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-rw-r--r--npc/009-2_Hurnscald/nicholas.txt114
1 files changed, 51 insertions, 63 deletions
diff --git a/npc/009-2_Hurnscald/nicholas.txt b/npc/009-2_Hurnscald/nicholas.txt
index 8c820849..d3767a97 100644
--- a/npc/009-2_Hurnscald/nicholas.txt
+++ b/npc/009-2_Hurnscald/nicholas.txt
@@ -36,54 +36,44 @@
set @Q_SHIELD_status, (QUEST_Forestbow_state & @Q_SHIELD_MASK) >> @Q_SHIELD_SHIFT;
mes "[Nicholas]";
- mes "\"Hello there,";
- mes "I'm an expert blacksmith.";
- mes "If you get me some coal and iron ingots";
- mes "I could make you a very valuable shield";
- mes "or helmet.\"";
+ mes "\"Hello, there! I'm an expert blacksmith. If you get me some [Coal] and [Iron Ingot]s, I could make you a very valuable shield or helmet.\"";
next;
menu
- "I have iron ingots!", L_Check,
- "Where can I get coal and iron Ingots?", L_Info,
+ "I have Iron Ingots!", L_Check,
+ "Where can I get Coal and Iron Ingots?", L_Info,
"I'm okay, thanks.", L_Pass;
L_Check:
mes "[Nicholas]";
- mes "\"Let me take at look at how much you have...\"";
+ mes "\"Let me take a look at how much you have...\"";
next;
- if ( (countitem("IngotIron")<3) | (countitem("Coal") < 6) ) goto L_NoItem;
- if ( (countitem("IngotIron")<6) | (countitem("Coal") < 12) ) goto L_StageA;
- if ( (countitem("IngotIron")<9) | (countitem("Coal") < 18) ) goto L_StageB;
+ if ( (countitem("IngotIron")<3) || (countitem("Coal") < 6) ) goto L_NoItem;
+ if ( (countitem("IngotIron")<6) || (countitem("Coal") < 12) ) goto L_StageA;
+ if ( (countitem("IngotIron")<9) || (countitem("Coal") < 18) ) goto L_StageB;
goto L_StageC;
L_Info:
mes "[Nicholas]";
- mes "\"You can find coal and iron ore in mines.";
- mes "\"Once you have coal and iron ore, find a smith that will smelt the iron ore and cast them into iron ingots.";
- mes "\"Come back here with more coal and the iron ingots and I'll make something nice for you.\"";
+ mes "\"You can find [Coal] and [Iron Ore] in mines. Once you have [Coal] and [Iron Ore], find a smith that will smelt the [Iron Ore] and cast them into [Iron Ingot]s.\"";
+ next;
+ mes "[Nicholas]";
+ mes "\"Come back here with some [Coal] and [Iron Ingot]s, and I'll make something nice for you.\"";
close;
L_Pass:
mes "[Nicholas]";
- mes "\"Oh, okay";
- mes "Come back any time.\"";
+ mes "\"Oh, okay. Come back any time.\"";
close;
L_StageA:
mes "[Nicholas]";
- mes "\"That's just enough for me to make you";
- mes "a winged Knight's Helmet.";
- mes "But it'll cost you 10,000GP,";
- mes "6 Coal and 3 Iron Ingots.\"";
+ mes "\"That's just enough for me to make you a winged [Knight's Helmet], but it'll cost you 10,000GP, 6 [Coal] and 3 [Iron Ingot]s.\"";
next;
goto L_main_menu;
L_StageB:
mes "[Nicholas]";
- mes "\"Ahh, with that much coal and iron ingots I can";
- mes "make you one of two helmets,";
- mes "for only 10,000GP, or I can";
- mes "make you a shield, for 20,000GP.\"";
+ mes "\"Ahh, with that much [Coal] and [Iron Ingot]s I can make you one of two helmets, for only 10,000GP, or I can make you a shield, for 20,000GP.\"";
mes "";
mes "\"What would you like?\"";
next;
@@ -91,13 +81,9 @@ L_StageB:
L_StageC:
mes "[Nicholas]";
- mes "\"Excellent, that's enough to make";
- mes "three different types of helmet.";
- mes "My fee is 10,000GP.";
- mes "I can also make a shield, but that";
- mes "that will cost you 20,000 GP.\"";
+ mes "\"Excellent, that's enough to make three different types of helmet. My fee is 10,000GP. I can also make a shield, but that will cost you 20,000 GP.\"";
