI>[Taming Merchant]<INFO>izlude,118,163,</INFO></NAVI>"); + mes("on the mini map."); + mes("Do you need additional directions?"); viewpoint 1, 118, 163, 13, 0xFF0064; - next; + next(); continue; case 7: break; @@ -1418,9 +1597,9 @@ izlude,120,207,4 script Information Staff#0 8W_SOLDIER,{ } break; case 3: - mes "[Information Staff]"; - mes "I will erase the marks."; - mes "Do you need additional directions?"; + mes("[Information Staff]"); + mes("I will erase the marks."); + mes("Do you need additional directions?"); viewpoint 2, 197, 205, 1, 0xFF0000; viewpoint 2, 210, 73, 2, 0xFF0000; viewpoint 2, 213, 161, 3, 0xFF0000; @@ -1434,21 +1613,21 @@ izlude,120,207,4 script Information Staff#0 8W_SOLDIER,{ viewpoint 2, 180, 224, 11, 0xFF0000; viewpoint 2, 47, 170, 12, 0xFF0000; viewpoint 2, 118, 163, 13, 0xFF0000; - next; + next(); break; case 4: - mes "[Information Staff]"; - mes "Have a wonderful adventure."; - mes "Good bye~~!"; - close; + mes("[Information Staff]"); + mes("Have a wonderful adventure."); + mes("Good bye~~!"); + close(); } } } OnInit: - // AddQuestInfo 7474 1 0 - // SetQuestLevel 7474 1 14 - // AddQuestInfo 7495 1 0 + // Addquestinfo 7474 1 0 + // setquestLevel 7474 1 14 + // Addquestinfo 7495 1 0 // SetQuestQuest 7495 7475 1 // SetQuestQuest 7495 7476 1 // SetQuestQuest 7495 7477 1 @@ -1465,137 +1644,137 @@ izlude,179,75,3 script Airship#iz 4_BULLETIN_BOARD2,3,3,{ .@total = questprogress(7475) + questprogress(7476) + questprogress(7477); if (questprogress(7474)) { if (!questprogress(7475)) { - mes "==== Airship Information===="; - mes ""; - mes "Izlude - Juno - Rachel"; - mes ""; - mes "Travellers bound for either the ^4d4dffSchwarzwalt Republic^000000 or ^4d4dffArunafeltz^000000 may board the airship here."; - next; + mes("==== Airship Information===="); + mes(""); + mes("Izlude - Juno - Rachel"); + mes(""); + mes("Travellers bound for either the ^4d4dffSchwarzwalt Republic^000000 or ^4d4dffArunafeltz^000000 may board the airship here."); + next(); if (.@total == 1) { - mes "Except the signboard of the free airship, nothing can be found."; - next; + mes("Except the signboard of the free airship, nothing can be found."); + next(); select("Where's the hidden treasure?"); - mes "[Lumin]"; - mes "Yo."; - mes "Sorry pal I got here first."; - mes "Should've used a Fly wing like I did."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes "Why do these wings teleport?"; - mes "I guess because they're from Creamy monsters..."; - next; - mes "[Lumin]"; - mes "As the captain said, seeing is believing. The world is full of mysteries."; - next; - cutin "", 255; - mes "Seems like Lumin beat you again."; - mes "Better get to the next location before Lumin does."; - setquest 7475; - viewpoint 2,179,75,1,0xFF0000; - close; + mes("[Lumin]"); + mes("Yo."); + mes("Sorry pal I got here first."); + mes("Should've used a Fly wing like I did."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes("Why do these wings teleport?"); + mes("I guess because they're from Creamy monsters..."); + next(); + mes("[Lumin]"); + mes("As the captain said, seeing is believing. The world is full of mysteries."); + next(); + cutin("", 255); + mes("Seems like Lumin beat you again."); + mes("Better get to the next location before Lumin does."); + setquest(7475); + viewpoint 2, 179, 75, 1, 0xFF0000; + close(); } else if (.@total > 1) { - mes "[Lumin]"; - mes "......."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes "Muahahahaha."; - cutin "nov_lumin03.bmp", 2; - next; - if(select("Are you kidding me?!", "Where's the treasure?") == 1) { - mes "[Lumin]"; - mes "No..."; - mes "Meeting three times in one day must be destiny."; - mes "You and I can be friends."; - cutin "nov_lumin05.bmp", 2; - next; + mes("[Lumin]"); + mes("......."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes("Muahahahaha."); + cutin("nov_lumin03", 2); + next(); + if (select("Are you kidding me?!", "Where's the treasure?") == 1) { + mes("[Lumin]"); + mes("No..."); + mes("Meeting three times(in one day must be destiny."); + mes("You and I can be friends."); + cutin("nov_lumin05", 2); + next(); select("Or Frenemies!"); - mes "[Lumin]"; - mes "Frene-what? Oh well I'm done with the mission."; - mes "Take care."; - cutin "nov_lumin02.bmp", 2; - next; - cutin "", 255; - mes "[" + strcharinfo(0) + "]"; - mes "Are you even listening to me?!"; - setquest 7475; - viewpoint 2,179,75,1,0xFF0000; - next; - mes "^4d4dff...I have to report the result to the Information Staff...^000000."; - close; + mes("[Lumin]"); + mes("Frene-what? Oh well I'm done with the mission."); + mes("Take care."); + cutin("nov_lumin02", 2); + next(); + cutin("", 255); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Are you even listening to me?!"); + setquest(7475); + viewpoint 2, 179, 75, 1, 0xFF0000; + next(); + mes("^4d4dff...I have to report the result to the Information Staff...^000000."); + close(); } - mes "[Lumin]"; - mes "Ooo Butterfly Wings."; - mes "If I hand it over to you, you'll just waste 'em so I'll just keep them."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes "Come on this is just friendly competition."; - cutin "nov_lumin05.bmp", 2; - next; - mes "[Lumin]"; - mes "I am doing this for you to make you stronger."; - mes "Now, so long."; - cutin "nov_lumin03.bmp", 2; - next; - cutin "", 255; - mes "^4d4dff...I have to report the result to the Information staff...^000000."; - setquest 7475; - viewpoint 2,179,75,1,0xFF0000; - close; + mes("[Lumin]"); + mes("Ooo Butterfly Wings."); + mes("If I hand it over to you, you'll just waste 'em so I'll just keep them."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes("Come on this is just friendly competition."); + cutin("nov_lumin05", 2); + next(); + mes("[Lumin]"); + mes("I am doing this for you to make you stronger."); + mes("Now, so long."); + cutin("nov_lumin03", 2); + next(); + cutin("", 255); + mes("^4d4dff...I have to report the result to the Information staff...^000000."); + setquest(7475); + viewpoint 2, 179, 75, 1, 0xFF0000; + close(); } else { - mes "Except for the signboard of the free airship, nothing particular was found."; - next; + mes("Except for the signboard of the free airship, nothing particular was found."); + next(); select("Why is there nothing here?"); - mes "[Lumin]"; - mes "Of course."; - mes "I already packed it in my bag."; - mes "There were Butterfly Wings here."; - cutin "nov_lumin01.bmp", 2; - next; + mes("[Lumin]"); + mes("Of course."); + mes("I already packed it in my bag."); + mes("There were Butterfly Wings here."); + cutin("nov_lumin01", 2); + next(); select("So can I have some?"); - mes "[Lumin]"; - mes "That's not fair, I was here first so they're mine."; - mes "You better get to the next stop faster if you want the prize."; - cutin "nov_lumin02.bmp", 2; - next; - mes "[Lumin]"; - mes "Well, then....."; - cutin "nov_lumin03.bmp", 2; - next; - cutin "", 255; - mes "Lumin disappeared with his long hair in the air."; - mes "......"; - setquest 7475; - viewpoint 2,179,75,1,0xFF0000; - close; + mes("[Lumin]"); + mes("That's not fair, I was here first so they're mine."); + mes("You better get to the next stop faster if you want the prize."); + cutin("nov_lumin02", 2); + next(); + mes("[Lumin]"); + mes("Well, then....."); + cutin("nov_lumin03", 2); + next(); + cutin("", 255); + mes("Lumin disappeared with his long hair in the air."); + mes("......"); + setquest(7475); + viewpoint 2, 179, 75, 1, 0xFF0000; + close(); } } else { - mes "==== Airship Information ===="; - mes ""; - mes "Izlude - Juno - Rachel"; - mes ""; - mes "Travellers bound for either the ^4d4dffSchwarzwalt Republic^000000 or ^4d4dffArunafeltz^000000 may board the airship here."; - close; + mes("==== Airship Information ===="); + mes(""); + mes("Izlude - Juno - Rachel"); + mes(""); + mes("Travellers bound for either the ^4d4dffSchwarzwalt Republic^000000 or ^4d4dffArunafeltz^000000 may board the airship here."); + close(); } } else { - mes "==== Airship Information ===="; - mes ""; - mes "Izlude - Juno - Rachel"; - mes ""; - mes "Travellers bound for either the ^4d4dffSchwarzwalt Republic^000000 or ^4d4dffArunafeltz^000000 may board the airship here."; - close; + mes("==== Airship Information ===="); + mes(""); + mes("Izlude - Juno - Rachel"); + mes(""); + mes("Travellers bound for either the ^4d4dffSchwarzwalt Republic^000000 or ^4d4dffArunafeltz^000000 may board the airship here."); + close(); } OnInit: - // AddQuestInfo 7475 0 0 - // SetQuestQuest 7475 7474 1 + // Addquestinfo 7475 0 0 + // setquestQuest 7475 7474 1 end; OnTouch: if (questprogress(7474) == 1 && !questprogress(7475)) - emotion e_gasp; + emotion(e_gasp); end; } @@ -1609,138 +1788,138 @@ izlude,207,167,3 script Arena#iz 4_BULLETIN_BOARD2,3,3,{ .@total = questprogress(7475) + questprogress(7476) + questprogress(7477); if (questprogress(7474) == 1) { if (!questprogress(7476)) { - mes "== Challenge! Arena! =="; - mes ""; - mes "Breath taking battle with monsters!"; - mes "Where is your limit?"; - mes "PvE party with your comrad!"; - mes "All these at Arena!!"; - next; + mes("== Challenge! Arena! =="); + mes(""); + mes("Breath taking battle with monsters!"); + mes("Where is your limit?"); + mes("PvE party with your comrad!"); + mes("All these at Arena!!"); + next(); if (.@total == 1) { - mes "Except for the Arena promtional board, nothing can be found here."; - next; + mes("Except for the Arena promtional board, nothing can be found here."); + next(); select("Nothing again?"); - mes "[Lumin]"; - mes "Hmmm. Its not nothing...."; - mes "There were potions here..."; - mes "I was tired of waiting for you so I took it too."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes "But why does this potion never make me full?"; - mes "*gulp*"; - mes "Oh well looks like it's all gone."; - next; - cutin "", 255; - mes "Lumin beat you again."; - mes "Better beat him to the last spot."; - setquest 7476; - viewpoint 2,207,167,3,0xFF0000; - close; + mes("[Lumin]"); + mes("Hmmm. Its not nothing...."); + mes("There were potions here..."); + mes("I was tired of waiting for you so I took it too."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes("But why does this potion never make me full?"); + mes("*gulp*"); + mes("Oh well looks like it's all gone."); + next(); + cutin("", 255); + mes("Lumin beat you again."); + mes("Better beat him to the last spot."); + setquest(7476); + viewpoint 2, 207, 167, 3, 0xFF0000; + close(); } else if (.@total > 1) { - mes "[Lumin]"; - mes "......."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes "Muahahaha."; - cutin "nov_lumin03.bmp", 2; - next; + mes("[Lumin]"); + mes("......."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes("Muahahaha."); + cutin("nov_lumin03", 2); + next(); switch(select("Are you kidding me?!", "Where's the treasure?") == 1) { - mes "[Lumin]"; - mes "No..."; - mes "Meeting three times in one day must be destiny."; - mes "You and I can be friends."; - cutin "nov_lumin05.bmp", 2; - next; + mes("[Lumin]"); + mes("No..."); + mes("Meeting three times(in one day must be destiny."); + mes("You and I can be friends."); + cutin("nov_lumin05", 2); + next(); select("Or Frenemies!"); - mes "[Lumin]"; - mes "Frene-what? Oh well I'm done with the mission."; - mes "Take care."; - cutin "nov_lumin02.bmp", 2; - next; - cutin "", 255; - mes "[" + strcharinfo(0) + "]"; - mes "Are you even listening to me?!"; - setquest 7476; - viewpoint 2,207,167,3,0xFF0000; - next; - mes "^4d4dff...I have to report the result to the Information Staff...^000000."; - close; + mes("[Lumin]"); + mes("Frene-what? Oh well I'm done with the mission."); + mes("Take care."); + cutin("nov_lumin02", 2); + next(); + cutin("", 255); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Are you even listening to me?!"); + setquest(7476); + viewpoint 2, 207, 167, 3, 0xFF0000; + next(); + mes("^4d4dff...I have to report the result to the Information Staff...^000000."); + close(); } - mes "[Lumin]"; - mes "Red potions."; - mes "If I hand it over to you, you'll just waste 'em so I'll just keep them."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes "Come on this is just friendly competition."; - cutin "nov_lumin05.bmp", 2; - next; - mes "[Lumin]"; - mes "I am doing this for you to make you stronger."; - mes "Now, so long."; - cutin "nov_lumin03.bmp", 2; - next; - cutin "", 255; - mes "^4d4dff...I have to report of the result to Information staff...^000000."; - setquest 7476; - viewpoint 2,207,167,3,0xFF0000; - close; + mes("[Lumin]"); + mes("Red potions."); + mes("If I hand it over to you, you'll just waste 'em so I'll just keep them."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes("Come on this is just friendly competition."); + cutin("nov_lumin05", 2); + next(); + mes("[Lumin]"); + mes("I am doing this for you to make you stronger."); + mes("Now, so long."); + cutin("nov_lumin03", 2); + next(); + cutin("", 255); + mes("^4d4dff...I have to report of the result to Information staff...^000000."); + setquest(7476); + viewpoint 2, 207, 167, 3, 0xFF0000; + close(); } else { - mes "Except for the Arena promotion signboard, nothing can be found."; - next; + mes("Except for the Arena promotion signboard, nothing can be found."); + next(); select("Why is there nothing?"); - mes "[Lumin]"; - mes "Of course."; - mes "I already packed it."; - mes "There were Red Potion hidden here."; - cutin "nov_lumin01.bmp", 2; - next; + mes("[Lumin]"); + mes("Of course."); + mes("I already packed it."); + mes("There were Red Potion hidden here."); + cutin("nov_lumin01", 2); + next(); select("So can I have some?"); - mes "[Lumin]"; - mes "That's not fair, I was here first so they're mine."; - mes "You better get to the next stop faster if you want the prize."; - cutin "nov_lumin02.bmp", 2; - next; - mes "[Lumin]"; - mes "Well, then....."; - cutin "nov_lumin03.bmp", 2; - next; - cutin "", 255; - mes "Lumin disappeared with his long hair in the air."; - mes "This guy..."; - setquest 7476; - viewpoint 2,207,167,3,0xFF0000; - close; + mes("[Lumin]"); + mes("That's not fair, I was here first so they're mine."); + mes("You better get to the next stop faster if you want the prize."); + cutin("nov_lumin02", 2); + next(); + mes("[Lumin]"); + mes("Well, then....."); + cutin("nov_lumin03", 2); + next(); + cutin("", 255); + mes("Lumin disappeared with his long hair in the air."); + mes("This guy..."); + setquest(7476); + viewpoint 2, 207, 167, 3, 0xFF0000; + close(); } } else { - mes "== Challenge! Arena! =="; - mes ""; - mes "Breath taking battle with monsters!"; - mes "Where is your limit?"; - mes "PvE party with your comrad!"; - mes "All these at Arena!!"; - close; + mes("== Challenge! Arena! =="); + mes(""); + mes("Breath taking battle with monsters!"); + mes("Where is your limit?"); + mes("PvE party with your comrad!"); + mes("All these at Arena!!"); + close(); } } else { - mes "== Challenge! Arena! =="; - mes ""; - mes "Breath taking battle with monsters!"; - mes "Where is your limit?"; - mes "PvE party with your comrad!"; - mes "All these at Arena!!"; - close; + mes("== Challenge! Arena! =="); + mes(""); + mes("Breath taking battle with monsters!"); + mes("Where is your limit?"); + mes("PvE party with your comrad!"); + mes("All these at Arena!!"); + close(); } OnInit: - // AddQuestInfo 7476 0 0 - // SetQuestQuest 7476 7474 1 + // Addquestinfo 7476 0 0 + // setquestQuest 7476 7474 1 end; OnTouch: if (questprogress(7474) == 1 && !questprogress(7476)) - emotion e_gasp; + emotion(e_gasp); end; } @@ -1754,138 +1933,138 @@ izlude,45,94,3 script Bulletin Board#iz 4_BULLETIN_BOARD2,3,3,{ .@total = questprogress(7475) + questprogress(7476) + questprogress(7477); if (questprogress(7474) == 1) { if (!questprogress(7477)) { - mes "==== Information ===="; - mes ""; - mes "Prontera Field."; - mes "The city of Prontera is located to the north."; - next; + mes("==== Information ===="); + mes(""); + mes("Prontera Field."); + mes("The city of Prontera is located to the north."); + next(); if (.@total == 1) { - mes "Except for the simple signboard, nothing can be found here."; - next; + mes("Except for the simple signboard, nothing can be found here."); + next(); select("Where's the treasure?"); - mes "[Lumin]"; - mes "Yo."; - mes "Sorry but I am quicker than you."; - mes "There were Fly Wings here.."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes "In fact, I don't like Fly's wings."; - mes "Flies are so dirty."; - cutin "nov_lumin02.bmp", 2; - next; - mes "[Lumin]"; - mes "By the way, why is one of the convenient transportations fly wing shaped?"; - mes "Perhaps you know?"; - next; - mes "[Lumin]"; - mes "...you don't know."; - cutin "nov_lumin01.bmp", 2; - next; - cutin "", 255; - mes "Defeated by Lumin again."; - mes "Keep calm and find the next location."; - setquest 7477; - viewpoint 2,45,94,2,0xFF0000; - close; + mes("[Lumin]"); + mes("Yo."); + mes("Sorry but I am quicker than you."); + mes("There were Fly Wings here.."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes("In fact, I don't like Fly's wings."); + mes("Flies are so dirty."); + cutin("nov_lumin02", 2); + next(); + mes("[Lumin]"); + mes("By the way, why is one of the convenient transportations fly wing shaped?"); + mes("Perhaps you know?"); + next(); + mes("[Lumin]"); + mes("...you don't know."); + cutin("nov_lumin01", 2); + next(); + cutin("", 255); + mes("Defeated by Lumin again."); + mes("Keep calm and find the next location."); + setquest(7477); + viewpoint 2, 45, 94, 2, 0xFF0000; + close(); } else if (.@total > 1) { - mes "[Lumin]"; - mes "......."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes "...Hello"; - cutin "nov_lumin03.bmp", 2; - next; - if(select("Are you kidding me?!", "Where's the treasure?") == 1) { - mes "[Lumin]"; - mes "No..."; - mes "Meeting three times in one day must be destiny."; - mes "You and I can be friends."; - cutin "nov_lumin05.bmp", 2; - next; + mes("[Lumin]"); + mes("......."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes("...Hello"); + cutin("nov_lumin03", 2); + next(); + if (select("Are you kidding me?!", "Where's the treasure?") == 1) { + mes("[Lumin]"); + mes("No..."); + mes("Meeting three times(in one day must be destiny."); + mes("You and I can be friends."); + cutin("nov_lumin05", 2); + next(); select("Or Frenemies!"); - mes "[Lumin]"; - mes "Frene-what? Oh well I'm done with the mission."; - mes "Take care."; - cutin "nov_lumin02.bmp", 2; - next; - cutin "", 255; - mes "[" + strcharinfo(0) + "]"; - mes "Are you even listening to me?!"; - setquest 7477; - viewpoint 2,45,94,2,0xFF0000; - next; - mes "^4d4dff...I have to report the result to the Information Staff...^000000."; - close; + mes("[Lumin]"); + mes("Frene-what? Oh well I'm done with the mission."); + mes("Take care."); + cutin("nov_lumin02", 2); + next(); + cutin("", 255); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Are you even listening to me?!"); + setquest(7477); + viewpoint 2, 45, 94, 2, 0xFF0000; + next(); + mes("^4d4dff...I have to report the result to the Information Staff...^000000."); + close(); } - mes "[Lumin]"; - mes "Fly Wings."; - mes "If I hand them over to you, you'll just waste 'em so I think I'll keep them."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes "Come on this is just friendly competition."; - cutin "nov_lumin05.bmp", 2; - next; - mes "[Lumin]"; - mes "I am doing this for you to make you stronger."; - mes "Now, so long."; - cutin "nov_lumin03.bmp", 2; - next; - cutin "", 255; - mes "^4d4dff...I have to report of the result to Information staff...^000000."; - setquest 7477; - viewpoint 2,45,94,2,0xFF0000; - close; + mes("[Lumin]"); + mes("Fly Wings."); + mes("If I hand them over to you, you'll just waste 'em so I think I'll keep them."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes("Come on this is just friendly competition."); + cutin("nov_lumin05", 2); + next(); + mes("[Lumin]"); + mes("I am doing this for you to make you stronger."); + mes("Now, so long."); + cutin("nov_lumin03", 2); + next(); + cutin("", 255); + mes("^4d4dff...I have to report of the result to Information staff...^000000."); + setquest(7477); + viewpoint 2, 45, 94, 2, 0xFF0000; + close(); } else { - mes "Except for the simple signboard, nothing can be found."; - next; + mes("Except for the simple signboard, nothing can be found."); + next(); select("Why is there nothing?"); - mes "[Lumin]"; - mes "Of course."; - mes "Fly's wings were here so I already packed them in my bag."; - cutin "nov_lumin01.bmp", 2; - next; + mes("[Lumin]"); + mes("Of course."); + mes("Fly's wings were here so I already packed them in my bag."); + cutin("nov_lumin01", 2); + next(); select("So can I have some?"); - mes "[Lumin]"; - mes "That's not fair, I was here first so they're mine."; - mes "You better get to the next stop faster if you want the prize."; - cutin "nov_lumin03.bmp", 2; - next; - mes "[Lumin]"; - mes "Well, then....."; - next; - cutin "", 255; - mes "Lumin disappeared with his long hair in the air."; - mes "This guy...."; - setquest 7477; - viewpoint 2,45,94,2,0xFF0000; - close; + mes("[Lumin]"); + mes("That's not fair, I was here first so they're mine."); + mes("You better get to the next stop faster if you want the prize."); + cutin("nov_lumin03", 2); + next(); + mes("[Lumin]"); + mes("Well, then....."); + next(); + cutin("", 255); + mes("Lumin disappeared with his long hair in the air."); + mes("This guy...."); + setquest(7477); + viewpoint 2, 45, 94, 2, 0xFF0000; + close(); } } else { - mes "==== Information ===="; - mes ""; - mes "Prontera Field."; - mes "The city of Prontera is located to the north."; - close; + mes("==== Information ===="); + mes(""); + mes("Prontera Field."); + mes("The city of Prontera is located to the north."); + close(); } } else { - mes "==== Information ===="; - mes ""; - mes "Prontera Field."; - mes "The city of Prontera is located to the north."; - close; + mes("==== Information ===="); + mes(""); + mes("Prontera Field."); + mes("The city of Prontera is located to the north."); + close(); } OnInit: - // AddQuestInfo 7477 0 0 - // SetQuestQuest 7477 7474 1 + // Addquestinfo 7477 0 0 + // setquestQuest 7477 7474 1 end; OnTouch: if (questprogress(7474) == 1 && !questprogress(7477)) - emotion e_gasp; + emotion(e_gasp); end; } @@ -1898,202 +2077,202 @@ izlude_d,45,94,3 duplicate(Bulletin Board#iz) Bulletin Board#iz_d 4_BULLETIN_BOA // - Gives the player a basic quest and teaches them First Aid. iz_ac01,59,43,3 script Therapist#ac 4_M_6THPRIN1,{ if (!checkweight(Orcish_Axe, 3)) { - mes "Quest cannot be continued due to the overfilled inventory."; - mes "Please try it again after organizing the items."; - close; - } - mes "[Therapist]"; - if(questprogress(4269) == 2) { - mes "Are you a student?"; - mes "Do you have any problem in your body?"; - next; + mes("Quest cannot be continued due to the overfilled inventory."); + mes("Please try it again after organizing the items."); + close(); + } + mes("[Therapist]"); + if (questprogress(4269) == 2) { + mes("Are you a student?"); + mes("Do you have any problem in your body?"); + next(); .@menu$ = "Help me!:Teach me the First Aid Skill:^ff0000Red Herb Quest^000000:Save Location"; } else { - mes "This is the dispensary of the Royal Criatura Academy."; - mes "How can I help you?"; - next; + mes("This is the dispensary of the Royal Criatura Academy."); + mes("How can I help you?"); + next(); .@menu$ = "Help me!:First Aid Skill::I want to rest."; } switch(select(.@menu$)) { case 1: if (BaseLevel <= 20) { - mes "[Therapist]"; - mes "Are you injured?"; - mes "Even the emergency treatment didn't work for you?"; - next; + mes("[Therapist]"); + mes("Are you injured?"); + mes("Even the emergency treatment didn't work for you?"); + next(); npcskill "AL_HEAL", 3, 50, 60; - percentheal 0, 50; - mes "[Therapist]"; - mes "Is that good enough?"; - mes "Have you recovered?"; - mes "If you are sane, go to bed and rest before you go."; - close; + percentheal(0, 50); + mes("[Therapist]"); + mes("Is that good enough?"); + mes("Have you recovered?"); + mes("If you are sane, go to bed and rest before you go."); + close(); } else { - mes "[Therapist]"; - mes "I feel sorry for you but..."; - mes "I can only give my free healing service to those under base level 20."; - mes "You don't look like you're going to die anyways."; - next; - mes "[Therapist]"; - mes "Just take a rest here until you've recovered."; - mes "There are lots of vacant beds!"; - close; + mes("[Therapist]"); + mes("I feel sorry for you but..."); + mes("I can only give my free healing service to those under base level 20."); + mes("You don't look like you're going to die anyways."); + next(); + mes("[Therapist]"); + mes("Just take a rest here until you've recovered."); + mes("There are lots of vacant beds!"); + close(); } break; case 2: if (getskilllv("NV_FIRSTAID")) { - mes "[Therapist]"; - mes "You already know about First Aid."; - mes "We both are busy. Don't bother me."; - close; + mes("[Therapist]"); + mes("You already know about First Aid."); + mes("We both are busy. Don't bother me."); + close(); } else { - mes "[Therapist]"; - mes "You are commendable!"; - mes "First Aid is a skill that transfers SP to HP during emergency situations."; - next; - mes "[Therapist]"; - mes "Recovery ratio is very minimal..."; - mes "It can help you avoid dying but won't give you much HP."; - specialeffect2 EF_BEGINSPELL6; - specialeffect2 EF_SPELLBREAKER; - next; - mes "[Therapist]"; - mes "Press ^4d4dffALT + S^000000 to open your Skill window to see your skills."; + mes("[Therapist]"); + mes("You are commendable!"); + mes("First Aid is a skill that transfers SP to HP during emergency situations."); + next(); + mes("[Therapist]"); + mes("Recovery ratio is very minimal..."); + mes("It can help you avoid dying but won't give you much HP."); + specialeffect(EF_BEGINSPELL6, AREA, playerattached()); + specialeffect(EF_SPELLBREAKER, AREA, playerattached()); + next(); + mes("[Therapist]"); + mes("Press ^4d4dffALT + S^000000 to open your Skill window to see your skills."); skill "NV_FIRSTAID", 1, 0; skill_nov = 3; - getexp 1000, 40; - next; - mes "[Therapist]"; - mes "If you press ^4d4dffF12^000000..."; - mes "The shortcut window will open up with nine small compartments to register your skills to."; - next; - mes "[Therapist]"; - mes "Dragging the right hand corner at the shortcut window, you can open up more skill shortcut pages."; - next; - mes "[Therapist]"; - mes "It is a simple use.. ^4d4dff Each slot responds to individual keys from F1 to F9^000000."; - mes "Needed skills or items can be immediately used after registering on the corresponding slots."; - next; - cutin "tutorial05.bmp", 4; - mes "!- Information -!"; - mes "You can register needed items or skills at ^4d4dff shortcut slots by dragging the icons."; - next; - mes "!- Information -!"; - mes "^4d4dff The registered items and equipment at^4d4dff the slots can be immediately used or armed by pressing the reponding F1 - F9 keys."; - next; - mes "!- Information -!"; - mes "By setting the ^4d4dffshortcut keys as you want, you can use the responding shortcut key."; - next; - mes "!- Information -!"; - mes "^4d4dffyou may register the frequently using items and skills, and use them at your convenience."; - cutin "", 255; - next; - mes "[Therapist]"; - mes "Now open the skill window and register [First Aid] as shortcut key, then use it."; - mes "You will find it is more covenient to use this way."; - close; + getexp(1000, 40); + next(); + mes("[Therapist]"); + mes("If you press ^4d4dffF12^000000..."); + mes("The shortcut window will open up with nine small compartments to register your skills to."); + next(); + mes("[Therapist]"); + mes("Dragging the right hand corner at the shortcut window, you can open up more skill shortcut pages."); + next(); + mes("[Therapist]"); + mes("It is a simple use.. ^4d4dff Each slot responds to individual keys from F1 to F9^000000."); + mes("Needed skills or items can be immediately used after registering on the corresponding slots."); + next(); + cutin("tutorial05", 4); + mes("!- Information -!"); + mes("You can register needed items or skills at ^4d4dff shortcut slots by dragging the icons."); + next(); + mes("!- Information -!"); + mes("^4d4dff The registered items and equipment at^4d4dff the slots can be immediately used or armed by pressing the reponding F1 - F9 keys."); + next(); + mes("!- Information -!"); + mes("By setting the ^4d4dffshortcut keys as you want, you can use the responding shortcut key."); + next(); + mes("!- Information -!"); + mes("^4d4dffyou may register the frequently using items and skills, and use them at your convenience."); + cutin("", 255); + next(); + mes("[Therapist]"); + mes("Now open the skill window and register [First Aid] as shortcut key, then use it."); + mes("You will find it is more covenient to use this way."); + close(); } case 3: if (!questprogress(7478)) { - mes "[Therapist]"; - mes "Have you investigated the growing plants in the field?"; - mes "^4d4dff Red Plant, Blue Plant, Green Plant, White Plant^000000etc.."; - next; - mes "[Therapist]"; - mes "You can get different colored herbs from the various plants."; - mes "Processing herbs turns to be a various useful potions."; - next; - mes "[Therapist]"; - mes "Now, shall we collect the Red Herb with your hands?"; - next; - mes "[Therapist]"; - mes "A ^4d4dffRed Plant is growing near the academy building.^000000."; - mes "I secretly planted it for today."; - mes "Go and get ^4d4dff1 Red Herb^000000."; - setquest 7478; - close; + mes("[Therapist]"); + mes("Have you investigated the growing plants in the field?"); + mes("^4d4dff Red Plant, Blue Plant, Green Plant, White Plant^000000etc.."); + next(); + mes("[Therapist]"); + mes("You can get different colored herbs from the various plants."); + mes("Processing herbs turns to be a various useful potions."); + next(); + mes("[Therapist]"); + mes("Now, shall we collect the Red Herb with your hands?"); + next(); + mes("[Therapist]"); + mes("A ^4d4dffRed Plant is growing near the academy building.^000000."); + mes("I secretly planted it for today."); + mes("Go and get ^4d4dff1 Red Herb^000000."); + setquest(7478); + close(); } else if (questprogress(7478) == 1) { if (countitem(Red_Herb) > 0) { - mes "[Therapist]"; - mes "You got it."; - mes "^4d4dffYou could eat this herb and get the benefit of it immediately but it will be more efficient if you make it into a potion.^000000."; - next; - mes "[Therapist]"; - mes "Herbs vary their virtues according to their color."; - mes "^4d4dffGreen Herbs^000000 detox you."; - mes "^4d4dffBlue Herbs^000000 recover your SP."; - next; - mes "[Therapist]"; - mes "Any other?"; - mes "Well, HP is recovering like this red herb."; - mes "This like this... Make a nectar and put it into a bottle...."; - next; - mes "[Therapist]"; - mes "This becomes the recovering potion possible to take anywhere, anytime."; - mes "I will give it to you as souvenir."; - mes "And also give you the recipe to make potions easily."; - next; - mes "[Therapist]"; - mes "This is the book for the simple combination of potion use."; - mes "You can make it easily by ^4d4dffusing the combination kit or cooking tool^000000."; - completequest 7478; - getexp 2000, 50; - getitem Novice_Potion, 30; // Novice_Potion - getitem Novice_Combi_Book, 1; // Novice_Combi_Book - getitem Combination_Kit, 10; // Combination_Kit - getitem Red_Herb, 1; // Red_Herb - getitem Apple, 1; // Apple - next; - mes "[Therapist]"; - mes "Not only potions but also other easily attainable things can be turned to various tools. Please make use of them."; - next; - mes "[Therapist]"; - mes "For your trial to make it, I gave you a Red Herb and one Apple,"; - mes "How about making it with the combination kit?"; - next; - mes "[Therapist]"; - mes "Read the combination kit by ^4d4dffright-clicking^000000, and ^4d4dffclick the book shaped icon^000000 which will open up the explanation window."; - close; + mes("[Therapist]"); + mes("You got it."); + mes("^4d4dffYou could eat this herb and get the benefit of it immediately but it will be more efficient if you make it into a potion.^000000."); + next(); + mes("[Therapist]"); + mes("Herbs vary their virtues according to their color."); + mes("^4d4dffGreen Herbs^000000 detox you."); + mes("^4d4dffBlue Herbs^000000 recover your SP."); + next(); + mes("[Therapist]"); + mes("Any other?"); + mes("Well, HP is recovering like this red herb."); + mes("This like this... Make a nectar and put it into a bottle...."); + next(); + mes("[Therapist]"); + mes("This becomes(the recovering potion possible to take anywhere, anytime."); + mes("I will give it to you as souvenir."); + mes("And also give you the recipe to make potions easily."); + next(); + mes("[Therapist]"); + mes("This is the book for the simple combination of potion use."); + mes("You can make it easily by ^4d4dffusing the combination kit or cooking tool^000000."); + completequest(7478); + getexp(2000, 50); + getitem(Novice_Potion, 30); // Novice_Potion + getitem(Novice_Combi_Book, 1); // Novice_Combi_Book + getitem(Combination_Kit, 10); // Combination_Kit + getitem(Red_Herb, 1); // Red_Herb + getitem(Apple, 1); // Apple + next(); + mes("[Therapist]"); + mes("Not only potions but also other easily attainable things can be turned to various tools. Please make use of them."); + next(); + mes("[Therapist]"); + mes("For your trial to make it, I gave you a Red Herb and one Apple,"); + mes("How about making it with the combination kit?"); + next(); + mes("[Therapist]"); + mes("Read the combination kit by ^4d4dffright-clicking^000000, and ^4d4dffclick the book shaped icon^000000 which will open up the explanation window."); + close(); } else { - mes "[Therapist]"; - mes "Why don't you learn about the virtues of herbs?"; - mes "Bring one Red Herb by beating the growing Red Herb near the academy building."; - next; - mes "[Therapist]"; - mes "You can find it near the entrance of the academy."; - close; + mes("[Therapist]"); + mes("Why don't you learn about the virtues of herbs?"); + mes("Bring one Red Herb by beating the growing Red Herb near the academy building."); + next(); + mes("[Therapist]"); + mes("You can find it near the entrance of the academy."); + close(); } } else { - mes "[Therapist]"; - mes "I already let you know about the basic medical botany."; - mes "By the way, there is something called a ^4d4dffShining Plant^000000 here on Rune Midgard."; - next; - mes "[Therapist]"; - mes "Nobody knows which herb comes out from this plant."; - mes "Once I got the fruit of Yggdrasil."; - next; - mes "[Therapist]"; - mes "And, in the Alberta merchant guild, there is an old man making potions."; - mes "You can ask him for help."; - next; - mes "[Therapist]"; - mes "^4d4dffAlchemist^000000 or ^4d4dffBiochemist^000000 or the higher class job ^4d4dff Geneticist^000000 are all good at creating potions."; - next; - mes "[Therapist]"; - mes "If you want to have a well-made potion, it may be a good idea to ask for a specialist."; - close; + mes("[Therapist]"); + mes("I already let you know about the basic medical botany."); + mes("By the way, there is something called a ^4d4dffShining Plant^000000 here on Rune Midgard."); + next(); + mes("[Therapist]"); + mes("Nobody knows which herb comes(out from this plant."); + mes("Once I got the fruit of Yggdrasil."); + next(); + mes("[Therapist]"); + mes("And, in the Alberta merchant guild, there is an old man making potions."); + mes("You can ask him for help."); + next(); + mes("[Therapist]"); + mes("^4d4dffAlchemist^000000 or ^4d4dffBiochemist^000000 or the higher class job ^4d4dff Geneticist^000000 are all good at creating potions."); + next(); + mes("[Therapist]"); + mes("If you want to have a well-made potion, it may be a good idea to ask for a specialist."); + close(); } case 4: - mes "[Therapist]"; - mes "I see..."; - mes "For emergency situations, in case you've fainted and want to be brought back here, I will save your current location."; - savepoint "iz_ac01", 45, 46; - close; + mes("[Therapist]"); + mes("I see..."); + mes("For emergency situations, in case you've fainted and want to be brought back here, I will save your current location."); + savepoint("iz_ac01", 45, 46); + close(); } OnInit: - // AddQuestInfo 7478 0 0 - // SetQuestQuest 7478 4269 2 + // Addquestinfo 7478 0 0 + // setquestQuest 7478 4269 2 end; } @@ -2108,20 +2287,20 @@ izlude,141,251,0 script Cultivated Red Plant#0 RED_PLANT,3,3,{ OnTouch: if (questprogress(7478) == 1 && !questprogress(7479)) - donpcevent "Cultivated Red Plant#"+strnpcinfo(2)+"::OnDisable"; + donpcevent("Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable"); end; OnDisable: - specialeffect EF_STEAL; - disablenpc "Cultivated Red Plant#"+strnpcinfo(2); - emotion e_gasp, 1; - emotion e_heh, 0, "Academy Student#"+strnpcinfo(2); - initnpctimer; + specialeffect(EF_STEAL); + disablenpc("Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN)); + emotion(e_gasp, 1); + emotion(e_heh, 0, "Academy Student#"+strnpcinfo(NPC_NAME_HIDDEN)); + initnpctimer(); end; OnTimer30000: - enablenpc "Cultivated Red Plant#"+strnpcinfo(2); - stopnpctimer; + enablenpc("Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN)); + stopnpctimer();; end; } @@ -2133,108 +2312,108 @@ izlude_d,141,251,0 duplicate(Cultivated Red Plant#0) Cultivated Red Plant#d RED_ //- Academy Student (Red Herb Quest) - izlude,140,249,7 script Academy Student#0 4_M_NOV_RUMIN,{ if (!checkweight(Orcish_Axe, 3)) { - mes "Your inventory is too full so you can't continue this quest."; - mes "Please try it again after organizing the items."; - close; + mes("Your inventory is too full so you can't continue this quest."); + mes("Please try it again after organizing the items."); + close(); } if (questprogress(7478) == 1 && !questprogress(7479)) { - specialeffect EF_STEAL, AREA, "Cultivated Red Plant#"+strnpcinfo(2); - donpcevent "Cultivated Red Plant#"+strnpcinfo(2)+"::OnDisable"; - emotion e_gasp, 1; - emotion e_heh; - mes "[Lumin]"; - mes "Hey there Turtle"; - mes "You are really slow."; - mes "This Red Plant is no longer useful for you."; - cutin "nov_lumin01.bmp", 2; - next; - if(select("What are you talking about?", "Who're you?") == 1) { - mes "[Lumin]"; - mes "You heard me."; - mes "Aren't you here to collect the Red Plant for the Academy Therapist."; - next; - mes "[Lumin]"; - mes "But, But something weird just happened."; - mes "It happened right before my eyes."; - next; + specialeffect(EF_STEAL, AREA, getnpcid(0, "Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN))); + donpcevent("Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable"); + emotion(e_gasp, 1); + emotion(e_heh); + mes("[Lumin]"); + mes("Hey there Turtle"); + mes("You are really slow."); + mes("This Red Plant is no longer useful for you."); + cutin("nov_lumin01", 2); + next(); + if (select("What are you talking about?", "Who're you?") == 1) { + mes("[Lumin]"); + mes("You heard me."); + mes("Aren't you here to collect the Red Plant for the Academy Therapist."); + next(); + mes("[Lumin]"); + mes("But, But something weird just happened."); + mes("It happened right before my eyes."); + next(); } else { if (questprogress(7472) > 0 || questprogress(7474) > 1) { - mes "[Lumin]"; - mes "Did you lose your memory?"; - mes "If the captain hears about it, he'll cry."; - mes "It is still ok as long as I remember you."; - cutin "nov_lumin02.bmp", 2; - next; + mes("[Lumin]"); + mes("Did you lose your memory?"); + mes("If the captain hears about it, he'll cry."); + mes("It is still ok as long as I remember you."); + cutin("nov_lumin02", 2); + next(); } else { - mes "[Lumin]"; - mes "Lumin."; - mes "......."; - mes "How about being happy?"; - cutin "nov_lumin04.bmp", 2; - next; + mes("[Lumin]"); + mes("Lumin."); + mes("......."); + mes("How about being happy?"); + cutin("nov_lumin04", 2); + next(); } } - mes "[Lumin]"; - mes "Anyway, let me explain it to you, I have just cut all the leaves of this Red Plant."; - mes "You can't collect the Red Plant anymore."; - cutin "nov_lumin02.bmp", 2; - next; + mes("[Lumin]"); + mes("Anyway, let me explain it to you, I have just cut all the leaves of this Red Plant."); + mes("You can't collect the Red Plant anymore."); + cutin("nov_lumin02", 2); + next(); select("Ok so give me a ^ff0000Red Herb^000000"); - mes "[Lumin]"; - mes "OK... then..."; - mes "I don't even need it anyways. I already know all about basic medical botany."; - cutin "nov_lumin03.bmp", 2; - next; + mes("[Lumin]"); + mes("OK... then..."); + mes("I don't even need it anyways. I already know all about basic medical botany."); + cutin("nov_lumin03", 2); + next(); select("Then, why did you do it?"); - mes "[Lumin]"; - mes "I didn't do it!"; - mes "I was just standing here."; - cutin "nov_lumin05.bmp", 2; - next; - mes "[Lumin]"; - mes "Here take this Red Herb."; - cutin "nov_lumin01.bmp", 2; - setquest 7479; - completequest 7479; - getitem Red_Herb, 1; // Red_Herb - next; - mes "[Lumin]"; - mes "Ah... see it's growing back."; - enablenpc "Cultivated Red Plant#"+strnpcinfo(2); - close2; + mes("[Lumin]"); + mes("I didn't do it!"); + mes("I was just standing here."); + cutin("nov_lumin05", 2); + next(); + mes("[Lumin]"); + mes("Here take this Red Herb."); + cutin("nov_lumin01", 2); + setquest(7479); + completequest(7479); + getitem(Red_Herb, 1); // Red_Herb + next(); + mes("[Lumin]"); + mes("Ah... see it's growing back."); + enablenpc("Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN)); + close2(); } else { if (Class == Job_Novice) { if (questprogress(7478) == 1) { - mes "[Lumin]"; - mes "I guess you should go back to the Therapist."; - mes "He's probably waiting for you.."; - cutin "nov_lumin01.bmp", 2; - close2; + mes("[Lumin]"); + mes("I guess you should go back to the Therapist."); + mes("He's probably waiting for you.."); + cutin("nov_lumin01", 2); + close2(); } else { - mes "He seems to think of something deeply."; - mes "Disregard it."; - close; + mes("He seems to think of something deeply."); + mes("Disregard it."); + close(); } } else { if (questprogress(7479) == 2) { - mes "[Criatura Student]"; - mes "......."; - next; - mes "This student looks familiar..."; - close; + mes("[Criatura Student]"); + mes("......."); + next(); + mes("This student looks familiar..."); + close(); } else { - mes "[Criatura Student]"; - mes "......."; - close; + mes("[Criatura Student]"); + mes("......."); + close(); } } } - cutin "", 255; + cutin("", 255); end; OnInit: - //AddQuestInfo 7479 1 0 - //SetQuestQuest 7479 7478 1 + //Addquestinfo 7479 1 0 + //setquestQuest 7479 7478 1 end; } @@ -2246,163 +2425,163 @@ izlude_d,140,249,7 duplicate(Academy Student#0) Academy Student#d 4_M_NOV_RUMIN //- Instructor Argos (Trick Dead Quest) - izlude,140,260,3 script Instructor Argos#iz 4_M_LIEMAN,{ if (Class != Job_Novice && getskilllv("NV_TRICKDEAD") != 0) { - mes "[Instructor Argos]"; - mes "snoring... snoring..."; - close; + mes("[Instructor Argos]"); + mes("snoring... snoring..."); + close(); } if (questprogress(15001) == 2) { - mes "[Instructor Argos]"; - mes "snoring... snoring..."; - close; + mes("[Instructor Argos]"); + mes("snoring... snoring..."); + close(); } if (!questprogress(15001, PLAYTIME)) { - mes "- ......"; - next; - mes "- A man is lying here"; - mes "- he's barely breathing."; - next; - mes "- Is this maybe...?!"; - next; - mes "- an accident..."; - mes "- yes, this is a murder!"; - mes "- There's a murderer here!"; - next; - mes "- I swear on some old person's grave"; - mes "- I will solve this case!"; - next; - mes "[Instructor Argos]"; - mes "Yawn. Who are you making so much noise next to me..."; - next; + mes("- ......"); + next(); + mes("- A man is lying here"); + mes("- he's barely breathing."); + next(); + mes("- Is this maybe...?!"); + next(); + mes("- an accident..."); + mes("- yes, this is a murder!"); + mes("- There's a murderer here!"); + next(); + mes("- I swear on some old person's grave"); + mes("- I will solve this case!"); + next(); + mes("[Instructor Argos]"); + mes("Yawn. Who are you making so much noise next to me..."); + next(); select("You aren't dead?"); - emotion e_omg, 1; - mes "[Instructor Argos]"; - mes "Dead?! Who....?"; - mes "me? Pu ha ha ha!!"; - next; - emotion e_heh; - mes "[Instructor Argos]"; - mes "Sorry for laughing. Ha ha ha!"; - mes "I was just taking a nap because the weather is good."; - next; + emotion(e_omg, 1); + mes("[Instructor Argos]"); + mes("Dead?! Who....?"); + mes("me? Pu ha ha ha!!"); + next(); + emotion(e_heh); + mes("[Instructor Argos]"); + mes("Sorry for laughing. Ha ha ha!"); + mes("I was just taking a nap because the weather is good."); + next(); select("But you weren't breathing..."); - mes "[Instructor Argos]"; - mes "Ahh...... that?"; - mes "Right it makes sense that you misunderstood."; - next; - mes "[Instructor Argos]"; - mes "I used the skill<^ff0000Play Dead^000000> because I didn't want to be disturbed by monsters or someone else."; - next; - mes "[Instructor Argos]"; - mes "I never thought someone would think of me as an actual dead body."; - next; - mes "[Instructor Argos]"; - mes "Oh, I see... you are a new novice who just has arrived here?"; - next; - mes "[Instructor Argos]"; - mes "I guess it is unexpected and surprising but do you want to learn <^ff0000Play Dead^000000>?"; - next; - mes "[Instructor Argos]"; - mes "I am sure that it will help you. How do you think about it?"; - next; - if(select("I am sorry but I am busy.", "I want to learn it!") == 1) { - mes "[Instructor Argos]"; - mes "Really ? If you are busy then fine by me."; - mes "I should keep sleeping."; - mes "yawning..."; - close; - } - mes "[Instructor Argos]"; - mes "You made a right decision!"; - mes "I want to teach you for good."; - emotion e_no1; - next; - mes "[Instructor Argos]"; - mes "A novice does not know the potential power of himself nor how strong the enemy is."; - next; - mes "[Instructor Argos]"; - mes "There is a studious type of novice who studies well..but i guess we are not."; - next; - mes "[Instructor Argos]"; - mes "Just take prompt action."; - mes "And sometimes you'll be defeated by stong enemies..."; - next; - mes "[Instructor Argos]"; - mes "Huh? You're right this is my story."; - mes "I was getting sick of being defeated."; - next; - mes "[Instructor Argos]"; - mes "One day, a good idea came to my mind. If I pretend to be dead when I find a strong enemy..."; - next; - mes "[Instructor Argos]"; - mes "I was faced with the risk of death, because I was not good at pretending to be dead."; - mes "Even when I look back at that time. it is still thrilling..."; - emotion e_wah; - next; - mes "[Instructor Argos]"; - mes "let's continue to talk"; - mes "So ever since then, Playing Dead started working out for me!"; - next; - mes "[Instructor Argos]"; - mes "And then..."; - mes "I could not hold a breath for a long time."; - mes "That was a problem!"; - mes "Clever monsters were checking out my breath!"; - next; - mes "[Instructor Argos]"; - mes "So I had to train myself to hold my breath for a long time."; - next; - mes "[Instructor Argos]"; - mes "Sounds complicated.. but it is quite simple."; - next; - mes "[Instructor Argos]"; - mes "If you feel like you can not beat the enemy, when a strong one appears, just fall down on the ground and pretend to be dead."; - next; - mes "[Instructor Argos]"; - mes "I will put you on a brief test whether you hold you breathe or not."; - next; - mes "[Instructor Argos]"; - mes "Hold a breath for 20 seconds, then talk to me later. I won't admit you if you talk to me before that time is over!"; - next; - mes "[Instructor Argos]"; - mes "Start!"; - close2; - setquest 15001; + mes("[Instructor Argos]"); + mes("Ahh...... that?"); + mes("Right it makes sense that you misunderstood."); + next(); + mes("[Instructor Argos]"); + mes("I used the skill<^ff0000Play Dead^000000> because I didn't want to be disturbed by monsters or someone else."); + next(); + mes("[Instructor Argos]"); + mes("I never thought someone would think of me as an actual dead body."); + next(); + mes("[Instructor Argos]"); + mes("Oh, I see... you are a new novice who just has arrived here?"); + next(); + mes("[Instructor Argos]"); + mes("I guess it is unexpected and surprising but do you want to learn <^ff0000Play Dead^000000>?"); + next(); + mes("[Instructor Argos]"); + mes("I am sure that it will help you. How do you think about it?"); + next(); + if (select("I am sorry but I am busy.", "I want to learn it!") == 1) { + mes("[Instructor Argos]"); + mes("Really ? If you are busy then fine by me."); + mes("I should keep sleeping."); + mes("yawning..."); + close(); + } + mes("[Instructor Argos]"); + mes("You made a right decision!"); + mes("I want to teach you for good."); + emotion(e_no1); + next(); + mes("[Instructor Argos]"); + mes("A novice does not know the potential power of himself nor how strong the enemy is."); + next(); + mes("[Instructor Argos]"); + mes("There is a studious type of novice who studies well..but i guess we are not."); + next(); + mes("[Instructor Argos]"); + mes("Just take prompt action."); + mes("And sometimes(you'll be defeated by stong enemies..."); + next(); + mes("[Instructor Argos]"); + mes("Huh? You're right this is my story."); + mes("I was getting sick of being defeated."); + next(); + mes("[Instructor Argos]"); + mes("One day, a good idea came to my mind. If I pretend to be dead when I find a strong enemy..."); + next(); + mes("[Instructor Argos]"); + mes("I was faced with the risk of death, because I was not good at pretending to be dead."); + mes("Even when I look back at that time. it is still thrilling..."); + emotion(e_wah); + next(); + mes("[Instructor Argos]"); + mes("let's continue to talk"); + mes("So ever since then, Playing Dead started working out for me!"); + next(); + mes("[Instructor Argos]"); + mes("And then..."); + mes("I could not hold a breath for a long time."); + mes("That was a problem!"); + mes("Clever monsters were checking out my breath!"); + next(); + mes("[Instructor Argos]"); + mes("So I had to train myself to hold my breath for a long time."); + next(); + mes("[Instructor Argos]"); + mes("Sounds complicated.. but it is quite simple."); + next(); + mes("[Instructor Argos]"); + mes("If you feel like you can not beat the enemy, when a strong one appears, just fall down on the ground and pretend to be dead."); + next(); + mes("[Instructor Argos]"); + mes("I will put you on a brief test whether you hold you breathe or not."); + next(); + mes("[Instructor Argos]"); + mes("Hold a breath for 20 seconds, then talk to me later. I won't admit you if you talk to me before that time is over!"); + next(); + mes("[Instructor Argos]"); + mes("Start!"); + close2(); + setquest(15001); end; } else if (questprogress(15001, PLAYTIME) == 1) { - mes "[Instructor Argos]"; - mes "What? You aren't able to hold your breath for even 20 seconds?"; - mes "You can't learn this skill until you are able to hold it!"; - next; - mes "[Instructor Argos]"; - mes "Hold breath for 20 seconds again!"; - mes "Then talk to me."; - close2; - erasequest 15001; - setquest 15001; + mes("[Instructor Argos]"); + mes("What? You aren't able to hold your breath for even 20 seconds?"); + mes("You can't learn this skill until you are able to hold it!"); + next(); + mes("[Instructor Argos]"); + mes("Hold breath for 20 seconds again!"); + mes("Then talk to me."); + close2(); + erasequest(15001); + setquest(15001); end; } else { - mes "- Learned the <^ff0000Play Dead^000000>skill."; - completequest 15001; + mes("- Learned the <^ff0000Play Dead^000000>skill."); + completequest(15001); skill "NV_TRICKDEAD", 1, 0; skill_nov = 6; - next; - mes "[Instructor Argos]"; - mes "Okay, good job."; - mes "If you have strong patience like that, it will save you. There will be no monsters that can hurt you."; - next; - mes "[Instructor Argos]"; - mes "The <^ff0000Play Dead^000000> skill is in your skill list which you can open by pressing <Alt + S>, Please do not forget to use it, it will save you when you are in a danger."; - next; - mes "[Instructor Argos]"; - mes "If you grow up and get another job, then you do not need this skill so do not spare it! Wse it when you need to and don't hesitate."; - next; - mes "[Instructor Argos]"; - mes "I need to get some sleep, do not wake me up. Yawn."; - close; + next(); + mes("[Instructor Argos]"); + mes("Okay, good job."); + mes("If you have strong patience like that, it will save you. There will be no monsters that can hurt you."); + next(); + mes("[Instructor Argos]"); + mes("The <^ff0000Play Dead^000000> skill is in your skill list which you can open by pressing <Alt + S>, Please do not forget to use it, it will save you when you are in a danger."); + next(); + mes("[Instructor Argos]"); + mes("If you grow up and get another job, then you do not need this skill so do not spare it! Wse it when you need to and don't hesitate."); + next(); + mes("[Instructor Argos]"); + mes("I need to get some sleep, do not wake me up. Yawn."); + close(); } OnInit: - questinfo 15001, QTYPE_QUEST, 0, Job_Novice; + questinfo(15001, QTYPE_QUEST, 0, Job_Novice); end; } @@ -2414,32 +2593,32 @@ izlude_d,140,260,3 duplicate(Instructor Argos#iz) Instructor Argos#iz_d 4_M_LIEM //== Academy Receptionist ================================== // - Gives player some basic equipment and starts Academy quests. iz_ac01,100,39,5 script Academy Receptionist#1 4_F_01,{ - if (questprogress(7117) == 1) { erasequest 7117; } - if (questprogress(7118) == 1) { erasequest 7118; } - if (questprogress(7119) == 1) { erasequest 7119; } - if (questprogress(7120) == 1) { erasequest 7120; } - if (questprogress(7121) == 1) { erasequest 7121; } - if (questprogress(7122) == 1) { erasequest 7122; } - if (questprogress(7123) == 1) { erasequest 7123; } - if (questprogress(7124) == 1) { erasequest 7124; } - if (questprogress(7126) == 1) { erasequest 7126; } - if (questprogress(7127) == 1) { erasequest 7127; } + if (questprogress(7117) == 1) { erasequest(7117); } + if (questprogress(7118) == 1) { erasequest(7118); } + if (questprogress(7119) == 1) { erasequest(7119); } + if (questprogress(7120) == 1) { erasequest(7120); } + if (questprogress(7121) == 1) { erasequest(7121); } + if (questprogress(7122) == 1) { erasequest(7122); } + if (questprogress(7123) == 1) { erasequest(7123); } + if (questprogress(7124) == 1) { erasequest(7124); } + if (questprogress(7126) == 1) { erasequest(7126); } + if (questprogress(7127) == 1) { erasequest(7127); } if (questprogress(4269) == 2) { - mes "[Receptionist]"; - mes "Hello, " + strcharinfo(0) +"."; - mes "How are you today?"; - mes "I am in charge guiding you here in the Academy."; + mes("[Receptionist]"); + mesf("Hello, %s.", strcharinfo(PC_NAME)); + mes("How are you today?"); + mes("I am in charge guiding you here in the Academy."); } else { - mes "[Receptionist]"; - mes "Welcome to our Academy. I am in charge with the guide and registration for Novice education courses."; - } - next; - while(1) { - mes "[Receptionist]"; - mes "What can I do for you?"; - next; - if(questprogress(4269) == 2) + mes("[Receptionist]"); + mes("Welcome to our Academy. I am in charge with the guide and registration for Novice education courses."); + } + next(); + while(true) { + mes("[Receptionist]"); + mes("What can I do for you?"); + next(); + if (questprogress(4269) == 2) .@menu$ = ":What's inside and outside the Academy.:Trainer location guide.:End Coversation."; else .@menu$ = "Register for the Academy:Explanation about the Academy:Location for trainers:Coversation finished"; @@ -2447,173 +2626,173 @@ iz_ac01,100,39,5 script Academy Receptionist#1 4_F_01,{ case 1: if (Class == Job_Novice) { if (!checkweight(Axe, 10)) { - mes "- As you are overloaded with too many items, quest can't be continued.-"; - close; + mes("- As you are overloaded with too many items, quest can't be continued.-"); + close(); } - mes "[Receptionist]"; - mes "Let me see... Your name is... " + strcharinfo(0) + "."; - mes "I will make a new registration for you."; - mes "You can choose the course freely and each course has individual features."; - next; - mes "[Receptionist]"; - mes "And this is the the basic equipment for the educational course."; - mes "Please make a good use of it."; - mes "Be careful with it as it won't be provided again."; - setquest 4269; - completequest 4269; - getitem Novice_Plate, 1; // Novice_Plate - getitem Novice_Hood, 1; // Novice_Hood - getitem Novice_Boots, 1; // Novice_Boots - getitem Novice_Egg_Cap, 1; // Novice_Egg_Cap - getitem Novice_Knife, 1; // Novice_Knife - getitem Novice_Guard, 1; // Novice_Guard - getitem Criatura_Academy_Hat, 1; // Criatura_Academy_Hat - getitem Criatura_Hair_Coupon, 1; // Criatura_Hair_Coupon - getitem Novice_Potion, 300; // Novice_Potion - next; - mes "[Receptionist]"; - mes "It is your first step to be an adventurer that you have made a visit to us."; - getexp 100,100; - next; - mes "[Receptionist]"; - mes "On our next meeting, I anticipate you will grow up a bit more."; - //ConsumeSpecialItem Inspector_Certificate_ - close; + mes("[Receptionist]"); + mesf("Let me see... Your name is... %s.", strcharinfo(PC_NAME)); + mes("I will make a new registration for you."); + mes("You can choose the course freely and each course has individual features."); + next(); + mes("[Receptionist]"); + mes("And this is the the basic equipment for the educational course."); + mes("Please make a good use of it."); + mes("Be careful with it as it won't be provided again."); + setquest(4269); + completequest(4269); + getitem(Novice_Plate, 1); // Novice_Plate + getitem(Novice_Hood, 1); // Novice_Hood + getitem(Novice_Boots, 1); // Novice_Boots + getitem(Novice_Egg_Cap, 1); // Novice_Egg_Cap + getitem(Novice_Knife, 1); // Novice_Knife + getitem(Novice_Guard, 1); // Novice_Guard + getitem(Cryptura_Academy_Hat, 1); + getitem(Cryptura_Hair_Coupon, 1); + getitem(Novice_Potion, 300); // Novice_Potion + next(); + mes("[Receptionist]"); + mes("It is your first step to be an adventurer that you have made a visit to us."); + getexp(100,100); + next(); + mes("[Receptionist]"); + mes("On our next meeting, I anticipate you will grow up a bit more."); + //ConsumespecialItem Inspector_Certificate_ + close(); } else { - mes "[Receptionist]"; - mes "One who is not a Novice can't attend the educational course."; - next; - mes "[Receptionist]"; - mes "However, a part of the educational course except the character cultivation can be freely attended. So, you may look around the Academy and neighboring places."; - close; + mes("[Receptionist]"); + mes("One who is not a Novice can't attend the educational course."); + next(); + mes("[Receptionist]"); + mes("However, a part of the educational course except the character cultivation can be freely attended. So, you may look around the Academy and neighboring places."); + close(); } case 2: switch(select("What's on the 1st floor", "What's on the 2nd floor", "Explanation about towns", "End Conversation")) { case 1: - mes "[Receptionist]"; - mes "The first floor is equipped with instructors that give you lessons on how the world works here in Rune Midgard."; - next; - mes "[Receptionist]"; - mes "First of all, at the dispensary, you can learn how to recover your physical strength and learn a skill to heal your HP"; - next; - mes "[Receptionist]"; - mes "At the armory, you can get simple training about battling monsters in Rune Midgard."; - next; - mes "[Receptionist]"; - mes "At the cafeteria, you can practice cooking and and will learn its many benefits."; - next; + mes("[Receptionist]"); + mes("The first floor is equipped with instructors that give you lessons on how the world works here in Rune Midgard."); + next(); + mes("[Receptionist]"); + mes("First of all, at the dispensary, you can learn how to recover your physical strength and learn a skill to heal your HP"); + next(); + mes("[Receptionist]"); + mes("At the armory, you can get simple training about battling monsters in Rune Midgard."); + next(); + mes("[Receptionist]"); + mes("At the cafeteria, you can practice cooking and and will learn its many benefits."); + next(); break; case 2: - mes "[Receptionist]"; - mes "At the 2nd floor, there are trainers that will teach you about the different job classes in the world."; - next; - mes "[Receptionist]"; - mes "Listen to the trainers and decide for yourself which job suits your personal style."; - next; + mes("[Receptionist]"); + mes("At the 2nd floor, there are trainers that will teach you about the different job classes in the world."); + next(); + mes("[Receptionist]"); + mes("Listen to the trainers and decide for yourself which job suits your personal style."); + next(); break; case 3: - mes "[Receptionist]"; - mes "This town is called 'Izlude' the satellite and port city of the Capital City of the Rune-Midgarts Kingdom Prontera."; - next; - mes "[Receptionist]"; - mes "This town was re-organized to suit the education of Novices."; - next; + mes("[Receptionist]"); + mes("This town is called 'Izlude' the satellite and port city of the Capital City of the Rune-Midgarts Kingdom Prontera."); + next(); + mes("[Receptionist]"); + mes("This town was re-organized to suit the education of Novices."); + next(); break; case 4: - mes "[Receptionist]"; - mes "Please find me, if you need anything else."; + mes("[Receptionist]"); + mes("Please find me, if you need anything else."); //if (Class == Job_Novice) - //ConsumeSpecialItem Inspector_Certificate_ - close; + //ConsumespecialItem Inspector_Certificate_ + close(); } break; case 3: - while(1) { + while(true) { switch(select("Game Mechanic Tutorial Instructors", "1st job trainers", "Return to the previous menu", "End Conversation")) { case 1: - mes "[Receptionist]"; - mes "Left-Click your mouse on the name of the trainer you are looking for and I will give guide you to them."; - next; - mes "<NAVI>[Therapist]<INFO>iz_ac01,59,43</INFO></NAVI>, status recovery trainer"; - mes "<NAVI>[Subino]<INFO>iz_ac01,59,83</INFO></NAVI>, battle trainer"; - mes "<NAVI>[Mainz]<INFO>iz_ac01,134,47</INFO></NAVI>, abnormal stats trainer"; - mes "<NAVI>[Dakuwazu]<INFO>iz_ac01,147,47</INFO></NAVI>, Cooking Trainer."; - mes "<NAVI>[Han]<INFO>izlude,153,126</INFO></NAVI>, Refining Trainer."; - mes "<NAVI>[Mounds]<INFO>izlude,96,125</INFO></NAVI> Enchanting Trainer."; - mes "<NAVI>[Cream Puff]<INFO>iz_ac02,143,55</INFO></NAVI>, Class Aptitude Test."; - next; - mes "[Receptionist]"; - mes "Is that helpful?"; - next; - if(select("Just a moment.", "I have to leave.") == 1) { + mes("[Receptionist]"); + mes("Left-Click your mouse on the name of the trainer you are looking for and I will give guide you to them."); + next(); + mes("<NAVI>[Therapist]<INFO>iz_ac01,59,43</INFO></NAVI>, status recovery trainer"); + mes("<NAVI>[Subino]<INFO>iz_ac01,59,83</INFO></NAVI>, battle trainer"); + mes("<NAVI>[Mainz]<INFO>iz_ac01,134,47</INFO></NAVI>, abnormal stats trainer"); + mes("<NAVI>[Dakuwazu]<INFO>iz_ac01,147,47</INFO></NAVI>, Cooking Trainer."); + mes("<NAVI>[Han]<INFO>izlude,153,126</INFO></NAVI>, Refining Trainer."); + mes("<NAVI>[Mounds]<INFO>izlude,96,125</INFO></NAVI> Enchanting Trainer."); + mes("<NAVI>[Cream Puff]<INFO>iz_ac02,143,55</INFO></NAVI>, Class Aptitude Test."); + next(); + mes("[Receptionist]"); + mes("Is that helpful?"); + next(); + if (select("Just a moment.", "I have to leave.") == 1) { break; } else { if (Class == Job_Novice) { - mes "[Receptionist]"; - mes "I believe you'll become nicer on our next meeting. Try your best~~~"; - //ConsumeSpecialItem Inspector_Certificate_ - close; + mes("[Receptionist]"); + mes("I believe you'll become nicer on our next meeting. Try your best~~~"); + //ConsumespecialItem Inspector_Certificate_ + close(); } else { - mes "[Receptionist]"; - mes "Please find me, if you need anything else."; - close; + mes("[Receptionist]"); + mes("Please find me, if you need anything else."); + close(); } } break; case 2: - mes "[Receptionist]"; - mes "Left-Click your mouse on the name of the trainer you are looking for and I will give guide you to them."; - next; - mes "Swordman Instructor <NAVI>[Adric]<INFO>iz_ac02,62,51</INFO></NAVI>"; - mes "Acolyte Instructor <NAVI>[Alice]<INFO>iz_ac02,156,169</INFO></NAVI>"; - mes "Archer Instructor <NAVI>[Marlbron]<INFO>iz_ac02,65,109</INFO></NAVI>"; - mes "Mage Instructor <NAVI>[Chuck]<INFO>iz_ac02,148,110</INFO></NAVI> "; - mes "Thief Instructor <NAVI>[Mayssel]<INFO>iz_ac02,52,136</INFO></NAVI>"; - mes "Merchant Instructor <NAVI>[Salim]<INFO>iz_ac02,50,169</INFO></NAVI>"; - mes "Ninja Instructor <NAVI>[Ninja Guide]<INFO>iz_ac02,140,139</INFO></NAVI>"; - mes "Gunslinger Instructor<NAVI>[Lusa]<INFO>iz_ac02,142,85</INFO></NAVI>"; - mes "Taekwon Instructor <NAVI>[Arang]<INFO>iz_ac02,70,85</INFO></NAVI>"; - next; - mes "[Receptionist]"; - mes "Is that helpful?"; - next; - if(select("Just a moment.", "I have to leave.") == 1) { + mes("[Receptionist]"); + mes("Left-Click your mouse on the name of the trainer you are looking for and I will give guide you to them."); + next(); + mes("Swordman Instructor <NAVI>[Adric]<INFO>iz_ac02,62,51</INFO></NAVI>"); + mes("Acolyte Instructor <NAVI>[Alice]<INFO>iz_ac02,156,169</INFO></NAVI>"); + mes("Archer Instructor <NAVI>[Marlbron]<INFO>iz_ac02,65,109</INFO></NAVI>"); + mes("Mage Instructor <NAVI>[Chuck]<INFO>iz_ac02,148,110</INFO></NAVI> "); + mes("Thief Instructor <NAVI>[Mayssel]<INFO>iz_ac02,52,136</INFO></NAVI>"); + mes("Merchant Instructor <NAVI>[Salim]<INFO>iz_ac02,50,169</INFO></NAVI>"); + mes("Ninja Instructor <NAVI>[Ninja Guide]<INFO>iz_ac02,140,139</INFO></NAVI>"); + mes("Gunslinger Instructor<NAVI>[Lusa]<INFO>iz_ac02,142,85</INFO></NAVI>"); + mes("Taekwon Instructor <NAVI>[Arang]<INFO>iz_ac02,70,85</INFO></NAVI>"); + next(); + mes("[Receptionist]"); + mes("Is that helpful?"); + next(); + if (select("Just a moment.", "I have to leave.") == 1) { break; } else { if (Class == Job_Novice) { - mes "[Receptionist]"; - mes "I believe you'll become nicer on our next meeting. Try your best~~~"; - //ConsumeSpecialItem Inspector_Certificate_ - close; + mes("[Receptionist]"); + mes("I believe you'll become nicer on our next meeting. Try your best~~~"); + //ConsumespecialItem Inspector_Certificate_ + close(); } else { - mes "[Receptionist]"; - mes "Please find me, if you need anything else."; - close; + mes("[Receptionist]"); + mes("Please find me, if you need anything else."); + close(); } } break; case 3: break; case 4: - mes "[Receptionist]"; - mes "Please find me, if you need anything else."; + mes("[Receptionist]"); + mes("Please find me, if you need anything else."); if (Class == Job_Novice) - //ConsumeSpecialItem Inspector_Certificate_ - close; + //ConsumespecialItem Inspector_Certificate_ + close(); } } break; case 4: - mes "[Receptionist]"; - mes "Please find me, if you need anything else."; + mes("[Receptionist]"); + mes("Please find me, if you need anything else."); if (Class == Job_Novice) - //ConsumeSpecialItem Inspector_Certificate_ - close; + //ConsumespecialItem Inspector_Certificate_ + close(); } } OnInit: - questinfo 4269, QTYPE_QUEST, 0, Job_Novice; + questinfo(4269, QTYPE_QUEST, 0, Job_Novice); end; } @@ -2626,458 +2805,458 @@ iz_ac01_d,100,39,5 duplicate(Academy Receptionist#1) Academy Receptionist#1_d 4_ // - Teaches the player about Status Effects (poison, stun, etc). iz_ac01,134,47,5 script Trainer Mainz#ac 4_M_KY_KNT,4,4,{ if (!questprogress(4269)) { - mes "[Mainz]"; - mes "Ha ah...."; - mes "What should I do with this lunchbox?"; - close; + mes("[Mainz]"); + mes("Ha ah...."); + mes("What should I do with this lunchbox?"); + close(); } if (questprogress(15000) == 1) { if (!checkweight(Knife, 1) || (MaxWeight - Weight) < 40) { - mes "- Here, just moment!! -"; - mes "- As you are overloaded with too many items in your inventory -"; - mes "- You can't receive the items anymore -"; - mes "- Let yourself enlightened -"; - mes "- and please try again -"; - close; - } - mes "[Mainz]"; - mes "Are you ready to learn about abnormal statuses? I promise that I won't trick you anymore. I am a ''trainer'' after all right?"; - next; - mes "[Mainz]"; - mes "First of all, I'll tell you about <^FF0000Poison^000000>."; - next; - mes "[Mainz]"; - mes "As you already experienced, when you are poisoned, your body turns purple and you lose a little HP every second."; - next; - mes "[Mainz]"; - mes "You can't lose HP forever so you won't die from poison."; - next; - mes "[Mainz]"; - mes "Experiencing is believing! I will put you in a poisoned status."; - next; - mes "[Mainz]"; - mes "See what happens to you in the poisoned status."; - next; - sc_start SC_POISON, 30000, 0; - mes "You are- <^FF0000Poisoned^000000>."; - next; - mes "[Mainz]"; - mes "......"; - next; - sc_end SC_POISON; - mes "[Mainz]"; - mes "Did you see what is the poisoned status? After a certain period of time, you could be detoxicated, but if you're being attached, it is dangerous to expect being detoxicated naturally."; - next; - mes "[Mainz]"; - mes "Refer to the detoxicants such as <^0022FFGreen Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>."; - next; - mes "[Mainz]"; - mes "Next, I'll tell you about<^FF0000 Stun^000000."; - next; - mes "[Mainz]"; - mes "While in the Stun status, stars will circle around your head and you can't move basically you'll be ''defenseless''."; - next; - mes "[Mainz]"; - mes "As you are defenseless, you can't move, use skills, and use items."; - mes "So, it is impossible to recover from it by yourself."; - next; - mes "[Mainz]"; - mes "The exceptional case is you can recover from it by the skill called <^0022FFGentle Touch-Cure^000000> if you are a Sura."; - next; - mes "[Mainz]"; - mes "You can recover with skills such as the Priest's <^0022FFRecovery ^000000> or the Arch Bishop's <^0022FFLauda Ramus^000000>."; - next; - mes "[Mainz]"; - mes "Let me show you what will happen in the Stun status!"; - next; - sc_start SC_STUN, 30000, 0; - mes "<^FF0000 Stun ^000000>."; - next; - mes "[Mainz]"; - mes "......"; - next; - sc_end SC_STUN; - mes "[Mainz]"; - mes "How was it?"; - mes "Didn't you feel oppressed since you couldn't move?"; - next; - mes "[Mainz]"; - mes "Imagine that you are in that status and monsters are rushing to you..."; - mes "Believe me it'll happen."; - emotion e_wah; - next; - mes "[Mainz]"; - mes "This time, I will teach you about <^FF0000Sleep^000000>."; - next; - mes "[Mainz]"; - mes "In Sleep status, you fall asleep with a <Zzz> popped up over your head."; - next; - mes "[Mainz]"; - mes "Same as the Stun status, you are defenseless, but the difference is you can recover from the enemy's attack."; - next; - mes "[Mainz]"; - mes "But in Sleep status, the possibility to be hit by ''Critical'' attacks from enemy's attack is increased, you are in danger and exposed a severe damage."; - next; - mes "[Mainz]"; - mes "For your reference, recovery by yourself is impossible and is only possible with the <^0022FF Recovery ^000000>skill of a Priest."; - next; - mes "[Mainz]"; - mes "Let me show you what will happen in the Sleep status."; - next; - sc_start SC_SLEEP, 30000, 0; - mes "<^FF0000 Sleep ^000000>."; - next; - mes "[Mainz]"; - mes "......"; - next; - sc_end SC_SLEEP; - mes "[Mainz]"; - mes "How was it? It isn't fun to imagine being asleep in front of a dangerous enemy is it?"; - next; - mes "[Mainz]"; - mes "Sleep is good for recovery but not necessarily good while you're in the middle of a battle."; - emotion e_flash; - next; - mes "[Mainz]"; - mes "Lastly, I will teach you about <^FF0000 Silence ^000000>."; - next; - mes "[Mainz]"; - mes "In Silence status, you can't use any magic skills and a <...> will appear above your head."; - next; - mes "[Mainz]"; - mes "But all attacks are not impossible. Normal attacks can still be done while silenced."; - next; - mes "[Mainz]"; - mes "In the silence status, you can merely still physically attack or recover by using potions."; - next; - mes "[Mainz]"; - mes "It's possible to recover with the items such as<^0022FF Green Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>."; - next; - mes "[Mainz]"; - mes "Let me show you what will happen in Sleep status."; - next; - sc_start SC_SILENCE, 30000, 0; - mes "<^FF0000Silence^000000>"; - next; - mes "[Mainz]"; - mes "......"; - next; - sc_end SC_SILENCE; - mes "[Mainz]"; - mes "It's frustrating to not be able to use your skills right?"; - next; - mes "[Mainz]"; - mes "Especially, when you are a high class depending upon the skills rather than physical attacks or in Sleep status during the battle, you will be damaged severely."; - next; - mes "[Mainz]"; - mes "In addtion, there are other statuses like Darkness, Frozen, Curse, Stone, Confusion etc, but I can let you experience all of them."; - next; - mes "[Mainz]"; - mes "I hope this was helpful for you to experience some of the things that you will see out in the world."; - next; - mes "[Mainz]"; - mes "Whenever you want to experience an abnormal status, please come to me."; - next; - mes "[Mainz]"; - mes "As an apology for the lunchbox matter, I will give you a small gift."; - next; - mes "[Mainz]"; - mes "Wish you have good luck in your adventures!"; - completequest 15000; - getitem Apple, 10; // Apple - getexp 180, 100; - close; + mes("- Here, just moment!! -"); + mes("- As you are overloaded with too many items in your inventory -"); + mes("- You can't receive the items anymore -"); + mes("- Let yourself enlightened -"); + mes("- and please try again -"); + close(); + } + mes("[Mainz]"); + mes("Are you ready to learn about abnormal statuses? I promise that I won't trick you anymore. I am a ''trainer'' after all right?"); + next(); + mes("[Mainz]"); + mes("First of all, I'll tell you about <^FF0000Poison^000000>."); + next(); + mes("[Mainz]"); + mes("As you already experienced, when you are poisoned, your body turns purple and you lose a little HP every second."); + next(); + mes("[Mainz]"); + mes("You can't lose HP forever so you won't die from poison."); + next(); + mes("[Mainz]"); + mes("Experiencing is believing! I will put you in a poisoned status."); + next(); + mes("[Mainz]"); + mes("See what happens to you in the poisoned status."); + next(); + sc_start(SC_POISON, 30000, 0); + mes("You are- <^FF0000Poisoned^000000>."); + next(); + mes("[Mainz]"); + mes("......"); + next(); + sc_end(SC_POISON); + mes("[Mainz]"); + mes("Did you see what is the poisoned status? After a certain period of time, you could be detoxicated, but if you're being attached, it is dangerous to expect being detoxicated naturally."); + next(); + mes("[Mainz]"); + mes("Refer to the detoxicants such as <^0022FFGreen Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>."); + next(); + mes("[Mainz]"); + mes("Next, I'll tell you about<^FF0000 Stun^000000."); + next(); + mes("[Mainz]"); + mes("While in the Stun status, stars will circle around your head and you can't move basically you'll be ''defenseless''."); + next(); + mes("[Mainz]"); + mes("As you are defenseless, you can't move, use skills, and use items."); + mes("So, it is impossible to recover from it by yourself."); + next(); + mes("[Mainz]"); + mes("The exceptional case is you can recover from it by the skill called <^0022FFGentle Touch-Cure^000000> if you are a Sura."); + next(); + mes("[Mainz]"); + mes("You can recover with skills such as the Priest's <^0022FFRecovery ^000000> or the Arch Bishop's <^0022FFLauda Ramus^000000>."); + next(); + mes("[Mainz]"); + mes("Let me show you what will happen in the Stun status!"); + next(); + sc_start(SC_STUN, 30000, 0); + mes("<^FF0000 Stun ^000000>."); + next(); + mes("[Mainz]"); + mes("......"); + next(); + sc_end(SC_STUN); + mes("[Mainz]"); + mes("How was it?"); + mes("Didn't you feel oppressed since you couldn't move?"); + next(); + mes("[Mainz]"); + mes("Imagine that you are in that status and monsters are rushing to you..."); + mes("Believe me it'll happen."); + emotion(e_wah); + next(); + mes("[Mainz]"); + mes("This time, I will teach you about <^FF0000Sleep^000000>."); + next(); + mes("[Mainz]"); + mes("In sleep status, you fall asleep with a <Zzz> popped up over your head."); + next(); + mes("[Mainz]"); + mes("Same as the Stun status, you are defenseless, but the difference is you can recover from the enemy's attack."); + next(); + mes("[Mainz]"); + mes("But in sleep status, the possibility to be hit by ''Critical'' attacks from enemy's attack is increased, you are in danger and exposed a severe damage."); + next(); + mes("[Mainz]"); + mes("For your reference, recovery by yourself is impossible and is only possible with the <^0022FF Recovery ^000000>skill of a Priest."); + next(); + mes("[Mainz]"); + mes("Let me show you what will happen in the sleep status."); + next(); + sc_start(SC_SLEEP, 30000, 0); + mes("<^FF0000 sleep ^000000>."); + next(); + mes("[Mainz]"); + mes("......"); + next(); + sc_end(SC_SLEEP); + mes("[Mainz]"); + mes("How was it? It isn't fun to imagine being asleep in front of a dangerous enemy is it?"); + next(); + mes("[Mainz]"); + mes("Sleep is good for recovery but not necessarily good while you're in the middle of a battle."); + emotion(e_flash); + next(); + mes("[Mainz]"); + mes("Lastly, I will teach you about <^FF0000 Silence ^000000>."); + next(); + mes("[Mainz]"); + mes("In Silence status, you can't use any magic skills and a <...> will appear above your head."); + next(); + mes("[Mainz]"); + mes("But all attacks are not impossible. Normal attacks can still be done while silenced."); + next(); + mes("[Mainz]"); + mes("In the silence status, you can merely still physically attack or recover by using potions."); + next(); + mes("[Mainz]"); + mes("It's possible to recover with the items such as<^0022FF Green Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>."); + next(); + mes("[Mainz]"); + mes("Let me show you what will happen in sleep status."); + next(); + sc_start(SC_SILENCE, 30000, 0); + mes("<^FF0000Silence^000000>"); + next(); + mes("[Mainz]"); + mes("......"); + next(); + sc_end(SC_SILENCE); + mes("[Mainz]"); + mes("It's frustrating to not be able to use your skills right?"); + next(); + mes("[Mainz]"); + mes("Especially, when you are a high class depending upon the skills rather than physical attacks or in sleep status during the battle, you will be damaged severely."); + next(); + mes("[Mainz]"); + mes("In addtion, there are other statuses like Darkness, Frozen, Curse, Stone, Confusion etc, but I can let you experience all of them."); + next(); + mes("[Mainz]"); + mes("I hope this was helpful for you to experience some of the things that you will see out in the world."); + next(); + mes("[Mainz]"); + mes("Whenever you want to experience an abnormal status, please come to me."); + next(); + mes("[Mainz]"); + mes("As an apology for the lunchbox matter, I will give you a small gift."); + next(); + mes("[Mainz]"); + mes("Wish you have good luck in your adventures!"); + completequest(15000); + getitem(Apple, 10); // Apple + getexp(180, 100); + close(); } else if (questprogress(4269) && !questprogress(15000)) { - mes "[Mainz]"; - mes "Hey, you there!"; - mes "By any chance, are you a training beginner?"; - emotion e_flash; - next; - mes "[Mainz]"; - mes "I'm Trainer Mainz; and I'm in charge of education at this Academy."; - next; - mes "[Mainz]"; - mes "Which course?"; - mes "It is not important so I will let you know later."; - next; - mes "[Mainz]"; - mes "You must be very exhausted after having to read and learn so much right?"; - next; - mes "[Mainz]"; - mes "Of course, you are... Oh, you poor thing."; - next; - mes "[Mainz]"; - mes "There's a person who can help you when you need it."; - mes "Do you know who is it?"; - next; - mes "[Mainz]"; - mes "That's me!"; - next; - mes "[Mainz]"; - mes "What does that mean?"; - mes "It means I have prepared a special gift just for your exhausted self!"; - next; - mes "[Mainz]"; - mes "A lunchbox for you!!! Hahahaha!"; - next; - mes "[Mainz]"; - mes "Since I'm not the one who made it don't worry."; - mes "My beloved wife prepared it. So, just be my guest and enjoy!"; - next; - if(select("Don't take it.", "Take it.") == 1) { - mes "[Mainz]"; - mes "You don't want to have this lunchbox? I guess it's your loss then."; - next; - mes "[Mainz]"; - mes "Should I just take it for myself then?"; - close2; - emotion e_sigh; + mes("[Mainz]"); + mes("Hey, you there!"); + mes("By any chance, are you a training beginner?"); + emotion(e_flash); + next(); + mes("[Mainz]"); + mes("I'm Trainer Mainz; and I'm in charge of education at this Academy."); + next(); + mes("[Mainz]"); + mes("Which course?"); + mes("It is not important so I will let you know later."); + next(); + mes("[Mainz]"); + mes("You must be very exhausted after having to read and learn so much right?"); + next(); + mes("[Mainz]"); + mes("Of course, you are... Oh, you poor thing."); + next(); + mes("[Mainz]"); + mes("There's a person who can help you when you need it."); + mes("Do you know who is it?"); + next(); + mes("[Mainz]"); + mes("That's me!"); + next(); + mes("[Mainz]"); + mes("What does that mean?"); + mes("It means I have prepared a special gift just for your exhausted self!"); + next(); + mes("[Mainz]"); + mes("A lunchbox for you!!! Hahahaha!"); + next(); + mes("[Mainz]"); + mes("Since I'm not the one who made it don't worry."); + mes("My beloved wife prepared it. So, just be my guest and enjoy!"); + next(); + if (select("Don't take it.", "Take it.") == 1) { + mes("[Mainz]"); + mes("You don't want to have this lunchbox? I guess it's your loss then."); + next(); + mes("[Mainz]"); + mes("Should I just take it for myself then?"); + close2(); + emotion(e_sigh); end; } - mes "[Mainz]"; - mes "Yes... You made a right decision."; - mes "Please keep in mind that I really wanted to have it but since you look exhausted I offered it to you first!"; - emotion e_no1; - next; - mes "- You open the lunchbox and there is some type of food inside ¡©"; - next; - mes "[Mainz]"; - mes "Wahahahat! Don't hesitate and just take it!"; - mes "It will refresh you from your fatigue!"; - mes "Eat it~~ Eat it~~"; - next; - mes "- Since you're tired and starved you're obliged to take the box -"; - next; - mes "........."; - next; - sc_start SC_POISON, 60000, 0; - mes "- You eat the food and suddenly feel a sharp pain in your stomach. Your vision seems to be blurry too -"; - next; - mes "[Mainz]"; - mes "Oh... what happened to you?"; - mes "You don't look too good!"; - emotion e_what; - next; - mes "[Mainz]"; - mes "Oh, man..."; - mes "I think you've been poisoned."; - next; - mes "[Mainz]"; - mes "I will give you an antidote. You might get better if you take it."; - next; - mes "- You reluctantly take the antidote -"; - sc_end SC_POISON; - percentheal 100, 0; - next; - mes "[Mainz]"; - mes "Well, how the heck were you poisoned?"; - next; - mes "[Mainz]"; - mes "By the way, I heard that there's a ghost wandering around the Royal Criatura Academy."; - next; - mes "[Mainz]"; - mes "I think the ghost must have poisoned you."; - next; - mes "- You roll your eyes at Mainz -"; - mes "- Mainz turns his head as if he doesn't notice -"; - emotion e_bzz; - next; - mes "[Mainz]"; - mes "Ehem! Anyway, I am sorry."; - mes "Please understand there is no malice."; - next; - mes "[Mainz]"; - mes "All of these are for you..."; - mes "Want to know what I mean?"; - next; - mes "[Mainz]"; - mes "There are various kinds of monsters on the Rune Midgard continent. And some of them can poison you or put you in abnormal conditions."; - next; - mes "[Mainz]"; - mes "Usually, anybody is too embarrassed to admit being poisoned without knowing. I just did it on purpose to let you have the experience in case it happens out in the real world."; - next; - mes "[Mainz]"; - mes "Understand that I didn't intend to pass my wife's lunchbox as if it was a present. It was just another lesson from the Criatura Academy."; - emotion e_otl; - next; - mes "[Mainz]"; - mes "As an apology, I would like to inform you of several abnormal statuses you might experience in the Rune Midgard Continent."; - next; - mes "[Mainz]"; - mes "Don't decline it! Being ready to learn so speak to me again."; - setquest 15000; - close2; - emotion e_sry; + mes("[Mainz]"); + mes("Yes... You made a right decision."); + mes("Please keep in mind that I really wanted to have it but since you look exhausted I offered it to you first!"); + emotion(e_no1); + next(); + mes("- You open the lunchbox and there is some type of food inside -"); + next(); + mes("[Mainz]"); + mes("Wahahahat! Don't hesitate and just take it!"); + mes("It will refresh you from your fatigue!"); + mes("Eat it~~ Eat it~~"); + next(); + mes("- Since you're tired and starved you're obliged to take the box -"); + next(); + mes("........."); + next(); + sc_start(SC_POISON, 60000, 0); + mes("- You eat the food and suddenly feel a sharp pain in your stomach. Your vision seems to be blurry too -"); + next(); + mes("[Mainz]"); + mes("Oh... what happened to you?"); + mes("You don't look too good!"); + emotion(e_what); + next(); + mes("[Mainz]"); + mes("Oh, man..."); + mes("I think you've been poisoned."); + next(); + mes("[Mainz]"); + mes("I will give you an antidote. You might get better if you take it."); + next(); + mes("- You reluctantly take the antidote -"); + sc_end(SC_POISON); + percentheal(100, 0); + next(); + mes("[Mainz]"); + mes("Well, how the heck were you poisoned?"); + next(); + mes("[Mainz]"); + mes("By the way, I heard that there's a ghost wandering around the Royal Criatura Academy."); + next(); + mes("[Mainz]"); + mes("I think the ghost must have poisoned you."); + next(); + mes("- You roll your eyes at Mainz -"); + mes("- Mainz turns his head as if he doesn't notice -"); + emotion(e_bzz); + next(); + mes("[Mainz]"); + mes("Ehem! Anyway, I am sorry."); + mes("Please understand there is no malice."); + next(); + mes("[Mainz]"); + mes("All of these are for you..."); + mes("Want to know what I mean?"); + next(); + mes("[Mainz]"); + mes("There are various kinds of monsters on the Rune Midgard continent. And some of them can poison you or put you in abnormal conditions."); + next(); + mes("[Mainz]"); + mes("Usually, anybody is too embarrassed to admit being poisoned without knowing. I just did it on purpose to let you have the experience in case it happens out in the real world."); + next(); + mes("[Mainz]"); + mes("Understand that I didn't intend to pass my wife's lunchbox as if it was a present. It was just another lesson from the Criatura Academy."); + emotion(e_otl); + next(); + mes("[Mainz]"); + mes("As an apology, I would like to inform you of several abnormal statuses you might experience in the Rune Midgard Continent."); + next(); + mes("[Mainz]"); + mes("Don't decline it! Being ready to learn so speak to me again."); + setquest(15000); + close2(); + emotion(e_sry); end; } else { - mes "[Mainz]"; - mes "Are you here for an explanation about the abnormal statuses? What makes you anxious?"; - next; - while(1) { + mes("[Mainz]"); + mes("Are you here for an explanation about the abnormal statuses? What makes you anxious?"); + next(); + while(true) { switch(select("<^FF0000Poison^000000>", "<^FF0000Stun^000000>", "<^FF0000Sleep^000000>", "<^FF0000Silence ^000000>", "I have no questions.")) { case 1: - mes "[Mainz]"; - mes "I'll tell you about <^FF0000Poison^000000>."; - next; - mes "[Mainz]"; - mes "As you already experienced, when you are poisoned, your body turns purple and you lose a little HP every second."; - next; - mes "[Mainz]"; - mes "You can't lose HP forever so you won't die from poison."; - next; - mes "[Mainz]"; - mes "Experiencing is believing! I will put you in a poisoned status."; - next; - mes "[Mainz]"; - mes "See what happens to you in the poisoned status."; - next; - sc_start SC_POISON, 30000, 0; - mes "You are- <^FF0000Poisoned^000000>."; - next; - mes "[Mainz]"; - mes "......"; - next; - sc_end SC_POISON; - mes "[Mainz]"; - mes "Did you see what is the poisoned status? After a certain period of time, you could be detoxicated, but if you're being attached, it is dangerous to expect being detoxicated naturally."; - next; - mes "[Mainz]"; - mes "Refer to the detoxicants such as <^0022FFGreen Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>."; - next; - mes "[Mainz]"; - mes "What else are you anxious about?"; - next; + mes("[Mainz]"); + mes("I'll tell you about <^FF0000Poison^000000>."); + next(); + mes("[Mainz]"); + mes("As you already experienced, when you are poisoned, your body turns purple and you lose a little HP every second."); + next(); + mes("[Mainz]"); + mes("You can't lose HP forever so you won't die from poison."); + next(); + mes("[Mainz]"); + mes("Experiencing is believing! I will put you in a poisoned status."); + next(); + mes("[Mainz]"); + mes("See what happens to you in the poisoned status."); + next(); + sc_start(SC_POISON, 30000, 0); + mes("You are- <^FF0000Poisoned^000000>."); + next(); + mes("[Mainz]"); + mes("......"); + next(); + sc_end(SC_POISON); + mes("[Mainz]"); + mes("Did you see what is the poisoned status? After a certain period of time, you could be detoxicated, but if you're being attached, it is dangerous to expect being detoxicated naturally."); + next(); + mes("[Mainz]"); + mes("Refer to the detoxicants such as <^0022FFGreen Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>."); + next(); + mes("[Mainz]"); + mes("What else are you anxious about?"); + next(); break; case 2: - mes "[Mainz]"; - mes "I'll tell you about <^FF0000Stun^000000>."; - next; - mes "[Mainz]"; - mes "While in the Stun status, stars will circle around your head and you can't move basically you'll be ''defenseless''."; - next; - mes "[Mainz]"; - mes "As you are defenseless, you can't move, use skills, and use items."; - mes "So, it is impossible to recover from it by yourself."; - next; - mes "[Mainz]"; - mes "The exceptional case is you can recover from it by the skill called <^0022FFGentle Touch-Cure^000000> if you are a Sura."; - next; - mes "[Mainz]"; - mes "You can recover with skills such as the Priest's <^0022FFRecovery ^000000> or the Arch Bishop's <^0022FFLauda Ramus^000000>."; - next; - mes "[Mainz]"; - mes "Let me show you what will happen in the Stun status!"; - next; - sc_start SC_STUN, 30000, 0; - mes "<^FF0000 Stun ^000000>."; - next; - mes "[Mainz]"; - mes "......"; - next; - sc_end SC_STUN; - mes "[Mainz]"; - mes "How was it?"; - mes "Didn't you feel oppressed since you couldn't move?"; - next; - mes "[Mainz]"; - mes "Imagine that you are in that status and monsters are rushing to you..."; - mes "Believe me it'll happen."; - emotion e_wah; - next; - mes "[Mainz]"; - mes "What else are you anxious about?"; - next; + mes("[Mainz]"); + mes("I'll tell you about <^FF0000Stun^000000>."); + next(); + mes("[Mainz]"); + mes("While in the Stun status, stars will circle around your head and you can't move basically you'll be ''defenseless''."); + next(); + mes("[Mainz]"); + mes("As you are defenseless, you can't move, use skills, and use items."); + mes("So, it is impossible to recover from it by yourself."); + next(); + mes("[Mainz]"); + mes("The exceptional case is you can recover from it by the skill called <^0022FFGentle Touch-Cure^000000> if you are a Sura."); + next(); + mes("[Mainz]"); + mes("You can recover with skills such as the Priest's <^0022FFRecovery ^000000> or the Arch Bishop's <^0022FFLauda Ramus^000000>."); + next(); + mes("[Mainz]"); + mes("Let me show you what will happen in the Stun status!"); + next(); + sc_start(SC_STUN, 30000, 0); + mes("<^FF0000 Stun ^000000>."); + next(); + mes("[Mainz]"); + mes("......"); + next(); + sc_end(SC_STUN); + mes("[Mainz]"); + mes("How was it?"); + mes("Didn't you feel oppressed since you couldn't move?"); + next(); + mes("[Mainz]"); + mes("Imagine that you are in that status and monsters are rushing to you..."); + mes("Believe me it'll happen."); + emotion(e_wah); + next(); + mes("[Mainz]"); + mes("What else are you anxious about?"); + next(); break; case 3: - mes "[Mainz]"; - mes "I will teach you about <^FF0000Sleep^000000>."; - next; - mes "[Mainz]"; - mes "In Sleep status, you fall asleep with a <Zzz> popped up over your head."; - next; - mes "[Mainz]"; - mes "Same as the Stun status, you are defenseless, but the difference is you can recover from the enemy's attack."; - next; - mes "[Mainz]"; - mes "But in Sleep status, the possibility to be hit by ''Critical'' attacks from enemy's attack is increased, you are in danger and exposed a severe damage."; - next; - mes "[Mainz]"; - mes "For your reference, recovery by yourself is impossible and is only possible with the <^0022FF Recovery ^000000>skill of a Priest."; - next; - mes "[Mainz]"; - mes "Let me show you what will happen in the Sleep status."; - next; - sc_start SC_SLEEP, 30000, 0; - mes "<^FF0000 Sleep ^000000>."; - next; - mes "[Mainz]"; - mes "......"; - next; - sc_end SC_SLEEP; - mes "[Mainz]"; - mes "How was it? It isn't fun to imagine being asleep in front of a dangerous enemy is it?"; - next; - mes "[Mainz]"; - mes "Sleep is good for recovery but not necessarily good while you're in the middle of a battle."; - emotion e_flash; - next; - mes "[Mainz]"; - mes "What else are you anxious about?"; - next; + mes("[Mainz]"); + mes("I will teach you about <^FF0000Sleep^000000>."); + next(); + mes("[Mainz]"); + mes("In sleep status, you fall asleep with a <Zzz> popped up over your head."); + next(); + mes("[Mainz]"); + mes("Same as the Stun status, you are defenseless, but the difference is you can recover from the enemy's attack."); + next(); + mes("[Mainz]"); + mes("But in sleep status, the possibility to be hit by ''Critical'' attacks from enemy's attack is increased, you are in danger and exposed a severe damage."); + next(); + mes("[Mainz]"); + mes("For your reference, recovery by yourself is impossible and is only possible with the <^0022FF Recovery ^000000>skill of a Priest."); + next(); + mes("[Mainz]"); + mes("Let me show you what will happen in the sleep status."); + next(); + sc_start(SC_SLEEP, 30000, 0); + mes("<^FF0000 sleep ^000000>."); + next(); + mes("[Mainz]"); + mes("......"); + next(); + sc_end(SC_SLEEP); + mes("[Mainz]"); + mes("How was it? It isn't fun to imagine being asleep in front of a dangerous enemy is it?"); + next(); + mes("[Mainz]"); + mes("Sleep is good for recovery but not necessarily good while you're in the middle of a battle."); + emotion(e_flash); + next(); + mes("[Mainz]"); + mes("What else are you anxious about?"); + next(); break; case 4: - mes "[Mainz]"; - mes "I will teach you about <^FF0000 Silence ^000000>."; - next; - mes "[Mainz]"; - mes "In Silence status, you can't use any magic skills and a <...> will appear above your head."; - next; - mes "[Mainz]"; - mes "But all attacks are not impossible. Normal attacks can still be done while silenced."; - next; - mes "[Mainz]"; - mes "In the silence status, you can merely still physically attack or recover by using potions."; - next; - mes "[Mainz]"; - mes "It's possible to recover with the items such as<^0022FF Green Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>."; - next; - mes "[Mainz]"; - mes "Let me show you what will happen in Sleep status."; - next; - sc_start SC_SILENCE, 30000, 0; - mes "<^FF0000Silence^000000>"; - next; - mes "[Mainz]"; - mes "......"; - next; - sc_end SC_SILENCE; - mes "[Mainz]"; - mes "It's frustrating to not be able to use your skills right?"; - next; - mes "[Mainz]"; - mes "Especially, when you are a high class depending upon the skills rather than physical attacks or in Sleep status during the battle, you will be damaged severely."; - next; - mes "[Mainz]"; - mes "Do you have any more questions?"; - next; + mes("[Mainz]"); + mes("I will teach you about <^FF0000 Silence ^000000>."); + next(); + mes("[Mainz]"); + mes("In Silence status, you can't use any magic skills and a <...> will appear above your head."); + next(); + mes("[Mainz]"); + mes("But all attacks are not impossible. Normal attacks can still be done while silenced."); + next(); + mes("[Mainz]"); + mes("In the silence status, you can merely still physically attack or recover by using potions."); + next(); + mes("[Mainz]"); + mes("It's possible to recover with the items such as<^0022FF Green Herb^000000>, <^0022FFGreen Potion^000000>, <^0022FFPanacea^000000> and <^0022FFRoyal Jelly^000000>."); + next(); + mes("[Mainz]"); + mes("Let me show you what will happen in sleep status."); + next(); + sc_start(SC_SILENCE, 30000, 0); + mes("<^FF0000Silence^000000>"); + next(); + mes("[Mainz]"); + mes("......"); + next(); + sc_end(SC_SILENCE); + mes("[Mainz]"); + mes("It's frustrating to not be able to use your skills right?"); + next(); + mes("[Mainz]"); + mes("Especially, when you are a high class depending upon the skills rather than physical attacks or in sleep status during the battle, you will be damaged severely."); + next(); + mes("[Mainz]"); + mes("Do you have any more questions?"); + next(); break; case 5: - mes "[Mainz]"; - mes "If you don't have any more questions, would you please have my lunchbox on behalf of me?"; - mes "No?"; - next; - mes "[Mainz]"; - mes "Haaaaa..."; - mes "What should I do with this lunchbox?"; - close2; - emotion e_sigh; + mes("[Mainz]"); + mes("If you don't have any more questions, would you please have my lunchbox on behalf of me?"); + mes("No?"); + next(); + mes("[Mainz]"); + mes("Haaaaa..."); + mes("What should I do with this lunchbox?"); + close2(); + emotion(e_sigh); end; } } } OnTouch: - emotion e_otl; + emotion(e_otl); end; } @@ -3089,19 +3268,19 @@ iz_ac01_d,134,47,5 duplicate(Trainer Mainz#ac) Trainer Mainz#ac_d 4_M_KY_KNT,4,4 //== Odd Novice ============================================ // - Introduces the player to the concept of Super Novices. iz_ac01,36,52,3 script Odd Novice#ac 4_M_SIT_NOVICE,{ - mes "[Odd Novice]"; - mes "Ahaaa~~ sticking at the dispensary."; - mes "Playing hooky is cool and awesome."; + mes("[Odd Novice]"); + mes("Ahaaa~~ sticking at the dispensary."); + mes("Playing hooky is cool and awesome."); if (Class == Job_Novice) { - mes "while XXXXXX, but what are you?"; - mes "Are you the same kind of XXXXX?"; - next; + mes("while XXXXXX, but what are you?"); + mes("Are you the same kind of XXXXX?"); + next(); .@choice = rand(1,10); if (.@choice < 3) { - mes "[Odd Novice]"; - mes "Hmmm... you look like you have some talent."; - mes "Being in a good mood, shall I show you something newfangled?"; - next; + mes("[Odd Novice]"); + mes("Hmmm... you look like you have some talent."); + mes("Being in a good mood, shall I show you something newfangled?"); + next(); switch(select("Newfangled?", "Who are you..?", "Why are you here?", "End Conversation")) { case 1: .@message = 1; @@ -3132,151 +3311,151 @@ iz_ac01,36,52,3 script Odd Novice#ac 4_M_SIT_NOVICE,{ switch(.@message) { case 1: - mes "[Odd Novice]"; - mes "I may look ordinary to you but I have a newfangled talent."; - mes "Not my fault, if you are shocked at seeing it."; - next; - mes "[Odd Novice]"; - mes "OK. Where should I start?"; - mes "First, Bash!"; - specialeffect2 EF_BASH; - next; - mes "[Odd Novice]"; - mes "Hehehe.. Surprised?"; - mes "I'm just pretending..."; - mes "It's not a real punch."; - next; - mes "[Odd Novice]"; - mes "Looks like you were surprised!"; - specialeffect2 EF_BLESSING; - next; - mes "[Odd Novice]"; - mes "Just keep calm"; - mes "and have a potion"; - mes "But that's not the last of it."; - specialeffect2 EF_STEAL; - next; - mes "[Odd Novice]"; - mes "I have stolen one thread of your hair."; - mes "I don't believe in Voodooism."; - mes "Regard it as your luck."; - next; - mes "[Odd Novice]"; - mes "The last one is a flame, to say the least!"; - mes "How about it? Newfangled."; - mes "Idling away too long,"; - mes "All the skills learnt over your shoulder could be used."; - specialeffect EF_SIGHT, "Odd Novice#nk1"; - next; - mes "[Odd Novice]"; - mes "Ugh, all my SP is gone..."; - mes "and wasted... I am tired."; - mes "I am going back to rest."; - mes "So long, Bye-bye~~ Don't bother me anymore."; - close; + mes("[Odd Novice]"); + mes("I may look ordinary to you but I have a newfangled talent."); + mes("Not my fault, if you are shocked at seeing it."); + next(); + mes("[Odd Novice]"); + mes("OK. Where should I start?"); + mes("First, Bash!"); + specialeffect(EF_BASH, AREA, playerattached()); + next(); + mes("[Odd Novice]"); + mes("Hehehe.. Surprised?"); + mes("I'm just pretending..."); + mes("It's not a real punch."); + next(); + mes("[Odd Novice]"); + mes("Looks like you were surprised!"); + specialeffect(EF_BLESSING, AREA, playerattached()); + next(); + mes("[Odd Novice]"); + mes("Just keep calm"); + mes("and have a potion"); + mes("But that's not the last of it."); + specialeffect(EF_STEAL, AREA, playerattached()); + next(); + mes("[Odd Novice]"); + mes("I have stolen one thread of your hair."); + mes("I don't believe in Voodooism."); + mes("Regard it as your luck."); + next(); + mes("[Odd Novice]"); + mes("The last one is a flame, to say the least!"); + mes("How about it? Newfangled."); + mes("Idling away too long,"); + mes("All the skills learnt over your shoulder could be used."); + specialeffect(EF_SIGHT, "Odd Novice#nk1"); + next(); + mes("[Odd Novice]"); + mes("Ugh, all my SP is gone..."); + mes("and wasted... I am tired."); + mes("I am going back to rest."); + mes("So long, Bye-bye~~ Don't bother me anymore."); + close(); case 2: if (.@choice == 10) { - mes "[Odd Novice]"; - mes "What? You, disturbing me."; - mes "Get away from me kid you're botherin' me."; - close; + mes("[Odd Novice]"); + mes("What? You, disturbing me."); + mes("Get away from me kid you're botherin' me."); + close(); } else { switch(rand(1, 3)) { case 1: - mes "[Odd Novice]"; - mes "Me? I'm Novice."; - mes "What? Strange? You seein' me for the first time?"; - next; - mes "[Odd Novice]"; - mes "If I look shabby, you should go find a mirror."; - mes "You and I are wearing the same thing pal."; - close; + mes("[Odd Novice]"); + mes("Me? I'm Novice."); + mes("What? Strange? You seein' me for the first time?"); + next(); + mes("[Odd Novice]"); + mes("If I look shabby, you should go find a mirror."); + mes("You and I are wearing the same thing pal."); + close(); case 2: - mes "[Odd Novice]"; - mes "I'm what you call a Novice of all Novices."; - mes "A Jack of all trades but a master of none."; - next; - mes "[Odd Novice]"; - mes "If you don't graduate from school and hang around and only mimic other's lifesstyles you'll end up like me."; - next; - mes "[Odd Novice]"; - mes "Genius and idiot has a paper thin difference."; - mes "Those of versatility but of no special capability, that is the Super Novice."; - mes "That's what everyone calls us."; - close; + mes("[Odd Novice]"); + mes("I'm what you call a Novice of all Novices."); + mes("A Jack of all trades but a master of none."); + next(); + mes("[Odd Novice]"); + mes("If you don't graduate from school and hang around and only mimic other's lifesstyles you'll end up like me."); + next(); + mes("[Odd Novice]"); + mes("Genius and idiot has a paper thin difference."); + mes("Those of versatility but of no special capability, that is the Super Novice."); + mes("That's what everyone calls us."); + close(); case 3: - mes "[Odd Novice]"; - mes "A rose by any other name..."; - mes "I am what I am. A Super Novice!"; - close; + mes("[Odd Novice]"); + mes("A rose by any other name..."); + mes("I am what I am. A Super Novice!"); + close(); } } case 3: if (.@choice == 10) { - mes "[Odd Novice]"; - mes "What? You, disturbing me."; - mes "Get away from me kid you're botherin' me."; - close; + mes("[Odd Novice]"); + mes("What? You, disturbing me."); + mes("Get away from me kid you're botherin' me."); + close(); } else { if (getskilllv(NV_BASIC) > 8) { - mes "[Odd Novice]"; - mes "You, talking like this, why don't you go and change your job already instead of hanging around here?"; - mes "Hmm, did you want to be like me maybe?"; - next; - mes "[Odd Novice]"; - mes "Aha~ If you want all the different skills..."; - next; - mes "[Odd Novice]"; - mes "If you do like I do, then you will be a great Super Novice."; - close; + mes("[Odd Novice]"); + mes("You, talking like this, why don't you go and change your job already instead of hanging around here?"); + mes("Hmm, did you want to be like me maybe?"); + next(); + mes("[Odd Novice]"); + mes("Aha~ If you want all the different skills..."); + next(); + mes("[Odd Novice]"); + mes("If you do like I do, then you will be a great Super Novice."); + close(); } else { switch(rand(1, 3)) { case 1: - mes "[Odd Novice]"; - mes "Hmmm. Dirty mouth!"; - mes "When I was at your age,"; - mes "If I recklessly spoke like you, I was dragged to the backside mountain, and then..."; - next; - mes "[Odd Novice]"; - mes "OK... that's enough.."; - mes "Now I am in a good mood?"; - mes "When I am using good words,"; - mes "go away silently, yes?"; - close; + mes("[Odd Novice]"); + mes("Hmmm. Dirty mouth!"); + mes("When I was at your age,"); + mes("If I recklessly spoke like you, I was dragged to the backside mountain, and then..."); + next(); + mes("[Odd Novice]"); + mes("OK... that's enough.."); + mes("Now I am in a good mood?"); + mes("When I am using good words,"); + mes("go away silently, yes?"); + close(); case 2: - mes "[Odd Novice]"; - mes "Are you idling around at school?"; - mes "I don't need to tell you about it."; - mes "If you are loafing around here,"; - mes "Once grown up, you will be a man like me."; - mes "Scary, isn't it?"; - next; - mes "[Odd Novice]"; - mes "I know, I know, before we are found by a teacher or even worse the principal."; - mes "Go away, gooooooawaaaaaayyyyyyyyy~"; - close; + mes("[Odd Novice]"); + mes("Are you idling around at school?"); + mes("I don't need to tell you about it."); + mes("If you are loafing around here,"); + mes("Once grown up, you will be a man like me."); + mes("Scary, isn't it?"); + next(); + mes("[Odd Novice]"); + mes("I know, I know, before we are found by a teacher or even worse the principal."); + mes("Go away, gooooooawaaaaaayyyyyyyyy~"); + close(); case 3: - mes "[Odd Novice]"; - mes "Well,"; - mes "What am I doing?"; - mes "I became like this, in the blink of an eye."; - next; - mes "[Odd Novice]"; - mes "By nature, I had a great dream..."; - mes "Haaaa~~ Because I dreamt of too many things to do?"; - close; + mes("[Odd Novice]"); + mes("Well,"); + mes("What am I doing?"); + mes("I became like this, in the blink of an eye."); + next(); + mes("[Odd Novice]"); + mes("By nature, I had a great dream..."); + mes("Haaaa~~ Because I dreamt of too many things to do?"); + close(); } } } case 4: - mes "[Odd Novice]"; - mes "Yes, yes, take your way..."; - mes "I am the Novice of pride and loneliness."; - mes "I can enjoy myself."; - close; + mes("[Odd Novice]"); + mes("Yes, yes, take your way..."); + mes("I am the Novice of pride and loneliness."); + mes("I can enjoy myself."); + close(); } } - close; + close(); } iz_ac01_a,36,52,3 duplicate(Odd Novice#ac) Odd Novice#ac_a 4_M_SIT_NOVICE @@ -3288,209 +3467,209 @@ iz_ac01_d,36,52,3 duplicate(Odd Novice#ac) Odd Novice#ac_d 4_M_SIT_NOVICE // - Teaches the player about Shops and Currency. izlude,115,181,5 script Shop Helper#iz 4_F_KHELLISIA,{ if (!checkweight(Axe, 3)) { - mes "- Quest cannot be continued due to your overfilled inventory. -"; - close; - } - - if(Class == Job_Novice) { - if(!questprogress(1237)) { - mes "[Shop Helper Leonie]"; - mes "How are you doing with your basic studies?"; - mes "You need to learn about the shop information."; - next; - if(select("I'm doing fine myself!", "Ok I'll listen!") == 1) { - mes "[Shop Helper Leonie]"; - mes "If you listen carefully, I will give you a souvenir."; - close; + mes("- Quest cannot be continued due to your overfilled inventory. -"); + close(); + } + + if (Class == Job_Novice) { + if (!questprogress(1237)) { + mes("[Shop Helper Leonie]"); + mes("How are you doing with your basic studies?"); + mes("You need to learn about the shop information."); + next(); + if (select("I'm doing fine myself!", "Ok I'll listen!") == 1) { + mes("[Shop Helper Leonie]"); + mes("If you listen carefully, I will give you a souvenir."); + close(); } - mes "[Shop Helper Leonie]"; - mes "Wise choise."; - mes "Rune Midgard has many shops and many variety of currencies."; - mes "So you need to listen to me well to use them accordingly."; - setquest 1237; - close; - } - if(!questprogress(1238)) { - mes "[Shop Helper Leonie]"; - mes "Let's start."; - } else if(questprogress(1238) == 1) { - if(countitem(Red_Potion) > 0) { - mes "[Shop Helper Leonie]"; - mes "Ok 1 ^0000ffRed Potion^000000."; - mes "For now on you can use them at a field in a dungeon."; - mes "As a reward I'll give you a couple of ^ff0000Fly Wing^000000s."; - completequest 1238; - setquest 1239; - getitem N_Fly_Wing, 50; // N_Fly_Wing - getexp 1300, 100; - close; + mes("[Shop Helper Leonie]"); + mes("Wise choise."); + mes("Rune Midgard has many shops and many variety of currencies."); + mes("So you need to listen to me well to use them accordingly."); + setquest(1237); + close(); + } + if (!questprogress(1238)) { + mes("[Shop Helper Leonie]"); + mes("Let's start."); + } else if (questprogress(1238) == 1) { + if (countitem(Red_Potion) > 0) { + mes("[Shop Helper Leonie]"); + mes("Ok 1 ^0000ffRed Potion^000000."); + mes("For now on you can use them at a field in a dungeon."); + mes("As a reward I'll give you a couple of ^ff0000Fly Wing^000000s."); + completequest(1238); + setquest(1239); + getitem(N_Fly_Wing, 50); // N_Fly_Wing + getexp(1300, 100); + close(); } - mes "[Shop Helper Leonie]"; - mes "Go to the shop and buy one ^0000ffRed Potion^000000 and bring it back."; - mes "You have that much money, right?"; - next; - mes "[Shop Helper Leonie]"; - mes "If not, go hunt monsters in the vicnity and then when you sell their loot you should make enough money."; - next; - if(select("I will do it.", "Question about the shop.") == 1) { - mes "[Shop Helper Leonie]"; - mes "Let's go into the next lesson."; - mes "Hurry back."; - close; + mes("[Shop Helper Leonie]"); + mes("Go to the shop and buy one ^0000ffRed Potion^000000 and bring it back."); + mes("You have that much money, right?"); + next(); + mes("[Shop Helper Leonie]"); + mes("If not, go hunt monsters in the vicnity and then when you sell their loot you should make enough money."); + next(); + if (select("I will do it.", "Question about the shop.") == 1) { + mes("[Shop Helper Leonie]"); + mes("Let's go into the next lesson."); + mes("Hurry back."); + close(); } - mes "[Shop Helper Leonie]"; + mes("[Shop Helper Leonie]"); } else { - if(!questprogress(1240)) { - mes "[Shop Helper Leonie]"; - mes "We'll do the next lesson."; - mes "In your future travels."; - mes "You will acquire many items in your inventory."; - next; - mes "[Shop Helper Leonie]"; - mes "Among those items, there will be ones that you can't drop or trade, these are for quests. These are important items but often times you will also find them to be a burden."; - next; - mes "[Shop Helper Leonie]"; - mes "In those times, sell what you can to shops in order to decrease your inventory."; - mes "I'll give you an example."; - mes "Go to a shop to unload it."; - next; + if (!questprogress(1240)) { + mes("[Shop Helper Leonie]"); + mes("We'll do the next lesson."); + mes("In your future travels."); + mes("You will acquire many items in your inventory."); + next(); + mes("[Shop Helper Leonie]"); + mes("Among those items, there will be ones that you can't drop or trade, these are for quests. These are important items but often times(you will also find them to be a burden."); + next(); + mes("[Shop Helper Leonie]"); + mes("In those times, sell what you can to shops in order to decrease your inventory."); + mes("I'll give you an example."); + mes("Go to a shop to unload it."); + next(); switch(select("I don't want to do it.", "I will do it.", "Question about the shop.")) { case 1: - mes "[Shop Helper Leonie]"; - mes "Stingy person!"; - close; + mes("[Shop Helper Leonie]"); + mes("Stingy person!"); + close(); case 2: - mes "[Shop Helper Leonie]"; - mes "About shop variety."; - mes "You can buy these items everywhere in the world."; - mes "Go sell one ^ff0000Poor Can^000000 that I gave you to the shop."; - completequest 1239; - setquest 1240; - getitem Bad_Can,1; // Bad_Can - close; + mes("[Shop Helper Leonie]"); + mes("About shop variety."); + mes("You can buy these items everywhere in the world."); + mes("Go sell one ^ff0000Poor Can^000000 that I gave you to the shop."); + completequest(1239); + setquest(1240); + getitem(Bad_Can,1); // Bad_Can + close(); case 3: - mes "[Shop Helper Leonie]"; + mes("[Shop Helper Leonie]"); break; } - } else if(questprogress(1240) == 1) { - if(!countitem(Bad_Can)) { - mes "[Shop Helper Leonie]"; - mes "You went and sold the ^ff0000Poor Can^000000."; - mes "Good work, here's the reward for it."; - mes "The things I haven't told you, you will learn throughout your travels."; - completequest 1240; - getitem N_Butterfly_Wing,10; // N_Butterfly_Wing - getexp 1000,50; - close; + } else if (questprogress(1240) == 1) { + if (!countitem(Bad_Can)) { + mes("[Shop Helper Leonie]"); + mes("You went and sold the ^ff0000Poor Can^000000."); + mes("Good work, here's the reward for it."); + mes("The things I haven't told you, you will learn throughout your travels."); + completequest(1240); + getitem(N_Butterfly_Wing,10); // N_Butterfly_Wing + getexp(1000,50); + close(); } - mes "[Shop Helper Leonie]"; - mes "You are now in trial period."; - mes "Go sell the Poor Can and come back after selling it."; - next; - if(select("I will do it.", "Question about the shop.") == 1) { - mes "[Shop Helper Leonie]"; - mes "About shop variety."; - mes "You can buy these items everywhere in the world."; - mes "Go sell one ^ff0000Poor Can^000000 that I gave you to the shop."; - close; + mes("[Shop Helper Leonie]"); + mes("You are now in trial period."); + mes("Go sell the Poor Can and come back after selling it."); + next(); + if (select("I will do it.", "Question about the shop.") == 1) { + mes("[Shop Helper Leonie]"); + mes("About shop variety."); + mes("You can buy these items everywhere in the world."); + mes("Go sell one ^ff0000Poor Can^000000 that I gave you to the shop."); + close(); } - mes "[Shop Helper Leonie]"; + mes("[Shop Helper Leonie]"); } } } - if(Class != Job_Novice || questprogress(1240) == 2) { - mes "[Shop Helper Leonie]"; - mes "Anything else?"; - next; - if(select("No", "Yes, there are lot.") == 1) { - mes "[Shop Helper Leonie]"; - mes "Goodbye."; - mes "The things I haven't told you, you will learn throughout your travels."; - close; + if (Class != Job_Novice || questprogress(1240) == 2) { + mes("[Shop Helper Leonie]"); + mes("Anything else?"); + next(); + if (select("No", "Yes, there are lot.") == 1) { + mes("[Shop Helper Leonie]"); + mes("Goodbye."); + mes("The things I haven't told you, you will learn throughout your travels."); + close(); } - mes "[Shop Helper Leonie]"; + mes("[Shop Helper Leonie]"); } - while(1) { - mes "What would you like to know?"; - next; + while(true) { + mes("What would you like to know?"); + next(); set .@menu$,"Shop types:Currency types:Cash Shop:"+(Class == Job_Novice && !questprogress(1238)?"Experience training.":"No, I know enough."); switch(select(.@menu$)) { case 1: - mes "[Shop Helper Leonie]"; - mes "You can buy weapons and armor at various armory merchants in each town."; - next; - mes "[Shop Helper Leonie]"; - mes "Healing potions and movement consummables can be found at Tool Shops."; - next; - mes "[Shop Helper Leonie]"; - mes "You'll also find merchants selling items for refining."; - next; - mes "[Shop Helper Leonie]"; - mes "So when you go into a town, try figuring out what shops there are for your benefit."; - if(questprogress(1237) == 1) - completequest 1237; - next; - mes "[Shop Helper Leonie]"; + mes("[Shop Helper Leonie]"); + mes("You can buy weapons and armor at various armory merchants in each town."); + next(); + mes("[Shop Helper Leonie]"); + mes("Healing potions and movement consummables can be found at Tool Shops."); + next(); + mes("[Shop Helper Leonie]"); + mes("You'll also find merchants selling items for refining."); + next(); + mes("[Shop Helper Leonie]"); + mes("So when you go into a town, try figuring out what shops there are for your benefit."); + if (questprogress(1237) == 1) + completequest(1237); + next(); + mes("[Shop Helper Leonie]"); break; case 2: - mes "[Shop Helper Leonie]"; - mes "Kafras and most NPC merchants use ^ff0000Zeny^000000 but Malangdo and some of the Ash Vacuum worlds use different types of currency."; - next; - mes "[Shop Helper Leonie]"; - mes "They are ^ff0000Silvervine Fruit^000000, ^ff0000Splendide Coins^000000, they can be bought at Cash Shop or acquired through quests. The fruits and coins that are collected this way."; - next; - mes "[Shop Helper Leonie]"; - mes "They can be exchanged with unique equipments or gears."; - mes "So, if you have plans to venture out to these areas, be sure to collect them."; - if(questprogress(1237) == 1) - completequest 1237; - next; - mes "[Shop Helper Leonie]"; + mes("[Shop Helper Leonie]"); + mes("Kafras and most NPC merchants use ^ff0000Zeny^000000 but Malangdo and some of the Ash Vacuum worlds use different types of currency."); + next(); + mes("[Shop Helper Leonie]"); + mes("They are ^ff0000Silvervine Fruit^000000, ^ff0000Splendide Coins^000000, they can be bought at Cash Shop or acquired through quests. The fruits and coins that are collected this way."); + next(); + mes("[Shop Helper Leonie]"); + mes("They can be exchanged with unique equipments or gears."); + mes("So, if you have plans to venture out to these areas, be sure to collect them."); + if (questprogress(1237) == 1) + completequest(1237); + next(); + mes("[Shop Helper Leonie]"); break; case 3: - mes "[Shop Helper Leonie]"; - mes "The icon on the right side called Cash Shop, if you click on it, whether you're in a town, dungeon, or field, you can still buy items anywhere you want."; - next; - mes "[Shop Helper Leonie]"; - mes "The cash you need to buy the items can be charged on the website."; - if(questprogress(1237) == 1) - completequest 1237; - next; - mes "[Shop Helper Leonie]"; + mes("[Shop Helper Leonie]"); + mes("The icon on the right side called Cash Shop, if you click on it, whether you're in a town, dungeon, or field, you can still buy items anywhere you want."); + next(); + mes("[Shop Helper Leonie]"); + mes("The cash you need to buy the items can be charged on the website."); + if (questprogress(1237) == 1) + completequest(1237); + next(); + mes("[Shop Helper Leonie]"); break; case 4: - if(Class == Job_Novice && !questprogress(1238)) { - mes "[Shop Helper Leonie]"; - mes "Let's do a simple tutorial."; - mes "Go to the shop and buy one ^0000ffRed Potion^000000 and bring it back."; - mes "You have that much money, right?"; - next; - mes "[Shop Helper Leonie]"; - mes "If not, go hunt monsters in the vicnity and then when you sell their loot you should make enough money."; - next; - if(select("That's too tedious.", "I will do it.") == 1) { - mes "[Shop Helper Leonie]"; - mes "Are you that lazy?"; - mes "I am watching!"; - close; + if (Class == Job_Novice && !questprogress(1238)) { + mes("[Shop Helper Leonie]"); + mes("Let's do a simple tutorial."); + mes("Go to the shop and buy one ^0000ffRed Potion^000000 and bring it back."); + mes("You have that much money, right?"); + next(); + mes("[Shop Helper Leonie]"); + mes("If not, go hunt monsters in the vicnity and then when you sell their loot you should make enough money."); + next(); + if (select("That's too tedious.", "I will do it.") == 1) { + mes("[Shop Helper Leonie]"); + mes("Are you that lazy?"); + mes("I am watching!"); + close(); } - mes "[Shop Helper Leonie]"; - mes "Let's go into the next lesson."; - mes "Hurry back."; - if(questprogress(1237) == 1) - completequest 1237; - setquest 1238; - close; + mes("[Shop Helper Leonie]"); + mes("Let's go into the next lesson."); + mes("Hurry back."); + if (questprogress(1237) == 1) + completequest(1237); + setquest(1238); + close(); } - mes "[Shop Helper Leonie]"; - mes "That's a relief that you know enough."; - mes "If you have more questions, please ask me again."; - close; + mes("[Shop Helper Leonie]"); + mes("That's a relief that you know enough."); + mes("If you have more questions, please ask me again."); + close(); } } OnInit: - questinfo 1237, QTYPE_QUEST, 0; + questinfo(1237, QTYPE_QUEST, 0); end; } @@ -3502,96 +3681,96 @@ izlude_d,115,181,5 duplicate(Shop Helper#iz) Shop Helper#iz_d 4_F_KHELLISIA //== Attribute Expert ====================================== // - Teaches the player about Attributes. iz_ac01,53,74,3 script Attribute Expert#ac 1_M_WIZARD,{ - mes "[Attribute Expert]"; - mes "Are you a new student? Ask me anything if you have questions about atttribute. I am an attribute expert."; - next; - while(1) { + mes("[Attribute Expert]"); + mes("Are you a new student? Ask me anything if you have questions about atttribute. I am an attribute expert."); + next(); + while(true) { switch(select("What are attributes?", "Harmony of attributes", "Experience of attribute", "End Conversation")) { case 1: - mes "[Attribute Expert]"; - mes "All materials in the world have their own attributes."; - next; - mes "[Attribute Expert]"; - mes "There are many types of attributes. There are 4 elemental attributes ^0D6EF2Water^000000, ^006600Wind^000000, ^FF0000Fire^000000, ^B97246Earth^000000."; - next; - mes "[Attribute Expert]"; - mes "There are more uncommon ones like... Neutral, Poison, Holy, Dark, Angel, Undead."; - mes "There are more types than you think right?"; - next; - mes "[Attribute Expert]"; - mes "All right, here's the question which attribute do we belong to?"; - next; - if(select("Water", "Wind", "Fire", "Earth", "Neutral", "Poison", "Holy", "Dark", "Angel", "Undead") == 5) { - mes "[Attribute Expert]"; - mes "Correct! You are good. Yes we belong to the Neutral attribute."; - next; + mes("[Attribute Expert]"); + mes("All materials in the world have their own attributes."); + next(); + mes("[Attribute Expert]"); + mes("There are many types of attributes. There are 4 elemental attributes ^0D6EF2Water^000000, ^006600Wind^000000, ^FF0000Fire^000000, ^B97246Earth^000000."); + next(); + mes("[Attribute Expert]"); + mes("There are more uncommon ones like... Neutral, Poison, Holy, Dark, Angel, Undead."); + mes("There are more types than you think right?"); + next(); + mes("[Attribute Expert]"); + mes("All right, here's the question which attribute do we belong to?"); + next(); + if (select("Water", "Wind", "Fire", "Earth", "Neutral", "Poison", "Holy", "Dark", "Angel", "Undead") == 5) { + mes("[Attribute Expert]"); + mes("Correct! You are good. Yes we belong to the Neutral attribute."); + next(); break; } else { - mes "[Attribute Expert]"; - mes "Do you think so?"; - mes "We belong to the Neutral."; - next; + mes("[Attribute Expert]"); + mes("Do you think so?"); + mes("We belong to the Neutral."); + next(); break; } - next; - mes "[Attribute Expert]"; - mes "Then, why do we need attributes? Maybe you know the answer... right?"; - next; + next(); + mes("[Attribute Expert]"); + mes("Then, why do we need attributes? Maybe you know the answer... right?"); + next(); break; case 2: - mes "[Attribute Expert]"; - mes "Everything needs to balance with something srong and something weak. So ^3131FFbalance and harmony^000000 comes along all the time."; - next; - mes "[Attribute Expert]"; - mes "Balance and harmony is strongly related to your power as well. So remember well."; - next; - while(1) { + mes("[Attribute Expert]"); + mes("Everything needs to balance with something srong and something weak. So ^3131FFbalance and harmony^000000 comes(along all the time."); + next(); + mes("[Attribute Expert]"); + mes("Balance and harmony is strongly related to your power as well. So remember well."); + next(); + while(true) { switch(select("Water", "Fire", "Earth", "Wind", "Etc...", "I already know")) { case 1: - mes "[Attribute Expert]"; - mes "^0D6EF2Water^000000 is stronger than ^FF0000Fire^000000, so they give bonus damage to anything with Fire attribute!"; - mes "But it is weak to ^006600Wind^000000."; - next; - mes "[Attribute Expert]"; - mes "Examples of monsters with the Water Attribute are Poring and Roda Frog... have you heard of those monsters?"; - next; + mes("[Attribute Expert]"); + mes("^0D6EF2Water^000000 is stronger than ^FF0000Fire^000000, so they give bonus damage to anything with Fire attribute!"); + mes("But it is weak to ^006600Wind^000000."); + next(); + mes("[Attribute Expert]"); + mes("Examples of monsters with the Water Attribute are Poring and Roda Frog... have you heard of those monsters?"); + next(); continue; case 2: - mes "[Attribute Expert]"; - mes "^FF0000Fire^000000 is stronger than ^B97246Earth^000000, so they give bonus damage to anything with Earth attribute!"; - mes "Examples of monsters with the Fire Attribute are Drops and Picky."; - next; - mes "[Attribute Expert]"; - mes "Examples of monsters with the Fire Attribute are Drops and Picky."; - next; + mes("[Attribute Expert]"); + mes("^FF0000Fire^000000 is stronger than ^B97246Earth^000000, so they give bonus damage to anything with Earth attribute!"); + mes("Examples of monsters with the Fire Attribute are Drops and Picky."); + next(); + mes("[Attribute Expert]"); + mes("Examples of monsters with the Fire Attribute are Drops and Picky."); + next(); continue; case 3: - mes "[Attribute Expert]"; - mes "^B97246Earth^000000 is stronger than ^006600Wind^000000, so they give bonus damage to anything with Wind attribute!"; - mes "But it is weak to ^FF0000Fire^000000."; - next; - mes "[Attribute Expert]"; - mes "Examples of monsters with the Earth Attribute are Pupa and Fabre."; - next; + mes("[Attribute Expert]"); + mes("^B97246Earth^000000 is stronger than ^006600Wind^000000, so they give bonus damage to anything with Wind attribute!"); + mes("But it is weak to ^FF0000Fire^000000."); + next(); + mes("[Attribute Expert]"); + mes("Examples of monsters with the Earth Attribute are Pupa and Fabre."); + next(); continue; case 4: - mes "[Attribute Expert]"; - mes "^006600Wind^000000 is stronger than ^0D6EF2Water^000000, so they give bonus damage to anything with Water attribute!"; - mes "But it is weak to ^B97246Earth^000000."; - next; - mes "[Attribute Expert]"; - mes "Examples of monsters with the Wind Attribute are ChonChon and Hornet."; - next; + mes("[Attribute Expert]"); + mes("^006600Wind^000000 is stronger than ^0D6EF2Water^000000, so they give bonus damage to anything with Water attribute!"); + mes("But it is weak to ^B97246Earth^000000."); + next(); + mes("[Attribute Expert]"); + mes("Examples of monsters with the Wind Attribute are ChonChon and Hornet."); + next(); continue; case 5: - mes "[Attribute Expert]"; - mes "^3131FFPoison^000000 is stronger than Fire, Wind, and Earth, but weak at Undead attribute."; - next; + mes("[Attribute Expert]"); + mes("^3131FFPoison^000000 is stronger than Fire, Wind, and Earth, but weak at Undead attribute."); + next(); continue; case 6: - mes "[Attribute Expert]"; - mes "It is important.. Isn't it?"; - next; + mes("[Attribute Expert]"); + mes("It is important.. Isn't it?"); + next(); break; } break; @@ -3599,83 +3778,83 @@ iz_ac01,53,74,3 script Attribute Expert#ac 1_M_WIZARD,{ break; case 3: if (!questprogress(2299)) { - mes "[Attribute Expert]"; - mes "Do you want to experience an attribute?"; - next; - mes "[Attribute Expert]"; - mes "All right, do you see those ^3131FFFire Eggs^000000 over there?"; - mes "Go over there and smack one of them."; - mes "Don't worry about destroying it either."; - setquest 2299; - close; + mes("[Attribute Expert]"); + mes("Do you want to experience an attribute?"); + next(); + mes("[Attribute Expert]"); + mes("All right, do you see those ^3131FFFire Eggs^000000 over there?"); + mes("Go over there and smack one of them."); + mes("Don't worry about destroying it either."); + setquest(2299); + close(); } else if (questprogress(2299) == 1) { - mes "[Attribute Expert]"; - mes "How is it? Have you ever attacked to Fire Eggs?"; - next; + mes("[Attribute Expert]"); + mes("How is it? Have you ever attacked to Fire Eggs?"); + next(); switch(select("Yes", "No", "I want to quit.")) { case 1: - mes "[Attribute Expert]"; - mes "How much damage did you give?"; - next; - input .@input, 1, 100000; + mes("[Attribute Expert]"); + mes("How much damage did you give?"); + next(); + input(.@input, 1, 100000); if (.@input < 10) { - mes "[Attribute Expert]"; - mes "Oh man, "+.@input+"! Are you even trying?"; - mes "You're barely hitting it."; - next; + mes("[Attribute Expert]"); + mesf("Oh man, %d! Are you even trying?", .@input); + mes("You're barely hitting it."); + next(); } else if (.@input > 9 && .@input < 100001) { - mes "[Attribute Expert]"; - mes "You are good I guess..."; - next; + mes("[Attribute Expert]"); + mes("You are good I guess..."); + next(); } else { - mes "[Attribute Expert]"; - mes "But wait that's impossible."; - close; + mes("[Attribute Expert]"); + mes("But wait that's impossible."); + close(); } - mes "[Attribute Expert]"; - mes "All right. Class is over."; - next; - mes "[Attribute Expert]"; - mes "I am not sure if you remember monsters with ^FF0000Fire^000000 are weak against ^0D6EF2Water^000000."; - next; - mes "[Attribute Expert]"; - mes "I will give the ^0D6EF2Water^000000 attribute to you as a present."; - mes "If you attack the Fire Eggs again you should do more damage now."; - next; - mes "[Attribute Expert]"; - mes "There is only one more chance!"; - mes "Hurry up, the attribute magic will be gone if you take more time thanks for joining to my class."; - completequest 2299; - // ConsumeSpecialItem 12115 + mes("[Attribute Expert]"); + mes("All right. Class is over."); + next(); + mes("[Attribute Expert]"); + mes("I am not sure if you remember monsters with ^FF0000Fire^000000 are weak against ^0D6EF2Water^000000."); + next(); + mes("[Attribute Expert]"); + mes("I will give the ^0D6EF2Water^000000 attribute to you as a present."); + mes("If you attack the Fire Eggs again you should do more damage now."); + next(); + mes("[Attribute Expert]"); + mes("There is only one more chance!"); + mes("Hurry up, the attribute magic will be gone if you take more time thanks for joining to my class."); + completequest(2299); + // ConsumespecialItem 12115 if (Class == Job_Novice) - getexp 100, 20; - close; + getexp(100, 20); + close(); case 2: - mes "[Attribute Expert]"; - mes "Go and smack those eggs over there."; - mes "The egg of an ant is strong so don't worry about destroying them too much."; - close; + mes("[Attribute Expert]"); + mes("Go and smack those eggs over there."); + mes("The egg of an ant is strong so don't worry about destroying them too much."); + close(); case 3: - mes "[Attribute Expert]"; - mes "There is nothing I can do. But I will help you anytime if you need."; - erasequest 2299; - close; + mes("[Attribute Expert]"); + mes("There is nothing I can do. But I will help you anytime if you need."); + erasequest(2299); + close(); } } else { - mes "[Attribute Expert]"; - mes "Magic basically consists of different attribute attacks. There is another way of giving the attribute to your weapon by using skill or item. You will learn more the longer you play. Good luck!"; - close; + mes("[Attribute Expert]"); + mes("Magic basically consists of different attribute attacks. There is another way of giving the attribute to your weapon by using skill or item. You will learn more the longer you play. Good luck!"); + close(); } break; case 4: - mes "[Attribute Expert]"; - mes "Are you getting interested in the depth of the different attributes?"; - close; + mes("[Attribute Expert]"); + mes("Are you getting interested in the depth of the different attributes?"); + close(); } } OnInit: - questinfo 2299, QTYPE_NONE, 0; + questinfo(2299, QTYPE_NONE, 0); end; } @@ -3713,524 +3892,524 @@ iz_ac01_d,56,68,0,0 monster Lv 10 2408,1,5000,0,0 // - Teaches the player about Cooking. iz_ac01,147,50,3 script Dacquoise#ac 4_COOK,{ if (!checkweight(Orcish_Axe, 3)) { - mes "Why are you carrying so much stuff?"; - mes "Put them down and come back."; - close; + mes("Why are you carrying so much stuff?"); + mes("Put them down and come back."); + close(); } if (Class == Job_Novice || (questprogress(14154) == 1 || questprogress(14155) == 1 || questprogress(14156) == 1 || questprogress(14157) == 1)) { if (!new_cook) { - mes "[Dacquoise]"; - mes "What an alluring smell!"; - next; - mes "[Eclaire]"; - mes "Various dishes to stimulate the five senses. Oh, its heaven!"; - next; - mes "[Mille Feuille]"; - mes "It's not an accident that you came here!"; - next; - mes "[Dacquoise]"; - mes "What's your name stranger?"; - next; - mes "["+strcharinfo(0)+"]"; - mes ""+strcharinfo(0)+", hello."; - next; - emotion e_no1; - mes "[Dacquoise]"; - mes "I am Dacquoise, the pupil of the legendary chef of Rune Midgard, ^0000cdCharles Orleans^000000."; - next; - emotion e_no1, 0, "Eclaire#"+strnpcinfo(2); - mes "[Eclaire]"; - mes "And we are also club members of Sir Orleans' ^0000cdfan club- Loverleans^000000."; - next; - emotion e_lv,"Mille Feuille#"+strnpcinfo(2); - mes "[Mille Feuille]"; - mes "Orlean belongs to all of us!"; - next; - emotion e_sob; - mes "[Dacquoise]"; - mes "Ah, what do all the fools of the land eat?"; - next; - mes "[Dacquoise]"; - mes "Fruits? Of course you can eat it raw, but isn't it art when you see the red strawberries laying on top of a creampie?"; - next; - mes "[Eclaire]"; - mes "Bread? Of course you can eat it plain, but can you resist the fantastic harmony of meat and cheese and vegetables in a perfect sandwich?"; - next; - mes "[Mille Feuille]"; - mes "I like the steamed horse feet of Minourus!"; - next; - mes "[Dacquoise]"; - mes "If you eat a dedicated meal, you can ^0000cd raise a specific stats^000000 and additionally, ^0000cdrecover your health^000000, so what's the reason not to cook?"; - next; - mes "[Eclaire]"; - mes "You, do you want to know more about cooking?"; - next; - emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2); - mes "[Mille Feuille]"; - mes "Will you exeprience the various spectrums of cooking?"; - next; - if(select("I'm not interested, excuse me...", "Wow! I want to know more!") == 1) { - mes "[Dacquoise]"; - mes "Really? Okay then... come back whenever you change your mind."; - next; - mes "[Eclaire]"; - mes "I have a hunch that you will come back again!"; - next; - mes "[Mille Feuille]"; - mes "Don't forget to pound your chest if you choke on sweet potato!"; - close; + mes("[Dacquoise]"); + mes("What an alluring smell!"); + next(); + mes("[Eclaire]"); + mes("Various dishes to stimulate the five senses. Oh, its heaven!"); + next(); + mes("[Mille Feuille]"); + mes("It's not an accident that you came here!"); + next(); + mes("[Dacquoise]"); + mes("What's your name stranger?"); + next(); + mesf("[%s]", strcharinfo(PC_NAME)); + mesf("%s, Hello.", strcharinfo(PC_NAME)); + next(); + emotion(e_no1); + mes("[Dacquoise]"); + mes("I am Dacquoise, the pupil of the legendary chef of Rune Midgard, ^0000cdCharles Orleans^000000."); + next(); + emotion(e_no1, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Eclaire]"); + mes("And we are also club members of Sir Orleans' ^0000cdfan club- Loverleans^000000."); + next(); + emotion(e_lv,"Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Mille Feuille]"); + mes("Orlean belongs to all of us!"); + next(); + emotion(e_sob); + mes("[Dacquoise]"); + mes("Ah, what do all the fools of the land eat?"); + next(); + mes("[Dacquoise]"); + mes("Fruits? Of course you can eat it raw, but isn't it art when you see the red strawberries laying on top of a creampie?"); + next(); + mes("[Eclaire]"); + mes("Bread? Of course you can eat it plain, but can you resist the fantastic harmony of meat and cheese and vegetables in a perfect sandwich?"); + next(); + mes("[Mille Feuille]"); + mes("I like the steamed horse feet of Minourus!"); + next(); + mes("[Dacquoise]"); + mes("If you eat a dedicated meal, you can ^0000cd raise a specific stats^000000 and additionally, ^0000cdrecover your health^000000, so what's the reason not to cook?"); + next(); + mes("[Eclaire]"); + mes("You, do you want to know more about cooking?"); + next(); + emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Mille Feuille]"); + mes("Will you exeprience the various spectrums of cooking?"); + next(); + if (select("I'm not interested, excuse me...", "Wow! I want to know more!") == 1) { + mes("[Dacquoise]"); + mes("Really? Okay then... come back whenever you change your mind."); + next(); + mes("[Eclaire]"); + mes("I have a hunch that you will come back again!"); + next(); + mes("[Mille Feuille]"); + mes("Don't forget to pound your chest if you choke on sweet potato!"); + close(); } - emotion e_no1; - mes "[Dacquoise]"; - mes "Ok, we will be kind guides to the journey of cooking!!"; - next; - emotion e_no1, 0, "Eclaire#"+strnpcinfo(2); - mes "[Eclaire]"; - mes "It's ok with me, asking me everthing you want to know."; - next; - emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2); - mes "[Mille Feuille]"; - mes "Kindness is our spice~"; - next; + emotion(e_no1); + mes("[Dacquoise]"); + mes("Ok, we will be kind guides to the journey of cooking!!"); + next(); + emotion(e_no1, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Eclaire]"); + mes("It's ok with me, asking me everthing you want to know."); + next(); + emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Mille Feuille]"); + mes("Kindness is our spice~"); + next(); switch(select("Cooking Benefits", "Cooking Methods", "Actually, I have to go...")) { case 1: - mes "[Dacquoise]"; - mes "Aha! You want to know about the benefits of cooking? Cooked meals have two benefits!"; - next; - emotion e_gasp; - mes "[Dacquoise]"; - mes "First, ^0000cdincreased stats!^000000 Baaam!!"; - next; - mes "[Eclaire]"; - mes "Cooking is divided into 6 catagories. Each will raise up ^0000cdStr, Agi, Vit, Int, Dex, Luk^000000."; - next; - mes "[Mille Feuille]"; - mes "The amount of the stat increase changes depending on the level of cooking."; - next; - emotion e_gasp; - mes "[Dacquoise]"; - mes "And the next benefit? Babam!"; - next; - mes "[Eclaire]"; - mes "^0000cdHP and SP recovery^000000 effect!"; - next; - mes "[Mille Feuille]"; - mes "This also differs with cooking levels, and some only recover HP."; - next; - mes "[Dacquoise]"; - mes "How is it? Sounds yummy right?"; - next; - mes "[Eclaire]"; - mes "Your level is too low to experience the effects right now. If you level up more you will experience and cry for the effect of cooking."; - next; - mes "[Mille Feuille]"; - mes "Prepare lace handkerchief."; - next; + mes("[Dacquoise]"); + mes("Aha! You want to know about the benefits of cooking? Cooked meals have two benefits!"); + next(); + emotion(e_gasp); + mes("[Dacquoise]"); + mes("First, ^0000cdincreased stats!^000000 Baaam!!"); + next(); + mes("[Eclaire]"); + mes("Cooking is divided into 6 catagories. Each will raise up ^0000cdStr, Agi, Vit, Int, Dex, Luk^000000."); + next(); + mes("[Mille Feuille]"); + mes("The amount of the stat increase changes depending on the level of cooking."); + next(); + emotion(e_gasp); + mes("[Dacquoise]"); + mes("And the next benefit? Babam!"); + next(); + mes("[Eclaire]"); + mes("^0000cdHP and SP recovery^000000 effect!"); + next(); + mes("[Mille Feuille]"); + mes("This also differs with cooking levels, and some only recover HP."); + next(); + mes("[Dacquoise]"); + mes("How is it? Sounds yummy right?"); + next(); + mes("[Eclaire]"); + mes("Your level is too low to experience the effects right now. If you level up more you will experience and cry for the effect of cooking."); + next(); + mes("[Mille Feuille]"); + mes("Prepare lace handkerchief."); + next(); select("How can I cook?"); - mes "[Dacquoise]"; - mes "There you go! Now you seem interested!"; - next; - mes "[Dacquoise]"; - mes "But haste is waste in cooking! Proper cooking requires preparation."; - next; - mes "[Eclaire]"; - mes "Only the one who is well prepared can enter the world of cooking!"; - next; - mes "[Mille Feuille]"; - mes "Preparation, it's not hard!"; - next; - mes "[Dacquoise]"; - mes "Preparation can also be split into two stages."; - next; - emotion e_gasp; + mes("[Dacquoise]"); + mes("There you go! Now you seem interested!"); + next(); + mes("[Dacquoise]"); + mes("But haste is waste in cooking! Proper cooking requires preparation."); + next(); + mes("[Eclaire]"); + mes("Only the one who is well prepared can enter the world of cooking!"); + next(); + mes("[Mille Feuille]"); + mes("Preparation, it's not hard!"); + next(); + mes("[Dacquoise]"); + mes("Preparation can also be split into two stages."); + next(); + emotion(e_gasp); break; case 2: - mes "[Dacquoise]"; - mes "Right, cooking needs some preparation. This can also be divided into two catagories."; - next; - emotion e_gasp,"Dacquoise#"+strnpcinfo(2); + mes("[Dacquoise]"); + mes("Right, cooking needs some preparation. This can also be divided into two catagories."); + next(); + emotion(e_gasp,"Dacquoise#"+strnpcinfo(NPC_NAME_HIDDEN)); break; case 3: - emotion e_an; - mes "[Dacquoise]"; - mes "What is this? What a waste of time!"; - next; - emotion e_ag, 0, "Eclaire#"+strnpcinfo(2); - mes "[Eclaire]"; - mes "I thought we were going to get more members!"; - next; - emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2); - mes "[Mille Feuille]"; - mes "Never show up again!!"; - close; + emotion(e_an); + mes("[Dacquoise]"); + mes("What is this? What a waste of time!"); + next(); + emotion(e_ag, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Eclaire]"); + mes("I thought we were going to get more members!"); + next(); + emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Mille Feuille]"); + mes("Never show up again!!"); + close(); } - mes "[Dacquoise]"; - mes "First, you need a ^0000cdCookbook.^000000"; - next; - mes "[Eclaire]"; - mes "Let's say you have a mountain of ingredients, but you don't know what to do with them?"; - next; - mes "[Mille Feuille]"; - mes "That's when you open the Cookbook."; - next; - mes "[Dacquoise]"; - mes "You need a Cookbook to know how to prepare the ingredients for cooking."; - next; - mes "[Eclaire]"; - mes "So how can I get these Cookbooks?"; - next; - mes "[Mille Feuille]"; - mes "Cookbook can be earned ^0000cdthrough Quest^000000s or can be found by hunting ^0000cdmonster^000000s."; - next; - emotion e_gasp; - mes "[Dacquoise]"; - mes "After getting the Cookbook, next preperation is!"; - mes "The ^0000cdingredients!^000000."; - next; - mes "[Eclaire]"; - mes "You can't cook without ingredients! Even a novice knows that!"; - next; - mes "[Mille Feuille]"; - mes "You can get ingredients by beating or smashing ^0000cdmonster^000000 or you can buy them from a ^0000cdCooking Ingredient Merchant^000000."; - next; - mes "[Dacquoise]"; - mes "Cooking requires some preparation but the benefits are well worth it."; - next; - mes "[Dacquoise]"; - mes "And one thing to remember, there is ^0000cd a potential to fail in cooking^000000. Be careful as it depends on your cookwares and cooking level."; - next; - if(new_cook == 1) { + mes("[Dacquoise]"); + mes("First, you need a ^0000cdCookbook.^000000"); + next(); + mes("[Eclaire]"); + mes("Let's say you have a mountain of ingredients, but you don't know what to do with them?"); + next(); + mes("[Mille Feuille]"); + mes("That's when you open the Cookbook."); + next(); + mes("[Dacquoise]"); + mes("You need a Cookbook to know how to prepare the ingredients for cooking."); + next(); + mes("[Eclaire]"); + mes("So how can I get these Cookbooks?"); + next(); + mes("[Mille Feuille]"); + mes("Cookbook can be earned ^0000cdthrough Quest^000000s or can be found by hunting ^0000cdmonster^000000s."); + next(); + emotion(e_gasp); + mes("[Dacquoise]"); + mes("After getting the Cookbook, next preperation is!"); + mes("The ^0000cdingredients!^000000."); + next(); + mes("[Eclaire]"); + mes("You can't cook without ingredients! Even a novice knows that!"); + next(); + mes("[Mille Feuille]"); + mes("You can get ingredients by beating or smashing ^0000cdmonster^000000 or you can buy them from a ^0000cdCooking Ingredient Merchant^000000."); + next(); + mes("[Dacquoise]"); + mes("Cooking requires some preparation but the benefits are well worth it."); + next(); + mes("[Dacquoise]"); + mes("And one thing to remember, there is ^0000cd a potential to fail in cooking^000000. Be careful as it depends on your cookwares and cooking level."); + next(); + if (new_cook == 1) { select("I want to cook!"); - mes "[Dacquoise]"; - mes "That's the spirit! Let's cook for real!"; - mes "Get prepared and come back!"; - emotion e_no1; + mes("[Dacquoise]"); + mes("That's the spirit! Let's cook for real!"); + mes("Get prepared and come back!"); + emotion(e_no1); } else { - mes "[Eclaire]"; - mes "We are not responsible even if it fails!"; + mes("[Eclaire]"); + mes("We are not responsible even if it fails!"); } new_cook = 1; - close; + close(); } else if (new_cook >= 1) { - if(questprogress(14154) == 1 || questprogress(14155) == 1 || questprogress(14156) == 1 || questprogress(14157) == 1) { - mes "[Dacquoise]"; - mes "Did you bring them all?"; - next; - if(select("Yes! I did!", "No, I gave up.") == 2) { - mes "[Dacquoise]"; - mes "I used my valuable time to introduce the cooking world to you."; - mes "Then you just give up?"; - emotion e_an; - next; - mes "[Eclaire]"; - mes "You have insulted us!"; - emotion e_ag, 0, "Eclaire#"+strnpcinfo(2); - next; - mes "[Mille Feuille]"; - mes "Come back again, if you want to learn later~ I guess..."; - emotion e_dots, 0, "Mille Feuille#"+strnpcinfo(2); - close2; - if(questprogress(14154) == 1) - erasequest 14154; - if(questprogress(14155) == 1) - erasequest 14155; - if(questprogress(14156) == 1) - erasequest 14156; - if(questprogress(14157) == 1) - erasequest 14157; + if (questprogress(14154) == 1 || questprogress(14155) == 1 || questprogress(14156) == 1 || questprogress(14157) == 1) { + mes("[Dacquoise]"); + mes("Did you bring them all?"); + next(); + if (select("Yes! I did!", "No, I gave up.") == 2) { + mes("[Dacquoise]"); + mes("I used my valuable time to introduce the cooking world to you."); + mes("Then you just give up?"); + emotion(e_an); + next(); + mes("[Eclaire]"); + mes("You have insulted us!"); + emotion(e_ag, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN)); + next(); + mes("[Mille Feuille]"); + mes("Come back again, if you want to learn later~ I guess..."); + emotion(e_dots, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + close2(); + if (questprogress(14154) == 1) + erasequest(14154); + if (questprogress(14155) == 1) + erasequest(14155); + if (questprogress(14156) == 1) + erasequest(14156); + if (questprogress(14157) == 1) + erasequest(14157); end; } - mes "[Dacquoise]"; - mes "Can I have a look?"; - next; - if(questprogress(14154) == 1 && countitem(Clover) > 0 && countitem(Green_Herb) > 0 && countitem(Red_Herb) > 0) { - mes "[Dacquoise]"; - mes "You brough what I need! Okay, then I will cook for you as I promised."; - mes "Time to move like greased lightning!!!!"; - emotion e_flash; - next; - mes "[Eclaire]"; - mes "Go hunting after eating this. You will feel your power enhanced."; - emotion e_no1, 0, "Eclaire#"+strnpcinfo(2); - next; - mes "[Mille Feuille]"; - mes "If you really want to cook, go and see ^0000ffSir. Charles Orleans at the basement of Prontera castle^000000!!"; - mes "Kya... Sir Orleans!!"; - emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2); - close2; - delitem Clover, 1; // Clover - delitem Green_Herb, 1; // Green_Herb - delitem Red_Herb, 1; // Red_Herb - getitem Savory_Herb_Salad, 1; // Savory_Herb_Salad - erasequest 14154; + mes("[Dacquoise]"); + mes("Can I have a look?"); + next(); + if (questprogress(14154) == 1 && countitem(Clover) > 0 && countitem(Green_Herb) > 0 && countitem(Red_Herb) > 0) { + mes("[Dacquoise]"); + mes("You brough what I need! Okay, then I will cook for you as I promised."); + mes("Time to move like greased lightning!!!!"); + emotion(e_flash); + next(); + mes("[Eclaire]"); + mes("Go hunting after eating this. You will feel your power enhanced."); + emotion(e_no1, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN)); + next(); + mes("[Mille Feuille]"); + mes("If you really want to cook, go and see ^0000ffSir. Charles Orleans at the basement of Prontera castle^000000!!"); + mes("Kya... Sir Orleans!!"); + emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + close2(); + delitem(Clover, 1); // Clover + delitem(Green_Herb, 1); // Green_Herb + delitem(Red_Herb, 1); // Red_Herb + getitem(Savory_Herb_Salad, 1); // Savory_Herb_Salad + erasequest(14154); end; } - if(questprogress(14155) == 1 && countitem(Apple) > 0 && countitem(Carrot) > 1) { - mes "[Dacquoise]"; - mes "You brough what I need! Okay, then I will cook for you as I promised."; - mes "Time to move like greased lightning!!!!"; - emotion e_flash; - next; - mes "[Eclaire]"; - mes "Try this. It will make you run like you are a flying bee."; - emotion e_no1, 0, "Eclaire#"+strnpcinfo(2); - next; - mes "[Mille Feuille]"; - mes "If you really want to cook, go and see ^0000ffSir. Charles Orleans at the basement of Prontera castle^000000!! You must be attracted by him!!"; - emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2); - close2; - delitem Apple, 1; // Apple - delitem Carrot, 2; // Carrot - getitem Apple_Carrot_Salad, 1; // Apple_Carrot_Salad - erasequest 14155; + if (questprogress(14155) == 1 && countitem(Apple) > 0 && countitem(Carrot) > 1) { + mes("[Dacquoise]"); + mes("You brough what I need! Okay, then I will cook for you as I promised."); + mes("Time to move like greased lightning!!!!"); + emotion(e_flash); + next(); + mes("[Eclaire]"); + mes("Try this. It will make you run like you are a flying bee."); + emotion(e_no1, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN)); + next(); + mes("[Mille Feuille]"); + mes("If you really want to cook, go and see ^0000ffSir. Charles Orleans at the basement of Prontera castle^000000!! You must be attracted by him!!"); + emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + close2(); + delitem(Apple, 1); // Apple + delitem(Carrot, 2); // Carrot + getitem(Apple_Carrot_Salad, 1); // Apple_Carrot_Salad + erasequest(14155); end; } - if(questprogress(14156) == 1 && countitem(Jellopy) > 0 && countitem(Fluff) > 0 && countitem(Feather) > 0) { - mes "[Dacquoise]"; - mes "You brough what I need! Okay, then I will cook for you as I promised."; - mes "Time to move like greased lightning!!!!"; - emotion e_flash; - next; - mes "[Eclaire]"; - mes "Can you feel unknown power coursing through your veins? You're eating it!"; - emotion e_no1, 0, "Eclaire#"+strnpcinfo(2); - next; - mes "[Mille Feuille]"; - mes "If you are really curious about the cooking, go seek Sir. Charles Orleans at the basement of Prontera Castle."; - emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2); - close2; - delitem Jellopy, 1; // Jellopy - delitem Fluff, 1; // Fluff - delitem Feather, 1; // Feather - getitem Casual_Stew, 1; // Casual_Stew - erasequest 14156; + if (questprogress(14156) == 1 && countitem(Jellopy) > 0 && countitem(Fluff) > 0 && countitem(Feather) > 0) { + mes("[Dacquoise]"); + mes("You brough what I need! Okay, then I will cook for you as I promised."); + mes("Time to move like greased lightning!!!!"); + emotion(e_flash); + next(); + mes("[Eclaire]"); + mes("Can you feel unknown power coursing through your veins? You're eating it!"); + emotion(e_no1, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN)); + next(); + mes("[Mille Feuille]"); + mes("If you are really curious about the cooking, go seek Sir. Charles Orleans at the basement of Prontera Castle."); + emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + close2(); + delitem(Jellopy, 1); // Jellopy + delitem(Fluff, 1); // Fluff + delitem(Feather, 1); // Feather + getitem(Casual_Stew, 1); // Casual_Stew + erasequest(14156); end; } - if(questprogress(14157) == 1 && countitem(Apple) > 0 && countitem(Clover) > 0) { - mes "[Dacquoise]"; - mes "You brough what I need! Okay, then I will cook for you as I promised."; - mes "Time to move like greased lightning!!!!"; - emotion e_flash; - next; - mes "[Eclaire]"; - mes "If you eat this. You will never miss your target!"; - mes "In fact, never miss the target for level 1!"; - emotion e_no1, 0, "Eclaire#"+strnpcinfo(2); - next; - mes "[Mille Feuille]"; - mes "Go and see Sir. Charles Orleans at the basement of Prontera castle!!"; - mes "You can learn real cooking from him!"; - emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2); - close2; - delitem Apple, 1; // Apple - delitem Clover, 1; // Clover - getitem Golden_Roasted_Apple, 1; // Golden_Roasted_Apple - erasequest 14157; + if (questprogress(14157) == 1 && countitem(Apple) > 0 && countitem(Clover) > 0) { + mes("[Dacquoise]"); + mes("You brough what I need! Okay, then I will cook for you as I promised."); + mes("Time to move like greased lightning!!!!"); + emotion(e_flash); + next(); + mes("[Eclaire]"); + mes("If you eat this. You will never miss your target!"); + mes("In fact, never miss the target for level 1!"); + emotion(e_no1, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN)); + next(); + mes("[Mille Feuille]"); + mes("Go and see Sir. Charles Orleans at the basement of Prontera castle!!"); + mes("You can learn real cooking from him!"); + emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + close2(); + delitem(Apple, 1); // Apple + delitem(Clover, 1); // Clover + getitem(Golden_Roasted_Apple, 1); // Golden_Roasted_Apple + erasequest(14157); end; } - mes "[Dacquoise]"; - mes "What do you want me to do without ingredients? Go and get them myself?"; - close; + mes("[Dacquoise]"); + mes("What do you want me to do without ingredients? Go and get them myself?"); + close(); } - if(new_cook == 2) { - mes "[Dacquoise]"; - mes "You came back to me again because you want to cook, right?"; - next; - mes "[Eclaire]"; - mes "So what do you want to cook?"; - next; - mes "[Mille Feuille]"; - mes "Oh? That kid is back again. "+strcharinfo(0)+" right? So what do you want?"; - next; + if (new_cook == 2) { + mes("[Dacquoise]"); + mes("You came back to me again because you want to cook, right?"); + next(); + mes("[Eclaire]"); + mes("So what do you want to cook?"); + next(); + mes("[Mille Feuille]"); + mesf("Oh? That kid is back again. %s right? So what do you want?", strcharinfo(PC_NAME)); + next(); } else { - mes "[Dacquoise]"; - mes "Are you ready? Then making is believing! Let's cook!"; - next; - mes "[Eclaire]"; - mes "For this demonstration the duration of the cooking will be shortened."; - next; - mes "[Mille Feuille]"; - mes "The cooking we are about to show you requires a recipe and cooking equipment but it is difficult for novices so I will cook for you."; - next; - emotion e_bzz; - mes "[Dacquoise]"; - mes "Why are you saying you will make them?"; - next; - emotion e_hmm, 0, "Mille Feuille#"+strnpcinfo(2); - mes "[Mille Feuille]"; - mes "Ah, Why not?"; - next; - mes "[Dacquoise]"; - mes "I am the leader of this flame cooking trio chefs!"; - next; - emotion e_omg, 0, "Eclaire#"+strnpcinfo(2); - mes "[Eclaire]"; - mes "What?!! When was that decided?"; - next; - emotion e_no; - mes "[Dacquoise]"; - mes "Is there anyone who is older than me?"; - next; - emotion e_omg, 0, "Eclaire#"+strnpcinfo(2); - mes "[Eclaire]"; - mes "Age! There is nothing I can do with it."; - next; - emotion e_ok,"Mille Feuille#"+strnpcinfo(2); - mes "[Mille Feuille]"; - mes "Just because you're one year older, you want to automatically be rejected. Anyone have an objection?"; - next; - emotion e_an; - mes "[Dacquoise]"; - mes "Quiet!"; - next; - mes "[Dacquoise]"; - mes "So what do you want to make? Int and Luk meals would have no benefit to you, so I prepared the other 4 foods."; - next; + mes("[Dacquoise]"); + mes("Are you ready? Then making is believing! Let's cook!"); + next(); + mes("[Eclaire]"); + mes("For this demonstration the duration of the cooking will be shortened."); + next(); + mes("[Mille Feuille]"); + mes("The cooking we are about to show you requires a recipe and cooking equipment but it is difficult for novices so I will cook for you."); + next(); + emotion(e_bzz); + mes("[Dacquoise]"); + mes("Why are you saying you will make them?"); + next(); + emotion(e_hmm, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Mille Feuille]"); + mes("Ah, Why not?"); + next(); + mes("[Dacquoise]"); + mes("I am the leader of this flame cooking trio chefs!"); + next(); + emotion(e_omg, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Eclaire]"); + mes("What?!! When was that decided?"); + next(); + emotion(e_no); + mes("[Dacquoise]"); + mes("Is there anyone who is older than me?"); + next(); + emotion(e_omg, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Eclaire]"); + mes("Age! There is nothing I can do with it."); + next(); + emotion(e_ok,"Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Mille Feuille]"); + mes("Just because you're one year older, you want to automatically be rejected. Anyone have an objection?"); + next(); + emotion(e_an); + mes("[Dacquoise]"); + mes("Quiet!"); + next(); + mes("[Dacquoise]"); + mes("So what do you want to make? Int and Luk meals would have no benefit to you, so I prepared the other 4 foods."); + next(); } switch(select("Fragrant Herb Mix", "Crunchy Salad", "Mixed Shabu Shabu", "Golden Apple Roast")) { case 1: // Fragrant Herb Mix - mes "[Dacquoise]"; - mes "^0000cdFragrant Herb Mix^000000. It increases ^0000cdStr^000000."; - next; - mes "[Equazu]"; - mes "It's usually eaten by people of strength."; - next; - mes "[Mille Feuille]"; - mes "Ingredients- ^0000cd 1 Clover, 1 Green Herb, 1 Red Herb^000000."; - next; - cutin "·ç³ªÆ½Ä«µå.bmp", 3; - mes "[Dacquoise]"; - mes "Clover and the Red Herb are dropped by Lunatic or Fabre monsters wandering everywhere on the field outside Izlude."; - next; - cutin "ÆÄºê¸£Ä«µå.bmp", 3; - mes "[Eclaire]"; - mes "Green Herbs are dropped by Fabres."; - next; - cutin "", 255; - mes "[Mille Feuille]"; - mes "We can cook once you bring all the ingredients."; - close2; + mes("[Dacquoise]"); + mes("^0000cdFragrant Herb Mix^000000. It increases ^0000cdStr^000000."); + next(); + mes("[Equazu]"); + mes("It's usually eaten by people of strength."); + next(); + mes("[Mille Feuille]"); + mes("Ingredients- ^0000cd 1 Clover, 1 Green Herb, 1 Red Herb^000000."); + next(); + cutin("·ç³ªÆ½Ä«µå", 3); + mes("[Dacquoise]"); + mes("Clover and the Red Herb are dropped by Lunatic or Fabre monsters wandering everywhere on the field outside Izlude."); + next(); + cutin("ÆÄºê¸£Ä«µå", 3); + mes("[Eclaire]"); + mes("Green Herbs are dropped by Fabres."); + next(); + cutin("", 255); + mes("[Mille Feuille]"); + mes("We can cook once you bring all the ingredients."); + close2(); new_cook = 2; - setquest 14154; + setquest(14154); end; case 2: // Crunchy Salad - mes "[Dacquoise]"; - mes "Crunchy Salad. This I really like. You know your cooking."; - next; - mes "[Eclaire]"; - mes "Crunchy Salad increases ^0000cdAgi^000000. Good for fast attacks and avoiding damage from monsters."; - next; - mes "[Mille Feuille]"; - mes "Ingredients are ^0000cd 1 Apple & 2 Carrots^000000."; - next; - cutin "Æ÷¸µÄ«µå.bmp", 3; - mes "[Dacquoise]"; - mes "Apples are dropped by Porings bouncing around the field outside of Izlude."; - next; - cutin "·ç³ªÆ½Ä«µå.bmp", 3; - mes "[Eclaire]"; - mes "Carrots are given by Lunatics."; - next; - cutin "", 255; - mes "[Mille Feuille]"; - mes "If you bring all the ingredients we can cook."; - close2; + mes("[Dacquoise]"); + mes("Crunchy Salad. This I really like. You know your cooking."); + next(); + mes("[Eclaire]"); + mes("Crunchy Salad increases ^0000cdAgi^000000. Good for fast attacks and avoiding damage from monsters."); + next(); + mes("[Mille Feuille]"); + mes("Ingredients are ^0000cd 1 Apple & 2 Carrots^000000."); + next(); + cutin("Æ÷¸µÄ«µå", 3); + mes("[Dacquoise]"); + mes("Apples are dropped by Porings bouncing around the field outside of Izlude."); + next(); + cutin("·ç³ªÆ½Ä«µå", 3); + mes("[Eclaire]"); + mes("Carrots are given by Lunatics."); + next(); + cutin("", 255); + mes("[Mille Feuille]"); + mes("If you bring all the ingredients we can cook."); + close2(); new_cook = 2; - setquest 14155; + setquest(14155); end; case 3: // Mixed Shabu Shabu - mes "[Dacquoise]"; - mes "Scary ^0000cdAnything ShabuShabu!^000000 This raises ^0000cdVit^000000. Even a small portion makes you full."; - next; - mes "[Eclaire]"; - mes "If you eat this, you can feel less pain from monsters."; - next; - mes "[Mille Feuille]"; - mes "Ingredients are ^0000cd 1 Jellopy, 1 Fluff, 1 Feather^000000."; - next; - cutin "Æ÷¸µÄ«µå.bmp", 3; - mes "[Dacquoise]"; - mes "Jellopy are dropped by Porings bouncing around the field of Izlude."; - next; - cutin "ÆÄºê¸£Ä«µå.bmp", 3; - mes "[Eclaire]"; - mes "Fluff can be received from Fabre or Lunatic."; - next; - cutin "·ç³ªÆ½Ä«µå.bmp", 3; - mes "[Mille Feuille]"; - mes "Feathers are dropped by Lunatics or Fabres."; - next; - cutin "", 255; - mes "[Dacquoise]"; - mes "When you bring all the ingredients I'll make them for you."; - close2; + mes("[Dacquoise]"); + mes("Scary ^0000cdAnything ShabuShabu!^000000 This raises ^0000cdVit^000000. Even a small portion makes you full."); + next(); + mes("[Eclaire]"); + mes("If you eat this, you can feel less pain from monsters."); + next(); + mes("[Mille Feuille]"); + mes("Ingredients are ^0000cd 1 Jellopy, 1 Fluff, 1 Feather^000000."); + next(); + cutin("Æ÷¸µÄ«µå", 3); + mes("[Dacquoise]"); + mes("Jellopy are dropped by Porings bouncing around the field of Izlude."); + next(); + cutin("ÆÄºê¸£Ä«µå", 3); + mes("[Eclaire]"); + mes("Fluff can be received from Fabre or Lunatic."); + next(); + cutin("·ç³ªÆ½Ä«µå", 3); + mes("[Mille Feuille]"); + mes("Feathers are dropped by Lunatics or Fabres."); + next(); + cutin("", 255); + mes("[Dacquoise]"); + mes("When you bring all the ingredients I'll make them for you."); + close2(); new_cook = 2; - setquest 14156; + setquest(14156); end; case 4: // Golden Apple Roast - mes "[Dacquoise]"; - mes "^0000cdGolden Apple Toast~^000000 shiny golden glaze... It tastes as good as it looks."; - next; - mes "[Eclaire]"; - mes "This raises ^0000cdDex^000000. It is mainly enjoyed by Archers who want to increase his attacking power or by people to increase their hit rate."; - next; - mes "[Mille Feuille]"; - mes "Ingredients are-^0000cd 1 Apple & 1 Clover^000000."; - next; - cutin "Æ÷¸µÄ«µå.bmp", 3; - mes "[Dacquoise]"; - mes "Apple can be found in Porings in the field outside of Izlude."; - next; - cutin "·ç³ªÆ½Ä«µå.bmp", 3; - mes "[Eclaire]"; - mes "Clovers are dropped by Lunatics or Fabre in the field outside Izlude."; - next; - cutin "", 255; - mes "[Mille Feuille]"; - mes "When you bring all the ingredients I'll make them for you."; - close2; + mes("[Dacquoise]"); + mes("^0000cdGolden Apple Toast~^000000 shiny golden glaze... It tastes as good as it looks."); + next(); + mes("[Eclaire]"); + mes("This raises ^0000cdDex^000000. It is mainly enjoyed by Archers who want to increase his attacking power or by people to increase their hit rate."); + next(); + mes("[Mille Feuille]"); + mes("Ingredients are-^0000cd 1 Apple & 1 Clover^000000."); + next(); + cutin("Æ÷¸µÄ«µå", 3); + mes("[Dacquoise]"); + mes("Apple can be found in Porings in the field outside of Izlude."); + next(); + cutin("·ç³ªÆ½Ä«µå", 3); + mes("[Eclaire]"); + mes("Clovers are dropped by Lunatics or Fabre in the field outside Izlude."); + next(); + cutin("", 255); + mes("[Mille Feuille]"); + mes("When you bring all the ingredients I'll make them for you."); + close2(); new_cook = 2; - setquest 14157; + setquest(14157); end; } } else { - emotion e_no1; - mes "[Dacquoise]"; - mes "I am Dacquoise, the pupil of the legendary chef of Rune Midgard, ^0000cdCharles Orleans^000000."; - next; - emotion e_no1, 0, "Eclaire#"+strnpcinfo(2); - mes "[Eclaire]"; - mes "Steaks not only increase stats but also recover both your HP and SP."; - next; - emotion e_lv, 0, "Mille Feuille#"+strnpcinfo(2); - mes "[Mille Feuille]"; - mes "If you really want to cook, go and see^0000cd Sir. Charles Orleans at the basement of Prontera castle^000000!! You must be attracted by him!!"; - close; + emotion(e_no1); + mes("[Dacquoise]"); + mes("I am Dacquoise, the pupil of the legendary chef of Rune Midgard, ^0000cdCharles Orleans^000000."); + next(); + emotion(e_no1, 0, "Eclaire#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Eclaire]"); + mes("Steaks not only increase stats but also recover both your HP and SP."); + next(); + emotion(e_lv, 0, "Mille Feuille#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Mille Feuille]"); + mes("If you really want to cook, go and see^0000cd Sir. Charles Orleans at the basement of Prontera castle^000000!! You must be attracted by him!!"); + close(); } } else { - mes "[Dacquoise]"; - mes "Looks like you're no longer a beginner. Are you cooking these days?"; - next; - mes "[Eclaire]"; - mes "If not why don't we start?"; - next; - mes "[Mille Feuille]"; - mes "Steaks not only increase stats but also recover both your HP and SP."; - next; - mes "[Flame Cook Trio Chefs]"; - mes "If you really want to cook, go and meet ^0000cdSir. Charles Olreans at the basement of the Prontera castle^000000! You must be attracted by him."; - close; + mes("[Dacquoise]"); + mes("Looks like you're no longer a beginner. Are you cooking these days?"); + next(); + mes("[Eclaire]"); + mes("If not why don't we start?"); + next(); + mes("[Mille Feuille]"); + mes("Steaks not only increase stats but also recover both your HP and SP."); + next(); + mes("[Flame Cook Trio Chefs]"); + mes("If you really want to cook, go and meet ^0000cdSir. Charles Olreans at the basement of the Prontera castle^000000! You must be attracted by him."); + close(); } OnInit: - questinfo 14154, QTYPE_QUEST, 1, Job_Novice; - questinfo 14155, QTYPE_QUEST, 1, Job_Novice; - questinfo 14156, QTYPE_QUEST, 1, Job_Novice; - questinfo 14157, QTYPE_QUEST, 1, Job_Novice; + questinfo(14154, QTYPE_QUEST, 1, Job_Novice); + questinfo(14155, QTYPE_QUEST, 1, Job_Novice); + questinfo(14156, QTYPE_QUEST, 1, Job_Novice); + questinfo(14157, QTYPE_QUEST, 1, Job_Novice); end; } @@ -4243,94 +4422,94 @@ iz_ac01_d,147,50,3 duplicate(Dacquoise#ac) Dacquoise#ac_d 4_COOK // - Sells the player the Novice Combination Book and Kit. iz_ac01,68,49,3 script General Store Owner#ac 4_F_03,{ if (!checkweight(Orcish_Axe, 3)) { - mes "Quest cannot be continued due to the overfilled inventory."; - mes "Please try it again after organizing the items."; - close; - } - mes "[Querrie]"; - mes "Are you interested in the beginner's guild?"; - mes "I am selling Combination books and kits."; - next; - mes "[Querrie]"; - mes "To the Criatura students below level 20, a special sale is going on. Hope you to buy a lot!!!"; - next; + mes("Quest cannot be continued due to the overfilled inventory."); + mes("Please try it again after organizing the items."); + close(); + } + mes("[Querrie]"); + mes("Are you interested in the beginner's guild?"); + mes("I am selling Combination books and kits."); + next(); + mes("[Querrie]"); + mes("To the Criatura students below level 20, a special sale is going on. Hope you to buy a lot!!!"); + next(); switch(select("Novice Combination Book", "Combination Kit", "Cancel.")) { case 1: if (questprogress(4269) && questprogress(7478)) { - mes "[Querrie]"; - mes "Have you been treated by the Therapist?"; - mes "At the medical botany class, you may receive a guild book."; - next; - if(select("Ah... is that so?", "I lost it.") == 1) { - mes "[Querrie]"; - mes "Later, buy a lot of the guild combination kits~~~"; - mes "I am selling them at a jaw dropping price to students below base level 20."; - close; + mes("[Querrie]"); + mes("Have you been treated by the Therapist?"); + mes("At the medical botany class, you may receive a guild book."); + next(); + if (select("Ah... is that so?", "I lost it.") == 1) { + mes("[Querrie]"); + mes("Later, buy a lot of the guild combination kits~~~"); + mes("I am selling them at a jaw dropping price to students below base level 20."); + close(); } - mes "[Querrie]"; - mes "Say what?"; + mes("[Querrie]"); + mes("Say what?"); } else { - mes "[Querrie]"; - mes "You mean the combination book."; - } - mes "A book costs you 1000z."; - next; - if(select("Buy", "Don't buy.") == 2) { - mes "[Querrie]"; - mes "Use it next time."; + mes("[Querrie]"); + mes("You mean the combination book."); + } + mes("A book costs you 1000z."); + next(); + if (select("Buy", "Don't buy.") == 2) { + mes("[Querrie]"); + mes("Use it next time."); } else { if (Zeny >= 1000) { - mes "[Querrie]"; - mes "Here you are."; - mes "This book is for the beginners. But it will allow you combine the useful tools together, if you use it correctly."; + mes("[Querrie]"); + mes("Here you are."); + mes("This book is for the beginners. But it will allow you combine the useful tools together, if you use it correctly."); Zeny -= 1000; - getitem Novice_Combi_Book, 1; // Novice_Combi_Book + getitem(Novice_Combi_Book, 1); // Novice_Combi_Book } else { - mes "[Querrie]"; - mes "The book price is 1000 zeny."; - mes "You seem to be short of zeny."; + mes("[Querrie]"); + mes("The book price is 1000 zeny."); + mes("You seem to be short of zeny."); } } - close; + close(); case 2: - if(BaseLevel <= 20) { - mes "[Querrie]"; - mes "Breaking news! Special sale for you only!"; - mes "One combination kit only for 30z!"; - mes "How many do you need?"; + if (BaseLevel <= 20) { + mes("[Querrie]"); + mes("Breaking news! Special sale for you only!"); + mes("One combination kit only for 30z!"); + mes("How many do you need?"); } else { - mes "[Querrie]"; - mes "No sales today."; - mes "One combination kit costs you 500z."; - mes "Tell me how many pieces you need?"; - } - next; - input .@input; - if(!.@input) { - mes "[Querrie]"; - mes "Well, you don't need to buy it now."; - mes "Use it next time."; - close; - } - if(.@input > 99) { - mes "[Querrie]"; - mes "How many pieces do you need?"; - mes "You can buy up to 99 at once."; - close; + mes("[Querrie]"); + mes("No sales today."); + mes("One combination kit costs you 500z."); + mes("Tell me how many pieces you need?"); + } + next(); + input(.@input); + if (!.@input) { + mes("[Querrie]"); + mes("Well, you don't need to buy it now."); + mes("Use it next time."); + close(); + } + if (.@input > 99) { + mes("[Querrie]"); + mes("How many pieces do you need?"); + mes("You can buy up to 99 at once."); + close(); } set .@cost, .@input * (BaseLevel <= 20 ? 30 : 500); - mes "[Querrie]"; - mes .@input+" combination kits will cost you "+.@cost+".... zeny."; - if(Zeny < .@cost) { - mes "You look short of money for that amount."; - close; + mes("[Querrie]"); + mesf("%d combination kits will cost you %d.... zeny.", .@input, .@cost); + if (Zeny < .@cost) { + mes("You look short of money for that amount."); + close(); } - mes "Thank you. Come back again."; + mes("Thank you. Come back again."); Zeny -= .@cost; - getitem Combination_Kit, .@input; // Combination_Kit - close; + getitem(Combination_Kit, .@input); // Combination_Kit + close(); case 3: - close; + close(); } } @@ -4342,20 +4521,20 @@ iz_ac01_d,68,49,3 duplicate(General Store Owner#ac) General Store Owner#ac_d 4_F //== Battle Instructor ===================================== // - Gives the player monster hunting quests. iz_ac01,59,83,3 script Battle Instructor#08 4_M_NOV_HUNT,{ - if(!checkweight(Knife, 1) || (MaxWeight - Weight) < 2000) { - mes "- You have too many items."; - mes "- Clear inventory and try again."; - close; - } - if(Class == Job_Novice) { - if(questprogress(4269) == 2) { - if(JobLevel == 10) { - mes "[Battle Instructor Subino]"; - mes "You shouldn't be like this, you are high enough to change your job."; - mes "I won't stop you even if you stay still..."; - next; - mes "[Battle Instructor Subino]"; - mes "Try to talk to ^ff0000each job instructor^000000 on the 2nd floor of the Academy if you aren't sure what job you want still."; + if (!checkweight(Knife, 1) || (MaxWeight - Weight) < 2000) { + mes("- You have too many items."); + mes("- Clear inventory and try again."); + close(); + } + if (Class == Job_Novice) { + if (questprogress(4269) == 2) { + if (JobLevel == 10) { + mes("[Battle Instructor Subino]"); + mes("You shouldn't be like this, you are high enough to change your job."); + mes("I won't stop you even if you stay still..."); + next(); + mes("[Battle Instructor Subino]"); + mes("Try to talk to ^ff0000each job instructor^000000 on the 2nd floor of the Academy if you aren't sure what job you want still."); for(set .@i,0; .@i<6; set .@i,.@i+1) { set .@quest_id,11339+.@i; setarray .@bexp[0],90,90,135,200,0,120; @@ -4363,210 +4542,210 @@ iz_ac01,59,83,3 script Battle Instructor#08 4_M_NOV_HUNT,{ setarray .@material[0],909,515,914,939,0,915; setarray .@count[0],5,1,3,3,0,2; - if(.@quest_id == 11343) + if (.@quest_id == 11343) continue; - if(questprogress(.@quest_id,HUNTING) == 1) - erasequest .@quest_id; - else if(questprogress(.@quest_id,HUNTING) == 2) { - erasequest .@quest_id; - if(countitem(.@material[.@i]) >= .@count[i]) { - delitem .@material[.@i],.@count[.@i]; - getexp .@bexp[.@i],.@jexp[.@i]; - getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket + if (questprogress(.@quest_id,HUNTING) == 1) + erasequest(.@quest_id); + else if (questprogress(.@quest_id,HUNTING) == 2) { + erasequest(.@quest_id); + if (countitem(.@material[.@i]) >= .@count[i]) { + delitem(.@material[.@i],.@count[.@i]); + getexp(.@bexp[.@i],.@jexp[.@i]); + getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket } } } - close; + close(); } - mes "[Battle Instructor Subino]"; - mes "Welcome!"; - mes "I am ^ff0000Battle Instructor Subino^000000."; - mes "I ^ff0000provice a simple request^000000 to help you to grow up as good a soldier as fast as you can, so look around."; - next; + mes("[Battle Instructor Subino]"); + mes("Welcome!"); + mes("I am ^ff0000Battle Instructor Subino^000000."); + mes("I ^ff0000provice a simple request^000000 to help you to grow up as good a soldier as fast as you can, so look around."); + next(); switch(select("Check requests", "Warp me to the Field", "End Conversation")) { + case 1: + switch(select("The most delicious in the world (1~3)", "Carrots are delicious (1~3)", "Fabre rolling clothes (4~6)", "Barrier!! (4~6)", (BaseLevel<7?"":"Buzzing~ (7~10)"), "Stop.")) { case 1: - switch(select("The most delicious in the world (1~3):Carrots are delicious (1~3):Fabre rolling clothes (4~6):Barrier!! (4~6):"+(BaseLevel<7?"":"Buzzing~ (7~10)")+":Stop.")) { - case 1: - if(!questprogress(11338)) { - setquest 11338; - completequest 11338; - } - if(questprogress(11339,HUNTING) < 2) { - mes "[Battle Instructor Subino]"; - mes "^ff0000Poring^000000s are very cute monsters when you see them."; - next; - mes "[Battle Instructor Subino]"; - mes "They drop Jellopy which are regarded as a main cooking material in Criatura Academy so we always need to hunt Porings."; - next; - } - callsub L_Quest,11339,90,50,909,5,"Poring","can easily be found","Hunt","Jellopies"; - case 2: - if(!questprogress(11338)) { - setquest 11338; - completequest 11338; - } - if(questprogress(11340,HUNTING) < 2) { - mes "[Battle Instructor Subino]"; - mes "^ff0000Lunatic^000000s are very cute animal that live near Prontera."; - mes "Tender...Soft...Very cute... It is very cute........"; - next; - mes "[Battle Instructor Subino]"; - mes "It always bring ^ff0000Carrot^000000s with it, so it is easy to get a delicious carrot by hunting them."; - next; - mes "[Battle Instructor Subino]"; - mes "A carrot has lots of fibrous cells and contains vitamin A and carotin so it is good for eyes!"; - next; - } - callsub L_Quest,11340,90,50,515,1,"Lunatic","is easily found","Catch","Carrot"; - case 3: - if(!questprogress(11338)) { - setquest 11338; - completequest 11338; - } - if(questprogress(11341,HUNTING) < 2) { - mes "[Battle Instructor Subino]"; - mes "^ff0000Fabre^000000 is the most common bug which is usually seen in Rune Midgard Kingdom.."; - mes "It is a worm but it is very popular because it looks cute."; - next; - mes "[Battle Instructor Subino]"; - mes "Most of the clothes provided by Criatura Academy are made from ^ff0000Fluff^000000 from Fabres. It makes very strong and warm fabric."; - next; - } - callsub L_Quest,11341,135,100,914,3,"Fabre","is easily found","Hunt","Fluffs"; - case 4: - if(!questprogress(11338)) { - setquest 11338; - completequest 11338; - } - if(questprogress(11344,HUNTING) < 2) { - mes "[Battle Instructor Subino]"; - mes "^ff0000Pupa^000000 is the intermediate stage of a Fabre before transforming into a Creamy."; - mes "The process of a larva turning into a buttefly is mysterious."; - next; - mes "[Battle Instructor Subino]"; - mes "As a Fabre transforms to a Creamy I hope that all Novices turn to be great adventurers! So ^ff0000Chrysalis^000000."; - next; - } - callsub L_Quest,11344,120,90,915,2,"Pupa","is easily found","Hunt","Chrysalises"; - case 5: - if(!questprogress(11338)) { - setquest 11338; - completequest 11338; - } - if(questprogress(11342,HUNTING) < 2) { - mes "[Battle Instructor Subino]"; - mes "^ff0000Hornet^000000s are a group of bees that live near Prontera under control of the Queen bee Mistress."; - mes "Not aggressive... They only attack with their stingers when they are in danger."; - next; - mes "[Battle Instructor Subino]"; - mes "There is a study about using the poison extracted from their stingers to make an antidote in Criatura Academy."; - next; - } - callsub L_Quest,11342,200,175,939,3,"Hornet","are found","Hunt","Bee Stings"; - case 6: - mes "[Battle Instructor Subino]"; - mes "You don't seem to be interested."; - mes "Come back again if you change your mind."; - close; + if (!questprogress(11338)) { + setquest(11338); + completequest(11338); + } + if (questprogress(11339,HUNTING) < 2) { + mes("[Battle Instructor Subino]"); + mes("^ff0000Poring^000000s are very cute monsters when you see them."); + next(); + mes("[Battle Instructor Subino]"); + mes("They drop Jellopy which are regarded as a main cooking material in Criatura Academy so we always need to hunt Porings."); + next(); } + callsub(L_Quest,11339,90,50,909,5,"Poring","can easily be found","Hunt","Jellopies"); case 2: - mes "[Battle Instructor Subino]"; - mes "Ok, I'll send you to the West field of Izlude."; - mes "Be sure you know how to get back."; - close2; - warp "prt_fild"+strnpcinfo(2), 344, 213; - end; + if (!questprogress(11338)) { + setquest(11338); + completequest(11338); + } + if (questprogress(11340,HUNTING) < 2) { + mes("[Battle Instructor Subino]"); + mes("^ff0000Lunatic^000000s are very cute animal that live near Prontera."); + mes("Tender...Soft...Very cute... It is very cute........"); + next(); + mes("[Battle Instructor Subino]"); + mes("It always bring ^ff0000Carrot^000000s with it, so it is easy to get a delicious carrot by hunting them."); + next(); + mes("[Battle Instructor Subino]"); + mes("A carrot has lots of fibrous cells and contains vitamin A and carotin so it is good for eyes!"); + next(); + } + callsub(L_Quest,11340,90,50,515,1,"Lunatic","is easily found","Catch","Carrot"); case 3: - mes "[Battle Instructor Subino]"; - mes "You don't seem to be interested."; - mes "Come back again if you change your mind."; - close; + if (!questprogress(11338)) { + setquest(11338); + completequest(11338); + } + if (questprogress(11341,HUNTING) < 2) { + mes("[Battle Instructor Subino]"); + mes("^ff0000Fabre^000000 is the most common bug which is usually seen in Rune Midgard Kingdom.."); + mes("It is a worm but it is very popular because it looks cute."); + next(); + mes("[Battle Instructor Subino]"); + mes("Most of the clothes provided by Criatura Academy are made from ^ff0000Fluff^000000 from Fabres. It makes very strong and warm fabric."); + next(); + } + callsub(L_Quest,11341,135,100,914,3,"Fabre","is easily found","Hunt","Fluffs"); + case 4: + if (!questprogress(11338)) { + setquest(11338); + completequest(11338); + } + if (questprogress(11344,HUNTING) < 2) { + mes("[Battle Instructor Subino]"); + mes("^ff0000Pupa^000000 is the intermediate stage of a Fabre before transforming into a Creamy."); + mes("The process of a larva turning into a buttefly is mysterious."); + next(); + mes("[Battle Instructor Subino]"); + mes("As a Fabre transforms to a Creamy I hope that all Novices turn to be great adventurers! So ^ff0000Chrysalis^000000."); + next(); + } + callsub(L_Quest,11344,120,90,915,2,"Pupa","is easily found","Hunt","Chrysalises"); + case 5: + if (!questprogress(11338)) { + setquest(11338); + completequest(11338); + } + if (questprogress(11342,HUNTING) < 2) { + mes("[Battle Instructor Subino]"); + mes("^ff0000Hornet^000000s are a group of bees that live near Prontera under control of the Queen bee Mistress."); + mes("Not aggressive... They only attack with their stingers when they are in danger."); + next(); + mes("[Battle Instructor Subino]"); + mes("There is a study about using the poison extracted from their stingers to make an antidote in Criatura Academy."); + next(); + } + callsub(L_Quest,11342,200,175,939,3,"Hornet","are found","Hunt","Bee Stings"); + case 6: + mes("[Battle Instructor Subino]"); + mes("You don't seem to be interested."); + mes("Come back again if you change your mind."); + close(); + } + case 2: + mes("[Battle Instructor Subino]"); + mes("Ok, I'll send you to the West field of Izlude."); + mes("Be sure you know how to get back."); + close2(); + warp("prt_fild"+strnpcinfo(NPC_NAME_HIDDEN), 344, 213); + end; + case 3: + mes("[Battle Instructor Subino]"); + mes("You don't seem to be interested."); + mes("Come back again if you change your mind."); + close(); } } - mes "[Battle Instructor Subino]"; - mes "You didn't register with the ^ff0000Criatura Academy^000000 yet?"; - mes "It requires a simple procedure so go and register."; - mes "You can register at the ^ff0000information center of academy^000000."; - close; + mes("[Battle Instructor Subino]"); + mes("You didn't register with the ^ff0000Criatura Academy^000000 yet?"); + mes("It requires a simple procedure so go and register."); + mes("You can register at the ^ff0000information center of academy^000000."); + close(); } else { - mes "[Battle Instructor Subino]"; - mes "You don't seem to need my help."; - mes "You'd better look around somewhere else or go to the wider world."; - next; - mes "[Battle Instructor Subino]"; - mes "Visit the ^ff0000support of the class guild (Lv. 10~20) or check out the Eden Group (Lv. 15~100)^000000."; - next; - mes "[Battle Instructor Subino]"; - mes "^ff0000Ask the staff of each job on the second floor about the location of each class guild^000000 and you will find the ^ff0000Eden Group Headquarters^000000 where you can find easy hunt quests."; - next; - mes "[Battle Instructor Subino]"; - mes "It is ^ff0000displayed in the map of right screen^000000, so search for it."; - mes "If you do not know, then you should get a help from a ^ff0000Town Guide^000000."; - close; + mes("[Battle Instructor Subino]"); + mes("You don't seem to need my help."); + mes("You'd better look around somewhere else or go to the wider world."); + next(); + mes("[Battle Instructor Subino]"); + mes("Visit the ^ff0000support of the class guild (Lv. 10~20) or check out the Eden Group (Lv. 15~100)^000000."); + next(); + mes("[Battle Instructor Subino]"); + mes("^ff0000Ask the staff of each job on the second floor about the location of each class guild^000000 and you will find the ^ff0000Eden Group Headquarters^000000 where you can find easy hunt quests."); + next(); + mes("[Battle Instructor Subino]"); + mes("It is ^ff0000displayed in the map of right screen^000000, so search for it."); + mes("If you do not know, then you should get a help from a ^ff0000Town Guide^000000."); + close(); } L_Quest: - if(!questprogress(getarg(0),HUNTING)) { - if(select("Take quest.", "Stop.") == 2) { - mes "[Battle Instructor Subino]"; - mes "You don't seem to be interested."; - mes "Come back again if you change your mind."; - close; + if (!questprogress(getarg(0),HUNTING)) { + if (select("Take quest.", "Stop.") == 2) { + mes("[Battle Instructor Subino]"); + mes("You don't seem to be interested."); + mes("Come back again if you change your mind."); + close(); } - mes "[Battle Instructor Subino]"; - if(getarg(0) == 11342) { - mes getarg(5)+"s "+getarg(6)+" in ^ff0000West field of Prontera^000000."; - mes getarg(5)+"s are difficult to catch for a Novice... But if you gather more Novices, you can do it."; - next; - mes "[Battle Instructor Subino]"; + mes("[Battle Instructor Subino]"); + if (getarg(0) == 11342) { + mesf("%ss %s in ^ff0000West field of Prontera^000000.", getarg(5), getarg(6)); + mesf("%ss are difficult to catch for a Novice... But if you gather more Novices, you can do it.", getarg(5)); + next(); + mes("[Battle Instructor Subino]"); } else - mes getarg(5)+" "+getarg(6)+" at the ^ff0000West field of Izlude^000000."; - mes getarg(7)+" ^ff0000"+(getarg(0)==11344?"5":"10")+" "+getarg(5)+"s^000000 and bring ^ff0000"+getarg(4)+" "+getarg(8)+"^000000."; - mes "You can check received quests by pressing ^ff0000Alt + U^000000."; - setquest getarg(0); - close; - } else if(questprogress(getarg(0),HUNTING) == 1) { - if(select("End Conversation", "Give up on the quest.") == 2) { - mes "[Battle Instructor Subino]"; - mes "Will you really give up on the quest?"; - next; - if(select("End Conversation", "Give up for sure.") == 2) { - mes "[Battle Instructor Subino]"; - mes "You can challenge the quest as long as you need my help so come to me anytime."; - erasequest getarg(0); + mesf("%s ^ff0000 %d %ss^000000 and bring ^ff0000%d %s^000000.", getarg(7), getarg(0)==11344?"5":"10", getarg(5), getarg(4), getarg(8)); + mesf("%ss %s at the ^ff0000West field of Izlude^000000.", getarg(5), getarg(6)); + mes("You can check received quests by pressing ^ff0000Alt + U^000000."); + setquest(getarg(0)); + close(); + } else if (questprogress(getarg(0),HUNTING) == 1) { + if (select("End Conversation", "Give up on the quest.") == 2) { + mes("[Battle Instructor Subino]"); + mes("Will you really give up on the quest?"); + next(); + if (select("End Conversation", "Give up for sure.") == 2) { + mes("[Battle Instructor Subino]"); + mes("You can challenge the quest as long as you need my help so come to me anytime."); + erasequest(getarg(0)); } } - close; + close(); } else { - if(countitem(getarg(3)) < getarg(4)) { - mes "[Battle Instructor Subino]"; - mes "You don't have enough ^ff0000"+getarg(8)+"^000000."; - mes "Do better!"; - next; - if(select("End Conversation", "Give up on the quest.") == 2) { - mes "[Battle Instructor Subino]"; - mes "Will you really give up on the quest?"; - next; - if(select("End Conversation", "Yes, give up.") == 2) { - mes "[Battle Instructor Subino]"; - mes "You can challenge the quest as long as you need my help so come to me anytime."; - erasequest getarg(0); + if (countitem(getarg(3)) < getarg(4)) { + mes("[Battle Instructor Subino]"); + mesf("You don't have enough ^ff0000%d^000000.", getarg(8)); + mes("Do better!"); + next(); + if (select("End Conversation", "Give up on the quest.") == 2) { + mes("[Battle Instructor Subino]"); + mes("Will you really give up on the quest?"); + next(); + if (select("End Conversation", "Yes, give up.") == 2) { + mes("[Battle Instructor Subino]"); + mes("You can challenge the quest as long as you need my help so come to me anytime."); + erasequest(getarg(0)); } } - close; + close(); } - mes "[Battle Instructor Subino]"; - mes "Wow..!!"; - mes "Well done!!"; - erasequest getarg(0); - delitem getarg(3), getarg(4); - getexp getarg(1), getarg(2); - getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket - close; + mes("[Battle Instructor Subino]"); + mes("Wow..!!"); + mes("Well done!!"); + erasequest(getarg(0)); + delitem(getarg(3), getarg(4)); + getexp(getarg(1), getarg(2)); + getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket + close(); } OnInit: - //questinfo QTYPE_QUEST,4269,2,0,0,1,0,EAJ_NOVICE; + //questinfo(QTYPE_QUEST,4269,2,0,0,1,0,EAJ_NOVICE); end; } @@ -4579,153 +4758,153 @@ iz_ac01_d,59,83,3 duplicate(Battle Instructor#08) Battle Instructor#08d 4_M_NOV_ // - Teaches the player about Pets. iz_ac01,45,80,5 script Adept Adventurer#ac 4_M_JOB_BLACKSMITH,{ if (questprogress(2298) > 1) { - mes "[Adept Adventurer]"; - mes "Any questions about getting a monster to become a pet?"; - next; - while(1) { + mes("[Adept Adventurer]"); + mes("Any questions about getting a monster to become a pet?"); + next(); + while(true) { switch(select("Taming a monster", "Hatching the egg", "Monitoring pet's status", "Feeding", "Performances", "Removing the accessory", "Transforming back to egg", "End Conversation")) { case 1: - mes "[Adept Adventurer]"; - mes "Only some monsters can become pets and they all have different things to tame them."; - next; - mes "[Adept Adventurer]"; - mes "Each monster that can be tamed requires a specific ^3131FFtaming item^000000."; - next; - mes "[Adept Adventurer]"; - mes "To begin taming,"; - mes "^3131FFdouble click^000000 the taming item in your inventory and select which monster to tame."; - cutin "pet_ex_01.bmp", 3; - next; - mes "[Adept Adventurer]"; - mes "Press ^3131FFClick^000000 in the center of the pop-up slot machine to tame the monster.."; - cutin "pet_ex_02.bmp", 3; - next; - cutin "", 255; - mes "[Adept Adventurer]"; - mes "If successful, the monster will be tranformed into an egg!"; - next; + mes("[Adept Adventurer]"); + mes("Only some monsters can become pets and they all have different things to tame them."); + next(); + mes("[Adept Adventurer]"); + mes("Each monster that can be tamed requires a specific ^3131FFtaming item^000000."); + next(); + mes("[Adept Adventurer]"); + mes("To begin taming,"); + mes("^3131FFdouble click^000000 the taming item in your inventory and select which monster to tame."); + cutin("pet_ex_01", 3); + next(); + mes("[Adept Adventurer]"); + mes("Press ^3131FFClick^000000 in the center of the pop-up slot machine to tame the monster.."); + cutin("pet_ex_02", 3); + next(); + cutin("", 255); + mes("[Adept Adventurer]"); + mes("If successful, the monster will be tranformed into an egg!"); + next(); break; case 2: - mes "[Adept Adventurer]"; - mes "Hatching requires you to have a ^3131FF<Pet Incubator>^000000 to awaken a monster in the egg."; - next; - mes "[Adept Adventurer]"; - mes "Most towns have a ^3131FF<Pet Groomer>^000000 where you can buy the ^3131FF<Pet Incubator>^000000."; - mes "Ask the town guide for the location of the Pet Groomer if you can't find them."; - next; + mes("[Adept Adventurer]"); + mes("Hatching requires you to have a ^3131FF<Pet Incubator>^000000 to awaken a monster in the egg."); + next(); + mes("[Adept Adventurer]"); + mes("Most towns have a ^3131FF<Pet Groomer>^000000 where you can buy the ^3131FF<Pet Incubator>^000000."); + mes("Ask the town guide for the location of the Pet Groomer if you can't find them."); + next(); break; case 3: - mes "[Adept Adventurer]"; - mes "^3131FFRight-click^000000 on your pet and select ^3131ffCheck the Pet Status^000000 to check on its status. Or you can press ^3131FF<Alt+J>^000000."; - next; - mes "[Adept Adventurer]"; - mes "This will open up the Status Window. Here you can change the pet's ^3131FFname^000000 as well as check their ^3131FFHunter^000000 and ^3131FFIntimacy^000000."; - next; - mes "[Adept Adventurer]"; - mes "There are some special pets that gives special skills when their ^3131FFIntimacy^000000 level becomes Loyal. Most pets start off as shy and time and food changes that."; - next; + mes("[Adept Adventurer]"); + mes("^3131FFRight-click^000000 on your pet and select ^3131ffCheck the Pet Status^000000 to check on its status. Or you can press ^3131FF<Alt+J>^000000."); + next(); + mes("[Adept Adventurer]"); + mes("This will open up the Status Window. Here you can change the pet's ^3131FFname^000000 as well as check their ^3131FFHunter^000000 and ^3131FFIntimacy^000000."); + next(); + mes("[Adept Adventurer]"); + mes("There are some special pets that gives special skills when their ^3131FFIntimacy^000000 level becomes(Loyal. Most pets start off as shy and time and food changes that."); + next(); break; case 4: - mes "[Adept Adventurer]"; - mes "<Pet Food> is normal food for pets but some pets prefer other foods. You should keep enough with you so your pet doesn't get hungry."; - next; - mes "[Adept Adventurer]"; - mes "Pets will ^3131FFrun away^000000 if they are too full or too hungry. So make sure you check your pets hunger status frequently!"; - next; + mes("[Adept Adventurer]"); + mes("<Pet Food> is normal food for pets but some pets prefer other foods. You should keep enough with you so your pet doesn't get hungry."); + next(); + mes("[Adept Adventurer]"); + mes("Pets will ^3131FFrun away^000000 if they are too full or too hungry. So make sure you check your pets hunger status frequently!"); + next(); break; case 5: - mes "[Adept Adventurer]"; - mes "Some pets will show a special performance when they are in a good mood."; - next; + mes("[Adept Adventurer]"); + mes("Some pets will show a special performance when they are in a good mood."); + next(); break; case 6: - mes "[Adept Adventurer]"; - mes "Some pets can even wear accessory items."; - mes "^3131FF<Pet Groomer>^000000 will sell some pet accessory items but some monsters will also drop pet accessory items as well."; - next; + mes("[Adept Adventurer]"); + mes("Some pets can even wear accessory items."); + mes("^3131FF<Pet Groomer>^000000 will sell some pet accessory items but some monsters will also drop pet accessory items as well."); + next(); break; case 7: - mes "[Adept Adventurer]"; - mes "I think it is better off experiencing more together than transforming back to the eggs?"; - next; + mes("[Adept Adventurer]"); + mes("I think it is better off experiencing more together than transforming back to the eggs?"); + next(); break; case 8: - mes "[Adept Adventurer]"; - mes "Come back again when you have another question."; - close; + mes("[Adept Adventurer]"); + mes("Come back again when you have another question."); + close(); } } } if (!questprogress(2293)) { - mes "[Adventurer's Pet]"; - mes "I am hungry~ Feed me first, then let's walk around~"; - next; - mes "[Adept Adventurer]"; - mes "Calm down now, here you go!"; - next; - mes "[Adventurer's Pet]"; - mes "Phew, it was good. I'm full."; - next; - if(select("A talking monster!", "Ignore it.") == 2) { - mes "[Adept Adventurer]"; - mes "Pets make the best companions for lonely journeys..."; - close; - } - mes "[Adept Adventurer]"; - mes "Once it was a dangerous monster, now it is my closest friend. This is my ^3131FFpet^000000 which is called as Debbie Ruchi."; - next; - if(select("What is a pet?", "End Conversation") == 2) { - mes "[Adventurer's Pet]"; - mes "Yawn~ I am bored to death!"; - close; - } - mes "[Adept Adventurer]"; - mes "Well they're loyal ^3131FFmonster^000000s that stand by your side."; - next; + mes("[Adventurer's Pet]"); + mes("I am hungry~ Feed me first, then let's walk around~"); + next(); + mes("[Adept Adventurer]"); + mes("Calm down now, here you go!"); + next(); + mes("[Adventurer's Pet]"); + mes("Phew, it was good. I'm full."); + next(); + if (select("A talking monster!", "Ignore it.") == 2) { + mes("[Adept Adventurer]"); + mes("Pets make the best companions for lonely journeys..."); + close(); + } + mes("[Adept Adventurer]"); + mes("Once it was a dangerous monster, now it is my closest friend. This is my ^3131FFpet^000000 which is called as Debbie Ruchi."); + next(); + if (select("What is a pet?", "End Conversation") == 2) { + mes("[Adventurer's Pet]"); + mes("Yawn~ I am bored to death!"); + close(); + } + mes("[Adept Adventurer]"); + mes("Well they're loyal ^3131FFmonster^000000s that stand by your side."); + next(); select("Does it help you fight?"); - mes "[Adept Adventurer]"; - mes "It doesn't help me battle but it helps by giving me bonus ^3131FFstats^000000 and other bonus effects."; - next; - mes "[Adept Adventurer]"; - mes "All these things are possible when ^3131FFIntimacy^000000 with your pet is very high."; - next; - mes "[Adept Adventurer]"; - mes "Intimacy requires a time commitment and a lot of food. Food is the way to any being's loyalty right? ha ha"; - next; - if(select("How do I get a pet?", "End Conversation") == 2) { - mes "[Adept Adventurer]"; - mes "Pets make the best companions for lonely journeys..."; - close; - } - mes "[Adept Adventurer]"; - mes "Do you need a pet?"; - next; - mes "[Adept Adventurer]"; - mes "Hmm then let's go to the Academy Gardens together!"; - mes "I'll show you how it's done."; - next; - mes "[Adept Adventurer]"; - mes "Talk to me when you are ready to go to the garden!"; - setquest 2293; - close; + mes("[Adept Adventurer]"); + mes("It doesn't help me battle but it helps by giving me bonus ^3131FFstats^000000 and other bonus effects."); + next(); + mes("[Adept Adventurer]"); + mes("All these things are possible when ^3131FFIntimacy^000000 with your pet is very high."); + next(); + mes("[Adept Adventurer]"); + mes("Intimacy requires a time commitment and a lot of food. Food is the way to any being's loyalty right? ha ha"); + next(); + if (select("How do I get a pet?", "End Conversation") == 2) { + mes("[Adept Adventurer]"); + mes("Pets make the best companions for lonely journeys..."); + close(); + } + mes("[Adept Adventurer]"); + mes("Do you need a pet?"); + next(); + mes("[Adept Adventurer]"); + mes("Hmm then let's go to the Academy Gardens together!"); + mes("I'll show you how it's done."); + next(); + mes("[Adept Adventurer]"); + mes("Talk to me when you are ready to go to the garden!"); + setquest(2293); + close(); } else { - mes "[Adept Adventurer]"; - mes "Shall we go to the garden of Criatura Academy?"; - next; - if(select("Send me now!", "Stay") == 1) { - mes "[Adept Adventurer]"; - mes "All right, come this way."; - close2; - warp "new_1-3", 95, 171; + mes("[Adept Adventurer]"); + mes("Shall we go to the garden of Criatura Academy?"); + next(); + if (select("Send me now!", "Stay") == 1) { + mes("[Adept Adventurer]"); + mes("All right, come this way."); + close2(); + warp("new_1-3", 95, 171); end; } - mes "[Adept Adventurer]"; - mes "If you want, I will guide you anytime."; - close; + mes("[Adept Adventurer]"); + mes("If you want, I will guide you anytime."); + close(); } OnInit: - questinfo 2298, QTYPE_QUEST, 0; + questinfo(2298, QTYPE_QUEST, 0); end; } @@ -4741,24 +4920,24 @@ iz_ac01,43,80,7 script Adventurer's Pet#ac 4_DEVIRUCHI,{ OnTimer60000: switch(rand(1, 4)) { case 1: - npctalk "Yawn~ I am so bored!"; + npctalk(_("Yawn~ I am so bored!")); break; case 2: - npctalk "Red Potion.. Is it delicious? Herb does not look delicious.. I bet that is bitter."; + npctalk(_("Red Potion.. Is it delicious? Herb does not look delicious.. I bet that is bitter.")); break; case 3: - npctalk "Ha. You are lucky to have this Devi."; + npctalk(_("Ha. You are lucky to have this Devi.")); break; case 4: - npctalk "Isn't the floor cold? Well.. For me, Undead is more familiar."; + npctalk(_("Isn't the floor cold? Well.. For me, Undead is more familiar.")); break; } - initnpctimer; + initnpctimer(); end; OnInit: - initnpctimer; + initnpctimer(); end; } @@ -4773,361 +4952,361 @@ new_1-3,0,0,0,0 monster Little Poring 2398,30,50000,0,0 //- Adept Adventurer (Cont...) - new_1-3,92,169,5 script Adept Adventurer#new_1-3 4_M_JOB_BLACKSMITH,{ if (questprogress(2298) == 2) { - mes "[Adept Adventurer]"; - mes "Any questions about the cute pet?"; - next; - while(1) { + mes("[Adept Adventurer]"); + mes("Any questions about the cute pet?"); + next(); + while(true) { switch(select("Taming a monster", "Hatching the egg", "Monitoring pet's status", "Feeding", "Performances", "Removing the accessory", "Transforming back to egg", "End Conversation")) { case 1: - mes "[Adept Adventurer]"; - mes "Only some monsters can become pets and they all have different things to tame them."; - next; - mes "[Adept Adventurer]"; - mes "Each monster that can be tamed requires a specific ^3131FFtaming item^000000."; - next; - mes "[Adept Adventurer]"; - mes "To begin taming,"; - mes "^3131FFdouble click^000000 the taming item in your inventory and select which monster to tame."; - cutin "pet_ex_01.bmp", 3; - next; - mes "[Adept Adventurer]"; - mes "Press ^3131FFClick^000000 in the center of the pop-up slot machine to tame the monster.."; - cutin "pet_ex_02.bmp", 3; - next; - cutin "", 255; - mes "[Adept Adventurer]"; - mes "If successful, the monster will be tranformed into an egg!"; - next; + mes("[Adept Adventurer]"); + mes("Only some monsters can become pets and they all have different things to tame them."); + next(); + mes("[Adept Adventurer]"); + mes("Each monster that can be tamed requires a specific ^3131FFtaming item^000000."); + next(); + mes("[Adept Adventurer]"); + mes("To begin taming,"); + mes("^3131FFdouble click^000000 the taming item in your inventory and select which monster to tame."); + cutin("pet_ex_01", 3); + next(); + mes("[Adept Adventurer]"); + mes("Press ^3131FFClick^000000 in the center of the pop-up slot machine to tame the monster.."); + cutin("pet_ex_02", 3); + next(); + cutin("", 255); + mes("[Adept Adventurer]"); + mes("If successful, the monster will be tranformed into an egg!"); + next(); break; case 2: - mes "[Adept Adventurer]"; - mes "Hatching requires you to have a ^3131FF<Pet Incubator>^000000 to awaken a monster in the egg."; - next; - mes "[Adept Adventurer]"; - mes "Most towns have a ^3131FF<Pet Groomer>^000000 where you can buy the ^3131FF<Pet Incubator>^000000."; - mes "Ask the town guide for the location of the Pet Groomer if you can't find them."; - next; + mes("[Adept Adventurer]"); + mes("Hatching requires you to have a ^3131FF<Pet Incubator>^000000 to awaken a monster in the egg."); + next(); + mes("[Adept Adventurer]"); + mes("Most towns have a ^3131FF<Pet Groomer>^000000 where you can buy the ^3131FF<Pet Incubator>^000000."); + mes("Ask the town guide for the location of the Pet Groomer if you can't find them."); + next(); break; case 3: - mes "[Adept Adventurer]"; - mes "^3131FFRight-click^000000 on your pet and select ^3131ffCheck the Pet Status^000000 to check on its status. Or you can press ^3131FF<Alt+J>^000000."; - next; - mes "[Adept Adventurer]"; - mes "This will open up the Status Window. Here you can change the pet's ^3131FFname^000000 as well as check their ^3131FFHunter^000000 and ^3131FFIntimacy^000000."; - next; - mes "[Adept Adventurer]"; - mes "There are some special pets that gives special skills when their ^3131FFIntimacy^000000 level becomes Loyal. Most pets start off as shy and time and food changes that."; - next; + mes("[Adept Adventurer]"); + mes("^3131FFRight-click^000000 on your pet and select ^3131ffCheck the Pet Status^000000 to check on its status. Or you can press ^3131FF<Alt+J>^000000."); + next(); + mes("[Adept Adventurer]"); + mes("This will open up the Status Window. Here you can change the pet's ^3131FFname^000000 as well as check their ^3131FFHunter^000000 and ^3131FFIntimacy^000000."); + next(); + mes("[Adept Adventurer]"); + mes("There are some special pets that gives special skills when their ^3131FFIntimacy^000000 level becomes(Loyal. Most pets start off as shy and time and food changes that."); + next(); break; case 4: - mes "[Adept Adventurer]"; - mes "<Pet Food> is normal food for pets but some pets prefer other foods. You should keep enough with you so your pet doesn't get hungry."; - next; - mes "[Adept Adventurer]"; - mes "Pets will ^3131FFrun away^000000 if they are too full or too hungry. So make sure you check your pets hunger status frequently!"; - next; + mes("[Adept Adventurer]"); + mes("<Pet Food> is normal food for pets but some pets prefer other foods. You should keep enough with you so your pet doesn't get hungry."); + next(); + mes("[Adept Adventurer]"); + mes("Pets will ^3131FFrun away^000000 if they are too full or too hungry. So make sure you check your pets hunger status frequently!"); + next(); break; case 5: - mes "[Adept Adventurer]"; - mes "Some pets will show a special performance when they are in a good mood."; - next; + mes("[Adept Adventurer]"); + mes("Some pets will show a special performance when they are in a good mood."); + next(); break; case 6: - mes "[Adept Adventurer]"; - mes "Some pets can even wear accessory items."; - mes "^3131FF<Pet Groomer>^000000 will sell some pet accessory items but some monsters will also drop pet accessory items as well."; - next; + mes("[Adept Adventurer]"); + mes("Some pets can even wear accessory items."); + mes("^3131FF<Pet Groomer>^000000 will sell some pet accessory items but some monsters will also drop pet accessory items as well."); + next(); break; case 7: - mes "[Adept Adventurer]"; - mes "I think it is better off experiencing more together than transforming back to the eggs?"; - next; + mes("[Adept Adventurer]"); + mes("I think it is better off experiencing more together than transforming back to the eggs?"); + next(); break; case 8: - mes "[Adept Adventurer]"; - mes "Come back again when you have another question."; - close; + mes("[Adept Adventurer]"); + mes("Come back again when you have another question."); + close(); } } } if (!questprogress(2293)) { - mes "[Adept Adventurer]"; - mes "You can return to the Academy through the portal to the north."; - close; + mes("[Adept Adventurer]"); + mes("You can return to the Academy through the portal to the north."); + close(); } else if (questprogress(2293) == 1) { - mes "[Adept Adventurer]"; - mes "Would you look at that...Porings growing in the garden of the closed Criatura Academy like little Jelly Babies."; - next; - mes "[Adept Adventurer]"; - mes "Not all monsters in Rune Midgards are our for your blood, just most of them."; - next; - mes "[Adept Adventurer]"; - mes "Take a look at that, looks like that ^3131FFPoring^000000 has something to say to you"; - completequest 2293; - setquest 2294; - close; + mes("[Adept Adventurer]"); + mes("Would you look at that...Porings growing in the garden of the closed Criatura Academy like little Jelly Babies."); + next(); + mes("[Adept Adventurer]"); + mes("Not all monsters in Rune Midgards are our for your blood, just most of them."); + next(); + mes("[Adept Adventurer]"); + mes("Take a look at that, looks like that ^3131FFPoring^000000 has something to say to you"); + completequest(2293); + setquest(2294); + close(); } else { if (questprogress(2296) == 1) { - mes "[Adept Adventurer]"; - mes "If you are confused, Please check the quest status by pressing ^3131FF<Alt+U>^000000 anytime."; - next; - if(select("How to gain Unripe Apples", "End Conversation") == 1) { - mes "[Adept Adventurer]"; - mes "You'd want to go to the Dispensary to learn how to make ^3131FFUnripe Apple^000000s."; - next; - mes "[Adept Adventurer]"; - mes "One of the staff there should have a ^3131FFItem compounding book^000000 for novices, ^3131FFHow to make Unripe Apples^000000 is one of the subjects."; - close; + mes("[Adept Adventurer]"); + mes("If you are confused, Please check the quest status by pressing ^3131FF<Alt+U>^000000 anytime."); + next(); + if (select("How to gain Unripe Apples", "End Conversation") == 1) { + mes("[Adept Adventurer]"); + mes("You'd want to go to the Dispensary to learn how to make ^3131FFUnripe Apple^000000s."); + next(); + mes("[Adept Adventurer]"); + mes("One of the staff there should have a ^3131FFItem compounding book^000000 for novices, ^3131FFHow to make Unripe Apples^000000 is one of the subjects."); + close(); } } if (questprogress(2297) == 1) { - mes "[Adept Adventurer]"; - mes "So you used the taming item on the Little Porings, then they turned into eggs?"; - next; - mes "[Adept Adventurer]"; - mes "Ha ha ha, don't fret my pet."; - mes "You just cleared ^3131FFtaming^000000."; - next; + mes("[Adept Adventurer]"); + mes("So you used the taming item on the Little Porings, then they turned into eggs?"); + next(); + mes("[Adept Adventurer]"); + mes("Ha ha ha, don't fret my pet."); + mes("You just cleared ^3131FFtaming^000000."); + next(); select("Taming?"); - mes "[Adept Adventurer]"; - mes "Yep, it means you are ready to be a friend like me and Debbie Ruchi."; - next; - mes "[Adept Adventurer]"; - mes "There are lots of different monsters and tames out there."; - next; - mes "[Adept Adventurer]"; - mes "If you successfully tame it you end up with a little egg."; - next; - mes "[Adept Adventurer]"; - mes "So congratulations again for passing the test, the friendship test!"; - mes "Ask anytime whenever you have a question about cute pets."; - next; - mes "[Adept Adventurer]"; - mes "Do you see the shivering poring over there? Go easy on the lil' blighter, okay?"; - completequest 2297; - setquest 2298; - close; - } - mes "[Adept Adventurer]"; - mes "If you are confused, Please check the quest status by clicking ^3131FF<Alt+U>^000000 anytime."; - close; + mes("[Adept Adventurer]"); + mes("Yep, it means you are ready to be a friend like me and Debbie Ruchi."); + next(); + mes("[Adept Adventurer]"); + mes("There are lots of different monsters and tames(out there."); + next(); + mes("[Adept Adventurer]"); + mes("If you successfully tame it you end up with a little egg."); + next(); + mes("[Adept Adventurer]"); + mes("So congratulations again for passing the test, the friendship test!"); + mes("Ask anytime whenever you have a question about cute pets."); + next(); + mes("[Adept Adventurer]"); + mes("Do you see the shivering poring over there? Go easy on the lil' blighter, okay?"); + completequest(2297); + setquest(2298); + close(); + } + mes("[Adept Adventurer]"); + mes("If you are confused, Please check the quest status by clicking ^3131FF<Alt+U>^000000 anytime."); + close(); } } //== Friendly Poring ======================================= new_1-3,99,169,3 script Friendly Poring#ac 4_PORING,{ if (!checkweight(Axe, 3)) { - mes "[Poring]"; - mes "You have too many items to continue the quest."; - next; - mes "[Poring]"; - mes "Open inventory with ^3131FFAlt+E^000000 key, if you find unnecessaty items, sell them to ^3131FFmerchant^000000 or put into ^3131FFwarehouse^000000 by using kafra service~."; - close; + mes("[Poring]"); + mes("You have too many items to continue the quest."); + next(); + mes("[Poring]"); + mes("Open inventory with ^3131FFAlt+E^000000 key, if you find unnecessaty items, sell them to ^3131FFmerchant^000000 or put into ^3131FFwarehouse^000000 by using kafra service~."); + close(); } if (!questprogress(2294)) { - mes "[Poring]"; - mes "Help me novice..."; - close; + mes("[Poring]"); + mes("Help me novice..."); + close(); } else if (questprogress(2294) == 1) { - mes "[Poring]"; - mes "Dear oh dear...what do we have 'ere?"; - next; - if(select("What happend?", "Ignore him/it?") == 2) { - mes "[Poring]"; - mes "Oh dear, oh dear..."; - close; - } - mes "[Poring]"; - mes "Wot a sad state of affairs."; - next; - mes "[Poring]"; - mes "That geeza' ghostring got defeated out in his dungeon and came here to pick on other monsters like me."; - next; - mes "[Poring]"; - mes "I'm too low level to stop 'im, you can hear them cheering now..."; - next; - mes "[Ghostring]"; - mes "Oi you lot! Tell me wot I want to hear!"; - emotion e_gasp, 0, "Ghostring#cupet"; - next; - mes "[Unskilled Poring]"; - mes "Ghostring's the strongest in the world!"; - emotion e_paper, 0, "Cowardly Poring#pet_1"; - emotion e_paper, 0, "Unskilled Poring#pet_2"; - emotion e_paper, 0, "Foolish Poring#pet_3"; - next; - mes "[Ghostring]"; - mes "What kind of monster I am?"; - emotion e_gasp, 0, "Ghostring#cupet"; - next; - mes "[Unskilled Poring]"; - mes "Ghostring's da Boss!"; - emotion e_paper, 0, "Cowardly Poring#pet_1"; - emotion e_paper, 0, "Unskilled Poring#pet_2"; - emotion e_paper, 0, "Foolish Poring#pet_3"; - next; - mes "[Ghostring]"; - mes "Bwa ha ha ha~"; - emotion e_heh, 0, "Ghostring#cupet"; - next; - emotion e_sob, 0, "Friendly Poring#ac"; - mes "[Poring]"; - mes "Bleedin' shame..."; - mes "Little Porings takin' up with a git like that and not bein' cute anymore."; - next; - mes "[Poring]"; - mes "The Little Porings aren't bad'uns, they've just not been to the outside world."; - next; - mes "[Poring]"; - mes "If this keeps up, all of the Porings in Rune Midgard'll be under the sway of Ghostring."; - next; - if(select("Can I help you?", "Too bad.") == 2) { - mes "[Poring]"; - mes "Oh dear, oh dear....."; - close; - } - mes "[Poring]"; - mes "Now that you mention it sir, I could use some help."; - next; - mes "[Unskilled Poring]"; - mes "Wot's Dat? Onna them Poring's talkin' to a huumie."; - mes "Shall we beat him up?"; - emotion e_paper, 0, "Cowardly Poring#pet_1"; - emotion e_paper, 0, "Unskilled Poring#pet_2"; - emotion e_paper, 0, "Foolish Poring#pet_3"; - next; - mes "[Poring]"; - mes "Blimey!"; - mes "Help me! Save me!"; - emotion e_omg, 0, "Friendly Poring#ac"; - next; + mes("[Poring]"); + mes("Dear oh dear...what do we have 'ere?"); + next(); + if (select("What happend?", "Ignore him/it?") == 2) { + mes("[Poring]"); + mes("Oh dear, oh dear..."); + close(); + } + mes("[Poring]"); + mes("Wot a sad state of affairs."); + next(); + mes("[Poring]"); + mes("That geeza' ghostring got defeated out in his dungeon and came here to pick on other monsters like me."); + next(); + mes("[Poring]"); + mes("I'm too low level to stop 'im, you can hear them cheering now..."); + next(); + mes("[Ghostring]"); + mes("Oi you lot! Tell me wot I want to hear!"); + emotion(e_gasp, 0, "Ghostring#cupet"); + next(); + mes("[Unskilled Poring]"); + mes("Ghostring's the strongest in the world!"); + emotion(e_paper, 0, "Cowardly Poring#pet_1"); + emotion(e_paper, 0, "Unskilled Poring#pet_2"); + emotion(e_paper, 0, "Foolish Poring#pet_3"); + next(); + mes("[Ghostring]"); + mes("What kind of monster I am?"); + emotion(e_gasp, 0, "Ghostring#cupet"); + next(); + mes("[Unskilled Poring]"); + mes("Ghostring's da Boss!"); + emotion(e_paper, 0, "Cowardly Poring#pet_1"); + emotion(e_paper, 0, "Unskilled Poring#pet_2"); + emotion(e_paper, 0, "Foolish Poring#pet_3"); + next(); + mes("[Ghostring]"); + mes("Bwa ha ha ha~"); + emotion(e_heh, 0, "Ghostring#cupet"); + next(); + emotion(e_sob, 0, "Friendly Poring#ac"); + mes("[Poring]"); + mes("Bleedin' shame..."); + mes("Little Porings takin' up with a git like that and not bein' cute anymore."); + next(); + mes("[Poring]"); + mes("The Little Porings aren't bad'uns, they've just not been to the outside world."); + next(); + mes("[Poring]"); + mes("If this keeps up, all of the Porings in Rune Midgard'll be under the sway of Ghostring."); + next(); + if (select("Can I help you?", "Too bad.") == 2) { + mes("[Poring]"); + mes("Oh dear, oh dear....."); + close(); + } + mes("[Poring]"); + mes("Now that you mention it sir, I could use some help."); + next(); + mes("[Unskilled Poring]"); + mes("Wot's Dat? Onna them Poring's talkin' to a huumie."); + mes("Shall we beat him up?"); + emotion(e_paper, 0, "Cowardly Poring#pet_1"); + emotion(e_paper, 0, "Unskilled Poring#pet_2"); + emotion(e_paper, 0, "Foolish Poring#pet_3"); + next(); + mes("[Poring]"); + mes("Blimey!"); + mes("Help me! Save me!"); + emotion(e_omg, 0, "Friendly Poring#ac"); + next(); select("What can I do to help?"); - mes "[Poring]"; - mes "I do have a good idea!"; - mes "Come over here!"; - completequest 2294; - setquest 2295; - close; + mes("[Poring]"); + mes("I do have a good idea!"); + mes("Come over here!"); + completequest(2294); + setquest(2295); + close(); } else if (questprogress(2295) == 1) { - mes "[Poring]"; - mes "This is ^3131FFunripe apple^000000."; - mes "The favorite items for Little Poring to eat."; - next; - mes "[Poring]"; - mes "Maybe you can use it to tempt them away from listenin' to Ghostring."; - next; - mes "[Poring]"; - mes "^3131FFDouble click the unripe apple^000000 that I gave you and ^3131FFselect^000000 a ^3131FFLittle Poring^000000 that you fancy."; - cutin "pet_ex_01.bmp", 3; - next; - mes "[Poring]"; - mes "TThe click the centre of the slot machine."; - cutin "pet_ex_02.bmp", 3; - next; - mes "[Poring]"; - mes "That'll lure them from out of Ghostring's influence."; - cutin "", 255; - completequest 2295; - setquest 2296; - getitem Little_Unripe_Apple, 5; // Little_Unripe_Apple - close; + mes("[Poring]"); + mes("This is ^3131FFunripe apple^000000."); + mes("The favorite items for Little Poring to eat."); + next(); + mes("[Poring]"); + mes("Maybe you can use it to tempt them away from listenin' to Ghostring."); + next(); + mes("[Poring]"); + mes("^3131FFDouble click the unripe apple^000000 that I gave you and ^3131FFselect^000000 a ^3131FFLittle Poring^000000 that you fancy."); + cutin("pet_ex_01", 3); + next(); + mes("[Poring]"); + mes("TThe click the centre of the slot machine."); + cutin("pet_ex_02", 3); + next(); + mes("[Poring]"); + mes("That'll lure them from out of Ghostring's influence."); + cutin("", 255); + completequest(2295); + setquest(2296); + getitem(Unripe_Apple2, 5); + close(); } else if (questprogress(2296) == 1) { if (countitem(Novice_Poring_Egg) > 0) { - mes "[Poring]"; - mes "Ello' mate. Were you successful? Where are the lil' bleeders?"; - next; + mes("[Poring]"); + mes("Ello' mate. Were you successful? Where are the lil' bleeders?"); + next(); select("Show eggs"); - mes "[Poring]"; - mes "Steady on now guv'na..."; - mes "What did you do to Unskilled Poring!?!? Novice!!!!!!