diff options
Diffstat (limited to 'world/map/npc/020-2')
-rw-r--r-- | world/map/npc/020-2/_import.txt | 11 | ||||
-rw-r--r-- | world/map/npc/020-2/_mobs.txt | 3 | ||||
-rw-r--r-- | world/map/npc/020-2/_nodes.txt | 4 | ||||
-rw-r--r-- | world/map/npc/020-2/_warps.txt | 9 | ||||
-rw-r--r-- | world/map/npc/020-2/baktar.txt | 249 | ||||
-rw-r--r-- | world/map/npc/020-2/banker.txt | 18 | ||||
-rw-r--r-- | world/map/npc/020-2/furquest.txt | 655 | ||||
-rw-r--r-- | world/map/npc/020-2/mapflags.txt | 2 | ||||
-rw-r--r-- | world/map/npc/020-2/shops.txt | 34 |
9 files changed, 0 insertions, 985 deletions
diff --git a/world/map/npc/020-2/_import.txt b/world/map/npc/020-2/_import.txt deleted file mode 100644 index e8d75c4c..00000000 --- a/world/map/npc/020-2/_import.txt +++ /dev/null @@ -1,11 +0,0 @@ -// Map 020-2: Nivalis Indoor -// This file is generated automatically. All manually added changes will be removed when running the Converter. -map: 020-2 -npc: npc/020-2/_mobs.txt -npc: npc/020-2/_nodes.txt -npc: npc/020-2/_warps.txt -npc: npc/020-2/baktar.txt -npc: npc/020-2/banker.txt -npc: npc/020-2/furquest.txt -npc: npc/020-2/mapflags.txt -npc: npc/020-2/shops.txt diff --git a/world/map/npc/020-2/_mobs.txt b/world/map/npc/020-2/_mobs.txt deleted file mode 100644 index 70eb4f73..00000000 --- a/world/map/npc/020-2/_mobs.txt +++ /dev/null @@ -1,3 +0,0 @@ -// This file is generated automatically. All manually added changes will be removed when running the Converter. -// Nivalis Indoor mobs - diff --git a/world/map/npc/020-2/_nodes.txt b/world/map/npc/020-2/_nodes.txt deleted file mode 100644 index 29018595..00000000 --- a/world/map/npc/020-2/_nodes.txt +++ /dev/null @@ -1,4 +0,0 @@ -// This file is generated automatically. All manually added changes will be removed when running the Converter. -// Nivalis Indoor nodes - -// (no nodes) diff --git a/world/map/npc/020-2/_warps.txt b/world/map/npc/020-2/_warps.txt deleted file mode 100644 index c128533a..00000000 --- a/world/map/npc/020-2/_warps.txt +++ /dev/null @@ -1,9 +0,0 @@ -// This file is generated automatically. All manually added changes will be removed when running the Converter. -// Nivalis Indoor warps - -020-2,25,36|warp|-1,-1,020-1,47,49 -020-2,64,23|warp|-1,-1,020-1,56,91 -020-2,111,33|warp|-1,-1,020-1,64,83 -020-2,32,74|warp|-1,-1,020-1,86,47 -020-2,72,71|warp|-1,-1,020-1,66,53 -020-2,127,69|warp|-1,-1,020-1,59,46 diff --git a/world/map/npc/020-2/baktar.txt b/world/map/npc/020-2/baktar.txt deleted file mode 100644 index 9d1f658b..00000000 --- a/world/map/npc/020-2/baktar.txt +++ /dev/null @@ -1,249 +0,0 @@ -//#========================= -//#== NPC Baktar -//# Authors: Lien, PjotrOrial -//# Review: BigCrunch, Mistakes, Jenalya -//# This NPC has one stage: -//# -//# you need to bring 7 different items, but only one of each kind. -//# -//# variable used: -//# @QUEST_Nivalis_state: NIBBLE0, NIBBLE1, NIBBLE2, NIBBLE3: -//# BYTE0 ( == NIBBLE0 | NIBBLE1) stores in each bit information if that item was already brought. -//# bits: -//# bit 0 if you have met the npc already -//# bit 1 Desert Hat -//# bit 2 Desert Shirt -//# bit 3 Serf Hat -//# bit 4 tongue_Item -//# bit 5 eggs_Item -//# bit 6 skin_Item -//# bit 7 bugleg -//#========================= -020-2,70,61,0|script|Baktar|191 -{ - set @npcname$, "[Baktar]"; - - set @BIT_KNOWHIM, 0; - - set @BIT_DESERTHAT,1; - set @MONEY_DESERTHAT, 1500; - set @XP_DESERTHAT, 500; - - set @BIT_DESERTSHIRT,2; - set @MONEY_DESERTSHIRT, 1500; - set @XP_DESERTSHIRT, 600; - - set @BIT_SERFHAT,3; - set @MONEY_SERFHAT, 800; - set @XP_SERFHAT, 350; - - set @BIT_MS_TONGUE,4; - set @MONEY_MS_TONGUE, 800; - set @XP_MS_TONGUE, 350; - - set @BIT_MS_EGG,5; - set @MONEY_MS_EGG, 800; - set @XP_MS_EGG, 350; - - set @BIT_SNAKESKIN,6; - set @MONEY_SNAKESKIN, 800; - set @XP_SNAKESKIN, 350; - - set @BIT_BUGLEG,7; - set @MONEY_BUGLEG, 20; - set @XP_BUGLEG, 130; - - set @run, ((QUEST_NorthTulimshar & TWOBIT_8_MASK) >> TWOBIT_8_SHIFT); - if ((@run == 3) && (QL_KYLIAN == 13)) - goto L_Deliver; - goto L_Start; - -L_Deliver: - menu - "I have a delivery for you", L_Delivery; - -L_Delivery: - mes "[Baktar]"; - mes "\"Ahh my delivery from Tulimshar, how nice it is to get some comforts from back home.