mes "";
- mes "\"Which helmet or shield will it be?\"";
+ mes "\"Which will it be?\"";
next;
goto L_main_menu;
@@ -115,30 +101,30 @@ L_main_menu:
setarray @choice_idx, 0, 0, 0, 0, 0, 0;
if (countitem("ShortSword") < 1) goto L_main_menu_post_setzer;
- set @choice$[@choices_nr], "Can you make my short sword better?";
+ set @choice$[@choices_nr], "Can you make my Short Sword better?";
set @choice_idx[@choices_nr], @CHOICE_SETZER;
set @choices_nr, 1 + @choices_nr;
L_main_menu_post_setzer:
- if ( (countitem("IngotIron")<3) | (countitem("Coal") <6) ) goto L_no_more_helmets;
- set @choice$[@choices_nr], "Knight's Helmet. (3 Iron Ingots & 6 Coal)";
+ if ( (countitem("IngotIron")<3) || (countitem("Coal") <6) ) goto L_no_more_helmets;
+ set @choice$[@choices_nr], "Knight's Helmet (3 Iron Ingots & 6 Coal).";
set @choice_idx[@choices_nr], @CHOICE_KNIGHT;
set @choices_nr, 1 + @choices_nr;
- if ( (countitem("IngotIron")<6) | (countitem("Coal") < 12) ) goto L_no_more_helmets;
+ if ( (countitem("IngotIron")<6) || (countitem("Coal") < 12) ) goto L_no_more_helmets;
- set @choice$[@choices_nr], "Crusade Helmet. (6 Iron Ingots & 12 Coal)";
+ set @choice$[@choices_nr], "Crusade Helmet (6 Iron Ingots & 12 Coal).";
set @choice_idx[@choices_nr], @CHOICE_CRUSADE;
set @choices_nr, 1 + @choices_nr;
- set @choice$[@choices_nr], "Steel Shield. (6 Iron Ingots)";
+ set @choice$[@choices_nr], "Steel Shield (6 Iron Ingots & 12 Coal).";
set @choice_idx[@choices_nr], @CHOICE_SHIELD;
set @choices_nr, 1 + @choices_nr;
- if ( (countitem("IngotIron")<9) | (countitem("Coal") < 18) ) goto L_no_more_helmets;
+ if ( (countitem("IngotIron")<9) || (countitem("Coal") < 18) ) goto L_no_more_helmets;
- set @choice$[@choices_nr], "Warlord Helmet. (9 Iron Ingots & 18 Coal)";
+ set @choice$[@choices_nr], "Warlord Helmet (9 Iron Ingots & 18 Coal).";
set @choice_idx[@choices_nr], @CHOICE_WARLORD;
set @choices_nr, 1 + @choices_nr;
L_no_more_helmets:
@@ -172,8 +158,7 @@ L_no_more_helmets:
L_NoItem:
mes "[Nicholas]";
- mes "\"It appears you don't have enough Coal and Iron Ingots for me to work with.";
- mes "Please do come back when you have more though.\"";
+ mes "\"It appears you don't have enough [Coal] and [Iron Ingot]s for me to work with. Please do come back when you have more, though.\"";
close;
L_ComeBack:
@@ -188,6 +173,7 @@ L_NoMoney:
L_YesKnight:
if (zeny < 10000) goto L_NoMoney;
+ if ( (countitem("IngotIron")<3) || (countitem("Coal") < 6) ) goto L_NoItem;
getinventorylist;
if (@inventorylist_count == 100) goto L_TooMany;
set zeny, zeny - 10000;
@@ -198,6 +184,7 @@ L_YesKnight:
L_YesCrusade:
if (zeny < 10000) goto L_NoMoney;
+ if ( (countitem("IngotIron")<6) || (countitem("Coal") < 12) ) goto L_NoItem;
getinventorylist;
if (@inventorylist_count == 100) goto L_TooMany;
set zeny, zeny-10000;
@@ -208,6 +195,7 @@ L_YesCrusade:
L_YesWarlord:
if (zeny < 10000) goto L_NoMoney;
+ if ( (countitem("IngotIron")<9) || (countitem("Coal") < 18) ) goto L_NoItem;
getinventorylist;
if (@inventorylist_count == 100) goto L_TooMany;
set zeny, zeny-10000;
@@ -218,7 +206,7 @@ L_YesWarlord:
L_YesShield:
mes "[Nicholas]";
- mes "Nicholas examines your Iron Ingots.";
+ mes "Nicholas examines your [Iron Ingot]s.";
mes "\"No, this iron is too brittle; for something as large as a shield I need to mix in softer iron. Can I see if you have anything suitable?\"";
next;
@@ -229,8 +217,8 @@ L_YesShield:
if (countitem("InfantryHelmet") == 0) goto L_NoInfantry;
mes "[Nicholas]";
- mes "Nicholas pulls out two of your infantry helmets.";
- mes "\"I can use those... yes, that should work. Now all I need is a leather patch for the handle, and 20,000 GP.\"";
+ mes "Nicholas pulls out two of your [Infantry Helmet]s.";
+ mes "\"I can use those... yes, that should work. Now all I need is a [Leather Patch] for the handle, and 20,000 GP.\"";
if (@Q_SHIELD_status < @SHIELD_KNOWS_PATCH)
set @Q_SHIELD_status, @SHIELD_KNOWS_PATCH;
@@ -238,8 +226,8 @@ L_YesShield:
next;
- menu "Here you are.", -,
- "Where can I get a leather patch?", L_WhereLeather,
+ menu "Here you are!", -,
+ "Where can I get a Leather Patch?", L_WhereLeather,
"No way.", L_Pass;
if (zeny < 20000) goto L_ShieldNoZeny;
@@ -251,7 +239,7 @@ L_YesShield:
mes "[Nicholas]";
mes "\"Yes, it looks as if you have all that is needed!\"";
- mes "You watch Nicholas melt the ingots and helmets and form a shield out of the resulting iron. He then cuts your leather patch apart and adds it to the handles.";
+ mes "You watch Nicholas melt the ingots and helmets and form a shield out of the resulting iron. He then cuts your [Leather Patch] apart and adds it to the handles.";
mes "\"Here is your shield!\"";
delitem "InfantryHelmet", 1;
@@ -279,34 +267,34 @@ L_ShieldNoZeny:
L_ShieldNoInfantry:
mes "[Nicholas]";
- mes "\"Now this is strange... I could have sworn that you had two infantry helmets right here. Well, come back if you have some more!\"";
+ mes "\"Now this is strange... I could have sworn that you had two [Infantry Helmet]s right here. Well, come back if you have some more!\"";
close;
L_ShieldNoIngot:
mes "[Nicholas]";
- mes "\"How odd... didn't I put your iron ingots on the table right here? Well, I will need it back to make the shield.\"";
+ mes "\"How odd... didn't I put your [Iron Ingot]s on the table right here? Well, I will need them back to make the shield.\"";
close;
L_ShieldNoCoal:
mes "[Nicholas]";
- mes "\"How odd... didn't I put your coal on the table right here? Well, I will need it back to make the shield.\"";
+ mes "\"How odd... didn't I put your [Coal] on the table right here? Well, I will need it back to make the shield.\"";
close;
L_ShieldNoLeatherPatch:
mes "[Nicholas]";
- mes "\"You don't have a suitable leather patch. I'm sorry, but a shield without one would chafe terribly.\"";
+ mes "\"You don't have a suitable [Leather Patch]. I'm sorry, but a shield without one would chafe terribly.\"";
close;
L_MoreInfantry:
mes "[Nicholas]";
- mes "Nicholas takes your infantry helmet and examines it.";
+ mes "Nicholas takes your [Infantry Helmet] and examines it.";
mes "\"Yes, this is perfect! If you can bring me another one of those, I can make your shield.\"";
close;
L_NoInfantry:
mes "[Nicholas]";
mes "Nicholas shakes his head.";
- mes "\"No, none of these items are suitable. Try looking for somewhat large metal things.\"";
+ mes "\"No, none of these items are suitable. Try looking for somewhat large metal items.\"";
close;
L_WhereLeather:
@@ -319,8 +307,8 @@ L_SetzerQuest:
mes "[Nicholas]";
if (@Q_SETZER_status & @SETZER_FLAG_MADE_SETZER)
mes "\"Another one? Sure, why not.\"";
- mes "Nicholas examines your short sword, then nods.";
- mes "\"This is good quality. I can make something special out of it, with three ingot bars of iron and 50,000 GP-- but I will also need a potion of monster oil.\"";
+ mes "Nicholas examines your [Short Sword], then nods.";
