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-rw-r--r--world/map/npc/020-2/_import.txt11
-rw-r--r--world/map/npc/020-2/_mobs.txt3
-rw-r--r--world/map/npc/020-2/_nodes.txt4
-rw-r--r--world/map/npc/020-2/_warps.txt9
-rw-r--r--world/map/npc/020-2/baktar.txt249
-rw-r--r--world/map/npc/020-2/banker.txt18
-rw-r--r--world/map/npc/020-2/furquest.txt655
-rw-r--r--world/map/npc/020-2/mapflags.txt2
-rw-r--r--world/map/npc/020-2/shops.txt34
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;
-}