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "I used the unripe apples that you gave me, then they turned into eggs."; - next; - emotion e_sob, 0, "Friendly Poring#ac"; - mes "[Poring]"; - mes "Oh, guess I didn't expect they'd be turned into pets so easily!"; - next; - mes "["+strcharinfo(0)+"]"; - mes "Yeah, don't worry, I'll make sure to"; - mes "give them a good home."; - completequest 2296; - setquest 2297; - close; + mes("[Poring]"); + mes("Steady on now guv'na..."); + mes("What did you do to Unskilled Poring!?!? Novice!!!!!!"); + next(); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I used the unripe apples that you gave me, then they turned into eggs."); + next(); + emotion(e_sob, 0, "Friendly Poring#ac"); + mes("[Poring]"); + mes("Oh, guess I didn't expect they'd be turned into pets so easily!"); + next(); + mesf("[%s]", strcharinfo(PC_NAME)); + mes("Yeah, don't worry, I'll make sure to"); + mes("give them a good home."); + completequest(2296); + setquest(2297); + close(); } else { - mes "[Poring]"; - mes "^3131FFDouble click the unripe apple^000000 that I gave you and ^3131FFselect^000000 your preferred ^3131FFLittle Poring^000000."; - cutin "pet_ex_01.bmp", 3; - next; - mes "[Poring]"; - mes "The all you have to do is ^3131FF click ^0000 the middle of the slot machine."; - cutin "pet_ex_02.bmp", 3; - next; - mes "[Poring]"; - mes "It may fail, but keep trying to lure way those Little Porings!"; - close; + mes("[Poring]"); + mes("^3131FFDouble click the unripe apple^000000 that I gave you and ^3131FFselect^000000 your preferred ^3131FFLittle Poring^000000."); + cutin("pet_ex_01", 3); + next(); + mes("[Poring]"); + mes("The all you have to do is ^3131FF click ^0000 the middle of the slot machine."); + cutin("pet_ex_02", 3); + next(); + mes("[Poring]"); + mes("It may fail, but keep trying to lure way those Little Porings!"); + close(); } } else if (questprogress(2297) == 1) { - mes "[Poring]"; - mes "Have you ever heard about the changes of a novice from adept adventurer?"; - close; + mes("[Poring]"); + mes("Have you ever heard about the changes of a novice from adept adventurer?"); + close(); } else if (questprogress(2298) == 1) { - mes "[Poring]"; - mes "Unripe Apples are the item to tame."; - mes "It will only work on the Little Porings hopping around."; - next; - mes "[Poring]"; - mes "If you're going to make them a cute pet..."; - mes "You must take care of your Little Poring!"; - next; + mes("[Poring]"); + mes("Unripe Apples are the item to tame."); + mes("It will only work on the Little Porings hopping around."); + next(); + mes("[Poring]"); + mes("If you're going to make them a cute pet..."); + mes("You must take care of your Little Poring!"); + next(); select("What?"); - mes "[Poring]"; - mes "Even before that Ghostring came here, the Little Porings were kind of cowardly."; - next; - mes "[Poring]"; - mes "Since they've never been out in the real world, sort of like human novices."; - next; - mes "[Poring]"; - mes "You're just starting out on your adventure, right? You will visit many towns and meet many people and encounter the frightful Boss Monsters."; - next; - mes "[Poring]"; - mes "Won't you consider taking one of these chavs with you?"; - next; - mes "[Poring]"; - mes "They're smeggin' talkative, but they'll be loyal friends!"; - next; - mes "[Poring]"; - mes "I'd say that the ^31311F Adept adventurer ^000000 knows lots of things about pets, so you can ask him about your new Little Poring Friend."; - next; - mes "[Poring]"; - mes "By the way, you should have a ^3131FFportable egg incubator ^000000."; - mes "It was dropped by a careless ^3131FFPet Groomer^000000 traveling through."; - next; - mes "[Poring]"; - mes "I will also give you the Little Poring's favorite ^3131FFapple juice^000000, so make sure that it stays fed all the time!"; - next; - mes "[Poring]"; - mes "Oi, Little Poring."; - mes "I look forward to seeing you once you've explored Rune Midgards!"; - mes "Cheers mate."; - completequest 2298; + mes("[Poring]"); + mes("Even before that Ghostring came here, the Little Porings were kind of cowardly."); + next(); + mes("[Poring]"); + mes("Since they've never been out in the real world, sort of like human novices."); + next(); + mes("[Poring]"); + mes("You're just starting out on your adventure, right? You will visit many towns and meet many people and encounter the frightful Boss Monsters."); + next(); + mes("[Poring]"); + mes("Won't you consider taking one of these chavs with you?"); + next(); + mes("[Poring]"); + mes("They're smeggin' talkative, but they'll be loyal friends!"); + next(); + mes("[Poring]"); + mes("I'd say that the ^31311F Adept adventurer ^000000 knows lots of things about pets, so you can ask him about your new Little Poring Friend."); + next(); + mes("[Poring]"); + mes("By the way, you should have a ^3131FFportable egg incubator ^000000."); + mes("It was dropped by a careless ^3131FFPet Groomer^000000 traveling through."); + next(); + mes("[Poring]"); + mes("I will also give you the Little Poring's favorite ^3131FFapple juice^000000, so make sure that it stays fed all the time!"); + next(); + mes("[Poring]"); + mes("Oi, Little Poring."); + mes("I look forward to seeing you once you've explored Rune Midgards!"); + mes("Cheers mate."); + completequest(2298); if (Class == Job_Novice) - getexp 500, 50; - getitem Apple_Juice, 3; // Apple_Juice - getitem Pet_Incubator, 1; // Pet_Incubator - close; + getexp(500, 50); + getitem(Apple_Juice, 3); // Apple_Juice + getitem(Pet_Incubator, 1); // Pet_Incubator + close(); } else { - mes "[Poring]"; - mes "Take good care of your Little Poring. Ask the adept adventurer if you have any questions about cute pets!"; - close; + mes("[Poring]"); + mes("Take good care of your Little Poring. Ask the adept adventurer if you have any questions about cute pets!"); + close(); } } //== Ghostring ============================================= new_1-3,108,165,3 script Ghostring#cupet 4_GHOSTRING,{ - mes "[Ghostring]"; - mes "I am da biggest and da meanest Ghostring!"; - close; + mes("[Ghostring]"); + mes("I am da biggest and da meanest Ghostring!"); + close(); } //== Little Porings ======================================== @@ -5138,191 +5317,191 @@ new_1-3,105,163,5 script Foolish Poring#pet_3 LITTLE_PORING,{ end; } //== Kafra Guide Trainer =================================== // - Teaches the player about Kafra Services. iz_ac01,95,46,5 script Kafra Guide Trainer#ac 4_F_KAFRA1,{ - cutin "kafra_01.bmp", 2; + cutin("kafra_01", 2); if (questprogress(4269) == 2) { - mes "[Kafra Guide Trainer]"; - mes "Welcome, Kafra service is always close to your heart"; - next; - mes "[Kafra Guide Trainer]"; - mes "For those who are using the Kafra service for the first time."; - mes "Kafra service offers thorough information rundown~!"; - next; - while(1) { - next; - mes "[Kafra Guide Trainer]"; - mes "Tell us what you would like to know"; - mes "about the Kafra service~!"; - next; + mes("[Kafra Guide Trainer]"); + mes("Welcome, Kafra service is always close to your heart"); + next(); + mes("[Kafra Guide Trainer]"); + mes("For those who are using the Kafra service for the first time."); + mes("Kafra service offers thorough information rundown~!"); + next(); + while(true) { + next(); + mes("[Kafra Guide Trainer]"); + mes("Tell us what you would like to know"); + mes("about the Kafra service~!"); + next(); switch(select("Saving", "Storage Service", "Teleport Service", "Use of Pushcart Service", "Check Other Information", "Cancel")) { case 1: - mes "[Kafra Guide Trainer]"; - mes "Save service is for when you ^8B4513die in battle^000000 or use an item like ^8B4513Butterfly Wings^000000, you will be sent back to your Save Location."; - next; - mes "[Kafra Guide Trainer]"; - mes "Easy to understand~?"; - mes "You want to try the Save service~?"; - next; - if(select("No", "Yes")) { - mes "[Kafra Guide Trainer]"; - mes "Don't be afraid of it~!"; - mes "Save service doesn't swallow you."; - mes "If you change your mind, you would better try it definitely~!"; + mes("[Kafra Guide Trainer]"); + mes("Save service is for when you ^8B4513die in battle^000000 or use an item like ^8B4513Butterfly Wings^000000, you will be sent back to your Save Location."); + next(); + mes("[Kafra Guide Trainer]"); + mes("Easy to understand~?"); + mes("You want to try the Save service~?"); + next(); + if (select("No", "Yes")) { + mes("[Kafra Guide Trainer]"); + mes("Don't be afraid of it~!"); + mes("Save service doesn't swallow you."); + mes("If you change your mind, you would better try it definitely~!"); } else { - mes "[Kafra Guide Trainer]"; - mes "Well~ then, for now, ^8B4513Izlude Square^000000 where the Criatura Academy is located will be saved as your save point~!."; - next; - mes "[Kafra Guide Trainer]"; - mes "Voila~!"; - next; - mes "[Kafra Guide Trainer]"; - mes "It's already done. Easy huh?"; - savepoint "izlude", 128, 98; - next; - mes "[Kafra Guide Trainer]"; - mes "Now, when you use a ^006400Butterfly Wing^000000, it will send you to the last saved location."; + mes("[Kafra Guide Trainer]"); + mes("Well~ then, for now, ^8B4513Izlude Square^000000 where the Criatura Academy is located will be saved as your save point~!."); + next(); + mes("[Kafra Guide Trainer]"); + mes("Voila~!"); + next(); + mes("[Kafra Guide Trainer]"); + mes("It's already done. Easy huh?"); + savepoint("izlude", 128, 98); + next(); + mes("[Kafra Guide Trainer]"); + mes("Now, when you use a ^006400Butterfly Wing^000000, it will send you to the last saved location."); } break; case 2: - mes "[Kafra Guide Trainer]"; - mes "Storage service is a place where you can safely store your items."; - mes "Your items can be accessed by all characters in your account."; - next; - mes "[Kafra Guide Trainer]"; - mes "To use the storage, you need to be over Novice Job Level 6 and higher."; - next; - mes "[Kafra Guide Trainer]"; - mes "For a small fee, most Kafra Employees will let you open your storage."; - mes "You can even buy Kafra Cards from the Item Mall to open storage from anywhere!"; - mes "Do you want to use the storage?"; - next; - if(select("No", "Yes")) { - mes "[Kafra Guide Trainer]"; - mes "Storage is necessary for you to survive so use it regularly."; + mes("[Kafra Guide Trainer]"); + mes("Storage service is a place where you can safely store your items."); + mes("Your items can be accessed by all characters in your account."); + next(); + mes("[Kafra Guide Trainer]"); + mes("To use the storage, you need to be over Novice Job Level 6 and higher."); + next(); + mes("[Kafra Guide Trainer]"); + mes("For a small fee, most Kafra Employees will let you open your storage."); + mes("You can even buy Kafra Cards from the Item Mall to open storage from anywhere!"); + mes("Do you want to use the storage?"); + next(); + if (select("No", "Yes")) { + mes("[Kafra Guide Trainer]"); + mes("Storage is necessary for you to survive so use it regularly."); } else { if (getskilllv("NV_BASIC") < 6) { - mes "[Kafra Guide Trainer]"; - mes "To use the storage, you need to be raised the beginner level 6 and higher."; + mes("[Kafra Guide Trainer]"); + mes("To use the storage, you need to be raised the beginner level 6 and higher."); } else if (countitem(Cargo_Free_Ticket) || Zeny >= 500) { if (countitem(Cargo_Free_Ticket)) { - delitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket + delitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket } else { Zeny -= 500; RESRVPTS += 5; } - mes "[Kafra Guide Trainer]"; - mes "I'll open the storage~."; - mes "Thanks for using~!"; - close2; - cutin "", 255; + mes("[Kafra Guide Trainer]"); + mes("I'll open the storage~."); + mes("Thanks for using~!"); + close2(); + cutin("", 255); openstorage; end; } else { - mes "[Kafra Guide Trainer]"; - mes "Dear customer, you don't have enough money~!"; - mes "You need 500 zeny to use the storage~!"; + mes("[Kafra Guide Trainer]"); + mes("Dear customer, you don't have enough money~!"); + mes("You need 500 zeny to use the storage~!"); } } break; case 3: - mes "[Kafra Guide Trainer]"; - mes "Teleport service is a service that sends you to various locations throughout Rune Midgard."; - next; - mes "[Kafra Guide Trainer]"; - mes "Different Kafra Employees have different teleport locations to send you to so you need to talk to them to find out where they're teleporting to."; - next; - mes "[Kafra Guide Trainer]"; - mes "Ok, so for educational purposes I'm offering a free teleport service here at the Academy."; - mes "Why don't you try it out?~!"; - next; - if(select("No", "Yes")) { - mes "[Kafra Guide Trainer]"; - mes "You afraid of having your cells spliced or something? Don't worry this is perfectly safe~!"; - mes "This is an essential service~"; - mes "So, you better get used to it ok?"; + mes("[Kafra Guide Trainer]"); + mes("Teleport service is a service that sends you to various locations throughout Rune Midgard."); + next(); + mes("[Kafra Guide Trainer]"); + mes("Different Kafra Employees have different teleport locations to send you to so you need to talk to them to find out where they're teleporting to."); + next(); + mes("[Kafra Guide Trainer]"); + mes("Ok, so for educational purposes I'm offering a free teleport service here at the Academy."); + mes("Why don't you try it out?~!"); + next(); + if (select("No", "Yes")) { + mes("[Kafra Guide Trainer]"); + mes("You afraid of having your cells spliced or something? Don't worry this is perfectly safe~!"); + mes("This is an essential service~"); + mes("So, you better get used to it ok?"); break; } else { switch(select("Academy 1st floor Great Hall", "Academy 2nd floor Principal's Office", "Izlude southern entrance", "Use later")) { case 1: - cutin "", 255; - warp "iz_ac01", 97, 86; + cutin("", 255); + warp("iz_ac01", 97, 86); end; case 2: - cutin "", 255; - warp "iz_ac02", 101, 36; + cutin("", 255); + warp("iz_ac02", 101, 36); end; case 3: - mes "[Kafra Guide Trainer]"; - mes "This will take you to the outside of the Criatura Academy, is that ok?"; - mes "If you want to come back to the academy, find the entrance to the north of Izlude."; - next; - if(select("No", "Yes")) { - mes "[Kafra Guide Trainer]"; - mes "You afraid of having your cells spliced or something? Don't worry this is perfectly safe~!"; + mes("[Kafra Guide Trainer]"); + mes("This will take you to the outside of the Criatura Academy, is that ok?"); + mes("If you want to come back to the academy, find the entrance to the north of Izlude."); + next(); + if (select("No", "Yes")) { + mes("[Kafra Guide Trainer]"); + mes("You afraid of having your cells spliced or something? Don't worry this is perfectly safe~!"); break; } else { - cutin "", 255; - warp "izlude", 128, 98; + cutin("", 255); + warp("izlude", 128, 98); end; } break; case 4: - mes "[Kafra Guide Trainer]"; - mes "You afraid of having your cells spliced or something? Don't worry this is perfectly safe~!"; + mes("[Kafra Guide Trainer]"); + mes("You afraid of having your cells spliced or something? Don't worry this is perfectly safe~!"); break; } } break; case 4: - mes "[Kafra Guide Trainer]"; - mes "Pushcart service is used for those who have the job ^8B4513Merchant^000000."; - mes "To rent a Pushcart Merchants pay a small zeny fee and that's it."; - next; - mes "[Kafra Guide Trainer]"; - mes "If you aren't a Merchant class or if you haven't learned the Cart Skill then you can't use this Kafra service."; + mes("[Kafra Guide Trainer]"); + mes("Pushcart service is used for those who have the job ^8B4513Merchant^000000."); + mes("To rent a Pushcart Merchants pay a small zeny fee and that's it."); + next(); + mes("[Kafra Guide Trainer]"); + mes("If you aren't a Merchant class or if you haven't learned the Cart Skill then you can't use this Kafra service."); break; case 5: - mes "[Kafra Guide Trainer]"; - mes "Among the other services we provide, there is a Customer point service system from Kafra!"; - next; - mes "[Kafra Guide Trainer]"; - mes "Every time you use a Kafra Service you get Special Reserve Points~"; - mes "You can use these points at the Kafra Headquarters in Aldebaran to trade for certain items."; - next; - mes "[Kafra Guide Trainer]"; - mes "Here, I'll show you how many Special Reserve Points you currently have."; - next; - if(select("Check Special Reserve Points.", "Cancel") == 2) { - mes "[Kafra Guide Trainer]"; - mes "Even later~~!!"; - mes "Please check your accumulated customer points~!"; + mes("[Kafra Guide Trainer]"); + mes("Among the other services we provide, there is a Customer point service system from Kafra!"); + next(); + mes("[Kafra Guide Trainer]"); + mes("Every time you use a Kafra Service you get Special Reserve Points~"); + mes("You can use these points at the Kafra Headquarters in Aldebaran to trade for certain items."); + next(); + mes("[Kafra Guide Trainer]"); + mes("Here, I'll show you how many Special Reserve Points you currently have."); + next(); + if (select("Check Special Reserve Points.", "Cancel") == 2) { + mes("[Kafra Guide Trainer]"); + mes("Even later~~!!"); + mes("Please check your accumulated customer points~!"); } else { - mes "[Kafra Guide Trainer]"; - mes ""+strcharinfo(0)+", your accummulated points are "+RESRVPTS+" points."; - next; - mes "[Kafra Guide Trainer]"; - mes "You can exchange your"; - mes "Special Reserve Points for"; - mes "rewards at the Kafra Main Office in Al De Baran. Please use our"; - mes "convenient services to see the benefits of our rewards program."; + mes("[Kafra Guide Trainer]"); + mesf("%s, your accummulated points are %d points.", strcharinfo(PC_NAME), RESRVPTS); + next(); + mes("[Kafra Guide Trainer]"); + mes("You can exchange your"); + mes("Special Reserve Points for"); + mes("rewards at the Kafra Main Office in Al De Baran. Please use our"); + mes("convenient services to see the benefits of our rewards program."); } break; case 6: - mes "[Kafra Guide Trainer]"; - mes "Our Kafra service is doing our best to give you the best satisfaction that you deserve as a customer."; - mes "Thanks for using us."; - close2; - cutin "", 255; + mes("[Kafra Guide Trainer]"); + mes("Our Kafra service is doing our best to give you the best satisfaction that you deserve as a customer."); + mes("Thanks for using us."); + close2(); + cutin("", 255); end; } } } else { - mes "[Kafra Guide Trainer]"; - mes "First, you need to complete your^8B4513 registration^000000 at the Academy's front desk."; - mes "If you go to the first floor,"; - mes "there'll be someone"; - mes "to take your registration."; - close2; - cutin "", 255; + mes("[Kafra Guide Trainer]"); + mes("First, you need to complete your^8B4513 registration^000000 at the Academy's front desk."); + mes("If you go to the first floor,"); + mes("there'll be someone"); + mes("to take your registration."); + close2(); + cutin("", 255); end; } } @@ -5350,103 +5529,103 @@ iz_ac02_d,101,176,5 duplicate(Kafra Guide Trainer#ac) Kafra Guide Trainer#02_d 4 // - Teaches the player about in-game Marriage & Adoption mechanics. izlude,102,150,5 script Wedding Secretary#iz 1_F_LIBRARYGIRL,{ if (Class == Job_Novice) { - mes "[Wedding Secretary]"; - mes "You are the just a beginner."; - next; - mes "[Wedding Secretary]"; - mes "Everything looks new and unfamiliar, doesn't it? Isn't it all exiciting?"; - next; - mes "[Wedding Secretary]"; - mes "What can be a more exciting start than a marriage in your life?"; - next; + mes("[Wedding Secretary]"); + mes("You are the just a beginner."); + next(); + mes("[Wedding Secretary]"); + mes("Everything looks new and unfamiliar, doesn't it? Isn't it all exiciting?"); + next(); + mes("[Wedding Secretary]"); + mes("What can be a more exciting start than a marriage in your life?"); + next(); } else { - mes "[Wedding Secretary]"; - mes "Are you in love?"; - next; - } - mes "[Wedding Secretary]"; - mes "I am the Wedding Secretary sent here for those people wanting to join their lives to another."; - next; - while(1) { - mes "[Wedding Secretary]"; - mes "Please ask anything you are concerned with about marriage!"; - next; + mes("[Wedding Secretary]"); + mes("Are you in love?"); + next(); + } + mes("[Wedding Secretary]"); + mes("I am the Wedding Secretary sent here for those people wanting to join their lives to another."); + next(); + while(true) { + mes("[Wedding Secretary]"); + mes("Please ask anything you are concerned with about marriage!"); + next(); switch(select("How to get married.", "Benefits of marriage", "Adoption", "Shut up!")) { case 1: - mes "[Wedding Secretary]"; - mes "Concluding the ceremony between two lovers is really the most beautiful and special event in one's life."; - next; - mes "[Wedding Secretary]"; - mes "However, being together requires several procedures."; - next; - mes "[Wedding Secretary]"; - mes "First, the two of you wishing to get married have to be at least base level ^0000cd45^000000 or higher, meaning you should be at the level responsible for your life and your finances."; - next; - mes "[Wedding Secretary]"; - mes "Next, you need to prepare some tokens of appreciation. Men need a ^0000cdTuxedo^000000 Ladies need a ^0000cdWedding Dress^000000 and both need to have ^0000cdDiamond Ring^000000s as the symbol of everlasting love."; - next; - mes "[Wedding Secretary]"; - mes "You will also need to provide a fee of ^0000cd1 million Zeny^000000."; - next; - mes "[Wedding Secretary]"; - mes "Having prepared all of these things, you must create a party with just the two of you and go to the ^0000cdProntera Cathedral^000000."; - next; - mes "[Wedding Secretary]"; - mes "There, another ^0000cdWedding Secretary^000000 like me is wating for you. When you speak to her, she will give more details of what to do."; - next; - mes "[Wedding Secretary]"; - mes "I hope that you will meet a great fiance and enjoy a happy marriage!"; - next; + mes("[Wedding Secretary]"); + mes("Concluding the ceremony between two lovers is really the most beautiful and special event in one's life."); + next(); + mes("[Wedding Secretary]"); + mes("However, being together requires several procedures."); + next(); + mes("[Wedding Secretary]"); + mes("First, the two of you wishing to get married have to be at least base level ^0000cd45^000000 or higher, meaning you should be at the level responsible for your life and your finances."); + next(); + mes("[Wedding Secretary]"); + mes("Next, you need to prepare some tokens of appreciation. Men need a ^0000cdTuxedo^000000 Ladies need a ^0000cdWedding Dress^000000 and both need to have ^0000cdDiamond Ring^000000s as the symbol of everlasting love."); + next(); + mes("[Wedding Secretary]"); + mes("You will also need to provide a fee of ^0000cd1 million Zeny^000000."); + next(); + mes("[Wedding Secretary]"); + mes("Having prepared all of these things, you must create a party with just the two of you and go to the ^0000cdProntera Cathedral^000000."); + next(); + mes("[Wedding Secretary]"); + mes("There, another ^0000cdWedding Secretary^000000 like me is wating for you. When you speak to her, she will give more details of what to do."); + next(); + mes("[Wedding Secretary]"); + mes("I hope that you will meet a great fiance and enjoy a happy marriage!"); + next(); break; case 2: - mes "[Wedding Secretary]"; - mes "To say the least, the benefit of marriage is being together forever!"; - next; - mes "[Wedding Secretary]"; - mes "After the wedding ceremony, you can enjoy a sweet honeymoon at the ^0000cdJawaii^000000 resort only for you."; - next; - mes "[Wedding Secretary]"; - mes "And, upon marriage you will both get a ^0000cd special skill^000000."; - next; - mes "[Wedding Secretary]"; - mes "Two of these skills are called ^0000cdLoving Touch^000000 and ^0000cdUndying Love^000000 which are used to sacrifice HP or SP and send it to your partner."; - next; - mes "[Wedding Secretary]"; - mes "But among them, the skill called ^0000cdRomantic Rendezvous^000000 is the most romantic one, enabling you to summon your partner to you from anywhere in the world."; - next; - mes "[Wedding Secretary]"; - mes "Aren't these skill great? Don't you want to get married right now?"; - next; + mes("[Wedding Secretary]"); + mes("To say the least, the benefit of marriage is being together forever!"); + next(); + mes("[Wedding Secretary]"); + mes("After the wedding ceremony, you can enjoy a sweet honeymoon at the ^0000cdJawaii^000000 resort only for you."); + next(); + mes("[Wedding Secretary]"); + mes("And, upon marriage you will both get a ^0000cd special skill^000000."); + next(); + mes("[Wedding Secretary]"); + mes("Two of these skills are called ^0000cdLoving Touch^000000 and ^0000cdUndying Love^000000 which are used to sacrifice HP or SP and send it to your partner."); + next(); + mes("[Wedding Secretary]"); + mes("But among them, the skill called ^0000cdRomantic Rendezvous^000000 is the most romantic one, enabling you to summon your partner to you from anywhere in the world."); + next(); + mes("[Wedding Secretary]"); + mes("Aren't these skill great? Don't you want to get married right now?"); + next(); break; case 3: - mes "[Wedding Secretary]"; - mes "Being together is wonderful but people without experience of it in the past couldn't understand the full Euphoria of being a parent."; - next; - mes "[Wedding Secretary]"; - mes "Married couple can adopt other characters as their children."; - next; - mes "[Wedding Secretary]"; - mes "^0000cdKids of extended jobs such as Taekwon boy/girl, Gunslinger or Ninja can't be adopted^000000."; - next; - mes "[Wedding Secretary]"; - mes "And any prospecting parents need to be at least base level ^0000cd70^000000, meaning you should be at the level responsible enough to be parents."; - next; - mes "[Wedding Secretary]"; - mes "Having made a family, ^0000cdaSkill to be used among the family^000000 will be earned."; - next; - mes "[Wedding Secretary]"; - mes "There is another skill enables you to concrete your bond such as being able to summon your child when you miss them or not losing your earned level if you die during battle."; - next; - mes "[Wedding Secretary]"; - mes "Cute charms coming from your kid is a bonus~"; - next; + mes("[Wedding Secretary]"); + mes("Being together is wonderful but people without experience of it in the past couldn't understand the full Euphoria of being a parent."); + next(); + mes("[Wedding Secretary]"); + mes("Married couple can adopt other characters as their children."); + next(); + mes("[Wedding Secretary]"); + mes("^0000cdKids of extended jobs such as Taekwon boy/girl, Gunslinger or Ninja can't be adopted^000000."); + next(); + mes("[Wedding Secretary]"); + mes("And any prospecting parents need to be at least base level ^0000cd70^000000, meaning you should be at the level responsible enough to be parents."); + next(); + mes("[Wedding Secretary]"); + mes("Having made a family, ^0000cdaSkill to be used among the family^000000 will be earned."); + next(); + mes("[Wedding Secretary]"); + mes("There is another skill enables you to concrete your bond such as being able to summon your child when you miss them or not losing your earned level if you die during battle."); + next(); + mes("[Wedding Secretary]"); + mes("Cute charms coming from your kid is a bonus~"); + next(); break; case 4: - emotion e_omg; - mes "[Wedding Secretary]"; - mes "Your mother didn't teach you right?"; - mes "Mercy on you. You are ignorant of the beauty of love!!!"; - close; + emotion(e_omg); + mes("[Wedding Secretary]"); + mes("Your mother didn't teach you right?"); + mes("Mercy on you. You are ignorant of the beauty of love!!!"); + close(); } } } @@ -5458,62 +5637,62 @@ izlude_d,102,150,5 duplicate(Wedding Secretary#iz) Wedding Secretary#iz_d 1_F_LI //- Mom - izlude,95,146,5 script Mom#iz 4_F_CAVE1,{ - mes "[Mom]"; - mes "Honey~~~"; - next; - mes "[Dad]"; - mes "Yep~~"; - next; - mes "[Mom]"; - mes "Did you see Etinifni playing at the backyard?"; - next; - mes "[Dad]"; - mes "Nope~~"; - next; - emotion e_an; - mes "[Mom]"; - mes "He's out again? Never stays in the house!! Shall I use it?"; - next; - mes "[Dad]"; - mes "Leave him alone~ He may be playing somewhere."; - next; - emotion e_an; - mes "[Mom]"; - mes "You spoil him too much!"; - next; - mes "[Mom]"; - mes "^0000cd[Come to me, honey~]^000000"; - next; - enablenpc "Etinifni#"+strnpcinfo(2); - specialeffect EF_PORTAL, AREA, "Etinifni#"+strnpcinfo(2); - mes "[Etinifni]"; - mes "What's up? Where am I?"; - next; - mes "[Mom]"; - mes "Here!"; - next; - emotion e_ag, 0, "Etinifni#"+strnpcinfo(2); - mes "[Etinifni]"; - mes "Ah... Again!! I have been out hunting Orcs."; - next; - mes "[Mom]"; - mes "I told you stop hunting! Go and buy us milk!"; - next; - mes "[Etinifni]"; - mes "Why am I just your errand boy? Go, get me a brother!"; - next; - mes "[Mom]"; - mes "What? This moron?!"; - next; - emotion e_sigh, 0, "Etinifni#"+strnpcinfo(2); - mes "[Etinifni]"; - mes "OK. I will do it."; - next; - disablenpc "Etinifni#"+strnpcinfo(2); - emotion e_sob, 0, "Dad#"+strnpcinfo(2); - mes "[Dad]"; - mes "I am sorry... Dad has no power over your mom."; - close; + mes("[Mom]"); + mes("Honey~~~"); + next(); + mes("[Dad]"); + mes("Yep~~"); + next(); + mes("[Mom]"); + mes("Did you see Etinifni playing at the backyard?"); + next(); + mes("[Dad]"); + mes("Nope~~"); + next(); + emotion(e_an); + mes("[Mom]"); + mes("He's out again? Never stays in the house!! Shall I use it?"); + next(); + mes("[Dad]"); + mes("Leave him alone~ He may be playing somewhere."); + next(); + emotion(e_an); + mes("[Mom]"); + mes("You spoil him too much!"); + next(); + mes("[Mom]"); + mes("^0000cd[Come to me, honey~]^000000"); + next(); + enablenpc("Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN)); + specialeffect(EF_PORTAL, AREA, getnpcid(0, "Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN))); + mes("[Etinifni]"); + mes("What's up? Where am I?"); + next(); + mes("[Mom]"); + mes("Here!"); + next(); + emotion(e_ag, 0, "Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Etinifni]"); + mes("Ah... Again!! I have been out hunting Orcs."); + next(); + mes("[Mom]"); + mes("I told you stop hunting! Go and buy us milk!"); + next(); + mes("[Etinifni]"); + mes("Why am I just your errand boy? Go, get me a brother!"); + next(); + mes("[Mom]"); + mes("What? This moron?!"); + next(); + emotion(e_sigh, 0, "Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Etinifni]"); + mes("OK. I will do it."); + next(); + disablenpc("Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN)); + emotion(e_sob, 0, "Dad#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Dad]"); + mes("I am sorry... Dad has no power over your mom."); + close(); } izlude_a,95,146,5 duplicate(Mom#iz) Mom#iz_a 4_F_CAVE1 @@ -5523,18 +5702,18 @@ izlude_d,95,146,5 duplicate(Mom#iz) Mom#iz_d 4_F_CAVE1 //- Dad - izlude,97,147,3 script Dad#iz 1_M_JOBGUIDER,{ - mes "[Dad]"; - mes "Got this boy ten years ago after years of childlessness."; - next; - mes "[Dad]"; - mes "He is the apple of my eyes to me, but my wife is too strict on him."; - next; - mes "[Dad]"; - mes "So, I am always worrying if the only son might be spoiled."; - next; - mes "[Dad]"; - mes "Maybe all parents worry?"; - close; + mes("[Dad]"); + mes("Got this boy ten years ago after years of childlessness."); + next(); + mes("[Dad]"); + mes("He is the apple of my eyes to me, but my wife is too strict on him."); + next(); + mes("[Dad]"); + mes("So, I am always worrying if the only son might be spoiled."); + next(); + mes("[Dad]"); + mes("Maybe all parents worry?"); + close(); } izlude_a,97,147,3 duplicate(Dad#iz) Dad#iz_a 1_M_JOBGUIDER @@ -5544,12 +5723,12 @@ izlude_d,97,147,3 duplicate(Dad#iz) Dad#iz_d 1_M_JOBGUIDER //- Etinifni - izlude,97,144,1 script Etinifni#iz 4_M_DEWBOY,{ - mes "[Etinifni]"; - mes "Once you have time, come to Orc Dungeon!"; - close; + mes("[Etinifni]"); + mes("Once you have time, come to Orc Dungeon!"); + close(); OnInit: - disablenpc "Etinifni#"+strnpcinfo(2); + disablenpc("Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN)); end; } @@ -5560,26 +5739,26 @@ izlude_d,97,144,1 duplicate(Etinifni#iz) Etinifni#iz_d 4_M_DEWBOY //- Romantic Male - izlude,99,138,3 script Romantic Male#iz 4_M_SITDOWN,{ - emotion e_ho; - mes "[Romantic Male]"; - mes "Let's go~~ together hand in hand~~ Put everything aside ~~ in the dark blue night of Jawaii~~ under the stars~~"; - next; - mes "[Romantic Male]"; - mes "We are leaving for Jawaii-the place of our honeymoon to celebrate our 10th wedding anniversary!"; - next; - emotion e_lv; - mes "[Romantic Male]"; - mes "Are you lifting up our good old memories renting my wedding dress and your tuxedo!! It will strenghthen our relationship, won't it?"; - next; - specialeffect EF_HEARTCASTING, AREA, "Romantic Female#"+strnpcinfo(2); - emotion e_kis, 0, "Romantic Female#"+strnpcinfo(2); - mes "[Romantic Male]"; - mes "Honey~~ I love you!! Sweetheart~"; - next; - emotion e_kis2; - mes "[Romantic Male]"; - mes "No!! I love you more than you do!!"; - close; + emotion(e_ho); + mes("[Romantic Male]"); + mes("Let's go~~ together hand in hand~~ Put everything aside ~~ in the dark blue night of Jawaii~~ under the stars~~"); + next(); + mes("[Romantic Male]"); + mes("We are leaving for Jawaii-the place of our honeymoon to celebrate our 10th wedding anniversary!"); + next(); + emotion(e_lv); + mes("[Romantic Male]"); + mes("Are you lifting up our good old memories renting my wedding dress and your tuxedo!! It will strenghthen our relationship, won't it?"); + next(); + specialeffect(EF_HEARTCASTING, AREA, getnpcid(0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN))); + emotion(e_kis, 0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Romantic Male]"); + mes("Honey~~ I love you!! Sweetheart~"); + next(); + emotion(e_kis2); + mes("[Romantic Male]"); + mes("No!! I love you more than you do!!"); + close(); } izlude_a,99,138,3 duplicate(Romantic Male#iz) Romantic Male#iz_a 4_M_SITDOWN @@ -5589,39 +5768,39 @@ izlude_d,99,138,3 duplicate(Romantic Male#iz) Romantic Male#iz_d 4_M_SITDOWN //- Romantic Female - izlude,97,138,5 script Romantic Female#iz 4_F_SITDOWN,{ - mes "[Romantic Female]"; - mes "Shout like this when I miss you, honey!!"; - next; - emotion e_lv, 0, "Romantic Female#"+strnpcinfo(2); - mes "[Romantic Female]"; - mes "^0000cd[I miss you.]^000000"; - next; - mes "[Romantic Female]"; - mes "Then, you run towards me leaving everything behind,~ don't you?"; - next; - mes "[Romantic Female]"; - mes "I will definitely do as you call me!!"; - next; - mes "[Romantic Female]"; - mes "You are tired of sitting, aren't you?"; - next; - specialeffect EF_HEARTCASTING, AREA, "Romantic Female#"+strnpcinfo(2); - emotion e_kis, 0, "Romantic Female#"+strnpcinfo(2); - mes "[Romantic Female]"; - mes "My sweetheart!!! I love you!!!"; - next; - mes "[Romantic Male]"; - mes "Yes, thank you for sharing your SP! You are also tired, aren't you?"; - next; - specialeffect EF_HEARTCASTING, AREA, "Romantic Male#"+strnpcinfo(2); - emotion e_kis2, 0, "Romantic Male#"+strnpcinfo(2); - mes "[Romantic Male]"; - mes "My sweetheart!! I love you!!!"; - next; - emotion e_lv, 0, "Romantic Female#"+strnpcinfo(2); - mes "[Romantic Female]"; - mes "Kia~ You are Coolest!!!"; - close; + mes("[Romantic Female]"); + mes("Shout like this when I miss you, honey!!"); + next(); + emotion(e_lv, 0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Romantic Female]"); + mes("^0000cd[I miss you.]^000000"); + next(); + mes("[Romantic Female]"); + mes("Then, you run towards me leaving everything behind,~ don't you?"); + next(); + mes("[Romantic Female]"); + mes("I will definitely do as you call me!!"); + next(); + mes("[Romantic Female]"); + mes("You are tired of sitting, aren't you?"); + next(); + specialeffect(EF_HEARTCASTING, AREA, getnpcid(0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN))); + emotion(e_kis, 0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Romantic Female]"); + mes("My sweetheart!!! I love you!!!"); + next(); + mes("[Romantic Male]"); + mes("Yes, thank you for sharing your SP! You are also tired, aren't you?"); + next(); + specialeffect(EF_HEARTCASTING, AREA, getnpcid(0, "Romantic Male#"+strnpcinfo(NPC_NAME_HIDDEN))); + emotion(e_kis2, 0, "Romantic Male#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Romantic Male]"); + mes("My sweetheart!! I love you!!!"); + next(); + emotion(e_lv, 0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Romantic Female]"); + mes("Kia~ You are Coolest!!!"); + close(); } izlude_a,97,138,5 duplicate(Romantic Female#iz) Romantic Female#iz_a 4_F_SITDOWN @@ -5631,33 +5810,33 @@ izlude_d,97,138,5 duplicate(Romantic Female#iz) Romantic Female#iz_d 4_F_SITDOWN //- Manufacturing Maniac - izlude,93,143,3 script Manufacturing Maniac#0 FAKE_NPC,{ - mes "[Manufacturing Maniac]"; - mes "Hi~! I am an Alchemist."; - mes "It's one of the second jobs after Merchant."; - next; - mes "[Manufacturing Maniac]"; - mes "I am making a potion."; - mes "I came to izlude to make potions at a quiet place."; - mes "I feel that quiet places help to increase the rate of success."; - mes "I am feeling good!"; - close; + mes("[Manufacturing Maniac]"); + mes("Hi~! I am an Alchemist."); + mes("It's one of the second jobs after Merchant."); + next(); + mes("[Manufacturing Maniac]"); + mes("I am making a potion."); + mes("I came to izlude to make potions at a quiet place."); + mes("I feel that quiet places help to increase the rate of success."); + mes("I am feeling good!"); + close(); OnTimer30000: .@npc_potion = rand(1,2); if (.@npc_potion == 1) { - emotion e_no1; - specialeffect EF_PHARMACY_OK; + emotion(e_no1); + specialeffect(EF_PHARMACY_OK); } else { - emotion e_omg; - specialeffect EF_PHARMACY_FAIL; + emotion(e_omg); + specialeffect(EF_PHARMACY_FAIL); } end; OnTimer35000: - stopnpctimer; + stopnpctimer();; OnInit: - initnpctimer; + initnpctimer(); end; } @@ -5668,15 +5847,15 @@ izlude_d,93,143,3 duplicate(Manufacturing Maniac#0) Manufacturing Maniac#d 2_M_A //- Repairing Blacksmith - izlude,147,131,5 script Repairing Blacksmith#0 4_F_JOB_BLACKSMITH,5,7,{ - mes "[Working Blacksmith]"; - mes "The guy sitting over there has been staring at Wagzak. I was told that only one knife is left after losing all weapons?"; - next; - mes "[Working Blacksmith]"; - mes "He can use safe refining... I don't understand why he takes such risks."; - close; + mes("[Working Blacksmith]"); + mes("The guy sitting over there has been staring at Wagzak. I was told that only one knife is left after losing all weapons?"); + next(); + mes("[Working Blacksmith]"); + mes("He can use safe refining... I don't understand why he takes such risks."); + close(); OnTouch: - specialeffect EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON); end; } @@ -5687,31 +5866,31 @@ izlude_d,147,131,5 duplicate(Repairing Blacksmith#0) Repairing Blacksmith#d 4_F_ //- Refining Maniac - izlude,148,122,5 script Refining Maniac#iz 4_M_SITDOWN,{ - mes "[Refining Maniac]"; - mes "Shh...! Be quiet."; - mes "I am focusing on ^3131FFrefining^000000."; - next; - if(select("What is refining?", "Good luck.") == 2) { - mes "[Refining Maniac]"; - mes "Come on.. Co..me on...!!"; - close; - } - mes "[Refining Maniac]"; - mes "Some equipment except some specific ones can be enhanced by ^3131FFrefining^000000."; - next; - mes "[Refining Maniac]"; - mes "Weapons get increased ^3131FFAttack Power^000000, so the more you refine them the stronger they become."; - next; - mes "[Refining Maniac]"; - mes "Each weapon level has a different refining safe point. So it's important to pay attention when refining."; - mes "If you break it you lose it."; - next; - mes "[Refining Maniac]"; - mes "I'm trying to get to +10 right now... All my training is for this!"; - next; - mes "[Refining Maniac]"; - mes "Please ask to the owner of refining, I have a important mission +10!"; - close; + mes("[Refining Maniac]"); + mes("Shh...! Be quiet."); + mes("I am focusing on ^3131FFrefining^000000."); + next(); + if (select("What is refining?", "Good luck.") == 2) { + mes("[Refining Maniac]"); + mes("Come on.. Co..me on...!!"); + close(); + } + mes("[Refining Maniac]"); + mes("Some equipment except some specific ones can be enhanced by ^3131FFrefining^000000."); + next(); + mes("[Refining Maniac]"); + mes("Weapons get increased ^3131FFAttack Power^000000, so the more you refine them the stronger they become."); + next(); + mes("[Refining Maniac]"); + mes("Each weapon level has a different refining safe point. So it's important to pay attention when refining."); + mes("If you break it you lose it."); + next(); + mes("[Refining Maniac]"); + mes("I'm trying to get to +10 right now... All my training is for this!"); + next(); + mes("[Refining Maniac]"); + mes("Please ask to the owner of refining, I have a important mission +10!"); + close(); } izlude_a,148,122,5 duplicate(Refining Maniac#iz) Refining Maniac#iz_a 4_M_SITDOWN @@ -5722,350 +5901,350 @@ izlude_d,148,122,5 duplicate(Refining Maniac#iz) Refining Maniac#iz_d 4_M_SITDOW //- Otter Samssoon - // - Allows the player to change their hair style and color once. iz_ac01,69,36,3 script Otter Samssoon#ac 4W_SAILOR,{ - mes "[Otter Samssoon]"; - mes "Welcome~"; - mes "I am Samssoon~! I am a royal hair designer otter sent to academy."; - next; - mes "[Otter Samssoon]"; - mes "If you take ^ff0000Criatura Hair Coupon^000000, they change your hairstyle for free! So do not miss this ^ff0000once in a lifetime^000000 chance~"; - next; + mes("[Otter Samssoon]"); + mes("Welcome~"); + mes("I am Samssoon~! I am a royal hair designer otter sent to academy."); + next(); + mes("[Otter Samssoon]"); + mes("If you take ^ff0000Criatura Hair Coupon^000000, they change your hairstyle for free! So do not miss this ^ff0000once in a lifetime^000000 chance~"); + next(); switch(select("Read style book.", "Change hair style.", "How to get a coupon", "Stop.")) { case 1: - mes "[Otter Samssoon]"; - mes "Oh my~ I am sure any hair style will suit you! You really have a good style~"; - mes "There are many styles so pick ^ff0000from page 1 to 19^000000."; - mes "If you want to stop, say 0."; - next; - input .@style; - if(.@style > 19) { - mes "[Otter Samssoon]"; - mes "Oh my!!? Honey~ You can use a coupon for the hair style in here~"; - close; - } else if(!.@style) { - mes "[Otter Samssoon]"; - mes "Did you decide? Which style??"; - mes "I want to touch your hair with my hands~ Honey~"; - close; + mes("[Otter Samssoon]"); + mes("Oh my~ I am sure any hair style will suit you! You really have a good style~"); + mes("There are many styles so pick ^ff0000from page 1 to 19^000000."); + mes("If you want to stop, say 0."); + next(); + input(.@style); + if (.@style > 19) { + mes("[Otter Samssoon]"); + mes("Oh my!!? Honey~ You can use a coupon for the hair style in here~"); + close(); + } else if (!.@style) { + mes("[Otter Samssoon]"); + mes("Did you decide? Which style??"); + mes("I want to touch your hair with my hands~ Honey~"); + close(); } else { - callsub L_cutin, .@style; - mes "[Otter Samssoon]"; + callsub(L_cutin, .@style); + mes("[Otter Samssoon]"); switch(.@style) { case 1: - if(Sex) { - mes "Oh my!!? 'Play Dead' cut?"; - mes "This looks neat and relaxed.. So popular style."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Play Dead' cut?"); + mes("This looks neat and relaxed.. So popular style."); } else { - mes "Oh my!!? 'First Aid' cut?"; - mes "This is and adorable style."; - mes "I guess it looks good on you too!!"; + mes("Oh my!!? 'First Aid' cut?"); + mes("This is and adorable style."); + mes("I guess it looks good on you too!!"); } break; case 2: - if(Sex) { - mes "Oh my!!? 'Two Handed Sword Mastery' cut?"; - mes "You... You know the famous D..? He has exactly the same style!"; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Two Handed Sword Mastery' cut?"); + mes("You... You know the famous D..? He has exactly the same style!"); } else { - mes "Oh my!!? 'Bash' cut?"; - mes "This style gives strong curls on both side hair."; + mes("Oh my!!? 'Bash' cut?"); + mes("This style gives strong curls on both side hair."); } break; case 3: - if(Sex) { - mes "Oh my!!? 'Napalm Beat' cut?"; - mes "It has well arranges hair line that makes feel charisma."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Napalm Beat' cut?"); + mes("It has well arranges hair line that makes feel charisma."); } else { - mes "Oh my!!? 'Frost Diver' cut?"; - mes "It is mysterious style that gives cold and warm feeling at the same time."; + mes("Oh my!!? 'Frost Diver' cut?"); + mes("It is mysterious style that gives cold and warm feeling at the same time."); } break; case 4: - if(Sex) { - mes "Oh my!!? 'Double Strafe' cut?"; - mes "Natural hair is shaking by wind.. Clean and good feeling."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Double Strafe' cut?"); + mes("Natural hair is shaking by wind.. Clean and good feeling."); } else { - mes "Oh my!!? 'Arrow Shower' cut?"; - mes "Cool and nice shaggy cut makes good style."; + mes("Oh my!!? 'Arrow Shower' cut?"); + mes("Cool and nice shaggy cut makes good style."); } break; case 5: - if(Sex) { - mes "Oh my!!? 'Angelus' cut?"; - mes "Calm and piety feeling.. Not boring style."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Angelus' cut?"); + mes("Calm and piety feeling.. Not boring style."); } else { - mes "Oh my!!? 'Heal' cut?"; - mes "Feminine style give healing feeling."; + mes("Oh my!!? 'Heal' cut?"); + mes("Feminine style give healing feeling."); } break; case 6: - if(Sex) { - mes "Oh my!!? 'Push Cart' cut?"; - mes "Big Kar is motivated for this style with a romance of a man."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Push Cart' cut?"); + mes("Big Kar is motivated for this style with a romance of a man."); } else { - mes "Oh my!!? 'Vending' cut?"; - mes "Royal ladies like this style. Make good money style."; + mes("Oh my!!? 'Vending' cut?"); + mes("Royal ladies like this style. Make good money style."); } break; case 7: - if(Sex) { - mes "Oh my!!? 'Envenom' cut?"; - mes "Tough style makes addicted."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Envenom' cut?"); + mes("Tough style makes addicted."); } else { - mes "Oh my!!? 'Double Attack' cut?"; - mes "Whoever will dash twice for this style."; - mes "Ponytail is important."; + mes("Oh my!!? 'Double Attack' cut?"); + mes("Whoever will dash twice for this style."); + mes("Ponytail is important."); } break; case 8: - if(Sex) { - mes "Oh my!!? 'Bowling Bash' cut?"; - mes "This style makes a nice guy to challenge."; - mes "Just a giving a glance can steal the heart."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Bowling Bash' cut?"); + mes("This style makes a nice guy to challenge."); + mes("Just a giving a glance can steal the heart."); } else { - mes "Oh my!!? 'Gloria' cut?"; - mes "This style is ultimately gorgeous and graceful."; + mes("Oh my!!? 'Gloria' cut?"); + mes("This style is ultimately gorgeous and graceful."); } break; case 9: - if(Sex) { - mes "Oh my!!? 'Venom Dust' cut?"; - mes "This style has special ending line that looks fatal."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Venom Dust' cut?"); + mes("This style has special ending line that looks fatal."); } else { - mes "Oh my!!? 'SP Recovery' cut?"; - mes "This style has neat cutting that inspires."; + mes("Oh my!!? 'SP Recovery' cut?"); + mes("This style has neat cutting that inspires."); } break; case 10: - if(Sex) { - mes "Oh my!!? 'Turn Undead' cut?"; - mes "This style is like a cold city man who is strong enough to kill a monster."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Turn Undead' cut?"); + mes("This style is like a cold city man who is strong enough to kill a monster."); } else { - mes "Oh my!!? 'Prepare Potion' cut?"; - mes "This style has a liquid medicine motive so it makes feel cure."; + mes("Oh my!!? 'Prepare Potion' cut?"); + mes("This style has a liquid medicine motive so it makes feel cure."); } break; case 11: - if(Sex) { - mes "Oh my!!? 'Dragonology' cut?"; - mes "This style is intelligent style of mysterious dragon."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Dragonology' cut?"); + mes("This style is intelligent style of mysterious dragon."); } else { - mes "Oh my!!? 'Grand Cross' cut?"; - mes "Well trimmed hair cut line gives trust."; + mes("Oh my!!? 'Grand Cross' cut?"); + mes("Well trimmed hair cut line gives trust."); } break; case 12: - if(Sex) { - mes "Oh my!!? 'Mace Mastery' cut?"; - mes "Look fresh and look neat with wax treatment."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Mace Mastery' cut?"); + mes("Look fresh and look neat with wax treatment."); } else { - mes "Oh my!!? 'Intimidate' cut?"; - mes "This style is very familiar."; + mes("Oh my!!? 'Intimidate' cut?"); + mes("This style is very familiar."); } break; case 13: - if(Sex) { - mes "Oh my!!? 'Thunder Storm' cut?"; - mes "This style has natural attractive perm which is like hitting by thunder storm."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Thunder Storm' cut?"); + mes("This style has natural attractive perm which is like hitting by thunder storm."); } else { - mes "Oh my!!? 'Spiritual Sphere"; - mes "Calm and a little bit looks like a boy cut draw attention."; + mes("Oh my!!? 'Spiritual Sphere"); + mes("Calm and a little bit looks like a boy cut draw attention."); } break; case 14: - if(Sex) { - mes "Oh my!!? 'Encore' cut?"; - mes "Rocker's favorite style.. Even the name itself.."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Encore' cut?"); + mes("Rocker's favorite style.. Even the name itself.."); } else { - mes "Oh my!!? 'Gypsy's Kiss' cut?"; - mes "The hair.. Kind to everyone.. Neat and round hair line is very soft and charming."; + mes("Oh my!!? 'Gypsy's Kiss' cut?"); + mes("The hair.. Kind to everyone.. Neat and round hair line is very soft and charming."); } break; case 15: - if(Sex) { - mes "Oh my!!? 'Grimtooth' cut?"; - mes "The style with edge."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Grimtooth' cut?"); + mes("The style with edge."); } else { - mes "Oh my!!? 'Counter Attack' cut?"; - mes "It is the style that looks cold and arrogant. Hard to talk to.."; - mes "But might be nice to boyfriend..?"; + mes("Oh my!!? 'Counter Attack' cut?"); + mes("It is the style that looks cold and arrogant. Hard to talk to.."); + mes("But might be nice to boyfriend..?"); } break; case 16: - if(Sex) { - mes "Oh my!!? 'Blitz Beat' cut?"; - mes "It is the style my senior invented after he broke up with his girlfriends 5 times."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Blitz Beat' cut?"); + mes("It is the style my senior invented after he broke up with his girlfriends 5 times."); } else { - mes "Oh my!!? 'Anke Snare' cut?"; - mes "It is killing style.. No one can take eyes off!"; + mes("Oh my!!? 'Anke Snare' cut?"); + mes("It is killing style.. No one can take eyes off!"); } break; case 17: - if(Sex) { - mes "Oh my!!? 'Find Ore' cut?"; - mes "This style seems to bring encounter or find unexpected things while walking on the street."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Find Ore' cut?"); + mes("This style seems to bring encounter or find unexpected things while walking on the street."); } else { - mes "Oh my!!? 'Hammer Fall' cut?"; - mes "Stunning hair with attraction."; + mes("Oh my!!? 'Hammer Fall' cut?"); + mes("Stunning hair with attraction."); } break; case 18: - if(Sex) { - mes "Oh my!!? 'Fire Pillar' cut?"; - mes "Everyone used to have this hair style.. Which means that was a trend of an era."; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Fire Pillar' cut?"); + mes("Everyone used to have this hair style.. Which means that was a trend of an era."); } else { - mes "Oh my!!? 'Jupitel Thunder'"; - mes "Fresh style by giving light waves on both side hairs."; + mes("Oh my!!? 'Jupitel Thunder'"); + mes("Fresh style by giving light waves on both side hairs."); } break; case 19: - if(Sex) { - mes "Oh my!!? 'Guillotine Fist'"; - mes "It is like one-shot style.. Like a real man. Right?"; + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Guillotine Fist'"); + mes("It is like one-shot style.. Like a real man. Right?"); } else { - mes "Oh my!!? 'Whirlwind' cut?"; - mes "It is cool style which flows with wind. Lah, lah, lah, lah ~"; + mes("Oh my!!? 'Whirlwind' cut?"); + mes("It is cool style which flows with wind. Lah, lah, lah, lah ~"); } break; } - close2; - cutin "", 255; + close2(); + cutin("", 255); end; } - close; + close(); case 2: - if(!countitem(Criatura_Hair_Coupon)) { - mes "[Otter Samssoon]"; - mes "Come on.. Honey~"; - mes "You should bring ^ff0000'Criatura Hair Coupon'^000000 for changing hair..."; - close; + if (!countitem(Cryptura_Hair_Coupon)) { + mes("[Otter Samssoon]"); + mes("Come on.. Honey~"); + mes("You should bring ^ff0000'Criatura Hair Coupon'^000000 for changing hair..."); + close(); } - mes "[Otter Samssoon]"; - mes "Honey~ What style do you want?"; - mes "You are totally my style. So I am very excited~~"; - mes "Pick the style from page 1 to 19."; - next; - input .@style; - if(.@style > 19) { - mes "[Otter Samssoon]"; - mes "Come on.. Honey~ You can use a coupon for the hair style in here~"; - close; - } else if(!.@style) { - mes "[Otter Samssoon]"; - mes "Oh my!!? You do not want to?"; - close; - } else if(getlook(1) == .@style) { - mes "[Otter Samssoon]"; - mes "Come on.. Honey~ That is the same style you have."; - mes "Do you want to try something new?"; - close; + mes("[Otter Samssoon]"); + mes("Honey~ What style do you want?"); + mes("You are totally my style. So I am very excited~~"); + mes("Pick the style from page 1 to 19."); + next(); + input(.@style); + if (.@style > 19) { + mes("[Otter Samssoon]"); + mes("Come on.. Honey~ You can use a coupon for the hair style in here~"); + close(); + } else if (!.@style) { + mes("[Otter Samssoon]"); + mes("Oh my!!? You do not want to?"); + close(); + } else if (getlook(1) == .@style) { + mes("[Otter Samssoon]"); + mes("Come on.. Honey~ That is the same style you have."); + mes("Do you want to try something new?"); + close(); } - callsub L_cutin, .@style; - mes "[Otter Samssoon]"; - mes "Style ("+.@style+")?"; - mes "It feels like this.. How is it?"; - next; - if(select("Good.", "No.") == 1) { - if(!getlook(6)) { - mes "[Otter Samssoon]"; - mes "Right!"; - mes "Honey! What about dying hair as well?"; - mes "Dying hair also included in this service."; - next; - switch(select("Passionate Red:Sweet Yellow:Fatal Purple:Glamourous Orange:Comfortable Green:Clear Blue:Transparent White:Dark Black:Stop.")) { - case 1: - .@pallete = 8; - break; - case 2: - .@pallete = 1; - break; - case 3: - .@pallete = 2; - break; - case 4: - .@pallete = 3; - break; - case 5: - .@pallete = 4; - break; - case 6: - .@pallete = 5; - break; - case 7: - .@pallete = 6; - break; - case 8: - .@pallete = 7; - break; - case 9: - mes "[Otter Samssoon]"; - mes "No?"; - mes "Do you need more time? If you want to keep the same color, then select the same one."; - close2; - cutin "", 255; - end; + callsub(L_cutin, .@style); + mes("[Otter Samssoon]"); + mesf("Style (%d)?", .@style); + mes("It feels like this.. How is it?"); + next(); + if (select("Good.", "No.") == 1) { + if (!getlook(6)) { + mes("[Otter Samssoon]"); + mes("Right!"); + mes("Honey! What about dying hair as well?"); + mes("Dying hair also included in this service."); + next(); + switch(select("Passionate Red", "Sweet Yellow", "Fatal Purple", "Glamourous Orange", "Comfortable Green", "Clear Blue", "Transparent White", "Dark Black", "Stop.")) { + case 1: + .@pallete = 8; + break; + case 2: + .@pallete = 1; + break; + case 3: + .@pallete = 2; + break; + case 4: + .@pallete = 3; + break; + case 5: + .@pallete = 4; + break; + case 6: + .@pallete = 5; + break; + case 7: + .@pallete = 6; + break; + case 8: + .@pallete = 7; + break; + case 9: + mes("[Otter Samssoon]"); + mes("No?"); + mes("Do you need more time? If you want to keep the same color, then select the same one."); + close2(); + cutin("", 255); + end; } } nude; - mes "[Otter Samssoon]"; - mes "Relax, it is almost done~"; - next; - mes "[Otter Samssoon]"; - mes "- Sha sha shak shak shak -"; - mes "- Chikak, crack, crack.. -"; - mes "- Snap, snap, snap.. Crack -"; - next; - delitem Criatura_Hair_Coupon, 1; // Criatura_Hair_Coupon - cutin "", 255; - mes "[Otter Samssoon]"; - mes "Oh my! Oh my! Oh my!"; - mes "This hair style no.("+.@style+") suits to you looks good~"; - mes "What do you think?"; - setlook 1, .@style; - setlook 6, .@pallete; - next; - mes "[Otter Samssoon]"; - mes "I want to take care of your style.."; - mes "But I have no choice to select customers because I belong to here."; - next; - mes "[Otter Samssoon]"; - mes "For changing to new style, ^ff0000Alberta or Lighthalzen^000000."; - mes "For dying hair, ^ff0000Prontera or Lighthalzen^000000."; - close; + mes("[Otter Samssoon]"); + mes("Relax, it is almost done~"); + next(); + mes("[Otter Samssoon]"); + mes("- Sha sha shak shak shak -"); + mes("- Chikak, crack, crack.. -"); + mes("- Snap, snap, snap.. Crack -"); + next(); + delitem(Cryptura_Hair_Coupon, 1); + cutin("", 255); + mes("[Otter Samssoon]"); + mes("Oh my! Oh my! Oh my!"); + mesf("This hair style no.%d suits to you looks good~", .@style); + mes("What do you think?"); + setlook(1, .@style); + setlook(6, .@pallete); + next(); + mes("[Otter Samssoon]"); + mes("I want to take care of your style.."); + mes("But I have no choice to select customers because I belong to here."); + next(); + mes("[Otter Samssoon]"); + mes("For changing to new style, ^ff0000Alberta or Lighthalzen^000000."); + mes("For dying hair, ^ff0000Prontera or Lighthalzen^000000."); + close(); } - mes "[Otter Samssoon]"; - mes "Honey~ You don't like it?"; - mes "Ahem.. Do you want to read style book again?"; - mes "Take your time and tell me when you decide~ Okay?~"; - close; + mes("[Otter Samssoon]"); + mes("Honey~ You don't like it?"); + mes("Ahem.. Do you want to read style book again?"); + mes("Take your time and tell me when you decide~ Okay?~"); + close(); case 3: - mes "[Otter Samssoon]"; - mes "You can receive ^ff0000criatura hair coupon^000000 from ^ff0000academy receptionist for novice at academy front desk or eden group^000000"; - next; - mes "[Otter Samssoon]"; - mes "They don't give you for free.. Well.."; - mes "The equipment you had received when you arrived at academy?"; - mes "They change ^ff0000egg shell for novice^000000 to coupon?"; - next; - mes "[Otter Samssoon]"; - mes "This service has started since I came here. So.. No free service if you have no coupon~"; - close; + mes("[Otter Samssoon]"); + mes("You can receive ^ff0000criatura hair coupon^000000 from ^ff0000academy receptionist for novice at academy front desk or eden group^000000"); + next(); + mes("[Otter Samssoon]"); + mes("They don't give you for free.. Well.."); + mes("The equipment you had received when you arrived at academy?"); + mes("They change ^ff0000egg shell for novice^000000 to coupon?"); + next(); + mes("[Otter Samssoon]"); + mes("This service has started since I came here. So.. No free service if you have no coupon~"); + close(); case 4: - mes "[Otter Samssoon]"; - mes "Oh my!!? Honey, you are not going to change hair?"; - mes "You look nice now rough style."; - close; + mes("[Otter Samssoon]"); + mes("Oh my!!? Honey, you are not going to change hair?"); + mes("You look nice now rough style."); + close(); } L_cutin: - if(Sex) { - if(getarg(0) < 10) - cutin "hair_m_0"+getarg(0),4; + if (Sex == SEX_MALE) { + if (getarg(0) < 10) + cutin("hair_m_0"+getarg(0),4); else - cutin "hair_m_"+getarg(0),4; + cutin("hair_m_"+getarg(0),4); } else { - if(getarg(0) < 10) - cutin "hair_f_0"+getarg(0),4; + if (getarg(0) < 10) + cutin("hair_f_0"+getarg(0),4); else - cutin "hair_f_"+getarg(0),4; + cutin("hair_f_"+getarg(0),4); } return; } @@ -6077,22 +6256,22 @@ iz_ac01_d,69,36,3 duplicate(Otter Samssoon#ac) Otter Samssoon#ac_d 4W_SAILOR //- Lady - iz_ac01,138,69,3 script Lady#ac 1_F_ORIENT_02,{ - mes "[Lady]"; - mes "^3377FF Is the east window enlightened? Pecopeco is singing.^000000"; - next; - mes "[Lady]"; - mes "^3377FF Haven't the kids feeding Picky awaken yet?^000000"; - next; - mes "[Lady]"; - mes "^3377FF When are you going to Morocc over the dessert?^000000"; - next; - mes "[Lady]"; - mes "... Anonymous..."; - next; - mes "[Lady]"; - mes "You have a pretty name... Anonymous... I am attacted by your work."; - emotion e_lv; - close; + mes("[Lady]"); + mes("^3377FF Is the east window enlightened? Pecopeco is singing.^000000"); + next(); + mes("[Lady]"); + mes("^3377FF Haven't the kids feeding Picky awaken yet?^000000"); + next(); + mes("[Lady]"); + mes("^3377FF When are you going to Morocc over the dessert?^000000"); + next(); + mes("[Lady]"); + mes("... Anonymous..."); + next(); + mes("[Lady]"); + mes("You have a pretty name... Anonymous... I am attacted by your work."); + emotion(e_lv); + close(); } iz_ac01_a,138,69,3 duplicate(Lady#ac) Lady#ac_a 1_F_ORIENT_02 @@ -6102,9 +6281,9 @@ iz_ac01_d,138,69,3 duplicate(Lady#ac) Lady#ac_d 1_F_ORIENT_02 //- Eclaire - iz_ac01,149,46,3 script Eclaire#ac 4_F_KAFRA7,{ - mes "[Eclaire]"; - mes "Cooking is caring!"; - close; + mes("[Eclaire]"); + mes("Cooking is caring!"); + close(); } iz_ac01_a,149,46,3 duplicate(Eclaire#ac) Eclaire#ac_a 4_F_KAFRA7 @@ -6114,10 +6293,10 @@ iz_ac01_d,149,46,3 duplicate(Eclaire#ac) Eclaire#ac_d 4_F_KAFRA7 //- Mille Feuille - iz_ac01,150,50,3 script Mille Feuille#ac 4_F_KAFRA8,{ - emotion e_lv; - mes "[Mille Feuille]"; - mes "Ahh. Hey is Sir. Orleons doing well?"; - close; + emotion(e_lv); + mes("[Mille Feuille]"); + mes("Ahh. Hey is Sir. Orleons doing well?"); + close(); } iz_ac01_a,150,50,3 duplicate(Mille Feuille#ac) Mille Feuille#ac_a 4_F_KAFRA8 @@ -6127,17 +6306,17 @@ iz_ac01_d,150,50,3 duplicate(Mille Feuille#ac) Mille Feuille#ac_d 4_F_KAFRA8 //- Chef - iz_ac01,160,50,3 script Chef#ac 4_F_GODEMOM,{ - mes "[Chef]"; - mes "Are you the new Criatura trainee?"; - mes "Then go look for Dacquoise."; - next; - mes "[Chef]"; - mes "I also learned from Sir. Charles Orleans."; - mes "Everyone became happy from eating my meals."; - next; - mes "[Chef]"; - mes "Now it is my pleasure to feed the newbies of the Academy...."; - close; + mes("[Chef]"); + mes("Are you the new Criatura trainee?"); + mes("Then go look for Dacquoise."); + next(); + mes("[Chef]"); + mes("I also learned from Sir. Charles Orleans."); + mes("Everyone became happy from eating my meals."); + next(); + mes("[Chef]"); + mes("Now it is my pleasure to feed the newbies of the Academy...."); + close(); } iz_ac01_a,160,50,3 duplicate(Chef#ac) Chef#ac_a 4_F_GODEMOM @@ -6147,23 +6326,23 @@ iz_ac01_d,160,50,3 duplicate(Chef#ac) Chef#ac_d 4_F_GODEMOM //- Hungry Trainee - iz_ac01,159,32,3 script Hungry Trainee#ac 4_M_SIT_NOVICE,{ - mes "[Hungry Trainee]"; - mes "Wonder when my order will get taken... it's already been an hour..."; - mes "Look at the helpers lingering on the side..."; - next; - emotion e_an, 0, "Scholarship Trainee#"+strnpcinfo(2); - mes "[Scholarship Trainee]"; - mes "Ugh... this guy..."; - mes "I already told you eight hundred times! It's buffet style! Ah!"; - next; - mes "[Hungry Trainee]"; - mes "Buffet? What's that? Can you eat it?"; - mes "You look down on me because I'm from the country, don't you?"; - next; - emotion e_ag; - mes "[Hungry Trainee]"; - mes "Don't tell me it's not difficult to understand! Explain it to me!"; - close; + mes("[Hungry Trainee]"); + mes("Wonder when my order will get taken... it's already been an hour..."); + mes("Look at the helpers lingering on the side..."); + next(); + emotion(e_an, 0, "Scholarship Trainee#"+strnpcinfo(NPC_NAME_HIDDEN)); + mes("[Scholarship Trainee]"); + mes("Ugh... this guy..."); + mes("I already told you eight hundred times! It's buffet style! Ah!"); + next(); + mes("[Hungry Trainee]"); + mes("Buffet? What's that? Can you eat it?"); + mes("You look down on me because I'm from the country, don't you?"); + next(); + emotion(e_ag); + mes("[Hungry Trainee]"); + mes("Don't tell me it's not difficult to understand! Explain it to me!"); + close(); } iz_ac01_a,159,32,3 duplicate(Hungry Trainee#ac) Hungry Trainee#ac_a 4_M_SIT_NOVICE @@ -6173,9 +6352,9 @@ iz_ac01_d,159,32,3 duplicate(Hungry Trainee#ac) Hungry Trainee#ac_d 4_M_SIT_NOVI //- Scholarship Trainee - iz_ac01,164,36,3 script Scholarship Trainee#ac 1_F_PUBGIRL,{ - mes "[Scholarship Trainee]"; - mes "I've worked at many different places, but this place is the strangest."; - close; + mes("[Scholarship Trainee]"); + mes("I've worked at many different places, but this place is the strangest."); + close(); } iz_ac01_a,164,36,3 duplicate(Scholarship Trainee#ac) Scholarship Trainee#ac_a 1_F_PUBGIRL @@ -6185,17 +6364,17 @@ iz_ac01_d,164,36,3 duplicate(Scholarship Trainee#ac) Scholarship Trainee#ac_d 1_ //- Broke Trainee - iz_ac01,133,34,5 script Broke Trainee#ac 4_M_SITDOWN,{ - mes "[Broke Trainee]"; - mes "Since the prices have risen I try to get my belly full at every chance I get."; - next; - mes "[Broke Trainee]"; - mes "It's been 21 hours since I've been here."; - mes "It's a buffet so you can eat without time limit."; - next; - mes "[Broke Trainee]"; - mes "Eat and digest, eat and digest, heh."; - mes "Do you want to join?"; - close; + mes("[Broke Trainee]"); + mes("Since the prices have risen I try to get my belly full at every chance I get."); + next(); + mes("[Broke Trainee]"); + mes("It's been 21 hours since I've been here."); + mes("It's a buffet so you can eat without time limit."); + next(); + mes("[Broke Trainee]"); + mes("Eat and digest, eat and digest, heh."); + mes("Do you want to join?"); + close(); } iz_ac01_a,133,34,5 duplicate(Broke Trainee#ac) Broke Trainee#ac_a 4_M_SITDOWN @@ -6206,35 +6385,35 @@ iz_ac01_d,133,34,5 duplicate(Broke Trainee#ac) Broke Trainee#ac_d 4_M_SITDOWN //- Noisy Trainee - iz_ac02,152,79,3 script Noisy Trainee#ac 4_M_HUBOY,{ if (Class == Job_Novice) { - mes "[Noisy Trainee]"; - mes "Hey, do you know about the gunslinger's own weapon?"; - next; - if(select("Don't know", "Know") == 2) { - mes "[Noisy Trainee]"; - mes "Cha, yeah right!"; - close; - } - mes "[Noisy Trainee]"; - mes "I guessed you were."; - next; - mes "[Noisy Trainee]"; - mes "Gunslinger handles 5 kinds of guns and each gun has its own character."; - next; + mes("[Noisy Trainee]"); + mes("Hey, do you know about the gunslinger's own weapon?"); + next(); + if (select("Don't know", "Know") == 2) { + mes("[Noisy Trainee]"); + mes("Cha, yeah right!"); + close(); + } + mes("[Noisy Trainee]"); + mes("I guessed you were."); + next(); + mes("[Noisy Trainee]"); + mes("Gunslinger handles 5 kinds of guns and each gun has its own character."); + next(); select("What character?"); - mes "[Noisy Trainee]"; - mes "Hahahaha~ I am also taking the lesson, but I don't know the details as I haven't become a gunslinger."; - next; - mes "[Noisy Trainee]"; - mes "I heard that as it was a dangerous weapon they don't let us use them yet!"; - close; + mes("[Noisy Trainee]"); + mes("Hahahaha~ I am also taking the lesson, but I don't know the details as I haven't become a gunslinger."); + next(); + mes("[Noisy Trainee]"); + mes("I heard that as it was a dangerous weapon they don't let us use them yet!"); + close(); } else if (Class == Job_Gunslinger) { - mes "[Noisy Trainee]"; - mes "Oh Mr. gunslinger!! Nice."; - close; + mes("[Noisy Trainee]"); + mes("Oh Mr. gunslinger!! Nice."); + close(); } else { - mes "[Noisy Trainee]"; - mes "What? Why did you take the other job rather than being a nice gunslinger?"; - close; + mes("[Noisy Trainee]"); + mes("What? Why did you take the other job rather than being a nice gunslinger?"); + close(); } } @@ -6246,35 +6425,35 @@ iz_ac02_d,152,79,3 duplicate(Noisy Trainee#ac) Noisy Trainee#ac_d 4_M_HUBOY //- Quiet Trainee - iz_ac02,143,77,3 script Quite Trainee#ac 4_F_KID2,{ if (Class == Job_Novice) { - mes "[Quiet Trainee]"; + mes("[Quiet Trainee]"); switch(rand(1, 5)) { case 1: - mes "Are you coming to take the lesson for gunslinger?"; + mes("Are you coming to take the lesson for gunslinger?"); break; case 2: - mes "Ms. Lusa really looks pretty."; + mes("Ms. Lusa really looks pretty."); break; case 3: - mes "I wish to be a gunslinger, like her."; + mes("I wish to be a gunslinger, like her."); break; case 4: - mes "I hope I finish my lessons soon!"; + mes("I hope I finish my lessons soon!"); break; case 5: - mes "Learning is too difficult..."; + mes("Learning is too difficult..."); break; } - close; + close(); } else if (Class == Job_Gunslinger) { - mes "[Quiet Trainee]"; - mes "You are a gunslinger? You look great! I want to become a gunslinger......"; - close; + mes("[Quiet Trainee]"); + mes("You are a gunslinger? You look great! I want to become a gunslinger......"); + close(); } else { - mes "[Quiet Trainee]"; - mes "Desperado is the bullet... Blable... Ranged attack... Physics...."; - next; - mes "You can't hear her clearly because of her small voice."; - close; + mes("[Quiet Trainee]"); + mes("Desperado is the bullet... Blable... Ranged attack... Physics...."); + next(); + mes("You can't hear her clearly because of her small voice."); + close(); } } @@ -6285,9 +6464,9 @@ iz_ac02_d,143,77,3 duplicate(Quite Trainee#ac) Quite Trainee#ac_d 4_F_KID2 //- Frightened Trainee - iz_ac02,159,79,7 script Frightened Trainee#ac 4_F_HUGIRL,{ - mes "[Frightened Trainee]"; - mes "That man looks too scary."; - close; + mes("[Frightened Trainee]"); + mes("That man looks too scary."); + close(); } iz_ac02_a,159,79,7 duplicate(Frightened Trainee#ac) Frightened Trainee#ac_a 4_F_HUGIRL @@ -6298,111 +6477,111 @@ iz_ac02_d,159,79,7 duplicate(Frightened Trainee#ac) Frightened Trainee#ac_d 4_F_ //- Ragie - // - Teaches the player about Transcendent and Third classes. iz_ac02,149,43,3 script Ragie#ac 1_M_BARD,{ - mes "[Ragie]"; - mes "A sudden poetic inspiration hit me!"; - next; - mes "[Ragie]"; - mes "^3377FFIn the night of the Byalan Island under the moonlight, sitting alone in Izlude^000000"; - next; - mes "[Ragie]"; - mes "^3377FFWearing Tzurugie on my belly, in the deep anxiety,^000000"; - next; - mes "[Ragie]"; - mes "^3377FFHearing I made a fortune from somewhere, killing me softly.^000000"; - next; - mes "[Ragie]"; - mes "........"; - next; - mes "[Ragie]"; - mes "How about it? It is excellent, isn't it?"; - next; - mes "[Ragie]"; - mes "I will ^FF0000transcend ^000000 and ^FF00003rd job change^000000. Become a nice Minstrel, I can play with a famous Wanderer like Mr. Igoo."; - next; - while (1) { + mes("[Ragie]"); + mes("A sudden poetic inspiration hit me!"); + next(); + mes("[Ragie]"); + mes("^3377FFIn the night of the Byalan Island under the moonlight, sitting alone in Izlude^000000"); + next(); + mes("[Ragie]"); + mes("^3377FFWearing Tzurugie on my belly, in the deep anxiety,^000000"); + next(); + mes("[Ragie]"); + mes("^3377FFHearing I made a fortune from somewhere, killing me softly.^000000"); + next(); + mes("[Ragie]"); + mes("........"); + next(); + mes("[Ragie]"); + mes("How about it? It is excellent, isn't it?"); + next(); + mes("[Ragie]"); + mes("I will ^FF0000transcend ^000000 and ^FF00003rd job change^000000. Become a nice Minstrel, I can play with a famous Wanderer like Mr. Igoo."); + next(); + while (true) { switch(select("What is transcending?", "What is the 3rd job change?", "Who is Igoo?", "End Conversation")) { case 1: if (ADVJOB != 0) { - mes "[Ragie]"; - mes "You seem to already know what it is!"; - next; + mes("[Ragie]"); + mes("You seem to already know what it is!"); + next(); } else { - mes "[Ragie]"; - mes "Transcending is great. Very great."; - next; - mes "[Ragie]"; - mes "Basically the 2nd job adventurer gains the base level 99 and job level 50, on then can that person transcend."; - next; - mes "[Ragie]"; - mes "Once you transcend, you can go back to the base level Novice."; - next; - mes "[Ragie]"; - mes "It is very hard to start your adventure again. However, there is a merit to the hardship."; - next; - mes "[Ragie]"; - mes "The most important merit is to learn new skills at a new upgraded level. In my case, I could transfer to not an ordinary Bard but a Minstrel."; - next; - mes "[Ragie]"; - mes "Indeed, be careful as you can only follow the way of the job you chose before transcending."; - next; - mes "[Ragie]"; - mes "If you are interested in transcending, recommend you visit the Sage castle in ^FF0000Juno^000000. I may be far behind for it."; - next; + mes("[Ragie]"); + mes("Transcending is great. Very great."); + next(); + mes("[Ragie]"); + mes("Basically the 2nd job adventurer gains the base level 99 and job level 50, on then can that person transcend."); + next(); + mes("[Ragie]"); + mes("Once you transcend, you can go back to the base level Novice."); + next(); + mes("[Ragie]"); + mes("It is very hard to start your adventure again. However, there is a merit to the hardship."); + next(); + mes("[Ragie]"); + mes("The most important merit is to learn new skills at a new upgraded level. In my case, I could transfer to not an ordinary Bard but a Minstrel."); + next(); + mes("[Ragie]"); + mes("Indeed, be careful as you can only follow the way of the job you chose before transcending."); + next(); + mes("[Ragie]"); + mes("If you are interested in transcending, recommend you visit the Sage castle in ^FF0000Juno^000000. I may be far behind for it."); + next(); } break; case 2: if (BaseLevel > 99) { - mes "[Ragie]"; - mes "Oh, you know very well, don't you?"; - next; + mes("[Ragie]"); + mes("Oh, you know very well, don't you?"); + next(); } else { - mes "[Ragie]"; - mes "The 3rd job change is obviously a new job."; - next; - mes "[Ragie]"; - mes "Adventurers with the 2nd job or can be transferred to the 3rd job class once gaining the base level 99 and the job level more than 50."; - next; - mes "[Ragie]"; - mes "For example, a Bard like me was an Archer in the beginning. Now I became a Bard. As I am diligently adventuring, I may be able to change jobs to a third job."; - next; - mes "[Ragie]"; - mes "Ah, of course, though I don't make transfer, I could be Minstrel as my final target. However, I won't compromise with the reality. Someday I will be the best Minstrel."; - next; - mes "[Ragie]"; - mes "So, if you transfer, you could first be Novice and be a Bard. But someday I could be Minstrel, couldn't I?"; - next; - mes "[Ragie]"; - mes "Choice is always on you. Be ambitious, adventurer. Someday I will sing an encouraging song for you."; - next; + mes("[Ragie]"); + mes("The 3rd job change is obviously a new job."); + next(); + mes("[Ragie]"); + mes("Adventurers with the 2nd job or can be transferred to the 3rd job class once gaining the base level 99 and the job level more than 50."); + next(); + mes("[Ragie]"); + mes("For example, a Bard like me was an Archer in the beginning. Now I became a Bard. As I am diligently adventuring, I may be able to change jobs to a third job."); + next(); + mes("[Ragie]"); + mes("Ah, of course, though I don't make transfer, I could be Minstrel as my final target. However, I won't compromise with the reality. Someday I will be the best Minstrel."); + next(); + mes("[Ragie]"); + mes("So, if you transfer, you could first be Novice and be a Bard. But someday I could be Minstrel, couldn't I?"); + next(); + mes("[Ragie]"); + mes("Choice is always on you. Be ambitious, adventurer. Someday I will sing an encouraging song for you."); + next(); } break; case 3: - mes "[Ragie]"; - mes "No! You don't know the most beautiful girl Wanderer Igoo in this era?"; - next; - mes "[Ragie]"; - mes "Haven't you heard about [Volume 1 - Lost Poring] or [Volume 2 : Poring my love]?"; - next; - mes "[Ragie]"; - mes "Then, have you never heard the songs like [It's a Good day for an OCA] or [Baphomet I hardly knew you]"; - next; - mes "[Ragie]"; - mes "A beautiful Wanderer from Comodo at the age of 20. Not only Midgard but also wherever her wandering troupe goes, a fan club follows."; - next; - mes "[Ragie]"; - mes "I am ^FF0000Ragie^000000 in charge with the Rune Midgard branch head of Igoo's informal fan club! As Igoo has gone to the 2nd world, I am taking a rest for a while. But she will be back soon."; - next; - mes "[Ragie]"; - mes "As I am still a low level of adventurer, I haven't followed her to the 2nd world... See! I will make great efforts and follow her everywhere."; - next; - mes "[Ragie]"; - mes "Ahaa. No sweat no sweat. It is useless to tell such a story to those ignorant."; - next; + mes("[Ragie]"); + mes("No! You don't know the most beautiful girl Wanderer Igoo in this era?"); + next(); + mes("[Ragie]"); + mes("Haven't you heard about [Volume 1 - Lost Poring] or [Volume 2 : Poring my love]?"); + next(); + mes("[Ragie]"); + mes("Then, have you never heard the songs like [It's a Good day for an OCA] or [Baphomet I hardly knew you]"); + next(); + mes("[Ragie]"); + mes("A beautiful Wanderer from Comodo at the age of 20. Not only Midgard but also wherever her wandering troupe goes, a fan club follows."); + next(); + mes("[Ragie]"); + mes("I am ^FF0000Ragie^000000 in charge with the Rune Midgard branch head of Igoo's informal fan club! As Igoo has gone to the 2nd world, I am taking a rest for a while. But she will be back soon."); + next(); + mes("[Ragie]"); + mes("As I am still a low level of adventurer, I haven't followed her to the 2nd world... See! I will make great efforts and follow her everywhere."); + next(); + mes("[Ragie]"); + mes("Ahaa. No sweat no sweat. It is useless to tell such a story to those ignorant."); + next(); break; case 4: - mes "[Ragie]"; - mes "Ah! I happened to come up with another great poetic inspiration.. Take a memo.. Memo.."; - close; + mes("[Ragie]"); + mes("Ah! I happened to come up with another great poetic inspiration.. Take a memo.. Memo.."); + close(); } } } @@ -6414,13 +6593,13 @@ iz_ac02_d,149,43,3 duplicate(Ragie#ac) Ragie#ac_d 1_M_BARD //- Lady Harvesting Herbs - pay_fild08,153,83,1 script Lady Harvesting Herbs#2 1_F_ORIENT_02,{ - mes "[Lady]"; - mes "There is a town called Payon to the east. Taking a long way to the south, you can even reach Alberta."; - next; - mes "[Lady]"; - mes "Payon is the wonderful city. There you can be transferred to an Archer or to a Taekwon. And a nice Dungeon there. If you have time, please make a visit."; - emotion e_heh; - close; + mes("[Lady]"); + mes("There is a town called Payon to the east. Taking a long way to the south, you can even reach Alberta."); + next(); + mes("[Lady]"); + mes("Payon is the wonderful city. There you can be transferred to an Archer or to a Taekwon. And a nice Dungeon there. If you have time, please make a visit."); + emotion(e_heh); + close(); } //- Signs - @@ -6530,85 +6709,85 @@ iz_ac02_d,107,180,3 duplicate(ac_board) [Principal's Office]#ad 2_BULLETIN_BOARD //- Cream Puff - // - Gives the player a personality test to determine the class they should be. iz_ac02,143,55,3 script Cream Puff#ac 4_M_KID1,{ - cutin "choucream_n.bmp", 2; + cutin("choucream_n", 2); if (Class == Job_Novice) { - emotion e_what; - mes "[Cream Puff]"; - mes "You are a novice? right?"; - next; + emotion(e_what); + mes("[Cream Puff]"); + mes("You are a novice? right?"); + next(); } else { - emotion e_sigh; - mes "[Cream Puff]"; - mes "Class aptitude test is nonsense for those who already have a job."; - close2; - cutin "", 255; + emotion(e_sigh); + mes("[Cream Puff]"); + mes("Class aptitude test is nonsense for those who already have a job."); + close2(); + cutin("", 255); end; } - mes "[Cream Puff]"; - mes "You haven't decided your job yet?"; - next; - if(select("No... how did you know?", "I decided.") == 2) { - cutin "choucream_d.bmp",2; - emotion e_sigh; - mes "[Cream Puff]"; - mes "Have you already decided? Ok then."; - next; - mes "[Cream Puff]"; - mes "I wanted you to take the Class aptitude test for fun..."; - close2; - cutin "", 255; + mes("[Cream Puff]"); + mes("You haven't decided your job yet?"); + next(); + if (select("No... how did you know?", "I decided.") == 2) { + cutin("choucream_d",2); + emotion(e_sigh); + mes("[Cream Puff]"); + mes("Have you already decided? Ok then."); + next(); + mes("[Cream Puff]"); + mes("I wanted you to take the Class aptitude test for fun..."); + close2(); + cutin("", 255); end; } - cutin "choucream_e.bmp",2; - emotion e_flash; - mes "[Cream Puff]"; - mes "Oh, that is good."; - mes "What is the ^0000FFClass aptitude test^000000."; - mes "I have one book left. Do you want to try? I won't say it will be help for sure but it will be fun."; - next; - while(1) { + cutin("choucream_e",2); + emotion(e_flash); + mes("[Cream Puff]"); + mes("Oh, that is good."); + mes("What is the ^0000FFClass aptitude test^000000."); + mes("I have one book left. Do you want to try? I won't say it will be help for sure but it will be fun."); + next(); + while(true) { switch(select("Class aptitude test?", "Take the Class aptitude test.", "stop.")) { case 1: - cutin "choucream_n.bmp",2; - mes "[Cream Puff]"; - mes "The Class aptitude test is a test for recommending jobs by reviewing your personality and capability with the answers."; - next; - mes "[Cream Puff]"; - mes "It has 3 types of test and each one give 30 minutes to finish."; - next; - emotion e_what; - mes "[Cream Puff]"; - mes "If you have free time and have not decided your job... how about taking this test?"; - next; + cutin("choucream_n",2); + mes("[Cream Puff]"); + mes("The Class aptitude test is a test for recommending jobs by reviewing your personality and capability with the answers."); + next(); + mes("[Cream Puff]"); + mes("It has 3 types of test and each one give 30 minutes to finish."); + next(); + emotion(e_what); + mes("[Cream Puff]"); + mes("If you have free time and have not decided your job... how about taking this test?"); + next(); continue; case 2: break; case 3: - cutin "choucream_d.bmp",2; - emotion e_pif; - mes "[Cream Puff]"; - mes "All right. Good bye."; - close2; - cutin "", 255; + cutin("choucream_d",2); + emotion(e_pif); + mes("[Cream Puff]"); + mes("All right. Good bye."); + close2(); + cutin("", 255); end; } break; } - cutin "choucream_e.bmp",2; - mes "[Cream Puff]"; - mes "Shall we start?"; - next; - mes "[Cream Puff]"; - mes "The first type of question is about taking an action for a given situation."; - next; - mes "In the middle of the dark, you're walking on the street of Prontera when suddenly you hear someone scream."; - next; - mes "'Aaaahh!! Don't hurt me ~'"; - next; - mes "You run to the place and see someone surrounded by punks. Because of your sudden appearace, the punks are surprised."; - next; - mes "What would be your reaction to this situation?"; - next; + cutin("choucream_e",2); + mes("[Cream Puff]"); + mes("Shall we start?"); + next(); + mes("[Cream Puff]"); + mes("The first type of question is about taking an action for a given situation."); + next(); + mes("In the middle of the dark, you're walking on the street of Prontera when suddenly you hear someone scream."); + next(); + mes("'Aaaahh!! Don't hurt me ~'"); + next(); + mes("You run to the place and see someone surrounded by punks. Because of your sudden appearace, the punks are surprised."); + next(); + mes("What would be your reaction to this situation?"); + next(); switch(select("Fight against the punks", "Cast Magic.", "Call for Guards.", "Throw rocks at them.")) { case 1: .@question_01$ = "You subdue them easily."; @@ -6630,24 +6809,24 @@ iz_ac02,143,55,3 script Cream Puff#ac 4_M_KID1,{ .@gunslinger_p = .@gunslinger_p + 1; break; } - mes ""+.@question_01$+""; - next; - mes "After clear up the mess, you approach the person who was being attacked."; - mes "Do you think the person who was surrounded by punks is a man or a woman?"; - next; - if(select("Man", "Woman") == 1) { + mes(""+.@question_01$+""); + next(); + mes("After clear up the mess, you approach the person who was being attacked."); + mes("Do you think the person who was surrounded by punks is a man or a woman?"); + next(); + if (select("Man", "Woman") == 1) { .@question_02_01$ = "he"; .@question_02_02$ = "son"; } else { .@question_02_01$ = "she"; .@question_02_02$ = "daughter"; } - mes "The situation of encountering the gangs were like this"; - next; - mes "You find out that "+.@question_02_01$+" is the "+.@question_02_02$+" of very rich family in Alberta and Punks attacked while "+.@question_02_01$+" was on an errand for the family"; - next; - mes "What kind of errand was he doing?"; - next; + mes("The situation of encountering the gangs were like this"); + next(); + mes("You find out that "+.@question_02_01$+" is the "+.@question_02_02$+" of very rich family in Alberta and Punks attacked while "+.@question_02_01$+" was on an errand for the family"); + next(); + mes("What kind of errand was he doing?"); + next(); switch(select("Delivering an important object", "Deliver a small souvenir", "Deliver a message")) { case 1: .@swordman_p = .@swordman_p + 1; @@ -6662,9 +6841,9 @@ iz_ac02,143,55,3 script Cream Puff#ac 4_M_KID1,{ .@acolyte_p = .@acolyte_p + 1; break; } - mes "For your bravery, "+.@question_02_01+" becomes your friend and decides to go on a trip."; - mes "Where is "+.@question_02_01+" going?"; - next; + mes("For your bravery, "+.@question_02_01+" becomes(your friend and decides to go on a trip."); + mes("Where is "+.@question_02_01+" going?"); + next(); switch(select("Capital city, Prontera", "Mountain city, Payon", "Port city, Alberta", "Magic city, Geffen", "Satelite city, Izlude", "Desert city, Morocc", "Industrial city, Einbroch", "World of natural life, Amatsu", "Garden city, Hugel")) { case 1: .@acolyte_p = .@acolyte_p + 1; @@ -6694,9 +6873,9 @@ iz_ac02,143,55,3 script Cream Puff#ac 4_M_KID1,{ .@archer_p = .@archer_p + 1; break; } - mes "You're having a great time. Do you feel like something will be happening or not?"; - next; - if(select("Happening:Not happening.") == 1) { + mes("You're having a great time. Do you feel like something will be happening or not?"); + next(); + if (select("Happening", "Not happening.") == 1) { .@thief_p = .@thief_p + 1; .@swordman_p = .@swordman_p + 1; .@ninja_p = .@ninja_p + 1; @@ -6708,12 +6887,12 @@ iz_ac02,143,55,3 script Cream Puff#ac 4_M_KID1,{ .@merchant_p = .@merchant_p + 1; .@gunslinger_p = .@gunslinger_p + 1; } - mes "[Cream Puff]"; - mes "Now for the second test. Choose the best answer in your own opinion."; - next; - mes "[Cream Puff]"; - mes "2nd type of question is to select a word or sentence which is closest to yourself."; - next; + mes("[Cream Puff]"); + mes("Now for the second test. Choose the best answer in your own opinion."); + next(); + mes("[Cream Puff]"); + mes("2nd type of question is to select a word or sentence which is closest to yourself."); + next(); switch(select("Study", "Exercise", "Service", "Violence")) { case 1: .@magician_p = .@magician_p + 1; @@ -6731,7 +6910,7 @@ iz_ac02,143,55,3 script Cream Puff#ac 4_M_KID1,{ .@ninja_p = .@ninja_p + 1; break; } - if(select("Change", "Preservation") == 1) { + if (select("Change", "Preservation") == 1) { .@magician_p = .@magician_p + 1; } else { .@acolyte_p = .@acolyte_p + 1; @@ -6751,132 +6930,132 @@ iz_ac02,143,55,3 script Cream Puff#ac 4_M_KID1,{ .@magician_p = .@magician_p + 1; break; } - if(select("Speedy", "Cautious") == 1) { + if (select("Speedy", "Cautious") == 1) { .@thief_p = .@thief_p + 1; .@ninja_p = .@ninja_p + 1; } else { .@archer_p = .@archer_p + 1; .@gunslinger_p = .@gunslinger_p + 1; } - if(select("Theory", "Experience") == 1) { + if (select("Theory", "Experience") == 1) { .@magician_p = .@magician_p + 1; } else { .@swordman_p = .@swordman_p + 1; .@taekwon_p = .@taekwon_p + 1; } - mes "[Cream Puff]"; - mes "2nd type of question is done. It was simple. Right ? Let's move to next."; - next; - mes "[Cream Puff]"; - mes "Now for the third test. Please choose (Yes) or (No) to each question."; - next; - mes "Do you always pick up money that you find on the ground?"; - next; - if(select("Yes", "No") == 1) { + mes("[Cream Puff]"); + mes("2nd type of question is done. It was simple. Right ? Let's move to next."); + next(); + mes("[Cream Puff]"); + mes("Now for the third test. Please choose (Yes) or (No) to each question."); + next(); + mes("Do you always pick up money that you find on the ground?"); + next(); + if (select("Yes", "No") == 1) { .@merchant_p = .@merchant_p + 1; .@ninja_p = .@ninja_p + 1; } else { .@acolyte_p = .@acolyte_p + 1; } - mes "If you had the same name as someone of the opposite sex, would that make you less attracted to them?"; - next; - if(select("Yes", "No") == 1) { + mes("If you had the same name as someone of the opposite sex, would that make you less attracted to them?"); + next(); + if (select("Yes", "No") == 1) { .@ninja_p = .@ninja_p + 1; .@archer_p = .@archer_p + 1; } else { .@acolyte_p = .@acolyte_p + 1; .@gunslinger_p = .@gunslinger_p + 1; } - mes "Do you like to be able to carry a lot of items at once?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you like to be able to carry a lot of items at once?"); + next(); + if (select("Yes", "No") == 1) { .@swordman_p = .@swordman_p + 1; .@merchant_p = .@merchant_p + 1; } else { .@magician_p = .@magician_p + 1; .@taekwon_p = .@taekwon_p + 1; } - mes "Do you like to read books?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you like to read books?"); + next(); + if (select("Yes", "No") == 1) { .@taekwon_p = .@taekwon_p + 1; .@gunslinger_p = .@gunslinger_p + 1; }else { .@ninja_p = ninja_p + 1; .@merchant_p = .@merchant_p + 1; } - mes "You read everything in a magazine?"; - next; - if(select("Yes", "No") == 1) { + mes("You read everything in a magazine?"); + next(); + if (select("Yes", "No") == 1) { .@magician_p = .@magician_p + 1; } else { .@archer_p = archer_p + 1; .@gunslinger_p = .@gunslinger_p + 1; } - mes "Do you take the time to worry about what you are wearing?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you take the time to worry about what you are wearing?"); + next(); + if (select("Yes", "No") == 1) { .@merchant_p = .@merchant_p + 1; .@ninja_p = .@ninja_p + 1; } else { .@swordman_p = .@swordman_p + 1; .@thief_p = .@thief_p + 1; } - mes "Do you tell others what kind of fancy foods you've eaten recently?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you tell others what kind of fancy foods you've eaten recently?"); + next(); + if (select("Yes", "No") == 1) { .@thief_p = .@thief_p + 1; .@swordman_p = .@swordman_p + 1; } else { .@acolyte_p = .@acolyte_p + 1; .@taekwon_p = .@taekwon_p + 1; } - mes "Do you write things down in a notebook often?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you write things down in a notebook often?"); + next(); + if (select("Yes", "No") == 1) { .@magician_p = .@magician_p + 1; .@merchant_p = .@merchant_p + 1; } else { .@thief_p = .@thief_p + 1; .@archer_p = .@archer_p + 1; } - mes "Do you consider yourself attractive?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you consider yourself attractive?"); + next(); + if (select("Yes", "No") == 1) { .@ninja_p = .@ninja_p + 1; .@gunslinger_p = .@gunslinger_p + 1; } else { .@acolyte_p = .@acolyte_p + 1; .@swordman_p = .@swordman_p + 1; } - mes "Do you like to be in areas where a lot of people gather?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you like to be in areas where a lot of people gather?"); + next(); + if (select("Yes", "No") == 1) { .@acolyte_p = .@acolyte_p + 1; .@swordman_p = .@swordman_p + 1; } else { .@archer_p = .@archer_p + 1; .@ninja_p = .@ninja_p + 1; } - mes "Do you like the idea of living a single life?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you like the idea of living a single life?"); + next(); + if (select("Yes", "No") == 1) { .@thief_p = .@thief_p + 1; .@ninja_p = .@ninja_p + 1; } else { .@acolyte_p = .@acolyte_p + 1; } - mes "Do you like to keep your distance from others?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you like to keep your distance from others?"); + next(); + if (select("Yes", "No") == 1) { .@gunslinger_p = .@gunslinger_p + 1; .@archer_p = .@archer_p + 1; } else { .@taekwon_p = .@taekwon_p + 1; } - mes "Do you think that having a good hiding space is important in battle?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you think that having a good hiding space is important in battle?"); + next(); + if (select("Yes", "No") == 1) { .@magician_p = .@magician_p + 1; .@gunslinger_p = .@gunslinger_p + 1; .@archer_p = .@archer_p + 1; @@ -6884,213 +7063,213 @@ iz_ac02,143,55,3 script Cream Puff#ac 4_M_KID1,{ .@taekwon_p = .@taekwon_p + 1; .@magician_p = .@magician_p + 1; } - mes "Would you defend your friend even if you knew they were wrong?"; - next; - if(select("Yes", "No") == 1) { + mes("Would you defend your friend even if you knew they were wrong?"); + next(); + if (select("Yes", "No") == 1) { .@swordman_p = .@swordman_p + 1; } else { .@thief_p = .@thief_p + 1; .@ninja_p = .@ninja_p + 1; } - mes "Would you try to convince an enemy not to fight you with logic?"; - next; - if(select("Yes", "No") == 1) { + mes("Would you try to convince an enemy not to fight you with logic?"); + next(); + if (select("Yes", "No") == 1) { .@archer_p = .@archer_p + 1; .@merchant_p = .@merchant_p + 1; } else { .@acolyte_p = .@acolyte_p + 1; .@archer_p = .@archer_p + 1; } - mes "Can you sit still in the same place for a long time?"; - next; - if(select("Yes", "No") == 1) { + mes("Can you sit still in the same place for a long time?"); + next(); + if (select("Yes", "No") == 1) { .@taekwon_p = .@taekwon_p + 1; .@thief_p = .@thief_p + 1; } else { .@archer_p = .@archer_p + 1; .@gunslinger_p = .@gunslinger_p + 1; } - mes "Do you think that you can take a punch straight to the gut from an Orc?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you think that you can take a punch straight to the gut from an Orc?"); + next(); + if (select("Yes", "No") == 1) { .@swordman_p = .@swordman_p + 1; .@merchant_p = .@merchant_p + 1; } else { .@magician_p = .@magician_p + 1; .@thief_p = .@thief_p + 1; } - mes "Do you make up nicknames for your friends?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you make up nicknames(for your friends?"); + next(); + if (select("Yes", "No") == 1) { .@gunslinger_p = .@gunslinger_p + 1; .@archer_p = .@archer_p + 1; } else { .@acolyte_p = .@acolyte_p + 1; .@gunslinger_p = .@gunslinger_p + 1; } - mes "Do you always have a plan B for various situations?"; - next; - if(select("Yes", "No") == 1) { + mes("Do you always have a plan B for various situations?"); + next(); + if (select("Yes", "No") == 1) { .@thief_p = .@thief_p + 1; .@gunslinger_p = .@gunslinger_p + 1; } else { .@gunslinger_p = .@gunslinger_p + 1; .@merchant_p = .@merchant_p + 1; } - mes "I think about something else while talking to others."; - next; - if(select("Yes", "No") == 1) { + mes("I think about something else while talking to others."); + next(); + if (select("Yes", "No") == 1) { .@magician_p = .@agician_p + 1; } else { .@ninja_p = .@ninja_p + 1; .@archer_p = .@archer_p + 1; } - mes "[Cream Puff]"; - mes "Class aptitude test is finished with 1,2 and 3rd test. Please wait for a moment."; - next; - cutin "choucream_d.bmp",2; - mes "[Cream Puff]"; - mes "It requires to manually calculate as you know."; - next; + mes("[Cream Puff]"); + mes("Class aptitude test is finished with 1,2 and 3rd test. Please wait for a moment."); + next(); + cutin("choucream_d",2); + mes("[Cream Puff]"); + mes("It requires to manually calculate as you know."); + next(); setarray .@points[0],.@swordman_p,.@magician_p,.@archer_p,.@merchant_p,.@thief_p,.@acolyte_p,.@taekwon_p,.@gunslinger_p,.@ninja_p; .@max = .@points[0]; for(.@i = 1; .@i < 9; .@i = .@i+1) { - if(.@points[.@i] >= .@max) { + if (.@points[.@i] >= .@max) { .@max = .@points[.@i]; .@ele = .@i; } } set .@who_job, .@ele + 1; - mes "[Cream Puff]"; - mes "All right!!!! It's done!!!!!!!!"; - next; - cutin "choucream_e.bmp", 2; - mes "[Cream Puff]"; - mes "Finished calculating. Math is always difficult."; - next; - mes "[Cream Puff]"; - mes "According to the Class aptitude test!"; - next; - mes "[Cream Puff]"; + mes("[Cream Puff]"); + mes("All right!!!! It's done!!!!!!!!"); + next(); + cutin("choucream_e", 2); + mes("[Cream Puff]"); + mes("Finished calculating. Math is always difficult."); + next(); + mes("[Cream Puff]"); + mes("According to the Class aptitude test!"); + next(); + mes("[Cream Puff]"); if (.@who_job == 1) { .@job_name$ = "Swordman"; - mes "The one who wants to be a hero with stong belief and wants to influence on the world."; - next; - mes "[Cream Puff]"; - mes "The one who wants to protect the weak."; + mes("The one who wants to be a hero with stong belief and wants to influence on the world."); + next(); + mes("[Cream Puff]"); + mes("The one who wants to protect the weak."); } else if (.@who_job == 2) { .@job_name$ = "Mage"; - mes "The one who is curious about knowing everything and independently work alone."; - next; - mes "[Cream Puff]"; - mes "the one who has good judgement, not out-going, analyzing and insightful and likes to observe..."; + mes("The one who is curious about knowing everything and independently work alone."); + next(); + mes("[Cream Puff]"); + mes("the one who has good judgement, not out-going, analyzing and insightful and likes to observe..."); } else if (.@who_job == 3) { .@job_name$ = "Archer"; - mes "The one who is romantic and understands the feeling of others and tries to be understood by others as well."; - next; - mes "[Cream Puff]"; - mes "The one who wants to spend time finding out who they are."; + mes("The one who is romantic and understands the feeling of others and tries to be understood by others as well."); + next(); + mes("[Cream Puff]"); + mes("The one who wants to spend time finding out who they are."); } else if (.@who_job == 4) { .@job_name$ = "Merchant"; - mes "the one who is good at reading the mind of others and is decisive."; - next; - mes "[Cream Puff]"; - mes "the one who is strongly interested in achieving and target-driving and responsible."; + mes("the one who is good at reading the mind of others and is decisive."); + next(); + mes("[Cream Puff]"); + mes("the one who is strongly interested in achieving and target-driving and responsible."); } else if (.@who_job == 5) { .@job_name$ = "Thief"; - mes "The one who wants to have fun is optimistic who loves adventure."; - next; - mes "[Cream Puff]"; - mes "The one who wants to find out something exciting and wants to donate to the world in his own way."; + mes("The one who wants to have fun is optimistic who loves adventure."); + next(); + mes("[Cream Puff]"); + mes("The one who wants to find out something exciting and wants to donate to the world in his own way."); } else if (.@who_job == 6) { .@job_name$ = "Acolyte"; - mes "The one who has a great heart to help others and understand."; - next; - mes "[Cream Puff]"; - mes "The one who wants to be loved and wants to care for others."; + mes("The one who has a great heart to help others and understand."); + next(); + mes("[Cream Puff]"); + mes("The one who wants to be loved and wants to care for others."); } else if (.@who_job == 7) { .@job_name$ = "Taekwon boy/girl"; - mes "the one who has sound mind from right training."; - next; - mes "[Cream Puff]"; - mes "The one who tries hard everyday with certain belief and tries to make people understand."; + mes("the one who has sound mind from right training."); + next(); + mes("[Cream Puff]"); + mes("The one who tries hard everyday with certain belief and tries to make people understand."); } else if (.@who_job == 8) { .@job_name$ = "Gunslinger"; - mes "The one who is called as a justice giver but also gives chaos and fear."; - next; - mes "[Cream Puff]"; - mes "The one who tries to balance between justice and chaos."; + mes("The one who is called as a justice giver but also gives chaos and fear."); + next(); + mes("[Cream Puff]"); + mes("The one who tries to balance between justice and chaos."); } else if (.@who_job == 9) { .@job_name$ = "Ninja"; - mes "The one who does not want to get attention."; - next; - mes "[Cream Puff]"; - mes "and who is persistant without giving up until reaching the target."; + mes("The one who does not want to get attention."); + next(); + mes("[Cream Puff]"); + mes("and who is persistant without giving up until reaching the target."); } else { - mes "An error occurred."; - close2; - cutin "", 255; + mes("An error occurred."); + close2(); + cutin("", 255); end; } - next; - emotion e_no1; - mes "[Cream Puff]"; - mes "^8014EB"+.@job_name$+"^000000 is a good matching job for you."; - next; - cutin "choucream_n.bmp", 2; - mes "[Cream Puff]"; - mes "Hmm, it says."; - next; - mes "[Cream Puff]"; - mes "You do not have to choose the job from Class aptitude test. That is only just for fun."; - next; - emotion e_what; - mes "[Cream Puff]"; - mes "If you want, I will send it to the class that was recommended by the aptitude result."; - next; - if(select("Send me now.", "It's okay, I'm still deciding.") == 2) { - mes "[Cream Puff]"; - mes "Ok, you know what you want I guess."; - close2; - cutin "", 255; + next(); + emotion(e_no1); + mes("[Cream Puff]"); + mes("^8014EB"+.@job_name$+"^000000 is a good matching job for you."); + next(); + cutin("choucream_n", 2); + mes("[Cream Puff]"); + mes("Hmm, it says."); + next(); + mes("[Cream Puff]"); + mes("You do not have to choose the job from Class aptitude test. That is only just for fun."); + next(); + emotion(e_what); + mes("[Cream Puff]"); + mes("If you want, I will send it to the class that was recommended by the aptitude result."); + next(); + if (select("Send me now.", "It's okay, I'm still deciding.") == 2) { + mes("[Cream Puff]"); + mes("Ok, you know what you want I guess."); + close2(); + cutin("", 255); end; } - mes "[Cream Puff]"; - mes "Your recommended job is "+.@job_name$+". I will send you to where you can talk to that job professional."; - close2; + mes("[Cream Puff]"); + mes("Your recommended job is "+.@job_name$+". I will send you to where you can talk to that job professional."); + close2(); switch(.@who_job) { case 1: - warp "iz_ac02",84,49; + warp("iz_ac02",84,49); break; case 2: - warp "iz_ac02",123,109; + warp("iz_ac02",123,109); break; case 3: - warp "iz_ac02",84,109; + warp("iz_ac02",84,109); break; case 4: - warp "iz_ac02",84,169; + warp("iz_ac02",84,169); break; case 5: - warp "iz_ac02",84,139; + warp("iz_ac02",84,139); break; case 6: - warp "iz_ac02",122,169; + warp("iz_ac02",122,169); break; case 7: - warp "iz_ac02",84,79; + warp("iz_ac02",84,79); break; case 8: - warp "iz_ac02",123,79; + warp("iz_ac02",123,79); break; case 9: - warp "iz_ac02",123,139; + warp("iz_ac02",123,139); break; default: - warp "iz_ac02",123,49; + warp("iz_ac02",123,49); break; } - cutin "", 255; + cutin("", 255); end; } @@ -7105,17 +7284,17 @@ iz_ac02_d,143,55,3 duplicate(Cream Puff#ac) Cream Puff#ac_d 4_M_KID1 // - Teaches the player about Gunslinger class. iz_ac02,142,85,6 script Lusa#ac 4_F_GUNSLINGER,{ if (!checkweight(Axe, 1)) { - mes "- Quest can't be continued as your overloaded items. -"; - close; + mes("- Quest can't be continued as your overloaded items. -"); + close(); } - cutin "aca_gung_01.bmp", 2; + cutin("aca_gung_01", 2); if (Class == Job_Novice) { if (questprogress(4269) != 2) { - mes "[Lusa]"; - mes "Oh! I am sorry but in order to take the class, y'all have to register first. Ya come back here after registration at that there counter on the 1st floor, ya hear?"; - close2; - // ConsumeSpecialItem Inspector_Certificate_ - cutin "", 255; + mes("[Lusa]"); + mes("Oh! I am sorry but in order to take the class, y'all have to register first. Ya come back here after registration at that there counter on the 1st floor, ya hear?"); + close2(); + // ConsumespecialItem Inspector_Certificate_ + cutin("", 255); end; } .@has_manual = 0; @@ -7128,10 +7307,10 @@ iz_ac02,142,85,6 script Lusa#ac 4_F_GUNSLINGER,{ if (countitem(.@manuals[.@i])) .@has_manual = 1; } - emotion e_awsm; - mes "[Lusa]"; - mes "Gosh Darnit! You are cuter then a piglet! Are ya trying ta learn to be a ^ff0000Gunslinger^000000?"; - next; + emotion(e_awsm); + mes("[Lusa]"); + mes("Gosh Darnit! You are cuter then a piglet! Are ya trying ta learn to be a ^ff0000Gunslinger^000000?"); + next(); if (.@has_manual == 1) { .@menu$ = "What is a Gunslinger?:Can I try out the skills?:Becoming a Gunslinger?:How can I try out the skills?:Cancel"; } else { @@ -7139,298 +7318,298 @@ iz_ac02,142,85,6 script Lusa#ac 4_F_GUNSLINGER,{ } switch(select(.@menu$)) { case 1: - emotion e_lv; - mes "[Lusa]"; - mes "You're so cute! A ^ff0000Gunslinger^000000 who has true grit wield his weapons bringing justice in these wild times."; - next; - mes "[Lusa]"; - if (Sex == 1) - mes "Ya, know you remind me of my little brother, that varmint couldn't shoot the broadside of a barn.. at least not until I taught him."; + emotion(e_lv); + mes("[Lusa]"); + mes("You're so cute! A ^ff0000Gunslinger^000000 who has true grit wield his weapons bringing justice in these wild times."); + next(); + mes("[Lusa]"); + if (Sex == SEX_MALE) + mes("Ya, know you remind me of my little brother, that varmint couldn't shoot the broadside of a barn.. at least not until I taught him."); else - mes "Ya, know you remind me of my little sister, that scamp couldn't shoot the broadside of barn.. At least not until I taught her."; - next; - mes "[Lusa]"; - mes "Now y'all need to understand, guns aren't some little thing that you just swing at an animal, you don't wiggle those there fingers and shock them to death."; - next; - mes "[Lusa]"; - mes "No! You shoot things, which means ya need to aim straight. This takes alot of ^ff0000dexterity^000000 on the part of the gunslinger."; - next; - mes "[Lusa]"; - mes "Now before ya go running off shooting dem guns in the air, all high fallootin and dancing around. Ya need to understand that this isn't an easy job!"; - next; - mes "[Lusa]"; - mes "Bullets cost zeny so you need to be sure that everything you shoot is worth the price! We attack at range so that nasty cur with the pig sticker doesn't rustle your jimmies!"; - next; - mes "[Lusa]"; - mes "Y'all understand?"; - next; - while(1) { + mes("Ya, know you remind me of my little sister, that scamp couldn't shoot the broadside of barn.. At least not until I taught her."); + next(); + mes("[Lusa]"); + mes("Now y'all need to understand, guns aren't some little thing that you just swing at an animal, you don't wiggle those there fingers and shock them to death."); + next(); + mes("[Lusa]"); + mes("No! You shoot things, which means ya need to aim straight. This takes alot of ^ff0000dexterity^000000 on the part of the gunslinger."); + next(); + mes("[Lusa]"); + mes("Now before ya go running off shooting dem guns in the air, all high fallootin and dancing around. Ya need to understand that this isn't an easy job!"); + next(); + mes("[Lusa]"); + mes("Bullets cost zeny so you need to be sure that everything you shoot is worth the price! We attack at range so that nasty cur with the pig sticker doesn't rustle your jimmies!"); + next(); + mes("[Lusa]"); + mes("Y'all understand?"); + next(); + while(true) { switch(select("Ranged attack?", "Why is ammo expensive?", "Job Change Test?", "Yes~!!")) { case 1: - mes "[Lusa]"; - mes "Those low tech barbarians need both Strength and Dexterity in order to fight properly. This isn't true for gunslingers."; - next; - mes "[Lusa]"; - mes "Why our dexterity influences both attack power and accuracy! Remember, Talk slowly but think quickly!"; - next; + mes("[Lusa]"); + mes("Those low tech barbarians need both Strength and Dexterity in order to fight properly. This isn't true for gunslingers."); + next(); + mes("[Lusa]"); + mes("Why our dexterity influences both attack power and accuracy! Remember, Talk slowly but think quickly!"); + next(); break; case 2: - cutin "aca_gung_02.bmp", 2; - mes "[Lusa]"; - mes "Do y'all see lots of factories around here? Mines? Alchemical labs? All these things take zeny to run and thats how they fund it!"; - next; + cutin("aca_gung_02", 2); + mes("[Lusa]"); + mes("Do y'all see lots of factories around here? Mines? Alchemical labs? All these things take zeny to run and thats how they fund it!"); + next(); break; case 3: - mes "[Lusa]"; - mes "Some other jobs may think it is safe enough to hand any yonkle the strength to seriously hurt someone."; - next; - mes "[Lusa]"; - mes "But we have to see that you have grit! Remember, fast is good but accurate is better."; - next; + mes("[Lusa]"); + mes("Some other jobs may think it is safe enough to hand any yonkle the strength to seriously hurt someone."); + next(); + mes("[Lusa]"); + mes("But we have to see that you have grit! Remember, fast is good but accurate is better."); + next(); break; case 4: break; } - cutin "aca_gung_01.bmp", 2; + cutin("aca_gung_01", 2); break; } - mes "[Lusa]"; - mes "Y'all can come back now if you gets any more questions."; - close2; - //ConsumeSpecialItem Inspector_Certificate_ - cutin "", 255; + mes("[Lusa]"); + mes("Y'all can come back now if you gets any more questions."); + close2(); + //ConsumespecialItem Inspector_Certificate_ + cutin("", 255); end; case 2: - mes "[Lusa]"; - mes "They tell me Criatura Academy is for the novices not yet decided what job to take."; - next; - mes "[Lusa]"; - mes "They hired me, gun and all, to show you how to be a gunslinger!"; - next; - mes "[Lusa]"; - mes "Would you like me to show you how?"; - next; - if(select("Yes mam!", "No, thanks.") == 2) { - mes "[Lusa]"; - mes "Hrmm, you didn't look like you had the grit any how."; - close2; - //ConsumeSpecialItem Inspector_Certificate_ - cutin "", 255; + mes("[Lusa]"); + mes("They tell me Criatura Academy is for the novices not yet decided what job to take."); + next(); + mes("[Lusa]"); + mes("They hired me, gun and all, to show you how to be a gunslinger!"); + next(); + mes("[Lusa]"); + mes("Would you like me to show you how?"); + next(); + if (select("Yes mam!", "No, thanks.") == 2) { + mes("[Lusa]"); + mes("Hrmm, you didn't look like you had the grit any how."); + close2(); + //ConsumespecialItem Inspector_Certificate_ + cutin("", 255); end; } - mes "[Lusa]"; + mes("[Lusa]"); if (.@has_manual == 1) { - mes "Hey! What kind of con is this?! You already had a manual!"; + mes("Hey! What kind of con is this?! You already had a manual!"); } else { - getitem Gunslinger_Manual, 1; // Gunslinger_Manual - mes "Here take this manual, I ain't too good at that there book learnin' but I can answer your questions."; + getitem(Gunslinger_Manual, 1); // Gunslinger_Manual + mes("Here take this manual, I ain't too good at that there book learnin' but I can answer your questions."); } - next; - mes "[Lusa]"; - mes "If you need the battle training, visit <NAVI>[Subino]<INFO>iz_ac01,59,83</INFO></NAVI>."; - close2; - //ConsumeSpecialItem Inspector_Certificate_ - cutin "", 255; + next(); + mes("[Lusa]"); + mes("If you need the battle training, visit <NAVI>[Subino]<INFO>iz_ac01,59,83</INFO></NAVI>."); + close2(); + //ConsumespecialItem Inspector_Certificate_ + cutin("", 255); end; case 3: if (Upper == 2) { - emotion e_slur; - mes "[Lusa]"; - mes "Oh, sorry! Children cannot become Gunslingers!"; - next; - mes "[Lusa]"; - mes "Perhaps you should talk to your parents about other professions."; - close2; - // ConsumeSpecialItem Inspector_Certificate_ - cutin "", 255; + emotion(e_slur); + mes("[Lusa]"); + mes("Oh, sorry! Children cannot become Gunslingers!"); + next(); + mes("[Lusa]"); + mes("Perhaps you should talk to your parents about other professions."); + close2(); + // ConsumespecialItem Inspector_Certificate_ + cutin("", 255); end; } - mes "[Lusa]"; - mes "Are you going to learn to shoot as a gunslinger?"; - next; + mes("[Lusa]"); + mes("Are you going to learn to shoot as a gunslinger?"); + next(); if (JobLevel < 10) { - mes "[Lusa]"; - mes "Wooo doggy! You aren't ready for the big city yet!"; - next; - mes "[Lusa]"; - mes "Get to ^ff0000Job Level: ^0000ff10^000000 and come back here and I will help ya!"; - close2; - //ConsumeSpecialItem Inspector_Certificate_ - cutin "", 255; + mes("[Lusa]"); + mes("Wooo doggy! You aren't ready for the big city yet!"); + next(); + mes("[Lusa]"); + mes("Get to ^ff0000Job Level: ^0000ff10^000000 and come back here and I will help ya!"); + close2(); + //ConsumespecialItem Inspector_Certificate_ + cutin("", 255); end; } else { - mes "[Lusa]"; - mes "Y'all ready to take the test to become a gunslinger?"; - next; + mes("[Lusa]"); + mes("Y'all ready to take the test to become a gunslinger?"); + next(); } - if(select("Wait a moment.", "Send me.") == 1) { - cutin "aca_gung_02.bmp", 2; - mes "[Lusa]"; - mes "When ya are ready, come to me!"; - close2; - cutin "", 255; + if (select("Wait a moment.", "Send me.") == 1) { + cutin("aca_gung_02", 2); + mes("[Lusa]"); + mes("When ya are ready, come to me!"); + close2(); + cutin("", 255); end; } - mes "[Lusa]"; - mes "Okay then, you should find a^ff0000 Mr. Master Miller^000000 and ask him about the test."; - next; - mes "[Lusa]"; - mes "Remember, if you find yourself in a hole, the first thing to do is stop digging!"; - close2; - warp "que_ng", 150, 167; + mes("[Lusa]"); + mes("Okay then, you should find a^ff0000 Mr. Master Miller^000000 and ask him about the test."); + next(); + mes("[Lusa]"); + mes("Remember, if you find yourself in a hole, the first thing to do is stop digging!"); + close2(); + warp("que_ng", 150, 167); end; case 4: - mes "[Lusa]"; - mes "Y'all need help with that book?"; - next; - while(1) { + mes("[Lusa]"); + mes("Y'all need help with that book?"); + next(); + while(true) { switch(select("How do I use this book?", "I can't find the skill.", "I don't have a gun....", "No more questions now.")) { case 1: - mes "[Lusa]"; - mes "Oh.. I think I know what the problem is,"; - next; - mes "[Lusa]"; - mes "Ta use the guide, first ya need to equip it. ^ff0000 To open the equipment window the Shortcut key is Alt + E.^000000"; - next; - mes "[Lusa]"; - mes "Sometimes I forget ta do that too! ^ff0000Drag the item from your inventory to the appropriate slot in the equipment window. Alternatively you can double click the item in inventory.^000000"; - next; + mes("[Lusa]"); + mes("Oh.. I think I know what the problem is,"); + next(); + mes("[Lusa]"); + mes("Ta use the guide, first ya need to equip it. ^ff0000 To open the equipment window the Shortcut key is Alt + E.^000000"); + next(); + mes("[Lusa]"); + mes("Sometimes(I forget ta do that too! ^ff0000Drag the item from your inventory to the appropriate slot in the equipment window. Alternatively you can double click the item in inventory.^000000"); + next(); break; case 2: - mes "[Lusa]"; - mes "Y'all need ta learn how to use the skill?"; - next; - mes "[Lusa]"; - mes "^ff0000To open the skill window use the short cut Alt + S. The skill will be located in the ETC tab.^000000"; - next; - mes "[Lusa]"; - mes "^ff0000You can then drag the skill to your hot bar for easy use!.^000000"; - next; - mes "[Lusa]"; - mes "... and thats how I learned that When in doubt, let your peco do the thinkin'."; - next; + mes("[Lusa]"); + mes("Y'all need ta learn how to use the skill?"); + next(); + mes("[Lusa]"); + mes("^ff0000To open the skill window use the short cut Alt + S. The skill will be located in the ETC tab.^000000"); + next(); + mes("[Lusa]"); + mes("^ff0000You can then drag the skill to your hot bar for easy use!.^000000"); + next(); + mes("[Lusa]"); + mes("... and thats how I learned that When in doubt, let your peco do the thinkin'."); + next(); break; case 3: - mes "[Lusa]"; - mes "Well, I don't think that you are quite ready to get a shootin iron. So the training book only shows ya skills that don't need guns."; - next; + mes("[Lusa]"); + mes("Well, I don't think that you are quite ready to get a shootin iron. So the training book only shows ya skills that don't need guns."); + next(); break; case 4: break; } - mes "[Lusa]"; - mes "Do ya have any other questions?"; - next; + mes("[Lusa]"); + mes("Do ya have any other questions?"); + next(); } - mes "[Lusa]"; - mes "If ya need more questions you can always come back ta me."; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("If ya need more questions you can always come back ta me."); + close2(); + cutin("", 255); end; case 5: - close2; - cutin "", 255; + close2(); + cutin("", 255); end; } } else if (Class == Job_Gunslinger) { if (!nov_3_guns && BaseLevel < 21) { - mes "[Lusa]"; - mes "Oh! Are you just darling, a newly minted gunslinger!"; - next; - mes "[Lusa]"; - mes "Why your shootin iron looks shinier then a silver zeny! Do ya need anything?"; - next; - if(select("Can you help me get to Einbroch?", "No, thanks.") == 1) { - mes "[Lusa]"; - mes "Sure, why not? Make sure to spend some time trainin!"; - next; - mes "[Lusa]"; - mes "Get over there ya scamp!"; - close2; - warp "que_ng", 150, 167; + mes("[Lusa]"); + mes("Oh! Are you just darling, a newly minted gunslinger!"); + next(); + mes("[Lusa]"); + mes("Why your shootin iron looks shinier then a silver zeny! Do ya need anything?"); + next(); + if (select("Can you help me get to Einbroch?", "No, thanks.") == 1) { + mes("[Lusa]"); + mes("Sure, why not? Make sure to spend some time trainin!"); + next(); + mes("[Lusa]"); + mes("Get over there ya scamp!"); + close2(); + warp("que_ng", 150, 167); end; } - mes "[Lusa]"; - mes "Oh, I am glad to hear that you are so strong!"; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("Oh, I am glad to hear that you are so strong!"); + close2(); + cutin("", 255); end; } else if (nov_3_guns > 0 && nov_3_guns < 7) { - mes "[Lusa]"; - mes "Ah, still in basic training eh? You're not carelessly using Butterfly Wings, right?"; - next; - mes "[Lusa]"; - mes "Are you going to Einbroch to complete basic training?"; - next; - if(select("Can you help me get to Einbroch?", "No, I have other things to do.") == 1) { - mes "[Lusa]"; - mes "Sure, why not? Make sure to spend some time trainin!"; - next; - mes "[Lusa]"; - mes "Get over there ya scamp!"; - close2; - warp "que_ng", 150, 167; + mes("[Lusa]"); + mes("Ah, still in basic training eh? You're not carelessly using Butterfly Wings, right?"); + next(); + mes("[Lusa]"); + mes("Are you going to Einbroch to complete basic training?"); + next(); + if (select("Can you help me get to Einbroch?", "No, I have other things to do.") == 1) { + mes("[Lusa]"); + mes("Sure, why not? Make sure to spend some time trainin!"); + next(); + mes("[Lusa]"); + mes("Get over there ya scamp!"); + close2(); + warp("que_ng", 150, 167); end; } - mes "[Lusa]"; - mes "Oh, is that so? If you wish to go to Einbroch but not take the Airship, come speak to me."; - mes "Because you're still training, I will send you there for free."; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("Oh, is that so? If you wish to go to Einbroch but not take the Airship, come speak to me."); + mes("Because you're still training, I will send you there for free."); + close2(); + cutin("", 255); end; } else if (nov_3_guns == 7) { - emotion e_ok; - mes "[Lusa]"; - mes "Ah you're back, and now wearing lovely Gunslinger clothing! It suits you well, congratulations!"; - next; - mes "[Lusa]"; - mes "I just received the news from my brother regarding your achievement of completing basic training."; - next; + emotion(e_ok); + mes("[Lusa]"); + mes("Ah you're back, and now wearing lovely Gunslinger clothing! It suits you well, congratulations!"); + next(); + mes("[Lusa]"); + mes("I just received the news from my brother regarding your achievement of completing basic training."); + next(); select("Brother?"); - cutin "aca_gung_02.bmp", 2; - mes "[Lusa]"; - mes "Huh? My brother did not tell you? My brother is the one in charge of Basic Training."; - next; - mes "[Lusa]"; - mes "Louie and Lusa are very similar names, right?"; - next; + cutin("aca_gung_02", 2); + mes("[Lusa]"); + mes("Huh? My brother did not tell you? My brother is the one in charge of Basic Training."); + next(); + mes("[Lusa]"); + mes("Louie and Lusa are very similar names, right?"); + next(); select("I guess so..."); - cutin "aca_gung_01.bmp", 2; - mes "[Lusa]"; - mes "Ha ha~ Well, our relationship is not really that important."; - next; - mes "[Lusa]"; - mes "I have been assigned to conduct Combat Training for the Gunslinger guild."; - next; + cutin("aca_gung_01", 2); + mes("[Lusa]"); + mes("Ha ha~ Well, our relationship is not really that important."); + next(); + mes("[Lusa]"); + mes("I have been assigned to conduct Combat Training for the Gunslinger guild."); + next(); select("Why you?"); - mes "[Lusa]"; - mes "Gunslingers are very fond of freedom, so the Guild had limited choices to choose from."; - next; - cutin "aca_gung_02.bmp", 2; - mes "[Lusa]"; - mes "They suddenly called me to do this. Frankly I think it's a bit absurd."; - next; - mes "[Lusa]"; - mes "But on the basis of there being no previous Combat Training before, I have agreed to help."; - next; - mes "[Lusa]"; - mes "So it was decided that we would use this opporunity to help get rid of some of the monsters near Prontera and Izlude."; - next; - mes "[Lusa]"; - mes "It should help the people of those areas that are plagued by the same monsters every day."; - next; - mes "[Lusa]"; - mes "In accordance with the principles of guilds, the Combat Training is not mandatory."; - next; - mes "[Lusa]"; - mes "Once you complete a task, talk to me again to complete to process."; - next; + mes("[Lusa]"); + mes("Gunslingers are very fond of freedom, so the Guild had limited choices to choose from."); + next(); + cutin("aca_gung_02", 2); + mes("[Lusa]"); + mes("They suddenly called me to do this. Frankly I think it's a bit absurd."); + next(); + mes("[Lusa]"); + mes("But on the basis of there being no previous Combat Training before, I have agreed to help."); + next(); + mes("[Lusa]"); + mes("So it was decided that we would use this opporunity to help get rid of some of the monsters near Prontera and Izlude."); + next(); + mes("[Lusa]"); + mes("It should help the people of those areas that are plagued by the same monsters every day."); + next(); + mes("[Lusa]"); + mes("In accordance with the principles of guilds, the Combat Training is not mandatory."); + next(); + mes("[Lusa]"); + mes("Once you complete a task, talk to me again to complete to process."); + next(); nov_3_guns = 8; - erasequest 5148; - mes "[Lusa]"; - mes "Well that's all! If a task proves to be too difficult you can cancel at any time, so please don't worry."; - close2; - cutin "", 255; + erasequest(5148); + mes("[Lusa]"); + mes("Well that's all! If a task proves to be too difficult you can cancel at any time, so please don't worry."); + close2(); + cutin("", 255); end; } else if (nov_3_guns == 8 && BaseLevel < 21) { .@gun_quest_01 = questprogress(5149, HUNTING); @@ -7439,121 +7618,121 @@ iz_ac02,142,85,6 script Lusa#ac 4_F_GUNSLINGER,{ .@gun_quest_04 = questprogress(5152, HUNTING); if (!.@gun_quest_01 && !.@gun_quest_02 && !.@gun_quest_03 && !.@gun_quest_04) { - mes "[Lusa]"; - mes "Haven't started your basic combat training yet have you? What do you want to know about training?"; - next; + mes("[Lusa]"); + mes("Haven't started your basic combat training yet have you? What do you want to know about training?"); + next(); switch(select("How long can I train for?", "Where do I receive tasks for training?", "Why do combat training?", "Cancel")) { case 1: - mes "[Lusa]"; - mes "Basic combat training can be performed until Base Level 20."; - next; - mes "[Lusa]"; - mes "You must've thought that the training would be pretty low because this is still the beginning."; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("Basic combat training can be performed until Base Level 20."); + next(); + mes("[Lusa]"); + mes("You must've thought that the training would be pretty low because this is still the beginning."); + close2(); + cutin("", 255); end; case 2: - mes "[Lusa]"; - mes "Sorry! Did I not mention this?"; - next; - mes "[Lusa]"; - mes "You can choose any task you wish from the requests on my desk near the entrance."; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("Sorry! Did I not mention this?"); + next(); + mes("[Lusa]"); + mes("You can choose any task you wish from the requests on my desk near the entrance."); + close2(); + cutin("", 255); end; case 3: - cutin "aca_gung_02.bmp", 2; - mes "[Lusa]"; - mes "Right, ah, why? Well, The Gunslinger guild didn't have any combat training in the beginning."; - next; - mes "[Lusa]"; - mes "So they suddenly asked me to perform combat training for new recruits."; - next; - mes "[Lusa]"; - mes "This training is not mandatory if you do not want to do it."; - close2; - cutin "", 255; + cutin("aca_gung_02", 2); + mes("[Lusa]"); + mes("Right, ah, why? Well, The Gunslinger guild didn't have any combat training in the beginning."); + next(); + mes("[Lusa]"); + mes("So they suddenly asked me to perform combat training for new recruits."); + next(); + mes("[Lusa]"); + mes("This training is not mandatory if you do not want to do it."); + close2(); + cutin("", 255); end; case 4: - close2; - cutin "", 255; + close2(); + cutin("", 255); end; } } .@gun_tok = 0; if (.@gun_quest_01 == 2 || .@gun_quest_02 == 2 || .@gun_quest_03 == 2 || .@gun_quest_04 == 2) { if (.@gun_quest_01 == 2) { - mes "[Lusa]"; - mes "You finished <Assignment A>?"; - next; - mes "[Lusa]"; - mes "Wow! You did perfectly! I have confirmed the 10 Hornets. Kids will be happy."; - next; - erasequest 5149; - getexp 700, 450; - getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket - mes "After looking over the report, you receive experience and a Kafra Storage Coupon."; - next; + mes("[Lusa]"); + mes("You finished <Assignment A>?"); + next(); + mes("[Lusa]"); + mes("Wow! You did perfectly! I have confirmed the 10 Hornets. Kids will be happy."); + next(); + erasequest(5149); + getexp(700, 450); + getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket + mes("After looking over the report, you receive experience and a Kafra Storage Coupon."); + next(); .@gun_tok = 1; } if (.@gun_quest_02 == 2) { - mes "[Lusa]"; + mes("[Lusa]"); if (.@gun_tok == 0) - mes "You finished <Assignment B>?"; + mes("You finished <Assignment B>?"); else - mes "You finished <Assignment B> too?"; - next; - mes "[Lusa]"; - mes "Wow! You did perfect! I have confirmed the 10 Roda Frogs. Tonight I should get a good sleep."; - next; - erasequest 5150; - getexp 950, 590; - getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket - mes "After looking over the report, you receive experience and a Kafra Storage Coupon."; - next; + mes("You finished <Assignment B> too?"); + next(); + mes("[Lusa]"); + mes("Wow! You did perfect! I have confirmed the 10 Roda Frogs. Tonight I should get a good sleep."); + next(); + erasequest(5150); + getexp(950, 590); + getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket + mes("After looking over the report, you receive experience and a Kafra Storage Coupon."); + next(); .@gun_tok = 1; } if (.@gun_quest_03 == 2) { - mes "[Lusa]"; + mes("[Lusa]"); if (.@gun_tok == 0) - mes "You finished <Assignment C>?"; + mes("You finished <Assignment C>?"); else - mes "You finished <Assignment C> too?"; - next; - mes "[Lusa]"; - mes "Wow! You did perfect! I have confirm the 10 Savage Babes. Students who want to develop specialist pets must be very happy."; - next; - erasequest 5151; - getexp 850, 540; - getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket - mes "After looking over the report, you receive experience and a Kafra Storage Coupon."; - next; + mes("You finished <Assignment C> too?"); + next(); + mes("[Lusa]"); + mes("Wow! You did perfect! I have confirm the 10 Savage Babes. Students who want to develop specialist pets must be very happy."); + next(); + erasequest(5151); + getexp(850, 540); + getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket + mes("After looking over the report, you receive experience and a Kafra Storage Coupon."); + next(); .@gun_tok = 1; } if (.@gun_quest_04 == 2) { - mes "[Lusa]"; + mes("[Lusa]"); if (.@gun_tok == 0) - mes "You finished <Assignment D>?"; + mes("You finished <Assignment D>?"); else - mes "You finished <Assignment D> too?"; - next; - mes "[Lusa]"; - mes "Wow! You did perfect! I have confirmed the 10 Rockers. Were they hard to catch?"; - next; - erasequest 5152; - getexp 690, 470; - getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket - mes "After looking over the report, you receive experience and a Kafra Storage Coupon."; - next; + mes("You finished <Assignment D> too?"); + next(); + mes("[Lusa]"); + mes("Wow! You did perfect! I have confirmed the 10 Rockers. Were they hard to catch?"); + next(); + erasequest(5152); + getexp(690, 470); + getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket + mes("After looking over the report, you receive experience and a Kafra Storage Coupon."); + next(); } - mes "[Lusa]"; - mes "I have finished processing your completed tasks. Would you like to cancel any existing tasks?"; - next; - if(select("Yes", "No") == 2) { - mes "[Lusa]"; - mes "Okay, good luck continuing your training!"; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("I have finished processing your completed tasks. Would you like to cancel any existing tasks?"); + next(); + if (select("Yes", "No") == 2) { + mes("[Lusa]"); + mes("Okay, good luck continuing your training!"); + close2(); + cutin("", 255); end; } .@gun_quest_01 = questprogress(5149, HUNTING); @@ -7561,120 +7740,120 @@ iz_ac02,142,85,6 script Lusa#ac 4_F_GUNSLINGER,{ .@gun_quest_03 = questprogress(5151, HUNTING); .@gun_quest_04 = questprogress(5152, HUNTING); if (!.@gun_quest_01 || !.@gun_quest_02 || !.@gun_quest_03 || !.@gun_quest_04) { - mes "[Lusa]"; - mes "Huh? You do not have any assignments to cancel. Are you sure you have them?"; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("Huh? You do not have any assignments to cancel. Are you sure you have them?"); + close2(); + cutin("", 255); end; } } if (.@gun_quest_01 == 1 || .@gun_quest_02 == 1 || .@gun_quest_03 == 1 || .@gun_quest_04 == 1) { - mes "[Lusa]"; - mes "You still have some assignments, are they too difficult? Do you want to cancel them?"; - next; - if(select("Cancel Assignment", "Nevermind") == 2) { - mes "[Lusa]"; - mes "Well then, continue to impress!"; - close; - cutin "", 255; + mes("[Lusa]"); + mes("You still have some assignments, are they too difficult? Do you want to cancel them?"); + next(); + if (select("Cancel Assignment", "Nevermind") == 2) { + mes("[Lusa]"); + mes("Well then, continue to impress!"); + close(); + cutin("", 255); end; } .@gun_tok = 0; if (.@gun_quest_01 == 1) { - mes "[Lusa]"; - mes "You are currently doing <Assignment A>."; - next; - mes "[Lusa]"; - mes "Hornets are not easy to deal with, huh? Do you want to cancel the assignment?"; - next; - mes "[Lusa]"; - mes "If you do cancel the assignment, you will be unable to receive the reward you know?"; - next; - if(select("Cancel Assignment", "Nevermind") == 1) { - erasequest 5149; - mes "[Lusa]"; - mes "Oh... Hornets are too tough?"; - next; - mes "[Lusa]"; - mes "I have cancelled <Assignment A>. Now you don't have to worry about it."; - next; + mes("[Lusa]"); + mes("You are currently doing <Assignment A>."); + next(); + mes("[Lusa]"); + mes("Hornets are not easy to deal with, huh? Do you want to cancel the assignment?"); + next(); + mes("[Lusa]"); + mes("If you do cancel the assignment, you will be unable to receive the reward you know?"); + next(); + if (select("Cancel Assignment", "Nevermind") == 1) { + erasequest(5149); + mes("[Lusa]"); + mes("Oh... Hornets are too tough?"); + next(); + mes("[Lusa]"); + mes("I have cancelled <Assignment A>. Now you don't have to worry about it."); + next(); } .@gun_tok = 1; } if (.@gun_quest_02 == 1) { - mes "[Lusa]"; + mes("[Lusa]"); if (.@gun_tok == 0) - mes "You are currently doing <Assignment B>."; + mes("You are currently doing <Assignment B>."); else - mes "You are also currently doing <Assignment B>."; - next; - mes "[Lusa]"; - mes "Roda Frogs are not easy to deal with, huh? Do you want to cancel the assignment?"; - next; - mes "[Lusa]"; - mes "If you do cancel the assignment, you will be unable to receive the reward you know?"; - next; - if(select("Cancel Assignment", "Nevermind") == 1) { - erasequest 5150; - mes "[Lusa]"; - mes "Oh... Roda Frogs are too tough?"; - next; - mes "[Lusa]"; - mes "I have cancelled <Assignment B>. Now you don't have to worry about it."; - next; + mes("You are also currently doing <Assignment B>."); + next(); + mes("[Lusa]"); + mes("Roda Frogs are not easy to deal with, huh? Do you want to cancel the assignment?"); + next(); + mes("[Lusa]"); + mes("If you do cancel the assignment, you will be unable to receive the reward you know?"); + next(); + if (select("Cancel Assignment", "Nevermind") == 1) { + erasequest(5150); + mes("[Lusa]"); + mes("Oh... Roda Frogs are too tough?"); + next(); + mes("[Lusa]"); + mes("I have cancelled <Assignment B>. Now you don't have to worry about it."); + next(); } .@gun_tok = 1; } if (.@gun_quest_03 == 1) { - mes "[Lusa]"; + mes("[Lusa]"); if (.@gun_tok == 0) - mes "You are currently doing <Assignment C>."; + mes("You are currently doing <Assignment C>."); else - mes "You are also currently doing <Assignment C>."; - next; - mes "[Lusa]"; - mes "Savage Babe are not easy to deal with, huh? Do you want to cancel the assignment?"; - next; - mes "[Lusa]"; - mes "If you do cancel the assignment, you will be unable to receive the reward you know?"; - next; - if(select("Cancel Assignment", "Nevermind") == 1) { - erasequest 5151; - mes "[Lusa]"; - mes "Oh... Savage Babe are too tough?"; - next; - mes "[Lusa]"; - mes "I have cancelled <Assignment C>. Now you don't have to worry about it."; - next; + mes("You are also currently doing <Assignment C>."); + next(); + mes("[Lusa]"); + mes("Savage Babe are not easy to deal with, huh? Do you want to cancel the assignment?"); + next(); + mes("[Lusa]"); + mes("If you do cancel the assignment, you will be unable to receive the reward you know?"); + next(); + if (select("Cancel Assignment", "Nevermind") == 1) { + erasequest(5151); + mes("[Lusa]"); + mes("Oh... Savage Babe are too tough?"); + next(); + mes("[Lusa]"); + mes("I have cancelled <Assignment C>. Now you don't have to worry about it."); + next(); } .@gun_tok = 1; } if (.@gun_quest_04 == 1) { - mes "[Lusa]"; + mes("[Lusa]"); if (.@gun_tok == 0) - mes "You are currently doing <Assignment D>."; + mes("You are currently doing <Assignment D>."); else - mes "You are also currently doing <Assignment D>."; - mes "[Lusa]"; - mes "Rockers are not easy to deal with, huh? Do you want to cancel the assignment?"; - next; - mes "[Lusa]"; - mes "If you do cancel the assignment, you will be unable to receive the reward you know?"; - next; - if(select("Cancel Assignment", "Nevermind") == 1) { - erasequest 5152; - mes "[Lusa]"; - mes "Oh... Rockers are too tough?"; - next; - mes "[Lusa]"; - mes "I have cancelled <Assignment D>. Now you don't have to worry about it."; - next; + mes("You are also currently doing <Assignment D>."); + mes("[Lusa]"); + mes("Rockers are not easy to deal with, huh? Do you want to cancel the assignment?"); + next(); + mes("[Lusa]"); + mes("If you do cancel the assignment, you will be unable to receive the reward you know?"); + next(); + if (select("Cancel Assignment", "Nevermind") == 1) { + erasequest(5152); + mes("[Lusa]"); + mes("Oh... Rockers are too tough?"); + next(); + mes("[Lusa]"); + mes("I have cancelled <Assignment D>. Now you don't have to worry about it."); + next(); } } - mes "[Lusa]"; - mes "I have cancelled all the assignments you wished to cancel. If you have a hard time with any others, please come see me."; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("I have cancelled all the assignments you wished to cancel. If you have a hard time with any others, please come see me."); + close2(); + cutin("", 255); end; } } else if (nov_3_guns == 8 && BaseLevel > 20) { @@ -7683,166 +7862,166 @@ iz_ac02,142,85,6 script Lusa#ac 4_F_GUNSLINGER,{ .@gun_quest_03 = questprogress(5151, HUNTING); .@gun_quest_04 = questprogress(5152, HUNTING); .@gun_quest_all = .@gun_quest_01 + .@gun_quest_02 + .@gun_quest_03 + .@gun_quest_04; - mes "[Lusa]"; - mes "Times flies, your basic training is coming to an end!"; - next; - mes "[Lusa]"; - mes "You have worked hard during this period! You have become a good marksman."; - next; + mes("[Lusa]"); + mes("Times(flies, your basic training is coming to an end!"); + next(); + mes("[Lusa]"); + mes("You have worked hard during this period! You have become a good marksman."); + next(); if (.@gun_quest_all > 0) { - mes "[Lusa]"; - mes "However, you have still not completed your tasks."; - next; - mes "[Lusa]"; - mes "You cannot receive any rewards if you do not complete the tasks assigned to you."; - next; - if(select("What?! I'll go complete them!", "I'm done with training!") == 1) { - mes "[Lusa]"; - mes "Take care!"; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("However, you have still not completed your tasks."); + next(); + mes("[Lusa]"); + mes("You cannot receive any rewards if you do not complete the tasks assigned to you."); + next(); + if (select("What?! I'll go complete them!", "I'm done with training!") == 1) { + mes("[Lusa]"); + mes("Take care!"); + close2(); + cutin("", 255); end; } if (.@gun_quest_01 == 2) - getexp 700, 450; + getexp(700, 450); if (.@gun_quest_02 == 2) - getexp 950, 590; + getexp(950, 590); if (.@gun_quest_03 == 2) - getexp 850, 540; + getexp(850, 540); if (.@gun_quest_04 == 2) - getexp 690, 470; + getexp(690, 470); if (questprogress(5149)) - erasequest 5149; + erasequest(5149); if (questprogress(5150)) - erasequest 5150; + erasequest(5150); if (questprogress(5151)) - erasequest 5151; + erasequest(5151); if (questprogress(5152)) - erasequest 5152; + erasequest(5152); if (.@gun_quest_01 == 2 || .@gun_quest_02 == 2 || .@gun_quest_03 == 2 || .@gun_quest_04 == 2) { - getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket - mes "After looking over the report, you receive experience and a Kafra Storage Coupon."; + getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket + mes("After looking over the report, you receive experience and a Kafra Storage Coupon."); } - next; + next(); } nov_3_guns = 9; - mes "[Lusa]"; - mes "Your Gunslinger basic training is now over."; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("Your Gunslinger basic training is now over."); + close2(); + cutin("", 255); end; } else if (nov_3_guns == 9) { - mes "[Lusa]"; - mes "Oh my god! It's you again!"; - next; + mes("[Lusa]"); + mes("Oh my god! It's you again!"); + next(); select("How are you?"); - mes "[Lusa]"; - mes "Same old, same old. Every day teaching newbies about Gunslingers. But I love it."; - next; - mes "[Lusa]"; - mes "Oh yeah! My brother said he hasn't seen you for a long time. Be sure to take some time to visit him."; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("Same old, same old. Every day teaching newbies about Gunslingers. But I love it."); + next(); + mes("[Lusa]"); + mes("Oh yeah! My brother said he hasn't seen you for a long time. Be sure to take some time to visit him."); + close2(); + cutin("", 255); end; } else { - mes "[Lusa]"; - mes "Howdy! It's nice to see you again."; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("Howdy! It's nice to see you again."); + close2(); + cutin("", 255); end; } } else { - mes "[Lusa]"; - mes "Howdy!"; - mes "Huh! You seem to have transferred into a different class, why have you come here?"; - next; - if(select("To become a Gunslinger", "Leave") == 2) { - cutin "aca_gung_02.bmp", 2; - mes "[Lusa]"; - mes "Huh? Huh? Where are you going?"; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("Howdy!"); + mes("Huh! You seem to have transferred into a different class, why have you come here?"); + next(); + if (select("To become a Gunslinger", "Leave") == 2) { + cutin("aca_gung_02", 2); + mes("[Lusa]"); + mes("Huh? Huh? Where are you going?"); + close2(); + cutin("", 255); end; } - mes "[Lusa]"; - mes "You cannot have more than one job. But you seem really serious to learn."; - next; - mes "[Lusa]"; - mes "Since this is my job, and because it's no trouble, I will give you a simple explaination!"; - next; - mes "[Lusa]"; - mes "Gunslingers is a class with long-range attacks. However, unlike arrows, bullets are expensive. This tends to give beginners some reason for concern."; - next; - mes "[Lusa]"; - mes "Is that enough?"; - next; + mes("[Lusa]"); + mes("You cannot have more than one job. But you seem really serious to learn."); + next(); + mes("[Lusa]"); + mes("Since this is my job, and because it's no trouble, I will give you a simple explaination!"); + next(); + mes("[Lusa]"); + mes("Gunslingers is a class with long-range attacks. However, unlike arrows, bullets are expensive. This tends to give beginners some reason for concern."); + next(); + mes("[Lusa]"); + mes("Is that enough?"); + next(); select("Isn't that a little too simple?"); - mes "[Lusa]"; - mes "Huh, is it? What else do you want to know?"; - next; - while(1) { + mes("[Lusa]"); + mes("Huh, is it? What else do you want to know?"); + next(); + while(true) { switch(select("Stats", "Skills", "Weapons", "Nevermind.")) { case 1: - mes "[Lusa]"; - mes "Gunslingers is a long-range attack class, so hand agility (DEX) will be very important."; - next; - mes "[Lusa]"; - mes "If you want to increase your attack power, then you must strengthen your hands."; - next; + mes("[Lusa]"); + mes("Gunslingers is a long-range attack class, so hand agility (DEX) will be very important."); + next(); + mes("[Lusa]"); + mes("If you want to increase your attack power, then you must strengthen your hands."); + next(); break; case 2: - mes "[Lusa]"; - mes "Gunslinger skills are not like other classes. Each weapon type has skills that can be specifically used with them."; - next; - mes "[Lusa]"; - mes "Like with other classes, there is no standard toward which skills you should learn."; - next; + mes("[Lusa]"); + mes("Gunslinger skills are not like other classes. Each weapon type has skills that can be specifically used with them."); + next(); + mes("[Lusa]"); + mes("Like with other classes, there is no standard toward which skills you should learn."); + next(); break; case 3: - mes "[Lusa]"; - mes "Gunslingers have five different kinds of guns."; - next; - mes "[Lusa]"; - mes "Revolvers have low hit rates, but the attack speed is fast."; - next; - mes "[Lusa]"; - mes "Rifles are average in their performance, and is typically the weapon of choice for new Gunslingers."; - next; - mes "[Lusa]"; - mes "Shotguns have strong attack power, but pretty low attack speeds."; - next; - mes "[Lusa]"; - mes "Gatling guns have quite a fast attack speed, but the attack power is low."; - next; - mes "[Lusa]"; - mes "Gernade Launchers can be used for strong ground attacks, but the bullets will be consumed quickly."; - next; + mes("[Lusa]"); + mes("Gunslingers have five different kinds of guns."); + next(); + mes("[Lusa]"); + mes("Revolvers have low hit rates, but the attack speed is fast."); + next(); + mes("[Lusa]"); + mes("Rifles are average in their performance, and is typically the weapon of choice for new Gunslingers."); + next(); + mes("[Lusa]"); + mes("Shotguns have strong attack power, but pretty low attack speeds."); + next(); + mes("[Lusa]"); + mes("Gatling guns have quite a fast attack speed, but the attack power is low."); + next(); + mes("[Lusa]"); + mes("Gernade Launchers can be used for strong ground attacks, but the bullets will be consumed quickly."); + next(); break; case 4: - mes "[Lusa]"; - mes "Phew~ I hope I answered all your questions. This is the first time I've seen someone want to study other classes."; - next; - mes "[Lusa]"; - mes "Take care!"; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("Phew~ I hope I answered all your questions. This is the first time I've seen someone want to study other classes."); + next(); + mes("[Lusa]"); + mes("Take care!"); + close2(); + cutin("", 255); end; } - mes "[Lusa]"; - mes "Do you have any other questions?"; - next; - } - mes "[Lusa]"; - mes "Phew~ I hope I answered all your questions. This is the first time I've seen someone want to study other classes."; - next; - mes "[Lusa]"; - mes "Take care!"; - close2; - cutin "", 255; + mes("[Lusa]"); + mes("Do you have any other questions?"); + next(); + } + mes("[Lusa]"); + mes("Phew~ I hope I answered all your questions. This is the first time I've seen someone want to study other classes."); + next(); + mes("[Lusa]"); + mes("Take care!"); + close2(); + cutin("", 255); end; } - cutin "", 255; + cutin("", 255); end; } @@ -7854,15 +8033,15 @@ iz_ac02_d,142,85,6 duplicate(Lusa#ac) Lusa#ac_d 4_F_GUNSLINGER //- Lusa's desk - iz_ac02,131,82,4 script Lusa's Desk#ac CLEAR_NPC,{ if (nov_3_guns == 8) { - mes "[Lusa's Desk]"; - mes "There are lots of files on the desk, they seem to be tasks from Prontera and Izlude residents."; - next; + mes("[Lusa's Desk]"); + mes("There are lots of files on the desk, they seem to be tasks from Prontera and Izlude residents."); + next(); } else { - mes "[Lusa's Desk]"; - mes "There is a stack of papers on the desk."; - close; + mes("[Lusa's Desk]"); + mes("There is a stack of papers on the desk."); + close(); } - while(1) { + while(true) { .@gun_quest_01 = questprogress(5149, HUNTING); .@gun_quest_02 = questprogress(5150, HUNTING); .@gun_quest_03 = questprogress(5151, HUNTING); @@ -7907,94 +8086,94 @@ iz_ac02,131,82,4 script Lusa's Desk#ac CLEAR_NPC,{ switch(select("Assignment A ("+.@gque_01$+")", "Assignment B ("+.@gque_02$+")", "Assignment C ("+.@gque_03$+")", "Assignment D ("+.@gque_04$+")", "Cancel")) { case 1: if (!.@gun_quest_01) { - mes "This is the <Assignment A> information."; - mes "Client: Children"; - mes "On the outskirts of the village is a very bad Hornet, because of this, the children cannot play outside. Please get rid of 10 Hornets."; - next; - if(select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) { - setquest 5149; - mes "You have received ^A2563E<Assignment A>^000000 details. Please press ALT + U to check them."; - next; + mes("This is the <Assignment A> information."); + mes("Client: Children"); + mes("On the outskirts of the village is a very bad Hornet, because of this, the children cannot play outside. Please get rid of 10 Hornets."); + next(); + if (select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) { + setquest(5149); + mes("You have received ^A2563E<Assignment A>^000000 details. Please press ALT + U to check them."); + next(); } } else if (.@gun_quest_01 == 1) { - mes "["+strcharinfo(0)+"]"; - mes "I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her."; - next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her."); + next(); } else if (.@gun_quest_01 == 2) { - mes "["+strcharinfo(0)+"]"; - mes "I have already completed this assignment. I should talk to Lusa for my reward."; - next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I have already completed this assignment. I should talk to Lusa for my reward."); + next(); } break; case 2: if (!.@gun_quest_02) { - mes "This is the <Assignment B> information."; - mes "Client: Resident H"; - mes "Recently, Roda Frogs have been keeping me awake at night. Get rid of 10 Roda Frogs so I can get a good nights rest."; - next; - if(select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) { - setquest 5150; - mes "You have received ^A2563E<Assignment B>^000000 details. Please press ALT + U to check them."; - next; + mes("This is the <Assignment B> information."); + mes("Client: Resident H"); + mes("Recently, Roda Frogs have been keeping me awake at night. Get rid of 10 Roda Frogs so I can get a good nights rest."); + next(); + if (select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) { + setquest(5150); + mes("You have received ^A2563E<Assignment B>^000000 details. Please press ALT + U to check them."); + next(); } } else if (.@gun_quest_02 == 1) { - mes "["+strcharinfo(0)+"]"; - mes "I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her."; - next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her."); + next(); } else if (.@gun_quest_02 == 2) { - mes "["+strcharinfo(0)+"]"; - mes "I have already completed this assignment. I should talk to Lusa for my reward."; - next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I have already completed this assignment. I should talk to Lusa for my reward."); + next(); } break; case 3: if (!.@gun_quest_03) { - mes "This is the <Assignment C> information."; - mes "Client: Cute Pet Research Student"; - mes "I want a cute pet of my own to walk around with. Can you help me catch 10 Savage Babes?"; - next; - if(select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) { - setquest 5151; - mes "You have received ^A2563E<Assignment C>^000000 details. Please press ALT + U to check them."; - next; + mes("This is the <Assignment C> information."); + mes("Client: Cute Pet Research Student"); + mes("I want a cute pet of my own to walk around with. Can you help me catch 10 Savage Babes?"); + next(); + if (select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) { + setquest(5151); + mes("You have received ^A2563E<Assignment C>^000000 details. Please press ALT + U to check them."); + next(); } } else if (.@gun_quest_03 == 1) { - mes "["+strcharinfo(0)+"]"; - mes "I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her."; - next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her."); + next(); } else if (.@gun_quest_03 == 2) { - mes "["+strcharinfo(0)+"]"; - mes "I have already completed this assignment. I should talk to Lusa for my reward."; - next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I have already completed this assignment. I should talk to Lusa for my reward."); + next(); } break; case 4: if (!.@gun_quest_04) { - mes "This is the <Assignment D> information."; - mes "Client: Volunteer Bards"; - mes "I heard some Rockers were having a singing contest, but I got lost, can you help me catch 10 Rockers? One day Rockers will disappear from the world!"; - next; - if(select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) { - setquest 5152; - mes "You have received ^A2563E<Assignment D>^000000 details. Please press ALT + U to check them."; - next; + mes("This is the <Assignment D> information."); + mes("Client: Volunteer Bards"); + mes("I heard some Rockers were having a singing contest, but I got lost, can you help me catch 10 Rockers? One day Rockers will disappear from the world!"); + next(); + if (select("Take Assignment", "Look at Other Assignments", "Cancel") == 1) { + setquest(5152); + mes("You have received ^A2563E<Assignment D>^000000 details. Please press ALT + U to check them."); + next(); } } else if (.@gun_quest_04 == 1) { - mes "["+strcharinfo(0)+"]"; - mes "I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her."; - next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I am already doing this task currently. Lusa said if I ever wanted to abondon the assignment that I should talk to her."); + next(); } else if (.@gun_quest_04 == 2) { - mes "["+strcharinfo(0)+"]"; - mes "I have already completed this assignment. I should talk to Lusa for my reward."; - next; + mesf("[%s]", strcharinfo(PC_NAME)); + mes("I have already completed this assignment. I should talk to Lusa for my reward."); + next(); } break; case 5: break; } - mes "[Lusa's desk]"; - mes "There are lots of files on the desk, they seem to be tasks from Prontera and Izlude residents."; - next; + mes("[Lusa's desk]"); + mes("There are lots of files on the desk, they seem to be tasks from Prontera and Izlude residents."); + next(); } } @@ -8006,162 +8185,162 @@ iz_ac02_d,131,82,4 duplicate(Lusa's Desk#ac) Lusa's Desk#ac_d CLEAR_NPC //- Staff sent by guild - iz_ac02,162,86,4 script Guild Staff#ac 4W_M_02,{ if (!checkweight(Axe, 1)) { - mes "- You are carrying too many items. -"; - close; + mes("- You are carrying too many items. -"); + close(); } if (nov_3_guns < 8) { - mes "[Sharp Snake's Fang]"; - mes "Yesssssss? I wass sssent by the academy."; - close; + mes("[Sharp Snake's Fang]"); + mes("Yesssssss? I wass sssent by the academy."); + close(); } else if (nov_3_guns > 7) { - disable_items; - } - mes "[Sharp Snake's Fang]"; - mes "I am ^A2563ESharp Snake's Fang^000000 from the Gunslinger Guild. What do you need?"; - next; - if(select("Exchange Guns", "Just Saying Hello") == 2) { - mes "[Sharp Snake's Fang]"; - mes "You seem to be that guy our brother mentioned."; - next; - mes "[Sharp Snake's Fang]"; - mes "You don't need to worry, he said you're doing great!"; - close2; + disable_items(); + } + mes("[Sharp Snake's Fang]"); + mes("I am ^A2563ESharp Snake's Fang^000000 from the Gunslinger Guild. What do you need?"); + next(); + if (select("Exchange Guns", "Just Saying Hello") == 2) { + mes("[Sharp Snake's Fang]"); + mes("You seem to be that guy our brother mentioned."); + next(); + mes("[Sharp Snake's Fang]"); + mes("You don't need to worry, he said you're doing great!"); + close2(); enable_items;; end; } - mes "[Sharp Snake's Fang]"; - mes "Do you wish to exchange your guild issued weapon?"; - next; - mes "[Sharp Snake's Fang]"; - mes "Let's first check your gun's condition."; - next; + mes("[Sharp Snake's Fang]"); + mes("Do you wish to exchange your guild issued weapon?"); + next(); + mes("[Sharp Snake's Fang]"); + mes("Let's first check your gun's condition."); + next(); if (getequipname(EQI_HAND_R) == "") { - mes "[Sharp Snake's Fang]"; - mes "If you want to proceed, you need to have your weapon equipped."; - close2; + mes("[Sharp Snake's Fang]"); + mes("If you want to proceed, you need to have your weapon equipped."); + close2(); enable_items; end; } else { .@gun = getequipid(EQI_HAND_R); } - mes "[Sharp Snake's Fang]"; - mes "Let's see..."; - next; + mes("[Sharp Snake's Fang]"); + mes("Let's see..."); + next(); if (.@gun == Novice_Revolver) { .@gun_code$ = "RV"; .@now_gun$ = "Revolver"; - mes "[Sharp Snake's Fang]"; - mes "You want to exchange your Guild issued Revolver?"; - next; + mes("[Sharp Snake's Fang]"); + mes("You want to exchange your Guild issued Revolver?"); + next(); } else if (.@gun == Novice_Rifle) { .@gun_code$ = "RF"; .@now_gun$ = "Rifle"; - mes "[Sharp Snake's Fang]"; - mes "You want to exchange your Guild issued Rifle?"; - next; + mes("[Sharp Snake's Fang]"); + mes("You want to exchange your Guild issued Rifle?"); + next(); } else if (.@gun == Novice_Shotgun) { .@gun_code$ = "SG"; .@now_gun$ = "Shotgun"; - mes "[Sharp Snake's Fang]"; - mes "You want to exchange your Guild issued Shotgun?"; - next; + mes("[Sharp Snake's Fang]"); + mes("You want to exchange your Guild issued Shotgun?"); + next(); } else if (.@gun == Novice_Gatling) { .@gun_code$ = "GT"; .@now_gun$ = "Gatling"; - mes "[Sharp Snake's Fang]"; - mes "You want to exchange your Guild issued Gatling Gun?"; - next; + mes("[Sharp Snake's Fang]"); + mes("You want to exchange your Guild issued Gatling Gun?"); + next(); } else if (.@gun == Novice_Grenade_Launcher) { .@gun_code$ = "GL"; .@now_gun$ = "Grenade Launcher"; - mes "[Sharp Snake's Fang]"; - mes "You want to exchange your Guild issued Grenade Launcher?"; - next; + mes("[Sharp Snake's Fang]"); + mes("You want to exchange your Guild issued Grenade Launcher?"); + next(); } else { - mes "[Sharp Snake's Fang]"; - mes "The gun you are using is was not provided by the guild."; - close; - } - mes "[Sharp Snake's Fang]"; - mes "The gun looks to be in good condition."; - next; - mes "[Sharp Snake's Fang]"; - mes "Please select the novice weapon you wish to exchange for your "+.@now_gun$+"!"; - next; + mes("[Sharp Snake's Fang]"); + mes("The gun you are using is was not provided by the guild."); + close(); + } + mes("[Sharp Snake's Fang]"); + mes("The gun looks to be in good condition."); + next(); + mes("[Sharp Snake's Fang]"); + mes("Please select the novice weapon you wish to exchange for your "+.@now_gun$+"!"); + next(); switch(select("Exchange for Revolver", "Exchange for Rifle", "Exchange for Shotgun", "Exchange for Gatling Gun", "Exchange for Grenade Launcher", "Cancel")) { case 1: if (.@gun == 13116) { - mes "[Sharp Snake's Fang]"; - mes "You already have that gun, just use it!"; - close2; + mes("[Sharp Snake's Fang]"); + mes("You already have that gun, just use it!"); + close2(); enable_items; end; } else { delequip EQI_HAND_R; - getitem Novice_Revolver, 1; // Novice_Revolver + getitem(Novice_Revolver, 1); // Novice_Revolver } break; case 2: if (.@gun == 13180) { - mes "[Sharp Snake's Fang]"; - mes "You already have that gun, just use it!"; - close2; + mes("[Sharp Snake's Fang]"); + mes("You already have that gun, just use it!"); + close2(); enable_items; end; } else { delequip EQI_HAND_R; - getitem Novice_Rifle, 1; // Novice_Rifle + getitem(Novice_Rifle, 1); // Novice_Rifle } break; case 3: if (.@gun == 13181) { - mes "[Sharp Snake's Fang]"; - mes "You already have that gun, just use it!"; - close2; + mes("[Sharp Snake's Fang]"); + mes("You already have that gun, just use it!"); + close2(); enable_items; end; } else { delequip EQI_HAND_R; - getitem Novice_Shotgun, 1; // Novice_Shotgun + getitem(Novice_Shotgun, 1); // Novice_Shotgun } break; case 4: if (.@gun == 13182) { - mes "[Sharp Snake's Fang]"; - mes "You already have that gun, just use it!"; - close2; + mes("[Sharp Snake's Fang]"); + mes("You already have that gun, just use it!"); + close2(); enable_items; end; } else { delequip EQI_HAND_R; - getitem Novice_Gatling, 1; // Novice_Gatling + getitem(Novice_Gatling, 1); // Novice_Gatling } break; case 5: if (.@gun == 13183) { - mes "[Sharp Snake's Fang]"; - mes "You already have that gun, just use it!"; - close2; + mes("[Sharp Snake's Fang]"); + mes("You already have that gun, just use it!"); + close2(); enable_items; end; } else { delequip EQI_HAND_R; - getitem Novice_Grenade_Launcher, 1; // Novice_Grenade_Launcher + getitem(Novice_Grenade_Launcher, 1); // Novice_Grenade_Launcher } break; case 6: break; } - mes "[Sharp Snake's Fang]"; - mes "Gun control management number ^FF0000"+.@gun_code$+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+"^000000."; - next; - mes "[Sharp Snake's Fang]"; - mes "Are there any issues?"; - next; + mes("[Sharp Snake's Fang]"); + mes("Gun control management number ^FF0000"+.@gun_code$+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+""+rand(0,9)+"^000000."); + next(); + mes("[Sharp Snake's Fang]"); + mes("Are there any issues?"); + next(); select("No issues."); - mes "[Sharp Snake's Fang]"; - mes "Cherish your gun!"; - close2; + mes("[Sharp Snake's Fang]"); + mes("Cherish your gun!"); + close2(); enable_items; end; } @@ -8175,180 +8354,180 @@ iz_ac02_d,162,86,4 duplicate(Guild Staff#ac) Guild Staff#ac_d 4W_M_02 //- Arang - iz_ac02,70,85,5 script Arang#ac 4_F_TAEKWON,{ - mes "[Arang]"; - mes "Hi, Good morning!"; - emotion e_ho; - cutin "arang03.bmp", 0; - next; + mes("[Arang]"); + mes("Hi, Good morning!"); + emotion(e_ho); + cutin("arang03", 0); + next(); if (Class == Job_Novice) { if (questprogress(4269) == 2) { if (nov_3_taekwon == 1) { if (JobLevel >= 10) { - cutin "arang01.bmp", 0; - mes "[Arang]"; - mes "It's time to choose your job? How about Taekwon "+(Sex ? "boy" : "girl")+"? You may be a nice adult like me."; - next; + cutin("arang01", 0); + mes("[Arang]"); + mes("It's time to choose your job? How about Taekwon "+ (Sex == SEX_MALE ? "boy" : "girl") +"? You may be a nice adult like me."); + next(); } - while (1) { + while (true) { switch(select("People following the Taekwon way", "I want to follow the Taekwon way!!!", "Good morning! Now it is...", "End Conversation")) { case 1: - mes "[Arang]"; - mes "Do you want to know about taekwon boy/girl? You want to be a cool guy like me right?"; - next; - mes "[Arang]"; - mes "Make the world wonderful by making a strong body with the right spirit. That's the Taekwondo motto!"; - next; - mes "[Arang]"; - mes "Later if you are trained to be a stronger body, you can change your job to ^FF0000Taekwon Master^000000 or a ^FF0000 Soul Linker ^000000."; - next; - mes "[Arang]"; - mes "It is not an easy way. So I don't like to recommend it to you if you aren't fully prepared. But it is definitely a nice and great way to follow!!"; - next; + mes("[Arang]"); + mes("Do you want to know about taekwon boy/girl? You want to be a cool guy like me right?"); + next(); + mes("[Arang]"); + mes("Make the world wonderful by making a strong body with the right spirit. That's the Taekwondo motto!"); + next(); + mes("[Arang]"); + mes("Later if you are trained to be a stronger body, you can change your job to ^FF0000Taekwon Master^000000 or a ^FF0000 Soul Linker ^000000."); + next(); + mes("[Arang]"); + mes("It is not an easy way. So I don't like to recommend it to you if you aren't fully prepared. But it is definitely a nice and great way to follow!!"); + next(); if (isequipped(Taekwon_Manual) > 0 || countitem(Taekwon_Manual) > 0) { - mes "[Arang]"; - mes "Introduction to the class may let you know about what Taekwon in more detail."; - next; + mes("[Arang]"); + mes("Introduction to the class may let you know about what Taekwon in more detail."); + next(); } else { - mes "[Arang]"; - mes "If you are really anxious about Taekown, I would like to recommend you a brief introduction. Will you use it?"; - next; - if(select("After I look around more.", "Yes, let's do this!") == 1) { - mes "[Arang]"; - mes "Every adventurer may have their own job! Hope you can find what you want!"; - next; + mes("[Arang]"); + mes("If you are really anxious about Taekown, I would like to recommend you a brief introduction. Will you use it?"); + next(); + if (select("After I look around more.", "Yes, let's do this!") == 1) { + mes("[Arang]"); + mes("Every adventurer may have their own job! Hope you can find what you want!"); + next(); } else { - getitem Taekwon_Manual, 1; // Taekwon_Manual - mes "[Arang]"; - mes "Go to the [Misc] tab on Skill Window after equipping the Manual and there you will see some skills."; - next; - mes "[Arang]"; - mes "^FF0000Flying Kick^000000 is the skill to approach rapidly and attack the enemy! It fully contains the typical feature of Taekwon!"; - next; - mes "[Arang]"; - mes "^FF0000Warm Wind^000000 is the skill to change the feature of attacks. This is the essential skill for ^FF0000Taekwon unable to use weapons^000000."; - next; - mes "[Arang]"; - mes "While taking the Quest, experience the skills of a Taekwon! You could meet an adept trainer on the 1st floor."; - next; + getitem(Taekwon_Manual, 1); // Taekwon_Manual + mes("[Arang]"); + mes("Go to the [Misc] tab on Skill Window after equipping the Manual and there you will see some skills."); + next(); + mes("[Arang]"); + mes("^FF0000Flying Kick^000000 is the skill to approach rapidly and attack the enemy! It fully contains the typical feature of Taekwon!"); + next(); + mes("[Arang]"); + mes("^FF0000Warm Wind^000000 is the skill to change the feature of attacks. This is the essential skill for ^FF0000Taekwon unable to use weapons^000000."); + next(); + mes("[Arang]"); + mes("While taking the Quest, experience the skills of a Taekwon! You could meet an adept trainer on the 1st floor."); + next(); } } break; case 2: - mes "[Arang]"; - mes "Want to follow the Taekwon way? Let me see...."; - next; + mes("[Arang]"); + mes("Want to follow the Taekwon way? Let me see...."); + next(); if (JobLevel >= 10) { - mes "[Arang]"; - mes "Taekwon is the tough way training himself rather than learning from somebody. However, if you want to follow, I will recommend you to a trainer."; - next; - mes "[Arang]"; - mes "Training is on you, but he will give you the direction for training. I can take you about there. Want to go now?"; - next; - if(select("Let me think a little more.", "Let's go!!") == 1) { - mes "[Arang]"; - mes "Choose it with discretion. It is a matter of your future adventure."; - next; + mes("[Arang]"); + mes("Taekwon is the tough way training himself rather than learning from somebody. However, if you want to follow, I will recommend you to a trainer."); + next(); + mes("[Arang]"); + mes("Training is on you, but he will give you the direction for training. I can take you about there. Want to go now?"); + next(); + if (select("Let me think a little more.", "Let's go!!") == 1) { + mes("[Arang]"); + mes("Choose it with discretion. It is a matter of your future adventure."); + next(); } else { - mes "[Arang]"; - mes "You can find a boy with the same appearance as me, when you get in the town through ^FF0000 the west entrance^000000, and continue follow the way ^FF0000to the north^000000 after passing the pub house but just before the archer town."; - next; - setquest 13101; - cutin "", 255; - warp "pay_fild08", 148, 76; + mes("[Arang]"); + mes("You can find a boy with the same appearance as me, when you get in the town through ^FF0000 the west entrance^000000, and continue follow the way ^FF0000to the north^000000 after passing the pub house but just before the archer town."); + next(); + setquest(13101); + cutin("", 255); + warp("pay_fild08", 148, 76); end; } } else { - mes "[Arang]"; - mes "To follow the Taekwon way, you have to get to job level 10. To be a Taekwon, train yourself until you get to job level 10!"; - next; - mes "[Arang]"; - mes "If you feel difficult in training alone, make a visit to the trainer on the 1st floor."; - next; + mes("[Arang]"); + mes("To follow the Taekwon way, you have to get to job level 10. To be a Taekwon, train yourself until you get to job level 10!"); + next(); + mes("[Arang]"); + mes("If you feel difficult in training alone, make a visit to the trainer on the 1st floor."); + next(); } break; case 3: - mes "[Arang]"; - mes "Ahahaha.. It is already time? While I am inside... Don't worry."; - next; + mes("[Arang]"); + mes("Ahahaha.. It is already time? While I am inside... Don't worry."); + next(); break; case 4: - mes "[Arang]"; - mes "Have a good day!"; - close2; - cutin "", 255; + mes("[Arang]"); + mes("Have a good day!"); + close2(); + cutin("", 255); end; } } } else { - cutin "arang01.bmp", 0; - mes "[Arang]"; - mes "If you are interested in being a Taekwon making a healthy body with strong sprit, you can learn a lot here."; - next; - mes "[Arang]"; - mes "What do you think? Are you interested in being a Taekwon? I don't push you to do! But if you do, I may become your trainer.. So.."; - cutin "arang02.bmp", 0; - next; - if(select("I have interest!", "I have interest in you!") == 1) { - mes "[Arang]"; - mes "Is that so!? You are!? Yaho! Now I am a teacher! Now, ask me whatever!"; + cutin("arang01", 0); + mes("[Arang]"); + mes("If you are interested in being a Taekwon making a healthy body with strong sprit, you can learn a lot here."); + next(); + mes("[Arang]"); + mes("What do you think? Are you interested in being a Taekwon? I don't push you to do! But if you do, I may become your trainer.. So.."); + cutin("arang02", 0); + next(); + if (select("I have interest!", "I have interest in you!") == 1) { + mes("[Arang]"); + mes("Is that so!? You are!? Yaho! Now I am a teacher! Now, ask me whatever!"); nov_3_taekwon = 1; - emotion e_heh; - close2; - cutin "", 255; + emotion(e_heh); + close2(); + cutin("", 255); end; } - mes "[Arang]"; - mes "Hahaha.. You are interested in me?"; - emotion e_an; - cutin "arang03.bmp", 0; - next; - mes "Suddenly, you see Arang's foot flying towards you."; - specialeffect2 EF_TRIPLEATTACK; - emotion e_wah, 1; - next; - cutin "", 255; - mes "All you see are stars..."; - sc_start SC_BLIND,10000,0; - sc_start SC_STUN,10000,0; - percentheal -90, 0; - setquest 13102; - close2; - warp "iz_ac01", 53, 49; + mes("[Arang]"); + mes("Hahaha.. You are interested in me?"); + emotion(e_an); + cutin("arang03", 0); + next(); + mes("Suddenly, you see Arang's foot flying towards you."); + specialeffect(EF_TRIPLEATTACK, AREA, playerattached()); + emotion(e_wah, 1); + next(); + cutin("", 255); + mes("All you see are stars..."); + sc_start(SC_BLIND, 10000, 0); + sc_start(SC_STUN, 10000, 0); + percentheal(-90, 0); + setquest(13102); + close2(); + warp("iz_ac01", 53, 49); end; } } else { - mes "[Arang]"; - mes "You look like a naive beginner? If you want to get in the class, come after registering on the 1st floor."; - close2; - cutin "", 255; + mes("[Arang]"); + mes("You look like a naive beginner? If you want to get in the class, come after registering on the 1st floor."); + close2(); + cutin("", 255); end; } } else { if (nov_3_taekwon > 0) { if (Class == Job_Taekwon) { - mes "[Arang]"; - mes "Are you diligently training? Once you are trained well, you could become a Taekwon Master or a Soul Linker."; - close2; + mes("[Arang]"); + mes("Are you diligently training? Once you are trained well, you could become a Taekwon Master or a Soul Linker."); + close2(); } else if (Class == Job_Star_Gladiator) { - mes "[Arang]"; - mes "You became a nice Taekwon Master!? Please keep in mind power is followed by responsibility."; - close2; + mes("[Arang]"); + mes("You became a nice Taekwon Master!? Please keep in mind power is followed by responsibility."); + close2(); } else if (Class == Job_Soul_Linker) { - mes "[Arang]"; - mes "Handling spirits is a very delicate job to do, I heard. Excellent! The adventurer led by me has grown up like this."; - close2; + mes("[Arang]"); + mes("Handling spirits is a very delicate job to do, I heard. Excellent! The adventurer led by me has grown up like this."); + close2(); } else { - mes "[Arang]"; - mes "Ehra! I thought you followed the Taekwon way~~ it is regretful but everyone has their own life, hehe."; - close2; + mes("[Arang]"); + mes("Ehra! I thought you followed the Taekwon way~~ it is regretful but everyone has their own life, hehe."); + close2(); } } else { - mes "[Arang]"; - mes "I am propagating the way of Taekwons!"; - close2; + mes("[Arang]"); + mes("I am propagating the way of Taekwons!"); + close2(); } } - cutin "", 255; + cutin("", 255); end; } @@ -8362,12 +8541,12 @@ iz_ac01,53,49,0 script #acKick HIDDEN_NPC,5,5,{ OnTouch: if (questprogress(13102) == 1) { - mes "As I can't recall, I feel the shock that something hit me on my head."; - mes "^FF0000I should look for somebody to heal me nearby.^000000."; - erasequest 13102; - close; + mes("As I can't recall, I feel the shock that something hit me on my head."); + mes("^FF0000I should look for somebody to heal me nearby.^000000."); + erasequest(13102); + close(); } else if (questprogress(13102) == 2) { - erasequest 13102; + erasequest(13102); end; } } @@ -8382,305 +8561,305 @@ iz_ac01_d,53,49,0 duplicate(#acKick) #acKick_d HIDDEN_NPC,5,5 //- Archer Teacher (Marlbron) - iz_ac02,65,109,5 script Archer Teacher#ac 4_M_ARCHER,{ if (!checkweight(Orcish_Axe, 3)) { - mes "Why are you carrying so much with you? Unload it somewhere and come back."; - close; + mes("Why are you carrying so much with you? Unload it somewhere and come back."); + close(); } if (Class == Job_Archer) { if (nov_3_archer == 0) { - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "Emmm. This is?"; - next; - mes "[Marlbron]"; - mes "You were never trained by me."; - mes "Then, I have no interest in you."; - close2; - cutin "", 255; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("Emmm. This is?"); + next(); + mes("[Marlbron]"); + mes("You were never trained by me."); + mes("Then, I have no interest in you."); + close2(); + cutin("", 255); end; } else if (nov_3_archer > 0 && nov_3_archer < 9) { - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "I see you received a complete education in Payon."; - next; - mes "[Marlbron]"; - mes "Then again... you may want to learn more."; - next; - mes "[Marlbron]"; - mes "Either way, there is nothing I can teach you."; - close2; - cutin "", 255; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("I see you received a complete education in Payon."); + next(); + mes("[Marlbron]"); + mes("Then again... you may want to learn more."); + next(); + mes("[Marlbron]"); + mes("Either way, there is nothing I can teach you."); + close2(); + cutin("", 255); end; } else { - cutin "gsmi.bmp", 2; - mes "[Marlbron]"; - mes "Ah~ You've become a skilled Archer."; - next; - mes "[Marlbron]"; - mes "The difference is great now compared to when you were a novice!"; - next; - mes "[Marlbron]"; - mes "Because of my teachings, you have grown very fast!"; - close2; - cutin "", 255; + cutin("gsmi", 2); + mes("[Marlbron]"); + mes("Ah~ You've become a skilled Archer."); + next(); + mes("[Marlbron]"); + mes("The difference is great now compared to when you were a novice!"); + next(); + mes("[Marlbron]"); + mes("Because of my teachings, you have grown very fast!"); + close2(); + cutin("", 255); end; } } else if (Class == Job_Novice) { if (questprogress(4269) == 2) { if (nov_3_archer == 0) { - cutin "gsmi.bmp", 2; - mes "[Marlbron]"; - mes "Sniff sniff! It is the smell of a novice!"; - mes "Nice to meet you!!!"; - mes "What brought you here?"; - next; - mes "[Marlbron]"; - mes "I can guess most, but hehehehe~~"; - mes "Please feel comfortable and tell me everything you want!"; - next; - cutin "", 255; - if(select("I get bored! Play with me!", "Tell me about Archers.") == 1) { - cutin "gbad.bmp", 2; - mes "[Marlbron]"; - mes "What? Bored? Play with you?"; - mes "You think this is just some kids playground?"; - next; - mes "[Marlbron]"; - mes "If you are bored, walk around and punch a monster in the face and see what happens."; - close2; - cutin "", 255; + cutin("gsmi", 2); + mes("[Marlbron]"); + mes("Sniff sniff! It is the smell of a novice!"); + mes("Nice to meet you!!!"); + mes("What brought you here?"); + next(); + mes("[Marlbron]"); + mes("I can guess most, but hehehehe~~"); + mes("Please feel comfortable and tell me everything you want!"); + next(); + cutin("", 255); + if (select("I get bored! Play with me!", "Tell me about Archers.") == 1) { + cutin("gbad", 2); + mes("[Marlbron]"); + mes("What? Bored? Play with you?"); + mes("You think this is just some kids playground?"); + next(); + mes("[Marlbron]"); + mes("If you are bored, walk around and punch a monster in the face and see what happens."); + close2(); + cutin("", 255); end; } - cutin "gsmi.bmp", 2; - mes "[Marlbron]"; - mes "Oh dear~ another sheep here to get a free lesson from me."; - next; - mes "[Marlbron]"; - mes "The main point of Archers is to use bows to attack enemies quickly from a long distance."; - next; - mes "[Marlbron]"; - mes "Only problem is they are physically weak."; - mes "But, it doesn't matter if they are trained correctly."; - next; - while(1) { - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "What do you want to know about an Archer? I will tell you everything~"; - mes "With my full explanation~, you can be an excellent one."; - next; + cutin("gsmi", 2); + mes("[Marlbron]"); + mes("Oh dear~ another sheep here to get a free lesson from me."); + next(); + mes("[Marlbron]"); + mes("The main point of Archers is to use bows to attack enemies quickly from a long distance."); + next(); + mes("[Marlbron]"); + mes("Only problem is they are physically weak."); + mes("But, it doesn't matter if they are trained correctly."); + next(); + while(true) { + cutin("gnor", 2); + mes("[Marlbron]"); + mes("What do you want to know about an Archer? I will tell you everything~"); + mes("With my full explanation~, you can be an excellent one."); + next(); switch(select("Archer's stats", "Archer's skills", "I want to become an Archer.", "Nevermind")) { case 1: - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "Are you curious about the Archer's stats?"; - mes "Do you know the most necessary stats for Archers?"; - next; - mes "[Marlbron]"; - mes "That is ^0000cdDex^000000."; - next; - mes "[Marlbron]"; - mes "To raise up the attacking power in other jobs, Str should be raised but Archers vary in accordance with their Dex figures."; - next; - mes "[Marlbron]"; - mes "Here is a simple question! What is the name of the stat determining the Archer's attacking power?"; - next; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("Are you curious about the Archer's stats?"); + mes("Do you know the most necessary stats for Archers?"); + next(); + mes("[Marlbron]"); + mes("That is ^0000cdDex^000000."); + next(); + mes("[Marlbron]"); + mes("To raise up the attacking power in other jobs, Str should be raised but Archers vary in accordance with their Dex figures."); + next(); + mes("[Marlbron]"); + mes("Here is a simple question! What is the name of the stat determining the Archer's attacking power?"); + next(); select("Dex!"); - cutin "gsmi.bmp", 2; - mes "[Marlbron]"; - mes "You are correct~~"; - next; - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "If you want to know more about the role of other stats, ^0000cdopen the status window by pressing ALT+Q.^000000"; - next; - mes "[Marlbron]"; - mes "If you are curious about stats except Dex, you can check it out."; - mes "If you have a job later, you can reset the stats anyway."; - next; - mes "[Marlbron]"; - mes "Hey, just click this and that!"; - next; - cutin "", 255; + cutin("gsmi", 2); + mes("[Marlbron]"); + mes("You are correct~~"); + next(); + cutin("gnor", 2); + mes("[Marlbron]"); + mes("If you want to know more about the role of other stats, ^0000cdopen the status window by pressing ALT+Q.^000000"); + next(); + mes("[Marlbron]"); + mes("If you are curious about stats except Dex, you can check it out."); + mes("If you have a job later, you can reset the stats anyway."); + next(); + mes("[Marlbron]"); + mes("Hey, just click this and that!"); + next(); + cutin("", 255); break; case 2: - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "Hmm. You are interested in skills? Then, let's study ^0000cd skill^000000s."; - next; - mes "[Marlbron]"; - mes "I thought you would better experience the skill than talking, so I prepared the experience of the archer's skill in a manual."; - next; - mes "[Marlbron]"; - mes "Archer have a lot of very useful skills."; - mes "But regretfully as most of them are skills useful only with arrows and bows, you can't experience them."; - next; - mes "[Marlbron]"; - mes "There is a useful skill without a bow... Called ^0000cdImprove Concentration^000000"; - next; - mes "[Marlbron]"; - mes "At the same time, it will reveal hidden enemies nearby."; - next; - mes "[Marlbron]"; - mes "If you want to know more anout skill, then open the skill window by pressing the key ^0000cdALT+S^000000"; - next; - mes "[Marlbron]"; - mes "When you scoll the mouse on the skill icon, there pops up the details about the skill. Please read it."; - next; - mes "[Marlbron]"; - mes "To use skills, click the skill icon on the skill window. Then drag and register it on the ^0000cdshortcut window^000000 to use conveniently."; - next; - mes "[Marlbron]"; - mes "Will you go and find a hunting teacher on the 1st floor? if you do not want, then no need."; - next; - mes "[Marlbron]"; - mes "But he may train you with a lot of useful hunting skills for you."; - mes "<NAVI>^4D4DFF[Battle Trainer Subino]^000000<INFO>iz_ac01,59,83,</INFO></NAVI>"; - mes "You may visit him."; - next; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("Hmm. You are interested in skills? Then, let's study ^0000cd skill^000000s."); + next(); + mes("[Marlbron]"); + mes("I thought you would better experience the skill than talking, so I prepared the experience of the archer's skill in a manual."); + next(); + mes("[Marlbron]"); + mes("Archer have a lot of very useful skills."); + mes("But regretfully as most of them are skills useful only with arrows and bows, you can't experience them."); + next(); + mes("[Marlbron]"); + mes("There is a useful skill without a bow... Called ^0000cdImprove Concentration^000000"); + next(); + mes("[Marlbron]"); + mes("At the same time, it will reveal hidden enemies nearby."); + next(); + mes("[Marlbron]"); + mes("If you want to know more anout skill, then open the skill window by pressing the key ^0000cdALT+S^000000"); + next(); + mes("[Marlbron]"); + mes("When you scoll the mouse on the skill icon, there pops up the details about the skill. Please read it."); + next(); + mes("[Marlbron]"); + mes("To use skills, click the skill icon on the skill window. Then drag and register it on the ^0000cdshortcut window^000000 to use conveniently."); + next(); + mes("[Marlbron]"); + mes("Will you go and find a hunting teacher on the 1st floor? if you do not want, then no need."); + next(); + mes("[Marlbron]"); + mes("But he may train you with a lot of useful hunting skills for you."); + mes("<NAVI>^4D4DFF[Battle Trainer Subino]^000000<INFO>iz_ac01,59,83,</INFO></NAVI>"); + mes("You may visit him."); + next(); if (questprogress(14158) != 2) { - setquest 14158; - completequest 14158; - getitem Archer_Manual, 1; // Archer_Manual + setquest(14158); + completequest(14158); + getitem(Archer_Manual, 1); // Archer_Manual } - cutin "", 255; + cutin("", 255); end; case 3: - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "Do you want to become an^0000cd Archer^000000?"; - mes "It hasn't been a long time since we met together. But I am sad about saying good bye to you."; - next; - mes "[Marlbron]"; - mes "Let me check a little while, before you change your job you have to be at job level 10."; - next; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("Do you want to become an^0000cd Archer^000000?"); + mes("It hasn't been a long time since we met together. But I am sad about saying good bye to you."); + next(); + mes("[Marlbron]"); + mes("Let me check a little while, before you change your job you have to be at job level 10."); + next(); if (JobLevel == 10) { - mes "[Marlbron]"; - mes "Change conditions satisfied!!"; - next; - mes "[Marlbron]"; - mes "Do you really want to become an Archer?"; - next; - if(select("Yes, change me to an Archer.", "Let me think of it a little while.") == 1) { - mes "[Marlbron]"; - mes "First, let me explain some things to you about the Job Change."; - next; - mes "[Marlbron]"; - mes "An Archer's hometown is ^0000cdPayon^000000; Which has a very long history."; - next; - mes "[Marlbron]"; - mes "When you are feeling fatigued, you can go there."; - mes "You will be given a warm hometown welcome."; - next; - mes "[Marlbron]"; - mes "The Archers Guild is located to the ^0000cdNorth of Payon Archer Village^000000."; - next; - mes "[Marlbron]"; - mes "I will take you to the gates of Payon."; - mes "I would love to accompany you the rest of the way, but you must do this alone."; - mes "I'll give you the directions which you must remember."; - next; - cutin "paymap1.bmp", 3; - mes "[Marlbron]"; - mes "Here is where I will send you to."; - mes "Once you arrive, you will see the area marked by this ^0000cdRed Circle^000000. Go through there, then..."; - next; - cutin "paymap2.bmp", 3; - mes "[Marlbron]"; - mes "You will reach the village of Payon."; - mes "Follow the direction of the ^0000cdRed Arrow^000000, you will enter ^0000cdArcher Village^000000."; - next; - cutin "paymap3.bmp", 3; - mes "[Marlbron]"; - mes "Once you get there, make your way to the ^0000cdCircled Area^000000. Here you will find the ^0000cdArcher Job Change Guild^000000."; - mes "Got it? Easy to find, right?"; - next; - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "Due to satellite navigation, you shouldn't worry about getting lost."; - mes "However, if you are still worried, you can ask the local ^0000cdGuide^000000 where to go."; - next; - mes "[Marlbron]"; - mes "You can find me after your visit to the guild."; - next; - mes "[Marlbron]"; - mes "Now then, I wish you success in becoming an Archer. Until next time!"; - close2; - cutin "", 255; + mes("[Marlbron]"); + mes("Change conditions satisfied!!"); + next(); + mes("[Marlbron]"); + mes("Do you really want to become an Archer?"); + next(); + if (select("Yes, change me to an Archer.", "Let me think of it a little while.") == 1) { + mes("[Marlbron]"); + mes("First, let me explain some things to you about the Job Change."); + next(); + mes("[Marlbron]"); + mes("An Archer's hometown is ^0000cdPayon^000000); Which has a very long history."); + next(); + mes("[Marlbron]"); + mes("When you are feeling fatigued, you can go there."); + mes("You will be given a warm hometown welcome."); + next(); + mes("[Marlbron]"); + mes("The Archers Guild is located to the ^0000cdNorth of Payon Archer Village^000000."); + next(); + mes("[Marlbron]"); + mes("I will take you to the gates of Payon."); + mes("I would love to accompany you the rest of the way, but you must do this alone."); + mes("I'll give you the directions which you must remember."); + next(); + cutin("paymap1", 3); + mes("[Marlbron]"); + mes("Here is where I will send you to."); + mes("Once you arrive, you will see the area marked by this ^0000cdRed Circle^000000. Go through there, then..."); + next(); + cutin("paymap2", 3); + mes("[Marlbron]"); + mes("You will reach the village of Payon."); + mes("Follow the direction of the ^0000cdRed Arrow^000000, you will enter ^0000cdArcher Village^000000."); + next(); + cutin("paymap3", 3); + mes("[Marlbron]"); + mes("Once you get there, make your way to the ^0000cdCircled Area^000000. Here you will find the ^0000cdArcher Job Change Guild^000000."); + mes("Got it? Easy to find, right?"); + next(); + cutin("gnor", 2); + mes("[Marlbron]"); + mes("Due to satellite navigation, you shouldn't worry about getting lost."); + mes("However, if you are still worried, you can ask the local ^0000cdGuide^000000 where to go."); + next(); + mes("[Marlbron]"); + mes("You can find me after your visit to the guild."); + next(); + mes("[Marlbron]"); + mes("Now then, I wish you success in becoming an Archer. Until next time!"); + close2(); + cutin("", 255); nov_3_archer = 1; - setquest 14142; - warp "pay_fild01", 339, 346; + setquest(14142); + warp("pay_fild01", 339, 346); end; } - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "Yes, come back and see me after reconsideration."; - close2; - cutin "", 255; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("Yes, come back and see me after reconsideration."); + close2(); + cutin("", 255); end; } else { - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "Hmmm. You are a little bit short of Job Level."; - mes "Are you coming back after more training?"; - next; - mes "[Marlbron]"; - mes "Visit <NAVI>^4D4DFF[Battle Trainer Subino]^000000<INFO>iz_ac01,59,83,</INFO></NAVI>"; - mes "at Armory on the 1st floor."; - close2; - cutin "", 255; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("Hmmm. You are a little bit short of Job Level."); + mes("Are you coming back after more training?"); + next(); + mes("[Marlbron]"); + mes("Visit <NAVI>^4D4DFF[Battle Trainer Subino]^000000<INFO>iz_ac01,59,83,</INFO></NAVI>"); + mes("at Armory on the 1st floor."); + close2(); + cutin("", 255); end; } case 4: - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "Really? Then, don't be lazy but get some training."; - close2; - cutin "", 255; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("Really? Then, don't be lazy but get some training."); + close2(); + cutin("", 255); end; } } } else if (nov_3_archer == 1) { - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "Why are you still here? Are you not going to become an Archer?"; - mes "Are you going to pursue a different job?"; - close2; - cutin "", 255; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("Why are you still here? Are you not going to become an Archer?"); + mes("Are you going to pursue a different job?"); + close2(); + cutin("", 255); end; } else { - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "Well? How is it being an Archer?"; - mes "The student has surpassed the teacher, as the saying goes."; - close2; - cutin "", 255; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("Well? How is it being an Archer?"); + mes("The student has surpassed the teacher, as the saying goes."); + close2(); + cutin("", 255); end; } } else if (questprogress(4269) == 1) { - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "You don't seem to be fully registered at the Academy yet."; - mes "Hurry and complete your registration."; - close2; - cutin "", 255; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("You don't seem to be fully registered at the Academy yet."); + mes("Hurry and complete your registration."); + close2(); + cutin("", 255); end; } else { - cutin "gnor.bmp", 2; - mes "[Marlbron]"; - mes "Did you directly come here without the entrance application for Critura Academy yet?"; - mes "You are too in a hurry. Rush to go to the 1st floor for application, and come back to me."; - close2; - cutin "", 255; + cutin("gnor", 2); + mes("[Marlbron]"); + mes("Did you directly come here without the entrance application for Critura Academy yet?"); + mes("You are too in a hurry. Rush to go to the 1st floor for application, and come back to me."); + close2(); + cutin("", 255); end; } } else { - cutin "gbad.bmp", 2; - mes "[Marlbron]"; - mes "Why are you of a different job snooping around here?"; - next; - mes "[Marlbron]"; - mes "Don't snoop around and get out of here!!"; - close2; - cutin "", 255; + cutin("gbad", 2); + mes("[Marlbron]"); + mes("Why are you of a different job snooping around here?"); + next(); + mes("[Marlbron]"); + mes("Don't snoop around and get out of here!!"); + close2(); + cutin("", 255); end; } } @@ -8696,276 +8875,276 @@ iz_ac02_d,65,109,5 duplicate(Archer Teacher#ac) Archer Teacher#ac_d 4_M_ARCHER // - Teaches the player about the Swordsman class. iz_ac02,60,51,5 script Swordman Trainer#ac 4_M_SWORDMAN,{ if (!checkweight(Axe, 3)) { - mes "- Quest cannot be continued due to your overfilled inventory. -"; - close; + mes("- Quest cannot be continued due to your overfilled inventory. -"); + close(); } - cutin "aca_sword.bmp", 2; + cutin("aca_sword", 2); if (questprogress(4269) != 2) { - mes "[Trainer Adric]"; - mes "You want to learn about Swordsman?"; - mes "If you want to take the class you must register."; - next; - mes "[Trainer Adric]"; - mes "Go and register at the counter on the 1st floor!"; - cutin "", 255; - close; + mes("[Trainer Adric]"); + mes("You want to learn about Swordsman?"); + mes("If you want to take the class you must register."); + next(); + mes("[Trainer Adric]"); + mes("Go and register at the counter on the 1st floor!"); + cutin("", 255); + close(); } if (Class == Job_Novice) { if (!nov_3_swordman) { - mes "[Trainer Adric]"; - mes "You want to become a swordsman?"; - mes "Great decision."; - next; - mes "[Trainer Adric]"; - mes "Fight on the frontline with large swords,"; - mes "Bringing victory and with a high defense to protect your comrades."; - mes "Simply put, we're the best."; - next; - mes "[Trainer Adric]"; - mes "What do you think?"; - mes "You want to become a Swordsman here?"; - next; + mes("[Trainer Adric]"); + mes("You want to become a swordsman?"); + mes("Great decision."); + next(); + mes("[Trainer Adric]"); + mes("Fight on the frontline with large swords,"); + mes("Bringing victory and with a high defense to protect your comrades."); + mes("Simply put, we're the best."); + next(); + mes("[Trainer Adric]"); + mes("What do you think?"); + mes("You want to become a Swordsman here?"); + next(); switch(select("No thanks", "I want to test Swordsman Skills!", "Change me right now!")) { case 1: - mes "[Trainer Adric]"; - mes "Since you're not intersted in this opportunity,"; - next; - mes "[Trainer Adric]"; - mes "Go hunt Porings and stay"; - mes "as a novice forever!"; - cutin "", 255; - close; + mes("[Trainer Adric]"); + mes("Since you're not intersted in this opportunity,"); + next(); + mes("[Trainer Adric]"); + mes("Go hunt Porings and stay"); + mes("as a novice forever!"); + cutin("", 255); + close(); case 2: - mes "[Trainer Adric]"; - mes "Calm down, lets's start over."; - mes "First, I'll give you a ^FF0000Swordman Manual^000000"; - mes "Read it carefuly before asking any questions."; - getitem Swordman_Manual, 1; // Swordman_Manual + mes("[Trainer Adric]"); + mes("Calm down, lets's start over."); + mes("First, I'll give you a ^FF0000Swordman Manual^000000"); + mes("Read it carefuly before asking any questions."); + getitem(Swordman_Manual, 1); // Swordman_Manual nov_3_swordman = 1; - setquest 1229; - cutin "", 255; - close; + setquest(1229); + cutin("", 255); + close(); case 3: if (JobLevel < 10) { - mes "[Trainer Adric]"; - mes "If you want to become a Swordman,"; - mes "You should reach over ^006400Base level 10^000000,"; - mes "And become more than ^006400beginner's skill level 9^000000."; - next; - mes "[Trainer Adric]"; - mes "Get taught here and follow the steps."; - cutin "", 255; - close; + mes("[Trainer Adric]"); + mes("If you want to become a Swordman,"); + mes("You should reach over ^006400Base level 10^000000,"); + mes("And become more than ^006400beginner's skill level 9^000000."); + next(); + mes("[Trainer Adric]"); + mes("Get taught here and follow the steps."); + cutin("", 255); + close(); } else { - mes "[Trainer Adric]"; - mes "It seems you have learned enough."; - mes "Head over to the Swordsman Guild"; - mes "to continue your change into a Swordsman!"; - next; - mes "[Trainer Adric]"; - mes "The Swordsman Guild is located"; - mes "to the west of the Izlude Plaza Center."; - mes "It should be very easy to find."; - cutin "", 255; + mes("[Trainer Adric]"); + mes("It seems you have learned enough."); + mes("Head over to the Swordsman Guild"); + mes("to continue your change into a Swordsman!"); + next(); + mes("[Trainer Adric]"); + mes("The Swordsman Guild is located"); + mes("to the west of the Izlude Plaza Center."); + mes("It should be very easy to find."); + cutin("", 255); nov_3_swordman = 4; - erasequest 1230; - close; + erasequest(1230); + close(); } } } else if (nov_3_swordman == 1) { - mes "[Trainer Adric]"; - mes "If you are equipped with a ^FF0000Swordman Manual^000000"; - mes "You'll be able to experience the basic skills of the swordsman."; - mes "Now let's study the basics of Swordsman skills."; - next; - while(1) { + mes("[Trainer Adric]"); + mes("If you are equipped with a ^FF0000Swordman Manual^000000"); + mes("You'll be able to experience the basic skills of the swordsman."); + mes("Now let's study the basics of Swordsman skills."); + next(); + while(true) { switch(select("Swordman key points", "Heightened Attack and defense.", "Related stats", "Additional Swordman classes?", "I learned enough already.")) { case 1: - mes "[Trainer Adric]"; - mes "Swordsman uses strong constitution; shrugs off damage easily from foes and when in a party, is a leader and the protector of others."; - next; + mes("[Trainer Adric]"); + mes("Swordsman uses strong constitution); shrugs off damage easily from foes and when in a party, is a leader and the protector of others."); + next(); continue; case 2: - mes "[Trainer Adric]"; - mes "Swordsman prefer to use spears, two-handed swords or combination sword and shield."; - next; - mes "[Trainer Adric]"; - mes "Also the swordsman's vitality is normally high making them able to carry massive amounts of weight."; - next; + mes("[Trainer Adric]"); + mes("Swordsman prefer to use spears, two-handed swords or combination sword and shield."); + next(); + mes("[Trainer Adric]"); + mes("Also the swordsman's vitality is normally high making them able to carry massive amounts of weight."); + next(); continue; case 3: - mes "[Trainer Adric]"; - mes "Desired stats are usually ^0000FFStr^000000, ^0000FFAgi^000000, ^0000FFVit^000000, ^0000FFDex^000000"; - mes "Of course this is all up to you"; - next; - mes "[Trainer Adric]"; - mes "^0000FFVit^000000 affects^FF0000HP recovery rate^000000."; - mes "^0000FFStr^000000 affects ^FF0000 strength and attacking power^000000."; - mes "^0000FFDex^00000 increases ^FF0000 accuracy of your attack^000000,"; - next; - mes "[Trainer Adric]"; - mes "^0000FFAgi^000000 increases ^FF0000 attacking speed^000000 and ^FF0000 evasion rate^000000,"; - mes "^0000FFLuk^000000 affects ^FF0000 probability of critical ^000000."; - next; + mes("[Trainer Adric]"); + mes("Desired stats are usually ^0000FFStr^000000, ^0000FFAgi^000000, ^0000FFVit^000000, ^0000FFDex^000000"); + mes("Of course this is all up to you"); + next(); + mes("[Trainer Adric]"); + mes("^0000FFVit^000000 affects^FF0000HP recovery rate^000000."); + mes("^0000FFStr^000000 affects ^FF0000 strength and attacking power^000000."); + mes("^0000FFDex^00000 increases ^FF0000 accuracy of your attack^000000,"); + next(); + mes("[Trainer Adric]"); + mes("^0000FFAgi^000000 increases ^FF0000 attacking speed^000000 and ^FF0000 evasion rate^000000,"); + mes("^0000FFLuk^000000 affects ^FF0000 probability of critical ^000000."); + next(); continue; case 4: - mes "[Trainer Adric]"; - mes "After changing to a Swordsman you can change to a ^0000FF Knight ^000000 or ^0000FFCrusader^000000."; - next; - mes "[Trainer Adric]"; - mes "Go raise your strength while figuring out if you're offensive or defensive."; - mes "This is something you should do."; - next; + mes("[Trainer Adric]"); + mes("After changing to a Swordsman you can change to a ^0000FF Knight ^000000 or ^0000FFCrusader^000000."); + next(); + mes("[Trainer Adric]"); + mes("Go raise your strength while figuring out if you're offensive or defensive."); + mes("This is something you should do."); + next(); continue; case 5: break; } break; } - mes "[Trainer Adric]"; - mes "The study material can be retaught by Neals the assitant trainer."; - mes "Remember this."; + mes("[Trainer Adric]"); + mes("The study material can be retaught by Neals the assitant trainer."); + mes("Remember this."); nov_3_swordman = 2; if (questprogress(1229)) - erasequest 1229; - setquest 1230; - cutin "", 255; - close; + erasequest(1229); + setquest(1230); + cutin("", 255); + close(); } else if (nov_3_swordman == 2) { if (JobLevel < 10) { - mes "[Trainer Adric]"; - mes "Using the Swordman Manual I gave you train by hunting monsters."; - mes "Go to the Battle Instructor Subino on the first floor Armory room."; - next; - mes "[Trainer Adric]"; - mes "Raise your level to ^006400job level 10^000000 and get to ^006400 beginner's skill level 9^000000, come back here again."; + mes("[Trainer Adric]"); + mes("Using the Swordman Manual I gave you train by hunting monsters."); + mes("Go to the Battle Instructor Subino on the first floor Armory room."); + next(); + mes("[Trainer Adric]"); + mes("Raise your level to ^006400job level 10^000000 and get to ^006400 beginner's skill level 9^000000, come back here again."); nov_3_swordman = 3; if (questprogress(1230)) - erasequest 1230; - cutin "", 255; - close; + erasequest(1230); + cutin("", 255); + close(); } else { - mes "[Trainer Adric]"; - mes "Since you have enough job levels,"; - mes "you don't need any more lecturing."; - next; + mes("[Trainer Adric]"); + mes("Since you have enough job levels,"); + mes("you don't need any more lecturing."); + next(); switch(select("Then I will stop.", "But I want to listen more.", "I want to be a Swordsman right away!")) { case 1: - mes "[Trainer Adric]"; - mes "You surpassed the study material to raise your level."; - next; - mes "[Trainer Adric]"; - mes "Impressive."; - cutin "", 255; - close; + mes("[Trainer Adric]"); + mes("You surpassed the study material to raise your level."); + next(); + mes("[Trainer Adric]"); + mes("Impressive."); + cutin("", 255); + close(); case 2: - mes "[Trainer Adric]"; - mes "There's nothing else special to teach you."; - mes "Everything I taught you if you remember them well, that's all you need."; - next; - mes "[Trainer Adric]"; - mes "If you need additional training,"; - mes "Go to the Battle Instructor Subino"; - mes "on the first floor Armory room."; - next; + mes("[Trainer Adric]"); + mes("There's nothing else special to teach you."); + mes("Everything I taught you if you remember them well, that's all you need."); + next(); + mes("[Trainer Adric]"); + mes("If you need additional training,"); + mes("Go to the Battle Instructor Subino"); + mes("on the first floor Armory room."); + next(); switch(select("This is very tedious.", "I need more training.", "I want to be a Swordsman right away!")) { case 1: - mes "[Trainer Adric]"; - mes "A simple No would've sufficed."; - cutin "", 255; - close; + mes("[Trainer Adric]"); + mes("A simple No would've sufficed."); + cutin("", 255); + close(); case 2: - mes "[Trainer Adric]"; - mes "Go to the Battle Instructor Subino on the first floor Armory room."; - mes "If you think you're ready, come back here."; - mes "You need to change to a Swordsman job soon!"; + mes("[Trainer Adric]"); + mes("Go to the Battle Instructor Subino on the first floor Armory room."); + mes("If you think you're ready, come back here."); + mes("You need to change to a Swordsman job soon!"); nov_3_swordman = 3; if (questprogress(1230)) - erasequest 1230; - cutin "", 255; - close; + erasequest(1230); + cutin("", 255); + close(); case 3: - mes "[Trainer Adric]"; - mes "It seems you have learned enough."; - mes "Head over to the Swordsman Guild"; - mes "to continue your transfer to a Swordsman!"; - next; - mes "[Trainer Adric]"; - mes "The Swordsman Guild is located"; - mes "to the west of the Izlude Plaza Center."; - mes "It should be very easy to find."; - cutin "", 255; + mes("[Trainer Adric]"); + mes("It seems you have learned enough."); + mes("Head over to the Swordsman Guild"); + mes("to continue your transfer to a Swordsman!"); + next(); + mes("[Trainer Adric]"); + mes("The Swordsman Guild is located"); + mes("to the west of the Izlude Plaza Center."); + mes("It should be very easy to find."); + cutin("", 255); nov_3_swordman = 4; - erasequest 1230; - close; + erasequest(1230); + close(); } case 3: - mes "[Trainer Adric]"; - mes "It seems you have learned enough."; - mes "Head over to the Swordsman Guild"; - mes "to continue your change into a Swordsman!"; - next; - mes "[Trainer Adric]"; - mes "The Swordsman Guild is located"; - mes "to the west of the Izlude Plaza Center."; - mes "It should be very easy to find."; - cutin "", 255; + mes("[Trainer Adric]"); + mes("It seems you have learned enough."); + mes("Head over to the Swordsman Guild"); + mes("to continue your change into a Swordsman!"); + next(); + mes("[Trainer Adric]"); + mes("The Swordsman Guild is located"); + mes("to the west of the Izlude Plaza Center."); + mes("It should be very easy to find."); + cutin("", 255); nov_3_swordman = 4; if (questprogress(1230)) - erasequest 1230; - close; + erasequest(1230); + close(); } } } else if (nov_3_swordman == 3) { if (JobLevel < 10) { - mes "[Trainer Adric]"; - mes "You still don't have enough to become a Swordman."; - next; - mes "[Trainer Adric]"; - mes "If you need some battle training find Subino on the first floor Armory of the Academy."; - cutin "", 255; - close; + mes("[Trainer Adric]"); + mes("You still don't have enough to become a Swordman."); + next(); + mes("[Trainer Adric]"); + mes("If you need some battle training find Subino on the first floor Armory of the Academy."); + cutin("", 255); + close(); } else { - mes "[Trainer Adric]"; - mes "It seems you have learned enough."; - mes "Head over to the Swordsman Guild"; - mes "to continue your change into a Swordsman!"; - next; - mes "[Trainer Adric]"; - mes "The Swordsman Guild is located"; - mes "to the west of the Izlude Plaza Center."; - mes "It should be very easy to find."; - cutin "", 255; + mes("[Trainer Adric]"); + mes("It seems you have learned enough."); + mes("Head over to the Swordsman Guild"); + mes("to continue your change into a Swordsman!"); + next(); + mes("[Trainer Adric]"); + mes("The Swordsman Guild is located"); + mes("to the west of the Izlude Plaza Center."); + mes("It should be very easy to find."); + cutin("", 255); nov_3_swordman = 4; if (questprogress(1230)) - erasequest 1230; - close; + erasequest(1230); + close(); } } else if (nov_3_swordman == 4) { - mes "[Trainer Adric]"; - mes "During this period, you must train really hard."; - next; - mes "[Trainer Adric]"; - mes "Continue to improve your abilities to change to an amazing job!"; - cutin "", 255; - close; + mes("[Trainer Adric]"); + mes("During this period, you must train really hard."); + next(); + mes("[Trainer Adric]"); + mes("Continue to improve your abilities to change to an amazing job!"); + cutin("", 255); + close(); } } else if (Class == Job_Swordman) { - mes "[Trainer Adric]"; - mes "You're already a Swordsman!"; - next; - mes "[Trainer Adric]"; - mes "There's nothing else special to teach you."; - cutin "", 255; - close; + mes("[Trainer Adric]"); + mes("You're already a Swordsman!"); + next(); + mes("[Trainer Adric]"); + mes("There's nothing else special to teach you."); + cutin("", 255); + close(); } else { - mes "[Trainer Adric]"; - mes "Hey! You already have a job!"; - next; - mes "[Trainer Adric]"; - mes "Go away!"; - cutin "", 255; - close; + mes("[Trainer Adric]"); + mes("Hey! You already have a job!"); + next(); + mes("[Trainer Adric]"); + mes("Go away!"); + cutin("", 255); + close(); } } @@ -8977,102 +9156,102 @@ iz_ac02_d,60,51,5 duplicate(Swordman Trainer#ac) Swordman Trainer#ac_d 4_M_SWORD //- Swordman Assistant (Neals) - iz_ac02,53,48,5 script Swordman Assistant#ac 4_M_KY_KNT,{ if (questprogress(4269) != 2) { - mes "[Assitant Trainer Neals]"; - mes "You want to learn about Swordsman?"; - mes "If you want to take the class you must register and come back here."; - close; + mes("[Assitant Trainer Neals]"); + mes("You want to learn about Swordsman?"); + mes("If you want to take the class you must register and come back here."); + close(); } if (Class == Job_Novice && JobLevel >= 10) { - mes "[Assitant Trainer Neals]"; - mes "As you are at the enough job level, you don't need any more lecturing."; - next; - if(select("Then I will stop.", "Become a swordsman right away!") == 1) { - mes "[Assitant Trainer Neals]"; - mes "Before the training starts, you already raised your level."; - mes "Impressive."; - close; - } - mes "[Assitant Trainer Neals]"; - mes "It seems that you have fully grown."; - mes "Head to the Swordsman Guild to become a swordsman!"; - next; - mes "[Assitant Trainer Neals]"; - mes "The Swordsman Guild is located in Izlude square"; - mes "From the center, go west."; - mes "It should be easy to find."; - cutin "", 255; + mes("[Assitant Trainer Neals]"); + mes("As you are at the enough job level, you don't need any more lecturing."); + next(); + if (select("Then I will stop.", "Become a swordsman right away!") == 1) { + mes("[Assitant Trainer Neals]"); + mes("Before the training starts, you already raised your level."); + mes("Impressive."); + close(); + } + mes("[Assitant Trainer Neals]"); + mes("It seems that you have fully grown."); + mes("Head to the Swordsman Guild to become a swordsman!"); + next(); + mes("[Assitant Trainer Neals]"); + mes("The Swordsman Guild is located in Izlude square"); + mes("From the center, go west."); + mes("It should be easy to find."); + cutin("", 255); if (questprogress(1230)) - erasequest 1230; - close; + erasequest(1230); + close(); } else { if (Class == Job_Swordman) { - mes "[Assitant Trainer Neals]"; - mes "You are now a swordsman!"; - mes "There's nothing else special to teach you."; - close; + mes("[Assitant Trainer Neals]"); + mes("You are now a swordsman!"); + mes("There's nothing else special to teach you."); + close(); } else if (Class != Job_Novice) { - mes "[Assitant Trainer Neals]"; - mes "You already have another job!"; - mes "Go away!"; - close; + mes("[Assitant Trainer Neals]"); + mes("You already have another job!"); + mes("Go away!"); + close(); } else { if (questprogress(1229) == 2) { - mes "[Assitant Trainer Neals]"; - mes "Let's repeat the prerequisite of Swordsmanhood, this is a review study!"; - next; - while(1) { + mes("[Assitant Trainer Neals]"); + mes("Let's repeat the prerequisite of Swordsmanhood, this is a review study!"); + next(); + while(true) { switch(select("Swordman key points", "Heightened Attack and defense.", "Related stats","Additional Swordman classes?", "I learned enough already.")) { case 1: - mes "[Assitant Trainer Neals]"; - mes "Swordsman uses strong constitution; shrugs off damage easily from foes and when in a party, is a leader and the protector of others."; - next; + mes("[Assitant Trainer Neals]"); + mes("Swordsman uses strong constitution); shrugs off damage easily from foes and when in a party, is a leader and the protector of others."); + next(); break; case 2: - mes "[Assitant Trainer Neals]"; - mes "Swordsman prefer to use spears, two-handed swords or combination sword and shield."; - next; - mes "[Assitant Trainer Neals]"; - mes "Also the swordsman's vitality is normally high making them able to carry massive amounts of weight."; - next; + mes("[Assitant Trainer Neals]"); + mes("Swordsman prefer to use spears, two-handed swords or combination sword and shield."); + next(); + mes("[Assitant Trainer Neals]"); + mes("Also the swordsman's vitality is normally high making them able to carry massive amounts of weight."); + next(); break; case 3: - mes "[Assitant Trainer Neals]"; - mes "Desired stats are usually ^0000FFStr^000000, ^0000FFAgi^000000, ^0000FFVit^000000, ^0000FFDex^000000 Of course this is all up to you"; - next; - mes "[Assitant Trainer Neals]"; - mes "^0000FFVit^000000 affects^FF0000HP recovery rate^000000."; - mes "^0000FFStr^000000 affects ^FF0000 strength and attacking power^000000."; - mes "^0000FFDex^00000 increases ^FF0000 accuracy of your attack^000000."; - next; - mes "[Trainer Adric]"; - mes "^0000FFAgi^000000 increases ^FF0000 attacking speed^000000 and ^FF0000 evasion rate^000000."; - mes "^0000FFLuk^000000 affects ^FF0000 probability of critical ^000000."; - next; + mes("[Assitant Trainer Neals]"); + mes("Desired stats are usually ^0000FFStr^000000, ^0000FFAgi^000000, ^0000FFVit^000000, ^0000FFDex^000000 Of course this is all up to you"); + next(); + mes("[Assitant Trainer Neals]"); + mes("^0000FFVit^000000 affects^FF0000HP recovery rate^000000."); + mes("^0000FFStr^000000 affects ^FF0000 strength and attacking power^000000."); + mes("^0000FFDex^00000 increases ^FF0000 accuracy of your attack^000000."); + next(); + mes("[Trainer Adric]"); + mes("^0000FFAgi^000000 increases ^FF0000 attacking speed^000000 and ^FF0000 evasion rate^000000."); + mes("^0000FFLuk^000000 affects ^FF0000 probability of critical ^000000."); + next(); break; case 4: - mes "[Assitant Trainer Neals]"; - mes "After changing to a Swordsman you can change to a ^0000FF Knight ^000000 or ^0000FFCrusader^000000."; - next; - mes "[Assitant Trainer Neals]"; - mes "Go raise your strength while figuring out if you're offensive or defensive."; - mes "This is something you should do."; + mes("[Assitant Trainer Neals]"); + mes("After changing to a Swordsman you can change to a ^0000FF Knight ^000000 or ^0000FFCrusader^000000."); + next(); + mes("[Assitant Trainer Neals]"); + mes("Go raise your strength while figuring out if you're offensive or defensive."); + mes("This is something you should do."); break; case 5: - mes "[Assitant Trainer Neals]"; - mes "Ask again anytime."; - mes "I'll answer everything!"; - close; + mes("[Assitant Trainer Neals]"); + mes("Ask again anytime."); + mes("I'll answer everything!"); + close(); } - mes "[Assitant Trainer Neals]"; - mes "Let's repeat the prequisite of swordsmanhood,"; - mes "this is a review study!"; - next; + mes("[Assitant Trainer Neals]"); + mes("Let's repeat the prequisite of swordsmanhood,"); + mes("this is a review study!"); + next(); } } else { - mes "[Assitant Trainer Neals]"; - mes "Feeble people like you can become a gallant Swordsman soon."; - mes "Yes, you can. Be ambitious."; - close; + mes("[Assitant Trainer Neals]"); + mes("Feeble people like you can become a gallant Swordsman soon."); + mes("Yes, you can. Be ambitious."); + close(); } } } @@ -9087,264 +9266,264 @@ iz_ac02_d,53,48,5 duplicate(Swordman Assistant#ac) Swordman Assistant#ac_d 4_M_K //- Mage Chuck - iz_ac02,148,110,3 script Mage Chuck#ac 4_M_JOB_WIZARD,{ - cutin "nov_magicsoul01.bmp", 2; + cutin("nov_magicsoul01", 2); if (Class == Job_Novice) { if (questprogress(4269) == 2) { - mes "[Mage Chuck]"; - mes "I am the one in charge of magic studies in Criatura Academy"; - mes "^0000FFA genius Mage^000000~!"; - mes "^0000FFMage Chuck^000000."; - next; - mes "[Mage Chuck]"; - mes "Someone like you who has magic talent but doesn't know how to become a Mage."; - mes "For a ^FF0000Novice^000000 like you I'm offering my training."; - next; - mes "[Mage Chuck]"; - mes "How about it?"; - mes "Do you wanna try out my priceless lessons?"; - next; - if(select("I will learn.", "No thanks!") == 2) { - mes "[Mage Chuck]"; - mes "If you don't listen to me, you'll regret of it."; - next; - mes "[Mage Chuck]"; - mes "When you change your mind, come back to me."; + mes("[Mage Chuck]"); + mes("I am the one in charge of magic studies in Criatura Academy"); + mes("^0000FFA genius Mage^000000~!"); + mes("^0000FFMage Chuck^000000."); + next(); + mes("[Mage Chuck]"); + mes("Someone like you who has magic talent but doesn't know how to become a Mage."); + mes("For a ^FF0000Novice^000000 like you I'm offering my training."); + next(); + mes("[Mage Chuck]"); + mes("How about it?"); + mes("Do you wanna try out my priceless lessons?"); + next(); + if (select("I will learn.", "No thanks!") == 2) { + mes("[Mage Chuck]"); + mes("If you don't listen to me, you'll regret of it."); + next(); + mes("[Mage Chuck]"); + mes("When you change your mind, come back to me."); } else { - mes "[Mage Chuck]"; - mes "Good! If that's your decision, I will do my best."; - mes "How much you learn depends on your own effort."; - next; - mes "[Mage Chuck]"; - mes "To become a Mage, you need to be very studious."; - mes "Ask me what you want to learn!"; - while(1) { - next; + mes("[Mage Chuck]"); + mes("Good! If that's your decision, I will do my best."); + mes("How much you learn depends on your own effort."); + next(); + mes("[Mage Chuck]"); + mes("To become a Mage, you need to be very studious."); + mes("Ask me what you want to learn!"); + while(true) { + next(); switch(select("What is a Mage's primary role?", "What ^8B4513stats^000000 are good for Mage?", "What are Mage's ^8B4513skill^000000s?", "Can I try some skills?!", "I want to ^8B451Cchange job^000000 to Mage!", "I'll get back to you later")) { case 1: - mes "[Mage Chuck]"; - mes "A Mage's primary role is to use magic to inflict powerful attacks."; - next; - mes "[Mage Chuck]"; - mes "We have low defense but have various attack ^006400skills^000000."; - mes "Be careful about the damage you take as a Mage."; - next; - mes "[Mage Chuck]"; - mes "If you remember these little things you can become a great Mage."; - mes "Walk with pride as you grow in magic power~"; - next; - mes "[Mage Chuck]"; - mes "Anything else you want to know about Mages?"; + mes("[Mage Chuck]"); + mes("A Mage's primary role is to use magic to inflict powerful attacks."); + next(); + mes("[Mage Chuck]"); + mes("We have low defense but have various attack ^006400skills^000000."); + mes("Be careful about the damage you take as a Mage."); + next(); + mes("[Mage Chuck]"); + mes("If you remember these little things you can become a great Mage."); + mes("Walk with pride as you grow in magic power~"); + next(); + mes("[Mage Chuck]"); + mes("Anything else you want to know about Mages?"); break; case 2: - mes "[Mage Chuck]"; - mes "Doesn't a Mage remind you something solid?"; - next; - mes "[Mage Chuck]"; - mes "Sheer physical force is for brutes who increase their ^006400STR^000000."; - mes "For a ^0000FFgenius Mage^000000 like myself that's a waste."; - next; - mes "[Mage Chuck]"; - mes "Become wise and clever with your^006400 mind power^000000."; - mes "This is Mage's primary attribute- ^006400INT^000000, it's what's most important!"; - next; - mes "[Mage Chuck]"; - mes "If you remember these little things you can become a great Mage."; - mes "Walk with pride as you grow in magic power~"; - next; - mes "[Mage Chuck]"; - mes "Anything else you want to know about Mages?"; + mes("[Mage Chuck]"); + mes("Doesn't a Mage remind you something solid?"); + next(); + mes("[Mage Chuck]"); + mes("Sheer physical force is for brutes who increase their ^006400STR^000000."); + mes("For a ^0000FFgenius Mage^000000 like myself that's a waste."); + next(); + mes("[Mage Chuck]"); + mes("Become wise and clever with your^006400 mind power^000000."); + mes("This is Mage's primary attribute- ^006400INT^000000, it's what's most important!"); + next(); + mes("[Mage Chuck]"); + mes("If you remember these little things you can become a great Mage."); + mes("Walk with pride as you grow in magic power~"); + next(); + mes("[Mage Chuck]"); + mes("Anything else you want to know about Mages?"); break; case 3: - mes "[Mage Chuck]"; - mes "Mages have powerful magical skills."; - mes "The basis of these skills are the attributes ^006400<Water, Wind, Earth, Fire>^000000."; - next; - mes "[Mage Chuck]"; - mes "As each element has its own^006400 range attack magic^000000, these are useful when dealing with many enemies~!!"; - next; - mes "[Mage Chuck]"; - mes "Ok enough talk."; - mes "I will show you my power by offering a demonstration."; - mes "You should be honored to be witnessing this!"; - next; - mes "[Mage Chuck]"; + mes("[Mage Chuck]"); + mes("Mages have powerful magical skills."); + mes("The basis of these skills are the attributes ^006400<Water, Wind, Earth, Fire>^000000."); + next(); + mes("[Mage Chuck]"); + mes("As each element has its own^006400 range attack magic^000000, these are useful when dealing with many enemies~!!"); + next(); + mes("[Mage Chuck]"); + mes("Ok enough talk."); + mes("I will show you my power by offering a demonstration."); + mes("You should be honored to be witnessing this!"); + next(); + mes("[Mage Chuck]"); switch(rand(1, 7)) { case 1: - mes "Detecting hidden enemies"; - mes "^006400Sight^000000 !!!!"; - specialeffect EF_SIGHT; + mes("Detecting hidden enemies"); + mes("^006400Sight^000000 !!!!"); + specialeffect(EF_SIGHT); break; case 2: - mes "Deflect all physical attacks"; - mes "^006400Safety Wall^000000!!!!"; - specialeffect EF_GLASSWALL; + mes("Deflect all physical attacks"); + mes("^006400Safety Wall^000000!!!!"); + specialeffect(EF_GLASSWALL); break; case 3: - mes "Fire damage premier ~!!!"; - mes "^006400Fire Ball^000000!!!!"; - specialeffect EF_FIREBALL; + mes("Fire damage premier ~!!!"); + mes("^006400Fire Ball^000000!!!!"); + specialeffect(EF_FIREBALL); break; case 4: - mes "Wall of Fire~!!"; - mes "^006400Fire Wall^000000!!!!"; - specialeffect EF_FIREWALL; + mes("Wall of Fire~!!"); + mes("^006400Fire Wall^000000!!!!"); + specialeffect(EF_FIREWALL); break; case 5: - mes "Want a taste of thunder?"; - mes "^006400Lightening Bolt^000000!!!!"; - specialeffect EF_LIGHTBOLT; + mes("Want a taste of thunder?"); + mes("^006400Lightening Bolt^000000!!!!"); + specialeffect(EF_LIGHTBOLT); break; case 6: - mes "Get lost in the storm!"; - mes "^006400Thunder Storm^000000!!!!"; - specialeffect EF_THUNDERSTORM; + mes("Get lost in the storm!"); + mes("^006400Thunder Storm^000000!!!!"); + specialeffect(EF_THUNDERSTORM); break; case 7: - mes "What killed the dinosaurs?"; - mes "The Ice Age!"; - mes "^006400Frost Diver^000000!!!!"; - specialeffect EF_FROSTDIVER2; + mes("What killed the dinosaurs?"); + mes("The Ice Age!"); + mes("^006400Frost Diver^000000!!!!"); + specialeffect(EF_FROSTDIVER2); break; } - next; - mes "[Mage Chuck]"; - mes "Doesn't it shake your heart to see my skills?"; - mes "You won't get hurt so don't worry~!"; - next; - mes "[Mage Chuck]"; - mes "Anything else you want to know about Mages?"; + next(); + mes("[Mage Chuck]"); + mes("Doesn't it shake your heart to see my skills?"); + mes("You won't get hurt so don't worry~!"); + next(); + mes("[Mage Chuck]"); + mes("Anything else you want to know about Mages?"); break; case 4: if (isequippedcnt(Mage_Manual) > 0 || countitem(Mage_Manual) > 0) { - mes "[Mage Chuck]"; - mes "I think you already received a ^FF0000Mage Manual^000000~!"; - mes "I can't offer you two of them."; - mes "One is good enough~!"; - next; - mes "[Mage Chuck]"; - mes "Try out the skills after equipping the^006400 Mage Manual^000000."; - mes "Then hunt with the skills given to you in your skill window."; - next; - mes "[Mage Chuck]"; - mes "Anything else you want to know about Mages?"; + mes("[Mage Chuck]"); + mes("I think you already received a ^FF0000Mage Manual^000000~!"); + mes("I can't offer you two of them."); + mes("One is good enough~!"); + next(); + mes("[Mage Chuck]"); + mes("Try out the skills after equipping the^006400 Mage Manual^000000."); + mes("Then hunt with the skills given to you in your skill window."); + next(); + mes("[Mage Chuck]"); + mes("Anything else you want to know about Mages?"); } else { if (checkweight(Yggdrasilberry, 1)) { - mes "[Mage Chuck]"; - mes "Right, you must be set with your heart firm on becoming a Mage."; - next; - mes "[Mage Chuck]"; - mes "OK! Then I'll give you a chance to taste what it is to become a Mage."; - mes "Take this ^006400Mage Manual^000000."; - mes "I'll let you borrow it!"; - next; - mes "[Mage Chuck]"; - mes "Try out the skills after equipping the^006400 Mage Manual^000000."; - mes "Then hunt with the skills given to you in your skill window."; - next; - mes "[Mage Chuck]"; - mes "It's a valuable item so don't lose it."; - mes "If you want to become a genius ^0000FFMage^000000 like me, follow in my path."; - getitem Mage_Manual, 1; // Mage_Manual + mes("[Mage Chuck]"); + mes("Right, you must be set with your heart firm on becoming a Mage."); + next(); + mes("[Mage Chuck]"); + mes("OK! Then I'll give you a chance to taste what it is to become a Mage."); + mes("Take this ^006400Mage Manual^000000."); + mes("I'll let you borrow it!"); + next(); + mes("[Mage Chuck]"); + mes("Try out the skills after equipping the^006400 Mage Manual^000000."); + mes("Then hunt with the skills given to you in your skill window."); + next(); + mes("[Mage Chuck]"); + mes("It's a valuable item so don't lose it."); + mes("If you want to become a genius ^0000FFMage^000000 like me, follow in my path."); + getitem(Mage_Manual, 1); // Mage_Manual break; } else { - mes "[Mage Chuck]"; - mes "If you want to become a Mage lighten up your inventory load."; - next; - mes "[Mage Chuck]"; - mes "Anything else you want to know about Mages?"; + mes("[Mage Chuck]"); + mes("If you want to become a Mage lighten up your inventory load."); + next(); + mes("[Mage Chuck]"); + mes("Anything else you want to know about Mages?"); } } break; case 5: if (questprogress(9264) == 2) { - mes "[Mage Chuck]"; - mes "Ah~ you want to change to a magician?"; - next; - mes "[Mage Chuck]"; - mes "I seem to have used a great deal of magic sending you before..."; - mes "Because of too many students like you, I cannot send you again!"; - next; - mes "[Mage Chuck]"; - mes "If you really want to go, then please go speak to the Kafra Staff and use their Teleport Service."; + mes("[Mage Chuck]"); + mes("Ah~ you want to change to a magician?"); + next(); + mes("[Mage Chuck]"); + mes("I seem to have used a great deal of magic sending you before..."); + mes("Because of too many students like you, I cannot send you again!"); + next(); + mes("[Mage Chuck]"); + mes("If you really want to go, then please go speak to the Kafra Staff and use their Teleport Service."); } else { - mes "[Mage Chuck]"; - mes "Ah~ you want to change to a magician?"; - next; - mes "[Mage Chuck]"; - mes "To change your job to a magician, you must visit the Magician's Guild."; - mes "I can send you close to there, but..."; - next; - mes "[Mage Chuck]"; - mes "You must first reach ^006400Job level 10^000000 and ^006400Basic Skill level 9^000000."; - next; - if(getskilllv("NV_BASIC") < 9) { - mes "[Mage Chuck]"; - mes "You don't seem ready!"; - mes "If you want to change your job, you must first be ^006400Job level 10^000000 and ^006400Basic Skill level 9^000000."; - mes "Then come back and see me!"; - next; - mes "[Mage Chuck]"; - mes "What else do you want to know about magicians?"; + mes("[Mage Chuck]"); + mes("Ah~ you want to change to a magician?"); + next(); + mes("[Mage Chuck]"); + mes("To change your job to a magician, you must visit the Magician's Guild."); + mes("I can send you close to there, but..."); + next(); + mes("[Mage Chuck]"); + mes("You must first reach ^006400Job level 10^000000 and ^006400Basic Skill level 9^000000."); + next(); + if (getskilllv("NV_BASIC") < 9) { + mes("[Mage Chuck]"); + mes("You don't seem ready!"); + mes("If you want to change your job, you must first be ^006400Job level 10^000000 and ^006400Basic Skill level 9^000000."); + mes("Then come back and see me!"); + next(); + mes("[Mage Chuck]"); + mes("What else do you want to know about magicians?"); } else { - mes "[Mage Chuck]"; - mes "Ah, it seems that you already have those requirements!"; - mes "Do you want to change your job immediately?"; - next; - if(select("No", "Yes") == 1) { - mes "[Mage Chuck]"; - mes "Okay, when you have decided please come back!"; - next; - mes "[Mage Chuck]"; - mes "What else do you want to know about magicians?"; + mes("[Mage Chuck]"); + mes("Ah, it seems that you already have those requirements!"); + mes("Do you want to change your job immediately?"); + next(); + if (select("No", "Yes") == 1) { + mes("[Mage Chuck]"); + mes("Okay, when you have decided please come back!"); + next(); + mes("[Mage Chuck]"); + mes("What else do you want to know about magicians?"); } else { - mes "[Mage Chuck]"; - mes "In that case, I'll use magic to send you near ^8B4513Geffen^000000, where the Magician's Guild is."; - mes "It is there that you will be able to become a magician."; - next; - mes "[Mage Chuck]"; - mes "Once I send you, you will speak to the ^0000FFMage's Guild Guide^000000."; - mes "They will be able to assist you further."; - mes "Let's go! I'm ready to send you there!"; - next; - mes "[Mage Chuck]"; - mes "Whoosh Whoosh"; - mes "Ooo... Ooo... Hum... Hmm!"; - mes "Teleport!"; - cutin "", 255; - next; - setquest 9264; - savepoint "geffen", 120, 38; - warp "gef_fild07", 88, 205; + mes("[Mage Chuck]"); + mes("In that case, I'll use magic to send you near ^8B4513Geffen^000000, where the Magician's Guild is."); + mes("It is there that you will be able to become a magician."); + next(); + mes("[Mage Chuck]"); + mes("Once I send you, you will speak to the ^0000FFMage's Guild Guide^000000."); + mes("They will be able to assist you further."); + mes("Let's go! I'm ready to send you there!"); + next(); + mes("[Mage Chuck]"); + mes("Whoosh Whoosh"); + mes("Ooo... Ooo... Hum... Hmm!"); + mes("Teleport!"); + cutin("", 255); + next(); + setquest(9264); + savepoint("geffen", 120, 38); + warp("gef_fild07", 88, 205); end; } } } break; case 6: - mes "[Mage Chuck]"; - mes "Yes~ Go meet other teachers then come back."; - mes "Of course, Mages are most alluring of them all.