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authorFrost <networktoy@cox.net>2011-09-04 11:50:44 -0700
committerJessica Tölke <jtoelke@mail.upb.de>2011-09-05 14:33:16 +0200
commit7ee49eb4acf3a6c047e18f36695c407740cfc523 (patch)
tree5d9e382f2f853edcb5945212af412365ce2d88fb
parentd73153db035a6527635844b2da8723d3e8759292 (diff)
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Replacing tabs with spaces in 031-1 down to 027-3
-rw-r--r--world/map/npc/027-3/caskets.txt10
-rw-r--r--world/map/npc/027-3/entrance.txt18
-rw-r--r--world/map/npc/027-4/reaper_script.txt4
-rw-r--r--world/map/npc/028-1/Portal.txt174
-rw-r--r--world/map/npc/029-1/barrier.txt2
-rw-r--r--world/map/npc/029-1/dock.txt6
-rw-r--r--world/map/npc/029-3/barrier.txt2
-rw-r--r--world/map/npc/029-3/parua.txt362
-rw-r--r--world/map/npc/031-1/angelaOutside.txt152
-rw-r--r--world/map/npc/031-1/frozenbeard.txt38
-rw-r--r--world/map/npc/031-1/house.txt10
11 files changed, 386 insertions, 392 deletions
diff --git a/world/map/npc/027-3/caskets.txt b/world/map/npc/027-3/caskets.txt
index 2a3bf043..0fde5ce6 100644
--- a/world/map/npc/027-3/caskets.txt
+++ b/world/map/npc/027-3/caskets.txt
@@ -1,7 +1,7 @@
// Casket monster traps and key puzzle.
-027-3.gat,40,35,0 script #casket1 127,1,1{
- heal 3,0;
- specialeffect 301;
- specialeffect 302;
+027-3.gat,40,35,0|script|#casket1|127,1,1{
+ heal 3,0;
+ specialeffect 301;
+ specialeffect 302;
end;
-} \ No newline at end of file
+}
diff --git a/world/map/npc/027-3/entrance.txt b/world/map/npc/027-3/entrance.txt
index 62bd93d7..50022459 100644
--- a/world/map/npc/027-3/entrance.txt
+++ b/world/map/npc/027-3/entrance.txt
@@ -1,6 +1,6 @@
// Effects for opening and closing the gate. Also set it so no new player can't be warped in once the gate is opened.
-027-3.gat,40,57,0 script #gatecontrol 127,2,1{
+027-3.gat,40,57,0|script|#gatecontrol|127,2,1{
mes "Once you pass this point I cannot warp anyone else to help. "
+ "Are you sure you are ready to go?";
menu
@@ -11,28 +11,28 @@
L_BEGIN:
disablenpc "#closedgate";
- initnpctimer;
- specialeffect 300;
- // add stop alacrius warp flag to temp globals
+ initnpctimer;
+ specialeffect 300;
+ // add stop alacrius warp flag to temp globals
close;
OnTimer2000:
enablenpc "#opengate";
- disablenpc "#gatecontrol";
- end;
+ disablenpc "#gatecontrol";
+ end;
}
-027-3.gat,40,59,0 script #closedgate 322,{
+027-3.gat,40,59,0|script|#closedgate|322,{
end;
}
-027-3.gat,40,59,0 script #opengate 323,{
+027-3.gat,40,59,0|script|#opengate|323,{
end;
}
// Effects for the exit.
-027-3.gat,40,78,0 script #cryptexit2 127,3,3{
+027-3.gat,40,78,0|script|#cryptexit2|127,3,3{
mes "Unfortunately, once I bring you to this time pocket"
+ "you cannot leave through its normal exit."
+ "The only way to get out is to defeat the reaper"
diff --git a/world/map/npc/027-4/reaper_script.txt b/world/map/npc/027-4/reaper_script.txt
index 2f218f0d..0a3fcc6f 100644
--- a/world/map/npc/027-4/reaper_script.txt
+++ b/world/map/npc/027-4/reaper_script.txt
@@ -1,6 +1,6 @@
// The scripts associated with the reaper mob summoned by Alacrius in the 027-2
-027-4.gat,0,0,0 script Reaper -1,{
+027-4.gat,0,0,0|script|Reaper|-1,{
OnDead:
mes "you won!";
mapwarp "027-4.gat", "027-2.gat",104,41;
@@ -12,4 +12,4 @@ OnPCDieEvent:
OnAvenged:
// tell players your fallen comrad has been avenged
end;
-} \ No newline at end of file
+}
diff --git a/world/map/npc/028-1/Portal.txt b/world/map/npc/028-1/Portal.txt
index ff7cea7f..f286739a 100644
--- a/world/map/npc/028-1/Portal.txt
+++ b/world/map/npc/028-1/Portal.txt
@@ -1,131 +1,125 @@
-028-1.gat,63,68,0 script Portal#_M 127,{
+028-1.gat,63,68,0|script|Portal#_M|127,{
if (isin("028-1.gat",59,64,67,70)) goto L_Main;
-
-mes "There is something there, but you aren't quite close enough to see exactly what it is.";
+ mes "There is something there, but you aren't quite close enough to see exactly what it is.";
close;
L_Main:
-
-mes "[Portal]";
-mes "";
-mes "A strange field hovers about waist high above the ground.";
-next;
-mes "[Portal]";
-mes "";
-mes "You sense a feeling of familiarity radiating out from it.";
-mes "";
-mes "It looks just wide enough to jump through.";
-next;
-mes "[Portal]";
-mes "";
-mes "You're not quite sure if there will be a way to return once you enter, though.";
-next;
-mes "[Portal]";
-mes "";
-mes "What do you do?";
-menu "Jump through, without looking back.", L_No_Hesitation,
- "Take one more look around.", L_Look,
- "Leave it alone.", -;
-
+ mes "[Portal]";
+ mes "";
+ mes "A strange field hovers about waist high above the ground.";
+ next;
+ mes "[Portal]";
+ mes "";
+ mes "You sense a feeling of familiarity radiating out from it.";
+ mes "";
+ mes "It looks just wide enough to jump through.";
+ next;
+ mes "[Portal]";
+ mes "";
+ mes "You're not quite sure if there will be a way to return once you enter, though.";
+ next;
+ mes "[Portal]";
+ mes "";
+ mes "What do you do?";
+ menu "Jump through, without looking back.", L_No_Hesitation,
+ "Take one more look around.", L_Look,
+ "Leave it alone.", -;
close;
L_No_Hesitation:
-mes "There has been quite enough of this harsh place. You jump through without hesitation...";
-next;
-mes "...and fall, and fall...";
-next;
-mes "Dizzying colors whirl around you. You collapse.";
-savepoint "009-1", 52, 39;