\""; - set QL_KYLIAN, 14; - goto L_Close; - -L_Start: - - if(QL_BAKTAR & (1<<@BIT_KNOWHIM)) goto L_KnowAlready; - mes @npcname$; - mes "\"Hello, did you come from Tulimshar? Because you have a nice tan. \""; - menu - "Yes, I'm from Tulimshar", L_exotic, - "Well, I just like sunbathing", L_Close, - "Good bye", L_Close; - -L_KnowAlready: - mes @npcname$; - mes "\"I love Tulimshar's stuff. I'm collecting souvenirs from Tulimshar to help remind me of all the great times I had there. If you give me an interesting item from the area, I'll give you a nice reward. So, you have a new item?\""; - goto L_startitem; - -L_exotic: - mes @npcname$; - mes "\"I said that because I love Tulimshar's stuff...I'm collecting souvenirs from Tulimshar to help remind me of all the great times I had there. If you give me an interesting item maybe I can give you a nice reward. But I don't need a lot, I just need one of each item.\""; - menu - "I have some items on me maybe you'll like them ", L_startitem, - "Don't touch my stuff!", L_Close, - "I'll get them. Bye.", L_Close; - -L_startitem: - setarray @exotic_item$, "", "", "", "", "", "", ""; - set @c, 0; - set QL_BAKTAR, QL_BAKTAR | (1<<@BIT_KNOWHIM); - if (countitem("DesertHat") < 1 || QL_BAKTAR & (1<<@BIT_DESERTHAT) ) goto L_DesertShirt; - set @exotic_item$[@c], "a Desert Hat ?"; - set @menuid[@c], 0; - set @c, @c + 1; - goto L_DesertShirt; - -L_DesertShirt: - if (countitem("DesertShirt") < 1 || QL_BAKTAR & (1<<@BIT_DESERTSHIRT) ) goto L_SerfHat; - set @exotic_item$[@c], "a Desert Shirt ?"; - set @menuid[@c], 1; - set @c, @c + 1; - goto L_SerfHat; - -L_SerfHat: - if (countitem("SerfHat") < 1 || QL_BAKTAR & (1<<@BIT_SERFHAT) ) goto L_tongue; - set @exotic_item$[@c], "a Serf Hat ?"; - set @menuid[@c], 2; - set @c, @c + 1; - goto L_tongue; - -L_tongue: - if (countitem("MountainSnakeTongue") < 1 || QL_BAKTAR & (1<<@BIT_MS_TONGUE)) goto L_egg; - set @exotic_item$[@c], "a Mountain Snake Tongue ?"; - set @menuid[@c], 3; - set @c, @c + 1; - goto L_egg; - -L_egg: - if (countitem("MountainSnakeEgg") < 1 || QL_BAKTAR & (1<<@BIT_MS_EGG)) goto L_Skin; - set @exotic_item$[@c], "a Mountain Snake Egg?"; - set @menuid[@c], 4; - set @c, @c + 1; - goto L_Skin; - -L_Skin: - if (countitem("SnakeSkin") < 1 || QL_BAKTAR & (1<<@BIT_SNAKESKIN)) goto L_bugleg; - set @exotic_item$[@c], "a Snake Skin?"; - set @menuid[@c], 5; - set @c, @c + 1; - goto L_bugleg; - -L_bugleg: - if (countitem("BugLeg") < 1 || QL_BAKTAR & (1<<@BIT_BUGLEG)) goto L_NeverMind; - set @exotic_item$[@c], "a Bug Leg?"; - set @menuid[@c], 6; - set @c, @c + 1; - goto L_NeverMind; - -L_NeverMind: - set @exotic_item$[@c], "Nevermind"; - set @menuid[@c], 6; -//menu for the item - menu - @exotic_item$[0], L_MenuItems, - @exotic_item$[1], L_MenuItems, - @exotic_item$[2], L_MenuItems, - @exotic_item$[3], L_MenuItems, - @exotic_item$[4], L_MenuItems, - @exotic_item$[5], L_MenuItems, - @exotic_item$[6], L_MenuItems; - -L_MenuItems: - set @menu, @menu -1; - - if (@menuid[@menu] == 0) goto L_DesertHat_Item; - if (@menuid[@menu] == 1) goto L_DesertShirt_Item; - if (@menuid[@menu] == 2) goto L_SerfHat_Item; - if (@menuid[@menu] == 3) goto L_tongue_Item; - if (@menuid[@menu] == 4) goto L_egg_Item; - if (@menuid[@menu] == 5) goto L_skin_Item; - if (@menuid[@menu] == 6) goto L_BugLegItem; -//if Never mind - mes @npcname$; - mes "\"Ok, goodbye then.\""; - close; - -L_DesertHat_Item: - if(QL_BAKTAR & (1<<@BIT_DESERTHAT)) goto L_havealready; - if (countitem("DesertHat") < 1) goto L_Noitem; - delitem "DesertHat", 1; - set Zeny, Zeny + @MONEY_DESERTHAT; - getexp @XP_DESERTHAT,0; - set QL_BAKTAR, QL_BAKTAR | (1<<@BIT_DESERTHAT); - close; - -L_DesertShirt_Item: - if(QL_BAKTAR & (1<<@BIT_DESERTSHIRT)) goto L_havealready; - if (countitem("DesertShirt") < 1) goto L_Noitem; - delitem "DesertShirt", 1; - set Zeny, Zeny + @MONEY_DESERTSHIRT; - getexp @XP_DESERTSHIRT,0; - set QL_BAKTAR, QL_BAKTAR | (1<<@BIT_DESERTSHIRT); - close; - -L_SerfHat_Item: - if(QL_BAKTAR & (1<<@BIT_SERFHAT)) goto L_havealready; - if (countitem("SerfHat") < 1) goto L_Noitem; - delitem "SerfHat", 1; - set Zeny, Zeny + @MONEY_SERFHAT; - getexp @XP_SERFHAT,0; - set QL_BAKTAR, QL_BAKTAR | (1<<@BIT_SERFHAT); - close; - -L_tongue_Item: - if(QL_BAKTAR & (1<<@BIT_MS_TONGUE)) goto L_havealready; - if (countitem("MountainSnakeTongue") < 1) goto L_Noitem; - delitem "MountainSnakeTongue", 1; - set Zeny, Zeny + @MONEY_MS_TONGUE; - getexp @XP_MS_TONGUE,0; - set QL_BAKTAR, QL_BAKTAR | (1<<@BIT_MS_TONGUE); - close; - -L_egg_Item: - if(QL_BAKTAR & (1<<@BIT_MS_EGG)) goto L_havealready; - if (countitem("MountainSnakeEgg") < 1) goto L_Noitem; - delitem "MountainSnakeEgg", 1; - set Zeny, Zeny + @MONEY_MS_EGG; - getexp @XP_MS_EGG,0; - set QL_BAKTAR, QL_BAKTAR | (1<<@BIT_MS_EGG); - close; - -L_skin_Item: - if(QL_BAKTAR & (1<<@BIT_SNAKESKIN)) goto L_havealready; - if (countitem("SnakeSkin") < 1) goto L_Noitem; - delitem "SnakeSkin", 1; - set Zeny, Zeny + @MONEY_SNAKESKIN; - getexp @XP_SNAKESKIN,0; - set QL_BAKTAR, QL_BAKTAR | (1<<@BIT_SNAKESKIN); - close; - -L_BugLegItem: - if(QL_BAKTAR & (1<<@BIT_BUGLEG)) goto L_havealready; - if (countitem("BugLeg") < 1) goto L_Noitem; - delitem "BugLeg", 1; - set Zeny, Zeny + @MONEY_BUGLEG; - getexp @XP_BUGLEG,0; - set QL_BAKTAR, QL_BAKTAR | (1<<@BIT_BUGLEG); - close; - -L_Noitem: - mes @npcname$; - mes "\"Well, if you happen to get items from Tulimshar, see me first before you sell anything.\""; - close; - -L_havealready: - mes @npcname$; - mes "\"I already collected what you can offer me.\""; - close; - -L_Close: - close; -} diff --git a/world/map/npc/020-2/banker.txt b/world/map/npc/020-2/banker.txt deleted file mode 100644 index 8b0c8e59..00000000 --- a/world/map/npc/020-2/banker.txt +++ /dev/null @@ -1,18 +0,0 @@ -020-2,122,63,0|script|Ben|193 -{ - set @npcname$, "Ben"; - callfunc "Banker"; - close; -} - -020-2,127,63,0|script|Maria|190 -{ - mes "[Maria]"; - mes "\"Hello!"; - mes "\"Isn't it great?\""; - next; - mes "\"Nivalis has increased trade with merchants from Thermin in the west and the barbarian tribe who live in the mountains northwest of here.\""; - next; - mes "\"That's why this office was built.\""; - close; -} diff --git a/world/map/npc/020-2/furquest.txt b/world/map/npc/020-2/furquest.txt deleted file mode 100644 index dc184aef..00000000 --- a/world/map/npc/020-2/furquest.txt +++ /dev/null @@ -1,655 +0,0 @@ -//################################################################################# -// Script by Shaili and QOAL -//################################################################################# - -020-2,24,26,0|script|Agostine Debug|137 -{ - mes "[Agostine Debug]"; - mes "What do you want to do?"; - menu - "Show Quest State", L_ShowState, - "Set Quest State", L_SetState, - "Reset", L_Reset, - "Nothing.", L_Close; - -L_ShowState: - set @wg_state, ((QUEST_WG_state & BYTE_0_MASK) >> BYTE_0_SHIFT); - mes "Current State is " + @wg_state; - goto L_Close; - -L_SetState: - mes "What state do you want?"; - input @wg_state; - callfunc "setWGState"; - mes "Set to " + @wg_state; - goto L_Close; - -L_Reset: - set @wg_state, 0; - callfunc "setWGState"; - mes "Reset!"; - goto L_Close; - -L_Close: - close; - -OnInit: - if (!debug) - disablenpc "Agostine Debug"; - end; -} -020-2,27,26,0|script|Agostine|137 -{ - set @CUTFUR_EXP, 10; - set @FINEDRESS_COTTON_CLOTHS, 20; - set @FINEDRESS_GP, 20000; - set @wg_state, ((QUEST_WG_state & BYTE_0_MASK) >> BYTE_0_SHIFT); - - - if (@wg_state == 1) goto L_State_0_3; - if (@wg_state == 2) goto L_State_1; - if (@wg_state == 3) goto L_State_2; - if (@wg_state == 4) goto L_State_4; - if (@wg_state == 5) goto L_State_4_success; - if (@wg_state == 6) goto L_State_6; - if (@wg_state == 7) goto L_State_11; - if (@wg_state == 8) goto L_State_12; - if (@wg_state >= 9 && @wg_state < 11) goto L_State_13; - if (@wg_state == 11) goto L_State_14; - if (@wg_state == 12) goto L_State_14_AA; - if (@wg_state == 13) goto L_State_15; - if (@wg_state > 13 && @wg_state < 16) goto L_State_15_Repeat; - if (@wg_state == 16) goto L_State_16; - if (@wg_state > 16 && @wg_state < 20) goto L_State_16_Repeat; - if (@wg_state == 20) goto L_State_17; - if (@wg_state == 21) goto L_State_17_AskItems; - if (@wg_state == 22) goto L_State_17_PBD; - if (@wg_state >= 23) goto L_State_18; - - mes "\"This goes up, this goes left...