~"; - next; - mes "[Mage Chuck]"; - mes "You'll choose Mage again I have no doubt about it~~!!"; - mes "Haha see you later~"; + mes("[Mage Chuck]"); + mes("Yes~ Go meet other teachers then come back."); + mes("Of course, Mages are most alluring of them all.~"); + next(); + mes("[Mage Chuck]"); + mes("You'll choose Mage again I have no doubt about it~~!!"); + mes("Haha see you later~"); break; } break; } } } else { - mes "[Mage Chuck]"; - mes "First you'll have to complete your ^8B4513registration^000000 at the Academy front desk."; - mes "If you go to the 1st floor of the academy someone will help you register."; + mes("[Mage Chuck]"); + mes("First you'll have to complete your ^8B4513registration^000000 at the Academy front desk."); + mes("If you go to the 1st floor of the academy someone will help you register."); } } else { - mes "[Mage Chuck]"; - mes "You're no longer the innocent ^8b4513Novice^000000 who doesn't know anything~?"; - mes "I don't have anything to teach you~!"; + mes("[Mage Chuck]"); + mes("You're no longer the innocent ^8b4513Novice^000000 who doesn't know anything~?"); + mes("I don't have anything to teach you~!"); } - close2; - cutin "", 255; + close2(); + cutin("", 255); end; } @@ -9359,96 +9538,96 @@ gef_fild07,90,208,6 script #acmageguide HIDDEN_NPC,7,7,{ OnTouch: if (questprogress(9264) == 1) { - mes "[Magician's Guild Guide]"; - mes "It seems that you've come from Criatura Academy."; - next; - mes "[Magician's Guild Guide]"; - mes "You look a little exhausted..."; - mes "Though.. to become a magician is exhausting in a way..."; - next; - mes "[Magician's Guild Guide]"; - mes "First off, my task is to guide you to the Mage's guild!"; - mes "Go straight to the right!"; - mes "After ^8B4513crossing the bridge^000000, you will see the entrance to ^FF0000Geffen^000000!"; - next; - mes "[Magician's Guild Guide]"; - mes "Once there,"; - mes "You should find our <NAVI>^4D4DFF[Magician's Guild Guide]^000000<INFO>geffen,43,123,</INFO></NAVI>."; - mes "Speak to him, he will continue to guide you to the Magician's Guild!"; + mes("[Magician's Guild Guide]"); + mes("It seems that you've come from Criatura Academy."); + next(); + mes("[Magician's Guild Guide]"); + mes("You look a little exhausted..."); + mes("Though.. to become a magician is exhausting in a way..."); + next(); + mes("[Magician's Guild Guide]"); + mes("First off, my task is to guide you to the Mage's guild!"); + mes("Go straight to the right!"); + mes("After ^8B4513crossing the bridge^000000, you will see the entrance to ^FF0000Geffen^000000!"); + next(); + mes("[Magician's Guild Guide]"); + mes("Once there,"); + mes("You should find our <NAVI>^4D4DFF[Magician's Guild Guide]^000000<INFO>geffen,43,123,</INFO></NAVI>."); + mes("Speak to him, he will continue to guide you to the Magician's Guild!"); nov_3_magician = 2; - completequest 9264; - erasequest 9264; - setquest 9265; - close; + completequest(9264); + erasequest(9264); + setquest(9265); + close(); } } //- Magician's Guild Guide - gef_fild07,89,208,6 script Magician's Guild Guide#1 2_F_MAGICMASTER,{ if (questprogress(9265) == 1) { - mes "[Magician's Guild Guide]"; - mes "First off, my task is to guide you to the Mage's guild!"; - mes "Go straight to the right!"; - mes "After ^8B4513crossing the bridge^000000, you will see the entrance to ^FF0000Geffen^000000!"; - next; - mes "[Magician's Guild Guide]"; - mes "Once there,"; - mes "You should find our <NAVI>^4D4DFF[Magician's Guild Guide]^000000<INFO>geffen,43,123,</INFO></NAVI>."; - mes "Speak to him, he will continue to guide you to the Magician's Guild!"; + mes("[Magician's Guild Guide]"); + mes("First off, my task is to guide you to the Mage's guild!"); + mes("Go straight to the right!"); + mes("After ^8B4513crossing the bridge^000000, you will see the entrance to ^FF0000Geffen^000000!"); + next(); + mes("[Magician's Guild Guide]"); + mes("Once there,"); + mes("You should find our <NAVI>^4D4DFF[Magician's Guild Guide]^000000<INFO>geffen,43,123,</INFO></NAVI>."); + mes("Speak to him, he will continue to guide you to the Magician's Guild!"); } else { - mes "[Magician's Guild Guide]"; - mes "I am in charge of bringing ^8B4513Criatura Academy^000000 students to the Mage's guild."; - mes "These days the academy has a lot of new students so I'm happy to be working."; + mes("[Magician's Guild Guide]"); + mes("I am in charge of bringing ^8B4513Criatura Academy^000000 students to the Mage's guild."); + mes("These days the academy has a lot of new students so I'm happy to be working."); } - close; + close(); OnInit: - //AddQuestInfo 9265 1 0 - //SetQuestQuest 9265 9264 1 + //Addquestinfo 9265 1 0 + //setquestQuest 9265 9264 1 end; } //- Magician's Guild Guide - geffen,43,123,6 script Magician's Guild Guide#2 2_F_MAGICMASTER,{ if (questprogress(9265) == 1) { - mes "[Magician's Guild Guide]"; - mes "Ah, you made it all the way here. Very good for an academy student!"; - next; - mes "[Magician's Guild Guide]"; - mes "Before this step-by-step guide, they would get lost and frustrated."; - next; - mes "[Magician's Guild Guide]"; - mes "Anyways, let's keep this short."; - mes "I will now tell you the route to the Mage's Guild!"; - mes "The way to go is quite simple..."; - mes "From here, go toward 11 o'clock, you will see the Mage's Guild."; - next; - mes "[Magician's Guild Guide]"; - mes "Just go inside, and upstairs a little to find the"; - mes "<NAVI>^4D4DFF[Mage Guildsman]^000000<INFO>geffen_in,164,124,</INFO></NAVI>"; - mes "From there, he will assist you in becoming a Mage."; - completequest 9265; - erasequest 9265; - setquest 9266; + mes("[Magician's Guild Guide]"); + mes("Ah, you made it all the way here. Very good for an academy student!"); + next(); + mes("[Magician's Guild Guide]"); + mes("Before this step-by-step guide, they would get lost and frustrated."); + next(); + mes("[Magician's Guild Guide]"); + mes("Anyways, let's keep this short."); + mes("I will now tell you the route to the Mage's Guild!"); + mes("The way to go is quite simple..."); + mes("From here, go toward 11 o'clock, you will see the Mage's Guild."); + next(); + mes("[Magician's Guild Guide]"); + mes("Just go inside, and upstairs a little to find the"); + mes("<NAVI>^4D4DFF[Mage Guildsman]^000000<INFO>geffen_in,164,124,</INFO></NAVI>"); + mes("From there, he will assist you in becoming a Mage."); + completequest(9265); + erasequest(9265); + setquest(9266); } else if (questprogress(9266) == 1) { - mes "[Magician's Guild Guide]"; - mes "The way to go is quite simple..."; - mes "From here, go toward 11 o'clock, you will see the Mage's Guild."; - next; - mes "[Magician's Guild Guide]"; - mes "Just go inside, and upstairs a little to find the"; - mes "<NAVI>^4D4DFF[Mage Guildsman]^000000<INFO>geffen_in,164,124,</INFO></NAVI>"; - mes "From there, he will assist you in becoming a Mage."; + mes("[Magician's Guild Guide]"); + mes("The way to go is quite simple..."); + mes("From here, go toward 11 o'clock, you will see the Mage's Guild."); + next(); + mes("[Magician's Guild Guide]"); + mes("Just go inside, and upstairs a little to find the"); + mes("<NAVI>^4D4DFF[Mage Guildsman]^000000<INFO>geffen_in,164,124,</INFO></NAVI>"); + mes("From there, he will assist you in becoming a Mage."); } else { - mes "[Magician's Guild Guide]"; - mes "I am in charge of bringing ^8B4513Criatura Academy^000000 students to the Mage's guild."; - mes "These days the academy has a lot of new students so I'm happy to be working."; + mes("[Magician's Guild Guide]"); + mes("I am in charge of bringing ^8B4513Criatura Academy^000000 students to the Mage's guild."); + mes("These days the academy has a lot of new students so I'm happy to be working."); } - close; + close(); OnInit: - //AddQuestInfo 9266 1 0 - //SetQuestQuest 9266 9265 1 + //Addquestinfo 9266 1 0 + //setquestQuest 9266 9265 1 end; } @@ -9456,407 +9635,407 @@ geffen,43,123,6 script Magician's Guild Guide#2 2_F_MAGICMASTER,{ //- Salim Hamid - iz_ac02,50,169,3 script Salim Hamid#ac 1_M_MERCHANT,{ - disable_items; + disable_items(); if (!checkweight(Emperium, 3) || (MaxWeight - Weight) < 10000) { - mes "- As you are overloaded with so many items, quest can't be proceeded. -"; - close; + mes("- As you are overloaded with so many items, quest can't be proceeded. -"); + close(); } if (BaseLevel > 15 || Class != Job_Novice) { - cutin "aca_salim01",2; - mes "[Salim Hamid]"; - mes "Ehm?"; - mes "This class only for Novices just starting their adventure."; - next; - mes "[Salim Hamid]"; - mes "Looking at you, you seem like you need some help. How about going to another place?"; - close2; - cutin "", 255; + cutin("aca_salim01",2); + mes("[Salim Hamid]"); + mes("Ehm?"); + mes("This class only for Novices just starting their adventure."); + next(); + mes("[Salim Hamid]"); + mes("Looking at you, you seem like you need some help. How about going to another place?"); + close2(); + cutin("", 255); end; } if (questprogress(4269) < 1) { - cutin "aca_salim01",2; - mes "[Salim Hamid]"; - mes "Oh~"; - mes "At a glance, hey, you like the lost baby sheep.. Here the non registered passengers are prohibited."; - next; - mes "[Salim Hamid]"; - mes "If you want to look around this area without physical prohibiton, you would better register first at the info desk at the Academy entrance."; - close2; - cutin "", 255; + cutin("aca_salim01",2); + mes("[Salim Hamid]"); + mes("Oh~"); + mes("At a glance, hey, you like the lost baby sheep.. Here the non registered passengers are prohibited."); + next(); + mes("[Salim Hamid]"); + mes("If you want to look around this area without physical prohibiton, you would better register first at the info desk at the Academy entrance."); + close2(); + cutin("", 255); end; } if (JobLevel >= 10) { - cutin "aca_salim01.bmp", 2; - mes "[Salim Hamid]"; - mes "Ho Oh~"; - mes "You look like you're ready to change to a first job."; - next; - cutin "aca_salim02",2; - mes "[Salim Hamid]"; - mes "How about it? Are you interested in the way of the Merchant? If so, I may be helpful for you."; - next; - if(select("Not interest.", "Interested.") == 1) { - mes "[Salim Hamid]"; - mes "Oh.. No..."; - mes "Well, there is no way. Our Criatura Academy put the priority to the adventurer's choice."; - close2; - cutin "", 255; + cutin("aca_salim01", 2); + mes("[Salim Hamid]"); + mes("Ho Oh~"); + mes("You look like you're ready to change to a first job."); + next(); + cutin("aca_salim02", 2); + mes("[Salim Hamid]"); + mes("How about it? Are you interested in the way of the Merchant? If so, I may be helpful for you."); + next(); + if (select("Not interest.", "Interested.") == 1) { + mes("[Salim Hamid]"); + mes("Oh.. No..."); + mes("Well, there is no way. Our Criatura Academy put the priority to the adventurer's choice."); + close2(); + cutin("", 255); end; } - mes "[Salim Hamid]"; - mes "Good~ Then, I will send you to the town of Alberta. There you can become a merchant."; - next; - mes "[Salim Hamid]"; - mes "Do not go elsewhere, immediately enter the town."; - mes "Find the <NAVI>[Forge]<INFO>alberta_in,75 48</INFO></NAVI>."; - next; - if(select("Not yet ready.", "I'm Ready!") == 1) { - mes "[Salim Hamid]"; - mes "Yes, I understand. When you are ready, let me see you again."; - close2; - cutin "", 255; + mes("[Salim Hamid]"); + mes("Good~ Then, I will send you to the town of Alberta. There you can become a merchant."); + next(); + mes("[Salim Hamid]"); + mes("Do not go elsewhere, immediately enter the town."); + mes("Find the <NAVI>[Forge]<INFO>alberta_in,75 48</INFO></NAVI>."); + next(); + if (select("Not yet ready.", "I'm Ready!") == 1) { + mes("[Salim Hamid]"); + mes("Yes, I understand. When you are ready, let me see you again."); + close2(); + cutin("", 255); end; } else { - mes "[Salim Hamid]"; - mes "Good~ Please go to the Forge and find me."; - close2; - setquest 12307; - cutin "", 255; - warp "pay_fild03", 388, 68; + mes("[Salim Hamid]"); + mes("Good~ Please go to the Forge and find me."); + close2(); + setquest(12307); + cutin("", 255); + warp("pay_fild03", 388, 68); end; } } else { - cutin "aca_salim02",2; - mes "[Salim Hamid]"; - mes "Hahaha. "+strcharinfo(0)+" you have completed the Merchant theory course at the Criatura Academy."; - next; - mes "[Salim Hamid]"; - mes "When you want to test the other battle skills in the Merchant's Manual,"; - mes "visit <NAVI>[Battle Trainer Subino]<INFO>iz_ac01,59,83</INFO></NAVI> on the 1st floor."; - next; - mes "[Salim Hamid]"; - mes "You can fully experience the battle related practice through him."; - next; - mes "[Salim Hamid]"; - mes "The guide for the next course "+strcharinfo(0)+" will be serviced when you reach job level 10. Good luck."; - close2; - cutin "", 255; + cutin("aca_salim02",2); + mes("[Salim Hamid]"); + mesf("Hahaha. %s you have completed the Merchant theory course at the Criatura Academy.", strcharinfo(PC_NAME)); + next(); + mes("[Salim Hamid]"); + mes("When you want to test the other battle skills in the Merchant's Manual,"); + mes("visit <NAVI>[Battle Trainer Subino]<INFO>iz_ac01,59,83</INFO></NAVI> on the 1st floor."); + next(); + mes("[Salim Hamid]"); + mes("You can fully experience the battle related practice through him."); + next(); + mes("[Salim Hamid]"); + mesf("The guide for the next course %s will be serviced when you reach job level 10. Good luck.", strcharinfo(PC_NAME)); + close2(); + cutin("", 255); end; } if (questprogress(12302) < 1) { - cutin "aca_salim02.bmp", 2; - mes "[Salim Hamid]"; - mes "Oh~"; - mes "Hey, you like a lost sheep. Do you know why you've come here?"; - next; - if(select("Don't Know", "Know.") == 1) { - mes "[Salim Hamid]"; - mes "Oh... you don't?"; - next; + cutin("aca_salim02", 2); + mes("[Salim Hamid]"); + mes("Oh~"); + mes("Hey, you like a lost sheep. Do you know why you've come here?"); + next(); + if (select("Don't Know", "Know.") == 1) { + mes("[Salim Hamid]"); + mes("Oh... you don't?"); + next(); } else { - mes "[Salim Hamid]"; - mes "Oh~ you seem like a quick learner."; - next; - } - mes "[Salim Hamid]"; - mes "Well, I should at least give a briefing."; - next; - cutin "aca_salim01.bmp", 2; - mes "[Salim Hamid]"; - mes "I am ^0000ffSalim Hamid^000000 in charge with training the merchant course here at the Criatura Academy."; - next; - mes "[Salim Hamid]"; - mes "This classroom is for Merchant applicants. In fact, this room is mainly for doing the finacial management of the Criatura Academy."; - next; - cutin "aca_salim02.bmp", 2; - mes "[Salim Hamid]"; - mes "Next time, if you want to observe the merchant course, you can visit me, Salim Hamid and register."; - setquest 12302; - completequest 12302; - close2; - cutin "", 255; + mes("[Salim Hamid]"); + mes("Oh~ you seem like a quick learner."); + next(); + } + mes("[Salim Hamid]"); + mes("Well, I should at least give a briefing."); + next(); + cutin("aca_salim01", 2); + mes("[Salim Hamid]"); + mes("I am ^0000ffSalim Hamid^000000 in charge with training the merchant course here at the Criatura Academy."); + next(); + mes("[Salim Hamid]"); + mes("This classroom is for Merchant applicants. In fact, this room is mainly for doing the finacial management of the Criatura Academy."); + next(); + cutin("aca_salim02", 2); + mes("[Salim Hamid]"); + mes("Next time, if you want to observe the merchant course, you can visit me, Salim Hamid and register."); + setquest(12302); + completequest(12302); + close2(); + cutin("", 255); end; } if (questprogress(12303) < 1) { - cutin "aca_salim01.bmp", 2; - mes "[Salim Hamid]"; - mes "Oh~ You came back. Do you want to experience the Merchant training course? It is a little bit difficult to the average beginner."; - next; - if(select("No thanks!", "Sign me up!.") == 1) { - mes "[Salim Hamid]"; - mes "Oh~ though it is a bit hard, it is worth learning. Sadly, there's no other way."; - close2; - cutin "", 255; + cutin("aca_salim01", 2); + mes("[Salim Hamid]"); + mes("Oh~ You came back. Do you want to experience the Merchant training course? It is a little bit difficult to the average beginner."); + next(); + if (select("No thanks!", "Sign me up!.") == 1) { + mes("[Salim Hamid]"); + mes("Oh~ though it is a bit hard, it is worth learning. Sadly, there's no other way."); + close2(); + cutin("", 255); end; } - mes "[Salim Hamid]"; - mes "Oh, yes... Then, first will you register your name in this student list?"; - next; - if(select("Refuse.", "Put your name on the list.") == 1) { - cutin "aca_salim03.bmp", 2; - mes "[Salim Hamid]"; - mes "Resistance from the beginning? This isn't the way to start training."; - close2; - cutin "", 255; + mes("[Salim Hamid]"); + mes("Oh, yes... Then, first will you register your name in this student list?"); + next(); + if (select("Refuse.", "Put your name on the list.") == 1) { + cutin("aca_salim03", 2); + mes("[Salim Hamid]"); + mes("Resistance from the beginning? This isn't the way to start training."); + close2(); + cutin("", 255); end; } - cutin "aca_salim01.bmp", 2; - mes "[Salim Hamid]"; - mes "Ummm~ Your name is..."; - mes "^0000ff"+ strcharinfo(0) +"^000000...... right?"; - next; - mes "[Salim Hamid]"; - mes "First to observe the Merchant course, you need to have the Merchant mindset. A trader with less than 100 zeny could not be called a Merchant."; - next; - cutin "aca_salim02.bmp", 2; - mes "[Salim Hamid]"; - mes ""+ strcharinfo(0) +"^000000 come back to me with 100 Zeny in hand before the next class."; - next; - mes "[Salim Hamid]"; - mes "Of course, that money won't be taken. It is only A test to see your basic mindset to being a Merchant. Good luck."; - setquest 12303; - close2; - cutin "", 255; + cutin("aca_salim01", 2); + mes("[Salim Hamid]"); + mes("Ummm~ Your name is..."); + mesf("^0000ff%s^000000...... right?", strcharinfo(PC_NAME)); + next(); + mes("[Salim Hamid]"); + mes("First to observe the Merchant course, you need to have the Merchant mindset. A trader with less than 100 zeny could not be called a Merchant."); + next(); + cutin("aca_salim02", 2); + mes("[Salim Hamid]"); + mesf("^0000ff%s^000000 come back to me with 100 Zeny in hand before the next class.", strcharinfo(PC_NAME)); + next(); + mes("[Salim Hamid]"); + mes("Of course, that money won't be taken. It is only A test to see your basic mindset to being a Merchant. Good luck."); + setquest(12303); + close2(); + cutin("", 255); end; } else if (questprogress(12303) == 1) { if (Zeny >= 100) { - cutin "aca_salim02.bmp", 2; - mes "[Salim Hamid]"; - mes "Wow, you really came back with 100 zeny in hand. I feel your desire to learn clearly."; - next; - mes "[Salim Hamid]"; - mes "Now. I will give you a Merchant's manual. Equipped with it. Press Alt + S key and look at the skill window."; - next; - mes "[Salim Hamid]"; - mes "Clicking the [MISC] tab on the skill window, you can see the Merchant manual skills."; - next; - mes "[Salim Hamid]"; - mes "Now~ as we should go to the next course, equip the guide and see the skill, then speak to me again."; - getitem Merchant_Manual, 1; // Merchant_Manual - completequest 12303; - close2; - cutin "", 255; + cutin("aca_salim02", 2); + mes("[Salim Hamid]"); + mes("Wow, you really came back with 100 zeny in hand. I feel your desire to learn clearly."); + next(); + mes("[Salim Hamid]"); + mes("Now. I will give you a Merchant's manual. Equipped with it. Press Alt + S key and look at the skill window."); + next(); + mes("[Salim Hamid]"); + mes("Clicking the [MISC] tab on the skill window, you can see the Merchant manual skills."); + next(); + mes("[Salim Hamid]"); + mes("Now~ as we should go to the next course, equip the guide and see the skill, then speak to me again."); + getitem(Merchant_Manual, 1); // Merchant_Manual + completequest(12303); + close2(); + cutin("", 255); end; } else { - cutin "aca_salim02.bmp", 2; - mes "[Salim Hamid]"; - mes "Hohohong.. Test is not easy? Will you give it up now?"; - next; - if(select("Can't do it.", "Give it up.") == 1) { - mes "[Salim Hamid]"; - mes "Will you? 100 zeny isn't hard to get pal."; - close2; - cutin "", 255; + cutin("aca_salim02", 2); + mes("[Salim Hamid]"); + mes("Hohohong.. Test is not easy? Will you give it up now?"); + next(); + if (select("Can't do it.", "Give it up.") == 1) { + mes("[Salim Hamid]"); + mes("Will you? 100 zeny isn't hard to get pal."); + close2(); + cutin("", 255); end; } else { - mes "[Salim Hamid]"; - mes "Yes, come back to me when you change your mind."; - erasequest 12303; - close2; - cutin "", 255; + mes("[Salim Hamid]"); + mes("Yes, come back to me when you change your mind."); + erasequest(12303); + close2(); + cutin("", 255); end; } } } if (questprogress(12304) < 1) { - cutin "aca_salim01",2; - mes "[Salim Hamid]"; - mes "Now, how about attending the class concerning various basic skills which merchants should have for making money."; - next; - mes "[Salim Hamid]"; - mes "This might be better for you to learn from the steward working on the field next door. Go to him for the Merchant theory course, then return to me."; - setquest 12304; - close2; - cutin "", 255; + cutin("aca_salim01",2); + mes("[Salim Hamid]"); + mes("Now, how about attending the class concerning various basic skills which merchants should have for making money."); + next(); + mes("[Salim Hamid]"); + mes("This might be better for you to learn from the steward working on the field next door. Go to him for the Merchant theory course, then return to me."); + setquest(12304); + close2(); + cutin("", 255); end; } else if (questprogress(12304) == 1) { - cutin "aca_salim01",2; - mes "[Salim Hamid]"; - mes "Haven't you gone to him for the class? Go to the steward next to me and return after completing the Merchant skill theory."; - close2; - cutin "", 255; + cutin("aca_salim01",2); + mes("[Salim Hamid]"); + mes("Haven't you gone to him for the class? Go to the steward next to me and return after completing the Merchant skill theory."); + close2(); + cutin("", 255); end; } if (questprogress(12305) < 1) { - mes "[Salim Hamid]"; - mes "Have you come after a good lesson from the steward concerning what a Merchant can do?"; - next; - cutin "aca_salim02",2; - mes "[Salim Hamid]"; - mes "By any chance, "+strcharinfo(0)+" do you have mind to learn more about Merchants here?"; - next; - if(select("I will look around at more jobs.", "Let me do it a little more.") == 1) { - mes "[Salim Hamid]"; - mes "Yes, your open mind is good for you. As this academy has many other lecturers besides Merchants."; - next; - mes "[Salim Hamid]"; - mes "Whenever you feel like learning again, come back to me "+strcharinfo(0)+"."; - close2; - cutin "", 255; + mes("[Salim Hamid]"); + mes("Have you come after a good lesson from the steward concerning what a Merchant can do?"); + next(); + cutin("aca_salim02",2); + mes("[Salim Hamid]"); + mesf("By any chance, %s do you have mind to learn more about Merchants here?", strcharinfo(PC_NAME)); + next(); + if (select("I will look around at more jobs.", "Let me do it a little more.") == 1) { + mes("[Salim Hamid]"); + mes("Yes, your open mind is good for you. As this academy has many other lecturers besides Merchants."); + next(); + mes("[Salim Hamid]"); + mesf("Whenever you feel like learning again, come back to me %s.", strcharinfo(PC_NAME)); + close2(); + cutin("", 255); end; } - mes "[Salim Hamid]"; - mes "Is that so? OK, now how about learning the major effects of Merchant's stats? If you are ready, speak to me."; - setquest 12305; - close2; - cutin "", 255; + mes("[Salim Hamid]"); + mes("Is that so? OK, now how about learning the major effects of Merchant's stats? If you are ready, speak to me."); + setquest(12305); + close2(); + cutin("", 255); end; } else if (questprogress(12305) == 1) { - cutin "aca_salim01.bmp", 2; - mes "[Salim Hamid]"; - mes "Trader's stats are classified as two major series. One is for manufacturing, the other is for battle."; - next; - cutin "aca_salim02",2; - mes "[Salim Hamid]"; - mes "Of course, these are for farther down in the future. At this moment, you are even short of stats to invest DEX enabling you to hunt a monster."; - next; - cutin "aca_salim01",2; - mes "[Salim Hamid]"; - mes "But, there is a big difference between your knowledge of the basic rules and being ignorant of it."; - mes "Let's learn about it one by one."; - next; - mes "[Salim Hamid]"; - mes "Now, what series do we start with?"; - next; - while(1) { + cutin("aca_salim01", 2); + mes("[Salim Hamid]"); + mes("Trader's stats are classified as two major series. One is for manufacturing, the other is for battle."); + next(); + cutin("aca_salim02",2); + mes("[Salim Hamid]"); + mes("Of course, these are for farther down in the future. At this moment, you are even short of stats to invest DEX enabling you to hunt a monster."); + next(); + cutin("aca_salim01",2); + mes("[Salim Hamid]"); + mes("But, there is a big difference between your knowledge of the basic rules and being ignorant of it."); + mes("Let's learn about it one by one."); + next(); + mes("[Salim Hamid]"); + mes("Now, what series do we start with?"); + next(); + while(true) { switch(select("Already know it.", "Battle Stats.", "Crafting Stats.")) { case 1: - mes "[Salim Hamid]"; - mes "It will be OK as it is, won't it?"; - next; - if(select("I already know all of them.", "Please make another explanation.") == 1) { - mes "[Salim Hamid]"; - mes "Yes, you are "+strcharinfo(0)+" I am pleased to meet a quick-to-learn student like you. It also saves my time."; - next; + mes("[Salim Hamid]"); + mes("It will be OK as it is, won't it?"); + next(); + if (select("I already know all of them.", "Please make another explanation.") == 1) { + mes("[Salim Hamid]"); + mesf("Yes, you are %s I am pleased to meet a quick-to-learn student like you. It also saves my time.", strcharinfo(PC_NAME)); + next(); } else { - mes "[Salim Hamid]"; - mes "Aha~ I think I got you wrong. Let's start the lecture again."; - next; + mes("[Salim Hamid]"); + mes("Aha~ I think I got you wrong. Let's start the lecture again."); + next(); } break; case 2: - mes "[Salim Hamid]"; - mes "Being in a trader role, the stats affecting the figure of battle power are two ^4d4fffSTR & DEX^000000."; - next; - mes "[Salim Hamid]"; - mes "STR is related to the basic attacking power, DEX is to hit ratio and recovery from damage."; - next; - mes "[Salim Hamid]"; - mes "In you future, according to the 2nd and 3rd jobs you choose, you can learn additional attacking stats such ^4d4fffINT or AGI^000000."; - next; - mes "[Salim Hamid]"; - mes "To back up your shortage, you can increase LUK a little."; - next; - mes "[Salim Hamid]"; - mes "Rather than worry yourself, it may be a good idea to learn from other Merchants. You know ask others for advice."; - next; - mes "[Salim Hamid]"; - mes "Any other questions?"; - next; + mes("[Salim Hamid]"); + mes("Being in a trader role, the stats affecting the figure of battle power are two ^4d4fffSTR & DEX^000000."); + next(); + mes("[Salim Hamid]"); + mes("STR is related to the basic attacking power, DEX is to hit ratio and recovery from damage."); + next(); + mes("[Salim Hamid]"); + mes("In you future, according to the 2nd and 3rd jobs you choose, you can learn additional attacking stats such ^4d4fffINT or AGI^000000."); + next(); + mes("[Salim Hamid]"); + mes("To back up your shortage, you can increase LUK a little."); + next(); + mes("[Salim Hamid]"); + mes("Rather than worry yourself, it may be a good idea to learn from other Merchants. You know ask others for advice."); + next(); + mes("[Salim Hamid]"); + mes("Any other questions?"); + next(); break; case 3: - mes "[Salim Hamid]"; - mes "The stats concerning crafting is simpler than that concerning battle. Only difficulty is how to cultivate it."; - next; - mes "[Salim Hamid]"; - mes "It is common that you increase ^4d4fffDEX & LUK^000000 as the base and, if you have surplus, you invest the rest in ^4d4fffINT^000000."; - next; - mes "[Salim Hamid]"; - mes "Of course, the allocation of the portion should be properly adjusted in accordance with your equipments and the status you are in."; - next; - mes "[Salim Hamid]"; - mes "One thing you should keep in mind is it may be a very boring and ascetic way to grow alone as Merchant specializing in crafting."; - next; - mes "[Salim Hamid]"; - mes "If possible, make use of your friends and their items if you can."; - mes "This is my personal opinion only."; - mes "It is absolutely not the official standpoint of the Criatura Academy."; - next; - mes "[Salim Hamid]"; - mes "Any other questions?"; - next; + mes("[Salim Hamid]"); + mes("The stats concerning crafting is simpler than that concerning battle. Only difficulty is how to cultivate it."); + next(); + mes("[Salim Hamid]"); + mes("It is common that you increase ^4d4fffDEX & LUK^000000 as the base and, if you have surplus, you invest the rest in ^4d4fffINT^000000."); + next(); + mes("[Salim Hamid]"); + mes("Of course, the allocation of the portion should be properly adjusted in accordance with your equipments and the status you are in."); + next(); + mes("[Salim Hamid]"); + mes("One thing you should keep in mind is it may be a very boring and ascetic way to grow alone as Merchant specializing in crafting."); + next(); + mes("[Salim Hamid]"); + mes("If possible, make use of your friends and their items if you can."); + mes("This is my personal opinion only."); + mes("It is absolutely not the official standpoint of the Criatura Academy."); + next(); + mes("[Salim Hamid]"); + mes("Any other questions?"); + next(); break; } } - mes "[Salim Hamid]"; - mes "Then, it is the end of this class."; - mes "If you have more questions about Merchants, please make other visits."; - completequest 12305; - close2; - cutin "", 255; + mes("[Salim Hamid]"); + mes("Then, it is the end of this class."); + mes("If you have more questions about Merchants, please make other visits."); + completequest(12305); + close2(); + cutin("", 255); end; } if (questprogress(12306) < 1) { - mes "[Salim Hamid]"; - mes "You came back again. "+strcharinfo(0)+" this time, shall we have a practical training by doing a simple errand?"; - next; - mes "[Salim Hamid]"; - mes "Can you see the noisy vending machine at the corner of this classroom? It was originally a soft drink vending machine but swallows coin very much..."; - next; - cutin "aca_salim02",2; - mes "[Salim Hamid]"; - mes "Anyway, due to this reason, it is now being used for the trainees' practice of skills. Please check the prices for Garlet and Zargon."; - next; - mes "[Salim Hamid]"; - mes "But! You should come back wit the information about ^4d4fffthe discounted prices equipped with the merchant's manual and applied with the discount rate^000000."; - next; - cutin "aca_salim01",2; - mes "[Salim Hamid]"; - mes "Don't buy them. Just come back with the checked prices only. Can you do it?"; - next; - if(select("I will do it next time.", "I will do it.") == 1) { - mes "[Salim Hamid]"; - mes "OK. Then you challenge it next time."; - close2; - cutin "", 255; + mes("[Salim Hamid]"); + mesf("You came back again. %s this time, shall we have a practical training by doing a simple errand?", strcharinfo(PC_NAME)); + next(); + mes("[Salim Hamid]"); + mes("Can you see the noisy vending machine at the corner of this classroom? It was originally a soft drink vending machine but swallows coin very much..."); + next(); + cutin("aca_salim02",2); + mes("[Salim Hamid]"); + mes("Anyway, due to this reason, it is now being used for the trainees' practice of skills. Please check the prices for Garlet and Zargon."); + next(); + mes("[Salim Hamid]"); + mes("But! You should come back wit the information about ^4d4fffthe discounted prices equipped with the merchant's manual and applied with the discount rate^000000."); + next(); + cutin("aca_salim01",2); + mes("[Salim Hamid]"); + mes("Don't buy them. Just come back with the checked prices only. Can you do it?"); + next(); + if (select("I will do it next time.", "I will do it.") == 1) { + mes("[Salim Hamid]"); + mes("OK. Then you challenge it next time."); + close2(); + cutin("", 255); end; } - mes "[Salim Hamid]"; - mes "Good~ I will see you later."; - setquest 12306; - close2; - cutin "", 255; + mes("[Salim Hamid]"); + mes("Good~ I will see you later."); + setquest(12306); + close2(); + cutin("", 255); end; } else if (questprogress(12306) == 1) { - cutin "aca_salim02",2; - mes "[Salim Hamid]"; - mes "Yes. Let's see the prices you checked."; - next; - switch(select("I will come back after rechecking them.:Garlet 39z Zargon 450z:Garlet 37z Zargon 448z:Garlet 37z Zargon 446z:Garlet 37z Zargon 444z")) { - case 1: - mes "[Salim Hamid]"; - mes "OK. You come back after rechecking them in detail."; - close2; - cutin "", 255; - end; - case 4: - mes "[Salim Hamid]"; - mes "OK~ You correctly checked the prices equipped with Merchant's Manual."; - next; - cutin "aca_salim01",2; - mes "[Salim Hamid]"; - mes "Perhaps, if you become a Merchant and use the high level of discount skill, you can buy what you want at much cheaper prices."; - next; - mes "[Salim Hamid]"; - mes "The practice of overcharge will be the same."; - next; - cutin "aca_salim02",2; - mes "[Salim Hamid]"; - mes "You don't need to practice the overcharge as well. You experience it while selling items earned during the other courses."; - next; - mes "[Salim Hamid]"; - mes "Now the Merchant training at the Academy is finished."; - completequest 12306; - close2; - cutin "", 255; - end; - default: - cutin "aca_salim03",2; - mes "[Salim Hamid]"; - mes "Did you correctly check them?"; - close2; - cutin "", 255; - end; + cutin("aca_salim02",2); + mes("[Salim Hamid]"); + mes("Yes. Let's see the prices you checked."); + next(); + switch(select("I will come back after rechecking them.", "Garlet 39z Zargon 450z", "Garlet 37z Zargon 448z", "Garlet 37z Zargon 446z", "Garlet 37z Zargon 444z")) { + case 1: + mes("[Salim Hamid]"); + mes("OK. You come back after rechecking them in detail."); + close2(); + cutin("", 255); + end; + case 4: + mes("[Salim Hamid]"); + mes("OK~ You correctly checked the prices equipped with Merchant's Manual."); + next(); + cutin("aca_salim01",2); + mes("[Salim Hamid]"); + mes("Perhaps, if you become a Merchant and use the high level of discount skill, you can buy what you want at much cheaper prices."); + next(); + mes("[Salim Hamid]"); + mes("The practice of overcharge will be the same."); + next(); + cutin("aca_salim02",2); + mes("[Salim Hamid]"); + mes("You don't need to practice the overcharge as well. You experience it while selling items earned during the other courses."); + next(); + mes("[Salim Hamid]"); + mes("Now the Merchant training at the Academy is finished."); + completequest(12306); + close2(); + cutin("", 255); + end; + default: + cutin("aca_salim03",2); + mes("[Salim Hamid]"); + mes("Did you correctly check them?"); + close2(); + cutin("", 255); + end; } } } @@ -9868,117 +10047,117 @@ iz_ac02_d,50,169,3 duplicate(Salim Hamid#ac) Salim Hamid#ac_d 1_M_MERCHANT //- Steward Aydin - iz_ac02,53,171,3 script Steward Aydin#ac 4_M_MANAGER,{ - disable_items; + disable_items(); if (!checkweight(Emperium, 3) || (MaxWeight - Weight) < 10000) { - mes "- As you are overloaded with so many items, quest can't be proceeded."; - close; - } - if(questprogress(12304) == 1) { - mes "[Steward Aydin]"; - mes "Mr. Hamid sent you here. Nice to meet you. Being busy in organizing the account book, I will make time for you."; - next; - mes "[Steward Aydin]"; - mes "There are many ways to make margin on trading.. A threat, a concillation, black-market dealings, etc."; - next; - mes "[Steward Aydin]"; - mes "If necessary, even various violent and bloody shortcuts (wow this guy is serious!)"; - next; - mes "[Steward Aydin]"; - mes "OH wait, what did I tell you?"; - mes "These are legally prohibited behaviors. So, Merchants will be given two skills. Those are ^4d4fffOvercharge and Discount^000000.."; - next; - mes "[Steward Aydin]"; - mes "Besides, there are some other helpful skills such as ^4d4fffPush Cart Vending, Item Appraisal^000000 etc.. Which are not related directly to them though."; - next; - mes "[Steward Aydin]"; - mes "Any questions among them?"; - next; - while(1) { + mes("- As you are overloaded with so many items, quest can't be proceeded."); + close(); + } + if (questprogress(12304) == 1) { + mes("[Steward Aydin]"); + mes("Mr. Hamid sent you here. Nice to meet you. Being busy in organizing the account book, I will make time for you."); + next(); + mes("[Steward Aydin]"); + mes("There are many ways to make margin on trading.. A threat, a concillation, black-market dealings, etc."); + next(); + mes("[Steward Aydin]"); + mes("If necessary, even various violent and bloody shortcuts (wow this guy is serious!)"); + next(); + mes("[Steward Aydin]"); + mes("OH wait, what did I tell you?"); + mes("These are legally prohibited behaviors. So, Merchants will be given two skills. Those are ^4d4fffOvercharge and Discount^000000.."); + next(); + mes("[Steward Aydin]"); + mes("Besides, there are some other helpful skills such as ^4d4fffPush Cart Vending, Item Appraisal^000000 etc.. Which are not related directly to them though."); + next(); + mes("[Steward Aydin]"); + mes("Any questions among them?"); + next(); + while(true) { switch(select("I already know all of them.", "Overcharge & Discount", "Other skills", "Item Appraisal")) { case 1: - mes "[Steward Aydin]"; - mes "Really are you OK with it?"; - next; - if(select("Wait I know it all.", "No, please explain them again.") == 1) { - mes "[Steward Aydin]"; - mes "Ho O~ You don't have any questions?"; - mes "OK. You are a person of practice rather than of theory."; - next; - mes "[Steward Aydin]"; - mes "The additional lecture will be provided by Mr. Salim Hamid. Ah. I have something to give you."; - next; - mes "[Steward Aydin]"; - mes "This is a box containing the defective equipments leaving from the inventory organization here."; - mes "Please practice the Item Appraisal skill in the Merchant Manual with it."; - next; - mes "[Steward Aydin]"; - mes "I anticipate to see you next time in a good shape."; - completequest 12304; - getitem Old_Equipment_Box, 1; // Old_Equipment_Box - close; + mes("[Steward Aydin]"); + mes("Really are you OK with it?"); + next(); + if (select("Wait I know it all.", "No, please explain them again.") == 1) { + mes("[Steward Aydin]"); + mes("Ho O~ You don't have any questions?"); + mes("OK. You are a person of practice rather than of theory."); + next(); + mes("[Steward Aydin]"); + mes("The additional lecture will be provided by Mr. Salim Hamid. Ah. I have something to give you."); + next(); + mes("[Steward Aydin]"); + mes("This is a box containing the defective equipments leaving from the inventory organization here."); + mes("Please practice the Item Appraisal skill in the Merchant Manual with it."); + next(); + mes("[Steward Aydin]"); + mes("I anticipate to see you next time in a good shape."); + completequest(12304); + getitem(Old_Equipment_Box, 1); // Old_Equipment_Box + close(); } - mes "[Steward Aydin]"; - mes "Ho O~ Sorry but I got you wrong."; - mes "Let's start the class."; - next; + mes("[Steward Aydin]"); + mes("Ho O~ Sorry but I got you wrong."); + mes("Let's start the class."); + next(); break; case 2: - mes "[Steward Aydin]"; - mes "It is simple to use Overcharge and Discount."; - next; - mes "[Steward Aydin]"; - mes "These two skills are passive skills. If you become familiar with these, "+strcharinfo(0)+" these will automatically perform in trading with merchant NPC without your operation."; - next; - mes "[Steward Aydin]"; - mes "Once you've learned Overcharge, when selling commodities to a merchant NPC, you can gain the sales money composed of the regular sales price plus additional money as per the Overcharge skill level."; - next; - mes "[Steward Aydin]"; - mes "Oppositely, Discount is the skill, on your buying commodities from a merchant NPC, you can purchase it at the price discounted on the regular selling price as per the skill level."; - next; - mes "[Steward Aydin]"; - mes "Be carefult that these two skills are to be used only in trading with usual merchant's NPC, not with other manufacturing NPC or among adventurers."; - next; - mes "[Steward Aydin]"; - mes "Do you have more questions?"; - next; + mes("[Steward Aydin]"); + mes("It is simple to use Overcharge and Discount."); + next(); + mes("[Steward Aydin]"); + mesf("These two skills are passive skills. If you become familiar with these, %s these will automatically perform in trading with merchant NPC without your operation.", strcharinfo(PC_NAME)); + next(); + mes("[Steward Aydin]"); + mes("Once you've learned Overcharge, when selling commodities to a merchant NPC, you can gain the sales money composed of the regular sales price plus additional money as per the Overcharge skill level."); + next(); + mes("[Steward Aydin]"); + mes("Oppositely, Discount is the skill, on your buying commodities from a merchant NPC, you can purchase it at the price discounted on the regular selling price as per the skill level."); + next(); + mes("[Steward Aydin]"); + mes("Be carefult that these two skills are to be used only in trading with usual merchant's NPC, not with other manufacturing NPC or among adventurers."); + next(); + mes("[Steward Aydin]"); + mes("Do you have more questions?"); + next(); break; case 3: - mes "[Steward Aydin]"; - mes "Enlarge Weight Limit, Push Cart, Vending. These three skills have close relationships."; - next; - mes "[Steward Aydin]"; - mes "First talking about ^4d4fffEnlarge Weight Limit^000000 skill, is the skill to increase th character's basic earned points. It is an automatic operational passive skill when you learn it."; - next; - mes "[Steward Aydin]"; - mes "This earned point skill reaching a certain level, you can use the skill called ^4d4fffPush Cart^000000"; - next; - mes "[Steward Aydin]"; - mes "But this Push Cart skill has the disadvantage of the slowdown of moving speed, though the advantage of high loading capacity."; - next; - mes "[Steward Aydin]"; - mes "When this Push Cart skill reaches at a certain level, you can use the skill called ^4d4fffVending^000000. This is used to sell your own items to other players."; - next; - mes "[Steward Aydin]"; - mes "Besides these, is there any more questions?"; - next; + mes("[Steward Aydin]"); + mes("Enlarge Weight Limit, Push Cart, Vending. These three skills have close relationships."); + next(); + mes("[Steward Aydin]"); + mes("First talking about ^4d4fffEnlarge Weight Limit^000000 skill, is the skill to increase th character's basic earned points. It is an automatic operational passive skill when you learn it."); + next(); + mes("[Steward Aydin]"); + mes("This earned point skill reaching a certain level, you can use the skill called ^4d4fffPush Cart^000000"); + next(); + mes("[Steward Aydin]"); + mes("But this Push Cart skill has the disadvantage of the slowdown of moving speed, though the advantage of high loading capacity."); + next(); + mes("[Steward Aydin]"); + mes("When this Push Cart skill reaches at a certain level, you can use the skill called ^4d4fffVending^000000. This is used to sell your own items to other players."); + next(); + mes("[Steward Aydin]"); + mes("Besides these, is there any more questions?"); + next(); break; case 4: - mes "[Steward Aydin]"; - mes "Item Appraisal skill is a supplementary skill rather than the essential one."; - next; - mes "[Steward Aydin]"; - mes "If you learn this skill you can identify items without having to use a Magnifying Glass Item."; - next; - mes "[Steward Aydin]"; - mes "Besides these, is there any more questions?"; - next; + mes("[Steward Aydin]"); + mes("Item Appraisal skill is a supplementary skill rather than the essential one."); + next(); + mes("[Steward Aydin]"); + mes("If you learn this skill you can identify items without having to use a Magnifying Glass Item."); + next(); + mes("[Steward Aydin]"); + mes("Besides these, is there any more questions?"); + next(); break; } } } else { - mes "[Steward Aydin]"; - mes "I am very busy clearing an account book, so how about talking next time?"; - close; + mes("[Steward Aydin]"); + mes("I am very busy clearing an account book, so how about talking next time?"); + close(); } } @@ -9993,639 +10172,639 @@ iz_ac02_d,53,171,3 duplicate(Steward Aydin#ac) Steward Aydin#ac_d 4_M_MANAGER // - Teaches the player about the Thief class. iz_ac02,52,136,3 script Guest Lecturer Mayssel#0 4_F_MAYSEL,{ if (!checkweight(Axe, 3)) { - mes "Quest cannot be continued due to the overfilled inventory."; - mes "Please try it again after organizing the items."; - close; + mes("Quest cannot be continued due to the overfilled inventory."); + mes("Please try it again after organizing the items."); + close(); } if (questprogress(4269) > 0 && Class == Job_Novice) { if (!questprogress(7480)) { - mes "[Lumin]"; - mes ".......... Then"; - cutin "nov_lumin01.bmp", 2; - next; - cutin "gc_mayssel05.bmp", 1; - mes "[Mayssel]"; - mes "I see, Lu make it as you want."; - next; + mes("[Lumin]"); + mes(".......... Then"); + cutin("nov_lumin01", 2); + next(); + cutin("gc_mayssel05", 1); + mes("[Mayssel]"); + mes("I see, Lu make it as you want."); + next(); select("Uh, hi..."); - cutin "gc_mayssel01.bmp", 1; - mes "[Mayssel]"; - mes "I am sorry..."; - mes "Are you a student of Criatura Academy?"; - mes "I didn't intend to ignore you."; - mes "He is also one of the students in this class."; - next; - mes "[Mayssel]"; - mes "Hello " + strcharinfo(0) + ""; - mes "I am Mayssel the section chief of the Veins section of the Assassin Guild."; - mes "I came here to give you some information about the Thief class."; - next; - mes "[Mayssel]"; - mes "Do you want to know about the Thief class?"; - next; - if(select("Yes, please.", "No, I won't be a Thief.") == 2) { - mes "[Mayssel]"; - mes "If you want it...."; - cutin "gc_mayssel05.bmp", 1; - close2; - cutin "", 255; + cutin("gc_mayssel01", 1); + mes("[Mayssel]"); + mes("I am sorry..."); + mes("Are you a student of Criatura Academy?"); + mes("I didn't intend to ignore you."); + mes("He is also one of the students in this class."); + next(); + mes("[Mayssel]"); + mesf("Hello %s", strcharinfo(PC_NAME)); + mes("I am Mayssel the section chief of the Veins section of the Assassin Guild."); + mes("I came here to give you some information about the Thief class."); + next(); + mes("[Mayssel]"); + mes("Do you want to know about the Thief class?"); + next(); + if (select("Yes, please.", "No, I won't be a Thief.") == 2) { + mes("[Mayssel]"); + mes("If you want it...."); + cutin("gc_mayssel05", 1); + close2(); + cutin("", 255); end; } - mes "[Mayssel]"; - mes "Well a thief is commonly thought of as a criminal."; - mes "But our guild is not about taking from those that are in need of it."; - next; - mes "[Mayssel]"; - mes "First, we should make it clear."; - mes "We don't steal other's belongings."; - next; - mes "[Lumin]"; - mes "How about monsters?"; - cutin "nov_lumin01.bmp", 2; - next; - cutin "", 255; - mes "[Mayssel]"; - mes "Now monsters..."; - cutin "gc_mayssel03.bmp", 1; - next; - mes "[Verkhasel]"; - mes "Hey, take it easy."; - mes "You said it was a mission for something important. But only a place like this..."; - cutin "gc_verkhasel01.bmp", 2; - next; - cutin "gc_mayssel01.bmp", 1; - mes "[Mayssel]"; - mes "I was upset..."; - mes "Let me continue."; - mes "A Thief uses techniques that common thieves use to be fast and nimble."; - next; - mes "[Mayssel]"; - mes "We use stealth to blend into our surroundings and strike our foes."; - next; - mes "[Mayssel]"; - mes "Our primary weapon is a dagger and we compensate their attack strength by adding poison property to our attacks."; - next; - mes "[Mayssel]"; - mes "The higher class jobs in Thief class are Assassin and Rogue."; - mes "Verkhasel is a Guillotine Cross which is the third class of the Assassin Job."; - mes "and......"; - next; - mes "[Mayssel]"; - mes "Mr. Vicente... I called Dumk.."; - cutin "gc_mayssel02.bmp", 1; - next; - mes "[Vicente]"; - mes "Ah, that is... Mayssel.."; - mes "As you know well about Master."; - mes "I can explain about Rogues to you."; - next; - mes "[Mayssel]"; - mes "I see..."; - mes "" + strcharinfo(0) + " Sorry but you can learn about the Shadow Chaser class from them."; - cutin "gc_mayssel03.bmp", 1; - next; - cutin "gc_mayssel01.bmp", 1; - mes "[Mayssel]"; - mes "Anyway, these two gentlemen will help you."; - mes "^4d4dffCome back to me after speaking to Verkhasel and Vicente.^000000"; - setquest 7480; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("Well a thief is commonly thought of as a criminal."); + mes("But our guild is not about taking from those that are in need of it."); + next(); + mes("[Mayssel]"); + mes("First, we should make it clear."); + mes("We don't steal other's belongings."); + next(); + mes("[Lumin]"); + mes("How about monsters?"); + cutin("nov_lumin01", 2); + next(); + cutin("", 255); + mes("[Mayssel]"); + mes("Now monsters..."); + cutin("gc_mayssel03", 1); + next(); + mes("[Verkhasel]"); + mes("Hey, take it easy."); + mes("You said it was a mission for something important. But only a place like this..."); + cutin("gc_verkhasel01", 2); + next(); + cutin("gc_mayssel01", 1); + mes("[Mayssel]"); + mes("I was upset..."); + mes("Let me continue."); + mes("A Thief uses techniques that common thieves use to be fast and nimble."); + next(); + mes("[Mayssel]"); + mes("We use stealth to blend into our surroundings and strike our foes."); + next(); + mes("[Mayssel]"); + mes("Our primary weapon is a dagger and we compensate their attack strength by adding poison property to our attacks."); + next(); + mes("[Mayssel]"); + mes("The higher class jobs in Thief class are Assassin and Rogue."); + mes("Verkhasel is a Guillotine Cross which is the third class of the Assassin Job."); + mes("and......"); + next(); + mes("[Mayssel]"); + mes("Mr. Vicente... I called Dumk.."); + cutin("gc_mayssel02", 1); + next(); + mes("[Vicente]"); + mes("Ah, that is... Mayssel.."); + mes("As you know well about Master."); + mes("I can explain about Rogues to you."); + next(); + mes("[Mayssel]"); + mes("I see..."); + mesf("%s Sorry but you can learn about the Shadow Chaser class from them.", strcharinfo(PC_NAME)); + cutin("gc_mayssel03", 1); + next(); + cutin("gc_mayssel01", 1); + mes("[Mayssel]"); + mes("Anyway, these two gentlemen will help you."); + mes("^4d4dffCome back to me after speaking to Verkhasel and Vicente.^000000"); + setquest(7480); + close2(); + cutin("", 255); end; } else if (questprogress(7480) == 1) { if (questprogress(7481) > 0 && questprogress(7482) > 0) { - mes "[Mayssel]"; - mes "Have you learned something about Thief, Assassin and Rogue?"; - mes "You don't need to understand everything right now."; - cutin "gc_mayssel01.bmp", 1; - next; + mes("[Mayssel]"); + mes("Have you learned something about Thief, Assassin and Rogue?"); + mes("You don't need to understand everything right now."); + cutin("gc_mayssel01", 1); + next(); if (BaseLevel > 12) { - mes "[Mayssel]"; - mes "I only play the role to inform you of there is this one that one..."; - mes "The next course is how to use the experience guide... Let's skim it over."; - next; - mes "[Mayssel]"; - mes "The guide for skill experience provided by the academy can be used up to level 12."; - mes "Regretfully, only the explanation is available for you."; - next; - mes "[Mayssel]"; - mes "If you want to be a Thief, you just come back here."; - mes "I can help you with the 1st step of the job change."; - next; - mes "[Mayssel]"; - mes "Thank you for your hard work."; - cutin "gc_mayssel02.bmp", 1; - completequest 7480; - erasequest 7481; - erasequest 7482; - setquest 7483; - completequest 7483; - getexp 800, 50; - getitem Novice_Potion, 30; // Novice_Potion - getitem N_Magnifier, 20; // N_Magnifier + mes("[Mayssel]"); + mes("I only play the role to inform you of there is this one that one..."); + mes("The next course is how to use the experience guide... Let's skim it over."); + next(); + mes("[Mayssel]"); + mes("The guide for skill experience provided by the academy can be used up to level 12."); + mes("Regretfully, only the explanation is available for you."); + next(); + mes("[Mayssel]"); + mes("If you want to be a Thief, you just come back here."); + mes("I can help you with the 1st step of the job change."); + next(); + mes("[Mayssel]"); + mes("Thank you for your hard work."); + cutin("gc_mayssel02", 1); + completequest(7480); + erasequest(7481); + erasequest(7482); + setquest(7483); + completequest(7483); + getexp(800, 50); + getitem(Novice_Potion, 30); // Novice_Potion + getitem(N_Magnifier, 20); // N_Magnifier } else { - mes "[Mayssel]"; - mes "I only play the role to inform you of there is this one that one..."; - mes "Then, let's talk about the Thief's skills."; - next; - mes "[Mayssel]"; - mes "I will give you the guide to borrow the thief's skill temporarily."; - mes "Organize the guide items, you can see the useful skills on the 'ETC' skill window."; - next; - mes "[Mayssel]"; - mes "By making use of the guide, you may take the missions being asked by Verkhasel and Vicente."; - completequest 7480; - erasequest 7481; - erasequest 7482; - setquest 7483; - getitem Thief_Manual, 1; // Thief_Manual + mes("[Mayssel]"); + mes("I only play the role to inform you of there is this one that one..."); + mes("Then, let's talk about the Thief's skills."); + next(); + mes("[Mayssel]"); + mes("I will give you the guide to borrow the thief's skill temporarily."); + mes("Organize the guide items, you can see the useful skills on the 'ETC' skill window."); + next(); + mes("[Mayssel]"); + mes("By making use of the guide, you may take the missions being asked by Verkhasel and Vicente."); + completequest(7480); + erasequest(7481); + erasequest(7482); + setquest(7483); + getitem(Thief_Manual, 1); // Thief_Manual } - close2; - cutin "", 255; + close2(); + cutin("", 255); end; } else { - mes "[Mayssel]"; - mes "Verkhasel and Vicente will give you various information related to the higher class jobs."; - mes "So, come back to me after listening to them."; - cutin "gc_mayssel01.bmp", 1; - next; - mes "[Mayssel]"; - mes "Preparation for real battle is next."; - next; - if(select("I see...", "I won't do it.") == 1) { - mes "[Mayssel]"; - mes "I will compensate for you when your mission is completed."; - mes "Come back to me after speaking to Verkhasel and Vicente."; + mes("[Mayssel]"); + mes("Verkhasel and Vicente will give you various information related to the higher class jobs."); + mes("So, come back to me after listening to them."); + cutin("gc_mayssel01", 1); + next(); + mes("[Mayssel]"); + mes("Preparation for real battle is next."); + next(); + if (select("I see...", "I won't do it.") == 1) { + mes("[Mayssel]"); + mes("I will compensate for you when your mission is completed."); + mes("Come back to me after speaking to Verkhasel and Vicente."); } else { - mes "[Mayssel]"; - mes "I see.."; - mes "This course is now cancelled."; - erasequest 7480; + mes("[Mayssel]"); + mes("I see.."); + mes("This course is now cancelled."); + erasequest(7480); } - close2; - cutin "", 255; + close2(); + cutin("", 255); end; } } else { if (!questprogress(7483)) { - mes "[Mayssel]"; - mes "Have you learned something about Thief, Assassin and Rogue?"; - mes "You don't need to understand everything right now."; - cutin "gc_mayssel01.bmp", 1; - next; + mes("[Mayssel]"); + mes("Have you learned something about Thief, Assassin and Rogue?"); + mes("You don't need to understand everything right now."); + cutin("gc_mayssel01", 1); + next(); if (BaseLevel > 12) { - mes "[Mayssel]"; - mes "I only play the role to inform you of there is this one that one...?"; - mes "The next course is how to use the experience guide... Let's skim it over."; - next; - mes "[Mayssel]"; - mes "The guide for skill experience provided by the academy can be used up to level 12."; - mes "Regretfully, only the explanation is available for you."; - next; - mes "[Mayssel]"; - mes "If you want to be a Thief, you just come back here."; - mes "I can help you with the 1st step of the job change."; - next; - mes "[Mayssel]"; - mes "You've worked hard."; - cutin "gc_mayssel02.bmp", 1; - completequest 7480; - erasequest 7481; - erasequest 7482; - setquest 7483; - completequest 7483; - getexp 800, 50; - getitem Novice_Potion, 30; // Novice_Potion - getitem N_Magnifier, 20; // N_Magnifier + mes("[Mayssel]"); + mes("I only play the role to inform you of there is this one that one...?"); + mes("The next course is how to use the experience guide... Let's skim it over."); + next(); + mes("[Mayssel]"); + mes("The guide for skill experience provided by the academy can be used up to level 12."); + mes("Regretfully, only the explanation is available for you."); + next(); + mes("[Mayssel]"); + mes("If you want to be a Thief, you just come back here."); + mes("I can help you with the 1st step of the job change."); + next(); + mes("[Mayssel]"); + mes("You've worked hard."); + cutin("gc_mayssel02", 1); + completequest(7480); + erasequest(7481); + erasequest(7482); + setquest(7483); + completequest(7483); + getexp(800, 50); + getitem(Novice_Potion, 30); // Novice_Potion + getitem(N_Magnifier, 20); // N_Magnifier } else { - mes "[Mayssel]"; - mes "I only play the role to inform you of there is this one that one..."; - mes "Then, let's talk about the Thief's skills."; - next; - mes "[Mayssel]"; - mes "I will give you the guide to borrow the thief's skill temporarily."; - mes "Organize the guide items, you can see the useful skills on the 'ETC' skill window."; - next; - mes "[Mayssel]"; - mes "By making use of the guide, you may take the missions being asked by Verkhasel and Vicente."; - completequest 7480; - erasequest 7481; - erasequest 7482; - setquest 7483; - getitem Thief_Manual, 1; // Thief_Manual + mes("[Mayssel]"); + mes("I only play the role to inform you of there is this one that one..."); + mes("Then, let's talk about the Thief's skills."); + next(); + mes("[Mayssel]"); + mes("I will give you the guide to borrow the thief's skill temporarily."); + mes("Organize the guide items, you can see the useful skills on the 'ETC' skill window."); + next(); + mes("[Mayssel]"); + mes("By making use of the guide, you may take the missions being asked by Verkhasel and Vicente."); + completequest(7480); + erasequest(7481); + erasequest(7482); + setquest(7483); + getitem(Thief_Manual, 1); // Thief_Manual } - close2; - cutin "", 255; + close2(); + cutin("", 255); end; } else if (questprogress(7483) == 1) { if (questprogress(7484) > 1 && questprogress(7485) > 1) { - cutin "gc_mayssel01.bmp", 1; - mes "[Mayssel]"; - mes "Have you got a sense what it is to be a Thief?"; - mes "If you want to use the skill like double attack, visit ^4d4dffMr. Subino on the 1st floor^000000."; - next; - mes "[Mayssel]"; - mes "<NAVI>[Battle Trainer Subino]<INFO>iz_ac01,59,83</INFO></NAVI> will give you several battle missions."; - next; - mes "[Mayssel]"; - mes "I hope you experience other skills with battle Quests."; - mes "Double attack is somewhat an exciting skill."; - next; - mes "[Mayssel]"; - mes "Make a decision after you've at least experienced it."; - mes "You still have a long way and enough time before you make a decision... Think of it deeply."; - next; - mes "[Mayssel]"; - mes "If you want to be a Thief, you just come back here."; - mes "I can help you with the 1st step of the job change."; - next; - mes "[Mayssel]"; - mes "Thank you for you hard work."; - completequest 7483; - getexp 800, 50; - getitem Novice_Potion, 30; // Novice_Potion - getitem N_Magnifier, 20; // N_Magnifier - close2; - cutin "", 255; + cutin("gc_mayssel01", 1); + mes("[Mayssel]"); + mes("Have you got a sense what it is to be a Thief?"); + mes("If you want to use the skill like double attack, visit ^4d4dffMr. Subino on the 1st floor^000000."); + next(); + mes("[Mayssel]"); + mes("<NAVI>[Battle Trainer Subino]<INFO>iz_ac01,59,83</INFO></NAVI> will give you several battle missions."); + next(); + mes("[Mayssel]"); + mes("I hope you experience other skills with battle Quests."); + mes("Double attack is somewhat an exciting skill."); + next(); + mes("[Mayssel]"); + mes("Make a decision after you've at least experienced it."); + mes("You still have a long way and enough time before you make a decision... Think of it deeply."); + next(); + mes("[Mayssel]"); + mes("If you want to be a Thief, you just come back here."); + mes("I can help you with the 1st step of the job change."); + next(); + mes("[Mayssel]"); + mes("Thank you for you hard work."); + completequest(7483); + getexp(800, 50); + getitem(Novice_Potion, 30); // Novice_Potion + getitem(N_Magnifier, 20); // N_Magnifier + close2(); + cutin("", 255); end; } else { - cutin "gc_mayssel01.bmp", 1; - mes "[Mayssel]"; - mes "In the battle training, the actual fighting is more important than theory."; - mes "To use the skill once is better than all this talking."; - next; - mes "[Mayssel]"; - mes "If you carry out the mission asked by Verkhasel and Vicente, I will go to the next class."; - next; - if(select("I see.", "I won't do it.") == 1) { - mes "[Mayssel]"; - mes "I will compensate for you when your mission is complete."; - mes "Come back to me after listening to Verkhasel and Vicente."; - close2; - cutin "", 255; + cutin("gc_mayssel01", 1); + mes("[Mayssel]"); + mes("In the battle training, the actual fighting is more important than theory."); + mes("To use the skill once is better than all this talking."); + next(); + mes("[Mayssel]"); + mes("If you carry out the mission asked by Verkhasel and Vicente, I will go to the next class."); + next(); + if (select("I see.", "I won't do it.") == 1) { + mes("[Mayssel]"); + mes("I will compensate for you when your mission is complete."); + mes("Come back to me after listening to Verkhasel and Vicente."); + close2(); + cutin("", 255); end; } else { - mes "[Mayssel]"; - mes "I see."; - mes "This course is now cancelled."; - mes "The ongoing lower courses are cancelled."; - next; - if(select("No.", "Yes, cancel the course.") == 1) { - mes "[Mayssel]"; - mes "Fortunately..."; - mes "Good to see you have patience."; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("I see."); + mes("This course is now cancelled."); + mes("The ongoing lower courses are cancelled."); + next(); + if (select("No.", "Yes, cancel the course.") == 1) { + mes("[Mayssel]"); + mes("Fortunately..."); + mes("Good to see you have patience."); + close2(); + cutin("", 255); end; } - mes "[Mayssel]"; - mes "All the ongoing courses are cancelled."; - mes "These are not your aptitude."; + mes("[Mayssel]"); + mes("All the ongoing courses are cancelled."); + mes("These are not your aptitude."); nude; if (countitem(Thief_Manual) > 0) - delitem Thief_Manual, countitem(Thief_Manual); // Thief_Manual - erasequest 7483; - erasequest 7484; - erasequest 7485; - close2; - cutin "", 255; + delitem(Thief_Manual, countitem(Thief_Manual)); // Thief_Manual + erasequest(7483); + erasequest(7484); + erasequest(7485); + close2(); + cutin("", 255); end; } } } else { - cutin "gc_mayssel01.bmp", 1; - mes "[Mayssel]"; - mes "What are you curious about?"; - mes "If you want to know about battle, visit <NAVI>[Battle Trainer Subino]<INFO>iz_ac01_c,59,83</INFO></NAVI>."; - next; + cutin("gc_mayssel01", 1); + mes("[Mayssel]"); + mes("What are you curious about?"); + mes("If you want to know about battle, visit <NAVI>[Battle Trainer Subino]<INFO>iz_ac01_c,59,83</INFO></NAVI>."); + next(); switch(select("Change job to Thief.", "Thief Stat Explanation", "Thief Skill Explanation", "Not curious about it.")) { case 1: if (JobLevel > 9) { - mes "[Mayssel]"; - mes "You made up your mind."; - mes "Welcome to the world of shadows."; - cutin "gc_mayssel02.bmp", 1; - next; - cutin "gc_mayssel01.bmp", 1; - mes "[Mayssel]"; - mes "If you are ready, I will send you to the deserts of Morroc to embrace the shadows."; - mes "The journey will be both strange and challenging."; - next; - if(select("At once please.", "I need more time.") == 2) { - mes "[Mayssel]"; - mes "Yes, after a sufficient survey of other jobs, you may make a decision."; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("You made up your mind."); + mes("Welcome to the world of shadows."); + cutin("gc_mayssel02", 1); + next(); + cutin("gc_mayssel01", 1); + mes("[Mayssel]"); + mes("If you are ready, I will send you to the deserts of Morroc to embrace the shadows."); + mes("The journey will be both strange and challenging."); + next(); + if (select("At once please.", "I need more time.") == 2) { + mes("[Mayssel]"); + mes("Yes, after a sufficient survey of other jobs, you may make a decision."); + close2(); + cutin("", 255); end; } - mes "[Mayssel]"; - mes "^4d4dffFind the Pyramid^000000 in the ^4d4dffNorthwest^000000 of Morroc."; - close2; - cutin "", 255; - warp "morocc", 30, 290; + mes("[Mayssel]"); + mes("^4d4dffFind the Pyramid^000000 in the ^4d4dffNorthwest^000000 of Morroc."); + close2(); + cutin("", 255); + warp("morocc", 30, 290); end; } else { - mes "[Mayssel]"; - mes "I'm sorry but you are short of job levels to change your job."; - next; - mes "[Mayssel]"; - mes "Level composes of Base level and Job level."; - mes "Job level is what determines your current job."; - next; - mes "[Mayssel]"; - mes "^4d4dffThe 1st job condition condition is job level 10.^000000"; - mes "You need more experience so fight more and level up first."; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("I'm sorry but you are short of job levels to change your job."); + next(); + mes("[Mayssel]"); + mes("Level composes of Base level and Job level."); + mes("Job level is what determines your current job."); + next(); + mes("[Mayssel]"); + mes("^4d4dffThe 1st job condition condition is job level 10.^000000"); + mes("You need more experience so fight more and level up first."); + close2(); + cutin("", 255); end; } case 2: - mes "[Mayssel]"; - mes "You want to know more about stats?"; - mes "As Vicente already told you, stats don't have a fixed answer."; - cutin "gc_mayssel01.bmp", 1; - next; - mes "[Mayssel]"; - mes "If I choose one among them,"; - mes "^4d4dffAGI is related to flee ability^000000,"; - mes "^4d4dffDex is related with hit ratio"; - mes "STR raises physical attacking power^000000"; - next; - mes "[Mayssel]"; - mes "Vit, Luk, Int are valued according your target chosen."; - mes "For your reference, Verkhasel has high level of Luk."; - mes "A weapon called Katar is good for Critical."; - next; - mes "[Mayssel]"; - mes "But thief's primary weapon is a dagger."; - mes "In the end, you have only to supplement your weak point, after evaluating you and your enemy."; - next; - mes "[Mayssel]"; - mes "If your attack doesn't hit the enemy, you come to think of the hit ratio."; - mes "Hope you find the right stats that are suitable to your fighting style."; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("You want to know more about stats?"); + mes("As Vicente already told you, stats don't have a fixed answer."); + cutin("gc_mayssel01", 1); + next(); + mes("[Mayssel]"); + mes("If I choose one among them,"); + mes("^4d4dffAGI is related to flee ability^000000,"); + mes("^4d4dffDex is related with hit ratio"); + mes("STR raises physical attacking power^000000"); + next(); + mes("[Mayssel]"); + mes("Vit, Luk, Int are valued according your target chosen."); + mes("For your reference, Verkhasel has high level of Luk."); + mes("A weapon called Katar is good for Critical."); + next(); + mes("[Mayssel]"); + mes("But thief's primary weapon is a dagger."); + mes("In the end, you have only to supplement your weak point, after evaluating you and your enemy."); + next(); + mes("[Mayssel]"); + mes("If your attack doesn't hit the enemy, you come to think of the hit ratio."); + mes("Hope you find the right stats that are suitable to your fighting style."); + close2(); + cutin("", 255); end; case 3: - mes "[Mayssel]"; - mes "Which skill are you curious about?"; - cutin "gc_mayssel01.bmp", 1; - next; - while(1) { + mes("[Mayssel]"); + mes("Which skill are you curious about?"); + cutin("gc_mayssel01", 1); + next(); + while(true) { switch(select("Improve Dodge", "Double attack", "Hiding and Steal", "Envenom and Detoxify", "Not curious about it.")) { case 1: - mes "[Mayssel]"; - mes "As the name implies, ^4d4dffthis skill increases a certain amount of evasion ratio^000000"; - mes "You want to avoid taking damage from enemy attack, don't you?"; - next; + mes("[Mayssel]"); + mes("As the name implies, ^4d4dffthis skill increases a certain amount of evasion ratio^000000"); + mes("You want to avoid taking damage from enemy attack, don't you?"); + next(); break; case 2: - mes "[Mayssel]"; - mes "^4d4dffThis skill allows you to deal two damages with only one attack.^000000"; - mes "Even though this dagger looks poor, it can damage your enemy severely by the fast two attacks."; - next; + mes("[Mayssel]"); + mes("^4d4dffThis skill allows you to deal two damages with only one attack.^000000"); + mes("Even though this dagger looks poor, it can damage your enemy severely by the fast two attacks."); + next(); break; case 3: - mes "[Mayssel]"; - mes "^4d4dffHiding means exactly that... to hide.^000000"; - next; - mes "[Mayssel]"; - mes "^4d4dffSteal is the skill of stealing enemy's items^000000."; - mes "You can steal one item from one enemy."; - next; + mes("[Mayssel]"); + mes("^4d4dffHiding means exactly that... to hide.^000000"); + next(); + mes("[Mayssel]"); + mes("^4d4dffSteal is the skill of stealing enemy's items^000000."); + mes("You can steal one item from one enemy."); + next(); break; case 4: - mes "[Mayssel]"; - mes "^4d4dffEnvenom is used to poison your enemy.^000000"; - mes "If poisoned, it can make a physical attacks slowly eat away at your foe."; - next; - mes "[Mayssel]"; - mes "Oppositely, the name implies, Detoxify removes poison status."; - next; + mes("[Mayssel]"); + mes("^4d4dffEnvenom is used to poison your enemy.^000000"); + mes("If poisoned, it can make a physical attacks slowly eat away at your foe."); + next(); + mes("[Mayssel]"); + mes("Oppositely, the name implies, Detoxify removes poison status."); + next(); break; case 5: - mes "[Mayssel]"; - mes "It is good you have enough knowledge."; - mes "Supplementary the field experiences will make you perfect."; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("It is good you have enough knowledge."); + mes("Supplementary the field experiences will make you perfect."); + close2(); + cutin("", 255); end; } } case 4: - mes "[Mayssel]"; - mes "Is that so?"; - mes "Like other job guilds, there is a limit learned through theory."; - mes "I would like to recommend you to experience battle first-hand."; - cutin "gc_mayssel01.bmp", 1; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("Is that so?"); + mes("Like other job guilds, there is a limit learned through theory."); + mes("I would like to recommend you to experience battle first-hand."); + cutin("gc_mayssel01", 1); + close2(); + cutin("", 255); end; } } } } else { if (!questprogress(4269)) { - mes "[Mayssel]"; - mes "You are a stranger."; - mes "Excuse me but I was invited to explain about the jobs for the students,"; - mes "I have no words to tell you."; - cutin "gc_mayssel01.bmp", 1; - next; - mes "[Mayssel]"; - mes "It is almost miracle to meet you and me living far away from the light of ground."; - mes "We should abide by the regulations."; - next; - mes "[Mayssel]"; - mes "Attending the class, first you may be a student of Criatura Academy."; - next; - mes "[Mayssel]"; - mes "However, if you want the information about the thief job itself, I will let you know."; - next; + mes("[Mayssel]"); + mes("You are a stranger."); + mes("Excuse me but I was invited to explain about the jobs for the students,"); + mes("I have no words to tell you."); + cutin("gc_mayssel01", 1); + next(); + mes("[Mayssel]"); + mes("It is almost miracle to meet you and me living far away from the light of ground."); + mes("We should abide by the regulations."); + next(); + mes("[Mayssel]"); + mes("Attending the class, first you may be a student of Criatura Academy."); + next(); + mes("[Mayssel]"); + mes("However, if you want the information about the thief job itself, I will let you know."); + next(); switch(select("About the useful stats for a Thief", "About Thief's primary skills", "Not curious about it.")) { case 1: - mes "[Mayssel]"; - mes "You want to know more about stats?"; - mes "As Vicente already told you, stats don't have a fixed answer."; - next; - mes "[Mayssel]"; - mes "If I choose one among them,"; - mes "^4d4dffAGI is related to flee ability^000000,"; - mes "^4d4dffDex is related with hit ratio"; - mes "STR raises physical attacking power^000000"; - next; - mes "[Mayssel]"; - mes "Vit, Luk, Int are valued according your target chosen."; - mes "For your reference, Verkhasel has high level of Luk."; - mes "A weapon called Katar is good for Critical."; - next; - mes "[Mayssel]"; - mes "But thief's primary weapon is a dagger."; - mes "In the end, you have only to supplement your weak point, after evaluating you and your enemy."; - next; - mes "[Mayssel]"; - mes "If your attack doesn't hit the enemy, you come to think of the hit ratio."; - mes "Hope you find the right stats that are suitable to your fighting style."; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("You want to know more about stats?"); + mes("As Vicente already told you, stats don't have a fixed answer."); + next(); + mes("[Mayssel]"); + mes("If I choose one among them,"); + mes("^4d4dffAGI is related to flee ability^000000,"); + mes("^4d4dffDex is related with hit ratio"); + mes("STR raises physical attacking power^000000"); + next(); + mes("[Mayssel]"); + mes("Vit, Luk, Int are valued according your target chosen."); + mes("For your reference, Verkhasel has high level of Luk."); + mes("A weapon called Katar is good for Critical."); + next(); + mes("[Mayssel]"); + mes("But thief's primary weapon is a dagger."); + mes("In the end, you have only to supplement your weak point, after evaluating you and your enemy."); + next(); + mes("[Mayssel]"); + mes("If your attack doesn't hit the enemy, you come to think of the hit ratio."); + mes("Hope you find the right stats that are suitable to your fighting style."); + close2(); + cutin("", 255); end; case 2: - mes "[Mayssel]"; - mes "Which skill are you curious about?"; - next; - while(1) { + mes("[Mayssel]"); + mes("Which skill are you curious about?"); + next(); + while(true) { switch(select("Improve Dodge", "Double attack", "Hiding and Steal", "Envenom and Detoxify", "Not curious about it.")) { case 1: - mes "[Mayssel]"; - mes "As the name implies, ^4d4dffthis skill increases a certain amount of evasion ratio^000000"; - mes "You want to avoid taking damage from enemy attack, don't you?"; - next; + mes("[Mayssel]"); + mes("As the name implies, ^4d4dffthis skill increases a certain amount of evasion ratio^000000"); + mes("You want to avoid taking damage from enemy attack, don't you?"); + next(); break; case 2: - mes "[Mayssel]"; - mes "^4d4dffThis skill allows you to deal two damages with only one attack.^000000"; - mes "Even though this dagger looks poor, it can damage your enemy severely by the fast two attacks."; - next; + mes("[Mayssel]"); + mes("^4d4dffThis skill allows you to deal two damages with only one attack.^000000"); + mes("Even though this dagger looks poor, it can damage your enemy severely by the fast two attacks."); + next(); break; case 3: - mes "[Mayssel]"; - mes "^4d4dffHiding means exactly that... to hide.^000000"; - next; - mes "[Mayssel]"; - mes "^4d4dffSteal is the skill of stealing enemy's items^000000."; - mes "You can steal one item from one enemy."; - next; + mes("[Mayssel]"); + mes("^4d4dffHiding means exactly that... to hide.^000000"); + next(); + mes("[Mayssel]"); + mes("^4d4dffSteal is the skill of stealing enemy's items^000000."); + mes("You can steal one item from one enemy."); + next(); break; case 4: - mes "[Mayssel]"; - mes "^4d4dffEnvenom is used to poison your enemy.^000000"; - mes "If poisoned, it can make a physical attacks slowly eat away at your foe."; - next; - mes "[Mayssel]"; - mes "Oppositely, the name implies, Detoxify removes poison status."; - next; + mes("[Mayssel]"); + mes("^4d4dffEnvenom is used to poison your enemy.^000000"); + mes("If poisoned, it can make a physical attacks slowly eat away at your foe."); + next(); + mes("[Mayssel]"); + mes("Oppositely, the name implies, Detoxify removes poison status."); + next(); break; case 5: - mes "[Mayssel]"; - mes "It is good you have enough knowledge."; - mes "Supplementary the field experiences will make you perfect."; - cutin "gc_mayssel05.bmp", 1; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("It is good you have enough knowledge."); + mes("Supplementary the field experiences will make you perfect."); + cutin("gc_mayssel05", 1); + close2(); + cutin("", 255); end; } } case 3: - mes "[Mayssel]"; - mes "After you register as a student, you can take lessons and gain more experience."; - cutin "gc_mayssel01.bmp", 1; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("After you register as a student, you can take lessons and gain more experience."); + cutin("gc_mayssel01", 1); + close2(); + cutin("", 255); end; } } else { if (Class == Job_Thief) { - mes "[Mayssel]"; - mes "You are on the way of thief."; - mes "Thief is the 1st job."; - cutin "gc_mayssel01.bmp", 1; - next; - mes "[Mayssel]"; - mes "Someday, you would transfer to the 2nd job."; - mes "It would be better to think of whether becoming a Log or an Assassin now."; - cutin "gc_mayssel02.bmp", 1; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("You are on the way of thief."); + mes("Thief is the 1st job."); + cutin("gc_mayssel01", 1); + next(); + mes("[Mayssel]"); + mes("Someday, you would transfer to the 2nd job."); + mes("It would be better to think of whether becoming a Log or an Assassin now."); + cutin("gc_mayssel02", 1); + close2(); + cutin("", 255); end; } else { - mes "[Mayssel]"; - mes "You don't look familiar."; - mes "In order to attend this class, you must first become a student of Criatura Academy."; - cutin "gc_mayssel01.bmp", 1; - next; - mes "[Mayssel]"; - mes "What information would you like to know about the Thief job?"; - next; + mes("[Mayssel]"); + mes("You don't look familiar."); + mes("In order to attend this class, you must first become a student of Criatura Academy."); + cutin("gc_mayssel01", 1); + next(); + mes("[Mayssel]"); + mes("What information would you like to know about the Thief job?"); + next(); switch(select("About the useful stats for a Thief", "About Thief's primary skills", "Not curious about it.")) { case 1: - mes "[Mayssel]"; - mes "You want to know more about stats?"; - mes "There are no perfect answers for useful stats."; - next; - mes "[Mayssel]"; - mes "If I choose one among them,"; - mes "^4d4dffAGI is related to flee ability^000000,"; - mes "^4d4dffDex is related with hit ratio"; - mes "STR raises physical attacking power^000000"; - next; - mes "[Mayssel]"; - mes "Vit, Luk, Int are valued according your target chosen."; - mes "For your reference, Verkhasel has high level of Luk."; - mes "A weapon called Katar is good for Critical."; - next; - mes "[Mayssel]"; - mes "But thief's primary weapon is a dagger."; - mes "In the end, you have only to supplement your weak point, after evaluating you and your enemy."; - next; - mes "[Mayssel]"; - mes "If your attack doesn't hit the enemy, you come to think of the hit ratio."; - mes "Hope you find the right stats that are suitable to your fighting style."; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("You want to know more about stats?"); + mes("There are no perfect answers for useful stats."); + next(); + mes("[Mayssel]"); + mes("If I choose one among them,"); + mes("^4d4dffAGI is related to flee ability^000000,"); + mes("^4d4dffDex is related with hit ratio"); + mes("STR raises physical attacking power^000000"); + next(); + mes("[Mayssel]"); + mes("Vit, Luk, Int are valued according your target chosen."); + mes("For your reference, Verkhasel has high level of Luk."); + mes("A weapon called Katar is good for Critical."); + next(); + mes("[Mayssel]"); + mes("But thief's primary weapon is a dagger."); + mes("In the end, you have only to supplement your weak point, after evaluating you and your enemy."); + next(); + mes("[Mayssel]"); + mes("If your attack doesn't hit the enemy, you come to think of the hit ratio."); + mes("Hope you find the right stats that are suitable to your fighting style."); + close2(); + cutin("", 255); end; case 2: - mes "[Mayssel]"; - mes "Which skill are you curious about?"; - next; - while(1) { + mes("[Mayssel]"); + mes("Which skill are you curious about?"); + next(); + while(true) { switch(select("Improve Dodge", "Double attack", "Hiding and Steal", "Envenom and Detoxify", "Not curious about it.")) { case 1: - mes "[Mayssel]"; - mes "As the name implies, ^4d4dffthis skill increases a certain amount of evasion ratio^000000"; - mes "You want to avoid taking damage from enemy attack, don't you?"; - next; + mes("[Mayssel]"); + mes("As the name implies, ^4d4dffthis skill increases a certain amount of evasion ratio^000000"); + mes("You want to avoid taking damage from enemy attack, don't you?"); + next(); break; case 2: - mes "[Mayssel]"; - mes "^4d4dffThis skill allows you to deal two damages with only one attack.^000000"; - mes "Even though this dagger looks poor, it can damage your enemy severely by the fast two attacks."; - next; + mes("[Mayssel]"); + mes("^4d4dffThis skill allows you to deal two damages with only one attack.^000000"); + mes("Even though this dagger looks poor, it can damage your enemy severely by the fast two attacks."); + next(); break; case 3: - mes "[Mayssel]"; - mes "^4d4dffHiding means exactly that... to hide.^000000"; - next; - mes "[Mayssel]"; - mes "^4d4dffSteal is the skill of stealing enemy's items^000000."; - mes "You can steal one item from one enemy."; - next; + mes("[Mayssel]"); + mes("^4d4dffHiding means exactly that... to hide.^000000"); + next(); + mes("[Mayssel]"); + mes("^4d4dffSteal is the skill of stealing enemy's items^000000."); + mes("You can steal one item from one enemy."); + next(); break; case 4: - mes "[Mayssel]"; - mes "^4d4dffEnvenom is used to poison your enemy.^000000"; - mes "If poisoned, it can make a physical attacks slowly eat away at your foe."; - next; - mes "[Mayssel]"; - mes "Oppositely, the name implies, Detoxify removes poison status."; - next; + mes("[Mayssel]"); + mes("^4d4dffEnvenom is used to poison your enemy.^000000"); + mes("If poisoned, it can make a physical attacks slowly eat away at your foe."); + next(); + mes("[Mayssel]"); + mes("Oppositely, the name implies, Detoxify removes poison status."); + next(); break; case 5: - mes "[Mayssel]"; - mes "It is good you have enough knwledge."; - mes "Supplementary the field experiences will make you perfect."; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("It is good you have enough knwledge."); + mes("Supplementary the field experiences will make you perfect."); + close2(); + cutin("", 255); end; } } break; case 3: - mes "[Mayssel]"; - mes "After you register as a student, you can take lessons and gain more experience."; - cutin "gc_mayssel01.bmp", 1; - close2; - cutin "", 255; + mes("[Mayssel]"); + mes("After you register as a student, you can take lessons and gain more experience."); + cutin("gc_mayssel01", 1); + close2(); + cutin("", 255); end; } } @@ -10633,13 +10812,13 @@ iz_ac02,52,136,3 script Guest Lecturer Mayssel#0 4_F_MAYSEL,{ } OnInit: - //AddQuestInfo 7480 0 0 - //SetQuestQuest 7480 4269 2 + //Addquestinfo 7480 0 0 + //setquestQuest 7480 4269 2 //SetQuestJob 7480 NOVICE - //AddQuestInfo 7483 0 0 + //Addquestinfo 7483 0 0 //SetQuestQuest 7483 7481 1 //SetQuestQuest 7483 7482 1 - //AddQuestInfo 7495 0 0 + //Addquestinfo 7495 0 0 //SetQuestQuest 7495 7484 2 //SetQuestQuest 7495 7485 3 end; @@ -10655,516 +10834,516 @@ iz_ac02_d,52,136,3 duplicate(Guest Lecturer Mayssel#0) Guest Lecturer Mayssel#d iz_ac02,49,134,5 script Vicente#ac 4_M_HUMAN_02,{ if (questprogress(4269) > 0 && Class == Job_Novice) { if (!questprogress(7480)) { - mes "[Vicente]"; - mes "Are you curious about the thief job?"; - mes "Mayssel will give you the details about it."; - mes "But, you must be a student of Criatura Academy."; - cutin "sc_vicente01.bmp", 2; - close2; - cutin "", 255; + mes("[Vicente]"); + mes("Are you curious about the thief job?"); + mes("Mayssel will give you the details about it."); + mes("But, you must be a student of Criatura Academy."); + cutin("sc_vicente01", 2); + close2(); + cutin("", 255); end; } else if (questprogress(7480) == 1) { if (!questprogress(7481)) { - mes "[Vicente]"; - mes "Hmmm. Thief.... Then, I need to explain to you about stats, too."; - cutin "sc_vicente01.bmp", 2; - next; - mes "[Vicente]"; - mes "First, ^4d4dffStr power, Agi agility, Dex hit,^000000 these theree elements are all good for a Thief."; - mes "Supplementary elements are Int intelligence, Vit vitality, Luk luck."; - next; - mes "[Vicente]"; - mes "As ^4d4dffStr raises the physical attacking power, it will be your tool to raises your attacking power against a Thief and Rogue who primarily use daggers^000000."; - mes "And, I will raise your limit of carrying items, which means you can load more items."; - next; - mes "[Vicente]"; - mes "^4d4dffAgi is to raise your evasion ratio and Aspd attacking speed.^000000 Simply speaking, you become nimble."; - next; - mes "[Vicente]"; - mes "Agi is one of the very important figures as you- a thief wearing a light armor have to evade the enemy's attack rather than facing it head on."; - next; - mes "[Vicente]"; - mes "And ^4d4dffDex to hit your attack^000000 is unforgettable."; - mes "You can do anything once your attack succeeds."; - next; - mes "[Vicente]"; - mes "In addition, there are those who are fighting in the War of Emperium with ^4d4dffthe raised VIT energy level to increase their HP vitality^000000."; - next; - mes "[Vicente]"; - mes "Among the Rogue skills, there is a skill called 'Intimidate' with which you can learn and use other's skills,"; - mes "there are some who^4d4dffinvest to Intelligence to use the learned magic from this spell^000000."; - next; - mes "[Vicente]"; - mes "We I can tell which one is the right choice."; - mes "According to the individual tastes and purposes, you have to split your ability."; - mes "But..."; - next; - mes "[Vicente]"; - mes "Rogues are for ^4d4dffdisarming the enemy's armor^000000 or ^4d4dffstealing better than a thief^000000."; - mes "or ^4d4dff fall back after suddenly being attacked^000000"; - next; - mes "[Vicente]"; - mes "Hmmhmmm. It may look cowardish but it is upgraded from a thief."; - mes "As it can have a better eyesight and do the art."; - cutin "sc_vicente03.bmp", 2; - next; + mes("[Vicente]"); + mes("Hmmm. Thief.... Then, I need to explain to you about stats, too."); + cutin("sc_vicente01", 2); + next(); + mes("[Vicente]"); + mes("First, ^4d4dffStr power, Agi agility, Dex hit,^000000 these theree elements are all good for a Thief."); + mes("Supplementary elements are Int intelligence, Vit vitality, Luk luck."); + next(); + mes("[Vicente]"); + mes("As ^4d4dffStr raises the physical attacking power, it will be your tool to raises your attacking power against a Thief and Rogue who primarily use daggers^000000."); + mes("And, I will raise your limit of carrying items, which means you can load more items."); + next(); + mes("[Vicente]"); + mes("^4d4dffAgi is to raise your evasion ratio and Aspd attacking speed.^000000 Simply speaking, you become nimble."); + next(); + mes("[Vicente]"); + mes("Agi is one of the very important figures as you- a thief wearing a light armor have to evade the enemy's attack rather than facing it head on."); + next(); + mes("[Vicente]"); + mes("And ^4d4dffDex to hit your attack^000000 is unforgettable."); + mes("You can do anything once your attack succeeds."); + next(); + mes("[Vicente]"); + mes("In addition, there are those who are fighting in the War of Emperium with ^4d4dffthe raised VIT energy level to increase their HP vitality^000000."); + next(); + mes("[Vicente]"); + mes("Among the Rogue skills, there is a skill called 'Intimidate' with which you can learn and use other's skills,"); + mes("there are some who^4d4dffinvest to Intelligence to use the learned magic from this spell^000000."); + next(); + mes("[Vicente]"); + mes("We I can tell which one is the right choice."); + mes("According to the individual tastes and purposes, you have to split your ability."); + mes("But..."); + next(); + mes("[Vicente]"); + mes("Rogues are for ^4d4dffdisarming the enemy's armor^000000 or ^4d4dffstealing better than a thief^000000."); + mes("or ^4d4dff fall back after suddenly being attacked^000000"); + next(); + mes("[Vicente]"); + mes("Hmmhmmm. It may look cowardish but it is upgraded from a thief."); + mes("As it can have a better eyesight and do the art."); + cutin("sc_vicente03", 2); + next(); select("Haaaaam...", "Is that so?"); - mes "[Vicente]"; - mes ".........you were boring."; - mes "Among the thief's skills, there is an item called 'Improve Dodge'."; - mes "The stats related to evasion ratio is.."; - cutin "sc_vicente02.bmp", 2; - next; - if(select("Dex !!", "Agi !!") == 1) { - mes "[Lumin]"; - mes "Don't mess around with me too much."; - mes "It's Agi."; - cutin "nov_lumin02.bmp", 0; - next; + mes("[Vicente]"); + mes(".........you were boring."); + mes("Among the thief's skills, there is an item called 'Improve Dodge'."); + mes("The stats related to evasion ratio is.."); + cutin("sc_vicente02", 2); + next(); + if (select("Dex !!", "Agi !!") == 1) { + mes("[Lumin]"); + mes("Don't mess around with me too much."); + mes("It's Agi."); + cutin("nov_lumin02", 0); + next(); select("Ah, yes..."); - mes "[Lumin]"; - mes "Compensation is?"; - cutin "nov_lumin01.bmp", 0; - next; - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Ahhh, yes..."; - mes "I will give a gift for Lumin."; - next; - cutin "sc_vicente03.bmp", 2; - mes "[Vicente]"; - mes "Now I will finish my class."; - mes "Important thing is not theory like what we are talking about."; - mes "Actual fighting!! Actual fighting is key!!"; - setquest 7481; - close2; - cutin "", 255; + mes("[Lumin]"); + mes("Compensation is?"); + cutin("nov_lumin01", 0); + next(); + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Ahhh, yes..."); + mes("I will give a gift for Lumin."); + next(); + cutin("sc_vicente03", 2); + mes("[Vicente]"); + mes("Now I will finish my class."); + mes("Important thing is not theory like what we are talking about."); + mes("Actual fighting!! Actual fighting is key!!"); + setquest(7481); + close2(); + cutin("", 255); end; } else { - mes "[Vicente]"; - mes "Oh, fortunately you have been in the class."; - mes "I didn't feel easy as your face look very boring."; - mes "Now, shall we keep going on?"; - cutin "sc_vicente03.bmp", 2; - next; - mes "[Lumin]"; - mes "...... Compensation is?"; - cutin "nov_lumin02.bmp", 0; - next; - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Ah,,, thank you for your pointout."; - mes "Be successful!"; - next; - cutin "sc_vicente03.bmp", 2; - mes "[Vicente]"; - mes "Important thing is not theory but actual fighting."; - mes "Do you agree?"; - setquest 7481; - getitem Novice_Potion, 30; // Novice_Potion - close2; - cutin "", 255; + mes("[Vicente]"); + mes("Oh, fortunately you have been in the class."); + mes("I didn't feel easy as your face look very boring."); + mes("Now, shall we keep going on?"); + cutin("sc_vicente03", 2); + next(); + mes("[Lumin]"); + mes("...... Compensation is?"); + cutin("nov_lumin02", 0); + next(); + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Ah,,, thank you for your pointout."); + mes("Be successful!"); + next(); + cutin("sc_vicente03", 2); + mes("[Vicente]"); + mes("Important thing is not theory but actual fighting."); + mes("Do you agree?"); + setquest(7481); + getitem(Novice_Potion, 30); // Novice_Potion + close2(); + cutin("", 255); end; } } else { if (!questprogress(7486)) { - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Talking about Rogue,"; - mes "It is not a cowardish job as the others complain."; - next; - mes "[Lumin]"; - mes ".....Don't you have a strange hobby?"; - mes "Taking off other's clothings."; - cutin "nov_lumin01.bmp", 2; - next; - cutin "sc_vicente02.bmp", 2; - mes "[Vicente]"; - mes "What.. What a thing to say!"; - mes "Lu, you shouldn't say such things!"; - mes "Rogue is the upper level to a thief."; - next; - cutin "nov_lumin01.bmp", 2; - mes "[Lumin]"; - mes "Eummm. I won't be a Log."; - mes "How about you?"; - next; - if(select("Eh? Me? I don't want to be.", "Me.. I like... Rogue...") == 1) { - mes "[Lumin]"; - mes "Ok. Then you take the bloody way with me."; - mes "Becoming a shadow in the dark...."; - cutin "nov_lumin03.bmp", 2; - next; + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Talking about Rogue,"); + mes("It is not a cowardish job as the others complain."); + next(); + mes("[Lumin]"); + mes(".....Don't you have a strange hobby?"); + mes("Taking off other's clothings."); + cutin("nov_lumin01", 2); + next(); + cutin("sc_vicente02", 2); + mes("[Vicente]"); + mes("What.. What a thing to say!"); + mes("Lu, you shouldn't say such things!"); + mes("Rogue is the upper level to a thief."); + next(); + cutin("nov_lumin01", 2); + mes("[Lumin]"); + mes("Eummm. I won't be a Log."); + mes("How about you?"); + next(); + if (select("Eh? Me? I don't want to be.", "Me.. I like... Rogue...") == 1) { + mes("[Lumin]"); + mes("Ok. Then you take the bloody way with me."); + mes("Becoming a shadow in the dark...."); + cutin("nov_lumin03", 2); + next(); select("I don't want to be a thief.", ".... I'm scared!"); - mes "[Lumin]"; - mes "... a headache."; - cutin "nov_lumin02.bmp", 2; - next; - cutin "sc_vicente04.bmp", 2; - mes "[Vicente]"; - mes "Hahahaha. Stop talking about the scary story."; - next; - cutin "nov_lumin01.bmp", 2; - mes "[Lumin]"; - mes ".. Hng.."; - setquest 7486; - completequest 7486; - close2; - cutin "", 255; + mes("[Lumin]"); + mes("... a headache."); + cutin("nov_lumin02", 2); + next(); + cutin("sc_vicente04", 2); + mes("[Vicente]"); + mes("Hahahaha. Stop talking about the scary story."); + next(); + cutin("nov_lumin01", 2); + mes("[Lumin]"); + mes(".. Hng.."); + setquest(7486); + completequest(7486); + close2(); + cutin("", 255); end; } else { - mes "[Lumin]"; - mes "Is that so?"; - mes "It is an astonishing fighting skill to make the enemy disarmed and disabled."; - mes "I thumb up the skill."; - cutin "nov_lumin01.bmp", 2; - next; - cutin "sc_vicente02.bmp", 2; - mes "[Vicente]"; - mes "Will you say a different story from what you told before?"; - mes "Haha.. To me, Master is good enough, doing the same thing to me."; - setquest 7486; - completequest 7486; - close2; - cutin "", 255; + mes("[Lumin]"); + mes("Is that so?"); + mes("It is an astonishing fighting skill to make the enemy disarmed and disabled."); + mes("I thumb up the skill."); + cutin("nov_lumin01", 2); + next(); + cutin("sc_vicente02", 2); + mes("[Vicente]"); + mes("Will you say a different story from what you told before?"); + mes("Haha.. To me, Master is good enough, doing the same thing to me."); + setquest(7486); + completequest(7486); + close2(); + cutin("", 255); end; } } else { - mes "[Vicente]"; - mes "Keung...."; - mes "I am losing my excitement."; - cutin "sc_vicente04.bmp", 2; - close2; - cutin "", 255; + mes("[Vicente]"); + mes("Keung...."); + mes("I am losing my excitement."); + cutin("sc_vicente04", 2); + close2(); + cutin("", 255); end; } } } else { if (!questprogress(7483)) { - mes "[Vicente]"; - mes "If you wish to continue along the path of the Thief, speak to Mayssel."; - mes "Her information should be helpful."; - cutin "sc_vicente01.bmp", 2; - close2; - cutin "", 255; + mes("[Vicente]"); + mes("If you wish to continue along the path of the Thief, speak to Mayssel."); + mes("Her information should be helpful."); + cutin("sc_vicente01", 2); + close2(); + cutin("", 255); end; } else if (questprogress(7483) == 1) { if (BaseLevel > 12) { if (!questprogress(7484)) { - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Hmmm. It is about the thief's skill using the manual."; - mes "By the way, this manual is only available for experience up to level 12."; - next; - mes "[Vicente]"; - mes "The actual exercise of ^4d4dffstealing from monster's items^000000 skill was planned but"; - mes "you may need to know what it is... No need to do the actual exercise."; - next; - mes "[Vicente]"; - mes "I will regard my course as completed."; - mes "By the way, what is stealing all about?"; - next; + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Hmmm. It is about the thief's skill using the manual."); + mes("By the way, this manual is only available for experience up to level 12."); + next(); + mes("[Vicente]"); + mes("The actual exercise of ^4d4dffstealing from monster's items^000000 skill was planned but"); + mes("you may need to know what it is... No need to do the actual exercise."); + next(); + mes("[Vicente]"); + mes("I will regard my course as completed."); + mes("By the way, what is stealing all about?"); + next(); switch(select("Stealing other's items!", "Stealing monster's items!", "Stealing other's enemy!", "Don't know.")) { case 1: - mes "[Vicente]"; - mes "Wrong! That would be a terrible thing to do."; - mes "You can't go around stealing people's things."; - cutin "sc_vicente02.bmp", 2; - next; + mes("[Vicente]"); + mes("Wrong! That would be a terrible thing to do."); + mes("You can't go around stealing people's things."); + cutin("sc_vicente02", 2); + next(); break; case 2: - mes "[Vicente]"; - mes "Correct!"; - mes "You have a good memory£¡"; - cutin "sc_vicente03.bmp", 2; - next; + mes("[Vicente]"); + mes("Correct!"); + mes("You have a good memory!"); + cutin("sc_vicente03", 2); + next(); break; case 3: - mes "[Vicente]"; - mes "You like doing that?"; - mes "That is a terrible thing to do."; - next; + mes("[Vicente]"); + mes("You like doing that?"); + mes("That is a terrible thing to do."); + next(); break; case 4: break; } - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Yes, we steal monster items."; - mes "the higher your skill level and the higher your hit ratio is, the success ratio also becomes higher."; - next; - mes "[Vicente]"; - mes "Anyway, here I will finish my class."; - mes "If you want to continue, there is no way as your level is too high."; - setquest 7484; - completequest 7484; - close2; - cutin "", 255; + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Yes, we steal monster items."); + mes("the higher your skill level and the higher your hit ratio is, the success ratio also becomes(higher."); + next(); + mes("[Vicente]"); + mes("Anyway, here I will finish my class."); + mes("If you want to continue, there is no way as your level is too high."); + setquest(7484); + completequest(7484); + close2(); + cutin("", 255); end; } else if (questprogress(7484) == 1) { if (countitem(Stone) > 0) { - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Oh, excellent!"; - mes "Keep the stone as a souvenir."; - completequest 7484; - getexp 800, 0; - next; - mes "[Vicente]"; - mes "Anyway, you seem to be skilled enough to continue."; - mes "Go speak to Mayssel."; - close2; - cutin "", 255; + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Oh, excellent!"); + mes("Keep the stone as a souvenir."); + completequest(7484); + getexp(800, 0); + next(); + mes("[Vicente]"); + mes("Anyway, you seem to be skilled enough to continue."); + mes("Go speak to Mayssel."); + close2(); + cutin("", 255); end; } else { - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Hmmm. It is about the thief's skill using the manual."; - mes "By the way, this manual is only available for experience up to level 12."; - next; - mes "[Vicente]"; - mes "The actual exercise of ^4d4dffstealing from monster's items^000000 skill was planned but"; - mes "you may need to know what it is... No need to do the actual exercise."; - next; - mes "[Vicente]"; - mes "I will regard my course as completed."; - mes "By the way, what is stealing all about?"; - next; + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Hmmm. It is about the thief's skill using the manual."); + mes("By the way, this manual is only available for experience up to level 12."); + next(); + mes("[Vicente]"); + mes("The actual exercise of ^4d4dffstealing from monster's items^000000 skill was planned but"); + mes("you may need to know what it is... No need to do the actual exercise."); + next(); + mes("[Vicente]"); + mes("I will regard my course as completed."); + mes("By the way, what is stealing all about?"); + next(); switch(select("Stealing other's items!", "Stealing monster's items!", "Stealing other's enemy!", "Don't know.")) { case 1: - mes "[Vicente]"; - mes "Wrong! That would be a terrible thing to do."; - mes "You can't go around stealing people's things."; - cutin "sc_vicente02.bmp", 2; - next; + mes("[Vicente]"); + mes("Wrong! That would be a terrible thing to do."); + mes("You can't go around stealing people's things."); + cutin("sc_vicente02", 2); + next(); break; case 2: - mes "[Vicente]"; - mes "Correct!"; - mes "You have a good memory£¡"; - cutin "sc_vicente03.bmp", 2; - next; + mes("[Vicente]"); + mes("Correct!"); + mes("You have a good memory!"); + cutin("sc_vicente03", 2); + next(); break; case 3: - mes "[Vicente]"; - mes "You like doing that?"; - mes "That is a terrible thing to do."; - next; + mes("[Vicente]"); + mes("You like doing that?"); + mes("That is a terrible thing to do."); + next(); break; case 4: break; } - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Yes, we steal monster items."; - mes "the higher your skill level and the higher your hit ratio is, the success ratio also becomes higher."; - next; - mes "[Vicente]"; - mes "Anyway, here I will finish my class."; - mes "If you want to continue, there is no way as your level is too high."; - setquest 7484; - completequest 7484; - close2; - cutin "", 255; + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Yes, we steal monster items."); + mes("the higher your skill level and the higher your hit ratio is, the success ratio also becomes(higher."); + next(); + mes("[Vicente]"); + mes("Anyway, here I will finish my class."); + mes("If you want to continue, there is no way as your level is too high."); + setquest(7484); + completequest(7484); + close2(); + cutin("", 255); end; } } } if (!questprogress(7484)) { - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Hmmm. What?"; - mes "You are talking about the use of thief skills by using the manual?"; - mes "First, equip the Thief Manual."; - next; - mes "[Vicente]"; - mes "You can either double click ^4d4dff the items to be equipped^000000 or drag it to the equipment window."; - next; - mes "[Vicente]"; - mes "Then, open the skill window, you can find the added skills in the 'Misc' tab."; - mes "You can even set the skills in the shortcut bar."; - next; - mes "[Vicente]"; - mes "Now, out of them, there is a skill called ^4d4dff Steal^000000."; - next; - mes "[Vicente]"; - mes "Here is an assignment."; - mes "Can you see the ornamental Poring cage?"; - mes "Steal ^4d4dff one Stone from Poring by using the Steal skill.^000000"; - next; - mes "[Vicente]"; - mes "Steal has a possibility to fail so don't quit."; - mes "Good luck."; - setquest 7484; + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Hmmm. What?"); + mes("You are talking about the use of thief skills by using the manual?"); + mes("First, equip the Thief Manual."); + next(); + mes("[Vicente]"); + mes("You can either double click ^4d4dff the items to be equipped^000000 or drag it to the equipment window."); + next(); + mes("[Vicente]"); + mes("Then, open the skill window, you can find the added skills in the 'Misc' tab."); + mes("You can even set the skills in the shortcut bar."); + next(); + mes("[Vicente]"); + mes("Now, out of them, there is a skill called ^4d4dff Steal^000000."); + next(); + mes("[Vicente]"); + mes("Here is an assignment."); + mes("Can you see the ornamental Poring cage?"); + mes("Steal ^4d4dff one Stone from Poring by using the Steal skill.^000000"); + next(); + mes("[Vicente]"); + mes("Steal has a possibility to fail so don't quit."); + mes("Good luck."); + setquest(7484); npcskill "AL_BLESSING", 10, 60, 60; - percentheal 0, 100; - close2; - cutin "", 255; + percentheal(0, 100); + close2(); + cutin("", 255); end; } else if (questprogress(7484) == 1) { if (countitem(Stone) > 0) { - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Oh, excellent!"; - mes "Keep the stone as a souvenir."; - completequest 7484; - getexp 800, 0; - next; - mes "[Vicente]"; - mes "Anyway, it is good enough for your skill experience purpose, let's finish the class here."; - mes "If you haven't finished Mr. Verkhasel's assignment, keep going with it."; - close2; - cutin "", 255; + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Oh, excellent!"); + mes("Keep the stone as a souvenir."); + completequest(7484); + getexp(800, 0); + next(); + mes("[Vicente]"); + mes("Anyway, it is good enough for your skill experience purpose, let's finish the class here."); + mes("If you haven't finished Mr. Verkhasel's assignment, keep going with it."); + close2(); + cutin("", 255); end; } else { - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Steal one Stone from a Poring."; - mes "Wasn't it fun?"; - next; - if(select("It didn't give me a stone.", "I won't do it.") == 1) { - mes "[Vicente]"; - mes "Hmmm? All porings were stolen of their stones?"; - mes "I will summon Porings again, and you, try it once again."; - donpcevent "#nbacStone01::OnReset"; - donpcevent "#nbacStone02::OnReset"; - donpcevent "#nbacStone03::OnReset"; + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Steal one Stone from a Poring."); + mes("Wasn't it fun?"); + next(); + if (select("It didn't give me a stone.", "I won't do it.") == 1) { + mes("[Vicente]"); + mes("Hmmm? All porings were stolen of their stones?"); + mes("I will summon Porings again, and you, try it once again."); + donpcevent("#nbacStone01::OnReset"); + donpcevent("#nbacStone02::OnReset"); + donpcevent("#nbacStone03::OnReset"); npcskill "AL_BLESSING", 10, 60, 60; - percentheal 0, 100; - close2; - cutin "", 255; + percentheal(0, 100); + close2(); + cutin("", 255); end; } else { - mes "[Vicente]"; - mes "Hmmm. Is that so?"; - mes "This is not your aptitude."; - mes "I see. This mission is now cancelled."; - erasequest 7484; - close2; - cutin "", 255; + mes("[Vicente]"); + mes("Hmmm. Is that so?"); + mes("This is not your aptitude."); + mes("I see. This mission is now cancelled."); + erasequest(7484); + close2(); + cutin("", 255); end; } } } else { - cutin "sc_vicente01.bmp", 1; - mes "[Vicente]"; - mes "Ahhh. Boring, Boring..."; - mes "Now I can understand why Master ran away."; - mes "I want to go home."; - next; - cutin "gc_verkhasel01.bmp", 2; - mes "[Verkhasel]"; - mes "So do I."; - mes "Mayssel... what did she think of..."; - next; - mes "[Lumin]"; - mes "Hmmm. Did she go AWOL?"; - cutin "nov_lumin01.bmp", 0; - next; - cutin "gc_verkhasel01.bmp", 2; - mes "[Verkhasel]"; - mes "Are you kidding me?!"; - mes "Would you rather be carrying out a fatal mission!?!"; - next; - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "Ah... I don't like it."; - mes "I would rather evaluate jewelry sitting at the workshop as usual..."; - next; - cutin "gc_mayssel03.bmp", 1; - mes "[Mayssel]"; - mes ".... .. .."; - mes "I will accept Verkhassel's wish."; - mes "Don't worry hohoho..."; - next; - cutin "", 255; - mes "The mood is becoming gloomy."; - mes "Should I get out of here?"; - close; + cutin("sc_vicente01", 1); + mes("[Vicente]"); + mes("Ahhh. Boring, Boring..."); + mes("Now I can understand why Master ran away."); + mes("I want to go home."); + next(); + cutin("gc_verkhasel01", 2); + mes("[Verkhasel]"); + mes("So do I."); + mes("Mayssel... what did she think of..."); + next(); + mes("[Lumin]"); + mes("Hmmm. Did she go AWOL?"); + cutin("nov_lumin01", 0); + next(); + cutin("gc_verkhasel01", 2); + mes("[Verkhasel]"); + mes("Are you kidding me?!"); + mes("Would you rather be carrying out a fatal mission!?!"); + next(); + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("Ah... I don't like it."); + mes("I would rather evaluate jewelry sitting at the workshop as usual..."); + next(); + cutin("gc_mayssel03", 1); + mes("[Mayssel]"); + mes(".... .. .."); + mes("I will accept Verkhassel's wish."); + mes("Don't worry hohoho..."); + next(); + cutin("", 255); + mes("The mood is becoming gloomy."); + mes("Should I get out of here?"); + close(); } } else { - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "You are doing well."; - mes "I hope to see you again someday."; - next; - mes "[Vicente]"; - mes "Ah, for your reference, I am operating a small workshop in Lighthalzen."; - mes "Visit me there someday."; - next; - mes "[Vicente]"; - mes "Perhaps, I won't forget you..."; - mes "Haha..."; - close2; - cutin "", 255; + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("You are doing well."); + mes("I hope to see you again someday."); + next(); + mes("[Vicente]"); + mes("Ah, for your reference, I am operating a small workshop in Lighthalzen."); + mes("Visit me there someday."); + next(); + mes("[Vicente]"); + mes("Perhaps, I won't forget you..."); + mes("Haha..."); + close2(); + cutin("", 255); end; } } } else { if (!questprogress(4269)) { - cutin "sc_vicente01.bmp", 2; - mes "[Vicente]"; - mes "You are not a student of Criatura Academy."; - mes "If you want more explanation about this job, you better register as a student of the Academy."; - next; - mes "[Vicente]"; - mes "Though only novices can register..."; - close2; - cutin "", 255; + cutin("sc_vicente01", 2); + mes("[Vicente]"); + mes("You are not a student of Criatura Academy."); + mes("If you want more explanation about this job, you better register as a student of the Academy."); + next(); + mes("[Vicente]"); + mes("Though only novices can register..."); + close2(); + cutin("", 255); end; } else { if (Class == Job_Thief) { - cutin "sc_vicente03.bmp", 2; - mes "[Vicente]"; - mes "Oh, you became a good thief."; - mes "Don't you want to be a shadow chaser in your future?"; - next; - mes "[Vicente]"; - mes "This is the higher class applied by the elite Rogues of good artistry."; - next; - mes "[Vicente]"; - mes "Above job level 40, any Thief can be transferred to a Rogue anytime."; - mes "Fortunately, the sailing service from Izlude wharf to Pharos lighthouse is available!!"; - next; - cutin "gc_verkhasel02.bmp", 0; - mes "[Verkhasel]"; - mes "First, is it courteous to ask whether you can be a Rogue or not?"; - mes "If it is an application for an Assassin, what happens to you?"; - next; - cutin "sc_vicente03.bmp", 2; - mes "[Vicente]"; - mes "Haha. You like a bloody job?"; - next; - cutin "sc_vicente04.bmp", 2; - mes "[Vicente]"; - mes "Haha... Calm down..."; - mes "Don't respond to every tiny matter.."; - next; - cutin "", 255; - mes "The atmosphere became very tense."; - close2; - cutin "", 255; + cutin("sc_vicente03", 2); + mes("[Vicente]"); + mes("Oh, you became a good thief."); + mes("Don't you want to be a shadow chaser in your future?"); + next(); + mes("[Vicente]"); + mes("This is the higher class applied by the elite Rogues of good artistry."); + next(); + mes("[Vicente]"); + mes("Above job level 40, any Thief can be transferred to a Rogue anytime."); + mes("Fortunately, the sailing service from Izlude wharf to Pharos lighthouse is available!!"); + next(); + cutin("gc_verkhasel02", 0); + mes("[Verkhasel]"); + mes("First, is it courteous to ask whether you can be a Rogue or not?"); + mes("If it is an application for an Assassin, what happens to you?"); + next(); + cutin("sc_vicente03", 2); + mes("[Vicente]"); + mes("Haha. You like a bloody job?"); + next(); + cutin("sc_vicente04", 2); + mes("[Vicente]"); + mes("Haha... Calm down..."); + mes("Don't respond to every tiny matter.."); + next(); + cutin("", 255); + mes("The atmosphere became very tense."); + close2(); + cutin("", 255); end; } else { - cutin "sc_vicente03.bmp", 2; - mes "[Vicente]"; - mes "Welcome to the Criatura Academy."; - mes "Here, I am teaching the basics to the people wishing to be a Thief."; - next; - mes "[Vicente]"; - mes "So, in other words, I am handling the Novices wanting to be thieves."; - mes "Haha..."; - close2; - cutin "", 255; + cutin("sc_vicente03", 2); + mes("[Vicente]"); + mes("Welcome to the Criatura Academy."); + mes("Here, I am teaching the basics to the people wishing to be a Thief."); + next(); + mes("[Vicente]"); + mes("So, in other words, I am handling the Novices wanting to be thieves."); + mes("Haha..."); + close2(); + cutin("", 255); end; } } } OnInit: - //AddQuestInfo 7481 0 0 - //SetQuestQuest 7481 7480 1 - //AddQuestInfo 7484 0 0 + //Addquestinfo 7481 0 0 + //setquestQuest 7481 7480 1 + //Addquestinfo 7484 0 0 //SetQuestQuest 7484 7483 1 end; } @@ -11179,431 +11358,431 @@ iz_ac02_d,49,134,5 duplicate(Vicente#ac) Vicente#ac_d 4_M_HUMAN_02 iz_ac02,55,134,3 script Verkhasel#ac 4_M_GUILLOTINE,{ if (questprogress(4269) > 0 && Class == Job_Novice) { if (!questprogress(7480)) { - mes "[Verkhasel]"; - mes "What? It interrupts me."; - cutin "gc_verkhasel01.bmp", 0; - close2; - cutin "", 255; + mes("[Verkhasel]"); + mes("What? It interrupts me."); + cutin("gc_verkhasel01", 0); + close2(); + cutin("", 255); end; } else if (questprogress(7480) == 1) { if (!questprogress(7482)) { - mes "[Verkhasel]"; - mes "Eheee, Eheee, It can't be a joke."; - mes "Mayssel's class..."; - mes "Did you call upon me for this kind of nasty thing?"; - cutin "gc_verkhasel01.bmp", 0; - next; + mes("[Verkhasel]"); + mes("Eheee, Eheee, It can't be a joke."); + mes("Mayssel's class..."); + mes("Did you call upon me for this kind of nasty thing?"); + cutin("gc_verkhasel01", 0); + next(); select("...Let's keep working?"); - mes "[Lumin]"; - mes "It's a pity. That man is scary."; - mes "But as long as I am with you, don't be afraid of him."; - cutin "nov_lumin02.bmp", 2; - next; - mes "[Verkhasel]"; - mes "What are you talking about this time?"; - mes "In the beginning, Lue.. You should not be here..."; - cutin "gc_verkhasel01.bmp", 0; - next; - cutin "nov_lumin01.bmp", 2; - mes "[Lumin]"; - mes ".........Who am I?"; - mes "Assistant.... Trainer?"; - next; - cutin "gc_verkhasel02.bmp", 0; - mes "[Verkhasel]"; - mes "Zt..."; - mes "Well, which one are you curious about?"; - next; - cutin "gc_verkhasel01.bmp", 0; + mes("[Lumin]"); + mes("It's a pity. That man is scary."); + mes("But as long as I am with you, don't be afraid of him."); + cutin("nov_lumin02", 2); + next(); + mes("[Verkhasel]"); + mes("What are you talking about this time?"); + mes("In the beginning, Lue.. You should not be here..."); + cutin("gc_verkhasel01", 0); + next(); + cutin("nov_lumin01", 2); + mes("[Lumin]"); + mes(".........Who am I?"); + mes("Assistant.... Trainer?"); + next(); + cutin("gc_verkhasel02", 0); + mes("[Verkhasel]"); + mes("Zt..."); + mes("Well, which one are you curious about?"); + next(); + cutin("gc_verkhasel01", 0); .@ok_chk = 0; - while(1) { + while(true) { switch(select("Double Attack", "Envenom", "Improve Dodge and Hide", "About you", "That's enough.")) { case 1: - mes "[Verkhasel]"; - mes "You may already know the primary weapon of a Thief is a dagger."; - mes "A Thief's specialty is the ^4d4dffDouble Attack^000000 by a dagger."; - next; - mes "[Verkhasel]"; - mes "If you are short of attacking power, it can be covered at a certain degree."; - mes "Any other questions?"; + mes("[Verkhasel]"); + mes("You may already know the primary weapon of a Thief is a dagger."); + mes("A Thief's specialty is the ^4d4dffDouble Attack^000000 by a dagger."); + next(); + mes("[Verkhasel]"); + mes("If you are short of attacking power, it can be covered at a certain degree."); + mes("Any other questions?"); .@ok_chk = .@ok_chk + 1; - next; + next(); continue; case 2: - mes "[Verkhasel]"; - mes "There is a skill called ^4d4dffEnvenom^000000 to intoxicate your enemy with poison and"; - mes "the other skill called ^4d4dffDetoxify^000000 to remove the poisoned status."; - next; - mes "[Verkhasel]"; - mes "You can tell the poisoned status by its very pretty purple color."; - next; - mes "[Verkhasel]"; - mes "In case, you are poisoned, venom will decrease your vitality rapidly,"; - mes "you either detoxify right away or take the antidote potion."; - next; - mes "[Verkhasel]"; - mes "If you have more interest in poison, you may be an assassin."; - mes "They officially use poison."; - mes "Then next!"; + mes("[Verkhasel]"); + mes("There is a skill called ^4d4dffEnvenom^000000 to intoxicate your enemy with poison and"); + mes("the other skill called ^4d4dffDetoxify^000000 to remove the poisoned status."); + next(); + mes("[Verkhasel]"); + mes("You can tell the poisoned status by its very pretty purple color."); + next(); + mes("[Verkhasel]"); + mes("In case, you are poisoned, venom will decrease your vitality rapidly,"); + mes("you either detoxify right away or take the antidote potion."); + next(); + mes("[Verkhasel]"); + mes("If you have more interest in poison, you may be an assassin."); + mes("They officially use poison."); + mes("Then next!"); .@ok_chk = .@ok_chk + 1; - next; + next(); continue; case 3: - mes "[Verkhasel]"; - mes "Thiefs train the skill called ^4d4dffImprove Dodge^000000."; - mes "This makes the enemy powerless by evading its attack."; - next; - mes "[Verkhasel]"; - mes "Rather than being patient after being hit, it is more suitable for a less defensive thief to avoid from it fast."; - mes "Being this reason, agility [AGI] can't be neglected."; - next; - mes "[Verkhasel]"; - mes "^4d4dffHiding^000000 is the skill for refuge."; - mes "If successful, others can't see you."; - next; - mes "[Verkhasel]"; - mes "Ah, as it is said you can't cheat a ghost.... You would be found by evil."; - mes "Also sensitive insects recognize it..."; - next; - mes "[Verkhasel]"; - mes "Other than these, it will be useful for avoiding emergency situations."; - mes "When you become higher jobs like Rogue or Assassin, you can learn more useful skills like Refuge."; + mes("[Verkhasel]"); + mes("Thiefs train the skill called ^4d4dffImprove Dodge^000000."); + mes("This makes the enemy powerless by evading its attack."); + next(); + mes("[Verkhasel]"); + mes("Rather than being patient after being hit, it is more suitable for a less defensive thief to avoid from it fast."); + mes("Being this reason, agility [AGI] can't be neglected."); + next(); + mes("[Verkhasel]"); + mes("^4d4dffHiding^000000 is the skill for refuge."); + mes("If successful, others can't see you."); + next(); + mes("[Verkhasel]"); + mes("Ah, as it is said you can't cheat a ghost.... You would be found by evil."); + mes("Also sensitive insects recognize it..."); + next(); + mes("[Verkhasel]"); + mes("Other than these, it will be useful for avoiding emergency situations."); + mes("When you become higher jobs like Rogue or Assassin, you can learn more useful skills like Refuge."); .@ok_chk = .@ok_chk + 1; - next; + next(); continue; case 4: - mes "[Verkhasel]"; - mes "Me? I am a chief of the Guillotine Cross."; - mes "......"; - next; - cutin "nov_lumin01.bmp", 2; - mes "[Lumin]"; - mes "As one of the assassins, I am in charge of punishing the law violators, as the member of the execution group."; - mes "For your reference, the primary weapon of Verkhasel is Katar."; - next; + mes("[Verkhasel]"); + mes("Me? I am a chief of the Guillotine Cross."); + mes("......"); + next(); + cutin("nov_lumin01", 2); + mes("[Lumin]"); + mes("As one of the assassins, I am in charge of punishing the law violators, as the member of the execution group."); + mes("For your reference, the primary weapon of Verkhasel is Katar."); + next(); select("How do you know that?"); - mes "[Lumin]"; - mes "That's my hope."; - cutin "nov_lumin03.bmp", 2; - next; - cutin "gc_verkhasel01.bmp", 0; - mes "[Verkhasel]"; - mes "Oh.. Smart funk~~"; - mes "That's enough, Lu."; - mes "Any more questions?"; - next; + mes("[Lumin]"); + mes("That's my hope."); + cutin("nov_lumin03", 2); + next(); + cutin("gc_verkhasel01", 0); + mes("[Verkhasel]"); + mes("Oh.. Smart funk~~"); + mes("That's enough, Lu."); + mes("Any more questions?"); + next(); continue; case 5: if (.@ok_chk == 0) { - mes "[Verkhasel]"; - mes "You can steal one item from one enemy."; - mes "I feel mortified at stopping here, but it's worse to be neglected..."; - next; + mes("[Verkhasel]"); + mes("You can steal one item from one enemy."); + mes("I feel mortified at stopping here, but it's worse to be neglected..."); + next(); } else { - mes "[Verkhasel]"; - mes "OK."; - mes "Considering your favor not to ignore me, let's finish it now."; - next; + mes("[Verkhasel]"); + mes("OK."); + mes("Considering your favor not to ignore me, let's finish it now."); + next(); } break; } break; } - cutin "gc_verkhasel01.bmp", 0; - mes "[Verkhasel]"; - mes "Honestly, I don't think you need to know the details about the thief's skills."; - mes "Then, just be aware there is something like that.."; - next; - mes "[Verkhasel]"; - mes "I mean it is good enough now."; - setquest 7482; - close2; - cutin "", 255; + cutin("gc_verkhasel01", 0); + mes("[Verkhasel]"); + mes("Honestly, I don't think you need to know the details about the thief's skills."); + mes("Then, just be aware there is something like that.."); + next(); + mes("[Verkhasel]"); + mes("I mean it is good enough now."); + setquest(7482); + close2(); + cutin("", 255); end; } else { - cutin "gc_verkhasel01.bmp", 0; - mes "[Verkhasel]"; - mes "Anything else you're curious about?"; - mes "I will give you an answer after you finish Mayssel's class."; - next; - mes "[Verkhasel]"; - mes "I mean that she knows it."; - mes "Mayssel will do it for you."; - next; - cutin "nov_lumin01.bmp", 2; - mes "[Lumin]"; - mes "Lazy boy."; - mes "Tell me the truth... You are annoying.."; - next; - cutin "gc_verkhasel02.bmp", 0; - mes "[Verkhasel]"; - mes ".......You........"; - mes "Zt.. I don't know the enemy.."; - close2; - cutin "", 255; + cutin("gc_verkhasel01", 0); + mes("[Verkhasel]"); + mes("Anything else you're curious about?"); + mes("I will give you an answer after you finish Mayssel's class."); + next(); + mes("[Verkhasel]"); + mes("I mean that she knows it."); + mes("Mayssel will do it for you."); + next(); + cutin("nov_lumin01", 2); + mes("[Lumin]"); + mes("Lazy boy."); + mes("Tell me the truth... You are annoying.."); + next(); + cutin("gc_verkhasel02", 0); + mes("[Verkhasel]"); + mes(".......You........"); + mes("Zt.. I don't know the enemy.."); + close2(); + cutin("", 255); end; } } else { if (questprogress(7483) == 1) { if (BaseLevel > 12) { if (!questprogress(7485)) { - cutin "gc_verkhasel01.bmp", 0; - mes "[Verkhasel]"; - mes "Actual experience assignments about the skill?"; - mes "To do it, your level is too high."; - mes "I can't use the guide."; - next; - mes "[Verkhasel]"; - mes "Originally, I will let you hunt porings with envenom."; - mes "No way, if I can't use the skill...."; - next; - mes "[Verkhasel]"; - mes "Envenom is the skill to poison."; - mes "If not poison him, you can damage to him due to the characteristic of venom."; - next; - mes "[Verkhasel]"; - mes "Keep in mind of these. That might be good enough for you."; - mes "As it is the class to let you know what you can do."; - mes "Let's finish the skill experience."; - mes "Check with Mayssel."; - setquest 7485; - completequest 7485; - close2; - cutin "", 255; + cutin("gc_verkhasel01", 0); + mes("[Verkhasel]"); + mes("Actual experience assignments about the skill?"); + mes("To do it, your level is too high."); + mes("I can't use the guide."); + next(); + mes("[Verkhasel]"); + mes("Originally, I will let you hunt porings with envenom."); + mes("No way, if I can't use the skill...."); + next(); + mes("[Verkhasel]"); + mes("Envenom is the skill to poison."); + mes("If not poison him, you can damage to him due to the characteristic of venom."); + next(); + mes("[Verkhasel]"); + mes("Keep in mind of these. That might be good enough for you."); + mes("As it is the class to let you know what you can do."); + mes("Let's finish the skill experience."); + mes("Check with Mayssel."); + setquest(7485); + completequest(7485); + close2(); + cutin("", 255); end; } else if (questprogress(7485) == 1) { if (questprogress(7485, HUNTING) == 2) { - cutin "gc_verkhasel01.bmp", 0; - mes "[Verkhasel]"; - mes "You are doing well."; - mes "Envenom has the poison effect and can damage from venom itself."; - next; - mes "[Verkhasel]"; - mes "The skill experience is now enough."; - mes "Check it with Mayssel."; - completequest 7485; - getexp 800, 0; - close2; - cutin "", 255; + cutin("gc_verkhasel01", 0); + mes("[Verkhasel]"); + mes("You are doing well."); + mes("Envenom has the poison effect and can damage from venom itself."); + next(); + mes("[Verkhasel]"); + mes("The skill experience is now enough."); + mes("Check it with Mayssel."); + completequest(7485); + getexp(800, 0); + close2(); + cutin("", 255); end; } else { - cutin "gc_verkhasel01.bmp", 0; - mes "[Verkhasel]"; - mes "You can't equip the Thief Manual?"; - mes "Your level is too high."; - mes "There is no other way."; - next; - mes "[Verkhasel]"; - mes "Envenom is the skill to poison."; - mes "If not poison him, you can damage to him due to the characteristic of venom."; - next; - mes "[Verkhasel]"; - mes "Keep in mind of these. That might be good enough for you."; - mes "As it is the class to let you know what you can do."; - mes "Let's finish the skill experience."; - mes "Check with Mayssel."; - completequest 7485; - close2; - cutin "", 255; + cutin("gc_verkhasel01", 0); + mes("[Verkhasel]"); + mes("You can't equip the Thief Manual?"); + mes("Your level is too high."); + mes("There is no other way."); + next(); + mes("[Verkhasel]"); + mes("Envenom is the skill to poison."); + mes("If not poison him, you can damage to him due to the characteristic of venom."); + next(); + mes("[Verkhasel]"); + mes("Keep in mind of these. That might be good enough for you."); + mes("As it is the class to let you know what you can do."); + mes("Let's finish the skill experience."); + mes("Check with Mayssel."); + completequest(7485); + close2(); + cutin("", 255); end; } } } if (!questprogress(7485)) { - cutin "gc_verkhasel01.bmp", 0; - mes "[Verkhasel]"; - mes "This is about the use of skill."; - mes "Now if you were an assassin, shall I let you test the skills related to venom which you may continue to use?"; - next; - mes "[Verkhasel]"; - mes "Load the thief guide receved by Mayssel and open the skill window by pressing Alt+S key,"; - mes "Register Envenom regisstered on the ETC compartment, by pressing shortcut key^000000"; - next; - mes "[Verkhasel]"; - mes "Then, approach the Poring's cage in the center of this room and"; - mes "Aim at Poring, and ^4d4dff' hunt one poring by using"; - next; - mes "[Verkhasel]"; - mes "That's my assignment to you."; - mes "You definitely use envenom to Poring in this room."; - mes "don't go out faraway to find Porings."; - setquest 7485; - next; - cutin "nov_lumin02.bmp", 2; - mes "[Lumin]"; - mes "Eummm."; - mes "It's sad.."; - mes "Please accept my condolence in advance, as you can't experience envenom... hehehe..."; - next; + cutin("gc_verkhasel01", 0); + mes("[Verkhasel]"); + mes("This is about the use of skill."); + mes("Now if you were an assassin, shall I let you test the skills related to venom which you may continue to use?"); + next(); + mes("[Verkhasel]"); + mes("Load the thief guide receved by Mayssel and open the skill window by pressing Alt+S key,"); + mes("Register Envenom regisstered on the ETC compartment, by pressing shortcut key^000000"); + next(); + mes("[Verkhasel]"); + mes("Then, approach the Poring's cage in the center of this room and"); + mes("Aim at Poring, and ^4d4dff' hunt one poring by using"); + next(); + mes("[Verkhasel]"); + mes("That's my assignment to you."); + mes("You definitely use envenom to Poring in this room."); + mes("don't go out faraway to find Porings."); + setquest(7485); + next(); + cutin("nov_lumin02", 2); + mes("[Lumin]"); + mes("Eummm."); + mes("It's sad.."); + mes("Please accept my condolence in advance, as you can't experience envenom... hehehe..."); + next(); select("What are you talking about?"); - mes "[Lumin]"; - mes "From now, I am going to hunt Poring.."; - mes "...Don't misunderstand me for challenging you, as such I want to make a bet with you."; - cutin "nov_lumin03.bmp", 2; - next; - cutin "", 255; - mes "Lumin is betting win or loose."; - close; + mes("[Lumin]"); + mes("From now, I am going to hunt Poring.."); + mes("...Don't misunderstand me for challenging you, as such I want to make a bet with you."); + cutin("nov_lumin03", 2); + next(); + cutin("", 255); + mes("Lumin is betting win or loose."); + close(); } else if (questprogress(7485) == 1) { if (questprogress(7485, HUNTING) == 2) { - cutin "gc_verkhasel01.bmp", 0; - mes "[Verkhasel]"; - mes "You are doing well."; - mes "Envenom has the poison effect and can damage from venom itself."; - next; - mes "[Verkhasel]"; - mes "The skill experience is now enough."; - mes "Check it with Mayssel."; - completequest 7485; - getexp 800, 0; - close2; - cutin "", 255; + cutin("gc_verkhasel01", 0); + mes("[Verkhasel]"); + mes("You are doing well."); + mes("Envenom has the poison effect and can damage from venom itself."); + next(); + mes("[Verkhasel]"); + mes("The skill experience is now enough."); + mes("Check it with Mayssel."); + completequest(7485); + getexp(800, 0); + close2(); + cutin("", 255); end; } else { - cutin "gc_verkhasel01.bmp", 0; - mes "[Verkhasel]"; - mes "Come close to a poring cage and use envenom to poring."; - mes "You must do it only to porings in this room."; - next; - if(select("I see..", "I won't do it.") == 1) { - mes "[Verkhasel]"; - mes "OK. Until you kill all the porings in the cage, attack them with venom."; - percentheal 0, 100; - close2; - cutin "", 255; + cutin("gc_verkhasel01", 0); + mes("[Verkhasel]"); + mes("Come close to a poring cage and use envenom to poring."); + mes("You must do it only to porings in this room."); + next(); + if (select("I see..", "I won't do it.") == 1) { + mes("[Verkhasel]"); + mes("OK. Until you kill all the porings in the cage, attack them with venom."); + percentheal(0, 100); + close2(); + cutin("", 255); end; } - mes "[Verkhasel]"; - mes "These are not your aptitude."; - mes "I will cancel my assignment, and the other assignments from Mayssel to be cancelled by her."; - next; - if(select("Cancel.", "I will continue..") == 1) { - mes "[Verkhasel]"; - mes "Cancel the mission to hunt poring with envenom."; - erasequest 7485; - close2; - cutin "", 255; + mes("[Verkhasel]"); + mes("These are not your aptitude."); + mes("I will cancel my assignment, and the other assignments from Mayssel to be cancelled by her."); + next(); + if (select("Cancel.", "I will continue..") == 1) { + mes("[Verkhasel]"); + mes("Cancel the mission to hunt poring with envenom."); + erasequest(7485); + close2(); + cutin("", 255); end; } - mes "[Verkhasel]"; - mes "Have you changed your mind?"; - mes "Then, until you kill all the poring in the cage, keep attacking them with envenom."; - percentheal 0, 100; - close2; - cutin "", 255; + mes("[Verkhasel]"); + mes("Have you changed your mind?"); + mes("Then, until you kill all the poring in the cage, keep attacking them with envenom."); + percentheal(0, 100); + close2(); + cutin("", 255); end; } } else { - mes "[Verkhasel]"; - mes "Now you fully understand what skill venom is.."; - mes "As you completed my assignment, go and check it with Mayssel."; - cutin "gc_verkhasel01.bmp", 0; - close2; - cutin "", 255; + mes("[Verkhasel]"); + mes("Now you fully understand what skill venom is.."); + mes("As you completed my assignment, go and check it with Mayssel."); + cutin("gc_verkhasel01", 0); + close2(); + cutin("", 255); end; } } else { - mes "[Verkhasel]"; - mes "You are the bung finished Mayssel's class complete."; - mes "Any more questions, ask Mayssel."; - mes "It is the end of my class."; - cutin "gc_verkhasel01.bmp", 0; - next; - mes "[Verkhasel]"; - mes "If you become a thief, we may meet together in far future.."; - mes "If you become an assassin."; - close2; - cutin "", 255; + mes("[Verkhasel]"); + mes("You are the bung finished Mayssel's class complete."); + mes("Any more questions, ask Mayssel."); + mes("It is the end of my class."); + cutin("gc_verkhasel01", 0); + next(); + mes("[Verkhasel]"); + mes("If you become a thief, we may meet together in far future.."); + mes("If you become an assassin."); + close2(); + cutin("", 255); end; } } } else { if (!questprogress(4269)) { - mes "[Verkhasel]"; - mes "There is no words to tell you guy not belonging to our academy."; - mes "In fact, I pulled out here unwillingly, I don't have mind to be kind of you..."; - cutin "gc_verkhasel01.bmp", 0; - next; - mes "[Mayssel]"; - mes "Wait, Verkhasel....."; - mes "Don't get even with other innocent...."; - mes "How about helping my class for me?"; - cutin "gc_mayssel03.bmp", 1; - next; - cutin "", 255; - mes "... everyone seems tense.."; - close; + mes("[Verkhasel]"); + mes("There is no words to tell you guy not belonging to our academy."); + mes("In fact, I pulled out here unwillingly, I don't have mind to be kind of you..."); + cutin("gc_verkhasel01", 0); + next(); + mes("[Mayssel]"); + mes("Wait, Verkhasel....."); + mes("Don't get even with other innocent...."); + mes("How about helping my class for me?"); + cutin("gc_mayssel03", 1); + next(); + cutin("", 255); + mes("... everyone seems tense.."); + close(); } else { if (Class == Job_Thief) { - mes "[Verkhasel]"; - mes "Yo~ You..."; - mes "What do you want to be?"; - cutin "gc_verkhasel01.bmp", 0; - next; - if(select("An Assassin!", "A Rogue!") == 1) { - mes "[Lumin]"; - mes "Welcome to your joining in the way of bloody darness."; - mes "My comrad."; - cutin "nov_lumin03.bmp", 2; - next; - cutin "gc_verkhasel02.bmp", 0; - mes "[Verkhasel]"; - mes ".............."; - mes "(Verkhasel glancing at sky)"; - mes "..."; - mes "... Ha...!"; - next; - cutin "", 255; - mes "The mood is becoming strange."; - close; + mes("[Verkhasel]"); + mes("Yo~ You..."); + mes("What do you want to be?"); + cutin("gc_verkhasel01", 0); + next(); + if (select("An Assassin!", "A Rogue!") == 1) { + mes("[Lumin]"); + mes("Welcome to your joining in the way of bloody darness."); + mes("My comrad."); + cutin("nov_lumin03", 2); + next(); + cutin("gc_verkhasel02", 0); + mes("[Verkhasel]"); + mes(".............."); + mes("(Verkhasel glancing at sky)"); + mes("..."); + mes("... Ha...!"); + next(); + cutin("", 255); + mes("The mood is becoming strange."); + close(); } else { - mes "[Verkhasel]"; - mes "Go over there."; - cutin "gc_verkhasel01.bmp", 0; - next; - cutin "sc_vicente04.bmp", 2; - mes "[Vicente]"; - mes "Oh... Mr. Verkhasel..."; - mes "Don't play like this among a family."; - mes "Why are you dividing us into teams?"; - next; - cutin "gc_verkhasel01.bmp", 0; - mes "[Verkhasel]"; - mes "I've never been in your family."; - mes "Originally, you are not a Rogue."; - mes "You were only a merchant."; - next; - cutin "sc_vicente02.bmp", 2; - mes "[Vicente]"; - mes "Oh.. No.. What a dirty word."; - mes "Have I asked you for buying something from me?"; - next; - cutin "gc_mayssel03.bmp", 1; - mes "[Mayssel]"; - mes "..........You look friendly.. Two of you..."; - next; - cutin "", 255; - mes "The mood has become tense."; - close; + mes("[Verkhasel]"); + mes("Go over there."); + cutin("gc_verkhasel01", 0); + next(); + cutin("sc_vicente04", 2); + mes("[Vicente]"); + mes("Oh... Mr. Verkhasel..."); + mes("Don't play like this among a family."); + mes("Why are you dividing us into teams?"); + next(); + cutin("gc_verkhasel01", 0); + mes("[Verkhasel]"); + mes("I've never been in your family."); + mes("Originally, you are not a Rogue."); + mes("You were only a merchant."); + next(); + cutin("sc_vicente02", 2); + mes("[Vicente]"); + mes("Oh.. No.. What a dirty word."); + mes("Have I asked you for buying something from me?"); + next(); + cutin("gc_mayssel03", 1); + mes("[Mayssel]"); + mes("..........You look friendly.. Two of you..."); + next(); + cutin("", 255); + mes("The mood has become tense."); + close(); } } else { - cutin "gc_verkhasel01.bmp", 0; - mes "[Verkhasel]"; - mes "You are the guy knows everything you need."; - mes "Are you coming to watch only? Emmm?"; - mes "Why don't you help the juniors without watch only?"; - close2; - cutin "", 255; + cutin("gc_verkhasel01", 0); + mes("[Verkhasel]"); + mes("You are the guy knows everything you need."); + mes("Are you coming to watch only? Emmm?"); + mes("Why don't you help the juniors without watch only?"); + close2(); + cutin("", 255); end; } } } OnInit: - //AddQuestInfo 7482 0 0 - //SetQuestQuest 7482 7480 1 - //AddQuestInfo 7485 0 0 + //Addquestinfo 7482 0 0 + //setquestQuest 7482 7480 1 + //Addquestinfo 7485 0 0 //SetQuestQuest 7485 7483 1 end; } @@ -11616,163 +11795,163 @@ iz_ac02_d,55,134,3 duplicate(Verkhasel#ac) Verkhasel#ac_d 4_M_GUILLOTINE //- Lumin - iz_ac02,62,139,3 script Lumin#ac 4_M_NOV_RUMIN,{ if (!checkweight(Axe, 3)) { - mes "Quest cannot be continued due to the overfilled inventory."; - mes "Please try it again after organizing the items."; - close; + mes("Quest cannot be continued due to the overfilled inventory."); + mes("Please try it again after organizing the items."); + close(); } if (!questprogress(7487, HUNTING)) { if (questprogress(7485) == 2) { - mes "[Lumin]"; - mes "Your eagerness and efforst to complete mission moved me to offer something."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes "^4d4dff It is to hunt all 4 Porings here within 30 seconds^000000."; - mes "If you do, I will yield to you all the earned item in my hand."; - next; + mes("[Lumin]"); + mes("Your eagerness and efforst to complete mission moved me to offer something."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes("^4d4dff It is to hunt all 4 Porings here within 30 seconds^000000."); + mes("If you do, I will yield to you all the earned item in my hand."); + next(); select("If I fail?"); - mes "[Lumin]"; - mes "It is our bet. You have to give up yours as you lost."; - mes "Emmm. As I am generous, I will receive ^4d4dff10 beginner's red potions^000000."; - next; - if(select("Give Up.", "I Accept.") == 1) { - mes "[Lumin]"; - mes ".... Eh..."; - mes "Coward!"; - cutin "nov_lumin02.bmp", 2; - close2; - cutin "", 255; + mes("[Lumin]"); + mes("It is our bet. You have to give up yours as you lost."); + mes("Emmm. As I am generous, I will receive ^4d4dff10 beginner's red potions^000000."); + next(); + if (select("Give Up.", "I Accept.") == 1) { + mes("[Lumin]"); + mes(".... Eh..."); + mes("Coward!"); + cutin("nov_lumin02", 2); + close2(); + cutin("", 255); end; } else { - mes "[Lumin]"; - mes ".... Good!"; - mes "Now, ^4d4dff speak to me once you finish hunting 4 porings in 30 seconds.^000000"; - setquest 7487; - close2; - cutin "", 255; + mes("[Lumin]"); + mes(".... Good!"); + mes("Now, ^4d4dff speak to me once you finish hunting 4 porings in 30 seconds.^000000"); + setquest(7487); + close2(); + cutin("", 255); end; } } else { - mes "[Lumin]"; - mes "The intoxicated enemies won't die only from poisoning."; - mes "They only come close to death."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes ".. Why do Porings turn their back?"; - close2; - cutin "", 255; + mes("[Lumin]"); + mes("The intoxicated enemies won't die only from poisoning."); + mes("They only come close to death."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes(".. Why do Porings turn their back?"); + close2(); + cutin("", 255); end; } } else if (questprogress(7487, HUNTING) == 1) { if (questprogress(7487, PLAYTIME) == 2) { - mes "[Lumin]"; - mes "... 30 seconds have passed and you have not yet hunted 4 porings."; - mes "Then, it is not interesting."; - cutin "nov_lumin01.bmp", 2; - next; - mes "[Lumin]"; - mes "If you don't like do it... no way."; - mes "As I am generous, I disregard the bet this time."; - erasequest 7487; - close2; - cutin "", 255; + mes("[Lumin]"); + mes("... 30 seconds have passed and you have not yet hunted 4 porings."); + mes("Then, it is not interesting."); + cutin("nov_lumin01", 2); + next(); + mes("[Lumin]"); + mes("If you don't like do it... no way."); + mes("As I am generous, I disregard the bet this time."); + erasequest(7487); + close2(); + cutin("", 255); end; } else { - mes "[Lumin]"; - mes "You may be too busy in^4d4dff hunting 4 porings in 30 seconds.^000000"; - mes "Hey, time passes now..."; - cutin "nov_lumin01.bmp", 2; - close2; - cutin "", 255; + mes("[Lumin]"); + mes("You may be too busy in^4d4dff hunting 4 porings in 30 seconds.^000000"); + mes("Hey, time passes now..."); + cutin("nov_lumin01", 2); + close2(); + cutin("", 255); end; } } else if (questprogress(7487, HUNTING) == 2) { if (questprogress(7487, PLAYTIME) == 1) { - mes "[Lumin]"; - mes "Oh... You are very powerful!"; - mes "Now then, as agreed I will give you everything I have."; - cutin "nov_lumin03.bmp", 2; - next; - mes "[Lumin]"; - mes "I've had a lot of fun because of you!"; - cutin "nov_lumin05.bmp", 2; - completequest 7487; - getexp 800, 50; - getitem Apple, 3; // Apple - getitem Green_Herb, 2; // Green_Herb - getitem Novice_Potion, 22; // Novice_Potion - getitem Rainbow_Carrot, 1; // Rainbow_Carrot - close2; - cutin "", 255; + mes("[Lumin]"); + mes("Oh... You are very powerful!"); + mes("Now then, as agreed I will give you everything I have."); + cutin("nov_lumin03", 2); + next(); + mes("[Lumin]"); + mes("I've had a lot of fun because of you!"); + cutin("nov_lumin05", 2); + completequest(7487); + getexp(800, 50); + getitem(Apple, 3); // Apple + getitem(Green_Herb, 2); // Green_Herb + getitem(Novice_Potion, 22); // Novice_Potion + getitem(Rainbow_Carrot, 1); // Rainbow_Carrot + close2(); + cutin("", 255); end; } else { - mes "[Lumin]"; - mes "Regretfully, 30 seconds has passed."; - cutin "nov_lumin02.bmp", 2; - mes "....."; - next; - mes "[Lumin]"; - mes "I will give them to you anyways."; - mes "Come on, take it."; - cutin "nov_lumin03.bmp", 2; - completequest 7487; - getexp 800, 50; - getitem Apple, 22; // Apple - next; + mes("[Lumin]"); + mes("Regretfully, 30 seconds has passed."); + cutin("nov_lumin02", 2); + mes("....."); + next(); + mes("[Lumin]"); + mes("I will give them to you anyways."); + mes("Come on, take it."); + cutin("nov_lumin03", 2); + completequest(7487); + getexp(800, 50); + getitem(Apple, 22); // Apple + next(); select("Why are you treating me like this?", "Didn't I loose?"); - mes "[Lumin]"; - mes "You spent time with me."; - mes "Get it free. I stole them from Porings."; - cutin "nov_lumin05.bmp", 2; - close2; - cutin "", 255; + mes("[Lumin]"); + mes("You spent time with me."); + mes("Get it free. I stole them from Porings."); + cutin("nov_lumin05", 2); + close2(); + cutin("", 255); end; } } else { if (Class == Job_Novice) { - mes "[Lumin]"; - mes "We may meet again."; - mes "Becoming familiar with others is pleasrue and sad."; - cutin "nov_lumin02.bmp", 2; - next; - mes "[Lumin]"; - mes "... It may be in trouble if it dies upfront..."; - close2; - cutin "", 255; + mes("[Lumin]"); + mes("We may meet again."); + mes("Becoming familiar with others is pleasrue and sad."); + cutin("nov_lumin02", 2); + next(); + mes("[Lumin]"); + mes("... It may be in trouble if it dies upfront..."); + close2(); + cutin("", 255); end; } else { - mes "[Lumin]"; - mes "At last, the day comes."; - cutin "nov_lumin01.bmp", 2; - next; - cutin "", 255; - mes "Lumin changing clothes piece by piece."; - specialeffect2 EF_SPHERE; - specialeffect2 EF_SPHERE; - classchange "Lumin#"+strnpcinfo(2), 4_M_THIEF_RUMIN; - next; - cutin "thf_lumin01.bmp", 2; - mes "[Lumin]"; - mes "I was carrying out my mission."; - next; + mes("[Lumin]"); + mes("At last, the day comes."); + cutin("nov_lumin01", 2); + next(); + cutin("", 255); + mes("Lumin changing clothes piece by piece."); + specialeffect(EF_SPHERE, AREA, playerattached()); + specialeffect(EF_SPHERE, AREA, playerattached()); + classchange(4_M_THIEF_RUMIN, 0); + next(); + cutin("thf_lumin01", 2); + mes("[Lumin]"); + mes("I was carrying out my mission."); + next(); select("No need to make an excuse...."); - mes "[Lumin]"; - mes "At least to you, I don't want to be a stranger."; - mes "Forget what you saw today, as I have to introduce to the way of Thief Guild as many people as possible."; - cutin "thf_lumin05.bmp", 2; - close2; - specialeffect2 EF_SPHERE; - specialeffect2 EF_SPHERE; - classchange "Lumin#"+strnpcinfo(2), 4_M_NOV_RUMIN; - cutin "", 255; + mes("[Lumin]"); + mes("At least to you, I don't want to be a stranger."); + mes("Forget what you saw today, as I have to introduce to the way of Thief Guild as many people as possible."); + cutin("thf_lumin05", 2); + close2(); + specialeffect(EF_SPHERE, AREA, playerattached()); + specialeffect(EF_SPHERE, AREA, playerattached()); + classchange(4_M_NOV_RUMIN, 0); + cutin("", 255); end; } } OnInit: - //AddQuestInfo 7487 0 0 - //SetQuestQuest 7487 7485 1 + //Addquestinfo 7487 0 0 + //setquestQuest 7487 7485 1 end; } @@ -11786,25 +11965,25 @@ iz_ac02,1,1,0 script #nbacStone01 CLEAR_NPC,{ end; OnInit: - donpcevent "#"+strnpcinfo(2)+"::OnSpawn"; + donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn"); end; OnReset: - killmonster strnpcinfo(4),"#"+strnpcinfo(2)+"::OnMyMobDead"; - donpcevent "#"+strnpcinfo(2)+"::OnSpawn"; + killmonster strnpcinfo(NPC_MAP),"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn"); end; OnMyMobDead: - .@dead_num = mobcount(""+strnpcinfo(4)+"", "#"+strnpcinfo(2)+"::OnMyMobDead"); + .@dead_num = mobcount(""+strnpcinfo(NPC_MAP)+"", "#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"); if (.@dead_num < 1) - donpcevent "#"+strnpcinfo(2)+"::OnSpawn"; + donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn"); end; OnSpawn: - monster strnpcinfo(4),59,143,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; - monster strnpcinfo(4),60,143,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; - monster strnpcinfo(4),61,143,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; - monster strnpcinfo(4),62,143,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),59,143,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),60,143,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),61,143,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),62,143,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; end; } @@ -11818,25 +11997,25 @@ iz_ac02,1,1,0 script #nbacStone02 CLEAR_NPC,{ end; OnInit: - donpcevent "#"+strnpcinfo(2)+"::OnSpawn"; + donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn"); end; OnReset: - killmonster strnpcinfo(4),"#"+strnpcinfo(2)+"::OnMyMobDead"; - donpcevent "#"+strnpcinfo(2)+"::OnSpawn"; + killmonster strnpcinfo(NPC_MAP),"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn"); end; OnMyMobDead: - .@dead_num = mobcount(""+strnpcinfo(4)+"", "#"+strnpcinfo(2)+"::OnMyMobDead"); + .@dead_num = mobcount(""+strnpcinfo(NPC_MAP)+"", "#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"); if (.@dead_num < 1) - donpcevent "#"+strnpcinfo(2)+"::OnSpawn"; + donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn"); end; OnSpawn: - monster strnpcinfo(4),59,137,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; - monster strnpcinfo(4),60,137,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; - monster strnpcinfo(4),61,137,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; - monster strnpcinfo(4),62,137,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),59,137,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),60,137,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),61,137,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),62,137,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; end; } @@ -11850,25 +12029,25 @@ iz_ac02,1,1,0 script #nbacStone03 CLEAR_NPC,{ end; OnInit: - donpcevent "#"+strnpcinfo(2)+"::OnSpawn"; + donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn"); end; OnReset: - killmonster strnpcinfo(4),"#"+strnpcinfo(2)+"::OnMyMobDead"; - donpcevent "#"+strnpcinfo(2)+"::OnSpawn"; + killmonster strnpcinfo(NPC_MAP),"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn"); end; OnMyMobDead: - .@dead_num = mobcount(""+strnpcinfo(4)+"", "#"+strnpcinfo(2)+"::OnMyMobDead"); + .@dead_num = mobcount(""+strnpcinfo(NPC_MAP)+"", "#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"); if (.@dead_num < 1) - donpcevent "#"+strnpcinfo(2)+"::OnSpawn"; + donpcevent("#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawn"); end; OnSpawn: - monster strnpcinfo(4),59,131,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; - monster strnpcinfo(4),60,131,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; - monster strnpcinfo(4),61,131,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; - monster strnpcinfo(4),62,131,"Poring",R_PORING,1,"#"+strnpcinfo(2)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),59,131,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),60,131,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),61,131,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; + monster strnpcinfo(NPC_MAP),62,131,"Poring",R_PORING,1,"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnMyMobDead"; end; } @@ -11882,188 +12061,188 @@ iz_ac02_d,1,1,0 duplicate(#nbacStone03) #nbacStone03_d CLEAR_NPC //- Acolyte Leader Alice - iz_ac02,156,169,5 script Acolyte Leader Alice#2 4_F_ACOLYTE,{ if (questprogress(4269) < 1) { - mes "[Alice Yisha]"; - mes "Did you ^ff0000register with the Criatura Academy^000000?"; - mes "You can register at ^ff0000information center of Criatura Academy^000000."; - cutin "acact_03.bmp", 2; - next; - mes "[Alice Yisha]"; - mes "It is annoying... but you need to register so you can receive ^ff0000lots of education and service of Criatura Academy^000000."; - cutin "acact_01.bmp", 2; - close2; - cutin "", 255; + mes("[Alice Yisha]"); + mes("Did you ^ff0000register with the Criatura Academy^000000?"); + mes("You can register at ^ff0000information center of Criatura Academy^000000."); + cutin("acact_03", 2); + next(); + mes("[Alice Yisha]"); + mes("It is annoying... but you need to register so you can receive ^ff0000lots of education and service of Criatura Academy^000000."); + cutin("acact_01", 2); + close2(); + cutin("", 255); end; } else { if (questprogress(11343) == 0) { - mes "[Alice Yisha]"; - mes "oh Odin!"; - mes "Nice to meet you."; - mes "I am Alice Yisha ^ff0000in charge of Acolytes^000000."; - cutin "acact_01.bmp", 2; - setquest 11343; - completequest 11343; - next; + mes("[Alice Yisha]"); + mes("oh Odin!"); + mes("Nice to meet you."); + mes("I am Alice Yisha ^ff0000in charge of Acolytes^000000."); + cutin("acact_01", 2); + setquest(11343); + completequest(11343); + next(); } else { - mes "[Alice Yisha]"; - mes "Welcome~"; - mes "Glad to meet you again."; - cutin "acact_01.bmp", 2; + mes("[Alice Yisha]"); + mes("Welcome~"); + mes("Glad to meet you again."); + cutin("acact_01", 2); if (questprogress(11343) == 1) - completequest 11343; - next; + completequest(11343); + next(); } if (Class == Job_Novice) { - mes "[Alice Yisha]"; - mes "If you did not select Acolyte as a job, why don't you study more about it?"; - cutin "acact_01.bmp", 2; - next; + mes("[Alice Yisha]"); + mes("If you did not select Acolyte as a job, why don't you study more about it?"); + cutin("acact_01", 2); + next(); .@menu$ = "What is an Acolyte?:Battle Acolyte:Support Acolyte:Change job class to Acolyte.:End Conversation"; } else { - mes "[Alice Yisha]"; - mes "I guess you do not need my help any more."; - mes "Do you have any questions about Acolytes?"; - cutin "acact_03.bmp", 2; - next; + mes("[Alice Yisha]"); + mes("I guess you do not need my help any more."); + mes("Do you have any questions about Acolytes?"); + cutin("acact_03", 2); + next(); .@menu$ = "What is an Acolyte?:Battle Acolyte:Support Acolyte::End Conversation"; } switch(select(.@menu$)) { case 1: - mes "[Alice Yisha]"; - mes "An acolyte serves ^ff0000Odin^000000 so it can use ^ff0000Holy skills^000000 according to the will of Odin."; - cutin "acact_02.bmp", 2; - next; - mes "[Alice Yisha]"; - mes "Most skills are based on ^ff0000the purpose of treatment or aid^000000 so it is a very important job for ^ff0000party hunting^000000."; - cutin "acact_03.bmp", 2; - next; - mes "[Alice Yisha]"; - mes "It is a ^ff0000hybrid job^000000 which can change ^ff0000attack type^000000 depends on increased status, but the range of weapon is narrow because they don't use fatal killing weapons for religious reason."; - close2; - cutin "", 255; + mes("[Alice Yisha]"); + mes("An acolyte serves ^ff0000Odin^000000 so it can use ^ff0000Holy skills^000000 according to the will of Odin."); + cutin("acact_02", 2); + next(); + mes("[Alice Yisha]"); + mes("Most skills are based on ^ff0000the purpose of treatment or aid^000000 so it is a very important job for ^ff0000party hunting^000000."); + cutin("acact_03", 2); + next(); + mes("[Alice Yisha]"); + mes("It is a ^ff0000hybrid job^000000 which can change ^ff0000attack type^000000 depends on increased status, but the range of weapon is narrow because they don't use fatal killing weapons for religious reason."); + close2(); + cutin("", 255); end; case 2: - mes "[Alice Yisha]"; - mes "An acolyte is categorized as ^ff0000support type^000000 and ^ff0000physical attack type^000000."; - next; + mes("[Alice Yisha]"); + mes("An acolyte is categorized as ^ff0000support type^000000 and ^ff0000physical attack type^000000."); + next(); switch(select("Support type", "Attack type", "Stop.")) { case 1: - mes "[Alice Yisha]"; - mes "^ff0000INT^000000 is important status for ^ff0000support type Acolytes^000000."; - mes "^ff0000INT^000000 enhances ^ff0000treatment function^000000 and increases ^ff0000SP^000000 which is necessary for using skills."; - mes "It also helps ^ff0000SP recovery^000000."; - cutin "acact_02.bmp", 2; - next; - mes "[Alice Yisha]"; - mes "But aid type acolyte has a weakness point such as ^ff0000It is difficult to hunt alone^000000."; - mes "So it goes huning with ^ff0000party^000000 or use ^ff0000heal^000000 skill to monsters with ^ff0000fire-attribute^000000."; - next; - mes "[Alice Yisha]"; - mes "It is like ^ff0000heal skill with holly power is fatal to undead with fire-attribute^000000."; - cutin "acact_01.bmp", 2; - close2; - cutin "", 255; + mes("[Alice Yisha]"); + mes("^ff0000INT^000000 is important status for ^ff0000support type Acolytes^000000."); + mes("^ff0000INT^000000 enhances ^ff0000treatment function^000000 and increases ^ff0000SP^000000 which is necessary for using skills."); + mes("It also helps ^ff0000SP recovery^000000."); + cutin("acact_02", 2); + next(); + mes("[Alice Yisha]"); + mes("But aid type acolyte has a weakness point such as ^ff0000It is difficult to hunt alone^000000."); + mes("So it goes huning with ^ff0000party^000000 or use ^ff0000heal^000000 skill to monsters with ^ff0000fire-attribute^000000."); + next(); + mes("[Alice Yisha]"); + mes("It is like ^ff0000heal skill with holly power is fatal to undead with fire-attribute^000000."); + cutin("acact_01", 2); + close2(); + cutin("", 255); end; case 2: - mes "[Alice Yisha]"; - mes "The important status FOR ^ff0000physical attack type^000000 acolyte is ^ff0000STR, VIT, AGI, DEX^000000."; - mes "The status seem to be complicated compare to support type but it is simple indeed."; - cutin "acact_02.bmp", 2; - next; - mes "[Alice Yisha]"; - mes "^ff0000STR is the power, increases attack power, VIT is physical power, AGI is attack , speed and dodge, DEX increases hitting rate and skill casting speed."; - cutin "acact_01.bmp", 2; - next; - mes "[Alice Yisha]"; - mes "For the character of ^ff0000Attack type^000000, ^ff0000DEX^000000 will be most important status...no?"; - mes "If the attack does not hit the enemy, the attack is meaningless."; - mes "You may increase STR, VIT, AGI according to your style."; - next; - mes "[Alice Yisha]"; - mes "You might think an Acolyte is not strong enough because it has no attack type skill, it enables use of sub essential skills which enhance the powers as much as you want. It helps your stable hunting."; - close2; - cutin "", 255; + mes("[Alice Yisha]"); + mes("The important status FOR ^ff0000physical attack type^000000 acolyte is ^ff0000STR, VIT, AGI, DEX^000000."); + mes("The status seem to be complicated compare to support type but it is simple indeed."); + cutin("acact_02", 2); + next(); + mes("[Alice Yisha]"); + mes("^ff0000STR is the power, increases attack power, VIT is physical power, AGI is attack , speed and dodge, DEX increases hitting rate and skill casting speed."); + cutin("acact_01", 2); + next(); + mes("[Alice Yisha]"); + mes("For the character of ^ff0000Attack type^000000, ^ff0000DEX^000000 will be most important status...no?"); + mes("If the attack does not hit the enemy, the attack is meaningless."); + mes("You may increase STR, VIT, AGI according to your style."); + next(); + mes("[Alice Yisha]"); + mes("You might think an Acolyte is not strong enough because it has no attack type skill, it enables use of sub essential skills which enhance the powers as much as you want. It helps your stable hunting."); + close2(); + cutin("", 255); end; case 3: - mes "[Alice Yisha]"; - mes "Ask me anything if you have more questions."; - close2; - cutin "", 255; + mes("[Alice Yisha]"); + mes("Ask me anything if you have more questions."); + close2(); + cutin("", 255); end; } case 3: - mes "[Alice Yisha]"; - mes "An acolyte has lots of skills."; - mes "All those skills are useful."; - next; - mes "[Alice Yisha]"; - mes "^ff0000Heal^000000 is for the wounds, It is also used to attack undead with opposite attribute."; - mes "Increase the power related to ^ff0000speed^000000 and ^ff0000[Increase Agi]^000000 to increase ^ff0000movement speed^000000"; - mes "^ff0000[Blessing]^000000 can ^ff0000enhance^000000 ^ff0000STR, INT, DEX^000000 at the same time."; - next; - mes "[Alice Yisha]"; - mes "^ff0000[Teleport]^000000 is to ^ff0000move^000000 to other places."; - mes "^ff0000[Warp Portal]^000000 can open a gate to the ^ff0000Places saved in memory^000000."; - mes "There are still more skills as well."; - next; - mes "[Alice Yisha]"; - mes "Ask ^ff0000if you want to experience skills of an Acolyte, ask the sister next to you^000000."; - mes "Now I am reading an introductory skill."; - emotion e_omg, 0, "A Nun#"+strnpcinfo(2); - close2; - cutin "", 255; + mes("[Alice Yisha]"); + mes("An acolyte has lots of skills."); + mes("All those skills are useful."); + next(); + mes("[Alice Yisha]"); + mes("^ff0000Heal^000000 is for the wounds, It is also used to attack undead with opposite attribute."); + mes("Increase the power related to ^ff0000speed^000000 and ^ff0000[Increase Agi]^000000 to increase ^ff0000movement speed^000000"); + mes("^ff0000[Blessing]^000000 can ^ff0000enhance^000000 ^ff0000STR, INT, DEX^000000 at the same time."); + next(); + mes("[Alice Yisha]"); + mes("^ff0000[Teleport]^000000 is to ^ff0000move^000000 to other places."); + mes("^ff0000[Warp Portal]^000000 can open a gate to the ^ff0000Places saved in memory^000000."); + mes("There are still more skills as well."); + next(); + mes("[Alice Yisha]"); + mes("Ask ^ff0000if you want to experience skills of an Acolyte, ask the sister next to you^000000."); + mes("Now I am reading an introductory skill."); + emotion(e_omg, 0, "A Nun#"+strnpcinfo(NPC_NAME_HIDDEN)); + close2(); + cutin("", 255); end; case 4: - mes "[Alice Yisha]"; - mes "oh my!"; - mes "So.. you decided to be an Acolyte?"; - mes "Odin welcomes you."; - cutin "acact_02.bmp", 2; - next; - mes "[Alice Yisha]"; - mes "Do you truly wish to become a servant of God?"; - mes "Let's see whether you are ready for it or not... Hmm..."; - next; + mes("[Alice Yisha]"); + mes("oh my!"); + mes("So.. you decided to be an Acolyte?"); + mes("Odin welcomes(you."); + cutin("acact_02", 2); + next(); + mes("[Alice Yisha]"); + mes("Do you truly wish to become a servant of God?"); + mes("Let's see whether you are ready for it or not... Hmm..."); + next(); if (BaseLevel > 14) { - mes "[Alice Yisha]"; - mes "Please visit ^ff0000Father Mareusis^000000 at the church in the ^ff0000northeast corner^000000 of ^ff0000Prontera.^000000"; - mes "At ^ff0000Job Level 10^000000 you can join the ministry."; - cutin "acact_01.bmp", 2; - close2; - cutin "", 255; + mes("[Alice Yisha]"); + mes("Please visit ^ff0000Father Mareusis^000000 at the church in the ^ff0000northeast corner^000000 of ^ff0000Prontera.^000000"); + mes("At ^ff0000Job Level 10^000000 you can join the ministry."); + cutin("acact_01", 2); + close2(); + cutin("", 255); end; } else if (JobLevel < 10) { - mes "[Alice Yisha]"; - mes "Oh my?! You haven't accomplished the basic practice yet?! You have long way to go! Come again after increasing your job level!"; - close2; - cutin "", 255; + mes("[Alice Yisha]"); + mes("Oh my?! You haven't accomplished the basic practice yet?! You have long way to go! Come again after increasing your job level!"); + close2(); + cutin("", 255); end; } else { - mes "[Alice Yisha]"; - mes "Wonderful! I'll transfer you to the local ministry at Prontera."; - mes "^ff0000Please visit Father Mareusis at the church in the northeast corner of Prontera.^000000"; - mes "At ^ff0000Job Level 10^000000 you can join the ministry."; - cutin "acact_01.bmp", 2; - next; - if(select("Go to the field south of Prontera", "End Conversation") == 2) { - mes "[Alice Yisha]"; - mes "Ask me anything if you have more questions."; - close2; - cutin "", 255; + mes("[Alice Yisha]"); + mes("Wonderful! I'll transfer you to the local ministry at Prontera."); + mes("^ff0000Please visit Father Mareusis at the church in the northeast corner of Prontera.^000000"); + mes("At ^ff0000Job Level 10^000000 you can join the ministry."); + cutin("acact_01", 2); + next(); + if (select("Go to the field south of Prontera", "End Conversation") == 2) { + mes("[Alice Yisha]"); + mes("Ask me anything if you have more questions."); + close2(); + cutin("", 255); end; } - mes "[Alice Yisha]"; - mes "Good, I wish you luck~"; - mes "Let's go~"; - close2; - cutin "", 255; - warp "prt_fild08", 170, 369; + mes("[Alice Yisha]"); + mes("Good, I wish you luck~"); + mes("Let's go~"); + close2(); + cutin("", 255); + warp("prt_fild08", 170, 369); end; } case 5: - mes "[Alice Yisha]"; - mes "Ask me anything if you have more questions."; - close2; - cutin "", 255; + mes("[Alice Yisha]"); + mes("Ask me anything if you have more questions."); + close2(); + cutin("", 255); end; } } @@ -12077,50 +12256,50 @@ iz_ac02_d,156,169,5 duplicate(Acolyte Leader Alice#2) Acolyte Leader Alice#2_d 4 //- A nun - iz_ac02,152,165,5 script A Nun#2 4_F_SISTER,{ if (JobLevel > 10 || Class != Job_Novice) { - mes "[A nun]"; - mes "Wow... this academy is amazing?"; - mes "It was not like this when I used to train in the past."; - close; + mes("[A nun]"); + mes("Wow... this academy is amazing?"); + mes("It was not like this when I used to train in the past."); + close(); } else { if (!checkweight(Tsurugi, 3)) { - mes "- You have too many items. Clear inventory and try again. -"; - close; + mes("- You have too many items. Clear inventory and try again. -"); + close(); } if (!questprogress(4269)) { - mes "[A nun]"; - mes "Wow... this academy is amazing?"; - mes "It was not like this when I used to train in the past."; - next; - mes "[A nun]"; - mes "You can ^ff0000register^000000 at the ^ff0000information center of the Criatura Academy^000000, it will be a great help."; - close; + mes("[A nun]"); + mes("Wow... this academy is amazing?"); + mes("It was not like this when I used to train in the past."); + next(); + mes("[A nun]"); + mes("You can ^ff0000register^000000 at the ^ff0000information center of the Criatura Academy^000000, it will be a great help."); + close(); } else { - mes "[A nun]"; - mes "Ahem..~"; - mes "Who are you?"; - mes "Are you interested in this ^ff0000introductory course^000000?"; - next; - mes "[A nun]"; - mes "This introductory manual is mysterious! It enables the ^ff0000use a couple of an Acolyte's skill^000000."; - mes "Will you borrow it?"; - next; - if(select("Take the Acolyte Course.", "Stop.") == 2) { - mes "[A nun]"; - mes "Well.. if you are not interested.. fine."; - mes "murmuring"; - close; + mes("[A nun]"); + mes("Ahem..~"); + mes("Who are you?"); + mes("Are you interested in this ^ff0000introductory course^000000?"); + next(); + mes("[A nun]"); + mes("This introductory manual is mysterious! It enables the ^ff0000use a couple of an Acolyte's skill^000000."); + mes("Will you borrow it?"); + next(); + if (select("Take the Acolyte Course.", "Stop.") == 2) { + mes("[A nun]"); + mes("Well.. if you are not interested.. fine."); + mes("murmuring"); + close(); } if (isequippedcnt(Acolyte_Manual) > 0 || countitem(Acolyte_Manual) > 0) { - mes "[A nun]"; - mes "You already have one."; - mes "We do not give two."; - close; + mes("[A nun]"); + mes("You already have one."); + mes("We do not give two."); + close(); } else { - mes "[A nun]"; - mes "Then, use it for good."; - mes "^ff0000Equip (double click or drag to equipment window)^000000 and open the ^ff0000skill window(Alt+S)^000000 to see the skills in manual."; - getitem Acolyte_Manual, 1; // Acolyte_Manual - close; + mes("[A nun]"); + mes("Then, use it for good."); + mes("^ff0000Equip (double click or drag to equipment window)^000000 and open the ^ff0000skill window(Alt+S)^000000 to see the skills in manual."); + getitem(Acolyte_Manual, 1); // Acolyte_Manual + close(); } } } @@ -12136,223 +12315,223 @@ iz_ac02_d,152,165,5 duplicate(A Nun#2) A Nun#2_d 4_F_SISTER //- Ninja Guide (Ko Ori) - // - Teaches the player about the Ninja class. iz_ac02,140,139,5 script Ninja Guide#ac 4_M_NINJA_BLUE,{ - cutin "aca_ninja_k.bmp", 2; + cutin("aca_ninja_k", 2); if (Class != Job_Novice) { if (Upper != 0) { - mes "[Ninja Guide]"; - mes "I do not wish to speak to you. Leave now..."; - close2; - cutin "", 255; + mes("[Ninja Guide]"); + mes("I do not wish to speak to you. Leave now..."); + close2(); + cutin("", 255); end; } else { if (Class == Job_Ninja) { if (!questprogress(4268)) { - mes "[Ninja Guide]"; - mes "If you want to be trained as a Ninja, just visit Hono O, who is at the room next to where you upgraded."; - setquest 4268; - close2; - cutin "", 255; + mes("[Ninja Guide]"); + mes("If you want to be trained as a Ninja, just visit Hono O, who is at the room next to where you upgraded."); + setquest(4268); + close2(); + cutin("", 255); end; } else if (questprogress(4268) == 1) { - mes "[Ko Ori]"; - mes "If you want to be trained as a Ninja, just visit Hono O, who is at the room next to where you upgraded."; - close2; - cutin "", 255; + mes("[Ko Ori]"); + mes("If you want to be trained as a Ninja, just visit Hono O, who is at the room next to where you upgraded."); + close2(); + cutin("", 255); end; } else { - mes "[Ko Ori]"; - mes "How was it?"; - mes "Although he is very blunt, he does care very deeply about newcomers."; - close2; - cutin "", 255; + mes("[Ko Ori]"); + mes("How was it?"); + mes("Although he is very blunt, he does care very deeply about newcomers."); + close2(); + cutin("", 255); end; } } else { - mes "[Ninja Guide]"; - mes "I am the guide to the way of the Ninja for newcomers."; - next; - mes "[Ninja Guide]"; - mes "I am not interested in the people who are already on their path."; - mes "Take your leave now..."; - close2; - cutin "", 255; + mes("[Ninja Guide]"); + mes("I am the guide to the way of the Ninja for newcomers."); + next(); + mes("[Ninja Guide]"); + mes("I am not interested in the people who are already on their path."); + mes("Take your leave now..."); + close2(); + cutin("", 255); end; } } } else { - if(Upper == 2) { - mes "[Ninja Guide]"; - mes "A child cannot accept the life of the Ninja."; - mes "It is not easy to qualify for such a life, so do not feel sorry..."; - close2; - cutin "", 255; + if (Upper == 2) { + mes("[Ninja Guide]"); + mes("A child cannot accept the life of the Ninja."); + mes("It is not easy to qualify for such a life, so do not feel sorry..."); + close2(); + cutin("", 255); end; } - if(questprogress(4269) != 2) { - mes "[Ninja Guide]"; - mes "First of all, you must enroll in the Academy and visit me again."; - mes "Everything has to follow the correct procedures and being clumsy is no excuse."; - close2; - cutin "", 255; + if (questprogress(4269) != 2) { + mes("[Ninja Guide]"); + mes("First of all, you must enroll in the Academy and visit me again."); + mes("Everything has to follow the correct procedures and being clumsy is no excuse."); + close2(); + cutin("", 255); end; } - mes "[Ninja Guide]"; - mes "Hmmm. So a new beginner has come eh?"; - mes "Why are you here?"; - next; + mes("[Ninja Guide]"); + mes("Hmmm. So a new beginner has come eh?"); + mes("Why are you here?"); + next(); switch(select("Explanation about the Ninja.", "I decided to be a Ninja.", "I don't have any business here.")) { case 1: - while(1) { - mes "[Ninja Guide]"; - mes "A beginner wishing to be a Ninja...."; - mes "Ask me what you are curious about."; - next; + while(true) { + mes("[Ninja Guide]"); + mes("A beginner wishing to be a Ninja...."); + mes("Ask me what you are curious about."); + next(); switch(select("What can I do if I become a Ninja?", "What is required to become a Ninja?", "I want to experience Ninja skills.", "I don't have any worries about Ninjas.")) { case 1: - mes "[Ninja Guide]"; - mes "Ninja is a profession that allows you to attack while sneaking for maximum damage."; - mes "As Ninja has various kinds of deception skills, which is good for soloing."; - next; - mes "[Ninja Guide]"; - mes "Not only can you learn Ninja technique similarly as magic, you can also make direct attacks, deal critical damage or throw knives at enemies."; - next; - mes "[Ninja Guide]"; - mes "But you can't do all of these things perfectly without sufficient equipment."; - mes "You will take more damage than others if you are hit."; - next; - mes "[Ninja Guide]"; - mes "Therefore, if the person who is not completely weary of this world chooses this job, with no discretion, they will not fail."; - next; + mes("[Ninja Guide]"); + mes("Ninja is a profession that allows you to attack while sneaking for maximum damage."); + mes("As Ninja has various kinds of deception skills, which is good for soloing."); + next(); + mes("[Ninja Guide]"); + mes("Not only can you learn Ninja technique similarly as magic, you can also make direct attacks, deal critical damage or throw knives at enemies."); + next(); + mes("[Ninja Guide]"); + mes("But you can't do all of these things perfectly without sufficient equipment."); + mes("You will take more damage than others if you are hit."); + next(); + mes("[Ninja Guide]"); + mes("Therefore, if the person who is not completely weary of this world chooses this job, with no discretion, they will not fail."); + next(); break; case 2: - mes "[Ninja Guide]"; - mes "Ninja can be trained in a variety of courses."; - mes "Everything has both one merit and one demerit."; - mes "You would better make your own decision after profound consideration."; - next; - mes "[Ninja Guide]"; - mes "There are two major status which affect the degree of damages."; - mes "One is ^ff0000Power^000000, the other is ^ff0000Intelligence^000000,"; - mes "Power affects the damages by^8E2323 physical attacks^000000 and^8E2323 throwing attacks^000000."; - mes "Intelligence affects the damage by ^8E2323 Ninja's skill ^000000"; - next; - mes "[Ninja Guide]"; - mes "In addition to these, you can learn"; - mes "other statuses not from the professional trainers like us"; - mes "but from the trainers teaching the basic skills for battle."; - next; - mes "[Ninja Guide]"; - mes "For example, to raise up the hit rate,"; - mes "What should you do?"; - mes "To raise the defense, what do you wear? Etc..."; - next; + mes("[Ninja Guide]"); + mes("Ninja can be trained in a variety of courses."); + mes("Everything has both one merit and one demerit."); + mes("You would better make your own decision after profound consideration."); + next(); + mes("[Ninja Guide]"); + mes("There are two major status which affect the degree of damages."); + mes("One is ^ff0000Power^000000, the other is ^ff0000Intelligence^000000,"); + mes("Power affects the damages by^8E2323 physical attacks^000000 and^8E2323 throwing attacks^000000."); + mes("Intelligence affects the damage by ^8E2323 Ninja's skill ^000000"); + next(); + mes("[Ninja Guide]"); + mes("In addition to these, you can learn"); + mes("other statuses not from the professional trainers like us"); + mes("but from the trainers teaching the basic skills for battle."); + next(); + mes("[Ninja Guide]"); + mes("For example, to raise up the hit rate,"); + mes("What should you do?"); + mes("To raise the defense, what do you wear? Etc..."); + next(); break; case 3: if (countitem(Ninja_Manual) > 0) { - mes "[Ninja Guide]"; - mes "You can equip this manual to experience some skills."; - mes "Open up your skill window by pressing <Alt+S> and find the skills in the Misc TAB."; - next; - mes "[Ninja Guide]"; - mes "The Academy has a trainer downstairs who will give you battle field training. Meet him and train your skills."; - next; - mes "[Ninja Guide]"; - mes "He will give you some quests to complete. Use the Manual to help you in battle."; + mes("[Ninja Guide]"); + mes("You can equip this manual to experience some skills."); + mes("Open up your skill window by pressing <Alt+S> and find the skills in the Misc TAB."); + next(); + mes("[Ninja Guide]"); + mes("The Academy has a trainer downstairs who will give you battle field training. Meet him and train your skills."); + next(); + mes("[Ninja Guide]"); + mes("He will give you some quests to complete. Use the Manual to help you in battle."); if (countitem(Light_Shuriken) < 10) - getitem Light_Shuriken, 10; // Light_Shuriken - next; + getitem(Light_Shuriken, 10); // Light_Shuriken + next(); } else { - mes "[Ninja Guide]"; - mes "Make every useful moment count."; - mes "You can equip this manual to experience some skills."; - mes "Open up your skill window by pressing <Alt+S> and find the skills in the Misc TAB."; - getitem Ninja_Manual, 1; // Ninja_Manual - getitem Light_Shuriken, 10; // Light_Shuriken - next; - mes "[Ninja Guide]"; - mes "The Academy has a trainer downstairs who will give you battle field training. Meet him and train your skills."; - next; - mes "[Ninja Guide]"; - mes "He will give you some quests to complete. Use the Manual to help you in battle."; - next; + mes("[Ninja Guide]"); + mes("Make every useful moment count."); + mes("You can equip this manual to experience some skills."); + mes("Open up your skill window by pressing <Alt+S> and find the skills in the Misc TAB."); + getitem(Ninja_Manual, 1); // Ninja_Manual + getitem(Light_Shuriken, 10); // Light_Shuriken + next(); + mes("[Ninja Guide]"); + mes("The Academy has a trainer downstairs who will give you battle field training. Meet him and train your skills."); + next(); + mes("[Ninja Guide]"); + mes("He will give you some quests to complete. Use the Manual to help you in battle."); + next(); } break; case 4: - mes "[Ninja Guide]"; - mes "Do you understand everything I told you?"; - mes "That's all... You don't have any questions?"; - close2; - cutin "", 255; + mes("[Ninja Guide]"); + mes("Do you understand everything I told you?"); + mes("That's all... You don't have any questions?"); + close2(); + cutin("", 255); end; } } break; case 2: if (getskilllv("NV_BASIC") < 9) { - mes "[Ninja Guide]"; - mes "I appreicate your braveness but, first of all, you have to be familiar with the current profession."; - next; - mes "[Ninja Guide]"; - mes "Before you decide to become a Ninja,"; - mes "you need to come back after reaching the novice's job level 9. Then, I will accept you."; - close2; - cutin "", 255; + mes("[Ninja Guide]"); + mes("I appreicate your braveness but, first of all, you have to be familiar with the current profession."); + next(); + mes("[Ninja Guide]"); + mes("Before you decide to become a Ninja,"); + mes("you need to come back after reaching the novice's job level 9. Then, I will accept you."); + close2(); + cutin("", 255); end; } else { - mes "[Ninja Guide]"; - mes "This may be your last warning."; - mes "Becoming a Ninja means leading a difficult life."; - next; - mes "[Ninja Guide]"; - mes "As Ninja don't belong to a guild, it is easily obtainable to Novices."; - mes "Make sure your decision is final!"; - next; - if(select("I will reconsider.", "I already made up my mind.") == 1) { - mes "[Ninja Guide]"; - mes "Well thought actions can often bring good results."; - close2; - cutin "", 255; + mes("[Ninja Guide]"); + mes("This may be your last warning."); + mes("Becoming a Ninja means leading a difficult life."); + next(); + mes("[Ninja Guide]"); + mes("As Ninja don't belong to a guild, it is easily obtainable to Novices."); + mes("Make sure your decision is final!"); + next(); + if (select("I will reconsider.", "I already made up my mind.") == 1) { + mes("[Ninja Guide]"); + mes("Well thought actions can often bring good results."); + close2(); + cutin("", 255); end; } - mes "[Ninja Guide]"; - mes "If you're so assertive, I have no choice but to guide you there."; - next; - mes "[Ninja Guide]"; - mes "I will send you close to where you can change your job."; - next; - mes "[Ninja Guide]"; - mes "I will give you a special hint."; - mes "Amatsu town is where you are going to arrive. Find the hidden tunnel in a vacant house."; - next; - mes "[Ninja Guide]"; - mes "There you will meet a person who will guide you to becoming a Ninja."; - next; - mes "[Ninja Guide]"; - mes "If you get lost in the town, well there is no way... Being ninja requires a level of observation power."; - next; - mes "-Select ^ff0000Confirm^000000 to go to Amatsu."; - cutin "", 255; - next; - if(select("Confirm", "Cancel") == 1) - warp "amatsu", 112, 141; - mes "[Ninja Guide]"; - mes "............"; - close2; - cutin "", 255; + mes("[Ninja Guide]"); + mes("If you're so assertive, I have no choice but to guide you there."); + next(); + mes("[Ninja Guide]"); + mes("I will send you close to where you can change your job."); + next(); + mes("[Ninja Guide]"); + mes("I will give you a special hint."); + mes("Amatsu town is where you are going to arrive. Find the hidden tunnel in a vacant house."); + next(); + mes("[Ninja Guide]"); + mes("There you will meet a person who will guide you to becoming a Ninja."); + next(); + mes("[Ninja Guide]"); + mes("If you get lost in the town, well there is no way... Being ninja requires a level of observation power."); + next(); + mes("-Select ^ff0000Confirm^000000 to go to Amatsu."); + cutin("", 255); + next(); + if (select("Confirm", "Cancel") == 1) + warp("amatsu", 112, 141); + mes("[Ninja Guide]"); + mes("............"); + close2(); + cutin("", 255); end; } case 3: - mes "[Ninja Guide]"; - mes "......"; - next; - mes "[Ninja Guide]"; - mes "I have no words to say, if you don't have any business with me."; - close2; - cutin "", 255; + mes("[Ninja Guide]"); + mes("......"); + next(); + mes("[Ninja Guide]"); + mes("I have no words to say, if you don't have any business with me."); + close2(); + cutin("", 255); end; } } - cutin "", 255; + cutin("", 255); end; } @@ -12367,250 +12546,250 @@ iz_ac02_d,140,139,5 duplicate(Ninja Guide#ac) Ninja Guide#ac_d 4_M_NINJA_BLUE //- Refinery Owner Han - izlude,153,126,1 script Refinery Owner Han#iz 4_M_02,{ if (!checkweight(Axe, 1)) { - mes "- Cannot progress with the dialogue because you have too many items. -"; - close; + mes("- Cannot progress with the dialogue because you have too many items. -"); + close(); } .@jerun_tutorial = questprogress(5153) + questprogress(5154) + questprogress(5155) + questprogress(5156); if (.@jerun_tutorial == 0) { - mes "[Refinery Owner Han]"; - mes "Hello? My name is Han to lead the next generation of refining culture in Rune Midguard."; - next; - mes "[Refinery Owner Han]"; - mes "Entering this market lately, if I don't have old customers, it is not easy to operate. So, I do the advertising by myself."; - next; - mes "[Refinery Owner Han]"; - mes "Are you interested in ^3E86C3refining^000000 to make your items strong?"; - next; - if(select("I have no interest.", "refining? Is it edible?") == 1) { - emotion e_sry; - mes "[Refinery Owner Han]"; - mes "Ah, I am sorry. I caught a busy man."; - close; - } - mes "[Refinery Owner Han]"; - mes "Refining means to strenghthen your equipments with ^3E86C3rare metal^000000 obtainable from monsters and so on."; - next; - mes "[Refinery Owner Han]"; - mes "If weapons are refined, their attacking power increases. If shields are refined, their defensive power increasesand helps to reduce pain against monster's hits on you."; - next; - mes "[Refinery Owner Han]"; - mes "So you kind of get the jist of it right?"; - next; + mes("[Refinery Owner Han]"); + mes("Hello? My name is Han to lead the next generation of refining culture in Rune Midguard."); + next(); + mes("[Refinery Owner Han]"); + mes("Entering this market lately, if I don't have old customers, it is not easy to operate. So, I do the advertising by myself."); + next(); + mes("[Refinery Owner Han]"); + mes("Are you interested in ^3E86C3refining^000000 to make your items strong?"); + next(); + if (select("I have no interest.", "refining? Is it edible?") == 1) { + emotion(e_sry); + mes("[Refinery Owner Han]"); + mes("Ah, I am sorry. I caught a busy man."); + close(); + } + mes("[Refinery Owner Han]"); + mes("Refining means to strenghthen your equipments with ^3E86C3rare metal^000000 obtainable from monsters and so on."); + next(); + mes("[Refinery Owner Han]"); + mes("If weapons are refined, their attacking power increases. If shields are refined, their defensive power increasesand helps to reduce pain against monster's hits on you."); + next(); + mes("[Refinery Owner Han]"); + mes("So you kind of get the jist of it right?"); + next(); select("Oh... refining..."); - mes "[Refinery Owner Han]"; - mes "Yes, that's it. Refining is good but it can get addicting."; - next; - mes "[Refinery Owner Han]"; - mes "I don't usually do it, but will give you a special chance to experience refining."; - next; - mes "[Refinery Owner Han]"; - mes "Whatever 1st level weapon level can be used it doesn't matter! If you use the ^3E86C3refining machine Wagjak^000000 over there!!"; - next; - mes "[Refinery Owner Han]"; - mes "^I will give you ^FD4F02just! one refining service free of charge.^000000."; - next; + mes("[Refinery Owner Han]"); + mes("Yes, that's it. Refining is good but it can get addicting."); + next(); + mes("[Refinery Owner Han]"); + mes("I don't usually do it, but will give you a special chance to experience refining."); + next(); + mes("[Refinery Owner Han]"); + mes("Whatever 1st level weapon level can be used it doesn't matter! If you use the ^3E86C3refining machine Wagjak^000000 over there!!"); + next(); + mes("[Refinery Owner Han]"); + mes("^I will give you ^FD4F02just! one refining service free of charge.^000000."); + next(); select("Only once?"); - setquest 5153; - mes "[Refinery Owner Han]"; - mes "Hey I need to make a living you know! Don't go telling everyone I'm doing this for free ok?"; - close; + setquest(5153); + mes("[Refinery Owner Han]"); + mes("Hey I need to make a living you know! Don't go telling everyone I'm doing this for free ok?"); + close(); } else if (.@jerun_tutorial == 1) { - mes "[Refinery Owner Han]"; - mes "You haven't used the refining machine Wagjak."; - next; + mes("[Refinery Owner Han]"); + mes("You haven't used the refining machine Wagjak."); + next(); switch(select("Refining Machine Wagjak", "Why is it called Wagjak?", "Anything else I should know?", "Cancel")) { case 1: - mes "[Refinery Owner Han]"; - mes "The refining machine Wagjak is a machine I made after 8 years of research."; - next; - mes "[Refinery Owner Han]"; - mes "I made it for more precious refining. It is my personal refining machine. Well, thanks to it, I have made several contracts."; - close; + mes("[Refinery Owner Han]"); + mes("The refining machine Wagjak is a machine I made after 8 years of research."); + next(); + mes("[Refinery Owner Han]"); + mes("I made it for more precious refining. It is my personal refining machine. Well, thanks to it, I have made several contracts."); + close(); case 2: - mes "[Refinery Owner Han]"; - mes "The name doesn't mean anything it's just a name. Wagjak! What a weird name right?"; - close; + mes("[Refinery Owner Han]"); + mes("The name doesn't mean anything it's just a name. Wagjak! What a weird name right?"); + close(); case 3: - mes "[Refinery Owner Han]"; - mes "Absolutely!"; - next; - mes "[Refinery Owner Han]"; - mes "But I subscribe to the idea that seeing is believing... You know what I mean? Try it out yourself instead of asking questions."; - close; + mes("[Refinery Owner Han]"); + mes("Absolutely!"); + next(); + mes("[Refinery Owner Han]"); + mes("But I subscribe to the idea that seeing is believing... You know what I mean? Try it out yourself instead of asking questions."); + close(); case 4: break; } } else if (.@jerun_tutorial == 2) { - mes "[Refinery Owner Han]"; - mes "Ohoh... as you don't have a service coupon.. You may have already used Wagjak..."; - next; - mes "[Refinery Owner Han]"; - mes "I hope you have a brief understanding of refining."; - next; + mes("[Refinery Owner Han]"); + mes("Ohoh... as you don't have a service coupon.. You may have already used Wagjak..."); + next(); + mes("[Refinery Owner Han]"); + mes("I hope you have a brief understanding of refining."); + next(); select("Anything else I should know?"); - mes "[Refinery Owner Han]"; - mes "Yes, yes, we have... Safety refining indications and refining price... such small things..."; - next; - mes "[Refinery Owner Han]"; - mes "For an explanation ^3E86C3weapon levels^000000 & ^3E86C3safety refining^000000..."; - next; - setquest 5154; - mes "[Refinery Owner Han]"; - mes "You can learn from ^3E86C3Mr. Taddae^000000 selling Phracon and Emveteracon"; - close; + mes("[Refinery Owner Han]"); + mes("Yes, yes, we have... Safety refining indications and refining price... such small things..."); + next(); + mes("[Refinery Owner Han]"); + mes("For an explanation ^3E86C3weapon levels^000000 & ^3E86C3safety refining^000000..."); + next(); + setquest(5154); + mes("[Refinery Owner Han]"); + mes("You can learn from ^3E86C3Mr. Taddae^000000 selling Phracon and Emveteracon"); + close(); } else if (.@jerun_tutorial == 3) { - mes "[Refinery Owner Han]"; - mes "I recommend you visit and listen to Mr. Tadde about weapon levels and safe refining."; - close; + mes("[Refinery Owner Han]"); + mes("I recommend you visit and listen to Mr. Tadde about weapon levels and safe refining."); + close(); } else if (.@jerun_tutorial == 4) { - mes "[Refinery Owner Han]"; - mes "Did you get a good lesson? Did he explain it well enough?"; - next; - mes "[Refinery Owner Han]"; - mes "Just between us, there is a rumor that lots of employees complain about me."; - next; - mes "[Refinery Owner Han]"; - mes "I sent you there to monitor the situation."; - next; + mes("[Refinery Owner Han]"); + mes("Did you get a good lesson? Did he explain it well enough?"); + next(); + mes("[Refinery Owner Han]"); + mes("Just between us, there is a rumor that lots of employees complain about me."); + next(); + mes("[Refinery Owner Han]"); + mes("I sent you there to monitor the situation."); + next(); select("So?"); - mes "[Refinery Owner Han]"; - mes "I will adopt it in the performance rating. By the way, how was Mr. Tadde's lesson?"; - next; + mes("[Refinery Owner Han]"); + mes("I will adopt it in the performance rating. By the way, how was Mr. Tadde's lesson?"); + next(); switch(select("It was excellent.", "It was just OK.", "It was so-so.")) { case 1: - mes "[Refinery Owner Han]"; - mes "He did a good job..."; - next; + mes("[Refinery Owner Han]"); + mes("He did a good job..."); + next(); break; case 2: - mes "[Refinery Owner Han]"; - mes "Hmm. Is that so? I see... I'll have to jot this down..."; - next; + mes("[Refinery Owner Han]"); + mes("Hmm. Is that so? I see... I'll have to jot this down..."); + next(); break; case 3: - mes "[Refinery Owner Han]"; - mes "Hmm.. It was like that... I see."; - next; + mes("[Refinery Owner Han]"); + mes("Hmm.. It was like that... I see."); + next(); break; } - mes "[Refinery Owner Han]"; - mes "Now! I'm done organizing.."; - next; - mes "[Refinery Owner Han]"; - mes "Next is the explanation about ^3E86C3refining effect^000000 and ^3E86C3refining price^000000."; - next; - mes "[Refinery Owner Han]"; - mes "^3E86C3Mr. Locas^000000 is in charge with refinement with Oridecon gemstones."; - next; - mes "[Refinery Owner Han]"; - mes "Go speak with Mr. Locas's about the refining effect and refining price."; - next; - setquest 5155; - mes "[Refinery Owner Han]"; - mes "Ah!! I ask for your favor this time, either."; - close; + mes("[Refinery Owner Han]"); + mes("Now! I'm done organizing.."); + next(); + mes("[Refinery Owner Han]"); + mes("Next is the explanation about ^3E86C3refining effect^000000 and ^3E86C3refining price^000000."); + next(); + mes("[Refinery Owner Han]"); + mes("^3E86C3Mr. Locas^000000 is in charge with refinement with Oridecon gemstones."); + next(); + mes("[Refinery Owner Han]"); + mes("Go speak with Mr. Locas's about the refining effect and refining price."); + next(); + setquest(5155); + mes("[Refinery Owner Han]"); + mes("Ah!! I ask for your favor this time, either."); + close(); } else if (.@jerun_tutorial == 5) { - mes "[Refinery Owner Han]"; - mes "Go and see ^3E86C3Mr. Locas^000000 in charge with refining Oridecon stone for the refining effect and refining price."; - close; + mes("[Refinery Owner Han]"); + mes("Go and see ^3E86C3Mr. Locas^000000 in charge with refining Oridecon stone for the refining effect and refining price."); + close(); } else if (.@jerun_tutorial == 6) { - mes "[Refinery Owner Han]"; - mes "Did you get a good lesson? Did he explain it well enough?"; - next; + mes("[Refinery Owner Han]"); + mes("Did you get a good lesson? Did he explain it well enough?"); + next(); switch(select("He was good great.", "It was just OK.", "So-so..")) { case 1: - mes "[Refinery Owner Han]"; - mes "Mr. Locas explained it to you well."; - next; + mes("[Refinery Owner Han]"); + mes("Mr. Locas explained it to you well."); + next(); break; case 2: - mes "[Refinery Owner Han]"; - mes "Just OK? Hmmm."; - next; + mes("[Refinery Owner Han]"); + mes("Just OK? Hmmm."); + next(); break; case 3: - mes "[Refinery Owner Han]"; - mes "Oh no.. You were not satisfied with his explanations..."; - next; + mes("[Refinery Owner Han]"); + mes("Oh no.. You were not satisfied with his explanations..."); + next(); break; } - mes "[Refinery Owner Han]"; - mes "I see. I will jot that down."; - next; - mes "[Refinery Owner Han]"; - mes "By the way, I have finished all the explanations about refining. Any further questions?"; - next; - if(select("No questions at all.", "I have some questions...") == 1) { - mes "[Refinery Owner Han]"; - mes "I see.. But just in case..."; - next; + mes("[Refinery Owner Han]"); + mes("I see. I will jot that down."); + next(); + mes("[Refinery Owner Han]"); + mes("By the way, I have finished all the explanations about refining. Any further questions?"); + next(); + if (select("No questions at all.", "I have some questions...") == 1) { + mes("[Refinery Owner Han]"); + mes("I see.. But just in case..."); + next(); } else { - mes "[Refinery Owner Han]"; - mes "Ah, is that so? Don't worry."; - next; - } - mes "[Refinery Owner Han]"; - mes "If you have any further questions, come and see me. I will give you full explanations again."; - next; - mes "[Refinery Owner Han]"; - mes "And this is a compensation for your lesson. I hope to see you frequently in the future."; - next; - setquest 5156; - completequest 5156; + mes("[Refinery Owner Han]"); + mes("Ah, is that so? Don't worry."); + next(); + } + mes("[Refinery Owner Han]"); + mes("If you have any further questions, come and see me. I will give you full explanations again."); + next(); + mes("[Refinery Owner Han]"); + mes("And this is a compensation for your lesson. I hope to see you frequently in the future."); + next(); + setquest(5156); + completequest(5156); if (Class == Job_Novice) - getexp 1200, 500; - mes "Got a lesson about the refining and Kafra storage free coupon."; - getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket - close; + getexp(1200, 500); + mes("Got a lesson about the refining and Kafra storage free coupon."); + getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket + close(); } else if (.@jerun_tutorial == 8) { - mes "[Refinery Owner Han]"; - mes "How are you doing?"; - next; + mes("[Refinery Owner Han]"); + mes("How are you doing?"); + next(); switch(select("Hi!!", "How is the morale of the employees?", "Question is....", "Cancel")) { case 1: - mes "[Refinery Owner Han]"; - mes "How are you? Haven't seen you long time.. Please pay more frequent visits and do refining."; - close; + mes("[Refinery Owner Han]"); + mes("How are you? Haven't seen you long time.. Please pay more frequent visits and do refining."); + close(); case 2: - mes "[Refinery Owner Han]"; - mes "Just as before, labor-management consensus have achieved."; - next; - mes "[Refinery Owner Han]"; - mes "We understand the employees' complaints and prepared the resolutions."; - next; - mes "[Refinery Owner Han]"; - mes "Perhaps from that reason, I can hear any other complaints from them."; - close; + mes("[Refinery Owner Han]"); + mes("Just as before, labor-management consensus have achieved."); + next(); + mes("[Refinery Owner Han]"); + mes("We understand the employees' complaints and prepared the resolutions."); + next(); + mes("[Refinery Owner Han]"); + mes("Perhaps from that reason, I can hear any other complaints from them."); + close(); case 3: - mes "[Refinery Owner Han]"; - mes "You have a question.."; - next; - mes "[Refinery Owner Han]"; - mes "But I haven't told you anything in the beginning."; - next; - mes "[Refinery Owner Han]"; - mes "It might be better for you to ask questions of the staff you met before."; - next; - mes "[Refinery Owner Han]"; - mes "You can ask the explanations concerning ^FD4F02 weapon levels^000000 and ^FD4F02saftey refining ^000000, to ^142CEBMr. Tadde^000000, concerning ^FD4F02 refining price^000000 and ^FD4F02 refining effect^000000, ^142CEB to Mr. Locas^000000."; - next; - mes "[Refinery Owner Han]"; - mes "He will give you kind answers."; - next; - close; + mes("[Refinery Owner Han]"); + mes("You have a question.."); + next(); + mes("[Refinery Owner Han]"); + mes("But I haven't told you anything in the beginning."); + next(); + mes("[Refinery Owner Han]"); + mes("It might be better for you to ask questions of the staff you met before."); + next(); + mes("[Refinery Owner Han]"); + mes("You can ask the explanations concerning ^FD4F02 weapon levels^000000 and ^FD4F02saftey refining ^000000, to ^142CEBMr. Tadde^000000, concerning ^FD4F02 refining price^000000 and ^FD4F02 refining effect^000000, ^142CEB to Mr. Locas^000000."); + next(); + mes("[Refinery Owner Han]"); + mes("He will give you kind answers."); + next(); + close(); case 4: break; } - close; + close(); } else { - mes "[Refinery Owner Han]"; - mes "Something strange must've happened. If this continues, please contact customer service."; - close; + mes("[Refinery Owner Han]"); + mes("Something strange must've happened. If this continues, please contact customer service."); + close(); } OnInit: - //AddQuestInfo 5153 1 0 - //SetQuestLevel 5153 1 20 + //Addquestinfo 5153 1 0 + //setquestLevel 5153 1 20 end; } @@ -12621,99 +12800,99 @@ izlude_d,153,126,1 duplicate(Refinery Owner Han#iz) Refinery Owner Han#iz_d 4_M_ //- Refining Machine Wagjak - - script ::izludeWagjak FAKE_NPC,{ - disable_items; - mes "[Refining Machine Wagjak]"; - mes "-Ddarritt!-"; - mes "Wagjak Starting... completed.."; - mes "Checking the user.. Completed."; - mes "Select the refining equipment."; - next; + disable_items(); + mes("[Refining Machine Wagjak]"); + mes("-Ddarritt!-"); + mes("Wagjak Starting... completed.."); + mes("Checking the user.. Completed."); + mes("Select the refining equipment."); + next(); setarray .@position$[1],"Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3"; .@menu$ = ""; for(set .@i,1; .@i<=10; set .@i,.@i+1) .@menu$ = .@menu$+(getequipisequiped(.@i)?getequipname(.@i):.@position$[.@i]+" - [Unarmed]")+":"; .@part = select(.@menu$); - if(!getequipisequiped(.@part)) { - mes "[Refining Machine Wagjak]"; - mes "^ff0000- Error number 000"+.@part+" -^000000"; - mes "Item is not equipped."; - close2; + if (!getequipisequiped(.@part)) { + mes("[Refining Machine Wagjak]"); + mes("^ff0000- Error number 000"+.@part+" -^000000"); + mes("Item is not equipped."); + close2(); enable_items; end; } - mes "[Refining Machine Wagjak]"; - mes "Searching for the equipment information - completed."; - next; + mes("[Refining Machine Wagjak]"); + mes("Searching for the equipment information - completed."); + next(); if (!getequipisenableref(.@part)) { - mes "[Refining Machine Wagjak]"; - mes "^FF0000- error number 4444 -^000000"; - mes "This item cannot be refined."; - close2; + mes("[Refining Machine Wagjak]"); + mes("^FF0000- error number 4444 -^000000"); + mes("This item cannot be refined."); + close2(); enable_items; end; } if (!getequipisidentify(.@part)) { - mes "[Refining Machine Wagjak]"; - mes "^FF0000- error number 5555 -^000000"; - mes "This item has not yet been identified."; - close2; + mes("[Refining Machine Wagjak]"); + mes("^FF0000- error number 5555 -^000000"); + mes("This item has not yet been identified."); + close2(); enable_items; end; } if (getequiprefinerycnt(.@part) >= 10) { - mes "[Refining Machine Wagjak]"; - mes "^FF0000- error number 1010 -^000000"; - mes "At the current version, you can do refining up to level 10."; - close2; + mes("[Refining Machine Wagjak]"); + mes("^FF0000- error number 1010 -^000000"); + mes("At the current version, you can do refining up to level 10."); + close2(); enable_items; end; } if (questprogress(5153) == 1) { if (getequipweaponlv(.@part) == 1) { - mes "[Refining Machine Wagjak]"; - mes "Type : 1 level weapon"; - mes "Charge : Phracon, 1000 zeny"; - mes "Service usage coupon sensed. No charge to be requested. Will you refine?"; - next; - if(select("Refine.", "Don't Refine.") == 2) { - mes "[Refining Machine Wagjak]"; - mes "Cancel the refining."; - close2; + mes("[Refining Machine Wagjak]"); + mes("Type : 1 level weapon"); + mes("Charge : Phracon, 1000 zeny"); + mes("Service usage coupon sensed. No charge to be requested. Will you refine?"); + next(); + if (select("Refine.", "Don't Refine.") == 2) { + mes("[Refining Machine Wagjak]"); + mes("Cancel the refining."); + close2(); enable_items; end; } if (getequippercentrefinery(.@part) < 100) { - mes "[Refining Machine Wagjak]"; - mes "-Ddarritt!-"; - mes "The user's confirmation required."; - mes "You are attempting unsafe refining. If refining fails, the equipment will be destroyed. Will you continue?"; - next; - if(select("Refine.", "Don't Refine.") == 2) { - mes "[Refining Machine Wagjak]"; - mes "Refining has been cancelled as per the user's request."; - close2; + mes("[Refining Machine Wagjak]"); + mes("-Ddarritt!-"); + mes("The user's confirmation required."); + mes("You are attempting unsafe refining. If refining fails, the equipment will be destroyed. Will you continue?"); + next(); + if (select("Refine.", "Don't Refine.") == 2) { + mes("[Refining Machine Wagjak]"); + mes("Refining has been cancelled as per the user's request."); + close2(); enable_items; end; } } if (getequippercentrefinery(.@part) <= rand(100)) { failedrefitem .@part; - mes "[Refining Machine Wagjak]"; - mes "Result : Fail"; - mes "refining failed. The equipment was destroyed."; - close2; + mes("[Refining Machine Wagjak]"); + mes("Result : Fail"); + mes("refining failed. The equipment was destroyed."); + close2(); enable_items; end; } else { successrefitem .@part; - mes "[Refining Machine Wagjak]"; - mes "Result : Success"; - mes "Congratulations!! You succeeded in refining."; - completequest 5153; - next; - mes "[Refining Machine Wagjak]"; - mes "Service usage coupon was used."; - close2; + mes("[Refining Machine Wagjak]"); + mes("Result : Success"); + mes("Congratulations!! You succeeded in refining."); + completequest(5153); + next(); + mes("[Refining Machine Wagjak]"); + mes("Service usage coupon was used."); + close2(); enable_items; end; } @@ -12746,55 +12925,55 @@ izlude_d,153,126,1 duplicate(Refinery Owner Han#iz) Refinery Owner Han#iz_d 4_M_ .@price = 20000; break; } - mes "[Refining Machine Wagjak]"; - mes "Type : "+ .@type$ +""; - mes "Charge : "+ getitemname(.@material) +", "+ .@price +" zeny"; - mes "Above money will be charged. Will you refine?"; - next; - if(select("Refine.", "Don't Refine.") == 2) { - mes "[Refining Machine Wagjak]"; - mes "Refining has been cancelled as per the user's request."; - close2; + mes("[Refining Machine Wagjak]"); + mes("Type : "+ .@type$ +""); + mes("Charge : "+ getitemname(.@material) +", "+ .@price +" zeny"); + mes("Above money will be charged. Will you refine?"); + next(); + if (select("Refine.", "Don't Refine.") == 2) { + mes("[Refining Machine Wagjak]"); + mes("Refining has been cancelled as per the user's request."); + close2(); enable_items; end; } if (getequippercentrefinery(.@part) < 100) { - mes "[Refining Machine Wagjak]"; - mes "-Ddarritt!-"; - mes "The user's confirmation required."; - mes "You are attempting unsafe refining. If refining fails, the equipment will be destroyed. Will you continue?"; - next; - if(select("Refine.", "Don't Refine.") == 2) { - mes "[Refining Machine Wagjak]"; - mes "Refining has been cancelled as per the user's request."; - close2; + mes("[Refining Machine Wagjak]"); + mes("-Ddarritt!-"); + mes("The user's confirmation required."); + mes("You are attempting unsafe refining. If refining fails, the equipment will be destroyed. Will you continue?"); + next(); + if (select("Refine.", "Don't Refine.") == 2) { + mes("[Refining Machine Wagjak]"); + mes("Refining has been cancelled as per the user's request."); + close2(); enable_items; end; } } if (countitem(.@material) > 0 && Zeny >= .@price) { - delitem .@material, 1; + delitem(.@material, 1); Zeny -= .@price; } else { - mes "[Refining Machine Wagjak]"; - mes "^FF0000- error number 8282 -^000000"; - mes "You are short of refining price."; - close2; + mes("[Refining Machine Wagjak]"); + mes("^FF0000- error number 8282 -^000000"); + mes("You are short of refining price."); + close2(); enable_items; end; } if (getequippercentrefinery(.@part) <= rand(100)) { failedrefitem .@part; - mes "[Refining Machine Wagjak]"; - mes "Result : Fail"; - mes "refining failed. The equipment was destroyed."; + mes("[Refining Machine Wagjak]"); + mes("Result : Fail"); + mes("refining failed. The equipment was destroyed."); } else { successrefitem .@part; - mes "[Refining Machine Wagjak]"; - mes "Result : Success"; - mes "Congratulations!! You succeeded in refining."; + mes("[Refining Machine Wagjak]"); + mes("Result : Success"); + mes("Congratulations!! You succeeded in refining."); } - close2; + close2(); enable_items; end; } @@ -12808,79 +12987,79 @@ izlude_d,153,121,3 duplicate(izludeWagjak) Refining Machine Wagjak::iz_d 2_MONEM //- Tadde - izlude,145,122,7 script Tadde#iz 4_M_04,{ if (!checkweight(Axe, 1)) { - mes "- As you have too many items in your inventory, Quest can't be continued -"; - close; + mes("- As you have too many items in your inventory, Quest can't be continued -"); + close(); } if (questprogress(5154) == 1) { - mes "[Tadde]"; - mes "Welcome. The owner told me to explain to you about ^3E86C3the weapon levels^000000 and ^3E86C3safety refining.^000000."; - next; - mes "[Tadde]"; - mes "In fact, it is better to get to know while questing yourself. But anyway if you have any questions, please ask to me."; - next; - while(1) { + mes("[Tadde]"); + mes("Welcome. The owner told me to explain to you about ^3E86C3the weapon levels^000000 and ^3E86C3safety refining.^000000."); + next(); + mes("[Tadde]"); + mes("In fact, it is better to get to know while questing yourself. But anyway if you have any questions, please ask to me."); + next(); + while(true) { switch(select("Weapon level", "Safety refining.", "Finish the question.")) { case 1: - mes "[Tadde]"; - mes "Weapons have level, whereas Armors don't. The more ^3E86C3upscaled a weapon^000000 is, the higher the weapon level is."; - next; - mes "[Tadde]"; - mes "That means ^A20B09the upscaled weapons are more difficult to obtain.^000000."; - next; - mes "[Tadde]"; - mes "Considering the customers coming to refine, the ones for refining level 1,2 weapons are more than those for level 3,4 weapons."; - next; + mes("[Tadde]"); + mes("Weapons have level, whereas Armors don't. The more ^3E86C3upscaled a weapon^000000 is, the higher the weapon level is."); + next(); + mes("[Tadde]"); + mes("That means ^A20B09the upscaled weapons are more difficult to obtain.