-itemheal -hp -1, 0;
+ mes "There has been quite enough of this harsh place. You jump through without hesitation...";
+ next;
+ mes "...and fall, and fall...";
+ next;
+ mes "Dizzying colors whirl around you. You collapse.";
+ savepoint "009-1", 52, 39;
+ itemheal -hp -1, 0;
close;
L_Look:
-mes "[Portal]";
-mes "";
-mes "There was a lot here. You don't know where it came from, or quite how you ended up here.";
-if ((Easter_2010_QuestState >> E10_STATE_ROSE_SHIFT) & E10_STATE_ROSE_MASK == E10_STATE_ROSE_ROSE_COMPLETE) goto L_Full_Helped;
-if ((Easter_2010_QuestState >> E10_HELPED_DOCTOR_SHIFT) & E10_HELPED_DOCTOR_MASK) goto L_Somewhat_Helped;
-if ((Easter_2010_QuestState >> E10_FLAG_KNOWS_DOCTOR_SHIFT) & E10_FLAG_KNOWS_DOCTOR) goto L_Met;
-
-if ((Easter_2010_QuestState >> E10_FLAG_RETURN_READY_SHIFT) & E10_FLAG_RETURN_READY_MASK) goto L_Unknown_Defeat;
-
-mes "Come to think of it, there is still quite a lot you're not sure about. There was talk about something big, but you must have missed it... whatever it was, it seems gone now.";
+ mes "[Portal]";
+ mes "";
+ mes "There was a lot here. You don't know where it came from, or quite how you ended up here.";
+ if ((Easter_2010_QuestState >> E10_STATE_ROSE_SHIFT) & E10_STATE_ROSE_MASK == E10_STATE_ROSE_ROSE_COMPLETE) goto L_Full_Helped;
+ if ((Easter_2010_QuestState >> E10_HELPED_DOCTOR_SHIFT) & E10_HELPED_DOCTOR_MASK) goto L_Somewhat_Helped;
+ if ((Easter_2010_QuestState >> E10_FLAG_KNOWS_DOCTOR_SHIFT) & E10_FLAG_KNOWS_DOCTOR) goto L_Met;
+ if ((Easter_2010_QuestState >> E10_FLAG_RETURN_READY_SHIFT) & E10_FLAG_RETURN_READY_MASK) goto L_Unknown_Defeat;
+
+ mes "Come to think of it, there is still quite a lot you're not sure about. There was talk about something big, but you must have missed it... whatever it was, it seems gone now.";
goto L_Post_Look;
L_Full_Helped:
-if ((Easter_2010_QuestState >> E10_FLAG_RETURN_READY_SHIFT) & E10_FLAG_RETURN_READY_MASK) goto L_Full_Helped_Defeat;
-mes "Your assistance was helpful, you know that much. If only you could have faced the darkness that plagued this world more directly...";
+ if ((Easter_2010_QuestState >> E10_FLAG_RETURN_READY_SHIFT) & E10_FLAG_RETURN_READY_MASK) goto L_Full_Helped_Defeat;
+ mes "Your assistance was helpful, you know that much. If only you could have faced the darkness that plagued this world more directly...";
goto L_Post_Look;
L_Full_Helped_Defeat:
-mes "You know you have done everything that you could have. Your determination will have surely meant the world will be restored, once more.";
+ mes "You know you have done everything that you could have. Your determination will have surely meant the world will be restored, once more.";
goto L_Post_Look;
L_Somewhat_Helped:
-if ((Easter_2010_QuestState >> E10_FLAG_RETURN_READY_SHIFT) & E10_FLAG_RETURN_READY_MASK) goto L_Somewhat_Helped_Defeat;
-mes "You feel your help was not for nothing, though you can't quite shake the feeling there was still something more to do.";
+ if ((Easter_2010_QuestState >> E10_FLAG_RETURN_READY_SHIFT) & E10_FLAG_RETURN_READY_MASK) goto L_Somewhat_Helped_Defeat;
+ mes "You feel your help was not for nothing, though you can't quite shake the feeling there was still something more to do.";
goto L_Post_Look;
L_Somewhat_Helped_Defeat:
-mes "Your help was not for nothing. Your destruction of evil would surely help heal this world!";
+ mes "Your help was not for nothing. Your destruction of evil would surely help heal this world!";
goto L_Post_Look;
L_Met:
-if ((Easter_2010_QuestState >> E10_FLAG_RETURN_READY_SHIFT) & E10_FLAG_RETURN_READY_MASK) goto L_Met_Defeat;
-mes "While you only met the Doctor briefly, he seemed to think there was something wrong. If only there was a way you could have helped, somehow.";
+ if ((Easter_2010_QuestState >> E10_FLAG_RETURN_READY_SHIFT) & E10_FLAG_RETURN_READY_MASK) goto L_Met_Defeat;
+ mes "While you only met the Doctor briefly, he seemed to think there was something wrong. If only there was a way you could have helped, somehow.";
goto L_Post_Look;
L_Met_Defeat:
-mes "Striking down that evil, dark, figure would surely make a difference. While you only met the Doctor briefly, he seemed to think there was something wrong... with any luck, this defeat would be, at the very least, a significant setback.";
+ mes "Striking down that evil, dark, figure would surely make a difference. While you only met the Doctor briefly, he seemed to think there was something wrong... with any luck, this defeat would be, at the very least, a significant setback.";
goto L_Post_Look;
L_Unknown_Defeat:
-mes "Striking down that evil, dark, figure would surely make a difference. You just wish you knew what that was about... if only there had been someone that could have explained it all.";
+ mes "Striking down that evil, dark, figure would surely make a difference. You just wish you knew what that was about... if only there had been someone that could have explained it all.";
goto L_Post_Look;
L_Post_Look:
-next;
-mes "What do you do?";
-menu "Jump through", L_Jump,
- "Leave it alone", -;
-
+ next;
+ mes "What do you do?";
+ menu "Jump through", L_Jump,
+ "Leave it alone", -;
close;
L_Jump:
-mes "[Portal]";
-mes "";
-mes "A tingling sensation surrounds you as you enter.";
-next;
-mes "[Portal]";
-mes "";