+ mes "\"This is good quality. I can make something special out of it, with three ingot bars of iron, six lumps of coal and 50,000 GP -- but I will also need a potion of monster oil.\"";
if (@Q_SETZER_status < @SETZER_KNOWS_OIL)
set @Q_SETZER_status, @SETZER_KNOWS_OIL;
callsub L_Update_Var;
@@ -328,16 +316,16 @@ L_SetzerQuest:
menu "Here you are.", -,
"Monster oil? What's that?", L_ExplainMonsterOil,
- "HOW much? Never mind.", L_Pass;
+ "HOW much? Nevermind then!", L_Pass;
if (zeny < 50000) goto L_SetzerNoZeny;
- if ( (countitem("IngotIron") < 3) | (countitem("Coal") < 6) ) goto L_SetzerNoIngot;
+ if ( (countitem("IngotIron") < 3) || (countitem("Coal") < 6) ) goto L_SetzerNoIngot;
if (countitem("MonsterOilPotion") < 1) goto L_SetzerNoMonsterOil;
if (countitem("ShortSword") < 1) goto L_SetzerNoSword;
// No inventory check needed, as the short sword is removed, opening a slot
mes "[Nicholas]";
- mes "Nicholas takes the items, heats up your sword and pounds it with a heavy hammer. Before your eyes it turns thinner and flatter. Finally he pours the monster oil over it, heats it up again and douses it in water.";
+ mes "Nicholas takes the items, heats up your sword and pounds it with a heavy hammer. As you watch, it turns thinner and flatter. Finally he pours the monster oil over it, heats the metal up again and douses it in water.";
set zeny, zeny - 50000;
delitem "IngotIron", 3;
@@ -356,16 +344,16 @@ L_SetzerQuest:
mes "[Nicholas]";
mes "Nicholas hands you the completed sword. It feels strangely light in your hands.";
- mes "\"I made it lighter and faster, it should also cut a little better now. This kind of sword is called a Setzer, after a famous gambler who invented it as a weapon in between a knife and a sword.\"";
+ mes "\"I made it lighter and faster, it should also cut a little better now. This kind of sword is called a [Setzer], after a famous gambler who invented it as a weapon in between a knife and a sword.\"";
next;
mes "[Nicholas]";
- mes "\"I'm quite happy with this one. Be careful around the edge, though, it is quite sharp.\"";
+ mes "\"I'm quite happy with this one. Be careful around the edge, though, it is quite sharp!\"";
close;
L_ExplainMonsterOil:
mes "[Nicholas]";
- mes "\"Monster oil is a special oil that can be used to harden thin sheets of metal, if used properly. Unfortunately it is very hard to get. Perhaps one of our local alchemists can help you with it?\"";
+ mes "\"Monster oil is a special oil that can be used to harden thin sheets of metal, if used properly. Unfortunately, it is very hard to get. Perhaps one of our local alchemists can help you with it?\"";
close;
L_SetzerNoZeny:
@@ -375,7 +363,7 @@ L_SetzerNoZeny:
L_SetzerNoIngot:
mes "[Nicholas]";
- mes "\"Without 3 ingots of iron, I can't improve your sword.\"";
+ mes "\"Without 3 ingots of iron, and six lumps of coal, I can't improve your sword.\"";
close;
L_SetzerNoMonsterOil:
@@ -385,7 +373,7 @@ L_SetzerNoMonsterOil:
L_SetzerNoSword:
mes "[Nicholas]";
- mes "\"I will need your old short sword as a basis. Please bring it to me first.\"";
+ mes "\"I will need your old [Short Sword] as a basis. Please bring it to me first.\"";
close;
L_end:
@@ -400,7 +388,7 @@ L_Done:
L_Update_Var:
set QUEST_Forestbow_state,
- (QUEST_Forestbow_state & ~(@Q_SHIELD_MASK | Q_SETZER_MASK)
+ (QUEST_Forestbow_state & ~(@Q_SHIELD_MASK | @Q_SETZER_MASK)
| (@Q_SHIELD_status << @Q_SHIELD_SHIFT)
| (@Q_SETZER_status << @Q_SETZER_SHIFT));
return;