^000000."); + next(); + mes("[Tadde]"); + mes("Considering the customers coming to refine, the ones for refining level 1,2 weapons are more than those for level 3,4 weapons."); + next(); continue; case 2: - mes "[Tadde]"; - mes "Safety refining differs from the levels of Armor or weapon, so basically each level has a ^3E86C3different safe upgrade level.^000000"; - next; - while(1) { + mes("[Tadde]"); + mes("Safety refining differs from the levels of Armor or weapon, so basically each level has a ^3E86C3different safe upgrade level.^000000"); + next(); + while(true) { switch(select("Level 1 Weapon", "Level 2 Weapon", "Level 3 Weapon", "Level 4 Weapon", "Armor", "Question finished")) { case 1: - mes "[Tadde]"; - mes "Level 1 weapons are safe when refined up to ^A20B09+7^000000. The lower the level of weapon is, the higher the figure of the refining is possible."; - next; - mes "[Tadde]"; - mes "Of course, it has stronger effect than level 1 weapon."; - next; + mes("[Tadde]"); + mes("Level 1 weapons are safe when refined up to ^A20B09+7^000000. The lower the level of weapon is, the higher the figure of the refining is possible."); + next(); + mes("[Tadde]"); + mes("Of course, it has stronger effect than level 1 weapon."); + next(); continue; case 2: - mes "[Tadde]"; - mes "Level 2 weapons are safe when refined up to ^A20B09+6^000000, even though refining figure is lower than level 1 weapon."; - next; - mes "[Tadde]"; - mes "Of course, it has stronger effect than level 1 weapon."; - next; + mes("[Tadde]"); + mes("Level 2 weapons are safe when refined up to ^A20B09+6^000000, even though refining figure is lower than level 1 weapon."); + next(); + mes("[Tadde]"); + mes("Of course, it has stronger effect than level 1 weapon."); + next(); continue; case 3: - mes "[Tadde]"; - mes "Level 3 weapons are safe when refined up to ^A20B09+5^000000. Simply speaking, it looks like the safety refining goes down by 1 according to each weapon level."; - next; - mes "[Tadde]"; - mes "The higher the weapon is, the increasing effect of +1 becomes higher as well."; - next; + mes("[Tadde]"); + mes("Level 3 weapons are safe when refined up to ^A20B09+5^000000. Simply speaking, it looks like the safety refining goes down by 1 according to each weapon level."); + next(); + mes("[Tadde]"); + mes("The higher the weapon is, the increasing effect of +1 becomes(higher as well."); + next(); continue; case 4: - mes "[Tadde]"; - mes "Level 4 weapons are safe up to ^A20B09+4^000000. Numbers of level 4 weapons are so rare that not so many customers bring them here."; - next; - mes "[Tadde]"; - mes "As it is one of the most luxurious weapons, the effect of refining is the strongest."; - next; + mes("[Tadde]"); + mes("Level 4 weapons are safe up to ^A20B09+4^000000. Numbers of level 4 weapons are so rare that not so many customers bring them here."); + next(); + mes("[Tadde]"); + mes("As it is one of the most luxurious weapons, the effect of refining is the strongest."); + next(); continue; case 5: - mes "[Tadde]"; - mes "Armors are safe when refined up to^A20B09+4^000000, just like a level 4 weapon."; - next; - mes "[Tadde]"; - mes "As most refiners are used to making weapons it's hard for them to safely upgrade armors."; - next; + mes("[Tadde]"); + mes("Armors are safe when refined up to^A20B09+4^000000, just like a level 4 weapon."); + next(); + mes("[Tadde]"); + mes("As most refiners are used to making weapons it's hard for them to safely upgrade armors."); + next(); continue; case 6: - mes "[Tadde]"; - mes "You look like you've had enough explanations about the safety refining."; - next; + mes("[Tadde]"); + mes("You look like you've had enough explanations about the safety refining."); + next(); break; } break; @@ -12891,30 +13070,30 @@ izlude,145,122,7 script Tadde#iz 4_M_04,{ } break; } - completequest 5154; - mes "[Tadde]"; - mes "Your questions end. If you have more questions later, come to me any time."; - close; + completequest(5154); + mes("[Tadde]"); + mes("Your questions end. If you have more questions later, come to me any time."); + close(); } - mes "[Tadde]"; - mes "We sell metals for refining iron or steel weapons here!"; - mes "We have ^007777Phracons^000000 for level 1 weapons, and ^007777Emveretarcons^000000 for level 2 weapons."; - next; + mes("[Tadde]"); + mes("We sell metals for refining iron or steel weapons here!"); + mes("We have ^007777Phracons^000000 for level 1 weapons, and ^007777Emveretarcons^000000 for level 2 weapons."); + next(); switch(select("Phracon - 200 zeny.", "Emveretarcon - 1000 zeny.", "Ask for other metals.")) { case 1: - mes "[Tadde]"; - mes "How many would you like? Enter '0' if you want to end."; - next; - while(1) { - input .@amount, 0, 501; + mes("[Tadde]"); + mes("How many would you like? Enter '0' if you want to end."); + next(); + while(true) { + input(.@amount, 0, 501); if (.@amount == 0) { - mes "[Tadde]"; - mes "Trade ended."; - close; + mes("[Tadde]"); + mes("Trade ended."); + close(); } else if (.@amount > 500) { - mes "[Tadde]"; - mes "Please reduce your quantity to 500 or less."; - next; + mes("[Tadde]"); + mes("Please reduce your quantity to 500 or less."); + next(); } else { break; } @@ -12922,35 +13101,35 @@ izlude,145,122,7 script Tadde#iz 4_M_04,{ .@sell = .@amount * 200; .@item_weight = .@amount * 200; if (Zeny < .@sell) { - mes "[Tadde]"; - mes "Oh dear...my apologies, but you don't have enough money."; - mes "I'm sorry we can't give it to you cheaper...we're only a small business."; - close; + mes("[Tadde]"); + mes("Oh dear...my apologies, but you don't have enough money."); + mes("I'm sorry we can't give it to you cheaper...we're only a small business."); + close(); } if ((MaxWeight - Weight) < .@item_weight) { - mes "[Tadde]"; - mes "Er...please sorts your inventory before you take these..."; - close; + mes("[Tadde]"); + mes("Er...please sorts your inventory before you take these..."); + close(); } Zeny -= .@sell; - getitem Phracon, .@amount; // Phracon - mes "[Tadde]"; - mes "This is what you wanted. Thank you very much!"; - close; + getitem(Phracon, .@amount); // Phracon + mes("[Tadde]"); + mes("This is what you wanted. Thank you very much!"); + close(); case 2: - mes "[Tadde]"; - mes "How many would you like? Enter '0' if you want to end."; - next; - while(1) { - input .@amount, 0, 501; + mes("[Tadde]"); + mes("How many would you like? Enter '0' if you want to end."); + next(); + while(true) { + input(.@amount, 0, 501); if (.@amount == 0) { - mes "[Tadde]"; - mes "Trade ended."; - close; + mes("[Tadde]"); + mes("Trade ended."); + close(); } else if (.@amount > 500) { - mes "[Tadde]"; - mes "Please reduce your quantity to 500 or less."; - next; + mes("[Tadde]"); + mes("Please reduce your quantity to 500 or less."); + next(); } else { break; } @@ -12958,88 +13137,88 @@ izlude,145,122,7 script Tadde#iz 4_M_04,{ .@sell = .@amount * 1000; .@item_weight = .@amount * 200; if (Zeny < .@sell) { - mes "[Tadde]"; - mes "Oh dear...my apologies, but you don't have enough money."; - mes "I'm sorry we can't give it to you cheaper...we're only a small business."; - close; + mes("[Tadde]"); + mes("Oh dear...my apologies, but you don't have enough money."); + mes("I'm sorry we can't give it to you cheaper...we're only a small business."); + close(); } if ((MaxWeight - Weight) < .@item_weight) { - mes "[Tadde]"; - mes "Er...please sorts your inventory before you take these..."; - close; + mes("[Tadde]"); + mes("Er...please sorts your inventory before you take these..."); + close(); } - getitem Emveretarcon, .@amount; // Emveretarcon + getitem(Emveretarcon, .@amount); // Emveretarcon Zeny -= .@sell; - mes "[Tadde]"; - mes "This is what you wanted. Thank you very much!"; - close; + mes("[Tadde]"); + mes("This is what you wanted. Thank you very much!"); + close(); case 3: - mes "[Tadde]"; - mes "Any questions about the weapon level and safety refining?"; - next; - while(1) { + mes("[Tadde]"); + mes("Any questions about the weapon level and safety refining?"); + next(); + while(true) { switch(select("Weapon level", "Safety refining.", "Finish the question.")) { case 1: - mes "[Tadde]"; - mes "Weapons have level, whereas Armors don't. The more ^3E86C3upscaled a weapon^000000 is, the higher the weapon level is."; - next; - mes "[Tadde]"; - mes "That means ^A20B09the upscaled weapons are more difficult to obtain.^000000."; - next; - mes "[Tadde]"; - mes "Considering the customers coming to refine, the ones for refining level 1,2 weapons are more than those for level 3,4 weapons."; - next; + mes("[Tadde]"); + mes("Weapons have level, whereas Armors don't. The more ^3E86C3upscaled a weapon^000000 is, the higher the weapon level is."); + next(); + mes("[Tadde]"); + mes("That means ^A20B09the upscaled weapons are more difficult to obtain.^000000."); + next(); + mes("[Tadde]"); + mes("Considering the customers coming to refine, the ones for refining level 1,2 weapons are more than those for level 3,4 weapons."); + next(); break; case 2: - mes "[Tadde]"; - mes "Safety refining differs from the levels of Armor or weapon, so basically each level has a ^3E86C3different safe upgrade level.^000000"; - next; - while(1) { + mes("[Tadde]"); + mes("Safety refining differs from the levels of Armor or weapon, so basically each level has a ^3E86C3different safe upgrade level.^000000"); + next(); + while(true) { switch(select("Level 1 Weapon", "Level 2 Weapon", "Level 3 Weapon", "Level 4 Weapon", "Armor", "Question finished")) { case 1: - mes "[Tadde]"; - mes "Level 1 weapons are safe when refined up to ^A20B09+7^000000. The lower the level of weapon is, the higher the figure of the refining is possible."; - next; - mes "[Tadde]"; - mes "Of course, it has stronger effect than level 1 weapon."; - next; + mes("[Tadde]"); + mes("Level 1 weapons are safe when refined up to ^A20B09+7^000000. The lower the level of weapon is, the higher the figure of the refining is possible."); + next(); + mes("[Tadde]"); + mes("Of course, it has stronger effect than level 1 weapon."); + next(); break; case 2: - mes "[Tadde]"; - mes "Level 2 weapons are safe when refined up to ^A20B09+6^000000, even though refining figure is lower than level 1 weapon."; - next; - mes "[Tadde]"; - mes "Of course, it has stronger effect than level 1 weapon."; - next; + mes("[Tadde]"); + mes("Level 2 weapons are safe when refined up to ^A20B09+6^000000, even though refining figure is lower than level 1 weapon."); + next(); + mes("[Tadde]"); + mes("Of course, it has stronger effect than level 1 weapon."); + next(); break; case 3: - mes "[Tadde]"; - mes "Level 3 weapons are safe when refined up to ^A20B09+5^000000. Simply speaking, it looks like the safety refining goes down by 1 according to each weapon level."; - next; - mes "[Tadde]"; - mes "The higher the weapon is, the increasing effect of +1 becomes higher as well."; - next; + mes("[Tadde]"); + mes("Level 3 weapons are safe when refined up to ^A20B09+5^000000. Simply speaking, it looks like the safety refining goes down by 1 according to each weapon level."); + next(); + mes("[Tadde]"); + mes("The higher the weapon is, the increasing effect of +1 becomes(higher as well."); + next(); break; case 4: - mes "[Tadde]"; - mes "Level 4 weapons are safe up to ^A20B09+4^000000. Numbers of level 4 weapons are so rare that not so many customers bring them here."; - next; - mes "[Tadde]"; - mes "As it is one of the most luxurious weapons, the effect of refining is the strongest."; - next; + mes("[Tadde]"); + mes("Level 4 weapons are safe up to ^A20B09+4^000000. Numbers of level 4 weapons are so rare that not so many customers bring them here."); + next(); + mes("[Tadde]"); + mes("As it is one of the most luxurious weapons, the effect of refining is the strongest."); + next(); break; case 5: - mes "[Tadde]"; - mes "Armors are safe when refined up to^A20B09+4^000000, just like a level 4 weapon."; - next; - mes "[Tadde]"; - mes "As most refiners are used to making weapons it's hard for them to safely upgrade armors."; - next; + mes("[Tadde]"); + mes("Armors are safe when refined up to^A20B09+4^000000, just like a level 4 weapon."); + next(); + mes("[Tadde]"); + mes("As most refiners are used to making weapons it's hard for them to safely upgrade armors."); + next(); break; case 6: - mes "[Tadde]"; - mes "You look like you've had enough explanations about the safety refining."; - next; + mes("[Tadde]"); + mes("You look like you've had enough explanations about the safety refining."); + next(); break; } } @@ -13048,12 +13227,12 @@ izlude,145,122,7 script Tadde#iz 4_M_04,{ break; } } - mes "[Tadde]"; - mes "This is all I can explain to you."; - next; - mes "[Tadde]"; - mes "The explanations about the charge and effect of the safe refining will be covered by Mr. Locas."; - close; + mes("[Tadde]"); + mes("This is all I can explain to you."); + next(); + mes("[Tadde]"); + mes("The explanations about the charge and effect of the safe refining will be covered by Mr. Locas."); + close(); } } @@ -13065,353 +13244,353 @@ izlude_d,145,122,7 duplicate(Tadde#iz) Tadde#iz_d 4_M_04 //- Locas - izlude,155,132,3 script Locas#iz 4_M_02,{ if (!checkweight(Axe, 1)) { - mes "- As you have too many items in your inventory, Quest can't be continued. -"; - close; + mes("- As you have too many items in your inventory, Quest can't be continued. -"); + close(); } if (questprogress(5155) == 1) { - mes "[Locas]"; - mes "You are the one sent by the owner. What did he order me to do?"; - next; + mes("[Locas]"); + mes("You are the one sent by the owner. What did he order me to do?"); + next(); select("You have a lot of complaints, don't you?"); - mes "[Locas]"; - mes "Yes, I do. Absolutely, the owner will threaten me with his stupid performance ratings."; - next; - mes "[Locas]"; - mes "He isn't the man he used to be."; - next; - mes "[Locas]"; - mes "He thinks if somebody leaves, a replacement will show up immediately."; - next; - mes "[Locas]"; - mes "Anyway, the employee should do what the owner wants him to do... Ask me your questions."; - next; - while(1) { + mes("[Locas]"); + mes("Yes, I do. Absolutely, the owner will threaten me with his stupid performance ratings."); + next(); + mes("[Locas]"); + mes("He isn't the man he used to be."); + next(); + mes("[Locas]"); + mes("He thinks if somebody leaves, a replacement will show up immediately."); + next(); + mes("[Locas]"); + mes("Anyway, the employee should do what the owner wants him to do... Ask me your questions."); + next(); + while(true) { switch(select("Refining Price", "Fefining Effect", "End the Conversation.")) { case 1: - mes "[Locas]"; - mes "Perhaps the most important thing my owner thinks is this..."; - next; - mes "[Locas]"; - mes "From the word itself, refining price is ^3E86C3 the charge to refine once^000000."; - next; - mes "[Locas]"; - mes "But, there are ^3E86C3differences in the essential material according the zeny and weapon level.^000000."; - next; - while(1) { + mes("[Locas]"); + mes("Perhaps the most important thing my owner thinks is this..."); + next(); + mes("[Locas]"); + mes("From the word itself, refining price is ^3E86C3 the charge to refine once^000000."); + next(); + mes("[Locas]"); + mes("But, there are ^3E86C3differences in the essential material according the zeny and weapon level.^000000."); + next(); + while(true) { switch(select("Level 1 Weapon", "Level 2 Weapon", "Level 3 Weapon", "level 4 Weapon", "Armor", "Questions Finished")) { case 1: - mes "[Locas]"; - mes "Refining of level 1 weapons requires ^3E86C3Phracon and 1000 zeny^000000."; - next; - mes "[Locas]"; - mes "As Phracon is the most popular metal, you can get it from monsters but also from Tadde at 200 zeny."; - next; + mes("[Locas]"); + mes("Refining of level 1 weapons requires ^3E86C3Phracon and 1000 zeny^000000."); + next(); + mes("[Locas]"); + mes("As Phracon is the most popular metal, you can get it from monsters but also from Tadde at 200 zeny."); + next(); continue; case 2: - mes "[Locas]"; - mes "Refining level 2 weapons requires ^3E86C3Emveretarcon and 2,000 zeny^000000."; - next; - mes "[Locas]"; - mes "Emveretarcon is also a relatively popular metal. You can get it either from monsters or from Tadde at 1000 zeny."; - next; + mes("[Locas]"); + mes("Refining level 2 weapons requires ^3E86C3Emveretarcon and 2,000 zeny^000000."); + next(); + mes("[Locas]"); + mes("Emveretarcon is also a relatively popular metal. You can get it either from monsters or from Tadde at 1000 zeny."); + next(); continue; case 3: - mes "[Locas]"; - mes "Refining of level 3 weapons requires ^3E86C3 Oridecon and 10,000 zeny.^000000."; - next; - mes "[Locas]"; - mes "Oridecon is such a rare metal that I don't sell it... But,"; - next; - mes "[Locas]"; - mes "If you have 5 Rough Oridecon obtainable from some monsters, you can refine them to make one Oridecon."; - next; + mes("[Locas]"); + mes("Refining of level 3 weapons requires ^3E86C3 Oridecon and 10,000 zeny.^000000."); + next(); + mes("[Locas]"); + mes("Oridecon is such a rare metal that I don't sell it... But,"); + next(); + mes("[Locas]"); + mes("If you have 5 Rough Oridecon obtainable from some monsters, you can refine them to make one Oridecon."); + next(); continue; case 4: - mes "[Locas]"; - mes "Refining level 4 weapons requires ^3E86C3 Oridecon and 20,000 zeny.^000000."; - next; - mes "[Locas]"; - mes "Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you."; - next; + mes("[Locas]"); + mes("Refining level 4 weapons requires ^3E86C3 Oridecon and 20,000 zeny.^000000."); + next(); + mes("[Locas]"); + mes("Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you."); + next(); continue; case 5: - mes "[Locas]"; - mes "Refining the Armor requires ^3E86C3Elunium and 20000 zeny.^000000."; - next; - mes "[Locas]"; - mes "Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you."; - next; + mes("[Locas]"); + mes("Refining the Armor requires ^3E86C3Elunium and 20000 zeny.^000000."); + next(); + mes("[Locas]"); + mes("Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you."); + next(); continue; case 6: - mes "[Locas]"; - mes "You look like you've had enough explanations about the refining prices."; - next; + mes("[Locas]"); + mes("You look like you've had enough explanations about the refining prices."); + next(); break; } break; } continue; case 2: - mes "[Locas]"; - mes "I think you are now knowledgeable enough about refining."; - next; - mes "[Locas]"; - mes "Now I will explain to you about ^3E86C3the effect of refining^000000."; - next; - mes "[Locas]"; - mes "This time I won't give you explanations about individual items. It is better you do the physical experiences by yourself instead of verbal explanations."; - next; - mes "[Locas]"; - mes "Anyway, here are the explanations. From level 1 weapon,"; - next; - mes "[Locas]"; - mes "1 level weapon has ^A20B09the attacking power increased 2^000000 by each +1 refining. Do you understand?"; - next; + mes("[Locas]"); + mes("I think you are now knowledgeable enough about refining."); + next(); + mes("[Locas]"); + mes("Now I will explain to you about ^3E86C3the effect of refining^000000."); + next(); + mes("[Locas]"); + mes("This time I won't give you explanations about individual items. It is better you do the physical experiences by yourself instead of verbal explanations."); + next(); + mes("[Locas]"); + mes("Anyway, here are the explanations. From level 1 weapon,"); + next(); + mes("[Locas]"); + mes("1 level weapon has ^A20B09the attacking power increased 2^000000 by each +1 refining. Do you understand?"); + next(); select("Well???"); - mes "[Locas]"; - mes "I thought my explanations to you were easy, but it wasn't..."; - next; - mes "[Locas]"; - mes "So, if you refine a knife with 17 attacking power and by +1, it will become 19 attacking power.. Like this."; - next; - mes "[Locas]"; - mes "In fact, there is no need to talk too much here. You just experience it later."; - next; - mes "[Locas]"; - mes "Level 2 weapon will add ^A20B093^000000 to the attacking power per each refining level."; - next; - mes "[Locas]"; - mes "Level 3 weapon will add ^A20B095^000000 to the attacking power per each refining level."; - next; - mes "[Locas]"; - mes "Lastly, level 4 weapon will add ^A20B097^000000 to the attacking power per each refining level."; - next; - mes "[Locas]"; - mes "Ah, I missed the Armor. The Armor can be add ^A20B091^000000 to the defense power per each refining level."; - next; - mes "[Locas]"; - mes "Well, by now the explanations were only for the effect of the safe refining...."; - next; - mes "[Locas]"; - mes "You would better learn yourself ^A20B09the effect of over refining^000000 regardless of potential risk."; - next; - mes "[Locas]"; - mes "If I tell you all the details, it is likely you start reading an epic novel of 10,000 pages, I'll tell you the ending of it."; - next; - mes "[Locas]"; - mes "One thing to be clear is you should be careful about destroying your equipment if you get over-eager."; - next; + mes("[Locas]"); + mes("I thought my explanations to you were easy, but it wasn't..."); + next(); + mes("[Locas]"); + mes("So, if you refine a knife with 17 attacking power and by +1, it will become 19 attacking power.. Like this."); + next(); + mes("[Locas]"); + mes("In fact, there is no need to talk too much here. You just experience it later."); + next(); + mes("[Locas]"); + mes("Level 2 weapon will add ^A20B093^000000 to the attacking power per each refining level."); + next(); + mes("[Locas]"); + mes("Level 3 weapon will add ^A20B095^000000 to the attacking power per each refining level."); + next(); + mes("[Locas]"); + mes("Lastly, level 4 weapon will add ^A20B097^000000 to the attacking power per each refining level."); + next(); + mes("[Locas]"); + mes("Ah, I missed the Armor. The Armor can be add ^A20B091^000000 to the defense power per each refining level."); + next(); + mes("[Locas]"); + mes("Well, by now the explanations were only for the effect of the safe refining...."); + next(); + mes("[Locas]"); + mes("You would better learn yourself ^A20B09the effect of over refining^000000 regardless of potential risk."); + next(); + mes("[Locas]"); + mes("If I tell you all the details, it is likely you start reading an epic novel of 10,000 pages, I'll tell you the ending of it."); + next(); + mes("[Locas]"); + mes("One thing to be clear is you should be careful about destroying your equipment if you get over-eager."); + next(); continue; case 3: break; } break; } - mes "[Locas]"; - mes "Seems like, you don't have any further questions. Thank you for listening to a long story."; - next; - completequest 5155; - mes "[Locas]"; - mes "You can say anything to my owner. The performance rating doesn't mean much to our technicians."; - close; + mes("[Locas]"); + mes("Seems like, you don't have any further questions. Thank you for listening to a long story."); + next(); + completequest(5155); + mes("[Locas]"); + mes("You can say anything to my owner. The performance rating doesn't mean much to our technicians."); + close(); } else { - mes "[Locas]"; - mes "If you bring me 5 Rough Oridecon or Elunium, I will immediately make them to Oridecon or Elunium."; - next; + mes("[Locas]"); + mes("If you bring me 5 Rough Oridecon or Elunium, I will immediately make them to Oridecon or Elunium."); + next(); } switch(select("Refining Oridecon", "Refining Elunium", "Other questions.")) { case 1: - mes "[Locas]"; - mes "Will you refine 5 Rough Oridecon to one Oridecon?"; - next; - if(select("Exchange 5 for 1", "Exchange all.") == 1) { + mes("[Locas]"); + mes("Will you refine 5 Rough Oridecon to one Oridecon?"); + next(); + if (select("Exchange 5 for 1", "Exchange all.") == 1) { if (countitem(Oridecon_Stone) > 4) { - delitem Oridecon_Stone, 5; // Oridecon_Stone - getitem Oridecon, 1; // Oridecon - mes "[Locas]"; - mes "Refined Rough Oridecon to Oridecon."; - close; + delitem(Oridecon_Stone, 5); // Oridecon_Stone + getitem(Oridecon, 1); // Oridecon + mes("[Locas]"); + mes("Refined Rough Oridecon to Oridecon."); + close(); } else { - mes "[Locas]"; - mes "Are you kidding me?"; - mes "You should bring me 5 Rough Oridecon to refine for one Oridecon."; - close; + mes("[Locas]"); + mes("Are you kidding me?"); + mes("You should bring me 5 Rough Oridecon to refine for one Oridecon."); + close(); } } else { if (countitem(Oridecon_Stone) > 4) { .@ston_max = countitem(Oridecon_Stone) / 5; .@ston_full = .@ston_max * 5; - delitem Oridecon_Stone, .@ston_full; // Oridecon_Stone - getitem Oridecon, .@ston_max; // Oridecon - mes "[Locas]"; - mes "Refined "+.@ston_full+" Rough Oridecon into "+.@ston_max+" Oridecon. Thank you for your business."; - close; + delitem(Oridecon_Stone, .@ston_full); // Oridecon_Stone + getitem(Oridecon, .@ston_max); // Oridecon + mes("[Locas]"); + mes("Refined "+.@ston_full+" Rough Oridecon into "+.@ston_max+" Oridecon. Thank you for your business."); + close(); } else { - mes "[Locas]"; - mes "Are you kidding me?"; - mes "You should bring me 5 Rough Oridecon to refine for one Oridecon."; - close; + mes("[Locas]"); + mes("Are you kidding me?"); + mes("You should bring me 5 Rough Oridecon to refine for one Oridecon."); + close(); } } case 2: - mes "[Locas]"; - mes "Will you refine 5 Rough Elunium to one Elunium?"; - next; - if(select("Exchange 5 for 1", "Exchange all.") == 1) { + mes("[Locas]"); + mes("Will you refine 5 Rough Elunium to one Elunium?"); + next(); + if (select("Exchange 5 for 1", "Exchange all.") == 1) { if (countitem(Elunium_Stone) > 4) { - delitem Elunium_Stone, 5; // Elunium_Stone - getitem Elunium, 1; // Elunium - mes "[Locas]"; - mes "Refined Rough Elunium to Elunium."; - close; + delitem(Elunium_Stone, 5); // Elunium_Stone + getitem(Elunium, 1); // Elunium + mes("[Locas]"); + mes("Refined Rough Elunium to Elunium."); + close(); } else { - mes "[Locas]"; - mes "Are you kidding me?"; - mes "You should bring me 5 Rough Elunium to refine for one Elunium."; - close; + mes("[Locas]"); + mes("Are you kidding me?"); + mes("You should bring me 5 Rough Elunium to refine for one Elunium."); + close(); } } else { if (countitem(Elunium_Stone) > 4) { .@ston_max = countitem(Elunium_Stone) / 5; .@ston_full = .@ston_max * 5; - delitem Elunium_Stone, .@ston_full; // Elunium_Stone - getitem Elunium, .@ston_max; // Elunium - mes "[Locas]"; - mes "Refined "+.@ston_full+" Rough Elunium into "+.@ston_max+" Elunium. Thank you for your business."; - close; + delitem(Elunium_Stone, .@ston_full); // Elunium_Stone + getitem(Elunium, .@ston_max); // Elunium + mes("[Locas]"); + mes("Refined "+.@ston_full+" Rough Elunium into "+.@ston_max+" Elunium. Thank you for your business."); + close(); } else { - mes "[Locas]"; - mes "Are you kidding me?"; - mes "You should bring me 5 Rough Elunium to refine for one Elunium."; - close; + mes("[Locas]"); + mes("Are you kidding me?"); + mes("You should bring me 5 Rough Elunium to refine for one Elunium."); + close(); } } case 3: - mes "[Locas]"; - mes "Do you have any questions about refining?"; - next; - mes "[Locas]"; - mes "Though I can't explain a lot.... What's your question?"; - next; - while(1) { + mes("[Locas]"); + mes("Do you have any questions about refining?"); + next(); + mes("[Locas]"); + mes("Though I can't explain a lot.... What's your question?"); + next(); + while(true) { switch(select("refining price", "refining effect", "Finish the explanation.")) { case 1: - mes "[Locas]"; - mes "©öFrom the word itself, refining price is ^3E86C3 the price for refining once^000000."; - next; - mes "[Locas]"; - mes "But, there are differences in the essential material according the (zeny) and weapon level."; - next; - while(1) { + mes("[Locas]"); + mes("From the word itself, refining price is ^3E86C3 the price for refining once^000000."); + next(); + mes("[Locas]"); + mes("But, there are differences in the essential material according the (zeny) and weapon level."); + next(); + while(true) { switch(select("Level 1 Weapon", "Level 2 Weapon", "Level 3 Weapon", "Level 4 Weapon", "Armor", "Question Finished")) { case 1: - mes "[Locas]"; - mes "Refining of level 1 weapons requires ^3E86C3Phracon and 1000 zeny^000000."; - next; - mes "[Locas]"; - mes "As Phracon is the most popular metal, you can get it from monsters but also from Tadde at 200 zeny."; - next; + mes("[Locas]"); + mes("Refining of level 1 weapons requires ^3E86C3Phracon and 1000 zeny^000000."); + next(); + mes("[Locas]"); + mes("As Phracon is the most popular metal, you can get it from monsters but also from Tadde at 200 zeny."); + next(); continue; case 2: - mes "[Locas]"; - mes "Refining level 2 weapons requires ^3E86C3Emveretarcon and 20,000 zeny^000000."; - next; - mes "[Locas]"; - mes "Emveretarcon is also a relatively popular metal. You can get it either from monsters or from Tadde at 1000 zeny."; - next; + mes("[Locas]"); + mes("Refining level 2 weapons requires ^3E86C3Emveretarcon and 20,000 zeny^000000."); + next(); + mes("[Locas]"); + mes("Emveretarcon is also a relatively popular metal. You can get it either from monsters or from Tadde at 1000 zeny."); + next(); continue; case 3: - mes "[Locas]"; - mes "Refining of level 3 weapons requires ^3E86C3 Oridecon and 10,000 zeny.^000000."; - next; - mes "[Locas]"; - mes "Oridecon is such a rare metal that I don't sell it... But,"; - next; - mes "[Locas]"; - mes "If you have 5 Rough Oridecon obtainable from some monsters, you can refine them to make one Oridecon."; - next; + mes("[Locas]"); + mes("Refining of level 3 weapons requires ^3E86C3 Oridecon and 10,000 zeny.^000000."); + next(); + mes("[Locas]"); + mes("Oridecon is such a rare metal that I don't sell it... But,"); + next(); + mes("[Locas]"); + mes("If you have 5 Rough Oridecon obtainable from some monsters, you can refine them to make one Oridecon."); + next(); continue; case 4: - mes "[Locas]"; - mes "Refining level 4 weapons requires ^3E86C3 Oridecon and 20,000 zeny.^000000."; - next; - mes "[Locas]"; - mes "Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you."; - next; + mes("[Locas]"); + mes("Refining level 4 weapons requires ^3E86C3 Oridecon and 20,000 zeny.^000000."); + next(); + mes("[Locas]"); + mes("Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you."); + next(); continue; case 5: - mes "[Locas]"; - mes "Refining the Armor requires ^3E86C3Elunium and 20000 zeny.^000000."; - next; - mes "[Locas]"; - mes "Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you."; - next; + mes("[Locas]"); + mes("Refining the Armor requires ^3E86C3Elunium and 20000 zeny.^000000."); + next(); + mes("[Locas]"); + mes("Elunium is as rare a metal as Oridecon, like Oridecon, if you bring me 5 Rough Elunium obtainable from some monsters, I will refine them to make a Elunium for you."); + next(); continue; case 6: - mes "[Locas]"; - mes "You look like you've had enough explanations about the refining prices."; - next; + mes("[Locas]"); + mes("You look like you've had enough explanations about the refining prices."); + next(); break; } break; } continue; case 2: - mes "[Locas]"; - mes "As I think it would be better for you to experience the effect of refining rather than explantion, I really give you a brief explanation about it."; - next; - mes "[Locas]"; - mes "Let's start from level 1 weapon."; - next; - mes "[Locas]"; - mes "1 level weapon has ^A20B09the attacking power increased 2^000000 by each +1 refining. Do you understand?"; - next; + mes("[Locas]"); + mes("As I think it would be better for you to experience the effect of refining rather than explantion, I really give you a brief explanation about it."); + next(); + mes("[Locas]"); + mes("Let's start from level 1 weapon."); + next(); + mes("[Locas]"); + mes("1 level weapon has ^A20B09the attacking power increased 2^000000 by each +1 refining. Do you understand?"); + next(); select("Well???"); - mes "[Locas]"; - mes "I thought my explanations to you were easy, but it wasn't..."; - next; - mes "[Locas]"; - mes "So, if you refine a knife with 17 attacking power and by +1, it will become 19 attacking power.. Like this."; - next; - mes "[Locas]"; - mes "In fact, there is no need to talk too much here. You just experience it later."; - next; - mes "[Locas]"; - mes "Level 2 weapon will add ^A20B093^000000 to the attacking power per each refining level."; - next; - mes "[Locas]"; - mes "Level 3 weapon will add ^A20B095^000000 to the attacking power per each refining level."; - next; - mes "[Locas]"; - mes "Lastly, level 4 weapon will add ^A20B097^000000 to the attacking power per each refining level."; - next; - mes "[Locas]"; - mes "Ah, I missed the Armor. The Armor can be add ^A20B091^000000 to the defense power per each refining level."; - next; - mes "[Locas]"; - mes "Well, by now the explanations were only for the effect of the safe refining...."; - next; - mes "[Locas]"; - mes "You would better learn yourself ^A20B09the effect of over refining^000000 regardless of potential risk."; - next; - mes "[Locas]"; - mes "If I tell you all the details, it is likely you start reading an epic novel of 10,000 pages, I'll tell you the ending of it."; - next; - mes "[Locas]"; - mes "One thing to be clear is you should be careful about destroying your equipment if you get over-eager."; - next; + mes("[Locas]"); + mes("I thought my explanations to you were easy, but it wasn't..."); + next(); + mes("[Locas]"); + mes("So, if you refine a knife with 17 attacking power and by +1, it will become 19 attacking power.. Like this."); + next(); + mes("[Locas]"); + mes("In fact, there is no need to talk too much here. You just experience it later."); + next(); + mes("[Locas]"); + mes("Level 2 weapon will add ^A20B093^000000 to the attacking power per each refining level."); + next(); + mes("[Locas]"); + mes("Level 3 weapon will add ^A20B095^000000 to the attacking power per each refining level."); + next(); + mes("[Locas]"); + mes("Lastly, level 4 weapon will add ^A20B097^000000 to the attacking power per each refining level."); + next(); + mes("[Locas]"); + mes("Ah, I missed the Armor. The Armor can be add ^A20B091^000000 to the defense power per each refining level."); + next(); + mes("[Locas]"); + mes("Well, by now the explanations were only for the effect of the safe refining...."); + next(); + mes("[Locas]"); + mes("You would better learn yourself ^A20B09the effect of over refining^000000 regardless of potential risk."); + next(); + mes("[Locas]"); + mes("If I tell you all the details, it is likely you start reading an epic novel of 10,000 pages, I'll tell you the ending of it."); + next(); + mes("[Locas]"); + mes("One thing to be clear is you should be careful about destroying your equipment if you get over-eager."); + next(); continue; case 3: break; } break; } - mes "[Locas]"; - mes "Thank you for your listening to a long story. This is all I can explain you."; - next; - mes "[Locas]"; - mes "Regarding the levels of weapons and safety refining, consult with Mr. Tadde. He will kindly answer to you."; - close; + mes("[Locas]"); + mes("Thank you for your listening to a long story. This is all I can explain you."); + next(); + mes("[Locas]"); + mes("Regarding the levels of weapons and safety refining, consult with Mr. Tadde. He will kindly answer to you."); + close(); } } @@ -13424,360 +13603,360 @@ izlude_d,155,132,3 duplicate(Locas#iz) Locas#iz_d 4_M_02 // - Teaches the player about enchanting. izlude,96,125,7 script Enchanter Mounds#iz 4_CAT_SAILOR2,{ if (!checkweight(Axe, 1)) { - mes "- As you have too many items in your inventory, Quest can't be continued -"; - close; + mes("- As you have too many items in your inventory, Quest can't be continued -"); + close(); } - disable_items; + disable_items(); .@in_tutorial = questprogress(5157) + questprogress(5158) + questprogress(5159); if (.@in_tutorial == 0) { - mes "[Mounds]"; - mes "Welcome. Welcome to the enchant association. I am ^142CEB Mounds^000000- head of Izlude branch of the Enchant association."; - next; + mes("[Mounds]"); + mes("Welcome. Welcome to the enchant association. I am ^142CEB Mounds^000000- head of Izlude branch of the Enchant association."); + next(); select("Oh... a cat can speak???"); - mes "[Mounds]"; - mes "Have you never seen a talking cat?"; - next; - mes "[Mounds]"; - mes "There is an island called ^FD4F02 Malangdo^000000 where only cats live and I am from there."; - next; - mes "[Mounds]"; - mes "There are cats like me who can speak the human language very well, but some cats speaking human and cat language are a mess."; - next; - mes "[Mounds]"; - mes "Well, that can be checked in Malangdo later are you interested in ^FD4F02Enchantments^000000?"; - next; + mes("[Mounds]"); + mes("Have you never seen a talking cat?"); + next(); + mes("[Mounds]"); + mes("There is an island called ^FD4F02 Malangdo^000000 where only cats live and I am from there."); + next(); + mes("[Mounds]"); + mes("There are cats like me who can speak the human language very well, but some cats speaking human and cat language are a mess."); + next(); + mes("[Mounds]"); + mes("Well, that can be checked in Malangdo later are you interested in ^FD4F02Enchantments^000000?"); + next(); select("Enchant Association?"); - mes "[Mounds]"; - mes "The Enchant Association is the group made by those of us who can enchant."; - next; - mes "[Mounds]"; - mes "This association is composed of two divisions of ^FD4F02the socket enchant division^000000 and ^FD4F02 the hidden enchant division^000000."; - next; - mes "[Mounds]"; - mes "Maybe, are you curious about each division?"; - next; - while(1) { + mes("[Mounds]"); + mes("The Enchant Association is the group made by those of us who can enchant."); + next(); + mes("[Mounds]"); + mes("This association is composed of two divisions of ^FD4F02the socket enchant division^000000 and ^FD4F02 the hidden enchant division^000000."); + next(); + mes("[Mounds]"); + mes("Maybe, are you curious about each division?"); + next(); + while(true) { switch(select("Socket Enchant?", "Hidden Enchant", "Question finished")) { case 1: - mes "[Mounds]"; - mes "You are curious about the socket enchant.. Here is the explantion."; - next; - mes "[Mounds]"; - mes "From unknown reason, There has been existing ^FD4F02card slots^000000 on the equipments obtainable from monsters."; - next; - mes "[Mounds]"; - mes "People started to question, 'Can we make a device to insert cards to these?'"; - next; - mes "[Mounds]"; - mes "At last, one day a man called ^142CEBSeyablem^000000 showed up with the technology of socket enchant."; - next; - mes "[Mounds]"; - mes "Nobody knew how he got the technology...."; - next; - mes "[Mounds]"; - mes "Someday later, a younger brother of Seyablem called ^142CEBLeyablem^000000 introduced a different device from his brother to socket enchant other equipments."; - next; - mes "[Mounds]"; - mes "Many people using the brothers' socket enchanting services, they stole the technology"; - next; + mes("[Mounds]"); + mes("You are curious about the socket enchant.. Here is the explantion."); + next(); + mes("[Mounds]"); + mes("From unknown reason, There has been existing ^FD4F02card slots^000000 on the equipments obtainable from monsters."); + next(); + mes("[Mounds]"); + mes("People started to question, 'Can we make a device to insert cards to these?'"); + next(); + mes("[Mounds]"); + mes("At last, one day a man called ^142CEBSeyablem^000000 showed up with the technology of socket enchant."); + next(); + mes("[Mounds]"); + mes("Nobody knew how he got the technology...."); + next(); + mes("[Mounds]"); + mes("Someday later, a younger brother of Seyablem called ^142CEBLeyablem^000000 introduced a different device from his brother to socket enchant other equipments."); + next(); + mes("[Mounds]"); + mes("Many people using the brothers' socket enchanting services, they stole the technology"); + next(); select("Ok seems simple enough..."); - mes "[Mounds]"; - mes "The brothers happened to join the enchant association. And from time to time, they teach the technology to us in Malangdo."; - next; - mes "[Mounds]"; - mes "Learning the technology diligently, some day will come when others can do socket enchants."; - next; - mes "[Mounds]"; - mes "Ah, my story went off topic."; - next; - mes "[Mounds]"; - mes "Well, conclusion is this, socket enchant means to add a card socket to the common equipment being sold at any shops."; - next; - mes "[Mounds]"; - mes "It is called socket enchant. Are you curious about the other division?"; - next; + mes("[Mounds]"); + mes("The brothers happened to join the enchant association. And from time to time, they teach the technology to us in Malangdo."); + next(); + mes("[Mounds]"); + mes("Learning the technology diligently, some day will come when others can do socket enchants."); + next(); + mes("[Mounds]"); + mes("Ah, my story went off topic."); + next(); + mes("[Mounds]"); + mes("Well, conclusion is this, socket enchant means to add a card socket to the common equipment being sold at any shops."); + next(); + mes("[Mounds]"); + mes("It is called socket enchant. Are you curious about the other division?"); + next(); break; case 2: - mes "[Mounds]"; - mes "Ah ! Are you curious about the hidden enchant?"; - next; - mes "[Mounds]"; - mes "OK. First, I have to let you know how the hidden enchnat skill was born."; - next; - mes "[Mounds]"; - mes "The original inventor was looking for a way to unlock the 4th slot of a 3 slotted weapon."; - next; - mes "[Mounds]"; - mes "So he studied the technology to make use of the remaining slot."; - next; - mes "[Mounds]"; - mes "When the study was finally successful he taught it to his apprentices and was never heard from again."; - next; - mes "[Mounds]"; - mes "His technology reinforced the equipment with a gem that had special properties similar to monster cards."; - next; - mes "[Mounds]"; - mes "That technology has been developed and improved to make the current ^FD4F02 Enchant association ^000000"; - next; - mes "[Mounds]"; - mes "Briefly speaking, to make a stronger equipment with a special enchantment is the hidden enchant."; - next; - mes "[Mounds]"; - mes "Are you curious about the other division?"; - next; + mes("[Mounds]"); + mes("Ah ! Are you curious about the hidden enchant?"); + next(); + mes("[Mounds]"); + mes("OK. First, I have to let you know how the hidden enchnat skill was born."); + next(); + mes("[Mounds]"); + mes("The original inventor was looking for a way to unlock the 4th slot of a 3 slotted weapon."); + next(); + mes("[Mounds]"); + mes("So he studied the technology to make use of the remaining slot."); + next(); + mes("[Mounds]"); + mes("When the study was finally successful he taught it to his apprentices and was never heard from again."); + next(); + mes("[Mounds]"); + mes("His technology reinforced the equipment with a gem that had special properties similar to monster cards."); + next(); + mes("[Mounds]"); + mes("That technology has been developed and improved to make the current ^FD4F02 Enchant association ^000000"); + next(); + mes("[Mounds]"); + mes("Briefly speaking, to make a stronger equipment with a special enchantment is the hidden enchant."); + next(); + mes("[Mounds]"); + mes("Are you curious about the other division?"); + next(); break; case 3: break; } break; } - mes "[Mounds]"; - mes "You don't have any further questions."; - next; - mes "[Mounds]"; - mes "Later, if you want to experience the hidden enchant or socket enchant, I will give you a hand."; - next; - setquest 5157; - mes "[Mounds]"; - mes "Come to me anytime."; - close; + mes("[Mounds]"); + mes("You don't have any further questions."); + next(); + mes("[Mounds]"); + mes("Later, if you want to experience the hidden enchant or socket enchant, I will give you a hand."); + next(); + setquest(5157); + mes("[Mounds]"); + mes("Come to me anytime."); + close(); } else if (.@in_tutorial == 1) { - mes "[Mounds]"; - mes "Welcome.. Ah, we've met before right?"; - next; - mes "[Mounds]"; - mes "Are you coming to experience the hidden enchant or the socket enchant?"; - next; - if(select("I am just passing by.", "Came to experience it.") == 1) { - mes "[Mounds]"; - mes "You may be on the way to Prontera. Be careful and come back."; - close; - } - mes "[Mounds]"; - mes "You want an experience."; - next; - mes "[Mounds]"; - mes "The experience course starts from the experience of the simple socket enchant."; - next; - mes "[Mounds]"; - mes "For this, you need material. Will you buy a cotton shirt at Izlude Armor shop?"; - next; - setquest 5158; - mes "[Mounds]"; - mes "When you bring the cotton shirt, we will immediately start ^FD4F02the socket enchnat experience^000000 course."; - close; + mes("[Mounds]"); + mes("Welcome.. Ah, we've met before right?"); + next(); + mes("[Mounds]"); + mes("Are you coming to experience the hidden enchant or the socket enchant?"); + next(); + if (select("I am just passing by.", "Came to experience it.") == 1) { + mes("[Mounds]"); + mes("You may be on the way to Prontera. Be careful and come back."); + close(); + } + mes("[Mounds]"); + mes("You want an experience."); + next(); + mes("[Mounds]"); + mes("The experience course starts from the experience of the simple socket enchant."); + next(); + mes("[Mounds]"); + mes("For this, you need material. Will you buy a cotton shirt at Izlude Armor shop?"); + next(); + setquest(5158); + mes("[Mounds]"); + mes("When you bring the cotton shirt, we will immediately start ^FD4F02the socket enchnat experience^000000 course."); + close(); } else if (.@in_tutorial == 2) { - mes "[Mounds]"; + mes("[Mounds]"); if (countitem(Cotton_Shirt_) > 0) { - mes "Oh this is a socketed shirt already!"; - next; - mes "[Mounds]"; - mes "Bring us the normal shirt without holes."; - close; + mes("Oh this is a socketed shirt already!"); + next(); + mes("[Mounds]"); + mes("Bring us the normal shirt without holes."); + close(); } else if (countitem(Cotton_Shirt) > 0) { - mes "It must be a plain cotton shirt."; - next; + mes("It must be a plain cotton shirt."); + next(); } else { - mes "When you bring the plain cotton shirt from the Armor shop, we will start the socket enchant experience."; - close; - } - mes "[Mounds]"; - mes "Not like all other enchants, the socket enchant is being worked without items installed."; - next; - mes "[Mounds]"; - mes "Then, let's start the socket enchant."; - next; - mes "[Mounds]"; - mes "One!"; - next; - mes "[Mounds]"; - mes "One! Two!"; - next; - mes "[Mounds]"; - mes "One! Two! Three!"; - next; - specialeffect2 EF_SANCTUARY; - completequest 5158; - delitem Cotton_Shirt, 1; // Cotton_Shirt - getitem Cotton_Shirt_, 1; // Cotton_Shirt_ - mes "[Mounds]"; - mes "You have suceeded in socket enchant."; - close; + mes("When you bring the plain cotton shirt from the Armor shop, we will start the socket enchant experience."); + close(); + } + mes("[Mounds]"); + mes("Not like all other enchants, the socket enchant is being worked without items installed."); + next(); + mes("[Mounds]"); + mes("Then, let's start the socket enchant."); + next(); + mes("[Mounds]"); + mes("One!"); + next(); + mes("[Mounds]"); + mes("One! Two!"); + next(); + mes("[Mounds]"); + mes("One! Two! Three!"); + next(); + specialeffect(EF_SANCTUARY, AREA, playerattached()); + completequest(5158); + delitem(Cotton_Shirt, 1); // Cotton_Shirt + getitem(Cotton_Shirt_, 1); // Cotton_Shirt_ + mes("[Mounds]"); + mes("You have suceeded in socket enchant."); + close(); } else if (.@in_tutorial == 3) { - mes "[Mounds]"; - mes "Have you checked the equipment? It now has an empty slot in it."; - next; - mes "[Mounds]"; - mes "But, like this time the success rate is not always ^FD4F02100%^000000 as you are still in the studying phase."; - next; - mes "[Mounds]"; - mes "Please keep in mind that there always risks of failure and if failed, the equipment will be broken."; - next; - mes "[Mounds]"; - mes "If you want to know more about the socket enchant, go and consult with Leyablem or Seyablem who are working at Prontera or Payon."; - next; + mes("[Mounds]"); + mes("Have you checked the equipment? It now has an empty slot in it."); + next(); + mes("[Mounds]"); + mes("But, like this time the success rate is not always ^FD4F02100%^000000 as you are still in the studying phase."); + next(); + mes("[Mounds]"); + mes("Please keep in mind that there always risks of failure and if failed, the equipment will be broken."); + next(); + mes("[Mounds]"); + mes("If you want to know more about the socket enchant, go and consult with Leyablem or Seyablem who are working at Prontera or Payon."); + next(); select("I see."); - mes "[Mounds]"; - mes "Now it's time for your experiencing the hidden enchant."; - next; - mes "[Mounds]"; - mes "Equipped with the just socket enchanted cotton shirt, get the hidden enchant from"; - next; - setquest 5159; - mes "[Mounds]"; - mes "Almond J, the cat in charge with the hidden enchant over there."; - close; + mes("[Mounds]"); + mes("Now it's time for your experiencing the hidden enchant."); + next(); + mes("[Mounds]"); + mes("Equipped with the just socket enchanted cotton shirt, get the hidden enchant from"); + next(); + setquest(5159); + mes("[Mounds]"); + mes("Almond J, the cat in charge with the hidden enchant over there."); + close(); } else if (.@in_tutorial == 4) { - mes "[Mounds]"; - mes "Get the hidden enchant from Almond J with wearing the cotton shirt socket enchanted."; - close; + mes("[Mounds]"); + mes("Get the hidden enchant from Almond J with wearing the cotton shirt socket enchanted."); + close(); } else if (.@in_tutorial == 5) { - mes "[Mounds]"; - mes "Eh? You came earlier than expected? I though it might take time after listening to all the explanations."; - next; + mes("[Mounds]"); + mes("Eh? You came earlier than expected? I though it might take time after listening to all the explanations."); + next(); select("Explain about the situation."); - mes "[Mounds]"; - mes "Keuh~~ It happened...."; - next; - mes "[Mounds]"; - mes "I should beware of you, when you were making a big noise to do the hidden enchant."; - next; - mes "[Mounds]"; - mes "Anyway, I am sorry.. Though it is short, I will make the explanation for you."; - next; - mes "[Mounds]"; - mes "Have you checked the hidden enchant?"; - next; - if(select("Yes, I have.", "No. I haven't.") == 1) { - mes "[Mounds]"; - mes "As you have checked it already, my explanation became easy."; - next; + mes("[Mounds]"); + mes("Keuh~~ It happened...."); + next(); + mes("[Mounds]"); + mes("I should beware of you, when you were making a big noise to do the hidden enchant."); + next(); + mes("[Mounds]"); + mes("Anyway, I am sorry.. Though it is short, I will make the explanation for you."); + next(); + mes("[Mounds]"); + mes("Have you checked the hidden enchant?"); + next(); + if (select("Yes, I have.", "No. I haven't.") == 1) { + mes("[Mounds]"); + mes("As you have checked it already, my explanation became easy."); + next(); } else { - mes "[Mounds]"; - mes "Hmmm. Recommend you examine the condition of your cotton shirt, opening item window."; - next; - } - mes "[Mounds]"; - mes "As you have checked it already, my explanation became easy."; - next; - mes "[Mounds]"; - mes "As I explained you just before, the hidden enchant is the work to insert to weapoon or Armor a gem with a special option into the equipment."; - next; - mes "[Mounds]"; - mes "As you know it, if you checked, you may notice something new was at the no. 3 and 4 slots at the bottom of item information window."; - next; - mes "[Mounds]"; - mes "Hidden enchant is being proceeded with the similar equipment worn as Almond J's."; - next; - mes "[Mounds]"; - mes "Of course, there are some other places to do the hidden enchants."; - next; - if(select("Satisfied.", "A little short.") == 1) { - mes "[Mounds]"; - mes "It is fortunate. Do you have any experience to be added? If so, please write it to me."; - next; + mes("[Mounds]"); + mes("Hmmm. Recommend you examine the condition of your cotton shirt, opening item window."); + next(); + } + mes("[Mounds]"); + mes("As you have checked it already, my explanation became easy."); + next(); + mes("[Mounds]"); + mes("As I explained you just before, the hidden enchant is the work to insert to weapoon or Armor a gem with a special option into the equipment."); + next(); + mes("[Mounds]"); + mes("As you know it, if you checked, you may notice something new was at the no. 3 and 4 slots at the bottom of item information window."); + next(); + mes("[Mounds]"); + mes("Hidden enchant is being proceeded with the similar equipment worn as Almond J's."); + next(); + mes("[Mounds]"); + mes("Of course, there are some other places to do the hidden enchants."); + next(); + if (select("Satisfied.", "A little short.") == 1) { + mes("[Mounds]"); + mes("It is fortunate. Do you have any experience to be added? If so, please write it to me."); + next(); } else { - mes "[Mounds]"; - mes "Experience seems not be satisfactory with you. Can you write me what was it?"; - next; - mes "[Mounds]"; - mes "I will refer it for planning the next experience."; - next; - } - input .@advice$; - mes "[Mounds]"; - mes "Thank you for your valuable advice."; - next; - mes "[Mounds]"; - mes "Thank you for your patience listening to my boring explanation."; - next; - mes "[Mounds]"; - mes "This is a small gift hoping your continuous support for our enchant association."; - next; - completequest 5157; + mes("[Mounds]"); + mes("Experience seems not be satisfactory with you. Can you write me what was it?"); + next(); + mes("[Mounds]"); + mes("I will refer it for planning the next experience."); + next(); + } + input(.@advice$); + mes("[Mounds]"); + mes("Thank you for your valuable advice."); + next(); + mes("[Mounds]"); + mes("Thank you for your patience listening to my boring explanation."); + next(); + mes("[Mounds]"); + mes("This is a small gift hoping your continuous support for our enchant association."); + next(); + completequest(5157); if (Class == Job_Novice) { - getexp 1200, 500; - mes "Received the explanation about the enchants, some experience and Kafra storage free coupon."; + getexp(1200, 500); + mes("Received the explanation about the enchants, some experience and Kafra storage free coupon."); } else { - mes "Received the explanation and Kafra free storage coupon."; + mes("Received the explanation and Kafra free storage coupon."); } - getitem Cargo_Free_Ticket, 1; // Cargo_Free_Ticket - next; - mes "[Mounds]"; - mes "Then, I will see you later."; - close; + getitem(Cargo_Free_Ticket, 1); // Cargo_Free_Ticket + next(); + mes("[Mounds]"); + mes("Then, I will see you later."); + close(); } else if (.@in_tutorial == 6) { - mes "[Mounds]"; - mes "Welcome to the enchant association. I am Mounds - head of Izlude branch of Enchant association."; - next; - mes "[Mounds]"; - mes "Eh? Your appreance is familiar. Have we met before?"; - next; - mes "[Mounds]"; - mes "As I can't remember all the people I met as they are too many, strangely you have a face not to forget."; - next; - mes "[Mounds]"; - mes "Perhaps, are you here to learn about enchanting? I will kindly explain you about it."; - next; - while(1) { + mes("[Mounds]"); + mes("Welcome to the enchant association. I am Mounds - head of Izlude branch of Enchant association."); + next(); + mes("[Mounds]"); + mes("Eh? Your appreance is familiar. Have we met before?"); + next(); + mes("[Mounds]"); + mes("As I can't remember all the people I met as they are too many, strangely you have a face not to forget."); + next(); + mes("[Mounds]"); + mes("Perhaps, are you here to learn about enchanting? I will kindly explain you about it."); + next(); + while(true) { switch(select("Socket enchant", "Hidden enchant", "Give regards", "No questions at all.")) { case 1: - mes "[Mounds]"; - mes "Socket enchant is the skill to make card slots appear in Weapon or Armor."; - next; - mes "[Mounds]"; - mes "When you meet the Seyablem and Leyablem brothers around the towns of Rune Midgard they can help you with this service."; - next; - mes "[Mounds]"; - mes "If they fail to put a new slot in your item say farewell to it..."; - next; - mes "[Mounds]"; - mes "It's usually a good idea to have more than 1 item to add a slot to because it can fail a lot sometimes."; - next; + mes("[Mounds]"); + mes("Socket enchant is the skill to make card slots appear in Weapon or Armor."); + next(); + mes("[Mounds]"); + mes("When you meet the Seyablem and Leyablem brothers around the towns of Rune Midgard they can help you with this service."); + next(); + mes("[Mounds]"); + mes("If they fail to put a new slot in your item say farewell to it..."); + next(); + mes("[Mounds]"); + mes("It's usually a good idea to have more than 1 item to add a slot to because it can fail a lot sometimes."); + next(); break; case 2: - mes "[Mounds]"; - mes "Hidden enchant means to put enchanted gems into the hidden slots of an item."; - next; - mes "[Mounds]"; - mes "You have to be wearing the item that is being enchanted as it uses the wearers fortune as the success rate."; - next; - mes "[Mounds]"; - mes "Many places are providing the various hidden enchant service in different ways, if you have time, please visit one of them."; - next; + mes("[Mounds]"); + mes("Hidden enchant means to put enchanted gems into the hidden slots of an item."); + next(); + mes("[Mounds]"); + mes("You have to be wearing the item that is being enchanted as it uses the wearers fortune as the success rate."); + next(); + mes("[Mounds]"); + mes("Many places are providing the various hidden enchant service in different ways, if you have time, please visit one of them."); + next(); break; case 3: - mes "[Mounds]"; - mes "News? Enchant association doesn't have a big issue going on."; - next; - mes "[Mounds]"; - mes "Ah!! I remember that Almond J sent with me from Izlude branch wanted to do advertising..."; - next; - mes "[Mounds]"; - mes "He drafted the initiative for the free service of hidden enchant to the beginner's weapons. I approved it as it looked a good idea."; - next; - mes "[Mounds]"; - mes "What? If you have a beginners weapon, it may not hurt to try it."; - next; + mes("[Mounds]"); + mes("News? Enchant association doesn't have a big issue going on."); + next(); + mes("[Mounds]"); + mes("Ah!! I remember that Almond J sent with me from Izlude branch wanted to do advertising..."); + next(); + mes("[Mounds]"); + mes("He drafted the initiative for the free service of hidden enchant to the beginner's weapons. I approved it as it looked a good idea."); + next(); + mes("[Mounds]"); + mes("What? If you have a beginners weapon, it may not hurt to try it."); + next(); break; case 4: - mes "[Mounds]"; - mes "Come to me whenever you have a question about the enchant association."; - close; + mes("[Mounds]"); + mes("Come to me whenever you have a question about the enchant association."); + close(); } - mes "[Mounds]"; - mes "Any other questions?"; - next; + mes("[Mounds]"); + mes("Any other questions?"); + next(); } } else { - mes "[Mounds]"; - mes "Something strange must've happened. If this continues, please contact customer service."; - close; + mes("[Mounds]"); + mes("Something strange must've happened. If this continues, please contact customer service."); + close(); } OnInit: - //AddQuestInfo 5157 1 0 - //SetQuestLevel 5157 1 20 + //Addquestinfo 5157 1 0 + //setquestLevel 5157 1 20 end; } @@ -13790,142 +13969,142 @@ izlude_d,96,125,7 duplicate(Enchanter Mounds#iz) Enchanter Mounds#iz_d 4_CAT_SAI // - Teaches the player about enchanting. izlude,108,139,7 script Enchanter Almond J#iz 4_CAT_SAILOR3,{ if (!checkweight(Axe, 1)) { - mes "- As you have too many items in your inventory, Quest can't be continued -"; - close; + mes("- As you have too many items in your inventory, Quest can't be continued -"); + close(); } - disable_items; + disable_items(); .@in_tutorial = (questprogress(5157) + questprogress(5158) + questprogress(5159)); if (.@in_tutorial < 4) { - mes "[Almond J]"; - mes "Hello, I am Almon J of the enchant association.~"; - next; - mes "[Almond J]"; - mes "If you have anything to do with the enchant association, please consult with Mounds inside."; - close2; + mes("[Almond J]"); + mes("Hello, I am Almon J of the enchant association.~"); + next(); + mes("[Almond J]"); + mes("If you have anything to do with the enchant association, please consult with Mounds inside."); + close2(); enable_items; end; } else if (.@in_tutorial == 4) { .@equip = getequipid(EQI_ARMOR); .@part = EQI_ARMOR; - mes "[Almond J]"; - mes "Welcome.. I have been waiting for you. Are you coming for the hidden enchant service on your cotton shirt?"; - next; - if(select("Ench? Whatis?", "Yes.") == 1) { - mes "[Almond J]"; - mes "Eummm?"; - next; - mes "[Almond J]"; - mes "What happened?"; - close; - } - mes "[Almond J]"; - mes "Oh... finally you came..."; - next; - mes "[Almond J]"; - mes "Has your ^142cebCotton Shirt[1]^000000 been equipped? Shall we start now? Ready?"; - next; + mes("[Almond J]"); + mes("Welcome.. I have been waiting for you. Are you coming for the hidden enchant service on your cotton shirt?"); + next(); + if (select("Ench? Whatis?", "Yes.") == 1) { + mes("[Almond J]"); + mes("Eummm?"); + next(); + mes("[Almond J]"); + mes("What happened?"); + close(); + } + mes("[Almond J]"); + mes("Oh... finally you came..."); + next(); + mes("[Almond J]"); + mes("Has your ^142cebCotton Shirt[1]^000000 been equipped? Shall we start now? Ready?"); + next(); select("You look excited."); - mes "[Almond J]"; - mes "Heh... is that so? Frankly, it is my first time... I am really excited."; - next; - mes "[Almond J]"; - mes "Are you ready? Yes? Do it now. Now!!"; - next; - if(select("Hidden enchant start!!", "Wait for a while.") == 2) { - mes "[Almond J]"; - mes "Heh? Eh? Hik?! Come here quick."; - close2; + mes("[Almond J]"); + mes("Heh... is that so? Frankly, it is my first time... I am really excited."); + next(); + mes("[Almond J]"); + mes("Are you ready? Yes? Do it now. Now!!"); + next(); + if (select("Hidden enchant start!!", "Wait for a while.") == 2) { + mes("[Almond J]"); + mes("Heh? Eh? Hik?! Come here quick."); + close2(); enable_items; end; } if (!.@equip) { - mes "[Almond J]"; - mes "Please come back after you have equipped the Cotton Shirt."; - close2; + mes("[Almond J]"); + mes("Please come back after you have equipped the Cotton Shirt."); + close2(); enable_items; end; } if (getequipid(EQI_ARMOR) == Cotton_Shirt_) { .@refineCount = getequiprefinerycnt(EQI_ARMOR); } else { - mes "[Almond J]"; - mes "Hing, it is not a normal Cotton Shirt."; - close2; + mes("[Almond J]"); + mes("Hing, it is not a normal Cotton Shirt."); + close2(); enable_items; end; } - mes "[Almond J]"; - mes "Now!! Start the first hidden enchant!! Start!!!!!"; - next; - specialeffect2 EF_REPAIRWEAPON; + mes("[Almond J]"); + mes("Now!! Start the first hidden enchant!! Start!!!!!"); + next(); + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); progressbar "ffff00", 2; - completequest 5159; + completequest(5159); delequip .@part; setarray .@equip_card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3); - getitem2 2302,1,1,.@refineCount,0,.@equip_card[0],.@equip_card[1],SP50,HP100; // Cotton_Shirt_ - mes "[Almond J]"; - mes "Zzazanzn!! Completed!!"; - next; + getitem2(2302,1,1,.@refineCount,0,.@equip_card[0],.@equip_card[1],SP50,HP100); // Cotton_Shirt_ + mes("[Almond J]"); + mes("Zzazanzn!! Completed!!"); + next(); select("Wow, that was quick."); - mes "[Almond J]"; - mes "How about it? Don't you think the hidden enchant is great? Any chance to do another hidden enchant?"; - next; - mes "[Almond J]"; - mes "It's fun. I want to do it again. Hey, another trial Ok? Aaaaa!!! I want to do the hidden enchant again."; - next; - mes "Gradually you are getting into your own world. You better go back to Mounds."; - close2; + mes("[Almond J]"); + mes("How about it? Don't you think the hidden enchant is great? Any chance to do another hidden enchant?"); + next(); + mes("[Almond J]"); + mes("It's fun. I want to do it again. Hey, another trial Ok? Aaaaa!!! I want to do the hidden enchant again."); + next(); + mes("Gradually you are getting into your own world. You better go back to Mounds."); + close2(); enable_items; end; } else if (.@in_tutorial == 5) { - mes "[Almond J]"; - mes "How about it? Don't you think the hidden enchant is great? Any chance to do another hidden enchant?"; - next; - mes "[Almond J]"; - mes "It's fun. I want to do it again. Hey, another trial Ok? Aaaaa!!! I want to do the hidden enchant again."; - next; - mes "Gradually you are getting into your own world. You better go back to Mounds."; - close2; + mes("[Almond J]"); + mes("How about it? Don't you think the hidden enchant is great? Any chance to do another hidden enchant?"); + next(); + mes("[Almond J]"); + mes("It's fun. I want to do it again. Hey, another trial Ok? Aaaaa!!! I want to do the hidden enchant again."); + next(); + mes("Gradually you are getting into your own world. You better go back to Mounds."); + close2(); enable_items; end; } else if (.@in_tutorial == 6) { - mes "[Almond J]"; - mes "Heh heh... how are you? I am doing a ^142CEB service of free hidden enchant for the beginner's weapon to advertise the enchant association.^000000."; - next; + mes("[Almond J]"); + mes("Heh heh... how are you? I am doing a ^142CEB service of free hidden enchant for the beginner's weapon to advertise the enchant association.^000000."); + next(); } else { - mes "[Almond J]"; - mes "Something strange must've happened. If this continues, please contact customer service."; - close2; + mes("[Almond J]"); + mes("Something strange must've happened. If this continues, please contact customer service."); + close2(); enable_items; end; } - mes "[Almond J]"; - mes "As you are still a beginner, you don't have a very, very, very functional jewelry, but soon you will have."; - next; - mes "[Almond J]"; - mes "How about it? Will you try the hidden enchant for the beginner's weapon free of charge?"; - next; + mes("[Almond J]"); + mes("As you are still a beginner, you don't have a very, very, very functional jewelry, but soon you will have."); + next(); + mes("[Almond J]"); + mes("How about it? Will you try the hidden enchant for the beginner's weapon free of charge?"); + next(); switch(select("Hidden enchant start!!", "What weapons are you enchanting?", "Just passing by.")) { case 1: break; case 2: - mes "[Almond J]"; - mes "Ah!! Weapons? Hehehe.. I didn't explain it to you enough."; - next; - mes "[Almond J]"; - mes "The weapon to be serviced with the free hidden enchant has the ^FD4F02Novice^000000 name in front of the weapon."; - next; - mes "[Almond J]"; - mes "^FD4F02For Novices-"; - mes "Cutter, Mace, Rod, Axe, Etc."; - close2; + mes("[Almond J]"); + mes("Ah!! Weapons? Hehehe.. I didn't explain it to you enough."); + next(); + mes("[Almond J]"); + mes("The weapon to be serviced with the free hidden enchant has the ^FD4F02Novice^000000 name in front of the weapon."); + next(); + mes("[Almond J]"); + mes("^FD4F02For Novices-"); + mes("Cutter, Mace, Rod, Axe, Etc."); + close2(); enable_items; end; case 3: - mes "[Almond J]"; - mes "Ye?!?!?!?!?!"; - mes "Where are you going? You should do the hidden enchant before going."; - close2; + mes("[Almond J]"); + mes("Ye?!?!?!?!?!"); + mes("Where are you going? You should do the hidden enchant before going."); + close2(); enable_items; end; } @@ -13936,20 +14115,20 @@ izlude,108,139,7 script Enchanter Almond J#iz 4_CAT_SAILOR3,{ setarray .@equip_card[0], getequipcardid(.@part,0), getequipcardid(.@part,1), getequipcardid(.@part,2), getequipcardid(.@part,3); if (!.@equip) { - mes "[Almond J]"; - mes "Hehehe... hidden enchant makes me excited. But you should come back with your weapon armed."; - close2; + mes("[Almond J]"); + mes("Hehehe... hidden enchant makes me excited. But you should come back with your weapon armed."); + close2(); enable_items; end; } - mes "[Almond J]"; + mes("[Almond J]"); switch(.@equip) { case 1243: // Novice_Knife - mes "It is!! ^142ceb the Novice Knife^000000."; - next; - mes "[Almond J]"; - mes "But this weapon might be strange to add a hidden enchant? Sorry."; - close2; + mes("It is!! ^142ceb the Novice Knife^000000."); + next(); + mes("[Almond J]"); + mes("But this weapon might be strange to add a hidden enchant? Sorry."); + close2(); enable_items; end; case 1381: // N_Battle_Axe @@ -13964,12 +14143,12 @@ izlude,108,139,7 script Enchanter Almond J#iz 4_CAT_SAILOR3,{ case 13182: // Novice_Gatling case 13183: // Novice_Grenade_Launcher case 13415: // N_Falchion - mes "It is!! The ^142ceb"+ getequipname(EQI_HAND_R) +"^000000."; - next; + mes("It is!! The ^142ceb"+ getequipname(EQI_HAND_R) +"^000000."); + next(); break; default: - mes "Ehee.. It is not a Novice Weapon. Leaving this expensive weapon to us and if broken... I'm not taking that chance."; - close2; + mes("Ehee.. It is not a Novice Weapon. Leaving this expensive weapon to us and if broken... I'm not taking that chance."); + close2(); enable_items; end; } @@ -13987,17 +14166,17 @@ izlude,108,139,7 script Enchanter Almond J#iz 4_CAT_SAILOR3,{ else .@enchant2 = .@enchantments[.@enchant2]; - mes "[Almond J]"; - mes "It is a good weapon Then!! Let's start the hidden enchant!!"; - next; - specialeffect2 EF_REPAIRWEAPON; + mes("[Almond J]"); + mes("It is a good weapon Then!! Let's start the hidden enchant!!"); + next(); + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); progressbar "ffff00", 3; delequip .@part; - getitem2 .@equip,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@enchant1,.@enchant2; - mes "[Almond J]"; - mes "Zzazanzn!! Completed!!"; - mes "As I'm too excited, I can't check the options. Please check it yourself."; - close2; + getitem2(.@equip,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@enchant1,.@enchant2); + mes("[Almond J]"); + mes("Zzazanzn!! Completed!!"); + mes("As I'm too excited, I can't check the options. Please check it yourself."); + close2(); enable_items; end; } @@ -14009,61 +14188,61 @@ izlude_d,108,139,7 duplicate(Enchanter Almond J#iz) Enchanter Almond J#iz_d 4_CA //== Repair Man ============================================ izlude,158,130,4 script Repair Man#iz 4_M_04,{ - mes "[Repair Man]"; - mes "Repairing broken equipment!! If you have broken equipment, bring it to me anytime."; - next; + mes("[Repair Man]"); + mes("Repairing broken equipment!! If you have broken equipment, bring it to me anytime."); + next(); switch(select("Repair it.", "Nothing to be repaired now.", "What is repairing?")) { case 1: .@broken = getbrokencount(); if (!.@broken) { - mes "[Repair Man]"; - mes "You must treat your equipment carefully... as you don't have anything to be repaired."; - close; + mes("[Repair Man]"); + mes("You must treat your equipment carefully... as you don't have anything to be repaired."); + close(); } .@cost = 5000 * .@broken; - mes "[Repair Man]"; - mes "Hmmm... let's see... oh.. hmm..."; - next; - mes "[Repair Man]"; - mes "------------------------"; - mes "Damaged Equipment Estimate"; - mes "Damaged Equipment: ^FF0000"+ .@broken +"?000000"; - mes "Fee: ^0000FF"+ .@cost +" Zeny^000000"; - mes "------------------------"; - mes "Would you like to proceed with the repair?"; - next; - if(select("Yes", "No") == 2) { - mes "[Repair Man]"; - mes "Well, I don't care. After all, it's not my equipment. However, leaving equipment unchecked is not a wise choice."; - close; + mes("[Repair Man]"); + mes("Hmmm... let's see... oh.. hmm..."); + next(); + mes("[Repair Man]"); + mes("------------------------"); + mes("Damaged Equipment Estimate"); + mesf("Damaged Equipment: ^FF0000%d000000", .@broken); + mesf("Fee: ^0000FF%d Zeny^000000", .@cost); + mes("------------------------"); + mes("Would you like to proceed with the repair?"); + next(); + if (select("Yes", "No") == 2) { + mes("[Repair Man]"); + mes("Well, I don't care. After all, it's not my equipment. However, leaving equipment unchecked is not a wise choice."); + close(); } if (Zeny < .@cost) { - mes "[Repair Man]"; - mes "The repair cost is 5000 Zeny per damaged equipment. You do not have enough money."; - close; + mes("[Repair Man]"); + mes("The repair cost is 5000 Zeny per damaged equipment. You do not have enough money."); + close(); } Zeny -= .@cost; repairall; - mes "[Repair Man]"; - mes "The repair has been completed. Be sure to take good care of your equipment."; - close; + mes("[Repair Man]"); + mes("The repair has been completed. Be sure to take good care of your equipment."); + close(); case 2: - mes "[Repair Man]"; - mes "If you don't have any equipment to be repaired, you may not have something to talk with me about."; - close; + mes("[Repair Man]"); + mes("If you don't have any equipment to be repaired, you may not have something to talk with me about."); + close(); case 3: - mes "[Repair Man]"; - mes "A specific skill or boss monster could break your equipment frequently."; - next; - mes "[Repair Man]"; - mes "This doesn't mean that your equipment is gone forever like what happens during refining."; - next; - mes "[Repair Man]"; - mes "When your item breaks this way, they won't perform normally..."; - next; - mes "[Repair Man]"; - mes "In this case, bring it to me, and I will repair it back to new at the cost of 5000 zeny for each equipment."; - close; + mes("[Repair Man]"); + mes("A specific skill or boss monster could break your equipment frequently."); + next(); + mes("[Repair Man]"); + mes("This doesn't mean that your equipment is gone forever like what happens during refining."); + next(); + mes("[Repair Man]"); + mes("When your item breaks this way, they won't perform normally..."); + next(); + mes("[Repair Man]"); + mes("In this case, bring it to me, and I will repair it back to new at the cost of 5000 zeny for each equipment."); + close(); } } @@ -14075,24 +14254,24 @@ izlude_d,158,130,4 duplicate(Repair Man#iz) Repair Man#iz_d 4_M_04 //== Old Novice Training Grounds =========================== // - These NPCs will teleport any stuck player to the new starting area. new_1-1,53,114,3 script Training Instructor#1a 4_F_03,{ - mes "[Training Instructor]"; - mes "The training grounds have been revised."; - mes "I will send you to Izlude."; - close2; - erasequest 7117, 7127; - if (strnpcinfo(4) == "new_1-1" || strnpcinfo(4) == "new_1-2" || strnpcinfo(4) == "new_1-3" || strnpcinfo(4) == "new_1-4") { + mes("[Training Instructor]"); + mes("The training grounds have been revised."); + mes("I will send you to Izlude."); + close2(); + erasequest(7117, 7127); + if (strnpcinfo(NPC_MAP) == "new_1-1" || strnpcinfo(NPC_MAP) == "new_1-2" || strnpcinfo(NPC_MAP) == "new_1-3" || strnpcinfo(NPC_MAP) == "new_1-4") { .@warp$ = "iz_int"; - } else if (strnpcinfo(4) == "new_2-1" || strnpcinfo(4) == "new_2-2" || strnpcinfo(4) == "new_2-3" || strnpcinfo(4) == "new_2-4") { + } else if (strnpcinfo(NPC_MAP) == "new_2-1" || strnpcinfo(NPC_MAP) == "new_2-2" || strnpcinfo(NPC_MAP) == "new_2-3" || strnpcinfo(NPC_MAP) == "new_2-4") { .@warp$ = "iz_int01"; - } else if (strnpcinfo(4) == "new_3-1" || strnpcinfo(4) == "new_3-2" || strnpcinfo(4) == "new_3-3" || strnpcinfo(4) == "new_3-4") { + } else if (strnpcinfo(NPC_MAP) == "new_3-1" || strnpcinfo(NPC_MAP) == "new_3-2" || strnpcinfo(NPC_MAP) == "new_3-3" || strnpcinfo(NPC_MAP) == "new_3-4") { .@warp$ = "iz_int02"; - } else if (strnpcinfo(4) == "new_4-1" || strnpcinfo(4) == "new_4-2" || strnpcinfo(4) == "new_4-3" || strnpcinfo(4) == "new_4-4") { + } else if (strnpcinfo(NPC_MAP) == "new_4-1" || strnpcinfo(NPC_MAP) == "new_4-2" || strnpcinfo(NPC_MAP) == "new_4-3" || strnpcinfo(NPC_MAP) == "new_4-4") { .@warp$ = "iz_int03"; - } else if (strnpcinfo(4) == "new_5-1" || strnpcinfo(4) == "new_5-2" || strnpcinfo(4) == "new_5-3" || strnpcinfo(4) == "new_5-4") { + } else if (strnpcinfo(NPC_MAP) == "new_5-1" || strnpcinfo(NPC_MAP) == "new_5-2" || strnpcinfo(NPC_MAP) == "new_5-3" || strnpcinfo(NPC_MAP) == "new_5-4") { .@warp$ = "iz_int04"; } - savepoint .@warp$, 98, 88; - warp .@warp$, 98, 88; + savepoint(.@warp$, 98, 88); + warp(.@warp$, 98, 88); end; } diff --git a/npc/re/jobs/novice/novice.txt b/npc/re/jobs/novice/novice.txt index e98fff417..18ba3fbe1 100644 --- a/npc/re/jobs/novice/novice.txt +++ b/npc/re/jobs/novice/novice.txt @@ -149,7 +149,7 @@ new_5-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv5a 4_F_01 mes "Of course, this Training Process is optional, if you want to go straight to town, that's also fine."; mes "But, you will miss all the advantages you can get in the Training Center."; next; - switch(select("Begin Training.:Start the game right away.")) { + switch(select("Begin Training.", "Start the game right away.")) { case 1: mes "[Sprakki]"; mes "I will guide you to the Novice Training Center."; @@ -163,8 +163,8 @@ new_5-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv5a 4_F_01 mes "^4d4dff- You received a quest 'Novice Training Ground -1' from Sprakki."; mes "Please check the Quest Info Window. -^000000"; close2; - savepoint strnpcinfo(4),100,100; - warp strnpcinfo(4),100,100; + savepoint strnpcinfo(NPC_MAP),100,100; + warp strnpcinfo(NPC_MAP),100,100; end; case 2: nov_1st_cos = 0; @@ -179,7 +179,7 @@ new_5-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv5a 4_F_01 mes "Ok, You want to start right away."; mes "Which Town do you want to start at?"; next; - .@select = select("Prontera:Morroc:Geffen:Payon:Alberta:Izlude"); + .@select = select("Prontera", "Morroc", "Geffen", "Payon", "Alberta", "Izlude"); mes "[Sprakki]"; mes "I see."; mes "Go ahead and grow stronger! Look toward a brighter future ahead of you."; @@ -218,8 +218,8 @@ new_5-1,53,114,3 duplicate(NvSprakkiA) Sprakki#nv5a 4_F_01 mes "These are the Novice Training Grounds."; mes "I will guide you to the Novice Training Center."; close2; - savepoint strnpcinfo(4),100,100; - warp strnpcinfo(4),100,100; + savepoint strnpcinfo(NPC_MAP),100,100; + warp strnpcinfo(NPC_MAP),100,100; end; } } @@ -445,7 +445,7 @@ new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 4_F_01 mes "You've come along fine this far."; mes "This is not much, but take this as a reward."; job_novice_q = 7; - getitem N_Adventurer's_Suit,1; + getitem N_Adventurers_Suit,1; completequest 7120; close; } else if (job_novice_q == 7) { @@ -453,7 +453,7 @@ new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 4_F_01 mes "Next step of the Training is done in the room west of here."; mes "If you are lost, I can send you there."; next; - switch(select("I can get there by myself.:Please, send me to the next room.")) { + switch(select("I can get there by myself.", "Please, send me to the next room.")) { case 1: mes "[Instructor Brade]"; mes "Good. That's the attitude you must have."; @@ -466,7 +466,7 @@ new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 4_F_01 mes "I think it's better than seeing you lost and wandering about."; mes "Hahahaha..."; close2; - warp strnpcinfo(4),41,172; + warp strnpcinfo(NPC_MAP),41,172; end; } } else { @@ -474,13 +474,13 @@ new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 4_F_01 mes "Aren't you done with the courses here?"; mes "Or are you just lost?"; next; - switch(select("Send me to the Combat Training Ground.:I want to go to town.")) { + switch(select("Send me to the Combat Training Ground.", "I want to go to town.")) { case 1: mes "[Instructor Brade]"; mes "Sure."; mes "Be careful not to be lost again."; close2; - warp "new_"+charat(strnpcinfo(4),4)+"-3",96,21; + warp "new_"+charat(strnpcinfo(NPC_MAP),4)+"-3",96,21; end; case 2: mes "[Instructor Brade]"; @@ -488,7 +488,7 @@ new_5-2,100,29,4 duplicate(NvSprakkiB) Sprakki#nv5b 4_F_01 mes "In that case, I will send you to where the Kafra Employee is at."; mes "Use ^4d4dffKafra's Warp Service^000000 to go to town."; close2; - warp strnpcinfo(4),41,172; + warp strnpcinfo(NPC_MAP),41,172; end; } } @@ -508,7 +508,7 @@ new_5-2,100,105,3 duplicate(NvBradeA) Brade#nv5a 4_M_JOB_KNIGHT1 mes "[Jinha]"; mes "You have to see Instructor Brade first before me. I will send you to Instructor Brade."; close2; - warp strnpcinfo(4),100,100; + warp strnpcinfo(NPC_MAP),100,100; end; } else if (job_novice_q == 5) { if (getskilllv("NV_FIRSTAID") > 0) { @@ -544,8 +544,8 @@ new_5-2,100,105,3 duplicate(NvBradeA) Brade#nv5a 4_M_JOB_KNIGHT1 mes "[Jinha]"; mes "It's recovery amount is small."; mes "Still, it will help you not to faint from a critical hit."; - specialeffect2 EF_BEGINSPELL6; - specialeffect2 EF_SPELLBREAKER; + specialeffect(EF_BEGINSPELL6, AREA, playerattached()); + specialeffect(EF_SPELLBREAKER, AREA, playerattached()); next; mes "[Jinha]"; mes "You can open the Skill Window by pressing the ^4d4dffskill^000000 button in the Basic Window."; @@ -566,7 +566,7 @@ new_5-2,100,105,3 duplicate(NvBradeA) Brade#nv5a 4_M_JOB_KNIGHT1 mes "Have it checked by Instructor Brade."; mes "If you don't know how to get to him, I will send you to him."; next; - switch(select("I'm good by myself.:Please, send me to him.")) { + switch(select("I'm good by myself.", "Please, send me to him.")) { case 1: mes "[Jinha]"; mes "Very Good!"; @@ -577,7 +577,7 @@ new_5-2,100,105,3 duplicate(NvBradeA) Brade#nv5a 4_M_JOB_KNIGHT1 mes "[Jinha]"; mes "I will send you to Instructor Brade."; close2; - warp strnpcinfo(4),100,100; + warp strnpcinfo(NPC_MAP),100,100; end; } } else { @@ -615,14 +615,14 @@ new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01 mes "Or you can go ahead and start with theory training."; mes "What would you like to do?"; next; - switch(select("Send me to Basic Training.:Start Theory Training.")) { + switch(select("Send me to Basic Training.", "Start Theory Training.")) { case 1: mes "[Chocolat]"; mes "Sure."; mes "I will send you to Instructor Brade."; mes "Instructor Brade will start your basic training."; close2; - warp strnpcinfo(4),100,100; + warp strnpcinfo(NPC_MAP),100,100; end; case 2: mes "[Chocolat]"; @@ -654,7 +654,7 @@ new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01 mes "[Chocolat]"; mes "If you don't know how to find them, I can send you to Instructor Brade, How about it?"; next; - switch(select("I will go myself.:Will you do that for me?")) { + switch(select("I will go myself.", "Will you do that for me?")) { case 1: mes "[Chocolat]"; mes "Sure. Go out to the door to the right."; @@ -664,7 +664,7 @@ new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01 mes "Sure."; mes "I will see you later."; close2; - warp strnpcinfo(4),100,100; + warp strnpcinfo(NPC_MAP),100,100; end; } } @@ -746,7 +746,7 @@ new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01 mes "Real Combat Training will be given by Instructor Brade. You met him earlier."; mes "I will send you to the Real Combat Training Field."; close2; - .@map$ = "new_"+charat(strnpcinfo(4),4)+"-3"; + .@map$ = "new_"+charat(strnpcinfo(NPC_MAP),4)+"-3"; savepoint .@map$,96,21; warp .@map$,96,21; end; @@ -754,7 +754,7 @@ new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01 mes "[Chocolat]"; mes "Are you lost?"; next; - switch(select("No, just looking around:Yes, send me to the Combat Training Field")) { + switch(select("No, just looking around", "Yes, send me to the Combat Training Field")) { case 1: mes "[Chocolat]"; mes "Okay, come back to me if"; @@ -764,7 +764,7 @@ new_5-2,115,120,3 duplicate(NvJinha) Jinha#nv5 1_M_ORIENT01 mes "[Chocolat]"; mes "I will send you to the Real Combat Training Field."; close2; - .@map$ = "new_"+charat(strnpcinfo(4),4)+"-3"; + .@map$ = "new_"+charat(strnpcinfo(NPC_MAP),4)+"-3"; savepoint .@map$,96,21; warp .@map$,96,21; end; @@ -811,7 +811,7 @@ new_5-2,33,172,4 duplicate(NvChocolat) Chocolat#nv5 4W_KID mes "Do you want to hear another explanation?"; next; while(1) { - .@select = select("About Save:About Storage:About Teleport:About Cart:No More."); + .@select = select("About Save", "About Storage", "About Teleport", "About Cart", "No More."); if (.@select == 5) { mes "[Kafra Employee]"; mes "I hope you are satisfied with my explanation"; @@ -832,7 +832,7 @@ new_5-2,33,172,4 duplicate(NvChocolat) Chocolat#nv5 4W_KID mes "^4d4dffyou can NEVER come back to the Novice Training Field.^000000"; mes "So keep that in mind."; next; - switch(select("Teleport Service:About Kafra Service")) { + switch(select("Teleport Service", "About Kafra Service")) { case 1: mes "[Kafra Employee]"; mes "So, you are going straight to town."; @@ -849,7 +849,7 @@ new_5-2,33,172,4 duplicate(NvChocolat) Chocolat#nv5 4W_KID mes "Also, if you are trying to take a boat to go somewhere, you have to go through Alberta first."; mes "Select the town you want to teleport to."; next; - switch(select("Prontera:Morroc:Payon:Alberta:Geffen")) { + switch(select("Prontera", "Morroc", "Payon", "Alberta", "Geffen")) { case 1: mes "[Kafra Employee]"; mes "Rune-Midgarts' Capital, Prontera."; @@ -909,7 +909,7 @@ new_5-2,33,172,4 duplicate(NvChocolat) Chocolat#nv5 4W_KID mes "informed about?"; next; while(1) { - .@select = select("About Save:About Storage:About Teleport:About Cart:No More."); + .@select = select("About Save", "About Storage", "About Teleport", "About Cart", "No More."); if (.@select == 5) { mes "[Kafra Employee]"; mes "I hope you are satisfied with my explanation"; @@ -1087,7 +1087,7 @@ new_5-2,33,176,4 duplicate(NvCool) Cool Event Corp. Staff::NvCool5 4_M_ZONDAMAN mes "What can I help you with?"; mes "Need me to explain what I do again?"; next; - switch(select("Yes, I need an explanation.:Nope.")) { + switch(select("Yes, I need an explanation.", "Nope.")) { case 1: mes "[Guide]"; mes "Guides are in each town to guide you to useful places in each town."; @@ -1127,12 +1127,12 @@ new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 8W_SOLDIER mes "Do you want to do the basic course,"; mes "or do you just want to go through from here?"; next; - switch(select("Send me to Basic Training.:I'll start from here.")) { + switch(select("Send me to Basic Training.", "I'll start from here.")) { case 1: mes "[Brade]"; mes "Ok. I'll send you to the basic course."; close2; - warp "new_"+charat(strnpcinfo(4),4)+"-2",100,100; + warp "new_"+charat(strnpcinfo(NPC_MAP),4)+"-2",100,100; end; case 2: mes "[Brade]"; @@ -1146,12 +1146,12 @@ new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 8W_SOLDIER mes "I think you came back from theory training course,"; mes "can I send you back to there or do you just want to go through from here?"; next; - switch(select("Send me back to Chocolat.:I'll start from here.")) { + switch(select("Send me back to Chocolat.", "I'll start from here.")) { case 1: mes "[Brade]"; mes "Ok. I'll send you to Chocolat."; close2; - warp "new_"+charat(strnpcinfo(4),4)+"-2",41,172; + warp "new_"+charat(strnpcinfo(NPC_MAP),4)+"-2",41,172; end; case 2: mes "[Brade]"; @@ -1184,7 +1184,7 @@ new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 8W_SOLDIER job_novice_q = 13; setquest 7122; getitem Novice_Potion,100; - savepoint strnpcinfo(4),96,21; + savepoint strnpcinfo(NPC_MAP),96,21; next; mes "^4d4dff- You've received a quest from Instructor Brade."; mes "Please check the quest information window. -^000000"; @@ -1245,7 +1245,7 @@ new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 8W_SOLDIER mes "[Brade]"; mes "I think you've learned enough, do you want to quit and go to your first town?"; next; - switch(select("I will stay little longer.:I want to quit and go to the town.")) { + switch(select("I will stay little longer.", "I want to quit and go to the town.")) { case 1: mes "[Brade]"; mes "It's ok to stay here and practice until you think you are ready."; @@ -1262,7 +1262,7 @@ new_5-2,36,176,4 duplicate(NvGuide) Guide#nv5 8W_SOLDIER mes "I guess you have made up your mind, huh?"; mes "Well, where do you want to go?"; next; - switch(select("Prontera:Morroc:Payon:Alberta:Geffen:Cancel")) { + switch(select("Prontera", "Morroc", "Payon", "Alberta", "Geffen", "Cancel")) { case 1: mes "[Brade]"; mes "Prontera, the Capital city of the Rune-Midgarts Kingdom."; @@ -1337,7 +1337,7 @@ new_5-3,96,30,4 duplicate(NvBradeB) Brade#nv5b 4_M_JOB_KNIGHT1 mes "[Swordman Guildsman]"; mes "Can I help you?"; next; - switch(select("About Swordman Class.:Job change to Swordman.:Got any quests?:Cancel.")) { + switch(select("About Swordman Class.", "Job change to Swordman.", "Got any quests?", "Cancel.")) { case 1: mes "[Swordman Guildsman]"; mes "Literally, Swordman means one, who"; @@ -1379,7 +1379,7 @@ new_5-3,96,30,4 duplicate(NvBradeB) Brade#nv5b 4_M_JOB_KNIGHT1 mes "If you're interested in being a Swordman, I'll offer you this manual."; mes "Do you want to try the skills of a Swordman?"; next; - switch(select("I'll try the Swordman skills.:No thanks.")) { + switch(select("I'll try the Swordman skills.", "No thanks.")) { case 1: mes "[Swordman Guildsman]"; mes "Here is the Swordman manual."; @@ -1408,7 +1408,7 @@ new_5-3,96,30,4 duplicate(NvBradeB) Brade#nv5b 4_M_JOB_KNIGHT1 mes "I think you have enough job levels, of course, right?"; mes "Do you want to stop your training now and go to the Swordman Association?"; next; - switch(select("I'll consider it again.:I'll go to the Swordman Association.")) { + switch(select("I'll consider it again.", "I'll go to the Swordman Association.")) { case 1: mes "[Swordman Guildsman]"; mes "Please try enough instruction manuals from each job class and consider it carefully."; @@ -1497,7 +1497,7 @@ new_5-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv5 4_F_JOB_KNIGHT mes "[Prontera Acolyte]"; mes "What can I do for you?"; next; - switch(select("What is an Acolyte?:Job change to Acolyte.:Cancel")) { + switch(select("What is an Acolyte?", "Job change to Acolyte.", "Cancel")) { case 1: mes "[Prontera Acolyte]"; mes "An Acolyte is someone who worships the goddess Freya sacrificing themselves to help others."; @@ -1519,7 +1519,7 @@ new_5-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv5 4_F_JOB_KNIGHT mes "If you want, I can give you a skill manual to experience what it is like to be an Acolyte."; mes "Would you like to experience the skills of an Acolyte?"; next; - switch(select("Yes, please.:No, I'm not interested.")) { + switch(select("Yes, please.", "No, I'm not interested.")) { case 1: mes "[Prontera Acolyte]"; mes "Here you go, the instruction manual of an Acolyte."; @@ -1548,7 +1548,7 @@ new_5-3,97,41,3 duplicate(NvSwordman) Swordman Guide#nv5 4_F_JOB_KNIGHT mes "Of course, I assume you have enough job levels to become an Acolyte right?"; mes "Would you like to quit the Training Process and go to the Prontera's Sanctuary?"; next; - switch(select("Let me reconsider.:I will go to the Sanctuary.")) { + switch(select("Let me reconsider.", "I will go to the Sanctuary.")) { case 1: mes "[Prontera Acolyte]"; mes "You should try out each job's manuals."; @@ -1587,7 +1587,7 @@ new_5-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv5 4_F_SISTER mes "[Thief Guild Member]"; mes "How can I help you?"; next; - switch(select("About the Thief Class.:I want to be a Thief.:Got any Quests?:Cancel.")) { + switch(select("About the Thief Class.", "I want to be a Thief.", "Got any Quests?", "Cancel.")) { case 1: mes "[Thief Guild Member]"; mes "Thieves are experts at using Dagger class weapons."; @@ -1613,7 +1613,7 @@ new_5-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv5 4_F_SISTER mes "If you want, I'll give you a Thief skill manual."; mes "Would you like to experience the skills of a Thief?"; next; - switch(select("Yes, I would.:No, I don't.")) { + switch(select("Yes, I would.", "No, I don't.")) { case 1: mes "[Thief Guild Member]"; mes "Here, please take the Thief manual."; @@ -1642,7 +1642,7 @@ new_5-3,101,41,3 duplicate(NvAcolyte) Acolyte Guide#nv5 4_F_SISTER mes "You already reached the required job level, didn't you?"; mes "Do you want to finish the Novice training and go to the Thief Guild?"; next; - switch(select("Let me consider it again.:Yes, I do.")) { + switch(select("Let me consider it again.", "Yes, I do.")) { case 1: mes "[Thief Guild Member]"; mes "Have you tried all of the class manuals yet?"; @@ -1724,7 +1724,7 @@ new_5-3,105,41,3 duplicate(NvThief) Thief Guide#nv5 2_M_THIEFMASTER mes "[Merchant Guildsman]"; mes "What can I help you with?"; next; - switch(select("Tell me about Merchants:I want to be a Merchant.:Give me a Quest.:Cancel")) { + switch(select("Tell me about Merchants", "I want to be a Merchant.", "Give me a Quest.", "Cancel")) { case 1: mes "[Merchant Guildsman]"; mes "Merchant? Simply put, he sells goods and makes money."; @@ -1751,7 +1751,7 @@ new_5-3,105,41,3 duplicate(NvThief) Thief Guide#nv5 2_M_THIEFMASTER mes "[Merchant Guildsman]"; mes "Do you want to see what it's like to be a Merchant?"; next; - switch(select("I want to test Merchant skills.:I don't want to test it.")) { + switch(select("I want to test Merchant skills.", "I don't want to test it.")) { case 1: mes "[Merchant Guildsman]"; mes "Here is the Merchant skill manual."; @@ -1780,7 +1780,7 @@ new_5-3,105,41,3 duplicate(NvThief) Thief Guide#nv5 2_M_THIEFMASTER mes "Wait, have you checked your Job level?"; mes "Do you want to complete your Novice training and go straight to the Merchant Guild's union?"; next; - switch(select("I will think about it again.:Yes, I want to go to the Merchant Guild's union")) { + switch(select("I will think about it again.", "Yes, I want to go to the Merchant Guild's union")) { case 1: mes "[Merchant Guildsman]"; mes "Ok, I hope you consider being a Merchant."; @@ -1880,7 +1880,7 @@ new_5-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv5 4W_M_01 mes "[Archer Guildsman]"; mes "What can I help you with?"; next; - switch(select("Tell me about Archers:I want to be an Archer:Cancel")) { + switch(select("Tell me about Archers", "I want to be an Archer", "Cancel")) { case 1: mes "[Archer Guildsman]"; mes "Archers have specialized skills by using a Bow and have a variety of powerful skills."; @@ -1910,7 +1910,7 @@ new_5-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv5 4W_M_01 mes "Do you want to register to test skill experience?"; mes "Would like to test Archer skills?"; next; - switch(select("I want to test Archer skills.:I don't want to test it.")) { + switch(select("I want to test Archer skills.", "I don't want to test it.")) { case 1: mes "[Archer Guildsman]"; mes "Here is the Archer manual."; @@ -1939,7 +1939,7 @@ new_5-3,109,41,3 duplicate(NvMerchant) Merchant Guide#nv5 4W_M_01 mes "Wait, have you checked your Job level?"; mes "Do you want to complete the Novice training arena and go to the Archer Guild right now?"; next; - switch(select("I will think about it again.:Yes, I want to go to the Archer Guilds union")) { + switch(select("I will think about it again.", "Yes, I want to go to the Archer Guilds union")) { case 1: mes "[Archer Guildsman]"; mes "Test out all the jobs if you have to but choose Archer because we're the best."; @@ -1977,7 +1977,7 @@ new_5-3,113,41,3 duplicate(NvArcher) Archer Guide#nv5 4_F_JOB_HUNTER mes "[Mage Guild Member]"; mes "What can I help you with?"; next; - switch(select("Tell me about Mages:I want to be a Mage:Give me a Quest:Cancel")) { + switch(select("Tell me about Mages", "I want to be a Mage", "Give me a Quest", "Cancel")) { case 1: mes "[Mage Guild Member]"; mes "Mages are those who can use magic when they need to protect their friends."; @@ -2013,7 +2013,7 @@ new_5-3,113,41,3 duplicate(NvArcher) Archer Guide#nv5 4_F_JOB_HUNTER mes "Do you want to register to experience how it is to be a Mage?"; mes "Would you like to test Mage skills?"; next; - switch(select("I want to test Mage skills.:I don't want to test it.")) { + switch(select("I want to test Mage skills.", "I don't want to test it.")) { case 1: mes "[Mage Guild Member]"; mes "Here is the Mage Manual."; @@ -2042,7 +2042,7 @@ new_5-3,113,41,3 duplicate(NvArcher) Archer Guide#nv5 4_F_JOB_HUNTER mes "Wait, have you checked your Job level?"; mes "Do you want to complete your Novice training and go straight to the Mage Guild's union?"; next; - switch(select("I will think about it again.:Yes, complete my training.")) { + switch(select("I will think about it again.", "Yes, complete my training.")) { case 1: mes "[Mage Guild Member]"; mes "Please test what Mage skills are all about before you decide."; @@ -2128,7 +2128,7 @@ new_5-3,117,41,3 duplicate(NvMage) Mage Guide#nv5 2_F_MAGICMASTER mes "Which job description do you want to hear?"; next; while(1) { - switch(select("Taekwon:Ninja:Super Novice:Gunslinger:End the conversation.")) { + switch(select("Taekwon", "Ninja", "Super Novice", "Gunslinger", "End the conversation.")) { case 1: mes "[Bruce]"; mes "It's a job that usually uses a lot of kicking skills."; @@ -2204,7 +2204,7 @@ new_5-3,121,41,3 duplicate(NvBruce) Bruce#nv5 1_M_LIBRARYMASTER mes "Great! You are ready to take on the challenges of the world."; mes "What would you like to do?"; next; - switch(select("I want to leave the training grounds:Tell me about the towns.:Cancel")) { + switch(select("I want to leave the training grounds", "Tell me about the towns.", "Cancel")) { case 1: mes "[Eden Group Officer]"; mes "Looks like you are ready."; @@ -2214,7 +2214,7 @@ new_5-3,121,41,3 duplicate(NvBruce) Bruce#nv5 1_M_LIBRARYMASTER mes "If you know what job you want to change to, you should ask the ^4A4AFFJob Guides^000000 to send you out of the training grounds."; mes "What town would you like to go to?"; next; - switch(select("Prontera:Morocc:Payon:Alberta:Geffen:Cancel")) { + switch(select("Prontera", "Morocc", "Payon", "Alberta", "Geffen", "Cancel")) { case 1: mes "[Eden Group Officer]"; mes "Prontera, the Capital city of the Rune-Midgarts Kingdom."; @@ -2302,13 +2302,13 @@ new_5-3,97,50,4 duplicate(NvEden) Eden Group Officer#nv5 4_F_NOVICE,5,5 mes "[Trainer Brutus]"; mes "So would you like to try?"; next; - switch(select("Send me to another Level:What monsters are there?:Cancel")) { + switch(select("Send me to another Level", "What monsters are there?", "Cancel")) { case 1: mes "[Trainer Brutus]"; mes "I see, then let me guide you to another level. Which level do you want to go to?"; next; for(.@i = 1; .@i<6; ++.@i) { - if (!compare(strnpcinfo(2),"nv"+.@i)) + if (!compare(strnpcinfo(NPC_NAME_HIDDEN),"nv"+.@i)) .@menu$ += "Send me to Level "+.@i; .@menu$ += ":"; } @@ -2439,8 +2439,8 @@ new_5-1,144,107,2 duplicate(NvGuardB) Guard#nv5b 8W_SOLDIER mes "Well, I will let you out of here."; mes "Go find the instructor, Brade."; close2; - savepoint strnpcinfo(4),100,100; - warp strnpcinfo(4),100,100; + savepoint strnpcinfo(NPC_MAP),100,100; + warp strnpcinfo(NPC_MAP),100,100; end; } new_1-2,161,182,5 duplicate(NvEdwin) Instructor#nv1 4_F_03 @@ -2484,12 +2484,12 @@ function script F_NvErase { mes "I will send you to any town that you'd like to go to."; mes "Or do you have a favourite profession?"; next; - switch(select("Choose Profession.:Go to Towns.")) { + switch(select("Choose Profession.", "Go to Towns.")) { case 1: mes "[Hanson]"; mes "What profession would you like to perform?"; next; - switch(select("Swordman:Acolyte:Thief:Merchant:Archer:Mage")) { + switch(select("Swordman", "Acolyte", "Thief", "Merchant", "Archer", "Mage")) { case 1: mes "[Hanson]"; mes "That's a great choice!"; @@ -2574,7 +2574,7 @@ function script F_NvErase { mes "[Hanson]"; mes "To what town do you want to go?"; next; - callsub L_Warp, select("Prontera:Geffen:Morroc:Payon:Alberta:Never mind"); + callsub L_Warp, select("Prontera", "Geffen", "Morroc", "Payon", "Alberta", "Never mind"); end; } } else { @@ -2582,7 +2582,7 @@ function script F_NvErase { mes "You have received all the supplies."; mes "To what town do you want to go?"; next; - callsub L_Warp, select("Prontera:Geffen:Morroc:Payon:Alberta"); + callsub L_Warp, select("Prontera", "Geffen", "Morroc", "Payon", "Alberta"); end; } end; @@ -2609,14 +2609,14 @@ L_Supplies: nov_3_swordman = 40; getitem Cargo_Free_Ticket,20; getitem Warp_Free_Ticket,30; - getitem N_Adventurer's_Suit,1; + getitem N_Adventurers_Suit,1; getitem N_Cutter,1; next; mes "[Hanson]"; mes "You will now"; mes "be teleported."; mes "Good luck,"; - mes "^A62A2A"+strcharinfo(0)+"^000000"; + mes "^A62A2A"+strcharinfo(PC_NAME)+"^000000"; mes "and farewell."; close2; return; @@ -2680,7 +2680,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 next; .@loop = 1; while(.@loop) { - switch(select("Take the test.:What's the test for?:No, thank you.")) { + switch(select("Take the test.", "What's the test for?", "No, thank you.")) { case 1: mes "[Lark]"; mes "Great!"; @@ -2691,7 +2691,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 case 2: mes "[Lark]"; mes "I will ask you a few simple questions."; - mes "Through this test, we will check "+strcharinfo(0)+"'s personality and propensity so that we can find the most appropriate job for you."; + mes "Through this test, we will check "+strcharinfo(PC_NAME)+"'s personality and propensity so that we can find the most appropriate job for you."; next; mes "[Lark]"; mes "There are 3 different types of tests and a total of 30 questions."; @@ -2720,7 +2720,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "You run to the place and see someone surrounded by punks. Because of your sudden appearance, the punks are surprised."; mes "What would be your reaction in this situation?"; next; - switch(select("Fight against the punks:Cast Magic.:Call for Guards.:Throw rocks at them.")) { + switch(select("Fight against the punks", "Cast Magic.", "Call for Guards.", "Throw rocks at them.")) { case 1: .@question_01$ = "You subdue them easily."; ++.@swordman_p; @@ -2746,7 +2746,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "After clearing up the mess, you approach the person who was being attacked."; mes "Do you think the person who was surrounded by punks is a man or a woman?"; next; - switch(select("Man:Woman")) { + switch(select("Man", "Woman")) { case 1: .@question_02_01$ = "he"; .@question_02_02$ = "son"; @@ -2760,7 +2760,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "You find out that "+.@question_02_01$+" is the "+.@question_02_02$+" of a very rich family in Alberta and Punks attacked while "+.@question_02_01$+" was on an errand for the family."; mes "What kind of errand was "+.@question_02_01$+" doing?"; next; - switch(select("Delivering an important object:Delivering a small souvenir:Delivering a message")) { + switch(select("Delivering an important object", "Delivering a small souvenir", "Delivering a message")) { case 1: ++.@swordman_p; ++.@archer_p; @@ -2778,7 +2778,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "Thanks to your bravery, "+.@question_02_01$+" becomes your friend and decides to go on a trip."; mes "Where are you going?"; next; - switch(select("Capital city, Prontera:Mountain city, Payon:Port city, Alberta:Magic city, Geffen:Satelite city, Izlude:Desert city, Morocc:Industrial city, Einbroch:World of natural life, Amatsu:Garden city, Hugel")) { + switch(select("Capital city, Prontera", "Mountain city, Payon", "Port city, Alberta", "Magic city, Geffen", "Satelite city, Izlude", "Desert city, Morocc", "Industrial city, Einbroch", "World of natural life, Amatsu", "Garden city, Hugel")) { case 1: ++.@acolyte_p; break; @@ -2810,7 +2810,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "You're having a great time. Do you feel like something will be happening or not?"; next; - switch(select("Happening:Not happening.")) { + switch(select("Happening", "Not happening.")) { case 1: ++.@thief_p; ++.@swordman_p; @@ -2829,7 +2829,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "Let's go now for the second test. Choose the best answer in your own opinion."; mes "^FF0000There are 5 questions.^000000"; next; - switch(select("Study:Exercise:Service:Violence")) { + switch(select("Study", "Exercise", "Service", "Violence")) { case 1: ++.@magician_p; break; @@ -2846,7 +2846,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 ++.@ninja_p; break; } - switch(select("Change:Preservation")) { + switch(select("Change", "Preservation")) { case 1: ++.@magician_p; break; @@ -2854,7 +2854,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 ++.@acolyte_p; break; } - switch(select("Consumer:Seller:Producer")) { + switch(select("Consumer", "Seller", "Producer")) { case 1: ++.@swordman_p; ++.@thief_p; @@ -2869,7 +2869,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 ++.@magician_p; break; } - switch(select("Speed:Caution")) { + switch(select("Speed", "Caution")) { case 1: ++.@thief_p; ++.@ninja_p; @@ -2879,7 +2879,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 ++.@gunslinger_p; break; } - switch(select("Theory:Experience")) { + switch(select("Theory", "Experience")) { case 1: ++.@magician_p; break; @@ -2895,7 +2895,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you always pick up the money that you find on the ground?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@merchant_p; ++.@ninja_p; @@ -2907,7 +2907,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "If you had the same name as someone of the opposite sex, would that make you less attracted to them?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@ninja_p; ++.@archer_p; @@ -2920,7 +2920,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you like being able to carry a lot of items at once?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@swordman_p; ++.@merchant_p; @@ -2933,7 +2933,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you like reading books?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@taekwon_p; ++.@gunslinger_p; @@ -2946,7 +2946,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you read everything in a magazine?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@magician_p; break; @@ -2958,7 +2958,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you take the time to worry about what you are wearing?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@merchant_p; ++.@ninja_p; @@ -2971,7 +2971,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you tell others what kind of fancy foods you've eaten recently?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@thief_p; ++.@swordman_p; @@ -2984,7 +2984,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you write things down in a notebook often?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@magician_p; ++.@merchant_p; @@ -2997,7 +2997,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you consider yourself attractive?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@ninja_p; ++.@gunslinger_p; @@ -3010,7 +3010,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you like being in areas where a lot of people gather?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@acolyte_p; ++.@swordman_p; @@ -3023,7 +3023,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you like the idea of living a single life?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@thief_p; ++.@ninja_p; @@ -3035,7 +3035,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you like keeping your distance from others?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@gunslinger_p; ++.@archer_p; @@ -3047,7 +3047,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you think that having a good hiding space is important in battle?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@magician_p; ++.@gunslinger_p; @@ -3061,7 +3061,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Would you defend your friends even if you knew they were wrong?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@swordman_p; break; @@ -3073,7 +3073,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Would you try to convince an enemy not to fight you with logic?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@archer_p; ++.@merchant_p; @@ -3086,7 +3086,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Can you sit still in the same place for a long time?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@taekwon_p; ++.@thief_p; @@ -3099,7 +3099,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you think that you can take a punch straight to the gut from an Orc?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@swordman_p; ++.@merchant_p; @@ -3112,7 +3112,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you make up nicknames for your friends?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@gunslinger_p; ++.@archer_p; @@ -3125,7 +3125,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Do you always have a plan B for various situations?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@thief_p; ++.@gunslinger_p; @@ -3138,7 +3138,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "When talking with other people, do you take time so that the others have time to think?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: ++.@magician_p; break; @@ -3278,12 +3278,12 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "Do you want to determine the job that suits you?"; mes "Do you want to select a job?"; next; - switch(select(.@job$+".:Any other profession.")) { + switch(select(.@job$+".", "Any other profession.")) { case 1: mes "[Lark]"; mes "The Novice Training Center course is now shut down, "+.@job$+". Would you like to make this occupation your profession?"; next; - if(select("I will think about it again.:I'll choose the former.") == 1) { + if(select("I will think about it again.", "I'll choose the former.") == 1) { mes "[Lark]"; mes "You will receive a book corresponding to each job type."; mes "Please have enough experience to determine carefully the job that suits you."; @@ -3294,7 +3294,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Quit now the Training Center Course. Would you like to make an occupation your career choice?"; next; - if(select("I will think about it again.:I still want to change my job.") == 1) { + if(select("I will think about it again.", "I still want to change my job.") == 1) { mes "[Lark]"; mes "Primer of each class would have received."; mes "Have enough experience to determine looked carefully, please."; @@ -3303,7 +3303,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 mes "[Lark]"; mes "Yes, sir. Please select your desired job."; next; - .@who_job = select("Swordman:Wizard:Archer:Merchant:Thief:Acolyte:Taekwon Boy/Girl:Gunslinger:Ninja:I'll think again."); + .@who_job = select("Swordman", "Wizard", "Archer", "Merchant", "Thief", "Acolyte", "Taekwon Boy/Girl", "Gunslinger", "Ninja", "I'll think again."); if (.@who_job == 10) { mes "[Lark]"; mes "The Novice Training Center has a lot of sea experience, please pay attention along the way."; @@ -3312,7 +3312,7 @@ new_5-4,100,29,1 duplicate(NvHanson) Final Tester#nv5 1_ETC_01 break; } callfunc "F_NvErase",1; - .@str$ = "^A62A2A'"+strcharinfo(0)+"^000000'! Take care and may Freya bless you on your journey."; + .@str$ = "^A62A2A'"+strcharinfo(PC_NAME)+"^000000'! Take care and may Freya bless you on your journey."; switch(.@who_job) { case 1: mes "[Lark]"; diff --git a/npc/re/jobs/novice/supernovice_ex.txt b/npc/re/jobs/novice/supernovice_ex.txt index 132fd68ed..74328278f 100644 --- a/npc/re/jobs/novice/supernovice_ex.txt +++ b/npc/re/jobs/novice/supernovice_ex.txt @@ -55,7 +55,7 @@ function script Esseray_Ex { mes "[Esseray]"; mes "I know a way to become stronger. Are you willing you try it?"; next; - if(select("No, I'm okay now.:I want to be stronger!") == 1) { + if(select("No, I'm okay now.", "I want to be stronger!") == 1) { mes "[Esseray]"; mes "If you are satisfied with mediocrity, I can't help you."; mes "Live a normal life then."; @@ -113,7 +113,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "^0000FFA member of Novice Society in Aldebaran.^000000"; mes "Esseray, right? Wrong?"; next; - if(select("No he isn't:Yes, right") == 2) { + if(select("No he isn't", "Yes, right") == 2) { mes "[Fishing Novice]"; mes "Hu hu~ my sense is still alive..."; next; @@ -160,7 +160,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "Too ~ hard. Hey, little kid!"; mes "What's your name?"; next; - select(strcharinfo(0)+", how about you?"); + select(strcharinfo(PC_NAME)+", how about you?"); mes "[Nodor]"; mes "My name is Nodor! Nodor."; next; @@ -212,7 +212,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "I will make you stronger!"; mes "So will you believe what I tell you?"; next; - if(select("I won't follow you.:Why not? kehehe~") == 1) { + if(select("I won't follow you.", "Why not? kehehe~") == 1) { mes "[Nodor]"; mes "Refusing? Don't you want to be strong?"; mes "I'd love to do nothing too."; @@ -245,7 +245,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "How about it?"; mes "Are you willing to do this?"; next; - if(select("No, I will not!:Let's do this!") == 1) { + if(select("No, I will not!", "Let's do this!") == 1) { mes "[Nodor]"; mes "To be strong is the only way to live!"; mes "Do you want to be a weakling forever?"; @@ -288,7 +288,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ close; } else if (questprogress(5094) || questprogress(5095) || questprogress(5096) || questprogress(5097)) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey, Nodor!"; next; emotion e_omg; @@ -310,7 +310,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "You are better than I thought."; mes "Anyway, what was the monster that I told you to hunt?"; next; - .@i = select("Poring:Lunatic:Fabre:Picky:Baphomet")-1; + .@i = select("Poring", "Lunatic", "Fabre", "Picky", "Baphomet")-1; if (.@i == 4) { mes "[Nodor]"; mes "Heheh? Can you seriously hunt Baphomet alone?"; @@ -357,13 +357,13 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "Oh sorry! Sorry!"; mes "I got a letter from my brother a long time ago, will you read my letter for your information?"; next; - if(select("Yes, I will:No, I won't") == 2) { + if(select("Yes, I will", "No, I won't") == 2) { mes "[Nodor]"; mes "You should read more!"; next; } else { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Tsk*... Ok..."; next; } @@ -390,7 +390,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ next; changequest 5098,5099; mes "[Nodor]"; - mes "Hey- Super Novice "+strcharinfo(0)+"!"; + mes "Hey- Super Novice "+strcharinfo(PC_NAME)+"!"; next; mes "[Nodor]"; mes "You can give some to my bro. He's up in the airship."; @@ -468,7 +468,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "We... have to run...!!!"; next; emotion e_omg,1; - if(select("What?!:Um?") == 2) { + if(select("What?!", "Um?") == 2) { mes "- You look around, and -"; mes "- there is nothing behind you. -"; mes "- When you are about to doubt... -"; @@ -484,9 +484,9 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "I can't make you stronger until you use those points."; close; } - specialeffect2 EF_LORD; - specialeffect2 EF_SIGHTRASHER; - specialeffect2 EF_STORMGUST; + specialeffect(EF_LORD, AREA, playerattached()); + specialeffect(EF_SIGHTRASHER, AREA, playerattached()); + specialeffect(EF_STORMGUST, AREA, playerattached()); erasequest 5100; mes "[Nodor]"; mes "Haha ------------- !!"; @@ -526,7 +526,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "you are a little dull..."; mes "Don't you feel different now?"; next; - if(select("What are you talking about?:I got it!") == 1) { + if(select("What are you talking about?", "I got it!") == 1) { mes "[Nodor]"; mes "Eh--- right, you are dull, aren't you?"; mes "You already exceeded your limit."; @@ -554,7 +554,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "Don't forget to make sure that you have enough ^FF0000inventory^000000 to take these items from me."; mes "And don't say I didn't warn you either."; next; - if(select("Yes, let me check my inventory.:I'm good, show me.") == 1) { + if(select("Yes, let me check my inventory.", "I'm good, show me.") == 1) { mes "[Nodor]"; mes "Well, well!"; mes "You know! Have no regrets."; @@ -586,9 +586,9 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "[Nodor]"; mes "Now I am going to say greetings again."; next; - specialeffect2 EF_RECOVERY; + specialeffect(EF_RECOVERY, AREA, playerattached()); mes "[Nodor]"; - mes "Let Super Novice "+strcharinfo(0)+" be blessed with the Super Novice Guardian!"; + mes "Let Super Novice "+strcharinfo(PC_NAME)+" be blessed with the Super Novice Guardian!"; EXSUPNOV_Q = 6; close; } @@ -629,7 +629,7 @@ airplane,33,47,5 script Nudor#sp2 4_F_NOVICE,{ mes "- eyes, holding out his hands. -"; mes "- How much do you want to give? -"; next; - .@i = select("I have no money:Give 100,000 Zeny:Give 300,000 Zeny:Give 1,000,000 Zeny:Give all the money you have"); + .@i = select("I have no money", "Give 100,000 Zeny", "Give 300,000 Zeny", "Give 1,000,000 Zeny", "Give all the money you have"); mes "[Nudor]"; if (.@i == 1) { mes "- crying -"; @@ -656,7 +656,7 @@ airplane,33,47,5 script Nudor#sp2 4_F_NOVICE,{ else { mes "Oh... oh my gosh, are you really giving me all the Zeny you have? Really?"; next; - if(select("No, not really...:Give it all") == 1) { + if(select("No, not really...", "Give it all") == 1) { mes "[Nudor]"; mes "Pshaw! How disappointing!"; close; @@ -681,8 +681,10 @@ airplane,33,47,5 script Nudor#sp2 4_F_NOVICE,{ } next; mes "[Nudor]"; - if (Sex) mes "Did you know? You're really handsome~"; - else mes "I need to tell you, you are really... really~ beautiful."; + if (Sex == SEX_MALE) + mes "Did you know? You're really handsome~"; + else + mes "I need to tell you, you are really... really~ beautiful."; next; mes "[Nudor]"; mes "- You feel like you're being -"; @@ -695,7 +697,7 @@ airplane,33,47,5 script Nudor#sp2 4_F_NOVICE,{ next; mes "[Nudor]"; mes "Ooooops!"; - mes strcharinfo(0)+", hush --- !!"; + mes strcharinfo(PC_NAME)+", hush --- !!"; next; mes "[Nudor]"; mes "Don't tell Nodor about this~~"; diff --git a/npc/re/jobs/repair.txt b/npc/re/jobs/repair.txt index fc212aef3..7acd3b606 100644 --- a/npc/re/jobs/repair.txt +++ b/npc/re/jobs/repair.txt @@ -48,7 +48,7 @@ prt_in,38,104,4 script Valerie 4_F_VALKYRIE,{ mes "[Valerie]"; mes "If both abnormalities disappear then we must start the test over from scratch. What would you like to do?"; next; - switch(select("I don't have any abnormalities:I think my body has some abnormalities")) { + switch(select("I don't have any abnormalities", "I think my body has some abnormalities")) { case 1: mes "[Valerie]"; mes "That's a relief. Then please take care."; @@ -57,7 +57,7 @@ prt_in,38,104,4 script Valerie 4_F_VALKYRIE,{ mes "[Valerie]"; mes "Are you sure you want to intialize it and start over?"; next; - if(select("Nope:Yes, I want to start completely over") == 1) { + if(select("Nope", "Yes, I want to start completely over") == 1) { mes "[Valerie]"; mes "I understand. I'll see you next time"; close; @@ -65,7 +65,7 @@ prt_in,38,104,4 script Valerie 4_F_VALKYRIE,{ mes "[Valerie]"; mes "All items related to the existing conditions will disappear. Are you okay with this?"; next; - if(select("Nope:Yes, I want to start completely over.") == 1) { + if(select("Nope", "Yes, I want to start completely over.") == 1) { mes "[Valerie]"; mes "I understand. I'll see you next time."; close; @@ -73,7 +73,7 @@ prt_in,38,104,4 script Valerie 4_F_VALKYRIE,{ mes "[Valerie]"; mes "It seems that there are a sea of people who seemed to be cursed of not being able to get a significant other after going through with this. Are you still okay with this? "; next; - if(select("Nope:I still want to intialize.") == 1) { + if(select("Nope", "I still want to intialize.") == 1) { mes "[Valerie]"; mes "I understand. I will see you next time."; close; @@ -81,12 +81,12 @@ prt_in,38,104,4 script Valerie 4_F_VALKYRIE,{ mes "[Valerie]"; mes "In extreme cases, some become crippled and can get ulcers. Do you still want to intilize former processes?"; next; - if(select("Nope:Please intilize the former processes") == 1) { + if(select("Nope", "Please intilize the former processes") == 1) { mes "[Valerie]"; mes "I understand. I will see you next time"; close; } - specialeffect2 EF_INVENOM; + specialeffect(EF_INVENOM, AREA, playerattached()); progressbar "0xffff00",3; // Warlock - quest items diff --git a/npc/re/kafras/kafras.txt b/npc/re/kafras/kafras.txt index c252264e3..b9b2ff404 100644 --- a/npc/re/kafras/kafras.txt +++ b/npc/re/kafras/kafras.txt @@ -62,6 +62,14 @@ moc_para01,10,185,4 script Kafra Employee::kaf_eden 4_F_KAFRA7,{ callfunc "F_Kafra",5,2,0,80,0; } +//== Glastheim ============================================= +glast_01,200,275,5 script Kafra Employee::kaf_glast 4_F_KAFRA3,{ + cutin "kafra_03",2; + callfunc "F_Kafra",0,3,2,500,700; + savepoint "glast_01",200,272; + callfunc "F_KafEnd",0,1,"in Glast Heim"; +} + //== Izlude ================================================ izlude,128,148,6 duplicate(kaf_izlude) Kafra Employee#iz 4_F_KAFRA1 izlude_a,128,148,6 duplicate(kaf_izlude) Kafra Employee#iz_a 4_F_KAFRA1 diff --git a/npc/re/mapflag/gvg.txt b/npc/re/mapflag/gvg.txt new file mode 100644 index 000000000..2e0e85f32 --- /dev/null +++ b/npc/re/mapflag/gvg.txt @@ -0,0 +1,41 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2017 Hercules Dev Team +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Mapflag: Guild versus Guild mode. +//================= Current Version ======================================= +//= 1.0 +//================= Description =========================================== +//= Players can attack other guilds, and will have their guild +//= icons shown. WoE damage reductions will also take place. +//= gvg: Turns on GvG mode +//= gvg_castle: Describes castle maps for WoE. +//========================================================================= + +// Hall of the Abyss ====== +gld2_ald mapflag gvg_dungeon +gld2_gef mapflag gvg_dungeon +gld2_pay mapflag gvg_dungeon +gld2_prt mapflag gvg_dungeon diff --git a/npc/re/mapflag/zone.txt b/npc/re/mapflag/zone.txt index a6cfd95f1..24ffce665 100644 --- a/npc/re/mapflag/zone.txt +++ b/npc/re/mapflag/zone.txt @@ -32,6 +32,41 @@ //= Flags maps as part of zones defined in map_zone_db.txt //========================================================================= +// Misty Forest Labyrinth =========== +1@mist mapflag zone Memorial Dungeon + +// Octopus Cave =========== +1@cash mapflag zone Memorial Dungeon + +// Drain =========== +1@pump mapflag zone Memorial Dungeon +2@pump mapflag zone Memorial Dungeon + +// Somatology Laboratory =========== +1@lhz mapflag zone Memorial Dungeon + +// Bangungot Hospital F2 =========== +1@ma_h mapflag zone Memorial Dungeon + +// Buwaya Cave =========== +1@ma_c mapflag zone Memorial Dungeon + +// Bakonawa Hideout =========== +1@ma_b mapflag zone Memorial Dungeon + +// Inside Eclage =========== +1@ecl mapflag zone Memorial Dungeon + +// Old Glast Heim =========== +1@gl_k mapflag zone Memorial Dungeon +2@gl_k mapflag zone Memorial Dungeon + +// Ghost Palace =========== +1@spa mapflag zone Memorial Dungeon + +// Sara's Memory Instance =========== +1@sara mapflag zone Memorial Dungeon + // WoE:TE te_prt_gld mapflag zone WoE TE te_prtcas01 mapflag zone WoE TE diff --git a/npc/re/merchants/3rd_trader.txt b/npc/re/merchants/3rd_trader.txt index a0a3bb033..dcf66a19f 100644 --- a/npc/re/merchants/3rd_trader.txt +++ b/npc/re/merchants/3rd_trader.txt @@ -51,7 +51,7 @@ mes "Each Herb costs 4,000 zeny."; mes "What would you like?"; next; - .@i = select("Nerium:Rantana:Makulata:Seratum:Scopolia:Amoena:Poison Kit:Cancel")-1; + .@i = select("Nerium", "Rantana", "Makulata", "Seratum", "Scopolia", "Amoena", "Poison Kit", "Cancel")-1; mes "[Poison Herb Merchant]"; if (.@i < 6) { .@item = 7932+.@i; @@ -115,7 +115,7 @@ lhz_in02,16,205,4 duplicate(phs) Poison Herb Merchant#lhz 4_F_YUNYANG mes "I sell all sorts of Rune Stones!"; mes "What would you like?"; next; - .@i = select("Buy high-quality Rune Stones.:Buy ordinary Rune Stones."); + .@i = select("Buy high-quality Rune Stones.", "Buy ordinary Rune Stones."); mes "[Rune Merchant]"; if (.@i == 1) { mes "High-quality Runes!"; @@ -181,7 +181,7 @@ job3_guil01,91,93,3 script Rare Herb Collector 1_M_03,{ mes "[Rare Poison Herb Collector]"; mes "I wander around the world and collect rare poison herbs. Recently, I started dealing in the herb called Izidor. If you are interested, you can buy them."; next; - .@i = select("How can I buy them?:Exchange it for Animal Blood:Exchange it for a Bitter Herb:Exchange it for a Deadly Noxious Herb:Exchange it for a Frozen Rose:Exchange it for Ment:Exchange it for Hinalle")-2; + .@i = select("How can I buy them?", "Exchange it for Animal Blood", "Exchange it for a Bitter Herb", "Exchange it for a Deadly Noxious Herb", "Exchange it for a Frozen Rose", "Exchange it for Ment", "Exchange it for Hinalle")-2; if (.@i == -1) { mes "[Rare Poison Herb Collector]"; mes "You can buy them for 10,000 zeny and one of these rare items, Animal Blood, Bitter Herb, Deadly Noxious Herb, Frozen Rose, Ment or an Hinalle."; @@ -242,7 +242,7 @@ job3_guil01,91,93,3 script Rare Herb Collector 1_M_03,{ mes "[Point Merchant]"; mes "Hello. I'm selling a catalyst called ^FF0000Points^000000 for Sorcerers. What would you like?"; next; - .@i = select("Scarlet Points - 200z:Lime Green Points - 200z:Indigo Points - 200z:Yellow Wish Points - 200z:Cancel")-1; + .@i = select("Scarlet Points - 200z", "Lime Green Points - 200z", "Indigo Points - 200z", "Yellow Wish Points - 200z", "Cancel")-1; mes "[Point Merchant]"; if (.@i == 4) { mes "You can't find the stuff you need?"; diff --git a/npc/re/merchants/advanced_refiner.txt b/npc/re/merchants/advanced_refiner.txt index 5331c5e38..5b3f69593 100644 --- a/npc/re/merchants/advanced_refiner.txt +++ b/npc/re/merchants/advanced_refiner.txt @@ -134,13 +134,13 @@ malangdo,221,174,6 script Holink#mal_cash 4_CAT_ADV1,{ mes "You need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny for this refine, meow~"; mes "Want to continue, meow?~"; next; - if(select("Yes!!:No!!") == 2) { + if(select("Yes!!", "No!!") == 2) { mes "[Holink]"; mes "Kyack!!"; mes "You don't belive in refine master Holink, meow?~"; close; } - if (getequippercentrefinery(.@part) < 100) { + if (getequippercentrefinery(.@part, REFINE_CHANCE_TYPE_ENRICHED) < 100) { mes "[Holink]"; mes "Meow!!"; if (.@type$ == "armor") @@ -160,7 +160,7 @@ malangdo,221,174,6 script Holink#mal_cash 4_CAT_ADV1,{ mes "^ff0000cards and enchantments will vanish for sure^000000."; mes "You still want to try, meow~?"; next; - if(select("Yes, I do!!:Forget about it!!") == 2) { + if(select("Yes, I do!!", "Forget about it!!") == 2) { mes "[Holink]"; mes "Meow! Wise choice, meow."; mes "But!!"; @@ -177,7 +177,7 @@ malangdo,221,174,6 script Holink#mal_cash 4_CAT_ADV1,{ } delitem .@material,1; Zeny -= .@price; - if (getequippercentrefinery(.@part) > rand(100) || getequippercentrefinery(.@part) > rand(100)) { + if (getequippercentrefinery(.@part, REFINE_CHANCE_TYPE_ENRICHED) > rand(100)) { successrefitem .@part; mes "[Holink]"; mes "Me~ Me~ Meow! Fun fun refining~"; diff --git a/npc/re/merchants/alchemist.txt b/npc/re/merchants/alchemist.txt index fe67e6eb2..73344a75c 100644 --- a/npc/re/merchants/alchemist.txt +++ b/npc/re/merchants/alchemist.txt @@ -56,7 +56,7 @@ alde_alche,31,186,3 script Craft Book Merchant#alde 4_M_ALCHE_D,{ mes "[Craft Book Merchant]"; mes "Would you like to take a look at my craft books?"; next; - if(select("Sure.:No.") == 2) { + if(select("Sure.", "No.") == 2) { mes "[Craft Book Merchant]"; mes "Thank you for visiting my shop."; mes "Please be safe on your travels."; @@ -76,7 +76,7 @@ alde_alche,31,186,3 script Craft Book Merchant#alde 4_M_ALCHE_D,{ mes "[Craft Book Merchant]"; mes "Okay then, here's the list of available craft books."; next; - switch(select("[Apple Bomb Craft Book] 100,000 zeny:[Pineapple Bomb Craft Book] 100,000 zeny:[Coconut Bomb Craft Book] 100,000 zeny:[Melon Bomb Craft Book] 100,000 zeny:[Banana Bomb Craft Book] 100,000 zeny:[Plant Gene Cultivation Method] 100,000 zeny:[Superior Potion Craft Manual] 100,000 zeny:[Mix Cooking Book] 100,000 zeny:[Health Improvement Research Book] 100,000 zeny:[Vigor Drink Recipe] 100,000 zeny:Close")){ + switch(select("[Apple Bomb Craft Book] 100,000 zeny", "[Pineapple Bomb Craft Book] 100,000 zeny", "[Coconut Bomb Craft Book] 100,000 zeny", "[Melon Bomb Craft Book] 100,000 zeny", "[Banana Bomb Craft Book] 100,000 zeny", "[Plant Gene Cultivation Method] 100,000 zeny", "[Superior Potion Craft Manual] 100,000 zeny", "[Mix Cooking Book] 100,000 zeny", "[Health Improvement Research Book] 100,000 zeny", "[Vigor Drink Recipe] 100,000 zeny", "Close")){ case 1: .@item = 6279; break; case 2: .@item = 6280; break; case 3: .@item = 6281; break; @@ -113,7 +113,7 @@ alde_alche,31,186,3 script Craft Book Merchant#alde 4_M_ALCHE_D,{ mes "You've entered "+.@amount+"x ^0000FF["+getitemname(.@item)+"]^000000 to be purchased."; mes "Would you like to continue?"; next; - if (select("Yes:No") == 1) { + if (select("Yes", "No") == 1) { .@total = .@amount * 100000; if (Zeny < .@total) { mes "[Craft Book Merchant]"; diff --git a/npc/re/merchants/ammo_boxes.txt b/npc/re/merchants/ammo_boxes.txt index 22f6d694b..a8a04d976 100644 --- a/npc/re/merchants/ammo_boxes.txt +++ b/npc/re/merchants/ammo_boxes.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Euphy //= //= Hercules is free software: you can redistribute it and/or modify @@ -29,12 +29,8 @@ //================= Description =========================================== //= Turns bullets into magazines/packs. //================= Current Version ======================================= -//= 1.1 +//= 1.2 //========================================================================= que_ng,187,149,3 duplicate(mdk) Magazine Dealer Kenny#ng 4_M_01 -izlude,74,104,3 duplicate(mdk) Magazine Dealer Kenny#iz 4_M_01 -izlude_a,74,104,3 duplicate(mdk) Magazine Dealer Kenny#a 4_M_01 -izlude_b,74,104,3 duplicate(mdk) Magazine Dealer Kenny#b 4_M_01 -izlude_c,74,104,3 duplicate(mdk) Magazine Dealer Kenny#c 4_M_01 -izlude_d,74,104,3 duplicate(mdk) Magazine Dealer Kenny#d 4_M_01 +izlude_in,74,104,3 duplicate(mdk) Magazine Dealer Kenny#iz 4_M_01 diff --git a/npc/re/merchants/ammo_dealer.txt b/npc/re/merchants/ammo_dealer.txt index 87d641910..6b273371d 100644 --- a/npc/re/merchants/ammo_dealer.txt +++ b/npc/re/merchants/ammo_dealer.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Euphy //= //= Hercules is free software: you can redistribute it and/or modify @@ -29,12 +29,8 @@ //================= Description =========================================== //= Bullet trader. //================= Current Version ======================================= -//= 1.1 +//= 1.2 //========================================================================= que_ng,187,156,3 duplicate(bdt) Bullet Dealer Tony#ng 4_M_04 -izlude,77,104,3 duplicate(bdt) Bullet Dealer Tony#iz 4_M_04 //Official: (74,106) -> in the water -izlude_a,77,104,3 duplicate(bdt) Bullet Dealer Tony#a 4_M_04 -izlude_b,77,104,3 duplicate(bdt) Bullet Dealer Tony#b 4_M_04 -izlude_c,77,104,3 duplicate(bdt) Bullet Dealer Tony#c 4_M_04 -izlude_d,77,104,3 duplicate(bdt) Bullet Dealer Tony#d 4_M_04 +izlude_in,74,106,3 duplicate(bdt) Bullet Dealer Tony#iz 4_M_04 diff --git a/npc/re/merchants/blessed_refiner.txt b/npc/re/merchants/blessed_refiner.txt index 33005dca9..6e548e25b 100644 --- a/npc/re/merchants/blessed_refiner.txt +++ b/npc/re/merchants/blessed_refiner.txt @@ -132,7 +132,7 @@ mes "This "+.@type$+" has been refined to "+.@equip_refine+". To refine it, I need "+.@ore$+" and a "+(.@price/1000)+",000 zeny refining fee."; mes "Do you want to proceed?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Blacksmith Dister]"; mes "I am busy, don't joke with me!"; close; @@ -144,7 +144,7 @@ mes "[Blacksmith Dister]"; mes "Of course, the refining fee will not be returned! Do you want to continue?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Blacksmith Dister]"; mes "Good. I'd be sad if it failed, too."; close; @@ -172,7 +172,7 @@ close; } specialeffect EF_CURSEATTACK; - specialeffect2 EF_SUI_EXPLOSION; + specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); next; emotion (!rand(5))?e_ag:e_omg; mes "[Blacksmith Dister]"; diff --git a/npc/re/merchants/card_separation.txt b/npc/re/merchants/card_separation.txt index 0bf72f884..b1f6754a5 100644 --- a/npc/re/merchants/card_separation.txt +++ b/npc/re/merchants/card_separation.txt @@ -43,7 +43,7 @@ mes "Can't continue because you have too many heavy objects. Let's try to continue after reducing the weight."; close; } - if (strnpcinfo(1) == "Jeremy") { + if (strnpcinfo(NPC_NAME_VISIBLE) == "Jeremy") { .@Jeremy = 1; .@n$ = "[Jeremy]"; setarray .@equip_name$[0], "Armor", "Shoes", "Garment", "Upper Hat"; @@ -176,7 +176,7 @@ else .@menu$ += "^777777Socket "+(.@i+1)+" - No card^000000:"; } - .@i = select("Stop the work:"+.@menu$); + .@i = select("Stop the work:"+ .@menu$); switch(.@i) { case 1: mes .@n$; @@ -221,7 +221,7 @@ mes .@n$; mes "This is pretty old equipment. There is a high rate of destroying the cards or equipment during the work. Are you sure you want to continue?"; next; - if(select("Next time...:Continue") == 1) { + if(select("Next time...", "Continue") == 1) { mes .@n$; mes "Whenever you need the work, visit me here."; close; @@ -240,7 +240,7 @@ mes .@n$; mes "If you use the Premium Lubricant, the rate of destruction will be decreased highly, but I can't give you a 100% guarantee. Are you sure you want to continue?"; next; - if(select("Next time...:Continue") == 1) { + if(select("Next time...", "Continue") == 1) { mes .@n$; mes "Whenever you need the work, visit me here."; close; @@ -259,7 +259,7 @@ mes .@n$; mes "If you use the Ordinary Lubricant, the rate of destruction will be decreased highly, but I can't give you a 100% guarantee. Are you sure you want to continue?"; next; - if(select("Next time...:Continue") == 1) { + if(select("Next time...", "Continue") == 1) { mes .@n$; mes "Whenever you need the work, visit me here."; close; @@ -274,7 +274,7 @@ mes .@n$; mes "This equipment contains a precious MVP card. This card can't be separated with lubricant. If you bring the super surfactant ^0000ffSillit Pong^000000, I will be able to work."; next; - switch(select("Next time...:I have a Sillit Pong.")) { + switch(select("Next time...", "I have a Sillit Pong.")) { case 1: mes .@n$; mes "Whenever you need the work, visit me here."; @@ -296,7 +296,7 @@ .@menu$ = "I got it. Just do it quickly!"; } next; - switch(select("Next time...:"+.@menu$)) { + switch(select("Next time...:"+ .@menu$)) { case 1: mes .@n$; mes "Whenever you need the work, visit me here."; @@ -353,13 +353,13 @@ // Display corresponding effect. if (!.@equip_safe && .@card_break) - specialeffect2 EF_LORD; + specialeffect(EF_LORD, AREA, playerattached()); else if (.@equip_safe && .@card_break) - specialeffect2 EF_SUI_EXPLOSION; + specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); else if (!.@equip_safe && !.@card_break) - specialeffect2 EF_FIREPILLAR; + specialeffect(EF_FIREPILLAR, AREA, playerattached()); else - specialeffect2 EF_MAXPOWER; + specialeffect(EF_MAXPOWER, AREA, playerattached()); // Output results. mes "-- Result of Card Separation --"; diff --git a/npc/re/merchants/catalog.txt b/npc/re/merchants/catalog.txt index 5267a20b5..f508014a1 100644 --- a/npc/re/merchants/catalog.txt +++ b/npc/re/merchants/catalog.txt @@ -65,7 +65,7 @@ moc_para01,22,16,5 script Catalog Magician#catal01 4_M_BIBI,{ mes "costs only 200z!"; mes "You can buy up to 50 pieces at once!"; next; - switch(select("Buy a ^007777Universal Catalog Silver^000000:I don't need it!:You don't look like a vendor!")) { + switch(select("Buy a ^007777Universal Catalog Silver^000000", "I don't need it!", "You don't look like a vendor!")) { case 1: mes "[Catalog Magician]"; mes "You... want all 50 pieces?"; diff --git a/npc/re/merchants/coin_exchange.txt b/npc/re/merchants/coin_exchange.txt index 2e09a9a9d..be9f1dbee 100644 --- a/npc/re/merchants/coin_exchange.txt +++ b/npc/re/merchants/coin_exchange.txt @@ -176,7 +176,7 @@ L_AddItem: .@ven_menu$ = "^999999Silvervine Fruit (missing "+(.@cost - countitem(Silvervine))+")^000000"; else .@ven_menu$ = "Purchase - Silvervine Fruit (have "+countitem(Silvervine)+")"; - switch(select("Stop:"+.@ven_menu$)) { + switch(select("Stop", ""+.@ven_menu$)) { case 1: mes "[Special Vending Machine]"; mes "Thank you for coming."; @@ -375,7 +375,7 @@ malangdo,175,145,4 script Can Agency Guard 4_CAT_MERMASTER,{ mes "[Can Agency Guard]"; mes "Hey, you there... Have you seen any ^0000ffMalangdo Cat Can^000000s around here?"; next; - switch(select("Why are you asking?:Oh, you mean these?")) { + switch(select("Why are you asking?", "Oh, you mean these?")) { case 1: mes "[Can Agency Guard]"; mes "Umm."; @@ -404,7 +404,7 @@ malangdo,175,145,4 script Can Agency Guard 4_CAT_MERMASTER,{ mes "[Can Agency Guard]"; mes "The Malangdo Cat Can is a faulty product. Let me exchange it to 3 E Grade Coins. How about that?"; next; - switch(select("I won't exchange:^0000ff1^000000 Can -> ^0000ff3^000000 E Grade Coin:^0000ff10^000000 Can -> ^0000ff30^000000 E Grade Coin:^0000ff100^000000 Can -> ^0000ff300^000000 E Grade Coin:Exchange all I've got")) { + switch(select("I won't exchange", "^0000ff1^000000 Can -> ^0000ff3^000000 E Grade Coin", "^0000ff10^000000 Can -> ^0000ff30^000000 E Grade Coin", "^0000ff100^000000 Can -> ^0000ff300^000000 E Grade Coin", "Exchange all I've got")) { case 1: mes "[Can Agency Guard]"; mes "Umm, I'm not here forever, so come to me if you'd like to exchange while I still am."; @@ -489,7 +489,7 @@ function script F_mal_coin { mes getarg(1); mes "Well then, do you want to take a look at what I have now?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: if (checkweight(Knife,1) == 0) { mes getarg(1); @@ -860,7 +860,7 @@ ecl_in01,66,95,3 script Armor Merchant Naphara#e 4_F_FAIRYKID,{ mes "Hello, this is Naphara's store, a place of high class goods."; mes "What would you need?"; next; - .@choice = select("Str Glove:Int Glove:Agi Glove:Vit Glove:Dex Glove:Luk Glove"); + .@choice = select("Str Glove", "Int Glove", "Agi Glove", "Vit Glove", "Dex Glove", "Luk Glove"); .@choice -= 1; mes "[Armor Merchant]"; mes "^3131FF" + .name$[.@choice] + " For ^000000,"; @@ -876,7 +876,7 @@ ecl_in01,66,95,3 script Armor Merchant Naphara#e 4_F_FAIRYKID,{ mes "It costs 10 Splendide Coins."; mes "Would you like to buy it?"; next; - if (select("Buy it.:Don't buy it.")==1) { + if (select("Buy it.", "Don't buy it.")==1) { if (countitem(Splendide_Coin) < 10) { mes "[Armor Merchant]"; mes "It seems like you don't have enough coins."; @@ -912,7 +912,7 @@ ecl_in01,64,97,5 script Slot Expert Nattuer#ecl 4_F_FAIRYKID,{ mes "I am Slot Expert Nattuer."; mes "If you bring me an item from my little brother Naphara along with 5 Splendide Coins, I will open up one Slot for you."; next; - if (select("Activate a Slot.:Forget it.")==2){ + if (select("Activate a Slot.", "Forget it.")==2){ close; } mes "[Slot Expert]"; @@ -921,18 +921,18 @@ ecl_in01,64,97,5 script Slot Expert Nattuer#ecl 4_F_FAIRYKID,{ mes "[Slot Expert]"; mes "Of course, if your heart were as big as that flower-filled land, you wouldn't mind. Right? Should I go for it?"; next; - if (select("Continue.:Forget it.")==2) { + if (select("Continue.", "Forget it.")==2) { close; } mes "[Slot Expert]"; mes "Which item would you like to activate with a Slot?"; next; - .@choice = select("Str Glove:Int Glove:Ag Glove:Vit Glove:Dex Glove:Luk Glove"); + .@choice = select("Str Glove", "Int Glove", "Ag Glove", "Vit Glove", "Dex Glove", "Luk Glove"); .@choice += 2916; mes "[Slot Expert]"; mes "Let's confirm for the last time. Is the one you want " + getitemname(.@choice) + "?"; next; - if (select("Yes:No")==2) { + if (select("Yes", "No")==2) { mes "[Slot Expert]"; mes "Why don't you talk to me when you know for sure."; close; @@ -978,7 +978,7 @@ ecl_in01,33,98,5 script Herb Merchant Plafina#e 4_M_FAIRYKID2,{ mes "[Herb Merchant]"; mes "Welcome, this is Plafina's Herb Store where only the freshest herbs are provided~!"; next; - .@item = select("Snow Flip:Peony Mommy:Slapping Herb:Yggdrasil Dust:End conversation")-1; + .@item = select("Snow Flip", "Peony Mommy", "Slapping Herb", "Yggdrasil Dust", "End conversation")-1; if (.@item==4){ mes "[Herb Merchant]"; mes "Come back anytime."; @@ -1002,7 +1002,7 @@ ecl_in01,33,98,5 script Herb Merchant Plafina#e 4_M_FAIRYKID2,{ mes "Requires 5 seconds between uses."; mes "It costs "+ .cost[.@item] +" Splendide Coins for each."; next; - .@buy = select("Buy 1.:Buy 10.:Don't buy."); + .@buy = select("Buy 1.", "Buy 10.", "Don't buy."); if (.@buy==3){ close; } @@ -1012,7 +1012,7 @@ ecl_in01,33,98,5 script Herb Merchant Plafina#e 4_M_FAIRYKID2,{ mes "[Herb Merchant]"; mes "Would you like to buy "+ .@buy +" "+ getitemname(.items[.@item]) +"?"; next; - if (select("Buy.:Don't buy.")==2){ + if (select("Buy.", "Don't buy.")==2){ close; } if (countitem(Splendide_Coin) < (.cost[.@item]*.@buy) ) { @@ -1041,7 +1041,7 @@ ecl_in01,67,39,4 script Replication Expert Paltu 4_M_FAIRYKID4,{ mes "[Paltu]"; mes "Woohoo- Greetings. What are you looking for? Lots of goods here."; next; - switch (select("No thanks.:Replication?:I know you got lots up your sleeve!")) { + switch (select("No thanks.", "Replication?", "I know you got lots up your sleeve!")) { case 1: emotion e_an; mes "[Paltu]"; @@ -1100,7 +1100,7 @@ ecl_in01,67,39,4 script Replication Expert Paltu 4_M_FAIRYKID4,{ mes "[Paltu]"; mes "What do you think? I'll make it happen as long as I have the ingredients and the compensation."; next; - if (select("I'll do it later.:Show me what you got!") == 1) { + if (select("I'll do it later.", "Show me what you got!") == 1) { emotion e_dots; mes "[Paltu]"; mes "What? Are you kidding me? Please tell me you are!"; @@ -1129,7 +1129,7 @@ ecl_in01,67,39,4 script Replication Expert Paltu 4_M_FAIRYKID4,{ Assassin_Mask_, Elven_Ears, Hahoe_Mask, - Boy's_Cap; + Boys_Cap; setarray .@costumes[0], C_Frog_Cap, C_Centimental_Flower, C_Magestic_Goat, @@ -1139,7 +1139,7 @@ ecl_in01,67,39,4 script Replication Expert Paltu 4_M_FAIRYKID4,{ C_Assassin_Mask_, C_Elven_Ears, C_Hahoe_Mask, - C_Boy's_Cap; + C_Boys_Cap; if ((countitem(Splendide_Coin) >= 50) && (countitem(Crystal_Mirror) >= 4) && countitem(Angel_Magic_Power) && (countitem(Azure_Jewel) >= 10) && (countitem(Cardinal_Jewel) >= 10) && (countitem(Blue_Jewel) >= 10) && (countitem(Golden_Jewel) >= 10) && (countitem(Bluish_Green_Jewel) >= 10)) .@item_check =1; @@ -1170,7 +1170,7 @@ ecl_in01,67,39,4 script Replication Expert Paltu 4_M_FAIRYKID4,{ mes "[Paltu]"; mes "Yes, this is more than enough. Should I make it now?"; next; - if (select("Please make it now.:Oops, I have to take care of something...") == 2) { + if (select("Please make it now.", "Oops, I have to take care of something...") == 2) { emotion e_omg; mes "[Paltu]"; mes "Hey.. Hey! Hey! Where you going?"; @@ -1189,7 +1189,7 @@ ecl_in01,67,39,4 script Replication Expert Paltu 4_M_FAIRYKID4,{ mes "[Paltu]"; mes "So any problems with that?"; next; - if (select("Let me go check.:Start the replication process.")==1) { + if (select("Let me go check.", "Start the replication process.")==1) { mes "[Paltu]"; mes "Yeah, please make sure!"; close; diff --git a/npc/re/merchants/diamond.txt b/npc/re/merchants/diamond.txt index 95f8d7774..665af5e6a 100644 --- a/npc/re/merchants/diamond.txt +++ b/npc/re/merchants/diamond.txt @@ -81,7 +81,7 @@ mes "Some claim that this is the very same diamond"; mes "that was seen by Kachua in Comodo!"; next; - if (select("End Conversation:How much is it?") == 1) { + if (select("End Conversation", "How much is it?") == 1) { mes .@npc$; mes "It's rather inexpensive!"; mes "If you're interested, talk to me any time!"; @@ -99,7 +99,7 @@ mes "Compared to the quality of the diamond"; mes "this is a small price to pay."; next; - if (select("^828282It's too expensive.^000000:I'll buy it.") == 1) { + if (select("^828282It's too expensive.^000000", "I'll buy it.") == 1) { mes .@npc$; mes "To say that a diamond such as the"; mes "^FF82FF'17 Carat Diamond'^000000 is too expensive, "; @@ -114,7 +114,7 @@ mes "All I need from you is to complete this contract."; next; while(1) { - if (select("^B9062FI will sign the contract.^000000:^828282Nevermind, I changed my mind.^000000") == 2) { + if (select("^B9062FI will sign the contract.^000000", "^828282Nevermind, I changed my mind.^000000") == 2) { mes .@npc$; mes "I see, that's too bad.."; close; @@ -122,14 +122,14 @@ mes .@npc$; mes "What is your name?"; next; - mes "[" + strcharinfo(0) + "]"; - mes "My name is " + strcharinfo(0) + "."; + mes "[" + strcharinfo(PC_NAME) + "]"; + mes "My name is " + strcharinfo(PC_NAME) + "."; next; mes .@npc$; mes "Alright then, please sign here."; next; input .@charname$; - if (.@charname$ == strcharinfo(0)) { + if (.@charname$ == strcharinfo(PC_NAME)) { mes .@npc$; mes "Okay, good."; mes "All that is left now is payment."; @@ -175,7 +175,7 @@ mes "AAH. You would like to exchange your ^FF82FF'17 Carat Diamond'^000000 for zeny?"; emotion e_gasp; next; - if (select("Yes:No") == 2) { + if (select("Yes", "No") == 2) { mes .@npc$; mes "Then, what is it you desire?.."; mes ". . . . . ...."; @@ -190,20 +190,20 @@ mes .@npc$; mes "What is your name?"; next; - mes "[" + strcharinfo(0) + "]"; - mes "My name is " + strcharinfo(0) + "."; + mes "[" + strcharinfo(PC_NAME) + "]"; + mes "My name is " + strcharinfo(PC_NAME) + "."; next; mes .@npc$; mes "Alright then, please sign here."; next; while (1) { - if (select("Sign:Don't Sign") == 2) { + if (select("Sign", "Don't Sign") == 2) { mes .@npc$; mes "The trade cannot be completed without your signature."; close; } input .@charname$; - if (.@charname$ == strcharinfo(0)) { + if (.@charname$ == strcharinfo(PC_NAME)) { mes .@npc$; mes "Your signature has been received."; mes "I will now take your ^FF82FF'17 Carat Diamond'^000000.."; diff --git a/npc/re/merchants/enchan_ko.txt b/npc/re/merchants/enchan_ko.txt index 130a5cf4e..97b307ddd 100644 --- a/npc/re/merchants/enchan_ko.txt +++ b/npc/re/merchants/enchan_ko.txt @@ -41,7 +41,7 @@ que_ng,75,20,3 script Artisan Tene#ko 4_M_JPN2,{ mes "[Artisan Tene]"; mes "How may I help you?"; next; - switch (select("Which blacksmith?:I want to add option.:I want to remove option.")) { + switch (select("Which blacksmith?", "I want to add option.", "I want to remove option.")) { case 1: // Which blacksmith? mes "[Artisan Tene]"; mes "Oh! Sorry, I didn't introduce myself."; @@ -52,7 +52,7 @@ que_ng,75,20,3 script Artisan Tene#ko 4_M_JPN2,{ mes "[Artisan Tene]"; mes "Oh! Do you want to know the list of weapons and armor I work on?"; next; - switch (select("Take a look at the weapon list.:Take a look at the armor list.")) { + switch (select("Take a look at the weapon list.", "Take a look at the armor list.")) { case 1: // Take a look at the weapon list mes "[Artisan Tene]"; mes "Are you interested in the weapon list?"; @@ -99,7 +99,7 @@ que_ng,75,20,3 script Artisan Tene#ko 4_M_JPN2,{ mes "[Artisan Tene]"; mes "Ha ha. I must have talked too much. Which class of equipment do you want to add an option to?"; next; - switch (select("Weapon...:Armor...")) { + switch (select("Weapon...", "Armor...")) { case 1: mes "[Artisan Tene]"; mes "So you want to add an option to your weapon. That will be ^ff0000100,000 Zeny for a 1 time service.^000000"; @@ -110,7 +110,7 @@ que_ng,75,20,3 script Artisan Tene#ko 4_M_JPN2,{ mes "[Artisan Tene]"; mes "Which weapon do you want to add an option to?"; next; - switch (select("Later...:Raksasa Dagger [1]:Mikatsuki [1]:Huuma Swirling Petal [2]:Huuma Fluttering Snow:Huuma Thunderstorm")) { + switch (select("Later...", "Raksasa Dagger [1]", "Mikatsuki [1]", "Huuma Swirling Petal [2]", "Huuma Fluttering Snow", "Huuma Thunderstorm")) { case 1: mes "[Artisan Tene]"; mes "Changed your mind? Very well. Hope to see you later."; @@ -140,7 +140,7 @@ que_ng,75,20,3 script Artisan Tene#ko 4_M_JPN2,{ mes "[Artisan Tene]"; mes "Which armor do you want to add an option to?"; next; - switch (select("Later...:Wolf Armguard [1]:Crescent Armguard [1]:Ninja Scale Armor [1]:Tenebris Latitantes [1]:Special Ninja Suit [1]")) { + switch (select("Later...", "Wolf Armguard [1]", "Crescent Armguard [1]", "Ninja Scale Armor [1]", "Tenebris Latitantes [1]", "Special Ninja Suit [1]")) { case 1: mes "[Artisan Tene]"; mes "Changed your mind? Very well. Hope to see you later."; @@ -179,7 +179,7 @@ que_ng,75,20,3 script Artisan Tene#ko 4_M_JPN2,{ mes "[Artisan Tene]"; mes "^ff0000Removing an option will be 100,000 Zeny.^000000 Which option from the list of items do you want to remove?"; next; - switch(select("Later...:Raksasa Dagger [1]:Mikatsuki [1]:Huuma Swirling Petal [2]:Huuma Fluttering Snow:Huuma Thunderstorm:Wolf Armguard [1]:Crescent Armguard [1]:Ninja Scale Armor [1]:Tenebris Latitantes [1]:Special Ninja Suit [1]")) { + switch(select("Later...", "Raksasa Dagger [1]", "Mikatsuki [1]", "Huuma Swirling Petal [2]", "Huuma Fluttering Snow", "Huuma Thunderstorm", "Wolf Armguard [1]", "Crescent Armguard [1]", "Ninja Scale Armor [1]", "Tenebris Latitantes [1]", "Special Ninja Suit [1]")) { case 1: mes "[Artisan Tene]"; mes "Removing options is expensive, isn't it? Sorry. I will work harder in developing my skills and bring down costs as well."; @@ -231,7 +231,7 @@ que_ng,75,20,3 script Artisan Tene#ko 4_M_JPN2,{ mes "[Artisan Tene]"; mes "The cost is the same but I do provide a service to remove only the option on the 3rd slot and leave the 4th slot as is. Are you interested?"; next; - switch (select("Reset only the 3rd Slot.:Reset all.")) { + switch (select("Reset only the 3rd Slot.", "Reset all.")) { case 1: mes "[Artisan Tene]"; mes "Very well. I will reset only your 3rd slot."; @@ -321,7 +321,7 @@ que_ng,75,20,3 script Artisan Tene#ko 4_M_JPN2,{ else mes "This equipment is not currently enchanted. Shall I enchant the fourth slot?"; next; - if (select("Do it later:Do it now") == 1) { + if (select("Do it later", "Do it now") == 1) { mes "[Artisan Tene]"; mes "Very well. Hope to see you later."; close; diff --git a/npc/re/merchants/enchan_mal.txt b/npc/re/merchants/enchan_mal.txt index 3007c9ee4..bea4c6e03 100644 --- a/npc/re/merchants/enchan_mal.txt +++ b/npc/re/merchants/enchan_mal.txt @@ -47,7 +47,7 @@ malangdo,213,167,4 script Mayomayo#mal 4_CAT_3COLOR,{ mes "[Mayomayo]"; mes "Wow welcome. It is new Mayomayo refinement store~ I enchant some luxury weapons including level 4 weapons."; next; - switch(select("Any store policy changes?:Enchant High Ranked Weapon:Initialize Enchant (Need Silvervine Fruit)")) { + switch(select("Any store policy changes?", "Enchant High Ranked Weapon", "Initialize Enchant (Need Silvervine Fruit)")) { case 1: mes "[Mayomayo]"; mes "When I enchant weapons, the slotted cards or refined level are dissipated sometimes. I hated it. However, one day I found how to do it without any extinction."; @@ -55,7 +55,7 @@ malangdo,213,167,4 script Mayomayo#mal 4_CAT_3COLOR,{ mes "[Mayomayo]"; mes "Have you ever seen a building of person of reinforcement capacity association?"; next; - if(select("I've seen it before.:I haven't seen it before.") == 2) { + if(select("I've seen it before.", "I haven't seen it before.") == 2) { mes "[Mayomayo]"; mes "That builiding is located to the southeast of where I am. Why don't you go on a field trip there?"; close; @@ -93,7 +93,7 @@ malangdo,213,167,4 script Mayomayo#mal 4_CAT_3COLOR,{ case 1224: callsub L_Socket,1,2; //Sword_Breaker case 1225: callsub L_Socket,1,2; //Mail_Breaker case 1227: callsub L_Socket,1,2; //Weeder_Knife - case 1229: callsub L_Socket,1,2; //Mama's_Knife + case 1229: callsub L_Socket,1,2; //Mamas_Knife case 1232: callsub L_Socket,1,2; //Assasin_Dagger case 1233: callsub L_Socket,1,2; //Exercise case 1235: callsub L_Socket,1,2; //Azoth @@ -212,7 +212,7 @@ malangdo,213,167,4 script Mayomayo#mal 4_CAT_3COLOR,{ case 1466: callsub L_Socket,1,2; //Crescent_Scythe case 1467: callsub L_Socket,1,2; //Bill_Guisarme case 1468: callsub L_Socket,1,2; //Zephyrus - case 1469: callsub L_Socket,1,2; //Longinus's_Spear + case 1469: callsub L_Socket,1,2; //Longinuss_Spear case 1470: callsub L_Socket,1,2; //Brionac case 1471: callsub L_Socket,1,2; //Hell_Fire case 1474: callsub L_Socket,1,2; //Gae_Bolg @@ -264,7 +264,7 @@ malangdo,213,167,4 script Mayomayo#mal 4_CAT_3COLOR,{ case 15: // Books switch(@mal_equip_id) { case 1557: callsub L_Socket,1,2; //Book_Of_The_Apocalypse - case 1558: callsub L_Socket,1,2; //Girl's_Diary + case 1558: callsub L_Socket,1,2; //Girls_Diary case 1559: callsub L_Socket,1,2; //Legacy_Of_Dragon case 1561: callsub L_Socket,1,2; //Hardback case 1562: callsub L_Socket,1,2; //Bible_Of_Battlefield @@ -311,11 +311,11 @@ malangdo,213,167,4 script Mayomayo#mal 4_CAT_3COLOR,{ case 1963: callsub L_Socket,1,2; //Rapture_Rose case 1964: callsub L_Socket,1,2; //Chemeti case 1969: callsub L_Socket,1,2; //Bladed_Whip - case 1970: callsub L_Socket,1,2; //Queen's_Whip + case 1970: callsub L_Socket,1,2; //Queens_Whip case 1972: callsub L_Socket,1,2; //Electric_Eel case 1973: callsub L_Socket,1,2; //Sea_Witch_Foot case 1974: callsub L_Socket,1,2; //Carrot_Whip - case 1976: callsub L_Socket,1,2; //Queen's_Whip_ + case 1976: callsub L_Socket,1,2; //Queens_Whip_ case 1979: callsub L_Socket,1,2; //Stem_Of_Nepenthes case 1984: callsub L_Socket,2,2; //Stem_Whip case 1985: callsub L_Socket,4,2; //Rosebine @@ -385,7 +385,7 @@ L_Socket: mes "[Mayomayo]"; mes "When you use the "+getitemname(.@coin[.@coin_select])+", you can choose the enchant type."; next; - switch(select("Stop:Short Range Type:Long Range Type:Caster Type")) { + switch(select("Stop", "Short Range Type", "Long Range Type", "Caster Type")) { case 1: mes "[Mayomayo]"; mes "Ok. If you change your mind, let me know."; @@ -416,7 +416,7 @@ L_Socket: mes "[Mayomayo]"; mes "I'm trying for the "+.@str$+" enchant. ^ff0000It will not touch previous refinement and cards. Also, the equipment will not be destroyed.^000000 Can I continue?"; next; - if(select("I'll come back later.:Please, continue.") == 1) { + if(select("I'll come back later.", "Please, continue.") == 1) { mes "[Mayomayo]"; mes "Ok. If you change your mind, come back again."; close; @@ -600,7 +600,7 @@ L_Socket: close; } if (.@enchant == 9) { // Should never happen. - specialeffect2 EF_SUI_EXPLOSION; + specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); mes "[Mayomayo]"; mes "Oh my god!"; mes "This equipment is destroyed because it could not endure powerful ability. I'm so sorry."; @@ -608,7 +608,7 @@ L_Socket: delequip EQI_HAND_R; close; } - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); mes "[Mayomayo]"; mes "I have enchanted ^990000slot "+.@socket+"^000000 of this equipment."; delitem .@coin[.@coin_select],.@total[.@coin_select]; @@ -622,7 +622,7 @@ L_Socket: mes "[Mayomayo]"; mes "I will only initialize the enchant effect without touching previous refined level and cards."; next; - if(select("Stop:Continue") == 1) { + if(select("Stop", "Continue") == 1) { mes "[Mayomayo]"; mes "If you change your mind, come back anytime."; close; @@ -642,7 +642,7 @@ L_Socket: mes "This equipment has nothing to initialize. Please check again."; close; } - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); mes "[Mayomayo]"; mes "Initialize the enchant effect from the equipment."; delitem Silvervine,1; diff --git a/npc/re/merchants/enchan_mora.txt b/npc/re/merchants/enchan_mora.txt index e27446594..46979c82b 100644 --- a/npc/re/merchants/enchan_mora.txt +++ b/npc/re/merchants/enchan_mora.txt @@ -69,7 +69,7 @@ mora,88,89,5 script Keeper of Secrets#pa082 4_M_MERCAT1,{ mes "[Artifice]"; mes "All I need is 10 Mora Coins of yours to grant you a relic!"; next; - switch(select("I don't think I'm ready.:I'm ready to exchange my Mora Coins.:Exchange my Ring.")) { + switch(select("I don't think I'm ready.", "I'm ready to exchange my Mora Coins.", "Exchange my Ring.")) { case 1: mes "[Artifice]"; mes "See you next time!"; @@ -80,7 +80,7 @@ mora,88,89,5 script Keeper of Secrets#pa082 4_M_MERCAT1,{ //mes "You influence what part are you?"; mes "What kind of relic do you want?"; next; - switch(select("I'm not ready.:Ring:Shoes:Shawl:Robe:Shield:Weapon")) { + switch(select("I'm not ready.", "Ring", "Shoes", "Shawl", "Robe", "Shield", "Weapon")) { case 1: mes "[Artifice]"; mes "Go with the light."; @@ -141,7 +141,7 @@ mora,88,89,5 script Keeper of Secrets#pa082 4_M_MERCAT1,{ mes "[Artifice]"; mes "You have a "+getitemname(.@item)+". Do you really want to trade it for 10 Mora Coins?"; next; - switch(select("I'm not ready:Exchange my "+getitemname(.@item))) { + switch(select("I'm not ready", "Exchange my "+getitemname(.@item))) { case 1: mes "[Artifice]"; mes "If you change your mind, please stop by again."; @@ -169,7 +169,7 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{ mes "[Relice]"; mes "I enhance Relics that holy Arch-Bishops use, it will take 2 Mora Coins and the relic to allow me to attempt to enhance it."; next; - switch(select("More details please.:Please Enhance my Relic.")) { + switch(select("More details please.", "Please Enhance my Relic.")) { case 1: mes "[Relice]"; mes "Let me briefly explain, for 2 Mora Coins and the relic I can give you a single Enchantment on that relic."; @@ -190,7 +190,7 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{ mes "[Relice]"; mes "If you have a ritual for luck, you should use it now!"; next; - .@select = select("Wait a minute!:Light of Cure:Seal of Cathedral:Ring of Archbishop:Shoes of Affection:Shoes of Judgement:Shawl of Affection:Shawl of Judgement:Robe of Affection:Robe of Judgement:Bible of Promise 1st Vol:Wand of Affection:Mace of Judgement"); + .@select = select("Wait a minute!", "Light of Cure", "Seal of Cathedral", "Ring of Archbishop", "Shoes of Affection", "Shoes of Judgement", "Shawl of Affection", "Shawl of Judgement", "Robe of Affection", "Robe of Judgement", "Bible of Promise 1st Vol", "Wand of Affection", "Mace of Judgement"); switch(.@select) { case 1: mes "[Relice]"; @@ -230,7 +230,7 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{ mes "For 2 Mora Coins I can strengthen the relic you have in many ways!"; close; } - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); delitem Mora_Coin,2; delitem .@item,1; switch(.@enchant_type) { @@ -367,7 +367,7 @@ mora,104,76,4 script Guardian of Artifacts#p 4_M_MERCAT1,{ mes "[Guardian of Artifacts]"; mes "Do you want to buy an artifact with your Mora Coins?"; next; - if(select("Maybe later... I have things to do.:Yes, I do.") == 1) { + if(select("Maybe later... I have things to do.", "Yes, I do.") == 1) { mes "[Guardian of Artifacts]"; mes "Okay, see you later then."; close; @@ -375,7 +375,7 @@ mora,104,76,4 script Guardian of Artifacts#p 4_M_MERCAT1,{ mes "[Guardian of Artifacts]"; mes "What type of item do you want to buy?"; next; - switch(select("Quit:Shoes:Orbs:Robes:Staves")) { + switch(select("Quit", "Shoes", "Orbs", "Robes", "Staves")) { case 1: mes "[Guardian of Artifacts]"; mes "Okay, see you later then."; @@ -420,7 +420,7 @@ mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{ mes "[Artifact Crafter]"; mes "My job is to imbue artifacts with new power. If you have enough Coins, you can have one of the following items reinforced."; next; - if(select("Tell me more.:I want to have my item reinforced.") == 1) { + if(select("Tell me more.", "I want to have my item reinforced.") == 1) { mes "[Artifact Crafter]"; mes "Let me explain. One reinforcement costs you two Coins."; next; @@ -437,7 +437,7 @@ mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{ if (.@info_only) close; next; - .@select = select("Maybe next time.:Golden Rod Staff:Aqua Staff:Crimson Staff:Forest Staff:Golden Rod Shoes:Aqua Shoes:Crimson Shoes:Forest Shoes:Golden Rod Orb:Aqua Orb:Crimson Orb:Forest Orb:Golden Rod Robe:Aqua Robe:Crimson Robe:Forest Robe"); + .@select = select("Maybe next time.", "Golden Rod Staff", "Aqua Staff", "Crimson Staff", "Forest Staff", "Golden Rod Shoes", "Aqua Shoes", "Crimson Shoes", "Forest Shoes", "Golden Rod Orb", "Aqua Orb", "Crimson Orb", "Forest Orb", "Golden Rod Robe", "Aqua Robe", "Crimson Robe", "Forest Robe"); switch(.@select) { case 1: mes "[Artifact Crafter]"; @@ -478,7 +478,7 @@ mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{ mes "You have to have 2 Mora Coins and an item to be reinforced before I can do my work."; close; } - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); delitem Mora_Coin,2; delitem .@item,1; switch(.@enchant_type) { @@ -568,7 +568,7 @@ mora,152,97,5 script Guardian of Power#pa082 4_F_DOGTRAVELER,{ mes "^ff0000Choose carefully because these artifacts aren't easy to come by^000000. So what class do you want it for?"; next; setarray .@jobs$[0],"Rune Knight","Guillotine Cross","Ranger"; - .@job = select("Cancel:Rune Knight:Guillotine Cross:Ranger")-2; + .@job = select("Cancel", "Rune Knight", "Guillotine Cross", "Ranger")-2; if (.@job == -1) { mes "[Guardian of Power]"; mes "Talk to me later then."; @@ -581,15 +581,15 @@ mora,152,97,5 script Guardian of Power#pa082 4_F_DOGTRAVELER,{ switch(.@job) { case 0: // Rune Knight setarray .@items[0],2475,2476,2574,2575; - .@i = select("Cancel:Ur's Greaves (Shoes):Peuz's Greaves (Shoes):Ur's Manteau (Garment):Peuz's Manteau (Garment)")-2; + .@i = select("Cancel", "Ur's Greaves (Shoes)", "Peuz's Greaves (Shoes)", "Ur's Manteau (Garment)", "Peuz's Manteau (Garment)")-2; break; case 1: // Guillotine Cross setarray .@items[0],2477,2478,2577,2578; - .@i = select("Cancel:Sapha Shoes (Shoes):Nab Shoes (Shoes):Sapha Hood (Garment):Nab Hood (Garment)")-2; + .@i = select("Cancel", "Sapha Shoes (Shoes)", "Nab Shoes (Shoes)", "Sapha Hood (Garment)", "Nab Hood (Garment)")-2; break; case 2: // Ranger setarray .@items[0],2479,2480,2580,2581; - .@i = select("Cancel:White Wing Boots (Shoes):Black Wing Boots (Shoes):White Wing Manteau (Garment):Black Wing Manteau (Garment)")-2; + .@i = select("Cancel", "White Wing Boots (Shoes)", "Black Wing Boots (Shoes)", "White Wing Manteau (Garment)", "Black Wing Manteau (Garment)")-2; break; } if (.@i == -1) { @@ -623,7 +623,7 @@ mora,148,98,3 script Artifact Researcher#new 4_F_MORAFINE2,{ mes "Nice to meet you."; mes "I'm here in Mora studying ancient relics and artifacts. The new discoveries of Adventurers has made this village very exciting for me."; next; - switch(select("Tell me more...:Give abilities to artifacts.:Reset Enhanced abilities.")) { + switch(select("Tell me more...", "Give abilities to artifacts.", "Reset Enhanced abilities.")) { case 1: mes "[Artifact Researcher]"; mes "New artifacts have been found here in Mora village, haven't you heard the news?"; @@ -655,7 +655,7 @@ mora,148,98,3 script Artifact Researcher#new 4_F_MORAFINE2,{ mes "[Artifact Researcher]"; mes "Ok, so are you ready? Before I start working on this, what kind of equipment did you want me to enhance?"; next; - .@i = select("I'm not wearing the equipment:1. Weapon:2. Shoes:3. Garment:4. Armor:5. Accessory")-2; + .@i = select("I'm not wearing the equipment", "1. Weapon", "2. Shoes", "3. Garment", "4. Armor", "5. Accessory")-2; if (.@i == -1) { mes "[Artifact Researcher]"; mes "Make sure you're wearing the equipment first."; @@ -784,7 +784,7 @@ L_Socket: close; } next; - if(select("I'll come back later.:Please continue!") == 1) { + if(select("I'll come back later.", "Please continue!") == 1) { mes "[Artifact Researcher]"; mes "If you change your mind, please come back."; close; @@ -1119,18 +1119,18 @@ L_Socket: Zeny -= 100000; delequip .@part; if (.@enchant == 9) { - specialeffect2 EF_SUI_EXPLOSION; + specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); mes "[Artifact Researcher]"; mes "This!"; mes "I... I'm sorry but the equipment has been destroyed."; close; } if (.@enchant == 0) { - specialeffect2 EF_SHIELDCHARGE; + specialeffect(EF_SHIELDCHARGE, AREA, playerattached()); mes "[Artifact Researcher]"; mes "Since the balance of power does not match, the given existing ability has been destroyed. It is unfortunate but please try again next time."; } else { - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); mes "[Artifact Researcher]"; // Replacing original dialogue since it doesn't make sense. //mes "The artifact ^990000"+.@slot+" will have the first enhancement retained."; @@ -1147,7 +1147,7 @@ L_Socket: mes "You've got to pay if you want the services."; close; } - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); mes "[Artifact Researcher]"; mes "The ability to enhance remains."; delitem Mora_Coin,1; @@ -1183,7 +1183,7 @@ mora,124,82,4 script Artifact Collector#blan 4_M_RAFLE_OR,{ mes "[Artifact Collector]"; mes "Greetings Adventurer. We will be great friends in a moment after I tell you how to Empower your Artifacts!"; next; - switch(select("Let's do this!:Empower Artifacts?:Nope, not for me!")) { + switch(select("Let's do this!", "Empower Artifacts?", "Nope, not for me!")) { case 1: break; case 2: @@ -1286,7 +1286,7 @@ mora,124,82,4 script Artifact Collector#blan 4_M_RAFLE_OR,{ setarray .@artifacts[0],1657,16013,2007,2008,2009,2010; setarray .@empowered[0],1660,16018,2011,2012,2013,2014; while(1) { - .@i = select("I don't think I'm interested:Staff of Mercy:Mace of Judgement:Golden Rod Staff:Aqua Staff:Crimson Staff:Forest Staff")-2; + .@i = select("I don't think I'm interested", "Staff of Mercy", "Mace of Judgement", "Golden Rod Staff", "Aqua Staff", "Crimson Staff", "Forest Staff")-2; if (.@i == -1) { emotion e_what; mes "[Artifact Collector]"; @@ -1387,7 +1387,7 @@ mora,124,82,4 script Artifact Collector#blan 4_M_RAFLE_OR,{ mes "[Artifact Collector]"; mes "I'm going to take your ^FF0000"+getequipname(EQI_HAND_R)+"^000000 and exchange it, are you ready?"; next; - switch(select("NOOO!:Yes, I'm ready!:What will it be after?")) { + switch(select("NOOO!", "Yes, I'm ready!", "What will it be after?")) { case 1: emotion e_an; mes "[Artifact Collector]"; @@ -1400,7 +1400,7 @@ mora,124,82,4 script Artifact Collector#blan 4_M_RAFLE_OR,{ mes "[Artifact Collector]"; mes "Surely you want to go on?"; next; - if(select("No, I don't.:Yes, do it!") == 1) { + if(select("No, I don't.", "Yes, do it!") == 1) { emotion e_an; mes "[Artifact Collector]"; mes "You've got to be kidding... you got my hopes up..."; @@ -1487,7 +1487,7 @@ L_ShowInfo: //== Other Enchants :: sangjo ============================== function script F_Mora_Enchant { - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); progressbar "ffff00",3; delitem Mora_Coin,5; delitem getarg(0),1; @@ -1538,7 +1538,7 @@ mora,105,176,4 script Master Tailor#pa0829 4_ELEPHANT,{ mes "[Master Tailor]"; mes "I happen to have a few army paddings in stock. Would you like to buy one? The price is 1 Mora Coin. So cheap."; next; - switch(select("Maybe next time.:I'll buy one now.")) { + switch(select("Maybe next time.", "I'll buy one now.")) { case 1: mes "[Master Tailor]"; mes "Okay, I understand."; @@ -1558,7 +1558,7 @@ mora,105,176,4 script Master Tailor#pa0829 4_ELEPHANT,{ mes "[Master Tailor]"; mes "Have you come to add art to one of your army paddings?"; next; - switch(select("Please tell me more.:Yes, I have.")) { + switch(select("Please tell me more.", "Yes, I have.")) { case 1: mes "[Master Tailor]"; mes "A typical army padding isn't warm enough. It feels rough on your skin and doesn't look good. And artistic value? It has next to none."; @@ -1579,7 +1579,7 @@ mora,105,176,4 script Master Tailor#pa0829 4_ELEPHANT,{ mes "[Master Tailor]"; mes "And another thing - once I fail to add art to it, it becomes unusable... you'll need to buy a new one in that case."; next; - switch(select("Come on, what's the rush?:Okay! Let's do it!!")) { + switch(select("Come on, what's the rush?", "Okay! Let's do it!!")) { case 1: mes "[Master Tailor]"; mes "What's wrong with you?"; @@ -1633,7 +1633,7 @@ mora,123,177,6 script Pendant Crafter#pa0829 4_ELEPHANT,{ mes "[Pendant Crafter]"; mes "Have you come to have your Guardian's Pendant upgraded?"; next; - switch(select("Please tell me more.:Yes, I have.")) { + switch(select("Please tell me more.", "Yes, I have.")) { case 1: mes "[Pendant Crafter]"; mes "My job is to polish the stone in a Guardian's Pendant, and then carve a symbol with special power on it."; @@ -1652,7 +1652,7 @@ mora,123,177,6 script Pendant Crafter#pa0829 4_ELEPHANT,{ mes "[Pendant Crafter]"; mes "And worse, it can lose its power and become an ordinary pendant. Of course, stone is not as susceptible to damage as cloth, so you won't lose the pendant itself."; next; - switch(select("Come on, what's the rush?:Okay! Let's do it!!")) { + switch(select("Come on, what's the rush?", "Okay! Let's do it!!")) { case 1: mes "[Pendant Crafter]"; mes "Come back when you're not in a hurry. I always have a lot of time on my hands."; @@ -1706,7 +1706,7 @@ mora,134,166,4 script Bulberry Westhood#pa0829 4_ELEPHANT,{ mes "[Bulberry Westhood]"; mes "So you have a Loki's Scarf 1042 Special Edition. You really have an eye for quality. Can I start working on it right away?"; next; - switch(select("I don't get it.:Yes, please.")) { + switch(select("I don't get it.", "Yes, please.")) { case 1: mes "[Bulberry Westhood]"; mes "Like I said, I only handle quality items - not random scarfs from a marketplace."; @@ -1732,7 +1732,7 @@ mora,134,166,4 script Bulberry Westhood#pa0829 4_ELEPHANT,{ mes "[Bulberry Westhood]"; mes "Of course, the Loki's Scarf is a quality item, so you won't lose the scarf itself in the process."; next; - switch(select("Maybe later, sir...:I'd like to own a quality item!")) { + switch(select("Maybe later, sir...", "I'd like to own a quality item!")) { case 1: mes "[Bulberry Westhood]"; mes "Ha...!"; diff --git a/npc/re/merchants/enchan_upg.txt b/npc/re/merchants/enchan_upg.txt index 67ad2c773..3193fcf1b 100644 --- a/npc/re/merchants/enchan_upg.txt +++ b/npc/re/merchants/enchan_upg.txt @@ -47,7 +47,7 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{ mes "Yes?"; mes "You are looking for me?"; next; - switch(select("This is the first time seeing you!:I heard that you are the best!:Please initialize the enchant.")) { + switch(select("This is the first time seeing you!", "I heard that you are the best!", "Please initialize the enchant.")) { case 1: mes "[Devil Enchant Master]"; mes "Ha ha ha~ Of course, I am not the kind of person that simply deals with people."; @@ -80,7 +80,7 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{ } mes "Initializing will cost 100,000 zeny and confirming whether the weapon is enchanted!"; next; - if (select("Let me think about it.:Initialize it now!") == 1) { + if (select("Let me think about it.", "Initialize it now!") == 1) { mes "[Devil Enchant Master]"; mes "Come back after you have confirmed!"; close; @@ -115,7 +115,7 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{ } mes "Which type of effect do you want to enchant?"; next; - switch(select("Let me think about it.:Physical Series:Magical Series")) { + switch(select("Let me think about it.", "Physical Series", "Magical Series")) { case 1: mes "[Devil Enchant Master]"; mes "Come back again after you change your mind!"; @@ -134,7 +134,7 @@ prt_in,28,73,3 script Devil Enchant Master#prq 1_M_SMITH,{ } mes "The enchant process might fail, and ^ff0000it will reduce partial refine level^000000, but the slotted card and weapon will not be broken! Are you sure you want to continue?"; next; - if (select("Next time!:Start now!") == 1) { + if (select("Next time!", "Start now!") == 1) { mes "[Devil Enchant Master]"; mes "Come back again after you have decided!"; close; diff --git a/npc/re/merchants/flute.txt b/npc/re/merchants/flute.txt index 0824515f1..98fd3789c 100644 --- a/npc/re/merchants/flute.txt +++ b/npc/re/merchants/flute.txt @@ -68,7 +68,7 @@ next; } else .@price = 12500; - if(select("Don't buy one:Buy a Falcon Flute") == 1) { + if(select("Don't buy one", "Buy a Falcon Flute") == 1) { mes "[Falcon Flute Trader]"; mes "That's too bad. If you need one, come back!"; close; @@ -110,7 +110,7 @@ pay_arche,91,134,3 duplicate(fflute) Falcon Flute Trader#fft2 1_M_BARD tur_dun01,89,170,5 script Expert Flute Crafter 1_M_ORIENT01,{ if (Class == Job_Ranger || Class == Job_Ranger_T || Class == Job_Baby_Ranger) { - if (countitem(Wolf's_Flute)) { + if (countitem(Wolfs_Flute)) { mes "[Expert Flute Crafter]"; mes "The Wolf Flute you have is crafted by myself, with wood."; mes "You can come back here and find me if you lose your Wolf flute!"; @@ -124,7 +124,7 @@ tur_dun01,89,170,5 script Expert Flute Crafter 1_M_ORIENT01,{ mes "Do you need anything?"; mes "A new Wolf Flute?"; next; - switch(select("Please give me a new Wolf Flute.:No.")) { + switch(select("Please give me a new Wolf Flute.", "No.")) { case 1: if (countitem(Bamboo_Cut) && Zeny >= 100000) { mes "[Expert Flute Crafter]"; @@ -137,7 +137,7 @@ tur_dun01,89,170,5 script Expert Flute Crafter 1_M_ORIENT01,{ mes "Hope you are ready to use it."; delitem Bamboo_Cut,1; Zeny -= 100000; - getitem Wolf's_Flute,1; + getitem Wolfs_Flute,1; close; } mes "[Expert Flute Crafter]"; diff --git a/npc/re/merchants/hd_refiner.txt b/npc/re/merchants/hd_refiner.txt index 261093136..17979642e 100644 --- a/npc/re/merchants/hd_refiner.txt +++ b/npc/re/merchants/hd_refiner.txt @@ -115,7 +115,7 @@ mes "In order to refine the gear you selected you need ^ff9999"+getitemname(.@material)+"^000000 and 20,000 zeny as a fee."; mes "Do you have them ready?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Blacksmith Mighty Hammer]"; mes "I will wait until you are ready."; close; @@ -126,7 +126,7 @@ mes "Well, even if it fails, it only decreases by 1 refine level."; mes "Would you like to continue refining?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Blacksmith Mighty Hammer]"; mes "Only those who overcome fear of failure will obtain a masterpiece."; close; @@ -256,7 +256,7 @@ lhz_in02,280,19,3 duplicate(MightyHammer) Mighty Hammer#lhz 4_M_DWARF mes "To refine this equipment, I need 1 ^ff9999"+getitemname(.@material)+"^000000 and 100,000 zeny as a fee."; mes "Do you really want to refine this?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Basta]"; mes "Okay. If that's what you want..."; close; @@ -275,7 +275,7 @@ lhz_in02,280,19,3 duplicate(MightyHammer) Mighty Hammer#lhz 4_M_DWARF mes "Compared to other blacksmiths, the risk is smaller."; mes "I've given all precautions. Do you want to try it?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Basta]"; mes "Well~"; mes "Not challenging at all could also be a kind of wisdom in life."; diff --git a/npc/re/merchants/inn.txt b/npc/re/merchants/inn.txt index a6bf9f96f..d44ddd986 100644 --- a/npc/re/merchants/inn.txt +++ b/npc/re/merchants/inn.txt @@ -38,12 +38,12 @@ bra_in01,27,24,3 script Hotel Keeper#bra1 4_F_BRZ_WOMAN,{ mes "[Hotel Keeper]"; mes "Welcome to the beautiful Brasilis Hotel."; next; - switch(select("Save:Rest -5000 zeny")) { + switch(select("Save", "Rest -5000 zeny")) { case 1: mes "[Hotel Keeper]"; mes "Do you want to save here at the Brasilis Hotel?"; next; - switch(select("No thank you.:Absolutely.")) { + switch(select("No thank you.", "Absolutely.")) { case 1: mes "[Hotel Keeper]"; mes "Ok then, enjoy your stay."; diff --git a/npc/re/merchants/ninja_craftsman.txt b/npc/re/merchants/ninja_craftsman.txt index 79f4be69e..4a3744269 100644 --- a/npc/re/merchants/ninja_craftsman.txt +++ b/npc/re/merchants/ninja_craftsman.txt @@ -43,12 +43,12 @@ que_ng,21,72,6 script Master Craftsman Gyo#arm 4_M_RASWORD,{ mes "For that, you must better protect yourself."; mes "You cannot protect 'others' while you hinder your 'own' protection."; next; - if (select("Combine armor.:End conversation.") == 2) { + if (select("Combine armor.", "End conversation.") == 2) { mes "[Gyo]"; mes "Prudence is also an important virtue in battle."; close; } - switch (select("Wolf Armguard:Crescent Armguard:Ninja Scale Armor:Shadow King's Armor:Quit.")) { + switch (select("Wolf Armguard", "Crescent Armguard", "Ninja Scale Armor", "Shadow King's Armor", "Quit.")) { case 1: mes "[Gyo]"; mes "Wolf Armguard... One beastly piece of armor."; @@ -82,12 +82,12 @@ que_ng,21,72,6 script Master Craftsman Gyo#arm 4_M_RASWORD,{ L_Menu: .@item_make = getarg(0); while(1){ - switch(select("Check Ingredients.:Check Stats.:Combine.:Quit.")){ + switch(select("Check Ingredients.", "Check Stats.", "Combine.", "Quit.")){ case 1: mes "[Gyo]"; mes "To make a ^ff0000"+getitemname(.@item_make)+", "+callsub(L_Ingredients,.@item_make)+".^000000"; if (.@item_make==Wolf_Armguard) - mes "Can you feel it? The throbbing of the wolf blood¡¦"; + mes "Can you feel it? The throbbing of the wolf blood..."; else if (.@item_make==Crescent_Armguard) mes "A crescent as beautiful and clear as a crystal will be engraved on it."; else if (.@item_make==Ninja_Scale_Armor) @@ -104,38 +104,38 @@ L_Menu: } else if (.@item_make == Crescent_Armguard){ mes "Decreases post skill delay for 2% for every enhancement."; - mes "Shield Type, Defense 70, Slot 1"; - mes "Required Level 100, Ninja Type Only"; + mes "Shield Type, Defense 70, Slot 1"; + mes "Required Level 100, Ninja Type Only"; } else if (.@item_make == Ninja_Scale_Armor){ - mes "MHP+15%, MSP-30%."; - mes "Armor Type, Defense 90, Slot 1"; - mes "Required Level 100, Ninja Type Only"; + mes "MHP+15%, MSP-30%."; + mes "Armor Type, Defense 90, Slot 1"; + mes "Required Level 100, Ninja Type Only"; } else if (.@item_make == Tenebris_Latitantes){ mes "Chance to activate Lvl. 1 Illusion - Shadow when attacked by melee attacks."; - mes "Armor Type, Defense 60, Slot 1"; - mes "Required Level 100, Ninja Type Only"; + mes "Armor Type, Defense 60, Slot 1"; + mes "Required Level 100, Ninja Type Only"; } break; case 3: mes "[Gyo]"; - mes "Make sure that ^ff0000you have the correct ingredients and equipment at hand.^000000"; - mes "No use crying over it later."; - next; - if (select("Combine.:Quit.") == 2) { + mes "Make sure that ^ff0000you have the correct ingredients and equipment at hand.^000000"; + mes "No use crying over it later."; + next; + if (select("Combine.", "Quit.") == 2) { mes "[Gyo]"; mes "Looks like you need more time to decide."; close; } - if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) { + if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) { mes "- Hold on!! -"; mes "- You cannot receive items -"; mes "- because you carry too much. -"; mes "- Please try again -"; mes "- after lightening your burden. -"; close; - } + } mes "[Gyo]"; switch(.@item_make){ case 2172: //Wolf_Armguard @@ -144,7 +144,7 @@ L_Menu: delitem Wolf_Blood,10; //Wolf_Blood getitem Wolf_Armguard,1; //Wolf_Armguard mes "Can you feel the wolfish instinct?"; - mes "Wild, but beautiful¡¦"; + mes "Wild, but beautiful..."; } else { mes "You don't have enough ingredients."; @@ -223,12 +223,12 @@ que_ng,23,70,6 script Master Craftsman Ki#weap 4_DST_SOLDIER,{ mes "[Ki]"; mes "Of course, it would be better to have something special at hand."; next; - if (select("Combine weapon.:End conversation.") == 2) { + if (select("Combine weapon.", "End conversation.") == 2) { mes "[Ki]"; mes "Being too careful could sometimes be lethal."; close; } - switch (select("Raksasa Dagger:Mikatsuki:Petal Shuriken:Quit.")) { + switch (select("Raksasa Dagger", "Mikatsuki", "Petal Shuriken", "Quit.")) { case 1: mes "[Ki]"; mes "Raksasa Dagger can only be used after plenty of training."; @@ -257,7 +257,7 @@ que_ng,23,70,6 script Master Craftsman Ki#weap 4_DST_SOLDIER,{ L_Menu: .@item_make = getarg(0); while(1){ - switch(select("Check Ingredients.:Check Stats.:Combine.:Quit.")){ + switch(select("Check Ingredients.", "Check Stats.", "Combine.", "Quit.")){ case 1: mes "[Ki]"; mes "To make a ^ff0000"+getitemname(.@item_make)+", "+callsub(L_Ingredients,.@item_make)+".^000000"; @@ -272,82 +272,81 @@ L_Menu: mes "["+ getitemname(getarg(0)) +"]"; if (.@item_make == Raksasa_Dagger){ mes "INT+3 MATK+100."; - mes "Dagger Type, ATK 120, Slot 1"; - mes "Required Level 110, Ninja Type Only"; + mes "Dagger Type, ATK 120, Slot 1"; + mes "Required Level 110, Ninja Type Only"; } else if (.@item_make == Mikatsuki){ mes "MATK + 120, Fluctuated Casting and SP use decreased by 5% upon skill use."; - mes "Dagger Type, ATK 50, Weapon Lvl. 4"; - mes "Slot 1"; - mes "Required Level 100, Ninja Type Only"; + mes "Dagger Type, ATK 50, Weapon Lvl. 4"; + mes "Slot 1"; + mes "Required Level 100, Ninja Type Only"; } else if (.@item_make == Huuma_Swirling_Petal){ - mes "MATK + 50, Petal Shuriken skill damage increased by 20%."; - mes "Shuriken Type, ATK 150"; - mes "Weapon Lvl. 3, Slot 2"; - mes "Required Level 110, Ninja Type Only"; + mes "MATK + 50, Petal Shuriken skill damage increased by 20%."; + mes "Shuriken Type, ATK 150"; + mes "Weapon Lvl. 3, Slot 2"; + mes "Required Level 110, Ninja Type Only"; } break; case 3: mes "[Ki]"; - mes "Make sure that ^ff0000you have the correct ingredients and equipment at hand.^000000"; - mes "No use crying over it later."; - next; - if (select("Combine.:Quit.") == 2) { + mes "Make sure that ^ff0000you have the correct ingredients and equipment at hand.^000000"; + mes "No use crying over it later."; + next; + if (select("Combine.", "Quit.") == 2) { mes "[Ki]"; mes "Think carefully~~"; close; } - if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) { + if (checkweight(Knife,1) == 0 || (MaxWeight - Weight) < 2000) { mes "- Hold on!! -"; mes "- You cannot receive items -"; mes "- because you carry too much. -"; mes "- Please try again -"; mes "- after lightening your burden. -"; close; - } + } mes "[Ki]"; switch(.@item_make){ case 13076: //Raksasa_Dagger - if (countitem(Murasame_) && countitem(Dark_Red_Jewel)) { - delitem Murasame_,1; //Murasame_ - delitem Dark_Red_Jewel,1; //Dark_Red_Jewel - getitem Raksasa_Dagger,1; //Raksasa_Dagger - mes "Oh yes..."; - mes "It is a beautiful glow..."; - } - else { - mes "Hmm... You do not have enough to make a Raksasa Dagger."; - mes "Why don't you check again?"; - mes "Some just can't give up what they hold."; - } + if (countitem(Murasame_) && countitem(Dark_Red_Jewel)) { + delitem Murasame_,1; //Murasame_ + delitem Dark_Red_Jewel,1; //Dark_Red_Jewel + getitem Raksasa_Dagger,1; //Raksasa_Dagger + mes "Oh yes..."; + mes "It is a beautiful glow..."; + } else { + mes "Hmm... You do not have enough to make a Raksasa Dagger."; + mes "Why don't you check again?"; + mes "Some just can't give up what they hold."; + } break; case 13078: //Mikatsuki - if (countitem(Hakujin_) && countitem(White_Jewel)) { - delitem Hakujin_,1; //Hakujin_ - delitem White_Jewel,1; //White_Jewel - getitem Mikatsuki,1; //Mikatsuki - mes "Splendid¡¦"; - mes "It is always mesmerizing to look upon such a beautiful weapon¡¦"; - } - else { - mes "Hmm... You do not have enough to make a Mikatsuki."; - mes "Why don't you check again?"; - mes "Some just can't give up what they hold."; - } - break; + if (countitem(Hakujin_) && countitem(White_Jewel)) { + delitem Hakujin_,1; //Hakujin_ + delitem White_Jewel,1; //White_Jewel + getitem Mikatsuki,1; //Mikatsuki + mes "Splendid..."; + mes "It is always mesmerizing to look upon such a beautiful weapon..."; + } + else { + mes "Hmm... You do not have enough to make a Mikatsuki."; + mes "Why don't you check again?"; + mes "Some just can't give up what they hold."; + } + break; case 13313: //Huuma_Swirling_Petal - if (countitem(Huuma_Calm_Mind) && countitem(Broken_Shuriken) > 99) { - delitem Huuma_Calm_Mind,1; //Huuma_Calm_Mind - delitem Broken_Shuriken,100; //Broken_Shuriken - getitem Huuma_Swirling_Petal,1; //Huuma_Swirling_Petal - mes "Swirling Petal!!"; - } - else { - mes "Hmm... You do not have enough to make Petal Shurikens."; - mes "Why don't you check again?"; - mes "Some just can't give up what they hold."; - } + if (countitem(Huuma_Calm_Mind) && countitem(Broken_Shuriken) > 99) { + delitem Huuma_Calm_Mind,1; //Huuma_Calm_Mind + delitem Broken_Shuriken,100; //Broken_Shuriken + getitem Huuma_Swirling_Petal,1; //Huuma_Swirling_Petal + mes "Swirling Petal!!"; + } + else { + mes "Hmm... You do not have enough to make Petal Shurikens."; + mes "Why don't you check again?"; + mes "Some just can't give up what they hold."; + } break; } close; diff --git a/npc/re/merchants/quivers.txt b/npc/re/merchants/quivers.txt index 03957962b..ececa55a2 100644 --- a/npc/re/merchants/quivers.txt +++ b/npc/re/merchants/quivers.txt @@ -51,14 +51,14 @@ mora,106,117,3 script Quiver Maker#mora 4_M_RAFLE_GR,{ mes "Mora villagers ask what good quivers are. They just don't know how the world works."; mes "No wonder they don't know a thing about quivers - spreading jam over leaves all day long."; next; - switch(select("Please make me a quiver.:What's a quiver?")) { + switch(select("Please make me a quiver.", "What's a quiver?")) { case 1: mes "[Quiver Maker]"; mes "At last someone appreciates a quiver!"; mes "I can make Elven Quivers and Hunting Quivers."; mes "Which do you need?"; next; - switch(select("An Elven Quiver:A Hunting Quiver:I don't need a quiver.")) { + switch(select("An Elven Quiver", "A Hunting Quiver", "I don't need a quiver.")) { case 1: callsub S_BuyQuiver,1773,500,500,12575; //Arrow_Of_Elf_Cntr case 2: callsub S_BuyQuiver,1774,500,500,12576; //Hunting_Arrow_Cntr case 3: @@ -93,7 +93,7 @@ S_BuyQuiver: mes "Are you interested in using a quiver? It's really convenient!"; mes "If you're interested, I can trade "+getarg(1)+" of those arrows for one of these quivers for ^FF3131"+getarg(2)+" zeny^000000."; next; - switch(select("Trade all the arrows you have:Get only one quiver:Don't trade")) { + switch(select("Trade all the arrows you have", "Get only one quiver", "Don't trade")) { case 1: .@arrows = countitem(getarg(0)); .@quiver = .@arrows / getarg(1); @@ -105,7 +105,7 @@ S_BuyQuiver: next; mes "Trade?"; next; - if(select("Trade:Don't trade") == 2) { + if(select("Trade", "Don't trade") == 2) { mes "[Quiver Maker]"; mes "Hey, you don't doubt my skills, do you?"; close; diff --git a/npc/re/merchants/refine.txt b/npc/re/merchants/refine.txt index 6014d2a85..6356acfca 100644 --- a/npc/re/merchants/refine.txt +++ b/npc/re/merchants/refine.txt @@ -137,7 +137,7 @@ function script refinenew { } mes "Are you sure you want to continue?"; next; - if(select("Yes:No") == 2){ + if(select("Yes", "No") == 2){ mes "["+ getarg(0) +"]"; mes "Hm... if you mind... never mind..."; close; @@ -157,7 +157,7 @@ function script refinenew { mes "Do you still want me to refine it?"; mes "I think I have given you enough warning."; next; - if(select("Yes.:No.") == 2) { + if(select("Yes.", "No.") == 2) { mes "["+ getarg(0) +"]"; mes "Well, no challenge is one way to go..."; mes "No risk... that could be wise."; @@ -275,7 +275,7 @@ function script refinenew { mes "[" + getarg(0) + "]"; mes "That will cost you " + .@refinecnt + " " + getitemname(.@material) + " and " + .@fullprice + " Zeny. Is that ok?"; next; - if(select("Yes:No...") == 2){ + if(select("Yes", "No...") == 2){ mes "[" + getarg(0) + "]"; mes "You said so... So be it."; close; @@ -364,7 +364,7 @@ function script refinenew { mes "Bradium or Carnium."; mes "Just give me 50,000z."; next; - switch(select("Oridecon to Bradium.:Elunium to Carnium.:Purified Bradium to Carnium.:No thanks.")) { + switch(select("Oridecon to Bradium.", "Elunium to Carnium.", "Purified Bradium to Carnium.", "No thanks.")) { case 1: setarray .@i[0],984,3,6224; //Oridecon -> Bradium break; @@ -497,7 +497,7 @@ malangdo,224,172,6 script Clink#mal_normal 4_CAT_SAILOR1,{ } mes "You need ^ff9999"+getitemname(.@material)+"^000000 and ^ff9999"+.@price+"^000000 Zeny. Do you have them?"; next; - if(select("Yes, I do!!:Forget about it!!") == 2) { + if(select("Yes, I do!!", "Forget about it!!") == 2) { mes "[Clink]"; mes "I knew it!!"; mes "I knew you were not worth trying my magical refining hammer for."; @@ -515,7 +515,7 @@ malangdo,224,172,6 script Clink#mal_normal 4_CAT_SAILOR1,{ mes "the ^ff0000whole thing will disappear^000000."; mes "You still up for this~?"; next; - if(select("Yes, I am!!:Forget about it!!") == 2) { + if(select("Yes, I am!!", "Forget about it!!") == 2) { mes "[Clink]"; mes "I knew it!!"; mes "You can't even take this big step. Don't think about refining..."; diff --git a/npc/re/merchants/renters.txt b/npc/re/merchants/renters.txt index a8df22079..ab6b3f9ac 100644 --- a/npc/re/merchants/renters.txt +++ b/npc/re/merchants/renters.txt @@ -41,7 +41,7 @@ job3_rune01,88,62,5 script Dragon Breeder 8W_SOLDIER,{ if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) { mes "Welcome. Would you like to rent a Dragon?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: //if (!getskilllv(RK_DRAGONTRAINING)) { if (!getskilllv(KN_RIDING)) { @@ -76,7 +76,7 @@ prontera,130,213,5 script Riding Creature Master 8W_SOLDIER,{ if (Class == Job_Rune_Knight || Class == Job_Rune_Knight_T || Class == Job_Baby_Rune) { mes "Welcome. Would you like to rent a Dragon?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: //if (!getskilllv(RK_DRAGONTRAINING)) { if (!getskilllv(KN_RIDING)) { @@ -103,7 +103,7 @@ prontera,130,213,5 script Riding Creature Master 8W_SOLDIER,{ if (Class == Job_Royal_Guard || Class == Job_Royal_Guard_T || Class == Job_Baby_Guard) { mes "Welcome. Would you like to rent a Gryphon?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: if(!getskilllv(KN_RIDING)) { mes "[Riding Creature Master]"; @@ -148,7 +148,7 @@ prontera,125,208,5 script Peco Peco Remover 8W_SOLDIER,{ mes "You're riding a Peco Peco."; mes "Would you like to dismount?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: setmount(MOUNT_NONE); mes "[Soldier]"; @@ -174,7 +174,7 @@ prontera,125,208,5 script Peco Peco Remover 8W_SOLDIER,{ mes "Would you like to rent a Pushcart or"; mes "ride a Magic Gear?"; next; - switch(select("Rent a Pushcart:Ride a Magic Gear:Cancel")) { + switch(select("Rent a Pushcart", "Ride a Magic Gear", "Cancel")) { case 1: if (checkcart()) { mes "[Magic Gear Master]"; diff --git a/npc/re/merchants/shadow_refiner.txt b/npc/re/merchants/shadow_refiner.txt index 4e5049e5f..f03d348b2 100644 --- a/npc/re/merchants/shadow_refiner.txt +++ b/npc/re/merchants/shadow_refiner.txt @@ -9,8 +9,9 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2015 Hercules Dev Team -//= Copyright (C) Dastgir +//= Copyright (C) 2017 Hercules Dev Team +//= Copyright (C) Dastgir +//= Copyright (C) Smokexyz (v2.0) //= //= Hercules is free software: you can redistribute it and/or modify //= it under the terms of the GNU General Public License as published by @@ -29,148 +30,158 @@ //================= Description =========================================== //= Shadow item refiner //================= Current Version ======================================= -//= 1.0 +//= 2.0 //========================================================================= itemmall,31,76,3 script Shadow Blacksmith#nomal 4_F_JOB_BLACKSMITH,{ + + // Configuration + .@npc_name$ = "[Shadow Blacksmith]"; + .@zeny_cost = 20000; // Amount of zeny to be charged for refining. + disable_items; - mes "[Shadow Blacksmith]"; - mes "Do you want to refine a Shadow item?."; - mes "Please choose the part you want to refine."; + mesf("%s", .@npc_name$); + mes("Do you want to refine a Shadow item?"); + mes("Please choose the part you want to refine."); next; - setarray .@position$[0],"Armor","Weapon","Shield","Shoes","Earring","Pendant"; - for (.@i=EQI_SHADOW_ARMOR; .@i<=EQI_SHADOW_ACC_L; .@i++){ - .@menu$ = .@menu$+((getequipisequiped(.@i))?getequipname(.@i):"^8C8C8C"+.@position$[.@i-EQI_SHADOW_ARMOR]+" [Not Equipped]^000000")+":"; + setarray(.@position$[0],"Armor","Weapon","Shield","Shoes","Earring","Pendant"); + for (.@i=EQI_SHADOW_ARMOR; .@i <= EQI_SHADOW_ACC_L; .@i++){ + .@menu$ = .@menu$ + (getequipisequiped(.@i) ? getequipname(.@i) : ("^8C8C8C" + .@position$[.@i-EQI_SHADOW_ARMOR] + " [Not Equipped]^000000" + ":")); } - .@menu$ = .@menu$+"Refine Info"; - .@SelectedPart = select(.@menu$)+EQI_SHADOW_ARMOR-1; - if (.@SelectedPart == EQI_SHADOW_ACC_L+1){ // Refine Info - mes "[Shadow Blacksmith]"; - mes "Shadow item will gain extra bonus effect by the refine level, same as normal weapon/armour items."; + .@menu$ = .@menu$ + "Refine Info"; + .@SelectedPart = select(.@menu$) + EQI_SHADOW_ARMOR - 1; + if (.@SelectedPart == EQI_SHADOW_ACC_L + 1){ // Refine Info + mesf("%s", .@npc_name$); + mes("Shadow items gain extra bonus effects depending on their refine level, similar to normal weapon and armor items."); next; - mes "[Shadow Blacksmith]"; - mes "Following are refining effect for each Shadow item parts."; - mes "Weapon: ATK, MATK + 1 increase for each +1 refine success."; - mes "Etc: HP + 10 increase for each +1 refine success."; + mesf("%s", .@npc_name$); + mes("Refining effects for each Shadow item parts are -"); + mes("Weapon: ATK, MATK + 1 increase for each +1 refine success."); + mes("Etc: HP + 10 increase for each +1 refine success."); next; - mes "[Shadow Blacksmith]"; - mes "You need Oridecon and Elunium for Shadow item refine ingredient, along with refine fee 20000 zeny."; + mesf("%s", .@npc_name$); + mesf("You need %s and %s as the ingredient, along with a refine fee %d Zeny.", getitemname(Oridecon), getitemname(Elunium), .@zeny_cost); next; - mes "[Shadow Blacksmith]"; - mes "When +5 or higher refining Shadow item can be destroyed, please use Enriched or HD ingredient for the refinement."; + mesf("%s", .@npc_name$); + mes("When refining to +5 or higher, you risk breaking your Shadow item."); + mes("You may also use Enriched or HD ingredients for the refinement."); close; } - while(1){ - mes "[Shadow Blacksmith]"; - mes "20000 zeny will be spent as a refine fee."; - mes "Choose the ingredient and start refining."; + while(true) { + mesf("%s", .@npc_name$); + mesf("%d Zeny will be spent as a refine fee.", .@zeny_cost); + mes("Choose the ingredient and start refining."); next; .@index = 0; if (.@SelectedPart != EQI_SHADOW_WEAPON) .@index = 1; - setarray .@s_weapon1[0],Oridecon,Elunium; - setarray .@s_weapon2[0],Enriched_Oridecon,Enriched_Elunium; - setarray .@s_weapon3[0],HD_Oridecon,HD_Elunium; - if (countitem(.@s_weapon1[.@index])) - .@mate$[0] = getitemname(.@s_weapon1[.@index]); + setarray .@s_material1[0], Oridecon, Elunium; + setarray .@s_material2[0], Enriched_Oridecon, Enriched_Elunium; + setarray .@s_material3[0], HD_Oridecon, HD_Elunium; + .@refine_type = REFINE_CHANCE_TYPE_NORMAL; + if (countitem(.@s_material1[.@index])) + .@mate$[0] = getitemname(.@s_material1[.@index]); else{ - .@mate$[0] = "^8C8C8C"+ getitemname(.@s_weapon1[.@index]) +"^000000"; + .@mate$[0] = "^8C8C8C"+ getitemname(.@s_material1[.@index]) +"^000000"; .@miss[0] = 1; } - if (countitem(.@s_weapon2[.@index])) - .@mate$[1] = getitemname(.@s_weapon2[.@index]); + if (countitem(.@s_material2[.@index])) + .@mate$[1] = getitemname(.@s_material2[.@index]); else{ - .@mate$[1] = "^8C8C8C"+ getitemname(.@s_weapon2[.@index]) +"^000000"; + .@mate$[1] = "^8C8C8C"+ getitemname(.@s_material2[.@index]) +"^000000"; .@miss[1] = 1; } - if (getequiprefinerycnt(.@SelectedPart) > 6 && countitem(.@s_weapon3[.@index])) - .@mate$[2] = getitemname(.@s_weapon3[.@index]); + if (getequiprefinerycnt(.@SelectedPart) > 6 && countitem(.@s_material3[.@index])) + .@mate$[2] = getitemname(.@s_material3[.@index]); else { - .@mate$[2] = "^8C8C8C"+ getitemname(.@s_weapon3[.@index]) +"^000000"; + .@mate$[2] = "^8C8C8C"+ getitemname(.@s_material3[.@index]) +"^000000"; .@miss[2] = 1; } //----------------------------------------------------------------------------- - .@option = select("Cancel",.@mate$[0],.@mate$[1],.@mate$[2]); + .@option = select("Cancel", .@mate$[0], .@mate$[1], .@mate$[2]); if (.@option == 1){ - mes "[Shadow Blacksmith]"; - mes "You've cancelled refining."; + mesf("%s", .@npc_name$); + mes("You've cancelled refining."); close; } .@option -= 2; - if (.@option==2){ //HD + .@hoihoi = false; + if (.@option == 2){ //HD if (getequiprefinerycnt(.@SelectedPart) < 7){ - mes "[Shadow Blacksmith]"; - mes "HD ingredient is only possible to use for +7 or higher refine level items."; + mesf("%s", .@npc_name$); + mes("HD ingredients are only possible to be used when refining an item of quality +7 or higher."); close; } - .@hoihoi = 1; + .@hoihoi = true; + } else if (.@option == 1) { + .@refine_type = REFINE_CHANCE_TYPE_ENRICHED; } if (.@miss[.@option]){ - mes "[Shadow Blacksmith]"; - mes "You do not have proper ingredient for this refining."; + mesf("%s", .@npc_name$); + mes("You do not have the proper ingredient to proceed with refining."); close; } .@choose = getd(".@s_weapon"+(.@option+1)+"["+ .@index +"]"); if (Zeny < 20000) { - mes "[Shadow Blacksmith]"; - mes "You do not have enough refine fee."; + mesf("%s", .@npc_name$); + mes("You do not have enough Zeny to pay the refine fee."); close; } if (getequiprefinerycnt(.@SelectedPart) > 9) { - mes "[Shadow Blacksmith]"; - mes "Shadow item refining is only possible until +10 level."; + mesf("%s", .@npc_name$); + mes("Shadow item refining is only possible up to +10 level."); close; } if (!getequipisenableref(.@SelectedPart)) { - mes "[Shadow Blacksmith]"; - mes "This item cannot be refined."; + mesf("%s", .@npc_name$); + mes("This item cannot be refined."); close; } - if (getequippercentrefinery(.@SelectedPart) < 100) { - mes "[Shadow Blacksmith]"; - mes "Safety guaranteed refine limit for shadow item is until +4."; - if (!.@hoihoi) { - mes "If you try more refining, item might get broken when failed. Still want to refine?"; + if (getequippercentrefinery(.@SelectedPart, .@refine_type) < 100) { + mesf("%s", .@npc_name$); + mes("Safety guaranteed refine limit for shadow item is until +4."); + if (.@hoihoi == false) { + mes("If you try more refining, the item might break upon failing. Do you still want to refine?"); } else { - mes "If you try more refining, item refine level might go down when failed. Still want to refine?"; + mes("If you try more refining, the item refine level might go down when failed. Do you still want to refine?"); } next; if (select("Proceed","Cancel") == 2) { - mes "[Shadow Blacksmith]"; - mes "You've cancelled refining."; + mesf("%s", .@npc_name$); + mes("You've cancelled refining."); close; } } //----------------------------------------------------------------------------- - mes "[Shadow Blacksmith]"; - mes "Here we go--!!!"; + mesf("%s", .@npc_name$); + mes("Here we go--!!!"); next; if (Zeny < 20000) { - mes "[Shadow Blacksmith]"; - mes "You do not have enough refine fee."; + mesf("%s", .@npc_name$); + mes("You do not have enough Zeny to pay the refine fee."); close; } - if (!countitem(.@choose)) { - mes "[Shadow Blacksmith]"; - mes "You do not have enough "+ getitemname(.@choose) +"."; + if (countitem(.@choose) == 0) { + mesf("%s", .@npc_name$); + mes("You do not have enough "+ getitemname(.@choose) +"."); close; } - delitem .@choose,1; + delitem(.@choose, 1); Zeny -= 20000; - if (getequippercentrefinery(.@SelectedPart) > rand(100) || getequippercentrefinery(.@SelectedPart) > rand(100)) { - successrefitem .@SelectedPart; - mes "[Shadow Blacksmith]"; - mes "Refine was successful."; + if (getequippercentrefinery(.@SelectedPart, .@refine_type) > rand(100)) { + successrefitem(.@SelectedPart); + mesf("%s", .@npc_name$); + mes("Refine was successful."); next; } else { - if (.@hoihoi) - downrefitem .@SelectedPart; + if (.@hoihoi == true) + downrefitem(.@SelectedPart); else - failedrefitem .@SelectedPart; - mes "[Shadow Blacksmith]"; - mes "Oh no.. Refine was failed."; + failedrefitem(.@SelectedPart); + mesf("%s", .@npc_name$); + mes("Oh no.. Refine has failed."); close; } } diff --git a/npc/re/merchants/shops.txt b/npc/re/merchants/shops.txt index 773fddef8..543d9cdc7 100644 --- a/npc/re/merchants/shops.txt +++ b/npc/re/merchants/shops.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Frost //= Copyright (C) rAthena Dev Team //= Copyright (C) Lemongrass @@ -36,7 +36,7 @@ //================= Description =========================================== //= Renewal-specific town shop NPCs. //================= Current Version ======================================= -//= 2.1 +//= 2.4 //========================================================================= //== Comodo ================================================ @@ -192,10 +192,22 @@ OnInit: sellitem Pet_Incubator; sellitem Backpack; sellitem Rocker_Glasses; - sellitem Mojji; sellitem Vital_Flower_; sellitem Flame_Gemstone; sellitem Bun_; + sellitem Vital_Flower; + sellitem Damp_Darkness; + sellitem Small_Snow_Flower; + sellitem Fresh_Plant; + sellitem Big_Cell; + sellitem Apple_Pudding; + sellitem Mystic_Stone; + sellitem Flavored_Alcohol; + sellitem Spirit_Liquor; + sellitem Pumpkin_Pie_; + sellitem Sunset_On_The_Rock; + sellitem Morning_Dew; + sellitem Grilled_Rice_Cake; } izlude_in,57,110,0 trader Tool Dealer#iz 1_M_01,{ @@ -205,16 +217,16 @@ OnInit: sellitem Orange_Potion; sellitem Yellow_Potion; sellitem White_Potion; - sellitem Green_Potion; sellitem Center_Potion; sellitem Awakening_Potion; + sellitem Empty_Bottle; sellitem Wing_Of_Fly; sellitem Wing_Of_Butterfly; sellitem Booby_Trap; sellitem Arrow; } -izlude_in,72,102,3 trader Trading Merchant#iz 4_M_HUMERCHANT,{ +izlude_in,72,110,3 trader Trading Merchant#iz 4_M_HUMERCHANT,{ OnInit: sellitem Bullet; sellitem Silver_Bullet; @@ -535,42 +547,42 @@ OnInit: prontera,92,209,4 trader Rebellion Weapon Vending 2_VENDING_MACHINE1,{ OnInit: - sellitem Heaven's_Feather_and_Hell's_Fire; - sellitem Altea_and_Ares; - sellitem Color_Scope; + sellitem H_FEATHER_H_FIRE; + sellitem ALTAIR_ARES; + sellitem COLORSCOPE; sellitem RAG203; - sellitem Death_Fire; - sellitem Rolling_Thunder; - sellitem Peace_Breaker; - sellitem Mini_Mei; - sellitem Tempest; - sellitem End_Of_The_Horizon; - sellitem South_Cross; + sellitem DEATHFIRE; + sellitem R_THUNDER; + sellitem P_BREAKER; + sellitem MINIMAY; + sellitem TEMPEST; + sellitem END_OF_HORIZON; + sellitem Southern_Cross_R; } prontera,96,209,4 trader Rebellion Prop Vending 2_VENDING_MACHINE1,{ OnInit: - sellitem Slug_Ammunition_L; - sellitem Slug_Ammunition_M; - sellitem Slug_Ammunition_H; - sellitem Full_Metal_Jacket; - sellitem Projection_Landmines; + sellitem Slug_Bullet_1; + sellitem Slug_Bullet_2; + sellitem Slug_Bullet_3; + sellitem Fullmetal_Jacket_Bullet; + sellitem Mine_Projectile; sellitem Dragon_Tail_Missile; sellitem Special_Alloy_Trap; sellitem Bullet; sellitem Silver_Bullet_; sellitem Shell_Of_Blood_; - sellitem Armor_Piercing_Bullet; - sellitem Blazing_Bullet; + sellitem AP_Ammo; + sellitem Blaze_Bullet; sellitem Freezing_Bullet; - sellitem Lightning_Bullet; - sellitem Magic_Stone_Bullet; - sellitem Purifying_Bullet; - sellitem Incendiary_Grenade; - sellitem Lightning_Grenade; - sellitem Poison_Grenade; - sellitem Flash_Grenade; - sellitem Cyro_Grenade; + sellitem Electric_Shock_Bullet; + sellitem Magical_Stone_Bullet; + sellitem Sanctified_Bullet; + sellitem Flare_Sphere_; + sellitem Lighting_Sphere_; + sellitem Poison_Sphere_; + sellitem Blind_Sphere_; + sellitem Freezing_Sphere_; } //== Morroc =============================================== @@ -700,16 +712,16 @@ OnInit: morocc,171,103,4 trader Item Collector#moc3 4_M_03,{ OnInit: sellitem Scell; - sellitem Monster's_Feed; - sellitem Animal's_Skin; + sellitem Monsters_Feed; + sellitem Animals_Skin; sellitem Bill_Of_Birds; } morocc,205,247,2 trader Item Collector#moc4 4_M_03,{ OnInit: sellitem Scell; - sellitem Monster's_Feed; - sellitem Animal's_Skin; + sellitem Monsters_Feed; + sellitem Animals_Skin; sellitem Bill_Of_Birds; } @@ -744,6 +756,166 @@ OnInit: sellitem Flower_Ring; } +//== Geffen ================================================ +geffen_in,77,167,0 trader Tool Dealer#gef 1_F_03,{ +OnInit: + sellitem Arrow; + sellitem Spectacles; + sellitem Red_Potion; + sellitem Orange_Potion; + sellitem Yellow_Potion; + sellitem White_Potion; + sellitem Center_Potion; + sellitem Awakening_Potion; + sellitem Empty_Bottle; + sellitem Wing_Of_Fly; + sellitem Wing_Of_Butterfly; +} + +geffen,193,152,4 trader Pet Groomer#gef 4_F_TELEPORTER,{ +OnInit: + sellitem Pet_Food; + sellitem Pet_Incubator; + sellitem Backpack; + sellitem Rocker_Glasses; + sellitem Vital_Flower_; + sellitem Flame_Gemstone; + sellitem Bun_; + sellitem Vital_Flower; + sellitem Damp_Darkness; + sellitem Small_Snow_Flower; + sellitem Fresh_Plant; + sellitem Big_Cell; + sellitem Apple_Pudding; + sellitem Mystic_Stone; + sellitem Flavored_Alcohol; + sellitem Spirit_Liquor; + sellitem Pumpkin_Pie_; + sellitem Sunset_On_The_Rock; + sellitem Morning_Dew; + sellitem Grilled_Rice_Cake; +} + +geffen_in,171,123,4 trader Tool Dealer#gef2 1_M_WIZARD,{ +OnInit: + sellitem Empty_Cylinder; + sellitem Empty_Potion; + sellitem Empty_Bottle; +} + +//== Alberta =============================================== +alb2trea,87,65,5 trader Tool Dealer#alb 4_M_01,{ +OnInit: + sellitem Arrow; + sellitem Silver_Arrow; + sellitem Fire_Arrow; + sellitem Red_Potion; + sellitem Orange_Potion; + sellitem Yellow_Potion; + sellitem White_Potion; + sellitem Center_Potion; + sellitem Awakening_Potion; + sellitem Empty_Bottle; +} + +alberta_in,182,97,0 trader Tool Dealer#alb2 1_F_MERCHANT_01,{ +OnInit: + sellitem Arrow; + sellitem Spectacles; + sellitem Red_Potion; + sellitem Orange_Potion; + sellitem Yellow_Potion; + sellitem White_Potion; + sellitem Center_Potion; + sellitem Awakening_Potion; + sellitem Empty_Bottle; + sellitem Wing_Of_Fly; + sellitem Wing_Of_Butterfly; +} + +alberta_in,176,81,3 trader Trading Merchant#alb 4_M_HUMERCHANT,{ +OnInit: + sellitem Bullet; + sellitem Silver_Bullet_; + sellitem Shell_Of_Blood_; + sellitem Branch; + sellitem Crimson_Bolt; + sellitem The_Cyclone; + sellitem Rolling_Stone; + sellitem Black_Rose; + sellitem Long_Barrel; + sellitem Jungle_Carbine; + sellitem Thunder_P; +} + +//== Payon ================================================= +payon,159,96,4 trader Tool Dealer#pay3 4_M_ORIENT01,{ +OnInit: + sellitem Arrow; + sellitem Red_Potion; + sellitem Center_Potion; + sellitem Empty_Bottle; + sellitem Wing_Of_Fly; + sellitem Wing_Of_Butterfly; +} + +payon_in01,5,49,7 trader Tool Dealer#pay 4_M_ORIENT01,{ +OnInit: + sellitem Arrow; + sellitem Spectacles; + sellitem Red_Potion; + sellitem Orange_Potion; + sellitem Yellow_Potion; + sellitem White_Potion; + sellitem Center_Potion; + sellitem Awakening_Potion; + sellitem Empty_Bottle; + sellitem Wing_Of_Fly; + sellitem Wing_Of_Butterfly; + sellitem Booby_Trap; +} + +payon,177,131,4 trader Pet Groomer#pay 4_F_TELEPORTER,{ +OnInit: + sellitem Pet_Food; + sellitem Pet_Incubator; + sellitem Backpack; + sellitem Rocker_Glasses; + sellitem Vital_Flower_; + sellitem Flame_Gemstone; + sellitem Bun_; + sellitem Vital_Flower; + sellitem Damp_Darkness; + sellitem Small_Snow_Flower; + sellitem Fresh_Plant; + sellitem Big_Cell; + sellitem Apple_Pudding; + sellitem Mystic_Stone; + sellitem Flavored_Alcohol; + sellitem Spirit_Liquor; + sellitem Pumpkin_Pie_; + sellitem Sunset_On_The_Rock; + sellitem Morning_Dew; + sellitem Grilled_Rice_Cake; +} + +payon_in02,87,34,0 trader Tool Dealer#pay2 1_F_ORIENT_01,{ +OnInit: + sellitem Arrow; + sellitem Silver_Arrow; + sellitem Spectacles; + sellitem Red_Potion; + sellitem Orange_Potion; + sellitem Yellow_Potion; + sellitem White_Potion; + sellitem Center_Potion; + sellitem Awakening_Potion; + sellitem Empty_Bottle; + sellitem Wing_Of_Fly; + sellitem Wing_Of_Butterfly; + sellitem Booby_Trap; +} + //== Rachel ================================================ ra_in01,263,281,4 trader Trap Specialist#ra 1_F_01,{ OnInit: @@ -826,3 +998,60 @@ OnInit: sellitem Indoor_Cooking_Kits; sellitem High_end_Cooking_Kits; } + +geffen,196,111,3 trader Chef Assistant#gef 4_M_03,{ +OnInit: + sellitem Combination_Kit; + sellitem Mushroom; + sellitem Pot; + sellitem Bread; + sellitem Grain; + sellitem Cooking_Oil; + sellitem Plain_Sauce; + sellitem Hot_Sauce; + sellitem Sweet_Sauce; + sellitem Red_Spice; + sellitem Yellow_Spice; + sellitem Delicious_Fish; + sellitem Outdoor_Cooking_Kits; + sellitem Indoor_Cooking_Kits; + sellitem High_end_Cooking_Kits; +} + +alberta,167,135,5 trader Chef Assistant#alb 4_M_05,{ +OnInit: + sellitem Combination_Kit; + sellitem Mushroom; + sellitem Pot; + sellitem Bread; + sellitem Grain; + sellitem Cooking_Oil; + sellitem Plain_Sauce; + sellitem Hot_Sauce; + sellitem Sweet_Sauce; + sellitem Red_Spice; + sellitem Yellow_Spice; + sellitem Delicious_Fish; + sellitem Outdoor_Cooking_Kits; + sellitem Indoor_Cooking_Kits; + sellitem High_end_Cooking_Kits; +} + +payon,206,119,5 trader Chef Assistant#pay 4_M_ORIENT02,{ +OnInit: + sellitem Combination_Kit; + sellitem Mushroom; + sellitem Pot; + sellitem Bread; + sellitem Grain; + sellitem Cooking_Oil; + sellitem Plain_Sauce; + sellitem Hot_Sauce; + sellitem Sweet_Sauce; + sellitem Red_Spice; + sellitem Yellow_Spice; + sellitem Delicious_Fish; + sellitem Outdoor_Cooking_Kits; + sellitem Indoor_Cooking_Kits; + sellitem High_end_Cooking_Kits; +} diff --git a/npc/re/merchants/ticket_refiner.txt b/npc/re/merchants/ticket_refiner.txt index bfa983b98..5b69fbc38 100644 --- a/npc/re/merchants/ticket_refiner.txt +++ b/npc/re/merchants/ticket_refiner.txt @@ -49,7 +49,7 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{ mes "for refining items,"; mes "but I don't work anymore."; next; - switch(select("I'll go on my way.:Hmm... this makes me curious.")) { + switch(select("I'll go on my way.", "Hmm... this makes me curious.")) { case 1: mes "[Refine Master]"; mes "Take care, adventurer."; @@ -67,7 +67,7 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{ mes "I can refine an item up to the ^006400same level as your ticket^000000."; mes "You don't have to worry! There's no chance of breaking your item."; next; - if(select("I'll come back later.:Refine item with ticket.") == 1) { + if(select("I'll come back later.", "Refine item with ticket.") == 1) { mes "[Refine Master]"; mes "Okay."; mes "You can come again later."; @@ -146,7 +146,7 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{ mes "I'm going to refine ^006400"+getequipname(.@part)+"^8B4513 up to the +"+.@ticket_lv+" level^000000 with ^006400"+getitemname(.@ticket_id)+"^000000."; mes "May I proceed?"; next; - if(select("No.:Yes.") == 1) { + if(select("No.", "Yes.") == 1) { emotion e_dots; mes "[Refine Master]"; mes "Oh, you changed your mind."; @@ -174,7 +174,7 @@ prontera,184,177,6 script Refine Master 4_M_REPAIR,{ emotion e_ho; mes "[Refine Master]"; mes "Alright, here it is~"; - mes "Well, ^0000FF"+strcharinfo(0)+"^000000!"; + mes "Well, ^0000FF"+strcharinfo(PC_NAME)+"^000000!"; mes "Congratulations on your shining "+.@type$+"."; mes "You look GREAT!"; mes "Farewell~!"; diff --git a/npc/re/mobs/dungeons/c_tower.txt b/npc/re/mobs/dungeons/c_tower.txt index 2f080f78d..274266bc9 100644 --- a/npc/re/mobs/dungeons/c_tower.txt +++ b/npc/re/mobs/dungeons/c_tower.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) L0ne_W0lf //= Copyright (C) Athena //= @@ -30,7 +30,7 @@ //================= Description =========================================== //= Monster Spawns for Clock Tower Dungeon //================= Current Version ======================================= -//= 1.0 +//= 1.1 //========================================================================= //== c_tower1 - Clock Tower 1f ============================= @@ -62,3 +62,21 @@ c_tower4,0,0,0,0 monster Mimic 1191,12,5000,0,0 c_tower4,0,0,0,0 monster Whisper 1179,5,5000,0,0 c_tower4,0,0,0,0 monster Clock Tower Manager 1270,3,5000,0,0 c_tower4,0,0,0,0 monster Elder 1377,2,5000,0,0 + +// c_tower2_ - Clock Tower Nightmare 2f ==================== +c_tower2_,0,0,0,0 monster Mimic (Nightmare) 2479,3,5000,0,0 +c_tower2_,0,0,0,0 monster Rideword (Nightmare) 2478,4,300000,0,0 +c_tower2_,0,0,0,0 monster Rideword (Nightmare) 2478,1,60000,0,0 +c_tower2_,0,0,0,0 monster Neo Punk 2919,40,5000,0,0 +c_tower2_,0,0,0,0 monster Big Ben 2916,40,5000,0,0 +c_tower2_,0,0,0,0 monster Time Keeper 2918,1,5000,0,0 +c_tower2_,0,0,0,0 monster Arc Elder 2920,2,3600000,0,0 + +// c_tower3_ - Clock Tower Nightmare 3f ==================== +c_tower3_,0,0,0,0 monster Mimic (Nightmare) 2479,8,5000,0,0 +c_tower3_,0,0,0,0 monster Rideword (Nightmare) 2478,8,5000,0,0 +c_tower3_,0,0,0,0 monster Big Bell 2917,110,5000,0,0 +c_tower3_,0,0,0,0 monster Time Keeper 2918,3,5000,0,0 +c_tower3_,0,0,0,0 monster Owl Viscount 2921,1,5000,1800000,0 +c_tower3_,0,0,0,0 monster Owl Marquis 2923,1,5000,5000,0 +c_tower3_,0,0,0,0 boss_monster Time Holder 3074,1,7200000,0,0 diff --git a/npc/re/mobs/dungeons/glastheim.txt b/npc/re/mobs/dungeons/glastheim.txt index bcd6af917..693aa4a3a 100644 --- a/npc/re/mobs/dungeons/glastheim.txt +++ b/npc/re/mobs/dungeons/glastheim.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) L0ne_W0lf //= Copyright (C) Playtester //= Copyright (C) MasterOfMuppets @@ -33,7 +33,7 @@ //================= Description =========================================== //= Monster Spawns for Glast Heim Dungeons //================= Current Version ======================================= -//= 1.5 +//= 1.6 //========================================================================= //== glast_01 - Glast Heim ================================= @@ -168,3 +168,18 @@ gl_sew04,0,0,0,0 monster Drainliar 1111,10,5000,0,0 gl_step,0,0,0,0 monster Wind Ghost 1263,100,5000,0,0 gl_step,0,0,0,0 monster Raydric Archer 1276,10,5000,0,0 gl_step,0,0,0,0 monster Mimic 1191,5,5000,0,0 + +//== gl_cas02_ - Nightmare Mode 2f ========================= +gl_cas02_,0,0,0,0 monster Evil Druid (Nightmare) 2480,20,0,0,0 +gl_cas02_,0,0,0,0 monster Chimera (Nightmare) 2485,10,0,0,0 +gl_cas02_,0,0,0,0 monster Mimic (Nightmare) 2479,40,0,0,0 +gl_cas02_,0,0,0,0 monster Rideword (Nightmare) 2478,40,0,0,0 +gl_cas02_,0,0,0,0 monster Wanderer (Nightmare) 2477,120,0,0,0 +gl_cas02_,0,0,0,0 monster Swift Wanderer 2734,2,180000,0,0 +gl_cas02_,0,0,0,0 monster Baphomet (Nightmare) 2483,1,7200000,0,0 + +//== gl_chyard_ - Nightmare Mode Churchyard ================ +gl_chyard_,0,0,0,0 monster Wraith Dead (Nightmare) 2481,200,0,0,0 +gl_chyard_,0,0,0,0 monster Elusive Wraith Dead 2733,2,180000,0,0 +gl_chyard_,0,0,0,0 monster Evil Druid (Nightmare) 2480,5,60000,0,0 +gl_chyard_,0,0,0,0 monster Mimic (Nightmare) 2479,5,60000,0,0 diff --git a/npc/re/mobs/dungeons/lhz_dun.txt b/npc/re/mobs/dungeons/lhz_dun.txt index 7ec6e6c49..3243a6e04 100644 --- a/npc/re/mobs/dungeons/lhz_dun.txt +++ b/npc/re/mobs/dungeons/lhz_dun.txt @@ -94,7 +94,7 @@ OnInit: case 6: .@x = 175; .@y = 137; break; } .@mob = rand(1646,1651); - monster "lhz_dun03",.@x,.@y,strmobinfo(1,.@mob),.@mob,1,strnpcinfo(3)+"::OnMyMVPDead"; + monster "lhz_dun03",.@x,.@y,strmobinfo(1,.@mob),.@mob,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnMyMVPDead"; // Select Coordinates to summon a random 99 on switch(rand(1,6)) { @@ -106,11 +106,11 @@ OnInit: case 6: .@x2 = 139; .@y2 = 259; break; } .@mob2 = rand(1640,1645); - monster "lhz_dun03",.@x2,.@y2,strmobinfo(1,.@mob2),.@mob2,1,strnpcinfo(3)+"::OnMy99Dead"; + monster "lhz_dun03",.@x2,.@y2,strmobinfo(1,.@mob2),.@mob2,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnMy99Dead"; end; OnMyMVPDead: - killmonster "lhz_dun03",strnpcinfo(3)+"::OnMy99Dead"; + killmonster "lhz_dun03",strnpcinfo(NPC_NAME_UNIQUE)+"::OnMy99Dead"; initnpctimer; OnMy99Dead: end; @@ -148,7 +148,7 @@ OnInit: case 7: .@x = 149; .@y = 151; break; } .@mob = rand(2235,2241); - monster "lhz_dun04",.@x,.@y,strmobinfo(1,.@mob),.@mob,1,strnpcinfo(3)+"::OnMyMVPDead"; + monster "lhz_dun04",.@x,.@y,strmobinfo(1,.@mob),.@mob,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnMyMVPDead"; // Select Coordinates to summon a random 99 on switch(rand(1,7)) { @@ -161,11 +161,11 @@ OnInit: case 7: .@x2 = 149; .@y2 = 151; break; } .@mob2 = rand(2228,2234); - monster "lhz_dun04",.@x2,.@y2,strmobinfo(1,.@mob2),.@mob2,1,strnpcinfo(3)+"::OnMy99Dead"; + monster "lhz_dun04",.@x2,.@y2,strmobinfo(1,.@mob2),.