\""; - next; - mes "\"Mmmm...?\""; - next; - mes "[Agostine, The Legendary Tailor]"; - mes "\"Oh, a customer! Let me introduce myself! My name is Agostine!"; - mes "Some people say that I am the best tailor in the world,"; - mes "but I think I am the best one in the universe!"; - mes "So, What can I do for you, my friend?\""; - next; - menu - "I want something new for my wardrobe!", L_State_0_1, - "Oh, nothing, thanks!", L_Close; - -// Quest #0 - Beginning - Needed: Iron Potion - -L_State_0_1: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Well.. you know... working so hard makes me so tired!"; - mes "Can you bring me something tasty to drink, my friend?\""; - next; - menu - "Sure, what kind of drink you like?", L_State_0_2, - "I'm not your waiter!", L_Close; - -L_State_0_2: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Here we do not have a bar. Let me taste different beverages."; - mes "I want something new to drink.\""; - next; - menu - "I'll bring you different drinks to try!", L_State_Accept, - "Maybe a bar will open soon, wait for it.", L_Close; - -L_State_Accept: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Thanks so much.\""; - set @wg_state, 1; - callfunc "setWGState"; - goto L_Close; - -L_State_0_3: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Well, what have you brought me?\""; - next; - menu - "A Cactus Drink.", L_State_0_4, - "A Cactus Potion.", L_State_0_5, - "Some milk.", L_State_0_6, - "A pint of beer.", L_State_0_7, - "An Iron potion.", L_State_0_9, - "A Concentration Potion.", L_State_0_8, - "Nothing, at the moment.", L_Close; - -L_State_0_4: - mes "[Agostine, The Legendary Tailor]"; - mes "\"So, a Cactus Drink?\""; - if (countitem("CactusDrink") < 1) goto L_State_neg; - delitem "CactusDrink", 1; - goto L_State_bad; - -L_State_0_5: - mes "[Agostine, The Legendary Tailor]"; - mes "\"So, a Cactus Potion?\""; - if (countitem("CactusPotion") < 1) goto L_State_neg; - delitem "CactusPotion", 1; - goto L_State_bad; - -L_State_0_6: - mes "[Agostine, The Legendary Tailor]"; - mes "\"So, some milk for me?\""; - if (countitem("Milk") < 1) goto L_State_neg; - delitem "Milk", 1; - goto L_State_bad; - -L_State_0_7: - mes "[Agostine, The Legendary Tailor]"; - mes "\"So, a beer?\""; - if (countitem("Beer") < 1) goto L_State_neg; - delitem "Beer", 1; - goto L_State_bad; - -L_State_0_8: - mes "[Agostine, The Legendary Tailor]"; - mes "\"So, a Concentration Potion?\""; - if (countitem("ConcentrationPotion") < 1) goto L_State_neg; - delitem "ConcentrationPotion", 1; - goto L_State_bad; - -L_State_0_9: - mes "[Agostine, The Legendary Tailor]"; - mes "\"So, an Iron Potion?\""; - if (countitem("IronPotion") < 1) goto L_State_neg; - delitem "IronPotion", 1; - next; - mes "Agostine looks pleased as he drinks the potion."; - next; - mes "[Agostine, The Legendary Tailor]"; - mes "\"Oh! This is damn good! I feel a new man, my friend!\""; - next; - set Zeny, Zeny + 500; - mes "[Agostine, The Legendary Tailor]"; - mes "\"This is a little reward for your help. Take 500 GP, my friend!\""; - set @wg_state, 2; - callfunc "setWGState"; - goto L_Close; - -L_State_neg: - next; - mes "\"Seems that you lied. You don't have the drink you told me.\""; - goto L_Close; - -L_State_bad: - next; - mes "\"Well, I don't like it so much. Bring me something else.\""; - goto L_Close; - -// First Quest: edited version of Forest Bow Quest - Needed: about 30 White Furs and 15.000 GP - -L_State_1: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Mmmm... Let me see... This year light colours are fashionable!"; - mes "Would you like a pair of snow-white Winter Gloves?\""; - next; - menu - "No, thanks. I love dark clothes...", L_Close, - "You really can do this for me?", L_State_2; - -L_State_2: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Well, Winter Gloves are so fashionable for their lovable fur!"; - mes "Only the best furs can be used for these gloves!"; - mes "But, as you see, I am a tailor, not a hunter! So, why don't you bring me the best fluffy's fur you can find?