-mes "Inside, your senses seem heightened, sharpened...";
-next;
-mes "[Portal]";
-mes "";
-mes "You can detect many entities all around you, yet you are not quite sure how.";
-next;
-mes "[Portal]";
-mes "";
-mes "Colors swirl around you. There is a sensation of great speed, of great power, of energy...";
-next;
-mes "[Portal]";
-mes "";
-mes "A tearing motion. The blobs of color skew, and stretch into long thin lines... and somehow, a taste of peanuts.";
-next;
-mes "[Portal]";
-mes "";
-mes "A mass of green and yellow, moving at high speed... or perhaps it is you who is moving?";
-next;
-mes "[Portal]";
-mes "";
-mes "Whichever it is, one of you slows just as you begin to recognise some details...";
-warp "009-1.gat", 52, 39;
-savepoint "009-1", 52, 39;
-mes "[Home]";
-mes "";
-mes "You land softly. It is good to be home...";
+ mes "[Portal]";
+ mes "";
+ mes "A tingling sensation surrounds you as you enter.";
+ next;
+ mes "[Portal]";
+ mes "";
+ mes "Inside, your senses seem heightened, sharpened...";
+ next;
+ mes "[Portal]";
+ mes "";
+ mes "You can detect many entities all around you, yet you are not quite sure how.";
+ next;
+ mes "[Portal]";
+ mes "";
+ mes "Colors swirl around you. There is a sensation of great speed, of great power, of energy...";
+ next;
+ mes "[Portal]";
+ mes "";
+ mes "A tearing motion. The blobs of color skew, and stretch into long thin lines... and somehow, a taste of peanuts.";
+ next;
+ mes "[Portal]";
+ mes "";
+ mes "A mass of green and yellow, moving at high speed... or perhaps it is you who is moving?";
+ next;
+ mes "[Portal]";
+ mes "";
+ mes "Whichever it is, one of you slows just as you begin to recognise some details...";
+ warp "009-1.gat", 52, 39;
+ savepoint "009-1", 52, 39;
+ mes "[Home]";
+ mes "";
+ mes "You land softly. It is good to be home...";
close;
-
}
diff --git a/world/map/npc/029-1/barrier.txt b/world/map/npc/029-1/barrier.txt
index f5f7ea35..4a570c62 100644
--- a/world/map/npc/029-1/barrier.txt
+++ b/world/map/npc/029-1/barrier.txt
@@ -1,4 +1,4 @@
-029-1.gat,54,36,0 script #CandorBarrier 127,1,1,{
+029-1.gat,54,36,0|script|#CandorBarrier|127,1,1,{
if ($@FIGHT_CAVE_STATUS == 1) goto L_Block;
warp "029-3.gat", 46, 23;
end;
diff --git a/world/map/npc/029-1/dock.txt b/world/map/npc/029-1/dock.txt
index 76cc8a16..9de9b372 100644
--- a/world/map/npc/029-1/dock.txt
+++ b/world/map/npc/029-1/dock.txt
@@ -1,6 +1,6 @@
// The ferry dock
-029-1.gat,22,37,0 script #candordock 127,2,1,{
- set @loc, DOCK_candor;
- callfunc "Ferry";
+029-1.gat,22,37,0|script|#candordock|127,2,1,{
+ set @loc, DOCK_candor;
+ callfunc "Ferry";
}
diff --git a/world/map/npc/029-3/barrier.txt b/world/map/npc/029-3/barrier.txt
index 23b37ea3..6ed01380 100644
--- a/world/map/npc/029-3/barrier.txt
+++ b/world/map/npc/029-3/barrier.txt
@@ -1,4 +1,4 @@
-029-3.gat,45,20,0 script #FightCaveBarrier 127,1,1,{
+029-3.gat,45,20,0|script|#FightCaveBarrier|127,1,1,{
if ($@FIGHT_CAVE_STATUS == 1) goto L_Block;
warp "029-1.gat", 54, 39;
end;
diff --git a/world/map/npc/029-3/parua.txt b/world/map/npc/029-3/parua.txt
index fe8ac5d7..5ed22174 100644
--- a/world/map/npc/029-3/parua.txt
+++ b/world/map/npc/029-3/parua.txt
@@ -1,256 +1,256 @@
// Parua's fight
-029-3.gat,50,25,0 script Parua 183,{
- if ($@FIGHT_CAVE_STATUS == 1) goto L_Enjoy;
- if ($@FIGHT_CAVE_STATUS >= 2) goto L_Wait;
- mes "[Parua]";
- mes "\"Hello.\"";
- next;
- mes "[Parua]";
- mes "\"Do you dare challenge the power that sleeps here?\"";
- menu "No, I'll let it sleep.", L_Exit,
- "Ha! What's the worst it could do?", -;
- mes "[Parua]";
- mes "\"Very well, for a fee of 20,000 GP, I will awaken that power.\"";
- menu "No, what a ripoff!", L_Exit,
- "Fine, here you go.", -;
- if ($@FIGHT_CAVE_STATUS == 1) goto L_AlreadyStarted;
- if (zeny >= 20000 + 3000) goto L_CallPlayers;
+029-3.gat,50,25,0|script|Parua|183,{
+ if ($@FIGHT_CAVE_STATUS == 1) goto L_Enjoy;
+ if ($@FIGHT_CAVE_STATUS >= 2) goto L_Wait;
+ mes "[Parua]";
+ mes "\"Hello.\"";
+ next;
+ mes "[Parua]";
+ mes "\"Do you dare challenge the power that sleeps here?\"";
+ menu "No, I'll let it sleep.", L_Exit,
+ "Ha! What's the worst it could do?", -;
+ mes "[Parua]";
+ mes "\"Very well, for a fee of 20,000 GP, I will awaken that power.\"";
+ menu "No, what a ripoff!", L_Exit,
+ "Fine, here you go.", -;
+ if ($@FIGHT_CAVE_STATUS == 1) goto L_AlreadyStarted;
+ if (zeny >= 20000 + 3000) goto L_CallPlayers;
L_Paying:
- if (getareausers("029-3.gat", 20, 20, 70, 60) < 5) goto L_NotEnoughPlayers;
- if (zeny < 20000) goto L_NotEnough;
+ if (getareausers("029-3.gat", 20, 20, 70, 60) < 5) goto L_NotEnoughPlayers;
+ if (zeny < 20000) goto L_NotEnough;
// Do not charge the money if the fight or the announces were already started by someone else
- if ($@FIGHT_CAVE_STATUS != 0) close;
- set zeny, zeny - 20000;
+ if ($@FIGHT_CAVE_STATUS != 0) close;
+ set zeny, zeny - 20000;
L_StartFight:
- if (getareausers("029-3.gat", 20, 20, 70, 60) < 5) goto L_NotEnoughPlayers;
- npctalk "Let the battle begin!";
- set $@FIGHT_CAVE_STATUS, 1;
- set $@FIGHT_CAVE_LEVEL, 1;
- set $@FIGHT_CAVE_PLAYER_COUNT, getareausers("029-3.gat", 20, 20, 70, 60);
- startnpctimer;
- goto L_Exit;
+ if (getareausers("029-3.gat", 20, 20, 70, 60) < 5) goto L_NotEnoughPlayers;
+ npctalk "Let the battle begin!";
+ set $@FIGHT_CAVE_STATUS, 1;
+ set $@FIGHT_CAVE_LEVEL, 1;