@mob2,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnMy99Dead"; end; OnMyMVPDead: - killmonster "lhz_dun04",strnpcinfo(3)+"::OnMy99Dead"; + killmonster "lhz_dun04",strnpcinfo(NPC_NAME_UNIQUE)+"::OnMy99Dead"; initnpctimer; OnMy99Dead: end; diff --git a/npc/re/mobs/fields/niflheim.txt b/npc/re/mobs/fields/niflheim.txt index d47248a8c..c42aba3d9 100644 --- a/npc/re/mobs/fields/niflheim.txt +++ b/npc/re/mobs/fields/niflheim.txt @@ -66,120 +66,120 @@ OnTimer7980000: // delay1 = 7980000 ms (133 min) OnInit: switch(rand(6)) { case 0: - monster "niflheim",327,193,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead"; - monster "niflheim",330,193,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",324,193,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",327,196,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",327,190,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",324,190,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",330,190,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",324,196,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",330,196,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; + monster "niflheim",327,193,"Lord Of Death",1373,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnLoDDead"; + monster "niflheim",330,193,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",324,193,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",327,196,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",327,190,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",324,190,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",330,190,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",324,196,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",330,196,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; break; case 1: - monster "niflheim",337,252,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead"; - monster "niflheim",337,255,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",337,249,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",334,252,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",340,252,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",334,249,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",340,255,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",340,249,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",334,255,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; + monster "niflheim",337,252,"Lord Of Death",1373,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnLoDDead"; + monster "niflheim",337,255,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",337,249,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",334,252,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",340,252,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",334,249,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",340,255,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",340,249,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",334,255,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; break; case 2: - monster "niflheim",190,185,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead"; - monster "niflheim",190,188,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",190,182,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",193,185,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",187,185,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",187,182,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",193,182,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",193,188,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",187,188,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; + monster "niflheim",190,185,"Lord Of Death",1373,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnLoDDead"; + monster "niflheim",190,188,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",190,182,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",193,185,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",187,185,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",187,182,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",193,182,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",193,188,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",187,188,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; break; case 3: - monster "niflheim",131,138,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead"; - monster "niflheim",131,141,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",131,135,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",128,138,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",134,138,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",134,141,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",128,141,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",134,135,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",128,135,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; + monster "niflheim",131,138,"Lord Of Death",1373,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnLoDDead"; + monster "niflheim",131,141,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",131,135,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",128,138,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",134,138,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",134,141,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",128,141,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",134,135,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",128,135,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; break; case 4: - monster "niflheim",311,64,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead"; - monster "niflheim",311,67,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",311,61,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",308,64,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",314,64,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",314,61,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",314,67,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",308,67,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",308,61,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; + monster "niflheim",311,64,"Lord Of Death",1373,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnLoDDead"; + monster "niflheim",311,67,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",311,61,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",308,64,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",314,64,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",314,61,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",314,67,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",308,67,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",308,61,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; break; case 5: - monster "niflheim",238,131,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead"; - monster "niflheim",238,134,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",238,128,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",235,131,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",241,131,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",235,128,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",235,134,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",241,128,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",241,134,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; + monster "niflheim",238,131,"Lord Of Death",1373,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnLoDDead"; + monster "niflheim",238,134,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",238,128,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",235,131,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",241,131,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",235,128,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",235,134,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",241,128,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",241,134,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; break; case 6: - monster "niflheim",86,219,"Lord Of Death",1373,1,strnpcinfo(3)+"::OnLoDDead"; - monster "niflheim",86,222,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",86,216,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",89,219,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",83,219,"Bloody Murderer",1507,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",89,222,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",89,216,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",83,222,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",83,216,"Loli Ruri",1505,1,strnpcinfo(3)+"::OnInvasionMonsters"; + monster "niflheim",86,219,"Lord Of Death",1373,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnLoDDead"; + monster "niflheim",86,222,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",86,216,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",89,219,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",83,219,"Bloody Murderer",1507,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",89,222,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",89,216,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",83,222,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",83,216,"Loli Ruri",1505,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; break; } - monster "niflheim",154,95,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",115,65,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",330,195,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",151,83,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",285,245,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",235,135,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",265,48,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",186,139,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",166,267,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",82,202,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",219,44,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",287,44,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",275,165,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",138,204,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",299,39,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",31,154,"Disguise",1506,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",154,96,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",116,65,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",151,84,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",286,245,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",330,196,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",236,135,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",165,49,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",167,267,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",82,203,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",220,44,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",287,45,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",287,44,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",276,166,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",139,205,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",300,39,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; - monster "niflheim",31,155,"Dullahan",1504,1,strnpcinfo(3)+"::OnInvasionMonsters"; + monster "niflheim",154,95,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",115,65,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",330,195,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",151,83,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",285,245,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",235,135,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",265,48,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",186,139,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",166,267,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",82,202,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",219,44,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",287,44,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",275,165,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",138,204,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",299,39,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",31,154,"Disguise",1506,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",154,96,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",116,65,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",151,84,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",286,245,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",330,196,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",236,135,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",165,49,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",167,267,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",82,203,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",220,44,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",287,45,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",287,44,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",276,166,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",139,205,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",300,39,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; + monster "niflheim",31,155,"Dullahan",1504,1,strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; end; OnLoDDead: - killmonster "niflheim",strnpcinfo(3)+"::OnInvasionMonsters"; + killmonster "niflheim",strnpcinfo(NPC_NAME_UNIQUE)+"::OnInvasionMonsters"; initnpctimer; OnInvasionMonsters: end; diff --git a/npc/re/mobs/int_land.txt b/npc/re/mobs/int_land.txt new file mode 100644 index 000000000..f204b1cb4 --- /dev/null +++ b/npc/re/mobs/int_land.txt @@ -0,0 +1,33 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2016 Hercules Dev Team +//= Copyright (C) Ridley +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Beginner Area (int_land) monster spawn (Renewal) +//================= Current Version ======================================= +//= 1.0 +//========================================================================= + +int_land,0,0,0,0 monster Poring 1002,25,0,0,0 diff --git a/npc/re/other/dimensional_gap.txt b/npc/re/other/dimensional_gap.txt new file mode 100644 index 000000000..b303f14b7 --- /dev/null +++ b/npc/re/other/dimensional_gap.txt @@ -0,0 +1,550 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2016 Hercules Dev Team +//= Copyright (C) 2016 Ridley +//= Copyright (C) 2016 Nova +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Dimensional Gap NPCs +//================= Description =========================================== +//= The Dimensional Gap, or Dimensional Crack, is an opening into the +//= vacuum of time and space that separates dimensions. +//================= Current Version ======================================= +//= 1.0 +//========================================================================= + +mid_camp,207,290,6 script Expedition Guide#01 4_M_EIN_SOLDIER,{ + mes("[Expedition Guide]"); + mes("Are you going to enter the ^0000FFDimensional Gap^000000? Please use this Transport Device you see here."); + next(); + if (select("What is the Dimensional Gap?", "End Conversation.") == 2) { + mes("[Expedition Guide]"); + mes("Take care."); + close(); + } + mes("[Expedition Guide]"); + mes("As you know we've already entered through the Dimensional Rift to get to Ash Vacuum right? The Dimensional Gap is an expansion of that initial discovery."); + next(); + mes("[Expedition Guide]"); + mes("A member of the Expedition team found these backdoor passages to get through the Dimensional Rifts."); + next(); + mes("[Expedition Guide]"); + mes("This is like a Rune Midgard Alliance version of the Bifrost bridge so it can connect us to different parts of the New World."); + next(); + mes("[Expedition Guide]"); + mes("Time and space is distorted in the Dimensional Gap. Not all passageways have been discovered so please be sure to use caution when entering an unverified area."); + next(); + mes("[Expedition Guide]"); + mes("Anyone who has become lost here has yet to return."); + close(); +} + +mid_camp,212,290,4 script Expedition Guide#02 4_M_EIN_SOLDIER,{ + mes("[Expedition Guide]"); + mes("Please use a ^0000FFTransport Device^000000 if you wish to travel through the dimensional rift. The insides have not been fully explored yet so please be careful in there."); + close(); +} + +moc_fild22b,225,198,6 duplicate(Expedition Guide#01) Expedition Guide#03 4_M_MOC_SOLDIER +moc_fild22b,223,203,4 duplicate(Expedition Guide#02) Expedition Guide#04 4_M_MOC_SOLDIER +bif_fild01,314,155,6 duplicate(Expedition Guide#01) Expedition Guide#05 4_M_EIN_SOLDIER +bif_fild01,320,154,4 duplicate(Expedition Guide#02) Expedition Guide#06 4_M_EIN_SOLDIER +dic_fild02,236,33,6 duplicate(Expedition Guide#01) Expedition Guide#07 4_M_EIN_SOLDIER +dic_fild02,239,36,4 duplicate(Expedition Guide#02) Expedition Guide#08 4_M_EIN_SOLDIER + +dali,137,87,4 script Allied Forces Soldier 4_M_MOCASS1,{ + mes("[Allied Forces Soldier]"); + mes("This dimensional rift is connected to the Allied Forces ^0000FFExpedition Camp^000000 in Jotunheim."); + next(); + mes("[Allied Forces Soldier]"); + mes("Do not worry, it has been set up after testing hundreds of experiments for safe teleportation."); + close(); +} + +dali,122,60,4 script Morroc Soldier 4_M_MOC_SOLDIER,{ + mes("[Morroc Soldier]"); + mes("This dimensional rift is connected to ^0000FFMorroc^000000 back in Rune Midgard."); + next(); + mes("[Morroc Soldier]"); + mes("This is the fastest gateway back to our world. The area is still destroyed but restoration efforts will soon be on the way."); + close(); +} + +dali,51,104,6 script Spledide Soldier 4_M_FAIRYSOLDIER2,{ + mes("[Spledide Soldier]"); + mes("This dimensional rift is connected to the south of ^0000FFBifrost^000000. It enables quick travel to the Splendide frontline."); + next(); + mes("[Spledide Soldier]"); + mes("If we use it properly, it enables us to advance more easily to the capital of the Sapha."); + next(); + mes("[Spledide Soldier]"); + mes("The Mayor has asked us to cooperate as best we can instead of fighting, so I'm under orders not to do anything. Since we have a common enemy we won't fight the Sapha... for now..."); + close(); +} + +dali,56,126,4 script Dispatched Sapha 4_MAN_BENKUNI,{ + mes("[Dispatched Sapha]"); + mes("This dimensional rift is connected to the southern area of the ^0000FFKamidal Mountains^000000 in El Dicastes. I just dropped by for my research, but it is incredible."); + next(); + mes("[Dispatched Sapha]"); + mes("Moreover it is next to the Laphine capital..... Hmm... Do not worry, I do not want to fight in such a place."); + close(); +} + +dali,109,94,4 trader Sundries Merchant 4_M_MERCAT2,{ +OnInit: + sellitem Spectacles; + sellitem Arrow; + sellitem Booby_Trap; + end; +} + +dali,112,95,4 script Logistics Manager 4_M_MERCAT2,{ + mes("[Logistics Manager]"); + mes("Welcome. I am in charge of logistics to take care of your items in this weird place. Do you need to access your storage?"); + next(); + if (select("Open Storage 200 Zeny.", "No Thanks.") == 2) { + mes("[Logistics Manager]"); + mes("Let me know if you change your mind."); + close(); + } + if (basicskillcheck() && getskilllv(NV_BASIC) < 6) { + mes("[Logistics Manager]"); + mes("You are not yet qualified to use the Storage."); + } else if (Zeny < 200) { + mes("[Logistics Manager]"); + mes("You need at least 200 zeny to use the Storage."); + } else { + Zeny -= 200; + openstorage(); + } + close(); +} + +dali,115,85,5 script Party Leader#dali 2_M_SWORDMASTER,{ + if (.dalichatactive) + end; + initnpctimer(); + .dalichatactive = 1; + end; +OnTimer10: + npctalk(_("Attention!!!"), "Party Leader#dali"); + end; +OnTimer2000: + npctalk(_("Here, here. Everybody be quiet and line up!"), "Party Leader#dali"); + end; +OnTimer3000: + npctalk(_("We have now entered the inside of the Dimensional Crack. Where should be go first?"), "Party Leader#dali"); + end; +OnTimer4000: + npctalk(_("Anyone has an opinion?"), "Party Leader#dali"); + end; +OnTimer6000: + npctalk(_("I heard rumors about some magic swordman. Let's go find him."), "Party Member#MONK"); + end; +OnTimer7500: + npctalk(_("We heard about a magic competition being held here!"), "Party Member#WANDERER"); + end; +OnTimer9000: + npctalk(_("Where is it?!"), "Party Member#MONK"); + end; +OnTimer10500: + npctalk(_("Uh, I'm a little bit hungry... I wonder if anybody is selling some warm sweet potatoes or even dumplings..."), "Party Member#CRU"); + end; +OnTimer12000: + npctalk(_("You want to eat again?"), "Party Member#GUILL"); + end; +OnTimer13500: + npctalk(_("I am just wondering about the tournament.."), "Party Member#WANDERER"); + end; +OnTimer15000: + npctalk(_("I need to eat something before doing anything."), "Party Member#CRU"); + end; +OnTimer16500: + npctalk(_("By the way, I also heard about something called the Devil's Tower."), "Party Member#MONK"); + end; +OnTimer18000: + npctalk(_("I just saw a street trader passing by... Where is he?"), "Party Member#GUILL"); + end; +OnTimer19500: + emotion(e_yawn, 0, "Party Member#SURA"); + npctalk(_("Huh? What is this? You still haven't entered?"), "Party Member#SURA"); + end; +OnTimer20000: + npctalk(_("I am curious about the Faceworms I heard about from a Laphine."), "Party Member#MONK"); + end; +OnTimer21000: + npctalk(_("Can I come back after having a meal?"), "Party Member#CRU"); + end; +OnTimer22500: + npctalk(_("Can you even catch that?"), "Party Member#WANDERER"); + npctalk(_("Are you awake?"), "Party Member#SHADOW"); + end; +OnTimer24000: + emotion(e_an, 0, "Party Member#SURA"); + npctalk(_("Why are you still here?"), "Party Member#SURA"); + end; +OnTimer24500: + npctalk(_("Hang on a bit. The merchant is going to pass by soon."), "Party Member#GUILL"); + end; +OnTimer25500: + npctalk(_("That is your wish...."), "Party Member#MONK"); + end; +OnTimer27000: + npctalk(_("I want to buy cold grape juice~"), "Party Member#CRU"); + end; +OnTimer28500: + npctalk(_("I have no idea. There might be an accident up front."), "Party Member#SHADOW"); + end; +OnTimer30000: + npctalk(_("What? How dare you?!"), "Party Member#WANDERER"); + end; +OnTimer31500: + npctalk(_("Give me a sip of juice."), "Party Member#GUILL"); + end; +OnTimer32000: + npctalk(_("Cough~ Cough~"), "Party Member#EINOLD"); + end; +OnTimer33000: + emotion(e_an, 0, "Party Member#SURA"); + end; +OnTimer34000: + npctalk(_("Damn! I am pissed off! I came here because I heard only a party is allowed to get in!"), "Party Member#SURA"); + end; +OnTimer36000: + npctalk(_("Are you going to hit me? Do it!"), "Party Member#MONK"); + emotion(e_ag, 0, "Party Member#MONK"); + npctalk(_("You pay for your food."), "Party Member#CRU"); + end; +OnTimer37500: + emotion(e_an, 0, "Party Member#SURA"); + end; +OnTimer39000: + npctalk(_("Whatever, I'm not eating."), "Party Member#WANDERER"); + npctalk(_("So mean.. I won't eat then."), "Party Member#GUILL"); + npctalk(_("Right.. I should have entered with another group!"), "Party Member#SHADOW"); + end; +OnTimer40500: + emotion(e_gg, 0, "Party Member#CRU"); + npctalk(_("Hey. Are you pissed off?"), "Party Member#CRU"); + end; +OnTimer42000: + npctalk(_("Not at all."), "Party Member#GUILL"); + end; +OnTimer43500: + emotion(e_gg, 0, "Party Member#MONK"); + npctalk(_("Look at him snoozing. Hehe."), "Party Member#MONK"); + end; +OnTimer45000: + emotion(e_yawn, 0, "Party Member#SURA"); + npctalk(_("Bah, I don't care. I'm gonna take a nap, so wake me up when we're ready."), "Party Member#SURA"); + end; +OnTimer46500: + emotion(e_gg, 0, "Party Member#CRU"); + npctalk(_("You are upset!!"), "Party Member#CRU"); + npctalk(_("Can I get back before I die..."), "Party Member#WANDERER"); + npctalk(_("What? You, we gotta talk! I've been too nice to you!"), "Party Member#EINOLD"); + end; +OnTimer48000: + npctalk(_("Excuse me..... everyone.............?"), "Party Leader#dali"); + end; +OnTimer49500: + emotion(e_ag, 0, "Party Member#GUILL"); + npctalk(_("No!!!!!!!!!"), "Party Member#GUILL"); + npctalk(_("Whatever~"), "Party Member#MONK"); + end; +OnTimer51000: + emotion(e_sob, 0, "Party Leader#dali"); + npctalk(_("Please listen to me...."), "Party Leader#dali"); + npctalk(_("He's angry all right...."), "Party Member#WANDERER"); + npctalk(_("Take a nap. I am sleepy too, so we'll take shifts."), "Party Member#SHADOW"); + end; +OnTimer52500: + .dalichatactive = 0; + stopnpctimer(); + end; +} + +dali,117,81,7 script Party Member#WANDERER 4_F_WANDERER,{ + end; +} + +dali,117,79,5 script Party Member#CRU 4_F_CRU,{ + end; +} + +dali,118,83,3 script Party Member#MONK 4_F_MONK,{ + end; +} + +dali,119,76,7 script Party Member#SHADOW 4_F_SHADOWCHASER,{ + end; +} + +dali,119,78,2 script Party Member#GUILL 4_M_JPNOJI,{ + end; +} + +dali,120,77,4 script Party Member#SURA 4_F_SURA,{ + end; +} + +dali,120,81,3 script Party Member#EINOLD 4_M_EINOLD,{ + end; +} + +dali,102,83,5 script Merchant Prince#HUMERC 4_M_HUMERCHANT,2,2,{ + mes("[Prince Canet]"); + mes("Who're you?"); + next(); + mes("[Prince Canet]"); + mes("What do you want? You looking something in particular?"); + next(); + mes("[Prince Canet]"); + mes("So some enforcers have been cracking down on merchants lately. I can not sell anything."); + next(); + mes("[Prince Canet]"); + mes("Come here..."); + next(); + mes("[Jumpy Knight]"); + mes("I knew you would be here!! No illegal trading is allowed here! Don't you know?"); + hideoffnpc("Jumpy Knight#JP_RUN"); + next(); + mes("[Prince Canet]"); + mes("Says who?"); + next(); + mes("[Jumpy Knight]"); + mes("Ok, then show me your permit."); + next(); + mes("[Prince Canet]"); + mes("Permit\r" + "No one's in charge here!"); + next(); + mes("[Prince Canet]"); + mes("You! If you need anything come to me ok?"); + next(); + mes("[Jumpy Knight]"); + mes("I will catch you!"); + hideonnpc("Merchant Prince#HUMERC"); + close2(); + hideonnpc("Jumpy Knight#JP_RUN"); + enablenpc("Merchant Prince#HUMERC2"); + hideoffnpc("Merchant Prince#HUMERC2"); + disablenpc("Merchant Prince#HUMERC"); + end; + +OnTouch: + mes("[Prince Canet]"); + mes("Cold juice!\r" + "Apple, grape, orange~\r" + "Anything you want!"); + next(); + mes("[Prince Canet]"); + mes("Sweet potato, dumpling~\r" + "Here we have delicious desserts~"); + close(); +} + +dali,105,82,1 script Jumpy Knight#JP_RUN 4_M_JP_RUN,{ + end; + +OnInit: + hideonnpc("Jumpy Knight#JP_RUN"); + end; +} + +dali,63,112,7 script Merchant Prince#HUMERC2 4_M_HUMERCHANT,2,2,{ + mes("[Prince Canet]"); + mes("You need to pay a toll to get past here."); + next(); + select("What toll?"); + mes("[Prince Canet]"); + mes("You did not know?\r" + "500 zeny"); + next(); + mes("[Jumpy Knight]"); + mes("You there! Stop right there!"); + hideoffnpc("Jumpy Knight#JP_RUN2"); + next(); + mes("[Prince Canet]"); + mes("Ugh! How are you always following me? Got some kind of crush on me or something? I don't think you and I make a good match..."); + next(); + mes("[Jumpy Knight]"); + mes("Why don't we find out then?"); + next(); + mes("[Prince Canet]"); + mes("That's it no more talking.\r" + "I'm outta here~"); + next(); + mes("[Jumpy Knight]"); + mes("Keep running you sneaky coward!"); + hideonnpc("Merchant Prince#HUMERC2"); + close2(); + hideonnpc("Jumpy Knight#JP_RUN2"); + hideoffnpc("Merchant Prince#HUMERC3"); + disablenpc("Merchant Prince#HUMERC2"); + end; + +OnInit: + disablenpc("Merchant Prince#HUMERC2"); + end; +OnTouch: + mes("[Prince Canet]"); + mes("500 zeny"); + close(); +} + +dali,67,113,3 script Jumpy Knight#JP_RUN2 4_M_JP_RUN,{ + end; + +OnInit: + hideonnpc("Jumpy Knight#JP_RUN2"); + end; +} + +dali,89,97,3 script Merchant Prince#HUMERC3 4_M_HUMERCHANT,{ + mes("[Prince Canet]"); + mes("You are lucky that you have met up with me.\r" + "Who am I?\r" + "I'm here to become a merchant King."); + next(); + mes("[Prince Canet]"); + mes("I might be working a street stall now but I'll have an actual shop some day."); + next(); + mes("[Prince Canet]"); + mes("It's my first day so I'm having a major sale."); + next(); + mes("[Prince Canet]"); + mes("Let's see I've got a... Ring of something! Sword of stuff! A backpack of some sort!"); + next(); + mes("[Prince Canet]"); + mes("Tell me if you need anything,"); + hideoffnpc("Jumpy Knight#JP_RUN3"); + next(); + mes("[Prince Canet]"); + mes("What are you doing here? This is my spot for a shop Get outta my turf!"); + next(); + mes("[Jumpy Knight]"); + mes("Bah!!\r" + "You're gonna regret those words!"); + next(); + mes("[Prince Canet]"); + mes("I'm shaking..."); + hideonnpc("Merchant Prince#HUMERC3"); + close2(); + hideonnpc("Jumpy Knight#JP_RUN3"); + enablenpc("Merchant Prince#HUMERC"); + hideoffnpc("Merchant Prince#HUMERC"); + end; + +OnInit: + hideonnpc("Merchant Prince#HUMERC3"); + end; +} + +dali,89,94,7 script Jumpy Knight#JP_RUN3 4_M_JP_RUN,{ + end; + +OnInit: + hideonnpc("Jumpy Knight#JP_RUN3"); + end; +} + +dali02,58,123,3 script Curious Knight#KY_KNT 4_M_KY_KNT,{ + mes("[Curious Knight]"); + mes("The Royal Guard in here was desperate for help. We entered through a secret place in the palace."); + next(); + mes("[Curious Knight]"); + mes("We were whisked away here... No idea where I am but I have to establish a base here for the Knighthood."); + close(); +} + +dali02,51,112,5 script Confused Thief#DST_SOL 4_DST_SOLDIER,{ + mes("[Confused Thief]"); + mes("One minute I'm in a bar... The next minute I'm here... What is this place?"); + next(); + mes("[Confused Thief]"); + mes("There's no night or day in here. Hmm, something has to be valuable in this place..."); + close(); +} + +dali02,65,115,5 script Adventurous Rafflesia#ra 4_M_RAFLE_GR,{ + mes("[Adventurous Rafflesia]"); + mes("No no this has to be Thanatos Tower... I sense dark magic here."); + next(); + mes("[Guide]"); + mes("Oh, we're back here again. I cannot find a way out! We are trapped in this maze!"); + next(); + mes("[Tourist]"); + mes("Is this place the famous Prontera? It is dark just like a big city!"); + next(); + mes("[Traveller]"); + mes("I hear a ticking clock. This place must be Geffen!"); + close(); +} + +dali02,68,117,5 script Guide#ra 4_M_RAFLE_GR,{ + mes("[Guide]"); + mes("Oh, we're back here again. I cannot find a way out! We are trapped in this maze!"); + next(); + mes("[Tourist]"); + mes("Is this place the famous Prontera It is dark just like a big city!"); + next(); + mes("[Traveller]"); + mes("I hear a ticking clock. This place must be Geffen!"); + next(); + mes("[Adventurous Rafflesia]"); + mes("No no this has to be Thanatos Tower... I sense dark magic here."); + close(); +} + +dali02,65,119,5 script Tourist#ra 4_M_RAFLE_GR,{ + mes("[Tourist]"); + mes("Is this place the famous Prontera? It is dark just like a big city!"); + next(); + mes("[Adventurous Rafflesia]"); + mes("No no this has to be Thanatos Tower... I sense dark magic here."); + next(); + mes("[Guide]"); + mes("Oh, we're back here again. I cannot find a way out! We are trapped in this maze!"); + next(); + mes("[Traveller]"); + mes("I hear a ticking clock. This place must be Geffen!"); + close(); +} + +dali02,69,122,5 script Traveller#ra 4_M_RAFLE_GR,{ + mes("[Traveller]"); + mes("I hear a ticking clock. This place must be Geffen!"); + next(); + mes("[Guide]"); + mes("Oh, we're back here again. I cannot find a way out! We are trapped in this maze!"); + next(); + mes("[Tourist]"); + mes("Is this place the famous Prontera? It is dark just like a big city!"); + next(); + mes("[Adventurous Rafflesia]"); + mes("No no this has to be Thanatos Tower... I sense dark magic here."); + close(); +} diff --git a/npc/re/other/resetskill.txt b/npc/re/other/resetskill.txt index f8be0b7af..8bfb02651 100644 --- a/npc/re/other/resetskill.txt +++ b/npc/re/other/resetskill.txt @@ -57,7 +57,7 @@ izlude,127,175,3 script Hypnotist#novice 4_F_TELEPORTER,{ mes "Job character to qualify."; mes "Now, do you have any questions?"; next; - switch(select("^FF0000Stat/Skill Reset?:Reset stats:Reset skills^000000:Cancel")) { + switch(select("^FF0000Stat/Skill Reset?", "Reset stats", "Reset skills^000000", "Cancel")) { case 1: mes "[Hypnotist]"; mes "Stat/Skill Resets allow adventuers"; @@ -90,7 +90,7 @@ izlude,127,175,3 script Hypnotist#novice 4_F_TELEPORTER,{ mes "want to proceed with"; mes "my ^FF0000"+.@str$+" Reset^000000 service?"; next; - if(select("Yes:Cancel") == 1) + if(select("Yes", "Cancel") == 1) break; case 4: mes "[Hypnotist]"; diff --git a/npc/re/other/stone_change.txt b/npc/re/other/stone_change.txt index 9227b7edb..51cd65f71 100644 --- a/npc/re/other/stone_change.txt +++ b/npc/re/other/stone_change.txt @@ -37,7 +37,7 @@ geffen_in,99,174,5 script Ore Tester#sorty 8_F_GIRL,{ mes "Do you have ^3131FFany same type of ores in your inventories^000000 which take many spaces?"; mes "I can distinguish your ores and organize them right away~!"; next; - switch(select("Refine my Ore.:Cancel.")) { + switch(select("Refine my Ore.", "Cancel.")) { case 1: mes "[Ore Tester Sorty]"; mes "At the moment I can only distinguish ^FF0000Steel^000000, ^FF0000Iron^000000, ^FF0000Iron Ore^000000, and ^FF0000Rough Oridecon^000000 and organize them."; @@ -46,7 +46,7 @@ geffen_in,99,174,5 script Ore Tester#sorty 8_F_GIRL,{ mes "[Ore Tester Sorty]"; mes "So, would you like me to organize your ores?"; next; - .@i = select("Steel, please.:Iron, please.:Iron Ore, please.:Rough Oridecon, please.:No, thanks."); + .@i = select("Steel, please.", "Iron, please.", "Iron Ore, please.", "Rough Oridecon, please.", "No, thanks."); if (.@i == 5) { mes "[Ore Tester Sorty]"; mes "Huh, I really hate messy people!"; diff --git a/npc/re/quests/cupet.txt b/npc/re/quests/cupet.txt index 36ad2dbb3..72e1bd6c9 100644 --- a/npc/re/quests/cupet.txt +++ b/npc/re/quests/cupet.txt @@ -38,7 +38,7 @@ setarray .@tame_id[0],Unripe_Apple,Orange_Juice,Rainbow_Carrot,Earthworm_The_Dude,Rotten_Fish,Sweet_Milk,Well_Dried_Bone,Singing_Flower,Dew_Laden_Moss; setarray .@tame_amount[0],3,3,3,3,3,3,3,3,3; - setarray .@hunt_id[0],Jellopy,Jellopy,Clover,Feather_Of_Birds,Shell,Animal's_Skin,Animal's_Skin,Grasshopper's_Leg,Mushroom_Spore; + setarray .@hunt_id[0],Jellopy,Jellopy,Clover,Feather_Of_Birds,Shell,Animals_Skin,Animals_Skin,Grasshoppers_Leg,Mushroom_Spore; setarray .@hunt_amount[0],500,600,500,500,500,500,600,500,500; setarray .@mob_id[0],1002,1113,1063,1049,1011,1167,1107,1052,1014; .@tame_gets = 3; @@ -95,9 +95,9 @@ setarray .@tame_id[0],Silver_Knife_Of_Chaste,Monster_Juice,Contracts_In_Shadow,Sway_Apron,Prohibition_Red_Candle,Book_Of_Devil; setarray .@tame_amount[0],1,1,1,1,1,1; - setarray .@hunt_id[0],Long_Hair,Solid_Shell,Petite_DiablOfs_Horn,Alice's_Apron,Queen's_Whip,Evil_Horn; + setarray .@hunt_id[0],Long_Hair,Solid_Shell,Petite_DiablOfs_Horn,Alices_Apron,Queens_Whip,Evil_Horn; setarray .@hunt_amount[0],600,600,600,500,1,100; - setarray .@hunt_id2[0],0,0,0,0,Executioner's_Mitten,0; + setarray .@hunt_id2[0],0,0,0,0,Executioners_Mitten,0; setarray .@hunt_amount2[0],0,0,0,0,20,0; setarray .@mob_id[0],1170,1035,1109,1275,1200,1101; .@tame_gets = 1; @@ -194,7 +194,7 @@ function script cute_pet_manager { mes "exchange for an " + getitemname(.@tame_id) + "."; mes "Do you want to exchange with me?"; next; - if (select("Exchange:Don't Exchange") == 2) { + if (select("Exchange", "Don't Exchange") == 2) { mes "[Cute Pet Manager]"; mes "You don't? You will come back again."; close; diff --git a/npc/re/quests/eden/100-110.txt b/npc/re/quests/eden/100-110.txt index 6f606b728..3cc47f6ef 100644 --- a/npc/re/quests/eden/100-110.txt +++ b/npc/re/quests/eden/100-110.txt @@ -52,7 +52,7 @@ moc_para01,37,95,5 script Gelkah#1 4_F_GELKA,{ end; } mes "[Gelkah]"; - if (!countitem(Para_Team_Mark)) { + if (!countitem(Para_Team_Mark) && !countitem(Para_Team_Mark_)) { mes "- You need to have an -"; mes "- ^4d4dff'Eden Group Mark'^000000 -"; mes "- to receive these missions. -"; @@ -87,7 +87,7 @@ moc_para01,37,95,5 script Gelkah#1 4_F_GELKA,{ mes "That person standing next to me is my master... He came back after long journey of practice."; next; mes "[Gelkah]"; - mes "I understand you might wonder why a Sura wants an Archbishop as a teacher..."; + mes "I understand you might wonder why a Sura wants an Archbishop as a teacher..."; } else { cutin "gelca03",2; @@ -156,7 +156,7 @@ moc_para01,37,95,5 script Gelkah#1 4_F_GELKA,{ mes "I think that's what a true master would sound like right?"; next; mes "[Gelkah]"; - mes strcharinfo(0) +" will make a request list for you so go talk to my Master now and show your respects."; + mes strcharinfo(PC_NAME) +" will make a request list for you so go talk to my Master now and show your respects."; delitem Brigan,50;// Brigan completequest 13002;// Brigan collecting para_100lv01 = 2; @@ -673,7 +673,7 @@ moc_para01,37,95,5 script Gelkah#1 4_F_GELKA,{ mes "Adventurers sometimes bring special things or trophies from where they visited for a request. It is very good!"; } else if (.@ran == 2) - mes "If there is something good "+ strcharinfo(0) +" I will try to give you a couple things. I am not sure if there will be enough to give because of so many adventurers."; + mes "If there is something good "+ strcharinfo(PC_NAME) +" I will try to give you a couple things. I am not sure if there will be enough to give because of so many adventurers."; else mes "Handling documents must be difficult. It's so much easier to just be out in the field."; } @@ -689,7 +689,7 @@ moc_para01,37,95,5 script Gelkah#1 4_F_GELKA,{ } else { cutin "gelca03",2; - mes "I am busy but clearing a lot of requests "+ strcharinfo(0) +" I appreciate it. Lets see. I got some good food from an adventurer that he received during a request."; + mes "I am busy but clearing a lot of requests "+ strcharinfo(PC_NAME) +" I appreciate it. Lets see. I got some good food from an adventurer that he received during a request."; next; mes "[Gelkah]"; mes "Oops I ate all? Okay just one left. Please drop by later!"; @@ -700,7 +700,7 @@ moc_para01,37,95,5 script Gelkah#1 4_F_GELKA,{ else if (para_100lv02 < 80) { cutin "gelca03",2; if (para_100lv01 > 4) - mes "Cheer up! "+ strcharinfo(0) +" I'm not sure if he thinks of you as his pupil. He is just out of control."; + mes "Cheer up! "+ strcharinfo(PC_NAME) +" I'm not sure if he thinks of you as his pupil. He is just out of control."; else { mes "There are a lot of presents coming in whenever the requests are done efficiently. Here, take this as a prize."; para_100lv01 = 5; @@ -708,7 +708,7 @@ moc_para01,37,95,5 script Gelkah#1 4_F_GELKA,{ } } else if (para_100lv02 > 100) { - mes "It is tough work but also fun to with master right "+ strcharinfo(0) +"?"; + mes "It is tough work but also fun to with master right "+ strcharinfo(PC_NAME) +"?"; next; switch( select( "I hate that hot-tempered fool.", "I want you to be the master.", "I would follow you to any battle." ) ) { mes "[Gelkah]"; @@ -720,7 +720,7 @@ moc_para01,37,95,5 script Gelkah#1 4_F_GELKA,{ emotion e_heh; break; case 2: - if (Sex == 1) + if (Sex == SEX_MALE) mes "I'm not sure if I'm cut out for that job. Besides..."; else mes "I am sorry to say this but I am the only pupil of master now and forever... He said ^FF0000I don't need an ugly female pupil^000000 but I still stick to him."; @@ -963,7 +963,7 @@ moc_para01,37,95,5 script Gelkah#1 4_F_GELKA,{ else { cutin "gelca03",2; if (para_100lv02 > 100) - mes strcharinfo(0) +"! You did a good job! There are more requests but reserve them for the other adventurers."; + mes strcharinfo(PC_NAME) +"! You did a good job! There are more requests but reserve them for the other adventurers."; if (para_100lv02 < 101) mes "I do not think you are suitable to the request I can give. Please find other adventures."; callsub S_Hunting,13003,106000,148000,"Carat";// <quest id>, <job exp if joblevel < 6>, <job exp>, <quest name> @@ -1047,7 +1047,7 @@ S_Hunting: moc_para01,41,95,5 script Rohtert#12 4_M_ROTERT,{ mes "[Rohtert]"; - if (!countitem(Para_Team_Mark)) {// Para_Team_Mark + if (!countitem(Para_Team_Mark) && !countitem(Para_Team_Mark_)) { cutin "rote01",2; mes "You are not even a member of Eden Group. What are you doing here?"; mes "I'm only dealing with base level ^FF0000100 - 110^000000 adventurers."; @@ -1247,7 +1247,7 @@ moc_para01,41,95,5 script Rohtert#12 4_M_ROTERT,{ next; cutin "gelca02",2; mes "[^FF0000Gelkah^000000]"; - mes "......."+ strcharinfo(0) +" wait..."; + mes "......."+ strcharinfo(PC_NAME) +" wait..."; next; cutin "gelca01",2; mes "[^FF0000Gelkah^000000]"; diff --git a/npc/re/quests/eden/11-25.txt b/npc/re/quests/eden/11-25.txt index 2f641b770..f65ad9090 100644 --- a/npc/re/quests/eden/11-25.txt +++ b/npc/re/quests/eden/11-25.txt @@ -35,7 +35,7 @@ //========================================================================= moc_para01,36,38,3 script Mission [11 - 25]#Tuto 4_BOARD3,{ - if (countitem(Para_Team_Mark) < 1) { + if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "- You need to have an -"; mes "- ^4d4dff'Eden Group Mark'^000000 -"; mes "- to receive these missions. -"; @@ -79,7 +79,7 @@ moc_para01,36,38,3 script Mission [11 - 25]#Tuto 4_BOARD3,{ mes " "; mes " - Manager : Spike -"; next; - switch(select("Hornet Hunting:Condor Hunting:Grasshopper's Leg:Worm Tail Hunting:Spore Hunting:Pest Control:Muka Hunting:Familiar Hunting:Collect Feathers:Collect Poison Spores:Cancel")) { + switch(select("Hornet Hunting", "Condor Hunting", "Grasshopper's Leg", "Worm Tail Hunting", "Spore Hunting", "Pest Control", "Muka Hunting", "Familiar Hunting", "Collect Feathers", "Collect Poison Spores", "Cancel")) { case 1: callsub L_Quest,11114,"Hornet Hunting"," - Hunt 10 ^4d4dff'Hornets'^000000 - "," - northwest of Prontera. - "; case 2: callsub L_Quest,11115,"Condor Hunting"," - Hunt 20 ^4d4dff'Condors'^000000 - "," - south of Morroc. - "; case 3: callsub L_Quest,11116,"Grasshopper's Leg"," - Hunt 10 ^4d4dff'Rockers'^000000 - "," - southwest of Prontera and - "," - bring 10 ^4d4dffGrasshopper's Legs^000000. - "; @@ -107,7 +107,7 @@ L_Quest: mes " "; mes " - Manager : Spike - "; next; - if(select("I will do this mission.:Look for other missions.") == 2) { + if(select("I will do this mission.", "Look for other missions.") == 2) { mes " - Let's search for -"; mes " - other missions. - "; close; diff --git a/npc/re/quests/eden/111-120.txt b/npc/re/quests/eden/111-120.txt index 9f503666d..4422c92c7 100644 --- a/npc/re/quests/eden/111-120.txt +++ b/npc/re/quests/eden/111-120.txt @@ -41,7 +41,7 @@ moc_para01,17,95,5 script Mingmin#1 4_F_GENETIC,{ mes "[Mingmin]"; - if (!countitem(Para_Team_Mark)) {// Para_Team_Mark + if (!countitem(Para_Team_Mark) && !countitem(Para_Team_Mark_)) { cutin "min02",0; mes "A stranger. This place is supposed to be for Eden Group Members only."; mes "I'm in need base level ^FF0000111 - 120^000000 adventurers to help my research."; @@ -65,7 +65,7 @@ moc_para01,17,95,5 script Mingmin#1 4_F_GENETIC,{ mes "[Mingmin]"; mes "^0000ffA question: Art thou my servant?^000000"; next; - mes "["+ strcharinfo(0) +"]"; + mes "["+ strcharinfo(PC_NAME) +"]"; mes "(What's this lady talking about?)"; emotion e_dot,1; next; @@ -106,7 +106,7 @@ moc_para01,17,95,5 script Mingmin#1 4_F_GENETIC,{ cutin "min02",0; mes "^0C0CF2Pop quiz hot shot: Art thou my servant?^000000"; next; - select("No~ I'm "+ strcharinfo(0) +" remember?"); + select("No~ I'm "+ strcharinfo(PC_NAME) +" remember?"); mes "[Mingmin]"; mes "Oh I have met you before, living in a house full of fungus seems to cause memory loss."; emotion e_gasp; @@ -141,7 +141,7 @@ moc_para01,17,95,5 script Mingmin#1 4_F_GENETIC,{ } else if (para_110lv01 == 2) { cutin "min02",0; - mes "Oh, "+ strcharinfo(0) +" its you... it is good you have ed, I was bored."; + mes "Oh, "+ strcharinfo(PC_NAME) +" its you... it is good you have ed, I was bored."; next; mes "[Mingmin]"; mes "Where was I? I just finished talking about the Eden Group's duty to protect others from danger."; @@ -160,7 +160,7 @@ moc_para01,17,95,5 script Mingmin#1 4_F_GENETIC,{ } else if (para_110lv01 == 3) { cutin "min02",0; - mes "Question "+ strcharinfo(0) +"! I was practising because new servant is coming soon."; + mes "Question "+ strcharinfo(PC_NAME) +"! I was practising because new servant is coming soon."; next; select("Waddya mean new servant?"); mes "[Mingmin]"; @@ -206,15 +206,15 @@ moc_para01,17,95,5 script Mingmin#1 4_F_GENETIC,{ mes "Enough dilly-dallying, I want to make a contract with someone who really craves adventure."; next; mes "[Mingmin]"; - mes "Maybe "+ strcharinfo(0) +" I'll let you be my servant if you are interested in doing this Eden Group request for my research."; + mes "Maybe "+ strcharinfo(PC_NAME) +" I'll let you be my servant if you are interested in doing this Eden Group request for my research."; para_110lv01 = 4; } else if (para_110lv01 > 3) { cutin "min01",0; if (para_110lv01 == 5) - mes "Welcome! "+ strcharinfo(0) +"..."; + mes "Welcome! "+ strcharinfo(PC_NAME) +"..."; else - mes "Hello "+ strcharinfo(0) +"."; + mes "Hello "+ strcharinfo(PC_NAME) +"."; next; switch( select( "Request to research monsters", "Make small-talk" ) ) { case 1: @@ -878,7 +878,7 @@ moc_para01,17,95,5 script Mingmin#1 4_F_GENETIC,{ case 3: mes "[Mingmin]"; if (questprogress(13098,PLAYTIME) == 1) - mes "They all look the same for me. I should research harder."; + mes "They all look the same for me. I should research harder."; else if (questprogress(13097,HUNTING) == 1) { cutin "º£³ªÅõ",3; //venatu_card mes "There is one more reason why many adventurers are sent to Juperos and that is my real request."; @@ -962,7 +962,7 @@ moc_para01,17,95,5 script Mingmin#1 4_F_GENETIC,{ } else { cutin "min01",0; - mes "Contract is terminated. "+ strcharinfo(0) +" reward for completed research. ^FF0000I will delete incompleted research from your quest list.^000000"; + mes "Contract is terminated. "+ strcharinfo(PC_NAME) +" reward for completed research. ^FF0000I will delete incompleted research from your quest list.^000000"; para_110lv01 = 6; next; callsub S_Hunting, @@ -989,7 +989,7 @@ moc_para01,17,95,5 script Mingmin#1 4_F_GENETIC,{ mes "It is a little bit inconvenient. I will read to you politely ^FF0000again^000000 in public."; next; mes "[Mingmin]"; - mes "Anyway "+ strcharinfo(0) +" thank you for helping me start my research."; + mes "Anyway "+ strcharinfo(PC_NAME) +" thank you for helping me start my research."; next; cutin "min03",0; mes "[Mingmin]"; diff --git a/npc/re/quests/eden/121-130.txt b/npc/re/quests/eden/121-130.txt index 77b7c26b2..d48c71702 100644 --- a/npc/re/quests/eden/121-130.txt +++ b/npc/re/quests/eden/121-130.txt @@ -41,7 +41,7 @@ moc_para01,44,81,3 script Melody-Jack#1 4_M_MELODY,8,8,{ mes "[Melody-Jack]"; - if (!countitem(Para_Team_Mark)) {// Para_Team_Mark + if (!countitem(Para_Team_Mark) && !countitem(Para_Team_Mark_)) { mes "Who the hell are you? Get out of here!"; mes "I'm only talking to base level ^FF0000121-130^000000 adventurers."; } @@ -582,7 +582,7 @@ OnTouch: moc_para01,17,77,5 script Aigu#1 4_F_IU,{ mes "[Aigu]"; - if (!countitem(Para_Team_Mark)) {// Para_Team_Mark + if (!countitem(Para_Team_Mark) && !countitem(Para_Team_Mark_)) { mes "Oh, why aren't you a part of Eden Group?"; mes "I'm only talking to base level ^FF0000121-130^000000 adventurers."; } @@ -779,8 +779,8 @@ S_Erasequest2: } - script Trace of an adventurer FAKE_NPC,{ - .@quest = 13106 + atoi(strnpcinfo(2)); - .@delay = 13110 + atoi(strnpcinfo(2)); + .@quest = 13106 + atoi(strnpcinfo(NPC_NAME_HIDDEN)); + .@delay = 13110 + atoi(strnpcinfo(NPC_NAME_HIDDEN)); if (questprogress(.@quest) == 1) { mes "I found traces of someone who was here but I cannot find a clue. Lets go back and report to Aigu."; erasequest .@quest; diff --git a/npc/re/quests/eden/131-140.txt b/npc/re/quests/eden/131-140.txt index 806466624..fa6061b42 100644 --- a/npc/re/quests/eden/131-140.txt +++ b/npc/re/quests/eden/131-140.txt @@ -42,7 +42,7 @@ moc_para01,41,76,3 script Ragi#1 4_M_RAGI,{ cutin "ragi01",0; mes "[Ragi]"; - if (!countitem(Para_Team_Mark)) {// Para_Team_Mark + if (!countitem(Para_Team_Mark) && !countitem(Para_Team_Mark_)) { mes "Only adventurers from Eden Group are welcome here."; mes "I'm giving requests to base level ^FF0000130-140^000000 adventurers only."; } diff --git a/npc/re/quests/eden/26-40.txt b/npc/re/quests/eden/26-40.txt index f106eb059..1c680d7ed 100644 --- a/npc/re/quests/eden/26-40.txt +++ b/npc/re/quests/eden/26-40.txt @@ -35,7 +35,7 @@ //========================================================================= moc_para01,38,38,3 script Mission [26 - 40] 4_BOARD3,{ - if (countitem(Para_Team_Mark) < 1) { + if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "You are not a qualified member. You can not use the bulletin board."; close; } @@ -47,13 +47,13 @@ moc_para01,38,38,3 script Mission [26 - 40] 4_BOARD3,{ mes "Your level is not qualified. You can not use the bulletin board."; close; } - switch(select("Hunting Mission:Delivery Mission:Gathering Mission:Escort Mission")) { + switch(select("Hunting Mission", "Delivery Mission", "Gathering Mission", "Escort Mission")) { case 1: mes "[Hunting Mission Board]"; mes "- Hunting Mission details -"; mes "- are on the board. -"; next; - switch(select("Hunting Poison Spore:Hunting Smokie:Hunting Elder Willow(Above Lv.30):Hunting Coco(Above Lv.35):Hunting Thara Frog(Above Lv.38)")) { + switch(select("Hunting Poison Spore", "Hunting Smokie", "Hunting Elder Willow(Above Lv.30)", "Hunting Coco(Above Lv.35)", "Hunting Thara Frog(Above Lv.38)")) { case 1: callsub L_Quest,8266,0,"Hunting Poison Spore","Sponiac","Geffen","Hunt 10 Poison Spores"; case 2: callsub L_Quest,8267,0,"Hunting Smokie","Sponiac","Geffen","Hunt 10 Smokies"; case 3: callsub L_Quest,8268,30,"Hunting Elder Willow","Sponiac","Geffen","Hunt 10 Elder Willows"; @@ -65,7 +65,7 @@ moc_para01,38,38,3 script Mission [26 - 40] 4_BOARD3,{ mes "- Delivery Mission details -"; mes "- are on the board. -"; next; - switch(select("Deliver an Insecticide:Deliver Honey:Deliver Blanket(Above Lv.35)")) { + switch(select("Deliver an Insecticide", "Deliver Honey", "Deliver Blanket(Above Lv.35)")) { case 1: callsub L_Quest,8271,0,"Deliver an Insecticide","Dieshin Man","Morroc Ruins","Get an 'Insecticide' from Dieshin Man and deliver it south east of Payon"; case 2: callsub L_Quest,8272,0,"Deliver Honey","Dieshin Man","Morroc Ruins","Get 'Honey' from Dieshin Man and deliver it west of St. Capitolina Abbey"; case 3: callsub L_Quest,8273,35,"Deliver Blanket","Dieshin Man","Morroc Ruins","Get Blankets from Dieshin Man and deliver to the field south of Lutie"; @@ -75,7 +75,7 @@ moc_para01,38,38,3 script Mission [26 - 40] 4_BOARD3,{ mes "- Gathering Mission details -"; mes "- are on the board. -"; next; - switch(select("Gather Bones:Gather Animal Skins:Gather Peelings(Above Lv.30):Gather Tails(Above Lv.32):Gather Cookies(Above Lv.35):Gather Mustaches(Above Lv.35)")) { + switch(select("Gather Bones", "Gather Animal Skins", "Gather Peelings(Above Lv.30)", "Gather Tails(Above Lv.32)", "Gather Cookies(Above Lv.35)", "Gather Mustaches(Above Lv.35)")) { case 1: callsub L_Quest,8274,0,"Gather Bones","Dashia","Payon","Gather '10 Skel-Bones' and give them to Dashia"; case 2: callsub L_Quest,8275,0,"Gather Animal Skins","Dashia","Payon","Gather '10 Bear's Footskins' and '5 Animal Skins' and give them to Dashia"; case 3: callsub L_Quest,8276,30,"Gather Peelings","Dashia","Payon","Gather '20 Worm Peelings' and '20 Garlets' and give them to Dashia"; @@ -102,7 +102,7 @@ L_Quest: mes " "; mes "Will you accept this mission?"; next; - if(select("No, I won't accept it.:Yes, I will accept it.") == 1) { + if(select("No, I won't accept it.", "Yes, I will accept it.") == 1) { mes "You have declined the "+getarg(2)+" mission."; close; } @@ -136,7 +136,7 @@ geffen,103,42,5 script Sponiac 4W_M_03,{ mes "[Sponiac]"; mes "Why don't you do some hunting outside instead of walking around and wasting your time?"; next; - if(select("I am about to leave now.:I've got a Hunting Mission.") == 1) { + if(select("I am about to leave now.", "I've got a Hunting Mission.") == 1) { mes "[Sponiac]"; mes "Oh, well. Then, go figure."; mes "Bye~ bye."; @@ -146,7 +146,7 @@ geffen,103,42,5 script Sponiac 4W_M_03,{ mes "Oh, you are from the Eden Group?"; mes "What mission do you have?"; next; - switch(select("Hunting Poison Spore:Hunting Smokie:Hunting Elder Willow:Hunting Coco:Hunting Thara Frog")) { + switch(select("Hunting Poison Spore", "Hunting Smokie", "Hunting Elder Willow", "Hunting Coco", "Hunting Thara Frog")) { case 1: callsub L_Quest,8266,"Hunting Poison Spore",1000,0,100,"You can find Poison Spores on the Geffen Dungeon 1F or northeast of Prontera. There are other spots but I'll leave it up to you to find out."; case 2: callsub L_Quest,8267,"Hunting Smokie",1000,0,100,"You can find Smokies northeast and northwest of Geffen. Oh, also the field east of Ayotaya is good spot to find them."; case 3: callsub L_Quest,8268,"Hunting Elder Willow",1000,100,110,"You can find Elder Willows northeast of Geffen, east of payon and southwest of Prontera."; @@ -215,7 +215,7 @@ moc_ruins,173,55,3 script Dieshin Man 4_M_ORIENT02,{ mes "[Dieshin Man]"; mes "How can I help you?"; next; - if(select("I don't need help.:I've got a Delivery Mission.") == 1) { + if(select("I don't need help.", "I've got a Delivery Mission.") == 1) { mes "[Dieshin Man]"; mes "Oh, well. Then, go figure. Bye~!"; close; @@ -224,7 +224,7 @@ moc_ruins,173,55,3 script Dieshin Man 4_M_ORIENT02,{ mes "Oh, you are from the Eden Group?"; mes "What mission do you have?"; next; - switch(select("Deliver an Insecticide.:Deliver Honey.:Deliver Blankets.")) { + switch(select("Deliver an Insecticide.", "Deliver Honey.", "Deliver Blankets.")) { case 1: callsub L_Quest,8271; case 2: callsub L_Quest,8272; case 3: callsub L_Quest,8273; @@ -298,7 +298,7 @@ pay_fild07,83,89,7 script Zoologist 4_M_ORIENT02,{ mes "[Zoologist]"; mes "I am currently studying about it and try to prove the theory. So I plan to kill the flies around Bigfoot and observe his reaction."; next; - if(select("...I am not interested.:Here is the Insecticide.") == 1) { + if(select("...I am not interested.", "Here is the Insecticide.") == 1) { mes "[Zoologist]"; mes "Oh, I need an Insecticide to continue the study."; close; @@ -363,7 +363,7 @@ prt_fild03,30,254,3 script Entomologist 4_M_01,{ mes "[Entomologist]"; mes "I am currently studying about it and trying to prove the theory. So I plan to set a Honey trap on the places he usually passes and observe his reaction."; next; - if(select("...I am not interested.:Here is the Honey.") == 1) { + if(select("...I am not interested.", "Here is the Honey.") == 1) { mes "[Entomologist]"; mes "Oh, I need Honey to continue the study."; close; @@ -428,7 +428,7 @@ xmas_fild01,92,57,3 script Biologist 4W_M_01,{ mes "[Biologist]"; mes "But, this place is freaking cold."; next; - if(select("...I am not interested.:Here are the blankets.") == 1) { + if(select("...I am not interested.", "Here are the blankets.") == 1) { mes "[Biologist]"; mes "Huh, whatever. But be careful! It's very slippery here."; close; @@ -492,7 +492,7 @@ payon,179,66,3 script Dashia 4_M_RACHMAN1,{ mes "[Dashia]"; mes "Hey~! Dude! You look like a very rich adventurer."; next; - if(select("I am a poor adventurer.:I have a gathering mission.") == 1) { + if(select("I am a poor adventurer.", "I have a gathering mission.") == 1) { mes "[Dashia]"; mes "Really? Hmm, oh right. You don't look sophisticated."; next; @@ -504,7 +504,7 @@ payon,179,66,3 script Dashia 4_M_RACHMAN1,{ mes "Oh, you are from the Eden Group?"; mes "What mission do you have?"; next; - switch(select("Gather Bones:Gather Animal Skin:Gather Peelings:Gather Tails:Gather Cookies:Gather Mustaches")) { + switch(select("Gather Bones", "Gather Animal Skin", "Gather Peelings", "Gather Tails", "Gather Cookies", "Gather Mustaches")) { case 1: callsub L_Quest,8274; if (countitem(Skel_Bone) > 9) { @@ -530,11 +530,11 @@ payon,179,66,3 script Dashia 4_M_RACHMAN1,{ break; case 2: callsub L_Quest,8275; - if ((countitem(Bear's_Foot) > 9) && (countitem(Animal's_Skin) > 4)) { + if ((countitem(Bears_Foot) > 9) && (countitem(Animals_Skin) > 4)) { callsub L_Reward; getitem Novice_Potion,100; - delitem Bear's_Foot,10; - delitem Animal's_Skin,5; + delitem Bears_Foot,10; + delitem Animals_Skin,5; getexp 1000,100; erasequest 8275; close; diff --git a/npc/re/quests/eden/41-55.txt b/npc/re/quests/eden/41-55.txt index 625189c7b..ee32d4306 100644 --- a/npc/re/quests/eden/41-55.txt +++ b/npc/re/quests/eden/41-55.txt @@ -35,7 +35,7 @@ //========================================================================= moc_para01,40,38,3 script Mission [41 - 55] 4_BOARD3,{ - if (countitem(Para_Team_Mark) < 1) { + if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "You are not an Eden group member. You are not qualified to access the bulletin board."; close; } @@ -52,11 +52,11 @@ moc_para01,40,38,3 script Mission [41 - 55] 4_BOARD3,{ mes "[Mission Board]"; mes "Mission bulletin board."; next; - if(select("Check the Missions.:Cancel.") == 2) { + if(select("Check the Missions.", "Cancel.") == 2) { mes "^000077Ok. Let's check the missions next time.^000000."; close; } - switch(select("Thara Frog Hunting:Cruiser Hunting:Kukre Hunting:Orc Baby Hunting:Orc Warrior Hunting:Vadon Hunting:Megalodon Hunting:Marse Hunting:Cornutus Hunting:Myst Hunting:Shellfish Hunting:Marine Sphere Hunting")) { + switch(select("Thara Frog Hunting", "Cruiser Hunting", "Kukre Hunting", "Orc Baby Hunting", "Orc Warrior Hunting", "Vadon Hunting", "Megalodon Hunting", "Marse Hunting", "Cornutus Hunting", "Myst Hunting", "Shellfish Hunting", "Marine Sphere Hunting")) { case 1: callsub L_Quest,12072,"Have you seen a red frog? It is called Thara Frog and it's very rare. We are trying to verify where it inhabits. So please hunt 20 Thara Frogs."; case 2: callsub L_Quest,12073,"I heard of some toys attacking people. It is ridiculous! Let's show them our power! We have to hunt 15 Cruisers!"; case 3: callsub L_Quest,12074,"Someone got robbed near the beach! The possible suspect is a criminal monster called Kukre. Please hunt 30 Kukre."; @@ -84,7 +84,7 @@ moc_para01,40,38,3 script Mission [41 - 55] 4_BOARD3,{ mes "Here is your reward."; erasequest 12088; erasequest 12072+.@i; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); getexp .@exp[.@i],0; close; } @@ -102,7 +102,7 @@ L_Quest: mes "[Mission Board Memo]"; mes getarg(1); next; - if(select("Accept the mission.:Cancel.") == 1) { + if(select("Accept the mission.", "Cancel.") == 1) { mes "[Mission Board]"; mes "You have accepted the mission. For more details, please press 'alt + u' keys, you can get information from the Quest Window."; setquest 12088; diff --git a/npc/re/quests/eden/56-70.txt b/npc/re/quests/eden/56-70.txt index 01f28c8c1..c6aeb8c15 100644 --- a/npc/re/quests/eden/56-70.txt +++ b/npc/re/quests/eden/56-70.txt @@ -36,7 +36,7 @@ //========================================================================= moc_para01,42,38,3 script Mission [56 - 70] 4_BOARD3,{ - if (countitem(Para_Team_Mark) < 1) { + if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "To get these missions, I need to Join the Eden Group first. I must find Secretary Lime Evenor and become a member."; close; } @@ -44,16 +44,16 @@ moc_para01,42,38,3 script Mission [56 - 70] 4_BOARD3,{ next; mes "Lots of missions such as a Monster Hunting, Delivery Goods, Finding People."; next; - switch(select("Mission Numbers 1~5:Mission Numbers 6~10:Mission Numbers 11~15")) { + switch(select("Mission Numbers 1~5", "Mission Numbers 6~10", "Mission Numbers 11~15")) { case 1: - switch(select("What is this Bandage?:Dangerous Alligators.:That wasn't a mermaid...:My country is calling me!")) { + switch(select("What is this Bandage?", "Dangerous Alligators.", "That wasn't a mermaid...", "My country is calling me!")) { case 1: callsub L_HuntingQuest,3250,15000,5000,930,30; case 2: callsub L_HuntingQuest,3251,16000,6000; case 3: callsub L_HuntingQuest,3252,17000,8000; case 4: callsub L_Quest,3254,18000,8000,7043,10,1056,30; } case 2: - switch(select("Hunt Wild Boar:Preparing the Summer:A Woman's Grudge:Special ingredients:Puppet Master's Agony")) { + switch(select("Hunt Wild Boar", "Preparing the Summer", "A Woman's Grudge", "Special ingredients", "Puppet Master's Agony")) { case 1: callsub L_HuntingQuest,3255,16000,7000; case 2: callsub L_Quest,3256,15000,5000,918,30; case 3: callsub L_HuntingQuest,3257,17000,8000; @@ -61,7 +61,7 @@ moc_para01,42,38,3 script Mission [56 - 70] 4_BOARD3,{ case 5: callsub L_HuntingQuest,3259,17000,7000,1060,30; } case 3: - switch(select("Tiresome Flies:Dangerous Munak:Make the World green:Magic Wand")) { + switch(select("Tiresome Flies", "Dangerous Munak", "Make the World green", "Magic Wand")) { case 1: callsub L_HuntingQuest,3260,16000,6000; case 2: callsub L_HuntingQuest,3261,16000,7000; case 3: callsub L_Quest,3262,17000,7000,1032,40; @@ -76,7 +76,7 @@ L_Quest: next; mes "Would you like to accept this mission?"; next; - if(select("Accept the mission.:Do not accept the mission.") == 1) { + if(select("Accept the mission.", "Do not accept the mission.") == 1) { if (BaseLevel < 55 || BaseLevel > 70) { mes "These missions are not fit for my level. I should look for other missions."; close; @@ -97,13 +97,13 @@ L_Quest: if (questprogress(getarg(0)) != 2 && (countitem(getarg(3)) < getarg(4) || .@items == 1)) { mes "You have an on-going mission. Would you like to check the details?"; next; - if(select("Check the details.:Cancel.") == 1) + if(select("Check the details.", "Cancel.") == 1) callsub L_Details, getarg(0); close; } else { mes "I have done pretty well for the mission. Should I report it now?"; next; - if(select("Report the mission.:Do not report it yet.") == 1) { + if(select("Report the mission.", "Do not report it yet.") == 1) { delitem getarg(3),getarg(4); if (.@items) delitem getarg(5),getarg(6); @@ -121,7 +121,7 @@ L_HuntingQuest: next; mes "Would you like to accept this mission?"; next; - if(select("Accept the mission.:Do not accept the mission.") == 1) { + if(select("Accept the mission.", "Do not accept the mission.") == 1) { if (BaseLevel < 55 || BaseLevel > 70) { mes "These missions are not fit for my level. I should look for other missions."; close; @@ -142,13 +142,13 @@ L_HuntingQuest: if (questprogress(getarg(0),HUNTING) != 2 || .@items == 1) { mes "You have an on-going mission. Would you like to check the details?"; next; - if(select("Check the details.:Cancel.") == 1) + if(select("Check the details.", "Cancel.") == 1) callsub L_Details, getarg(0); close; } else if (questprogress(getarg(0),HUNTING) == 2) { mes "I have done pretty well for the mission. Should I report it now?"; next; - if(select("Report the mission.:Do not report it yet.") == 1) { + if(select("Report the mission.", "Do not report it yet.") == 1) { if (.@items) delitem getarg(3),getarg(4); getexp getarg(1),getarg(2); diff --git a/npc/re/quests/eden/71-85.txt b/npc/re/quests/eden/71-85.txt index 36108afec..31f51871d 100644 --- a/npc/re/quests/eden/71-85.txt +++ b/npc/re/quests/eden/71-85.txt @@ -35,7 +35,7 @@ //========================================================================= moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ - if (countitem(Para_Team_Mark) < 1) { + if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "- Only members of the -"; mes "- Eden Group can read -"; mes "- this bulletin board. -"; @@ -80,7 +80,7 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ mes "You have quests in progress."; mes "Do you want to turn them in?"; next; - if(select("Of course.:No.") == 2) + if(select("Of course.", "No.") == 2) close; for(.@i = 0; .@i<getarraysize(.@complete); ++.@i) callsub L_Quest,.@complete[.@i]; @@ -96,7 +96,7 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ mes "- Choose where you -"; mes "- would like to hunt. -"; next; - switch(select("Sphinx Dungeon:Glast Heim:Juno Area:Clock Tower:Localized Islands")) { + switch(select("Sphinx Dungeon", "Glast Heim", "Juno Area", "Clock Tower", "Localized Islands")) { case 1: mes "- There are several requests -"; mes "- related to the Sphinx Dungeon -"; @@ -104,7 +104,7 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ next; .@str1$ = "The villagers of Morroc are worried by the increasing number of monsters in the Sphinx Dungeon. "; .@str2$ = "- Meidi from Morroc -"; - switch(select("Hunt Requiem:Hunt Marduk:Hunt Pasana")) { + switch(select("Hunt Requiem", "Hunt Marduk", "Hunt Pasana")) { case 1: callsub L_Quest,10107,.@str1$+"Hunt 10 Requiems.",.@str2$; case 2: callsub L_Quest,10108,.@str1$+"Hunt 10 Marduks.",.@str2$; case 3: callsub L_Quest,10109,.@str1$+"Hunt 10 Pasanas.",.@str2$; @@ -116,7 +116,7 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ next; .@str1$ = "I am very afraid that the monsters from Glast Heim will attack us. "; .@str2$ = "- Ancellia from Geffen -"; - switch(select("Hunt Dark Frame:Hunt Evil Druid:Hunt Wraith:Hunt Raydric Archer")) { + switch(select("Hunt Dark Frame", "Hunt Evil Druid", "Hunt Wraith", "Hunt Raydric Archer")) { case 1: callsub L_Quest,10110,.@str1$+"Hunt 10 Dark Frames.",.@str2$; case 2: callsub L_Quest,10111,.@str1$+"Hunt 10 Evil Druids.",.@str2$; case 3: callsub L_Quest,10112,.@str1$+"Hunt 10 Wraiths.",.@str2$; @@ -129,7 +129,7 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ next; .@str1$ = "Those who can't fight, like me, find it much more difficult to travel due to the large number of monsters. "; .@str2$ = "- Jeanbai, traveler -"; - switch(select("Hunt Grand Peco:Hunt Sleeper:Hunt Goat:Hunt Harpy")) { + switch(select("Hunt Grand Peco", "Hunt Sleeper", "Hunt Goat", "Hunt Harpy")) { case 1: callsub L_Quest,10114,.@str1$+"Hunt 20 Grand Pecos.",.@str2$; case 2: callsub L_Quest,10115,.@str1$+"Hunt 20 Sleepers.",.@str2$; case 3: callsub L_Quest,10116,.@str1$+"Hunt 20 Goats.",.@str2$; @@ -142,7 +142,7 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ next; .@str1$ = "I used to love listening to the sweet melody of the Al De Baran Clock Tower but I can't hear anything anymore because of all the noises the monsters are making. "; .@str2$ = "- Rizingsetter, President of the Love Clock community -"; - switch(select("Hunt Clock:Hunt Punk:Hunt Rideword")) { + switch(select("Hunt Clock", "Hunt Punk", "Hunt Rideword")) { case 1: callsub L_Quest,10118,.@str1$+"Hunt 15 Clocks before it breaks.",.@str2$; case 2: callsub L_Quest,10119,.@str1$+"Hunt 15 Punks before it breaks.",.@str2$; case 3: callsub L_Quest,10120,.@str1$+"Hunt 15 Ridewords before it breaks.",.@str2$; @@ -154,7 +154,7 @@ moc_para01,44,38,3 script Mission [71 - 85] 4_BOARD3,{ next; .@str1$ = "I want to go on an adventure but there are so many things I have to deal with. If I can't, then others can't either! "; .@str2$ = "- Funfy, who wants to go on an adventure -"; - switch(select("Hunt Kikimora:Hunt Miyabi Doll:Hunt Mi Gao:Hunt Headless Mule:Hunt Tamruan:Gather Festival Masks for the Festival")) { + switch(select("Hunt Kikimora", "Hunt Miyabi Doll", "Hunt Mi Gao", "Hunt Headless Mule", "Hunt Tamruan", "Gather Festival Masks for the Festival")) { case 1: callsub L_Quest,10121,.@str1$+"Hunt 15 Kikimoras in Moscovia!",.@str2$; case 2: callsub L_Quest,10122,.@str1$+"Hunt 15 Miyabi Dolls in Amatsu!",.@str2$; case 3: callsub L_Quest,10123,.@str1$+"Hunt 15 Mi Gaos in Louyang!",.@str2$; @@ -193,7 +193,7 @@ L_Quest: if (getargcount() == 1) { mes "'"+.@name$+"' completed. Do you want to turn it in and receive your reward?"; next; - if(select("Turn in quest.:Cancel.") == 1) { + if(select("Turn in quest.", "Cancel.") == 1) { if (.@quest == 5057) delitem Festival_Mask,30; erasequest .@quest; getexp .@exp,0; @@ -220,7 +220,7 @@ L_Quest: } else if (.@hunting == 2) { mes "You have completed the quest."; next; - if(select("Turn in quest.:Cancel.") == 1) { + if(select("Turn in quest.", "Cancel.") == 1) { if (.@quest == 5057) delitem Festival_Mask,30; erasequest .@quest; getexp .@exp,0; @@ -236,7 +236,7 @@ L_Quest: next; mes "Do you want to accept the quest?"; next; - if(select("Yes.:No.") == 1) { + if(select("Yes.", "No.") == 1) { mes "You've received the quest '"+.@name$+"'. View your quest info for more details."; setquest .@quest; } diff --git a/npc/re/quests/eden/86-90.txt b/npc/re/quests/eden/86-90.txt index 14f8a56f2..394970944 100644 --- a/npc/re/quests/eden/86-90.txt +++ b/npc/re/quests/eden/86-90.txt @@ -41,13 +41,13 @@ //========================================================================= moc_para01,48,175,3 script 86-90 Mission Board 4_BOARD3,{ - if (countitem(Para_Team_Mark) < 1) { + if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "Wait a minute!"; mes "-You need to have an-"; mes "-^4d4dff'Eden Group Mark'^000000-"; mes "-to receive these missions.-"; next; - switch(select("Just walk away.:^0000FFEden Group^000000 missions?:How can I be a member of the ^0000FFEden Group^000000?")) { + switch(select("Just walk away.", "^0000FFEden Group^000000 missions?", "How can I be a member of the ^0000FFEden Group^000000?")) { case 1: close; case 2: @@ -130,12 +130,12 @@ moc_para01,48,175,3 script 86-90 Mission Board 4_BOARD3,{ mes "[86-90 Mission Board]"; mes "There are several requests on this board."; next; - switch(select("^8B4513Turtle Island^000000:^8B4513Clock Tower Dungeon^000000:^8B4513Expansion Towns^000000:^8B4513Other Regions^000000")) { + switch(select("^8B4513Turtle Island^000000", "^8B4513Clock Tower Dungeon^000000", "^8B4513Expansion Towns^000000", "^8B4513Other Regions^000000")) { case 1: mes "^8B4513Turtle Island^000000."; mes "Which monster will you hunt or have you finished hunting?"; next; - switch(select("^0000FFDragon Tail^000000:^0000FFSpring Rabbit^000000:^0000FFPest^000000")) { + switch(select("^0000FFDragon Tail^000000", "^0000FFSpring Rabbit^000000", "^0000FFPest^000000")) { case 1: callsub L_Quest,4167,"Dragon Tail",76000,"µå·¡°ïÅ×ÀÏÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.","s"; case 2: callsub L_Quest,4168,"Spring Rabbit",82000,"½ºÇÁ¸µ·¡ºøÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.","s"; case 3: callsub L_Quest,4169,"Pest",82000,"Æä½ºÆ®Ä«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000.","s"; @@ -144,7 +144,7 @@ moc_para01,48,175,3 script 86-90 Mission Board 4_BOARD3,{ mes "^8B4513Clock Tower Dungeon^000000."; mes "Which monster will you hunt or have you finished hunting?"; next; - switch(select("^0000FFBathory^000000:^0000FFAlarm^000000")) { + switch(select("^0000FFBathory^000000", "^0000FFAlarm^000000")) { case 1: callsub L_Quest,4170,"Bathory",72000,"¹Ù¼Ò¸®Ä«µå","The Clock Tower Dungeon is full of dangerous monsters."; case 2: callsub L_Quest,4171,"Alarm",76000,"¾Ë¶÷Ä«µå","The Clock Tower Dungeon is full of dangerous monsters."; } @@ -152,7 +152,7 @@ moc_para01,48,175,3 script 86-90 Mission Board 4_BOARD3,{ mes "^8B4513Expansion Cities^000000"; mes "Which monster will you hunt or have you finished hunting?"; next; - switch(select("^0000FFBaba Yaga^000000:^0000FFYao Jun^000000:^0000FFFirelock Soldier^000000:^0000FFZipper Bear^000000")) { + switch(select("^0000FFBaba Yaga^000000", "^0000FFYao Jun^000000", "^0000FFFirelock Soldier^000000", "^0000FFZipper Bear^000000")) { case 1: callsub L_Quest,4172,"Baba Yaga",72000,"","The witch Baba Yaga can be found in the outskirts of Moscovia."; case 2: callsub L_Quest,4173,"Yao Jun",117000,"Çý±ºÄ«µå","There are human-like monsters that roam around the dungeon in Louyang."; case 3: callsub L_Quest,4174,"Firelock Soldier",82000,"±¸½ÄÁ¶ÃѺ´Ä«µå","There are human-like monsters that roam around the dungeon in Amatsu.","s"; @@ -163,7 +163,7 @@ moc_para01,48,175,3 script 86-90 Mission Board 4_BOARD3,{ mes "Here is a list of random requests to hunt monsters in other regions of Rune Midgard."; mes "Which monster will you hunt or have you finished hunting?"; next; - switch(select("^0000FFGround Petite^000000:^0000FFRafflesia^000000:^0000FFVenomous^000000:^0000FFPitman^000000:^0000FFYellow Novus^000000")) { + switch(select("^0000FFGround Petite^000000", "^0000FFRafflesia^000000", "^0000FFVenomous^000000", "^0000FFPitman^000000", "^0000FFYellow Novus^000000")) { case 1: callsub L_Quest,4176,"Ground Petite",72000,"Áö»ó»Ú¶ìÄ«µå","There are dragon type monsters swarming the western region of Geffen."; case 2: callsub L_Quest,4177,"Rafflesia",72000,"¶óÇ÷¹½Ã¾ÆÄ«µå","There are plant type monsters infesting the fields of Lighthalzen."; case 3: callsub L_Quest,4178,"Venomous",72000,"º£³ë¸Ó½º","There are formless monsters floating around the fields of Einbroch."; @@ -212,7 +212,7 @@ L_Quest: mes "Hunt 30 "+getarg(1)+" monsters there and post your success on this board."; next; if (getarg(3) != "") cutin getarg(3),255; - if(select("I'll hunt them.:No thanks.") == 1) { + if(select("I'll hunt them.", "No thanks.") == 1) { mes "[86-90 Mission Board]"; mes "When you have completed the mission, post it on this board and collect your reward."; if (.@playtime) erasequest .@quest2; diff --git a/npc/re/quests/eden/91-99.txt b/npc/re/quests/eden/91-99.txt index 7384c4f5c..328cc4474 100644 --- a/npc/re/quests/eden/91-99.txt +++ b/npc/re/quests/eden/91-99.txt @@ -41,13 +41,13 @@ //========================================================================= moc_para01,48,177,3 script 91-99 Mission Board 4_BOARD3,{ - if (countitem(Para_Team_Mark) < 1) { + if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "Wait a minute!"; mes "-You need to have an-"; mes "-^4d4dff'Eden Group Mark'^000000-"; mes "-to receive these missions.-"; next; - switch(select("Just walk away.:^0000FFEden Group^000000 missions?:How can I be a member of the ^0000FFEden Group^000000?")) { + switch(select("Just walk away.", "^0000FFEden Group^000000 missions?", "How can I be a member of the ^0000FFEden Group^000000?")) { case 1: close; case 2: @@ -132,12 +132,12 @@ moc_para01,48,177,3 script 91-99 Mission Board 4_BOARD3,{ mes "[91-99 Mission Board]"; mes "There are several requests on this board."; next; - switch(select("^8B4513Turtle Island^000000:^8B4513Glast Heim^000000:^8B4513Rachel / Veins^000000:^8B4513Expansion Cities^000000:^8B4513Other regions^000000")) { + switch(select("^8B4513Turtle Island^000000", "^8B4513Glast Heim^000000", "^8B4513Rachel / Veins^000000", "^8B4513Expansion Cities^000000", "^8B4513Other regions^000000")) { case 1: mes "^8B4513Turtle Island^000000."; mes "Which monster will you hunt or have you finished hunting?"; next; - switch(select("^0000FFSolider^000000:^0000FFFreezer^000000:^0000FFHeater^000000")) { + switch(select("^0000FFSolider^000000", "^0000FFFreezer^000000", "^0000FFHeater^000000")) { case 1: callsub L_Quest,4181,"Solider",90000,"¼Ö¸®´õÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000."; case 2: callsub L_Quest,4182,"Freezer",94000,"ÇÁ¸®ÀúÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000."; case 3: callsub L_Quest,4183,"Heater",114000,"È÷ÅÍÄ«µå","There is a monster that only can be found on ^8B4513Turtle Island^000000."; @@ -146,7 +146,7 @@ moc_para01,48,177,3 script 91-99 Mission Board 4_BOARD3,{ mes "^8B4513Glast Heim^000000."; mes "Which monster will you hunt or have you finished hunting?"; next; - switch(select("^0000FFInjustice^000000:^0000FFRybio^000000:^0000FFDark Priest^000000")) { + switch(select("^0000FFInjustice^000000", "^0000FFRybio^000000", "^0000FFDark Priest^000000")) { case 1: callsub L_Quest,4184,"Injustice",96000,"ÀÎÀú½ºÆ¼½ºÄ«µå","There is a monster only found in ^8B4513Glast Heim prison^000000."; case 2: callsub L_Quest,4185,"Rybio",96000,"¸®ºñ¿ÀÄ«µå","There is a monster only found in ^8B4513Glast Heim prison^000000."; case 3: callsub L_Quest,4186,"Dark Priest",146000,"´ÙÅ©ÇÁ¸®½ºÆ®Ä«µå","There is a monster only found in ^8B4513Glast Heim prison^000000."; @@ -155,7 +155,7 @@ moc_para01,48,177,3 script 91-99 Mission Board 4_BOARD3,{ mes "^8B4513Rachel / Veins^000000."; mes "Which monster will you hunt or have you finished hunting?"; next; - switch(select("^0000FFStapo^000000:^0000FFRoween^000000:^0000FFSiroma^000000")) { + switch(select("^0000FFStapo^000000", "^0000FFRoween^000000", "^0000FFSiroma^000000")) { case 1: callsub L_Quest,4187,"Stapo",96000,"½ºÅÂÆ÷Ä«µå","There is a monster only found in ^8B4513Veins^000000."; case 2: callsub L_Quest,4188,"Roween",102000,"·Î¿ìÀ©Ä«µå","There is a monster only found in ^8B4513Rachel^000000."; case 3: callsub L_Quest,4189,"Siroma",110000,"½Ã·Î¸¶Ä«µå","There is a monster only found in ^8B4513Ice Dungeon^000000."; @@ -164,7 +164,7 @@ moc_para01,48,177,3 script 91-99 Mission Board 4_BOARD3,{ mes "^8B4513Expansion Cities^000000."; mes "Which monster will you hunt or have you finished hunting?"; next; - switch(select("^0000FFShinobi^000000:^0000FFEvil Nymph^000000")) { + switch(select("^0000FFShinobi^000000", "^0000FFEvil Nymph^000000")) { case 1: callsub L_Quest,4190,"Shinobi",102000,"½Ã³ëºñÄ«µå","There is a monster only found in ^8B4513Amatsu Dungeon^000000."; case 2: callsub L_Quest,4191,"Evil Nymph",108000,"¿ä¼±³àÄ«µå","There is a monster only found in ^8B4513Kunlun Dungeon^000000."; } @@ -172,7 +172,7 @@ moc_para01,48,177,3 script 91-99 Mission Board 4_BOARD3,{ mes "Other Regions."; mes "Which monster will you hunt or have you finished hunting?"; next; - switch(select("^0000FFDeviruchi^000000:^0000FFMineral^000000:^0000FFKaho^000000:^0000FFNeraid^000000:^0000FFDisguise^000000")) { + switch(select("^0000FFDeviruchi^000000", "^0000FFMineral^000000", "^0000FFKaho^000000", "^0000FFNeraid^000000", "^0000FFDisguise^000000")) { case 1: callsub L_Quest,4192,"Deviruchi",110000,"µ¥ºñ·çġīµå","There is a monster only found in ^8B4513Geffen Dungeon^000000."; case 2: callsub L_Quest,4193,"Mineral",138000,"¹Ì³×¶ö","There is a monster only found in ^8B4513Einbech Dungeon^000000."; case 3: callsub L_Quest,4194,"Kaho",118000,"īȣīµå","There is a monster found in ^8B4513Nogg Road Magma 1^000000."; @@ -229,7 +229,7 @@ L_Quest: mes "Hunt 30 "+getarg(1)+" monsters there and post your success on this board."; next; if (getarg(3) != "") cutin getarg(3),255; - if(select("I'll hunt them.:No thanks.") == 1) { + if(select("I'll hunt them.", "No thanks.") == 1) { mes "[91-99 Mission Board]"; mes "When you have completed the mission, post it on this board and collect your reward."; if (.@playtime) erasequest .@quest2; diff --git a/npc/re/quests/eden/eden_common.txt b/npc/re/quests/eden/eden_common.txt index 14649eea6..9085cad91 100644 --- a/npc/re/quests/eden/eden_common.txt +++ b/npc/re/quests/eden/eden_common.txt @@ -44,12 +44,32 @@ moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{ mes "- after you loose some weight. -"; close; } + if (countitem(Para_Team_Mark) > 0) { + mes "[Lime Evenor]"; + mes "Thanks to many adventurers visiting our Eden Group, we've recently prepared a new version of Eden Group Mark for our visitors."; + mes "And it is also possible to exchange old version of Eden Group Mark into a new one."; + next; + mes "[Lime Evenor]"; + mes "Though it has a slight time delay, this new version of Eden Group Mark will send you back to current saved location."; + mes "Would you like to exchange yours?"; + next; + if (select("Sure", "I'm good.") == 2){ + mes "[Lime Evenor]"; + mes "What possible reason would you have... to not exchange?"; + close; + } + delitem Para_Team_Mark,1; + getitem Para_Team_Mark_,1; + mes "[Lime Evenor]"; + mes "There you go. Come back again~"; + close; + } mes "[Lime Evenor]"; mes "People who follow their dreams and romances listen to me. We are representatives of the paradise called 'The garden of Eden' called the Eden group . There is no place like this anywhere."; mes "Hello. Can I help you?"; next; while (1) { - switch (select("What is Eden group?:Join the Eden Group.:Register new mission.:Search for missions.:Cancel.")) { + switch (select("What is Eden group?", "Join the Eden Group.", "Register new mission.", "Search for missions.", "Cancel.")) { case 1: mes "[Lime Evenor]"; mes "Eden Group is a group that helps people who are suffering from distresses in Rune-Midgard."; @@ -67,12 +87,12 @@ moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{ next; break; case 2: - if (countitem(Para_Team_Mark) < 1) { + if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "[Lime Evenor]"; mes "You can be a Eden's member by simply registering with me."; mes "Would you like to join Eden Group?"; next; - switch (select("Yes, I want to join.:No, I don't want to join.")) { + switch (select("Yes, I want to join.", "No, I don't want to join.")) { case 1: mes "[Lime Evenor]"; mes "Aright. Excellent! Please write down your name here."; @@ -96,7 +116,7 @@ moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{ input .@input$; next; mes "[Lime Evenor]"; - mes "Ah~ ha. You are ^3131FF"+strcharinfo(0)+"^000000."; + mes "Ah~ ha. You are ^3131FF"+strcharinfo(PC_NAME)+"^000000."; mes "I got it right this time."; next; emotion e_no1; @@ -106,7 +126,7 @@ moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{ next; mes "[Lime Evenor]"; mes "Hopefully you can do great work as an Eden's member."; - getitem Para_Team_Mark,1; + getitem Para_Team_Mark_,1; next; break; case 2: @@ -125,17 +145,17 @@ moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{ mes "[Lime Evenor]"; mes "Do you want to register some missions that you want us to do?"; next; - if(select("Yes, I want to register.:No, I don't.") == 1) { + if(select("Yes, I want to register.", "No, I don't.") == 1) { mes "[Lime Evenor]"; mes "Alrigh. Please write down your name on it."; input .@input$; next; mes "[Lime Evenor]"; - mes "^3131FF"+strcharinfo(0)+"^000000.. Is that your name?"; + mes "^3131FF"+strcharinfo(PC_NAME)+"^000000.. Is that your name?"; mes "Hmm, your handwriting is not clear. I can't read. it"; next; mes "[Lime Evenor]"; - mes "^3131FF"+strcharinfo(0)+"^000000, tell me what you want to register. for"; + mes "^3131FF"+strcharinfo(PC_NAME)+"^000000, tell me what you want to register. for"; mes "Which map should we go to?"; input .@input$; next; @@ -179,7 +199,7 @@ moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{ } break; case 4: - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { mes "[Lime Evenor]"; mes "Would like to try some missions as an Eden member?"; next; @@ -214,11 +234,11 @@ moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{ mes "Would you like to be a problem solver?"; mes "Eden group is here to solve your problem."; next; - switch (select("Move to Eden Group.:Don't want to talk anymore.")) { + switch (select("Move to Eden Group.", "Don't want to talk anymore.")) { case 1: mes "[Eden Teleport Officer]"; mes "Let's go to our secret base!"; - nak_warp = strnpcinfo(2); + nak_warp = strnpcinfo(NPC_NAME_HIDDEN); close2; warp "moc_para01",31,14; end; @@ -306,12 +326,12 @@ OnTouch: } moc_para01,47,39,3 script #warp_2_pass HIDDEN_NPC,{ - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { mes "[Lime Evenor]"; mes "Oh, it is an exclusive place only for Eden's members."; mes "If you are a member, you can come whenever you want!"; next; - switch (select("Enter.:Don't Enter.")) { + switch (select("Enter.", "Don't Enter.")) { case 1: mes "This door is beautifully decorated but seems a little bit too heavy."; close2; diff --git a/npc/re/quests/eden/eden_iro.txt b/npc/re/quests/eden/eden_iro.txt index d54b0631b..874e514a3 100644 --- a/npc/re/quests/eden/eden_iro.txt +++ b/npc/re/quests/eden/eden_iro.txt @@ -54,7 +54,7 @@ moc_para01,14,32,5 script Aperture#acolytewarp 4_F_01,{ mes "I am willing to warp you to the many locations that I have memorized for a small fee."; mes "Would you like to use this service?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: mes "[Aperture]"; mes "Where would you like to go to?"; @@ -81,9 +81,9 @@ moc_para01,14,32,5 script Aperture#acolytewarp 4_F_01,{ mes "to "+.@towns$[.@i]+" is "+.@cost[.@i]+" zeny."; close; } - specialeffect2 EF_READYPORTAL; - specialeffect2 EF_TELEPORTATION; - specialeffect2 EF_PORTAL; + specialeffect(EF_READYPORTAL, AREA, playerattached()); + specialeffect(EF_TELEPORTATION, AREA, playerattached()); + specialeffect(EF_PORTAL, AREA, playerattached()); next; Zeny -= .@cost[.@i]; switch(.@i) { @@ -133,7 +133,7 @@ moc_para01,166,51,3 script Phelix#edco 4_M_03,{ mes "Not too bad..."; mes "How many do you want?"; next; - switch(select("As many as I can get, please.:I want to choose.:Never mind, I like my Jellopy.")) { + switch(select("As many as I can get, please.", "I want to choose.", "Never mind, I like my Jellopy.")) { case 1: .@amount = countitem(Jellopy) / 3; break; @@ -191,7 +191,7 @@ moc_para01,163,51,7 script Izaac#edco 4_M_04,{ mes "^0000CC7 Feather of Birds^000000"; mes "^00CC006 Chrysalis^000000"; next; - switch(select("Sure!:I think it's a rip-off!:No, thanks.")) { + switch(select("Sure!", "I think it's a rip-off!", "No, thanks.")) { case 1: mes "[Izaac]"; mes "So which items do"; @@ -241,7 +241,7 @@ moc_para01,163,51,7 script Izaac#edco 4_M_04,{ mes "What do you say?"; mes "Do we have a deal?"; next; - if(select("Deal.:No deal.") == 2) { + if(select("Deal.", "No deal.") == 2) { mes "[Izaac]"; mes "Huh~"; mes "Alright."; @@ -288,7 +288,7 @@ moc_para01,50,39,4 script Eve Natalia 4_F_SITDOWN,{ mes "[Eve Natalia]"; mes "So do you have any of the gears I'm looking for to get some random Safe to 7 Certificates?"; next; - switch(select("What gear?:Yes I am!:Never mind.")) { + switch(select("What gear?", "Yes I am!", "Never mind.")) { case 1: mes "[Eve Natalia]"; mes "Nidhoggur's Shadow Garb 4 Random Safe to 7 Certificates"; @@ -306,7 +306,7 @@ moc_para01,50,39,4 script Eve Natalia 4_F_SITDOWN,{ mes "I'm going to ask you which piece of gear you want to trade in, please verify that the 1st one in your inventory is one you want to give up."; mes "^CC0000So if it is carded, upgraded, enchanted etc, you should put it in storage before we continue.^000000"; next; - .@i = select("Wait a minute:Nidhoggur's Shadow Garb 4:Valkyrja's Shield 4:Valkyrian Armor 5:Diabolus Robe 5:Diabolus Armor 2:Diabolus Boots 2:Diabolus Manteau 4:Twin Edge of Naght Sieger Blue 2:Twin Edge of Naght Sieger Red 2")-2; + .@i = select("Wait a minute", "Nidhoggur's Shadow Garb 4", "Valkyrja's Shield 4", "Valkyrian Armor 5", "Diabolus Robe 5", "Diabolus Armor 2", "Diabolus Boots 2", "Diabolus Manteau 4", "Twin Edge of Naght Sieger Blue 2", "Twin Edge of Naght Sieger Red 2")-2; if (.@i == -1) break; @@ -372,7 +372,7 @@ moc_para01,48,184,2 script Gum & Manual Exchanger 2_DROP_MACHINE,{ mes "3 Thick Battle Manual -> 2 Battle Manual X3"; mes "What would you like to exchange for?"; next; - switch(select("HE Bubble Gum:HE Battle Manual:1 Battle Manual X3:2 Battle Manual X3:1 Costume Corsair:Nothing")) { + switch(select("HE Bubble Gum", "HE Battle Manual", "1 Battle Manual X3", "2 Battle Manual X3", "1 Costume Corsair", "Nothing")) { case 1: callsub L_Exchange,12210,2,12412,1; break; @@ -395,7 +395,7 @@ moc_para01,48,184,2 script Gum & Manual Exchanger 2_DROP_MACHINE,{ close; } next; - if(select("Yes, give it to me!:No, wait not yet.") == 2) + if(select("Yes, give it to me!", "No, wait not yet.") == 2) close; // Unofficial dialogue. mes "[Trader Machine]"; @@ -431,7 +431,7 @@ L_Exchange: mes "That's a total of " + .@amount + " " + getitemname(getarg(2)) + "."; mes "Is this correct?"; next; - if(select("Yes, give them to me!:No, wait not yet.") == 2) + if(select("Yes, give them to me!", "No, wait not yet.") == 2) close; .@cost = getarg(1) * .@amount; .@total_amount = getarg(3) * .@amount; @@ -454,13 +454,13 @@ moc_para01,13,22,4 script Merry Badger#xch 4_F_SITDOWN,{ mes "I can take your Merit Badges and give you some useful stuff, or I can take some of your stuff and give you some Eden Merit Badges."; mes "As I get more authorization I can offer more things to trade with you, so definitely keep me in mind when visiting the Eden Group."; next; - switch (select("Redeem Badges:Trade in FOR badges:Exchange Rates:15 Job Manuals - 1 JM Box")) { + switch (select("Redeem Badges", "Trade in FOR badges", "Exchange Rates", "15 Job Manuals - 1 JM Box")) { case 1: while (true) { mes "[Merry Badger]"; mes "Sure thing, I have several options currently for your badges!"; next; - switch(select("This week's Special:2 EMB for 10 KVM Badge:2 EMB for 10 Bravery Medals:2 EMB for 10 Valor Medals:5 EMB for 5 Medium Life Potion:5 EMB for 5 Life Insurance:5 EMB for 5 Token of Siegfried:7 EMB for 1 Job Battle Manual:8 EMB for 1 Reset Stone:Nothing Now")){ + switch(select("This week's Special", "2 EMB for 10 KVM Badge", "2 EMB for 10 Bravery Medals", "2 EMB for 10 Valor Medals", "5 EMB for 5 Medium Life Potion", "5 EMB for 5 Life Insurance", "5 EMB for 5 Token of Siegfried", "7 EMB for 1 Job Battle Manual", "8 EMB for 1 Reset Stone", "Nothing Now")){ case 1: if (countitem(Para_Logro_Badge) < 3) { mes "[Merry Badger]"; @@ -471,7 +471,7 @@ moc_para01,13,22,4 script Merry Badger#xch 4_F_SITDOWN,{ mes "[Merry Badger]"; mes "Ok, I have a special for 3 Merit Badges. This week I'll give you ^00CC0040 Light Granule^000000, ^0066CC40 Gun Powder^000000, ^00CC003 Izidor^000000, ^0066CC10 Prickly Fruit^000000, ^00CC001 Mandragora Flowerpot^000000, and ^0066CC3 Elder Branch^000000."; next; - if (select("Yes:No") != 1) { + if (select("Yes", "No") != 1) { mes "[Merry Badger]"; mes "I understand, let's see if you'd like something different!"; next; @@ -530,13 +530,13 @@ moc_para01,13,22,4 script Merry Badger#xch 4_F_SITDOWN,{ mes "[Merry Badger]"; mes "I have a limited selection as of right now, but here is what I can offer to get 1 Eden Merit Badge!"; next; - if (select("Etc Items:Cancel") != 1) { + if (select("Etc Items", "Cancel") != 1) { mes "[Merry Badger]"; mes "Well that is OK, if you want to see what I offer just ask!"; close; } while (true) { - if (select("5x Old Purple Box:Nothing") != 1) { + if (select("5x Old Purple Box", "Nothing") != 1) { mes "[Merry Badger]"; mes "Wonderful!"; mes "I'll be here if you ever want to exchange for Eden Merit Badges!"; @@ -578,7 +578,7 @@ moc_para01,13,22,4 script Merry Badger#xch 4_F_SITDOWN,{ next; //custom dialogue below - if (select("Yes:No") != 1) { + if (select("Yes", "No") != 1) { mes "[Merry Badger]"; mes "Wonderful!"; mes "I'll be here if you ever want to exchange for Eden Merit Badges!"; @@ -603,7 +603,7 @@ L_Exchange: mes "Ok, I can give you ^ff0000"+getitemname(getarg(1))+"^000000 for ^0066CC"+getarg(0)+" of your Eden Merit Badge(s)^000000."; mes "Do you want to?"; next; - if (select("Yes:No") != 1) { + if (select("Yes", "No") != 1) { mes "[Merry Badger]"; mes "I understand, let's see if you'd like something different!"; return; @@ -641,7 +641,7 @@ moc_para01,41,169,2 script Kafra Stacker#eden 4_M_ALCHE_B,{ mes "you have 1 stack of each!"; next; while(1) { - if(select("Do it!:Never mind.") == 2) + if(select("Do it!", "Never mind.") == 2) break; // Something strange goes on here, haven't quite figured it out... mes "[Toma]"; @@ -662,7 +662,7 @@ moc_para01,38,162,2 script Code the Redeemer#Give1 4_M_YOUNGKNIGHT,{ close; } mes "[Code the Redeemer]"; - mes "Welcome, "+strcharinfo(0)+"!"; + mes "Welcome, "+strcharinfo(PC_NAME)+"!"; mes "I've been expecting you."; next; mes "[Code the Redeemer]"; @@ -709,7 +709,7 @@ OnInit: tradertype(NST_CASH); sellitem Blue_Potion_Box,5; sellitem F_Neuralizer_Box,400; - sellitem FPr_Reset_Stone_Box,100; + sellitem FPremium_Reset_Stone_Box,100; sellitem F_Abrasive_Box10,75; sellitem F_G_O_I_Box10,25; sellitem Greed_Scroll_Box_30,30; @@ -835,8 +835,8 @@ OnInit: initnpctimer; end; OnTimer5000: - specialeffect EF_REFINEOK,AREA,"Suhnmi#eden"; - specialeffect EF_REFINEOK,AREA,"Mighty Hammer#ed"; + specialeffect(EF_REFINEOK, AREA, getnpcid(0, "Suhnmi#eden")); + specialeffect(EF_REFINEOK, AREA, getnpcid(0, "Mighty Hammer#ed")); initnpctimer; end; } @@ -871,7 +871,7 @@ moc_para01,29,35,4 script Gramps#huntquests 4_M_LGTGRAND,{ mes "Will you help me, young adventurer?"; close; //next; - //switch(select("Yes, I'll help.:Reward Me!:^ff0000I want to quit hunting^000000:^0000ffCan you warp me?^000000:Can you erase the timer?:What missions are you giving?:Give me Limited 3 day VIP:Tell me more about the VIP Access:No thanks, pops.")) { + //switch(select("Yes, I'll help.", "Reward Me!", "^ff0000I want to quit hunting^000000", "^0000ffCan you warp me?^000000", "Can you erase the timer?", "What missions are you giving?", "Give me Limited 3 day VIP", "Tell me more about the VIP Access", "No thanks, pops.")) { } moc_para01,174,33,3 script Bathory#2012spirits BATHORY,{ @@ -881,7 +881,7 @@ moc_para01,174,33,3 script Bathory#2012spirits BATHORY,{ mes "[Bathory]"; mes "How about it? Want to take a ride on a beautiful Bathory's broom?"; next; - switch(select("Prepare for Takeoff!:No thanks.")) { + switch(select("Prepare for Takeoff!", "No thanks.")) { case 1: if (Zeny < 1000) { mes "[Bathory]"; @@ -896,7 +896,7 @@ moc_para01,174,33,3 script Bathory#2012spirits BATHORY,{ warp "niflheim",194,185; end; case 2: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "No thanks, maybe later."; close; } @@ -911,7 +911,7 @@ moc_para01,30,187,4 script Mail Annex Station 2_POSTBOX,{ mes "[Mail Annex Station]"; mes "Would you like to go to the Kafra Mail Annex Station?"; next; - if (select("Yes, send me now!:No thanks.") != 1) { + if (select("Yes, send me now!", "No thanks.") != 1) { mes "[Mail Annex Station]"; mes "Ok then!"; close; @@ -932,7 +932,7 @@ auction_03,152,42,4 script Kafra Employee#annex 4_F_KAFRA1,{ mes "[Kafra Employee]"; mes "What would you like to do?"; next; - switch(select("Access Mail:Storage:Cancel")) { + switch(select("Access Mail", "Storage", "Cancel")) { case 1: if (Zeny < 130) { mes "[Kafra Employee]"; diff --git a/npc/re/quests/eden/eden_quests.txt b/npc/re/quests/eden/eden_quests.txt index 4172f0949..a0f4fa922 100644 --- a/npc/re/quests/eden/eden_quests.txt +++ b/npc/re/quests/eden/eden_quests.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Capuche //= Copyright (C) Euphy //= Copyright (C) Masao @@ -37,7 +37,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "[Boya]"; - if (countitem(Para_Team_Mark) < 1) { + if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "You are not in my group are you?"; mes "I don't have anything to say to outsiders."; mes "If you want something register with my group."; @@ -50,7 +50,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "What's up?"; mes "If you have any normal missions use the bulletin board."; next; - switch (select("What is your responsibility?:Don't you have equipment?:Ignore.")) { + switch (select("What is your responsibility?", "Don't you have equipment?", "Ignore.")) { mes "[Boya]"; case 1: mes "I give training missions to members."; @@ -73,7 +73,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "[Boya]"; mes "If you want to join, don't hesitate."; next; - switch (select("Participate in the training.:Ignore.")) { + switch (select("Participate in the training.", "Ignore.")) { mes "[Boya]"; case 1: callsub S_Quest1; @@ -108,7 +108,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "I look a little bit funny, actually I am really busy I was called shining Rune Knight."; mes "Make a decision, hurry."; next; - switch (select("Participate in the training.:Refuse!!")) { + switch (select("Participate in the training.", "Refuse!!")) { mes "[Boya]"; case 1: callsub S_Quest1; @@ -116,8 +116,8 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ callsub S_Quest3; case 2: mes "You are so rude!"; - specialeffect2 EF_HIT1; - percentheal -50,0; + specialeffect(EF_HIT1, AREA, playerattached()); + percentheal -50, 0; next; mes "-Beats quickly and this shining Rune Knight turns invisible."; mes "It hurts too much-"; @@ -200,7 +200,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "Able to take upper class, now."; mes "What about it, do you want?"; next; - switch (select("No, way.:Absolutely, I will.")) { + switch (select("No, way.", "Absolutely, I will.")) { mes "[Boya]"; case 1: mes "Really?"; @@ -273,7 +273,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ mes "Hey long time no see."; mes "So what's up?"; next; - switch (select("I want to join training.:Nothing.")) { + switch (select("I want to join training.", "Nothing.")) { mes "[Boya]"; case 1: mes "Hmm... really?"; @@ -632,7 +632,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ mes "A member of the Eden Group."; mes "Have you come to give me a meal? I don't like drinks."; next; - switch (select("Boya is really perfect.:Boya is really great.:Boya is really soft.")) { + switch (select("Boya is really perfect.", "Boya is really great.", "Boya is really soft.")) { case 1: mes "[Talking Dog]"; mes "Uhh..."; @@ -712,7 +712,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ next; mes "-When the dog barked, your HP and SP recovered.-"; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 3) { @@ -750,7 +750,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ next; mes "-When the dog barked, your HP and SP recovered.-"; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 4) { @@ -806,7 +806,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ next; mes "-When the dog barked, your HP and SP recovered.-"; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 5) { @@ -839,7 +839,7 @@ moc_fild11,180,253,5 script Talking Dog#para03 4_RUS_DWOLF,{ mes "Not a wolf."; mes "I wasn't a dog originally..."; next; - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { mes "[Talking Dog]"; mes "Anyway are you a Eden Group member?"; mes "Oh good to see you."; @@ -872,7 +872,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{ mes "Re... really...!"; mes "Dear Boya's help is like a giant and..."; next; - switch (select("Beautiful Saury:Fresh Mackerel:Beautiful Tuna")) { + switch (select("Beautiful Saury", "Fresh Mackerel", "Beautiful Tuna")) { case 1: mes "[Timid Cat]"; mes "Big and beautiful Saury..."; @@ -952,7 +952,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{ mes "Take care to check your map so you don't get lost."; mes "It's a service meeow."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 8) { @@ -990,7 +990,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{ mes "I will help you a little."; mes "Here, I have recovered your strengh meow.."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 9) { @@ -1025,7 +1025,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{ mes "I will help you a little."; mes "Here, I have recovered your strengh meow.."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 >= 10) { @@ -1047,7 +1047,7 @@ prt_sewb1,131,262,3 script Timid Cat#para04 4_M_BABYCAT,{ pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{ if (para_suv01 < 13) { - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { mes "[Karl]"; mes "Hey, how are you?"; mes "Good to see you~"; @@ -1137,7 +1137,7 @@ pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{ mes "Just in case I will recover all your energy."; mes "It's the last step so be careful."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 15) { @@ -1168,7 +1168,7 @@ pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{ mes "Just in case I will recover all your energy."; mes "It's the last step so be careful."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 >= 16) { @@ -1190,7 +1190,7 @@ pay_arche,41,136,3 script Eden Member Karl#para05 4_M_KHMAN,{ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ if (para_suv01 < 17) { - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { mes "[Cloud]"; mes "Oops."; mes "You are a member of my group."; @@ -1211,7 +1211,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ mes "Hello?"; mes "Why did you come here, looking for danger?"; next; - switch (select("Conquer Ant Hell:Just wanted to meet you:Where am I?")) { + switch (select("Conquer Ant Hell", "Just wanted to meet you", "Where am I?")) { case 1: mes "[Cloud]"; mes "Uh. Conquer Ant Hell? Did you say that?"; @@ -1290,7 +1290,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ mes "Can you stay longer?"; mes "Ok, I will recover your strengh so, keep going."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 19) { @@ -1329,7 +1329,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ mes "See, to cheer you up I will heal you until you finish the training."; mes "Chin up and cheer up."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 20) { @@ -1357,7 +1357,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ mes "Just Vitata, isn't that an easy opponent?"; mes "If you see Maya just run away."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 >= 21) { @@ -1380,7 +1380,7 @@ anthell01,29,264,5 script Eden Member Cloud#para06 4_M_HUMAN_02,{ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ if (para_suv01 < 24) { - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { mes "[Hooksha]"; mes "Unbelievable why did you come here?"; mes "Um... You are not on the third step of the training?"; @@ -1472,7 +1472,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "You look tired I will recover your health."; mes "If you are in trouble just come back here to safety."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 26) { @@ -1503,7 +1503,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "You look tired, I will recover your health."; mes "If you are in trouble just come back here to safety."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 27) { @@ -1529,7 +1529,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "You look tired, I will recover your health."; mes "If you are in trouble just come back here to safety."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 28) { @@ -1602,7 +1602,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "You look tired, I will recover your health."; mes "If you are in trouble just come back here to safety."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 31) { @@ -1626,7 +1626,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ mes "You look tired I will recover your health."; mes "If you are in trouble just come back here to safety."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 32) { @@ -1649,7 +1649,7 @@ in_orcs01,38,175,3 script Eden Member Hooksha 1_F_SIGNZISK,{ iz_dun04,43,46,3 script Eden Member Callandiva 4_F_CRU,{ if (para_suv01 < 33) { - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { mes "[Callandiva]"; mes "How did you get so deep in this ocean city?"; mes "Ah, that symbol is of our group."; @@ -1729,7 +1729,7 @@ iz_dun04,43,46,3 script Eden Member Callandiva 4_F_CRU,{ mes "Mermans are not easy opponents."; mes "I will help you recover so cheer up."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 == 35) { @@ -1763,7 +1763,7 @@ iz_dun04,43,46,3 script Eden Member Callandiva 4_F_CRU,{ mes "Strouf are not easy opponents."; mes "I can help you recover so cheer up."; npcskill "AL_HEAL",11,99,60; - percentheal 100,100; + percentheal 100, 100; close; } if (para_suv01 >= 36) { @@ -1791,7 +1791,7 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "Why did you come here?"; next; - switch (select("To get supplies:Where is here?:Upgrade equipment")) { + switch (select("To get supplies", "Where is here?", "Upgrade equipment")) { mes "[Michael]"; case 1: if (para_suv01 == 11) { @@ -1799,7 +1799,7 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "we can supply you with a Eden Group Hat, Uniform, Manteau and Boots."; mes "^4d4dffCheck your inventory first.^000000"; next; - if (select("Let me check my inventory:I have enough room.") == 1) { + if (select("Let me check my inventory", "I have enough room.") == 1) { mes "[Michael]"; mes "Make sure you have enough room for the supplies."; close; @@ -1849,44 +1849,37 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "^4d4dffPlease check your inventory to get those items.^000000"; next; - if (select("I will make more space.:I have got enough space.") == 1) { + if (select("I will make more space.", "I have got enough space.") == 1) { mes "[Michael]"; mes "Make enough space."; close; } mes "[Michael]"; - if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) { + if (BaseClass == Job_Swordman) { callsub S_Select,"We have one and Two-handed swords", P_Slayer1,"Eden Slayer I","Two-handed sword","Attack 162","", P_Sabre1,"Eden Saber I","One-handed sword","Attack 147","This is what we strive for."; - } - if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Ninja || Class == Job_Novice || Class == Job_Novice_High) { + } else if (BaseClass == Job_Thief || BaseClass == Job_Ninja || BaseClass == Job_Novice) { callsub S_Select,"", P_Dagger1,"Eden Dagger I","Dagger","MATK+60, attack 124","This is what we strive for."; - } - if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) { + } else if (BaseClass == Job_Merchant) { callsub S_Select,"We have a mace and a One-handed sword", P_Sabre1,"Eden Saber I","One-handed sword","Attack 147","This is what we strive for.", P_Mace1,"Eden Mace I","Mace","Attack 142",""; - } - if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) { + } else if (BaseClass == Job_Archer) { callsub S_Select,"", P_Bow1,"Eden Bow I","Bow","Attack 82",""; - } - if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) { + } else if (BaseClass == Job_Acolyte) { callsub S_Select,"We have a mace and a staff", P_Mace1,"Eden Mace I","Mace","Attack 142","", P_Staff1,"Eden Staff I","Staff","INT+2, MATK+125, attack 60",""; - } - if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) { + } else if (BaseClass == Job_Mage) { callsub S_Select,"", P_Staff1,"Eden Staff I","Staff","INT+2, MATK+125, attack 60",""; - } - if (Class == Job_Gunslinger) { + } else if (BaseClass == Job_Gunslinger) { callsub S_Select,"", P_Revolver1,"Eden Revolver I","Revolver","HIT-5, attack 44",""; } - mes "Let me see... you will receive.."; mes "the Eden Group Boots II and Uniform II."; next; @@ -1927,40 +1920,34 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ mes "[Michael]"; mes "^4d4dffPlease check you inventory to get those supplies.^000000"; next; - if (select("I'll come back.:I have enough room.") == 1) { + if (select("I'll come back.", "I have enough room.") == 1) { mes "[Michael]"; mes "Make sure you have enough room."; close; } mes "[Michael]"; - if (Class == Job_Swordman || Class == Job_Swordman_High || Class == Job_Knight || Class == Job_Crusader) { + if (BaseClass == Job_Swordman) { callsub S_Select,"We have one and Two-handed swords", P_Sabre2,"Eden Saber II","One-handed sword","Attack 170","", P_Slayer2,"Eden Slayer II","Two-handed sword","Attack 185",""; - } - if (Class == Job_Thief || Class == Job_Thief_High || Class == Job_Assassin || Class == Job_Rogue || Class == Job_Novice || Class == Job_Novice_High || Class == Job_SuperNovice || Class == Job_Soul_Linker || Class == Job_Ninja) { + } else if (BaseClass == Job_Thief || BaseClass == Job_Novice || BaseJob == Job_Soul_Linker || BaseClass == Job_Ninja) { callsub S_Select,"", P_Dagger2,"Eden Dagger II","Dagger","MATK+70, attack 158",""; - } - if (Class == Job_Acolyte || Class == Job_Acolyte_High || Class == Job_Priest || Class == Job_Monk) { + } else if (BaseClass == Job_Acolyte) { callsub S_Select,"We have a mace and a staff", P_Mace2,"Eden Mace II","Mace","Attack 163","", P_Staff2,"Eden Staff II","Staff","INT+3, MATK+150, attack 60",""; - } - if (Class == Job_Archer || Class == Job_Archer_High || Class == Job_Hunter || Class == Job_Dancer || Class == Job_Bard) { + } else if (BaseClass == Job_Archer) { callsub S_Select,"", P_Bow2,"Eden Bow II","Bow","Attack 82",""; - } - if (Class == Job_Mage || Class == Job_Mage_High || Class == Job_Wizard || Class == Job_Sage) { + } else if (BaseClass == Job_Mage) { callsub S_Select,"", P_Staff2,"Eden Staff II","Staff","INT+3, MATK+155, attack 60",""; - } - if (Class == Job_Merchant || Class == Job_Merchant_High || Class == Job_Blacksmith || Class == Job_Alchemist) { + } else if (BaseClass == Job_Merchant) { callsub S_Select,"We have a mace and a One-handed sword", P_Sabre2,"Eden Saber II","One-handed sword","Attack 170","", P_Mace2,"Eden Mace II","Mace","Attack 163",""; - } - if (Class == Job_Gunslinger) { + } else if (BaseClass == Job_Gunslinger) { callsub S_Select,"", P_Revolver2,"Eden Revolver II","Revolver","HIT-5, attack 60",""; } @@ -2023,13 +2010,13 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ disable_items; mes "What status bonus do you want to upgrade?"; next; - switch (select("Upgrade STR:Upgrade AGI:Upgrade VIT:Upgrade INT:Upgrade DEX:Upgrade LUK:Nevermind.")) { - case 1: callsub S_Upgrade,"STR",4701; - case 2: callsub S_Upgrade,"AGI",4731; - case 3: callsub S_Upgrade,"VIT",4741; - case 4: callsub S_Upgrade,"INT",4711; - case 5: callsub S_Upgrade,"DEX",4721; - case 6: callsub S_Upgrade,"LUK",4751; + switch (select("Upgrade STR", "Upgrade AGI", "Upgrade VIT", "Upgrade INT", "Upgrade DEX", "Upgrade LUK", "Nevermind.")) { + case 1: callsub S_Upgrade,"STR",Strength2; + case 2: callsub S_Upgrade,"AGI",Agility2; + case 3: callsub S_Upgrade,"VIT",Vitality2; + case 4: callsub S_Upgrade,"INT",Inteligence2; + case 5: callsub S_Upgrade,"DEX",Dexterity2; + case 6: callsub S_Upgrade,"LUK",Luck2; case 7: mes "[Michael]"; mes "Why? It'll be beter than it is."; @@ -2047,7 +2034,7 @@ moc_para01,112,96,5 script Administrator Michael 4_M_RUSMAN1,{ if (para_suv02 == 4) { mes "Umm, didn't you upgrade this already?"; mes "According to the records"; - mes ""+strcharinfo(0)+": Has already upgraded their Hat."; + mes ""+strcharinfo(PC_NAME)+": Has already upgraded their Hat."; next; mes "[Michael]"; mes "We can only offer 1 upgrade."; @@ -2067,7 +2054,7 @@ S_Upgrade: mes "I will ^4d4dffUpgrade "+ getarg(0) +"^000000."; mes "Are you sure?"; next; - switch (select("Yes I am.:No wait.")) { + switch (select("Yes I am.", "No wait.")) { case 1: mes "[Michael]"; mes "I will start to upgrade."; @@ -2168,18 +2155,18 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "What's up?"; mes "Do you want a Meal? Or do you have other business?"; next; - switch (select("Order a meal.:Talk.")) { + switch (select("Order a meal.", "Talk.")) { case 1: mes "[Chef]"; mes "Choose one of the three course meals A, B or C."; mes "Do you want a explanation?"; next; - switch (select("I want a explanation.:Order course meal A:Order course meal B:Order course meal C:End Conversation.")) { + switch (select("I want a explanation.", "Order course meal A", "Order course meal B", "Order course meal C", "End Conversation.")) { case 1: mes "[Chef]"; mes "Uh? what do you want to know?"; next; - switch (select("About course meal A.:About course meal B.:About course meal C.:End Conversation.")) { + switch (select("About course meal A.", "About course meal B.", "About course meal C.", "End Conversation.")) { case 1: mes "[Chef]"; mes "Course meal A is for nomal people."; @@ -2243,7 +2230,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "Ah, Kim-dduck-soon."; mes "It's the representative meal for normal citizens."; next; - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { if (Zeny > 2699) { mes "[Chef]"; mes "Hey, here you are."; @@ -2252,8 +2239,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "- After eating the meal, You feel a little bit full."; mes "You've recovered some HP and SP. -"; Zeny = Zeny - 2700; - percentheal 50,0; - percentheal 0,50; + percentheal 50, 50; close; } mes "[Chef]"; @@ -2269,8 +2255,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "- After eating the meal, You feel a little bit full."; mes "You've recovered some HP and SP. -"; Zeny = Zeny - 3000; - percentheal 50,0; - percentheal 0,50; + percentheal 50, 50; close; } mes "[Chef]"; @@ -2282,7 +2267,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "Course meal B?"; mes "This food with meat and vegetables in hot soup has it's origins from nomadic life under the cold and dry nature."; next; - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { if (Zeny > 3599) { mes "[Chef]"; mes "Hey, here you are."; @@ -2291,8 +2276,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "- After eating the meal, You feel a little bit full."; mes "You've recovered some HP and SP. -"; Zeny = Zeny - 3600; - percentheal 75,0; - percentheal 0,75; + percentheal 75, 75; close; } mes "[Chef]"; @@ -2308,8 +2292,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "- After eating the meal, You feel a little bit full."; mes "You've recovered some HP and SP. -"; Zeny = Zeny - 4000; - percentheal 75,0; - percentheal 0,75; + percentheal 75, 75; close; } mes "[Chef]"; @@ -2317,7 +2300,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "How many times do I have to tell you?"; close; case 4: - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { if (Zeny > 4499) { mes "[Chef]"; mes "Hey, here you are."; @@ -2327,8 +2310,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "- After eating the meal, You feel a little bit full."; mes "You've recovered your HP and SP. -"; Zeny = Zeny - 4500; - percentheal 100,0; - percentheal 0,100; + percentheal 100, 100; close; } mes "[Chef]"; @@ -2346,8 +2328,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "- After eating the meal, You feel a little bit full."; mes "You've recovered your HP and SP. -"; Zeny = Zeny - 5000; - percentheal 100,0; - percentheal 0,100; + percentheal 100, 100; close; } mes "[Chef]"; @@ -2360,7 +2341,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ close; } case 2: - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { mes "[Chef]"; mes "Most jobs should be managed by yourself. So it might be difficult, right?"; mes "Actually it's harmful so they have requested continuously."; @@ -2415,7 +2396,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ mes "To.. me.. the hat... um."; mes "It goes well with Laime but with Luke... I don't know.."; next; - switch (select("What about the hat?:Luke?")) { + switch (select("What about the hat?", "Luke?")) { case 1: mes "[Chef]"; mes "Nothing. It's so cute."; @@ -2469,7 +2450,7 @@ moc_para01,179,44,3 script Chef 4_M_CHNCOOK,{ moc_para01,23,35,5 script Instructor Ur#2nd01 4_M_KNIGHT_BLACK,{ mes "[Instructor Ur]"; - if (countitem(Para_Team_Mark) < 1) { + if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "Hey there!"; mes "I see you're not one of our agents?"; mes "Are you interested in joining us?"; @@ -2673,7 +2654,7 @@ moc_para01,23,35,5 script Instructor Ur#2nd01 4_M_KNIGHT_BLACK,{ } else if (para_2nd01 == 11) { if (BaseLevel > 79) { - mes "Ah, ever so improving "+ strcharinfo(0) +"?"; + mes "Ah, ever so improving "+ strcharinfo(PC_NAME) +"?"; mes "To what do I owe this pleasure?"; next; switch( select( "I came for more training.", "I'm just visiting." ) ) { @@ -2967,7 +2948,7 @@ comodo,173,354,5 script Dispatched Instructor#02 1_M_JOBTESTER,{ mes "[Romeo]"; mes "Let me help you recover if you are tired."; npcskill "AL_HEAL",10,99,60; - percentheal 0,100; + percentheal 0, 100; } } else if (para_2nd01 == 3) { @@ -3027,7 +3008,7 @@ um_fild01,34,280,5 script Instructor Romeo#2nd02 1_M_JOBTESTER,{ mes "[Romeo]"; mes "I'll help you recover if you are tired."; npcskill "AL_HEAL",10,99,60; - percentheal 0,100; + percentheal 0, 100; } } else if (para_2nd01 == 4) { @@ -3057,7 +3038,7 @@ um_fild01,34,280,5 script Instructor Romeo#2nd02 1_M_JOBTESTER,{ mes "[Romeo]"; mes "I'll help you recover if you are tired."; npcskill "AL_HEAL",10,99,60; - percentheal 0,100; + percentheal 0, 100; } } else { @@ -3144,7 +3125,7 @@ glast_01,195,131,5 script Dispatched Instructor#03 4_F_SISTER,{ mes "I'll watch your back!."; mes "... Of.. Course.. I'll fight too!"; npcskill "AL_HEAL",10,99,60; - percentheal 0,100; + percentheal 0, 100; } } else if (para_2nd01 == 9) { @@ -3176,7 +3157,7 @@ glast_01,195,131,5 script Dispatched Instructor#03 4_F_SISTER,{ mes "I'll watch your back, like last time."; mes "... Of... Course... I'll fight them too!"; npcskill "AL_HEAL",10,99,60; - percentheal 0,100; + percentheal 0, 100; } } else if (para_2nd01 == 10) { @@ -3280,7 +3261,7 @@ ein_fild08,172,359,3 script Dispatched Instructor#04 4_M_4THPRIN1,{ mes "If you're hurt I'll heal you a bit."; } npcskill "AL_HEAL",10,99,60; - percentheal 0,100; + percentheal 0, 100; } else if (para_2nd01 == 14) { if (questprogress(7226,HUNTING) == 2 && questprogress(7227,HUNTING) == 2) { @@ -3312,7 +3293,7 @@ ein_fild08,172,359,3 script Dispatched Instructor#04 4_M_4THPRIN1,{ mes "Ugh this is difficult."; mes "I'll make you feel better though."; npcskill "AL_HEAL",10,99,60; - percentheal 0,100; + percentheal 0, 100; } } else if (para_2nd01 == 15) { @@ -3418,7 +3399,7 @@ ice_dun01,154,13,5 script Dispatched Instructor#05 4_F_JOB_BLACKSMITH,{ setquest 7231; // Hunting and Gathering getexp 40000,40000; npcskill "AL_HEAL",10,99,60; - percentheal 0,100; + percentheal 0, 100; } else { mes "The biggest stumbling block is dealing with the Siromas."; @@ -3637,7 +3618,7 @@ man_fild01,43,234,3 script Dispatched Instructor#07 4_DST_SOLDIER,{ mes "You seem a bit flushed."; mes "Fine I'll heal you!"; npcskill "AL_HEAL",10,99,60; - percentheal 0,100; + percentheal 0, 100; } } else if (para_2nd01 == 25) @@ -3722,7 +3703,7 @@ spl_fild02,377,149,3 script Dispatched Instructor#08 4_M_DST_MASTER,{ mes "[Mine]"; mes "You're not lying about being a real adventurer are you?"; npcskill "AL_HEAL",10,99,60; - percentheal 0,100; + percentheal 0, 100; } } else if (para_2nd01 == 27) { @@ -3740,7 +3721,7 @@ moc_para01,111,83,3 script Blacksmith Thorn#2nd10 2_M_OLDBLSMITH,{ close; } mes "[Thorn]"; - if (countitem(Para_Team_Mark) < 1) { + if (countitem(Para_Team_Mark) < 1 && countitem(Para_Team_Mark_) < 1) { mes "Hmm, are you a member of Eden Group?"; mes "You need to be one of our members to use my services."; close; @@ -3952,19 +3933,19 @@ moc_para01,111,83,3 script Blacksmith Thorn#2nd10 2_M_OLDBLSMITH,{ P_Bow3,"Eden Group Bow III","Bow, Attack 140", P_Tail1,"Eden Group Whip I","Whip, Attack 125"; } - else if (Class == Job_Ninja) { + else if (BaseClass == Job_Ninja) { callsub L_Select,"", P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", P_Huuma_Shuriken1,"Eden Group Huuma Shuriken I","Huuma Suriken, MATK +50, ATK 170"; } - else if (Class == Job_Star_Gladiator) + else if (BaseJob == Job_Star_Gladiator) getitem P_Dic1,1; - else if (Class == Job_Soul_Linker) { + else if (BaseJob == Job_Soul_Linker) { callsub L_Select,"", P_Dagger3,"Eden Group Dagger III","Dagger, MATK +80, ATK 165", P_Staff3,"Eden Group Staff III","Staff, MATK +170, INT +4, ATK 60"; } - else if (Class == Job_Gunslinger) + else if (BaseClass == Job_Gunslinger) getitem P_Revolver3,1; else { mes "Hmm, you are eligible to receive equipment."; @@ -4079,21 +4060,10 @@ moc_para01,112,79,3 script Weapons Expert BK#2nd11 4_M_REPAIR,{ P_Revolver3, P_Knuckle1, P_Huuma_Shuriken1; - .@menu$ = "Eden Group Slayer III:" + - "Eden Group Saber III:" + - "Eden Group Dagger III:" + - "Eden Group Katar I:" + - "Eden Group Axe I:" + - "Eden Group Spear I:" + - "Eden Group Staff III:" + - "Eden Group Mace III:" + - "Eden Group Bow III:" + - "Eden Group Dictionary I:" + - "Eden Group Guitar I:" + - "Eden Group Whip I:" + - "Eden Group Revolver III:" + - "Eden Group Knuckles I:" + - "Eden Group Huuma Shuriken I"; + .@wplist_size = getarraysize(.@wplist); + for ( .@i = 0; .@i < .@wplist_size; ++.@i ) { + .@menu$ += getitemname(.@wplist[.@i]) + ":"; + } mes "[BK]"; mes "What's happening?"; mes "No way?!"; @@ -4329,7 +4299,7 @@ sec_in02,25,33,4 script Assistant#para_suvquest 4_M_BABYCAT,{ if (callfunc("F_GM_NPC",1854,0) == 1) { mes "Please select the variable you want to modify."; next; - .@var = select("para_suv01:para_suv02"); + .@var = select("para_suv01", "para_suv02"); mes "Enter the modified value"; next; input .@input,0,9999; diff --git a/npc/re/quests/eden/eden_service.txt b/npc/re/quests/eden/eden_service.txt index c6f6c4a41..ce6efaa67 100644 --- a/npc/re/quests/eden/eden_service.txt +++ b/npc/re/quests/eden/eden_service.txt @@ -50,12 +50,12 @@ mes "3.Cabinet fee is"; mes " ^4d4dff500 zeny^000000!"; next; - if (countitem(Para_Team_Mark) > 0) { + if (countitem(Para_Team_Mark) > 0 || countitem(Para_Team_Mark_) > 0) { mes "You need to insert zeny to use the cabinet."; mes "Cost : 500 Zeny "; mes "Would you like to use it?"; next; - switch(select("Use the Cabinet.:Cancel.")) { + switch(select("Use the Cabinet.", "Cancel.")) { case 1: if (Zeny > 499) { if (getskilllv("NV_BASIC") < 6) { diff --git a/npc/re/quests/eden/eden_tutorial.txt b/npc/re/quests/eden/eden_tutorial.txt index 3abffc534..45d7c6f1e 100644 --- a/npc/re/quests/eden/eden_tutorial.txt +++ b/npc/re/quests/eden/eden_tutorial.txt @@ -35,8 +35,129 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ if (Class == Job_Novice) { // Fall through - } else if (!questprogress(9167)) { - OnStartQuest: + } else if (!questprogress(9167) || questprogress(9173) == 1) { + if (questprogress(9173) == 1) { + mes "[Tutorial Instructor]"; + mes "Do you have any questions?"; + next; + switch(select("Can I do the same quest again?", "About the Quest Window...", "About ENCHANT...", "About Searching Vends...", "About Mercenary and Pets...", "End Conversation.")) { + case 1: + if (questprogress(9173,PLAYTIME) == 1) { + mes "[Tutorial Instructor]"; + mes "The one method to do the same quests repeatdedly is to do the ^006400Daily Quests^000000."; + next; + mes "[Tutorial Instructor]"; + mes "Once you complete a ^006400Daily Quest^000000 and turn it in, wait about a day then come back to get the request and do it all over again!"; + mes "[Tutorial Instructor]"; + mes "If you received a daily quest, look at bottom right of the ^006400Quest Window^000000. There is a section that is called ^006400LIMITED^000000. In that section, it'll tell you how much time needs to pass before you can pick up another daily quest."; + next; + mes "[Tutorial Instructor]"; + mes "It seems you still have some time left to wait out after finishing my quest. Wait it out a bit more, then come find me and you can get the same quest again."; + close; + } + mes "[Tutorial Instructor]"; + mes "It seems that about a day has passed since you've finished my quest. Alright, so like the ^006400Daily Quests^000000, you can get a quest from me. Did you want to proceed?"; + next; + switch(select("Yes", "No")) { + case 1: + @tutorial_restart = 1; + break; + case 2: + mes "[Tutorial Instructor]"; + mes "Okay. But if you change your mind and want to receive a quest, come find me."; + close; + } + break; + case 2: + mes "[Tutorial Instructor]"; + mes "They say that the ^006400Quest Window^000000 details out everything you need to know about your quests."; + next; + mes "[Tutorial Instructor]"; + mes "If you look at the top left"; + mes "in the area with the information,"; + mes "it says ^006400QUEST^000000"; + mes "and if you click that"; + mes "it'll show all information"; + mes "that pertains to the request."; + next; + mes "[Tutorial Instructor]"; + mes "Using the ^006400Quest Window^000000 will make your life easier. It'll tell you where to go, what items to get or who to find and etc."; + close; + case 3: + mes "[Tutorial Instructor]"; + mes "006400ENCHANT^000000, in general, is divided into two parts: ^006400SOCKET ENCHANT^000000 and ^006400HIDDEN SOCKET ENCHANT^000000."; + next; + mes "[Tutorial Instructor]"; + mes "^006400SOCKET ENCHANT^000000 is used to add a SOCKET into equipments and ^006400HIDDEN SOCKET ENCHANT^000000 is used to put in stats into a socket of an armor."; + next; + mes "[Tutorial Instructor]"; + mes "Of course, in order to do this we are in need of some materials and there is a chance that it may fail, but that's the risk you're taking."; + next; + mes "[Tutorial Instructor]"; + mes "The people who do the ^006400SOCKET ENCHANT^000000 can be found in ^8B4513Prontera, Morroc, Payon,^000000. ^8B4513Rhitalzen^000000 is in the Refinery and ^0000FFSeiyablem^000000 and ^0000FFReiablem^000000 can be found near the entrance."; + next; + mes "[Tutorial Instructor]"; + mes "The one who does ^006400HIDDEN SOCKET ENCHANT^000000 is found at the 6 o'clock location of ^8B4513Prontera^000000. Look for the ^0000FFCraftman Apprentice^000000."; + next; + mes "[Tutorial Instructor]"; + mes "Do you think you understand a little bit more about ^006400ENCHANT^000000?"; + close; + case 4: + mes "[Tutorial Instructor]"; + mes "^006400Vend Search^000000 can be utilized by the ^006400Universal Silver Catalog^000000 item. Since you search through as vends on that map, it'll make it easier for you to find the item that you're looking for."; + next; + mes "[Tutorial Instructor]"; + mes "The ^006400Universal Silver Catalog^000000"; + mes "can be obtained from "; + mes "the ^0000FFCatalogue Wizard^000000"; + mes "that is located in South Prontera;"; + next; + mes "[Tutorial Instructor]"; + mes "It only costs 200 zeny for one"; + mes "of these and with it you can"; + mes "search up to 10 times."; + mes "You can say that it's a necessity."; + next; + mes "[Tutorial Instructor]"; + mes "So, are you getting familiar with ^006400Vend Search^000000? Don't just stand there and listen to me. Go ahead and try it for yourself!"; + close; + case 5: + mes "[Tutorial Instructor]"; + mes "Depending on what you need, ^006400Mercenary^000000 and ^006400Pet^000000 can be used in various ways."; + next; + mes "[Tutorial Instructor]"; + mes "If a 006400Mercenary^000000 gives you direct effect"; + mes "by fighting for you"; + mes "then a ^006400Pet^000000 helps you indirectly with their"; + mes "abilities and varied appearances,"; + mes "and it captures your heart."; + next; + mes "[Tutorial Instructor]"; + mes "In order to employ a Mercenary"; + mes "Go find the ^006400Mercenary Guild^000000"; + mes "which is by the front door of ^8B4513Prontera^000000."; + mes "Go to the ^006400Information Agent^000000"; + mes "and ask them where the ^006400Mercenary Guild Official^000000"; + mes "is located and they will let you know."; + next; + mes "[Tutorial Instructor]"; + mes "In order to get a ^006400Pet^000000, while hunting you will obtain taming items. Use the tame on the monster it's for and you can get a pet."; + next; + mes "[Tutorial Instructor]"; + mes "Because there is a chance for failure, please use the taming item with great care."; + next; + mes "[Tutorial Instructor]"; + mes "That aside... you can get a ^006400Mercenary^000000 from the Mercenary Guild and you can get a ^006400Pet^000000 by trading or buying it from another player."; + next; + mes "[Tutorial Instructor]"; + mes "Now, do you understand a bit more about using a ^006400Mercenary^000000 and a ^006400Pet^000000? I hope you get a chance to use them in the future."; + close; + case 6: + mes "[Tutorial Instructor]"; + mes "If you have any questions, come find me again."; + close; + } + } if (@tutorial_restart) { .@tutorial_restart = 1; @tutorial_restart = 0; @@ -62,7 +183,7 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ mes "Do you think you can"; mes "help me out by gathering them?"; next; - switch(select("Sure, I can help out!:I'm a little busy right now...")) { + switch(select("Sure, I can help out!", "I'm a little busy right now...")) { case 1: mes "[Tutorial Instructor]"; mes "However, looking at you"; @@ -191,7 +312,7 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ mes "Did you open your ^006400Quest Window^000000"; mes "to verify the materials?"; next; - switch(select("Yup!:No...:Where is the Quest Window...")) { + switch(select("Yup!", "No...", "Where is the Quest Window...")) { case 1: mes "[Tutorial Instructor]"; mes "Oh yeah? Then shall I test you to see"; @@ -347,7 +468,7 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ mes "enough materials. Did you forget"; mes "what you needed to gather?"; next; - switch(select("Yeah...:Nope!")) { + switch(select("Yeah...", "Nope!")) { case 1: mes "[Tutorial Instructor]"; mes "I've been told that if you click the"; @@ -436,7 +557,7 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ mes "Are you done looking over"; mes "the items I Enchanted?"; next; - switch(select("Yes, thank you.:I haven't looked at them yet.")) { + switch(select("Yes, thank you.", "I haven't looked at them yet.")) { case 1: mes "[Tutorial Instructor]"; mes "So what did you think after inspecting it? Now that you've looked at an actual Enchanted item, do you understand it?"; @@ -459,126 +580,6 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ mes "then bring them back to me."; close; } - } else if (questprogress(9173) == 1) { - mes "[Tutorial Instructor]"; - mes "Do you have any questions?"; - next; - switch(select("Can I do the same quest again?:About the Quest Window...:About ENCHANT...:About Searching Vends...:About Mercenary and Pets...:End Conversation.")) { - case 1: - if (questprogress(9173,PLAYTIME) == 1) { - mes "[Tutorial Instructor]"; - mes "The one method to do the same quests repeatdedly is to do the ^006400Daily Quests^000000."; - next; - mes "[Tutorial Instructor]"; - mes "Once you complete a ^006400Daily Quest^000000 and turn it in, wait about a day then come back to get the request and do it all over again!"; - mes "[Tutorial Instructor]"; - mes "If you received a daily quest, look at bottom right of the ^006400Quest Window^000000. There is a section that is called ^006400LIMITED^000000. In that section, it'll tell you how much time needs to pass before you can pick up another daily quest."; - next; - mes "[Tutorial Instructor]"; - mes "It seems you still have some time left to wait out after finishing my quest. Wait it out a bit more, then come find me and you can get the same quest again."; - close; - } - mes "[Tutorial Instructor]"; - mes "It seems that about a day has passed since you've finished my quest. Alright, so like the ^006400Daily Quests^000000, you can get a quest from me. Did you want to proceed?"; - next; - switch(select("Yes:No")) { - case 1: - @tutorial_restart = 1; - goto OnStartQuest; - case 2: - mes "[Tutorial Instructor]"; - mes "Okay. But if you change your mind and want to receive a quest, come find me."; - close; - } - case 2: - mes "[Tutorial Instructor]"; - mes "They say that the ^006400Quest Window^000000 details out everything you need to know about your quests."; - next; - mes "[Tutorial Instructor]"; - mes "If you look at the top left"; - mes "in the area with the information,"; - mes "it says ^006400QUEST^000000"; - mes "and if you click that"; - mes "it'll show all information"; - mes "that pertains to the request."; - next; - mes "[Tutorial Instructor]"; - mes "Using the ^006400Quest Window^000000 will make your life easier. It'll tell you where to go, what items to get or who to find and etc."; - close; - case 3: - mes "[Tutorial Instructor]"; - mes "006400ENCHANT^000000, in general, is divided into two parts: ^006400SOCKET ENCHANT^000000 and ^006400HIDDEN SOCKET ENCHANT^000000."; - next; - mes "[Tutorial Instructor]"; - mes "^006400SOCKET ENCHANT^000000 is used to add a SOCKET into equipments and ^006400HIDDEN SOCKET ENCHANT^000000 is used to put in stats into a socket of an armor."; - next; - mes "[Tutorial Instructor]"; - mes "Of course, in order to do this we are in need of some materials and there is a chance that it may fail, but that's the risk you're taking."; - next; - mes "[Tutorial Instructor]"; - mes "The people who do the ^006400SOCKET ENCHANT^000000 can be found in ^8B4513Prontera, Morroc, Payon,^000000. ^8B4513Rhitalzen^000000 is in the Refinery and ^0000FFSeiyablem^000000 and ^0000FFReiablem^000000 can be found near the entrance."; - next; - mes "[Tutorial Instructor]"; - mes "The one who does ^006400HIDDEN SOCKET ENCHANT^000000 is found at the 6 o'clock location of ^8B4513Prontera^000000. Look for the ^0000FFCraftman Apprentice^000000."; - next; - mes "[Tutorial Instructor]"; - mes "Do you think you understand a little bit more about ^006400ENCHANT^000000?"; - close; - case 4: - mes "[Tutorial Instructor]"; - mes "^006400Vend Search^000000 can be utilized by the ^006400Universal Silver Catalog^000000 item. Since you search through as vends on that map, it'll make it easier for you to find the item that you're looking for."; - next; - mes "[Tutorial Instructor]"; - mes "The ^006400Universal Silver Catalog^000000"; - mes "can be obtained from "; - mes "the ^0000FFCatalogue Wizard^000000"; - mes "that is located in South Prontera;"; - next; - mes "[Tutorial Instructor]"; - mes "It only costs 200 zeny for one"; - mes "of these and with it you can"; - mes "search up to 10 times."; - mes "You can say that it's a necessity."; - next; - mes "[Tutorial Instructor]"; - mes "So, are you getting familiar with ^006400Vend Search^000000? Don't just stand there and listen to me. Go ahead and try it for yourself!"; - close; - case 5: - mes "[Tutorial Instructor]"; - mes "Depending on what you need, ^006400Mercenary^000000 and ^006400Pet^000000 can be used in various ways."; - next; - mes "[Tutorial Instructor]"; - mes "If a 006400Mercenary^000000 gives you direct effect"; - mes "by fighting for you"; - mes "then a ^006400Pet^000000 helps you indirectly with their"; - mes "abilities and varied appearances,"; - mes "and it captures your heart."; - next; - mes "[Tutorial Instructor]"; - mes "In order to employ a Mercenary"; - mes "Go find the ^006400Mercenary Guild^000000"; - mes "which is by the front door of ^8B4513Prontera^000000."; - mes "Go to the ^006400Information Agent^000000"; - mes "and ask them where the ^006400Mercenary Guild Official^000000"; - mes "is located and they will let you know."; - next; - mes "[Tutorial Instructor]"; - mes "In order to get a ^006400Pet^000000, while hunting you will obtain taming items. Use the tame on the monster it's for and you can get a pet."; - next; - mes "[Tutorial Instructor]"; - mes "Because there is a chance for failure, please use the taming item with great care."; - next; - mes "[Tutorial Instructor]"; - mes "That aside... you can get a ^006400Mercenary^000000 from the Mercenary Guild and you can get a ^006400Pet^000000 by trading or buying it from another player."; - next; - mes "[Tutorial Instructor]"; - mes "Now, do you understand a bit more about using a ^006400Mercenary^000000 and a ^006400Pet^000000? I hope you get a chance to use them in the future."; - close; - case 6: - mes "[Tutorial Instructor]"; - mes "If you have any questions, come find me again."; - close; - } } mes "[Tutorial Instructor]"; mes "Lately, it has been said that"; @@ -657,7 +658,7 @@ moc_para01,32,179,4 script Tutorial Goal 4_F_KHELLY,{ mes "[Tutorial Goal]"; mes "Hey you! You look like an adventurer... Though you look a little dull..."; next; - if(select("What'd you say? I'm smart!:Yeah... I'm dull.") == 1) { + if(select("What'd you say? I'm smart!", "Yeah... I'm dull.") == 1) { mes "[Tutorial Goal]"; mes "Serious? Though I don't know if I can believe that. Look at the expert who is in front of me! He took up only one area of study for 16 years and now he is as dignified as can be!"; next; @@ -667,7 +668,7 @@ moc_para01,32,179,4 script Tutorial Goal 4_F_KHELLY,{ mes "[Tutorial Goal]"; mes "And I will apologize for calling you dull. How about it, Dull Expert?! Do you want to challenge them?"; next; - if(select("Ch... Challenge!!:Um... I think I'll just give up now...") == 1) { + if(select("Ch... Challenge!!", "Um... I think I'll just give up now...") == 1) { mes "[Tutorial Goal]"; mes "You're braver than you look. You can't go back now that you've decided to challenge!"; next; @@ -688,7 +689,7 @@ moc_para01,24,175,4 script Siege Master 4_M_JOB_KNIGHT2,{ mes "[Siege Expert]"; mes "Since you've come again, I assume you're curious about ^006400Siege^000000?"; next; - switch(select("Listen about Siege.:End Conversation.")) { + switch(select("Listen about Siege.", "End Conversation.")) { case 1: callsub L_Info; mes "[Siege Expert]"; @@ -712,7 +713,7 @@ moc_para01,24,175,4 script Siege Master 4_M_JOB_KNIGHT2,{ mes "[Siege Expert]"; mes "As the first Expert, I can teach you about ^006400Siege^000000. How about it? Did you wanna learn about ^006400Siege^000000s?"; next; - switch(select("Listen about Siege.:End Conversation.")) { + switch(select("Listen about Siege.", "End Conversation.")) { case 1: callsub L_Info; mes "[Siege Expert]"; @@ -721,7 +722,7 @@ moc_para01,24,175,4 script Siege Master 4_M_JOB_KNIGHT2,{ while(1) { .@correct = 0; next; - switch(select("Challenge me!:Listen Again:Quit")) { + switch(select("Challenge me!", "Listen Again", "Quit")) { case 1: switch(rand(1,3)) { case 1: @@ -730,18 +731,18 @@ moc_para01,24,175,4 script Siege Master 4_M_JOB_KNIGHT2,{ mes "It's a war that happens between a [] and another []."; mes "What words go in the empty spaces of []?"; next; - if(select("Castle, User, Guild:Castle, Guild, Guild:Town, Guild, Guild:Town, User, User") == 2) + if(select("Castle, User, Guild", "Castle, Guild, Guild", "Town, Guild, Guild", "Town, User, User") == 2) .@correct += 10; mes "[Siege Expert]"; mes "What is the wrong Siege time?"; next; - if(select("WoE 1 Tues 9-11:WoE 1 Sat 4-6:WoE 1 Thurs 8-10") == 3) + if(select("WoE 1 Tues 9-11", "WoE 1 Sat 4-6", "WoE 1 Thurs 8-10") == 3) .@correct += 10; mes "[Siege Expert]"; mes "When you get a castle, you must raise [] in order to get better benefits."; mes "What words go in the empty spaces of []?"; next; - if(select("Commerce Development:Industrial Development:Guild Development:Town Development") == 1) + if(select("Commerce Development", "Industrial Development", "Guild Development", "Town Development") == 1) .@correct += 10; break; case 2: @@ -751,36 +752,36 @@ moc_para01,24,175,4 script Siege Master 4_M_JOB_KNIGHT2,{ mes "and then there is []."; mes "What words go in the empty spaces of []?"; next; - if(select("War of Emperium MO:War of Emperium NE:War of Emperium SK:War of Emperium SE") == 4) + if(select("War of Emperium MO", "War of Emperium NE", "War of Emperium SK", "War of Emperium SE") == 4) .@correct += 10; mes "[Siege Expert]"; mes "As the guild that owns a castle, you must protect the []."; mes "What words go in the empty spaces of []?"; next; - if(select("Emperial:Emperium:Emperiom:Imperial") == 2) + if(select("Emperial", "Emperium", "Emperiom", "Imperial") == 2) .@correct += 10; mes "[Siege Expert]"; mes "What benefits does the guild get for winning the Siege?"; next; - if(select("30% off all items when purchasing:Increase experience gained by 20%:Access to Guild Dungeon:Getting Weapons everyday at midnight.") == 3) + if(select("30% off all items when purchasing", "Increase experience gained by 20%", "Access to Guild Dungeon", "Getting Weapons everyday at midnight.") == 3) .@correct += 10; break; case 3: mes "[Siege Expert]"; mes "What benefits does the guild get for winning the Siege?"; next; - if(select("Increase experience gained by 20%:30% off all items when purchasing:Access to Guild Field:Treasure Box daily at midnight") == 4) + if(select("Increase experience gained by 20%", "30% off all items when purchasing", "Access to Guild Field", "Treasure Box daily at midnight") == 4) .@correct += 10; mes "[Siege Expert]"; mes "How many hours does a siege last?"; next; - if(select("1 Hour:2 Hours:3 Hours:4 Hours") == 2) + if(select("1 Hour", "2 Hours", "3 Hours", "4 Hours") == 2) .@correct += 10; mes "[Siege Expert]"; mes "When you get a castle, you must raise [] in order to get better benefits."; mes "What words go in the empty spaces of []?"; next; - if(select("Town Development:Industry Development:Guild Development:Commerce Development") == 4) + if(select("Town Development", "Industry Development", "Guild Development", "Commerce Development") == 4) .@correct += 10; break; } @@ -861,7 +862,7 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ mes "[Party Recruiting Expert]"; mes "Since you've come and found me, it seems you're curious about ^006400Party Recruiting^000000?"; next; - switch(select("Listen about Party Recruiting.:End Conversation.")) { + switch(select("Listen about Party Recruiting.", "End Conversation.")) { case 1: callsub L_Info; mes "[Party Recruiting Expert]"; @@ -882,7 +883,7 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ mes "[Party Recruiting Expert]"; mes "As the 2nd expert, I'll tell you all about ^006400Party Recruiting^000000! How about it?"; next; - switch(select("Listen about Party Recruiting.:End Conversation.")) { + switch(select("Listen about Party Recruiting.", "End Conversation.")) { case 1: callsub L_Info; mes "[Party Recruiting Expert]"; @@ -890,7 +891,7 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ while(1) { .@correct = 0; next; - switch(select("On to the quiz!:Explain again please?:Give up.")) { + switch(select("On to the quiz!", "Explain again please?", "Give up.")) { case 1: switch(rand(1,3)) { case 1: @@ -900,18 +901,18 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ mes "and those looking for a []."; mes "What words go in the empty spaces of []?"; next; - if(select("Guild, Guildmate:Club, Club Members:Paris, Party Members:Party, Party Members") == 4) + if(select("Guild, Guildmate", "Club, Club Members", "Paris, Party Members", "Party, Party Members") == 4) .@correct += 10; mes "[Party Recruiting Expert]"; mes "The window that is used to help users look and search for a party is called a []."; mes "What words go in the empty spaces of []?"; next; - if(select("Party List:Party Wanted List:Party Recruiting List:Costume Party List") == 3) + if(select("Party List", "Party Wanted List", "Party Recruiting List", "Costume Party List") == 3) .@correct += 10; mes "[Party Recruiting Expert]"; mes "Which of the choices are not listed as a choice to pick when making a party recruit notice?"; next; - if(select("LEVEL:SKILL:JOB:MAP") == 2) + if(select("LEVEL", "SKILL", "JOB", "MAP") == 2) .@correct += 10; break; case 2: @@ -921,19 +922,19 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ mes "and the 2nd one is []."; mes "What words go in the empty spaces of []?"; next; - if(select("Search for Parties that are Recruiting:Parties that are starting to hunt:Party Recruit and Item Distribution:Party Stuff") == 1) + if(select("Search for Parties that are Recruiting", "Parties that are starting to hunt", "Party Recruit and Item Distribution", "Party Stuff") == 1) .@correct += 10; mes "[Party Recruiting Expert]"; mes "In order to start Party Recruiting, you have to click the [] button which is located in the info section of the upper left hand side."; mes "What words go in the empty spaces of []?"; next; - if(select("party:guild:booking:skill") == 3) + if(select("party", "guild", "booking", "skill") == 3) .@correct += 10; mes "[Party Recruiting Expert]"; mes "If you want to know more about commands for Party Recruiting, you have to press the [] button on the Party Recruting List window."; mes "What words go in the empty spaces of []?"; next; - if(select("Basic Information:Help:Party:Confirm") == 2) + if(select("Basic Information", "Help", "Party", "Confirm") == 2) .@correct += 10; break; case 3: @@ -943,14 +944,14 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ mes "You type in this command []."; mes "What words go in the empty spaces of []?"; next; - if(select("/Party Collection Window:/Party Collection:/Party Recruitment Window:/Party Recruitment") == 4) + if(select("/Party Collection Window", "/Party Collection", "/Party Recruitment Window", "/Party Recruitment") == 4) .@correct += 10; mes "[Party Recruiting Expert]"; mes "When recruiting for a party, you can set 3 parameters. Those 3 are"; mes "LEVEL, JOB, and []."; mes "What words go in the empty spaces of []?"; next; - if(select("SKILL:GUILD:MAP:OPTION") == 3) + if(select("SKILL", "GUILD", "MAP", "OPTION") == 3) .@correct += 10; mes "[Party Recruiting Expert]"; mes "Party Recruiting is used to help"; @@ -958,7 +959,7 @@ moc_para01,21,172,4 script Party Recruiting Expert 4_M_OILMAN,{ mes "and those looking for a []."; mes "What words go in the empty spaces of []?"; next; - if(select("Parry, Party Members:Club, Club Members:Party, Party Members:Guild, Guild Members") == 3) + if(select("Parry, Party Members", "Club, Club Members", "Party, Party Members", "Guild, Guild Members") == 3) .@correct += 10; break; } @@ -1043,7 +1044,7 @@ moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{ mes "[Battleground Expert]"; mes "Seeing that you sought me out, I guess you want to learn about ^006400Battleground^000000s, eh?"; next; - switch(select("Learn about Battlegrounds.:End Conversation.")) { + switch(select("Learn about Battlegrounds.", "End Conversation.")) { case 1: callsub L_Info; mes "[Battleground Expert]"; @@ -1065,7 +1066,7 @@ moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{ mes "[Battleground Expert]"; mes "I will tell you about the ^006400Battleground^000000s! I will tell you everything I know! How about it? Wanna hear about it?"; next; - switch(select("Learn about Battlegrounds.:End Conversation.")) { + switch(select("Learn about Battlegrounds.", "End Conversation.")) { case 1: callsub L_Info; mes "[Battleground Expert]"; @@ -1073,7 +1074,7 @@ moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{ while(1) { .@correct = 0; next; - switch(select("On to the quiz!:Explain again please?:Give up.")) { + switch(select("On to the quiz!", "Explain again please?", "Give up.")) { case 1: switch(rand(1,3)) { case 1: @@ -1081,19 +1082,19 @@ moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{ mes "For starters, you have to pick either the side of [] Camp or [] Camp in order to to participate in Battleground."; mes "What words go in the empty spaces of []?"; next; - if(select("Guillaume, Tierra:Rachel, KVM:Guillaume, Croix:Maroll, KVM") == 3) + if(select("Guillaume, Tierra", "Rachel, KVM", "Guillaume, Croix", "Maroll, KVM") == 3) .@correct += 10; mes "[Battleground Expert]"; mes "[] can do either 10vs10 and you have to attack the crystals of the opposing team while protecting yours."; mes "What words go in the empty spaces of []?"; next; - if(select("Tierra:Flavius:KVM:Maroll") == 2) + if(select("Tierra", "Flavius", "KVM", "Maroll") == 2) .@correct += 10; mes "[Battleground Expert]"; mes "When you complete a battle, you may get a reward! From a KVM battle, you get []."; mes "What words go in the empty spaces of []?"; next; - if(select("KVM Badge:Valor Badge:Bravery Badge:Honor Badge") == 1) + if(select("KVM Badge", "Valor Badge", "Bravery Badge", "Honor Badge") == 1) .@correct += 10; break; case 2: @@ -1101,18 +1102,18 @@ moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{ mes "For [], it's 10vs10. You also need to attack the enemies supply depot while protecting your own."; mes "What words go in the empty spaces of []?"; next; - if(select("Maroll:KVM:Flavius:Tierra") == 4) + if(select("Maroll", "KVM", "Flavius", "Tierra") == 4) .@correct += 10; mes "[Battleground Expert]"; mes "In order to get into the battlegrounds, which one is not the recruiter you need to find?"; next; - if(select("Maroll Mercenary Recruiter:KVM Mercenary Recruiter:Tierra Mercenary Recruiter:Flavius Mercenary Recruiter") == 1) + if(select("Maroll Mercenary Recruiter", "KVM Mercenary Recruiter", "Tierra Mercenary Recruiter", "Flavius Mercenary Recruiter") == 1) .@correct += 10; mes "[Battleground Expert]"; mes "You can get [] from participating in the Battlegrounds of Tierra."; mes "What words go in the empty spaces of []?"; next; - if(select("KVM Badge:Valor Badge:Bravery Badge:Honor Badge") == 2) + if(select("KVM Badge", "Valor Badge", "Bravery Badge", "Honor Badge") == 2) .@correct += 10; break; case 3: @@ -1120,19 +1121,19 @@ moc_para01,12,179,6 script Battleground Master 4_M_KY_HEAD,{ mes "In every major city, you can find [] to enter the Battlegrounds."; mes "What words go in the empty spaces of []?"; next; - if(select("Maroll Battleground Recruiter:Tierra Battleground Recruiter:Flavius Battleground Recruiter:KVM Battleground Recruiter") == 1) + if(select("Maroll Battleground Recruiter", "Tierra Battleground Recruiter", "Flavius Battleground Recruiter", "KVM Battleground Recruiter") == 1) .@correct += 10; mes "[Battleground Expert]"; mes "For [], you go in 5vs5 with the intention of trying to reduce the number of enemies on the opposite side."; mes "What words go in the empty spaces of []?"; next; - if(select("Maroll:Flavius:KVM:Tierra") == 3) + if(select("Maroll", "Flavius", "KVM", "Tierra") == 3) .@correct += 10; mes "[Battleground Expert]"; mes "When you complete a battle, you get a prize. The prize from Flavius is called []."; mes "What words go in the empty spaces of []?"; next; - if(select("KVM Badge:Valor Badge:Bravery Badge:Honor Badge") == 3) + if(select("KVM Badge", "Valor Badge", "Bravery Badge", "Honor Badge") == 3) .@correct += 10; break; } @@ -1223,7 +1224,7 @@ moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{ mes "[Memorial Dungeon Expert]"; mes "Since you've come here, it seems you want to learn about the ^006400Memorial Dungeon^000000."; next; - switch(select("Listen about Memorial Dungeon.:End Conversation.")) { + switch(select("Listen about Memorial Dungeon.", "End Conversation.")) { case 1: callsub L_Info; mes "[Memorial Dungeon Expert]"; @@ -1246,7 +1247,7 @@ moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{ mes "As the 4th Expert, I will explain everything to you about ^006400Memorial Dungeon^000000."; mes "Want to hear about ^006400Memorial Dungeon^000000?"; next; - switch(select("Listen about Memorial Dungeon.:End Conversation.")) { + switch(select("Listen about Memorial Dungeon.", "End Conversation.")) { case 1: callsub L_Info; mes "[Memorial Dungeon Expert]"; @@ -1255,7 +1256,7 @@ moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{ while(1) { .@correct = 0; next; - switch(select("On to the quiz!:Explain again please?:Give up.")) { + switch(select("On to the quiz!", "Explain again please?", "Give up.")) { case 1: switch(rand(1,3)) { case 1: @@ -1263,19 +1264,19 @@ moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{ mes "^006400Memorial Dungeon^000000 isn't a dungeon that is open to all users. It's only available to you and your []."; mes "What words go in the empty spaces of []?"; next; - if(select("Party Members:Guildmates:Friends:Family") == 1) + if(select("Party Members", "Guildmates", "Friends", "Family") == 1) .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "If you go to [] and find [], he will give you information about Endless Tower- which is a huge and tall dungeon."; mes "What words go in the empty spaces of []?"; next; - if(select("Prontera, Seiyablem:Alberta, Leyablem:Alberta, Captain Jansen:Prontera, Captin Jansen") == 3) + if(select("Prontera, Seiyablem", "Alberta, Leyablem", "Alberta, Captain Jansen", "Prontera, Captin Jansen") == 3) .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "In order to enter Memorial Dungeon the [] must apply and then be on stand-by to enter. You will enter in the order the application was put in."; mes "What words go in the empty spaces of []?"; next; - if(select("Guild Member:Guild Leader:Party Leader:Party Member") == 3) + if(select("Guild Member", "Guild Leader", "Party Leader", "Party Member") == 3) .@correct += 10; break; case 2: @@ -1283,20 +1284,20 @@ moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{ mes "When you're done with the [], you cannot re-enter the same dungeon for a certain period of time."; mes "What words go in the empty spaces of []?"; next; - if(select("Buff:Ritual:Exploration:Inspection") == 3) + if(select("Buff", "Ritual", "Exploration", "Inspection") == 3) .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "If you go to the Orc Map where all the orcs live, you will be able to find []. He will probably be able to give you information about the Orc's Memory dungeon."; mes "What words go in the empty spaces of []?"; next; - if(select("Insane Scientist:Crazy Scientist:Insane Alchemist:Crazy Alchemist") == 1) + if(select("Insane Scientist", "Crazy Scientist", "Insane Alchemist", "Crazy Alchemist") == 1) .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "In order to enter Memorial Dungeon, the [] must apply- then you'll be able to enter in order of when your application was turned in."; mes "You have to be on stand-by for this."; mes "What words go in the empty spaces of []?"; next; - if(select("Guild Leader:Guildmate:Party Member:Party Leader") == 4) + if(select("Guild Leader", "Guildmate", "Party Member", "Party Leader") == 4) .@correct += 10; break; case 3: @@ -1304,19 +1305,19 @@ moc_para01,28,167,3 script Memorial Dungeon Expert 4_M_LGTGUARD,{ mes "If you go to the place where you can become a monk, the Capitolina Monastery, you can meet []. He will tell you about the dungeon with the Sealed Baphomet."; mes "What words go in the empty spaces of []?"; next; - if(select("Agent Patrick:Patrolman Patrick:Drunken Patrick:Detective Patrick") == 4) + if(select("Agent Patrick", "Patrolman Patrick", "Drunken Patrick", "Detective Patrick") == 4) .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "When you're done with the [], you cannot re-enter the same dungeon for a certain period of time."; mes "What words go in the empty spaces of []?"; next; - if(select("Exploration:Inspection:Buff:Ritual") == 1) + if(select("Exploration", "Inspection", "Buff", "Ritual") == 1) .@correct += 10; mes "[Memorial Dungeon Expert]"; mes "^006400Memorial Dungeon^000000 is not just open to all users. It is open available for you and your []."; mes "What words go in the empty spaces of []?"; next; - if(select("Friends:Family:Party Members:Guildmates") == 3) + if(select("Friends", "Family", "Party Members", "Guildmates") == 3) .@correct += 10; break; } @@ -1401,7 +1402,7 @@ moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{ mes "[Map Expert]"; mes "Seeing that you came to me, I assume you have some questions about ^006400MAP^000000s?"; next; - switch(select("List about the Map.:End Conversation.")) { + switch(select("List about the Map.", "End Conversation.")) { case 1: callsub L_Info; mes "[Map Expert]"; @@ -1424,7 +1425,7 @@ moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{ mes "[Map Expert]"; mes "As the last Expert, I will try to explain everything about ^006400MAP^000000s to make it easy on you. Ready to start?"; next; - switch(select("Listen about Maps.:End Conversation.")) { + switch(select("Listen about Maps.", "End Conversation.")) { case 1: callsub L_Info; mes "[Map Expert]"; @@ -1432,7 +1433,7 @@ moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{ while(1) { .@correct = 0; next; - switch(select("On to the quiz!:Explain again please?:Give up.")) { + switch(select("On to the quiz!", "Explain again please?", "Give up.")) { case 1: switch(rand(1,3)) { case 1: @@ -1440,19 +1441,19 @@ moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{ mes "You can view the map by clicking on the [] button that is located in the upper left hand side."; mes "What words go in the empty spaces of []?"; next; - if(select("SKILL:GUILD:MAP:BOOKING") == 3) + if(select("SKILL", "GUILD", "MAP", "BOOKING") == 3) .@correct += 10; mes "[Map Expert]"; mes "When looking at the map, each area offers the [] and [] information about the monsters. That will take all the guess work out of where you should hunt."; mes "What words go in the empty spaces of []?"; next; - if(select("Name, Age:Attributes, Level:Attributes, Tribe:Name, Level") == 4) + if(select("Name, Age", "Attributes, Level", "Attributes, Tribe", "Name, Level") == 4) .@correct += 10; mes "[Map Expert]"; mes "If you want to stop looking at the map, simple press the shortcut key of [] or ESC and it will close the map for you."; mes "What words go in the empty spaces of []?"; next; - if(select("ALT + F4:CTRL + %:CTRL + M:ALT + ESC") == 2) + if(select("ALT + F4", "CTRL + %", "CTRL + M", "ALT + ESC") == 2) .@correct += 10; break; case 2: @@ -1462,20 +1463,20 @@ moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{ mes "you can see the [] and [] of the region."; mes "What words go in the empty spaces of []?"; next; - if(select("Name, Area Details:Name, Monster Attributes:Specialties, Area Details:Specialties, Name") == 1) + if(select("Name, Area Details", "Name, Monster Attributes", "Specialties, Area Details", "Specialties, Name") == 1) .@correct += 10; mes "[Map Expert]"; mes "If you look to the bottom right of the map, you will see a drawing of []. Click on that or press the TAB shortcut key and you can find out various information."; mes "What words go in the empty spaces of []?"; next; - if(select("Desert Wolf:Mimic:Siroma:Poring") == 4) + if(select("Desert Wolf", "Mimic", "Siroma", "Poring") == 4) .@correct += 10; mes "[Map Expert]"; mes "While looking at the map, when you press the TAB shortcut key, you will be able to find and locate various dungeons and their Entrance Locations."; mes "You can also find the [] of the monsters in that area."; mes "What words go in the empty spaces of []?"; next; - if(select("Name:Level:Attribute:Size") == 2) + if(select("Name", "Level", "Attribute", "Size") == 2) .@correct += 10; break; case 3: @@ -1483,20 +1484,20 @@ moc_para01,14,168,6 script Map Expert 2_M_SAGE_OLD,{ mes "If you want to stop looking at the map, all you need to do is press the [] to go back to your normal screen."; mes "What words go in the empty spaces of []?"; next; - if(select("O:X:EXIT:ALT") == 2) + if(select("O", "X", "EXIT", "ALT") == 2) .@correct += 10; mes "[Map Expert]"; mes "While looking at the map, when you press the TAB shortcut key, you will be able to find and locate various dungeons and their Entrance Locations."; mes "You can also find the [] of the monsters in that area."; mes "What words go in the empty spaces of []?"; next; - if(select("Level:Name:Size:Attribute") == 1) + if(select("Level", "Name", "Size", "Attribute") == 1) .@correct += 10; mes "[Map Expert]"; mes "You can view the map by clicking on the [] button that is located in the upper left hand side."; mes "What words go in the empty spaces of []?"; next; - if(select("GUILD:SKILL:BOOKING:MAP") == 4) + if(select("GUILD", "SKILL", "BOOKING", "MAP") == 4) .@correct += 10; break; } diff --git a/npc/re/quests/homun_s.txt b/npc/re/quests/homun_s.txt index 708334731..c1ee52d52 100644 --- a/npc/re/quests/homun_s.txt +++ b/npc/re/quests/homun_s.txt @@ -92,7 +92,7 @@ job3_gen01,12,44,3 script Viorel#job3_gen01 4_M_ALCHE_E,{ mes "[Viorel]"; mes "Ready to go to my house?"; next; - switch(select("Go to ^005DFFViorel^000000's house.:Don't go.")) { + switch(select("Go to ^005DFFViorel^000000's house.", "Don't go.")) { case 1: mes "[Viorel]"; mes "Good choice."; @@ -115,7 +115,7 @@ job3_gen01,12,44,3 script Viorel#job3_gen01 4_M_ALCHE_E,{ mes "[Viorel]"; mes "Now, ready to go to ^005DFFJeyna^000000?"; next; - switch(select("Go to ^005DFFJeyna^000000's room.:Don't go.")) { + switch(select("Go to ^005DFFJeyna^000000's room.", "Don't go.")) { case 1: mes "[Viorel]"; mes "Good choice."; @@ -157,7 +157,7 @@ job3_gen01,12,44,3 script Viorel#job3_gen01 4_M_ALCHE_E,{ mes "[Viorel]"; mes "I must speak to you in private. Would you mind going to my house with me?"; next; - switch(select("Go to ^005DFFViorel^000000's home.:Stay here.")) { + switch(select("Go to ^005DFFViorel^000000's home.", "Stay here.")) { case 1: mes "[Viorel]"; mes "Good choice."; @@ -179,7 +179,7 @@ job3_gen01,12,44,3 script Viorel#job3_gen01 4_M_ALCHE_E,{ mes "in the newly created ^FF4800Homunculus^000000,"; mes "born from the new ^006400Homunculus Mutation System^000000?"; next; - switch(select("Nope. Good bye.:Please, I'm busy.:That's exactly what I wanted to hear.:Why are you always standing there?")) { + switch(select("Nope. Good bye.", "Please, I'm busy.", "That's exactly what I wanted to hear.", "Why are you always standing there?")) { case 1: emotion e_heh; mes "[Viorel]"; @@ -244,7 +244,7 @@ job3_gen01,12,44,3 script Viorel#job3_gen01 4_M_ALCHE_E,{ mes "^FF4800Homunculus^000000 research requires a lot of time and funding."; mes "However, I believe passion is the most important factor."; next; - switch(select("End conversation.:What are you talking about?:Why are you always standing there?")) { + switch(select("End conversation.", "What are you talking about?", "Why are you always standing there?")) { case 1: mes "[Viorel]"; mes "So long~!"; @@ -307,7 +307,7 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "[Viorel]"; mes "In order to break the current limitations of the ^FF4800Homunculus^000000, mutations need to happen."; next; - switch(select("Like, biological experiments...?!:Well, yeah, naturally.:I don't want to hurt my Homunculus!")) { + switch(select("Like, biological experiments...?!", "Well, yeah, naturally.", "I don't want to hurt my Homunculus!")) { case 1: emotion e_swt2; mes "[Viorel]"; @@ -378,7 +378,7 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "I know it's a little abrupt, but..."; mes "How about changing your ^FF4800Homunculus^000000 into something incredible with my marvelous achievement, the ^006400Homunculus Mutation System^000000?"; next; - switch(select("Explore the ^006400Homunculus Mutation System^000000.:Cancel.")) { + switch(select("Explore the ^006400Homunculus Mutation System^000000.", "Cancel.")) { case 1: emotion e_no1; mes "[Viorel]"; @@ -401,7 +401,7 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "I am not trying to deceive you."; mes "Maybe you need some time to think about it?"; next; - switch(select("Think about it.:I'm just going to walk away.")) { + switch(select("Think about it.", "I'm just going to walk away.")) { case 1: mes "[Viorel]"; mes "We'll talk in a bit then."; @@ -450,7 +450,7 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "mutation, I can't guarentee what kind of Homunculus you're going to get."; mes "Anyways, it's up to you."; next; - switch(select("Mutation stabilization (50,000 zeny):Unstable mutation")) { + switch(select("Mutation stabilization (50,000 zeny)", "Unstable mutation")) { case 1: if (Zeny < 50000) { mes "[Viorel]"; @@ -459,7 +459,7 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "I'll be waiting."; mes "Want me to send you back to the ^8B4513Laboratory^000000?"; next; - switch(select("No thanks.:Yes. Send me back to the Lab.")) { + switch(select("No thanks.", "Yes. Send me back to the Lab.")) { case 1: mes "[Viorel]"; mes "Alright."; @@ -480,7 +480,7 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "Good choice."; mes "Choose from the different types of ^0000FFHomunculus^000000."; next; - switch(select("Eira:Sera:Dieter:Bayeri:Eleanor")) { + switch(select("Eira", "Sera", "Dieter", "Bayeri", "Eleanor")) { case 1: cutin "Mer_Eira_Card",3; .@Homunculus = 6048; //MER_EIRA @@ -505,7 +505,7 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "[Viorel]"; mes "Are you sure?"; next; - if(select("Yes.:No.") == 2) { + if(select("Yes.", "No.") == 2) { cutin "",255; playbgm "33.mp3"; // Yuna Song mes "[Viorel]"; @@ -518,17 +518,17 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "Excellent!"; mes "Let's get on with it."; next; - specialeffect2 EF_BASH; + specialeffect(EF_BASH, AREA, playerattached()); mes "[Viorel]"; mes "Now focus~!"; mes "You... need..."; mes "... concentration."; next; - specialeffect2 EF_PROVIDENCE; + specialeffect(EF_PROVIDENCE, AREA, playerattached()); mes "[Viorel]"; mes "Good. Almost done!"; next; - specialeffect2 EF_SUI_EXPLOSION; + specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); Zeny -= 50000; hommutate .@Homunculus; break; @@ -541,7 +541,7 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "Do you really wish to proceed"; mes "with the process of random outcome?"; next; - if(select("Go ahead. (Random Mutation):Cancel.") == 2) { + if(select("Go ahead. (Random Mutation)", "Cancel.") == 2) { playbgm "33.mp3"; // Yuna Song mes "[Viorel]"; mes "I see."; @@ -561,21 +561,21 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "Hey, I feel like a Blacksmith!"; mes "Now let's get on with it."; next; - specialeffect2 EF_BASH; + specialeffect(EF_BASH, AREA, playerattached()); mes "[Viorel]"; mes "Now focus~!"; mes "You... need..."; mes "... concentration."; next; - specialeffect2 EF_PRESSURE; + specialeffect(EF_PRESSURE, AREA, playerattached()); mes "[Viorel]"; mes "Concentrate a little more!"; next; - specialeffect2 EF_PROVIDENCE; + specialeffect(EF_PROVIDENCE, AREA, playerattached()); mes "[Viorel]"; mes "Good. Almost done!"; next; - specialeffect2 EF_SUI_EXPLOSION; + specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); hommutate; break; } @@ -594,7 +594,7 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "the path that leads to it."; next; mes "[Viorel]"; - mes "^0000FF" + strcharinfo(0) + "^000000,"; + mes "^0000FF" + strcharinfo(PC_NAME) + "^000000,"; mes "I haven't known you"; mes "for a very long time,"; mes "but I get the feeling that"; @@ -643,7 +643,7 @@ que_house_s,80,42,3 script Jeyna#homun_s 4_F_ALCHE_A,{ next; mes "[Jeyna]"; mes "Anyways~"; - mes "^0000FF"+strcharinfo(0)+"^000000 and ^005DFFViorel^000000 seem like two peas in a pod."; + mes "^0000FF"+strcharinfo(PC_NAME)+"^000000 and ^005DFFViorel^000000 seem like two peas in a pod."; next; emotion e_heh; mes "[Jeyna]"; @@ -726,7 +726,7 @@ que_house_s,80,42,3 script Jeyna#homun_s 4_F_ALCHE_A,{ mes "So, please decide."; mes "Do you want to proceed with the new ^0000FFHomunculus Mutation System^000000?"; next; - switch(select("Yes, I do.:I need to think more.")) { + switch(select("Yes, I do.", "I need to think more.")) { case 1: if (checkhomcall() == 1) { mes "[Jeyna]"; @@ -746,22 +746,22 @@ que_house_s,80,42,3 script Jeyna#homun_s 4_F_ALCHE_A,{ mes "[Jeyna]"; mes "Now I need you to focus."; next; - specialeffect2 EF_ABSORBSPIRITS; + specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); mes "[Jeyna]"; mes "We need to..."; mes "Stabilize a little more."; mes "......."; next; - specialeffect2 EF_CURE; + specialeffect(EF_CURE, AREA, playerattached()); mes "[Jeyna]"; mes "In a few moments, the ^FF4800Homunculus^000000 will return to its embryo state."; next; - specialeffect2 EF_HOLYHIT; + specialeffect(EF_HOLYHIT, AREA, playerattached()); mes "[Jeyna]"; mes "Into a special embryo..."; next; callsub L_CheckHomunculus; - specialeffect2 EF_BLESSING; + specialeffect(EF_BLESSING, AREA, playerattached()); morphembryo; setquest 4159; erasequest 4158; @@ -778,7 +778,7 @@ que_house_s,80,42,3 script Jeyna#homun_s 4_F_ALCHE_A,{ next; mes "[Jeyna]"; mes "Don't do anything like changing jobs or anything like that before the process is over."; - mes "If so, you, ^0000FF"+strcharinfo(0)+"^000000 might lose all the abilities you have over the Homunculus."; + mes "If so, you, ^0000FF"+strcharinfo(PC_NAME)+"^000000 might lose all the abilities you have over the Homunculus."; next; mes "[Jeyna]"; mes "All that concentration made me tired."; diff --git a/npc/re/quests/magic_books.txt b/npc/re/quests/magic_books.txt index a9c2ece8d..bcf94c4a0 100644 --- a/npc/re/quests/magic_books.txt +++ b/npc/re/quests/magic_books.txt @@ -79,7 +79,7 @@ geffen_in,176,105,4 script Master Velofos 1_M_WIZARD,{ mes "[Master Velofos]"; mes "By the way, what brings you to me today?"; next; - switch (select("Nothing.:Do you know the Reading Spell Book?:What's the Freezing Spell?:Can I have a Magic Book?:Can I use the Reading Spell Book without the Freezing Spell?:About the Ultimate Magic Book")) { + switch (select("Nothing.", "Do you know the Reading Spell Book?", "What's the Freezing Spell?", "Can I have a Magic Book?", "Can I use the Reading Spell Book without the Freezing Spell?", "About the Ultimate Magic Book")) { case 1: mes "[Master Velofos]"; mes "Hah! You're silly."; @@ -88,7 +88,7 @@ geffen_in,176,105,4 script Master Velofos 1_M_WIZARD,{ mes "[Master Velofos]"; mes "Reading Spell Book literally means 'read a spell book.' Do you know how to use Magic Books?"; next; - switch (select("Yes, I do.:No, I don't.")) { + switch (select("Yes, I do.", "No, I don't.")) { case 1: mes "[Master Velofos]"; mes "Well then, you don't need an additional lecture."; @@ -185,7 +185,7 @@ geffen_in,176,105,4 script Master Velofos 1_M_WIZARD,{ mes "[Master Velofos]"; mes "I'm sorry, but I only have Magic Books for beginners, but they're obviously not suitable for you. Do you still want one?"; next; - switch (select("Sure thing.:Where can I find advanced books?")) { + switch (select("Sure thing.", "Where can I find advanced books?")) { case 1: mes "[Master Velofos]"; mes "Please go talk to [Lea] in the Archive. Tell her that you need one of the Magic Books that I've stored in there."; @@ -308,7 +308,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ mes "[Lea]"; mes "Are you borrowing a book?"; next; - switch (select("Let me think.:I want the Beginner's Magic Books.:I want the Intermediate Magic Books.:I want the Superior Magic Books.:I want the Ultimate Magic Book.")) { + switch (select("Let me think.", "I want the Beginner's Magic Books.", "I want the Intermediate Magic Books.", "I want the Superior Magic Books.", "I want the Ultimate Magic Book.")) { case 1: mes "[Lea]"; mes "No problem."; @@ -324,7 +324,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ mes "[Lea]"; mes "Yes. You may pay a minimum of 10,000 Rune-Midgarts zeny. Alternatively, you can bring 2 Old Magic Books or 50 Old Pages. Once you pay the deposit, I'll let you borrow some Magic Books."; next; - .@Payment = select("Where can I find Old Magic Books and Old Pages?:I'll pay with zeny.:I'll pay with Old Magic Books.:I'll pay with Old Pages.")-1; + .@Payment = select("Where can I find Old Magic Books and Old Pages?", "I'll pay with zeny.", "I'll pay with Old Magic Books.", "I'll pay with Old Pages.")-1; mes "[Lea]"; if (!.@Payment) { mes "I heard that you can find them from Ride Words, Death Words, Bathorys, and other monsters. I ask that you please don't strain yourself to find those items."; @@ -336,7 +336,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ if ((.@Payment == 1 && Zeny > 10000) || (.@Payment == 2 && countitem(Old_Magic_Book) > 1) || (.@Payment == 3 && countitem(Worn_Out_Page) > 49)) { mes "What kind of Magic Book do you want?"; next; - .@i = select("Let me think.:Magic Book (Fire Bolt):Magic Book (Cold Bolt):Magic Book (Lightning Bolt)")-1; + .@i = select("Let me think.", "Magic Book (Fire Bolt)", "Magic Book (Cold Bolt)", "Magic Book (Lightning Bolt)")-1; mes "[Lea]"; if (!.@i) { mes "No problem."; @@ -367,7 +367,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ mes "[Lea]"; mes "Ah, so you want the Intermediate Magic Books. Please pay 50,000 Rune-Midgartian zeny, or you can bring me 2 Old Blue Boxes or 9 Eluniums to borrow the Intermediate Magic Books."; next; - .@Payment = select("Where can I find Old Blue Boxes and Eluniums?:I'll pay 50,000 zeny.:I'll pay with Old Blue Boxes.:I'll pay with Eluniums.")-1; + .@Payment = select("Where can I find Old Blue Boxes and Eluniums?", "I'll pay 50,000 zeny.", "I'll pay with Old Blue Boxes.", "I'll pay with Eluniums.")-1; mes "[Lea]"; if (!.@Payment) { mes "Old Blue Boxes are quite rare to find, but they can be obtained from monsters everywhere in the world, including Myst Cases, Megalogons, Mimics, Nightmares, Krabens, Requiems, Nine Tails, Noxiouses, and Byorgues."; @@ -380,7 +380,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ if ((.@Payment == 1 && Zeny > 50000) || (.@Payment == 2 && countitem(Old_Blue_Box) > 1) || (.@Payment == 3 && countitem(Elunium) > 8)) { mes "What kind of Magic Book do you want?"; next; - .@i = select("Let me think.:Magic Book (Storm Gust):Magic Book (Lord of Vermillion):Magic Book (Meteor Storm):Magic Book (Thunderstorm):Magic Book (Jupitel Thunder):Magic Book (Water Ball):Magic Book (Heaven's Drive):Magic Book (Earth Spike)")-1; + .@i = select("Let me think.", "Magic Book (Storm Gust)", "Magic Book (Lord of Vermillion)", "Magic Book (Meteor Storm)", "Magic Book (Thunderstorm)", "Magic Book (Jupitel Thunder)", "Magic Book (Water Ball)", "Magic Book (Heaven's Drive)", "Magic Book (Earth Spike)")-1; setarray .@Books[0],6192,6193,6194,6197,6198,6199,6200,6201; mes "[Lea]"; if (!.@i) { @@ -419,7 +419,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ mes "[Lea]"; mes "[12 Mystery Pieces and 100,000 zeny], [7 Oridecons and 100,000 zeny], or [1 Old Violet Box and 100,000 zeny]. Now how would you like to pay your deposit?"; next; - .@Payment = select("Where can I find those items?:Let me think.:I'll pay with 12 Mystery Pieces and 100,000 zeny.:I'll pay with 7 Oridecons and 100,000 zeny.:I'll pay with 1 Old Violet Box and 100,000 zeny.")-1; + .@Payment = select("Where can I find those items?", "Let me think.", "I'll pay with 12 Mystery Pieces and 100,000 zeny.", "I'll pay with 7 Oridecons and 100,000 zeny.", "I'll pay with 1 Old Violet Box and 100,000 zeny.")-1; mes "[Lea]"; if (!.@Payment) { mes "Mystery Pieces can be obtained from machine creatures in the Juperos Dungeon, and they're the fountain of knowledge from the ancient civilization. Ah, I get excited thinking about those artifacts."; @@ -443,7 +443,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ mes "[Lea]"; mes "How does 200,000 Rune-Midgartian zeny sound?"; next; - if(select("I'm sorry, but I can't pay that much.:Sounds good.") == 1) { + if(select("I'm sorry, but I can't pay that much.", "Sounds good.") == 1) { mes "[Lea]"; mes "I see."; close; @@ -453,7 +453,7 @@ geffen_in,175,112,4 script Lea 2_F_MAGICMASTER,{ if ((.@Payment == 1 && Zeny > 199999) || (Zeny > 99999 && ((.@Payment == 2 && countitem(Mystery_Piece) > 11) || (.@Payment == 3 && countitem(Oridecon) > 6) || (.@Payment == 4 && countitem(Old_Violet_Box))))) { mes "What kind of Magic Book do you want?"; next; - .@i = select("Let me think.:Magic Book (Earth Strain):Magic Book (Chain Lightning):Magic Book (Crimson Rock):Magic Book (Drain Life)")-1; + .@i = select("Let me think.", "Magic Book (Earth Strain)", "Magic Book (Chain Lightning)", "Magic Book (Crimson Rock)", "Magic Book (Drain Life)")-1; mes "[Lea]"; if (!.@i) { mes "No problem."; @@ -640,7 +640,7 @@ mid_camp,255,244,4 script Galfos 4_M_JOB_WIZARD,{ mes "Oh, did you find"; mes "anything useful?"; next; - .@i = select("I've discovered everything about Comet.:I've mastered the zenith of Tetra Vortex."); + .@i = select("I've discovered everything about Comet.", "I've mastered the zenith of Tetra Vortex."); mes "[Galfos]"; if ((.@i == 1 && countitem(Magic_Book_CM)) || (.@i == 2 && countitem(Magic_Book_TV))) { mes "Are you kidding me? You already have the book!"; @@ -655,7 +655,7 @@ mid_camp,255,244,4 script Galfos 4_M_JOB_WIZARD,{ mes "[Galfos]"; mes "I need at least ^0000aa1,000,000 zeny^000000 to buy all the necessary tools. Do you have the money?"; next; - if(select("Wh-what? No!:Sure.") == 1) { + if(select("Wh-what? No!", "Sure.") == 1) { mes "[Galfos]"; mes "Aw, you don't? It's disappointing, but there's nothing I can do. Come back when you have enough money, okay?"; close; @@ -664,9 +664,9 @@ mid_camp,255,244,4 script Galfos 4_M_JOB_WIZARD,{ if (Zeny >= 1000000) { mes "Alright then, let's get started!"; next; - specialeffect2 EF_DISPELL; + specialeffect(EF_DISPELL, AREA, playerattached()); progressbar "ffff00",4; - specialeffect2 EF_LORD; + specialeffect(EF_LORD, AREA, playerattached()); Zeny -= 1000000; getitem 6194+.@i,1; //Magic_Book_CM, Magic_Book_TV mes "[Galfos]"; @@ -709,7 +709,7 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ mes "The documents in this container aren't legible. It's no use trying to read them."; close; } - specialeffect2 EF_DISPELL; + specialeffect(EF_DISPELL, AREA, playerattached()); progressbar "ffff00",4; if (mac_book < 3) { mes "You have discovered records about magic, acceleration, and particle waves."; @@ -731,7 +731,7 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ mes "^660066You must do this by using the greatest power in that place. The Humans have used this method to study the acceleration of magic particles since ancient times.^000000"; next; mes "You have discovered the ^990099Lava Essence Creation Method^000000. Please check your Quest window for more details."; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); close2; setquest 12218; end; @@ -749,7 +749,7 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ mes "^660066According to Humans' information, this essence constitutes one of the four natural elements.^000000"; next; mes "You have discovered the ^990099Flame Essence Creation Method^000000. Please check your Quest window for more details."; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); close2; setquest 12219; end; @@ -766,7 +766,7 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ mes "^660066I succeeded in refining the essence of glacier deep inside the 3rd floor of the Ice Cave. If you'd like to try, prepare 10 Ice Hearts and go to the following location.^000000"; next; mes "You have discovered the ^990099Glacier Essence Creation Method^000000. Please check your Quest window for more details."; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); close2; setquest 12220; end; @@ -784,7 +784,7 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ mes "If you'd like to try, prepare 10 Jubilees and go to the dungeon. Good luck.^000000"; next; mes "You have discovered the ^990099Fossil Essence Creation Method^000000. Please check your Quest window for more details."; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); close2; setquest 12221; end; @@ -802,7 +802,7 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ mes "The refining process was easy, but I had a hard time finding the catalyst, Dragon Teeth.^000000"; next; mes "You have discovered the ^990099Storm Essence Creation Method^000000. Please check your Quest window for more details."; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); close2; setquest 12222; end; @@ -828,8 +828,8 @@ function script Magic_Book_Essence { close; } if (questprogress(getarg(0)) == 1 && countitem(getarg(1)) >= getarg(2)) { - specialeffect2 EF_BLIND; - specialeffect2 EF_BEGINSPELL; + specialeffect(EF_BLIND, AREA, playerattached()); + specialeffect(EF_BEGINSPELL, AREA, playerattached()); progressbar "ffff00",4; delitem getarg(1),getarg(2); if (rand(2)) { @@ -837,7 +837,7 @@ function script Magic_Book_Essence { next; mes "^008800The "+getarg(3)+" Essence will last permanently, unless there's a problem.^000000"; completequest getarg(0); - specialeffect2 EF_LORD; + specialeffect(EF_LORD, AREA, playerattached()); close; } mes "^008888You have failed to refine the essence using "+getarg(2)+" "+getitemname(getarg(1))+"s.^000000"; diff --git a/npc/re/quests/newgears/2012_headgears.txt b/npc/re/quests/newgears/2012_headgears.txt index ebbf7fc4d..80df8d650 100644 --- a/npc/re/quests/newgears/2012_headgears.txt +++ b/npc/re/quests/newgears/2012_headgears.txt @@ -253,7 +253,7 @@ moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{ " all your history will be lost. Do you really" " want to give up?"; next; - if (select("Yes:No") != 1) { + if (select("Yes", "No") != 1) { .@erase_quest = 2; continue; } @@ -331,7 +331,7 @@ moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{ mes "It takes 3 hours for your body to accumulate 2 to 4 "+.@crystal$[.@choice] +" Energy Crystals. Do you want to start?"; next; - if (select("Cancel:Start") == 1) { + if (select("Cancel", "Start") == 1) { mes "[Reno]"; mes "I recommend that you try to accumulate Energy Crystal when you have time."; close; @@ -339,7 +339,7 @@ moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{ mes "[Reno]"; mes "You might feel a slight tingle."; next; - specialeffect2 EF_BASH3D; + specialeffect(EF_BASH3D, AREA, playerattached()); percentheal .@rate * -5,0; //consumeitem ??; //Keep_Connection_[.@rate] sc_start .@buffs[.@choice], 10800000, .@rate; // Atk/Matk + 5*rate (+5, +10, +15) @@ -393,7 +393,7 @@ moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{ mes sprintf("%d %ss will be compressed to %d %ss.",.@crystal_count,getitemname(.@crystal),.@crystal_get,getitemname(.@crystal_)); mes "Do you want to compress?"; next; - if (select("Compress:Stop") == 2) { + if (select("Compress", "Stop") == 2) { mes "[Reno]"; mes "Okay, please contact if you need me in the future."; close; @@ -416,7 +416,7 @@ moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{ " compress into "+.@crystal_get+" Energy Crystals. Do you" " want to continue?"; next; - if (select("Compress:Stop") == 2) + if (select("Compress", "Stop") == 2) break; } mes "[Reno]"; @@ -469,10 +469,10 @@ moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{ Assassin_Mask_, -1, 200, Improved_Assassin_Mask, Welding_Mask, -1, 200, Improved_Welding_Mask, Safety_Ring, -1, 200, Safety_Ring_, - Angel's_Protection, 1, 100, Im_Angel's_Protection, - Angel's_Safeguard, 1, 100, Impr_Angel's_Safeguard, - Angel's_Arrival, 1, 100, Impr_Angel's_Arrival, - Angel's_Warmth, 1, 100, Impr_Angel's_Warmth, + Angels_Protection, 1, 100, Im_Angels_Protection, + Angels_Safeguard, 1, 100, Impr_Angels_Safeguard, + Angels_Arrival, 1, 100, Impr_Angels_Arrival, + Angels_Warmth, 1, 100, Impr_Angels_Warmth, Kiss_Of_Angel, 1, 100, Improved_Kiss_Of_Angel; break; case 4: @@ -487,10 +487,10 @@ moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{ Variant_Shoes, -1, 300, Enhanced_Variant_Shoes, Ring_Of_Flame_Lord,-1, 300, Good_Ring_Of_Flame_Lord, Ring_Of_Resonance, -1, 300, Good_Ring_Of_Resonance, - Angel's_Protection, 1, 20, Im_Angel's_Protection, - Angel's_Safeguard, 1, 20, Impr_Angel's_Safeguard, - Angel's_Arrival, 1, 20, Impr_Angel's_Arrival, - Angel's_Warmth, 1, 20, Impr_Angel's_Warmth, + Angels_Protection, 1, 20, Im_Angels_Protection, + Angels_Safeguard, 1, 20, Impr_Angels_Safeguard, + Angels_Arrival, 1, 20, Impr_Angels_Arrival, + Angels_Warmth, 1, 20, Impr_Angels_Warmth, Kiss_Of_Angel, 1, 20, Improved_Kiss_Of_Angel; break; } @@ -548,7 +548,7 @@ moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{ mes "[Reno]"; mes "Are you familiar with the ^FF0000precautions^000000?"; next; - if (select("I am.:No.") == 2) { + if (select("I am.", "No.") == 2) { mes "[Reno]"; mes "Okay. Next time, then."; close; @@ -573,7 +573,7 @@ moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{ close; } } - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); progressbar "ffff00",2; delitem .@material,1; if (.@material == Safety_Ring) { @@ -680,10 +680,10 @@ moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{ else if (.@r <= 9) getitem Improved_Assassin_Mask,1; else if (.@r <= 12) getitem Improved_Welding_Mask,1; else if (.@r <= 13) getitem Safety_Ring_,1; - else if (.@r <= 14) getitem Im_Angel's_Protection,1; - else if (.@r <= 15) getitem Impr_Angel's_Safeguard,1; - else if (.@r <= 16) getitem Impr_Angel's_Arrival,1; - else if (.@r <= 17) getitem Impr_Angel's_Warmth,1; + else if (.@r <= 14) getitem Im_Angels_Protection,1; + else if (.@r <= 15) getitem Impr_Angels_Safeguard,1; + else if (.@r <= 16) getitem Impr_Angels_Arrival,1; + else if (.@r <= 17) getitem Impr_Angels_Warmth,1; else getitem Improved_Kiss_Of_Angel,1; break; case 4: diff --git a/npc/re/quests/pile_bunker.txt b/npc/re/quests/pile_bunker.txt index 28dc3787e..5362211ab 100644 --- a/npc/re/quests/pile_bunker.txt +++ b/npc/re/quests/pile_bunker.txt @@ -70,7 +70,7 @@ yuno,179,174,4 script Gomer 4_M_REPAIR,{ mes "[Gomer]"; mes "That makes me feel good and I am about to make a new gear. I want you to help me. What do you say?"; next; - switch(select("I am not that interested.:What are you going to make?:Where do you get the materials?:I brought the materials.")) { + switch(select("I am not that interested.", "What are you going to make?", "Where do you get the materials?", "I brought the materials.")) { case 1: mes "[Gomer]"; mes "Nothing I can do"; diff --git a/npc/re/quests/quests_aldebaran.txt b/npc/re/quests/quests_aldebaran.txt new file mode 100644 index 000000000..336ddb1c7 --- /dev/null +++ b/npc/re/quests/quests_aldebaran.txt @@ -0,0 +1,140 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2016 Hercules Dev Team +//= Copyright (C) 2016 Ridley +//= Copyright (C) 2016 Aleos +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Nightmare Clock Tower Dungeon +//================= Description =========================================== +//= NPCs related to Aldebaran Clock Tower (Nightmare) +//================= Current Version ======================================= +//= 1.1 +//========================================================================= +c_tower1,232,222,5 script Belljamin Button#ct 4_M_RUSMAN2,{ + mes("[Belljamin Button]"); + mes("The monsters here are able to control time."); + if (BaseLevel < 150) { + mes("Come back when you've reached ^0000FFLevel 150^000000."); + close; + } + mes("Time, memories, environments... all can become warped here."); + next; + mes("[Belljamin Button]"); + mes("I'm begging you not to ask more about it. It might put your life in danger."); + next; + .@menu = select("Don't ask", "Go to 2nd floor of warped tower", "Go to 3rd floor of warped tower"); + switch (.@menu) { + case 1: + break; + case 2: + case 3: + if (.@menu == 2) { + .@map$ = "c_tower2_"; + .@x = 268; + .@y = 26; + } else { + .@map$ = "c_tower3_"; + .@x = 65; + .@y = 147; + } + mes("[Belljamin Button]"); + mes("Be careful with your choice."); + next; + mes("[Belljamin Button]"); + mes("I need ^0000FF10,000z^000000 to let you in. It's a pretty dangerous place to be."); + next; + switch (select("Quit", "Pay 10,000z", "Why do you need money?")) { + case 1: + break; + case 2: + if (Zeny < 10000) { + mes("[Belljamin Button]"); + mes("Really? You don't have money and asked me to take you there?"); + close; + } + Zeny -= 10000; + mes("[Belljamin Button]"); + mes("I'm not sure how you'll keep track of time in there but be as careful as you can."); + close2; + warp .@map$, .@x, .@y; + end; + break; + case 3: + mes("[Belljamin Button]"); + mes("I am here all day for the safety of adventurers. I always alert them about the danger. That's why I need some pay."); + emotion e_swt; + close; + } + break; + } + mes("[Belljamin Button]"); + mes("Phew...You've made good choice. The place is so brutal so you should probably get back to a safe area."); + close; +} + +c_tower2_,274,26,3 script Belljamin Button#nct1 4_M_RUSCHILD,{ + mes("[Belljamin Button]"); + mes("Perhaps you've seen me before?"); + next; + mes("[Belljamin Button]"); + mes("You saw me in the different place, different look."); + next; + switch (select("Who are you?", "Get me out of here!")) { + case 1: + mes("[Belljamin Button]"); + mes("Can you to explain me about what you've seen, what you've done?"); + next; + mes("[Belljamin Button]"); + mes("Me too. You might also be a missing one. Unaware, with no purpose nor idea."); + next; + mes("[Belljamin Button]"); + mes("It's time to go back. Please cherish your time more."); + next; + switch (select("Stay a little bit more", "Please take me back")) { + case 1: + mes("[Belljamin Button]"); + mes("You must really like this place. Well, do whatever you want."); + close; + case 2: + mes("[Belljamin Button]"); + mes("Imagine your favourite drink in a cup. Slowly stir the cup with a spoon, and peer through as the drink change colour."); + close2; + warp "c_tower1", 235, 223; + end; + } + break; + case 2: + mes("[Belljamin Button]"); + mes("It's time to move on. Do you have a favourite drink?"); + next; + mes("[Belljamin Button]"); + mes("Think about the drink in a cup. Slowly stir the cup with a spoon, and peer through as the drink change colour."); + close2; + warp "c_tower1", 235, 223; + end; + } +} + +c_tower3_,59,148,5 duplicate(Belljamin Button#nct1) Belljamin Button#nct2 4_M_BARYO_OLD diff --git a/npc/re/quests/quests_brasilis.txt b/npc/re/quests/quests_brasilis.txt index bed124f0c..ad7aed094 100644 --- a/npc/re/quests/quests_brasilis.txt +++ b/npc/re/quests/quests_brasilis.txt @@ -72,7 +72,7 @@ brasilis,297,307,5 script Angelo#br 1_M_04,{ getexp .@randexp,0; erasequest 9031; setquest 9032; - specialeffect2 EF_ASSUMPTIO; + specialeffect(EF_ASSUMPTIO, AREA, playerattached()); consumeitem 607; //Yggdrasilberry .@rand = rand(1,10); if (.@rand > 4 && .@rand < 9) getitem White_Potion,2; @@ -112,7 +112,7 @@ OnGo: mes "bow wow bow wow!!"; next; ++brazil_kid; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; if (brazil_kid == 3) { mes "Good. I found all 3 puppies."; mes "Now I need to go tell Angelo."; @@ -124,11 +124,11 @@ OnGo: mes "Ah... who's a good puppy?"; mes "Ok, where are the others?"; } - if (compare(strnpcinfo(2),"1")) setarray .@i[0],2,3; - else if (compare(strnpcinfo(2),"2")) setarray .@i[0],1,3; + if (compare(strnpcinfo(NPC_NAME_UNIQUE),"1")) setarray .@i[0],2,3; + else if (compare(strnpcinfo(NPC_NAME_UNIQUE),"2")) setarray .@i[0],1,3; else setarray .@i[0],1,2; - donpcevent "Puppy#"+charat(strnpcinfo(2),0)+.@i[rand(2)]+"::OnEnable"; - hideonnpc strnpcinfo(0); + donpcevent "Puppy#"+charat(strnpcinfo(NPC_NAME_UNIQUE),0)+.@i[rand(2)]+"::OnEnable"; + hideonnpc strnpcinfo(NPC_NAME); close; } } @@ -137,15 +137,15 @@ OnGo: close; OnInit: - if (!compare(strnpcinfo(2),"1")) hideonnpc strnpcinfo(0); + if (!compare(strnpcinfo(NPC_NAME_UNIQUE),"1")) hideonnpc strnpcinfo(NPC_NAME); end; OnEnable: - hideoffnpc strnpcinfo(0); + hideoffnpc strnpcinfo(NPC_NAME); end; OnDisable: - hideonnpc strnpcinfo(0); + hideonnpc strnpcinfo(NPC_NAME); end; } @@ -191,7 +191,7 @@ brasilis,192,133,6 script Lucia#brasilis 4_F_BRZ_WOMAN,{ mes "Hello."; mes "Have you come here to hunt ^FF0000Strange Hydra^000000s?"; next; - switch(select("Yes.:No.:^006400What is happening here?^000000")) { + switch(select("Yes.", "No.", "^006400What is happening here?^000000")) { case 1: setquest 9028; getitem Leaf_Cat_Ball,1; //Hydra_Ball @@ -270,7 +270,7 @@ brasilis,192,133,6 script Lucia#brasilis 4_F_BRZ_WOMAN,{ else { mes "Any problems?"; next; - switch(select("No.:^006400Tell me again what happened^000000")) { + switch(select("No.", "^006400Tell me again what happened^000000")) { case 1: mes "[Lucia]"; mes "Ok, please do me a favor."; @@ -304,7 +304,7 @@ brasilis,192,133,6 script Lucia#brasilis 4_F_BRZ_WOMAN,{ } else { mes "[Lucia]"; - mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 you're back."; + mes "Oh, ^0000FF"+strcharinfo(PC_NAME)+"^000000 you're back."; if (questprogress(9029,PLAYTIME) == 1) { mes "I'm so grateful for your help."; mes "Each ^006400Hydra Ball^000000 is provided ^006400every 24 hours^000000"; @@ -317,7 +317,7 @@ brasilis,192,133,6 script Lucia#brasilis 4_F_BRZ_WOMAN,{ completequest 9029; mes "Did you come here to hunt ^FF0000Strange Hydra^000000s?"; next; - switch(select("Yes.:No.:^006400What is happening here?^000000")) { + switch(select("Yes.", "No.", "^006400What is happening here?^000000")) { case 1: setquest 9028; getitem Leaf_Cat_Ball,1; @@ -391,7 +391,7 @@ brasilis,187,162,5 script Candy Maker 4_M_BRZ_MAN1,{ mes "[Candy Maker]"; mes "Since then, the output of that fruit has reduced and the price has gone up so now candy ingredients were changed to coconuts or other tropical fruits instead. I miss the guarana candy."; next; - switch(select("How can I taste this guarana candy?:End conversation.")) { + switch(select("How can I taste this guarana candy?", "End conversation.")) { case 1: mes "[Candy Maker]"; mes "Hmm? I already sold out of all my old supply."; @@ -399,7 +399,7 @@ brasilis,187,162,5 script Candy Maker 4_M_BRZ_MAN1,{ mes "[Candy Maker]"; mes "But if you can find some guarana, I can make it for you."; next; - switch(select("How do I find guarana?:End conversation.")) { + switch(select("How do I find guarana?", "End conversation.")) { case 1: mes "[Candy Maker]"; mes "Will you find the guarana?? Hoooooh~"; @@ -481,7 +481,7 @@ brasilis,187,162,5 script Candy Maker 4_M_BRZ_MAN1,{ mes "What about it? Wanna buy some?"; mes "It's 4000 zeny each."; next; - switch(select("Buy a Guarana Candy.:Cancel.")) { + switch(select("Buy a Guarana Candy.", "Cancel.")) { case 1: if (Zeny > 3999) { mes "[Candy Maker]"; @@ -644,7 +644,7 @@ bra_in01,95,179,3 script Cherto 4_M_BRZ_MAN2,{ mes "[Cherto]"; mes "If he can make crying sounds of animals, they might be able to converse!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Now, what can I do?"; mes "If he is the kid from the legend, is there any way to raise the guarana again?"; next; @@ -680,7 +680,7 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ mes "[Strange Kid]"; mes "................"; next; - if(select("Try to talk.:Pretend to pass by.") == 2) { + if(select("Try to talk.", "Pretend to pass by.") == 2) { mes "[Strange Kid]"; mes "................"; close; @@ -688,7 +688,7 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ mes "What can I say to him?"; next; while(1) { - switch(select("What's your name?:How old are you?:What are you doing?:End conversation.")) { + switch(select("What's your name?", "How old are you?", "What are you doing?", "End conversation.")) { case 1: mes "[Strange Kid]"; mes "Kaaaaaaao~"; @@ -712,7 +712,7 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ mes "Kaaaaaaao~"; mes "Grrrrrrrrr - kaaan-"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "He makes strange sound like an animals."; mes "Should I ask advice from Cherto?"; brazil_gua = 4; @@ -722,7 +722,7 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ } } else if (brazil_gua == 4) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "He makes strange sounds like an animal."; mes "Should I ask advice from Cherto?"; close; @@ -736,7 +736,7 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ mes "[Strange Kid]"; mes "ah... ahah....."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I don't have a story but there are lots of friends waiting outside."; next; mes "- You give the feather, fresh meat and branch of grapes to the kid -"; @@ -754,7 +754,7 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ mes "mon, mon, mon...key......"; mes "boo, booow..........."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Dog?!"; mes "kkk yes. Lots of friends want to meet you."; mes "Don't be lonely anymore and be happy with your friends."; @@ -768,20 +768,20 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ mes "Ye......yes......."; mes "tha... than......thank......yo.........you."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Alright such a cute smile!"; mes "Be a happy kid as always."; next; mes "[Strange Kid]"; mes "Uh......"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "what?"; next; mes "[Strange Kid]"; mes "hey.........."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Do you want to say anything?"; next; mes "- You get closer and pretend to take caution. -"; @@ -796,13 +796,13 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ mes "[Strange Kid]"; mes "ga...ra..........na..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oops, guarana berry?"; mes "Ah! Thank you very much!"; emotion e_kis2,1; emotion e_heh; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "If I have this, I can make a guarana candy."; mes "I better find that Candy Maker!"; brazil_gua = 10; @@ -828,7 +828,7 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ brasilis,56,224,7 script Mage Paje#bra 4_M_BIBI,{ mes "[Mage Paje]"; mes "Abracadabra~"; - specialeffect EF_POISONHIT,AREA,"Poring#bra"; + specialeffect(EF_POISONHIT, AREA, getnpcid(0, "Poring#bra")); setarray .@display[0], 4_NFCOCK, 4_CAT, 4_PORING; setnpcdisplay "Poring#bra",.@display[rand(3)]; if (brazil_gua != 5) close; @@ -839,7 +839,7 @@ brasilis,56,224,7 script Mage Paje#bra 4_M_BIBI,{ mes "Good to see you."; mes "I am the Mage Paje."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hello. Mr. Cherto told me to find you."; next; mes "[Mage Paje]"; @@ -868,7 +868,7 @@ brasilis,56,224,7 script Mage Paje#bra 4_M_BIBI,{ mes "Good luck~!"; brazil_gua = 6; changequest 2195,2196; - specialeffect2 EF_ASSUMPTIO; + specialeffect(EF_ASSUMPTIO, AREA, playerattached()); close; } @@ -925,7 +925,7 @@ OnTouch: mes "Fly fly far away. bbaaaeeeccckkk--!"; brazil_gua = 7; changequest 2196,2197; - specialeffect2 EF_SEISMICWEAPON; + specialeffect(EF_SEISMICWEAPON, AREA, playerattached()); close2; warp "bra_fild01",68,146; end; @@ -950,7 +950,7 @@ OnTouch_: mes "Smelling! This smell is from a human!"; mes "Somewhere, a human!"; mes "I got it. You are!!!"; - specialeffect EF_HIT1,AREA,"Jaguar#bra"; + specialeffect(EF_HIT1, AREA, getnpcid(0, "Jaguar#bra")); emotion e_omg,1; next; mes "[Jaguar]"; @@ -1017,7 +1017,7 @@ bra_fild01,245,52,3 script Monkey#bra HIDDEN_NPC,{ mes "I can smell Jaguar from you, who are you?"; mes "Gosh, maybe there's no jaguar without fur and weird shape!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "........................"; mes "Are you saying that I look like an animal?!?!"; next; @@ -1039,7 +1039,7 @@ bra_fild01,245,52,3 script Monkey#bra HIDDEN_NPC,{ next; mes "- You get a bunch of grapes from Monkey. -"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Good~ Now it's time to go back to the kid~!!"; brazil_gua = 9; changequest 2198,2199; @@ -1067,7 +1067,7 @@ brasilis,203,286,3 script Botanist Karmen#bra 4_F_HUWOMAN,{ mes "One of them, a Water Lily, is a really gorgeous and unique plant."; mes "This flower is quite sensitive so it doesn't bloom everywhere."; next; - if(select("Interesting.:End conversation.") == 2) { + if(select("Interesting.", "End conversation.") == 2) { mes "[Karmen]"; mes "I guess you aren't interested in botany."; close; @@ -1138,8 +1138,8 @@ bra_in01,142,27,5 script Marta#bra 4_F_BRZ_INDOLD,{ mes "I am Kaka!!"; mes "Whats your name?"; next; - mes "["+strcharinfo(0)+"]"; - mes "I am "+strcharinfo(0)+"."; + mes "["+strcharinfo(PC_NAME)+"]"; + mes "I am "+strcharinfo(PC_NAME)+"."; next; mes "[Brasilis Boy]"; mes "The outsider has a weird name!"; @@ -1149,7 +1149,7 @@ bra_in01,142,27,5 script Marta#bra 4_F_BRZ_INDOLD,{ mes "Hehe..."; mes "So, why have you come here stranger~?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I heard you knows lots of stories, is that true?"; next; mes "[Kaka]"; @@ -1169,7 +1169,7 @@ bra_in01,142,27,5 script Marta#bra 4_F_BRZ_INDOLD,{ mes "[Marta]"; mes "Hey~ do you have special story that you want to listen to?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "About the mysterious water lily?"; next; mes "[Marta]"; @@ -1289,8 +1289,8 @@ bra_in01,145,27,3 script Brasilis Boy#bra 4_M_BRZ_INDIAN,{ mes "I am Kaka!!"; mes "Whats your name?"; next; - mes "["+strcharinfo(0)+"]"; - mes "I am "+strcharinfo(0)+"."; + mes "["+strcharinfo(PC_NAME)+"]"; + mes "I am "+strcharinfo(PC_NAME)+"."; next; mes "[Brasilis Boy]"; mes "The outsider has a weird name!"; @@ -1300,7 +1300,7 @@ bra_in01,145,27,3 script Brasilis Boy#bra 4_M_BRZ_INDIAN,{ mes "Hehe..."; mes "So, why have you come here stranger~?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I heard you knows lots of stories, is that true?"; next; mes "[Kaka]"; @@ -1320,7 +1320,7 @@ bra_in01,145,27,3 script Brasilis Boy#bra 4_M_BRZ_INDIAN,{ mes "[Marta]"; mes "Hey~ do you have special story that you want to listen to?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "About the mysterious water lily?"; next; mes "[Marta]"; @@ -1455,7 +1455,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "What's up? Why are you looking at me?"; mes "I don't want to be a showgirl!! Get out!!"; next; - if(select("Nothing, sorry.:What's wrong?") == 1) { + if(select("Nothing, sorry.", "What's wrong?") == 1) { mes "[Brasilis Girl]"; mes "I am so sad!!!"; close; @@ -1464,21 +1464,21 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "It's not your business."; mes "You are just an outsider!"; next; - if(select("How rude!:Just trying to help.") == 1) { + if(select("How rude!", "Just trying to help.") == 1) { mes "[Brasilis Girl]"; mes "What's it matter to you that I'm rude??!!"; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I know that I'm just passing by but I might be able to help you. What do you think?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This kind of meeting could be more than just a coincidence."; next; mes "[Brasilis Girl]"; mes "......................"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm can you tell me your name?"; next; mes "[Brasilis Girl]"; @@ -1486,7 +1486,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "Jasira."; mes "My name is Jasira."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Nice name~."; mes "Jasira what's going on?"; next; @@ -1496,7 +1496,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "[Jasira]"; mes "I have to meet 'Jasi' but I can't go out...."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "who is Jasi?"; mes "Your.... lover?"; next; @@ -1512,7 +1512,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "Jasi is......"; mes "the great moon."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The moon?"; mes "Maybe... are you talking about the moon from the story?"; next; @@ -1520,14 +1520,14 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "Yeah!"; mes "Dear Jasi is from the moon from the sky!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Why are you thinking like that?"; next; mes "[Jasira]"; mes "Cuz' Jasi is really gorgeous and the most important thing is he is taking care of the water lily in Brasilis."; next; emotion e_omg,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Brasilis water lily??!!"; mes "Isn't it the uniqe flower?"; next; @@ -1536,7 +1536,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "But around Jasi there are lots of water lilies."; mes "That's why I believe Jasi is the moon."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Where is Jasi?"; next; mes "[Jasira]"; @@ -1552,39 +1552,39 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "Since I came back home, my parents punished me."; mes "I can understand why they are worrying but i missed Jasi a lot!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Why don't you meet him after recovering your strength?"; next; mes "[Jasira]"; mes "................."; mes "I wanna see him right now..."; next; - if(select("Help Jasira.:Ignore her.") == 2) { - mes "["+strcharinfo(0)+"]"; + if(select("Help Jasira.", "Ignore her.") == 2) { + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sorry I can't help you. Cheer up!"; next; mes "[Jasira]"; mes "Crying........"; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Jasira I came here to find the Brasilis water lily."; mes "Don't you think fate has brought us together?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "If you tell me how to find Jasi, I can help you."; next; mes "[Jasira]"; mes "Really? But I don't know exactly how to get there. I was just wandering around when I met him."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Can't you remember anything?"; mes "If you know something you've gotta tell me."; next; mes "[Jasira]"; mes "Let's see... I was wandering around a waterfall then fell down into the water then I was sucked into somewhere."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Good, that's better than nothing! I will look for a similar place."; next; mes "[Jasira]"; @@ -1618,7 +1618,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "Did you talk about me?"; mes "You didn't? Uh? Stupid! Gosh~!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey girl~ you've got a short temper."; mes "I did see him and I talked about you!"; next; @@ -1627,7 +1627,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "What did he say?"; mes "Does he remember me?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "That you have a really good heart~"; mes "I told him that you will try to meet him when your condition gets better."; next; @@ -1635,7 +1635,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "Yeahhhhh!!"; mes "Thank you! You are more reliable than I thought you would be."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Anyway, I'm looking for a fruit that's brown and has a hard shell."; mes "It has juice inside and can be used as a cup to drink out of."; next; @@ -1643,7 +1643,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "Duh! You mean a coconut right?!"; mes "They're everywhere here in Brasilis."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Thanks Jasira!"; brazil_regia = 6; changequest 2204,2205; @@ -1667,7 +1667,7 @@ brasilis,270,145,5 script Brasilis Girl#bra 4_F_BRZ_INDIAN,5,5,{ mes "Gosh! Gosh!!!"; mes "Kkkkkaaaaa - !!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Thanks to you, I was able to get a flower."; mes "Thanks a lot!!"; next; @@ -1720,7 +1720,7 @@ bra_dun02,67,205,5 script Recluse#bra 4_M_BRZ_JACI,3,3,{ mes "[Recluse]"; mes "Oh, I haven't seen another person in such a long time."; next; - if(select("Keep going.:Are you the moon?") == 1) { + if(select("Keep going.", "Are you the moon?") == 1) { mes "[Recluse]"; mes "You don't have specific business with me."; close; @@ -1736,7 +1736,7 @@ bra_dun02,67,205,5 script Recluse#bra 4_M_BRZ_JACI,3,3,{ mes "[Jasi]"; mes "My family has taken care of the water lily calmly to prevent harm from people's hand or monsters."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Do you remember a girl named Jasi."; next; mes "[Jasi]"; @@ -1744,7 +1744,7 @@ bra_dun02,67,205,5 script Recluse#bra 4_M_BRZ_JACI,3,3,{ mes "Ah!! a hurry scurry girl. "; mes "Gosh.. I was in trouble due to that girl."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Trouble?"; next; mes "[Jasi]"; @@ -1754,7 +1754,7 @@ bra_dun02,67,205,5 script Recluse#bra 4_M_BRZ_JACI,3,3,{ mes "I was barely able to calm down and send her to the village."; mes "My life is that water lily so I didn't want anything embarrassing to happen."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "This is a gift from Jasira to say sorry for that time."; mes "She is really sad that can't come here by herself due to private difficulties."; next; @@ -1771,7 +1771,7 @@ bra_dun02,67,205,5 script Recluse#bra 4_M_BRZ_JACI,3,3,{ mes "[Jasi]"; mes "Anyway is that all the business you have with me?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Umm honestly I was wondering to find water lily and met you by coincidence. Jasira told me her sad story so that's what led me here."; next; mes "[Jasi]"; @@ -1803,7 +1803,7 @@ bra_dun02,67,205,5 script Recluse#bra 4_M_BRZ_JACI,3,3,{ mes "Did you find the fruit?"; mes "Oh right this is....?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It's called a 'coconut'."; next; mes "[Jasi]"; @@ -1843,21 +1843,21 @@ bra_dun02,71,200,3 script Water lily#bra HIDDEN_NPC,{ if (brazil_regia == 4) { mes "An unusual Water lily is blooming here. You can't stop staring at it, knowing that few people have seen this flower bloom."; next; - if(select("Pick up the flower.:Keep gazing.") == 2) { + if(select("Pick up the flower.", "Keep gazing.") == 2) { mes "- You can't avoid staring at it's beauty. -"; close; } mes "[Jasi]"; mes "Uh! What are you doing??!!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "There is a person who really needs this flower, can I just take one of 'em?"; next; mes "[Jasi]"; mes "As I said earlier, I am the guardian of this water lily."; mes "I can't just stand by here and watch you pluck even a single flower from it."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hey man~ I brought these delicious fruits for you... try it! They are really well matured and fresh bananas."; next; if (countitem(Banana) < 10) { @@ -1875,7 +1875,7 @@ bra_dun02,71,200,3 script Water lily#bra HIDDEN_NPC,{ next; mes "- munch -"; mes "- mumble mumble mumble -"; - specialeffect EF_POTION7,AREA,"Recluse#bra"; + specialeffect(EF_POTION7, AREA, getnpcid(0, "Recluse#bra")); next; mes "[Jasi]"; mes "Uh, this taste... is!"; @@ -1895,13 +1895,13 @@ bra_dun02,71,200,3 script Water lily#bra HIDDEN_NPC,{ mes "But rules are rules!"; mes "I must do my duty."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Please! I just need one flower~ What can I do to convince you?"; next; mes "[Jasi]"; mes "Rules are rules, what do you want from me?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Didn't that banana remind you of your childhood? What can I get for you?"; next; mes "[Jasi]"; @@ -1918,7 +1918,7 @@ bra_dun02,71,200,3 script Water lily#bra HIDDEN_NPC,{ brazil_regia = 5; changequest 2203,2204; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok so I have to bring 5 fruits with hard shells."; mes "Hmm what is it?"; close; @@ -2022,7 +2022,7 @@ brasilis,185,246,5 script Pedro#bra 1_M_SIZ,{ mes "[Daniel]"; mes "kkkickkkkkkkk"; next; - if(select("Walk by.:Ask about the gossip.") == 1) { + if(select("Walk by.", "Ask about the gossip.") == 1) { mes "[Fabio]"; mes "Mariana~ smells~ Nya nya~"; next; @@ -2234,12 +2234,12 @@ bra_in01,149,184,3 script Door#bra CLEAR_NPC,{ if (brazil_ghost > 0) { mes "- A key is inserted in the locked door.-"; next; - switch(select("Turn the key.:Ignore it.")) { + switch(select("Turn the key.", "Ignore it.")) { case 1: mes "You start saying the first line of the magic words."; input .@input$; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes .@input$; next; .@braspell$ = "Mother the door won't open!"; @@ -2253,7 +2253,7 @@ bra_in01,149,184,3 script Door#bra CLEAR_NPC,{ mes "[Sobbing Voice]"; mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'"; next; - switch(select("Open the door:Knock on the door.:Turn the key.:Take the key out.")) { + switch(select("Open the door", "Knock on the door.", "Turn the key.", "Take the key out.")) { case 1: mes "The door is locked."; mes "So nothing happens."; @@ -2281,7 +2281,7 @@ bra_in01,149,184,3 script Door#bra CLEAR_NPC,{ mes "^FF0000kkkkhee- hihihihi!!!^000000"; mes "You hear water flushing."; next; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); mes "Faint laughing can be heard off in the direction of the toilet."; brazil_ghost = 3; changequest 2208,60351; @@ -2324,10 +2324,10 @@ bra_in01,144,187,3 script Toilet#bra CLEAR_NPC,{ mes "- Looks like an ordinary toilet -"; next; if (brazil_ghost > 6) { - switch(select("Flush the toilet.:Doing nothing.")) { + switch(select("Flush the toilet.", "Doing nothing.")) { case 1: mes "After flushing the toilet, you suddenly feel dizzy and are suddenly swept away somewhere."; - specialeffect2 EF_WATERFALL_SMALL_T2_90; + specialeffect(EF_WATERFALL_SMALL_T2_90, AREA, playerattached()); close2; warp "bra_in01",206,102; end; @@ -2336,12 +2336,12 @@ bra_in01,144,187,3 script Toilet#bra CLEAR_NPC,{ close; } } - switch(select("Use the toilet:Ignore.")) { + switch(select("Use the toilet", "Ignore.")) { case 1: mes "- What was the second line to that spell now? -"; input .@input$; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes .@input$; next; .@braspell$ = "Mother the water is flooding!"; @@ -2355,7 +2355,7 @@ bra_in01,144,187,3 script Toilet#bra CLEAR_NPC,{ mes "[Sobbing Voice]"; mes "^FF0000If the moon disappears 3 times... don't worry.....^000000"; next; - switch(select("Flush the toilet.:Close the lid.")) { + switch(select("Flush the toilet.", "Close the lid.")) { case 1: mes "How many times should I flush?"; input .@input,0,999; @@ -2371,7 +2371,7 @@ bra_in01,144,187,3 script Toilet#bra CLEAR_NPC,{ mes "^FF0000kkkkhee- hihihihi!!!^000000"; mes "Suddenly the sink sounds like water is flowing freely from it."; next; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); mes "Faint laughing can be heard off in the direction of the faucet."; brazil_ghost = 4; changequest 60351,60352; @@ -2409,12 +2409,12 @@ bra_in01,134,189,3 script Faucet#bra CLEAR_NPC,{ if (brazil_ghost > 0) { mes "- It seems like an ordinary faucet -"; next; - switch(select("Examine it.:Ignore.")) { + switch(select("Examine it.", "Ignore.")) { case 1: mes "- What was the next line to that spell now? -"; input .@input$; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes .@input$; next; .@braspell$ = "Mother the drought has started!"; @@ -2428,7 +2428,7 @@ bra_in01,134,189,3 script Faucet#bra CLEAR_NPC,{ mes "[Sobbing Voice]"; mes "^FF0000Don't worry... the waterfall will help it....^000000"; next; - switch(select("Tap on the faucet.:Turn on the water.")) { + switch(select("Tap on the faucet.", "Turn on the water.")) { case 1: mes "How many times will you tap the faucet?"; input .@input,0,999; @@ -2450,7 +2450,7 @@ bra_in01,134,189,3 script Faucet#bra CLEAR_NPC,{ mes "^FF0000kkkkhee- hihihihi!!!^000000"; mes "You see the carpet move."; next; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); mes "Faint laughing can be heard off in the direction of the carpet."; brazil_ghost = 5; changequest 60352,60353; @@ -2484,12 +2484,12 @@ bra_in01,138,184,3 script Carpet#bra CLEAR_NPC,{ if (brazil_ghost > 0) { mes "- A carpet with an intricate pattern on it -"; next; - switch(select("Examine it.:Ignore.")) { + switch(select("Examine it.", "Ignore.")) { case 1: mes "- What was the next line to that spell now? -"; input .@input$; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes .@input$; next; .@braspell$ = "Mother where are my friends?"; @@ -2503,7 +2503,7 @@ bra_in01,138,184,3 script Carpet#bra CLEAR_NPC,{ mes "[Sobbing Voice]"; mes "^FF0000your 7 friends....are...sleeping... now it...'s time ....to wake them........^000000"; next; - switch(select("Jump on the carpet.:Lie on the carpet.:Shake the carpet.")) { + switch(select("Jump on the carpet.", "Lie on the carpet.", "Shake the carpet.")) { case 1: mes "How many times should I jump?"; input .@input,0,999; @@ -2532,7 +2532,7 @@ bra_in01,138,184,3 script Carpet#bra CLEAR_NPC,{ mes "[Distant Sound]"; mes "^FF0000kkkkhee- hihihihi!!!^000000"; next; - specialeffect2 EF_VENOMDUST; + specialeffect(EF_VENOMDUST, AREA, playerattached()); mes "Faint laughing can be heard off in the direction of the mirror."; brazil_ghost = 6; changequest 60353,60354; @@ -2566,12 +2566,12 @@ bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{ if (brazil_ghost > 0) { mes "- You can see a clean mirror without any marks or dust -"; next; - switch(select("Examine it.:Ignore.")) { + switch(select("Examine it.", "Ignore.")) { case 1: mes "- What was the next line to that spell now? -"; input .@input$; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes .@input$; next; .@braspell$ = "Where are you mom?"; @@ -2594,7 +2594,7 @@ bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{ enablenpc "Ghost#bra"; next; emotion e_omg,1; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The stories about the ghost are true~!"; next; mes "[Ghost]"; @@ -2616,7 +2616,7 @@ bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{ mes "[Ghost]"; mes "^FF0000Come on help mom.....^000000"; next; - switch(select("Take the eye bandage off.:Run away~.")) { + switch(select("Take the eye bandage off.", "Run away~.")) { case 1: while(1) { .@cpudice = rand(1,6); @@ -2628,7 +2628,7 @@ bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{ } } if (.@cpudice > .@pcdice) { - specialeffect2 EF_DEVIL; + specialeffect(EF_DEVIL, AREA, playerattached()); mes "[Ghost]"; mes "^FF0000Go away!^000000"; brazil_ghost = 1; @@ -2702,7 +2702,7 @@ bra_in01,7,181,5 script Curator#bra 4_M_BRZ_MAN2,{ mes "Sorry we are remodeling inside right now so, it's closed."; mes "Please use the other one."; next; - switch(select("But I forgot something inside.:Give up.")) { + switch(select("But I forgot something inside.", "Give up.")) { case 1: mes "[Curator]"; mes "That's tooooo bad."; @@ -2743,7 +2743,7 @@ bra_in01,7,181,5 script Curator#bra 4_M_BRZ_MAN2,{ mes "Sorry we are remodeling inside right now so, it's closed."; mes "Please use the other one."; next; - switch(select("But I forgot something inside.:Give up.")) { + switch(select("But I forgot something inside.", "Give up.")) { case 1: mes "[Curator]"; mes "That's tooooo bad."; @@ -2832,7 +2832,7 @@ bra_fild01,323,136,1 script Pipe#brafild CLEAR_NPC,{ if (brazil_ghost > 6) { mes "You see a rusty pipe. It seems to be linked to somewhere beneath the jungle."; next; - switch(select("Examine it:Ignore.")) { + switch(select("Examine it", "Ignore.")) { case 1: mes "You swim through a gap in the pipe and are swept by a sudden rush of water."; close2; @@ -2937,7 +2937,7 @@ brasilis,315,334,5 script Shaman#nk 4_F_BRZ_INDOLD,{ mes "materials as before..."; mes "I need your power."; next; - switch(select("No.:Okay, I'll do it.")) { + switch(select("No.", "Okay, I'll do it.")) { case 1: mes "[Anori]"; mes "This, ah..."; @@ -2976,7 +2976,7 @@ brasilis,315,334,5 script Shaman#nk 4_F_BRZ_INDOLD,{ mes "Could you listen to my stories for a moment."; mes "There's an emergency in our tribe."; next; - if(select("No.:Okay.") == 1) { + if(select("No.", "Okay.") == 1) { mes "[Anori]"; mes "You are a heartless person..."; mes "You don't seem the helpful type."; @@ -3011,7 +3011,7 @@ brasilis,315,334,5 script Shaman#nk 4_F_BRZ_INDOLD,{ mes "the purification potion."; mes "Could you do that for me?"; next; - switch(select("No.:Yes, I can.")) { + switch(select("No.", "Yes, I can.")) { case 1: mes "[Anori]"; mes "Hm..."; @@ -3057,10 +3057,10 @@ brasilis,315,334,5 script Shaman#nk 4_F_BRZ_INDOLD,{ bra_dun02,157,74,5 script Iara#nk 4_F_BRZ_WOMAN,2,2,{ if (countitem(Puri_Potion) > 0) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Should I use a Purification Potion?"; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: specialeffect EF_MAPPILLAR; mes "[Iara]"; @@ -3099,7 +3099,7 @@ bra_dun02,157,74,5 script Iara#nk 4_F_BRZ_WOMAN,2,2,{ mes "Leave now while you are safe."; close; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(I guess I should ignore her.)"; close; } @@ -3114,7 +3114,7 @@ bra_dun02,157,74,5 script Iara#nk 4_F_BRZ_WOMAN,2,2,{ else sc_start SC_CONFUSION,60000,0; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ugh! What's this strange voice?"; close; } @@ -3131,7 +3131,7 @@ OnTouch: else sc_start SC_CONFUSION,60000,0; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ugh! What's this strange voice?"; close; } @@ -3146,11 +3146,11 @@ bra_fild01,188,301,5 script Native Warrior#nk 4_M_BRZ_INDIAN,{ mes "When will she come out of the waterfall again...?"; next; if (questprogress(4133) || questprogress(4134)) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(Wh...what's this guy?)"; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "(This guy will never"; mes "get over Iara's curse...)"; } diff --git a/npc/re/quests/quests_dewata.txt b/npc/re/quests/quests_dewata.txt index 5ec38165d..ef1352e1e 100644 --- a/npc/re/quests/quests_dewata.txt +++ b/npc/re/quests/quests_dewata.txt @@ -117,7 +117,7 @@ dew_in01,22,48,3 script Sage Kasyapa#dew 4_M_DEWZATIMAN,{ mes "that you have something to say"; mes "you might as well tell me what it is."; next; - if(select("I overheard talk about a crown?:Just looking for the gift shop.") == 2) { + if(select("I overheard talk about a crown?", "Just looking for the gift shop.") == 2) { mes "[Tribal Chief Paiko]"; mes "Really?"; mes "It looked as if your eyes"; @@ -135,7 +135,7 @@ dew_in01,22,48,3 script Sage Kasyapa#dew 4_M_DEWZATIMAN,{ mes "that you are a trustworthy sort... but..."; next; mes "There is a brief twinkling of light ^0000FFKasyapa^000000 all of sudden seems to be taken aback."; - specialeffect2 EF_PNEUMA; + specialeffect(EF_PNEUMA, AREA, playerattached()); next; mes "[Sage Kasyapa]"; mes "Ah, the feather......!"; @@ -210,7 +210,7 @@ dew_in01,22,48,3 script Sage Kasyapa#dew 4_M_DEWZATIMAN,{ mes "[Sage Kasyapa]"; mes "The reason I asked you to embark on this important mission is because of this feather."; mes "Handed down from generation to generation the legendary origin of the crown is this feather..."; - specialeffect2 EF_PNEUMA; + specialeffect(EF_PNEUMA, AREA, playerattached()); next; mes "[Sage Kasyapa]"; mes "I saw this feather begin to shine when you came here."; @@ -249,7 +249,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ mes "from another land."; mes "What brings you here?"; next; - if(select("I overheard the story by accident:I have nothing to say.") == 2) { + if(select("I overheard the story by accident", "I have nothing to say.") == 2) { mes "[Tribal Chief Paiko]"; mes "You are wasting your time here."; mes "There are many other attractions around our village."; @@ -297,7 +297,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ mes "Do you think you can help?"; mes "Your efforts will not go unrewarded."; next; - if(select("Ok, I will help:I am sorry, I cannot help now.") == 2) { + if(select("Ok, I will help", "I am sorry, I cannot help now.") == 2) { mes "[Tribal Chief Paiko]"; mes "That's really sad."; mes "If you ever change"; @@ -338,7 +338,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ mes "Alright, let me begin crafting the ^006400Jaty Crown^000000 I feel that I am ready."; next; mes "Suddenly, a large noise begins to boom as you and ^0000FFPaiko^000000 are surrounded by warm and bright sparkling energy like a thousand tinkling fireflies."; - specialeffect2 EF_BASH3D2; + specialeffect(EF_BASH3D2, AREA, playerattached()); close; } else if (dew_legend == 6) { mes "[Tribal Chief Paiko]"; @@ -377,7 +377,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ mes "[Tribal Chief Paiko]"; mes "Are you up for a short delivery job?"; next; - if(select("Of course, I can help:Sorry, I am too busy to help.") == 2) { + if(select("Of course, I can help", "Sorry, I am too busy to help.") == 2) { mes "[Tribal Chief Paiko]"; mes "I believed you would definitely help me..."; mes "It's a little disappointing."; @@ -515,7 +515,7 @@ L_Delivery: mes "Anything go wrong?"; } next; - switch(select("I ate them all.:Deliver to whom.:Nothing.")) { + switch(select("I ate them all.", "Deliver to whom.", "Nothing.")) { case 1: mes "[Tribal Chief Paiko]"; mes "Huh... so you couldn't resist yourself, eh?"; @@ -635,7 +635,7 @@ dewata,235,56,4 script Gatekeeper of Krakatau#1 4_M_DEWOLDMAN,{ next; if (dew_legend == 13 && countitem(Satay)) .