\""; - set @wg_state, 3; - callfunc "setWGState"; - next; - menu - "You are crazy! I won't kill any animal for this!", L_Close, - "Sure, I will be back soon!", L_State_3; - -L_State_3: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Remember, I want the best of fur!\""; - set @wg_state, 4; - callfunc "setWGState"; - goto L_Close; - -L_State_4: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Oh, my friend! Have you brought me some good furs?\""; - if (countitem("WhiteFur") < 1) goto L_Close; - next; - menu - "Here, take a look!", L_State_4_try, - "Yes, but I need it for something else.", L_Close; - -L_State_4_try: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Let me see, my friend! It needs to be perfect for my gloves!\""; - mes "Agostine examines the patch of fur."; - next; - if (countitem("WhiteFur") < 1) goto L_No_Fur; - delitem "WhiteFur", 1; - set @Temp1,rand(30); - if (@Temp1 == 0) goto L_State_4_success; - mes "Agostine throws away the white fur."; - getexp @CUTFUR_EXP, 0; - next; - mes "[Agostine, The Legendary Tailor]"; - mes "\"It was awfully cut! You should pay more attention when you kill fluffies!\""; - if (countitem("WhiteFur") < 1) goto L_Close; - next; - menu - "Here I have another one!", L_State_4_try, - "Sorry, I will be careful...", L_Close; - -L_State_4_success: - mes "Agostine breaks into a smile"; - next; - mes "[Agostine, The Legendary Tailor]"; - mes "\"It's perfect! Perfect! Good job, my friend! I will prepare your gloves right now!\""; - next; - set @wg_state, 5; - callfunc "setWGState"; - goto L_State_5; - -L_State_5: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Ehm, my friend, my work is not free. I need 15,000 GP for the work.\""; - next; - menu - "You are not a tailor, you are a thief!!", L_Close, - "I think it's a reasonable price...", L_State_5_pay; - -L_State_5_pay: - if (Zeny < 15000) goto L_State_5_nocash; - getinventorylist; - if (@inventorylist_count == 100) goto L_TooMany; - set Zeny, Zeny - 15000; - getitem "WinterGloves", 1; - set @wg_state, 6; - callfunc "setWGState"; - mes "[Agostine, The Legendary Tailor]"; - mes "\"Here they are. You will have the most fashionable hands in the world!\""; - goto L_Close; - -L_State_5_nocash: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Seems like you are out of cash. Come back when you have the money.\""; - goto L_Close; - -L_State_6: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Oh, I remember you! Your gloves are sooo fashionable, my friend!"; - mes "Well, I have a good news for you. In this issue of 'TMW Fashion'"; - mes "I saw a pretty accessory, a pair of Furry Boots, my friend."; - mes "I can make your own pair, if you want!\""; - next; - menu - "It's a great idea!", L_State_10, - "I'm glamourous enough, thanks", L_Close; - -// Start of Second Quest: Furry Boots - Needed: About 30 White Furs, 1 pair of Boots and 15.000 GP -L_State_10: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Perfect! For satisfying your request I need another perfect White Fur"; - mes "and a pair of Boots, like those you can find in the mines."; - mes "They will make you lovely, my friend!\""; - set @wg_state, 7; - callfunc "setWGState"; - goto L_Close; - -L_State_11: - mes "[Agostine, The Legendary Tailor]"; - mes "\"So, my friend, have you brought me the right Fur?\""; - if (countitem("WhiteFur") < 1) goto L_Close; - next; - menu - "Sure, I'm a fluffy hunter!", L_State_11_try, - "Not yet, sorry.", L_Close; - -L_State_11_try: - mes "[Agostine, The Legendary Tailor]"; - mes "\"I'd rather see the patch of fur, first.\""; - next; - mes "Agostine examines the patch of fur."; - next; - if (countitem("WhiteFur") < 1) goto L_No_Fur; - delitem "WhiteFur", 1; - set @Temp2,rand(30); - if (@Temp2 == 0) goto L_State_11_success; - mes "Agostine rips the white fur."; - getexp @CUTFUR_EXP, 0; - next; - mes "[Agostine, The Legendary Tailor]"; - mes "\"That fur was terrible. I won't work with it!