+ set $@FIGHT_CAVE_PLAYER_COUNT, getareausers("029-3.gat", 20, 20, 70, 60);
+ startnpctimer;
+ goto L_Exit;
L_CallPlayers:
- mes "[Parua]";
- mes "\"Good... Your money will be very useful. I can awaken this power right now, if you want, or, for an additional fee of 3,000 GP, I can help you gather some of your friends to help you in this battle. What will it be?\"";
- menu "We are OK. Just do it!", L_Paying,
- "I will accept your help.", -;
-
- mes "[Parua]";
- mes "\"OK, I can make up to 3 announcements to the people of this world, letting them know that you are about to challenge the powers that sleep in this cave! If you want the fight to start in 5 minutes, I will make one announcement, if it is 15 minutes, I will make 2 announcements, and if it is to start in 30 minutes, it will be 3 announcements.\"";
- next;
- mes "\"But be careful! If there aren't at least five people here at the time of the fight, your money will be lost.\"";
- next;
- mes "\"So, when should it start?\"";
- menu "In 5 minutes.", -,
- "In 15 minutes.", -,
- "In 30 minutes.", -,
- "I don't want to wait. Let's start it now!", L_Paying;
+ mes "[Parua]";
+ mes "\"Good... Your money will be very useful. I can awaken this power right now, if you want, or, for an additional fee of 3,000 GP, I can help you gather some of your friends to help you in this battle. What will it be?\"";
+ menu "We are OK. Just do it!", L_Paying,
+ "I will accept your help.", -;
+
+ mes "[Parua]";
+ mes "\"OK, I can make up to 3 announcements to the people of this world, letting them know that you are about to challenge the powers that sleep in this cave! If you want the fight to start in 5 minutes, I will make one announcement, if it is 15 minutes, I will make 2 announcements, and if it is to start in 30 minutes, it will be 3 announcements.\"";
+ next;
+ mes "\"But be careful! If there aren't at least five people here at the time of the fight, your money will be lost.\"";
+ next;
+ mes "\"So, when should it start?\"";
+ menu "In 5 minutes.", -,
+ "In 15 minutes.", -,
+ "In 30 minutes.", -,
+ "I don't want to wait. Let's start it now!", L_Paying;
// Do not charge the money if the fight or the announces were already started by someone else
- if ($@FIGHT_CAVE_STATUS != 0) close;
- if (getareausers("029-3.gat", 20, 20, 70, 60) < 5) goto L_NotEnoughPlayers;
- if (zeny < 20000 + 3000) goto L_NotEnough_Announce;
- set zeny, zeny - (20000 + 3000);
- set $@SPONSOR$, strcharinfo(0);
- set $@FIGHT_CAVE_STATUS, $@FIGHT_CAVE_STATUS + (@menu + 2);
- if ($@FIGHT_CAVE_STATUS == 3) set $@ANNOUNCE_TIME, gettimetick(2) + 300;
- if ($@FIGHT_CAVE_STATUS == 4) set $@ANNOUNCE_TIME, gettimetick(2) + 900;
- if ($@FIGHT_CAVE_STATUS >= 5) set $@ANNOUNCE_TIME, gettimetick(2) + 1800;
- startnpctimer;
- close;
+ if ($@FIGHT_CAVE_STATUS != 0) close;
+ if (getareausers("029-3.gat", 20, 20, 70, 60) < 5) goto L_NotEnoughPlayers;
+ if (zeny < 20000 + 3000) goto L_NotEnough_Announce;
+ set zeny, zeny - (20000 + 3000);
+ set $@SPONSOR$, strcharinfo(0);
+ set $@FIGHT_CAVE_STATUS, $@FIGHT_CAVE_STATUS + (@menu + 2);
+ if ($@FIGHT_CAVE_STATUS == 3) set $@ANNOUNCE_TIME, gettimetick(2) + 300;
+ if ($@FIGHT_CAVE_STATUS == 4) set $@ANNOUNCE_TIME, gettimetick(2) + 900;
+ if ($@FIGHT_CAVE_STATUS >= 5) set $@ANNOUNCE_TIME, gettimetick(2) + 1800;
+ startnpctimer;
+ close;
L_Enjoy:
- mes "[Parua]";
- mes "\"Enjoy the fight!\"";
- goto L_Exit;
+ mes "[Parua]";
+ mes "\"Enjoy the fight!\"";
+ goto L_Exit;
L_Wait:
- set @seconds, ($@ANNOUNCE_TIME - gettimetick(2));
- mes "[Parua]";
- if (@seconds/60 == 0) mes "\"Be Patient... The fight will start in " + @seconds + " seconds.\"";
- if (@seconds/60 > 0) mes "\"Be Patient... The fight will start in " + @seconds/60 + " minute(s).\"";
- goto L_Exit;
+ set @seconds, ($@ANNOUNCE_TIME - gettimetick(2));
+ mes "[Parua]";
+ if (@seconds/60 == 0) mes "\"Be Patient... The fight will start in " + @seconds + " seconds.\"";
+ if (@seconds/60 > 0) mes "\"Be Patient... The fight will start in " + @seconds/60 + " minute(s).\"";
+ goto L_Exit;
L_NotEnough:
- mes "[Parua]";
- mes "\"Seems you can't meet my fee.\"";
- goto L_Exit;
+ mes "[Parua]";
+ mes "\"Seems you can't meet my fee.\"";
+ goto L_Exit;
L_NotEnough_Announce:
- mes "[Parua]";
- mes "\"Seems you can't meet the announcement fee.\"";
- goto L_Exit;
+ mes "[Parua]";
+ mes "\"Seems you can't meet the announcement fee.\"";
+ goto L_Exit;
L_AlreadyStarted:
- mes "[Parua]";
- mes "\"Seems your friend already paid me.\"";
- goto L_Exit;
+ mes "[Parua]";
+ mes "\"Seems your friend already paid me.\"";
+ goto L_Exit;
L_NotEnoughPlayers:
- if ($@FIGHT_CAVE_STATUS == 2) goto L_CleanUp_Announcement;
- mes "[Parua]";
- mes "\"Maybe you should bring some friends with you; this will get messy.\"";
- mes "He takes a moment to calculate. \"You'll probably need at least...five people, including yourself.\"";
- goto L_Exit;
+ if ($@FIGHT_CAVE_STATUS == 2) goto L_CleanUp_Announcement;
+ mes "[Parua]";
+ mes "\"Maybe you should bring some friends with you; this will get messy.\"";
+ mes "He takes a moment to calculate. \"You'll probably need at least...five people, including yourself.\"";
+ goto L_Exit;
L_Exit:
- close;
- end;
+ close;
+ end;
// Fight logic
OnTimer5000:
- setnpctimer 0;
- if ($@FIGHT_CAVE_STATUS == 1) goto L_CaveLogic;