@menu$ = ":^0000FFTribal Chief Paiko^000000"; - switch(select("Allow me through:I don't want to go in"+.@menu$)) { + switch(select("Allow me through", "I don't want to go in"+.@menu$)) { case 1: if (dew_legend < 8) { mes "[Gatekeeper of Krakatau Volcano]"; @@ -700,7 +700,7 @@ dew_dun01,292,164,4 script Gatekeeper of Krakatau#2 4_M_DEWZATIMAN,{ mes "Want to go back"; mes "to Dewata?"; next; - switch(select("Yes:No")) { + switch(select("Yes", "No")) { case 1: close2; warp "dewata",232,53; @@ -845,7 +845,7 @@ dewata,109,262,4 script Memo#dew_drink 4_M_DEWOLDMAN,{ mes "[Memo]"; mes "Ah, right! Are you busy now?"; next; - if(select("Sorry, I am busy.:No, I am not busy.") == 1) { + if(select("Sorry, I am busy.", "No, I am not busy.") == 1) { mes "[Memo]"; mes "Hmm, I have no choice."; mes "You don't care that others are in trouble. What has this world come to?"; @@ -992,9 +992,9 @@ dewata,109,262,4 script Memo#dew_drink 4_M_DEWOLDMAN,{ .@j |= (1<<.@i); if (.@j == 0) { mes "[Memo]"; - mes strcharinfo(0)+", to what do I owe the pleasure?"; + mes strcharinfo(PC_NAME)+", to what do I owe the pleasure?"; next; - switch(select("Just came by to say hello.:I will help you.")) { + switch(select("Just came by to say hello.", "I will help you.")) { case 1: mes "[Memo]"; mes "I guess you are busy."; @@ -1276,7 +1276,7 @@ dew_fild01,114,275,4 script Lero#dew_drink 4_M_DEWMAN,{ mes "What did Mr. Memo say?"; emotion e_what; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; emotion e_loud,1; mes "... ... ... ..."; next; @@ -1457,7 +1457,7 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ close; } else if (dew_drink == 10) { mes "[Poby]"; - mes "Oh! "+strcharinfo(0)+", we meet again. What's going on?"; + mes "Oh! "+strcharinfo(PC_NAME)+", we meet again. What's going on?"; if (questprogress(5047)) .@count = 10; @@ -1490,11 +1490,11 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ getitem Palm_O,.@new_count; next; mes "[Poby]"; - mes "Please~ "+strcharinfo(0)+"."; + mes "Please~ "+strcharinfo(PC_NAME)+"."; close; } next; - switch(select("Why'd you come here?:I want to know how to get fruit.")) { + switch(select("Why'd you come here?", "I want to know how to get fruit.")) { case 1: mes "[Poby]"; mes "I'm taking a walk because I think it will make my back ache less."; @@ -1543,7 +1543,7 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ mes "What do you want to do?"; } next; - switch(select("Shake the tree:Kick the tree")) { + switch(select("Shake the tree", "Kick the tree")) { case 1: specialeffect EF_HITLINE2; .@message$ = "As you shake the palm tree..."; @@ -1587,7 +1587,7 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ case 14: case 16: case 20: - specialeffect2 EF_BASH; + specialeffect(EF_BASH, AREA, playerattached()); if (isequipped(5009)) { //Safety_Helmet mes "something falls on your head, but since you're wearing a Safety Helmet you're safe and sound."; emotion e_no1,1; @@ -1596,7 +1596,7 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ mes "something smashes down on your head, right where that soft spot is, $#*@! that's a one in a million shot."; percentheal -30,0; close2; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; warp "dew_fild01",371,211; end; } @@ -1619,14 +1619,14 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ break; } close2; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); stopnpctimer; end; OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); initnpctimer; end; OnTimer60000: @@ -1634,10 +1634,10 @@ OnTimer180000: OnTimer120000: OnTimer240000: if(rand(2)) - donpcevent strnpcinfo(0)+"::OnEnable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnEnable"; end; OnTimer300000: - donpcevent strnpcinfo(0)+"::OnEnable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnEnable"; end; } dew_fild01,247,62,0 duplicate(DewataPalm) Palm Tree#drink01 CLEAR_NPC @@ -1696,7 +1696,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ } if (dew_weapon == 0) { mes "[Gatti]"; - mes "Hey there, young "+((Sex)?"man":"lady")+"~ Are you from around here?"; + mes "Hey there, young "+ (Sex == SEX_MALE ? "man" : "lady") +"~ Are you from around here?"; next; select("No, I'm not."); mes "[Gatti]"; @@ -1708,7 +1708,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ next; input .@island_name$; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "It's called "+ .@island_name$ +". What's wrong?"; next; if (.@island_name$ == "Dewata Island") { @@ -1748,13 +1748,13 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "I found a mysterious Weapon blueprint, but I don't remember exactly when I acquired it."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Weapon Blueprint?"; next; mes "[Gatti]"; mes "Yes! I traveled all around to find the materials for the weapon, but..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "But?"; next; mes "[Gatti]"; @@ -1766,7 +1766,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "I don't know why somebody put such an important thing in fine print. Anyway, after reading that, I invested all my fortunes to find that Island."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh... Is that so?"; next; mes "[Gatti]"; @@ -1776,7 +1776,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "Last week was so hard, but you saved me by telling me this is Dewata Island."; mes "Thank you for telling me, and thank you for passing here at just the right time."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Uh... No problem."; next; mes "[Gatti]"; @@ -1792,7 +1792,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "Ah! the material that I am looking for is Comodo Leather."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Comodo Leather?"; next; mes "[Gatti]"; @@ -1801,7 +1801,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "In order to fight the Comodo Dragon, you have to get recognized by the natives. I assume it'll be hard to get the recognition."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Of course, it must be..."; next; mes "[Gatti]"; @@ -1812,7 +1812,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ end; } mes "[Gatti]"; - if(Sex == 0) + if (Sex == SEX_FEMALE) mes "Lady, you possess a strong energy."; else mes "You possess a strong energy."; @@ -1857,7 +1857,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ next; mes "[Gatti]"; mes "Oh yes! Finally."; - if (Sex == 0) + if (Sex == SEX_FEMALE) mes "Lady, you also possess a strong energy."; else mes "You also possess a strong energy."; @@ -1930,7 +1930,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ dew_weapon = 5; close; } else if (dew_weapon == 5) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well... Gatti?"; next; mes "[Gatti]"; @@ -1942,7 +1942,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes ".... .... .... ...."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hilt?"; next; mes "[Gatti]"; @@ -1953,7 +1953,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "I tried making it like what's written in the blueprint, but I need more material."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Really?"; next; mes "[Gatti]"; @@ -2002,7 +2002,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "Great! We have enough. Wait a little."; next; - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); next; emotion e_swt2; next; @@ -2024,9 +2024,9 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ close; } else if (dew_weapon >= 7) { mes "[Gatti]"; - mes "You're "+strcharinfo(0)+","; + mes "You're "+strcharinfo(PC_NAME)+","; mes "So, how's the Caress that I made you?"; - switch(select("It's great!:I need another Caress.:Can I make it stronger?")) { + switch(select("It's great!", "I need another Caress.", "Can I make it stronger?")) { case 1: mes "[Gatti]"; mes "Yes, yes of course it's great."; @@ -2046,7 +2046,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "You have all the materials. Wait just a little."; next; - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); next; emotion e_swt2; next; @@ -2080,7 +2080,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ case 3: mes "[Gatti]"; mes "So, you want to reinforce your weapon? The weapon gets broken from time to time during the process, but it doesn't happen that often."; - if(select("Please reinforce the weapon.:May be next time.") == 2) { + if(select("Please reinforce the weapon.", "May be next time.") == 2) { mes "[Gatti]"; mes "Whenever you want to reinforce the Caress, just bring me the Caress and 100,000 zeny."; close; @@ -2100,7 +2100,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "^FF0000Third!^009977 Sometimes reinfocing fails. The weapon doesn't get destroyed everytime you fail. However you should know that the weapon gets destroyed from time to time if you fail.^000000"; next; - if(select("Please reinforce the weapon.:Maybe next time.") == 2) { + if(select("Please reinforce the weapon.", "Maybe next time.") == 2) { mes "[Gatti]"; mes "Whenever you want to reinforce the Caress, just bring me the Caress and 100,000 zeny."; close; @@ -2113,7 +2113,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "You don't have all the materials. It's impossible to reinforce if you don't have them all. If you want to reinforce, bring 100,000 zeny and 1 Caress."; close; } - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); progressbar "0xFFFF00",3; Zeny -= 100000; diff --git a/npc/re/quests/quests_dicastes.txt b/npc/re/quests/quests_dicastes.txt index 3c348aff0..817b4780d 100644 --- a/npc/re/quests/quests_dicastes.txt +++ b/npc/re/quests/quests_dicastes.txt @@ -52,16 +52,16 @@ manuk,321,182,5 script Entrance Manager#ep133 4_MAN_GALTUN,{ if (!isequipped(2782)) { mes "[Average Galten]"; - mes "¢¤¡ð¡ú? ¢£ ¡ù¡ð..."; - mes "¡ï¡ò¡Ð ¢¤ ?"; - mes "¡ñ¡ï..?"; + mes sprintf("¢¤¡ð¡ú? ¢£ ¡ù¡ð..."); + mes sprintf("¡ï¡ò¡Ð ¢¤ ?"); + mes sprintf("¡ñ¡ï..?"); close; } if (ep13_3_invite >= 4) { mes "[Entrance Manager]"; mes "Are you visiting the capital city, El Dicastes?"; next; - if(select("Yes.:No.") == 2) { + if(select("Yes.", "No.") == 2) { mes "[Entrance Manager]"; mes "Then use the tunnel next time."; close; @@ -81,7 +81,7 @@ manuk,321,182,5 script Entrance Manager#ep133 4_MAN_GALTUN,{ dic_dun01,266,113,5 script Curious Sapha#ep13_3_ 4_MAN_BENKUNI,{ if (!isequipped(2782)) { mes "[Curious Sapha]"; - mes "¡ö¡ñ¡Ð ¡ò ¡õ?"; + mes sprintf("¡ö¡ñ¡Ð ¡ò ¡õ?"); next; mes "- Cannot understand a word. -"; close; @@ -89,7 +89,7 @@ dic_dun01,266,113,5 script Curious Sapha#ep13_3_ 4_MAN_BENKUNI,{ mes "[Curious Sapha]"; mes "Hello?"; next; - switch(select("What are you doing here?:Buy research items.:Hello!:I want to help your research.")) { + switch(select("What are you doing here?", "Buy research items.", "Hello!", "I want to help your research.")) { case 1: mes "[Curious Sapha]"; mes "Do you see that dirty vigilante over there?"; @@ -146,7 +146,7 @@ dic_dun01,266,113,5 script Curious Sapha#ep13_3_ 4_MAN_BENKUNI,{ mes "[Curious Sapha]"; mes "Will you buy "+.@input+"?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Curious Sapha]"; mes "You changed your mind?"; close; @@ -204,11 +204,11 @@ sec_in02,16,43,5 script Scaraba Dungeon Entrance 4_MAN_BENKUNI,{ //== Vigilantes ============================================ - script Vigilante#main FAKE_NPC,{ - if (compare(strnpcinfo(0),"ep133_26")) { + if (compare(strnpcinfo(NPC_NAME),"ep133_26")) { if (!isequipped(2782)) { mes "[Vigilante]"; - mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; - mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; + mes sprintf("¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"); + mes sprintf("¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."); next; mes "The Vigilante says something and then shakes his head."; mes "Looks like a negative reaction from the looks of his firm pose holding his shield in front of him."; @@ -218,7 +218,7 @@ sec_in02,16,43,5 script Scaraba Dungeon Entrance 4_MAN_BENKUNI,{ mes "Manuk is just before us."; mes "Are you heading to Manuk?"; next; - if (select("Yes.:No.") == 1) { + if (select("Yes.", "No.") == 1) { mes "[Vigilante]"; mes "I will send you to Manuk."; close2; @@ -231,9 +231,9 @@ sec_in02,16,43,5 script Scaraba Dungeon Entrance 4_MAN_BENKUNI,{ } if (!isequipped(2782)) { mes "[Vigilante]"; - mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; - mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; - mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..! "; + mes sprintf("¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"); + mes sprintf("¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."); + mes sprintf("¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..! "); next; mes "Cannot communicate with him."; close; @@ -247,7 +247,7 @@ sec_in02,16,43,5 script Scaraba Dungeon Entrance 4_MAN_BENKUNI,{ mes "[Vigilante]"; mes "Do you need something from the cave?"; next; - if (select("Yes.:No.") == 1) { + if (select("Yes.", "No.") == 1) { mes "[Vigilante]"; mes "Be careful."; close2; @@ -267,8 +267,8 @@ dic_dun01,30,216,5 duplicate(Vigilante#main) Vigilante#ep133_26 4_MAN_GALTUN1 dic_dun01,284,102,5 script Dirty Vigilante#ep13_3 4_MAN_GALTUN,{ if (!isequipped(2782)) { mes "[Vigilante]"; - mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û."; - mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..! "; + mes sprintf("¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û."); + mes sprintf("¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..! "); next; mes "Cannot understand a word."; close; @@ -283,12 +283,12 @@ dic_dun01,284,102,5 script Dirty Vigilante#ep13_3 4_MAN_GALTUN,{ mes "[Vigilante]"; mes "Do you need something from the cave?"; next; - if (select("Yes.:No.") == 1) { + if (select("Yes.", "No.") == 1) { mes "[Vigilante]"; mes "Ewww, what's this smell?"; mes "Be careful. The smell from the Scaraba Secretion was picked up by other Scarabas."; next; - if (select("Enter after spraying perfume.:Do not enter because it's dangerous.") == 1) { + if (select("Enter after spraying perfume.", "Do not enter because it's dangerous.") == 1) { if (!countitem(Scaraba_Perfume)) { mes "- Your Scaraba Perfume disappeared. -"; close; @@ -348,11 +348,11 @@ OnTouch: mid_camp,218,250,3 script Suspicious Guy#ep133_ 4_M_ROKI,{ mes "[Suspicious Guy]"; mes "....."; - hideonnpc strnpcinfo(0); + hideonnpc strnpcinfo(NPC_NAME); close; OnInit: OnDisable: - hideonnpc strnpcinfo(0); + hideonnpc strnpcinfo(NPC_NAME); OnEnable: hideoffnpc "Suspicious Guy#ep133_"; end; @@ -361,8 +361,8 @@ OnEnable: - script Guard#ep133_11 4_MAN_GALTUN1,{ if (!isequipped(2782)) { mes "[Capital City Guard]"; - mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; - mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"; + mes sprintf("¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"); + mes sprintf("¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"); next; mes "- Cannot communicate with him. -"; close; @@ -405,7 +405,7 @@ OnEnable: mes "[Capital City Guard]"; mes "Are you returning to El Dicastes?"; next; - .@m = select("Yes. Going to the castle.:No.") - 1; + .@m = select("Yes. Going to the castle.", "No.") - 1; mes "[Capital City Guard]"; mes "Good luck."; close2; @@ -413,7 +413,7 @@ OnEnable: end; } mes "[Capital City Guard]"; - mes "Unknown situation occurred. Case " + strnpcinfo(2); + mes "Unknown situation occurred. Case " + strnpcinfo(NPC_NAME_HIDDEN); mes "Please inquiry with a GM."; close; } @@ -434,8 +434,8 @@ dic_in01,254,119,0 script Item Storage#01 CLEAR_NPC,{ mes "Insert Coins: Will you"; mes "put in 500 Zeny?"; next; - if(select("Use safe:No way.")==2) { - mes "["+strcharinfo(0)+"]"; + if(select("Use safe", "No way.")==2) { + mes "["+strcharinfo(PC_NAME)+"]"; mes "I will use it later."; close; } @@ -487,7 +487,7 @@ function script que_dic { } getexp getarg(2),0; erasequest getarg(1); - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); getitem 6304,1; close; } @@ -502,8 +502,8 @@ dic_in01,48,263,5 script Hunting Dept. 1 Manager 4_MAN_BENKUNI,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -557,7 +557,7 @@ dic_in01,48,263,5 script Hunting Dept. 1 Manager 4_MAN_BENKUNI,{ que_dic(0,12103,4000,.@s$); que_dic(0,12104,73000,.@s$); que_dic(0,12105,59000,.@s$); - mes "Um....." + strcharinfo(0) + ""; + mes "Um....." + strcharinfo(PC_NAME) + ""; mes "You will be in trouble if you lie about the request..."; close; } @@ -572,8 +572,8 @@ dic_in01,51,266,6 script Hunting Dept. 2 Manager 4_MAN_BENKUNI,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -626,7 +626,7 @@ dic_in01,51,266,6 script Hunting Dept. 2 Manager 4_MAN_BENKUNI,{ que_dic(0,12109,53000,.@s$); que_dic(0,12110,30000,.@s$); que_dic(0,12111,42000,.@s$); - mes "Umm.." + strcharinfo(0) + ""; + mes "Umm.." + strcharinfo(PC_NAME) + ""; mes "Please check your request history again. There is a discrepancy with our documents."; close; } @@ -641,8 +641,8 @@ dic_in01,51,270,7 script Supply Dept. 1 Manager 4_MAN_BENKUNI,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -712,8 +712,8 @@ dic_in01,48,273,1 script Supply Dept. 2 Manager 4_MAN_BENKUNI,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -754,7 +754,7 @@ dic_in01,48,273,1 script Supply Dept. 2 Manager 4_MAN_BENKUNI,{ mes "Let me check your records first."; next; mes "[Supply Dept. 2 Manager]"; - .@s$ = "" + strcharinfo(0) + ", you handle your requests quite well. You are not like the pub owner who just sends requests here every day."; + .@s$ = "" + strcharinfo(PC_NAME) + ", you handle your requests quite well. You are not like the pub owner who just sends requests here every day."; que_dic(1,12127,65300,6023,5,.@s$); que_dic(1,12128,65300,6020,21,.@s$); que_dic(1,12129,82800,1042,27,.@s$); @@ -779,8 +779,8 @@ dic_in01,43,273,1 script Transport Dept. 1 Mgr 4_MAN_BENKUNI,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -853,8 +853,8 @@ dic_in01,40,270,2 script Transport Dept. 2 Mgr 4_MAN_BENKUNI,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -921,8 +921,8 @@ dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -949,7 +949,7 @@ dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{ mes "[Papyrus]"; mes "We exchange 11 Sapha Certifications for 30 Unknown Relics. Do you want to exchange?"; next; - if (select("Next time:Exchange now") == 1) { + if (select("Next time", "Exchange now") == 1) { mes "[Papyrus]"; mes "Ok, have it your way. I'm here if you change your mind"; close; @@ -966,7 +966,7 @@ dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{ mes "You've found an Unknown Relic."; mes "Do you want to exchange it with for 1 Sapha Certification?"; next; - if (select("Next time:Exchange now") == 1) { + if (select("Next time", "Exchange now") == 1) { mes "[Papyrus]"; mes "Ok, have it your way. I'm here if you change your mind"; close; @@ -980,7 +980,7 @@ dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{ mes "[Papyrus]"; mes "How can I help you? "; next; - switch (select("What is this place for? :How do I view documents?:What is an Unknown Relic? ")) { + switch (select("What is this place for? ", "How do I view documents?", "What is an Unknown Relic? ")) { case 1: mes "[Papyrus]"; mes "This is an important place where data of various relics collected, since our ancient forefathers, are kept."; @@ -1043,7 +1043,7 @@ dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{ mes "Ugh... feel dizzy from simply staring at the document. Will come back after cooling down"; close; } - specialeffect2 EF_DISPELL; + specialeffect(EF_DISPELL, AREA, playerattached()); progressbar "ffff00",4; .@doc = rand(1,70); if (.@doc > 50 && .@doc <= 60) { @@ -1115,7 +1115,7 @@ dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{ mes "^660066"+getarg(3)+"^000000"; next; mes "You've found a document about ^990099"+getarg(1)+"^000000. Check for details in the ^800080Quest Window^000000."; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); setquest getarg(0); close; } @@ -1131,17 +1131,17 @@ function script unknown_d { mes "You see some traces of digging."; close; } - specialeffect2 EF_SPRINKLESAND; - specialeffect2 EF_BEGINSPELL_N1; + specialeffect(EF_SPRINKLESAND, AREA, playerattached()); + specialeffect(EF_BEGINSPELL_N1, AREA, playerattached()); progressbar "ffff00",4; erasequest getarg(0); mes "You were able to find information on the "+getitemname(getarg(1))+"."; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); getitem getarg(1),rand(1,4); if (!rand(2)) { next; mes "In addition, you've obtained an unknown relic to report back to the Saphas."; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); getitem Unidentified_Relic,1; } close; @@ -1204,9 +1204,9 @@ cmd_fild08,324,163,0 script Stone Hearts CLEAR_NPC,{ unknown_d(12215,953); } dic_in01,138,225,3 script Diel Guard#ep133_19 4_MAN_GALTUN1,{ if (!isequipped(2782)) { mes "[Diel Guard]"; - mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; - mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; - mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"; + mes sprintf("¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"); + mes sprintf("¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."); + mes sprintf("¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"); next; mes "Cannot communicate with him."; close; @@ -1224,10 +1224,10 @@ dic_in01,138,225,3 script Diel Guard#ep133_19 4_MAN_GALTUN1,{ mes "Please stop."; mes "Only those with permission are allowed to enter."; next; - if (select("I have permission.:Go back.") == 1) { + if (select("I have permission.", "Go back.") == 1) { mes "[Diel Guard]"; mes "Wait..."; - mes strcharinfo(0) + "......ah... I see your name on the list."; + mes strcharinfo(PC_NAME) + "......ah... I see your name on the list."; mes "I'm sorry."; mes "Please go through."; close2; @@ -1243,7 +1243,7 @@ dic_in01,138,225,3 script Diel Guard#ep133_19 4_MAN_GALTUN1,{ } else if (ep13_3_secret > 13) { mes "[Diel Guard]"; - mes "Ah, you are " + strcharinfo(0) + ".."; + mes "Ah, you are " + strcharinfo(PC_NAME) + ".."; mes "I received an order from Ahat to let you through anytime."; mes "Please go up."; close2; @@ -1267,9 +1267,9 @@ dic_in01,242,182,0 script Elevator#5f_to_4f CLEAR_NPC,{ dic_in01,263,193,3 script Diel Guard#ep133_20 4_MAN_GALTUN,{ if (!isequipped(2782)) { mes "[Diel Guard]"; - mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; - mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; - mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"; + mes sprintf("¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"); + mes sprintf("¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."); + mes sprintf("¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"); next; mes "Cannot communicate with him."; close; @@ -1335,7 +1335,7 @@ OnTouch: mes "Hold up your head and come closer."; mes "Conversations are meant to have with eye contact."; next; - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),1; + cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),1; mes "You hold up your head at the sound of Ahat's voice"; mes "But you see a human in high-ranking Sapha clothing in front of you."; sc_end SC_BLIND; @@ -1375,9 +1375,9 @@ dic_in01,294,276,5 script Secret Adjutant#ep133_2 4_M_CATMAN2,{ mes ".. Hey, what are you talking about?"; mes "What do you want to say?"; next; - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2; mes "[Ahat]"; - mes "" + strcharinfo(0) + "...."; + mes "" + strcharinfo(PC_NAME) + "...."; mes "All you need to do is follow Cheshire's orders."; mes "Don't ask stupid questions. This is an order."; mes "Cheshire. continue."; @@ -1540,7 +1540,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ mes "Hold up your head and come closer."; mes "Conversations are meant to have with eye contact."; next; - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2; mes "You hold up your head at the sound of Ahat's voice"; mes "But you see a human in high-ranking Sapha clothing in front of you."; sc_end SC_BLIND; @@ -1550,12 +1550,12 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ close2; } else if (ep13_3_secret == 14) { - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2; mes "[Ahat]"; mes "Surprised?"; mes "Because I look like a human just like you?"; next; - select("You aren't a Sapha?:Human?!!!!!:Pretty..!!:So handsome..!"); + select("You aren't a Sapha?", "Human?!!!!!", "Pretty..!!", "So handsome..!"); mes "[Ahat]"; mes "Hahaha... that's fine."; mes "I understand you can't help being surprised at my appearance."; @@ -1586,7 +1586,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ mes "- Ahat seems to be casting a powerful spell."; mes "This might be his real ability. -"; next; - select("Stop that!:Demon go away!"); + select("Stop that!", "Demon go away!"); mes "[Ahat]"; mes ".. useless resistance..."; mes "But this is fun from time to time."; @@ -1651,13 +1651,13 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ mes "[Ahat]"; mes "Who is your master?"; next; - if (select("Pretend to be under the spell.:Well, you tell me") == 1) { + if (select("Pretend to be under the spell.", "Well, you tell me") == 1) { mes "- You start acting like you are hypnotized."; mes "Ahat looks satisfied. -"; next; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "You!!!"; mes "I'm in love!"; mes "I will die for you!"; @@ -1674,7 +1674,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ mes "[Ahat]"; mes "Who are you to me?"; next; - if (select("A foot stool!:Loyal servant.") == 1) { + if (select("A foot stool!", "Loyal servant.") == 1) { mes "[Ahat]"; mes "I don't need a foot stool."; mes "Let's talk after a minute."; @@ -1689,12 +1689,12 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ close2; } else if (ep13_3_secret == 15) { - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2; mes "[Ahat]"; mes "My loyal evil servant."; mes "Come closer."; next; - if (select("What am I doing?:Your wish is my command.") == 1) { + if (select("What am I doing?", "Your wish is my command.") == 1) { mes "[Ahat]"; mes "Aren't you stubborn."; mes "My spell doesn't work on you?"; @@ -1740,7 +1740,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ close2; } else if (ep13_3_secret == 16) { - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2; mes "[Ahat]"; mes "You must follow Cheshire's orders from now on."; mes "Go now."; @@ -1750,7 +1750,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ close2; } else if (ep13_3_secret == 17) { - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2; mes "[Ahat]"; mes "Cheshire's orders are important for future plans."; mes "Make no mistakes and never leave traces that may lead to me."; @@ -1758,7 +1758,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ close2; } else if (ep13_3_secret == 18) { - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2; mes "[Ahat]"; mes "Do you have something to say?"; mes "You've done well in the crack area."; @@ -1787,7 +1787,7 @@ dic_in01,300,280,5 script Minister Ahat#ep133_21 4_HUMAN_GERUTOO,{ close2; } else { - cutin (Sex?"ep13_ahat_f":"ep13_ahat_m"),2; + cutin (Sex == SEX_MALE?"ep13_ahat_f":"ep13_ahat_m"),2; mes "[Ahat]"; mes "Follow Cheshire's orders for the time being and clear the area nearby the crack."; next; @@ -1804,8 +1804,8 @@ OnTouch: if (ep13_3_secret == 19) { if (!isequipped(2782)) { mes "[Quiet Voice]"; - mes "¡þ¡ù¡ó ¢¤¡ö¡ø...."; - mes "¡ò¡õ¡ú ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; + mes sprintf("¡þ¡ù¡ó ¢¤¡ö¡ø...."); + mes sprintf("¡ò¡õ¡ú ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."); } else { mes "[Quiet Voice]"; @@ -1821,15 +1821,15 @@ OnTouch: dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ if (!isequipped(2782)) { mes "[Jarute HesLanta]"; - mes "¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"; - mes "¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; - mes "¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"; + mes sprintf("¡ô¡ó¡ö ¡÷ ¡þ¡ù¡ó?"); + mes sprintf("¢¤¡ö¡ø ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."); + mes sprintf("¡ð¡ú¢± ¡ô ¡ò¡õ¡ú ¡õ..!"); next; mes "Cannot communicate with him."; mes "Sapha's minister looks hopeless."; mes "Gestures with an expression of abandonment."; next; - select("Is he asking me to leave?:Or doesn't have a clue on something?"); + select("Is he asking me to leave?", "Or doesn't have a clue on something?"); mes "I follow the gesture the minister did and then the minister sighs and nods her head."; close2; warp "dic_in01",144,188; @@ -1867,7 +1867,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "[HesLanta]"; mes "Jarute.. What did Ahat look like to you?"; next; - .@m = select("I don't understand your question.:My master.") - 1; + .@m = select("I don't understand your question.", "My master.") - 1; if (.@m) { mes "[HesLanta]"; mes "....huh....?"; @@ -1898,7 +1898,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "I will send you out"; next; select("I was joking before."); - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I want to know about Ahat too."; mes "I want to talk about him with you."; mes "But aren't you too defenseless while I'm talking like this?"; @@ -1949,8 +1949,8 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "Wait, that means you are under Ahat's spell...!!"; mes "Oh no!"; next; - select("No!:That's not it!"); - mes "[" + strcharinfo(0) + "]"; + select("No!", "That's not it!"); + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I'm not under the spell!"; mes "I only pretend that I am. I'm also investigating Ahat!"; next; @@ -1968,7 +1968,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "So everything started from the crack."; next; select("He is human."); - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "El Dicastes only recently allowed humans to visit."; mes "Why would a human take the place of a Sapha Jarute?"; next; @@ -2096,7 +2096,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "[HesLanta]"; mes "But why are you asking?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Nothing."; mes "I was only curious personally."; mes "What are you going to do now?"; @@ -2109,44 +2109,44 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ next; while (1) { if (.@yes == 5) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "To summarize."; mes "The report robber is Cheshire."; mes "Cheshire is Ahat's servant and they are related to the crack."; mes "They are trying to hide something or someone at the crack"; mes "and the crack was created by the evil lord Morroc!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ahat is the evil lord?"; mes "No..."; mes "This is unbelievable."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I must go back to the expedition camp to report to Doha!"; ep13_3_secret = 22; setquest 7203; close; } else if (.@yes == 0) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "First the report culprit was.."; next; - switch (select("Cheshire:Ahat:BK")) { + switch (select("Cheshire", "Ahat", "BK")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "It was Cheshire"; mes "Cheshire is a feline."; mes "and the bandana was to hid his ears."; ++.@yes; break; case 2: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ahat? It can't be him."; mes "Ahat doesn't fit the witness information."; mes "Let's rethink this."; break; case 3: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "BK?"; mes "Nonsense"; mes "Let's rethink this."; @@ -2155,16 +2155,16 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ next; } else if (.@yes == 1) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Why would Cheshire try to steal the report?"; next; - if (select("No idea.:To make the conflict between 3 countries worse") == 1) { - mes "[" + strcharinfo(0) + "]"; + if (select("No idea.", "To make the conflict between 3 countries worse") == 1) { + mes "[" + strcharinfo(PC_NAME) + "]"; mes "We don't know the actual reason at this point."; mes "But what will Cheshire gain out of this?"; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "To bring conflict between the three countries?"; mes "What will Cheshire gain out of this?"; } @@ -2172,17 +2172,17 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ next; } else if (.@yes == 2) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Cheshire's master is Ahat."; mes "So all his actions are to.."; next; - if (select("Cheshire is plotting on his own.:Ahat must be ordering him.") == 1) { - mes "[" + strcharinfo(0) + "]"; + if (select("Cheshire is plotting on his own.", "Ahat must be ordering him.") == 1) { + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Cheshire arbitrary?"; mes "Are you sure?"; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Yes. Ahat must have order him."; mes "But why would Ahat do that?"; mes "Conflict between three countries? Or the report content?"; @@ -2191,23 +2191,23 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ next; } else if (.@yes == 3) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's think Ahat over."; mes "Ahat came from the crack."; mes "and has no records before that."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "And tries to erase all traces found near the crack."; mes "And Ahat wants to eliminate..."; next; - if (select("Ahat himself.:Morroc because of the crack?") == 1) { - mes "[" + strcharinfo(0) + "]"; + if (select("Ahat himself.", "Morroc because of the crack?") == 1) { + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Yes, Ahat might be a trace of himself."; mes "Saphas want to hide something that is why they hired me"; mes "that doesn't belong to any influence can be used as a puppet to do his dirty work."; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "A bit dramatic but we cannot rule out the evil lord Morroc."; mes "Because the crack was created by the evil lord Morroc himself."; } @@ -2215,19 +2215,19 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ next; } else if (.@yes == 4) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ahat and the crack and then Morroc.."; mes "I can tell there is a relationship between them but I can't pinpoint it."; mes "And in the expedition's report..."; next; - if (select("Content of conflict between three countries.. :Content about evil lord Morroc..") == 1) { - mes "[" + strcharinfo(0) + "]"; + if (select("Content of conflict between three countries.. ", "Content about evil lord Morroc..") == 1) { + mes "[" + strcharinfo(PC_NAME) + "]"; mes "There was something about the conflict between three countries.."; mes "But.. I don't think it all adds up?"; mes "Let's think it over."; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Yes. There is a report from the tracking team led by Echinacea."; mes "It was about the evil lord Morroc."; ++.@yes; @@ -2235,7 +2235,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ next; } else { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Oh no. I don't know."; mes "Let's think it over."; .@yes = 0; @@ -2307,7 +2307,7 @@ dic_in01,158,188,3 script Jarute HesLanta#ep133_2 4_MAN_JERUTOO,{ mes "It is very tragic and sad to become suspicious of someone."; mes "It is more worse if you can never share the sadness with anyone."; next; - if (select("You are fine.:Then give up now.") == 1) { + if (select("You are fine.", "Then give up now.") == 1) { mes "[HesLanta]"; mes "Really?"; mes "I feel a lot better."; @@ -2331,8 +2331,8 @@ dicastes01,223,190,1 script Calyon#pa8029 4_MAN_NITT,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -2504,8 +2504,8 @@ dicastes01,211,178,2 script Moltuka#pa0829 4_MAN_NITT,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -2533,7 +2533,7 @@ dicastes01,211,178,2 script Moltuka#pa0829 4_MAN_NITT,{ mes "Welcome."; mes "What brings you here?"; next; - if (select("Please explain the request to me.:Please give me a request.") == 1) { + if (select("Please explain the request to me.", "Please give me a request.") == 1) { mes "[Moltuka]"; mes "You'd rather go to see Calyon for him to explain you about Transport 1,2 Department."; next; @@ -2728,8 +2728,8 @@ dicastes01,175,217,5 script Kalipo#pa0829 4_MAN_NITT,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -2758,7 +2758,7 @@ dicastes01,175,217,5 script Kalipo#pa0829 4_MAN_NITT,{ mes "Welcome."; mes "Are you here for a request?"; next; - if (select("Please explain the request to me.:Please give me a request.") == 1) { + if (select("Please explain the request to me.", "Please give me a request.") == 1) { mes "[Kalipo]"; mes "As you know better"; mes "and Laponte explained to you"; @@ -2870,8 +2870,8 @@ dicastes01,187,230,5 script Laponte#pa0829 4_MAN_NITT,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -2900,7 +2900,7 @@ dicastes01,187,230,5 script Laponte#pa0829 4_MAN_NITT,{ mes "Welcome."; mes "Are you here for a request?"; next; - if (select("Please explain the request to me.:Please give me a request.") == 1) { + if (select("Please explain the request to me.", "Please give me a request.") == 1) { mes "[Laponte]"; mes "I'm responsible of allocating"; mes "requests from other departments"; @@ -3041,8 +3041,8 @@ dicastes01,208,230,3 script Pura#pa0829 4_MAN_NITT,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -3071,7 +3071,7 @@ dicastes01,208,230,3 script Pura#pa0829 4_MAN_NITT,{ mes "Welcome."; mes "What brings you here?"; next; - if (select("Please explain the request to me.:Please give me a request.") == 1) { + if (select("Please explain the request to me.", "Please give me a request.") == 1) { mes "[Pura]"; mes "Adventurers help me"; mes "deliver various items"; @@ -3232,8 +3232,8 @@ dicastes01,225,211,3 script Tragis#pa0829 4_MAN_NITT,{ close; } if (!isequipped(2782)) { - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "I don't feel confident in talking since you wouldn't understand anything."; close; @@ -3261,7 +3261,7 @@ dicastes01,225,211,3 script Tragis#pa0829 4_MAN_NITT,{ mes "Welcome."; mes "What brings you here?"; next; - if (select("Please explain the request to me.:Please give me a request.") == 1) { + if (select("Please explain the request to me.", "Please give me a request.") == 1) { mes "[Tragis]"; mes "Pura will explain the detail about the supply job. I'm soooo busy as you can see."; close; @@ -3410,12 +3410,12 @@ mid_campin,168,170,3 script Inspector Doha#ep133 1_M_ORIENT01,{ mes "Who is asking?"; mes "If you are in the wrong room, please leave now."; next; - if (select("Came to meet the inspector.:Sorry.") == 1) { + if (select("Came to meet the inspector.", "Sorry.") == 1) { mes "[Doha]"; mes "Me?"; mes "Are you the person the captain was speaking of?"; mes "What was the name..."; - mes strcharinfo(0) + "?"; + mes strcharinfo(PC_NAME) + "?"; next; mes "[Doha]"; mes "Hmm.. I don't know why you were chosen but I guess they trusted you enough."; @@ -3472,7 +3472,7 @@ mid_campin,168,170,3 script Inspector Doha#ep133 1_M_ORIENT01,{ mes "But it turns out, I was lucky to meet this cat."; mes "Because he turned out to be a witness to the case."; next; - select("Witness!:Who did it?"); + select("Witness!", "Who did it?"); mes "[Doha]"; mes "Sigh..."; mes "He did witness the case but the description I got was..."; @@ -3530,7 +3530,7 @@ mid_campin,168,170,3 script Inspector Doha#ep133 1_M_ORIENT01,{ mes "Are you talking about the Kitty Band that was popular in Prontera?"; mes "If a full grown male was wearing one of those... and also a tail?"; next; - if (select("Was he in disguise?:Taste should be respected.") == 1) { + if (select("Was he in disguise?", "Taste should be respected.") == 1) { mes "[Doha]"; mes "I agree."; mes "I think one of the countries is behind this."; @@ -3693,14 +3693,14 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ break; } next; - switch (select("Order.:Talk.:Never mind.")) { + switch (select("Order.", "Talk.", "Never mind.")) { case 1: mes "[Shay]"; mes "What will it be?"; mes "I have Tropical Sograt and Vermilion on the Beach flown in from Morroc."; mes "A bit on the expensive side though."; next; - if (select("Tropical Sorgrat - 2000z:Vermilion on the Beach - 2000z:Anything else?") == 3) { + if (select("Tropical Sorgrat - 2000z", "Vermilion on the Beach - 2000z", "Anything else?") == 3) { mes "[Shay]"; mes "Here.. "; mes "......Hmmm..."; @@ -3744,7 +3744,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "I don't want to talk about personal stuff."; mes "But do you have any questions?"; next; - switch (select("Tell me about yourself:About Sapha:About other races:....Hmm..")) { + switch (select("Tell me about yourself", "About Sapha", "About other races", "....Hmm..")) { case 1: mes "[Shay]"; mes "Me?"; @@ -3804,7 +3804,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "Other races?"; mes "Talking about Sapha?"; next; - if (select("With cat ears.:With butterfly wings.") == 1) { + if (select("With cat ears.", "With butterfly wings.") == 1) { mes "[Shay]"; mes "Cat?"; mes "Are you talking about the Cat Merchant?"; @@ -3849,7 +3849,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ "7188","The Knits at the square are interested in Ahat.", "7189","I heard from Pioms that most of the Saphas are interested in the minister.", "7190","Galtens are interested in the Cat Merchant for their cat ears."; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I'm trying to organize the information I've collected."; .@size = getarraysize(.@ward$); for (.@i = 0; .@i < .@size; .@i += 2) @@ -3860,7 +3860,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ if (!.@sealall) mes "But what should I do with the collected information?"; next; if (.@sealall < 3) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Moan..."; mes "[Shay]"; mes "You look lost like as if nothing makes sense anymore."; @@ -3871,7 +3871,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "There are the Cat Merchants outside of the castle, too."; break; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Everybody"; mes "is talking about the minister these days!"; mes "What is with this Ahat anyway."; @@ -3895,14 +3895,14 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "I garnished it with bananas."; mes "Doesn't look like it but this is an apple pie."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "But why is there a carrot in a pie."; mes "And there is no hint of apples."; next; mes "[Shay]"; mes "Stop!!!!!!!!!!!!!"; - specialeffect2 EF_HIT1; - specialeffect2 EF_HIT2; + specialeffect(EF_HIT1, AREA, playerattached()); + specialeffect(EF_HIT2, AREA, playerattached()); percentheal -30,0; next; mes "-Shay got all upset and threw something sticky and smelly."; @@ -4097,7 +4097,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "[Shay]"; mes "How was the minister?"; next; - if (select("Strange.:..Beautiful...") == 1) { + if (select("Strange.", "..Beautiful...") == 1) { mes "[Shay]"; mes "So.. how strange."; mes "..was it bad or good?"; @@ -4152,7 +4152,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "Why are you here again?"; mes "Are you working?"; next; - if (select("Mission completed!:Came to thank you.") == 1) { + if (select("Mission completed!", "Came to thank you.") == 1) { mes "[Shay]"; mes "Really?"; mes "Good for you."; @@ -4180,7 +4180,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "[Shay]"; mes "What do you want?"; next; - switch (select("Tell me about yourself:About Sapha:....Hmm..")) { + switch (select("Tell me about yourself", "About Sapha", "....Hmm..")) { case 1: mes "[Shay]"; mes "Me?"; @@ -4272,7 +4272,7 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ mes "............"; mes "...Do girls like this?"; next; - if (select("They normally do like homemade chocolate.:No. only aliens.") == 1) { + if (select("They normally do like homemade chocolate.", "No. only aliens.") == 1) { mes "[Shay]"; mes "I see."; mes "So..."; @@ -4300,8 +4300,8 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ dicastes01,207,210,5 script Walking Knit#ep133_15 4_MAN_BENKUNI,{ if (!isequipped(2782)) { mes "[Knit]"; - mes "¡õ¢£¡ô"; - mes "¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"; + mes sprintf("¡õ¢£¡ô"); + mes sprintf("¡ö¡ø¡ó ¢£ ¡ö¡ñ¡ï ¡ù ¡ð¢²¢£"); next; mes "Cannot communicate with him."; close; @@ -4311,7 +4311,7 @@ dicastes01,207,210,5 script Walking Knit#ep133_15 4_MAN_BENKUNI,{ mes "Welcome, human."; mes "I'm finally used to meeting other races like you."; next; - if (select("Are there races other than humans?:What are you doing?") == 1) { + if (select("Are there races other than humans?", "What are you doing?") == 1) { mes "[Knit]"; mes "There were Rapine before you came."; mes "And of course there are still."; @@ -4398,9 +4398,9 @@ dicastes01,207,210,5 script Walking Knit#ep133_15 4_MAN_BENKUNI,{ dicastes01,112,248,5 script Resting Piom#ep133_16 4_MAN_PIOM5,{ mes "[Piom]"; if (!isequipped(2782)) { - mes "¡ñ¡÷¢¤ ¡ö ¢±¡ñ¡ú?"; - mes "¡ò¢³~!"; - mes "¡Ð¢²¢¤ ¢± ¡ü¡ñ¡õ ¢³ ¡ð !!!"; + mes sprintf("¡ñ¡÷¢¤ ¡ö ¢±¡ñ¡ú?"); + mes sprintf("¡ò¢³~!"); + mes sprintf("¡Ð¢²¢¤ ¢± ¡ü¡ñ¡õ ¢³ ¡ð !!!"); next; mes "Cannot communicate with him."; close; @@ -4471,8 +4471,8 @@ dicastes01,112,248,5 script Resting Piom#ep133_16 4_MAN_PIOM5,{ dicastes01,249,140,3 script Training Galten#ep133_17 4_MAN_GALTUN,{ if (!isequipped(2782)) { mes "[Galten]"; - mes "¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü"; - mes "¡ø¡ô¡ü"; + mes sprintf("¡ø¡ô¡ü ¡ø ¡ø¡ô¡ü"); + mes sprintf("¡ø¡ô¡ü"); next; mes "Cannot communicate with him."; close; @@ -4558,7 +4558,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "... Oh, a human in the capital city of Sapha."; mes "Meow..."; next; - if (select("About a man with cat ears:What are you?") == 1) { + if (select("About a man with cat ears", "What are you?") == 1) { mes "[BK]"; mes "Ha, I'm BK. The Cat Merchants' infamous information collector."; mes "But I have no information to share with you."; @@ -4590,7 +4590,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ next; input .@inputstr$; if (.@inputstr$ == "Shay's special drink will be delivered" || .@inputstr$ == "Shay's special drink will be delivered.") { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmm. If you don't cooperate,"; mes "Shay's special drink will be delivered."; mes "By Shay himself!"; @@ -4617,7 +4617,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ ep13_3_secret = 6; close; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "" + .@inputstr$ + ".....?"; mes "Hmm.. I think you are wrong?"; mes "What was it.."; @@ -4640,7 +4640,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ next; mes "- BK asks for an exploit certification. -"; next; - if (select("No way.:Give.") == 1) { + if (select("No way.", "Give.") == 1) { mes "[BK]"; mes "Humph"; mes "We made a deal."; @@ -4679,7 +4679,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "...Didn't I just tell you about the man with cat ears?"; mes "I've seen him with the minister in Diel."; next; - if (select("About Ravail?:Who is the minister?") == 1) { + if (select("About Ravail?", "Who is the minister?") == 1) { mes "[BK]"; mes "Ravail is the high minister."; mes "Something like a Chief."; @@ -4697,7 +4697,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "The new minister..."; mes "(BK rubs his front paws together)"; next; - if (select("Give a certification.:No way.") == 2) { + if (select("Give a certification.", "No way.") == 2) { mes "[BK]"; mes "No, no, contract violation."; mes "I have nothing to say if you don't give me a certification."; @@ -4725,7 +4725,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "What is it now?"; mes "Another minister story?"; next; - if (select("That the minister is an alien?:Nothing...") == 2) { + if (select("That the minister is an alien?", "Nothing...") == 2) { mes "[BK]"; mes "MEOW~"; mes "I thought you brought Shay's food here as a reward."; @@ -4763,7 +4763,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "- BK says this and takes the exploit certification out of your hand."; mes "Shocking information that the Sapha minister Ahat is not a Sapha!-"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "...I must find out."; mes ".. Near the crack he said..."; mes "Should I talk to Shay?"; @@ -4798,7 +4798,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "- You can too many items to proceed with the quest. -"; close; } - .@n$ = strnpcinfo(1); + .@n$ = strnpcinfo(NPC_NAME_VISIBLE); setarray .@npc$, "Rock Pile", "Dirt Pile", "Split Earth"; setarray .@item, 6307, 6306, 6305; .@size = getarraysize(.@npc$); @@ -4825,7 +4825,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ if (.@npc$[.@type] == "Rock Pile") mes "Knock down the pebbles that make up the pile of rocks and spread them out."; else if (.@npc$[.@type] == "Dirt Pile") mes "You step on the dug up dirt pile and make the ground flat."; else if (.@npc$[.@type] == "Split Earth") mes "You step on the dry, split surface and make the ground flat."; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; close; } if (.@npc$[.@type] == "Rock Pile") { @@ -4849,14 +4849,14 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ getitem .@item[.@type], 1; erasequest 7193; setquest 7194; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmm.. I may need to discuss these with Shay."; close; } else if (ep13_3_secret == 11) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; if (.@npc$[.@type] == "Rock Pile") mes "This is where you picked up the strange magical stone."; else if (.@npc$[.@type] == "Dirt Pile") mes "Collected Clotted Bloodstains from the dirt pile here."; else if (.@npc$[.@type] == "Split Earth") mes "It is the place where the frozen skin was found."; @@ -4882,7 +4882,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "There is something stuck by the frost on the sharp, crack surface."; } getitem .@item[.@type], 1; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; next; if (.@npc$[.@type] == "Rock Pile") mes "You collect stone fragments."; else if (.@npc$[.@type] == "Dirt Pile") mes "Collect bloodstains."; @@ -4911,7 +4911,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ else if (.@npc$[.@type] == "Dirt Pile") mes "You collect another clotted bloodstain from a dirt pile."; else if (.@npc$[.@type] == "Split Earth") mes "You collect another piece of skin frozen in the frost in the crack of the split earth."; getitem .@item[.@type], 1; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; close; } mes "No need to collect more."; @@ -4931,7 +4931,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "You collect the frozen piece of skin and then step on the ground to leave no trace."; } getitem .@item[.@type], 1; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; close; } setarray .@str$, "stone fragments","bloodstains","pieces of skin"; @@ -4942,14 +4942,14 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "Was arranged neatly."; close; OnEnable: - hideoffnpc strnpcinfo(0); + hideoffnpc strnpcinfo(NPC_NAME); end; OnDisable: - hideonnpc strnpcinfo(0); + hideonnpc strnpcinfo(NPC_NAME); initnpctimer; end; OnReset: - hideoffnpc strnpcinfo(0); + hideoffnpc strnpcinfo(NPC_NAME); stopnpctimer; end; OnTimer60000: @@ -4957,13 +4957,13 @@ OnTimer120000: OnTimer180000: OnTimer240000: if (!rand(2)) { - hideoffnpc strnpcinfo(0); + hideoffnpc strnpcinfo(NPC_NAME); stopnpctimer; } end; OnTimer300000: - hideoffnpc strnpcinfo(0); + hideoffnpc strnpcinfo(NPC_NAME); stopnpctimer; end; } @@ -5010,7 +5010,7 @@ dicastes01,117,262,0 script Frede#13_3 4_MAN_PIOM5,2,2,{ mes "[Frede]"; mes "Moan... moan..."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Are you alright?"; mes "You don't look well. Do you need help?"; next; @@ -5040,13 +5040,13 @@ dicastes01,117,262,0 script Frede#13_3 4_MAN_PIOM5,2,2,{ close; } mes "[Frede]"; - mes "" + strcharinfo(0) + ", the guys said they wanted to meet up together sometime."; + mes "" + strcharinfo(PC_NAME) + ", the guys said they wanted to meet up together sometime."; mes "Make sure you ckear your schedule."; close; } mes "[Frede]"; - mes "¢£¡ô¡ñ ¡û"; - mes "¡ú¡ö¡ø ¢£ ¡ô"; + mes sprintf("¢£¡ô¡ñ ¡û"); + mes sprintf("¡ú¡ö¡ø ¢£ ¡ô"); close; OnTouch: if (isequipped(2782) && ep13_3_invite > 5 && ep13_3_bra < 1) { @@ -5071,7 +5071,7 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ mes "I'm glad I got a shot of the ^f57d7dBradium^000000 before it was too late."; percentheal -90,0; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Huff...Huff..."; mes "I'm glad that you feel better."; next; @@ -5080,7 +5080,7 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ mes "You look a little pale too......"; emotion e_omg; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "No, it's nothing."; mes "I'm only a little tired, that's all."; next; @@ -5093,13 +5093,13 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ close; } else if (ep13_3_bra == 2) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "But the injury on your leg doesn't look new. Why did you come out with a wounded leg?"; next; mes "[Frede]"; mes "I can still move around with this leg and I wanted to help the village."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "But you should stay home and recover."; next; mes "[Frede]"; @@ -5170,7 +5170,7 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ mes "[Frede]"; mes "Would you mind visiting the cave to see if my friends are alright?"; next; - if (select("Will do.:No can't do.") == 1) { + if (select("Will do.", "No can't do.") == 1) { mes "[Frede]"; mes "Thank you so much."; mes "My memory is a bit fuzzy since its been a while since I came back to the village,"; @@ -5201,7 +5201,7 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ mes "[Frede]"; mes "Would you mind visiting the cave to see if my friends are alright?"; next; - if (select("Will do..:No can't do.")) { + if (select("Will do..", "No can't do.")) { mes "[Frede]"; mes "Thank you so much."; mes "My memory is a bit fuzzy since its been a while since I came back to the village,"; @@ -5322,12 +5322,12 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ } if (!.@fail) { mes "[Frede]"; - mes "" + strcharinfo(0) + " I'm forever in your debt!"; + mes "" + strcharinfo(PC_NAME) + " I'm forever in your debt!"; mes "I just came back after meeting my friends!"; mes "Tyler needs some medical treatment but everyone else is safe."; next; mes "[Frede]"; - mes "I don't even want to imagine what could have happened if you, " + strcharinfo(0) + ", weren't here to help."; + mes "I don't even want to imagine what could have happened if you, " + strcharinfo(PC_NAME) + ", weren't here to help."; mes "I don't want to lose any more friends."; next; mes "[Frede]"; @@ -5347,13 +5347,13 @@ dic_in01,165,104,0 script Frede#13_3_in 4_MAN_PIOM,{ close; } mes "[Frede]"; - mes "" + strcharinfo(0) + ", the guys said they wanted to meet up together sometime."; + mes "" + strcharinfo(PC_NAME) + ", the guys said they wanted to meet up together sometime."; mes "Make sure you clear your schedule."; close; } mes "[Frede]"; - mes "¢£¡ô¡ñ ¡û "; - mes "¡ú¡ö¡ø ¢£ ¡ô"; + mes sprintf("¢£¡ô¡ñ ¡û "); + mes sprintf("¡ú¡ö¡ø ¢£ ¡ô"); close; } @@ -5422,7 +5422,7 @@ dic_dun01,205,43,5 script Brian#ep13_3_ 4_MAN_PIOM4,{ mes "What brings you here this time?"; next; select("You give Bradium to Brian."); - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Frede asked me to give you this."; next; mes "[Brian]"; @@ -5450,9 +5450,9 @@ dic_dun01,205,43,5 script Brian#ep13_3_ 4_MAN_PIOM4,{ close; } mes "[Brian]"; - mes "¡ô¡õ¡ó ¡ø ¡ð¢±¡û ¡ö ¡ð"; - mes "¡ð¡þ¡þ ¡ù ¡Ð¡ñ¡ï ¢¤"; - mes "¡ô¡ò¢² ¡ø"; + mes sprintf("¡ô¡õ¡ó ¡ø ¡ð¢±¡û ¡ö ¡ð"); + mes sprintf("¡ð¡þ¡þ ¡ù ¡Ð¡ñ¡ï ¢¤"); + mes sprintf("¡ô¡ò¢² ¡ø"); close; } @@ -5553,7 +5553,7 @@ dic_dun01,153,107,4 script Tyler#13_3 4_MAN_PIOM6,{ case 1: break; } - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Frede asked me to give you this."; next; mes "[Tyler]"; @@ -5576,9 +5576,9 @@ dic_dun01,153,107,4 script Tyler#13_3 4_MAN_PIOM6,{ close; } mes "[Tyler]"; - mes "¡ï¡þ¡÷"; - mes "¡þ¡ó¡Ð ¡þ ¡Ð¡ø¢± ¡ü "; - mes "¡ó¡ø¢¤ ¡ó "; + mes sprintf("¡ï¡þ¡÷"); + mes sprintf("¡þ¡ó¡Ð ¡þ ¡Ð¡ø¢± ¡ü "); + mes sprintf("¡ó¡ø¢¤ ¡ó "); close; } @@ -5663,7 +5663,7 @@ dic_dun01,235,243,0 script John#13_3 4_MAN_PIOM,{ mes "......"; next; select("You give Bradium to John."); - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Frede asked me to give you this."; next; mes "[John]"; @@ -5679,8 +5679,8 @@ dic_dun01,235,243,0 script John#13_3 4_MAN_PIOM,{ close; } mes "[John]"; - mes "¡ù¡õ¡Ð ¢³ ¡ó"; - mes "¡ï¡ï¡ò ¡÷ ¡þ¡ð¡ö ¢£ ¡ñ¡ü¡ú ¡ó ¢¤¡ü ¡ó "; + mes sprintf("¡ù¡õ¡Ð ¢³ ¡ó"); + mes sprintf("¡ï¡ï¡ò ¡÷ ¡þ¡ð¡ö ¢£ ¡ñ¡ü¡ú ¡ó ¢¤¡ü ¡ó "); close; } @@ -5752,7 +5752,7 @@ dic_dun02,110,127,5 script Rose#13_3 4_MAN_PIOM6,{ mes "If you really have feelings, race differences shouldn't be a problem."; next; select("You give Bradium to Rose."); - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "You give Bradium to Rose."; next; mes "[Rose]"; @@ -5773,13 +5773,14 @@ dic_dun02,110,127,5 script Rose#13_3 4_MAN_PIOM6,{ next; mes "[Rose]"; mes "We must be connected?"; - mes "^f57d7dHahaha¢½^000000"; + mes sprintf("^f57d7d%s¢½^000000", + _("Hahaha"));; close; } mes "[Rose]"; - mes "¡ù¡ó¡ð ¢² ¡ð"; - mes "¡û¡ö¡÷ ¡ù ¢³"; - mes "¢£¡ó¢²"; + mes sprintf("¡ù¡ó¡ð ¢² ¡ð"); + mes sprintf("¡û¡ö¡÷ ¡ù ¢³"); + mes sprintf("¢£¡ó¢²"); close; } @@ -5841,7 +5842,7 @@ dic_dun01,64,107,7 script Bain#13_3 4_MAN_PIOM4,{ mes "It doesn't come off. I'll have to go back to the village to get treatment."; next; select("Give Bradium."); - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Frede asked me to give you this."; next; mes "[Bain]"; @@ -5872,8 +5873,8 @@ dic_dun01,64,107,7 script Bain#13_3 4_MAN_PIOM4,{ close; } mes "[Bain]"; - mes "¡ó¡ø¢± ¡÷ "; - mes "¡ö¡ñ¡Ð ¡ò ¡õ"; + mes sprintf("¡ó¡ø¢± ¡÷ "); + mes sprintf("¡ö¡ñ¡Ð ¡ò ¡õ"); close; } @@ -5951,7 +5952,7 @@ dic_dun01,58,225,4 script Lash#13_3 4_MAN_PIOM5,{ mes "Never knew I would feel this. Sob."; next; select("You give Bradium to Lash."); - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Frede asked me to give you this."; next; mes "[Lash]"; @@ -5970,11 +5971,11 @@ dic_dun01,58,225,4 script Lash#13_3 4_MAN_PIOM5,{ close; } mes "[Lash]"; - mes "¡ô¡õ¡ó ¡ø ¡ð¢±¡û ¡ö ¡ð"; - mes "¡ð¡þ¡þ ¡ù ¡Ð¡ñ¡ï ¢¤ "; - mes "¡ô¡ò¢² ¡ø "; - mes "¡÷"; - mes "¡õ¢³¡ñ ¡õ ¡ñ"; + mes sprintf("¡ô¡õ¡ó ¡ø ¡ð¢±¡û ¡ö ¡ð"); + mes sprintf("¡ð¡þ¡þ ¡ù ¡Ð¡ñ¡ï ¢¤ "); + mes sprintf("¡ô¡ò¢² ¡ø "); + mes sprintf("¡÷"); + mes sprintf("¡õ¢³¡ñ ¡õ ¡ñ"); close; } @@ -5996,7 +5997,7 @@ dic_in01,349,129,5 script Bouy#13_3 4_MAN_BENKUNI,{ mes "I didn't know. Excuse me."; mes "What did he ask you to do?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "He asked me to deliver Bradium to his friends working in the cave outside the village."; next; mes "[Bouy]"; @@ -6013,7 +6014,7 @@ dic_in01,349,129,5 script Bouy#13_3 4_MAN_BENKUNI,{ mes "[Bouy]"; mes "Worst case, they wouldn't come back to the village at all."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Is there another way?"; next; mes "[Bouy]"; @@ -6095,16 +6096,16 @@ dic_in01,349,129,5 script Bouy#13_3 4_MAN_BENKUNI,{ close; } mes "[Bouy]"; - mes "¡ø¡ö¡þ ¡ù ¡ú¡ð¡ï ¡ø"; - mes "¡ï¡ú¡ö ¡ù"; - mes "¡õ¡ï¡õ ¡ò"; + mes sprintf("¡ø¡ö¡þ ¡ù ¡ú¡ð¡ï ¡ø"); + mes sprintf("¡ï¡ú¡ö ¡ù"); + mes sprintf("¡õ¡ï¡õ ¡ò"); close; } //== Sapha's Visit ========================================= - script Expedition#ep133_is FAKE_NPC,{ if (ep13_3_invite) { - if (compare(strnpcinfo(1),"Maha")) { + if (compare(strnpcinfo(NPC_NAME_VISIBLE),"Maha")) { mes "[Maha]"; mes "But I do think the Sapha race is overly kind, almost unnaturally."; mes "Guess it'll be fine."; @@ -6144,7 +6145,7 @@ dic_in01,349,129,5 script Bouy#13_3 4_MAN_BENKUNI,{ mes "All we need to do is wait for the announcement."; mes "It will give us the answers."; next; - if(select("What is it?:Stay silent and listen.") == 2) { + if(select("What is it?", "Stay silent and listen.") == 2) { mes "[Ben]"; mes "Hmm..."; mes "That can be true but aren't you thinking too much?"; @@ -6174,7 +6175,7 @@ dic_in01,349,129,5 script Bouy#13_3 4_MAN_BENKUNI,{ mes "Well... they came back with a Manuk messenger!"; mes "...Sapha of Manuk."; next; - if (select("Where is he?!:Is this top secret information?!") == 1) { + if (select("Where is he?!", "Is this top secret information?!") == 1) { mes "[Ben]"; mes "He's in the command center right now."; mes "We should go there."; @@ -6254,12 +6255,12 @@ mid_campin,111,120,3 script Soldier#ep133_is04 4_M_EIN_SOLDIER,{ mes "[Soldier]"; mes "Sorry, but this room is currently restricted from visitors."; next; - if (select("I have authorization.:Is that so.") == 1) { + if (select("I have authorization.", "Is that so.") == 1) { mes "[Soldier]"; mes "You do?"; mes "What is your name."; mes "Thank you."; - mes "So you are " + strcharinfo(0) + "."; + mes "So you are " + strcharinfo(PC_NAME) + "."; next; mes "[Soldier]"; mes "You may go in now."; @@ -6320,7 +6321,7 @@ function script eldicastes_c { mes "would like to invite humans to El Dicastes,"; mes "Sapha's capital city."; next; - select("Invite? Visit? City?!:What is that suppose to mean, Hound?"); + select("Invite? Visit? City?!", "What is that suppose to mean, Hound?"); mes "[Hound]"; mes "Just as he said."; mes "Our expedition team has helped the Saphas for some time."; @@ -6339,7 +6340,7 @@ function script eldicastes_c { mes "Yes."; mes "That is what he meant."; mes "Agiff also approved before he left."; - mes "" + strcharinfo(0) + ", you are invited."; + mes "" + strcharinfo(PC_NAME) + ", you are invited."; next; mes "[Vyhannus]"; mes "You are kind and respect others"; @@ -6351,7 +6352,7 @@ function script eldicastes_c { next; mes "[Vyhannus]"; mes "I invite you to El Dicastes, our capital city."; - mes "" + strcharinfo(0) + ""; + mes "" + strcharinfo(PC_NAME) + ""; next; select("Never would have imagined."); mes "[Hound]"; @@ -6394,14 +6395,14 @@ function script eldicastes_c { mes "Okay. You should be able to talk to him, right?"; mes "Shall we start with introducing ourselves?"; mes "This is..."; - mes ""+strcharinfo(0)+"..."; + mes ""+strcharinfo(PC_NAME)+"..."; next; mes "[Vyhannus]"; mes "My name is Vyhannus."; - mes strcharinfo(0)+"..?"; + mes strcharinfo(PC_NAME)+"..?"; mes "Glad to meet you."; next; - if(select("Same here.:A tree monster!")==1) { + if(select("Same here.", "A tree monster!")==1) { mes "[Vyhannus]"; mes "Amazing."; mes "Like with Hound, that ring you humans made..."; @@ -6472,7 +6473,7 @@ function script eldicastes_c { mes "We have told Ravail about you humans."; mes "Ravail is the highest elder of glorious ^4d4dffEl Dicastes^000000."; next; - select("El Dicastes?:Ravail?"); + select("El Dicastes?", "Ravail?"); mes "[Hibba Agip]"; mes "Ah, sorry for interrupting."; mes "I have to go now."; @@ -6591,9 +6592,9 @@ mid_campin,168,128,3 script Sapha from Manuk 4_MAN_JERUTOO,{ mes "That is it."; } mes "[Sapha]"; - mes "¢¤¡ð¡ú? ¢£ ¡ù¡ð..."; - mes "¡ï¡ò¡Ð ¢¤ ?"; - mes "¡ñ¡ï..?"; + mes sprintf("¢¤¡ð¡ú? ¢£ ¡ù¡ð..."); + mes sprintf("¡ï¡ò¡Ð ¢¤ ?"); + mes sprintf("¡ñ¡ï..?"); next; mes "[Hound]"; mes "Where is your interpreter ring?"; @@ -6666,16 +6667,16 @@ mid_campin,165,127,5 script Hibba Agip#ep133_is07 4_M_REDSWORD,{ mes "I should go now."; close2; OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } man_in01,315,52,3 script Guard Captain Avalanche 4_MAN_GALTUN,{ mes "[Guard Captain Avalanche]"; if (!isequipped(2782)) { - mes "¢¤¡ð¡ú? ¢£ ¡ù¡ð..."; - mes "¡ï¡ò¡Ð ¢¤ ?"; - mes "¡ñ¡ï..?"; + mes sprintf("¢¤¡ð¡ú? ¢£ ¡ù¡ð..."); + mes sprintf("¡ï¡ò¡Ð ¢¤ ?"); + mes sprintf("¡ñ¡ï..?"); close; } if (ep13_3_invite == 4) { @@ -6751,8 +6752,8 @@ man_in01,315,52,3 script Guard Captain Avalanche 4_MAN_GALTUN,{ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ if (!isequipped(2782)) { mes "[Clerk Knit]"; - mes "¡ð¡ñ¡ô ¡õ ¡ü¢±¢³ ¡ö ¡ò...?"; - mes "¢¤¡ö¡ø ... ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."; + mes sprintf("¡ð¡ñ¡ô ¡õ ¡ü¢±¢³ ¡ö ¡ò...?"); + mes sprintf("¢¤¡ö¡ø ... ¢³ ¡÷¢£¡ü ¡ø ¡Ð¡õ¡û..."); next; mes "- Cannot communicate with him. -"; close; @@ -6760,7 +6761,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "[Clerk Rhawyne]"; mes "How can I help you?"; next; - switch (select("Register as an adventurer.:Talk.:Cancel.")) { + switch (select("Register as an adventurer.", "Talk.", "Cancel.")) { case 1: if (ep13_3_invite < 5) { mes "[Clerk Rhawyne]"; @@ -6783,11 +6784,11 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "I will compare with the invitation list from Manuk."; mes "What is your name?"; next; - mes "[" + strcharinfo(0) + "]"; - mes "It is " + strcharinfo(0) + "."; + mes "[" + strcharinfo(PC_NAME) + "]"; + mes "It is " + strcharinfo(PC_NAME) + "."; next; mes "[Clerk Rhawyne]"; - mes "Yes.. " + strcharinfo(0) + "..."; + mes "Yes.. " + strcharinfo(PC_NAME) + "..."; mes "I found it."; mes "Welcome to El Dicastes, capital city of Sapha."; next; @@ -6820,13 +6821,13 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "I recognize you."; mes "How can I help you?"; next; - if (select("I want to meet the minister.:Nothing particular.") == 1) { + if (select("I want to meet the minister.", "Nothing particular.") == 1) { mes "[Clerk Rhawyne]"; mes "You want to meet the minister?"; mes "Which minister?"; mes "Ravail cannot be met in person even with exploit certifications."; next; - if (select("Ahat:Another minister") == 1) { + if (select("Ahat", "Another minister") == 1) { if (countitem(Sapa_Feat_Cert) > 2) { mes "[Clerk Rhawyne]"; mes "You've really collected 3 exploit certification of Sapha already."; @@ -6872,7 +6873,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "[Clerk Rhawyne]"; mes "What are you curious about today?"; next; - switch (select("About official requests:About the adventurer's pub:Ahat?:Exploit certification of Sapha?:End conversation.")) { + switch (select("About official requests", "About the adventurer's pub", "Ahat?", "Exploit certification of Sapha?", "End conversation.")) { case 1: mes "[Clerk Rhawyne]"; mes "If Diel or ministers need help on operations in the capital"; @@ -6950,7 +6951,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ } //== Enchantment NPCs ====================================== - script dic_enc#main FAKE_NPC,{ - .@re$ = strnpcinfo(1); + .@re$ = strnpcinfo(NPC_NAME_VISIBLE); .@n$ = "["+.@re$+"]"; if (!checkweight (1201,1)) { mes "You have too many kinds of items. Let's try again after you reduce the number of items."; @@ -6978,7 +6979,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "[Kareka]"; mes "Are you sure you want to do this?"; next; - if(select("No, let me think about it.:Take my Light of El Dicastes.") == 2) { + if(select("No, let me think about it.", "Take my Light of El Dicastes.") == 2) { if (countitem(El_Dicastes_Light) == 0 || countitem(Sapa_Feat_Cert) < 6) { mes "[Kareka]"; mes "You need to bring the Light of El Dicastes and 6 Sapha Certifications!"; @@ -6989,7 +6990,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "Ok, let's get this started."; mes "I'm going to remove all enchantments from your Light of El Dicastes."; mes "Haaap--!"; - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); progressbar "ffff00",3; delitem Sapa_Feat_Cert,6; delitem El_Dicastes_Light,1; @@ -7012,7 +7013,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "[Kareka]"; mes "You've come to awaken the ^990099Light of El Dicastes^000000 infinite strength. "; next; - if (select("Please explain.:I want to upgrade.") == 1) { + if (select("Please explain.", "I want to upgrade.") == 1) { mes "[Kareka]"; mes "I heard some craftsmen outside of the city can also cast spells on equipment."; next; @@ -7102,7 +7103,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ .@v$ = "shoe"; } next; - switch(select("Please explain.:I want to reset.:I want to upgrade.")) { + switch(select("Please explain.", "I want to reset.", "I want to upgrade.")) { case 1: if (.@re$ == "Brare") { mes .@n$; @@ -7157,7 +7158,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "This involves ^990000destroying the Golden Bell^000000 you are upgrading and cancelling all records of it. Are you sure?"; } next; - if(select("Maybe next time.:Please reset it.") == 1) { + if(select("Maybe next time.", "Please reset it.") == 1) { mes .@n$; mes "When you are ready,"; mes "Please come back again"; @@ -7168,7 +7169,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "Then, take the equipment off first."; close; } - specialeffect2 EF_OVERTHRUST; + specialeffect(EF_OVERTHRUST, AREA, playerattached()); mes .@n$; if (.@re$ == "Brare") mes "I've collected all equipment and erased all records as you requested. Now all your equipment and records are clean."; else mes "I only do what I'm asked to do. I've retrieved all equipment and cancelled all records."; @@ -7241,13 +7242,13 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "and destroy all records"; mes "of it"; next; - if (select("I'll just use it.:Please take it.") == 1) { + if (select("I'll just use it.", "Please take it.") == 1) { mes .@n$; mes "Whenever you change your mind."; mes "Please come back again"; close; } - specialeffect2 EF_OVERTHRUST; + specialeffect(EF_OVERTHRUST, AREA, playerattached()); mes .@n$; mes "I have erased all previous records"; mes "of upgrades to start all over with"; @@ -7265,7 +7266,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ close; } next; - if(select("Maybe next time.:I want to upgrade.") == 1) { + if(select("Maybe next time.", "I want to upgrade.") == 1) { mes .@n$; mes "When you are ready,"; mes "Please come back again."; @@ -7279,7 +7280,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes .@n$; mes "Then let's start."; next; - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); progressbar "ffff00",3; delitem 6304,.@req; if (getd("ep13_3_"+.@v$) == 0) { @@ -7404,7 +7405,7 @@ dic_fild01,228,159,4 script Jahbong#pa0829 4_M_MERCAT2,{ mes "Why are you here?"; mes "Jahbong will exchange ^8000801 Sapha Certification^000000 for ^8000801 item^000000!"; next; - .@i = select("Just came to see what you have.:I want the Feral Boots!:Give me the Feral Tail!:Give me the Golden Bell!:How much to buy you?")-1; + .@i = select("Just came to see what you have.", "I want the Feral Boots!", "Give me the Feral Tail!", "Give me the Golden Bell!", "How much to buy you?")-1; switch (.@i) { case 0: mes "[Jahbong]"; @@ -7439,7 +7440,7 @@ dic_fild01,228,159,4 script Jahbong#pa0829 4_M_MERCAT2,{ mes "[Jahbong]"; mes "Are you really buying something?!"; next; - if (select("Nope:Give me!!!") == 1) { + if (select("Nope", "Give me!!!") == 1) { mes "[Jahbong]"; mes "Okay!"; close; @@ -7518,7 +7519,7 @@ moc_para01,44,19,3 script Cat Hand Agent#gekk 4_M_MERCAT2,{ next; input .@inputstr$; mes "[Agent Geck]"; - mes "" + strcharinfo(0) + "? Human names are strange to me."; + mes "" + strcharinfo(PC_NAME) + "? Human names are strange to me."; next; mes "[Agent Geck]"; mes "Now you are Geck's personal slav... sponsor."; diff --git a/npc/re/quests/quests_eclage.txt b/npc/re/quests/quests_eclage.txt index 4fd907b72..ac6717529 100644 --- a/npc/re/quests/quests_eclage.txt +++ b/npc/re/quests/quests_eclage.txt @@ -42,8 +42,8 @@ ecl_fild01,118,311,4 script Teleport Cat No.1#1 4_M_BOSSCAT,{ mes "[Teleport Cat]"; mes "We provide teleport service between various regions based on our accumulated knowledge. We accept Malangdo Canned Specialties or Zeny, so you can pay however you like it~"; next; - .@index[0] = .index[(atoi(strnpcinfo(2))*2-2)]; - .@index[1] = .index[(atoi(strnpcinfo(2))*2-1)]; + .@index[0] = .index[(atoi(strnpcinfo(NPC_NAME_HIDDEN))*2-2)]; + .@index[1] = .index[(atoi(strnpcinfo(NPC_NAME_HIDDEN))*2-1)]; .@menu$ = "Forget it:"; for (.@i=0; .@i < getarraysize(.maps$); .@i++){ for (.@j=0; .@j<2; .@j++){ @@ -131,7 +131,7 @@ ecl_fild01,94,322,5 script Security Guard#ep14_2 4_M_FAIRYSOLDIER,{ mes "[Security Guard]"; mes "Of course, the documents will be secured away after their use in access regulations, so you don't have to worry."; next; - if (select("Fill out the forms.:Forget it.")==2) { + if (select("Fill out the forms.", "Forget it.")==2) { mes "[Security Guard]"; mes "Please note that you would not be able to enter the city without filling out the forms."; close; @@ -529,7 +529,7 @@ eclage,102,32,4 script Fairy Carpenter#ep14_2 4_M_FAIRYKID2,{ mes "This area is kind of broken, so be careful."; mes "Otherwise, you'll fall aaaaaall the way down."; next; - switch (select("The work being done right now:The reason for the bridge being broken:Forget it.")) { + switch (select("The work being done right now", "The reason for the bridge being broken", "Forget it.")) { case 1: mes "[Fairy Carpenter]"; mes "As you can see, I'm doing some carpentry work."; @@ -548,7 +548,7 @@ eclage,102,32,4 script Fairy Carpenter#ep14_2 4_M_FAIRYKID2,{ mes "Being close to the entrance and all, this really needs to be fixed soon."; mes "I'm trying to decide whether I should put up a warning sign, gather the necessary materials for repair, or call a friend to help."; next; - if (select("Give help.:Don't give help.")==2) { + if (select("Give help.", "Don't give help.")==2) { mes "[Fairy Carpenter]"; mes "You can't get past here until it's repaired, so please be careful."; close; @@ -1571,7 +1571,7 @@ eclage,191,200,4 script Yube#ep14_2 4_M_FAIRYKID5,{ cutin "war_y3",2; next; cutin "",255; - if (select("Make the candles.:Don't make the candles.")==2) { + if (select("Make the candles.", "Don't make the candles.")==2) { mes "[Yube]"; mes "Really?"; mes "If you need more, just let me know~"; @@ -1769,7 +1769,7 @@ eclage,266,216,4 script Moreng#ep14_2 4_M_FAIRYKID3,{ mes "Hey, wait a minute!"; mes "Are you possibly from Midgard?!"; next; - if (select("Yes, I am.:No, I am not.")==2) { + if (select("Yes, I am.", "No, I am not.")==2) { mes "[Moreng]"; mes "I see..."; mes "You sure looked like it, but I guess not."; @@ -1936,7 +1936,7 @@ ecl_in01,60,71,4 script Old Man#ep14_2 4_M_FAIRYKID2,{ mes "[Old Man]"; mes "Hey! Have you heard of a Laphine hero named Light Standard?"; next; - switch (select("No, I don't think so.:Yes, I have.")) { + switch (select("No, I don't think so.", "Yes, I have.")) { case 1: mes "[Old Man]"; mes "Huhuhu..."; @@ -2807,7 +2807,7 @@ ecl_in04,226,231,4 script Du Lian#ep14_2in2 4_M_REDMAN,{ emotion e_dots,0,"Alp Ocart#ep14_2in2"; cutin "bu_alp2",2; ep14_2_oliver = 30; - getitem C_Oliver_Wolf_Hood,1; + getitem(Oliver_Wolf_Hood, 1); completequest 11337; close2; cutin "",255; @@ -2949,7 +2949,7 @@ ecl_in04,224,234,4 script Mark Esha#ep14_2in2 4_M_BLUEMAN,{ emotion e_dots,0,"Alp Ocart#ep14_2in2"; cutin "bu_alp2",2; ep14_2_oliver = 30; - getitem C_Oliver_Wolf_Hood,1; + getitem(Oliver_Wolf_Hood, 1); completequest 11337; close2; cutin "",255; @@ -3094,7 +3094,7 @@ ecl_in04,223,234,4 script Maggi Steen#ep14_2in2 4_F_PINKWOMAN,{ emotion e_dots,0,"Alp Ocart#ep14_2in2"; cutin "bu_alp2",2; ep14_2_oliver = 30; - getitem C_Oliver_Wolf_Hood,1; + getitem(Oliver_Wolf_Hood, 1); completequest 11337; close2; cutin "",255; @@ -3230,7 +3230,7 @@ ecl_in04,223,230,4 script Alp Ocart#ep14_2in2 4_M_BLACKMAN,{ emotion e_dots; cutin "bu_alp2",2; ep14_2_oliver = 30; - getitem C_Oliver_Wolf_Hood,1; + getitem(Oliver_Wolf_Hood, 1); completequest 11337; close2; cutin "",255; @@ -3290,7 +3290,7 @@ eclage,282,255,4 script Wuhari#eclbig 4_M_FAIRYKID6,{ mes "Um... " + strcharinfo(PC_NAME) + " I ask because you look so dependable."; mes "Could I please ask you a favor?"; next; - switch (select("I'm kind of busy right now...:Of course!")) { + switch (select("I'm kind of busy right now...", "Of course!")) { case 1: mes "[Wuhari]"; mes "Really? Oh well..."; @@ -3327,7 +3327,7 @@ eclage,282,255,4 script Wuhari#eclbig 4_M_FAIRYKID6,{ mes "[Wuhari]"; mes strcharinfo(PC_NAME) + " would you mind ^0000cdvisiting my big brother in my place^000000 to find out what's going on and let me know?"; next; - switch (select("I would like to help you but...:Sure.")) { + switch (select("I would like to help you but...", "Sure.")) { case 1: mes "[" + strcharinfo(PC_NAME) + "]"; mes "I would really lke to help you, but..."; @@ -3375,7 +3375,7 @@ eclage,282,255,4 script Wuhari#eclbig 4_M_FAIRYKID6,{ mes strcharinfo(PC_NAME) + " - Hello, what brings you here?"; mes "I thought you were busy..."; next; - switch (select("I wanted to help you.:Just because.")) { + switch (select("I wanted to help you.", "Just because.")) { case 1: mes "[" + strcharinfo(PC_NAME) + "]"; mes "I just couldn't pass by without doing something about it."; @@ -3417,7 +3417,7 @@ eclage,282,255,4 script Wuhari#eclbig 4_M_FAIRYKID6,{ mes "[Wuhari]"; mes "Have you met my brother yet?"; next; - switch (select("I lost the letter.:Not yet.")) { + switch (select("I lost the letter.", "Not yet.")) { case 1: if (countitem(Younger_Bro_Letter) > 0) { //Younger_Bro_Letter //if (countitem(Mother_Letter) > 0) { @@ -3495,7 +3495,7 @@ eclage,282,255,4 script Wuhari#eclbig 4_M_FAIRYKID6,{ mes "[Wuhari]"; mes "With regards to that, I actually have another ^0000cdfavor^000000 to ask."; next; - switch (select("I would like to, but...:Sure thing.")) { + switch (select("I would like to, but...", "Sure thing.")) { case 1: mes "[Wuhari]"; mes "Yes, of course, you would be very busy. I am grateful for even letting me know about my brother."; @@ -3529,7 +3529,7 @@ eclage,282,255,4 script Wuhari#eclbig 4_M_FAIRYKID6,{ mes "[Wuhari]"; mes "Oh man, even the people we found are so apathetic... What could I possibly do now...?"; next; - switch (select("Well, I can help you.:Ignore him.")) { + switch (select("Well, I can help you.", "Ignore him.")) { case 1: mes "[Wuhari]"; mes "Will you really?"; @@ -3665,7 +3665,7 @@ eclage,282,255,4 script Wuhari#eclbig 4_M_FAIRYKID6,{ mes "[Wuhari]"; mes "To understand these instructions accurately, we have to ^0000cdfind the Laphine who provided this report^000000."; next; - switch (select("That's seems too uncertain.:Shall I look for that Laphine?")) { + switch (select("That's seems too uncertain.", "Shall I look for that Laphine?")) { case 1: mes "[Wuhari]"; mes "Yes. I know. That's why " + strcharinfo(PC_NAME) + " I asked you to help."; @@ -3701,7 +3701,7 @@ eclage,282,255,4 script Wuhari#eclbig 4_M_FAIRYKID6,{ mes "[Wuhari]"; mes strcharinfo(PC_NAME) + " Are you going to help me?"; next; - switch (select("It's important to help others.:No, I'm just passing by.")) { + switch (select("It's important to help others.", "No, I'm just passing by.")) { case 1: mes "[Wuhari]"; mes "Thank you so much!!!"; @@ -3792,7 +3792,7 @@ eclage,282,255,4 script Wuhari#eclbig 4_M_FAIRYKID6,{ mes "[Wuhari]"; mes "Did you bring all the ingredients?"; next; - switch (select("I brought them all.:What were they again?")) { + switch (select("I brought them all.", "What were they again?")) { case 1: mes "[" + strcharinfo(PC_NAME) + "]"; mes "Of course!"; @@ -5016,7 +5016,7 @@ OnTouch: mes "Thud thud thud..."; mes "Thud Thud!!! Creak~ Thud!"; next; - switch (select("What are these sounds?:Ignore them and move on.")) { + switch (select("What are these sounds?", "Ignore them and move on.")) { case 1: mes "[" + strcharinfo(PC_NAME) + "]"; mes "There are weird sounds of some kind..."; @@ -5029,7 +5029,7 @@ OnTouch: mes "- Something hits you"; mes "over the head really hard."; mes "Your body loses its strength and your vision goes blurry -"; - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); sc_start SC_BLIND,30000,0; next; mes "- Oh, I can't lose my consciousness like this -"; @@ -5128,10 +5128,10 @@ OnTouch: mes "who robbed our house."; next; mes "[Mother Rosa]"; - mes "How can you believe what "+((!Sex)?"s":"")+"he's saying?"; - mes "How do you know "+((!Sex)?"s":"")+"he's not lying"; - mes "after robbing our stuff "+((!Sex)?"her":"him")+"self?"; - mes "Search "+((!Sex)?"her":"his")+" possessions immediately!!"; + mes "How can you believe what "+ (Sex == SEX_FEMALE ? "she's" : "he's")+ " saying?"; + mes "How do you know "+ (Sex == SEX_FEMALE ? "she's" : "he's") +" not lying"; + mes "after robbing our stuff "+ (Sex == SEX_FEMALE ? "herself" : "himself") +"?"; + mes "Search "+ (Sex == SEX_FEMALE ? "her" : "his") +" possessions immediately!!"; next; mes "[Father Dames]"; mes "No, how could you say such things?"; @@ -5144,7 +5144,7 @@ OnTouch: mes "Because our house just got robbed,"; mes "we don't have the means to take care of you."; next; - if (select("I'm not the type to be bullied around.:I'll help you catch the thief.")==1) { + if (select("I'm not the type to be bullied around.", "I'll help you catch the thief.")==1) { mes "[Daughter Luen]"; mes "Hmm... The way you look"; mes "seems like you would have "; @@ -5348,7 +5348,7 @@ ecl_in04,78,108,5 script Daughter Luen#eclage 4_F_FAIRYKID2,{ mes "so it made me stare at the person "; mes "for a bit, wondering who it was."; next; - switch (select("Was the person male or female?:Do you know anyone with short, red hair?")) { + switch (select("Was the person male or female?", "Do you know anyone with short, red hair?")) { case 1: mes "[Daughter Luen]"; mes "That I'm not sure..."; @@ -5367,7 +5367,7 @@ ecl_in04,78,108,5 script Daughter Luen#eclage 4_F_FAIRYKID2,{ mes "to me.."; mes "I'm not exactly sure though."; next; - .@menu = select("Who's the first person to find me?:Have you seen short, red hair elsewhere?"); + .@menu = select("Who's the first person to find me?", "Have you seen short, red hair elsewhere?"); switch(.@menu){ case 1: mes "[Daughter Luen]"; @@ -5466,7 +5466,7 @@ ecl_in04,78,108,5 script Daughter Luen#eclage 4_F_FAIRYKID2,{ mes "obvious as that,"; mes "there is no way I wouldn't remember!"; next; - .@menu = select("Who's the first person to find me?:Have you seen short, red hair before?"); + .@menu = select("Who's the first person to find me?", "Have you seen short, red hair before?"); switch(.@menu){ case 1: mes "[Daughter Luen]"; @@ -5644,7 +5644,7 @@ ecl_in04,78,108,5 script Daughter Luen#eclage 4_F_FAIRYKID2,{ mes "I can help with?"; } else if (ep14_2_detect == 8 || ep14_2_detect == 9) { - if (select("I found out who the robber was.:I haven't figured things out yet.")==2) { + if (select("I found out who the robber was.", "I haven't figured things out yet.")==2) { mes "[Daughter Luen]"; mes "I... I see..."; mes "Finding the robber is important, but..."; @@ -5748,7 +5748,7 @@ ecl_in04,85,110,3 script Father Dames#eclage 4_M_FAIRYSOLDIER,{ mes "My wife and daughter were devastated."; mes "And you were lying unconscious."; next; - .@menu = select("What kind of friend is he?:Did you talk about anything else?"); + .@menu = select("What kind of friend is he?", "Did you talk about anything else?"); switch (.@menu) { case 1: mes "[Father Dames]"; @@ -5791,7 +5791,7 @@ ecl_in04,85,110,3 script Father Dames#eclage 4_M_FAIRYSOLDIER,{ break; } next; - .@menu2 = select("Has he been suspicious before?:Do you suspect him after the incident?"); + .@menu2 = select("Has he been suspicious before?", "Do you suspect him after the incident?"); switch (.@menu2) { case 1: mes "[Father Dames]"; @@ -5955,7 +5955,7 @@ ecl_in04,77,104,5 script Mother Rosa#eclage 4_F_MORAFINE1,{ mes "I liked, so I just came back home."; mes "That's all."; next; - .@menu = select("Why did you just go into the house?:Was there anything suspicious?"); + .@menu = select("Why did you just go into the house?", "Was there anything suspicious?"); switch (.@menu) { case 1: mes "[Mother Rosa]"; @@ -6010,7 +6010,7 @@ ecl_in04,77,104,5 script Mother Rosa#eclage 4_F_MORAFINE1,{ mes "anything peculiar about it."; } next; - .@menu2 = select("Do you suspect anyone?:Is there anything else missing?"); + .@menu2 = select("Do you suspect anyone?", "Is there anything else missing?"); switch (.@menu2) { //Optimization case 1: mes "[Mother Rosa]"; @@ -6436,7 +6436,7 @@ eclage,222,131,3 script Wandering Merchant#ecl 1_M_SIGNMCNT,{ mes "stench of alcohol -"; } else if (ep14_2_detect == 7) { - if (questprogress(9248) == 1) { + if (questprogress(9258) == 1) { mes "- Upon getting closer,"; mes "I smell a terrible"; mes "stench of alcohol -"; @@ -6475,7 +6475,7 @@ eclage,222,131,3 script Wandering Merchant#ecl 1_M_SIGNMCNT,{ mes "What do you think~! You wanna try?"; mes "Hiccup~..."; next; - switch (select("Try it.:Don't do it.")) { + switch (select("Try it.", "Don't do it.")) { case 1: while (1) { disable_items; @@ -6496,7 +6496,7 @@ eclage,222,131,3 script Wandering Merchant#ecl 1_M_SIGNMCNT,{ } progressbar "0xFFFF00",3; .@nRand = rand(1,10); - specialeffect2 EF_ENHANCE; + specialeffect(EF_ENHANCE, AREA, playerattached()); Zeny -= 10000; if ((.@nRand > 0) && (.@nRand < 5)) { getitem Center_Potion,1; //Center_Potion @@ -6512,7 +6512,7 @@ eclage,222,131,3 script Wandering Merchant#ecl 1_M_SIGNMCNT,{ mes "..."; mes "You want to give it a try?"; next; - if (select("Magic Card Album! Whoaaa!:Is this some kind of fraud? Huh?")==1) { + if (select("Magic Card Album! Whoaaa!", "Is this some kind of fraud? Huh?")==1) { continue; } } @@ -6530,7 +6530,7 @@ eclage,222,131,3 script Wandering Merchant#ecl 1_M_SIGNMCNT,{ mes "..."; mes "You want to give it a try?"; next; - if (select("Yes.:Is this some kind of fraud?")==1) { + if (select("Yes.", "Is this some kind of fraud?")==1) { continue; } } @@ -6613,7 +6613,7 @@ ecl_in04,85,104,3 script Poppy#eclage 4_DOG01,{ next; .@nRand = rand(1,10); if ((.@nRand > 0) && (.@nRand < 5)) { - if (select("Observe it:Forget it")==1) { + if (select("Observe it", "Forget it")==1) { progressbar "0xFFFF00",5; mes "[Poppy]"; mes "Grrrrrrr.... Bow Wow!!"; @@ -6643,7 +6643,7 @@ ecl_in04,85,104,3 script Poppy#eclage 4_DOG01,{ close; } } - else if (select("Observe it:Forgot it")==1) { + else if (select("Observe it", "Forgot it")==1) { progressbar "0xFFFF00",5; mes "[Poppy]"; mes "Grrrrrrr.... Bow Wow!!"; @@ -6694,7 +6694,7 @@ ecl_in04,80,112,3 script Messy Bookshelves#eclage HIDDEN_NPC,{ next; .@nRand = rand(1,10); if ((.@nRand < 5) && (.@nRand > 0)) { - if (select("Examine them.:Forget it.")==1) { + if (select("Examine them.", "Forget it.")==1) { progressbar "0xFFFF00",5; mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see..."; @@ -6725,7 +6725,7 @@ ecl_in04,80,112,3 script Messy Bookshelves#eclage HIDDEN_NPC,{ close; } } - else if (select("Examine it.:Forget it.") == 1){ + else if (select("Examine it.", "Forget it.") == 1){ progressbar "0xFFFF00",5; mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see..."; @@ -6786,7 +6786,7 @@ ecl_in04,78,111,3 script Damaged book#eclage HIDDEN_NPC,{ next; .@nRand = rand(1,10); if ((.@nRand > 0) && (.@nRand < 5)) { - if (select("Examine it.:Forget it.")==1) { + if (select("Examine it.", "Forget it.")==1) { progressbar "0xFFFF00",5; mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see..."; @@ -6814,7 +6814,7 @@ ecl_in04,78,111,3 script Damaged book#eclage HIDDEN_NPC,{ close; } } - else if (select("Examine it.:Forget it.")==1) { + else if (select("Examine it.", "Forget it.")==1) { progressbar "0xFFFF00",5; mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see..."; @@ -6877,7 +6877,7 @@ ecl_in04,83,111,3 script Soda can container#ecl HIDDEN_NPC,{ next; .@nRand = rand(1,10); if ((.@nRand > 0) && (.@nRand < 5)) { - if (select("Examine it.:Forget it.")==1) { + if (select("Examine it.", "Forget it.")==1) { progressbar "0xFFFF00",5; mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see..."; @@ -6918,7 +6918,7 @@ ecl_in04,83,111,3 script Soda can container#ecl HIDDEN_NPC,{ close; } } - else if (select("Examine it.:Forget it.") == 1) { + else if (select("Examine it.", "Forget it.") == 1) { progressbar "0xFFFF00",5; mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see..."; @@ -6988,7 +6988,7 @@ ecl_in04,76,107,3 script A messed up table#eclage HIDDEN_NPC,{ next; .@nRand = rand(1,10); if ((.@nRand > 0) && (.@nRand < 5)) { - if (select("Examine it.:Forget it.")==1) { + if (select("Examine it.", "Forget it.")==1) { progressbar "0xFFFF00",5; mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see..."; @@ -7029,7 +7029,7 @@ ecl_in04,76,107,3 script A messed up table#eclage HIDDEN_NPC,{ close; } } - else if (select("Examine it.:Forget it.")==1) { + else if (select("Examine it.", "Forget it.")==1) { progressbar "0xFFFF00",5; mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see..."; @@ -7097,7 +7097,7 @@ ecl_in04,80,105,3 script A foreign substance#ecl 4_SOIL,{ next; .@nRand = rand(1,10); if ((.@nRand < 5) && (.@nRand > 0)) { - if (select("Examine it.:Forget it.")==1) { + if (select("Examine it.", "Forget it.")==1) { progressbar "0xFFFF00",5; mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see..."; @@ -7127,7 +7127,7 @@ ecl_in04,80,105,3 script A foreign substance#ecl 4_SOIL,{ close; } } - else if (select("Examine it.:Forget it.")==1) { + else if (select("Examine it.", "Forget it.")==1) { progressbar "0xFFFF00",5; mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's see!"; @@ -7228,7 +7228,7 @@ ecl_in04,203,196,5 script Father Dames#eclage2 4_M_FAIRYSOLDIER,{ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ if (ep14_2_detect == 9) { - switch (select("Now I will track down the robber.:I will think about it a little bit more.:Let's meet outside first.")) { + switch (select("Now I will track down the robber.", "I will think about it a little bit more.", "Let's meet outside first.")) { case 1: mes "[" + strcharinfo(PC_NAME) + "]"; mes "Everyone!"; @@ -7250,7 +7250,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "The thief who stole "; mes "the necklace is!!"; next; - switch (select("Rosa:Wandering Merchant:Dames:Balumin:Cruyan:I'll think about it more.")) { + switch (select("Rosa", "Wandering Merchant", "Dames", "Balumin", "Cruyan", "I'll think about it more.")) { case 1: mes "[" + strcharinfo(PC_NAME) + "]"; mes "The robber is none other than"; @@ -7292,14 +7292,14 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "Why should I do such a thing?"; mes "How are you going to explain the stolen liquor?"; next; - switch (select("That's probably because you like liquor.:I must have gotten something wrong.")) { + switch (select("That's probably because you like liquor.", "I must have gotten something wrong.")) { case 1: mes "[Mother Rosa]"; mes "I haven't had a single sip of alcohol all of my life."; mes "My family will testify to that."; mes "And do you think a feeble woman like me can knock you out?"; next; - if (select("Hmm, I don't think so, but...:I must have gotten something wrong.")==1) { + if (select("Hmm, I don't think so, but...", "I must have gotten something wrong.")==1) { mes "[Mother Rosa]"; mes "Even so, if I really wanted to make it really believable, why would I knock you out and just leave you there?"; mes "Wouldn't I place you somewhere afar to be safe?"; @@ -7365,14 +7365,14 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "My business is going really well!!"; mes "I have no reason to rob houses!"; next; - switch (select("But, the alcohol stench...:I must have gotten something wrong.")) { + switch (select("But, the alcohol stench...", "I must have gotten something wrong.")) { case 1: mes "[Wandering Merchant]"; mes "I didn't steal any alcohol."; mes "I just drank the ones I bought"; mes "with my own money!!"; next; - if (select("Hmm, But...:I must have gotten something wrong.")==1) { + if (select("Hmm, But...", "I must have gotten something wrong.")==1) { mes "[Mother Rosa]"; mes "Just because I am a stranger you think you can accuse me without reason?"; mes "How could you treat someone like this solely based on the fact that he's a stranger?"; @@ -7439,7 +7439,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "hiding the necklace that"; mes "I bought for her?"; next; - switch (select("That's... probably for revenge...:I must have gotten something wrong.")) { + switch (select("That's... probably for revenge...", "I must have gotten something wrong.")) { case 1: mes "[Father Dames]"; mes "For revenge?!"; @@ -7449,7 +7449,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "a little bit of stress will"; mes "ruin everything?"; next; - if (select("Hmm... I don't think so, but...:I must have gotten something wrong.")==1) { + if (select("Hmm... I don't think so, but...", "I must have gotten something wrong.")==1) { mes "[Mother Rosa]"; mes "That's such ludicrous logic!!"; mes "Why are you blaming my husband?"; @@ -7520,7 +7520,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "How could I go and"; mes "rob the house, too?"; next; - switch (select("That's because....:I must have gotten something wrong.")) { + switch (select("That's because....", "I must have gotten something wrong.")) { case 1: mes "[Balumin]"; mes "Besides, Dames and I"; @@ -7529,7 +7529,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "something like that just"; mes "for some money?"; next; - if (select("Hmm... I don't think so, but...:I must have gotten something wrong.")==1) { + if (select("Hmm... I don't think so, but...", "I must have gotten something wrong.")==1) { mes "[Father Dames]"; mes "That's right.. There's no way"; mes "my friend would do such a thing!!"; @@ -7568,7 +7568,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "Cruyan is definitely the robber!"; mes "The reason being~!!"; next; - switch (select("Revenge on Luen's parents:To prepare for his personal expenses:To gain permission to date Luen")) { + switch (select("Revenge on Luen's parents", "To prepare for his personal expenses", "To gain permission to date Luen")) { case 1: mes "[" + strcharinfo(PC_NAME) + "]"; mes "He must have stolen the "; @@ -7596,7 +7596,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "Why would I do such "; mes "a crazy thing?"; next; - switch (select("Well, that's because...:I must have gotten something wrong.")) { + switch (select("Well, that's because...", "I must have gotten something wrong.")) { case 1: mes "[Cruyan]"; mes "Besides, if I did such a thing, Luen probably wouldn't like me anymore."; @@ -7604,7 +7604,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "that is vindictive against"; mes "her own mother?"; next; - if (select("But...:I must have gotten something wrong.")==1) { + if (select("But...", "I must have gotten something wrong.")==1) { mes "[Cruyan]"; mes "I want to earn her trust and become a worthy son-in-law."; mes "Why would I do such a reckless thing?"; @@ -7659,14 +7659,14 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "I've been living a clean life"; mes "to earn her trust!"; next; - switch (select("Why would I believe that?:I must have gotten something wrong.")) { + switch (select("Why would I believe that?", "I must have gotten something wrong.")) { case 1: mes "[Cruyan]"; mes "While that wandering merchant"; mes "smells of alcohol, I don't have the"; mes "slightest hint of alcohol smell do I!?"; next; - if (select("But...:I must have gotten something wrong.")==1) { + if (select("But...", "I must have gotten something wrong.")==1) { mes "[Cruyan]"; mes "And I have never seen that merchant before!"; mes "Should I ask him?"; @@ -7723,7 +7723,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "I was hunting in the land of blooming flowers during the time of crime."; mes "The Concentration Potion is the proof."; next; - if (select("I see... Hmm...:I'm afraid that's not true.")==1) { + if (select("I see... Hmm...", "I'm afraid that's not true.")==1) { mes "[Cruyan]"; mes "Of course!"; mes "I'm innocent!!"; @@ -7734,7 +7734,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "[Cruyan]"; mes "What about it is not true?"; next; - switch (select("According to Luen's statements...:According to Balumin's statements...")) { + switch (select("According to Luen's statements...", "According to Balumin's statements...")) { case 1: mes "[" + strcharinfo(PC_NAME) + "]"; mes "Luen said she definitely"; @@ -7780,7 +7780,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "I don't have the necklace!!"; mes "It's true!!"; next; - if (select("Look through his possessions.:Explain it without looking.")==1) { + if (select("Look through his possessions.", "Explain it without looking.")==1) { mes "[Cruyan]"; mes "Ok, look through it all you want."; mes "I really don't have the necklace!!"; @@ -7923,7 +7923,7 @@ ecl_in04,208,194,3 script Daughter Luen#eclage2 4_F_FAIRYKID2,{ mes "the rest of this issue."; mes "Would you please go outside now?"; next; - switch (select("Leave the house.:Leave after a bit.")) { + switch (select("Leave the house.", "Leave after a bit.")) { case 1: mes "[Daughter Luen]"; mes "Thank you for everything..."; @@ -7946,7 +7946,7 @@ eclage,156,56,3 script Residence entrance#e_prt CLEAR_NPC,{ mes "but it feels like I could"; mes "enter it -"; next; - if (select("Don't enter the residence.:Enter the residence.")==1) { + if (select("Don't enter the residence.", "Enter the residence.")==1) { mes "- Let's check it out later -"; close; } @@ -7957,7 +7957,7 @@ eclage,156,56,3 script Residence entrance#e_prt CLEAR_NPC,{ ecl_in04,81,102,3 script Residence exit#ecl_port2 CLEAR_NPC,{ if (ep14_2_detect) { - if (select("Don't exit the residence.:Exit the residence.")==1) { + if (select("Don't exit the residence.", "Exit the residence.")==1) { mes "- Let's leave a bit later -"; close; } @@ -7997,7 +7997,7 @@ ecl_in02,160,36,4 script Eirinn#nk 4_F_FAIRYKID6,{ mes "'Even green herbs are difficult to find when you need them.'"; mes "Could you go out and find herbs and things like that?"; next; - if (select("Why should I?:Sure!")==1) { + if (select("Why should I?", "Sure!")==1) { mes "[Eirinn]"; mes "Fine, then don't bother me"; mes "and go away."; @@ -8016,7 +8016,7 @@ ecl_in02,160,36,4 script Eirinn#nk 4_F_FAIRYKID6,{ mes "Aren't Green Herbs so common?"; mes "I can't believe they're not in stock!"; next; - if (select("Give Herbs:Go somewhere else.")==2) { + if (select("Give Herbs", "Go somewhere else.")==2) { close; } if (countitem(Green_Herb) < 10) { @@ -8113,7 +8113,7 @@ ecl_in02,160,36,4 script Eirinn#nk 4_F_FAIRYKID6,{ mes "Could you bring me a plant stem and Green Herb, one each?"; mes "I'm going to do some magic here."; next; - if (select("Why should I?:Sure!")==1) { + if (select("Why should I?", "Sure!")==1) { mes "[Eirinn]"; mes "Umm...I guess I can't help it if you don't want to."; mes "I should look for someone else..."; @@ -8235,7 +8235,7 @@ ecl_in03,175,69,4 script Bourbon#nk 4_M_FAIRYKID3,{ mes "Could you teach the little gangsters outside, a lesson on my behalf?"; mes "How does that sound, will you?"; next; - if (select("Why should I?:Sure!")==1) { + if (select("Why should I?", "Sure!")==1) { mes "[Bourbon]"; mes "Hmm, I guess I can't force you."; mes "I should look for someone else..."; @@ -8365,7 +8365,7 @@ ecl_in03,175,69,4 script Bourbon#nk 4_M_FAIRYKID3,{ mes "Let me ask you another favor."; mes "This is a matter of my pride. Will you help me?"; next; - if (select("I'd rather not...:Sure!")==1) { + if (select("I'd rather not...", "Sure!")==1) { mes "[Bourbon]"; mes "What? How could you!"; mes "Can't you hear my heart beating like a drum?"; @@ -8516,7 +8516,7 @@ ecl_in01,26,88,5 script Cecilia#nk 4_F_FAIRYKID5,{ mes "Let's hear what you have to say after putting you in prison first."; mes "Here, you're accused of stealing how do you feel now?"; next; - switch (select("What are you doing?:......")) { + switch (select("What are you doing?", "......")) { case 1: mes "[Cecilia]"; mes "You see, we suffer an unforeseen misfortune in life sometimes."; @@ -8535,7 +8535,7 @@ ecl_in01,26,88,5 script Cecilia#nk 4_F_FAIRYKID5,{ break; } next; - if (select("I don't want to!:Fine.")==1) { + if (select("I don't want to!", "Fine.")==1) { mes "[Cecilia]"; mes "Oh, well!"; mes "Then I'll have to hand you over to prove my innocence."; @@ -8815,7 +8815,7 @@ OnTouch: if (questprogress(4264) == 1) { mes "- Do you want to throw the rat tail? -"; next; - if (select("No.:Yes.")==1) { + if (select("No.", "Yes.")==1) { close; } mes "- The rat tail became a rat even before hitting the ground. -"; @@ -8841,7 +8841,7 @@ OnTouch: if (questprogress(4262) == 1) { mes "- You were told to plant weeds. -"; next; - if (select("Don't do it.:Do it.")==1) { + if (select("Don't do it.", "Do it.")==1) { close; } mes "- Plant weeds secretly . -"; @@ -8909,7 +8909,7 @@ ecl_in01,80,86,4 script Midgard Exploration#bok1 HIDDEN_NPC,{ mes "- I saw a book and stretched my hand out to reach for it. I think it's about cities in Rune-Midgarts. -"; next; while (1) { - if (select("Stay away from the bookshelves.:Check out the bookshelves.")==1) { + if (select("Stay away from the bookshelves.", "Check out the bookshelves.")==1) { mes "[" + strcharinfo(PC_NAME) + "]"; mes "I shouldn't read it."; close; @@ -8994,7 +8994,7 @@ ecl_in01,82,84,4 script Midgard Exploration#bok2 HIDDEN_NPC,{ mes "- I saw a book and stretched my hand out to reach for it. I think it's about cities in Rune-Midgarts. -"; next; while (1) { - if (select("Stay away from the bookshelves.:Check out the bookshelves.")==1) { + if (select("Stay away from the bookshelves.", "Check out the bookshelves.")==1) { mes "[" + strcharinfo(PC_NAME) + "]"; mes "I shouldn't read it."; close; @@ -9091,7 +9091,7 @@ ecl_in01,83,84,4 script Midgard Exploration#bok3 HIDDEN_NPC,{ mes "- I saw a book and stretched my hand out to reach for it. I think it's about the northern parts of Midgard. -"; next; while (1) { - if (select("Stay away from the bookshelves.:Check out the bookshelves.")==1) { + if (select("Stay away from the bookshelves.", "Check out the bookshelves.")==1) { mes "[" + strcharinfo(PC_NAME) + "]"; mes "I shouldn't read it."; close; @@ -9186,7 +9186,7 @@ ecl_in01,83,81,4 script Midgard Exploration#bok4 HIDDEN_NPC,{ mes "- I saw a book and stretched my hand out to reach for it. I think it's about various regions in Midgard. -"; next; while (1) { - if (select("Stay away from the bookshelves.:Check out the bookshelves.")==1) { + if (select("Stay away from the bookshelves.", "Check out the bookshelves.")==1) { mes "[" + strcharinfo(PC_NAME) + "]"; mes "I shouldn't read it."; close; @@ -9272,7 +9272,7 @@ ecl_in01,82,78,4 script Magazine#01 HIDDEN_NPC,{ next; mes "Breaking News! Prontera's Issue Maker!! Exclusive Interview!!"; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "[Reporter]: Hi, everyone. We have Mr. Hollgrehen, the master of refinement, here with us today. Hi, Mr. Hollgrehen."; @@ -9283,7 +9283,7 @@ ecl_in01,82,78,4 script Magazine#01 HIDDEN_NPC,{ next; mes "[Hollgrehen]: I went to a swimming pool when I was little, and I could just float in the water even though I didn't know how to swim. I could just do it. That's how I started working as a refiner."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "[Reporter]: What? You float well? Hmm? It sounds weird.."; @@ -9294,14 +9294,14 @@ ecl_in01,82,78,4 script Magazine#01 HIDDEN_NPC,{ next; mes "[Hollgrehen]: I can refine objects with my eyes closed."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "[Reporter]: Isn't that why you're breaking objects?"; next; mes "[Hollgrehen]: Have you ever done refining with your eyes closed? Don't even start if you've never done it."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "[Reporter]: I see.. Could you show us then? Let's start with something lighter, like...a knife?"; @@ -9314,7 +9314,7 @@ ecl_in01,82,78,4 script Magazine#01 HIDDEN_NPC,{ next; mes "[Reporter]: Huh?! Oh, no.."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "- Clank! Clank! Clank! Shatter!! -"; @@ -9322,7 +9322,7 @@ ecl_in01,82,78,4 script Magazine#01 HIDDEN_NPC,{ next; mes "[Reporter]: .."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "[Hollgrehen]: Hahaha, maybe I don't feel very well today. Oh! Today is Sunday, right? I forgot that sundays are not good for refining weapons. Maybe, armors will do. Right, it will definitely float."; @@ -9330,7 +9330,7 @@ ecl_in01,82,78,4 script Magazine#01 HIDDEN_NPC,{ mes "- He takes the reporter's armor. -"; mes "[Hollgrehen]: This is a pretty good armor. Is this +7 High Risk Valkyrie's Armor?"; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "- Clank! Clank! Clank! Shatter!! -"; @@ -9338,7 +9338,7 @@ ecl_in01,82,78,4 script Magazine#01 HIDDEN_NPC,{ next; mes "[Reporter]: .. .."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "[Hollgrehen]: Now that I think about it, today is a even-day. Even-days are not good for armor refining. Right, shoes will float well."; @@ -9346,7 +9346,7 @@ ecl_in01,82,78,4 script Magazine#01 HIDDEN_NPC,{ mes "- He takes the reporter's shoes. -"; mes "[Hollgrehen]: Hey, you're pretty well off. These are +9 Dull Black Leather Boots. I'll make you even richer."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "- Clank! Clank! Clank! Shatter!! -"; @@ -9354,7 +9354,7 @@ ecl_in01,82,78,4 script Magazine#01 HIDDEN_NPC,{ next; mes "[Reporter]: .. .. .."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "[Hollgrehen]: Oh, now that I see the calendar, today is the first Sunday of this month. For some reason, I couldn't refine shoes well on first sundays. Right, today's perfect for clothes!!"; @@ -9362,7 +9362,7 @@ ecl_in01,82,78,4 script Magazine#01 HIDDEN_NPC,{ mes "- He takes the reporter's clothes. -"; mes "[Hollgrehen]: It's +9 Wandering Valkyrie's Cape. Good, I'll upgrade this to 10 for sure."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "- Clank! Clank! Clank! Shatter!! -"; @@ -9370,14 +9370,14 @@ ecl_in01,82,78,4 script Magazine#01 HIDDEN_NPC,{ next; mes "[Reporter]: .. .. .. .."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "[Hollgrehen]: Hahaha, I think I had something really important...I should go now."; next; mes "[Reporter]: .. .. .. .. .."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "We apologize for not completing the interview due to the reporter's condition. - Editors."; @@ -9398,7 +9398,7 @@ ecl_in01,82,79,4 script Magazine#02 HIDDEN_NPC,{ next; mes "This month's reader's memoir is on Malangdo, an island of cats. Aren't you excited to find out what's going on in Malangdo?!"; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "Reader's memoir"; @@ -9406,49 +9406,49 @@ ecl_in01,82,79,4 script Magazine#02 HIDDEN_NPC,{ next; mes "Malangdo, an island of cats. So soft and tender, ah...it's an island filled with lovely cats. Aww, what should I do...they're all so cute and lovely that I wanted to hug..."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "them...yes, I wanted to, until I met these scary father cat and his daughter."; next; mes "Yes, I was waiting to catch the King Octopus. I guess it was when I was passing by a boat? I met a cat with slanted eyes."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "That cat introduced himself and told me that he studied in Morroc."; next; mes "Then he assured me that he could upgrade my +9 Violet Fear to +10 Violet Fear."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "He sounded so reliable since he studied abroad and all that, right? So I trusted him and gave him my +9 Violet Fear."; next; mes "Then my +9 Violet Fear shattered into pieces. I was so shocked because it was the only weapon that I had."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "I spent all of my money to buy a Enriched Oridecon, too. Right, I couldn't trust him 100% even if he studied abroad."; next; mes "So I comforted myself and mourned for my +9 Violet Fear."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "But that wasn't the end. After that, a little cat approached me, saying she has a hammer that can refine even the stars in the sky."; next; mes "A hammer that refines the starts in the sky! Doesn't it sound awesome? Since I lost my only weapon, I thought I should strengthen my armors. So I gave her everything I had."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "Shoes, clothes, armor, and even helmet...everything I had is just gone...now that I think about it, she said it's a hammer that can refine the stars of the sky."; next; mes "But she didn't say it doesn't break things, right? So, if you ever visit Malando, be aware of those cats called 'Strip' and 'Shatter.' I'm a Rune Knight and I still catch Porings...you don't want to be like me..."; next; - if (select("Keep reading.:Stop reading.")==2) { + if (select("Keep reading.", "Stop reading.")==2) { close; } mes "This is a story of 'Appearing in Morroc Chocheon****.'"; @@ -9582,7 +9582,7 @@ ecl_in02,146,114,4 script Clever#pa0829 4_M_FAIRYSCHOLAR_DIRTY,{ mes "[Clever]"; mes "Hmm, In any case, I've never seen you before. Why are you here to visit me?"; next; - if (select("I never wanted to visit you either.:What crime did you commit?")==1) { + if (select("I never wanted to visit you either.", "What crime did you commit?")==1) { mes "[Clever]"; mes "Oh~ Really? Ok, you get out of here. I'm going to start torturing the guard. Let's see... Alright, I'll sing to him!"; next; @@ -9615,7 +9615,7 @@ ecl_in02,146,114,4 script Clever#pa0829 4_M_FAIRYSCHOLAR_DIRTY,{ mes "Hmm? Why? Do you have an interesting story?"; while (1) { next; - switch (select("Try entertaining him.:Tell him about the journey until now.:Tell him about Rune Midgard.:Ask him what he wants to eat.")) { + switch (select("Try entertaining him.", "Tell him about the journey until now.", "Tell him about Rune Midgard.", "Ask him what he wants to eat.")) { case 1: case 2: case 3: @@ -9630,7 +9630,7 @@ ecl_in02,146,114,4 script Clever#pa0829 4_M_FAIRYSCHOLAR_DIRTY,{ mes "[Clever]"; mes "If you bring me ^0000991 cup of Grape Extract Herb Tea^000000, I'll tell you various gossip stories of Eclage in return. How's that?"; next; - switch (select("I'll think about it later.:That's no problem.")) { + switch (select("I'll think about it later.", "That's no problem.")) { case 1: mes "[Clever]"; mes "Alrighty~ It was nice meeting you. I'm going to sing the rest of this tune."; @@ -9695,7 +9695,7 @@ ecl_in02,146,114,4 script Clever#pa0829 4_M_FAIRYSCHOLAR_DIRTY,{ mes "There's so many. Why don't you choose one among these topics."; while (1) { next; - switch (select("A story about the Seneth King's father:A story about Seneth King's arsony:The assistant chief of staff's real name:A dimensional rift in nearby regions")) { + switch (select("A story about the Seneth King's father", "A story about Seneth King's arsony", "The assistant chief of staff's real name", "A dimensional rift in nearby regions")) { case 1: mes "[Clever]"; mes "This is a secret gossip related to the old king. Have you heard about a first-rate criminal named Florence? He was a first-rate criminal, but he was the father of an old king named Seneth."; @@ -9793,7 +9793,7 @@ ecl_in02,146,114,4 script Clever#pa0829 4_M_FAIRYSCHOLAR_DIRTY,{ mes "[Clever]"; mes "Hey hey, who's this? You're my friend from earlier. Hehehe."; next; - if (select("I'm just gonna be on my way.:I think Hiel's experiment succeeded.")==1) { + if (select("I'm just gonna be on my way.", "I think Hiel's experiment succeeded.")==1) { mes "[Clever]"; mes "What? You don't find any inspiration from hearing my voice? That's sad."; close; @@ -9861,7 +9861,7 @@ ecl_in02,146,114,4 script Clever#pa0829 4_M_FAIRYSCHOLAR_DIRTY,{ mes "[Clever]"; mes "How does it seem from your perspective? Eclage is operating so peacefully. It's way too normal for a city that has been antagonized by high-class Donas."; next; - switch (select("Doesn't really seem that way to me.:It does seem peaceful.")) { + switch (select("Doesn't really seem that way to me.", "It does seem peaceful.")) { case 1: mes "[Clever]"; mes "Really? But at least take a look at this place's home tree. It's doing just so well! And all of the plant life in Bifrost are vividly alive... If there was an antagonist force, it should have been impossible."; @@ -9898,7 +9898,7 @@ ecl_in02,146,114,4 script Clever#pa0829 4_M_FAIRYSCHOLAR_DIRTY,{ mes "It's not that the journal itself is very systematic, but more so that it's not examined by the superiors because it's so negatively criticized for being a third-rate."; next; while (1) { - if (select("I didn't really discover much.:I had a question...")==2) { + if (select("I didn't really discover much.", "I had a question...")==2) { break; } mes "[Clever]"; @@ -9910,7 +9910,7 @@ ecl_in02,146,114,4 script Clever#pa0829 4_M_FAIRYSCHOLAR_DIRTY,{ mes "Hoh~ You seem like you discovered something. Great, what did you find there?"; next; while (1) { - .@select = select("Are Dona and Papang in opposition?:Ask about Etran and Robert.:Do Laphines like Mayor Jun?"); + .@select = select("Are Dona and Papang in opposition?", "Ask about Etran and Robert.", "Do Laphines like Mayor Jun?"); if (.@select == 2){ break; } @@ -9983,7 +9983,7 @@ ecl_in02,146,114,4 script Clever#pa0829 4_M_FAIRYSCHOLAR_DIRTY,{ mes "[Clever]"; mes "Could you promise me that you'll keep everything that you hear from me a secret and help me out?"; next; - if (select("I can't believe you.:Well I got this far, I'll hear you out.")==1) { + if (select("I can't believe you.", "Well I got this far, I'll hear you out.")==1) { mes "[Clever]"; mes "That's too bad. You are the only adventurer that I ever told this much. I guess I can't do much about it. Come back to me when you change your mind."; close; @@ -10051,7 +10051,7 @@ ecl_in02,146,114,4 script Clever#pa0829 4_M_FAIRYSCHOLAR_DIRTY,{ mes "[Clever]"; mes "Oh, wait... The two friends reunited together again, right?"; next; - select("That I am not sure.:I'm sure they would sometime soon, right?"); + select("That I am not sure.", "I'm sure they would sometime soon, right?"); mes "[Clever]"; mes "Yes, I guess we wouldn't know that at this point."; next; @@ -10123,7 +10123,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ mes "I don't really believe that you could have a normal conversation with the socially inept Clever, but I'll at least give you the benefit of the doubt. So, what did he tell you?"; next; while (1) { - .@select = select("Forget this conversation.:A story about the Seneth King's father:A story about Seneth King's arsony:The assistant chief of staff's real name:A dimensional rift in nearby regions"); + .@select = select("Forget this conversation.", "A story about the Seneth King's father", "A story about Seneth King's arsony", "The assistant chief of staff's real name", "A dimensional rift in nearby regions"); if (.@select==5) { break; } @@ -10160,7 +10160,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ mes "^000099This is... irritating on a different level from Clever. I have to somehow stop his nonstop talking...^000000"; next; while (1) { - .@select = select("Ask about using the rift:Ask how the fragment was obtained:So what can you do with this?"); + .@select = select("Ask about using the rift", "Ask how the fragment was obtained", "So what can you do with this?"); if (.@select==3){ break; } @@ -10224,7 +10224,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ mes "[Hiel]"; mes "I would like to go myself, but as you can see, I have to continue my research... And... (Fidget fidget)"; next; - switch (select("Hmm, I'd like to, but I'm busy myself...:Sure, I'll go check it out.")) { + switch (select("Hmm, I'd like to, but I'm busy myself...", "Sure, I'll go check it out.")) { case 1: mes "[Hiel]"; mes "Oh... I guess it was too much to ask for. That's too bad then."; @@ -10242,7 +10242,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ mes "[Hiel]"; mes "Oh, are you here to help me out? I guess what they said was true. I'm really sorry to ask you this favor, but would you mind retrieving that information from them?"; next; - switch (select("Hmm, I'd like to, but I'm busy myself...:Sure, I'll go check it out.")) { + switch (select("Hmm, I'd like to, but I'm busy myself...", "Sure, I'll go check it out.")) { case 1: mes "[Hiel]"; mes "Oh... I guess it was too much to ask for. That's too bad then."; @@ -10271,7 +10271,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ if ((countitem(Dark_Debris) > 0) && (countitem(Yellow_Gemstone) > 1) && (countitem(Red_Gemstone) > 1) && (countitem(Blue_Gemstone) > 1)) { .@ep_14_chk = 1; } - switch (select("It does seem impossible. You should give up.",((.@ep_14_chk==1)?"I already brought them for you.":"I will try obtaining them for you.") )) { + switch (select("It does seem impossible. You should give up.", ((.@ep_14_chk==1)?"I already brought them for you.":"I will try obtaining them for you.") )) { case 1: mes "[Hiel]"; mes "I see, I guess changing the very physics is an impossible thing..."; @@ -10287,7 +10287,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ mes "[Hiel]"; mes "Ooo, so this is what is called Dark Debris. I'm so glad that I can continue my experiments."; next; - switch (select("I didn't say that I'd just give them to you.:Give the materials to him.")) { + switch (select("I didn't say that I'd just give them to you.", "Give the materials to him.")) { case 1: mes "[Hiel]"; mes "How ruthless... Saying that he won't give them after showing them to me."; @@ -10528,7 +10528,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ mes "[Hiel]"; mes "We could expand this machine's output to increase the range, but at this time it's not possible. We can't do much else for now."; next; - if (select("I see, that's too bad.:Would you let me see that reactor for a minute?")==1) { + if (select("I see, that's too bad.", "Would you let me see that reactor for a minute?")==1) { mes "[Hiel]"; mes "I don't know how long it will take. It would be difficult to meet Etran and Robert simultaneously for now."; close; @@ -10537,7 +10537,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ mes "You are not thinking of taking this out to Bifrost, are you? I think you are taking things too far. It's probably too dangerous."; next; while (1) { - if (select("I am a person who made it all the way here alive and well.:Don't you want to test out your theory?")==2) { + if (select("I am a person who made it all the way here alive and well.", "Don't you want to test out your theory?")==2) { break; } mes "[Hiel]"; @@ -10609,7 +10609,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ mes "Let's try channeling our way to Robert. Well... This isn't exactly to test out the machine's new functionality. (Hesitating)"; next; while (1) { - if (select("I'll look for another way.:Let's try communicating with Robert.")==2) { + if (select("I'll look for another way.", "Let's try communicating with Robert.")==2) { break; } mes "[Hiel]"; @@ -10666,7 +10666,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ mes "[Hiel]"; mes "Oh, hello~ I'm busy as usual, ahah."; next; - if (select("I just came by to say hi.:Ask to modify Etran's necklace.")==1) { + if (select("I just came by to say hi.", "Ask to modify Etran's necklace.")==1) { mes "[Hiel]"; mes "Well, there's really nothing else to improve. I'll let you, " + strcharinfo(PC_NAME) + ", especially to use this whenever you want."; next; @@ -10677,7 +10677,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ mes "[Hiel]"; mes "You mean Sir Etran's keepsake? I could try to utilize a special magic power stone to imbue the desired effects, but it is an expensive material costing 10 Splendide Coins..."; next; - switch (select("I guess I'll come back next time...:I have the necessary coins.")) { + switch (select("I guess I'll come back next time...", "I have the necessary coins.")) { case 1: mes "[Hiel]"; mes "Sure, let me know when you have them ready. I'll imbue the desired effects."; @@ -10686,7 +10686,7 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ mes "[Hiel]"; mes "Oh ok, then should we try imbuing the effects? This process isn't my specialty so I'm a bit nervous, but... hahaha..."; next; - .@etran_r = select("I'll do it next time~:Imbue Physical Ability:Imbue Magical Ability:Imbue Ranged Ability:Imbue Recovering Ability"); + .@etran_r = select("I'll do it next time~", "Imbue Physical Ability", "Imbue Magical Ability", "Imbue Ranged Ability", "Imbue Recovering Ability"); if (.@etran_r == 1){ mes "[Hiel]"; mes "Sure, let me know when you have them ready. I'll restore its effects."; @@ -10779,7 +10779,7 @@ mid_camp,173,257,5 script Shelby#pa0829 4_CAT_SAILOR2,{ mes "Huh?"; mes "Where did you find that canned food?"; next; - if (select("I got it for myself.:I brought it for you guys.")==1) { + if (select("I got it for myself.", "I brought it for you guys.")==1) { mes "[Shelby]"; mes "You are a human being and you eat canned food? What are you doing?"; next; @@ -10795,7 +10795,7 @@ mid_camp,173,257,5 script Shelby#pa0829 4_CAT_SAILOR2,{ mes "[Shelby]"; mes " should I really receive this from you?......"; next; - if (select("Forget it if you don't want it.:Yeah of course~")==1) { + if (select("Forget it if you don't want it.", "Yeah of course~")==1) { mes "[Shelby]"; mes "Nah, I'm just kidding! Why would I?"; next; @@ -10933,7 +10933,7 @@ ecl_in02,133,115,7 script Prison Guard#pa0829 4_M_FAIRYSOLDIER2,{ mes "[Prison Guard]"; mes "Hmm? You want to visit ^000099" + .@inputstr$ + "^000000? I don't see that visitation on the list. Are you sure you made a formal request?"; next; - if (select("Look inside.:Get me out of here.")==2) { + if (select("Look inside.", "Get me out of here.")==2) { warp "ecl_in02",98,29; end; } @@ -10988,7 +10988,7 @@ ecl_in02,133,115,7 script Prison Guard#pa0829 4_M_FAIRYSOLDIER2,{ mes "Do you need something else?"; next; } - if (select("Look inside.:Get me out of here.")==2) { + if (select("Look inside.", "Get me out of here.")==2) { warp "ecl_in02",98,29; end; } @@ -11016,7 +11016,7 @@ ecl_in01,82,80,4 script Monthly Eclage#pa0829 HIDDEN_NPC,{ next; mes "^000099This isn't a history document. It's just a third-rate magazine. Let's look through the table of contents.^000000"; next; - switch (select("Close the book:Settlement of despair-------7p:Brutality of the Elder Assembly-------48p:Eternal farewell--------132p:(Faded out areas)")) { + switch (select("Close the book", "Settlement of despair-------7p", "Brutality of the Elder Assembly-------48p", "Eternal farewell--------132p", "(Faded out areas)")) { case 1: mes "^000099Doesn't seem very interesting.^000000"; close; @@ -11152,7 +11152,7 @@ ecl_tdun01,60,56,4 script #pa0829EtranInterio HIDDEN_NPC,{ mes "^000099Etran suprisingly looks similar to Clever. Could it be that Clever and Hiel are reincarnations of Etran and Robert? No, that couldn't be...^000000"; next; while (1) { - .@select = select("Ask about the Elder Assembly.:Ask about the fight with Robert.:Ask about land restoration project."); + .@select = select("Ask about the Elder Assembly.", "Ask about the fight with Robert.", "Ask about land restoration project."); if (.@select==3){ break; } @@ -11394,7 +11394,7 @@ OnTouch: mes "A proof?"; next; while (1) { - .@select = select("Bring a cat's canned food.:Bring a Laphine coin.:Bring a home tree leaf."); + .@select = select("Bring a cat's canned food.", "Bring a Laphine coin.", "Bring a home tree leaf."); if (.@select == 3){ break; } @@ -11735,7 +11735,7 @@ eclage,155,91,4 script #pa0829Hiel's Door10 2_BOARD2,3,3,{ mes "Pan-galactic ultra genius engineer Hiel's strange and creepy workshop."; mes "Normal Laphines, animals, and Saphas are prohibited."; next; - if (select("Continue my way.:Enter this place.")==2) { + if (select("Continue my way.", "Enter this place.")==2) { warp "ecl_in04",107,213; end; } @@ -11745,7 +11745,7 @@ eclage,155,91,4 script #pa0829Hiel's Door10 2_BOARD2,3,3,{ ecl_in04,108,215,4 script Supreme Elec rope#pa0829 HIDDEN_NPC,{ mes "If you would like to go down, please press the bell~"; next; - if (select("Forget it.:Go down.")==2) { + if (select("Forget it.", "Go down.")==2) { warp "eclage",152,91; end; } @@ -11833,13 +11833,13 @@ ecl_in04,105,216,4 script Hiel's Workshop#pa0829 HIDDEN_NPC,{ next; mes "^000099It was good that Robert appeared in such clarity. But he seems really mad about the time when the communication got cut off last time. Let's first calm his hand holding my collar up.^000000"; next; - select("You see...:It's a misunderstanding!:This is difficult.:Please give me some time to explain!"); + select("You see...", "It's a misunderstanding!", "This is difficult.", "Please give me some time to explain!"); cutin "EP14_robert1",1; mes "[Robert]"; mes "Hmm? The necklace in your right hand..."; while (1) { next; - .@select = select("I bought it at the market.:I stole it.:I met with Sir Etran."); + .@select = select("I bought it at the market.", "I stole it.", "I met with Sir Etran."); if (.@select == 1){ next; } @@ -12028,7 +12028,7 @@ ecl_in04,105,216,4 script Hiel's Workshop#pa0829 HIDDEN_NPC,{ next; cutin "EP14_etran1",1; mes "[Etran]"; - mes "Welcome welcomeow~! We are cat merchants, always serving guests as our kingeow~! Special sale! One piece of meat for 200æ´Ã!!"; + mes "Welcome welcomeow~! We are cat merchants, always serving guests as our kingeow~! Special sale! One piece of meat for 200meow!!"; next; cutin "EP14_robert1",1; mes "[Robert]"; @@ -12309,7 +12309,7 @@ ecl_fild01,190,93,5 script Fili#1 4_M_FAIRYANG,1,1,{ mes "It's always so beautiful with flowers blooming everywhere."; emotion e_ho; next; - switch (select("Start a conversation:Laphine that loves the earth:Asking after adventurers")) { + switch (select("Start a conversation", "Laphine that loves the earth", "Asking after adventurers")) { case 1: .@ran = rand(1,3); switch(rand(1,3)){ @@ -12355,7 +12355,7 @@ ecl_fild01,190,93,5 script Fili#1 4_M_FAIRYANG,1,1,{ mes "[Fili]"; mes "Glad you're here. We're about to start working again. Would you help us?"; next; - switch (select("Sure!:I'm sorry, I can't")) { + switch (select("Sure!", "I'm sorry, I can't")) { case 1: mes "[Fili]"; mes "Thanks so much! Tell Laphines to start working!"; @@ -12409,7 +12409,7 @@ ecl_fild01,190,93,5 script Fili#1 4_M_FAIRYANG,1,1,{ mes "[Fili]"; mes "Will you help checking the safety of the adventurers today?"; next; - switch (select("Sure, I'm an adventurer, too!:Sorry, I'm kind of tired today.")) { + switch (select("Sure, I'm an adventurer, too!", "Sorry, I'm kind of tired today.")) { case 1: mes "[Fili]"; mes "Thanks! Make sure all three of the adventurers are doing well!"; @@ -12475,7 +12475,7 @@ ecl_fild01,190,93,5 script Fili#1 4_M_FAIRYANG,1,1,{ mes "[Fili]"; mes "I should have tried harder to stop them...Could you go check if they're safe and sound?"; next; - switch (select("I'll do it! I'm an adventurer, too!:Sorry, I can't do it right now.")) { + switch (select("I'll do it! I'm an adventurer, too!", "Sorry, I can't do it right now.")) { case 1: mes "[Fili]"; mes "Good. There are three adventurers in the tower right now."; @@ -12538,7 +12538,7 @@ ecl_fild01,190,93,5 script Fili#1 4_M_FAIRYANG,1,1,{ mes "[Fili]"; mes "It's just a habit, don't mind. Anyway, it's time to start the work for the day...you're a traveler, right? Can you help me?"; next; - switch (select("See what kind of work it is.:Tell him you're busy.")) { + switch (select("See what kind of work it is.", "Tell him you're busy.")) { case 1: mes "[Fili]"; mes "Ahng? It's simple. Tell Laphines that are scattered all over the field to start today's work."; @@ -12838,8 +12838,8 @@ ecl_tdun02,99,63,5 script Rosi#No.1 4_F_HUWOMAN,1,1,{ end; OnInit: - if (atoi( charat( strnpcinfo(0), getstrlen(strnpcinfo(0))-1 ) ) > 1){ - disablenpc strnpcinfo(0); + if (atoi( charat( strnpcinfo(NPC_NAME), getstrlen(strnpcinfo(NPC_NAME))-1 ) ) > 1){ + disablenpc strnpcinfo(NPC_NAME); } end; @@ -12856,7 +12856,7 @@ OnTouch: close; } if ((questprogress(13055) == 1) && (questprogress(13056) == 1)) { - .@npc_uin = atoi( charat( strnpcinfo(0), getstrlen(strnpcinfo(0))-1 ) ); + .@npc_uin = atoi( charat( strnpcinfo(NPC_NAME), getstrlen(strnpcinfo(NPC_NAME))-1 ) ); mes "[Rosi]"; mes "It's you again! Oh, is it because I'm a woman? Let me make it clear here. I'm going nowhere until I get a news item."; erasequest 13056; @@ -12881,7 +12881,7 @@ OnTouch: } else if (ep14_2_nines == 2) { if ((questprogress(13055) == 1) && (questprogress(13056) == 1)) { - .@npc_uin = atoi( charat( strnpcinfo(0), getstrlen(strnpcinfo(0))-1 ) ); + .@npc_uin = atoi( charat( strnpcinfo(NPC_NAME), getstrlen(strnpcinfo(NPC_NAME))-1 ) ); mes "[Rosi]"; mes "Oh my gosh! You scared me! What are you doing here?"; next; @@ -12929,8 +12929,8 @@ ecl_tdun01,11,62,5 script Euncheong#No.1 4_M_HUBOY,1,1,{ end; OnInit: - if (atoi( charat( strnpcinfo(0), getstrlen(strnpcinfo(0))-1 ) ) > 1){ - disablenpc strnpcinfo(0); + if (atoi( charat( strnpcinfo(NPC_NAME), getstrlen(strnpcinfo(NPC_NAME))-1 ) ) > 1){ + disablenpc strnpcinfo(NPC_NAME); } end; @@ -12947,7 +12947,7 @@ OnTouch: close; } if ((questprogress(13055) == 1) && (questprogress(13057) == 1)) { - .@npc_uin = atoi( charat( strnpcinfo(0), getstrlen(strnpcinfo(0))-1 ) ); + .@npc_uin = atoi( charat( strnpcinfo(NPC_NAME), getstrlen(strnpcinfo(NPC_NAME))-1 ) ); mes "[Euncheong]"; mes "You really shouldn't worry about me. I'll go out when I'm done exploring...Tell him I'm doing okay."; next; @@ -12975,7 +12975,7 @@ OnTouch: } else if (ep14_2_nines == 2) { if ((questprogress(13055) == 1) && (questprogress(13057) == 1)){ - .@npc_uin = atoi( charat( strnpcinfo(0), getstrlen(strnpcinfo(0))-1 ) ); + .@npc_uin = atoi( charat( strnpcinfo(NPC_NAME), getstrlen(strnpcinfo(NPC_NAME))-1 ) ); mes "[Euncheong]"; mes "Are you an adventurer, too? Don't you dare cut in here. I was here first."; next; @@ -13073,7 +13073,7 @@ ecl_tdun03,68,80,3 script New Oz#1 4_M_NEWOZ,1,1,{ mes "[New Oz]"; mes "Good to see you again, my friend!"; next; - switch (select("I'm here to see if you're still alive.:Give him food:Brush off the dust:Gifts for friend")) { + switch (select("I'm here to see if you're still alive.", "Give him food", "Brush off the dust", "Gifts for friend")) { case 1: mes "[New Oz]"; mes "It's from that muscular Laphine, right? He's a good guy. Tell him not to worry about me."; @@ -13169,7 +13169,7 @@ ecl_tdun03,68,80,3 script New Oz#1 4_M_NEWOZ,1,1,{ mes "[New Oz]"; mes "...I wouldn't really deny that. But anyway, could you get me something to eat? I'm starving..."; next; - switch (select("Alright! I'll be back in a second!:Do it yourself!")) { + switch (select("Alright! I'll be back in a second!", "Do it yourself!")) { case 1: mes "[New Oz]"; mes "Thanks. I prefer meat, if possible...I really liked what you gave me last time, and I think acorns go well with meat. Hahaha."; @@ -13236,7 +13236,7 @@ ecl_tdun03,68,80,3 script New Oz#1 4_M_NEWOZ,1,1,{ mes "Of course I can do it on my own~ But if I do it alone, then I'll end up using too much of my energy, and then I'll get hungry again..."; emotion e_dots; next; - switch (select("So you want me to help you brushing off the dust?:Do it yourself then!")) { + switch (select("So you want me to help you brushing off the dust?", "Do it yourself then!")) { case 1: cutin "nines02",2; mes "[New Oz]"; @@ -13307,7 +13307,7 @@ ecl_tdun03,68,80,3 script New Oz#1 4_M_NEWOZ,1,1,{ mes "[New Oz]"; mes "I'm really really sorry, but could you help me again? Just the thought of seeing my friends makes me cry like this. Please~?"; next; - switch (select("What a poor guy! I'll help him.:I can't take it anymore!")) { + switch (select("What a poor guy! I'll help him.", "I can't take it anymore!")) { case 1: mes "[New Oz]"; mes "Bookmarks made of fallen leaves...Ah, they bring so many memories back and make my eyes teary. I'm sure my friends will love it!"; @@ -13353,7 +13353,7 @@ ecl_tdun03,68,80,3 script New Oz#1 4_M_NEWOZ,1,1,{ mes "[New Oz]"; mes "So far so good, right? If you think it's similar to another song, it's just your imagination!"; next; - switch (select("I think it's excellent.:I think I've heard this before.")) { + switch (select("I think it's excellent.", "I think I've heard this before.")) { case 1: mes "[New Oz]"; mes "Thanks! If I have a chance, I'll make a song about how you helped me, too!"; @@ -13425,12 +13425,12 @@ ecl_tdun03,68,80,3 script New Oz#1 4_M_NEWOZ,1,1,{ mes "I should bring some souvenirs to make them feel better. Is there anything I could use?"; emotion e_what; next; - switch (select("Jellopy:Lucky Egg:Loots from local monsters")) { + switch (select("Jellopy", "Lucky Egg", "Loots from local monsters")) { case 1: mes "[New Oz]"; mes "Jellopies are good collectables...but I think it's a little too common. Is there anything else?"; next; - switch (select("Baphomet Card:Loots from local monsters")) { + switch (select("Baphomet Card", "Loots from local monsters")) { case 1: cutin "nines04",2; mes "[New Oz]"; @@ -13450,7 +13450,7 @@ ecl_tdun03,68,80,3 script New Oz#1 4_M_NEWOZ,1,1,{ mes "[New Oz]"; mes "I can't get them unless I know what they are. Is there anything else?"; next; - switch (select("Old Card Album:Loots from local monsters")) { + switch (select("Old Card Album", "Loots from local monsters")) { case 1: mes "[New Oz]"; mes "Card Album...I can't give my friends something that might be come up with nothing! Anything else?"; @@ -13642,16 +13642,16 @@ sec_in02,16,11,5 script New Oz Image#1 4_M_MINSTREL1,1,1,{ mes "Current Status of Mushroom is -" + .@whatis + "and"; mes "Nine status is -" + .@whatho; next; - switch (select("Set Item:Quest:Confirm Image")) { + switch (select("Set Item", "Quest", "Confirm Image")) { case 1: mes "New Oz"; mes "Which set item?"; next; - switch (select("Nine:Mushroom")) { + switch (select("Nine", "Mushroom")) { case 1: mes "Nine status is -" + .@whatho; next; - switch (select("+1:-1:Initialization")) { + switch (select("+1", "-1", "Initialization")) { case 1: mes "New Oz"; mes "Set Item+1"; @@ -13672,7 +13672,7 @@ sec_in02,16,11,5 script New Oz Image#1 4_M_MINSTREL1,1,1,{ case 2: mes "Mushroom status is -" + .@whatis; next; - switch (select("+1:-1:I don't want it:Start the Quest(5)")) { + switch (select("+1", "-1", "I don't want it", "Start the Quest(5)")) { case 1: mes "New Oz"; mes "Set Item+1"; @@ -13756,7 +13756,7 @@ sec_in02,10,17,4 script Professor Aide#worm 4_BULL,{ mes "[Briquet toothpick]"; mes "Tell me all that you want!"; next; - switch (select("Quest Initialization:20 Star Shape Mushrooms:Right before doodle research:Right before final compensation")) { + switch (select("Quest Initialization", "20 Star Shape Mushrooms", "Right before doodle research", "Right before final compensation")) { case 1: mes "[Operation Briquet]"; mes "There it is!"; @@ -13814,7 +13814,7 @@ ecl_tdun04,26,39,1 script Professor Worm#worm 4_M_PROFESSORWORM,{ mes "It's coming! It's all coming!"; mes "Like a tsunami!!"; next; - switch (select("What's coming?:What are you doing here?:Please tell me about Bifrost.")) { + switch (select("What's coming?", "What are you doing here?", "Please tell me about Bifrost.")) { case 1: mes "[Professor Worm]"; mes "EEEK!"; @@ -13825,7 +13825,7 @@ ecl_tdun04,26,39,1 script Professor Worm#worm 4_M_PROFESSORWORM,{ mes "Are you a monster that I created?"; mes "You have to be!"; next; - switch (select("I want to know about the tower.:It's a talking worm!")) { + switch (select("I want to know about the tower.", "It's a talking worm!")) { case 1: mes "[Professor Worm]"; mes "A tower? What tower?"; @@ -13853,7 +13853,7 @@ ecl_tdun04,26,39,1 script Professor Worm#worm 4_M_PROFESSORWORM,{ mes "My goodness, I even forgot the name!"; mes "Don't just stand there please go and find my portrait!"; next; - switch (select("I'm busy!:Why should I!")) { + switch (select("I'm busy!", "Why should I!")) { case 1: mes "[Professor Worm]"; mes "You came all the way up here in your free time and you are telling me you're busy?!"; @@ -13920,7 +13920,7 @@ ecl_tdun04,26,39,1 script Professor Worm#worm 4_M_PROFESSORWORM,{ mes "Hey monster, if you go to the land of many blooming flowers and bring me some ^FF0000Star Shape Mushrooms^000000,"; mes "I might remember everything you see!"; next; - switch (select("Please just try to remember things now.:I'll bring them back for you.")) { + switch (select("Please just try to remember things now.", "I'll bring them back for you.")) { case 1: mes "[Professor Worm]"; mes "Well, I even forgot my name and I can't remember anything right now!"; @@ -13998,7 +13998,7 @@ ecl_tdun04,26,39,1 script Professor Worm#worm 4_M_PROFESSORWORM,{ mes "But why did I get stuck in this tower?"; mes "And for what reason did I put Bifrost to sleep?"; next; - if (select("Don't ask me that!:Think harder!")==1) { + if (select("Don't ask me that!", "Think harder!")==1) { mes "[Professor Worm]"; mes "How dare a monster irritate its creator!"; close; @@ -14015,7 +14015,7 @@ ecl_tdun04,26,39,1 script Professor Worm#worm 4_M_PROFESSORWORM,{ mes "I guess I would have to write a diary then..."; mes "Oh that's right, I used to keep a diary!"; next; - if (select("What did you do with a diary again?:Show it to me.")==1) { + if (select("What did you do with a diary again?", "Show it to me.")==1) { mes "[Professor Worm]"; mes "I must have written things that I should have never forgotten!"; mes "Why are you so sarcastic, anyways?"; @@ -14025,7 +14025,7 @@ ecl_tdun04,26,39,1 script Professor Worm#worm 4_M_PROFESSORWORM,{ mes "Well.. It's not an ordinary notebook... I used a ^0000FFDiary Frog^000000 which is a frog that can record things."; mes "Everytime I was really mad, I threw it all over the place, so they all scattered."; next; - if (select("What a temper you have!:Should I find the Diary Frog?")==1) { + if (select("What a temper you have!", "Should I find the Diary Frog?")==1) { mes "[Professor Worm]"; mes "Why don't you try living imprisoned yourself?"; mes "If you were in my place you wouldn't just throw some frogs, but the entire household!"; @@ -14152,7 +14152,7 @@ OnTouch: mes "The wall is filled with Professor Worm's notes. "; mes "It seems like some of it can be read."; next; - if (select("Don't read it!:Read it.")==1) { + if (select("Don't read it!", "Read it.")==1) { mes "It doesn't seem very interesting at all!"; close; } @@ -14169,7 +14169,7 @@ OnTouch: else if (questprogress(1218) == 2 && ( ep14_2_profe == 4 || ep14_2_profe == 5) ) { mes "Professor Worm's notes on this wall have already been read."; next; - if (select("Stop reading.:Read it again.")==1) { + if (select("Stop reading.", "Read it again.")==1) { mes "It's not like it needs to be memorized so I'll just stop reading."; close; } @@ -14189,7 +14189,7 @@ OnTouch: mes "Professor Worm's notes. "; mes "It seems like some of it can be read."; next; - if (select("Don't read it!:Read it.")==1) { + if (select("Don't read it!", "Read it.")==1) { mes "It doesn't seem very interesting at all!"; close; } @@ -14208,7 +14208,7 @@ OnTouch: else if (questprogress(1219) == 2 && ( ep14_2_profe == 4 || ep14_2_profe == 5) ) { mes "Professor Worm's notes on this wall have already been read."; next; - if (select("Don't read it!:Read it.")==1) { + if (select("Don't read it!", "Read it.")==1) { mes "It doesn't seem very interesting at all!"; close; } @@ -14229,7 +14229,7 @@ OnTouch: mes "The wall is filled with Professor Worm's notes. "; mes "It seems like some of it can be read."; next; - if (select("Don't read it!:Read it.")==1) { + if (select("Don't read it!", "Read it.")==1) { mes "It doesn't seem very interesting at all!"; close; } @@ -14254,7 +14254,7 @@ OnTouch: else if (questprogress(1220) == 2 && ( ep14_2_profe == 4 || ep14_2_profe == 5) ) { mes "Professor Worm's notes on this wall have already been read."; next; - if (select("Stop reading.:Read it again.")==1) { + if (select("Stop reading.", "Read it again.")==1) { mes "It's not like it needs to be memorized so I'll just stop reading."; close; } @@ -14281,7 +14281,7 @@ OnTouch: mes "The wall is filled with Professor Worm's notes. "; mes "It seems like some of it can be read."; next; - if (select("Don't read it!:Read it.")==1) { + if (select("Don't read it!", "Read it.")==1) { mes "It doesn't seem very interesting at all!"; close; } @@ -14297,7 +14297,7 @@ OnTouch: else if (questprogress(1221) == 2 && ( ep14_2_profe == 4 || ep14_2_profe == 5) ) { mes "Professor Worm's notes on this wall have already been read."; next; - if (select("Stop reading.:Read it again.") == 1) { + if (select("Stop reading.", "Read it again.") == 1) { mes "It's not like it needs to be memorized so I'll just stop reading."; close; } @@ -14315,7 +14315,7 @@ OnTouch: mes "The wall is filled with Professor Worm's notes. "; mes "It seems like some of it can be read."; next; - if (select("Don't read it!:Read it.") == 1) { + if (select("Don't read it!", "Read it.") == 1) { mes "It doesn't seem very interesting at all!"; close; } @@ -14335,7 +14335,7 @@ OnTouch: else if (questprogress(1222) == 2 && ( ep14_2_profe == 4 || ep14_2_profe == 5) ) { mes "Professor Worm's notes on this wall have already been read."; next; - if (select("Stop reading.:Read it again.")==1) { + if (select("Stop reading.", "Read it again.")==1) { mes "It's not like it needs to be memorized so I'll just stop reading."; close; } @@ -14362,7 +14362,7 @@ ecl_tdun03,21,69,5 script Diary Frog No.3#worm 4_FROG,{ mes "Professor Worm threw me out here."; mes "He used to chuck us out anytime he was furious."; next; - switch (select("A talking frog?:I want to listen to Professor Worm's diary.")) { + switch (select("A talking frog?", "I want to listen to Professor Worm's diary.")) { case 1: mes "[Diary Frog No.3]"; mes "I am a frog made of wood that can be used for recording."; @@ -14394,7 +14394,7 @@ ecl_tdun03,21,69,5 script Diary Frog No.3#worm 4_FROG,{ mes "Are you interested in the diary recording?"; mes "I don't have much else to do so would you like to hear it again?"; next; - switch (select("Where are other Diary Frogs?:Please let me hear it again.:Is there any more?")) { + switch (select("Where are other Diary Frogs?", "Please let me hear it again.", "Is there any more?")) { case 1: mes "[Diary Frog No.3]"; mes ((ep14_2_profe > 7)?"Diary Frog No.6":"Another Diary Frog")+" probably got thrown onto the first floor of the tower."; @@ -14433,7 +14433,7 @@ ecl_tdun01,23,79,4 script Diary Frog No. 6#worm 4_FROG,{ mes "I thought he threw me out because he didn't need me!"; mes "He threw me realy hard, he did!"; next; - if (select("You look fine.:Please calm down and let me hear the diary.")==1) { + if (select("You look fine.", "Please calm down and let me hear the diary.")==1) { mes "[Diary Frog No. 6]"; mes "You would only understand if you were abandoned like I am!"; close; @@ -14448,7 +14448,7 @@ ecl_tdun01,23,79,4 script Diary Frog No. 6#worm 4_FROG,{ mes "If you return to me after getting rid of 15 ^FF0000Lichtern(blue)^000000"; mes "I'll let you listen to Professor Worm's diary as you wish."; next; - if (select("That's a tough favor!:I'll get rid of them.")==1) { + if (select("That's a tough favor!", "I'll get rid of them.")==1) { mes "[Diary Frog No. 6]"; mes "Well, then I won't say a word about the diary!"; close; @@ -14505,7 +14505,7 @@ ecl_tdun01,23,79,4 script Diary Frog No. 6#worm 4_FROG,{ mes "Do you want to listen to the diary again?"; mes "I'll let you hear it as much as you want!"; next; - if (select("Where are other Diary Frogs?:Please let me hear it again.")==1) { + if (select("Where are other Diary Frogs?", "Please let me hear it again.")==1) { mes "[Diary Frog No. 6]"; mes "Another Diary Frog would be outside the tower somewhere."; mes "If nothing took it away, you'll probably find it without much difficulty."; @@ -14552,7 +14552,7 @@ ecl_fild01,173,95,7 script Diary Frog No. 30#worm 4_FROG,{ mes "Professor Worm threw me out really hard all the way out here."; mes "I didn't even do anything wrong!"; next; - if (select("You look fine.:Please calm down and let me hear the diary.")==1) { + if (select("You look fine.", "Please calm down and let me hear the diary.")==1) { mes "[Diary Frog No. 30]"; mes "Come over here please. Let me break one of your legs."; close; @@ -14561,7 +14561,7 @@ ecl_fild01,173,95,7 script Diary Frog No. 30#worm 4_FROG,{ mes "I got hurt when I was thrown out that I don't have the energy to playback the diary recording."; mes "To help me repair myself, please bring me 10 ^FF0000Star Shape Mushrooms^000000 from the land of blooming flowers."; next; - if (select("Just walk it off.:I'll bring them for you.")==1) { + if (select("Just walk it off.", "I'll bring them for you.")==1) { mes "[Diary Frog No. 30]"; mes "Then, all I can let you hear are my moans and groans."; mes "ARGGGGGG!!!"; @@ -14618,7 +14618,7 @@ ecl_fild01,173,95,7 script Diary Frog No. 30#worm 4_FROG,{ close; } else if (ep14_2_profe >= 11) { - if (select("Where are other Diary Frogs?:Please let me hear it again.")==1) { + if (select("Where are other Diary Frogs?", "Please let me hear it again.")==1) { mes "[Diary Frog No. 30]"; mes "They were either eaten up by monsters or severely broken after being thrown out."; mes "I doubt there are other remaining frogs."; @@ -14652,7 +14652,7 @@ mora,103,74,5 script Expedition Member#tl01 4_M_DST_MASTER,{ mes "[Expedition Member]"; mes "It horrifies me just thinking about returning to the camp after visiting Eclage."; next; - switch (select("Eclage?:Easy way to return to the camp:pat pat...")) { + switch (select("Eclage?", "Easy way to return to the camp", "pat pat...")) { case 1: mes "[Expedition Member]"; mes "Huh? You didn't know it yet?"; @@ -14702,7 +14702,7 @@ ecl_in01,32,52,5 script Traveler Fome#tl01 4_F_DOGTRAVELER,3,3,{ mes "Wait, let me guess!"; mes "You're a member of the famous Midgard expedition, right?!"; next; - select("Yes.:How did he know?"); + select("Yes.", "How did he know?"); mes "[Fome]"; mes "Well, it's simple."; mes "There's no one who looks like you or dresses like you around Eclage."; @@ -14719,7 +14719,7 @@ ecl_in01,32,52,5 script Traveler Fome#tl01 4_F_DOGTRAVELER,3,3,{ mes "Eclage is crowded with travelers, and until recently, most of them were from Alpheim."; mes "It's nice to see you. I was about to talk to you just now. "; next; - switch (select("Why is Eclage popular among travelers?:What is the main attraction of Eclage?")) { + switch (select("Why is Eclage popular among travelers?", "What is the main attraction of Eclage?")) { case 1: mes "[Fome]"; mes "Why does this place have so many travelers...?"; @@ -14807,7 +14807,7 @@ ecl_in01,32,52,5 script Traveler Fome#tl01 4_F_DOGTRAVELER,3,3,{ mes "[Eclage Guard]"; mes "I'll guide you if it's okay."; next; - switch (select("Sure. Let's go.:I don't have time for it right now...")) { + switch (select("Sure. Let's go.", "I don't have time for it right now...")) { case 1: mes "[Eclage Guard]"; mes "Please follow me then. "; @@ -14930,7 +14930,7 @@ OnTouch: emotion e_loud,0,"Traveler Litrip#tl02"; emotion e_loud,0,"Traveler Chiba#tl03"; next; - switch (select("Avoid them.:Join the group.")) { + switch (select("Avoid them.", "Join the group.")) { case 1: mes "They don't seem to care that much."; close; @@ -14959,7 +14959,7 @@ ecl_in01,32,51,7 script Traveler Litrip#tl02 4_M_DOGTRAVELER,{ mes "You're from Mora?"; mes "You must have seen Bifrost Tower on the way then?"; next; - switch (select("I saw it from the outside. :I've gone inside the tower.")) { + switch (select("I saw it from the outside. ", "I've gone inside the tower.")) { case 1: mes "[Litrip]"; mes "Really? That's too bad."; @@ -15029,7 +15029,7 @@ ecl_in01,32,51,7 script Traveler Litrip#tl02 4_M_DOGTRAVELER,{ mes "[Eclage Guard]"; mes "I'll guide you if it's okay."; next; - switch (select("Sure. Let's go.:I don't have time for it right now...")) { + switch (select("Sure. Let's go.", "I don't have time for it right now...")) { case 1: mes "[Eclage Guard]"; mes "Please follow me then. "; @@ -15130,7 +15130,7 @@ ecl_in01,35,51,3 script Traveler Chiba#tl03 4_M_DOGTRAVELER2,{ mes "I heard there's a way to avoid a rift that is blocking Jotunheim..."; mes "Do people really travel through Hazy Forest?"; next; - switch (select("Yes.:By magic!")) { + switch (select("Yes.", "By magic!")) { case 1: mes "[Chiba]"; mes "So it is."; @@ -15216,7 +15216,7 @@ ecl_in01,35,51,3 script Traveler Chiba#tl03 4_M_DOGTRAVELER2,{ mes "[Eclage Guard]"; mes "I'll guide you if it's okay."; next; - switch (select("Sure. Let's go.:I don't have time for it right now...")) { + switch (select("Sure. Let's go.", "I don't have time for it right now...")) { case 1: mes "[Eclage Guard]"; mes "Please follow me then. "; @@ -15322,7 +15322,7 @@ ecl_in01,82,70,3 script Eclage Guard#tl02 4_M_FAIRYSOLDIER,{ mes "Oh, you are here!"; mes "May I escort take you to the one who wants to meet you?"; next; - switch (select("Sure. Let's go.:I don't have time for it right now...")) { + switch (select("Sure. Let's go.", "I don't have time for it right now...")) { case 1: mes "[Eclage Guard]"; mes "Please follow me then. "; @@ -15353,7 +15353,7 @@ ecl_in01,82,70,3 script Eclage Guard#tl02 4_M_FAIRYSOLDIER,{ mes "I thought you sill had something to do."; mes "May I guide you?"; next; - switch (select("Yes, please.:No, it's okay.")) { + switch (select("Yes, please.", "No, it's okay.")) { case 1: mes "[Eclage Guard]"; mes "Please follow me then. "; @@ -15386,7 +15386,7 @@ ecl_in01,82,70,3 script Eclage Guard#tl02 4_M_FAIRYSOLDIER,{ mes "[Eclage Guard]"; mes "Since it's about time, should I lead you in now?"; next; - switch (select("Yes, please.:I'll come back later.")) { + switch (select("Yes, please.", "I'll come back later.")) { case 1: mes "[Eclage Guard]"; mes "Follow me, please."; @@ -15407,7 +15407,7 @@ ecl_in01,82,70,3 script Eclage Guard#tl02 4_M_FAIRYSOLDIER,{ mes "[Eclage Guard]"; mes "May I escort you to the audience chamber?"; next; - switch (select("Yes, please.:No, it's okay.")) { + switch (select("Yes, please.", "No, it's okay.")) { case 1: mes "[Eclage Guard]"; mes "Follow me, please."; @@ -15442,7 +15442,7 @@ ecl_in01,82,70,3 script Eclage Guard#tl02 4_M_FAIRYSOLDIER,{ mes "You've decided to work in Eclage..."; cutin "minuel02",2; next; - switch (select("It's just a rumor.:Do they have a job for me?")) { + switch (select("It's just a rumor.", "Do they have a job for me?")) { case 1: mes "[Minuel]"; mes "Eh? Really?"; @@ -15464,7 +15464,7 @@ ecl_in01,82,70,3 script Eclage Guard#tl02 4_M_FAIRYSOLDIER,{ mes "Since you're free to go anywhere,"; mes "could you gather some decorations for Yai?"; next; - switch (select("Sure.:No.")) { + switch (select("Sure.", "No.")) { case 1: mes "[Minuel]"; mes "Thank you."; @@ -15676,7 +15676,7 @@ ecl_in01,82,70,3 script Eclage Guard#tl02 4_M_FAIRYSOLDIER,{ mes "Do you have a minute?"; mes "My friends love the byproducts of monsters that you brought me the other day and I was going to ask you if you could get some more. Is that okay?"; next; - switch (select("Sorry, I'm busy.:Fine. I'll do it.")) { + switch (select("Sorry, I'm busy.", "Fine. I'll do it.")) { case 1: mes "[Minuel]"; mes "That's too bad."; @@ -15805,7 +15805,7 @@ ecl_in03,245,93,3 script Chief of Staff#tl01 4_F_FAIRY,{ mes "Promise me that you will not tell anyone "; mes "about the truth that you believe."; next; - if (select("No!:Yes, I promise.")==1) { + if (select("No!", "Yes, I promise.")==1) { while (1) { mes "[Shenime]"; mes "You put me on the spot."; @@ -15814,7 +15814,7 @@ ecl_in03,245,93,3 script Chief of Staff#tl01 4_F_FAIRY,{ mes "[Shenime]"; mes "Can't you just keep it to yourself before discussing the matter with Mayor Jun?"; next; - if (select("No, I can't!:Fine, I won't tell anyone.")==2) { + if (select("No, I can't!", "Fine, I won't tell anyone.")==2) { mes "[Shenime]"; mes "I see that you've made up your mind."; next; @@ -15931,7 +15931,7 @@ ecl_in03,245,93,3 script Chief of Staff#tl01 4_F_FAIRY,{ mes "If it's okay, can you do me a favor?"; mes "Of course I'll give you a big reward."; next; - switch (select("Sure.:Sorry, I can't.")) { + switch (select("Sure.", "Sorry, I can't.")) { case 1: mes "[Shenime]"; mes "I was worried since it's something unexpected for you. I'm so glad."; @@ -16045,7 +16045,7 @@ ecl_in03,245,93,3 script Chief of Staff#tl01 4_F_FAIRY,{ mes "Ha...I think I might have been cheated."; mes "He promised to do a research on the topic that I'm interested in, only if I sponsored him for a certain period of time."; next; - switch (select("Did you know what he was researching?:What did you want him to research about?")) { + switch (select("Did you know what he was researching?", "What did you want him to research about?")) { case 1: mes "[Shenime]"; mes "What he asked for was pretty simple. "; @@ -16097,16 +16097,16 @@ ecl_in03,245,93,3 script Chief of Staff#tl01 4_F_FAIRY,{ mes "Mayor has to be a representative of Laphines as a whole."; mes "If he's planning something on his own, it's unacceptable. "; next; - select("There is no such thing.:What do you want to know?"); + select("There is no such thing.", "What do you want to know?"); mes "[Shenime]"; mes "It's about the Orb."; mes "He ordered to reinforce the guard around the Orb."; mes "Do you know why?"; next; - if (select("Tell him why.:I don't know, either.")==1) { + if (select("Tell him why.", "I don't know, either.")==1) { mes "To what extent should you tell him?"; next; - if (select("Tell him all about it.:Make up something.")==1) { + if (select("Tell him all about it.", "Make up something.")==1) { mes "[Shenime]"; mes "What?"; mes "So, you're saying that the scholar I was sponsoring is 'the Avant?'"; @@ -16243,7 +16243,7 @@ ecl_in03,245,93,3 script Chief of Staff#tl01 4_F_FAIRY,{ next; mes "What should I do?"; next; - switch (select("Ask Kardui first.:Hold his hand.")) { + switch (select("Ask Kardui first.", "Hold his hand.")) { case 1: mes "[" + strcharinfo(PC_NAME) + "]"; mes "I don't understand why you're telling me this important information."; @@ -16275,7 +16275,7 @@ ecl_in03,245,93,3 script Chief of Staff#tl01 4_F_FAIRY,{ else if (ep14_2_mylord == 28) { mes "Shenime held his hand out with a suspicious smile."; next; - switch (select("No, not yet.:Hold his hand.")) { + switch (select("No, not yet.", "Hold his hand.")) { case 1: mes "[Shenime]"; mes "This is one of the places you should watch carefully."; @@ -16365,7 +16365,7 @@ ecl_in03,41,90,3 script Mayor Jun Kardui#tl01 4_M_FARIYKING,{ mes "Don't you understand?"; mes "Here, in Eclage, You have to get more recognition from Laphines."; next; - if (select("Do I have to make a contribution?:It's about Yggdrasil!")==1) { + if (select("Do I have to make a contribution?", "It's about Yggdrasil!")==1) { mes "[Kardui]"; mes "See, you understood it right."; next; @@ -16468,7 +16468,7 @@ ecl_in03,41,90,3 script Mayor Jun Kardui#tl01 4_M_FARIYKING,{ mes "The reason I requested your presence today is"; mes "to tell you the unfinished story from the other day. So, I hope you feel better."; next; - if (select("I'm not mad.:Unfinished story?")==1) { + if (select("I'm not mad.", "Unfinished story?")==1) { cutin "kardui01",1; mes "[Kardui]"; mes "Really? What a relief."; @@ -16600,7 +16600,7 @@ ecl_in03,41,90,3 script Mayor Jun Kardui#tl01 4_M_FARIYKING,{ mes "Long time no see."; mes "Is there anything you want from me?"; next; - switch (select("What is that?:You said I'm a tyrant!:The cause of misery!")) { + switch (select("What is that?", "You said I'm a tyrant!", "The cause of misery!")) { case 1: cutin "kardui02",1; mes "[Kardui]"; @@ -16750,7 +16750,7 @@ ecl_in03,41,90,3 script Mayor Jun Kardui#tl01 4_M_FARIYKING,{ mes "Have you been to Bifrost Tower?"; cutin "kardui01",1; next; - if (select("Yes, I have.:No, but I'm thinking about it.:No, I've never thought about it.")==3) { + if (select("Yes, I have.", "No, but I'm thinking about it.", "No, I've never thought about it.")==3) { mes "[Kardui]"; mes "Ah, that's tood bad."; mes "It's one of the main attractions of Eclage."; @@ -16832,7 +16832,7 @@ ecl_in03,41,90,3 script Mayor Jun Kardui#tl01 4_M_FARIYKING,{ mes "I'll come more often instead. That should be enough."; next; cutin "",255; - if (select("Eh...:Get to the point!")==1) { + if (select("Eh...", "Get to the point!")==1) { mes "[" + strcharinfo(PC_NAME) + "]"; mes "I understand that you're so happy to see your brother, but this is enough."; mes "Aren't you embarrassed? I almost felt sick..."; @@ -16973,7 +16973,7 @@ ecl_in03,41,90,3 script Mayor Jun Kardui#tl01 4_M_FARIYKING,{ mes "I will question Avant persistently."; mes "What are you going to do?"; next; - switch (select("Should I help protecting the Orb?:Come on, I'm a busy person.")) { + switch (select("Should I help protecting the Orb?", "Come on, I'm a busy person.")) { case 1: cutin "kardui01",2; mes "[Kardui]"; @@ -17001,7 +17001,7 @@ ecl_in03,41,90,3 script Mayor Jun Kardui#tl01 4_M_FARIYKING,{ mes strcharinfo(PC_NAME) + "."; mes "This is a present for you."; mes "I hope my magical powers help you improve."; - specialeffect2 EF_FORESTLIGHT4; + specialeffect(EF_FORESTLIGHT4, AREA, playerattached()); delitem Avant_Research_Data,1; //Avant_Research_Data if (ep14_2_mylord == 23) { getexp 400000,300000; @@ -17444,7 +17444,7 @@ ecl_in03,41,90,3 script Mayor Jun Kardui#tl01 4_M_FARIYKING,{ mes "You've been a great help all this time."; mes "Will you stay as my friend now and forever?"; mes "May the blessing of Yggdrasil be upon you..."; - specialeffect2 EF_FORESTLIGHT4; + specialeffect(EF_FORESTLIGHT4, AREA, playerattached()); npcskill AL_BLESSING,1,0,0; ep14_2_mylord = 33; completequest 7453; @@ -17533,7 +17533,7 @@ eclage,112,40,3 script Eclage Guard Leo#tl 4_M_FAIRYSOLDIER2,{ mes "[Leo]"; mes "....."; next; - switch (select("Does he want something?:It's a strange fairy!")) { + switch (select("Does he want something?", "It's a strange fairy!")) { case 1: mes "[Leo]"; mes "Mayor Jun told us"; @@ -17542,7 +17542,7 @@ eclage,112,40,3 script Eclage Guard Leo#tl 4_M_FAIRYSOLDIER2,{ mes "[Leo]"; mes "In order to take care of the urgent matter..."; next; - switch (select("No, I refuse!:What do you want me to do?")) { + switch (select("No, I refuse!", "What do you want me to do?")) { case 1: mes "[Leo]"; mes "Although you have all the rights to say no, this is what I get..."; @@ -17592,7 +17592,7 @@ eclage,112,40,3 script Eclage Guard Leo#tl 4_M_FAIRYSOLDIER2,{ } } else if (questprogress(7420) == 1) { - if ((countitem(Pinguicula's_fruit_Jam) < 3) || (countitem(Luciola's_Honey_Jam) < 3)) { + if ((countitem(Pinguiculas_fruit_Jam) < 3) || (countitem(Luciolas_Honey_Jam) < 3)) { mes "[Leo]"; mes "I need 3 jars of Pinguicula's pickled fruits and another 3 jars of Luciola's honey jam~"; mes "They are specialties of the base of Splendide."; @@ -17611,8 +17611,8 @@ eclage,112,40,3 script Eclage Guard Leo#tl 4_M_FAIRYSOLDIER2,{ mes "It seems like Mayor Jun has an eye for character."; mes "So he is Mayor after all..."; next; - delitem Pinguicula's_fruit_Jam,3; //Pinguicula's_fruit_Jam - delitem Luciola's_Honey_Jam,3; //Luciola's_Honey_Jam + delitem Pinguiculas_fruit_Jam,3; + delitem Luciolas_Honey_Jam, 3; completequest 7420; getexp 200000,200000; .@alltotal = questprogress(7420) + questprogress(7419) + questprogress(7418); @@ -17911,7 +17911,7 @@ eclage,112,40,3 script Eclage Guard Leo#tl 4_M_FAIRYSOLDIER2,{ mes "There have been many complaints from travelers saying that those guys bother travelers for no reason."; mes "Do you want to do it?"; next; - switch (select("I'll go! I'll do it! I'll get rid of them!:I don't feel like it today.:Don't you want pickled fruits?")) { + switch (select("I'll go! I'll do it! I'll get rid of them!", "I don't feel like it today.", "Don't you want pickled fruits?")) { case 1: mes "[Leo]"; mes "Look at your fighting spirit!"; @@ -17970,7 +17970,7 @@ ecl_fild01,205,86,3 script Eclage Messenger Roy#tl 4_M_FAIRYSOLDIER2,{ mes "They say Laphines are nothing without their pride, but since I value my life over pride,"; mes "can I ask you a favor?"; next; - switch (select("What is it?:No.")) { + switch (select("What is it?", "No.")) { case 1: mes "[Roy]"; mes "It's something difficult for Laphines, but for humans, it's very easy."; @@ -17988,7 +17988,7 @@ ecl_fild01,205,86,3 script Eclage Messenger Roy#tl 4_M_FAIRYSOLDIER2,{ mes "There's nothing confidential, so you can do it, too."; mes "Bringing one mail. I'm sure it's easy for you."; next; - switch (select("Leave it to me!:I don't want to.")) { + switch (select("Leave it to me!", "I don't want to.")) { case 1: mes "[Roy]"; mes "Good!"; @@ -18179,7 +18179,7 @@ ecl_fild01,205,86,3 script Eclage Messenger Roy#tl 4_M_FAIRYSOLDIER2,{ mes "but could you go again?"; mes "to Splendide, to collect the mails..."; next; - switch (select("Sure.:I don't feel like it today.")) { + switch (select("Sure.", "I don't feel like it today.")) { case 1: mes "[Roy]"; mes "Thank you so much."; @@ -18258,7 +18258,7 @@ splendide,267,368,3 script Contact Officer#tl 4_M_FAIRYKID5,{ mes "You're here to collect the mails again?"; mes "I have one mailbox that is filled up..."; next; - switch (select("Yes, that's what I'm for.:No, that's not why I'm here.")) { + switch (select("Yes, that's what I'm for.", "No, that's not why I'm here.")) { case 1: mes "[Contact Officer]"; mes "Here, take this."; @@ -18350,7 +18350,7 @@ OnTalk: mes "That's enough."; mes "That foreigner can hear you."; next; - if (select("Actually, I've already heard you. Could you tell me more about it?:What was it about?")==1) { + if (select("Actually, I've already heard you. Could you tell me more about it?", "What was it about?")==1) { mes "[Male Laphine]"; mes "No, I don't think we should."; mes "Hahaha..."; @@ -18564,7 +18564,7 @@ ecl_tdun04,32,35,3 script Hisie#tlord 4_M_FARIY_HISIE,{ mes "But then..."; mes "Why is he looking for Avant now?"; next; - if (select("Avant?:One more thing?")==2) { + if (select("Avant?", "One more thing?")==2) { mes "[Hisie]"; mes "He wants me to find Avant."; mes "And he says you'll be a great help?"; @@ -18592,7 +18592,7 @@ ecl_tdun04,32,35,3 script Hisie#tlord 4_M_FARIY_HISIE,{ mes "So, there can't be any relationship or love between us."; mes "Kar could be looking for Avant in order to eliminate him."; next; - select("Experiments? Hypothesis?:Objects that were made?"); + select("Experiments? Hypothesis?", "Objects that were made?"); cutin "hisie01",0; mes "[Hisie]"; mes "Do you know about Seneth, who became Mayor even though he was half breed?"; @@ -18783,7 +18783,7 @@ ecl_tdun04,32,35,3 script Hisie#tlord 4_M_FARIY_HISIE,{ mes "I see they are tightening the guard around the Orb..."; mes "and I feel like I forgot about something.."; next; - switch (select("About Avant:About the Chief of Staff")) { + switch (select("About Avant", "About the Chief of Staff")) { case 1: mes "[Hisie]"; mes "That wicked man is just laughing and not saying anything."; @@ -18924,7 +18924,7 @@ eclage,307,237,0 script Normal Yai#tllb CLEAR_NPC,{ mes "But why would a human being want to see me?"; mes "If it's something useless, you'll be sorry."; next; - select("Delivery...:Shenime told me to..."); + select("Delivery...", "Shenime told me to..."); mes "[Golden-haired Scholar]"; mes "What, Shenime sent you?"; mes "Dustballs and bookmarks made of fallen leaves."; @@ -18988,7 +18988,7 @@ eclage,307,237,0 script Normal Yai#tllb CLEAR_NPC,{ mes "Since it's Avant's Yai, there might be equipped with some devices."; mes "Anyway, let's wait and see if there's any chance."; next; - switch (select("Go in right now.:Wait and look all around.")) { + switch (select("Go in right now.", "Wait and look all around.")) { case 1: if ($111204_avantlabo == 0) { cutin "",255; @@ -19093,7 +19093,7 @@ que_avan01,18,38,0 script Desk#tl01 CLEAR_NPC,{ mes "What should we do?"; cutin "avn_desk01",4; next; - switch (select("Examine the desk.:Ignore it.")) { + switch (select("Examine the desk.", "Ignore it.")) { case 1: mes "I roughtly organized the stuff on the desk."; mes "What should we look into?"; @@ -19106,7 +19106,7 @@ que_avan01,18,38,0 script Desk#tl01 CLEAR_NPC,{ else { cutin "avn_desk02",4; } - switch (select("Look at the documents first.:Look at the hinged devices on top of the desk.:Look at the book on the bookshelf.:Try tasting the reagent.:Look at the lighting setup.")) { + switch (select("Look at the documents first.", "Look at the hinged devices on top of the desk.", "Look at the book on the bookshelf.", "Try tasting the reagent.", "Look at the lighting setup.")) { case 1: mes "...Can't read a single word of it."; mes "Let's show it to Hisie."; @@ -19128,7 +19128,7 @@ que_avan01,18,38,0 script Desk#tl01 CLEAR_NPC,{ mes "There are various hinged devices on top of the desk."; mes "In the middle, there is a small numerical panel. A 5-digit number can be inputted."; next; - if (select("Input a number.:Look at other parts of the desk.")==1) { + if (select("Input a number.", "Look at other parts of the desk.")==1) { input .@input; if (.@input == 31425) { mes "As soon as the number is inputted, a click is heard."; @@ -19152,14 +19152,14 @@ que_avan01,18,38,0 script Desk#tl01 CLEAR_NPC,{ mes "Strange symbols are noticeable."; cutin "avn_book02",4; next; - switch (select("Try rearranging the books.:Forget it.")) { + switch (select("Try rearranging the books.", "Forget it.")) { case 1: .@book = 0; setarray .@books[0],"First","Second","Third","Fourth","Fifth"; for (.@i=1; .@i<6; .@i++){ mes "Where should the "+ .@books[.@i-1] +" book be placed?"; next; - .@select_book = select("First:Second:Third:Fourth:Fifth")-1; + .@select_book = select("First", "Second", "Third", "Fourth", "Fifth")-1; mes "Book 1 was placed at the "+ .@books[.@select_book] +" spot."; if ((.@i==1 && .@select_book==1) || (.@i==2 && .@select_book==3) || (.@i==3 && .@select_book==0) || (.@i==4 && .@select_book==2) || (.@i==5 && .@select_book==4)) { .@book += 10; @@ -19218,7 +19218,7 @@ que_avan01,18,38,0 script Desk#tl01 CLEAR_NPC,{ mes "Why does that man have this?"; cutin "hisie01",0; next; - switch (select("She's beautiful.:Look at these documents!")) { + switch (select("She's beautiful.", "Look at these documents!")) { case 1: cutin "hisie02",0; mes "[Hisie]"; @@ -19275,7 +19275,7 @@ que_avan01,18,38,0 script Desk#tl01 CLEAR_NPC,{ getitem Avant_Research_Data,1; //Avant_Research_Data changequest 7443,7444; next; - switch (select("Let Hisie handle it.:I'm taking care of this place!")) { + switch (select("Let Hisie handle it.", "I'm taking care of this place!")) { case 1: cutin "hisie04",0; mes "[Hisie]"; @@ -19386,7 +19386,7 @@ OnTimer8000: que_avan01,22,40,3 script Avant's Summon#tlact01 DARK_PRIEST,{ end; OnInit: - hideonnpc strnpcinfo(0); + hideonnpc strnpcinfo(NPC_NAME); end; } diff --git a/npc/re/quests/quests_glastheim.txt b/npc/re/quests/quests_glastheim.txt new file mode 100644 index 000000000..cc6f2dc9d --- /dev/null +++ b/npc/re/quests/quests_glastheim.txt @@ -0,0 +1,104 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2016 Hercules Dev Team +//= Copyright (C) 2016 Ridley +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Nightmare Glastheim Dungeon +//================= Description =========================================== +//= NPCs related to Glastheim (Nightmare) +//================= Current Version ======================================= +//= 1.0 +//========================================================================= +glast_01,195,273,4 script Hugin's Follower#n_gh 2_F_MAGICMASTER,{ + mes("[Hugin's Follower]"); + mes("I can't move between time and dimension like a master Hugin but I can pretend to move."); + next; + mes("[Hugin's Follower]"); + mes("What about this Glast Heim is born with powerful dark force?"); + next; + if (select("I don't care", "That is interesting, please tell me more") != 1) { + mes("[Hugin's Follower]"); + mes("As learning ability from Hugin, I just find out the path to Old Glast Heim of more powerful dark force."); + next; + mes("[Hugin's Follower]"); + mes("How is it? Do you want to explore there?"); + next; + if (select("No, I want to stop it", "I really want to do that!") != 1) { + mes("[Hugin's Follower]"); + mes("Sure that is not free~ I have to get something little bit. Hoho..."); + next; + mes("[Hugin's Follower]"); + mes("I can send you just two place. How is it? Do you want to try?"); + next; + .@menu = select("Cancel", "Monastery Cemetery (Lv100~130) - 5000z", "Corridor of 2nd floor (Over Lv140) - 10000z"); + switch (.@menu) { + case 1: + mes("[Hugin's Follower]"); + mes("Alright, please come back whenever you change mind. I think you will have lots of thing to talk with me..."); + close; + case 2: + case 3: + if (.@menu == 2) { + .@map$ = "gl_chyard_"; + .@x = 148; + .@y = 144; + .@zeny = 5000; + } else { + .@map$ = "gl_cas02_"; + .@x = 104; + .@y = 31; + .@zeny = 10000; + } + if (Zeny < .@zeny) { + mes("[Hugin's Follower]"); + mes("What, did you ask me without money?"); + close; + } + Zeny -= .@zeny; + warp .@map$, .@x, .@y; + end; + } + } + } + mes("[Hugin's Follower]"); + mes("Well~ If you are not interested in it, never mind."); + close; +} + +gl_chyard_,148,149,4 script Hugin's Follower#n_gh1 2_F_MAGICMASTER,{ + mes("[Hugin's Follower]"); + mes("You want to break?"); + mes("Ok, let's get out of here.?"); + next; + if (select("Ah, wrong click... I mean I was not talk to you", "Please let me out from here") == 1) { + mes("[Hugin's Follower]"); + mes("Alright just tell me whenever you want to leave."); + close; + } + warp "glast_01", 210, 269; + end; +} + +gl_cas02_,104,36,4 duplicate(Hugin's Follower#n_gh1) Hugin's Follower#n_gh2 2_F_MAGICMASTER diff --git a/npc/re/quests/quests_lighthalzen.txt b/npc/re/quests/quests_lighthalzen.txt new file mode 100644 index 000000000..070368a23 --- /dev/null +++ b/npc/re/quests/quests_lighthalzen.txt @@ -0,0 +1,39 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2012-2016 Hercules Dev Team +//= Copyright (C) AtlantisRO +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Quest NPCs located in Lighthalzen +//================= Description =========================================== +//= Quests related to Lighthalzen City. +//================= Current Version ======================================= +//= 1.0 +//========================================================================= + +izlude,172,73,5 duplicate(Scamp) Scamp#iz 4_M_YURI +izlude_a,172,73,5 duplicate(Scamp) Scamp#iz_a 4_M_YURI +izlude_b,172,73,5 duplicate(Scamp) Scamp#iz_b 4_M_YURI +izlude_c,172,73,5 duplicate(Scamp) Scamp#iz_c 4_M_YURI +izlude_d,172,73,5 duplicate(Scamp) Scamp#iz_d 4_M_YURI diff --git a/npc/re/quests/quests_malangdo.txt b/npc/re/quests/quests_malangdo.txt index bd6af0bdd..786aeccb1 100644 --- a/npc/re/quests/quests_malangdo.txt +++ b/npc/re/quests/quests_malangdo.txt @@ -79,7 +79,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ mes "First, you need to have ten pieces of Malangdo cans if you want to open an account."; next; while(1) { - switch(select("Open an account:Ask about benefits:Cancel")) { + switch(select("Open an account", "Ask about benefits", "Cancel")) { case 1: if (countitem(Malang_Sp_Can) < 10) { mes "[Investment Cat Helper]"; @@ -98,10 +98,10 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ mes "ah!~ what's your name?"; next; mes "[Investment Cat Helper]"; - mes strcharinfo(0)+" you are~"; + mes strcharinfo(PC_NAME)+" you are~"; next; mes "[Investment Cat Helper]"; - mes "Name: "+strcharinfo(0); + mes "Name: "+strcharinfo(PC_NAME); mes "Number of accounts: 10"; mes "OK! Registered!"; next; @@ -177,7 +177,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ mes "[Investment Cat Helper]"; mes "What will you do?"; next; - switch(select("Invest:Check the number of accounts:Cancel")) { + switch(select("Invest", "Check the number of accounts", "Cancel")) { case 1: mes "[Investment Cat Helper]"; mes "Ohh~ thank you for investing~"; @@ -201,7 +201,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ mes "The number of cans you need is "+.@required+" pieces."; mes "Do you want to go through with this?"; next; - if(select("Yes:No") == 2) { + if(select("Yes", "No") == 2) { mes "[Investment Cat Helper]"; mes "Oh? Is that wrong? Weird."; mes "Please check again~"; @@ -234,11 +234,11 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ mes "[Investment Cat Helper]"; mes "You can have 20,000 accounts max"; mes "according to the trader policy..."; - mes strcharinfo(0)+"'s accounts increase to 20,000."; + mes strcharinfo(PC_NAME)+"'s accounts increase to 20,000."; mes "Thank you so much for your investment~"; next; mes "[Investment Cat Helper]"; - mes "Now, "+strcharinfo(0)+", you can't invest further"; + mes "Now, "+strcharinfo(PC_NAME)+", you can't invest further"; mes "but you can still donate some of your cans to the trader group."; mes "Thank you so much~"; close; @@ -261,7 +261,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ mes "You want to check the number of accounts? Hmm, let's see~"; next; mes "[Investment Cat Helper]"; - mes "Name: "+strcharinfo(0); + mes "Name: "+strcharinfo(PC_NAME); mes "Number of accounts: "+ep13_yong1; next; mes "[Investment Cat Helper]"; @@ -277,22 +277,22 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ } } else if (ep13_yong1 >= 20000) { mes "[Investment Cat Helper]"; - mes strcharinfo(0) + ", welcome~"; - mes strcharinfo(0) + "~ I felt something upon your arrival."; + mes strcharinfo(PC_NAME) + ", welcome~"; + mes strcharinfo(PC_NAME) + "~ I felt something upon your arrival."; next; mes "[Investment Cat Helper]"; mes "Want to donate?"; next; - if(select("Donate:No") == 2) { + if(select("Donate", "No") == 2) { mes "[Investment Cat Helper]"; mes "Hehe~ then have fun in here~"; close; } mes "[Investment Cat Helper]"; - mes "Wow, thank you, "+strcharinfo(0)+"~!"; + mes "Wow, thank you, "+strcharinfo(PC_NAME)+"~!"; next; mes "[Investment Cat Helper]"; - mes strcharinfo(0)+"~ with your help"; + mes strcharinfo(PC_NAME)+"~ with your help"; mes "the cans will be distributed to cats"; mes "in the Midgard area with honor~"; next; @@ -314,7 +314,7 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ mes "Ohh! Thank you~"; next; mes "[Investment Cat Helper]"; - mes "Dear "+strcharinfo(0)+" ~"; + mes "Dear "+strcharinfo(PC_NAME)+" ~"; mes "I have only Increase AGI"; mes "and Blessing to give you."; mes "Thank you."; @@ -337,11 +337,11 @@ malangdo,184,139,4 script Storekeeper#mal 4_CAT_ADV2,{ if (ep13_yong1 > 999) { .@cans = 1; .@zeny = 1500; - .@i = select("Pay with Can ----- 1 unit:Pay with Zeny ------- 1,500z"); + .@i = select("Pay with Can ----- 1 unit", "Pay with Zeny ------- 1,500z"); } else { .@cans = 2; .@zeny = 3000; - .@i = select("Pay with Can ----- 2units:Pay with Zeny ------- 3,000z"); + .@i = select("Pay with Can ----- 2units", "Pay with Zeny ------- 3,000z"); } if (getskilllv("NV_BASIC") < 6) { mes "[Storekeeper]"; @@ -386,7 +386,7 @@ mal_in02,28,56,5 script Samuel#mal 4_M_MERCAT1,{ mes "^0000FFBut it'd be impossible to talk without bothering him anyway......^000000"; mes "He is simply always busy."; next; - switch(select("Ad...?:Village chief?")) { + switch(select("Ad...?", "Village chief?")) { case 1: mes "[Samuel]"; mes "Ah, there was an admiral of this ship before settling in here~"; @@ -477,14 +477,14 @@ mal_in02,22,62,3 script Tomas#mal 4_CAT_ADMIRAL,{ mes "So, the amount of the next boxes is 1300...."; mes "And the next, the 700 boxes downstairs to load up the ship..."; next; - switch(select("Try to talk to him.:Stop since he seems busy.")) { + switch(select("Try to talk to him.", "Stop since he seems busy.")) { case 1: mes "[Tomas, Village Chief]"; mes "Hmm, who are you?"; mes "You are not familiar. Sorry, but will you come again if it is not that urgent?"; cutin "ma_tomas01",2; next; - switch(select("It's my first time to Malangdo.:Another cat told me to come over here.:I will come around again later.")) { + switch(select("It's my first time to Malangdo.", "Another cat told me to come over here.", "I will come around again later.")) { case 1: mes "[Tomas, Village Chief]"; mes "...So I told you your face was not familiar."; @@ -825,7 +825,8 @@ mal_in02,174,64,5 script Linguist Devore#mal 4_CAT_MERMASTER,{ mes "If you see the words on the first page of this book, there's a sentence seeming like short conversation."; next; mes "[Linguist Devore]"; - mes "It's like this, for the question, ¬¬¬Ñ¬Ü ¬ã¬Ú?, it says, ¬¡¬Ù ¬ã¬ì¬Þ ¬Õ¬à¬Ò¬â¬Ö, ¬Ò¬Ý¬Ñ¬Ô¬à¬Õ¬Ñ¬â¬ñ. ¬¡ ¬£¬Ú¬Ö?"; + mes sprintf(_$("It's like this, for the question, %s, it says, %s"), + "¬¬¬Ñ¬Ü ¬ã¬Ú?", "¬¡¬Ù ¬ã¬ì¬Þ ¬Õ¬à¬Ò¬â¬Ö, ¬Ò¬Ý¬Ñ¬Ô¬à¬Õ¬Ñ¬â¬ñ. ¬¡ ¬£¬Ú¬Ö?"); next; mes "[Linguist Devore]"; mes "Though I tried talking to Biscuit like this, there was no feedback."; @@ -932,7 +933,7 @@ mal_in02,174,64,5 script Linguist Devore#mal 4_CAT_MERMASTER,{ emotion e_omg; next; mes "[Linguist Devore]"; - mes "Ah, ah! Thanks to you, "+strcharinfo(0)+"!"; + mes "Ah, ah! Thanks to you, "+strcharinfo(PC_NAME)+"!"; mes "I feel so grateful."; next; mes "[Linguist Devore]"; @@ -957,7 +958,7 @@ mal_in02,174,64,5 script Linguist Devore#mal 4_CAT_MERMASTER,{ mes "[Linguist Devore]"; mes "Ah, ah!!"; mes "The study on Starfish is going well."; - mes "It could've really been a disaster, if you, "+strcharinfo(0)+", didn't help us."; + mes "It could've really been a disaster, if you, "+strcharinfo(PC_NAME)+", didn't help us."; emotion e_thx; close; } @@ -1052,7 +1053,7 @@ mal_in02,179,57,1 script Geologist Mali#mal 4_CAT_ADV1,{ mes "So we receive applications for voluntary service, mew~"; mes "Though it's voluntary service, it's not free. So, please visit me at any time you want, mew~"; next; - switch(select("Help repairing.:Finish the talk.")) { + switch(select("Help repairing.", "Finish the talk.")) { case 1: mes "[Geologist Mali]"; mes "Khhh!!!"; @@ -1141,7 +1142,7 @@ mal_in02,179,57,1 script Geologist Mali#mal 4_CAT_ADV1,{ mes "There is a lot more repairing left to do for today!"; mes "It doesn't seem to be an easy thing to solve, mew~"; next; - switch(select("I will help.:I will stop.")) { + switch(select("I will help.", "I will stop.")) { case 1: mes "[Geologist Mali]"; mes "Please listen to ^6666ccmy assistant, Bob^000000 in detail, mew~"; @@ -1173,10 +1174,49 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ } else if (ma_tomas == 14) { // Dialogue in repeatable quest is identical. // Uses a variable to determine the quest mode. - @mal_bob_q = 1; - L_Quest1: - .@i = @mal_bob_q; - @mal_bob_q = 0; + .@i = 1; + } else if (ma_tomas == 15) { + .@i = 3; + } else if (ma_tomas == 16) { + mes "[Bob]"; + mes "Khhh~~~~~~~~~~~~~~~~~~~~~~"; + mes "That was perfect!"; + emotion e_no1; + next; + mes "[Bob]"; + mes "The adhesive filled in just right!!"; + mes "The perfect stapler job!!"; + mes "The speechless and marvelous finishing skill!!"; + next; + mes "[Bob]"; + mes "Impressed!"; + mes "Mysterious!"; + mes "Shocked!"; + emotion e_omg; + next; + mes "[Bob]"; + mes "You did a great job indeed!!!"; + mes "I will tell Dr. Mali!"; + if (countitem(Fix_Kit) > 0) + delitem Fix_Kit,1; + ma_tomas = 17; + changequest 11223,11224; + close; + } else if (ma_tomas > 99) { + if (questprogress(11240)) + .@i = 2; + else if (questprogress(11241)) + .@i = 3; + } else { + mes "[Bob]"; + mes "You bow-wow! bow! wow! I mew! mew! mew!"; + mes "I'm into juice from delicious fish, mew~"; + emotion e_ho; + close; + } + switch (.@i) { + case 1: + case 2: mes "[Bob]"; mes "You bow-wow! bow! wow! I mew! mew! mew!"; mes "I'm into juice from delicious fish, mew~"; @@ -1199,7 +1239,7 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ mes "You seem to have a lot of heavy stuff, so get yourself lightened~"; close; } - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Bob]"; mes "Khhh..."; @@ -1250,8 +1290,7 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ emotion e_otl; close; } - } else if (ma_tomas == 15) { - L_Quest2: + case 3: if (checkweight(Knife,1) == 0) { mes " - Notice !! -"; mes " - Since you have too many items - "; @@ -1282,43 +1321,7 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ mes "Ah, right..."; mes "^0000ffYou may fall into the gap of the crack, unfortunately, so please watch out.^000000"; close; - } else if (ma_tomas == 16) { - mes "[Bob]"; - mes "Khhh~~~~~~~~~~~~~~~~~~~~~~"; - mes "That was perfect!"; - emotion e_no1; - next; - mes "[Bob]"; - mes "The adhesive filled in just right!!"; - mes "The perfect stapler job!!"; - mes "The speechless and marvelous finishing skill!!"; - next; - mes "[Bob]"; - mes "Impressed!"; - mes "Mysterious!"; - mes "Shocked!"; - emotion e_omg; - next; - mes "[Bob]"; - mes "You did a great job indeed!!!"; - mes "I will tell Dr. Mali!"; - if (countitem(Fix_Kit) > 0) - delitem Fix_Kit,1; - ma_tomas = 17; - changequest 11223,11224; - close; - } else if (ma_tomas > 99) { - if (questprogress(11240)) { - @mal_bob_q = 2; - goto L_Quest1; - } else if (questprogress(11241)) - goto L_Quest2; - } - mes "[Bob]"; - mes "You bow-wow! bow! wow! I mew! mew! mew!"; - mes "I'm into juice from delicious fish, mew~"; - emotion e_ho; - close; + } } - script Crack#mal0 FAKE_NPC,{ @@ -1334,7 +1337,7 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ mes "- Ground is a bit cracked. -"; mes "- Used a stapler. -"; .off = 1; - donpcevent "Crackt"+substr(strnpcinfo(2),3,getstrlen(strnpcinfo(2))-1)+"#mal::OnEnable"; + donpcevent "Crackt"+substr(strnpcinfo(NPC_NAME_HIDDEN),3,getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1)+"#mal::OnEnable"; close; } else if (.@ma_cr1 == 7) { mes "- With the crack opening -"; @@ -1347,7 +1350,7 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ end; } else { while (1) { - switch(select("Repair the gap.:Use the stapler.")) { + switch(select("Repair the gap.", "Use the stapler.")) { case 1: switch(rand(1,3)) { case 1: @@ -1387,7 +1390,7 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ mes "- the other cracks. -"; } .off = 1; - donpcevent "Crackt"+substr(strnpcinfo(2),3,getstrlen(strnpcinfo(2))-1)+"#mal::OnEnable"; + donpcevent "Crackt"+substr(strnpcinfo(NPC_NAME_HIDDEN),3,getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1)+"#mal::OnEnable"; close; } } @@ -1398,11 +1401,11 @@ mal_in02,140,94,0 script Bob#mal 4_CAT_DOWN,{ mes "- not enough supporters yet. -"; close; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; OnDisable: .off = 0; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } malangdo,114,157,0 duplicate(Crack#mal0) Crack#mal1 4_CRACK @@ -1419,22 +1422,22 @@ malangdo,162,183,0 duplicate(Crack#mal0) Crack#mal10 4_CRACK - script Crackt0#mal FAKE_NPC,{ end; OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); initnpctimer; end; OnDisable: stopnpctimer; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnTimer1000: - donpcevent "Crack#mal"+substr(strnpcinfo(1),6,getstrlen(strnpcinfo(1))-1)+"::OnDisable"; + donpcevent "Crack#mal"+substr(strnpcinfo(NPC_NAME_VISIBLE),6,getstrlen(strnpcinfo(NPC_NAME_VISIBLE))-1)+"::OnDisable"; end; OnTimer30000: - donpcevent "Crack#mal"+substr(strnpcinfo(1),6,getstrlen(strnpcinfo(1))-1)+"::OnEnable"; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent "Crack#mal"+substr(strnpcinfo(NPC_NAME_VISIBLE),6,getstrlen(strnpcinfo(NPC_NAME_VISIBLE))-1)+"::OnEnable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } - duplicate(Crackt0#mal) Crackt1#mal FAKE_NPC @@ -1503,7 +1506,7 @@ mal_in02,181,55,3 script Brie#mal 4_CAT_SAILOR2,{ mes "What?!"; mes "I won't listen if you are nagging."; next; - switch(select("About Rican.:I will stop.")) { + switch(select("About Rican.", "I will stop.")) { case 1: mes "[Brie]"; mes "As for my father?"; @@ -1710,7 +1713,7 @@ mal_in01,114,169,5 script Rican#mal 4_CAT_SAILOR4,{ mes "For this reason, would you like to help me?"; mes "Though my son is helping me, the amount we can prepare is not enough."; next; - switch(select("I'll help him.:I won't.")) { + switch(select("I'll help him.", "I won't.")) { case 1: mes "[Rican]"; mes "Khhh!"; @@ -1848,7 +1851,7 @@ mal_in01,114,169,5 script Rican#mal 4_CAT_SAILOR4,{ mes "You came here to help me again?"; mes "You're so faithful!"; next; - switch(select("I'll help.:I won't.")) { + switch(select("I'll help.", "I won't.")) { case 1: mes "[Rican]"; mes "It's the same task to do as before."; @@ -1884,7 +1887,7 @@ mal_in01,116,168,0 script Dry Machine#mal 2_SLOT_MACHINE,{ mes "You need exactly 30 to get a set!"; close; } - switch(select("Put the fruits in.:Don't.")) { + switch(select("Put the fruits in.", "Don't.")) { case 1: mes "[Rican]"; mes "I'll press the button by myself!!!"; @@ -1929,18 +1932,18 @@ mal_in01,116,168,0 script Dry Machine#mal 2_SLOT_MACHINE,{ emotion e_omg,1; } .off = 1; - donpcevent "Water Sand"+strnpcinfo(2)+"#mal::OnEnable"; + donpcevent "Water Sand"+strnpcinfo(NPC_NAME_HIDDEN)+"#mal::OnEnable"; close; } mes "- Seeems suspicious. -"; mes "- But it's just sand... -"; close; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; OnDisable: .off = 0; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } malangdo,221,139,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#1 4_SOIL @@ -1956,22 +1959,22 @@ malangdo,242,175,0 duplicate(Suspicious Sand Pile#0) Suspicious Sand Pile#10 4_S - script Water Sand0#mal FAKE_NPC,{ OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); initnpctimer; end; OnDisable: stopnpctimer; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnTimer1000: - donpcevent "Suspicious Sand Pile#"+substr(strnpcinfo(1),10,getstrlen(strnpcinfo(1))-1)+"::OnDisable"; + donpcevent "Suspicious Sand Pile#"+substr(strnpcinfo(NPC_NAME_VISIBLE),10,getstrlen(strnpcinfo(NPC_NAME_VISIBLE))-1)+"::OnDisable"; end; OnTimer30000: - donpcevent "Suspicious Sand Pile#"+substr(strnpcinfo(1),10,getstrlen(strnpcinfo(1))-1)+"::OnEnable"; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent "Suspicious Sand Pile#"+substr(strnpcinfo(NPC_NAME_VISIBLE),10,getstrlen(strnpcinfo(NPC_NAME_VISIBLE))-1)+"::OnEnable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } - duplicate(Water Sand0#mal) Water Sand1#mal FAKE_NPC @@ -2034,7 +2037,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "Well, that fellow is often the one ignoring my words."; mes "He wavers with words to say and makes me uncomfortable."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Did you hear? Dr. Devore?"; donpcevent "Linguist Devore#mald::OnEnable"; next; @@ -2043,7 +2046,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "I cannot hear anything."; emotion e_what,0,"Linguist Devore#mald"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh? Biscuit said 'Well, that fellow is often the one ignoring my words. He wavers with words to say and makes me uncomfortable.'?"; next; mes "[Linguist Devore]"; @@ -2051,7 +2054,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "I cannot hear anything."; emotion e_what,0,"Linguist Devore#mald"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh?"; emotion e_what,1; next; @@ -2088,7 +2091,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "I'll get back to the meeting and report this."; mes "Then please take care of the next things!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait, Dr. Devore, what on earth is next...?"; mes "What should I do...?"; emotion e_dots,1; @@ -2110,7 +2113,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "...What are you looking at..."; next; while(1) { - switch(select("Ask about Star Candy.:Ask about Biscuit.:Ask about Malangdo.")) { + switch(select("Ask about Star Candy.", "Ask about Biscuit.", "Ask about Malangdo.")) { case 1: mes "[Biscuit]"; mes "Star Candy?"; @@ -2191,7 +2194,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "Hey, you haven't gone back?"; mes "Get some jellies for Star Candy to eat if you have time."; next; - switch(select("Okay.:Why me?")) { + switch(select("Okay.", "Why me?")) { case 1: mes "[Biscuit]"; mes "You can get the jellies around here."; @@ -2212,7 +2215,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "[Biscuit]"; mes "You're not my subordinate, so I can't order you by force. But if Star Candy can't have her meal on time, you have to remember that this island will collapse completely."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "...It's not a request, but a threat..."; emotion e_dots,1; close; @@ -2220,38 +2223,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ } else if (ma_tomas == 26) { // Dialogue in repeatable quest is identical. // Uses a variable to determine the quest mode. - @mal_bob_q = 1; - L_Quest: - .@i = @mal_bob_q; - @mal_bob_q = 0; - if (countitem(Delicious_Jelly) < 30) { - mes "[Biscuit]"; - mes "It's not enough at all~"; - mes "I need at least 30 Delicious Jelly."; - close; - } - mes "[Biscuit]"; - mes "You got them well."; - mes "There won't be any problem to prepare her meal."; - delitem Delicious_Jelly,30; - if (.@i == 1) { - ma_tomas = 27; - changequest 11231,11232; - } else { - erasequest 11244; - setquest 11245; - getitem Egrade_Coin,5; - } - next; - mes "[Biscuit]"; - mes "Though the jelly looks strange, it tastes good..."; - mes "Star Candy seems to like it a lot as well."; - next; - mes "[Biscuit]"; - mes "Have your meal, Star Candy~"; - mes "Uhhh, why don't you eat it?"; - mes "You have no appetite?"; - close; + .@i = 1; } else if (ma_tomas == 27) { mes "[Biscuit]"; mes "Hooo.. it's natural that you have no appetite..."; @@ -2302,7 +2274,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "Hey, you there..."; mes "Even as I ask like this, will you just ignore me and stand there?"; next; - select("I'll help.:It's unavoidable, so I'll help.:I'll admit this is my destiny, so I'll and help.:I'll do anything I can for Star Candy."); + select("I'll help.", "It's unavoidable, so I'll help.", "I'll admit this is my destiny, so I'll and help.", "I'll do anything I can for Star Candy."); mes "[Biscuit]"; mes "Good attitude!"; mes "Hoo hoo~"; @@ -2402,8 +2374,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ close; } else if (ma_tomas > 99) { if (questprogress(11244)) { - @mal_bob_q = 2; - goto L_Quest; + .@i = 2; } else if (questprogress(11245,PLAYTIME) == 1) { mes "[Biscuit]"; mes "I'll call you when I need you, so don't worry!"; @@ -2415,7 +2386,7 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ mes "It's the time for Star Candy to have a meal."; mes "Get some jellies."; next; - switch(select("I'll help.:I'll stop.")) { + switch(select("I'll help.", "I'll stop.")) { case 1: mes "[Biscuit]"; mes "You can get the jellies around here."; @@ -2429,10 +2400,39 @@ mal_dun01,136,122,3 script Biscuit#mal 4_ASTER,{ close; } } + } else { + mes "[Biscuit]"; + mes "Star Candy is really good."; + mes "She never loses her smile, even though it's so hard to stand..."; + close; + } + if (countitem(Delicious_Jelly) < 30) { + mes "[Biscuit]"; + mes "It's not enough at all~"; + mes "I need at least 30 Delicious Jelly."; + close; } mes "[Biscuit]"; - mes "Star Candy is really good."; - mes "She never loses her smile, even though it's so hard to stand..."; + mes "You got them well."; + mes "There won't be any problem to prepare her meal."; + delitem Delicious_Jelly,30; + if (.@i == 1) { + ma_tomas = 27; + changequest 11231,11232; + } else { + erasequest 11244; + setquest 11245; + getitem Egrade_Coin,5; + } + next; + mes "[Biscuit]"; + mes "Though the jelly looks strange, it tastes good..."; + mes "Star Candy seems to like it a lot as well."; + next; + mes "[Biscuit]"; + mes "Have your meal, Star Candy~"; + mes "Uhhh, why don't you eat it?"; + mes "You have no appetite?"; close; } @@ -2457,7 +2457,7 @@ OnTouch: mes "[Cleaning Staff]"; mes "All yours. There are various cleaning tools here."; next; - switch(select("Bucket:Cleaning Brush:Stop.")) { + switch(select("Bucket", "Cleaning Brush", "Stop.")) { case 1: mes "[Cleaning Staff]"; mes "You mean the Bucket!"; @@ -2510,7 +2510,7 @@ malangdo,246,184,0 script 1st Rate Point HIDDEN_NPC,{ } mes "- The water seems so pure. -"; next; - switch(select("Get water.:Stop.")) { + switch(select("Get water.", "Stop.")) { case 1: mes "- The bucket gets remarkably -"; mes "- heavy as water fills it up. -"; @@ -2538,7 +2538,7 @@ mal_dun01,133,125,5 script Star Candy#mal 4_F_STARFISHGIRL,{ mes "You look different from the fellows that usually comes..."; mes "You also look strange, though."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "?!"; mes "You can talk!"; emotion e_omg,1; @@ -2603,7 +2603,7 @@ mal_dun01,133,125,5 script Star Candy#mal 4_F_STARFISHGIRL,{ } - script #skin_mal FAKE_NPC,{ - .@index = atoi(strnpcinfo(2)); + .@index = atoi(strnpcinfo(NPC_NAME_HIDDEN)); switch(.@index) { case 29: .@str$ = "dry"; break; case 30: .@str$ = "prickly"; break; @@ -2711,16 +2711,16 @@ malangdo,190,167,7 script Portali#mal 4_CAT_SAILOR3,{ mes "I'll let you go to the land of Midgard with the new skill I found!"; mes "It's not free. I'll need canned food!"; next; - switch(select("Go.:Don't go.:Prices?")) { + switch(select("Go.", "Don't go.", "Prices?")) { case 1: if (countitem(Malang_Sp_Can) < 4) { mes "[Portali]"; mes "Where are you going without canned food...?"; close; } - switch(select("Rune-Midgarts:Schwaltzvalt Republic:Arunafeltz Kingdom")) { + switch(select("Rune-Midgarts", "Schwaltzvalt Republic", "Arunafeltz Kingdom")) { case 1: - switch(select("Prontera:Morroc:Alberta:Al De Baran:Payon:Geffen")) { + switch(select("Prontera", "Morroc", "Alberta", "Al De Baran", "Payon", "Geffen")) { case 1: callsub L_Warp,"Prontera",4,"prontera",155,111; case 2: callsub L_Warp,"Morroc",4,"morocc",159,255; case 3: callsub L_Warp,"Alberta",4,"alberta",95,66; @@ -2729,14 +2729,14 @@ malangdo,190,167,7 script Portali#mal 4_CAT_SAILOR3,{ case 6: callsub L_Warp,"Geffen",4,"geffen",120,100; } case 2: - switch(select("Einbroch:Lighthalzen:Yuno:Hugel")) { + switch(select("Einbroch", "Lighthalzen", "Yuno", "Hugel")) { case 1: callsub L_Warp,"Einbroch",6,"einbroch",229,196; case 2: callsub L_Warp,"Lighthalzen",6,"lighthalzen",214,150; case 3: callsub L_Warp,"Yuno",6,"yuno",157,220; case 4: callsub L_Warp,"Hugel",6,"hugel",95,121; } case 3: - switch(select("Rachel:Veins")) { + switch(select("Rachel", "Veins")) { case 1: callsub L_Warp,"Rachel",5,"rachel",138,113; case 2: callsub L_Warp,"Veins",5,"veins",212,144; } @@ -2832,7 +2832,7 @@ malangdo,137,200,6 script Pipielle 4_CAT_MERMASTER,{ mes "[Pipielle]"; mes "Anyways, now I'm collecting specimens to study the monsters here. I hope you can help me."; next; - if(select("How can I help you?:I have to decline.") == 2) { + if(select("How can I help you?", "I have to decline.") == 2) { mes "[Pipielle]"; mes "Oh, okay. If you change your mind, please come again."; close; @@ -2867,12 +2867,12 @@ malangdo,137,200,6 script Pipielle 4_CAT_MERMASTER,{ mes "[Pipielle]"; mes "Oh, you met admiral Tomas... how was it?"; next; - if(select("He looks gentle:He looks terrible") == 2) { + if(select("He looks gentle", "He looks terrible") == 2) { mes "[Pipielle]"; mes "Hmm..."; mes "Frankly speaking, I was a real fan of Admiral Tomas. Can you take responsibility for your word?"; next; - if(select("Just kidding!:Oh yes, he was really terrible!") == 2) { + if(select("Just kidding!", "Oh yes, he was really terrible!") == 2) { mes "[Pipielle]"; mes "Is he?"; mes "Okay, it really depends on personal taste..."; @@ -2932,7 +2932,7 @@ malangdo,175,206,3 script Gobonge#ml 4_CAT_SAILOR5,{ mes "[Gobonge]"; mes "Will you listen my sorrow?"; next; - switch(select("Sure I will.:No, I won't.")) { + switch(select("Sure I will.", "No, I won't.")) { case 1: mes "[Gobonge]"; mes "This is a sad story."; @@ -2955,7 +2955,7 @@ malangdo,175,206,3 script Gobonge#ml 4_CAT_SAILOR5,{ mes "that hurts me so badly!"; emotion e_sob; next; - switch(select("You deserve the pain!:Need help?")) { + switch(select("You deserve the pain!", "Need help?")) { case 1: mes "[Gobonge]"; mes "Yes you are!"; @@ -2966,9 +2966,9 @@ malangdo,175,206,3 script Gobonge#ml 4_CAT_SAILOR5,{ mes "Please find the bad provider"; mes "and revenge our enemy!"; next; - switch(select("No, I don't want to!:Yes, I'll do it!")) { + switch(select("No, I don't want to!", "Yes, I'll do it!")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "For the peace in Malangdo,"; mes "just lay in bed forever."; next; @@ -3040,7 +3040,7 @@ malangdo,175,206,3 script Gobonge#ml 4_CAT_SAILOR5,{ mes "I want you to go first to soothe him instead."; mes "How about it?"; next; - switch(select("It's troublsome, I quit.:Sure I will!")) { + switch(select("It's troublsome, I quit.", "Sure I will!")) { case 1: mes "[Gobonge]"; mes "Haha, you think it is a bad word."; @@ -3261,7 +3261,7 @@ malangdo,171,163,3 script Awfully Suspious Dealer 4_MASK_SMOKEY,{ mes "Due to lots of work in here"; mes "can't have a short time to talk?"; next; - switch(select("Look suspicious?:I knew all things here!")) { + switch(select("Look suspicious?", "I knew all things here!")) { case 1: mes "[Awfully Suspious Dealer]"; mes "I have a same boat with you!"; @@ -3305,7 +3305,7 @@ malangdo,171,163,3 script Awfully Suspious Dealer 4_MASK_SMOKEY,{ mes "Oh! That's ^0000FFa sack of bad cans^000000, isn't it?"; mes "Where did you get it? Amazing!"; next; - switch(select("Do not pretend not to know!:Need to show them our general!")) { + switch(select("Do not pretend not to know!", "Need to show them our general!")) { case 1: mes "[Awfully Suspious Dealer]"; mes "It just looks wonderful."; @@ -3324,7 +3324,7 @@ malangdo,171,163,3 script Awfully Suspious Dealer 4_MASK_SMOKEY,{ mes "I will make headquater of raccoon hurray team here"; mes "after kick out group of cats."; next; - switch(select("Are you the leader?:Let me clear the usage of bad can.:Can it be worked as you want?")) { + switch(select("Are you the leader?", "Let me clear the usage of bad can.", "Can it be worked as you want?")) { case 1: mes "[Awfully Suspious Dealer]"; mes "This is thankful misunderstanding,"; @@ -3451,7 +3451,7 @@ malangdo,125,147,3 script Patrol Leader#ml 4_CAT_SAILOR2,{ mes "for a while."; mes "I will scold you as Patrol Leader!"; next; - switch(select("What Patrol Leader do like this?:Cheer up!!")) { + switch(select("What Patrol Leader do like this?", "Cheer up!!")) { case 1: mes "[Patrol Leader]"; mes "This is what my flavor to do this!"; @@ -3537,7 +3537,7 @@ malangdo,3,1,3 script Guidance for quest#ml 4_MASK_SMOKEY,{ mes "[Helper]"; mes "Choose now, hurry!"; next; - switch(select("NPC appear!:NPC walkout!:Reset setitem:30 pcs of bad cans:Just before collecting cans:Start quest for Patrol Leader")) { + switch(select("NPC appear!", "NPC walkout!", "Reset setitem", "30 pcs of bad cans", "Just before collecting cans", "Start quest for Patrol Leader")) { case 1: donpcevent "Gobonge#ml::OnEnable"; mes "[Helper]"; @@ -3607,7 +3607,7 @@ mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{ next; mes "Could not continue talk."; next; - switch(select("Cheer him up.:Ignore.")) { + switch(select("Cheer him up.", "Ignore.")) { case 1: mes "I comforted his wounded heart just standing by him."; next; @@ -3637,7 +3637,7 @@ mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{ mes "By the way, they are coming over and over again."; mes "I don't know where they are from."; next; - switch(select("Don't ask anymore.:Asking for the place of vermin came.")) { + switch(select("Don't ask anymore.", "Asking for the place of vermin came.")) { case 1: emotion e_sob; mes "[Cleanyang]"; @@ -3771,7 +3771,7 @@ mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{ mes "Without cat's ship biscuit was a heaven. I don't want to go hell again!!!!"; mes "Kmeoooow... Kmeoooow... Kmeoooow~"; next; - switch(select("Tickling under the chin.:Hit the end of nose.:Tap on butt.")) { + switch(select("Tickling under the chin.", "Hit the end of nose.", "Tap on butt.")) { case 1: mes "[Cleanyang]"; mes "Meoow... Koleung koleung..."; @@ -3850,7 +3850,7 @@ mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{ mes "[Cleanyang]"; mes "By the way, what is going on?"; next; - switch(select("It's time to promise~:I'm here to see the result~:Shake your butt~")) { + switch(select("It's time to promise~", "I'm here to see the result~", "Shake your butt~")) { case 1: if (!questprogress(7267,PLAYTIME)) { mes "[Cleanyang]"; @@ -3880,7 +3880,7 @@ mal_in02,76,63,7 script Cleanyang 4_CAT_SAILOR1,{ mes "Is there guy who hide cat's ship biscuit today?"; mes "Probably there he is?"; next; - switch(select("Try to search today.:Maybe not today.")) { + switch(select("Try to search today.", "Maybe not today.")) { case 1: mes "[Cleanyang]"; mes "My service to you today."; @@ -3975,7 +3975,7 @@ mal_in02,29,67,0 script #CaptainRoom3 CLEAR_NPC,{ mes "Do not touch that!"; cutin "ma_tomas03",2; next; - switch(select("Sorry.:I'll clean up!")) { + switch(select("Sorry.", "I'll clean up!")) { case 1: mes "[Admiral Thomas]"; mes "We have a common interest to talk."; @@ -4049,7 +4049,7 @@ mal_in02,183,49,0 script #MeetingFloor4 CLEAR_NPC,{ mes "This is ventilation window on the floor. It is really close to Cooking table"; mes "I'm trying to ignore that but it is on my mind. What should I do?"; next; - switch(select("Just look roughly.:Take a look at this.")) { + switch(select("Just look roughly.", "Take a look at this.")) { case 1: mes "I looked at the ventilation window well, but did not find any problem."; close; @@ -4096,7 +4096,7 @@ mal_in02,103,22,0 script #MalBed5 CLEAR_NPC,{ mes "This is bed for sailors. There is too much hair and so messy."; mes "At the corner of under the bed is does not reached hand so I'm thinking too much about that."; next; - switch(select("Raise the matress slightly.:Search under the bed.")) { + switch(select("Raise the matress slightly.", "Search under the bed.")) { case 1: mes "I slightly push and raise the part that touched edge of wall."; mes "And at that time..."; @@ -4141,7 +4141,7 @@ malangdo,141,178,0 script #Darkweed6 CLEAR_NPC,{ mes "Many weeds are growing in rest area near cat tower."; mes "It's easily ignored, so it's on my mind."; next; - switch(select("Search through the weeds.:Search under the chair.")) { + switch(select("Search through the weeds.", "Search under the chair.")) { case 1: mes "I decide to search the forest that out of people's eye."; mes "And at that time..."; @@ -4174,14 +4174,14 @@ malangdo,133,134,0 script Strange Pile of Sand#7 4_SOIL,{ close; } if (questprogress(7268)) { - .@quest = (strnpcinfo(0) == "Strange Pile of Sand#7")?7270:7275; + .@quest = (strnpcinfo(NPC_NAME) == "Strange Pile of Sand#7")?7270:7275; if (!questprogress(.@quest)) { mes "The pile of sand is billowed like a grave. Should be something in there."; mes "According to rumors, cats have a habit to bury with sand after stool..."; next; - switch(select("Avoid this dirty place.:Darn it-!")) { + switch(select("Avoid this dirty place.", "Darn it-!")) { case 1: - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Right!"; mes "It may be cat's grave... Do not touch them!"; mes "Avoid, avoid~"; @@ -4373,7 +4373,7 @@ mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{ mes "I'm a unique chef in entire fleet."; mes "Do you want something from me?"; next; - switch(select("Show the cat's ship biscuit.:Talk about story of Cleanyang.")) { + switch(select("Show the cat's ship biscuit.", "Talk about story of Cleanyang.")) { case 1: mes "[Chef Nyas]"; mes "Hm? is this cat's ship biscuit?"; @@ -4495,7 +4495,7 @@ mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{ mes "There you are."; mes "It's not mealtime... Why are you here?"; next; - switch(select("What's today's work?:Food Delivery:Just bored...")) { + switch(select("What's today's work?", "Food Delivery", "Just bored...")) { case 1: if (questprogress(7276,PLAYTIME)) { mes "[Chef Nyas]"; @@ -4530,14 +4530,14 @@ mal_in02,187,58,3 script Chef Nyas 4_CAT_CHEF,{ mes "Could you bring some ingrediednts for cat's ship biscuit from land?"; mes "If you say so, I have one more thing to request..."; next; - switch(select("I'm busy today.:Sure, what are you need?")) { + switch(select("I'm busy today.", "Sure, what are you need?")) { case 1: mes "[Chef Nyas]"; mes "That is sad news."; mes "However, it's ok. Cat's ship biscuit is originally prepared food."; mes "Anyway, today's biscuit wll be provided when the second moon is full."; next; - switch(select("So teeth grinder?:Worm castle...:Do not throw away?")) { + switch(select("So teeth grinder?", "Worm castle...", "Do not throw away?")) { case 1: mes "[Chef Nyas]"; mes "What do you want to hear from me?!"; @@ -4676,7 +4676,7 @@ malangdo,165,223,4 script Expert Cat#nya_01 4_CAT_SAILOR5,{ mes "Hey there."; mes "I am Rato, do you have a moment?"; next; - switch(select("Yeah, sure I do.:I'm sorry, but I'm busy right now.")) { + switch(select("Yeah, sure I do.", "I'm sorry, but I'm busy right now.")) { case 1: mes "[Rato]"; mes "Well, nothing special, but could you do me a favor?"; @@ -4696,7 +4696,7 @@ malangdo,165,223,4 script Expert Cat#nya_01 4_CAT_SAILOR5,{ mes "They used to play with making things, but seem tired of that also..."; mes "If it's okay, would you play with them for a while?"; next; - switch(select("Uh, sure...:I don't have enough time for that.")) { + switch(select("Uh, sure...", "I don't have enough time for that.")) { case 1: mes "[Rato]"; mes "Oh, thank you!"; @@ -4796,7 +4796,7 @@ malangdo,165,223,4 script Expert Cat#nya_01 4_CAT_SAILOR5,{ mes "[Rato]"; mes "Hey, how's it going? If you have time please look at it."; next; - switch(select("Look at a picture.:Don't look at a picture.")) { + switch(select("Look at a picture.", "Don't look at a picture.")) { case 1: mes "[Rato]"; mes "Yes, they drew this picture full of happiness."; @@ -4829,7 +4829,7 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ mes "They are having a serious conversation about the weird machine in front of them."; mes "They look like the kids that Rato told me about."; next; - switch(select("Just watch them without a word.:Busy right now.")) { + switch(select("Just watch them without a word.", "Busy right now.")) { case 1: mes "You try to listen to the conversation without disturbing them."; next; @@ -4851,7 +4851,7 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ next; mes "The cats look your way at the same time."; next; - switch(select("I have a spare Glass Bead!:Why are you guys staring at me?")) { + switch(select("I have a spare Glass Bead!", "Why are you guys staring at me?")) { case 1: if (countitem(Glass_Bead) == 0) { mes "[Roku]"; @@ -4912,7 +4912,7 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ mes "Especially we have added studying course this time."; mes "It's simple to solve, you only need to find compass in this island according to order."; next; - switch(select("I'll give it a try.:Quit.")) { + switch(select("I'll give it a try.", "Quit.")) { case 1: mes "[Charo]"; mes "Here is your Adventure Card."; @@ -5001,7 +5001,7 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ mes "[Charo]"; mes "You should go there too!"; next; - switch(select("Why do I have to go there?:What an adventure! I'll take it!")) { + switch(select("Why do I have to go there?", "What an adventure! I'll take it!")) { case 1: mes "[Charo]"; mes "This is a big case!"; @@ -5038,7 +5038,7 @@ malangdo,211,203,4 script [Meow Team] Charo#nya_11 4_CAT_ADV2,{ mes "Do you feel a disposition to help the detective and his friend?"; mes "Don't you?"; next; - switch(select("Yes I do.:No I don't.")) { + switch(select("Yes I do.", "No I don't.")) { case 1: mes "[Charo]"; mes "You have great capabilities as an adventurer!"; @@ -5243,7 +5243,7 @@ malangdo,215,201,3 script [Meow Team] Roku#nya_10 4_CAT_DOWN,{ mes "[Roku]"; mes "Do you have something to tell me?"; next; - switch(select("Report results of the race.:Challenge the race.:Nothing.")) { + switch(select("Report results of the race.", "Challenge the race.", "Nothing.")) { case 1: if (countitem(Bravery_Card_A) == 0) { mes "[Roku]"; @@ -5277,7 +5277,7 @@ malangdo,215,201,3 script [Meow Team] Roku#nya_10 4_CAT_DOWN,{ erasequest 7244; erasequest 7245; next; - switch(select("Give me one more chance!:Okay.I will try tomorrow.")) { + switch(select("Give me one more chance!", "Okay.I will try tomorrow.")) { case 1: if (countitem(Malang_Sp_Can) == 0) { mes "[Roku]"; @@ -5289,7 +5289,7 @@ malangdo,215,201,3 script [Meow Team] Roku#nya_10 4_CAT_DOWN,{ mes "[Roku]"; mes "Okay. Do you want to exchange 1 Malangdo Can for a Adventure Card?"; next; - switch(select("Exchange for Adventure Card A.:Stop it.")) { + switch(select("Exchange for Adventure Card A.", "Stop it.")) { case 1: if (countitem(Bravery_Card_A)) { mes "[Roku]"; @@ -5365,7 +5365,7 @@ malangdo,215,201,3 script [Meow Team] Roku#nya_10 4_CAT_DOWN,{ mes "You need a Adventure Card to challenge again."; mes "Do you want to exchange 1 Malangdo Can for a Adventure Card?"; next; - switch(select("Buy Adventure Card.:Just stop it.")) { + switch(select("Buy Adventure Card.", "Just stop it.")) { case 1: if (countitem(Bravery_Card_A)) { mes "[Roku]"; @@ -5408,7 +5408,7 @@ malangdo,212,204,0 script Beginning Compass#nya_02 CLEAR_NPC,{ mes "After inserting your card, a red button and the map inside the pot light up."; mes "It seems to start after pressing the button."; next; - switch(select("Start it right now.:Start it later.")) { + switch(select("Start it right now.", "Start it later.")) { case 1: mes "The card has come out with lights on the map after pressing the button."; if (rand(20) < 10) { @@ -5487,7 +5487,7 @@ L_Viewpoint: mes "This is the Duruduru compass from the Meow Bravery Team."; close; } - .@index = atoi(strnpcinfo(2)); + .@index = atoi(strnpcinfo(NPC_NAME_HIDDEN)); switch(.@index) { case 1: setarray .@var[0],11,25; @@ -5510,7 +5510,7 @@ L_Viewpoint: .@color$ = "white"; break; } - mes "Delicate "+.@color$+" lights surround the "+strnpcinfo(1)+"."; + mes "Delicate "+.@color$+" lights surround the "+strnpcinfo(NPC_NAME_VISIBLE)+"."; if (nyadven02 < 11) { mes "After inserting the card and pressing the button, characters appear on the screen."; next; @@ -5559,7 +5559,7 @@ L_Viewpoint: input .@input; if (.@input == .@nori_c) { mes "The card slides out with a sound after entering the number."; - mes "^4d4dffYou have passed the "+strnpcinfo(1)+"! Run to the next destination!^000000"; + mes "^4d4dffYou have passed the "+strnpcinfo(NPC_NAME_VISIBLE)+"! Run to the next destination!^000000"; mes "You should run for the next destination."; ++nyadven02; close; @@ -5725,7 +5725,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ mes "Haha, Nyangson, this is nothing for me."; mes "Before that, let's listen to the stories from the visitor first."; next; - switch(select("Charo? Rosy?:Are you guys detectives?")) { + switch(select("Charo? Rosy?", "Are you guys detectives?")) { case 1: cutin "mal_homnya_s",2; mes "[Homnya]"; @@ -5772,7 +5772,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ next; mes "I don't get the meaning of this, but they seem to be in hurry."; next; - switch(select("Continue to humor them.:Stop playing around.")) { + switch(select("Continue to humor them.", "Stop playing around.")) { case 1: cutin "mal_homnya_n",2; mes "[Homnya]"; @@ -5842,7 +5842,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ mes "[Nyangson]"; mes "It costs one Malangdo Can."; next; - switch(select("Buy Adventure Card.:Do not buy.")) { + switch(select("Buy Adventure Card.", "Do not buy.")) { case 1: if (countitem(Malang_Sp_Can) == 0) { mes "[Homnya]"; @@ -5885,7 +5885,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ mes "It will be hidden in serveral places inside the cabin."; mes "You should find them!"; next; - switch(select("I feel tired of it now.:Oh, yes!")) { + switch(select("I feel tired of it now.", "Oh, yes!")) { case 1: mes "[Homnya]"; mes "Oh, really?"; @@ -6009,7 +6009,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ mes "I always keep eyes on your keen insight."; mes "You are my true friend."; next; - switch(select("How's the condition of Bang?:Ignore it.")) { + switch(select("How's the condition of Bang?", "Ignore it.")) { case 1: if (questprogress(7249,PLAYTIME) == 1) { mes "[Homnya]"; @@ -6031,7 +6031,7 @@ malangdo,172,178,7 script Cat Detective#nya_14 4_CAT_ADV2,{ mes "He needs an Adventure Card to stop it."; mes "Well, do you want to try?"; next; - switch(select("Buy Adventure Card B.:Don't buy it.")) { + switch(select("Buy Adventure Card B.", "Don't buy it.")) { case 1: if (countitem(Malang_Sp_Can) == 0) { mes "[Homnya]"; @@ -6143,7 +6143,7 @@ malangdo,174,175,0 script Noisy Machine#nya_13 CLEAR_NPC,{ mes "Go ahead!"; next; cutin "",255; - if(select("Insert card.:Stop it.") == 2) { + if(select("Insert card.", "Stop it.") == 2) { mes "[Homnya]"; mes "Um? You aren't going to do this?"; mes "Really?"; @@ -6196,7 +6196,7 @@ malangdo,174,175,0 script Noisy Machine#nya_13 CLEAR_NPC,{ mes "It will be hidden in serveral places inside the cabin."; mes "You should find them!"; next; - switch(select("I feel tired of it now.:Oh, yes!")) { + switch(select("I feel tired of it now.", "Oh, yes!")) { case 1: mes "[Homnya]"; mes "Oh, really?"; @@ -6260,7 +6260,7 @@ L_ShowLights: mes "Which color button do you want to press "+.@count$[.@i]+"?"; next; // Red <-> Green, Blue <-> Yellow - .@j = select("Red:Blue:Yellow:Green"); + .@j = select("Red", "Blue", "Yellow", "Green"); if (.@Lamp[.@i] == 4-.@j) .@pass += 1; } @@ -6533,7 +6533,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ if (BaseLevel < 60) { mes "A gentle looking cat is whispering to himself."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hello... Mr. Cat..."; next; mes "The cat takes a glance at you and goes back to his whispering as if he didn't even see you."; @@ -6613,20 +6613,20 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "What is your name by the way?"; emotion e_gasp; next; - mes "["+strcharinfo(0)+"]"; - mes "My name is "+strcharinfo(0)+", Mr. Cat."; + mes "["+strcharinfo(PC_NAME)+"]"; + mes "My name is "+strcharinfo(PC_NAME)+", Mr. Cat."; next; mes "[Cat Gamers Director]"; - mes "Oh, ^0000FF"+strcharinfo(0)+"^000000."; + mes "Oh, ^0000FF"+strcharinfo(PC_NAME)+"^000000."; mes "How may I help you?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Actually I wanted to help you out since I heard that you've lost 10 games in a row..."; next; mes "[Cat Gamers Director]"; mes "Well, you didn't really have to point it out like that..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "A weakness is no longer a weakness when you say it out loud."; emotion e_no1,1; next; @@ -6635,14 +6635,14 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "I should remember it and"; mes "tell it to my kids. Heh~"; next; - if (Sex == 0) + if (Sex == SEX_FEMALE) setarray .@sex$[0],"Mr.","boy"; else setarray .@sex$[0],"Miss","girl"; mes "[Cat Gamers Director]"; - mes "I like you, "+.