\""; - if (countitem("WhiteFur") < 1) goto L_Close; - next; - menu - "Well, maybe this is better!", L_State_11_try, - "I will hunt other fluffies...", L_Close; - -L_State_11_success: - mes "Agostine breaks into a smile"; - next; - mes "[Agostine, The Legendary Tailor]"; - mes "\"This one is good enough, my friend. Good job.\""; - set @wg_state, 8; - callfunc "setWGState"; - goto L_State_12; - -L_State_12: - mes "[Agostine, The Legendary Tailor]"; - mes "\"I need also a pair of Boots for the work."; - mes "And my payment, obviously. 15,000 GP is right.\""; - next; - menu - "Sure, here it all is.", L_State_12_pay, - "I missed something, I will be back soon!", L_Close; - -L_State_12_pay: - if (Zeny < 15000) goto L_State_12_missing; - if (countitem("Boots") < 1) goto L_State_12_missing; - // No inventory check needed, as boots are removed, opening a slot - set Zeny, Zeny - 15000; - delitem "Boots", 1; - getitem "FurBoots", 1; - set @wg_state, 9; - callfunc "setWGState"; - mes "[Agostine, The Legendary Tailor]"; - mes "\"Enjoy your new boots, my friend!\""; - goto L_Close; - -L_State_12_missing: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Seems you have forgotten something. Check your inventory"; - mes "and your pockets!\""; - goto L_Close; - -L_State_13: - mes "[Agostine, The Legendary Tailor]"; - mes "\"You are so glamourous, my dear friend!"; - mes "I have done a very good job on your clothes!\""; - goto L_Close; - -L_TooMany: - mes "[Agostine, The Legendary Tailor]"; - mes "\"You don't have anywhere to put them. Come back when you do.\""; - goto L_Close; - -L_No_Fur: - mes "[Agostine, The Legendary Tailor]"; - mes "\"You don't have any white fur! Stop talking nonsense.\""; - goto L_Close; - -L_State_14: - if (BaseLevel < 60) - goto L_State_13; - mes "[Agostine, The Legendary Tailor]"; - mes "\"You are so glamourous, my dear friend!"; - mes "I have done a very good job on your clothes... But...\""; - next; - - menu - "But?", L_Next; - -L_Next: - mes "[Agostine, The Legendary Tailor]"; - mes "\"There is a new fashion I've been dying to try out!"; - mes "But I don't have all the knowledge in the world about seaming this wonderful fashion.\""; - next; - - menu - "Ah, that's too bad...", L_Close, - "I know another tailor who might know!", L_Next1; - -L_Next1: - mes "[Agostine, The Legendary Tailor]"; - mes "\"What tailor may that be?"; - mes "I haven't been out of Nivalis for quite some time since I have been busy with clothes for the people of the town."; - mes "If you can tell me the name of this great tailor, maybe we can work something out, like a collaboration!\""; - next; - - menu - "Well... There is a tailor in Dimond's Cove who makes pretty good clothing. Her name is Lora Tay.", L_Next2; - -L_Next2: - mes "[Agostine, The Legendary Tailor]"; - mes "\"I had almost forgotten about Lora Tay."; - mes "She has tried to put me out of business a few times long ago."; - mes "But I am willing to collaborate with her to make this fine fashion come alive."; - mes "Will you go ask her if she is willing to help sew and seam this fashion I will create?\""; - - menu - "Sure thing! Be back soon.", L_State_14_Accept, - "It will never happen. I won't waste my time.", L_Close; - -L_State_14_Accept: - set @wg_state, 12; - callfunc "setWGState"; - goto L_Close; - -L_State_14_AA: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Please my friend, go talk to Lora Tay about our possible collaboration!\""; - goto L_Close; - -L_State_15: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Hi there fashionable friend, have you talked to Lora Tay about my request?\""; - next; - menu - "Yes, but she would like to know more information about it and I'm kind of curious myself.", L_Next3, - "I haven't yet, sorry.", L_Close; - -L_Next3: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Well I had a dream of a woman in a beautiful dress I would like to recreate from my dream..."; - mes "But the thing is I have never sewn a dress this fabulous in my life!"; - mes "This is why I wanted an experienced tailor to help me with it.