- if ($@FIGHT_CAVE_STATUS >= 2) goto L_GlobalAnnounce;
+ setnpctimer 0;
+ if ($@FIGHT_CAVE_STATUS == 1) goto L_CaveLogic;
+ if ($@FIGHT_CAVE_STATUS >= 2) goto L_GlobalAnnounce;
L_Return_1:
- set $@FIGHT_CAVE_PLAYER_COUNT, 0;
- areatimer "029-3.gat", 20, 20, 70, 60, 10, "Parua::onTick";
- end;
+ set $@FIGHT_CAVE_PLAYER_COUNT, 0;
+ areatimer "029-3.gat", 20, 20, 70, 60, 10, "Parua::onTick";
+ end;
L_CaveLogic:
- set $@FIGHT_CAVE_ROUND_PEN, $@FIGHT_CAVE_PLAYER_COUNT;
- if ($@FIGHT_CAVE_ROUND_PEN > 60) set $@FIGHT_CAVE_ROUND_PEN, 60;
- if ($@FIGHT_CAVE_PLAYER_COUNT <= 0) goto L_CleanUp;
- set $@FIGHT_CAVE_ROUND_TIMER, $@FIGHT_CAVE_ROUND_TIMER + 5; // Advance 5 seconds
- if (mobcount("029-3.gat", "Parua::onPetDeath") <= 0) goto L_NextRound;
- if ($@FIGHT_CAVE_ROUND_TIMER + $@FIGHT_CAVE_ROUND_PEN >= 120) goto L_NextRound;
- goto L_Return_1;
+ set $@FIGHT_CAVE_ROUND_PEN, $@FIGHT_CAVE_PLAYER_COUNT;
+ if ($@FIGHT_CAVE_ROUND_PEN > 60) set $@FIGHT_CAVE_ROUND_PEN, 60;
+ if ($@FIGHT_CAVE_PLAYER_COUNT <= 0) goto L_CleanUp;
+ set $@FIGHT_CAVE_ROUND_TIMER, $@FIGHT_CAVE_ROUND_TIMER + 5; // Advance 5 seconds
+ if (mobcount("029-3.gat", "Parua::onPetDeath") <= 0) goto L_NextRound;
+ if ($@FIGHT_CAVE_ROUND_TIMER + $@FIGHT_CAVE_ROUND_PEN >= 120) goto L_NextRound;
+ goto L_Return_1;
L_NextRound:
- set $@FIGHT_CAVE_ROUND_TIMER, 0;
+ set $@FIGHT_CAVE_ROUND_TIMER, 0;
- set $@FIGHT_CAVE_TEMP_UP, ($@FIGHT_CAVE_LEVEL / 10);
- if ($@FIGHT_CAVE_TEMP_UP > 100) set $@FIGHT_CAVE_TEMP_UP, 100;
+ set $@FIGHT_CAVE_TEMP_UP, ($@FIGHT_CAVE_LEVEL / 10);
+ if ($@FIGHT_CAVE_TEMP_UP > 100) set $@FIGHT_CAVE_TEMP_UP, 100;
- set $@FIGHT_CAVE_LEVEL, $@FIGHT_CAVE_LEVEL + $@FIGHT_CAVE_PLAYER_COUNT + $@FIGHT_CAVE_TEMP_UP;
- if ($@FIGHT_CAVE_LEVEL >= 2200) goto L_CleanUp;
- set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_LEVEL;
+ set $@FIGHT_CAVE_LEVEL, $@FIGHT_CAVE_LEVEL + $@FIGHT_CAVE_PLAYER_COUNT + $@FIGHT_CAVE_TEMP_UP;
+ if ($@FIGHT_CAVE_LEVEL >= 2200) goto L_CleanUp;
+ set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_LEVEL;
- if ($@FIGHT_CAVE_LAST + 30 < $@FIGHT_CAVE_LEVEL) goto L_Announce;
+ if ($@FIGHT_CAVE_LAST + 30 < $@FIGHT_CAVE_LEVEL) goto L_Announce;
L_Return_2:
mapannounce "029-3.gat", "Parua: The next round (level " + $@FIGHT_CAVE_LEVEL + ") is starting with " + $@FIGHT_CAVE_PLAYER_COUNT + " player(s) left alive." , 0;
- set $@MOB_1_SUMMON, 0;
- set $@MOB_2_SUMMON, 0;
- set $@MOB_3_SUMMON, 0;
- set $@MOB_4_SUMMON, 0;
- set $@MOB_5_SUMMON, 0;
- set $@MOB_6_SUMMON, 0;
+ set $@MOB_1_SUMMON, 0;
+ set $@MOB_2_SUMMON, 0;
+ set $@MOB_3_SUMMON, 0;
+ set $@MOB_4_SUMMON, 0;
+ set $@MOB_5_SUMMON, 0;
+ set $@MOB_6_SUMMON, 0;
L_Summon:
- if ($@FIGHT_CAVE_POINTS >= 243 && $@MOB_1_SUMMON < 2) goto L_MOB1;
- if ($@FIGHT_CAVE_POINTS >= 81 && $@MOB_2_SUMMON < 6) goto L_MOB2;
- if ($@FIGHT_CAVE_POINTS >= 27 && $@MOB_3_SUMMON < 5) goto L_MOB3;
- if ($@FIGHT_CAVE_POINTS >= 9 && $@MOB_4_SUMMON < 7) goto L_MOB4;
- if ($@FIGHT_CAVE_POINTS >= 3 && $@MOB_5_SUMMON < 10) goto L_MOB5;
- if ($@FIGHT_CAVE_POINTS >= 1 && $@MOB_6_SUMMON < 12) goto L_MOB6;
- goto L_Return_1;
+ if ($@FIGHT_CAVE_POINTS >= 243 && $@MOB_1_SUMMON < 2) goto L_MOB1;
+ if ($@FIGHT_CAVE_POINTS >= 81 && $@MOB_2_SUMMON < 6) goto L_MOB2;
+ if ($@FIGHT_CAVE_POINTS >= 27 && $@MOB_3_SUMMON < 5) goto L_MOB3;
+ if ($@FIGHT_CAVE_POINTS >= 9 && $@MOB_4_SUMMON < 7) goto L_MOB4;
+ if ($@FIGHT_CAVE_POINTS >= 3 && $@MOB_5_SUMMON < 10) goto L_MOB5;
+ if ($@FIGHT_CAVE_POINTS >= 1 && $@MOB_6_SUMMON < 12) goto L_MOB6;
+ goto L_Return_1;
L_Announce:
- mapannounce "029-1.gat", "Parua: The next round (level " + $@FIGHT_CAVE_LEVEL + ") is starting with " + $@FIGHT_CAVE_PLAYER_COUNT + " player(s) left alive." , 0;
- set $@FIGHT_CAVE_LAST, $@FIGHT_CAVE_LAST + 30;
- goto L_Return_2;
+ mapannounce "029-1.gat", "Parua: The next round (level " + $@FIGHT_CAVE_LEVEL + ") is starting with " + $@FIGHT_CAVE_PLAYER_COUNT + " player(s) left alive." , 0;
+ set $@FIGHT_CAVE_LAST, $@FIGHT_CAVE_LAST + 30;
+ goto L_Return_2;
L_GlobalAnnounce:
- if ($@FIGHT_CAVE_STATUS == 3) goto L_Five_Minutes;
- if ($@FIGHT_CAVE_STATUS == 4) goto L_Fifteen_Minutes;
- if ($@FIGHT_CAVE_STATUS >= 5) goto L_Thirty_Minutes;
- if (gettimetick(2) >= $@ANNOUNCE_TIME) goto L_StartFight;
- end;
+ if ($@FIGHT_CAVE_STATUS == 3) goto L_Five_Minutes;
+ if ($@FIGHT_CAVE_STATUS == 4) goto L_Fifteen_Minutes;
+ if ($@FIGHT_CAVE_STATUS >= 5) goto L_Thirty_Minutes;
+ if (gettimetick(2) >= $@ANNOUNCE_TIME) goto L_StartFight;
+ end;
L_Five_Minutes:
- if ($@ANNOUNCE_TIME - gettimetick(2) > 300) end;
- announce "Parua: " + $@SPONSOR$ + " invites everyone to a challenge against the powers that sleep in Candor. It is almost time! The fight will start in 5 minutes and, at the moment, there are only " + getareausers("029-3.gat", 20, 20, 70, 60) + " fighter(s) in the cave.", 0;
- set $@FIGHT_CAVE_STATUS, 2;
- end;
+ if ($@ANNOUNCE_TIME - gettimetick(2) > 300) end;
+ announce "Parua: " + $@SPONSOR$ + " invites everyone to a challenge against the powers that sleep in Candor. It is almost time! The fight will start in 5 minutes and, at the moment, there are only " + getareausers("029-3.gat", 20, 20, 70, 60) + " fighter(s) in the cave.", 0;
+ set $@FIGHT_CAVE_STATUS, 2;
+ end;
L_Fifteen_Minutes:
- if ($@ANNOUNCE_TIME - gettimetick(2) > 900) end;