@sex$[0]+" "+strcharinfo(0)+". Will you help us get out of this 10 game losing streak? Ehehe~"; + mes "I like you, "+.@sex$[0]+" "+strcharinfo(PC_NAME)+". Will you help us get out of this 10 game losing streak? Ehehe~"; next; - switch(select("Sorry, I'm a stupid "+.@sex$[1]+".:Sure, I'm a cool "+.@sex$[1]+".")) { + switch(select("Sorry, I'm a stupid "+.@sex$[1]+".", "Sure, I'm a cool "+.@sex$[1]+".")) { case 1: mes "[Cat Gamers Director]"; mes "Guess I was wrong about you~"; @@ -6653,7 +6653,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ close; case 2: mes "[Cat Gamers Director]"; - mes "Wow. I respect you, "+strcharinfo(0)+"."; + mes "Wow. I respect you, "+strcharinfo(PC_NAME)+"."; mes "Let me ask you a favor."; mes "Please meet the hard working Manager Cat and ask about our team's attitude these days."; malang_gamer = 3; @@ -6676,14 +6676,14 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ next; mes "You tell him exactly what the Manager Cat said."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The manager cat said..."; next; mes "[Cat Gamers Director]"; mes "Do not hesitate... Just tell me everything~"; emotion e_what; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Umm... the player cats are afraid of you..."; next; mes "[Cat Gamers Director]"; @@ -6719,7 +6719,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "Is that the truth?"; next; mes "[Cat Gamers Director]"; - mes strcharinfo(0)+", will you help me out?"; + mes strcharinfo(PC_NAME)+", will you help me out?"; mes "There are 4 players who ran away from practice saying they were too tired."; mes "Could you check if they ran away because of me? ehehehe~"; emotion e_what; @@ -6735,7 +6735,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "Ok? Be! Gentle!"; next; mes "[Cat Gamers Director]"; - mes "I appreciate your help, "+strcharinfo(0)+". heh~"; + mes "I appreciate your help, "+strcharinfo(PC_NAME)+". heh~"; malang_gamer = 6; erasequest 5060; setquest 5061; @@ -6749,7 +6749,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "What good is it to scam innocent cats?~"; emotion e_gg; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Yes, I think that you're right."; emotion e_hmm,1; next; @@ -6764,7 +6764,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ next; mes "You tell the Cat Gamers Director what Eryu, Stew, Ketchup, and Eff said."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "They think you push them too much through the practices. So they are scared."; next; mes "[Cat Gamers Director]"; @@ -6787,7 +6787,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "Ok? Be! Gentle!"; next; mes "[Cat Gamers Director]"; - mes "I appreciate your help, "+strcharinfo(0)+". heh~"; + mes "I appreciate your help, "+strcharinfo(PC_NAME)+". heh~"; close; } else if (malang_gamer == 7) { if (questprogress(5060,PLAYTIME) == 1) { @@ -6813,7 +6813,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "this scary cat image of mine. Heh~"; next; mes "[Cat Gamers Director]"; - mes "Heh~ I would much appreciate your help, "+strcharinfo(0)+"~."; + mes "Heh~ I would much appreciate your help, "+strcharinfo(PC_NAME)+"~."; malang_gamer = 8; erasequest 5060; setquest 5066; @@ -6825,27 +6825,27 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ next; mes "[Cat Gamers Director]"; mes "Heh~ Please help me out,"; - mes strcharinfo(0)+"! Heh~"; + mes strcharinfo(PC_NAME)+"! Heh~"; close; } else if (malang_gamer == 9) { mes "[Cat Gamers Director]"; mes "You came back!! Heh~"; mes "So, what did our manager cat say?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Manager cat asked to prepare a box."; next; mes "[Cat Gamers Director]"; mes "A box? Heh~ Sure, why not?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Are you going to ask me what is it for?"; next; mes "[Cat Gamers Director]"; - mes "Well, I kind of was eavesdropping when "+strcharinfo(0)+" and Manager Cat were talking together. Heh~"; + mes "Well, I kind of was eavesdropping when "+strcharinfo(PC_NAME)+" and Manager Cat were talking together. Heh~"; emotion e_heh; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "............"; next; mes "[Cat Gamers Director]"; @@ -6929,44 +6929,44 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "[Cat Gamers Director]"; mes "Everyone seems to have a satisfied team life~ Heh~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Not... Really..."; next; mes "There are tons of letters piled in the back of the box, but Cat Gamers Director doesn't want to admit the problem."; next; mes "[Cat Gamers Director]"; mes "Heh~"; - mes "Hey, "+strcharinfo(0)+". What did you say? Heh~"; + mes "Hey, "+strcharinfo(PC_NAME)+". What did you say? Heh~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Nothing! Please carry on."; next; mes "[Cat Gamers Director]"; mes "Heh~ Because of what these players want,"; - mes "I have a favor to ask you, "+strcharinfo(0)+"..."; + mes "I have a favor to ask you, "+strcharinfo(PC_NAME)+"..."; mes "Heh~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What is it?"; next; mes "[Cat Gamers Director]"; mes "Will you be our players' practicing partner?"; - mes "Heh~ I feel strongly that you, "+strcharinfo(0)+", can be trusted for this. Heh~"; + mes "Heh~ I feel strongly that you, "+strcharinfo(PC_NAME)+", can be trusted for this. Heh~"; next; - switch(select("No thanks, buddy!:Ok, I'll do it!")) { + switch(select("No thanks, buddy!", "Ok, I'll do it!")) { case 1: mes "[Cat Gamers Director]"; mes "Heh~ Are you rejecting me? Heh~"; next; mes "[Cat Gamers Director]"; mes "I'm sad. Sad~ Heh~"; - mes "I didn't expect a refusal from a person like you, "+strcharinfo(0)+"."; + mes "I didn't expect a refusal from a person like you, "+strcharinfo(PC_NAME)+"."; mes "But still, here's some coins for you~"; mes "Heh~"; emotion e_sob; next; mes "[Cat Gamers Director]"; - mes "We will always welcome you, "+strcharinfo(0)+", as a guest member of the Cat Gamers."; + mes "We will always welcome you, "+strcharinfo(PC_NAME)+", as a guest member of the Cat Gamers."; mes "Heh~"; malang_gamer = 11; erasequest 5068; @@ -6996,28 +6996,28 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ getitem Egrade_Coin,100; next; mes "[Cat Gamers Director]"; - mes "Heh~ Ok, "+strcharinfo(0)+". I will see you in an hour. Heh~"; + mes "Heh~ Ok, "+strcharinfo(PC_NAME)+". I will see you in an hour. Heh~"; close; } } else if (malang_gamer == 11) { mes "[Cat Gamers Director]"; mes "Heh~"; - mes "Aren't you "+strcharinfo(0)+"?"; + mes "Aren't you "+strcharinfo(PC_NAME)+"?"; mes "Have you changed your mind yet?"; mes "Are you willing to be our team's practicing partner?"; next; - switch(select("No, I'm just passing through.:I accept your offer.")) { + switch(select("No, I'm just passing through.", "I accept your offer.")) { case 1: mes "[Cat Gamers Director]"; mes "Heh~ I see."; - mes "But, let me tell you once again, "+strcharinfo(0)+"."; + mes "But, let me tell you once again, "+strcharinfo(PC_NAME)+"."; mes "You are always welcome to be one of our 'Cat Gamers Honorable Members'."; mes "Heh~"; close; case 2: mes "[Cat Gamers Director]"; mes "Heh~ At last!!"; - mes strcharinfo(0)+" will become our honorable member!!"; + mes strcharinfo(PC_NAME)+" will become our honorable member!!"; mes "I shall make a '^0000FFCat Gamers Certificate^000000' right away. Heh~"; emotion e_ho; next; @@ -7044,7 +7044,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "[Cat Gamers Director]"; mes "This is not some ordinary certificate. Heh~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What do you mean?"; next; mes "[Cat Gamers Director]"; @@ -7075,21 +7075,21 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ close; } mes "[Cat Gamers Director]"; - mes "Heh~ Hello, "+strcharinfo(0)+". How is it going practicing with the players?"; + mes "Heh~ Hello, "+strcharinfo(PC_NAME)+". How is it going practicing with the players?"; emotion e_what; next; - switch(select("How are the players doing?:Just stopped by to say hi~:Here's the current status...")) { + switch(select("How are the players doing?", "Just stopped by to say hi~", "Here's the current status...")) { case 1: mes "[Cat Gamers Director]"; - mes "Heh~ Wow, "+strcharinfo(0)+"! I'm so touched by your care for the players."; + mes "Heh~ Wow, "+strcharinfo(PC_NAME)+"! I'm so touched by your care for the players."; next; mes "[Cat Gamers Director]"; - mes "Heh~ For 13 years of my life, I've never seen anyone like you, "+strcharinfo(0)+". Heh~"; + mes "Heh~ For 13 years of my life, I've never seen anyone like you, "+strcharinfo(PC_NAME)+". Heh~"; next; mes "[Cat Gamers Director]"; - mes "Heh~ "+strcharinfo(0)+", which player's condition are you interested in?"; + mes "Heh~ "+strcharinfo(PC_NAME)+", which player's condition are you interested in?"; next; - switch(select("Rock Paper Scissors players:ChamChamCham players:KongNyangKong players:Flag Game players")) { + switch(select("Rock Paper Scissors players", "ChamChamCham players", "KongNyangKong players", "Flag Game players")) { case 1: mes "[Cat Gamers Director]"; mes "Heh~ Rock Paper Scissors players are missing practices occasionally, but they are still getting better. Heh~"; @@ -7109,11 +7109,11 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ } next; mes "[Cat Gamers Director]"; - mes "Heh~ Please keep up the good work, "+strcharinfo(0)+". Heh~"; + mes "Heh~ Please keep up the good work, "+strcharinfo(PC_NAME)+". Heh~"; close; case 2: mes "[Cat Gamers Director]"; - mes "Heh~ Hello there~ "+strcharinfo(0)+". You have such good manners~ Heh~"; + mes "Heh~ Hello there~ "+strcharinfo(PC_NAME)+". You have such good manners~ Heh~"; next; mes "[Cat Gamers Director]"; mes "Heh~ These days, there are so many cats and humans without proper manners. Heh~"; @@ -7122,17 +7122,17 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ mes "We also have some of thme in our 'Cat Gamers'. They are so arrogant every time we win the game... Heh~"; next; mes "[Cat Gamers Director]"; - mes "Heh~ There should be more people like you, "+strcharinfo(0)+". Heh~"; + mes "Heh~ There should be more people like you, "+strcharinfo(PC_NAME)+". Heh~"; next; mes "[Cat Gamers Director]"; - mes "Heh~ Please practice with our players more often~ Heh~ So they can learn some manners from you, "+strcharinfo(0)+". Heh~"; + mes "Heh~ Please practice with our players more often~ Heh~ So they can learn some manners from you, "+strcharinfo(PC_NAME)+". Heh~"; next; mes "[Cat Gamers Director]"; mes "Keep up the good work~ Heh~"; close; case 3: mes "[Cat Gamers Director]"; - mes "Heh~ What happened to your face, "+strcharinfo(0)+"? Guess you lost from the practice, right? Heh~"; + mes "Heh~ What happened to your face, "+strcharinfo(PC_NAME)+"? Guess you lost from the practice, right? Heh~"; emotion e_gg; next; mes "[Cat Gamers Director]"; @@ -7144,7 +7144,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ // Detect quest (ID range 5074~5090) mes "[Cat Gamers Director]"; if (questprogress(5074,HUNTING)) { - mes "Heh~ It's not like I didn't feed them right... Heh~ I hope it was not too much for you, "+strcharinfo(0)+"."; + mes "Heh~ It's not like I didn't feed them right... Heh~ I hope it was not too much for you, "+strcharinfo(PC_NAME)+"."; next; if (questprogress(5074,HUNTING) == 2 && countitem(Fish_Tail) >= 10) { delitem Fish_Tail,10; @@ -7299,7 +7299,7 @@ mal_in01,31,210,2 script Cat Gamers Director 4_CAT_MERMASTER,{ } } mes "[Cat Gamers Director]"; - mes "Heh?! There's no favor note for you, "+strcharinfo(0)+". Heh~ What do you want to report? Heh~"; + mes "Heh?! There's no favor note for you, "+strcharinfo(PC_NAME)+". Heh~ What do you want to report? Heh~"; close; // callsub L_CompleteQuest,<quest ID>,"<message>"; @@ -7310,7 +7310,7 @@ L_CompleteQuest: mes getarg(1); next; mes "[Cat Gamers Director]"; - mes "Heh~ Thanks for coming by, "+strcharinfo(0)+". Heh~ Keep up the good work. Heh~"; + mes "Heh~ Thanks for coming by, "+strcharinfo(PC_NAME)+". Heh~ Keep up the good work. Heh~"; emotion e_thx; close; } @@ -7386,7 +7386,7 @@ malangdo,127,111,4 script Strange Cat#gamer 4_CAT_SAILOR4,{ mes "He seems to be liking it..."; emotion e_lv; next; - switch(select("Help~ Fire~:Hey~!:Do you want to hear something?")) { + switch(select("Help~ Fire~", "Hey~!", "Do you want to hear something?")) { case 1: mes "[Manager Cat]"; mes "Don't lie~ We don't use fire that much~"; @@ -7404,7 +7404,7 @@ malangdo,127,111,4 script Strange Cat#gamer 4_CAT_SAILOR4,{ next; break; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Haha, I was just kidding. I actually need to tell you that the Cat Gamers Director has an issue..."; emotion e_swt2,1; next; @@ -7415,21 +7415,21 @@ malangdo,127,111,4 script Strange Cat#gamer 4_CAT_SAILOR4,{ mes "Scary image... Meow, I understand... Cat Gamers Director should feel peace by giving up things."; emotion e_hmm; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "... ... ..."; emotion e_dots,1; next; mes "[Manager Cat]"; mes "Meow! Go tell him this, meow~ Prepare a box, meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "A box?"; emotion e_what,1; next; mes "[Manager Cat]"; mes "Petition it is, meow!! There is some place where humans do such things, I think it will help us~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok, I will go tell it to the Games Director~"; emotion e_ok,1; malang_gamer = 9; @@ -7450,7 +7450,7 @@ malangdo,127,111,4 script Strange Cat#gamer 4_CAT_SAILOR4,{ close; } else if (malang_gamer == 12) { mes "[Manager Cat]"; - mes "Meow~ Aren't you "+strcharinfo(0)+"? I heard Cat Gamers Director ordered a special certificate, meow~"; + mes "Meow~ Aren't you "+strcharinfo(PC_NAME)+"? I heard Cat Gamers Director ordered a special certificate, meow~"; next; mes "[Manager Cat]"; mes "When practicing, you must equip the '^0000FFCat Gamers Certificate^000000' item~ Don't forget, meow~"; @@ -7465,7 +7465,7 @@ malangdo,127,111,4 script Strange Cat#gamer 4_CAT_SAILOR4,{ mes "[Manager Cat]"; mes "What do you want meow?"; next; - switch(select("Hi.:Any news?:Help me with playing.")) { + switch(select("Hi.", "Any news?", "Help me with playing.")) { case 1: mes "[Manager Cat]"; mes "Oh, hi meow~"; @@ -7512,7 +7512,7 @@ malangdo,127,111,4 script Strange Cat#gamer 4_CAT_SAILOR4,{ mes "'Cat Gamers' has players for 4 types of games meow~"; mes "The Cat Gamers Director said he will challenge other games later~"; next; - switch(select("Rock Paper Scissors:KongNyangKong:ChamChamCham:Flag Game")) { + switch(select("Rock Paper Scissors", "KongNyangKong", "ChamChamCham", "Flag Game")) { case 1: mes "[Manager Cat]"; mes "Rock Paper Scissors meow? Nothing special..."; @@ -7623,7 +7623,7 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ mes "[Eryu]"; mes "Umm... Who are you?"; next; - switch(select("The Games Director sent me.:I am a writer for the 'Human' magazine.:Who are you?")) { + switch(select("The Games Director sent me.", "I am a writer for the 'Human' magazine.", "Who are you?")) { case 1: mes "[Eryu]"; mes "Arrgg. Go away..."; @@ -7636,11 +7636,11 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ mes "Is there such a thing?"; emotion e_what; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "We've been publishing for 10 years."; mes "But, I guess it is possible for cats to not know who we are."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "We are a really famous magazine throughout the World!"; mes "Don't you believe me?"; next; @@ -7648,7 +7648,7 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ mes "Hmm... ok. But, what can I do for you?"; emotion e_what; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I am in the middle of writing an article named 'Game Playing Cats'...'"; mes "It is a special piece for me."; mes "And some team named umm... do... umm... wal... not sure..."; @@ -7657,21 +7657,21 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ mes "'Dog n Waltz'?"; emotion e_what; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh! Yes!"; mes "One of players there 'Dog n Waltz' has recommended Eryu for an interview."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "He says you are a really good player who can help me with the article."; next; mes "[Eryu]"; mes "I don't remember anyone from 'Dog n Waltz' that much."; emotion e_dots; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The person isn't important."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Just answer a few questions for me, ok?"; mes "Be yourself and you'll do just fine."; mes "Ok, first question: How much do you practice a day?"; @@ -7680,7 +7680,7 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ mes "[Eryu]"; mes "Usually for about 8 hours, but I have to tell you that I'm not on the team anymore..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Wait, what?"; mes "You are not with the team now? How come...?"; emotion e_omg,1; @@ -7691,21 +7691,21 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ mes "I was very sick and had to take a day off..."; mes "Just one freaking day..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "And...?"; next; mes "[Eryu]"; mes "And then the Director Cat was raging at me!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm, sounds pretty rough."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "'Cat Gamers' has lost another great player."; mes "I'm sorry to hear that you're not on the team anymore."; mes "I guess this is the end of the interview."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Because this is for current players only."; next; mes "[Eryu]"; @@ -7713,7 +7713,7 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ mes "Sorry to make you waste your time."; emotion e_sry; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh, don't worry."; mes "I should say sorry for taking up your precious time."; mes "Have a nice day."; @@ -7734,7 +7734,7 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ mes "Aren't you the magazine writer?"; mes "What brings you here again...?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah!"; mes "Sorry, I was trying to interview another cat..."; mes "And came back to you by mistake."; @@ -7767,7 +7767,7 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ mes "Ah... aren't you the writer?"; emotion e_an; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh... Who is that..?"; next; mes "Eryu seems to recognize you."; @@ -7793,7 +7793,7 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ mes "Aren't you the writer?"; emotion e_what; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh... Who is that..?"; next; mes "Eryu seems to recognize you. Let's get away."; @@ -7840,7 +7840,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "Meow...? Who are you, meow?"; emotion e_what; next; - switch(select("The 'Cat Gamers' Manager sent me.:Meow~ Grrr~:I'm with the 'Boom Can' Company.")) { + switch(select("The 'Cat Gamers' Manager sent me.", "Meow~ Grrr~", "I'm with the 'Boom Can' Company.")) { case 1: mes "[Stew]"; mes "Stew is not interested meow."; @@ -7855,7 +7855,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "'Boom Can' Company, meow?"; emotion e_what; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You don't know 'Boom Can' food?"; mes "You don't eat canned food at all?"; mes "Then, I came to the wrong cat."; @@ -7864,23 +7864,23 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "Yes meow~ Stew likes canned food very much meow~"; emotion e_lv; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah! Ok then."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "We, the 'Boom Can' Company, have been servicing for over 10 years, so we are doing a survey for better food production."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Let me ask a few questions."; mes "It is very easy."; next; mes "[Stew]"; mes "Ok meow~ Go ahead meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Thank you! We were right about out cat customers with big hearts."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I met dog customers last week and they didn't answer me at all..."; mes "And they were so rude~ You know."; next; @@ -7889,7 +7889,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "You humans know animals~"; emotion e_ok; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Thank you! I'm flattered.~"; mes "Ok, let me ask you a few things."; mes "What is your job?"; @@ -7898,7 +7898,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "Job meow? Stew was a pro gamer meow~"; mes "But, Stew quit now meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, how did that happen?"; mes "You seem to have good skills."; mes "Fast and big hearted, its a pity that you quit already."; @@ -7907,7 +7907,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "Meow~ Meow~ Meow~ Yes, Stew was something meow."; mes "If it was not for that Cat Gamers Director scaring me, Stew would still be playing meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What a bad Director."; next; mes "[Stew]"; @@ -7919,7 +7919,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "Then the Cat Gamers Director started to get angry and scary meow."; mes "So I quit meow."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ah! I see."; mes "Ok, the survey is over now."; mes "Thank you for your opinion on our survey for the 'Boom Can' company."; @@ -7928,7 +7928,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "[Stew]"; mes "Meow? Did you aks anything meow?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I already asked you everything..."; mes "Don't you remember?"; mes "There were 10 questions!"; @@ -7940,7 +7940,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "It didn't felt like an interview meow."; emotion e_sry; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well you did way better than those dogs."; mes "I don't even want to think about them~ Phew~.."; mes "I should get going now."; @@ -7964,7 +7964,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "Another survey meow?"; emotion e_what; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oops! I should be meeting other cats."; mes "I am very sorry..."; emotion e_sry,1; @@ -7996,7 +7996,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "And... Aren't you from the 'Boom Can' Company, meow?"; emotion e_what; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh? What's that?"; next; mes "Stew seems to recognize you."; @@ -8019,7 +8019,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ mes "[Stew]"; mes "The 'Boom Can' Company!!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh? What's that?"; next; mes "Stew seems to recognize you. Let's get away."; @@ -8069,7 +8069,7 @@ malangdo,244,144,4 script Ketchup#gamer 4_CAT_SAILOR3,{ mes "Meow...? Who are you?"; emotion e_what; next; - switch(select("Grrr~ Bow wow~:The Game Director cat sent me.:I'm from 'Cans for Kittens'.")) { + switch(select("Grrr~ Bow wow~", "The Game Director cat sent me.", "I'm from 'Cans for Kittens'.")) { case 1: mes "[Ketchup]"; mes "What the dog? Hiss~"; @@ -8083,7 +8083,7 @@ malangdo,244,144,4 script Ketchup#gamer 4_CAT_SAILOR3,{ mes "Oh yeah? 'Cans for Kittens'?"; emotion e_what; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I want to share some of our philosophy with you."; mes "Do you believe in giving to others?"; emotion e_what,1; @@ -8092,7 +8092,7 @@ malangdo,244,144,4 script Ketchup#gamer 4_CAT_SAILOR3,{ mes "Umm I guess so..."; emotion e_slur; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "'Cans for Kittens' is a religion that embraces all felines."; mes "Bow before the Lord of Cans!"; next; @@ -8109,7 +8109,7 @@ malangdo,244,144,4 script Ketchup#gamer 4_CAT_SAILOR3,{ mes "........."; mes "What's the Lord of Cans?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Your name is Ketchup, right? Don't you know about the Lord of Cans?"; mes "He knows everything."; mes "Do not try to fool him and bow!"; @@ -8131,7 +8131,7 @@ malangdo,244,144,4 script Ketchup#gamer 4_CAT_SAILOR3,{ emotion e_dots; emotion e_dots,1; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "The Lord of Cans forgives Ketchup's sins."; mes "Our Lord also wants you to stop swearing and live an honest life!"; next; @@ -8185,7 +8185,7 @@ malangdo,244,144,4 script Ketchup#gamer 4_CAT_SAILOR3,{ mes "Can... 'Cans for Kittens'?"; emotion e_omg; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh? What's that?"; next; mes "Ketchup recognized you and ran away."; @@ -8258,19 +8258,19 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "Who are you meow?"; emotion e_what; next; - switch(select("I have some good investment news...:A... Cat?:The 'Cat Gamers' Director sent me...")) { + switch(select("I have some good investment news...", "A... Cat?", "The 'Cat Gamers' Director sent me...")) { case 1: mes "[Eff]"; mes "Investment info? Meow~?"; mes "What is that? Meow~?"; emotion e_what; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Interested, huh?"; mes "This is classified information."; mes "You won't get it from any other human."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Haha! You are lucky today."; mes "You heard that land can be a good investment, right?"; emotion e_what,1; @@ -8278,21 +8278,21 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "[Eff]"; mes "Oh oh~ I think so. Meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You do know about our capital Prontera, don't you?"; next; mes "[Eff]"; mes "Prontera meow? Yes, I know about it. Meow~"; emotion e_heh; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "There are some locations where"; mes "Prontera kingdom is secretly selling..."; next; mes "[Eff]"; mes "And... And...?? Meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Hmm, this is top secret."; mes "Something that must not be revealed at all..."; mes "Can you really keep this secret...?"; @@ -8302,7 +8302,7 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "Well... I've always been known for being a good keeper of secrets meow."; mes "Meow~ Don't worry at all. Meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok, I believe you, Eff..."; mes "Please keep this a secret."; next; @@ -8310,17 +8310,17 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "I got it. Meow~"; emotion e_ok; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, I heard that there is a location in Juno where underground big shots will be investing about 10,000,000,000 zeny."; mes "And it is now available for pre-investment."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "If you invest in 1 Can food here, the outcome will be enormous."; next; mes "[Eff]"; mes "Enor... mous... meow...?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "100 Cans!!"; mes "You will get 100 cans for investing just 1 can food!"; mes "The profit will be X100! X100!!"; @@ -8329,7 +8329,7 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "Woot!! 100 Cans~ Meow~"; emotion e_omg; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So, how many cans do you want to invest?"; mes "You'll be a part owner so make sure to invest the max that you can afford."; emotion e_what,1; @@ -8339,13 +8339,13 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "But, I don't have cans with me. Meow~"; emotion e_sob; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You can always get a loan!!"; mes "This a like 100 times result for sure!!"; mes "How can you loose a chance like this?"; mes "You should do whatever it takes!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "You know what..? They say some careers like pro gamers can get solid loans."; mes "Like about 1,000 can loan at once."; mes "Without a high interest rate!"; @@ -8355,11 +8355,11 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "Moew~ I am a Pro Gamer."; mes "Meow~ But, I quit~ Meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "What!! Why would you quit such good a gig!! Are you crazy?"; emotion e_omg,1; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Let's say we invest 1,000 cans after getting that loan."; mes "One, Ten, Hundred, Tousand. Woot!"; mes "I can't believe this."; @@ -8368,7 +8368,7 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "[Eff]"; mes "1... 100,000 cans... Meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So tell me... Why did you quit such a great job?"; mes "Why?"; next; @@ -8377,12 +8377,12 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "Meow~ This one time, I had to take a sick day."; mes "Meow~ And I haven't seen such scary cat my entire life..."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "So you quit because Cat Gamers Director was so scary. Hmm, sorry but I can't let you in on this investment..."; mes "I guess... What a waste of time!"; mes "Good bye!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Oh and don't tell anyone what I just told you!"; mes "Bye~"; next; @@ -8410,14 +8410,14 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "You are--!!"; mes "Meow~ I want to invest. Meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Not without the cans you can't!!"; mes "You didn't tell anyone about this deal, right?"; next; mes "[Eff]"; mes "I didn't. Meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ok, good cat! Never!!"; mes "Tell this to other cats!~"; mes "Bye Bye~"; @@ -8444,7 +8444,7 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "What is this? What do you mean by '"+.@inputstr$+"'? Meow..."; mes "Meow...? Meow! You! Investor meow?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh? Who...?"; next; mes "Eff seems to recognize you."; @@ -8469,7 +8469,7 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ mes "[Eff]"; mes "Meow~ I want to invest. Meow~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Huh? Who...?"; next; mes "Eff seems to recognize you, so let's get away."; @@ -8514,7 +8514,7 @@ mal_in01,91,216,4 script Ser#gamer 4_CAT_SAILOR1,{ for(.@i = 5074; .@i<=5090; ++.@i) { if (questprogress(.@i)) { mes "[Ser]"; - mes "Hey, ^0000FF"+strcharinfo(0)+"^000000. You haven't done what we asked you for. A promise is a promise, you know."; + mes "Hey, ^0000FF"+strcharinfo(PC_NAME)+"^000000. You haven't done what we asked you for. A promise is a promise, you know."; next; mes "[Ser]"; mes "Ah!! When you are done, please get checked by the Cat Gamers Director over there."; @@ -8533,7 +8533,7 @@ mal_in01,91,216,4 script Ser#gamer 4_CAT_SAILOR1,{ } if (!isequipped(2872)) { mes "[Ser]"; - mes "Oh, ^0000FF"+strcharinfo(0)+"^000000? Want to play the Rock Paper Scissors game?"; + mes "Oh, ^0000FF"+strcharinfo(PC_NAME)+"^000000? Want to play the Rock Paper Scissors game?"; next; mes "[Ser]"; mes "... ... ..."; @@ -8552,9 +8552,9 @@ mal_in01,91,216,4 script Ser#gamer 4_CAT_SAILOR1,{ } else if (questprogress(5070,PLAYTIME) == 2) erasequest 5070; mes "[Ser]"; - mes "Oh, ^0000FF"+strcharinfo(0)+"^000000? Want to play the Rock Paper Scissors game?"; + mes "Oh, ^0000FF"+strcharinfo(PC_NAME)+"^000000? Want to play the Rock Paper Scissors game?"; next; - switch(select("Play the game.:Say hi.:Ask about the game rules.")) { + switch(select("Play the game.", "Say hi.", "Ask about the game rules.")) { case 1: mes "[Ser]"; mes "Good idea."; @@ -8620,15 +8620,15 @@ mal_in01,91,216,4 script Ser#gamer 4_CAT_SAILOR1,{ } mes "Try your best!"; next; - mes "[Ser & "+strcharinfo(0)+"]"; + mes "[Ser & "+strcharinfo(PC_NAME)+"]"; mes "Rock! Paper! Scissors!"; next; - .@pc = select("Rock:Paper:Scissors")-1; + .@pc = select("Rock", "Paper", "Scissors")-1; .@npc = rand(3); emotion .@emote[.@pc],1; emotion .@emote[.@npc]; - mes "["+strcharinfo(0)+"] "+.@rps$[.@pc]; + mes "["+strcharinfo(PC_NAME)+"] "+.@rps$[.@pc]; mes "--------------------------------"; mes "[Ser] "+.@rps$[.@npc]; if (.@pc == .@npc) { @@ -8655,18 +8655,18 @@ mal_in01,91,216,4 script Ser#gamer 4_CAT_SAILOR1,{ next; mes "[Ser]"; mes "Hmm... Let me see..."; - mes "I won "+.@loss+" times, and you, "+strcharinfo(0)+", won "+.@win+" times, right?"; + mes "I won "+.@loss+" times, and you, "+strcharinfo(PC_NAME)+", won "+.@win+" times, right?"; next; if (.@win > .@loss) { mes "[Ser]"; - mes strcharinfo(0)+" has won the game."; + mes strcharinfo(PC_NAME)+" has won the game."; next; mes "Ser became polite all of a sudden."; next; mes "[Ser]"; mes "Great game it was. I admire your enthusiasm for the game. So, I want to give you my precious Can as a present."; next; - switch(select("I don't need it!:Thank you.")) { + switch(select("I don't need it!", "Thank you.")) { case 1: mes "[Ser]"; mes "Just take it!! Do as I say~"; @@ -8688,7 +8688,7 @@ mal_in01,91,216,4 script Ser#gamer 4_CAT_SAILOR1,{ close; } mes "[Ser]"; - mes strcharinfo(0)+" has lost. Ha... Ha..."; + mes strcharinfo(PC_NAME)+" has lost. Ha... Ha..."; next; mes "Ser became very arrogant."; next; @@ -8877,7 +8877,7 @@ mal_in01,86,222,4 script Paa#gamer 4_CAT_SAILOR1,{ } if (!isequipped(2872)) { mes "[Paa]"; - mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 meow? Want to play the Rock Paper Scissors game meow?"; + mes "Oh, ^0000FF"+strcharinfo(PC_NAME)+"^000000 meow? Want to play the Rock Paper Scissors game meow?"; next; mes "[Paa]"; mes "... ... ..."; @@ -8896,9 +8896,9 @@ mal_in01,86,222,4 script Paa#gamer 4_CAT_SAILOR1,{ } else if (questprogress(5070,PLAYTIME) == 2) erasequest 5070; mes "[Paa]"; - mes "Oh, ^0000FF"+strcharinfo(0)+"^000000 meow? Want to play the Rock Paper Scissors game meow?"; + mes "Oh, ^0000FF"+strcharinfo(PC_NAME)+"^000000 meow? Want to play the Rock Paper Scissors game meow?"; next; - switch(select("Play the game.:Say hi.:Ask about the game rules.")) { + switch(select("Play the game.", "Say hi.", "Ask about the game rules.")) { case 1: mes "[Paa]"; mes "Good idea meow."; @@ -8952,15 +8952,15 @@ mal_in01,86,222,4 script Paa#gamer 4_CAT_SAILOR1,{ } mes "Try your best meow!"; next; - mes "[Ser & "+strcharinfo(0)+"]"; + mes "[Ser & "+strcharinfo(PC_NAME)+"]"; mes "Rock! Paper! Scissors!"; next; - .@pc = select("Rock:Paper:Scissors")-1; + .@pc = select("Rock", "Paper", "Scissors")-1; .@npc = rand(3); emotion .@emote[.@pc],1; emotion .@emote[.@npc]; - mes "["+strcharinfo(0)+"] "+.@rps$[.@pc]; + mes "["+strcharinfo(PC_NAME)+"] "+.@rps$[.@pc]; mes "--------------------------------"; mes "[Ser] "+.@rps$[.@npc]; if (.@pc == .@npc) { @@ -8987,7 +8987,7 @@ mal_in01,86,222,4 script Paa#gamer 4_CAT_SAILOR1,{ next; mes "[Paa]"; mes "Let me see meow..."; - mes "I won "+.@loss+" times meow, and you, "+strcharinfo(0)+", won "+.@win+" times, right meow?"; + mes "I won "+.@loss+" times meow, and you, "+strcharinfo(PC_NAME)+", won "+.@win+" times, right meow?"; next; if (.@win > .@loss) { mes "[Paa]"; @@ -8998,7 +8998,7 @@ mal_in01,86,222,4 script Paa#gamer 4_CAT_SAILOR1,{ mes "[Paa]"; mes "Great game it was meow. I admire your enthusiasm for the game meow. So, I want to give you my precious Can as a present meow."; next; - switch(select("I don't need it!:Thank you.")) { + switch(select("I don't need it!", "Thank you.")) { case 1: mes "[Paa]"; mes "Just take it meow!! Do as I say meow~"; @@ -9207,7 +9207,7 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ } if (!isequipped(2872)) { mes "[Kuka]"; - mes "Oh great member you, ^0000FF"+strcharinfo(0)+"^000000~ Let's play ChamChamCham yo~"; + mes "Oh great member you, ^0000FF"+strcharinfo(PC_NAME)+"^000000~ Let's play ChamChamCham yo~"; next; mes "[Kuka]"; mes "... ... ..."; @@ -9226,9 +9226,9 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ } else if (questprogress(5071,PLAYTIME) == 2) erasequest 5071; mes "[Kuka]"; - mes "Oh great member you, ^0000FF"+strcharinfo(0)+"^000000~ Let's play ChamChamCham yo~"; + mes "Oh great member you, ^0000FF"+strcharinfo(PC_NAME)+"^000000~ Let's play ChamChamCham yo~"; next; - switch(select("Play the game.:Ask who is 1st place.:Ask about the game rules.")) { + switch(select("Play the game.", "Ask who is 1st place.", "Ask about the game rules.")) { case 1: mes "[Kuka]"; mes "Good choice yo~"; @@ -9245,10 +9245,10 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ mes "[Kuka]"; mes "Current 1st place for the ChamChamCham game is"; mes "^0000FF"+$malangdo_gamer$+"^000000 with ^DE2B21"+$malangdo_gamer+"^000000 winning streak yo~"; - if (strcharinfo(0) == $malangdo_gamer$) + if (strcharinfo(PC_NAME) == $malangdo_gamer$) mes "Never know when someone else would break the record yo~"; else - mes "I expect that you, "+strcharinfo(0)+", can beat ^0000FF"+$malangdo_gamer$+"^000000 sometime yo~"; + mes "I expect that you, "+strcharinfo(PC_NAME)+", can beat ^0000FF"+$malangdo_gamer$+"^000000 sometime yo~"; close; case 3: mes "[Kuka]"; @@ -9274,16 +9274,16 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ } while(1) { cutin "g_cat_00",4; - mes "[Kuka & "+strcharinfo(0)+"]"; + mes "[Kuka & "+strcharinfo(PC_NAME)+"]"; mes "Cham!"; next; - mes "[Kuka & "+strcharinfo(0)+"]"; + mes "[Kuka & "+strcharinfo(PC_NAME)+"]"; mes "Cham! Cham!"; next; - mes "[Kuka & "+strcharinfo(0)+"]"; + mes "[Kuka & "+strcharinfo(PC_NAME)+"]"; mes "Cham! Cham! Cham!"; next; - switch(select("Hand towards left:Hand towards right")) { + switch(select("Hand towards left", "Hand towards right")) { case 1: if (rand(1000) < 500) { cutin "g_cat_01",4; @@ -9315,7 +9315,7 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ next; cutin "",255; mes "[Kuka]"; - mes strcharinfo(0)+" has won "+.@win+" times yo~ Next game starts yo~"; + mes strcharinfo(PC_NAME)+" has won "+.@win+" times yo~ Next game starts yo~"; next; } if (.@win == 0) { @@ -9323,7 +9323,7 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ } else if (.@win > 0 && .@win < 3) { setquest 5071; mes "[Kuka]"; - mes "After the practice, "+strcharinfo(0)+" has won "+.@win+" in a row yo~"; + mes "After the practice, "+strcharinfo(PC_NAME)+" has won "+.@win+" in a row yo~"; mes "Present is for 3 wins or more yo~ Nothing for today yo~ But, come again tomorrow yo~"; close; } else { @@ -9332,11 +9332,11 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ .@win_cnt = .@win-.@win_record; .@cans = .@win-2; if (.@win > .@win_record) { - $malangdo_gamer$ = strcharinfo(0); + $malangdo_gamer$ = strcharinfo(PC_NAME); $malangdo_gamer = .@win; mes "[Kuka]"; mes "Congrats yo~ You won ^DE2B21"+.@win+"^000000 in a row yo~"; - if (strcharinfo(0) == .@name_record$) + if (strcharinfo(PC_NAME) == .@name_record$) mes "You won ^DE2B21"+.@win_cnt+"^000000 more than the recent ^DE2B21"+.@win_record+"^000000 record yo~ Congrats yo~"; // custom conditions //else @@ -9360,7 +9360,7 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ } } mes "[Kuka]"; - mes strcharinfo(0)+" didn't win at all yo~ You must work it out yo~"; + mes strcharinfo(PC_NAME)+" didn't win at all yo~ You must work it out yo~"; next; setquest 5071; switch(rand(1,13)) { @@ -9436,7 +9436,7 @@ mal_in01,91,222,4 script Kuka#gamer 4_M_BABYCAT,{ mes "Recently, our Director seems to have been trying to cut some expenses yo~ Or maybe the Manager Cat is taking advantage yo~"; next; mes "[Kuka]"; - mes "Regular snacks for our players have been reduced yo~ "+strcharinfo(0)+" should go get 30 Rat Tails, and report to our Cat Gamers Director yo~"; + mes "Regular snacks for our players have been reduced yo~ "+strcharinfo(PC_NAME)+" should go get 30 Rat Tails, and report to our Cat Gamers Director yo~"; next; mes "[Kuka]"; mes "Then, we shall find out if our manager is being greedy or not yo~"; @@ -9544,7 +9544,7 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ mes "[KungKung]"; mes "Are you the practice partner? You are late. Let's start right away."; next; - switch(select("Play the game.:Ask current 1st place.:Ask about the game rules.")) { + switch(select("Play the game.", "Ask current 1st place.", "Ask about the game rules.")) { case 1: mes "[KungKung]"; mes "Before the game, we will decide the turn by rolling a dice."; @@ -9625,21 +9625,21 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ .@npc_hp = 100; while(1) { if (!.@pc_hp || !.@npc_hp) break; - mes strcharinfo(0)+" (^FF0000"+.@pc_hp+"^000000/100)"; + mes strcharinfo(PC_NAME)+" (^FF0000"+.@pc_hp+"^000000/100)"; mes "--------------------------------"; mes "KungKung (^FF0000"+.@npc_hp+"^000000/100)"; next; - mes "[KungKung & "+strcharinfo(0)+"]"; + mes "[KungKung & "+strcharinfo(PC_NAME)+"]"; mes "Kong!"; emotion e_loud,1; emotion e_loud; next; - mes "[KungKung & "+strcharinfo(0)+"]"; + mes "[KungKung & "+strcharinfo(PC_NAME)+"]"; mes "Kong! Nyang!"; emotion e_loud,1; emotion e_loud; next; - mes "[KungKung & "+strcharinfo(0)+"]"; + mes "[KungKung & "+strcharinfo(PC_NAME)+"]"; mes "Kong! Nyang! Kong!"; emotion e_loud,1; emotion e_loud; @@ -9649,11 +9649,11 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ case 1: // Attack mes "How would you like to attack?"; mes " "; - mes "¡¡ Tip !!"; + mes "- Tip -"; mes "Choose back: ^FF0000You win if the cat shows the back of its paw.^000000"; mes "Choose palm: ^FF0000You win if the cat shows the palm of its paw.^000000"; next; - switch(select("Back:Palm")) { + switch(select("Back", "Palm")) { case 1: if (.@cat_hand <= 5) { --.@npc_hp0; @@ -9695,16 +9695,16 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ case 2: // Defend mes "How would you like to defend?"; mes " "; - mes "¡¡ Tip !!"; + mes "- Tip -"; mes "Choose back: ^FF0000You win if the cat shows the back of its paw.^000000"; mes "Choose palm: ^FF0000You win if the cat shows the palm of its paw.^000000"; next; - switch(select("Back:Palm")) { + switch(select("Back", "Palm")) { case 1: if (.@cat_hand <= 5) { --.@pc_hp0; cutin "cat_g_05",4; - specialeffect2 EF_BASH; + specialeffect(EF_BASH, AREA, playerattached()); mes "Defending has failed."; mes "KungKung attacks the back of your hand with its sharp claw."; next; @@ -9729,7 +9729,7 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ } else { .@pc_hp -= 10; cutin "cat_g_08",4; - specialeffect2 EF_BASH; + specialeffect(EF_BASH, AREA, playerattached()); mes "Defending has failed."; mes "KungKung attacks the back of your hand with its sharp claw."; next; @@ -9962,7 +9962,7 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ mes "[Leader]"; mes "Do you want to challege?"; next; - switch(select("Challenge.:Who are you?:Ask about the rules.")) { + switch(select("Challenge.", "Who are you?", "Ask about the rules.")) { case 1: mes "[Leader]"; mes "Let's challenge the Flag Game. Please wait while our cats get prepared."; @@ -10106,7 +10106,7 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ mes " "; mes "Tip: ^F86A08"+.@tip$+"^000000"; next; - .@choice = select("Observe cats:Wave flag:Wait"); + .@choice = select("Observe cats", "Wave flag", "Wait"); switch(.@choice) { case 1: mes "Observing cats..."; @@ -10155,7 +10155,7 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ mes "Game ^C1653E"+.@round+"^000000 results..."; next; mes "[Leader]"; - mes "~ Flag Game challenger "+strcharinfo(0)+" ~"; + mes "~ Flag Game challenger "+strcharinfo(PC_NAME)+" ~"; mes "^FF0000"+.@you_flag$+"^000000 for game ^C1653E"+.@round+"^000000."; mes .@flag_point+" Flag Point remaining."; emotion .@emotion[0],1; @@ -10194,7 +10194,7 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ } else { if (.@cat_flags_waved == 5) { mes "[Leader]"; - mes "Congrats "+strcharinfo(0)+". You have succeed on not waving your flag."; + mes "Congrats "+strcharinfo(PC_NAME)+". You have succeed on not waving your flag."; next; mes "[Leader]"; mes "But! This is flag waving game, so this doesn't count."; @@ -10236,7 +10236,7 @@ mal_in01,133,214,6 script Leader#gamer 4_CAT_SAILOR3,{ next; mes "[Leader]"; mes "Final results!!"; - mes "After "+.@round+" games, "+strcharinfo(0)+" has "+.@flag_point+" Flag Point left."; + mes "After "+.@round+" games, "+strcharinfo(PC_NAME)+" has "+.@flag_point+" Flag Point left."; mes "... ... ..."; next; if (.@you_flag == 1 && .@cat_flags_waved == 0) { @@ -10546,9 +10546,9 @@ mal_in01,15,16,3 script Fallen Angel#mal 4_F_VALKYRIE2,{ mes "[Fallen Angel]"; mes "If you have an Archangel Wing, I will enchant my capability into the useless 4th slot. Would you like me to do so?"; next; - switch(select("What is that?:"+.@menu$+":Enchant Initialization")) { + switch(select("What is that?", .@menu$, "Enchant Initialization")) { case 1: - switch(select("Stop speaking:What are you going to do?")) { + switch(select("Stop speaking", "What are you going to do?")) { case 1: mes "[Fallen Angel]"; mes "What did you say?"; @@ -10574,12 +10574,12 @@ mal_in01,15,16,3 script Fallen Angel#mal 4_F_VALKYRIE2,{ mes "Second, ^ff0000although the rate is not high, the Archangel Wing might be damaged^000000! This is very unlucky!"; mes "If you can accept these conditions, I will enchant the wing for you."; next; - if(select("Let me consider...:I accept, let's enchant!") == 1) { + if(select("Let me consider...", "I accept, let's enchant!") == 1) { mes "[Fallen Angel]"; mes "Ok! Take your time to consider!"; close; } - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); progressbar "ffff00",2; if (getequipisequiped(EQI_GARMENT) == 0) { mes "[Fallen Angel]"; @@ -10652,7 +10652,7 @@ mal_in01,15,16,3 script Fallen Angel#mal 4_F_VALKYRIE2,{ } getitem2 2573,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@equip_card[2],.@enchant; //Archangel_Wing if (.@i < 4) - announce strcharinfo(0)+" has enchanted Archangel Wing with amazing capability!",bc_all,0xFF0000,FW_NORMAL,10; + announce strcharinfo(PC_NAME)+" has enchanted Archangel Wing with amazing capability!",bc_all,0xFF0000,FW_NORMAL,10; mes "[Fallen Angel]"; mes "Take it!"; mes "I believe that you will become the dominator of the new world!"; @@ -10661,12 +10661,12 @@ mal_in01,15,16,3 script Fallen Angel#mal 4_F_VALKYRIE2,{ mes "[Fallen Angel]"; mes "Initialization requires ^0000ff3 units of Silvervine Fruit^000000. The wing will not be damaged except for the enchanted capability."; next; - if(select("Let me consider...:Ok, I want initialize it.") == 1) { + if(select("Let me consider...", "Ok, I want initialize it.") == 1) { mes "[Fallen Angel]"; mes "Ok! Take your time to consider!"; close; } - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); progressbar "ffff00",2; if (getequipisequiped(EQI_GARMENT) == 0) { mes "[Fallen Angel]"; diff --git a/npc/re/quests/quests_malaya.txt b/npc/re/quests/quests_malaya.txt index 57c0eb8be..542b7c2cd 100644 --- a/npc/re/quests/quests_malaya.txt +++ b/npc/re/quests/quests_malaya.txt @@ -138,7 +138,7 @@ malaya,266,76,3 script Rodel the Guard#malaya 4_MAL_SOLDIER,4,4,{ mes "We are going to organize an extensive Jejeling hunt this time."; mes "Peddlers going in and out of Baryo are always complaining about Jejelings."; next; - if (select("Join the Jejeling hunt.:Refuse.") == 2) { + if (select("Join the Jejeling hunt.", "Refuse.") == 2) { mes "[Rodel the Guard]"; mes "Is that so? I'm sorry to hear that."; mes "Things would be so much simpler if we had a person like you around."; @@ -169,7 +169,7 @@ malaya,266,76,3 script Rodel the Guard#malaya 4_MAL_SOLDIER,4,4,{ erasequest 7404; setquest 7405; if (rand(2)) - $malayaNames$[1] = strcharinfo(0); + $malayaNames$[1] = strcharinfo(PC_NAME); // SavePPL Jejellopy close; } @@ -241,7 +241,7 @@ malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{ mes "People are in panic, everyone trembling with fear.^000000"; cutin "malaya_ghost01", 4; next; - select("Step toward the shadow.:Draw weapon."); + select("Step toward the shadow.", "Draw weapon."); mes "[Phong in Mumbaki]"; mes "They have followed the trace of the outsider. "; mes "Don't get to close too them."; @@ -283,7 +283,7 @@ malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{ mes "You look disturbed."; mes "Your clothes also look messed up. Was there some kind of trouble?"; next; - switch (select("Explain what happened.:There is nothing to talk about.")) { + switch (select("Explain what happened.", "There is nothing to talk about.")) { case 1: mes "[Phong in Mumbaki]"; mes "Is that so?"; @@ -310,7 +310,7 @@ malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{ mes "^4d4dffAs Mumbaki said, giving out some items to serve as a Spiritual Protection would be a good idea."; mes "What would be adequate as a Spiritual Protection..^000000"; next; - switch (select("Holy Water!:Holy magical item Blue Gemstone?!:Writing utensils or school supplies")) { + switch (select("Holy Water!", "Holy magical item Blue Gemstone?!", "Writing utensils or school supplies")) { case 1: mes "[Phong in Mumbaki]"; mes "The name itself suggests holiness."; @@ -419,7 +419,7 @@ malaya,185,358,3 script Leader Phong in Mumbaki 4_BARYO_CHIEF,{ break; } next; - switch (select("Ask for advice.:Bless flowers...")) { + switch (select("Ask for advice.", "Bless flowers...")) { case 1: if (malaya_diwata == 2) { mes "[Phong in Mumbaki]"; @@ -565,7 +565,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ mes "This is my job and nobody else's."; mes "Protecting traditions is my job."; next; - switch (select("Is that so?:Good luck on your own!")) { + switch (select("Is that so?", "Good luck on your own!")) { case 1: if (BaseLevel < 100) { mes "[Imelda]"; @@ -616,7 +616,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ mes "Indeed."; mes "I will protect the village!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Now I haven't seen any Spiritual Protections made with those!"; mes "Interesting~"; mes "I'm sure you'll do just fine~"; @@ -720,7 +720,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ // getitem Lesser_Agimat, 1; // Lesser_Agimat getexp 200000,200000; if (rand(2)) - $malayaNames$[0] = strcharinfo(0); + $malayaNames$[0] = strcharinfo(PC_NAME); close; } else { mes "[Imelda]"; @@ -728,7 +728,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ mes "Did you enjoy the scenery of Malaya?"; mes "It's nice to have a chat with friends on a Jeepney."; next; - switch (select("I'll help you making Spiritual Protections.:Love and Spiritual Protection for all.")) { + switch (select("I'll help you making Spiritual Protections.", "Love and Spiritual Protection for all.")) { case 1: if (questprogress(7380)) { if ((countitem(Salt_Bag) < 6) || (countitem(Silver_Cross) < 6) || (countitem(Sharp_Bamboo) < 6)) { @@ -772,7 +772,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ mes "Could you go for them now?"; erasequest 7381; next; - switch (select("Sure.:I need some preparations.")) { + switch (select("Sure.", "I need some preparations.")) { case 1: mes "[Imelda]"; mes "As usual then."; @@ -826,7 +826,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ // getitem Lesser_Agimat, 1; // Lesser_Agimat getexp 200000,200000; if (rand(2)) - $malayaNames$[0] = strcharinfo(0); + $malayaNames$[0] = strcharinfo(PC_NAME); close; } else { .@playtime = questprogress(7375, PLAYTIME); @@ -841,7 +841,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ mes "Could you deliver Spiritual Protections to the folks today?"; erasequest 7375; next; - if (select("Of course.:Not today.") == 2) { + if (select("Of course.", "Not today.") == 2) { mes "[Imelda]"; mes "Yes."; mes "Why not take a stroll in Malaya today?"; @@ -876,7 +876,7 @@ malaya,169,350,5 script Imelda#malaya 4_M_BRZ_JACI,{ mes "[Imelda]"; mes "Could you give out these Spiritual Protections to the villagers for me?"; next; - switch (select("Yes.:Not today.") == 2) { + switch (select("Yes.", "Not today.") == 2) { mes "[Imelda]"; mes "Yes."; mes "Why not take a stroll in Malaya today?"; @@ -956,7 +956,7 @@ malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{ close; } } else if (malaya_hi == 11) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "He'll rake off all my buttons if I talk to him now."; mes "Must counsel with Mumbaki first!"; close; @@ -1031,7 +1031,7 @@ malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{ } mes "What is it?"; next; - switch (select("Speak.:Give Spiritual Protection.:The Old Man and the Cast Iron Cauldron")) { + switch (select("Speak.", "Give Spiritual Protection.", "The Old Man and the Cast Iron Cauldron")) { case 1: mes "[Old Man Nardo]"; mes "Port Malaya is a beautiful city."; @@ -1129,7 +1129,7 @@ malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{ // getitem Lesser_Agimat, 1; // Lesser_Agimat getexp 200000,200000; if (!rand(3)) - $malayaNames$[2] = strcharinfo(0); + $malayaNames$[2] = strcharinfo(PC_NAME); close; } else { if (questprogress(7376)) { @@ -1143,7 +1143,7 @@ malaya,181,353,5 script Old Man Nardo#malaya 4_M_BARYO_OLD,{ mes "Go to Kiko in Mumbaki at Baryo Mahiwaga and deliver the Cast Iron Cauldron."; mes "I'd like you to do it for me..."; next; - switch (select("Cast Iron Cauldron??:I'll do it.:I'm busy right now.")) { + switch (select("Cast Iron Cauldron??", "I'll do it.", "I'm busy right now.")) { case 1: mes "[Old Man Nardo]"; mes "It's because of the Bakonawa."; @@ -1293,7 +1293,7 @@ malaya,224,267,3 script Romel#malaya 4_M_MAYOR,{ break; } next; - if (select("Give Spiritual Protection:How are things?") == 2) { + if (select("Give Spiritual Protection", "How are things?") == 2) { mes "[Romel]"; mes "I am at peace these days."; close; @@ -1422,7 +1422,7 @@ malaya,223,267,5 script Talah#malaya 4_F_DST_CHILD,{ mes "[Talah]"; mes "Hello..."; next; - if (select("Give Spiritual Protection.:Hi there?") == 2) { + if (select("Give Spiritual Protection.", "Hi there?") == 2) { mes "[Talah]"; mes "...Hey...Thank you."; mes "You're keeping us safe aren't you?"; @@ -1487,15 +1487,15 @@ malaya,62,274,0 script Sand Trap#malaya 4_SOIL,{ mes "someone scattered on the sea water."; close2; progressbar "0xffff00", 5; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); initnpctimer; getitem Salt_Bag, 1; // Salt_Bag - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "This should be enough."; close; OnTimer30000: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); stopnpctimer; end; } @@ -1519,10 +1519,10 @@ ma_fild01,178,206,0 script Black Bamboo#malaya CLEAR_NPC,4,4,{ mes "If some of it is cut off and sharpened, I think it will suffice for the Sharpened Bamboo Imelda wanted."; close2; progressbar "0xffff00", 3; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); initnpctimer; getitem Sharp_Bamboo, 1; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I knew I could do this!"; close; OnTouch: @@ -1531,7 +1531,7 @@ OnTouch: } end; OnTimer30000: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); stopnpctimer; end; } @@ -1649,7 +1649,7 @@ malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{ mes "[Woeon]"; mes "Oh, hi there!"; next; - if (select("Give Spiritual Protection.:The Dealer and his Collection") == 1) { + if (select("Give Spiritual Protection.", "The Dealer and his Collection") == 1) { if (questprogress(7374) == 1 && questprogress(7371) == 1) { if (!countitem(Soul_Protection)) { mes "^4d4dffThere is no Spiritual Protection to give to Woeon.^000000"; @@ -1710,7 +1710,7 @@ malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{ mes "I know it's a difficult job... But you do it so well."; erasequest 7392; next; - if (select("I'm too busy today.:Leave it to me!") == 1) { + if (select("I'm too busy today.", "Leave it to me!") == 1) { mes "[Woeon]"; mes "Is that so? So it is then."; mes "Come stop by when you need some work."; @@ -1747,7 +1747,7 @@ malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{ getexp 200000,200000; .@memo_name = rand(1,3); if (!rand(3)) - $malayaNames$[1] = strcharinfo(0); + $malayaNames$[1] = strcharinfo(PC_NAME); close; } else { mes "[Woeon]"; @@ -1762,7 +1762,7 @@ malaya,295,171,3 script Collection Dealer Woeon 4_M_MALAYA,{ mes "Jejellopy can be acquired from the Jejeling."; mes "Can you get me 30 Jejellopys?"; next; - if (select("Yeah, sure.:Nope.") == 2) { + if (select("Yeah, sure.", "Nope.") == 2) { mes "[Woeon]"; mes "Is that so. Such a shame."; mes "Come back when you need some work."; @@ -1900,7 +1900,7 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ break; } next; - switch (select("Give Spiritual Protection.:Silver Blade.:Silver Cross")) { + switch (select("Give Spiritual Protection.", "Silver Blade.", "Silver Cross")) { case 1: if (!questprogress(7374) || !questprogress(7370)) { mes "[Pandoi]"; @@ -1981,7 +1981,7 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ // getitem Lesser_Agimat, 1; // Lesser_Agimat getexp 200000,200000; if (!rand(3)) - $malayaNames$[1] = strcharinfo(0); + $malayaNames$[1] = strcharinfo(PC_NAME); close; } else if (.@hunting == 1) { mes "[Pandoi]"; @@ -2009,7 +2009,7 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ mes "Maybe I'm not supposed to be a blacksmith!"; mes "I'm good with crafting silver, though!"; next; - if (select("I'll get you the materials. Cheer up.:Give up. It's a lot easier when you do.") == 2) { + if (select("I'll get you the materials. Cheer up.", "Give up. It's a lot easier when you do.") == 2) { mes "[Pandoi]"; mes "... You're right..."; mes "I'll never be able to make a Silver Blade..."; @@ -2042,7 +2042,7 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ mes "[Pandoi]"; mes "Could you slay the horrible creepers and get me the Silver Bracelets?"; next; - if (select("Indeed!:No. Way.") == 2) { + if (select("Indeed!", "No. Way.") == 2) { mes "[Pandoi]"; mes "... You're right..."; mes "I'll never make a Silver Blade..."; @@ -2071,7 +2071,7 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ mes "I could make one Silver Cross for ^4d4dff2 Silver Bracelets^000000 the monsters hold there..."; mes "If you have Silver Bracelets, I could make Silver Crosses with them."; next; - switch(select("Make 1 Silver Cross:Make 6 Silver Crosses:Input Number:Quit.")) { + switch(select("Make 1 Silver Cross", "Make 6 Silver Crosses", "Input Number", "Quit.")) { case 1: .@amount = 1; case 2: @@ -2148,7 +2148,7 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ mes "Oh, you're th... The one who fends off ghosts at the wave of a hand?!"; mes "Could you stay for a bit and hear me out?!"; next; - if (select("Sorry.:Sure.") == 1) { + if (select("Sorry.", "Sure.") == 1) { mes "[Pedro the Sailor]"; mes "Oh, a solid denial."; mes "You just impaled my last glimpse of hope."; @@ -2244,7 +2244,7 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ mes "Those black souls just came up and disappeared."; mes "Well, living the dream, eh?"; next; - if (select("Give Spiritual Protection.:About the Ferry Ride") == 1) { + if (select("Give Spiritual Protection.", "About the Ferry Ride") == 1) { if (!questprogress(7374) || !questprogress(7368)) { mes "[Pedro the Sailor]"; mes "The Spiritual Protection you gave me before works fine."; @@ -2303,7 +2303,7 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ mes "Hmmm.........."; mes "It's a long story..."; next; - if (select("I'm listening.:Maybe later.") == 2) { + if (select("I'm listening.", "Maybe later.") == 2) { mes "[Pedro the Sailor]"; mes "I knew it."; mes "Though, it's not such a boring story."; @@ -2394,7 +2394,7 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ // getitem Lesser_Agimat, 1; // Lesser_Agimat getexp 200000,200000; if (!rand(3)) - $malayaNames$[0] = strcharinfo(0); + $malayaNames$[0] = strcharinfo(PC_NAME); close; } else { .@playtime = questprogress(7401, PLAYTIME); @@ -2404,7 +2404,7 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ mes "This little one goes to Izlude."; mes "That will be 1000z."; next; - if (select("Use.:That's a rip off!") == 2) { + if (select("Use.", "That's a rip off!") == 2) { mes "[Pedro the Sailor]"; mes "What?!"; mes "How much do you pay for the Alberta Liner to get here!?"; @@ -2426,67 +2426,64 @@ malaya,326,68,2 script Pedro the Sailor 4W_SAILOR,{ end; } else if (.@playtime == 2) { erasequest 7401; - goto L_SetQuest; } else { if (!questprogress(7403)) { - if (!questprogress(7402)) { - goto L_SetQuest; + if (questprogress(7402)) { + mes "[Pedro the Sailor]"; + mes "You know what to do."; + mes "Gather the flowers and take it to Mumbaki to get an Offering Bouquet made."; + next; + mes "[Pedro the Sailor]"; + mes "Give the Bouquet to Miss Diwata to cheer her up."; + mes "....Thank you."; + close; } + } else { mes "[Pedro the Sailor]"; - mes "You know what to do."; - mes "Gather the flowers and take it to Mumbaki to get an Offering Bouquet made."; + mes "Diwata is calm!"; + mes "I can even feel the difference out here."; + mes "I am always in your debt."; next; mes "[Pedro the Sailor]"; - mes "Give the Bouquet to Miss Diwata to cheer her up."; - mes "....Thank you."; + mes "You know what? Why don't you do this on a more regular basis?"; + mes "I think you kind of like doing it."; + setquest 7401; + erasequest 7403; +// if (IsPremiumPcCafe == 10) + getitem Lesser_Agimat, 2; // Lesser_Agimat +// else +// getitem Lesser_Agimat, 1; // Lesser_Agimat + getexp 200000,200000; + if (!rand(3)) + $malayaNames$[0] = strcharinfo(PC_NAME); close; } + } + mes "[Pedro the Sailor]"; + mes "Ah, the thing is..."; + mes "We can't go right now.."; + mes "You see, the ghosts are back..."; + mes "I'm fed up with nuisance."; + next; + mes "[Pedro the Sailor]"; + mes "I mean... Miss Diwata... Isn't feeling very well and, even with the Spiritual Protection"; + mes "a normal person can't stand it."; + next; + if (select("I see. Take care then.", "How about a Floral Tribute?") == 1) { mes "[Pedro the Sailor]"; - mes "Diwata is calm!"; - mes "I can even feel the difference out here."; - mes "I am always in your debt."; - next; - mes "[Pedro the Sailor]"; - mes "You know what? Why don't you do this on a more regular basis?"; - mes "I think you kind of like doing it."; - setquest 7401; - erasequest 7403; -// if (IsPremiumPcCafe == 10) - getitem Lesser_Agimat, 2; // Lesser_Agimat -// else -// getitem Lesser_Agimat, 1; // Lesser_Agimat - getexp 200000,200000; - if (!rand(3)) - $malayaNames$[0] = strcharinfo(0); + mes "I'm glad you understand."; + mes "Sigh..."; close; } + mes "[Pedro the Sailor]"; + mes "Hmmm. That would be nice."; + mes "If she can be soothed with flowers...!"; + mes "Good luck."; + setquest 7402; + close; } } end; - -L_SetQuest: - mes "[Pedro the Sailor]"; - mes "Ah, the thing is..."; - mes "We can't go right now.."; - mes "You see, the ghosts are back..."; - mes "I'm fed up with nuisance."; - next; - mes "[Pedro the Sailor]"; - mes "I mean... Miss Diwata... Isn't feeling very well and, even with the Spiritual Protection"; - mes "a normal person can't stand it."; - next; - if (select("I see. Take care then.:How about a Floral Tribute?") == 1) { - mes "[Pedro the Sailor]"; - mes "I'm glad you understand."; - mes "Sigh..."; - close; - } - mes "[Pedro the Sailor]"; - mes "Hmmm. That would be nice."; - mes "If she can be soothed with flowers...!"; - mes "Good luck."; - setquest 7402; - close; } ma_in01,125,107,3 script Ghost Diwata G_SKOGUL,4,4,{ @@ -2523,9 +2520,9 @@ OnTouch: cutin "malaya_ghost01", 4; mes "- Familiar souls are approaching Diwata. -"; next; - if (select("It's a misunderstanding!:You're from that..!") == 2) { + if (select("It's a misunderstanding!", "You're from that..!") == 2) { cutin "malaya_ghost02", 4; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Just as I thought! You're afraid of me?!"; mes "Stand aside!"; mes "I need to talk to her."; @@ -2583,7 +2580,7 @@ OnTouch: mes "- The Offering Bouquet... -"; cutin "malaya_diwata01", 2; next; - if (select("Throw it to the Little Girl.:Slide it across on the floor.") == 1) { + if (select("Throw it to the Little Girl.", "Slide it across on the floor.") == 1) { mes "- I threw the bouquet before she could toss me out, and she catches in surprise..."; mes "She won't toss me... far, now that she has the flower.-"; } else { @@ -2693,7 +2690,7 @@ OnTouch: next; mes "- Diwata reached her hands out as if expecting something. -"; next; - if (select("Give the Bouquet.:Hold her hand.") == 2) { + if (select("Give the Bouquet.", "Hold her hand.") == 2) { mes "[Diwata]"; mes "What do you think you're doing?!!??!?!!"; mes "Arghhhh - I have enough creeps around here, thank you!!"; @@ -2747,7 +2744,7 @@ ma_fild01,261,208,2 script Kiko in Mumbaki 4_BARYO_CHIEF,{ mes "I am the soul guidance, protector of people and souls here at Baryo."; mes "So, I'm a good leader Kiko in Mumbaki."; next; - switch (select("Give Cast-Iron Caldron.:Request Purification Ritual.:Exchange Jellopy for gold.")) { + switch (select("Give Cast-Iron Caldron.", "Request Purification Ritual.", "Exchange Jellopy for gold.")) { case 1: if (!questprogress(7376)) { if (!questprogress(7377)) { @@ -2857,7 +2854,7 @@ ma_fild01,239,253,3 script Dhong the Guard 4_MAL_SOLDIER,{ mes "Hi there!"; mes "Welcome to Baryo."; next; - if (select("You're job seems so hard~:Guard Dog Vantai") == 1) { + if (select("You're job seems so hard~", "Guard Dog Vantai") == 1) { mes "[Dhong the Guard]"; mes "Not at all. I just watch who comes and goes from here."; mes "Travelers are the ones who go through more hardship."; @@ -2948,7 +2945,7 @@ ma_fild01,239,253,3 script Dhong the Guard 4_MAL_SOLDIER,{ // getitem Lesser_Agimat, 1; // Lesser_Agimat getexp 200000,200000; if (!rand(0, 2)) - $malayaNames$[2] = strcharinfo(0); + $malayaNames$[2] = strcharinfo(PC_NAME); close; } else { mes "[Dhong the Guard]"; @@ -2959,7 +2956,7 @@ ma_fild01,239,253,3 script Dhong the Guard 4_MAL_SOLDIER,{ mes "As you can see, I can't move from here,"; mes "so I was wondering if you can get the bones for Vantai..."; next; - if (select("Alright.:Sorry.") == 2) { + if (select("Alright.", "Sorry.") == 2) { mes "[Dhong the Guard]"; mes "I see."; mes "Vantai!"; @@ -3044,7 +3041,7 @@ ma_fild01,200,190,3 script Maries#malaya 4_F_BARYO_WOMAN,{ // getitem Lesser_Agimat, 1; // Lesser_Agimat getexp 200000,200000; if (!rand(3)) - $malayaNames$[2] = strcharinfo(0); + $malayaNames$[2] = strcharinfo(PC_NAME); close; } else { if (questprogress(7388)) { @@ -3062,7 +3059,7 @@ ma_fild01,200,190,3 script Maries#malaya 4_F_BARYO_WOMAN,{ mes "My daughter did not return."; mes "Please help, I think she's lost in the forest."; next; - switch (select("Of course.:I'm too busy right now.:You have so many children.")) { + switch (select("Of course.", "I'm too busy right now.", "You have so many children.")) { case 1: mes "[Maries]"; mes "I'm sure she's lost in the woods because of mischievous spirits."; @@ -3150,10 +3147,10 @@ ma_fild01,251,93,3 script Lost Child#malaya01 4_F_BARYO_GIRL,{ setquest 7389; erasequest 7388; close2; - disablenpc strnpcinfo(0); - if (strnpcinfo(0) == "Lost Child#malaya01") { + disablenpc strnpcinfo(NPC_NAME); + if (strnpcinfo(NPC_NAME) == "Lost Child#malaya01") { enablenpc "Lost Child#malaya02"; - } else if (strnpcinfo(0) == "Lost Child#malaya01") { + } else if (strnpcinfo(NPC_NAME) == "Lost Child#malaya01") { enablenpc "Lost Child#malaya03"; } else { enablenpc "Lost Child#malaya01"; @@ -3174,7 +3171,7 @@ ma_fild01,251,93,3 script Lost Child#malaya01 4_F_BARYO_GIRL,{ next; mes "[Little Kid]"; mes "Why~ Do I always go in circles here?"; - mes "Do you why, " + ((Sex) ? "mister" : "ma'am") + "?"; + mes "Do you why, " + (Sex == SEX_MALE ? "mister" : "ma'am") + "?"; mes "What's with this road?"; mes "Is somebody trying to trick me?"; close; @@ -3183,8 +3180,8 @@ ma_fild01,251,93,3 script Lost Child#malaya01 4_F_BARYO_GIRL,{ end; OnInit: - if (strnpcinfo(0) != "Lost Child#malaya01") - disablenpc strnpcinfo(0); + if (strnpcinfo(NPC_NAME) != "Lost Child#malaya01") + disablenpc strnpcinfo(NPC_NAME); } ma_fild01,114,141,3 duplicate(Lost Child#malaya01) Lost Child#malaya02 4_F_BARYO_GIRL ma_fild01,130,314,3 duplicate(Lost Child#malaya01) Lost Child#malaya03 4_F_BARYO_GIRL @@ -3200,7 +3197,7 @@ ma_fild02,241,39,5 script Good Capre Budidai 4_MAL_BUDIDAI,{ mes "[Budidai]"; mes "Hey buddy, You here to hear Budidai singing?"; next; - switch (select("You like songs?:A profound study of one eyed monsters.:See ya!")) { + switch (select("You like songs?", "A profound study of one eyed monsters.", "See ya!")) { case 1: mes "[Budidai]"; mes "Yup, Budidai loves singing."; @@ -3283,7 +3280,7 @@ ma_fild02,241,39,5 script Good Capre Budidai 4_MAL_BUDIDAI,{ // getitem Lesser_Agimat, 1; // Lesser_Agimat getexp 200000,200000; if (!rand(3)) - $malayaNames$[1] = strcharinfo(0); + $malayaNames$[1] = strcharinfo(PC_NAME); close; } else { mes "[Budidai]"; @@ -3318,7 +3315,7 @@ ma_fild02,241,39,5 script Good Capre Budidai 4_MAL_BUDIDAI,{ mes "Bongisungisu! I get the chills just by being in the same forest with it..."; mes "But Budidai is weak."; next; - if (select("Shall I take care of it?:That does give the chills.") == 2) { + if (select("Shall I take care of it?", "That does give the chills.") == 2) { mes "[Budidai]"; mes "Don't remind me."; mes "My friends can't come and listen to my songs because of that behemoth."; @@ -3362,7 +3359,7 @@ ma_fild01,166,214,6 script Old Man in Dilemma#GA 4_F_BARYO_OLD,{ mes "[Old Man in Dilemma]"; mes "Oh! Demons are gaining more and more power in this world."; next; - switch(select("We need to gather items to fight them off.:Ignore.")) { + switch(select("We need to gather items to fight them off.", "Ignore.")) { case 1: if (countitem(Lesser_Agimat) >= 3 && Zeny >= 1000) { mes "[Old Man in Dilemma]"; @@ -3371,9 +3368,9 @@ ma_fild01,166,214,6 script Old Man in Dilemma#GA 4_F_BARYO_OLD,{ mes "[Old Man in Dilemma]"; mes "Will you create a Greater Agimat of Ancient Spirit with 3 Lesser Agimats and 1,000 Zeny?"; next; - if(select("Create.:No, thank you.") == 1) { + if(select("Create.", "No, thank you.") == 1) { if (countitem(Lesser_Agimat) >= 3 && Zeny >= 1000) { - specialeffect2 EF_CONE; + specialeffect(EF_CONE, AREA, playerattached()); specialeffect EF_FORESTLIGHT2; Zeny -= 1000; getitem Ancient_Spirit_Agimat,1; @@ -3436,7 +3433,7 @@ ma_fild01,238,198,4 script Tikbalang Expert#malaya 4_M_MALAYA,{ mes "[Tikbalang Expert]"; mes "I spent 90% of my life studying Tikbalang."; next; - switch(select("But you look young?:What is Tikbalang?:Teach me how to catch a Tikbalang.")) { + switch(select("But you look young?", "What is Tikbalang?", "Teach me how to catch a Tikbalang.")) { case 1: mes "[Tikbalang Expert]"; mes "What! I might be imagining things."; @@ -3458,7 +3455,7 @@ ma_fild01,238,198,4 script Tikbalang Expert#malaya 4_M_MALAYA,{ mes "Have you... ever been fooled by anyone around you? Why can't you believe someone's word for it? Really, ask me anything."; next; while(1) { - switch(select("I don't have any questions.:Characteristics?:Features?:Rumors?:Habitat?")) { + switch(select("I don't have any questions.", "Characteristics?", "Features?", "Rumors?", "Habitat?")) { case 1: mes "[Tikbalang Expert]"; mes "I think this is enough explanation for now. You wouldn't understand other highly sophisticated topics with specific terminology and all anyway."; @@ -3544,7 +3541,7 @@ ma_fild01,238,198,4 script Tikbalang Expert#malaya 4_M_MALAYA,{ mes "[Tikbalang Expert]"; mes "The '^F80835Tikbalang Belt^000000' is used to capture Tikbalangs without the hassle. But that doesn't mean it's 100% successful. Interested? Do you want me to make one for you?"; next; - switch(select("Yes, Im interested.:No, I can capture one myself.")) { + switch(select("Yes, Im interested.", "No, I can capture one myself.")) { case 1: delitem Tikbalang_Thick_Spine,3; getitem Tikbalang_Belt,1; @@ -3565,7 +3562,7 @@ ma_fild01,238,198,4 script Tikbalang Expert#malaya 4_M_MALAYA,{ mes "[Tikbalang Expert]"; mes "There is the easy way and the hard way to capture Tikbalangs. Which one do you prefer?"; next; - switch(select("Easy way.:Hard way.")) { + switch(select("Easy way.", "Hard way.")) { case 1: mes "[Tikbalang Expert]"; mes "Ha ha. I've come up with the easy way myself."; @@ -3618,7 +3615,7 @@ ma_fild01,158,243,6 script Tribe Blacksmith#malaya 4_M_MALAYA,{ mes "[Bayani]"; mes "I will upgrade your armor if you bring one that holds enormous power."; next; - switch (select("What kind of equipment do upgrade?:What are the required materials?:What will it become after an upgrade?:Please upgrade this.")) { + switch (select("What kind of equipment do upgrade?", "What are the required materials?", "What will it become after an upgrade?", "Please upgrade this.")) { case 1: mes "[Bayani]"; mes "Your questions are too simple, but!"; @@ -3675,7 +3672,7 @@ ma_fild01,158,243,6 script Tribe Blacksmith#malaya 4_M_MALAYA,{ mes "Unless the one that holds it doesn't believe it is! Ask about what has changed and decide for yourself!"; next; while (1) { - switch (select("There is no more.:Bakonawa Scale Armor:Kalasag:Buwaya Sack Cloth:Bangungot Boots of Nightmare")) { + switch (select("There is no more.", "Bakonawa Scale Armor", "Kalasag", "Buwaya Sack Cloth", "Bangungot Boots of Nightmare")) { case 1: mes "[Bayani]"; mes "Looks like you ran out of questions."; @@ -3748,7 +3745,7 @@ ma_fild01,158,243,6 script Tribe Blacksmith#malaya 4_M_MALAYA,{ mes "Ha ha ha ha ha ha ha! Good!"; mes "You've brought the materials, right?"; next; - if (select("Oh... sorry...:Preparations are complete!!") == 1) { + if (select("Oh... sorry...", "Preparations are complete!!") == 1) { mes "[Bayani]"; mes "Oh no!!"; mes "I will need an light but sturdy armor with an refinement of +9 or greater and 20 Ancient Grudges!!"; @@ -3762,7 +3759,7 @@ ma_fild01,158,243,6 script Tribe Blacksmith#malaya 4_M_MALAYA,{ mes "[Bayani]"; mes "So what armor will it be?"; next; - switch (select("Bakonawa Scale Armor:Kalasag:Buwaya Sack Cloth:Bangungot Boots of Nightmare")) { + switch (select("Bakonawa Scale Armor", "Kalasag", "Buwaya Sack Cloth", "Bangungot Boots of Nightmare")) { case 1: .@part = EQI_ARMOR; .@item = 15051; @@ -3805,7 +3802,7 @@ ma_fild01,158,243,6 script Tribe Blacksmith#malaya 4_M_MALAYA,{ mes "[Bayani]"; mes "^0000FFOnce your item is refined, the refinement level will be ^FF00000^0000FF and the item will be upgraded.^000000 You get this part?"; next; - if (select("No.:Yes.") == 1) { + if (select("No.", "Yes.") == 1) { mes "[Bayani]"; mes "What? You didn't know this? Then, read through my instructions and come back again."; close; @@ -3815,7 +3812,7 @@ ma_fild01,158,243,6 script Tribe Blacksmith#malaya 4_M_MALAYA,{ mes "^0000FFEquipping the Kalasag, Buwaya Sack Cloth, Bakonawa Scale Armor, and Bangungot Boots of Nightmare all at once will lose the ^FF0000Set Effects^0000FF.^000000"; mes "Do you understand this point?"; next; - if (select("No.:Yes.") == 1) { + if (select("No.", "Yes.") == 1) { mes "[Bayani]"; mes "What? You didn't know this? Then, read through my instructions and come back again."; close; @@ -3827,7 +3824,7 @@ ma_fild01,158,243,6 script Tribe Blacksmith#malaya 4_M_MALAYA,{ mes "[Bayani]"; mes "Pow!! Wow!! Flip... flop!"; next; - specialeffect2 EF_TRIPLEATTACK; + specialeffect(EF_TRIPLEATTACK, AREA, playerattached()); mes "[Bayani]"; mes "BAM!!"; next; @@ -3873,7 +3870,7 @@ malaya,305,281,3 script Guard#buwaya 4_MAL_SOLDIER,7,7,{ mes "[Guard]"; mes "Is that why there are more outsiders here these days? Now don't be sneaky and a know-it-all. How would you know if I'd offered to take you around?"; next; - if (select("Treasure?:Ignore.") == 2) { + if (select("Treasure?", "Ignore.") == 2) { mes "[Guard]"; mes "Are you ignoring me? Bah."; close; @@ -4014,13 +4011,13 @@ ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ if (malaya_buwaya == 2) { mes "- See someone shaky with dopey eyes. -"; next; - if (select("Tap him on the shoulder.:Ignore him.") == 2) + if (select("Tap him on the shoulder.", "Ignore him.") == 2) close; emotion e_omg; mes "[Totoy]"; mes "Wah! No! Go away! Leave me alone!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hey, are you alright?"; next; mes "[Totoy]"; @@ -4031,14 +4028,14 @@ ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ mes "[Totoy]"; mes "Who's there?"; next; - mes "[" + strcharinfo(0) + "]"; - mes "I am " + strcharinfo(0) + ". You are Totoy, right? People say you've found a treasure. Is it true?"; + mes "[" + strcharinfo(PC_NAME) + "]"; + mes "I am " + strcharinfo(PC_NAME) + ". You are Totoy, right? People say you've found a treasure. Is it true?"; next; mes "[Totoy]"; mes "What treasure?"; mes "I can't see. I'm blinded. Please help me. I'm tired and frustrated."; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What happened?"; next; mes "[Totoy]"; @@ -4056,7 +4053,7 @@ ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ mes "[Totoy]"; mes "Hello? Hey, are you still there? What happened to the Green Potion? Jeez, this is driving me crazy."; next; - if (select("Hand over the Green Potion.:Do not hand over the potion.") == 2) { + if (select("Hand over the Green Potion.", "Do not hand over the potion.") == 2) { mes "[Totoy]"; mes "Did you really leave? Hey! Darn!"; } else { @@ -4096,7 +4093,7 @@ ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ mes "[Totoy]"; mes "I did go deep in the woods because I wasn't getting anywhere with collecting bugs. But who would have thought I'd get into this mess?"; next; - if (select("What Totoy saw:About bugs") == 2) { + if (select("What Totoy saw", "About bugs") == 2) { mes "[Totoy]"; mes "I only wanted to show people my collection of cute bugs. Ha ha."; next; @@ -4202,7 +4199,7 @@ ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ mes "Thank you so much!"; mes "You didn't see the monster, did you?"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "The monster is called Buwaya. I told the Guard about the monster. You better not go near the place again."; next; mes "[Totoy]"; @@ -4223,11 +4220,11 @@ ma_in01,47,101,3 script Totoy#buwaya 4_M_BARYO_BOY,7,7,{ mes "[Totoy]"; mes "Um... hey!"; next; - select("You are a " + ((Sex) ? "boy" : "girl") + ", aren't you?"); + select("You are a " + (Sex == SEX_MALE ? "boy" : "girl") + ", aren't you?"); emotion e_omg,1; mes "[Totoy]"; mes "Huh?"; - if (!Sex) { + if (Sex == SEX_FEMALE) { mes "Totoy is a girl, and you are a boy."; mes "You're not a boy?"; } else { @@ -4309,7 +4306,7 @@ ma_in01,44,105,3 script Drawer#buwaya CLEAR_NPC,{ next; mes "- Clunk, clank, crunch. -"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "What? I only see an empty potion bottle."; mes "Does this mean I have to get the potion myself? That Totoy is really a troublemaker."; close; @@ -4339,7 +4336,7 @@ malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{ mes "[Master of Hunting]"; mes "So you came here to learn all about my excellent hunting skills? Or to ask me to publish an essay on Master of Hunting? Ho!"; next; - if (select("About Totoys monster:Interrupt.") == 2) { + if (select("About Totoys monster", "Interrupt.") == 2) { mes "[Master of Hunting]"; mes "Oh? Hey! Where are you going?!"; close; @@ -4361,7 +4358,7 @@ malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{ mes "[Master of Hunting]"; mes "You shouldn't lie to an adult. I understand you want the Master of Huntings attention. Ha ha!"; next; - if (select("I will prove it.:Suspicious of Totoy.") == 2) { + if (select("I will prove it.", "Suspicious of Totoy.") == 2) { mes "[Master of Hunting]"; mes "Kids tell stories for their own reasons. I'm sure Totoy is the same."; malaya_buwaya = 6; @@ -4377,7 +4374,10 @@ malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{ mes "Try collecting 10 Animal Samples from where the kid saw the monster. I will look for traces of that monster from the samples."; next; mes "[Master of Hunting]"; - mes (Sex) ? "It won't be pleasant but any brave man could easily do it, don't you agree?" : "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!"; + if (Sex == SEX_MALE) + mes "It won't be pleasant but any brave man could easily do it, don't you agree?"; + else + mes "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!"; malaya_buwaya = 7; erasequest 2273; setquest 2274; @@ -4386,7 +4386,7 @@ malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{ mes "[Master of Hunting]"; mes "Oh, you're back!"; next; - if (select("Let's see if we have a monster in it!:I don't think there is a monster.") == 2) { + if (select("Let's see if we have a monster in it!", "I don't think there is a monster.") == 2) { mes "[Master of Hunting]"; mes "It was a kid's joke. Ha ha."; close; @@ -4401,7 +4401,10 @@ malaya,290,152,5 script Master of Hunting#buwaya 4_M_BARYO_MAN,{ mes "Try collecting 10 Animal Samples from where the kid saw the monster. I will look for traces of that monster from the samples."; next; mes "[Master of Hunting]"; - mes (Sex) ? "It won't be pleasant but any brave man could easily do it, don't you agree?" : "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!"; + if (Sex == SEX_MALE) + mes "It won't be pleasant but any brave man could easily do it, don't you agree?"; + else + mes "I don't want the hands of a pretty girl to smell bad but I could care less with someone like you. Ha ha!"; malaya_buwaya = 7; erasequest 2273; setquest 2274; @@ -4473,7 +4476,7 @@ malaya,291,152,3 script #buwaya_soil 4_SOIL,{ mes "- Sway, swag. -"; next; if (rand(1,10) <= 5) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "I don't see anything."; next; mes "[Master of Hunting]"; @@ -4481,7 +4484,7 @@ malaya,291,152,3 script #buwaya_soil 4_SOIL,{ } else { mes "- Felt something pointy with the end of your fingers. -"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ouch!"; mes "What is this?"; next; @@ -4552,16 +4555,16 @@ OnInit: } mes "- You slowing and cautiously collect the squashy and slightly warm substance. -"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "It's warm as a mother's bosom."; getitem Collected_Sample,1; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); initnpctimer; close; } end; OnTimer20000: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); stopnpctimer; end; } @@ -4595,7 +4598,7 @@ malaya,290,340,3 script Guard Leader#buwaya 4_MAL_CAPTAIN,{ } if (malaya_buwaya == 10) { next; - if (select("Tell him about Buwaya.:Done with conversation.") == 2) { + if (select("Tell him about Buwaya.", "Done with conversation.") == 2) { close; } mes "[Guard Leader]"; @@ -4610,7 +4613,7 @@ malaya,290,340,3 script Guard Leader#buwaya 4_MAL_CAPTAIN,{ mes "[Guard Leader]"; mes "Hmm... will you be able to help Port Malaya?"; next; - if (select("Leave it to me!:I'm pretty busy myself.") == 2) { + if (select("Leave it to me!", "I'm pretty busy myself.") == 2) { mes "[Guard Leader]"; mes "Really? That's no good. All the lives of the villagers will be at stake if we don't do something. How can a youth like you be so heartless. Are all outsiders like you? Hmph! Can't trust young people these days. Hmph."; close; @@ -4637,7 +4640,7 @@ malaya,290,340,3 script Guard Leader#buwaya 4_MAL_CAPTAIN,{ mes "^3131FFShoot a smoke bomb^000000 once you reach the area."; mes "Then we will run to where the smoke bomb was shot."; } else if ((malaya_buwaya == 12) || (malaya_buwaya == 13)) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Let's first bring Ed to Totoy."; } else if (malaya_buwaya == 14) { mes "[Guard Leader]"; @@ -4666,7 +4669,7 @@ malaya,290,340,3 script Guard Leader#buwaya 4_MAL_CAPTAIN,{ mes "They say Buwaya is a very strong and ugly monster with two heads."; mes "Will you help us defeat Buwaya?"; next; - if (select("Of course.:Nope.") == 2) { + if (select("Of course.", "Nope.") == 2) { mes "[Guard Leader]"; mes "Buwaya is known to be a very dangerous monster."; mes "There is no shame in rejecting this request."; @@ -4690,7 +4693,7 @@ malaya,290,340,3 script Guard Leader#buwaya 4_MAL_CAPTAIN,{ mes "[Guard Leader]"; mes "How is it going with the Buwaya situation?"; next; - if (select("I give up.:Still fighting.") == 2) { + if (select("I give up.", "Still fighting.") == 2) { mes "[Guard Leader]"; mes "Keep this in mind and be cautious at all times."; mes "I recommend asking trustful colleagues for help."; @@ -4742,11 +4745,11 @@ ma_fild02,312,259,3 script Dog#buwaya 4_DOG01,{ mes "[Dog]"; mes "Bark bark!!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Why is a dog here?"; next; - if (select("Look closely at the dog.:Ignore it.") == 2) { - mes "[" + strcharinfo(0) + "]"; + if (select("Look closely at the dog.", "Ignore it.") == 2) { + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Looks like a lost dog."; close; } @@ -4754,20 +4757,20 @@ ma_fild02,312,259,3 script Dog#buwaya 4_DOG01,{ next; mes "- The collar says, 'Forever with Totoy'. -"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "So you are Ed?"; next; mes "[Dog]"; mes "Bark bark!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "You didn't get killed by Buwaya. You lucky little dog. Let's go back to your owner."; next; emotion e_ho; mes "[Dog]"; mes "Bark bark!!"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Ah, before we go, do you happen to know where Buwaya's nest is?"; next; mes "[Dog]"; @@ -4775,7 +4778,7 @@ ma_fild02,312,259,3 script Dog#buwaya 4_DOG01,{ next; mes "- Ed is one smart dog and understood what you asked him. Ed started to bark towards the north. -"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Buwaya is over there!"; mes "Then I should shoot the smoke bomb here."; next; @@ -4783,14 +4786,14 @@ ma_fild02,312,259,3 script Dog#buwaya 4_DOG01,{ next; mes "^FF0000- Shoook-^000000"; enablenpc "Guard#buwayacave"; - specialeffect2 EF_MVP; + specialeffect(EF_MVP, AREA, playerattached()); next; mes "[Guard]"; mes "Job well done!"; mes "So Buwaya lives in remote place like this. I will make sure this information goes to the Guard Leader!"; disablenpc "Guard#buwayacave"; next; - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Should I return Ed to Totoy first and then go see the Guard Leader?"; next; mes "[Dog]"; @@ -4801,7 +4804,7 @@ ma_fild02,312,259,3 script Dog#buwaya 4_DOG01,{ setquest 2278; close; } else if (malaya_buwaya == 12) { - mes "[" + strcharinfo(0) + "]"; + mes "[" + strcharinfo(PC_NAME) + "]"; mes "Lets first bring Ed to Totoy and then go back to the Guard Leader."; close; } @@ -4947,7 +4950,7 @@ malaya,264,338,4 script Frightened Maiden#bako1 4_F_BARYO_GIRL,{ mes "It is said that Bakonawa hates loud noises."; mes "Pound the pot if you want to live!"; next; - switch(select("Hates loud noises?:What is Bakonawa?")) { + switch(select("Hates loud noises?", "What is Bakonawa?")) { case 1: mes "[Frightened Maiden]"; mes "You already heard that the old lady"; @@ -5050,7 +5053,7 @@ malaya,285,332,4 script Old Legend Teller#bako1 4_M_BARYO_OLD,{ mes "We must calm her"; mes "if to prevent further destruction..."; next; - switch(select("Calm Bakonawa?:Further destruction?")) { + switch(select("Calm Bakonawa?", "Further destruction?")) { case 1: mes "[Old Legend Teller]"; mes "The old lady faced an unjust death"; @@ -5080,7 +5083,7 @@ malaya,285,332,4 script Old Legend Teller#bako1 4_M_BARYO_OLD,{ mes "it is worth a try?"; mes "Please help us and save us from our misery."; next; - switch(select("It is no use.:I'll help.")) { + switch(select("It is no use.", "I'll help.")) { case 1: mes "[Old Legend Teller]"; mes "Yes, you are also right."; @@ -5158,7 +5161,7 @@ malaya,285,332,4 script Old Legend Teller#bako1 4_M_BARYO_OLD,{ mes "simply cannot travel there."; mes "Could you visit the place for us?"; next; - switch(select("Go there yourself!:Your explanation is too vague.:On my way!")) { + switch(select("Go there yourself!", "Your explanation is too vague.", "On my way!")) { case 1: mes "[Old Legend Teller]"; mes "You twisted youth!"; @@ -5218,7 +5221,7 @@ malaya,285,332,4 script Old Legend Teller#bako1 4_M_BARYO_OLD,{ mes "before it attacks first."; mes "I believe we can trust you to do this, yes?"; next; - switch(select("Well...:Of course!")) { + switch(select("Well...", "Of course!")) { case 1: mes "[Old Legend Teller]"; mes "The atmosphere was really good"; @@ -5285,7 +5288,7 @@ ma_fild02,40,240,4 script Malaya Immigrant#bako1 4_M_BARYO_MAN,{ mes "I don't know about the specifics, but"; mes "I think it's related to what I heard long time ago."; next; - switch(select("What are you doing here?:Do you know about this Slate Piece?:Please tell me the story.:Who is the traveling merchant?")) { + switch(select("What are you doing here?", "Do you know about this Slate Piece?", "Please tell me the story.", "Who is the traveling merchant?")) { case 1: mes "[Malaya Immigrant]"; mes "I liked the environment here"; @@ -5386,7 +5389,7 @@ ma_fild01,165,237,4 script Malaya Immigrant#bako2 4_M_MALAYA,{ mes "but you didn't come all the way"; mes "just to hear some folktale right?"; next; - switch(select("I just came here to take a break.:Tell me the tale.")) { + switch(select("I just came here to take a break.", "Tell me the tale.")) { case 1: mes "[Malaya Immigrant]"; mes "You must have a lot of free time on your hands!"; @@ -5439,7 +5442,7 @@ ma_fild01,165,237,4 script Malaya Immigrant#bako2 4_M_MALAYA,{ mes "The stone ahead holds a record that"; mes "a swordsman from a long time ago left."; next; - switch(select("Where did this swordsman go after?:Tell me the tale again.")) { + switch(select("Where did this swordsman go after?", "Tell me the tale again.")) { case 1: mes "[Malaya Immigrant]"; mes "Well, there is no story after that so"; @@ -5500,7 +5503,7 @@ OnTouch: mes "Here is the record left by a swordsman"; mes "from a hundred years ago."; next; - switch(select("I don't need to read it.:Read the record again.")) { + switch(select("I don't need to read it.", "Read the record again.")) { case 1: mes "I remember the story clearly."; mes "Let's tell the ^0000FFOld Legend Teller^000000 in Malaya"; @@ -5693,7 +5696,7 @@ malaya,283,265,4 script Village Chief#bako2 4_BARYO_CHIEF,{ mes "are said to be carried by"; mes "^FF0000Tiyanak^000000 that roams Baryo Mahiwaga."; next; - switch(select("Do it yourself.:I'm on my way.")) { + switch(select("Do it yourself.", "I'm on my way.")) { case 1: mes "[Village Chief]"; mes "You give me a lot to think about."; @@ -5788,7 +5791,7 @@ malaya,283,265,4 script Village Chief#bako2 4_BARYO_CHIEF,{ mes "near where traps will be set up,"; mes "so you just have to visit about 5 places."; next; - switch(select("Sounds like too much work.:Sure thing.")) { + switch(select("Sounds like too much work.", "Sure thing.")) { case 1: mes "[Village Chief]"; mes "This operation means life and death to us"; @@ -6144,7 +6147,7 @@ malaya,289,364,4 script Young Fortune Teller 4_F_MALAYA,{ mes "so I need you to hunt fifteen ^FF0000Tikbalang^000000"; mes "at Baryo Mahiwaga Field."; next; - switch(select("It's none of my business.:You can count on me.")) { + switch(select("It's none of my business.", "You can count on me.")) { case 1: mes "[Young Fortune Teller]"; mes "You are so selfish!"; @@ -6555,7 +6558,7 @@ sec_in02,10,16,5 script Bakonawa Intro Helper 4_MASK_SMOKEY,{ mes "Just boldly tell me"; mes "what is it that you want!"; next; - switch(select("Reset all quests:Just before the end of first quest:Reset secondary quest:Distribution of lost belongings:Just after hunting")) { + switch(select("Reset all quests", "Just before the end of first quest", "Reset secondary quest", "Distribution of lost belongings", "Just after hunting")) { case 1: mes "Here you go!"; malaya_bakona1 = 0; @@ -6681,7 +6684,7 @@ function script F_Malaya_Nurse { mes "[Nurse Maenne]"; mes "We were just about to enter Bangungot's room, before we were thrown out..."; next; - switch(select("Bangungot?:Nurse Maenne?")) { + switch(select("Bangungot?", "Nurse Maenne?")) { case 1: callsub L_Bangungot; select("Nurse Maenne"); @@ -6728,7 +6731,7 @@ function script F_Malaya_Nurse { switch(getarg(0)) { case 1: next; - switch(select("Enter the hospital.:Quit.")) { + switch(select("Enter the hospital.", "Quit.")) { case 1: callsub L_Warp, getarg(0); case 2: @@ -6773,7 +6776,7 @@ L_Warp: end; case 2: next; - switch(select("Go outside.:Quit.")) { + switch(select("Go outside.", "Quit.")) { case 1: close2; cutin "",255; @@ -6893,7 +6896,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "Are you planning on going inside?"; cutin "malaya_nurseA01",2; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Nurse]"; mes "Oh~"; @@ -6901,7 +6904,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "I was literally waiting all day for someone to some by."; cutin "malaya_nurseA02",2; next; - switch(select("About the hospital:Reason for stalling me:Ignore.")) { + switch(select("About the hospital", "Reason for stalling me", "Ignore.")) { case 1: mes "[Nurse]"; mes "This hospital is the only one in town."; @@ -6999,7 +7002,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "If I knew this was going to happen, I would've worn ER night-shift shoes instead of first-day shoes... *sniff*"; emotion e_sob; next; - switch(select("Help.:Don't help.")) { + switch(select("Help.", "Don't help.")) { case 1: mes "[Nurse]"; mes "*Sob*"; @@ -7103,7 +7106,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ cutin "",255; end; } else if (malaya_bang == 4) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "We pushed and pulled, but it won't budge."; emotion e_swt2,1; next; @@ -7271,10 +7274,10 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ emotion e_what; next; mes "[???]"; - mes "Hey "+((Sex)?"dude":"missy")+","; + mes "Hey "+ (Sex == SEX_MALE ? "dude" : "missy") +","; mes "You're not getting in the hospital."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Who's there?!"; next; mes "[???]"; @@ -7284,7 +7287,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "That's a secret~"; mes "My mom will kill me if she knew I was here!"; next; - switch(select("About entering the hospital.:About it's mom.:About ???:Quit.")) { + switch(select("About entering the hospital.", "About it's mom.", "About ???", "Quit.")) { case 1: mes "[???]"; mes "A few days ago, the old lady who lives near us went around the hospital sticking some kind of sticks into the ground."; @@ -7327,14 +7330,14 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ close; } mes "The voice seems to be coming from the bushes near the entrance of the hospital."; - specialeffect EF_STEAL,AREA,"Bushes#ma"; + specialeffect(EF_STEAL, AREA, getnpcid(0, "Bushes#ma")); malaya_bang = 13; changequest 11293,11294; close; } else if (malaya_bang == 13) { mes "The voice seems to be coming from the bushes near the entrance of the hospital."; mes "Let's check around."; - specialeffect EF_STEAL,AREA,"Bushes#ma"; + specialeffect(EF_STEAL, AREA, getnpcid(0, "Bushes#ma")); close; } else if (malaya_bang == 14) { mes "[Nurse Las]"; @@ -7358,7 +7361,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ mes "Yes?"; mes "Yes?"; next; - switch(select("Go.:Don't go.")) { + switch(select("Go.", "Don't go.")) { case 1: mes "[Nurse Las]"; mes "Okay, off you go."; @@ -7400,7 +7403,7 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ cutin "malaya_nurseA02",2; next; mes "[Nurse Las]"; - mes "Oh by the way, when ["+strcharinfo(0)+"], you were gone, I tried the door."; + mes "Oh by the way, when ["+strcharinfo(PC_NAME)+"], you were gone, I tried the door."; mes "It did open..."; next; mes "[Nurse Las]"; @@ -7460,7 +7463,7 @@ ma_dun01,35,108,4 script Nurse#ma_n2 4_F_NURSE,{ mes "Could you check the 2nd floor door again in case I missed something?"; cutin "malaya_nurseA01",2; next; - switch(select("Go outside.:Quit.")) { + switch(select("Go outside.", "Quit.")) { case 1: close2; cutin "",255; @@ -7503,7 +7506,7 @@ ma_dun01,152,23,4 script Suspicious Wooden Stick::MalayaStick0 4_BULLETIN_BOARD2 mes "*Snigger*"; cutin "malaya_nurseA05",2; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "?!"; cutin "",255; next; @@ -7579,7 +7582,7 @@ malaya,48,76,4 script Hospital Door#ma_n1 CLEAR_NPC,{ mes "Then why is the door not opening?"; close; } else if (malaya_bang > 18) { - if(select("Enter the hospital.:Quit.") == 1) + if(select("Enter the hospital.", "Quit.") == 1) warp "ma_dun01",33,110; end; } else { @@ -7604,7 +7607,7 @@ malaya,64,78,4 script Village Woman#mab 4_F_MALAYA,{ mes "[Village Woman]"; mes "I was born here and never went far away from here, so I always feel like going on my adventures when I hear the stories they bring."; next; - switch(select("Ask about the hospital.:End conversation.")) { + switch(select("Ask about the hospital.", "End conversation.")) { case 1: mes "[Village Woman]"; mes "The hospital?"; @@ -7671,7 +7674,7 @@ malaya,62,37,4 script Village Man#mab 4_M_MALAYA,{ mes "Just a little bit~"; mes "far from the village, but I'll give you all the pineapple you want in exchange for a good story of yours!"; next; - switch(select("Ask about the hospital.:End conversation.")) { + switch(select("Ask about the hospital.", "End conversation.")) { case 1: mes "[Village Man]"; mes "Ummm......"; @@ -7687,7 +7690,7 @@ malaya,62,37,4 script Village Man#mab 4_M_MALAYA,{ mes "Oh!!!"; mes "Did you meet the nurse?!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "She was standing in front of the hospital."; mes "Oh!"; mes "She must have gone to contact HQ."; @@ -7746,7 +7749,7 @@ malaya,210,200,5 script Dr. Boon#ma 4_LGTSCIENCE,{ mes "[Dr. Boon]"; mes "So~ You're the new nurse?"; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Dr. Boon]"; mes "Nothing's more important for a nurse than their white uniform."; @@ -7816,15 +7819,15 @@ malaya,53,68,4 script Bushes#ma CLEAR_NPC,{ if (malaya_bang == 13) { mes "[???]"; mes "Don't come any closer!"; - mes "Old "+((Sex)?"man":"lady")+"!"; + mes "Old "+ (Sex == SEX_MALE ? "man" : "lady") +"!"; mes "How'd you know I was here?"; emotion e_omg; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm not old."; emotion e_an,1; next; - switch(select("About entering the hospital.:About its mom.:About ???.:Ask about the old lady.:Ask about the hospital grounds.:Quit.")) { + switch(select("About entering the hospital.", "About its mom.", "About ???.", "Ask about the old lady.", "Ask about the hospital grounds.", "Quit.")) { case 1: mes "[???]"; mes "A few days ago, the old lady who lives near us went around the hospital sticking some kind of sticks into the ground."; @@ -7900,11 +7903,11 @@ malaya,53,68,4 script Bushes#ma CLEAR_NPC,{ } else if (malaya_bang == 15) { mes "[???]"; mes "Don't come any closer!"; - mes "Old "+((Sex)?"man":"lady")+"!"; + mes "Old "+ (Sex == SEX_MALE ? "man" : "lady") +"!"; mes "How'd you know I was here?"; emotion e_omg; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I'm not old."; emotion e_an,1; close; @@ -7936,7 +7939,7 @@ malaya,53,68,4 script Bushes#ma CLEAR_NPC,{ mes "A strange stick is planted on the ground."; mes "A mysterious force can be felt."; next; - switch(select("Pull it out.:Leave it.")) { + switch(select("Pull it out.", "Leave it.")) { case 1: if (rand(1,5) == 4) { mes "Pulled out the deeply planted stick."; @@ -7945,18 +7948,18 @@ malaya,53,68,4 script Bushes#ma CLEAR_NPC,{ malaya_bang = 15; changequest 11295,11296; getitem Lesser_Agimat,1; - donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable"; + donpcevent "Tent"+replacestr(strnpcinfo(NPC_NAME_UNIQUE),"MalayaStick","")+"#ma::OnEnable"; next; mes "Better show Las the talisman."; close; } else { getitem Lesser_Agimat,1; - donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable"; + donpcevent "Tent"+replacestr(strnpcinfo(NPC_NAME_UNIQUE),"MalayaStick","")+"#ma::OnEnable"; close; } } else { mes "After pulling out the deeply planted stick, an uneasy feeling washes over."; - donpcevent "Tent"+replacestr(strnpcinfo(3),"MalayaStick","")+"#ma::OnEnable"; + donpcevent "Tent"+replacestr(strnpcinfo(NPC_NAME_UNIQUE),"MalayaStick","")+"#ma::OnEnable"; close; } case 2: @@ -7969,10 +7972,10 @@ malaya,53,68,4 script Bushes#ma CLEAR_NPC,{ } end; OnEnable: - enablenpc strnpcinfo(3); // NPC name is too long for strnpcinfo(0). + enablenpc strnpcinfo(NPC_NAME_UNIQUE); // NPC name is too long for strnpcinfo(NPC_NAME). end; OnDisable: - disablenpc strnpcinfo(3); + disablenpc strnpcinfo(NPC_NAME_UNIQUE); end; } malaya,40,52,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick1 4_BULLETIN_BOARD2 @@ -7989,22 +7992,22 @@ malaya,59,84,4 duplicate(MalayaStick) Suspicious Wooden Stick::MalayaStick10 4_B - script Tent#ma FAKE_NPC,{ //557 end; OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); initnpctimer; end; OnDisable: stopnpctimer; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnTimer1000: - donpcevent "MalayaStick"+replacestr(strnpcinfo(1),"Tent","")+"::OnDisable"; + donpcevent "MalayaStick"+replacestr(strnpcinfo(NPC_NAME_VISIBLE),"Tent","")+"::OnDisable"; end; OnTimer30000: - donpcevent "MalayaStick"+replacestr(strnpcinfo(1),"Tent","")+"::OnEnable"; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent "MalayaStick"+replacestr(strnpcinfo(NPC_NAME_VISIBLE),"Tent","")+"::OnEnable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } - duplicate(Tent#ma) Tent1#ma FAKE_NPC @@ -8023,45 +8026,45 @@ malaya,114,183,3 script Bent Old Lady#ma 4_F_BARYO_OLD,{ mes "[Bent Old Lady]"; mes "Ho ho ho ho~~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ma'am, excuse me, but can I ask you a question?"; next; mes "[Bent Old Lady]"; mes "Ho ho ho ho~~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ma'am?"; next; mes "[Bent Old Lady]"; mes "Ho ho ho ho~~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ma'am?"; next; mes "[Bent Old Lady]"; mes "Ho ho ho ho~~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ma'am!!!!!!!!!"; next; mes "[Bent Old Lady]"; mes "Who? What?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me, but can I ask you something?"; next; mes "[Bent Old Lady]"; mes "What? I can't hear you."; mes "Speak up!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I! Have! Something! To! Ask! You!"; next; mes "[Bent Old Lady]"; mes "Oh~Yes dear~"; mes "I'll tell you everything I know, dear~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Do you know anything about the hospital?"; next; mes "[Bent Old Lady]"; @@ -8078,7 +8081,7 @@ malaya,114,183,3 script Bent Old Lady#ma 4_F_BARYO_OLD,{ mes "[Bent Old Lady]"; mes "The thing took away my poor little girl."; next; - switch(select("Ask about the hospital.:Ask about her daughter.")) { + switch(select("Ask about the hospital.", "Ask about her daughter.")) { case 1: mes "[Bent Old Lady]"; mes "Everybody was happy to hear about the hospital being built."; @@ -8173,31 +8176,31 @@ malaya,114,183,3 script Bent Old Lady#ma 4_F_BARYO_OLD,{ mes "[Bent Old Lady]"; mes "Ho ho ho ho~~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ma'am, excuse me, but can I ask you a question?"; next; mes "[Bent Old Lady]"; mes "Ho ho ho ho~~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ma'am?"; next; mes "[Bent Old Lady]"; mes "Ho ho ho ho~~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ma'am?"; next; mes "[Bent Old Lady]"; mes "Ho ho ho ho~~"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Ma'am!!!!!!!!!"; next; mes "[Bent Old Lady]"; mes "Who? What?"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Excuse me, but can I ask you something?"; next; mes "[Bent Old Lady]"; @@ -8270,12 +8273,12 @@ ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{ mes "Dyestuffs Value: ("+$malaya_pintados_03+"/300)"; mes "Recent Tattoo Creator: "+$malaya_pintados_04$; next; - switch(select("Eastern Medicine Button ? Start & End:Detail Button ? Adjust Value:Start Timer:End Timer")) { + switch(select("Eastern Medicine Button ? Start & End", "Detail Button ? Adjust Value", "Start Timer", "End Timer")) { case 1: mes "This is the Eastern Medicine Control Button."; mes "You can set the Start or End values for the festival."; next; - switch(select("Start Pintados Festival:End Pintados Festival:NPC_ON:NPC_OFF")) { + switch(select("Start Pintados Festival", "End Pintados Festival", "NPC_ON", "NPC_OFF")) { case 1: $malaya_pintados_00 = 1; donpcevent "Pintados Manager#pin::OnEnable"; @@ -8298,7 +8301,7 @@ ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{ mes "Adjust the global value. Please select the value to adjust."; next; while(1) { - switch(select("Complete Adjustment:Time ("+$malaya_pintados_00+"):Lesser Agimat ("+$malaya_pintados_01+"):Silver Cross ("+$malaya_pintados_02+"):Dyestuffs ("+$malaya_pintados_03+")")) { + switch(select("Complete Adjustment", "Time ("+$malaya_pintados_00+")", "Lesser Agimat ("+$malaya_pintados_01+")", "Silver Cross ("+$malaya_pintados_02+")", "Dyestuffs ("+$malaya_pintados_03+")")) { case 1: mes "Completed global adjustment."; close; @@ -8483,7 +8486,7 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ mes "[Isco]"; mes "Oh no. What will we do with the festival coming to an end."; next; - switch(select("What is it?:How many did you collect?:Brought back a lost belonging.")) { + switch(select("What is it?", "How many did you collect?", "Brought back a lost belonging.")) { case 1: mes "[Isco]"; mes "There is a traditional festival held since ancient times"; @@ -8520,13 +8523,13 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ mes "Sigh... We are still short of materials to start the '^7A96E0Pintados Festival^000000'."; close; case 3: - .@str$ = (Sex)?"Bro":"Sis"; + .@str$ = (Sex == SEX_MALE ? "Bro" : "Sis"); break; } emotion e_lv; mes "[Isco]"; mes "Oh~ Really? Wow!"; - mes "Thanks! "+strcharinfo(0)+" "+.@str$+"!!"; + mes "Thanks! "+strcharinfo(PC_NAME)+" "+.@str$+"!!"; mes "He he. What did you bring?"; next; .@i = select( @@ -8563,7 +8566,7 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ if (.@i < 3) { mes "I am "+(.@total - getd("$malaya_pintados_0"+.@i))+" short of "+.@name$+". How many did you bring?"; next; - switch(select("One?!:Enter quantity.")) { + switch(select("One?!", "Enter quantity.")) { case 1: .@amount = 1; mes "[Isco]"; @@ -8601,7 +8604,7 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ mes "[Isco]"; mes .@str$+"! How many Scarlet Dyestuffs can you give me from the "+countitem(.@item)+" you have?"; next; - switch(select("Enter Quantity:All")) { + switch(select("Enter Quantity", "All")) { case 1: mes "[Isco]"; mes "He he... I'm slow with numbers. I get lost when it's over 50. How many will you give me?"; @@ -8644,7 +8647,7 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ mes "[Tattooist]"; mes "Why do you want a Tattoo?"; next; - switch(select("What is a Tattoo?:I'm curious about the effect of Tattoos.:I need a Tattoo.")) { + switch(select("What is a Tattoo?", "I'm curious about the effect of Tattoos.", "I need a Tattoo.")) { case 1: mes "[Tattooist]"; mes "A Tattoo of a powerful monster is said to increase the ability of the holder."; @@ -8687,7 +8690,7 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ mes "Which Tattoo's effect are you curious about?"; next; while(1) { - switch (select("Bangungot Agimat Tattoo:Buwaya Agimat Tattoo:Bakonawa Agimat Tattoo:I have no questions.")) { + switch (select("Bangungot Agimat Tattoo", "Buwaya Agimat Tattoo", "Bakonawa Agimat Tattoo", "I have no questions.")) { case 1: mes "[Tattooist]"; mes "Need 10 Ancient Grudges, 1 Piece of Bangungot's Spirit, and 1 Bangungot Doll to create"; @@ -8747,7 +8750,7 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ mes "[Tattooist]"; mes "The festival doesn't last long so I should start drawing. What Tattoo do you need?"; next; - switch(select("I will think it over.:Bangungot Agimat Tattoo:Buwaya Agimat Tattoo:Bakonawa Agimat Tattoo")) { + switch(select("I will think it over.", "Bangungot Agimat Tattoo", "Buwaya Agimat Tattoo", "Bakonawa Agimat Tattoo")) { case 1: mes "[Tattooist]"; mes "Hope you enjoy the '^7A96E0Pintados Festival^000000'."; @@ -8786,16 +8789,16 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ next; mes "The Tattooist placed the Ancient Grudges around the workplace."; next; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#01"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#02"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#03"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#04"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#05"; + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#01")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#02")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#03")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#04")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#05")); mes "The Ancient Grudge lit up and tools starts to glow. He smiled satisfyingly at the glowing tools and materials."; next; mes "And then "+.@name$+" stared intensely at the doll as if to remember every detail of it in his head."; next; - if(select("Aren't you going to start?:... ... ..") == 1) { + if(select("Aren't you going to start?", "... ... ..") == 1) { emotion e_an; delitem Ancient_Grudge,5; mes "[Tattooist]"; @@ -8816,7 +8819,7 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ emotion e_an; mes "But he kept on looking at each corner of the drawing as if he didn't like some of its details."; next; - if(select("Looks good to me.:... ... ..") == 1) { + if(select("Looks good to me.", "... ... ..") == 1) { emotion e_an; emotion e_ag; delitem Ancient_Grudge,5; @@ -8838,7 +8841,7 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ emotion e_dum; mes "But now he is staring at the sky without doing anything else. What is he waiting for?"; next; - if(select("When will it be done?:... ... ..") == 1) { + if(select("When will it be done?", "... ... ..") == 1) { emotion e_an; emotion e_ag; delitem Ancient_Grudge,5; @@ -8882,7 +8885,7 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ specialeffect EF_DETOXICATION; mes "The Piece of "+.@name$+"'s Spirit is shattered into powder. The Tattooist's hands are glowing."; next; - if(select("Why did you break the pieces...:... ... ..") == 1) { + if(select("Why did you break the pieces...", "... ... ..") == 1) { delitem Ancient_Grudge,5; delitem .@spirit,1; emotion e_an; @@ -8900,11 +8903,11 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ } mes "He held up the powder in both hands and then blew it onto the drawing."; next; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#01"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#02"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#03"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#04"; - specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#05"; + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#01")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#02")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#03")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#04")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#05")); mes "All Ancient Grudges started to burn and then the glowing light from the "+.@name$+" drawing faded away."; next; specialeffect EF_LIGHTSPHERE; @@ -8924,7 +8927,7 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ delitem .@spirit,1; delitem .@doll,1; getitem .@tattoo,1; - $malaya_pintados_04$ = strcharinfo(0); + $malaya_pintados_04$ = strcharinfo(PC_NAME); mes "[Tattooist]"; mes "I'm sorry you had to wait for a long time. But it was worth it cause I haven't created a Tattoo of this quality in a long time."; next; @@ -9150,13 +9153,13 @@ ma_fild01,164,231,6 script Beat Catching Boy#pin10 4_M_BARYO_BOY,{ close; OnInit: if (!$malaya_pintados_00) - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } ma_fild01,170,228,4 duplicate(Beat Catching Boy#pin10) Beat Catching Boy#pin11 4_M_BARYO_BOY diff --git a/npc/re/quests/quests_mora.txt b/npc/re/quests/quests_mora.txt index cdd405363..34293d200 100644 --- a/npc/re/quests/quests_mora.txt +++ b/npc/re/quests/quests_mora.txt @@ -63,13 +63,13 @@ mid_camp,148,222,4 script Theore#ep14_1_bs 4_F_SCIENCE,3,3,{ mes "- A person with a white gown -"; mes "- is pulling at his hair. -"; next; - if(select("Try talking to him.:How noisy.") == 2) { + if(select("Try talking to him.", "How noisy.") == 2) { mes "[Theore]"; mes "Oh, of course, I'm sorry."; mes "I'll keep it down."; close; } - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Sir... Are you okay?"; mes "You will lose all your hair like that."; mes "Calm down."; @@ -96,7 +96,7 @@ mid_camp,148,222,4 script Theore#ep14_1_bs 4_F_SCIENCE,3,3,{ mes "Are you busy at the moment?"; mes "If you spare me a little time, I will see to it that you're rewarded handsomely!"; next; - switch(select("I'm busy.:Listen to him more.")) { + switch(select("I'm busy.", "Listen to him more.")) { case 1: mes "[Theore]"; mes "......."; @@ -130,7 +130,7 @@ mid_camp,148,222,4 script Theore#ep14_1_bs 4_F_SCIENCE,3,3,{ mes "So won't you give me a hand?!"; mes "Your help will be acknowledged fully - I will tell the professor myself!"; next; - switch(select("Help.:Don't help.")) { + switch(select("Help.", "Don't help.")) { case 1: mes "[Theore]"; mes "Sob sob Warrior, you're the best!"; @@ -382,7 +382,7 @@ OnTouch: mes "- It's just an ordinary bush. -"; close; } - .@i = atoi(charat(strnpcinfo(2),9)); + .@i = atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),9)); .@rand = rand(1,3); mes "[Unarmed Laphine]"; mes "Aaaarrrrrggggghhhhh!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"; @@ -401,18 +401,18 @@ OnTouch: donpcevent "Bush"+.@i+"Timer::OnEnable"; close; OnEnable: - enablenpc strnpcinfo(0); - donpcevent "Bush"+charat(strnpcinfo(2),9)+"Timer::OnDisable"; + enablenpc strnpcinfo(NPC_NAME); + donpcevent "Bush"+charat(strnpcinfo(NPC_NAME_HIDDEN),9)+"Timer::OnDisable"; end; OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; } - script #mora_pouch FAKE_NPC,{ end; OnTouch: - .@i = atoi(charat(strnpcinfo(2),9)); + .@i = atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),9)); if (ep14_1_bs == .@i+3) { if (countitem(Small_Pocket) == 0) { if (checkweight(Knife,1) == 0) { @@ -452,18 +452,18 @@ OnTouch: - script #mora_fairy FAKE_NPC,{ end; OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); initnpctimer; end; OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); stopnpctimer; end; OnTimer5000: - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; stopnpctimer; end; } @@ -507,22 +507,22 @@ spl_fild02,186,260,6 duplicate(#mora_fairy) Fairy#cmd63 4_F_FAIRYKID4 - script #mora_bush_timer FAKE_NPC,{ end; OnInit: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); initnpctimer; end; OnDisable: stopnpctimer; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnTimer1000: - donpcevent "Bush#ep14_1_bs"+charat(strnpcinfo(0),4)+"::OnDisable"; + donpcevent "Bush#ep14_1_bs"+charat(strnpcinfo(NPC_NAME),4)+"::OnDisable"; end; OnTimer600000: - donpcevent "Bush#ep14_1_bs"+charat(strnpcinfo(0),4)+"::OnEnable"; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent "Bush#ep14_1_bs"+charat(strnpcinfo(NPC_NAME),4)+"::OnEnable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } spl_fild02,180,1,0 duplicate(#mora_bush_timer) Bush1Timer 4_F_FAIRYKID5 @@ -569,7 +569,7 @@ splendide,183,117,4 script Tired-looking Fairy 4_F_FAIRYKID3,{ mes "But it won't be easy to find its owner with just the pouch..."; changequest 11186,11187; next; - if(select("I think I saw a fairy that might be the owner.:I'll think about it.") == 2) { + if(select("I think I saw a fairy that might be the owner.", "I'll think about it.") == 2) { mes "[Tired-looking Fairy]"; mes "Then tell me if you remember anything."; close; @@ -589,10 +589,10 @@ splendide,183,117,4 script Tired-looking Fairy 4_F_FAIRYKID3,{ setarray .@Wings$[0],"round","two pairs of","characteristic"; setarray .@i[1], - select("Blonde hair:Grassy-green hair:Woody-brown hair:Sea-blue hair"), - select("Dark-skinned:Light-skinned"), - select("Snow-white clothing:Grape clothing:Sky-blue clothing:Grassy-green clothing"), - select("Round wings:Two pairs of wings:Characteristic Wings"); + select("Blonde hair", "Grassy-green hair", "Woody-brown hair", "Sea-blue hair"), + select("Dark-skinned", "Light-skinned"), + select("Snow-white clothing", "Grape clothing", "Sky-blue clothing", "Grassy-green clothing"), + select("Round wings", "Two pairs of wings", "Characteristic Wings"); .@i[0] = (1 << .@i[1]) | (1 << (.@i[2]+4)) | (1 << (.@i[3]+6)) | (1 << (.@i[4]+10)); @@ -739,7 +739,7 @@ splendide,119,138,4 script Kusmi#ep14_1_bs 4_F_FAIRYKID5,{ mes "Well if you hear that you'll have to helpp!"; mes "Still want to knoww?!"; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Kusmi]"; mes "It's not a special road or anythingg."; @@ -929,7 +929,7 @@ splendide,304,295,4 script Theodore#ep14_1_bs 4_M_FAIRYKID4,{ mes "Hmm... if you hear that, you might just have to help us out?"; mes "Do you still want to know?"; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Theodore]"; mes "The supply route comes through Bifrost, and you can get to it from the back of the Splendide Basecamp."; @@ -1111,7 +1111,7 @@ splendide,168,301,4 script Pauchon#ep14_1_bs 4_F_FAIRYKID4,{ mes "Are you going to help me if I tell you?"; mes "If not, I won't tell."; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Pauchon]"; mes "A giant road leads away from the back of Splendide."; @@ -1370,7 +1370,7 @@ mora,55,124,2 script Jones#ep14_1_bs 4_M_MERCAT1,{ mes "[Jones]"; mes "Deliveries to other places have all stopped also. Ah, my credibility is suffering...."; next; - switch(select("Yes.:No.")) { + switch(select("Yes.", "No.")) { case 1: mes "[Jones]"; mes "Thank you."; @@ -1468,7 +1468,7 @@ splendide,121,260,4 script Daphrer#ep14_1_bs 4_F_FAIRY,{ sec_in02,35,175,0 script Theore Set Guid 4_F_FAIRYKID,{ callfunc "F_GM_NPC"; - switch(select("Set0:Set33:Set2_0")) { + switch(select("Set0", "Set33", "Set2_0")) { case 1: ep14_1_bs = 0; end; @@ -1538,7 +1538,7 @@ dic_dun01,274,114,0 script Stacked Boxes of Goods CLEAR_NPC,{ mes "Looking closely, you find a box with a small piece of paper stuck to it."; mes "You've found the box of goods Cheshire was talking about."; next; - switch(select("Move the box.:Give up.")) { + switch(select("Move the box.", "Give up.")) { case 1: mes "You promised to take the box of Bradium to Cheshire, who will be waiting for you near the Crevice of Bifrost."; erasequest 7208; @@ -1641,7 +1641,7 @@ bif_fild01,335,168,3 script Cheshire#ep14_1_xq04 4_M_CATMAN1,{ if (!questprogress(7206)) { mes "[Cheshire]"; mes "...Hmm? Huh?"; - mes "It's "+strcharinfo(0)+"!"; + mes "It's "+strcharinfo(PC_NAME)+"!"; mes "What are you doing here?"; next; select("Huh? Cheshire?"); @@ -1660,9 +1660,9 @@ bif_fild01,335,168,3 script Cheshire#ep14_1_xq04 4_M_CATMAN1,{ mes ".......What? Why are you staring at me like that?"; mes "his is all for Ahat's good."; next; - switch(select("I guess I have no choice.:I have a lot of things to do!")) { + switch(select("I guess I have no choice.", "I have a lot of things to do!")) { case 1: - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(He will be suspicious if I refuse to do it... I guess I should play along for now.)"; mes "Okay."; mes "I'll do anything for Ahat's pleasure."; @@ -1736,7 +1736,7 @@ bif_fild01,335,168,3 script Cheshire#ep14_1_xq04 4_M_CATMAN1,{ mes "They will grow suspicious."; mes "But you humans are free from such troubles, so that's why you're the right one for the job."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "(... I don't buy his story, but he believes I'm on his side, so I guess I should play along.)"; mes "What happens to this Bradium, then?"; next; @@ -1788,7 +1788,7 @@ bif_fild01,335,168,3 script Cheshire#ep14_1_xq04 4_M_CATMAN1,{ mes "[Cheshire]"; mes "... Huh? I think I've seen you somewhere..."; mes "..........Oh!"; - mes strcharinfo(0)+"...?!"; + mes strcharinfo(PC_NAME)+"...?!"; mes "What brings you here?"; next; mes "[Cheshire]"; @@ -1823,7 +1823,7 @@ L_LostQuest: mes "What happened to the box?"; mes "Why are you empty-handed?"; next; - switch(select("I'll look for it again!:I lost it...")) { + switch(select("I'll look for it again!", "I lost it...")) { case 1: mes "[Cheshire]"; mes "Make sure you do a good job!"; @@ -1900,7 +1900,7 @@ dicastes02,103,190,3 script Cheshire#ep14_extra 4_M_CATMAN1,{ mes "...Eh?"; mes "What a surprise. What are you doing here?"; next; - switch(select("And what are YOU doing here?:Those ears...?")) { + switch(select("And what are YOU doing here?", "Those ears...?")) { case 1: mes "[Cheshire]"; mes "Out for a walk?"; @@ -1909,7 +1909,7 @@ dicastes02,103,190,3 script Cheshire#ep14_extra 4_M_CATMAN1,{ mes "[Cheshire]"; mes ".. .............."; next; - select("....:Wha... What a pretty tree."); + select("....", "Wha... What a pretty tree."); mes "[Cheshire]"; mes "This tree... it's white, transparent, and shiny."; mes "It's a Sapha's body."; @@ -1989,7 +1989,7 @@ mora,117,66,3 script Euridi#pa 4_F_MORAFINE2,{ mes "Did you happen to see"; mes "Lope, my fiance, there?"; next; - switch(select("Yes, I did.:No, I didn't.")) { + switch(select("Yes, I did.", "No, I didn't.")) { case 1: mes "[Euridi]"; mes "Are you sure? Where did you see him?"; @@ -2012,7 +2012,7 @@ mora,117,66,3 script Euridi#pa 4_F_MORAFINE2,{ mes "My heart aches at the thought of Lope..."; mes "He will be desperately looking for me..."; next; - switch(select("Sorry, I'm busy!:I'll help you!")) { + switch(select("Sorry, I'm busy!", "I'll help you!")) { case 1: mes "[Euridi]"; mes "How heartless!"; @@ -2055,7 +2055,7 @@ mora,117,66,3 script Euridi#pa 4_F_MORAFINE2,{ mes "If you find the rest of ^0000FFLope's Clues^000000,"; mes "you'll be able to find out"; mes "where he is."; - mes "I'm counting on you, "+strcharinfo(0)+"."; + mes "I'm counting on you, "+strcharinfo(PC_NAME)+"."; changequest 1110,1111; ep14_1_rope = 3; close; @@ -2128,7 +2128,7 @@ mora,117,66,3 script Euridi#pa 4_F_MORAFINE2,{ mes "Have you found Lope?"; mes "Is he safe?"; next; - switch(select("Tell her you can't possibly find him.:Tell her he is dead.")) { + switch(select("Tell her you can't possibly find him.", "Tell her he is dead.")) { case 1: mes "[Euridi]"; mes "I'll go look for him myself."; @@ -2310,7 +2310,7 @@ mora,65,145,3 script Pitt#pa 4_M_LYINGDOG,{ mes "You'd better not keep that."; mes "Can I have it?"; next; - switch(select("Give it to him.:Don't give it to him.")) { + switch(select("Give it to him.", "Don't give it to him.")) { case 1: mes "[Pitt]"; mes "So I swallow it like this,"; @@ -2381,7 +2381,7 @@ mora,65,145,3 script Pitt#pa 4_M_LYINGDOG,{ mes "I'll give you the ring back,"; mes "so please leave me alone!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Then where could Lope...?"; next; mes "[Pitt]"; @@ -2421,7 +2421,7 @@ bif_fild01,132,338,3 script Lope#pa 4_M_FAIRYSOLDIER2,2,2,{ mes "Who's there?"; mes "Answer, or I'll take you as an enemy and kill you."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Euridi is looking for you."; next; mes "[Suspicious Man]"; @@ -2432,7 +2432,7 @@ bif_fild01,132,338,3 script Lope#pa 4_M_FAIRYSOLDIER2,2,2,{ mes "I asked you to wipe the name off my mind"; mes "in return for bearing the curse!"; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Will you please calm down and listen to..."; next; mes "[Lope]"; @@ -2500,7 +2500,7 @@ OnTimer2000: OnTouch: mes "I see a suspicious man. Should I try talking to him?"; next; - switch(select("Leave him alone.:Talk to him.")) { + switch(select("Leave him alone.", "Talk to him.")) { case 1: donpcevent "Lope#pa::OnDisable"; mes "[Suspicious Man]"; @@ -2584,7 +2584,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "It's a simple experiment, so there's no need to be afraid."; emotion e_gg; next; - if(select("What a crazy Raffle. I must run away.:... ...") == 1) { + if(select("What a crazy Raffle. I must run away.", "... ...") == 1) { mes "[Raffle Researcher]"; mes "You said you had made it up from the Crevice,"; mes "so I was wondering what race you were,"; @@ -2629,7 +2629,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "That's that. You're not busy, are you?"; mes "I'd like you to give me a hand..."; next; - select("Help him.:Help willingly.:Although you feel a little embarrassed, help anyhow.:Help with conviction.:Help adorably.:You're suspicious, but help anyhow.:You have no choice. Help him."); + select("Help him.", "Help willingly.", "Although you feel a little embarrassed, help anyhow.", "Help with conviction.", "Help adorably.", "You're suspicious, but help anyhow.", "You have no choice. Help him."); mes "[Raffle Researcher]"; mes "I haven't met many humans"; mes "but you clearly care about"; @@ -3227,7 +3227,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "the experiment results are all in."; mes "Do you want to look at the results?"; next; - switch(select("Actually, I don't want to.:Look at the results.")) { + switch(select("Actually, I don't want to.", "Look at the results.")) { case 1: mes "[Raffle Researcher]"; mes "Good thinking. Actually, it may hurt"; @@ -3325,7 +3325,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ } mes "[Raffle Researcher]"; mes "The best research assistant in my life..."; - mes "is you, "+strcharinfo(0)+"!!!"; + mes "is you, "+strcharinfo(PC_NAME)+"!!!"; ep14_1_muk = 15; completequest 5028; getexp 1000000,4000000; @@ -3343,7 +3343,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "Could it be that you suddenly want to look at"; mes "the research report???"; next; - switch(select("Look at the report.:I came to say hello.")) { + switch(select("Look at the report.", "I came to say hello.")) { case 1: mes "[Raffle Researcher]"; mes "Haven't I shown it to you before?"; @@ -3366,7 +3366,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ mes "You want to look again?"; emotion e_what; next; - switch(select("Look again.:Don't look again.")) { + switch(select("Look again.", "Don't look again.")) { case 1: mes "[Raffle Researcher]"; mes "Sure... As you wish!!"; @@ -3383,7 +3383,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ case 2: mes "[Raffle Researcher]"; mes "Oh, You came to say hi. I see."; - mes "Long time no see, "+strcharinfo(0)+"."; + mes "Long time no see, "+strcharinfo(PC_NAME)+"."; next; mes "[Raffle Researcher]"; mes "I've been telling you that I lucked out in picking you as my research assistant."; @@ -3402,7 +3402,7 @@ mora,31,138,6 script Raffle Researcher#ep14 4_M_RAFLE_OR,{ L_ShowReport: mes "[Experimental Results]"; mes "*** Researcher - Inffle"; - mes "*** Research Assistant - "+strcharinfo(0); + mes "*** Research Assistant - "+strcharinfo(PC_NAME); mes " "; mes "<Research topic>"; mes "*** Bath of Mora Village"; @@ -3432,7 +3432,8 @@ L_ShowReport: mes "the mysterious power."; mes " "; mes "<Material analysis>"; - mes "*** Temperature ***** 33.5¡Æ"; + mes sprintf("*** %s ***** 33.5¡Æ", + _("Temperature")); mes "*** PH ************ 9.8"; mes "*** Solid residues *** 176"; mes "*** K+ ************ 0,23"; @@ -3496,7 +3497,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ mes "Why you bother me."; mes "You stop bullying me."; next; - if(select("Bully anyway.:I'll stop.") == 1) { + if(select("Bully anyway.", "I'll stop.") == 1) { emotion e_sob; ep14_1_goki = 0; close2; @@ -3523,7 +3524,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ mes "[Fishee]"; mes "You... Good. Help Fishee?"; next; - if(select("Don't help.:Help.") == 1) { + if(select("Don't help.", "Help.") == 1) { emotion e_sob; ep14_1_goki = 0; close2; @@ -3575,7 +3576,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ mes "[Fishee]"; mes "You forgot me name?"; next; - if(select("Please tell me your name again!:I know your name.") == 1) { + if(select("Please tell me your name again!", "I know your name.") == 1) { mes "[Fishee]"; mes "Your memory, like fish."; mes "Stupid. I talk."; @@ -3632,11 +3633,11 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ mes "The unidentified creature is attacking. What will you do?"; next; while(1) { - switch(select("Attack with a weapon.:Attack using a skill.:Attack using teeth.:Run away in fear.")) { + switch(select("Attack with a weapon.", "Attack using a skill.", "Attack using teeth.", "Run away in fear.")) { case 1: // Weapon .@p_damage = 10; .@pc_attack = rand(1,10); - mes "["+strcharinfo(0)+"'s Attack]"; + mes "["+strcharinfo(PC_NAME)+"'s Attack]"; switch(.@pc_attack) { // Miss. case 3: @@ -3670,7 +3671,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ .@p_damage = 20; .@pc_attack = rand(1,6); .@skillname$ = .@skills$[rand(5)]; - mes "["+strcharinfo(0)+"'s Attack]"; + mes "["+strcharinfo(PC_NAME)+"'s Attack]"; switch(.@pc_attack) { // Miss. case 2: @@ -3699,7 +3700,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ case 3: // Tooth .@p_damage = 50; .@pc_attack = rand(1,10); - mes "["+strcharinfo(0)+"'s Attack]"; + mes "["+strcharinfo(PC_NAME)+"'s Attack]"; if (.@pc_attack == 4 || .@pc_attack == 7) { specialeffect EF_HIT1; .@npc_hp -= .@p_damage; @@ -3711,14 +3712,14 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ case 4: // Run mes "You get scared of the unidentified creature, and attempt to run."; next; - mes "["+strcharinfo(0)+"'s Escape]"; + mes "["+strcharinfo(PC_NAME)+"'s Escape]"; if (rand(1,2) == 1) { mes "Fortunately, the unidentified creature did not come after you."; close; } else { mes "When you attempt to run away, the unidentified creature sees you and attacks. You fail to escape."; next; - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); mes "The creature slams you with its tail. It's so painful that a tear rolls out of your eyes. ^FF000010^000000 damaged received."; .@pc_hp -= 10; next; @@ -3779,7 +3780,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ } else { mes "What will you do?"; next; - if(select("Check the body of the unidentified creature.:Leave.") == 2) { + if(select("Check the body of the unidentified creature.", "Leave.") == 2) { setquest 5029; ep14_1_goki += 1; close2; @@ -3812,7 +3813,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ } } mes "[ Current Progress ]"; - mes strcharinfo(0)+" HP = "+.@pc_hp; + mes strcharinfo(PC_NAME)+" HP = "+.@pc_hp; mes "Unidentified Creature HP = "+.@npc_hp; next; mes "[Attack of the unidentified creature]"; @@ -3834,19 +3835,19 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ next; mes "What will you do?"; next; - switch(select("... ... ...:Dodge.:Block.:It's too much. Run away.")) { + switch(select("... ... ...", "Dodge.", "Block.", "It's too much. Run away.")) { case 1: switch(.@npc_attack) { case 1: - specialeffect2 EF_ICEARROW; + specialeffect(EF_ICEARROW, AREA, playerattached()); mes "You stand still. The stream of water hits your face squarely. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received."; break; case 2: - specialeffect2 EF_BASH; + specialeffect(EF_BASH, AREA, playerattached()); mes "You stand still. The creature headbutts you squarely. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received."; break; case 3: - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); mes "You stand still. While you were standing stupidly, the creature comes near and bites you mercilessly. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received."; break; } @@ -3868,7 +3869,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ break; // Hit. default: - specialeffect2 EF_ICEARROW; + specialeffect(EF_ICEARROW, AREA, playerattached()); .@pc_hp -= .@n_damage; switch(.@miss) { case 2: .@str$ = "face"; break; @@ -3899,7 +3900,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ break; // Hit. default: - specialeffect2 EF_BASH; + specialeffect(EF_BASH, AREA, playerattached()); .@pc_hp -= .@n_damage; switch(.@miss) { case 2: .@str$ = "With a thud, you can feel intense pain."; break; @@ -3939,7 +3940,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ break; // Hit. default: - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); .@pc_hp -= .@n_damage; switch(.@miss) { case 2: .@str$ = "leg. Its sharp teeth penetrate your legs."; break; @@ -3960,11 +3961,11 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ case 1: if (.@defend == 3 || .@defend == 6) { .@n_damage /= 2; - specialeffect2 EF_GUARD; + specialeffect(EF_GUARD, AREA, playerattached()); } else - specialeffect2 EF_ICEARROW; + specialeffect(EF_ICEARROW, AREA, playerattached()); .@pc_hp -= .@n_damage; - mes "[Defense of "+strcharinfo(0)+"]"; + mes "[Defense of "+strcharinfo(PC_NAME)+"]"; switch(.@defend) { // Blocked. case 3: .@str$ = "You block the stream of water with your strong butt. Feels refreshing. HP reduced only by half."; break; @@ -3985,11 +3986,11 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ case 2: if (.@defend == 1 || .@defend == 3 || .@defend == 5 || .@defend == 7) { .@n_damage /= 2; - specialeffect2 EF_GUARD; + specialeffect(EF_GUARD, AREA, playerattached()); } else - specialeffect2 EF_BASH; + specialeffect(EF_BASH, AREA, playerattached()); .@pc_hp -= .@n_damage; - mes "[Defense of "+strcharinfo(0)+"]"; + mes "[Defense of "+strcharinfo(PC_NAME)+"]"; switch(.@defend) { // Blocked. case 1: .@str$ = "You block the dash attack with your fat butt. Your butt is world class. HP reduced only by half."; break; @@ -4010,10 +4011,10 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ case 3: if (.@defend == 2 || .@defend == 4 || .@defend == 6 || .@defend == 8) { .@n_damage /= 2; - specialeffect2 EF_GUARD; + specialeffect(EF_GUARD, AREA, playerattached()); } .@pc_hp -= .@n_damage; - mes "[Defense of "+strcharinfo(0)+"]"; + mes "[Defense of "+strcharinfo(PC_NAME)+"]"; switch(.@defend) { // Blocked. case 2: .@str$ = "but you block its attack with a branch nearby. HP reduced only by half."; break; @@ -4036,7 +4037,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ case 4: mes "You get scared of the unidentified creature, and attempt to run."; next; - mes "["+strcharinfo(0)+"'s Escape]"; + mes "["+strcharinfo(PC_NAME)+"'s Escape]"; if (rand(1,2) == 1) { mes "Fortunately ^BF2C15Unidentified creature^000000"; mes "did not come after you."; @@ -4053,7 +4054,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ } callsub L_CheckPCAlive, .@pc_hp; mes "[ Current Progress ]"; - mes strcharinfo(0)+" HP = "+.@pc_hp; + mes strcharinfo(PC_NAME)+" HP = "+.@pc_hp; mes "Unidentified Creature HP = "+.@npc_hp; next; } @@ -4100,20 +4101,20 @@ OnFullon: mes "You may be able to collect bath water samples."; mes "What will you do?"; next; - if(select("Collect samples.:Leave.") == 2) { - donpcevent strnpcinfo(0)+"::OnDisable"; + if(select("Collect samples.", "Leave.") == 2) { + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } if (countitem(Bathtub_R_Sample) >= 10) { mes "You will not need additional samples."; close2; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } if (countitem(Empty_Cylinder) == 0) { mes "To obtain a sample, you need a sample tube."; close2; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } mes "Collecting samples."; @@ -4125,7 +4126,7 @@ OnFullon: mes "that it is difficult to collect samples."; mes "You will have to lighten your load and come back."; close2; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } mes "Bath water sample collection complete."; @@ -4136,7 +4137,7 @@ OnFullon: percentheal 5,5; } close2; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } else if (questprogress(5021) || questprogress(5022)) { if (questprogress(5021)) { @@ -4150,14 +4151,14 @@ OnFullon: mes "You may be able to collect the unidentified creature's "+.@str$+" samples."; mes "What do you want to do?"; next; - if(select("Look further.:Leave.") == 2) { - donpcevent strnpcinfo(0)+"::OnDisable"; + if(select("Look further.", "Leave.") == 2) { + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } if (countitem(.@item) >= 10) { mes "You will not need additional samples."; close2; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } progressbar "ffff00",3; @@ -4174,7 +4175,7 @@ OnFullon: } else mes "You thought you saw it on the ground, but it was an illusion."; close2; - donpcevent strnpcinfo(0)+"::OnDisable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnDisable"; end; } else { mes "???"; @@ -4185,16 +4186,16 @@ OnFullon: } end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); stopnpctimer; end; OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); initnpctimer; end; OnReset: if (rand(2)) - donpcevent strnpcinfo(0)+"::OnEnable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnEnable"; else initnpctimer; end; @@ -4204,10 +4205,10 @@ OnTimer30000: OnTimer40000: OnTimer50000: if (rand(2)) - donpcevent strnpcinfo(0)+"::OnEnable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnEnable"; end; OnTimer60000: - donpcevent strnpcinfo(0)+"::OnEnable"; + donpcevent strnpcinfo(NPC_NAME)+"::OnEnable"; end; OnTouch: if (questprogress(5034) == 2 || ep14_1_muk == 0 || rand(5)) { @@ -4237,7 +4238,7 @@ mora,116,81,0 duplicate(???#mora) ???#ep14_muk04 CLEAR_NPC,2,2 mora,118,86,0 duplicate(???#mora) ???#ep14_muk05 CLEAR_NPC,2,2 - script #mora_puddle FAKE_NPC,{ - .@i = atoi(charat(strnpcinfo(2),9)); + .@i = atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),9)); // This script has a lot of checks, // so arrays are only set when used. @@ -4250,7 +4251,7 @@ mora,118,86,0 duplicate(???#mora) ???#ep14_muk05 CLEAR_NPC,2,2 mes "that the researcher talked about."; mes "Will you collect a sample?"; next; - if(select("Collect a sample.:Don't collect a sample.") == 2) + if(select("Collect a sample.", "Don't collect a sample.") == 2) close; if (countitem(Empty_Cylinder) == 0) { mes "You have no empty sample tubes."; @@ -4295,7 +4296,7 @@ mora,118,86,0 duplicate(???#mora) ???#ep14_muk05 CLEAR_NPC,2,2 mes "You arrived at the puddle to the "+.@dir$[0]+"."; mes "You should look for the unidentified creature's family."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Fish~ Fish~"; next; mes "When you called out, an answer came"; @@ -4358,7 +4359,7 @@ mora,118,86,0 duplicate(???#mora) ???#ep14_muk05 CLEAR_NPC,2,2 mes "You arrived at the puddle to the "+.@dir$[0]+"."; mes "You should look for the unidentified creature's family."; next; - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "Fish~ Fish~"; next; mes "You yelled out loud for fish,"; @@ -4410,7 +4411,7 @@ mora,133,80,6 script Elephantine#pa0829 4_ELEPHANT,{ mes "Welcome."; mes "I have some tasks for you - will you take a look at them?"; next; - if(select("What kind of tasks do you have for me?:Tell me about today's task.") == 1) { + if(select("What kind of tasks do you have for me?", "Tell me about today's task.") == 1) { mes "[Elephantine]"; mes "I'm the Head of the Volunteer Patrol of the Village of Mora. It didn't used to be like this, he he."; next; @@ -4543,7 +4544,7 @@ mora,115,98,0 script Hotcha#pa0829 4_ELEPHANT,{ mes "[Hotcha]"; mes "Yes, I see you've completed the task. It has been confirmed as completed."; erasequest .@i; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); if (BaseLevel > 99) getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0); else @@ -4554,7 +4555,7 @@ mora,115,98,0 script Hotcha#pa0829 4_ELEPHANT,{ } mes "[Hotcha]"; - mes "Hmm... "+strcharinfo(0)+"."; + mes "Hmm... "+strcharinfo(PC_NAME)+"."; mes "It may be a documentation error, but according to the documents, you have nothing to do with the tasks."; close; } @@ -4593,7 +4594,7 @@ mora,119,103,4 script Bow-wow#pa0829 4_M_DOGTRAVELER,{ mes "Welcome."; mes "I have some tasks for you - will you take a look at them?"; next; - if(select("What kind of tasks do you have for me?:Tell me about today's task.") == 1) { + if(select("What kind of tasks do you have for me?", "Tell me about today's task.") == 1) { mes "[Bow-wow]"; mes "Here, we make all kinds of supplies for adventurers."; next; @@ -4729,7 +4730,7 @@ mora,119,118,4 script General Good Dealer#pa0 4_M_RAFLE_GR,{ callsub L_CheckQuest,12235,932,3; //Skel_Bone mes "[General Good Dealer]"; - mes "Hmm... "+strcharinfo(0)+"."; + mes "Hmm... "+strcharinfo(PC_NAME)+"."; mes "It may be a documentation error, but according to the documents, you have nothing to do with the tasks."; close; @@ -4744,7 +4745,7 @@ L_CheckQuest: mes "I've received the items all right. It will be some time before I have another task for you, so why don't you visit the hot spring and relax?"; delitem getarg(1),getarg(2); erasequest getarg(0); - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); if (BaseLevel > 99) getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0); else @@ -4789,7 +4790,7 @@ mora,124,108,7 script Woof-grrr#pa0829 4_M_DOGTRAVELER2,{ mes "Nice to see you."; mes "I have some tasks for you - will you take a look at them?"; next; - if(select("What kind of tasks do you have for me?:Tell me about today's task.") == 1) { + if(select("What kind of tasks do you have for me?", "Tell me about today's task.") == 1) { mes "[Woof-grrr]"; mes "Bow-wow and I are in the same industry."; next; @@ -4925,7 +4926,7 @@ mora,127,112,4 script Commodities Dealer#pa08 4_F_RAFLE_PK,{ callsub L_CheckQuest,12240,938,5; //Sticky_Mucus mes "[Commodities Dealer]"; - mes "Hmm... "+strcharinfo(0)+"."; + mes "Hmm... "+strcharinfo(PC_NAME)+"."; mes "It may be a documentation error, but according to the documents, you have nothing to do with the tasks."; close; @@ -4940,7 +4941,7 @@ L_CheckQuest: mes "I've received the items all right. I look forward to working with you again."; delitem getarg(1),getarg(2); erasequest getarg(0); - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); if (BaseLevel > 99) getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0); else @@ -4989,7 +4990,7 @@ mora,170,101,4 script Soul Guide#pa0829 4_F_DOGTRAVELER,{ mes "Welcome."; mes "Are you ready?"; next; - if(select("What kind of tasks do you have for me?:Tell me about today's task.") == 1) { + if(select("What kind of tasks do you have for me?", "Tell me about today's task.") == 1) { mes "[Soul Guide]"; mes "My job is to gather the remains of the souls haunting the forest and put them to rest."; next; @@ -5072,7 +5073,7 @@ mora,170,101,4 script Soul Guide#pa0829 4_F_DOGTRAVELER,{ } next; mes "^990099Information on missing person "+.@n$+"^000000 has been found. Check your Quest Window for further information."; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); close; } @@ -5124,17 +5125,17 @@ function script mora_remains { close; } if (questprogress(getarg(0))) { - specialeffect2 EF_BLIND; - specialeffect2 EF_BEGINSPELL; + specialeffect(EF_BLIND, AREA, playerattached()); + specialeffect(EF_BEGINSPELL, AREA, playerattached()); progressbar "ffff00",4; erasequest getarg(0); mes "These must be ["+getarg(1)+"]'s Remains. So carefully gather his remains."; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); getitem getarg(3), rand(1,getarg(4)); if (rand(10)) { next; mes "You picked up "+getarg(2)+" Mora Coins next to the remains."; - specialeffect2 EF_STEAL; + specialeffect(EF_STEAL, AREA, playerattached()); getitem Mora_Coin,getarg(2); } close; @@ -5147,7 +5148,7 @@ function script mora_remains { 1@mist,145,245,0 script Meshir's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12245,"Meshir",5,943,4; } //Solid_Shell 1@mist,196,276,0 script Noirit's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12246,"Noirit",6,549,3; } //Nice_Sweet_Potato 1@mist,304,327,0 script Pajama God's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12247,"Pajama God",5,945,18; } //Raccoon_Leaf -1@mist,334,287,0 script Mendel's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12248,"Mendel",7,946,31; } //Snail's_Shell +1@mist,334,287,0 script Mendel's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12248,"Mendel",7,946,31; } //Snails_Shell 1@mist,330,177,0 script Milebit's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12249,"Milebit",5,7008,17; } //Stiff_Horn 1@mist,284,84,0 script Kunmun's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12250,"Kunmun",4,6380,20; } //Mora_Coin 1@mist,170,54,0 script Tsaihokin's Remains#33 CLEAR_NPC,{ callfunc "mora_remains",12251,"Tsaihokin",2,929,5; } //Immortal_Heart @@ -5212,10 +5213,10 @@ mora,116,165,5 script Knights Boss#mo 4_M_RAFLE_VI,{ mes "Soldier, I need you to do something for me."; mes "Go to the Hazy Forest and gather 200 ^FF0000Mysterious Seeds^000000!"; next; - switch(select("Yes, sir!:I challenge you to a duel!")) { + switch(select("Yes, sir!", "I challenge you to a duel!")) { case 1: mes "[Order of the Knights Boss]"; - mes "Good attitude, "+strcharinfo(0)+" Soldier!"; + mes "Good attitude, "+strcharinfo(PC_NAME)+" Soldier!"; mes "I'll reward you handsomely when you get back."; next; mes "[Other Bosses]"; @@ -5280,7 +5281,7 @@ mora,114,163,5 script Knights Head#mo 4_M_RAFLE_OR,{ mes "and bring back about 30 of them."; mes "They will make great souvenirs."; next; - switch(select("Am I doing all the work here or what?:Yes, sir!")) { + switch(select("Am I doing all the work here or what?", "Yes, sir!")) { case 1: mes "[Order of the Knights Head]"; mes "So you've noticed it?"; @@ -5289,7 +5290,7 @@ mora,114,163,5 script Knights Head#mo 4_M_RAFLE_OR,{ case 2: mes "[Order of the Knights Head]"; mes "It was worthwhile to have trained you after all."; - mes "I'm proud of you,"+strcharinfo(0)+" Soldier!"; + mes "I'm proud of you,"+strcharinfo(PC_NAME)+" Soldier!"; next; mes "[Other Heads]"; mes "I think you'll make a great right-hand man, the Chief."; @@ -5342,7 +5343,7 @@ mora,114,163,5 script Knights Head#mo 4_M_RAFLE_OR,{ mes "a circus troupe instead."; mes "Are you interested in trying tightrope walking?"; next; - switch(select("Well, I could do a fire show.:This is so absurd.")) { + switch(select("Well, I could do a fire show.", "This is so absurd.")) { case 1: mes "[Order of the Knights Head]"; mes "No, it's impossible."; diff --git a/npc/re/quests/quests_morocc.txt b/npc/re/quests/quests_morocc.txt index eb5b8f27c..f88692561 100644 --- a/npc/re/quests/quests_morocc.txt +++ b/npc/re/quests/quests_morocc.txt @@ -40,7 +40,7 @@ mes "[Continental Guard]"; mes "If you really want to go to the next area, you'll be responsible for your own safety."; next; - switch(select("Nevermind.:Enter the Field.")) { + switch(select("Nevermind.", "Enter the Field.")) { case 1: mes "[Continental Guard]"; mes "Wise choice."; @@ -70,7 +70,7 @@ moc_prydb1,103,54,3 script Suspicious Cat#night 4_CAT_SAILOR4,{ mes "[Suspicious Cat]"; mes "I can't believe a mummy could do this to me. Oh man, it hurts. Nobody should find out about this...."; next; - if(select("Mummy? What happened?:Pretend not to know anything.") == 2) + if(select("Mummy? What happened?", "Pretend not to know anything.") == 2) close; mes "[Suspicious Cat]"; mes "You caught me! Darn it...I didn't expect my reputation as a tomb raider would get damaged like this..."; @@ -78,7 +78,7 @@ moc_prydb1,103,54,3 script Suspicious Cat#night 4_CAT_SAILOR4,{ mes "[Suspicious Cat]"; mes "But come on, they're so strange! They're mummies! Just mummies, you know? They shouldn't be that strong!"; next; - if(select("Strong mummies? Where are they?:End the conversation.") == 2) { + if(select("Strong mummies? Where are they?", "End the conversation.") == 2) { mes "[Suspicious Cat]"; mes "Whaaat~ you don't want to hear my story? Fine! You'd better not mention my name anywhere else!"; close; @@ -90,7 +90,7 @@ moc_prydb1,103,54,3 script Suspicious Cat#night 4_CAT_SAILOR4,{ mes "[Suspicious Cat]"; mes "When I saw a mummy coming toward me, I was like 'whatever' and didn't care. But then he knocked me down with a slap in the face! How could he do that to a cute cat like me! You bandaged freak... you just wait and see!"; next; - if(select("I would like to go, too.:End the conversation.") == 2) + if(select("I would like to go, too.", "End the conversation.") == 2) close; mes "[Suspicious Cat]"; mes "No way! I spent so much time finding that path!!"; @@ -103,7 +103,7 @@ moc_prydb1,103,54,3 script Suspicious Cat#night 4_CAT_SAILOR4,{ mes "^FF0000But come to think of it, a weakling like you won't survive there. Maybe for a second if you're lucky?^000000"; mes "Well, it's none of my business. But I warned you anyway!"; next; - switch(select("Pay 5,000 zeny and set out.:Forget it.")) { + switch(select("Pay 5,000 zeny and set out.", "Forget it.")) { case 1: if (Zeny < 5000) { mes "[Suspicious Cat]"; @@ -128,7 +128,7 @@ moc_prydn1,94,98,3 script Suspicious Cat#night2 4_CAT_SAILOR4,{ mes "[Suspicious Cat]"; mes "That stupid mummy slapped me again while you were looking away! Sniff sniff... Let's go back, meow!"; next; - switch(select("Go back to Thief Guild:Eliminate Verit:Eliminate Ancient Mummy:It's nothing")) { + switch(select("Go back to Thief Guild", "Eliminate Verit", "Eliminate Ancient Mummy", "It's nothing")) { case 1: mes "[Suspicious Cat]"; mes "Right right... let's go back."; @@ -163,7 +163,7 @@ moc_prydn1,94,98,3 script Suspicious Cat#night2 4_CAT_SAILOR4,{ mes "[Suspicious Cat]"; mes "If you want to go home, you'd better beat up that ugly doggie! Otherwise, he'll bite you!"; next; - switch(select("Help him:Stay away")) { + switch(select("Help him", "Stay away")) { case 1: mes "[Suspicious Cat]"; mes "Good, the target number is 20! Good luck!"; @@ -178,7 +178,7 @@ moc_prydn1,94,98,3 script Suspicious Cat#night2 4_CAT_SAILOR4,{ mes "[Suspicious Cat]"; mes "Is Verit's training going well?"; next; - switch(select("Sure.:I want to stop.")) { + switch(select("Sure.", "I want to stop.")) { case 1: mes "[Suspicious Cat]"; mes "Good. Keep up the good work!"; @@ -223,7 +223,7 @@ moc_prydn1,94,98,3 script Suspicious Cat#night2 4_CAT_SAILOR4,{ mes "[Suspicious Cat]"; mes "Don't ask why! I'm sure you wouldn't want those beautiful treasures to be hidden in the dark either!"; next; - switch(select("Help him:Stay away")) { + switch(select("Help him", "Stay away")) { case 1: mes "[Suspicious Cat]"; mes "Alright, the target number is 20! Good luck!"; @@ -238,7 +238,7 @@ moc_prydn1,94,98,3 script Suspicious Cat#night2 4_CAT_SAILOR4,{ mes "[Suspicious Cat]"; mes "Is fighting Ancient Mummies going well?"; next; - switch(select("Sure.:I want to stop.")) { + switch(select("Sure.", "I want to stop.")) { case 1: mes "[Suspicious Cat]"; mes "Good. Keep up the good work!"; diff --git a/npc/re/scripts.conf b/npc/re/scripts.conf index b03ebe46a..e64052f33 100644 --- a/npc/re/scripts.conf +++ b/npc/re/scripts.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -29,149 +29,155 @@ //========================================================================= //================= Airport =============================================== -npc: npc/re/airports/izlude.txt +"npc/re/airports/izlude.txt", //================ Battlegrounds ========================================== -npc: npc/re/battleground/bg_common.txt +"npc/re/battleground/bg_common.txt", //================= Cities ================================================ -npc: npc/re/cities/alberta.txt -npc: npc/re/cities/brasilis.txt -npc: npc/re/cities/dewata.txt -npc: npc/re/cities/dicastes.txt -npc: npc/re/cities/eclage.txt -npc: npc/re/cities/izlude.txt -npc: npc/re/cities/jawaii.txt -npc: npc/re/cities/malangdo.txt -npc: npc/re/cities/malaya.txt -npc: npc/re/cities/mora.txt -npc: npc/re/cities/yuno.txt +"npc/re/cities/alberta.txt", +"npc/re/cities/brasilis.txt", +"npc/re/cities/dewata.txt", +"npc/re/cities/dicastes.txt", +"npc/re/cities/eclage.txt", +"npc/re/cities/izlude.txt", +"npc/re/cities/jawaii.txt", +"npc/re/cities/malangdo.txt", +"npc/re/cities/malaya.txt", +"npc/re/cities/mora.txt", +"npc/re/cities/yuno.txt", //================= Events ================================================ -//npc: npc/re/events/halloween_2013.txt -//npc: npc/re/events/halloween_2014.txt -//npc: npc/re/events/christmas_2013.txt +//"npc/re/events/halloween_2013.txt", +//"npc/re/events/halloween_2014.txt", +//"npc/re/events/christmas_2013.txt", //================= Guides ================================================ -npc: npc/re/guides/navigation.txt -npc: npc/re/guides/guides_alberta.txt -npc: npc/re/guides/guides_aldebaran.txt -npc: npc/re/guides/guides_amatsu.txt -npc: npc/re/guides/guides_ayothaya.txt -npc: npc/re/guides/guides_brasilis.txt -npc: npc/re/guides/guides_comodo.txt -npc: npc/re/guides/guides_dewata.txt -npc: npc/re/guides/guides_dicastes.txt -npc: npc/re/guides/guides_eclage.txt -npc: npc/re/guides/guides_einbroch.txt -npc: npc/re/guides/guides_geffen.txt -npc: npc/re/guides/guides_gonryun.txt -npc: npc/re/guides/guides_hugel.txt -npc: npc/re/guides/guides_izlude.txt -npc: npc/re/guides/guides_juno.txt -npc: npc/re/guides/guides_lighthalzen.txt -npc: npc/re/guides/guides_louyang.txt -npc: npc/re/guides/guides_lutie.txt -npc: npc/re/guides/guides_malaya.txt -npc: npc/re/guides/guides_mora.txt -npc: npc/re/guides/guides_morroc.txt -npc: npc/re/guides/guides_moscovia.txt -npc: npc/re/guides/guides_niflheim.txt -npc: npc/re/guides/guides_payon.txt -npc: npc/re/guides/guides_prontera.txt -npc: npc/re/guides/guides_rachel.txt -npc: npc/re/guides/guides_umbala.txt -npc: npc/re/guides/guides_veins.txt +"npc/re/guides/navigation.txt", +"npc/re/guides/guides_alberta.txt", +"npc/re/guides/guides_aldebaran.txt", +"npc/re/guides/guides_amatsu.txt", +"npc/re/guides/guides_ayothaya.txt", +"npc/re/guides/guides_brasilis.txt", +"npc/re/guides/guides_comodo.txt", +"npc/re/guides/guides_dewata.txt", +"npc/re/guides/guides_dicastes.txt", +"npc/re/guides/guides_eclage.txt", +"npc/re/guides/guides_einbroch.txt", +"npc/re/guides/guides_geffen.txt", +"npc/re/guides/guides_gonryun.txt", +"npc/re/guides/guides_hugel.txt", +"npc/re/guides/guides_izlude.txt", +"npc/re/guides/guides_juno.txt", +"npc/re/guides/guides_lighthalzen.txt", +"npc/re/guides/guides_louyang.txt", +"npc/re/guides/guides_lutie.txt", +"npc/re/guides/guides_malaya.txt", +"npc/re/guides/guides_mora.txt", +"npc/re/guides/guides_morroc.txt", +"npc/re/guides/guides_moscovia.txt", +"npc/re/guides/guides_niflheim.txt", +"npc/re/guides/guides_payon.txt", +"npc/re/guides/guides_prontera.txt", +"npc/re/guides/guides_rachel.txt", +"npc/re/guides/guides_umbala.txt", +"npc/re/guides/guides_veins.txt", //================= Instances ============================================= -npc: npc/re/instances/BakonawaLake.txt -npc: npc/re/instances/BangungotHospital.txt -npc: npc/re/instances/BuwayaCave.txt -npc: npc/re/instances/HazyForest.txt -npc: npc/re/instances/MalangdoCulvert.txt -npc: npc/re/instances/OctopusCave.txt -npc: npc/re/instances/OldGlastHeim.txt -npc: npc/re/instances/WolfchevLaboratory.txt -npc: npc/re/instances/EclageInterior.txt +"npc/re/instances/BakonawaLake.txt", +"npc/re/instances/BangungotHospital.txt", +"npc/re/instances/BuwayaCave.txt", +"npc/re/instances/EclageInterior.txt", +"npc/re/instances/ghost_palace.txt", +"npc/re/instances/HazyForest.txt", +"npc/re/instances/MalangdoCulvert.txt", +"npc/re/instances/octopus_cave.txt", +"npc/re/instances/OldGlastHeim.txt", +"npc/re/instances/saras_memory.txt", +"npc/re/instances/WolfchevLaboratory.txt", //================= Kafras & Cool Event Corp. ============================= -npc: npc/re/kafras/kafras.txt +"npc/re/kafras/kafras.txt", //================= Merchants ============================================= -npc: npc/re/merchants/3rd_trader.txt -npc: npc/re/merchants/advanced_refiner.txt -npc: npc/re/merchants/alchemist.txt -npc: npc/re/merchants/ammo_boxes.txt -npc: npc/re/merchants/ammo_dealer.txt -//npc: npc/re/merchants/blessed_refiner.txt -npc: npc/re/merchants/card_separation.txt -npc: npc/re/merchants/catalog.txt -npc: npc/re/merchants/coin_exchange.txt -npc: npc/re/merchants/diamond.txt -npc: npc/re/merchants/enchan_mal.txt -npc: npc/re/merchants/enchan_mora.txt -npc: npc/re/merchants/enchan_ko.txt -npc: npc/re/merchants/flute.txt -npc: npc/re/merchants/hd_refiner.txt -npc: npc/re/merchants/inn.txt -npc: npc/re/merchants/quivers.txt -npc: npc/re/merchants/refine.txt -npc: npc/re/merchants/renters.txt -npc: npc/re/merchants/shops.txt -//npc: npc/re/merchants/ticket_refiner.txt -//npc: npc/re/merchants/enchan_upg.txt -npc: npc/re/merchants/ninja_craftsman.txt -npc: npc/re/merchants/shadow_refiner.txt +"npc/re/merchants/3rd_trader.txt", +"npc/re/merchants/advanced_refiner.txt", +"npc/re/merchants/alchemist.txt", +"npc/re/merchants/ammo_boxes.txt", +"npc/re/merchants/ammo_dealer.txt", +//"npc/re/merchants/blessed_refiner.txt", +"npc/re/merchants/card_separation.txt", +"npc/re/merchants/catalog.txt", +"npc/re/merchants/coin_exchange.txt", +"npc/re/merchants/diamond.txt", +"npc/re/merchants/enchan_mal.txt", +"npc/re/merchants/enchan_mora.txt", +"npc/re/merchants/enchan_ko.txt", +"npc/re/merchants/flute.txt", +"npc/re/merchants/hd_refiner.txt", +"npc/re/merchants/inn.txt", +"npc/re/merchants/quivers.txt", +"npc/re/merchants/refine.txt", +"npc/re/merchants/renters.txt", +"npc/re/merchants/shops.txt", +//"npc/re/merchants/ticket_refiner.txt", +//"npc/re/merchants/enchan_upg.txt", +"npc/re/merchants/ninja_craftsman.txt", +"npc/re/merchants/shadow_refiner.txt", //================= Others ================================================ -npc: npc/re/other/bulletin_boards.txt -npc: npc/re/other/mail.txt -npc: npc/re/other/mercenary_rent.txt -npc: npc/re/other/pvp.txt -npc: npc/re/other/resetskill.txt -npc: npc/re/other/stone_change.txt -npc: npc/re/other/turbo_track.txt +"npc/re/other/bulletin_boards.txt", +"npc/re/other/dimensional_gap.txt", +"npc/re/other/mail.txt", +"npc/re/other/mercenary_rent.txt", +"npc/re/other/pvp.txt", +"npc/re/other/resetskill.txt", +"npc/re/other/stone_change.txt", +"npc/re/other/turbo_track.txt", //================= Quests ================================================ // - Eden Group ------------------------------------------------- -npc: npc/re/quests/eden/11-25.txt -npc: npc/re/quests/eden/26-40.txt -npc: npc/re/quests/eden/41-55.txt -npc: npc/re/quests/eden/56-70.txt -npc: npc/re/quests/eden/71-85.txt -npc: npc/re/quests/eden/86-90.txt -npc: npc/re/quests/eden/91-99.txt -npc: npc/re/quests/eden/100-110.txt -npc: npc/re/quests/eden/111-120.txt -npc: npc/re/quests/eden/121-130.txt -npc: npc/re/quests/eden/131-140.txt -npc: npc/re/quests/eden/eden_common.txt -npc: npc/re/quests/eden/eden_quests.txt -npc: npc/re/quests/eden/eden_service.txt -npc: npc/re/quests/eden/eden_tutorial.txt +"npc/re/quests/eden/11-25.txt", +"npc/re/quests/eden/26-40.txt", +"npc/re/quests/eden/41-55.txt", +"npc/re/quests/eden/56-70.txt", +"npc/re/quests/eden/71-85.txt", +"npc/re/quests/eden/86-90.txt", +"npc/re/quests/eden/91-99.txt", +"npc/re/quests/eden/100-110.txt", +"npc/re/quests/eden/111-120.txt", +"npc/re/quests/eden/121-130.txt", +"npc/re/quests/eden/131-140.txt", +"npc/re/quests/eden/eden_common.txt", +"npc/re/quests/eden/eden_quests.txt", +"npc/re/quests/eden/eden_service.txt", +"npc/re/quests/eden/eden_tutorial.txt", // iRO custom additions. -//npc: npc/re/quests/eden/eden_iro.txt +//"npc/re/quests/eden/eden_iro.txt", // -------------------------------------------------------------- // - Quests-Tutorials for basic classes (1st class quests) ------ -npc: npc/re/quests/first_class/tu_archer.txt +"npc/re/quests/first_class/tu_archer.txt", // -------------------------------------------------------------- -//npc: npc/re/quests/cupet.txt -npc: npc/re/quests/homun_s.txt -npc: npc/re/quests/magic_books.txt -npc: npc/re/quests/monstertamers.txt -npc: npc/re/quests/mrsmile.txt -npc: npc/re/quests/pile_bunker.txt -npc: npc/re/quests/quests_13_1.txt -npc: npc/re/quests/quests_brasilis.txt -npc: npc/re/quests/quests_dewata.txt -npc: npc/re/quests/quests_dicastes.txt -npc: npc/re/quests/quests_eclage.txt -npc: npc/re/quests/quests_izlude.txt -npc: npc/re/quests/quests_malangdo.txt -npc: npc/re/quests/quests_malaya.txt -npc: npc/re/quests/quests_mora.txt -npc: npc/re/quests/quests_morocc.txt -npc: npc/re/quests/quests_nameless.txt -npc: npc/re/quests/quests_veins.txt +//"npc/re/quests/cupet.txt", +"npc/re/quests/homun_s.txt", +"npc/re/quests/magic_books.txt", +"npc/re/quests/monstertamers.txt", +"npc/re/quests/mrsmile.txt", +"npc/re/quests/pile_bunker.txt", +"npc/re/quests/quests_13_1.txt", +"npc/re/quests/quests_aldebaran.txt", +"npc/re/quests/quests_brasilis.txt", +"npc/re/quests/quests_dewata.txt", +"npc/re/quests/quests_dicastes.txt", +"npc/re/quests/quests_eclage.txt", +"npc/re/quests/quests_glastheim.txt", +"npc/re/quests/quests_izlude.txt", +"npc/re/quests/quests_lighthalzen.txt", +"npc/re/quests/quests_malangdo.txt", +"npc/re/quests/quests_malaya.txt", +"npc/re/quests/quests_mora.txt", +"npc/re/quests/quests_morocc.txt", +"npc/re/quests/quests_nameless.txt", +"npc/re/quests/quests_veins.txt", // - New Gears -------------------------------------------------- -npc: npc/re/quests/newgears/2012_headgears.txt +"npc/re/quests/newgears/2012_headgears.txt", diff --git a/npc/re/scripts_jobs.conf b/npc/re/scripts_jobs.conf index 7a2db4447..77d1532e1 100644 --- a/npc/re/scripts_jobs.conf +++ b/npc/re/scripts_jobs.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -30,32 +30,34 @@ //================= Job Quests ============================================ // - 1-1 -npc: npc/re/jobs/1-1/acolyte.txt -npc: npc/re/jobs/1-1/archer.txt -npc: npc/re/jobs/1-1/mage.txt -npc: npc/re/jobs/1-1/merchant.txt -npc: npc/re/jobs/1-1/swordman.txt -npc: npc/re/jobs/1-1/thief.txt +"npc/re/jobs/1-1/acolyte.txt", +"npc/re/jobs/1-1/archer.txt", +"npc/re/jobs/1-1/mage.txt", +"npc/re/jobs/1-1/merchant.txt", +"npc/re/jobs/1-1/swordman.txt", +"npc/re/jobs/1-1/thief.txt", +// - 1-1 Expanded +"npc/re/jobs/1-1e/taekwon.txt", // - 2e -npc: npc/re/jobs/2e/kagerou_oboro.txt +"npc/re/jobs/2e/kagerou_oboro.txt", // - 3-1 -npc: npc/re/jobs/3-1/archbishop.txt -npc: npc/re/jobs/3-1/mechanic.txt -npc: npc/re/jobs/3-1/ranger.txt -npc: npc/re/jobs/3-1/rune_knight.txt -npc: npc/re/jobs/3-1/warlock.txt -npc: npc/re/jobs/3-1/guillotine_cross.txt +"npc/re/jobs/3-1/archbishop.txt", +"npc/re/jobs/3-1/mechanic.txt", +"npc/re/jobs/3-1/ranger.txt", +"npc/re/jobs/3-1/rune_knight.txt", +"npc/re/jobs/3-1/warlock.txt", +"npc/re/jobs/3-1/guillotine_cross.txt", // - 3-2 -npc: npc/re/jobs/3-2/genetic.txt -npc: npc/re/jobs/3-2/minstrel.txt -npc: npc/re/jobs/3-2/royal_guard.txt -npc: npc/re/jobs/3-2/shadow_chaser.txt -npc: npc/re/jobs/3-2/sorcerer.txt -npc: npc/re/jobs/3-2/sura.txt -npc: npc/re/jobs/3-2/wanderer.txt +"npc/re/jobs/3-2/genetic.txt", +"npc/re/jobs/3-2/minstrel.txt", +"npc/re/jobs/3-2/royal_guard.txt", +"npc/re/jobs/3-2/shadow_chaser.txt", +"npc/re/jobs/3-2/sorcerer.txt", +"npc/re/jobs/3-2/sura.txt", +"npc/re/jobs/3-2/wanderer.txt", // - Novice -npc: npc/re/jobs/novice/academy.txt -// npc: npc/re/jobs/novice/novice.txt -npc: npc/re/jobs/novice/supernovice_ex.txt +"npc/re/jobs/novice/academy.txt", +//"npc/re/jobs/novice/novice.txt", +"npc/re/jobs/novice/supernovice_ex.txt", // - Job Repairs -npc: npc/re/jobs/repair.txt +"npc/re/jobs/repair.txt", diff --git a/npc/re/scripts_main.conf b/npc/re/scripts_main.conf index fd0d85fad..475e8d1be 100644 --- a/npc/re/scripts_main.conf +++ b/npc/re/scripts_main.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -27,48 +27,51 @@ //========================================================================= //= Hercules Renewal Primary Scripts File //========================================================================= -// The idea of this new system is to make scripts more organized -// since the old system was rather messy with all the NPCs in one -// file. Now scripts are organized in to files arraged by type. -// Custom scripts are now in scripts_custom.conf, all other -// scripts are deemed as 'official'. You should place your NPCs -// in to scripts_custom.conf to follow the trend. -// -// Thanks, -// Ancyker and the rest of the Hercules Team -// -// Note: "Comments" are all text on the right side of a double slash "//" -// Whatever text is commented will not be parsed by the servers, and serves -// only as information/reference. +// The idea of this new system is to make scripts more organized since the old +// system was rather messy with all the NPCs in one file. Now scripts are +// organized in to files arraged by type. Custom scripts are now in +// scripts_custom.conf, all other scripts are deemed as 'official'. You should +// place your NPCs in to scripts_custom.conf to follow the trend. //========================================================================= -//================= Global Scripts Functions ============================== +//================= Disabled Scripts ====================================== +// All NPCs that you wish to remove from your loading list should be put in +// this file +@include "npc/scripts_removed.conf" + +//================= Global NPC list ======================================= +// Only files that are included here will be read by the server +npc_global_list: ( + +//- Global Scripts Functions - // Utilitarian functions used by many scripts. -npc: npc/other/Global_Functions.txt +"npc/other/Global_Functions.txt", -//================= Cash Shop Functions =================================== +//- Cash Shop Functions - // Used by cash shop items in the Item Database. -npc: npc/other/CashShop_Functions.txt +"npc/other/CashShop_Functions.txt", + +//- Common Script Files - +@include "npc/scripts.conf" +@include "npc/scripts_woe.conf" +@include "npc/scripts_jobs.conf" +@include "npc/scripts_mapflags.conf" +@include "npc/scripts_monsters.conf" +@include "npc/scripts_warps.conf" -//================= Common Script Files =================================== -import: npc/scripts.conf -import: npc/scripts_woe.conf -import: npc/scripts_jobs.conf -import: npc/scripts_mapflags.conf -import: npc/scripts_monsters.conf -import: npc/scripts_warps.conf +//- Renewal Script Files - +@include "npc/re/scripts.conf" +@include "npc/re/scripts_woe.conf" +@include "npc/re/scripts_jobs.conf" +@include "npc/re/scripts_mapflags.conf" +@include "npc/re/scripts_monsters.conf" +@include "npc/re/scripts_warps.conf" -//================= Renewal Script Files ================================== -import: npc/re/scripts.conf -import: npc/re/scripts_woe.conf -import: npc/re/scripts_jobs.conf -import: npc/re/scripts_mapflags.conf -import: npc/re/scripts_monsters.conf -import: npc/re/scripts_warps.conf +//- Development / Testing Script Files - +@include "npc/scripts_dev.conf" -//================= Development / Testing Script Files ==================== -import: npc/scripts_dev.conf +//- Custom Script Files - +// Your NPCs go in this file! +@include "npc/scripts_custom.conf" -//================= Custom Script Files =================================== -// - Your NPCs go in this file! -import: npc/scripts_custom.conf +) // npc_global_list diff --git a/npc/re/scripts_mapflags.conf b/npc/re/scripts_mapflags.conf index 9f10792ef..570294c47 100644 --- a/npc/re/scripts_mapflags.conf +++ b/npc/re/scripts_mapflags.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -28,4 +28,5 @@ //= Map Flags //========================================================================= -npc: npc/re/mapflag/zone.txt +"npc/re/mapflag/gvg.txt", +"npc/re/mapflag/zone.txt", diff --git a/npc/re/scripts_monsters.conf b/npc/re/scripts_monsters.conf index cb8e25de6..a143da36c 100644 --- a/npc/re/scripts_monsters.conf +++ b/npc/re/scripts_monsters.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -29,83 +29,84 @@ //========================================================================= //================= Misc Spawns =========================================== -npc: npc/re/mobs/citycleaners.txt -npc: npc/re/mobs/towns.txt -npc: npc/re/mobs/champion.txt +"npc/re/mobs/citycleaners.txt", +"npc/re/mobs/towns.txt", +"npc/re/mobs/champion.txt", +"npc/re/mobs/int_land.txt", //================= Dungeons ============================================== -npc: npc/re/mobs/dungeons/abbey.txt -npc: npc/re/mobs/dungeons/abyss.txt -npc: npc/re/mobs/dungeons/alde_dun.txt -npc: npc/re/mobs/dungeons/ama_dun.txt -npc: npc/re/mobs/dungeons/anthell.txt -npc: npc/re/mobs/dungeons/ayo_dun.txt -npc: npc/re/mobs/dungeons/beach_dun.txt -npc: npc/re/mobs/dungeons/bra_dun.txt -npc: npc/re/mobs/dungeons/c_tower.txt -npc: npc/re/mobs/dungeons/dew_dun.txt -npc: npc/re/mobs/dungeons/dic_dun.txt -npc: npc/re/mobs/dungeons/ecl_tdun.txt -npc: npc/re/mobs/dungeons/ein_dun.txt -npc: npc/re/mobs/dungeons/gef_dun.txt -npc: npc/re/mobs/dungeons/gefenia.txt -npc: npc/re/mobs/dungeons/glastheim.txt -npc: npc/re/mobs/dungeons/gld_dunSE.txt -npc: npc/re/mobs/dungeons/gld_re.txt -npc: npc/re/mobs/dungeons/gon_dun.txt -npc: npc/re/mobs/dungeons/ice_dun.txt -npc: npc/re/mobs/dungeons/in_sphinx.txt -npc: npc/re/mobs/dungeons/iz_dun.txt -npc: npc/re/mobs/dungeons/juperos.txt -npc: npc/re/mobs/dungeons/kh_dun.txt -npc: npc/re/mobs/dungeons/lhz_dun.txt -npc: npc/re/mobs/dungeons/lou_dun.txt -npc: npc/re/mobs/dungeons/ma_dun.txt -npc: npc/re/mobs/dungeons/mag_dun.txt -npc: npc/re/mobs/dungeons/mal_dun.txt -npc: npc/re/mobs/dungeons/mjo_dun.txt -npc: npc/re/mobs/dungeons/moc_pryd.txt -npc: npc/re/mobs/dungeons/mosk_dun.txt -npc: npc/re/mobs/dungeons/nyd_dun.txt -npc: npc/re/mobs/dungeons/odin.txt -npc: npc/re/mobs/dungeons/orcsdun.txt -npc: npc/re/mobs/dungeons/pay_dun.txt -npc: npc/re/mobs/dungeons/prt_maze.txt -npc: npc/re/mobs/dungeons/prt_sew.txt -npc: npc/re/mobs/dungeons/ra_san.txt -npc: npc/re/mobs/dungeons/tha_t.txt -npc: npc/re/mobs/dungeons/thor_v.txt -npc: npc/re/mobs/dungeons/treasure.txt -npc: npc/re/mobs/dungeons/tur_dun.txt -npc: npc/re/mobs/dungeons/xmas_dun.txt -npc: npc/re/mobs/dungeons/yggdrasil.txt +"npc/re/mobs/dungeons/abbey.txt", +"npc/re/mobs/dungeons/abyss.txt", +"npc/re/mobs/dungeons/alde_dun.txt", +"npc/re/mobs/dungeons/ama_dun.txt", +"npc/re/mobs/dungeons/anthell.txt", +"npc/re/mobs/dungeons/ayo_dun.txt", +"npc/re/mobs/dungeons/beach_dun.txt", +"npc/re/mobs/dungeons/bra_dun.txt", +"npc/re/mobs/dungeons/c_tower.txt", +"npc/re/mobs/dungeons/dew_dun.txt", +"npc/re/mobs/dungeons/dic_dun.txt", +"npc/re/mobs/dungeons/ecl_tdun.txt", +"npc/re/mobs/dungeons/ein_dun.txt", +"npc/re/mobs/dungeons/gef_dun.txt", +"npc/re/mobs/dungeons/gefenia.txt", +"npc/re/mobs/dungeons/glastheim.txt", +"npc/re/mobs/dungeons/gld_dunSE.txt", +"npc/re/mobs/dungeons/gld_re.txt", +"npc/re/mobs/dungeons/gon_dun.txt", +"npc/re/mobs/dungeons/ice_dun.txt", +"npc/re/mobs/dungeons/in_sphinx.txt", +"npc/re/mobs/dungeons/iz_dun.txt", +"npc/re/mobs/dungeons/juperos.txt", +"npc/re/mobs/dungeons/kh_dun.txt", +"npc/re/mobs/dungeons/lhz_dun.txt", +"npc/re/mobs/dungeons/lou_dun.txt", +"npc/re/mobs/dungeons/ma_dun.txt", +"npc/re/mobs/dungeons/mag_dun.txt", +"npc/re/mobs/dungeons/mal_dun.txt", +"npc/re/mobs/dungeons/mjo_dun.txt", +"npc/re/mobs/dungeons/moc_pryd.txt", +"npc/re/mobs/dungeons/mosk_dun.txt", +"npc/re/mobs/dungeons/nyd_dun.txt", +"npc/re/mobs/dungeons/odin.txt", +"npc/re/mobs/dungeons/orcsdun.txt", +"npc/re/mobs/dungeons/pay_dun.txt", +"npc/re/mobs/dungeons/prt_maze.txt", +"npc/re/mobs/dungeons/prt_sew.txt", +"npc/re/mobs/dungeons/ra_san.txt", +"npc/re/mobs/dungeons/tha_t.txt", +"npc/re/mobs/dungeons/thor_v.txt", +"npc/re/mobs/dungeons/treasure.txt", +"npc/re/mobs/dungeons/tur_dun.txt", +"npc/re/mobs/dungeons/xmas_dun.txt", +"npc/re/mobs/dungeons/yggdrasil.txt", //================= Fields ================================================ -npc: npc/re/mobs/fields/amatsu.txt -npc: npc/re/mobs/fields/ayothaya.txt -npc: npc/re/mobs/fields/bifrost.txt -npc: npc/re/mobs/fields/brasilis.txt -npc: npc/re/mobs/fields/comodo.txt -npc: npc/re/mobs/fields/dewata.txt -npc: npc/re/mobs/fields/dicastes.txt -npc: npc/re/mobs/fields/eclage.txt -npc: npc/re/mobs/fields/einbroch.txt -npc: npc/re/mobs/fields/geffen.txt -npc: npc/re/mobs/fields/gonryun.txt -npc: npc/re/mobs/fields/hugel.txt -npc: npc/re/mobs/fields/lighthalzen.txt -npc: npc/re/mobs/fields/louyang.txt -npc: npc/re/mobs/fields/lutie.txt -npc: npc/re/mobs/fields/malaya.txt -npc: npc/re/mobs/fields/manuk.txt -npc: npc/re/mobs/fields/mjolnir.txt -npc: npc/re/mobs/fields/morocc.txt -npc: npc/re/mobs/fields/moscovia.txt -npc: npc/re/mobs/fields/niflheim.txt -npc: npc/re/mobs/fields/payon.txt -npc: npc/re/mobs/fields/prontera.txt -npc: npc/re/mobs/fields/rachel.txt -npc: npc/re/mobs/fields/splendide.txt -npc: npc/re/mobs/fields/umbala.txt -npc: npc/re/mobs/fields/veins.txt -npc: npc/re/mobs/fields/yuno.txt +"npc/re/mobs/fields/amatsu.txt", +"npc/re/mobs/fields/ayothaya.txt", +"npc/re/mobs/fields/bifrost.txt", +"npc/re/mobs/fields/brasilis.txt", +"npc/re/mobs/fields/comodo.txt", +"npc/re/mobs/fields/dewata.txt", +"npc/re/mobs/fields/dicastes.txt", +"npc/re/mobs/fields/eclage.txt", +"npc/re/mobs/fields/einbroch.txt", +"npc/re/mobs/fields/geffen.txt", +"npc/re/mobs/fields/gonryun.txt", +"npc/re/mobs/fields/hugel.txt", +"npc/re/mobs/fields/lighthalzen.txt", +"npc/re/mobs/fields/louyang.txt", +"npc/re/mobs/fields/lutie.txt", +"npc/re/mobs/fields/malaya.txt", +"npc/re/mobs/fields/manuk.txt", +"npc/re/mobs/fields/mjolnir.txt", +"npc/re/mobs/fields/morocc.txt", +"npc/re/mobs/fields/moscovia.txt", +"npc/re/mobs/fields/niflheim.txt", +"npc/re/mobs/fields/payon.txt", +"npc/re/mobs/fields/prontera.txt", +"npc/re/mobs/fields/rachel.txt", +"npc/re/mobs/fields/splendide.txt", +"npc/re/mobs/fields/umbala.txt", +"npc/re/mobs/fields/veins.txt", +"npc/re/mobs/fields/yuno.txt", diff --git a/npc/re/scripts_warps.conf b/npc/re/scripts_warps.conf index a67432479..683746d79 100644 --- a/npc/re/scripts_warps.conf +++ b/npc/re/scripts_warps.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -29,41 +29,42 @@ //========================================================================= //================= Cities ================================================ -npc: npc/re/warps/cities/brasilis.txt -npc: npc/re/warps/cities/dewata.txt -npc: npc/re/warps/cities/dicastes.txt -npc: npc/re/warps/cities/eclage.txt -npc: npc/re/warps/cities/izlude.txt -npc: npc/re/warps/cities/malangdo.txt -npc: npc/re/warps/cities/malaya.txt -npc: npc/re/warps/cities/rachel.txt -npc: npc/re/warps/cities/yggdrasil.txt +"npc/re/warps/cities/brasilis.txt", +"npc/re/warps/cities/dewata.txt", +"npc/re/warps/cities/dicastes.txt", +"npc/re/warps/cities/eclage.txt", +"npc/re/warps/cities/izlude.txt", +"npc/re/warps/cities/malangdo.txt", +"npc/re/warps/cities/malaya.txt", +"npc/re/warps/cities/rachel.txt", +"npc/re/warps/cities/yggdrasil.txt", //================= Dungeons ============================================== -npc: npc/re/warps/dungeons/bra_dun.txt -npc: npc/re/warps/dungeons/dic_dun.txt -npc: npc/re/warps/dungeons/ecl_dun.txt -npc: npc/re/warps/dungeons/iz_dun.txt -npc: npc/re/warps/dungeons/moc_pryd.txt +"npc/re/warps/dungeons/bra_dun.txt", +"npc/re/warps/dungeons/dic_dun.txt", +"npc/re/warps/dungeons/ecl_dun.txt", +"npc/re/warps/dungeons/iz_dun.txt", +"npc/re/warps/dungeons/moc_pryd.txt", //================= Fields ================================================ -npc: npc/re/warps/fields/bif_fild.txt -npc: npc/re/warps/fields/bra_fild.txt -npc: npc/re/warps/fields/com_fild.txt -npc: npc/re/warps/fields/dic_fild.txt -npc: npc/re/warps/fields/geffen_fild.txt -npc: npc/re/warps/fields/hugel_fild.txt -npc: npc/re/warps/fields/morroc_fild.txt -npc: npc/re/warps/fields/payon_fild.txt -npc: npc/re/warps/fields/prontera_fild.txt -npc: npc/re/warps/fields/rachel_fild.txt -npc: npc/re/warps/fields/veins_fild.txt -npc: npc/re/warps/fields/yuno_fild.txt +"npc/re/warps/fields/bif_fild.txt", +"npc/re/warps/fields/bra_fild.txt", +"npc/re/warps/fields/com_fild.txt", +"npc/re/warps/fields/dic_fild.txt", +"npc/re/warps/fields/geffen_fild.txt", +"npc/re/warps/fields/hugel_fild.txt", +"npc/re/warps/fields/morroc_fild.txt", +"npc/re/warps/fields/payon_fild.txt", +"npc/re/warps/fields/prontera_fild.txt", +"npc/re/warps/fields/rachel_fild.txt", +"npc/re/warps/fields/veins_fild.txt", +"npc/re/warps/fields/yuno_fild.txt", //================= Others ================================================ -npc: npc/re/warps/other/arena.txt -npc: npc/re/warps/other/jobquests.txt -npc: npc/re/warps/other/paradise.txt -npc: npc/re/warps/other/s_workshop.txt -npc: npc/re/warps/other/sign.txt -npc: npc/re/warps/guildcastles.txt +"npc/re/warps/other/arena.txt", +"npc/re/warps/other/dimensional_gap.txt", +"npc/re/warps/other/jobquests.txt", +"npc/re/warps/other/paradise.txt", +"npc/re/warps/other/s_workshop.txt", +"npc/re/warps/other/sign.txt", +"npc/re/warps/guildcastles.txt", diff --git a/npc/re/scripts_woe.conf b/npc/re/scripts_woe.conf index 9677c55b7..957ac766d 100644 --- a/npc/re/scripts_woe.conf +++ b/npc/re/scripts_woe.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -30,5 +30,5 @@ //================= War of Emperium ======================================= // - Hall of Abyss -npc: npc/re/woe-fe/invest_main.txt -npc: npc/re/woe-fe/invest_npc.txt +"npc/re/woe-fe/invest_main.txt", +"npc/re/woe-fe/invest_npc.txt", diff --git a/npc/re/warps/cities/dicastes.txt b/npc/re/warps/cities/dicastes.txt index 0d8922e51..862765d9a 100644 --- a/npc/re/warps/cities/dicastes.txt +++ b/npc/re/warps/cities/dicastes.txt @@ -59,14 +59,14 @@ dic_in01,299,248,0 warp eldicastes0015 1,1,dic_in01,262,191 dic_in01,242,182,0 script #eldicastes0016 CLEAR_NPC,{ if (isequipped(2782)) select("Administrative Office"); - else select("¡÷¡ú¡ð"); + else select(sprintf("¡÷¡ú¡ð")); warp "dic_in01",138,221; end; } // Elevators - script Elevator#main FAKE_NPC,{ - .@n = atoi(strnpcinfo(2)); + .@n = atoi(strnpcinfo(NPC_NAME_HIDDEN)); .@eq = (isequipped(2782))?1:0; if (.@n <= 4) { .@m$ = (.@eq)?"Civil Services:Archive Room:Situation Room:Administrative Office":"¢³¡ð¡Ð:¡ñ¡ñ¡ò:¡ø¡ø¡ð:¡÷¡ú¡ð"; diff --git a/npc/re/warps/cities/izlude.txt b/npc/re/warps/cities/izlude.txt index a6229d25b..124e3ed1f 100644 --- a/npc/re/warps/cities/izlude.txt +++ b/npc/re/warps/cities/izlude.txt @@ -9,7 +9,8 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team +//= Copyright (C) Ridley //= Copyright (C) Euphy //= Copyright (C) Streusel //= Copyright (C) Masao @@ -72,6 +73,86 @@ izlude_b,52,172,0 warp iz04_b 2,2,izlude_in,74,161 izlude_c,52,172,0 warp iz04_c 2,2,izlude_in,74,161 izlude_d,52,172,0 warp iz04_d 2,2,izlude_in,74,161 +//= iz_int(Intro) & int_land(Secluded Island) ================ +iz_int,27,30,0 script noviship#room1-1 WARPNPC,2,2,{ + end; + +OnTouch: + warp(strnpcinfo(NPC_MAP), 51, 30); + end; + +OnInit: + questinfo(21001, QTYPE_QUEST, 1, Job_Novice); + end; +} + +iz_int,47,30,3 script noviship#room1-2 WARPNPC,2,2,{ + end; + +OnTouch: + @display = 0; + warp(strnpcinfo(NPC_MAP), 22, 30); + end; +} + +iz_int,56,15,0 script noviship WARPNPC,2,2,{ + end; + +OnTouch: + savepoint("int_land"+strnpcinfo(NPC_NAME_HIDDEN), 77, 101); + warp("int_land"+strnpcinfo(NPC_NAME_HIDDEN), 85, 107); + end; +} + +int_land,49,57,0 script noviship#izlude WARPNPC,2,2,{ + end; + +OnTouch: + mes("^4d4dffOnce you left this island there is no way back."); + mes("Are you sure you want to go directly to Izlude?^000000"); + next(); + mes("^4d4dffIf you do, the quest got deleted from your Quest Log.^000000"); + next(); + if (select("Do not go to Izlude yet", "Sail to Izlude!") == 1) { + mes("[Sailor]"); + mes("You want to stay here longer?"); + mes("Good, then I wait until you're ready~"); + close(); + } + mes("[Sailor]"); + mes("Lets head toward Izlude!"); + close2(); + if (questprogress(21001)) + erasequest(21001); + if (questprogress(21002)) + erasequest(21002); + + .@map$ = "izlude"; + if (strnpcinfo(NPC_NAME_HIDDEN) != "izlude") + .@map$ = .@map$ + strnpcinfo(NPC_NAME_HIDDEN); + + warp(.@map$, 196, 209); + end; +} + +//= iz_int(Intro) & int_land(Secluded Island) Duplicates ===== +iz_int01,27,30,0 duplicate(noviship#room1-1) noviship#room1-1a WARPNPC,2,2 +iz_int02,27,30,0 duplicate(noviship#room1-1) noviship#room1-1b WARPNPC,2,2 +iz_int03,27,30,0 duplicate(noviship#room1-1) noviship#room1-1c WARPNPC,2,2 +iz_int04,27,30,0 duplicate(noviship#room1-1) noviship#room1-1d WARPNPC,2,2 +iz_int01,47,30,0 duplicate(noviship#room1-2) noviship#room1-2a WARPNPC,2,2 +iz_int02,47,30,0 duplicate(noviship#room1-2) noviship#room1-2b WARPNPC,2,2 +iz_int03,47,30,0 duplicate(noviship#room1-2) noviship#room1-2c WARPNPC,2,2 +iz_int04,47,30,0 duplicate(noviship#room1-2) noviship#room1-2d WARPNPC,2,2 +iz_int01,56,15,0 duplicate(noviship) noviship#01 WARPNPC,2,2 +iz_int02,56,15,0 duplicate(noviship) noviship#02 WARPNPC,2,2 +iz_int03,56,15,0 duplicate(noviship) noviship#03 WARPNPC,2,2 +iz_int04,56,15,0 duplicate(noviship) noviship#04 WARPNPC,2,2 +int_land01,49,57,0 duplicate(noviship#izlude) noviship#_a WARPNPC,2,2 +int_land02,49,57,0 duplicate(noviship#izlude) noviship#_b WARPNPC,2,2 +int_land03,49,57,0 duplicate(noviship#izlude) noviship#_c WARPNPC,2,2 +int_land04,49,57,0 duplicate(noviship#izlude) noviship#_d WARPNPC,2,2 + //= Izlude Academy =========================================== izlude,125,257,0 warp #to_ac01 2,2,iz_ac01,99,29 izlude,130,257,0 warp #to_ac02 2,2,iz_ac01,99,29 @@ -82,20 +163,6 @@ iz_ac02,94,27,0 warp #to_ac1f01 2,2,iz_ac01,78,28 iz_ac02,113,27,0 warp #to_ac1f02 2,2,iz_ac01,122,28 new_1-3,96,176,0 warp #to_ac01-2 1,1,iz_ac01,49,73 -iz_int,96,73,0 script iz_int_iz WARPNPC,2,2,{ - end; - - OnTouch: - savepoint "izlude", 128, 98; - warp "izlude"+strnpcinfo(2)+"", 195, 209; - end; -} - -iz_int01,96,73,0 duplicate(iz_int_iz) iz_int_iz#_a WARPNPC,2,2 -iz_int02,96,73,0 duplicate(iz_int_iz) iz_int_iz#_b WARPNPC,2,2 -iz_int03,96,73,0 duplicate(iz_int_iz) iz_int_iz#_c WARPNPC,2,2 -iz_int04,96,73,0 duplicate(iz_int_iz) iz_int_iz#_d WARPNPC,2,2 - //= Izlude Academy Duplicates ================================ izlude_a,125,257,0 warp #to_ac01_a 2,2,iz_ac01_a,99,29 izlude_b,125,257,0 warp #to_bc01_b 2,2,iz_ac01_b,99,29 diff --git a/npc/re/warps/dungeons/iz_dun.txt b/npc/re/warps/dungeons/iz_dun.txt index ade6aafd3..9746fc0dd 100644 --- a/npc/re/warps/dungeons/iz_dun.txt +++ b/npc/re/warps/dungeons/iz_dun.txt @@ -47,7 +47,7 @@ iz_dun04,130,234,5 script Gatekeeper#iz_dun 4_M_CRU_SOLD,{ mes "The monsters here are between levels 110 and 124."; mes "And you must beware of the Kraken!"; next; - switch(select("Release the Kraken!:I'll stay here.")) { + switch(select("Release the Kraken!", "I'll stay here.")) { case 1: mes "[Gatekeeper]"; mes "Be cautious and good luck."; @@ -67,7 +67,7 @@ iz_dun05,142,190,5 script Guard#iz_dun 4_M_CRU_SOLD,{ mes "[Gatekeeper]"; mes "So I guess you want to go back to the fifth floor?"; next; - switch(select("Yes!:No, I'll stay.")) { + switch(select("Yes!", "No, I'll stay.")) { case 1: mes "[Gatekeeper]"; mes "Be safe, adventurer."; diff --git a/npc/re/warps/fields/bif_fild.txt b/npc/re/warps/fields/bif_fild.txt index 581cceb62..68e3f4f7a 100644 --- a/npc/re/warps/fields/bif_fild.txt +++ b/npc/re/warps/fields/bif_fild.txt @@ -43,11 +43,11 @@ mora,56,25,0 warp bifrost_field0005 1,1,bif_fild02,176,162 mes "At the end of the small path through the bright flower garden"; mes "is an entrance to something that looks like a small hill."; next; - if(select("Knock-knock:Is this a wormhole?") == 1) { + if(select("Knock-knock", "Is this a wormhole?") == 1) { mes "When you knock on the door-like thing just for fun,"; mes "the door clicks open and you feel some mysterious force pulling you inside."; close2; - switch(atoi(charat(strnpcinfo(2),9))) { + switch(atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),9))) { case 1: warp "mora",179,74; end; case 2: warp "mora",22,157; end; case 3: warp "mora",58,27; end; diff --git a/npc/re/warps/other/dimensional_gap.txt b/npc/re/warps/other/dimensional_gap.txt new file mode 100644 index 000000000..890dc76f5 --- /dev/null +++ b/npc/re/warps/other/dimensional_gap.txt @@ -0,0 +1,79 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2016 Hercules Dev Team +//= Copyright (C) Ridley +//= Copyright (C) Nova +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Dimensonal Gap warp script (Renewal) +//================= Description =========================================== +//= Warps for Dimensional Gap +//================= Current Version ======================================= +//= 1.0 +//========================================================================= + +mid_camp,210,292,4 script Transport Device#01 PORTAL,{ + mes("Do you wish to enter the Dimensional Gap?"); + next(); + if (select("Yes", "No") == 1) { + warp("dali", 141, 82); + end; + } + close(); +} + +moc_fild22b,222,200,4 script Transport Device#02 PORTAL,{ + mes("Do you wish to enter the Dimensional Gap?"); + next(); + if (select("Yes", "No") == 1) { + warp("dali", 119, 56); + end; + } + close(); +} + +bif_fild01,318,159,4 script Transport Device#03 PORTAL,{ + mes("Do you wish to enter the Dimensional Gap?"); + next(); + if (select("Yes", "No") == 1) { + warp("dali", 43, 92); + end; + } + close(); +} + +dic_fild02,241,31,4 script Transport Device#04 PORTAL,{ + mes("Do you wish to enter the Dimensional Gap?"); + next(); + if (select("Yes", "No") == 1) { + warp("dali", 41, 134); + end; + } + close(); +} + +dali,149,82,0 warp dg001 2,2,mid_camp,210,289 +dali,122,48,0 warp dg002 2,2,moc_fild22b,227,200 +dali,38,87,0 warp dg003 2,2,bif_fild01,318,155 +dali,34,139,0 warp dg004 2,2,dic_fild02,237,32 diff --git a/npc/re/woe-fe/invest_main.txt b/npc/re/woe-fe/invest_main.txt index 534c3ddef..d743225df 100644 --- a/npc/re/woe-fe/invest_main.txt +++ b/npc/re/woe-fe/invest_main.txt @@ -107,16 +107,16 @@ function script F_Invest_Status { return 0; // Open for investments. - if (.@day >= 3 && (.@day < 5 || (.@day == 5 && .@hour <= 12))) + if (.@day >= WEDNESDAY && (.@day < FRIDAY || (.@day == FRIDAY && .@hour <= 12))) return 1; // Investments closed, calculating results. - if (.@day == 5 && .@hour == 12 && .@minute < 35) + if (.@day == FRIDAY && .@hour == 12 && .@minute < 35) return 2; // Calculations complete, dungeons open. - if ((.@day == 5 && (.@hour > 12 || (.@hour == 12 && .@minute >= 35))) || .@day > 5 || - .@day < 2 || (.@day == 2 && .@hour < 20)) + if ((.@day == FRIDAY && (.@hour > 12 || (.@hour == 12 && .@minute >= 35))) || .@day > FRIDAY || + .@day < TUESDAY || (.@day == TUESDAY && .@hour < 20)) return 3; // Dungeons closed. @@ -128,14 +128,14 @@ function script F_Invest_Abyss { mes "There are 2 ways to invest, by Zeny or the Investment Certificate given out by the Cat Paw Merchant Guild."; mes "Which way would you like to make your investment?"; next; - switch(select("Invest with Zeny.:Invest with Investment Certificates.:Cancel")) { + switch(select("Invest with Zeny.", "Invest with Investment Certificates.", "Cancel")) { case 1: mes getarg(1); mes "So you've decided to invest in Zeny."; mes "Minimum investment unit is ^4d4dff10,000 Zeny^000000."; mes "You can invest a maximum of 50 units which is ^4d4dff500,000 Zeny^000000."; next; - switch(select("1 unit 10,000 Zeny:10 units 100,000 Zeny:50 units 500,000 Zeny:Another amount:Cancel")) { + switch(select("1 unit 10,000 Zeny", "10 units 100,000 Zeny", "50 units 500,000 Zeny", "Another amount", "Cancel")) { case 1: .@units = 1; break; @@ -186,7 +186,7 @@ function script F_Invest_Abyss { mes "Wow, you've brought Investment Certificates."; mes "How many certificates will you submit?"; next; - switch(select("1 Investment Certificate:5 Investment Certificates:Another amount:Cancel")) { + switch(select("1 Investment Certificate", "5 Investment Certificates", "Another amount", "Cancel")) { case 1: .@tickets = 1; break; @@ -273,14 +273,14 @@ OnCalculate: else setd "$"+.@cas$[.@i]+"_invest_result",1; } - // No further actions if 20,000,000z isn't reached. - if (!.@total_2000) - end; // No further actions if any realm hits 70,000,000z. if (.@total_7000) { $2011_agit_invest = 4; end; } + // No further actions if 20,000,000z isn't reached. + if (!.@total_2000) + end; // Otherwise, highest investment above 20,000,000z opens Hall of Abyss. .@max = .@funds[0]; for(.@i = 1; .@i<4; ++.@i) { @@ -406,7 +406,7 @@ prt_gld,2,2,0 script Investment_total#fund00 CLEAR_NPC,{ if (callfunc("F_GM_NPC",1854,0) == 1) { mes "If you think the investment timer is dead, please adjust the timer."; next; - switch(select("Turn on the timer:Cancel")) { + switch(select("Turn on the timer", "Cancel")) { case 1: donpcevent "Investment_total#fund00::OnTimerReset"; mes "You've turned on the timer."; @@ -585,7 +585,7 @@ prt_gld,164,98,3 script Revoting Manager#Invest2 4_M_BOSSCAT,{ mes "[Revoting Manager]"; mes "Would you like to participate in the vote for choosing where to connect the 'Abyss Gate'?"; next; - if(select("Participate in the vote.:Skip for now.") == 2) { + if(select("Participate in the vote.", "Skip for now.") == 2) { mes "[Revoting Manager]"; mes "You've canceled the vote."; close; @@ -707,22 +707,22 @@ OnAgitInvest: //== Realms - Merchant Guilds, Gate Managers, Status Boards = - script Cat Paw Merchant Guild FAKE_NPC,{ - if (compare(strnpcinfo(4),"alde")) { + if (compare(strnpcinfo(NPC_MAP),"alde")) { .@npc$ = "alde"; .@name$ = "Megrez"; .@realm$ = "Luina"; .@intro$ = "Luina Branch Manager in Al De Baran"; - } else if (compare(strnpcinfo(4),"gef")) { + } else if (compare(strnpcinfo(NPC_MAP),"gef")) { .@npc$ = "gef"; .@name$ = "Meraq"; .@realm$ = "Britoniah"; .@intro$ = "Britoniah Branch Manager"; - } else if (compare(strnpcinfo(4),"pay")) { + } else if (compare(strnpcinfo(NPC_MAP),"pay")) { .@npc$ = "pay"; .@name$ = "Phecda"; .@realm$ = "Greenwood Lake"; .@intro$ = "Payon Greenwood Lake Branch Manager"; - } else if (compare(strnpcinfo(4),"prt")) { + } else if (compare(strnpcinfo(NPC_MAP),"prt")) { .@npc$ = "prt"; .@name$ = "Dubae"; .@realm$ = "Valkyrie Realm"; @@ -735,7 +735,7 @@ OnAgitInvest: mes "I consult about investments for the Abyss Gate development."; mes "How may I help you?"; next; - switch(select("What is the Abyss Gate?:Investing in the gate development?:I want to invest in this area.:Cancel")) { + switch(select("What is the Abyss Gate?", "Investing in the gate development?", "I want to invest in this area.", "Cancel")) { case 1: mes .@n$; mes "It is only called the Abyss Gate for convenience but it's simply a ^4d4dffgap to another dimension^000000."; @@ -773,7 +773,7 @@ OnAgitInvest: mes "Are you curious about investing in the Gate development?"; mes "What do you want to know about?"; next; - switch(select("About the Gate?:About investments?:How to invest?:Benefits from investing?")) { + switch(select("About the Gate?", "About investments?", "How to invest?", "Benefits from investing?")) { case 1: mes .@n$; mes "The Gate is what it is named after, a door."; @@ -882,7 +882,7 @@ OnAgitInvest: close; } case 3: - if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 1000) { + if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) { mes "- Currently you're carrying -"; mes "- too many items with you. -"; mes "- Please try again after you -"; @@ -902,7 +902,7 @@ OnAgitInvest: mes "Please come back during the investment duration."; close; } - .@guild = getcharid(2); + .@guild = getcharid(CHAR_ID_GUILD); for(.@i = 1; .@i<=5; ++.@i) { .@castle_name$[.@i] = getcastlename(.@npc$+"g_cas0"+.@i); .@owner_id[.@i] = getcastledata(.@npc$+"g_cas0"+.@i,1); @@ -949,22 +949,22 @@ OnAgitInvest: - script Gate Manager#realm FAKE_NPC,{ - if (compare(strnpcinfo(4),"alde")) { + if (compare(strnpcinfo(NPC_MAP),"alde")) { .@npc$ = "alde"; .@name$ = "Alkor"; .@gate$ = "Hero's Tears"; .@realm$ = "Luina"; - } else if (compare(strnpcinfo(4),"gef")) { + } else if (compare(strnpcinfo(NPC_MAP),"gef")) { .@npc$ = "gef"; .@name$ = "Mizar"; .@gate$ = "Hill of the Dead"; .@realm$ = "Britoniah"; - } else if (compare(strnpcinfo(4),"pay")) { + } else if (compare(strnpcinfo(NPC_MAP),"pay")) { .@npc$ = "pay"; .@name$ = "Alkaid"; .@gate$ = "Winds of the Ancient"; .@realm$ = "Greenwood Lake"; - } else if (compare(strnpcinfo(4),"prt")) { + } else if (compare(strnpcinfo(NPC_MAP),"prt")) { .@npc$ = "prt"; .@name$ = "Arios"; .@gate$ = "Way of the Warrior"; @@ -987,7 +987,7 @@ OnAgitInvest: mes "Please visit as often as possible since the entrance fee is saved as an investment for the region."; mes "Do you want to enter the Agit dungeon?"; next; - .@i = select(.@realm$+" Dungeon 1F - 10000z:"+.@realm$+" Dungeon 2F - 10000z:Cancel"); + .@i = select(.@realm$+" Dungeon 1F - 10000z", ""+.@realm$+" Dungeon 2F - 10000z", "Cancel"); if (.@i == 3) { mes .@n$; mes "Canceled."; @@ -1005,13 +1005,13 @@ OnAgitInvest: Zeny -= 10000; setd "$fund_"+.@npc$+"_extra", getd("$fund_"+.@npc$+"_extra") + 1; close2; - if (compare(strnpcinfo(2),"alde")) + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"alde")) warp "gld_dun02"+((.@i == 2)?"_2":""),32,122; - else if (compare(strnpcinfo(2),"gef")) + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"gef")) warp "gld_dun04"+((.@i == 2)?"_2":""),39,258; - else if (compare(strnpcinfo(2),"pay")) + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"pay")) warp "gld_dun01"+((.@i == 2)?"_2":""),186,165; - else if (compare(strnpcinfo(2),"prt")) + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"prt")) warp "gld_dun03"+((.@i == 2)?"_2":""),164,268; end; } else if (.@status == 2) { @@ -1031,16 +1031,16 @@ OnAgitInvest: - script Investment Status Board FAKE_NPC,{ .@invest_status = callfunc("F_Invest_Status"); if (.@invest_status == 1) { - if (compare(strnpcinfo(4),"alde")) { + if (compare(strnpcinfo(NPC_MAP),"alde")) { .@npc$ = "alde"; .@realm$ = "Luina"; - } else if (compare(strnpcinfo(4),"gef")) { + } else if (compare(strnpcinfo(NPC_MAP),"gef")) { .@npc$ = "gef"; .@realm$ = "Britoniah"; - } else if (compare(strnpcinfo(4),"pay")) { + } else if (compare(strnpcinfo(NPC_MAP),"pay")) { .@npc$ = "pay"; .@realm$ = "Greenwood Lake"; - } else if (compare(strnpcinfo(4),"prt")) { + } else if (compare(strnpcinfo(NPC_MAP),"prt")) { .@npc$ = "prt"; .@realm$ = "Valkyrie Realm"; } @@ -1098,23 +1098,23 @@ OnAgitInvest: //== Inside Castles - Gate Managers ======================== - script Gate Manager#castle FAKE_NPC,{ - .@id = atoi(charat(strnpcinfo(2),getstrlen(strnpcinfo(2))-1)); - if (compare(strnpcinfo(2),"alde")) { + .@id = atoi(charat(strnpcinfo(NPC_NAME_HIDDEN),getstrlen(strnpcinfo(NPC_NAME_HIDDEN))-1)); + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"alde")) { .@npc$ = "alde"; .@realm$ = "Luina"; - } else if (compare(strnpcinfo(2),"gef")) { + } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"gef")) { .@npc$ = "gef"; .@realm$ = "Britoniah"; - } else if (compare(strnpcinfo(2),"pay")) { + } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"pay")) { .@npc$ = "pay"; .@realm$ = "Greenwood Lake"; - } else if (compare(strnpcinfo(2),"prt")) { + } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"prt")) { .@npc$ = "prt"; .@realm$ = "Valkyrie Realm"; } - .@GID = getcastledata(strnpcinfo(4),1); - if (getcharid(2) != .@GID) { + .@GID = getcastledata(strnpcinfo(NPC_MAP),1); + if (getcharid(CHAR_ID_GUILD) != .@GID) { mes "[Gate Manager]"; mes "You don't seem to be the member of guild owning this castle."; mes "If you need any help, please visit any of our guild members at "+.@realm$+" Square."; @@ -1124,9 +1124,9 @@ OnAgitInvest: mes "Hello, I am the Gate Manager from Cat Paw Merchant Guild warp department."; mes "How may I help you today?"; next; - switch(select("Invest for gate connection:Deepest Layer Dungeon Access:Abyss Gate Access:Cancel")) { + switch(select("Invest for gate connection", "Deepest Layer Dungeon Access", "Abyss Gate Access", "Cancel")) { case 1: - if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 1000) { + if (checkweight(Knife,1) == 0 || MaxWeight - Weight < 2000) { mes "[Gate Manager]"; mes "You have too many items to receive the Thank You Ticket as a small gift for your investment."; mes "Please come back after making room in your inventory."; @@ -1145,7 +1145,7 @@ OnAgitInvest: mes "Please come back during the investment duration."; close; } - if (getcharid(2) != .@GID) { + if (getcharid(CHAR_ID_GUILD) != .@GID) { mes "[Gate Manager]"; mes "You don't seem to be the member of the guild owning this castle."; mes "Please use the normal investment from "+.@realm$+" Square."; @@ -1161,7 +1161,7 @@ OnAgitInvest: mes "You are interested in exploring the "+.@realm$+" Guild Dungeon Deepest Layer (2F)."; mes "Let me guide you. Good luck."; close2; - if (compare(strnpcinfo(2),"alde")) { + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"alde")) { switch(.@id) { case 1: warp "gld_dun02_2",32,122; end; case 2: warp "gld_dun02_2",79,30; end; @@ -1169,7 +1169,7 @@ OnAgitInvest: case 4: warp "gld_dun02_2",160,148; end; case 5: warp "gld_dun02_2",103,169; end; } - } else if (compare(strnpcinfo(2),"gef")) { + } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"gef")) { switch(.@id) { case 1: warp "gld_dun04_2",39,258; end; case 2: warp "gld_dun04_2",125,270; end; @@ -1177,7 +1177,7 @@ OnAgitInvest: case 4: warp "gld_dun04_2",268,108; end; case 5: warp "gld_dun04_2",230,35; end; } - } else if (compare(strnpcinfo(2),"pay")) { + } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"pay")) { switch(.@id) { case 1: warp "gld_dun01_2",186,165; end; case 2: warp "gld_dun01_2",54,165; end; @@ -1185,7 +1185,7 @@ OnAgitInvest: case 4: warp "gld_dun01_2",186,39; end; case 5: warp "gld_dun01_2",223,202; end; } - } else if (compare(strnpcinfo(2),"prt")) { + } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"prt")) { switch(.@id) { case 1: warp "gld_dun03_2",28,251; end; case 2: warp "gld_dun03_2",164,268; end; @@ -1200,7 +1200,7 @@ OnAgitInvest: mes "[Gate Manager]"; mes "Let me guide you to the Abyss Gap connected with "+.@realm$+", the Abyss Gate 'Way of the Warrior'."; close2; - if (compare(strnpcinfo(2),"alde")) { + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"alde")) { switch(.@id) { case 1: warp "gld2_ald",175,41; end; case 2: warp "gld2_ald",77,64; end; @@ -1208,7 +1208,7 @@ OnAgitInvest: case 4: warp "gld2_ald",104,246; end; case 5: warp "gld2_ald",241,156; end; } - } else if (compare(strnpcinfo(2),"gef")) { + } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"gef")) { switch(.@id) { case 1: warp "gld2_gef",28,199; end; case 2: warp "gld2_gef",217,46; end; @@ -1216,7 +1216,7 @@ OnAgitInvest: case 4: warp "gld2_gef",30,67; end; case 5: warp "gld2_gef",115,40; end; } - } else if (compare(strnpcinfo(2),"pay")) { + } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"pay")) { switch(.@id) { case 1: warp "gld2_pay",33,112; end; case 2: warp "gld2_pay",119,27; end; @@ -1224,7 +1224,7 @@ OnAgitInvest: case 4: warp "gld2_pay",175,221; end; case 5: warp "gld2_pay",61,221; end; } - } else if (compare(strnpcinfo(2),"prt")) { + } else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"prt")) { switch(.@id) { case 1: warp "gld2_prt",10,27; end; case 2: warp "gld2_prt",14,247; end; @@ -1273,7 +1273,7 @@ malangdo,218,126,4 script Cat Paw Merchants Notice 4_BOARD3,{ mes "<< Cat Paw Merchants Notice >>"; mes "'^C379CEInvest Unused Items for Prizes!^000000'"; next; - switch(select("Read Notice:Check Event 1:Check Event 2")) { + switch(select("Read Notice", "Check Event 1", "Check Event 2")) { case 1: mes "- Notice -"; mes "Hello all Cat Paw Merchants customers! With your love, we Cat Paw Merchants are growing every day. All executives and staff members promise to do our best to further our frontier and development."; @@ -1350,7 +1350,7 @@ malangdo,218,123,1 script Namis#invest 4_CAT_SAILOR2,4,4,{ mes "Purr-Purr-Purrr-Purrrr-Pur~ Meow!!"; mes "Wh-- What? How rude. You scared me."; next; - switch(select("What do you need? I'll invest!:What's the purpose of this event?:Were you asleep?")) { + switch(select("What do you need? I'll invest!", "What's the purpose of this event?", "Were you asleep?")) { case 1: break; case 2: @@ -1383,7 +1383,7 @@ malangdo,218,123,1 script Namis#invest 4_CAT_SAILOR2,4,4,{ mes "[Namis]"; mes "So, which event do you wish to participate in?"; next; - switch(select("Not interested:Event 1 Items:Event 2 Items")) { + switch(select("Not interested", "Event 1 Items", "Event 2 Items")) { case 1: mes "[Namis]"; mes "Don't you mess with a busy cat!"; @@ -1401,27 +1401,48 @@ malangdo,218,123,1 script Namis#invest 4_CAT_SAILOR2,4,4,{ "Piece of Thanatos' armor","I hear Dragon Scales are tough 02","The identity of the creepy eye","If only I could see!"; .@i = select(implode(.@event1$[0],":"))-1; switch(.@i+1) { - case 1: callsub L_Check,"2 Pieces of Queen's Wing",6326,2,"Wings of the Insect Queen? What a pitiful name. I would've given some cool names!",.@event1$[.@i]; - case 2: callsub L_Check,"2 Broken Crowns",7754,2,"For crying out loud! Those cats working on these events must be playing around. Can't they think of a better name?",.@event1$[.@i]; - case 3: callsub L_Check,"2 Fire Dragon Scales",7451,2,"Dragon scales? Well... I guess they are tough. But what are they going to use them for?",.@event1$[.@i]; - case 4: callsub L_Check,"3 Mother's Nightmares",7020,3,"Even though I don't have the authority to find out, I wonder what they're doing with the collected items?",.@event1$[.@i]; - case 5: callsub L_Check,"5 Gemstones",7300,5,"Something useful for a change. The ore will end up as nice pieces of jewelry.",.@event1$[.@i]; - case 6: callsub L_Check,"5 Heroic Emblems",968,5,"Good, good. This is the kind of name I wanted!",.@event1$[.@i]; - case 7: callsub L_Check,"3 Taeguk Plates",7169,3,"Taking in something like this, maybe they're up to something dangerous.",.@event1$[.@i]; - case 8: callsub L_Check,"3 Broken Pharaoh Symbols and 3 Tutankhamen's Masks",7113,3,"I hear the pyramids are in Morroc, but I've never been there. Some humans call it Morco.",.@event1$[.@i],7114,3; - case 9: callsub L_Check,"2 Pocket Watches",7513,2,"Those lazy merchants, why do they need pocket watches they don't even use?",.@event1$[.@i]; - case 10: callsub L_Check,"3 Young Twigs",7018,3,"Mellow Island has a climate like with where we cats used to live. But the trees die out sometimes due to it being an island.",.@event1$[.@i]; - case 11: callsub L_Check,"5 Rossata Pieces",7211,5,"I guess they collect these because humans have them, but what's the use of researching ancient languages?",.@event1$[.@i]; - case 12: callsub L_Check,"5 Fangs of Garm",7036,5,"Weak humans need sharp weapons, but cats already have nice and sharp claws, so why are we collecting these!!",.@event1$[.@i]; - case 13: callsub L_Check,"3 Baphomet Dolls",750,3,"Baphomet dolls are great for playing around with.",.@event1$[.@i]; - case 14: callsub L_Check,"1 Tiger's Footskin and 5 Tiger Skins",1030,1,"Did you know that tigers are cats too? Therefore, cats are better than tigers.",.@event1$[.@i],1029,5; - case 15: callsub L_Check,"3 Broken Shield Pieces and 3 Shining Spear Blades",7108,3,"I don't know what they want with these.",.@event1$[.@i],7109,3; - case 16: callsub L_Check,"3 Osiris Dolls",751,3,"Shame~ I never got to play with an Osiris doll.",.@event1$[.@i]; - case 17: callsub L_Check,"1 Ice Scale",7562,1,"Mellow Island is a fabulous place to live. But the ships are too hot.",.@event1$[.@i]; - case 18: callsub L_Check,"1 Skeletal Armor Piece",7450,1,"Ewww... Why would they collect something so creepy?",.@event1$[.@i]; - case 19: callsub L_Check,"1 Darkred Scale Piece",6091,1,"Dragon scales? Well... I guess they are tough. But what are they going to use them for?",.@event1$[.@i]; - case 20: callsub L_Check,"2 Wills of Red Darkness",7566,2,"Interesting! Does it scream or something when I poke it in the eye?",.@event1$[.@i]; - case 21: callsub L_Check,"2 Foolishness of the Blind",7021,2,"This blind man is foolish in not knowing that gathering 300 cats cures blindness...",.@event1$[.@i]; + case 1: + callsub(L_Check, "2 Pieces of Queen's Wing", Queen_Wing_Piece, 2, "Wings of the Insect Queen? What a pitiful name. I would've given some cool names!", .@event1$[.@i]); + case 2: + callsub(L_Check, "2 Broken Crowns", Broken_Crown, 2, "For crying out loud! Those cats working on these events must be playing around. Can't they think of a better name?", .@event1$[.@i]); + case 3: + callsub(L_Check, "2 Fire Dragon Scales", Scale_Of_Red_Dragon, 2, "Dragon scales? Well... I guess they are tough. But what are they going to use them for?", .@event1$[.@i]); + case 4: + callsub(L_Check, "3 Mother's Nightmares", Mothers_Nightmare, 3, "Even though I don't have the authority to find out, I wonder what they're doing with the collected items?", .@event1$[.@i]); + case 5: + callsub(L_Check, "5 Gemstones", Gemstone, 5, "Something useful for a change. The ore will end up as nice pieces of jewelry.", .@event1$[.@i]); + case 6: + callsub(L_Check, "5 Heroic Emblems", Voucher_Of_Orcish_Hero, 5, "Good, good. This is the kind of name I wanted!", .@event1$[.@i]); + case 7: + callsub(L_Check, "3 Taeguk Plates", Taegeuk_Plate, 3, "Taking in something like this, maybe they're up to something dangerous.", .@event1$[.@i]); + case 8: + callsub(L_Check, "3 Broken Pharaoh Symbols and 3 Tutankhamen's Masks", Broken_Pharaoh_Symbol, 3, "I hear the pyramids are in Morroc, but I've never been there. Some humans call it Morco.", .@event1$[.@i], Tutankhamens_Mask, 3); + case 9: + callsub(L_Check, "2 Pocket Watches", Pocket_Watch, 2, "Those lazy merchants, why do they need pocket watches they don't even use?", .@event1$[.@i]); + case 10: + callsub(L_Check, "3 Young Twigs", Young_Twig, 3, "Mellow Island has a climate like with where we cats used to live. But the trees die out sometimes due to it being an island.", .@event1$[.@i]); + case 11: + callsub(L_Check, "5 Rossata Pieces", Rojerta_Piece, 5, "I guess they collect these because humans have them, but what's the use of researching ancient languages?", .@event1$[.@i]); + case 12: + callsub(L_Check, "5 Fangs of Garm", Fang_Of_Garm, 5, "Weak humans need sharp weapons, but cats already have nice and sharp claws, so why are we collecting these!!", .@event1$[.@i]); + case 13: + callsub(L_Check, "3 Baphomet Dolls", Baphomet_Doll, 3, "Baphomet dolls are great for playing around with.", .@event1$[.@i]); + case 14: + callsub(L_Check, "1 Tiger's Footskin and 5 Tiger Skins", Tiger_Footskin, 1, "Did you know that tigers are cats too? Therefore, cats are better than tigers.", .@event1$[.@i], Tigers_Skin, 5); + case 15: + callsub(L_Check, "3 Broken Shield Pieces and 3 Shining Spear Blades", Boroken_Shiled_Piece, 3, "I don't know what they want with these.", .@event1$[.@i], Shine_Spear_Blade, 3); + case 16: + callsub(L_Check, "3 Osiris Dolls", Osiris_Doll, 3, "Shame~ I never got to play with an Osiris doll.", .@event1$[.@i]); + case 17: + callsub(L_Check, "1 Ice Scale", Ice_Scale, 1, "Mellow Island is a fabulous place to live. But the ships are too hot.", .@event1$[.@i]); + case 18: + callsub(L_Check, "1 Skeletal Armor Piece", Piece_Of_Bone_Armor, 1, "Ewww... Why would they collect something so creepy?", .@event1$[.@i]); + case 19: + callsub(L_Check, "1 Darkred Scale Piece", Dark_Red_Scale, 1, "Dragon scales? Well... I guess they are tough. But what are they going to use them for?", .@event1$[.@i]); + case 20: + callsub(L_Check, "2 Wills of Red Darkness", Will_Of_Darkness_, 2, "Interesting! Does it scream or something when I poke it in the eye?", .@event1$[.@i]); + case 21: + callsub(L_Check, "2 Foolishness of the Blind", Foolishness_Of_Blind, 2, "This blind man is foolish in not knowing that gathering 300 cats cures blindness...", .@event1$[.@i]); } case 3: mes "[Namis]"; @@ -1453,7 +1474,7 @@ L_Check: mes getarg(3); mes "Oh! Almost forgot. Will you invest?"; next; - if(select("Invest:Don't Invest") == 2) { + if(select("Invest", "Don't Invest") == 2) { mes "[Namis]"; mes "Don't you mess with a busy cat!"; close; @@ -1489,28 +1510,43 @@ malangdo,215,119,4 script Thanks Ticket Machine 2_VENDING_MACHINE1,{ mes "4. Hope you enjoy~^000000"; mes "- Mr. Cat, the Machine Owner -"; next; - switch(select("Finish:Purchase:Red Paw Jelly Bag (5 Tickets):Black Paw Jelly Bag (50 Tickets)")) { + switch(select("Finish", "Purchase", "Red Paw Jelly Bag (5 Tickets)", "Black Paw Jelly Bag (50 Tickets)")) { case 1: close; case 2: mes "The Vending Machine is selling items in the following list."; next; - switch(select("Finish:1 Siege Arrow Quiver A (2 Tickets):1 Siege Arrow Quiver S (2 Tickets):30 White Potion (12 Tickets):30 White Slim Potion (14 Tickets):10 Dark Water (20 Tickets):20 Siege_Violet_Potion (30 Tickets):10 Coldproof Potion (30 Tickets):10 Thunderproof Potion (30 Tickets):10 Earthproof Potion (30 Tickets):10 Fireproof Potion (30 Tickets):10 Elemental Converter[Fire] (30 Tickets)")) { - case 1: close; - case 2: callsub L_Purchase,2,12678,1; //Siege_Arrow_Quiver_A - case 3: callsub L_Purchase,2,12677,1; //Siege_Arrow_Quiver_S - case 4: callsub L_Purchase,12,504,30; //White_Potion - case 5: callsub L_Purchase,14,547,30; //White_Slim_Potion - case 6: callsub L_Purchase,20,12020,10; //Water_Of_Darkness - case 7: callsub L_Purchase,30,11547,20; //Woe_Violet_Potion - case 8: callsub L_Purchase,30,12119,10; //Resist_Water - case 9: callsub L_Purchase,30,12121,10; //Resist_Wind - case 10: callsub L_Purchase,30,12120,10; //Resist_Earth - case 11: callsub L_Purchase,30,12118,10; //Resist_Fire - case 12: callsub L_Purchase,30,12114,10,"Elemental Converter[Fire]"; //Elemental_Fire - case 13: callsub L_Purchase,30,12115,10,"Elemental Converter[Water]"; //Elemental_Water - case 14: callsub L_Purchase,30,12117,10,"Elemental Converter[Wind]"; //Elemental_Wind - case 15: callsub L_Purchase,30,12116,10,"Elemental Converter[Earth]"; //Elemental_Earth + switch(select("Finish", "1 Siege Arrow Quiver A (2 Tickets)", "1 Siege Arrow Quiver S (2 Tickets)", "30 White Potion (12 Tickets)", "30 White Slim Potion (14 Tickets)", "10 Dark Water (20 Tickets)", "20 Siege_Violet_Potion (30 Tickets)", "10 Coldproof Potion (30 Tickets)", "10 Thunderproof Potion (30 Tickets)", "10 Earthproof Potion (30 Tickets)", "10 Fireproof Potion (30 Tickets)", "10 Elemental Converter[Fire] (30 Tickets)")) { + case 1: + close; + case 2: + callsub(L_Purchase, 2, Siege_Arrow_Quiver_A, 1); + case 3: + callsub(L_Purchase, 2, Siege_Arrow_Quiver_S, 1); + case 4: + callsub(L_Purchase, 12, White_Potion, 30); + case 5: + callsub(L_Purchase, 14, White_Slim_Potion, 30); + case 6: + callsub(L_Purchase, 20, Water_Of_Darkness, 10); + case 7: + callsub(L_Purchase, 30, Woe_Violet_Potion, 20); + case 8: + callsub(L_Purchase, 30, Resist_Water, 10); + case 9: + callsub(L_Purchase, 30, Resist_Wind, 10); + case 10: + callsub(L_Purchase, 30, Resist_Earth, 10); + case 11: + callsub(L_Purchase, 30, Resist_Fire, 10); + case 12: + callsub(L_Purchase, 30, Elemental_Fire, 10, "Elemental Converter[Fire]"); + case 13: + callsub(L_Purchase, 30, Elemental_Water, 10, "Elemental Converter[Water]"); + case 14: + callsub(L_Purchase, 30, Elemental_Wind, 10, "Elemental Converter[Wind]"); + case 15: + callsub(L_Purchase, 30, Elemental_Earth, 10, "Elemental Converter[Earth]"); } end; case 3: @@ -1520,67 +1556,126 @@ malangdo,215,119,4 script Thanks Ticket Machine 2_VENDING_MACHINE1,{ mes "You don't have enough ^FF0000Invest Thanks Ticket^000000 to proceed."; close; } - delitem Thanks_Invest_Ticket,5; - .@i = rand(1,10000); - if (.@i <= 100) callsub L_Bag,12531,1; //White_Potion_Box - else if (.@i <= 200) callsub L_Bag,12549,1; //White_Slim_Pot_Box2 - else if (.@i <= 250) callsub L_Bag,11549,10; //Woe_Blue_Potion - else if (.@i <= 660) callsub L_Bag,617,1; //Old_Violet_Box - else if (.@i <= 710) callsub L_Bag,12532,1; //Royal_Jelly_Box2 - else if (.@i <= 760) callsub L_Bag,12533,1; //Blue_Herb_Box2 - else if (.@i <= 810) callsub L_Bag,505,5; //Blue_Potion - else if (.@i <= 1110) callsub L_Bag,644,1; //Gift_Box - else if (.@i <= 1120) callsub L_Bag,607,1; //Yggdrasilberry - else if (.@i <= 1130) callsub L_Bag,608,2; //Seed_Of_Yggdrasil - else if (.@i <= 1140) callsub L_Bag,12292,5; //Unripe_Fruit - else if (.@i <= 1150) callsub L_Bag,12293,5; //Dried_Yggdrasilberry - else if (.@i <= 1250) callsub L_Bag,12679,1; //Sg_White_Potion_Box - else if (.@i <= 1471) callsub L_Bag,603,1; //Old_Blue_Box - else if (.@i <= 1571) callsub L_Bag,12550,1,"Poison Bottle Box(30)"; //Poison_Bottle_Box2 - else if (.@i <= 1671) callsub L_Bag,12020,10; //Water_Of_Darkness - else if (.@i <= 1871) callsub L_Bag,12030,5; //Box_Of_Grudge - else if (.@i <= 2071) callsub L_Bag,12031,5; //Sleepy_Box - else if (.@i <= 2371) callsub L_Bag,12033,2; //Box_Of_Sunlight - else if (.@i <= 2571) callsub L_Bag,12114,5,"Elemental Converter[Fire]"; //Elemental_Fire - else if (.@i <= 2771) callsub L_Bag,12115,5,"Elemental Converter[Water]"; //Elemental_Water - else if (.@i <= 2971) callsub L_Bag,12117,5,"Elemental Converter[Wind]"; //Elemental_Wind - else if (.@i <= 3171) callsub L_Bag,12116,5,"Elemental Converter[Earth]"; //Elemental_Earth - else if (.@i <= 3271) callsub L_Bag,12680,1; //Sg_Blue_Potion_Box - else if (.@i <= 3471) callsub L_Bag,12118,5; //Resist_Fire - else if (.@i <= 3671) callsub L_Bag,12119,5; //Resist_Water - else if (.@i <= 3871) callsub L_Bag,12121,5; //Resist_Wind - else if (.@i <= 4071) callsub L_Bag,12120,5; //Resist_Earth - else if (.@i <= 4271) callsub L_Bag,929,20; //Immortal_Heart - else if (.@i <= 4471) callsub L_Bag,1059,20; //Transparent_Cloth - else if (.@i <= 4671) callsub L_Bag,905,20; //Stem - else if (.@i <= 4871) callsub L_Bag,606,10; //Aloebera - else if (.@i <= 5071) callsub L_Bag,609,10; //Amulet - else if (.@i <= 5271) callsub L_Bag,710,2; //Illusion_Flower - else if (.@i <= 5471) callsub L_Bag,576,20; //Prickly_Fruit - else if (.@i <= 5671) callsub L_Bag,621,10; //Bitter_Herb - else if (.@i <= 5871) callsub L_Bag,709,10; //Izidor - else if (.@i <= 6071) callsub L_Bag,605,10; //Anodyne - else if (.@i <= 6171) callsub L_Bag,11548,10; //Woe_White_Potion - else if (.@i <= 6371) callsub L_Bag,706,10; //Four_Leaf_Clover - else if (.@i <= 6571) callsub L_Bag,521,10; //Leaflet_Of_Aloe - else if (.@i <= 6771) callsub L_Bag,707,10; //Singing_Plant - else if (.@i <= 6971) callsub L_Bag,610,10; //Leaf_Of_Yggdrasil - else if (.@i <= 7021) callsub L_Bag,12676,1; //Sg_Violet_Potion_Box - else if (.@i <= 7171) callsub L_Bag,6249,10; //Savage_Meat - else if (.@i <= 7321) callsub L_Bag,6252,10; //Wolf_Blood - else if (.@i <= 7471) callsub L_Bag,6254,10; //Beef_Head_Meat - else if (.@i <= 7621) callsub L_Bag,6253,10; //Cold_Ice - else if (.@i <= 7771) callsub L_Bag,6256,10; //Ice_Fragment - else if (.@i <= 7921) callsub L_Bag,6257,10; //Ice_Crystal - else if (.@i <= 8071) callsub L_Bag,6260,10; //Petti_Tail - else if (.@i <= 8309) callsub L_Bag,7932,20; //Poison_Herb_Nerium - else if (.@i <= 8547) callsub L_Bag,7933,20; //Poison_Herb_Rantana - else if (.@i <= 8785) callsub L_Bag,7934,20; //Poison_Herb_Makulata - else if (.@i <= 9023) callsub L_Bag,7935,20; //Poison_Herb_Seratum - else if (.@i <= 9261) callsub L_Bag,7936,20; //Poison_Herb_Scopolia - else if (.@i <= 9499) callsub L_Bag,7937,20; //Poison_Herb_Amoena - else if (.@i <= 9699) callsub L_Bag,6217,20; //Mandragora_Flowerpot - else callsub L_Bag,12016,10; //Speed_Up_Potion + delitem(Thanks_Invest_Ticket, 5); + .@i = rand(1, 10000); + if (.@i <= 100) + callsub(L_Bag, White_Potion_Box, 1); + else if (.@i <= 200) + callsub(L_Bag, White_Slim_Pot_Box2, 1); + else if (.@i <= 250) + callsub(L_Bag, Woe_Blue_Potion, 10); + else if (.@i <= 660) + callsub(L_Bag, Old_Violet_Box, 1); + else if (.@i <= 710) + callsub(L_Bag, Royal_Jelly_Box2, 1); + else if (.@i <= 760) + callsub(L_Bag, Blue_Herb_Box2, 1); + else if (.@i <= 810) + callsub(L_Bag, Blue_Potion, 5); + else if (.@i <= 1110) + callsub(L_Bag, Gift_Box, 1); + else if (.@i <= 1120) + callsub(L_Bag, Yggdrasilberry, 1); + else if (.@i <= 1130) + callsub(L_Bag, Seed_Of_Yggdrasil, 2); + else if (.@i <= 1140) + callsub(L_Bag, Unripe_Fruit, 5); + else if (.@i <= 1150) + callsub(L_Bag, Dried_Yggdrasilberry, 5); + else if (.@i <= 1250) + callsub(L_Bag, Sg_White_Potion_Box, 1); + else if (.@i <= 1471) + callsub(L_Bag, Old_Blue_Box, 1); + else if (.@i <= 1571) + callsub(L_Bag, Poison_Bottle_Box2, 1, "Poison Bottle Box(30);"); + else if (.@i <= 1671) + callsub(L_Bag, Water_Of_Darkness, 10); + else if (.@i <= 1871) + callsub(L_Bag, Box_Of_Grudge, 5); + else if (.@i <= 2071) + callsub(L_Bag, Sleepy_Box, 5); + else if (.@i <= 2371) + callsub(L_Bag, Box_Of_Sunlight, 2); + else if (.@i <= 2571) + callsub(L_Bag, Elemental_Fire, 5, "Elemental Converter[Fire]"); + else if (.@i <= 2771) + callsub(L_Bag, Elemental_Water, 5, "Elemental Converter[Water]"); + else if (.@i <= 2971) + callsub(L_Bag, Elemental_Earth, 5, "Elemental Converter[Wind]"); + else if (.@i <= 3171) + callsub(L_Bag, Elemental_Wind, 5, "Elemental Converter[Earth]"); + else if (.@i <= 3271) + callsub(L_Bag, Sg_Blue_Potion_Box, 1); + else if (.@i <= 3471) + callsub(L_Bag, Resist_Fire, 5); + else if (.@i <= 3671) + callsub(L_Bag, Resist_Water, 5); + else if (.@i <= 3871) + callsub(L_Bag, Resist_Wind, 5); + else if (.@i <= 4071) + callsub(L_Bag, Resist_Earth, 5); + else if (.@i <= 4271) + callsub(L_Bag, Immortal_Heart, 20); + else if (.@i <= 4471) + callsub(L_Bag, Transparent_Cloth, 20); + else if (.@i <= 4671) + callsub(L_Bag, Stem, 20); + else if (.@i <= 4871) + callsub(L_Bag, Aloebera, 10); + else if (.@i <= 5071) + callsub(L_Bag, Amulet, 10); + else if (.@i <= 5271) + callsub(L_Bag, Illusion_Flower, 2); + else if (.@i <= 5471) + callsub(L_Bag, Prickly_Fruit, 20); + else if (.@i <= 5671) + callsub(L_Bag, Bitter_Herb, 10); + else if (.@i <= 5871) + callsub(L_Bag, Izidor, 10); + else if (.@i <= 6071) + callsub(L_Bag, Anodyne, 10); + else if (.@i <= 6171) + callsub(L_Bag, Woe_White_Potion, 10); + else if (.@i <= 6371) + callsub(L_Bag, Four_Leaf_Clover, 10); + else if (.@i <= 6571) + callsub(L_Bag, Leaflet_Of_Aloe, 10); + else if (.@i <= 6771) + callsub(L_Bag, Singing_Plant, 10); + else if (.@i <= 6971) + callsub(L_Bag, Leaf_Of_Yggdrasil, 10); + else if (.@i <= 7021) + callsub(L_Bag, Sg_Violet_Potion_Box, 1); + else if (.@i <= 7171) + callsub(L_Bag, Savage_Meat, 10); + else if (.@i <= 7321) + callsub(L_Bag, Wolf_Blood, 10); + else if (.@i <= 7471) + callsub(L_Bag, Beef_Head_Meat, 10); + else if (.@i <= 7621) + callsub(L_Bag, Cold_Ice, 10); + else if (.@i <= 7771) + callsub(L_Bag, Ice_Fragment, 10); + else if (.