\""; - next; - - menu - "You must be thinking of fashion a lot if it's in your dreams! I shall bring this information to Lora Tay.", L_Next4, - "You're obsessed, I cant help you.", L_Close; - -L_Next4: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Please take these materials with you to show Lora Tay the kind of vision I have!"; - mes "These are the finest materials in my whole house and have been saving them for something special such as this.\""; - next; - - message strcharinfo(0), "Agostine gives you bundles of luxurious cloth that you carefully put in your backpack."; - mes "Agostine gives you bundles of luxurious cloth that you carefully put in your backpack."; - next; - - mes "[Agostine, The Legendary Tailor]"; - mes "\"Hurry back my friend!\""; - - set @wg_state, 14; - callfunc "setWGState"; - - goto L_Close; - -L_State_15_Repeat: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Please take these materials with you to show Lora Tay the kind of vision I have!"; - mes "Hurry back my friend!\""; - goto L_Close; - -L_State_16: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Hello there! Did you tell Lora Tay about the type of fashion I was hoping to create?\""; - next; - - menu - "Yes, she is also working on threading to sew the materials together.", L_Next5, - "Why would I do that for?", L_Close; - -L_Next5: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Wow she did not only accept but she is willing to sew these materials for me?"; - mes "This is amazing... I was quite worried I would ruin these fine cloths sewing them myself.\""; - next; - - mes "[Agostine, The Legendary Tailor]"; - mes "\"Is there anything I can do in the meanwhile?\""; - next; - menu - "Actually she wanted the design drawings to know what it should look like.", L_Next6; - -L_Next6: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Of course! How could I forget, I drew the designs right after the dream I had."; - mes "Please take these to Lora Tay and ask her to try and make it as close as she can.\""; - next; - - menu - "Sure thing be back soon!", L_Next7, - "... I'll take a nap first.", L_Close; - -L_Next7: - set @wg_state, 17; - callfunc "setWGState"; - - message strcharinfo(0), "Agostine gives you a folio containing his designs, that you put in a hidden compartment in your backpack."; - mes "Agostine gives you a folio containing his designs, that you put in a hidden compartment in your backpack."; - - goto L_Close; - -L_State_16_Repeat: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Please my friend, bring my designs to Lora Tay.\""; - goto L_Close; - -L_State_17: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Wow is that the dress?"; - mes "It looks fabulous...\""; - next; - mes "[Agostine, The Legendary Tailor]"; - mes "\"But I do notice it is missing something from my design.\""; - next; - - menu - "Lora Tay mentioned the bottom has to be edged with cotton cloths but she cannot do the design you wanted.", L_Next8; - -L_Next8: - mes "[Agostine, The Legendary Tailor]"; - mes "\"That's fine. I will finish it with the cloth but it seems I don't have anymore around...\""; - next; - - goto L_State_17_AskItems; - -L_State_17_AskItems: - mes "[Agostine, The Legendary Tailor]"; - mes "\"I will need about " + @FINEDRESS_COTTON_CLOTHS + " cotton cloths to finish this master piece. Do you think you can get some for me?\""; - next; - - menu - "Sure thing, I will go get them!", L_Next9, - "Here you are!", L_State_17_GiveItems; - -L_Next9: - set @wg_state, 21; - callfunc "setWGState"; - goto L_Close; - -L_State_17_NoItems: - mes "[Agostine, The Legendary Tailor]"; - mes "\"My friend, sorry to disappoint you, but you are lacking some cloth."; - mes "I need exactly " + @FINEDRESS_COTTON_CLOTHS + " cotton cloths to finish this master piece.\""; - goto L_Close; - -L_State_17_GiveItems: - if (countitem ("CottonCloth") < @FINEDRESS_COTTON_CLOTHS) - goto L_State_17_NoItems; - delitem "CottonCloth", @FINEDRESS_COTTON_CLOTHS; - set @wg_state, 22; - callfunc "setWGState"; - - mes "[Agostine, The Legendary Tailor]"; - mes "\"Great now just a little cloth here........