- announce "Parua: " + $@SPONSOR$ + " invites everyone to a challenge against the powers that sleep in Candor. You still have time to prepare yourself for this fight, since it will only start in 15 minutes. Right now, there are " + getareausers("029-3.gat", 20, 20, 70, 60) + " fighter(s) in the cave.", 0;
- set $@FIGHT_CAVE_STATUS, 3;
- end;
+ if ($@ANNOUNCE_TIME - gettimetick(2) > 900) end;
+ announce "Parua: " + $@SPONSOR$ + " invites everyone to a challenge against the powers that sleep in Candor. You still have time to prepare yourself for this fight, since it will only start in 15 minutes. Right now, there are " + getareausers("029-3.gat", 20, 20, 70, 60) + " fighter(s) in the cave.", 0;
+ set $@FIGHT_CAVE_STATUS, 3;
+ end;
L_Thirty_Minutes:
- announce "Parua: " + $@SPONSOR$ + " invites everyone to a challenge against the powers that sleep in Candor. The fight will start in 30 minutes, so prepare yourself and call your friends. At the moment there are " + getareausers("029-3.gat", 20, 20, 70, 60) + " fighter(s) in the cave.", 0;
- set $@FIGHT_CAVE_STATUS, 4;
- end;
+ announce "Parua: " + $@SPONSOR$ + " invites everyone to a challenge against the powers that sleep in Candor. The fight will start in 30 minutes, so prepare yourself and call your friends. At the moment there are " + getareausers("029-3.gat", 20, 20, 70, 60) + " fighter(s) in the cave.", 0;
+ set $@FIGHT_CAVE_STATUS, 4;
+ end;
L_MOB1:
- set $@MOB_1_SUMMON, $@MOB_1_SUMMON + 1;
- set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 243;
- areamonster "029-3.gat", 20, 20, 70, 60, "", 1022, 1, "Parua::onPetDeath";
- goto L_Summon;
+ set $@MOB_1_SUMMON, $@MOB_1_SUMMON + 1;
+ set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 243;
+ areamonster "029-3.gat", 20, 20, 70, 60, "", 1022, 1, "Parua::onPetDeath";
+ goto L_Summon;
L_MOB2:
- set $@MOB_2_SUMMON, $@MOB_2_SUMMON + 1;
- set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 81;
- areamonster "029-3.gat", 20, 20, 70, 60, "", 1045, 1, "Parua::onPetDeath";
- goto L_Summon;
+ set $@MOB_2_SUMMON, $@MOB_2_SUMMON + 1;
+ set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 81;
+ areamonster "029-3.gat", 20, 20, 70, 60, "", 1045, 1, "Parua::onPetDeath";
+ goto L_Summon;
L_MOB3:
- set $@MOB_3_SUMMON, $@MOB_3_SUMMON + 1;
- set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 27;
- areamonster "029-3.gat", 20, 20, 70, 60, "", 1024, 1, "Parua::onPetDeath";
- goto L_Summon;
+ set $@MOB_3_SUMMON, $@MOB_3_SUMMON + 1;
+ set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 27;
+ areamonster "029-3.gat", 20, 20, 70, 60, "", 1024, 1, "Parua::onPetDeath";
+ goto L_Summon;
L_MOB4:
- set $@MOB_4_SUMMON, $@MOB_4_SUMMON + 1;
- set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 9;
- areamonster "029-3.gat", 20, 20, 70, 60, "", 1043, 1, "Parua::onPetDeath";
- goto L_Summon;
+ set $@MOB_4_SUMMON, $@MOB_4_SUMMON + 1;
+ set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 9;
+ areamonster "029-3.gat", 20, 20, 70, 60, "", 1043, 1, "Parua::onPetDeath";
+ goto L_Summon;
L_MOB5:
- set $@MOB_5_SUMMON, $@MOB_5_SUMMON + 1;
- set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 3;
- areamonster "029-3.gat", 20, 20, 70, 60, "", 1010, 1, "Parua::onPetDeath";
- goto L_Summon;
+ set $@MOB_5_SUMMON, $@MOB_5_SUMMON + 1;
+ set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 3;
+ areamonster "029-3.gat", 20, 20, 70, 60, "", 1010, 1, "Parua::onPetDeath";
+ goto L_Summon;
L_MOB6:
- set $@MOB_6_SUMMON, $@MOB_6_SUMMON + 1;
- set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 1;
- areamonster "029-3.gat", 20, 20, 70, 60, "", 1008, 1, "Parua::onPetDeath";
- goto L_Summon;
+ set $@MOB_6_SUMMON, $@MOB_6_SUMMON + 1;
+ set $@FIGHT_CAVE_POINTS, $@FIGHT_CAVE_POINTS - 1;
+ areamonster "029-3.gat", 20, 20, 70, 60, "", 1008, 1, "Parua::onPetDeath";
+ goto L_Summon;
// Called on each player once every 5 seconds
onTick:
- if (isdead(0)) end;
- set $@FIGHT_CAVE_PLAYER_COUNT, $@FIGHT_CAVE_PLAYER_COUNT + 1;
- end;
+ if (isdead(0)) end;
+ set $@FIGHT_CAVE_PLAYER_COUNT, $@FIGHT_CAVE_PLAYER_COUNT + 1;
+ end;
onPetDeath:
- end;
+ end;
onInit:
- initnpctimer;
- stopnpctimer;
+ initnpctimer;
+ stopnpctimer;
L_CleanUp:
- npctalk "Game Over";
- mapannounce "029-1.gat", "Parua: The dungeon is now ready for its next victims.", 0;
- areatimer "029-3.gat", 20, 20, 70, 60, 10, "Parua::onReward";
- set $@FIGHT_CAVE_STATUS, 0;
- set $@FIGHT_CAVE_PLAYER_COUNT, 0;
- set $@FIGHT_CAVE_LEVEL, 1;
- set $@FIGHT_CAVE_ROUND_TIMER, 0;
- killmonster "029-3.gat", "Parua::onPetDeath";
- stopnpctimer;
- setnpctimer 0;
- end;
+ npctalk "Game Over";
+ mapannounce "029-1.gat", "Parua: The dungeon is now ready for its next victims.", 0;
+ areatimer "029-3.gat", 20, 20, 70, 60, 10, "Parua::onReward";
+ set $@FIGHT_CAVE_STATUS, 0;
+ set $@FIGHT_CAVE_PLAYER_COUNT, 0;
+ set $@FIGHT_CAVE_LEVEL, 1;
+ set $@FIGHT_CAVE_ROUND_TIMER, 0;
+ killmonster "029-3.gat", "Parua::onPetDeath";
+ stopnpctimer;
+ setnpctimer 0;
+ end;
L_CleanUp_Announcement:
- npctalk $@SPONSOR$ + " lost the money invested in the fight, since there are less than 5 players in the cave";
- set $@SPONSOR$, "";
- set $@ANNOUNCE_TIME, 0;
- set $@FIGHT_CAVE_STATUS, 0;
- stopnpctimer;
- setnpctimer 0;
- end;
+ npctalk $@SPONSOR$ + " lost the money invested in the fight, since there are less than 5 players in the cave";