@i <= 7921) + callsub(L_Bag, Ice_Crystal, 10); + else if (.@i <= 8071) + callsub(L_Bag, Petti_Tail, 10); + else if (.@i <= 8309) + callsub(L_Bag, Poison_Herb_Nerium, 20); + else if (.@i <= 8547) + callsub(L_Bag, Poison_Herb_Rantana, 20); + else if (.@i <= 8785) + callsub(L_Bag, Poison_Herb_Makulata, 20); + else if (.@i <= 9023) + callsub(L_Bag, Poison_Herb_Seratum, 20); + else if (.@i <= 9261) + callsub(L_Bag, Poison_Herb_Scopolia, 20); + else if (.@i <= 9499) + callsub(L_Bag, Poison_Herb_Amoena, 20); + else if (.@i <= 9699) + callsub(L_Bag, Mandragora_Flowerpot, 20); + else + callsub(L_Bag, Speed_Up_Potion, 10); end; case 4: mes "Black Paw Jelly Bag Button chosen. Need to insert 50 ^FF0000Invest Thanks Ticket^000000 and a random item will appear."; @@ -1589,75 +1684,142 @@ malangdo,215,119,4 script Thanks Ticket Machine 2_VENDING_MACHINE1,{ mes "You don't have enough ^FF0000Invest Thanks Ticket^000000 to proceed."; close; } - delitem Thanks_Invest_Ticket,50; - .@i = rand(1,10000); - if (.@i <= 100) callsub L_Bag,12531,1; //White_Potion_Box - else if (.@i <= 200) callsub L_Bag,12549,1; //White_Slim_Pot_Box2 - else if (.@i <= 250) callsub L_Bag,11549,20; //Woe_Blue_Potion - else if (.@i <= 450) callsub L_Bag,617,1; //Old_Violet_Box - else if (.@i <= 500) callsub L_Bag,12532,1; //Royal_Jelly_Box2 - else if (.@i <= 550) callsub L_Bag,12533,1; //Blue_Herb_Box2 - else if (.@i <= 600) callsub L_Bag,505,10; //Blue_Potion - else if (.@i <= 800) callsub L_Bag,644,1; //Gift_Box - else if (.@i <= 810) callsub L_Bag,607,2; //Yggdrasilberry - else if (.@i <= 820) callsub L_Bag,608,3; //Seed_Of_Yggdrasil - else if (.@i <= 830) callsub L_Bag,12292,10; //Unripe_Fruit - else if (.@i <= 840) callsub L_Bag,12293,10; //Dried_Yggdrasilberry - else if (.@i <= 940) callsub L_Bag,12679,1; //Sg_White_Potion_Box - else if (.@i <= 1140) callsub L_Bag,603,1; //Old_Blue_Box - else if (.@i <= 1240) callsub L_Bag,12550,1,"Poison Bottle Box(30)"; //Poison_Bottle_Box2 - else if (.@i <= 1340) callsub L_Bag,12020,20; //Water_Of_Darkness - else if (.@i <= 1440) callsub L_Bag,12030,10; //Box_Of_Grudge - else if (.@i <= 1540) callsub L_Bag,12031,10; //Sleepy_Box - else if (.@i <= 1690) callsub L_Bag,12033,4; //Box_Of_Sunlight - else if (.@i <= 1790) callsub L_Bag,12114,10,"Elemental Converter[Fire]"; //Elemental_Fire - else if (.@i <= 1890) callsub L_Bag,12115,10,"Elemental Converter[Water]"; //Elemental_Water - else if (.@i <= 1990) callsub L_Bag,12117,10,"Elemental Converter[Wind]"; //Elemental_Wind - else if (.@i <= 2090) callsub L_Bag,12116,10,"Elemental Converter[Earth]"; //Elemental_Earth - else if (.@i <= 2190) callsub L_Bag,12680,1; //Sg_Blue_Potion_Box - else if (.@i <= 2290) callsub L_Bag,12118,10; //Resist_Fire - else if (.@i <= 2390) callsub L_Bag,12119,10; //Resist_Water - else if (.@i <= 2490) callsub L_Bag,12121,10; //Resist_Wind - else if (.@i <= 2590) callsub L_Bag,12120,10; //Resist_Earth - else if (.@i <= 2690) callsub L_Bag,929,40; //Immortal_Heart - else if (.@i <= 2790) callsub L_Bag,1059,40; //Transparent_Cloth - else if (.@i <= 2890) callsub L_Bag,905,40; //Stem - else if (.@i <= 2990) callsub L_Bag,606,20; //Aloebera - else if (.@i <= 3090) callsub L_Bag,609,20; //Amulet - else if (.@i <= 3190) callsub L_Bag,710,4; //Illusion_Flower - else if (.@i <= 3290) callsub L_Bag,576,40; //Prickly_Fruit - else if (.@i <= 3390) callsub L_Bag,621,20; //Bitter_Herb - else if (.@i <= 3490) callsub L_Bag,709,20; //Izidor - else if (.@i <= 3590) callsub L_Bag,605,20; //Anodyne - else if (.@i <= 3690) callsub L_Bag,11548,20; //Woe_White_Potion - else if (.@i <= 3790) callsub L_Bag,706,20; //Four_Leaf_Clover - else if (.@i <= 3890) callsub L_Bag,521,20; //Leaflet_Of_Aloe - else if (.@i <= 3990) callsub L_Bag,707,20; //Singing_Plant - else if (.@i <= 4090) callsub L_Bag,610,20; //Leaf_Of_Yggdrasil - else if (.@i <= 4140) callsub L_Bag,12676,1; //Sg_Violet_Potion_Box - else if (.@i <= 4240) callsub L_Bag,6249,20; //Savage_Meat - else if (.@i <= 4340) callsub L_Bag,6252,20; //Wolf_Blood - else if (.@i <= 4440) callsub L_Bag,6254,20; //Beef_Head_Meat - else if (.@i <= 4540) callsub L_Bag,6253,20; //Cold_Ice - else if (.@i <= 4640) callsub L_Bag,6256,20; //Ice_Fragment - else if (.@i <= 4740) callsub L_Bag,6257,20; //Ice_Crystal - else if (.@i <= 4840) callsub L_Bag,6260,20; //Petti_Tail - else if (.@i <= 4940) callsub L_Bag,7932,40; //Poison_Herb_Nerium - else if (.@i <= 5040) callsub L_Bag,7933,40; //Poison_Herb_Rantana - else if (.@i <= 5140) callsub L_Bag,7934,40; //Poison_Herb_Makulata - else if (.@i <= 5240) callsub L_Bag,7935,40; //Poison_Herb_Seratum - else if (.@i <= 5340) callsub L_Bag,7936,40; //Poison_Herb_Scopolia - else if (.@i <= 5440) callsub L_Bag,7937,40; //Poison_Herb_Amoena - else if (.@i <= 5540) callsub L_Bag,6217,40; //Mandragora_Flowerpot - else if (.@i <= 6000) callsub L_Bag,12016,20; //Speed_Up_Potion - else if (.@i <= 6500) callsub L_Bag,2483,1; //Siege_Greave - else if (.@i <= 7000) callsub L_Bag,2484,1; //Siege_Boots - else if (.@i <= 7500) callsub L_Bag,2485,1; //Siege_Shoes - else if (.@i <= 8000) callsub L_Bag,2586,1; //Siege_Manteau - else if (.@i <= 8500) callsub L_Bag,2587,1; //Siege_Muffler - else if (.@i <= 9000) callsub L_Bag,15046,1; //Siege_Plate - else if (.@i <= 9500) callsub L_Bag,15047,1; //Siege_Suits - else callsub L_Bag,15048,1; //Siege_Robe + delitem(Thanks_Invest_Ticket, 50); + .@i = rand(1, 10000); + if (.@i <= 100) + callsub(L_Bag, White_Potion_Box, 1); + else if (.@i <= 200) + callsub(L_Bag, White_Slim_Pot_Box2, 1); + else if (.@i <= 250) + callsub(L_Bag, Woe_Blue_Potion, 20); + else if (.@i <= 450) + callsub(L_Bag, Old_Violet_Box, 1); + else if (.@i <= 500) + callsub(L_Bag, Royal_Jelly_Box2, 1); + else if (.@i <= 550) + callsub(L_Bag, Blue_Herb_Box2, 1); + else if (.@i <= 600) + callsub(L_Bag, Blue_Potion, 10); + else if (.@i <= 800) + callsub(L_Bag, Gift_Box, 1); + else if (.@i <= 810) + callsub(L_Bag, Yggdrasilberry, 2); + else if (.@i <= 820) + callsub(L_Bag, Seed_Of_Yggdrasil, 3); + else if (.@i <= 830) + callsub(L_Bag, Unripe_Fruit, 10); + else if (.@i <= 840) + callsub(L_Bag, Dried_Yggdrasilberry, 10); + else if (.@i <= 940) + callsub(L_Bag, Sg_White_Potion_Box, 1); + else if (.@i <= 1140) + callsub(L_Bag, Old_Blue_Box, 1); + else if (.@i <= 1240) + callsub(L_Bag, Poison_Bottle_Box2, 1, "Poison Bottle Box(30)"); + else if (.@i <= 1340) + callsub(L_Bag, Water_Of_Darkness, 20); + else if (.@i <= 1440) + callsub(L_Bag, Box_Of_Grudge, 10); + else if (.@i <= 1540) + callsub(L_Bag, Sleepy_Box, 10); + else if (.@i <= 1690) + callsub(L_Bag, Box_Of_Sunlight, 4); + else if (.@i <= 1790) + callsub(L_Bag, Elemental_Fire, 10, "Elemental Converter[Fire]"); + else if (.@i <= 1890) + callsub(L_Bag, Elemental_Water, 10, "Elemental Converter[Water]"); + else if (.@i <= 1990) + callsub(L_Bag, Elemental_Wind, 10, "Elemental Converter[Wind]"); + else if (.@i <= 2090) + callsub(L_Bag, Elemental_Earth, 10, "Elemental Converter[Earth]"); + else if (.@i <= 2190) + callsub(L_Bag, Sg_Blue_Potion_Box, 1); + else if (.@i <= 2290) + callsub(L_Bag, Resist_Fire, 10); + else if (.@i <= 2390) + callsub(L_Bag, Resist_Water, 10); + else if (.@i <= 2490) + callsub(L_Bag, Resist_Wind, 10); + else if (.@i <= 2590) + callsub(L_Bag, Resist_Earth, 10); + else if (.@i <= 2690) + callsub(L_Bag, Immortal_Heart, 40); + else if (.@i <= 2790) + callsub(L_Bag, Transparent_Cloth, 40); + else if (.@i <= 2890) + callsub(L_Bag, Stem, 40); + else if (.@i <= 2990) + callsub(L_Bag, Aloebera, 20); + else if (.@i <= 3090) + callsub(L_Bag, Amulet, 20); + else if (.@i <= 3190) + callsub(L_Bag, Illusion_Flower, 4); + else if (.@i <= 3290) + callsub(L_Bag, Prickly_Fruit, 40); + else if (.@i <= 3390) + callsub(L_Bag, Bitter_Herb, 20); + else if (.@i <= 3490) + callsub(L_Bag, Izidor, 20); + else if (.@i <= 3590) + callsub(L_Bag, Anodyne, 20); + else if (.@i <= 3690) + callsub(L_Bag, Woe_White_Potion, 20); + else if (.@i <= 3790) + callsub(L_Bag, Four_Leaf_Clover, 20); + else if (.@i <= 3890) + callsub(L_Bag, Leaflet_Of_Aloe, 20); + else if (.@i <= 3990) + callsub(L_Bag, Singing_Plant, 20); + else if (.@i <= 4090) + callsub(L_Bag, Leaf_Of_Yggdrasil, 20); + else if (.@i <= 4140) + callsub(L_Bag, Sg_Violet_Potion_Box, 1); + else if (.@i <= 4240) + callsub(L_Bag, Savage_Meat, 20); + else if (.@i <= 4340) + callsub(L_Bag, Wolf_Blood, 20); + else if (.@i <= 4440) + callsub(L_Bag, Beef_Head_Meat, 20); + else if (.@i <= 4540) + callsub(L_Bag, Cold_Ice, 20); + else if (.@i <= 4640) + callsub(L_Bag, Ice_Fragment, 20); + else if (.@i <= 4740) + callsub(L_Bag, Ice_Crystal, 20); + else if (.@i <= 4840) + callsub(L_Bag, Petti_Tail, 20); + else if (.@i <= 4940) + callsub(L_Bag, Poison_Herb_Nerium, 40); + else if (.@i <= 5040) + callsub(L_Bag, Poison_Herb_Rantana, 40); + else if (.@i <= 5140) + callsub(L_Bag, Poison_Herb_Makulata, 40); + else if (.@i <= 5240) + callsub(L_Bag, Poison_Herb_Seratum, 40); + else if (.@i <= 5340) + callsub(L_Bag, Poison_Herb_Scopolia, 40); + else if (.@i <= 5440) + callsub(L_Bag, Poison_Herb_Amoena, 40); + else if (.@i <= 5540) + callsub(L_Bag, Mandragora_Flowerpot, 40); + else if (.@i <= 6000) + callsub(L_Bag, Speed_Up_Potion, 20); + else if (.@i <= 6500) + callsub(L_Bag, Siege_Greave, 1); + else if (.@i <= 7000) + callsub(L_Bag, Siege_Boots, 1); + else if (.@i <= 7500) + callsub(L_Bag, Siege_Shoes, 1); + else if (.@i <= 8000) + callsub(L_Bag, Siege_Manteau, 1); + else if (.@i <= 8500) + callsub(L_Bag, Siege_Muffler, 1); + else if (.@i <= 9000) + callsub(L_Bag, Siege_Plate, 1); + else if (.@i <= 9500) + callsub(L_Bag, Siege_Suits, 1); + else + callsub(L_Bag, Siege_Robe, 1); end; } end; diff --git a/npc/scripts.conf b/npc/scripts.conf index 4fa9818f7..d56d7cb73 100644 --- a/npc/scripts.conf +++ b/npc/scripts.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -29,282 +29,282 @@ //========================================================================= //================= Message of the Day ==================================== -npc: npc/MOTD.txt +"npc/MOTD.txt", //================= Airport =============================================== -npc: npc/airports/airships.txt -npc: npc/airports/einbroch.txt -npc: npc/airports/hugel.txt -npc: npc/airports/izlude.txt -npc: npc/airports/lighthalzen.txt -npc: npc/airports/rachel.txt -npc: npc/airports/yuno.txt +"npc/airports/airships.txt", +"npc/airports/einbroch.txt", +"npc/airports/hugel.txt", +"npc/airports/izlude.txt", +"npc/airports/lighthalzen.txt", +"npc/airports/rachel.txt", +"npc/airports/yuno.txt", //================= Battlegrounds ========================================= // - Flavius ---------------------------------------------------- -npc: npc/battleground/flavius/flavius_enter.txt -npc: npc/battleground/flavius/flavius01.txt -npc: npc/battleground/flavius/flavius02.txt +"npc/battleground/flavius/flavius_enter.txt", +"npc/battleground/flavius/flavius01.txt", +"npc/battleground/flavius/flavius02.txt", // - Kreiger Von Midgard ---------------------------------------- -npc: npc/battleground/kvm/kvm_enter.txt -npc: npc/battleground/kvm/kvm_item_pay.txt -npc: npc/battleground/kvm/kvm01.txt -npc: npc/battleground/kvm/kvm02.txt -npc: npc/battleground/kvm/kvm03.txt +"npc/battleground/kvm/kvm_enter.txt", +"npc/battleground/kvm/kvm_item_pay.txt", +"npc/battleground/kvm/kvm01.txt", +"npc/battleground/kvm/kvm02.txt", +"npc/battleground/kvm/kvm03.txt", // - Tierra Gorge ----------------------------------------------- -npc: npc/battleground/tierra/tierra_enter.txt -npc: npc/battleground/tierra/tierra01.txt -npc: npc/battleground/tierra/tierra02.txt +"npc/battleground/tierra/tierra_enter.txt", +"npc/battleground/tierra/tierra01.txt", +"npc/battleground/tierra/tierra02.txt", // -------------------------------------------------------------- -npc: npc/battleground/bg_common.txt +"npc/battleground/bg_common.txt", //================= Cities ================================================ -npc: npc/cities/alberta.txt -npc: npc/cities/aldebaran.txt -npc: npc/cities/amatsu.txt -npc: npc/cities/ayothaya.txt -npc: npc/cities/comodo.txt -npc: npc/cities/einbech.txt -npc: npc/cities/einbroch.txt -npc: npc/cities/geffen.txt -npc: npc/cities/gonryun.txt -npc: npc/cities/hugel.txt -npc: npc/cities/izlude.txt -npc: npc/cities/jawaii.txt -npc: npc/cities/lighthalzen.txt -npc: npc/cities/louyang.txt -npc: npc/cities/lutie.txt -npc: npc/cities/manuk.txt -npc: npc/cities/morocc.txt -npc: npc/cities/moscovia.txt -npc: npc/cities/niflheim.txt -npc: npc/cities/payon.txt -npc: npc/cities/prontera.txt -npc: npc/cities/rachel.txt -npc: npc/cities/splendide.txt -npc: npc/cities/umbala.txt -npc: npc/cities/veins.txt -npc: npc/cities/yuno.txt +"npc/cities/alberta.txt", +"npc/cities/aldebaran.txt", +"npc/cities/amatsu.txt", +"npc/cities/ayothaya.txt", +"npc/cities/comodo.txt", +"npc/cities/einbech.txt", +"npc/cities/einbroch.txt", +"npc/cities/geffen.txt", +"npc/cities/gonryun.txt", +"npc/cities/hugel.txt", +"npc/cities/izlude.txt", +"npc/cities/jawaii.txt", +"npc/cities/lighthalzen.txt", +"npc/cities/louyang.txt", +"npc/cities/lutie.txt", +"npc/cities/manuk.txt", +"npc/cities/morocc.txt", +"npc/cities/moscovia.txt", +"npc/cities/niflheim.txt", +"npc/cities/payon.txt", +"npc/cities/prontera.txt", +"npc/cities/rachel.txt", +"npc/cities/splendide.txt", +"npc/cities/umbala.txt", +"npc/cities/veins.txt", +"npc/cities/yuno.txt", //================= Events ================================================ // - Novice WoE ------------------------------------------------- // Novice WoE is a kRO Event, after the event, the scripts were disabled. // Novice Castles don't have real dungeons. They're connected to the common ones. // So it's better not to uncomment this line. -//npc: npc/events/nguild/nguild_dunsw.txt -//npc: npc/events/nguild/nguild_treas.txt -//npc: npc/events/nguild/nguild_guardians.txt -//npc: npc/events/nguild/nguild_warper.txt -//npc: npc/events/nguild/nguild_ev_agit.txt -//npc: npc/events/nguild/nguild_flags.txt -//npc: npc/events/nguild/nguild_managers.txt -//npc: npc/events/nguild/nguild_kafras.txt +//"npc/events/nguild/nguild_dunsw.txt", +//"npc/events/nguild/nguild_treas.txt", +//"npc/events/nguild/nguild_guardians.txt", +//"npc/events/nguild/nguild_warper.txt", +//"npc/events/nguild/nguild_ev_agit.txt", +//"npc/events/nguild/nguild_flags.txt", +//"npc/events/nguild/nguild_managers.txt", +//"npc/events/nguild/nguild_kafras.txt", // -------------------------------------------------------------- -//npc: npc/events/bossnia.txt +//"npc/events/bossnia.txt", // - Official indian Ro Event Children Week -//npc: npc/events/children_week.txt +//"npc/events/children_week.txt", // - Official Christmas Events (iRO) -//npc: npc/events/christmas_2005.txt -//npc: npc/events/christmas_2008.txt -//npc: npc/events/dumplingfestival.txt +//"npc/events/christmas_2005.txt", +//"npc/events/christmas_2008.txt", +//"npc/events/dumplingfestival.txt", // - Official Easter (2008) Event (iRO) -//npc: npc/events/easter_2008.txt +//"npc/events/easter_2008.txt", // - Official Easter (2010) Event -//npc: npc/events/easter_2010.txt +//"npc/events/easter_2010.txt", // - Official kRO, idRO Skill Reset Event -//npc: npc/events/event_skill_reset.txt +//"npc/events/event_skill_reset.txt", // - Events related to WoE SE Guild Dungeons. -npc: npc/events/gdevent_aru.txt -npc: npc/events/gdevent_sch.txt +"npc/events/gdevent_aru.txt", +"npc/events/gdevent_sch.txt", // - God Item SE post-creation Event -npc: npc/events/god_se_festival.txt +"npc/events/god_se_festival.txt", // - Official Halloween Events (iRO) -//npc: npc/events/halloween_2006.txt -//npc: npc/events/halloween_2008.txt -//npc: npc/events/halloween_2009.txt +//"npc/events/halloween_2006.txt", +//"npc/events/halloween_2008.txt", +//"npc/events/halloween_2009.txt", // - Official idRO Idul Fitri Event -//npc: npc/events/idul_fitri.txt +//"npc/events/idul_fitri.txt", // - Official Lunar New Year (2008) Event (iRO) -//npc: npc/events/lunar_2008.txt +//"npc/events/lunar_2008.txt", // - Official RWC (2011) Golden Poring Event -//npc: npc/events/RWC_2011.txt +//"npc/events/RWC_2011.txt", // - Official RWC (2012) Enchants Event -//npc: npc/events/RWC_2012.txt +//"npc/events/RWC_2012.txt", // - Official Memorial Day (2009) Event (iRO) -//npc: npc/events/MemorialDay_2008.txt +//"npc/events/MemorialDay_2008.txt", // - Official St. Patrick's Day (2008) Event (iRO) -//npc: npc/events/StPatrick_2008.txt -//npc: npc/events/twintowers.txt -//npc: npc/events/valentinesday.txt +//"npc/events/StPatrick_2008.txt", +//"npc/events/twintowers.txt", +//"npc/events/valentinesday.txt", // - Official Valentine's Day Events (iRO) -//npc: npc/events/valentinesday_2009.txt -//npc: npc/events/valentinesday_2012.txt -//npc: npc/events/whiteday.txt -//npc: npc/events/xmas.txt +//"npc/events/valentinesday_2009.txt", +//"npc/events/valentinesday_2012.txt", +//"npc/events/whiteday.txt", +//"npc/events/xmas.txt", //================= Instances ============================================= -npc: npc/instances/SealedShrine.txt -npc: npc/instances/EndlessTower.txt -npc: npc/instances/OrcsMemory.txt -npc: npc/instances/NydhoggsNest.txt +"npc/instances/SealedShrine.txt", +"npc/instances/EndlessTower.txt", +"npc/instances/OrcsMemory.txt", +"npc/instances/NydhoggsNest.txt", //================= Kafras & Cool Event Corp. ============================= -npc: npc/kafras/cool_event_corp.txt -npc: npc/kafras/dts_warper.txt -npc: npc/kafras/functions_kafras.txt -npc: npc/kafras/kafras.txt +"npc/kafras/cool_event_corp.txt", +"npc/kafras/dts_warper.txt", +"npc/kafras/functions_kafras.txt", +"npc/kafras/kafras.txt", //================= Merchants ============================================= -npc: npc/merchants/advanced_refiner.txt -npc: npc/merchants/alchemist.txt -npc: npc/merchants/ammo_boxes.txt -npc: npc/merchants/ammo_dealer.txt -npc: npc/merchants/buying_shops.txt -//npc: npc/merchants/clothes_dyer.txt -npc: npc/merchants/coin_exchange.txt -npc: npc/merchants/dye_maker.txt -npc: npc/merchants/elemental_trader.txt -npc: npc/merchants/enchan_arm.txt -npc: npc/merchants/gemstone.txt -npc: npc/merchants/hair_dyer.txt -npc: npc/merchants/hair_style.txt -//npc: npc/merchants/hd_refine.txt -//npc: npc/merchants/icecream.txt -npc: npc/merchants/inn.txt -npc: npc/merchants/kunai_maker.txt -npc: npc/merchants/milk_trader.txt -npc: npc/merchants/novice_exchange.txt -npc: npc/merchants/old_pharmacist.txt -npc: npc/merchants/quivers.txt -npc: npc/merchants/refine.txt -npc: npc/merchants/renters.txt -npc: npc/merchants/shops.txt -npc: npc/merchants/socket_enchant.txt -npc: npc/merchants/socket_enchant2.txt -npc: npc/merchants/wander_pet_food.txt +"npc/merchants/advanced_refiner.txt", +"npc/merchants/alchemist.txt", +"npc/merchants/ammo_boxes.txt", +"npc/merchants/ammo_dealer.txt", +"npc/merchants/buying_shops.txt", +//"npc/merchants/clothes_dyer.txt", +"npc/merchants/coin_exchange.txt", +"npc/merchants/dye_maker.txt", +"npc/merchants/elemental_trader.txt", +"npc/merchants/enchan_arm.txt", +"npc/merchants/gemstone.txt", +"npc/merchants/hair_dyer.txt", +"npc/merchants/hair_style.txt", +//"npc/merchants/hd_refine.txt", +//"npc/merchants/icecream.txt", +"npc/merchants/inn.txt", +"npc/merchants/kunai_maker.txt", +"npc/merchants/milk_trader.txt", +"npc/merchants/novice_exchange.txt", +"npc/merchants/old_pharmacist.txt", +"npc/merchants/quivers.txt", +"npc/merchants/refine.txt", +"npc/merchants/renters.txt", +"npc/merchants/shops.txt", +"npc/merchants/socket_enchant.txt", +"npc/merchants/socket_enchant2.txt", +"npc/merchants/wander_pet_food.txt", // - Cash Shop // See file before enabling, as you may wish to change the // point value of items to suit your own needs. -//npc: npc/merchants/cash_hair.txt -//npc: npc/merchants/cash_trader.txt -npc: npc/merchants/cashheadgear_dye.txt +//"npc/merchants/cash_hair.txt", +//"npc/merchants/cash_trader.txt", +"npc/merchants/cashheadgear_dye.txt", //================= Others ================================================ // - Izlude Battle Arena ---------------------------------------- -npc: npc/other/arena/arena_aco.txt -npc: npc/other/arena/arena_lvl50.txt -npc: npc/other/arena/arena_lvl60.txt -npc: npc/other/arena/arena_lvl70.txt -npc: npc/other/arena/arena_lvl80.txt -npc: npc/other/arena/arena_party.txt -npc: npc/other/arena/arena_point.txt -npc: npc/other/arena/arena_room.txt +"npc/other/arena/arena_aco.txt", +"npc/other/arena/arena_lvl50.txt", +"npc/other/arena/arena_lvl60.txt", +"npc/other/arena/arena_lvl70.txt", +"npc/other/arena/arena_lvl80.txt", +"npc/other/arena/arena_party.txt", +"npc/other/arena/arena_point.txt", +"npc/other/arena/arena_room.txt", // -------------------------------------------------------------- -//npc: npc/other/acolyte_warp.txt -npc: npc/other/auction.txt -npc: npc/other/books.txt -npc: npc/other/bulletin_boards.txt -//npc: npc/other/card_trader.txt -npc: npc/other/comodo_gambling.txt -npc: npc/other/divorce.txt -npc: npc/other/fortune.txt -npc: npc/other/gm_npcs.txt -npc: npc/other/guildpvp.txt -npc: npc/other/gympass.txt -npc: npc/other/hugel_bingo.txt -npc: npc/other/mail.txt -npc: npc/other/marriage.txt -npc: npc/other/mercenary_rent.txt -npc: npc/other/monster_museum.txt +//"npc/other/acolyte_warp.txt", +"npc/other/auction.txt", +"npc/other/books.txt", +"npc/other/bulletin_boards.txt", +//"npc/other/card_trader.txt", +"npc/other/comodo_gambling.txt", +"npc/other/divorce.txt", +"npc/other/fortune.txt", +"npc/other/gm_npcs.txt", +"npc/other/guildpvp.txt", +"npc/other/gympass.txt", +"npc/other/hugel_bingo.txt", +"npc/other/mail.txt", +"npc/other/marriage.txt", +"npc/other/mercenary_rent.txt", +"npc/other/monster_museum.txt", // - Hugel Monster Races -npc: npc/other/monster_race.txt -//npc: npc/other/msg_boards.txt -npc: npc/other/poring_war.txt -npc: npc/other/powernpc.txt -npc: npc/other/pvp.txt +"npc/other/monster_race.txt", +//"npc/other/msg_boards.txt", +"npc/other/poring_war.txt", +"npc/other/powernpc.txt", +"npc/other/pvp.txt", // - Turbo Track Arena -npc: npc/other/turbo_track.txt -npc: npc/other/item_merge.txt +"npc/other/turbo_track.txt", +"npc/other/item_merge.txt", //================= Quests ================================================ // - Quests-Tutorials for basic classes (1st class quests) ------ -npc: npc/quests/first_class/tu_acolyte.txt -npc: npc/quests/first_class/tu_archer.txt -npc: npc/quests/first_class/tu_magician01.txt -npc: npc/quests/first_class/tu_ma_th01.txt -npc: npc/quests/first_class/tu_merchant.txt -npc: npc/quests/first_class/tu_sword.txt -npc: npc/quests/first_class/tu_thief01.txt +"npc/quests/first_class/tu_acolyte.txt", +"npc/quests/first_class/tu_archer.txt", +"npc/quests/first_class/tu_magician01.txt", +"npc/quests/first_class/tu_ma_th01.txt", +"npc/quests/first_class/tu_merchant.txt", +"npc/quests/first_class/tu_sword.txt", +"npc/quests/first_class/tu_thief01.txt", // - Headgear Quests -------------------------------------------- -npc: npc/quests/newgears/2004_headgears.txt -npc: npc/quests/newgears/2005_headgears.txt -npc: npc/quests/newgears/2006_headgears.txt -npc: npc/quests/newgears/2008_headgears.txt -npc: npc/quests/newgears/2010_headgears.txt +"npc/quests/newgears/2004_headgears.txt", +"npc/quests/newgears/2005_headgears.txt", +"npc/quests/newgears/2006_headgears.txt", +"npc/quests/newgears/2008_headgears.txt", +"npc/quests/newgears/2010_headgears.txt", // - Falicious Okolnir ------------------------------------------ // God Item Second Edition Quests -npc: npc/quests/okolnir.txt +"npc/quests/okolnir.txt", // - The God Item Quest ----------------------------------------- // - Controller file, allow GMs to change variables. -npc: npc/quests/seals/god_global.txt -npc: npc/quests/seals/brisingamen_seal.txt -npc: npc/quests/seals/god_weapon_creation.txt -npc: npc/quests/seals/megingard_seal.txt -npc: npc/quests/seals/mjolnir_seal.txt -npc: npc/quests/seals/sleipnir_seal.txt +"npc/quests/seals/god_global.txt", +"npc/quests/seals/brisingamen_seal.txt", +"npc/quests/seals/god_weapon_creation.txt", +"npc/quests/seals/megingard_seal.txt", +"npc/quests/seals/mjolnir_seal.txt", +"npc/quests/seals/sleipnir_seal.txt", // - Seal status board. -npc: npc/quests/seals/seal_status.txt +"npc/quests/seals/seal_status.txt", // -------------------------------------------------------------- // - Wandering Minstrel Quest -npc: npc/quests/bard_quest.txt -npc: npc/quests/bunnyband.txt -npc: npc/quests/cooking_quest.txt -npc: npc/quests/counteragent_mixture.txt -//npc: npc/quests/dandelion_request.txt -npc: npc/quests/doomed_swords.txt -npc: npc/quests/doomed_swords_quest.txt -npc: npc/quests/eye_of_hellion.txt +"npc/quests/bard_quest.txt", +"npc/quests/bunnyband.txt", +"npc/quests/cooking_quest.txt", +"npc/quests/counteragent_mixture.txt", +//"npc/quests/dandelion_request.txt", +"npc/quests/doomed_swords.txt", +"npc/quests/doomed_swords_quest.txt", +"npc/quests/eye_of_hellion.txt", // - Guild Relay Quests -npc: npc/quests/guildrelay.txt -npc: npc/quests/gunslinger_quests.txt -npc: npc/quests/juice_maker.txt -npc: npc/quests/kiel_hyre_quest.txt -npc: npc/quests/lvl4_weapon_quest.txt -npc: npc/quests/mage_solution.txt -npc: npc/quests/monstertamers.txt -npc: npc/quests/mrsmile.txt -npc: npc/quests/ninja_quests.txt -npc: npc/quests/obb_quest.txt -npc: npc/quests/partyrelay.txt -npc: npc/quests/quests_13_1.txt -npc: npc/quests/quests_13_2.txt -npc: npc/quests/quests_airship.txt -npc: npc/quests/quests_alberta.txt -npc: npc/quests/quests_aldebaran.txt -npc: npc/quests/quests_amatsu.txt -npc: npc/quests/quests_ayothaya.txt -npc: npc/quests/quests_comodo.txt -npc: npc/quests/quests_ein.txt -npc: npc/quests/quests_geffen.txt -npc: npc/quests/quests_gonryun.txt -npc: npc/quests/quests_hugel.txt -npc: npc/quests/quests_izlude.txt -npc: npc/quests/quests_juperos.txt -npc: npc/quests/quests_lighthalzen.txt -npc: npc/quests/quests_louyang.txt -npc: npc/quests/quests_lutie.txt -npc: npc/quests/quests_morocc.txt -npc: npc/quests/quests_moscovia.txt -npc: npc/quests/quests_nameless.txt -npc: npc/quests/quests_niflheim.txt -npc: npc/quests/quests_payon.txt -npc: npc/quests/quests_prontera.txt -npc: npc/quests/quests_rachel.txt -npc: npc/quests/quests_umbala.txt -npc: npc/quests/quests_veins.txt -npc: npc/quests/quests_yuno.txt -npc: npc/quests/thana_quest.txt +"npc/quests/guildrelay.txt", +"npc/quests/gunslinger_quests.txt", +"npc/quests/juice_maker.txt", +"npc/quests/kiel_hyre_quest.txt", +"npc/quests/lvl4_weapon_quest.txt", +"npc/quests/mage_solution.txt", +"npc/quests/monstertamers.txt", +"npc/quests/mrsmile.txt", +"npc/quests/ninja_quests.txt", +"npc/quests/obb_quest.txt", +"npc/quests/partyrelay.txt", +"npc/quests/quests_13_1.txt", +"npc/quests/quests_13_2.txt", +"npc/quests/quests_airship.txt", +"npc/quests/quests_alberta.txt", +"npc/quests/quests_aldebaran.txt", +"npc/quests/quests_amatsu.txt", +"npc/quests/quests_ayothaya.txt", +"npc/quests/quests_comodo.txt", +"npc/quests/quests_ein.txt", +"npc/quests/quests_geffen.txt", +"npc/quests/quests_gonryun.txt", +"npc/quests/quests_hugel.txt", +"npc/quests/quests_izlude.txt", +"npc/quests/quests_juperos.txt", +"npc/quests/quests_lighthalzen.txt", +"npc/quests/quests_louyang.txt", +"npc/quests/quests_lutie.txt", +"npc/quests/quests_morocc.txt", +"npc/quests/quests_moscovia.txt", +"npc/quests/quests_nameless.txt", +"npc/quests/quests_niflheim.txt", +"npc/quests/quests_payon.txt", +"npc/quests/quests_prontera.txt", +"npc/quests/quests_rachel.txt", +"npc/quests/quests_umbala.txt", +"npc/quests/quests_veins.txt", +"npc/quests/quests_yuno.txt", +"npc/quests/thana_quest.txt", // - The Sign Quest // Be sure that the time zone set corresponds with the server's. // For more info, read the comments in npc/quests/the_sign_quest.txt -npc: npc/quests/the_sign_quest.txt +"npc/quests/the_sign_quest.txt", diff --git a/npc/scripts_custom.conf b/npc/scripts_custom.conf index 940405beb..14384fd17 100644 --- a/npc/scripts_custom.conf +++ b/npc/scripts_custom.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -35,103 +35,103 @@ // All the custom scripts, remove the '//' to enable... // Place your scripts here! -//npc: npc/location/to/script.txt +//"npc/location/to/script.txt", //================= Basic Scripts ========================================= -//npc: npc/custom/itembind.txt -//npc: npc/custom/warper.txt -//npc: npc/custom/jobmaster.txt -//npc: npc/custom/platinum_skills.txt -//npc: npc/custom/healer.txt -//npc: npc/custom/breeder.txt -//npc: npc/custom/itemmall.txt -//npc: npc/custom/stylist.txt -//npc: npc/custom/resetnpc.txt -//npc: npc/custom/card_remover.txt -//npc: npc/custom/item_signer.txt -//npc: npc/custom/woe_controller.txt +//"npc/custom/itembind.txt", +//"npc/custom/warper.txt", +//"npc/custom/jobmaster.txt", +//"npc/custom/platinum_skills.txt", +//"npc/custom/healer.txt", +//"npc/custom/breeder.txt", +//"npc/custom/itemmall.txt", +//"npc/custom/stylist.txt", +//"npc/custom/resetnpc.txt", +//"npc/custom/card_remover.txt", +//"npc/custom/item_signer.txt", +//"npc/custom/woe_controller.txt", //================= Other Scripts ========================================= // -- MVP Arena -//npc: npc/custom/etc/mvp_arena.txt +//"npc/custom/etc/mvp_arena.txt", // -- Penal Servitude (Jails Quest) -//npc: npc/custom/etc/penal_servitude.txt +//"npc/custom/etc/penal_servitude.txt", // -- Banks -//npc: npc/custom/etc/bank_kafra.txt -//npc: npc/custom/etc/bank.txt +//"npc/custom/etc/bank_kafra.txt", +//"npc/custom/etc/bank.txt", // -- Lottery (very flexible) -//npc: npc/custom/etc/lottery.txt +//"npc/custom/etc/lottery.txt", // -- Stock Market (Play on it, earn money, very flexible) -//npc: npc/custom/etc/stock_market.txt +//"npc/custom/etc/stock_market.txt", // -- Russian Roulette + Rock Scissors Paper (warning! contains OBB/OVB/OCA/etc. prizes!) -//npc: npc/custom/etc/rpsroulette.txt +//"npc/custom/etc/rpsroulette.txt", // -- Black Jack -//npc: npc/custom/etc/blackjack.txt +//"npc/custom/etc/blackjack.txt", // -- Hire ninja squads to assassinate an enemy! -//npc: npc/custom/etc/shifty_assassin.txt +//"npc/custom/etc/shifty_assassin.txt", // -- Train your monsters to fight against other players' monsters -//npc: npc/custom/etc/monster_arena.txt +//"npc/custom/etc/monster_arena.txt", // -- Raceway mini-game -//npc: npc/custom/etc/morroc_raceway.txt +//"npc/custom/etc/morroc_raceway.txt", // -- Random change of Drop/Exp rates 1x ~ 1.5x every 6 hours on your server -//npc: npc/custom/etc/floating_rates.txt +//"npc/custom/etc/floating_rates.txt", // -- Wedding script that supports same-sex marriages -//npc: npc/custom/etc/marriage.txt +//"npc/custom/etc/marriage.txt", // -- Warper that works only after locations are unlocked -//npc: npc/custom/etc/quest_warper.txt +//"npc/custom/etc/quest_warper.txt", //================= Quest Scripts ========================================= // -- Dynamic Quest Scripts -//npc: npc/custom/quests/hunting_missions.txt -//npc: npc/custom/quests/quest_shop.txt -//npc: npc/custom/quests/questboard.txt +//"npc/custom/quests/hunting_missions.txt", +//"npc/custom/quests/quest_shop.txt", +//"npc/custom/quests/questboard.txt", // -- Treasure Hunters Guild Quests (40 Quests + Special Guild Shop) -//npc: npc/custom/quests/thq/THQS_ChatingNPC.txt -//npc: npc/custom/quests/thq/THQS_GuildNPC.txt -//npc: npc/custom/quests/thq/THQS_QuestNPC.txt -//npc: npc/custom/quests/thq/THQS_Quests.txt -//npc: npc/custom/quests/thq/THQS_TTShop.txt +//"npc/custom/quests/thq/THQS_ChatingNPC.txt", +//"npc/custom/quests/thq/THQS_GuildNPC.txt", +//"npc/custom/quests/thq/THQS_QuestNPC.txt", +//"npc/custom/quests/thq/THQS_Quests.txt", +//"npc/custom/quests/thq/THQS_TTShop.txt", // -- Equipment Quests -//npc: npc/custom/quests/elvenear.txt -//npc: npc/custom/quests/sunglasses.txt -//npc: npc/custom/quests/bandit_beard.txt -//npc: npc/custom/quests/event_6_new_hats.txt -//npc: npc/custom/quests/may_hats.txt -//npc: npc/custom/quests/kings_items.txt +//"npc/custom/quests/elvenear.txt", +//"npc/custom/quests/sunglasses.txt", +//"npc/custom/quests/bandit_beard.txt", +//"npc/custom/quests/event_6_new_hats.txt", +//"npc/custom/quests/may_hats.txt", +//"npc/custom/quests/kings_items.txt", // -- Misc Item Quests -//npc: npc/custom/quests/dead_branch.txt -//npc: npc/custom/quests/berzebub.txt -//npc: npc/custom/quests/jewel_case.txt +//"npc/custom/quests/dead_branch.txt", +//"npc/custom/quests/berzebub.txt", +//"npc/custom/quests/jewel_case.txt", // -- Godly Equipment Quests (be careful!) -//npc: npc/custom/quests/valhallen.txt -//npc: npc/custom/quests/kaho_balmung.txt -//npc: npc/custom/quests/kahohorn.txt +//"npc/custom/quests/valhallen.txt", +//"npc/custom/quests/kaho_balmung.txt", +//"npc/custom/quests/kahohorn.txt", //================= Event Scripts ========================================= // -- Daily Events -//npc: npc/custom/events/disguise.txt -//npc: npc/custom/events/mushroom_event.txt -//npc: npc/custom/events/cluckers.txt +//"npc/custom/events/disguise.txt", +//"npc/custom/events/mushroom_event.txt", +//"npc/custom/events/cluckers.txt", // -- Holiday Events -//npc: npc/custom/events/xmas_rings_event.txt -//npc: npc/custom/events/valentinesdayexp.txt -//npc: npc/custom/events/hallow06.txt -//npc: npc/custom/events/uneasy_cemetery.txt +//"npc/custom/events/xmas_rings_event.txt", +//"npc/custom/events/valentinesdayexp.txt", +//"npc/custom/events/hallow06.txt", +//"npc/custom/events/uneasy_cemetery.txt", //================= Unofficial Scripts ==================================== // -- Unofficial Airplane script -//npc: npc/custom/etc/airplane.txt +//"npc/custom/etc/airplane.txt", // -- Thanatos Tower Statues Quest -//npc: npc/custom/quests/tha_statues.txt +//"npc/custom/quests/tha_statues.txt", // -- Custom quests from official Umbalian Quests -//npc: npc/custom/quests/sphinx_mask.txt -//npc: npc/custom/quests/umbalian_language.txt +//"npc/custom/quests/sphinx_mask.txt", +//"npc/custom/quests/umbalian_language.txt", // -- Unofficial Battlegrounds -//npc: npc/custom/battleground/bg_common.txt -//npc: npc/custom/battleground/bg_tierra_01.txt -//npc: npc/custom/battleground/bg_tierra_02.txt -//npc: npc/custom/battleground/bg_flavius_01.txt -//npc: npc/custom/battleground/bg_flavius_02.txt -//npc: npc/custom/battleground/bg_kvm01.txt -//npc: npc/custom/battleground/bg_kvm02.txt -//npc: npc/custom/battleground/bg_kvm03.txt +//"npc/custom/battleground/bg_common.txt", +//"npc/custom/battleground/bg_tierra_01.txt", +//"npc/custom/battleground/bg_tierra_02.txt", +//"npc/custom/battleground/bg_flavius_01.txt", +//"npc/custom/battleground/bg_flavius_02.txt", +//"npc/custom/battleground/bg_kvm01.txt", +//"npc/custom/battleground/bg_kvm02.txt", +//"npc/custom/battleground/bg_kvm03.txt", diff --git a/npc/scripts_dev.conf b/npc/scripts_dev.conf index 2d282de6e..ff4ef4c4f 100644 --- a/npc/scripts_dev.conf +++ b/npc/scripts_dev.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2014-2015 Hercules Dev Team +//= Copyright (C) 2014-2016 Hercules Dev Team //= //= Hercules is free software: you can redistribute it and/or modify //= it under the terms of the GNU General Public License as published by @@ -31,4 +31,4 @@ //========================================================================= //================= Script Engine self-test =============================== -//npc: npc/dev/test.txt +//"npc: npc/dev/test.txt", diff --git a/npc/scripts_jobs.conf b/npc/scripts_jobs.conf index 8731d773c..c95f9da9d 100644 --- a/npc/scripts_jobs.conf +++ b/npc/scripts_jobs.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -30,68 +30,68 @@ //================= Job Quests ============================================ // - 1-1 Expanded -npc: npc/jobs/1-1e/gunslinger.txt -npc: npc/jobs/1-1e/ninja.txt -npc: npc/jobs/1-1e/taekwon.txt +"npc/jobs/1-1e/gunslinger.txt", +"npc/jobs/1-1e/ninja.txt", +"npc/jobs/1-1e/taekwon.txt", // - 2-1 -npc: npc/jobs/2-1/assassin.txt -npc: npc/jobs/2-1/blacksmith.txt -npc: npc/jobs/2-1/hunter.txt -npc: npc/jobs/2-1/knight.txt -npc: npc/jobs/2-1/priest.txt -npc: npc/jobs/2-1/wizard.txt +"npc/jobs/2-1/assassin.txt", +"npc/jobs/2-1/blacksmith.txt", +"npc/jobs/2-1/hunter.txt", +"npc/jobs/2-1/knight.txt", +"npc/jobs/2-1/priest.txt", +"npc/jobs/2-1/wizard.txt", // - 2-1 Transcended -npc: npc/jobs/2-1a/AssassinCross.txt -npc: npc/jobs/2-1a/HighPriest.txt -npc: npc/jobs/2-1a/HighWizard.txt -npc: npc/jobs/2-1a/LordKnight.txt -npc: npc/jobs/2-1a/Sniper.txt -npc: npc/jobs/2-1a/WhiteSmith.txt +"npc/jobs/2-1a/AssassinCross.txt", +"npc/jobs/2-1a/HighPriest.txt", +"npc/jobs/2-1a/HighWizard.txt", +"npc/jobs/2-1a/LordKnight.txt", +"npc/jobs/2-1a/Sniper.txt", +"npc/jobs/2-1a/WhiteSmith.txt", // - 2-1 Expanded -npc: npc/jobs/2-1e/StarGladiator.txt +"npc/jobs/2-1e/StarGladiator.txt", // - 2-2 -npc: npc/jobs/2-2/alchemist.txt -npc: npc/jobs/2-2/bard.txt -npc: npc/jobs/2-2/crusader.txt -npc: npc/jobs/2-2/dancer.txt -npc: npc/jobs/2-2/monk.txt -npc: npc/jobs/2-2/rogue.txt -npc: npc/jobs/2-2/sage.txt +"npc/jobs/2-2/alchemist.txt", +"npc/jobs/2-2/bard.txt", +"npc/jobs/2-2/crusader.txt", +"npc/jobs/2-2/dancer.txt", +"npc/jobs/2-2/monk.txt", +"npc/jobs/2-2/rogue.txt", +"npc/jobs/2-2/sage.txt", // - 2-2 Transcended -npc: npc/jobs/2-2a/Champion.txt -npc: npc/jobs/2-2a/Clown.txt -npc: npc/jobs/2-2a/Creator.txt -npc: npc/jobs/2-2a/Gypsy.txt -npc: npc/jobs/2-2a/Paladin.txt -npc: npc/jobs/2-2a/Professor.txt -npc: npc/jobs/2-2a/Stalker.txt +"npc/jobs/2-2a/Champion.txt", +"npc/jobs/2-2a/Clown.txt", +"npc/jobs/2-2a/Creator.txt", +"npc/jobs/2-2a/Gypsy.txt", +"npc/jobs/2-2a/Paladin.txt", +"npc/jobs/2-2a/Professor.txt", +"npc/jobs/2-2a/Stalker.txt", // - 2-2 Expanded -npc: npc/jobs/2-2e/SoulLinker.txt +"npc/jobs/2-2e/SoulLinker.txt", // - Novice -npc: npc/jobs/novice/supernovice.txt +"npc/jobs/novice/supernovice.txt", // - Transcended Quest (2-x -> High Novice) -npc: npc/jobs/valkyrie.txt +"npc/jobs/valkyrie.txt", //================= Skill Quests ========================================== // - 1-1 -npc: npc/quests/skills/acolyte_skills.txt -npc: npc/quests/skills/archer_skills.txt -npc: npc/quests/skills/mage_skills.txt -npc: npc/quests/skills/merchant_skills.txt -npc: npc/quests/skills/swordman_skills.txt -npc: npc/quests/skills/thief_skills.txt +"npc/quests/skills/acolyte_skills.txt", +"npc/quests/skills/archer_skills.txt", +"npc/quests/skills/mage_skills.txt", +"npc/quests/skills/merchant_skills.txt", +"npc/quests/skills/swordman_skills.txt", +"npc/quests/skills/thief_skills.txt", // - 2-1 -npc: npc/quests/skills/assassin_skills.txt -npc: npc/quests/skills/blacksmith_skills.txt -npc: npc/quests/skills/hunter_skills.txt -npc: npc/quests/skills/knight_skills.txt -npc: npc/quests/skills/priest_skills.txt -npc: npc/quests/skills/rogue_skills.txt -npc: npc/quests/skills/wizard_skills.txt +"npc/quests/skills/assassin_skills.txt", +"npc/quests/skills/blacksmith_skills.txt", +"npc/quests/skills/hunter_skills.txt", +"npc/quests/skills/knight_skills.txt", +"npc/quests/skills/priest_skills.txt", +"npc/quests/skills/rogue_skills.txt", +"npc/quests/skills/wizard_skills.txt", // - 2-2 -npc: npc/quests/skills/alchemist_skills.txt -npc: npc/quests/skills/bard_skills.txt -npc: npc/quests/skills/crusader_skills.txt -npc: npc/quests/skills/dancer_skills.txt -npc: npc/quests/skills/monk_skills.txt -npc: npc/quests/skills/sage_skills.txt +"npc/quests/skills/alchemist_skills.txt", +"npc/quests/skills/bard_skills.txt", +"npc/quests/skills/crusader_skills.txt", +"npc/quests/skills/dancer_skills.txt", +"npc/quests/skills/monk_skills.txt", +"npc/quests/skills/sage_skills.txt", diff --git a/npc/scripts_mapflags.conf b/npc/scripts_mapflags.conf index 0a4f64069..c662f7562 100644 --- a/npc/scripts_mapflags.conf +++ b/npc/scripts_mapflags.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -28,32 +28,32 @@ //= Map Flags //========================================================================= -npc: npc/mapflag/nopvp.txt -npc: npc/mapflag/gvg.txt -npc: npc/mapflag/jail.txt -npc: npc/mapflag/nightmare.txt -npc: npc/mapflag/nobranch.txt -npc: npc/mapflag/noexp.txt -npc: npc/mapflag/noicewall.txt -npc: npc/mapflag/noloot.txt -npc: npc/mapflag/nomemo.txt -npc: npc/mapflag/nopenalty.txt -npc: npc/mapflag/nosave.txt -npc: npc/mapflag/noteleport.txt -npc: npc/mapflag/noreturn.txt -npc: npc/mapflag/noskill.txt -npc: npc/mapflag/nowarp.txt -npc: npc/mapflag/nowarpto.txt -npc: npc/mapflag/partylock.txt -npc: npc/mapflag/pvp.txt -npc: npc/mapflag/pvp_noparty.txt -npc: npc/mapflag/pvp_noguild.txt -npc: npc/mapflag/night.txt -npc: npc/mapflag/zone.txt -npc: npc/mapflag/battleground.txt -npc: npc/mapflag/novending.txt -npc: npc/mapflag/town.txt -npc: npc/mapflag/reset.txt -npc: npc/mapflag/skillmodifier.txt -npc: npc/mapflag/skillduration.txt -npc: npc/mapflag/notomb.txt +"npc/mapflag/nopvp.txt", +"npc/mapflag/gvg.txt", +"npc/mapflag/jail.txt", +"npc/mapflag/nightmare.txt", +"npc/mapflag/nobranch.txt", +"npc/mapflag/noexp.txt", +"npc/mapflag/noicewall.txt", +"npc/mapflag/noloot.txt", +"npc/mapflag/nomemo.txt", +"npc/mapflag/nopenalty.txt", +"npc/mapflag/nosave.txt", +"npc/mapflag/noteleport.txt", +"npc/mapflag/noreturn.txt", +"npc/mapflag/noskill.txt", +"npc/mapflag/nowarp.txt", +"npc/mapflag/nowarpto.txt", +"npc/mapflag/partylock.txt", +"npc/mapflag/pvp.txt", +"npc/mapflag/pvp_noparty.txt", +"npc/mapflag/pvp_noguild.txt", +"npc/mapflag/night.txt", +"npc/mapflag/zone.txt", +"npc/mapflag/battleground.txt", +"npc/mapflag/novending.txt", +"npc/mapflag/town.txt", +"npc/mapflag/reset.txt", +"npc/mapflag/skillmodifier.txt", +"npc/mapflag/skillduration.txt", +"npc/mapflag/notomb.txt", diff --git a/npc/scripts_monsters.conf b/npc/scripts_monsters.conf index 2c4cc9ea4..beab8fdf6 100644 --- a/npc/scripts_monsters.conf +++ b/npc/scripts_monsters.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -29,7 +29,7 @@ //========================================================================= //================= Misc Spawns =========================================== -npc: npc/mobs/citycleaners.txt -npc: npc/mobs/jail.txt -npc: npc/mobs/pvp.txt -npc: npc/mobs/towns.txt +"npc/mobs/citycleaners.txt", +"npc/mobs/jail.txt", +"npc/mobs/pvp.txt", +"npc/mobs/towns.txt", diff --git a/npc/scripts_removed.conf b/npc/scripts_removed.conf new file mode 100644 index 000000000..c1089466c --- /dev/null +++ b/npc/scripts_removed.conf @@ -0,0 +1,37 @@ +//================= Hercules Configuration ================================ +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2014-2016 Hercules Dev Team +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Hercules global npc removed list +//========================================================================= +// All NPCs that you wish to remove from your loading list should be put in +// this file +//========================================================================= + +// If instead of a path to an NPC is put "all" no file will be loaded +npc_removed_list: ( + //"all", + //"path/to/npc", +) // removed diff --git a/npc/scripts_warps.conf b/npc/scripts_warps.conf index 05dd4ede2..c89d75089 100644 --- a/npc/scripts_warps.conf +++ b/npc/scripts_warps.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -29,87 +29,87 @@ //========================================================================= //================= Cities ================================================ -npc: npc/warps/cities/alberta.txt -npc: npc/warps/cities/aldebaran.txt -npc: npc/warps/cities/amatsu.txt -npc: npc/warps/cities/ayothaya.txt -npc: npc/warps/cities/comodo.txt -npc: npc/warps/cities/einbech.txt -npc: npc/warps/cities/einbroch.txt -npc: npc/warps/cities/geffen.txt -npc: npc/warps/cities/gonryun.txt -npc: npc/warps/cities/hugel.txt -npc: npc/warps/cities/lighthalzen.txt -npc: npc/warps/cities/louyang.txt -npc: npc/warps/cities/lutie.txt -npc: npc/warps/cities/manuk.txt -npc: npc/warps/cities/mid_camp.txt -npc: npc/warps/cities/morroc.txt -npc: npc/warps/cities/moscovia.txt -npc: npc/warps/cities/nameless.txt -npc: npc/warps/cities/niflheim.txt -npc: npc/warps/cities/payon.txt -npc: npc/warps/cities/prontera.txt -npc: npc/warps/cities/splendide.txt -npc: npc/warps/cities/umbala.txt -npc: npc/warps/cities/veins.txt -npc: npc/warps/cities/yuno.txt +"npc/warps/cities/alberta.txt", +"npc/warps/cities/aldebaran.txt", +"npc/warps/cities/amatsu.txt", +"npc/warps/cities/ayothaya.txt", +"npc/warps/cities/comodo.txt", +"npc/warps/cities/einbech.txt", +"npc/warps/cities/einbroch.txt", +"npc/warps/cities/geffen.txt", +"npc/warps/cities/gonryun.txt", +"npc/warps/cities/hugel.txt", +"npc/warps/cities/lighthalzen.txt", +"npc/warps/cities/louyang.txt", +"npc/warps/cities/lutie.txt", +"npc/warps/cities/manuk.txt", +"npc/warps/cities/mid_camp.txt", +"npc/warps/cities/morroc.txt", +"npc/warps/cities/moscovia.txt", +"npc/warps/cities/nameless.txt", +"npc/warps/cities/niflheim.txt", +"npc/warps/cities/payon.txt", +"npc/warps/cities/prontera.txt", +"npc/warps/cities/splendide.txt", +"npc/warps/cities/umbala.txt", +"npc/warps/cities/veins.txt", +"npc/warps/cities/yuno.txt", //================= Dungeons ============================================== -npc: npc/warps/dungeons/abbey.txt -npc: npc/warps/dungeons/abyss.txt -npc: npc/warps/dungeons/alde_dun.txt -npc: npc/warps/dungeons/ama_dun.txt -npc: npc/warps/dungeons/anthell.txt -npc: npc/warps/dungeons/ayo_dun.txt -npc: npc/warps/dungeons/beach_dun.txt -npc: npc/warps/dungeons/c_tower.txt -npc: npc/warps/dungeons/ein_dun.txt -npc: npc/warps/dungeons/gef_dun.txt -npc: npc/warps/dungeons/gon_dun.txt -npc: npc/warps/dungeons/ice_dun.txt -npc: npc/warps/dungeons/in_sphinx.txt -npc: npc/warps/dungeons/iz_dun.txt -npc: npc/warps/dungeons/juperos.txt -npc: npc/warps/dungeons/kh_dun.txt -npc: npc/warps/dungeons/lhz_dun.txt -npc: npc/warps/dungeons/lou_dun.txt -npc: npc/warps/dungeons/mag_dun.txt -npc: npc/warps/dungeons/mjo_dun.txt -npc: npc/warps/dungeons/moc_pryd.txt -npc: npc/warps/dungeons/mosk_dun.txt -npc: npc/warps/dungeons/odin.txt -npc: npc/warps/dungeons/orcsdun.txt -npc: npc/warps/dungeons/pay_dun.txt -npc: npc/warps/dungeons/prt_maze.txt -npc: npc/warps/dungeons/ra_san.txt -npc: npc/warps/dungeons/tha_t.txt -npc: npc/warps/dungeons/thor_v.txt -npc: npc/warps/dungeons/treasure.txt -npc: npc/warps/dungeons/tur_dun.txt -npc: npc/warps/dungeons/um_dun.txt -npc: npc/warps/dungeons/xmas_dun.txt +"npc/warps/dungeons/abbey.txt", +"npc/warps/dungeons/abyss.txt", +"npc/warps/dungeons/alde_dun.txt", +"npc/warps/dungeons/ama_dun.txt", +"npc/warps/dungeons/anthell.txt", +"npc/warps/dungeons/ayo_dun.txt", +"npc/warps/dungeons/beach_dun.txt", +"npc/warps/dungeons/c_tower.txt", +"npc/warps/dungeons/ein_dun.txt", +"npc/warps/dungeons/gef_dun.txt", +"npc/warps/dungeons/gon_dun.txt", +"npc/warps/dungeons/ice_dun.txt", +"npc/warps/dungeons/in_sphinx.txt", +"npc/warps/dungeons/iz_dun.txt", +"npc/warps/dungeons/juperos.txt", +"npc/warps/dungeons/kh_dun.txt", +"npc/warps/dungeons/lhz_dun.txt", +"npc/warps/dungeons/lou_dun.txt", +"npc/warps/dungeons/mag_dun.txt", +"npc/warps/dungeons/mjo_dun.txt", +"npc/warps/dungeons/moc_pryd.txt", +"npc/warps/dungeons/mosk_dun.txt", +"npc/warps/dungeons/odin.txt", +"npc/warps/dungeons/orcsdun.txt", +"npc/warps/dungeons/pay_dun.txt", +"npc/warps/dungeons/prt_maze.txt", +"npc/warps/dungeons/ra_san.txt", +"npc/warps/dungeons/tha_t.txt", +"npc/warps/dungeons/thor_v.txt", +"npc/warps/dungeons/treasure.txt", +"npc/warps/dungeons/tur_dun.txt", +"npc/warps/dungeons/um_dun.txt", +"npc/warps/dungeons/xmas_dun.txt", //================= Fields ================================================ -npc: npc/warps/fields/abyss_warper.txt -npc: npc/warps/fields/amatsu_fild.txt -npc: npc/warps/fields/ein_fild.txt -npc: npc/warps/fields/gefenia.txt -npc: npc/warps/fields/glastheim.txt -npc: npc/warps/fields/jawaii.txt -npc: npc/warps/fields/lhalzen_fild.txt -npc: npc/warps/fields/lutie_fild.txt -npc: npc/warps/fields/man_fild.txt -npc: npc/warps/fields/mtmjolnir.txt -npc: npc/warps/fields/spl_fild.txt -npc: npc/warps/fields/umbala_fild.txt +"npc/warps/fields/abyss_warper.txt", +"npc/warps/fields/amatsu_fild.txt", +"npc/warps/fields/ein_fild.txt", +"npc/warps/fields/gefenia.txt", +"npc/warps/fields/glastheim.txt", +"npc/warps/fields/jawaii.txt", +"npc/warps/fields/lhalzen_fild.txt", +"npc/warps/fields/lutie_fild.txt", +"npc/warps/fields/man_fild.txt", +"npc/warps/fields/mtmjolnir.txt", +"npc/warps/fields/spl_fild.txt", +"npc/warps/fields/umbala_fild.txt", //================= Others ================================================ -npc: npc/warps/other/airplane.txt -npc: npc/warps/other/arena.txt -npc: npc/warps/other/god.txt -npc: npc/warps/other/jobquests.txt -npc: npc/warps/other/kiel.txt -npc: npc/warps/other/other.txt -npc: npc/warps/guildcastles.txt -npc: npc/warps/pvp.txt +"npc/warps/other/airplane.txt", +"npc/warps/other/arena.txt", +"npc/warps/other/god.txt", +"npc/warps/other/jobquests.txt", +"npc/warps/other/kiel.txt", +"npc/warps/other/other.txt", +"npc/warps/guildcastles.txt", +"npc/warps/pvp.txt", diff --git a/npc/scripts_woe.conf b/npc/scripts_woe.conf index 4fdaf5731..695a1a398 100644 --- a/npc/scripts_woe.conf +++ b/npc/scripts_woe.conf @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Athena Dev Teams //= //= Hercules is free software: you can redistribute it and/or modify @@ -30,52 +30,52 @@ //================= War of Emperium ======================================= // - Guild WoE time settings -npc: npc/woe-fe/agit_controller.txt +"npc/woe-fe/agit_controller.txt", // - Guild NPC Template file -npc: npc/woe-fe/agit_main.txt +"npc/woe-fe/agit_main.txt", // - Al De Baran -npc: npc/woe-fe/aldeg_cas01.txt -npc: npc/woe-fe/aldeg_cas02.txt -npc: npc/woe-fe/aldeg_cas03.txt -npc: npc/woe-fe/aldeg_cas04.txt -npc: npc/woe-fe/aldeg_cas05.txt +"npc/woe-fe/aldeg_cas01.txt", +"npc/woe-fe/aldeg_cas02.txt", +"npc/woe-fe/aldeg_cas03.txt", +"npc/woe-fe/aldeg_cas04.txt", +"npc/woe-fe/aldeg_cas05.txt", // - Geffen -npc: npc/woe-fe/gefg_cas01.txt -npc: npc/woe-fe/gefg_cas02.txt -npc: npc/woe-fe/gefg_cas03.txt -npc: npc/woe-fe/gefg_cas04.txt -npc: npc/woe-fe/gefg_cas05.txt +"npc/woe-fe/gefg_cas01.txt", +"npc/woe-fe/gefg_cas02.txt", +"npc/woe-fe/gefg_cas03.txt", +"npc/woe-fe/gefg_cas04.txt", +"npc/woe-fe/gefg_cas05.txt", // - Payon -npc: npc/woe-fe/payg_cas01.txt -npc: npc/woe-fe/payg_cas02.txt -npc: npc/woe-fe/payg_cas03.txt -npc: npc/woe-fe/payg_cas04.txt -npc: npc/woe-fe/payg_cas05.txt +"npc/woe-fe/payg_cas01.txt", +"npc/woe-fe/payg_cas02.txt", +"npc/woe-fe/payg_cas03.txt", +"npc/woe-fe/payg_cas04.txt", +"npc/woe-fe/payg_cas05.txt", // - Prontera -npc: npc/woe-fe/prtg_cas01.txt -npc: npc/woe-fe/prtg_cas02.txt -npc: npc/woe-fe/prtg_cas03.txt -npc: npc/woe-fe/prtg_cas04.txt -npc: npc/woe-fe/prtg_cas05.txt +"npc/woe-fe/prtg_cas01.txt", +"npc/woe-fe/prtg_cas02.txt", +"npc/woe-fe/prtg_cas03.txt", +"npc/woe-fe/prtg_cas04.txt", +"npc/woe-fe/prtg_cas05.txt", // - Treasure Room Protection -//npc: npc/woe-fe/trs_rp.txt +//"npc/woe-fe/trs_rp.txt", //================= War of Emperium Second Edition ======================== // - WoE SE time settings -npc: npc/woe-se/agit_start_se.txt +"npc/woe-se/agit_start_se.txt", // - Guild NPC Template file -npc: npc/woe-se/agit_main_se.txt +"npc/woe-se/agit_main_se.txt", // - Town Flags -npc: npc/woe-se/guild_flags.txt +"npc/woe-se/guild_flags.txt", // - Arunafeltz -npc: npc/woe-se/arug_cas01.txt -npc: npc/woe-se/arug_cas02.txt -npc: npc/woe-se/arug_cas03.txt -npc: npc/woe-se/arug_cas04.txt -npc: npc/woe-se/arug_cas05.txt +"npc/woe-se/arug_cas01.txt", +"npc/woe-se/arug_cas02.txt", +"npc/woe-se/arug_cas03.txt", +"npc/woe-se/arug_cas04.txt", +"npc/woe-se/arug_cas05.txt", // - Schwaltzvalt -npc: npc/woe-se/schg_cas01.txt -npc: npc/woe-se/schg_cas02.txt -npc: npc/woe-se/schg_cas03.txt -npc: npc/woe-se/schg_cas04.txt -npc: npc/woe-se/schg_cas05.txt +"npc/woe-se/schg_cas01.txt", +"npc/woe-se/schg_cas02.txt", +"npc/woe-se/schg_cas03.txt", +"npc/woe-se/schg_cas04.txt", +"npc/woe-se/schg_cas05.txt", diff --git a/npc/warps/cities/payon.txt b/npc/warps/cities/payon.txt index 5ee540568..a87fd0062 100644 --- a/npc/warps/cities/payon.txt +++ b/npc/warps/cities/payon.txt @@ -9,7 +9,7 @@ //= This file is part of Hercules. //= http://herc.ws - http://github.com/HerculesWS/Hercules //= -//= Copyright (C) 2012-2015 Hercules Dev Team +//= Copyright (C) 2012-2016 Hercules Dev Team //= Copyright (C) Masao //= Copyright (C) L0ne_W0lf //= Copyright (C) MasterOfMuppets @@ -35,39 +35,39 @@ //================= Description =========================================== //= Warp Points for Payon Town //================= Current Version ======================================= -//= 1.7 +//= 1.7.1 //========================================================================= // == Official Warps From kRO Screenshots == // -- Entrance / Exit -- payon,122,27,0 warp payonwarp003 5,3,pay_fild01,333,356 -pay_fild01,333,360,0 warp payonwarp004 5,3,payon,122,31 +pay_fild01,333,361,0 warp payonwarp004 5,3,payon,122,31 payon,267,89,0 warp payonwarp005 1,1,pay_fild08,20,74 -payon,228,330,0 warp payonwarp007 4,2,pay_arche,81,22 -pay_arche,81,18,0 warp payonwarp008 5,2,payon,228,326 +payon,228,329,0 warp payonwarp007 4,2,pay_arche,81,22 +pay_arche,81,17,0 warp payonwarp008 5,2,payon,228,326 // -- Inn -- payon,223,117,0 warp payonwarp009 2,2,payon_in01,175,11 -payon_in01,172,11,0 warp payonwarp010 2,2,payon,219,117 +payon_in01,172,11,0 warp payonwarp010 2,2,payon,220,117 payon_in01,180,43,0 warp payonwarp011 2,2,payon_in01,181,73 -payon_in01,181,70,0 warp payonwarp012 2,2,payon_in01,180,40 +payon_in01,180,70,0 warp payonwarp012 2,2,payon_in01,181,40 payon_in01,193,92,0 warp payonwarp013 2,2,payon_in01,143,61 payon_in01,146,61,0 warp payonwarp014 2,2,payon_in01,193,89 payon_in01,133,42,0 warp payonwarp015 2,2,payon_in01,133,18 payon_in01,133,21,0 warp payonwarp016 2,2,payon_in01,133,45 // -- Sort of Mill -- -payon,140,85,0 warp payonwarp017 2,2,payon_in01,14,51 -payon_in01,17,51,0 warp payonwarp018 2,2,payon,143,85 +payon,141,85,0 warp payonwarp017 2,2,payon_in01,14,51 +payon_in01,17,51,0 warp payonwarp018 2,2,payon,144,85 payon_in01,10,59,0 warp payonwarp019 2,2,payon_in01,10,83 payon_in01,10,80,0 warp payonwarp021 2,2,payon_in01,10,56 payon_in01,10,38,0 warp payonwarp022 2,2,payon_in01,10,14 payon_in01,10,17,0 warp payonwarp023 2,2,payon_in01,10,41 // -- Weaponshop -- -payon,135,158,0 warp payonwarp024 2,2,payon_in01,20,129 -payon_in01,23,129,0 warp payonwarp025 2,2,payon,138,158 +payon,136,158,0 warp payonwarp024 2,2,payon_in01,20,129 +payon_in01,23,129,0 warp payonwarp025 2,2,payon,139,158 payon,130,169,0 warp payonwarp026 2,2,payon_in01,13,136 payon_in01,13,139,0 warp payonwarp027 2,2,payon,130,172 @@ -76,8 +76,8 @@ payon,151,127,0 warp payonwarp028 2,2,payon_in01,56,53 payon_in01,56,50,0 warp payonwarp029 2,2,payon,151,124 // -- Middle Castle -- -payon,155,248,0 warp payonwarp030 4,1,payon_in03,98,117 -payon_in03,98,114,0 warp payonwarp031 5,1,payon,155,245 +payon,156,247,0 warp payonwarp030 4,1,payon_in03,98,117 +payon_in03,98,114,0 warp payonwarp031 5,1,payon,156,244 payon_in03,90,124,0 warp payonwarp032 2,2,payon_in03,80,124 payon_in03,83,124,0 warp payonwarp033 2,2,payon_in03,93,124 payon_in03,99,133,0 warp payonwarp034 2,2,payon_in03,99,151 @@ -114,43 +114,40 @@ payon_in02,70,33,0 warp payonwarp058 2,2,payon_in02,58,33 payon_in02,75,67,0 warp payonwarp059 2,2,payon_in02,13,25 payon_in02,82,45,0 warp payonwarp060 2,2,pay_arche,74,153 - -// == Self Made Warps, No Screen Availble == - // -- Large West House -- -payon,127,204,0 warp payonwarp061 2,2,payon_in03,81,19 -payon_in03,85,19,0 warp payonwarp062 2,2,payon,131,204 -payon_in03,74,18,0 warp payonwarp063 2,2,payon_in03,62,18 -payon_in03,67,18,0 warp payonwarp064 2,2,payon_in03,78,18 -payon_in03,46,18,0 warp payonwarp065 2,2,payon_in03,35,18 -payon_in03,39,18,0 warp payonwarp066 2,2,payon_in03,51,18 -payon_in03,28,18,0 warp payonwarp067 2,2,payon_in03,17,18 -payon_in03,21,18,0 warp payonwarp068 2,2,payon_in03,32,18 +payon,127,204,0 warp payonwarp061 2,2,payon_in03,82,19 +payon_in03,85,19,0 warp payonwarp062 2,2,payon,130,204 +payon_in03,74,19,0 warp payonwarp063 2,2,payon_in03,64,19 +payon_in03,67,19,0 warp payonwarp064 2,2,payon_in03,77,19 +payon_in03,46,19,0 warp payonwarp065 2,2,payon_in03,36,19 +payon_in03,39,19,0 warp payonwarp066 2,2,payon_in03,49,19 +payon_in03,28,19,0 warp payonwarp067 2,2,payon_in03,18,19 +payon_in03,21,19,0 warp payonwarp068 2,2,payon_in03,31,19 // -- Big Kitchen -- -payon,155,327,0 warp payonwarp069 2,2,payon_in03,165,143 -payon_in03,165,140,0 warp payonwarp070 2,2,payon,155,324 -payon_in03,185,178,0 warp payonwarp071 2,2,payon_in03,185,149 -payon_in03,185,153,0 warp payonwarp072 2,2,payon_in03,185,182 +payon,155,328,0 warp payonwarp069 2,2,payon_in03,165,143 +payon_in03,165,140,0 warp payonwarp070 2,2,payon,155,325 +payon_in03,186,178,0 warp payonwarp071 2,2,payon_in03,186,150 +payon_in03,186,153,0 warp payonwarp072 2,2,payon_in03,186,181 // -- Upper Castle -- -payon,107,327,0 warp payonwarp073 2,2,payon_in03,19,64 -payon_in03,19,60,0 warp payonwarp074 2,2,payon,107,323 -payon_in03,19,73,0 warp payonwarp075 2,2,payon_in03,19,90 -payon_in03,19,86,0 warp payonwarp076 2,2,payon_in03,19,69 -payon_in03,19,103,0 warp payonwarp077 2,2,payon_in03,19,122 -payon_in03,19,118,0 warp payonwarp078 2,2,payon_in03,19,99 -payon_in03,11,131,0 warp payonwarp079 2,2,payon_in03,11,146 -payon_in03,11,142,0 warp payonwarp080 2,2,payon_in03,11,127 -payon_in03,27,131,0 warp payonwarp081 2,2,payon_in03,27,146 -payon_in03,27,142,0 warp payonwarp082 2,2,payon_in03,27,127 -payon_in03,11,161,0 warp payonwarp083 2,2,payon_in03,11,176 -payon_in03,11,172,0 warp payonwarp084 2,2,payon_in03,11,157 -payon_in03,27,161,0 warp payonwarp085 2,2,payon_in03,27,176 -payon_in03,27,172,0 warp payonwarp086 2,2,payon_in03,27,157 +payon,107,326,0 warp payonwarp073 2,2,payon_in03,20,63 +payon_in03,20,60,0 warp payonwarp074 2,2,payon,107,323 +payon_in03,20,73,0 warp payonwarp075 2,2,payon_in03,20,89 +payon_in03,20,86,0 warp payonwarp076 2,2,payon_in03,20,70 +payon_in03,20,103,0 warp payonwarp077 2,2,payon_in03,20,121 +payon_in03,20,118,0 warp payonwarp078 2,2,payon_in03,20,100 +payon_in03,12,131,0 warp payonwarp079 2,2,payon_in03,12,145 +payon_in03,12,142,0 warp payonwarp080 2,2,payon_in03,12,128 +payon_in03,28,131,0 warp payonwarp081 2,2,payon_in03,28,145 +payon_in03,28,142,0 warp payonwarp082 2,2,payon_in03,28,128 +payon_in03,12,161,0 warp payonwarp083 2,2,payon_in03,12,175 +payon_in03,12,172,0 warp payonwarp084 2,2,payon_in03,12,158 +payon_in03,28,161,0 warp payonwarp085 2,2,payon_in03,28,175 +payon_in03,28,172,0 warp payonwarp086 2,2,payon_in03,28,158 // -- House -- payon_in01,86,9,0 warp payonwarp087 2,2,payon,266,152 -payon,270,152,0 warp payonwarp088 2,2,payon_in01,90,9 -payon_in01,107,71,0 warp payonwarp089 2,2,payon_in01,96,37 -payon_in01,93,37,0 warp payonwarp090 2,2,payon_in01,104,71 +payon,269,152,0 warp payonwarp088 2,2,payon_in01,89,9 +payon_in01,107,71,0 warp payonwarp089 2,2,payon_in01,95,37 +payon_in01,92,37,0 warp payonwarp090 2,2,payon_in01,104,71 diff --git a/npc/warps/dungeons/mosk_dun.txt b/npc/warps/dungeons/mosk_dun.txt index e4545c88e..ed0597efa 100644 --- a/npc/warps/dungeons/mosk_dun.txt +++ b/npc/warps/dungeons/mosk_dun.txt @@ -75,7 +75,7 @@ OnTouch: mes "What is your business with the Csar?"; next; if(select("Run away.:Explain the situation.") == 1) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I should get out of here..."; close2; warp "mosk_dun02",100,100; @@ -107,7 +107,7 @@ OnTouch: mes "What is your business with the Csar?"; next; if(select("Run away.:Explain the situation.") == 1) { - mes "["+strcharinfo(0)+"]"; + mes "["+strcharinfo(PC_NAME)+"]"; mes "I should get out of here..."; close2; warp "mosk_dun02",100,100; diff --git a/npc/warps/fields/abyss_warper.txt b/npc/warps/fields/abyss_warper.txt index 204c55842..fd8854234 100644 --- a/npc/warps/fields/abyss_warper.txt +++ b/npc/warps/fields/abyss_warper.txt @@ -78,7 +78,7 @@ hu_fild05,168,304,0 script Column#abyss1 HIDDEN_NPC,{ mes "violently shake.^000000"; specialeffect EF_BOWLINGBASH; donpcevent "AbyssWarp::OnWarp"; - specialeffect2 EF_PORTAL; + specialeffect(EF_PORTAL, AREA, playerattached()); delitem 1035,1; delitem 1036,1; delitem 1037,1; @@ -137,7 +137,7 @@ hu_fild05,171,211,0 script Column#abyss2 HIDDEN_NPC,1,1,{ mes "begin to slowly sink away...^000000"; next; specialeffect EF_BOWLINGBASH; - specialeffect2 EF_PORTAL; + specialeffect(EF_PORTAL, AREA, playerattached()); close2; warp "hu_fild05",169,305; end; @@ -159,7 +159,7 @@ hu_fild05,171,211,0 script Column#abyss2 HIDDEN_NPC,1,1,{ mes "are warped somewhere else...^000000"; next; specialeffect EF_BOWLINGBASH; - specialeffect2 EF_PORTAL; + specialeffect(EF_PORTAL, AREA, playerattached()); close2; warp "hu_fild05",157,284; end; diff --git a/npc/woe-fe/agit_main.txt b/npc/woe-fe/agit_main.txt index 06a80cde3..5ac5b8e9a 100644 --- a/npc/woe-fe/agit_main.txt +++ b/npc/woe-fe/agit_main.txt @@ -63,254 +63,254 @@ // War of Emperium has started. OnAgitStart: - if (strnpcinfo(0) == "Gld_Agit_Manager") end; - maprespawnguildid strnpcinfo(2),getcastledata(strnpcinfo(2),1),6; - gvgon strnpcinfo(2); + if (strnpcinfo(NPC_NAME) == "Gld_Agit_Manager") end; + maprespawnguildid strnpcinfo(NPC_NAME_HIDDEN),getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1),6; + gvgon strnpcinfo(NPC_NAME_HIDDEN); // Spawn (fall through), or respawn the Emperium once it has been broken. OnStartArena: // OnAgitStart will fall through and spawn the Emperium. - if (strnpcinfo(2) == "aldeg_cas01") { setarray .@emproom[0],216,23; } - else if (strnpcinfo(2) == "aldeg_cas02") { setarray .@emproom[0],213,23; } - else if (strnpcinfo(2) == "aldeg_cas03") { setarray .@emproom[0],205,31; } - else if (strnpcinfo(2) == "aldeg_cas04") { setarray .@emproom[0],36,217; } - else if (strnpcinfo(2) == "aldeg_cas05") { setarray .@emproom[0],27,101; } - else if (strnpcinfo(2) == "gefg_cas01") { setarray .@emproom[0],197,181; } - else if (strnpcinfo(2) == "gefg_cas02") { setarray .@emproom[0],176,178; } - else if (strnpcinfo(2) == "gefg_cas03") { setarray .@emproom[0],244,166; } - else if (strnpcinfo(2) == "gefg_cas04") { setarray .@emproom[0],174,177; } - else if (strnpcinfo(2) == "gefg_cas05") { setarray .@emproom[0],194,184; } - else if (strnpcinfo(2) == "payg_cas01") { setarray .@emproom[0],139,139; } - else if (strnpcinfo(2) == "payg_cas02") { setarray .@emproom[0],38,25; } - else if (strnpcinfo(2) == "payg_cas03") { setarray .@emproom[0],269,265; } - else if (strnpcinfo(2) == "payg_cas04") { setarray .@emproom[0],270,28; } - else if (strnpcinfo(2) == "payg_cas05") { setarray .@emproom[0],30,30; } - else if (strnpcinfo(2) == "prtg_cas01") { setarray .@emproom[0],197,197; } - else if (strnpcinfo(2) == "prtg_cas02") { setarray .@emproom[0],157,174; } - else if (strnpcinfo(2) == "prtg_cas03") { setarray .@emproom[0],16,220; } - else if (strnpcinfo(2) == "prtg_cas04") { setarray .@emproom[0],291,14; } - else if (strnpcinfo(2) == "prtg_cas05") { setarray .@emproom[0],266,266; } + if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas01") { setarray .@emproom[0],216,23; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas02") { setarray .@emproom[0],213,23; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas03") { setarray .@emproom[0],205,31; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas04") { setarray .@emproom[0],36,217; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas05") { setarray .@emproom[0],27,101; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas01") { setarray .@emproom[0],197,181; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas02") { setarray .@emproom[0],176,178; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas03") { setarray .@emproom[0],244,166; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas04") { setarray .@emproom[0],174,177; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas05") { setarray .@emproom[0],194,184; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas01") { setarray .@emproom[0],139,139; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas02") { setarray .@emproom[0],38,25; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas03") { setarray .@emproom[0],269,265; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas04") { setarray .@emproom[0],270,28; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas05") { setarray .@emproom[0],30,30; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas01") { setarray .@emproom[0],197,197; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas02") { setarray .@emproom[0],157,174; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas03") { setarray .@emproom[0],16,220; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas04") { setarray .@emproom[0],291,14; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas05") { setarray .@emproom[0],266,266; } // Add custom Guild Castles here. else { end; } - if (!mobcount(strnpcinfo(2),"Agit#"+strnpcinfo(2)+"::OnAgitBreak")) { - monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Emperium",1288,1,"Agit#"+strnpcinfo(2)+"::OnAgitBreak"; + if (!mobcount(strnpcinfo(NPC_NAME_HIDDEN),"Agit#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnAgitBreak")) { + monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Emperium",1288,1,"Agit#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnAgitBreak"; } end; // The Emperium has been broken. OnAgitBreak: - .@GID = getcharid(2); + .@GID = getcharid(CHAR_ID_GUILD); // Show and log error if an unguilded player breaks the Emperium. (Should NEVER happen) if (.@GID <= 0) { - .@notice$ = "Character "+strcharinfo(0)+" ("+getcharid(0)+") broke the Emperium in Castle: "+strnpcinfo(2)+" while guildless. No data will be saved and Emperium respawned."; + .@notice$ = "Character "+strcharinfo(PC_NAME)+" ("+getcharid(CHAR_ID_CHAR)+") broke the Emperium in Castle: "+strnpcinfo(NPC_NAME_HIDDEN)+" while guildless. No data will be saved and Emperium respawned."; logmes .@notice$; debugmes .@notice$; - donpcevent "Agit#"+strnpcinfo(2)+"::OnStartArena"; + donpcevent "Agit#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnStartArena"; end; } // Adjust Economy Invest Level for Castle - .@Economy = getcastledata(strnpcinfo(2),2) - 5; + .@Economy = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2) - 5; if (.@Economy < 0) .@Economy = 0; - setcastledata strnpcinfo(2), 2, .@Economy; + setcastledata strnpcinfo(NPC_NAME_HIDDEN), 2, .@Economy; // Adjust Defense Invest Level for Castle - .@defence = getcastledata(strnpcinfo(2),3) - 5; + .@defence = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3) - 5; if (.@defence < 0) .@defence = 0; - setcastledata strnpcinfo(2), 3, .@defence; + setcastledata strnpcinfo(NPC_NAME_HIDDEN), 3, .@defence; // Set new Castle Occupant - setcastledata strnpcinfo(2),1, .@GID; + setcastledata strnpcinfo(NPC_NAME_HIDDEN),1, .@GID; // Announce that the Emperium is destroyed, and respawn all but new castle-occupants. - mapannounce strnpcinfo(2),"The emperium has been destroyed.",bc_map|bc_woe,"0x00CCFF",FW_NORMAL,12; - maprespawnguildid strnpcinfo(2),.@GID,6; + mapannounce strnpcinfo(NPC_NAME_HIDDEN),"The emperium has been destroyed.",bc_map|bc_woe,"0x00CCFF",FW_NORMAL,12; + maprespawnguildid strnpcinfo(NPC_NAME_HIDDEN),.@GID,6; // Refresh castle data, disable Kafra and reset Invest information. - donpcevent strnpcinfo(0)+"::OnRecvCastle"; - disablenpc "Kafra Staff#"+strnpcinfo(2); + donpcevent strnpcinfo(NPC_NAME)+"::OnRecvCastle"; + disablenpc "Kafra Staff#"+strnpcinfo(NPC_NAME_HIDDEN); for (.@i = 4; .@i <= 9; ++.@i) { - setcastledata strnpcinfo(2), .@i, 0; + setcastledata strnpcinfo(NPC_NAME_HIDDEN), .@i, 0; } // Erase Guardian Database information if the new owners do not have Guardian Research. if( getgdskilllv(.@GID,10002) == 0 ) { for (.@i = 10; .@i <= 17; ++.@i) { - setcastledata strnpcinfo(2), .@i, 0; + setcastledata strnpcinfo(NPC_NAME_HIDDEN), .@i, 0; } } // Respawn the Emperium, and display new owners. sleep 500; // Slow down script execution slightly. if( agitcheck() ) - donpcevent "Agit#"+strnpcinfo(2)+"::OnStartArena"; + donpcevent "Agit#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnStartArena"; sleep 7000; - announce "The [" + getcastlename(strnpcinfo(2)) + "] castle has been conquered by the [" + getguildname(.@GID) + "] guild.",bc_all|bc_woe; + announce "The [" + getcastlename(strnpcinfo(NPC_NAME_HIDDEN)) + "] castle has been conquered by the [" + getguildname(.@GID) + "] guild.",bc_all|bc_woe; end; // War of Emperium has ended. OnAgitEnd: - if (strnpcinfo(0) == "Gld_Agit_Manager") end; - gvgoff strnpcinfo(2); + if (strnpcinfo(NPC_NAME) == "Gld_Agit_Manager") end; + gvgoff strnpcinfo(NPC_NAME_HIDDEN); // If the castle has no owner at the end of WoE, do not kill Emperium. - if (getcastledata(strnpcinfo(2),1)) { - killmonster strnpcinfo(2),"Agit#"+strnpcinfo(2)+"::OnAgitBreak"; + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1)) { + killmonster strnpcinfo(NPC_NAME_HIDDEN),"Agit#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnAgitBreak"; } end; // Occupying Guild has been disbanded. OnGuildBreak: - if (strnpcinfo(0) == "Gld_Agit_Manager") end; + if (strnpcinfo(NPC_NAME) == "Gld_Agit_Manager") end; // Kill guardians, disable the Kafra, and set owner to 0. - killmonster strnpcinfo(2),"Guardian#"+strnpcinfo(2)+"::OnGuardianDied"; - disablenpc "Kafra Staff#"+strnpcinfo(2); - setcastledata strnpcinfo(2),1,0; + killmonster strnpcinfo(NPC_NAME_HIDDEN),"Guardian#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnGuardianDied"; + disablenpc "Kafra Staff#"+strnpcinfo(NPC_NAME_HIDDEN); + setcastledata strnpcinfo(NPC_NAME_HIDDEN),1,0; // Wait before refreshing guild information. sleep 7000; - announce "Guild Base [" + getcastlename(strnpcinfo(2)) + "] has been abandoned.",0; - donpcevent strnpcinfo(0)+"::OnRecvCastle"; + announce "Guild Base [" + getcastlename(strnpcinfo(NPC_NAME_HIDDEN)) + "] has been abandoned.",0; + donpcevent strnpcinfo(NPC_NAME)+"::OnRecvCastle"; end; OnAgitInit: OnRecvCastle: - if (strnpcinfo(0) == "Gld_Agit_Manager") end; + if (strnpcinfo(NPC_NAME) == "Gld_Agit_Manager") end; // Spawn Monsters if the castle is empty. - .@GID = getcastledata(strnpcinfo(2),1); + .@GID = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1); if (.@GID == 0) { - killmonsterall strnpcinfo(2); - if (compare(strnpcinfo(2),"aldeg")) { + killmonsterall strnpcinfo(NPC_NAME_HIDDEN); + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"aldeg")) { // Normal Spawns - monster strnpcinfo(2),0,0,"Evil Druid",1117,10; - monster strnpcinfo(2),0,0,"Khalitzburg",1132,4; - monster strnpcinfo(2),0,0,"Abysmal Knight",1219,2; - monster strnpcinfo(2),0,0,"Executioner",1205,1; - monster strnpcinfo(2),0,0,"Penomena",1216,10; - monster strnpcinfo(2),0,0,"Alarm",1193,18; - monster strnpcinfo(2),0,0,"Clock",1269,9; - monster strnpcinfo(2),0,0,"Raydric Archer",1276,7; - monster strnpcinfo(2),0,0,"Wanderer",1208,3; - monster strnpcinfo(2),0,0,"Alice",1275,1; - monster strnpcinfo(2),0,0,"Bloody Knight",1268,1; - monster strnpcinfo(2),0,0,"Dark Lord",1272,1; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Evil Druid",1117,10; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Khalitzburg",1132,4; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Abysmal Knight",1219,2; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Executioner",1205,1; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Penomena",1216,10; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Alarm",1193,18; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Clock",1269,9; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Raydric Archer",1276,7; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Wanderer",1208,3; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Alice",1275,1; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Bloody Knight",1268,1; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Dark Lord",1272,1; // Set Emperium room spawn coordinates and spawn monsters. - if (strnpcinfo(2) == "aldeg_cas01") { setarray .@emproom[0],216,23; } - else if (strnpcinfo(2) == "aldeg_cas02") { setarray .@emproom[0],213,23; } - else if (strnpcinfo(2) == "aldeg_cas03") { setarray .@emproom[0],205,31; } - else if (strnpcinfo(2) == "aldeg_cas04") { setarray .@emproom[0],36,217; } - else if (strnpcinfo(2) == "aldeg_cas05") { setarray .@emproom[0],27,101; } - monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Dark Lord",1272,1; - monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Tower Keeper",1270,4; - monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Bloody Knight",1268,1; - monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Abysmal Knight",1219,1; - monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Raydric Archer",1276,5; + if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas01") { setarray .@emproom[0],216,23; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas02") { setarray .@emproom[0],213,23; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas03") { setarray .@emproom[0],205,31; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas04") { setarray .@emproom[0],36,217; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas05") { setarray .@emproom[0],27,101; } + monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Dark Lord",1272,1; + monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Tower Keeper",1270,4; + monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Bloody Knight",1268,1; + monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Abysmal Knight",1219,1; + monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Raydric Archer",1276,5; } - else if (compare(strnpcinfo(2),"gefg")) { + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"gefg")) { // Normal Spawns - monster strnpcinfo(2),0,0,"Evil Druid",1117,10; - monster strnpcinfo(2),0,0,"Wind Ghost",1263,11; - monster strnpcinfo(2),0,0,"Bathory",1102,10; - monster strnpcinfo(2),0,0,"Jakk",1130,10; - monster strnpcinfo(2),0,0,"Marduk",1140,20; - monster strnpcinfo(2),0,0,"Raydric",1163,9; - monster strnpcinfo(2),0,0,"Alice",1275,1; - monster strnpcinfo(2),0,0,"Abysmal Knight",1219,1; - monster strnpcinfo(2),0,0,"Moonlight Flower",1150,1; - monster strnpcinfo(2),0,0,"Phreeoni",1159,1; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Evil Druid",1117,10; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Wind Ghost",1263,11; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Bathory",1102,10; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Jakk",1130,10; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Marduk",1140,20; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Raydric",1163,9; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Alice",1275,1; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Abysmal Knight",1219,1; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Moonlight Flower",1150,1; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Phreeoni",1159,1; // Set Emperium room spawn coordinates and spawn monsters. - if (strnpcinfo(2) == "gefg_cas01") { setarray .@emproom[0],197,181; } - else if (strnpcinfo(2) == "gefg_cas02") { setarray .@emproom[0],176,178; } - else if (strnpcinfo(2) == "gefg_cas03") { setarray .@emproom[0],244,166; } - else if (strnpcinfo(2) == "gefg_cas04") { setarray .@emproom[0],174,177; } - else if (strnpcinfo(2) == "gefg_cas05") { setarray .@emproom[0],194,184; } - monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Mysteltainn",1203,1; - monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Orc Hero",1087,1; - monster strnpcinfo(2),.@emproom[0],.@emproom[1],"High Orc",1213,10; - monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Orc Archer",1189,10; + if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas01") { setarray .@emproom[0],197,181; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas02") { setarray .@emproom[0],176,178; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas03") { setarray .@emproom[0],244,166; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas04") { setarray .@emproom[0],174,177; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas05") { setarray .@emproom[0],194,184; } + monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Mysteltainn",1203,1; + monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Orc Hero",1087,1; + monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"High Orc",1213,10; + monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Orc Archer",1189,10; } - else if (compare(strnpcinfo(2),"payg")) { + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"payg")) { // Normal Spawns - monster strnpcinfo(2),0,0,"Greatest General",1277,9; - monster strnpcinfo(2),0,0,"Wanderer",1208,10; - monster strnpcinfo(2),0,0,"Mutant Dragonoid",1262,5; - monster strnpcinfo(2),0,0,"Bathory",1102,5; - monster strnpcinfo(2),0,0,"Moonlight Flower",1150,1; - monster strnpcinfo(2),0,0,"Eddga",1115,1; - monster strnpcinfo(2),0,0,"Horong",1129,11; - monster strnpcinfo(2),0,0,"Raydric Archer",1276,5; - monster strnpcinfo(2),0,0,"Kobold Archer",1282,4; - monster strnpcinfo(2),0,0,"Gargoyle",1253,5; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Greatest General",1277,9; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Wanderer",1208,10; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Mutant Dragonoid",1262,5; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Bathory",1102,5; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Moonlight Flower",1150,1; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Eddga",1115,1; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Horong",1129,11; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Raydric Archer",1276,5; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Kobold Archer",1282,4; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Gargoyle",1253,5; // Set Emperium room spawn coordinates and spawn monsters. - if (strnpcinfo(2) == "payg_cas01") { setarray .@emproom[0],139,139; } - else if (strnpcinfo(2) == "payg_cas02") { setarray .@emproom[0],38,25; } - else if (strnpcinfo(2) == "payg_cas03") { setarray .@emproom[0],269,265; } - else if (strnpcinfo(2) == "payg_cas04") { setarray .@emproom[0],270,28; } - else if (strnpcinfo(2) == "payg_cas05") { setarray .@emproom[0],30,30; } - monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Moonlight Flower",1150,1; - monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Eddga",1115,1; - monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Wanderer",1208,6; - monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Raydric Archer",1276,5; + if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas01") { setarray .@emproom[0],139,139; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas02") { setarray .@emproom[0],38,25; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas03") { setarray .@emproom[0],269,265; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas04") { setarray .@emproom[0],270,28; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas05") { setarray .@emproom[0],30,30; } + monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Moonlight Flower",1150,1; + monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Eddga",1115,1; + monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Wanderer",1208,6; + monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Raydric Archer",1276,5; } - else if (compare(strnpcinfo(2),"prtg")) { + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"prtg")) { // Normal Spawns - monster strnpcinfo(2),0,0,"Raydric",1163,1; - monster strnpcinfo(2),0,0,"Khalitzburg",1132,10; - monster strnpcinfo(2),0,0,"Abysmal Knight",1219,5; - monster strnpcinfo(2),0,0,"Bloody Knight",1268,5; - monster strnpcinfo(2),0,0,"Stormy Knight",1251,1; - monster strnpcinfo(2),0,0,"Hatii",1252,1; - monster strnpcinfo(2),0,0,"Raydric Archer",1276,5; - monster strnpcinfo(2),0,0,"Gryphon",1259,2; - monster strnpcinfo(2),0,0,"Chimera",1283,3; - monster strnpcinfo(2),0,0,"Alice",1275,1; - monster strnpcinfo(2),0,0,"Zealotus",1200,1; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Raydric",1163,1; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Khalitzburg",1132,10; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Abysmal Knight",1219,5; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Bloody Knight",1268,5; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Stormy Knight",1251,1; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Hatii",1252,1; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Raydric Archer",1276,5; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Gryphon",1259,2; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Chimera",1283,3; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Alice",1275,1; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Zealotus",1200,1; // Set Emperium room spawn coordinates and spawn monsters. - if (strnpcinfo(2) == "prtg_cas01") { setarray .@emproom[0],197,197; } - else if (strnpcinfo(2) == "prtg_cas02") { setarray .@emproom[0],157,174; } - else if (strnpcinfo(2) == "prtg_cas03") { setarray .@emproom[0],16,220; } - else if (strnpcinfo(2) == "prtg_cas04") { setarray .@emproom[0],291,14; } - else if (strnpcinfo(2) == "prtg_cas05") { setarray .@emproom[0],266,266; } - monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Guardian Knight",1268,1; - monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Guardian Master",1251,1; - monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Hatii",1252,1; - monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Guardian Knight",1219,1; - monster strnpcinfo(2),.@emproom[0],.@emproom[1],"Raydric Archer",1276,5; + if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas01") { setarray .@emproom[0],197,197; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas02") { setarray .@emproom[0],157,174; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas03") { setarray .@emproom[0],16,220; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas04") { setarray .@emproom[0],291,14; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas05") { setarray .@emproom[0],266,266; } + monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Guardian Knight",1268,1; + monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Guardian Master",1251,1; + monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Hatii",1252,1; + monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Guardian Knight",1219,1; + monster strnpcinfo(NPC_NAME_HIDDEN),.@emproom[0],.@emproom[1],"Raydric Archer",1276,5; } // Add custom Guild Castles here. else { end; } - donpcevent "Agit#"+strnpcinfo(2)+"::OnStartArena"; + donpcevent "Agit#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnStartArena"; // Disable Kafra Staff... - disablenpc "Kafra Staff#"+strnpcinfo(2); + disablenpc "Kafra Staff#"+strnpcinfo(NPC_NAME_HIDDEN); end; } else { // Otherwise place the guild emblem on flags. - if (strnpcinfo(2) == "aldeg_cas01") { donpcevent "::OnRecvCastleA01"; } - else if (strnpcinfo(2) == "aldeg_cas02") { donpcevent "::OnRecvCastleA02"; } - else if (strnpcinfo(2) == "aldeg_cas03") { donpcevent "::OnRecvCastleA03"; } - else if (strnpcinfo(2) == "aldeg_cas04") { donpcevent "::OnRecvCastleA04"; } - else if (strnpcinfo(2) == "aldeg_cas05") { donpcevent "::OnRecvCastleA05"; } - else if (strnpcinfo(2) == "gefg_cas01") { donpcevent "::OnRecvCastleG01"; } - else if (strnpcinfo(2) == "gefg_cas02") { donpcevent "::OnRecvCastleG02"; } - else if (strnpcinfo(2) == "gefg_cas03") { donpcevent "::OnRecvCastleG03"; } - else if (strnpcinfo(2) == "gefg_cas04") { donpcevent "::OnRecvCastleG04"; } - else if (strnpcinfo(2) == "gefg_cas05") { donpcevent "::OnRecvCastleG05"; } - else if (strnpcinfo(2) == "payg_cas01") { donpcevent "::OnRecvCastlePy01"; } - else if (strnpcinfo(2) == "payg_cas02") { donpcevent "::OnRecvCastlePy02"; } - else if (strnpcinfo(2) == "payg_cas03") { donpcevent "::OnRecvCastlePy03"; } - else if (strnpcinfo(2) == "payg_cas04") { donpcevent "::OnRecvCastlePy04"; } - else if (strnpcinfo(2) == "payg_cas05") { donpcevent "::OnRecvCastlePy05"; } - else if (strnpcinfo(2) == "prtg_cas01") { donpcevent "::OnRecvCastlePt01"; } - else if (strnpcinfo(2) == "prtg_cas02") { donpcevent "::OnRecvCastlePt02"; } - else if (strnpcinfo(2) == "prtg_cas03") { donpcevent "::OnRecvCastlePt03"; } - else if (strnpcinfo(2) == "prtg_cas04") { donpcevent "::OnRecvCastlePt04"; } - else if (strnpcinfo(2) == "prtg_cas05") { donpcevent "::OnRecvCastlePt05"; } + if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas01") { donpcevent "::OnRecvCastleA01"; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas02") { donpcevent "::OnRecvCastleA02"; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas03") { donpcevent "::OnRecvCastleA03"; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas04") { donpcevent "::OnRecvCastleA04"; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas05") { donpcevent "::OnRecvCastleA05"; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas01") { donpcevent "::OnRecvCastleG01"; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas02") { donpcevent "::OnRecvCastleG02"; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas03") { donpcevent "::OnRecvCastleG03"; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas04") { donpcevent "::OnRecvCastleG04"; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas05") { donpcevent "::OnRecvCastleG05"; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas01") { donpcevent "::OnRecvCastlePy01"; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas02") { donpcevent "::OnRecvCastlePy02"; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas03") { donpcevent "::OnRecvCastlePy03"; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas04") { donpcevent "::OnRecvCastlePy04"; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas05") { donpcevent "::OnRecvCastlePy05"; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas01") { donpcevent "::OnRecvCastlePt01"; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas02") { donpcevent "::OnRecvCastlePt02"; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas03") { donpcevent "::OnRecvCastlePt03"; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas04") { donpcevent "::OnRecvCastlePt04"; } + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas05") { donpcevent "::OnRecvCastlePt05"; } // Add custom Guild Castles here. else { end; } // And load purchased Guardian in castles. - donpcevent "Guardian#"+strnpcinfo(2)+"::OnSpawnGuardians"; + donpcevent "Guardian#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnSpawnGuardians"; // And display Kafra if purchased. - if (getcastledata(strnpcinfo(2),9) < 1) disablenpc "Kafra Staff#"+strnpcinfo(2); + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),9) < 1) disablenpc "Kafra Staff#"+strnpcinfo(NPC_NAME_HIDDEN); } end; } @@ -318,21 +318,21 @@ OnRecvCastle: //== WoE : Guild Kafras ==================================== - script Kafra Staff#woe::guildkafra FAKE_NPC,{ - .@GID = getcastledata(strnpcinfo(2),1); + .@GID = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1); - if (compare(strnpcinfo(2),"aldeg")) { + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"aldeg")) { setarray .@destination$[0],"Al De Baran","aldebaran"; setarray .@coordinates[0],132,103; } - else if (compare(strnpcinfo(2),"gefg")) { + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"gefg")) { setarray .@destination$[0],"Geffen","geffen"; setarray .@coordinates[0],120,39; } - else if (compare(strnpcinfo(2),"payg")) { + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"payg")) { setarray .@destination$[0],"Payon","payon"; setarray .@coordinates[0],70,100; } - else if (compare(strnpcinfo(2),"prtg")) { + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"prtg")) { setarray .@destination$[0],"Prontera","prontera"; setarray .@coordinates[0],278,211; } @@ -342,12 +342,12 @@ OnRecvCastle: } cutin "kafra_01",2; - if (getcharid(2) == .@GID) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { mes "[Kafra Employee]"; mes "Welcome. ^ff0000" + getguildname(.@GID) + "^000000 Member."; mes "The Kafra Corporation will stay with you wherever you go."; next; - switch (select("Use Storage:Use Teleport Service:Rent a Pushcart:Cancel")) { + switch (select("Use Storage", "Use Teleport Service", "Rent a Pushcart", "Cancel")) { case 1: if (getskilllv("NV_BASIC") < 6) { mes "[Kafra Employee]"; @@ -373,7 +373,7 @@ OnRecvCastle: mes "Please choose"; mes "your destination."; next; - switch (select(.@destination$+" -> 200z:Cancel")) { + switch (select(.@destination$+" -> 200z", "Cancel")) { case 1: if (Zeny < 200) { mes "[Kafra Employee]"; @@ -424,7 +424,7 @@ OnRecvCastle: mes "fee is 800 zeny. Would"; mes "you like to rent a Pushcart?"; next; - switch (select("Rent a Pushcart.:Cancel")) { + switch (select("Rent a Pushcart.", "Cancel")) { case 1: if (Zeny < 800) { mes "[Kafra Employee]"; @@ -466,7 +466,7 @@ OnRecvCastle: //== WoE : Castle Managers ================================= - script Castle Manager#cm::cm FAKE_NPC,{ - .@GID = getcastledata(strnpcinfo(2),1); + .@GID = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1); // .@guardiantype = Defines the types of guardians per castle basis. // 1 - Soldier Guardian, 2 - Archer Guardian, 3 - Knight Guardian @@ -475,124 +475,124 @@ OnRecvCastle: // .@guardianposy = Define the y spawn point for each guardian. // [0] = 1st guardian's y spawn point. // .@masterroom = Defines the coordinates of the Treasure Room. - if (strnpcinfo(2) == "aldeg_cas01") { + if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas01") { setarray .@guardiantype[0],1,2,2,2,2,3,3,3; setarray .@guardianposx[0],17,39,38,45,21,218,213,73; setarray .@guardianposy[0],218,208,196,228,194,24,24,70; setarray .@masterroom[0],113,223; } - else if (strnpcinfo(2) == "aldeg_cas02") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas02") { setarray .@guardiantype[0],3,3,3,1,1,2,2,2; setarray .@guardianposx[0],27,88,117,60,51,21,36,210; setarray .@guardianposy[0],184,43,46,202,183,177,183,7; setarray .@masterroom[0],134,225; } - else if (strnpcinfo(2) == "aldeg_cas03") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas03") { setarray .@guardiantype[0],3,3,1,1,1,2,2,2; setarray .@guardianposx[0],90,116,86,116,64,212,195,110; setarray .@guardianposy[0],112,112,120,76,103,160,151,217; setarray .@masterroom[0],229,267; } - else if (strnpcinfo(2) == "aldeg_cas04") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas04") { setarray .@guardiantype[0],2,2,2,1,1,1,3,3; setarray .@guardianposx[0],187,192,148,145,169,198,48,55; setarray .@guardianposy[0],100,42,88,209,53,77,72,88; setarray .@masterroom[0],83,17; } - else if (strnpcinfo(2) == "aldeg_cas05") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas05") { setarray .@guardiantype[0],2,2,1,1,3,3,3,3; setarray .@guardianposx[0],51,188,157,157,27,145,156,41; setarray .@guardianposy[0],202,79,192,74,221,78,73,112; setarray .@masterroom[0],64,8; } // Geffen (Britoniah) Castles - else if (strnpcinfo(2) == "gefg_cas01") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas01") { setarray .@guardiantype[0],1,1,1,2,2,3,3,3; setarray .@guardianposx[0],67,184,62,36,50,50,189,200; setarray .@guardianposy[0],179,20,41,186,186,67,41,167; setarray .@masterroom[0],152,117; } - else if (strnpcinfo(2) == "gefg_cas02") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas02") { setarray .@guardiantype[0],1,1,1,2,2,3,3,3; setarray .@guardianposx[0],64,56,166,35,20,19,166,159; setarray .@guardianposy[0],168,41,25,148,150,41,42,188; setarray .@masterroom[0],145,115; } - else if (strnpcinfo(2) == "gefg_cas03") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas03") { setarray .@guardiantype[0],2,2,1,1,1,3,3,3; setarray .@guardianposx[0],48,113,48,157,243,157,234,238; setarray .@guardianposy[0],176,214,207,62,41,45,25,160; setarray .@masterroom[0],275,289; } - else if (strnpcinfo(2) == "gefg_cas04") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas04") { setarray .@guardiantype[0],2,2,1,1,1,3,3,3; setarray .@guardianposx[0],53,31,49,29,147,57,160,148; setarray .@guardianposy[0],191,178,220,46,65,46,50,189; setarray .@masterroom[0],116,123; } - else if (strnpcinfo(2) == "gefg_cas05") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas05") { setarray .@guardiantype[0],2,2,1,1,1,3,3,3; setarray .@guardianposx[0],45,71,72,66,177,66,177,193; setarray .@guardianposy[0],149,163,142,47,50,17,35,166; setarray .@masterroom[0],149,106; } // Payon (Baulder) Castles - else if (strnpcinfo(2) == "payg_cas01") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas01") { setarray .@guardiantype[0],2,2,2,2,2,2,2,3; setarray .@guardianposx[0],229,225,222,99,65,36,51,138; setarray .@guardianposy[0],92,80,111,45,31,127,144,133; setarray .@masterroom[0],295,8; } - else if (strnpcinfo(2) == "payg_cas02") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas02") { setarray .@guardiantype[0],2,2,2,2,2,2,2,3; setarray .@guardianposx[0],237,228,210,57,42,287,264,27; setarray .@guardianposy[0],54,72,41,241,241,257,272,20; setarray .@masterroom[0],141,149; } - else if (strnpcinfo(2) == "payg_cas03") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas03") { setarray .@guardiantype[0],2,2,2,2,2,2,2,3; setarray .@guardianposx[0],245,269,36,41,39,19,37,268; setarray .@guardianposy[0],37,51,39,39,65,276,277,244; setarray .@masterroom[0],163,167; } - else if (strnpcinfo(2) == "payg_cas04") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas04") { setarray .@guardiantype[0],2,2,2,2,2,2,2,3; setarray .@guardianposx[0],251,232,231,32,32,35,36,270; setarray .@guardianposy[0],212,212,175,287,232,45,17,41; setarray .@masterroom[0],151,47; } - else if (strnpcinfo(2) == "payg_cas05") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas05") { setarray .@guardiantype[0],2,2,2,2,2,2,2,3; setarray .@guardianposx[0],19,33,266,266,263,263,250,36; setarray .@guardianposy[0],279,260,234,279,37,21,22,36; setarray .@masterroom[0],153,137; } // Prontera (Valkyrie Realms) Castles - else if (strnpcinfo(2) == "prtg_cas01") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas01") { setarray .@guardiantype[0],1,1,1,2,2,3,3,3; setarray .@guardianposx[0],182,182,153,59,50,184,196,107; setarray .@guardianposy[0],62,116,86,28,36,183,189,179; setarray .@masterroom[0],15,209; } - else if (strnpcinfo(2) == "prtg_cas02") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas02") { setarray .@guardiantype[0],3,3,3,1,1,2,2,2; setarray .@guardianposx[0],161,153,178,71,49,64,7,75; setarray .@guardianposy[0],161,161,44,75,28,186,196,175; setarray .@masterroom[0],207,229; } - else if (strnpcinfo(2) == "prtg_cas03") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas03") { setarray .@guardiantype[0],3,3,3,1,1,2,2,2; setarray .@guardianposx[0],191,137,45,50,41,191,179,191; setarray .@guardianposy[0],190,190,99,87,87,42,43,72; setarray .@masterroom[0],190,130; } - else if (strnpcinfo(2) == "prtg_cas04") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas04") { setarray .@guardiantype[0],3,3,3,1,1,1,2,2; setarray .@guardianposx[0],276,274,246,38,29,33,78,36; setarray .@guardianposy[0],14,35,246,240,240,258,48,61; setarray .@masterroom[0],275,160; } - else if (strnpcinfo(2) == "prtg_cas05") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas05") { setarray .@guardiantype[0],3,3,3,1,1,1,2,2; setarray .@guardianposx[0],266,287,245,236,251,278,32,44; setarray .@guardianposy[0],262,280,250,63,63,253,253,248; @@ -604,38 +604,38 @@ OnRecvCastle: } if (.@GID == 0) { - mes "["+strnpcinfo(1)+"]"; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "I have been waiting for a master to fulfill my destiny."; mes "Brave soul... fate will guide you towards your future..."; close; } - if (getguildmaster(.@GID) != strcharinfo(0)) { - mes "["+strnpcinfo(1)+"]"; + if (getguildmaster(.@GID) != strcharinfo(PC_NAME)) { + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "No matter how much you pester me, I'll still follow my master ^ff0000"+getguildmaster(.@GID)+"^000000. Where are the Guardians?! Send these ruffians away right now!"; close; } - mes "["+strnpcinfo(1)+"]"; - mes "Welcome. My honorable master, ^ff0000"+strcharinfo(0)+"^000000..."; - mes "Your humble servant, "+strnpcinfo(1)+", is here to serve you."; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; + mes "Welcome. My honorable master, ^ff0000"+strcharinfo(PC_NAME)+"^000000..."; + mes "Your humble servant, "+strnpcinfo(NPC_NAME_VISIBLE)+", is here to serve you."; next; - switch (select("Castle briefing:Invest in commercial growth:Invest in Castle Defenses:Summon Guardian:Hire / Fire a Kafra Employee:Go into Master's room")) { + switch (select("Castle briefing", "Invest in commercial growth", "Invest in Castle Defenses", "Summon Guardian", "Hire / Fire a Kafra Employee", "Go into Master's room")) { case 1: - mes "["+strnpcinfo(1)+"]"; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "I will report the Castle briefing, Master."; mes " "; - mes "^0000ffNow, the commercial growth level is "+getcastledata(strnpcinfo(2),2)+"."; - if (getcastledata(strnpcinfo(2),4)) { - mes " You invested "+getcastledata(strnpcinfo(2),4)+" times in past 1 day."; + mes "^0000ffNow, the commercial growth level is "+getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2)+"."; + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4)) { + mes " You invested "+getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4)+" times in past 1 day."; } - mes " Now, the Castle Defense level is "+getcastledata(strnpcinfo(2),3)+".^000000"; - if (getcastledata(strnpcinfo(2),5)) { - mes " ^0000ff- You invested "+getcastledata(strnpcinfo(2),5)+" times in past 1 day.^000000"; + mes " Now, the Castle Defense level is "+getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3)+".^000000"; + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5)) { + mes " ^0000ff- You invested "+getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5)+" times in past 1 day.^000000"; } mes " "; mes "That's all I have to report, Master."; close; case 2: - .@Economy = getcastledata(strnpcinfo(2),2); + .@Economy = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2); if (.@Economy < 6) { .@eco_invest = 5000; } else if ((.@Economy >= 6) && (.@Economy <= 10)) { .@eco_invest = 10000; } else if ((.@Economy >= 11) && (.@Economy <= 15)) { .@eco_invest = 20000; } @@ -657,10 +657,10 @@ OnRecvCastle: else if ((.@Economy >= 91) && (.@Economy <= 95)) { .@eco_invest = 860000; } else if ((.@Economy >= 96) && (.@Economy <= 100)) { .@eco_invest = 955000; } //Quadruple the cost of investing if you've already invested once. - if (getcastledata(strnpcinfo(2),4)) { + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4)) { .@eco_invest *= 4; } - mes "["+strnpcinfo(1)+"]"; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "If you invest in commercial growth, the quantity of goods made by the guild will increase. Therfore, if you consider our future, investments will be a necessity."; mes " "; mes "Initially, you are able to invest just once but if you pay more money, you will be able to invest twice."; @@ -669,12 +669,12 @@ OnRecvCastle: mes "^ff0000The commercial growth level of our Castle is at it's highest, 100%. No more investments are needed. Just as I have expected from a great economist like you, Master.^000000"; close; } - if (getcastledata(strnpcinfo(2),4) >= 2) { + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4) >= 2) { mes " "; mes "^ff0000You have already invested twice today. You cannot invest any more.^000000 I expect riches of the guild to grow at a high rate."; close; } - if (getcastledata(strnpcinfo(2),4) == 0) { + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4) == 0) { mes " "; mes "The current investment amount required is ^ff0000"+.@eco_invest+"^000000 zeny. Will you invest?"; } @@ -683,25 +683,25 @@ OnRecvCastle: mes "You've invested once today... if you wish to invest once more, ^ff0000"+.@eco_invest+"^000000 more zeny will be needed."; } next; - switch (select("Invest in commercial growth:Cancel")) { + switch (select("Invest in commercial growth", "Cancel")) { case 1: if (Zeny < .@eco_invest) { - mes "["+strnpcinfo(1)+"]"; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "I'm sorry but there is not enough zeny to invest. You will have to try again when you have the funds, Master."; close; } Zeny -= .@eco_invest; - setcastledata strnpcinfo(2),4,getcastledata(strnpcinfo(2),4)+1; - mes "[ "+strnpcinfo(1)+"]"; + setcastledata strnpcinfo(NPC_NAME_HIDDEN),4,getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4)+1; + mes "[ "+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "We finished the investment safely. I expect that our growth level will be increased by tomorrow."; close; case 2: - mes "["+strnpcinfo(1)+"]"; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "I'll do as you bid, my master... There is no hurry. We will do our best."; close; } case 3: - .@defence = getcastledata(strnpcinfo(2),3); + .@defence = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3); if (.@defence < 6) { .@def_invest = 10000; } else if ((.@defence >= 6) && (.@defence <= 10)) { .@def_invest = 20000; } else if ((.@defence >= 11) && (.@defence <= 15)) { .@def_invest = 40000; } @@ -723,10 +723,10 @@ OnRecvCastle: else if ((.@defence >= 91) && (.@defence <= 95)) { .@def_invest = 1720000; } else if ((.@defence >= 96) && (.@defence <= 100)) { .@def_invest = 1910000; } //Quadruple the cost of investing if you've already invested once. - if (getcastledata(strnpcinfo(2),5)) { + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5)) { .@def_invest *= 4; } - mes "["+strnpcinfo(1)+"]"; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "If you raise Castle Defenses, the durability of Guardians and the Emperium will increase. Therefore, if you consider our coming battles, some investment in this area will be required."; mes " "; mes "Originally you can invest just once but if you pay more money, you can invest twice."; @@ -735,12 +735,12 @@ OnRecvCastle: mes "^ff0000But the Castle Defense level of our Castle is at it's highest, 100%. No more investments are needed. Just as I have expected from a great strategist like you, Master.^000000"; close; } - if (getcastledata(strnpcinfo(2),5) >= 2) { + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5) >= 2) { mes " "; mes "^ff0000You have already invested twice today. You cannot invest any more.^000000 I expect the Defenses of the guild to grow at a high rate."; close; } - if (getcastledata(strnpcinfo(2),5) == 0) { + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5) == 0) { mes " "; mes "The current investment amount required is ^ff0000"+.@def_invest+"^000000 zeny. Will you invest?"; } @@ -749,25 +749,25 @@ OnRecvCastle: mes "You've invested once today... if you wish to invest once more, ^ff0000"+.@def_invest+"^000000 more zeny will be needed."; } next; - switch (select("Invest in Castle Defenses.:Cancel")) { + switch (select("Invest in Castle Defenses.", "Cancel")) { case 1: if (Zeny < .@def_invest) { - mes "["+strnpcinfo(1)+"]"; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "I'm sorry but there is not enough zeny to invest. You will have to try again when you have the funds, Master."; close; } Zeny -= .@def_invest; - setcastledata strnpcinfo(2),5,getcastledata(strnpcinfo(2),5)+1; - mes "[ "+strnpcinfo(1)+"]"; + setcastledata strnpcinfo(NPC_NAME_HIDDEN),5,getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5)+1; + mes "[ "+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "We finished the investment safely. I expect that our Castle Defense level will be increased by tomorrow."; close; case 2: - mes "["+strnpcinfo(1)+"]"; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "I'll do as you bid, my master... There is no hurry. We will do our best."; close; } case 4: - mes "["+strnpcinfo(1)+"]"; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "Will you summon a Guardian? It'll be a protector to defend us loyally."; mes "Please select a guardian to defend us."; next; @@ -775,8 +775,8 @@ OnRecvCastle: if (.@guardiantype[.@i] == 1) { .@type$ = "Guardian Soldier"; } else if (.@guardiantype[.@i] == 2) { .@type$ = "Guardian Archer"; } else { .@type$ = "Guardian Knight"; } - if (guardianinfo(strnpcinfo(2),.@i,0)) { - setarray .@gname$[.@i], .@type$ + " - Implemented (" + guardianinfo(strnpcinfo(2),.@i,2) + "/" + guardianinfo(strnpcinfo(2),.@i,1) + ")"; + if (guardianinfo(strnpcinfo(NPC_NAME_HIDDEN),.@i,0)) { + setarray .@gname$[.@i], .@type$ + " - Implemented (" + guardianinfo(strnpcinfo(NPC_NAME_HIDDEN),.@i,2) + "/" + guardianinfo(strnpcinfo(NPC_NAME_HIDDEN),.@i,1) + ")"; } else { setarray .@gname$[.@i], .@type$ + " - Not Implemented"; @@ -784,53 +784,53 @@ OnRecvCastle: } .@menu$ = .@gname$[0]+":"+.@gname$[1]+":"+.@gname$[2]+":"+.@gname$[3]+":"+.@gname$[4]+":"+.@gname$[5]+":"+.@gname$[6]+":"+.@gname$[7]; .@GDnum = select(.@menu$)+9; - mes "["+strnpcinfo(1)+"]"; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "Will you summon the chosen guardian? 10,000 zeny are required to summon a Guardian."; next; - switch (select("Summon:Cancel")) { + switch (select("Summon", "Cancel")) { case 1: if (getgdskilllv(.@GID,10002) == 0) { - mes "["+strnpcinfo(1)+"]"; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "Master, we have not the resources to Summon the Guardian. If you want to accumulate them, you have to learn the Guild skill. We failed to summon the Guardian."; close; } - if (getcastledata(strnpcinfo(2),.@GDnum) == 1) { - mes "["+strnpcinfo(1)+"]"; + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),.@GDnum) == 1) { + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "Master, you already have summoned that Guardian. We cannot summon another."; close; } if (Zeny < 10000) { - mes "["+strnpcinfo(1)+"]"; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "Well... I'm sorry but we don't have funds to summon the Guardian. We failed to summon the Guardian."; close; } Zeny -= 10000; - setcastledata strnpcinfo(2),.@GDnum,1; // mark as 'installed' + setcastledata strnpcinfo(NPC_NAME_HIDDEN),.@GDnum,1; // mark as 'installed' .@UseGID = .@GDnum - 10; if (.@guardiantype[.@UseGID] == 1) { .@type = 1287; } else if (.@guardiantype[.@UseGID] == 2) { .@type = 1285; } else { .@type = 1286; } - guardian strnpcinfo(2),.@guardianposx[.@UseGID],.@guardianposy[.@UseGID],strmobinfo(2,.@type),.@type,"Guardian#"+strnpcinfo(2)+"::OnGuardianDied",.@UseGID; - mes "["+strnpcinfo(1)+"]"; + guardian strnpcinfo(NPC_NAME_HIDDEN),.@guardianposx[.@UseGID],.@guardianposy[.@UseGID],strmobinfo(2,.@type),.@type,"Guardian#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnGuardianDied",.@UseGID; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "We completed the summoning of the Guardian. Our defenses are now increased with it in place."; close; case 2: - mes "["+strnpcinfo(1)+"]"; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "I did as you ordered. But please remember if you the have money to spare, it'll be better to set it up."; close; } case 5: - if (getcastledata(strnpcinfo(2),9) == 1) { - mes "["+strnpcinfo(1)+"]"; + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),9) == 1) { + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "We are currently hiring a Kafra Employee... Do you want to fire the Kafra Employee?"; next; - switch (select("Fire:Cancel")) { + switch (select("Fire", "Cancel")) { case 1: cutin "kafra_01",2; mes "[ Hired Kafra Employee ]"; mes "I worked so hard... How can you do that, Master?... Please... Please reconsider... Check it again, Master... Please..."; next; - switch (select("Fire:Cancel")) { + switch (select("Fire", "Cancel")) { case 1: mes "[ Hired Kafra Employee ]"; mes "Oh, my goodness! This is nonsense!"; @@ -844,37 +844,37 @@ OnRecvCastle: } break; case 2: - mes "["+strnpcinfo(1)+"]"; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "She worked hard in my opinion. It was a good decision to keep her."; close; } - disablenpc "Kafra Staff#"+strnpcinfo(2); - setcastledata strnpcinfo(2),9,0; - mes "["+strnpcinfo(1)+"]"; + disablenpc "Kafra Staff#"+strnpcinfo(NPC_NAME_HIDDEN); + setcastledata strnpcinfo(NPC_NAME_HIDDEN),9,0; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "...."; mes "I have discharged the Kafra Employee... But... are you unsatisfied with something?"; close; } - mes "["+strnpcinfo(1)+"]"; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "Will you contact the kafra Main Office and Hire a Employee for our Castle?"; mes "^ff0000 10,000 zeny is required for their services. "; next; - switch (select("Hire.:Cancel")) { + switch (select("Hire.", "Cancel")) { case 1: if (getgdskilllv(.@GID,10001) == 0) { - mes "["+strnpcinfo(1)+"]"; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "Master, we can't hire a Kafra Employee because we don't have a contract with the Kafra Main Office. If you want to obtain a contract with the Kafra Main Office, you will need to learn the Guild skill first."; close; } if (Zeny < 10000) { - mes "["+strnpcinfo(1)+"]"; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "Well... I'm sorry but we don't have enough funds to hire a Kafra Employee."; close; } Zeny -= 10000; - enablenpc "Kafra Staff#"+strnpcinfo(2); - setcastledata strnpcinfo(2),9,1; - mes "["+strnpcinfo(1)+"]"; + enablenpc "Kafra Staff#"+strnpcinfo(NPC_NAME_HIDDEN); + setcastledata strnpcinfo(NPC_NAME_HIDDEN),9,1; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "We obtained a contract with the kafra Main Office, and hired a Kafra Employee."; next; cutin "kafra_01",2; @@ -883,30 +883,30 @@ OnRecvCastle: mes "I'll do my best to not tarnish the reputation of the Guild."; next; cutin "",255; - mes "["+strnpcinfo(1)+"]"; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "The Contract terms of the hired Kafra Employee are for 1 month and after this term, you will need to to pay an additional fee."; mes "It will be useful for our members."; close; case 2: - mes "["+strnpcinfo(1)+"]"; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "I did as you ordered, but some of our members will be unhappy. It will be better to hire a Kafra Employee quickly."; close; } case 6: - mes "["+strnpcinfo(1)+"]"; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "Do you want to visit the room where our valuables are stored?"; mes "That room is restricted to you... you are the only one with access to it."; next; - switch (select("Go into Master's room.:Cancel")) { + switch (select("Go into Master's room.", "Cancel")) { case 1: - mes "["+strnpcinfo(1)+"]"; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "I'll show you the secret path. Follow me...please."; mes "When you want to return here, please press the secret switch."; close2; - warp strnpcinfo(2),.@masterroom[0],.@masterroom[1]; + warp strnpcinfo(NPC_NAME_HIDDEN),.@masterroom[0],.@masterroom[1]; end; case 2: - mes "["+strnpcinfo(1)+"]"; + mes "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; mes "Goods are produced once a day... if you don't remove them in time, they will not be produced anymore."; mes "Therefore, it will be better if you check up on them from time to time."; close; @@ -917,7 +917,7 @@ OnRecvCastle: //== WoE : Guild Dungeon Entrances ========================= - script Lever#gd::gdlever FAKE_NPC,{ - .@GID = getcastledata(strnpcinfo(2),1); + .@GID = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1); if (.@GID == 0) { mes "[Ringing Voice]"; @@ -925,37 +925,37 @@ OnRecvCastle: close; } - if (compare(strnpcinfo(2),"aldeg")) { + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"aldeg")) { .@destination$ = "gld_dun02"; - if (compare(strnpcinfo(2),"cas01")) setarray .@coordinates[0],32,122; - else if (compare(strnpcinfo(2),"cas02")) setarray .@coordinates[0],79,30; - else if (compare(strnpcinfo(2),"cas03")) setarray .@coordinates[0],165,38; - else if (compare(strnpcinfo(2),"cas04")) setarray .@coordinates[0],160,148; - else if (compare(strnpcinfo(2),"cas05")) setarray .@coordinates[0],103,169; + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas01")) setarray .@coordinates[0],32,122; + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas02")) setarray .@coordinates[0],79,30; + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas03")) setarray .@coordinates[0],165,38; + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas04")) setarray .@coordinates[0],160,148; + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas05")) setarray .@coordinates[0],103,169; } - else if (compare(strnpcinfo(2),"gefg")) { + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"gefg")) { .@destination$ = "gld_dun04"; - if (compare(strnpcinfo(2),"cas01")) setarray .@coordinates[0],39,258; - else if (compare(strnpcinfo(2),"cas02")) setarray .@coordinates[0],125,270; - else if (compare(strnpcinfo(2),"cas03")) setarray .@coordinates[0],268,251; - else if (compare(strnpcinfo(2),"cas04")) setarray .@coordinates[0],268,108; - else if (compare(strnpcinfo(2),"cas05")) setarray .@coordinates[0],230,35; + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas01")) setarray .@coordinates[0],39,258; + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas02")) setarray .@coordinates[0],125,270; + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas03")) setarray .@coordinates[0],268,251; + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas04")) setarray .@coordinates[0],268,108; + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas05")) setarray .@coordinates[0],230,35; } - else if (compare(strnpcinfo(2),"payg")) { + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"payg")) { .@destination$ = "gld_dun01"; - if (compare(strnpcinfo(2),"cas01")) setarray .@coordinates[0],186,165; - else if (compare(strnpcinfo(2),"cas02")) setarray .@coordinates[0],54,165; - else if (compare(strnpcinfo(2),"cas03")) setarray .@coordinates[0],54,39; - else if (compare(strnpcinfo(2),"cas04")) setarray .@coordinates[0],186,39; - else if (compare(strnpcinfo(2),"cas05")) setarray .@coordinates[0],223,202; + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas01")) setarray .@coordinates[0],186,165; + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas02")) setarray .@coordinates[0],54,165; + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas03")) setarray .@coordinates[0],54,39; + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas04")) setarray .@coordinates[0],186,39; + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas05")) setarray .@coordinates[0],223,202; } - else if (compare(strnpcinfo(2),"prtg")) { + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"prtg")) { .@destination$ = "gld_dun03"; - if (compare(strnpcinfo(2),"cas01")) setarray .@coordinates[0],28,251; - else if (compare(strnpcinfo(2),"cas02")) setarray .@coordinates[0],164,268; - else if (compare(strnpcinfo(2),"cas03")) setarray .@coordinates[0],164,179; - else if (compare(strnpcinfo(2),"cas04")) setarray .@coordinates[0],268,203; - else if (compare(strnpcinfo(2),"cas05")) setarray .@coordinates[0],199,28; + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas01")) setarray .@coordinates[0],28,251; + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas02")) setarray .@coordinates[0],164,268; + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas03")) setarray .@coordinates[0],164,179; + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas04")) setarray .@coordinates[0],268,203; + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"cas05")) setarray .@coordinates[0],199,28; } // Add custom Guild Castles here. else { @@ -968,8 +968,8 @@ OnRecvCastle: mes " "; mes "There's a small lever. Will you pull it?"; next; - if(select("Pull.:Don't pull.") == 1) { - if (getcharid(2) == .@GID) { + if(select("Pull.", "Don't pull.") == 1) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { close2; warp .@destination$,.@coordinates[0],.@coordinates[1]; end; @@ -994,105 +994,105 @@ OnSpawnGuardians: // Define the y spawn point for each uardian. // [0] = 1st guardian's y spawn point. // Aldebaran (Luina) Castles - if (strnpcinfo(2) == "aldeg_cas01") { + if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas01") { setarray .@guardiantype[0],1,2,2,2,2,3,3,3; setarray .@guardianposx[0],17,39,38,45,21,218,213,73; setarray .@guardianposy[0],218,208,196,228,194,24,24,70; } - else if (strnpcinfo(2) == "aldeg_cas02") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas02") { setarray .@guardiantype[0],3,3,3,1,1,2,2,2; setarray .@guardianposx[0],27,88,117,60,51,21,36,210; setarray .@guardianposy[0],184,43,46,202,183,177,183,7; } - else if (strnpcinfo(2) == "aldeg_cas03") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas03") { setarray .@guardiantype[0],3,3,1,1,1,2,2,2; setarray .@guardianposx[0],90,116,86,116,64,212,195,110; setarray .@guardianposy[0],112,112,120,76,103,160,151,217; } - else if (strnpcinfo(2) == "aldeg_cas04") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas04") { setarray .@guardiantype[0],2,2,2,1,1,1,3,3; setarray .@guardianposx[0],187,192,148,145,169,198,48,55; setarray .@guardianposy[0],100,42,88,209,53,77,72,88; } - else if (strnpcinfo(2) == "aldeg_cas05") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas05") { setarray .@guardiantype[0],2,2,1,1,3,3,3,3; setarray .@guardianposx[0],51,188,157,157,27,145,156,41; setarray .@guardianposy[0],202,79,192,74,221,78,73,112; } // Geffen (Britoniah) Castles - else if (strnpcinfo(2) == "gefg_cas01") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas01") { setarray .@guardiantype[0],1,1,1,2,2,3,3,3; setarray .@guardianposx[0],67,184,62,36,50,50,189,200; setarray .@guardianposy[0],179,20,41,186,186,67,41,167; } - else if (strnpcinfo(2) == "gefg_cas02") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas02") { setarray .@guardiantype[0],1,1,1,2,2,3,3,3; setarray .@guardianposx[0],64,56,166,35,20,19,166,159; setarray .@guardianposy[0],168,41,25,148,150,41,42,188; } - else if (strnpcinfo(2) == "gefg_cas03") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas03") { setarray .@guardiantype[0],2,2,1,1,1,3,3,3; setarray .@guardianposx[0],48,113,48,157,243,157,234,238; setarray .@guardianposy[0],176,214,207,62,41,45,25,160; } - else if (strnpcinfo(2) == "gefg_cas04") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas04") { setarray .@guardiantype[0],2,2,1,1,1,3,3,3; setarray .@guardianposx[0],53,31,49,29,147,57,160,148; setarray .@guardianposy[0],191,178,220,46,65,46,50,189; } - else if (strnpcinfo(2) == "gefg_cas05") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas05") { setarray .@guardiantype[0],2,2,1,1,1,3,3,3; setarray .@guardianposx[0],45,71,72,66,177,66,177,193; setarray .@guardianposy[0],149,163,142,47,50,17,35,166; } // Payon (Baulder) Castles - else if (strnpcinfo(2) == "payg_cas01") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas01") { setarray .@guardiantype[0],2,2,2,2,2,2,2,3; setarray .@guardianposx[0],229,225,222,99,65,36,51,138; setarray .@guardianposy[0],92,80,111,45,31,127,144,133; } - else if (strnpcinfo(2) == "payg_cas02") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas02") { setarray .@guardiantype[0],2,2,2,2,2,2,2,3; setarray .@guardianposx[0],237,228,210,57,42,287,264,27; setarray .@guardianposy[0],54,72,41,241,241,257,272,20; } - else if (strnpcinfo(2) == "payg_cas03") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas03") { setarray .@guardiantype[0],2,2,2,2,2,2,2,3; setarray .@guardianposx[0],245,269,36,41,39,19,37,268; setarray .@guardianposy[0],37,51,39,39,65,276,277,244; } - else if (strnpcinfo(2) == "payg_cas04") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas04") { setarray .@guardiantype[0],2,2,2,2,2,2,2,3; setarray .@guardianposx[0],251,232,231,32,32,35,36,270; setarray .@guardianposy[0],212,212,175,287,232,45,17,41; } - else if (strnpcinfo(2) == "payg_cas05") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas05") { setarray .@guardiantype[0],2,2,2,2,2,2,2,3; setarray .@guardianposx[0],19,33,266,266,263,263,250,36; setarray .@guardianposy[0],279,260,234,279,37,21,22,36; } // Prontera (Valkyrie Realms) Castles - else if (strnpcinfo(2) == "prtg_cas01") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas01") { setarray .@guardiantype[0],1,1,1,2,2,3,3,3; setarray .@guardianposx[0],182,182,153,59,50,184,196,107; setarray .@guardianposy[0],62,116,86,28,36,183,189,179; } - else if (strnpcinfo(2) == "prtg_cas02") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas02") { setarray .@guardiantype[0],3,3,3,1,1,2,2,2; setarray .@guardianposx[0],161,153,178,71,49,64,7,75; setarray .@guardianposy[0],161,161,44,75,28,186,196,175; } - else if (strnpcinfo(2) == "prtg_cas03") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas03") { setarray .@guardiantype[0],3,3,3,1,1,2,2,2; setarray .@guardianposx[0],191,137,45,50,41,191,179,191; setarray .@guardianposy[0],190,190,99,87,87,42,43,72; } - else if (strnpcinfo(2) == "prtg_cas04") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas04") { setarray .@guardiantype[0],3,3,3,1,1,1,2,2; setarray .@guardianposx[0],276,274,246,38,29,33,78,36; setarray .@guardianposy[0],14,35,246,240,240,258,48,61; } - else if (strnpcinfo(2) == "prtg_cas05") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas05") { setarray .@guardiantype[0],3,3,3,1,1,1,2,2; setarray .@guardianposx[0],266,287,245,236,251,278,32,44; setarray .@guardianposy[0],262,280,250,63,63,253,253,248; @@ -1104,15 +1104,15 @@ OnSpawnGuardians: // Kill all existing guardians before spawning new ones. // This should prevent duplicating Guardians when char Server disconnects. - killmonster strnpcinfo(2),strnpcinfo(0)+"::OnGuardianDied"; + killmonster strnpcinfo(NPC_NAME_HIDDEN),strnpcinfo(NPC_NAME)+"::OnGuardianDied"; for (.@i = 0; .@i <= 7; ++.@i) { .@UseGID = .@i + 10; if (.@guardiantype[.@i] == 1) { .@type = 1287; } else if (.@guardiantype[.@i] == 2) { .@type = 1285; } else { .@type = 1286; } - if (getcastledata(strnpcinfo(2),.@UseGID)) { - guardian strnpcinfo(2),.@guardianposx[.@i],.@guardianposy[.@i],strmobinfo(2,.@type),.@type,"Guardian#"+strnpcinfo(2)+"::OnGuardianDied",.@i; + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),.@UseGID)) { + guardian strnpcinfo(NPC_NAME_HIDDEN),.@guardianposx[.@i],.@guardianposy[.@i],strmobinfo(2,.@type),.@type,"Guardian#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnGuardianDied",.@i; } } end; @@ -1127,113 +1127,113 @@ OnGuardianDied: OnClock0001: // Do nothing if this script is the template. - if (strnpcinfo(1) == "Gld_Trea_Spawn") end; + if (strnpcinfo(NPC_NAME_VISIBLE) == "Gld_Trea_Spawn") end; - .@GID = getcastledata(strnpcinfo(2),1); + .@GID = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1); // If there is no owner, do nothing. if (!.@GID) end; // Is there Economy in this castle? - .@Treasure = getcastledata(strnpcinfo(2),2)/5+4; + .@Treasure = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2)/5+4; // Set information - if (strnpcinfo(2) == "aldeg_cas01") { + if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas01") { .@treasurebox = 1324; setarray .@treasurex[0],115,122,115,122,116,117,118,119,120,121,121,121,121,121,121,120,119,118,117,116,116,116,116,116; setarray .@treasurey[0],226,226,219,219,225,225,225,225,225,225,224,223,222,221,220,220,220,220,220,220,221,222,223,224; } - else if (strnpcinfo(2) == "aldeg_cas02") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas02") { .@treasurebox = 1326; setarray .@treasurex[0],134,135,135,134,132,133,134,135,136,137,137,137,137,137,137,136,135,134,133,132,132,132,132,132; setarray .@treasurey[0],231,231,230,230,233,233,233,233,233,233,232,231,230,229,228,228,228,228,228,228,229,230,231,232; } - else if (strnpcinfo(2) == "aldeg_cas03") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas03") { .@treasurebox = 1328; setarray .@treasurex[0],224,225,225,224,222,223,224,225,226,227,227,227,227,227,227,226,225,224,223,222,222,222,222,222; setarray .@treasurey[0],269,269,268,268,271,271,271,271,271,271,270,269,268,267,266,266,266,266,266,266,267,268,269,270; } - else if (strnpcinfo(2) == "aldeg_cas04") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas04") { .@treasurebox = 1330; setarray .@treasurex[0],84,85,85,84,82,83,84,85,86,87,87,87,87,87,87,86,85,84,83,82,82,82,82,82; setarray .@treasurey[0],13,13,12,12,15,15,15,15,15,15,14,13,12,11,10,10,10,10,10,10,11,12,13,14; } - else if (strnpcinfo(2) == "aldeg_cas05") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "aldeg_cas05") { .@treasurebox = 1332; setarray .@treasurex[0],61,62,62,61,59,60,61,62,63,64,64,64,64,64,64,63,62,61,60,59,59,59,59,59; setarray .@treasurey[0],12,12,11,11,14,14,14,14,14,14,13,12,11,10,9,9,9,9,9,9,10,11,12,13; } - else if (strnpcinfo(2) == "gefg_cas01") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas01") { .@treasurebox = 1334; setarray .@treasurex[0],153,154,154,153,151,152,153,154,155,156,156,156,156,156,156,155,154,153,152,151,151,151,151,151; setarray .@treasurey[0],113,113,112,112,115,115,115,115,115,115,114,113,112,111,110,110,110,110,110,110,111,112,113,114; } - else if (strnpcinfo(2) == "gefg_cas02") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas02") { .@treasurebox = 1336; setarray .@treasurex[0],139,140,140,139,137,138,139,140,141,142,142,142,142,142,142,141,140,139,138,137,137,137,137,137; setarray .@treasurey[0],115,115,114,114,117,117,117,117,117,117,116,115,114,113,112,112,112,112,112,112,113,114,115,116; } - else if (strnpcinfo(2) == "gefg_cas03") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas03") { .@treasurebox = 1338; setarray .@treasurex[0],269,270,270,269,267,268,269,270,271,272,272,272,272,272,272,271,270,269,268,267,267,267,267,267; setarray .@treasurey[0],291,291,290,290,293,293,293,293,293,293,292,291,290,289,288,288,288,288,288,288,289,290,291,292; } - else if (strnpcinfo(2) == "gefg_cas04") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas04") { .@treasurebox = 1340; setarray .@treasurex[0],115,116,116,115,113,114,115,116,117,118,118,118,118,118,118,117,116,115,114,113,113,113,113,113; setarray .@treasurey[0],119,119,118,118,121,121,121,121,121,121,120,119,118,117,116,116,116,116,116,116,117,118,119,120; } - else if (strnpcinfo(2) == "gefg_cas05") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "gefg_cas05") { .@treasurebox = 1342; setarray .@treasurex[0],143,144,144,143,141,142,143,144,145,146,146,146,146,146,146,145,144,143,142,141,141,141,141,141; setarray .@treasurey[0],110,110,109,109,112,112,112,112,112,112,111,110,109,108,107,107,107,107,107,107,108,109,110,111; } - else if (strnpcinfo(2) == "payg_cas01") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas01") { .@treasurebox = 1344; setarray .@treasurex[0],289,292,292,289,288,289,290,291,292,293,293,293,293,293,293,292,291,290,289,288,288,288,288,288; setarray .@treasurey[0],10,10,7,7,11,11,11,11,11,11,10,9,8,7,6,6,6,6,6,6,7,8,9,10; } - else if (strnpcinfo(2) == "payg_cas02") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas02") { .@treasurebox = 1346; setarray .@treasurex[0],143,146,146,143,142,143,144,145,146,147,147,147,147,147,147,146,145,144,143,142,142,142,142,142; setarray .@treasurey[0],146,146,143,143,147,147,147,147,147,147,146,145,144,143,142,142,142,142,142,142,143,144,145,146; } - else if (strnpcinfo(2) == "payg_cas03") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas03") { .@treasurebox = 1348; setarray .@treasurex[0],158,159,159,158,156,157,158,159,160,161,161,161,161,161,161,160,159,158,157,156,156,156,156,156; setarray .@treasurey[0],169,169,168,168,171,171,171,171,171,171,170,169,168,167,166,166,166,166,166,166,167,168,169,170; } - else if (strnpcinfo(2) == "payg_cas04") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas04") { .@treasurebox = 1350; setarray .@treasurex[0],146,147,147,146,144,145,146,147,148,149,149,149,149,149,149,148,147,146,145,144,144,144,144,144; setarray .@treasurey[0],48,48,47,47,50,50,50,50,50,50,49,48,47,46,45,45,45,45,45,45,46,47,48,49; } - else if (strnpcinfo(2) == "payg_cas05") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "payg_cas05") { .@treasurebox = 1352; setarray .@treasurex[0],155,158,158,155,154,155,156,157,158,159,159,159,159,159,159,158,157,156,155,154,154,154,154,154; setarray .@treasurey[0],134,134,131,131,135,135,135,135,135,135,134,133,132,131,130,130,130,130,130,130,131,132,133,134; } - else if (strnpcinfo(2) == "prtg_cas01") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas01") { .@treasurebox = 1354; setarray .@treasurex[0],10,11,11,10,8,9,10,11,12,13,13,13,13,13,13,12,11,10,9,8,8,8,8,8; setarray .@treasurey[0],209,209,208,208,211,211,211,211,211,211,210,209,208,207,206,206,206,206,206,206,207,208,209,210; } - else if (strnpcinfo(2) == "prtg_cas02") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas02") { .@treasurebox = 1356; setarray .@treasurex[0],201,202,202,201,199,200,201,202,203,204,204,204,204,204,204,203,202,201,200,199,199,199,199,199; setarray .@treasurey[0],228,228,227,227,230,230,230,230,230,230,229,228,227,226,225,225,225,225,225,225,226,227,228,229; } - else if (strnpcinfo(2) == "prtg_cas03") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas03") { .@treasurebox = 1358; setarray .@treasurex[0],187,188,188,187,185,186,187,188,189,190,190,190,190,190,190,189,188,187,186,185,185,185,185,185; setarray .@treasurey[0],132,132,131,131,134,134,134,134,134,134,133,132,131,130,129,129,129,129,129,129,130,131,132,133; } - else if (strnpcinfo(2) == "prtg_cas04") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas04") { .@treasurebox = 1360; setarray .@treasurex[0],269,270,270,269,267,268,269,270,271,272,272,272,272,272,272,271,270,269,268,267,267,267,267,267; setarray .@treasurey[0],162,162,161,161,164,164,164,164,164,164,163,162,161,160,159,159,159,159,159,159,160,161,162,163; } - else if (strnpcinfo(2) == "prtg_cas05") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "prtg_cas05") { .@treasurebox = 1362; setarray .@treasurex[0],275,276,276,275,273,274,275,276,277,278,278,278,278,278,278,277,276,275,274,273,273,273,273,273; setarray .@treasurey[0],178,178,177,177,180,180,180,180,180,180,179,178,177,176,175,175,175,175,175,175,176,177,178,179; @@ -1245,19 +1245,19 @@ OnClock0001: // Apply investment to Eco. and Def. Only happens if there were investments made. // Permanent Development can only happen once per day. - if (getcastledata(strnpcinfo(2),4)) { - .@Economy = getcastledata(strnpcinfo(2),2); - setcastledata strnpcinfo(2),2,.@Economy + getcastledata(strnpcinfo(2),4) + (rand(2) && getgdskilllv(.@GID,10014)); - if (getcastledata(strnpcinfo(2),2) > 100) setcastledata strnpcinfo(2),2,100; + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4)) { + .@Economy = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2); + setcastledata strnpcinfo(NPC_NAME_HIDDEN),2,.@Economy + getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4) + (rand(2) && getgdskilllv(.@GID,10014)); + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2) > 100) setcastledata strnpcinfo(NPC_NAME_HIDDEN),2,100; } - if (getcastledata(strnpcinfo(2),5)) { - .@defence = getcastledata(strnpcinfo(2),3); - setcastledata strnpcinfo(2),3,.@defence + getcastledata(strnpcinfo(2),5); - if (getcastledata(strnpcinfo(2),3) > 100) setcastledata strnpcinfo(2),3,100; + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5)) { + .@defence = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3); + setcastledata strnpcinfo(NPC_NAME_HIDDEN),3,.@defence + getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5); + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3) > 100) setcastledata strnpcinfo(NPC_NAME_HIDDEN),3,100; } // Reset daily investment limits. - setcastledata strnpcinfo(2),4,0; - setcastledata strnpcinfo(2),5,0; + setcastledata strnpcinfo(NPC_NAME_HIDDEN),4,0; + setcastledata strnpcinfo(NPC_NAME_HIDDEN),5,0; // Spawn boxes in proper order. for (.@i = 0; .@i < .@Treasure ; ++.@i) { @@ -1265,84 +1265,84 @@ OnClock0001: .@boxid = .@treasurebox + (.@i+2) % 2; .@box = 1 << .@i; // Spawn or do not spawn chests if one already exists. - if ((getd("$@"+strnpcinfo(2)+"_treasure") & .@box) == 0) { - monster strnpcinfo(2),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",.@boxid,1,"Treasure#"+strnpcinfo(2)+"::OnTreasureDied"+.@i; - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") | .@box; + if ((getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & .@box) == 0) { + monster strnpcinfo(NPC_NAME_HIDDEN),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",.@boxid,1,"Treasure#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnTreasureDied"+.@i; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") | .@box; } } end; // Individual "You killed a chest" events to ensure proper spawning at the change of day. OnTreasureDied0: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~1; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~1; end; OnTreasureDied1: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~2; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~2; end; OnTreasureDied2: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~4; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~4; end; OnTreasureDied3: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~8; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~8; end; OnTreasureDied4: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~16; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~16; end; OnTreasureDied5: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~32; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~32; end; OnTreasureDied6: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~64; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~64; end; OnTreasureDied7: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~128; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~128; end; OnTreasureDied8: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~256; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~256; end; OnTreasureDied9: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~512; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~512; end; OnTreasureDied10: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~1024; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~1024; end; OnTreasureDied11: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~2048; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~2048; end; OnTreasureDied12: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~4096; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~4096; end; OnTreasureDied13: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~8192; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~8192; end; OnTreasureDied14: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~16384; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~16384; end; OnTreasureDied15: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~32768; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~32768; end; OnTreasureDied16: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~65536; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~65536; end; OnTreasureDied17: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~131072; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~131072; end; OnTreasureDied18: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~262144; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~262144; end; OnTreasureDied19: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~524288; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~524288; end; OnTreasureDied20: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~1048576; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~1048576; end; OnTreasureDied21: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~2097152; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~2097152; end; OnTreasureDied22: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~4194304; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~4194304; end; OnTreasureDied23: - setd "$@"+strnpcinfo(2)+"_treasure",getd("$@"+strnpcinfo(2)+"_treasure") & ~8388608; + setd "$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure",getd("$@"+strnpcinfo(NPC_NAME_HIDDEN)+"_treasure") & ~8388608; end; } diff --git a/npc/woe-fe/aldeg_cas01.txt b/npc/woe-fe/aldeg_cas01.txt index c87cd3580..5c76ca483 100644 --- a/npc/woe-fe/aldeg_cas01.txt +++ b/npc/woe-fe/aldeg_cas01.txt @@ -52,14 +52,14 @@ mes "ownership of this castle."; close; } - if (getcharid(2) == .@GID) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { mes "[ Echoing Voice ]"; mes "Brave ones..."; mes "Do you wish to return to your honorable place?"; next; - if(select("Return to the guild castle.:Quit.") == 1) { + if(select("Return to the guild castle.", "Quit.") == 1) { close2; - if (getcharid(2) == getcastledata("aldeg_cas01",1)) { + if (getcharid(CHAR_ID_GUILD) == getcastledata("aldeg_cas01",1)) { warp "aldeg_cas01",218,170; end; } @@ -132,7 +132,7 @@ aldeg_cas01,123,223,0 script #lever_A01 HIDDEN_NPC,{ mes " "; mes "There's a small lever. Will you pull it?"; next; - if(select("Pull.:Do not.") == 1) { + if(select("Pull.", "Do not.") == 1) { close2; warp "aldeg_cas01",218,176; end; diff --git a/npc/woe-fe/aldeg_cas02.txt b/npc/woe-fe/aldeg_cas02.txt index ac475a085..e588909a1 100644 --- a/npc/woe-fe/aldeg_cas02.txt +++ b/npc/woe-fe/aldeg_cas02.txt @@ -52,14 +52,14 @@ mes "ownership of this castle."; close; } - if (getcharid(2) == .@GID) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { mes "[ Echoing Voice ]"; mes "Brave ones..."; mes "Do you wish to return to your honorable place?"; next; - if(select("Return to the guild castle.:Quit.") == 1) { + if(select("Return to the guild castle.", "Quit.") == 1) { close2; - if (getcharid(2) == getcastledata("aldeg_cas02",1)) { + if (getcharid(CHAR_ID_GUILD) == getcastledata("aldeg_cas02",1)) { warp "aldeg_cas02",220,190; end; } @@ -126,7 +126,7 @@ aldeg_cas02,139,234,0 script #lever_A02 HIDDEN_NPC,{ mes " "; mes "There's a small lever. Will you pull it?"; next; - if(select("Pull.:Do not.") == 1) { + if(select("Pull.", "Do not.") == 1) { close2; warp "aldeg_cas02",78,75; end; diff --git a/npc/woe-fe/aldeg_cas03.txt b/npc/woe-fe/aldeg_cas03.txt index 1d76b5b26..a0076bfec 100644 --- a/npc/woe-fe/aldeg_cas03.txt +++ b/npc/woe-fe/aldeg_cas03.txt @@ -52,14 +52,14 @@ mes "ownership of this castle."; close; } - if (getcharid(2) == .@GID) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { mes "[ Echoing Voice ]"; mes "Brave ones..."; mes "Do you wish to return to your honorable place?"; next; - if(select("Return to the guild castle.:Quit.") == 1) { + if(select("Return to the guild castle.", "Quit.") == 1) { close2; - if (getcharid(2) == getcastledata("aldeg_cas03",1)) { + if (getcharid(CHAR_ID_GUILD) == getcastledata("aldeg_cas03",1)) { warp "aldeg_cas03",205,186; end; } @@ -129,7 +129,7 @@ aldeg_cas03,229,267,0 script #lever_A03 HIDDEN_NPC,{ mes " "; mes "There's a small lever. Will you pull it?"; next; - if(select("Pull.:Do not.") == 1) { + if(select("Pull.", "Do not.") == 1) { close2; warp "aldeg_cas03",110,119; end; diff --git a/npc/woe-fe/aldeg_cas04.txt b/npc/woe-fe/aldeg_cas04.txt index 3485889be..f96586f48 100644 --- a/npc/woe-fe/aldeg_cas04.txt +++ b/npc/woe-fe/aldeg_cas04.txt @@ -52,14 +52,14 @@ mes "ownership of this castle."; close; } - if (getcharid(2) == .@GID) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { mes "[ Echoing Voice ]"; mes "Brave ones..."; mes "Do you wish to return to your honorable place?"; next; - if(select("Return to the guild castle.:Quit.") == 1) { + if(select("Return to the guild castle.", "Quit.") == 1) { close2; - if (getcharid(2) == getcastledata("aldeg_cas04",1)) { + if (getcharid(CHAR_ID_GUILD) == getcastledata("aldeg_cas04",1)) { warp "aldeg_cas04",116,217; end; } @@ -129,7 +129,7 @@ aldeg_cas04,83,17,0 script #lever_A04 HIDDEN_NPC,{ mes " "; mes "There's a small lever. Will you pull it?"; next; - if(select("Pull.:Do not.") == 1) { + if(select("Pull.", "Do not.") == 1) { close2; warp "aldeg_cas04",67,117; end; diff --git a/npc/woe-fe/aldeg_cas05.txt b/npc/woe-fe/aldeg_cas05.txt index 11e8dfb03..79c5c77af 100644 --- a/npc/woe-fe/aldeg_cas05.txt +++ b/npc/woe-fe/aldeg_cas05.txt @@ -52,14 +52,14 @@ mes "ownership of this castle."; close; } - if (getcharid(2) == .@GID) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { mes "[ Echoing Voice ]"; mes "Brave ones..."; mes "Do you wish to return to your honorable place?"; next; - if(select("Return to the guild castle.:Quit.") == 1) { + if(select("Return to the guild castle.", "Quit.") == 1) { close2; - if (getcharid(2) == getcastledata("aldeg_cas05",1)) { + if (getcharid(CHAR_ID_GUILD) == getcastledata("aldeg_cas05",1)) { warp "aldeg_cas05",167,225; end; } @@ -128,7 +128,7 @@ aldeg_cas05,64,8,0 script #lever_A05 HIDDEN_NPC,{ mes " "; mes "There's a small lever. Will you pull it?"; next; - if(select("Pull.:Do not.") == 1) { + if(select("Pull.", "Do not.") == 1) { close2; warp "aldeg_cas05",51,179; end; diff --git a/npc/woe-fe/gefg_cas01.txt b/npc/woe-fe/gefg_cas01.txt index a9f4cf64d..364222781 100644 --- a/npc/woe-fe/gefg_cas01.txt +++ b/npc/woe-fe/gefg_cas01.txt @@ -52,14 +52,14 @@ mes "ownership of this castle."; close; } - if (getcharid(2) == .@GID) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { mes "[ Echoing Voice ]"; mes "Brave ones..."; mes "Do you wish to return to your honorable place?"; next; - if(select("Return to the guild castle.:Quit.") == 1) { + if(select("Return to the guild castle.", "Quit.") == 1) { close2; - if (getcharid(2) == getcastledata("gefg_cas01",1)) { + if (getcharid(CHAR_ID_GUILD) == getcastledata("gefg_cas01",1)) { warp "gefg_cas01",197,36; end; } @@ -120,7 +120,7 @@ gefg_cas01,152,117,0 script #lever_G01 HIDDEN_NPC,{ mes " "; mes "There's a small lever. Will you pull it?"; next; - if(select("Pull.:Do not.") == 1) { + if(select("Pull.", "Do not.") == 1) { close2; warp "gefg_cas01",40,49; end; diff --git a/npc/woe-fe/gefg_cas02.txt b/npc/woe-fe/gefg_cas02.txt index 906a4f100..5729b4033 100644 --- a/npc/woe-fe/gefg_cas02.txt +++ b/npc/woe-fe/gefg_cas02.txt @@ -52,14 +52,14 @@ mes "ownership of this castle."; close; } - if (getcharid(2) == .@GID) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { mes "[ Echoing Voice ]"; mes "Brave ones..."; mes "Do you wish to return to your honorable place?"; next; - if(select("Return to the guild castle.:Quit.") == 1) { + if(select("Return to the guild castle.", "Quit.") == 1) { close2; - if (getcharid(2) == getcastledata("gefg_cas02",1)) { + if (getcharid(CHAR_ID_GUILD) == getcastledata("gefg_cas02",1)) { warp "gefg_cas02",178,43; end; } @@ -121,7 +121,7 @@ gefg_cas02,145,114,0 script #lever_G02 HIDDEN_NPC,{ mes " "; mes "There's a small lever. Will you pull it?"; next; - if(select("Pull.:Do not.") == 1) { + if(select("Pull.", "Do not.") == 1) { close2; warp "gefg_cas02",12,67; end; diff --git a/npc/woe-fe/gefg_cas03.txt b/npc/woe-fe/gefg_cas03.txt index d4fd86d87..d74692200 100644 --- a/npc/woe-fe/gefg_cas03.txt +++ b/npc/woe-fe/gefg_cas03.txt @@ -52,14 +52,14 @@ mes "ownership of this castle."; close; } - if (getcharid(2) == .@GID) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { mes "[ Echoing Voice ]"; mes "Brave ones..."; mes "Do you wish to return to your honorable place?"; next; - if(select("Return to the guild castle.:Quit.") == 1) { + if(select("Return to the guild castle.", "Quit.") == 1) { close2; - if (getcharid(2) == getcastledata("gefg_cas03",1)) { + if (getcharid(CHAR_ID_GUILD) == getcastledata("gefg_cas03",1)) { warp "gefg_cas03",221,30; end; } @@ -124,7 +124,7 @@ gefg_cas03,275,289,0 script #lever_G03 HIDDEN_NPC,{ mes " "; mes "There's a small lever. Will you pull it?"; next; - if(select("Pull.:Do not.") == 1) { + if(select("Pull.", "Do not.") == 1) { close2; warp "gefg_cas03",106,24; end; diff --git a/npc/woe-fe/gefg_cas04.txt b/npc/woe-fe/gefg_cas04.txt index 0206f2a24..39141723f 100644 --- a/npc/woe-fe/gefg_cas04.txt +++ b/npc/woe-fe/gefg_cas04.txt @@ -52,14 +52,14 @@ mes "ownership of this castle."; close; } - if (getcharid(2) == .@GID) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { mes "[ Echoing Voice ]"; mes "Brave ones..."; mes "Do you wish to return to your honorable place?"; next; - if(select("Return to the guild castle.:Quit.") == 1) { + if(select("Return to the guild castle.", "Quit.") == 1) { close2; - if (getcharid(2) == getcastledata("gefg_cas04",1)) { + if (getcharid(CHAR_ID_GUILD) == getcastledata("gefg_cas04",1)) { warp "gefg_cas04",168,43; end; } @@ -120,7 +120,7 @@ gefg_cas04,116,123,0 script #lever_G04 HIDDEN_NPC,{ mes " "; mes "There's a small lever. Will you pull it?"; next; - if(select("Pull.:Do not.") == 1) { + if(select("Pull.", "Do not.") == 1) { close2; warp "gefg_cas04",73,47; end; diff --git a/npc/woe-fe/gefg_cas05.txt b/npc/woe-fe/gefg_cas05.txt index 78162b6d3..caa9a10fc 100644 --- a/npc/woe-fe/gefg_cas05.txt +++ b/npc/woe-fe/gefg_cas05.txt @@ -52,14 +52,14 @@ mes "ownership of this castle."; close; } - if (getcharid(2) == .@GID) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { mes "[ Echoing Voice ]"; mes "Brave ones..."; mes "Do you wish to return to your honorable place?"; next; - if(select("Return to the guild castle.:Quit.") == 1) { + if(select("Return to the guild castle.", "Quit.") == 1) { close2; - if (getcharid(2) == getcastledata("gefg_cas05",1)) { + if (getcharid(CHAR_ID_GUILD) == getcastledata("gefg_cas05",1)) { warp "gefg_cas05",168,31; end; } @@ -120,7 +120,7 @@ gefg_cas05,149,107,0 script #lever_G05 HIDDEN_NPC,{ mes " "; mes "There's a small lever. Will you pull it?"; next; - if(select("Pull.:Do not.") == 1) { + if(select("Pull.", "Do not.") == 1) { close2; warp "gefg_cas05",70,53; end; diff --git a/npc/woe-fe/payg_cas01.txt b/npc/woe-fe/payg_cas01.txt index fa3640ea9..d06883620 100644 --- a/npc/woe-fe/payg_cas01.txt +++ b/npc/woe-fe/payg_cas01.txt @@ -52,14 +52,14 @@ mes "ownership of this castle."; close; } - if (getcharid(2) == .@GID) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { mes "[ Echoing Voice ]"; mes "Brave ones..."; mes "Do you wish to return to your honorable place?"; next; - if(select("Return to the guild castle.:Quit.") == 1) { + if(select("Return to the guild castle.", "Quit.") == 1) { close2; - if (getcharid(2) == getcastledata("payg_cas01",1)) { + if (getcharid(CHAR_ID_GUILD) == getcastledata("payg_cas01",1)) { warp "payg_cas01",54,144; end; } @@ -121,7 +121,7 @@ payg_cas01,295,8,0 script #lever_PA01 HIDDEN_NPC,{ mes " "; mes "There's a small lever. Will you pull it?"; next; - if(select("Pull.:Do not.") == 1) { + if(select("Pull.", "Do not.") == 1) { close2; warp "payg_cas01",120,59; end; diff --git a/npc/woe-fe/payg_cas02.txt b/npc/woe-fe/payg_cas02.txt index c60325303..9b5b97811 100644 --- a/npc/woe-fe/payg_cas02.txt +++ b/npc/woe-fe/payg_cas02.txt @@ -53,14 +53,14 @@ mes "ownership of this castle."; close; } - if (getcharid(2) == .@GID) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { mes "[ Echoing Voice ]"; mes "Brave ones..."; mes "Do you wish to return to your honorable place?"; next; - if(select("Return to the guild castle.:Quit.") == 1) { + if(select("Return to the guild castle.", "Quit.") == 1) { close2; - if (getcharid(2) == getcastledata("payg_cas02",1)) { + if (getcharid(CHAR_ID_GUILD) == getcastledata("payg_cas02",1)) { warp "payg_cas02",278,251; end; } @@ -122,7 +122,7 @@ payg_cas02,149,149,0 script #lever_PA02 HIDDEN_NPC,{ mes " "; mes "There's a small lever. Will you pull it?"; next; - if(select("Pull.:Do not.") == 1) { + if(select("Pull.", "Do not.") == 1) { close2; warp "payg_cas02",22,261; end; diff --git a/npc/woe-fe/payg_cas03.txt b/npc/woe-fe/payg_cas03.txt index ae4344eb8..10b859c8f 100644 --- a/npc/woe-fe/payg_cas03.txt +++ b/npc/woe-fe/payg_cas03.txt @@ -52,14 +52,14 @@ mes "ownership of this castle."; close; } - if (getcharid(2) == .@GID) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { mes "[ Echoing Voice ]"; mes "Brave ones..."; mes "Do you wish to return to your honorable place?"; next; - if(select("Return to the guild castle.:Quit.") == 1) { + if(select("Return to the guild castle.", "Quit.") == 1) { close2; - if (getcharid(2) == getcastledata("payg_cas03",1)) { + if (getcharid(CHAR_ID_GUILD) == getcastledata("payg_cas03",1)) { warp "payg_cas03",9,263; end; } @@ -121,7 +121,7 @@ payg_cas03,163,167,0 script #lever_PA03 HIDDEN_NPC,{ mes " "; mes "There's a small lever. Will you pull it?"; next; - if(select("Pull.:Do not.") == 1) { + if(select("Pull.", "Do not.") == 1) { close2; warp "payg_cas03",50,261; end; diff --git a/npc/woe-fe/payg_cas04.txt b/npc/woe-fe/payg_cas04.txt index a6d0d3dbe..46f4fbb6b 100644 --- a/npc/woe-fe/payg_cas04.txt +++ b/npc/woe-fe/payg_cas04.txt @@ -53,14 +53,14 @@ mes "ownership of this castle."; close; } - if (getcharid(2) == .@GID) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { mes "[ Echoing Voice ]"; mes "Brave ones..."; mes "Do you wish to return to your honorable place?"; next; - if(select("Return to the guild castle.:Quit.") == 1) { + if(select("Return to the guild castle.", "Quit.") == 1) { close2; - if (getcharid(2) == getcastledata("payg_cas04",1)) { + if (getcharid(CHAR_ID_GUILD) == getcastledata("payg_cas04",1)) { warp "payg_cas04",40,235; end; } @@ -122,7 +122,7 @@ payg_cas04,151,47,0 script #lever_PA04 HIDDEN_NPC,{ mes " "; mes "There's a small lever. Will you pull it?"; next; - if(select("Pull.:Do not.") == 1) { + if(select("Pull.", "Do not.") == 1) { close2; warp "payg_cas04",38,285; end; diff --git a/npc/woe-fe/payg_cas05.txt b/npc/woe-fe/payg_cas05.txt index 849b2115b..a2a35790a 100644 --- a/npc/woe-fe/payg_cas05.txt +++ b/npc/woe-fe/payg_cas05.txt @@ -52,14 +52,14 @@ mes "ownership of this castle."; close; } - if (getcharid(2) == .@GID) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { mes "[ Echoing Voice ]"; mes "Brave ones..."; mes "Do you wish to return to your honorable place?"; next; - if(select("Return to the guild castle.:Quit.") == 1) { + if(select("Return to the guild castle.", "Quit.") == 1) { close2; - if (getcharid(2) == getcastledata("payg_cas05",1)) { + if (getcharid(CHAR_ID_GUILD) == getcastledata("payg_cas05",1)) { warp "payg_cas05",243,27; end; } @@ -121,7 +121,7 @@ payg_cas05,161,136,0 script #lever_PA05 HIDDEN_NPC,{ mes " "; mes "There's a small lever. Will you pull it?"; next; - if(select("Pull.:Do not.") == 1) { + if(select("Pull.", "Do not.") == 1) { close2; warp "payg_cas05",277,250; end; diff --git a/npc/woe-fe/prtg_cas01.txt b/npc/woe-fe/prtg_cas01.txt index b3cf8e641..33a564fe9 100644 --- a/npc/woe-fe/prtg_cas01.txt +++ b/npc/woe-fe/prtg_cas01.txt @@ -52,14 +52,14 @@ mes "ownership of this castle."; close; } - if (getcharid(2) == .@GID) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { mes "[ Echoing Voice ]"; mes "Brave ones..."; mes "Do you wish to return to your honorable place?"; next; - if(select("Return to the guild castle.:Quit.") == 1) { + if(select("Return to the guild castle.", "Quit.") == 1) { close2; - if (getcharid(2) == getcastledata("prtg_cas01",1)) { + if (getcharid(CHAR_ID_GUILD) == getcastledata("prtg_cas01",1)) { warp "prtg_cas01",96,173; end; } @@ -124,7 +124,7 @@ prtg_cas01,15,208,0 script #Lever_PR01 HIDDEN_NPC,{ mes " "; mes "There's a small lever. Will you pull it?"; next; - if(select("Pull.:Do not.") == 1) { + if(select("Pull.", "Do not.") == 1) { close2; warp "prtg_cas01",112,183; end; diff --git a/npc/woe-fe/prtg_cas02.txt b/npc/woe-fe/prtg_cas02.txt index 798393039..6531b681f 100644 --- a/npc/woe-fe/prtg_cas02.txt +++ b/npc/woe-fe/prtg_cas02.txt @@ -52,14 +52,14 @@ mes "ownership of this castle."; close; } - if (getcharid(2) == .@GID) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { mes "[ Echoing Voice ]"; mes "Brave ones..."; mes "Do you wish to return to your honorable place?"; next; - if(select("Return to the guild castle.:Quit.") == 1) { + if(select("Return to the guild castle.", "Quit.") == 1) { close2; - if (getcharid(2) == getcastledata("prtg_cas02",1)) { + if (getcharid(CHAR_ID_GUILD) == getcastledata("prtg_cas02",1)) { warp "prtg_cas02",169,55; end; } @@ -126,7 +126,7 @@ prtg_cas02,207,228,0 script #Lever_PR02 HIDDEN_NPC,{ mes " "; mes "There's a small lever. Will you pull it?"; next; - if(select("Pull.:Do not.") == 1) { + if(select("Pull.", "Do not.") == 1) { close2; warp "prtg_cas02",94,62; end; diff --git a/npc/woe-fe/prtg_cas03.txt b/npc/woe-fe/prtg_cas03.txt index a92edea60..2a3879f65 100644 --- a/npc/woe-fe/prtg_cas03.txt +++ b/npc/woe-fe/prtg_cas03.txt @@ -52,14 +52,14 @@ mes "ownership of this castle."; close; } - if (getcharid(2) == .@GID) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { mes "[ Echoing Voice ]"; mes "Brave ones..."; mes "Do you wish to return to your honorable place?"; next; - if(select("Return to the guild castle.:Quit.") == 1) { + if(select("Return to the guild castle.", "Quit.") == 1) { close2; - if (getcharid(2) == getcastledata("prtg_cas03",1)) { + if (getcharid(CHAR_ID_GUILD) == getcastledata("prtg_cas03",1)) { warp "prtg_cas03",181,215; end; } @@ -124,7 +124,7 @@ prtg_cas03,193,130,0 script #Lever_PR03 HIDDEN_NPC,{ mes " "; mes "There's a small lever. Will you pull it?"; next; - if(select("Pull.:Do not.") == 1) { + if(select("Pull.", "Do not.") == 1) { close2; warp "prtg_cas03",51,101; end; diff --git a/npc/woe-fe/prtg_cas04.txt b/npc/woe-fe/prtg_cas04.txt index e9137911f..3e0de365f 100644 --- a/npc/woe-fe/prtg_cas04.txt +++ b/npc/woe-fe/prtg_cas04.txt @@ -52,14 +52,14 @@ mes "ownership of this castle."; close; } - if (getcharid(2) == .@GID) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { mes "[ Echoing Voice ]"; mes "Brave ones..."; mes "Do you wish to return to your honorable place?"; next; - if(select("Return to the guild castle.:Quit.") == 1) { + if(select("Return to the guild castle.", "Quit.") == 1) { close2; - if (getcharid(2) == getcastledata("prtg_cas04",1)) { + if (getcharid(CHAR_ID_GUILD) == getcastledata("prtg_cas04",1)) { warp "prtg_cas04",258,247; end; } @@ -124,7 +124,7 @@ prtg_cas04,275,160,0 script #Lever_PR04 HIDDEN_NPC,{ mes " "; mes "There's a small lever. Will you pull it?"; next; - if(select("Pull.:Do not.") == 1) { + if(select("Pull.", "Do not.") == 1) { close2; warp "prtg_cas04",259,265; end; diff --git a/npc/woe-fe/prtg_cas05.txt b/npc/woe-fe/prtg_cas05.txt index 40eb559ae..56dc902a3 100644 --- a/npc/woe-fe/prtg_cas05.txt +++ b/npc/woe-fe/prtg_cas05.txt @@ -52,14 +52,14 @@ mes "ownership of this castle."; close; } - if (getcharid(2) == .@GID) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { mes "[ Echoing Voice ]"; mes "Brave ones..."; mes "Do you wish to return to your honorable place?"; next; - if(select("Return to the guild castle.:Quit.") == 1) { + if(select("Return to the guild castle.", "Quit.") == 1) { close2; - if (getcharid(2) == getcastledata("prtg_cas05",1)) { + if (getcharid(CHAR_ID_GUILD) == getcastledata("prtg_cas05",1)) { warp "prtg_cas05",52,41; end; } @@ -122,7 +122,7 @@ prtg_cas05,281,176,0 script #Lever_PR05 HIDDEN_NPC,{ mes " "; mes "There's a small lever. Will you pull it?"; next; - if(select("Pull.:Do not.") == 1) { + if(select("Pull.", "Do not.") == 1) { close2; warp "prtg_cas05",36,38; end; diff --git a/npc/woe-fe/trs_rp.txt b/npc/woe-fe/trs_rp.txt index 2083ec035..7a71c1bbe 100644 --- a/npc/woe-fe/trs_rp.txt +++ b/npc/woe-fe/trs_rp.txt @@ -38,15 +38,15 @@ end; OnTouch: // Store the Guild ID of castle occupant. - .@GID = getcastledata(strnpcinfo(2),1); - if (strcharinfo(0) != getguildmaster(.@GID)) { - if (compare(strnpcinfo(2),"aldeg")) + .@GID = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1); + if (strcharinfo(PC_NAME) != getguildmaster(.@GID)) { + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"aldeg")) warp "aldebaran",143,112; - else if (compare(strnpcinfo(2),"gefg")) + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"gefg")) warp "geffen",120,38; - else if (compare(strnpcinfo(2),"payg")) + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"payg")) warp "payon",100,100; - else if (compare(strnpcinfo(2),"prtg")) + else if (compare(strnpcinfo(NPC_NAME_HIDDEN),"prtg")) warp "prontera",119,64; } end; diff --git a/npc/woe-se/agit_main_se.txt b/npc/woe-se/agit_main_se.txt index eb777f441..6fc319377 100644 --- a/npc/woe-se/agit_main_se.txt +++ b/npc/woe-se/agit_main_se.txt @@ -40,59 +40,59 @@ - script Manager#template FAKE_NPC,{ OnAgitInit2: OnRecvCastle2: - if (strnpcinfo(2) == "template") end; - if (!getcastledata(strnpcinfo(2),1)) { - donpcevent strnpcinfo(0)+"::OnStart"; + if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end; + if (!getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1)) { + donpcevent strnpcinfo(NPC_NAME)+"::OnStart"; // Monster spawns are identical for all castles. - monster strnpcinfo(2),0,0,"Evil Druid",1117,10; - monster strnpcinfo(2),0,0,"Khalitzburg",1132,4; - monster strnpcinfo(2),0,0,"Abysmal Knight",1219,3; - monster strnpcinfo(2),0,0,"Executioner",1205,1; - monster strnpcinfo(2),0,0,"Penomena",1216,10; - monster strnpcinfo(2),0,0,"Alarm",1193,18; - monster strnpcinfo(2),0,0,"Clock",1269,9; - monster strnpcinfo(2),0,0,"Raydric Archer",1276,12; - monster strnpcinfo(2),0,0,"Wanderer",1208,3; - monster strnpcinfo(2),0,0,"Alice",1275,1; - monster strnpcinfo(2),0,0,"Bloody Knight",1268,2; - monster strnpcinfo(2),0,0,"Dark Lord",1272,2; - monster strnpcinfo(2),0,0,"Tower Keeper",1270,4; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Evil Druid",1117,10; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Khalitzburg",1132,4; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Abysmal Knight",1219,3; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Executioner",1205,1; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Penomena",1216,10; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Alarm",1193,18; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Clock",1269,9; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Raydric Archer",1276,12; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Wanderer",1208,3; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Alice",1275,1; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Bloody Knight",1268,2; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Dark Lord",1272,2; + monster strnpcinfo(NPC_NAME_HIDDEN),0,0,"Tower Keeper",1270,4; } - if (getcastledata(strnpcinfo(2),9) < 1) - disablenpc "Kafra Employee#"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9); + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),9) < 1) + disablenpc "Kafra Employee#"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9); end; OnAgitStart2: - if (strnpcinfo(2) == "template") end; + if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end; if (agitcheck2()) { - maprespawnguildid strnpcinfo(2),getcastledata(strnpcinfo(2),1),2; - gvgon strnpcinfo(2); - donpcevent strnpcinfo(0)+"::OnStart"; + maprespawnguildid strnpcinfo(NPC_NAME_HIDDEN),getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1),2; + gvgon strnpcinfo(NPC_NAME_HIDDEN); + donpcevent strnpcinfo(NPC_NAME)+"::OnStart"; } else for(.@i = 0; .@i<4; ++.@i) - donpcevent "RL"+.@i+"#"+strnpcinfo(2)+"::OnDisable"; + donpcevent "RL"+.@i+"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable"; end; OnAgitEnd2: - if (strnpcinfo(2) == "template") end; - gvgoff strnpcinfo(2); - if (getcastledata(strnpcinfo(2),1)) { - .@str$ = substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9); - killmonster strnpcinfo(2),"Steward#"+.@str$+"::OnStartArena"; - donpcevent strnpcinfo(0)+"::OnReset"; + if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end; + gvgoff strnpcinfo(NPC_NAME_HIDDEN); + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1)) { + .@str$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9); + killmonster strnpcinfo(NPC_NAME_HIDDEN),"Steward#"+.@str$+"::OnStartArena"; + donpcevent strnpcinfo(NPC_NAME)+"::OnReset"; donpcevent "Steward#"+.@str$+"::OnStop"; } end; OnGuildBreak: - if (strnpcinfo(2) == "template") end; - killmonster strnpcinfo(2),"gard1#"+strnpcinfo(2)+"::OnGuardianDied"; - killmonster strnpcinfo(2),"gard2#"+strnpcinfo(2)+"::OnGuardianDied"; - disablenpc "Kafra Employee#"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9); - setcastledata strnpcinfo(2),1,0; + if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end; + killmonster strnpcinfo(NPC_NAME_HIDDEN),"gard1#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnGuardianDied"; + killmonster strnpcinfo(NPC_NAME_HIDDEN),"gard2#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnGuardianDied"; + disablenpc "Kafra Employee#"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9); + setcastledata strnpcinfo(NPC_NAME_HIDDEN),1,0; sleep 7000; - announce "Guild Base ["+getcastlename(strnpcinfo(2))+"] has been abandoned.",0; - donpcevent strnpcinfo(0)+"::OnRecvCastle2"; + announce "Guild Base ["+getcastlename(strnpcinfo(NPC_NAME_HIDDEN))+"] has been abandoned.",0; + donpcevent strnpcinfo(NPC_NAME)+"::OnRecvCastle2"; end; OnStart: @@ -100,50 +100,50 @@ OnStart: // 1st Guardian stone, 2nd Guardian stone, Barrier 1, Barrier 2, Barrier 3, Summon Guardians // Settings for all but Summon Guardians: 0 = Okay | 1 = Destroyed | 2 = Repairing // Summon Guardians: 0 = Do not Summon | 1 = Summon - if (getcastledata(strnpcinfo(2),1)) { - setarray getd("$agit_"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"[0]"),0,0,0,0,0,0; - donpcevent "df1#"+strnpcinfo(2)+"::OnEnable"; - donpcevent "df2#"+strnpcinfo(2)+"::OnEnable"; + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1)) { + setarray getd("$agit_"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9)+"[0]"),0,0,0,0,0,0; + donpcevent "df1#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnEnable"; + donpcevent "df2#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnEnable"; for (.@i = 0; .@i<4; ++.@i) - donpcevent "RL"+.@i+"#"+strnpcinfo(2)+"::OnEnable"; + donpcevent "RL"+.@i+"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnEnable"; } OnEmpSpawn: - .@str$ = substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9); - if (mobcount(strnpcinfo(2),"Steward#"+.@str$+"::OnStartArena")) end; - if (compare(strnpcinfo(2),"arug")) { - if (strnpcinfo(2) == "arug_cas01") setarray .@i[0],87,219; - else if (strnpcinfo(2) == "arug_cas02") setarray .@i[0],89,256; + .@str$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9); + if (mobcount(strnpcinfo(NPC_NAME_HIDDEN),"Steward#"+.@str$+"::OnStartArena")) end; + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) { + if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") setarray .@i[0],87,219; + else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") setarray .@i[0],89,256; else setarray .@i[0],141,293; // Castles 3,4,5 are identical. } else { - if (strnpcinfo(2) == "schg_cas02") setarray .@i[0],162,193; - else if (strnpcinfo(2) == "schg_cas03") setarray .@i[0],338,202; + if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") setarray .@i[0],162,193; + else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") setarray .@i[0],338,202; else setarray .@i[0],120,272; // Castles 1,4,5 are identical. } - monster strnpcinfo(2),.@i[0],.@i[1],"Emperium",1288,1,"Steward#"+.@str$+"::OnStartArena"; + monster strnpcinfo(NPC_NAME_HIDDEN),.@i[0],.@i[1],"Emperium",1288,1,"Steward#"+.@str$+"::OnStartArena"; end; OnReset: - .@str$ = substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9); - donpcevent "df1#"+strnpcinfo(2)+"::OnDisable"; - donpcevent "df2#"+strnpcinfo(2)+"::OnDisable"; - donpcevent "gard1#"+strnpcinfo(2)+"::OnReset"; - donpcevent "gard2#"+strnpcinfo(2)+"::OnReset"; + .@str$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9); + donpcevent "df1#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable"; + donpcevent "df2#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable"; + donpcevent "gard1#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnReset"; + donpcevent "gard2#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnReset"; donpcevent "1st Guardian Stone#"+.@str$+"::OnDisable"; donpcevent "2nd Guardian Stone#"+.@str$+"::OnDisable"; for(.@i = 1; .@i<4; ++.@i) donpcevent "Control Device0"+.@i+"#"+.@str$+"::OnDisable"; for(.@i = 0; .@i<4; ++.@i) - donpcevent "RL"+.@i+"#"+strnpcinfo(2)+"::OnDisable"; + donpcevent "RL"+.@i+"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable"; if (agitcheck2()) - setarray getd("$agit_"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"[0]"),0,0,1,1,1,0; + setarray getd("$agit_"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9)+"[0]"),0,0,1,1,1,0; end; OnChange: - .@str$ = substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9); + .@str$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9); setarray getd("$agit_"+.@str$+"[0]"),2,2,1,1,2,0; - donpcevent strnpcinfo(0)+"::OnEmpSpawn"; + donpcevent strnpcinfo(NPC_NAME)+"::OnEmpSpawn"; donpcevent "Control Device03#"+.@str$+"::OnEnable"; donpcevent "1st Guardian Stone#"+.@str$+"::OnEnable"; donpcevent "2nd Guardian Stone#"+.@str$+"::OnEnable"; @@ -151,65 +151,65 @@ OnChange: OnClock0001: // Spawn Treasure Chests based on castle economy. - if (strnpcinfo(2) == "template") end; - if (!getcastledata(strnpcinfo(2),1)) end; - killmonster strnpcinfo(2),strnpcinfo(0)+"::OnTreasureDied"; - if (getcastledata(strnpcinfo(2),4)) { - .@Economy = getcastledata(strnpcinfo(2),2); - setcastledata strnpcinfo(2),2,.@Economy+getcastledata(strnpcinfo(2),4)+(rand(2) && getgdskilllv(getcastledata(strnpcinfo(2),1),10014)); - if (getcastledata(strnpcinfo(2),2) > 100) setcastledata strnpcinfo(2),2,100; - setcastledata strnpcinfo(2),4,0; + if (strnpcinfo(NPC_NAME_HIDDEN) == "template") end; + if (!getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1)) end; + killmonster strnpcinfo(NPC_NAME_HIDDEN),strnpcinfo(NPC_NAME)+"::OnTreasureDied"; + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4)) { + .@Economy = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2); + setcastledata strnpcinfo(NPC_NAME_HIDDEN),2,.@Economy+getcastledata(strnpcinfo(NPC_NAME_HIDDEN),4)+(rand(2) && getgdskilllv(getcastledata(strnpcinfo(NPC_NAME_HIDDEN),1),10014)); + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2) > 100) setcastledata strnpcinfo(NPC_NAME_HIDDEN),2,100; + setcastledata strnpcinfo(NPC_NAME_HIDDEN),4,0; } - if (getcastledata(strnpcinfo(2),5)) { - .@defence = getcastledata(strnpcinfo(2),3); - setcastledata strnpcinfo(2),3,.@defence+getcastledata(strnpcinfo(2),5); - if (getcastledata(strnpcinfo(2),3) > 100) setcastledata strnpcinfo(2),3,100; - setcastledata strnpcinfo(2),5,0; + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5)) { + .@defence = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3); + setcastledata strnpcinfo(NPC_NAME_HIDDEN),3,.@defence+getcastledata(strnpcinfo(NPC_NAME_HIDDEN),5); + if (getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3) > 100) setcastledata strnpcinfo(NPC_NAME_HIDDEN),3,100; + setcastledata strnpcinfo(NPC_NAME_HIDDEN),5,0; } - .@Treasure = getcastledata(strnpcinfo(2),2)/5+4; + .@Treasure = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),2)/5+4; if (!.@Treasure) end; freeloop(1); - if (compare(strnpcinfo(2),"arug")) { - if (strnpcinfo(2) == "arug_cas01") { + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) { + if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") { .@treasurebox = 1943; setarray .@treasurex[0],251,252,253,254,255,256,257,258,251,252,253,254,255,256,257,258,251,252,253,254,255,256,257,258; setarray .@treasurey[0],369,369,369,369,368,368,368,368,367,367,367,367,366,366,366,366,365,365,365,365,364,364,364,364; } - else if (strnpcinfo(2) == "arug_cas02") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") { .@treasurebox = 1944; setarray .@treasurex[0],382,383,384,385,386,387,384,385,386,387,388,389,382,383,384,385,386,387,384,385,386,387,388,389; setarray .@treasurey[0],231,231,231,231,231,231,230,230,230,230,230,230,225,225,225,225,225,225,224,224,224,224,224,224; } else { // Castles 3,4,5 are identical, except 4's treasure. - .@treasurebox = (strnpcinfo(2) == "arug_cas04")?1946:1945; + .@treasurebox = (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas04")?1946:1945; setarray .@treasurex[0],291,292,293,294,295,296,293,294,295,296,297,298,291,292,293,294,295,296,293,294,295,296,297,298; setarray .@treasurey[0],276,276,276,276,276,276,274,274,274,274,274,274,272,272,272,272,272,272,269,269,269,269,269,269; } } else { - if (strnpcinfo(2) == "schg_cas02") { + if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") { .@treasurebox = 1939; setarray .@treasurex[0],249,250,251,252,253,246,247,248,249,250,250,251,252,253,246,247,248,249,250,249,250,251,252,253; setarray .@treasurey[0],378,378,378,378,378,376,376,376,376,376,374,374,374,374,372,372,372,372,372,370,370,370,370,370; } - else if (strnpcinfo(2) == "schg_cas03") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") { .@treasurebox = 1940; setarray .@treasurex[0],189,190,191,192,193,194,189,190,191,192,193,194,189,190,191,192,193,194,189,190,191,192,193,194; setarray .@treasurey[0], 21, 21, 21, 21, 21, 21, 19, 19, 19, 19, 19, 19, 17, 17, 17, 17, 17, 17, 15, 15, 15, 15, 15, 15; } else { // Castles 1,4,5 are identical, except treasures. - if (strnpcinfo(2) == "schg_cas01") .@treasurebox = 1938; - else if (strnpcinfo(2) == "schg_cas04") .@treasurebox = 1941; + if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas01") .@treasurebox = 1938; + else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas04") .@treasurebox = 1941; else .@treasurebox = 1942; setarray .@treasurex[0],388,388,388,387,386,385,384,384,384,384,384,384,385,386,387,388,389,390,390,390,389,388,387,386; setarray .@treasurey[0],388,389,390,390,390,390,389,388,387,386,385,384,384,384,384,384,384,384,385,386,386,386,386,386; } } for(.@i = 0; .@i<4; ++.@i) - monster strnpcinfo(2),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",(.@i%2)?.@treasurebox:1324,1,strnpcinfo(0)+"::OnTreasureDied"; + monster strnpcinfo(NPC_NAME_HIDDEN),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",(.@i%2)?.@treasurebox:1324,1,strnpcinfo(NPC_NAME)+"::OnTreasureDied"; for(.@i = 4; .@i<24; ++.@i) { if (.@Treasure < .@i+1) break; - monster strnpcinfo(2),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",(.@i%2)?.@treasurebox:1324,1,strnpcinfo(0)+"::OnTreasureDied"; + monster strnpcinfo(NPC_NAME_HIDDEN),.@treasurex[.@i],.@treasurey[.@i],"Treasure Chest",(.@i%2)?.@treasurebox:1324,1,strnpcinfo(NPC_NAME)+"::OnTreasureDied"; } freeloop(0); end; @@ -220,7 +220,7 @@ OnTreasureDied: //== Guild Manager ========================================= - script Steward#template FAKE_NPC,{ - .@GID = getcastledata(strnpcinfo(4),1); + .@GID = getcastledata(strnpcinfo(NPC_MAP),1); if (!.@GID) { mes "[ Steward ]"; mes "I await for the master"; @@ -230,7 +230,7 @@ OnTreasureDied: mes "to conquer this stronghold?"; close; } - if (getcharid(2) != .@GID || strcharinfo(0) != getguildmaster(.@GID)) { + if (getcharid(CHAR_ID_GUILD) != .@GID || strcharinfo(PC_NAME) != getguildmaster(.@GID)) { mes "[ Steward ]"; mes "Hmpf. Your threats don't"; mes "scare me! Guardians, drive"; @@ -247,28 +247,28 @@ OnTreasureDied: mes "stronghold's maintenance"; mes "you wanted to discuss?"; next; - switch(select("Stronghold Briefing:Invest in Commercial Growth:Invest in Defense growth:Hire/Fire Storage Staff:Go to Master's room")) { + switch(select("Stronghold Briefing", "Invest in Commercial Growth", "Invest in Defense growth", "Hire/Fire Storage Staff", "Go to Master's room")) { case 1: mes "[ Steward ]"; mes "The Commercial Growth"; - mes "Level of the stronghold is ^0000ff"+getcastledata(strnpcinfo(4),2)+"."; - if (getcastledata(strnpcinfo(4),4) > 0) { + mes "Level of the stronghold is ^0000ff"+getcastledata(strnpcinfo(NPC_MAP),2)+"."; + if (getcastledata(strnpcinfo(NPC_MAP),4) > 0) { mes "Last time, you invested in"; - mes "Commercial Growth "+getcastledata(strnpcinfo(4),4)+"."; + mes "Commercial Growth "+getcastledata(strnpcinfo(NPC_MAP),4)+"."; } next; mes "[ Steward ]"; mes "Our stronghold's"; - mes "safeguard level is "+getcastledata(strnpcinfo(4),3)+"."; - if (getcastledata(strnpcinfo(4),5) > 0) { + mes "safeguard level is "+getcastledata(strnpcinfo(NPC_MAP),3)+"."; + if (getcastledata(strnpcinfo(NPC_MAP),5) > 0) { mes "Last time, you invested"; - mes "in defense "+getcastledata(strnpcinfo(4),5)+" times."; + mes "in defense "+getcastledata(strnpcinfo(NPC_MAP),5)+" times."; } mes " "; mes "That is all, master."; close; case 2: - .@Economy = getcastledata(strnpcinfo(4),2); + .@Economy = getcastledata(strnpcinfo(NPC_MAP),2); setarray .@cost[0],5000,10000,20000,35000,55000,80000,110000,145000,185000,230000,280000,335000,395000,460000,530000,605000,685000,770000,860000,955000; .@j = 0; for(.@i = 6; .@i<101; .@i += 5) { @@ -279,7 +279,7 @@ OnTreasureDied: ++.@j; } // Quadruple the cost of investing if you've already invested once. - if (getcastledata(strnpcinfo(4),4)) + if (getcastledata(strnpcinfo(NPC_MAP),4)) .@eco_invest *= 4; mes "[ Steward ]"; mes "Raising the stronghold's"; @@ -306,7 +306,7 @@ OnTreasureDied: mes "any further than that."; close; } - if (getcastledata(strnpcinfo(4),4) >= 2) { + if (getcastledata(strnpcinfo(NPC_MAP),4) >= 2) { mes "[ Steward ]"; mes "You've already made two"; mes "investments today, so you'll"; @@ -314,7 +314,7 @@ OnTreasureDied: mes "to make another investment."; close; } - if (getcastledata(strnpcinfo(4),4) == 0) { + if (getcastledata(strnpcinfo(NPC_MAP),4) == 0) { mes "[ Steward ]"; mes "You must pay ^FF0000"+.@eco_invest+"^000000 Zeny"; mes "to make an investment"; @@ -330,9 +330,9 @@ OnTreasureDied: mes "invest one more time?"; } next; - switch(select("Invest in Commercial Growth:Cancel")) { + switch(select("Invest in Commercial Growth", "Cancel")) { case 1: - if (getcastledata(strnpcinfo(4),4) >= 2) { + if (getcastledata(strnpcinfo(NPC_MAP),4) >= 2) { mes "[ Steward ]"; mes "You've already made two"; mes "investments today, so you'll"; @@ -349,7 +349,7 @@ OnTreasureDied: close; } Zeny -= .@eco_invest; - setcastledata strnpcinfo(4),4,getcastledata(strnpcinfo(4),4)+1; + setcastledata strnpcinfo(NPC_MAP),4,getcastledata(strnpcinfo(NPC_MAP),4)+1; mes "[ Steward ]"; mes "A wise use of the guild's"; mes "funds, Master. We can expect"; @@ -362,7 +362,7 @@ OnTreasureDied: close; } case 3: - .@defence = getcastledata(strnpcinfo(4),3); + .@defence = getcastledata(strnpcinfo(NPC_MAP),3); setarray .@cost[0],10000,20000,40000,70000,110000,160000,220000,290000,370000,460000,560000,670000,790000,920000,1060000,1210000,1370000,1540000,1720000,1910000; .@j = 0; for(.@i = 6; .@i<101; .@i += 5) { @@ -373,7 +373,7 @@ OnTreasureDied: ++.@j; } // Quadruple the cost of investing if you've already invested once. - if (getcastledata(strnpcinfo(4),5)) + if (getcastledata(strnpcinfo(NPC_MAP),5)) .@def_invest *= 4; mes "[ Steward ]"; mes "Investing in our stronghold's"; @@ -390,13 +390,13 @@ OnTreasureDied: mes "a maximum of two times daily."; next; mes "[ Steward ]"; - if (getcastledata(strnpcinfo(4),3) == 100) { + if (getcastledata(strnpcinfo(NPC_MAP),3) == 100) { mes "The Defense Level of this"; mes "stronghold is 100%, and"; mes "cannot be increased further."; close; } - if (getcastledata(strnpcinfo(4),5) >= 2) { + if (getcastledata(strnpcinfo(NPC_MAP),5) >= 2) { mes "Master, you've already"; mes "invested in Defense twice"; mes "today. You'll need to wait"; @@ -404,7 +404,7 @@ OnTreasureDied: mes "want to increase our defenses."; close; } - if (getcastledata(strnpcinfo(4),5) == 0) { + if (getcastledata(strnpcinfo(NPC_MAP),5) == 0) { mes "We need ^FF0000"+.@def_invest+"^000000"; mes "Zeny to invest in our"; mes "stronghold's defenses."; @@ -418,9 +418,9 @@ OnTreasureDied: mes "Will you invest now?"; } next; - switch(select("Invest in Defense:Cancel")) { + switch(select("Invest in Defense", "Cancel")) { case 1: - if (getcastledata(strnpcinfo(4),5) >= 2) { + if (getcastledata(strnpcinfo(NPC_MAP),5) >= 2) { mes "[ Steward ]"; mes "Master, you've already"; mes "invested in Defense twice"; @@ -438,7 +438,7 @@ OnTreasureDied: close; } Zeny -= .@def_invest; - setcastledata strnpcinfo(4),5,getcastledata(strnpcinfo(4),5)+1; + setcastledata strnpcinfo(NPC_MAP),5,getcastledata(strnpcinfo(NPC_MAP),5)+1; mes "[ Steward ]"; mes "A wise use of the guild's"; mes "funds, Master. Increasing"; @@ -452,13 +452,13 @@ OnTreasureDied: close; } case 4: - if (getcastledata(strnpcinfo(4),9) == 1) { + if (getcastledata(strnpcinfo(NPC_MAP),9) == 1) { mes "[ Steward ]"; mes "Do you wish to dismiss"; mes "the Kafra Employee that"; mes "we've hired for the guild?"; next; - switch(select("Dismiss:Cancel")) { + switch(select("Dismiss", "Cancel")) { case 1: cutin "kafra_01",2; mes "[ Hired Kafra Employee ]"; @@ -469,7 +469,7 @@ OnTreasureDied: mes "guild members of this"; mes "stronghold, I promise!"; next; - switch(select("Dismiss:Cancel")) { + switch(select("Dismiss", "Cancel")) { case 1: mes "[ Hired Kafra Employee ]"; mes "Why?! What have I done"; @@ -494,8 +494,8 @@ OnTreasureDied: mes "allow her to stay with us."; close; } - disablenpc "Kafra Employee#"+strnpcinfo(2); - setcastledata strnpcinfo(4),9,0; + disablenpc "Kafra Employee#"+strnpcinfo(NPC_NAME_HIDDEN); + setcastledata strnpcinfo(NPC_MAP),9,0; mes "[ Steward ]"; mes "That Kafra Employee"; mes "has been dismissed."; @@ -510,7 +510,7 @@ OnTreasureDied: mes "our stronghold? You must"; mes "pay ^FF000010,000 Zeny^000000 to hire one."; next; - switch(select("Hire:Cancel")) { + switch(select("Hire", "Cancel")) { case 1: if (getgdskilllv(.@GID,10001) == 0) { mes "[ Steward ]"; @@ -530,8 +530,8 @@ OnTreasureDied: close; } Zeny -= 10000; - enablenpc "Kafra Employee#"+strnpcinfo(2); - setcastledata strnpcinfo(4),9,1; + enablenpc "Kafra Employee#"+strnpcinfo(NPC_NAME_HIDDEN); + setcastledata strnpcinfo(NPC_MAP),9,1; mes "[ Steward ]"; mes "Very well. We have formed"; mes "a contract with the Kafra"; @@ -581,7 +581,7 @@ OnTreasureDied: mes "treasure may disappear if"; mes "something unexpected happens."; next; - switch(select("Go to Treasure Room:Cancel")) { + switch(select("Go to Treasure Room", "Cancel")) { case 1: mes "[ Steward ]"; mes "Allow me to guide you"; @@ -590,17 +590,17 @@ OnTreasureDied: mes "Press the secret switch"; mes "when you wish to return here."; close2; - if (compare(strnpcinfo(4),"arug")) { - if (strnpcinfo(4) == "arug_cas01") setarray .@i[0],250,363; - else if (strnpcinfo(4) == "arug_cas02") setarray .@i[0],382,227; + if (compare(strnpcinfo(NPC_MAP),"arug")) { + if (strnpcinfo(NPC_MAP) == "arug_cas01") setarray .@i[0],250,363; + else if (strnpcinfo(NPC_MAP) == "arug_cas02") setarray .@i[0],382,227; else setarray .@i[0],292,266; // Castles 3,4,5 are identical. } else { - if (strnpcinfo(4) == "schg_cas02") setarray .@i[0],249,373; - else if (strnpcinfo(4) == "schg_cas03") setarray .@i[0],190,16; + if (strnpcinfo(NPC_MAP) == "schg_cas02") setarray .@i[0],249,373; + else if (strnpcinfo(NPC_MAP) == "schg_cas03") setarray .@i[0],190,16; else setarray .@i[0],381,381; // Castles 1,4,5 are identical. } - warp strnpcinfo(4),.@i[0],.@i[1]; + warp strnpcinfo(NPC_MAP),.@i[0],.@i[1]; end; case 2: mes "[ Steward ]"; @@ -615,46 +615,46 @@ OnTreasureDied: } OnStop: - awake strnpcinfo(0); + awake strnpcinfo(NPC_NAME); end; OnStartArena: - .@GID = getcharid(2); - .@region$ = (compare(strnpcinfo(4),"arug"))?"Valfreyja":"Nithafjoll"; + .@GID = getcharid(CHAR_ID_GUILD); + .@region$ = (compare(strnpcinfo(NPC_MAP),"arug"))?"Valfreyja":"Nithafjoll"; // Lower castle Economy - .@Economy = getcastledata(strnpcinfo(4),2)-5; + .@Economy = getcastledata(strnpcinfo(NPC_MAP),2)-5; if (.@Economy < 0) .@Economy = 0; - setcastledata strnpcinfo(4),2,.@Economy; + setcastledata strnpcinfo(NPC_MAP),2,.@Economy; // Lower Castle Defence - .@defence = getcastledata(strnpcinfo(4),3)-5; + .@defence = getcastledata(strnpcinfo(NPC_MAP),3)-5; if (.@defence < 0) .@defence = 0; - setcastledata strnpcinfo(4),3,.@defence; + setcastledata strnpcinfo(NPC_MAP),3,.@defence; // Set new owner - setcastledata strnpcinfo(4),1,.@GID; + setcastledata strnpcinfo(NPC_MAP),1,.@GID; // Clear castle's data. for(.@i = 4; .@i<10; ++.@i) - setcastledata strnpcinfo(4),.@i,0; + setcastledata strnpcinfo(NPC_MAP),.@i,0; // Disable Kafra - disablenpc "Kafra Employee#"+strnpcinfo(2); + disablenpc "Kafra Employee#"+strnpcinfo(NPC_NAME_HIDDEN); - announce "The ["+getguildname(.@GID)+"] guild conquered the ["+.@region$+" "+charat(strnpcinfo(2),3)+"] stronghold of "+getcastlename(strnpcinfo(4))+"!",bc_all|bc_woe; - mapannounce strnpcinfo(4),"The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40; - donpcevent "Manager#"+strnpcinfo(4)+"::OnReset"; - maprespawnguildid strnpcinfo(4),getcastledata(strnpcinfo(4),1),2; - donpcevent "Manager#"+strnpcinfo(4)+"::OnRecvCastle2"; - donpcevent "::OnRecvCastle"+ strtoupper( substr( strnpcinfo(2), 0, 0 ) ) + substr( strnpcinfo(2), 1, getstrlen( strnpcinfo(2) ) -1 ); + announce "The ["+getguildname(.@GID)+"] guild conquered the ["+.@region$+" "+charat(strnpcinfo(NPC_NAME_HIDDEN),3)+"] stronghold of "+getcastlename(strnpcinfo(NPC_MAP))+"!",bc_all|bc_woe; + mapannounce strnpcinfo(NPC_MAP),"The emperium has been shattered!",bc_map,"0x00FF00",FW_NORMAL,20,0,40; + donpcevent "Manager#"+strnpcinfo(NPC_MAP)+"::OnReset"; + maprespawnguildid strnpcinfo(NPC_MAP),getcastledata(strnpcinfo(NPC_MAP),1),2; + donpcevent "Manager#"+strnpcinfo(NPC_MAP)+"::OnRecvCastle2"; + donpcevent "::OnRecvCastle"+ strtoupper( substr( strnpcinfo(NPC_NAME_HIDDEN), 0, 0 ) ) + substr( strnpcinfo(NPC_NAME_HIDDEN), 1, getstrlen( strnpcinfo(NPC_NAME_HIDDEN) ) -1 ); sleep 10000; if (agitcheck2()) { - donpcevent "Manager#"+strnpcinfo(4)+"::OnChange"; - mapannounce strnpcinfo(4),"Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40; + donpcevent "Manager#"+strnpcinfo(NPC_MAP)+"::OnChange"; + mapannounce strnpcinfo(NPC_MAP),"Rebuild this stronghold's Guardian Stones and Fortress Gates to secure your guild's new aquisition!",bc_map,"0x00FF00",FW_NORMAL,20,0,40; } end; } //== Castle Guardians ====================================== - script Guardian#template FAKE_NPC,{ - .@GID = getcastledata(strnpcinfo(4),1); - .@n$ = "["+strnpcinfo(1)+"]"; + .@GID = getcastledata(strnpcinfo(NPC_MAP),1); + .@n$ = "["+strnpcinfo(NPC_NAME_VISIBLE)+"]"; if (!.@GID) { mes .@n$; mes "Great job. Now, all you"; @@ -663,8 +663,8 @@ OnStartArena: mes "over this stronghold."; close; } - if (getcharid(2) == .@GID) { - if (strcharinfo(0) != getguildmaster(.@GID)) { + if (getcharid(CHAR_ID_GUILD) == .@GID) { + if (strcharinfo(PC_NAME) != getguildmaster(.@GID)) { mes .@n$; mes "As guardian of this"; mes "stronghold, I answer only"; @@ -675,17 +675,17 @@ OnStartArena: else { if (!agitcheck2()) { mes .@n$; - mes "I am "+strnpcinfo(1)+", guardian of"; + mes "I am "+strnpcinfo(NPC_NAME_VISIBLE)+", guardian of"; mes "this stronghold. For now,"; mes "all is quiet in this place."; next; - switch(select("Converse:Cancel")) { + switch(select("Converse", "Cancel")) { case 1: mes .@n$; mes "Do you have any questions"; mes "about this stronghold?"; next; - switch(select("Guardian Stones:Fortress Gates:Link Flags:Battle Strategy:Cancel")) { + switch(select("Guardian Stones", "Fortress Gates", "Link Flags", "Battle Strategy", "Cancel")) { case 1: mes .@n$; mes "There is one Emperium"; @@ -781,12 +781,12 @@ OnStartArena: } else { mes .@n$; - mes "Greetings, "+strcharinfo(0)+"."; + mes "Greetings, "+strcharinfo(PC_NAME)+"."; mes "What are your orders?"; next; - switch(select("Increase Stronghold Defense:Situational Briefing:Cancel")) { + switch(select("Increase Stronghold Defense", "Situational Briefing", "Cancel")) { case 1: - if (!getd("$agit_"+strnpcinfo(2)+"[5]")) { + if (!getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[5]")) { if (getgdskilllv(.@GID,10002) == 0) { mes .@n$; mes "I'm sorry, but the Guardian"; @@ -804,11 +804,11 @@ OnStartArena: mes "Stone. However, keep in mind"; mes "that this will not work if the"; mes "Guardian Stone is destroyed."; - setd "$agit_"+strnpcinfo(2)+"[5]",1; - if (!getd("$agit_"+strnpcinfo(2)+"[0]")) - donpcevent "gard1#"+strnpcinfo(4)+"::OnEnable"; - if (!getd("$agit_"+strnpcinfo(2)+"[1]")) - donpcevent "gard2#"+strnpcinfo(4)+"::OnEnable"; + setd "$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[5]",1; + if (!getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]")) + donpcevent "gard1#"+strnpcinfo(NPC_MAP)+"::OnEnable"; + if (!getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[1]")) + donpcevent "gard2#"+strnpcinfo(NPC_MAP)+"::OnEnable"; close; } } @@ -823,11 +823,11 @@ OnStartArena: mes .@n$; mes "Our defense status is..."; setarray .@status$[0],"^4D4DFFOperational","^FF0000Destroyed","^008000Repairing"; - mes "1st Guardian Stone: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[0]")]+"^000000"; - mes "2nd Guardian Stone: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[1]")]+"^000000"; - mes "1st Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[2]")]+"^000000"; - mes "2nd Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[3]")]+"^000000"; - mes "3rd Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(2)+"[4]")]+"^000000"; + mes "1st Guardian Stone: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]")]+"^000000"; + mes "2nd Guardian Stone: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[1]")]+"^000000"; + mes "1st Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[2]")]+"^000000"; + mes "2nd Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[3]")]+"^000000"; + mes "3rd Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[4]")]+"^000000"; close; case 3: mes .@n$; @@ -846,22 +846,22 @@ OnStartArena: } OnInit: - setarray getd("$agit_"+strnpcinfo(2)+"[0]"),0,0,0,0,0,0; + setarray getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]"),0,0,0,0,0,0; end; } //== Guild Kafras ========================================== - script Kafra#template FAKE_NPC,{ cutin "kafra_01",2; - .@GID = getcastledata(strnpcinfo(4),1); - if (getcharid(2) == .@GID && getgdskilllv(.@GID,10001)) { + .@GID = getcastledata(strnpcinfo(NPC_MAP),1); + if (getcharid(CHAR_ID_GUILD) == .@GID && getgdskilllv(.@GID,10001)) { mes "[Kafra Employee]"; mes "Welcome, proud member"; mes "of the ^FF0000"+getguildname(.@GID)+"^000000 Guild!"; mes "The Kafra Corporation is ready"; mes "to assist you wherever you go!"; next; - switch(select("Use Storage:Use Warp Service:Rent Pushcart:Cancel")) { + switch(select("Use Storage", "Use Warp Service", "Rent Pushcart", "Cancel")) { case 1: if (basicskillcheck() && getskilllv("NV_BASIC") < 6) { mes "[Kafra Employee]"; @@ -876,7 +876,7 @@ OnInit: mes "Please tell me your"; mes "Warp destination."; next; - switch(select("Rachel -> 200 z:Cancel")) { + switch(select("Rachel -> 200 z", "Cancel")) { case 1: if (Zeny < 200) { mes "[Kafra Employee]"; @@ -915,7 +915,7 @@ OnInit: mes "is 800 Zeny. Would you"; mes "like to rent a Pushcart?"; next; - switch(select("Rent Pushcart:Cancel")) { + switch(select("Rent Pushcart", "Cancel")) { case 1: if (Zeny < 800) { mes "[Kafra Employee]"; @@ -964,10 +964,10 @@ OnInit: //== Guardian Stones (2) =================================== - script Guardian Stone#template FAKE_NPC,{ - .@GID = getcastledata(strnpcinfo(4),1); - .@num = atoi(charat(strnpcinfo(1),0)); - .@var$ = "$agit_"+strnpcinfo(2); - if (getcharid(2) == .@GID) { + .@GID = getcastledata(strnpcinfo(NPC_MAP),1); + .@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),0)); + .@var$ = "$agit_"+strnpcinfo(NPC_NAME_HIDDEN); + if (getcharid(CHAR_ID_GUILD) == .@GID) { mes "^3355FFYou will need the"; mes "following materials to"; mes "rebuild a destroyed"; @@ -982,7 +982,7 @@ OnInit: next; mes "^3355FFDo you want to continue?^000000"; next; - if(select("No:Continue") == 1) { + if(select("No", "Continue") == 1) { mes "^3355FFWork canceled.^000000"; close; } @@ -994,18 +994,18 @@ OnInit: mes "rebuild the Guardian Stone.^000000"; next; setarray .@stone$[0],"Elunium","Oridecon","Stones"; - .@i = select("Elunium:Oridecon:Stone")-1; + .@i = select("Elunium", "Oridecon", "Stone")-1; if (.@i == 2) .@nice += 10; mes "^3355FF"+.@stone$[.@i]+" has been"; mes "placed in the center.^000000"; next; - .@i = select("Elunium:Oridecon:Stone")-1; + .@i = select("Elunium", "Oridecon", "Stone")-1; if (.@i == 0) .@nice += 10; mes "^3355FFYou have lined the"; mes "outside of the center"; mes "with some "+.@stone$[.@i]+".^000000"; next; - .@i = select("Elunium:Oridecon:Stone")-1; + .@i = select("Elunium", "Oridecon", "Stone")-1; if (.@i == 1) .@nice += 10; mes "^3355FFYou covered the"; mes "rest of the materials"; @@ -1028,7 +1028,7 @@ OnInit: mes "order according to their"; mes "magic properties and power.^000000"; next; - .@j = select("Red Gemstone:Yellow Gemstone:Blue Gemstone")-1; + .@j = select("Red Gemstone", "Yellow Gemstone", "Blue Gemstone")-1; mes "^3355FFYou placed the "+.@color$[.@j]+" Gemstone.^000000"; if (.@i == .@j) { mes "^3355FFHowever, the Guardian Stone"; @@ -1067,18 +1067,18 @@ OnInit: delitem Yellow_Gemstone,5; delitem Red_Gemstone,5; close2; - donpcevent "df"+.@num+"#"+strnpcinfo(4)+"::OnEnable"; + donpcevent "df"+.@num+"#"+strnpcinfo(NPC_MAP)+"::OnEnable"; specialeffect EF_ICECRASH; - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); setd .@var$+"["+(.@num-1)+"]",0; .@df_all = getd(.@var$+"[0]")+getd(.@var$+"[1]"); if (!.@df_all) { - mapannounce strnpcinfo(4),"Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00"; - donpcevent "RL0#"+strnpcinfo(4)+"::OnEnable"; + mapannounce strnpcinfo(NPC_MAP),"Both Guardian Stones have been erected, bolstering this stronghold's defenses!",bc_map,"0x00ff00"; + donpcevent "RL0#"+strnpcinfo(NPC_MAP)+"::OnEnable"; } - else mapannounce strnpcinfo(4),"The "+strnpcinfo(1)+" has been repaired successfully.",bc_map,"0x00ff00"; + else mapannounce strnpcinfo(NPC_MAP),"The "+strnpcinfo(NPC_NAME_VISIBLE)+" has been repaired successfully.",bc_map,"0x00ff00"; if (getd(.@var$+"[5]") == 1) - donpcevent "gard"+.@num+"#"+strnpcinfo(4)+"::OnEnable"; + donpcevent "gard"+.@num+"#"+strnpcinfo(NPC_MAP)+"::OnEnable"; end; } } @@ -1106,22 +1106,22 @@ OnInit: OnInit: OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); specialeffect EF_MAPPILLAR2; end; } //== Control Devices (3) =================================== - script Control#template FAKE_NPC,{ - .@GID = getcastledata(strnpcinfo(4),1); - .@num = atoi(charat(strnpcinfo(1),15)); - .@var$ = "$agit_"+strnpcinfo(2); - if (getcharid(2) == .@GID) { - if (strcharinfo(0) == getguildmaster(.@GID)) { + .@GID = getcastledata(strnpcinfo(NPC_MAP),1); + .@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),15)); + .@var$ = "$agit_"+strnpcinfo(NPC_NAME_HIDDEN); + if (getcharid(CHAR_ID_GUILD) == .@GID) { + if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) { if (getd(.@var$+"["+(.@num+1)+"]") == 2) { mes "^3355FFDemolished Fortress"; mes "Gates can be repaired,"; @@ -1153,13 +1153,13 @@ OnEnable: mes "fixing this part"; mes "is a top priority.^000000"; next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { + switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) { case 1: mes "^3355FFThe frame has been"; mes "reinforced with wood.^000000"; ++.@rp_temp; ++.@ro_of02; - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); next; break; case 2: @@ -1187,7 +1187,7 @@ OnEnable: mes "overall endurance needs to"; mes "be reinforced with something.^000000"; next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { + switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) { case 1: mes "^3355FFYou tried using wood"; mes "to reinforce the gate.^000000"; @@ -1212,7 +1212,7 @@ OnEnable: mes "like this will work.^000000"; ++.@rp_temp; ++.@ro_of02; - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); next; break; } @@ -1223,7 +1223,7 @@ OnEnable: mes "cracks. You'll have to"; mes "weld them solid somehow.^000000"; next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { + switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) { case 1: mes "^3355FFYou tried using wood to fix"; mes "this problem, but it seems"; @@ -1236,7 +1236,7 @@ OnEnable: mes "is starting to look more solid.^000000"; ++.@rp_temp; ++.@ro_of02; - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); next; break; case 3: @@ -1258,7 +1258,7 @@ OnEnable: mes "sure that the gate is held"; mes "together pretty solidly.^000000"; next; - switch(select("Trunk:Steel:Emveretarcon:Oridecon")) { + switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) { case 1: mes "^3355FFYou tried using wood to fix"; mes "this problem, but it seems"; @@ -1277,7 +1277,7 @@ OnEnable: mes "much of the gate's damage.^000000"; ++.@rp_temp; ++.@ro_of02; - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); next; break; case 4: @@ -1309,16 +1309,16 @@ OnEnable: delitem Emveretarcon,10; delitem Oridecon,5; close2; - donpcevent "RL"+.@num+"#"+strnpcinfo(4)+"::OnEnable"; - disablenpc strnpcinfo(0); + donpcevent "RL"+.@num+"#"+strnpcinfo(NPC_MAP)+"::OnEnable"; + disablenpc strnpcinfo(NPC_NAME); if (.@num == 1) .@str$ = "1st"; else if (.@num == 2) .@str$ = "2nd"; else if (.@num == 3) .@str$ = "3rd"; - mapannounce strnpcinfo(4),"The "+.@str$+" Fortress Gate has been reconstructed!",bc_map,"0x00ff00"; + mapannounce strnpcinfo(NPC_MAP),"The "+.@str$+" Fortress Gate has been reconstructed!",bc_map,"0x00ff00"; if (.@num == 1) setd .@var$+"[2]",0; else { setarray getd(.@var$+"["+.@num+"]"),2,0; - donpcevent "Control Device0"+(.@num-1)+"#"+strnpcinfo(2)+"::OnEnable"; + donpcevent "Control Device0"+(.@num-1)+"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnEnable"; } end; } @@ -1349,11 +1349,11 @@ OnEnable: OnInit: OnDisable: - disablenpc strnpcinfo(0); + disablenpc strnpcinfo(NPC_NAME); end; OnEnable: - enablenpc strnpcinfo(0); + enablenpc strnpcinfo(NPC_NAME); end; } @@ -1362,13 +1362,13 @@ OnEnable: OnEnable: // .@x[i],.@y[i]: Normal coordinates, #0-21. // .@w[x],.@w[y]: Special coordinates if 'defence' is under 11. - if (compare(strnpcinfo(2),"arug")) { - if (strnpcinfo(2) == "arug_cas01") { + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) { + if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") { setarray .@w[0],195,250,292,188; setarray .x[0],233,252,232,201,224,196,269,252,201,224,222, 294,256,240,246,235,235,246,240,256,254,242; setarray .y[0], 83, 81,108,130,168,137, 89, 81,130,168,129, 210,203,133, 92,132,132, 92,133,203, 95,151; } - else if (strnpcinfo(2) == "arug_cas02") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") { setarray .@w[0],20,169,268,169; setarray .x[0],104,67,67,113,122,67, 90, 91,122, 20,67, 175,204,211,209,161,186,183,150,161,209,211; setarray .y[0], 32,36,85, 87,112,60,167,119,112,169,85, 31, 32, 63, 88, 91,170,121,110, 91, 88, 63; @@ -1380,12 +1380,12 @@ OnEnable: } } else { - if (strnpcinfo(2) == "schg_cas02") { + if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") { setarray .@w[0],337,95,307,222; setarray .x[0],326,337,334,296,285,236,285,296,334,337,334, 359,300,337,317,307,300,337,317,307,359,236; setarray .y[0], 83, 95,119, 82, 40, 41, 40, 82,119, 95,119, 85,119,154,183,222,119,154,183,222, 85, 41; } - else if (strnpcinfo(2) == "schg_cas03") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") { setarray .@w[0],306,325,364,305; setarray .x[0],323,273,288,306,323,323,273,288,306,273,273, 338,364,365,317,338,338,364,365,317,364,329; setarray .y[0],308,309,306,326,308,308,309,306,325,309,309, 309,305,261,318,310,309,305,261,318,305,314; @@ -1396,28 +1396,28 @@ OnEnable: setarray .y[0], 18, 44,22, 40,20,40,43, 48, 18, 32, 37, 22, 47, 18, 15, 42, 43, 15, 42, 22, 28, 18; } } - if (charat(strnpcinfo(1),4) == "2") + if (charat(strnpcinfo(NPC_NAME_VISIBLE),4) == "2") .@z = 11; freeloop(1); - .@defence = getcastledata(strnpcinfo(2),3); + .@defence = getcastledata(strnpcinfo(NPC_NAME_HIDDEN),3); callsub OnSummon,.@z; - if (.@defence > 70) set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),5; - else if (.@defence > 50) set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),4; - else if (.@defence > 30) set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),3; - else if (.@defence > 10) set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),2; + if (.@defence > 70) set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),5; + else if (.@defence > 50) set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),4; + else if (.@defence > 30) set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),3; + else if (.@defence > 10) set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),2; if (.@w[4] && .@z) - guardian strnpcinfo(2),.@w[4],.@w[5],"Guardian Soldier",1899,strnpcinfo(0)+"::OnGuardianDied"; + guardian strnpcinfo(NPC_NAME_HIDDEN),.@w[4],.@w[5],"Guardian Soldier",1899,strnpcinfo(NPC_NAME)+"::OnGuardianDied"; else if (.@defence < 11) { - set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),2; + set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),2; .@i = (.@z)?2:0; - guardian strnpcinfo(2),.@w[.@i],.@w[.@i+1],"Guardian Soldier",1899,strnpcinfo(0)+"::OnGuardianDied"; + guardian strnpcinfo(NPC_NAME_HIDDEN),.@w[.@i],.@w[.@i+1],"Guardian Soldier",1899,strnpcinfo(NPC_NAME)+"::OnGuardianDied"; } - else for(.@i = 1; .@i<getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)); ++.@i) + else for(.@i = 1; .@i<getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)); ++.@i) callsub OnSummon,.@i+.@z; freeloop(0); - copyarray getd(".x_"+strnpcinfo(2)+"[0]"),.@x[0],22; - copyarray getd(".y_"+strnpcinfo(2)+"[0]"),.@y[0],22; - setd ".timer_"+charat(strnpcinfo(1),4)+strnpcinfo(2),4+.@z; + copyarray getd(".x_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]"),.@x[0],22; + copyarray getd(".y_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]"),.@y[0],22; + setd ".timer_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN),4+.@z; setarray .count$[5],"1st","2nd","3rd","4th","5th"; initnpctimer; end; @@ -1427,13 +1427,13 @@ OnTimer900000: OnTimer1800000: OnTimer2700000: OnTimer3600000: - if (charat(strnpcinfo(1),4) == "2") end; - .@var$ = ".timer_"+charat(strnpcinfo(1),4)+strnpcinfo(2); + if (charat(strnpcinfo(NPC_NAME_VISIBLE),4) == "2") end; + .@var$ = ".timer_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN); setd .@var$, getd(.@var$)+1; - set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2))+1; + set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN))+1; callsub OnSummon,getd(.@var$); setarray .count$[5],"1st","2nd","3rd","4th","5th"; - mapannounce strnpcinfo(2),"The "+.count$[getd(.@var$)]+" Guardian has been summoned from the Gate House.",bc_map,"0xff4500"; + mapannounce strnpcinfo(NPC_NAME_HIDDEN),"The "+.count$[getd(.@var$)]+" Guardian has been summoned from the Gate House.",bc_map,"0xff4500"; if (getd(.@var$) == 9) { setd .@var$,0; stopnpctimer; @@ -1445,10 +1445,10 @@ OnTimer1200000: OnTimer2100000: OnTimer3000000: OnTimer3900000: - if (!(charat(strnpcinfo(1),4) == "2")) end; - .@var$ = ".timer_"+charat(strnpcinfo(1),4)+strnpcinfo(2); + if (!(charat(strnpcinfo(NPC_NAME_VISIBLE),4) == "2")) end; + .@var$ = ".timer_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN); setd .@var$, getd(.@var$)+1; - set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2))+1; + set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN))+1; callsub OnSummon,getd(.@var$); if (getd(.@var$) == 20) { setd .@var$,0; @@ -1457,54 +1457,54 @@ OnTimer3900000: end; OnSummon: - guardian strnpcinfo(2),getd(".x_"+strnpcinfo(2)+"["+getarg(0)+"]"),getd(".y_"+strnpcinfo(2)+"["+getarg(0)+"]"),"Guardian Soldier",1899,strnpcinfo(0)+"::OnGuardianDied"; + guardian strnpcinfo(NPC_NAME_HIDDEN),getd(".x_"+strnpcinfo(NPC_NAME_HIDDEN)+"["+getarg(0)+"]"),getd(".y_"+strnpcinfo(NPC_NAME_HIDDEN)+"["+getarg(0)+"]"),"Guardian Soldier",1899,strnpcinfo(NPC_NAME)+"::OnGuardianDied"; return; OnGuardianDied: - if (charat(strnpcinfo(1),4) == "2") + if (charat(strnpcinfo(NPC_NAME_VISIBLE),4) == "2") .@z = 11; - set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2))-1; - if (getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)) < 2) { - set getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2)),getd(".MyMobCount_"+charat(strnpcinfo(1),4)+strnpcinfo(2))+1; + set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN))-1; + if (getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)) < 2) { + set getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN)),getd(".MyMobCount_"+charat(strnpcinfo(NPC_NAME_VISIBLE),4)+strnpcinfo(NPC_NAME_HIDDEN))+1; callsub OnSummon,10+.@z; } end; OnReset: stopnpctimer; - killmonster strnpcinfo(2),strnpcinfo(0)+"::OnGuardianDied"; - deletearray getd(".x_"+strnpcinfo(2)+"[0]"),22; - deletearray getd(".y_"+strnpcinfo(2)+"[0]"),22; + killmonster strnpcinfo(NPC_NAME_HIDDEN),strnpcinfo(NPC_NAME)+"::OnGuardianDied"; + deletearray getd(".x_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]"),22; + deletearray getd(".y_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]"),22; end; } //== Guardian Stone Summoners (2) ========================== - script df#template FAKE_NPC,{ OnEnable: - if (compare(strnpcinfo(2),"arug")) { - if (strnpcinfo(2) == "arug_cas01") setarray .@i[0],210,234,308,189; - else if (strnpcinfo(2) == "arug_cas02") setarray .@i[0],33,168,245,168; + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) { + if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") setarray .@i[0],210,234,308,189; + else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") setarray .@i[0],33,168,245,168; else setarray .@i[0],65,171,212,149; // Castles 3,4,5 are identical. } else { - if (strnpcinfo(2) == "schg_cas02") setarray .@i[0],231,58,335,230; - else if (strnpcinfo(2) == "schg_cas03") setarray .@i[0],242,309,376,251; + if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") setarray .@i[0],231,58,335,230; + else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") setarray .@i[0],242,309,376,251; else setarray .@i[0],27,35,207,75; // Castles 1,4,5 are identical. } - .@num = atoi(charat(strnpcinfo(1),2)); + .@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),2)); .@j = (.@num == 1)?0:2; - guardian strnpcinfo(2),.@i[.@j],.@i[.@j+1],((.@num == 1)?"1st":"2nd")+" Guardian Stone",1906+.@num,strnpcinfo(0)+"::OnGuardianStoneDied"; + guardian strnpcinfo(NPC_NAME_HIDDEN),.@i[.@j],.@i[.@j+1],((.@num == 1)?"1st":"2nd")+" Guardian Stone",1906+.@num,strnpcinfo(NPC_NAME)+"::OnGuardianStoneDied"; end; OnDisable: - killmonster strnpcinfo(2),strnpcinfo(0)+"::OnGuardianStoneDied"; - setd "$agit_"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"["+(atoi(charat(strnpcinfo(1),2))-1)+"]",1; + killmonster strnpcinfo(NPC_NAME_HIDDEN),strnpcinfo(NPC_NAME)+"::OnGuardianStoneDied"; + setd "$agit_"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9)+"["+(atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),2))-1)+"]",1; stopnpctimer; end; OnGuardianStoneDied: - .@num = atoi(charat(strnpcinfo(1),2)); - .@var$ = "$agit_"+substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9); + .@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),2)); + .@var$ = "$agit_"+substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9); setd .@var$+"["+(.@num-1)+"]",1; if (getd(.@var$+"[0]") == 1 || getd(.@var$+"[0]") == 2) { ++.@destroyed; @@ -1513,19 +1513,19 @@ OnGuardianStoneDied: ++.@destroyed; } if (.@destroyed == 2) { - mapannounce strnpcinfo(2),"All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00"; - donpcevent "RL0#"+strnpcinfo(2)+"::OnDisable"; + mapannounce strnpcinfo(NPC_NAME_HIDDEN),"All of the Guardian Stones have been destroyed!",bc_map,"0x00ff00"; + donpcevent "RL0#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable"; } - else mapannounce strnpcinfo(2),"The "+((.@num == 1)?"1st":"2nd")+" Guardian Stone has been destroyed!",bc_map,"0x00ff00"; - donpcevent "gard"+.@num+"#"+strnpcinfo(2)+"::OnReset"; + else mapannounce strnpcinfo(NPC_NAME_HIDDEN),"The "+((.@num == 1)?"1st":"2nd")+" Guardian Stone has been destroyed!",bc_map,"0x00ff00"; + donpcevent "gard"+.@num+"#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnReset"; initnpctimer; end; OnTimer300000: - .@num = atoi(charat(strnpcinfo(1),2)); - .@str$ = substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9); + .@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),2)); + .@str$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9); donpcevent ((.@num == 1)?"1st":"2nd")+" Guardian Stone#"+.@str$+"::OnEnable"; - setd "$agit_"+.@str$+"["+(atoi(charat(strnpcinfo(1),2))-1)+"]",2; + setd "$agit_"+.@str$+"["+(atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),2))-1)+"]",2; stopnpctimer; end; } @@ -1533,15 +1533,15 @@ OnTimer300000: //== Barrier Summoners (4) ================================= - script RL#template FAKE_NPC,{ OnEnable: - .@num = atoi(charat(strnpcinfo(1),2)); + .@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),2)); if (.@num == 0) { - if (compare(strnpcinfo(2),"arug")) { - if (strnpcinfo(2) == "arug_cas01") { + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) { + if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") { setarray .@wall[0],238,74,8,6,0; setarray .@x[0],239,241,243,245; setarray .@y[0], 73, 73, 73, 73; } - else if (strnpcinfo(2) == "arug_cas02") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") { setarray .@wall[0],136,136,8,6,0; setarray .@x[0],137,139,141,143; setarray .@y[0],137,137,137,137; @@ -1553,12 +1553,12 @@ OnEnable: } } else { - if (strnpcinfo(2) == "schg_cas02") { + if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") { setarray .@wall[0],290,98,8,0,0; setarray .@x[0],289,289,289,289; setarray .@y[0], 98,100,102,104; } - else if (strnpcinfo(2) == "schg_cas03") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") { setarray .@wall[0],326,301,6,6,0; setarray .@x[0],326,328,330; setarray .@y[0],300,300,300; @@ -1571,13 +1571,13 @@ OnEnable: } } else if (.@num == 1) { - if (compare(strnpcinfo(2),"arug")) { - if (strnpcinfo(2) == "arug_cas01") { + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) { + if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") { setarray .@wall[0],239,53,8,6,1; setarray .@x[0],239,241,243,240,242,244; setarray .@y[0], 55, 55, 55, 54, 54, 54; } - else if (strnpcinfo(2) == "arug_cas02") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") { setarray .@wall[0],150,223,12,6,1; setarray .@x[0],151,153,155,157,159,161; setarray .@y[0],222,222,222,222,222,222; @@ -1589,12 +1589,12 @@ OnEnable: } } else { - if (strnpcinfo(2) == "schg_cas02") { + if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") { setarray .@wall[0],279,98,8,0,1; setarray .@x[0],280,280,280,281,281,281; setarray .@y[0], 98,100,102, 99,101,103; } - else if (strnpcinfo(2) == "schg_cas03") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") { setarray .@wall[0],325,277,8,6,1; setarray .@x[0],326,328,330,327,329,331; setarray .@y[0],278,278,278,279,279,279; @@ -1607,13 +1607,13 @@ OnEnable: } } else if (.@num == 2) { - if (compare(strnpcinfo(2),"arug")) { - if (strnpcinfo(2) == "arug_cas01") { + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) { + if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") { setarray .@wall[0],107,124,6,6,1; setarray .@x[0],107,109,111,108,110,112; setarray .@y[0],122,122,122,123,123,123; } - else if (strnpcinfo(2) == "arug_cas02") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") { setarray .@wall[0],125,342,8,0,1; setarray .@x[0],126,126,126,127,127,127; setarray .@y[0],343,345,347,344,346,348; @@ -1625,12 +1625,12 @@ OnEnable: } } else { - if (strnpcinfo(2) == "schg_cas02") { + if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") { setarray .@wall[0],230,213,6,0,1; setarray .@x[0],231,231,231,232,232,232; setarray .@y[0],213,215,217,213,215,217; } - else if (strnpcinfo(2) == "schg_cas03") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") { setarray .@wall[0],200,230,8,0,1; setarray .@x[0],201,201,201,202,202,202; setarray .@y[0],231,233,235,232,234,236; @@ -1643,13 +1643,13 @@ OnEnable: } } else { - if (compare(strnpcinfo(2),"arug")) { - if (strnpcinfo(2) == "arug_cas01") { + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) { + if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") { setarray .@wall[0],84,171,8,6,1; setarray .@x[0], 84, 86, 88, 90; setarray .@y[0],170,170,170,170; } - else if (strnpcinfo(2) == "arug_cas02") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") { setarray .@wall[0],38,314,12,6,1; setarray .@x[0], 40, 42, 44, 46; setarray .@y[0],315,315,315,315; @@ -1661,12 +1661,12 @@ OnEnable: } } else { - if (strnpcinfo(2) == "schg_cas02") { + if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") { setarray .@wall[0],160,141,6,6,1; setarray .@x[0],160,162,164,166; setarray .@y[0],140,140,140,140; } - else if (strnpcinfo(2) == "schg_cas03") { + else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") { setarray .@wall[0],285,198,8,0,1; setarray .@x[0],284,284,284,284; setarray .@y[0],199,201,203,205; @@ -1678,44 +1678,73 @@ OnEnable: } } } - if (.@num == 3) set getd(".MyMobCount_"+.@num+strnpcinfo(2)),4; - else if (.@num) set getd(".MyMobCount_"+.@num+strnpcinfo(2)),6; - setwall strnpcinfo(2),.@wall[0],.@wall[1],.@wall[2],.@wall[3],.@wall[4],substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"_"+strnpcinfo(1); - .@j = (getd(".MyMobCount_"+.@num+strnpcinfo(2)))?getd(".MyMobCount_"+.@num+strnpcinfo(2)):getarraysize(.@x); + if (.@num == 3) set getd(".MyMobCount_"+.@num+strnpcinfo(NPC_NAME_HIDDEN)),4; + else if (.@num) set getd(".MyMobCount_"+.@num+strnpcinfo(NPC_NAME_HIDDEN)),6; + setwall strnpcinfo(NPC_NAME_HIDDEN),.@wall[0],.@wall[1],.@wall[2],.@wall[3],.@wall[4],substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9)+"_"+strnpcinfo(NPC_NAME_VISIBLE); + if (.@num == 0) + setcell(strnpcinfo(NPC_NAME_HIDDEN), .@x[0], .@y[0], .@x[getarraysize(.@x)-1], .@y[getarraysize(.@y)-1], cell_basilica, true); + if (.@num == 1 && (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas01" || strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas04" || strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas05")) + setcell(strnpcinfo(NPC_NAME_HIDDEN), .@x[0], .@y[0], .@x[5], .@y[5], cell_basilica, true); + .@j = (getd(".MyMobCount_"+.@num+strnpcinfo(NPC_NAME_HIDDEN)))?getd(".MyMobCount_"+.@num+strnpcinfo(NPC_NAME_HIDDEN)):getarraysize(.@x); for (.@i = 0; .@i<.@j; ++.@i) - guardian strnpcinfo(2),.@x[.@i],.@y[.@i]," ",1905,strnpcinfo(0)+"::OnBarrierDestroyed"; + guardian strnpcinfo(NPC_NAME_HIDDEN),.@x[.@i],.@y[.@i]," ",1905,strnpcinfo(NPC_NAME)+"::OnBarrierDestroyed"; end; OnBarrierDestroyed: - .@num = atoi(charat(strnpcinfo(1),2)); + .@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),2)); if (!.@num) end; - set getd(".MyMobCount_"+.@num+strnpcinfo(2)),getd(".MyMobCount_"+.@num+strnpcinfo(2))-1; - if (getd(".MyMobCount_"+.@num+strnpcinfo(2)) == 0) { - .@var$ = substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9); + set getd(".MyMobCount_"+.@num+strnpcinfo(NPC_NAME_HIDDEN)),getd(".MyMobCount_"+.@num+strnpcinfo(NPC_NAME_HIDDEN))-1; + if (getd(".MyMobCount_"+.@num+strnpcinfo(NPC_NAME_HIDDEN)) == 0) { + .@var$ = substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9); setd "$agit_"+.@var$+"["+(.@num+1)+"]",1; setarray .@count$[0],"1st","2nd","3rd"; - mapannounce strnpcinfo(2),"The "+.@count$[.@num-1]+" Fortress Gate is destroyed.",bc_map,"0x00ff00"; - delwall .@var$+"_"+strnpcinfo(1); + mapannounce strnpcinfo(NPC_NAME_HIDDEN),"The "+.@count$[.@num-1]+" Fortress Gate is destroyed.",bc_map,"0x00ff00"; + delwall .@var$+"_"+strnpcinfo(NPC_NAME_VISIBLE); } end; OnDisable: - delwall substr(strnpcinfo(2),0,1)+substr(strnpcinfo(2),8,9)+"_"+strnpcinfo(1); - killmonster strnpcinfo(2),strnpcinfo(0)+"::OnBarrierDestroyed"; + if (compare(strnpcinfo(NPC_NAME_HIDDEN),"arug")) { + if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas01") { + setarray(.@x[0], 239, 245); + setarray(.@y[0], 73, 73); + } else if (strnpcinfo(NPC_NAME_HIDDEN) == "arug_cas02") { + setarray(.@x[0], 137, 143); + setarray(.@y[0], 137, 137); + } else { // Castles 3, 4, 5 are identical. + setarray(.@x[0], 139, 145); + setarray(.@y[0], 111, 111); + } + } else { + if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas02") { + setarray(.@x[0], 289, 289); + setarray(.@y[0], 98, 104); + } else if (strnpcinfo(NPC_NAME_HIDDEN) == "schg_cas03") { + setarray(.@x[0], 326, 330); + setarray(.@y[0], 300, 300); + } else { // Castles 1, 4, 5 are identical. + setarray(.@x[0], 115, 125); + setarray(.@y[0], 49, 49); + setcell(strnpcinfo(NPC_NAME_HIDDEN), 115, 50, 125, 50, cell_basilica, false); + } + } + setcell(strnpcinfo(NPC_NAME_HIDDEN), .@x[0], .@y[0], .@x[1], .@y[1], cell_basilica, false); + delwall substr(strnpcinfo(NPC_NAME_HIDDEN),0,1)+substr(strnpcinfo(NPC_NAME_HIDDEN),8,9)+"_"+strnpcinfo(NPC_NAME_VISIBLE); + killmonster strnpcinfo(NPC_NAME_HIDDEN),strnpcinfo(NPC_NAME)+"::OnBarrierDestroyed"; end; } //== Link Flags (function) ================================= function script LinkFlag { - if (!getcharid(2) || getcharid(2) != getcastledata(strnpcinfo(4),1)) end; + if (!getcharid(CHAR_ID_GUILD) || getcharid(CHAR_ID_GUILD) != getcastledata(strnpcinfo(NPC_MAP),1)) end; if (getarg(0) == "Convenience Facility") { mes "^3355FFThis is the Stronghold"; mes "Teleport Service. Would"; mes "you like to teleport to the"; mes "Convenience Facility for"; mes "guild members?^000000"; - if(select("Go to Convenience Facility:Cancel") == 1) - warp strnpcinfo(4),getarg(1),getarg(2); + if(select("Go to Convenience Facility", "Cancel") == 1) + warp strnpcinfo(NPC_MAP),getarg(1),getarg(2); close; } if (getarg(0) == "Emperium Center") { @@ -1723,8 +1752,8 @@ function script LinkFlag { mes "Teleport Service. Would"; mes "you like to teleport to"; mes "the Emperium Center?^000000"; - if(select("Teleport:Cancel") == 1) - warp strnpcinfo(4),getarg(1),getarg(2); + if(select("Teleport", "Cancel") == 1) + warp strnpcinfo(NPC_MAP),getarg(1),getarg(2); close; } mes "^3355FFThis is the Stronghold"; @@ -1736,13 +1765,13 @@ function script LinkFlag { .@menu$ += "Cancel"; .@i = select(.@menu$)-1; if (.@i != getargcount()/3) - warp strnpcinfo(4),getarg(.@i*3+1),getarg(.@i*3+2); + warp strnpcinfo(NPC_MAP),getarg(.@i*3+1),getarg(.@i*3+2); close; } //== Return Flags (function) =============================== function script ReturnFlag { - .@str$ = (compare(strnpcinfo(4),"aru"))?"Arunafeltz":"Schwaltzvalt"; + .@str$ = (compare(strnpcinfo(NPC_MAP),"aru"))?"Arunafeltz":"Schwaltzvalt"; .@GID = getcastledata(getarg(0),1); if (!.@GID) { mes "[ "+.@str$+" Royal Edict ]"; @@ -1754,13 +1783,13 @@ function script ReturnFlag { mes "be recognized as its new owner."; close; } - if (getcharid(2) == .@GID && getarg(1,0)) { + if (getcharid(CHAR_ID_GUILD) == .@GID && getarg(1,0)) { mes "[ Ringing Voice ]"; mes "Courageous one,"; mes "do you wish to return"; mes "to your stronghold?"; next; - if(select("Return to the Stronghold:Cancel") == 1 && getcharid(2) == getcastledata(getarg(0),1)) { + if(select("Return to the Stronghold", "Cancel") == 1 && getcharid(CHAR_ID_GUILD) == getcastledata(getarg(0),1)) { if (compare(getarg(0),"arug")) { if (getarg(0) == "arug_cas01") setarray .@i[0],67,193; else if (getarg(0) == "arug_cas02") setarray .@i[0],43,256; @@ -1797,29 +1826,29 @@ function script ReturnFlag { mes "^3355FFWill you pull"; mes "this small lever?^000000"; next; - if(select("Pull Lever:Cancel") == 2) close; - if (compare(strnpcinfo(4),"arug")) { - if (strnpcinfo(4) == "arug_cas01") setarray .@i[0],121,357; - else if (strnpcinfo(4) == "arug_cas02") setarray .@i[0],387,323; + if(select("Pull Lever", "Cancel") == 2) close; + if (compare(strnpcinfo(NPC_MAP),"arug")) { + if (strnpcinfo(NPC_MAP) == "arug_cas01") setarray .@i[0],121,357; + else if (strnpcinfo(NPC_MAP) == "arug_cas02") setarray .@i[0],387,323; else setarray .@i[0],321,57; // Castles 3,4,5 are identical. } else { - if (strnpcinfo(4) == "schg_cas02") setarray .@i[0],339,79; - else if (strnpcinfo(4) == "schg_cas03") setarray .@i[0],57,13; + if (strnpcinfo(NPC_MAP) == "schg_cas02") setarray .@i[0],339,79; + else if (strnpcinfo(NPC_MAP) == "schg_cas03") setarray .@i[0],57,13; else setarray .@i[0],275,244; // Castles 1,4,5 are identical. } - warp strnpcinfo(4),.@i[0],.@i[1]; + warp strnpcinfo(NPC_MAP),.@i[0],.@i[1]; close; } //== Guild Dungeon Warps =================================== - script Sunflower#template FAKE_NPC,{ - if (getcharid(2) == getcastledata(strnpcinfo(4),1)) { + if (getcharid(CHAR_ID_GUILD) == getcastledata(strnpcinfo(NPC_MAP),1)) { mes "- It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower. -"; next; - switch(select("Hold the stem.:Do nothing.")) { + switch(select("Hold the stem.", "Do nothing.")) { case 1: - if (compare(strnpcinfo(4),"arug")) { + if (compare(strnpcinfo(NPC_MAP),"arug")) { .@map$ = "arug_dun01"; setarray .@mapx[0],350,350,50, 50,200; setarray .@mapy[0],350, 50,50,350,386; @@ -1829,7 +1858,7 @@ function script ReturnFlag { setarray .@mapx[0],262, 94, 79,212,322; setarray .@mapy[0],314,284,140, 70,166; } - .@i = atoi(charat(strnpcinfo(4),9))-1; + .@i = atoi(charat(strnpcinfo(NPC_MAP),9))-1; warp .@map$,.@mapx[.@i],.@mapy[.@i]; close; case 2: |