\""; - next; - mes "............................"; - next; - mes "..................."; - next; - mes ".............."; - next; - mes "[Agostine, The Legendary Tailor]"; - mes "\"It's finished!"; - mes "The finest dress in my design is finally finished!\""; - next; - mes "[Agostine, The Legendary Tailor]"; - mes "\"I don't know how I can repay you for all your hard work...\""; - next; - - mes "[Agostine, The Legendary Tailor]"; - mes "\"Hmmm I know something that will be good for you and for myself!\""; - next; - - menu - "What is it?", L_Next10; - -L_Next10: - mes "[Agostine, The Legendary Tailor]"; - mes "\"How about I let you buy the dress off me?"; - mes "This will allow you to have a fine dress and allow me to show the world what I'm capable of."; - mes "I would charge " + @FINEDRESS_GP +" GP, which I think is a magnificent price for something this fine.\""; - next; - - goto L_State_17_BuyDress; - -L_State_17_PBD: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Did you consider buying the dress off me?"; - mes "I would charge " + @FINEDRESS_GP +" GP, which I think is a magnificent price for something this fine.\""; - next; - - goto L_State_17_BuyDress; - -L_State_17_BuyDress: - menu - "Wow that sounds great I'll take it!", L_Next11, - "I'll think about it...", L_Close; - -L_Next11: - if (Zeny < @FINEDRESS_GP) - goto L_State_17_NoMoney; - getinventorylist; - if (@inventorylist_count == 100) - goto L_State_17_InvFull; - - set Zeny, Zeny - @FINEDRESS_GP; - getitem "FineDress", 1; - set @wg_state, 23; - callfunc "setWGState"; - goto L_Close; - -L_State_17_NoMoney: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Check your pockets my friend,"; - mes "and come back when you have the money.\""; - goto L_Close; - -L_State_17_InvFull: - mes "[Agostine, The Legendary Tailor]"; - mes "\"My friend, you don't have room to carry my master piece. Come back when you do.\""; - goto L_Close; - -L_State_18: - // Same dialog as on state 13, but we could add something about the dress - mes "[Agostine, The Legendary Tailor]"; - mes "\"You are so glamourous, my dear friend!"; - mes "I have done a very good job on your clothes!\""; - goto L_Close; - -L_Close: - set @wg_state, 0; - close; -} -function|script|setWGState -{ - set QUEST_WG_state, (QUEST_WG_state & ~(BYTE_0_MASK) | (@wg_state << BYTE_0_SHIFT)); - return; -} diff --git a/world/map/npc/020-2/mapflags.txt b/world/map/npc/020-2/mapflags.txt deleted file mode 100644 index 3c7d918f..00000000 --- a/world/map/npc/020-2/mapflags.txt +++ /dev/null @@ -1,2 +0,0 @@ -020-2|mapflag|town -020-2|mapflag|resave|020-1,52,118 diff --git a/world/map/npc/020-2/shops.txt b/world/map/npc/020-2/shops.txt deleted file mode 100644 index 847adac0..00000000 --- a/world/map/npc/020-2/shops.txt +++ /dev/null @@ -1,34 +0,0 @@ -// Snow town shops - -// About the Area NPC -020-2,75,28,0|script|Taylor|137 -{ - mes "[Taylor]"; - mes "\"While it can be dangerous up here in Kaizei, I take comfort that Nivalis is not surrounded by the Yeti like Thermin is. What a weird town.\""; - next; - mes "\"Around Christmas time, this place gets crazy, but most of the time Nivalis serves as a hub for adventurers and tourists that come to Kaizei.\""; - next; - mes "\"There caves around here can prove to be dangerous, be careful around here and bring friends if you should go into them..otherwise, it might spell your end.\""; - next; - mes "\"Well, pleasant journeys and I hope I haven't been too much of a bother. Good chatting with you.\""; - close; -} -// Weapons shop -020-2,25,65,0|shop|Bracco|135,IronArrow:*1,ShortBow:*4,Dagger:*1,LeatherShield:*1 -// Potions shop -020-2,75,24,0|shop|Mede|103,CactusDrink:*1,CactusPotion:*1,IronPotion:*1,ConcentrationPotion:*1,SmallManaElixir:*6,MediumManaElixir:*6,LargeManaElixir:*6 - -// INN -020-2,111,23,0|script|Kane|120 -{ - set @npcname$, "Kane the Inn Keeper"; - set @cost, 100; - - mes "[" + @npcname$ + "]"; - mes "\"Welcome stranger!\""; - mes "\"What? You've already seen an INN like mine?\""; - mes "\"That's impossible!\""; - next; - callfunc "Inn"; - close; -} |