+ set $@SPONSOR$, "";
+ set $@ANNOUNCE_TIME, 0;
+ set $@FIGHT_CAVE_STATUS, 0;
+ stopnpctimer;
+ setnpctimer 0;
+ end;
onReward:
- if (isdead(0)) end;
- set BOSS_POINTS, BOSS_POINTS + 100;
- message strcharinfo(0), "You gain 100 Boss Points giving you a total of " + BOSS_POINTS;
- end;
+ if (isdead(0)) end;
+ set BOSS_POINTS, BOSS_POINTS + 100;
+ message strcharinfo(0), "You gain 100 Boss Points giving you a total of " + BOSS_POINTS;
+ end;
}
diff --git a/world/map/npc/031-1/angelaOutside.txt b/world/map/npc/031-1/angelaOutside.txt
index 3df9daa9..3e503187 100644
--- a/world/map/npc/031-1/angelaOutside.txt
+++ b/world/map/npc/031-1/angelaOutside.txt
@@ -5,106 +5,106 @@
// state2 and state3: Cindy is saved Angela invites you to visit them for giving a reward
// state greater than 3: Angela invites and asks you to bring present boxes
-031-1.gat,79,24,0 script Angela 195, {
+031-1.gat,79,24,0|script|Angela|195, {
- set @Q_Nivalis_state_MASK, NIBBLE_5_MASK;
- set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT;
+ set @Q_Nivalis_state_MASK, NIBBLE_5_MASK;
+ set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT;
- set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT);
+ set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT);
if (@rescue_Cindy > 3) goto L_Please_Visit_Again;
- if (@rescue_Cindy > 1) goto L_Please_Visit;
- if (@rescue_Cindy == 1) goto L_Please_Help;
+ if (@rescue_Cindy > 1) goto L_Please_Visit;
+ if (@rescue_Cindy == 1) goto L_Please_Help;
- mes "[Angela]";
- mes "\"Please, I need help! My little daughter!\"";
- next;
- mes "\"It's terrible, oh my dear child!\"";
- next;
+ mes "[Angela]";
+ mes "\"Please, I need help! My little daughter!\"";
+ next;
+ mes "\"It's terrible, oh my dear child!\"";
+ next;
- if (countitem("ConcentrationPotion") > 0 && baselevel > 69) goto L_Menu_Potion;
+ if (countitem("ConcentrationPotion") > 0 && baselevel > 69) goto L_Menu_Potion;
- menu
- "\"Please calm down and tell me what happened.\"", L_Whining,
- "Leave", -;
- close;
+ menu
+ "\"Please calm down and tell me what happened.\"", L_Whining,
+ "Leave", -;
+ close;
L_Whining:
- mes "[Angela]";
- mes "\"My poor little daughter, please! Oh no, oh no...\"";
- next;
- mes "\"We need to do something! My poor little Cindy! My cute little girl!\"";
- next;
- mes "\"It's so terrible, how could that happen? Please, I need help, it's so terrible.\"";
- next;
- mes "\"Those awful filthy monsters - terrible!\"";
- next;
- mes "\"Oh Cindy, my little Cindy - oh no...\"";
- next;
- mes "\"Please help, we need to do something!\"";
- next;
- mes "\"It's so terrible, my poor cute little Cindy...\"";
- next;
- mes "\"Oh, when I think what might happen to her right now!\"";
- next;
- mes "\"She is crying and sobbing.\"";
- next;
- mes "\"It seems she is too upset to tell you anything helpful. If she would just calm down and concentrate a bit...\"";
- close;
+ mes "[Angela]";
+ mes "\"My poor little daughter, please! Oh no, oh no...\"";
+ next;
+ mes "\"We need to do something! My poor little Cindy! My cute little girl!\"";
+ next;
+ mes "\"It's so terrible, how could that happen? Please, I need help, it's so terrible.\"";
+ next;
+ mes "\"Those awful filthy monsters - terrible!\"";
+ next;
+ mes "\"Oh Cindy, my little Cindy - oh no...\"";
+ next;
+ mes "\"Please help, we need to do something!\"";
+ next;
+ mes "\"It's so terrible, my poor cute little Cindy...\"";
+ next;
+ mes "\"Oh, when I think what might happen to her right now!\"";
+ next;
+ mes "\"She is crying and sobbing.\"";
+ next;
+ mes "\"It seems she is too upset to tell you anything helpful. If she would just calm down and concentrate a bit...\"";
+ close;
L_Menu_Potion:
- menu
- "\"Please calm down and tell me what happened.\"", L_Whining,
- "Give her a concentration potion.", L_Calm_Down,
- "Leave", -;
- close;
+ menu
+ "\"Please calm down and tell me what happened.\"", L_Whining,
+ "Give her a concentration potion.", L_Calm_Down,
+ "Leave", -;
+ close;
L_Calm_Down:
- if (countitem("ConcentrationPotion") == 0) goto L_No_Potion;
- delitem "ConcentrationPotion", 1;
- mes "She drinks the concentration potions and calms down.";
- mes "[Angela]";
- mes "\"Thank you, this was helpful.\"";
- next;
- mes "\"My daughter Cindy and I were on our way to Santa, to bring him some presents. Many people here in Nivalis are helping Santa with his business.\"";
- next;
- mes "\"When we passed the entrance of this cave, a pack of Yetis came out of there. It's disturbing, because usually they are very shy.\"";
- next;
- mes "\"We tried to run away, but there were too many of them. They took my poor little Cindy and all the presents with them.\"";
- next;
- mes "\"Oh my poor little girl. I'm so worried - what might they do with her? Oh no!\"";
- next;
- mes "\"You look like an adventurer! Please, can you go in that cave and rescue my little Cindy? I beg you for help!\"";
- set @rescue_Cindy, 1;
- callsub S_Update_Mask;
- close;
+ if (countitem("ConcentrationPotion") == 0) goto L_No_Potion;
+ delitem "ConcentrationPotion", 1;
+ mes "She drinks the concentration potions and calms down.";
+ mes "[Angela]";
+ mes "\"Thank you, this was helpful.\"";
+ next;
+ mes "\"My daughter Cindy and I were on our way to Santa, to bring him some presents. Many people here in Nivalis are helping Santa with his business.\"";
+ next;
+ mes "\"When we passed the entrance of this cave, a pack of Yetis came out of there. It's disturbing, because usually they are very shy.\"";
+ next;
+ mes "\"We tried to run away, but there were too many of them. They took my poor little Cindy and all the presents with them.\"";
+ next;
+ mes "\"Oh my poor little girl. I'm so worried - what might they do with her? Oh no!\"";
+ next;
+ mes "\"You look like an adventurer! Please, can you go in that cave and rescue my little Cindy? I beg you for help!\"";
+ set @rescue_Cindy, 1;
+ callsub S_Update_Mask;
+ close;
L_No_Potion:
- mes "You don't have a concentration potion.";
- close;
+ mes "You don't have a concentration potion.";
+ close;
L_Please_Help:
- mes "[Angela]";
- mes "\"Please go in that cave and rescue my daughter!\"";
- close;
+ mes "[Angela]";
+ mes "\"Please go in that cave and rescue my daughter!\"";
+ close;
L_Please_Visit:
- mes "[Angela]";
- mes "\"Thank you so much for rescuing my beloved Cindy. Please come to visit us in our house at the beach.\"";
- next;
- mes "\"My husband is an adventurer like you, and I want to give you something he got on his travels to show my gratitude.\"";
- close;
+ mes "[Angela]";
+ mes "\"Thank you so much for rescuing my beloved Cindy. Please come to visit us in our house at the beach.\"";
+ next;
+ mes "\"My husband is an adventurer like you, and I want to give you something he got on his travels to show my gratitude.\"";
+ close;
L_Please_Visit_Again:
- mes "[Angela]";
- mes "\"Hello! You are welcome to visit us in our house at the beach everytime. Cindy loves to see you!\"";
- next;
- mes "\"If you have found any present boxes the Yetis took away, please bring them to our house. Usually, the Yetis are very shy... their behavior is a bit odd.\"";
- close;
+ mes "[Angela]";
+ mes "\"Hello! You are welcome to visit us in our house at the beach everytime. Cindy loves to see you!\"";
+ next;
+ mes "\"If you have found any present boxes the Yetis took away, please bring them to our house. Usually, the Yetis are very shy... their behavior is a bit odd.\"";
+ close;
S_Update_Mask:
set QUEST_Nivalis_state,
- (QUEST_Nivalis_state & ~(@Q_Nivalis_state_MASK))
+ (QUEST_Nivalis_state & ~(@Q_Nivalis_state_MASK))
| (@rescue_Cindy << @Q_Nivalis_state_SHIFT);
return;
}
diff --git a/world/map/npc/031-1/frozenbeard.txt b/world/map/npc/031-1/frozenbeard.txt
index 4f871554..923ae449 100644
--- a/world/map/npc/031-1/frozenbeard.txt
+++ b/world/map/npc/031-1/frozenbeard.txt
@@ -1,29 +1,29 @@
//
-031-1.gat,97,115,0 script Frozenbeard 138,{
+031-1.gat,97,115,0|script|Frozenbeard|138,{
- mes "[Frozenbeard]";
- mes "\"Arrr mate! There is no dock here, so I had to row boat from my ship! I am pioneering and mapping the trade route between here and Argaes, around the Hurnscald area. I'll hail my shipmates to send a boat and we'll sail out to Argaes, be there in no time, but it will cost you a fee. 500 gold pieces. What do you say?";
- menu
- "Sure. (500 GP)", L_Frozenbeard_Argaes,
- "Not right now.", L_Frozenbeard_Stay;
- close;
+ mes "[Frozenbeard]";
+ mes "\"Arrr mate! There is no dock here, so I had to row boat from my ship! I am pioneering and mapping the trade route between here and Argaes, around the Hurnscald area. I'll hail my shipmates to send a boat and we'll sail out to Argaes, be there in no time, but it will cost you a fee. 500 gold pieces. What do you say?";
+ menu
+ "Sure. (500 GP)", L_Frozenbeard_Argaes,
+ "Not right now.", L_Frozenbeard_Stay;
+ close;
L_Frozenbeard_Argaes:
- if (zeny < 500) goto L_NoMoney;
- mes "[Frozenbeard]";
- mes "\"Pleasant Journeys!\"";
- set zeny, zeny-500;
- warp "008-1.gat",137,64;
- close;
+ if (zeny < 500) goto L_NoMoney;
+ mes "[Frozenbeard]";
+ mes "\"Pleasant Journeys!\"";
+ set zeny, zeny-500;
+ warp "008-1.gat",137,64;
+ close;
L_Frozenbeard_Stay:
- mes "[Frozenbeard]";
- mes "\"Suit yourself. Feel free to come out here anytime, I am really busy making sure these routes are accurate.\"";
- close;
+ mes "[Frozenbeard]";
+ mes "\"Suit yourself. Feel free to come out here anytime, I am really busy making sure these routes are accurate.\"";
+ close;
L_NoMoney:
- mes "[Frozenbeard]";
- mes "\"You need more money. I'll wait here while you get some.\"";
- close;
+ mes "[Frozenbeard]";
+ mes "\"You need more money. I'll wait here while you get some.\"";
+ close;
}
diff --git a/world/map/npc/031-1/house.txt b/world/map/npc/031-1/house.txt
index d9714ef5..9913bdec 100644
--- a/world/map/npc/031-1/house.txt
+++ b/world/map/npc/031-1/house.txt
@@ -2,14 +2,14 @@
// player can enter, if Cindy is already saved and the player has been invited, quest status > 2
// author: Jenalya
-031-1.gat,95,80,0 script #Door 127,1,1,{
- set @Q_Nivalis_state_MASK, NIBBLE_5_MASK;
- set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT;
+031-1.gat,95,80,0|script|#Door|127,1,1,{
+ set @Q_Nivalis_state_MASK, NIBBLE_5_MASK;
+ set @Q_Nivalis_state_SHIFT, NIBBLE_5_SHIFT;
- set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT);
+ set @rescue_Cindy, ((QUEST_Nivalis_state & @Q_Nivalis_state_MASK) >> @Q_Nivalis_state_SHIFT);
if (@rescue_Cindy > 2) goto L_Warp;
- message strcharinfo(0), "The door is locked.";
+ message strcharinfo(0), "The door is locked.";
close;
L_Warp: